Total War: WARHAMMER III

Total War: WARHAMMER III

Nerf Lords and Heroes
60 Comments
BombRoss 1 Jul @ 10:58am 
Would it be possible to add an option to reduce physical/magic resistance and missile resistance for lords and heroes? Great mod as is, the options with MCT are a great touch.
Sagasmith 17 Jun @ 1:24pm 
Whoa. This is why I sort by Last Updated, didn't know this existed. Legendary!
Trubble  [author] 17 Jun @ 12:31pm 
With recent update I need to review some of the code. For now the anti-bloat measures (reduced item drop rate and trait gains) have been removed.
Dax 23 May @ 3:00am 
These nerfs should be baseline IMO. My heroes still feel strong but not invincible. Great mod.
Bambus 15 May @ 1:44pm 
thanks, gonna check it out
Trubble  [author] 14 May @ 11:53pm 
I found this way to deal with the tedium of skill point allocations:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253407248
Bambus 14 May @ 5:44am 
Does anyone know a mod that slows down levelling of lords and heroes instead of reducing their stats? I'd prefer that because it would nerf them while also reducing tedious skillpoint allocation.
Trubble  [author] 25 Mar @ 1:55pm 
@Enae: Still not clear how you get two items, I am not really able to reproduce it. I have tweaked the script a little (as CA has done some updates too), maybe that will help.
Enae 18 Mar @ 6:13am 
I don't understand what I need to look at? By the way, to check I deleted two scripts related to items and followers and the bug disappeared, the chance is now default, but items drop only one at a time and there are much fewer of them.
Trubble  [author] 16 Mar @ 11:48pm 
@Enae: I am not sure what it is, I only have one log entry for item check after battle. But as you describe it, two items are awarded, so that means two checks. If you search for post battle event do you find more registrations?
Enae 15 Mar @ 4:40pm 
I'm afraid not. In my Malekith campaign I collected dozens of artifacts in the first 10 turns, it seems that the item rate hasn't changed. My other mods don't affect it at all as far as I've dug with rpfm
Trubble  [author] 15 Mar @ 5:18am 
@Enae: Think I have found the bug and fixed it, thank you for reporting it. Seems two events were registered, although with the same name. Let me know if this works out for you!
Enae 14 Mar @ 2:51am 
I have a bug where I get more items than vanilla. Even if my mct settings are 60 or 75 for itemrate, it often drops 2 items per battle, maybe your mod adds a little percent to vanilla chances besides of the mct settings?
Trubble  [author] 10 Mar @ 8:47am 
@Vaxar Kun: Updated text to use spell resistance, thanks for pointing it out. I can only really change stats by using effect modifiers defined by CA, and there is no percentage modifier of MA and MD, probably because MA and MD are inherently percentage values affecting chance to hit. The formula is something like 40% + MA - MD = chance to hit.

@AngelPhoenice: Added missile strength to values that can be debuffed. :-)
AngelPhoenix 2 Mar @ 7:45pm 
dude, so awesome, thank you so much!

Apologies, but one more request that I should have thought of before: missile strength debuff. Or ranged heroes will be too strong in proportion to debuffed non-ranged ones...
Vaxar Kun 2 Mar @ 9:26am 
Minor thing - MCT option should say spell resistance, not magic resistsance - spell resistance is the wh3 name as it only defends against spells, but nmot magical attacks.

Also, is there a reason you added flat value debuff for MD/MA but % based one for Health and weapon damage? Wouldnt %based one work on MA/MD too?
Trubble  [author] 2 Mar @ 6:00am 
@AngelPhoenix: Sure thing, added the two values, default value 0
AngelPhoenix 1 Mar @ 8:18pm 
Any chance you add the option to change the melee attack and weapon strength?

To me, the biggest issue with Lords and Heroes is that most of them will hit everything they swing at, every time, and do massive damage when they do it.
Trubble  [author] 23 Feb @ 1:22pm 
@Vaxar Kun: Yes, leadership debuf (and encourage buf) applies to garrisons. One thing to note is that garrison heroes are not leveled hero, they are considered "single entities monsters" and thus do not get character debufs.
Vaxar Kun 23 Feb @ 8:53am 
do the leadership changes affect garrisons?
nene780 29 Jan @ 8:33am 
Ok. tkank you a lot
I'm going to use the melee defense with -30
Trubble  [author] 29 Jan @ 4:44am 
@nene780: Unfortunately the only way to apply a debuff is to use predefined effect modifiers, and there is no effect modifier that modify melee defense by percentage.

MD is by definition a percentage score, I think something along the lines: Chance to hit: 40% + MA - MD, cap at 90%, so going lower than 0 MD is probably not going to do that much in most scenarios.
nene780 29 Jan @ 2:59am 
Excellent mod tkank you
Is it possible to reduce melee defense by a percentage?
if I reduce 30 melee defense, some unit melee defense is 0, It is strange
I'm useing HP doubled mod but, I'm not vulnerable to long-range attacks, and I'm trying to eliminate the overpower balance for melee attack unit
Fat 26 Jan @ 5:15am 
Awesome mod, i always wanted my generals to be more "Shogun Like" where they were both OP and you had to keep him protected.
Trubble  [author] 18 Jan @ 2:16am 
@Gogo: Unfortunately not possible to have that level of control with scripting. :-)

Only way to do this is by hard database changes which would quickly make this mod incompatible with a ton of mods out there.
Gorgo 17 Jan @ 6:20pm 
hi. i love the idea of this mod, was looking for something like it, but is there a way to exclude lords on mounts that raise their health to the mounts health? i want a lord on a dragon to be as tanky/squishy as a dragon. same for chaos shrines etc
Hamster of Sigmar 16 Jan @ 12:12am 
Excellent mod. Love the MCT support as well!
Dax 15 Jan @ 6:05am 
Thanks for making this! Exactly something I've been looking for!
Serj Targarien 12 Jan @ 11:29pm 
Thanks!
Trubble  [author] 12 Jan @ 11:04pm 
Just some updates to the "block trait" gain and how it works with modded content, some mods by mixu and cataph circumvent the game system for traits (maybe because they are so old)
Serj Targarien 12 Jan @ 1:39pm 
Changelog?
Serj Targarien 1 Jan @ 11:30am 
-75% in ultra unit size may be viable if feeling masochistic. It's the value the game uses at small unit size, so I think anything less than that would be quite crazy.
Trubble  [author] 1 Jan @ 2:01am 
Half sounds more reasonable, tried setting it to -90%, but that was a bit crazy :-)
Serj Targarien 1 Jan @ 12:54am 
Thanks! Works as intended now! Love halving characters health on ultra size so they are exactly equivalent to their medium battle size equivalents. Makes character management actually important in battle.
minecraft with gadget 31 Dec, 2024 @ 4:55pm 
Thanks!!
Trubble  [author] 31 Dec, 2024 @ 4:52pm 
OK located the bug and it is fixed now. Was a dependence on the small armies mod that should not be there, which is removed now. Thanks for reporting it! :-)
Serj Targarien 31 Dec, 2024 @ 3:40pm 
Tried debuffing health to a really low value and it's not working in battles. This said will try with only this mod and MCT active and keep activating other mods till I find any possible conflict. Would love to hear if it's working properly for most people, though.
minecraft with gadget 31 Dec, 2024 @ 3:31pm 
I think it's this causing it. https://i.imgur.com/1UrN8ut.png
Looks like this shows up regardless of MCT settings. I think in battles everything's correct, but I wonder if this might skew autoresolve results on the campaign map.
Trubble  [author] 31 Dec, 2024 @ 10:12am 
If you look at the faction screen are the correct values listed there on the debuff?

Everything works here on my end, so maybe something is breaking your MCT or something?
Serj Targarien 31 Dec, 2024 @ 9:17am 
MCT changes are not applying on my game, only the default values are applied no matter what I do. May it be a mod conflict on my part or is there something wrong with the current build of the mod? Saving and loading the save or the whole game is not helping either, nor is starting a battle after changing values.
Serj Targarien 31 Dec, 2024 @ 7:51am 
Thanks for the change! 👌 Really appreciated.
Trubble  [author] 31 Dec, 2024 @ 7:34am 
@Serj Targarien: Increased the range of what is possible, not sure what will happen if you set it to -100% health... :-)

@mario if he piss: yeah, seems that the old values are cached in the UI, save and reload fixes it. If I find a good way to force the UI to update I will put it in, not sure how to do that though.
minecraft with gadget 31 Dec, 2024 @ 7:13am 
Seems like this always applies a melee defense nerf to Lords/Heroes even if you set it to 0 in MCT. At least I think it is.
Serj Targarien 30 Dec, 2024 @ 1:48pm 
Any reason why the nerf to health is capped at -40%? Would love to be able to beef that health to oblivion if feeling like it. Up to -90%, for example, even if many characters would one shot other characters in those circumstances.
minecraft with gadget 30 Dec, 2024 @ 6:30am 
Awesome!
Trubble  [author] 30 Dec, 2024 @ 6:10am 
@mario if he piss: Thank you for the report. I think I located it and fixed it! Should be uploaded now. Was an issue with the order of when to load ancillaries data. Please let me know if this also fixed it for you.
minecraft with gadget 29 Dec, 2024 @ 5:26pm 
Getting a script error with this, not a break but it's something about an undefined value in the glasscannon script. Can't see more details than that.
Trubble  [author] 28 Dec, 2024 @ 12:50pm 
@Papashoulz: Ok, keep me posted :-)
Papashoulz 28 Dec, 2024 @ 7:44am 
Trubble sorry, you are right with only your mod and Mixu's legendary lords, its work fine.

Its an another mod in my list + yours, if i find it, i will post it.
Trubble  [author] 28 Dec, 2024 @ 3:50am 
@Papashoulz: Also I am not sure what you mean with forcing a generic lord? I have tried this mod with Mixu's legendary lords and see no issue? This mod does not touch individual lords at all, it is a faction wide buf, so maybe the problem you are encountering is not from this mod?