razvedchiki
Magister
maybe with the rumored greenskin rework this will change at last and waaghs are not lauging materials any more.
I suggest you take your DLC with CREAM.
Battles:
1) Ranged archer and crossbow fire is still way, way too strong, and it's not so much the damage but the accuracy when shooting in a super high arc. Less of a problem in multiplayer battles than versus the AI, though it is still an issue.
All ranged is to strong against AI, but not against humans. You can utterly demolish them with artillery too.
All ranged is to strong against AI, but not against humans. You can utterly demolish them with artillery too.
Range cheese is pretty much the only way to win on very hard or legendary battle difficulty, because they thought it'd be a good idea to make spearmen beat elite units
Legendary restricts you from save scumming and this elevates the game to entirely new level of gameplay.There's frankly no reason to ever play on legendary battle difficulty.
Legendary restricts you from save scumming and this elevates the game to entirely new level of gameplay.There's frankly no reason to ever play on legendary battle difficulty.
As far as I remember there’s no such thing as legendary battle. Very hard is the highest difficulty for battles.That's legendary campaign, not legendary battle. The AI actually takes a significant upgrade in campaign legendary, builds better more balanced armies, and is significantly more aggressive. Legendary battle difficulty it takes exactly the same actions it just has significant hidden stat bonuses.
TOTAL WAR: WARHAMMER II – THE KING’S SHILLING UPDATE
TOTAL WAR: WARHAMMER II
Al Bickham
February 5 2020
This smaller interim beta patch addresses some high-priority issues.
In particular, four hot-topic issues have been addressed:
We’re aware of further issues which have been reported by players, such as the Doomsphere agent-spawning bug, and we’re continuing to find fixes and improvements for inclusion in future patches.
- Vampire Coast factions are able to raise dead at sea again
- Fixed an issue which limited the number of mods a player could have
- Fixed a bug which prevented AI factions from recruiting more than one army
- Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer
To get the update, please follow these instructions:
Please note that you should start a new campaign when opting in to the beta. This beta contains an end-turn crash that occurs on save games created before this update, and while we are investigating this and will update the beta with a fix, we would rather have the opt-in beta available to players with this caveat than delay the release to include the fix.
- In your Steam games library, right-click Total War: WARHAMMER II and select Properties
- In the Properties window, select the Betas tab
- Select 8.3 from the drop-down menu
- Hit close and your game client will update
LEGENDARY LORD CHANGES AND IMPROVEMENTS
MISCELLANEOUS
- Malus Darkblade’s Warpsword questline can now be continued if the Beastmen army dies. The Beastmen army has also been moved in Mortal Empires from the desert of Khemri up into The Badlands
- The army removed in the starting dilemma presented to Malus now only occurs for the force in Hag Graef
- Malus Darkblade sanity effect changes:
- Increased maximum Ward Save to 40%
- Replaced construction cost reduction with growth increase
- Added positive side of melee attack effects
- Arkhan the Black’s cape now adheres to the laws of physics when viewed from afar
- Khazrak’s missing eyeball returned in the previous patch – it’s now gone again. EYE PATCHED
- Ikit Claw’s ability Unlimited Power now has a correctly sized icon
- Thorgrim’s Grudge against the Greenskins is now “Grudge against the Foul” and also applies against Skaven
- Volkmar the Grim’s War Altar mount now properly shows that it will grant you a bound Banishment spell
- Morathi’s Amber Amulet unique item can no longer be stolen
- Skrolk’s Plague changes:
- Plague-spreading chances have been increased and the benefits have been reduced to compensate
- Regional army-to-settlement spread probability has been increased to 25%
- The plague can now spread to adjacent regions
- The plague now lasts for 2 more turns
- Skrolk’s plague-spreading chance has been increased to +100% making all his armies and regions have twice the chance of spreading (50%/50%)
- Dark Elf Masters will now benefit from Morathi’s hero upkeep reduction
- Fixed instances where Repanse could respond with a male voice during diplomacy interactions
- Repanse’s water mechanics will now work in multiplayer campaigns
- Repanse’s banner missions will now trigger in multiplayer campaigns
- Repanse’s unique technologies Righteous Strength and Prayer of Fortitude now correctly apply their bonuses to characters
- Moved quest battles location markers for Skarsnik and Belegar slightly to avoid clipping with unpassable terrain
- Vampire Coast factions are able to raise dead at sea again
- Fixed an issue which limited the number of mods a player could have
- Fixed a bug which prevented AI factions from recruiting more than one army
- Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer
- Additional upkeep mechanic now correctly updates when the player has multiple armies and then goes down to one army
- Fixed an issue where wounded lords and heroes would spawn on top of each other after using a Clan Eshin Rite
- Fixed several instances of bonuses to Lord recruit ranks not applying when replacing lords
- Adjusted Bretonnian outposts in Norsca – their main settlement chains are now updated to match current Bretonnian Garrisons
- Adjusted numerous instances of buildings having incorrect values when in a damaged or ruined state
- The Constellation of Queti mission no longer requires 4294967295 rogue armies to be defeated
- Fixed missing mentions of Shadow Walkers unit in some high elf technologies
- The Bretonnian technology Support Religious Errantry now also grants a diplomatic bonus with Chevaliers De Lyonesse
- Fixed an issue which sometimes caused AI enemy heroes to spawn when the player withdrew from the Hammer of Angrund quest battle
- Post-battle option tooltips are now accurate and no longer mention diplomatic relationships
- Black Arks are now immune to reef and storm attrition
- Skaven can now build the Brightstone Mine at Mount Gunbad
- Adjusted top-end garrison for the High Elf variant of the Empire forts to be appropriately more powerful
- The Beastmaster’s Master Tormentor skill now properly buffs the melee defence of his monsters
- Cairn Wraiths once again cause fear – they were just a bit under the weather
- The faction select screen for Malus Darkblade now includes the ‘+10% chance of intercepting enemies using the Underway’ effect of his Lord trait
- Saurus Old-Bloods and Red Crested Skink Chiefs can now swap mounts when part of Nakai’s faction
- Fixed some inconsistencies in the unlock ranks for Vampire Counts mounts
- The Count of Talabecland bonus for increased income from timber buildings now functions correctly
- All DLC Dwarf lords now benefit from Dwarf technologies that target characters
- The AI may now decide to use Flaming Sword of Rhuin on ranged units
- Non-Cult of Sotek Lizardmen factions no longer acquire sacrificial captives after each battle
- Fixed an issue preventing Nakai from handing over the following regions: Fortress of the Damned, Dragon Fang Mount, Dread Rock, Shattered Stone Isle, Flayed Rock, Haunted Forest, Pigbarter, Desolation of Nagash, Nagashizar, Ash Ridge Mountains, Darkhold, The Fortress of Vorag, Crookback Mountain, Mount Greyhag, Mount Silverspear
- Adjusted tooltip for Eshin recruit cost feature to correctly state that units not native to Eshin do, in fact, have extra recruitment costs
- Added missing strategic location icon to Copher and the Dragon Isles
- Itza now properly allows Skink recruitment through the primary chain for all Lizardmen factions
- Red Crested Skink Chiefs no longer lose their attrition immunities when mounted
- Characters no longer lose access to the Flensing Ruin spell when investing more skill points into the skill
- Tomb Kings Lords that are recruited as a replacement for a lord that has died will no longer cost gold
- Various localisation improvements in multiple languages
Malus Darkblade sanity effect changes:
- Increased maximum Ward Save to 40%
- Replaced construction cost reduction with growth increase
- Added positive side of melee attack effects
That's Ca fault not modders.such progress,able to do what could be done in total war games 20 years ago.