Total War: WARHAMMER II

Total War: WARHAMMER II

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Deadlier Engagement Dynamics
   
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Tags: mod, Battle
File Size
Posted
Updated
382.593 KB
4 May, 2023 @ 7:25am
9 Mar @ 3:04pm
9 Change Notes ( view )

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Deadlier Engagement Dynamics

In 2 collections by mr.napop
Immersion, realism and logic
391 items
Battle Dynamics
13 items
Description
Aim: Making engagement rules more deadly and costly to enhance tactical combat and model realistic dynamics.

Method: Edit kv_rules so melee units deal more potential damage yet are more susceptible to flanking. Also made charges stronger but with more defense capability. affects vanilla and custom units the same.

Charging / Bracing - Enhanced collision damage and removed immunity timer, now low tier soldiers can die from collision, bracing maximum is at 4 rows instead of 8 with half the bonus.

The bracing angle was enhanced to 180, so that flanking a spear wall requires actual flanking of the entire unit, rather than just the angle of charging, which enables angled charging to the front of the unit or a row of units without having to flank it, and is exploited well by the AI, seen in pic 3.

Hit chance – added 35 melee attack and defense so models can score more hits while flanking. Range to 10-100%.

Missile volleys – removed volley thresholds so models will not wait for other models to shoot, removed the aim time based on experience, where inexperienced models would take more time to aim (if anything it should be the other way around), but it's already embedded in their accuracy.

Flank penalty – Units now have melee defense only to the direction their facing, and none if flanked (pic 5), since you can't parry hits you don't see coming. This means that single entities thrown into combat alone to become surrounded will die a lot quicker, so always have someone to watch their butts (pic 1).

A recommended mod to go with this is No More Yeeted Units, which abolishes the non-sensical flying models, and No more stupid animations which abolishes the model plunging into enemy animations.

Recommended to play with my collection which addresses other battle aspects of the game.

Any comment/insight/request/bug is HIGHLY appreciated and welcome.
13 Comments
mr.napop  [author] 11 Aug, 2024 @ 2:13pm 
It emerged from the mass edits in agile models but the values are still impactful, in vanilla the cap is 70 anyways so you wouldn't get much damage though it could potentially go to several hundreds. in a cav->infantry scenario in vanilla you get 380 damage but it's capped at 70, with this you get 200 with no cap, and a bit more with agile models and this given same speeds.

Just to clarify the game collision system calculates in a size hierarchy manner, so large->medium but medium won't have collision calculated with other medium.
FailSafe 11 Aug, 2024 @ 1:00pm 
Ah! So it's kind of designed for agile models mass changes, and without them it'll actually reduce charge impacts as it relies on AM's mass increases?
mr.napop  [author] 11 Aug, 2024 @ 12:35pm 
Hello friend, no melee attack doesn't affect collision damage, the formula calculates mass and speed changes only, and inflicts a normalizer - a rational exponent to scale heavy things and a modifier - an absolute reduction in damage.

I'v removed the normalizer so there isn't any negative scaling and reduced the modifier so it doesn't get to insane amounts of damage, and capped it at 1000.

this leads to about half damage is most casual cases but still enough to kill models and with greater potential given greater mass changes and higher speed impacts. as stated agile models mass changes "benefit" from this change as mass was greatly scaled upwards.
FailSafe 11 Aug, 2024 @ 3:58am 
am I right in understanding your changes to the collision normalisation (0.7 to 1) and modifier (0.6 to 0.2) lead to weaker charges by creatures with weaker melee attack (infantry, light cav) but much more powerful ones by high damage monsters? with normal cav presumably somewhere in the middle?

maths wise it doesnt seem to make charges more powerful generally, just if the initial value is higher

I believe the collision damage that is modified by the above is based on the unit's melee attack, I've read that elsewhere, but I could be wrong!
mr.napop  [author] 6 Feb, 2024 @ 1:06pm 
It was already ported by Orendiz
Imperial Jiv 5 Feb, 2024 @ 11:40pm 
Do plan on porting this to WH3?
FailSafe 3 Nov, 2023 @ 5:32am 
great suggestion, thank you!
mr.napop  [author] 2 Nov, 2023 @ 4:26am 
Thank bro!

Try "No more stupid animations" mod to remove stupid plunging animations. I also lowered the jump attack chance in my "Agile models" mod.
FailSafe 1 Nov, 2023 @ 5:50am 
Again loving the mod so far!

The genuine threat of a defenceless rear makes positioning far more important and retreat/cycle charging far more costly/not worth it unless the unit is pinned by something else

The bracing angle change is fantastic, it makes forming a line mean something rather than being undone by the AI's chaotic charging angles for no apparent reason

I also love the single entity rear vulnerability - though I have one issue with it, being that vanilla animations will often plunge them headlong into the middle of an enemy unit, getting them surrounded, with no way to tell them not to bloody do that! It's a little potentially frustrating, though beyond removing certain animations (which isn't much fun), I'm not sure what could be done.

in an ideal world, the 'leaping into the enemy' mechanics would be an ability the unit could activate so you could control the animation somewhat and use as desired - but I get that is potentially not easy...
mr.napop  [author] 26 Sep, 2023 @ 12:46pm 
Hello this is another separated mod which alters another table (kv_rules) which deadly attack dynamics and agile models don't alter. deadly attack dynamics alter charging dynamic of specific units via the splash attack values, and agile models change the charging speed. if you want to try the changes this mod makes which are more general you need to subscribe to it.