Total War: WARHAMMER II

Total War: WARHAMMER II

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Wardens Cage Tweaks
   
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Tags: mod, Battle
File Size
Posted
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151.184 KB
21 May, 2020 @ 8:03am
15 Jul, 2021 @ 1:27pm
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Wardens Cage Tweaks

Description
This mod tweaks the functionality of the wardens cage, making it a little more reliable in battles for capturing foes.

What does this mod do:
Instead of snaring the target in a trap, Wardens cage is now about goading your target to overextend themselves, in battle. The debuff lasts the entire battle and makes the target unbreakable, decreases armour and defence slightly - but also increases melee attack too.

Base Problem:
There were a few things I disliked about this ability.
  • RNG of large entities such as an arcane phoenix or a mounted Eltharion would knock down foes, wasting precious seconds of the ability.
  • The fact that in many cases, you need the snare effect to stop the target running, to get it to low hp to then capture, but by then the effect has run out.
  • It was SUPER frustrating when the above happened on a battle that I only manually fought specifically to capture the target.

Solution Reasoning:
  • To address the "can't catch me" factor. This ability is no longer a snare, instead it makes the target unbreakable. Fighting to the death after getting baited by you to overextend themselves.
  • To minimise RNG rage, the ability lasts the entire game. Assuming you can win the battle, you've got the lord.
  • To ensure the risk/reward of the ability remains, the stat modifiers of the ability have changed. The melee defence and armour penalties have been severely reduced and a new melee attack buff is applied. Your foe is more dangerous when caged, to minimise a "fire and forget" mentality for the ability.

Note:
If your target is already routing, casting this on them will not stop the rout. Be sure to make them unbreakable before they break!

Doing an Eltharion campaign? You may also be interested in my "spend influence for supplies" mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2105627172 and my Yvresse Invasions mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2322207178
56 Comments
IfThenOrElse  [author] 26 Aug, 2022 @ 2:12pm 
This Mod has been ported to game 3 :)
adsumarkus 20 Oct, 2021 @ 3:32am 
I love it. It makes capturing so much less tedious.
Especially since I now have a good reason NOT to attempt to capture an enemy. It could give a little bit of wardsave or something similar as well, so plonking it down right at the start causes me a noticable disadvantage througout the entire battle
Mali 11 Sep, 2021 @ 5:08pm 
The only think missing is "autocapture".

When battle is "decisive victory" lord should be captured instead of killed. That way you do not have to fight all the battles manually for one ugly mofo.
Tommy 26 Aug, 2021 @ 5:46pm 
Wonder how many of your soldiers I've lost keeping attention ONLY on the lord trying to nail the small ass window of opportunity... hah

Cheers man!
jimfloyd 23 Jul, 2021 @ 10:35am 
Great, a 50% chance of capturing lord in auto resolve would be perfect
cybvep 27 Mar, 2021 @ 9:59am 
Fully agree about the AR. It's the most annoying aspect of the mechanics.
Obtite 27 Mar, 2021 @ 8:20am 
i would love if u fixed the issue of where u autoresolve it wont capture the enemy, i mean, ive gone up against a single general with auto resolve, and it wont capture him, he will just die,
can u make a mod to where if u win a autoresolve it will always be a capture, its a bit tedious to play every battle.
Black Kazzan 20 Mar, 2021 @ 9:43am 
Such a magnificent yet simple mod! LOVE IT! Thanks man !
cybvep 18 Dec, 2020 @ 10:58am 
Can you boost the chance of capturing prisoners via AR? It's so annoying to have to play those curb-stomp battles just because the AR doesn't give anything.
Deviant 2 Dec, 2020 @ 4:07am 
Great mod! Characters are captured when killed, even if you lost the battle. I have a couple of suggestions.
1) There is a small flaw - when auto-calculating (if the enemy character died), the capture chance is not 100%.
2) Also add a screenshot with effects to the mod description. Well, or at least write the exact data: 999 seconds, lord or hero, +10 MA, + Unbreakable, -10 armor, -5 MD.
3) Add a small penalty to your movement speed. And then there is a huge magic cage near the character, and he runs as if it is not there.