Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Kelly Combat Overhaul - Dynasties [v0.4]
   
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Tags: mod, battle
File Size
Posted
Updated
6.324 MB
25 Jul, 2024 @ 1:02pm
12 May @ 1:48am
30 Change Notes ( view )

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Kelly Combat Overhaul - Dynasties [v0.4]

Description
This mod is an overhaul of the combat mechanics aiming to provide more engaging battles focused on tactical maneuvers instead of HP tracking and min-maxing, with viable, distinct play styles emphasizing the role different unit types play. Balanced for both campaign and competitive Multiplayer.

Lethality v0.4
  • Melee and missile lethality damage multipliers reduced from 1000x to 2x
  • Max armor lethality penalty increased from 200 to 400 (the max armor value considered for reducing lethal blow chance) If max is 400, a unit with 100 armor reduces the chance of taking a lethal blow by 25%
  • Refined melee weapon and projectile lethality value ranges. (Melee max = 16% and projectile max = 20% for heavy jav chariots)
  • With avg lethality ~10% & less disparity between weapon lethality values, it acts more appropriately as a normalizing coefficient in combat, reflecting the unpredictable nature of hand-to-hand combat, but avoiding the extremes of current vanilla values

    Battle length is dynamic with prolonged head to head infantry engagements, allowing more strategic depth, while avoiding the slow grind of vanilla with more satisfying flanking and missile units.

    Re-worked Mechanics:
    • Fatigue
    • Morale
    • Combat rules (kv_rules)
    • Armor degradation
    • Battle entities (HP, Mass, Speed, etc)
    • Unit abilities
    • Terrain effects
    • Weapons
    • Projectiles
    • Armour
    • Unit attributes
    • Unit Spacing

    Notable Changes
    • HP reduced from ~150+ per entity to 50-60 per entity
    • Melee weapons are re-worked to be more balanced (no major bias towards certain weapons)
    • Armour degradation is uniform and no longer acts as an extra HP pool
    • Mass adjustments for more nuanced chariot-infantry engagements
    • Major rework for chariots and collision damage calculations
    • Missiles reworked to play a pivotal role in battles
    • Morale reworked to be more refined and correlate with battle maneuvers (flanks can rout units and chain rout is possible)
    • Balanced abilities and attributes to be more grounded
    • Scaled all unit models up by 15% for better visibility (same number of soldiers - just larger soldiers) similar to R2
    • Many, many more.

    Feedback is welcome, I will continue to update with further tweaks and refinements.

    Special thanks to: Reptilicus, Baba Yaga, Eruner, Galvanized Raptor, Benjin and Fazzorretto for testing and feedback on the pre-Dynasty edition.
42 Comments
Chlenberlain 22 Jun @ 2:48am 
@Kelly from what I've noticed, these are Mycenaean units, Achaeans, Trojans, and Assuwan Native units
Kelly Bomaye  [author] 21 Jun @ 4:48pm 
@chlenberlain; Which units?
Chlenberlain 21 Jun @ 4:27pm 
Hi, great mod! but I noticed that some units look bigger than others, and because of this, the battles look comical
Thancred Lux 18 Jun @ 4:01am 
thanks, tried, nothing major, but agony does too much, i'll stick with your mod and other indiviual overhauls that don't have compatibility issues, as i like the vanilla systems
Kelly Bomaye  [author] 17 Jun @ 12:37pm 
@Thancred Lux; It will likely have some conflicts on the campaign side of things but you could try.This would need to be loaded first
Thancred Lux 17 Jun @ 12:13pm 
is this compatible with agony overhaul?
gh0st_inthe_SYSTEM03 13 Jun @ 9:30pm 
Hi again @Kelly thanks for your reply! I really appreciate you going into a bit of a deep dive in explaining the difference and the mechanics of the mod from the vanilla base game. It makes sense now and now that you mention it, I noticed that in the vanilla game, armored units are at the mercy of ranged units and it is ridiculous how projectiles can kill-off armored units in one shot. At least with this mod, combat feels a tad more realistic.
Kelly Bomaye  [author] 13 Jun @ 1:53pm 
@ghost; With lethal blow 1000x damage in vanilla, they attempt to balance high lethal blow % of 2h axes by lower melee attack causing a phenomena where soldiers remaining in a unit largely unhurt, since a lethal blow always kill. For most weapons lethal blow acts is a normalizing coefficient to allow kills on first volley or off charge. Having some units leaning more on lethality (2h axes, javelins etc) but most ok HP/DMG is inherently flawed.

This mod has kills off charge and first volley without the inconsistency. My lethal combat mod does the inverse and completely reworks combat based on lethality, using HP for nuance and prevent the extremes of a 1HP system. So in that mod damage and HP are marginalized. And the combat based on lethality (critical blow), melee stats and armor. With armor changed to function as a chance to prevent a critical blow instead of reduce damage - but again striving for consistency.
Kelly Bomaye  [author] 13 Jun @ 1:22pm 
@ghost; That’s not at all a dumb question. Yes the lethal blow damage multiplier in vanilla is 1000. In the mod it is reduced to 2. So instead of 1000x the weapon damage it is 2x. It is utilized as a critical hit. I rebalanced the HP, weapon and projectile damage values for it. For some weapons like 2h axe/club a critical blow will always be 1 hit to kill. For some like swords, spears, arrows, slings and to a lesser degree 1h axe and club, if the enemy entity is undamaged, a critical hit will depend on how armored the enemy is. This way allows for more nuanced combat. A well armored soldier may survive a critical hit from a sword but will then likely die to a non-lethal arrow. And a big factor in doing it this way was for more nuanced chariot combat both in how chariot collision splash damage and in preventing scenarios like a single arrow taking taking out an entire armored heavy chariot with 3 men in it.
gh0st_inthe_SYSTEM03 13 Jun @ 11:07am 
Hi @Kelly This is going to sound like a dumb question but, is the damage for 100% lethality similar to the vanilla one or has this mod somehow nerfed it? I feel like I don't see the difference somehow? Thanks