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White Wolf Howl!

Cult of Ulric is here!

No more flagellants for Boris Todbringer. Wolf-Kin, Knights of The White Wolf, Teutogen Guard and Ulric Altars awaits!

New update is Empire focused and solves many problems for them. But rest of the Old World factions also have new stuff. 54 new technologies for start. Also, as poll decided, Dark Elves will also receive some new stuff.

Beta for new update starts at 8 pm CET 12.02.2018 for Patrons!

Update is quite big and require a lot of testing so it will last as long as all bugs will be eliminated. So 1 week if everything goes right.

Changelog:

ver. 1.15


General:


- thanks to Sebidee "Sebidee & Ado's All Factions Officers" is now fully compatible with SFO and you dont need any submods to play with both mods

- Building Progression Icons II by SPARTAN VI fully integrated

- thanks to Zarkis starting gold amount can be not modded without startpos


- new unit contact effect - Bleed (cause damage over time)

- Public Order penalty after confederation removed

- peace and passive confederations are back to the game, in vanilla it was only subjugate

- mass of all cavalry increased by 10%

- charge speed is 150% value of run speed now (vanilla was from 20% to 40%, now bonus is same for everyone)

- charge distance increased by 25%

- Empire and Bretonnia will build walls and garrisons much more often

- all factions will build garrisons in minor settlements more often but less then Empire and Bretonnia

- maximum post battle replenishment rate lowered to 15% from 20%

- fatigue loss during melee and range combat decreased by 35%

- ethernal units physical resistance increased

- raiding is more dependable on buildings cost than units values in raidign army so small armies can raid for more on expensive regions (region income is not factor for raiding income, building cost is - vanilla thing)

- Diamond nad Flying Wedge Formations added back to game (removed by CA in WH2) new icons made by HN

- all Legendary Units will have special symbol on unit card

- all new units cards made by Dryrain

- all new units textures made specialy by Willemsen

- all new texts made by Kyle and JerkyGunner


Empire:


- 15 new technologies focused on all aspects of faction

- Witch Hunter Retinue anti-large missile damage increased

- Altdorf increase leadership of all forces in province from +2 to +10 depending on level (only for Empire factions)

- relation bonus with Bretonnia

- Handgunners range AP damage increased

- all Knightly Order units tweaked to have different roles

- 2 new Landmarks (Elector Counts Palace in Carroburg and Knights of White Wolf Chapterhouse in Middenheim)

- 1 new Ulric Worship building chain

- 4 new units (Wolf-Kin, Knights of the White Wolf, Teutogen Guard and Carroburg Greatswords - Legendary unit)

- Imperial Foot changed to Altdorf Company of Honour Legendary Unit

- AI wont die that often and be more defensive

- some resource buildings that were not interestign were redesigned to have new effects or income

- industry building have small pottery production now

- Training SFO building effects buffed

- base income from generic settlements increased by 50% (vanilla values are like 100 on tier 5 so it had to be increased)

- generic major and minor settlements garrisons have 1 Handgunner and 1 Empire Knights unit on every level (this does not count to special settlements because those have bigger garrisons on every level)

- some skills texts were changed to reflect that new units are also effect by it (all skills/tech from what new units benefits can be seen in google doc, more skills texts will be changed like this in time)

- Volkmar factionwide campaign and trait effects redesigned

- Emperor office have effects now - +5 leadership for own armies when on own or allied region (factionwide) its visible in campaign selection screen also

- Knights Panther speed increased

- Lance Formation added to Reiksguard, Knights of the Blazing Sun, Empire Knights and Demigryph Knights

- Diamond Formation added to Knights of the White Wolf and Knights Panther

- Public Order effects will now work properly

- Tavern lowers upkeep more now

- if someone attack Empire States, other States will declarate war on them

- Steam Tanks have cap of 5 now like in lore


Beastmen:


- 7 new technologies - focused on growth and Wood Elves

- 1 new Legendary Unit - Wargors

- small increase to buildings costs

- chaos corruption from raze halfed

- Bleed added to Razogors and Razogors Chariots

- Gods units required building removed because it was bugged

- Gods units require new technology now

- Beastmen Auto Resolve against AI is actually broken in game itself, cant do anything with it READ MORE HERE: https://www.reddit.com/r/totalwar/comments/7xklkk/beastmen_auto_resolve_is_broken_ai_vs_ai/

- temporary fix for it:

http://steamcommunity.com/sharedfiles/filedetails/?id=1302051457

- soft version of that fix is already in SFO so if you DONT want Beastmen use fix mod, if you want them partially, just SFO


Dwarfs:


- both Oath skills (SFO factionwide passives) effects buffed

- military technology effects tweaked and buffed

- Thunderers range AP damage increased

- taverns have medium beer production now

- Belegar Mighty Oath Stone melee defense bonus added

- 10% item drop chance added to Civil Technology (its one of the first tech)

- major and minor settlements garrisons have 1 Grudge Thrower unit on every level as addition

- small buff to farm income


Dark Elves:


- new slave management system with 3 new building chains (its harder now to keep high slaves number but those will have much higher income)

- Death Hag physical resistance increased when on foot

- 25% bonus to slave income added

- slave gain from raiding increased by 100% (now its 50% of gold gained)

- AI will manage slaves better and have more income from them

- raiding stance redesigned (now its free to use, have replenishment and Black Ark growth bonus)

- armor increased for all infantry units by 10

- Black Ark stance +5 melee attack buff bonus added


High Elves:


- Swordmasters, Phoenix Guard, Dragons and Dragon Princes upkeep increased by 40% but their recruitment buildings lower their upkeep for all forces now

- Bleed added to Great Eagles

- income from Public Order building doubled

- negative income modifiers removed


Greenskins:


- 13 new technolgies focused on campaign buffs


Chaos:


- some buildings income nerfed

- 10 new technologies (1 for each god and 5 for cap increase)

- Chosen, Knights, Aspiring Champions and Chaos Marauder Champions now have cap of 1 in campaign, new tech can increase it

- chaos corruption lords aura from raze removed

- Greater Chaos Dragon now venefits from Giants tech/skills

- Dragon Ogres number increased to 6 from 4


Wood Elves:


- minor fixes to new events

- info about seasons added to campaign selection screen

- new tech tweaks

- Bleed added to Great Eagles


Skaven:


- Skavenblight garrisons buffed (Skaven only)

- Rat Ogres health increased by 10%

- Wine resource building fixed as in vanilla it was giving only wine


Lizardmen:


- stats changes for some dinos so they will have different roles

- Temple Guard and Horned Ones weapon damage increased

- industry building have small gold idol production now

- Public Order added to Scrying building

- some small buffs to technology

- Kroq-Gar campaign effects changed (now have +10% weapon damage to all saurus units factionwide instead of +1 local recruitment points)

- Last Defenders start with +2k more gold in Mortal Empires

- inocme from temples increased


Tomb Kings:


- local recruitment points lowered by 1 gain, global changed to vanilla value (this change is important for TK because their basic infantry is much stronger in SFO so they needed this nerf)

- Warriors and Spearmen health nerfed by 10%

- Public Order effects will now work properly


Bretonnia:


- relation bonus with Empire

- hospital have small medicine production now

- major and minor settlements garrisons have 1 Man-at-Arms and Peasant Bowmen unit on every level as addition

- Diamond Formation added to all ground knights and redesigned to increase defense but lower movement speed

- Flying Wedge Formation added to all flying knights and redesigned to increase speed and charge but lower missle parry chance


Vampire Counts:


- Zombie Dragon now benefits from Terrogheist tech/skills

- Zombie Dragon, Terrogheist, Vargulf, Vargheists (not RoR) Blood Knights and Blood Dragons recruitment cost increased by 50% but their recruitment buildings lower their recruitment cost for all forces now




For Ulric, for Middenland! Have fun :)

White Wolf Howl!

Comments

Yep.

Let me verify, this is only for SFO2/TWW2?


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