Total War: WARHAMMER II

Total War: WARHAMMER II

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Deadly Attack Dynamics
   
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Tags: mod, Battle
File Size
Posted
Updated
1.567 MB
18 Mar, 2023 @ 3:21pm
21 Jul @ 3:41am
37 Change Notes ( view )

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Deadly Attack Dynamics

In 2 collections by mr.napop
Immersion, realism and logic
391 items
Battle Dynamics
13 items
Description
Makes attack/defense dynamics more realistic and unique to each unit type, making battles more fun with less grind via enhanced lethality potential and greater risks, enabling decisive and impactful K.O engagments.

4x damage, more armour and shield protection, less accuracy

Missiles
- Enhanced overall damage by 4x and AP values by missile type with less accuracy.
- Added damage for Arrows in base damage, so they're effective against unarmed/lightly armed targets yet will almost never penetrate armour.
- Guns are very effective against armour, will penetrate almost[thefatefulforce.com] everything, yet will reload slower.
- Higher missile velocities entailing higher impact and stopping power.

Melee
- Enhanced overall damage by 4x and AP values by unit type with minimal attack intervals.
- Half of additional damage is given in bonus vs infantry/large to replace the global melee attack bonus, making units perform more uniquely.
- Splash reduced for infantry and enhanced for monsters.
- Recalculated weapons lengths, so lances>spears, spears>swords.

Balancing
- Reduced accuracy
- Low trajectory
- Front line only shooting
- More potent shield defense from missile and melee, prolongs fights given shielded line engagements
- Multiple attacks ignore melee defense, so surrounded units like characters and monsters can be taken down quicker
- AR tweaks - outnumbering has greater effect, less potential wipe outs
- Enhanced armour values with 0 minimum cap via Armour Coverage, which helps mitigate lethality as units with minimal armour can potentially block 100% of base damage, but also chances a 'critical hit' of 100% base damage that bypasses armour.
- Damage multiplier excludes lords and heroes

Gameplay effects
- Lower tier units are more meaningful as they now meet the lethal potential threshold and so quantity is favored over quality.
- Missile range is more important as a single volley is far more potent.
- Lords and Heroes are more vulnerable
- more 'Chess' style dynamic rather than a 'rock/paper/scissors' dynamic in that every unit has the potential to take out another, given the circumstances.

any bug/comment/idea/criticism is appreciated and welcome.

Supports various mods listed here

Recommended to play with my collection which addresses other battle aspects of the game.
Popular Discussions View All (2)
3
27 Jun @ 6:18am
LESS ARMOR FOR PEASANTS
Zmetek
0
16 Mar, 2024 @ 11:08am
Built in Compatibility
mr.napop
32 Comments
mr.napop  [author] 4 hours ago 
Hello thank you, i'v updated the mod now so see if that fixes it, but what does it mean exactly? the mod doesn't work for you? why do you think it's corrupted? are you using KMM?
W31rdomaniac 19 Jul @ 9:00am 
Hello there,
I just wanted to let you know, that I have tried to download the new Version of this mod and it the file is always corrupted.
Maybe it´s a steam issue, but maybe something went wrong on your side...
I will try again next week.
Love your mods bro!
mr.napop  [author] 27 Jun @ 2:56pm 
Major overhaul

Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters .

- Adjusted shield values accordingly.

- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.

- Applied 2x multipler to explosions in base damage only.

- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.
mr.napop  [author] 15 Dec, 2024 @ 11:17am 
That doesn't seem right, the damage of all ranged and especially gunpowder is greatly enhanced, so if anything they should become stronger as a gunpowder and monsters faction.

I'v just recreated the scenario you stated and won quite easily (925 vs 469 with 329 losses = 4 units), are you sure you dont have any mod conflict overwriting my mod?

Try with Autoresolve Redone perhaps as vanilla autoresolve can be dubious at times. Also I didn't edit CP values which affect the autoresolver, but I don't know to what extent exactly.
Polident_medio 15 Dec, 2024 @ 10:31am 
Hello, i'd like to give feedback about vampire coast, on ultra unit scale.
As pirates are basically only gunpowder units most of the game, and certainly during early, they got hit extremely hard. Keep in mind you raise/recruit only zombies (~20 speed) until mid/late campaign.
1) on average a mortar kills about 15 models in a whole battle.
2) against a caster lord (unshielded) 5 handgunners shooting do about half the damage of 1 handgunner meleeing that same lord.
3) autoresolve is well aware of how shit are my units, so it gives a full stack with luthor a crushing defeat against a tier1 minor settlement with 6 units. Playing manually it was very painful indeed.
3b) Me: 3 zombies, 9 handgunners (red line), 6 mortars, 1 flying zombie pistol
Vampire rebellion: 2 zombies, 3 skeletons, 1 ghoul, 1 vargheist
Autoresolve: decisive defeat. Stopped campaign due to fatigue.

So, i appreciate the reasoning behind the mod and i will certainly try it more, but it seriously wrecks this faction :P
mr.napop  [author] 28 Nov, 2024 @ 1:47am 
Thank you very much fellow caveperson!
That was indeed the intention, looking forward for you're insights, enjoy!
A Caveman 27 Nov, 2024 @ 2:34pm 
This mod, combined with the others in your mod pack, breathes new life into the game. You do a very good job of making the combat feel more high impact, more similar to shogun 2 perhaps, but distinct. I'm going to play a few campaigns, then give you some more feedback.
mr.napop  [author] 10 Jun, 2024 @ 6:09am 
Thanks! Haven't experienced the bug you mentioned but removed the 0 value, please update if this fixed the issue.
HaiFeng 10 Jun, 2024 @ 5:44am 
The mod is bugged. There are invalid values 0 for projectile penetration. It will cause AI not advancing its army when battle starts
mr.napop  [author] 27 May, 2024 @ 2:32pm 
Hello bud, congrats on the KMM it's essential for smoothness and managing. The load order does not matter as they all mostly change different tables, which is why they're separate, and the ones which overwrite elements in others do it through the table name priority.

you can check my collection for additional recommended mods and download the text file from there and import it to your profile as it orders everything in the correct manner.