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SFO Grimhammer II: Enough for Everyone Update Preview

 

Hello Everyone!

SFO Mod Team Here! 

For several months now we here at the SFO Team have been hard at work on what will be one of our most impactful updates ever, Enough for Everyone.

This update contains a ton of sweeping changes to the mod, most aimed at quality of life changes and general improvements to a ton of the core of the mod. This also contains full support for the new DLC factions, units, and mechanics! We even have a few minor updates for some other factions too.

A ton of people as well have helped contribute to making this update possible. SFO isn’t just Venris, we have a core mod team, a balance team, a text team, and several other modders that assist us and help contribute to the overhaul. So a huge thanks to all who helped contribute to this update, your work has definitely been appreciated!

As with all of our updates, this one is massive, and although i’ll condense things down to the most important changes here, this post won’t do the update justice. As always I highly recommend reading our full changelog for the update, which you can find here

We will be releasing this update in 3 stages:

The first closed beta will be starting today, Monday, at 9pm CEST. This is so that we can receive dedicated feedback from a small group of testers to iron out the most obvious bugs before going public.

The second stage will be an open beta test on Wednesday, 9PM CEST. This will be uploaded to our SFO Beta branch on Steam, and will be announced on our public discord. This is so that we can get broader testing and hopefully iron out any last bugs that the previous group missed.

Finally, the full release will be out on Friday at 9pm CEST. Venris will live stream the release on his youtube channel. 

This update will be save compatible with our previous betas, but use at your own risk. We know it at least works, but you may come across issues or even crashes.


QUALITY OF LIFE CHANGES:

Improved Unit Tooltips: We’ve improved the tooltips (the green text on a unit’s card) for all units in vanilla and SFO. These should now give much more accurate information on unit roles, hidden stats, and important details! We think this will greatly improve the experience for anyone new to SFO, as it will make it much clearer what units roles are now compared to vanilla.

Accurate spell healing and damage values: Tired of not knowing how much damage a spell does? Not knowing how much HP regrowth will give you without opening up the game files? Well no longer! We’ve done UI changes so that all spells now show their actual damage values, ammunition replenish values, magic regeneration values and healing values!

Auto-mounts: A new change we’ve made to hero and lord mounts. No longer will you have to waste a skill point on mounts that get outclassed 4 levels later! Now, all lower level mounts will automatically unlock when you reach the skill level required for them. However, the final mount in a lords skill tree will always cost a point. This also goes for lords with only one mount. So you’ll always have to spend 1 skill point to get the best mount, but all of the rest you won’t have to worry about. Additionally, you’ll be able to switch out the mount on the same turn it auto-unlocks. (Will be released as standalone vanilla mod.)

Several new unit cards: Made by Sol, [HN], and Dino, we’ve improved some of our lower quality, outdated unit cards in the mod.

Banner Carriers!: We’ve added banner carriers to all factions! With custom models made by ChaosRobie and textures by [HN], every faction will now have bannermen leading their infantry regiments into battle! (Will be released as standalone vanilla mod.)


BATTLE CHANGES:

Leadership Rework: We’ve made changes to leadership with the goal of making battles last longer and give players better control over leadership. We’ve nerfed leadership debuffs from factors such as flanking and fear, to try and reduce the “shock” gameplay of vanilla. We’ve also made the unit casualties debuff MUCH more severe. So now the biggest factor of a unit’s morale will be it’s HP, and while full HP units will be harder to rout, lower HP units will gradually become much easier to rout. Army losses penalty has also been nerfed to compensate for this. This is also in addition to…

HP Pool Increases: In addition to the leadership change we’ve also increased HP pools across the board by around 10%-20%. We believe this will let battles go on for longer, and is also a nerf to spells and abilities which we felt were overperforming in SFO.

Single Entity Balancing: So a big problem with single entities is that they don’t lose combat performance until they are dead, unlike multi-model units which do lose it as they lose models. This made single entities very powerful. We have nerfed this slightly by introducing a debuff onto all single entity units when their HP drops below 50%. They will now have -10% vigour, meaning that they’ll be tiring much faster. This is our first pass on this, and more debuffs may be added in the future.

Ranged Weapon Tweaks: We’ve done some tweaking with ranged units. The first change is adjusting ammunition, in many cases increasing it, for all ranged units in the mod. We’ve also tweaked accuracy values depending on the unit type, and we’ve also given large buffs to the bonus vs large on anti-large ranged weapons. Ranging from a 25% to 50% increase.


CAMPAIGN CHANGES:

Imperium Power: An entirely new Imperium system made with Drunk Flamingo. At all times you will be able to see your current Imperium level at the top of your screen. We’ve added scaling effects with each Imperium level, with the goal of making progression smoother with the very early game easier, and the mid-late game much harder. Your first Imperium level with give you factionwide PO and recruitment cost buffs. At the second Imperium level, these effects are then halved. And at the third Imperium level, the debuffs begin. As you expand you’ll slowly gain negatives to upkeep, building costs, and public order. But don’t despair! In order to help you manage and grow your now large empire, you will also receive bonuses to campaign move range and growth factionwide alongside the debuffs. (Will be released as standalone vanilla mod.)

Supply Lines: In tandem with the Imperium system, we’ve also changed supply lines. No longer will each additional army completely cripple your income. Instead, each new army will now add only +1% upkeep, but also increase recruitment cost by 10%. This now makes it viable to have multiple armies, and in many testing campaigns we’ve been able to field 2-3 armies in the first few turns. This change in conjunction with the Imperium system serves to make progression much smoother and more challenging in the late game. Instead of pummeling the players upkeep into the ground, preventing multiple armies, we instead offload many of those debuffs onto building and recruitment costs. As you play later, expanding and replacing losses becomes more expensive! (Will be released as standalone vanilla mod.)

Growth Changes: In order to prevent snowballing, growth has seen some changes. Main settlement chains have been adjusted to provide less growth, and that has instead been moved to specialized buildings depending on faction. Additionally, main settlements now cost one extra population surplus to upgrade. The consequences of these changes are two things. First, if you want to really grow your provinces, you will need to have specialized growth buildings. Just a main settlement won’t cut it anymore. And second, the mid-game game is now extended as you can no longer rush straight to your end-game units in T4 and T5 cities.

Red Skill Nerfs: We’ve nerfed red line skills across the board, mainly centered around infantry and ranged infantry skills. We felt that unit stats were able to be buffed up a bit too crazily, so we hope these small nerfs will help taper that down.

350!!!! New Skills for Heroes!: After many sleepless nights and a slow descent into insanity, Venris made new skills for every hero in the game. We felt heroes were very lacklustre in their skill trees, so every hero now has additional options that let them branch out in new ways. Other than just combat buffs.

No more player prioritization: We’ve removed the AI’s burning desire to disregard all other foes and hunt the player down. You’ll be treated just like everyone else now!


GREENSKINS CHANGES:

Green Reinforcement: A new ability that Greenskins gain on their garrison buildings. Summons in reinforcements immediately at the start of every battle, this allows you to have more than 20 units in your Greenskin garrisons!

Savage Orc Lord: We’ve added a new lord type, specific to the Savage Orc side of the roster! No more Savage Orc armies being led by a Warboss in full plate.

Rebellion Changes: Greenskins now get some positive effects from rebellions, since the boyz love fightin’! And also because we don’t want Greenskins players to be crippled too badly by low Public Order, we want them to focus on KRUMPIN’.

Nerfs to Grom’s Cooking Effects: We felt that some of these effects were too overtuned, so we nerfed them.

SFO Greentide System Removed: This system was pretty much completely replaced by CA’s new WAAAGH system, so we’ve removed it.

Grimgor: Every 5 levels Grimgor gains, he gets a dilemma letting him choose between 4 factionwide buffs.

Skarsnik: Skarsnik gets new unique campaign skills only available if he is your faction leader, and bigger buffs for capturing K8P.

Wuurzag: SAVAGE ROGUE IDOL: A new unique unit available only to Wuurzag. The savage rogue idol starts of small, but can grow larger and more powerful through Wuurzag’s skill tree!

Azhag: Now gains access to Zombies and Terrorgeist units! Additionally, he can recruit a single Zombie Dragon. All of these units benefit from Greenskin unit sets, and are only available in his campaign.


HIGH ELF CHANGES:

Talons of Tor Caleda SFO Unit: removed.

Warden’s Cage Change: We’ve changed Warden’s cage. The ability now lasts for the whole battle, and lowers an enemies movespeed by 25%. However, it also makes them unbreakable!

Athel Tamarha Changes: We’ve added new effects to all of the Athel Tamarha upgrades, since we felt this mechanic was a bit lacking in vanilla compared to Grom’s.

Imrik Dragon Battles: We’ve made some of Imrik’s dragon battles much harder. Expect a challenge!

Mistwalker Units: We’ve changed the looks and occasionally roles of the various Mistwalker units. They should now all feel and look distinct from the rest of the High Elf roster.

Improved Eltharion Final Battle: We’ve made some big changes to Eltharion’s final battle. I’d like to see Legend try and beat this one on turn 4 :)

OTHER FACTION CHANGES:

Red Guard and Rictus Stormvermin!: We felt like the non-DLC Skaven clans were feeling really lacklustre lately, so we decided to give them some goodies. Clan Rictus now has a new tier 4 clanrats building that allows them to recruit Rictus Stormvermin. These powerful, famous Stormvermin of Clan Rictus have more models than their normal counterparts! For Queek, he gains access to a new Legendary Unit, his infamous Red Guard! In addition we’ve buffed the rewards for owning K8P, and given him some new skills based on his trophy heads.

Tomb Kings Extra Army: Tomb Kings now gain access to an extra army from turn 1. This is to help them cope with the increased growth and building costs in this update.

Imperial Authority Effects: We’ve now made it so that at lower Imperial Authority, you gain bonuses for fighting against the Empire. Civil War strat anyone?

Warriors of Chaos and Beastmen early-game: Changes to upkeep debuffs on technologies and starting gold to help make the Chaos and Beastmen early-game less brutal.

Wood Elves Confederation Change: Change to the Oak of Ages from our previous Wood Elf update. We’ve lowered the construction time and cost on the first 3 levels of the Oak to each take 10 turns and cost 10,000 gold. This should make it much easier to confederate Athel Loren early on.

Gyrocopter Mount: Dwarf Engineers have received a new gyrocopter mount!

Geomantic Web changes: Geomantic Web effects have been buffed on all levels. Additionally, at max level the Geomantic Web will buff all Slann factionwide.

AND MUCH MORE


In addition to our own changes, we’ve also integrated in three new mods:

No Building Autoconversion - Anti Snowball by Jadawin integrated. https://steamcommunity.com/sharedfiles/filedetails/?id=1907085753

Ruins Settling Cooldown For Chaos, Beastmen And Norsca by prop joe integrated. https://steamcommunity.com/sharedfiles/filedetails/?id=2120213154

Goblin Spear Chukkas by Sythropo and ChaosRobie integrated. https://steamcommunity.com/sharedfiles/filedetails/?id=2092707068

Additionally, IndyPride will be hosting a SFO tournament on the new patch either on Friday or Sunday! Pay attention to our discord for announcements once we have the schedule more finalized!

As always thank you to everyone who made this update possible! From our community, to our patrons, to our team members, and the modders who generously allowed us to integrate their work! Making each update takes so much effort, and we couldn’t do it without all of this support from you guys.

Our next update will be back to faction updates, and next on our list is Tomb Kings vs Norsca. We’ve got many exciting things in the works to spice up these two factions, and I personally have already started on some cool new toys for our skelly boys. I hope to see you all again soon for that, and in the meantime be on the lookout for the release of SFO Grimhammer II 2.0: Enough for Everyone!

SFO Mod Team Out!

SFO Grimhammer II: Enough for Everyone Update Preview

Comments

- Many changes to chariots acceleration, speed, turn speed and mass. Any more details on this? I'm personally hoping for more logical/realistic turn speeds!

Rocco Muscaritolo

Holy Sigmar that's a lot of changes. Well worth the wait!


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