Total War: WARHAMMER III

Total War: WARHAMMER III

Rakarth's Bestial Enhancements
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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).

Update: 29 Oct, 2022 @ 11:27pm

Added 2 new technologies linked to the existing Better Beastmasters technology.

  • Call of the Wild: -15% recruitment cost, and +5% replenishment for Dark Elf cavalry, chariots, and monsters.
  • Release the Cold Ones: Grants the army ability for all forces to summon Feral Cold ones. Each army has 3 uses, and it mirrors the Feral Cold Ones summon that the Lizardmen get through their Rite of Primeval Glory.

The summon ability will likely change to a custom ability in the future (probably summoning in Harpies, just needs testing) and should be save compatible. I would also like to have a system in place which grants specific army summon abilities depending on which faction you are currently fighting, such as a Sabretusk pack instead of Feral Cold Ones when fighting Ogres. Unfortunately testing this seems to have revealed some issues right now, so I will revisit this as soon as I can.

Fixed the Woodsman Attribute not applying to Cold One Knights. This somehow slipped through for basically the entire time this mod existed because it was functioning correctly for characters on Cold One mounts and I forgot to add the extra key for the actual units. I am the big dumb.

Update: 4 Oct, 2022 @ 11:11pm

Added 2 new technologies linked to the existing Better Beastmasters technology.

  • Whip It Good: A 25% cooldown reduction on Whiplash! for Rakarth and all High Beastmasters. This stacks with Rakarth's existing cooldown reduction.
  • Beastmaster Tacticians: A 30m aura for Rakarth and all High Beastmasters granting +6 bonus vs Large and charge defense vs Large to friendly units.

Removed an old 1000 treasury gain from the technology research. This was never intended, and remained because I derped and forgot to remove it after testing.

Update: 18 Sep, 2022 @ 1:11am

Added 3 new technologies targeting the non Dark Elf monsters recruited from the Monster Pens.

  • Frenzy for all non Dark Elf monsters.
  • 10% Ward Save for all non Dark Elf Monsters.
  • -25% Upkeep for all non Dark Elf Monsters.

Dark Pegasus Eye in the Sky ability was not applying the spotting bonus. This should now been fixed, and the old value of +75% spotting distance has been increased to +100%.

Doomfire Warlocks have been added to the same technologies that buffed units using Dark Steeds (Dark Riders and Scourgerunner Chariots). This was intended from the beginning, since the RoR Doomfire Warlocks were linked but not the non RoR versions.

Some minor technology node link display improvements (visual only).

Update: 9 Sep, 2022 @ 7:53pm

After a very short testing session, I've immediately established that the costs for the technologies are simply way too severe. The new slave system punishes quite heavily for expansion, as more buildings = more slaves consumed per turn. This prevented you from actually accumulating 6000 (and in some cases even 3000 depending on the size of your empire) slaves once a certain threshold was reached, as your negative slaves per turn was logically higher than you could reliably gain them.

While I won't comment further on how terrible I think the new Druchii slave mechanics are, I will be heavily adjusting the costs of the technologies provided in this mod.

A reduction ranging from 75% cost of slaves at the top tier of technologies, tapering off to 33.3% at the lowest tier.

Added another tier to separate the Hydra & Kharibdyss technologies from the Black Dragon technologies.

New tiers.

Tier 1: 500 cost (down from 750 slaves)
Tier 2: 750 cost (down from 1500 slaves)
Tier 3: 1250 cost (down from 3000 slaves)
Tier 4: 1500 cost (down from 6000 slaves)
Tier 5: 1750 cost (originally tier 4 costing 6000 slaves)

This should allow more frequent use of the technologies early game, and also allow the player to collect enough in a turn through several battles to pursue those at Tier 3 or higher.

Update: 8 Sep, 2022 @ 1:44am

Fixed some forgotten values for a few abilities.

Update: 6 Sep, 2022 @ 12:03am

Update: 5 Sep, 2022 @ 4:33am