Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas Battle Overhaul (Slower Battles)
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1.209 MB
Oct 17, 2024 @ 6:20am
Dec 12, 2024 @ 12:57pm
19 Change Notes ( view )

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Hecleas Battle Overhaul (Slower Battles)

In 1 collection by Hecleas
Hecleas Mods WH3
12 items
Description
HECLEAS BATTLE OVERHAUL

The particularity of this mod is to be able to make the battles more realistic, slower, more logical, but keeping this fantastic side. The goal is to have a balance, a harmony.
No more spells that decimate an entire army.

IMPORTANT POINT

This mod is compatible with all custom units mods

Because normally, if you wanted to reduce the damage of ranged units, you had to modify the statistics of the units, the same if you want to nerf the heroes. (example: the "SFO submod" or Radious submod")
But this feature has a slight disadvantage, this feature is not taken into account for custom battles.
So to take full advantage of the mod, it will happen in the campaign.


I will spare you too many fine words or technical terms.
Go to the essentials and a summary of what is important to know


MELEE DAMAGE

-Chance to hit was reduced by 50%
-Damage has been reduced
-I took the liberty of reducing the attack intervals (visually) for a more dynamic aspect of the fights


PROJECTILE DAMAGE

-Slightly reduced projectile damage by 10%
-The accuracy of your shots has been reduced, so be careful not to kill your own units
-Slight increase in damage from friendly fire
-Ammunition has been increased
-Shields more effectively block projectiles when facing its trajectory


MAGIC DAMAGE

-Spell damage has been reduced by 50%
-Magic recharge has been slightly reduced.
-The total capacity of magic wind has doubled to match the long battle gameplay but also with the reduction of spell damage.
-The duration of summons has been doubled


HEALING

-The cap of the totality of life points possible to regenerate was reduced by 25%
-Hitpoint regeneration has been reduced was reduced by 75%


CHARGE

-For a more dynamic, visual and strategic aspect, knockdowns have been maximized, large mass entities, cavalries etc. will project units far away in the event of charges.
You will be able to break shield walls with a cavalry charge


FATIGUE

-Units will fatigue more slowly to match long battle gameplay, fatigue has been reduced by 50% overall
-It will be useful to put fresh aside and do some turnover
-No more units arriving exhausted after climbing the ladder, this has been adjusted to fit with the fact that I have reduced the speed for ladder-climbing units during sieges.


MORAL

-Morale impacts have been halved and adjusted in some places for better balance and more strategic gameplay, no more army complete at 70% and fleeing when they had the potential to inflict heavy losses on you. And above all, when you know the weakness of the AI ​​it's not complicated "use-bug" to scare away the whole army each time.


SIEGE

-The health points of walls and gates have been doubled to correspond more to a long battle.
-The speed for climbing the ladder has been reduced by 30%
-The speed for climbing walls has been reduced by 50%



Here is my mod that globally changes AI intelligence on your campaign map : https://steamcommunity.com/sharedfiles/filedetails/?id=2905096541

Your feedback is welcome, as are your ideas, if there is a small bug or something else.

[paypal.me]To support me in my work of more than 1000 hours and to continue to take the time to always improve the AI, your donations are welcome and will help me a lot, thanks!

My personal discord https://discord.gg/xmYF6TRmeF
Big project I'm working on TW Troy: Aegean Mythos (Age Of Mythology) That we will surely migrate to TW Pharaoh https://discord.gg/zCSR3sYfcX
93 Comments
Bizkit Apr 27 @ 7:03am 
why the friendly fire damage increase?
I was hoping you would not touch it or at least decrease it not make it worse wtf
Altey Mar 15 @ 5:07pm 
If/when you update can you make a version without magic and healing changes?
AETERNA Jan 26 @ 3:04am 
Imrik campaign, these skaven are devastating, they don't break, they stand toe to toe with everything ive got, there's a lot I like about this mod but it feels like my frontline are just different skins of the same units, surely swordmasters should still be cutting swathes through their lines. I'll keep an eye on things but for now I'm putting this one away. Thanks for the work!
Dante Jan 10 @ 6:43am 
@jose the only thing I can say about the chaos dwarf orc laborers is that they are basically better zombies, but with armor piercing. For chaff, they are very capable.
josetrabajoarcos Dec 31, 2024 @ 4:19am 
I was recently playing a campaign with orcs and a chaos dwarven army made up only of worker orcs caused a lot of problems for my higher tier units. I don't know if this mod had anything to do with it. Do units that are usually used as mass receive a buff because they are more difficult to eliminate? Has anyone had a similar experience?
I am a cool guy. Dec 24, 2024 @ 2:53pm 
This just makes every battle feel like a numbers game at this point. No strategy, just click on appropriate units and wait forever just to lose because five units surrounding a level 3 lord can't kill them for twenty minutes.
N! Dec 24, 2024 @ 3:11am 
i agree with Cap N Crunch, vampires are too OP in this mod, its literally broken, its easier to fight Festus than a random strigoi with fell bats and a couple vampire heroes/necromancer
N! Dec 22, 2024 @ 7:14am 
just got rekt by fell bats.. like for real??
Cap'N Crunch Dec 21, 2024 @ 2:49am 
I feel like vampires and skaven are way too OP. Vampires crumble way too slow, and skaven break way too late. Im no sure if that is intentional, but those two races seem to almost fight like slayers now.
Aiva Dec 18, 2024 @ 5:20am 
The mod overall is amazing, but I do feel like the leadership is way overtuned and too much and the spell damage could be just a tiny fraction higher as its currently basically just a tickle