Radious Total War Mod - Warhammer 3 - Immortal Empires Beta released 12.09.2022, Ended - 18.09.2022
🕑 Added 2022-09-12 00:19:50 +0000 UTCHello Everyone, Team Radious here!
Today is a momentous day! After a long period of wait for you (and an even longer period of work for us), the moment in now ripe for the release of our initial beta build of the Immortal Empires Radious Warhammer III Overhaul, which we have been cooking in the background for the past 21 days! Many of you will finally be able to jump into Immortal Empires fully and enjoy it the way it was meant to be played – with enough marching armies and unit diversity to make even the skaven amongst us blush. One would even be inclined to say that it is going to be a total war on your computer screens😉.
However, it is important that you remember that it is a beta, and that you must treat is as such – bugs are expected. Please report any that you spot, as well as leave your feedback regarding the content already implemented. In the meantime, we will continue to work tirelessly on (re)implementing new and old features, as well as polishing the content that has already been introduced.
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!
We hope that you enjoy this beta! Below you can find the full changelog, as well as a list of features implement and still as of yet missing.
Yours,
Team Radious
Our Discord server https://discord.gg/emQpcha is going to be the main method through which we are going to be communicating with you and collecting your feedback and reports - special beta channel was created there.
Please note that:
1. All 4 Parts must be used together.
2. During the beta please do not use any other mods, this build is made for testing and feedback. We need that your reports wont be affected by other mods changing the game and potentially corrupting the overhaul and its testing results.
3. Once the build is Live on steam workshop you can expect many additional official submods from us and our partners.
The installation instructions for the Beta are simple:
Step 1: Download Radious Immortal Empires Open Beta rar archive into your game’s data folder – usually the path is going to be something like steam\steamapps\common\Total War Warhammer III\data
Step 2: Unpack the archive into the data folder (if you are using winrar, then right click on the archive file and select the option “Unpack Here”,
Step 3: Delete the archive file and leave the four .pack files that should have appeared,
Step 4: Activate all 4 parts in the launchers Mod Manager and launch the game normally,
Step 5: If you are ever going to be updating to a new version of the Beta, then you must delete these four .pack files as well, and then repeat Steps 1 – 4,
Step 6: If you ever decide to leave the Beta, or the Beta is finished and the full version is now available on the Steam Workshop, then remember to remove the archive and all the .pack files associated with the Beta from your data folder, otherwise your game will most likely crash!
We hope that you are going to enjoy the Open Beta, and look forward to your feedback, suggestions, and bug reports. If you enjoy what we do, and want to support us in our endeavours over the coming weeks, or show your appreciation, please consider donating to us on Patreon https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious
We are also available on various social media:
Discord- https://discordapp.com/invite/emQpcha
Steam Community- http://steamcommunity.com/groups/TeamRadious
Facebook- https://www.facebook.com/TeamRadious/
Twitter - https://twitter.com/TeamRadious
Team Radious subreddit- https://www.reddit.com/r/TeamRadious/
Below you can find the Changelog with all the changes included in the Open Beta at launch. Further changes will be communicated through the Open Beta Working Space.
Have fun and enjoy the largest mod we have ever created!
Yours,
Team Radious
Changelog:
- 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: 12.09.2022
- 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,
Beta Update 2: 13.09.2022
- 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,
Beta Update 3: 14.09.2022
- 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.
Beta Update 4: 16.09.2022
- 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.
What is not or updated yet (will be in coming 1-2 weeks):
- Dark Fortress and WoC outposts rework and redesign (DF re-design is partially implemented, the fortresses are available in more locations),
- Norscan slave system (it is a bit more complex to implement this time),
- Visuals for several Empire and Bretonnian units are still not yet updated and fixed
Compatibility:
- Mod works perfectly fine with Recruit Defeated LL,
- Do not use any additional unit or character mods which are not specifically balanced for our overhaul or have direct submods doing so. We will have many doing this together with Live release!
- Do not use any AI, garrisons or vanilla gameplay changing elements mods - all these will conflict and may break many features and parts of our work.
- As always, if you are not sure if mod is compatible - ask first on our discord before messing up your own game.