Total War: WARHAMMER II

Total War: WARHAMMER II

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Deadly Attack Dynamics
   
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Tags: mod, Battle
File Size
Posted
Updated
1.570 MB
18 Mar, 2023 @ 3:21pm
21 Oct @ 11:31am
42 Change Notes ( view )

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Deadly Attack Dynamics

In 2 collections by mr.napop
Immersion, realism and logic
397 items
Battle Dynamics
14 items
Description
Makes attack/defense dynamics more realistic and unique to each unit type, making battles more fun with less grind via enhanced lethality potential and greater risks, enabling decisive and impactful K.O engagments.

More damage, armour and shield protection, less accuracy and melee attack based on unit type

Missiles
- Enhanced overall damage by 5x and AP values by missile type with less accuracy.
- Added damage for Arrows in base damage, so they're effective against unarmed/lightly armed targets yet will almost never penetrate armour.
- Guns are very effective against armour, will penetrate almost[thefatefulforce.com] everything, yet will reload slower.
- Higher missile velocities entailing higher impact and stopping power.
- Excluded towers from damage multiplier but with enhanced 180 arc with varying ranges as 120m for every tier level and capped at 400m.

Melee
- Enhanced overall damage by 4x and AP values by unit type with minimal attack intervals.
- Half of additional damage is given in bonus vs infantry/large to replace the global melee attack bonus, making units perform more uniquely.
- Splash reduced for infantry and enhanced for monsters.
- Recalculated weapons lengths, so lances>spears, spears>swords.

Balancing
- Reduced accuracy
- Low trajectory
- Front line only shooting
- More potent shield defense from missile and melee, prolongs fights given shielded line engagements
- Multiple attacks ignore melee defense, so surrounded units like characters and monsters can be taken down quicker
- AR tweaks - outnumbering has greater effect, less potential wipe outs
- Enhanced armour values with 0 minimum cap integrated via Armour Coverage, which helps mitigate lethality as units with minimal armour can potentially block 100% of base damage, but also chances a 'critical hit' of 100% base damage that bypasses armour.
- Damage multiplier excludes lords and heroes
- Removed all damage to buildings so only battering rams and artillery can destroy gates

Gameplay effects
- Lower tier units are more meaningful as they now meet the lethal potential threshold and so quantity is favored over quality.
- Missile range is more important as a single volley is far more potent.
- Lords and Heroes are more vulnerable
- more 'Chess' style dynamic rather than a 'rock/paper/scissors' dynamic in that every unit has the potential to take out another, given the circumstances.

any bug/comment/idea/criticism is appreciated and welcome.

Supports various mods listed here

Recommended to play with my collection which addresses other battle aspects of the game.
Popular Discussions View All (2)
3
27 Jun @ 6:18am
LESS ARMOR FOR PEASANTS
Zmetek
0
16 Mar, 2024 @ 11:08am
Built in Compatibility
mr.napop
46 Comments
mr.napop  [author] 22 Oct @ 2:50pm 
Absolute AP values weren't changed for arrows, the additional damage is in base damage so only the proportion of AP of the overall damage is reduced. but yea basic and heavy infantry is a must since melee is much more dangerous.
BEEN 22 Oct @ 1:24pm 
Playing DE, and now shade spam is, imo, discouraged due to their AP values reduced, and this is a good thing. Now DE need basic and heavy infantry to hold lines and deal damage while shades surrounded enemies. Having a stack of shades is a recipe for defeat, in my experience.
mr.napop  [author] 14 Oct @ 3:36am 
No as you have other AP options like razordon, salamanders, warbeasts and monsters, and the system works such that any armour can be bypassed at small probability, so enough base damage volume can take down armoured units.
BEEN 13 Oct @ 9:02am 
So if you’re a faction like the Lizardmen with no gunpowder and thus no armor piercing missiles, are we just screwed?
张献忠 24 Jul @ 7:26pm 
Thank you for your efforts in authenticity! Authenticity adjustments that take balance into account are now very rare, especially for recently updated mods. ありがとうございました!
W31rdomaniac 24 Jul @ 11:09am 
Hello again, your testfile didn´t work either. I will do more testing this weekend and let you know if I find a solution. Thanks for your effort!
mr.napop  [author] 23 Jul @ 10:36am 
Took me several attempts of subscribing/unsubscribing for some reason but it worked eventually, though for me it just didn't download rather than prompting the error.

Make sure the file is deleted from the data folder and doesn't appear in KMM (it's 1.6mb btw not 900kb), then try subscribing/unsubscribing again. Just to be on the safe side i uploaded another test_version for you, it's in my profile check if that works.
W31rdomaniac 23 Jul @ 6:44am 
Just tried a couple of mods from other authors and had no problems.
It´s really strange.
mr.napop  [author] 23 Jul @ 4:36am 
No idea, and other mods that aren't mine?
W31rdomaniac 23 Jul @ 3:12am 
Addon: I´ve tried subbing deadly engagement rules, just for testing purposes it shows the same error.
The files download up until the last 100kb and then stop.
e.g. deadly attack dynamics downloads 800kb, then stops. Full file is listed at over 900kb.
Hope this helps.