Total War: WARHAMMER II

Total War: WARHAMMER II

Reasonably Weaker Lords & Heroes - Deadly Attack Dynamics
14 Comments
mr.napop  [author] 13 Apr @ 1:04pm 
Hello friend thanks a lot for your appreciation and morality!

I don't intend to buy WH3 due do it's overly fantastical aspects, but perhaps I'll join late to the party as I did here.

Have fun!
SaveThePandas 2 Apr @ 10:02am 
Hello, I must say that your work is a work of art. Have you thought about porting your mods to WH3? Many more people could appreciate it there surely
mr.napop  [author] 15 Feb @ 12:29pm 
Hello, no it's not since the other mod edits 'Land_Units' table (reducing health and high value property) while this one doesn't to assure compatibility
pickmeister 15 Feb @ 4:11am 
Hey mr.napop, your other mod, without Deadly Attack Dynamics, mentions this in the description
"More Mounts mod is required for gameplay balance and compatibility issues (otherwise another version had to be made)."
Is it required for this mod as well?
FailSafe 11 Aug, 2024 @ 12:18pm 
ah! that makes more sense now, thank you for clarifying, and apologies for being terminally nosy :D
mr.napop  [author] 11 Aug, 2024 @ 12:12pm 
Hello friend, I calculated the splash attacks of non-monster units as categorized in main_units table based on weapon lengths and vanilla splash values.

Krell is infantry and thus is included in the nerf, and his splash is the same as casters, resulting in no splash. Recalculation will make all of them have splash, which isn't intended, and manual editing is ineligible.

The reduction in melee attack intervals is from deadly attack dynamics mod, in this mod i just halved the damage. So, it will only negate the halved damage if you're playing without the base mod, else it will balanced to that mod where every unit has reduced melee intervals.
FailSafe 11 Aug, 2024 @ 2:48am 
I took a little poke inside and noticed you stopped wizards/non-melee specialists getting splash damage, which is great honestly! Should have been like that in the base game

One little thing, this might be me misreading the entry, but it looks like krell got hit by the splash nerf bat too for some reason? assuming that this is actually correct, I'm assuming this was a mistake?

I also noticed the reduction in 'wait between attack' time, which I havent been watching for but will be now! My one concern is that it will counter the reduced damage with increased attack frequency almost 1:1, as each attach takes about 3-4 seconds or so? has this been accounted for elsewhere or should the damage be dropped yet further?
FailSafe 10 Aug, 2024 @ 9:45am 
ah, I thought something had changed, they're walking tanks again...might have to look into that myself if I can...
mr.napop  [author] 10 Aug, 2024 @ 9:24am 
Yea this is what the text read beforehand, it was revised to allow compatibility with other mods so the land_units table couldn't be part of it and thus unable to lower their HP and "high threat" value. the vanilla version still does that though.
FailSafe 10 Aug, 2024 @ 9:18am 
no problem man thanks for the clarification - didn't it used to reduce their health?
mr.napop  [author] 10 Aug, 2024 @ 9:16am 
Hey friend thanks it halves all lords and heroes damage, clarified it better in the description.
FailSafe 10 Aug, 2024 @ 4:22am 
just to clarify as the description is a little unclear - what does it now do?
mr.napop  [author] 22 Nov, 2023 @ 2:58pm 
More of an acceptance with his fate as he finally felt alive
TallestDavid 3 Nov, 2023 @ 4:57pm 
why is the thumbnail Lad look so happy?? maybe he wanted to die? xD