Total War: WARHAMMER III

Total War: WARHAMMER III

Cela's Overhaul
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Update: Aug 10 @ 10:04am

-5 AP, +5 non-AP for empire halberdiers. Only nerf for now.
Some cost adjustments for bretonnia infantry and empire halberdiers.

Update: Aug 3 @ 4:07pm

Some fixes and changes for cathay:

  • Cathay edicts changed. Edicts now give either ying or yang harmony to the province, with the Jade Dragon Edict giving both (effectively doing nothing, just for fluff).
  • Fixed a broken trait for cathay
  • Cathay jade crossbow recruitment tiers moved up to tier 2 and tier 3
  • +30 Armour and +2000HP buff to sky lanterns
  • +5 charge bonus for jade lancers
  • The linebreaker passive (greatwepon infantry) no longer has a limited use of three times

Update: Aug 3 @ 11:19am

Reduced calibration distance for most missile infantry and artillery units.

There are two ranged stats that are extremely important to missile unit performance but are completely invisible to the player in the game. Those are calibration distance and calibration area.
Calibration area determines the radius around the target that a missile will land - the smaller the area (and number) the more accurate the shot. Calibration area was buffed significantly for most missile units and even more so artillery units in this mod.
Calibration distance determines at which range a unit shoots at maximum accuracy, a.k.a. minimum calibration area. I've reduced calibration distance somewhat across the board. It used to be around 70% of the unit's maximum range (similar to vanilla) and now it's somewhere between 1/3 and 2/3 or the unit's maximum range for dedicated missile infantry.
Low tier units like peasant archers now only have a calibration distance of 50, meaning their accuracy diminishes linearly after 50 meters. More accurate archers can have up to 100 calibration distance.

This essentially means that ranged infantry in this mod has the potential to be much more accurate than in vanilla - especially when firing from closer ranges. Damage can increase drastically when shooting from a closer range than what a unit's maximum range suggests. You can generally expect peak performance when shooting a target that is around half the distance of your range, further away shots will spread and miss more often.

Also buffed the HP of the Thunderbarge and the Marienburg Landship and reduced Sky Junk back to 1 model per unit, as it overperformed a lot.

Update: Aug 2 @ 2:39pm

Small adjustments to some ranged units plus fixed some rather embarrassing spelling for the UI bullet points for some ranged units.

Pistols: -5 non AP damage.
Crossbows: -5 AP damage +5 non AP damage. Doesn't affect Bugmans Rangers, which now have more AP than other dwarf crossbow units.
Repeating Crossbows: variable nerfs to AP damage for lower tier units. Doesn't affect high tier units like Dragon Guard Crossbows or Shades.

This should help differentiate rifle units more from crossbow units.

Update: Aug 1 @ 6:28am

Rework of building damage multipliers for melee units and artillery. Walls and gates already had much improved health pools in this mod, with adjusted bonus damage values for battering rams and units. The latter have been readjusted in this patch.

Most units completely lost the ability to damage the gates. Now only Large monsters like Giants, trolls etc. are able to breach gates. All units that can attack gates now have the siege attacker attribute, all units who can't attack gates have lost the attribute (this allows for an easy check before a battle). Multipliers were adjusted to allow certain monsters to act as living battering rams. Not all monsters can break walls though, to draw a line was somewhat difficult. Monsters that use big physical strength and have clubs or fists as weapons have the siege attacker attribute, units that only have claws or beaks like a hippogryph do not. I'm open to feedback and criticism on this decision.

Most units in the Ogre roster also lost the ability to attack the walls directly (Stonehorns, Thundertusks and ofc artillery can still break walls). This ability was in return given to a handful of single entity monsters that did not have it before (e.g. Dreadsaurian, Slaughterbrute, Cygor, Unclean One, etc.).

For Artillery: Missiles like cannonballs, rocks, and rockets generally have the highest multipliers against buildings. Bolt Throwers and similar artillery can still destroy gates and walls but at a much lower rate.

In battle you can hold your mouse curser over melee or missile damage of a unit to check the damage multiplier against buildings.

Update: Jul 31 @ 4:55am

Nurgle and Tzeentch innate traits reworked

Update: Jul 31 @ 4:54am

Update: Jul 29 @ 9:24am

Tomb Kings traits revamped and improved. I removed unit caps from some traits (lets be real those were by far the most valuable) and instead gave some unique buffs to the affected units.

Update: Jul 28 @ 5:04am

Update: Jul 27 @ 12:57pm