Total War: WARHAMMER III

Total War: WARHAMMER III

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Magic/Artillery Rebalance - Anti-Monstrous+ Damage - SFO submod
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4 Dec, 2022 @ 1:50am
1 Apr @ 6:38pm
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Magic/Artillery Rebalance - Anti-Monstrous+ Damage - SFO submod

In 3 collections by Cerb
SFO Hardcore Mode
75 items
SFO realism and depth collection
71 items
Playtest New Mods To Be Balanced
116 items
Description
Mod Summary

Adjusts spell and large projectile damage to be more of a threat to larger or tougher enemies. Large projectiles such as cannonballs, bolt throwers and many magic projectiles are now serious threats for larger monsters, and a lord or a unit of trolls will no longer be able to stand in a fire tornado essentially unaffected.


"The dragons had harried their ranks for days, burning and looting their supply camps. The elven forces were close now, and once they combined forces would be unstoppable. Their only chance for salvation was an ambush, they were moving their convoy down a road between two forests as a decoy, while lines of bolt throwers were camouflaged among the brush in the edges of the forest, ready to strike.

The dragons appeared just as expected, their arrogance blinding them to the trap laid out for them, a warcry echoed, then the roar of dragons followed by silence as they descended onto the dwarven lines. Bolts launched from their positions onto an unsuspecting swarm of dragons, some noticed in time and pulled out enough to negate critical damage, but others were skewered, plunging into the solid earth beneath them with a thud. Dwarven war cries echoed out as the surviving dragons fled, pursued by hastily fired man sized bolts and the jeers of those avenging another grudge."



What exactly does this mod do?

Most large projectiles such as many artillery units and magical projectiles such as fireball have been given anti-large or had their current anti-large value improved, meaning theyll do significantly more damage to troll sized enemies and larger.

Most area of effect spells have been given a effect that increases the damage dealt to a lower entity units such as trolls, lords etc... without increasing the damage taken by infantry units.



What does this mean for gameplay?

Battlefield depth is greatly increased, with artillery is becoming a more effective counter against larger creatures, instead of essentially just being an anti-infantry weapon, which creates a much better balance against large creatures, and more of a reason to use artillery against armies that use single entities. The proper counter to a giant using this mod isnt to shoot it with arrows, but to hit it with cannonballs.

Magic target choices become more nuanced too, as magic is also significantly more effective against larger creatures or tougher creatures, so projectile spells become more viable and worth the cost. One example of this is comet, where in the base game if you hit a tough unit or single entity directly with the comet they essentially laugh it off.

Using an area of effect spell on a unit of larger creatures becomes a possibility too, which reduces a few very powerful strategies (and imo cheesy) where you could use a unit of large creatures such as treekin or even a single entity creature to tank infantry then use magic to bombard the area - which the large/single entity takes virtually no damage from. If you try that same strategy with this mod, your tanking unit will take considerable friendly fire damage, which further balances magic and opens up more spells for use.


50 Comments
Cerb  [author] 5 Apr @ 1:35pm 
my modlist has been up now for nearly 24 hours and working?

I definitely disagree with regular gun units being 'pointless against infantry', none of them have been nerfed, theyre exactly what they are in regular SFO and most artillery is only stronger against larger targets, and usually weaker against infantry due to accuracy penalties. Magic is about the same against infantry too, if not weaker.
Mann 5 Apr @ 2:04am 
@Cerb An update for sfo came out and many of your mods are now not working. Also can you make to this mod also revision of ranged weapons for all units? Such a ranged fire overhaul mod. Just weapons such as pistoliers are terrible, no damage, you literally have to make volleys 8 or 10 on unarmoured units, although the bullets should go through and kill everything. It's just that when artillery became really strong and useful, regular gunners with the exception of some nuln ironclads are very weak and pointless against infantry, although it is aimed primarily at that, and not against single large units. This applies to all arquebusiers and musketeers. Or do you disagree and it actually works that way and there are explosions for infantry?
Cerb  [author] 6 Mar @ 3:25pm 
Perfect thankyou :)
Mann 6 Mar @ 3:21pm 
Yeah. The buckshot works fine. I don't know if there is still a choice of ammo type i'm think that you must have fixed it if there were other types as well
Cerb  [author] 6 Mar @ 2:07pm 
Should be yeah, let me know if you can, otherwise ill check tomorrow
Mann 6 Mar @ 2:01pm 
Not as much, but yes. As I said it can be playable now. Of course you can make it even stronger, add up to 2000 damage, but so far I can't imagine such situations and I'm not sure that will be balanced, and you have to take into account that the hammer costs less and therefore shouldn't do as much damage as the comet. Good work. I'm think i'll try elves for the first time soon and i presume that I'll find something there and report back.
Have you fixed shrapnel and types of shells for artillery?
Cerb  [author] 6 Mar @ 12:39pm 
A small amount yes, the upgraded version has a duration of 1.5 seconds so should tick an extra couple of times.

Iirc comet costs a lot more mana and is much harder to hit than hammer correct?
Zach 6 Mar @ 8:55am 
mfw you cast comet and it hits the top of a tree and deals no damage
Mann 6 Mar @ 6:16am 
I tested the hammer. I can say that it's generally balanced for sfo as a boosted spell, but compared to others like “Kasandora's Comet” it's a fart in a puddle. It's something on the level of Uranon's Lightning Bolt, but it goes into range instead of splashing. 4500 (from the comet) vs 1500 is certainly not comparable in any way, but you have to take into account that the comet has to hit and it generally kills everything, and the hammer can a stack of large targets just sell it if they will not be so far away and the damage to the lords like tangible. For sfo it is balanced, but as your other spells well average, and the burning head generally kills everything and trolls and cavalry and infantry, but again a specific spell - a specific effect so to speak will go, now it makes sense to use it, thank you for reading and taking into consideration the suggestions

Also I wanted to ask, and that damage you add - does that damage change depending on the boosted or unboosted spell?
Cerb  [author] 6 Mar @ 4:25am 
Think i found the bug, also upgraded hell hammer to have a bit more punch, thanks for the feedback :)