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Panfilo
Aug 27, 2011
Probation
Can't post for 5 days!

Gonkish posted:

Right now, in the build that was released to streamers and YouTube people, the skill trees are the same as they were prior to the foundation update. In other words, the same that they were on TW:W1's release.

This is probably a function of CA being unable to merge the update (and Norsca) into WH2 while still also shipping the game and ME on time. The QA would have likely been a nightmare. Presumably they will be fixing that ASAP, likely with the patch that includes Norsca.

That's kind of disappointing. I was looking forward to things being current after all they'll manage to have Brettonia and wood elves without any problems.

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NoNotTheMindProbe
Aug 9, 2010
pony porn was here
It looks like they have 2 or 3 different teams working on content and their work schedules don't always line up. To be expected in a project of this size.

Gonkish
May 19, 2004

I guess Grace (their community person) mentioned that they'll be releasing a balance pass alongside Norsca sometime before the end of the year, probably November? She also mentioned that this will not necessarily be the foundation update's skill trees, but rather something that brings the LLs from the first game up to par with those from the second.

I'm assuming this means they'll change the red trees around, etc.

Frankly
Jan 7, 2013
I’d love it if they updated the original factions with II’s generic red and blue skill trees. My elite rat-stack of buffed rat ogres and ninjas is not only awesome, but optimal play :v:

sassassin
Apr 3, 2010

by Azathoth

Pendent posted:

I mean, have you not seen your rap sheet?

I have, it supports my claim that I've never posted in a "mech warrior thread".


Some of these warband armies are nuts. 100 turns into a Teclis campaign and a quarter of the world is owned by 3 of them, as they're rocking full stacks of top tier monsters that the autoresolve loves but go down pretty easy in real battles.

Goblin wizard + 8 packs of squigs + 7 hydras + 3 goblin wolf-riders + a carnosaur. Wiped out east coast of Ulthuan and all the pirates and vikings. Chaos spawn in their garrisons.

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


I'm going to be sad if we never get to play as clan eshin, deathmaster sneektch is my senpai

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues
Oh man Wood Elves get 12 building slots in their glades in Mortal Empires, and Skavenblight's to the south to fill full of glorious greenery. Gonna be loving this.

Amuys
Jan 2, 2017

Muuch Muuch

Magni
Apr 29, 2009

Gamerofthegame posted:

Victory conditions look lame. Like, they'd all be neat across the board if it weren't for the "either be BFFs or murder everyone" clause.

To be fair, those are the Long Campaign objectives. My guess is the control all 17 capitals thing isn't needed for regular campaign victory.

Speaking of, I guess you now have a genuine reason for the Grombrindal-Malekith reunion tour to Naggaroth when playing Dwarves. :haw:

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer

Magni posted:

To be fair, those are the Long Campaign objectives. My guess is the control all 17 capitals thing isn't needed for regular campaign victory.

Speaking of, I guess you now have a genuine reason for the Grombrindal-Malekith reunion tour to Naggaroth when playing Dwarves. :haw:

You say that like an ancient Grudge isn't reason enough.

AnEdgelord
Dec 12, 2016
I heard that they were adding in breath attacks for the old world factions but do we know what units are getting them? Dragons seem obvious but I'm wondering about Terrorgheists with their sonic scream

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Man total war-isms are really wearing on me. Starting from scratch strategically, having to raise your lords from walking incompetents to swole fuckers riding dragons, growing cities from nothing and building the recruitment buildings for the basic yet signature units of each race. Plus economy bullshit. Even stuff like not being able to easily reconfigure an army on the fly is getting to me.

Like good game and all but I'm really sick of the strategic game getting in the way of the tactical game for 30 odd turns.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

TYRION YOU ABSOLUTE MADMAN, YOU CAN'T BUILD MORE BOLT THROWERS YET, IT'S NOT TURN 25!

Gejnor
Mar 14, 2005

Fun Shoe

LordAbaddon posted:

I heard that they were adding in breath attacks for the old world factions but do we know what units are getting them? Dragons seem obvious but I'm wondering about Terrorgheists with their sonic scream

Speaking as someone who made the Unlimited Dragon Breaths mod: Yes.

Terrorgheists are getting a breath attack, its called "Death Shriek".

Its already in the tables so it will be useable with my mod once ME launches, along all the other dragon breaths that come with Game 1's dragons.

Panfilo
Aug 27, 2011
Probation
Can't post for 5 days!
Gejnor any chance your Dwarf mod got updated for Warhammer 2? I'm hopeful they fixed the range bug because your Thorgrim skill to give them +50% range would be amazing in Mortal Empires.

1st_Panzer_Div.
May 11, 2005
Grimey Drawer

Knobb Manwich posted:

TYRION YOU ABSOLUTE MADMAN, YOU CAN'T BUILD MORE BOLT THROWERS YET, IT'S NOT TURN 25!

There is a battle screen? And even multiplayer?

Gejnor
Mar 14, 2005

Fun Shoe
I changed most of those bonuses to be different things, and most changes should still work with WH2 since its now back to pre-foundation patching but im going to hold for a little while before i reimpliment the mod to see how dwarfs fare as they are at the ME launch.

This'll be true for the other races as well, even Greenskins but i suspect that as soon as i get back into a vanilla greenskins game i'll get Green Iz Best going 5 mins post my first dwarf battle.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Gejnor posted:

Speaking as someone who made the Unlimited Dragon Breaths mod: Yes.

Terrorgheists are getting a breath attack, its called "Death Shriek".

Its already in the tables so it will be useable with my mod once ME launches, along all the other dragon breaths that come with Game 1's dragons.

Hopefully with more dragon breath it gives more of a reason for fire resistant units/armor to exist. I want the Wood Elves RoR units ASAP to get the eternally burning treekin that grant +fire resist.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

1st_Panzer_Div. posted:

There is a battle screen? And even multiplayer?

Do you mean that I should play custom battles and/or multiplayer to handle my gripes with the way total war games structure their single player campaigns?

toasterwarrior
Nov 11, 2011
Rather bummed that the somewhat public ME build doesn't have the cool new skill trees, but thankfully a modder made one for the Dwarfs and maybe might be able to catch up for the rest of the races come release: http://steamcommunity.com/sharedfiles/filedetails/?id=1174245365&searchtext=dwarf+lord

Highlight: a Menace from Below skill clone with Miners instead.

(nazi status: undetermined)

toasterwarrior fucked around with this message at 07:29 on Oct 24, 2017

Panfilo
Aug 27, 2011
Probation
Can't post for 5 days!
I was just thinking using Miners as a menace Below ability would work well. They could have it be part of the garrison upgrade defenses or perhaps a Dwarf lord skill giving a charge of it in underway battles. Skaven would still get way more uses of their version, but at the very least it would make Miners actually useful.

toasterwarrior
Nov 11, 2011
I want a skill upgrade that turns them into Blasting Charge Miners, for some real SURPRISE MOTHERFUCKER action.

Panfilo
Aug 27, 2011
Probation
Can't post for 5 days!
:corsair: "You tryin' to be a hero, Beardling?

:byodood:" I'm just tryin' to kill a few Thagorraki, sir! "

Aurubin
Mar 17, 2011

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

KazigluBey
Oct 30, 2011

boner

Is there any mod available or in the works that removes the cap on traits, set to default at 15? I think a neat personal objective I'd like to try with Wulfrik and Queek in Mortal Empires is seeing how many of the Kill A Legendary Lord traits I can get like a high-score of sorts, but between how numerous they are and the inevitability of picking up some crap fillers along the way (lol +5 Leadership to the Leader when fighting a specific enemy army, wheeee) I think I'd hit the cap really fast. I know I can just keep track of the kills myself but the traits doing so for me is both flavorful and a much better incentive given how good some of these are. Any ideas?

e.: As an aside, in case you were curious, here's the full kill-trait list:

Eye of the Vortex Legendary Lords:

Spawnkiller (defeating Mazdamundi): Leadership Aura +25%
Saurussmiter (defeating Kroq-Gar): Melee Defense +10; Public Order (local) +2
Verminflail (defeating Queek Headtaker): Bonus vs Infantry +6
Plaguelast (defeating Lord Skrolk): Immune to swamp attrition; Enemy Public Order (local) -5
Ulthuan Undefended (defeating Tyrion): Melee Attack (army) +2; Unit Recruit Experience +1
Ruin Unrestrained (defeating Teclis): Power Reserves +10
Immortal Unbeloved (defeating Malekith): +10% income for Raiding; Passive Ability "Frenzy"
Hagbutcher (defeating Morathi): All Hero Actions Cost -10%; +10% chance to wound aggressors in Hero Self-Defense (local)

Old World Legendary Lords:

Hammer and Anvil (defeating Alberic de Bordeleaux): +15 Melee Attack while at Sea
Doomslayer (defeating Archaon the Everchosen): Immune to Psychology
Greenskinner (defeating Azhag the Slaughterer): +30% Magic Resistance
Metalstorm (defeating Balthesar Gelt): +6 Armor to Lord's Army
Kinghammer (defeating Belegar Ironhammer): +10 Leadership and Melee Attack during Subterranean Intercept Battles
Treesurgeon (defeating Durthu): Enables Flame Attacks when fighting against Wood Elves
Witchfinder General (defeating the Fay Enchantress): +10% replenishment rate
Hidestriker (defeating Grimgor Ironhide): +20 armor piercing damage
Beardhammer (defeating Grombrindal): Causes Terror when fighting against Dwarfs
Liche Killer (defeating Heinrich Kemmler): 10% magical resistance for Lord's Army
Ghorst or Ghost (defeating Helman Ghorst): Enables poison attacks
Cruelty Restrained (defeating Isabella von Carstein): Enables Regeneration
Reikshammer (defeating Karl Franz): Causes Terror when fighting against Empire
Beastscourge (defeating Khazrak One-eye): Causes Fear
Stormblight (defeating Kholek Suneater): +10 Bonus vs Large
Kingslayer (defeating Louen Leoncouer): +10 Charge, -20% recruitment cost for cavalry units
Crowreaver (defeating Malagor Dark-Omen): +10 Leadership and Melee Attack when fighting against beastmen warherds
Moonslaker (defeating Mannfred von Carstein): -50% undead attrition
Skullslasher (defeating Morghur the Shadowgave): 30% missile resistance
Wildhunter (defeating Orion): +5 to leadership and melee attacks in forest battles
Pride Assassin (defeating Sigvald the Magnificent): +5% chance to steal item post battle, +10% local income for all buildings
Sneakysmiter (defeating Skarsnik): +20% ambush success chance and +20% ambush defence chance
Grudgekiller (defeating Thorgrim Grudgebearer): -10% local construction cost, +10% research rate
Slayer King Slayer (defeating Ungrim Ironfist): +5 melee attack +5% magic and missile defense
Undeath Descendant (defeating Vlad von Carstein): Wound Recovery Time -4
Grimsbane (defeating Volkmar the Grim): +3 melee attack & defense for lord's melee infantry units
Great Green Slayer (defeating Wurrzag the Great Green Prophet): +10% Physical Resistance

KazigluBey fucked around with this message at 10:58 on Oct 24, 2017

Plavski
Feb 1, 2006

I could be a revolutionary

Aurubin posted:

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

The crossbow and bow have served the elves well for thousands of years. Across all elf factions, they have old rear end wizards who blow poo poo up like crazy, dragons, phoenixes, pintpoint catapults, flying eagles with bows, hydras, living trees, more goddamn eagles, floating cities etc. They're doing just fine without blackpowder. So lorewise, there's nothing no dwarf can do that an Elf can't already do. Who needs a cannon when your three headed hydra can melt their entire infantry line with a single breath.

Plavski fucked around with this message at 10:59 on Oct 24, 2017

Aleth
Aug 2, 2008

Pillbug

Aurubin posted:

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

High Magic and that the filthy, spiteful Dwarfs use it. Also because it's a fantasy standard that Elves don't ever progress beyond bows.

Randarkman
Jul 18, 2011

Aurubin posted:

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

Well historically early firearms weren't really all that more effective than either bows or crossbows. The reason they became such hot poo poo is that it really didn't take a whole lot of training to make a guy a decent arquebusier or handgunner, combine that with ammunition being cheap and easy to make and carry and you have a weapon that in many ways becomes more attractive for a large army than a bow which takes a long time to wield become efficient with and crossbows (crossbows had many of the same advantages of firearms in being easy to use, but later ones got more complex to make and ammunition still is cheaper for firearms and you have the whole psychological effect as well).

The elves probably just think them crude, all of thme train for like a hundred years or something like that anyway. In lore the High Elf militia is equal or superior to most human nations' elite soldiers, atleast in terms of training and discipline.

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.
They don't like to get their nails dirty.

Perestroika
Apr 8, 2010

Early firearms also had the issue that every now and then, they might just engulf the user in a big old fireball if they're careless or unlucky. Now, for a human that's an acceptable trade-off, and a dwarf will just shrug it off, but for an elf that obviously just will not do.

BioTech
Feb 5, 2007
...drinking myself to sleep again...


Elves just want to be Batman

Randarkman
Jul 18, 2011

The inclusion of Miragliano (Tilea) and Kislev as objectives for the long campaign victory goals makes me wonder if both of those factions might be on the roadmap for Warhammer 2/Mortal Empires. Though Kislev makes more sense for game 3 really, and you have nowhere to put them in in the vortex campaign.

Would still be cool to get them. Potentially they might come as a DLC for game 1 like Norsca I guess. I just really want to do this. Replace Siberians with Norscans maybe, or any flavor of elves.



They'd have a ton of hybrid missile/melee units, bow/handgun and great axe/halberd, could be pretty cool. As well as fast light cavalry, shock lancers, ice magic and bears.

e: Araby still seems likely in my mind, but might be much further down the potential pipeline.

Randarkman fucked around with this message at 12:30 on Oct 24, 2017

Wallet
Jun 19, 2006

Randarkman posted:

The inclusion of Miragliano (Tilea) and Kislev as objectives for the long campaign victory goals makes me wonder if both of those factions might be on the roadmap for Warhammer 2/Mortal Empires. Though Kislev makes more sense for game 3 really, and you have nowhere to put them in in the vortex campaign.

My guess would be two human factions in a single DLC, but who knows. Kislev has looked like it might get DLC since the first game came out, so that may have been what they were waiting for. Who's supposed to live in Marks of the Old Ones and Tor Surpindar?

NoNotTheMindProbe posted:

It looks like they have 2 or 3 different teams working on content and their work schedules don't always line up. To be expected in a project of this size.

While I was looking at banner poo poo the other day in the official editor, which I normally don't use very much, I stumbled upon a table that doesn't seem to show up in the actual game files that, for whatever reason, lists who the authors (by initials) are for each banner in the game. It turns out all of the cool ones from WH1 DLC were done by a different person.

Wallet fucked around with this message at 13:13 on Oct 24, 2017

Junkenstein
Oct 22, 2003

Man, TW1 DLC must still be shifting some serious units. Total War DLC is usually 70% off well before this point in the game's lifetime. £10 still seems a lot for ME Beastmen when I still haven't touched Skaven, Delves, Greenskins, Chaos or more than 40 turns of Vamps.

Queek it is.

EDIT^^^^Yeah, I was wondering if maybe we'd have DLC more along the lines of Rome and Atilla that includes more than one faction but are variations on each other rather than full on seperate races.

Junkenstein fucked around with this message at 13:05 on Oct 24, 2017

madmac
Jun 22, 2010
After ME, there's still 9 slots left on the FLC chart, and CA has confirmed that they're all separate releases. I'm expecting a poo poo-load of DLC for this game, even more than Warhammer 1 had.

Hellpit being a special capital was surprising, it makes Throt the Unclean fairly likely to be the FLC Skaven Lord and I would not have bet on him being included previously.

For Araby, I kinda want to see the southlands map after Tomb Kings are added before deciding how likely they are or where their capital would be.

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Rygar201 posted:

My dude, you are still falling for it.

It's not a gimmick account unless there's an awkward avatar followed by lots of red text :colbert:

SirPhoebos fucked around with this message at 13:27 on Oct 24, 2017

Randarkman
Jul 18, 2011

Would be cool if they add Tilea they worked over its geography. Maybe make all the cities there special lots-of-slots capitals to reflect the city state structure there. That way you could also have Borgio in Miragliano, Lucrezzia in Pavona (or is it Trantio that's on the map?) and Lorenzo Lupo in Luccini (which should be an Elven colony) and have the situation be pretty balanced and stale-mate-ish. Also should have either Pirazzo or Marco Colombo leading New World Colonies.

(I made a huge effortpost on Tilea/Southern Realms/Dogs of War units and characters back in the old thread)

ChickenWing
Jul 22, 2010

:v:

Aurubin posted:

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

I would imagine it's just the fantasy trope of "magic obviates technology". Why make cannons when your mages are much more reliable artillery?

Aleth
Aug 2, 2008

Pillbug

ChickenWing posted:

I would imagine it's just the fantasy trope of "magic obviates technology". Why make cannons when your mages are much more reliable artillery?

Because your opponent might be stacking dispel scrolls.

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ZeusJupitar
Jul 7, 2009

Aurubin posted:

Did they ever say in the fiction why elves don't use gunpowder? They seem to have gotten to high medieval tech and just stopped.

Makes them more distinct in-game of course, but ideas curious if there was a throwaway line somewhere in an army book or something calling guns barbaric.

The idea was briefly floated (don't ask me where) that gunpowder and steam technology only work for dwarfs/humans/ogres. Guns fizzled when orcs tried to use them. It's not really possible for anything to be 'non-magical' in a world where everything is drenched in magic.

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