Total War: WARHAMMER III

Total War: WARHAMMER III

[6.2.2]Wood Elves Enchanted Arrow Upgrades (With All Six Arrow Types)
37 Comments
Murray222  [author] 22 Feb @ 3:06pm 
@Caswell: If my memory serves they are in the same pack as the unit cards.
Arkansas Beef Council 21 Feb @ 6:36pm 
Where did you find the icons for the different arrow types? It's driving me crazy trying to track them down!
WolfgangTheSecond 31 Jan @ 7:02pm 
Yeah, I was imagining that unless SFO has some kind of chart for suggested stat conversions for modders, it would probably involve a lot of back and forth testing and fiddling to get right.
Murray222  [author] 31 Jan @ 4:35pm 
WolfgangTheSecond: Maybe in the future, but just maybe. It might be faster if this mods has more sub haha. But seriously I am currently busy with stuff and other games. If I update my Morathi SFO mod this weekend, maybe I'll take a look at this one. I spent a lot of time testing the arrow damage in this mod, and I can imagine this will be the same case for the SFO version.
WolfgangTheSecond 30 Jan @ 12:41pm 
I know this is is probably a fair bit of work to ask for, but would it be possible to get an SFO version?
Murray222  [author] 17 Dec, 2024 @ 7:07pm 
@Nerevarine: Still this mod is not meant to be competitively/super balanced. CA nerfed the range in Vanilla mostly for PvP anyway. Tbh I think Trueflight is still too OP now haha but I think Trueflight arrows in lore and in other games like Vermintide are more or less little guided missiles :P. I might (or might not) nerf the AP value of Trueflight later but due to it homing capability it will always nuke single entities.
Murray222  [author] 17 Dec, 2024 @ 7:07pm 
@Nerevarine: Glad that you enjoy this mod! It's on purpose and I try to represent swiftshiver shard like its tabletop counterpart even though I don't play on tabletop.

On tabletop all enchanted arrows have the same range and are all armour piercing(AP). If you don't use the all AP submod, I think swiftshiver shard is better-balanced while being not AP (except Waywatchers) and it's one of the reasons why I made all-AP as a separate mod. If you are using this mod/non-AP, it is best suited for low armour units. The AP value is not great comparing to other enchanted arrow.

The damage in not actually doubled. For Glade Guards and Deepwood Scouts it should be around a 50% increase while the AP damage per shot is still the same (but 2 shots per attack). And for Waywatchers its a 20% increase. Although the price difference may not seem to be a lot in campaign but in general it should be in line with other missile units in terms of power/price difference.
Nerevarine 17 Dec, 2024 @ 2:08pm 
Hey love your mod can't play wood elves without it! I noticed the swiftshiver arrows are different from vanilla with the range being the same, that makes them really strong since the range is the same while the damage is like doubled, is that a bug or on purpose?
Murray222  [author] 15 Dec, 2024 @ 12:20pm 
@Wolfen: I guess they could also make the archers change their ammo types just like the artillery if they want to. I would also appreciate their effort if they let us decide how many of each arrow type a unit can carry and let us switch during a battle but I guess they would think that is too micro intensive and might me a bit too difficult to implement. Still I guess we should be able to change to arrow type before a battle.

Some content creators think CA is spending too much effort on creating campaign mechanics. While I always enjoy some interesting campaign mechanics, I think they should also spend more time on unit mechanics in battles but I guess it is just much more difficult with my limited modding knowledge.
Wolfen 15 Dec, 2024 @ 3:26am 
@Murray222
I don't play Woodelves that often, but appreciate your work.
Never understood why the option to change arrow types is not in the game to begin with, same sad story with bretonnian archers.
Makes no sense to build a new unit for that.
Murray222  [author] 14 Dec, 2024 @ 2:47pm 
@Wolfen: Hope you enjoy the mod! Actually it seems that the mod doesn't need to be updated for 6.0. I just make some small adjustments while I am updating my other mods.
Wolfen 14 Dec, 2024 @ 1:15pm 
Thank you for the fast udpate.
Murray222  [author] 12 Dec, 2024 @ 6:55am 
@L7: With my recent experience with my SFO Cult of Slaanesh mod, I'd say unfortunately it's a no in the short term, sorry. And 6.0 is coming soon.
L7 11 Dec, 2024 @ 1:06am 
SFO and Radious please.
Murray222  [author] 19 Jul, 2024 @ 7:36am 
I have just released an "All AP Arrows" submod making all arrows AP just like in tabletop: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3292489989
Murray222  [author] 5 Jul, 2024 @ 11:50pm 
@npdejong: sorry not likely coz I don't play with SFO myself but I don't mind someone making one, for now at least.
npdejong 5 Jul, 2024 @ 2:03pm 
This looks fantastic! Thank you so much for making this! Will there also be a submod for SFO some day?
RIP AND TEAR 1 Jul, 2024 @ 3:05pm 
nah I definitely appreciate you wanting to keep it balanced, I'm picky about unit mods and balance myself. I understand its a tricky thing to do and you don't want to overshadow vanilla options, just spitballing some ideas.

regarding my playtime, uhhhh yeah.... I enjoy this series
Murray222  [author] 1 Jul, 2024 @ 7:14am 
@RIP AND TEAR: And the thing is I think if AB is so good then perhaps there is even less reason to bring Starfire in normal circumstances. And well maybe 2 more AP is already good enough to make Starfire obsolete in most situation. Hopefully Moonfire can change that.
Murray222  [author] 1 Jul, 2024 @ 7:12am 
@RIP AND TEAR: I don't play tabletop but from my understanding all enchanted arrows are AP and thus have a -1 armour while AB -3. That means it's easier to hit and kill normal unit when the player roll a dice. It also cause more wounds/minus more HP for bigger entities. I know only 2 more AP in this mod here might be a bit lame but I also don't want to make things too OP. 2 AP increase from 16 to 18 is already a 12.5% increase and all the units here are not RoR so we can spam them. But well I know people in general want more powerful stuff.

I am already doing a test build with Moonfire and Sundering/Shieldbreaker. I think I will finish the Moonfire unit first. For Sundering/Shieldbreaker I prefer Shieldbreaker more atm because not all units carry shields so I should be less OP per se.

And well looking at your play time I'm kinda feel ashamed haha. I only have 1.4k hours in my most played TW game. Respect man lol.
RIP AND TEAR 1 Jul, 2024 @ 6:38am 
well I'd certainly check out that submod if it does release. I wasn't sure how close to tabletop you wanted to achieve, I had to look up the rules for Arcane Bodkins and they had a -3 armour save, so I thought maybe something like Armor Sundering/Shieldbreaker might apply. I like the idea behind Moonfire causing Flammable for fire weakness though.

playing a Durthu campaign atm and it's been fun, having a Hawk Rider squad with Trueflight has been my SEM goon squad
Murray222  [author] 1 Jul, 2024 @ 12:19am 
@RIP AND TEAR:

Anyway, that's what submod is for...along side with Moonfire Shots. I do really want to make Moonfire shot with the Sisters of Avelorn's/Glade Captain's arrow with the bonus fire damage effect (forgot the name atm) so it can work well with Starfire. In tabletop they are more or less the same. And I might as well add Shieldbreaker to AB in the submod. I'm not saying I'm 100% doing the submod and "releasing" it but I'd say it's very likely atm... :P

And for the Trueflight sound and VFX, they are all vanilla effect tbh. The trails are just an unintentionally byproduct from tuning those homing parameters haha.
Murray222  [author] 1 Jul, 2024 @ 12:18am 
@RIP AND TEAR:

I did consider adding Shieldbreaker to AB when I was making them as some good bodkin arrows in real life can penetrate shields very deeply. Still, I thought "less is more" and it might stay true to tabletop that way. Like when you like different ammo types for Hawk Riders, someone might not like it because they don't have those in tabletop, but both points are valid I guess. (Tbh all enchanted arrows are AP in tabletop but I guess CA makes them mostly non-AP for balance)
Murray222  [author] 1 Jul, 2024 @ 12:18am 
@RIP AND TEAR: Thanks for your suggestions! I'm actually considering making a submod later.

I personally don't play tabletop but I try to follow it as close as possible when I make a mod. To be honest, I didn't have much interest in Arcane Bodkins at first because they are the most "featureless" arrow type in tabletop. Just don't want to do it for the sake of filling up the roster kinda. But when I thought about those Chaos Dwarfs and perhaps some other units with fire resistance...I thought it might serve a good purpose.
RIP AND TEAR 30 Jun, 2024 @ 4:41pm 
I did some quick and dirty testing and my only critique so far is mostly a subjective one, but Arcane Bodkins don't feel like they fill an interesting niche in the lineup. I feel like I'd use Starfire Shafts over them 9 times out of 10 just for the Fire damage applications. The Arcane Bodkins do kill armoured targets faster with the increased AP, but it doesn't feel significantly better than Starfire imo.

Perhaps Arcane Bodkins could have a contact effect that reduces armour values slightly (-10 or -15), softening up targets for other units, or instead they could have the Shieldbreaker effect and be paired up with other archers in a support role.

All in all, fun mod. I especially love that Hawk Riders get ammo types too. I also really enjoy the sound and VFX you've done with the Trueflight arrows, their little wispy trails and impacts are great! Thanks for the good work.
Murray222  [author] 30 Jun, 2024 @ 1:50pm 
I will still probably do more experiments with fast arrow speed for Trueflight but not sure if it will work.
Murray222  [author] 30 Jun, 2024 @ 1:09pm 
I have updated the Trueflight Arrows. Please let me know if you have encountered any problems or have any suggestions. You can read the change note for a very long and detailed explanation.
Murray222  [author] 29 Jun, 2024 @ 3:49am 
@Seth:
I just checked the 8th edition book and it seems that Hawk Riders have no enchanted arrows too. Maybe I will make a submod and remove arrows from both units later. Of course if more people want this I will prioritise it more.

So for Moonfire and Starfire, I don't think there's a way for giving bonus damage by a specific weapon for a specific race too. At least not easily. For Moonfire I did think of giving weakness to fire damage so it will work nicely with starfire. Still it seems that only RoR units and lords have this features and it might be too good, so, I don't think i will make Moonfire for now.
Murray222  [author] 29 Jun, 2024 @ 3:47am 
@Seth: Thank you for your respond! Truly appreciated!

For the Trueflight Arrows, I don't want to blame CA too much but it's technically how the Lord/Waystalker's Trueflight trajectory (and indeed most arrows) works in this game atm so it's not technically bugged. Still I'm not saying it's not a problem. I did some testing before I updated this mod and I indeed noticed this problem, both on hilly maps and on siege maps. I think the core problem is, unlike some older Total War game, archers here don't actually fire at a high angle when needed.

If I give the arrows a high arc like mortars it will kinda solve the problem, but the animations won't match and it will only fire in a high arc even when a straight shot is preferable. Still the arrow high in the air will drop to the target level and fly straight before hitting the target due to how homing work in this game. It will just not hit the target at a optimal angle. I will try to solve this problem but I'm not sure I could.
Seth 29 Jun, 2024 @ 2:16am 
I have the wood elves army book in hand, here is what each arrow gave you :

Arcane Bodkins - Wounds caused by Arcane Bodkins have a -3 Armour saving throw modifier -> you did good in your mod adding the extra AP.

Moonfire Shot - AP , Flaming attacks, +1 DMG to good order factions -> I don't really know how to implement this, I don't think we can do extra DMG based on race in this game.

Trueflight Arrows - AP, Shooting attacks made with Trueflight Arrows do not suffer To Hit penalties -> you did good with the homing, just need to fix that bug I mentioned

Also the in game Starfire Shafts did extra +1 DMG to forces of destruction races
Seth 29 Jun, 2024 @ 2:09am 
Thank you for this mod !
A few notes :
1) Trueflight Arrow does not work, the archers are firing in a straight line, for example if there is a small hill between the archers and their target then the archers will fire at the hill.
2) In 8 edition Waywatchers did not get the magic arrows, I think you should remove them
3) there were also moonfire arrows for glade guard, deep wood scouts and glade riders
Stellavolu 28 Jun, 2024 @ 8:56am 
@Murray222:Thanks for your work!(I found that I had misspelled the word:steamsad:)
Murray222  [author] 28 Jun, 2024 @ 4:43am 
Added Arcane Bodkins.
Murray222  [author] 27 Jun, 2024 @ 12:46pm 
@Stellavolu: I think I will very likely do arcane bodkins as a +2 AP non-fire version of starfire first and see if I want to continue.
Stellavolu 27 Jun, 2024 @ 10:38am 
@Murray222:Yes,it can reduce enemy accuracy,range,reload time. And I think the Moonfire Shots, Arcane Bodkins and Trueflight Arrows are interesting ideas, there was a similar mod that added them, but this one is missing, I would appreciate it if you could add them to the game.Like this mod:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2325988584 .
Murray222  [author] 27 Jun, 2024 @ 10:16am 
@Stellavolu: I don't know much about lore, but I guess it is more or less the same thing as starfire arrows under different editions? I use it in Vermintide 2 and I guess Sisters of Avelorn are using moonfire bow in-game more or less?
Stellavolu 27 Jun, 2024 @ 9:56am 
Thanks for your work,could you increased in adding moonfire shots?