Total War: WARHAMMER II

Total War: WARHAMMER II

The Hammer of Grungni (SFO Grimhammer II Submod) - Version 1.0.2 (Updated for S&F)
76 Comments
=[NK]= Col. Jack O'Neil 12 Oct, 2023 @ 9:54am 
@myth
I can't list another Dropbox link. For some reason steam banned my account last time I did it. Can you go on discord? Either SFO or da modding den. https://discord.com/invite/YH3m6vSr
Myth 12 Oct, 2023 @ 9:01am 
@=[NK]= Col. Jack O'Neil : Could you share the updated packfile again?
=[NK]= Col. Jack O'Neil 26 Aug, 2022 @ 5:45pm 
Yes that's right
Jon 26 Aug, 2022 @ 12:33pm 
@=[NK]= Col. Jack O'Neil: How's it going dude? Thank you for adding those abilities back to the dawi. I just drop the pack file into my data folder and replace. That's all correct?
=[NK]= Col. Jack O'Neil 13 Aug, 2022 @ 6:13am 
No problems. At least if anyone wants they can download and replace the pack file with yours in the warhammer 2/data folder
greyTiger  [author] 13 Aug, 2022 @ 12:37am 
Honestly. I had not considered the army ability. Perhaps if I create submods for SFO in game three I'll include them.
=[NK]= Col. Jack O'Neil 12 Aug, 2022 @ 10:31pm 
If you don't mind grey, here is a link for the dwarf abilities linked in. Most have the unyeilding oath, 2hd masons have undying oath and I didn't put any on the copters as I wasn't sure how the bomb ability would fit.
https://www.dropbox.com/s/3cdo577qoo3a4pu/the_hammer_of_grungni_sfo_submod.pack?dl=0
LiquidThicc 12 Aug, 2022 @ 10:07pm 
Oh, apologies if it sounds rude, isn't that what a SFO submod should be doing though? Im not skilled in SFO balance but leaving out a factionwide ability seems a little funny?
greyTiger  [author] 12 Aug, 2022 @ 9:56pm 
They don't gain new abilities from SFO. They just have their stats brought into line with SFO changes.
LiquidThicc 12 Aug, 2022 @ 7:01pm 
The dwarf units added from The Hammer of Grungni doesnt seem to have SFO's Unyielding Oath ability
dragonoverlord1996 20 Feb, 2022 @ 6:56am 
I think grombrindals valour upkeep reduction rewards don't work properly.
Valerian 2 Feb, 2022 @ 12:38am 
thx man :)
greyTiger  [author] 2 Feb, 2022 @ 12:08am 
I have removed the Slayer variants from that table in the new version 1.1.7.
greyTiger  [author] 2 Feb, 2022 @ 12:00am 
No real reason, probably just convenience. If them being in there are causing you an issue then it's no real problem for me to remove those records. I don't think it's a big problem if garrisons don't have those units appear in them.
Valerian 1 Feb, 2022 @ 11:36pm 
hey Tiger,
i would like to understand, why you have add the slayer axe thrower and slayer harasser on armed-citizenry-units-to-unit-groups into the same slayer-group like the vanilla slayers. This means, that every time i want to only add a slayer unit to my own mod garrison, i add axe thrower and harasser too.
Do you know how i need to create my submod, that i can remove the hammer of grungni units from the garrison tables?
LEPS 23 Jan, 2022 @ 8:36am 
No worries my dude. Your work is awesome, thanks for taking the time to improve it!
greyTiger  [author] 23 Jan, 2022 @ 2:17am 
Wazzu
Sorry for the long reply. Was caught up completing my latest mod. I have checked the issue with the Acclaim being reset to 50. I believe I may have found the culprit. A new version of the main mod will be uploaded this evening to address it.
Felonius_Spunck 14 Jan, 2022 @ 8:17am 
I really like Hammer of Grungi as dwarfs are my favorite faction and I just want to thank you for all the hard work and submods. Especially now that I'm getting back into SFO!
LEPS 6 Jan, 2022 @ 9:31am 
If it helps I tried to test this a bit so I went to an older save where I was close to the Beast encounter. I auto-resolved the encounter and noticed that I do indeed receive the 200 Acclaim points + 10 for winning a battle I assume. In the same turn, I can use those points + the points I already had to upgrade my slayer units. The points however, have some issues after ending the turn where the Beast event happened. If in the next turn I manually fight the next battle, then my Acclaim resets to 50 (which immediately becomes 60 because I won that battle). All my leftover Acclaim from the previous turn (which was around 135) is gone. I wanted to test this by loading the autosave the game makes when you press the end turn button, and I noticed that after loading that save, which takes me to the exact same turn where I killed the beast, my Acclaim is 60 but after purchasinga reward that costs 50 Acclaim it went to 0.
greyTiger  [author] 5 Jan, 2022 @ 8:23pm 
That sounds like a possible issue with the main mod. I'll see if I can figure out what the possible issue could be.
LEPS 5 Jan, 2022 @ 7:59pm 
Dunno if this is related to this mod or the Main mod but I'm playing as Karak Kadrin and I've gained the Acclaim from slaying the first 2 beast. However I've just slayed The Deadwood Beast and even though I choose the Acclaim reward, in The Slayer Halls screen I didn't receive any Acclaim. I don't have this beast as a recruitable option so I know I didn't mess up and choose the wrong option. Also that happened last night, after noticing this I made a manual save and exited the game. Today I'm checking again and the UI indicator for Acclaim says that I have 50 Acclaim (when last night it said I had 250).
dragonoverlord1996 20 Dec, 2021 @ 8:25pm 
I don't think Thogrim's Resources of the Karaz Ankor works.
Godron170 18 Dec, 2021 @ 10:17pm 
OK, after I reinstalled mods 7 times and paid homage to Grungni, everything worked. I do not know what has changed since the last attempts, it just worked.
greyTiger  [author] 18 Dec, 2021 @ 9:39pm 
Afraid I have no idea as I am not experiencing any freezing issues,

There was a problem with freezes on mods that used lua tooltips a few months ago which was caused by CA but that has long been rectified. Other than that (which is unlikely) it could be a corrupted install of the mod or the UI modding framework mod. I'd try unsubscribing from both and resubbing.
Godron170 18 Dec, 2021 @ 9:29pm 
When i close Hammer of Grungni menu, my game freezes. Even if i disable all mods. What could be the reason?
greyTiger  [author] 16 Dec, 2021 @ 1:49pm 
I tested it out and found no issues with the latest SFO.
=[NK]= Col. Jack O'Neil 9 Dec, 2021 @ 2:07am 
Thanks!
greyTiger  [author] 9 Dec, 2021 @ 1:45am 
I see. I'll check out SFO on the weekend then to check for any updates that are needed
D Liquid 9 Dec, 2021 @ 12:53am 
@greyTiger well actully the new SFO update did a major change to the dwarfs. It merged the two melee unit recruitment buildings into one building with 4 tiers. previously it was two buildings, one with tiers 1-3 and one with 4-5 now its just one with 1-4 tiers
greyTiger  [author] 5 Dec, 2021 @ 7:51pm 
I believe it should still work as I don't think any of the changes recently done for SFO were related to Dwarfs.
rice farming lemon 5 Dec, 2021 @ 5:31pm 
does this still work
Hyme 8 Nov, 2021 @ 11:31am 
Valour rewards
Hyme 8 Nov, 2021 @ 11:31am 
That is for a Grombrindal play.
Hyme 8 Nov, 2021 @ 11:30am 
I have seen Grudge Rakers not not getting the ward save like the thunderers are. Not sure if they are missing other stuff too.
Nawaaan 29 Sep, 2021 @ 12:53pm 
And yes nerf hp is a very good idea, overpowerd artillery or ranged units exists on sfo but those hp are way too high ^^
Nawaaan 29 Sep, 2021 @ 12:50pm 
Thoses artillery units cant receive bonus from late game technlogies (the runes buffs who cost 12k for ech buff only on SFO) its not a problem now because they are op but if you want to nerf them it will become interessting to receive those buffs.
greyTiger  [author] 29 Sep, 2021 @ 8:05am 
Those units were just added as a bit of crazy fun. Intended to be way Op. When I revisit the mod next I will try to bring them in line with standard artillery
nab 13 Sep, 2021 @ 6:07am 
I don't know if it's intended but after having played hardcore survival dwarf campaign I see the unlockable artillery as way too overpowered. They are ridiculously strong, you get tons of them fast, and they are very cheap. Also, Grand Cannons and Runic Mortars have 42k and 35k hp respectively. SFO artillery units usually have aroun 7k hp.
Deadcurze 13 Sep, 2021 @ 2:21am 
Lovely. I would probably recommend setting it a bit higher than two, mind you; could probably copy the ratio from Dwarf Warriors or the like.

Hammers would arguably be better against armour than axes, but it's not like the base game's that consistent on such points either, AFAIK.
Nawaaan 12 Sep, 2021 @ 11:23pm 
Nice, thanks, with this minor update They dont have the opportunity of dealing 0 to an heavy armoured unit.
greyTiger  [author] 12 Sep, 2021 @ 1:27pm 
@marlusz.sabadasz It sounds like you do not have the UI Modding Framework mod enabled. It is a requirement of the main Hammer of Grungni mod.
greyTiger  [author] 12 Sep, 2021 @ 1:26pm 
@Nawaan Yes. The Stonemasons with shields are set at 0 AP. You are right that no other unit had 0 AP, which I had not realised. I'll change it to 2 and release it as a minor update of the main mod.
mariusz.sabadasz 12 Sep, 2021 @ 10:46am 
I click on the icons but nothing is showing up, Am i missing some mods? Or have too many?
Nawaaan 12 Sep, 2021 @ 4:44am 
The stonemason basic unit has 0 Ap dmg, is that normal? i mean no unit in the game has 0 ap dmg
greyTiger  [author] 4 Sep, 2021 @ 1:57am 
Not at this time. Currently working on my next major mod. A crusade mechanic for Bretonnia and possibly new mechanics for each individual lord.
nab 4 Sep, 2021 @ 1:26am 
@greyTiger He's SFO's custom "Daemon Slayer" hero (uses the same cap as Thanes) in the Ungrim Ironfist's Karak Kadrin faction.

Anyway, thanks for checking. Amazing mod. Are you planning on adding more submods, for example for Parte Legendary Lords or Mixu's Legendary/Tabletop lords?
greyTiger  [author] 3 Sep, 2021 @ 11:48pm 
I'm afraid I don't see that hero in the sfo data pack to add.
nab 3 Sep, 2021 @ 2:53pm 
Dwarf legendary hero Garagrim Ironfist doesn't benefit from Resources of Karaz Ankor, when confederated by Thorgrim Grudgebearer.
Tayme 25 Aug, 2021 @ 3:34am 
thanks very much! :)
Tayme 24 Aug, 2021 @ 11:32pm 
hi will you update it?