Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Hero Rebalance
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Tags: mod, battle
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271.371 KB
30 Dec, 2020 @ 7:43am
12 Mar, 2021 @ 3:50am
4 Change Notes ( view )

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Hero Rebalance

In 1 collection by IVoltZ
IVoltZ Overhaul Collection (MTU Compatible)
3 items
Description


Ever felt that the heroes and generals are way too powerful even for a romanticized setting?

How is it possible that common generals have the strenght to defeat single handedly more units than most of your elite units without barely getting scratched?

feel like using a skill to determine the whole outcome of the battle is kind of lame and overpowered?

That's how i felt at least, romance mode is mostly my go to when it comes to three kingdoms coming from previous total war titles, mostly warhammer. Of course legendary generals on warhammer are meant to be overpowered, just as in the romance of three kingdoms, but i cannot stop thinking about how at the end of the day this generals and heroes where people without supernatural powers or magic for that matter. Human. That's why i decided to tune them, their weapons and their skills down quite a bit, so they'll start to feel a bit more human than legend.



First of all Health has been tuned down by a half for most of the legendary heroes and generals. Vanilla health pools are quite huge and resolve makes them scale significantly making some of them absolute unkillable juggernauts even for elite units. Im sure most of you have sent your strategists to kill a loose unit of archers, got caught into some spearmen on the way and didnt even worry about it, im looking at you.

Images show some of the changes made by the mod, not all of them


Having smaller health pools helps to balance a little some of the hp% skills on the game, mostly the ones that heal you or damage you when you use them. Having smaller health pools also counters some of the unit lockdowns your heroes manage, you can still hold a common militia unit like previously without much trouble, but things start to get darker for your generals when they decide to fight all by themselves against more trained units. flanking and cycle charging with your general is more encouraged than ever, a little bit more micro, not just a click and forget.

Legendary commander health pools have been tweaked specifically for each one of them, remember that resolve boosts the HP pool by %. Despite lowering a considerable ammount of HP from Champion Commanders (Green) some of them can manage to get an insane ammount of HP if properly built, for this i would recommend downloading a Wuxing rebalance or nerf mod as i dont want to mix concepts on this one. Lucky for you, i've made my own Wuxing overhaul, you can check it at the bottom of the page.





Most of the non-unique weapons have been nerfed in half to compensate for the lack of HP, duels last as long or a little bit more than before. Low grade weaponry is still efective against militia units, some elite units can now tank up to 3 attacks from the hero depending on the unit. The innate attack speed from most commanders makes high-damage weapons way too effective clearing unit clusters not even counting the splash attacks they sometimes make.




Particullarly, bows are one of the most effective weapons when it comes to dealing damage to other commanders, fire rate and damage have been tweaked aswell as skill damage to avoid some of the vanilla game one-shot situations with bows. At the end of the day, bows still perform extremely well despite the tweaks, this is pretty much because you can shoot on a 360 angle while moving at full speed on horseback.




Unique weapons have been tweaked on a way to reduce the tier or quality difference between weapons, a commander with a unique weapon is still a scary beast, but it wont overwhelmingly outperform less geared generals like before. Even with weapon changes and health pool tweaks, the wuxing counter system stays in place, sentinels and champions are the main duelists on the game, you will not be seeing a fully decked sentinel losse against a commander any time soon. (Mainly because sentinels can easily stack 80%+ melee evasion, they're untouchable, as i said, consider downloading a wuxing rebalance mod)



Skill damage has been lowered across the board, damage numbers where overtuned (mostly for Splash Damage skills) to be able to one-shot any unit in the game with them. You could kill almost 100 units with a single splash damage skill, which made them too powerfull. Same goes for projectile skills, most of them pierce or go trough units on impact, meaning you can pretty much hit every unit on a straight line from where you shoot.

Damage on time or DOT skills have been rebalanced to not be able to one-shot low HP generals, a 10k poisoned blade could one-shot a vanilla strateguist.

Some skill numbers have been rounded up, others have been tweaked to provide realistic values, no more 1900% charge resistances, 900% damage boosts etc.

Morale skills have been nerfed by a half. Compared to other total war games, morale on Three kingdoms is quite low across the roster, which made morale lowering skills unfair. You could route a full hp unit with a single skill if you chased them afterwards, dont even need to fight.

Some skills have lost their immunities to certain types of damage, which made them stronger than their counterparts and encouraged cheesy strateguies exploiting immunities, this skills now provide a huge boost to the stat but doesnt make the unit completly immune to damage.

Spear formations have been buffed to provide extra anti-cavalry damage, mounted generals and cavalry should have a harder time when charging straight into a spear/glaive infantry.



Changes were made and tested for romance mode and large/ultra unit size, playing on records mode or extreme unit size with this mod active might yield undesired results or huge balance gaps.


All DLC's are covered.

Not compatible with any mods that:

  • Change general unit templates [land_units_templates_tables]
  • Change melee ancillary weapon tables [melee_weapon_tables
  • Change skill projectile tables [projectile_tables]
  • Change skill tables [unit_special_abilities_tables, special_ability_phases_tables, special_ability_phase_stat_effects_tables]









Popular Discussions View All (2)
1
9 Jul, 2021 @ 7:41am
Bugs and fixes
IVoltZ
0
31 Dec, 2020 @ 3:12am
Suggested Changes
IVoltZ
47 Comments
jimbo 19 hours ago 
i really love your idea abaout this rebalance
wish it would get update for the MTU version and 8 prince to 8 heroes
The Reaper Of Chess YT 25 Jul @ 8:39pm 
Well i would like a records mod of this that is 190 expanded compatible
Pinkgeneral 27 Jun @ 3:17am 
Seems to not be working with TROM
cjl 15 Apr @ 12:46am 
Hello, thanks for the mod, really loved it. May I ask which db I should look for in RPFM to change heros HP?
Coocoodas 3 Apr, 2022 @ 6:50am 
Regular units have 600 HP (1680 for cav). Doesn't your skill nerf make it impossible to kill even one soldier? Poison dot damage deals 300 damage total which would only take a half of a regular unit's HP over 30 seconds. I think they are overtuned from just looking at the values.
Coocoodas 2 Apr, 2022 @ 10:41pm 
Could you roll back Guan Yu's god of war damage? same as the spamming skills as of now. I think the damage should be half of the original value which is 25k. (Current value is 2.5k)
Saturnine 24 Jan, 2022 @ 1:11pm 
Thank you so much for this mod, it is absolutely vital for me to enjoy the game!
IVoltZ  [author] 16 Aug, 2021 @ 5:11am 
@Nat Nope, only tweaks values
Nat 15 Aug, 2021 @ 3:43pm 
Does this mod remove the generals’ ability to use that jumping charge attack that wipe out multiple troops? I’ve been trying to remove this all day, seems impossible without it affecting basic cavalry too.
NEPH 14 Jun, 2021 @ 7:47pm 
really nice mod