Total War: WARHAMMER III

Total War: WARHAMMER III

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**OUTDATED/NOT SUPPORTED** Beastmen: Unique Herdstones Buff // Wood Elf Conquest
   
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23 Apr, 2023 @ 11:03am
29 Apr, 2023 @ 8:07pm
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**OUTDATED/NOT SUPPORTED** Beastmen: Unique Herdstones Buff // Wood Elf Conquest

Description




**OUTDATED/NOT SUPPORTED**
Leaving these up for a bit in case another modder might benefit from them (or my hobby life swings back around to modding). Many thanks to the wonderful modding community and great players that shared these experiences. Good hunting in the light of Morrslieb!












Beastmen: Unique Herdstone Buff // Wood Elf Conquest



Have you ever wondered where the best locations are to place your herdstone? The special spots that provide factionwide bonuses? Yes, there is a short list of such places in vanilla, but shouldn't there be more?

Now, the answer is simple: Wood Elves

That's right! Turn those keebler-elf cookie trees into your own personal rock gardens, and the Ruinous Powers will boost your brayherd with powerful faction benefits. Let the hunt begin!







Summary:
  • (Immortal Empires) Adds special herdstone locations and faction buffs to all Wood Elf Forests to reward lore-friendly conquest and campaign strategy options
  • Augments existing faction buffs on The Oak of Ages and select vanilla "special herdstones"



"The Herdstones and rituals of the Beastmen corrupt the very essence of nature itself: it is for this reason Beastmen are especially loathed by the Wood Elves of Athel Loren, with whom the Beastmen have been fighting a grueling secret war for centuries."



Details: Special Herdstone Locations
  • Vanilla WH3 has 9 Special Herdstone Locations that provide faction-wide bonuses (see table below; data pulled from building_effects_junction_tables) in addition to the bloodgrounds and faction buff upgrades that can be purchased with standard herdstones.
  • This mod adds new strategic locations for powerful herdstones, while encouraging the lore-friendly, WE:Beastmen rivalry. WE forests are Old Places of Power, and once defiled, they are ideal loci for spreading corruption.
  • This mod also buffs select vanilla special herdstones, particularly The Oak of Ages, due to its significance in WE lore.
  • Balance/Gameplay: Note that due to proximity/overlap of hunting grounds, a number of special herdstone locations may be mutually exclusive (e.g. the multiple magical forests in Athel Loren or The Forest of Gloom & Karaz-a-Karak). This helps the mod from being overpowered. Additionally, the WE forests are literally spread all over the world, so if you make the effort to "catch them all" you deserve to be unstoppable.
  • Testing & Tweaking: Due to the aforementioned geographic separation, play-testing all the new locations is still in progress. Please chime in if all locations are working as planned. The exact faction buffs for each location (and changes to the Vanilla 9) may be adjusted over time to better reflect lore/location/regional-strategy factors.



Magical Forests in WH3 (see pictures/maps above):
  • The Oak of Ages (Province: Yn Edri Eternos)
  • Waterfall Palace (Province: Argwylon)
  • King's Glade (Province: Talsyn)
  • Vaul's Anvil (Province: Torgovann)
  • Crag Halls of Findol (Province: Wydrioth)
  • The Witchwood (Province: The Witchwood) Naggaroth
  • Gaean Vale (Province: Avelorn), Ulthuan
  • Gryphon Wood (Province: Gryphon Wood), The Old World
  • Laurelorn Forest (Province: Laurelorn Forest)
  • Forest of Gloom (Province: Forest of Gloom) The Badlands
  • Oreon's Camp (Province: Heart of the Jungle) The Southlands
  • The Sacred Pools (Province: The Sacred Pools) Lustria
  • The Haunted Forest (Province: The Haunted Forest) The Dark Lands
  • Jungles of Chi'an (Province: Jungles of Chi'an) Grand Cathay




Table: Special Herdstones and Faction Buffs
~~~~Location~~~~
~~~~~~~~Faction_Buffs_(Tier_5_Herdstone)~~~~~~~~
~~~Notes~~~
WE Magical Forest
All: Missile resistance: 5% for all units (factionwide)
All: Charge bonus: +5 (factionwide)
+1 Unique Location Buff (see below)

(Laurelorn Forest) BrayShaman Recruit Level +5
(Gryphon Wood) Armour +5
(Forest of Gloom) AP Damage +5
(Waterfall Palace) Magic Resistance 5%
(King's Glade) Magic Resistance 5%
(Vaul's Anvil) Magic Resistance 5%
(Crag Halls of Findol) Magic Resistance 5%
(Witchwood) Melee Attack vs Dark Elves +5
(Oreon's Camp) Melee Attack vs Undead factions +5
(Gaean Vale) Melee Attack vs High Elves +5
(Sacred Pools) Melee Attack vs Lizardmen +5
(Haunted Forest) Melee Attack vs Undead factions +5
(Jungles of Chi'an) Post-Battle Loot +25%
Possible tweaking in future for unique buffs to better reflect regional strategy/lore/etc.
The Oak of Ages
Missile resistance: 5% for all units (factionwide)
Melee Attack +5 against Wood Elves (factionwide)
Winds of Magic +5 (factionwide)
Spell Cooldown -10% (factionwide)
Increased Chaos Corruption in region
*Significantly increased (regional) corruption
*Added faction buff to WoM and Spell Cooldowns
Altdorf
BrayShaman Recruit Level +5
Melee Attack +5 against Humans
(No change)
Black Crag
Post-Battle Loot +25%
Melee Attack +5 against Greenskins
(No change)
Drakenhof
Magic Resistance 5%
Melee Attack +5 against Undead Factions
(No change)
Couronne
Charge bonus: +5
Melee Attack +5 against Bretonnia
(No change)
Hexoatl
Winds of Magic +5
Melee Attack vs Lizardmen +5
(No change)
Karaz-a-Karak
Armour-piercing Weapon Damage +5
Melee Attack vs Dwarfs +5
(No change)
Lothern
Spell Cooldown -10%
Melee Attack vs High Elves +5
(No change)
Naggarond
Armour +5
Melee Attack vs Dark Elves +5
(No change)







Notes:
Originally posted by MelIgator101:
I wish the unique Herdstones were all in the WE forests around the map. Would make the Wood Elf vs Beastmen rivalry more interesting.
- Special thanks to user MelIgator101 on Reddit, whose post (from 2 years ago) inspired this mod. Brilliant idea, sir.
- Many thanks to the modding Discord for help unraveling the enigma of context expression functions.
- This mod is Crowfather Approved.


Art by RUOYUART on Reddit as well as other artists on the Warhammer Wiki.


6 Comments
Coggernaut 14 Nov, 2023 @ 11:45am 
Okay, that's very generous of you!
SchrodingersCoffee  [author] 13 Nov, 2023 @ 6:43pm 
Hi @Coggedrnaut, this mod is no longer updated, unfortunately. I will leave it up for a time in case another modder wants to borrow from the datapack :)
Coggernaut 10 Nov, 2023 @ 7:37pm 
Does this still work? :o
SchrodingersCoffee  [author] 22 Jul, 2023 @ 6:46am 
@pyromaniac7777 & @PeeWee thanks! 100% agree - while the Beastmen’s modus operandi is “burn it all” - it should be a nuanced experience ha
PeeWee 17 Jul, 2023 @ 2:05am 
Fantastic idea, gives any beastmen-playthrough some objectives more than "raze everything".
pyromaniac7777 3 May, 2023 @ 2:32am 
As someone who likes to collect em all, this is spectacular. Adds a lot of replay value to the beastmen