Venris here!
Pre Norsca Update BETA is up for Patrons! This version of beta is still not complete and many things like new spells for Morathi, Fay or Teclis are not yet done but will be in coming days. Full changelog can be seen below. Happy testing!
Check here for video made by Surreal with new chaos stuff!
https://www.youtube.com/watch?v=YP5bloXvPr8
Unpack the the file to:
**C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER II\data**
and disable steam SFO II version.
LINK TO BETA CAN BE FOUND ON DISCORD IN beta_releases CHANNEL FOR PATRONS
Changelog:
SAVE COMPATIBLE v. 1.35
General:
- thanks to Vanish now some tech lock other tech! Imagine what we can do with it!
- many artifacts for LL got new effects and are more balanced
- siege towers health increased by 50%
- many Legendary Lords items hp replenishment rate nerfed by 25%
- many Legendary Lords received effects that increases their capacity of Regiments of Renown units
- 100+ new skills for all factions lords and heroes - many thanks to JerreyRough for giving some of them from his mod
- JR's Old World Skill Overhaul mod is still fully compatible
- Last Stand SFO ability changed to trigger only below 20% health and now have resistance to all instead of physical and missile
- potions stats rebalanced
- new Chaos units cards made by Dino
- bug, fixes and small balance stuff done
Chaos Warriors:
- 8 new lords skills devoted to all Chaos Gods
- 4 new units, 1 for each God
- many skills have new effects so taking them is more rewarding
- 20 new tech dedicated to Chaos Gods
- Sigvald got new ability "Visions of Pleasure" that lowers damage of all enemies around him
- Everwatcher now have 2 new SFO tzeentch abilities, one heal, second deal damage in AOE
- Chaos Marauders Champions SFO units reworked to Legendary Unit and moved to Norsca
- Zealots changed to Zealots of Change and reworked with new abilities
- chaos mark system reworked to work with new units and abilites
- Chaos Armored Trolls number invreased to 5 from 4
- killing Everwatcher now gives big rewards like upkeep reducitona nd increased technology research rate
- in tech there are now 4 gods blessings so you can pick to what god you want to devote your campaign, upon picking one rest will be locked and all of your units will have skill that will alter their stats to specific god theme and change your campaign experience
Tomb Kings:
- Arkhan landmark generate income now to makes his hard position easier
- Arkhan vampire units will now benefit from Tomb Kings units tech (Crypt Ghouls - Warriors, Hexwraiths - Horsmen, Fell Bats and Dire Wolfs - Carrions and Scorpions)
- Arkhan fanction units are now immune to vampiric corruption and his vampire corruption trait is now factionwide
- Arkhan skills now increase vampire units cap
High Elves:
- Tyrion faction effects regarding leadership halfed
Vampire Counts:
- 5 new skills for Vlad
- 5 new skills for Isabella
- 4 new skills for all lords
- ethernal units melee attacks buffed
- melee defence lowered on all vampire lords and heroes
- skeleton upkeep reduction effects added to Cementary level 3
- Balefire now increases income from all buildings in province
- Ossuary lowers upkeep for all units in province
- many skills have new effects so taking them is more rewarding
- Helman Ghorst Blight now have new effects
- Invocation of Nehek basic mana cost lowered
- Blood Dragons Warriors defense stats buffed
Dwarfs:
- Belegar now starts with +1000 more gold
- miners health increased by 10%
- 7 new skills for Belegar
- 5 new skills for Grombrindal
- 7 new skills for all lords
- all artillery accuracy increased
- Master rune of wrath and ruin ability cooldown increased by 25%
Empire:
- Teutogen Guard health and cost increased
- 5 new skills for Volkmar
- 4 new skills fo Balthasar Gelt
- 4 new skills for Empire Generals (Karl Franz and Boris Todbringer also have those skills)
- 4 new skills fo Arch Lectors (Volkmar also have those skills)
Greenskins
- 5 new skills for Wuurzag
- 6 new skills for Skarsnik
- Vindictive Glare cooldown increased by 40%
Skaven:
- 5 new lord skills that generate food
- recolonize ruins chance lowered
- Queek starts with 2,5k gold more on ME campaign
- high amount of food now increases loyalty of new lords
- average amount of food now increases raid, post battle and sack income
- Black 13 damage buffed by 25%
Lizardmen:
- 5 new skills and 1 new ability for Mazdamundi "Great Rumination" that buffs magic in cost of defense
Beastmen:
- 8 new skills for all lords
- 5 new skills for Morghur
- 5 new skills for Khazrak
- 6 new skills for Malagor
- Harpies and Manticores now benefit from skills and tech (in vanilla they dont thats why I added new effects to many skills so you can use them late game also)
- many skills have new effects so taking them is more rewarding
- Giants Lair is now on tier 4 from tier 5
Bretonnia:
- windmill and and industry buildings effects are now provincewide instead of regionwide
- small stats buff to Questing Knights
- Pegasus Knights are now more tanky
Dark Elves:
- assassin hero ap and normal damage swaped and attack range increased
Wood Elves:
- Wildwood Wardens SFO unit damage buffed
- 5 new skills for Orion
- 5 new skills for Durthu