Matalarata
Arcane
This game can't handle sieges, so this is a positive.
No. The AI is actually pretty decent during minor sieges. Probably the most effective and some of the hardest battles to win.
It's honestly bizarre how bad they are and how the new maps double down on the worst parts of them. Narrow corridors, bad AI and pathfinding, surprisingly small-scale battles for how big the maps are,
I never played another TW game with better pathfinding. Pathfinding and corridors size are fine. The problems with pathfinding are mainly around wall breaches or if you try using formation move inside a settlement. I personally use shift+click for waypoints but I've seen people use the drag command for specific path to follow and the AI does that precisely and with little hickups. I remember tha days of Medieval II. No, thanks.
As far as the cities per se go, as I said, the narrow passages are fine. What's not fine is when a siege map is comprised 90% by corridors with few to no open spaces. They definitely had different people working on those, some more talented than others. I agree the size of the map is a bit off but I prefer to having it too big than the supersmall settlement maps of Shogun.
archers being way too effective yet again (especially because they can shoot over walls and buildings, which is coconuts)
This is only true because the AI is hellbent on defending walls. If instead they secured more internal checkpoints, the advantages of missile troops during sieges would be halved. That said, currently heavy melee factions like Norsca and WoC are among the best city takers. Missile troops are only superior if you use cheese tactics.
If I were to point out an AI mechanic they went overboard with, the AI is now too good at dodging spells and artillery. I can understand moving around to avoid incoming fire or after a spell is cast, currently tho you can easily see the AI react to every spell as soon as the command is given or, in case of siege weapons, as soon as they are targeted by the models. Bullshit.
low value of utilizing different tactics (you are gimping yourself if you divide your army instead of keeping it together)
During sieges?!? Are we playing the same game? Very few factions benefit from an all out frontal. Usually missile heavy factions. Else, you're so much better off by splitting the attack that it's not even funny. Each melee heavy army wants a front as large as it can manage. if you must squeeze 20 units inside a gate or a couple breaches only to find the full force of the enemy on the other side, you're doing it wrong. Place cavalry on a side an have them go around to distract defenders and take key points. Use flying troops and leaders to force the defenders to split on various front and conjoin them to your melee after they breach in.
Have sneaking troops wait for the right moment and capture victory locations. They lose stalk once the capture start so just deploy on the other side of the map and wait for the enemy to be distracted. There's not much you can do when you need 2 full minutes to reach my skinks before all your bases are belong to us.
overpowered magic in general, etc. etc.
Again, only overpowered if you want to cheese it. Else magic is in a pretty sweet spot atm. Mages are rarer for most factions, Winds are capped at 100 (you can go sligthly above that) and many of the worst offenders (Burning Head) have been rebalanced or nerfed. Imagine, on some army composition I rarely use magic for damage and instead I cast buffs/debuffs. inconceivable!
Ofc, you can still take Tehenhauin and put him on a pterodon, fill his army with chamaleon skinks and stalking heroes on a dinosaur and don't start the actual fight untill you've hit the enemy with 100 winds worth of Flock of Doom but... why?
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