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Steel Faith Overhaul 2 Review Average ratng: 3,6/5 5164 reviews

Steel Faith Overhaul Mod. DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO WITH NO OTHER MODS ENABLED - EXCEPT FOR SFO AND IT'S COMPATIBLE SUBMODS! If you are experiencing CTD/crashes, strange unit stats (oh no my RoR, Grail Knights etc are low hp!), improper campaign mechanics, no exp for lords/heroes and other oddities, then you are suffering from MOD CONFLICT. Steel Faith Overhaul Mod. SteelFaith Senior Member Posts: 1,000 Registered Users. (I like the sped up animations) and it totally throws off the balance with Steel Faith MOD. With Ara's MOD enabled the Demi's completely dominate everything and Grail Knights turn out to be the weakest.

  1. Steel Faith Overhaul 2 Review 2

. Published on Nov 13, 2017.

Steel faith overhaul warhammer

Steel Faith Overhaul is a popular mod for Total War Warhammer 2 with the purpose of overhauling most aspects of the game to be closer to the lore and established canon of the Warhammer universe. Lets take a look at the new units, features, and additions.Steel Faith Overhaul 2 Mod - steamcommunity.com/sharedfiles/filedetails/?id=&searchtext=steel+faithsteamcommunity.com/sharedfiles/filedetails/?id=704361604&searchtext=steel+faithTimekeeper's RUclip Channel and Amazing Trailer - ruclip.com/channel/UCArFt4O9AXIqIxQJ8a6GKbgSFO Discord Server - discord.gg/ETaUQNk. Year agoThats literally not true though. The Virtue of Empathy for Bretonnian Knights is very much a thing in both lore and tabletop, you can take Bretonnian lords or Paladins dismounted, foot knights existed in earlier editions of TT, and in the lore the Knights of Montfort live in the mountains and frequently fight dismounted because of the terrain. So yes, while it would be dumb if you could field entire front lines of Foot Knights like any generic heavy infantry faction, you cant in either campaign or multiplayer. Year agoSFO is stupid overkill. It is unbalanced and not immersive.

Steel Faith Overhaul 2 Review

Magic in vanilla is already very impactfull and can easily kill all enemy army with it's own. WE waywatchers is already best snipers in the game.

Steel faith overhaul 2 review 2

WE hawk riders is already one of the fastest unit in the game. Blood knights, Trolls, Graal Knights are much stronger because of more models.

More models-much more damage and much more easily killing retreating enemies. Bestigors are already fucking insane, without any poison, it is one of the best front line infantry in the game. Year agoI still see unlore friendly units (ffs Stormvermin with Sword and Shield? F- off they use Halberds and only Halberds, even the White Royal Guard Rats that guard the Council of 13 use Halberds)Skavenslaves have more units that is nice, they look like they should -looks at upkeep cost- uhm in Vanilla I can have 3 Skavenslaves for the LESS of that Upkeep. It is bad enough I have to pay for them, and lore wise, they should cost 0 and have 0 upkeep, since they are SLAVES, they are FOOD, they are NOTHING in the Skaven Kingdom. They are the Snack the Army use when hungry.Tons of units are missing, and looking at the legendary lords I see no changes to their skills or abilities, only their starting traits have been changed.Then the huge upkeep cost of -CHEAP- units is way to damn high. Even Tabletop standards are saying 'Uhm dude, tone down the cost will you?

It is way to big'Example, lets say we take up a 2k Point game, and I use only Goblin Spears, I could take quite a ton of them without having to worry about points that much.With SFO 1 unit 109 upkeep? What the hell man? That is way to pricy for a unit that is supposed to be a throw-a-way unit. Year agoThey still have a hierarchy, they scavenge yes, but they still are allotted what weapons and armour they use.

You won't see Clanrats with armour, they don't have the rights to use that. Same as you won't see Clanrats with Halberds or Weeping Blades, as again they don't have the rights.Same as Skavenslaves is nothing more than a wall of meat shields, free food, and playthings for the higher ranked Skaven. If a Skavenslave is godblessed by the horned rat himself, he CAN become a Clanrat, which improves his survival rate by a mightly 1.8%!And no it ain't silly. Exactly the same as Dwarves not using any other type of weapons or tools that is made out of metal or Stone.

They will literally KILL another dwarf which even thinks about picking up a weapon with Wood.And Stormvermin often is given weapons from the council themselves, which is Halberds or Weeping blades (If Clan Eshin is involved). Queek Headtaker doesn't care much about rules or regulations, to the point he disobeyed Clan Mors clan leader Gnawdwell's orders. Also correction Clan Moulder not Clan Mors in the council.Queek is also the only Skaven that is willing to go head to head towards a group that outnumbers him 10 to 1. Where it usually is Skaven that needs a 10 to 1 head count for them to not be scared.Also every day there is about 1.8million Skaven born, only reason why they haven't taken over the world, is because of the infighting between all the clans, wanting power. The only Two times they fought along each other was when the Horned Rat Arose (The Horned Rat Rises (A good read)), but since the Horned Rat was sent back into the warp, the Skaven tried to seize power against each other. The other time was in the End Times, and we do not like the End Times, no one does. TW: Warhammer story is ignored as well for that matter.

(Hell they didn't even add in the part where Grimgor kicks Archeon's balls so hard, he fell down, screaming his lungs out, just to prove that Orks still tha best.). Year agoIts stated in multiple novels and armybooks, including 2 separate ones in which Queek Headtaker and his Stormvermin play a major role, that they will frequently steal scraps of armor, shields, and rune forged weaponry from dead Dwarfs because Gromril is so powerful. The idea that Stormvermin would ONLY use Halberds, when by definition Skaven are a scavenging race preoccupied with survival at any cost, and when there are literally hundreds of thousands of them (all from different clans with vastly different access to resources), is kind of silly.

There is literally nothing in the lore that would prevent Stormvermin from using other weaponry, and in fact they do on multiple occasions, including in the novel Headtaker. But Are Halberds their iconic, most common weapon? Yes, we can agree on that;P. Year agoYes they are from the base game, but if a unit shouldn't be there, it can be removed.www.games-workshop.com/resources/PDF/AoSWarscrolls/aos-warscroll-stormvermin-en.pdfRules of the Skaven Stormvermin.It kinda is clear here.

And trying to find the lore books on them on the Internet is kinda shitty, often go to the fandom wikia.Which has this to say:'Black of fur, the Skaven elite are reared from birth to be the ultimate warriors. Trained to fight and die if need be, Stormvermin are equipped with the best weapons and armour that the Lords of Decay have to offer. On the battlefield they have no equal, as they are rats bred for battle and weaned on the blood of their enemies'-Steffan Paulus Adelhof, Scholar of WolfenburgThe Stormvermin are the black-furred elite of Skaven military might.

They are, to an individual, larger than the average Skaven, well-muscled, and proficient in the use of various weapons and armour. They are aggressive by nature and are given to overt displays of prowess in order to intimidate those around them. Like the Grey Seers, their future is determined at the time of their birth, for only a Skaven with black fur are elevated to the ranks of the Stormvermin. As such, there is a certain air of ego shared together by all Stormvermin that is lacking in other Skaven groups.Of course, this camaraderie will only stretch so far. Stormvermin are constantly on the lookout for any weakness in their peers, and those who show such flaws will be mercilessly cut down by their brothers. Position in the ranks of the Stormvermin is achieved through a series of duels, though it occasionally falls on the last remaining survivor of a unit to take command.

These officers, known as Fangleaders, are some of the deadliest Stormvermin of all.' Black Skaven are much-strong and loyal-loyal. Stormvermin guard Grey Seers and Warlords.' -Skreelin Thurntik, Grey SeerStormvermin regiments are outfitted with the best spoils of war in the clan's armoury and their duties may include forming a retinue or bodyguard for anyone from a minor Chieftain to the mighty ruling Clan Warlord himself. This puts the Stormvermin at the vanguard of the army where they can ensure continued preferential treatment by fighting with ferocity and zeal for their leaders. Most Warlord clans maintain the unwritten law that the first feed after a battle belongs to the Stormvermin.

Those who dare to feast before their proper station are often openly attacked by the elite Skaven warriors, who take any opportunity to violently demonstrate their favoured status. As further reward, many Stormvermin regiments are assigned their own legions of Skavenslaves. These lackeys see to the comfort and needs of their masters.

In the Visual Studio development environment I can login fine, however when I deploy to a test server (Windows Server 2012 R2 on-premise) the authentication fails with this error.AdalServiceException: AADSTS70002: Error validating credentials. I have created an ASP.NET MVC 5 application that uses the Single Organization authentication method to login users against our Azure AD. Azure invalid client secret is provided.

On the battlefield the Stormvermin normally form the bodyguard of Warlords and Grey Seers.' And that is taken from the books.Warhammer: Skaven Armies (7th Edition). and.Children of the Horned Rat.Again only see them using Halberds as their weapon.Otherwise can as well say Dwarves use Wood when lore states multiple times they don't use wood they only use Metal weapons and tools.Adding lore friendly units I support.Removing non-lore friendly units I support even more.

Year agoI do think that both tabletop and in-game have very little infantry units for batsmen but have also left out many units that should be in the beatsmen roster like Georgina, shaman generals, doombulls, tuskigors and legendary characters like gorthor and the brass bull (can't remember his first name) who are controversial to the beastmen, I feel as though creative assembly needs to go back a totally revise the batsmen roster maybe in game 3? I mean seriously! They have the smallest infantry roster in the game. Year agoI would recommend just not using them like that. Like you dont have to send Kholek or Tyrion into the middle of the enemy army fighting by themselves.

Even at level 1 with no items, you should never be losing your lords by sending them into melee supported by the rest of the army, so if you play it normally, they dont really have the chance to be that huge force of nature that solos everything. Just leave them in a support role buffing up morale or something and they wont be that overpowered force. Year agoI used to be a big fan but realized it takes away from lore almost as much as it adds to it.

Of the two factions I consistently play, they removed AP from the Dark Shards and Terror from the Wraths. (I checked my books to be sure. Mostly I just found it made the game take longer far more turns of just sitting and waiting for money to build. (Lower income, Higher cost for good units, and a more public order issues.) It is still a good mod, Just want people to know what they are in for. I do have to say. The trailer is really incredible.

Upcoming reviews: Diplomacy and Resurrection, Slower Vanilla Combat, Random Personalities, A More Aggressive AI, Revised Diplomatic Affinity, Skip Intro Logos, Beastmen: Regular Ambush Battle Maps, Improved Weather ColoursStrikethrough means an outdated mod, but I keep it for the record – most should work.Total War: Warhammer is Creative Assembly’s first try at combining their Total War game genre with a fictional setting. They chose Warhammer, the High-Medieval-Europe-Meets-Fantasy-And-Boy-It’s-Dark.In this guide I’m going to present the best modifications (mods) for TW: WH with download links and a short description. I don’t recommend unit packs, especially Radious’ once because in my opinion they water down the singular experience every faction provides. Plus, many gameplay mods are incompatible with unit packs which means you’ll get stuck with fancy units working according to vanilla mechanics.I play the game on Very Hard (Campaign difficulty) and Normal (Battle difficulty). I think it’s the best compromise between strategic gameplay of the overworld and tactical intricacies of the battles.Why mod at all?TW: WH is good as it is in vanilla (unmodded) state. The game is not broken, is playable, enjoyable and challenging.

Several features of other games have been removed (e.g. Sanitation, fire and siege escalation from Attila, tax sliders from most of the game series, aging of characters), while some new have been introduced (e.g. Flying units, magic, monstrous units – though we had elephants before – quest battles etc.). Play the game first, get a grip on it, decide what you want and then come back and immerse in the lovely world of Steam workshop!But you’re wondering which mod to choose? This is the purpose of this guide exactly.

Yet before we startGlossaryI assume that you know what Total War: Warhammer and the Total War series in general are. I won’t assume, though, that you’re verse in the terms used in the Total War community in general.

Here’s a concise glossary of the terms the community uses and which will might be used in this guide:TW: WH – Total War: WarhammerTW – Total WarTT – tabletop, meaning the original tabletop Warhammer miniature wargameCA – Creative AssemblyBAI – Battle AI (Artificial Intelligence), the part of the AI responsible for the tactical decisions, i.e. Commanding the individual units on the battlefield when playing a single player game.CAI – Campaign AI, the part of the AI responsible for strategic decisions, i.e. Commanding the armies on the campaign map, managing towns, diplomacy, politics etc.RNG – Random Number Generator AKA Random Number Gods, a rare term that is used to describe the random element of, for example, every fight – a spear man may kill a monstrous unit because of a good random roll.Vanilla – the original, unmodded game.Hardcoded – This refers to things, like aspects of the CAI and BAI, that modder’s can’t change because they were locked by the developers. These hardcoded behaviors can be Somewhat nullified or changed by scripting and careful balance. Don’t let that scare you—many of these mods are absolutely fantastic at mitigating them. (borrowed from matbitesdog’s RTW mod guide).CoB – Call of Beastmen, first campaign pack for TW:WHTWC – Total War Center, the virtual TW modding centre, somewhat in decline lately because of the prevalence of mod workshop and toxic community.Stack/Full Stack – A stack means an army on the campaign map.

A full stack means a 20-unit army.VC – Vampire CountsWoC – Warriors of ChaosDawi/Dorfs/Dwarves/Dwarfs – DwarfsKF – Karl FranzMino – MinotaurLL – Legendary Lord, e.g. Such lord is better than a generic one (e.g. Karl Franz vs Empire Lord), cannot definitively die on the campaign map and has special quest battles to get better items.OP – overpowered. Think Spirit Leech or Fate of Bjuna spells before patches, Devolve currently, etc. Completely subjective. Warhammer’s power lies in everything being OP and thus balancing itself.Nerf – verb: to weaken. Nerfing Demigryph Knights means their stats are lowered or they are more expensive, or both.

In short: nerf is a way of balancing the game by weakening some things in it. If you nerf an OP unit, it’s no longer OP.Buff – verb: to strengthen.

Opposite of nerf, buff means a thing in-game is more useful. Also: spells/abilities that improve stats, e.g. Waaagh’s!+58 Melee Attack.Paid expansions/DLC for TW:WH– used to be a preorder bonus, after much vitriol made free for people who bought TW:WH within the first week after launch. Cheap and nice.– blood & gore pack, adds new animations, dismemberment, several new map-wide events (e.g.

+20 charge bonus for 5 turns), cheaper than your cup of Joe, get it.– Campaign Pack with goat-like, chaos-worshipping Beastmen. A bit pricey, but worth it. Adds a new race, 2 new Legendary Lords, new mini-campaign (heard it’s a bit meh) and a few other thingies. Beastmen are a cool horde faction, like a combination of Chaos and Greenskins. Get it.How to install the mods?Unless otherwise stated, find the particular mod on the and click the green SUBSCRIBE button.Off we go!OVERHAULSteel & Faith Overhaul ModGreat changelog.

Hardly noticeable changes really.Links:I’m conflicted on this one. Tried it, saw the changes, but the game stayed essentially the same.

That’s an issue I’ve noticed with most of the mods – they just slightly change the game, we don’t see anything close to Divide et Impera’s battles. Check it out anyway, it’s a good way to change your game once and for all instead of juggling with a load of mods.CAMPAIGNBetter AIAI’s the bully now.Links:Note: This is CAI mod. No BAI mods yet, not even sure if they’re possible at all.Ever wondered why the AI is sitting on its hands, while you rampage their countryside? Worry no more, MINOS crafted this nice mod that makes the CAI more active on the campaign map.

Plus, it changes a few things to assist the AI even more (siege engines and basic income).If you want to try it out, get it and play as Empire on VH or Legendary.My take: My VH early game is challenging. Mid-game is even more challenging. I actually lose campaigns 50-100 turns in. Better AI is great once you stop feeling challenged by the CAI. I hated the fact that the AI rarely declared war on me and even if they did, they didn’t attack me. I didn’t want that.I wanted to be afraid.

I wanted to lure my enemies into ambushes. I wanted to break factions in one decisive, hard battle. I wanted to need to use all items and abilities effectively.

This mod finally made me do it.Better AutoresolveSomewhat alleviated by patches, mod helps stillLinks:This mode makes autoresolve less dependable, hit low-count units less (e.g. Monsters and heroes) and changes things here and there.My take: This mod was essential in TW:WH’s early days. I’m still using it now, but haven’t heard lots of people complaining about bugged autoresolve lately. Won’t hurt using it, though!Auto Resolve AI Buff 100%Actually fight most of the battles.Links:In short, this makes you fight most of the battles that aren’t you vs lvl 1 garrison. A quality of life improvement, though it’s actually a stopgap solution until CA adjusts the autoresolve numbers.My take: Take it!

I’d recommend switching to Normal battle difficulty, if possible, though. Never again autoresolve the Ultimate Chaos Showdown.Better Recruitment And Army CompositionI have never seen a full-rock lobber armyLinks:CAI has a problem in all TW games. It never disbands its units AND it’s terrible at building. So what might happens is that you’ll meet a huge AI empire based on Goblins and Ork Boyz, just because it snowballed quickly and its armies weren’t defeated thus no high-tier units were introduced into AI’s stacks.And even IF their armies were at some point defeated, AI counted autoresolve numbers like mad (because that’s the only way it fights battles, actually), so it focused on missile units (Grimgor and 19 rock lobbas anyone?).This mod fixes AI recruitment priorities. It doesn’t fix the building and no unit disbandment problems – that’s hardcoded.My take: Use this mod and never go back.Build More Siege EnginesStop starving your enemies. Hit them hard & fast with insta-towers!Links:AI in TW:WH likes to starve you out. One of the supposed reasons is that they need to wait for siege engines to be built.

This mode speeds up that process for you and the AI, bringing you more siege assaults/defences.My take: I’m using it together with Better AI mod even though those two might overlap, enemy sieges me with lots of siege engines. Works then, right?Home Region Movement BonusTotal War: Benny Hill be goneLinks:Essential mod by Dresden helps alleviate the problem of AI armies Benny-Hilling through your war-torn lands.My take: This mod + certain LL’s and Lord campaign movement skills mean you can finally catch those pesky suckers who keep on sacking your turf. Take it!More Skill PointsMore RPG, less OPLinks:More skill points for your lords and heroes as they level up. You start with 1 per level and at some point you get 2. Works for both you and the AI.My take: Not overpowered, can get your lords a bit more buffed – essentially made me use heroes more.Tier 4 Minor SettlementsNow that’s a biggun.Links:Let’s you build minor settlements up to Tier 4 instead of just to Tier 3. Helps the AI field more varied armies due to many units locked by Tier 4 buildings.My take: Now this is something that should change your game. I think it’d be better if we got rid of the Tier 5 building requirement for any unit altogether (I would LOVE to face AI steam tanks!), but hey, that’s something.

Obviously helps AI more than the player, but not in an unfair way.BATTLEBetter Camera ModDoomdiver’s-eye viewLinks:See more, easier. Zoom in, zoom out. Useful with large battles.My take: I’m using this instead of the tactical overview.

Should have been in the base game from the get-go anyway.Cataph’s Molay’s MagicMagic is fun again. Items are fun again.Links:Cataph took Molay’s Magic & Items mod and hit it with a nerf bat. Magic and items are more useful and closer to tabletop now. Spellcasters are a must now (as they should’ve been from the very beginning), while items are more useful now, but not OP.My take: While Molay’s Magic gave you a huge edge over the AI, Cataph’s nerf-batted version means you’ll most likely use more magic.

Plus, I think he got rid of some puny “+2 melee attack bonus” items.Proper Combat ModBattles last longer than 5 minutes. Or do they?Links:Made by Divide Et Empera’s kam2150, this mod means you’ll have some time to do tacticsy stuff with yer gobboz. And your noble knights.

Steel Faith Overhaul 2 Review 2

And your roaring goatmen. In short, a huge rebalance of existing units and mechanics. Battles last longer, are more back-and-forth, essentially game is less arcadey.EDIT: I’ve actually tried vanilla combat and it’s virtually the same. I don’t think this mod is essential anymore.My take: Try it out, but don’t take the promise for granted.GRAPHICALThis is going to be a shorter section, for those mods are subjective, don’t change the game that much and are pretty self-explanatory. – makes the formation symbols more visible on the battlefield. – my own mod! Make rifle infantry’s smoke thicker.

– more Beastmen skin colour. – makes Greenskins more rag-tag and varied.

– more Greenskin shield patterns. – more Empire shield patterns. – bigger Chaos horses. – Zombies with more body types. – more general models, a really neat mod.

– Dwarfs get more colours. – a must-have for your long loading times. – more varied Slayer models, useful after they got a buff recently. – Dwarfs look more like war-fit miners than warriors. – Cows and goats of colour. Where is your god now?.

– For a more renaissance look. – I like to have my Black Orcs like I have my coffee: black. – More pony colours, simple.I will keep on updating this blog post as long as I’m interested in playing TW:WH. And since I’m playing TW games since 2008, I can bet it’ll be up to date.Questions? Add me on steam: wozmir or email me at wozmir (at) gmail.com.