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SFO: Grimhammer II The Great Plan Update Released!

Hello Everyone!

SFO Mod Team here!


Another large update is hopefully safely behind us, which also means another short summary is required for the enormous amount of changes we have done. I will try doing my best but it would likely be a better experience if you read the whole thing (changelog - HERE )or watch the summary video HERE. I will have to skip the general changes to make it more digestible. And without further ado we begin with:


LIZARDMEN

Well. How to start. We reworked many rites. We reworked the slann, they rival legendary lords now. We reworked the entire technology tree, now everything is much more separated and does not look like a mine sweeper map. Each separate tech line ends with a capstone that requires its individual building, remember those? They used to be required in the beginning of the technologies. Each capstone also generates a resource that is only earned and used in the technology tree and we know it has the same icon as Alignments, we are sorry it's a game limitation!

What is Alignments? It's merely the new generic resource that is used by every lizardmen subfaction. Where do you get it? It generates automatically from geomentic web when you reach maximum power, you also have another way of getting it depending on your subfaction, for example if you started the campaign with Gor Rok, Lord Kroak generates some for you. If you pick Nakai, you get it from your horde chain. I can’t list them all her- What is it good for? You can use it to bestow blessings to your blessed spawnings. What else? Well that depends on your subfaction again. Tiktakto can spend it on forming stratagems, to gain from selection of three factionwide bonuses that lasts as long as you pick a different one. Kroq Gar can spend it to unlock missions with unique item rewards, each having new abilities and effects ranging from character, armywide and factionwide. There is more but I have to keep it short. Oh one more thing, each subfaction now has a unique way of buffing blessed units, and what type of bonus they get depends on said subfaction. Mazdamundi increases their resistance to magic, Tehenhauin increases their resistance to fist and Oxyotl increases their resistance to gun, just to name a few examples.

DWARFS

Weren’t y'all happy that you got all this new stuff? Didn’t you feel disappointed when you saw the runes in the game? Well, most of those changed in a positive way, we even lowered the miscast chance on rune magic. Doohickey. Or whatever a dwarf would say. I tried to convince Venris to make character runes as strong as I could bargain off of him, I can only hope it will be enough.Every subfactions campaign bonuses, unique skills and various other effects received some looks and that is the best way I can summarize that. I know if you look at the change log already or when you do get the chance, it looks like it's all “removed 7 skills this”, “removed 5 skills that”  but you gotta trust me that is just us keeping some of the vanilla changes. Ultimately there is a net gain on content. And onwards to

BEASTMEN

Our favorite speed hitter faction received a ginormous rework by CA this patch, so we sadly had to remove or redistribute our mechanics, again. What was once available to all now has to be divided among subfactions, for example Mutated Warhound is Khazrak exclusive, while some of the wind armywide spells technology is only available to Malagor and Morghur keep the Wild Dragon Ogre. He gets many powerful technology effects too, worry not. The content and buffs they received were just that large. What about Taurox you ask? We just nerfed him, or tried to at least. All subfactions have a dilemma to zoop away to a new starting location including him, so it’s not like he got nothing, but he is ridiculously strong. Oh, and a few other minor things like how Tzaangors can actually shoot now and All Godgors got new cosmetic upgrades. Exact definitions of all the new content additions and distributions are listed in summary videos and changelog as per usual. Where did we put the things we removed? Well...

WARRIORS OF CHAOS

Oh boy, we had to remove so much from beastmen we didn’t want to throw away all that so we put it on good ole’ Warriors of Chaos. Dark Devotion is back, and once you have enough of it you can buy boons from your favorite god! How do you get dark devotion? You raze cities! Doesn’t matter in which God’s name you do it, you also get it from painting the ground in the blood of your worthy or unworthy enemies, again it doesn't matter whose name you do it! Gather enough and ask your good old pal Nurgle for some replenishment, or your best buddy Tzeentch for some research speed. You want more? How about you ask for some lesser daemons to be added to your regiment of renown pool? That's right, if you call 1-800-BLOOD right now you can order not one but TWO bloodletters and Khorne himself will sign the package for the low low price of 100 dark devotion!

Beastmen removed stuff:

- Herdstones

- Doombull with all 4 gods versions

- Wargor

- Great Bray Shaman

- over 25 items and followers

- over 50 technologies

- over 10 events

- over 50 unique forge effects

- over 25 character skills

VAMPIRE COUNTS

Just in case we might not have time to give them a rework, Vampires did receive some love in the form of bloodline and technology buffs. Short and sweet.

And with that very brief summary out of my way I bid you all farewell, for now.

More news from Venris about future will come soon. It's almost baby time!

SFO: Grimhammer II The Great Plan Update Released!

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