Total War: WARHAMMER III

Total War: WARHAMMER III

Brutal Battles 3
305 Comments
Chompsky Oct 31 @ 6:16pm 
ah thats a shame
volhikar Oct 30 @ 11:17am 
i just tried with radious. it is not working as it should. radious adds way too much hp to the units making it hard to deal enough damage. and they dont even rout when they are down literally 1 hp. that is the main reasons i dont play with radious because it does not make sense. i really want to play with all those different cool looking units but i guess thats not going to happen :) this mod made me enjoy the game already. feels like playing rome all over again :D
Casualfield  [author] Oct 29 @ 9:51pm 
You can use whatever you want but don't expect it to work as intended. I plan on testing removing the changes to battle entities to see how it goes to improve mod compatibility but we'll see.
Chompsky Oct 29 @ 3:30pm 
"SFO/Radious ⚠️ (Two overhauls don't work together...)"
Are you saying we can use one of these with this mod?
volhikar Oct 28 @ 6:56am 
what a cool mod, battles are more realistic and good looking (with spacing) with this one. I wonder if it works with characters resize mod. going to try that now. only problem is that when enemy routs, you still cant damage them as such as like you should be. :)
Casualfield  [author] Oct 21 @ 9:38am 
I'll look into the speed terrain stuff, I never fight in settlements so I assume that has never happened before? I've seen units get left behind if they get stuck in terrain or blocked by enemy units.

That's just CA's god tier map making skills. They set what the terrain is when they make the map, can't do anything about it, we cannot edit the battle maps, I'd be all over it if we could. You will see much grass without seeing much grass.
sarumanthecursed Oct 20 @ 10:21am 
Love the update!

Combat isn’t so yeetus-deletus anymore, it has balanced out the cav issue abit too.

Only concerns:

Speed terrain debuffs can be harsh in settlements, making unit models disconnect oddly (6 archers on wall while rest of unit is halfway across the world, or some odd shuffle blobs)

Also, some maps will have stone road in a cathay fort, but hovered over says “Grass” when it is visibly stone road
Casualfield  [author] Oct 13 @ 7:37pm 
Updated. Major changes are:

Added terrain stat effects and tool tips in battle. Example: Mud, it now reduces the combat efficiency of small units. Small units standing in mud will take a leadership hit as well and other stat debuffs which the tool tip will show you when hovering over the ground with a certain unit type selected.

Leadership changes: Units will now fight longer before routing via total damage taken. They rally faster and up to 4 times from 3. Near by routing enemies and friends has been balanced, -2 per unit.

Base melee hit chance has been lowered to 15 from 35. This added +35 attack to all units which made low tier units perform better and high tier units perform worse. It also speed up combat. Now combat will be noticeably slower but more importantly unit balance has completely changed. Melee stats are now much more impactful and lord combat will be way more stat dependent.

Will update description and changes at another time, let me know what you think.
Casualfield  [author] Oct 13 @ 11:47am 
Surprisingly no, it'll work. My changes will work, regardless of load order, his ignored. He changes a lot more though so it'll definitely be a different experience than what I tested for and intended.
Alessar 🐺🦄🦅 Oct 13 @ 1:25am 
Of course incompatible with this one? https://steamcommunity.com/sharedfiles/filedetails/?id=3575054982 Even if I put yours, which I like the most, last in load order¿
Casualfield  [author] Sep 28 @ 10:47am 
battle entities changes probably won't
Vichechi Sep 28 @ 6:43am 
Hello, good afternoon!!! I have SFO and an SFO mod that makes the unit statistics vanilla. Would this mod work?
Casualfield  [author] Sep 14 @ 10:19am 
perhaps, miscast damage is in projectiles_explosions_tables
sarumanthecursed Sep 11 @ 11:44am 
There is a sub mod that reverses the unit spacing changes
Zach Sep 11 @ 11:31am 
i miss brutal battles 2, the mobby mob infantry were so fun to use, but they all line up like trained soldiers in this
sarumanthecursed Sep 10 @ 5:15pm 
Would also be nice if tomb, King Lords on war Sphinx have the construct attribute
sarumanthecursed Sep 10 @ 5:10pm 
How do you feel about increasing the damage on miscasts? Feels underwhelming at the moment
sarumanthecursed Sep 6 @ 5:16am 
Seems like cav nerf changes were effective

Reigned in their power a little, but has not obliterated them

Goodjob
Casualfield  [author] Sep 5 @ 10:25am 
yes see morale changes
sarumanthecursed Sep 5 @ 8:51am 
Does this mod have any effect on fear and terror?

Specifically, making terror, more impactful
Casualfield  [author] Sep 4 @ 10:43am 
you cannot edit attributes like perfect vig
sarumanthecursed Sep 4 @ 3:55am 
Have you ever considered changing what Perfect Vigour does?

Like perhaps a -2% vigour loss instead of never getting tired.
sarumanthecursed Sep 3 @ 4:17am 
Thanks, will test and let you know!
Casualfield  [author] Sep 2 @ 8:18pm 
Updated. Cav nerf, anti cav buff.
Grail Knights Perfect Vigor REMOVED.
charging fatigue cost increased from 40 to 45
collision_damage_immunity_timer increased from .9 to 1
charge_reflect_damage_multiplier increased from 1.5 to 1.7
bracing_charge_reflector_bonus increased from 10 to 20

Feedback welcomed but please provide detail when doing so, i.e pictures or videos.
There are other cav with perfect vig but mostly RoRs, we'll see if they need to be removed too in time.
Casualfield  [author] Sep 2 @ 7:41pm 
testing now but blood knights are not ideal testing units since they got -300 leadership and crumble and die. But so far they don't seem any better than "normal" high tier cav.
sarumanthecursed Sep 1 @ 2:11pm 
Ah okay, i feel reverting the charge bonus durarion and nerfing speed would be great

Problem now is units with perfect vigour or high tier cav like blood nights can just constantly zoom in and out of every single unit to the point where even units with charge defence don’t make an impact
Casualfield  [author] Aug 31 @ 12:55am 
whenever they actually get their next update released. focusing on my chaos mod atm but might make time for it sooner
sarumanthecursed Aug 30 @ 3:13pm 
Any eta on cav nerf?
sarumanthecursed Aug 14 @ 5:46am 
Its ridiculously easy to get 1000 kills with bloodknights lol
sarumanthecursed Aug 12 @ 7:30am 
Yeah i feel the crush damage is too high, the knockback and ability to weave in and out of units without charge defence is good, but the crush damage is too high

Perfect figure is just a disgusting ability in this mod, if it granted -2% vigour loss reduction

It would be far less broken.


Fatigue and vigour are just so important in this mod as they should be
Casualfield  [author] Aug 11 @ 9:46am 
sounds like terror routing, something that basically never happens in vanilla but now morale and leadership actually function much better. otherwise i have no idea what that is if you mean you can still move and attack with units that are routing. this mod only changes database values extremely unlikely it causes any code bugs.
InfoManiac Aug 11 @ 9:15am 
units are routing but still able to be controlled. this makes the ai really confused, because they ignore routing units
Casualfield  [author] Aug 11 @ 8:26am 
Not sure, I don't test the submods for balance as I don't use them and only ensure that they work since people asked for them.

Cav nerf will most likely just be one value change. I will increase the immunity timer for collision and look into collision damage and coefficients. Cav shouldn't be great in melee as many more units should be hitting them but that's in theory and doesn't really happen. I'll test that too. Fatigue is very good at keeping cav in check in long term though.
sarumanthecursed Aug 11 @ 7:07am 
are the submods balanced for the new bloodnight units? i.e armor rng removal and revert spacings?
sarumanthecursed Aug 11 @ 7:02am 
For cav, I’m thinking maybe make their melee prowess weaker, are they take more damage in combat because in theory they should be really good on attack, but their defence should be not as formidable

Since you could basically cut off the leg of a horse with a giant ax, and then the rider is dead

Maybe a D buff to their charge bonus as well or at least it’s duration

I understand what they said about perfect bigger and the grail nights, dude will just speed run through everything
sarumanthecursed Aug 11 @ 6:59am 
Good job with Vigo loss fatigue is very effective now especially duration. It takes time replenish.
Nekatau Aug 2 @ 12:05pm 
Will there be a simple mod for dense rows?
Casualfield  [author] Jul 29 @ 9:16pm 
yeah, not much i can do about perfect vig, removing it would lower mod compatibility, cav need a little nerf
daredevil83 Jul 29 @ 12:30pm 
tried a 4 player free for all w this mod, one player had grailknights with perfect vigour. Oh boy they were OP. I like the concept of this mod though, makes fatigue more realistic
Casualfield  [author] Jul 13 @ 10:47pm 
maybe. i dont really see that issue when i play. got a picture? bigger hit box will also make them get stuck much easier and potentially do more dmg by hitting more targets at once
InfoManiac Jul 13 @ 8:14pm 
id also like to add: i think cavalry spacing is too close. They bunchh up like crazy (the models are inside of eachother).
InfoManiac Jul 13 @ 2:04pm 
@Casualfield hello! Yes its most artillery, since spacing is more tight (which is awesome) things with aoe effects are much more powerful. Mortars are particularly TOO accurate. Hellfire cannons just obliterate units in one hit.

I downloaded a mod that reducces ALL acuracy by 15% in the meantime. but being able to just reduce artillery would be the goal. Primarily things with exploding effects are too powerful. Mortar teams/Mortars, The rat trebuche, cathays weird cannon that isnt actually a cannon, rocket battery, luminark.

Piercing artillery like cannons, balistas(eagle claw) , normal ccatipults are fine.
sarumanthecursed Jul 11 @ 11:57am 
Thank you!!!
Casualfield  [author] Jul 11 @ 10:30am 
updated. added an optional mod to revert the unit spacing changes in the description. tweaked fatigue so cavalry cannot cycle charge as much before getting exhausted. ranged units now get fatigued from firing lowering their damage and defense in prolonged combat. few other tweaks too

if you have feedback please be descriptive thank you
Casualfield  [author] Jul 11 @ 9:00am 
BlacK Shot yes compatible load this 1st tho.

InfoManiac artillery isn't really balanced in base game so if im going to nerf it I'd want to make it balanced and I don't really want to do that atm but I'll think about it. provide more info to if you can What unit in particular are you talking about it? are you just using it or was it the ai?
InfoManiac Jul 11 @ 8:01am 
artillery is way too effective now. need something that makes artillery accuracy WAY lower.
InfoManiac Jul 11 @ 6:53am 
slower battles by who? link it.
BlacK Shot Jul 11 @ 1:26am 
Hi everyone, does anyone know if this mod can be used together with slower battles by Volcano?
InfoManiac Jul 10 @ 8:59pm 
LOVE this!!!! battles between 2 full stacks is around 16 minutes long, compared to vanillas 5 minute battles, I LOVE IT! Battles are bloodier, and make more sense imo.
Casualfield  [author] Jul 10 @ 8:36pm 
just normal, only cav and certain units like artillery are really better, things that reward micro usually. you should be taking noticeably more casualties and damage so 1v4 in campaign will be harder for instance.