Total War: WARHAMMER III

Total War: WARHAMMER III

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The Balance of Power: A Battle Balance and Bugfix Mod (IE 5.1.1 July)
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Tags: mod
File Size
Posted
Updated
7.131 MB
24 Oct, 2022 @ 8:41am
18 Jul @ 6:06am
186 Change Notes ( view )

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The Balance of Power: A Battle Balance and Bugfix Mod (IE 5.1.1 July)

Description
The purpose of this mod is to improve the balance of units, races, magic and abilities in battles, with a focus on competitive multiplayer (though the changes will also enhance the campaigns) and strives to retain and enhance the thematics of each of the factions. I have avoided simple cost changes like +- gold where possible as I believe these do little to fix problematic units and we can do much better. Simple gold cost changes usually only increase or decrease the quantity of a certain unit without actually addressing the units performance, so most of the changes do more than this, for example: reworking the unit entirely, such as throwing axe units (Dwarf Rangers and Marauder Hunters) becoming more of a shock infantry, changing a Lord's spellkit (such as swapping Kairos' regrowth for timewarp), upgrading a unit to a more elite one (Grail Knights, Blood Knights, Great Stags, Hawk Riders, Chaos Knights etc), fixing unit bugs that change their performance (Thunderbarge, Frost Wyrm etc) or stat changes to make unit better or worse in certain scenarios. many spells have been reworked as well, such as: Savage dominion having an overcast option which summons a ghorgon, chain lightning overcast is a magic missile etc.

The changes are thoroughly tested, reviewed and are used regularly in tournament settings. Some of the changes made are based on the combined experiences of the multiplayer land battle community, with input coming from high level experienced players and some Total War forums discussion.

The mod contains many bug-fixes affecting battles and in custom battles it also incorporates (slightly modified) Fruit Rules unit caps used in competitive multiplayer tournaments, simplifying the rules for players. There are many hundreds of changes to units/abilities etc, some are very minor and some quite major. Despite the number of changes (~1 page per faction), the mod doesn't feel like a total overhaul mod like SFO and others but offers a more polished and optimised vanilla experience. With fewer "autopick" meta units, weaker healing spells and buffs to the forgotten units there are more viable build options and greater diversity in playstyles. The mod takes a more proactive and creative approach to balancing and is updated roughly once per month. If you enjoy let me know and consider giving it little steam reward :)

Bug Fixes
those marked with [NOW RESOLVED] are bugs that were fixed in the mod that have now been fixed in the vanilla game
-Bloodwrack shrine: Fixed a bug that let all the riders fire medusa projectiles. [NOW RESOLVED]
-Cauldron of Blood: Fixed a bug that let the extra witch elf riders hit with full weapon strength which effectively tripled the unit’s damage output. [NOW RESOLVED]
-Cold One Chariots: hitbox no longer obstructs the draughts from attacking in forward arc.[NOW RESOLVED]
-Arkhan the Black: Chariot mount can now attack.
-Daemons curse (Malus Darkblade): now does direct damage to himself, as it says in ability description.
-Fire mage (Sun Dragon): fixed missing missile resistance.
-Fiery Rebirth: fixed a bug that caused the Arcane Phoenix to heal 75% instead of 25%.
-Orion: fixed his missing animations that stopped him from firing while moving [PARTIALLY FIXED/ ONGOING XD]
-Noble chariot: fixed swapped AP ratio.
-Oxyotl: master predator no longer freezes cooldown for other abilities.
-Lion Chariots: fixed missing rider attack animations.[NOW RESOLVED]
-Seafang now has a cast indicator to allow the players to see where it's aimed.
-Daemon Prince is now included in Rare SE caps.
-Orion and Ariel: fixed a bug that caused them to take terrain penalties in shallow water, despite being large entities.
-Glade Lords (Eagles+Dragons): Fixed a bug that stopped them from firing backwards while moving.
-Phoenix/Hell Pit rebirth miscast explosion no longer affects allies.
-Ruination of cities: will now correctly launch randomly instead of all three vortices launching in the same direction.
-Gorebeast chariot mounts now have collision attacks like other chariots.[NOW RESOLVED]
-War Wagons (Mortars and Black Lions): Fixed a bug that made them slower than the speed displayed on their unit cards.
-Azhag can now bring his unique items on Skullmuncha’.[NOW RESOLVED]
-Von Carstein lord on zombie dragon can now take the ‘Charmed shield’ item.
-Gotrek’s heroic fortitude ability now works.
-Malagor can no longer capture domination points.
-Thorek’s ‘Locus of Power’ no longer affects non-wizards, and only affects wizards casting spells (not abilities)
-Wood Elf spellweavers now have the correct elven steed mount description
-Undivided furies now count towards flying caps.
-Exalted heroes (chariots) now count towards hero caps.
-Razorgor Herd removed from the Razorgor chariot unit cap.
-Cold One chariots are now included in 360° missile caps.
-High Elf Princess, Alith Anar and Handmaidens are now included in 360° missile caps
-War Hydra’s “Another one takes it place” and Tyrions “Heart of Avelorn'' have been fixed so that they don't receive more healing than they are supposed to.
-Doomwheel has fixed collision attacks, meaning it works better as a chariot
-Sibilant Slaughtercade (ROR chaos chariot):Fixed a bug that made it the same speed as regular chaos chariots; it now has 100 speed.
-Teef-Robbas: Fixed a bug that made it the same speed as regular wolf chariots; it now has 110 speed.
-Devolve: Can no longer be cast on the ground
-Drazhoath now has ‘Infernal Engineer’ ability on foot
-Hashut’s Dark Ravagers are no longer included in the 360 degree missile caps
-Hellbound passive on daemon engines is now included by default.[NOW RESOLVED]
-Skin wolf were-kin cap is fixed from 3 to 2
-Skaven chieftain (Bonebreaker mount): fixed balance of power bug that gave it only 100CP. It now has1000CP
-Supply train: Now has ammo
-Be'lakor: Lord of Torment ability now increases in intensity properly [NOW RESOLVED]
-Cathayan artillery crews are no longer invulnerable to AOE magic such as pit of shades
-Orc warboss no longer counts towards the unit cap for chariots
-Improved Frost Wyrm hitbox size [NOW RESOLVED]
-Added Tzaangors and Pestigors unit caps (5 max and counts as tzeentch marked unit)
-Fixed Thunderbarge balloon hitbox [NOW RESOLVED]
-Fixed a Bug that incorrectly showed the Landships speed as 55 when it had 60 speed. It now correctly has 55 speed

General Unit Mechanics/Attributes
-Charge reflection damage multiplier: 2→1.5
-Forest stalker: removed MD buffs, now gives speed and charge buffs
-Devastating flanker: 2→1.5
-Collision damage AP ratio: 0.7→0.75
-Collision damage cap raised from 70 to 140
-Barrier replenishment (delay/rate): 30/20 →15/10
-Wounds: increased initial recharge time from 5 to 20 seconds
-General encourage aura: 3→6LD
-Unit encourage aura: 8→4LD
-SE unit-size stat-scaling (large): WS and MS (0.75→1)
-Formation attack: MD bonus reduced from +9 →0
-Undead crumbling damage increased
-Demonic crumbling damage decreased
-Most Healing effects nerfed between 20-50%
-Crossbow units have ~15% increase to projectile speed (Empire, Dwarfs, Dark Elves, Cathay)
-Fatigue now affects attack and defence equally (exhaustion now has a -20% penalty to both, instead of -10%MD, -30% MA).
-the ongoing powercreep of cavalry speeds has been reigned in

Patch Notes
Changes for each patch can be found by visiting the ODM discord ODM Community discord[discord.gg]
My most recent mod
https://steamproxy.net/sharedfiles/filedetails/?id=2873480395
128 Comments
[-ODM-] Loupi  [author] 22 hours ago 
On foot he doesnt fire while moving in vanilla too, so its not caused by me at least, ill try to fix it though
Ivrain 22 hours ago 
>because im playing right now and he is definitely shooting on the move in every direction.

I checked the mod one by one.
And now I specifically subscribed and unsubscribed, but the result is the same.
On (meсha)horses they shoot perfectly, on foot - not, although they have a passive for this:
https://youtu.be/i-UUXB8c6zw?si=RgjmeWAJWvpvDriy

>talon of dusk has a new sound

Already closer, but past. =)
The clap when 2 arrows split into fragments needs to be quieter/not so pronounced (it again interrupts the other sounds of the battle), and the sound of the fragments hitting the target seems wrong (because there are a lot of fragments, they hit the area within a second, but we hear one short clink from one broken bottle)

Would it be impudent to ask you to share the sound files you use? I want to experiment with them.
[-ODM-] Loupi  [author] 18 Jul @ 9:57am 
hmm are you sure? because im playing right now and he is definitely shooting on the move in every direction. do you have another mod active? or maybe steam hasnt update yet

Also sisters of twilight talon of dusk has a new sound
Ivrain 18 Jul @ 8:37am 
Witchcraft!

Upd: But, if anything, it still doesn’t shoot while moving, despite the passive and the icon in the description. :steamhappy:
[-ODM-] Loupi  [author] 18 Jul @ 5:53am 
fixed!
Ivrain 18 Jul @ 3:32am 
With the new patch, the sound from Talon of Dusk has become quieter and better.
(Not ideal, but good. Still, the magic arrows of the elves are associated with a chime, the magical clinking of glass or something similar, and not the blow of a wooden shutter, but at least it does not drown out all other sounds and does not hurt the ears)

The Lord Engineer of the Empire still considers himself a Batman who despises firearms.
[-ODM-] Loupi  [author] 13 Jul @ 1:58am 
crash to destop, its been fixed since july 4
Ivrain 12 Jul @ 9:03am 
@Hardcore Potato
What does ctd mean?

With this mod, Sisters of Twilight's Talon of Dusk adds an incomprehensible (and unpleasant) rumble.
And the Lord Engineer of the Empire stops shooting, only periodically trying to get his sword.
[-ODM-] Loupi  [author] 9 Jul @ 6:01am 
updated for 5.1.1
[-ODM-] Loupi  [author] 4 Jul @ 6:50am 
ok updated and fixed