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Thread: Total War: Warhammer II announced

  1. #401
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Reprisal Update is live - https://www.totalwar.com/blog/repris...al-patch-notes

    -Laboratory
    -looks like more changes are coming next month with FLC and DLC race....looks like these changes were postpone as well as DLC due to mess with Norsca.

    fixes:
    – Added more colour-blind support to UI elements.
    – Vampire Counts can now raise dead in the New World.
    – Improved artillery ability to target siege walls in certain cases in battle.
    – The Campaign victory objective Ensure ‘Archaon is in a wounded state’ while playing as the Bloody Handz no longer reverts to incomplete if a save file is loaded.
    – Rogue armies now spawn correctly while playing on Legendary Difficulty.
    – Fixed a bug where any number of heroes could be recruited after unlocking the Engineer’s Workshop, Gromril Forge or Mustering hall as Ungrim.
    – Added an effect to Lord Skrolk’s Plaguelord skill at tier 2 to allow recruitment of Plague Priests in all provinces.
    – In Multiplayer Campaign, the defeat screen will now show correctly when the other player wins the campaign.
    – The Thirteenth Scheme Rite now correctly gives Heroes 13% increased success chance.
    – The Cloud save option is now greyed out in Multiplayer Campaign save menu, because they are not supported there.
    – Wood Elves can now Confederate in Multiplayer Campaign with other Elf factions.
    – The Runefang Quest Battle for Karl Franz has been fixed in Multiplayer Campaign.
    – Beastmen siege equipment no longer shows as Empire Siege equipment on their unit cards.
    – Fixed a progression blocker caused by the “Life in the Lagoon” dilemma.
    – Fixed a progression blocker / soft lock during the AI’s turn in Campaign.
    – Improved how water on the battlefield is handled when changing the resolution scale. Water will now not appear as incorrectly opaque at lower scales.
    – The Engineering Student Ancillary is no longer removed from the lords’ inventory list once unassigned (applies to new playthroughs).
    – Dilemmas will no longer appear abruptly alongside advice (conflicting with each other).
    – Fixed a bug where moving the camera on the far-right side of the Mortal Empires camping map would cause the screen to render as black, until the camera is moved away from – that location.
    – Cold One Chariots now have blood when in prolonged combat.
    – Fixed an audio bug where the explosion sound of a bombardment impact wouldn’t trigger in some cases.
    – Settlement defence tower levels will now be affective in battle.
    – Improvement to Campaign AI to capture more settlements being targeted.
    – Improved the Death Wind Globadiers unit texture.
    – More variation to the music when fighting rogue armies in battle (previously only Chaos music was playing).
    – The Cold One mount on the campaign map will no longer make death vocalization sounds while idle.
    – Improved the Def Bolt Thrower destruction animation.
    – When entering the final Vortex battle as Morathi, the correct voice will now play (Morathi’s instead of Malekith’s).
    – Improved a clipping issue on one of the Chaos Chosen shoulder armour variants.
    – Improved the audio when a Skink Cohort javelin unit engages in melee combat.
    – Improved the audio on the Saurus spear and shield jumping attack.
    – Added more campaign selection vocalizations.
    – Brayherds no longer suffer attrition at all times due to not owning a home region (they are a Horde which cannot own a home region).
    – Heinrich Kemmler’s Cloak of Mists & Shadows quest will now trigger correctly.
    – Grombrindal’s event effects have been fixed.

    – Added a button to access the Total War Academy to the games main menu (top left).

    – Fixed a bug where the player could incorrectly construct 2 gate defences at the Dwarven settlement Wurtbad.

  2. #402
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Looks like Intel accidentally leaked picture of new race

    https://www.reddit.com/r/totalwar/co...t_prematurely/


  3. #403
    saxdude's Avatar Vicarius Provinciae
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    Default Re: Total War: Warhammer II announced

    Settra does not serve huh?

    I ain't jokin' when it comes to mah paintings ಠ_ಠ

  4. #404
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Darkness, nothing alive around, tomb......look at the background behind the letter

    Last edited by Daruwind; December 18, 2017 at 09:35 AM.

  5. #405
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Toooooooomb Kinnngsss are coming! January 23!

    Four playable Legendary Lords: Settra the Imperishable, High Queen Khalida, Grand Hierophant Khatep and Arkhan the Black. Playable in both the Eye of the Vortex and Mortal Empires campaigns. Are you ready for the best Warhammer race to arrive?

    FAQ - https://www.totalwar.com/blog/tomb-kings-announcement

    -both Vortex and ME campaigns from release
    -No Vortex, they seek the nine cursed Books of Nagash, a search culminating in an epic battle at the Black Pyramid of Nagash. Each of these books grants a unique campaign bonus, and puts the player a step further along the road to victory.
    (dont forget FLC will be Skaven LL)

    Last edited by Daruwind; December 19, 2017 at 10:30 AM.

  6. #406
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Total War: Warhammer II announced

    Very nice! Did not expect a trailer so soon after the teaser the other day, but then again it's out in only a month.
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  7. #407
    Comrade_Rory's Avatar Protector Domesticus
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    Default Re: Total War: Warhammer II announced

    I've been waiting for the Tomb Kings since they first announced the first Warhammer TW game and they're arriving literally a few days after I move to Dublin and will be unable to access a decent gaming PC (I'm having to leave mine here until I have my own place in Dublin) for at least a couple months.
    Bloody typical haha.

  8. #408
    IronBrig4's Avatar Good Matey
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    Default Re: Total War: Warhammer II announced

    I wonder if this means Araby will be in as well.

    Under the patronage of Cpl_Hicks

  9. #409
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Total War: Warhammer II announced

    Its kinda that because people a lot on Reddit about the quality of the Beastmen and Wood Elves mini-campaign, CA has completely given up on making mini-campaigns and reckon that two extra Legendary Lords are equal in value to an entire mini-campaign.




  10. #410
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Depends @Caligula . If they add new quest, mechanics and basically distinguish LLs or tied them together that you have to conquer them all during search for 9 cursed books. Actually I like how they are not simply copying Vortex mechanics but invented new way...And if we add new Skaven FLC LL. That will be 5 new playable LL or new enemies for both campaigns.

    Thanks to reddit it looks like TK will be nicely spreaded around map:
    Spoiler Alert, click show to read: 


    And one important thing about old CA note about 4 LL no minicampaign - They were talking about next race (TK) not about all future races so it is really possible that next race pack will again include minicampaign. (unless they change it) I can see reasoning for that as all famous TK wars would probably require extensive rework for factions like empire to get old tribes, old Lahmia.... That minicampaign would be quite extensive probably :/

  11. #411
    r3dshift's Avatar Civis
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    Default Re: Total War: Warhammer II announced

    More than half an hour of Tomb Kings gameplay:
    https://www.youtube.com/watch?v=O-aXyiLim2k

  12. #412
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    New faction intro for Tomb Kings:


    Thx to reddit we have a lot of compiled info:
    https://www.reddit.com/r/totalwar/co...ute_tomb_king/
    *might be not complete

    Khemri: Settra the Imperishable

    • Public Order +2 (all provinces)
    • Growth +10 (all provinces)
    • -1 Construct time for main settlement buildings
    • +100% leadership aura size
    • +10% replenishment rate for Tomb Guard and Skeleton Chariots
    • Starting Unit: Khemrian Warsphinx
    • Starting Unit: Tombguard (Halberds)
    • Has a Unique Traits which levels up based on how rich you get. Increases your raiding income and building income.

    Exiles of Nehek: Grand Hierophant Khatep

    • Suitable Climate: Mountains
    • Diplomatic Relations -40 with Dark Elves
    • +5% Campaign movement range
    • +10% casualty replenishment (all armies)
    • +10% research rate
    • Hero Capacity: +2 for Liche Priests
    • Hero Recruit Rank +3 for Liche Priests
    • Starting Unit: Hierotitan
    • Starting Unit: Carrion

    Court of Lybaras: High Queen Khalida

    • Suitable Climate: Jungle
    • Diplomatic Relations +20 with Tomb Kings
    • +20% ammunition for all armies.
    • Poison attacks (for Khalida's army)
    • -50% attrition for Khalida's army)
    • Untainted +3 for Khalida in local province.
    • Starting Unit: Sepulchral Stalkers
    • Starting Unit: Necropolis Knights

    Followers of Nagash: Arkhan the Black

    • +20 diplomatic relations with Vampire Counts
    • -50 diplomatic relations with Tomb Kings.
    • +10 Winds Reserve for all armies.
    • Vampiric Corruption does not impact public order.
    • Starting Unit: Crypt Ghouls
    • Starting Unit: Tomb Scorpions(?)

    Campaign Start: Settra

    • Main early enemies are Orc Factions (Top Knotz) controlling land north of Khemri
    • It appears that CA has allowed, for the purpose of the Tomb Kings, Multiple missions to trigger during the same turn, this is good for modding potential alone.

    Main Objectives: The Books of Nagash

    • Books are obtained by capturing certain settlements or defeating certain armies. It is not certain whether these are preset (likely) or partially randomized (unlikely).
    • In the gameplay. the following are the requirements
    • Book 1 Location: Defeat the Black Creek Raiders (looks like a rogue army) who start in Lustria.
    • Book 1 Bonus: +1 Capacity for all heroes, -50% hero action cost, +10% hero success chance.
    • Book 2 Location: Occupy the Awakening on the Vampire Coast.
    • Book 2 Bonus: Grants vision over any settlement with Gold, Gemstones or Marble, Grants +20% income from Trade.
    • Book 3 Location: Occupy Vulture Mountain, near Araby in the Southlands.
    • Book 3 Bonus: After Occupying or Sacking a settlement, a sandstorm will occur. You gain immunity to sandstorms and +15% casualty replenishment after occupying or sacking.
    • Book 4 Location: Another Rogue army, in the southern jungles of the Southlands.
    • Book 4 Bonus: 250 Jars, Lord Recruit Rank +3, -1 to Wound recovery time.
    • Book 5 Location: Occupy the White Tower of Hoeth, in Ulthuan.
    • Book 5 Bonus: +1 Army Capacity, +5 Unit Capacity for Tombguard (both types) and Skeleton Chariots.
    • Book 6 Location: Another Rogue army, starting just south of Araby.
    • Book 6 Bonus: Unlocks Recruitment for Lore of Shadows Liche Priests, grants +20 Winds Reserve.
    • Book 7 Location: Yet another Rogue Army, starting in the Islands of Ulthuan near Cothique.
    • Book 7 Bonus: Grants 10 Jars per Turn and +10% research rate.
    • Book 8 Location: Capture the Lost Plateau, near Karak Zorn.
    • Book 8 Bonus: +50% effects from Commandments.
    • Book 9 Location: "Known to Belong to Arkhan the Black, however it's exact location is unknown, and retrieving it will be all but impossible".
    • Book 9 Bonus: Enables recruitment of Certain Vampire Count Units.
    • You must also take and hold the Black Pyramid, getting it to max level.

    Recruitment

    • Recruitment is fairly simple: Units have a cap which is increased by the building you recruit them from.
    • Units have no upkeep and no recruitment cost, only a unit cap.
    • Build more stuff to have access to more units.
    • Regiments of Renown are available (at least four of them anyway) right off the bat. These regiments appear to be Legions of Legend.
    • The available Regiments are:
    • The Flock of Djaf (Carrion)
    • Usirian's Legion of the Netherworld (Nehekhara Warriors)
    • Storm Riders of Khsar (Nehekhara Horsemen)
    • Venom Knights of Asaph (Necropolis Knights)
    • Skeleton Warriors and Skeleton Spearmen appear to be the only units not subject to any form of unit cap.

    The Mortuary Cult:

    • Has 6 tabs: Legions of Legend, Weapons, Armour, Enchanted Items, Talismans, and Arcane Items.
    • The legions of Legends tab lets you use Gold, Canopic Jars and the possession of certain trade goods to increase the capacity for the legions of legend.
    • You also must pay to increase your army capacity (Costs 10000 cost and 750 jars, which seems expensive).
    • The crafting is basically having access to a given trade resource plus having enough Jars.
    • Some items seem EXTREMELY powerful, but cost many jars.
    • Lots of Room to make your Lord completely overpowered with this.

    Roster Notes

    • Tier 5 Units include: Hierotitan, Necropolis Knights (Halberds)!!!, Khemrian Warspinx and Necrosphinx.
    • It is interesting that the tomb-kings have a Tier 5 cavalry option with Armour Piercing Damage, poison attacks, Bonus Versus Large and a decent armour value at 90. Their Stats are slightly lower than Demigryphs with Halberds but still, they are ing impressive.
    • Tomb Swarms are apparently in, but only as an Army Ability.

    Dynasties (research)

    • Researching Dynasties lowers your research rate each time, but is a far cheaper way of increasing your army capacity.
    • Each Dynasty contains a unique Lord who can be unlocked at the cost of Jars, a unique proclamation (factionwide buff, basically) that can be unlocked for Gold, and 6 minor techs. *Heralds can be unlocked separately and are unique followers.


    Skaven FLC hero will be really Tretch Craventail - clan Rictus. Down are my best screenshots with stats. :-)
    Spoiler Alert, click show to read: 




    Last edited by Daruwind; January 08, 2018 at 02:02 PM.

  13. #413

    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Daruwind



    Court of Lybaras: High Queen Khalida

    • Suitable Climate: Jungle
    • Diplomatic Relations +20 with Tomb Kings
    • +20% ammunition for all armies.
    • Poison attacks (for Khalida's army)
    • -50% attrition for Khalida's army)
    • Untainted +3 for Khalida in local province.
    • Starting Unit: Sepulchral Stalkers
    • Starting Unit: Necropolis Knights
    Wow, that sounds strong at first blush.

  14. #414
    King Athelstan's Avatar The Wheel of Time turns
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    Default Re: Total War: Warhammer II announced

    This rattles my bones!
    Proudly under the patronage of General Brewster of the Imperial House of Hader
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    Signature by Lifthrasir




  15. #415
    Decanus
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    Default Re: Total War: Warhammer II announced

    Tomb Kings do sound fun. However, I'm not willing to pay 1/3 of the game's price for one new faction. I'll definitely pick them up, but almost certainly in a sale.

  16. #416
    Welsh Dragon's Avatar Content Staff
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by SKSlave View Post
    Tomb Kings do sound fun. However, I'm not willing to pay 1/3 of the game's price for one new faction. I'll definitely pick them up, but almost certainly in a sale.
    Strictly speaking, it's one New Race, four New Factions (as each Legendary Lord starts "with their own abilities, campaign bonuses, skill trees, quest-chains and campaign start-positions in both the Eye of the Vortex campaign and Mortal Empires." Which I guess could be said to mean eight New Factions, depending on whether you count Vortex and Mortal Empires separately.)

    A Warhammer Race represents a lot more work than a Historical Faction, hence the price.

    All the Best,

    Welsh Dragon.
    Last edited by Welsh Dragon; January 09, 2018 at 02:08 PM.

  17. #417
    r3dshift's Avatar Civis
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    Default Re: Total War: Warhammer II announced

    Is there an image of the New World map with all the LL starting positions marked, TK included?

  18. #418
    Daruwind's Avatar Moderator
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by r3dshift View Post
    Is there an image of the New World map with all the LL starting positions marked, TK included?
    Trentch - reddit probably set on Naggarond (as he loves cold climate )

    TKs for Vortex map (Arkhan and Khatep are switched in description):

    (all 8 core LLs are starting at place with bigger coat of arms, second Druchii is hidden behind TK´s picture in Naggaroth)
    Last edited by Daruwind; January 09, 2018 at 07:16 PM.

  19. #419
    r3dshift's Avatar Civis
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    Default Re: Total War: Warhammer II announced

    Thanks!

  20. #420
    SturmChurro's Avatar Not Vault Boy
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    Default Re: Total War: Warhammer II announced

    I own multiple of the campaigns only because they added to the grand campaign. I could care less about them, I have literally never played them anyway (Except for the Medieval 2 expacs). I have heard that you can unlock some extra legendary lords for completing them or something, but I haven't tried. 4 legendary lords with completely different starting positions, and a cool faction like the tomb kings makes this a buy for me, but even with 4 "factions" it is still too much for that price I think, if that is all it is either way.

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