Beastmen Miscellaneous Fix

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Author: RGP

Last revision: 10 Mar, 2023 at 15:35 UTC (1)

File size: 136.19 KB

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Description:

This started out as a simple mod to fix the Bray-Shaman in the Beastmen garrisons. They didn’t know how to cast spells and that seemed pretty lame. Now it’s a general bug fix mod for the Beastmen faction.

Update 1.6: I know everyone is anxiously awaiting Chaos Dwarfs in April, but I wanted to give you all a present while we all fidget and wait. One bug fix specific to Taurox’s campaign, and an exploit has been fixed as well.

Taurox’s Rampage mechanic had one ritual effect with an incorrect description, and another ritual that simply did not work. These were Eldritch Onslaught, which wasn’t providing the correct Winds of Magic bonus, and Stampede of Morrslieb, which did literally nothing. Both are fixed now.

Additionally, there was an exploit where you gained an additional herdstone shard when you lost a herdstone where you had already completed your Ritual of Ruination. Completing the ritual gave you back your shard already, so this was a potential exploit that allowed you to stack multiple herdstone shards early in the game. So that exploit is fixed now as well.

I owe a giant thank you to Drazhir, Dux, Acephelos, and all the smart people at Da Modding Den for their help teaching this neophyte how to code lua.

Next update is tentatively targeted for May and I’m setting my sights squarely on those broken herdstones that occur when you try to settle in an Empire Fort. I’m also going to confirm if that issue occurs attempting to settle in the Elven forts on Ulthuan, as well as in the Great Bastion.

I am also planning to roll out a Beastmen Overhaul mod soon – it will combine this mod with my Beastmen Followers mod and also make a few of the changes people have suggested, like adding Manticores to Beastmen red line skills, as well as attempting to tweak late game Dread reduction effects to make them a bit more impactful on gameplay.

Thank you all for subbing and stay tuned for more!


Update 1.51: Thanks everyone for your patience and for being so helpful in the comments section about issues you’ve found and whatnot. This mod is going to remain strictly a bug fix, but I do have ideas for a rebalance mod in the future which might contain some of the other adjustments people have thought of. I’m going to lead with the most straightforward stuff before I dive into the more complicated topics.

* The last two technologies that were busted (Roaming Torment & Dominate the World) are fixed now.
* Mantle of Ghorok can now be overcast – this is intended by CA, but the overcast spell was not working in-game.
* Khazrak’s Skills – Manslayer is now fixed
* Morghur’s Skills – Ardour of Fury & Herald of Corruption are now fixed
* Malagor’s Skills – Crowfather & Nightmarish Cabal are now fixed
* Taurox’s Skills – Titans of the Deep Forest now has an accurate description (skill grants +2 Ghorgon capacity instead of +1)

Another thing I fixed is Something Wicked This Way Comes for Malagor. Previously the debuff to local enemy leadership was inverted from level 1 to 2 (-9 to local leadership at level 1, -5 at level 2). I swapped it. I do think this will require attention, however, since a max level Malagor already melts enemy leadership and adding to that might have an outsized campaign effect.

I have put up some discussions regarding what I still have to work on, as well as balance considerations for a future mod. Going through Morghur’s skills and testing his Marks of Chaos led me to testing quite a few Beastmen items to make sure they worked correctly, and I would say this project is about 90% complete. That said, there were some issues with Taurox’s Rampage campaign mechanic that I definitely want to address before I pat myself on the back too much for this.

Thanks for subscribing and I hope you guys enjoy what I’ve come up with!

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Update 1.4: This is a fairly big one!

I’ve been testing the Beastmen technologies and I found another one that was broken. Worldbane provides a Weapon Strength bonus when fighting Dwarves, Elves, & Men, but the bonus wasn’t being applied when fighting Bretonnia, Cathay, or Norsca. I changed that so that your furious Beasts can properly wage war against the Uncloven Ones. I also cleaned up the technology description a bit to match.

In a reversed situation, the Altdorf Herdstone was claiming to grant a +5 Melee Attack bonus while fighting "Men" but the notes show that this was only being applied to the Empire and Bretonnian factions. In this case I went the opposite direction: the Beastmen get special Herdstones for fighting each most other factions, and the Couronne Herdstone already grants a bonus against Bretonnians. So I changed the Altdorf Herdstone to limit this bonus to fighting the Empire and updated the description to match.

Lastly, and this is the big one – one of the Herdstone Building chains (Shaman Challenges/Ruinous Seances/Dreadful Shamanic Rituals) was broken. At Tier 2 and Tier 3, these buildings are supposed to grant +10% and +20% Dread from battles factionwide, but this effect wasn’t working. So I’ve also fixed that. These bonuses stack if you have multiple of these buildings and this makes for a MUCH faster generation of Dread in the mid-to-late game. Leave a comment on if you think the bonuses should be tweaked, because I don’t want to trivialize the faction’s upgrade progression.

Also – check out the new Beastmen Followers Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=2875254142

Update 1.3: Took out the Malagor skill description fix because CA fixed the issue themselves. They also fixed the Oak of Ages bug, which was driving me nuts.

Adding two fixes for technologies that aren’t working correctly. Bestial Resilience is not adding physical resistance to Manticores, and Vitriolic Temperament is not adding +5 Melee Defense to Centigors. Both are fixed and I’m going to check the rest of the technologies as I’m able to and confirm that they are actually working.

I also created this: https://steamcommunity.com/sharedfiles/filedetails/?id=2877363507

It’s a spin-off version of this mod that keeps a corrected version Malagor’s "Missile Strength" buff line. This version (+20% Missile Resistance) is the "official" version, because this is what CA is using for vanilla, but I personally prefer the other version, since +20% Missile Damage (Lord’s Army) is an interesting buff for a faction without many missile units. That said, it affects Cygors, which Malagor can summon, and Ungor Raiders & Centigors (Throwing Axes) and it is, to me, a more interesting skill to have. Use whichever one makes you feel happier.

Update 1.2: [redacted because CA fixed it]

Update 1.1: Added a fix for an omission where Wargor’s couldn’t equip the Mannish Thrall follower. This mod is going to slowly turn into a group of miscellaneous patches for the Beastmen; I’m also working on quest updates and a follower pack to flesh out their otherwise anemic roster of followers.

If you have encountered any bugs playing as the Beastmen, please feel free to comment below. Right now I am aware of the following that I haven’t tackled yet:

1. Setting up your Herdstone at an Imperial Fort is broken, since the Herdstone somehow relies on Population Growth and Surplus and Beastmen don’t have those mechanics. This seems like a fairly tricky issue that is on my agenda, but I haven’t gotten to it yet.

2. Beastmen garrisons (and most garrisons) are a bit underwhelming, and Beastmen don’t have the advantage of minor settlement towers to help them defend. Since this is more of a subjective gameplay issue, I’m curious about thoughts people have on if Beastmen garrisons should be stronger/stay the same/or even be weaker.

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