Guv’s Beastmen Overhaul Mod (Updated Patch 7.0.2 / 2026-01-01)

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Author: Guvenoren

Last revision: 1 Jan at 13:46 UTC (10)

File size: 962.62 KB

On Steam Workshop

Description:

Disclaimer: I DON’T make my mods with SFO, Radious or other overhauls in mind!!

Give the Beasts a chance dammit!

Where do I even begin with the beastmen?
I will admit it, I really do love the changes they did to the beastmen. It gave them flavour to distinguish themselves from the rest of the factions and a very unique way to settle the razed regions and even blocking others from entering their territory. I love the idea.
But heres the thing. When designing complex mechanics, you have to be sure the AI can utilize it correctly. Because as far as I know, the beastmen are still a terrible race in the game.
The beastmen AI are just so pointless. They are so terrible you’d rather just kill them as any other race for free exp.

What does this Mod do?
  • Beastmen have recieved a variety of changes that largely favours the AI, but many changes that affect the players experience as well.
  • Minor beastmen can now settle and occupy herdstones. They can also recruit units. (Imagine, they couldn’t before!)
  • A large tweak to the technology tree to spice up their aggressive playstyle even further, along with new faction specific technologies to spice up the faction’s identity.

Some Info

Attention:
This mod datacores 1 table. "factionwide_recruitment_unit_exclusions_units_sets_junctions_tables"

This mod edits two CA scripts:
"wh2_dlc17_bst_ruination_progression.lua", "wh2_dlc17_beastmen_tech.lua"

wh2_dlc17_bst_ruination_progression.lua = To reduce Beastmen Dread spending cooldowns and frequency

wh2_dlc17_beastmen_tech.lua = To fix beastmen AI not researching technologies

There is a lot more to cover, you’ll have to read it in the change notes down below.

Known Issues

I’ve been investigating Beastmen Herdstone effect bundles (such as plagues, siege debuffs) not being removed correctly. I think it is a vanilla bug, since beastmen AI were never meant to conquer.

Optional & Recommended Mods

Guv and Soul’s Better Horde Reemergence Mod
Mixu’s Unlocker – MIXER (I’ve found that the minor beastmen AI seem a bit more clever and much more reliably occupies due to Mixu’s changes to minor AI. But careful, as I believe it stops hordes from respawning. But it’s not confirmed by Mixu.)
Beastmen Miscellaneous Fix (Fixes various db errors)
Persistent Hordes (Makes hordes not lose their horde buildings when defeated. Good when they have immotal lords. WARNING, Stops beastmen or respawnable hordes from respawning.)
Hecleas AI Overhaul (Changes the AI in various ways to make them smarter and more aggressive. Good if you really want the Beastmen to go really aggressive.)
Lost & Found Beastmen: Loreful Additions (Using it myself, works fine!)

Compatibility

I DON’T make my mods with SFO, Radious or other overhauls in mind!!
A new campaign highly recommended.
Be careful when using Mixer, as I believe it stops hordes from respawning. But it’s not confirmed by Mixu.

Mods that edit these scripts will conflict:
wh2_dlc17_bst_ruination_progression.lua
wh2_dlc17_beastmen_tech.lua

Careful when using AI mods. Put this on top of the load order.

Afterword

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