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Warhammer Total War: Warhammer 2

A horse of course

Guest
Night falls on Lustria. As you stand on the dock and peer seawards through the gathering mists, strain your ears. The jungle sounds behind you fade, and in their place comes a wet thudding, as of rotten rigging against a mouldy mast. The sound multiplies, and with it, the groan of a thousand breathless voices, joined in something part-shanty, part-dirge. Dread prows pierce the gloom ahead, and the ghastly truth is laid bare: upon the ghoul-winds come the swollen hulks and decaying vessels of the Vampire Coast! Run now – run hard and fast. For it is all you can do.

It was the undying lord Luthor Harkon that laid claim to a stretch of Lustria’s east coast. Ever since, it has been a domain where the dead stir, leading expeditions into the jungle interior or setting sail across the Great Ocean to commit wanton acts of piracy. But the insane Arch-Commodore Harkon is not the only unliving admiral who takes to the seas with pistol-armed crews of zombies, vampiric depth guard, syreens and mournguls… there are other pirate lords who command dreadfleets of their own, packed to the gunwales with crews press-ganged into eternal service.

These tyrants ply the seas seeking plunder of blood and gold. However, now that the vortex of Ulthuan weakens, the captains search for more than mere treasure… for the Star-Metal Harpoon lies in the deeps, a weapon powerful enough to bring the greatest Merwyrm of them all to heel!

harkon_town.jpg

Campaign Pack Contains:
  • 4 new undead Legendary Lords
  • New School of Magic: The Lore of the Deep
  • A suite of all-new campaign mechanics
  • Unique upgradeable ships for each Legendary Lord
  • Eight new Regiments of Renown
  • Unique tech tree unlocking four unique Vampire Coast Lords
  • Reward your undead Admirals with new Fleet Office Roles befitting their loyalty
  • New roster: command towering constructs, ghastly pincered sea-beasts, ghoulish horrors and musket-wielding piratical zombie hordes in battle!
  • Vampire Coast factions are playable in the Eye of the Vortex and Mortal Empires campaigns. They are not involved with the race for the Great Vortex however; they have agendas of their own…

infantry_line_clash.jpg

New Campaign Features and Mechanics:
Objectives
The great Merwyrm Amanar has been awoken from its slumber by the vacillations of the Great Vortex. It terrorizes the sea lanes, summoning vast storms and attacking coastal ports on a whim. Only one who wields the Star-Metal Harpoon will tame the beast and become immune to its ravenous hungers. However, the Harpoon must first be found, and invigorated using the three verses of a secret, ancient sea-shanty.

Each playable Legendary Lord must grow their dread reputation to become the most Infamous pirate on the seas. Certain opposing Pirate Captains know the three verses of the ancient shanty and, as your Infamy rivals theirs, they will seek you out in attempt to destroy you. If you best each in battle, you’ll learn each of these verses, all three of which are required to magically charge the Star-Metal Harpoon.

Only with the fully-powered Star-Metal Harpoon in hand can you embark on the final, fateful battle, bend Amanar to your will, and become the greatest sea-scourge the world has ever seen!

cannon_fire.jpg


Infamy
As your faction wins battles, takes territory and establishes Pirate Coves (see Pirate Coves below), Your Legendary Lord’s Infamy grows amongst the ranks of pirate lords and ladies. This is the route by which you reach ultimate victory in a Vampire Coast campaign (please see Objectives above).

Pirate Coves
After a victorious port-settlement battle, Vampire Coast factions may choose a new post-battle option. Instead of taking, sacking or razing the port, the faction may choose to establish a Pirate Cove in the vicinity. These secret sub-settlements can siphon a steady flow of income from the main settlement, and bring other benefits related to any upgrades the player chooses to build in the Cove. The Cove can only be destroyed if the settlement itself is razed. In addition, a competing Vampire Coast faction which conquers the settlement may commandeer the Cove for itself.

Upgradeable Ships and Building Trees
Legendary Lords sail in their own unique ships. Details of these ship are accessed via the Lord in the same fashion as Horde Buildings for Horde Factions, and contain many powerful upgrades for the Lord and his army. This does not make them a standard Horde faction however. Vampire Coast lords may also occupy settlement like any other non-horde faction, and may develop it using the unique new Vampire Coast building tree. In short, they benefit from the best features of both Horde factions and Settled factions.

Pieces of Eight!
Carefully hidden around the world are eight unique golden tokens. Locating each and defeating its powerful guardian army will grant access to the Vampire Coast Regiments of Renown, powerful elite variants of units in the terrifying Vampire Coast roster.

Treasure Maps
Pirates of folklore buried great treasures around the world. As you win battles at land and sea, you may find the treasure maps marking their rough location. Solve the riddles that shroud them, and they can be yours for the taking...

Unique Rites
Vampire Coast factions gain access to four unique new Rites, granting a variety of bonuses. Curse of the Queen’s Cannon, for example, grants access to Queen Bess, a vast, one-off ship’s cannon which fires colossal cannonballs in a high parabolic arc, dealing tremendous area-effect damage and slowing those affected by the shockwave. Another, Curse of the Sea Mist, shrouds all your regions with a clinging maritime miasma, causing attrition to your enemies and granting Vanguard Deployment to your Monster units.

New battlefields
New Island Maps Broaden Total War: WARHAMMER II’s battlefield environments and, for the first time, players may now attack and defend Dark Elf Black Arks in battle, fighting with their assembled land forces on the lofty slopes of these vast seagoing structures. These new maps will be available to all WARHAMMER II players, regardless of Curse of the Vampire Coast ownership.

Legendary Lords
The dread Legendary Lords of the Vampire Coast will be revealed in due course…

Unit Roster
The horrific constructs, vast undersea beasts, ghoulish revenants and piratical hordes of the Vampire Coast will be revealed in full soon…
 

Fedora Master

STOP POSTING
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Called it. :lol:

It does look fun as fuck. CA is treating these factions better than GeeDubs ever did.
 
Last edited:

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Looks fun, but my hype is at kinda meh right now. Would have loved to see Southern Realms instead to be honest.
Also nice to see CA is at least capable to do a modders work and implemented 'naval' battles.
Hopefully the Vampire coast gets a system similar to Norsca when it comes to taking territory. Would be kind of weird to have pirate zombies taking settlements in the middle of the badlands or dwarf holds up in the mountains.
 

A horse of course

Guest
How it looks in game:
5e67f3d1d580c2de42aff756ab6088eb.jpg
Is that a bug or did you disable everything in the graphics options?

Also zoomed out beyond the vanilla camera height, I think. Regardless he's correct - all Warhammer trailers are "in-engine" which means they use far superior lighting and postprocessing effects and also use the original (high poly) art assets for everything.
 

FreeKaner

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How it looks in game:
5e67f3d1d580c2de42aff756ab6088eb.jpg
Is that a bug or did you disable everything in the graphics options?

Also zoomed out beyond the vanilla camera height, I think. Regardless he's correct - all Warhammer trailers are "in-engine" which means they use far superior lighting and postprocessing effects and also use the original (high poly) art assets for everything.

Yeah why doesn't a strategy game with regularly over 4k and possibly over 6k units in a small map at any given time have as high polygons, big textures and detailed backgrounds as a trailer. I have my timetravelling quantum PC ready just to play with those graphics.
 

Dawkinsfan69

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inside ur mom ᕦ( ▀̿ Ĺ̯ ▀̿ )ᕤ
How it looks in game:
5e67f3d1d580c2de42aff756ab6088eb.jpg
Is that a bug or did you disable everything in the graphics options?

Also zoomed out beyond the vanilla camera height, I think. Regardless he's correct - all Warhammer trailers are "in-engine" which means they use far superior lighting and postprocessing effects and also use the original (high poly) art assets for everything.

Yeah why doesn't a strategy game with regularly over 4k and possibly over 6k units in a small map at any given time have as high polygons, big textures and detailed backgrounds as a trailer. I have my timetravelling quantum PC ready just to play with those graphics.

Why are they designing a game that regularly has 4-6k units on a map with the strategic depth of a puddle of piss?

Because they care about graphics more than strategy
Because people will pay for graphics (br0 chek out dis game have bunch o doodz fighitng SIIIICK) but they won't pay for strategy
But the graphics suck ass

So their main selling point is bullshit
 

FreeKaner

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Because they care about graphics more than strategy
Because people will pay for graphics (br0 chek out dis game have bunch o doodz fighitng SIIIICK) but they won't pay for strategy
But the graphics suck ass

So their main selling point is bullshit

You don't do strategy in a battle map. It's called tactics. There is also not such a dilemma between graphics and strategy. It's a fairly decent in tactical depth, AI could be a lot better but it's not terrible. Also yes people who play a game for big battles want to see battles that are pleasing to look at.

If you are mainly for strategy I'd suggest you play paradox games instead.
 

Raghar

Arcane
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Messages
24,263
It has strategic depth of puddle of piss because they though normal people want strategic depth of puddle of piss.
 

Raghar

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You don't do strategy in a battle map. It's called tactics. There is also not such a dilemma between graphics and strategy. It's a fairly decent in tactical depth, AI could be a lot better but it's not terrible. Also yes people who play a game for big battles want to see battles that are pleasing to look at.

WH I - charge was additive.
WH II - charge was multiplicative.
WH I - some low end units that were somewhat decent at charge nearly mattered.
WH II - some low end units simply splashed on enemies even when they attacked from behind.
WH I - chaos burned stuff and created wasteland. Countries send armies to attack Chaos even from far away.
WH II - chaos burns stuff, which is recolonized instantly. Countries are sending armies to colonize from far away and are ignoring chaos armies.

Shogun 2 had some tactics and morale, this is too much multiplayer optimized.
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
Also, Lokhir Felheart confirmed:

Lokhir_Fellheart_Battle.png

With the launch of the Curse of the Vampire Coast campaign pack comes a new update for Total War: WARHAMMER II. This will be applied automatically to the game when you log into Steam.

The Aye-Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, the chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start-position, and extra bonuses.

New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea-lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam Page, here: https://store.steampowered.com/app/835671

The Aye Aye! Patch also brings a plethora of balance changes to factions, Legendary Lords, and units, along with numerous tweaks, fixes, and improvements to a great many areas of the game – full patch notes coming soon.

New Vampire Counts mechanic: Bloodlines
Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi.

Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening a new wave of powerful faction-wide bonuses reflecting the character and focus of their Bloodline is unlocked. These Lords also have unique skill trees designed around their Bloodline’s nature.

These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees!

All Legendary Lords (including Vampire Counts Legendary Lords) have also undergone balance changes and tweaks.

Heinrich Kemmler
Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia.

Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore.

Free-LC: Lokhir Fellheart
The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria.

The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.

Lokhir Fellheart is not technically part of the Aye-Aye! Patch, and must be downloaded from this Steam page: https://store.steampowered.com/app/835671

I like the lord, but no Malus apparently :(
 

FreeKaner

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Malus is a great character, but to be honest as a lord he'd just be a generic dreadlord with few unique items giving ward save, poison and probably rampage to represent T'zarkan.

If they ever add him, it would be best in third game with some chaos focus and impactful new unique items. Lokhir is just better and more interesting faction-wise and fills the sea focused dark elf void, starts in a different part of the world too.
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
I was hoping for a DE lord that buffed the cavalry personally. Plus, I thought CA could combine the Tomb King and Dark Elf campaign mechanics into something interest (i.e., slave economy, plus hunt for relics).
 

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