Total War: WARHAMMER III

Total War: WARHAMMER III

Collision attacks for Monster & Monstrous units
30 Comments
Sin Dec 5 @ 1:06pm 
Does this need update?
WitcherHammer Nov 30 @ 7:03pm 
Though I agree with some changes this mod does, I'm not sure that balance of the game should be based on "army books". Skullcrushers and Bloodcrushers for example, they perform fairly nice, do they really need collision attack? Only that units which SUFFERS from long animation, which push enemies away BEFORE attack animation connects to them need this, like Yuan Bo in his dragon form.

There are a few good posts on TW forums by Spellbound, which explains the problem with:

"a lot of SE have an issue where their animations knock targets out of the attack zone before the attack is completed which results in no damage."
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/7350-suggesting-a-fix-for-single-entities-not-connecting-and-balance-issue-with-animations#post-95798
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/115-collision-attacks-are-an-underutilized-mechanic?page=1
SubRyan  [author] Apr 10 @ 2:12pm 
I have updated the mod to give collision attacks to Bloodcrushers and Skullcrushers

Cold Ones and Horned Ones are classified as War Beasts in the army books
teo-lost2 Mar 27 @ 12:15pm 
@SubRyan
The Bloodcrushers, Skullcrushers, Cold Ones and Horned ones don't have collision attacks enabled despite being monsters or monstrous units.
SubRyan  [author] Jan 2 @ 3:33am 
I included everything that is a Monster or Monstrous unit. Pegasi and Dark Pegasi are classifed as Monstrous Beasts in the army books
Echo Jan 2 @ 3:05am 
So... if you intend for this mod to apply to "units with wonky attack animations" according to the description, why are there so many units included? It seems to me far too many at a glance. I mean, horses and pegasi for one shouldn't have the mass for collision attacks.
Antagonistes Dec 16, 2024 @ 4:04pm 
Thanks for the explanation.
SubRyan  [author] Dec 15, 2024 @ 3:29am 
Splash attacks on the other hand will do splash damages against units up to the designated size limit selected for that melee_weapon key if splash attacks are enabled. Splash attacks are also limited by whatever entity limit said melee_weapon key is assigned. High priority targets will receive focused damage
SubRyan  [author] Dec 15, 2024 @ 3:29am 
Second half of collision attack explanation

That's a baked in benefit of collision attacks since they were designed for chariots who compensate for the very small number of models with the ability to attack significantly faster than most units which occurs roughly once per 5 seconds. Big monsters with very long attack animations need help in a similar way. Another benefit is bad animations which were losing damage by either knocking infantry out of the attack zone before the attack completed, or just targeting infantry who were isolated and wasting a significant amount of damage. The Dread Saurian was losing about half its WS to this bug before collision attacks were added which is part of the big performance gain it has seen."
SubRyan  [author] Dec 15, 2024 @ 3:28am 
Explanation from reddit

"So collision attacks function fairly similar to splash attacks by dividing WS (Dread Saurian has 8 targets for it's collision attack). Collision attacks apply once per second up to their max targets so long animations can apply additional damage (this is balanced out by the hits requiring an attack roll so high MD provides a benefit). Finally if a unit collides with more than it's max targets in a second, 8 for the saurian, the remaining units are hit with impact damage which is a physics based system that maxes out at 70 damage. So on a long enough charge against infantry with a low enough health (or infantry that are missing health) a monster with collision attacks can kill a large number of infantry due to functionally attacking multiple times.
SubRyan  [author] Dec 15, 2024 @ 3:27am 
No but the values for splash attacks and collision attacks are found in the same primary_melee_weapon key that units use for melee.
Aelfric Dec 15, 2024 @ 3:15am 
@Antagonistes

No, collision is initial engagement with units, splash happens on each melee swing.
Antagonistes Dec 15, 2024 @ 2:44am 
Are splash attacks and collision attacks the same thing?
SubRyan  [author] Dec 15, 2024 @ 2:23am 
Units in this mod are still using the 5.3 splash attack values. New units such as ♥♥♥♥♥♥♥'s Maneaters and Bloodbeasts of Khorne have had their splash attack values changed to their closest 5.3 unit (in this case, Maneaters and Chaos Spawn of Khorne)
Antagonistes Dec 11, 2024 @ 8:58am 
Update 6.0 Patch notes :
"To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.

For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1)."
Sin Nov 20, 2024 @ 9:07pm 
What "is/was" missing for collision attacks?
SubRyan  [author] Nov 20, 2024 @ 4:47pm 
The Frost Wyrm already has collision attacks enabled in the base game at 4:4
BigBadBob7070 Nov 20, 2024 @ 4:11pm 
So this doesn't affect Kislev's Frost Wyrms? Sad, b/c I think they definitely deserve a buff to the amount of units they can damage
SubRyan  [author] Nov 20, 2024 @ 9:19am 
This mod just edits the melee_weapons_tables database entries for the units listed. I currently use a few unit mods and I haven't noticed any issues so far
Sfero Nov 20, 2024 @ 6:21am 
Is it compatible with unit mods?
krishkrush Nov 18, 2024 @ 1:13pm 
nevermind just read the post. Any plans for a sfo submod?
krishkrush Nov 18, 2024 @ 1:12pm 
SFO compatible?
melta Nov 18, 2024 @ 11:33am 
-custom battle with lizards
-add some kroq and loq, some dread saurians, some sacred krox
https://youtu.be/cEuU64Zt4B0?t=11
melta Nov 18, 2024 @ 11:26am 
this should be interesting...
Antagonistes Nov 18, 2024 @ 1:52am 
after some testing and Skarbrand seem to perform way better against a unit of Infernal Ironsworn. Looks fine to me.
Antagonistes Nov 18, 2024 @ 1:22am 
Some legendary lords in this list have like 500 Weapon strength or more.
Wouldn't that make them completely busted?
Deeyourelf Nov 18, 2024 @ 1:21am 
Thank you
SubRyan  [author] Nov 18, 2024 @ 12:24am 
Google-fu suggests it is a Least Tern chick
Deeyourelf Nov 17, 2024 @ 11:47pm 
What kind of bird is that in the thumbnail?
Rincewind322 Nov 15, 2024 @ 10:43am 
"Low weapon skill you say? How about 2D6 S5 hits first?"