Total War: WARHAMMER III

Total War: WARHAMMER III

Beesden's Closer to Tabletop
251 comentarios
sarumanthecursed 24 AGO a las 10:59 
hell cannon crews literally 1.3k speed
sarumanthecursed 24 AGO a las 10:46 
vampire lords have the hunger already in their skill tree yet start out with one as well, there by wasting a skill point
sarumanthecursed 24 AGO a las 8:23 
Claw of Nagash Mortis Engine cannot cast Ghostly Howl, missile never fires and eventually ability self cancels
sarumanthecursed 24 AGO a las 8:05 
varghulf and mourngal also get taken down ridiculous fast by low tier hob gob archers, 1-2 volleys and they are done
sarumanthecursed 24 AGO a las 8:05 
Soul of damnation hellfire crew are insanely strong, those 6 lilttle dwarfs get the buffs and run around at light speed, can solo a strigoi and wight king
sarumanthecursed 22 AGO a las 8:07 
i would suggest adding back the flaming contact effect for hob goblin archers or at least change the missile projectile. rn they shoot flaming arrows that have no fire damage
sarumanthecursed 21 AGO a las 17:21 
i feel like stalk should be returned to the Mourngul
sarumanthecursed 20 AGO a las 20:02 
despite some bugs and skill issues, the mod has very good combat balance
sarumanthecursed 20 AGO a las 18:29 
Iron deamon does not fire, it reads as firing but never throws a projectile
sarumanthecursed 20 AGO a las 17:45 
clan angrund ancestor dwarf lords seem OP being both Ethereal yet having high armor
sarumanthecursed 20 AGO a las 17:41 
there is virtually no reason to get blood Knight swords over lances
sarumanthecursed 19 AGO a las 6:33 
Maybe give them back stalk to differ them from Vargulfs some more?
Beesden  [autor] 18 AGO a las 16:04 
Cathay roster updated using The Old World Arcame Journal.

I'm not really sure what to do with Mournguls. I found them effective when putting them within a blob of zombies to soak up some damage, I could have a play with making them a full unit again but they're single entity monsters in the core rules.

I can take a look at these two rule-pairs later, don't have much time at the moment (will try and sort soon tho).
sarumanthecursed 18 AGO a las 8:52 
Throni Inronborw has two Forge Fire abilities
sarumanthecursed 18 AGO a las 8:38 
specifically when brought back via the dead rise again mechanic
sarumanthecursed 18 AGO a las 8:38 
they also don't benefit from the post battle option of using captives as replenishment
sarumanthecursed 18 AGO a las 8:34 
As a now single entity Mournguls need some help, they don't get off many kills and are quite fragile in the midst of enemy infantry
Beesden  [autor] 17 AGO a las 17:45 
I basically set up Cathay to be similar to Empire with a few tweaks (since there were no source rules).

Since there are now rules available for The Old World, I have taken those that are available and have applied them to the Cathay roster. I need to run some tests to make sure the new rules play ok and I will upload the update after.
trackpad_user 17 AGO a las 13:55 
Are Jade warriors supposed to have only 30 armour?
adimemir 22 JUL a las 9:15 
Skarbrand's "Bellow of Endless Fury" might be bugged, the character starts with it in the mod but the skill tree also gives a weaker one in addition to the ability
adimemir 22 JUL a las 4:17 
Pink Horrors of Tzeentch have "Blue Horrors" Passive
Beesden  [autor] 28 JUN a las 9:37 
@sephiroxical19981202

There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs


I've pushed a change that makes a few fixes tweaks to the dwarfs:

* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
.
* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.

* Also fixed flamethrower units, such as gyrocopters with brimstones guns
sephiroxical19981202 27 JUN a las 15:39 
And the grudge settler version of grudge throwers actually do zero damage in this mod... That's not an exaggeration, I have helper UI on and it shows that I do zero damage after they have already fired more than a dozen shots. The shots exploded in mid air and does nothing.
sephiroxical19981202 27 JUN a las 14:54 
Doomseekers is a single entity with 35 weapon strength? I assume he deals damage mostly through the whirlwind in this mod then. Also no unit in the Dawi roster has charge defence, drastic change from vanilla. I guess you're supposed to counter charge every thing.
Beesden  [autor] 20 JUN a las 15:39 
Updated!
Mumion der Unsterbliche 20 JUN a las 10:32 
Update PLEASE !
Urgat 15 JUN a las 5:16 
I miss CTT so much. I hope some day some people will do compatibility patches for the main modded factions (the OVN ones, Nagash, TKE...) so I get to try out your version :steamthumbsup:
Beesden  [autor] 17 MAY a las 6:19 
@Gravenwitch The rules for doomseekers can be found here:
https://6th.whfb.app/unit/doomseeker

I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.

I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Gravenwitch 11 MAY a las 21:30 
Thanks for a great mod!

Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
sarumanthecursed 4 MAR a las 20:46 
In order to not waste a skill point, I would recommend removing the hunger from vampire lord and heroes skill trees
sarumanthecursed 4 MAR a las 20:32 
Ghostly howl from banshees does very little damage and seems to miss even at point blank
sarumanthecursed 4 MAR a las 20:05 
Minotaurs of Khorne have Bloodgreed and Goregreed, same icon and similar effects, except for Gore greed it isn’t listed what increases the intensity
sarumanthecursed 4 MAR a las 19:53 
Balefire carts still seem very underwhelming for just -20 mastery in a small area.

I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
sarumanthecursed 3 MAR a las 6:29 
I would suggest adding submod link in the description
sarumanthecursed 2 MAR a las 10:06 
Unless you plan to change every technology building and skill point in the game in regards to barriers, I think that the submod is essential

Otherwise, it negates a whole entire aspect of the tzeentch campaign and makes a lot of parts of it just useless and redundant, making for a very Janky campaign
Beesden  [autor] 2 MAR a las 9:19 
In terms of Barriers, i don't think these fit into the CTT pattern exactly - since they _prevent_ damage as opposed to _reducing_ damage, it essentially results in models lasting longer (and thus getting more shots) then an equivalent unit. This is then coupled with the regenerating factor of the barriers, which makes like-for-like blows hard to emulate.

Instead, I've created a sub-mod which replaces all the Tzeentch ward saves with barriers. If popular enough, I can easily merge it with the main mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3437221393
Beesden  [autor] 2 MAR a las 9:05 
* Strigoi upkeep is higher because they have Regeneration / Poisoned Attacks. This uses Cataph's core formula for calculating cost / upkeep
* Balefire carts provide a magic debuff versus an explicit fire attack
* Breath attacks are always a bit peculiar, seems they require specific trajectories to do proper damage. There's a few projectile-related fixes I think I need to look into when I have more time
* Have fixed 'The Hunger' and 'The Curse' passive to prevent duplicates. It still might appear in the tech trees and not do anything, but as a quick fix should prevent over-regeneration or too much damage occurring.
* Perfect vigour is an upgrade, the existing vigor upgrade is only when a lord is nearby
sarumanthecursed 28 FEB a las 8:07 
Strigoi ghoil ling upkeep is ridiculously expensive, 800 compared to vampire lord’s 400s when they have very similar
sarumanthecursed 28 FEB a las 7:26 
Please reinstate barriers for tzeench campaign
sarumanthecursed 28 FEB a las 7:19 
Vampire heroes start off with the hunger yet they can unlock a second version the other skill tree
sarumanthecursed 27 FEB a las 20:02 
Arkhan has 2 versions of The Curse, 1 vanilla and one simple explosion,
I recommend combining the two
sarumanthecursed 27 FEB a las 3:25 
Menfreed can get 2 The hunger passives through his skill tree

Balefire corpse carps has lost a lot of its use by removing its grant of flaming and magical attacks

Pestilence Breath from Manfred Zombie Dragon does very little damage, good at disrupting though (unsure if intentional)

Vampire Technology granting Perfect Vigour for skeletons is largely useless now
Beesden  [autor] 16 FEB a las 13:54 
Fixes:

* Gave Teclis stats for a horse instead of an eagle
* Created new icon for Forest Stalker
* Fixed new unit names for 'We's Speshul' compatability
Beesden  [autor] 16 FEB a las 13:53 
@sarumanthecursed

Most of these are working as intended:

* I couldn't see the slayer passive for pink daemon lords... you mean the Heralds?
* In my tests, slashing attacks were quite effective (tested against skavenslaves)
* Doom Knights have magical attacks since the Disc of Tzeentch grants them 'Daemonic Attacks'
* I was unsure what to do with Barriers, I was going to tweak the campaign mechanics to be 'add +N barrier' vs 'add +% barrier' so that it becomes campaign specific
* Pink fire should be better versus blobs, blue fire versus single targets... just like canons / grapeshots. In practice, it's likely one is better than the other
* Nurglings are supposed to have 100 strength, as they have 4 attacks. I haven't done extensive in-game testing on swarms . They also do not have poisoned attacks.
* Bloodgreed applies three stacks of frenzy - which removes the ability to 'parry' If no shields, this has no ingame effect (IIUC)
sarumanthecursed 10 FEB a las 16:34 
Tzeentch pink demon lords when on flying discs have the “slayer” unit passive
sarumanthecursed 10 FEB a las 16:23 
“Slashing Attacks” bombardment from screamers of tzeentch doesn’t seem to do any damage or much disruption, the ability feels kind of pointless
sarumanthecursed 9 FEB a las 9:42 
Teclis is Bugged, he flies on the air on his Ilthimar Stead (horse mount) with no animations
sarumanthecursed 4 FEB a las 6:48 
Barrier hit points are so integral to the tzeetch faction that by removing it so many skills, buildings and tech technologies become utterly worthless
sarumanthecursed 3 FEB a las 20:04 
“Bloodgreed” reduces shield defence of generic minotaurs, yet they have no shields
sarumanthecursed 3 FEB a las 20:01 
Hell Scourges units in the slaanesh roster are practically redundant and don’t feel any purpose that the regular units don’t, they barely have any difference in stats either