All Faction – Monster Hunting

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Author: SorcererSupreme

Last revision: 15 Nov, 2018 at 12:50 UTC

File size: 1.01 MB

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Description:
About this mod

This mod adds 11 new and unique and extremely powerful monsters spread across the old world and the new, which can be fought and captured by almost all factions. These monsters are modified versions of those encountered in Norsca monster hunt quests, but its settlement based instead of quest-battle based system: The garrison of some unique settlements, contains one of these new monsters. After fighting the the garrison and capturing the settlement, you will be able to recruit the beast you just defeated.
I was inspired to make this mod after seeing Norsca: Recruit Hunted Monsters by Sam8872, make sure to checkout his mod.
Factions that start at the locations of the world bosses will have them in their garrison from settlement tier 1, but will first be able to recruit them with a tier 5 settlement.
AI cant recruit them, i might let them later on but for it wouldn’t make much sense if everyone ran around with these unique and rare monsters.
If they die during a battle you will still be able to recruit them if you hold the required settlement/building.

For Beastmen and Chaos players;
Since you cant capture settlements, these new units can be recruited by having various horde buildings. Iam currently looking for a scripter that can make a recruitment system based on razing the the unique settlements. But for now you will still be able to fight monsters around the world, but the recruitment will be disconnected for chaos and beastmen.

Disclaimer: This mod is meant more as an extra layer of campaign activity and the only lore-friendly things about it is the monsters and fighting them, the recruitment part is optional for those who just want so awesome units and care less for the lore. I could upload a more lor friendly version too, if enough people wants it.

Locations you can fight and capture the world bosses
  •   The Ziggurat Soul-Eater at Ziggurat of dawn (Laurelorn Forest as Wood Elves)
  •   Mother of Flame at Shrine of Asuryan
  •   Traygard Mountain-Cleaver at Shrine of Khaine
  •   Radixashen, Serpent of the Worldroot at Oak of Ages
  •   The Hellbeast of Seep-Gore at Skavenblight
  •   Brood Queen at Black Crag
  •   Blorgar the Mad Titan now at Naggarond (removed from recruitment due to issues)
  •   The Great Primigenius at Erengrad
  •   The Abyssal Shrieker, two of these have been spotted; Castle Drakenhoff and Itza.
  •   The Beast of Raema at Clar Karond (Court of the Everqueen as Wood Elves)
  •   Gargantulzan at Golden Tower of the Gods (Peaks of Parravon as Wood Elves)

If you have the required settlement and settlement tier you should be able to recruit them locally or through global recruitment.
Remember you can checkout the new units in custom battle.

Additionaly info

Save game ompatible
Compatible with almost every mod
Mods that adds new factions might not be able to recruit these new units, but can still fight them in the campaign.

Checkout my Wood Elves Enhanced mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1218081865
Ps; looking for scripter, that can add a unique recruitment method, that works for beastmen/chaos too.

Update 21-07-2018

Removed "Where one falls two will grow" from Beast of Raema since it didnt work correctly
The Abyssal Shreiker’s "Master of Souls" says it only targets allies and it was supposed to.
Added Enrage and Frenzy to The Great Primigenius
Added Enrage to Gargantulzan
Some of these Monsters were not available to Wood Elves and now they should all be recruitable;
– The Ziggurat Soul-Eater from Laurelorn Forest
– Gargantulzan can be recruited from Peaks of Parravon
– The Beast of Raema from Court of the Everqueen

Download
Required DLC:

These DLC should be installed in order to use this item.


Total War: WARHAMMER II - Norsca