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Unpack the the file to: C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER II\data and disable steam SFO II version.  Enable out-dated-mods and sfo2_test.pack in launcher!(edytowane)Changelog can be found here:AWESOME LINKUse this if you have problems  https://steamcommunity.com/sharedfiles/filedetails/?id=1399787504Have fun!

Files

SFO II ver. 1.7 BETA v1.rar

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Comments

Chuckles McGee

Is anyone else having trouble getting the beta update to appear in the launcher? I have the sfo2_test.pack in the folder (D:\SteamLibrary\steamapps\common\Total War WARHAMMER II\data) but nothing shows in the launcher. I can see the out of date Grimhammer II mod, but not the new beta :( Do I need a standalone mod manager?

Scrumfy McDoobles

Instead of the specified directory in the installation instructions try SteamLibrary\steamapps\common\Total War WARHAMMER II\data and see if that works. Worked for me.

Levi Jordan Karkiainen

I am terrible at figuring this stuff out, I can't even figure out how to download it and I wouldn't even know how to begin to configure it, hell, it took me five damned days to figure out I needed to wait for mods to install, I just subscribed and started the game before wondering why it wasn't in there. I'll just wait until it's fully released on the workshop.

Wayne Lim Xing Han

None of my settlements give me tax income. Also, all settlement building only has the provide garrison description and do nothing else.

venris

You by me a beer, read name of beta and changelog on top.

Kemenril

I am so excited for campaign. Good luck with testing!

Boldar

- Factionwide armour bonus removed from smith (this stacks too much and in long term can get units to insane armour values). I dont like this change( I admit it would be more fitting for dwarfs), but It gives nice flavour to faction - like you are advance in craftsmanship across your realm as you building it up in every capitol. Also does SFO not remove smith requirement for high tier unit? if it does, what is then purpose to build it? To increase defensive stats in region? Thats joke... Lets by honest If you own 10 fully build up province capitols it is pretty much GG and 20 armour faction wide is not that crazy bonus. I am not programmer, but is it hard to put cap on that effect rather then remove it at all? When CA introduced this change I was really happy with it....now why would I bother to build smith at all?

venris

20 is not crazy but having it to 50 is crazy. Effects cant have cap. In the past Empire had same effect in SFO for greatswords. People were having Greatswords with 200+ armour without problems. Having this for all units its just one big snowball.

Boldar

I completely understand your concern about this matter, I found it also game breaking when I saw this change( esepecialy when you intend to paint your whole campaign map with your colours.) I belive CA went this road anyway because they know most campaigns never get over 200 turns when you actualy have so many capitols to get those game-breaking super tanky armies. My point why I bring this up again is that it give interesting game planing element to campaign. In contrast to technology, which you click and dont care until it is finished just to click another in row. Here you have to take several little but gold and time expensive steps sacrificing possibility of building public order/ recruitment/ walls/ income buildings to get those little +2 armor faction wide - that it quite a lot of decision making and investmens that will get you to point where you are stronger and it feels rewarding. In contrary to research which runs with its slow steady way no matter what... If that armour bonus cannot be caped then maybe aplly some diminishing returns? More you build less you get? Anyway I just bring it up again becuase I belive it could give more benefits to game immersion. Also I would like to thank you and your team for great, great effort and devotion you put into this project. Thank you