Total War: WARHAMMER II

Total War: WARHAMMER II

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[MOD ON HIATUS] UNOFFICIAL Steel Faith Overhaul (SFO) Patch for Cataph's Kraka Drak AND Chesschamp's Kraka Drak Climate Submod
   
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Tags: mod, Overhaul
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May 5, 2018 @ 9:03pm
Jun 20, 2018 @ 8:41pm
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[MOD ON HIATUS] UNOFFICIAL Steel Faith Overhaul (SFO) Patch for Cataph's Kraka Drak AND Chesschamp's Kraka Drak Climate Submod

Description
[ON HIATUS]

********So from what I understand, there is still a bug with SFO's compatability with the unlocker that causes random crashes sometime into the game, so until that is fixed (the fix is in progress I've heard) it may be best to avoid using the 2 together (which means you also cannot use this mod at the moment if you arent using them). *********

This mod (attempts) to improve the balance of Kraka Drak (w/ my Kraka Drak Climate submod) in SFO.

COMPATABILITY:
As long as you have the other required mods, it should be compatible with basically everything EXCEPT the Official Kraka Drak SFO Submod (pick either the official or this version).

Should be save-backwards compatible (like my other mod). Removing my mods midgame may cause undesired effects (like with most mods--like not being able to continue that game without manually editing the save).




The way I balanced was comparing the stats of vanilla units to what they were in SFO as a guidline, as well as trying to push some units more into their intended role.


CURRENT FEATURES (or approximate changes):
  • Adds in garrisons to regular and landmark buildings.
  • Rebalances Kraka Drak units (including my new ones!) for Steel Faith Overhaul more in line with how I think it should be (this is subjective: my goal was to make all non-baseline units have a reason to be used)
    • Huskarls, Stormbeards, Wardbearers as elite infantry similar in overall power to ironbreakers
    • Huskrals-- Damage dealing, high offensive normal defense
    • Stormbeards-- Fast (for heavy armored dwarf) elite infantry meant as shock troops to decimate enemies in a charge, but not be as good as huskarls in offense or wardbearers in defense, medium shield
    • Wardbearers-- The stand there and take a beating infantry like ironbreakers can (use a better shield); no ranged option, almost immune to magic
    • Groms-- alternative to slayers
    • Drillers-- similar to trollhammer torpedos, but shorter range in exchange for packing a bigger punch
    • Spikegunners-- competes with greatweapon rangers and pathgrinders: lower dps and more ammo; more units; slightly higher range; but slower and worse melee
    • Acid Thrower-- much better compared to vanilla to be more on par with other artillery and added some anti infantry (since it said it was but never actually had a bonus)
    • Orgi-- increased stats to be more on par with recruitable heroes; can parry projectiles
    • Stoneguard-- stronger but smaller unit size wardbearers; instead of shields they use greatweapons but can parry some missiles like swordmasters of Hoeth
    • Crimsonbane-- better stormbeards
    • Drakeguard-- better huskarls; can parry projectiles
    • Forsaken-- better slayers (can still parry projectiles)
    • Thunderbows-- slightly improved ranged attack, explosion, ammo, range
    • Pathgrinders-- moderately improved ranged attack, explosion, ammo, range; should be worth taking for AoE dmg over spikegunners and gw rangers
    • Lost Urk-- pretty good midlevel hybrid/flank unit; added 2 ranged throwing axe to be used while charging
    • Orig's Blades-- improved to be a better alterative to dwarf warriors; can parry projectiles (may remove this later)
    • Rangers of the North (from my submod)--improved most aspects of missle attack, still good in melee
  • Elite (ror and most end of tree) units get 2nd tier of SFO Dawi Oath, other units get first tier
  • Daemon and Giant Slayers Added! Currently they behave the same as their SFO bretheren. In the future they may get tweaked to be stronger for Kraka Drak
  • Longbeards with shields added!: Smaller unit size, more expensive than greatweapon longbeards; Visual Bug still present

Looking Forward:
  • As long as I play this game I will try to keep this updated with changes to SFO, Kraka Drak, or my own submod
  • Please please please give feedback if you think something is over/undertuned and I'll investigate the matter and enact changes as they're needed
  • May enable Daemon and Giant Slayer units from SFO to be recruited (or modify them to let them have better versions since slayers are greatly attracted to the area)
  • May enable Shieldbearers
  • Update the bullet points on the unit card so that they arent blank at some point
  • Garrisons to any buildings that should have them that are still missing (my building chains will likely be covered in my other mod)

In order to play use this you need my Kraka Drak Climate Mitigation Expansion/Submod, which needs Cataph's Kraka Drak Overhaul, which in turn requires Crynsos' faction unlocker and the Community Modding Framework. Additionally you need Steel Faith Overhaul and the Faction Unlocker Submod for it.


You may also wish to try the Runic Forge Mod

Feedback on balance, bugs, and new ideas to implement are appreciated.

Thanks to Cataph and others on the C&C Modding Den for their help in troubleshooting my base submod. Thanks to Venris for making Steel Faith Overhaul (and the barebones of this mod as well as some unit assets such as shields).

(Formatting done using steam's help)
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