Total War: WARHAMMER III

Total War: WARHAMMER III

Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)
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Update: 14 Dec, 2024 @ 7:22am

    6.0 Update: 2024-12-14

Other DB changes:
  • Reimplemented and double checked data override of "factionwide_recruitment_unit_exclusions_units_sets_junctions_tables".
  • Removed all "main_unit" edits to artificially create a recruitment cost. It didn't seem to really matter in the end for the AI.
  • Fixed Khorntaurs (for taurox)'s melee cp values.
  • Removed tweaks to Hidden Encampment.
  • Taurox's khorne corruption spread now affects new special settlements (Zharr-Naggrund, Wei-Jin, Kislev, Lothern, Oak of Ages).
  • Taurox's Khorntaurs are added to new special settlements (Zharr-Naggrund, Wei-Jin, Kislev, Lothern, Oak of Ages).

    Legendary Lords:
  • Removed Khazrak's xp bonus when defeating humans faction effect.
  • Removed Khazrak's "discombobulated" trait bonus.
  • Removed Taurox's special ability and ambush success chance reduction faction effects.
  • Increased Morghur's Spawn unit cap bonus from 4 to 8.

    Characters:
  • The Skill "Speaker of Darkling Councel" for Great Bray Shamans give dread +10% from battle multiplier factionwide while on map.
  • Malagor's "Something wicked this way comes" skill gives dread +10% from battle multiplier factionwide while on map.
  • Added a new skill for bray shamans (replacing "hasten challenges") to instead give dread from battle multiplier factionwide while on map. Since hastening challenges were redundant in this mod.

AI focused changes:
  • Tweaked various elements of the AI beastmen buff bundle. (mostly removed)

Technology Changes:
  • Changed "Horns of War" by removing the charater exp gain mod for Dread cost reduction from cap upgrades.

Script Changes:
  • Reimplemented scripts, just to be sure.
  • Removed scripts from beastmen AI bundle that affected only player.

Update: 22 Aug, 2024 @ 10:47am

Patch 5.2

Increased Dread per turn gain for AI only from 50 to 200

Update: 25 Jun, 2024 @ 11:07am

    5.1 Update: 2024-06-25

Technology Changes:
  • Changed Gor dual axes variant's bonus vs infantry bonus from the technology "Roar of Chaos" to +10 charge bonus instead.

Update: 23 May, 2024 @ 9:57am

    5.0 Update: 2024-05-23

Other DB changes:
  • Added the missing Pestigor entries.

Technology Changes:
  • Added the Pestigor to "Roar of Chaos" effects.
  • Centigors are now properly affected by "The Unnatural Order" Technology effect.

Update: 4 May, 2024 @ 5:07am

    5.0 Update: 2024-05-04

Other DB changes:
  • Reimplemented the main_units_tables edits.

Script Changes:
  • Reimplemented the script changes, just to be sure.

Update: 30 Apr, 2024 @ 9:12am

    5.0 Update: 2024-04-30

Other DB changes:
  • Reduced Dread cost of Confederating Lords from 15000 dread to 6000 dread.

Technology Changes:
  • Reduced Dread cost of Researching Special Technologies from -2000 to -500.
  • Reduced Favour cost of Researching Special Technologies from -2500 to -1000, and -5000 to -3000.

Script Changes:
  • "wh2_dlc17_bst_ruination_progression.lua": Added Pestigors to unit set unlock.
  • Removed starting unit additions. Taurox's unit start still kind of remains, but heavily tweaked. Player and AI can use Khornetaurs now, other than that his army is reverted back to original format.

Update: 25 Feb, 2024 @ 1:42am

    4.2 Update: 2024-02-25

Other DB changes:
  • fixed tzaangors main unit table entry.

AI focused changes:
  • AI Beastmen: Increased failsafe from 100 to 999 (WIP)
  • AI Beastmen: Increased free GOR cap from 5 to 15

Script Changes:
  • Reimplemented "wh2_dlc17_beastmen_tech.lua" and "wh2_dlc17_bst_ruination_progression.lua" scripts.
  • wh2_dlc17_bst_ruination_progression.lua: Increased max crafted armies from 25 to 999 (WIP).
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI building unlock cooldown from 18 to 25.
  • wh2_dlc17_bst_ruination_progression.lua: Changed AI army cap increase cooldown from 50 to 25.
  • wh2_dlc17_bst_ruination_progression.lua: Changed AI free dread points from 3000 to 5000.

Update: 16 Jan, 2024 @ 8:25am

    Update: 2024-01-16

Other DB changes:
  • AI Beastmen: added weight -100 to colonize and resettle options.

AI focused changes:
  • AI Beastmen: added -1 turns to recruit minotaurs
  • AI Beastmen: removed character experience gain +10%

Technology Changes:

  • Taurox Technologies: Removed -1 turns to recruit minotaurs. Made it too easy for Taurox players.
  • Taurox Technologies: In return, increased Khorne corruption spread by +1 (both techs).

Script Changes:
  • add_units_morghur.lua: Changed Morghur's starting army. Jabberslythe start is a bit too heavy. Replaced Jabberslythe with another Chaos Spawn unit instead.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI building unlock cooldown from 10 to 18.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI unit unlock cooldown from 3 to 5.
  • wh2_dlc17_bst_ruination_progression.lua: Changed AI army cap increase cooldown from 25 to 50.

Update: 21 Nov, 2023 @ 6:47am

    Update: 2023-11-21

Other DB changes:
  • Fixed a change in 4.1 that caused crash.

AI focused changes:
  • AI Beastmen: Removed army cap +1 at the start of the game. Now they have 0 again
  • AI Beastmen: Reduced occupation chance weight further from 30 to 15

Script Changes:
  • wh2_dlc17_bst_ruination_progression.lua: Changed AI building unlock cooldown from 10 to 13.

Update: 30 Oct, 2023 @ 6:02am

    Update: 2023-10-30

Other DB changes:
A new found discovery is that the beastmen idle and refuse to recruit units or new armies. One solution, provided by Dead Baron, is to introduce unit cost again, but not for the player.
This fix will remain until CA fixes the Beastmen themselves.
  • Added a recruitment cost for (mostly, ror excluded) ALL beastmen units. (not going to affect player).
  • Beastmen Players now gain a hidden -1000% recruitment cost and -1000% upkeep cost reduction (just in case).
After CA fixed beastmen from not having +75 exp bonus on army on red line, I removed my old tweaks to compensate.
  • Removed tweaks to the Bestial Rage mechanic (quicker bestial rage deterioration on max tier, unit experience per turn bonuses and debuffs).
Kind of weird that Gorgons take 3 turns instead of 2, since Elemental beast is 2 turns and may be arugably better.
  • Gorgons now take 2 turns to recruit instead of 3.
The Beastmen hidden camp is super strong. No doubt. It's the tool that makes them super snowbally midgame and early game. However, it doesn't work properly for the AI.
You see, if the beastmen have a lord recruiting units in a herdstone and then proceed on making another lord to do the same, it breaks the AI. Hidden encampment required at least 10% of campaign movement range to adopt.
When a new lord i spawned, they start with 0 movement range. So what ends up happening is that the lord freezes and completely idles.
  • Beastmen hidden encampment no longer costs 10% movement to adopt. But has a -25% campaign movement range penalty instead when on the move.

AI focused changes:
Making huge changes for AI Beastmen. Adding new tweaks to the Beastmen AI to compensate and adjust.
  • Removed all tables related to editing Beastmen Personalities. It didn't really do anything to fix anything. (excluding displayed trait set. only frontend)
  • Removed and changes some entries from cai_task_management_systems revolving arund beastmen specific additive.
  • Reduced weight chance to occupy settlements from 50 to 30, increased chance to raze settlements for favour (when under -10000 favour) from 300 to 850. You will see beastmen raze more when they need to.
The beastmen recruits really weird, and has a hard time suriviving past the first few turns. Giving them additional army cap to compensate.
  • AI Beastmen: Added army cap +1 at the start of the game.
Due to the beastmen having 0 income from anything, the beastmen AI must gain income value from any aggression. And a lot of it.
A lot of income bonuses will be needed and cost reductions to not make them easy to get to the red. All money should be spent on units.
  • AI Beastmen: Increased income from post battle loot, looting income and razing income to 500%.
  • AI Beastmen: Increased income from raiding to 1000%.
  • AI Beastmen: Increased construction cost reduction for horde buildings from -90% to -95%.
  • AI Beastmen: Increased ruination gained per turn from +2 to +3.
  • AI Beastmen: Removed cap penalty of higher tier single entity monster units.
  • AI Beastmen: Added construction cost reduction for herdstone buildings -90%.
  • AI Beastmen: Added Lord recruitment cost -50%.
  • AI Beastmen: Added recruitment slot +2 for horde and herdstones.

Technology Changes:
Tweaking Malagors technologies a bit, adding Chaos Dwarfs who were missing and reducing the value a bit. Pledge of Allegiance needed something far more valuable to his playstyle that I have in mind.
  • Malagor's Technology "Cry of Doom": Diplomatic relations bonuses now includes Chaos Dwarfs and reduced from +50 to +40.
  • Malagor's Technology "Pledge of Allegiance": Allegiance points gain bonus now includes Chaos Dwarfs and reduced from 300% to 200%.
  • Malagor's Technology "Pledge of Allegiance": Reworked "Borrowed units has no upkeep" to "Dread cost: -80% to confederate Beastmen Legendary Lords"
wTaurox, althought already bonkers in many ways, I felt that in some ways he should have better access to his meat so to speak. Helps the AI too. (feel free to debate if I should revert this)
  • Taurox's Technology "Tributes in Blood": Added "Recruitment duration: -1 turns for Minotaur units"
Khazrak is a weird one. He seems to focus on so many things at once, which in my head suggests he is alround. However, beasts should be his forte. I aim to change some stuff.
  • Khazrak's Technology "Dominion of the Beasts": Increased Unit experience gain bonus from 10% to 20%
  • Khazrak's Technology "Ruination of Order": Removed "Unit experience gain +10%"
  • Khazrak's Technology "Ruination of Order": Tweaked "Armour: +25 for Bestigor Herd and Chariots units" to no longer include Chariots, but instead includes Chaos Warhounds and Razorgor Herds
  • Khazrak's Technology "Ruination of Order": Tweaked "Attribute: Ogre Charge for Bestigor Herd and Chariots units" to no longer include Chariots, but instead includes Chaos Warhounds and Razorgor Herds
  • Khazrak's Technology "Ruination of Order": Added "Passive ability: "Beastial Trample" for Razorgor Herd and Chaos Warhounds units"
Hilarious as he is, some techs I deemed boring. After this he should feel more imposing that meme.
  • Morghur's Technology "Sprawling Mutation": Reworked "Unit cap +10 for Chaos Spawn" to "Dread cost: -40% to increase capacity of Chaos Spawn, Giants, Jabberslythe and Incarnate Elemental of Beasts
  • Morghur's Technology "Sprawling Mutation": Fixed a typo and tweaked the hidden army ability debuff to also reduce physical resistance by -10%
  • Morghur's Technology "Feast of Change": Reworked "Armour-sundering for Chaos Spawn units" to "Passive ability: "Tides of Transformation" for Chaos Spawn and Jabberslythe units"
  • Morghur's Technology "Feast of Change": Added "Khorne corruption, Tzeentch corruption, Nurgle corruption and Slaanesh corruption: +3 (all characters)

Script Changes:
Description:
I foudn that Taurox's theme of Khorne should be more emphasized with the AI. So I swapped Taurox's starting minotaurs.
  • add_units_taurox.lua: Swapped Taurox's starting minotaurs to the Khorne variant.
CA never added the rituals for Incarnate Beasts and Tzaangors to script. Also took an attempt to make it compatiable with Lost and Found mod.
  • wh2_dlc17_bst_ruination_progression.lua: Added Tzaangors and Incarnate Elemental of Beasts in the ritual tiers
  • wh2_dlc17_bst_ruination_progression.lua: Added compatiability for LOST AND FOUND Beastmen Mod: Cockatrice and Thing in the Woods in the ritual tiers
Found a missing Beastmen faction not included in the fun.
  • wh2_dlc17_bst_ruination_progression.lua: Added the Beastmen of Chaos faction to beastmen_factions list. So they are also included.
Another attempt in making the beastmen not fall behind too hard. I have overviewed the cooldowns (yet again) in an attempt in making beastmen into something.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI building unlock cooldown from 25 to 10.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI unit cap ritual unlock cooldown from 20 to 4.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced AI unit cap unit cap ritual increase cooldown from 15 to 3.
  • wh2_dlc17_bst_ruination_progression.lua: Reduced army cap increase ritual cooldown from 80 to 25 (vanilla).
  • wh2_dlc17_bst_ruination_progression.lua: Increased AI times to perform ritual from 1 to 5.