Total War: WARHAMMER II

Total War: WARHAMMER II

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Armour Coverage
   
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Tags: mod, Battle
File Size
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728.575 KB
20 Apr, 2024 @ 2:14pm
27 Jun @ 8:12am
11 Change Notes ( view )

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Armour Coverage

Description
Mod has been integrated into Deadly Attack Dynamics and designed to work with it's higher damage potential, but can be interesting for vanilla as well, slowing down battles.

The concept is to transform armour behavior to coverage protection rather than an absolute reduction in base damage intake by enlarging the protection range, potentially making engagements more diversified in both length and outcome and thus less predictable, implementing a 'critical hit' mechanic of sort.

Affects vanilla and modded units listed in discussions including SFO (majority of mods don't add armour values so compatibility chances are high).

Explanation
Armour acts as a fixed reduction in base damage intake, between 50-100% of the armour value for all base damage, so a swordsman with 30 armour blocks 15-30% of every hit he receives, despite him wearing heavy gambeson/plate mail/helmet, which would potentially negate all base damage like cuts or thrusts hitting these parts, while taking full damage from hits hitting unprotected parts.

So, I set to model armour as coverage based with high negating potential rather than the fixed reduction behavior. Essentially, the rate of damage would spread out more randomly with more spikes than steady accumulated damage over time:

Multiplited armour by 10x with 0 armour cap, such that every piece of armour can fully block base damage, and yet every armour can be bypassed.

So a swordsmen with 30 armour (22% average base damage negation) would instead have 300 armour with 67% of blocking 100% of base damage and 33% to receive 0-100% of base damage, modeling hitting unprotected parts.

This slightly benefits lower tier units as base damage has a higher chance to be applied but In prolonged 'clean' engagements the results would converge roughly the same as vanilla. it can however go either way in single entities engagements since the damage spike could be at any time, or not at all.

Same multiply values to all skills, spells, items, technologies, unit upgrades and buildings affecting armour, including built in compatibility with New Legendary Lord Artefacts.

Adjusted Autoresolve values.

Any comment/criticism/insight is highly appreciated.

Conceived, tested and manifested with and for חיים which is the meaning of it all.
Popular Discussions View All (2)
1
27 Jun @ 2:56pm
LESS ARMOR FOR PEASANTS
Zmetek
1
23 Apr, 2024 @ 9:46pm
Built in Compatibility
mr.napop
21 Comments
mr.napop  [author] 27 Jun @ 7:21am 
Reinstated armour multipler (10x) instead of the standardization
Orendiz 21 Dec, 2024 @ 11:11am 
Huh, didn't know that. I guess its a warhammer 3 buff they did at some point.
mr.napop  [author] 21 Dec, 2024 @ 3:12am 
They don't have the same value in vanilla, Dreadspears have 30 while HE Spearmen have 40.

In general I changed the global armour values in unit_armour_types_tables and not unit specific armour assignments in land_units_tables, so this mod cannot have consistency problems in armour assignments.
Orendiz 21 Dec, 2024 @ 2:20am 
I've just noticed there seems to be consistency issues with armour values. Like for example high elves spearmen and dreadspears both have the same armour value in vanilla, but with the mod high elves have more Armour (200 vs 150).
FailSafe 12 Aug, 2024 @ 2:32pm 
been playing with this and havent seen any balance issues, but you do get some random early kills which makes much more sense!

Until CA fixes their healthbar per model issues, this is a nice step in the right direction
FailSafe 5 Aug, 2024 @ 12:50pm 
great to know! thanks man
mr.napop  [author] 5 Aug, 2024 @ 11:49am 
Hey man this mod is an alternative for double armour mod, so use either one.

Updated Deadly Dynamics description, thanks.
FailSafe 5 Aug, 2024 @ 10:09am 
is the double armour x2 mod still required for deadly attack dynamics or does this tweak replace it?
mr.napop  [author] 17 Jul, 2024 @ 1:56pm 
Hello, thank you.

As the testing results show, non-ap weapons can potentially deal more damage than in vanilla due to the 0% armour cap, so existing AP is still important but not too powerful compared with base damage as it still holds potential value.

Applying a 2 multiplier with the 0% cap would make armour behave somewhat like vanilla but the point is to enhance armour efficiency inspired by Double armour for all in a more randomized way where most armour can potentially fully deflect base damage or have no impact at all.

Regarding ranged weapon efficiency, it makes lower armour units perform somewhat better against ranged as they now have a higher chance of negating base damage from arrows. Check Deadly Attack Dynamics for better ranged dynamics such as base/AP damage ratios with reduced accuracy.
HUNTER 16 Jul, 2024 @ 10:22pm 
I think this is a mode with a great idea for a solution!
However, if you increase the armor by five times, existing armor-piercing weapons will become too powerful.
In my opinion, applying a multiplier of 2 or 1.5 instead of 5 would increase the damage of regular attacks compared to the current state. This approach would not only enhance the lethality of regular weapons but also help mitigate the current trend of ranged weapons being overly strong.