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New packs of news just arrived!Next SFO Update Progress Overall % - TBAGeneral...............................50%Daemons of Chaos........75%Kislev...................................95%Cathay.................................95%Khorne................................95%Nurgle.................................95%Tzeentch.............................95%Slaanesh.............................95%Ogres...................................50%Warriors of Chaos.........15% (actual in works)Beastmen...........................10%Empire.................................99%Bretonnia...........................99%Greenskins........................99%Vampire Counts.............99%Dwarfs................................99%Wood Elves......................10%High Elves........................10%Dark Elves........................10%Skaven...............................10%Lizardmen........................10%Tomb Kings.....................10%Vampire Coast...............10%Norsca...............................10%This week's news is very important because we are almost ready to give you a piece of this MASSIVE update! Old World Campaign Beta is coming 18.11.2022, so next Friday! It's important to remember that it's not going to be a full campaign but only with some playable factions. And even those factions can still be lacking some features that we are planning to add at the later stage of update progress. But overall factions changes and feel of gameplay will be there for you to test and have fun. More info with changelog will be released next week.

Some interesting changes:

We are using many WH3 features for old factions like building effects conditions. So you will see many of those on old factions like X effect working only on low Control etc. Great example of this is Grombrindal, in his campaign all recruitment buildings have new effects that other Dawi do not have!

Technology trees also received tons of changes. Some of the faction unique technologies from SFO 2 are now for the whole race. Dwarfs are a good example here, all of them have new generic technologies but also whole tree effects were reworked.

We also focused on important factions features more than unique mechanics that can bloat the factions without giving proper results. As an example every Bretonnia lord now has unique technologies, buildings and even Green Knight effects. Yes, the whole mechanic of the Knight skill tree is back. But this time you are able to level him up to get more skill points. But don't worry, if you don't do it, he still gets experience passively. 

Last time we talked about how the Imperium Decrees mechanic was removed, as it was just a lesser version of rites. Thanks to your feedback we are adding this system back but with large changes. This time you will be able to gain unique followers from it but with cost scaled properly so you can use this mechanic the whole game. Karl and Gelt only get this new addition and they have different followers.

Of course, we did not forget about Greenksins. Using new game features we improved some of LL. Skarsnik and Night Goblin Warboss for example receive bonuses to Night Goblin units automated depending on his level. Wuurzag Rogue Idol skills are also automated and granted to him on proper levels. Small improvements here and there.

Very requested change is the total rework of garrisons. We already started with that in WH3 vanilla factions and continue that here. So you can expect very dynamic garrisons with different units and characters.

Work on units never stop and new visuals are still in works!

Of course, there are tons of other small changes here and there. With Old World Campaign Beta you can expect most factions to be playable. What factions, it will be revealed soon™.Would like to thank all the Patrons again here for last days. I will admit that it's been hard lately, modding is very time consuming and time with family is also important. So I am doing my best, so as the team, to deliver this massive update asap.

And my game teaser like before, enjoy!

All daily news can be found on Patrons Discord!

End of log!

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Comments

Chayse Jewell

Honestly the anticipation for this to release is akin to DLC. Appreciate the hard work you and your team are putting forward.

Arker

before you start with skaven, i have a idea to improve their weapon team's explosive risk since they're almost useless for no one would press the button knowing the lost damage of entities is way more wasted well, truth be told, in my design, only clan skryre dare use them cuz they can lower the explode chance by forbidden workshop, like start with 50% then end up only 10% in 3 upgrades for each kind of weapon through this simple way, the explosive button can finally be used in certain hand, lore-friendly, logical, useful and a kind of reward after the upgrade after all, i just think these generally useless button could be better as an ironic & unic race passive

Ethuil-Merilwen

That is totally not lore friendly, literally the first Skryre weapons team that shows up in the book 'Headtaker' blows up 1 after the other, devastating Queek's army and single-handedly losing Clan Mors the battle for Karak Azul.

SqrlyBoi

Fingers crossed the beta release comes out today!

venris

Hey, I am very sorry but because of IRL issues beta is moved to next week. Could release it right now but it would be without Beastmen and Norsca. Deeply sorry for that.