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Thread: Total War: Warhammer II announced

  1. #1061
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    You beated me Steph to it

    Yeah, this is weird! Usually FLC is revealed very late after DLC itself......So this feels like something else. DE having FLC means most likely DE are done with 6 LL right now. In that case I would say in LP are LM as they had LP the furthest back. LM vs BM. Rakarth is bringing "beastmaster" theme.

    EDIT: not believe it can be Wh1 vs Wh1 DLC as that would require a lot time and money...
    Last edited by Daruwind; March 13, 2021 at 11:38 AM.
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  2. #1062
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    Default Re: Total War: Warhammer II announced


    Say hello to Rakarth, your FREE Legendary Lord with Total War Access available from the 18th of March. (Yes, in just a few days!). Here is some light reading to get you acquainted with this legendary Dark Elf:

    WHO IS HE:
    Of all known Beastmasters in the Old World, Beastlord Rakarth of Karond Kar is truly in a league of his own. His gift for taming beasts was evident as a child when, armed with only a piercing stare, he calmed the Black Dragon Bracchus, forming a bond out of a shared lust for carnage and cruelty.

    PLAYSTYLE:
    Rakarth is a heavily armoured anti-large character who specialises in slaying large monsters and enhancing his own beasts. (He's a lover AND a fighter you see!). Despite all the armour, he is a quick and agile fighter who will scare the enchanted pants off of those good-for-nothing High Elves.


    UNIQUE ITEMS:
    • The Whip of Agony allows Rakarth to temporarily strip enemy monsters of their ability to cause Fear and Terror. Not only does this limit their impact on Rakarth's own troops, it can make these creatures vulnerable to Fear and Terror themselves!
    • The Beast Armour of Karond Kar, which grants passive bonuses to Rakarth's defences when he is near enemy monsters.


    MOUNT OPTIONS:
    He has access to the following mounts:
    • Scourgerunner Chariot
    • Manticore
    • Bracchus, his personal Black Dragon.



    Hungry for more? Be sure to follow us on Facebook and Twitter for more reveals on Rakarth, including his unique skills and the familiar voice behind the character.


    HOW TO CLAIM:

    • Log in to Total War Access from 18th March (https://dashboard.totalwar.com/home)
    • Click on the icon for Rakarth (it will be the most recent item in your dashboard)
    • Follow the steps to link your Steam account and claim the item for it to appear in your game
    Last edited by Daruwind; March 13, 2021 at 11:32 AM.
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  3. #1063
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Daruwind View Post
    You beated me Steph to it

    Yeah, this is weird! Usually FLC is revealed very after DLC itself......So this feels like something else. DE having FLC means most likely DE are done with 6 LL right now. In that case I would say in LP are LM as they had LP the furthest back. LM vs BM. Rakarth is bringing "beastmaster" theme.

    EDIT: not believe it can be Wh1 vs Wh1 DLC as that woudl require a lot time and money...
    What about LM vs BM, with HE has FLC, just to add a bonus unit or lord like the Skycutter and finish the HE roster?

    And the give the DE now just to finish DE as well, but without unit since they don't really have much left.

  4. #1064
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Steph View Post
    What about LM vs BM, with HE has FLC, just to add a bonus unit or lord like the Skycutter and finish the HE roster?

    And the give the DE now just to finish DE as well, but without unit since they don't really have much left.
    If CA is keeping Dwarfs and VC for Wh3 to get "proper" update, what if they plan something similar with two Wh2 races? Thanquol is sure to come in game three, HE are popular and has content for one LP "navy/asuryan" themed LP. So what if DE/LM are done in major content now with this last LP....

    But honestly, I would not jump the guns. Given the art of ruined Khaine statue, I can honestly imagine even DE vs LM LP with DE FLC..this is only option that could be done so quickly. We will see soon as anything like DE vs BM or LM vs BM probably would need time to do. WE LP took 7 months almost....

    EDIT: looking at what Wh2 core only factions LP we have.. HE/DE, DE/Skaven, Skaven/LM....we are missing HE/LM, HE/Skaven and DE/LM
    Last edited by Daruwind; March 13, 2021 at 11:46 AM.
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  5. #1065
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    Default Re: Total War: Warhammer II announced

    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  6. #1066
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    We have a video detailing Rakarth game play.

    Key points
    - Starts in Albion, both with Vortex or with ME. With possibility to get Karond Kar later with an event
    - Has a special recruitment pool, "monster pens", with a lot of different monsters from different races (including harpies, hydra or dragons, but also Mamoth or Carnosaur). They can be recruited instantly (same as Vampire raise dead).
    - The pool is filled with "captured monsters", that you can get after a battle or capturing a settlement, or from the raiding stance.

    That's an interesting gameplay, with a different mechanism really specific to him.

    And so with this FLC, CA did put quite some work.

    That means good hope to have a relatively big last DLC, especially if Rakarth is released now to give some time to play wiht him, and wait for the DLC

  7. #1067
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    Default Re: Total War: Warhammer II announced

    I´m really curious why CA is releasing him now. Let´s say DE are part of LP, it would make sense to release all DE content at the same time so they have more time to bug fix, at the same time if next LP has ME exclusive FLC LL...ala Drycha but for BM for example, DE FLC LL for all would serve as nice conterbalance... from both those points i´m getting conclusion DE are not part of LP as releasing Rakarth now will remove him from table and CA can focus on LP especially if it is somehting like BM vs LM. Reason is simple, so far CA did only one LP touching three factions at the same time - Shadow/Blade as DE vs Skaven with Bretonnia FLC - Repanse. And that was Wh2 vs Wh2 faction. IF now it is Wh2 vs Wh1 + FLC for DE...well that´s my point.

    So going back to older prediction, if DE are not in LP, next in line are LM and then HE with Skaven being totally out. So LP most likely will be BM vs LM + BM ME exclusive FLC LL..+ TW access FLC unit/hero + another FLC hero/unit
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  8. #1068
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    Default Re: Total War: Warhammer II announced

    New patch
    https://www.totalwar.com/blog/total-...rakarth-update
    -Forge of Daith 2.0
    -DE + Skaven campaign updates
    Spoiler Alert, click show to read: 
    Total War: WARHAMMER II – The Rakarth Update

    Total War: WARHAMMER II


    James High
    March 17 2021











    This automatic update arrives on the 18th of March at 4pm alongside the Rakarth Free-LC and brings a host of content revisions, improvements and balance changes to existing factions, characters and units.
    Scroll down for the simplified and traditional versions of the patch notes-请向下拖动滚动条以浏览简体中文以及繁体中文版补丁说明。
    Wood Elves update: Forge of Daith 2.0

    This update sees a revamped version of the Sisters of Twilight’s Forge of Daith. Instead of being driven by dilemmas, the system will now have a bespoke panel that offers greatly improved visibility and choice regarding which items you’ll be able to get.
    Now that the player has full agency over what items they can Unlock/Upgrade/Reforge and in what order, we have decided to tone down a few items due to the ability to chain Reforge them.

    • Dreaming boots
      • Speed 10 > 15
      • Campaign Movement 50 > 35

    • Twilight Standard
      • Recruitment Cost -50 > -30

    • Eagle Mask
      • Research Rate 100 > 75

    • Dreaming Bow
      • Construction Cost -50 > -33
      • Construction Time -50 > -33


    We recommend that any in-progress Sisters of Twilight campaigns be restarted in order to avoid conflicts between the old and new systems.
    Dark Elf Updates

    Crone Hellebron

    We’ve changed the effects granted by the Death Night bar so that they provide more bonuses at high levels, and reduced penalties at lower levels.
    We’ve also altered the way Blood Voyages work – it is now possible to sustain and replenish them by performing successive Death Nights. However, if the Death Night bar drops too low, the Blood Voyage will begin to disband.
    Death Night Effects:

    • Level 1:
      • +2 Chaos Corruption (all provinces)
      • -4 public order (all provinces)
      • Starting Vigour for Crone Hellebron: Winded
      • Active Blood Voyages will take severe attrition damage from desertion

    • Level 2
      • -2 public order (all provinces)
      • Active Blood Voyages will take moderate attrition damage from desertion

    • Level 3
      • +5% Physical Resistance for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • -25% vigour loss reduction for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • +2 Public Order (all provinces)
      • +5 leadership (all armies)
      • Active Blood Voyages will take light attrition damage from desertion

    • Level 4
      • +10% Physical Resistance for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • -50% vigour loss reduction for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • On turn start, chance for Lords to gain +1 loyalty
      • +4 Public Order (all provinces)
      • +10 leadership (all armies)
      • Active Blood Voyages will take no attrition damage from desertion

    • Level 5
      • +20% Physical Resistance for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • Perfect Vigour for Crone Hellebron, Witch Elves, Sisters of Slaughter, Death Hags, Khainite Assassins, and Har Ganeth Executioners
      • On turn start, chance for Lords to gain +2 loyalty
      • +6 Public Order (all provinces)
      • +10 leadership (all armies)
      • All your armies, and those of the Blood Voyage, will replenish slowly even in enemy territory.

    • All of these effects are also shared with the Blood Voyage

    Blood Voyage

    • Now has greatly increased movement range
    • No longer Unbreakable, but instead receives force-wide Perfect Vigour and additional benefits depending upon Hellebron’s current Death Night level.
    • No longer unable to replenish

    Skills

    • Greatest Bride of Khaine (innate)
      • Now grants +10% Weapon Strength to Witch Elves, Sisters of Slaughter, and Har Ganeth Executioners

    • Champion of Khaine
      • Now grants +10% Missile Resistance to Witch Elves and Har Ganeth Executioners


    Lokhir Fellheart

    New Unique Agent – The Blessed Dread

    • Lokhir’s starting Black Ark is now a bespoke special agent type
      • It has the following special benefits:
        • Unique innate trait for its Admiral, Kraken’s Claw, which provides increased base Black Ark growth
        • Unique two-level landmark building, Tower of the Blessed Dread, which grants the Blessed Dread increased movement and additional bonuses to nearby armies

      • The variant model previously applied to all Black Arks in Lokhir’s faction will now just be applied to this one. As before, the Ark’s appearance will change as its main building tree is upgraded.


    Rites Update

    • The Rite of Anath Raema has been re-worked.
      • Now grants the following for 5 turns:
        • +50% sacking income
        • +50% razing income
        • +10 Black Ark Growth
        • +20% movement range

      • Most of the previous effects of this Rite have been incorporated into Lokhir’s personal skill tree


    Skills

    • Krakenlord (Innate Trait):
      • New effect: Causes Fear for Corsairs units (Lord’s Army)
      • New effect: Immunity to Deep Sea, Storm and Reef attrition (Lord’s army)

    • Bound By Blood:
      • New effect: +5 public order (local province)
      • New effect: +5 to favoured corruption (local province)
      • Effect removed: +1 lord recruit rank (all provinces)

    • Corsair Noble:
      • New Effect: +100% armour-piercing missile damage for Corsairs (Lord’s Army)

    • Ahead of the Tide
      • New effect: Vanguard Deployment for Corsairs (Lord’s Army)
      • New effect: Stalk for Corsairs (Lord’s Army)

    • Master of the Blessed Dread:
      • New effect: +1 uses for Black Ark bombardment abilities (Lord’s Army)

    • Patriarch of the Fellhearts
      • Lord Recruit Rank bonus increased from +3 to +5
      • New effect: -75% Rite Cost for Sacrifice to Anath Raema and Sacrifice to Mathlann
      • New effect: +8 Melee Attack when fighting at sea (Lord’s Army)


    Morathi

    • Dark Manipulator (Innate Trait): now provides -50% cost and -5 cooldown to Sacrifice to Hekarti

    Supreme Sorceresses

    • New Skill available at level 10: Student of the Dark Tower
      • -50% vigour loss reduction (self)
      • -10% cooldown to all spells (self)
      • Bound Spell: Arnzipal’s Black Horror

    • Supreme Sorceresses now benefit from any recruit rank or experience bonuses granted to regular Sorceresses, including those from the Sacrifice to Hekarti

    High Beastmasters

    • ‘Whiplash’ ability now available without skill point investment in campaign. Old ‘Whiplash’ ability replaced with ‘Kindle the Fury’

    Other

    • Corsair and Kharybdiss units now have innate immunity to Deep Sea and Reef attrition
    • All buildings in the Cult of Khaine and Hired Killers chains have had their main settlement level requirement reduced by one level. Their costs and effects have been adjusted accordingly
    • The cooldown for Black Ark bombardment army abilities will no longer increase in duration as the ability is upgraded
    • Reduced movement cost for entering raiding stance from 50% to 25% for all Dark Elf factions
    • Tweak the Black Ark map to improve line of sight and pathfinding
    • Technology changes:
      • ‘Driven by Vengeance’ technology now grants +4 Melee Attack to Bleakswords, Dreadspears, and Black Ark Corsairs
      • ‘Naval Training’ technology now grants +4 Melee Attack to all forces when fighting at sea


    Bug fixes

    • Sacrifice to Hekarti now affects Sorceresses of all Lores
    • Black Arks no longer have the immortality skill in their tree – they already received this by default, so spending a point on the skill had no additional effect.
    • Black Ark defensive forces will now spawn correctly on the high ground when the Black Ark is attacked.
      • There may be some edge cases where attacking a non-Black Ark force with a Black Ark will result in incorrect spawn positions. We will continue to investigate this issue further.


    Skaven updates: campaign balance

    Stances

    We have added additional effects to various stances in order to allow for more varied counterplay against the Stalk stance.

    • Stalk Stance now reduces Ambush Success Chance by 15%
      • This does not affect the Beastman equivalent

    • Various stances will now affect Ambush Defence Chance
      • Forced March: -25%
      • Besieging: +100%
      • Underway/Worldroots/Beastpaths: +25%
      • Encampment Stance: +75%


    Skaven Corruption

    Skaven factions were generally able to passively produce very large quantities of Skaven corruption. Not only did this allow them to overwhelm the Untainted produced by other factions, it also meant that there was very little point for Skaven players to attempt to control Skaven corruption.
    By shifting some Skaven buildings over to Untainted, we’re hoping to make being near Skaven less frustrating, as well as giving Skaven players more tools with which to manage their corruption.

    • Clan Warriors:
      • Now provides Untainted instead of Skaven Corruption

    • Assassins chain:
      • Now provides Untainted instead of Skaven Corruption

    • Order chain:
      • Now provides Untainted instead of Skaven Corruption

    • Plagues chain
      • Local Skaven corruption reduced from 2/4/6 to 2/3/4
      • Adjacent regions Skaven corruption reduced from 1/2/4 to 1/1/2

    • The Shattered Tower (Skavenblight landmark)
      • Reduced factionwide adjacent regions Skaven corruption effect from 6 to 3

    • Efficient Planning provincial edict:
      • Public Order effect increased from 2 to 3
      • Untainted effect increased from 1 to 2


    Menace Below

    We have fixed various issues with the way that Menace Below charges were being calculated:

    • Skaven forces will no longer receive an undocumented ‘bonus’ charge of Menace Below from Skaven Corruption or similar effects, such as Queek’s Lord trait
      • Queek’s Lord Effect has been updated to compensate

    • Purchasing the first level of Menace Below in the pre-battle screen will now always grant the stated number of additional charges
      • Previously, if another effect granting Menace Below charges was active then the first level of the ability would have no effect

    • Fixed an issue where the ‘Warrens’ undercity chain would not grant additional charges if no other Menace Below-granting effects were present

    Overall, this will mean a slight reduction to the number of Menace Below charges passively gained via Skaven Corruption. However, the player will more reliably be able to generate additional charges via Food purchases or Undercity buildings.
    Other

    • Minor Skaven factions will no longer perform the Scheme of DOOOOM! or the Pestilent Scheme
    • AI Skaven factions are less likely to take skills that boost Ambush Success chance
    • Removed hidden modifiers to Plague duration and infectivity that only existed when playing on Hard difficulty
    • Clan Pestilens units will no longer take attrition damage from Skaven plagues (all Skaven factions)
    • Clan Pestilens units in now receive vigour loss reduction when afflicted by Plagues (Clan Pestilens only)
    • Reduced baseline number of charges of the Skaven Warpbomb army ability to 1. Additional charges can be gained by upgrading the garrison building in major settlements
    • Skaven will now use a walled settlement map when defending Empire Forts and High Elven gates
      • We will be investigating allowing them access to fort-specific maps in a future update


    Other bug fixes and campaign balance changes

    • Fixed bug that caused growth requirements for development points to be lower on Very Hard and Legendary difficulties
    • Increased the base growth on most Tomb Kings buildings by around 20%
    • Fixed script error caused when reaching 100 favour with the Crow as Norsca
      • As part of this, adapted the Plague of the Crow implementation to make it consistent with Skaven Plagues

    • Throt the Unclean will now maintain his immortality when confederated in Mortal Empires
    • Drycha has calmed down a bit and will now scream less frequently on the campaign map
    • Reduces Drycha’s diplomatic hostility towards Vampire Counts
    • Improved display of effects on abilities that remove attributes from units
    • Wood Elf Waystalker heroes will no longer have a blue glow on the campaign map
    • Navies in the Full Speed stance will correctly start as tired in battle
    • The campaign map banners for the Wardens of The Living Pools, Clan Gritus, Lahmian Sisterhood, Itz-Itza Tribe and Creeping Death factions will now more closely match the colours of their icons
    • AI armies can no longer trigger Forest Encounter markers
    • Fixed script break caused by fighting sea battles as Wood Elf factions

    Battle

    Unit Balance Changes

    Missile Chariots Missile Strength Changes:
    Adjusted all Missile Chariots Shots per Volley stat to better reflect the number of riders firing from the same chariot.
    This means several Missile Chariot units Missile Strength stat will increase, this does not mean their performance has increased – this change is just a better representation of the performance they always had
    Dark Elves

    High Beastmaster

    • Melee Attack changed from 60 to 50
    • Charge Bonus changed from 45 to 40
    • Melee Defence changed from 45 to 55

    High Beastmaster (Scourgerunner Chariot)

    • Charge Bonus changed from 70 to 40
    • Armour-Piercing Weapon Damage changed from 100 to 120
    • Base Missile Damage changed from 12 to 15
    • Armour-Piercing Missile Damage changed from 40 to 50

    High Beastmaster (Manticore)

    • Melee Bonus vs Large changed from 25 to 15

    Wood Elves

    Ariel

    • Leadership changed from 100 to 90
    • Removed Unbreakable
    • Entity Mass changed from 1300 to 1800

    Glade Lord (Great Stag)

    • Base Weapon Damage changed from 260 to 130
    • Armour-Piercing Weapon Damage changed from 100 to 250

    Glade Lord Female (Great Stag)

    • Base Weapon Damage changed from 260 to 130
    • Armour-Piercing Weapon Damage changed from 100 to 250

    Lost Sylvan Knights (Great Stag Knights)

    • Additional hit points changed from 174 to 157

    Giant Wolves

    • Melee Building Damage changed from 40 to 5

    Norsca

    Norscan Ice Wolves

    • Melee Building Damage changed from 40 to 5

    Greenskins

    Soopa-Squig!

    • Additional hit points changed from 110 to 660

    Skaven

    Throt the Unclean (Brood Horror)

    • Melee Defence changed from 55 to 45
    • Mount Entity Mass changed from 3500 to 2000

    Packmaster (Brood Horror)

    • Melee Defence changed from 40 to 30
    • Mount Entity Mass changed from 3500 to 2000

    Warlord (Brood Horror)

    • Mount Entity Mass changed from 3500 to 2000

    Brood Horror

    • Melee Defence changed from 32 to 30
    • Missile Resistance % changed from 15 to 0
    • Entity Mass changed from 3500 to 2000

    Wolf Rats

    • Melee Defence changed from 21 to 19

    Wolf Rats (Poison)

    • Melee Defence changed from 21 to 19

    Lizard Men

    Ancient Salamander

    • Entity Mass changed from 3500 to 2000

    Ability Balance Changes

    Dark Elves

    Whiplash

    • Ability can now only target Large entities but is no longer prevented from targeting Lords and Heroes. Seraphon quails in fear!

    All Black Ark abilities

    • All Black Ark abilities have 60 second cooldown, no longer increasing cooldown as ability is upgraded

    Greenskins

    Squigs Go Boom!

    • Damage to self from 60 to 1000 (this is to account for increased Soopa Squig HP)

    Skaven

    Cellular Instability

    • AP damage from 54 to 30
    • Added phase that damages self (~600 total damage to self)

    Instability IV

    • AP damage from 63 to 60

    Warpbomb

    • AP damage from 72 to 45

    Pestilent Birth

    • Winds of Magic cost from 14 to 16

    Poisoned Wind Contact Phase

    • Damage chance from 0.5 to 0.375
      • This effectively means to get full value the target will need more entities in the unit
      • Effective entity count from 56 to 75


    Wood Elves

    Acorns of the Oak of Ages

    • AP damage from 12 to 10
    • Wind-up time from 1 to 3 seconds

    Conjoined Destiny

    • Number of uses from 1 to infinite

    Roused to Wrath

    • Number of uses from 2 to 1

    Transformation of Kadon (Eagle)

    • Winds of Magic cost from 18 to 14

    Ancient’s Protection

    • Duration from 10 to 12 seconds

    Cloak of Isha

    • Physical Resistance from 44% to 20%


    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  9. #1069
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    Since we are getting DE/WE and Skaven update, I think it reduces even more the chance to get DE in last DLC.

  10. #1070
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Grace commented today that there will be no Wh2 DLC news for a couple of months....this could mean a lot things. 1) No April/May news...so June at least 2) WE + holiday mean the development of this LP started probably after new year mostly so it could still be BM 3) Wh3 will be really pretty late in the year.

    https://www.reddit.com/r/totalwar/co...eb2x&context=3
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  11. #1071
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    1) I can probably start working on the Vampire Coasts for my mod, and finish it before next DLC
    2) I think it may be a sign that this DLC may be bigger than expected initially. BM rework, but may be a few final LL for LM, DE, HE with the last missing units, and a few mechanic update to finish game 2 and move to game 3 wihout concern about game 2 races.

  12. #1072
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    It could be really a lot things. Like so far we have no timetable for Wh3. I was betting at September release but with Rome remaster now, Troy hitting Steam during summer, I can imagine Wh3 might be pretty late in the year. But CA has never released game so late as November/December... :/

    Plus I really thing that combination of WE release date + month to bug fix + Christmas holiday + covid/brexit...mean that serious work started in this year. So another 5-6 months...June/July...becuase then there is Troy in August.

    Well we will see, Wh1 got closing update. Touching almost all stuff around...but I expect such after the DLC and bug fixes..Foundatiuon Update it was with 30th RoR regiments But as all core races have 6 LL, i can imagine this LP to be somehow different. We will see. I still think BM vs LM as core of DLC is making now the most sense.
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  13. #1073
    King Athelstan's Avatar The Wheel Weaves
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    Default Re: Total War: Warhammer II announced

    I guess we can only wait and see for now
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