Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
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Opdatering: 13. okt. 2022 kl. 10:08

Opdatering: 13. okt. 2022 kl. 9:44

Opdatering: 13. okt. 2022 kl. 9:40

Opdatering: 12. okt. 2022 kl. 9:56

Opdatering: 12. okt. 2022 kl. 9:39

Added vigour reduction to two different technologies
Buffed trebuchets and field trebuchets damage

Opdatering: 11. okt. 2022 kl. 9:45

Buffed range, reload speed and damage for mounted yeomen archers (and the ror)
Buffed range, accuracy, muzzle speed and damage of field trebuchets

Opdatering: 9. okt. 2022 kl. 13:41

Grail Guardians Melee Defence increased by 4
Heavy Armour technology effects all peasants rather than specific peasant units

Opdatering: 8. okt. 2022 kl. 5:12

Reduced the cost of the various techs that cost money
Reduced research time of Carpenters tech from 10 turns to 5, but halved the bonus income from lumber

Opdatering: 7. okt. 2022 kl. 16:35

Tier 3 Industry cost reduced from 2500 to 1500

Developer thoughts:
This is quite a significant cost reduction, attributed to the fact that the industry chain gives 300 gdp per turn compared to the farms 450. Even with the +2 increase to peasant cap, I think the gap is quite large, especially when you consider the fact that farms gain a lot more income from techs thanks to Improved Mills and Autonomous Collective. This should make industry economies a lot more viable, especially early on in the campaign where your gold should be spent on units and potentially confederations.

Opdatering: 7. okt. 2022 kl. 13:30

• Infantry hit points raised slightly
• Men-at-arms base upkeep reduced by 10%

Developer thoughts:
After long debate, I felt like improving the hit points of the infantry units across the board was a necessary change to make these units viable, more so than changes to their other stats.

Compared to infantry of other factions, bretonnian infantry are very vulnerable. Furthermore, the infantry units upkeep isn't particularly high but with the reductions of the income of the farms and industry compared to vanilla, I felt like reducing the upkeep of these units would be a big help to anyone that decides to use them. Many players will rightly stick to using peasant mob and peasant bowmen, with a focus on cavalry, but making men-at-arms actually a viable option is the main point of my mods and I hope this change doesn't go too far in order to achieve this.

If I feel I messed up and over did things, I'll change this, but for right now I think this is okay.

Let me know what you guys think <3