Total War: WARHAMMER II

Total War: WARHAMMER II

Satisfactory battles
58 Comments
AbortedMan 14 Aug, 2021 @ 3:02am 
No worries. Your mod has inspired me to make my own style of combat mod for SFO. Thanks for creating this!
steelwork  [author] 14 Aug, 2021 @ 2:50am 
no, sorry.
AbortedMan 13 Aug, 2021 @ 10:24pm 
Any chance you could add SFO units to this and the brutal version?
The Wriggler 17 Jul, 2021 @ 3:05pm 
By Sigmar I command you to capitalize that 'B'!
Le fruit des anges 17 Jul, 2021 @ 1:03pm 
:(
steelwork  [author] 17 Jul, 2021 @ 12:32pm 
no :)
Le fruit des anges 17 Jul, 2021 @ 11:13am 
can u capitalize the b in "battles" in the title? :)
steelwork  [author] 16 Jul, 2021 @ 5:44am 
updated.

@themidnightfoundation change on damage and attack value reset.
unit HP halved again. :)
steelwork  [author] 8 Jun, 2021 @ 8:58am 
i will make another update with the upcoming DLC. i can revert back to the changes made with the previous version.however what i liked about the recent changes is that any units, even ranged ones, can have impact in melee. heroes aren't the super strong tanky units they used to be any more and cav/monster charge which deal aoe melee damage will deal more damage since they will most likely hit all units. i ll do some tests.
President Jyrgunkarrd 7 Jun, 2021 @ 9:31pm 
ugh

it's your mod, etc etc, but i hate this update

monsters & lords are too frail, and while i liked how battles felt more lethal in the previous iteration of the mod, this feels like it goes too far. units just instantly collapse now
steelwork  [author] 21 Mar, 2021 @ 4:14pm 
i dont unfortunately.
LikeABith 21 Mar, 2021 @ 4:07pm 
You wouldn't happen to have a previous version of your mod backed up that you wouldn't mind sharing privately with me - do you?
LikeABith 21 Mar, 2021 @ 4:07pm 
That and honestly I'm not sure what is making the lords incompatible either. I have so many mods that it's rough troubleshooting lol
steelwork  [author] 21 Mar, 2021 @ 3:53pm 
because it was less incompatible with your custom unit mod? X)
LikeABith 21 Mar, 2021 @ 3:39pm 
Thanks mate! Sorry for being a pain. Just thought your mod was perfect the way it was before
steelwork  [author] 21 Mar, 2021 @ 6:48am 
check https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/1997339415

but in all honesty, if custom unit mod does modify unit attack it may have also modified other stats my mod does change. to be sure your best bet is either use satisfactory battles LITE or make all the change yourself with pack file manager (or RPFM) by following either this mod changelog or description.
LikeABith 21 Mar, 2021 @ 4:15am 
What tables would I need to edit to revert this mod to the previous update? Just for personal use
steelwork  [author] 21 Mar, 2021 @ 4:04am 
well, that means that the custom unit mod you are using do change unit stats too and so it overwrite my modifications. previous update also changed some units stats like HP instead of ATTACK. which may also have been overwritten by the custom unit mod...
if you only want to have the cool battle animations without all the stats changes then i suggest you use satisfactory battles LITE (link in the description) instead :).
LikeABith 20 Mar, 2021 @ 7:19pm 
Rakarth is the only Lord with changed stats. And i have custom unit mods that have vanilla stats so they get destroyed by everything else. I didn't have any of these issues with the previous update

steelwork  [author] 20 Mar, 2021 @ 6:00pm 
how so? does the game crash?
LikeABith 20 Mar, 2021 @ 5:32pm 
It's the melee attack changes from this recent update that messed stuff up for me
steelwork  [author] 20 Mar, 2021 @ 4:37pm 
huh changing the units core stats is what this mod is doing since its first release...
LikeABith 20 Mar, 2021 @ 4:27pm 
You changed the vanilla unit stats which means custom units still have the og stats
steelwork  [author] 20 Mar, 2021 @ 4:21pm 
all i did is stats changes in the same files as the previous version. so maybe its the other mod that was made incompatible? idk...
LikeABith 20 Mar, 2021 @ 4:09pm 
Darn... with those stat changes this mod is now incompatible with custom unit mods. Any chance of making a separate mod that reverts back to the previous update?
steelwork  [author] 20 Mar, 2021 @ 11:49am 
all units got their attack stat doubled. (even other heroes. or it should be) that means that all units have a way better chance of damaging something they hit.
this means that heroes can get squashed by swarm of infantry but will be way better against large entities. armor and physic resist plays a bigger role that ever since they are the stats that will lower damage recieved.
to avoid heroes getting KOed by a swarm of infantry, use a squad as support to protect them.
LikeABith 20 Mar, 2021 @ 2:31am 
Why does Rakarth have 110 attack but no other lord seems to have updated stats?
LikeABith 20 Mar, 2021 @ 2:26am 
Lords and heroes feel so useless now. Mine keep getting squashed by basic infantry
steelwork  [author] 19 Mar, 2021 @ 9:34am 
updated.

changed a few stuf on how melee comabt will work.
all units got a bonus to attack stat.
heroes and single entity monsters will go down quicker when swarmed.
ranged units will be less useless than before when engaged in melee.
regular units will most likely be damaged or die when they get hit which is more visually accurate with the lack of sync attacks in warhammer (opposed to shogun2 for example.)
tho that also means that holding the line will last shorter.

calibration distance got nerfed so that ranged units need to get even closer to not suffer from aiming malus when aiming at a target further away than the max calibration distance.
steelwork  [author] 19 Mar, 2021 @ 5:58am 
if i revert back the hp pool to what it was i will also double ranged and spell damage back. so it will only really impact melee.
but if everyone have better attack that also means that every hit will most likely land and thus damage will be dealt. making heroes less durable and big monsters weaker when swarmed but at the same time they will have way more chance to kill when hit. this will also reduce significantly melee RNG.
President Jyrgunkarrd 18 Mar, 2021 @ 6:27pm 
It's your mod, but honestly I like the HP pools where they are. Like you say, it feels more like Shogun 2.

Kill animations & dueling animations are always a contentious topic; I wasn't a big fan of them and thus I prefer TW: Warhammer's approach - but I fully appreciate that many players disagree and want the sync-kills back.

Ranged is probably fine where it is right now. It's powerful, but it also encourages the use of shielded units.
steelwork  [author] 10 Mar, 2021 @ 8:11am 
as for range weaponery i do struggle finding a good spot for them. decreasing accuracy and adding spread is good so far. but i am still not happy with the damage. maybe the rage is a bit too big? however shogun2 do share the same kind of range for its ranged units.
what i could do however is decreasing the max calibration distance.
that means ranged units will have even less accuracy if the target is further away from the calibration distance.
about damage itself i am not sure increasing even more ranged damage would be a good thing.
sadly, with just doubling damage you still need 2 bullets to kill an empire basic soldier instead of 1. (is 3 with vanilla.) of course shields will help preventing those damage anyway.
steelwork  [author] 10 Mar, 2021 @ 8:11am 
i am glad you like it :)
i took inspiration from shogun 2 where everything can die very quickly when it hit, especially with muskets and rifles
sadly, unlike in shogun 2 you don't really see melee units fighting against each other but just hitting their target and then standing there recieving blows like its nothing with a few rare hit animations.
i played shogun2 recently and something struck me. units had most of the time way more attack power than defence. even archers could deal some damage in melee whereas in wh2 they become trash.
so i was thinking of giving back to everyone their original HP pool but increasing attack power by 2 or decreasing defence power by 2.
also putting back max target hit for all melee attacks so the damage dealt isn't spread out so that it get a better chance of killing.


President Jyrgunkarrd 9 Mar, 2021 @ 5:39pm 
Just want to say this has become a must-have mod for me.

I agree that missile units are problematic, but really this mod is only exaggerating a problem existent in the base game. Missile units have always been OP in TW: Warhammer.

A good solution might be to really cut back on the ammunition capacity of ranged units? That way they can still fire devastating volleys, but will run out of gas quickly.
Krayzar 29 Jan, 2021 @ 9:54pm 
Hi! Reduce health of every entity by 50%. bad idea for my taste all battles to short :steamsad:
I fix this by mod +25%hp
Range units have -50% accuracy like this verymach :praisesun:
Thank u for your work
steelwork  [author] 7 Dec, 2020 @ 6:34am 
i forgot to mention, if you want just the game to look more satisfying to watch without all those little changes that greatly alter the gameplay there exist a lite version of this mod.
link in the description!!!
steelwork  [author] 7 Dec, 2020 @ 6:31am 
mod updated! you can expect every feature from before but with one substantial change.
instead of increasing ranged attack i halved unit HP.
also gave magic and missile resistance units a 25% efficiency in their resistance to compensate and spells cost 2 more mana.
steelwork  [author] 20 Nov, 2020 @ 9:22am 
new dlc incoming. so new update for the mod too.
instead of increasing range and spell damage i thought ti might be better the just reduce health of every entity by 50%.
so aside from the lovely chain attack animations you ll get to think more about what decision to make since everything will die faster.
to compensate that, any range damage resistance would be doubled.
Devixian-Firehawk 30 Jul, 2020 @ 4:36pm 
Hey its all good, thats just my opinion. Honestly I find the easiest fix is to use a mod just to remove ranged units all at once. It actually doesn't change the game much, except for the High Elves though of course, with this mod they are invincible, but with no ranged units, they're
F-U-C-K-E-D
steelwork  [author] 30 Jul, 2020 @ 2:11pm 
it should normally buff all damaging spells by 100%, thus dealing twice as much damage. but i don't know how AOE are calculated in this game so it may also divide the damage for all hit entities... so the buff is there but may not be significante enough.

shield units takes even less damage from ranged. if a melee suqad reach a ranged squad its usually dead. but i agree that doubling ranged damage, even if it has now some spread and accuracy loss (if decreasing accuracy did not in fact increased it ^^') it gets pretty scary.
big entities and single entities monsters may have a hard time. . . maybe i should buff the range damage resistance too?


it is not a balance mod but i am open to any suggestion to make it more playable in normal playthrough. ^^
Devixian-Firehawk 29 Jul, 2020 @ 10:31am 
it is extremley satisfying to look at.....but kind of irrattating to play with. Cause ya learn right quick, and AI seems to too, that all you have to do is spam ranged and you win....
Mede 28 Jul, 2020 @ 12:01pm 
Hello, after some hours of testing here and there I don't notice the spell damage buff. Just to clarify does this mod buff every damage spell's damage in the game?
Revelations 11 Jul, 2020 @ 11:38pm 
One of the very few combat speed mods out there ive seen thats still updated/updating. Thank you for your work!!
Wicked 7 Jun, 2020 @ 5:30am 
thank you
steelwork  [author] 6 Jun, 2020 @ 9:33am 
updated! :)
Wicked 5 Jun, 2020 @ 6:23pm 
i actually like the missile spread, if anything i prefer missile spread to be even more spreader, :steamhappy:
also please update, seems to not work for me? :steamsad:
Devixian-Firehawk 24 Apr, 2020 @ 8:43pm 
love the mod, but ranged is OP.
SieJ 17 Apr, 2020 @ 11:36am 
"if it is just for the pleasure of seeing your lord kill the enemy lord" thats exactly what its for..purely visual thing..i love sync kill animations in this game..also maybe not do it for Legendary lords but atleast we can do it for generic lords/ heroes that the AI recruits..so any idea what values to change in which file to achieve that ?
I mean if i should make a seperate mod..No changes in this one bcoz i like rest everything to stay as vanilla.
steelwork  [author] 17 Apr, 2020 @ 8:54am 
moral is a big part of totalwar battle system. giving lord unbreakable trait will make them even more OP.

in multiplayer, chasing down a routing lord isn't that of a problem since if he get out of the map he is as good as dead.
as for the campaign, itis often not recomended to kill the enemy lord unless it is a high lvl one because the AI (or you) will have to recruit a new lord to keep the defeated army up. better have a very low hp lord to beat in the next battle than a new fully healed one.

if it is just for the pleasure of seeing your lord kill the enemy lord then no. it is not the goal of this mod.
SieJ 17 Apr, 2020 @ 8:44am 
@steelwork, Hi can you please make a mod, where the AI heroes and Lords dont run away(rout) when they are about to be defeated ?...I dont like how my lords have to chase down AI lord and heroes near the end of the duels. I would like my lord to finish them rather than chase.. Maybe give all the AI faction lords Unbreakable traits or something Please..