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: 15 Oct, 2023 @ 1:02am

    Update: 2023-10-15

Technology Changes:
Incorporated Tzaangors and Incarnate Elemental of Beasts into the Beastmen Tech Roster.
  • Tzaangors are now effected by armour increase and shield block increase from "Drakwald Armaments"
  • Tzaangors are now effected by charge bonus and experience increase from "The Unnatural Order"
  • Tzaangors are now effected by weapon damage bonus from "Roar of Chaos"
  • Incarnate Elemental of Beasts are now effected by missile resistance bonus from "The Rewards of Ruin"
  • Incarnate Elemental of Beasts are now effected by wallbreaker attribute bonus from "Bane of Civilization"

Update: 31 Aug, 2023 @ 9:22am

Update 4.0

updated tables. no changes

Update: 4 Aug, 2023 @ 6:04am

    Update: 2023-08-04

Other DB changes:
  • Datacore edits "factionwide_recruitment_unit_exclusions_units_sets_junctions_tables" to make minor beastmen AI able to recruit lords again. No idea why I removed it.

Script Changes:
  • wh2_dlc17_bst_ruination_progression.lua: Increased ritual cap cooldown from 15 to 10
  • wh2_dlc17_bst_ruination_progression.lua: Increased ritual cap tier max from 8 to 4

Update: 5 Jul, 2023 @ 9:27pm

    Update: 2023-0-0

Other DB changes:
  • Added a new unit for Taurox: Minotaurs of Khorne + great weapons. Tied to minotaur cap unlocks. Gains all the bonuses Minotaurs would get from skills, techs and other effects.
  • Taurox: Fixed Taurox's unique charge speed bonus not applying properly.

AI focused changes:
    Note:I want to avoid AI beastmen from colonizing and resettling abandoned regions frantically, so I made them unable to do so, unless they are missing at least 1 herdstone.
  • AI Beastmen: Changed occupation CAI decision making regarding resettling from 1 to 0
  • AI Beastmen: Changed occupation CAI decision making regarding colonise from 1 to 0

Technology Changes:
    Notes:The tech changes I made for these techs feel awkward and I decided that removing them or tweaking them felt nessecary.
  • Special Technologies: Changed the unlock requirements for them. Players now require only to unlock "Plight of the No-Horns", "The Unnatural Order", "Empire of Beasts" and "Days of Wrath". Felt like it was too hard.
  • Malagor's Technology "Pledge of Allegiance": Fixed effect text typo and fixed the effect not doing anything.
  • Morghur's Technology "Sprawling Mutation": Fixed effect text typo

  • Following Technologies: Reduced cost of following technologies from 1000 to 500.
  • Technology "Horns of War": Changed "Unit experience gain +10%" for "Character experience gain +10%"
  • Technology "The Strong Survive": Removed "recruit rank +1 for melee infantry units"
  • Technology "Messenger of the Bray": Increased line of sight bonus from 25% to 35%
  • Technology "Khadon Unleashed": Removed "charge bonus +10% for monsters"
  • Technology "Consume Order": Removed "Horde Building construction cost -15%)

Script Changes:
Description:
  • Reimplemented tweaks for "wh2_dlc17_bst_ruination_progression.lua"
  • wh2_dlc17_bst_ruination_progression.lua: Increased ritual cap tier max from 4 to 8
  • wh2_dlc17_bst_ruination_progression.lua: Increased AI dread to spend value from 2000 to 3000

Update: 25 May, 2023 @ 8:39pm

No changes

Update: 27 Apr, 2023 @ 9:42am

    Update: 2023-04-27

AI focused changes:
Notes:
It's come to my attention that the Beastmen are rather violent, especially if you game as the Empire. Making some minor balance tweaks to reduce their quick effectiveness.
  • AI Beastmen: Reduced free Gor caps from 10 to 5.
  • AI Beastmen: Reduced free Bestigor and Minotaur caps from 2 to 0.
  • AI Beastmen: Reduced character experience gain from 30% to 10%.
  • AI Beastmen: Reduced Ruination gain per turn from 4 to 2 per turn.
  • AI Beastmen: Reduced Bestial rage per turn from 2 to 1.
  • AI Beastmen: Reduced Dread per turn from 100 to 50.
  • AI Beastmen: Removed bonus campaign replenishment +3%, it was redundant.
  • AI Beastmen: Reduced research rate from -50% to -55%, which should result in one tech taking 3 turns instead of 2.

Other DB Changes:
Some technologies made certain beastmen units a nightmare, way too strong for their "price-range". Or tier is a better term for the Beastmen.
While playing as the beastmen, these were some of the beast techs for early game dominance. But I eventually determined they were too strong for what they gave.
Nerfs were in order.
  • Technology "Hierarcal Hatred": Changed the bonus base damage per rank to "base weapon damage +4 for Ungor Spearmen Herd and Ungor Herd units".
  • Technology "Feasting on Man": Reduced from 2% per rank to 1% per rank. Giving a total of 9% bonus melee attack at rank 9. Reduced dread cost from 300 to 200.


Script Changes:
Description:
  • Edits wh2_dlc17_bst_ruination_progression.lua: increased cooldowns on how the AI spends dread to be near identical to vanilla.

Update: 26 Apr, 2023 @ 7:40am

    Update: 2023-04-26

AI focused changes:
  • AI Beastmen: no longer starts with +1 army cap at the start of the game. The army was always put out too early and was often "bugged" which resulted in the army not doing anything.

    Notes:
    The AI still get quite a lot of money that they can spend on diplomacy. Reduced even further.
  • AI Beastmen: further changed income from razing from -35% to -50%.
  • AI Beastmen: further changed income from post battle loot from -35% to -50%.
  • AI Beastmen: further changed income from raiding from -10% to -25%.
  • AI Beastmen: further changed income from looting from -25% to -50%.

Other DB Changes:
  • The "Defiled Bloodgrounds" bundle applied on adjacent blood-ground regions after completing a herdstone ritual applies an absurd amount of Chaos Corruption,
    making factions like Taurox who should be able to spread Khorne corruption practically unable to. Reduced corruption from +20 to +2.
    Further tweaking, increased corruption region spread on herdstone main buildings on higher levels, all variants.
    (these changes may need campaign restart or resettling herdstones to take effect)

  • The Tech "Drakwald Armamenets" replaced missile resistence for missile block chance for shielded units(yay, they implemented it this patch!)
  • The Tech "Roar of Chaos" was missing to include the regular Bestigor. Oops!
  • The Tech "Hierarcal Hatred" was missing to include the ror ungor unit. Oops!
  • Cleaned up some leftover tables that were no longer used. (strategic_compontent tables)

    Notes:
    I felt that Taurox has really good unique tech effects, however the way it was handled felt unhealthy.
    Some bonuses felt way too extreme for his powerlevel. So it has been tuned to be taking itself in a different direction.
    Malagor's felt rather weak, so I wanted to upgrade his techs.
  • Taurox Technology 1: Removed the weapon strength bonus for dual wielded units.
  • Taurox Technology 1: Changed how Khorne corruption is applied. Now applies khorne corruption to buildings and horde buildings and cancels out the undivided corruption when technology researched which leads to less spead of corruption you don't want.
  • Taurox Technology 1: Reduced Khorne corruption to characters from +5 to +2. Added a new hidden effect that gives -1 undivided corruption to all characters.
  • Taurox Technology 2: Added +2 khorne corruption to adjacent provinces.

  • Malagor Technology 1: Removed terror from Harpies. Replaced with "Something Wicked This Way Comes" for Harpies. Harpy abilities gained from this Technology no longer strickly applies to Malagors army anymore.
  • Malagor Technology 2: Removed bonus leadership from borrowed units. Replaced with -100% upkeep for all borrowed units. Reduced allegiance points gained from 500% to 300%

Update: 13 Apr, 2023 @ 3:35pm

    Update: 2023-04-14

AI focused changes:

Other DB Changes:
Description:

  • Fixed the "Hierarcal Hatred" affecting units not related to the tech.


Script Changes:
Description:
  • Removed edits on the "wh_horde_reemergence.lua" as this mod no longer tweaks the script.
  • Reimplemented the scripts.

Update: 11 Mar, 2023 @ 1:23pm

    Update: 2023-03-11

AI focused changes:
Description:
Based on user discussion, I attempt to reduce the amount of times beastmen choose to occupy.
Now it should be slightly reduced, but not impossible to see them occupy additional settlements.
  • AI Beastmen: Reverted strategic components and profiles back to original. No longer the same values as Hecleas.
  • AI Beastmen: Reduced guarentee on colonizing, occupying or settling based on missing settlements owned from 2 to 1.
  • AI Beastmen: Reduced weight of colonizing, occupying and settling.
  • AI Beastmen: Increased the weight on razing.


    The following changes exist to tackle the issue of beastmen earning too much cash to give to the player in diplomacy.
    This is a Work in Progress.
  • AI Beastmen: Added -35% income from razing and post battle loot income.
  • AI Beastmen: Added -10% income from raiding.
  • AI Beastmen: Added -25% income from looting.
  • AI Beastmen: reduced cost reduction for provincial buildings (herdstones) from -20% to 0.

Update: 16 Feb, 2023 @ 8:48am

    Update: 2023-02-16

AI focused changes:
Description:

  • AI Beastmen: Changed research rate reduction from -80% to -50%

Other DB Changes:
Description:

  • Technology "Hierarcal Hatred": Increased unit experience gain from 10% to 25% for ungors
  • Technology "Horns of War": Increased unit experience gain from 5% to 10%
  • Technology "Stampeding Terror ": Increased unit experience gain from 10% to 15% for centigors
  • Technology "The Unnatural Order": Added unit experience gain 15% for Gor Herd and Bestigor units
  • Technology "Days of Wrath": Added Speed +5% for Minotaur units