Total War: WARHAMMER II

Total War: WARHAMMER II

Better Fatigue Rules
27 Comments
FeralZ 17 Aug, 2022 @ 9:46am 
yeah very good mod, only need faster regeneration, shame the debuffs don't show up in the card
BaronR 25 Jul, 2022 @ 2:42am 
I like the idea of this mod, but playing with it so far has not impacted my decision making as I hoped. Mostly just see that my units get slower faster. Do you account for mounted heroes to get less fatigue? Maybe decrease that amount for cavalry and mounted lords since they are punished more for the bigger debuff. Also longer battles are hard to manage, but just trying to pay attention to movement.
Maybe faster regeneration would help.
Villas 7 Jul, 2022 @ 1:39am 
From what I understand this mod would make long battles or battles against more than 1 army too much difficult for the player to win... Doesn't this make races who are naturally heavily armored become overpowered?

Won't this simply make low armored units with relative melee defense useless? Legit questions.
piercebuster  [author] 2 Jul, 2022 @ 4:59pm 
Yes, though Better Sieges and Reporting For Duty will take longer than most of my other mods.
Villas 2 Jul, 2022 @ 4:23pm 
Hi there author, stupid question but will you port your mods into Immortal Empires once it comes out of the beta phase?

I'm looking forward to this and the cavalry mass one :)
piercebuster  [author] 13 Feb, 2022 @ 10:57pm 
Yes.
Edward 13 Feb, 2022 @ 10:31pm 
Will this work with the new cavalry update?
Dairak Logrus 10 Oct, 2021 @ 10:03am 
hm with next cavalry update can be chahged i think?
Serpico 15 Aug, 2021 @ 5:55am 
Hello, I was looking for a mod like this. You did already several good mods, it is nice to see one acting on fatigue.

I will try it out right away as it should be save game compatible and no issue with other mods I guess if the mods don't change the fatigue rules, exact?

My opinion on your values is that it seems a very good rework, just for the armor I wouldn't have changed it because for me it means that the longer the battle goes on, an armored unit would lose armor because of injuries or all the hits they got during the battle. Meaning the armor will not be as effective as their brand new armor they had a the start of the battle.

But that's just my opinion regarding the armor value. I understand for balance issue and your decisions make sense too to modify that value.

Thanks anyway for your contribution !
rgilsoul 1 Aug, 2021 @ 11:16am 
Another thought. Why not also change the melee attack values for fatigue? Wearing out a strong unit by making it fight through a weaker unit would be more dramatic in that way while the impact of a fresh unit would count for more. So, this would enhance the idea of timing a flanking cavalry charge to be at its most deadly. Anyway, just a though, but I guess they have messed with these variables for years . . . Maybe I (and maybe you too) are retracing paths that have already been tread and these variables have specific reasons for being there and we (or rather you) are reinventing the wheel. Still, it is fun to play with this stuff.
rgilsoul 1 Aug, 2021 @ 11:10am 
Seems like in the more mass mod we could address the question that Dom brings up by modifying mass based on the actual creature and apply that and this to monsters. Some creatures simply cannot sprint for very long and others are made to sprint. I suspect that mass might be a basic way to vary how long a creature ought to be able to "sprint" before it wears out (among other magical and monster fantasy world factors that might come to mind . . .). In my head, all the "unrealistic" things are attributed to the fact that the laws of physics are different in their world, but I like the push to have reason and detail for what we see. Also, variety in how creatures work in the game is always a plus.
Dom 1 Aug, 2021 @ 9:29am 
Yea I was thinking about that as well and came to similar conclusions. The question now is how speed affects different units differently and if its the right ones....cavalry will tire less here so they will be stronger(+armor+speed) and so on......
And cavalry is most certainly NOT OP at the moment anyway

But I do definitely agree with your semi hidden range nerf by not reducing armor when tired.

TLDR: Balancing is hard
piercebuster  [author] 1 Aug, 2021 @ 8:56am 
@Dom
Very correct!
Reducing melee defense is a way to make the unit take more damage (from melee). But reducing melee defense doesn't make the unit take more damage from ranged units (like reducing armour does).
But on the other hand reducing speed... that'll make it take more damage from ranged units over time as it's running since it takes more time to cover a distance.
Of course if the unit isn't running then it doesn't take more damage from ranged units. To which I say: good. The meta in this game has long skewed towards missile units. This brings that back slightly.
Features, not bugs.

Oh, logic/flavor is cool too, I guess. ;)
Dom 1 Aug, 2021 @ 8:55am 
@=[NK]= Col. Jack O'Neil
Welcome to my dissertation brought to you in comment form!
I don't think that's the argument. He is saying you can balance a game from a game-play abstract perspective (what CA did) or a real world/lore logic perspective (this mod).

The theory is that CA made an inverse linear relationship between armor & fatigue as a way to balance out heavily armored units because they will be hit harder by low fatigue than lower armored units.

Changing the fatigue to have a bigger effect on melee attack may affect more heavily armored units differently if fatigue is not coupled as strongly to melee attack as armor. So you could in theory make units feel more similar because you removed a lever you can adjust on your heavily armored units.
Dom 1 Aug, 2021 @ 8:49am 
Humans have a funny way of wanting things to make sense on an intuitive level, but it doesn't have to be like that. Sometimes it will limit the things you can do if you don't realize that you are limited by unnecessary presumptions and exclude half your options from the get-go.
Wow look at me being all philosophical and shit!

Btw I'm not saying don't use the mod....I have no idea if its better or worse than vanilla. I'm only trying to show you are comparing apples and oranges:cozyspaceengineersc:
=[NK]= Col. Jack O'Neil 1 Aug, 2021 @ 5:38am 
Golemn, reducing defence expresses that more, as defence could be from agility, where as armour is armour
golemm 1 Aug, 2021 @ 5:35am 
I dont know if it is so stupid that fatigue affects armor. You shouldnt take it literaly, it is just a way of expressing that heavily armored units tire more quickly. If you get rid of this mechanic then everybody tires at the same rate, no matter if they have heavy armor or not.
piercebuster  [author] 31 Jul, 2021 @ 11:31pm 
I don't know, I don't use overhauls. They have their own idea of balance. This is made for vanilla.
flameshroud 31 Jul, 2021 @ 10:47pm 
Mate, this is awesome! It was so stupid that units would lose armor. Great work! One question, do i need to watch out for overhaul compatibility?
RexJayden 29 Jul, 2021 @ 9:25pm 
You are on fire! :cozytf2mug:
piercebuster  [author] 29 Jul, 2021 @ 7:53pm 
No Flesh, No Fatigue is now complete!
It gives all skeleton, ethereal, and construct units perfect vigour.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560847667
RexJayden 29 Jul, 2021 @ 9:29am 
Thank you! Rated, Favorited, and Subscribed. Also, best wishes to you on the No Flesh, No Fatigue Mod. :KneelingBow:
piercebuster  [author] 29 Jul, 2021 @ 9:28am 
@mikojb <3 thank you!!!!!!!!!!

@RexJayden
Yes. All my mods (so far) can be added mid-campaign. And only the custom unit mods can't be removed.
RexJayden 29 Jul, 2021 @ 9:17am 
Excellent mod idea that was sorely needed. Can this mod be added to an ongoing campaign? :summer2021action:
MichaelGFI 29 Jul, 2021 @ 4:09am 
If piercebuster made it, it's worth using.
=[NK]= Col. Jack O'Neil 29 Jul, 2021 @ 3:58am 
Seems like a nice little change, nothign drastic, but in the right direction! Cheers
Bastilean 28 Jul, 2021 @ 11:33pm 
I noticed. I already made an armour doesn't fatigue mod :3