Total War: WARHAMMER III

Total War: WARHAMMER III

[SFO]Roar of the Jade Sea Compatibility Patch
 This topic has been pinned, so it's probably important
Dilidala  [developer] 24 Jun, 2023 @ 7:19pm
Detailed changes and balancing
Details of Changes are as follow

All changes to unit is under the pretext of "Ultra" unit size.

All recruitment cost has been increased, as it is the case for all units in SFO. Many units now have unit caps, please check the following

Yinyin's stats have been adjusted to a more aggressive version of Miao Ying, with higher MA, WS, and splash attacks, but lower MD and less AP ratio.

Yinyin's starting army has been changed. She now start with a far more "exotic" warband that can help you to better deal with the lizard threat in SFO, where units like dread saurian are far more dangerous than base game.

Wo Kou pirate and Nippon unit:

Banzai charge no longer grants unbreakable, as it by large overlap with unbreakable granted by other effect.

Jade Sea Pirates:

Jade Sea Pirates are now a slightly aggressive version of free company militia with 360 degree firing, its range now do AP dmg just like their empire counterparts.

Samurai:

Both units now have drastically improved stats. Jade Ronins are now similar to Empire Greatsword (frenzy is removed) while Sea Dragon's Hatamoto is now the equivalent of Swordmasters of Hoeth and Executioner with updated stats to reflect that. Death Poem's effect has been reduced to 30% extra weapon strength instead of 75%. This is to avoid the situation where vast majority of models survive and suddenly completely turn the tide of battle, which is very likely now as they are elites infantry with less entity and high base weapon strength. To compensate, death poem now grants perfect vigor upon activation, and both unit receive "Dauntless Fury" (the SFO passive which increase a unit's weapon strength and MA that ramp up with more time spent in melee). In addition Hatamotos receive glorious charge and unyielding assault. Both units now have unit cap that increase by port and naval base building chain.

Ansatsusha:

Ansatsusha now have 'unspottable' and can fire while moving. They receive drastically improved melee stats with 'bleeding' contact effects. Unit size reduced to 60. Their ammunition has been halved, however, and the range damage slightly reduced, making them more akin to greatsword shade and shadow warriors in SFO. Their unit card was updated with the blinding effect on their projectile. Note: the blinding effect was in the original mod on projectile explosion but not the projectile itself, I have updated it simply for clarification reason.

This makes them absolute menace to any back line units as their explosive projectile cause large scale disruption and their melee allows them to cut through unprepared range unit. They will make quick work of any artillery and missiles, but will lose to actual dedicated melee units, and they will be crushed by cav.

Dragon Fleet Marine:

By large function identically as in original mods, no new ability/attribute. Stats have been improved to make them shorter range than Strelsi and various other handgunner equivalent, but can output more damage once they get close.

Exotic Units:

Yi Cha Jungle Fighters now have 'lethal poison' instead of poison on melee and "slow death" on range. Entities reduced to only 60 and stats drastically improved. They now have defensive stance like all Jade units, and they get "Bolstered Command", similar to high elf Gate Guard in SFO. Their splash attacks are removed so they can better handle large entities in SFO. These units are treated as high tier (use rare point if you turn on TTC) and are now quite expensive.

Ogre Whalers are almost identical. Only entities and raw stats are changed to match leadbelchers, and their missile strength are slightly improved.

SEMs and new dinos:

Single Entity monster, along with other monsters mostly recieved stats changes that is similar to other monster boss in SFO. Their health have all been increased and many stats improved. Nothing crazy was added as they are fine as it is.


Be very aware, the change to Nippon and Monster Units might make the early game campaign extremely difficult. Ronin and Ansatsusha are the biggest contributor as AI seems to start the game with them, and therefore is not limited by unit cap. Do let me know if the difficulty is making the mod less enjoyable so I may address them, as it was never my intention to make the mod less accessible to others. The current plan is to change the starting army, not altering unit stats.

Traits and Faction Effect:

The faction effect of Eastern Provinces is ok in vanilla, but it is not good compare to the monstrosities in SFO. Barebone increase of port income, 8% campaign movement + some landmarks just aren't gonna cut it compare to Miao and Zhao's faction effect.

The faction effect is now updated to also include +10 MA for sea battles, -2 construction time and -40% construction cost to Ports and increase income from ports by 25%. Campaign movement range is moved to the personal skill tree for Yinyin.

Yinyin's own trait is also improved. She now has -40% upkeep to nippon mercs and marine, akin to her siblings. The number on her other trait bonus is also raised slightly.

Yintuan's trait is also updated. He is now immue to swamp attrition, and his has a bigger and better leadership aura on top of existing bonuses. This should at least give you a reason to not disband him immediately and swap for a shugengan.

Skills and Abilities:

Gongji's range is doubled from 35 to 70. It now increase MA, weapon strength and charge bonus but no longer grant speed buff. It also grants "strong vigor" to all units within range.

Jade Sea Braves was changed to provide MA and missile strength, instead of movement speed and reload speed.

Exotic wares now grants 10 MD and Ward Save instead of 4 MD and 8 magic resistance (which is really weak even in Vanilla standard).

Calibrated Nautical Compass now grants 10% campaign movement to all armies and reduce the attrition from high sea by 50%.

Similar to her sibling, many of Yinyin's skill now have second level which will double the effects. I have change the order of some skill node, so they will look more uniform in the UI.

To conclude, these changes should make her own armies to excel in close-quarter combat as skills predominantly increase MA and charge, or buff missile strength of closer quarter range unit.
Last edited by Dilidala; 27 Apr @ 9:27pm