Total War: WARHAMMER III All Ancillary – Armour – Weapons Walkthrough Guide

Total War: WARHAMMER III All Ancillary – Armour – Weapons Walkthrough Guide 1 - steamsplay.com
Total War: WARHAMMER III All Ancillary – Armour – Weapons Walkthrough Guide 1 - steamsplay.com

All trigger conditions for ancillaries (followers).

Main Content

Some statements in “Additional Info”, “Side Effects” and last section’s roll chances may be incorrect, as I just copied that content from WH2 guide and didn’t actually re-test it (it takes some time, and I got no energy for testing)


 


View Super Dank Guide on github – [github.io]

 


 


 

Formatting and Terminology

  • Multiple trigger conditions are separated by dashed line (- – – -).

    Multiple conditions do not share context. For ex.
     

     

    *(Context condition; Forbid condition)
    Some Trigger Description
    - - - -
    *Some Other Trigger

     

    Some Other Trigger DOES NOT consider (Context condition; Forbid condition)

    All this stuff with multiple conditions is because there are a ton of bugs in trigger conditions.

  • Effect list may contain a list of agents that can actually wear referred follower (not sure whether it prevents a drop of ancillary).

    Total War: WARHAMMER III All Ancillary - Armour - Weapons Walkthrough Guide - Formatting and Terminology - 63E95EE – all types of generals. Total War: WARHAMMER III All Ancillary - Armour - Weapons Walkthrough Guide - Formatting and Terminology - 1551AD7 – only certain subset of generals (look in effect list).

    Total War: WARHAMMER III All Ancillary - Armour - Weapons Walkthrough Guide - Formatting and Terminology - 0F95C5E – all types of heroes. Total War: WARHAMMER III All Ancillary - Armour - Weapons Walkthrough Guide - Formatting and Terminology - 28DD85F – only certain subset of heroes (look in effect list).

  • Lord” (underlined) means “Main Lord”, the one who leads the battle.
  • chain “Walls/Garrison” refer to walls chain inside Major/Minor settlement
  • (N turn own/enemy) – before satisfying the condition, character must spend N turns in own/enemy regions (yes, regions; but not sure when it invalidates: during movement or during end turn?).
  • every Nth turn === if (TurnNumber mod N = 0) then do stuff.
  • faction has N% trade === context:faction():trade_value_percent() > N

 

Additional Info

  • “(Lord’s army)” scope only works, when ancillary is worn by Lords.

    For heroes, there is a separate “(Hero’s army)” scope.

  • It seems “have an ability to recruit” (not in region) applies to the whole province, even if you are in an enemy region.
  • Scouting (increase Magic item drop chance) and other similar effects don’t influence chance of acquiring a follower. (not completely sure about that one either: if scouting influences drop chance, then it is deeply hidden in the backend).
  • “Win siege battle” means any battle in a city. Doesn’t have to be walled.

 

Side Effects

Some user actions trigger a bunch of continious events. Here are some of them:

Occupy Settlement = {
 1. CharacterPostBattleSlaughter
}
Occupy Unopposed = {}
Loot Settlement = {
 1. CharacterLootedSettlement
 2. CharacterPostBattleEnslave
}
Loot Unopposed = {
 1. CharacterLootedSettlement
}
Sack Settlement / Expand Under-Empire = {
 1. CharacterLootedSettlement
 2. CharacterSackedSettlement
 3. CharacterPostBattleEnslave
}
Raze Settlement = {
 1. CharacterLootedSettlement
 2. CharacterRazedSettlement
 3. CharacterPostBattleSlaughter
}

 

Armour, Weapon, Talisman, Enchanted Item, Arcane Item, Banner

Heroes don’t get them in post-battle (maybe they can steal it? haven’t tested enough).

Such ancillaries are only dropped for lords when you win a battle and cannot be dropped if you stole some ancillary in the battle.

Some explanation of behind-the-scenes: function selects random category, and tries to find ancillary that can be (theoretically) equipped.

There is a bug though: if lord is not a caster, and army has a spellcaster hero in it, function may try give you arcane item. But as your lord cannot equip arcane items, you will not get anything.

WH3 possible bug for Demon Prince characters: as Princes can’t equip ancillaries, script will select first army it can find and will check “can_equip_ancillary” against new general.

Another bug gives you inconsistent drop chances:

  • slightly more drop chance, for main lord when you win as an attacker.
  • slightly more drop chance, for all lords when you win as a defender.

With maxed out hero’s Scouting (magic item drop chance) +25% you can get 69% for main lord on Legendary difficulty for decisive victory. Each army will have it’s own drop chance.

Rarity roll: 62% common, 28% uncommon, 10% rare.

Written by Cpecific

Here we come to an end for Total War: WARHAMMER III All Ancillary – Armour – Weapons Walkthrough Guide hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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