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Thread: The Prophet & The Warlock New DLC

  1. #1
    Daruwind's Avatar Citizen
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    Default The Prophet & The Warlock New DLC

    We just got reddit announcement about new DLC:
    https://www.reddit.com/r/totalwar/co...warlock_steam/

    Steam page is already up:
    https://store.steampowered.com/app/9...__The_Warlock/

    Details in spoiler
    Spoiler Alert, click show to read: 

    The Prophet & The Warlock is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles.



    • Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
    • Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
    • Two new additional Lord types
    • Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
    • Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
    • New Regiments of Renown to unlock, recruit and field



    Background

    The great serpent-god Sotek may sleep, but Tehenauin – his most devoted prophet – does not. The time has come for the foul Skaven to pay the butcher’s bill for their plague-spreading acts, and pay they will – with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath…

    But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons… and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!New Legendary Lords and Factions

    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)



    Ikit Claw – like all of Skavenkind – is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design – the mighty Doomsphere – and he will stop at nothing to unleash it upon the world…

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord – Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units



    • Ratling Gun Weapons Team: Specialist anti-infantry gun teams bearing the rotating, rapid-fire Ratling Gun. Ratling Guns are heavy damage-dealers which also Supress their targets, slowing their movement.
    • Warplock Jezzails: Long-range, armour-piercing sniper infantry. These sharpshooters have the highest-quality shields, and their projectiles confer the Shieldbreaker contact effect.
    • Doom-Flayers: Smaller than the Doomwheel (and twice as messy!), Doom-Flayers are designed to punch through enemy lines and deal powerful armour-piercing damage.





    Regiments of Renown

    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.



    • Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannon): These arcane artillery pieces stun their enemies with the Zzzzap! Contact effect, increasing the target’s ability cooldown times.
    • Clan Vulkn Tailslashers (Clanrats - Shields): Fiery vermin with high weapon-strength who deal flaming attacks, while being immune to the effects of flame-weapons themselves.
    • Blightscab's Plaguepack (Plague Monk Censer Bearers): Heed the word! Blightscab’s Plaguepack have the Demegoguery ability, granting the Immune to Psychology attribute to nearby friendly units.
    • Teeth-Breakers (Ratling Gun Weapons Team): These sneaky shooters carry Concealment Bombs, granting them Stalk and Unspottable at a moment’s notice.
    • Council Guard (Stormvermin - Halberds): Drilled in the protection of their masters, the Council Guard are unbreakable and have the Guardian ability.
    • Natty Buboe's Sharpshooters (Warplock Jezzails): The ultimate sniper crew, Natty Buboe’s Sharpshooters have both the Stalk and the Snipe abilities.
    • Dwarf-Thing Menace (Doom-flayers): Perfect for scything through tough Dawi armour, the Dwarf-Thing Menace has the Sunder Armour contact effect and causes fear.
    • Wheelz of Dooom (Doomwheel): Fires extra-powerful missiles which confer the Discourage contact effect on their target.



    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:



    • Warpfire’s Wheel (Doomwheel): An augmented Doomwheel with improved melee stats and the Regeneration attribute.
    • Blackhole Flayers (Doom-Flayers): These enhanced Doom-Flayers have improved melee stats and cause Fear.
    • The Doombringers (Warpfire Thrower Weapons Team): With increased melee stats and the Unbreakable attribute, this Warpfire Thrower Weapons Team can tar-pit other units in melee if attacked.
    • Eye-Takers (Warplock Jezzails): Headshot! The Eye-Takers’ enhanced Jezzails deal increased damage and Blind their targets, reducing their accuracy, melee attack and melee defence.
    • Death Dealers (Ratling Gun Weapons Team): The Ratling Gun perfected! These weapons teams fire their hails of bullets at longer range, dealing greater damage and with reduced reload times.


    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)



    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek’s cult grew, so too did the Prophet’s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin’s armies may recruit and field all-new battlefield units:



    • Red Crested Skinks: Armed with great weapons, Red Crested Skinks deal armour-piercing damage. Moving at tremendous pace, they are well-equipped to swiftly outflank the enemy and strike from the side or rear.
    • Salamander Hunting Pack: Powerful ranged-attack monsters that hurl fireballs, deal flaming attacks in melee and cause fear. Their high speed enables them to reposition swiftly in the field.
    • Ancient Salamander: A vast and venerable Salamander that hurls huge fireballs, dealing high damage and making the target more vulnerable to further flame attacks. The Ancient Salamander also deals flaming attacks in melee and causes terror.
    • Ripperdactyl Riders: Flying anti-infantry cavalry ridden by Skinks, dealing powerful armour-piercing damage in melee.
    • Ancient Stegadon (Engine of the Gods): A variant of the mighty Stegadon mounted with the Engine of the Gods, which can use the Burning Alignment beam-attack, and the Portent of Warding to protect nearby friendly units.
    • Bastiladon (Ark of Sotek): A Bastiladon mounted with the Ark of Sotek, able to summon a writhing vortex of poison-dealing serpents around itself in combat.



    Regiments of renown

    Tehenauin’s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.



    • The Thunderous One (Ancient Stegadon): Armed with the Judgement of Xacmac ability, The Thunderous One calls down bolts of lightning to strike enemies engaging it in melee.
    • Star Chamber Guardians (Temple Guard): These venerable warriors have Expert Charge Defence, Magic Attacks, and the Guardian attributes.
    • Colossadon Hunters (Ripperdactyl Riders): Expert monster-fighters, the Collossadon Hunters have the Bonus VS Large ability.
    • Pop-Hopak Cohort (Cold One Spear-Riders): The Pop-Hopak Cohort do not have the Primal Instinct trait, and are gifted with both the Vanguard Deployment and Immune to psychology attributes.
    • Legion of Chaqua (Saurus Spears): These legendary Saurus warriors have the Shield of Chaqua ability, granting significant missile resistance to nearby friendly units.
    • The Umbral Tide (Salamander Hunting Pack): Tireless and stealthy, the Umbral Tide have both the Stalk and Perfect Vigour attributes.
    • Cohort of Sotek (Red-Crested Skinks): Grizzled veterans, the Cohort of Sotek are unbreakable, and have the Refuse To Die ability, which temporarily halts their hitpoint loss in battle.
    • Pahaux Sentinels (Terradon Riders): These agile winged warriors have the Dodge attribute, conferring 20% Physical Resistance, and drop Rocks of Sundering, temporarily reducing their target’s armour


    Last edited by Daruwind; April 04, 2019 at 09:09 AM.

  2. #2
    Daruwind's Avatar Citizen
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    Default Re: The Prophet & The Warlock New DLC


  3. #3
    isa0005's Avatar Content Staff
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    Default Re: The Prophet & The Warlock New DLC

    I'm so over these silly mini-dlcs! CA please for the love of Sigmar give us some content the players can really sink their teeth into, like updates and a decent DLC for Atilla or perhaps a Tilea/Estalia Expansion for WTWII, something that is actually worth spending money on and not this flaccid, uninspired dogs breakfast that is honestly a down right mockery of Total War fan base... Personally if I wanted stuff like this I'd go to one of the many formerly pay to play MMOS that survive hand to mouth on micro transactions and cosmetics like a sewer rat on lice infested used tampons...

  4. #4
    Steph's Avatar Maréchal de France
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    Default Re: The Prophet & The Warlock New DLC

    It seems you didn't grasp the concept of small LP DLC for less than 8 €, and bigger race pack DLC for twice the price.

    What is disappointing for me is not the content (fair content for the price), but the delay. I think there should be 3 months between DLC instead of 6.

  5. #5
    Steph's Avatar Maréchal de France
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    Default Re: The Prophet & The Warlock New DLC

    It seems you didn't grasp the concept of small LP DLC for less than 8 €, and bigger race pack DLC for twice the price.

    What is disappointing for me is not the content (fair content for the price), but the delay. I think there should be 3 months between DLC instead of 6.
    Last edited by Flinn; April 17, 2019 at 10:07 AM. Reason: double post

  6. #6
    Daruwind's Avatar Citizen
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    Default Re: The Prophet & The Warlock New DLC

    We got the FAQ page as well:
    https://www.totalwar.com/blog/total-...e-warlock-faq/

    Spoiler Alert, click show to read: 

    Yes, there will be a new free Legendary Lord to play as, but also coming alongside this DLC will be the Doomsayers Update for all players. A refresh of the Skaven and Lizardmen factions with an overhaul of Bretonnia in the Mortal Empires Campaign, this update could easily be our most extensive yet.

    We’ll be getting into all the details soon, but here’s a quick taster of what’s in store for both Bretonnia as well as an insidious new feature, the Skaven Under-Empire.


    The Under-Empire is a new feature coming to all Skaven Legendary Lords on The Prophet & The Warlock release day.


    Following the release of the Vampire Coast faction, we saw a lot of fans calling out for something similar for the Skaven – and we listened! The pirate coves mechanic in Curse of the Vampire Coast laid the foundations for this feature, but it’s much more in-depth and allows all Skaven factions to build a secret base of operations known as an Under-City deep beneath any settlement through conquest or the use of agent actions.


    Once established, a whole host of building options will be available including wealth, resources, and corruption buildings. Under-Cities also support the ability to either summon a verminous army to rise up and attack the settlement above or (if you’re playing as Clan Skyre) to detonate a Doomsphere device which, if not detected, can blow the settlement above to ruins.


    Remaining hidden is key to developing the Under-Empire to its fullest, but with each addition to the tunnels and warrens the risk of being spotted grows ever greater.


    If spotted, Under-Cities can of course be destroyed (a little bit of rat poison goes a long way) by those that rule the settlements above ground. Discovering whether a verminous nest lies beneath a settlement can be achieved through the construction of specific buildings, deploying heroes in close proximity to search for the Ratmen, or for the Skaven to blow their cover by building too much.


    This makes the Under-Empire a truly cat-and-mouse feature, where settlement owners above ground can be blissfully unaware of the activity below until it’s all too late…




    Additionally, all Lizardmen Legendary Lords will be able to unlock a quest chain to seek out Lord Kroak – the last of the first generation Slann.
    Although technically dead, his spirit remains, and still exerts its power over the living world.
    Once Kroak is found he will join the player’s faction as an immortal hero, boasting a completely unique skill tree and devastating campaign map abilities.
    What’s in the free Old World update that will be released alongside the DLC?

    Bretonnia will be getting a number of updated features.
    One of these is the Vow system, available to all Bretonnian Legendary Lords, Lords, Prophetesses, and Paladins. Replacing the existing Vow skills, each character will need to pledge themselves to a Vow and undertake a task to demonstrate their devotion.
    Upon taking up their pledge, the character will receive a trait linked to the conditions of the task, which could be anything from defeating enemies in battle to constructing certain buildings in their home region.
    Upon completion of the task, the Vow will be granted and the character will be able to progress onto subsequent Vows. Once completed, each Vow will grant the character a selection of buffs and benefits, such as upkeep reduction for specific units, increased armour, or even immortality.
    Beyond the brand-new Vows system, Bretonnia have also received a load of other updates which include:

    • New Technologies
    • A new Trident of Manann weapon for Alberic
    • A new confederation dilemma
    • All Bretonnian Lords start the game mounted in campaign by default
    • Free Peasant Mob upkeep when not exceeding the Peasant Economy cap
    • General Bretonnian garrison improvements
    • Increased turn duration for the Green Knight
    • Unlimited Green Knight uses when reaching level 5 of the Chivalry bar

    When will the free content be available?

    Also on the release day of the DLC – the 17th of April 2019.



    -FLC LL is Lord Kroak

  7. #7
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: The Prophet & The Warlock New DLC

    This looks really nice, the trailer is great.

    Quote Originally Posted by Daruwind
    -FLC LL is Lord Kroak
    Lord Kroak is not the FLC LL, he's a summonable legendary hero if I'm correct. That means Nakai and Gor-Rok are the most obvious choices for the FLC and I'd be ok with either (although Nakai>Gor-Rok, we already have one big saurus).
    Last edited by lolIsuck; April 04, 2019 at 12:24 PM.

  8. #8
    Daruwind's Avatar Citizen
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    Default Re: The Prophet & The Warlock New DLC

    Ooooooooh. Looks like I misread the stuff! My bad!!!! :-) So he is basically alternative to Green Knight.

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    Steph's Avatar Maréchal de France
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    Default Re: The Prophet & The Warlock New DLC

    The FLC lord may not be a Skaven or Lizardmen

  10. #10
    Daruwind's Avatar Citizen
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    Default Re: The Prophet & The Warlock New DLC

    Steph, but FLC chart was showing FLC Lizardmen LL and it would be strange that one core race for WH2 is somewhat smaller. I put it different way. Doing Gor-Rok, he is just another Saurus....Adding for example Skaven Moulder clan..that would be much more possible units, work. What more....Empire rework, Kislev, Moulder in Hell Pit, that is nice addition oth that part of the Old World. Possible Wh3 stuff just to fill the map with good new things...

    Or maybe we will see Throt/Skweel as FLC for next DLC, but Lizardmen LL is happening for 90%

    we got starting positions for both new LL :
    https://www.totalwar.com/games/warha...d-the-warlock/

  11. #11
    SturmChurro's Avatar Not Vault Boy
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    Default Re: The Prophet & The Warlock New DLC

    Looks pretty cool. I've never really played Skaven past like 20 turns, I am excited to play a campaign with them and their new FLC features!

  12. #12
    Daruwind's Avatar Citizen
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    Default Re: The Prophet & The Warlock New DLC

    I added Patchnotes and info to second thread:
    http://www.twcenter.net/forums/showt...1#post15774414

  13. #13
    SturmChurro's Avatar Not Vault Boy
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    Default Re: The Prophet & The Warlock New DLC

    The new rat units are really strong, and my Ikit-Claw is regularly getting gigantic amounts of kills a battle, early-mid game at least. The weapons teams, especially snipers can wipe out enemy units like nothing. I haven't tried much of the lizardmen, but I think Skaven got some really strong buffs this time around.

  14. #14

    Default Re: The Prophet & The Warlock New DLC

    I tried Tiktaqto in the vortex and he seems ok, I found it a bit tricky to go all in on fliers maybe I was missing something, not sure what I brought to the final vortex battle was really that great, pretty much relied on the vortex spells and Kroak. I never really seemed to get much out of rippers or the salamander hunting pack but the ancient salamander seemed pretty good. I never got to face Ikit though because Vashnaar's Conquest took out Skrolk, Tehenhauin and Ikit and instead had to settle for reclaiming Lustria against chosen backed up by darkshards, reapers and black dragons.

    I noticed the 10k intervention army seems to be able to dent the AI now, and that the 5 or 6th wave actually seems to mess up the AI:
    Spoiler Alert, click show to read: 




    Also I think there is a new short movie when you complete the 5th ritual, I don't remember it from before.

    The Skaven stuff seems pretty nice though but I never tried nor really fought much against except for Kroak's quest battle.

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