Total War: WARHAMMER III

Total War: WARHAMMER III

More Ferals for Lizardmen
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Update: 26 Mar @ 11:12am

-Updated for 6.1

Update: 3 Jan @ 1:55am

-Addressed (AGAIN) Feral Terradons not being visible/recruitable inside the Terradon building chain.

Update: 29 Dec, 2024 @ 7:07am

-Bloodsplitters and Scavenger units are now recruitable through the Lizardmen beasts chain.
This change was made since it's unclear to me if the Lizardmen Animals resource building chain is currently deprecated or not.
As a "downside" you should expect to see Lizardmen AI to recruit Scavenger units way more often since they are cheap and convenient to recruit and are now easily accessible.
-Added several missing building_units_allowed_tables values, this should fix eventual problems like being unable to recruit certain custom units in campaign after upgrading certain buildings.

Update: 19 Dec, 2024 @ 8:28am

-Updated for 6.0

Update: 2 Nov, 2024 @ 1:05pm

-Updated for 5.3
-The Greater Feral Carnosaur has now access to the Primal instincts ability

Update: 21 Aug, 2024 @ 10:09am

-Forgot about a bunch of new auto resolver values in the land table, sorry.

Update: 21 Aug, 2024 @ 3:02am

-Updated for 5.2

Update: 25 Jun, 2024 @ 5:52pm

-Updated for 5.1

Update: 3 May, 2024 @ 5:19pm

-Updated for 5.0.1

Update: 6 Apr, 2024 @ 12:20pm

-Added MCT support to enable and disable the units featured in this mod.
Do note that MCT disabled units will still have their unit cards attached to their respective building chains and that the disabled units will still pop up in your recruitment pool.
The only difference is that the disabled unit will be grayed out and result as "not recruitable".