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There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs
I've pushed a change that makes a few fixes tweaks to the dwarfs:
* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
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* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.
* Also fixed flamethrower units, such as gyrocopters with brimstones guns
https://6th.whfb.app/unit/doomseeker
I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.
I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
Otherwise, it negates a whole entire aspect of the tzeentch campaign and makes a lot of parts of it just useless and redundant, making for a very Janky campaign
Instead, I've created a sub-mod which replaces all the Tzeentch ward saves with barriers. If popular enough, I can easily merge it with the main mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3437221393
* Balefire carts provide a magic debuff versus an explicit fire attack
* Breath attacks are always a bit peculiar, seems they require specific trajectories to do proper damage. There's a few projectile-related fixes I think I need to look into when I have more time
* Have fixed 'The Hunger' and 'The Curse' passive to prevent duplicates. It still might appear in the tech trees and not do anything, but as a quick fix should prevent over-regeneration or too much damage occurring.
* Perfect vigour is an upgrade, the existing vigor upgrade is only when a lord is nearby
I recommend combining the two
Balefire corpse carps has lost a lot of its use by removing its grant of flaming and magical attacks
Pestilence Breath from Manfred Zombie Dragon does very little damage, good at disrupting though (unsure if intentional)
Vampire Technology granting Perfect Vigour for skeletons is largely useless now
* Gave Teclis stats for a horse instead of an eagle
* Created new icon for Forest Stalker
* Fixed new unit names for 'We's Speshul' compatability
Most of these are working as intended:
* I couldn't see the slayer passive for pink daemon lords... you mean the Heralds?
* In my tests, slashing attacks were quite effective (tested against skavenslaves)
* Doom Knights have magical attacks since the Disc of Tzeentch grants them 'Daemonic Attacks'
* I was unsure what to do with Barriers, I was going to tweak the campaign mechanics to be 'add +N barrier' vs 'add +% barrier' so that it becomes campaign specific
* Pink fire should be better versus blobs, blue fire versus single targets... just like canons / grapeshots. In practice, it's likely one is better than the other
* Nurglings are supposed to have 100 strength, as they have 4 attacks. I haven't done extensive in-game testing on swarms . They also do not have poisoned attacks.
* Bloodgreed applies three stacks of frenzy - which removes the ability to 'parry' If no shields, this has no ingame effect (IIUC)
in comparison plaguebearers feel very weak
not too mention several buildings and techs rely on buffing barriers replenishment and by removing barrier it makes a lot of this useless
also the doom knights have magic attacks where the other mortals in the roster dont, why the change here?
mutalith vortex monster has no magic attacks, seems odd for a beast made of magic
* Have applied a fix caused by battlefield engines with the same model having different projectiles. This caused the Blessed Trebuchets to lose their magical attacks, as well as a few other units.
* All infantry with Spears, Halberds and Pikes have now received a slight MD debuff (similar to Cavarly w/ lance debuff) to balance with the Charge defense buff. This makes them more in line with the anti-shock TW role for spear units.
* Upon loading the game, I see only one 'Blessing of Asaph rule applied... there's definitely a lot of campaign abilities that need to be properly aligned (i.e. Frenzy) and de-duplicated - which as mentioned above is something I want to do when I have a bit more time to investigate.
* I've tried to standardise the RoR bonuses based on other effects etc. Yeomen archers (RoR) are given Poisoned Attacks at +5 points each (matching +5 points for Peasant Bowmen Flaming Attacks rule). Knights of the Lionhearted are given Immune to Psychology (+3 pts) and Magical Attacks (+3 points).
I see the RoR as 'unique' units so making them more expensive makes sense as they don't fit into the regular army composition does make sense to me.
RoR has magic attacks, but that is most definetly not worth the steep upkeep difference, not too mention physical resistance has been replaced almost across the board with ward save, making magic attacks essentially useless
Correct - They're stronger, but there's less of them so the overall unit costs less.
However I noticed that they should have dual weapons and they didn't, which significantly buffs them _and_ increases their cost.
* In TT, construct units are unbreakable. In order to make unstable work I removed this, however it makes units susceptable to fear. I have instead populated ImmuneToPsychology for these units
* Ancestral Warriors giving ethereal. In vanilla, tey also were not unbreakable and I didn't want to add too many custom rules to Cathay
* CTT blessing of Asaph overrides default one. Upgrade one still exists however...
* It's likely an upgrade for snikch to provide magic attacks
* This mod was intended to only change unit stats, not VfX - I don't really want to have to support all current and future models
* I can take a look at breath weapons soon. Possibly also fire throwers are affected
* In terms of Great Eagles, what are you referring to? In the mod they are also 12-models strong
They both essentially feel the same role now, except the Necro Sphinx have better stats, they’re both just anti-infantry with different looks,
There’s really no reason to ever go the warsphinx over the necrosphinx
Skeleton spearMen and Warriors have the exact same stats, but spears get fight in extra ranks, charge defence and bonus vs large. Both units are available at the same tier and have no cost. There is no reason to get warrior.
At the very least get Warriors, some bonus vs infantry. Otherwise there’s just no point having them in the roster.