Total War: WARHAMMER

Total War: WARHAMMER

Lorehammer Overhaul
emcdunna  [developer] 30 Aug, 2016 @ 9:00am
TESTERS NEEDED! Post playtested feedback notes here!
Hi everyone. Since I am spending so much time making mods, I admit that I do not have enough time to truly test my mods.

I want people to post in this discussion whenever they see some design issue or unbalance in campaign or battles. If a certain faction is underpowered, tell me! If a unit is not balanced, tell me!

Please just be constructive and describe exactly what happened, don't just say "greatswords OP" and that's it. That's not helpful at all.
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emcdunna  [developer] 30 Aug, 2016 @ 9:03am 
CRASHES, INCOMPATIBILITY ISSUES, BUGS
Please post here if you are getting a crash, or if you see any bugs with the mod. Also please post if you notice that particular mods are incompatible that should be able to be compatible.

Please be descriptive in telling me EXACTLY what happened, do not just say "it crashed" or "there was a bug". How can I fix it if I don't know what's broken?

Anyway any feedback you guys give me will be really helpful in getting bugs and issues addressed ASAP!

Thanks!
Tyldar 30 Aug, 2016 @ 2:21pm 
I don't know what is happening, it's a clean instalation, i keep trying to load the mod but it's not happening, I installed the three parts of "Lorehammer" do you know if i do something wrong? Thank you in advance.
Last edited by Tyldar; 30 Aug, 2016 @ 2:21pm
emcdunna  [developer] 30 Aug, 2016 @ 2:23pm 
are you subbed to Cataph's southern realms mod?

You need all 3 lorehammer mods + cataph's mod at minimum for it to run
Tyldar 30 Aug, 2016 @ 2:30pm 
I'm an idiot, your post has a section where says "Crashes" . Well, it's working now, thank you! Keep it up!
Crab Knight 30 Aug, 2016 @ 4:04pm 
So uh.... Quick question regarding blood knights...

I like the idea of smaller and more elite units. And I'm very glad you applied that to blood knights to make them smaller.

However, in the current balance, they seem to be objectively worse than their counterparts in every imaginable way.

Example:

Demigryph knights are of comparable size, and the ones with halberds do the exact same role as Blood knights (being anti large)

However, Demigryphs have...
-Twice the health
-Cheaper
-A whopping 22 difference in BASE damage values
-more armor
-more speed.

The only thing the blood knights have going for them is their superior melee attack and defence, and a increased charge bonus (which doesn't do much for you when your slower than the demigryphs chasing you) However, the extra 20 melee attack and 30 melee defence (which translates to 20% increased chance to hit (about 30% if you include the frenzy) and 30% greater chance for the enemy to miss) have proven in testing to be too weak to compensate due to the blood knights lack of AP damage. They do LESS ap damage than even the other cav in their own race, black barding knights, who do 12 AP to their 11.

As proven by vanilla slayers. anti-large is not AP damage. And theyrefor effieciently blocked by high armor units (such as arachnaroks and demigryphs). Which makes them objectively less efficient in every way to their counterparts.

So if your going around balancing AND being lore friendly, perhaps consider giving these highly skilled VAMPIRE knights at least a equalizing buff to their empire counterparts and even their own factions knights?

Also, I hope this wont annoy you but I'll post this in the feedback post just in case.
emcdunna  [developer] 30 Aug, 2016 @ 4:12pm 
Thanks for the feedback. This is actually the exact kind of feedback I wanted to get. I haven't done enough 1 v 1 tests yet, but I will tell you that all undead benefit greatly from being healable. So sure, they might lose 1 v 1 in a vaccum, but VC magic is soooooo powerful that using it correctly can really have a huge impact in the right situations. I believe I buffed invokation of nehek, making it heal units more.

So I will do a bit of rebalancing for blood knights, but remember to look at how they perform in general as opposed to in situation X.

Also a better unit to use vs demi's is hexwraths, who have insane amounts of armor piercing. Blood knights are better at monster killing
Crab Knight 30 Aug, 2016 @ 5:06pm 
Originally posted by emcdunna:
Thanks for the feedback. This is actually the exact kind of feedback I wanted to get. I haven't done enough 1 v 1 tests yet, but I will tell you that all undead benefit greatly from being healable. So sure, they might lose 1 v 1 in a vaccum, but VC magic is soooooo powerful that using it correctly can really have a huge impact in the right situations. I believe I buffed invokation of nehek, making it heal units more.

So I will do a bit of rebalancing for blood knights, but remember to look at how they perform in general as opposed to in situation X.

Also a better unit to use vs demi's is hexwraths, who have insane amounts of armor piercing. Blood knights are better at monster killing

Hey I'm glad to help! Take the following with a grain of salt, as I think I rambled on a bit too much....




As for invocation of nehek...
With invocation casted upon knights vs 1 unit of demigryphs with halberds, they lost half the unit in 10 seconds and the remainder between 25 and 50 seconds, while only managing to kill 2 demigryphs and bring down their unit health to 7/8ths of starting.

Its true to keep in mind the overal mix of them inside the larger context of the vampire counts. But for the price they cost, and the high level building required, AND the absuredly long research to get the tech to make them better, I just don't see a place for them ATM.

And, on top of all that, if we declare their role as "monster hunter" in a campaign context feels a bit silly, as vampire counts are usually the ones fielding the monsters, and they're almost certainly all gone by the time you can even consider getting blood knights. Dwarves certainly don't have any. All of the empires "monsterous" units are well armored (save the light-cannon chariot, whatever its called but thats not even supposed to get into melee, so its a null point). And we have already declared that currently blood knights are not good against armored targets.

Only greenskins and Chaos have unarmored monster units, which are exactly the same. Trolls, and Giants, as the arachnarok spider is heavily armored and thus not included. But chaos even has a armored variant of trolls, which can once again nullify the blood knights strength.

So really, if their role is monster hunter, your looking at buying some of the most expensive cav in the game to counter 2 units that only two factions can field that are often times neglected in their army compositions anyways.

I believe its best to keep them in the "anti-large" context as compared to shoe-horning them in to solely a monster hunter unit, as consider the following.

Anti large has much more practical uses. It is not only good against monsters, but also good against enemy cav which can be a huge boon. This style of knight on knight combat also would have suited the blood knights well, due to their knightly order background.

Then, if we look at the rest of the calvary lineup for the VC, it continues to make sense from a gameplay perspective:

Black knights are good cheap mid-game cav with staying power, with the barding being the more upgraded cycle-charging versions of them. However they lack high quality AP damage.

Hexwraiths have poor charge bonus, but cause terror and have AP, making them good all-rounder end game cav capable of breaking lines, dealing damage to all targets, and with vanguard perhaps sneaking upon the enemy artillery as well.

Blood knights could be a stronger anti-cav and anti-monster cav balanced by their high price tag (due to being vampires), capable of being used against infantry due to their high skill, but due to costing nearly twice as much as black knights and a portion more than barding ones, perhaps not as cost effective. With good AP damage they could deal strong damage against other armored cavalry, and a acceptable anti-large bonus means they have a chance of doing a little extra against more weakly armored cav and could tear through trolls and giants.

Also, considering their vampiric nature it would be a interesting experiment to give them regeneration in some capacity, and would help to differentiate them from the rest of the roster (and lore friendly!)

Also, I'll be honest. I'd love to have blood knights actually FEEL like the vampiric death knights they are supposed to be, as compared to just another 60 man calvary team like vanilla.


Anyways, sorry for the long post! I'll try to look at some other things for ya! I like the mod btw!



-Sidenote:
Demigryphs with halberds do 58 damage, 40 of which is AP, with a anti large of 32
Blood knights do 36 damage, 11 of which is AP, and a angi large of 22.

Its just insane the difference.



Last edited by Crab Knight; 30 Aug, 2016 @ 5:07pm
emcdunna  [developer] 30 Aug, 2016 @ 5:26pm 
i changed the anti large of demigryphs, they should be getting 0 anti large....

oh dude youre mod is off. you have some other mod which overwrites the stats. those are the "vanilla" stats for those men!

My blood knights do 60+ damage!
emcdunna  [developer] 30 Aug, 2016 @ 5:29pm 
basically youre mod is incorrect for some reason. you must be using some other mod that overwrites the melee weapons!
Crab Knight 30 Aug, 2016 @ 5:30pm 
Originally posted by emcdunna:
i changed the anti large of demigryphs, they should be getting 0 anti large....

oh dude youre mod is off. you have some other mod which overwrites the stats. those are the "vanilla" stats for those men!

My blood knights do 60+ damage!

HUH! very strange, as it only has 24 men in it....Wierd to see a partial failure like such. I'll fiddle around and see if I can't find the mod. Thanks for informing me!
emcdunna  [developer] 30 Aug, 2016 @ 5:31pm 
its not that weird.

you are using my "main units" which holds the # of men, but somebody else's "melee weapons" which controls damage.

my blood knights have 30 bonus vs large, 65 damage (half AP) spash damage, and they attack faster (more attacks per second)
Crab Knight 30 Aug, 2016 @ 5:39pm 
Found the problem.

"all tabletop lords"
One of the mods recommended in your pack.
You might consider double checking it on your end to see if its doing the same thing.
Last edited by Crab Knight; 30 Aug, 2016 @ 5:41pm
emcdunna  [developer] 30 Aug, 2016 @ 5:44pm 
yeah

i will take care of that. Damnit Jd...
emcdunna  [developer] 30 Aug, 2016 @ 5:44pm 
i can fix it very quickly
emcdunna  [developer] 30 Aug, 2016 @ 5:45pm 
oh i stupidly had them loading really low in the order
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