Total War: WARHAMMER II

Total War: WARHAMMER II

Sons of Asuryan - SFO
149 Comments
Maal  [author] 28 Oct, 2023 @ 1:00pm 
@Avendis
It should be 95% fine. Most of the updates warhammer 2 SFO got in the past 2 years were bug fixes and nothing specifically targeting high elves.

I think that SFO removed most of the small resistance, this mod will still have them. But that should be it.
Avendis 28 Oct, 2023 @ 9:08am 
Is this submod still balanced with SFO Grimhammer? I see the last update was in 2021
Maal  [author] 24 Jul, 2022 @ 2:00pm 
@AnalyticalFireball
That's very much out of the scope of a SFO patch lol. I do not have the modding knowledge to understand how these crafting system works.

Would be easier for somebody else who uses both SoA and AoV to make their own patch only for their compatibility. I also do not really play total warhammer right now so it's kind of a bother to make a submod for a mod I didn't even use. :p
AnalyticalFireball 24 Jul, 2022 @ 7:31am 
hey, love this mod, would really appreciate if you made this compatable with supremes anvil of vaul: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1465758086
perfect combo.
Maal  [author] 21 Apr, 2022 @ 10:15pm 
Open the mod with RPFM, find the script inside the mod, find the hunter line in there, change it so it look like another core units.
kreossjmw 21 Apr, 2022 @ 12:28pm 
I want to make the Chracian Beast hunters not be considered a Special Choice. Is there a way to fix that?
Maal  [author] 26 Feb, 2022 @ 2:02pm 
@kwiman2
Where are you crashing. Loading save, battle involving high elf, launching the game...?

I just spent the last 2 hours installing warhammer 2 again and was able to do a high elf vs high elf custom battle and launch a campaign battle. You are using all 4 required mods right?
SFO, SOA, SOA texture, SOA SFO patch? (My mods only support the "main" sfo mod, using an altered or old version WILL crash you)


I also see what Angry was talking about. Probably that SFO rounding up stats thing they did. I will not fix that. I am pretty much done for Warhammer 2 modding outside of critical issues, I will not spend hours rising/lowering stats by 4-5 accross all of my mods. Specially for regional troops who have those strong passive keeping them up on part with regular troops at the very least.
Grandpa Kiwi - The Younger 26 Feb, 2022 @ 8:58am 
Hey @Maal
I'm getting a CTD using just SOA and SFO after the SFO update yesterday. They did a banner update/rework and I think that's the issue.
Thanks for this mod!
Maal  [author] 20 Feb, 2022 @ 1:57pm 
@Angry
They are all supposed to be the same as their "base" counterpart outside of their buff. Are the other spearman and archer also broken? (easy to see in custom battle)

The hawkeye is meant to be based on the "tier 2" archer, the armored or AP one or whatever it was called. Not the first archer.

SFO seem to have received an update early february with undisclosed "round up changes". I do not have warhammer 2 installed anymore to check every single detail he didn't bother to write, I do not have the room for both games. By looking at twwstats, both the hawkeye and heavy arrow archer have 10+12ap arrow damage and 20 less range than the normal archer. Which is 100% fine.

Why are you comparing a semi tanky melee only Anti infantry unit to a hybrid shielded unit? They are not meant to be comparable or in the same class.

I do not have the detail on hand to check the spearman properly.

In the end there might be issues I cannot spot. But things seems roughly fine on my blinded end.
Angry 20 Feb, 2022 @ 8:47am 
It's not just these two units, for instance, dragonspire warriors can barely hold a candle against lothern sea guard with shields
Angry 20 Feb, 2022 @ 8:45am 
Hey @Maal

I'm playing as the Knights of Caledor, but I never use the new units, because they're objectively worse than their non-regional counterparts.

Caledorian speamen has 9 points in meele defense less than the common spearmen.

Hawkeyes are outranged by 20 points to common archers and also do less damage.

I'm not using any SFO submods or other mods that change unit stats, so I wonder if SFO changed the stats recently or is it intended
In The Emperor's Name 9 Jan, 2022 @ 8:48am 
Re subbing seems to done the trick. Thanks again Maal!
Maal  [author] 8 Jan, 2022 @ 2:48pm 
I am able to get into the game just fine with sfo+soa+saotexture+patch as the only mods enabled.

Care to unsub/resub to the patch to make sure steam downloaded the current version properly? It happen often that it doesn't update mods properly. Then try with only the 4 mods I mentioned, in the default mod load order.
Maal  [author] 8 Jan, 2022 @ 2:25pm 
@jvcobi/ronchielicious
So it crash for y'all with sfo+soa+patch, but is fine with sfo+soa alone? Or does that crash too?
In The Emperor's Name 8 Jan, 2022 @ 10:52am 
Any update Maal? War 2 is even playable for me without soa sfo
In The Emperor's Name 8 Jan, 2022 @ 10:19am 
Yes its crashing right now unfortunately. God speed Maal for a fix.. we need it!
deadlyydude 7 Jan, 2022 @ 11:33am 
not sure if it's this mod or the main mod, but after doing some testing I'm getting crashes on start from this, I can use Sons of Asuryan without SFO and it will work, so I'm thinking it might be this mod causing the crashes. Just wanted to let ya know
Jon 15 Dec, 2021 @ 8:47pm 
Ty Maal!
Kevin!!! 28 Nov, 2021 @ 11:14am 
Just wanna let you know that your work is very much appreciated!
Maal  [author] 26 Nov, 2021 @ 3:09pm 
SFO did some big naming change so most patches might need an update.

There goes my weekend.
NoddingSagely 26 Nov, 2021 @ 12:07pm 
CTD on startup since the new SFO update dropped. Might need an update.
Maal  [author] 9 Nov, 2021 @ 7:01pm 
They are only at the Shrine of Khaine building apparently.
Amyntas 9 Nov, 2021 @ 6:21pm 
Hey so I'm playing Nagarythe and I can't build the barracks for Revenants of Khaine -- I checked and all other faction unit barracks build just fine, even AS nagarythe. What am I missing? Do I need the shrine of khaine? Thanks for this mod, it's my first high elf campaign and i'm liking it
Sweetlou 22 Oct, 2021 @ 4:47pm 
Hey thanks man.
Maal  [author] 22 Oct, 2021 @ 4:07pm 
Yeah I cannot do shit about the smith outside of making all elves units not require a secondary building, which might mess with other mods tweaking these units. We cannot assign alternative secondary buildings, just one. I know it is annoying, but it is not really something I can fix without breaking something else. You could always just build the regular smith building in the minor settlement, but this might feel repetitive. Maybe I could make another submod which remove the high elf secondary building requirement.

I'll take a look at the dragonspine building cap.
Sweetlou 22 Oct, 2021 @ 10:29am 
I ran into a bug I think. The Ithilmar Smith building in Vaul's Anvil on Caledor doesn't act like a Ithilmar smith requirement for recruiting Dragon Princes. The unit card still has a red border. Also the Dragon Spine building at Vaul's Anvil doesn't raise the SFO unit cap of Dragon Princes or Sun, Moon, Star dragons either (+1 to sun/moon dragons etc.) Could you fix please? Thank you so much for re-upping this compatibility fix.
Maal  [author] 29 Sep, 2021 @ 6:02pm 
@Nergal
They're locked to their faction iirc. And/or I think that they might require the landmark in their capital (pink building). Haven't helf played in a while.

Will confirm and make sure that is all ok too when I test LDRL issue.
Nektarios Apollyon 29 Sep, 2021 @ 1:32am 
How do you unlock the other nobles? I can't seem to find them in building browser
Maal  [author] 26 Sep, 2021 @ 10:17pm 
@LDRL
I'll take a look this week.
LDRL 26 Sep, 2021 @ 6:07pm 
As Yvresse itself
Maal  [author] 26 Sep, 2021 @ 6:01pm 
@LDRL
Which faction did you start with?
LDRL 26 Sep, 2021 @ 5:47pm 
Yvressian barracks are somehow only available in Tor Yvresse for me instead of every region like they're supposed to be
TATW 30 Aug, 2021 @ 2:37am 
thank you
Matdori 29 Aug, 2021 @ 10:29pm 
thx for great work
RussellCrowe 29 Aug, 2021 @ 7:48pm 
Thanks.
...-.. 29 Aug, 2021 @ 9:24am 
Thanks.
TATW 24 Aug, 2021 @ 5:03am 
Pls update this mod fast. Also thx for the great work!
Shield Captain Akael Auro 22 Aug, 2021 @ 7:47pm 
Take your time, looking forward to the update.
XX 22 Aug, 2021 @ 5:45pm 
Okay,thank you,bro!
Maal  [author] 22 Aug, 2021 @ 5:40pm 
Everything will be slowly updated (busy week) in order of release (Population/Cost cap will be last due to requiring more work)
XX 22 Aug, 2021 @ 5:38pm 
Update,pls.Best wish!
Balthasar 9 Aug, 2021 @ 3:11pm 
Understandable!

Yes I once had Tor Yvresse have it, but the next time I launched the campaign it had stone again.
Maybe it was different for Vortex/Mortal Empires or some bug... it's been some time.
Thanks!
Maal  [author] 9 Aug, 2021 @ 10:14am 
@Pyr Kaboosh
Because balancing 5 variants of a dozen of unit type for just a +4 here and -2 there is a massive pain in the ass to track. Half the units already had unique trait too. Easier to just give them all an unique ability.

I don't remember having issue with bronze, it was mostly limited to a few settlement like Tor Yvresse iirc. Will make sure when I check/update this mod for Silence/Fury.
Balthasar 9 Aug, 2021 @ 3:45am 
>Most faction-unique units (Caledor Spearmen...) now have the same stats as their non-regional counterpart, but have a new passive ability giving them their unique stats back (Vaul's Knowledge...).

Why did you decide to implement the difference in stats this way?
Also last time I used the mod I couldnt find one resource, bronze i think it was, anywhere!
Which was quiet a bummer because many items from the forge needed bronze to be crated.
Has this been fixed since then?
Maal  [author] 10 Jul, 2021 @ 9:06pm 
@Blaze99
Will take a look after the DLC update once SFO is also updated..
Zenric 10 Jul, 2021 @ 10:31am 
@Maal could you give Silverin Guard 6 more melee defense so that they would be on par with the original SFO version of them? Otheriwse they do not seem to be worth the high upkeep because with bases stats their melee defense is weaker than that of normal spearmen, but melee attack is the same.

TLDR; Silverin guard are a bit underpowered
Maal  [author] 29 Jun, 2021 @ 11:37am 
@For_old_days_mybro
This/base mod doesn't touch Nagaryth outside of giving them 2-3 units. Can you give more detail like does it ever appear, when does it disapear...
For_old_days_mybro 26 Jun, 2021 @ 9:27pm 
report a bug:nagarthe the mark of death buff will disappear(T= T)
Maal  [author] 21 Jun, 2021 @ 3:43pm 
@Einherjars_Honor
It can be confusing at first indeed! While SOA add things a bit everywhere, it doesn't CHANGE existing things much. Except Eltharion, because SoA used to have its own Eltharion before the DLC so he merged the versions.
GenuinelyEric 21 Jun, 2021 @ 11:57am 
NEVERMIND I FOUND IT. I'm stupid, disregard, I'm dumb, I should've read and looked better, hurrrr, thank you for the fantastic mod/port. Mucho appreciated.