Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.2.2]Wood Elves Enchanted Arrow Upgrades (With All Six Arrow Types)
   
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1.324 MB
27 Jun, 2024 @ 7:08am
9 Jul @ 10:26am
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[6.2.2]Wood Elves Enchanted Arrow Upgrades (With All Six Arrow Types)

Description
All AP Arrows Submod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3292489989

Upgrade Armoury Requirement Submod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283032386

An 8th Edition Submod(no enchanted arrows for Hawk Riders and Waywatchers) is now available:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279687211

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*Missile accuracy and SOME flight characteristics are still based on the units, e.g. not all Starfire Shafts have the same accuracy and vegetation ignore time. Calibration distance is still based on the corresponding unit. (except Trueflight Arrows)


What this mod does:

1. Give the three vanilla arrow types + Arcane Bodkins, Moonfire Shot and Trueflight Arrows to all WE missile units

- Arcane Bodkins: Basically +2 AP Starfire with no fire effect (Since ABs have -3 while Starfire have -1 save in tabletop)

- Moonfire Shot: A support arrow type here. Designed to be paired up with Starfire Shafts and support the melee line

- Trueflight Arrows: Damage based on Starfire. Custom flight characteristics and homing parameters


2. You may change the arrow types for the units between battles via warband upgrade panel (I'm too lazy to change it to a WE theme)

3. Feature in testing (might stay, removed or moved to a separate mod): AP arrow for all WE and HE generic lords and heros (just swapped the base and AP value atm and I know HE is not in the title)

4. Miscellaneous: shield change via warband upgrade panel

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It always bugs me that Deepwood Scouts have no AP capability when I move from Glade Guard. Also, WE and HE generic lords and heroes have no AP arrows while a lot of new heroes and lords have AP missiles by default. Even the Empire Huntsman Generals have higher AP than Elves, let alone the bonus versus large (although they have no mounts). And of course, in tabletop you can just purchase the enchanted arrows for your units if you want. ( I don't personally play tabletop.) I kinda understand why CA do this but it's not quite fun at least.

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On the arrow damage:

There is only a value difference of 2 between base Deepwood Scouts and Glade Guard/Riders and I also make this the difference between all arrow types between these two units.

For Hawk Riders and Waywatchers, the damage values are based on percentage differences between the arrows types from Glade Guards/Deepwood Scouts. But since Waywatchers have AP as base, the starfire arrows have lower reduction in total damage than other units.

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On some the arrow types:

Trueflight Arrow: I make it for both fan service and out of my own curiosity. This is the best arrow type overall especially for single entity and long range engagement. I'll see if they are too OP for the price during my own playthrough when I have time.

Moonfire Shot: It more or less functions the same way as Starfire Shafts in tabletop but I want to incorporate it here with some interesting mechanics. Hopefully useful but not OP at the same time.

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Lords and Heroes:

There are mods out there doing arrow changes for them. Personally I don't think there is a good way to implement it in terms of items and traits. Using an item slot for it is also kinda a waste. It might be possible to do the change as mount but i'm not sure. Even if it's technically plausible the amount of work might be ridiculous. I might try it later but no promises. I would like to play with this mod first.

AP missile damage for them should be good enough for now (perhaps too good?).

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My other Wood Elves mods:

Improved Wildwood Rangers (Better Anti-Large and Stalk):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2995347226

Double Hero Cap at Max Level Buildings:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3244320137

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Some of my other mods:

The Cult of Slaanesh (Slaanesh Units for Morathi, Marked Dark Elves Units)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3027059730

Empire Reiksguard Foot Knight Pack and Garrison For Vanilla
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946462682

Bretonnia - Foot Knights Pack
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2943967280
37 Comments
Murray222  [author] 22 Feb @ 3:06pm 
@Caswell: If my memory serves they are in the same pack as the unit cards.
Arkansas Beef Council 21 Feb @ 6:36pm 
Where did you find the icons for the different arrow types? It's driving me crazy trying to track them down!
WolfgangTheSecond 31 Jan @ 7:02pm 
Yeah, I was imagining that unless SFO has some kind of chart for suggested stat conversions for modders, it would probably involve a lot of back and forth testing and fiddling to get right.
Murray222  [author] 31 Jan @ 4:35pm 
WolfgangTheSecond: Maybe in the future, but just maybe. It might be faster if this mods has more sub haha. But seriously I am currently busy with stuff and other games. If I update my Morathi SFO mod this weekend, maybe I'll take a look at this one. I spent a lot of time testing the arrow damage in this mod, and I can imagine this will be the same case for the SFO version.
WolfgangTheSecond 30 Jan @ 12:41pm 
I know this is is probably a fair bit of work to ask for, but would it be possible to get an SFO version?
Murray222  [author] 17 Dec, 2024 @ 7:07pm 
@Nerevarine: Still this mod is not meant to be competitively/super balanced. CA nerfed the range in Vanilla mostly for PvP anyway. Tbh I think Trueflight is still too OP now haha but I think Trueflight arrows in lore and in other games like Vermintide are more or less little guided missiles :P. I might (or might not) nerf the AP value of Trueflight later but due to it homing capability it will always nuke single entities.
Murray222  [author] 17 Dec, 2024 @ 7:07pm 
@Nerevarine: Glad that you enjoy this mod! It's on purpose and I try to represent swiftshiver shard like its tabletop counterpart even though I don't play on tabletop.

On tabletop all enchanted arrows have the same range and are all armour piercing(AP). If you don't use the all AP submod, I think swiftshiver shard is better-balanced while being not AP (except Waywatchers) and it's one of the reasons why I made all-AP as a separate mod. If you are using this mod/non-AP, it is best suited for low armour units. The AP value is not great comparing to other enchanted arrow.

The damage in not actually doubled. For Glade Guards and Deepwood Scouts it should be around a 50% increase while the AP damage per shot is still the same (but 2 shots per attack). And for Waywatchers its a 20% increase. Although the price difference may not seem to be a lot in campaign but in general it should be in line with other missile units in terms of power/price difference.
Nerevarine 17 Dec, 2024 @ 2:08pm 
Hey love your mod can't play wood elves without it! I noticed the swiftshiver arrows are different from vanilla with the range being the same, that makes them really strong since the range is the same while the damage is like doubled, is that a bug or on purpose?
Murray222  [author] 15 Dec, 2024 @ 12:20pm 
@Wolfen: I guess they could also make the archers change their ammo types just like the artillery if they want to. I would also appreciate their effort if they let us decide how many of each arrow type a unit can carry and let us switch during a battle but I guess they would think that is too micro intensive and might me a bit too difficult to implement. Still I guess we should be able to change to arrow type before a battle.

Some content creators think CA is spending too much effort on creating campaign mechanics. While I always enjoy some interesting campaign mechanics, I think they should also spend more time on unit mechanics in battles but I guess it is just much more difficult with my limited modding knowledge.
Wolfen 15 Dec, 2024 @ 3:26am 
@Murray222
I don't play Woodelves that often, but appreciate your work.
Never understood why the option to change arrow types is not in the game to begin with, same sad story with bretonnian archers.
Makes no sense to build a new unit for that.