Total War: WARHAMMER

Total War: WARHAMMER

BETA - Re: Balance - Multiplayer Overhaul
25 Comments
NeverBackDown 15 Sep, 2017 @ 8:56pm 
I suggest you guys update the version number then. V1.0, V1.01, etc. Makes it easier for people to follow since you fuys don't mention what's been updated every patch and instead let people look for themselves. Just a suggestion it would help with transparency between patches:)
JetXGorilla  [author] 15 Sep, 2017 @ 9:33am 
@NeverBackDown - It's been updated about 19 times now since it was posted, and all changes are updated at the link given above. I'm not sure what to tell you besides to look closer
Hazard 15 Sep, 2017 @ 12:47am 
Goolge doc is updated everytime changes are made.
NeverBackDown 14 Sep, 2017 @ 5:56pm 
Yeah I see that, but they haven't updated the Google Doc at all since it was posted and they have updated it on steam a few times already so was just wondering.
Hazard 14 Sep, 2017 @ 2:05pm 
They are pretty much on google doc
NeverBackDown 14 Sep, 2017 @ 11:13am 
Is there a place we can find patch notes for every update? Or is the Goolge Doc the only spot where updated patch notes will be posted?
JetXGorilla  [author] 9 Sep, 2017 @ 3:04pm 
@derkavak - Should be fixed now
derkavak 9 Sep, 2017 @ 2:36pm 
I've noticed that Glade Guard with Starfire have range reduced to 130 from it's normal 170. Is this intenional or just a mistake? If intentional i'd be worth updating the Patch Notes with it since it does influence WE quite a bit.
JetXGorilla  [author] 9 Sep, 2017 @ 11:38am 
Yeah, I'm not sure what it could be. Some people are having problems while others are able to boot up just fine. I'd say check anti-virus software, Google Chrome extensions (literally a Shogun 2 bug), sound drivers... Anything that could otherwise cause a crash. This has me baffled though. Normally with crashes for mods it's consistent across the board or can be linked to another mod or incompatibility
Phlanx 9 Sep, 2017 @ 9:38am 
@JetXGorillaHyperForceGO I play on PC, no overlay or gaming consoles. My drivers are out of date but that hasnt been a problem for me with any other mod
JetXGorilla  [author] 9 Sep, 2017 @ 8:21am 
@Phlanx - Certain users are reporting this, but it isn't consistent which makes me think that it's either user-side or a combination of things. Do you play on a Mac, use any gaming consoles or overlays, or have outdated drivers? This is hard for me to troubleshoot because I have no issues on my end
Phlanx 9 Sep, 2017 @ 7:25am 
my game crashes everytime I try to open with this mod enabled. I have no other mods enabled when I do this.
Rachel L 8 Sep, 2017 @ 9:35pm 
Okay. Btw, you could work with Cataph. He made a overhaul that is quite good (altough he didnt changed the mass of the dawi)
JetXGorilla  [author] 8 Sep, 2017 @ 9:09pm 
@RafaL - I plan to make an overhaul mod for SP once the combined map for TW:W2 comes out. It'll aim to fix things that are broken, make everything useful, and generally smooth out the vanilla experience without changing CA's overall design goals. But for now this project is just for MP!
Rachel L 8 Sep, 2017 @ 3:13pm 
Do you guys plan on making a SP version?
=][=Holy=][=Saint=][=Knight=][= 8 Sep, 2017 @ 3:04pm 
gratz for this good effort
JetXGorilla  [author] 7 Sep, 2017 @ 8:53pm 
@Buguba - We're going with more efficient Dwarf rosters and the resistance to frontal charge impacts for now. We don't want to completely remove cavalry/chariot charge counterplay against Dwarfs, just make it difficult to punch through when they're braced for you. Hopefully now Dwarfs should have enough spare cash that they can afford more responses to Chariots, but if this is a big complaint in the beta this weekend we'll look into it
JetXGorilla  [author] 7 Sep, 2017 @ 8:51pm 
@Leo_TGA - Mod's already a part-time job for me as it is. I just make the mod and update the sheet when they tell me something needs updating or is missing. One of our members has a more complete list with reasoning. Update should remove Guardian again
Unlimited Diarrhea 7 Sep, 2017 @ 5:53pm 
Also, some initial thoughts @JetXGorillaHyperForceGO:

The Changelog PDF should have the base values as well as the updated values, a few things have this but generally this is inconsistent throughout the pdf. Also useful, but not essential, would be an explanation of the reasoning behind the changes. (i.e. explain why the cost of Fire bowman for Bret is slightly higher than pox bowman). Generally that would allow more precise and useful feedback for you.

I still see Guardian on the Wild Hunters too!
Unlimited Diarrhea 7 Sep, 2017 @ 5:03pm 
Does anyone know if there is a compatible mod that allows for units as generals so we can do single unit vs single unit testing in custom battle?
Scribe of Nekoti 7 Sep, 2017 @ 3:47pm 
Not going to lie, Im mainly subscribing for the changes to SP. Getting so sick of Ungrim being tossed around by chump change monsters
Buguba 7 Sep, 2017 @ 2:07pm 
I think a lot of the changes you've listed appear to be pretty reasonable, and I appreciate that the mod is attempting to stay grounded within the framework of the vanilla gameplay!

Does your team have any plans to potentially address the Dwarf faction's difficulty with Chariots? I believe that the added mass to their anti-large charge defense units will be very helpful in this regard, but I believe their issues extend beyond instances where Chariots bowl over braced infantry formations. I feel that Dwarves tend to struggle with high-mass, high-charge bonus units due to how difficult it is for Slayers to give chase/effectively bog them down in melee, and it can often make it very difficult to counter a good player capable of constantly cycle charging.
Rachel L 6 Sep, 2017 @ 7:42pm 
I dont have many mods that eddit stats of the units, mostly unlockers and new units, so i think it will work. I will give it a try next time i am on the pc.
Ah, you guys plan on balancing siege? (I would at least suggest lowering the range of the towers to allow siege engines like catapults and cannons to do their work without being fired uppon. And maybe giving a morale buff to the defenders. It would make sieges (even on mp) more interesting, encouraring defenders to sally out to take out rhe siege engines and making so it is harder to route the defenders (after all, they are defending their nation, and most probably, their home city and family/friends)
JetXGorilla  [author] 6 Sep, 2017 @ 6:30pm 
@RafaL - It'll work in SP. We don't intend for this beta to be balanced in SP, but you can give it a try. Note that it'll be incompatible with most mods, though
Rachel L 6 Sep, 2017 @ 11:47am 
Does this also works on SP? If yes, you guys think it is balanced?