Fedora Master
STOP POSTING
- Joined
- Jun 28, 2017
- Messages
- 31,614
It was so cataclysmic bad, not even pirates wanna pirate it.The cataclysmic conclusion to the Total War: Warhammer trilogy is here.
copying a 48MB image from system memory to VRAM every single frame
My inner 3D programmer just died. Thanks for that...
Several changes have been made to how auto-resolve calculates its outcomes:
This should result in less punishing outcomes on higher difficult settings, allowing more time for you to focus on the fights that really matter in your campaign for glory. We will continue monitoring the behavior of auto-resolve and making adjustments in future builds.
- The outcome is now determined by the Battle difficulty setting rather than the Campaign difficulty setting.
- The difficulty scaling of auto-resolve has been reduced on Hard (and higher) difficulty settings.
Based on player feedback, we’ve made several adjustments to the behavior of AI-controlled players:
These improvements should not only help them play a more meaningful role in your campaigns, but will prevent them from developing an anti-player bias when you aren’t the immediate threat.
- We’ve increased the aggression levels of AI players, which should make them more inclined to initiate Siege attacks against settlements.
- Significantly toned down the anti-player bias in the AI’s target-selection—especially on higher difficulties. The AI should now be less inclined to deploy forces over significant distances to engage the player if they are not perceived to be a particular threat.
- The Wood Elves should be more focused on defending their capital city.
We’ve made several adjustments which should help improve their behavior and reactivity when engaging with enemy units:
- Ranged units will now correctly rotate and fire when ordered to shoot a target behind them.
- Ranged units should now reform properly after rotating to engage targets behind them.
- Resolved issues which would result in units ignoring orders and becoming unresponsive for short periods of time.
- Resolved issues which would prevent flying units from attacking single-entity land units.
- Reduced the delay before ranged units can fire a volley.
- Reduced the delay before ranged units can respond to issued commands after firing a volley.
- Removed transition animations used by Iron Hail Gunners and Armoured Kossars which resulted in an overall reduction in their damage per second. This also increases their responsiveness when ordered to move after firing a volley.
- Implemented a partial fix for instances where units engaged in battle would ignore player-issued retreat orders and instead reengage in melee combat. We will continue to identify and make improvements in future releases.
- Fixed an issue which allowed AI players to ignore Deployables cooldowns when defending in battles.
Lastly, we’re keeping a critical eye on Blue Horrors in multiplayer with a higher cost—given that they are the most efficient basic infantry in the game. For 1.3, we’re discussing whether we weaken the base unit (e.g. less ammunition) while compensating for the loss via skill tree tweaks.
WH2 was good, and wh3 was basically a patch for that.No patch gonna fix the problem that it’s fundamentally shit
I’d argue that. The most fun I had in WH2 was with vanilla factions, despite them being half-assed. As of now there’re no factions in the WH3 that appeal to me. Kislev is a Disney-ish boring meh with no interesting mechanics, units or tactics, and I cannot care less about Cathay. Even if there will be DLCs that will add new factions and enhance the old ones, I don’t think that will change the game itself making it entertaining.WH2 was good, and wh3 was basically a patch for that.No patch gonna fix the problem that it’s fundamentally shit
What patches broke, patches can fix. But it's gonna take a long time, especially at the speed they're currently going.
I did some illegal analysis, and found they are entering job at n hours in the morning, then they have lunch pause, and then they leave job after 8 hours of work. I didn't find many possible examples of programmer doing some stuff outside work hours. And most importantly I didn't see voluntary overtimes during Saturdays, and Sundays, not even shortly before major release.CA may have some kind of work culture disfunction. Wish someone had some legitimate insights to share on that.
Can get it for £20 with the ogre dlc. Worth it now?
Can get it for £20 with the ogre dlc. Worth it now?
Yes, but at some point (with IE and more patches & mods), it will become the definitive way to play TW:WH. And I have no doubt it will, eventually (in years, maybe... *sigh*) be better than WH2 is now.Can get it for £20 with the ogre dlc. Worth it now?
The game is nothing but a regression compared to Warhammer 2.
WH3 is in much more competent hands now. The team that made all the WH2 DLCs and patches took over (I hope they fire the team that developed WH3).Yes, but at some point (with IE and more patches & mods), it will become the definitive way to play TW:WH. And I have no doubt it will, eventually (in years, maybe... *sigh*) be better than WH2 is now.Can get it for £20 with the ogre dlc. Worth it now?
The game is nothing but a regression compared to Warhammer 2.
WH2 won't receive anything anymore.
So buying TW:WH3 now cheap in order to actually play it later is just a good idea IMO.
I generally agree with this.WH3 is in much more competent hands now. The team that made all the WH2 DLCs and patches took over (I hope they fire the team that developed WH3).
The question is: will CA give them enough time and money to fix this mess? Looking at the Steam reviews I fear they could abandoned it like 3K or Rome 2. But WH1&2 sold so many DLCs over a long time they could still stick with WH3.
The biggest threat to WH3 becoming eventually as good as/better than WH2 is CA pulling the plug because they don't see the immediate success.