Total War: WARHAMMER III

Total War: WARHAMMER III

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Warriors of Chaos Tech Adjustments - Vassals Matter - by the Redhorn
   
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6 Oct, 2022 @ 3:35am
10 Oct, 2022 @ 3:27am
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Warriors of Chaos Tech Adjustments - Vassals Matter - by the Redhorn

Description
Updated Oct. 8-10 - Changes in changes notes.

WARRIORS OF CHAOS FACTIONS


TL; DR:

- The tech tree was rearranged so that it makes more thematic sense.

- No more scuffed gifted daemons: Vilitch gets Exalted Pink Horrors, Festus gets Exalted Plaguebearers, etc.

- if a tech says it applies to "knights" it now *really does* apply to "knights," "warhounds" = "warhounds," etc...

- Various improvements to vassals. 1 upkeep reduction tech and 1 combat buff tech for undivided. Another theme-focused upkeep reduction tech and theme-focused combat buff tech on top of that for each champion.

- Really!!! no more bargain-bin daemons!: Champions now get two techs that improve their primary gifted daemon, and one for mid tier daemons. Their ultimate tech now affects their Greater Daemons.



Overview:

Gifted daemons and units recruited from vassals were weak and useless. I like enhancing choice and flavor, so this mod addresses that, as well as fixing some bugs.

First, it moves around most items in the undivided parts of the tech tree for Warriors of Chaos factions so that the path you choose is aesthetically coherent and leads to the relevant God.

It also allows the four champions of chaos to upgrade the primary daemon of the god that they worship (e.g. Valkia can now upgrade her bloodletters to exalted bloodletters once they reach rank 8 instead of being stuck with cheap knock-offs as "gifts" from the Ruinous Power she sold her soul to)

Furthermore it fixes some oversights in the tech tree (such as skullcrushers and doom knights not gaining armor from Inscribed Chaos Armor, and skullcrushers not getting magical weapons from Profane Weaponry)

it also improves two of the undivided diplomacy techs to augment your recruited vassal units and make them slightly cheaper, so they aren't as unattractive to use on their own.

On top of that, each Champion faction gets two of their own targeted Vassal buffs through tech (upkeep reduction directed at a race that's in line with their God's theme - or a smaller one for all races in the case of Vilitch - and a general buff to all vassal units that also lines up with the God's theme - e.g. a regen ability for Festus vassal units)

Moreover, there are now two buffs to the primary gifted daemon in each Champions roster: Bloodletters for Valkia, Daemonettes for Azazel, etc. One of them focuses on a thematic stat, the other on an added thematic ability. This buff helps the daemons compete better with your basic chaos warriors and allows you to actually put gifted lesser daemons in your army without feelings super bad about it.

Penultimately, there's a single buff directed at one or two middle tier gifted daemons in each Champion roster.

Lastly, the Ultimate Gift tech for each champion that applied a juicy ability to their Aspiring Champions now apply that same ability to the gifted Soul Grinder and Greater Daemon units, e.g. Azazel's ultimate gift tech now applies "Feasting on Fear" to Keepers of Secrets and Soul Grinders of Slaanesh as well instead of just Aspirings Champions.


Raider's Rainment Fix:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2871433637
The Butcher's Nails (preliminary droppable):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870253961
WoC Resource Balance Vassals Matter:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870076365
Vanguard Deployment Chaos Boon Fix:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867860508
Popular Discussions View All (2)
1
27 Jul, 2023 @ 7:44pm
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Tyrlkol
24 Comments
BONG JAGUAR SHART COMMANDER 18 Oct, 2022 @ 5:17am 
CA finally saw reason and now the god-specific champions can upgrade lesser Daemons to their exalted variants. Thank goodness.
Sin 10 Oct, 2022 @ 4:06am 
VERY COOL
Tyrlkol  [author] 10 Oct, 2022 @ 3:34am 
This got my blood up.


https://www.youtube.com/watch?v=5tyrK_FQtuQ



3 comments:

1) bloodletters are a *direct counter* to 2-axe, both in their damage type and their damage reduction type.

2) I'm reverting the changes and buffing bloodletters.

3) sorry for the inconvenience everyone else. This should be the steady build until I release my next mod.
Tyrlkol  [author] 9 Oct, 2022 @ 8:50am 
@alshua

2-axe pick their teeth with bloodletter bones. Even with my previously buffed version and using a 2-axe with *no tech* - just as it comes off the roster, those bloodletters are capped at 41.9 damage which is still just shy of half the 2-axe 84 HP.

2-axe occupy a very large damage and resilience plateau. they'd be a balanced unit at 350-400g.

And you are actually underselling the infinity stones point. At least there were only 5 infinity stones. I look at the crowded bar at the bottom of my Aspiring Champions and I ask myself "What ability *doesn't* it have?"

I don't think the red line is a problem, and the stakes vis-a-vis monogods are unknowable til I've put them in a good place. The main problem with WoC is 3 units are 50-60% more powerful gold for gold than other units on the roster.
Tyrlkol  [author] 9 Oct, 2022 @ 8:48am 
@alshua

Bloodletters only have a 78% chance to hit on the initial charge (where they kill 0 units) and a 63% chance to hit 4.8 seconds later, meaning after 5 seconds they have killed ~12% of the 2-axe models (again assuming 25% of the unit in contact)

So 5 seconds in the 2-axe are doubling kills.

It only gets worse for the bloodletters from there because by the time of their 3rd attack the charge bonus has worn off, and they are capped dealing 41.1 max damage, which is less than half of the 84 hp each 2-axe has, meaning they need 3 swings to kill.

Meanwhile the *minimum* a 2-axe can do is 41.7, which is 2-shotting bloodletters, and the attacks come out 20% faster.

And bloodletters only have a 48% hit chance vs. the 2-axe 55%. We didn't add in Rage btw.
Tyrlkol  [author] 9 Oct, 2022 @ 8:46am 
@alshua I think you might be missing something about dual axe warriors.

lets just take the armor and charge bonus:

2-axe:
36+5+10(frenzy)=51 attack
39+7.7=46.7 dmg
13+2.6=15.6 AP
4.0 attack interval
33 defense
50 charge
(0.8,0.99) AR

bloodletters:
34+17=51 attack
11+5.5=16.5 dmg
23+11.5=34.5 AP
4.8 attack interval
26 defense
30 charge
(0.15,0.3) AR
0.2 ward

In the initial charge 2-axe are hit capped so they have a 90% chance to do 69.4-79.5 damage. Bloodletters only have 72 hit points per model so every hit that lands has a 74% chance to kill a model outright, meaning if 25% of the unit connects 17% of the models are killed outright.

Because they attack 20% faster, they will likely finish off another ~7% of the bloodletter models before they even get a chance to get a second swing in.
-7- 9 Oct, 2022 @ 7:13am 
ffs, i dont get, game started crashing on launch. Look that your mod was the last to be updated, disabled your mod, game launched fine. Then i disabled all mods and enabled only your mod, game launched fine .... I thought it must be some mod conflict so i started enabling mods gradually to find the crash.... no fking crash. I have all the mods i had before now with no crash... wtf is going on
BONG JAGUAR SHART COMMANDER 9 Oct, 2022 @ 7:05am 
They are pretty tragic yeah. I don't think having them go as high as the bonuses Daemon Prince gets would be a good idea, as I think thats kind of the only thing that makes DP strong in the late game, but they're overall pretty damn sad.
Tyrlkol  [author] 9 Oct, 2022 @ 6:43am 
@butter

None of those distinctions currently exist, so my goal is to:

1) Fix monogod daemons.

2) create a realistic "undivided option" for Archaeon and the other two, since Undivided is just straight weaker.

3) Populate underutilized areas of Chaos in general with more unique abilities instead of just stats.

As far as plaguebearers, I was comparing 7% ward save to 5% phys resist + terror. I agree with your assessment on slot competition, which was the thrust of my original plan with the mod: if we are limited to 4 they should be at least a situational side-grade to other units. The problem with Plaguebearers is that even with 12% phys resist I still wasn't taking them, so I need to find another way to make them interesting.
Tyrlkol  [author] 9 Oct, 2022 @ 6:41am 
@butter

My philosophy (admittedly as a hardcore fan - i got into chaos miniatures at like 8 years old) is that Daemons of Chaos *should* have better daemonic access than Warriors, either in quality or quantity, and Warriors should have superior mortal units, with interesting and unusual combinations, (here represented as vassals)

the fun of chaos was always mixing and matching. Taking anything and mixing it with one of the four gods, or multiple gods.

Between warrior factions, Undivided should get moderate blessings from each God that are applied to novel units, to give you creative play patterns that change the roster in a meaningful way (like how a Tzeentch barrier on a Slaanesh unit would allows for guerilla tactics). Champions should get rigid but potent blessings from their specific god applied to across their mortal units (vassals included)