Total War: WARHAMMER II

Total War: WARHAMMER II

Expanded Roster - Beastmen
508 Comments
Decomposed  [author] Jun 29, 2024 @ 2:31pm 
Of course
Dee Jun 29, 2024 @ 1:35pm 
Does This Mod Still Work ?
Decomposed  [author] Jan 6, 2023 @ 12:48pm 
Yes they do :)
Athexmor Jan 6, 2023 @ 5:16am 
Do the god-touched units receive any campaign buffs through lord skill points? i.e. Will lord redline skills improve their stats at all (I assume lumped in with the other melee infantry skills "Fury of the Herd" and "Unrelenting Savagery")?
Decomposed  [author] Sep 15, 2022 @ 2:43am 
The units will show up for you but their stats are balanced for vanilla.

So with Radious they will be either weak or strong depending how he changes the balance.
Batman Piccolo Sep 15, 2022 @ 2:40am 
do i need a submod for this to work with radious overhaul ?
Decomposed  [author] Jul 31, 2022 @ 10:22pm 
This mod does not contain gorgons. They are official dlc now.
bobjrIII Jul 31, 2022 @ 2:37pm 
I can't upgrade gorgons
Decomposed  [author] Jun 2, 2022 @ 12:21am 
Doesn't need one, all units are already in SFO.
AlExO_Ex0 Jun 1, 2022 @ 6:59pm 
Is there a SFO submod?
pisslord Mar 1, 2022 @ 5:35pm 
how should i go about fixing the ui for the dread section, specifically the unit caps part ?
Decomposed  [author] Jan 23, 2022 @ 11:33pm 
You don't need this for SFO. All units have been added by Venris team too.
HaziTru Jan 23, 2022 @ 6:41pm 
Works with SFO ? i dont see the sub mod like the other expanded roster's
Decomposed  [author] Jan 22, 2022 @ 4:47am 
Yeah cool stuff!
steelmidnight Jan 22, 2022 @ 4:16am 
Did you see the Daemon Prince trailer? I mean WOW!
Temenos Nov 23, 2021 @ 5:43am 
oh ok so thats why would be cool if it where possible even if it isnt lore freindly
Decomposed  [author] Nov 23, 2021 @ 2:49am 
Not possible.
Temenos Nov 23, 2021 @ 2:14am 
so i dont know if you would no if this is possible as a modder yourself thats why i am asking is it possible to make a mod where your confederate with other races in the game?
Temenos Nov 23, 2021 @ 2:10am 
alright so since i have silence and the fury it should work
Decomposed  [author] Nov 22, 2021 @ 10:36pm 
You need at least one of the 2 Beastmen dlc.

Otherwise the AI can use the units if you play as another faction.
Temenos Nov 22, 2021 @ 10:21pm 
do i need both dlc for this?
Decomposed  [author] Nov 18, 2021 @ 10:15pm 
Not sure, you have to try and see if they both work together.

As you understand, I am responsible only for my own mods. There is no way I can check if it works with the other 697 beastmen mods out there :P
Your Resident Scene Girl Nov 18, 2021 @ 4:21pm 
is it possible to make this compatible with other mods that add beastman units, because of the rework, or are all units automatically compatible with the dread unit cap thing. Let's say i use this mod and another beastman unit mod, will both of them appear in the unit cap thing.
Decomposed  [author] Oct 14, 2021 @ 9:44am 
Small update:
- The Chaos God building chains now lock out each other as was always intended (Thanks to Achilles)
- Melee Attack bonus of Khorne buiding decreased from 15 to 10

Pan Daemonii Sep 23, 2021 @ 11:44pm 
Please tell me of your findings. Thanks, Decomposed.
Decomposed  [author] Sep 23, 2021 @ 10:53pm 
I will check, thanks.
Pan Daemonii Sep 23, 2021 @ 3:54pm 
Hi. The Nusrgle casualty replenishment effect is not applied. Do you know why that might be. I looked into similar table entries and there is a number of replenishment providing horde buildings in the vanilla game. Wht is this not working? I tried changing effect scope to no avail.
Decomposed  [author] Aug 31, 2021 @ 2:56am 
No need, SFO already has these units.
Sai Aug 31, 2021 @ 2:50am 
sfo submod?
Decomposed  [author] Jul 29, 2021 @ 11:08am 
They used to block each other but don't anymore for some reason... Caps for the marked units are disabled by design, but they are now expensive to recruit. To spice up the gameplay.
Baligdur Jul 29, 2021 @ 10:11am 
I noticed that Mark building lines don't block each other. Also Please include marked units into cap system.
Decomposed  [author] Jul 25, 2021 @ 11:02am 
I already removed the upkeep yesterday.

Delete the mod from your data folder (if it is there), unsub, then sub again.
delzaron Jul 25, 2021 @ 10:02am 
Please remove upkeep from all the mod units. Whitout the possibility to get regular income, the mod units are just useless.
Space Hero Jul 24, 2021 @ 5:52pm 
There goes my hero...
Villas Jul 24, 2021 @ 12:57pm 
Thanks Deco!
Decomposed  [author] Jul 24, 2021 @ 11:51am 
More proper update:
- Removed recruitment cost and upkeep from Bestigors and Gors (Great Weapons) and added them to unit caps system
- Removed upkeep from Marked Bestigors. They are expensive to recruit, but don't have caps
- Fixed various remaining issues like unit sets
- Added expanded unit panel thanks to Mixu
〤Aquila Jul 23, 2021 @ 10:39am 
np :D take your time
Decomposed  [author] Jul 23, 2021 @ 9:55am 
Will try to fix tomorrow, sorry for the delay I was on a trip.
〤Aquila Jul 23, 2021 @ 9:37am 
... almost desperatly :'D
〤Aquila Jul 23, 2021 @ 9:36am 
Ill stop by here everyday since dlc release pls add unit caps und upkeep rework i wanna add them to the khazrak gang
Baligdur Jul 19, 2021 @ 3:42pm 
Upkeep is one thing, easy to edit - but they also need to be included into cap system.
Junglist_ Jul 19, 2021 @ 1:43pm 
Amazing mod and I'm eagerly waiting for @Decomposed to remove the upkeep!
〤Aquila Jul 18, 2021 @ 5:56am 
@Decomposed [...]
〤Aquila Jul 18, 2021 @ 5:55am 
pls add feral mournfang cavalry for them as T4 unit... gnargors are lacking if not added for chariots
Villas Jul 17, 2021 @ 12:06pm 
Thank's Deco, I really should make the time to learn modding.
Decomposed  [author] Jul 17, 2021 @ 9:17am 
Yeap awesome stuff by CA!

@Victor I will remove the upkeep next week.
steelmidnight Jul 16, 2021 @ 3:06pm 
I dont blame you decom- Probablly the best DLC of game 2 (counting the whole of it with the freelc)
Villas Jul 16, 2021 @ 1:57pm 
@Rydarr I'd love to try that out but unfortunately I don't have any modding experience.
UncleDoctor Jul 15, 2021 @ 4:34pm 
@Rydarr there is, if you open the mod in pack file manager or rusted pack file manager, one of the tables (it's either main_units_tables or land_units_tables) there's values for recruitment cost and upkeep. set those all to zero.