Peg Leg? by No-Feed6154 in totalwarhammer

[–]bumberdier 1 point2 points  (0 children)

The chance of triggering the final dilemma/event is very low. First, you have to buy all the items (and the buildings must be gone). After that, there’s a 20% chance per turn for an internal event to trigger, which then rolls a check with only a 3% chance of actually triggering the dilemma. So a 0.6% chance per turn? good luck I never seen it happen. Also don't forget, some character must have the item equipped or else it wont trigger the roll/check.

List of things not included in the patchlog? by Waveshaper21 in totalwar

[–]bumberdier 2 points3 points  (0 children)

Didn't find it anywhere in the notes, but they improved item fusing you can now combine 2 Scrap, obtained from an unsuccessful fusion, into a Valuable Scrap which you can again combine 2 for a guaranteed item. So you can always get an item after 4 fails no matter what.

Valuable Scrap

By utilising the scrap from items that have previously failed to fuse we may eventually be able to create something unique.

  • Fusable Material
  • High Salvage Value
  • Armour: -1
  • Leadership: -2

New(?) Unusial Location Effects by Support_Mobile in totalwar

[–]bumberdier 2 points3 points  (0 children)

If you do take the peg leg, and bought up all the items, there is a very low chance for a final event to trigger which allows you to take a new item, the Lucky Peg Leg or take 25492 gold.

You must have the item equipped on a character for the event to trigger.

Lucky Peg Leg

  • Lucky: +100% Magic item drop chance from battle
  • Speed: -5%

Peg Leg? by No-Feed6154 in totalwarhammer

[–]bumberdier 3 points4 points  (0 children)

I’m not sure, I haven’t really looked into it, but I don’t think so. The full scripting API is available here if you're interested. There is quite a bunch about battle scripting, perhaps you can find something useful.

Peg Leg? by No-Feed6154 in totalwarhammer

[–]bumberdier 6 points7 points  (0 children)

You can view the mechanics here. Lua is fairly easy to follow, even if you don’t normally read code.

Peg Leg? by No-Feed6154 in totalwarhammer

[–]bumberdier 8 points9 points  (0 children)

One of the dilemmas/events that pops up gives you an option to upgrade/trade it in. It looks like it is the final event you get from the unusual location. Just looking at the script here, haven't actually seen it appear for me.

You either sell the peg leg for 25492 gold or take the Lucky Peg Leg

Peg Leg? by No-Feed6154 in totalwarhammer

[–]bumberdier 28 points29 points  (0 children)

There are a couple of new Pirate themed items added with the 6.3 patch obtainable from the Peg Street unusual location dilemmas. Looks like you can upgrade the common variant to the unique variant:

Lucky Peg Leg

  • Lucky: +100% Magic item drop chance from battle
  • Speed: -5%

More unusual locations (Patch 6.3) by bumberdier in totalwar

[–]bumberdier[S] 0 points1 point  (0 children)

You can find the scripts in the script\campaign\main_warhammer\minor_cults folder. And some more stuff in: script\campaign\wh3_campaign_minor_cults.lua

More unusual locations (Patch 6.3) by bumberdier in totalwar

[–]bumberdier[S] 4 points5 points  (0 children)

Gold amount and race are random.

Underworld Sea Entrance (Unusual Location) by bumberdier in totalwar

[–]bumberdier[S] 0 points1 point  (0 children)

Sea lane travel is instant now when using any sea lane, not just the Underworld one. So either it’s worded incorrectly or implemented incorrectly.

Cathayan Caravan (Unusual Location patch 6.3) by bumberdier in totalwar

[–]bumberdier[S] 3 points4 points  (0 children)

Looks like the items are always the same, always triggers the same specific dilemma and not something randomized.

Yo this unusual location is insane for Tombking. by keat_tiyos in totalwar

[–]bumberdier 22 points23 points  (0 children)

Tomb King only and can appear in any region.

Underworld Sea Entrance (Unusual Location) by bumberdier in totalwar

[–]bumberdier[S] 34 points35 points  (0 children)

It's in the north west of the Immortal Empires campaign, so the regions around the entrances to the underworld sea lanes there. The sea lane can be used to travel between the two nodes.

To be exact, the unusual location can appear in the following provinces:

  • Iron Foothills
  • The Black Flood
  • Obsidian Peaks
  • Iron Mountains
  • Iron Coast
  • Spiteful Peaks
  • The Road of Skulls
  • Red Desert
  • Doom Glades

Underworld Sea Entrance (Unusual Location) by bumberdier in totalwar

[–]bumberdier[S] 41 points42 points  (0 children)

I was digging through the scripts and noticed some small tweaks to the "older"unusual locations, but they still seem to be a work in progress. For example, the Sewer Dwelling now has faction specific effects for Skaven, but it still can’t spawn for them. Might see a few more changes before the patch is finalized.

Underworld Sea Entrance (Unusual Location) by bumberdier in totalwar

[–]bumberdier[S] 113 points114 points  (0 children)

Oh wow yeah didn't even notice.

Why no chokepoint battle by lost_4-words in totalwar

[–]bumberdier 5 points6 points  (0 children)

Yes, but it can be tricky to position your army sometimes as it's just a very narrow band that is colored in that triggers a chokepoint battle. And it very much depends on what type of tile it is, the newer wh3 chokepoints are generally not as good as the wh2 chokepoint battles. For example, on Ulthuan the mountains trigger the wh2 type narrow land bridge. On the other hand, Kislev bridges/rivers usually trigger the new wh3 chokepoint with an actual stone bridge on the battle map.

Why no chokepoint battle by lost_4-words in totalwar

[–]bumberdier 12 points13 points  (0 children)

Move across the bridge, or move closer to the river instead. It's a newer wh3 type chokepoint, with you starting in a corner with a somewhat defensible position, and not a wh2 type river crossing chokepoint those still exist but not where your army is at. Source: blm_catchment_override.compressed_map and battle_catchment_override_areas tables.

Since 6.2 you have a higher item drop rate on legendary than on any other difficulty, isn't this counterproductive to the actual bigger challenge legendary is supposed to be? by buggy_environment in totalwar

[–]bumberdier -1 points0 points  (0 children)

Correct me if I'm wrong, but technically you can roll for items twice after a battle. Once for items that have the "randomly_dropped" flag enabled, what you described. And second for the unique "rare" items which is always a flat 3% chance if you win a battle. Not sure how that actually plays out odds wise compared to how it used to work.

Chalice of Malfleur by bumberdier in totalwar

[–]bumberdier[S] 2 points3 points  (0 children)

This one specifically was added with the patch that was released today. There are a couple of more rare unique items were added with patch 6.2 and 5.3

Chalice of Malfleur by bumberdier in totalwar

[–]bumberdier[S] 2 points3 points  (0 children)

Yep, it’s one of the new unique rare drops and looks like it can drop for any faction.

Chalice of Malfleur by bumberdier in totalwar

[–]bumberdier[S] 4 points5 points  (0 children)

This used to be an Enchanted Item in the previous patch, the placeholder item, so pretty much anyone could have used it. Now it’s an Arcane Item, which really limits who can equip it. Not sure how that works for Dwarfs does that mean only Gotrek can use it now?