Total War: WARHAMMER III

Total War: WARHAMMER III

Collision attacks for Monster & Monstrous units
28 Comments
SubRyan  [author] 10 Apr @ 2:12pm 
I have updated the mod to give collision attacks to Bloodcrushers and Skullcrushers

Cold Ones and Horned Ones are classified as War Beasts in the army books
teo-lost2 27 Mar @ 12:15pm 
@SubRyan
The Bloodcrushers, Skullcrushers, Cold Ones and Horned ones don't have collision attacks enabled despite being monsters or monstrous units.
SubRyan  [author] 2 Jan @ 3:33am 
I included everything that is a Monster or Monstrous unit. Pegasi and Dark Pegasi are classifed as Monstrous Beasts in the army books
Echo 2 Jan @ 3:05am 
So... if you intend for this mod to apply to "units with wonky attack animations" according to the description, why are there so many units included? It seems to me far too many at a glance. I mean, horses and pegasi for one shouldn't have the mass for collision attacks.
Antagonistes 16 Dec, 2024 @ 4:04pm 
Thanks for the explanation.
SubRyan  [author] 15 Dec, 2024 @ 3:29am 
Splash attacks on the other hand will do splash damages against units up to the designated size limit selected for that melee_weapon key if splash attacks are enabled. Splash attacks are also limited by whatever entity limit said melee_weapon key is assigned. High priority targets will receive focused damage
SubRyan  [author] 15 Dec, 2024 @ 3:29am 
Second half of collision attack explanation

That's a baked in benefit of collision attacks since they were designed for chariots who compensate for the very small number of models with the ability to attack significantly faster than most units which occurs roughly once per 5 seconds. Big monsters with very long attack animations need help in a similar way. Another benefit is bad animations which were losing damage by either knocking infantry out of the attack zone before the attack completed, or just targeting infantry who were isolated and wasting a significant amount of damage. The Dread Saurian was losing about half its WS to this bug before collision attacks were added which is part of the big performance gain it has seen."
SubRyan  [author] 15 Dec, 2024 @ 3:28am 
Explanation from reddit

"So collision attacks function fairly similar to splash attacks by dividing WS (Dread Saurian has 8 targets for it's collision attack). Collision attacks apply once per second up to their max targets so long animations can apply additional damage (this is balanced out by the hits requiring an attack roll so high MD provides a benefit). Finally if a unit collides with more than it's max targets in a second, 8 for the saurian, the remaining units are hit with impact damage which is a physics based system that maxes out at 70 damage. So on a long enough charge against infantry with a low enough health (or infantry that are missing health) a monster with collision attacks can kill a large number of infantry due to functionally attacking multiple times.
SubRyan  [author] 15 Dec, 2024 @ 3:27am 
No but the values for splash attacks and collision attacks are found in the same primary_melee_weapon key that units use for melee.
Aelfric 15 Dec, 2024 @ 3:15am 
@Antagonistes

No, collision is initial engagement with units, splash happens on each melee swing.
Antagonistes 15 Dec, 2024 @ 2:44am 
Are splash attacks and collision attacks the same thing?
SubRyan  [author] 15 Dec, 2024 @ 2:23am 
Units in this mod are still using the 5.3 splash attack values. New units such as Golgfag's Maneaters and Bloodbeasts of Khorne have had their splash attack values changed to their closest 5.3 unit (in this case, Maneaters and Chaos Spawn of Khorne)
Antagonistes 11 Dec, 2024 @ 8:58am 
Update 6.0 Patch notes :
"To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.

For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1)."
Sin 20 Nov, 2024 @ 9:07pm 
What "is/was" missing for collision attacks?
SubRyan  [author] 20 Nov, 2024 @ 4:47pm 
The Frost Wyrm already has collision attacks enabled in the base game at 4:4
BigBadBob7070 20 Nov, 2024 @ 4:11pm 
So this doesn't affect Kislev's Frost Wyrms? Sad, b/c I think they definitely deserve a buff to the amount of units they can damage
SubRyan  [author] 20 Nov, 2024 @ 9:19am 
This mod just edits the melee_weapons_tables database entries for the units listed. I currently use a few unit mods and I haven't noticed any issues so far
Sfero 20 Nov, 2024 @ 6:21am 
Is it compatible with unit mods?
krishkrush 18 Nov, 2024 @ 1:13pm 
nevermind just read the post. Any plans for a sfo submod?
krishkrush 18 Nov, 2024 @ 1:12pm 
SFO compatible?
melta 18 Nov, 2024 @ 11:33am 
-custom battle with lizards
-add some kroq and loq, some dread saurians, some sacred krox
https://youtu.be/cEuU64Zt4B0?t=11
melta 18 Nov, 2024 @ 11:26am 
this should be interesting...
Antagonistes 18 Nov, 2024 @ 1:52am 
after some testing and Skarbrand seem to perform way better against a unit of Infernal Ironsworn. Looks fine to me.
Antagonistes 18 Nov, 2024 @ 1:22am 
Some legendary lords in this list have like 500 Weapon strength or more.
Wouldn't that make them completely busted?
Deeyourelf 18 Nov, 2024 @ 1:21am 
Thank you
SubRyan  [author] 18 Nov, 2024 @ 12:24am 
Google-fu suggests it is a Least Tern chick
Deeyourelf 17 Nov, 2024 @ 11:47pm 
What kind of bird is that in the thumbnail?
Rincewind322 15 Nov, 2024 @ 10:43am 
"Low weapon skill you say? How about 2D6 S5 hits first?"