Total War: WARHAMMER III

Total War: WARHAMMER III

"Realism" mod
 This topic has been pinned, so it's probably important
kubuntu1  [developer] 26 Sep, 2022 @ 6:06am
Full list of changes
Full list of battle changes:
General:
• Units tire faster and fatigue effects are more severe.
• Health of almost all entities is reduced by 30%. To compensate this, all unit sizes are increased by 50%.
• Melee hit minimal chance: 8% -> 5%
• Melee hit base chance: 35% -> 25%
• Melee hit maximal chance: 90% -> 95%
• Melee defence penalty for being attacked from the rear: 70% -> 90%
• Melee defence penalty for being attacked from the flank: 40% -> 60%
• Charge reflection bonus is doubled.
• Armour blocks more base damage.
• I added four new unit formations: shield wall, phalanx, wedge, and flying wedge. They are available respectively to melee infantry with shields, infantry with spears or halberds, melee cavalry and flying cavalry. Ogres, Greenskins and Beastmen don’t have access to these formations.
• Charging cavalry no longer sends entities flying on impact.
• Flying entities are 20% faster.
• Melee weapons deal virtually no damage to buildings, so barricades should be more useful. Units that have “siege attacker” attribute are unaffected by this.
• Maces and hammers are armour-piercing
• Weapons with flaming attacks have "Burnt!” contact effect.
• “Poison!” contact phase affects units differently.
• “Frenzy” passive ability decreases melee defence.
• “Rowdy” passive ability has completely different effects.
• Undead units and Constructs have Perfect Vigour. However, Vampire Counts’ and Vampire Coast units only have perfect vigour while their commanding unit is alive, and all Tomb Kings’ units have been given -20% fire damage resistance.
• Ethereal units have had their HP decreased tremendously but they now have 90% physical resistance.
• Gyrocopters, Gyrobombers, Terracotta Sentinels, Doom Flayers and Steam Tanks also have Perfect Vigour.
• Single entities without flesh, such as Steam Tanks, Treemen and Terracotta Sentinels, have 50% more hit points.
• Single entities have several levels of “wounds” debuff.
• Single entities that are constructs or warmachines slowly lose hp while their hp are under 25% threshold.
• Single entities that are constructs or warmachines have a chance of critical failure, which instantly kills them, when their hp are under 10% threshold.
• Majority of units of the Empire, Cathay, Kislev, High Elves, Dark Elves, Dwarves, Norsca, Skaven and Warriors of Chaos have an officer.
• Unit spacings have been adjusted for Bretonnia, Dark Elves, Dwarves, the Empire, Grand Cathay, High Elves, Kislev, Vampire Counts and Wood Elves. Frontline units now fight in tighter formations while skirmishers have sparser spacing.
Leadership/morale:
• Impact of fatigue, flanking and attacking from the rear on leadership is increased.
• The game uses casualties instead of lost hit points in morale calculations.
• “Army losses” morale penalty should trigger later in a course of battle.
• “Recent casualties” morale penalty is smaller.
• “Friends routing” morale penalty is increased by 50%.
• It takes less time for a unit to rally after routing.
• Units can rout one more time before shattering.
• Morale penalty for being under artillery fire: -10 -> -5
• Morale penalty for being damaged by artillery: -8 -> -4
• Units lose more morale when they suffer heavy casualties.
• Morale penalties of “lord is no longer present on the battlefield” persuasion, have been increased around threefold.
Characters:
• Lords and heroes’ models are no longer larger than regular entities. This currently applies only to humans, elves, and dwarves.
• Nearly all lords and heroes have a retinue.
• Lords and heroes on chariots are considerably weaker but they also have significantly reduced upkeep cost.
Settlement battles:
• It is no longer possible to construct structures out of nowhere once the battle has begun.
• During major settlement sieges only main capture point generates victory tickets.
• Tier 3 garrison buildings in minor settlements provide walls to the settlement.
• Towers cost more supplies.
• Towers no longer deal absurd amount of damage. Though they are still powerful on the third or fourth level.
• Towers on the third and fourth level, don’t use the generic wooden building model. This feature is limited to settlements belonging to one of the following cultures: Bretonnia, Dark Elves, Dwarves, the Empire, Vampire Counts, Vampire Coast.
• Towers have fewer HP, unless the battle is being fought in a settlement of one of the cultures mentioned in the previous point.
Ranged weapons:
• Most ranged weapons are less accurate.
• Stats of nearly all ranged weapons are standardised across all factions.
• All firearms deal tremendously more damage, but it takes vastly more time to reload them.
• Rifles have longer range.
• Bullets cannot be blocked by shields.
• Velocity of bullets is meaningfully increased.
• When a unit armed with gunpowder weapons has less than 80% of its initial ammunition, there is a chance that said weapons will explode. The explosion kills one or two soldiers if the unit is armed with small arms, and if the unit is an artillery unit, the explosion destroys one artillery piece.
• Javelins and throwing axes deal considerably more damage, but their range is shorter.
• Units with javelins and throwing axes carry less ammunition.
• Crossbow bolts have flatter trajectory.
• Units equipped with grenades have shorter range.
• Grenades and flamethrowers deal 35% more damage.
• Reload time of artillery is increased by 35%.
• Artillery deals 35% more overall damage but causes 35% less damage to buildings.
• Small arms do virtually no damage to buildings. Weapons with fire attacks (by default, fire imbuement doesn’t count) or with explosion effect are exempted from that.
The Empire:
• Imperial melee infantry units, with the exception of Flagellants and Free Company Militia, have access to square formation.
• Missile states troops are no longer faster than their melee counterparts.
• Ranged and melee State Troops have the same amount of armour.
• Halberdiers have the same amount of hit points and morale as the rest of the state troops.
• All floppy hats are replaced with sallets.
• State Troops don’t use the torso variant with unarmoured back.
• Outriders and War Wagons crew use muskets instead of repeater rifles.
• Helmets worn by Demigryph Knights have clear visors.
• Silver bullets no longer have stalk but they’re unbreakable as they’re similar to Sigmar Sons.
Bretonnia:
• Knights Errant have their visors closed.
• Foot Squires wear either a mail coif or a helmet.
• Questing Knights look more like knights, and they don’t ride into battle with altars attached to their horses.
• Men-at-arms units have an officer.
Dwarves:
• Dwarves have access to an improved shield wall formation.
• Dwarven units have a special passive ability that regenerates 0,02% vigour per second
• All Longbeard models wear helmets.
Norsca:
• Norscan melee infantry has access to wedge formation.
• Marauder Champions and Marauder Horsemasters have fewer armour points.
Warriors of Chaos:
• Units of Chosen, Chaos Knights, Aspiring champions, Skullcrushers and Doom Knights have fewer numbers, but each entity in these units has more health and deals more damage.
• Warriors of Chaos melee infantry has access to wedge formation.
• Units marked by Slaanesh have decreased armour.
• Units marked by Tzeentch have decreased weapon strength.
• Chosen of Tzeentch, Slaanesh, Khorne and Nurgle, wear different armour.
• Chaos Warriors of Slaanesh use different armour.
• All Marauder and Chaos Warrior models wear helmets.
• Marauders are no longer half-naked, but Marauder Berserkers, marauders of Khorne and marauders of Slaanesh haven’t been changed.
Skaven:
• Poison Wind Mortars, Death Globe Bombardiers and Poison Wind Globadiers have seventy armour points instead of a hundred.
• Warpfire Throwers and Warp Grinders have forty armour points instead of seventy.
• Jezzails and Ratling Guns have twenty-five armour points instead of seventy.
High Elves:
• High Elves have access to an improved shield wall and phalanx formation.
• “Martial mastery” and “martial prowess” abilities now give a percentage-based bonus to melee attack and melee defence, and they also provide accuracy.
• White Lions of Chrace and Sisters of Avelorn have Martial Mastery ability
• Shadow Warriors and Shadow Walkers have the “Grim discipline” ability instead of “Martial prowess.”
Kislev:
• Tzar Guard units wear different armour.
• Armoured Kossars look differently.
• All Streltsi models wear helmets.
• Kossars look differently.
Other:
• Dread Spears have the same amount of armour as the rest of dark elven core troops.
• Missile jade warriors are no longer faster than their melee counterparts.
• Jade Crossbowmen bolts are armour-piercing.
• There might be some minor changes that I have forgotten about.



Full list of campaign changes:
General:
• Faction-wide unit caps have been introduced for all races, with the exception of Warriors of Chaos as their recruiting capabilities were already limited. Thanks to this change there shouldn’t be many doomstacks wandering around the map, additionally garrisons are relatively stronger since they rarely have to fight elite enemy forces. It is worth mentioning that on higher difficulties the AI receives extra capacity for all units. Lastly units that either have been summoned in a ritual, or are a part of a Waaagh, a Caravan, Wulfhart’s Imperial Reinforcements, or a Blood Host, don’t count towards the unit capacity.
• I have introduced a mercenary system. It works similarly to Warband Recruitment or Raising the Dead. Mercenary units are recruited instantly, and they aren't affected by unit caps, but they are more expensive and have lower morale in comparison to their regular counterparts. They are also unaffected by the majority of skills and technologies. Not all factions have access to every mercenary unit, for example Chaos aligned factions cannot recruit “good” human mercenaries. Wood Elves, Lizardmen, Vampire Counts, Vampire Coast, Beastmen and Warriors of Chaos do not have access to the mercenary system at all. Lastly, it is important to point out that for this feature to work, you need to start a new campaign.
• Effects of some ancillaries, skills and traits have been adjusted to match the changes done to characters.
• Public order has more meaningful effects.
• Both the player and the AI receive -1 public order on all difficulties.
• Several buildings and technologies have different effects. Progression isn’t always straightforward as many buildings and technologies have negative effects.
• Minor settlement battles are restored.
• Siege engines cost less labour force, but they have less health points. Some races (e.g. Dwarves) have more durable and more expensive siege engines.
• Number of starting supplies grows along with the settlement level.
• Main settlement buildings decrease recruitment and construction cost in a region, the discount grows along with the settlement level.
• Main settlement buildings increase replenishment rate in a region, the bonus grows along with the settlement level.
• Main settlement buildings increase enemy’s income from raiding in a region, the bonus grows along with the settlement level.
• Main settlement buildings decrease construction time in a region, when they reach fourth or fifth tier, however they also decrease public order in a province and increase a chance of plague spreading.
• Garrison buildings increase public order in a province, but they also have an upkeep cost.
• Elite or noble units (e.g. various knights or units that are a part of a king’s guard) have -5% replenishment rate.
• Militia units (e.g. peasants) have +5% replenishment rate.
• Armies in a garrisoned stance have -10% upkeep cost.
• Armies in a mustering stance have +2% replenishment rate.
• Armies in a forced march stance cannot replenish.
• Units armed with crossbows have 10% lower recruitment cost (except for the Cathayan and Dark Elven ones).
• Infantry units armed with firearms have 10% lower upkeep cost.
• AI suffers from attrition in the same manner as the player.
• Artillery capture chance is increased from 10% to 75%.
• Character wound time has been increased to 8 turns.
• Order factions can vassalize each other. However, there are a few exceptions. Dwarves cannot vassalize High Elves and vice versa, also Dwarves and High Elves cannot be vassalized by any human faction. Additionally, Cathayan factions cannot vassalize each other, and Northern and Western Provinces cannot be vassalized at all. Lastly, Wood Elves and Lizardmen haven’t been changed, so they cannot be vassalized by other order factions, and they only have access to the same diplomatic options as in vanilla.
• Innate traits of generic lords and heroes have been changed. There are no longer situations when an individual physical characteristic, such as “strong” or “tough” traits, changes stats of an entire retinue.
• When an army consists only of cavalry, chariots, and flying units, it gets extra 25% movement range.
• Global recruitment has been disabled for all factions, with the exception of “Spirit of the Jungle.”
• All sources of corruption generate half as many corruption points.
• Corruption effects are more severe.
Other:
• For human factions only chaotic and oceanic environment is uninhabitable.
• Preferable climates are adjusted for the Empire, Bretonnia, Kislev, Grand Cathay, Dark Elves, High Elves, and Dwarves.
• Gates of The Great Bastion do not suffer from siege attrition as it is quite hard to encircle a wall that stretches for hundreds of kilometres.
• By the same philosophy gates on Ulthuan and Imperial Forts also do not suffer from siege attrition.
• Kislevite settlements generate followers.
• Vampire Counts have access to three new mortal units. Their stats can only be improved by the lords of the von Carstein line.
• Units of Blood Knights and Depth Guard have fewer numbers, but each entity has more health and deals more damage.
• Morathi can recruit more slaaneshi units.
• Empire Spearmen with shields can be recruited one tier earlier.
• Forge building is no longer required to recruit Empire Halberdiers.
• Smithy is no longer required to recruit any of the wood elven units.
• Infernal Guard with fireglaives have "Charge Reflection" attribute.
• There might be some minor changes that I have forgotten about.
Last edited by kubuntu1; 3 Sep, 2023 @ 7:22am