Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Dec 14, 2017 @ 7:24am

ver 1.0 - fully compatible with Laboratory Update

Save compatible but you wont have all features!

HIGHLY RECOMMENDED to use SFO with JR's Old World Skill Overhaul by JerreyRough and SFO patch!

Mod:

- The Skaven by Zarkis integrated
- Garrison Overhaul mod removed from SFO - garrisons are now more dynamic and different depending what you build
- first legendary units are added for Vampire Counts, Greenskins, Bretonnia and Wood Elves (you can have only 1 of those unit and are recruited only in special landmarks in the world) Submod added if you want more then 1 of those units
http://steamcommunity.com/sharedfiles/filedetails/?id=1231274650

- changes made to some factionwide effects and Legendary Lords traits
- Beastmen and Greenskins AI will have passive bonus to bloodlust/fightiness
- tax income bonus lowered by 75% for AI (this should prevent steamroll for factions that depend only on tax income)
- army composition changed for AI so it will make more elite units in late game
- Chaos invasion changed to turn 100/150 from 150/200
- enslave replenishment effect wont be that low anymore (range from 5 to 20 % based on number of captives)
- bonus for Player in naval battles auto resolve increased
- AI wont run from settlement before Player that often
- AI will settle on unsuitable climate less often
- all game 1 factions walls changed to tier 3 like game 2 factions walls
- siege holdout changed to be same for game 1 and game 2 factions
- many little tweaks to make game 1 and game 2 factions building system to be on same level (gap between those factions was huge)
- all Legendary Lords Special skills got new effects to make them on same level as new added by CA and game 2 LL
- required buildings removed from some game 1 faction units but added to game 2 faction units
- all raiding Lords skills buffed
- further balance in regard of ethernal units by lowering their physical resistance (still highest in game) and increasing health
- public order effects redesigned so it not only effect income (in vanilla only High Elves have this and in SFO they still got the most effects on it)
- basic siege holdout lowered by 50% but siege attrition lowered also by 50%
- further improvements to AI so it wont pick skills for lords and heroes that randomly
- forced march stance movement bonus increased to 60%
- minor bug fixes and balances done in many aspects of the mod


Stats squish (balance changes to eliminate OP like things from the game like unkillabe Legendary Lords etc):

- minimum hit chance increased to 12% from 8% (vanilla) - thanks to this even low tier units will be able to hit high tier ones much more often
- maximum resistance threshold lowered to 75% from 90% (vanilla) - no more unkillable lords and heroes
- all items that give resistances like physical, magical, wardsave or missile were nerfed so it wont be that easy to make OP Lords and Heroes in campaign anymore


Greenskins:

- Black Orcs Bosses changed to Da Immortulz Legendary Unit and can be recruited only in Big Fort in Black Crag - new unit card thanks to Dryrain
- Black Orcs Bellow ability changed to Immortulz Cloak and works only for lords
- public order effects charge bonus but on low public order Greenskins gain melee attack when loosing charge bonus
- Legendary Lords wont appear as units in Waaagh armies anymore

Vampire Counts:

- Black Grail Knights changed to Legendary Unit and moved to Mousillon landmark
- Blood Dragon Warriors health and cost lowered
- channeling stance have new effect now - vampiric corruption spread
- public order effects replenishment
- Fell Bats health nerfed

Wood Elves:

- Shadow Dancers changed to Legendary Unit and moved to Wardancers building tier 5
- Hawks Riders range and melee damage increased
- Wild Riders stats tweaked
- public order effects movement range
- low amber gives higher penalties
- military buildings lower upkeep for local armies
- Durthu unique skill redesigned and with 3 levels now (vanilla had 1)
- outposts effects adjusted

Dwarfs:

- more nerfs to Dwarf buildings income
- Trading Post building effects reworked
- public order effects recruitment points
- more effects added to grudges

Dark Elves:

- Shadows on Anlec will have more AP damage
- channeling stance have new effect now - lowering enemy leadership
- public order effects slaves decline rate and recruitment cost
- Cold Ones Knights buffed and cost increased
- Dread Knights buffed and cost increased
- Primal Instincts removed from all Dark Elves units

Chaos:

- extra levels for heroes bonuses from tech and buildings increased
- channelling stance changed to Summoning - have extra upkeep, corruption spread and tech rate bonus

Lizardmen:

- Feral Cold Ones added to Primeval Glory spawn
- public order effects tech rate
- Primal Instincts removed from Horned Ones

Bretonnia:

- Foot Knights changed to Grail Companions Legendary Unit and moved to Grail Companions Abbey (you dont need Grail Vow to have them with normal upkeep)
- Green Knight starts will all his skills but those were nerfed
- more chivalry after each victory battle
- raiding stance redesigned to give bonuses to your own province and renamed to Spread the Word
- public order effects leadership during siege

High Elves:

- Dragon Prowess disables when Dragon Princes are below 50% health
- Dragon Princess damage nerf
- Gate Guards role changed to be more tanky with stats adjust - moved to tier 3 from tier 4

Skaven:

- Lord Skrolk have regeneration now but health was lowered
- additional upkeep per army is back for Skaven because it was bugged but economy was buffed
- camp stance changed to hidden camp with new effect - skaven corruption when on enemy region
- public order effects growth
- Skaven units with warp range weapons have new ability - Warp Overcharge that increase damage and attack rate but have 45% chance to explode and deal damage to unit on activation

Empire:

- public order effects untained and chaos corruption

Update: Nov 22, 2017 @ 9:07am

ver 0.95

Save Comaptible

Mod:

- Better Auto Resolve by Zarkis integrated
- Total Unit Resize II by Daelin integrated (thanks to Daelin all sync kills bug were eliminated)

- Beastmen and Greeskins hordes will spawn more often
- some AI tweaks to make it more active
- AI tax income buff nerfed (AI needs this because without it wont do anything, for example on VH in SFO AI got -30% upkeep when in vanilla -50%)
- Public Order penalty from taxes lowered by 1 (due to new skaven events that will come in future update)
- heroes and high tier units wont be replaced randomly in garrisons that have above 20 units
- Rogue armies wont be OP anymore
- UI bullet points updated for some units
- range of all defensive siege towers increased by 50
- minor bug and balance fixes
- all faction except Chaos, Beastmen and Norsca have -5% upkeep when raiding
- channelling stance winds of magic bonus increased to 25 from 20

Skaven:

- Skaven dont have additional army upkeep penalty anymore!
- Skaven raiding stance cost lowered to 25% from 50% movement points
- Skaven Public Order edict gives more of it but lowers tax income
- Skaven low tier units health nerfed
- Skaven Food have more effects depending on level of it like constant replenishment on high level and lowered replenishment on low level
- Queek have -2 loyalty on new recruits unit Karak Eight Peak is conquered

Lizardmen:

- Lizardmen economy buffed
- Kroq-Gar and Saurus Old Blood some small rebalance in stats
- Temple Guard are more tanky now
- Lizardmen will have walls on tier 1 garrisons in minor settlements
- Lizardmen buildings gives more income

Greenskins:

- Krimson Killers redesigned to be best anti infantry Greenskins units
- Greenskins factionwide trait is now multi stages and enable only while in combat
- every Greenskins tech gives +2% raiding income
- Black Orcs Big Uns renamed to Black Orcs Bosses

Empire:

- Outriders have wider arc of range attacks
- Empire Smith level 1 moved to tier 2 from tier 3
- Sigmarite Disciples have new look thanks to Dryrain

Bretonnia:

- Bretonnia tech buffed in terms of economy
- Pegasus Knights are now anti-infantry and Royal Pegasus Knights are anti-large
- Bretonnia factionwide skills reworked
- Green Knight can gain exp in campaign now
- Bretonnia stables unit recruitment fix (vanilla bug)

Wood Elves:

- Wood Elves again have level 3 income building - was removed by CA
- Waystalker range damage nerfed

Vampire Counts:

- Vargulf have Hunger now
- Black Grail Knights have less health but their attacks lower leadership of the enemy now

Dwarfs:

- Dwarf economy nerfed
- Required buildings removed from Dwarf Warriors and Quarrellers

Magic:

- Devolve damage increased
- Net spells duration lowered by 25%
- Breath and Vortex spells nerfed by 10% in regard of damage and recharge time increased by 5 seconds
- Plague Wither lowers melee defense as addition to lowered armor

Dark Elves:

- Dark Elves slaves income effects on buildings buffed
- artillery attack speed increased by 25%

High Elves:

- High Elves economy nerfed
- artillery attack speed increased by 25%

Chaos:

- new units cards for Chaos Zelots and Greater Chaos Dragon thanks to Dryrain
- income added to all Chaos buildings (tech nerfed)
- Chaos can vassalize liberated Norsca again

Update: Nov 14, 2017 @ 1:40pm

Update: Nov 14, 2017 @ 6:53am

Update: Nov 14, 2017 @ 6:24am

- garrisons order fix

Update: Nov 14, 2017 @ 6:00am

ver 0.91

SAVE COMPATIBLE

- army composition changes
- battle priest pray buff
- siege stance have 4% constant replenishment now
- Chaos Chosen with great weapons damage buff
- Blood Dragons buff
- Stormrage ability buffed
- Dragon Princes fire resistance nerf
- Bolster Leadership ability adds more melee defense
- some buildings received bonus that lower recruitment cost
- recruitment cost lowered by 10% for all units
- Black Orcs texture bug fixed
- Black Orcs Big Uns skill redesigned
- Black Orcs Big Uns have new look thanks to Dryrain and were redesigned to be damage dealer with bigger unit size
- Waaaaaagh ability effective range increased to 35m
- Glade Guard wont suffer attrition on normal ground (its a vanilla bug)
- Forced March stance have now 25% movement cost when you use it for the first time (AI wont abuse it anymore)
- Lord Skrolk have more ap damage now
- Phoenix Guard have new ability - Hour of Death that lowers melee stats of enemy that fights them
- AI will defend allies territory more often
- AI will have more recruitment points
- AI wont build walls that often but still often then vanilla
- public order penalty from taxes lowered by 1
- garrisons added to all buildings, those that have recruitment have bigger with better units (high tier units will replace low tier if there are more than 20 units) - you dont need walls in some cases now to have full garrison
- physical resist of ethereal units lowered by 10%
- accuracy increased for all High Elves and Dark Elves units and Hellcannon

Update: Nov 12, 2017 @ 12:11pm

- again, small stuff

Update: Nov 12, 2017 @ 10:54am

- fixes here and there

Update: Nov 12, 2017 @ 5:11am

ver. 0.9

NOT SAVE COMAPTIBLE

Dryrain and [HN] joins SFO Mod Team! - all their mods are SFO compatible now!

Mod:

- The Empire by Zarkis integrated into SFO
- all custom SFO 1 units are in game
- kill captives effects changed for every faction
- AI will have -15% upkeep and recruitment cost buff when playing Empire factions
- upkeep for garrisoned lords changed to -10% (gap between it was too big)
- resize changes removed because of sync kills problems
- roads effects changed to work on whole province, not only region
- all recruitment cost skills effect doubled
- all walls have recruitment options now
- recruitment compositions changed for AI
- AI will be more aggresive
- AI will colonise more often
- AI lords and heroes wont pick skills randomly anymore
- AI will make confederations less often
- AI will build walls more often
- all wind spells cooldown increased
- artifact weapons skills buffed
- siege defense towers redesigned
- public order penalty form difficulty level lowered by 1
- garrisoned stance gives +5 melee defense and leadership
- Chaos Invasion numbers lowered but made more deadly and some other changes to it
- Beastmen and Greenskins AI will have bonus to bloodlust/fightiness on enemy territory
- AI will treat player same as AI
- many minor balance changes and fixes

High Elves:

- High Elves economy, buildings, LL traits, campaign effects, tech and faction events changed to SFO standards
- High Elves edicts buff
- Elven Spearmen stats increased and cost increased
- all shields upgraded
- all cavalry buffed
- Dragon Princes new SFO skill gives ward save now
- Firestorm bound spell removed from Teclis because he had no place for his normal skills

Dark Elves:

- Dark Elves economy, buildings( Black Arc have new effects), LL traits, campaign effects, tech and faction events changed to SFO standards
- Dreadspears and Bleakswords stats increased and cost increased
- all shields upgraded
- all cavalry buffed
- Madness of Khaine lowers melee defense by 5 more
- Witch Elves rework - less numbers but more deadly

Skaven:

- Skaven economy, buildings, LL traits, campaign effects (Queek ME campaign effects changed), tech and faction events changed to SFO standards
- Skaven edicts buff
- Skaven Plentiful Food now gives -5% upkeep for all armies
- Rat Ogres hp increased
- Queek penalty for not taking k8p will be visible in campaign selection screen

Lizardmen:

- Lizardmen economy, buildings, LL traits, campaign effects, tech and faction events changed to SFO standards
- Hands of Gods damage increased
- Lizardmen artillery buffed
- Skinks range damage buffed

Vampire Counts:

- 1 new factionwide skill added
- Vampires economy, buildings, LL traits, campaign effects, tech and faction events imported from SFO 1
- Vlad health nerf
- Vampire regeneration from Hunger nerfed by 25%
- Zombies have more hp
- some monsters and units like Mortis Engine got higher missile resistance
- Devils of Swartzhafen number increased to 3
- SFO units have new unit cards thanks to Dryrain

Warriors of Chaos:

- 2 new factionwide skills added
- Dragon Ogre units have +10% missile resistance
- Chaos Gods marks skills added
- Chaos buildings income tech doubled
- Chaos have -10% upkeep reduction after defeating Sarthorael
- Raze for Tzeentch changed to give +10% replenishment
- constant replenishment rate added
- all raze options have new custom graphics made by [HN]

Empire:

- 1 new factionwide skill added
- Empire economy, buildings, LL traits, campaign effects, tech (whole rebalance) and faction events imported from SFO 1
- Demigryphs buffed
- Nuln Ironsides have new look thanks to Willemsen
Nuln Ironsides have new unit card thats to Dryrain

Beastmen:

- 1 new factionwide skill added
- Chaos Gods marks skills added
- constant replenishment rate added
- tech buffed

Greenskins:

- 2 new factionwide skills added
- Greenskins economy, buildings, LL traits, campaign effects, tech and faction events imported from SFO 1

Wood Elves:

- 2 new factionwide skills added
- Wood Elves custom units animation updated
- Wood Elves economy, buildings, LL traits, campaign effects (campaign finale event reworked), tech and faction events imported from SFO 1

Bretonnia:

- 2 new factionwide skills added
- Yeoman nerf
- Bretonnia economy, buildings, LL traits (Fay Lore of Heavens is not yet in but will come with all lords skills revamp BUT Green Knight skill tree is in), campaign effects, tech and faction events imported from SFO 1
- Green Knight last 25 turns now from 15

Dwarfs:

- 2 new factionwide skills added
- new reskin for Shieldbearers thanks to Dryrain
- new units cards for Dwarfs custom units thanks to Dryrain
- Dwarfs economy, buildings, LL traits, campaign effects, tech and faction events imported from SFO 1
- Deathblow buff

Update: Nov 9, 2017 @ 7:45am

- new patch hotfix