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Thread: Total War: Warhammer II announced

  1. #841
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    Default Re: Total War: Warhammer II announced

    Lots of interesting changes. But I have mixed feeling about moving the basic spearmen to the settlement.

    On one hand, it makes some sense to be sure you can always at least recruit a basic units.

    On the other hand, with all the special settlement, it means dozens of new building giving the basic spearmen. So in my case, it would be very complex to add all the heraldic versions this way.

    Well, I guess I can keep the heraldic units to the barracks, and only have the generic units also with settlements.

  2. #842

    Default Re: Total War: Warhammer II announced

    They should have given basic units to the Wood Elf outposts so they too have something to recruit outside of Athel Loren. If global recruitment is the excuse, why make this change at all?

    Also while changing Empire to Reikland makes sense because of lore, I disagree with doing it for Bretonnia since its monarchy isn't elected. I also think they should have chosen different names for the Dwarves and Orcs, like Grimgor's Waaggh or something like that.
    Last edited by Leonardo; December 10, 2019 at 04:34 AM. Reason: Posts merged.
    FREE THE NIPPLE!!!

  3. #843
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    Default Re: Total War: Warhammer II announced

    That's what I did in my mod, SWO-RD. You can recruit some units outside of Athel Loren.

    But you know you cna already do that via Global recruitment?

  4. #844
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    Default Re: Total War: Warhammer II announced

    Smaller Beta update is out
    https://www.totalwar.com/blog/total-...illing-update/





    Total War: WARHAMMER II – The King’s Shilling Update

    Spoiler Alert, click show to read: 

    February 5 2020
    This smaller interim beta patch addresses some high-priority issues.

    In particular, four hot-topic issues have been addressed:


    • Vampire Coast factions are able to raise dead at sea again
    • Fixed an issue which limited the number of mods a player could have
    • Fixed a bug which prevented AI factions from recruiting more than one army
    • Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer

    We’re aware of further issues which have been reported by players, such as the Doomsphere agent-spawning bug, and we’re continuing to find fixes and improvements for inclusion in future patches.

    To get the update, please follow these instructions:

    • In your Steam games library, right-click Total War: WARHAMMER II and select Properties
    • In the Properties window, select the Betas tab
    • Select 8.3 from the drop-down menu
    • Hit close and your game client will update

    Please note that you should start a new campaign when opting in to the beta. This beta contains an end-turn crash that occurs on save games created before this update, and while we are investigating this and will update the beta with a fix, we would rather have the opt-in beta available to players with this caveat than delay the release to include the fix.

    Legendary Lord changes and improvements


    • Malus Darkblade’s Warpsword questline can now be continued if the Beastmen army dies. The Beastmen army has also been moved in Mortal Empires from the desert of Khemri up into The Badlands
    • The army removed in the starting dilemma presented to Malus now only occurs for the force in Hag Graef
    • Malus Darkblade sanity effect changes:
      • Increased maximum Ward Save to 40%
      • Replaced construction cost reduction with growth increase
      • Added positive side of melee attack effects

    • Arkhan the Black’s cape now adheres to the laws of physics when viewed from afar
    • Khazrak’s missing eyeball returned in the previous patch – it’s now gone again. EYE PATCHED ��
    • Ikit Claw’s ability Unlimited Power now has a correctly sized icon
    • Thorgrim’s Grudge against the Greenskins is now “Grudge against the Foul” and also applies against Skaven
    • Volkmar the Grim’s War Altar mount now properly shows that it will grant you a bound Banishment spell
    • Morathi’s Amber Amulet unique item can no longer be stolen
    • Skrolk’s Plague changes:
      • Plague-spreading chances have been increased and the benefits have been reduced to compensate
      • Regional army-to-settlement spread probability has been increased to 25%
      • The plague can now spread to adjacent regions
      • The plague now lasts for 2 more turns
      • Skrolk’s plague-spreading chance has been increased to +100% making all his armies and regions have twice the chance of spreading (50%/50%)

    • Dark Elf Masters will now benefit from Morathi’s hero upkeep reduction
    • Fixed instances where Repanse could respond with a male voice during diplomacy interactions
    • Repanse’s water mechanics will now work in multiplayer campaigns
    • Repanse’s banner missions will now trigger in multiplayer campaigns
    • Repanse’s unique technologies Righteous Strength and Prayer of Fortitude now correctly apply their bonuses to characters
    • Moved quest battles location markers for Skarsnik and Belegar slightly to avoid clipping with unpassable terrain

    Miscellaneous


    • Vampire Coast factions are able to raise dead at sea again
    • Fixed an issue which limited the number of mods a player could have
    • Fixed a bug which prevented AI factions from recruiting more than one army
    • Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer
    • Additional upkeep mechanic now correctly updates when the player has multiple armies and then goes down to one army
    • Fixed an issue where wounded lords and heroes would spawn on top of each other after using a Clan Eshin Rite
    • Fixed several instances of bonuses to Lord recruit ranks not applying when replacing lords
    • Adjusted Bretonnian outposts in Norsca – their main settlement chains are now updated to match current Bretonnian Garrisons
    • Adjusted numerous instances of buildings having incorrect values when in a damaged or ruined state
    • The Constellation of Queti mission no longer requires 4294967295 rogue armies to be defeated
    • Fixed missing mentions of Shadow Walkers unit in some high elf technologies
    • The Bretonnian technology Support Religious Errantry now also grants a diplomatic bonus with Chevaliers De Lyonesse
    • Fixed an issue which sometimes caused AI enemy heroes to spawn when the player withdrew from the Hammer of Angrund quest battle
    • Post-battle option tooltips are now accurate and no longer mention diplomatic relationships
    • Black Arks are now immune to reef and storm attrition
    • Skaven can now build the Brightstone Mine at Mount Gunbad
    • Adjusted top-end garrison for the High Elf variant of the Empire forts to be appropriately more powerful
    • The Beastmaster’s Master Tormentor skill now properly buffs the melee defence of his monsters
    • Cairn Wraiths once again cause fear – they were just a bit under the weather
    • The faction select screen for Malus Darkblade now includes the ‘+10% chance of intercepting enemies using the Underway’ effect of his Lord trait
    • Saurus Old-Bloods and Red Crested Skink Chiefs can now swap mounts when part of Nakai’s faction
    • Fixed some inconsistencies in the unlock ranks for Vampire Counts mounts
    • The Count of Talabecland bonus for increased income from timber buildings now functions correctly
    • All DLC Dwarf lords now benefit from Dwarf technologies that target characters
    • The AI may now decide to use Flaming Sword of Rhuin on ranged units
    • Non-Cult of Sotek Lizardmen factions no longer acquire sacrificial captives after each battle
    • Fixed an issue preventing Nakai from handing over the following regions: Fortress of the Damned, Dragon Fang Mount, Dread Rock, Shattered Stone Isle, Flayed Rock, Haunted Forest, Pigbarter, Desolation of Nagash, Nagashizar, Ash Ridge Mountains, Darkhold, The Fortress of Vorag, Crookback Mountain, Mount Greyhag, Mount Silverspear
    • Adjusted tooltip for Eshin recruit cost feature to correctly state that units not native to Eshin do, in fact, have extra recruitment costs
    • Added missing strategic location icon to Copher and the Dragon Isles
    • Itza now properly allows Skink recruitment through the primary chain for all Lizardmen factions
    • Red Crested Skink Chiefs no longer lose their attrition immunities when mounted
    • Characters no longer lose access to the Flensing Ruin spell when investing more skill points into the skill
    • Tomb Kings Lords that are recruited as a replacement for a lord that has died will no longer cost gold
    • Various localisation improvements in multiple languages


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  5. #845
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    New Wh2 DLC entry was just added to SteamDB - 1244670 :-)
    https://steamdb.info/app/594570/dlc/

    So there are three unknown entries at the moment. Could it be content for Make war not Love event? Reason would be that one DLC entry was also added today for 3K. All DLCs lately were comming in pairs - DLC + FLC.
    Last edited by Daruwind; February 06, 2020 at 06:08 AM.
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  6. #846

  7. #847
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    Default Re: Total War: Warhammer II announced

    Didn't they skip the past make war not love? It'll be good to see it back
    Proudly under the patronage of General Brewster of the Imperial House of Hader
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  8. #848
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    For a few DLCs back, CA is always adding DLC+accompanying FLC entries at the same time. And always shortly after previous DLC+FLC is released.

    Concidence with 3K is another strange thing. Especially week before Valentine Day. So yeah, last year there were no MWNL event but this year there were so far no statement about it. One way or another. So we don´t know. Question would be, what RTS are there under SEGA to compete. 3K vs Wh2..plus some others?

    Now we all probably will agree that WE and Beastmen will get update but hardly it will be for free. At best it will be Hunter/Beast or HE/Greenskin like. Free update to original WH1 DLC owners and still gated content by new DLC. And still there will be FLC as well.

    Just look back, 2017 - Isabella LL was reward in MWNL for Wh1, for Wh2 it was map pack - Steps of Isha in 2018....I will say even a unit or hero is possibility. But rework? That is too big content....
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  9. #849

    Default Re: Total War: Warhammer II announced

    Is it though? It doesn't have to be a full rework, just a love tap really. Add some holes in Beastmen's roster, maybe buff a few units, update the Beast magic Lore... Doesn't have to be too much. New LL maybe.

  10. #850
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    It can be of course LL like Ariel. Or unit for beastmen. But why? And how exactly it will work. How many people will be able to utilize new unit,hero, lore for WE/Beastmen? Those are not Bretonnia. New LL for WE/Beastmen..what about access to original RoR, we cannot expect new unit with FLC. Definitely not with such FLC LL for event. Look at Isabella.

    To put it simple, look at Hunter/Beast DLC. Empire+Lizardmen are in DLC, FLC is again Lizardmen. I bet the next HE/Greenskins will be similar. HE FLC LL and HE+Greenskin LL in DLC. Which basically means any possible new LL for WE/Beastmen will be at part of any DLC, not FLC... :/

    FLC must be something for all people. Not something restricted to minority of players. I hope WE/Beastmen will ge rework and good DLC and I´m ready to buy it But MWNL is not opportunity to fix them.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  11. #851
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    Default Re: Total War: Warhammer II announced

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  12. #852
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    Default Re: Total War: Warhammer II announced

    New beta https://www.totalwar.com/blog/the-proving-grounds-beta/

    Spoiler Alert, click show to read: 








    The Proving Grounds Beta

    Total War: WARHAMMER II


    Al Bickham













    We’ve been relatively quiet about campaign balance lately, as our big focus on delivering faster end-turn times would undoubtedly have mucked around with any substantial balance changes. Now that’s out of the way, we want to tackle some of the longer-standing balance problems.
    However, with the influx of so many new legendary lords, races, units, mechanics and more throughout Warhammer II’s life, it’s become an absolute hell-pit abomination to keep everything balanced with each successive content addition. Changing things marginally with each patch would take a long time to manifest as improvements for you and could easily be undone by the next content release. On the other hand, changing everything at once is waaay too risky for the live game.
    So, we’re trialling something new. We’ve created an experimental beta called the Proving Grounds, where we’ve tinkered with various aspects of balancing across all the races, safely away from the main game. There’ll be some extreme changes, designed to push the limits of our balance understanding, and maybe we’ll find some that players enjoy enough for us to implement in the main game. This beta will run for a limited time, while it continues to generate useful feedback.
    To be crystal clear, we can’t guarantee that ANY of the changes in the Proving Grounds will make it into the main game.
    This isn’t like one of our conventional update betas, where everything on the list is ultimately intended to go into the live game. Neither is it a replacement for such update betas – they’re an important part of our update process and will continue to happen before future content additions.
    The Proving Grounds is more of a learning tool to help us improve our balancing approach; a testbed for new ideas that doesn’t threaten to upend the live game, and an opportunity for players to experience the game in a new light. We’re specifically trialling a new campaign difficulty setup to provide different pacing options and more clarity. You can find full details in the notes below.
    If you want to be part of this process, you can sign into the Proving Grounds beta and download our latest experimental balance-tweaks to your game client. Please do note that it’s going to have some dramatic and probably messy impacts on any campaigns you’re midway through! In fact, we recommend you don’t continue any campaigns you’re currently enjoying, but instead begin a new campaign with your chosen race to experience the changes from the start. You can of course opt-out of the beta at any time, revert to the current version of the game, and pick up where you left off with your previous saves.
    We keenly want to hear your feedback. What you like, what you don’t, what’s too extreme, what’s not extreme enough, based on your Proving Grounds gameplay experiences. The more detailed your explanations, the better we can react to them. After gathering enough such feedback we’ll discuss internally how we make best use of the results to make sure that any future changes we implement move the game in the right direction.
    How to get the Proving Grounds beta

    In order to opt in to the Proving Grounds Beta:

    1. Right-click on Total War: WARHAMMER II in your Steam library
    2. Click Properties and click the Betas tab
    3. In the drop-down menu, select the warhammerii_1.8.4 option
    4. Close the window and your build will automatically update to 1.8.4

    How to tell us what you think

    Tell us what you think about the Proving Grounds beta here.
    Proving Grounds

    Goals

    • Experiment with different difficulty settings, including game pace modifications
    • Adjust game pace to align with shorter end-turn times
    • BUT retain a game pace that allows for frequent activity like recruitment, construction or combat every turn
    • Increase impact in recruitment and construction decisions
    • Reduce the economy scaling into the later stages of the game
    • Add meaningful and stronger money sinks
    • Keep campaign AI competitive
    • Create an environment to possibly remove supply lines
    • Reduce the strength of swift expansion
    • Streamline factional differences in economy and more clearly define faction uniqueness
    • Return public order to be generally more meaningful
    • Return growth to be generally more meaningful
    • Push late-game units later into the game naturally for both AI and player
    • Aim for more varied playthroughs and different late-game challenges emerging naturally
    • Avoid hard restrictions

    Difficulty restructure changes

    • Experimental difficulty changes affecting not only challenge but also game speed
    • Naming and function change for difficulty levels (please note these are not localised – they will only show up in English game versions)
      • Easy difficulty becomes New to Total War
      • Normal difficulty becomes Fast: A faster-paced Total War with cheaper recruitment and construction
      • Hard difficulty becomes Standard: A slower-paced Total War with more expensive recruitment and construction
      • Very Hard difficulty becomes Veteran: A slower-paced Total War with more expensive recruitment and construction and increased AI buffs
      • Legendary difficulty remains Legendary: A slower-paced Total War with more expensive recruitment and construction, increased AI buffs, no quick save, and battle realism

    • Battle difficulty remains the same (even though the names changed)
    • Reduced public order penalties for player at lower difficulty levels
    • Reduced public order penalties based on ‘hostile’ corruption at lower difficulty levels
    • Adjusted recruitment, construction and other bonuses for AI and player based on difficulty
    • Modified starting treasury on lower difficulties
    • Increased background income for all major factions (including player) on lower difficulties
    • Reduced background income for all minor factions on lower difficulties
    • AI Lords get additional experience based on difficulty

    General changes

    • Removed supply lines (additional upkeep for all armies the more armies the player has)
    • Removed building conversion on occupation (automatic conversion of buildings of a different race)
    • Income streamlined and adjusted:
      • Added and adjusted resource buildings for all races to grant money
      • Adjusted direct income from buildings for all races
      • Reduced economy scaling in later stages of the game

    • Growth re-balance:
      • Removed increasing Growth on main settlement chain
      • Reduced and adjusted growth on growth buildings

    • Public Order re-balance:
      • Removed Public Order on main settlement chain
      • Adjusted Public Order on buildings

    • Building cost adjustments:
      • Low Level buildings are cheaper (Green building category)
      • High level buildings and main settlement chains more expensive
      • Exception: Greenskins construction cost reduced

    • Unit recruitment cost doubled
    • Upkeep of Lords and Heroes adjusted to match their strength and their mount option
    • Slave economy re-balance (grows quicker, drops faster):
      • Dark Elves slave capacity on settlements reduced
      • Dark Elves slave Public order penalty reduced
      • Adjusted direct income from slaves
      • Removed most slave percentage modifiers
      • Reduced slave decline reduction effects

    • Chaos and Beastmen unit upkeep reduced
    • Lizardmen Slann building only available in major settlement
    • Post battle loot reduced
    • Sacking income reduced
    • Trade commodity value halved
    • Base Rogue army spawn rate reduced
    • Clan Angrund (Belegar) initial upkeep penalty reduced
    • Nakai start setup adjusted

    Campaign AI changes

    • Building adjustments to accommodate the above changes
    • Malus AI will confederate less quickly and stay independent
    • Offer to join war will not happen as often
    • AI doesn’t remember diplomatic events as long as it used to
    • Reduced Greenskins’ over-aggressiveness
    • Vampires now more aggressive
    • General diplomatic hostility towards Greenskins reduced
    • Skaven AI unit recruitment improved
    • AI further-reduced focus on bad climate regions
    • Some AI factions focus more on their home territory (Dwarfs/mountains, Empire/Empire provinces, High Elves/Ulthuan)

    Auto-Resolver

    • Autoresolver bonus against non-playable factions increased for Greenskins, Dark Elves, Skaven and Vampires
    • The autoresolver subsystem ensuring unit losses has been disabled (units are now generally less likely to be killed in auto-resolved battles)

    Campaign difficulty levels in detail

    • Starter: The entry level Total War
      • Player:
        • Public Order +2
        • Public Order Corruption penalty -50%
        • Upkeep -20%
        • Recruitment cost -40%
        • Construction cost -40%
        • Additional Lord Replenishment 30%

      • AI:
        • Growth 0
        • Replenishment 2%
        • Additional Lord Replenishment 5%
        • Recruitment cost -20%
        • Construction cost -20%
        • Global Recruitment 2
        • Local Recruitment 2
        • Hero success chance -10%




    • Fast: A faster-paced Total War
      • Player:
        • Public Order Corruption penalty -25%
        • Recruitment cost -25%
        • Construction cost -25%
        • Additional Lord Replenishment 20%

      • AI:
        • Growth 20
        • Replenishment 5%
        • Additional Lord Replenishment 10%
        • Recruitment cost -50%
        • Construction cost -50%
        • Global Recruitment 3
        • Local Recruitment 3
        • Lord XP gain 25




    • Standard: A slower-paced Total War
      • Player:
        • Additional Lord Replenishment 5%

      • AI:
        • Growth 20
        • Replenishment 5%
        • Additional Lord Replenishment 10%
        • Recruitment cost -40%
        • Construction cost -40%
        • Global Recruitment 3
        • Local Recruitment 3
        • Unit XP gain 100
        • Lord XP gain 25




    • Veteran: A slower-paced Total War with more AI buffs
      • Player:
        • Upkeep +10%
        • Additional Lord Replenishment 5%

      • AI:
        • Growth 50
        • Replenishment 10%
        • Additional Lord Replenishment 20%
        • Recruitment cost -80%
        • Construction cost -80%
        • Global Recruitment 5
        • Local Recruitment 3
        • Unit XP gain 200
        • Lord XP gain 50




    • Legendary: A slower-paced Total War with more AI buffs, save/load restrictions, and battle realism
      • Player:
        • Upkeep +10%
        • Additional Lord Replenishment 5%

      • AI:
        • Growth 50
        • Replenishment 10%
        • Additional Lord Replenishment 20%
        • Recruitment cost -80%
        • Construction cost -80%
        • Global Recruitment 5
        • Local Recruitment 3
        • Unit XP gain 400
        • Lord XP gain 50



    Caveats and Potential Problems

    • May contain setup errors, general copy-paste errors or missed content
    • Battle difficulty remains unchanged even though campaign difficulty has changed
    • Difficulty naming change not localised and will not affect achievements
    • Scripted Armies and Quest battle balance not updated
    • Low-quality army spam is a potential side-effect
    • Dark Elf slave economy may be too erratic
    • Tomb King performance unknown, as they remained largely untouched





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  13. #853
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    You beat me to it! Sounds itnereseting, some ideas are what I was planning to add in SWO-RD. Like no more auto conversion, or no increasing growth bonus for main settlement

  14. #854
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    Default Re: Total War: Warhammer II announced

    uuuuu You need tin foil hat Steph!!! CA is reading our minds! Sometimes...
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    King Athelstan's Avatar The Wheel Weaves
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    Default Re: Total War: Warhammer II announced

    Maybe Steph is a covert CA mole
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  16. #856
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    Default Re: Total War: Warhammer II announced

    But I was thinking..all those changes. If the Wh2 is almost at the end of life cycle,then why? I mean they are surely great. Too great. The shorter end turns as well...These are changes you would expect in first half of lifecycle, because later you are usually making polishing,fixing etc. I think we are gonna stick with Wh2 maybe little longer.
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  17. #857

    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Daruwind View Post
    But I was thinking..all those changes. If the Wh2 is almost at the end of life cycle,then why? I mean they are surely great. Too great. The shorter end turns as well...These are changes you would expect in first half of lifecycle, because later you are usually making polishing,fixing etc. I think we are gonna stick with Wh2 maybe little longer.


    There has been some speculation for the reasons behind this. But whatever the reason it is, if the Warhammer 3 is still coming out this is good news. There is plenty of time to patch the game and make more content so I think everyone wins in this setting. Even makes more possible the unlikely DLC scenarios. The longer they stick to the game the better it will be
    Last edited by Dumanthis; March 21, 2020 at 03:27 AM.

  18. #858
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    Default Re: Total War: Warhammer II announced

    I suppose they want to iron the kinks in the game, using Game II proven ground has a way to valid some choices, before really telling what will be in game 3.
    Better to experiment now, try things, solve issues, and then deliver a "perfect" game 3, rather than risking delivering a game with lot of negative feedback.

    With Game 2, they can have access to a large pool of players at minimal risk. Not possible with game 3 unless they want to do an open beta

  19. #859
    King Athelstan's Avatar The Wheel Weaves
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Dumanthis View Post


    There has been some speculation for the reasons behind this. But whatever the reason it is, if the Warhammer 3 is still coming out this is good news. There is plenty of time to patch the game and make more content so I think everyone wins in this setting. Even makes more possible the unlikely DLC scenarios. The longer they stick to the game the better it will be


    Fixed it for ya - You've gotta use the [youtube] tag, and do everthing after the v=in it, which in this case of https://www.youtube.com/watch?v=86X0raZtDT8 would be 86X0raZtDT8
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  20. #860
    Welsh Dragon's Avatar Content Staff
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    Default Re: Total War: Warhammer II announced

    Quote Originally Posted by Steph View Post
    I suppose they want to iron the kinks in the game, using Game II proven ground has a way to valid some choices, before really telling what will be in game 3.
    Better to experiment now, try things, solve issues, and then deliver a "perfect" game 3, rather than risking delivering a game with lot of negative feedback.

    With Game 2, they can have access to a large pool of players at minimal risk. Not possible with game 3 unless they want to do an open beta
    That would be my take too. Same reason they tried out ideas for Three Kingdoms in Rome 2 and Thrones of Britannia, less of a risk.

    All the Best,

    Welsh Dragon.

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