Regarding the leadership and red skill line change, I like the fact that they basically nerfed what players generally do better and AI poorly. Because players are far better at flanking and rear charging obviously, and also AI is pretty terrible at choosing useful red line skills which are often crucial.
So happy to support Venris and his team on Patreon. I only wish I could do more considering how much work they put in to make an already great experience a truly remarkable one!
Thank the Gods no longer will i see the empire come from across the map to attack me while playing as imrik or Tik'taq. Its always werid to see their armies going for you across the world and try killing you while walking thru enemy terriotroy to get to you
Once played as Ikit Claw. I just passed nearby Lothern to go to Lustria to finish Ikit’s item quest, and those knife-eared twits waged war at me while also at being at war with all the dark elf factions and Mazdamundi. They sent 1 full army stack every now and then, and they all die cause they kept being ambushed near Skavenblight.
The leadership changes make some units that were balanced by their low leadership ridiculously strong. Stone trolls are imppossible to kill or route with an early game empire army made out of pike and arrow.
Yeah I don't think they thought that through. Even if you win the battle the trolls are back to full immediately since it is basically impossible to kill stone troll models until the unit is down to like 15% health. I had to recruit generals in my garrisons and cycle charge them to death when my armies weren't around to deal with the greenskins backdooring. It was insanely tedious as well, 15 min battles with nothing but trying to rout the damn things.
It sucks because I got this after the update, so I couldn't fully appreciate the changes because I didn't know what they were, but I appreciate the mod itself and the modders behind it who spent a lot of time doing these. Great video!
Well, the issue with these special models....what happens, when they are dead? Does another unit transforms into it (which they cannot do due to the engine restrictions)? Or is it perma-dead until the next battle? If a bannermen is in the game...doesn't that mean, that there should be a leadership penalty, when the bannercarrier is dead? Which can feel too random... If you have special banners...shouldn't the bannercarrier carry these banners? shouldn't the effect disappear with the carrier dead?
@@Sultschiem Not sure I understand the problem you are posing. If they die, then they just die like anyone else in the game. Also CA has done this before in other games, in the past. So, it's not something that's beyond them.
Rome and med 2 both had it. Just a model holding a tiny flag which when died, stayed dead until end of battle. Pretty simple. Also had generals as special models inside general unit who when died applied leadership debuffs.
How big does the negative public order get from Imperium power? When you have 30 settlements do you get -15 PO and more? Wont it become impossible to balance PO at some point?
What you saw in the video is as far as I got while getting the video ready. I'm sure the team has considered this and hopefully it doesn't get out of control
Smh, this was much harder in the older games, when you became stronger (i.e more cities) you had: Worse public order (PO) More upkeep Less income Diplomacy penalties(still exits in wh) Worse PO due to different religions(corruption in Wh) Less food(that was a mechanic for everyone) And more chance of civil war.
Just got (back) into Total War games on a new PC build. I'm really looking forward to trying this mod out (and throwing money at the "team" who made this)
Sounds like this is giving missile units even more advantages than they already have in the vanilla game. Gotta pass on that one. But it's still awesome to see such dedication!
semillakan6 logically yes, I think the point is to stop you snow balling out of control. I think it makes bigger empires weaker than they usually are because they need to spend more. Hope that makes sense!
it represents the beauracratic process becoming more and more difficult to keep track of. realistically, each race would handle expansion extremely differently. the empire would probably suffer recruitment issues trying to pull willing recruits from new lands, so all of it makes sense for the empire, same with pretty much all of the order factions. however... vampire counts having that effect is kinda just funny considering the more territory they take the easier it would be to raise more elite dead. at the end of the day its better to have this system than nothing
No player.prioritazation is fantastic meanwhile buff for ranged units + disciline buff idk discipline was already rock solid for enemies in legendary Imperial power i simply hate it nerfing the growth idk, I always built the growth buildings and it's already feel slow enough to me
there have been mods that did this before though, and in my experience when the ai isnt gunning for you, the game is far easier, perhaps the new PO growth and recruitment changes might help that but idk
Man I remember when I convinced my friend to buy warhammer2 on sale so we could play together. He immediately was building a mod list before even launching the game. I was like calm the fuck down dude! This game can be complicated enough for a newcomer. To this day I still play vanilla.
I saw a question posted on steam that asked if TWWH had an interesting over map or was it only battles with no thought put into the former? I didn’t reply, but in hindsight I wish I told them …SFO is the way.
Hey, i hope you can help me out here on my questions. You went over Imperium Power and the bannermen etc. But on their Patreon it says "Will be released as standalone" often. So is this now enabled in SFO, or do i have to get all the additional mods myself? I am confused :S
If you download SFO, it includes EVERYTHING. If you only want something like imperium power or supply lines for instance, you can install JUST those separately from the workshop. Hope that clears it up
@@HForHavoc Ah, okay thanks. So if i get SFO mod, i don't need all the vanilla stand alone mods, as they are included already? That is ... strange but nice, ok thanks :)
Is there a way to deactivate those changes though? For example, if I don’t like the new supply line but like all else in SFO (example only, don’t have a formed opinion yet) is there a way to turn that off?
@Paul Trams doesnt work like taht what he means is is there a way to remove these things while plauing the rest of SFO because in general SFO is rpetty good but im looking for a mod that reverts the imperium power and supply lines changes, im also looking mods that remove the tax decrease from walls as even with the better garrison lesser settlements suck
Been a while since I played SFO Grimhammer but: The nerf of large units and the nerf of the fear effect seems like a hard nerf to vampires since you know they use large creatures and fear. Not sure how I feel about the leadership tweak.
Leadership tweak is a big buff for greenskins and trolls in particular. I am doing an empire campaign right now and feel like stone trolls practically have to be cycle charged constantly for them to break. They are impossible to kill with state troops because of high phys resist, armor + insane regen and they will not rout because of leadership change. Greenskins is one of my favourite factions to fight in vanilla and probably my least in SFO lol
Ari Andsoon I would say personally that you should play vanilla first, then try sfo for a little bit, that way you can see which you prefer. You don’t even have to d full campaigns if you don’t want though I would say you should try a couple different races just to make sure you’ve experienced the differences between different factions.
Yet the unit balance is horrendous. It also makes an already slow game even slower as it already takes around 40 hours to conquest the map on legendary in vanilla.
While some of the changes in SFO are great like tweaked tech trees, more informative unit descriptions, new agent skills and campaign mechanics for some of the more boring factions like Clan Mors or Warriors of Chaos, lot of the changes just make the game worse. Morale changes make low morale units way too strong relatively speaking, while making routing strats basically useless. Nearly all melee units are specialized with bonus against small/large, while their red line skills are nerfed. On the other hand, missile units are all buffed so you are even more encouraged to missile spam. It also made regular casts have an overcast chance so you are even less encouraged to use low-impact spells than in the vanilla and instead just stick to wind and vortex spells.
I mean, if this overview doesn't convince you, then what will? The overview literally goes over everything that has changed in the mod itself and how it affects the game so...
I've yet to touch SFO yet because I haven't been able to get it to work on Mac, but I did read a lot of opinions to convince myself I wanted to try it out. It boils down to what you want from Total Warhammer. Do you enjoy how the game plays right now or do you wish stats of your units reflect those in the tabletop game? SFO will make elites feel more elite, but they will also be harder to spam. If you can get it to work with no issues, it doesn't take much to try it out at least.
I have to ask if there will be an installation guide as whenever i try to boot the game up after subscribing to all teh SFO mods, the game crashes, SO what am I doing wrong or is it cursed for me
With regards to the firing accuracy being unit-specific, what was the rationale behind changing different units? I can't help but wonder if High Elves are gonna be even more ranged monstrosities because they're "highly trained", but the Vampire Coast which is a heavily ranged-based faction as a whole will end up with a bunch of units that can't hit jack despite the faction's backbone being ranged units because "they're mindless zombies". I'm rather fond of the notion of accuracy being unit-dependent (as long as it's clarified in the unit card how accurate they are), but I have to admit I'm legitimately concerned about this issue because it seems like it could very easily end up making certain factions feel awful.
No High Elven or Wood Elven range units was buffed. Ranged units were adjusted, not buffed overall. So you see poor accuracy units like goblins etc. Because of health changes range units overall are weaker.
@@VenrisSFO Ah okay thank you for the details. Out of curiosity will the Vampire Coast be getting a look if it ends up being too weak? Combination of A) Weaker ranged units overall, B) Better Morale until large unit loss and C) Weaker single-entity units seems like it'd hit them especially hard.
Hey I am pretty new to Warhammer 2 only 100 hours in and thats just me messing around. I havent played everyone in the game neither have I finished any campaigns. Should I still get SFO?
Honestly I’d learn the ropes a bit more before hopping into SFO. The mod does a lot, but you need a decent understanding of the base game before diving into it
Is it possible for the Orcs to trade because it feels like the orcs are lacking in diplomacy. Other than alliance and peace treaty, these are the only things that one can use in the diplomacy tab.
It doesn’t need to be slower, but it won’t be as easy, for example, if you got abou 20 settlements then you pretty much whom the vanilla game, but not with this
@@dragonlloux lol from what i've seen someone playing sfo only it makes the game much more forgiving than the base game. And these changes only reinforce that.
Well in lore Rogue Idols can be different sizes, where the bigger they are the stronger they are. And they are controlled by orc shamans, and Wurrzag is a great orc shaman. So it makes sense his Rogue Idol would be especially strong. I don't think it is specifically mentioned that Wurrzag has a rogue idol. In the tabletop he could certainly bring one.
I Dont know how i feel about SFO lately...... Like .. i cant play TW without it.. but I Played this Mod bcs of Op Monsters and Op lore friendly Chaos .... I think they are trying to balance it too much. SFO was best when it was just Broken :D Still hyped like little kid for This. P.S This is just my opinion, so no hate pls :* P.S.S Blood for the Blood God, Skulls for the Skull Throne
@@dajaxx The problem is that as i Love Op Chaos And Godly Archaon.... I love to play as a Human and Do politics, Diplomacy and trades. I love that feeling of being normal human againts immortal Undead, massive greenskins or Great warriors of chaos. I love seeing my 500 units lose againts Giant or Dragon Ogre In easy mod sub mod, my Bretonian Peasant would win againts Chaos warriror....you know ....that 2.5 m Tall thing covered in Chaos armor with 100 years of training. (sorry for En)
@@XSweetToothX98 i'm not sure, but feeling of being normal human are kinda lost in SFO. WIth all those buffs to leadership and HP swordsmen stand to the death. Against as you mentioned "that 2.5 m Tall thing covered in Chaos armor with 100 years of training." Ah, and don't forget "Imperial Tactics" which basically rockets all secondary stats of the whole army to the stratosphere.
Just like every other warhammer mod: you can activate/deactivate it anytime through the TW launcher. But the best way is that you play your current campaigns and finish it. After that, you can activate SFO and start a new campaign, because it will mess up your older save games.
I'm pretty sure you can't use the mod to continue a vanilla campaign because it's a huge overhaul. You can make 2 different campaigns tho, one with SFO deactivated and the second one with SFO activated.
what the fuck with the accuracy and ammo increased for Ranged units? ranged units are op if battle last longer... Shock salvo wont work anymore but the output dmg will still be there
frankly, half the changes are amazing (no player prio finally) but the other half just makes the game annoying more than anything... why did they remove the greenskin gold making building and change it to a % income increase? it doesn't even make any sense to build a % income increase that reduces your public order in a faction with no income generating buildings, why? to boost the measly low 120 income/turn to something like 156? meanwhile recruiting new lords cost you a shit ton of gold (as the greenskins I had to pay 1k/turn gold for a second warboss, don't know if that was a bug, I will assume that it wasn't) and they added the worst mechanic in the game the growth cost from horde building into the settlement upgrading which literally does NOTHING other than not allowing you to q multiple buildings at once and generally nerfed quality of life things like edicts or the reputation mechanic for no real reason. this is actually the only time that I will have to say that if you want to play a faction like greenskins you are better off not using the SFO overhaul. it's not even difficult it's just tedious
A lot of great effort. Altough I wave mixed feelings. The Imperium mechanic seems terrible for me, and everything became longer with this mod, what is not good. Altough the no player focus,the banner carriers and army upkeep change is great. So half of the game is epic and the other half is more annoying than the vanilla game itself. I don't know, maybe I will try it with the Dwarfs.
This would be a great mod id it wasn't for the inbalance I've seen on at least 4 campaigns, Vampire, elves, dwarfs, take everything by turn-40. I can bearly field two armies when they seem to have an endless supply of resources. This is not a criticism, more an observation. I've given up on this mod as it just becomes too one-sided. It's a shame as I do recall playing in last year, or several months ago and it was never this unbalanced.
The imperial power and settlement growth changes look like utter trash systems who are needlessly annoying. If i have to choose between such garbage and campaign buffs for the A.I., especially major factions, i'll always choose the latter, to increase the difficulty of the campaign. I hope these specific changes are optional, otherwise i will no longer bother with this mod at this point.
I'd much rather have new campaign mechanics that the player has to adjust to rather than "buff the ai more." Just adding benefits to the AI is not a viable solution for increased difficulty, which is what CA does now, and an issue that probably 99% of the TW community would agree on. Imperial Power and Settlement growth force the PLAYER to make more meaningful and strategic decisions, which is the right way to increase difficulty. It's a depth that has been needed in Warhamemr for quite a while.
Havoc I agree that buffing the AÍ isn’t the way to go, but I feel like if I’m going for 100% nap completion for example (which is my favourite type, I feel sad posting so much time and effort to stop the campaign after capturing specific settlements) I feel like it would force you to have a army per city almost to control public order, and holt you advances, and the way that garrisons are buffed you can’t just send one army agains the enemy and win as you can in vanila almost always (and that is a good thing) but I really don’t like to have a corner of the map conquered and be fighting in the front lines to have a rebellion on the second province I conquered back in turn 10 now being in turn 150 for example with stacks of enemies and having to send 1 army back or keeping 1 still at the back end of my forces to deal with rebellions.
I dunno... This kind of seems like a horror show to me, tons of tweaks to make things more extreme and punish the player for doing what they have to do - expand.
Probably the worst SFO ever. It's a mess. Just don't play it. Factions are so unbalanced it's a joke. HE or Empire basic units are totally broken, so, unless RNG decides those factions get overwhelmed (or you attack them early), they become too strong fast due to insane auto values (specially HE, I had an army full of tomb kings constructs+tomb guards and would loose 1 vs 1 in an auto against a HE stack of 10 spearmen and 4 shadow warriors). SFO has been fun most of the times, but Venris never ever listens no anyone but his enormous ego, and it's becoming another Radious mod full of unbalancing decisions.
SFO is unbalanced and battles last literal minutes. Sorry but I like watching my units not die in seconds thanks. The magic power creep was bad enough in vanilla now in SFO you can wipe out entire armies with one spell.... Disgusting.
Not quite sure you’re playing the latest build lol. I played with battles a decent bit and found them to last significantly longer than vanilla battles.
increasing anti large bonus.
desire for a pike and shot run intensified
10/10 highly recommend
Your Star Wars reference was a surprise, to be sure, but a welcome one
What reference?
@@oldomen3788 Watch the prequels.
@@zenmastakilla which part
Regarding the leadership and red skill line change, I like the fact that they basically nerfed what players generally do better and AI poorly.
Because players are far better at flanking and rear charging obviously, and also AI is pretty terrible at choosing useful red line skills which are often crucial.
i get triggered by AI Imrik's Militia Commander n' Bow Master
So happy to support Venris and his team on Patreon. I only wish I could do more considering how much work they put in to make an already great experience a truly remarkable one!
Thank the Gods no longer will i see the empire come from across the map to attack me while playing as imrik or Tik'taq. Its always werid to see their armies going for you across the world and try killing you while walking thru enemy terriotroy to get to you
CA is weird aren't they?
Never had that happen lol. I usualy get the dwarves.
Once played as Ikit Claw. I just passed nearby Lothern to go to Lustria to finish Ikit’s item quest, and those knife-eared twits waged war at me while also at being at war with all the dark elf factions and Mazdamundi. They sent 1 full army stack every now and then, and they all die cause they kept being ambushed near Skavenblight.
The leadership changes make some units that were balanced by their low leadership ridiculously strong. Stone trolls are imppossible to kill or route with an early game empire army made out of pike and arrow.
Yeah I don't think they thought that through. Even if you win the battle the trolls are back to full immediately since it is basically impossible to kill stone troll models until the unit is down to like 15% health. I had to recruit generals in my garrisons and cycle charge them to death when my armies weren't around to deal with the greenskins backdooring. It was insanely tedious as well, 15 min battles with nothing but trying to rout the damn things.
Tomb Kings big happy no more crumbly bois
10:35 Legend spotted
What an eye my dude
It sucks because I got this after the update, so I couldn't fully appreciate the changes because I didn't know what they were, but I appreciate the mod itself and the modders behind it who spent a lot of time doing these. Great video!
CA: Doesn't add BannerCarriers to Total War WarHammer
Everyone Not Like That
Well, the issue with these special models....what happens, when they are dead? Does another unit transforms into it (which they cannot do due to the engine restrictions)?
Or is it perma-dead until the next battle? If a bannermen is in the game...doesn't that mean, that there should be a leadership penalty, when the bannercarrier is dead? Which can feel too random... If you have special banners...shouldn't the bannercarrier carry these banners? shouldn't the effect disappear with the carrier dead?
@@Sultschiem Not sure I understand the problem you are posing. If they die, then they just die like anyone else in the game. Also CA has done this before in other games, in the past. So, it's not something that's beyond them.
Chad Modders: Fine, I'll do it myself
Rome and med 2 both had it. Just a model holding a tiny flag which when died, stayed dead until end of battle. Pretty simple. Also had generals as special models inside general unit who when died applied leadership debuffs.
@@Sultschiem Bruh did you never play Empire Total War? They just die. It's not that hard.
So now Lizardmen have problems not only with early game money but growth as well? Damn they really hate the lizards.
A bit skeptical about the leadership changes but I will wait to play it.
How big does the negative public order get from Imperium power? When you have 30 settlements do you get -15 PO and more? Wont it become impossible to balance PO at some point?
What you saw in the video is as far as I got while getting the video ready. I'm sure the team has considered this and hopefully it doesn't get out of control
Its -1 per 25 settlements.
@@VenrisSFO okay thats super fair. thanks for your work!
Smh, this was much harder in the older games, when you became stronger (i.e more cities) you had:
Worse public order (PO)
More upkeep
Less income
Diplomacy penalties(still exits in wh)
Worse PO due to different religions(corruption in Wh)
Less food(that was a mechanic for everyone)
And more chance of civil war.
Is there any way to remove imperium power ?
This makes the game so much more appealing.
Just got (back) into Total War games on a new PC build. I'm really looking forward to trying this mod out (and throwing money at the "team" who made this)
What?
Sounds like this is giving missile units even more advantages than they already have in the vanilla game. Gotta pass on that one.
But it's still awesome to see such dedication!
I don't understand how having a bigger empire makes it harde for you to recruit shouldn't it be easier since you have so much people
semillakan6 logically yes, I think the point is to stop you snow balling out of control. I think it makes bigger empires weaker than they usually are because they need to spend more. Hope that makes sense!
it represents the beauracratic process becoming more and more difficult to keep track of. realistically, each race would handle expansion extremely differently. the empire would probably suffer recruitment issues trying to pull willing recruits from new lands, so all of it makes sense for the empire, same with pretty much all of the order factions. however... vampire counts having that effect is kinda just funny considering the more territory they take the easier it would be to raise more elite dead. at the end of the day its better to have this system than nothing
No player.prioritazation is fantastic
meanwhile buff for ranged units + disciline buff idk discipline was already rock solid for enemies in legendary
Imperial power i simply hate it
nerfing the growth idk, I always built the growth buildings and it's already feel slow enough to me
no fun seeking players should touch legend difficultity
@@Spider-Too-Too masochists need to get off somehow
there have been mods that did this before though, and in my experience when the ai isnt gunning for you, the game is far easier, perhaps the new PO growth and recruitment changes might help that but idk
is this released yet? i still have the orange triangle of doom on my mod list. Love SFO you guys rock
Just got released
True
Units fear is now tied to its hp. Great so now I can finally win against a Dwarven army with 4 hp.
Such a great team, like the devs of DEI for Rome 2 make the games much more enjoyable more so than their original creators!
Thanks for that overview, all in all it sounds good. Especially the cage from Eltharion, how much time I wasted in Vanilla to catch some Generals....
I just picked this up too, thanks for this
Awesome work !
Man I remember when I convinced my friend to buy warhammer2 on sale so we could play together. He immediately was building a mod list before even launching the game. I was like calm the fuck down dude! This game can be complicated enough for a newcomer. To this day I still play vanilla.
Awesome content, brother!
Still waiting on deathvermin for clan rictus, but the added stormvermin per regiment is also quite fitting for the faction
10:24
WAIT. is that a new kind of skaven warlord? holding a halberd?
or...is that a standard bearer?
I believe it's a standard bearer, for in the beta, he's attached to the regiment.
Great video bro
Would love the no player vendetta as a standalone
4:27 this is where the fun begins.
its easier than watching the 90 mins stream
I saw a question posted on steam that asked if TWWH had an interesting over map or was it only battles with no thought put into the former? I didn’t reply, but in hindsight I wish I told them …SFO is the way.
Still haven't been able to get this to work on Mac. Really been wanting to try SFO.
Kind of want that final Eltharion battle to be released by itself as well
oh, a man of culture!!
Hey, i hope you can help me out here on my questions. You went over Imperium Power and the bannermen etc. But on their Patreon it says "Will be released as standalone" often. So is this now enabled in SFO, or do i have to get all the additional mods myself? I am confused :S
If you download SFO, it includes EVERYTHING. If you only want something like imperium power or supply lines for instance, you can install JUST those separately from the workshop. Hope that clears it up
@@HForHavoc Ah, okay thanks. So if i get SFO mod, i don't need all the vanilla stand alone mods, as they are included already? That is ... strange but nice, ok thanks :)
Is there a way to deactivate those changes though? For example, if I don’t like the new supply line but like all else in SFO (example only, don’t have a formed opinion yet) is there a way to turn that off?
@@AleXusher92 Prob designed that way so that people who don't agree with SFO balance changes can still use the QoL improvements from it
@Paul Trams doesnt work like taht what he means is is there a way to remove these things while plauing the rest of SFO because in general SFO is rpetty good but im looking for a mod that reverts the imperium power and supply lines changes, im also looking mods that remove the tax decrease from walls as even with the better garrison lesser settlements suck
So. MUCH. flavouuur.
Been a while since I played SFO Grimhammer but: The nerf of large units and the nerf of the fear effect seems like a hard nerf to vampires since you know they use large creatures and fear. Not sure how I feel about the leadership tweak.
Leadership tweak is a big buff for greenskins and trolls in particular. I am doing an empire campaign right now and feel like stone trolls practically have to be cycle charged constantly for them to break. They are impossible to kill with state troops because of high phys resist, armor + insane regen and they will not rout because of leadership change.
Greenskins is one of my favourite factions to fight in vanilla and probably my least in SFO lol
best mod ever
any idea when the banner carriers mod standalone is coming out?
Best Mod ever, even compared to other games. Congratulations for your stunnung work.
Has this mod been updated lately? Just got the game. But the more lore friendly stuff this mod adds really interest me.
Wow super!
Waiting for banner carriers ;)
To balance the end game, they honestly just need to remove doomstacking with multiplayer unit caps or at least some sort of global pool.
Qiaho Liu They do have this! You can choose to implement faction wide or unit specific caps. It’s completely optional.
@@@Texmatt21 Is this option in the base game, or do you need the SFO mod?
Ari Andsoon it’s optional in the sfo mod, base game doesn’t have unit caps in sp except for tomb kings.
@@@misterpig7739 Thanks. One more q. I'm new to total war in general. Should I play Total Warhammer 2 vanilla or with sfo from the start?
Ari Andsoon I would say personally that you should play vanilla first, then try sfo for a little bit, that way you can see which you prefer. You don’t even have to d full campaigns if you don’t want though I would say you should try a couple different races just to make sure you’ve experienced the differences between different factions.
Reminds me a lot dei so for me it is must have
Honestly SFO is leaps and bounds better than the vanilla experience
Yet the unit balance is horrendous. It also makes an already slow game even slower as it already takes around 40 hours to conquest the map on legendary in vanilla.
SFO just recycles vanilla mechanics and gives them to other factions it's boring asf vanilla is much bettet
Rip vampires
While some of the changes in SFO are great like tweaked tech trees, more informative unit descriptions, new agent skills and campaign mechanics for some of the more boring factions like Clan Mors or Warriors of Chaos, lot of the changes just make the game worse. Morale changes make low morale units way too strong relatively speaking, while making routing strats basically useless. Nearly all melee units are specialized with bonus against small/large, while their red line skills are nerfed. On the other hand, missile units are all buffed so you are even more encouraged to missile spam. It also made regular casts have an overcast chance so you are even less encouraged to use low-impact spells than in the vanilla and instead just stick to wind and vortex spells.
With the bannermen mod, will it update to show if you placed a battle banner on them, say, a Banner of Discipline?
Nope it’s just the faction banner on them
Never touched SFO due to so many changes compared to vanilla. I'd like you guys to convince me why I should play SFO.
I mean, if this overview doesn't convince you, then what will? The overview literally goes over everything that has changed in the mod itself and how it affects the game so...
@@HForHavoc I need hear more personal experiences.
I've yet to touch SFO yet because I haven't been able to get it to work on Mac, but I did read a lot of opinions to convince myself I wanted to try it out. It boils down to what you want from Total Warhammer. Do you enjoy how the game plays right now or do you wish stats of your units reflect those in the tabletop game? SFO will make elites feel more elite, but they will also be harder to spam. If you can get it to work with no issues, it doesn't take much to try it out at least.
is there a way to get the battle changes without campaign changes?
I have to ask if there will be an installation guide as whenever i try to boot the game up after subscribing to all teh SFO mods, the game crashes, SO what am I doing wrong or is it cursed for me
With regards to the firing accuracy being unit-specific, what was the rationale behind changing different units?
I can't help but wonder if High Elves are gonna be even more ranged monstrosities because they're "highly trained", but the Vampire Coast which is a heavily ranged-based faction as a whole will end up with a bunch of units that can't hit jack despite the faction's backbone being ranged units because "they're mindless zombies".
I'm rather fond of the notion of accuracy being unit-dependent (as long as it's clarified in the unit card how accurate they are), but I have to admit I'm legitimately concerned about this issue because it seems like it could very easily end up making certain factions feel awful.
No High Elven or Wood Elven range units was buffed. Ranged units were adjusted, not buffed overall. So you see poor accuracy units like goblins etc. Because of health changes range units overall are weaker.
@@VenrisSFO Ah okay thank you for the details.
Out of curiosity will the Vampire Coast be getting a look if it ends up being too weak?
Combination of A) Weaker ranged units overall, B) Better Morale until large unit loss and C) Weaker single-entity units seems like it'd hit them especially hard.
@@stravask9835 They had buffs, check changelog.
Do all of these updates jadd on to sfo or is steel faith a different mod?
Hello guys, are we gonna get Tomb Kings overhaul?
Is the 500 infamy for each of the vampire coast research a bug or intentional? I feel like the number is way too high and should be lower.
its not a bug. in mid/late campaign you can get more than 500 per turn with pirate bays, for me its not a big deal.
Hey I am pretty new to Warhammer 2 only 100 hours in and thats just me messing around. I havent played everyone in the game neither have I finished any campaigns. Should I still get SFO?
Honestly I’d learn the ropes a bit more before hopping into SFO. The mod does a lot, but you need a decent understanding of the base game before diving into it
Is it possible for the Orcs to trade because it feels like the orcs are lacking in diplomacy. Other than alliance and peace treaty, these are the only things that one can use in the diplomacy tab.
good idea, they should be able to trade scrap at least with other greenskins
You don't need weak trade routes if you have WAAAAGH!
How is the mod. I assume makes the campaign super slow campaign? I just have WH1 and 2 basegames no paid dlc yet.
It's pretty fun from the few campaigns I played through to get the video coverage. Quite a bit more depth than vanilla for sure.
It doesn’t need to be slower, but it won’t be as easy, for example, if you got abou 20 settlements then you pretty much whom the vanilla game, but not with this
@@dragonlloux lol from what i've seen someone playing sfo only it makes the game much more forgiving than the base game. And these changes only reinforce that.
where can i find this mod i cant seem to find it on steam workshop, just a ton of sub mods
SFO rocks, but I usually avoid it because of the huge garrisons.
There is a sub mod to have vanilla garrisons.
and if you wanna go SUPER hard theres even a mod for NO garrisons lol
@@dajaxx Oh thanks, I ll check it out.
Will this work fine with our saves before this patch / Update? Or Do I have to start over?
@Paul Trams yeah thought so to sadly :/
Is there any lore behind Savage Rogue Idol?
Well in lore Rogue Idols can be different sizes, where the bigger they are the stronger they are. And they are controlled by orc shamans, and Wurrzag is a great orc shaman. So it makes sense his Rogue Idol would be especially strong. I don't think it is specifically mentioned that Wurrzag has a rogue idol. In the tabletop he could certainly bring one.
I Dont know how i feel about SFO lately...... Like .. i cant play TW without it.. but
I Played this Mod bcs of Op Monsters and Op lore friendly Chaos ....
I think they are trying to balance it too much. SFO was best when it was just Broken :D
Still hyped like little kid for This.
P.S This is just my opinion, so no hate pls :*
P.S.S Blood for the Blood God, Skulls for the Skull Throne
yeah balancing should be done ultimately for the sake of fun
You can just use the Easy Mode sub mod.
@@dajaxx The problem is that as i Love Op Chaos And Godly Archaon....
I love to play as a Human and Do politics, Diplomacy and trades.
I love that feeling of being normal human againts immortal Undead, massive greenskins or Great warriors of chaos.
I love seeing my 500 units lose againts Giant or Dragon Ogre
In easy mod sub mod, my Bretonian Peasant would win againts Chaos warriror....you know ....that 2.5 m Tall thing covered in Chaos armor with 100 years of training.
(sorry for En)
@@XSweetToothX98 i'm not sure, but feeling of being normal human are kinda lost in SFO. WIth all those buffs to leadership and HP swordsmen stand to the death. Against as you mentioned "that 2.5 m Tall thing covered in Chaos armor with 100 years of training." Ah, and don't forget "Imperial Tactics" which basically rockets all secondary stats of the whole army to the stratosphere.
Is it possible to disable the new imperium power mechanic?
Nope
@@HForHavoc :(
SFO for TW:WH I when :(
Ya I don’t think that’s coming buddy lol
@Lord Inquisitor Shadowlord Because TW WH I runs well on my old ass PC, and TW WH II not so much :C
Sorry if this is a noob question buit is this balanced for both ME and EotV?
yes
Does azhag have the raise dead mechanic? Or is it normal recruitment?
No, he can rise dead orcs in battles.
@@VenrisSFO So like a summon like menace below or the tomb king thing? Or is it more like invocation of Nehek?
Thanks for the reply
@@Porlarta It's Like raising zombie in Vampire Counts
Only gripe I have is that stone trolls are functionally immortal. Not fun to fight!
I can't seem to play it on mac, any tips?
Does this mod replace game files or can I activate/deactivate it anytime? Wanna try it, but not mess up my current campaigns
Just like every other warhammer mod: you can activate/deactivate it anytime through the TW launcher. But the best way is that you play your current campaigns and finish it. After that, you can activate SFO and start a new campaign, because it will mess up your older save games.
I'm pretty sure you can't use the mod to continue a vanilla campaign because it's a huge overhaul. You can make 2 different campaigns tho, one with SFO deactivated and the second one with SFO activated.
Its not compatible with your existing campaigns so you need to start fresh campaign, but you can disable the mod to continue your old campaigns
So single entity large units that arent dragons are worthless now?
Laughs in perfect vigor units.
...what? they litterally just made it so that a heavily injured large unit gets... tired slightly faster. all the good large units are still good lol
are the BSB downloadable_?
what the fuck with the accuracy and ammo increased for Ranged units? ranged units are op
if battle last longer... Shock salvo wont work anymore but the output dmg will still be there
frankly, half the changes are amazing (no player prio finally) but the other half just makes the game annoying more than anything... why did they remove the greenskin gold making building and change it to a % income increase? it doesn't even make any sense to build a % income increase that reduces your public order in a faction with no income generating buildings, why? to boost the measly low 120 income/turn to something like 156? meanwhile recruiting new lords cost you a shit ton of gold (as the greenskins I had to pay 1k/turn gold for a second warboss, don't know if that was a bug, I will assume that it wasn't) and they added the worst mechanic in the game the growth cost from horde building into the settlement upgrading which literally does NOTHING other than not allowing you to q multiple buildings at once and generally nerfed quality of life things like edicts or the reputation mechanic for no real reason. this is actually the only time that I will have to say that if you want to play a faction like greenskins you are better off not using the SFO overhaul. it's not even difficult it's just tedious
Just crashes on me once the campaign loads fully.
unsubscribe , shutdown steam , delete all mods on workshop folder, turn on steam and subscribe again - always do that if you have any problems
Nice vid u should start playing Bannerlord
A lot of great effort.
Altough I wave mixed feelings.
The Imperium mechanic seems terrible for me, and everything became longer with this mod, what is not good.
Altough the no player focus,the banner carriers and army upkeep change is great.
So half of the game is epic and the other half is more annoying than the vanilla game itself.
I don't know, maybe I will try it with the Dwarfs.
I'd say the only good change here is no player focus, sadly. I didn't like the mod at all (especially the leadership change)
@@abbas-aliibnmohammadal-nam929 leadership change turned all faction to dwarf.
SFO keeps crashing when I launch it 😢
unsubscribe , shutdown steam , delete all mods on workshop folder, turn on steam and subscribe again - always do that if you have any problems
What time is it released
probably today during venris' stream
9 PM CEST time
This would be a great mod id it wasn't for the inbalance I've seen on at least 4 campaigns, Vampire, elves, dwarfs, take everything by turn-40. I can bearly field two armies when they seem to have an endless supply of resources. This is not a criticism, more an observation. I've given up on this mod as it just becomes too one-sided. It's a shame as I do recall playing in last year, or several months ago and it was never this unbalanced.
Release time??
probably today during venris' stream
4 more hours till release
9pm CEST
Dark Riders / Cold One Knights still trash then
Have the AI cheats been removed? Cause that shit pisses me off.
Very interesting, but why is it called that?
...because there's enough content for all the factions...
@@HForHavoc is it good content tho........
no
I really like the depth sfo brings, but i find battles way too slow, even my cavalry feels slow and hammer&anvil doesn't feel impactful :I
The imperial power and settlement growth changes look like utter trash systems who are needlessly annoying. If i have to choose between such garbage and campaign buffs for the A.I., especially major factions, i'll always choose the latter, to increase the difficulty of the campaign. I hope these specific changes are optional, otherwise i will no longer bother with this mod at this point.
I'd much rather have new campaign mechanics that the player has to adjust to rather than "buff the ai more." Just adding benefits to the AI is not a viable solution for increased difficulty, which is what CA does now, and an issue that probably 99% of the TW community would agree on. Imperial Power and Settlement growth force the PLAYER to make more meaningful and strategic decisions, which is the right way to increase difficulty. It's a depth that has been needed in Warhamemr for quite a while.
Havoc I agree that buffing the AÍ isn’t the way to go, but I feel like if I’m going for 100% nap completion for example (which is my favourite type, I feel sad posting so much time and effort to stop the campaign after capturing specific settlements) I feel like it would force you to have a army per city almost to control public order, and holt you advances, and the way that garrisons are buffed you can’t just send one army agains the enemy and win as you can in vanila almost always (and that is a good thing) but I really don’t like to have a corner of the map conquered and be fighting in the front lines to have a rebellion on the second province I conquered back in turn 10 now being in turn 150 for example with stacks of enemies and having to send 1 army back or keeping 1 still at the back end of my forces to deal with rebellions.
@@HForHavoc those 2 choices you have to make don't add any more depth than vanilla, it's the same shallow puddle... changes for changes sake.
I dunno... This kind of seems like a horror show to me, tons of tweaks to make things more extreme and punish the player for doing what they have to do - expand.
Probably the worst SFO ever. It's a mess. Just don't play it. Factions are so unbalanced it's a joke. HE or Empire basic units are totally broken, so, unless RNG decides those factions get overwhelmed (or you attack them early), they become too strong fast due to insane auto values (specially HE, I had an army full of tomb kings constructs+tomb guards and would loose 1 vs 1 in an auto against a HE stack of 10 spearmen and 4 shadow warriors). SFO has been fun most of the times, but Venris never ever listens no anyone but his enormous ego, and it's becoming another Radious mod full of unbalancing decisions.
SFO is unbalanced and battles last literal minutes. Sorry but I like watching my units not die in seconds thanks. The magic power creep was bad enough in vanilla now in SFO you can wipe out entire armies with one spell.... Disgusting.
Not quite sure you’re playing the latest build lol. I played with battles a decent bit and found them to last significantly longer than vanilla battles.