Radious Total War Mod - Warhammer 3 - Updated 18.09.2022 - Immortal Empires Support!
🕑 Added 2022-09-18 18:39:33 +0000 UTCHello everyone, Team Radious here!
Dust off your old magical tomes and sharpen those rusty blades, for it is time to go to war again! After a week-long beta, we finally feel that our mod is complete and ready for a full release onto the Steam Workshop. We thank everybody who participated in the beta for us and reported all the bugs and other issues you could find, its thanks to you we were able to finish so quickly.
This is the biggest Radious Overhaul we have ever released. Spanning the content of three games and touching almost every aspect of Immortal Empires, we hope that it will bring you countless hours of joy! But this is not the end of the journey yet! We still have some new content planned, as well as continual support in case of new DLC and patches. It was an honour to share this ride we you, and we hope that we will be able to continue as one! To put it simply:
Enjoy!
Yours, Team Radious
Our almost 4 weeks long Update Process is finally over, you could follow all the progress for very long here: https://www.patreon.com/posts/immortal-empires-70884173
Lastly, for the first time in entire history of Radious mods we now have our own Main Menu theme music composed by super talented lHorizonl. The music comes packed together with a UI redesign, brand new main menu with various backgrounds which will change automatically, and a Chaos rising Clip. The Beta will contain the first version of this package and live release will have it in its full glory!
Changelog:
· Complete changelog can be found here - https://steamcommunity.com/workshop/filedetails/discussion/2791750313/3272436223680943588/
- Full support of Immortal Empires Beta, Champions DLC and Official Update 2.1,
- Fully ported our Warhammer 2 and Warhammer 3 work and adapted everything for latest changes,
- All new units completely rebalanced with various additional effects to fit their respective factions and tiers,
- All new faction mechanics and features rebalanced to fit Radious mod gameplay,
- All our 511 custom units and 19 Custom Lords included, covering all ingame races.
- Many Text changes, unit name changes so all is fitting and corrected for latest game build,
- Dozens of new skills, abilities, skill and tech effects,
- Over 100 new faction traits,
- Dozens new technology effects, tech trees rebalanced for everyone,
- Garrisons for everyone completely reworked and redesigned,
- AI will be far more aggressive, offensive, build more and better unit variety on all difficulties. On Hard + it gets many additional buffs and bonuses to increase the challenge.
- Tons of additional unit balancing,
- Increased the ancillary slots for all character from 6 to 8,
- Fog on the map reduced,
- Reduced rank requirement for Chaos unit upgrades, but increased upgrade costs,
- Unlocked regular recruitment for Warriors of Chaos faction (all 8 LL) - core WoC rosters is now possible to get via buildings and recruit same style as all other factions. All marked (DLC) units are available only via upgrade and warband systems.
- Our custom WoC units are now part of WoC Unit Upgrade system,
- Fixed visuals for over 150 custom units,
- Improved visuals for over 80 custom units,
- Fixed voices for many custom units,
- Arkham now properly buffs his Vampire Counts units via techs/skills and gets more of them from an upgraded building chain.
- Morathi faction buffs her new Daemon ladies via techs/skills from Witch Elves,
- Kislev has access to Feral and Ice bears now, buffs received from Snow Leopards,
- Reduced the number of graphical effects on screen for more immersive gameplay - lunar beams, aura buffs, active big circles etc,
- Allied recruitment now includes all our custom units from T1 to T5,
- Knight's Vow and Questing Vow unlocks tier earlier for recruited lords in the chivalry system,
- Endgame Invasion forces are now stronger and contain custom units aswell,
- Slightly increased recharge time and mana cost of Chillwind spell,
- Updated Building Progression Icons Mod to latest version,
- Updated Unique Faction UI mod to latest version,
- Updated Greater Daemon Variety Reskin to latest version,
- Redesigned Main menu with own UI tweaks, background and more,
- Most content of Part 3 from Warhammer II has been ported, including all the Custom Lords and unit upgrades for Skaven, Beastmen, and Norsca,
- Arkhan and Teclis reworks are also included, though in a slightly different form,
- All the additional custom skills added to many characters by Part 3 have also been included,
- In general, unless specified below as “not updated yet” all Part 3 features have been ported,
- New Main Menu with several further UI changes - Big Thanks for the help to Addan Deith and Ulrik H.D for Big help with this!
- Included latest version of Details Matter: Collection by Merwanor - updated our missile units to use those new quivers, ammo pouches and more.
- Many unit cards updated and improved + new additions to our WoC units, massive thanks to R1kko,
- Slightly increased recharge time and mana cost of Chillwind spell,
- And more, much more.....
- And almost forgot... Black Orc Archers (10 variants) added to all factions with no good missile units! "Balance reasons".
9 New custom units for WoC roster (3 Kurgan units are also available for Norsca):
- Chaos Chosen Knights (Swords)
- Chaos Chosen Knights (Lances)
- Chosen (Great Swords)
- Aspiring Champions (Halberds)
- Aspiring Champions (Great Swords)
- Chaos Marauders (Spears)
- Kurgan Hunters (Dual Weapons)
- Kurgan Hunters (Great Weapons)
- Kurgan Hunters (Spears)
Beta Update 1-5: 12.09.2022-18.09.2022
- Reduced volume of Chaos Rising theme in main menu - more tweaks will arrive with final version of the theme,
- Several UI tweaks and fixes,
- Spider Hatchlings are available one tier earlier for Greenskins,
- Fixed main town chain recruitment for High Elves with their special settlements,
- Fixed main town chain recruitment for Lizardmen with their special settlements,
- Fixed different HP pools for DE sorcerers,
- Improved main town recruitment for Wurzag,
- Fixed recruitment issues with Terrorgeist,
- Fixed several recruitment issues for Beastmen,
- Unlocked hidden chains for Beastmen horde buildings,
- Fixed missing charge reflect vs large for Black Ark Reavers (Spears) and Shadows (Spears),
- Fixed Vampire Cemetary building wrong tier to unlock,
- Fixed broken necks on Death Walkers (Shields),
- Fixed wrong skill unlocking for Dwarven Engineer,
- Aspiring Champions now should be able to swap weapons in Warband Upgrade systems,
- Final version of our Chaos Rising theme song for main menu - full length, many improvements to it and additional tweaks to volume,
- Main menus will now swap every 15 seconds (from previous 10),
- Grudges age slower and receive less severity over time,
- Various balance changes,
- Fixed missing missile protection on Infected (Spears),
- WoC Aspiring Champions stats were nerfed due to overperforming,
- Minor recruitment changes,
- Fixed broken faces on Jade Sea units and Golden Lancers,
- Fixed missing gore on Cathay custom units,
- Fixed broken gore on Slaanesh custom units,
- Fixed broken gore on Kislev custom units,
- Added magic attacks to Dwarf Hammerers (Shields),
- Fixed wrong tooltips with custom Nurgle units for Festus,
- Fixed issues with Nakai high tier buildings,
- Updated Building Progression Icons Mod to latest version,
- Fixed several Wood Elven values for their skill unlocks,
- Small reduction of Barrier health for Blue and Pink Horrors,
- Fixed missing AP damage for Gunnery Mobs (Hand Cannons),
- Fixed Norscan special lords in custom battles,
- Included latest version of Warhammer 3 Visual Bug Fixes from Merwanor - massive amount of broken vanilla textures fixed,
- Fixed helmet issues on Sphinx Legion units,
- Fixed wrong Patriarchs with Lord skills,
- Fixed missing skill for Boris,
- Fixed missing Dump skills for Chaos characters,
- Fixed wrong unit upgrades of WoC shared units with Norsca,
- Fixed Celestial Champion icon,
- Liche High Priest will have proper models and animations instead of looking like Tomb Kings,
- Beastmen Custom herdstones have been added for major cities,
- Fixed wrong PH icon on cities,
- Balance changes to WoC Warriors and Chosen units,
- First version of WE full occupation system.
- Vows reworked for Hermit Knights. They start with all of them and cant get them twice.
- Minor AI tweaks,
- Several smaller balance changes,
- Updated Building Progression Icons Mod to latest version,
- Updated Unique Faction UI mod to latest version,
- Fixed last batch of custom textures for Empire and Bretonnian units,
- Sligthly reduced Malus health regen,
- Slightly improved rewards for destruction short objectives,
- Several changes to Wood Elven buildings, they no longer require population, only main towns do,
- Various tweaks to construction turn time for garrison buildings,
- Malagor has finally been forced to fight as everyone else and has brrought some friends.
- Exalted Shamans, lords with Lores of Nurgle, Slaanesh or Tzeentch are now available to all beastmen factions.
- Only main building chain of WE cities requires population points.
- We small settlements have proper garrisons now,
- WE garrison buildings now require a reasonable number of turns.
- Norscan Shaman Warleader has lost his mutations in campaign map and battles. (He is likely quite unhappy for that),
- Vampirate custom lords are now affected by loyalty mechanics, so watch your backs, Admirals,
- Wood Seer mounts have proper names in skills tree,
- Grombrindal can recruit Guildmasters too.
- Various balance changes,
- Small recruitment changes,
- Latest version of vanilla visual bug fixes,
- Many fixes for vanilla game bugs,
- Many fixes for wrong or missing vanilla unit sets,
- WoC outposts expanded - all outposts can be now upgraded up to T3 with expanded building selection,
- Fixed many Custom lord portraits and icons,
- Fixed Bloodline blood dragon bonuses,
Updated - 21.09.2022:
- Rebalanced several WoC economy buildings to fit better new outpost design - reduced income, increased economy buildings cost and turn time,
- Small economy boost to Monogods factions,
- Small economy boost to Empire and Bretonnia,
- Small Economy nerf to Vampire counts,
- Increased cooldown of Carstein Ring and Beguile abilities,
- Increased recharge time and mana cost for Invocation of Nehek,
- Reduced the healing cap to prevent exploits on certain characters and unit combinations,
- Minor changes to Cathay Yang Garrison building.
- Minor fixes for several missing vanilla garrisons,
- Improved Green Knight stats,
- Several text and description fixes - thanks to "You Will Never Be Free".
- Corrected anti-inf damage for Shades units,
- Ruglud'z Boyz renamed to Ruglud´s Armoured Orcs,
Updated - 23.09.2022:
- Autoresolve tweaks - small reduction of the bonuses received from Lords rank (this should reduce loosing vs 1 high ranked lord vs full army of elite units),
- Fixed incorrectly scaled healing cap modifiers which in base games are 5x-10x larger then they should be,
- Balance changes to Talisman of Endurance and Preservation,
- Updated Unique Faction UI mod to latest version,
- Small tweaks to AI faction potential, all major factions have now same potential (except Vlad who has slightly smaller and Franz/Gelt slightly higher) and bit higher compared to minor factions,
- Fixed missing barrier on Wyrd Spawn,
- Hammerers (Shields) now using correct hammer icon instead of axe one,
- Small stat improvements to Gotrek and Felix,
- Several small recruitment changes to WoC,
- Cost and turn time balance changes to various buildings,
- Required experience amount increased for characters rank 20+,
- Reworked composition of Skaven garrisons,
- Army destruction morale penalty increased from -50 to -55,
- More visuals Fixes of broken vanilla textures from Merwanor:
• Fixed one of the broken leg variants for Bretonnia Men At Arms units
• Fixed the LOD for the Varghulf unit
• Fixes broken LODs for VC Skeleton units
• A major overhaul of the Minotaur units in the game, since they had so many various model bugs I have completely remodelled the unit making sure there are no transparent seams and less buggy armor. This is both for the Beastmen and Khorne variants. A slight impact to performance can happen as they have better LODs than before.
Updated - 25.09.2022:
- Several small visual fixes,
- Several recruitment changes,
- Various text description fixes,
- Fixed broken visuals on Wulfrik causing potential campaign crashes on low unit details for LL starting near to him,
- Fixed Knights of the Black Rose body parts not displaying blood on their textures,
- Fixed additional missing vanilla unit sets,
- All RoR units can now earn experience same as regular units - visible you will see them as max rank, but they will get rank bonuses same as normal units after enough battles,
- Brutes of the Hound now shares same buffs with Khorne Marauders in WoC/Khorne roster,
- Fixed missing skill dumps from older custom lords,
- Fixed the overpowered Tomb Prince regeneration skill,
- Fixed Drycha being able to recruit Wood Seers,
- Fixed the Celestial Champion losing his weapon while on the horse on the campaign map,
- Fixed WEF elven gates looking like normal settlements in building panel,
- Removed some spells from the Strigoi lord and replaced them with more fitting ones,
- Removed skill dumps from characters that can’t gain XP (such as Felix),
- Fixed incorrect building assignment in Kislev unique cities for some factions,
- Fixed missing custom lord icons,
Submods:
- Initial release of the Tier 4 Minor Settlements submod,
- Initial release of the Insane Difficulty submod,
Updated - 27.09.2022:
- Several balance changes to various WoC and Monogod unit costs,
- Small AI tweaks to colonise ruins more often,
- Small AI tweaks to occupy towns more often,
- 2 Early Dawi techs provide small faction wide growth bonus,
- Small balance changes to various Edict effects,
- Improved stats of Plague Drones,
- The Ice-Forged Legion ROR unit has now unlocks from rank 28,
- Ard as Nailz skill adds small melee damage to Pump Wagons,
- Fixed several wrong effect scopes on various edict effects,
Updated - 29.09.2022:
- Full support of todays latest official Hotfix 2.1.2
- Small balance changes to various building costs,
- Updated Unique Faction UI mod to latest version,
- Army destruction penalty further increased from -55 to -60,
- Small tweaks to AI difficulty bonuses,
- Carstein Ring ability effect reduced from 75% damage reduction to 70%, duration reduced from 50 to 45 seconds and recharge time increased to 180 seconds,
- All Abhorash Deciples and Blood Knights units now have Hunger ability,
- Several unit balance changes,
- Small visual changes on Daemon Slayers,
- Fixed Wood Seers having some skills missing/ incorrectly assigned,
- Fixed Celestial Champion missing his weapon in battles,
- Fixed some settlements still having access to removed dark altar building chains,
Updated - 04.10.2022:
- Redesigned visuals of Beastmen Monogod Bestigor variants,
- Minor unit balancing,
- Minor AI recruitment tweaks,
- Small economy changes,
- Several garrison fixes,
- Several unit visual fixes,
- Updated Unique Faction UI to latest version,
- Updated Building Progression Icons to latest version,
If you have any issues/crashes etc:
1. Avoid using any mods not created by our team if you are not 100% sure about compatibility, always best to ask us directly first on our social media/discord etc.,
2. Make sure you have no mods or mod remains in your Data folder of the game.
3. Make sure your game is always updated to latest Live build. Do NOT use any beta builds! Avoid beta tabs in steam game settings/properties entirely, there should be always selected - no beta participation. If you have anything else there you asking for big troubles.
4. Unsubscribe from all of your mods. Then, go to your Steam\Steamapps\Workshop\Content folder and delete the 1142710 folder. Resubscribe to your mods and start the launcher to let it download everything again. Try launching the game.
5. If the above step doesn’t work, go to C:\Users(Your Username)\AppData\Roaming. Back up your saves from The Creative Assembly folder there, and then delete the whole folder. Cloud saves will not be affected. Start the game.
6. Verify game cache.
7. Use KMM launcher.
Supporting Team Radious:
If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious
We have released mods for multiple TW games (Shogun 2, Rome 2, Attila, Warhammer 1, Warhammer 2, Thrones of Britannia, Three Kingdoms, Troy and Warhammer 3) and this requires us to sacrifice even more time and resources to make sure that we maintain our quality.
Have fun with our mods and creations! Thank you for supporting our work, none of that would be possible without you!
Yours,
Team Radious