Total War: WARHAMMER III

Total War: WARHAMMER III

Brutal Battles 3
268 Comments
Casualfield  [author] 29 Jul @ 9:16pm 
yeah, not much i can do about perfect vig, removing it would lower mod compatibility, cav need a little nerf
daredevil83 29 Jul @ 12:30pm 
tried a 4 player free for all w this mod, one player had grailknights with perfect vigour. Oh boy they were OP. I like the concept of this mod though, makes fatigue more realistic
Casualfield  [author] 13 Jul @ 10:47pm 
maybe. i dont really see that issue when i play. got a picture? bigger hit box will also make them get stuck much easier and potentially do more dmg by hitting more targets at once
InfoManiac 13 Jul @ 8:14pm 
id also like to add: i think cavalry spacing is too close. They bunchh up like crazy (the models are inside of eachother).
InfoManiac 13 Jul @ 2:04pm 
@Casualfield hello! Yes its most artillery, since spacing is more tight (which is awesome) things with aoe effects are much more powerful. Mortars are particularly TOO accurate. Hellfire cannons just obliterate units in one hit.

I downloaded a mod that reducces ALL acuracy by 15% in the meantime. but being able to just reduce artillery would be the goal. Primarily things with exploding effects are too powerful. Mortar teams/Mortars, The rat trebuche, cathays weird cannon that isnt actually a cannon, rocket battery, luminark.

Piercing artillery like cannons, balistas(eagle claw) , normal ccatipults are fine.
sarumanthecursed 11 Jul @ 11:57am 
Thank you!!!
Casualfield  [author] 11 Jul @ 10:30am 
updated. added an optional mod to revert the unit spacing changes in the description. tweaked fatigue so cavalry cannot cycle charge as much before getting exhausted. ranged units now get fatigued from firing lowering their damage and defense in prolonged combat. few other tweaks too

if you have feedback please be descriptive thank you
Casualfield  [author] 11 Jul @ 9:00am 
BlacK Shot yes compatible load this 1st tho.

InfoManiac artillery isn't really balanced in base game so if im going to nerf it I'd want to make it balanced and I don't really want to do that atm but I'll think about it. provide more info to if you can What unit in particular are you talking about it? are you just using it or was it the ai?
InfoManiac 11 Jul @ 8:01am 
artillery is way too effective now. need something that makes artillery accuracy WAY lower.
InfoManiac 11 Jul @ 6:53am 
slower battles by who? link it.
BlacK Shot 11 Jul @ 1:26am 
Hi everyone, does anyone know if this mod can be used together with slower battles by Volcano?
InfoManiac 10 Jul @ 8:59pm 
LOVE this!!!! battles between 2 full stacks is around 16 minutes long, compared to vanillas 5 minute battles, I LOVE IT! Battles are bloodier, and make more sense imo.
Casualfield  [author] 10 Jul @ 8:36pm 
just normal, only cav and certain units like artillery are really better, things that reward micro usually. you should be taking noticeably more casualties and damage so 1v4 in campaign will be harder for instance.
StreptoPneumo 10 Jul @ 7:56pm 
Is this balanced around a certain difficulty or AI stat bonuses? I find that it is easier than vanilla
sarumanthecursed 6 Jul @ 9:08pm 
smart, conservative choice, will test it out. Appreciated your continued support and involvement with the mod!
Casualfield  [author] 6 Jul @ 8:03pm 
will add more fatigue cost from charging and slightly lower the thresholds for fatigue states
sarumanthecursed 6 Jul @ 4:47pm 
so i feel cavalry and chariots are slightly OP,

the smashing through stuff and not getting tied down easily is great,

however i think it needs to be balanced with them getting tired faster, and having fatigue really punish their charge and movement speed

this way they are still beasts when used fresh and in reserve, but you don't end up with a Griffon legion with 700 kills on 20 units of mauraders
Casualfield  [author] 30 Jun @ 8:20am 
perhaps, should be simple in theory
sarumanthecursed 28 Jun @ 6:05pm 
Can you make a submod that doesnt mess with the unit spacing?

I feel it takes away from the variety aspect
sarumanthecursed 21 Jun @ 11:28am 
Then I would add it to the wounded debuff then,

Not sure how difficult it would be to add thresholds?

I.e 25% miscast chance at 50% HP
50% miscast chance at 25% HP
Casualfield  [author] 21 Jun @ 10:31am 
could add the debuff to wounded, the other stuff requires large amount of changes which my magic mod already changes so not keen to do it again and would also have to make it compatible
sarumanthecursed 21 Jun @ 9:59am 
With how powerful magic is now (i agree with) i feel there should be more risk to using it

Like much more increase miscast chance and damage

Could add a +25% miscast chance debuff to the “Wounded” trait for single entities.

And/or even just buff the generic miscast chances.

With all the ways of reducing miscast chance, magic is never really risky

And miscast are hardly seen, which is a shame as in warhammer lore, the fun and lure of magic is in its HIGH RISK/HIGH REWARD

Type payout, makes much sweeter and require more strategy and risk assessment from the player
sarumanthecursed 20 Jun @ 3:35am 
Thank you 🙏🏻
Casualfield  [author] 19 Jun @ 7:44pm 
Fixed
Casualfield  [author] 19 Jun @ 7:37pm 
I see sorry fixing now
sarumanthecursed 19 Jun @ 4:19pm 
No other mods enabled
sarumanthecursed 19 Jun @ 4:18pm 
Mod causes crash/freeze on start up since june 19 update
sarumanthecursed 19 Jun @ 11:05am 
The red crested skink lord mass is 100
Casualfield  [author] 19 Jun @ 10:58am 
if other on foot lords are 1500 too then yes can't check atm but will later
sarumanthecursed 18 Jun @ 4:26pm 
beast masters on foot have a large unit mass of 1500, is this normal
Buff_Cosmo 13 Jun @ 12:17pm 
Thanks for checking. I ended up using a steamtank and it hard carries so no more problems there
nasosmanaris 12 Jun @ 1:57am 
ok
Casualfield  [author] 11 Jun @ 11:49pm 
nasosmanaris manually delete the mod and then resub if still happens not a mod issue
nasosmanaris 11 Jun @ 6:47pm 
Yes my friend with only this!!!
Casualfield  [author] 11 Jun @ 11:34am 
@Buff_Cosmo Results are in and as expected the mod is performing exactly how I designed it. I've spent well over a hundred hours testing and refining it so I'm not surprised. Basically this mod does exactly what it says, brutal battles, the outcomes should not be changed i.e nothing should win when it normally wouldn't have but even winning you will take many casualties and damage. Of course as player vs AI things like cavalry are much better and will easily destroy an army all on their own if they don't actually counter it.

Here is a picture of my tests. https://i.imgur.com/FBI7kDu.png Clan rats vs swordsmen, even in vanilla the clanrats win so my mod had zero impact on the outcome of that fight.
Casualfield  [author] 11 Jun @ 9:58am 
@nasosmanaris with only this mod enabled?
nasosmanaris 11 Jun @ 9:50am 
My friens is crashing....of the start of the game!!!
Casualfield  [author] 11 Jun @ 9:18am 
@Harbinge technically yes, Infantry obstructs ranged units vision less. (kv rules)
Ranged units will fire unless 40% of the unit is obstructed (kv rules)
Casualfield  [author] 11 Jun @ 9:16am 
I'll check in skirmish in a few but based on stats they are pretty close, rats have 8 less att, 14 less def 4 less charge b with 40 more models. Rats have 52 hp vs 69 and 15 less leadership. Rats get Strength in Numbers for +8 def and +6 leadership when above 50% hp. Swordsman look like they should win but if they are getting hit on the sides it could make a difference, we'll see.
sarumanthecursed 11 Jun @ 8:34am 
Idk clanrats and elf spears are nearly same in gold value, just bring more armour. The mod emphasizes armour. Skaven should easily overwhelm low tier elfs due to numbers, archers melt skaven.

I do not find the balance to be off.
Buff_Cosmo 11 Jun @ 8:15am 
Yeah they do have a counter but it seems like its a lot harder to hold a frontline against clanrats since they do a lot more damage to everything because of how the mod works - and they can spawn these clanrats behind your lines. In vanilla a unit of swordsmen and spearmen can hold their own for a long time against those units unless they are flanked but with this mod on they end up breaking and running, which is far from the original balance and the lore of the setting. Not a huge issue but this mod would be a must-have if those balance angles were worked on
Harbinger 11 Jun @ 6:04am 
@Casualfield did you edit also ranged combat or it is just more effective because of tighter formations?
Casualfield  [author] 10 Jun @ 12:49pm 
nasosmanaris it's ready now
Casualfield  [author] 10 Jun @ 12:45pm 
? lol Everything has a counter. Blobbed infantry? Use Cavalry, Magic, any ranged, explosions anti infantry ect. Explain your situation maybe I can provide tips or if it's actually an issue we might be able to resolve it.
Buff_Cosmo 10 Jun @ 10:54am 
This would have been an amazing mod but for a few quirks such as skaven being very overpowered since their low tier infantry inflict a lot more damage
nasosmanaris 10 Jun @ 9:58am 
thanks!!! and when it will be ready?
Casualfield  [author] 10 Jun @ 9:02am 
ya
nasosmanaris 10 Jun @ 8:28am 
You will update it?
Yang 10 Jun @ 3:53am 
Does this mod make armour over 100 redundant?
Autumn 7 Jun @ 11:23pm 
this mod crashes radious i think, the game wont even run