Total War: WARHAMMER

Total War: WARHAMMER

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BETA - Re: Balance - Multiplayer Overhaul
   
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Tags: mod, Overhaul
File Size
Posted
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1.502 MB
Sep 2, 2017 @ 7:56pm
Sep 24, 2017 @ 7:49am
31 Change Notes ( view )

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BETA - Re: Balance - Multiplayer Overhaul

Description
Re: Balance - Multiplayer Overhaul Public BETA

This mod was made in partnership with Balance Assembly, a group of dedicated Total War players focused on improving Total War: Warhammer's competitive multiplayer environment. Between each member of the group thousands of hours have been poured into TW:W and, although we love the game, we feel that more improvements can be made to balance the game, not only for more competitive gameplay but for more overall enjoyment

If you're interested in the group, check out the link above and find other players on our Discord. [discord.gg] More importantly, if you want to be a part of testing out this mod and letting us know what you think about it in a human v. human multiplayer environment, please join our beta testing group! We want to hear from you

After long hours of debate I created an alpha version of this mod that we extensively tested for about two weeks. This mod is a public version of our suggested changes to balance multiplayer. Our goal is to have a much larger segment of the TW:W playerbase use the mod so that we can get feedback on our rebalancing alongside tons and tons of data and hopefully get some really exciting and rewarding games out of the deal

Patch Notes

The full list of patch notes can be found in a Google Drive document here. [drive.google.com] If you're a TL;DR kind of person, here are some of the highlights:

  • Costs have been standardized across the board! Abilities and spells now have consistent costs tied to their "rarity" and mounts have standardized price points. A horse is a horse, of course

  • Factions like Dwarfs, Chaos, and Beastmen have received some price reductions to make fielding an army a bit easier. You won't be bringing 6 units of Chosen, but you'll at least have enough cash that you might consider them more than you do now

  • Dwarfs have rediscovered the art of their legendary impenetrable shield walls! So long as Dwarf units with Charge Defense v. Large are standing still and facing an enemy, it'll be very difficult for anything smaller than a Troll to push through them. This should help them protect their vital missile units and not be completely at the mercy of units their stubby little legs can't catch

  • A majority of spells have been rebalanced to make them more useful or--in the case of Final Transmutation and Dwellers Below--strong but reasonable. We were unable to agree about projectile spells and vortex spells by the time of the beta, so the basic functionality of those have not been touched quite yet Beta changes to vortexes and magic missiles are live! Projectiles (Gaze of Nagash, Vindictive Glare, Gaze of Mork, Shem's Burning Gaze) now have significantly less spread and should be much more accurate. Vortexes across the board should be a bit more consistent, especially when overcast; they're still a high-risk, high-reward spell class though, so watch out!

  • Wood Elves are more accurate; enter those woods at your own risk!

  • Hit reaction chance is reduced for Grimgor and Dwarf Legendary Lords, along with dragons and dragon mounts. You'll find Grimgor should live up to his name of being the biggest and greenest around, dragons shouldn't flinch every time someone looks at them funny, and Belegar, Ungrim, and Grombrindal should be able to go toe-to-toe with lords on mounts without being thrown willy-nilly

    FAQ

    Originally posted by userperson420:
    JetXGorilla, why is this causing crashes?! I only have six other mods enabled!

    The mod isn't built to be used with any other mods. It is a multiplayer mod, after all, and we're looking for data from games played with only this mod active! I won't be releasing compatibility patches or submods or any of that; if it makes your game crash, you're using a mod that's incompatible. That mod will always be incompatible

    Originally posted by warhammerloreexpert9000:
    JetXGorilla, some of this isn't lore friendly and I'm upset!

    That's a bummer and I'm sorry you're sad! However hard we tried to let how something, lore-wise, should play dictate our decisions, at the end of the day our priority was balance for multiplayer. Everything else had to move aside for raw mechanical balance in a competitive environment

    Originally posted by iknowliterallyeverything:
    You should do this thing that sounds super awesome

    Keep in mind that we're here for balance. Awesome sweet rad mechanics aren't a priority. Likewise, this mod is limited to what I can do with the Assembly Kit and the tools CA has given us. As much as I'd love to implement a real Dispel mechanic, I can't tell the game to deactivate hexes or augments in an area; it just isn't in there

    Originally posted by BetaTesterAlright!:
    Where do I go if I want to test this and play some games with a dedicated multiplayer community?

    I'm glad you asked again! Here is the Balance Assembly Steam Group page. And here is the beta testing Steam Group page, where we'll be updating everyone with tournaments, receiving feedback, and generally discussing the mod and our ideas for making competitive multiplayer an exciting, engaging, and balanced way to play TW:W!

    Originally posted by TimidTom:
    Can I use this in singleplayer?

    Sure can! No promises as to whether it might make some interactions wonky (the AI might value units very differently, for instance) or make a certain faction's auto-resolve chances too high. Or things ilke that. Like I said above, too, it won't be updated for compatibility with anything else. I do plan to make a large-scale singleplayer overhaul with small tweaks here and there, so stay tuned for that in the future once WH2's combined map drops!

    If you have any questions, let me know! And for those of you wanting to play some great multiplayer games, welcome to the team

    -JetXGorilla
25 Comments
NeverBackDown Sep 15, 2017 @ 8:56pm 
I suggest you guys update the version number then. V1.0, V1.01, etc. Makes it easier for people to follow since you fuys don't mention what's been updated every patch and instead let people look for themselves. Just a suggestion it would help with transparency between patches:)
JetXGorilla  [author] Sep 15, 2017 @ 9:33am 
@NeverBackDown - It's been updated about 19 times now since it was posted, and all changes are updated at the link given above. I'm not sure what to tell you besides to look closer
Hazard Sep 15, 2017 @ 12:47am 
Goolge doc is updated everytime changes are made.
NeverBackDown Sep 14, 2017 @ 5:56pm 
Yeah I see that, but they haven't updated the Google Doc at all since it was posted and they have updated it on steam a few times already so was just wondering.
Hazard Sep 14, 2017 @ 2:05pm 
They are pretty much on google doc
NeverBackDown Sep 14, 2017 @ 11:13am 
Is there a place we can find patch notes for every update? Or is the Goolge Doc the only spot where updated patch notes will be posted?
JetXGorilla  [author] Sep 9, 2017 @ 3:04pm 
@derkavak - Should be fixed now
derkavak Sep 9, 2017 @ 2:36pm 
I've noticed that Glade Guard with Starfire have range reduced to 130 from it's normal 170. Is this intenional or just a mistake? If intentional i'd be worth updating the Patch Notes with it since it does influence WE quite a bit.
JetXGorilla  [author] Sep 9, 2017 @ 11:38am 
Yeah, I'm not sure what it could be. Some people are having problems while others are able to boot up just fine. I'd say check anti-virus software, Google Chrome extensions (literally a Shogun 2 bug), sound drivers... Anything that could otherwise cause a crash. This has me baffled though. Normally with crashes for mods it's consistent across the board or can be linked to another mod or incompatibility
Phlanx Sep 9, 2017 @ 9:38am 
@JetXGorillaHyperForceGO I play on PC, no overlay or gaming consoles. My drivers are out of date but that hasnt been a problem for me with any other mod