Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Mar 4, 2018 @ 3:38pm

Update: Mar 4, 2018 @ 11:47am

v. 1.17

SAVE COMPATIBLE

General:

- thanks to DrunkFlamingo help new SFO stances got new icons now - like Bretonnia Spread the Word and Chaos Summoning
- small Wood Elves economy nerf
- Great Power now gives you small diplomacy bonus instead of taking it - its logic that if you are strong other will want to talk with you (mods that change it will remove it)
- Player will have bonus in auto resolve when defending in siege against AI (it will help with siege battles that you are sure to win but auto resolve say that you will loose and you have to play it every time)
- Frostbite contact effect added again to game - its Norsca dlc stuff
- few new effects scopes added
- small fixes here and there

Lizardmen:

- Blessed Units rework with 7 new blessing skills that you can active during battle and entire change units roles
- Blessed units added to custom game and capped to 1
- rampage removed from all Blessed units
- Blessed Units Spawning Quest will happen once per 20 turns now, not 30 like in vanilla (occur chance is still randomized)
- Cold Blooded ability healing amount increased by 25%
- Koxigor units number increased by 50%
- Saurus and Temple Guard mass incerased
- Holy Stela spell now also decrease melee defense and speed of enemies
- rampage replaced with Primal Instincts on all units that had it because in SFO it have stats changes
- income removed from temples but added to more low tier buildings so strating turns will be easier
- Geomantic Web building income increased and movement range effect added
- Scrying building changed to have provincewide effects and recruitment bonus for new recruits
- new effects added to some resource buildigns that were boring or not useful at all
- some new effects added to edicts so Geomantic Web is more interestng now
- Lizardmen tech buffs and some changes to make them more interesting
- Skins building decreases recruitment cost for those units in province
- Saurus building increases exp for those units in province
- Terradon building increases ammo for those units in province
- Cold Ones building increases speed of those units in province
- 1 new building chain that grants lords and heroes recruitment levels in province and starting magic factionwide
- normal Stegadon got now anti-large projectiles and Ancient anti-infantry but both are slower
- both Stegadons ammo increased
- Last Defenders starting gold increased to +3k from +2k in Mortal Empires campaign
- astromancy stance line of sight increased to +200% from +150%
- Skinks numbers increased by 10%

Empire:

- Imperial Academy greatswords armor buff removed because it was too easy to abuse

Wood Elves:

- Wood Elves will now have battle skill when researching new tech

Skaven:

- Skaven player can now have chance to take random ruins if skaven corruption is high in that region - AI already have it
- energy building now scales differently not 20/40/60/80/100 but 10/25/45/70/100 and construciton time increased

Dark Elves:

- cause fear added to Black Guard and Executioners
- cause terror and fear added to Dread Knights
- Dread Glory SFO ablity on Dread Knights aura of effect increased
- Strong Vigour added to Cold Ones units not counting lords and heroes
- Hydra Regeneration SFO ability buffed by 20%

High Elves:

- High Elves ports income buffed
- Everquenn Court now gives +2 influence per turn
- Phoenix King Court influence per turn buffed to +2 from +1

Chaos:

- effects granted after killing Lord of Change changed for Archaon (upkeep reduciton was too strong, now it spreads more corruption on whole world and increases technology research time but Lord Of Change will spawn on much higher level now)
- Archaon invasion changed to turn 175 from 150 and buffed so he will spawn on higher level and with better army

Tomb Kings:

- constructs and lords/heroes leadership nerfed
- mp costs changed for some Tomb Kings units
- resistance to fire changed to weakness to fire for all that are not constructs
- nerf to some infantry health pools
- nerf to all lords/heroes health pools


Vampire Counts:

- raise dead bonuses on buildings are now provincewide

Update: Feb 23, 2018 @ 6:09am

- fix for weird crash bug that some people had HURRAY!
- herdstones effects buffed
- Beastmen tech have more interesting effects now
- changes to new Chaos tech devoted to gods so it not require buildings now or gold but increases upkeep for all forces by 10% now
- Infernal March tech now increases diplomacy with Beastmen, Skaven and Norsca but decreases will all the rest
- small tweaks in Empire tech

Update: Feb 21, 2018 @ 11:50am

- Chaos Chosen cap +1 added to tier 5 settlement
- Steam Tank cap changed to 1 as based +1 with each tier 5 Foundry and Nuln Foundry
- Greenskins new tech required building changed to generic settlement tier 5 because it was causing problems, now it also requires 10 000 gold
- Empire Public Order effects nerfed - less chaos corruption on low and less untained on high
- small effects added to all Empire resources
- small fixes for Empire new units tech/skills benefits
- untained effects buffed for all factions that benefit from it

Update: Feb 19, 2018 @ 5:40am

- Wood Elves events fixed

Update: Feb 18, 2018 @ 12:25pm

ver. 1.15 Ulric Cult Update

SAVE COMPATIBLE


General:

- thanks to Sebidee "Sebidee & Ado's All Factions Officers" is now fully compatible with SFO and you dont need any submods to play with both mods
- Building Progression Icons II by SPARTAN VI fully integrated
- thanks to Zarkis starting gold amount can be not modded without startpos

- new unit contact effect - Bleed (cause damage over time)
- Public Order penalty after confederation removed
- peace and passive confederations are back to the game, in vanilla it was only subjugate
- mass of all cavalry increased by 10%
- charge speed is 150% value of run speed now (vanilla was from 20% to 40%, now bonus is same for everyone)
- charge distance increased by 25%
- Empire and Bretonnia will build walls and garrisons much more often
- all factions will build garrisons in minor settlements more often but less then Empire and Bretonnia
- maximum post battle replenishment rate lowered to 15% from 20%
- fatigue loss during melee and range combat decreased by 35%
- ethernal units physical resistance increased
- raiding is more dependable on buildings cost than units values in raidign army so small armies can raid for more on expensive regions (region income is not factor for raiding income, building cost is - vanilla thing)
- Diamond nad Flying Wedge Formations added back to game (removed by CA in WH2) new icons made by HN
- all Legendary Units will have special symbol on unit card
- all new units cards made by Dryrain
- all new units textures made specialy by Willemsen
- all new texts made by Kyle and JerkyGunner

Empire:

- 15 new technologies focused on all aspects of faction
- Witch Hunter Retinue anti-large missile damage increased
- Altdorf increase leadership of all forces in province from +2 to +10 depending on level (only for Empire factions)
- relation bonus with Bretonnia
- Handgunners range AP damage increased
- all Knightly Order units tweaked to have different roles
- 2 new Landmarks (Elector Counts Palace in Carroburg and Knights of White Wolf Chapterhouse in Middenheim)
- 1 new Ulric Worship building chain
- 4 new units (Wolf-Kin, Knights of the White Wolf, Teutogen Guard and Carroburg Greatswords - Legendary unit)
- Imperial Foot changed to Altdorf Company of Honour Legendary Unit
- AI wont die that often and be more defensive
- some resource buildings that were not interestign were redesigned to have new effects or income
- industry building have small pottery production now
- Training SFO building effects buffed
- base income from generic settlements increased by 50% (vanilla values are like 100 on tier 5 so it had to be increased)
- generic major and minor settlements garrisons have 1 Handgunner and 1 Empire Knights unit on every level (this does not count to special settlements because those have bigger garrisons on every level)
- some skills texts were changed to reflect that new units are also effect by it (all skills/tech from what new units benefits can be seen in google doc, more skills texts will be changed like this in time)
- Volkmar factionwide campaign and trait effects redesigned
- Emperor office have effects now - +5 leadership for own armies when on own or allied region (factionwide) its visible in campaign selection screen also
- Knights Panther speed increased
- Lance Formation added to Reiksguard, Knights of the Blazing Sun, Empire Knights and Demigryph Knights
- Diamond Formation added to Knights of the White Wolf and Knights Panther
- Public Order effects will now work properly
- Tavern lowers upkeep more now
- if someone attack Empire States, other States will declarate war on them
- Steam Tanks have cap of 5 now like in lore

Beastmen:

- 7 new technologies - focused on growth and Wood Elves
- 1 new Legendary Unit - Wargors
- small increase to buildings costs
- chaos corruption from raze halfed
- Bleed added to Razogors and Razogors Chariots
- Gods units required building removed because it was bugged
- Gods units require new technology now
- Beastmen Auto Resolve against AI is actually broken in game itself, cant do anything with it READ MORE HERE: https://www.reddit.com/r/totalwar/comments/7xklkk/beastmen_auto_resolve_is_broken_ai_vs_ai/
- temporary fix for it:
http://steamcommunity.com/sharedfiles/filedetails/?id=1302051457
- soft version of that fix is already in SFO so if you DONT want Beastmen use fix mod, if you want them partially, just SFO

Dwarfs:

- both Oath skills (SFO factionwide passives) effects buffed
- military technology effects tweaked and buffed
- Thunderers range AP damage increased
- taverns have medium beer production now
- Belegar Mighty Oath Stone melee defense bonus added
- 10% item drop chance added to Civil Technology (its one of the first tech)
- major and minor settlements garrisons have 1 Grudge Thrower unit on every level as addition
- small buff to farm income

Dark Elves:

- new slave management system with 3 new building chains (its harder now to keep high slaves number but those will have much higher income)
- Death Hag physical resistance increased when on foot
- 25% bonus to slave income added
- slave gain from raiding increased by 100% (now its 50% of gold gained)
- AI will manage slaves better and have more income from them
- raiding stance redesigned (now its free to use, have replenishment and Black Ark growth bonus)
- armor increased for all infantry units by 10
- Black Ark stance +5 melee attack buff bonus added

High Elves:

- Swordmasters, Phoenix Guard, Dragons and Dragon Princes upkeep increased by 40% but their recruitment buildings lower their upkeep for all forces now
- Bleed added to Great Eagles
- income from Public Order building doubled
- negative income modifiers removed

Greenskins:

- 13 new technolgies focused on campaign buffs

Chaos:

- some buildings income nerfed
- 10 new technologies (1 for each god and 5 for cap increase)
- Chosen, Knights, Aspiring Champions and Chaos Marauder Champions now have cap of 1 in campaign, new tech can increase it
- chaos corruption lords aura from raze removed
- Greater Chaos Dragon now venefits from Giants tech/skills
- Dragon Ogres number increased to 6 from 4

Wood Elves:

- minor fixes to new events
- info about seasons added to campaign selection screen
- new tech tweaks
- Bleed added to Great Eagles

Skaven:

- Skavenblight garrisons buffed (Skaven only)
- Rat Ogres health increased by 10%
- Wine resource building fixed as in vanilla it was giving only wine

Lizardmen:

- stats changes for some dinos so they will have different roles
- Temple Guard and Horned Ones weapon damage increased
- industry building have small gold idol production now
- Public Order added to Scrying building
- some small buffs to technology
- Kroq-Gar campaign effects changed (now have +10% weapon damage to all saurus units factionwide instead of +1 local recruitment points)
- Last Defenders start with +2k more gold in Mortal Empires
- inocme from temples increased

Tomb Kings:

- local recruitment points lowered by 1 gain, global changed to vanilla value (this change is important for TK because their basic infantry is much stronger in SFO so they needed this nerf)
- Warriors and Spearmen health nerfed by 10%
- Public Order effects will now work properly

Bretonnia:

- relation bonus with Empire
- hospital have small medicine production now
- major and minor settlements garrisons have 1 Man-at-Arms and Peasant Bowmen unit on every level as addition
- Diamond Formation added to all ground knights and redesigned to increase defense but lower movement speed
- Flying Wedge Formation added to all flying knights and redesigned to increase speed and charge but lower missle parry chance

Vampire Counts:

- Zombie Dragon now benefits from Terrogheist tech/skills
- Zombie Dragon, Terrogheist, Vargulf, Vargheists (not RoR) Blood Knights and Blood Dragons recruitment cost increased by 50% but their recruitment buildings lower their recruitment cost for all forces now

Update: Jan 31, 2018 @ 5:33pm

- Tomb Guard units cap added to Citadel and Estate
- auto resolve fixes

Update: Jan 30, 2018 @ 1:18pm

General:

- Skavenslaves upkeep is back but recruitment cost is still 0, some skills received cap increase effect
- Skaven loyalty gain increased
- Terradons range damage increased
- Empire AI have -10% upkeep and recruitment cost reduction (Empire got worst position in game and is open to attack from all sides, need some buff because of that)
- fixed missing effects for some of new buildings
- resize updated thanks to Daelin
- finale Chaos Invasion fix - if this wont work then I am changing SFO logo to pink
- typos fixes


Tomb Kings:

- Tomb Guards cap on infantry building lowered by 1
- skeletons voice bug fix thanks to Cataph
- dismemberment bug fix
- Casket of Souls health and reload time nerfed
- income nerfed but public order increased from buildings
- global recruitment points lowered by 1
- auto resolve fixes
- lords skills added to AI pool so it wont pick them by random

Update: Jan 28, 2018 @ 4:54am

- local recruitment points increased for Tomb Kings by 1 (it was lowered previously but this change need more testing because was too drastic)

Update: Jan 28, 2018 @ 4:21am

- Skaven movement bug fixed
- Tomb Kings income from buildings splited even more
- Treasure Tomb effects redesigned
- bonus Beastmen army from the beginning removed
- attributes fixes
- auto resolve balance changes