Total War: WARHAMMER II

Total War: WARHAMMER II

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Battle Fatigue Overhaul
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Tags: mod, Battle
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26 May, 2022 @ 5:42am
7 Oct, 2023 @ 10:21pm
5 Change Notes ( view )

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Battle Fatigue Overhaul

Description
CA balanced the vanilla game's Vigour/ Fatigue in battle with an eye towards gameplay, rather than logic and consistency. I am compelled to mod it for 2 reasons:

1. I want things to make sense and maintain internal consistency, so that I can base my tactics on real-world intuition rather than arcade game rules. I do not want to internalize a game where a unit's armour rating changes based on its Vigour.

2. Even if I agree with CA's emphasis on gameplay over consistency, I still disagree with CA's decisions on gameplay! I feel CA has overpowered missile units with its last balance tweaks. Melee units now tire out faster than missile units, as if missile units aren't already powerful enough in the game's meta? Reverting the Vigour of missile units is one avenue for me to address the game's balance my way (while still with an emphasis on maintaining consistency).


This mod changes the following regarding Vigour of units in battle:

1. Vigour recovery when idle is faster (multiplied by 1.67). Vigour recovery when idle in rain/ snow is also faster (multiplied by 1.67).

Continuous melee combat in vanilla would exhaust your front line in 2 minutes 22 seconds. With this mod's buffed idle recovery, your EXHAUSTED men should now recover to FRESH if idle for 1 minute 30 seconds (constant walking would take 4 minutes 30 seconds with this mod). Now it is viable for you to cycle your ranks to pit fresh men against exhausted enemies, and feel like a cool Roman general while doing so.

2. Light cavalry gets a buff; now running horses fatigue at 3 ticks (compared to running humans fatiguing at 4 ticks). Their strong point was always mobility; it's an insult to horses for one carrying a lightly-encumbered man to fatigue faster than a human running while wearing armour.

3. Cavalry (heavy) is unchaged from vanilla. They don't get the mobility buff in this mod. Running fatigues them at 6 ticks (same as chariots and war wagon horses).

4. Shooting fatigue rate is doubled!

If you know about TWWH2 meta, you'd know missile units are overpowering compared to melee infantry. While this may be "historically accurate" for a fantasy Renaissance level of technological warfare, it doesn't make for the best game. Now this mod encourages you to recuperate your archers (at the buffed 63 ticks) when convenient. But I did not change what is debuffed from vanilla. So the only ranged debuff when missile units are fatigued is their reload time - accuracy and killing power per volley remain the same.

5. Walking now actually recovers vigour faster, but still too slow to be your main recovery method.

idle...........................-18 >> -30
idle_in_building............-18 >> -30
idle_rain.......................-10 >> -17
idle_snow.....................-10 >> -17
running_cavalry_light......6 >> 3
shooting.........................18 >> 36
walking...........................-1 >> -10



For the fatigue effects, I based some changes on Pierce's Better Fatigue Rules:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2560074931&searchtext=vigour+fatigue

But I wanted to achieve certain things differently. Refer to the table in the Images for the changes vs vanilla.

1. Unit speed and charge bonus decreases more drastically compared to vanilla. This makes fatigued units instantly more visual to you. These are Pierce's mod changes.

2. Melee attack debuffs remain unchanged from vanilla. But the melee defence debuffs have become more substantial. Defence still remains less debuffed than attack throughout the vigour levels, but the gap isn't as drastic as in vanilla. However now armour-piercing melee damage decreases a lot more, but armour doesn't degrade at all.

What this does is make armour matter more, and kung fu skills matter less, as everyone gets tired on the battlefield. An elven swordmaiden's ability to stab a knight through gaps in his armour starts to degrade as she fatigues, for example. I hope this makes armour more important again; too many units in TW WH2 have armour piercing as default.

In the meantime, as everyone tires and att/def stats decrease, the elite troops with high att/def actually lose more value than chaff troops with low att/def. Basically fatigue now equalizes skill gaps. Also remember vigour recovery is 1.67x faster than vanilla; even trash units may now serve a role!
13 Comments
kym821209 20 Aug, 2022 @ 9:09am 
thanks for accept my opinion. I applaud your efforts.
Sandboxhead  [author] 20 Aug, 2022 @ 6:57am 
@kym821209
Okay, I played more battles with an eye towards your recommended fatigue recovery rate. Alright, I agree that the rate could use a bit more nerf. It is now 167% of vanilla, rather than 200% of vanilla. I am also looking for a rate that "feels" the most appropriate. Maybe this one is it.
FeralZ 17 Aug, 2022 @ 9:47am 
awesome mod! Shame these fatigue effects don't show up in the card
Sandboxhead  [author] 8 Aug, 2022 @ 8:11pm 
@Kym821209
Continuous melee fatigues at +190 per real second. I changed continuous shooting to fatigue at +360 (vanilla was +180). So a fresh unit is exhausted after 2 minutes 22 seconds real time with non-stop fighting, and after 1 minute 15 seconds of non-stop shooting.

With vanilla fatigue recovery, your unit has to stand there for 2 minutes 30 seconds of real time to recover from exhausted to fresh. I don't see that realistically happening.

With the latest modded recovery rate, I cut it down to 1 minute 15 seconds needed. I updated the recovery rate because I want to see more Active and Winded, and less Fresh, even if you do cycle your ranks.

With your recommended fatigue recovery rate at idle of +300, exhausted would recover to fresh in 1 minute 30 seconds. So we're talking about a difference of only 15 seconds between our preferences, in even the most showcase situation.
kym821209 8 Aug, 2022 @ 1:32pm 
I appreciate, because agree my opinion.
I think still recover is too fast, however I will enjoy your mod.
Prophet Of Merci 8 Aug, 2022 @ 12:42pm 
Alrighty
Sandboxhead  [author] 8 Aug, 2022 @ 12:20pm 
@ kym821209
I was actually thinking the same thing just today, while looking through some replays and reviewing my mods.
Today I have updated this mod and changed fatigue recovery by x2.0 rather than x2.3
kym821209 8 Aug, 2022 @ 9:42am 
I think this mod is very well.
but I think personally fatigue recovery is too fast.
between x1.5~x1.8 is suitable, I think.
could you consider my opinon?
Prophet Of Merci 3 Jun, 2022 @ 1:15am 
Shout out to people who actually explain what is in their mods instead of using 2 sentences of fluff text and leaving it as is...
Sandboxhead  [author] 2 Jun, 2022 @ 2:23pm 
I do not like the demon factions from an aesthetic POV, and prefer more traditional fantasy races warring against each other. The only things remotely interesting about WH3 for me so far are Kislev and Cathay. It will be a long time before there are enough WH3 DLCs for me to consider buying WH3.