Total War: WARHAMMER II

Total War: WARHAMMER II

Not enough ratings
[Outdated] ^Beastmen Playable Campaign (EN)
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
750.517 KB
2 May, 2021 @ 11:44am
12 May, 2021 @ 7:05am
5 Change Notes ( view )

Subscribe to download
[Outdated] ^Beastmen Playable Campaign (EN)

In 1 collection by ✨🏮Red Moon's Glow🏮✨
As it should be (maybe)
7 items
Description
Beastmen update, released with DLC "The Silence & The Fury", produced a truly serious "Rework! Rework! Rework!" and introduced a bunch of new mechanics and features, many of which conflict with this mod. Firstly, beastmen economy was radically redesigned in the manner of tomb kings, so all machinations with income and upkeep are no longer relevant. Another thing that's funny for me - Khazrak got a faction bonus to ambush success chance, and Morghur - to replenishment, just like in my mod (with a slight amendment in case of Morghur as 8 percent instead of 10), and in general many effects that I added to technologies are now already present in vanilla either in updated tree, or in lords skills, or in new unique mechanics. All this deprives the mod of almost all changes that it could offer, but I don't see necessity to do a complete overhaul in conditions of new update, since beastmen have already become quite a decent race, and no longer need additional improvements that much. Yes, maybe they didn't become like very stronger, but definitely much more interesting and fulfilled in terms of gameplay. Of course, I feel pity to throw a mod that I've been creating and polishing for quite a long time, but I'm glad that CA themselves finally paid attention to goat-footed and did such a thorough job. :>
However, many-year grudges are not so easily forgiven)) , so I will save this page in the workshop as a reminder of how oppressed and artless beastmen were once)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Past description:


Beastmen are not just hardcore, it's possible to torture people by forcing them to play as this race. It’s hard from the nomad mechanics alone, which forbids you to occupying settlements and allows you to live only by destroying enemy cities, but if Chaos with the same system herewith has an impressive roster with lots of very strong units and lords who usually overtop their opponents and thus can compensate for the economic advantage of other factions, then here we have some worthless "herd of cattle", which manages to be either mediocre or frankly terrible in absolutely all senses. Without a significant numerical advantage (which you simply cannot have because of zero economy), in order to win for this race, sometimes you need to be a genius commander in the level of Hannibal, or use all possible abuses, playing battles for several hours. Then add here the inadequately low horde growth (initially 1 point per turn out of 20 before the population surplus, it's not even funny.. at all), the most ascetic set of stances on the campaign map, and the technology tree, only a few of which give tangible benefit. All this creates truly unbearable conditions, beastmen aren't able to compete with any other race, but nevertheless the developers always forget about them and do not make any decisive changes...

So greet this mod - with it, the horde's basic buildings will generate income, while advanced buildings will provide buffs for whole army and in both cases give a greater upkeep discount, the horde's growth will increase significantly, each herd will be able to recruit two heroes of each type instead of one; technologies will receive many new effects, but now they will cost money (so that you have where to spend your treasury ^^), campaign stances will become more useful and one more "author's" will be added to them, plus hiring new hordes will take less population surplus points, and of course effects of the Dark Moon will be improved and in some places given new bonuses. Khazrak and Morghur also will receive an additional factional effect so that they could somehow compete with Malagor when choosing a starting lord.

You may say that there are already such kind of mods, so why do you need this one? - Well.. Most mods that also add income from horde buildings use the standard coin icon, although beastmen have a special style of monetary resources as the eye of beast, symbolizing the "Favour of the Dark Gods", just like Chaos has. But my icons will be appropriate))) Well, really, the atmosphere is also important..) The correct icons are also applied for upkeep discounts, various income bonuses and some skills in the character leveling branch, so even for something that hasn't been replaced in vanilla (which is also another example of CA's indifference towards this race, since for Chaos everything is completely redrawn).
Generally speaking, this mod doesn't make some separate change, but is designed so that you can install it and immediately start comfortably playing beastmen.
I note, however, that everything here is focused specifically on the campaign, I didn't change the units themselves, so you can set something on this, but due to the new bonuses, you can even without it bring your troops to a high level.

I cannot claim that the changes I made are perfect. Perhaps somewhere I overdid it or, on the contrary, missed something important, so if you tried to play with this mod and some of changes do not allow you to play comfortably, some of affected numbers need to be tweaked - appeal, I will consider this. Also write if there are any problems, something doesn't work or something is not where it should be in theory, but first check it in the launch without other mods. In addition, since I'm not good at English and I myself use a not English version of the game, please correct me if there are any errors or incorrect designations of game terms in description or in the text of mod. And in general, you can ask your questions if something is not clear, but just in case, be prepared for a detailed explanation.)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Русская версия удалена, поскольку мне не удалось вместить в лимит дополненное описание, получившееся более длинным в русском варианте, к тому же на той странице почти не было активности, да и нечего хранить в списках каждую версию устаревшего мода, думаю одного напоминания будет вполне достаточно.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
21 Comments
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 4:35pm 
All this alteration was done in order to diversify the gameplay, it's manifested in two directions: on one side this makes growth buffs not so vital, on other gives more options for horde development - if before it was always necessary first of all to raise the main building to get adequate growth, now the growth is acceptable from the beginning and you have more opportunity to faster start building other stuff, since for construction new buildings cost in surplus points wasn't changed. Besides the main building, this price was increased only for some building upgrades, but here it's just a matter of logic - it's strange to pay 3 surplus points for hiring bestigors and only 1 for hiring cygor or shielded minotaurs and getting a hero, so here I just made cost more corresponding to the level of hiring unit.
But this is not a nerf, cuz you will also get surplus points much faster, situation with "add 2 and 2" is still relevant.
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 4:26pm 
But I won't reduce required to buildings population surplus points as Devixian also asked, since there applied a special system. If in vanilla, for example, to build the 3rd level of a horde requires 2 surplus points, and with this mod 4, this doesn't mean that it will be more difficult to build. Conversely, because don't forget that in vanilla growth per turn is 1 on the first level of horde and 2 on the second, but here it's 4 and 6. So use simple math.
Moreover, I note that this isn't beastmen so backward, initial growth of 1 point is same for chaos too, so if I increase it so much for one race, I also need to increase the cost, beastmen shouldn't be head above chaos.
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 4:24pm 
@lokiju
I've already cut technology prices in half and returned most buildings to vanilla cost, or even made it lower. All for dear casuals ))
Atari 2600 12 May, 2021 @ 11:43am 
I think one issue is that they start so weak, so maybe give the early techs lower cost, and raise them a bit along the chain lines as more income becomes available?
Atari 2600 12 May, 2021 @ 11:41am 
I admit to only being on turn 50 with this on Hard difficulty, and money isn't too hard to come by honestly, but I feel like the buffs you gave simply put Beastmen in a position closer to other factions than they were, and by adding extra costs, that brings them back down again. In other words, the buffs you gave were not OP at all as the beasties were hurting really badly.

Thanks again for listening. Even just reducing it by 25% would help. I'll keep an eye out for mod glitches. It's a bit tough because I have 10+ Beastmen mods installed, so have to figure out which is causing the issue when they arise.
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 6:16am 
@lokiju
But okay then, if you too support this proposal, I will reduce technology cost.
I could even remove the price if everyone wants it. Just I thought that this way it would be more interesting on the contrary.

However for now I'm more worried about mechanical issues, I recently fixed a few, so let me know if you find anything not working.
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 6:08am 
I don't know how much you played with this mod, but already in middle or in late stage of game you can dominate. Just think - with acquired upkeep skill of lords you can get 85-95% discount for all units, each horde can generate 1690 income, you can make your losers ungor raiders normal archers with 155 range, make cygor the longest-range artillery in game with helstorm battery in range of 480, give to bestigors 56 weapon damage and 900+ damage to giants, raise leadership even of basic infantry up to 100, not to mention a lot of serious campaign buffs for all occasions. Do you think this is not enough, or it's not worth a couple thousand coins?
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 6:07am 
Beastmen already had some very significant buffs like +15 melee attack for ungors and gors, or +10 attack and defense for characters. I added bonuses of the same level for all beastman units, and for campaign aspects. Now no other technology tree can compare with this, despite that beastmen at all aren't famous as great scientists. That's why I decided to at least somehow balance the changes by adding or increasing prices, same applies to buildings. But it seems to me that this isn't a very big problem, because the required amount can be collected even by plundering one settlement, apart from that you can now have passive income. I wanted to make gameplay not simple, but interesting, therefore, if income rises, the expense must also correspond.
✨🏮Red Moon's Glow🏮✨  [author] 12 May, 2021 @ 6:07am 
@Devixian|YouTube
My original idea of this mod was that beastmen could be raised to a high level only due to the campaign buffs. I did quite a few mods for myself, and already tried to rework the roster of different races, but eventually I came to conclusion that it always turns out to be too imbalanced. What determines imbalance for me - you can put this mod only when you play for modified race, but you wouldn't fight against such a roster yourself.

In addition, units of beastmen aren't so hopeless, I play on a very high campaign and it seems to me that it's possible to survive with this until receiving buffs. The challenge and difficulty at start should persist, if player wants a simpler gameplay, he can just lower the difficulty.
Atari 2600 12 May, 2021 @ 6:04am 
This mod is pretty awesome, thanks for putting it together. While I don't fully agree with Divixian, I do feel the techs cost a little too much. Maybe reduce it a little?