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Gelt's start is so much better than KF's, with or without Molay's. It's great having Searing Doom actually do something now, I've always liked it's effect.
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# ? Jun 29, 2016 14:30 |
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# ? May 15, 2024 19:10 |
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Patch Notes are up Blood Knights are the first FLC.
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# ? Jun 29, 2016 14:34 |
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quote:Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy Hahahahaha In general, Chaos got pretty darn buffed, with the exception of Forsaken, who don't seem to be the most cost-effective Chaos Infantry anymore. Also no mention of Gorebeast Chariots upkeep.
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# ? Jun 29, 2016 14:47 |
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Danann posted:Is there anything you can do to deal with Gondor's bullshit ghost army stacks? My vassals are useless and simply hand end up giving Gondor free boats. They actually disband after your first battle with them. Throw some weak rear end corsairs at them or something, and Gondor will be stuck with levies in their outlying fiefs, and that's assuming they confederated in time.
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# ? Jun 29, 2016 14:50 |
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Lt. Lizard posted:Hahahahaha code:
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# ? Jun 29, 2016 14:52 |
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quote:Campaign - General
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# ? Jun 29, 2016 14:56 |
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code:
Edit: I did wish they'd reduce the speed of Marauder Horsemen, or at least make them less likely to be recruited by Norscans. ZearothK fucked around with this message at 15:05 on Jun 29, 2016 |
# ? Jun 29, 2016 14:58 |
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Something they mentioned on the stream that I don't think is in the patch notes, there's now events in the campaign that can spawn new Savage Orc hordes, instead of them being a thing that disappears forever 12 turns into the game. Balance changes look pretty good, magic changes are as vague as ever. Looks like they nerfed direct damage by making it more random, buffed Invocation of Nehek and speed buffs, and probably did nothing for vortex/aoe spells yet, so Gelt campaign still a no go for me. They also mentioned that the cryptic teaser they posted yesterday has nothing to do with the patch or Blood Knights, so that's up in the air. madmac fucked around with this message at 15:07 on Jun 29, 2016 |
# ? Jun 29, 2016 15:03 |
quote:Autoresolver now deals less damage to high quality units (e.g. Slayers) in standard battle situations and deals more to low quality units. eeeeeeeeeeeeeeeeeee
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# ? Jun 29, 2016 15:05 |
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madmac posted:Something they mentioned on the stream that I don't think is in the patch notes, there's now events in the campaign that can spawn new Savage Orc hordes, instead of them being a thing that disappears forever 12 turns into the game. God no, that's awful. In my very hard dwarf campaign, savage orcs were the strongest orc faction and survived until turn 90-something, had to chase them across the badlands to raze all their settlements. So incredibly annoying.
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# ? Jun 29, 2016 15:06 |
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quote:Character experience is no longer awarded for sacking a settlement.
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# ? Jun 29, 2016 15:06 |
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Heh, I really should have continued reading after individual faction changes. Also quote:
Of course!
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# ? Jun 29, 2016 15:07 |
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Angry Lobster posted:God no, that's awful. In my very hard dwarf campaign, savage orcs were the strongest orc faction and survived until turn 90-something, had to chase them across the badlands to raze all their settlements. So incredibly annoying. Im so sorry.. quote:Added a new random incident that may respawn the Savage Orc Skull-takerz or Top Knotz tribes if they are destroyed.
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# ? Jun 29, 2016 15:08 |
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Angry Lobster posted:God no, that's awful. In my very hard dwarf campaign, savage orcs were the strongest orc faction and survived until turn 90-something, had to chase them across the badlands to raze all their settlements. So incredibly annoying. They also nerfed Savage Orc units across the board. I think they were more talking about the Bonerippers and other hordes that hang around the Empire though. Those guys do vanish way too quickly. Edit: Ok poo poo, Top Knots too. Whelp.
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# ? Jun 29, 2016 15:08 |
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Gejnor posted:Welp That's going to make Orcs a bit more challenging... But for those of us in the middle of a VC campaign, this is perfect timing! Nehek gets a buff, 'hit point regeneration and resurrection effects' in general get buffed, AND Blood Knights! Which won't get hosed on autoresolve now, hopefully. Did the name change from Blood Dragons in the fluff at some point? Tier 5 shock cavalry, wherever Tier 5 is exactly. Frenzy (more dmg with high leadership), Armoured and Shielded, Anti Large. No mention of Armour Piercing. Looks like VC have been tweaked to make wraiths more viable and crypt horrors and terrorgheists less so.
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# ? Jun 29, 2016 15:29 |
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Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row How the hell would this work? e: Crypt Horrors: –Speed, -Damage, -Armour Dammit.
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# ? Jun 29, 2016 15:30 |
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rockopete posted:Tier 5 shock cavalry, wherever Tier 5 is exactly. It means they require a tier 5 building (the ones that require a full-size city, which is level 5, to make) in order to recruit. In this case, the upgraded vampire building and, assumably although I didn't notice it explicitly, an upgraded armory.
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# ? Jun 29, 2016 15:30 |
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IIRC, Blood Dragons are the type of vampire they are, and Blood Knights are a whole unit of lesser Blood Dragon vampires. They are almost a regiment of hero-level models in the TT. I don't see anything regarding weird reinforcement directions.
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# ? Jun 29, 2016 15:31 |
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rockopete posted:Looks like VC have been tweaked to make wraiths more viable and crypt horrors and terrorgheists less so. quote:Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance Yesssss Though i really wish ethereal units were more intangible, being able to pass through units without slowing down and maybe even passing walls would own so much!
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# ? Jun 29, 2016 15:31 |
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Loving these patch notes, though I expected more slayer buffs.
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# ? Jun 29, 2016 15:31 |
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Gejnor posted:Im so sorry.. I need to finish my campaigns before this hits.
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# ? Jun 29, 2016 15:32 |
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Not a drat thing about the AI refusing to enter a siege battle unless it's their last army/the odds are greater than 3 to 1 in their favour. poo poo CA, even battles are the most fun.
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# ? Jun 29, 2016 15:33 |
Ilustforponydeath posted:Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row IIRC they're basically napalm cannons, so in much the same way that angling a high-pressure water hose upwards works.
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# ? Jun 29, 2016 15:36 |
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Angry Lobster posted:
On the plus side Savage Orcs have been nerfed into the ground!
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# ? Jun 29, 2016 15:36 |
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Slayers being produced in one turn and some slight buffs should make them better late game material. "Norscans now correctly suffer attrition when standing in areas of high Vampiric corruption." Yeah, this would've been nice a long VC campaign ago.
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# ? Jun 29, 2016 15:38 |
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Ilustforponydeath posted:Slayers being produced in one turn and some slight buffs should make them better late game material. They didn't give them any actual stats buffs though so they are still trap status for most of us. The only way to make them truly viable is to install a mod that either gives them some damage mitigation or turns them super cheap volounteer type units. What they did do is that now auto-resolve won't insta murder them which is good!
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# ? Jun 29, 2016 15:46 |
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Gejnor posted:They didn't give them any actual stats buffs though so they are still trap status for most of us. The only way to make them truly viable is to install a mod that either gives them some damage mitigation or turns them super cheap volounteer type units. What they did do is that now auto-resolve won't insta murder them which is good! True. And I gotta love the deserved chaos buffs, even though I've only played against them. Having middling graveguard units reduce their chosen and trolls to chaff seemed really off.
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# ? Jun 29, 2016 15:51 |
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Pretty good patch notes, kind of surprised how in touch they seem to be.
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# ? Jun 29, 2016 16:00 |
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Feck, I just realized half my armies are crypt horrors. Definitely a fair nerf, given the price and maintenance. I've wanted to try out the wraiths so that'll be a nice change. Led by my blood knights, naturally! Looks like the not-autocannons weren't working as intended, might be worth trying them out more now. quote:Organ Gun: +Penetration (now penetrates Troll-sized enemies too)
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# ? Jun 29, 2016 16:08 |
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Crypt horrors nerf is justified: in my VC campaign those dudes murderfucked anything except cav skirmishers and turbomurderfucked dwarves. I'm surprised Varghulf didn't get nerfed too.
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# ? Jun 29, 2016 16:12 |
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alex314 posted:Crypt horrors nerf is justified: in my VC campaign those dudes murderfucked anything except cav skirmishers and turbomurderfucked dwarves. I'm surprised Varghulf didn't get nerfed too. Weeell to be fair the 'ulf does have weaknesses, its not super powerful.. Terrorgheist though..
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# ? Jun 29, 2016 16:19 |
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Crap, wraith spam was already becoming real in multiplayer, especially with nehek looking like it got buffed the games against vampires are gonna be freaking rough.
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# ? Jun 29, 2016 16:20 |
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These patch notes are great. I think the Crypt Horrors were nerfed due to multiplayer 'cheese'. At the same cost of trolls they were just better in every way. Also, the runes we saw on the Facebook page the other day are still unanswered. They confirmed it has nothing to do with the Blood Knights.
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# ? Jun 29, 2016 16:21 |
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Crypt horrors have always been great, I mixed them with regular infantry and worked wonders.
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# ? Jun 29, 2016 16:24 |
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# ? Jun 29, 2016 16:25 |
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Do we have a stat block for Blood Knights yet? I'm interested in seeing how they stack up against Demigryphs.
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# ? Jun 29, 2016 16:28 |
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Gejnor posted:They didn't give them any actual stats buffs though so they are still trap status for most of us. The only way to make them truly viable is to install a mod that either gives them some damage mitigation or turns them super cheap volounteer type units. What they did do is that now auto-resolve won't insta murder them which is good! Making Slayers more resistant to knockdown is a sorta interesting sidways buff, given how many monster units have big sweeping knockback effects. They're still gonna be basically a flavor unit though. As for Flame Cannons, they actually lob fireballs, so giving them an arc effect is pretty trivial.
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# ? Jun 29, 2016 16:30 |
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these guys are bad rear end
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# ? Jun 29, 2016 16:41 |
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madmac posted:As for Flame Cannons, they actually lob fireballs, so giving them an arc effect is pretty trivial. I wonder how much they are going to buff them, damage wise. Same with range actually, looking at current stats they are pretty darned short range at 150. They could easily double both damage and range and that'd make them quite decent without feeling OP i think, and thats quite alright given that they are supposed to be top tier units for the dwarfs.
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# ? Jun 29, 2016 16:44 |
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# ? May 15, 2024 19:10 |
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Gejnor posted:I wonder how much they are going to buff them, damage wise. Same with range actually, looking at current stats they are pretty darned short range at 150. They could easily double both damage and range and that'd make them quite decent without feeling OP i think, and thats quite alright given that they are supposed to be top tier units for the dwarfs. I think making them backline units that can shoot over friendlies will help a lot, and might be enough on its own. Especially if you can shoot into melee. Yukitsu posted:Crap, wraith spam was already becoming real in multiplayer, especially with nehek looking like it got buffed the games against vampires are gonna be freaking rough. Whuh? I thought it was agreed that wraiths were weak?
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# ? Jun 29, 2016 17:22 |