Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Aug 1, 2018 @ 9:41am

- based on difficulty additional upkeep per new lord increased to 1/3/5/8/10 from 1/2/4/6/8 - this change wont affect first turn but will help in nerfing players advance in late game
- Khemrian Warsphinx missile damage increased by 50%
- Greenskins Giant level 2 building lowered to tier 4 and cost lowered by 50%
- Greenskins Arachnarok level 3 building changed to tier 5, cost increased by 50%
- Cairn Wraiths unit number increased to 75 from 60
- Primal Instincts +10% movement speed bonus added
- Steam Tank new ammo is now in campaign also
- Dark Elves edict movement bonus bug fixed

Update: Jul 31, 2018 @ 2:45am

- Invocation of Nehek +10% magic resistance added
- Missing icons added to new Dark Elves abilities
- Empire peace dilemma fixed

Update: Jul 29, 2018 @ 11:42am

- Fleetmasters removed from barracks - it was for testing purpose :)

Update: Jul 29, 2018 @ 11:09am

SFO II ver. 1.37

SAVE COMPATIBLE BUT NEW GAME IS RECOMMENDED

General:

- Karak Eight Peaks SFO script is working again and is compatible with Unlocker thanks to Drunk Flamingo
- 60 seconds cooldown added to all formations
- Area Attacks and Fast Attacks UI bullet points added to some units because those values are important but not visible on unit cards
Area Attacks are not on dragons, other large monsters and lords/heroes because its quite obvious that they have it. Its a hint for other units because in vanilla game normal units dont have such aoe values and in SFO are. Keep in mind that those are only hints!
- Chaos and Beastmen ruins corruption osmosis removed, ruins now only spreads corruption on ruined region
- AI confederation bonuses removed, its same as Player now
- some big hit chance changes that helped in auto resolve but dont change real time battles
- tweaks to projectile spells to make them more worth it and deadly
- latest Community Bug Fixes updated thanks to Celtik
- Karak Eight Peaks gives +2 bonus to melee defence and leadership on each settlement level to defenders so taking it is even harder and epic now - only works for Skaven, Dwarfs and Greenskins
- knockback resist increased on all lords and heroes

Norsca:

- Skin Wolves hp increased by 15% on all versions
- negative effects removed from Arena building
- ports income increased
- provincewide upkeep reduction added to ports
- income from ports buff added to tech
- after beating Norsca lord you will now get 2500 gold for release or 5000 gold for killing him
- factionwide agent exp bonus added to their recruitment buildings
- local lords recruitment exp bonus added to main marauder recruitment building
- local recruitment cost reduction added to stables
- Crow first level bonus changes to 10% constant replenishment that always working from 15% bonus to normal replenishment
- -10% enemy agent success chance added to Crow level 2
- 25 magic pool adeed to Eagle level 2
- small vigour loss reduction added to Hound level 2
- 10 charge bonus added to Serpent level 2
- Mighty Knockback added to Throgg
- Berzerkers cost lowered by 50, health increased by 10%

Dwarfs:

- Red Ruin Ungrim ability damage bonus lowered to 50% from 60% but +25 melee attack bonus added

Empire:

- Steam Tank will now have secondary ammo type - Explosive Shot
- Perfect Vigour added to Steam Tank
- +10 melee defence added to Steam Tank
- Nuln Ironsides +10 range and cost lowered by 200

Chaos:

- Soul Leech of Tzeentch cooldown increased by 30 seconds
- Unholy Pact with the Changer healing lowered by 30% but magic resistance buffed to 25% from 10%
- Storm Rage SFO ability added to Kholek because all Dragon Ogres have it - stats adjusted and balanced
- all recruitment buildings construction cost increased by 25%
- upkeep reduction on Chaos Fortress chain changed to -50% on all levels
- Lord of Change missile resistance lowered to 35% from 70%

Skaven:

- Aura of Rot SFO ability will now work only when unit is in melee
- recruitment required building changed for weapon specialist to be level 1 Engineering Building not level 2
- Poison Wind Globadiers missile damage buffed by 25%
- Charge Defence Against all added to Black 13
- Burnt contact effect added to Technox Warlocks SFO unit
- Rat Ogres cost increased by 100
- Plague Monks damage and health increased by 10%, cost lowered by 100
- Censer Bearer health increased by 10%

Lizardmen:

- Sunburst Standard of Hexoatl now also gives 10% fire resistance
- saurus units small balance changes to make them perform better
- Solar Engine missile damage increased by 25%
- Bolstered Attack SFO ability added to Kroxigors

Greenskins:

- Big Uns +2 melee defence and melee attack
- 15% vigour bonus added to Waaagh vanilla ability
- Big Uns, Savage Orc Big Uns and Black Orcs attack speed increased by 10%
- all cavalry units +2 melee attack
- Ork Boyz and Savage Orcs numbers increased to 160 from 150
- Big Uns and Savage Orc Big Uns numbers increased to 120 from 100
- Black Orcs numbers increased to 100 from 80
- Black Orcs cost increased by 100
- all boar cavalry units numbers increased by 5
- Orc Boar Chariot +5 melee attack
- Morboyz number increased to 100 from 45
- Expert Charge Defence added to Krimson Killerz
- Expert Charge Defence removed from Black Orcs Great Weapons
- Krimson Killerz number increased to 50 from 40
- Immortulz number increased to 50 from 40
- Immortulz Cloak SFO ability physical resistance changed to wardsave
- Nasty Skulkers are now even more about attack then defence, number increased to 160 from 120
- Ere We Go spell now can target ground
- Wolf Riders melee defense lowered by 5

Wood Elves:

- Ancient Treeman and Durthu cost adjusted
- melee defence lowered by 4 on all range infantry units, 2 on cavalry, 2 on Eternal Guard
- Dryads number increased to 120 from 100 - stats lowered
- Shadowdancers now wield spear and sword
- Orion can now siege
- Bleed added to all lords and heroes on eagles

High Elves:

- Ellyrian Reavers anti large bonus increased by 25%
- Lothren Sea Guard health and melee attack increased by 10% - cost increased by 50
- Gate Guard health increased by 10%
- Bleed added to all lords and heroes on eagles
- Attuned to Magic ability resistance increased to 25% from 20% and damage to 25% from 15%

Bretonnia:

- Fay speed lowered to 60 from 68 on foot
- Peasants units upkeep reduction increased to -15% from -10%, low capacity of them also wont be that punishing anymore
- income buff from storage and mills increased
- Hippogryph mount health increased by 800
- Spread the Word SFO stance upkeep reduction increased to -10% from -5%
- Alberic will now have Bolstered Attack SFO ability

Vampire Counts:

- normal Dire Wolves +10 melee attack and +5 melee attack for RoR versions, attack speed increased by 25% for both
- Zombie Dragon mount health increased by 1000
- Terrogheist mount health increased by 800
- Blood Knights health increased by 15%, cost lowered by 125
- Cairn Wraiths and Hexwraiths +5 leadership and +7 normal damage
- Blood Dragons SFO unit units number increased to 20 from 12, health lowered by 10%
- Helman Ghorst Reliquary Corruption ability range increased to 60 from 40
- Helman Ghorst Corpse Cart health increased by 10%
- Vigour Mortis bonus stats increased to +10 from +8

Dark Elves:

- due to community request Manticore Lords and Black Ark Fleetmasters had major rework
- Manticore Lords are now Legendary unit with 2 new abilities and different role - Poison Bombs and Deathfist
- Fleetmasters are first SFO heroes with entire new weapons and campaigns skills system. They can change weapons between dual swords, sword and handbow or greatweapon. In campaign they directly buff Corsairs and Black Arks. They are in same agent pool as Assasins because there is no way to add new agent type.
- Khainite Assassin agents group is now named Masters
- Sisters of Slaughter melee attack lowered by 5
- Witch Elves and Sisters of Slaughter attack speed increased by 10%
- raiding stance Black Ark growth bonus increased to 2 from 1
- small buffs to Black Arks thanks to new trait they will have (campaign movement bonus, upkeep reduction and exp bonus for Corsairs)
- major rework for Shades with much better stats and glass cannon profile
Normal version is as it was. Dual swords are snipers with high range, bleed projectile effect but slower reload time and anti infantry in melee. Greatweapons got Stagger Shot and short range but are very good in melee with high ap.

Tomb Kings:

- resistance reduction on finale crumbling increased to 50% from 25%
- basic units and Tomb Guard small hp nerfs

Update: Jul 2, 2018 @ 11:35am

- temporary fix for SFO K8P script problems - its disabled for now, I just became a father so I need a little break

Update: Jun 30, 2018 @ 12:09pm

- miscast damage fix (300 pure damage again as before)

Update: Jun 30, 2018 @ 10:56am

SAVE COMPATIBLE

General:

- AI to AI confederation chance lowered by 25%
- attrition immunity added to siege stance
- defend bonus for settlements in Auto Resolve increased by 10%
- siege defend towers Auto Resolve value increased by 25%
- siege equipment Auto Resolve value increased by 25%
- Auto Resolve bar will be more fuzzy
- Legendary Lords will now have much more elite units in their armies
- AI will offer less diplomacy between turns so you wont need to refuse that much anymore :)
- chaos and norsca basic infantry marauders cost increased by 25
- all dragons cost increased by 100
- AI Public Order bonus to be +6 on all difficulty levels - it should help player to have higher impact on enemy PO and AI to still be able to manage it
- Toxic Venom SFO ability damage changed to apply to 3 entities from 5, damage adjusted - with this it will be better against single targets
- Bonecrusher SFO contact ability duration lowered to 10 seconds from 15
- AI will take Sword of Khaine only on 10+ level characters
- small tweaks to most LL gear

- bug fixes here and there

Chaos Warriors:

- entire new chaos settlement system!
4 new buildings chains
Proper system changing horde into semi settlement! - Each new building require specific tier building from main fortress chain (check buildings cards in game to know more).
- Kholek melee defence lowered by 5
- Maraduers shield value lowered by 10%
- Chosen Khorne Berzerkers health nerfed by 10%
- Guardians of Dark Prince Desires armor lowered by 10
- Chaos RoR Hellcannon explosion aoe lowered by 25%
- Soul Leech of Tzeentch damage lowered by 20%
- Sons of The Last Plague damage lowered by 5 normal and 5 ap
- Summoners of Rage magical attacks added
- Everwatcher will now arrive at turn 150 from turn 100 with greater force

Empire:

- Arch Lector abilities bug fixed
- Empire Greatswords now require Smith level 1 not 2 anymore - Greatswords are not that elite in SFO as in vanilla so having them on tier 4 dont have any reason
- Empire Smith level 1 moved to tier 3 from tier 2 - balance change
- Empire Trenches Stance adopt cost lowered to 25% from 50%
- Steamtank cost lowered by 185
- Ghal Maraz effects buffed in campaign

Norsca:

- new Everchosen reward changed to increase Chosne limit because building lock script got some problems- most likely it will be back when we find fix
- Norsca minor settlements outposts now have melee attack bonus when defending region
- Blessed Chaos Marauders melee attack increased by 10
- Wulfrik shield value increased by 5%
- 5% upkeep reduction added to both raiding stances
- raiding income buffed from public order effects
- recruitment penalty removed from garrisons

Bretonnia:

- Alberic campaign effect regarding RoR changed to attack bonus for RoR
- expandable added to all men-at-arms and peasants units for Bretonnia, leadership lowered by 2
- Hippogryph Knights health reduced by 10%
- Battle Pilgrims health lowered by 5%

Tomb Kings:

- Tomb Guard shield value increased by 10%

Dark Elves:

- Sisters of Slaughter AP damage lowered by 5
- Manticore Lords health reduced by 10%
- Darkshards with shields fire rate nerfed by 4 seconds, without shields by 1 second

Elves:

- shield value lowered to 65% from 70% on most elven infantry

Skaven:

- all Skaven unlock tech now have food bonuses, not only some
- Rat Ogres melee defence lowered by 6
- high amount of food morale bonus is now factionwide not only on own territory
- Queek Dwarf Gouger +15 melee attack bonus added

Lizardmen:

- Last Defenders extra starting gold on ME campaign increased to 5000 from 3000

Dwarfs:

- Hammerers health increased by 5%, attack rate by 10%, 5 normal damage changed to 5 AP
- AI Dwarfs will have 10% upkeep and recruitment cost penalty - AI dont have book of grudges penalties so it needs base penalty on campaign map

Greenskins:

- Forest Goblins cost increased by 25

Update: Jun 21, 2018 @ 10:02am

- typos fix

Update: Jun 21, 2018 @ 9:26am

New update compatible

- Kharibdyss is now slow very tanky monster with Toxic Venom (new SFO effects that deals high damage over time) instead of poison, his new bility also lowers speed of enemies around now
- Wulfrik dont start at war with Bretonnia anymore

Update: Jun 20, 2018 @ 6:12pm

- by mistake LL had heores spells not lords - fixed
- Everqueen building effect fixed
- Tomb Kings RoR units from campaign are back in custom game because were removed by CA