Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
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Update: Oct 19, 2017 @ 1:00pm

Huge patch with units, spells and skills changes. Better to start new game with it.

- game 1 factions units rebalance imported to SFO
- all game 2 factions units rebalanced to SFO standards
- Strength in Number changed to give melee attack not melee defense
- Primal Instinct buffs melee attack but nerf melee defense
- attuned to magic give weapons damage now as addition
- additional upkeep for new lords decreased to 2/4/6/8/10 % from easy to legendary difficulty
- siege equipment cost lowered by 50%
- siege defense towers damage increased
- siege towers health increased
- arc of all range units increased
- changes to chaos ritual spawns
- winds of magic pool increased to 50
- leadership changes done to all battle situations
- upkeep penalty removed from all difficulty levels for Player
- many changes to AI on every difficulty levels
- regeneration cap removed
- more regions give more income from trade
- rebels raid for for more gold and are stronger
- breath attacks are now much stronger but have 60 seconds recharge time
- miscast added to all level 1 spells
- 5 new skills for units (Solar Engine, Dragon Pinces, Hydra, Dread Knights, all Slann)
- Feral Cold Ones building added to Lizardmen with Feral Cold Ones units
- Gate Guard added to Walls as recruitable unit for High Elves
- Blessed ones bugfix for Mazdamundi upkeep reduction
- Gate Guard are affected by Seaguard technology and skills
- Tyrion got more AP damage and Marshal Mastery
- Death Hag buff hp on Cauldron of Blood
- Flame Storm add as bound spell to Teclis
- Queek anti-infantry buffed
- Plague Priest Hero have 10% phyiscal resist

Update: Oct 7, 2017 @ 10:17pm

- expanded garrisons removed because with more slots in settlements new units were replacing old ones and sometimes better units were removed

Garrisons will have different system in game 2 with buildings update soon.

Update: Oct 6, 2017 @ 2:51pm

- High Elves Noble wont have +1 extra point per 5 level but +1 extra point per 10 levels like all heroes.

Update: Oct 6, 2017 @ 1:35pm

- channeling stance negative stats effect lowered
- resize made for all units to be more realistic
- public order penalty lowered for player on all difficulty levels
- Great Power diplomacy penalty lowered by 50%
- public order added to all garrisons
- garrisons lower taxes in province - except Skaven, their income from garrisons was lowered
- all lords that are in city/settlement have upkeep lowered by 10%

Update: Oct 4, 2017 @ 1:31pm

- new edicts effects for all factions
- expanded garrisons for all factions
- AI will have higher level on lords and higher chevrons on units depending on difficulty level
- range and hero units value lowered in auto resolve
- more garrison changes
- Gate Guard unlocked in custom battle for High Elves
- Dwarfs, Empire, Bretonnia, Chaos, Vampires, Greenskins are unlocked in custom battle
- additional upkeep for new lords lowered to 1/2/5/10/10 % from easy to legendary difficulty

Temporary change before full SFO implementation:

- all units have 10% more health
- all units have 10% higher upkeep

Update: Oct 1, 2017 @ 1:11pm

- lords have +1 extra skills points per 5 levels, heroes have +1 skill points per 10 levels
- public order influence on tax by from -15% to +15% except Dark Elves and High Elves
- AI buff in auto resolve nerfed and changed to be same on each difficulty level
- new effects for all stances (channeling is now free but lowers battle stats for more winds of magic)
- taxes lower public order by -6 from -4
- Skaven food got more local and global recruitment points on postive effects
- vortex victory reward have now -5% upkeep for all forces as addition
- animated logo in main menu

Update: Sep 28, 2017 @ 7:55am

- new main menu and main mod logo

Update: Sep 28, 2017 @ 1:22am

First release!

- Better Camera Mod by kam2150 integrated