Total War: WARHAMMER III

Total War: WARHAMMER III

98 ratings
All Faction - Monster Hunting (Updated for WHIII)
   
Award
Favorite
Favorited
Unfavorite
graphical
Tags: mod
File Size
Posted
Updated
2.005 MB
30 Oct, 2024 @ 12:02pm
13 Apr @ 5:39pm
6 Change Notes ( view )

Subscribe to download
All Faction - Monster Hunting (Updated for WHIII)

Description
This is a WHIII update of Prop Joe's update of DarudeSandKing's "All Faction - Monster Hunting".

I've updated the monster home regions for the WH3 map and also added quests for each of the monsters, to give you something in the UI to point you to them. These quests are not tied to actually unlocking the monsters themselves and can be abandoned if you don't want to see them in your quest log. The quests spawn on turn 10, and this is when the monster RoR's are unlocked for factions that start out owning the key settlements, but you can still unlock a monster before turn 10 if you capture one of the key settlements.

In the process of updating the mod, I also had to simplify the recruitment script a bit to get it to work. You now recruit monsters by occupying and holding their home regions. Doing so adds them to your RoR pool. Another faction occupying the monster's home region will cause the monster to abandon your faction (and become recruitable by the current settlement owner).

AI do recruit the monsters, though in ~50 turns of testing it seems they only recruit them if the base monster type is a part of their race, (Dark Elves/Medusa, Greenskins/Spider Queen, Skaven/Abomination). Monsters exist in the garrisons for either the base settlement chain or a global landmark in most of their home regions, so you'll likely still have to face the monsters in battle before being able to recruit them.

This can be added mid-save, but not removed. (You will not get the missions if added mid save)

SFO submod created by Jopanis @ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3361599589

Compatible with:
IEE - yes!
Old World - no.
36 Comments
Kerrberos  [author] 13 Apr @ 5:40pm 
Just tested and added some new scripting so that it now considers when a region is gained via confederation and unlocks the associated monster RoR accordingly. thanks for the tip ZX.
Kerrberos  [author] 13 Apr @ 2:54pm 
hmm yeah it looks like the listeners do not account for the settlement being gained by confederation. I'll take a look at fixing that.
ZX 12 Apr @ 7:12pm 
Playing as Tzarina Katarin and comfederated kostaltyn who has Erengrad the mission to recruit the Mammoth says it has been completed but its not showing up in my recruit RoR pool
Kerrberos  [author] 13 Jan @ 5:36am 
They are custom variations but closer to the boss versions. The original WHII mod author toned down a few abilities that would let some of these boss units literally take on an entire army on their own. For the price these units cost to recruit and upkeep, they are all still very overpowered units.
Krakenous 12 Jan @ 5:27am 
Does this version grant you the more powerful "boss variations" or just the regular lesser versions? Reason I ask is because there is two types and I'd prefer to have the more powerful boss variations with their special abilities which are stronger.
L7 29 Dec, 2024 @ 6:00am 
Can someone make a mod for monsters to gain exp please.
Lemonz 15 Dec, 2024 @ 8:25pm 
This is great for Golgfag, it gives him more to do when he's travelling around do contracts, and feels fitting for Ogres
ElyonHU 14 Dec, 2024 @ 6:11pm 
pls up
Rustic "Kalessin" Citrus 18 Nov, 2024 @ 6:22pm 
I can also confirm it works flawlessley on IEE, its all I play technically!
Kerrberos  [author] 18 Nov, 2024 @ 2:37pm 
I just tested both and IEE yes, Old World sadly no. it must us different keys for the settlement names? I will update description