Total War: WARHAMMER III

Total War: WARHAMMER III

Cela's Overhaul
 This topic has been pinned, so it's probably important
Cela  [developer] Jul 29 @ 6:25am
Incomplete list of changes
Quality of Life
  • Camera adjustments
  • Units can be dragged in longer lines
Fundamental changes
  • Base hit chance reduced from 35% to 20%, minimum hitchance increased from 8% to 10%
  • Melee damage interval for all units is now 3 seconds (in vanilla this ranged from anywhere between 3,2 seconds and 6 or so, skewing their shown melee stats heavily without letting the player know)
  • Armour minimum damage mitigation reduced from 50% t0 35%, max ward safe 75%
  • Vigour reworked, units tire less quickly but more severely, now including stats like accuracy
  • More winds of magic are available, all lores of magic are rebalanced, especially buff/debuff magic is stronger
Campaign
  • Cities have more slots and unlock slots earlier. This creates more unit variety in the early and mid game for both player and AI
  • Reworked leveling progression for characters, with quicker early level ups and slower later level ups, additionally lvl 2-10 give extra skillpoints. This reduces the massive gap between high level and lower level lords somewhat, which again helps both the player and the AI in an uphill battle
  • Increased recruitment cost of elite units, somewhat reduced upkeeps, most infantry recruit in 1 turn. Recruitment cost reductions are now very relevant in the late game
  • Rework/rebalance of character skill lines and many abilities
  • More impactful innate traits (WIP for some factions)
  • Stronger edicts that often come with penalties, that can actually influence the development of the province. This is supposed to stop "click and forget" for factions that have an edict that is clearly much better than the rest. Some apolitical factions (e.g. chaos) are not affected by this and had their edicts just slightly adjusted instead.
  • Rework of recruitment options at each tier, especially for outdated factions, rework of RoR availability
  • Reworked faction relations, with stronger penalties between nemesis factions
  • Buffs to some weaker economies (slaanesh, tzeentch, others)
  • Rebalanced undercities
  • Climate adjustments, penalties for unsuited climate is less harsh (you have a world to conquer after all)
  • Units disband when below 20% models when winning, 30% when losing, emphazising caution with your important units. Also makes you recruit units slightly more often, instead of recruiting an elite army and then never losing anything while your army replenishes from pyrrhic victories in 2 turns
Units
  • Rebalance of unit stats, all stats are generally a lot higher than in vanilla and have a larger gap between rabble and elite units
  • Stronger emphasis on unit roles, e.g. greatweapon infantry now acts as shock infantry with devastating charges, much like No-Dachi Samurai in Shogun 2
  • Rabble infantry can have up to 400 models and are true meatshields (in vanilla elites often have more HP than low tier units, making them entirely redundant)
  • Flying speed increased with the fastest units having up to 160 flying speed (before any buffs). Larger flyers like dragons had their turn speed decreased
  • Missile velocity and accuracy increased across the board. Missile infantry and artillery no longer miss 80% of their shots and it's harder to dodge missiles. This feels more realistic to me but was also necessary for gameplay because of increased movement speeds
  • Charge bonuses increased pretty much across the board, especially for lance cavalry and monsters
  • Adjustments of some units that had strictly better variants (mostly unshielded versions) into more differentiated units. Example: empire spearmen are now empire pikemen, with longer spears and more anti large focus than regular spearmen (shields)
  • Ranged lord's and hero's damage was buffed significantly
  • Some monstrous mount options for melee heroes and some mount options for some casters that lacked options (nothing too unreasonable though)
  • Bretonnia infantry roster reworked and split into 2 tiers
  • some visual changes to units to accomodate new statlines
Examples for unit reworks:
  • Saurus Warriors (no shields/shields) split into two tiers - the lower one called Saurus Spawn, with lowered stats and costs, the higher one with better stats now have visible ornaments/armour and are slightly larger
  • Shades variants rebalanced: normal shades are now Shade Sssassins, using a knife and handbow like the Khainite Assassin. They can shoot while firing, have good AP and poison and devastating flanker. Shades with dual weapons are now called Shade Stalkers and are the best ranged unit in the DEF roster, with ranged AP and poison attacks and a small anti-large bonus to reflect their survival in the wilderness. Shades with greatweapons are now called Shade Reapers, that have the new linebreaker ability and act as a ranged-shock infantry hybrid that can do massive melee damage but dont want to be countercharged
  • Bretonnia's Infantry roster was split into Levy troops and Men-at-Arms, giving Bretonnia a better infantry progression throughout the game.For visuals I used footsquire assets and made footsquires essentially into unmounted knights. The Grail Reliquae is now accompanied by a smaller regiment of Battle Pilgrims, giving it some combat prowess
  • Martial and Murderous Prowess and Mastery are no longer exclusive but add to each other. All eligble units of their roster will have Prowess, while more elite troops will have both Prowess and Mastery. Stats were tuned down a little to allow for better base-stats and less dependability on prowess/mastery, especially for high elves. Martial prowess/mastery is now leadership-based instead of HP-based.
  • Gutter Runners (Skaven) now come with either poison or armour reduction, giving both units a distinct role instead of one simply being the better unit
  • Ogre infantry now benefits from the shields strapped around their bellies, providing them some missile resistance!
  • Chaos warhounds with poison are now larger entities with fewer models more similar to Fleshhounds of Khorne or Sabretusk Lions instead of just an identical variant with extra benefit. Kislev Leopards are no longer single entities but also part of this unit class, as well as Dire Wolves
  • much more stuff like this
Sieges
  • Walls, gates and siege equipment have much improved health pools. Siege towers don't fall apart from looking at them anymore
  • Units defending the walls have increased range and missile resistance compared to vanilla
  • Most units can no longer attack the gates at all
  • All units that can attack the gates are designated with the siege attacker attribute, all others have lost this attribute
  • Individually adjusted damage multipliers against buildings for melee units and artillery
  • Ogre units can no longer generally destroy the walls (all but gorgers can attack gates)
  • Now the largest and most powerful units can attack walls, such as Dreadsaurian or Slaughterbrute
Characters that had mounts added:
  • Empire Captain - Griffon
  • Bretonnia Paladin - Hippogryph
  • Bretonnia Damsel - Royal Pegasus
  • Bretonnia Prophetess - Unicorn (Unicorns now buff the casters spell mastery and are thus quite strong)
  • Vampire Counts Wight King - Terrorgheist
  • High Elf Mage : Pegasus
  • High Elf Noble: Griffon
  • Dark Elf Master: Manticore
  • Dark Elf Death Hag: Manticore
  • Dark Elf Dreadlord (fem): Manticore
  • Tomb Kings Prince: Khemrian Warsphinx
  • Greenskins Black Orc Big Boss: Wyvern
  • Skaven Warlock Engineer: Doomflayer
  • Lizardmen Slann-Mages: Ancient Stegadon
I especially wanted to help out some of the melee heroes that had disappointing late-game potential.

To do list
  • edicts for cathay, mono gods
  • traits for monogods
  • revamp chaos warrior traits
Last edited by Cela; Aug 2 @ 3:07pm