https://steamcommunity.com/sharedfiles/filedetails/?id=2879418236


The purpose of this mod is to systematically and thematically balance units, races and abilities in battles, with a focus on competitive multiplayer (though the changes will also enhance the campaigns), by striving to retain and enhance the thematics of the factions. I have avoided simple cost changes like +- gold where possible as I believe these do little to fix problematic units and we can do much better. The changes are thoroughly tested and have been used in tournament settings The majority of the changes made are based on the combined experiences of the multiplayer land battle community, with input coming from high level experienced players and some Total War forums discussion.


The mod contains many bug-fixes affecting battles and in custom battles it also incorporates modified unit caps used in competitive multiplayer tournaments, simplifying the rules for players. There are many hundreds of changes to units/abilities etc, some are very minor and some quite major. Despite the number of changes, the mod doesnt feel like a total overhaul mod like SFO and others but offers a more polished and optimised vanilla experience. With fewer "autopick" meta units, weaker healing spells and buffs to the forgotten units there are more viable build options and greater diversity in playstyles. The mod takes a more proactive and creative approach to balancing and is updated roughly once per month. 


Balancing

Full change notes are available on the ODM community discord or on my workshop

Bug Fixes

those marked with [NOW RESOLVED] are bugs that have now been fixed in the vanilla game

-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 which effectively tripled 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 it says in ability description.

-Fire mage (Sun Dragon): fixed missing missile resistance.

-Fiery Rebirth: fixed a bug that caused the Arcane Phoenix to heal 75% instead of 25%.

-Orion: fixed his missing animations that stopped him from firing while moving.

-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 a bug that stopped them from firing backwards while moving.

-Phoenix/Hell Pit rebirth miscast explosion no longer affects allies.

-Ruination of cities: will 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 a bug that made them slower than the speed displayed on their unit cards.

-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)

-Wood Elf spellweavers now have the correct elven steed mount description

-Undivided furies now 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: Can no longer be 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 is 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

-Orc warboss no longer counts towards the unit cap for chariots

-Added Tzaangors unit caps (5 max and counts as tzeentch marked unit)


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

-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).

-the ongoing powercreep of cavalry speeds has been reigned in


Unit Caps

Incorporates unit caps in line with "Fruit rules 5.0 Chili Pepper Edition" used in multiplayer tournaments in custom lobbies (with unit caps ON)

Magic Changes

All magical lores have recieved changes, buff/debuff spells have increase duration, and some other spell have had changes or reworks, such as Savage dominion having an overcast option which summons a ghorgon, chain lightning overcast is a magic missile etc.