Total War: WARHAMMER II

Total War: WARHAMMER II

Mixu's: Vangheist's Revenge - SFO
46 kommentarer
scipionconstantin 5 feb, 2022 @ 7:12 
Thanks for the info.
Maal  [skapare] 30 jan, 2022 @ 15:00 
Not much update required actually. Unless it's the usual "it works for me but nobody else".

The huge upkeep issue is actually not a problem. You just need his special ship building to have the low ghost unit upkeep, and you get it for free after that first noscan battle. After that battle Vanghest fleet was only half my starting income in upkeep (1500/3000).

Keep in mind that he's a horde faction. Holding settlement don't do him much good moneywise, most of his income will be from sacking or pirate cove.
scipionconstantin 27 jan, 2022 @ 4:32 
Thank you very much for the fast reply, sorry if It seemed I suggest the upkeep issue was from the sub mod as I read it came from the original mod.
I hope you will be able to fix it.
Best regards.
Maal  [skapare] 25 jan, 2022 @ 22:08 
@scipionconstantin
Ah, hadn't noticed it was updated.

The upkeep issue is or was 100% on the base mod script, nothing related to SFO, I assume he fixed it, will need to browse his discord. The sfo patch will need some tweaks probably since most units mods crash for The Last Kiss without update. I'll check this out on my next day off.
scipionconstantin 25 jan, 2022 @ 6:58 
@Maal
Hello,
The vanilla mod being updated on the 19th, does it means there is a way to correct the several issues regarding upkeep, skills and balance in this sfo sub mod ?
The context and background story make it very interesting.
Thank you
BuyMoreMoney 12 jan, 2022 @ 15:00 
Not sure if its SFO related or not but in the blue skill line for Vangheist his lighting strike ability doesn't actually enable lighting strike option when attacking lol
Maal  [skapare] 16 dec, 2021 @ 21:15 
@Sai
Van Gheists units are ethereal, and thus have SFO Ethreal/Ghost unit balance. Low hp, no armor, high resistances, fear, terror, perfect vigor... I've based the balance on the Shadewraith RoR unit, to which SFO hasn't given recovery.

Last time I checked however the base mod had a script issue in vanilla which made even Van Gheists pay the expensive upkeep for his units. So I don't specially suggest using them unless that's fixed.
Sai 16 dec, 2021 @ 6:15 
Van Gheists' units are NOT balanced for sfo - they have much lower hp and they do not get all abilities and resistances the normal sfo units get as of last sfo version, Pls update,
Sophist88 10 dec, 2021 @ 7:22 
RatboyW 25 aug, 2021 @ 15:12 
Wow that upkeep bug is brutal, kinda makes Vangheist unplayable atm, but yeah it happens baseline too. Hopefully Mixu can update it soon
RatboyW 23 aug, 2021 @ 16:20 
Thanks for the update :)
Maal  [skapare] 23 aug, 2021 @ 15:19 
Updated.

There seems to be an issue with Vangheist paying the "expensive" upkeep for his ghost units, but that also happens without SFO so it's probably not on me to fix it.
137438 27 maj, 2021 @ 6:58 
thanks
Maal  [skapare] 25 maj, 2021 @ 14:30 
@137438
I'll need to test to see if anything broke. Vangheist's not very detailed changelogs for 2021 do not tell me much of what could need updating if anything. The modding find no error so this mean it is at least safe to use for now.
137438 25 maj, 2021 @ 8:16 
need update?
Maal  [skapare] 23 apr, 2021 @ 19:14 
Tiny tweaks unrelated to the sunderings.
Wolf 8 feb, 2021 @ 4:38 
nice
RatboyW 18 jan, 2021 @ 0:30 
Ayy thanks for being so quick Maal, you absolute legend
Jomix7 27 jun, 2020 @ 6:25 
Maal you are a god, thanks man
Alranz 26 jun, 2020 @ 21:02 
appreciate your work as always Maal
Maal  [skapare] 26 jun, 2020 @ 20:20 
This one is updated, do tell if it crash like they always fucking do lol. I've set hard dependency so it should be fine.
Solaire 26 jun, 2020 @ 20:19 
Glorious update
Maal  [skapare] 26 jun, 2020 @ 19:54 
Working on all of my submods and even more at the moment!
Alranz 26 jun, 2020 @ 19:35 
Hi Please update new SFO update is out :) thanks!
Maal  [skapare] 5 maj, 2020 @ 17:14 
@Sonny Crocket
For the units, they have the exact same stats as their non-ethearal sfo counterparts. Except for like 30% less health and no armor (what little they had) in trade for 75% resistance, 45% missile resistance, perfect vigor and terror. This is the same as for vanilla, except vanilla doesn't give the 45% missile resistance, perfect vigor and terror. So we could say that they are, individually, actually stronger in SFO.

Were you also playing on the same difficulty? SFO is often considered 1 tier harder. (sfo normal = vanilla hard and so on)

"In vanilla i was able to fight and win against full tier 5 high elf armies with literally just the etheral polearms, gunners, cannon and mortar units"
That doesn't feel very balanced! But in any cases, SFO rebalanced the vanilla roster and I ported these changes to Shadewraith stuff. So the finale balance most likely changed too.
Sonny Crocket 5 maj, 2020 @ 16:59 
In the vanillla campaign i was able to crush the norscan army you start next to, and even sack their town without stopping. In SFO i barely was able to win the first fight and had to rest 3 turns to build up before I could think about attacking a settlement, and by then they were too strong.
Sonny Crocket 5 maj, 2020 @ 16:56 
Sorry, you are right, well everything just seems weaker compared to the enemy units. For example I barely won the first battle against the norscans that you start out next to. The pole arm units and the mortar seem a lot weaker than the vanilla units against vanilla units. It's like they just aren't tweaked enough to be more competetive in SFO. In vanilla i was able to fight and win against full tier 5 high elf armies with literally just the etheral polearms, gunners, cannon and mortar units. I didn't play it long enough to fight any high tier armies but I would guess I would get crushed considering I could barely win against an equal sized norscan army at the beginning of the campaign.
In vanilla the etheral polarms can beat or at least fight to a standstill almost anything except maybe a few top tier infantry. In SFO they barely hold their own against norscan mauraders.
Maal  [skapare] 4 maj, 2020 @ 15:14 
@Sonny Crocket
You'll have to be more descriptive than that. What is weak, the lords or etherael units? Compared to Mixu's non-sfo units or the non-ethereal ones in sfo?
Sonny Crocket 4 maj, 2020 @ 15:05 
Honestly SFO version seems really weak to how strong they were in vanilla.
Maal  [skapare] 14 mar, 2020 @ 15:34 
Thanks, with the weird crash for the Lichmaster one I am a bit puzzled, this one has the same set-up but doesn't crash. Hope it is nothing too bad that will pop up later.
Mirakulas 14 mar, 2020 @ 11:44 
Thank you for update! Fantastic SFO mod!
Invincible under the Heavens 14 mar, 2020 @ 5:36 
ty for the update
Maal  [skapare] 13 mar, 2020 @ 18:47 
So if there was a co-op issue, it ain't here!
Just updated it for the new SFO changes. Won't crash anything if either version of SFO are used, the ghosts are just less knock-able.
But units caps are now also in effect, depending on which SFO caps you picked. That should be save compatible too I hope.
Mirakulas 13 mar, 2020 @ 18:44 
@chomp I have had no issue playing co-op with this mod enabled. Turn 150+
Maal  [skapare] 20 feb, 2020 @ 12:27 
I do not play co-op, so I do not know. This mod simply tweak the units' numbers so if mixu's mod has a co-op issue, this one probably do too?
Chomp 20 feb, 2020 @ 9:33 
does this fix the co op issue?
Flamboyant Schemer61 19 feb, 2020 @ 13:13 
U deserved it:3
Maal  [skapare] 19 feb, 2020 @ 11:11 
Is that the SFO patcher himself complimenting my patch? I am flattered!
Flamboyant Schemer61 19 feb, 2020 @ 6:13 
Great job mate hope you will make more sfo submods like this.
BOOGEYMANE 18 feb, 2020 @ 10:37 
me too lemonz <3
Lemonz 18 feb, 2020 @ 10:21 
I've been hoping someone would make this since the day Mixu made Vangheist's Revenge
Cpt.♥♥♥♥♥♥♥♥ 17 feb, 2020 @ 17:00 
Bless you
Invincible under the Heavens 17 feb, 2020 @ 15:09 
bless
~|Ãsgãrd|~ 17 feb, 2020 @ 8:38 
Thanks!!
SDKFZPANZER 17 feb, 2020 @ 3:44 
感谢
樋口円香 17 feb, 2020 @ 2:08 
thanks❗