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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
15,845
Pathfinder: Kingmaker
I can’t think of any DLC character that CA drastically changed.
It depends on what you mean by "drastically". Sisters of Twilight's forging got completely redesigned for example. I also love the fact they are reworking both Volkmar and Ghorst because theoretically that DLC is totally up my alley - a necromancer and a fanatical cleric - but they are the worst DLC lords lol.
 
Joined
Jan 7, 2012
Messages
11,584
Yep, Tehenuin, can never remember the spelling. Similar to Malus, he is not bad, just had the bad luck of being released opposite to a Skaven DLC lord.
Tehenuin (I'm pretty sure I'm not spelling it right) has a huge tree of bonus, at least two of them being gamebreakingly powerful spells that you can keep up permanently as free casts for every battle you fight once unlocked (one is at the first level), a few others that give substantial buffs that arguably make him the best lizardman lord on their own even without the spells, and the summonable followers can stack huge bonuses like -15% unit upkeep for armies (on multiple heroes and the lord on the army, so like -45% to 60% total) along with -100% building cost (literally lets you build buildings and then destroy them for profit).

IMO he's the strongest and most well developed non-skaven lord and arguably comparable to skaven. His start position does suck though, one of the worst and least defensible in the lustriabowl.
 

Maculo

Arcane
Joined
Jul 30, 2013
Messages
2,290
I can’t think of any DLC character that CA drastically changed.
It depends on what you mean by "drastically". Sisters of Twilight's forging got completely redesigned for example.
You are right, although I didn’t try Sisters of Twilight until after CA changed forging, and so I can’t speak to how much that changed.

Balancing and budget considerations aside, Malus’ potion mechanic seemed the least interesting part of his lore and not all that accurate. If I recall correctly, he took the potion to awaken Tzarkan and not resist him. While CA can take liberties with lore and mechanics, I found the direction odd.
 
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Biggest problem with Malus's effects is that he boosts growth rates now after they updated him, but Dark Elves have virtually no need for faster growth. They build high level units at higher experience levels quicker from Black Arks, and they only care about one 4-size settlement that ideally has a good base income rate to stuff a billion slaves in, along with the tech to minimize slave decline rate. They can sack and raze every other settlement on the map if they want to up until the first is full and they need more room for slaves. Malus has the worst access to good slave settlements and nothing else. If they just went back to getting an economic bonus from his corruption and added a 4th settlement slot to the dragon isles he'd play much better (also remove the fucking alliance between him and malekith at the start, or at least degrade it to a defensive alliance).
 
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Maculo

Arcane
Joined
Jul 30, 2013
Messages
2,290
Malus’ campaign has a lot of separate ideas in my opinion. He is on an expedition, but plays like a normal dark elf lord. He has whisper quests and traits that entail moving across the map to fight/raze, which are paired with a sanity and potion mechanic that incentivize empire building. I suppose that means you can play him differently, but it felt as though CA had several visions of Malus that they ultimately melded together.

Good to know about Lizard Jesus. I remember a lot of people hating some component of it and finding it tedious (admittedly, not an objective measure).
 
Joined
Jan 7, 2012
Messages
11,584
Tehenuin does have 3 stages to his questline, stage 2 of which forces you and the rest of the lizardmen to start the great jihad on all skaven (permanent unending war). I'd assume that that's what people complain about. It happens fairly early (2 fully owned regions) and can't otherwise be prevented if you are using his sacrifice mechanics.

Funny that all of the other lord packs are positioned as Race A vs. Race B yet there's generally next to no incentive or guidance to force them to fight like this. I'd guess CA was going to do this for future lord packs but backed off. I don't even remember which other lords were supposed to be matched up except sisters of twilight vs. clan Moulder
 
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tabacila

Augur
Joined
Nov 2, 2011
Messages
260
Here's the blog post itself:
https://www.totalwar.com/blog/tww3-the-immortal-empires-map/

Map of regions and provinces:
wh3_dlc_ie_parchment_map_english.jpg
Looking at the Old World Sylvania is now split into a Southern and Northern provinces instead of east and west. Makes sense since that southern most settlement in west Sylvania wasn't accessible through the province itself.
Estalia got split into Estalia and Irana Mountains. There's yet hope for that Dogs of War/Southern Realms race pack DLC :negative:.
There seem to be some more regions that look like WE magical forests. The Haunted Forest next to the Dragon Isles and the Jungles of Chi'an in south east Cathay.
There's a new province between Hochland and Ostland, The Middle Mountains, more or less where the Brass Keep is. I guess that would be a good starting point for a Chaos faction since the keep is associated with chaos stuff as far as I know.

Don't know about the rest of the map, but I'm sure glad as fuck they didn't downsize the Empire and the Old World in general. That was my biggest fear about this whole thing.

Map of sea lanes:
wh3_dlc_ie_parchment_map_no_text_sea_lanes.jpg
Nice to see the Underworld sea was included, but they could have added a sea lane to connect the north and south Great Ocean.
Not only can you not go on land into Ind and Kuresh, you also can't sail the ocean around them. I guess spending turns moving passed greyed out areas would be boring. Nonetheless they keep mentioning that the lands of 8th edition races were their IMMEDIATE design priority, so I guess we could see these lands open up eventually.
 

Tyrr

Savant
Joined
Jun 25, 2020
Messages
921


Oh, they included the Southern(!) Chaos Wastes, that's a surprise to me.

The map looks good. The IE map removed too much in the south.
But I don't agree with the suggestions in the vid about new sea lanes, like this one:
tDODfwF.jpg


This makes no sense. Sea lanes should simulate the globe on a flat map or make movement past uninhabitable land less boring. They are not teleporters for easy movement that shouldn't be easy.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
15,845
Pathfinder: Kingmaker
Globes don't only have east and west, though. A sealane from Khorne's starting location to Dawn's Landing isn't a terrible idea perhaps.
 

Tyrr

Savant
Joined
Jun 25, 2020
Messages
921
Globes don't only have east and west, though. A sealane from Khorne's starting location to Dawn's Landing isn't a terrible idea perhaps.
On world maps the west and east connect, the north and south don't. You don't come out on the south pole when you cross a world map on the north.
Unless there is a logical reason (like the Underworld Sea or uninhabitable Khuresh and Ind), sea lines should only simulate west/east crossings.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
15,845
Pathfinder: Kingmaker
Globes don't only have east and west, though. A sealane from Khorne's starting location to Dawn's Landing isn't a terrible idea perhaps.
On world maps the west and east connect, the north and south don't. You don't come out on the south pole when you cross a world map on the north.
Unless there is a logical reason (like the Underworld Sea or uninhabitable Khuresh and Ind), sea lines should only simulate west/east crossings.
It depends on what the idea for these sealanes are. If it's only to simulate connecting points, sure, but that would still leave factions that will basically never encounter each other. The distance between Khorne's starting location and Dawn's Landing is as immense as between Naggarond and Cathay.
 

copebot

Learned
Joined
Dec 27, 2020
Messages
218


Oh, they included the Southern(!) Chaos Wastes, that's a surprise to me.

The map looks good. The IE map removed too much in the south.
But I don't agree with the suggestions in the vid about new sea lanes, like this one:
tDODfwF.jpg


This makes no sense. Sea lanes should simulate the globe on a flat map or make movement past uninhabitable land less boring. They are not teleporters for easy movement that shouldn't be easy.

The one "sea lane" that does go through land (starting near Naggarond) is supposed to be an undersea tunnel in lore that the dark elves use to raid further afield. But I don't see a reason to allow people to teleport all the way from Norsca to the Dragon Isles. Honestly one of the things a lot of people have wished for would be an underway rework to fit more with how it's depicted in the novels and the other lore (think more like Moria than a stance that lets you ignore mountains). Something like that would be a better fit, which might entail faster travel but is not necessarily safe, predictable, or convenient. That's probably a bit too much to expect, but who knows, they reworked more than I think anyone ever expected, and some modders have done more than one would have expected to be possible also.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
15,845
Pathfinder: Kingmaker
If the DLC sells like hot cakes, probably yes. I'm pretty sure they already realized there are no more factions with official army lists to milk after chaos dwarfs come out, so they future-proofed the map.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
3,222
Pathfinder: Kingmaker
If the DLC sells like hot cakes, probably yes. I'm pretty sure they already realized there are no more factions with official army lists to milk after chaos dwarfs come out, so they future-proofed the map.

Well there is always the WH2 mod factions I guess. Besides the Chaos Dwarves there are the Border Princess and Araby I guess as major faction. But yeah I guess after that is future proofing. Seemingly it's only Ind, I was thinking they gonna make a Nippon island as well.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
3,222
Pathfinder: Kingmaker
Definitely. Each of WH3 factions probably gonna get 2 - 3 new LL as their own faction.

Just hopefully there really isn't Skaven favoritism this time.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
3,222
Pathfinder: Kingmaker
Did this game sell well in China anyway?

there really isn't a sales breakdown but pre order was all time high in China due to Cathay ofc

but post launch reception wasn't all that well due to streamer debacle (CA pay Chinese streamer and give early access to them who doesn't even know the series and thus make shit content to promote, Chinese fans unhappy) which contributed to initial low score in store although later actual bad review also comes

the series itself is quite popular in China to begin with, 3 Kingdom during launch period was the fastest selling TW outside Warhammer iirc. But the DLCs plans sucked and didn't manage to attract repeating customer for DLC sales thus support was plugged out

Warhammer TW is BIG and in general the DLCs are more well thought out seeing Warhammer 2 so unless CA make some PR disaster game should do well in China

on the other hand with the current geopolitiking CA might tone China favoritism down as not to make westoids mald I guess
 
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