Total War: WARHAMMER III

Total War: WARHAMMER III

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Monster Scales Matter
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Jun 27, 2024 @ 3:16pm
Dec 18, 2024 @ 1:05pm
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Monster Scales Matter

Description
Ever been annoyed that your 30 ton dinosaur gets pincushioned by dirty peasants flinging sharp sticks before it can get close enough for a mouthful? Tired of your giant made of literal stone not standing up to a bunch of rats throwing ninja stars? This mod adds 360-degree "shields" to monsters and other large single-entity units that look like they should be able to ignore some small arms fire.

Right now your big expensive titan gets turned into swiss cheese like so:





With missile block chance, it actually would have time to get to the battle lines...





While still being vulnerable to artillery!






The basic idea is that flabby skin, thick hides, scales, being made of metal or stone, or being so huge that a 12 inch arrow wouldn't even register in your lizard brain should protect these big creatures from weaker projectiles. Balance-wise, I also just don't think small arms fire from cheap units should be a natural counter to big endgame monsters. Instead, artillery, magic, elite anti-large, and some elite small arms fire should be how these units are countered, because the investment in countering them more closely matches the investment in bringing one.* Things that sunder missile block chance also get a powerful niche in setting up giants to fall.

This is not intended to make any units immune to small arms fire, only to add enough mitigation that doesn't impact artillery damage to help these units get into a fight without being overwhelmed by a few units of basic archers.



In general, after some testing I made a judgment call and applied the following stats to certain single-entity units only:

Thick/Flabby/Tough = 20% missile block (e.g., giants, some daemons)
Hides = 30% missile block + 15% missile resist (e.g., mammoths)
Scales = 55% missile block (e.g., dragons and most dinos)
Thick Scales/Mounted Lords = 55% missile block + 15% missile resist (e.g., bastiladons and dragons with lords)
Gargantuan/Stone/Metal = 65% missile block + 20% missile resist (e.g., dread saurian, rogue idol, Tomb King constructs)

Where a monster or character had a unique amount of baseline missile resistance I tried to meet the default stats in the middle to avoid circumstances where the table above resulted in some units having too much missile resist. Some inconsistencies may be present. A specific mount or unit may have been missed. I avoided anything that looked "squishy", and I didn't touch any chariots. At some point I may get around to getting everything under a more unified theory rather than just a gut check. Balance is of course impacted, and some monsters may end up too tough.



I am curious how others find the balance, so I'll take all of that commentary under advisement, but don't expect me to be too responsive.

I will not make a submod or take any action to support compatibility with other mods.




* The math is pretty simple, but has a significant impact. If you took equivalent missile resistance and missile block (i.e., "shields"), you get sorta roughly the same amount of damage mitigation. Ignoring 30% of arrows vs. taking 30% less damage from arrows is pretty close, though ignoring something entirely is probably in theory better.

However, missile resistance also applies to artillery, while missile block only deflects small arms projectiles. I think a giant monster being relatively safe against arrows but still able to take hefty damage from a cannon makes sense, but high missile resistance has an unfortunate knock-on effect of helping big monsters against a unit type they shouldn't be as good against. It also thematically seems more interesting (bullets bouncing off Godzilla, arrows clattering off Smaug's scales, oliphaunts ignoring all but the most precise arrows, etc. etc.)
76 Comments
BardzBeast 18 hours ago 
i had a battle recently with scyla angingrimm in the enemy army and he seemed completely unreasonable tough. i was shooting him with streltsi and i think each bullet was only doing like 2 damage. it took two whole units of streltsi firing all their ammo just to deal like 3000 hp. i had to engage him in combat with didnt go well. he got 484 kills! seemed quite op. does the mod affect him or was he like that anyway? I notice he has "scaly skin" modifier already.
Lucid Z May 29 @ 6:47pm 
Yes, the mod still works. I just run a custom battle test with only this mod enabled. However, yes, I am also seeing the Ogres riding Stonehorns appearing underneath the Stonehorn with this mod.
MoW Mar 28 @ 3:35pm 
Does this mod still works after 6.1?
ftanke1 Mar 23 @ 4:00pm 
If thunder lizard ever gets added to the game as a proper unit above the dread saurian will it get its own category above gargantuan/stone/metal if needed?
Dillinius Sandar Feb 26 @ 4:01pm 
@AwDiddums happening to me too
AwDiddums Dec 18, 2024 @ 6:46pm 
I'm not sure how or why but this mod affects the Ogre(s) riding on all Stonehorn variants. They're underneath the model with this active. Can this please be looked into?
Rustic "Kalessin" Citrus Dec 18, 2024 @ 1:28pm 
Would you happen to know if this mod works nicely with others that add this feature? Or does it just take whichever of the two is loaded first in rare cases of a double up?
My examples are: https://steamcommunity.com/sharedfiles/filedetails/?id=2997074409 (Lustria Rises)
https://steamcommunity.com/sharedfiles/filedetails/?id=2940793412 (Dodging is dodging)

Thank you for the great mod and any consideration in advance! <3 :WH3_clasp:
Candyman Dec 14, 2024 @ 12:56pm 
This is one of the must have mods imo. Nothing makes me sadder in this game than watching my building sized stone monster die from some dinky little handbows,
Athos8844 Nov 2, 2024 @ 11:22am 
Absolutely love your mod, nothing has made so many units feel so proper. Hope it gets an update soon - take care!
Greymene Sep 19, 2024 @ 5:48am 
Great mod idea! And probably brings the game closer to table top too. Its been decades since I played tabletop, but I still remember that strength 3 arrows could not hurt anything with a toughness value above 6 or 7. Even without taking into account armour and ward saves, certain powerful creatures like big dragons and greater daemons were simply immune to small pointy sticks shot with bows.