Probably an hour late, but still live, and I see this posted nowhere, so:You can watch the recorded stream here:
http://www.twitch.tv/totalwarofficial/v/29364363
SUMMARY:
Introductory talk by the community team (Joey and the Hat Man)
- They went back to the term "expand" when talking about new expansions, and said they would both unlock and add new parts of the world, including new continents, so that to me pretty much confirms at least parts of naggaroth/ulthuan/lustria instead of elf/lizardmen expeditions.
- One of the victory conditions for the dwarfs is to retake the strongholds they've lost to greenskings over the millenia.
- You can expect dwarfs in all parts of the world other than the World's edge mountains. Essentially, where there are mountains, there are dwarves.
- There are "lots and lots and lots" of human factions. The Empire player starts in Reikland when Karl Franz has just become emperor and has to unite the other imperial lands and gaing support of the elector counts, some of whom are not happy about him becoming emperor.
- Norsemen are very unfriendly and aggresive and will often raid coastal lands.
- Armies marching into Norsca suffer attrition.
- Characters gain traits as the game progresses (for instance, when they win or loose battles). I saw "arrogant", "easily deceived", "distinguishing scar", "choleric", "misshapen", "phlegmatic", "blind".
- They said you unlock the "other legendary lords" later in the campaign. I'm not sure if this means that you are limited to just one in your first playthrough and then unlock other options or that you can actually start with one and unlock the others later in the campaign, letting you play with several.
- Every lord has its own skill tree. All of them have three core skill paths (campaign, battle and character)
- The Underway is just an army stance which allows you to move through impassable terrain, such as armies or mountains. Enemy armies around have a chance of intercepting you.
- The quest chains are completelly voluntary, although they are the only way to obtain certains specific items.
Devloper talk:
- You can change unit sizes (but pretty much like in any other Total War game, you can't pump your unit size to 400 or something like that).
- 20vs20 units is standard but there is a large army option for 40vs40 battles (tickbox in the pre-battle screen).
- You can't conquer the entire map. It's essentially humans vs vampires and dwarves vs greenskins in terms of conquering stuff.
- You get items mainly from quests, but you can also steal items from enemies after winning battles. You can then decide which of your characters you want to give the item to. Legendary items/mounts can't be stolen.
- Items have rarity (legendary etc.). The chance of getting rare items increases with how well you do in the battle.
- Skills are stackable: you can add several points into one skill to increase how powerful it is.
- There is racial variation among the different greenskin tribes/factions (savage orcs roaming around in bands, goblins, night goblins, orc warbosses etc)
- Characters can't join other units. Grimgor's bodyguard is merely a retinue.
- Multiplayer campaign is still limited to two players. Players can't play as the same race with different legendary lords.
- Quest are present in the multiplayer campaign.
- Characters on flying mounts can't pass over normal impassable terrain in the campaign map, such as mountains and rivers.
- You can only have one lord per army. In the other hand you can theoretically have an entire army of heroes, but you will probably get obliterated if you play against a well balanced army.
- The option to wait for good weather in battles is gone. Now you have a similar system for the winds of magic instead.
- The appearance of the battle map changes depending on who owns the province (for instance, an imperial province controlled by the Empire won't look the same as that same imperial region controlled by vampires).
- They said that units can't dismount because it's a feature of the tabletop game and they want to stay true to that. I personally call that nonsensical political talk.
- There are mounstruous heroes/lords. Kholek Suneater (the hammer-drake in the Chaos preview) being one of them.
- There are no mercenaries. Races have "internal" systems to recruit units when they are away from their home territories. For orcs, is the camp thing we saw the goblin do in the campaign preview.
- Minor factions (Tilea, Estalia, Kislev, Border Princes, etc.) are in the game, but they won't be playable. They are limiting themselves to 8th. edition army books factions.
- If Chaos corruption gets too high in a region, a "rebel" chaos army spawns in that region.
- All Karak (dwarf fortress) siege battles are subterranean sieges battles.
- You can move items around your characters, but not for legendary weapons or mounts which are character specific.
- The max zoom out is closer than Attila (this in my opinion is a good thing, helps with immersion), but you can now zoom a lot closer to the campaign map, even below the highest point in the scenery (you can get to a point where you are surrounded by mountains, for instance).
- Athel Loren is innacessible.
- Reading through the political talk here: In the empire, you'll only see cults other than Sigmar's in lore events and such, but not as part of a gameplay mechanic.
- The different types of greenskins have their own gameplay traits, it's not just visual differences (night goblins, savage orcs, black orcs etc). Savage orcs act as hordes around the map.
- Wurzag (savage orc lord) will be a free dlc.
- Dwarves have magic resistance and anti magic banners (one-use item), but apparently no runelords to actively counter-spell (lots of political talk here again, so who knows).
- Lizardmen are pretty much confirmed to my understanding.
- You can conquer Marienburg.
- You can't rename lords or heroes.
- You can switch between mounts in the campaign map (for instance, Karl Franz can ride Deathclaw or a horse, for orcs you have boards, wyverns, chariots...).
- More political talk to avoid saying that units are not customizable further than giving them items with different effects (banners, runes, marks of chaos and such, the drag and drop stuff we saw during pre-battle).
- And political talk strikes again, this time to avoid saying that only Legendary lords will have their legendary equipment visually represented (like the warhammer for Karl Franz). What I understand is that all other items are just stat buffs.
- There is diplomacy between the different Empire factions. Elector Counts don't always do what the emperor tells them to do.
- They'll talk about vampires "Soon tm".
- There are no dedicated naval units in the first game. The navies we have seen are just transport fleets (so, embarked armies) and encounters between those are auto-resolved. This might change with further releases.
- In the multiplayer campaign, when you play a quest battle, you can hand a few of your units to your buddy.



Reply With Quote









