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Thread: Total War: Warhammer II announced

  1. #981
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Just quick news. Next DLC for Wh is dropping in December, just confirmed on Reddit/Forum
    https://www.reddit.com/r/totalwar/co...d_in_december/
    https://forums.totalwar.com/discussi...ate-on-the-dlc
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  2. #982
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: Total War: Warhammer II announced

    Well, that should put a stop to r/totalwar's swift decline into desperation. Obviously dissapointing news but at least we have some more clarity now, nothing to do about it but waiting patiently. I was sort of hoping for some news about WH3 as well around that time though.

  3. #983
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    Good news : I will have time to finish the Greenskins update for my mod before the new DLC. And finish the MP campaign I started with my son.

    Steph, seeing the bright side of things.

  4. #984
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    We got updated FLC roadmap. It is consisted with expectation. FLC LL is the WE ME exclusive lord, unit is actually new FLC hero option for Wh2 core faction (yeah even Lord Kroak was stated as unit...), TW Access exclusive unit....no idea there. But as there are 4 SteamDB entries, it is 1:1. The last entry was added with little delay, could be related to DLC or White Dwarf promotion...we don´t know.

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

  5. #985
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    Default Re: Total War: Warhammer II announced

    Nice teaser. Be careful, you should be seated, it's very fast paced with tons of action happening.

    https://youtu.be/o81FCPWQpr0

  6. #986
    Welsh Dragon's Avatar Content Staff
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    Default Re: Total War: Warhammer II announced

    There's a countdown on the Twitch Channel too:

    https://www.twitch.tv/totalwar

    All the Best,

    Welsh Dragon.

  7. #987
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    Default Re: Total War: Warhammer II announced

    https://www.twcenter.net/forums/show...1#post15969609

    All new stuff up to now in separated thread
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  8. #988
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    Default Re: Total War: Warhammer II announced

    Oh by the way. Another important info. During Twitch Stream guys answered one question about future content, that it is not sure whether this is last DLC or not for Wh2. Shortly after Grace confirmed on Reddit this is not the last DLC.

    Given that CA usually treats pre-order DLCs as "special case" and given how quickly the hype was build, Grace didn´t shoot it down immediately as usually. Because conclusion was that there will be at least one more LP pack. I honestly think that Grace would try to lower the hype in case the next would be pre-order DLC....Basically from now on everyone is talking about one more LP. So probably prepare for Blood Moon rising in May 2021 :-)
    https://www.reddit.com/r/totalwar/co..._will_kill_us/
    Last edited by Daruwind; November 21, 2020 at 03:50 PM.
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  9. #989
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    Default Re: Total War: Warhammer II announced

    With the expansion of the map east of the Edge World Mountain + Lahmia Sisterhood, it's possible that we get another DLC with Beastmen (lots of request) and maybe VC in the future. With Neferata added.

    This lead to another interesting point. Since the empty Darklands are getting less and less empty, and may continue to do so with next DLC, I don't see how CA can sell a full price DLC only filing the limited empty space remaining after all the DLC are finished.

    Meaning an inclusion of the Far East and Cathay a serious possibility

  10. #990
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Little speculation time! Have you noticed at the very end of T&T trailer that there are not just Skaven markings but also both moons in right top corner? And what´s more, both are full.
    https://forums.totalwar.com/discussi...-in-trailer/p1
    Spoiler Alert, click show to read: 





    there is no notes about moons in TT LP description


    While checking old Wh1 BM DLC


    That being said, there are some counter arguments.
    https://www.reddit.com/r/totalwar/co...feature_night/
    Both moons in Troy, both moons in VC trailer (link in reddit above), moons are connected with all evil factions not just BM..

    Still what do you guys think?
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  11. #991
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    Default Re: Total War: Warhammer II announced

    I don't care for Beastmen so I personally hope it's something else. I also don't care for Dark Elves though so if they end up as one side and Beastmen as the other at least I won't have a hard time deciding whether to buy it or not. For Beastmen players, all five of them, it'd be nice and they do need a rework as they currently don't even work as the nuisance faction they're supposed to be. Rakarth the Beastmaster vs. the Beastmen would kind of fit thematically as well. I'd be interested in a Dwarf DLC but as the factions I really like (High Elves, Wood Elves and Empire) most likely won't be in the DLC I don't really mind what the next one brings. Info about the third game is something I'm looking forward to far more than the next DLC.
    Last edited by lolIsuck; November 30, 2020 at 05:48 PM. Reason: spelling

  12. #992
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    Default Re: Total War: Warhammer II announced

    This will be probably the last DLC as CA will do full circle and "updade" all Wh1 races from core+DLCs. So it makes sense it would be BM + DE as they are missing 6th LL. But i get it people would prefer a lot other things. Vampires, Dwarfs...but in way i know that must be done. I just had luck and won the DLC in one stream so I will buy even next one instead. And hopefully by May with the next DLC, we will have news about Wh3 release. It is already long time and we are slowly moving there. I hope you will enjoy at least current WE LP. I´m really looking to Drycha and replay Durthu on ME properly
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  13. #993
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    Default Re: Total War: Warhammer II announced

    Patchnotes at least first half. Unit balance changes are coming in separate article later
    https://www.totalwar.com/blog/total-...ilight-update/


    Spoiler Alert, click show to read: 

    Total War: WARHAMMER II – The Twisted & Twilight Update

    Total War: WARHAMMER II


    Al Bickham
    December 2 2020






    Languages



    English

    Total War: WARHAMMER II – the Asrai Resurgent Update
    This automatic update arrives alongside The Twisted & The Twilight Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements.
    The most impactful suite of changes applies to the Wood Elves, who’ve received a comprehensive overhaul to the way they play and a willowy trunk-load of new mechanics and features to boot. We think these changes improve their gameplay no end, and you can read about them in detail below.
    Also! Three other notable changes players have been asking for:
    New Chaos invasion frontend setting!
    You can now set the difficulty level of the Chaos invasion in Mortal Empires via a dropdown next to the difficulty settings on the campaign select screen. This determines the scale of the invasion.
    Damage & value tracking for units!

    When mousing over the kill-counter on a unit, the tooltip now provides two additional stats for tracking unit performance:

    • Damage Dealt tracks the raw damage dealt by the unit to other units
    • Damage Value tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it. This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.

    Knockdown & bracing changes!
    Characters are generally now much sturdier on their feet, where some notably sturdy characters (Ungrim! He can brace now too!) are now almost impossible to knock down.For more information see revamped entity collision rules & bracing behaviours for characters below
    On with the show…

    Wood Elves Update


    Summary

    The Wood Elf campaign has been completely overhauled, with almost every aspect of the faction changed in some way.

    • Amber is no longer required for recruitment or building, only for a specific subset of brand new technologies
    • Amber is no longer gained from occupying settlements. It is now a rare reward from performing special Rituals tied to Magical Forest settlements
    • Campaign progress is now tracked by a new system called Forest Health. Each Magical Forest has its own health level, which increases over time as the player defends the borders of the Forest
    • Wood Elves can teleport between Magical Forests and receive special narrative encounters that help shape their defence of the region
    • There are two new minor mechanics themed around Tree Spirits: Aspect unit upgrades, and Spite character traits
    • Technologies, buildings, skills, followers events and traits have all been updated.

    New Regions

    Every Wood Elf major settlement is now part of a Magical Forest. There are eight such forests in Mortal Empires, and four in the Eye of the Vortex Campaign. Alongside the four existing Magical Forests – Athel Loren, Gaean Vale, Heart of the Jungle and Laurelorn Forest – four new settlements have been added to Mortal Empires and two to Eye of the Vortex:
    Mortal Empires:

    • Gryphon Wood
      • Mortal Empires only. This gloomy forest is found within the Empire, in Ostermark

    • Forest of Gloom
      • Mortal Empires only. This Forest-Goblin-infested region is found just to the West of Karaz-a-Karak

    • The Sacred Pools
      • Both campaigns. These shimmering pools are in central Lustria and are defended by blessed Lizardmen guardians

    • The Witchwood
      • Both campaigns. This isolated forest is located in the mountains of Naggarond.


    New Mechanics: Forest Health and Rituals of Rebirth

    Each of the Magical Forests has its own Forest Health.

    • The health of the Forest can be increased over time primarily by making sure its ancient Heathland border regions are kept secure and free of enemies, either by razing them, owning them, or ensuring they are held by allies
    • As a Forest’s health recovers, it will provide increasingly potent campaign bonuses. Each Forest provides its own set of effects
    • Athel Loren requires substantially more Health to heal than other Forests, but the rate can be improved by healing other Forests across the world.

    Once enough Forest Health has been accumulated, a Ritual of Rebirth can be performed:

    • Shortly after starting the ritual, enemy armies – themed to each Forest – will appear and attempt to disrupt the Ritual
    • Unlike similar, previous invasions, the player will receive advanced warning about the location of any army spawns and can even send an army to interrupt and ambush the foe before they are ready.

    Completing a Ritual of Rebirth grants the following rewards:

    • The Forest’s health can no longer be reduced
    • A special settlement-specific Landmark with a potent garrison and unique factionwide and regional effects is unlocked
    • A piece of Amber, which can be spent in the revamped technology tree
    • In Athel Loren, completing the Ritual of Rebirth will unlock the final battle and campaign victory.

    New Mechanic: Deeproots Teleportation

    Wood Elves can now instantly transport armies across the world via the Deeproots. This powerful ability comes with certain restrictions:

    • Armies must start within a specified Magical Forest, and can only teleport to other Magical Forests
    • This ability has a ten-turn cooldown that can be reduced over time by various effects.

    New Mechanic: Forest Encounters

    When playing as Wood Elves, special Forest Encounter markers will spawn near your Forests.
    Sending an army to this marker will offer narrative choices that help shape the way your play your campaign, some of which will result in unique thematic battles.
    Technology Tree

    The Wood Elf technology tree has been substantially changed.

    • Most technologies have had their effects rebalanced
    • All technologies that previously cost Amber have had this cost removed
    • Several new, powerful technologies have been added, each costing a single point of Amber.

    Buildings and Economy

    To compensate for the increased number of settlements available to Wood Elves, the number of building slots available in each Wood Elf region has been reduced slightly. However, we have also overhauled the Wood Elf building tree. The changes are too many to list, but here is a summary:
    Military Recruitment:

    • Military recruitment and garrison buildings have been consolidated, reducing the total number of buildings required to access the full roster.

    Economy:

    • Gold income has been spread across several buildings
    • Public order buildings are now easier to access
    • Wood Elf major settlement buildings no longer require Development Points to upgrade. Instead, Development Points – now called Kindreds – are used to build economic and infrastructure buildings.

    Outposts:

    • Outposts remain largely intended as temporary, disposable settlements. However, their effects have been redesigned in order to reduce the incentive to build as many of them as possible. In addition, outposts should now have slightly larger and more varied garrisons depending on your building choices.

    Aspects and Spites

    Dryads, Tree Kin and Treemen in Durthu and Drycha’s factions will have access to Aspects. These are purchasable upgrades for units that alter its role by increasing certain stats at a cost of others. Each unit has access to three Aspects:

    • Willow, which increases base damage and defence at a cost of armour-piercing damage
    • Oak, which improves armour and charge defence at a cost of speed
    • Birch, which improves armour-piercing damage but reduces physical resistance.

    Unlike Greenskin Scrap upgrades, units are not tied to a single Aspect. For a small amount of Gold they can switch between them, allowing them to adapt to the foe they currently face in campaign.
    Ancient Treemen and Branchwraiths in all Wood Elf factions now draw from a separate pool of potential character traits to regular lords, called Spites. Each Spite offers a powerful campaign effect and battle ability.
    The Wild Hunt

    Orion’s offices have been re-themed entirely around the Wild Hunt, with new names and effects for each of them.
    When a Hunt is called all characters in an Office will receive bonuses themed to their Office – including Orion himself – rather than just a single Lord.
    The duration of the Hunt, as well as the time until the next Hunt, is now more clearly signposted.
    Other Wood Elf Campaign Changes


    • Wood Elf factions have access to an improved version of Ambush Stance, which has a reduced movement point cost to enter and a reduced chance of being detected
    • Most Wood Elf-specific incidents and dilemmas have been updated with more interesting effects and have had their conditions altered to make them less predictable
    • Wood Elf-specific followers now come from a wider range of sources, reducing the chance of receiving multiple followers in the same battle
    • Wood Elves and Dark Elves have a reduced aversion towards each other
    • Durthu’s office effects have been improved and updated
    • Upgrading the Oak of Ages is no longer required to unlock confederation with other Wood Elves. Instead, it grants special confederation missions
    • Wood Elves no longer have any restrictions on trade
    • The original Defence of the Oak final battle has been rebalanced, with enemy army compositions made more interesting and dangerous.

    Bug Fixes

    Campaign


    • Fixed a crash that could occur when disbanding a garrisoned Lord while the lord is recruiting units
    • Fixed a crash that could occur when loading into Cylostra’s The Bordeleaux Flabellum quest battle
    • Fixed several very rare script breaks that could cause some features not to work until the game was reloaded
    • Siege Panel scripted tour no longer softlocks if siege panel is dismissed before it starts
    • Save games requiring the Amethyst Wizard will now inform the user that they must install the character’s DLC to work
    • Fixed an issue where several units would T-pose on the campaign map
    • The Dwarf red line skill “Honoured by Grimnir” now properly applies to both base and armour-piercing damage
    • Mazdamundi has caught up on his to-do list and connected some missing province capitals to the Geomantic Web
    • Massif Orcal and Tor Yvresse are no longer able to support fully Wood Elf settlements with enormous garrisons
    • Removed several ancillary restrictions from Skaven specific followers & banners so more types of Skaven characters can equip them
    • Fixed missing sacrificial offerings icon when playing as Sotek
    • Adjusted the rules for what items can be stolen, destroyed or otherwise lost for a variety of items. It should now be much rarer to experience losing one-off or otherwise unique items. These items should now instead return to your item pool when the holding character dies
    • Red Crested Skink units were no longer buffed twice by some effects when playing as Tehenhauin
    • Goblin Fanatic Archers will now correctly receive campaign bonuses that are relevant to them
    • Reinforcements will now count for the Waaagh! bar total in battle
    • Fixed issues where mount icons where not appearing for a variety of different mount types in the campaign equipment events system. Examples include Doomwheels, Doom-Flayers, Engine of the Gods, Ripperdactyls
    • Recruitment panel will now close when opening unit upgrades and vice versa
    • Updated drop conditions for Norscan follower Ancillaries, enabling 11 ancillaries to now drop that previously only dropped in Total War: WARHAMMER 1
    • Various sources of immunity to bankruptcy have been removed
    • Assigning a skill point to a skill on a Hero will no longer sometimes switch to the army Lord’s details or skills
    • Fixed non-repeatable rituals in Tehenuain’s sacrifice panel showing as repeatable
    • Nakai no longer has duplicate occupation options at the Fortress Of The Damned
    • Generic Lizardmen characters can no longer generate with the unique name “Lord Xltep of Itza”
    • Repanse is no longer missing the top line skill “Lionhearted”
    • Repanse no longer has access to Louen’s unique Hippogryph Knight skill in her blue campaign line
    • The Tree Kin have duly been milked for their delicious sap
    • Fixed an issue preventing Tomb Kings from being able to upgrade Karaz-a-Karak from ruins to tier 1
    • Additional upkeep on supply lines tooltip will now show correct value
    • Added Snow, Chaos & Mountain campaign attrition immunity types to Chaos Horsemaster Unit
    • Tomb King technology “Pride in Service” now buffs Tomb Guard ROR unit
    • Tomb King technology “Underworld Gate” now correctly buffs Necrosphinx units rather than Warsphinx units
    • Swapped the Herald of Djaf and Rasetra unit effects bonuses around with each other to match descriptions within the Tomb Kings Dynasty (tech) panel
    • Single use rituals for the Dwarf Forge no longer show as repeatable
    • Single use rituals for the Mortuary Cult no longer show as repeatable
    • Malus’s final shipment icon will now update correctly
    • Transported army unit count will no longer slide to the left when changing the stance of an army in the Lord & Heroes dropdown menu
    • Stance icon has been removed for transported armies to prevent clipping in the Lords & Heroes dropdown menu
    • The “Big Fort” Landmark at Black Crag now also allows recruitment of Black Orc Big Boss characters and increases their capacity by 2
    • Control Large Army option will no longer disappear in the pre-battle screen if loaded with Lightning Strike enabled
    • Replacing Greenskins Legendary Lords with other Legendary Lords during a Waaagh! will no longer result in the player having access to several Waaagh! abilities
    • Snikch will now automatically equip the Whirl of Weeping Blades on mission completion
    • Malekith’s Mortals Empire victory conditions now correctly no longer reference Ulthuan in the owning of provinces section
    • Alastar the White Lion’s unique trait now properly reduces the upkeep of all Chracian units
    • Tyrion’s innate trait “Great Warrior” now correctly grants upkeep reduction to Rangers
    • Scrap upgrades will no longer show on unit cards of unrevealed units
    • Fixed issue with text/icon in event message for unlocking the rite “The Sudden Kill Scheme” with Sknitch and his Shadowy Dealings feature
    • The Greenskin red line skill “Da Big Ladz” now also applies to Da Swamp Fings and Da Big ‘Un
    • Eltharion’s “Break upon the walls” skill now correctly applies its armour benefit to Mistwalker units with shields
    • Removed outdated references to ‘Slann Mage-Priest Capacity’ from Hexoatl faction effects
    • Mazdamundi now receives the same benefits as other Second-Generation Slann
    • Can no longer retreat from the Warden & Paunch final battle
    • Fixed a bug where the army and settlement panels could appear in the post-battle screen of the host in multiplayer under certain conditions
    • Can no longer change technology research when it isn’t your turn in multiplayer campaign
    • You can no longer remove characters from offices when it is not your turn in multiplayer
    • You can now see the ambush stance icon of your co-op partner in multiplayer
    • No longer able to toggle other players AI control option in the pre-battle screen
    • Ambush battles in Old World mountain chokepoints will no longer use a Dark Elf-themed map
    • Armies can no longer clip into the mountains on Dread Rock island
    • Fixed missing unit card for Ghost Thane (Dwarf) when using the “Horn of the Ancestors” magical item in battle
    • The three rifts in Mazdamundi’s Ruination of Cities ability will no longer cast on top of each other
    • Fixed audio/text mismatch in Eltharion’s pre final battle movie
    • Fixed incorrect “Recruitment rank gained” effect text for the Blood Dragon tier 2 and 3 Bloodlines rituals to now correct show “Experience per turn”
    • Corrected two typos where the dragon “Ymwrath” in Imrik’s Dragon Taming feature was being called “Ymrath” in the game. It was LITERALLY UNPLAYABLE
    • Fixed a text spacing issue in spell browser target section
    • Fixed some unit names being cut off and having an ellipsis added to them in the recruit mercenary event summaries
    • Character skill names and descriptions will now be consistent when levelling up skills when playing in non-English languages
    • Elector Counts tooltip will no longer cut off in various languages


    Battle

    • Fixed an issue where the kill counter would not attribute kills from the explosion components of bombardments to the caster
    • Fixed an issue where the kill counter would not attribute kills from damage over time effect applied via projectile contact to the attacker
    • Fixed an issue where projectile prediction was incorrect on slopes
    • Fixed missile damage displaying with red modifier in custom battle screen
    • Ancient Salamander moved from the “Monsters” category to the “Missile Monsters” category
    • Projectile tooltip will now list total missile damage and reload time rather than base missile damage and base reload time
    • In multiplayer lobbies, the Lord effects will now display when mousing over the star in the lord selection dropdown
    • Corrected Azhag’s faction symbol in the Quest Battle menu to now used the Bonerattlerz’s icon rather than the Greenskins
    • Fixed the custom battle uniform and portrait entry for Skink Priest of Heavens when mounted on an Ancient Stegadon (Engine of the Gods)
    • Fixed missing unit card and porthole for summoned Wight King character when overcasting Helman Ghorst’s Awaken Grave Ability
    • Vampire Coast fleet captains now count towards the ranged unit cap
    • Noctilus on Necrofex Collosus now counts towards the ranged unit cap
    • Rotting Promethean Gunnery Mob units now count towards the ranged unit cap
    • Deck Droppers now count towards the ranged unit cap (are you spotting a theme here?)
    • Arcane Phoenix RoR now counts towards the Arcane Phoenix cap
    • DJ Khatep on the Casket of Souls now counts towards the ranged unit cap
    • DJ Khatep on the Casket of Souls now counts towards the Casket of Souls cap
    • Ushabti (Great Bow) now count towards the ranged unit cap
    • Sepulchral Stalkers now count towards the ranged unit cap
    • High Beastmaster on Scourgerunner Chariot now counts towards the ranged unit and Scourgerunner Chariot caps
    • Razorgor herds no longer count towards the Razorgor chariot cap
    • Razorgor Chariots now count towards the Razorgor Chariot cap
    • Da Big ‘Un now counts towards the ranged unit cap
    • All Greenskin Troll units now have their own unit caps, instead of sharing one between them.
    • Marauder Horsemen now count towards the ranged unit cap
    • Grom the Paunch now counts towards the chariot cap
    • Volkmar The Grim no longer counts as a chariot when on his barded horse. Clerical mixup. The War Altar now counts as a chariot
    • Doomwheel and Doom-Flayer mounts now count towards their respective unit caps. (No more third wheels!)
    • Stegadon (Engine of the Gods) mounts now count towards the ranged unit cap


    Misc

    • Re-ordered races alphabetically within the help pages to make it easier to find content and information
    • Fixed issue where the Black Orc Big Boss wasn’t appearing in the Game Guide
    • Master volume heading should now be translated correctly in localised languages
    • Oak of Ages: Roots Manuvad.


    Campaign Changes
    General changes


    • Clan Rictus now starts with an undercity beneath Crookback Mountain in Mortal Empires
    • The Clan Mors Headquarters building now also provides Chieftain Hero recruitment
    • When starting a campaign as Malagor, the Marshes of Madness region is given to the Top Knotz to prevent him taking attrition on turn 1
    • The High Elf ‘Hunters’ military recruitment chain has been merged with the ‘Handmaiden’s Gallery’:
      • An additional Tier 2 building has been added to the chain allowing for earlier recruitment of Great Eagles
      • Alarielle retains a separate, tier 3 building for recruitment of Sisters of Avelorn
      • NOTE: this will cause some previously-constructed buildings to appear incorrectly in older saves. These can be safely demolished.

    • Public Order now provides bonuues and penalties per threshold for all factions
    • Growth needed per point has been increased slightly
    • Added display for economic modifiers in building effects
    • Malus sanity effect tweaks
    • Mazdamundi now gets all the benefits of being a Second-Generation Slann (community Request)
    • New buffs for Helman Ghorst
    • A Patch Notes button is now present in the game’s frontend menu for quick access.


    Auto-resolver

    • Artillery does not suffer from “echo” fire anymore, where artillery shooting at enemy ranged units would always allow those range units to shoot back no matter the distance
    • Disabled another part of the system to apply unit losses

    AI

    • Less likely to react to public order problems in an extreme fashion
    • Updated Wood Elf AI to deal with new content and changes
    • AI Lords get a bonus on experience gained
    • Diplomatic events will now affect the AI more if they generally like or dislike the other race
    • No planned recolonization of recently razed settlements (AI might still recolonize opportunistically) for a certain duration
    • Further reduced AI’s priority to capture regions of unsuitable climate
    • Reduced cultural aversion between Dark Elves and Wood Elves
    • Several minor AI recruitment adjustments.

    UI


    • Behaviour of the Lords and Heroes list has changed:
      • A single click will now select the character without panning to them
      • Double-clicking will select and pan to them (the old behaviour).


    New Feature: Settlement Abandonment


    • It is now possible for the player to abandon settlements that they own via a new button that can be found by mousing over the settlement’s main building chain.
    • Settlements marked for abandonment will be razed at the start of the player’s next turn. The player can choose to cancel the abandonment before this happens.

    Faction and lord effects

    Helman Ghorst

    Faction effects:

    • Removed +13 charge bonus for Corpse Cart units
    • Added bound spell “Lesser Raise Dead” for corpse cart and mortis engine units.

    Lord effect

    • Added +15 armour for zombie units (Lord’s army)

    Archaon The Everchosen

    Faction effects:

    • Removed +10 leadership for chaos warrior units
    • Added +3% weapon and missile strength per veterancy rank for all units.

    Prince Sigvald The Magnificent (the salacious, scandalous and sensational servant of Slaanesh, Son of Succubi, scion of sordid acts and slayer of squalid serfs)

    Faction effects:

    • Removed +15 armour for embedded characters
    • Added Rage Passive for all marauder units, upgrades to Berserk when rank7+.

    Lord effects:

    • Removed +3 recruit rank for marauder units
    • Added Strider for all units.

    Ungrim Ironfist

    Lord effect:

    • Now grants +5 melee attack to slayers, down from +10.
    • Ungrim’s “Journey’s end” ability for slayers now disables at 75% hitpoints remaining instead of 50%.

    Tretch Craventail

    Faction effect:

    • added +3 recruit rank for stormvermin units
    • added Encourage for stormvermin units
    • added improved scurry away, ward save and improved speed benefits.

    Mazdamundi

    Faction effect:

    • Removed redundant reference to Slann Mage-Priest capacity

    Lord effect:

    • Now gains all the bonuses of a generic 2nd generation Slann in addition to previous effects

    Ancillaries


    • Kroq-Gar’s Spear of Tlanxla now also grants the “Discouraged” cotact effect

    Skills

    Vampire counts


    • The lord skill “dark pact” now grants +5 leadership (when attacking) down from +15

    Dwarfs


    • Ungrim’s skill “Slayer King” now grants +5 melee attack to slayers, down from +10

    Lizardmen


    • Kroq-Gar’s skill “Spawning of Xhotl” now also grants the ability “Sacred Spawning of Xhotl”

    Wood elves


    • All Wood Elf Lords have had their blue line reworked to be more in line with existing WH2 skill trees
    • Orion now has a new unique skill line
    • Durthu now has a new unique skill line

    Chaos


    • Sigvald the Magnificent’s skill “Unworthy” now additionally grants fear, alongside the original terror
    • Sigvald the Magnificent’s skill “Marked by Slaanesh” now grants charmed attacks and +5 leadership aura effect, from +9 leadership

    Technologies


    • The Empire “Improved Heavy Weapons” technology now additionally grants expert charge defence for Halberdier units

    Battles Changes

    Quality of life:

    Damage and value tracking for units.

    When mousing over the kill counter on a unit, the tooltip now provides two additional stats for tracking unit performance.
    “Damage Dealt” tracks the raw damage dealt by the unit to other units.
    “Damage Value” tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it.
    This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
    Projectile Vegetation Grace Periods
    Projectiles now have the ability to pass through trees for a limited time after being created. This is a global rule that applies to all non-artillery units. This behaviour lasts for a limited duration after the projectile is fired, relative to the speed of the projectile. Significantly reducing instances of units firing weapons into trees that are a few feet from them.
    Who Can Hide in the Forest?
    We took a look at which units can hide in the forest recently, as there were several inconsistencies to how this attribute was being distributed. We’ve now generated some criteria that units must abide by if they should have any hope of hiding in the forests of the Warhammer World:

    • Infantry and Cavalry have always been able to hide in the forest, so no changes there
    • Chariots can now hide in forests, whereas they couldn’t previously. We felt that since cavalry could hide, this felt like an arbitrary inconsistency, so now all Chariots can hide
      • This affects all single and multi-entity chariots, including Corpse Carts, War Wagons and Snotling Pump Wagons

    • Monstrous Infantry were a web of inconsistencies. Kroxigors and Skinwolves could hide in the forest, whilst Trolls and Fimir could not. This inconsistency has been fixed, so now all ground-based multiple-entity Monstrous Infantry can hide in forests
      • This change benefits the following units: All Troll Units, Dragon Ogres (not Shaggoths though, nosiree), Animated Hulks, Chaos Spawn, Crypt Horrors and Fimir Warriors

    • Large monsters cannot Hide in Forest as they are absolute chonkers. However some of the shorter monsters can still Hide in Forest (example: Brood Horror, Ancient Salamander)
      • Additionally, units that look like trees can also Hide in Forest

    • Flying Units cannot hide in the Forest, because they fly over the Forest, thus they were never in the Forest to begin with
    • War Machines are generally large and loud, so they cannot hide in the forest… much to Ikit Claw’s dismay
    • Artillery pieces are cumbersome, so they also cannot hide in forests
      • Bolt Throwers on the other hand, are comparatively small and light for Artillery pieces, so they can hide in forests
      • The Casket of Souls can no longer hide in forests. No matter how much Nehekharan magic the Tomb Kings have, they can’t cover up the fact that this unit is a literal vortex of screaming souls, trying to burst out of a casket, that’s rumbling along on a bed of skulls. Not so sneaky.


    General


    • The morale benefit granted by the “encourage” attribute has been normalized to +4 leadership for both characters and units. Previously units with encourage granted +8 leadership baseline and characters (Heroes and lords) granted +3
    • Improved Halt behaviour on units. Halted units will more reliably fight back if engaged in melee.

    Revamped entity collision rules

    Previously, every collision interaction result (knockback, knockdown and so on) was checked every game tick between every entity. Following a review, we have now added a 2 second grace period between these checks between specific entities. Previously, stats such as Knock Ignore Chance were notably less effective than they were intended to be. The reason for this is that an entity pushing over another might actually be causing 10 checks a second against this, and the unit only has to fail one to go flying. Additionally, this caused a general overperformance of larger entities since they effectively multiplied their chance to knock things they ran into by trying-it-til-it-works. Under the new system, any collision that results in a knock reaction is first rolled against by the knock ignore chance; if the entity makes or fails this check, they are now immune to further knock reactions FROM THAT SPECIFIC OTHER ENTITY for 2 seconds. This ONLY happens if the interaction results in a knock reaction (incidental entity vs entity brushing does not consume your opportunity for a knock).
    What does this mean in practical terms?

    • Characters are generally much sturdier on their feet, some notably sturdy characters (Ungrim! He can brace now too!) are almost impossible to knock down
    • All units should generally be a little bit sturdier, though units that were always going to be knocked down due to sheer mass and speed differences will be unaffected
    • It should be harder on average to pull through units attempting to pin you in place, as you no longer get 10 attempts per second to knock down entities you’re walking through.

    Bracing behaviour for characters

    Following the discussions around why bracing cannot be performed by the majority of units, we’ve moved to a system where we tag which units can brace manually. This replaces the previous system where bracing was based on a series of logical tests with the unit. We now manually tag who should be able to brace. Under the previous system only multi-entity infantry and monstrous infantry could brace, but that has now expanded to infantry and monstrous infantry single-entity characters. Additionally, any charge defence attribute now also enables bracing for the unit.
    To clarify: characters which are engaged in melee and facing their targets retain their braced status while fighting. This allows them to be far more resistant to knockdowns while actively facing off against bigger creatures or other characters. This is not a new behaviour, but is notably apparent for single entities compared to multi entity units.
    And yes, Ungrim does now finally beat that arch nemesis of his. (Ungrim 1 – Feral Stegadon 57213)
    Units

    Wood elves

    Orion


    • Can now use jump attacks when charging or surrounded
    • Can now throw javelins while on the move

    Spells and Abilities


    • Removed minimum cast range for all Vortex, Explosion, Wind, Breath, and Summon spells and abilities, also removed minimum cast range of Net of Amyntok

    Modding
    With the release of the Twisted & the Twilight, we’ve introduced a host of changes which impact on the fantastic work of our modding community. As such, we wanted to give a big shoutout to following modders for the sterling service they’ve provided players over the years:

    • Mixu, FenrisWolf and a host of others for their work on Wood Elf units, heroes and mechanics
    • All those who’ve worked on Chaos invasion tweaks, in particular Crynsos with his Chaos Invasion Choice mod
    • Much respect also to Sm0kin, for the Abandon Region mod, which has been a staple download for many players over the years
    • And finally, a lusty Huzzah to those who tweaked the Silverin Guards headwear, including The Unknown Chronicler, Ourg and Taste of Capitalism.

    We’re sorry we couldn’t get every name into what is already a lengthy set of patch notes, but we’re looking forward to seeing how the modding community tinkers with the new toys in the latest DLC and update!




    EDIT: second part
    https://www.totalwar.com/blog/twiste...lance-changes/
    Spoiler Alert, click show to read: 

    Twisted & Twilight – Unit Balance Changes

    Total War: WARHAMMER II


    Al Bickham
    December 3 2020











    Beastmen

    Beastlord – Razorgor Chariot

    • Additional hit points changed from 5468 to 5708

    Khazrak the One-Eye – Razorgor Chariot

    • Additional hit points changed from 5700 to 5940
    • Melee Splash Attack Max Attacks changed from 4 to 6

    Bretonnia

    Barded Warhorse character mounts

    • Mount Entity Mass changed from 1000 to 1300

    Men-at-arms (Polearms)

    • Cost changed from 500 to 450

    Foot Squires

    • Melee Attack changed from 25 to 26
    • Charge Bonus changed from 22 to 18
    • Melee Defence changed from 20 to 24
    • Cost changed from 675 to 700

    Mounted Yeomen

    • Leadership changed from 48 to 50
    • Charge Bonus changed from 30 to 32
    • Base Weapon Damage changed from 18 to 20
    • Armour-Piercing Weapon Damage changed from 4 to 6

    Mounted Yeomen Archers

    • Leadership changed from 44 to 45
    • Additional hit points changed from 66 to 67

    Wardens of Montfort (Mounted Yeomen Archers)

    • Leadership changed from 54 to 55
    • Additional hit points changed from 66 to 67

    Damsel – Warhorse

    • Charge Bonus changed from 35 to 30

    Damsel – Barded Warhorse

    • Charge Bonus changed from 35 to 30

    Damsel – Unicorn

    • Charge Bonus changed from 40 to 50
    • Melee Defence changed from 22 to 26
    • Walk Speed changed from 2 to 1.9
    • Run Speed changed from 7.8 to 9.5
    • Acceleration changed from 7 to 6
    • Deceleration changed from 7 to 6
    • Charge Speed changed from 10.8 to 11
    • Mount Entity Mass changed from 750 to 600

    Fay Enchantress – Foot

    • Melee Attack changed from 34 to 38
    • Melee Defence changed from 42 to 34

    Fay Enchantress – Silvaron

    • Melee Attack changed from 42 to 46

    Companions of Quenelles (Questing Knights RoR):

    • Cost from 1550 to 1600

    Dark Elves

    Lokhir Fellheart

    • Melee Attack changed from 65 to 60
    • Charge Bonus changed from 45 to 50
    • Melee Defence changed from 55 to 60
    • Melee Bonus vs Infantry changed from 25 to 30
    • Melee Splash Attack Max Attacks changed from 4 to 8
    • Walk Speed changed from 1.5 to 1.7
    • Run Speed changed from 4 to 4.6
    • Charge Speed changed from 4.6 to 5.3

    Lokhir Fellheart – Maelstrom

    • Melee Attack changed from 57 to 61
    • Melee Defence changed from 50 to 46

    Malus Darkblade – T’zarkan

    • T’zarkan form damage amount changed from 45 to 9
    • T’zarkan form damage chance changed from 0.5 to 1
    • (Means on average a -60% in the amount of damage caused by T’zarkan form)

    Cold One character mounts

    • Run Speed changed from 6.6 to 6.8
    • Entity Mass changed from 1050 to 1500

    Crone Hellebron – foot

    • Melee Defence changed from 48 to 50
    • Added Fear attribute

    Crone Hellebron – Dark Steed

    • Melee Defence changed from 48 to 50
    • Mount Entity Mass changed from 600 to 800
    • Added Fear attribute

    Crone Hellebron – Cauldron of Blood

    • Melee Attack changed from 36 to 40
    • Armour-Piercing Weapon Damage changed from 155 to 245

    Death Hag – Cauldron of Blood

    • Melee Attack changed from 32 to 34
    • Melee Defence changed from 21 to 22
    • Base Weapon Damage changed from 180 to 85
    • Armour-Piercing Weapon Damage changed from 80 to 205

    Sorceress – Dark Steed

    • Mount Entity Mass changed from 600 to 800

    Supreme Sorceress – Dark Steed

    • Mount Entity Mass changed from 600 to 800

    Supreme Sorceress – Black Dragon

    • Melee Attack changed from 46 to 50
    • Melee Defence changed from 50 to 46

    Master – Dark Steed

    • Mount Entity Mass changed from 600 to 800

    Dreadlord (Sword & Shield) – Dark Steed

    • Mount Entity Mass changed from 600 to 800

    Dreadlord (Sword & Shield)

    • Melee Attack changed from 54 to 58
    • Melee Defence changed from 52 to 48

    Dreadlord (Sword & Crossbow) – Dark Steed

    • Mount Entity Mass changed from 600 to 800

    Dreadlord (Sword & Crossbow)

    • Melee Attack changed from 50 to 54
    • Melee Defence changed from 50 to 46

    Malekith

    • Melee Attack changed from 54 to 58
    • Melee Defence changed from 52 to 48

    Black Dragon

    • Melee Attack changed from 46 to 50
    • Melee Defence changed from 50 to 46

    Feral Manticore

    • Ground Statistic Effect Group changed from large to large_bst
    • Melee Weapon Length changed from 4 to 6

    All Manticore mounts

    • Melee Weapon Length changed from 4 to 6

    Cold One Dread Knights

    • Melee Attack changed from 39 to 40
    • Additional hit points changed from 104 to 122
    • Cost changed from 1250 to 1300

    Knights of the Ebon Claw (Dread Knights)

    • Melee Attack changed from 49 to 50
    • Additional hit points changed from 104 to 122
    • Cost changed from 1500 to 1550

    Bleakswords

    • Melee Attack changed from 34 to 36
    • Charge Bonus changed from 15 to 16
    • Melee Defence changed from 30 to 32

    Darkshards

    • Leadership changed from 54 to 56
    • Projectile Calibration Distance changed from 85 to 90
    • Projectile Calibration Area changed from 3.5 to 3.4
    • Cost changed from 575 to 550

    Darkshards (Shields)

    • Leadership changed from 54 to 56
    • Melee Attack changed from 16 to 18
    • Melee Defence changed from 22 to 24
    • Projectile Calibration Distance changed from 85 to 90
    • Projectile Calibration Area changed from 3.5 to 3.4

    The Bolt-fiends (Darkshards – Shields)

    • Leadership changed from 64 to 66
    • Melee Attack changed from 22 to 24
    • Melee Defence changed from 29 to 31

    Black Ark Corsairs

    • Charge Bonus changed from 16 to 20

    Black Ark Corsairs (Handbows)

    • Charge Bonus changed from 12 to 16
    • Melee Defence changed from 24 to 28

    Dreadspears

    • Melee Attack changed from 25 to 26
    • Melee Defence changed from 40 to 42

    The Hellebronai (Dreadspears)

    • Melee Attack changed from 32 to 34
    • Melee Defence changed from 50 to 52

    Dwarfs

    Norgrimlings Ironbreakers (Ironbreakers)

    • Melee Defence changed from 82 to 79
    • Cost changed from 1500 to 1600
    • Base Projectile Explosion damage from 30 to 27
    • Armour-Piercing Projectile Explosion Damage from 12 to 11

    Ironbreakers

    • Melee Defence changed from 68 to 66
    • Base Projectile Explosion damage from 30 to 27
    • Armour-Piercing Projectile Explosion Damage from 12 to 11

    Grombrindal – The White Dwarf

    • Leadership changed from 85 to 100
    • Melee Defence changed from 42 to 45
    • Additional hit points changed from 5800 to 6612
    • Armour changed from 120 to 125
    • Added Unbreakable attribute
    • Cost changed from 1400 to 1500

    Ungrim Ironfist

    • Melee Attack changed from 70 to 65
    • Melee Defence changed from 40 to 50
    • Base Weapon Damage changed from 145 to 130
    • Armour-Piercing Weapon Damage changed from 285 to 310
    • Melee Bonus vs Large changed from 35 to 30

    Giant Slayers

    • Melee Attack changed from 50 to 48
    • Charge Bonus changed from 32 to 30
    • Melee Defence changed from 30 to 34
    • Additional hit points changed from 100 to 110
    • Base Weapon Damage changed from 10 to 15
    • Armour-Piercing Weapon Damage changed from 33 to 35

    Ekrund Miners (Miners – Blasting Charges)

    • Charge Bonus changed from 10 to 12
    • Base Explosion Damage changed from 24 to 21

    Miners

    • Charge Bonus changed from 6 to 12

    Miners (Blasting Charges)

    • Charge Bonus changed from 6 to 12
    • Base Explosion Damage changed from 24 to 21

    Hammerers

    • Charge Bonus changed from 18 to 24

    Peak Gate Guard (Hammerers)

    • Charge Bonus changed from 18 to 24
    • Base Weapon Damage changed from 15 to 14
    • Armour-Piercing Weapon Damage changed from 40 to 41

    Longbeards (Great Weapons)

    • Charge Bonus changed from 16 to 18

    The Grumbling Guard (Longbeards – Great Weapons)

    • Charge Bonus changed from 16 to 18

    Gyrocopter (Brimstone Gun)

    • Leadership changed from 66 to 64

    Organ Guns

    • Leadership changed from 66 to 64

    Rangers

    • Leadership changed from 62 to 60

    Thunderers

    • Leadership changed from 66 to 64

    Cannons

    • Leadership changed from 66 to 64

    Gyrobomber

    • Leadership changed from 66 to 64

    Flame Cannons

    • Leadership changed from 66 to 64

    Quarrellers (Great Weapons)

    • Leadership changed from 66 to 64

    Ulthar’s Raiders (Rangers – Great Weapons)

    • Leadership changed from 72 to 70

    Grudge Throwers

    • Leadership changed from 66 to 64
    • Base explosion damage changed from 40 to 50
    • Ap explosion damage changed from 65 to 70

    Gob-Lobbers (Grudge Throwers)

    • Leadership changed from 76 to 74
    • Base explosion damage changed from 40 to 50
    • Ap explosion damage changed from 65 to 70

    Rangers (Great Weapons)

    • Leadership changed from 62 to 60

    Gyrocopter

    • Leadership changed from 66 to 64

    Bolt Throwers

    • Leadership changed from 75 to 64

    Quarrellers

    • Leadership changed from 66 to 64

    Empire

    Halberdiers

    • Cost changed from 625 to 550
    • Replaced Charge Defense vs All with Charge Defense vs Large attribute

    Arch Lector – Foot

    • Entity Mass changed from 400 to 600

    Arch Lector – Warhorse

    • Run Speed changed from 7 to 7.8
    • Acceleration changed from 6 to 7
    • Deceleration changed from 6 to 7
    • Mount Entity Mass changed from 1500 to 950
    • Turn Speed changed from 60 to 120

    Arch Lector – Barded Warhorse

    • Run Speed changed from 5.8 to 6.6

    Karl Franz – Pegasus

    • Melee Splash Attack Max Attacks changed from 5 to 8

    Greenskins

    Eight Peak Loonies

    • Cost changed from 650 to 700

    Krimson Killerz

    • Cost changed from 1550 to 1450

    Black Orc Big Boss

    • Cost changed from 775 to 825

    Black Orc Big Boss – Warboar

    • Missile Block Chance changed from 55 to 35
    • Cost changed from 1075 to 1125
    • Grom the Paunch
    • Melee Weapon Length changed from 5 to 8

    Stone Trolls

    • Missile Resistance % changed from 30 to 25

    Forest Goblin Spider Rider Archers

    • Additional hit points changed from 73 to 69

    River Trolls

    • Melee Attack changed from 30 to 32

    Savage Orc Boyz Big Uns

    • Knock Ignore Chance changed from 15 to 0

    Orc Boyz Big Uns

    • Knock Ignore Chance changed from 15 to 0

    Spider Hatchlings

    • Melee Building Damage changed from 5 to 10
    • Melee Attack Interval changed from 4.3 to 4

    Deff Creepers (Forest Goblin Spider Rider Archers)

    • Additional hit points changed from 73 to 69

    Forest Goblin Spider Riders

    • Additional hit points changed from 79 to 75

    Lava Spider Rider Archers

    • Melee Attack changed from 22 to 15
    • Charge Bonus changed from 22 to 14
    • Melee Defence changed from 30 to 22
    • Additional hit points changed from 73 to 69

    Da Swamp Fings (River Trolls)

    • Melee Attack changed from 38 to 40

    Goblin Wolf Rider Archers

    • Cost increased from 350 to 375

    Arachnarok Spider

    • Entity Projectile Intersection radius changed from 80% to 90%.

    The Arachnarok Queen

    • Entity Projectile Intersection radius changed from 80% to 90%.

    High Elves

    Alarielle the Radiant: Eagle

    • Melee Defence changed from 47 to 40
    • Mount Projectile Intersection Radius changed from 130% to 120%
    • Mount Entity radius changed from 1.8 to 2

    Noble – Eagle

    • Cost changed from 1250 to 1200.
    • Mount Projectile Intersection Radius changed from 130% to 120%
    • Mount Entity radius changed from 1.8 to 2

    Eagle

    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Noble – Ithilmar Chariot

    • Cost changed from 1200 to 1300

    Teclis – Arcane Phoenix

    • Missile Resistance % changed from 15 to 0
    • Additional hit points changed from 7142 to 6890
    • Mount Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Arcane Phoenix

    • Additional hit points changed from 7150 to 6890
    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Omen of Asuryan (Arcane Phoenix)

    • Additional hit points changed from 7150 to 6890
    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Flamespyre Phoenix

    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Frostheart Phoenix

    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Alastar the White Lion – Sun Dragon

    • Charge Bonus changed from 70 to 65
    • Melee Defence changed from 30 to 44

    Alastar the White Lion – Star Dragon

    • Melee Attack changed from 60 to 64
    • Charge Bonus changed from 50 to 45
    • Melee Defence changed from 45 to 50

    Archmage – Elven Steed

    • Charge Bonus changed from 35 to 30
    • Additional hit points changed from 3812 to 4132
    • Armour changed from 15 to 25

    Archmage – Tiranoc Chariot

    • Additional hit points changed from 4140 to 4440

    Archmage – Moon Dragon

    • Melee Attack changed from 46 to 50
    • Melee Defence changed from 48 to 44

    Imrik – Star Dragon

    • Melee Attack changed from 70 to 74
    • Melee Defence changed from 60 to 56

    Prince – Star Dragon

    • Melee Attack changed from 64 to 68
    • Melee Defence changed from 58 to 54

    Prince – Griffon

    • Melee Attack changed from 52 to 54
    • Melee Defence changed from 38 to 42

    Princess – Moon Dragon

    • Melee Attack changed from 46 to 50
    • Melee Defence changed from 48 to 44

    Princess – Star Dragon

    • Melee Attack changed from 60 to 64
    • Melee Defence changed from 54 to 50

    Princess – Griffon

    • Melee Defence changed from 36 to 38

    Moon Dragon

    • Melee Attack changed from 46 to 50
    • Melee Defence changed from 50 to 46

    Star Dragon

    • Melee Attack changed from 60 to 64
    • Melee Defence changed from 54 to 50

    Ymwrath the Eternal

    • Melee Attack changed from 76 to 80
    • Melee Defence changed from 68 to 64

    Shackolot the Calamity

    • Melee Attack changed from 50 to 54
    • Melee Defence changed from 62 to 56

    Lamoureux the Frozen Breath

    • Melee Attack changed from 56 to 50
    • Melee Defence changed from 60 to 56

    Bruwor, Protector of Life

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Eltharion the Grim – Stormwing

    • Melee Attack changed from 54 to 56

    Tyrion – both

    • Melee Splash Attack Max Attacks changed from 5 to 8

    Lizardmen

    Bastiladon (Ark of Sotek ability)

    • Base Vortex damage from 4 to 5

    Bastiladon (Solar Engine)

    • Projectile Calibration Area changed from 2.5 to 3

    Nakai the Wanderer

    • Charge Bonus changed from 24 to 32
    • Additional hit points changed from 6960 to 7360

    Tiktaq’to

    • Charge Bonus changed from 60 to 75
    • Melee Weapon Length changed from 3 to 6
    • Run Speed changed from 6 to 7
    • Acceleration changed from 6 to 7
    • Charge Speed changed from 7.5 to 9
    • Turn Speed changed from 200 to 260
    • Fly Speed changed from 9 to 11
    • Flying Charge Speed changed from 12 to 12.5

    Drop Sphere of Tepok

    • Base Explosion Damage changed from 72 to 90
    • Armour-piercing explosion damage changed from 36 to 40

    Drop Sphere of Tepok Upgraded

    • Base Explosion Damage changed from 108 to 126
    • Armour-piercing explosion damage changed from 52 to 56

    Kroq-gar – Foot

    • Cost changed from 1200 to 1100

    Kroq-gar – Cold One

    • Cost changed from 1500 to 1400

    Kroq-gar – Horned One

    • Cost changed from 1600 to 1500

    Kroq-gar – Grymloq

    • Cost changed from 2200 to 2100

    Skink Priest – Terradon

    • Melee Weapon Length changed from 3 to 6

    Skink Chief – Terradon

    • Melee Weapon Length changed from 3 to 6

    Terradon Riders

    • Mount Projectile Intersection Radius changed from 70% to 80%

    Terradon Riders (Fireleech Bolas)

    • Mount Projectile Intersection Radius changed from 70% to 80%

    Pahuax Sentinels (Terradon Riders RoR)

    • Mount Projectile Intersection Radius changed from 70% to 80%

    Chameleon Skinks

    • Melee Defence changed from 24 to 22

    Cohort of Huatl (Sacred Kroxigor RoR)

    • Cost changed from 1700 to 1600

    Lord Kroak

    • Cost changed from 1600 to 1450

    Saurus Spears (Shields)

    • Base Weapon Damage changed from 30 to 29
    • Armour-Piercing Weapon Damage changed from 12 to 13
    • Melee Bonus vs Large changed from 15 to 16

    Saurus Spears

    • Base Weapon Damage changed from 30 to 29
    • Armour-Piercing Weapon Damage changed from 12 to 13
    • Melee Bonus vs Large changed from 15 to 16

    Legion of Chaqua (Saurus Spears)

    • Base Weapon Damage changed from 30 to 29
    • Armour-Piercing Weapon Damage changed from 12 to 13
    • Melee Bonus vs Large changed from 15 to 16

    Ripperdactyl Riders

    • Additional hit points per entity changed from 512 to 540

    Colossadon Hunters (Ripperdactyl Riders)

    • Additional hit points per entity changed from 512 to 540

    Neutral

    Gotrek

    • Cost changed from 1100 to 1200

    Norsca

    Wulfrik – foot & Horse

    • Melee Splash Attack Max Attacks changed from 4 to 6

    Ice Trolls

    • Melee Splash Attack Max Attacks changed from 3 to 4
    • Knock Ignore Chance changed from 0 to 20
    • Hit Reaction Ignore Chance changed from 0 to 20

    Berserkers

    • Knock Ignore Chance changed from 15 to 0

    Brutes of the Hound (Berserkers RoR)

    • Knock Ignore Chance changed from 15 to 0

    Feral Manticore

    • Ground Statistic Effect Group changed from large to large_bst (no forest penalties)
    • Melee Weapon Length changed from 4 to 6
    • Marauders (Great Weapons)
    • Charge Bonus changed from 21 to 22
    • Cost reduced from 525 to 500

    Skaven

    Skavenslave Spears

    • Melee Attack changed from 10 to 9

    Skavenslaves

    • Melee Defence changed from 12 to 10

    Skavenslave Slingers

    • Melee Defence changed from 8 to 7
    • Warlord – Bonebreaker
    • Charge Bonus changed from 50 to 55
    • Additional hit points changed from 5768 to 6368
    • Cost changed from 1150 to 1000

    Plague Priest – foot

    • Entity Mass changed from 110 to 250

    Grey Seer – foot

    • Entity Mass changed from 110 to 400

    Queek Headtaker

    • Melee Attack changed from 63 to 66
    • Melee Defence changed from 42 to 43
    • Melee Splash Attack Max Attacks changed from 5 to 6

    Iksha’s Triads (Eshin Triads) – Decoy

    • Melee Attack changed from 38 to 0
    • Charge Bonus changed from 10 to 0
    • Melee Defence changed from 36 to 0
    • Melee Building Damage changed from 10 to 0

    Tomb Kings

    Settra the Imperishable – Khemrian Warsphinx

    • Melee Attack changed from 36 to 40
    • Melee Defence changed from 42 to 38

    Tomb King – Khemrian Warsphinx

    • Melee Attack changed from 34 to 38
    • Melee Defence changed from 42 to 38

    Khemrian Warsphinx

    • Melee Attack changed from 34 to 38
    • Melee Defence changed from 42 to 38

    Necrosphinx

    • Melee Attack changed from 45 to 48
    • Melee Defence changed from 43 to 40

    The Sphinx of Usekph (Necrosphinx)

    • Melee Attack changed from 56 to 61
    • Melee Defence changed from 53 to 50

    Skeleton Horsemen

    • Armour-Piercing Weapon Damage changed from 5 to 6

    High Queen Khalida – foot

    • Melee Splash Attack Max Attacks changed from 4 to 6

    High Queen Khalida – Necroserpent

    • Melee Splash Attack Max Attacks changed from 4 to 6
    • Armour changed from 90 to 110

    Vampire Coast

    Animated Hulks

    • Melee Attack changed from 30 to 32
    • Run Speed changed from 3.8 to 4.2
    • Charge Speed changed from 6.5 to 6.8

    Zombie Pirate Gunnery Mob (Pistols)

    • Number of men changed from 160 to 120
    • Melee Attack changed from 12 to 14
    • Additional hit points changed from 46 to 50
    • Reload Skill changed from 0 to 10
    • Missile Spread changed from 1 to 0
    • Base Missile Damage changed from 10 to 12
    • Reload Time changed from 9 to 11
    • Projectile calibration area changed from 2 to 2.4 (reduced accuracy)

    Zombie Pirate Gunnery Mob (Bombers)

    • Number of men changed from 160 to 120
    • Melee Attack changed from 12 to 14
    • Additional hit points changed from 46 to 50
    • Reload Skill changed from 0 to 10
    • Reload Time changed from 9 to 10
    • Base Explosion Damage changed from 15 to 16
    • Armour-piercing Explosion Damage changed from 5 to 4
    • Cost changed from 400 to 450

    Zombie Pirate Gunnery Mob (Handguns)

    • Number of men changed from 160 to 120
    • Additional hit points changed from 46 to 50
    • Reload Skill changed from 0 to 10
    • Base Missile Damage changed from 4 to 5
    • Armour-Piercing Missile Damage changed from 13 to 17
    • Reload Time changed from 13 to 14

    The Black Spot (Zombie Pirate Gunnery Mob – Handguns)

    • Number of men changed from 160 to 120
    • Additional hit points changed from 46 to 50
    • Base Missile Damage changed from 4 to 5
    • Armour-Piercing Missile Damage changed from 13 to 17
    • Reload Time changed from 13 to 14

    Zombie Pirate Gunnery Mob (Hand Cannons)

    • Number of men changed from 160 to 120
    • Additional hit points changed from 46 to 50
    • Reload Skill changed from 0 to 10
    • Base Missile Damage changed from 3 to 4
    • Armour-Piercing Missile Damage changed from 8 to 12
    • Reload Time changed from 13 to 14
    • Projectile Calibration Distance changed from 35 to 45

    Depth Guard

    • Melee Attack changed from 49 to 50
    • Charge Bonus changed from 25 to 30
    • Melee Defence changed from 33 to 36
    • Entity Mass changed from 140 to 160

    Depth Guard (Polearms)

    • Melee Attack changed from 35 to 42
    • Charge Bonus changed from 10 to 20
    • Melee Defence changed from 47 to 44
    • Base Weapon Damage changed from 12 to 14
    • Armour-Piercing Weapon Damage changed from 28 to 30
    • Melee Bonus vs Large changed from 30 to 28
    • Entity Mass changed from 140 to 160

    The Bloody Reaver Deck Guard (Depth Guard)

    • Melee Attack changed from 44 to 52
    • Charge Bonus changed from 10 to 20
    • Melee Defence changed from 58 to 54
    • Base Weapon Damage changed from 12 to 14
    • Armour-Piercing Weapon Damage changed from 28 to 30
    • Melee Bonus vs Large changed from 30 to 28
    • Entity Mass changed from 140 to 160

    Luthor Harkon – foot

    • Ammunition of primary weapon changed from 50 to 30
    • Melee Splash Attack Max Attacks changed from 5 to 6

    Luthor Harkon – Terrorgheist

    • Ammunition of primary weapon changed from 50 to 30

    Carronade

    • Cost changed from 700 to 750

    Vampire Counts

    Helman Ghorst – Brothers Ghorst Corpse Cart

    • Cost changed from 850 to 650

    Master Necromancer – Corpse Cart

    • Cost changed from 600 to 450

    Master Necromancer – Corpse Cart (Balefire)

    • Cost changed from 750 to 550

    Master Necromancer – Corpse Cart (Unholy Lodestone)

    • Cost changed from 850 to 650

    Necromancer – Corpse Cart

    • Cost changed from 450 to 400

    Necromancer – Corpse Cart (Balefire)

    • Cost changed from 600 to 500

    Necromancer – Corpse Cart (Unholy Lodestone)

    • Cost changed from 700 to 600

    Vlad von Carstein

    • Charge Bonus changed from 28 to 35
    • Base Weapon Damage changed from 310 to 130
    • Armour-Piercing Weapon Damage changed from 170 to 300
    • Added Terror attribute
    • Cost changed from 1000 to 1200

    The Devils of Swartzhafen (Vargheists)

    • Base Weapon Damage changed from 72 to 30
    • Armour-Piercing Weapon Damage changed from 38 to 70
    • Vargheists
    • Base Weapon Damage changed from 72 to 30
    • Armour-Piercing Weapon Damage changed from 38 to 70

    The Red Duke – Foot, Nightmare, Hellsteed

    • Melee Splash Attack Max Attacks changed from 4 to 8

    Wight King – Skeletal Steed

    • Mount Entity Mass changed from 900 to 1000

    Warriors of Chaos

    Forsaken

    • Base Weapon Damage changed from 44 to 46

    The Daemonspew (Forsaken)

    • Base Weapon Damage changed from 44 to 46

    Aspiring Champions

    • Additional hit points per entity changed from 190 to 230
    • Base Weapon Damage changed from 32 to 34
    • Armour-Piercing Weapon Damage changed from 12 to 14
    • Knock Ignore Chance changed from 0 to 20

    Chaos Feral Manticore

    • Ground Statistic Effect Group changed from large to large_bst (no forest penalties)
    • Melee Weapon Length changed from 4 to 6

    All Manticore mounts

    • Melee Weapon Length changed from 4 to 6

    Archaon the Everchosen – Dorghar

    • Ground Statistic Effect Group changed from large_bst to large

    Chosen

    • Base Weapon Damage changed from 32 to 34
    • Armour-Piercing Weapon Damage changed from 12 to 14

    Kholek Suneater

    • Melee Attack changed from 60 to 66
    • Melee Defence changed from 52 to 46
    • Dragon Ogre Shaggoth
    • Melee Attack changed from 52 to 58
    • Melee Defence changed from 50 to 44

    Prince Sigvald the Magnificent

    • Leadership changed from 90 to 100
    • Melee Splash Attack Max Attacks changed from 4 to 8
    • Added Perfect Vigour attribute
    • Replaced Foe Seeker and Deadly Onslaught abilities with Slippery and Heroic Killing Blow in custom battles.

    Chaos Warriors (Halberds)

    • Melee Defence changed from 38 to 42

    Chosen (Halberds)

    • Melee Defence changed from 54 to 56

    Chaos Marauders (Great Weapons)

    • Charge Bonus changed from 21 to 22
    • Cost reduced from 500 to 475

    Wood Elves

    Glade Lord

    • Leadership changed from 70 to 75

    Glade Lord – Elven Steed

    • Leadership changed from 70 to 75
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large (+15% melee defence and +50% accuracy in forests)
    • Added Vanguard Deployment

    Glade Lord – Eagle

    • Leadership changed from 70 to 75
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Firing Arc changed from 60 to 360
    • Mount Projectile Intersection Radius changed from 130% to 120%
    • Mount Entity radius changed from 1.8 to 2

    Glade Lord – Forest Dragon

    • Leadership changed from 70 to 75
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Firing Arc changed from 60 to 360

    Durthu

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Added Vanguard Deployment attribute

    Spellsinger – foot

    • Charge Bonus changed from 19 to 20
    • Entity Mass changed from 300 to 400
    • Entity Height changed from 1.5 to 2.6

    Spellsinger – Unicorn

    • Charge Bonus changed from 44 to 50
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Walk Speed changed from 2 to 1.9
    • Run Speed changed from 7.8 to 9.5
    • Acceleration changed from 7 to 6
    • Deceleration changed from 7 to 6
    • Charge Speed changed from 10.8 to 11
    • Mount Entity Mass changed from 750 to 600

    Spellsinger – Eagle

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Cost changed from 900 to 850
    • Mount Projectile Intersection Radius changed from 130% to 120%
    • Mount Entity radius changed from 1.8 to 2

    Great Eagle

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Projectile Intersection Radius changed from 130% to 120%
    • Entity radius changed from 1.8 to 2

    Orion

    • Physical Resistance % changed from 0 to 20
    • Missile Resistance % changed from 20 to 0
    • Reload Skill changed from 0 to 10
    • Run Speed changed from 5.4 to 5.5
    • Added fire whilst moving attribute

    Tree Kin

    • Melee Defence changed from 51 to 46
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Base Weapon Damage changed from 40 to 60
    • Armour-Piercing Weapon Damage changed from 18 to 26
    • Melee Splash Attack Max Attacks changed from 2 to 3
    • Added Vanguard Deployment attribute

    Firebark Elders (Tree Kin)

    • Melee Attack changed from 33 to 34
    • Melee Defence changed from 62 to 57
    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Base Weapon Damage changed from 40 to 60
    • Armour-Piercing Weapon Damage changed from 18 to 26
    • Added Vanguard Deployment attribute

    Treeman

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Added Vanguard Deployment attribute

    Ancient Treeman

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Added Vanguard Deployment attribute

    Dryads

    • Melee Defence changed from 24 to 25
    • Ground Statistic Effect Group changed from small to elves_wef
    • Run Speed changed from 3.6 to 4.3
    • Charge Speed changed from 4.2 to 5.2

    Branchwraith

    • Ground Statistic Effect Group changed from small to elves_wef
    • Run Speed changed from 3.8 to 4.3
    • Charge Speed changed from 4.5 to 5.2

    Waywatchers

    • Accuracy changed from 15 to 10
    • Cost increased from 1150 to 1200

    Hawkeyes of Drakira

    • Cost changed from 1450 to 1500

    Deepwood Scouts

    • Projectile calibration area changed from 4.5 to 4.2 (increased accuracy)

    Sisters of the Thorn

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Wild Riders

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Wild Riders (Shields)

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large
    • Melee Weapon Length changed from 1 to 2

    Wild Hunters of Kurnous (Wild Riders – Shields)

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Glade Riders

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Glade Riders (Hagbane Tips)

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Hawk Riders

    • Ground Statistic Effect Group changed from large to elves_wef_large
    • Firing Arc changed from 120 to 360

    Forest Dragon

    • Ground Statistic Effect Group changed from large_bst to elves_wef_large

    Abilities

    Menace Below

    • Wind-up time changed from 1 to 5

    Realm of Souls – Ushabti

    • Wind up time changed from 5 to 10

    Axe of Dargo

    • Removed recharge in melee condition
    • Recharge time changed from 15 to 120 second
    • Duration from 16 to 29 seconds.

    Gitsnik

    • Removed recharge in melee condition.
    • Recharge time changed from 15 to 120 seconds
    • Duration from 18 to 33 seconds.

    Hellfire Sword

    • Removed recharge in melee condition.
    • Duration changed from 50 to 42 seconds.

    Pendant of Slaanesh

    • Removed recharge in melee condition.
    • Duration changed from 42 to 25 seconds.

    Dolourous Blade

    • Removed recharge in melee condition.
    • Duration changed from 48 to 27 seconds.

    Slayer of Kings

    • Removed recharge in melee condition
    • Duration changed from 39 to 25 seconds.

    Witchbrew

    • Base Melee Damage effect changed from +60% to +50%
    • Added +50% Armour-Piercing Melee Damage effect
    • Duration changed from 47 to 24 seconds.

    Gaze of Khaine

    • Base Melee Damage effect changed from +30% to +25%
    • Added +25% Armour-Piercing Melee Damage effect
    • Removed +8 leadership effect

    Wardancer dance abilities (Storm of Blades, Shadow’s Coil, Woven Mist)

    • Changed to toggled stances (duration from 30 to infinite)

    Scourge (Khazrak)

    • Duration changed from 41 to 35 seconds.
    • Removed poison contact effect.
    • Removed +24 melee attack phase effect.
    • Removed +24 melee defence phase effect.
    • Added +32 bonus vs infantry phase effect.
    • Added +25% base weapon damage phase effect.
    • Added +25% armour-piercing weapon damage phase effect.
    • Added +50% splash attack power (knockdown force) phase effect.

    Dark Mail (Khazrak)

    • Removed +30 armour phase effect.
    • Removed +25% magic resistance phase effect.
    • Added +20% ward save phase effect.

    Von Carstein Ring

    • Changed to unlimited uses.
    • Ward Save effect change from +90% to +66%.
    • Duration changed from 30 to 22 second.

    Grombrindal Has No Fear

    • Radius from map-wide to 55 meter radius.
    • +24 Melee Defence effect added.
    • Duration from 32 to 24 seconds.

    Rune of Oath and Steel

    • Now targets friendly units (and affects units around target)
    • Has casting range of 200m

    Rune of Negation

    • Now targets friendly units (and affects units around target)
    • Has casting range of 200m

    Master Rune of Oath and Steel

    • Now targets friendly units (and affects units around target)
    • Has casting range of 200m

    Master Rune of Negation

    • Now targets friendly units (and affects units around target)
    • Has casting range of 200m

    Restore (Necrotect)

    • Duration changed from 20 to 24

    Hold the Line (Empire)

    • Cost changed from 80 to 150

    Ostermark Runefang

    • Radius changed from 30 to 40.

    Disrupted! – contact effect

    • Miscast Chance Modifier changed from +50% to +100%

    Trickster’s Pendant

    • Miscast Chance Modifier changed from +50% to +100%

    Circlet of Iron (Malekith)

    • Miscast Chance Modifier changed from +50% to +100%

    Curse Charm of Tepok

    • Miscast Chance Modifier changed from +25% to +50%

    Ring of Hotek

    • Miscast Chance Modifier changed from +25% to +50%

    Hagtree Fetish

    • Miscast Chance Modifier changed from -50% to -75%

    Soul Eater (Cygor)

    • Miscast Chance Modifier changed from +25% to +50%

    Divine Power (Warrior Priests, Archlector, Volkmar)

    • Miscast Chance Modifier changed from +25% to +50%

    Wurrzag’s Revenge

    • Miscast Chance Modifier changed from +50% to +100%

    Destroyer (Malekith)

    • Changed phase blocked period from 90 to 45 (meaning the phase can be re-applied on an unit 45 seconds after the previous one expired)

    Lucky Skullhelm (Tretch)

    • Changed phase blocked period from 45 to 0 (meaning whenever Tretch loses in melee combat, the phase can activate)

    Spells

    Removed minimum casting range from all spells except for magic missiles.
    Transformation of Kadon

    • Winds of Magic cost from 14 to 18

    Drowned Dead Upgraded

    • Winds of Magic cost from 9 to 10

    Pestilent Birth

    • Winds of Magic cost from 12 to 14

    Vermintide

    • Winds of Magic cost from 6 to 7

    Burning Head

    • Base vortex damage from 24 to 14
    • Vortex start radius from 5 to 7
    • Vortex goal radius from 5 to 7

    Burning Head Upgraded

    • Base vortex damage from 24 to 21

    Penumbral Pendulum

    • Base vortex damage from 72 to 36

    Penumbral Pendulum Upgraded

    • Base vortex damage from 72 to 36

    Seafang

    • Base vortex damage from 72 to 54
    • Armour-piercing vortex damage from 36 to 27



    Last edited by Daruwind; December 03, 2020 at 05:26 AM.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  14. #994
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Another small tidbit of info. In todays stream CA guys explained why WE vs Skaven and not BM. So according to them both WE and BM requires similarly large rework so having both in one DLC means either not so extensive rework or double time needed to produce such DLC. And second interesting note is that having Wh2 core faction is important in their eyes.

    So it is another slight hint that next LP will feature again Wh2 core race...

    around 1:14:00 mark
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  15. #995
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Forge of Daith getting some rework due to feedback
    https://forums.totalwar.com/discussi...forge-of-daith
    We’ve heard your feedback regarding the Forge of Daith, and we’re going to work to make various improvements.

    Short-term, we’re going to focus on implementing some changes that should deal with some of the most notable pain points raised in the last few days:

    - Reforged items will no longer return to their base level upon expiring, and instead will revert to the level they were before being Reforged.
    - When you receive Forge of Daith dilemmas that affect a maximum-level item, you will be able to choose to reduce the time until the next Daith’s Gift event – Naestra will no longer walk away without anything (she’s generous, but not that generous!).
    - We also want to do a pass on the item effects overall to ensure that they provide interesting and exciting gameplay choices.

    Longer term we want to make continued improvements – while we don’t want to make fundamental changes to the underlying gameplay and UI, there are two areas in particular we want to focus on:

    - Letting you see in advance which item you receive from the Daith’s Gift dilemma
    - Investigating what new visual elements we can create to support the system

    We appreciate your feedback and patience so far and are confident that we’ll be able to work together to make the Sisters a truly unique campaign experience. As always, development is subject to change - so while this is currently the plan, we appreciate your patience and understanding if this change in the future, and we will let you know if that is the case.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  16. #996
    Steph's Avatar Maréchal de France
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    Default Re: Total War: Warhammer II announced

    Looked at the changes in the tables with WinMerge. LOTS of work ahead to port my mod

  17. #997
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    New optional beta patch for now
    https://www.totalwar.com/blog/the-as...e-opt-in-beta/
    Spoiler Alert, click show to read: 

    The Asrai Resurgent Update opt-in Beta


    James High
    December 15 2020











    As we barrel towards the holiday season, we’ve prepared a nip-and-tuck for your Festag-gaming pleasure based on player feedback we’ve seen since the launch of The Twisted and The Twilight.
    This is an opt-in beta update, so if you want to get the following changes, please follow the instructions below.
    How to opt in:

    1. In your Steam games library, right-click Total War: WARHAMMER II and select Properties
    2. In the Properties window, select the Betas tab
    3. In the Betas dropdown, select warhammerii_1.10.1
    4. Total War: WARHAMMER II will now update to version 1.10.1

    Changes to the Forge of Daith

    We’ve heard your feedback on the Forge, and have implemented a preliminary set of changes to deal with the most prominent gameplay issues:

    • Items will now revert back to their previous upgrade level after Reforging expires, rather than their base level
    • The ‘Naestra leaves’ option that appears when Daith offers to reforge a completed item with now reduce the timer until the next new item is offered by 2 turns

    In addition, we’ve done a balance pass on all the items offered by the Forge. All items have had their stats tweaked, and Reforged items will now be significantly stronger, so they are viable choices in comparison to permanent upgrades.
    These are not the final changes for the Forge. We’re currently working on various UI improvements that we’re hoping to get to you early next year.
    Changes to Offices

    With the Wood Elf offices, we generally sought to avoid too many factionwide effects as these tend to promote recruiting Lords purely to fill a slot, then disbanding them. While this is appropriate for some factions – such as the Empire, where filling the Elector Count seats is the goal of the campaign – for Wood Elves we wanted to focus on offices as a tool for customising Lords and enabling alternative strategies and playstyles.
    In this context, Durthu’s offices were meant to complement a more defensive playstyle where your Treemen lords would passively buff their local region while defending it, whereas Orion’s were designed to promote a more ‘spiky’ playstyle focused on expansion and contraction, with multiple armies running alongside each other to maximise bonuses.
    In retrospect, the effects were probably not strong enough to have the desired effect. As such we have added adding the following:
    Orion

    • Master of Scouts and Herald of the Hunt: +30% income from raiding to local forces
    • Master of Drums and Master of Supplies: +25% income from post-battle loot to local forces
    • Talon of Kurnous, Spirit of the Hunt, and Master of the Hunt: +15% razing income to local forces

    Like other effects, these are doubled in strength during Wild Hunts. If several Lords with the same effect are in the same region, the effects will stack
    Durthu

    • All non-faction-leader Office slots provide -20% upkeep for all units while in owned territory

    Bug Fixes and Improvements

    • Fixed an issue where Ariel would not spawn in the Eye of the Vortex campaign after manually fighting a Forest Encounter
    • Fixed a bug responsible for various issues (e.g. some cases of unresponsive Forest Encounters, the Forge of Daith not firing)
    • Drycha’s quest chain will no longer abort if Middenheim is captured instead of raided
    • Coeddil now has the Immortal trait
    • Fixed a crash that could occur when escape was pressed after starting a ritual
    • Custom battles no longer crash when loading with more than 20 Clan Moulder units are selected
    • Removed some legacy advice that triggered on constructing the Oak of Ages which could cause soft-locks if the player completed a Ritual of Rebirth at the same time
    • We have fixed a problem which caused unresolvable Forest Encounters issues. However, this will not fix existing broken Forest Encounters. As such, we’re removing the Forest Health penalty from ‘unresolved encounters’ so that these broken encounters will not permanently hinder campaigns
    • The Wood Elf version of the Gaean Vale main settlement chain now has correct effects and unlocks the correct number of settlement slots
    • The level 4 and 5 Tree Spirits building (and the level 3 version for Drycha) now grant +1 recruitment capacity for Dryads
    • Orion’s Lord Effects now also apply to Great Stag Knights
    • Ariel’s Chosen will now correctly apply its melee attack increase effects during Forest Battles
    • The Stolen Power trait awarded from Drycha’s quest chain now correctly grants physical resistance to Tree Spirit units
    • Archaon’s faction effect now correctly increases weapon strength per rank
    • Wood Elf factions are now much less likely to refer to each other as traitors when they have positive diplomatic relations
    • We en-baubled the Oak of Ages but the dryads ate them all
    • The Lost Plateau region now correctly has a Heathland UI indicator
    • Throt will no longer be forced into a Military Alliance with the Wood Elves after completing his Vortex Final Battle
    • Doomfire Warlocks once again use a weaker version of Doombolt for their bound abilities
    • Settra is once again Undead when on his Chariot of the Gods mount
    • Coeddil, Ariel and Ghoritch now have zero upkeep, bringing them in line with other legendary heroes
    • The hidden army ability used to grant siege attacker is now actually hidden. The Power of Placeholder was too great to be handed out so freely
    • Various localization fixes



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

  18. #998

  19. #999
    Daruwind's Avatar Citizen
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    Default Re: Total War: Warhammer II announced

    Christmas conspiracy time!
    Today is 12th day of Festag and we got each day some small cookie from CA...Today we might got two
    https://dashboard.totalwar.com/home
    Firstly, among all today´s wallpapers was one weird picture with outstanding name 321.png if this is not chaos hint...so pick your pick what the name may refer to
    -March 20-21...Trailer?
    -So Wh3 in 20-21
    -321. day of 2021 ...That is 17th November 2021
    -321 days from now.. that is 7 days of 2020 remaining + 314 days in 2021 so 10th November 2021
    Spoiler Alert, click show to read: 



    Second possible hint might be actually picture used for day 12. Ruined statue of Khaine..Which may be actually unit for DE DLC. DE hint? As the statue is only thing in the picture in picture reaching to the front of the text? (plus we got previously some BM hints so BM vs DE next?)
    Spoiler Alert, click show to read: 


    Last edited by Daruwind; December 24, 2020 at 04:36 PM.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  20. #1000
    Alwyn's Avatar Frothy Goodness
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    Default Re: Total War: Warhammer II announced

    Thanks Daruwind, these are intriguing hints!

    Yes, Beastmen v Dark Elves seems like a strong possibiility. I wonder how they'll re-work the Beastmen and which Legendary Lord the Dark Elves will get, is that prediction is right? (I don't know the lore of Warhammer and haven't played the tabletop game, so I don't know if there's an obvious Dark Elf LL).

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