Home Creators Posts Import Register Favorites Logout

Content

Venris here!Time has come, after 40 hours of modding first Beta is up for Patrons!The biggest problem was to make SFO working. Mod is not simple stats change and many systems depends on other systems. So with official update changing some of them mod broke :(. But its working again and things will be faster and faster now. So no real ETA yet but its closer with every day :).What to expect:- not working campaign :P- Dark Elves, Bretonnia, High Elves and Chaos new units rebalanced with some new abilities- all other factions are working but new units are not balanced- some other balance changesLINK TO BETA CAN BE FOUND ON PATRONS DISCORD CHANNEL IN l-----beta_releases-----lNOTE: Some new lords dont have new spells or skills yet because it will be done when work on campaign will begin. PURPOSE OF THIS BETA IS TO TEST NEW UNITS AND NOTHING MOREChangelog:Dark Elves:

- assassin hero ap and normal damage swaped and attack range increased

- Morathi now have more spells from lore of of shadows and death

- knockback resist increased on all witch elves units

Dark Elves new units balance:

- Hellebron got now bleed on all her variants instead of poison and her op cursed blade item is fixed now

- Sisters of Slaughter have Bleed instead of Poison, units number lowered to 80, strong vigour added, more ap damage added

- Sisters of Singing Doom are now much more elite with 60 units and new SFO ability Scream of Doom that makes all around to rampage and lowers their damage resistance, strong vigour added

- Hellebronai have no reaosn both in game and lore so I decided to add Iceblades from lore instead, they are elite bleakswords unit with Chill Aura and Frostbite

- Blades of the Blood Queen are now more numerous then normal Executioners (100 to 60) witht their stats, cause fear and killing blow added

- both Doomfire Warlocks only stats adjusted to SFO, they are very well done and dont need any change, only strider added

- Raven Heralds are more deadly in melee now and their range damage rate is halfed

- Knights of the Ebon Claw got all changes that were made to Dread Knights so strong vigour and terror with increased stats, changed to 12 units squad, vanguards as they have it the lore and swords instead of maces in terms of visuals

- Frost Hydra is now more tanky variant in compare to normal one with bigger ap focus but with lowered attack and damage

- Feral Manticore dont have rampage anymore and is more tankyHigh Elves:

- all heroes melee damage increased

- SFO Handmaidens renamed to Maiden Guard and slightly changed look

- SFO Sisters of Avelorn removed

- Teclis now have lore of High Magic and 1 new skill

High Elves new units balance:

- The Pureman Company were like SFO standard unit so I wanted to make them more unique, they are now more tanky and are unbreakable

- Riders of Storm were just simple upgrade and I didint liked it, so now they are melee focused infantry, low ammo with discourage effect

- Sisters of Avelorn are bit problematic, 90% of vanilla HE roster units is good at everything, not best at one, thats why I decided to port SFO stats for them so they are range specialist

- Evercourt Guard have ability that already was added in SFO so why not have both? they have slighty higher stats and magic resitance with SFO Magic Bond ability so they are superb in buffing mana regen

- Scions of Mathalnn only stats adjusted to SFO standards, I really like idea of this unit in vanilla

- Keepers of Flame got all SFO Pheonix Guard changes and are 24 units elite squad, cause fear, high knockback resistance and mass increased

- Fireborn have now all SFO Dragon Princes stats with anti-large bonus, fire damage, damage resistance and searing fire SFO contact effect

- Hearalds of the Wind got now shieldbreaker on their arrows now

- Shadow Warriors are now glass-cannons both in melee and range, hit and run is their thing now, ap melee damage, strong vigour and high missile resistance added

- Allerie is fragile so it stay that way, melee attack number of units she can hit doubled

- Handmaiden range and melee damage increased by 50%, range buffed to 200 from 180

- no big changes to Shadow King, he is good as he isBretonnia:

- Fay Enchantress have Lore of Heavens now and 1 new skill

- small stats buff for Questing Knights

- Pegasus Knights are now more tanky

Bretonnia new units balance:

- RoR battle Pilgrims deal now very high ap damage and are unbreakable

- RoR Foot Squires without any big changes

- RoR Knights Errant are now shock cav with high melee attack but low defence

- RoR Knights of the Realm are now one of the best cav, number increased to 75 from 60, anti large changed to anti-infantry, magic damage changed to fire, strong vigour, immune to psycho and disciplined added

- RoR Questing Knights are now more buffed and armored variant of normal ones but with much less charge

- RoR Mounted Yeomen without any big changesChaos Warriors:

- 4 new units, 1 for each God (Zealots of Change - Tzeentch, Chosen Khorne Berzerkes - Khorne, Guardians of Dark Prince Desires - Slaanesh, Sons of the Last Plague - Nurgle)

- Everwatcher got now complete lores of Shadow, Death and Fire

- Sigvald got new ability "Visions of Pleasure" that lowers damage of all enemies around him

- Everwatcher now have 2 new SFO tzeentch abilities, one heal, second deal damage in AOE

- Chaos Marauders Champions SFO units reworked to Legendary Unit and moved to Norsca

- Zealots changed to Zealots of Change and reworked with new abilities

- Chaos Armored Trolls number increased to 5 from 4

- all dragon ogres units got higher missile resistance now

- Chaos Maraduers unit cards and look changed to reflect their new more tanky stats

- Dragon Ogre Shaggoth and Kholek have now Bonebreaker

Chaos Warriors new units balance:

- Swords of Chaos are now elite 12 units squad with searing fire SFO contact effect, new look

- Mirror Guard are now 40 untis elite squad with new SFO ability that works like Guardian but buffs melee attack of lords and heroes

- Daemonspew without any big changes

- Summoners of Storm are normal Dragon Ogres but with 2 more units

- Soul of Damnation is now shooting very slow but when it hits... lets just say it does the job

- Wyrd Spawn is now single unit with new SFO ability that enable regeneration of health while recharging only in combatChangelog of new update is much much bigger but here I only want to focus on those new units. Enjoy!BIG THANKS TO ALL PATRONS IN PAST DAYS. I WOULD NEVER BE HERE IF NOT ALL OF YOU!Venris out!

Files

Comments

Lord Torquemado

I got a question. In SFO1 the RoRs used to level in the campaign, so they could improve towards the campaign and be truely terrorific. Will this be implemented here? I don't remember if it is implemented in SFO2 right now. Cheers and thank you very much for your time and effort. We're with you bro.

venris

It was added in first SFO 2 version. There is only visual bug in campaign (all chevrons on card) but they gain exp.

James Stone

The update is very nice, but I think the removal of the Hellebroni for no proper reason is a mistake. While I understand this mod is supposed to be a full overhaul straight up deleting things CA implements because of your vision is a bad slippery slope for SFO to slide in, especially since you have your Legendary Units system and the Iceblades could easily be a slightly lower tier of Legendary Unit that can only be recruited in Quintex, to reflect their loyalty to Morathri

venris

Problem is that most of new RoR got poison attacks and nothing more. Also, DE dont need another elite spearmen unit. Iceblades are perfect pick here. And I dont want unit bloat. Morathi will have new effects with them on campaign. As Legendary Unit? That was the idea in the past but Hellebronai are just so bad in my opinion they need to go out. Another thing is also fact that most DLC RoR units all Hellebron focused and its not right.

James Stone

I see where you are coming from, and your argument makes sense, but I think there's something important here that you're not considering: The Hellebronai are one of the new additions CA is allowed to made by GW. They are yet another symbol, like the Foot Squires and Hyppogryph Knights, that the setting isn't dead, and has been revived with new content. If I can suggest something, do your plans, replace them in the RoR department, but add the Hellebronai as a more interesting Legendary Unit, keeping the name, but being an elite Dreadspears unit with Frenzy and Bleed and stuff like that, that can only be recruited in Har Ganeth. They are generic? Yes. Can they be done better? Yes. But straight up deleting them is deleting one of the few evidences the Warhammer Fantasy setting is still alive, and it's deleting someone else's work. I just don't think it's either necessary and it sets a bad precedent for the future.

Clay Johnston

I understand your argument James, and it's a good point to bring up. That being said I don't think removing them for SFO users has as much impact on the Warhammer universe and how dynamic it is perceived to be, simply because it is such a small change for such a relatively small portion of TW:W2 players. With the manticore lord unit added from SFO, I don't think that the DEs need any more anti-large tools, especially not the impact of a legendary spearmen unit. Either way I'll be happy, just my two cents.