Total War: WARHAMMER III

Total War: WARHAMMER III

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Jadawin's Overhaul - Campaign & Battles
   
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Tags: mod
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907.658 KB
13 Sep, 2022 @ 11:35am
8 Jun, 2023 @ 5:34am
10 Change Notes ( view )

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Jadawin's Overhaul - Campaign & Battles

In 1 collection by Jadawin
Mods I use & recommend for a better campaign
21 items
Description
No longer actively maintained - but probably still works
I do no longer update my mods to support new content. That said, almost all my mods basically never need actual updating after patches. So this mod will very likely still work, just not affect recently added content. I do start the game once after patches to check if my mods cause crashes, and intend to keep fixing those critical problems if they arise.

Overview
A mix of changes to campaign and battle that, although many of them are simple, significantly change the game experience.

Features
  • Base hit chances in melee are slightly lower, resulting in slower/longer engagements
  • Shields are more effective against missiles
  • Armor is significantly more effective in blocking non-AP damage
  • Units recover vigour much faster when not fighting or running
  • Being fatigued has more detrimental effects on combat performance
  • Units are disbanded after a battle if they lost more than 80% of their entities (in Vanilla this is 95%)
  • Raiding is more profitable & has much higher impact on public order and growth
  • Immortal AI lords are wounded for 10 turns if killed by the player, but only for 2 turns if killed by other AI
  • A defeated army will not replenish for the rest of the current turn, so that an army that attacks on the AI's turn in their own territory will not replenish all their losses before the player can counter-attack
  • Vampire Count factions can only recruit a unit via the Raise Dead mechanic if they have any settlement of the tier that is associated with that unit
  • Empire minor factions will be moderately stronger if the player is Karl Franz or Gelt
  • Empire forts do no longer allow local recruitment of spearmen and archers (bugfix)
  • Trespassing has a smaller effect on relations that also fades more quickly
  • Lords (but not heroes) still level up fast at lower levels, but level up much slower the higher their level already is

Tips & Details
Try to keep reserves and swap them with units that are Very Tired or Exhausted as units that are Very Tired or worse now fight much less effectively. Withdraw units before they fall under 20% entity count. Avoid shields by shooting from the flank or rear.

Vampire Counts can still use Raise Dead to create new armies very quickly, but will not be able to recruit elite units after just a few turns in the campaign, which made them too easy when you play them and unreasonably hard if you have to fight them. They need to have a settlement anywhere on the map that is of the same tier (or higher) as the unit they want to recruit from the raise dead pool. They do not need to have the specific building required to normally train that unit, though. So for example, as soon as one of Vlad's settlements becomes tier 4, he will be able to get Vargulfs from battlefield pools, if there are any available.

The buff to minor Empire factions in Empire campaigns should allow the electors to survive longer so they are not all killed before the player can even get to them. The factions that are farthest away get the strongest buff. No buff is applied if the player is not either Reikland or The Golden Order.

Lord leveling is adjusted so that new lords can quickly become useful by gaining levels, but adding more levels when your lord is already at a high level is slower. This should at least partially close the gap between extremely powerful lords that were recruited in the early game, and almost useless lords recruited later.

Compatibility
  • Savegame compatible: Yes
  • Multiplayer: Probably, but not tested
  • SFO, Radious: Unknown, go test it and report!
  • Other mods: This mod changes a lot of different areas, so some mod conflicts are likely
  • Known incompatibilities: None

Troubleshooting
Before reporting issues, make sure that you have the current version of the mod. Steam quite often fails to actually pull the newest version after a mod has gotten an update. To make certain that you have the current version, unsub from the mod, then wait a few seconds. Steam will then delete the mod file from your hard drive. Then resub to the mod and Steam will download the current version to your hard drive.

Extra Info
The "required items" (other mods) are not actually required to use this, just strongly recommended as all my balance changes assume their use. If you still don't want to use them, you can just leave them disabled in the mod manager.

I realize this mod contains a wide mix of changes, some of which you will probably not like. And I will likely add more things to it in the future as I'm playing more of the campaigns of the different races. I'm taking a "my way or the highway" approach here - either play it how I think it's good, or don't. I will not release any mod versions with particular elements stripped.

That said you can always download the previous version and put it into your data folder, then you will not get the recent changes. (And not any future ones either, until you delete the file from your data folder.)
Link to previous version: [None, this is the first release]

Or you can of course simply edit the mod file yourself and remove whatever you don't want.