Sadge’s Edition – Unofficial Patch

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Author: Sadge

Last revision: 3 Feb, 2025 at 02:08 UTC

File size: 958.42 KB

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Description:

This mod aims to fix and balance any issues that stuck out to me as if I had the ability to request one final patch from CA for this game. Some of my changes are just mechanical fixes or grammar corrections, while others are minor changes to weaker characters like Ghorst and Alberic to make them feel more polished. Below is a general rundown of the changes included.

General:
Starting Traits updated to TWW2 standards, including Prophetess and Damsel traits
All 3 Chaos related factions share the same pool of starting traits with race specific icons
Rebalanced building tier requirements for Bretonnia, Empire, Greenskins, and Vampires
Reordered yellow skill tiers to match later games for more consistent look
Corrected grammar for some skills and changed icons for consistency
Name corrections for all mislabeled bodies of water

Beastmen:
Final melee and battle skills fixed for Beast Lords to match LL’s
Khazrak trait fix, from 4% to 40% Bestigor cost reduction
Malagor’s Something Wicked area hex adds -4 melee attack

Bretonnia:
Balanced Garrisons, no more Mounted Yeomen at tier 5
Peasant Economy gives +5% non-knight replenishment with earlier penalty ramp up
Lordly Conqueror skill siege attrition replaced with casualty replenishment (+3/+8/+15)
Louen’s Royal Insignia moved up to unique line to give him back Lordly Conqueror
Alberic and Fay’s battle skills polished and reorganized
Bordeleaux faction trade buff from 5% to 50%
Prophetess and Damsel Aura of the Lady skill affects self, including overcast damage
Rebalanced Lance Formation (+10% Speed / +10% CB) and Low Born Militia (+2/+6/+12)
All knights can use Lance Formation (ability) in battle
Only tier 5 units are Grail Knights and better unit trade offs for choosing where to build
Royal Hippogryph Knights given "Living Saints" status and abilities
Grail Reliquae aura range and ability improved similar to WH3
No such thing as "Royal" Barracks, building removed
High-cost low-return technologies converted to timed research
Minimum value adjustment for broken / no-value technology effects

Chaos:
Sigvald unique skill adjustment, now removes penalty to upkeep after level 12
Mark of Slaanesh adjusted to match Beastmen version, aura effect added
Archaon’s unique charge bonus for Chaos Knights doubled (18% at level 3)

Dwarfs:
Easier recruitment for Slayers, no armoury and Slayer Shrine cost cut 40%
Obdurate rebalanced to match Beastmen version, aura effect added

Empire:
Corrects description of Franz’s Reiksgard buff that actually includes EK and KotBS by default
Volkmar and Arch Lector final battle skill for Flagellants rebalanced (+30%MR / +15MD)
Flagellants recruitment moved to Shrine of Sigmar
Greatswords only require blacksmith, not armoury which is moved back to tier 4
Knights recruitment rebalanced to give better tradeoffs for building in major/minor settlements
-Knights of the Blazing Sun added to Livery, best option when only armoury is in a major city
-Reiksgard armoury requirement removed, better option for contested provinces
-Outriders only require stables so long as you still have a gunsmith or foundry built
Unique Conclave of Battle Wizards available at tier 3, but not regular version
Unique Blazing Sun Chapterhouse now available at tier 3, cost reduced 50%
Blazing Sun Chapterhouse garrison changed from 3 EK to 3 KotBS
Hold the Line ability for Lords and Captains adds +4 melee defense

Greenskins:
Azhag’s Get on Wiv it aura ability adds +8 melee attack
Mob Boss skill upkeep reduction replaced with casualty replenishment (+3/+8/+15)
Workbench available at tier 2 for earlier access to research
Arachnarok moved to tier 5 since research is accessed earlier
Savage Orcs get Boar Boyz at tier 2

Vampires:
Wight King skills returned, Immortal Will and Dark Benediction
Vampire skills above replaced with Blood Lust and Red Fury
Helman Ghorst Corpse Cart available at level 8, both necromancer skills added
Vlad and Isabella share unique battle skills, so they don’t go to waste on a single lord
Varghulf and Terrorgheist skills fixed so they actually affect units
Recruitment adjusted for Cairn Wraiths and Grave Guards
Repression building available at tier 1 similar to later games

Wood Elves:
Wildfire Aura passive fixed