Total War: WARHAMMER III

Total War: WARHAMMER III

Rakarth's Bestial Enhancements
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Update: 25 Jun @ 5:05am

Super quick update to match new 5.1 medusa missile stats. Additionally added the contact effect to the explosion for a bit more consistency when upgraded.

Update: 21 Jun @ 5:05pm

Few small changes to stats, nothing incredibly major. A large amount of futureproofing for eventual incidents for flavor text (purely visual and text stuff not implemented at the moment).

Main notable updates include the following.

  • Added four new crafted items so that there is one per unique crafting resource (normally available to the Druchii, unlikely that I'll add anything to do with something like Golden Idols/Elven Trinkets, as there are not a lot of ways to acquire those).
  • One additional Army enhancement which grants a substantial raiding income bonus, minor replenishment in foreign territory buff, and also one additional use of the army ability. This is the most expensive enhancement by far.
  • One additional province bonus targeting the public order building chain (another of the truly horribly balanced Druchii buildings). This one adds a minor treasury and growth bonus to the building chain.

Update: 8 Jun @ 1:29am

Fixed Feral Cold ones not gaining Strider through the enhancements.

Update: 7 Jun @ 4:29pm

Pretty large update with a lot of changes, too many to really go over in detail. Powercreep is a helluva drug, so expect overall that this mod is stronger than before. By how much? I'm not sure, but I'd guess like 10-20% more power than it used to grant.

TLDR version:

  • Some visual changes, altering the mortuary cult to look a bit more Druchii (recycled some WH2 Vortex campaign images).
  • Minor reduction in cost to a lot of the enhancements, in both gold and slave cost. The gold reduction is the most noticeable.
  • Slight Medusa nerfs (the changes to their projectile trajectories made them much much stronger).
  • Buffs to Cold Ones units: Glorious Charge and a slightly stronger contact effect attached to Pack-Attack.
  • A sizeable number of small incremental values for a large amount of the abilities across the board.
  • Changed the Dark Riders building chain context bonuses to be factionwide ambush success and defence in addition to increased raiding income.

Update: 16 May @ 12:02am

Just a few minor tweaks, most notably

  • Updated descriptions to match effects for Cold Ones buffs to include Feral Cold Ones.
  • Added Cold One Chariots and Characters on Cold One Chariots (Malekith and Master hero) to the Strider bestial enhancement.
  • Some futureproofing

Update: 30 Apr @ 11:29pm

Updated tables to be compatible with 5.0.

Might have some issues that will need testing, but should be functional.

Update: 23 Feb @ 9:22pm

Just a simple change adding the Feral Cold Ones to the same buffs which target Cold One Knights and Cold One Chariots.

I had contemplated this previously due to the fact that Rakarth buffs these units in his unique skill line, but forgot about changing it long ago. While the Feral Cold Ones cannot be recruited normally, any buff targeting Cold One Knights should most certainly also target the Feral unmounted version of the same beast.

Update: 23 Feb @ 12:27am

Updated tables to be compatible with 4.2 release.

A few minor display fixes.

New ability for Cold One Knights and Cold One Chariots: Pack-Attack. This replaces the old effect of granting Disrupted contact effect to the same units.

Pack-Attack grants 5 Melee Attack and imbues Exposed contact effect for the Cold One units when allied units are within 60 range. Primal Instincts got a -5 melee attack nerf (along with a 30 second cooldown which is weird), so I've added that back through this effect with the requirement of being somewhat close to allies. The activation range is quite large compared to other activation ranges, this is because of the iffy pathing for cavalry units.

The new contact effect "Exposed" is the old Disrupted, reducing physical resistance by 10% and increasing miscast chance by 100%. This might get tweaking to make it more unique down the line, but I simply saw that the new Disrupted would be very overpowered to give to group units like Cold One Knights/Chariots.

Will work on a few other minor tweaks going forward, but the mod should be functional for 4.2.

Update: 20 Feb @ 8:24pm

With the upcoming (or the actual release depending on when you read this) 4.2 release, this mod is now using the Mortuary Cult system as the delivery for the effects.

There are probably too many individual changes to list, but the key ones are as follows.

  • Completely removed the technology tree system in favour of the Mortuary Cult. Now you can apply multiple buffs per turn if you have stockpiled slaves/and or need a specific upgrade for a battle immediately.
  • 8 Crafted items which can be repeat crafted, 2 armours, 2 weapons, 2 talismans, and 2 enchanted items.
  • 3 Followers which can be repeat trained and equipped to Rakarth and High Beastmasters.
  • Some changes to the buffs provided to units, some notable ones like fire whilst moving for Dark Rides, and additional breath attacks for dragons.

Update: 11 Dec, 2023 @ 1:53am

Feral Manticore summon from the army ability granted via the Call of the Wild and Release the Hounds technology nodes will now properly decay in battle instead of being a permanent summon.