Total War: WARHAMMER II

Total War: WARHAMMER II

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Reasonably Weaker Lords & Heroes - Deadly Attack Dynamics
   
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Tags: mod, Battle
File Size
Posted
Updated
853.777 KB
22 Sep, 2023 @ 12:06pm
21 Jul @ 3:41am
21 Change Notes ( view )

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Reasonably Weaker Lords & Heroes - Deadly Attack Dynamics

In 2 collections by mr.napop
Immersion, realism and logic
391 items
Battle Dynamics
13 items
Description
Halves all Lords & Heroes Damage, reduces range and removes all splash attacks with Deadly Attack Dynamics non-damage changes (excluding big monsterous lords/heroes)

Compatible version for Deadly Attack Dynamics (don't use the vanilla version).

For more of a challenge and meaning check Remove Immortality and More Mortal Legendary Lords.

Another option is RPG Skill which overhauls heroes skills, or Less Skills which reduces the overall skill points acquirable.

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

Any comment/insight/request/bug is HIGHLY appreciated and welcome.
14 Comments
mr.napop  [author] 13 Apr @ 1:04pm 
Hello friend thanks a lot for your appreciation and morality!

I don't intend to buy WH3 due do it's overly fantastical aspects, but perhaps I'll join late to the party as I did here.

Have fun!
SaveThePandas 2 Apr @ 10:02am 
Hello, I must say that your work is a work of art. Have you thought about porting your mods to WH3? Many more people could appreciate it there surely
mr.napop  [author] 15 Feb @ 12:29pm 
Hello, no it's not since the other mod edits 'Land_Units' table (reducing health and high value property) while this one doesn't to assure compatibility
pickmeister 15 Feb @ 4:11am 
Hey mr.napop, your other mod, without Deadly Attack Dynamics, mentions this in the description
"More Mounts mod is required for gameplay balance and compatibility issues (otherwise another version had to be made)."
Is it required for this mod as well?
FailSafe 11 Aug, 2024 @ 12:18pm 
ah! that makes more sense now, thank you for clarifying, and apologies for being terminally nosy :D
mr.napop  [author] 11 Aug, 2024 @ 12:12pm 
Hello friend, I calculated the splash attacks of non-monster units as categorized in main_units table based on weapon lengths and vanilla splash values.

Krell is infantry and thus is included in the nerf, and his splash is the same as casters, resulting in no splash. Recalculation will make all of them have splash, which isn't intended, and manual editing is ineligible.

The reduction in melee attack intervals is from deadly attack dynamics mod, in this mod i just halved the damage. So, it will only negate the halved damage if you're playing without the base mod, else it will balanced to that mod where every unit has reduced melee intervals.
FailSafe 11 Aug, 2024 @ 2:48am 
I took a little poke inside and noticed you stopped wizards/non-melee specialists getting splash damage, which is great honestly! Should have been like that in the base game

One little thing, this might be me misreading the entry, but it looks like krell got hit by the splash nerf bat too for some reason? assuming that this is actually correct, I'm assuming this was a mistake?

I also noticed the reduction in 'wait between attack' time, which I havent been watching for but will be now! My one concern is that it will counter the reduced damage with increased attack frequency almost 1:1, as each attach takes about 3-4 seconds or so? has this been accounted for elsewhere or should the damage be dropped yet further?
FailSafe 10 Aug, 2024 @ 9:45am 
ah, I thought something had changed, they're walking tanks again...might have to look into that myself if I can...
mr.napop  [author] 10 Aug, 2024 @ 9:24am 
Yea this is what the text read beforehand, it was revised to allow compatibility with other mods so the land_units table couldn't be part of it and thus unable to lower their HP and "high threat" value. the vanilla version still does that though.
FailSafe 10 Aug, 2024 @ 9:18am 
no problem man thanks for the clarification - didn't it used to reduce their health?