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SFO: GRIMHAMMER II ver. 2.

2
The Sundering

General:
- All factions received recruitment options of some units on their settlements main chains.
Recruitment options from garrisons removed.
- Growth gain from Imperium Power changed to 1 per settlement from 0,5 per settlement
because CA lowered growth in the last DLC.
- A lot of modding stuff done by Xenon - new SFO Mod Team member!
- All new units cards made by r1kko.
- All new texts done by Kyle and Text Team.
- All new graphics made by [HN].
- All balance and stupid ideas removed by Balzaphon and Balance Team.
- Most factions received small “construction cost reductions for adjacent provinces” effect on
buildings.
- Expanded Electoral Machinations and Intrigue by prop joe integrated.
- Advanced Autoresolver by Reithan, Catclops and D'MARIOUS integrated.
- Battering Ram movement speed increased by +20%.
- Small traits effect adjustments.
- All factions received more ways to get growth.
- AI should embed agents to armies more often. Should!
- All factions have army abilities on garrison buildings now, same as Warhammer 2 factions.
- Albion buildings received many new effects.
- Good AI factions will no longer unite against Chaos Invasions thanks to Anyndel original
mod.
- Having more than 100 settlements will slow down Imperium Power penalties for Public
Order and Waaagh used by -50%.
- New Dynamic Difficulty made thanks to Zarkis. Mechanics calculates player power based
on the number of armies and settlements and gives proper bonuses to AI. These bonuses
exclude free units, tax increase or lowered upkeep, because we want AI to still need to build
up against players and not get free stuff.
- Climate penalties changed to have only time and movement penalties.
- Sword of Khaine won’t have gold penalties anymore. Those will be public order, horde
growth and diplomacy only. Sword itself will also lower miscast chance.

Asur

- Most important change; quivers added to all range units!


- +17 new technologies dedicated to all lords and heroes. Each technology costs Influence
per turn.
- Farms now increase growth in adjacent provinces a little.
- Negative replenishment rate removed from all buildings and moved to Public Order effects.
High PO will lower it, low will increase it.
- Small changes to gods skills.
- All Intrigue events effects adjusted and made more interesting.
- +1 passive Influence gain added to the whole faction.
- Ports income lowered by -10%.
- New building chain dedicated to magic and defense factionwide.
- Small changes to all edicts.
- Rangers; Vanguard Deployment added.
- Noble passive trade buff changed to +10% from +20%.
- Rite of Isha; cooldown changed to 30 from 40 turns.
- Rite of Hoeth; duration changed to 10 from 5 turns.
- Lothern Skycutter by ChaosRobie added.

Teclis, Warden of the White Tower


- “Scholarly Tomes” is a new resource for Teclis, generated by Loremasters and new random
events. It's used on new technology to unlock special army abilities for Teclis and all
Archmages. These abilities are linked to all winds of magic that High Elves can use.
- +28 new technologies dedicated to all winds of magic.
- +4 new random dilemmas with 2 choices each.
- Wardsave for Swordmasters of Hoeth replaced by Perfect Vigour for Swordmasters and
Loremasters of Hoeth in his campaign effects.
- Recruitment cost reduction for Phoenixes and Swordmasters of Hoeth removed from his
campaign effects.
- No recruitment cost for Lothern Skycutter units added to his campaign effects.
Alarielle the Everqueen
- “Gifts of Isha” is a new resource for Alarielle, generated from Power of Nature, Defender of
Ulthuan and new technologies. Can be spent on “Blessings of Isha” upgrades for infantry
units.
- +22 new technologies with faction and Gifts of Isha upgrades.
- Unit cap for tree units added to the Handmaiden building.
- Defender of Ulthuan mechanic values were adjusted and a few new effects added.
- Final reward added to her tech tree.

Tyrion, Defender of Ulthuan


- Melee buff during siege removed from his campaign effects.
- All his unique skills adjusted to be more interesting and rewarding.
- +3 new campaign skills.
- Trait changed to have only positive leadership when within owned territory.
- +18 new technologies with 2 branches. One is “Retribution” and the other “Unity”.
Retribution requires winning battles, Unity requires entertainment buildings and you can
choose only one path per game. Finale technologies also double down as his final reward.
- Each confederated High Elves faction gives unique faction and unit bonuses.
- Small skills changes to Alastar.
- Most of Tyrion’s units can be upgraded to Exalted status, changing their appearance and
stats. Thanks to prop joe Upgrade Units mod.
Exalted Units:
- Exalted White Lions of Chrace: +20 models, Dauntless Fury SFO ability.
- Exalted Spearmen: +25 armour, Expert Charge Defence, +7 leadership, +15% missile resistance,
Martial Mastery.
- Exalted Rangers: 20% block, +10 melee defense, Grave Wound SFO contact effect, fast attacks,
sword and spears.
- Exalted High Elven Archers: double shots.
High Elven Archers (Heavy Arrowheads): double damage, +50% reload time, range +25%, +35
armour, -4 speed.
- Exalted Shadow Warriors: Maim SFO contact effect, +15% physical resistance.
- Exalted Gate Guard: Cavalry Bane SFO contact effect, +20 armour, Bolstered Command SFO
ability, Expert Charge Defence, splash attacks, fast attacks.
- Exalted Bolt Thrower: +35 armour, +2 engines.
- Exalted Lothern Sea Guard: base and armour piercing damage swapped for melee,
Unbreakable, +10% wardsave.
- Exalted Silver Helms: +20 models, Bolstered Leadership SFO ability.
- Exalted Ellyrian Reavers: Strong Vigour, +30 charge, Devastating Charge, Bonecrusher SFO
contact effect.
- Exalted Ellyrian Reaver Archers: Strong Vigour, -50% reload time, +25% ammo.
- Exalted Silverine Guard: Dampen contact effect, magical attacks, better shields, +40% magic
resistance.
- Exalted Tiranoc Chariots: +2 models, Frostbite contact effect and magical attacks for ranged.
- Exalted Ithilmar Chariots: Perfect Vigour, Recovery SFO ability, Bonecrusher SFO contact effect.
Eltharion the Grim
- +12 new technologies dedicated to character buffs against specific factions using “Wardens
Supply”.
- Final reward from Vortex added to new tech in Mortal Empires campaign.

Imrik the Lord of Dragons


- “Blood of Caledor” is a new resource for Imrik generated by Defeated Legendary Dragons
and Dragon Encounters, it's used on new technologies. These technologies have many dual
effects such as followers and items.
- +16 new technologies with faction effects and followers.
- Dragon Encounter options adjusted a little so all are worth it, even leaving.
- Caledor dilemma grants a large growth bonus.
- Final reward added to his tech tree.

Alith Anar, Shadow King


- Soul Tokens is a new resource for Alith, generated by Morai Heg rite and it can be used on
new technologies.
- +20 new technologies with faction effects altering units and faction traits.
- Rite of Morai Heg; in addition to summoning unique agents it will also have new effects
increasing damage and lowering defense for all units.
- Shadow-striders; new SFO unit. Shadow-walkers esque unit with polearms and unique
clone ability below 50% health.
- Aesanar Camp building received a new level that has strong garrison and buff units while
defending siege provincewide.
- Assassinations mission effects buffed.
- Final reward added to his tech tree.

Druchii
- Total rework of slaves system:
Settlement slave maximum cap is much lower but slaves have +25% higher income as base.
Low cap means decline and negative public order scales much faster to maximum values.
Buildings no longer cause decline but base decline was increased by +50%.
Public Order penalty from slaves changed to -10 max from -20.
-30% Public Order from lack of slaves penalty effect added to low Imperium Power.
Hero actions linked to slave effects are halved.

- All military buildings received +10 income per tier.


- Many small building effect changes.
- Rite of Khaine; cooldown changed to 30 from 40 turns. Slave decline effect removed.
- Rite of Hekarti; duration changed to 10 from 5 turns.
- Rite of Atharti; +30 growth added.
- All Rites slaves cost lowered by -250.
- Executioners; Immune to Psychology added, Scaling damage changed to +50% from
+25%. Execute SFO ability changed to campaign specific ability only for Crone.
- Black Arks; +6 new campaign skills with factionwide effects.
- Black Arks buildings don't have unit battle effects anymore.
- Dark Tower, SFO building; +2 Black Arks recruitment rank factionwide added.
- Bloody Sacrifice is a new SFO army ability that sacrifices slaves to trigger Murderous
Prowess faster. It can be unlocked in 4 new technologies.
- +8 new technologies.
- Many, many changes to technology effects.
- Raze gives army bonuses for 5 turns.
- Small buffs to edicts.

Malekith the Witch King


- All his unique skills adjusted to be more interesting and rewarding.
- Public Order from slaves reduction effect removed from campaign effects.
- “Witch King's Authority” is a new resource generated from all Major Settlements. It's used
in the new “Glory to Malekith” panel that grants 10 turn buffs with new unit abilities and
factionwide campaign bonuses. Each Witch Kings Tribute spent there grants 10 times the
gold. Last two tabs of Glory to Malekith require Naggarond to be at tier 5 and special level 30
Malekith skill to be unlocked. Those allow the player to take the path of “Harmony” or
“Destruction” altering battle and campaign playstyle of the subfaction.
- Taking the Shrine of Asuryan unlocks 2 new landmarks. One allows recruitment of Silver
Helms, Silverine Guard, White Lions of Chrace and Flamespyre Phoenix. Second building
gives stats bonuses to those units factionwide.
- Shadowfire Guard is a new SFO unit made by Xoudad only for Malekith, you can recruit
them in the Shrine of Asuryan.
- +40 new technologies thanks to Biniu10 Dark Phoenix – Druchii Immersion Mod.
- All Malekith tech have different ways of unlocking, you only need first tech to unlock all of
them of set groups.

Lokhir Fellheart the Krakenlord


- “Kraken's Spoils” is a new resource generated from raiding and razed settlements (that will
show for all factions but dont panic, it's only UI, it's not a bug). It has 0 base cap which
increases +10 with every Black Ark. Each 10 of this resource will give factionwide bonuses, it
can be also spent on technologies and the new Lokhir’s landmarks.
- Black Ark added to Lokhir because you know, he is corsair or something duh. Becomes
active after recruiting any unit.
- 3 new groups of landmarks added to Lokhir’s Black Ark. Each has 2 buildings, you can pick
one of each. Manticore, Corsairs and Sea Dragons bonuses. You can raze and rebuild them
for different bonuses to adjust to your current style or mood.
- +13 new technologies with factionwide effects and one big final reward. Sea Dragons!
- Sea Dragon units and mount added to Lokhir thanks to ChaosRobie Sea Dragons mod.
- All Lokhir SFO skill effects readjusted.
- Black Arks income effects removed from his campaign effects.
- Creeping Dread, SFO unit; now gains +1 capacity for every level 5 Black Ark.
- Creeping Dread starting unit replaced by Helldrake Pack.
Hellebron the Blood Queen of Har Ganeth
- Base Death Night cost changed to 500 slaves (down from 800). Gain per trigger changed
to +50 (down from +100).
- Death Night effects changed to have some positive effects on low levels.
- Dark Conduit from Death Night replaced by Immune to Psychology removal from all
enemies.
- Hellebronai Executioners; new SFO unit for her campaign only. Special Executioners with
polearms and Overwhelm SFO contact effect.
- “Sacrificial Blood” is a new resource for Hellebron, generated from Death Nights. It unlocks
4 unit upgrades for Witch Elves, Sisters of Slaughter and Executioners. Can be also spent
on 21 new technologies.
- Small changes to her unique skills.

Morathi, First of the Hag Queens


- “Profane Hedonists” is a new resource for Morathi, generated from Chaos Corruption and
razing. It can be used on new technology trees. Some new skills also use this resource. It
can go on negative, having -10 leadership factionwide effect until resource gain is stabilized.
- +9 new campaign skills for the Supreme Sorceress.
- +24 new technologies.
- +4 new random dilemmas with 4 choices each working similar to High Elves intrigues at
court events.
- Pleasure Cultists; new SFO unit for her campaign only. Can constantly evolve depending
on picked technologies. Can unlock 4 powerful upgrades.
- Daemonettes of Slaanesh; new SFO unit for her campaign only. Added thanks Balint and
ChaosRobie mod.
- Monsters damage buff and agent action cost reduction effects removed from her campaign
effects.
- Small changes to her unique skills.

Malus Darkblade, Tyrant of Hag Graef


- “Willpower” is a new resource generated from battles. It can be used on new technologies.
- +12 new technologies.
- Total rework of Possession bar. You can use Tzarkan on 90% of it now but with negative
effects. Most negative factionwide effects removed, It should be a much more pleasing
experience now.
- All his unique items from Tzarkan missions now have small factionwide bonuses.
- Final reward from Vortex added to Malus level 40 skill in Mortal Empires campaign.
Rakarth the Beastlord
- “Prize Creatures” is a new resource for Rakarth, generated from new technologies and also
used on those new technologies. I also see numbers now.
- All monsters will benefit from monsters' red skills and technologies. You can see all needed
info on the campaign banner that is located at top right of the screen.
- -25% movement speed for all enemy monsters in his region added to his trait.
- +2 new campaign skills.
- +26 new technologies. 20 of them require you to capture specific locations all around the
world.
- +10% missile resistance while attacking in siege battles added to his campaign effects.

Other Factions

Empire
- Further adjustments to Decrees making them more unique and worthwhile. Base cost
lowered to 1000 but it now scales much faster. Each LL also received the option to buy
Authority in their panel. Wulhart Decrees are all made to be stronger and their cost changed
to 2500 gold.
- More events will give Authority now.
- Free Company upkeep reduction effect added to taverns.
- Wulfhart Acclaim recruitment reduction effect replaced by upkeep reduction for imperial
supplies units effect.
- Army of Sigmar, SFO unit; small reduction to armour piercing damage but +10 anti infantry
bonus added.
- Gelt; campaign effects changes - Supreme Artillery is new SFO passive ability that all his
artillery units have, increasing their range, rate of fire and accuracy when above 80% ammo.
Replaces starting winds of magic bonus. Artillery damage on his trait replaced with -5%
magic cooldown reduction factionwide.
- Volkmar; campaign effects changes - Sigmar units damage buff replaced with 2 new effects
- Dauntless Fury for Arch Lectors and Flagellants (scaling offense in battle) and Pursuit of
Battle for Warrior Priests and Sigmarite Disciples (scaling defense in battle).
- Karl Franz; Immune to Psychology for all characters added to his campaign effects.
- Small changes to all Legendary Lords unique skills.
- Small changes to all Elector Counts effects.
- New army ability added to garrisons, all other battle effects removed.
- Noble Sons Abroad; +25% reload time.
- Witch Hunter; 25 normal range damage changed into armour piercing. +25 armour piercing
melee damage.
- Mortars; +2 seconds to reload time.
- Middenland elector bonus now grants +5 melee armour piercing damage for all Ulric units
factionwide.
Beastmen
- Ascensions in Bestial Sacrifices base cost changed to 2500 gold, cost scale per lord
changed to +20% from +5%.
- Post Battle Loot -25%.
- Bestigors; +3 melee attack and Immune to Psychology added.
- Gors (Dual Axes); -5 melee defense.
- Morghur Chaos Spawn fireball upgrade damage lowered by -50%.
- Blood Moon events negative effects removed, positive nerfed a little.

Skaven
- Council building chain effects buffed a little.
- Wolf Rats; 5 armour-piercing damage changed into 5 normal damage.
- Queek, “Queeks Trophies” for Warlords now have +2,5% Queek damage effect. Level 40
skill added to Vortex campaign having mix of his Mortal Empire final rewards.
- Skrolk, “Pox Specimens” generated from their own provinces changed to +3 from +2.
Growth value per Specimens changed to 2 from 1.
- Small buffs to Skrolk’s technology effects.
- Throt and Snikch final reward from Vortex added to new technology in Mortal Empires.
- Plagueclaw Catapult; +25% projectiles area of effect.

Vampire Coast
- Small changes to technology effects. Technologies with items have effects beside them
now.
- First technology research time changed to 15 turns (down from 20).
- Parley Stance: +10 growth factionwide added.
- Main ship building upkeep reduction doubled.
- Infamy gained from raiding doubled.
- More starting units for all Legendary Lords added.
- Boarding Crew, SFO unit; +10 armour, abilities no longer have duration and picking one
locks the other.
- All Legendary Lords skills have been buffed a little.
- In preparation for next update we buffed campaign effects of all Legendary Lords so they
are on par with already reworked factions so they don't stay behind that much:
Harkon (Zhufbar 42-Pounders army ability for all armies when on own territory, characters
melee defense bonus doubled, upkeep reduction for characters removed).
Noctilus (+5 growth for ships).
Cylostra (Syreens and Mournguls upkeep reduction changed to -25% from -10%,
recruitment cost replaced with Mourngul Haunter recruitment enabled in every settlement).
Aranessa (+25% income for pirate coves).

Vampire Counts
- New army ability added to garrisons, all other battle effects removed.
- Small buffs to Legendary Lords campaign effects and traits in preparation for next update.
- Mannfred, campaign effects; negative public order removed, +5 melee attack versus
Empire changed to +10 melee attack versus Empire for all characters.
Tomb Kings
- Small buffs to Arkhan’s technology effects.
- Arkhan unique stance now summon Wight King on Barded Steed that don't die when winds
of magic are below 50%.
- Tomb Barque, SFO unit; +20 armour.
- Taking Black Pyramid of Nagash will be much harder now.

Wood Elves
- Wood Encounters armies received small stats bonuses.
- Sisters of Twilight; final reward from Vortex added to Ariel level 40 skill in Mortal Empires
campaign.
- New army ability added to garrisons, all other battle effects reduced.
- Small buffs to Drycha SFO technologies.
- Small income nerf.

Dwarfs
- Grudge bar effects adjusted a little.
- Thorgrim, campaign effects; Hammerers +2 exp bonus replaced with +5 melee attack for
unshielded units added. Unique forge upgrades received factionwide effects. +6 new
technologies.
- Belegar, campaign effects; +5 morale during siege replaced with +10% physical resistance
for all units while defending settlement battles. Small buffs to his unique skills. Each Ghost
Hero received +7 new unique skills only for his campaign.
- Ungrim, campaign effects; +10% weapon damage for all units replaced with +5 melee
attack for all units when attacking, negative melee defense removed. Strong Vigour Attribute
for all characters added. Garagrim skills that only Ungrim have received new effects. Level
40 skill added as small final reward.
- Grombrindal, campaign effects; +10% damage against elves changed to +25% damage
against elves. +25% movement speed for all units added. Big buffs to god's choices. +6 new
technologies.
- Small buffs to all Ancestrals buildings.
- Longbeards; +10% health.
- +5000 starting gold added.

Warriors of Chaos
- Kholek, campaign effects; bonus weapon damage for characters when attacking replaced
with new effect that removes Charge Defense vs. Large for all enemies. Fatigue reduction
replaced with -2 siege holdout time for enemies.

Norsca
- Small changes to stances effects.
Bretonnia
- Louen, campaign effects; +10 leadership for characters replaced by +25% post battle loot.
+10 armour for elite units (chevron 7+) effect added to new special technology.
- Fay, campaign effects; +15% magic resistance for elite units (chevron 7+) effect added to
new special technology.
- Repanse, campaign effects; +10 leadership for elite units (chevron 7+) effect added to new
special technology.
- Alberic, campaign effects; +20% charge bonus for elite units (chevron 7+) effects added to
new special technology.
- Henri le Massif; unique skills received new effects and levels.
- Sons of Bretonnia, SFO hero; changed to 1 entity. It was quite buggy so has to be done.
- New army ability added to garrisons, all other battle effects removed.
- Small buffs to unique technologies.
- Storage and Mill chains effects changed to be regionwide (from provincewide), their effects
are now doubled.
- Building construction costs lowered on most economy buildings.

Lizardmen
- Mazdamundi, campaign effects; +2% magic resistance per chevron added.
- Ancient Salamander; missile explosion changed to 9 from 10.
- Saurus Warriors; +5 melee defense.
- Cold Ones building chain reduced by 1 level.

Greenskins
- Azhag, campaign effects; random dilemmas that give mission to fight specific factions for
factionwide rewards added. Level 40 skill added as small final reward.
- Wurrzag, campaign effects; Savage Orc Warboss is new generic lord with factionwide skills
effects. Level 40 skill added as small final reward.
- Grimgor, Campaign effects; +2 experience for Black Orcs added. Level 40 skill added as
small final reward.
- Grom, campaign effects; final reward from Vortex added to new technology in Mortal
Empires.
- Skarsnik, campaign effects; small buffs to his unique campaign skills.

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