Total War: WARHAMMER III

Total War: WARHAMMER III

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Fatigue bugfix and balance
   
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138.666 KB
16 Nov, 2022 @ 9:34am
7 Dec, 2022 @ 11:01am
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Fatigue bugfix and balance

In 1 collection by HungryBat
My grand mod collection
37 items
Description
The main purpose of this mod is to make sure all units perform equally to their given cost value, some units like ranged units almost always overperform while melee damage dealers underperform. Using the fatigue mechanic, this inbalance is fixed. More specifically, fatigue greatly reduces attack while barely effecting defense, resulting in damage dealing infantry always underperforming.

This mod reworks the fatigue mechanic to also make things more logical.
In the base game, fatigue reduces armour piercing and armour value.
In addition to that attack stat is significantly reduced compared to the defence stat, meaning that units designed around dealing damage always tend to under perform in melee.
But that's not all, all fatigue modifiers scale inconsistently, meaning that you can have jumps from 0% to 10% back to 5%.

This mod makes movement speed, attack, defence, reload speed, accuracy and charge bonus be reduced by 5% for each fatigue level. Resulting in -5/10/15/20/25% reduction in stat. Adding some much needed consistency.
In addition to removing the penalty to armour and armour piercing caused by base game fatigue and changing ranged fire fatigue gain to match that of units in melee.
19 Comments
HungryBat  [author] 2 Sep, 2024 @ 1:59am 
I cant say, if you load this one first it will take priority
HolyRedEye 1 Sep, 2024 @ 7:55pm 
on that mod at least
HolyRedEye 1 Sep, 2024 @ 7:55pm 
is this compatible with extra longer battles? feel like their missile units are still a bit to strong
Jolc3r 29 Jun, 2024 @ 2:24pm 
Yup, I did. I tried re-adding the armor reduction + AP stuff, but idk when I tested something felt off. Just thought I'd share a different perspective.
HungryBat  [author] 29 Jun, 2024 @ 2:16pm 
you are always at liberty to modify this mod as you like, you can find it in the workshop files in your steam folder
Jolc3r 29 Jun, 2024 @ 2:01pm 
if you give the wardancers the other ability, storm of blades, the wardancer with storm of blades will win way faster and with less damage taken than the wardancer with the defensive stance. With or without the mod. With the mod, they end up taking way more damage in both cases.

I tested it against opposing wardancers. You can also test with chaos warriors / chosen who have a slight advantage (a hill). The chaos warriors on the slope below will lose much faster with this mod.
HungryBat  [author] 29 Jun, 2024 @ 3:00am 
I dont fully follow
But if you 1v1 wardancers and set the defensive stance on. The defensive stance always wins
Which made me mad
Jolc3r 29 Jun, 2024 @ 2:51am 
I dont agree that trading higher MA as opposed to higher MD is strictly worse. Higher MA = more of their models die, which means less of your models die. Counter-intuitively, offense is a better defense. Obviously this doesnt apply to SEMs, chariots and cav, where MD is almost always better since they already have high attack and often take back and side shots (which btw, with this mod makes them much worse, especially monsters).

So really, I am not sure what this is meant to fix. I guess if you want an experience more close to other total wars where fatigue effects are more pronounced you could take a look at 3Ks Historical or Attilas fatigue effects tables. Those are much stronger than warhammer's and still feel balanced.
Jolc3r 29 Jun, 2024 @ 2:51am 
Not sure that this is doing what you intend for melee. Counter-intuitively, lowering MD to match MA loss means less damage is being put out. So really, melee damage dealers underperform more. Less MD = more models die, less damage output.

Bear in mind, charging state costs fatigue, so usually the attacker will end up being 1 state more fatigued than the defender, so greater fatigue effects can have a big long term impact on chargers. Again, counter-intuitively, charging might make equally matched infantry lose in some situations.

Additionally, removing armor reduction makes the disparity between high armor units and low armor units even higher, so trash/mass infantry cannot ever hope to even be efficient at tarballing high armor infantry (think swordsmen vs cw/chosen), and low armor damage dealers (berserkers, welf warsingers, etc.) do worse against everyone.
HungryBat  [author] 15 Jun, 2024 @ 1:23pm 
I'm a spiteful creature, so I made this mod, but made the fatigue effects even more intense:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3268532544

in this new mod the maximum fatigue cuts unit performance down all the way to -50%