Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Apr 1, 2019 @ 2:00am

Update: Apr 1, 2019 @ 1:13am

Update: Mar 19, 2019 @ 11:47pm

- workshop bug fix

Update: Feb 1, 2019 @ 4:01am

Rebranding, read more here:

https://www.patreon.com/posts/dont-panic-steel-24365046

Update: Jan 28, 2019 @ 3:51pm

Update: Jan 28, 2019 @ 3:46pm

Update: Jan 28, 2019 @ 7:30am

FESTAG - REQUIRES NEW GAME (if you didint used festag beta)

ver. 1.6.2

General:

- In the past we made many changes to make monster and single entity units worthwhile thanks to collision and many other changes. Those are working very good in custom games but stack too much in some scenarios like legendary lords or a lot of buffs. It also make battles shorter then before thus still longer then vanilla. That's why we are increasing health and ammunition of all multiple entity units by 10%.
- CA changed how unique lines for Legendary Lords works so SFO ones also require changes. Many were changed to 1 or 2 point skills and new ones were added to fit 1-4-1 way of unique skills.

- thanks to Celtik knowledge many adjustments were added to AI to make it smarter

- full support of The Mod Configuration Tool by Drunk Flamingo https://steamcommunity.com/sharedfiles/filedetails/?id=1576253740
- as many skills were changed to 2 points from 3, lords +2 extra points for first 4 levels was changed to +1 extra points to keep the balance
- faction that just became your vassal will have higher relations with you
- small changes in some abilities to balance them out
- many small tweaks to lord abilities in red line so that final one are always worth it
- auto resolve, ambush bonus lowered to +25% from +100%
- Skaven, Beastmen and Shadow King default ambush stance chance lowered by 10%
- Bless with Filth, leadership bonus replaced by physical resistance
- melee attack speed standarization
- some changes to all factions ports to make them more unique and different
- some small changes to Bolstered SFO auras abilities
- small nerfs to missile resistance for high mobile monsters
- extra negative public order when raiding own province removed

Magic:

- cost of all spell in custom game was increased by 50 for balance reasons
- all moving vortex spells move 50% slower but expand their size by 50% in time
- Thunderbolt, aoe increased by 33%
- Death Frenzy, +5/+10 leadership added
- Sword of Rhuin, damage effect increased by 50%, cost increased by 2
- Transmutation of Lead, -25% missile range added, cost increased by 2
- The Enfeebling Foe, -10% weapon damage added to overcast
- Okkams Mindrazor, +10 melee attack added to overcast
- Shield of Thorns, +5%/+10% physical resistance added
- Lore of High Magic, miscast chance lowered to 20%/40% from 25%/50%
- Regrowth, +2 mana cost, -25% melee and missile weapon damage added
- Earth Blood, +1 mana cost, -50% movement speed added
- Apotheosis, +1 mana cost
- Invocation of Nehek, -25% melee attack added
- Arcane Unforging, damage chance increased to 100% from 60%, duration increased to 25s from 22s, -50 armour effect added to overcast
- Fog of the Damned, cast range increased to 300m from 200m
- Flock of Doom, damage chance increased to 25% from 18%, area of effect increased to 40m from 30m
- Devolve, damage chance increased to 25% from 18%, area of effect increased to 40m from 30m
- Traitor Kin, damage chance increased to 50% from 33%, area of effect increased to 40m from 30m, damage increased by 20%
- Wyssans Wildform, -2 cost on overcast

Skaven:

- Plague Monk Censer Bearers: -1 melee attack
- Warp Overcharge, SFO ability, no more kill models but only deals damage to them
- Slaves, -3 leadership
- Clanrats with shields, -25 cost

Bretonnia:

- Grail Reliquae, aura radius increased to 75m from 40m
- all melee lords and heroes got 100 armour on foot and all mounts variants
- Knights Duty SFO ability, melee attack and charge bonus are now flat not %

Vampire Coast:

- small infamy gain added to all ports and kill captives post battle option
- Animated Hulks, +20 armour
- Terrorgheist, -5 melee defence
- Deck Gunners RoR, cost increased by 100
- Depth Guard, number of units changed to 40 from 60, stats adjusted
- Mourngul Haunter, -10% health
- 1000 gold cost added to all infamy technology

Vampire Counts:

- Isabella, Guardian Attack Aura SFO ability added
- Isabella, Chalice of Batori ability, cast range increased to 100m from 60m
- Black Coach, abilities reworked to give better bonuses and have smoother progression
- Terrorgheist, -5 melee defence
- vampire characters won't act like cavalry anymore but normal melee lords
- Zombies, -5 melee defence, -5% health

Dark Elves:

- Black Guard, Sons of Naggarond new SFO passive ability added, it gives unbreakable to all lords/heroes around
- Lokhir, -25% Black Ark buildings construction cost added as campaign effect
- Lokhir, slaves income bonus replaced by 50% bonus for Black Arks buildings income
- Black Arks income from buildings increased by 25%
- Black Arks income from buildings added to technology
- Crone, Amulet of Dark Fire, +22% fire resistance added
- Kharibdyss, anti large bonus increased to 35 from 25

REST BELOW

Update: Jan 28, 2019 @ 7:23am

Empire:

- Gelt, Living Metal Potion new SFO active ability added, it increases his defensive stats in cost of speed
- Demigryphs RoR, Coordinated Carnage SFO ability replaced by Pursuit of Battle SFO ability, halberd weapon changed to shield and hammer, anti large bonus replaced by high armour piercing, number of models changed to 22 from 16, new unit card made by Dino
- Demigryphs with lances, +5 anti infantry, Devastating Charge added
- Hellblaster Volley Gun, +25% range attack speed
- Swordmen State Troops, +4 anti infantry, -1 normal damage
- Steam Tank, 25% on normal missile damage changed to armour piercing
- all Empire artillery recruitment added to Nuln Gunnery School

Dwarfs:

- Organ Gun, +25% range attack speed
- Everguard, SFO unit, -10% physical resistance, -5 melee defence, Pursuit of Battle SFO ability added

High Elves:

- Teclis, Sword of Teclis now also increases magic regeneration
- Tyrion, Feint and Riposte ability, stats increased to +30 for all values from +22
- Phoenix Guard, SFO abilities buffed
- Dragon Princess, Dragon Prowess SFO ability, strong vigour added, now works always, not only below 50% hp
- Dragon Princess, cost lowered by 50
- Dragon Princess RoR, cost lowered by 100
- Moon Dragon, +5 melee defence
- Sun Dragon, +10% weapon damage and attack speed, cost lowered by -100
- Sea Guard RoR, melee damage changed to mostly armour piercing, overall value is the same
- Sea Guard, armour increased by +10
- Archers and Archers (Heavy Arrowheads), armour increased by +10
- Gate Guard, melee and missile damage armour piercing values increased by 20%
- Shadow King, stalk added

Warriors of Chaos:

- Sigvald, Auric Armour ability +25% vigour added
- Aspiring Champions, magic attack added
- Daemonic Strength ability, damage bonus increased to 50% from 25%, duration increased to 60 seconds from 30
- Greater Chaos Dragon, SFO unit, +10% weapon damage
- small buffs to Gods Blessings
- small buffs to Gods Units abilities, most values are now flat not %
- Chaos Spawn changed to tier 3 from tier 4
- Forsaken, +10% attack speed, +10 anti infantry bonus added
- 5 new skills for Sigvald
- 1 new skills for Archaon
- 3 new skills for Kholek
- changes to SFO technology positions for future stuff 0_0

Norsca:

- raiding stance and raiding camp stance, upkeep reduction increased to -10% from -5%
- ports upkeep reduction changed to -5% on all levels from -1/-3/-5
- negative gods favour from raze lowered to -1 from -2
- negative gods favour from hunts lowered to -2 from -4
- 1 new skill for Wulfrik and Throgg

Tomb Kings:

- Realms of Souls require more souls to active now 150/300/500 before, 250/500/750 now, summoned Ushabti number of models increased to 24 from 16, healing value doubled
- crumble damage doubled
- Khatep, The Liche Staff also lowers vigour by 5% and leadership by -5 mapwide
- Carrion, cost lowered by 50
- Settra chariot weapon damage changed to pure armour piercing
- Khemrian Warsphinx, -5% physical and missile resistance
- Bone Giant, +5% physical and missile resistance

Lizardmen:

- Carnosaurs, -10 melee defence, -800 health (-500 on lords/heroes)
- Temple Guard, Temple Stand new SFO passive ability added, it increases melee defence but lowers speed brief before contact with the enemy
- Horned Ones, Feral Call new SFO passive ability, it increases melee attack in big radius when attacking the enemy, recharge out of melee
- Horned Ones, health and weapon damage lowered by 10%
- Eternity Warden's SFO unit, Skyward ability range increased to 50m from 30
- Kroq Gar, Grimloq cost increased by 100

Beastmen:

- 1 new skill for Khazrak and Morghur
- Chaos Spawn and Manticore changed to tier 3 from tier 4
- main building chain income increased by 50% on first level, rest stay the same

Greenskins:

- 1 new skill for Wurzag

Wood Elves:

- Shadowdancers, SFO unit, spell is now free, area of effect increased to 40m from 30, weapon damage increased by 20%
- Wild Riders with shields, -8 melee defence
- Wild Riders, -10% health
- Wild Riders RoR, Coordinated Carnage ability added
- Waywatchers and Waywatcher RoR, missile damage increased by 25%
- Tree units battle trait now increases mana by 2 for each unit, max of 40
- Elven units battle trait now also increases melee armour piercing damage, not only normal damage
- Durthu, Daith Sword ability chance to hit increased to 100% from 33%
- Wardancers, weapon damage increased by 20%

Update: Jan 10, 2019 @ 9:35am

- Hellblaster Volley Gun recruitment bug fixed

Update: Dec 28, 2018 @ 3:22am

- slave income modifier effect removed from basic slave buildings because it was stacking too well
- Manticore Lords SFO unit, health increased by 10%
- vassal option removed from diplomacy screen
- Chaos Fortress chain received -10% factionwide movement and technology research rate because it was too easy to cheeze the game with multiple of those
- Arkhan, +50 more diplomacy with Vampire Counts and +75 with Vampire Coast
- Empire Last Stand SFO ability, proc when health is below 50% in melee from below 20% in melee
- Kholek, campaign effect for Dragon Ogres RoR changed to 0% upkeep from +10 melee defence
- Kholek, -1 recruitment duration for all units added to his trait
- Empire, Encamp stance movement cost lowered to 25% from from 50%
- Teclis, -75% recruitment cost for Phoenixes and -1 recruitment duration added to his trait
- Frostbite added to Frostheart Phoenix, why it wasent there?
- Louen, melee defence added to his trait melee attack effect
- some bug fixes