Total War: WARHAMMER III

Total War: WARHAMMER III

Fatigue bugfix and balance
19 Comments
HungryBat  [author] 2 Sep, 2024 @ 1:59am 
I cant say, if you load this one first it will take priority
HolyRedEye 1 Sep, 2024 @ 7:55pm 
on that mod at least
HolyRedEye 1 Sep, 2024 @ 7:55pm 
is this compatible with extra longer battles? feel like their missile units are still a bit to strong
Jolc3r 29 Jun, 2024 @ 2:24pm 
Yup, I did. I tried re-adding the armor reduction + AP stuff, but idk when I tested something felt off. Just thought I'd share a different perspective.
HungryBat  [author] 29 Jun, 2024 @ 2:16pm 
you are always at liberty to modify this mod as you like, you can find it in the workshop files in your steam folder
Jolc3r 29 Jun, 2024 @ 2:01pm 
if you give the wardancers the other ability, storm of blades, the wardancer with storm of blades will win way faster and with less damage taken than the wardancer with the defensive stance. With or without the mod. With the mod, they end up taking way more damage in both cases.

I tested it against opposing wardancers. You can also test with chaos warriors / chosen who have a slight advantage (a hill). The chaos warriors on the slope below will lose much faster with this mod.
HungryBat  [author] 29 Jun, 2024 @ 3:00am 
I dont fully follow
But if you 1v1 wardancers and set the defensive stance on. The defensive stance always wins
Which made me mad
Jolc3r 29 Jun, 2024 @ 2:51am 
I dont agree that trading higher MA as opposed to higher MD is strictly worse. Higher MA = more of their models die, which means less of your models die. Counter-intuitively, offense is a better defense. Obviously this doesnt apply to SEMs, chariots and cav, where MD is almost always better since they already have high attack and often take back and side shots (which btw, with this mod makes them much worse, especially monsters).

So really, I am not sure what this is meant to fix. I guess if you want an experience more close to other total wars where fatigue effects are more pronounced you could take a look at 3Ks Historical or Attilas fatigue effects tables. Those are much stronger than warhammer's and still feel balanced.
Jolc3r 29 Jun, 2024 @ 2:51am 
Not sure that this is doing what you intend for melee. Counter-intuitively, lowering MD to match MA loss means less damage is being put out. So really, melee damage dealers underperform more. Less MD = more models die, less damage output.

Bear in mind, charging state costs fatigue, so usually the attacker will end up being 1 state more fatigued than the defender, so greater fatigue effects can have a big long term impact on chargers. Again, counter-intuitively, charging might make equally matched infantry lose in some situations.

Additionally, removing armor reduction makes the disparity between high armor units and low armor units even higher, so trash/mass infantry cannot ever hope to even be efficient at tarballing high armor infantry (think swordsmen vs cw/chosen), and low armor damage dealers (berserkers, welf warsingers, etc.) do worse against everyone.
HungryBat  [author] 15 Jun, 2024 @ 1:23pm 
I'm a spiteful creature, so I made this mod, but made the fatigue effects even more intense:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3268532544

in this new mod the maximum fatigue cuts unit performance down all the way to -50%
HungryBat  [author] 2 Apr, 2024 @ 8:03am 
I updated the mod with better pictures, apparently you couldn't see the full pictures in steam picture mode
HungryBat  [author] 29 Jun, 2023 @ 3:02pm 
@Tovarisch
most likely
Cultist of Tzeentch 29 Jun, 2023 @ 1:49pm 
does this affect mods that adds new races, like OVN and the Nagash mod? :)
HungryBat  [author] 7 Dec, 2022 @ 3:55pm 
there's no effect key for in-battle range modifications so I'm not able to build that, currently it just increases reload time
Whysoserious 7 Dec, 2022 @ 3:49pm 
You could reduce the range per fatigue level for normal bow/magic missile users, the reload time for reloading weapons to give them an extra way to seperate the 'mechanical' from the 'natural'?

Not by alot ofcourse. And this perhaps would apply by a lesser level for the elite units?
HungryBat  [author] 7 Dec, 2022 @ 11:00am 
I tested the mod around for a bit, but it appeared that the accuracy reduction caused some unwanted side effects, mainly that it had too little of an effect and ruined some ranged weapons specialised in accurate shooting, thus instead now its just really close to the standard fatigue, aka stacked both stats
should feel more normal now
HungryBat  [author] 21 Nov, 2022 @ 1:08pm 
as ranged units kind of dominate the meta, a new stat has been added, accuracy reduction by -5/10/15/20/25%, likewise fatigue on ranged fire has been increased to match melee fatigue, no longer will ranged units stay at fully fresh while shooting the entire battle
HungryBat  [author] 16 Nov, 2022 @ 1:28pm 
@[PuB] Axlegolas
yeah I'll post the tables in the pictures to show how nightmarish it is
[PuB] Axlegolas 16 Nov, 2022 @ 1:22pm 
weird that we need modders for base mechanics. is CA still working? thanks for the fixing