Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Xanth's Rebalance Mod - Dynasty Edition
22 Comments
Xanth™  [author] 8 Aug, 2024 @ 3:01pm 
Thanks for telling me! Should be fixed now.
armen 8 Aug, 2024 @ 12:46pm 
Thracian light chariots are missing the horses
Xanth™  [author] 7 Aug, 2024 @ 5:05am 
Its described in detail on the changelog page.

In short: Changes to Direct Fire, Lethality on ranged units, small melee damage buff to missile chariots and some new variantmeshes for a few units.
KillWonder 6 Aug, 2024 @ 7:26am 
What are the changes?
Xanth™  [author] 5 Aug, 2024 @ 1:14pm 
I made a small update, I hope you guys like it :)
Xanth™  [author] 3 Aug, 2024 @ 3:03am 
Hey guys a quick note to you all. I'm currently experiencing some trouble with my Steam Client and internet connection (not at home until 12th August) and thus I have Steam in offline mode. I can write comments and in chat, via going online over browser.

And of course just now Denuvo told me that I have to be online to start the game, so I can't even test out the changes I've made.
KillWonder 2 Aug, 2024 @ 10:22pm 
"can no longer arc their shots" Thanks for that. I found it so weird how slingers in this game can do that.
Tmallia 2 Aug, 2024 @ 7:19pm 
Is this save game compatible?
Dowdpride 1 Aug, 2024 @ 1:39pm 
Okay maybe there is an issue on my end, for some reason after fighting one battle, now every time I try to start a battle the game crashes
Dowdpride 1 Aug, 2024 @ 1:19pm 
Chariots might need a mass / speed rework. Charged one into a light Javelin unit and they all just stopped, did no damage, and got ripped apart within seconds
Xanth™  [author] 30 Jul, 2024 @ 5:49pm 
Update is out, I can finally get some good nights sleep.
@Tuxedo: Cav charge bonus got increased by a bit, as well as a few other things. I didn't want to change too much about that now, since I also wish to do a full stat rework in the future. Though this will probably take a long time since I have to go over 400+ units. Then I probably have most control in how I want a unit to perform, because even small changes can have a huge impact on how a unit performs in battle.
Tuxedo 30 Jul, 2024 @ 4:11pm 
Yea, thats what I mean, I love the balancing so much better, just felt weird that even when back charging low tier infantry with silver cav, I almost lost the cav, I think it could be interesting to maybe up their charge a bit again, but take away from their defense? so they can run over light targets, mop up quickly and run, but if they get caught by anything a bit heavier, like armored spears, they dont have the mass to push through, get swamped and die quick? idk, love the mod it was much needed, just trying to participate hahahaha
Xanth™  [author] 30 Jul, 2024 @ 1:13pm 
@Tuxedo: In my initial tests cav units just destroyed units in a single charge (even some of the T4 Hatti Spearmen from the front), I reduced their charge bonus by a set amount as a bandaid that was maybe too much and since they also got reduced HP (vanilla: 170 - 200 HP) they probably die too fast now. I'm gonna check this.
Historically cavalry wasn't around at the time of the game. So the best "cav" option should be chariots, with the real cavalry being the unit that has less downsides than chariots but not as good as them. I want to get them a bit more realistic: Very fast, good for flanking, but not ideal on frontal charges, because thats not how cavalry got used historically.


@Basil: I couldn't really play a complete campaign so far, so I don't know. Ranged units are less deadly now, even when lethality is turned on, so it could be... or not.
Tuxedo 30 Jul, 2024 @ 11:55am 
Did you change cavalry around much? like charge bonuses? I just started a run with your mod and felt they were quite weak as opposed to before, not complaining just checking, since they got bogged down by tier 1 javelins after charging them in the back, so maybe keep the charges strong, but since they cant be heavily armored, make it so they easily get swamped and killed in longer melees? since not a lot of armor, not a lot of models, easy to surround, and glue down if not kept mobile?
Basil 29 Jul, 2024 @ 7:54pm 
Does this also impact auto resolve battles to make them less skewed towards ranged attackers being OP?
Xanth™  [author] 29 Jul, 2024 @ 3:31pm 
@Tater: The battles aren't probably that much slower now, since a lot of the low tier units have less armor than before (they get more damage, so fight could be faster). I didn't want a militia unit in loincloth with 30 armor, just because he's wearing a shield. I want armor to matter in a fight.
But due to armor changes I also had to edit the weapon damage and their AP ratio, so a sword for example has a high base damage (because it has a blade that can cut into things on the entire length) but very low AP damage. A sword just won't cut through a bronze breastplate.
Maces are the total opposite: Low base damage, but very high AP. They should put a dent in any armor. Axes are something in between.
Each ranged weapon should also feel different now.

HP also doesn't have as much variance as in vanilla (where it is between 40 and 160 HP) and I balanced weapons to be able to kill an unarmored unit in 2-4 hits.
Xanth™  [author] 29 Jul, 2024 @ 3:31pm 
But so far this is a pretty early version, I only have edited armor, weapon damage and projectiles from ranged units. Most likely I have to check things like charge bonus, melee attack & defense too.
Kendji 29 Jul, 2024 @ 3:25pm 
Your old mod was my go to in twp, glad to see the return :)
Tater 29 Jul, 2024 @ 3:04pm 
I'm checking this out now, sounds like a lot of potential. Overall, will this keep battles slower and more tactical?
Xanth™  [author] 29 Jul, 2024 @ 2:26pm 
Yeah I lowered the damage multiplier of lethality to ×3 as well as lowered the percentages of some ranged units like javelins. That way very high armored infantry units can survive one lethal hit and chariots doesn't get insta-killed by it anymore.
PowerGuido 29 Jul, 2024 @ 2:04pm 
Any changes to lethality?
Combat0782 29 Jul, 2024 @ 1:54pm 
:steamthumbsup: