全面战争:战锤3

全面战争:战锤3

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The Balance of Power: A Battle Balance and Bugfix Mod (IE 6.2.3 September)
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battle
标签: mod
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16.837 MB
2022 年 10 月 24 日 上午 8:41
9 月 24 日 上午 7:12
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The Balance of Power: A Battle Balance and Bugfix Mod (IE 6.2.3 September)

描述
The purpose of this mod is to improve the balance of units, races, magic and abilities in battles, with a focus on competitive multiplayer (though the changes will also enhance the campaigns).

Here are some of the balancing principles followed in “The Balance of Power”
-Retain and Enhance the thematics of each faction. Each Warhammer faction has its own unique strengths and weaknesses and their own range of playstyles which make sure each faction is viable and fun. Limitations within a roster are essential to a faction’s uniqueness and encourages problem solving by the player.
-Avoid balancing by cost where possible. Price changes do little to fix overpowered units or factions, especially when overused. Such changes usually only increase or decrease the quantity of a certain unit without actually addressing the unit's performance, and are often accompanied by compensatory cost reductions which leave the situation unchanged.
-Reduce the Gap between Top and Bottom tier factions (and Spell Lores). Having a few factions or spells being completely dominant is not fun and reduces strategic depth. Buffing ‘forgotten units’ increases build and play style options and fun.
-Testing and Feedback. The changes are thoroughly tested, reviewed and are used regularly in tournament settings. Some of the changes made are based on the combined experiences of the multiplayer land battle community, with input and feedback coming from high level and/or experienced players. Anyone can give feedback.

The mod reworks many units, such as throwing axe units (Dwarf Rangers and Marauder Hunters) becoming more of a shock infantry, changing a Lord's spellkit (such as swapping Kairos' regrowth for timewarp), upgrading a unit to a more elite one (Grail Knights, Blood Knights, Great Stags, Hawk Riders, Chaos Knights etc), fixing unit bugs that change their performance (Thunderbarge, Frost Wyrm etc)

Many spells have been reworked, such as: Savage dominion having an overcast option which summons a Ghorgon, Chain lightning overcast is a magic missile etc.

The mod contains bug-fixes affecting battles and also incorporates improved unit caps for use in multiplayer tournaments, simplifying the rules for players. The mod takes a proactive and creative approach to balancing and is updated roughly once per month. If you enjoy let me know and consider giving it little steam reward :)

Bug Fixes
Bugs marked with [NOW RESOLVED] are bugs that were fixed in the mod that have now been fixed in vanilla.
-Bloodwrack shrine: Fixed a bug that let all the riders fire medusa projectiles. [NOW RESOLVED]
-Cauldron of Blood: Fixed a bug that let the extra witch elf riders hit with full weapon strength, effectively tripling the unit’s damage output. [NOW RESOLVED]
-Cold One Chariots: hitbox no longer obstructs the draughts from attacking in forward arc.[NOW RESOLVED]
-Arkhan the Black: Chariot mount can now attack.
-Daemons curse (Malus Darkblade): now does direct damage to himself, as stated in ability description.
-Fire mage (Sun Dragon): fixed missing missile resistance.
-Fiery Rebirth: fixed bug that caused the Arcane Phoenix to heal 75% instead of 25%.
-Orion: fixed his missing animations that stopped him firing while moving [PARTIALLY FIXED/ ONGOING]
-Noble chariot: fixed swapped AP ratio.
-Oxyotl: master predator no longer freezes cooldown for other abilities.
-Lion Chariots: fixed missing rider attack animations.[NOW RESOLVED]
-Seafang now has a cast indicator to allow the players to see where it's aimed.
-Daemon Prince is now included in Rare SE caps.
-Orion and Ariel: fixed a bug that caused them to take terrain penalties in shallow water, despite being large entities.
-Glade Lords (Eagles+Dragons): Fixed bug that stopped them from firing backwards while moving.
-Phoenix/Hell Pit rebirth miscast explosion no longer affects allies.
-Ruination of cities: now correctly launch randomly instead of all three vortices launching in the same direction.
-Gorebeast chariot mounts now have collision attacks like other chariots.[NOW RESOLVED]
-War Wagons (Mortars and Black Lions): Fixed bug that made them slower than the speed displayed on their unit cards.
-Cathayan Dragons: Hitboxes fixed so they can more consistently hit SE in combat
-Azhag can now bring his unique items on Skullmuncha’.[NOW RESOLVED]
-Von Carstein lord on zombie dragon can now take the ‘Charmed shield’ item.
-Gotrek’s heroic fortitude ability now works.
-Malagor can no longer capture domination points.
-Thorek’s ‘Locus of Power’ no longer affects non-wizards, and only affects wizards casting spells (not abilities)
-Undivided furies count towards flying caps.
-Exalted heroes (chariots) now count towards hero caps.
-Razorgor Herd removed from the Razorgor chariot unit cap.
-Cold One chariots are now included in 360° missile caps.
-High Elf Princess, Alith Anar and Handmaidens are now included in 360° missile caps
-War Hydra’s “Another one takes it place” and Tyrions “Heart of Avelorn'' have been fixed so that they don't receive more healing than they are supposed to.
-Doomwheel has fixed collision attacks, meaning it works better as a chariot
-Sibilant Slaughtercade (ROR chaos chariot):Fixed a bug that made it the same speed as regular chaos chariots; it now has 100 speed.
-Teef-Robbas: Fixed a bug that made it the same speed as regular wolf chariots; it now has 110 speed.
-Devolve: no longer can cast on the ground
-Drazhoath now has ‘Infernal Engineer’ ability on foot
-Hashut’s Dark Ravagers are no longer included in the 360 degree missile caps
-Hellbound passive on daemon engines is now included by default.[NOW RESOLVED]
-Skin wolf were-kin cap fixed from 3 to 2
-Skaven chieftain (Bonebreaker mount): fixed balance of power bug that gave it only 100CP. It now has1000CP
-Supply train: Now has ammo
-Be'lakor: Lord of Torment ability now increases in intensity properly [NOW RESOLVED]
-Cathayan artillery crews are no longer invulnerable to AOE magic such as pit of shades
-Orc warboss no longer counts towards the unit cap for chariots
-Improved Frost Wyrm hitbox size [NOW RESOLVED]
-Added Tzaangors and Pestigors unit caps (5 max and counts as tzeentch marked unit)
-Fixed Thunderbarge balloon hitbox [NOW RESOLVED]
-Fixed a Bug that incorrectly showed the Landships speed as 55 when it had 60 speed. It now correctly has 55 speed
-Dragon breath targeting tracks a units position more consistently
-Double hit bug on chariots improved
-Monstrous infantry and monstrous cavalry and chariots have regained their splash attacks
-Unit caps for various omens of destruction units fixed
-Fixed missing WAAAGH for Dimmed Suns, Skull Takerz, Top Knotz and Blue Vipers

General Unit Mechanics/Attributes
-Charge reflection damage multiplier: 2→1.5
-Forest stalker: removed MD buffs, now gives speed and charge buffs
-Devastating flanker: 2→1.5
-Collision damage AP ratio: 0.7→0.75
-Collision damage cap raised from 70 to 140
-Barrier replenishment (delay/rate): 30/20 →15/10
-Wounds: increased initial recharge time from 5 to 20 seconds
-General encourage aura: 3→6LD
-Unit encourage aura: 8→4LD
-SE unit-size stat-scaling (large): WS and MS (0.75→1)
-Formation attack: MD bonus reduced from +9 →0
-Undead crumbling damage increased
-Demonic crumbling damage decreased
-Most Healing effects nerfed between 20-50%
-Crossbow units have ~15% increase to projectile speed (Empire, Dwarfs, Dark Elves, Cathay)
-Fatigue now affects attack and defence equally (exhaustion now has a -20% penalty to both, instead of -10%MD, -30% MA).
- Powercreep of cavalry speeds has been slowed

Patch Notes
Changes for each patch can be found by visiting the ODM discord ODM Community discord[discord.gg]
151 条留言
[-ODM-] Loupi  [作者] 9 月 18 日 下午 12:41 
you can read the full changes on the discord, but the purpose of balancing units is to make multiplayer (and single player) more interesting and fun and fair, with more diversity of units being used
Grunshac 9 月 18 日 上午 11:07 
What's the purpose of the balance of units? As far as I can see single units like giants are still useless. I don't understand exactly from your description what changes that you have made besides tweaking numbers, but in which direction are you going with the balance? Hope I made myself understood, eng is not my first language :)
[-ODM-] Loupi  [作者] 4 月 13 日 上午 9:22 
what kind of AI improvements? AI is really hard to mod
GoldenHammer 4 月 13 日 上午 8:12 
Any mods to improve the AI ​​of the campaign?
AwDiddums 4 月 5 日 下午 4:21 
Oh! Okay, fair enough. That's a little confusing. My bad.
[-ODM-] Loupi  [作者] 4 月 5 日 下午 4:19 
thats not a bug. when the unit card tooltip says that chaos knights are antiinfantry, it means they are good against infantry, not they have a bonus vs infantry
AwDiddums 4 月 5 日 下午 2:53 
I think I have encountered quite a significant vanilla bug that might need balancing/fixing? Many unit cards claim to provide Anti-Large, Armour Piercing, or Anti-Infantry bonuses but it's not reflecting in the Weapon Strength? i.e. Chaos Knights, Chaos Knight (Lancers), and separately The Great Mawherd has Anti-Infantry instead of Anti-Large.
yesyes 1 月 22 日 上午 8:13 
When I use this mod, my Dwarf Giant Killer will become 4800 HP and Depth Guard will become 1920 HP. I am well aware that my mod is causing a conflict, and I do not want to give up on another mod. However, your mod is also too great. Can you teach me how to delete the modifications facing these two units in your mod
[-ODM-] Loupi  [作者] 1 月 10 日 上午 10:16 
yes, you might have also noticed that it increases the missile damage
minecraft with gadget 1 月 9 日 下午 7:46 
Noticed that this reduces the damage of wh3_dlc23_chd_naptha_bomb_explosion_unit to 5, which makes it do almost nothing. Is that intended?