A Total War Saga: TROY

A Total War Saga: TROY

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Immersive Combat Mod
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Tags: mod, battle
File Size
Posted
Updated
702.784 KB
Sep 5, 2021 @ 4:21am
Dec 20, 2021 @ 3:34pm
4 Change Notes ( view )

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Immersive Combat Mod

In 1 collection by kam2150
Immersive Troy - KAMs workshop
4 items
Description
Hello,

This mod is successor to WH "Proper Combat Mod" series.

Focus of this it to make combat more enjoyable and a bit more grounded while covering all game modes from Historical to Mythos.

Changes:

Spacing:
-Unit spacing should feel more natural, like removing perfectly spaced wide lanes between some units
-Soldiers a bit more spread out in melee

Chariots:
-Chariot charge should have better visual impact on units rather than suddenly stopping as if hitting a brick wall, they can now disrupt enemy formations and are great at riding down light infantry but will struggle against heavy infantry
-increased lycian chariot range from 100 to 120 as it is manned by archers
-lowered accelereation of chariots, slightly increased running speed of chariots, large increase to chariot charge speed

Melee & Ranged:
-increased melee attack cooldown by 25% for longer melee
-decreased missile damage by 15%, increased rangged reload time by 20%
-removed arrows and sling pebbles launching people in the air and in weird angles, now soldier struck down by arrows get correct death animations
-routing units get larger penalty to defence

Unit speed:
-in general unit speed is slowed down for more natural pace as often units were running faster than their animation allowed, leading to comical effects
-routing units now get 15% speed bonus instead of 30% speed debuff. In order to catch routers, player needs to send out chariots or light infantry. This makes light units much more useful even in late game.
-fixed unit speed for many unit classes, for example many barely armoured archers had lower speed than some heavily armoured and shielded spearmen

Morale & fatigue:
-lowered morale bonus time for charging from 90 seconds to 15 seconds
-lowered post rally no rout time from 60 to 20 seconds
-lowered flanking morale penalty (as it does not work correctly and often applies to frontal combat), increase rear attack morale penalty (as it works properly)
-lowered recent casualties morale penalty, increase total casualties morale penalty
-increased chance for units to shatter after rout rather than being artifically rallied even when unit is nearly annihilated
-units should tire a bit slower, which helps AI put up a better fight due to its inability to manage fatigue

More stuff on the way!

Next stop, more in depth combat overhaul of historical mode!


Compatible with:
-Save Games
-All mods that don't change combat
-Immersive Ranged Death Animations already included, please dont use both mods together!

Mod Links

[www.patreon.com]

Feel free to donate me a beer at: Paypal[paypal.me]

Discord group can be found here: Join Discord![discord.gg]

My Youtube channel: Youtube

124 Comments
Scotvince Mar 15 @ 7:52am 
@kam2150 Should we use both mods or just Hecleas ?
J.O.E.L Dec 29, 2023 @ 7:14am 
is this compatable with Hecleas Animation Overhaul
kam2150  [author] Oct 30, 2023 @ 3:50pm 
I did not had enough time to upgrade it after last DLCs while Hecleas made MUCH better version with my blessing so if you want even better matched anim mod, check his stuff!

https://steamcommunity.com/sharedfiles/filedetails/?id=2831298433
Priest Oct 30, 2023 @ 3:45pm 
Kam why did you remove the matched combat animation mod you made? It was soooo great!!
Guvenoren Sep 22, 2023 @ 5:30am 
Also, only me that has noticed that units don't really attack during charge, but just run into one another? Also units don't really reflect charges like they do in warhammer. Is there a way to make it more likely for units to do a visual attack during charge clash, and jab at charging assailants?
Guvenoren Sep 21, 2023 @ 8:06am 
Works fine with mythos right? I know you state in description, but just to be sure
kam2150  [author] Jul 11, 2023 @ 4:48pm 
I dont have the file now but I dont recall adding unit tables, which hold units weights, to it.

What other mods do you have?
LemurKing Jul 11, 2023 @ 4:45pm 
To clarify, they also actually get debuffed by that amount - the Raiders will go down to 29 speed, while other 36-speed light units should go down to 32
LemurKing Jul 11, 2023 @ 2:41pm 
Not sure if it's the fault of this mod, but some units seem to have weight class discrepancies on the battle map. For example, Argive Raiders are designated as "Light" on their unit cards, while they show the terrain debuffs (mud, forest) that would be given to Medium units.
kam2150  [author] Jul 11, 2023 @ 1:28pm 
Yes, it does.