Total War: WARHAMMER III

Total War: WARHAMMER III

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Power Creep Reduction
   
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27 Sep, 2023 @ 11:51pm
17 May @ 3:38pm
7 Change Notes ( view )

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Power Creep Reduction

Description
This mod is my attempt to reduce the DLC induced power creep. Note that all the described changes are on Ultra unit scale.
  • The Skullcracker has had a small hit point increase (a mere 40), just to make it have the same health as the Iron Daemon counterpart.
  • Both Deathshrieker Rocket types have had their range increased to 450 and Accuracy increased to 40. Both Demolition and Cluster Rockets (as well as the flame daemons that the cluster rockets split into) home in on enemies to the same degree.
  • Dreadquake Mortar shots have had their range decreased to 420.
  • Magma Cannons have had their Accuracy reduced to 30.
  • Hellcannons are untouched as I feel that they have been tuned to fit properly into the overall game.
  • Chaos Dwarf Blunderbuss units have had their Missile Block chance nerfed from 55% to 35%. Their Blunderbusses no longer cause a shockwave so they will no longer send entire units sprawling in a single volley as well as no longer inflicting damage on a near miss. Cataph's Chorf Powercreep Slap does the latter as well.
  • The Manipulative trait has had its penalty nerfed to be regionwide instead of provincewide.
  • Infernal Ironsworn Naphtha bombs have had their explosion radius lowered from 3 to 1, their projectile damage changed to 6 base, 16 AP, explosion damage changed to 4 base, 8 AP, their Detonation Force lowered to 100 and their range lowered to 60 (same range as Cinderblast bombs). While patch 3.1 gave them a much deserved nerf, I didn't mind that they were AP missiles as I imagined that they would function similar to Napalm and other real life incendiary liquids which behave sorta like a water balloon made lethal, which includes the liquid easily seeping through gaps in armour as well as heating the armor up to the point that it burns the skin so my intent was to maintain the majority AP nature of the missiles while nerfing them so that they are no longer an anti-everything weapon and instead should be thrown at high-armor elites.
  • Yuan Bo's Execute ability (including the campaign exclusive upgrade) no longer inflicts damage, it does nothing to an enemy that isn't below the Execution threshold. This is meant to lower the Execution threshold since, in practice, the threshold of the ability is slightly higher than advertised due to it executing the target if they reach the threshold during the duration of the ability. It's still possible to get Execution to trigger on an enemy that is above the threshold when it starts but sources of damage that aren't related to the ability will have to be used.
  • Whirlwind of Death, Endless Whirlwind of Death and Hurricane of Death have had their initial recharge time removed. Use them early to help build up the Wards of Grimnir and before your units lose models (and by relation, inflict less damage with their Whirlwinds).
  • Cataph made his own change to Chaos Dwarf powercreep. Check it out.
12 Comments
Daverin2112 9 Jul @ 5:58am 
Can anyone else confirm the below incompatibility?
thefightintitan 30 Jun @ 6:17pm 
Crashes for 5.1. Checking errors in RPFM, looks like a few errors in the db/character_skill_level_to_effects_junctions_tables
bo74k 10 Mar @ 4:58pm 
yes, that's exactly the mod I meant! I hope the nerf isn't too strong! Since the unit also costs almost 3x as much as its counterparts in Vampire Coast and Chatay, and they also have their special features too..
Autumnchain  [author] 10 Mar @ 8:34am 
@bo74k Are you talking about Cataph's Power Creep Reduction? Since both mods remove the shockwave, they won't compound.
bo74k 10 Mar @ 5:33am 
Is that too extreme for the Chaos Dwarf Blunderbuss if both mods are running?? or are they still worth the cost of around 300 gold?
Yes, I know that the Vampire Coast and Chatay units, which are similar, don't have that good armor or even shields.
bo74k 9 Feb @ 1:10am 
Your mod seems to destroy various graphic mods that affect Zhatan the BLACK. You might want to check that out
Leonardo 27 Nov, 2023 @ 12:20am 
awesome, thanks for answering
Autumnchain  [author] 26 Nov, 2023 @ 11:51pm 
@Leonardo The two mods work together.
Leonardo 26 Nov, 2023 @ 11:12pm 
Hi can I use this together with Cataph's? Why? Cuz I believe the Cholf deserves double nerf :steammocking:
Autumnchain  [author] 29 Sep, 2023 @ 2:36pm 
@Bastilean It makes the cluster munitions quite reliably accurate against what you're aiming at. The strike won't rip apart what it hits as effectively as the Magma Cannon or Dreadquake Mortar but it makes the Cluster Munitions good against speedy units that the more powerful artillery will have trouble hitting. The Demolition Rocket remains a reliable way to chunk away at single entities, even more so now due to accuracy and homing buffs.