Total War: WARHAMMER II

Total War: WARHAMMER II

75 ratings
Expanded Nagarythe SFO Compatibility- updated for the Last Kiss (hopefully)
   
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Tags: mod, Overhaul
File Size
Posted
Updated
353.314 KB
23 Sep, 2020 @ 9:09am
28 Dec, 2021 @ 4:08pm
7 Change Notes ( view )

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Expanded Nagarythe SFO Compatibility- updated for the Last Kiss (hopefully)

Description
Finally updated for the newest SFO patch. I have been very sick and so have been working on recovering. Thank you to all the wonderful people that subscribe to my mod and have been so understanding. You're all great

Intro

Hello everyone! this is a mod that makes the expanded Nagarythe mod compatible with SFO. I am currently beta testing it so I can't guarantee that everything is 100% balanced or fair, but I do feel like it's still fun to play as currently is. I have made several changes from the base mod in order to make it more in line with SFO, but I'm not sure how balanced these changes are. Feel free to comment with recommendations for balance. In particular, I am suspicious that:

  1. The infantry are overtuned and to powerful, particularly the archers

  2. The cavalry is undertuned, particularly again, the archers

  3. I think that the ability without relent may be extremely op, but it could just be my play style utilizes it better than I expected. Really any of the abilities some feedback would be nice


Autoresolve may have no good idea of how good or bad the units are so it may not work

Anything else that I missed, it took me about 30 hours to make this mod, and so by the end, decent chance there is something I just flat up missed. Any suggestions are appreciated


additions over the base mod

So as you probably know, SFO gives pretty much every unit in the game. Now I could have just plagiarized some abilities from SFO and been done with it. But frankly that seemed kind of against the point of a faction overhaul, so I made a few abilities of my own. I tried to make them in line with a group of elves who have done nothing but hate the dark elves for five thousand years
77 Comments
Doofalicious Supreme  [author] 7 Aug, 2022 @ 1:36am 
I'll see if anything is broken tomorrow. But my mod shouldn't interact with any of that
VanguardMk1 6 Aug, 2022 @ 2:52am 
I just added 2 helmet variations for the Royal Guard, changed the description text of the Herald and added which tech a unit uses in the unit description. I didn't think to notify you because nothing substantial had changed or could have broken.
Doofalicious Supreme  [author] 6 Aug, 2022 @ 1:43am 
I wasn't aware there was a new update. I'll look into it. Does it not currently work?
Mustafao01 4 Aug, 2022 @ 11:25pm 
Hey fella, will you update this mod? Just asking btw
Doofalicious Supreme  [author] 29 Dec, 2021 @ 12:17pm 
It might, I'll look into it
GLORY 29 Dec, 2021 @ 7:52am 
Some newly added primary units have no upper limit on the number of recruits, and the number of recruits of middle and senior units is also a little high. Maybe this will affect the balance?
Doofalicious Supreme  [author] 28 Dec, 2021 @ 10:35am 
I am currently working on it. SFO doesn't want to cooperate to well
noObluhh 25 Dec, 2021 @ 8:12pm 
any update please? love to play nagarythe campaign now :)
StopWatch 24 Dec, 2021 @ 1:44pm 
Waiting with baited breath as I hold out on my Nagarythe campaign. Happy holidays!
GLORY 17 Dec, 2021 @ 4:39am 
Get well soon!