Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Diversity High Elves - SFO Patch
48 Comments
Vrael 7 Jun, 2024 @ 12:11pm 
Can you please do the same for TWW3 ? Your work was super cool and these mods are really missed in the third one ...
Kharn the Bloody 6 Aug, 2023 @ 9:09pm 
@Star well don't we all :steamhappy:

Trying this mod right now. So basically we get new units after Confederation? Or after taking certain areas? Like regional recruiting from Rome Total War mods? And along with that we get to choose buffs for certain units at level 10, 20, and 30? Am I close? Also says save game compatible, how does that work if my main lord is say level 15? I can start a new campaign but I'd rather not. I'm around turn 25.
✞ Star∞ 11 Jul, 2023 @ 10:12pm 
you simply have 20 types of skill issue and probably a 500 mod filled game
✞ Star∞ 11 Jul, 2023 @ 10:12pm 
no it is not crashing
perl 26 Nov, 2021 @ 4:36pm 
This is crashing now
Bormo 21 Aug, 2021 @ 4:46pm 
I think you missed Exalted Shadow Warriors btw they don't get the Shadow King's Mark or the extra ammo like the regular ones.
thekingofmods 8 Jun, 2021 @ 8:17am 
So will you do the rest of the diversity now? Starting with dark elves because it was the first mod?
nettan 16 May, 2021 @ 4:49am 
Fair points.
Cheers for the input!
Mathayus  [author] 16 May, 2021 @ 12:50am 
@WRLegion I share your answers 100%.
WRLegion  [author] 15 May, 2021 @ 11:45pm 
@netc0rd ---
3. Star Dragons are the best monster in the entire game (again, in vanilla) and I honestly can't imagine them being bad in SFO. There should be enough incentive to bring them even without them getting any buffs. These mods are not supposed to buff already overpowered units.

4. Dryads already have an aura which regenerates health and fatigue for nearby units.

Again, I am answering these questions because people were asking the exact same questions in the main mod. I don't know how things work in SFO. So Mathayus has the final say on the balancing of units. Still I hope my answers have cleared some questions.
WRLegion  [author] 15 May, 2021 @ 11:42pm 
@netc0rd --- At first please note that I don't play with SFO so what I am saying is based on the mod before this patch. But I do find some of these points being mentioned in the base mod so hopefully my answer will give you some explanation:

1. If you are looking for Missile superiority in Alith Anar's army, Shadow Warriors are the units you want to bring. Shadow Walkers put their emphasis in melee combat. (No they do not receive the same buffs). Also due to their 360 degree fire arc and the capability to fire whist moving, they both should have less ranged DPS than SoAs.

2. SoAs' fire damage means they will do more friendly fire against Forest spirits whilst not guaranteed to do more damage to your enemies. (At least in base game you do not get more damage shooting enemies with 0 Fire Resistance and enemies with positive Fire resistance will reduce their damage taken). As such, removing Fire Damage was considered as a buff from me.
nettan 15 May, 2021 @ 8:50pm 
And last:
Alarielle's Treeman.
Since there's no lord skills that actually buff these units, you're most likely better off getting dragons or something more powerful.
Perhaps give them regen aura so you can keep them in the thick of your armies as both tanks and support units? I see no reason to bring them in an army roster setup with Alarielle currently. They just don't fill a role as siege attackers late game, and as single monster entities, they are overshadowed by every single dragon in the high elves roster.
nettan 15 May, 2021 @ 8:46pm 
Continuing from post below:
- Lothern Seaguard (both variants) could do with some buff to the ranged damage. Perhaps make the missiles magic damage, or put some better debuff on the ranged attacks. My reasoning is the same as above. Currently there's no substitute for Sisters as ranged units on every single lord come late game.
- Imrik's Star dragons are surprisingly lacking any kind of synergy with his skills, perhaps give them some better debuff on attack if you don't want to increase their stats?
- Imrik's Dragon Princes could perhaps do with fire attack modifier? That would synergise well with Imrik's army wide debuff to fire on enemy armies.

These are just my preferences ofc, but I'd love to hear some feedback on this.
Thanks in advance, and also thanks for the mod!
nettan 15 May, 2021 @ 8:46pm 
Hi. I really dig this mod, but it could do with some balancing. These would merely be suggestions based on my experience.
So here we go:
- The Shadow Walkers need some kind of upgrade to their missile stat. Currently there's no need to get Shadow Walkers on Alith Anar over Sisters of Avelorn come late game.
Perhaps swap the bleed effect for Crone Hellebron's talented bleed (ups the damage on fewer entities) when Alith reaches T3 on the skill. Either that or perhaps up the AP damage with 5-10 on the ranged attacks?
- Sisters of Avelorn's fire/magic component on ranged is quite unique and does debuff the enemies with SFO mod. Perhaps up the debuff on magic and fire vulnerability on the sisters' ranged attacks and keep the fire element?
warriorandtoaster 11 May, 2021 @ 5:03pm 
Hi, if you ever decide to make an SFO patch for Legendary Diversity: Dwarfs, there's also an incompatibility between Grombrindal's trait and SFO's Bolt Throwers. The former is intended to turn the Bolt Thrower's shot into an explosive shotgun blast, but with SFO, Bolt Throwers cannot access this firing mode. I understand that this is a projectile table issue, which is a recurring theme in several other Legendary Lord traits in WRLegion's mod.
michaelag83 11 May, 2021 @ 12:03pm 
@Mathayus, actually you're right, is not too much of a difference after all, maybe a 5% less damage, so nvm
Mathayus  [author] 11 May, 2021 @ 2:36am 
@michaelag83 I was informed of this a couple of months ago, so I increased their damage. Can you be more specific?
michaelag83 9 May, 2021 @ 10:05am 
Hi, something that also caught my atention was that Alarielle's trait actually decreased the damage output of the Systers of Avelorn, I've confederated her and also I'm playing with SFO mod with the balance patch submod as well
michaelag83 7 May, 2021 @ 2:36am 
@Mathayus, great news indeed thak you very much.
Mathayus  [author] 7 May, 2021 @ 2:21am 
Update: Exalted units are now gaining the traits bonuses like their normal versions.
perl 5 May, 2021 @ 9:55am 
thanks for the patch!
michaelag83 2 May, 2021 @ 10:50am 
You're right, sorry for bothering you, I've already posted on the main mod.
Mathayus  [author] 2 May, 2021 @ 7:28am 
@michaelag83 the mod itself is entirely WRLegion's
michaelag83 2 May, 2021 @ 12:33am 
@Mathayus, appreciate the response, great mod btw
Mathayus  [author] 2 May, 2021 @ 12:05am 
@michaellag83 thank you, I will look into it as soon as possibile.
michaelag83 29 Apr, 2021 @ 10:39am 
Hello, i've noticed on Tyrion's units once upgraded to their ''renown'' version, looses the lord trait effect
Mathayus  [author] 27 Apr, 2021 @ 12:33am 
Hi @Darkblade, hi @Frenzybee. I'm a bit busy at the moment. I'll try updating this/making a DE as soon as I can.
ChaosLemon 26 Apr, 2021 @ 5:28pm 
I would love to see this for DE too
FrenzyBee 24 Apr, 2021 @ 9:52pm 
Any chance when a SFO version for the dark elves one would come soon?
Mathayus  [author] 6 Mar, 2021 @ 5:09am 
@Bjokstebjokker that's good to hear, thanks for the update. They might be listed as LSG, and therefore getting the bonuses.
Leviarden 6 Mar, 2021 @ 2:35am 
@Mathayus @WRLegion - So.. the gate guard actually benefits off of the bonusses for both regular LSG and shielded LSG, I'm not quite sure about the improves missile weapon, but the bracing stance and exposing volley, as well as all the extra stats apply to gate guard!
Leviarden 3 Mar, 2021 @ 3:28pm 
@Mathayus @WRLegion - Thanks for the replies! I was already confused with how the 'Improved Missle Weapon' exactly works, but that makes sense then. So in that case, once tyrion reaches 30 I would then see a difference in their stats I assume? Because in that case I can just simply pay attention to that and see if any difference applies to the Gate Guard, but as you both said it probably wouldn't.
If I find any interesting/useful interaction with this, I'll let it know!
WRLegion  [author] 3 Mar, 2021 @ 9:59am 
@Bjokstebjokker --- Just to clarify things: Whenever I write 'Improved Missile Weapon', what is actually done is giving the units a new missile weapon. It is not a buff based on the original stats of the units.

So if it applies to Gate Guards, then they will have exactly the same missile weapon as the Seaguards. As such, perhaps this change will not do a lot (Unless Gate Guards have better melee Stats, but I have no idea about SFO)
Mathayus  [author] 3 Mar, 2021 @ 9:09am 
@Bjokstebjokker As it is now it should not. Moreover, this balance patch is based off the idea WRLegion has of which LL should benefit which units. I can try and add them, but in a near future. For the moment this will be as close to the original mod as possibile.
Leviarden 2 Mar, 2021 @ 5:43pm 
@Mathayus quick question, does the 'Improved Missile Weapon' also apply to the SFO Gate Guard unit for Tyrion? In SFO Gate Guards benefit from Lothern Sea Guard skills, so I think they should benefit from it
Mathayus  [author] 28 Feb, 2021 @ 1:30pm 
@shenhouex I raised their damage so that they are as elite as they should be, even without fire damage.
shenhouex 28 Feb, 2021 @ 10:06am 
@Mathayus when Alarielle at LV29,her Averlon units missile damage is 62(10s),missile range is 200
when at LV30,her Averlon units missile damage is 32(10s),missile range is 180,weaker in SFO
i know this characteristic removing flaming arrow is good thank you
Mathayus  [author] 28 Feb, 2021 @ 9:19am 
@shenhouex as WRLegion said, that is part of the original mod. It's is made so that you can use (better) Tree units with Alarielle. The Sisters feel pretty OP even without the fire damage. What o you mean "original edition", vanilla? can you give some numbers, so that I can work on it (if needed)?
shenhouex 28 Feb, 2021 @ 2:41am 
@Mathayus yes ,i know
but this characteristic cause Averlon units range 200-180 and the Damage became original edition,so i say it turn weaker
WRLegion  [author] 27 Feb, 2021 @ 11:27pm 
@shenhouex --- This was included in the main mod. Flaming arrow does not necessarily make a unit do more damage. It only does more damage when enemies you are shooting have negative fire resist. It also reduces the damage done to enemies with positive fire resistance.

On the other hand, the forest spirit units are all weak to fire and thus take more damage from the flaming arrows. Since the forest spirit units are your front line in Alarielle's army, removing flaming arrow makes you do less friendly damage and do more damage vs enemies with high fire resistance.
shenhouex 27 Feb, 2021 @ 9:34pm 
@Mathayus Alarielle at LV30 get the characteristic ''Sisters of Averlon units no longer use Flaming missiles''
Mathayus  [author] 27 Feb, 2021 @ 12:38pm 
@shenhouex in my campaign they were still pretty strong; what's the entity of their downgrade?
shenhouex 27 Feb, 2021 @ 3:49am 
@Mathayus Alarielle'Sisters of Averlon units no longer use Flaming missiles'
This cause range 200-180 and the Damage get down
Mathayus  [author] 27 Feb, 2021 @ 2:07am 
@rojozangre use default loading order, it works for me.

@shenhouex what do you mean Sisters became weak?
NINA rojozangre 26 Feb, 2021 @ 8:08pm 
@WRLegion: :steamhappy::steamhappy::steamthumbsup::steamthumbsup:
shenhouex 26 Feb, 2021 @ 2:18am 
sisters of Averlorn became weak,please:steammocking:
WRLegion  [author] 25 Feb, 2021 @ 11:27pm 
@rojozangre --- If I a not mistaken, you only need to load the main mod after both SFO and this patch (Which is by default)
NINA rojozangre 25 Feb, 2021 @ 2:23pm 
(to avoid mistakes) What is the order of loading in the workshop?
:steamthis::steamhappy::steamthis: