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Another showcase of next major SFO update focusing on Beastmen and Wood Elves.

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Beastmen Tribal Call, Technology and Hidden Settlements

To avoid Amber problem Tribal Call is calculated to never be on low if you spend it wisely! Technology can look as massive but its really about choices. Hidden Settlements are a way to see map and stop AI from recolonization each time. Expanding it have penatlies of course. *All 3 mechanics can be ignored and you will still have fun! Support me here ► https://www.patreon.com/sfomod Discord ► https://discord.gg/ETaUQNk SFO: Grimhammer II ► http://steamcommunity.com/sharedfiles/filedetails/?id=1149625355

Comments

Welshlaw

Interesting stuff here venris, new tech tree looks awesome and looking foward to giving into my beastly side ;-). SAYING this though really excited to see what you bring to the wood elves, i love the elite style, glass canon style of your redesign of the units. The campaign is meh to say the least so looking foward to this update ! Keep up the great work venris and the SFO team

venris

Thats my focus = make it fun again :). Love for trees!

Kemenril

Really pumped for this. Poor Beastmen have needed love since they launched. I think the tech tree looks good too. Are those costs for the middle "tribal call" tree likely to change? That's a lot of gold costs...

venris

Nope, those stay, Beastmen wont have recruitment cost remember.

Kemenril

OK, this should be interesting!

UgandaJim

That looks fucking nice! The last time I played a Beastmen campaign was in TWW1. WE in early TWW2. The question in, what will be changed for WEs? i am curious when I see these Beasmen changes :)