Total War: WARHAMMER III

Total War: WARHAMMER III

Magic/Artillery Rebalance - Anti-Monstrous+ Damage - SFO submod
50 kommentarer
Cerb  [ophavsmand] 5. apr. kl. 13:35 
my modlist has been up now for nearly 24 hours and working?

I definitely disagree with regular gun units being 'pointless against infantry', none of them have been nerfed, theyre exactly what they are in regular SFO and most artillery is only stronger against larger targets, and usually weaker against infantry due to accuracy penalties. Magic is about the same against infantry too, if not weaker.
Mann 5. apr. kl. 2:04 
@Cerb An update for sfo came out and many of your mods are now not working. Also can you make to this mod also revision of ranged weapons for all units? Such a ranged fire overhaul mod. Just weapons such as pistoliers are terrible, no damage, you literally have to make volleys 8 or 10 on unarmoured units, although the bullets should go through and kill everything. It's just that when artillery became really strong and useful, regular gunners with the exception of some nuln ironclads are very weak and pointless against infantry, although it is aimed primarily at that, and not against single large units. This applies to all arquebusiers and musketeers. Or do you disagree and it actually works that way and there are explosions for infantry?
Cerb  [ophavsmand] 6. mar. kl. 15:25 
Perfect thankyou :)
Mann 6. mar. kl. 15:21 
Yeah. The buckshot works fine. I don't know if there is still a choice of ammo type i'm think that you must have fixed it if there were other types as well
Cerb  [ophavsmand] 6. mar. kl. 14:07 
Should be yeah, let me know if you can, otherwise ill check tomorrow
Mann 6. mar. kl. 14:01 
Not as much, but yes. As I said it can be playable now. Of course you can make it even stronger, add up to 2000 damage, but so far I can't imagine such situations and I'm not sure that will be balanced, and you have to take into account that the hammer costs less and therefore shouldn't do as much damage as the comet. Good work. I'm think i'll try elves for the first time soon and i presume that I'll find something there and report back.
Have you fixed shrapnel and types of shells for artillery?
Cerb  [ophavsmand] 6. mar. kl. 12:39 
A small amount yes, the upgraded version has a duration of 1.5 seconds so should tick an extra couple of times.

Iirc comet costs a lot more mana and is much harder to hit than hammer correct?
Zach 6. mar. kl. 8:55 
mfw you cast comet and it hits the top of a tree and deals no damage
Mann 6. mar. kl. 6:16 
I tested the hammer. I can say that it's generally balanced for sfo as a boosted spell, but compared to others like “Kasandora's Comet” it's a fart in a puddle. It's something on the level of Uranon's Lightning Bolt, but it goes into range instead of splashing. 4500 (from the comet) vs 1500 is certainly not comparable in any way, but you have to take into account that the comet has to hit and it generally kills everything, and the hammer can a stack of large targets just sell it if they will not be so far away and the damage to the lords like tangible. For sfo it is balanced, but as your other spells well average, and the burning head generally kills everything and trolls and cavalry and infantry, but again a specific spell - a specific effect so to speak will go, now it makes sense to use it, thank you for reading and taking into consideration the suggestions

Also I wanted to ask, and that damage you add - does that damage change depending on the boosted or unboosted spell?
Cerb  [ophavsmand] 6. mar. kl. 4:25 
Think i found the bug, also upgraded hell hammer to have a bit more punch, thanks for the feedback :)
Mann 6. mar. kl. 3:06 
@Cerb I also found another bug related to projectile type. Malakai has a type of projectile “Shrapnel” on the cannon when completing the challenge, but I do not see it, maybe you missed the types of projectiles and thus removed this opportunity? It is displayed as an ability, but I can't change it anywhere
Cerb  [ophavsmand] 6. mar. kl. 1:16 
Ahhh, i misunderstood, ill look into it :)
Mann 6. mar. kl. 1:09 
Yes, all true, but as I think the damage is too small, I don't know if you tested against units, but against such units it is much more effective to use flame astragoth (that troll killer), which kills everything, but this hammer is just garbage against any unit, even the one you named. I think it needs a little buff
Cerb  [ophavsmand] 5. mar. kl. 18:10 
Checked bolt of the old ones and it has 200 bonus vs large attached to it, so should do a reasonable amount of damage.
Cerb  [ophavsmand] 5. mar. kl. 13:18 
You might just have another mod that changes something like mana cost for that spell which is overwriting it?

https://imgur.com/a/V6Z7USj <- this is what the hell hammer tooltip should look like with my mod

As for the projectile damage, a lot of units can have very high missile resistance, which reduces how much damage a comet deals. It makes it hard to balance because you might oneshot a lord without missile resist if you buff it too much, but will still do quite low damage to an entity such as kugath or a giant who both have very high missile resist.
Mann 5. mar. kl. 13:07 
А. So little damage is planned? Just a dinosaur I thought it was exactly the type of dragons, toad dragons? Well, I'm looking right now at all kinds of dinosaurs from riders (what you were talking about) to carnosaurus and that something that the damage is not impressive, very small. The same burning head or scythe more effective and damazhat and kill more. Hashut's hammer is one of the big ones? But why? I don't think I have any mods that change stats, just yours.

Also, I noticed that lords shouldn't take critical damage like the comet does? I just threw on a toad dragon and that 3500 thousand for enhanced, why not 5? I don't know, it's like magic not projectiles, but even if it's projectiles it's still a decent damage. But when I cast it on the Kugat, it was like 1000. Is that normal and is it all blessings or is the damage on lords reduced on purpose?
Cerb  [ophavsmand] 5. mar. kl. 13:02 
He did actually a couple of years ago he added a little bit to a few pieces of artillery, but also went too far on some (deathshrieker demo rockets), and missed a lot of things too - such as handheld grenades which do virtually nothing to anything larger. My changes are a lot more comprehensive and also change magic so you dont have trolls casually bathing in a fire tornado without taking damage :)
Commodus 5. mar. kl. 12:47 
I'm actually surprised venris didn't add anti large to cannons already, seems an obvious thing:/
Cerb  [ophavsmand] 5. mar. kl. 12:33 
So hammer of hashut currently has the medium monster killer contact effect (dinosaur killer by text), do you have other mods that might be changing this too?
Cerb  [ophavsmand] 5. mar. kl. 12:19 
Oh good pickup Nuna thanks :)

Hope you enjoy Commodus :)
Mann 5. mar. kl. 11:30 
@Cerb I can report that Hammer of Hashut has no “Dinosaur Killer” ability, meaning it doesn't do colossal damage even though it should. No big creatures, no knights, no trolls, it's like vanilla
Commodus 5. mar. kl. 5:51 
cant wait to try this!, one of my main hates is how low cannon damage is to almost anything:/

Basic empire cannons will never usually be able to kill any unit before it gets to them

firing 12 cannonballs over 3 volley s should easily kill a giant or flatten some trolls, no idea why the vanilla damage is so low:(
Cerb  [ophavsmand] 3. mar. kl. 14:25 
I just went through yesterday and buffed doomrocket, added a contact effect so it should heavily damage even single entities that get hit by it, if a model gets hit directly by the rocket it will take 10000 armor piercing damage, but thats a pretty rare thing to do.

i'll have a look at bolt of the ancients and see if it needs changing, but most abilities that are 'large' enough should have either a contact effect or additional anti large bonus (which doesnt show in tooltips ill add) to deal extra damage.

I disagree with campaign/large scale balancing, how i have it now is pretty much perfect for me, but i suspect we're playing very differently overall. I wouldn't call any broken, dying races have some slightly different balance in that most units will do better to the front and worse to flanks due to lower entities, but overall its fairly similar to the base game in terms of balance.
Mann 3. mar. kl. 13:53 
Trying all your mods, you're best at rebalancing aspects in combat rather than campaign and anything large scale. This mod is your best creation, unfortunately dying races is a bit broken and there are a couple other mods that affect the campaign. What about doom rocket of ikit?
Mann 18. feb. kl. 4:49 
Here's how I described it:
“Hello, testing your build for sfo in a campaign. I would like to point out a couple of things. Could you make the Doom Rocket ikit really so dangerous and serious not only for infantry, but also for lords and large units? It's basically like a comet, only scarier, or make that at the epicenter everything dies and then less and less damage, like a nuke. Or it would upset the balance and in the same way you can treat mortars like dreadquake at the dwarves of chaos why they do not kill any single targets? Well, and the same question to the abilities that have lords, which do not spend magic, but in fact cast spells and are the magic of a particular lord, but as if those are remade under the spells that you did not touch them, which is strange, for example, Lord Mazdamunti has “Bolt of the Ancients” and it is like a comet, but the damage as was, and remained, although the object is large and in essence should not badly damaging”.
Cerb  [ophavsmand] 9. feb. kl. 18:01 
Fixed, was going for an extra 5 seconds than the animation
Elemental Israelite 24. jan. kl. 18:20 
Yeah the visual effect disappears very quickly but actual duration is craaaazy lol. My poor eternal guard unit got utterly wrecked
Cerb  [ophavsmand] 24. jan. kl. 16:38 
So all aoe damage is significantly reduced at base to make up for the contact effect, so they should be roughly the same against infantry/cavalry and only significantly better against monstrous/lords and other high hp/low model units.

Ill check into the dwellers dot see whats going on, could just be that the duration is longer than the visual effect or similar, thanks for the heads up
Elemental Israelite 24. jan. kl. 16:23 
Also, is there any chance these contact effects can be applied only to the large units they are meant to destroy? I've noticed all magic has become 1,000% deadlier to everything because of them, and magic in SFO is already crazy. I can have one single model of my troops inside the radius of a vortex and my entire unit will die despite not being in contact themselves. Same with enemy units; if I can catch even the edge of a unit, half of them croak from the contact effect alone.
Elemental Israelite 24. jan. kl. 16:21 
I've noticed the cavalry killer (slow) effect on the Dwellers Below spell lingers long, long, LONG after the spell has been cast. The spell had ended a few seconds prior to me walking my troops over the area I'd cast it in... and they GOT NUKED BY THE CONTACT EFFECT, despite the spell having long ended! I don't know if this is an SFO problem or a bug with this mod but it's affected every campaign I've played.
Cerb  [ophavsmand] 27. okt. 2024 kl. 18:04 
Big update, lord/hero projectiles will hit more often due to velocity increases, arty will hit small single targets less effectively due to spread increases.
Cerb  [ophavsmand] 11. sep. 2024 kl. 19:53 
Reduced vortex radius slightly, by like 1-2 meters for most spells at most, just to slightly reduce their power. Only affects spells with a slightly longer duration
Cerb  [ophavsmand] 5. sep. 2024 kl. 7:14 
Doubled health on all arty pieces, so they better withstand magic
Zach 5. sep. 2024 kl. 5:59 
What was changed :O
Cerb  [ophavsmand] 15. feb. 2024 kl. 12:57 
Updated shotgun like projectiles to be more effective
Cerb  [ophavsmand] 30. nov. 2023 kl. 19:05 
Updated
Cerb  [ophavsmand] 9. aug. 2023 kl. 3:08 
Sorry mate, not sure how i missed your comment sorry, should be yeah.
FrenzyBee 1. aug. 2023 kl. 15:30 
@Cerb Sorry to ask but is this save-state compatible?
Elemental Israelite 17. maj 2023 kl. 20:16 
No rush, dude. I know modding is a lot of work despite my total lack of experience doing it myself. I appreciate all my favorite creators.
Cerb  [ophavsmand] 17. maj 2023 kl. 16:21 
Sorry, soon! trying to finish off my last campaign before i get too invested into modding and forget about it. Thorgrim's nearly dead :D
Elemental Israelite 17. maj 2023 kl. 8:34 
I love your submods. Especially this one. It makes those "dying races" feel like they are truly far better than humans, though they are less numerous and prone to being surrounded. It's perfect. Can't wait for the Chaos Dwarfs to be added.
Cerb  [ophavsmand] 8. maj 2023 kl. 16:10 
Updated all contact effects to be at least close to what they are by default in SFO, while also keeping the damage as is. Added a level between giant killer and troll killer for spells that needed something in between, added icons for most effects, and enabled the effects showing in the UI, so you can see how long the poison effect lasts for example.
Cerb  [ophavsmand] 8. maj 2023 kl. 0:32 
Updated for next SFO version based on battles beta stats, will check after release and adjust if needed. Kept the SFO flavour for everything except shotguns, which I'm sorry but I cant leave them as one of the best anti-large weapons in the game, it just doesnt make sense, so I changed them to be explosive and closer to the grudger raker in strength. I will be looking at the Chorf arty in SFO more closely once it releases and will likely change it to be more loreful if they keep with battles beta values.
Cerb  [ophavsmand] 21. mar. 2023 kl. 18:14 
Went through many of the spells and projectiles and rebalanced them a little. Reduced the base damage on most vortexes so they should deal similar damage to SFO against infantry, while maintaining their higher damage against monsters and larger entities.

Added additional homing to most magical projectiles, so they are far less likely to miss, which of course meant i had to reduce some of the damage values to account (in the base game they are quite high if they all hit, but they almost never will), and reduce penetration on fireball so it focuses more on the explosive aspect of the attack.
Cerb  [ophavsmand] 20. mar. 2023 kl. 23:49 
Updated dragonbreath to be far more consistent, you shouldnt see swings between absolute insanity and complete dud anymore. (Added a small amount of homing to projectile so it will keep tracking target while its moving, but reduced damage significantly so it wont oneshot so many enemies now).
Cerb  [ophavsmand] 29. jan. 2023 kl. 0:47 
Updated for next sfo patch
Cerb  [ophavsmand] 27. dec. 2022 kl. 13:43 
Drastically reduced the duration of vortexes that are powerful enough to give contact effect, high damage, high skill requirement to get it to kill what you need. No more rolling fire tornadoes through an army and taking out half of it :).
Cerb  [ophavsmand] 21. dec. 2022 kl. 15:57 
Removed contact effect from gehennas golden hounds, it was pretty nuts, hard to see and with fast cast times.
Cerb  [ophavsmand] 16. dec. 2022 kl. 5:24 
Had a go at reworking it, changed it to only tick 1/4 as often, so the damage should be lower in general. A pit of shades full duration or similar will still hurt a single entity a lot, but wont kill it in one shot. If you get caught in an overcast pit of shades though there's a decent chance of death still though, which I want.
Zach 15. dec. 2022 kl. 20:07 
Dope mod, though magic damage /really/ hurts single/low entities, like wipe out single entities in one cast sorta hurt. Pit of shades just EATS things, along with dwellers below. Can you like halve the single entity/monster damage this mod does?