Total War: WARHAMMER III

Total War: WARHAMMER III

Extra Longer Battles Mod (revised)
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Update: 15 Jul @ 11:22am

Version 2.5a

-Minor improvement / adjustment to reinforcement arrival time from previous adjustment (now a little shorter again).

Update: 11 Jul @ 4:31pm

Version 2.5

-Reduced the time delay duration of reinforcement arrival by ~ -20% from what I had it at before. Now instead of it being 3x the original game's duration, it is now 2.5x. It must be stressed that this duration must be longer like this, in order to maintain the relationship with the original game's possibility that a small army can be driven off/defeated before the reinforcements arrive, and also with the use of Lighting Strike (non-maxed out) you can also delay this even longer to be able to drive off'defeat medium armies in the same way. Any lower than this and this is simply not possible to do.
-Changed the WEF item "Dreaming Ring" I, II, III so that its healing internal is properly scaled to the longer battle time (just like the passive regen abilities are). If you know of any other equipment item that also provides this kind of active healing, which would also need its healing interval scaled, then kindly mention it in the comments.

Update: 18 Jun @ 8:43pm

Sync update.

Update: 26 Mar @ 12:51pm

Version 2.4c

-Changed the table names to accommodate CA's ridiculous crash bug where you suddenly cannot have capital letters in the table names. Why that would change is beyond me.

Update: 25 Mar @ 12:57am

Version 2.4b

-Adjusted the Ravenous Dead ability so that it regenerates slower, to better match the longer melee combat (just like all the other regeneration abilities that are adjusted in this mod to match - it seems I missed that one previously).

Update: 30 Jan @ 12:16am

Version 2.4a

-Scaled the melee hit chance coefficient to scale it to a max hit chance of 90% (the original game's amount), rather than 100%.

Update: 29 Jan @ 1:03am

Version 2.4

-Matched the melee hit chance coefficient with the max hit chance, so that both are scaled correctly where 100 melee attack will result in achieving the max hit chance. This correctly allows the subtle differences in hit % to exist between minimum and maximum MA values, and most importantly allows high MA units to still have their full potential. (Big thanks to Losenis for the suggestion).

Update: 12 Dec, 2024 @ 5:35pm

Game was updated; verified mod integrity and diagnostics check.

Update: 5 Dec, 2024 @ 11:49am

Version 2.3b

-Increased the charge duration time by 3x to match the longer battle duration, and the fact that charges are inherently less effective with the melee attacks being slower, and because of the reduced hit probability. This change helps make charges more effective, in the melee that follows the impact (they can melee with with the added charge advantage for a longer duration to match the longer battle).

Update: 31 Oct, 2024 @ 11:25pm

Sync update.