Total War: WARHAMMER III

Total War: WARHAMMER III

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Wegh - An Overhaul / Pile of Stuff [BETA]
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overhaul
Tags: mod
File Size
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100.715 MB
13 May @ 2:29am
25 Jun @ 7:42am
22 Change Notes ( view )

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Wegh - An Overhaul / Pile of Stuff [BETA]

Description
What it do?
Makes changes to battles and adds new systems to campaign with the purpose of making the game more strategic.

Complete overhaul of the vanilla skilltrees
There are new skilltrees for every lord and hero in the game that are designed to offer more choice in how you build your character while removing a lot of the stat-stacking and snowballing of vanilla. You can no longer buff all your unit's stats into the stratosphere or make mechanics like attrition and replenishment redundant, but on the plus side you can turn Mannfred into a wolf. Swings and roundabouts.

Skilltrees are automatically created by snooping on the vanilla skilltree to see what kind of character it is, so it should be largely compatible with any modded characters. It won't be compatible with wizard characters who use non-vanilla spell schools, but compatibility with Lore of Truthsayers, Djinn and Nagash has been included.

A note on mounts - mounts added by mods will be automatically unlocked and don't need to be bought. This is a technical limitation due to how jank mounts work under the hood.

Magic overhaul
Wizards don't pick their spells directly, but instead have a Wizard Level that determines how many spells they randomly roll each turn. Maximum WoM pool is reduced from vanilla 100 to 30, but each Wizard Level in your army will increase it by 15. Spells themselves also have some changes - all spells can miscast now and the miscast chance is based on the unmodified spell cost. Miscasts deal more damage. Some buff and debuff spells were changed to have a "remains in play" effect.

Battle overhaul
Battles are slower, with a much higher focus on causing chain routs. Morale is much higher but when a unit routs the first time they will usually shatter immediately. Be very careful when a unit starts to waver, they are likely to drag nearby units with them, especially if you have a lot of low leadership chaff clumped together.

Fatigue is slower to drain but doesn't regenerate much either. Fresh units have a heavy advantage over exhausted ones, and the advantage won't fade fast.

Changes only work in campaign, not custom battles.

Dynamic campaign movement range
Army movement range is determined by the amount and type of units in that army. An army of cavalry will move faster than infantry. Artillery is slowest.

Ammo
Ranged units will carry ammo over from battle to campaign. It replenishes at the start of the turn if you're in friendly territory (WoC and Beastmen regen a flat 40% per turn).

Devastation (aka health for settlements)
When settlements get occupied or raided their health will lower. Low settlement health means low replenishment in that region and reduced amounts of ammo replenished. Don't plan on capturing new territory and replenishing to full next turn, you might need to cycle armies out to heal them back to full.

Instability (aka health for factions)
When lords for a faction are injured or die they will make the faction unstable. More instability gives increasing penalties, such as public order and recruit speed maluses, and eventually all the garrisons for that faction will desert. This keeps wars to a few decisive battles instead of the AI endlessly pumping out new stacks followed by 57 garrison battles. Pay attention to the enemy faction leader dying, because it will cripple them for a while.

Immortality-be-gone
Any immortal character has a chance to die. Yes, including legendary lords. "But muh defeated traits", I presume someone will say. Don't worry! I removed defeated traits too! The chance for immortality to be disabled is lowered for dwarfs, and greatly lowered for undead characters. Daemons get to keep their immortality.

Dungeons
Dotted about the landscape are some dungeons to find. Only armies with 10 or less units can enter, and they'll be trapped inside until they can clear an ending. Dungeons are intended for mid-to-late game units. You can enter with your turn 1 starting army, but don't plan on leaving. You can only do each dungeon once, no farming the same one. Dungeons are only enabled in Immortal Empires (and IEE) because I'm too lazy to do all those battle catchment overrides for RoC.

Winter
The game will keep count of the current season and year, and when the winter months roll around it will get cold up north. It will make the campaign and battle maps snowy and comes with snow attrition. During the height of winter the snow will get as far south as Altdorf! Relive Mannfred's greatest moment by invading the empire during winter and then losing!

Chaos Invasion
If endgame scenarios are enabled there will always be a new Chaos Invasion enabled. All WoC and Daemon factions are removed from the game on turn 1. They will return in force when the invasion begins - first Archaon will arrive followed (over several turns) by the other WoC factions. They will take random Norscan-owned Dark Fortresses in the chaos wastes as their starting provinces and spawn with numerous high-level armies. The southern pole will also feature a mini-invasion of 4 daemonic factions. For every settlement the WoC conquer they will summon a powerful daemon army into the material realm to run amok. They will also blanket the world in chaos corruption for every settlement the forces of chaos own. Killing Archaon will force all WoC factions into war with one another, will stop new daemon armies being summoned in, and stop the corruption effect.

If you're playing as a Daemon or WoC faction and the invasion is enabled it will work much the same, but will begin on turn 1 with Archaon and chums showing up with much weaker armies. You will start in a random chaos wastes fortress and, if you're WoC, the chaos invasion rules will apply (allied to all other WoC factions, will go to war automatically if Archaon dies, yada yada).

Research
Default research rate is reduced to 10%. There are new buildings that increase research rate. Intended to give more to manage for players and slow the stat-stacking from the research tree.

Intel
You know those buildings that give undercity detection that nobody ever builds? They give a new resource called Intel, that you can use on 3 new actions. There is an action that detects undercities immediately. The AI will also use this action, at random, by looking for suspicious corruption in their territory. Keep corruption low to stop them finding your undercities and hidden cults.

Unit Upgrades
The WoC unit upgrading system is partially enabled for most other factions. It mostly just lets you swap weapon types, but for some units it can also be used to upgrade to a higher tier unit. This also sometimes comes with the removal of the higher tier unit from regular recruitment.

And more!
Well mostly just various tweaks and changes, nothing major. I would list them but I've ran out of room and also started making this eclectic collection of crap over a year ago and I don't remember everything I changed. You'll just have to figure it out.

中文翻译 (Chinese translation)
https://steamproxy.net/sharedfiles/filedetails/?id=3248693007

Русский перевод (Russian translation)
https://steamproxy.net/sharedfiles/filedetails/?id=3248525840
Popular Discussions View All (3)
24
7 Jul @ 8:12am
PINNED: Extra combat balance notes
Lorghul
9
4 Jun @ 11:52am
Bug report for Tamurkhan
金鉤子
4
11 Jun @ 8:40am
Bug Report for the Deceivers/Changeling
Irrigatio
498 Comments
Some feedback:
- Consider moving the visibility range boost from the research building to the undercity detection / intel building. I feel it might make more sense there, considering that one is supposed to be a scholarly building while the other is recon / intel. It would also make the intel building more useful.
- It seems that you can't use intel on armies in vassal territory. Perhaps you should be able to.
- Consider allowing the use of intel to reduce enemy army movement in adjacent regions. I haven't found myself using this option very much. Due to how much movement range there is in this game, it's likely that the AI will capture the region's settlement before you manage to use the ability. If the AI starts the turn in your territory, the movement reduction is usually insufficient to prevent them from capturing the region's settlement.
Lorghul  [author] 7 Jul @ 6:16am 
@Mini Kawakami Judging You
Thanks, I've tried replicating the same situation with those units and reloading a save but it doesn't want to bug out. Always a pain when that happens. That ammo code is pretty old too, I just copypasted it from an older mod, and there hasn't been any complaints about it. I'm gonna guess it's a weird incompatibility with some other mod, but I'm not sure how/why.
Mini Kawakami Judging You 6 Jul @ 12:53pm 
Checking, my files says this

army_out_2==66;wh_main_dwf_inf_quarrellers_0:0.54471153020859;wh_main_dwf_inf_ironbreakers:0;wh_main_dwf_art_grudge_thrower:0.75;wh_main_dwf_inf_quarrellers_0:0.70673078298569


My grudge throwers clearly had ammo after the battle finished, here it says 0,75 but when I started the battle the game started them with no ammo at all. May be because I loaded the save just before the battle (as I stopped playing and then came back) and as such the script bugged?
Lorghul  [author] 6 Jul @ 12:29pm 
@Mini Kawakami Judging You
That's a weird one, I haven't seen that happen before and I played dwarfs semi-recently. My mod saves the ammo of each unit on the campaign to a text file inside your warhammer 3 folder called "wegh_svr.txt". It would have to specifically record that every unit had 0 ammo for that to happen. There would be a line in there that said something like

army_out_1==23;wh_main_dwf_inf_quarrellers_0:0;wh_main_dwf_inf_quarrellers_0:0;wh_main_dwf_art_grudge_thrower:0

The "wh_main_dwf_art_grudge_thrower:0" part means grudge thrower has no ammo. If it was "wh_main_dwf_art_grudge_thrower:0.5" it would mean the grudge thrower has 50% ammo remaining. Do you have a line like that in there despite the campaign saying those units had ammo remaining?
Mini Kawakami Judging You 6 Jul @ 1:37am 
A bug I have found repeatedly is going to battle with ammunition in my units, starting the battle, and then no unit has ammunition at all. I have noticed that all the times it has happened to me I was playing Dwarves so it seems it is some bug related to them?
sarumanthecursed 4 Jul @ 6:33pm 
Chaos warriors seem really weak, the ai barely gets any kills with them
Lorghul  [author] 4 Jul @ 3:32pm 
@Aldebaran
Erm, I generally play on L/VH but I've played the game so much that I waste time making mods for it. Cop-out answer - whichever difficult is fun for you!

I'll take a look at the ocean attrition, I think it might be possible to change that for AI only? I think..?

I kinda wanted to overhaul research trees entirely, give fewer choices but impactful stuff only like new abilities or unlocking units rather than +10 growth or +4 melee attack or whatever. But it's so much work I don't know when I'll get around to it.

End game scenario slider changes how many armies spawn. CA didn't tie it to campaign difficulty so neither did I.
Aldebaran 3 Jul @ 9:17am 
3/3

I forgot one thing. The AI ​​seems unable to follow a safe route at sea and is experiencing a lot of attrition (High Elves and Lizarmen on my Teclis campaign), maybe disable AI attrition at sea only? or reduce it by 50/75%?

One last question, is there a recommended end game scenario to play with this mod (apart from Chaos Invasion) and what value to choose in the difficulty slider. I don't understand what these values ​​correspond to because it does not seem to adapt automatically with the chosen campaign difficulty. I suppose the default value of 100 is adapted for normal Campaign... So on hard 125/150 very hard 150/175 and legendary 200 ?
Aldebaran 3 Jul @ 6:09am 
MESSAGE 2/2

A suggestion, maybe slightly increase the percentage of the building research rate (scholar for kislev in my previous campaign) to +15/25/35 instead of +10/20/30% and also slightly increase the view distance of the colony? In my last campaign with Teclis I saw no point in the first 70 turns doing a single building accelerating research (which generally brings fairly minor bonuses (+5%, +1/2 rank etc.).

Otherwise excellent job, it's my favorite mod by far... and I've tried a bunch (Sfo is incredibly overrated, I prefer Radious with submods to make it harder but in the end its still too oriented towards "armies galore")
Aldebaran 3 Jul @ 6:08am 
MESSAGE 1/2

Greetings. What is the recommended game difficulty (campaign and battle) to play with this mod?

I usually play in VH/VH (vanilla / Radious or with AI mods).

I would try to play a campaign in VH but I fear the AI will be too advantaged ​​(+2/3 recruitment slots I suppose + upkeep reduced + reconstitution bonus + public order bonus etc.) which would break the balance of this mod (slower progression, importance of battles, killing the legendary lord to put the enemy faction in difficulty... at least for a few turns).

Furthermore, I add that the Eltharion faction (Yvresse) seems super difficult to play if we decide to keep control of Yvresse when the choice is given to us from the first colony conquered. Loss of money from the start of the game (-600 I think) despite two poor armies.