Imperial Menagerie: Empire Monster Cavalry (6.0.5)

If you liked this item, please rate it up on Steam Workshop page.

Author: Caleb Perdita

Last revision: 27 Feb, 2025 at 04:51 UTC (3)

File size: 16.53 MB

On Steam Workshop

Description:
Description

The Empire has now established succesful breeding programs, resulting in the formation of new knightly orders, both old and new, to combat the Empire’s new powerful enemies.

This mod adds four new monster cavalry options, based on lore and what the Empire has available in its lands. The Wolf Knights and Griffon Knights are lore friendly as they were mentioned in 8th Edition and the Man O’War TT respectively. The Pegasus and Two-Headed Griffon Knight are completely made up by me afaik.

The Knights

The four new units are as follows:

Imperial Pegasus Knights

Similar to Bretonnian Pegasus Knights, the only difference being the empires worship the right gods. Available at Tier 2 stables alongside Empire Knights, specializing in killing unarmoured monsters. Benefits from Empire Knights technology.

Wolf Knights

An old, legendary disbanded order of knights, they have now been reformed in the Empire’s darkest hour to stand up to their new foes.

Similar to Knights of the Black Rose, anti-infantry melee cav, but with armour piercing, worthy of late game. Benefits from demigryph knights technologies.

Griffon Knights

Thanks to the efforts of skilled mercenaries over the centuries, the Empire has more than enough griffons to fund the creation of Griffon Knights for a knightly airforce.

Again, similar to Knights of Tor Gaval, but with more armour and less melee damage to compensate. Benefits from demigryph knights technologies.

Two-Headed Griffon Knight

Decades of selective breeding has produced a new breed of griffon, larger and more powerful than normal, capable of combating many monsters.

Something actually unique, a late game anti-large griffon, larger than normal and with two heads in case you missed it. Benefits from demigryph knights technologies.

Highly recommended to subscribe to the Community patch mod, otherwise the knights will be missing shields.

Credits

@_D3rpyN3wb_ for help in creating the rider animations for the Wolf Knights.

Ole for his Asset Editor program to make the models.

DJ Fro-Fro/Frodo45127 for his RPFM program that set the essential data such as damage and recruitment.

All the people in "Da Modding Den" discord for answering all my many questions.

"Bugs"

The portholes for the Wolf Knights and both griffon knights are not aligned correctly, but i consider them to be good enough for release.

Both griffon knights do not grip their lances correctly

Wolf Knight riders clip a bit into their wolf mounts

Be sure to report bugs and glitches or to suggest feedback or balance suggestions. Maybe even a new unit to make.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.