Closer to Tabletop - tweaks & units
Автор - Cataph
Мод - Для просмотра ссылки Зарегистрируйтесь
Автор - Cataph
Мод - Для просмотра ссылки Зарегистрируйтесь
Изменяет юнитов, добавляя уникальные характеристики.
Установка
Подписаться на мод в Steam и активировать в Менеджере при старте игры.
Установка
Подписаться на мод в Steam и активировать в Менеджере при старте игры.
Полный текст (англ) (Раскрыть)
Ahoy, excited player of Total War: Warhammer!
As you can’t get rid of me, this is my first pack for the new game. Due to it being in a prime time susceptible to changes, I will start with something easy that will hopefully develop in a full Closer to Tabletop adaptation, with tweaks, quirks and new units, so consider this a living mod until further notice.
As always, my first objective is providing something that will not compromise the vanilla feel, balance and versatility. And just as usual, I’m gonna chatter a lot.
The first batch of changes involves tweaks to units’ Ward Save.
Devs split the original one-covers-all save into four types (and thoughtfully nerfed most of the original percentages a bit in the process) which make them very handy to customize.
Here’s the list of changes so far. Obviously they are all subject to further balance.
BRETONNIA:
Blessing of the Lady rule: in TT, the Knights of Bretonnia have three advantages over the heavier imperial knights: 1. Faster 2. Lance/Wedge formation 3. The Blessing aka I’m holier than thou, literally, which gives them various Ward Saves. So I took it from bretonnian lords, reduced it to work like a banner (rather than an aura) and gave it to each Knight unit. Practically, a 12% Ward Save that is disabled by rout (and gout).
New units: currently missing from the roster, Questing Knights and Knights Errant are introduced, the former Blessed.
EMPIRE:
Empire Steam Tank: immune to magic in TT due to being a huge metal mass (and magic doesn’t interact very well with such objects, which is why mages normally can’t wear armour); receives a 75% magic resistance, in line with ethereal units being 75% resistant to physical. Will still die (well, explode) in a melee or to artillery.
New units: not strictly a TT model but present in background, Foot Reiksguard is introduced. More to come as I fix some issues.
GREENSKINS:
Savage Orc units: I nerfed their 20% physical immunity to 15%, almost in line with the Bretonnians. I understand the choice of making them special but I feel the original ward save (6+) was nerfed hard in other cases.
See discussions for current testing and whatnot.
Another minor batch of changes revolves around the introduction of the Stubborn rule.
In TT it’s a strong morale buff and it wasn’t being quite represented as of now.
Greatswords, Reiksguard and Hammerers are now Disciplined (ol’ familiar resilience to moral shocks). Also applied to the new Reiksguard unit.
KNOWN ISSUES: currently there's some technical shenanigan with making new units and the game is young. As of now, putting new units in the campaign will most probably make it crash in the near future, especially together with other unit packs, so my new units will be exclusively custom-battle only until further notice. Besides, come on, enjoy the vanilla game.
Also for animation reasons the Questing Knights had to be adapted for now.
COMING SOON AND FUTURE PLANS: re-polish of unit icons, more unit additions, more flavoured rosters for Estalia, Tilea and Kislev, dismounted cavalry (one way or another!).
Credits: Thanks to CA for the opportunity, the mod support and the game. A Total War Warhammer is an old dream come true.
No claims on GW content and art.
As you can’t get rid of me, this is my first pack for the new game. Due to it being in a prime time susceptible to changes, I will start with something easy that will hopefully develop in a full Closer to Tabletop adaptation, with tweaks, quirks and new units, so consider this a living mod until further notice.
As always, my first objective is providing something that will not compromise the vanilla feel, balance and versatility. And just as usual, I’m gonna chatter a lot.
The first batch of changes involves tweaks to units’ Ward Save.
Devs split the original one-covers-all save into four types (and thoughtfully nerfed most of the original percentages a bit in the process) which make them very handy to customize.
Here’s the list of changes so far. Obviously they are all subject to further balance.
BRETONNIA:
Blessing of the Lady rule: in TT, the Knights of Bretonnia have three advantages over the heavier imperial knights: 1. Faster 2. Lance/Wedge formation 3. The Blessing aka I’m holier than thou, literally, which gives them various Ward Saves. So I took it from bretonnian lords, reduced it to work like a banner (rather than an aura) and gave it to each Knight unit. Practically, a 12% Ward Save that is disabled by rout (and gout).
New units: currently missing from the roster, Questing Knights and Knights Errant are introduced, the former Blessed.
EMPIRE:
Empire Steam Tank: immune to magic in TT due to being a huge metal mass (and magic doesn’t interact very well with such objects, which is why mages normally can’t wear armour); receives a 75% magic resistance, in line with ethereal units being 75% resistant to physical. Will still die (well, explode) in a melee or to artillery.
New units: not strictly a TT model but present in background, Foot Reiksguard is introduced. More to come as I fix some issues.
GREENSKINS:
Savage Orc units: I nerfed their 20% physical immunity to 15%, almost in line with the Bretonnians. I understand the choice of making them special but I feel the original ward save (6+) was nerfed hard in other cases.
See discussions for current testing and whatnot.
Another minor batch of changes revolves around the introduction of the Stubborn rule.
In TT it’s a strong morale buff and it wasn’t being quite represented as of now.
Greatswords, Reiksguard and Hammerers are now Disciplined (ol’ familiar resilience to moral shocks). Also applied to the new Reiksguard unit.
KNOWN ISSUES: currently there's some technical shenanigan with making new units and the game is young. As of now, putting new units in the campaign will most probably make it crash in the near future, especially together with other unit packs, so my new units will be exclusively custom-battle only until further notice. Besides, come on, enjoy the vanilla game.
Also for animation reasons the Questing Knights had to be adapted for now.
COMING SOON AND FUTURE PLANS: re-polish of unit icons, more unit additions, more flavoured rosters for Estalia, Tilea and Kislev, dismounted cavalry (one way or another!).
Credits: Thanks to CA for the opportunity, the mod support and the game. A Total War Warhammer is an old dream come true.
No claims on GW content and art.