Total War: WARHAMMER II

Total War: WARHAMMER II

[MOD ON HIATUS] UNOFFICIAL Steel Faith Overhaul (SFO) Patch for Cataph's Kraka Drak AND Chesschamp's Kraka Drak Climate Submod
34 Comments
Dr. Oz The Great And Powerful Sep 12, 2019 @ 8:18pm 
update?
BillBaraka Apr 23, 2019 @ 2:01pm 
-CML-Vagabond
How would they then qualify as "Slayers" as in disgraced Dwarfs, oath-sworn to seek their own, shame-redeeming, Death? A new Kind of Unit for that would fit better. Beastwranglers.
Fenris Feb 7, 2019 @ 5:48pm 
SFO's recent update has made changes to the base dwarf factions that break compatibility with Kraka Drak and your SFO patch. This includes overriding the tier 4 Kraka Drak barracks with a different building and causing multiple bugs on the unit recruitment screen. Your patch will at least load, while the official SFO patch just crashes outright. Hoping for an update, please. More details at the Bug Report discussion thread of the Kraka Drak page. Thank you.
James Stone Feb 5, 2019 @ 8:26am 
Any chance for an update?
Vagabond™ Jan 28, 2019 @ 10:16am 
I know there is nothing about this lore wise, either direction. I just always thought it'd be cool thematically, if instead of Norse Dwarf slayers being the same as their southern counterparts, if instead they subjugated monsters. Like wrangled them and broke them to be used as pets.
Chesschamp09  [author] Oct 28, 2018 @ 9:49pm 
I'll try to get around to looking into it sometime this week. Thanks for letting me know!
James Stone Oct 27, 2018 @ 4:33am 
Can you update? SFO changed a lot of names of abilities, which means mods like these are probably the reason for some crashes
Chesschamp09  [author] Oct 24, 2018 @ 6:39pm 
Well the good news is Hell Pit will be getting something from me at some point as well. The bad news is that point isn't likely to be soon.
Apex Oct 23, 2018 @ 5:41am 
Stout. Me personally, I would actually prefer being able to expand into Hellpit properly, and leave Norsca to subjugated vassals.
Chesschamp09  [author] Oct 22, 2018 @ 6:54pm 
Glad you like it! When I get around to finishing Kraka Dorden I'll try to fix those bugs along with it
Apex Oct 22, 2018 @ 9:58am 
This is a big improvement over the original kraka drak mod. In the vanilla mod the new units didnt really have a purpose, now they have. I also like the new landmarks.

One bug I found: Longbeards are recruitable from the barracks twice, once without any traits. Slayers are recruitable twice as well.
Jimmy Recard Aug 13, 2018 @ 12:50am 
Oh, if its below 20% thats fine, I assumed it would have to be close to 0.

Mod is great, much more fun than the official SFO patch to me
Chesschamp09  [author] Aug 12, 2018 @ 6:44pm 
Yea I'll have to look at the vanilla scripts to see the exact threshold, but I have the insane trait set to trigger after 20 turns the the requirement is met (i think more than 50% corrupted) and to go away after 3 turns in a location that is sufficiently uncorrupted.
Chesschamp09  [author] Aug 12, 2018 @ 2:36pm 
Hmmm...It should have walls by default since it replaces Aesling's conclave (which is a major settlement). As for the Insane-remover, I will consider it. I already made the trait go away on its own (when in untainted enough territory...it's been awhile but i think below 20% is the number) in 3 turns I believe, but its possible there needs to be a solution that arrives sooner.
Jimmy Recard Aug 12, 2018 @ 3:40am 
Also, would it be possible to make a building remove negative traits, similar to the brettonian one. Annoying when 3 characters get the 'Insane' perk 20 turns in and theres no untainted areas to remove it.
Jimmy Recard Aug 12, 2018 @ 1:20am 
Is there a reason Kraka Ornsmotek doesnt have walls? Building the gate defence chain also doesnt add them.
Chesschamp09  [author] Aug 2, 2018 @ 12:09pm 
I can look into it in greater deal the beginning of next week. Are you sure its not some other mod causing the issues? The mod doesn't change hiring of heroes (or anything but stats of heroes at all)
Denstroyer Aug 2, 2018 @ 8:00am 
im getting some glitches with this, no ability to train engeineers and hero hiring menu missing header in the center
Fenris Jul 16, 2018 @ 8:26pm 
OK, cool, thanks for responding.
Chesschamp09  [author] Jul 16, 2018 @ 1:58pm 
the attributes one i know--I havent put them in so they dont exist. The other is a bug i believe caused by "Ghost Units" meaning units that appear for the building, but you cant recruit because youre the wrong faction. Unfortunately my present location makes it difficult to perform testing, so it may be a while for a fix to the 2nd thing to roll out. The first thing shouldnt be to difficult
Fenris Jul 14, 2018 @ 5:43pm 
I like the balance of this version and the inclusion of the Daemon Slayers, but I noticed a few minor glitches. Daemon Slayers have no attributes listed on their unit card. There are duplicate units in the recruit menu for Giant Slayers and Longbeards (shields) that also have no attributes listed. Are you familiar with this issue and what may be the cause?
Chesschamp09  [author] Jun 20, 2018 @ 8:51pm 
Updated! If you think some aspects of balance should be tweaked due to other SFO balance changes, please mention it! (Mainly new norsca and how Kraka Drak fares against them)
Chesschamp09  [author] Jun 18, 2018 @ 4:31pm 
Hang tight everyone SFO should be out Wednesday. Once its out I'll get to work updating this mod (if it needs anything done--it may not).
James Stone May 16, 2018 @ 11:01am 
I've sent a friend request as to not clutter the comment section
Chesschamp09  [author] May 16, 2018 @ 10:59am 
Sure I've been considering that. I'm pretty sure that the slayer units will be added, but not sure about the Shieldbearers since they already have a lot of elite infantry and not sure they "fit". If I do add them, they will probably be recruitable from the Kraka Throne Building.

A list of buildings that you believe need a revamped/added garrison would be helpful (and perhaps mentioning the approximate analogue that the regular SFO dwarves have)
James Stone May 16, 2018 @ 8:18am 
If you'd like I could make a list of buildings in need of garrisons and my suggestions for appropriate garrisons to take some work off your shoulders
James Stone May 16, 2018 @ 8:03am 
Hey, since you're making this as a Compatibility patch for SFO, do you mind going above and beyond and not limiting yourself to balance?

I mean adding the SFO units when appropriate to be available for recruitment (Giant Slayers, Shieldbearers and Daemon Slayers), and adding garrison units to Cataph's buildings (Norscans to the Tribal camps and stuff like that).
Dr. Oz The Great And Powerful May 12, 2018 @ 11:35am 
Ah, you're right. I was using yours and the official patch. Thanks a lot!
Chesschamp09  [author] May 12, 2018 @ 11:31am 
I dont think theres any other way that youre getting undying oath and unyielding oath on the same units other than have both the unofficial and official SFO patch enabled (unless there's a mod I'm not familar with that also adds these effects to Kraka Drak units--in which case that would be the cause). If you think theyre not, try deleting both and resubing since sometimes things break and will stay enabled/disabled when they shouldnt from what I've heard.
Chesschamp09  [author] May 12, 2018 @ 10:58am 
I just checked my game, and I haven't found any of those things. Are you using my unofficial SFO patch, the official SFO patch, or both? If you have both enabled disabled one. If you want my version of balance take my version, if you want the official version from Venris take the offical patch--they arent compatible since they change alot of the same things.
Dr. Oz The Great And Powerful May 12, 2018 @ 8:48am 
Love what you've done with Pathgrinders and the Troll Melter. The damage buffs really make them viable weapons now rather than just novelties. A few critiques however.
-It is superfluous to have both Undying and Unyielding Oaths on units, especially so many. Undying Oath is supposed to be a replacement/upgrade of Unyielding Oath and no other SFO unit has both. It should be relegated to the most elite units, so at lowest Wardbearers and up. The rest of the units you should just keep Unyielding oath on and for the ones with Undying, get rid of Unyielding.
-The Crimson Bane have the exact same HP of regular Stormbeards. Should get slight buff.
(cont.)
Dr. Oz The Great And Powerful May 12, 2018 @ 8:48am 
(cont.)
-Huskarls (including the RoR version) have less HP than Longbeards, despite them supposed to being the best of the best. On ultra its Huskarls 10240 vs Longbeards and Stormbearers GW 11200.
-Stone Guard have a pitiful 5920hp, several thousand less than other low unit count elite units.
-Grom Bakraz are a little lacking in hp at only 9760, which is less than standard Dwarf Warriors, and their stats aren't impressive enough to warrant such low hp.
-Raiders of the Lost Urk also have lower hp than Dwarf Warriors. Even Ekrund Miners have 100 more HP than them. Should get slight buff.
Chesschamp09  [author] May 6, 2018 @ 11:00am 
It is indeed kind of niche, but since I believed I should make it, I thought others may be of the same mind.
James Stone May 6, 2018 @ 9:34am 
Awfully specific mate, but exactly what I needed! Thank you very much friend