Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas Battle Overhaul (Slower Battles)
123 Comments
gorilla_cenk_93 27 minutes ago 
Update needed ?
Razgrizz 18 Oct @ 2:49pm 
Missile units are still insanely strong in this mod. Like overbearingly so. couple volleys and even high armor units are getting completely wiped. Even the dark elf crossbow units shouldnt three shot a 100 armor dwarf unit
GC_Rallo 17 Oct @ 7:38pm 
Just reading the missile unit issue, immediately my thought goes to two things, increasing reload times and swapping damage from AP to Base to make high armor units less susceptible to range. Maybe just nerf reload times on firearm units, since them being blocked by armor doesn't make much sense imo
William 29 Sep @ 5:09am 
Great mod ! Is this mod useful to OVN or mixu Legendart lord ?
Shinx 24 Sep @ 4:53am 
Yeah in terms of making battle last longer, I think it might be better to buff durability instead of nerfing lethality, more defense instead of less offense. I mean overall defense capability, not just defense vs ranged damage.
If I'm not mistaken this is also the solution that SFO came up with (buffing unit HP)
Hecleas  [author] 24 Sep @ 3:45am 
@Shinx I had reduced ranged damage and accuracy, but it severely hampered artillery and firearms in the early game.

But I'm thinking of going for another solution: I'm going to increase the resistance of armor and shields to ranged damage. For balance and realism, I think it's better, especially when you see fully armored units being destroyed at range in the late game.
Shinx 24 Sep @ 3:16am 
It is very common for players to bring "doomstack" army consisting of only OP ranged unit and wipe the enemy troops before they get close. Since you only nerfed melee hit chance (NOT buffing health pool or defense) to make battle longer, melee troops still take the same amount of damage in vanilla from ranged unit.
What even worse is that in vanilla, when melee unit finally gets to the ranged unit, they could easily decimate them. Since your mod nerfed melee hit chance, melee is handicapped and there's no reward for rushing and reaching the enemy ranged unit. They also gonna miss half of their attacks while trying haha.
I think this will make playing with a melee focused faction miserable, and will make people want to stack ranged troops more
Shinx 24 Sep @ 3:02am 
Hmm, I'm trying to think about this on a basic level, did not do much testing, but imagine something like this:
Originally battles take like 5 mins to finish. Melee units take 5 mins to wipe out the enemy, magic also takes 5 mins to wipe out enemy, so does ranged.
You want to make battle last longer, hence you nerfed melee units so they take 10 mins to wipe out each other.
But then there's still lords and heroes that use magic, and they still wipe the enemy in 5 mins, so which side that brings more magic wins. To offset this you nerfed magic so it will also take 10 mins to wipe out enemy.
Now that melee and magic are on the same scale, but ranged units remain the same, so whichever side brings more ranged unit will have advantage?
Hecleas  [author] 23 Sep @ 2:38pm 
I thought it nerfed ranged units, artillery, etc. too much.
Don't you agree?
Shinx 23 Sep @ 11:43am 
May I ask the reason why you decided to leave ranged damage unchanged? Wouldn't that make ranged units OP?
GoldenHammer 15 Sep @ 9:04am 
Is this mod included Hecleas AI Overhaul??
Beleth 14 Sep @ 1:34pm 
I would like to ask if this mode is necessary when using SFO mode.
ZedsDeadBabe 13 Sep @ 10:03am 
@hecleas

Late game Festus and his hero Asmodeus are unkillable. I had 18 units of armor piercing kossars targetting just them along with a tower, and they took maybe 5% HP bar damage before they routed my entire army within my city.
Hecleas  [author] 10 Sep @ 4:33pm 
Yes I could, but I'm already very busy on another modding project :/
Sorry
Szpieg z krainy Deszczowcow 10 Sep @ 4:26pm 
Nice. I have 1 more thing, could You make magic changes as standalone mod?
Hecleas  [author] 10 Sep @ 4:14pm 
@Szpieg z krainy Deszczowcow Thanks for your feedback, it was a UI bug. It's now fixed.
Szpieg z krainy Deszczowcow 10 Sep @ 3:32pm 
I have 100 on map and 100 in battles. I think mod isn't working at all, even when I have only this mod enabled
Hecleas  [author] 10 Sep @ 3:09pm 
In battle you don't have a cap up to 200?
Szpieg z krainy Deszczowcow 10 Sep @ 3:04pm 
"-The total capacity of magic wind has doubled to match the long battle gameplay but also with the reduction of spell damage."
This has been removed with last update?
I get 100 limit when I start campains.
Hecleas  [author] 8 Sep @ 5:50am 
What makes them OP?
The fact that melee combat lasts longer?
I reduced health regeneration by 50% and left ranged damage as vanilla.
KoreanBest 8 Sep @ 5:46am 
vampire nurgle OP // no kill no die... not fun /// del
Varenn 6 Sep @ 4:40pm 
Hi Hecleas, you must have seen the new ‘Formations’ mod on the workshop. Is it compatible with your mod, or one of its sub-versions? I must admit I don't want to part with your overhaul.
Thank you for your work.
Kepa 24 Aug @ 5:34am 
is it just me or some lord are op in this mod
ZedsDeadBabe 21 Jul @ 2:21pm 
This makes Nurgle units almost impossible to kill late game. Not fun.
I Have No Enemies Brother 16 Jul @ 2:00pm 
@Hecleas

Forgive me but I question if this is compatible with SFO overhaul. The reason I ask is because when you are using RPFM and you add your edited tables of this mod with SFO mod then you see that the tables that SFO modifies are ontop of your tables and thus should be taking priority and over-riding your changes. Am I incorrect on this? Hope all is well.
Ambus 21 Jun @ 5:11am 
Is this mod merged together with the main overhaul mod? Or do I have to download it seperately?
barcotics 24 May @ 2:45pm 
@bizkit its for you wind spell spammers
gorilla_cenk_93 24 May @ 2:22pm 
compatible with longer battles ?
Lowkey 19 May @ 10:01am 
ooh a battlemarch enjoyer?
Edzhaaaaaaaaa 12 May @ 4:41am 
btw u mention, I took the liberty of reducing the attack intervals (visually) for a more dynamic aspect of the fights, does it also reduce animations for LL for instance when swinging his weapon he doesnt stand there for 5 seconds to swing again?
Bizkit 27 Apr @ 7:03am 
why the friendly fire damage increase?
I was hoping you would not touch it or at least decrease it not make it worse wtf
Altey 15 Mar @ 5:07pm 
If/when you update can you make a version without magic and healing changes?
AETERNA 26 Jan @ 3:04am 
Imrik campaign, these skaven are devastating, they don't break, they stand toe to toe with everything ive got, there's a lot I like about this mod but it feels like my frontline are just different skins of the same units, surely swordmasters should still be cutting swathes through their lines. I'll keep an eye on things but for now I'm putting this one away. Thanks for the work!
Dante 10 Jan @ 6:43am 
@jose the only thing I can say about the chaos dwarf orc laborers is that they are basically better zombies, but with armor piercing. For chaff, they are very capable.
josetrabajoarcos 31 Dec, 2024 @ 4:19am 
I was recently playing a campaign with orcs and a chaos dwarven army made up only of worker orcs caused a lot of problems for my higher tier units. I don't know if this mod had anything to do with it. Do units that are usually used as mass receive a buff because they are more difficult to eliminate? Has anyone had a similar experience?
I am a cool guy. 24 Dec, 2024 @ 2:53pm 
This just makes every battle feel like a numbers game at this point. No strategy, just click on appropriate units and wait forever just to lose because five units surrounding a level 3 lord can't kill them for twenty minutes.
N! 24 Dec, 2024 @ 3:11am 
i agree with Cap N Crunch, vampires are too OP in this mod, its literally broken, its easier to fight Festus than a random strigoi with fell bats and a couple vampire heroes/necromancer
N! 22 Dec, 2024 @ 7:14am 
just got rekt by fell bats.. like for real??
Cap'N Crunch 21 Dec, 2024 @ 2:49am 
I feel like vampires and skaven are way too OP. Vampires crumble way too slow, and skaven break way too late. Im no sure if that is intentional, but those two races seem to almost fight like slayers now.
Aiva 18 Dec, 2024 @ 5:20am 
The mod overall is amazing, but I do feel like the leadership is way overtuned and too much and the spell damage could be just a tiny fraction higher as its currently basically just a tickle
Karol 16 Dec, 2024 @ 8:05pm 
Too horrible to die - skaven Hell Pit Abomination one time luck based ability to restore 20% hp, it's nerfed to 5% as well.

I really like other changes, but this healing thing really suck.
Karol 12 Dec, 2024 @ 11:43pm 
Man you really nuked healing spells and abilities. Locus of Fecundity gives now just 2.2% heal over 11s, Fleshy abundance is around 4% total heal for 25 winds of magic.

I understand if you nerf passive regeneration but healing spells got basically deleted from the game.
MichaelGFI 12 Dec, 2024 @ 10:40pm 
@Hecleas Kudus for getting this updated so quickly. Cheers, mate.
Hecleas  [author] 12 Dec, 2024 @ 12:59pm 
Update:
-Rework of new spells, etc. from the DLC
-Removal of the 25% penalty on weapon damage for lords and heroes
-Return of projectile damage reduction -15% => -10%

New mechanics coming: The ground of the battle map will have an impact on speed (grass, road, mud, scrub, forest, rock, deep water, etc.)
Inerael 11 Dec, 2024 @ 2:12pm 
hey, thanks for this amazing mod ! Just wondering, do you think that this mod will be compatible with tomorow update, or will i need to wait for an update of yours ?
Swords 10 Dec, 2024 @ 2:07pm 
Battles are so much more fun with this, thank you
Hecleas  [author] 5 Dec, 2024 @ 3:16am 
Update:
After listening to your feedback and several tests on my side, I decided:
-Increase the morale penalty which prevents certain units from breaking at the end of the battle when there is no longer an army.
-Slightly increased ranged damage penalty
-Slightly increased the healing penalty so that it is better suited to slow combat (because heroes/lords with items heal faster than they lose hit points)
Alstorp 3 Dec, 2024 @ 4:46am 
Played a lot with this mod now and it's fantastic, slows battles without breaking balance at all imo

Well done, hoping for long support with this mod!
JesusChristIsLord 28 Nov, 2024 @ 2:36pm 
Does this mod work well with the custom animations mod?
Agraza 23 Nov, 2024 @ 9:55pm 
a lot of good changes, but i think the leadership change is too much. races with good leadership are nearly unbreakable and races with poor leadership take majority losses before breaking. that's not thematic.