Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Jun 20, 2018 @ 1:06pm

GLORY OF THE DARK GODS

SFO II ver. 1.35

NEW GAME REQUIRED

CHANGELOG:

https://docs.google.com/document/d/1G5BEsDqon0ONf2_Tu8O3XY4NadLdsedAHma_4OqwYYs

Update: Apr 15, 2018 @ 12:21pm

- Tomb Kings basic infantry shields value lowered by 10%
- Handmaidens health lowered by 10%
- Empire Swordmen health increased by 10%
- Manticore Lords Health lowered by 10%
- Morathi faction effects bug fixed
- Chameleon Skinks number lowered to 90 from 100
- Tyrion diplomacy penalty removed because it was causing too much diplomacy problems (trait is still there so first turns diplomacy are still harder)
- small conflicts with Unlocker fixed

Update: Apr 12, 2018 @ 1:32am

- Azhag bug for Unlocker fixed

Update: Apr 11, 2018 @ 12:07pm

v. 1.25

WONT BREAK EXISTING SAVES

BETTER TO START NEW CAMPAIGN TO HAVE ALL CHANGES

General:

- Vandy and Drunk Flamingo Old World Rites are now fully compatible with SFO and have effects adjusted to SFO standards STILL NEED TO SUBSCRIBE TO RITES MOD IF YOU WANT THE RITES
LINK - https://steamcommunity.com/sharedfiles/filedetails/?id=1315502181
- Leylos's Lore Adjustments integrated thanks to Leylos (some changes were made so mod is still Unlocker compatible without any problems)
- all playable factions capitals starts at level 2 thanks to FrostyDemise and Crynsos new script (his level 4 version is still compatible with SFO and in submod collection)

- many new units groups like crossbowmen or infantry with axes, now you will see what type it is by looking on unit card thanks to [HN]
- 6 new units for Lizardmen, Dark Elves and Skaven
- many quest battles reworked to be more interesting and challening
- many Legendary Lords faction specific effects changed to give entirely new experience for whole campaign
- all starting diplomacy relations between factions were buffed by a lot (values like +20 diplomacy were not that huge game changes or impact on game, thats why they were changed to much higher extend)
- very high diplomacy values with other factions will give higher chance for confederation
- all factions received new campaign stances!
- all channeling stances have now 10% miscast reduction
- all Legendary Lords casters that are not melee/caster hybrids received new Arcane Mastery SFO skill that lowers miscast chance by 15% of base value
- some effects texts fixed because in vanilla those were not correct
- recruitment cost abilities for lords were nerfed but have new effects now
- horde factions spawning mechanic changes so they wont spam only where player is but all over the world, also they will spam in more lore fitting regions (no more Beastmen on middle of desert etc)
- all things like 1% physical resistance on units removed because were not making any impact
- Player got -20% buildings construction cost on easy difficulty and -10% on normal
- all landmarks that had factionwide upkeep reduction on level of 25% or more nerfed
- siege towers resistance increased by 10%
- gates resistance doubled
- walls resistance increased by 25%
- battering ram damage increased by 500% (right now its the best way to destroy it)

- new units cards made by iAboLo6fa and Dryrain
- new units textures made by Willemsen
- new skills icons and units UI made by [HN]

AI changes:

- AI will make more elite units per army
- AI will less often take unsuitable climate regions
- small changes to make AI more aggresive

Diplomatic changes:

- Queek have Karak Eighth Peaks when you play as Skarsnik
- Skarsnik have Karak Eighth Peaks when you play as Queek
- Clan Mors now starts at war with Clan Angrund and the Crooked Moon Tribe. They can no longer sue for peace with each other.
- The Crooked Moon Tribe, Clan Mors and Clan Angrund are now at peace with the Necksnapper Tribe (formerly known as Crooked Moon Gits).
- The Crooked Moon Tribe is no longer at war with Karak Norn unless you play as Crooked Moon. They instead start at war with Karak Azul unless you play as Crooked Moon.
- If Clan Mors starts in Karak Eight Peaks, they are no longer at war with the Arachnos Tribe.
- Clan Rictus is no longer at war with the Forgebound unless you play as Clan Rictus.
- The Necksnapper Tribe now starts at war with Karak Norn.
- Karak Ziflin is no longer at war with Bastonne. They start in trading relations with Karak Norn and Wissenland. They are now at war with Wydrioth.
- Lothern is no longer at war with Yvresse and Cothique.
- Cothique is no longer at war with Lyonesse but instead has trading relations with them.
- Yvresse is no longer at war with Carcassonne but instead has trading relations with them.
- Tilea has trading relations with the New World Colonies.
- Tilea starts at war with the Beastmen
- Estalia has trading relations with Yvresse and the New World Colonies.
- The Skull-Takerz Tribe are no longer at war with the Empire, Middenland, Wissenland and Karak Izor, but start at war with the Border Princes.
- Clan Pestilens is no longer at war with Clan Eshin.
- Khemri is no longer at war with the Top Knots Tribe. They are now at war with the Strygos Empire.
- Bloody Spearz Tribe now starts at war with the Red Eye Tribe (The Red Eye Tribe hodls a province called Gnashraks Lair, which is incidentally the name of the Bloody Spearz faction leader. I imagine he'd be upset about that).
- Lyonesse no longer starts at war with Mousillon (This was done to prevent Lyonesse's guaranteed demise within 5 turns).
- Clan Gnaw is no longer at war with Hexoatl. They are now at war with Karak Azul.
- Hexoatl now starts at war with Ssildra Tor

Dwarfs:

- new army stance that buffs growth, Public Order and untained
- high grudge meter will now grant some small units buff because dwarfs want to settle the grudges

Greenskins:

- new army stance that buffs fightiness
- WAAAAAAGH SFO skill dont have duration and dont work only when unit is not in melee

Beastmen:

- new army stance that lowers upkeep in cost of defense
- small buff to technology research rate
- small income added to main building so it will be easier to make new hordes
- ending quest battle is now huge and real challenge
- early upkeep reduction increased, late game not touched

Skaven:

- new army stance that lowers enemy stats in cost of food
- major changes in design of some units to make them more specialized
- weapons teams are much more deadly and more expensive, each of them got entirely different roles
- plague monks are unbreakable with deadly damage but much more fragile
- eshin units are much more specialized and also better in melee
- new skaven ability Aura of Rot that deals damage to enemies around - Skrolk, Censer Bearers and Plague Priest have it
- Black Pyramid of Nagash have now effects and garrison (its missing in vanilla, dont know why tbh)
- weapons team building level 2 added again to game (it was removed in vanilla)
- Bleed weapon effect added to Trench
- small income nerf
- Stormvermin with Shields anti-infantry bonus removed
- some rites effects changed and made more useful
- ruins have small income now because of random ruins claim mechanic in SFO

Dark Elves:

- new army stance that gives vanguard to whole army
- Tower of Dark Powers SFO building now gives fear for all own units in province but lost PO bonus
- slave decline rate effects seems to have very low impact on slaves number so those values were multiplied
- Slave Income bonus added to sorcery building chain
- small tech buffs like agents buffs in main line
- Black Ark buildings have even more effects now making it very important in DE campaign
- Black Ark slaves cost doubled
- major changes in edicts making them more important and stronger
- Slave Auction House SFO building effects redesigned
- untained effects on buildings nerfed because stuff?
- untained effects buffed in tech :)
- Bleakswords and Dreadspears melee defense lowered
- Darkshards with Shields cost increased by 75
- replesnishment removed from channeling stance
- income nerf replaced by slave decline rate so all buildings have decline now and slave abuse wont be possible anymore
- Shrine of Asurian diplomacy bonuses doubled

High Elves:

- new army stance that generate influence
- upkeep reduction on buildings nerfed
- some rites effects changed and made more useful
- Tyrion early diplomacy is much harder now because his starting position was too easy
- Sisters of Avelorn AP damage nerfed for range attacks

Vampire Counts:

- new army stance that lowers raise dead cost
- Public Order effects changed to affect raise dead cost instead of replenishment
- recruitment reduction on buildings nerfed
- Bolstered Attack SFO skill added Vargulf
- most of Vlad abilites are now unlocked more later on

Update: Apr 11, 2018 @ 12:07pm

Lizardmen:

- new army stance that buffs stats for cost of higher upkeep
- Black Pyramid of Nagash have now effects and garrison (its missing in vanilla, dont know why tbh)
- Astromancy stance have +5 melee defense now
- Primeval Glory Rite will now have Blessed Units, number of units and exp on them will be fixed to 15 and 3 chevrons, not randomized like before - effect info updated
- Ruination of Cities got bigger AOE now
- buffs made to blessings
- Blessed units now have recruitment cost but its smaller than on normal units
- small garrisons buffs
- some rites effects changed and made more useful

Tomb Kings:

- new army stance that buffs tech research in cost of buildings income
- Tomb Scorpion mass decreased by 40% (in vanilla they have mass higher than dragons so it needed nerf)
- untained effects lowered on buildings but +1 bonus added to each of dynasties tech
- stances dont have upkeep changers now but buildings income
- whole faction replenishment nerfed
- small income nerf

Chaos:

- Channeling stance added back, Summoning is still there as new stance
- Chaos Marks skills are now on middle of skill selection screen
- Tribes of Chaos lords skill now lowers upkeep of marauders
- small buffs to Chaos Warriors health

Empire:

- new army stance that increases ammo and misile resistance
- Karl Franz quest battles rebalanced and made more interesting
- diplomacy bonus with Bretonnia added to new tech
- faction profile changed to default from defensive
- AI will now recruit Flagellants and Wolf-Kin more often
- worship buildings are now available on tier 2 from tier 3
- small untained effect nerf on Temple of Sigmar and Ulric because you can have both in same province

Wood Elves:

- new army stance that buffs speed and reload time in cost of defense
- final battle changed to be much interesting and challening
- all range units were redesigned because their impact was too big, now they have less damage but little bit more arrows
- Oak of Ages got untained osmosis now

Bretonnia:

- new army stance that buffs cavalry in cost of infantry
- both end finale quest battles made to more interesting and harder
- Hippogryph Knights units number increased by 50% and stats adjusted

Update: Mar 19, 2018 @ 8:31am

General:

- stuck on event vanilla bug FULLY FIXED

Dark Elves:

- Tower of Dark Powers SFO building now gives fear for all own units in province but lost PO bonus
- slave decline rate effects seems to have very low impact on slaves number so those values were multiplied
- medium wine production added to growth building

Update: Mar 17, 2018 @ 6:47am

- Zarkis reworked events so they should not clash with vanilla ones now
WORK ON FULLY FIX FOR THAT IS STILL IN WOKR SO BE PATIENT PLEASE

Update: Mar 15, 2018 @ 9:56am

- minor bug fixes

Update: Mar 14, 2018 @ 4:07am

Update: Mar 13, 2018 @ 5:51pm

General:

- some minor tech buffs and changes to most factions
- event stuck bug partially fixed

Dark Elves:

- Slave decline rate bonus halfed on Cage building

Lizardmen:

- Tepok Blessing magic resistance doubled

Empire:

- Pottery gain changed to Dyes in Industry building