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John Charity Spring posted:Patch notes here. Confirmation that the Foundation update changes will be added at a later date. Are they being hammered or something? Won't load for me
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# ? Oct 25, 2017 11:50 |
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# ? Jun 7, 2024 03:08 |
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Gejnor posted:Are they being hammered or something? Won't load for me Yeah won't load for me either now, and I closed the tab so can't quote.
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# ? Oct 25, 2017 11:54 |
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Sword masters get -2 melee defense... ...and the sea guards get +2 melee attack. Do these guys even need buffs? Tyrion also got damage buff and a higher portion of his damage converted to ap (45% now).
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# ? Oct 25, 2017 12:05 |
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quote:Karaz-a-Karak Airport Don't fly in at KKA if you can; the toll fees heading into the Badlands are ridiculous and Barak Varr International has a better terminal anyway.
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# ? Oct 25, 2017 12:14 |
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John Charity Spring posted:Yeah won't load for me either now, and I closed the tab so can't quote. It's working now for me.
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# ? Oct 25, 2017 12:16 |
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The preview release that streamers got indicated a lot of MP changes to old world factions that aren't in the patch notes there. I imagine that there was a miscommunication somewhere down the line. Yeah, according to the FAQ: quote:Have the Old World factions been balanced against the New World factions? They just didn't see fit to actually tell people what they are so now nerds have to play detective and do CA's job for them. Plavski fucked around with this message at 12:22 on Oct 25, 2017 |
# ? Oct 25, 2017 12:18 |
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High elves are pretty boring. I'm facing tougher opponents now and it's requiring more than 10 units of archers with a shield wall and ballista, but still, boring as gently caress.
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# ? Oct 25, 2017 12:21 |
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Merged resource-based unit upgrade effects into resource exploitation buildings does this mean trade resources are going to have actual effects again?
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# ? Oct 25, 2017 12:36 |
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Davincie posted:Merged resource-based unit upgrade effects into resource exploitation buildings That's how I read it. In Warhammer one you could build a trade resource building, and also a trade resource related building that gave your +XP for archers or whatever. Warhammer 2 merges the two so that's a good carryover for the old world. quote:High elves are pretty boring. I'm facing tougher opponents now and it's requiring more than 10 units of archers with a shield wall and ballista, but still, boring as gently caress. I like high tier High Elf armies, with their Swordmasters, Phoenix Guard, Dragon Princes, Dragons, Phoenixes, ect. Lots of cool units. They do have this awkward transition from archer based army to almost pure elite melee/flyers though, I expect they'll feel more complete after the DLC adds their elite archer options. madmac fucked around with this message at 12:47 on Oct 25, 2017 |
# ? Oct 25, 2017 12:42 |
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I think I'm not going to play the older factions in mortal empires until the foundation patch is in, so for the meantime it will be Queek: Badlands boogaloo.
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# ? Oct 25, 2017 12:56 |
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"CHANGED max number of traits a character can hold to 30 from 20" You know, for a second I read that the wrong way round (like "from 30 to 20", instead of how it actually is) and thought they were reducing it from 30 to 20, and was like "oh come on!" then i looked again and went "oh wait, no, this is good, carry on". Room for an extra 10 traits should make it easier to get more of those "Defeated (insert Legendary Lord here)" traits. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Oct 25, 2017 12:57 |
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Staltran posted:Pretty sure murderbar is based on all dead, not just enemy dead. I think I saw it activate for AI delves from being shot at by helves on ninjahund’s stream before the game was released. I'm not sure the AI plays by the same murderbar rules. Maybe it is total dead. In a long slow battle I saw them pop murdertime twice without really causing me any significant damage.
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# ? Oct 25, 2017 13:00 |
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Stephen9001 posted:"CHANGED max number of traits a character can hold to 30 from 20" I like the idea of dudes hunting down Gelt, Volkmar, and Tyrion like a very specific serial killer just to max out their army-wide bonuses.
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# ? Oct 25, 2017 13:01 |
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Dark Elves glowy buff always seems to kick in when I'm just about to rout the lot of them. Which is nice because the morale boost means my infantry line can rack up more kills instead of just the archers.
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# ? Oct 25, 2017 13:10 |
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quote:FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen Goddamit, I never benefited from this. gently caress you, Clan Skyre, talk to me, I know where you live! Gitro fucked around with this message at 13:24 on Oct 25, 2017 |
# ? Oct 25, 2017 13:20 |
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toasterwarrior posted:I like the idea of dudes hunting down Gelt, Volkmar, and Tyrion like a very specific serial killer just to max out their army-wide bonuses. If you play as Wulfric, than this sort of behaviour even makes sense! In more news, here are 2 truly tragic parts of the patch notes "FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!" Truly, this is the most tragic of news. "FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…" Actually no wait, this is the most tragic of news. An obsession with killing elves isn't something that needs to be fixed! Here, have the best news to quench your sadness: "Skavenslaves: more salt added to diet; now 25% more delicious" The lizards will be truly happy to hear this. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude. Stephen9001 fucked around with this message at 13:35 on Oct 25, 2017 |
# ? Oct 25, 2017 13:25 |
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Angry Lobster posted:I think I'm not going to play the older factions in mortal empires until the foundation patch is in, so for the meantime it will be Queek: Badlands boogaloo. I think I'm going to start as Orion since they didn't really get changed in foundations (aside from a handful of RoR) and then I'm going to push out to sea and go reclaim the Ulthuan and Naggaroth with with elfy hellforest. DeathSandwich fucked around with this message at 14:02 on Oct 25, 2017 |
# ? Oct 25, 2017 13:25 |
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The Cheshire Cat posted:It was posted a while back in the thread but I don't remember the exact post to link it, unfortunately, but basically auto-resolve has some really funky math when it comes to ranged attackers. It is VERY generous to artillery, basically allowing it to expend its entire ammo supply into the enemy even if in reality you could easily flank and smash it two volleys in. It uses similar logic for skirmishers, but artillery generally have a better overall damage/ammo ratio which is why they do so well. Melee units meanwhile get pretty hosed and it also seems to do weird poo poo like dump all the damage on to a single unit and just wipe it out rather than having it spread around as would be much more common in a real fight. I added it to the OP. Basically it's always counted ranged units as shooting all their ammo, which means that +ammo skills give you massive boosts for autoresolve, and it explains why peasant infantry were so powerful in fots - they'd be counted as having fired all their bullets even though they take about 10 minutes to do so. Also I've been reading all the posts, expect some goodies in the OP soon
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# ? Oct 25, 2017 13:44 |
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DeathSandwich posted:I think I'm going to start as Orion since they didn't really get changed in foundations (aside from a handful of RoR) and then I'm going to push out to sea and go reclaim Athel Loren and Naggaroth with with elfy hellforest. For me the first stop is DEFINITELY Skavenblight. After that's good and green I gotta go liberate my Southland brothers from the oppressive yoke of Dino Crisis and then I dunno I'll choke the entire planet with vines I haven't really decided.
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# ? Oct 25, 2017 13:59 |
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On a tangent regarding auto-resolve, I legit have no idea why they buffed Death Globe Bombardiers even more considering how great they already are in battle and overvalued in auto-resolve. Not that I'm complaining, I love my nerve-gas throwing rat sons.
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# ? Oct 25, 2017 14:03 |
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Any choice bits of patch notes for those of us at work with internet filtering? Edit: I just noticed the new thread title and now I want House Harkonen to drop in on Khemri and start blasting people with missiles DeathSandwich fucked around with this message at 14:16 on Oct 25, 2017 |
# ? Oct 25, 2017 14:12 |
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There's some pretty huge notes in there -Black arks no longer increase your other armies' upkeep -The Final vortex battle now gives the AI that initiated it a second army led by the other LL -Slann mage priests get 25% missile resistance -Minus 10% damage to wind blast and pestilent breath
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# ? Oct 25, 2017 14:19 |
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Warhammer is fun and over the top. Dune is ponderous, tedious and far too serious. I would not play the hell out of it! Bring back our Warhams!
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# ? Oct 25, 2017 14:20 |
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If you hit a Devastator's shields with a Warp Lightning Cannon, do both explode?
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# ? Oct 25, 2017 14:23 |
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Pretty good patch notes. Happiest to see the order bug fixed, that was the biggest issue imo So excited for Blood & Gore back tomorrow
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# ? Oct 25, 2017 14:24 |
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Also chariots can now safely go up and down stairs without exploding.
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# ? Oct 25, 2017 14:25 |
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MilitantBlackGuy posted:Pretty good patch notes. Happiest to see the order bug fixed, that was the biggest issue imo If the doomwheels don't mulch whatever they run over I swear to god i am refunding this and never buying TW again
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# ? Oct 25, 2017 14:25 |
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Is there a reason I can have Tyrion on a wall during a defense but not a mage? I clicked around but I guess wizards are afraid of heights? Each time I wanted to use a explosive spell on the enemy right outside the gates the mage would try to WALK to them.
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# ? Oct 25, 2017 14:25 |
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-23% explosion damage on Warp Lightning too, cost reduced to 5 (no idea what from). Having just seen it devastate a relatively clumped unit of seaboys, I am not entirely upset by this. Reductions to Night/Gutter runner hp, reduction to accuracy and a 5% reduction to their phys res. +1 missile damage to all variants, though. Some sort of animation change to hellpit aboms, alongside some light buffs.
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# ? Oct 25, 2017 14:27 |
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Plavski posted:Warhammer is fun and over the top. Dune is ponderous, tedious and far too serious. No dad. You don't have to play as Leto. You can be anybo-
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# ? Oct 25, 2017 14:30 |
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The Hellpit Abominations apparently aren't working very well against massed infantry and people were saying the animations were the issue, perhaps thats the fix? I don't have much experience using the HPA, I'm not sure. The Tyrion buffs are cool but I think it's funny he doesn't have flaming attacks considering his sword, SUNFANG, is literally on fire.
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# ? Oct 25, 2017 14:33 |
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what's with the new thread title
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# ? Oct 25, 2017 14:38 |
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What does "Wood Elves can fully occupy Lothern" mean? Will Lothern work like a regular Athel Loren settlement for them? Coupled with their ability to construct a variant of the Everqueens court in Gaen Vale (sp?), Ulthuan may become an important target for Orion. Torrannor fucked around with this message at 14:46 on Oct 25, 2017 |
# ? Oct 25, 2017 14:44 |
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MilitantBlackGuy posted:The Hellpit Abominations apparently aren't working very well against massed infantry and people were saying the animations were the issue, perhaps thats the fix? I don't have much experience using the HPA, I'm not sure. I thought doing his quest battle for sunfang enabled flaming attacks?
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# ? Oct 25, 2017 14:47 |
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botany posted:what's with the new thread title there was a post about 20 pages ago that I had to do something with. I've also updated the OP with some goodies. I've saved the previous post code in a gdoc so I can copy-pasta back in when I'm finished also SA needs a collapsible button so I can pack all the unit guides away without blowing out the size of the OP Torrannor posted:What does "Wood Elves can fully occupy Lothern" mean? Will Lothern work like a regular Athel Loren settlement for them? pretty much, they're elves so it wouldn't make sense for the fuckers to not be able to live there even if they're murder hippies
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# ? Oct 25, 2017 14:48 |
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Torrannor posted:What does "Wood Elves can fully occupy Lothern" mean? Will Lothern work like a regular Athel Loren settlement for them? That’s my understanding, Lothern will count as a full sized settlement rather than an outpost
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# ? Oct 25, 2017 14:49 |
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Davincie posted:Merged resource-based unit upgrade effects into resource exploitation buildings I had an idea for this that would make even more sense. While they made trade a bit better, it still has some issues depending on your capital location. There are also some races that seldom get the diplomatic standing to bother trading with many races even though its technically possible to do so (Vampire Counts, Norsca). Since they area already making the resource buildings provide bonuses, have the bonuses stack based on how many of those buildings you have. This could give Dwarves a unique way to fix their trade good branch of their research tree, which is flat out inferior to the High Elf counterpart (because the HE one has more practical bonuses). So say Dwarf Iron mines give -1% upkeep/tier to melee units. If you controlled two T3 Iron mines, that would bring it up to -6% upkeep; pretty good. But then with research, support buildings, and provincial ordinances you might be able to get a multiplier to that bonus. So even if you didn't have a lot of people to trade with, it would still be very worthwhile for Dwarves to build all these trade buildings anyway, since you could stack up some impressive bonuses, which I'd tweak like this: Iron: Flat bonus to veterancy of T1-3 melee units, -1% upkeep per tier/building to all melee units. Salt(peter): Flat bonus to veterancy of gunpowder/flame units, +1% ammo per tier/building to all gunpowder/flame units. Stone: Flat reduction to build time of all buildings (minimum 1 turn), -1% settlement/wall cost reduction per tier/building Spices/Medicinal Plants/Rare Animals/Obsidian/Wine: Stackable bonuses to diplomacy for various corresponding factions.
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# ? Oct 25, 2017 14:59 |
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Panfilo posted:
Dwarven Beer/Wine: Bonus to Slayer vet/upkeep. Something they were talking about on another forum that I never realized: Apparently if a unit has bonus damage vs infantry/large that bonus is apparently also applied to melee attack as well. That must be what makes spears hang vs large enemies despite having kind of poo poo MA. I seen a couple posts on other forums talking about comparisons between Wood Elves and Dark / high elf units and the WE aren't really coming back favorably. IMO even if the WE units are statistically inferior compared to High/Dark elves, that's not taking into account the fact that Wood Elf lord's red line melee buffs are obnoxiously good and apply to every single unit in the army, not just a subsection like Hat and Dark Elves. When Orion gets the +MA/MD buff, it's not just for his spears/swords/archers, it's for his monsters, his cav, his dragons, and all for 3 points. Granted. that helps WE precisely dick in multiplayer, but it's a big part of what makes the campaign so steamrolly.
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# ? Oct 25, 2017 15:17 |
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DeathSandwich posted:Dwarven Beer/Wine: Bonus to Slayer vet/upkeep. Even better: Dwarven Brewery: Flat bonus to Rangers(all types) veterancy, +1% speed and physical resist for each tier/building. Dyemaker: +1% Physical and Magic resist for each tier/building for Slayers. You could interpret it as the Brewery getting the Rangers some liquid courage to handle their dangerous work, while the Dyemaker is providing the ink for the runic tattoos that the Slayers have on their bodies. 1% here and there seems small and trivial, but in Mortal Empires you could count on getting 3 or 4 of these buildings if you know where to go, and when fully upgraded along with all the other bonuses stacked up that 1% can easily creep up to 15% late game, much like the Wood Elf Sacrifical Grounds.
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# ? Oct 25, 2017 15:27 |
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# ? Jun 7, 2024 03:08 |
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Yeah the Gemstone Mines in Karaz-a-Karak give bonuses to Hammerers and Ironbreakers now iirc, we can expect to see other resources give bonuses to other units. I really like this change a lot, resource buildings were really poo poo in Warhammer 1. Between the extra effects and the improved trade income in Warhammer 2 they're real good. blindwoozie fucked around with this message at 15:49 on Oct 25, 2017 |
# ? Oct 25, 2017 15:46 |