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Warhammer Total War: Warhammer 2

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Shame, wish they just released this in the morning
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,545
Strap Yourselves In Pathfinder: Wrath
2nd half of patch notes: https://www.totalwar.com/blog/twisted-twilight-unit-balance-changes/

Burning head and penumbral pendulum nerfed, cold one dread knights buffed-ish, Tzarkan self-damage rate reduced by 60%, etc.
Changes
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
 
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Huge Vargheist buff out of nowhere, now an effective AP unit. Vlad too and with reusable ring (though his movement speed still sucks). Pirates nerfed, greenskins nerfed. Some buffs to weaker lords.

Surprisingly sparse on skaven/wood elf changes, I guess the new units are their buffs.
 

thesheeep

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Pirates nerfed,
That's a bit mystifying, isn't it?
They are kind of one-trick ponies anyway and could always be easily outranged by Elves or just run down with cavalry due to lack of real frontline. In MP, people can just charge through the crabs.
It's hilarious to me that people have been complaining about Coast needing a nerf as they can be so easily rushed down.

Anyway, it's also not fully true that they only got nerfed - some units actually got buffed. Like the Animated Hulks, which nobody ever used - not sure if their new buffs make them better, of course...
  • 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
Better, yes, but I still don't see why you would use them. What's their role supposed to be?

The buffs to Depth Guard are actually pretty good. They were always a small bit away from being a good unit.
So they might now be a good unit (?)

Also, what's this (for all Gunnery Mobs):
  • Reload Skill changed from 0 to 10
Reload skill? It's not the reload time since that is a separate stat.
 

Fedora Master

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g5anpwh8n0361.jpg


Nice
 

Parabalus

Arcane
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Messages
17,446
HELMAN GHORST – BROTHERS GHORST CORPSE CART
  • Cost changed from 850 to 650
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)

:shredder:

ARCHAON THE EVERCHOSEN
Faction effects:

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

If that's really faction-wide that's insane.
 

Maculo

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Messages
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Strap Yourselves In Pathfinder: Wrath
CA messed with Malus' sanity/possession meter again. Sanity no longer causes - 10 melee attack, and possession provides +10 melee attack and +10% ranged damage. Still, the -60% replenishment is a bummer.

I read this in one of the reddit threads, but it is weird that CA did not think to include chaos corruption in Malus' mechanics. Morathi spreads demonic corruption, but not the character possessed by an actual demon.

uffhelr556361.png


Also, once you obtain Malus’ item, he takes only 1 damage from each tick from Tzarkan’s drain.
 
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I don't get why CA seems so intent on Malus's mechanic being shit. Can't use his signature ability literally 95% of the time. Is there any other lord that is actually substantially nerfed in campaign compared to his skirmish abilities? The one powerful perk he's had, the -50% cost, still removed in favor of useless growth you can hardly afford to use. Also his army bonuses only apply to his army rather than faction-wide, so its even weaker once you've got more armies running around (which is turn 1 if you keep hag graef).

Pirates nerfed,
That's a bit mystifying, isn't it?
They are kind of one-trick ponies anyway and could always be easily outranged by Elves or just run down with cavalry due to lack of real frontline. In MP, people can just charge through the crabs.
It's hilarious to me that people have been complaining about Coast needing a nerf as they can be so easily rushed down.

The thing with pirates is that they don't rout so even if your cavalry charges into shooters the shooters just sit there and tank damage while being able to shoot in melee and other shooters also shoot you. It's probably even worse now with the unit mass changes, probably very hard to charge through hundreds of zombies even if their mass is low individually.

Reload skill? It's not the reload time since that is a separate stat.

It's not shown anywhere but reload skill is what determines reload time.
 
Last edited:

Raghar

Arcane
Vatnik
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Messages
22,698
HELMAN GHORST – BROTHERS GHORST CORPSE CART
  • Cost changed from 850 to 650
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)

:shredder:

ARCHAON THE EVERCHOSEN
Faction effects:

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

If that's really faction-wide that's insane.
+15 armor for 5 armor units is damage reduction of about 5 percent.

3 percent damage increase per rank is +27 percent increase at max rank. That's not that great. Also some units should have higher increase than other units. But that would need another unit table, just for Archeon. Which is totally doable, and no problem, but CA wants simple easy + few percent solutions.

Also why did they removed charge bonus from corpse carts. In these few situations where corpse carts actually charged, that removed them even that miniscule advantage against nose picking lazy peasant.
 
Joined
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Wood Elf Campaign seems a bit brokenly easy. TL;DR:

- Wood Elf main buildings only cost cash to upgrade, not growth. It's economy and defense buildings that cost growth. So be a proper penny pincher early game.
- Upgrade the Oak of Ages ASAP. This unlocks confederation missions.
- Win 5 battles vs. Bret and Greenskins to confederate the two minor elfs around oak of ages. At rank 3 oak of ages you confederate Durthu by beating dwarves 3 times and Orion by razing or sacking 10 cities. Obviously doing this explodes your cash and strength since you'll get level 4 or 5 provinces.


With all this done, you've already cleared out most of the area around the oak of ages and improved its growth rate. At this point I'm like ??? what do? I have 5 out of 7 possible growth from the border region around the oak of ages with +4 from spellsingers buildings and +4 from healing my first tree. Since the main oak is already past 250 I just need to wait around for about 30 or so turns to win I think. The intent seems to be that I'd go heal other forests besides Witchwood (started as the sisters), but I don't see the point. I got an event to take Gaean Vale but I just have to build it up from the bottom and then wait like 40 turns to heal it (30 turns at +3 health per turn and another 10 turns for the ritual to finish). I did confederate Oreon/Laurelorn but still, it's just a bunch of free extra money and I don't see the point of trying to heal unless I wanted to go for a long campaign victory, I can just sit back and wait 30 turns.

Possibly the quickest, simplest campaign. Just wipe out some relatively minor, weak factions around the oak of ages, get free confederations and wait. Could have been way quicker too, I think the best method would be to farm forest health by razing and then waiting around to immediately re-raze whenever someone colonizes.

Also you still can't trade without a land connection from your capital to the trade partner. WTF. Deeproots don't count, my capital isn't even Oak of Ages but Witchwood. I have to blob all the way to either Twisted Glade (and therefore defend against Skaven and Dark Elves for the rest of the game) or Amheim (and do the same with high elves) if I want to trade with the world.
 
Last edited:
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14,276
Another unlisted update change, and possibly the best ever: You don't have to listen to Tyrion every time you go to start a new campaign, it only plays the lord quote if you actually select them. 10/10 patch of the year.
 

Beggar

Cipher
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Dec 7, 2014
Messages
720
Another unlisted update change, and possibly the best ever: You don't have to listen to Tyrion every time you go to start a new campaign, it only plays the lord quote if you actually select them. 10/10 patch of the year.
Totally. It sickens me to hear that "I am Tyrion. Heeeir of aenarion". Same as hearing blacksmiths sounds in DS.
 

Fedora Master

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upload_2020-12-4_19-59-35.png


FIX YOUR DAMN PATCHING PROCESS CA AAHHHHH :argh:

e: Oh, the victory conditions for the new lords are really nice! Throt doesn't even have to kill off other factions.
 
Last edited:
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14,276
Wood Elves finished. Happened sort of as I expected. Trivially easy and very short once you've confederated the main forest.

D459370CA38619013BFB69EE729FA11799DB28CE
[

Something like 60 turns before Archaon can spawn. So much for trying out legendary chaos invasion

516705C938E9944CA8F671505516C2D6D5A4378E
516705C938E9944CA8F671505516C2D6D5A4378E

And as I thought, didn't even have time to purify another forest. Basically just teleported in, killed someone with one region or confederated an already existing forest, then paid my way to a defensive alliance. Not much to do honestly.

The "purification" ritual was pretty anti-climactic. 3 fairly weak rebel armies will spawn but you have 2 turns to ambush them before they can attack you like normal rebel armies. I think all of them autoresolved with <5% casualties on my side. Even the final oak of ages purification was exactly the same. The final battle was also the same as pre-patch. Not much to it.

Overall I'm kind of indifferent to the rework overall. It'd be a lot more interesting if the easy confederation didn't happen and you had more choice on what to do rather than being quickly guided into being super strong and controlling the oak of ages territory. I can see the campaign getting quite repetitive for each race. As far as new units go, the Stag Knights were definitely good but fuck, tier 5? Didn't bother building more aside from what I started with. Just went with glade guard/waywatcher spam since Sisters get bonuses to archers. Might try Drycha and go for a pure melee army once I've done the Skaven campaign.
 
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Nothing was overpowered except the free confederation, which is not DLC. I'm not sure why it's so easy and early to get. If anything there were actually a lot of nerfs.

-You can't stack Talons of Kournos from heroes for huge range increases.
-You do get Knowledgeable lords now so you can run around with infinite magic easily (I had like +100 from characters by the end of the game), but then magic is honestly not that useful for wood elves. Penumbral Pendulum was nerfed hard, and it was your main way to delete lines of infantry. Pit of Shades isn't too useful considering if you ever get enemy infantry to blob up your archers will delete the blob in seconds. Life magic is pretty shit unless you run lots of treemen. Beasts magic is just plain always shit in SP. High magic is similarly shit, the +60 reload skill spell only affects one target and is basically just for artillery, something you don't use. Dark Magic is similarly pretty bad, maybe frostbite spamming to delay enemies would have been OK. It's a real shame they can't get light magic for Net of Amyntok.
- Ariel is actually pretty shit. Surprised me. She gets extra magic and magic discounts, which is meaningless due to knowledgeable heroes. She doesn't get any new spells and the ones she does get aren't even the best of your norrmal selection, in fact I'd say her spell selection is worse than most single-type lords. She buffs sisters of the thorns which I don't use (look nice but, cmon, waywatchers, microing cavalry in huge battles sucks). She gets a ton of bonuses to the local province which are useless because 99% of the time you are outside your main tree and the bonuses will do nothing.
- Forge of Daith is fairly useless. Equipment that only affects your lord effectively does nothing once you get 20 vs 20 or more battles. I got a +20% movement bonus item and one that summoned a unit of waystalkers, that's about it.
- Waystalkers did apparently get slightly nerfed on their accuracy.
- The overall amount of money you make from the main forest is nerfed since you don't get buildings with an adjacency bonus. Overall once you conquer all the forests is probably about the same, but you also don't get outpost income nor the +1% damage per outpost bonus. Not that it was really worth it to blob before since it gave you great power relation penalties.
- A lot less free +relations with everyone. You get +10 with everyone from an amber unlock, +20 bretonnian, and +30/25 high elf/dark elf is near the end of the tree.
- Sisters were pretty good as a legendary lord in battle but even more ranged isn't a specific need of wood elves.
- Even when you complete the campaign the final bonus from a fully upgraded oak of ages is kind of shit. +100% ammunition and +10% ward save during forest battles. Wow. 90% of the time if it's a forest battle it's because I'm ambushing and you don't need bonuses for that. The further +15% reload time reduction for all armies from a 2nd amber was pretty good though, makes your waystalkers quite buff (81 missile strength) if you want to go for a long campaign victory. Which really shouldn't take that long, just have to bribe/conquer some people and click end turn another 30 times.
 
Last edited:

Mazisky

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Creative Assembly announced that due to the criticism they are reworking the Forge fo Daith and they are recreating the cards art for both this and Grom DLC.
 

CthuluIsSpy

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I noticed that Wood Elf economy is pretty shit. Your only money maker are your big trees, and they don't make enough money to even sustain a single stack of late game units, which you need to defend your tree against attackers. You need to stack upkeep reduction as wood elves, and even then that's not going to be enough.
Deep Roots are cool, but the 10 turn cool down is bullshit, because due to your poor economy and supply lines you aren't going to have that many armies. Good luck trying to defend multiple forests with only one stack against threats on all sides, which will happen because no one likes wood elves.

I find the whole office mechanic to be amusing in a bad way
"hey, lets make a mechanic that rewards players for having multiple armies when there's also a mechanic that harshly punishes them for having multiple armies".
Fuck off CA.
 

CthuluIsSpy

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Oh god hovering over Drycha on the campaign map results in ENDLESS SCREAMING from her.

I'm playing as Drycha right now actually.
She's kind of fun, especially early game, but I noticed that when you start fighting against well armored units you tend to struggle, and the units that deal good damaged against armored units tend to have high upkeep due to the racial trait and have debuffs on top of it.
You pretty much need to take aspects to make it even, and even then that's not enough.
 

Mazisky

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What was the criticism about in particular?

The criticism was that the forge is a lazy mechanic and is useless most of the time, expecially compared to the more exciting and more meaningful Throt lab.

The other one was that the card art quality since the Grom DLC looks like placeholder and it doesn't match the higher quality of vanilla card arts.

Both will be addressed.

As a result we discovered that reddit haters are more useful than fanboys for consumers.
 

CthuluIsSpy

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Yeah great power is fucking stupid. You can gift people over and over until they like you. Unfortunately getting an alliance with an already big faction costs disgusting amounts of money (like 300k in gift).

It is indeed. Especially when you are trying to negotiate with a faction who's stronger than you
> Be Dreadfleet
> has about 15 settlements
> trying to negotiate with Naggarond
> -40 great power penalty
> has 115 settlements and strength rating of 1 to my 6
> "Oh no, this little midget faction of corpse pirates is a huge threat to my empire."
 

CthuluIsSpy

Arcane
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Messages
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Location
On the internet, writing shit posts.
What was the criticism about in particular?

The criticism was that the forge is a lazy mechanic and is useless most of the time, expecially compared to the more exciting and more meaningful Throt lab.

The other one was that the card art quality since the Grom DLC looks like placeholder and it doesn't match the higher quality of vanilla card arts.

Both will be addressed.

As a result we discovered that reddit haters are more useful than fanboys for consumers.

Heh, sounds like the Prophet and the Warlock.
One faction gets a lot of neat bespoke mechanics and the ability to upgrade your faction to a great extent and is overall a lot of fun to play.
The other is the Cult of Sotek.
 

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