Ethereal Entities Phasing - Awaiting Justice since Warhammer1.

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6 months ago
Sep 11, 2024, 3:32:51 PM

Following the Great Undead rework topic - which I hope is the #1 priority for CA right now ^W^
This is a love letter to our beloved Undead & Mitch !

This topic seems to be entirely forgotten, despite being the most prominent Incomplete Feature above all others. Lay back, think about it, everything else is receding in front of the biggest injustice towards the Warhammer Lore & common sense, on top of hurting Siege Gameplay granularity by a humongous margin.
TW:Warhammer III is growing to be my top3 favorite total war, in which everything works as intended.

Since the introduction of Ethereal units (wraith, hexwraith, banshees, the green knight, dwarven ghosts etc), those immaterial entities have been abiding by the same restrictions as physical entities.
It makes no sense, and removes probably 37.46% to 50% of the gameplay potential of such units.


In video game terms it would be called "phasing" kind-of. But for Total War it seems incompatible to Building Tech & the way pathfinding works.
In the warhammer lore, even skeletal steeds can phase through objects, but let's take a TW friendly approach.
Rewan on the official Discord came with a Flying solution.
Let us go through potential working solutions then:

- Ethereal Hovering - active ability: allow a unit to fly over obstacles at a very low level.
> doesn't solve ghosts not going through houses or rocks, but seems good enough of a solution, could even be modded.

- Complete Phasing - passive or active ability overwriting phasing restrictions for ethereal units.
> solves everything ; but is a rather deep change to develop probably, perhaps impossible without a deemed unnecessary code rewrite?

- Collision Radius reduced to its minimum to avoid entities bumping & unit rubber banding.
> this should not happen. Collision radius might be a common number by unit types, but that is specifically that kind of issue that needs addressing to "complete" the work on such a large class of unit in the game, and do them proper justice!
See joined screenshot about that collision problem.
etheral_collision.jpg- No Ladders Requirement to go on walls. Ghost using ladders? What is this xP
> Needs new type of invisible ladders (just removing climb animation & ladder physcial model), or make use of the flying ability to reach the heights which would be the better solution frankly.


So here is my plaidoyer!
A large undead rework has the potential to rejuvenate the whole game on a broad scope, rather than incremental unit-addition. This is the kind of attention to detail that should prevail over content, in my opinion, because it has a much larger impact on gameplay & design quality.
Cheers to CA, and especially to Mitch Heastie - crossing fingers you already thought about the above and is planned in your little agenda hehe!

Updated 6 months ago.
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6 months ago
Sep 12, 2024, 6:57:52 AM

Haganaz#8763 wrote:

lmao that's gold xD  "One, two... One,two... Lost the Target" is so cute <3

You are right with you suggestions! Ethereal units should get some serious overhoul!

I saw Cairn Wraiths get stomped by Black Orks with NO magical attacks even through technicly Wraiths should win that one! Its preposterous!



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5 months ago
Oct 1, 2024, 2:49:24 AM

Why not simply de-spawn them and then respawn them in another location? The mechanics are already present in the game. It seems like such a simple solution to me. 

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5 months ago
Oct 23, 2024, 3:50:46 PM

Funzo#7954 wrote:

Why not simply de-spawn them and then respawn them in another location? The mechanics are already present in the game. It seems like such a simple solution to me. 

Teleporting isn't the same, but that could work as a good-enough solution indeed. In fact the best solution seems to be from the mod linked above, which makes it a phase-through ability - but only on acts on entities. It doesn't allow ethereals to go through walls or houses like they're "supposed to" on tabletop and as any Ghosts do, which would in-fine be the most exciting thing in the whole game imo, absolute freedom of movement, scary type of stuff, getting ambushed from nowhere etc.

But Teleport could indeed be a solution.

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5 months ago
Oct 24, 2024, 8:48:54 PM

Haganaz#8763 wrote:

Funzo#7954 wrote:

Why not simply de-spawn them and then respawn them in another location? The mechanics are already present in the game. It seems like such a simple solution to me. 

Teleporting isn't the same, but that could work as a good-enough solution indeed. In fact the best solution seems to be from the mod linked above, which makes it a phase-through ability - but only on acts on entities. It doesn't allow ethereals to go through walls or houses like they're "supposed to" on tabletop and as any Ghosts do, which would in-fine be the most exciting thing in the whole game imo, absolute freedom of movement, scary type of stuff, getting ambushed from nowhere etc.

But Teleport could indeed be a solution.

Just use the mechanic that is already in place for Domination but with a respawn attached to the backend. The timings can easily be adjusted in order to achieve the desired results. 

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5 months ago
Oct 24, 2024, 9:16:45 PM

it would be enough to give the ethereal units the ability to fly and that would solve the problem

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5 months ago
Oct 25, 2024, 10:11:14 AM

Player#80942 wrote:

it would be enough to give the ethereal units the ability to fly and that would solve the problem

It would also introduce all of the current issues associated with flying units. They would also be very susceptible to missile units. 


They should have Strider, Woodsman, and Unspottable at the very least. 

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a month ago
Feb 12, 2025, 4:16:31 PM
True, thing is Ethereal should just have its set of passives rewritten with all that in mind not a zillion already existing passives, 2025 better be the year WH3 finally do them justice along with Vampires xD
They currently are so "generic" to play, nothing really impactful in combat or campaign as a vamp race or ghost next to other mortal units.Undead regen could be linked to Winds of Magic reserves too (going by the Storm of Magic update).
So many good tools were recently implemented and none profit Vamps yet.
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3 days ago
Mar 12, 2025, 4:15:45 PM

steam_16337071113996#2223 wrote:

Get out of my brain!


I was genuinely thinking this in a recent campaign as I killed an etherial unit with archers while the AI had it on a wall, madness I tell you!


If you go back to tabletop, etherial units for say vampire counts are like your anti tyrion, he is by default on TT an unkillable menace, especially where you go against as VC. But the perks of VC is that one etherial unit you can field, almost unkillable without a spell buff on your unit to enable magical attacks, but dies almost instantly if your lord/hero who raised them is killed.


But under no circumstances can a unit of archers kill an etherial unit, without buff or magical attacks applied.


I think what you have described there is absolutely correct, but I also think there is a simpler mechanic

1. You can't damage etherial units without magic attacks

2. Unless you kill the summoning lord/hero


But if that does happen, I do feel a cap is needed for the number of etherial units fielded, and a little bit of thought applied to how belegar iron hammer gets those heroes and when...

That's a great simple approach actually you're right! ^^

And it'll turn something quiet generic into a real mechanic node point, it's so much cooler & immersive to have hard mechanics like no damage except from magical sources. That means things matter, and army composition matter.

I'm sure there's something of a cap to be had for ethereal via the Winds of Magic (army) to prevent OP stacks for sure.

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2 days ago
Mar 13, 2025, 4:08:08 AM

It's not hindsight if it was already present in WH1/2, but for WH3 the devs put in the EXTRA WORK to remove it, and replace it with something worse.

Which is the story for a lot of aspects of WH3.  Which is why I'm happily playing WH2.

There are a lot of improvements in WH3 I like (spells have fancy FX now), but too many things I like in WH2 were removed for dumb reasons.

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