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New Total War game: Warhammer

A horse of course

Guest
New patch notes for 28th when CotB launches:

http://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_2

Total War: WARHAMMER – Update 2
Due Live on 28/07/16

Update 2 is designed to add further polish and tweaks, fixes some notable gameplay issues and brings our second pass at unit rebalancing. Some notable changes include UI scaling for high-resolution displays, performance enhancements and visual improvements for NVIDIA users, and the introduction of the new Siege Attacker trait, enabling armies with Siege Attacker units to immediately initiate sieges without building dedicated siege equipment.

A huge level of customisation is now available in Custom and Multiplayer battles. When building your army you can now choose individual spells, items and abilities for your characters. These additions will increase their cost, but provide a level of granularity, individuality, and can skew their battlefield role to suit your playstyle.



New Content
A host of new free content is made available via this update, including the Empire Amber Wizard hero, The Lore of Beasts, The Beastmen as new and terrifying AI-opponent in the Grand Campaign, and four new Custom and Multiplayer battle maps. Sarthorael The Everchosen, the Chaos Lord of Change, is also now available to use as a Legendary Lord in custom and multiplayer battles. Full details on this content can be found in our Free Content Update Blog.

Factions
Chaos Warriors
Sigvald will no longer bleed when the Blood Effects are enabled

When Chaos Warriors respawn, they now correctly respawn in a state of war against with the same factions as their vassals

The Chaos Invasion and Doom Tides events can now no longer occur on the same turn, which previously prevented Archaon from entering play

The Chaos Invasion event will now not be shown repeatedly

When AI-controlled Chaos Invasion event occurs, Norscan factions will no longer war among themselves

Script alteration to ensure Chaos Invasion event doesn't happen too late or not at all

Azazel The Despoiler now displays correctly in the Chaos Tomb Blade quest UI

Subjugation now correctly contributes to Sigvald The Magnificent's unlock requirements

Fixed an issue where seams were showing on Chaos Spawn

Chaos Spawn claw animations improved



Greenskins
When Azhag dons the Crown Of Sorcery, it cannot be removed!

Orc Boar Boy Big 'Uns Unit Info now displays Anti-Large since dey 'av bigga choppas than da boyz

Savage Orcs now use more torso variants

Unit transfer fightiness bonus is now applied more consistently

Greenskins Shaman's Hovel building now correctly affects recruitment slots

Fixed a bug where fightiness wouldn't always increase after a victory

Army size for Waaagh armies will now display correctly in the Campaign forces panel



Dwarfs
Fixed an issue where the Organ Gun would have to turn 360 degrees before moving

Dwarfs now consistently raise shields to protect from incoming projectiles

Gold Sickness trait now restricted to Dwarfs only

Ironbreaker's blasting charges now no longer move to model's other hand when in idle pose

Ungrim Ironfist's armour piercing bonus from his Dragon Slayer ability will no longer clip into the Weapon strength text on the Unit Details panel

Steam from Gyrocopters will no longer change colour during Subterranean Battles



Vampire Counts
Blood Knights and Black Coach added to Raise Dead pool

Improvements made to tooltip text explaining Raise Dead feature in the Campaign

Rival Necromancer event now restricted to Vampire Counts

Blood Knights no longer clip through their mounts

Fixed an issue where seams were showing on Zombie units on low graphic settings

Fixed a bug where Mannfred was not given Unique Items after winning Quest Battles

Fixed a bug where the Necromancers leg would clip through his tunic during his death animation in battle



Empire
Fixed a bug where the Luminark of Hysh would take 3x the amount of damage as each entity on the model was taking damage from the same source

Empire halberd thrusting animations realigned



Battle
General
Fixed a bug where enemy units would remain hidden until around 10m away

Fixed an issue that prevented cumulative resistance caps applying, enabling some units to become immune to damage

Limited use items will now display the remaining duration whilst active in Battles

Updated the rallying Battle mechanic to require units to have more than 0 Leadership before they are able to rally

Fixed an exploit that would allow the player to use ranged attacks without expending any ammunition in Battles

Unit card health indicators will now display correctly when fighting battles with a very large amount of units

Fixed an issue where unit cards were not being deselected if the player moves the mouse off of them whilst the unit is taking damage

Fixed a bug where explosion damage was not being applied to all entities

Camera mode now uses standard camera setting when loading in to campaign quest battles

Default deployment zone sizes adjusted for custom battles

Defenders in Ambush Battles will no longer briefly see the terrain and enemy army before the screen blacks out

Improved Battle AI behaviour when the entire opposed army consists of a single Lord



UI
UI scaling slider now available in options to support high-resolution (e.g. 4K) displays

Units with magical or flaming ranged attacks (such as Irondrakes or Flame Cannons) will now have this property displayed on their Unit Info panel

Battle tooltips will no longer flicker when refreshing abilities are being applied, for example Chaos Warhound's Poison! debuff

Pressing the ESC key whilst in Cinematic mode will now exit Cinematic mode

Updated the UI when spectating/watching a replay to no longer display unnecessary UI elements

Unit markers in battle (e.g. when dragging formations) are now visible on top of passable shallow water

Improved text for objectives during several Quest Battles



Abilities/Spells
Spell casters in Siege Battles will no longer attempt to use projectile spells on units if their line of sight is blocked by walls or gates

Changed Direct Damage spell damage-chance to factor in duration and frequency

Fixed an exploit in Battles that allowed the player to cast multiple magic missile spells without having enough available mana

Spell miscast chance now working accurately


Improved some of the targeting visualisation / effects for unit abilities in battle

Improved targeting UI for several spells

Rebalanced several upgraded spells that could potentially kill Lords in one or two casts

Blasting Charge VFX will no longer float in mid-air when attacking Giants with them

Upgraded Soulblight now has the increased effect duration applied

Standard variant of Wind Blast spell will no longer do more damage than the upgraded variant

Tweaked effects of upgraded version of Transmutation of Lead



Maps
Updated Burial Mound of Grudsnik map to fix an issue with inaccessible terrain.

Collision areas cleaned on Karak Ungor

Snow effects will now play at the maximum camera height on snowy battlefields.

Stretched textures fixed on Crooked Fang Fort

In the quest battle 'Armour of Morkar' terrain in outfield now longer has a slight gap

Improved the height map on several maps to fix rare terrain issues, e.g. Mount Gunbad



Siege
Some characters and units now have a 'Siege Attacker' trait. Armies containing such characters and units may attack a city immediately without building siege equipment. The following all bear this trait:

  • Kholek Suneater
  • Lord of Change
  • Dragon Ogre Shaggoth
  • Gorebull
  • Cygor
  • Minotaurs (all variants)
  • Bretonnian Field Trebuchet
  • Hellcannon
  • Giants (all variants)
  • Cannon
  • Flame Cannon
  • Grudge Thrower
  • Organ Gun
  • Great Cannon
  • Helblaster Volley gun
  • Helstorm Rocket Battery
  • Mortar
  • Luminark of Hysh
  • Steam Tank
  • Doom Diver Catapult
  • Goblin Rock Lobber
  • Arachnarok Spider
  • Varghulf

Fixed a bug where a unit carrying a battering ram would stop for a long time before engaging the gate

Improvements to sieging AI army with artillery heavy composition

Units that allow the armies to start a Siege Battle during Campaign without siege equipment now have the 'Siege Attacker' unit ability

Siege battles at Dietershafen will no longer display 'The Threat from the North' on the pre-battle loading screen.

Siege equipment now has camera collision across all factions

Lords now no longer occasionally fall through the ladder and die after climbing to the top of it

Fixed a bug where Vanguard units who started a battle mounted in siege equipment lost their Vanguard UI icon

Fixed a rare issue that could cause garrison armies to not appear during Siege Battles

Fixed an issue that would cause garrisons to appear as reinforcements during Siege or sally out Battles



Campaign
General
Diplomacy statistics now update correctly upon faction death and re-emergence

'Hinder Settlement' objectives now abort correctly when the target settlement has been razed

Capturing cities of your race type containing prebuilt buildings which unlock legendary lords for recruitment now enables their recruitment

Fixed an issue that would cause the Autoresolver to always treat the player as the attacker in Battles, even if they are the defender

Attitudes between factions will now be displayed correctly on the Campaign Tactical Overview map when using the Attitude filter

Reinforcements in The Eye of Sheerian Quest Battle will no longer appear immediately after starting the battle

Fixed an issue where turns until population surplus would calculate incorrectly if growth is negative

Fixed an issue that would cause rebellions to not trigger despite the player having enough negative public order to reach -100 on the next turn

Horde factions that have been wiped out now have a cooldown period before they can respawn

Fixed a bug where a garrisoned Greenskin army could be incorrectly selected and moved

Achievement 'Jack of All Trades, Master of Some' now triggers correctly

Confederation cooldown period now prevents Confederation effectively



UI
Loading screens will now correctly display if the player launches the game via the Continue Campaign button on the Launcher

Fixed an issue where overlapping settlement and army banners would cause the settlement names to appear incorrectly

Fixed tooltip incorrectly stating building is damaged

'XP Gained' messages should no longer appear for max-level characters

Recruit hero tooltips now explain which building can be built to increase hero capacity

User no longer gets the blood UI layout for the blood events even when he has the blood effects deactivated

War coordination system will now deselect correctly if the player opens up another panel whilst choosing a target

Raze Settlement UI now displays correctly

Ruined settlements are now named correctly in event panels which reference them

Fixed an issue with flickering icons for embedded Heroes when panning the camera on the Campaign map

Fixed a bug which occasionally caused the stance button / UI icon to disappear on the campaign map when transitioning from sea to land

Settlement nameplates will now display correctly on the campaign map when using Eyefinity

Fixed an issue with overlapping post-Battle UI popups when attacking Chaos



AI
Improved the Campaign AI to make it less inclined to send armies an extremely long distance away to attack hostile hordes.

Fixed bug where rebels would successfully attack a settlement and neither capture nor raze it



Multiplayer
Campaign
Difficulty setting can no longer be changed during the lobby when resuming a Multiplayer Campaign from a save

Fixed a bug where players would be unable to load Multiplayer Campaign saves if both players were in different languages

Fixed a crash that could occur in Multiplayer Campaign if a player assassinates a character whilst the other player has that character's details panel open

Fixed a Multiplayer Campaign battle issue where the player would not have control of units summoned by spells if another player was spectating the battle

Fixed a rare desync that could occur during replays from Multiplayer Campaign Battles

Fixed a softlock in cooperative Multiplayer Campaigns where one player could declare war on another other player's Waaagh armies

Fixed an issue in MP campaign where the share control option appears as white square

Fixed an issue that allowed players to play as AI during a co-op Multiplayer Campaign

Pre-battle screens during Multiplayer Campaigns will now correctly display a timer if an army is attacked multiple times in the same turn



Battle
Unit abilities, spells and items can now be added/subtracted for lords and heroes in custom and multiplayer battles. This allows the player to experience more expansive key characters for high micro-management, skew their role in battle by selecting certain complimentary actives/passives or create more lean characters with low micro-management for alternative army-wide tactics.

Each character has a base cost, which includes inherent attributes, but not abilities, spell and items.

When an ability, spell or item is added, the cost of the character increases

There is a slight decay in cost of abilities when added, taking into account that the player can only cast/interact with one ability at a time.

Legendary lords are given relevant quest battle reward items, allowing the player to experience a taste of what can be won in their campaign play-through.

Magical characters are given a selection of single-use scrolls and non-magical characters a selection of single-use potions.



Multiplayer Quick Battle lobby will now display the correct tooltip on the Start Battle/Ready button

Multiplayer Quick Battles will no longer automatically queue for a new match on the post-battle results screen

Multiplayer Quick Battles will now always use Large unit size

Fixed a rare softlock that could occur in Multiplayer lobbies if a player changes faction at the exact same time another player joins the lobby

Lords in Multiplayer Battles will now display the name of the Lord, and the name of the player in the tooltip

Multiplayer Battle loading screens will no longer show information about units from opponent's army

Multiplayer Battles will no longer display a message saying the AI is taking control if the Battle ends due to a player leaving.

Quick Battle lobby timer now resets back to 60 second when a player changes faction and clicks "Ready".



Technical
A variety of isolated crash instances have been fixed



DX12
Please note our DX12 implementation is still in beta, and investigations with issues are ongoing

Fixed a crash caused by changing graphics options when running in DX12 with Nvidia SLI

Nvidia DX12 performance improvements

Fixed flickering issue when running the game on Nvidia cards in DX12

DX12 now enabled on Nvidia 950m and 960m



Graphics
Multiple performance improvements for high-spec systems with Blood Effects enabled

Fix for missing shadows

Tree billboard scaling improved

Metal tint values tweaked to avoid armour appearing black on certain unit models

Fixed porthole for lord of change

Advanced Graphics option will now show how many GPUs are active when the player has a multi-GPU system

Fixed an issue with flickering graphics on the Campaign map when using an NVIDIA GTX 980 Ti

Giblets will no longer appear on the Low graphics preset with Blood Effects enabled

Wind of Death icon clarified in tooltip

Call of the Beastmen theme added

Water added to parchment maps for all campaigns



Audio
Chaos Marauder units are now using all their VO

Fixed a bug where some of the Advisor's audio was not played

Fixed a bug where Vampire lords were not playing VO

Fixed a bug where creating a garrison was triggering the wrong VO

Fixed an issue where the correct Chaos audio wasn't playing during the campaign



Other
Fixed an issue with the Game Guide that could occur when the window was resized to a very small window.

Communiteam have been further buffed against trolls and have a flame resistance when in threads

Updated the Game Guide and Help Pages to fix some links which were not displaying correctly.

Made multiple corrections to the Game Guide

Improved some Russian translations

Added money bag icons to make in-game purchasing easier. Buy it all, you know you want to!



Balancing
General
Charge defence mass bonus increased

Dwarf mass increased

All artillery units firing arc increased/improved

All artillery units Speed increased

All artillery units turn speed increased

Maximum of 4 Heroes in multiplayer battles

Lords & Heroes Cost reduction for multiplayer

Decrease to miscast explosion damage

Rebalance of unit abilities and upgraded abilities

Rebalance of winds of magic costs

Rebalance of combat potential for unit abilities and spells

Rebalance of effect area of some unit abilities and spells

Tweak to cinder charge explosion delay

Fixes for various context triggers and stat bugs for unit abilities and spells

Various updates to unit ability and spell bullet texts

Improved unit ability and spell targeting visuals and mechanics



Units
Dwarfs
Gyrocopter

- Gyrocopter Bomb damage increased


Gyrobomber

- Gyrobomber Bomb damage increased

- Increased Missile Damage

- Reduced recruitment cost

- Increased Health

- Increased Missile Damage

- Increased Armour-Piercing Missile Damage


Slayers

- Decreased Speed

- Decreased recruitment cost

- Increased Melee Defence

- Increased Health

- Increased Armour-Piercing Damage

- Decreased Weapon Damage.



Flame Cannon

- Reduced recruitment cost

- Increased range

- Firing arc fix allows for fire from behind infantry line

- Increased Armour-Piercing Damage

- Decreased Explosive Base Damage



Grudge Thrower

- Decreased recruitment cost

- Increased Accuracy



Irondrakes

- Decreased recruitment cost

- Increased acceleration

- Increased firing arc

- Increased turn speed

- Increased reload speed


Quarrellers (Great Weapons)

- Reduced recruitment cost



Warriors of Chaos
Archaon

- Reduced recruitment cost


Chosen

- Increased Melee Defence

- Increased HP

- Increased Melee Attack


Chosen (Great Weapons)

- Increased Weapon Damage

- Increased Armour-Piercing Damage

- Increased Melee Attack


Dragon Ogres

- Increased Health

- Decreased Melee Attack

- Increased Melee Defence

- Weapon Strength includes Anti-Large Damage.

- Reduced Armour-Piercing Damage


Kholek

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus


Dragon Ogre Shaggoth

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus

- Decreased recruitment cost



Chaos Knights

- Increased Melee Defence



Empire
Demigryph Knights (Halberds)

- Decreased Armour-Piercing Damage

- Decreased Bonus versus large


General of the Empire

- Decreased Health whilst on Griffon

- Increased recruitment cost for Griffon


Steam Tank

- Decreased Speed

- Decreased Steam Gun ammunition


Helblaster Volley Gun

- Increased Range

- Decreased recruitment cost


Helstorm Rocket Battery

- Increased Range

- Decreased Accuracy

- Decreased Reload Speed

- Decreased Cost



Greenskins
Rock Lobber

- Increased Range


Doom Diver Catapult

- Increased recruitment cost


Night Goblins (All)

- Increased Leadership


Trolls

- Increased Leadership


Savage Orc Big Uns

- Decreased recruitment cost


Savage Orc Boar Boyz

- Decreased recruitment cost


Orc Warboss

- Decreased recruitment cost for Wyvern mount.


Black Orcs

- Reduced Cost


Arachnarok

- Decreased Armour-Piercing Damage

Goblin Big Boss

- All mount options have the Encourage ability



Vampire Counts
Blood Knights

- Speed decreased


Mannfred von Carstein

- Increased all mounts recruitment costs


Grave Guard (Great Weapons)

- Increased recruitment cost



Brettonia
Grail Knights

- Increased Melee Defence


Trebuchet

- Increased Range

Plus Amber Wizard and Lore of Beasts magic school will be added as FLC:
KgiROof.png
 

A horse of course

Guest
I played all the way through the Eye for an Eye campaign, finishing all the quest battles and wiping out the entire map (though I missed the Long/Ultimate Campaign Victory due to only having 1 out of 2 confederations, and Beastmen don't seem to respawn in EfaE for some reason, even though some Orcs do). Beastmen are an interesting faction to play due to their weak but relatively fast units. They excel at open-field/forest battles if you can overrun groups of enemy units quickly, and aren't that awful at sieges since most of their units are melee oriented anyway. What's great about them being horde is that unlike with the Chaos Warriors in the vanilla game (who imo were never actually meant to be playable in v1.0, they just decided to be greedy fucks and whore out a semi-finished faction as DLC), hit-and-run tactics are supported by both their unique mechanics (easy ambushes, hidden encampment stances) and the lore itself, which always emphasized Beastmen as a hit-and-run or raiding race, not a world-ending horde. My only issue with this is that it's probably difficult to use these tactics against a human player with a single brain cell (though if you care about multiplayer in TW you're an idiot anyway) and the AI can't make use of the stealth mechanics properly, resulting in AI beastmen hordes being continuously wiped out.

Only other cons are: shit optimization on the "Hidden Beast Trail" maps, which tank my fps from around 30-40 to about 10.
Only one faction playable in "Eye for an Eye" campaign.
Boris Todbringer is just a lame new model, he's not a playable legendary lord for Empire or anything like that.

So standard advice applies: If you fucking love Warhammer and need everything immediately, get it now. It's the first time they've actually done a good job of implementing horde mechanics (at least since Rome: Barbarian Invasion), beastmen have lots of cool units, there are two new legendary heroes with quest battles, and the EfaE campaign is alright for wasting a few hours on.

Otherwise, wait for several factions at once in a big sale.

Some pics from my piece of shit laptop:
aziUms6.jpg
EC5Ui0v.jpg
4PdxViD.jpg
 

Hoodoo

It gets passed around.
Dumbfuck
Joined
Jun 5, 2009
Messages
6,675
They excel at open-field/forest battles if you can overrun groups of enemy units quickly, and aren't that awful at sieges since most of their units are melee oriented anyway.

So they're basically exactly like any player controller faction? Like tiny specifics matter anyway in this game.

emphasized Beastmen as a hit-and-run or raiding race, not a world-ending horde.

No matter what you play, in any Total War game, you're supposed to be a world ending faction. You play some jap clan that takes over all of Japan's city one by one or the Empire of Men who somehow paints half the map his color. There's nothing else to do aside from conquering cities and expanding armies and it's an easy to do with any factions. Battles are not nearly so tight as an RTS like starcraft or age of empire where tiny differences in stats do end up mattering to the particularly obsessive players.
 
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AngryEddy

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Messages
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Fuzzy Pleasure Palace
So with beastmen grand campaign, do you guys combine your 2 hordes in the beginning or just rape all the empty garrison towns around and take the econ hit? I try doing that but autoresolve attrition fucking rapes the beastmen hard, especially their commanders.
 
Self-Ejected

AngryEddy

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Joined
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Messages
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Location
Fuzzy Pleasure Palace
Ahh so I was setting my hordes on their own, instead of just having them group up, tag teaming castles until they each had a bray stack, and then siccing all 4 stacks on the more heavily defended castles. Easy enough.
 

A horse of course

Guest
Finished Grand Campaign on normal. Cheevos must be bugged because I got the achievement for finishing Beastmen on VH/Legendary but not the generic "Complete Grand Campaign as Beastmen achievement". Oh well.

It was still pretty fun, and the alternate start locations help replayability, though for some idiotic reason part of the victory conditions are to do a special scripted battle called "The Fall of Man" after defeating Empire/Bretonnia, and it MUST be done with Khazrak. If you picked Malagor you can't pick Khazrak until you've "sacrificed 10 sets of captives", which means playing 10 field battles (can't sacrifice in settlement battles) and choosing the sacrifice option 10 times. This really added to the annoying busywork near the end of my "Short" campaign, which was basically finished within 100 turns but took another 100 to clean up all the remaining shit, spawn Khazrak and level him up a bit for the final battle. I'm already a bit leery of the quest battles since they have absolutely no relation to what's going on in the campaign map, so forcing some scripted "Epic" battle at the end of the campaign was pretty stupid. As with most campaigns, I had plenty of good battles during the process of hitting the victory requirements, so the final battle was just tedium.

Everything still works pretty much the same as in the "Eye for an Eye" campaign, though the map in the latter is much more suited to Beastmen due to the large number of undefended towns within close striking distance, allowing you to build up your horde quickly, spawn brayherds, and confuse the AI as they try to jump from one settlement to the next. I'll definitely replay the Beastmen grand campaign with mods at some point, focusing on wiping out specific targets and nerfing the Chaos Invasion so I can't just sit around and watch them burn the world to cinders.

Ahh so I was setting my hordes on their own, instead of just having them group up, tag teaming castles until they each had a bray stack, and then siccing all 4 stacks on the more heavily defended castles. Easy enough.

I didn't really find it necessary to have more than one stack on normal. A mid-tier stack is able to just about conquer most walled cities with reasonable garrisons on its own, and even upgraded Altdorf can fall to one stack + fresh Brayherd. The trick is to simply go into hidden camp mode, let the enemy stack come out or try to colonize another razed area, wipe it out with minimal losses, rest 1-2 turns, take the main settlement, hide, repeat once healed. I think it's possible to take out an entire AI empire with this method so long as you're careful about using the hide mechanic. Having an extra Chaos stack was kinda mandatory to make the AI chase it away from your core stack whilst you razed their settlements, but the Brayherd, Full Moon heal events, and hidden encampment mechanics make this redundant with Beastmen imnsho.

I forgot to mention, being able to summon a Cygor (Beastmen) and/or Manticore (Beastmen and I think Empire Amber Wizards) in the middle of a random battle is pretty damn overpowered.
 
Last edited by a moderator:

Mr. Pink

Travelling Gourmand, Crab Specialist
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Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
question to whoever owns the game:

is unit collision back? (like medieval 2 and earlier)
do cavalry charges actually break formations?
did they fix lategame TW being boring and too easy without having a cheating AI that pulls full stacks out of their ass?
 

A horse of course

Guest
There are "formations" in the sense that stacking infantry thicker and deeper :smug: helps them resist the mass of a cav charge. However, cav itself seems to ignore attempts to create wedge formations and such, so the short answer is "sort of".
 

A horse of course

Guest
Medieval 2 actually had worse unit collision than Rome 1, imnsho. Or rather, I think they tried to model more sophisticated behaviour but ended up fucking up formations and stuff.
 

BlackAdderBG

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Nah,they had problem with charge and terrain bugs,but collision is still solid.Never saw complain about collision been worse than Rome's.
 
Last edited:

Maggot

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Messages
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Codex 2016 - The Age of Grimoire
Rome and Medieval 2 actually do sometimes have the "rollerskate" effect where units slide or vibrate but it usually only happens in tightly packed areas with friendly units in sieges.
 

Havoc

Cheerful Magician
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Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
I have fun with the game, after I saved some moniez for it. Too bad the DLCs are pricey as fuck. If any rich, wonderfully bearded, dwarf guild master has DLCz to spare for a tiny greenskin, it would be much WAAAGH!
 

ChristofferC

Magister
Joined
Aug 12, 2009
Messages
3,515
Location
Thailand
Got this game for free with my graphics card. Started a dwarf campaign. Saw Thorgrim fighting enemies by waving his axe from his throne. My face went "wtf is this retarded shit" and I reflexively uninstalled the game. Now, did I do the right thing or is the rest of the game not as retarded?
 

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