Total War: WARHAMMER III

Total War: WARHAMMER III

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Cho's Basic Traits Rebalanced
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18.5.2022 klo 9.37
1.9. klo 3.43
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Cho's Basic Traits Rebalanced

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*Update in progress until the 6.3 goes live.*

*Fully updated to include all faction traits from all 3 games for Immortal Empires*

Tired of having just a couple of good traits avaliable for Lords or Heroes?
Disappointed when you turned a Herald into a Exalted Daemon just to have them get a "Corruption +1" trait?
Finding that most traits feel lackluster and barely have any impact at all in the game?

Then this mod might be for you!

All the innate base traits for generic Lords and Heroes have been rebalanced with the end of Warhammer 2 traits stats as a baseline goal.
Now all traits will have at least two effects, with some of the one with individually weaker effects having up to three.

For example the "Disciplined" trait is unchanged, while traits like "Strong" has its WH2 values back and the "Knowledgeable" trait now again increases Winds of Magic capacity factionwide(fsome more examples in the images above).

Underpowered traits, both old and new ones have been brought up to be near on par in balance with the WH2 trait standards.

Some traits will of course be slightly better then others but now they should all have their own niches and situations where they shine in without upsetting the overall balance, leading to more variety and less trait cycling farming.


- All shared crossfaction starting traits rebalanced.

- All Warhammer 3 factions starting traits rebalanced.

- All Warhammer 2 factions starting traits rebalanced..

- All Warhammer 1 factions starting traits rebalanced..

- Traits for Lords unlocked trough technology(Tomb Kings, Greenskins; Vampire Coast) rebalanced.

Legendary Lord and Hero traits are unchanged.


Should be save game compatible and work with any mod as long as they don't overwrite trait tables.


Future plans:
Fix any tooltips that show the wrong effect colour (negative red instead of positive green).
Further adjustment and tweaks to any traits that could be lacking in either strenght or flavour.
Update screenshots and add more screenshot examples.
This mod will also be updated to reflect any changes CA makes to overall traits when and if needed.


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138 kommenttia
Choyi  [tekijä] 1.9. klo 7.39 
@HotPizza87 those traits already have had battle effects added to them in this mod for a very long time, for example the Tzeentch trait has a Barrier hit points bonus.
HotPizza87 1.9. klo 7.13 
I suggest one area to look at is the Warriors of Chaos traits which give reduction in souls cost for devotion and corruption. These traits on their own are quite weak because they don't do anything on the battlefield.
Choyi  [tekijä] 1.9. klo 2.05 
@Hoo the fool it is a placeholder until 6.3 goes live and I can alter traits effects without worrying about compatibility, the trait is supposed to not have Melee Defence displayed and this will be fixed in future update.
But thanks for pointing out anything that looks wrong since with bigger mods it is easy to miss things, I appreciate it!
Choyi  [tekijä] 1.9. klo 2.01 
@HotPizza87 there is still a lot of tweaks and rebalance to be made with the latest changes, but CA is going in the right direction now so I'm happy whenever I can remove entries that used to need big changes in the past.
HotPizza87 31.8. klo 7.56 
What are your plans for 6.3? There's definitely a feeling like the new vanilla traits are enough now.
Hoo the fool 31.8. klo 6.56 
Thanks for developing this great mod! By the way, I found a buggy thing; Cunning general trait seems increasing +0 Melee defense, which is wrong.
Choyi  [tekijä] 29.8. klo 14.38 
@Priss sounds like an old vanilla issue so you would need to report to CA forums as I can't fix those.
Priss 29.8. klo 14.28 
Where to report bugs? Some ogre camp tyrants have missing traits saying "dy_background_skill"
Choyi  [tekijä] 27.6. klo 17.45 
@Demonmercer correct, there was no real changes to traits in the 6.2 patch
Demonmercer 27.6. klo 17.36 
I assume this mod works with 6.2 right?