Songs of Syx

Songs of Syx

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Warhammer Overhaul Beta v69
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52.332 MB
27 May @ 12:41am
8 Oct @ 2:44am
148 Change Notes ( view )

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Warhammer Overhaul Beta v69

Description
KEY FEATURES:
1. 9 Unique Playable Races
2. Dozens of new items, features, buildings, religions, and 100s of new techs
3. Combat Overhaul brings more vicious clashes and the overhauled sprite framework adds unique weapon, armor, and mount sprites to the battlefield.

UPDATES AND IMPORTANT NOTES:

IMPORTANT
1. An error log after you close the game is normal. Only send us error logs from crashes)
2. ALL PREVIOUS VERSIONS ARE AVAILABLE on the discord if you wish to continue a previous save (simply search for the date e.g. August 6)

CURRENT STABILITY: BUGGY

Found a crash? Send the crash file to us in the songs of syx discord --> mod-testing --> Warhammer Overhaul

UPDATES:

Races left to overhaul: Dark Elves, High Elves, and Humans.

October 8th Quickfix:
-fixed knowledge being set to zero
-increased human proficiency at the handgun range

October 8th Update:
-greatly improved performance and speed on average (note: stutters are still being worked on)
-Overhauled war diplomacy mechanics to prevent players being cconstantly beset by coalitions and proxy wars. Added appropriate race restrictions for which races can band together as well.
-Reduced noble brawling to prevent constant replacement
-Improved vampire cloth production
-Balanced resources gained by cannibals for each race

Sept 10th: Patch
-Patched Roads
-Readded Greenskin Update

Sept 6th: Revamped Greenskin Progression and Experience.
-New Racial Tech tree, weapons, mounts, and sprites.
-Greenskins now move away from requiring knowledge (racial techs costs nothing) and instead relying on experience to scale production and fulfilling requirements for powerful bonuses.
-Many military options for the Greenskins has been added to. They now have access to War Boars, Painted Hidez and Poisoned Blades and two new barracks focusing on Nasty Skulkers and Savage Orc Boyz.
-Sprites have been added for the War Boar and Saddled_Squig.
-Waagh Events have been added for the Greenskins allowing them to fight increasingly tougher battles for permanent bonuses alongside several balanced general events
-Scrap has been introduced and will function a main industrial resource for the greenskins while Waaghshrooms will be a main food source that scales effectively in large quantities.

-Tomb King Awakener system now shows the overall stats in the left hand side of the screen when selecting an Awakener. Tomb Kings are now accessible earlier on, because ratio of Tomb King and Mummies now will affect total capacity through the Necromantic Balance stat. Additionally, Basic Awakeners will now be increasingly less efficient beyond 100 employees to prevent spamming in late games while remaining effective in early game.
-Requirements now matter for tech. Not fulfilling these requirements will drop the bonus gained from them by up to 80%. Rooms will remain unlocked however.
-Balance changes for most races based on feedback received

Bug Fixes:
-Pasture flags always on due to not having the other livestock resource has been patched
-Enemy factions constantly poisoning has been adjusted to prevent factions that naturally hate you poisoning neutrals or your allies
-Fixed enemy loyalty causing consistent rebellions world wide
-Racial Weapons and goods are now tradeable with their respective races. However, these come at a hefty price.
-Recruit City Troops UI in the world map has been fixed. It will no longer cover the recruit button.
-Resource consumption for Awakeners is now properly shown on their respective resource
-fixed a dozen sprites for clarity
-fixed mounts not being centered on entities
-fix goods menu crash

Sept 4th Update: (NOT SAVE COMPATIBLE) (Go to the discord for the last patch)
-Added the new preset Warhammer World Map. You will be able to start a world on this new map by clicking the Warhammer Campaign in the main menu

RACE DESCRIPTION:
Choose from eight new races, each with their own distinct mechanics, challenges, preferences, and strengths. Your climate, neighbors, and race will heavily dictate your experience, offering great variety and interesting challenges.

Humans - In Sigmar's name, you will spread across the land, out pacing many of the slower races both in population and your natural penchant for innovation. On the battlefield, though not as physically strong as an Orc, the humans field armies with strong morale, solid training, and numbers. In the rare cases where this is not enough, the Flagellants and the Reiksguard Knights will enter the battlefield crushing the enemies with vicious assaults.

Dwarfs – Dig deep for iron to forge into runic steel, allowing the dwarves to craft exquisite weapons and amour. Build up industries capable of equipping the mightiest throngs and producing enough Bugman's brew to satiate the largest holds (but perhaps not be able to feed them). In the face of enemies, the Dwarven resilience is exemplified in their elite: the Ironbreakers. Equipped with Gromril armor and shields, they will form an anvil on which your enemy’s weapons will shatter.

High Elves – Masters of knowledge, they excel at all manners of research, while also being a deadly force on the battlefields. From their natural swiftness to unerring aim, the High Elves are a race that has the capabilities to achieve the highest levels of tech allowing massive cities to develop far easier than other races. To protect their cities, the elven Sisters of Averlorn utilize their elven natural ability with the bow and ithilimar blades to rip apart enemy divisions.

Dark Elves – Cruel and cunning slavers who thrive on pain and discipline. Kill enemies and raid others. Even better, take their people as your slaves to perform your menial labour, but be wary of your own people for loyalty is a gift for the Dark Elf not a constant. Farm Bloodgrapes and craft Shadowsilk to produce robes for powerful, but limited mage divisions and brutal whips for your frontline soldiers.

Orcs – Brutal, reckless, and always looking for the next great WAAAGH! The Orcs are a race with one thing on their minds: War. Don't bother thinking and start making others stop thinking. With the hardest and toughest training in the game, Black Orc training grounds take an Orcs naturally resilient body and made them true armored juggernauts on the battlefield, massively boosting armour, health, and combat stats.

Goblins – Numerous, crafty, and prone to internal chaos and sabotage. They are the more intelligent of the greenskin, with a modicum of technological abilities. This makes them an excellent, if not obligatory, partner of the stronger, but dumber Orcs. Grow Waagh Shrooms and to replenish your food stock and research the basics needed to unlock weapons, training, armor, and metal. Raise healthy Squigs to bolster your speed and you will find that swiftness becomes a crucial weapon on the battlefield.

Tomb Kings – Undead monarchs building eternal empires in desert sands. Nekheran gold still exists in the mountains from those before you, remaining a crucial resource for your civic and militaristic advancements. Old but not outdated, the Tomb King Regalia remains an excellent armor even centuries later and turn the tomb kings into walking fortresses. Raise mummies to bolster your limited population and slowly but surely your ancient knowledge will help supplant your city for eons to come.

Vampires – Quick, undead, and constantly thirsting, the vampires raise zombies to do their labour, both in the city and on the field. However, facing these armies, the numerous zombies are the least of your problems. Vampires are fast, excellent fighter, and know no fear whatsoever. Using blood from human livestock, Vampires enter their blood forges and create cursed Blood Blades and Blood Aegis which are used to equip both vampires and the elite Blood Knights.

Skaven – Rat.
Popular Discussions View All (19)
58
23 Aug @ 5:46am
Balance Discussion
Romping the gay
52
10 Sep @ 8:03am
PINNED: Player Feedback
Romping the gay
17
1 Oct @ 12:18pm
PINNED: BUG REPORTS
Romping the gay
620 Comments
Romping the gay  [author] 3 hours ago 
Kabel can you send the error log. Also the latest update is not save compatible
Romping the gay  [author] 3 hours ago 
There is working version on the discord rn too. I will be uploading that as soon as i can
Romping the gay  [author] 3 hours ago 
A fix for health and related religion changes will be uploaded tonight.
ArtstyleVonGames 11 hours ago 
Alright my previous issue is fixed, but how does religion affect health? I have tons of hospitals but because all the stats are multiplied by religion I get 0 health and endless disease outbreaks, I tried researching religion because it says it gives health bonuses but it didn't work
kabel 17 hours ago 
just dled started a base crashes when i reload save and hit play on the time button
Dux 21 hours ago 
Knowledge seems to be bugged since the update, not getting any. Even when I get the population milestones
ArtstyleVonGames 2 Oct @ 6:38am 
I've sent two saves on discord :steamthumbsup:
Romping the gay  [author] 2 Oct @ 4:48am 
@ArtstyleVonGames bug reports are absolutely welcome. Can you send us the save on the discord so we can test your specific case? We have had similar reports but were unable to reproduce the issue
ArtstyleVonGames 1 Oct @ 12:17pm 
I hate to complain because I like this mod, I got a problem where my game crashes if I finish a battle or try to restart it, please help
Romping the gay  [author] 29 Sep @ 12:37am 
Very much still working on it. Performance and optimization is the next update’s focus which is a much harder and time consuming than adding content.