Total War: WARHAMMER III

Total War: WARHAMMER III

Rakarth's Bestial Enhancements
Showing 21-30 of 37 entries
< 1  2  3  4 >
Update: 17 Nov, 2023 @ 2:34am

Fixed the building contexts of Shoot the Messenger and Dreaded Knights technologies being swapped. They now should apply to the correct buildings.

Update: 5 Nov, 2023 @ 10:48pm

Just a small change to the Prickly Personality ability.

  • Reduced the damage reflection from 12 to 6.
  • Added 6 armour to the ability.
  • Added 6 melee defence to the ability.

The intent is to bring the survivability of High Beastmasters up a notch, as they are generally bad combat characters compared to Dreadlords (and even sometimes the High Sorceress) on Black Dragons. They likely still won't compete, but it should up their performance slightly.

Update: 30 Sep, 2023 @ 3:54am

Added 2 more technologies specifically targeting 2 building chains.

The first technology modifies the Dark Riders/Doomfire Warlocks recruitment chain. This unlocks an array of local province bonuses that increase ambush success and defence chance, along with a large line of sight boost to the settlements. This building chain is probably one of the least useful in the entire game (Dark Riders/Doomfire Warlocks are rarely recruited, and can be done so from Black Arks anyway). The bonuses are quite high to incentivize at least perhaps constructing them in forward regions that may be under conflict, or perhaps keeping one in newly confederated/conquered settlements.

The second technology modifies the Cold One Knights/Black Guard of Naggarond recruitment chain. It requires researching the first technology, and adds a small public order bonus to adjacent provinces and minor -leadership to enemy forces in local regions. The aim here is to add some small mitigation to larger empires and significant public order issues caused by large numbers of slaves in the pool that one may acquire in the later stages of campaigns.

These values are obviously subject to change.

Update: 28 Sep, 2023 @ 11:14pm

Visual update with new or changed icons for around 8 of the technology nodes.

Update: 21 Sep, 2023 @ 2:58am

Some minor changes to the tech tree structure, visibility, and stat alterations.

  • Barrier amount for Bloodwrack Medusae and Bloodwrack Medusae Shrines from the Coiled and Cruel technology node increased from 300 to 400.
  • Removed the Charmed contact effect for Bloodwrack Medusae and Bloodwrack Medusae Shrines from the Glamorous and Grotesque technology node.
  • Added new effect to the Glamorous and Grotesque technology node which changes the missile weapon for Bloodwrack Medusae and Bloodwrack Medusae Shrines. The missile weapon and projectile are the same, but they apply a new contact effect (Curse of Torment) which deals minor damage over time, in addition to lowering leadership, melee attack, and spell resistance. This was in order to solidify their more ranged focus rather than having them dish out -8 melee attack to enemies that they are in melee with.
  • Changed the structure and effects of the Call of the Wild, and the Release the Hounds technology nodes. They are now under their own section, separate from the Better Beastmasters technology node, and have had their prices adjusted as a result. Additionally, the number of uses on each army ability has been lowered from 2 to 1, and shifted the army ability activation to the Call of the Wild technology node. The Release the Hounds technology node has taken the bonus replenishment for Druchii beasts (which was previously attached to Call of the Wild), and now adds 1 additional use to the army summon abilities.
  • A few small tweaks for simple visibility in the technology tree such as adding groupings to technology nodes.

Update: 2 Sep, 2023 @ 12:45am

Just a small change to the "Behemoth Bite Force" technology. Removed it applying to the Regiment of Renown Hydra (The Chill of Sontar) as it already has a contact effect on attack.

Update: 31 Aug, 2023 @ 11:40pm

Updated the tables to be compatible with the 4.0 release of the game.

Additionally, the following changes have been made.

  • The "Hidden Gems" technology now grants Gemstones production to the second and third tier of the beast recruitment building line. This is instead of a flat value from the tech tree. While all Druchii factions have access to the building, only Rakarth's faction can unlock this technology and therefore gain access to the Gemstones production from it. (Obviously this may have problems with other mods which replace buildings entirely)
  • Changed the values on the ability "Surging Cruelty" to be more uniform. This reduced the overall healing from 16.8% per charge to 14.4%, but upped the melee attack/defence and ward save from 11 to 12. Additionally, added another tier to the slave resource cost (2000) and attached it to the "Bound by Hate" technology.
  • Increased values on the "Twitch Reflexes" technology to grant 30% missile resist, up from 25%. This was to keep it even with the Medusa missile resist buff.
  • Created a new version of Whiplash! by unlocking the "Whip It Good" technology. This replaces all High Beastmaster's (and Rakarth) current version of Whiplash! with Whiplash! (Upgraded). The new version grants an area of effect to the skill, and also allows it to target the ground, allowing it to buff multiple units. It still grants the same bonuses and cannot be used on lords or heroes.

Testing this on 3.1 showed all of this as functional, but I'll need more time to make sure it all works as intended for 4.0. In theory it should be good to go.

Update: 27 Aug, 2023 @ 3:54am

The original plan was to move away from the tech tree (and that is still the plan, but sadly a case of Soon™), but in the meantime I decided to update this mod in preparation for 4.0.

The following update includes

  • 8 new (totally functional, fingers crossed) technologies, bringing the total number to 35.
  • A neatened up placement of the technologies in their own place at the right end of the tech tree.
  • Added Chaos Dwarfs to the list of factions for the "Release the Hounds" tech (summons Harpies for now).
  • Cleaned up tables inside of the mod (will continue to clean this and make more uniform for future).

Nothing major is planned next, but I am likely going to change the "Hidden Gems" tech to have its gem production be linked to the recruitment building line for war beasts instead of a flat amount.

Update: 14 Apr, 2023 @ 5:10am

Updated to be compatible with 3.0.

Update: 17 Feb, 2023 @ 3:56pm

Changed the name of the "Release the Cold Ones" tech to "Release the Hounds" in addition to adding in the custom summons. Now this tech provides a custom summon in battle depending on the culture you are fighting. Most of the time this will simply call in some Harpies (as many of the races in question do not particularly have wild critters to break), but certain factions allow for special summons to be called in.

The notable ones are as follows.

  • Daemons of Chaos & Warriors of Chaos = Feral Manticore
  • Dark Elves & Lizardmen = Feral Cold Ones
  • Greenskins = Squig Herd
  • High Elves = Great Eagle
  • Kislev = Feral Ice Bears
  • Norsca = Norscan Ice Wolves
  • Ogre Kingdoms = Sabretusk Pack
  • Wood Elves = Great Hawks

Some additional small changes to values.
  • Kharibdyss' Eat to Live duration changed from 15 seconds to 12.
  • Kharibdyss' Live to Eat intensity duration changed from 120 seconds to 150 seconds.
  • "Relentlless Monsters" Ward Save to non-Druchii beasts changed from 10 to 8.
  • "Where the Wild Things Are" Upkeep reduction for non-Druchii beasts changed from -25 to -15.

This is the last update to this mod (besides possibly fixing bugs) before I break away from the Technology Tree and implement some kind of UI for it (keeping an older Tech Tree version available for those who prefer that).