Warhammer Overhaul Beta v70

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Authors: Romping the gay, Atticus

Last revision: 14 Feb at 10:57 UTC (16)

File size: 105.74 MB

On Steam Workshop

Description:
FAQS:
Is it stable?:

There are currently zero active crashes. Players routinely play to thousands of citizens with no issues.

How complete is the mod?:

Currently the only race, that is considered incomplete are the Dark Elves. All other races have already been refined to allow a more than solid experience. Improvements can still be made ofc, but the mod is in a state where I dont think describing it as a beta is applicable for the most part. However, Dark Elves are not yet complete and I have high standards so the beta tag sticks until I am satisfied.

How can I continue my save after a not save compatible update?

Join the Warhammer Overhaul Channel. [discord.com]You may need to join the Songs of Syx Official Discord first![discord.com]
I post zips of all previous updates which you can access (or request) at any time. You will always be able to continue your save.

Is there a guide?

Warhammer Overhaul has pop ups for particularly different mechanics. However, if you have any other questions or issues I or some of the other more experienced players will be able to answer it quickly in the discord channel.

What is Warhammer Overhaul?

Warhammer Overhaul is a complete overhaul that alters dozens of code files, allowing completely new mechanics, and adds over 200 new buildings, rooms, and items. Each Warhammer race aims to uniquely engage with the core vanilla Songs of Syx game mechanics in ways not found elsewhere. From taking on hordes of necromancer enhanced zombies using Empire handgunners to building grand Awakeners that raise more mummified servants as the Tomb Kings, Warhammer Overhaul provides 8 new playable races (and 5 more undead summons) that offer a new experience both on the field and in the city. Some races, like the Tomb Kings, will be drastically different from vanilla whereas others like the High Elves or Humans will fit comfortably with base game playstyles while also adding new mechanics and many new enemies.

Compatibility:

Most mods will not be compatible.

Compatible Mods and Translations:
-Extra Info
中文翻译
русский перевод

Updates:

Updates will range from frequent to nearly daily. Key issues or balancing will be addressed quickly. (Currently working on Lizardmen. Report any bugs and they will be fixed.)

Races left to overhaul: Dark Elves.

Feb 14th: Blood Kiss and Tweaks SAVE COMPATIBLE
-Add conversion of human prisoners into vampires through the Blood Kiss in Vampiric Temples
-Reduced awakener furnisher costs further due to previous patch’s decoration balancing
-reduced the size of rivers

Feb 13th: City Gen Balancing SAVE COMPATIBLE
-increased mineral deposit size, animal pack sizes, and growable pack sizes
-modified minerals, animals, and growables placement based on climate (reduces clutter significantly)
-fixed awakener coffin sprites
-reduced the amount of quality awakener furnishers give. Reduced costs moderately as well.
-added fix for age tech not working

Feb 6th: Minor bugfix
-fixed crash on occupying free lands
-added tutorial pop up for Blood Tithe
-nerfed war boar acceleration

Feb 5th: SAVE COMPATIBLE
-fixed auto peace on conquer
-fixed environment crash
-buffed blood tithe significantly
-new Tomb King Portraits (thanks to Griffin)
-added training and equipment level variations within an army
-added wraith conscripts to vampires

Feb 4th: SAVE COMPATIBLE
-added siege timer to AI’s attacking player cities. Fortifications from walls and tech will increase this duration
-prevent humans from poisoning against vampires. Existing poison will take some time to decay
-increased workforce of AI factions significantly, expect to see larger trade stockpiles and better prices overall
-made vampires skilled with the necromancy staff

Feb 3rd: Crash fix and balancing
-fixed crash on opening construct menu
-fixed undead slaves not being sellable
-increase capacity of military suppliers
-made non main races less demanding, will allow secondary population to grow better
-Humans expectations increase is now particularly low compared as a secondary race for vampires.
-allowed humans to use necromancy staffs relatively effectively

Feb 2nd: Raider Hotfix (SAVE COMPATIBLE)
-fixed certain regions having extremely high raid rates
-increased size of smaller mineral nodes

Feb 1st: Follow up bugfix 2 (SAVE COMPATIBLE)
-fixed immigration being 0 for certain races
-fixed Vampire Summons room UI not consuming properly (expect large increase in consumption)
-fixed Blood Tithe UI giving wildly incorrect values. Increased tithe rates production
-Updated Food screen to properly render values
-allowed skaven to drink blood
-enabled brawling between Vampires and other races (undead summons will continue to not brawl)

Jan 31st: Follow up bugfix patch and balancing (SAVE COMPATIBLE)
-fixed gifts not executing
-added another division banner overlay for player divisions. Holding space will turn off the overlays if they are on and vice versa.
-changed necromancy overlay to fit with standard division overlay
-Quick battle now generates armies with better equipped armies and higher maximum power
-made humans deprioritize certain vampiric industries and made them adequate skilled at some
-increased training significantly for zombies and skaven
-added more combat limits for higher tier orc equipment
-buffed elven longbow to perform better against mundane armor