全面战争:战锤3

全面战争:战锤3

Beesden's Closer to Tabletop
295 条留言
Cream the Rabbit 4 小时以前 
@Beesden thanks for the answer and for the quntinue of soppurt i appiriet it very much.
Beesden  [作者] 7 小时以前 
OK, I have published an updated for 7.00, covering all the new DLC units.

I also fixed the Exalted Blue Flames, which were sending 5x the amount of shots due to some hard coded animation shenanigans. Both Pink and Blue flames are now equally strong (pink tends to work better against light units, blue better against armored).

I have unfortunately discovered that misfires are no longer triggering, meaning all artillery is now a lot strong than they should be - am currently investigating a solution to this.
sarumanthecursed 12 月 5 日 上午 10:41 
Thank you for your continued support & communication! :D
Beesden  [作者] 12 月 5 日 上午 10:10 
@saruman I couldn't work out exactly how to remove existing bullets yet, if you download rpfm you can unpack the mod and have a play there - if you can work out how to do that then let me know and I can look into setting better bullets everywhere

Misfires do exist for artillery (as per old ctt mod) but not for flamers. From testing I need to reduce the effectiveness of the blue flames rather than Buffy the pink flames - will look into it when I have a chance.
Beesden  [作者] 12 月 5 日 上午 10:07 
Quick update: I'm trying to add all the new units for the update, only have a few to go but i might not have time to upload for a couple of days.

@cream the rabbit: This should work fine with campaign only mods - this only updates the unit profiles.

@devil-t: unfortunately the abjlity mechanism that Cataph uses (random damage chance iirc) was removed in Warhammer 3. So I made it use bonus large/bonus small to represent killing blow instead.
Cream the Rabbit 12 月 4 日 下午 5:59 
can this mod work with campaing only mods ?
devil-T 11 月 23 日 上午 4:35 
I was sorry when you declared you won't go active anymore but gosh you're activated again!
I respect your passion to fulfil this fantastic project.
btw I wanna ask you a question, what do you think about adding black knight "killing blow" like cataph did? I really loved that feature.
sarumanthecursed 11 月 17 日 下午 12:16 
Same as savage orcs, demons like demottes of slaanesh having ward save instead of physical resist kinda defeats the purpose of having troops with the magic damage contact effect attack type
sarumanthecursed 11 月 17 日 上午 11:40 
Also I would like to help contribute to the mod by editing the green description tags in the unit cards as some are now defunct. If you wouldn't mind PMing me to tell me how to do that, I would get on it
sarumanthecursed 11 月 17 日 上午 10:58 
Thanks again for the open communication!
sarumanthecursed 11 月 17 日 上午 10:57 
After reading the whfb rules you linked for exalted flamer (thanks for the link, never played or read the rules so its nice to look at), it made me wonder if you plan to introduce a misfire system?

since range on pink fire is listed as N/A and blue fire as 12" would that mean that pink fire should have larger range or the opposite?

So from what i read, blue fire is more of a scatter, hit mutiple opponents anti infantry weapon

and pink fire should be more consistent stream focus on a single target. more precise?

unfortunetly as is, in game blue fire just excels at everything it does a lot of consistent damage over a large area, there is really nothing pink fire does atm that makes it worth using over blue fire.

i think they would benefit from some more extreme differentiating.
sarumanthecursed 11 月 17 日 上午 10:10 
So in warhammer 3 there is Magic damage contact type, Spell Resistance for spell damage. Savage orcs having physical res made them good against armour piercing phys damage like greatswords, but made them counterable by units with magic contact type like say sisters of avelorn. With the wards save they are good agaisnt both phys and magic unit attacks types. Thereby removing their specialty of countering phys damage and beign countered by magic attack types. I am not talking about spell damage
Beesden  [作者] 11 月 16 日 下午 5:22 
@sarumanthecursed

* The character barrier buff appears as a 10% buff in campaign for me... I haven't touched this so am unsure why it would be different?
* About savage orcs, I'm confused: Ward save is basically Physical Save + Magic Save. Do you feel them having magic resistance is wrong here?
* I need to have another look at Blue Fire / Pink Fire at some point. Blue Fire is basically a 'Grapeshot' round, which makes the Exalted Flamer a pseudo cannon. Pink Fire is a regular template weapon. Theoretically Pink Fire should be better against unarmored chaff, and Blue Fire against armored enemies. I will investigate.
https://8th.whfb.app/special-rules/exalted-fire-of-tzeentch
sarumanthecursed 11 月 16 日 下午 5:19 
Nice update. Thank you!
Beesden  [作者] 11 月 16 日 下午 5:16 
Pushed an update with a few changes:

* Barriers are now merged into this mod. Trying to figure out how to override all the campaign mechanics does not seem worth it.
* I have reduced the effectiveness of bullet weapons, which were shredding due to high penetration. I have also reduced the lethality of outriders, which were doing double damage due to hard-coded animation shenanagans
* 'Move Or Fire' rule is now correctly configured for skimish / cavalry units (i.e. outriders).
* Fixed the Marks tooltip text
* Fixed 'Water Wise' water trigger
sarumanthecursed 10 月 27 日 上午 11:15 
Using***
sarumanthecursed 10 月 27 日 上午 11:15 
Blue Fire for exalted Flamers is infinitely better than the pink fire, I would recommend adding bonus versus large to the pink fire or something to actually make it worth getting
sarumanthecursed 10 月 27 日 上午 9:26 
Special Attacks should mention it’s activation requirements or cooldown, as right now it doesn’t indicate whether after the 30 seconds it resets or it’s just for 30 seconds and then never again
sarumanthecursed 10 月 27 日 上午 9:25 
Water Wise- debuffs river troll hag for being in water… seems like it should be the opposite
sarumanthecursed 10 月 27 日 上午 9:20 
Savage ors*
sarumanthecursed 10 月 27 日 上午 9:20 
Also I feel that the ward save for Savage works should be replaced with physical resistance, otherwise their whole niche in the roster has been removed since they were meant to be an anti-physical damage unit
sarumanthecursed 10 月 27 日 上午 8:57 
In tzeentch redline skills for army buffs it says +0% barrier hit points to non-demon units, which does not make sense to me, i use the barrier submod
sarumanthecursed 10 月 27 日 上午 8:53 
I see. Thank you by the way for maintaining the barrier sub mod. It is such an important aspect of the faction in Warhammer three
Beesden  [作者] 10 月 26 日 下午 3:12 
There's a lot of data complexity to that - it's not quite as simple as new abilities mapping 1:1 with old abilities. However I've taken a stab at a simple mapping (based on re-used icons).

So now abilities in campaign (like the hunger) should map to the CTT ability, and should most of the time not be enabled by default.

As ever, LMK if I missed any.

(There does seem to be a small bug that the tooltips don't work for character abilities).
sarumanthecursed 10 月 25 日 下午 5:20 
Anyword on duplicate campaign abilities ?
Beesden  [作者] 10 月 25 日 上午 9:54 
I've also made a few other fixes:

* Updated flying unit spacing (i.e. Sky Lanterns)
* Mournguls are now monsters again, but cheaper
* Shielded units with halberds now have shield stats again
Beesden  [作者] 10 月 25 日 上午 6:24 
@SwordMaster the auto resolve should be based on their overall points cost, I used the same model from the original and in my playthroughs this seemed pretty balanced (although the auto resolve was never really that accurate).

There's definitely a few instances I've found where what used to be easy starting battles are now a lot more difficult (i.e. in the tutorial) but right now my focus is on battle stats over campaign.
Beesden  [作者] 10 月 25 日 上午 6:21 
I have overhauled (again) the missile mechanics. Originally I attempted to standardize the physics (i.e. of bows) to make things more consistent. This just caused many problems (i.e. with flame weapons) and didn't really add much benefit so I have stripped all that out.

This should fix all the units that didn't want to fire before (i.e. Iron Daemon, Casket of Souls). I also changed Hobgoblin archers to fire regular arrows instead of flaming ones (no stat changes).
trackpad_user 9 月 20 日 下午 4:14 
Both variants of celestial dragon guard are missing their shield block chance.
Gamerplayer 9 月 19 日 下午 12:08 
rakarth with your mod is unplayable, my units can't do ♥♥♥♥ against sentinels of xeit units, and they simply melt all my units like nothing, unbalanced and unplayable.
Gamerplayer 9 月 19 日 上午 3:29 
your mod just ♥♥♥♥♥ up auto resolve like no tomorrow, can't even auto resolve the simplest intro battles from when starting the campaing
sarumanthecursed 9 月 9 日 上午 11:41 
Necrosphinx overall seems underpowered, they have a hard to getting kills with their low melee attack and have very little health for such a large unit
sarumanthecursed 9 月 9 日 上午 8:38 
Mournguls have 12 360 hitpoints...... this is extreme for a 12 unit model count
sarumanthecursed 9 月 8 日 下午 8:22 
i really feel for balance sack the necrosphinx should have a bonus vs large, it basically tk's only high tier anti large in late game, plus gives more of a differentiation between the constructs
sarumanthecursed 9 月 8 日 下午 6:52 
Tk follower “herald of djaf” uses vanilla version of frenzy
sarumanthecursed 9 月 8 日 下午 2:43 
Deathsinger item gives vanilla ability versions like frenzy
sarumanthecursed 9 月 7 日 下午 1:14 
Casket of Souls cannot use missile attack, it never fires
sarumanthecursed 9 月 7 日 下午 1:07 
Not sure if "Covenant of power" from casket of souls actually has an effect? it does not show the buff in the WoM hourglass breakdown
sarumanthecursed 9 月 7 日 下午 1:05 
I have noticed magic direct damage spells being actually impactful in this mod, how did you achieve this?
sarumanthecursed 9 月 7 日 上午 10:08 
giving undead and constructs immune to psych is superfluous as they have it by default of the undead and construct trait
sarumanthecursed 9 月 7 日 上午 10:07 
Blessed legion archer RoR for TK has the green tag of Armour Sundering, should be Armour Piercing instead
sarumanthecursed 9 月 7 日 上午 10:02 
necrotects have 2 "stone shaper" abilities in campaign, they start with a healing one and get the vanilla one via skill tress, they have same icon, name and text
sarumanthecursed 9 月 7 日 上午 9:10 
Please replace the hunger dummy skill for vamp lords, sucks we waste a skill point.

If easier, maybe just change the effect to something like +15% healing cap
Beesden  [作者] 9 月 7 日 上午 8:24 
Have updated the mod for 6.3

Additionally:

* In TT, Lances are just better than swords in that they give a charge bonus - albeit at a minor cost increase.
* Added Blessed Spawn abilities for all Lizardmen blessed units
* I've converted Mournguls into a Monstrous Infantry unit (as per vanilla) which seems to be a better balance for them (without deviating too far from TT rules)
* Hellcannons are weird, in that they're supposed to be (in TT) a monster with handlers, but in TW they're regular artillery. Have revamped rules for them to reflect this.
* Fixed a bug where dismounted artillery crew would CTD when rejoining artillery
sarumanthecursed 8 月 24 日 上午 10:59 
hell cannon crews literally 1.3k speed
sarumanthecursed 8 月 24 日 上午 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 8 月 24 日 上午 8:23 
Claw of Nagash Mortis Engine cannot cast Ghostly Howl, missile never fires and eventually ability self cancels
sarumanthecursed 8 月 24 日 上午 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 8 月 24 日 上午 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 8 月 22 日 上午 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