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Hello Everyone!Venris Here!

Quick news today because all stuff that happens recently in my life. Sadly both of my sons were very sick and Niko (the newborn) had to be in a hospital for a week. Its all fine now but we have update delay because of that and I lack proper time to work on mod. I will have more detailed video about the situation when I get some rest and have time. 

But dont worry, actual content is fully ready now, just missing icons and texts as usual. Info about BETA Soon™.

All of this means that we can also gather some of your ideas that you would like to put in this last SFO: Grimhammer II major update. So yeah, tell me in comments here what you would like to see added or adjusted, I will read all the ideas!

P.S. On this Thuesday I will be streaming some of modding and new update answering your questions on our Patreon Discord. Time is 2 PM CET Time! Video will be uploaded to Youtube later.

Venris Out!

Comments

Simeon Schwarz

best wishes to you and your family. be well.

John

- Ensure SFO will be compliant with the upcoming Cav Beta update. - Give Vlad additional human units. This is his theme and style, a lord of both undead and the living. Lean into it to diversify the roster and profoundly separate him from all of the other vampire and undead lords. Knights, ranged infantry,, melee infantry, basic artillery (canons and mortars) are all lore appropriate for Sylvania. - a portion of your army immune to untainted attrition would be an interesting mechanic. - mount options for Vlad. Lords in the Empire do not walk. It is culturally unthinkable. - additional landmark buildings for Sylvania. -

Numahr

A request not for the main mod but as an optional submod: TWW1-style occupation restrictions restricting unrealistic expansions outside of logical friendly environment (hard limitation)

Biniu10

I'm glad things are better with your kids. I think every fan understands the situation and is calmly waiting for an update. Take your time and don't wear yourself out :) My propositions: - like others, I would like to see some human units for Vlad (ex swordsman, pikeman and low cap greatswords or legendary mortal emperor guard with black plate armor). Nothing too OP, it's all just about roleplay and immersion. Also, buff Altdorf landmark with even more diplomacy bonus with empire factions and give him much more income from vassals (so they will be worthwhile and unique to him). Vlad considers himself a true emperor and wants to rule humans (in life, if they don't rebel), not destroy them like mad Konrad or use to his magic experiments like Manfred. He somewhat cares for them, just like farmer take cares of his cattle. Imagine a dark empire, ruled by vampires and people loyal to them. any attempt to break the law or speak against the authorities and you end up as a dinner at the local lord, so the county is somewhat more stable than under human overship - After capturing Altdorf, Vlad could use the dragon from the zoo there and take it over as a mount. I would also consider changing his on foot fighting animation to something more modern like Felix or something 2handed compatible with his skeleton model. WH1 version is looking very old. And maybe give him a proper big sword, not a toothstick - Strigai Ghoul King - I would remove Terrogheist as a mount option, but give him significant melee and speed buffs. He just looks silly on top of it, but maybe that's just my impression - Maybe push idea with Altdorf a bit further and give a final tech with bonuses for uniting the Empire? It would require landmarks in Altdorf, Nuln, Marienburg, Middenheim, Mordheim and Pfeidorf -I would tweak their generic tech tree a bit so it doesn't stand out from other races after the rework. Now it looks a little bit boring and empty. Maybe divide them according to vampire families? (Like here: https://steamcommunity.com/sharedfiles/filedetails/?id=1255955645). or add a dozen new ones (not only unique to LL). You've done something amazing with the LM, VC have similar problem now - I would love to see a former empire office system (now only wood elves and vampire coast seem to have it) for some legendary lord from vampire counts (ex. make a twisted version of empire court with Vlad as Dark Emperor) - Before the dwarf rework, SFO had a system of unique grudges, often with a reclaiming a fallen holds theme. It was very well done and complemented campaigns with this race. Mixu recently released something similar, which is the most polished mechanic in this style I've seen yet. You have the Daith Forge interface, where you get points for each dwarf hold you reclaim. you can spend the points on bonuses for your faction. https://www.youtube.com/watch?v=D7yqVRDY9qY&ab_channel=Mech%234 (starts at 20:25). Would you consider integrating the mechanics into SFO or creating something similar? I think Thorgrim and Thorek in particular could benefit from this. I know you don't want to add new content for other factions anymore, but here it's more about bringing back the earlier one, please give it a try - Kemmler 1: start with Krell as LH and give him some skills with factionwide buffs (like a little version of Kroak). Bonuses would focus on strengthening wraith and skeleton units Kemmler 2: Late campaign reward: chose your path - either ally with Chaos (immunity to their attrition, massive bonus to opinion, stronger Krell, recruitable chaos warriors and knights) or fight on you own (more vampire corruption, public order, bonus vs chaos, less cooldown for spells) - I would distribute Vlad's bonus (giving better traits to bloodlines lords) across the other factions: Vlad - Blood Knight, Isabela - Lahmian, Ghorst - Strigoi/Ghoul King, Manfred - Von Carstein, Kemmler - Necrarch - Manfred: Enable TK Book of Nagash mechanic to reflect his distant travels in search of ancient knowledge. In lore he've gathered 7 out of 9 of Nagash book, this mechanic is just made for him - Ghorst: Unique unit: Zombie knights. Armored dismounted zombie with low cap and terrible overall stats, but high armor and massive health pool. Can improve their attack and damage output by spending blood kisses in new tech tree part. inspiration for model here: https://steamcommunity.com/sharedfiles/filedetails/?id=1874370159&searchtext=vampire Isabella: Night Court effects last longer and are more powerful. More unique skills for vampire heroes. New Undead Pact mechanic - recruit certain units (low cap) from landmarks of other undead factions: Mourghuls, Casket of Souls, Wraiths of Stonewarth Tarn, Nagashizzar Guard, Depth Guard. For the Dark Lady: higher cap for crossbowmen and handgunners (every 4 settlements you get +2 cap) These are just ideas, everything you've done so far is already a super rework :) can't wait for the full version, thanks again

Naxelas

I'd be interested in some minor cross-compatibility of Arkhan's faction with some of the new vampire mechanics. Obviously he's still a different race but playing off a few of the new vampire additions would be cool considered he's almost half-vampire counts. For the vampires themselves, could there be anything that could be changed to the Strigoi Ghoul Kings to make them more compelling choices for lords? These lords feel like they got left behind in viability compared to other other options. Additionally, would it be worth adding any features to the Red Duke, when he might be confederated?

G Dubs

One small thing for High Elves: Imrik, Eltharion, and Alith Anar do not have access to post-turn intrigue events. There's a mod that adds this, but it is broken currently and I think adding that in would be neat. See this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2225337674 I think Alith Anar might be ok to leave out, lore-wise, but it seems weird that Eltharion and Imrik don't, considering their place in the lore. Anyway, thanks for all your hard work on making Grimhammer great!

Shrike

For the vamps it would be cool to have some kind of 'Vampiric Domination' skill that would allow you to (temporarily in a battle) dominate an enemy unit and make it fight for you. Glad to hear the family is better

Darksteel

Cheaper skellies? -25% upkeep is nice, but themeatically just isnt the same as hordes of undead in vanilla. Maybe make zombies free again?

Dániel Tóth

I think it would be cool, if new units added by SFO mod, would appear on the Lords red skill tree. Like showing wich red line affects the units. There was a mod, way back when, wich reworked Lords skill tree's and it was compatible with SFO and there the new units were listed in the corresponding skilltree.

Dániel Tóth

I'd love that, but i know its a lot of work sadly. There is one mod already tho. Only problem, is that you cant see correctly which settlement you can capture wich dont.

venris

We will do it if time allows. It really require a lot of work to do.