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SFO - Grimhammer II Ver. 2.2 Changelog
SFO - Grimhammer II Ver. 2.2 Changelog
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
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.
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.