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Warhammer Total War: Warhammer 2

Joined
Feb 27, 2019
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also, has anyone played that faction unlocker with a faction that was already playable?

It may seem redundant to play that mod with a faction that was already playable, but it removes the auto-resolve bonus that AI playable factions get against minor factions. This creates a very interesting and balanced early to mid campaign, due to the fact that minor factions have more chances of sticking around and even building up their shit to a respectable level (In my Morathi vortex campaign, a dark elf minor faction managed to successfully invade ulthuan and take large swaths of land in coordination with one of my armies).

However, this does make the late-game even more easier than it was before.
 

Seethe

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Joined
Nov 22, 2015
Messages
967
FLC lord

x30r51pm1gr21.png
 

Maculo

Arcane
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Messages
2,542
Strap Yourselves In Pathfinder: Wrath
Christ I forgot how shit the Vortex mechanic was.
"Haha just spawn three full stacks in the middle of Ulthuan, that means it's difficult right xD"
Forget about fucking with the AI yourself though because your interventions will always get dabbed on due to AI cheats. DIFFICULTY! xD

Also the new mod manager/launcher that looks like it was designed by an intern breaks mods randomly, enjoy!
The ritual chaos spawn was neat the first time around, but it grows more tedious with each playthrough for me. I do not mind the doomstacks per se, I just wish they spawned periodically throughout the map, as opposed to within a single turn. With each ritual level, the number or chance of doomstacks spawning increases across the map; that and opposing factions receiving desperation buffs.

In TW1, to recollection, chaos similarly spawn multiple doomstacks, but I appreciated that the doomstacks had to work their way through Kislev and the Dawi first. It made for a nice visual to see half the continent burned up.
 

Agame

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The ritual chaos spawn was neat the first time around, but it grows more tedious with each playthrough for me. I do not mind the doomstacks per se, I just wish they spawned periodically throughout the map, as opposed to within a single turn. With each ritual level, the number or chance of doomstacks spawning increases across the map; that and opposing factions receiving desperation buffs.

In TW1, to recollection, chaos similarly spawn multiple doomstacks, but I appreciated that the doomstacks had to work their way through Kislev and the Dawi first. It made for a nice visual to see half the continent burned up.

"Mods will fix it!"

There is a mod that makes Vortex/ME chaos invasion work like original game. Would not play without it.
 
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The ritual chaos spawn was neat the first time around, but it grows more tedious with each playthrough for me. I do not mind the doomstacks per se, I just wish they spawned periodically throughout the map, as opposed to within a single turn. With each ritual level, the number or chance of doomstacks spawning increases across the map; that and opposing factions receiving desperation buffs.

In TW1, to recollection, chaos similarly spawn multiple doomstacks, but I appreciated that the doomstacks had to work their way through Kislev and the Dawi first. It made for a nice visual to see half the continent burned up.

"Mods will fix it!"

There is a mod that makes Vortex/ME chaos invasion work like original game. Would not play without it.

what's the name of the mod? I get pretty tired of chaos/skaven stacks lazily spawning inside of my territory.
 

Agame

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I was last using 'Chaos Invasion Improved' (Steam Workshop), I know there was at least one other mod doing similar stuff but its awhile since I played so not sure whats updated or what is best atm.
 
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guess their website committed spontaneous seppuku due to the traffic. Oh well.

Thankfully, someone on the total war forums took a screenshot.

UPDATE HIGHLIGHTS
Massive balancing pass to how campaigns play out – see Campaign AI Balancing section below for details
Multiple new regions and provincial changes across the world in both Eye of the Vortex and Mortal Empires campaigns
Notably: Added new region of Massif Orcal in Bretonnia and multiple new regions in the Empire, including the Ruin of Mordheim
AI Vampire Counts factions can now gain Bloodline Lords, with specializations for some factions:
Mousillon will focus on Blood Dragon lords
Necrarch Brotherhood will focus on Necrarch lords
Strygos Empire will focus on Strigoi lords
Silver Host will focus on the female Lahmian lords
Added 15 new island map variations across the world
Added multiple new Ritual Currency locations in the Eye of the Vortex campaign to better support the amount of new factions participating in the race
Added new location map button on the Lord selection screen so you can see where factions start when choosing them
Lowered the availability of most agents for all factions to tier 3 or below, capacity remains unaffected
Added Feral Cold Ones as a recruitable unit for all Lizardmen from the Dinosaur Reserve building (animals resource chain)
CAMPAIGN CHANGES
CAMPAIGN AI OVERHAUL
Removed autoresolve bonuses for playable and horde factions controlled by the AI
This is a massive change that is part of our ongoing campaign balancing plans. Given the number of playable Lords across the world now, we feel a new approach to balance is required and our old method of using auto-resolve bonuses is no longer sufficient
As always, we’ll be closely studying our metrics and player feedback regarding campaign balance to make sure this change alongside the other balancing is performing how we want
Restructured budget allocation across the board (AI will spend its money more efficiently)
Increased general spending options in income allocation (AI will tend to spend its money more than save it)
Removed preferential public order bonuses for AI and improved their construction management system for public order control (AI no longer gets base-level public order buffs and will instead handle it much better!)
Reworked occupation option selection for Vampire Coast factions (VC AI will now sack, raze and establish Pirate Coves more often and occupy less often, greatly influencing their impact on the campaign and making them much more thematically aligned)
AI will no longer build multiple surplus buildings (For example, Alarielle won’t build too many Handmaiden buildings, Vampire Coast factions won’t build too many extra recruitment buildings, etc)
Reduced the AI’s likelihood of embedding multiple agents in the same force, instead spreading them across multiple armies
AI Unit recruitment templates upgraded across the board for Empire, Bretonnia, Skaven, Dark Elves, High Elves and Lizardmen
High-Level view of observed AI balancing across the board is as follows:
End Game variance has been improved
Matchups are less one-sided in many areas of the map
Vampire Coast impact and average strength rank greatly reduced
Multiple Vampire factions performance visibly reduced
NEW AI FACTIONS
Clan Fester (Lustria)
Clan Mange (Lustria)
Leaf-Cutterz Tribe (Southlands)
SKAVEN UNDER-EMPIRE
When conquering an enemy settlement, Skaven armies now have a new post-battle option. Alongside Loot & Occupy, Sack, and Raze, the army may now choose to Expand Under Empire. This leaves the settlement intact but establishes a new Skaven undercity beneath it. With four building slots, an undercity is a powerful addition to your infrastructure, but the more it is developed, the greater the risk that it will be discovered. If discovered, it will be demolished.

BUILDING CHANGES
Changed Warpfire Thrower Weapons Teams secondary building unlock requirement to use Engineering level 1 rather than level 2 building
Moved Kroxigors from level 3 to level 4 in the Skinks building chain
Moved Terradons (Fireleech Bolas) from level 3 to level 4 of the Terradon’s building chain – New Building
Removed secondary building requirement from Terradons (Fireleech Bolas)
Moved Bastiladon (Revivification Crystal) to level 4 Sotek building chain
Moved Bastiladon (Solar Engine) to level 4 Old Ones building chain
Bastiladon (Revivification Crystal) & Bastiladon (Solar Engine) now have secondary building requirement of level 1 Beasts building chain
Added Feral Cold Ones as a recruitable unit from the Dinosaur Reserve building (animals resource chain)
PROVINCE AND REGION ADDITIONS AND CHANGES

EYE OF THE VORTEX
Added Tip of Lustria (new region) to The Capes (existing province)
Added Kaiax (new region) to Coasts of the Lustrian (new province)
Added The Night Forest (new region) to Coasts of the Lustrian (new province)
Added The Hissing God (new region) to Culchan Plains (existing province)
Added Fortress of Dawn (existing region) to Fortress of Dawn (new province)
Added Fuming Serpent (new region) to Volcanic Islands (new province)
Added The Star Tower (existing region) to Volcanic Islands (new province)
Renamed Red Rivers to Southern Red Rivers
Added Sotek’s Trail (new region) to Southern Red Rivers (existing province)
Added Sun-Tree Glades (new region) to Northern Red Rivers (new province)
Added Cuexotl (existing region) to Northern Red Rivers (new province)
Added Nahuontl (existing region) to Northern Red Rivers (new province)

MORTAL EMPIRES
Added Massif Orcal (new region) to Massif Orcal (new province)
Added Kappelburg (new region) to Talabecland (existing province)
Added Krugenheim (new region) to Talabecland (existing province)
Added Nagenhof (new region) to Ostermark (existing province)
Added Mordheim (new region) to Ostermark (existing province)
Added Tlaqua (new region) to Western Jungles (new province)
Added Cuexotl (new region) to Western Jungles (new province)
Added Wellsprings of Eternity (new region) to Jungles of Green Mist (existing province)
Added a mountain pass to the western mountain range of Spine of Sotek connecting Spine of Sotek and Huahuan Desert

CHARACTER SKILL REVISIONS
Lowered Azhag’s Skullmuncha mount unlock rank from 22 to 14
Separated Skink Chief and Skink Priests Stegadon and Ancient Stegadon mounts to separate skills
Separated Kroq-Gar’s Cold One and Horned One mounts to separate skills
Changed RuneLord/Runesmith Oathgold skill from 1/2/3 Oathgold generated to 3/6 Oathgold generated

MISCELLANEOUS CHANGES
Adjusted all Lizardman and Skaven unit textures for consistency
The strategic location icon now matches the style of the landmark building group icon (an obelisk)
Removed Reiksguard smith requirement
Fixed the Red Duke to use the Blood Dragon version of the Barded Nightmare in campaign to match with Custom Battles
Added cooldown display to all agent actions with a cooldown
Fixed an issue where low loyalty advice would trigger on a Legendary Lord
Fixed a number of followers that were not dropping
Fixed Gunnery Wight Hero not having the Bomb Throw ability
Updated all text references of Skaven Underworld to become Skaven Under-Empire
Blessed Spawnings: when you begin a new Lizardmen campaign after the Doomsayer update, There are now 4 different mission types for Blessed Spawning missions: Battle captives, Kill Entities, Raze/Sack, and Defeat X Armies. Each of these mission types has a common and a rare variant. Variants have the same conditions for completion but the common variant rewards common units and the rare unlocks uncommon/rare units. These missions should not be active at the same time. Furthermore each mission type has 3 campaign stage variants, for early, mid and late game. All these do is change the mission requirements to complete them: e.g. kill 500 in the early-game, kill 1500 in the late-game, etc. This makes for a total of 24 potential missions for Blessed Spawnings.

BATTLE CHANGES
Alberic given new Trident weapon and animations
Removed Barded Warhorse option from Custom Battles for all Damsels, to match with mounts on offer in the campaign
Fixed some cases where skipping the intro cutscene in a quest battle would not centre the camera behind the player’s army

BRETONNIA REWORK
BRETONNIAN VOWS
Removed existing Bretonnian Vow skills from all characters, in conjunction with New Bretonnian Vows system
BRETONNIAN UNIT RECRUITMENT CHANGES
Removed secondary building requirements of Armoury Building Chain or Carpenters Building Chain from all Bretonnian units
Men-at-arms (Shields)
Spearmen-at-arms (Shield)
Foot Squires
Pegasus Knights
Royal Pegasus Knights
Royal Hippogryph Knights
Grail Guardians
Peasant Bowmen (Fire Arrows)
Peasant Bowmen (Pox Arrows)

BRETONNIAN TECHNOLOGY CHANGES
New Bretonnian techs:
Kings of the Mountains Diplomacy – Diplomacy
Leaders of Men Diplomacy – Diplomacy boost with Empire, Marienburg, Southern Realms, Kislev
Kings of the Desert Diplomacy – Diplomacy boost with Tomb Kings
Lords of Athel Loren Diplomacy – Diplomacy boost with Wood Elves
Decree’s of Bretonnia – Chivalry Gain, Melee Attack & Charge Bonus for Lords and embedded Heroes
Revised (existing) Bretonnian techs:
Ruinous Powers Decree – Decoupled from Norscan techs / Reduced research time by 1 turn to 5
Secure Shores Decree – Reduced research time by 1 turn to 5
Sewer Cleaning Decree – Reduced research time by 1 turn to 5
Desert Purge Decree – Reduced research time by 3 turn to 5
The Unification of Bretonnia – Removed Empire & Dwarf diplomacy bonuses / Reduced research time by 2 turns to 3 / Added +10 Peasant Economy Cap bonus
Heraldry of Artois – Reduced research time to 4 turns
Heraldry of Bastonne – Reduced research time to 4 turns
Heraldry of Bordeleaux – Reduced research time to 4 turns
Heraldry of Bretonnia – Reduced research time to 4 turns
Heraldry of Carcassonne – Reduced research time to 4 turns
Heraldry of Lyonesse – Reduced research time to 4 turns
Heraldry of Parravon – Reduced research time to 4 turns
Slightly increased the income bonuses for economy types from technologies
PEASANT ECONOMY CHANGES
Peasant Mob upkeep reduced by -100% when not over the Peasant Economy cap
DIPLOMACY CHANGES
Added new confederation dilemmas that trigger after researching Heraldry technologies – allowing instant but costly confederation options
Removed At War conflict between Carcassonne and Yvresse
Added At War conflict between Carcassonne and The Dreadfleet
Added At War conflict between Bordeleaux and The Dreadfleet
Added At War conflict between Bordeleaux and Sartosa
Reduced the penalty of Lizardmen vs Lizardmen aversion for AIs that are internally hostile from -30 to -15.
Added a Lizardmen vs Lizardmen affinity of +20 to internally friendly AIs
GREEN KNIGHT CHANGES
User given unlimited charges of the Green Knight when at level 5 (Chivalrous – 1600 > 2000+) of the Chivalry bar
Increase turns the Green Knight is available for from 15 to 25
Removed all standard campaign agent skills from Green Knight except for “Search Ruins” and “Embed into Army”
Given Green Knight immunity to agent assassination actions against him
CHARACTER MOUNT CHANGES
All Bretonnian Lords, Paladins & Alberic start on a barded horse by default
Damned Paladin for the Drowned faction now starts on a barded horse by default
BRETONNIA CAMPAIGN BALANCE CHANGES
Improved Bretonnian Garrisons with more suitable units
New Greenskin settlement Massif Orcal added to help with the Incursion event
Moderately increased the amount of income from Bretonnian buildings
Reduced the cost of Bretonnian economy buildings
Added even greater differentiation between economy types (Farm/Industry)
Added effects to the Smithy building chain now that it no longer unlocks units
Added effects to the Carpentry building chain now that it no longer unlocks units
Removed Kemmler’s starting corruption in Bretonnia when he is AI-conttrolled
Adjusted Kemmler’s personality to be more defensive so he conquers less Bretonnians

AUDIO
BATTLE
Added new group vocalisations for Skaven, Skinks, and Saurus
Ratling Gunners will sometimes be overcome with verminous glee when firing
Reworked and fixed multiple areas of group system
Ranged units now play group idle vocalisations
Fixed some issues with units disengaging from melee, or moving through each other, where they would retrigger the collision group Foley
Added a new Active Casting system for the Screaming Bell, Ark of Sotek, and Engine of the Gods, changing the audio whilst that unit is casting a spell
When casting, the Screaming Bell now makes bigger bongs to please the Horned Rat
Added new Warp Lightning firing and projectile sweeteners and for Bonebreaker’s melee attacks (more zap-zap!),
Added new melee impact sounds for two-handed hammers/maces
Cut out the tongues from the Council Guard (keep Council Secrets safe yes-yes…)
Disabled some non-Slaanesh god-specific lines for Sigvald
Changed the attenuation of conversational dialogue
Fixed battle order VO suppressing unit vocalisations
Rebalanced some ability sounds

CAMPAIGN
Fixed some stance selection VO for Skaven lords
Set diplomacy VO to always play in 2D
Adjusted timing on Skaven food gained UI element
Turned down campaign building fires
Reworked some idle vocalisations for Skrolk and Tretch
Added new idle loops for Skaven lords

SPELL AND UNIT BALANCING
GENERAL
Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed
SUMMONING CHANGES
Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding
Adjusted power cost of some summon spells
Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration
NEW UNBINDING TIMES AND POWER COSTS
Tomb Blade of Arkhan: 82 seconds
Realm of Souls: 92 second
Transformation of Kadon (Manticore): 96 seconds, 13 power cost
Transformation of Kadon (Varghulf): 77 seconds, 13 power cost
Denizens of the Deep: 71 seconds, 12 power cost
Drowned Dead: 88 seconds
Captain Roth’s Moondial: 88 seconds
Drowned Dead Upgraded: 121 seconds
Ghosts of the Past: 93 seconds
Savage Dominion: 101 seconds, 15 power cost
Maternal Instinct: 180 seconds
Awaken from the Grave: 86 seconds
Awaken from the Grave Upgraded: 117 seconds
Staff of Corruption: 91 seconds
Spirit-Essence of Chaos: 91 seconds
Feral Cold Ones: 80 seconds
Raise Dead: 134 seconds. Cooldown increased to 39 seconds. Cost to 4
Raise Dead Upgraded: 80 seconds. Cooldown increased to 39 seconds. Cost to 6
Vermintide: 67 seconds
Menace Below: 67 seconds
Pestilent Birth: 73 seconds
Eagle Sanctuary: 78 seconds
Rats Emerge: 99 seconds
Lord of Undeath: 139 seconds
Command the Unliving: 85 seconds
Command the Unliving Upgraded: 77 seconds
UNITS
DARK ELVES
Hydra: +10 armour
Chill of Sontar: +10 armour
Kharibdyss: +10 armour
Knights of the Ebon Claw: -2 melee attack, -1 melee defence, -50 cost
Crone Hellebron (foot, dark steed, manticore): +3 melee defence
Cold One Knights: -2 melee attack, -1 melee defence
Cold One Dread Knights: -2 melee attack, -1 melee defence
Cold One Chariot: -10 charge bonus, -2 melee defence
Khainite Assassin: added Vanguard deployment, +2 run speed. Projectile now applies poison contact effect.
Bolt Fiends: -50 mp cost
Black Ark Corsairs: +1 bonus vs infantry
HIGH ELVES
Loremaster of Hoeth: -5 charge bonus, -150 cost.
Noble – Chariot: -10 charge bonus, -2 melee defence
Princess – Moon Dragon: +10 armour
Alith Anar: increased projectile accuracy, +25 ap projectile damage, +7 base projectile damage.
Swordmasters of Hoeth: +5 leadership
Moon Dragon: +10 armour
Frostheart Phoenix: -2 charge bonus, +1 melee attack, +30 ap melee damage, +10 base melee damage.
Sun Dragon: +10 armour
Ellyrian Reavers: -50 cost
Loremaster of Hoeth: -150 mp cost
EMPIRE
Volkmar the Grim – foot, warhorse, barded warhorse: +5 melee defence
Volkmar the Grim – War Altar of Sigmar: +15 bonus vs infantry, -50 mp cost
Helblaster Volley Gun: increased accuracy.
Witch Hunters: Accusation is now a hex. No longer deals direct damage. Instead reduces armour by 30, melee defence by 26 and missile resistance by 22 for 35 seconds.
Steam Tank: +2 melee attack.
GREENSKINS
Fixed animation issue that was increasing Wyvern flying melee attack interval by seconds.
Grimgor: +400 health
Skarsnik: +400 health
Giant: +3 run speed
Doom Divers: +115 ap projectile damage, -105 projectile damage.
Venom Queen: +14 bonus vs large
Arachnarok Spider: +14 bonus vs large
DWARFS
Belegar: +400 health
Thorgrim Grudgebearer: +2 melee attack, +400 health, +5 ap melee damage, +45 melee damage, +5 armour.
Ungrim: +400 health, +4 melee defence.
Grombrindal: -50 cost.
Runelord: +50 cost
Hammerers: +1 melee defence
Peak Gate Guard: +1 melee defence
Gyrocopters (Brimstone Guns): +11 ap projectile damage, +4 base projectile damage, slight accuracy increase
Giant Slayers: -50 cost
VAMPIRE COAST
Count Noctilus – foot: -10 armour, -500 health.
Mournguls: -10 armour, -2 melee attack
Night Terrors: -10 armour, -2 melee attack
Mourngul Haunter: -10 armour, -2 melee attack
Zombie Gunnery Mobs (all): -2 health per entity, -1 melee defence
Zombie Gunnery Mob (Handcannons): -1 ap projectile damage, +1 base projectile damage.
Lamprey’s Revenge: +100 mp cost
VAMPIRE COUNTS
Vargheists: +4 charge bonus, +10 melee damage
Devils of Swartzhafen: +4 charge bonus, +10 melee damage
Cairn Wraiths: +2 melee attack
The Tithe: -50 cost
Zombies: -50 cost
Varghulf: +20 ap melee damage, +10 base melee damage.
TOMB KINGS
Hierotitan: +4 melee attack
Skeleton Chariots: +6 charge bonus, -50 mp cost
Skeleton Archer Chariots: +6 charge bonus
Khatep – Casket of Souls: -50 mp cost
Nehekhara Warriors: -50 mp cost
Carrion: +50 mp cost
Sepulchral Stalkers: +3 bonus vs large
Casket of Souls: +4 explosion damage, +8 ap explosion damage.
Bone Giant: +20 ap projectile damage, +13 base projectile damage.
WOOD ELVES
Treekin: -2 charge bonus, +5 melee attack, -3 melee defence.
Glade Riders (basic): -25 cost
Glade Riders (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
Glade Guard: -50 cost
Glade Guard (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
Wardens of Cythral: +50 cost
Waywatchers: +1 base reload time.
LIZARDMEN
Primal Instincts: Activation threshold reduced to 20% health left. Now also buffs charge bonus by +16% and melee attack by +8.
Horned Ones: -2 melee attack, -1 melee defence
Cold One Spear Riders: -2 melee attack, -1 melee defence
Cold One Riders: -2 melee attack, -1 melee defence
Kroq-gar – foot: +136 health, added charge defense vs large, +8 bonus vs large.
Kroq-gar – Cold/Horned One: +8 bonus vs large.
Skink Chief on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
Skink Priest on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
BRETONNIA
Pegasus Knights: +3 charge bonus
Royal Pegasus Knights: +3 charge bonus
Men-at-arms (Polearms): -25 mp cost, +1 bonus vs large.
Beastslayers of Bastogne: +5 bonus vs large
Companions of Quenelles: -100 mp cost
SKAVEN
Skaven Assassin: added Vanguard Deployment. Now uses Assassin’s Trophy instead of Queek’s unique Trophy Heads ability. -50 cost.
Summoned Plague Monks: corrected entity health to match Plague Monks.
WARRIORS OF CHAOS
Sigvald: +5 melee attack
Forsaken: +2 charge bonus
Daemonspew: +2 charge bonus
Marauder Horsemasters: +2 ammo
Marauder Horsemen (javelins): -2 ammo
Chaos Spawn: +2 melee attack
Wyrdspawn: +2 melee attack
Swords of Chaos: -100 mp cost
Giant: +3 run speed
NORSCA
Marauder Horsemasters: now uses same melee weapon as Chaos Horsemasters. +2 ammo
Marauder Horsemen (javelins): -2 ammo
Armoured Skin Wolves: -50 cost
Maws of Savagery: -50 cost
Feral Mammoth: +100 cost
War Mammoth (Warshrine): -100 cost
Giant: +3 run speed
BEASTMEN
Minotaurs (basic version): +2 melee attack
Chaos Spawn: +2 melee attack
Giant: +3 run speed
ABILITIES
Primal Instincts: Reduced the hitpoint percentage at which rampage triggers from 50% to 20% When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus
Shem’s Burning Gaze: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
Shem’s Burning Gaze Upgraded: +40 explosion damage, +40 ap explosion damage, -4 base projectile damage, -11 bonus vs large per projectile
Hand of Gods: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
Vindictive Glare: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 4
Vindictive Glare Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 8
Gaze of Mork: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile.
Gaze of Mork Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Increased velocity to help projectiles reach at max range
Gaze of Nagash: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile
Gaze of Nagash Upgraded: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile. Power cost to 15
Comet of Casandora: +648 ap projectile damage (the actual comet, not the explosion)
Comet of Casandora Upgraded: +648 ap projectile damage (the actual comet, not the explosion)
High King: Removed requirement for targeted units to be above 50% morale
Beloved Son of Bretonnia: Removed requirement for targeted units to be above 50% morale.
Warp Shard Armour: added -5 melee defence debuff
Dwarf Gouger: Added +26 melee attack. Reduced duration to 36 seconds
Slaughterer’s Call: now buffs melee attack by +9
Revence Incarnate. Removed max num uses, removed leadership increase. Duration changed to 33 seconds
Van Horstmann’s Speculum: changed radius from 40 to 30 meters
Star of Avelorn: -10% less health healed per second
Dreaded Thirteenth Spell: Improved targeting UI. Changed detonation speed. Added +12 ap explosion damage
Drop Rocks ability for Characters: Explosion damage 36 -> 54 , AP explosion damage 18 -> 36
GENERAL BUGFIXES
Alith Anar’s The Shadow Crown mission now triggers correctly
Fixed several instances where braziers would appear sunken into the ground on battle maps.
Punitive trait now correctly decreases enemy missile resistance
Crone Hellebron now enters the battle with the correct fatigue level based on her Death Night meter
Flagellants now receive the correct buffs from lord skills
Swords of Chaos now receive the correct buffs from lord skills
Tomb King veteran infantry now correctly applies its bonuses to Tomb Kings infantry Regiments of Renown
Settra’s unique skills now correctly apply their bonuses to Khepra Guard
“Morai Heg the Crone” technology now correctly gives physical resistance rather than ward save
Lokhir Fellheart now benefits from the techs “Master of Murder” and “Hardship & Cruelty”
Vampire Coast Captains will now modify public order without the need to have a point placed in spread public order
“Scavengers of the New World” technology now applies to Vampire Coast settlements
Wight King now has access to Barded Steed mount
“Hates Tomb Kings” trait now gives fear attribute when fighting against Tomb Kings
Targeted spells and abilities are no longer cancelled when units rout off the battlefield
Projectiles with a fuse should now detonate correctly on Hel Fenn battle map
“Ambush Failed” text will no longer be displayed when you choose to fight during a sea encounter
Chaos transport ship’s boat row animation should now play correctly
Crone Hellebron’s “Amulet of Dark Fire” quest now triggers at rank 2
Lokhir Fellheart’s “Red Blades” quest now triggers at rank 2
Recruit Rank now displays correctly when utilising lots of +Recruitment Rank effects
Night Goblin Fanatics’ sphere chain is now properly connected to the Night Goblin Fanatic’s hands
The Skaven Corruption button now highlights when triggered with the shortcut key
The Treasure Maps and Pieces of Eight panels now close when using the shortcut key
Fixed an instance where diplomacy and advisor voice over could trigger at the same time.
Crypt Horrors are now gripping their weapons correctly during move orders
The dainty paws of the crewmember on the back of the Doomwheel now line up correctly with the handle they are pumping
Pirate coves are no longer visible by the other player in multiplayer head to head campaigns.
Warlock Engineers now start with Warp Lightning spell
Reflections on Mirror Guard’s and Sigvald’s shields will now display correctly
Lokhir Fellheart’s ship should now animate correctly
Lords and Heroes should now appear as the correct faction colour in event messages
Fixed a rare issue where the infamy list would only display one entry
The Oathgold skill now generates more gold per turn for Runesmiths and Runelords
Armies with multiple heroes embedded will no longer lag during movement
Fixed a rare issue that could cause the UI to be blank during the pre-battle screen
Har Ganeth Executioners can now be recruited from Black Arks
Hero emblem is no longer low resolution when playing in 4k
Intervention cost text no longer overlaps panel in 4k.
Fixed some issues with numbers appearing in a small font in 4k
Diplomacy options will now display correctly onscreen in lower resolutions
Fixed some instances where the event images for puzzles would not disaply their colours correctly
Fixed instances where units were showing incorrect weapons as part of the model, particularly with dual wielders
Helman Ghorst’s and Vlad Von Carstein’s lord effects should now apply when confederated
The Red Duke’s Barded Nightmare look is now consistent in campaign and battle
Event messages will no longer close when the cursor is moved between the picture and text
Wight Kings now have Barded Skeletal Steed in their campaign skill tree
Ungrim Ironfist now has a victory condition to defeat Chaos.
Fixed an issue that could cause a crash when pressing escape too frequently during the Tomb Kings intro movie
Port Elistor will no longer appear partially submerged when the Royal Garrison building is constructed
The Geomatic Web information will no longer appear over buttons surrounding the end-turn button lower resolutions
The arrow showing the direction of the Star-Metal harpoon quest location will no longer turn into a square when the building browser is open
The button for the quest location inside the Star-Metal Harpoon mission panel will no longer overrun when playing in 4k resolution
Demolishing the Royal Menagerie will now correctly remove the building rather than lower the level.
Temple Training Grounds technology no longer has a duplicate entry for Sisters of Slaughter in the tooltip
The trait “Hates Vampire Coast” now has effects
Black Pyramid of Nagash now has building available for construction when occupied by Wood Elves
Vampire Coast Mutineers will now have more variety in their armies when spawned
Durthu’s “Eldest of Ancients” lord trait now applies to Forest Dragons and Branchwraiths.
Vampire Counts can no longer engage in diplomacy with Warriors of Chaos
Khemri is no longer listed twice in Count Noctilus’s victory conditions
MODS AND SAVE GAMES
For those who have different mod lists across different campaign saves, or struggle to remember which mods were used for which save, we’ve added a feature that warns you when you attempt to load a game without activating mods it may require. We hope this will avoid unnecessary technical issues and crashes when you attempt to load a save that requires a specific mod.
 
Joined
Feb 27, 2019
Messages
189
Location
Massachusetts
NO MORE RACE PACKS

The nonsensical amazons would be pretty great, though unlikely. DOW is probably coming, and would be fantastic if done right.

CA has done a fantastic job with the recent race packs, so i'm fantastically optimistic about them. Do agree that reworks are needed with the races' unimaginative mechanics we already have, such as the lizardmen's geomantic web and high elves' influence debacle
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
NO MORE RACE PACKS

The nonsensical amazons would be pretty great, though unlikely. DOW is probably coming, and would be fantastic if done right.

CA has done a fantastic job with the recent race packs, so i'm fantastically optimistic about them. Do agree that reworks are needed with the races' unimaginative mechanics we already have, such as the lizardmen's geomantic web and high elves' influence debacle
nono

they said it

1555429253464.png

rip araby / dow
 
Joined
Feb 27, 2019
Messages
189
Location
Massachusetts
oh shit! lol.

huh, i think i'm fairly indifferent to this. On one hand, the WH2 races will probably be complete in their fullest glory, but on the other, DOW and araby would've been great as well.
 

Seethe

Arbiter
Joined
Nov 22, 2015
Messages
967
Literally don't give a shit, as long as they focus on fixing the old races. Empire and greenskins need some love. DoW MIGHT be a pre-order DLC like Norsca, for game 3. But who knows.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,542
Strap Yourselves In Pathfinder: Wrath
Personally, I think CA will recycle Alarielle's mechanic, where you obtain buffs of increasing magnitude for each province you control or protect. Inversely, you can suffer debuffs for losing provinces.

Still a chance for Malus Edgeblade, so I will keep my false hope alive.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
They say only Lord packs coming but this is from the same company that just dropped the Norsca trailer and had them ready with no real teasers. Then it turned out that because of it's quick development integration into the second game had to be postponed due to recreating the entire thing from scratch took about a year. So I don't really trust some marketing broad who can't even do their job right, why would you fucking admit that no new races are coming down the line? Just say shit like "stay tuned".

Also possible leak.

lgU0Sin.jpg
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Araby is way more fucked than DoW/Southern Realms since they would have made sense a lot more sense on both the Vortex and Mortal Empires Map, than whatever the main campaign of WH3 will be.
It was always a big IF imo since not only was it not a core faction, but probably a lot of pink haired xirs at CA would have thought making a faction based on a parody of the people of the religion of peace in a over the top fantasy setting to be a 'problematic' move. You know, they wouldn't want to make fun of medieval Arabs and their mythological creatures (not like the parodies of high and late middle age European countries like the Empire or Bretonnia).

Brinko Stop the fake news brah:
WPxoRgD.png
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,641
Location
Asspain
The new pack is out. Time to nuke some lizards! :bounce:
Have fun in my stead guys, I need to wait some more time until they release it on Linux:love:
 

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