Venris here!
Sadly I dont have time to work on mod lately BUT! But I made some things :). On image you can see finished chaos settlement system that will give you access to change your horde into proper settlement. Concept is easy, main chain on left unlocks other buildings with many new effects. Dont want to spoil anything more :).
New update also have a lot balance changes with many fixes.
Changelog:
General:
- AI confederation chance lowered by 25%
- attrition immunity added to siege stance
- defend bonus for settlements in Auto Resolve increased by 10%
- siege defend towers Auto Resolve value increased by 25%
- siege equipment Auto Resolve value increased by 25%
- Auto Resolve bar will be more fuzzy
- Legendary Lords will now have much more elite units in their armies
- AI will offer less diplomacy between turns so you wont need to refuse that much anymore :)
- chaos and norsca basic infantry marauders cost increased by 25
- all dragons cost increased by 100
- AI Public Order bonus to be +6 on all difficulty levels - it should help player to have higher impact on enemy PO and AI to still be able to manage it
- Toxic Venom SFO ability damage changed to apply to 3 entities from 5, damage adjusted - with this it will be better against single targets
- Bonecrusher SFO contact ability duration lowered to 10 seconds from 15
- AI will take Sword of Khaine only on 10+ level characters
- small tweaks to most LL gear and their abilities
- bug fixes here and there
Chaos Warriors:
- entire new chaos settlement system!
4 new buildings chains
Proper system changing horde into semi settlement! - Each new building require specific tier building from main fortress chain (check buildings cards in game to know more).
- Kholek melee defence lowered by 5
- Maraduers shield value lowered by 10%
- Chosen Khorne Berzerkers health nerfed by 10%
- Guardians of Dark Prince Desires armor lowered by 10
- Chaos RoR Hellcannon explosion aoe lowered by 25%
- Soul Leech of Tzeentch damage lowered by 20%
- Sons of The Last Plague damage lowered by 5 normal and 5 ap
- Summoners of Rage magical attacks added
- Everwatcher will now arrive at turn 150 from turn 100 with greater force
Empire:
- Arch Lector abilities bug fixed
- Empire Greatswords now require Smith level 1 not 2 anymore - Greatswords are not that elite in SFO as in vanilla so having them on tier 4 dont have any reason
- Empire Smith level 1 moved to tier 3 from tier 2 - balance change
- Empire Trenches Stance adopt cost lowered to 25% from 50%
- Steamtank cost lowered by 185
- Ghal Maraz effects buffed in campaign
Norsca:
- new Everchosen reward changed to increase Chosen limit because building lock script got some problems- most likely it will be back when we find fix
- Norsca minor settlements outposts now have melee attack bonus when defending region
- Blessed Chaos Marauders melee attack increased by 10
- Wulfrik shield value increased by 5%
- 5% upkeep reduction added to both raiding stances
- raiding income buffed from public order effects
- recruitment penalty removed from garrisons
- Sword of Thorgald now gives unbreakable
Bretonnia:
- Alberic campaign effect regarding RoR changed to attack bonus for RoR
- expandable added to all men-at-arms and peasants units for Bretonnia, leadership lowered by 2
- Hippogryph Knights health reduced by 10%
- Battle Pilgrims health lowered by 5%
Tomb Kings:
- Tomb Guard shield value increased by 10%
Dark Elves:
- Sisters of Slaughter AP damage lowered by 5
- Manticore Lords health reduced by 10%
- Darkshards with shields fire rate nerfed by 4 seconds, without shields by 1 second
Elves:
- shield value lowered to 65% from 70% on most elven infantry
Skaven:
- all Skaven unlock tech now have food bonuses, not only some
- Rat Ogres melee defence lowered by 6
- high amount of food morale bonus is now factionwide not only on own territory
- Queek Dwarf Gouger +15 melee attack bonus added
Lizardmen:
- Last Defenders extra starting gold on ME campaign increased to 5000 from 3000
Dwarfs:
- Hammerers health increased by 5%, attack rate by 10%, 5 normal damage changed to 5 AP
- AI Dwarfs will have 10% upkeep and recruitment cost penalty - AI dont have book of grudges penalties so it needs base penalty on campaign map
Greenskins:
- Forest Goblins cost increased by 25
Patch is almost ready but as you can see on image some new buildings dont have icons yet. When all those small touches will be ready patch will be released. This week for 99%. Save compatible!
Venris out!