Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
pnutz
Jan 5, 2015
IT'S HERE after 5 years of me getting on with my life




Total Warhammer 3 is the third (and expected last) in the Total War Warhammer series that started back in 2016.

:pcgaming: immortal empires is out for all tww3 owners - no more buying tww1 and 2 just to play!

CHORFS ARE OUT https://www.youtube.com/watch?v=Wnk10iRXpkA


:10bux: The Chaos Dwarfs https://www.youtube.com/watch?v=eg7DktARIps

The Chaos Dwarfs are the meaner, greener spikier version of the dwarfs, who settled in the area east of the world's edge mountains. We have had a few of the guys in from the very start of Total Warhammer, manning the Chaos Hellcannons as military advisors. Now, they get to show up with all their ridiculously tall hats.

Their campaign revolves around the discovery of a vein down to the underworld where their god Hashut dwells. They are creating a massive drill to tap into this power, and then in true Dwarf fashion discover Hidden Fun Stuff build a dining hall down there.

Astragoth Ironhand https://www.youtube.com/watch?v=NTqeoqo87kg


The head sorceror of the chaos dwarfs. Unlike the regular guys, channeling the dark god Hashut's power casues a slow petrification of the user. Astragoth has done this to the point where they need a powersuit to get around, but can still swing his hammer as good as when he had actual legs

Drazhoath the Ashen https://www.youtube.com/watch?v=R5mVXFQvUNE
Exiled Commander of the Chorf armies, he has a nice big dragon-bull to ride around on and wants his old seat back

Zhatan the Black https://www.youtube.com/watch?v=PTI3-gIUzTo
Commander of the Tower of Zharr

quote:

unit roster here eventually


:10bux: The Champions of Chaoshttps://www.youtube.com/watch?v=JCRTUdarkuM
The Warriors of Chaos get god-aligned Champions who are all competing for a big pot of souls in the lost city of Zanbaijin, which they will then offer to their chosen god:
Valkia the Bloody (Khorne)
Festus the Leechlord (Nurgle)
Azazel (Slaanesh - actually an OG daemon unlike the others)
Vilitch the Curseling (Tzeentch)

This comes alongside the Chaos Warriors Rework, which they've been waiting on since 2015

1.3 is out with vermintide end-game yes-yes
https://www.youtube.com/watch?v=pQDafMXk_6A

Overview of the 2.0 patch in this video
https://www.youtube.com/watch?v=bG9N3xvTQl0

good poo poo posted:

Warriors of Chaos rework
Immortality is automatic (like mounts) so you don't need to spent points on the mounts

Vampires rework
-free skeletons bone zone is over, I'm assuming there will be mods to bring back your free skeleton army
-the ethereal units are changed - a lot more hp and a lot less phys resist. This is to stop tiny daemon armies dunking on the vampires forever
-local vampire corruption is now a bigger factor to your raise dead pool than battle sites - this was due to daemons and low-unit-count armies becoming more common and sites being more and more rare as a result. plus, you know, sea battles...
-Vlad and Isabella now have been changed to work as a lord-and-legendary-hero team a-la kemmler and krell (the hero will be the one you don't pick)


Lizardmen changes (or not)
-geomantic web has not been fixed yet
-gor-rok's skill has been changed to give saurus barrier/immunity to debuff attacks (eg poison) rather than making them unbreakable
-Primal Rage no longer gives rampage among other things, so you're not there pressing fast forward waiting for the battle to finish playing itself

and a whole bunch more stuff I don't have time to cover just play the drat game



https://www.youtube.com/watch?v=zveFDWkaTYM




a preview of patch 1.3
https://www.totalwar.com/blog/developer-diary-a-preview-of-update-1-3/
-there will be at least a panama canal so you can go by sea through lustria (ie get those black arks to the isles at the back)



PATCH 1.2 is out fixing things some more

https://www.youtube.com/watch?v=CQPVgKZiFEs

https://www.totalwar.com/blog/twwh3-update120/

notes in italics posted:

The first Regiments of Renown pack, which adds elite troops to the Campaign and Battles
Mounts now automatically unlock for all mounted characters—no skill points necessary! saves us some skill points at least
Auto-resolve fixes for key Campaign issues identified over the first months of WARHAMMER III for one, autoresolve difficulty is modified by battle slider and not campaign slider now
AI improvements to address concerns with Siege Battles and an overbearing “anti-player bias” (eg the wood elves should not keep on trying to raid Daniel's stuff so much in the campaign and should hang out in the forest more)
Numerous improvements to Unit Responsiveness during Battles
Technology updates (and more) for every playable race
A long list of fixes for Campaigns and Battles based on player feedback
…and more!

fighting on snow maps is no longer quite as poo poo now

among other things the wood elves should not keep on trying to raid Daniel's stuff so much in the campaign and should hang out in the forest more


PATCH 1.1 is out to start fixing things

https://www.youtube.com/watch?v=IODeKAX60Bk

https://www.totalwar.com/blog/tw-warhammer3-update110/

quote:

Numerous crash fixes and performance optimizations op: this includes the alt-tab bug
A major overhaul of the Realm of Chaos mechanics
A much-anticipated fix for a bugged interaction between the Everlasting Gift tech and Gift of Slaneesh upgrade
A fix to ensure that Supply Lines values update properly when disbanding a Lord
Fixes for numerous issues blocking players from completing the Prologue
A one-on-one training montage to bulk up The Daemon Prince (aka “Daniel”)
Major adjustments to the Daemons of Chaos Gifts and Gift Sets
The first improvements to unit responsiveness (with more coming later)
Units must now brace against a charging attacker for Charge Reflection to take effect
Balance updates for most factions and several faction-specific units
Two returning Domination battlefields: Arnheim and Battle for Itza
Major updates to the Domination multiplayer mode: including larger starting armies and an update to supply mechanics
…and much more!




Mandalore's video - as usual with total war releases, expect bugs on day1

https://www.youtube.com/watch?v=ZRJo3R3ANsw



What is this series about?

Warhammer is a fantasy-based IP made by Games Workshop in the mid-1970s based on a world (vaguely relating to our own geography-wise) that involved people spending stupid amounts of money on rulebooks metal miniatures little plastic armies of units and sometimes playing tabletop wargaming with them (compare to their grimdark sci-fi counterpart Warhammer 40,000, where people spend stupid amounts of money on little armies of individually-based plastic models and sometimes wargame with them).

Total War is a long-running series of games by Creative Assembly where users take turns to raise and move armies on a strategic map, but the battles are fought in real-time, similar to the aoe 2 intro video from way back. The series has been mostly based in historical scenarios (rome, medieval, shogun-era, gunpowder era, more recently ancient china with 3 kingdoms) but got hold of the warhammer licence in the early 2010s and made this series from 2015 onwards (at the same time gw blew up the setting in their own stores and rebooted it with Age of Sigmar, go figure).


What’s the scenario here?

The story so far…


The Old World - Total War: Warhammer (we let the intern name this game)

The first game dealt with ‘the old world’ which was largely europe/middle east/north africa, stopping at the game’s equivalent of the urals. This contained The Empire, the dwarves, the greenskins, the vampire counts, the warriors of chaos, the beastmen, the wood elves, bretonnia, and norsca. This was a crazy time for content, CA were firing on all cylinders and put out a new lore of magic or campaign pack or even an entire faction every few weeks for over a year.

The New World - Total War: Warhammer 2

The second game dealt with ‘the new world’ of Ulthuan, Naggarond, Lustria and the Southlands, which was arrogant british elves, evil canadian elves, fundamentalist aztec lizards and the occasional rodent of unusual size. This covered everywhere else between the urals and the international date line to the west. While it had a rocky start, this game eventually overcame most of the teething issues and introduced the vampire coast, the tomb kings, a merged map that let you play with all the old-world locations from tww1, complete reworks for the wood elves and the beastmen, faction reworks for every* old-world faction, so many campaign packs they increased starting positions from 2/3/4 per faction to almost everyone having 6 each, And Much, Much More. A running joke with this game was the amount of dlc that were skaven (rat-men) heavy, as every sub-faction within came with their own unique mechanics on the campaign


Side-note about tww2 - former (very former) sa forum member totalbiscuit got inserted into the game as an easter egg in the tomb kings campaign. There’s also a make-a-wish kid’s leader for the elves but he’s still very much alive afaik


Back To The Future - Total War: Warhammer 3


The third game concerns the forces of chaos which are trying to destroy the world and were the great antagonists for TWW1. This required more expansion to the far east into Grand Cathay (Old GW got less imaginative as they went further out of their knowledge base in europe, but today’s GW wrote out an entire faction for CA to use in their game) and the Ogre Kingdoms between Cathay and the old world. Additionally, Kislev will be taking on the forces of chaos from the old world. They were originally a placeholder faction that didn’t cooperate with anyone and were usually conquered for faction building bonuses/achievements but now actually have a whole roster.

'back to the future' what?
The current timeline is set up 3-2-1. While the world gets smaller between games, the plot advances. The Advisor from the first game is looking younger in the trailers, this is because whatever happens in 3 sets up the distorted vortex in 2 and leads directly to the chaos invasion in 1.
https://www.youtube.com/watch?v=dnIEzBpsfDE Advisor Lore!



The Prologue
This game comes with a prologue explaining the events of Total Warhammer 3. The Kislevite god Ursun, who normally announces the end of winter via a giant roar, has gone missing for several years and Kislev has sent an expedition to find what happened to it.

https://www.youtube.com/watch?v=OXfSdukveQU full playthrough (with some commentary) from lionheartx10



Your Heroes

Chaos
The Chaos factions start mostly battling each other out in the chaos wastes (not to be confused with the realm of chaos) in the north-middle of the map, and they are:

Kairos Fateweaver (Tzeentch)

A two-headed doom chicken, to distinguish from eg Sarthorael the Everwatcher and the Norscan daemons from TWW1. According to the lore, one head sees the future and the other sees the past, leaving it blind to the present. This gets hammered on all game. Can change some of its spells from battle to battle to be more useful during fights

N’Kari (Slaanesh)

Slaanesh's chosen Keeper of Secrets. N'Kari has historically had a beef with the high elves (by which we mean all of aenarion's heirs took turns kicking its arse), so when immortal empires comes out imagine something happening there

Skarbrand (Khorne)

A big-arse Bloodthirster. Literally dropkicks his way through all the chaff to victory. getting ambushed is a good thing for this guy

Ku'Gath Plaguefather (Nurgle)

A chubby fellow from nurgle (seriously being fat is a perk in this game) who is one of the chief disease brewers under nurgle.

Daniel the Daemon Prince (Undivided)



Daniel is a daemon prince leading the undivided faction. During the course of the campaign the player can earn favour from each of the chaos gods and unlock more and better equipment, which translates as mutations for their body. it works a bit like the lord upgrades in Dawn of War: Dark Crusade (for those old enough to remember) but you can swap out more, additionally you can dedicate to an actual god for the top-tier stuff but you stop getting more goodies from the other 3.

Why isn't Be' Lakor here? they're a named character of note in warhammer lore

Be'Lakor has a part to play in setting up the events of Total Warhammer 3 rather than being in them, he'll probably show up on-foot at some point tho


Cathay

Zhao Ming, the Iron Dragon (thanks whoever posted that to me that I misspelt his name)
Brother of Miao Ying. Magic is half-and-half Metal and Yang
Miao Ying, the Storm Dragon
Sister of Zhao Ming. Magic is half-and-half Life and Yin


Kislev

(rip Dmitry Tzarov from tww1/2, may you feast with Morlocke and the others in the great halls of placeholder lords)

Tsarina Kataryn, the Ice Queen
Leader of Kislev. Has her own lore of magic that involves mucking about with ice. Also can surf around on ice platforms when she needs to get anywhere fast

Kostaltyn, head of the Orthodox Church Great Orthodoxy
Runs the church in Kislev. Obvious Rasputin stand-in. Does not get along with Kataryn




Unit rosters


Cathay

quote:

Yin-Yang, not just some cool image you drew on your schoolbooks alongside the stussy S
all units in the cathayan roster (and the campaign map) adhere to either yin or yang. At the campaign level, this involves balancing your buildings for campaign bonuses. At the battle level, this means arranging your units for synergy buffs. This bonus can be expanded with heroes, and lords, with Legendary Lords providing the biggest bonus to yinyang harmony buffs.

Yin bonus
+12 reload skill (up to +24)
+6 leadership (up to +12)

Yang bonus
+6 def (up to +12)
+6 leadership (up to +12)

battle bonuses require units to be within 45m (so average aura range) of the other unit to benefit.





magic posted:


Lore of Yin

Power of Yin (passive)
-15 armour/-10 speed mapwide whenever a spell is cast. very similar to the dark magic debuff

Storm of Shadows (4|8)
45% slow effect for 29s. Overcast turns this into an area ability

Cloak of Jet (4|6)
Snipe/Stalk/Unspottable for 29s. Overcast doubles the duration. Use this on archers to turn them into those nagarythe guys that only show up after shooting all the time.
Very useful in MP if you have a unit that the other player wants to tackle, and you can use this to make them work overtime trying to find it

Blossom Wind (9|12)
Directable aoe (think flaming skull) but with only minor damage. Overcast increases the damage slightly. However, inflicts the Blinded debuff (attack/defence/accuracy) on everything it touches. Works well in softening up mosh pits for your killy units

Missile Mirror (10|15)
Returns missile fire back at the unit. NOTE: this is a debuff - you have to target them to suffer, not buff your own troops against everything. Overcast increases the range so it's much easier to target cannons, and increases the duration. Very mana-hungry, but you can keep dropping this to make a unit of artillery useless for the entire battle

Talons of Night (14|21)
Stationary AoE ability. Overcast makes it do more damage.

Ancestral Warriors (16|22)
Summons a whole bunch of wraith dudes to fight. Overcast increases its very short range to something bigger than the caster's leadership aura.


Lore of Yang

Power of Yang (passive)
+24% to normal/AP melee damage when casting.

Jade Shield (4|6)
44% ward save, only a very short duration. Overcast doubles that to a more regular buff duration. Great if you can get it on a unit that's being charged to eat big chunks of the damage

Dragon's Breath (6|9)
Cone breath attack. No AP damage though. Overcast increases the damage, but does not give it AP damage.

Wall of Wind and Fire (7|11)
Slow-moving directed aoe attack. Overcast increases damage and gives it some AP

Stone Ground Stance (8|12)
Double Mass (monster cav pushes them around less), +8 leadership in an area. Overcast increaes the area covered.

Might of Heaven and Earth (11|20)
Magic attack, Fire Attack, +25% normal/AP damage, +24 Melee attack. Overcast increases to the bonuses to +50% damage/ +40 attack. Sadly you can only throw this on one unit.

Flaming Dragon (18|24)
From-the-heavens AoE attack. Overcast increases the damage done.




quote:


Lords

Dragon-Blooded Shugengan (Yin|Yang)
Your caster lord. Uses magic lores of Yin and Yang (see the above guide I threw in). Can get a flying mount.

Lord Magistrate
Your melee lord. Since these are basically chinese empire lords, their main job is to abuse that redline and buff your infantry while they’re parked in a hot air balloon


Heroes

Alchemist (Metal)
The kung-fu-wizards you saw on the trailer

Astromancer (Heavens)
The other kung-fu wizards. Apparently more powerful because of the Celestial Jade Emperor’s affinity for lore of heavens. Can get a wizard compass chariot mount to be driven around in


Infantry (Yang)

Spearmanii
Expendable.

Jade Warriors
A heavier line-infantry unit. Comes with sword-and-board and halberd versions

Celestial Dragon Guard
Your top-tier halberd units. Comes with Expert Charge Defence. Names can be confusing when fighting the high elves


Ranged (Yin)

Peasant archers
Expendable.

Iron Hail Gunners
Gunpowder infantry for Cathay.

Crane Gunners
Weapons team of 2 people carrying gun and shield. Similar to the Skaven’s Jezzail units in that they’re a long-range sniper team

Jade Warrior Crossbowmen
Armoured crossbows that can even come with shields, what’s not to love

Celestial Dragon Crossbowmen
Meaner and Greener than the jade warrior xbows. Comes with shields and provides high-tier AP attack


Cavalry (Yang)

Peasant Horses
Cheap, comes with vanguard to be annoying at the start of a battle

Jade Lancers
Shock cavalry. More armoured and defensive than the others

Great Longma cavalry
Flying Shock cavalry. Can cause terror.


Constructs (Yang)

Terracotta Warriors
Not quite as cool, but much bigger than the irl ones. Fills an Armoured Giant role similar to Heirotitans the Tomb Kings field. Causes teror, works as a siege attacker


Flying War Machines (Yin)
Sky Lantern
A flying paper lantern big enough to fit 4 crane guns on board. Pretty slow though

Sky Junk
A hot air balloon big enough to mount rocket artillery on board. Can also drop bombs like the dwarf choppers. Slow as buggary though.


Grounded War Machines (Yin/Yang, see below)

Grand Cannon (Yin)
It’s a cannon, much like everyone else’s it goes boom and big things die on the other end, preferably a long way away

Wu Xing War Compass (Yang)
Wizard arty wagon similar in function to the Empire’s Luminark. You can use it as a more regular chariot as well

Fire Rain Rocket (Yin)
Rocket arty. You run out of ammo quick but they do massive damage in that time.


_________________________________

Daemons of Chaos

All daemons share a small number of abilities being from the warp - All have physical resist, magic attacks, and like the undead all have a crumbling mechanic when they're broken

Heralds are fairly average as far as combat stats go (an empire general will give them a run for their money) but once they get to level 15 players will be given a choice to ascend the herald to a greater daemon - this will destroy the herald but you get to keep your items (and a few levels so you're not starting from lvl 1) and greater daemons are not to be hosed with on the battlefield. The main reason you'd keep the herald is getting close to the immortality skill and they have a different set of abilities on the battlefield

note: undivided gets to recruit from all of these, which mitigates the weaknesses of each

quote:

Khorne

Khorne's infantry and cavalry are absolute blenders for the most part, their real weakness (or strength) is Khorne's hatred of magic - they have no wizards, and only the doom harley for ranged support. However, all the daemons have magic resist like the dwarves, which is a real advantage especially vs the other gods

'Infantry'
Bloodletters
Mid-tier melee stats but a huge infantry bonus makes them an absolute blender for anything on two legs they can reach the necks of.

Exalted Bloodletters
Comes with a 20% damage buff that activates if you get more than 60 kills with the unit - if you can keep them alive through the battle, they get really mean.


Warriors of Khorne (sword n board / dual wield / halberds)
armoured like a tank, the shielded guys are mostly so you have something that won't die to arrows as quickly. Dual wield guys aren't as green as slambo though :(

Monsters

Spawn of Khorne
Compared to the others, they're red and hit like an absolute truck

Cavalry


Doom Harley
A bloodletter gets on a machine that makes legally-distinct motorbike noises and shoots skulls out of a cannon on the top. This can be used as a siege weapon, but has limited ammo (though it can slowly get more by participating in melee, which it's also quite good at)


quote:

Nurgle

Nurgle's units tend to be slow tanks with high melee defence that wear down the opponent over time. This can be a problem if you have a lack of DPS units and end up holding the fast forward button while you wait for everyone to break

all of nurgle's children have a 'nasty BO flies' buff (+9 defence) when engaged in melee, and all attacks carry the poison debuff

'Infantry'
Plaguebearers
Giant meat shields that shuffle along and stab stuff.

Exalted Plaguebearers
In addition to all-round stat bonuses, these guys also get a short ranged attack which does armour piercing (and you guessed it, more poison)

Monsters

Nurglings
Each model is treated as a swarm of little guys and bounce around forming little pillars (or little men) and generally being awesome. This carries into attacking animations to, They'll form rolling balls on the charge and team up into whips to slap people with and all sorts.

Battletoads
Fairly fast and have good melee stats, but with limited models (24).

The Giant Slug
Great supporting unit alongside the rest of a battle line. Slugs around trying to hug all its new friends until they die from all of Nurgle's filth. has a melee/speed debuff to people that get too close and step in the slime, and has regeneration to keep alive for longer.

Rotflies
they're fairly fast being giant flies and can chew through enemy ranged fairly quickly.

Plague Drones (normal|death's heads)
Rotflies with a plaguebearer on their backs. both do the dame melee damage, but death's heads have a bunch of dead people's heads to throw around for some AP from the air



quote:

Slaanesh



Slaanesh units are the opposite of Nurgle's - where Nurgle can be described as all-anvil-no-hammer, Slaanesh is the opposite - the entire army is built of fast attack units that do not like catching arrows (especially magic ones) in the slightest. Most of the units have various debuffs where you're expected to be doing lots of flanking and stacking debuffs. Unfortunately, this is not accounted for in autoresolve so I hope you like manually fighting all your battles.

slaanesh debuffs posted:

Slaanesh's units have a couple families of debuffs which are common between at least some of the other units. They are detailed here, and mentioned in the unit list

soulscent - attack + AP damage, scales up to +20/50% based on nearby enemy units wavering or routing
devastating flanker - charge bonus is doubled if attacking from side or rear.
soul hunters - charge + leadership + ward save, scales up to +10/+16/+22 based on how many units this has killed.
sporific musk - 5 attack/defence, contact effect like eg poison


all of slaanesh's mortal followers get Strider and +10% phys resist


melee mortals
Marauders (swords | spears | hellscourges)
Bread-and-butter infantry for slaanesh. Hellscourges have Expert Charge Defence so can be a nasty surprise for enemy infantry.

Chaos Warriors (Hellscourges)
Marauders with hellscourges but now they have Chaos Armour and can eat arrows for days

daemon infantry
Daemonettes
Devastating Flanker
The units Slaanesh is most known for. Their most useful ability is their claws have loads of AP and go through everything

Exalted Daemonettes
Devatating Flanker, Soulscent
The fancier versions with more allure and more body horror. Also applies Charmed debuff (-8 attack) to melee targets because of those boob-pecks combos.

cav and such
all of the regular cavalry come with Vanguard Deployment, and apply poison

Hellstriders (Spears | Whips )
Soul Hunters
Cheap cav options, the spears have anti-large so once your expendable units collect a charge these guys can come in to clean up

chariots
like the cav, the chariots deal poison to people
Seeker Chariots
Devastating Flanker
The weaker of the oversized lawnmowers. Good enough at dicing up infantry but being chariots they're a micro sink in an army of high-micro flankers

Hellflayers
Devatating Flanker, Soulscent
Exalted Daemonettes ride these ones instead. Otherwise, same poo poo bigger pincushion

Exalted Seeker Chariot
Devastating Flanker
Single-model unit of the deluxe lawnmower. Most importantly, this one is Tireless so you can drive it around all day at full speed



quote:

Tzeentch

Tzeentch's armies are the opposite of Khorne's - where his army is all melee, Tzeentch's is overwhelmingly ranged and/or flying. Units also have a shield (each model gets a shield, but hp is shared among each unit) which can block some damage - this can be really abused if you don't like fun and have lots of micro skills.

ranged
Blue Horrors
Has a small ranged attack, but limited ammo - these are intended to get in melee after a while and at least tarpit for the more dangerous units

Pink Horrors
Has a much better ranged attack than the blue ones, and much more ammo - your main firebase for the early game

Exalted Pink Horrors
What really sets them apart from regular pinkies is they give a magic recharge if they're not in melee, so even if they're not shooting they're helping the casters throw more around

Flamers of Tzeentch
Flamethrower team that look like people dressed up as a blue ghost until they open up on people. Also Warpfire applies debuffs to fire damage so they hit harder than it immediately says on the card

Exalted Flamer
Single-model unit that does more damage than the tomb king caskets. Also being a single-model it's much more mobile and can squeeze in places

flying
Screamers
Flying units with good anti-large. Also used lore-wise in an industrial press to make battle disks for the other units. If you live in the other universe, these are what are biting their way into the ship when your gellar field fails.








_________________________________


Azran posted:

Some lore nuggets from the Lorebeards interview with Andy Hall, taken from the official forums:

Kislev:

- Katarin is a single daughter currently, but Andy said that could change.
- Baba Yaga is no longer canon, but Hags are the same way as always, the new Baba Yaga is the lady mentioned in that Lore nugget we have seen in the loading screen.
- The catalyst for the whole situation in WH3 is Boris death, since he had special contingencies to avoid revealing Ursuns place of rest during his hibernations, with his death that info managed to leak to Be'lakor, who then kidnapped Ursun on his sleep.
- The conflict between the Ungols and the Gospodar is still a thing, but CA wanted a more easy to recognize conflict for people that is new to the setting, hence the state Vs religion conflict.
- The Ancient Widow is not currently mentioned in the game, but she wasn't decanoniced.
- The Golden Knigth is on the words of Andy to Katarin what Ludwig is to Franz and is the only character that in some way units both the Ice Court and the Orthodoxy, since her armor is blessed by both.
- The other gods of Kislev have been more active since Ursuns kidnapping.
- Boris was always planned as being resurrected, but they wanted him to start dead to cement Katarins role as the Tzarina.
- There isn't a book for Kislev like there is one for Cathay right now, all the Kislev stuff was given from GW to CA in the traditional way, like sketches and info dumps.
- If not for the difficulties of remote developing from home, Andy said that Katarin would most likely have gotten her sled, which could be added later.
- CA intends to go deeper into the different groups that form Kislev in the future, like the Hags and the Ungols.
Cathay:

- Shen Shoo is not in the game and won't be for the foreseeable future, she is an situation of "never say never" or as Andy says, " the door is ajar"
- That Lore nugget about the Monkey King being aligned to Chaos is propaganda spreaded by the Changeling, since Tzeentch doesn't want the Monkey King and Cathay to stay at odds.
- Only 2 Dragon children we don't know anything about, the other 3 missing we know some things about them, we know a lot sepcially about the one in the Cathayan underworld.

Random:

- Kurt Helborg is the character that Andy most wants to see in the game
- Chronologically, the games go as in this order, 3-2-1.
- Something is going to be released very soon that will answer a lot of doubts, like what the other Gods of Kislev are up to.
_____________________________










_____________________________

Candidate thread titles:
TWW2 - BUT I DON'T WANT TO PLAY SLAV PONTUS

Winklebottom posted:

Total War Warhammer 3: Moobs, my lord

Kazzah posted:

One hundred and twelve gigs of DEMON ASSES

Doomykins posted:

I didn't know I needed the Total War rogue-like battle conga until now.

pnutz fucked around with this message at 15:06 on Apr 20, 2023

Adbot
ADBOT LOVES YOU

pnutz
Jan 5, 2015
reserve #1

(space reserved for posts and stuff that isn't goon tears)

---------------------------------------------------------------------------------------------------------------------

The Pool Room


NoNotTheMindProbe posted:

I am uninstalling TWWH2, will not buy TWWH3.

The lack of Ind, Khuresh, and Nippon carry many implications: The Immortal Empire map won't be a complete world map. Sea trading and travel will continue to be a joke. Sea Dragon won't be playable. Monkey King experience, if it does come, is going to be lame duck as there is no Kuresh or Ind to interact with.

I am already **** off when TWWH2 has no Araby. Now this. They promised a trilogy, and I got the first two game expecting the final game is to be a complete experience of World Hammer World. Now knowing what I know about the last game, I consider my previous purchases sunk cost.

I would have given them all the money they want if they don't half-rear end it. They half-rear end my complete experience, I will go spend my money on something more wholesome.

I am done with Game Workshop and CA.



quote:

In my opinion (purely personal), in vain you united 2 language families in Kislev - this is stupid .... I understand, fantasy, all that ... But the Slavs are Slavs, and the nomads (Turks, Mongols, Manchus) we have there were numerous wars .... Here, for example, playing for Kislev, I will dissolve LL, rename all the generals to Udegei, Uldir, Bohatdir, Almush, Yapanchy, Yarboly, Sandugach, Saltyn, Aksaltyn, Yapanchy, Tuktashun, Yar Bolu, Ak Aldu, Timerleng , Bolu, Sak Bolu, Yak Bolu, Uk Bula, Yak Tau, Ak Tau, Aktanshi,... Names of Kislev???? Why not??? After all, Kislevpo Bek is a mixture of Slavs and Turkic Mongols ... But I'm not a Slav ... and I would like to see Kislev as a Fortress and Outpost against the Forces of Chaos with the Ungols at the head !!! Yes, I'm waiting for Ungol !!! And I don't mind the Slavs ... if, for example, a Lord or a hero of Kislev comes across, for example, with the name Yuri Dolgov. Shouldn't I change it into Ulgych Mongush??? Is it right to unite the Slavs and the Turkic-Mongol ??? Let me admit it is generally disgusting to see Tsar Boris in Kislev! all sorts of Catherines and all kinds of Kostaltuns ... I want to see KHAN Kislev such as Mangur, Mansura, Altyn Maguta, Borta-Bakita. And I perceive Kislev from the point of lore as part of Ungol. GW is that normal??? I don't want to play Slavs...I want to play Turko-Mongol! Why am I "forced" to play as Kislev??? Separate the Slavs from the Turkic-Mongolians ... Kislev infuriates me in the form it is ... I am not against the Slavs! Not in any way!!! BUT I don't want to play as the Slavs... Separate the Gospodar from the Ungol!!!! I want to play Ungol, but I don't want to see Boris, Katerina, and Kostaltyn...I want to play Ogedei, Yak Boly, Ak Tanysh, Yar Bolu...


Funky See Funky Do posted:

It's 2022. What the gently caress is this texture doing here?



That looks like loving dogshit from ten years ago.

Just look at this loving d-tier garbage.


pnutz fucked around with this message at 08:12 on Aug 28, 2022

pnutz
Jan 5, 2015
reserve #2 - not making that mistake again

Twigand Berries posted:

MODS

https://steamcommunity.com/workshop/filedetails/?id=2797285526 Gnoblar reskin. Recommend this guy's workshop with multiple reskins for any Ogre playthrough. Or for fighting against them.
https://steamcommunity.com/workshop/filedetails/?id=2790877630 Goon made, recently linked, has worked great, restores minor buffs and flavor to the start of your campaigns.
https://steamcommunity.com/workshop/filedetails/?id=2857172528 CA faction emblems are kind of hit or miss in my opinion and I like this guy's art style. After a ton of hours in the game and a new map it adds a layer of confusion to your campaigns because you won't recognize anyone anymore.
https://steamcommunity.com/workshop/filedetails/?id=2855132698 This makes your skaven have red eyes.
https://steamcommunity.com/workshop/filedetails/?id=2790197553 A lite revision mod. They tweak some blue line skills to make them less useless. Add some skills to generic lords that need a little more flavor (little skill lines for Heralds to give you a reason to keep them, etc.) Not a lot of changes, just cleans up absolutely useless choices which always bug me. Changelog: https://docs.google.com/document/d/1w-8MdE_yssePibinSk_PJSj6OIiRdQ1rN2hL6vzqzfo/edit?usp=sharing
https://steamcommunity.com/workshop/filedetails/?id=2824164139 Skarbrand is great. Have you considered Skarbrand with a good boy?
https://steamcommunity.com/workshop/filedetails/?id=2789858755 Camera mod for your battles. Look at stuff better.
https://steamcommunity.com/workshop/filedetails/?id=2795943631 Garrisons have been nerfed overall it seems to compensate for tower defense etc, but if you turn off or tweak tower defense well then you just have weak garrisons. This adds units when you/AI build military structures.
https://steamcommunity.com/workshop/filedetails/?id=2854057924 Throt should be able to experiment on allied units as well. Because he would.
https://steamcommunity.com/workshop/filedetails/?id=2790007728 Many times linked prettier building pictures.
https://steamcommunity.com/workshop/filedetails/?id=2854310042 AI mod you can tweak their bonuses with mod configuration tool.
https://steamcommunity.com/workshop/filedetails/?id=2789854789 Many times linked remove starting videos.
https://steamcommunity.com/workshop/filedetails/?id=2789978667 Popular reskin mod.
https://steamcommunity.com/workshop/filedetails/?id=2836349002 Allied outposts that allow for DLC units.
https://steamcommunity.com/workshop/filedetails/?id=2793915943 Item rebalance pass. Nothing OP. Just fixes thing like the blue Nurgle 10% spell resist.
https://steamcommunity.com/workshop/filedetails/?id=2856408131 Fix for the blinding snow maps
https://steamcommunity.com/workshop/filedetails/?id=2857870921 Annoyed by the new fickle WoM system a little? This makes you channel while garrisoned. It's cheating, I know. I like magic.
https://steamcommunity.com/workshop/filedetails/?id=2827883046 Makes corruption borders less jarring.
https://steamcommunity.com/workshop/filedetails/?id=2789862740 If anything, just lets you look at your traits easier even if you don't cheat and use the other functions. Let's you browse LL defeat traits as well if one of them marches near your Lord which is where I find myself most using it. Can also just remove/add traits, so you could maybe remove defeating Ghorst as Ku'Gath to make room for another defeat trait.
https://steamcommunity.com/workshop/filedetails/?id=2840604035 Sort of shocked this isn't in base game. Gives you a visual indicator of what sort of tower is nuking your guys.
https://steamcommunity.com/workshop/filedetails/?id=2793231337 Absolute must have
https://steamcommunity.com/workshop/filedetails/?id=2853855511 Introduces a fairly simple rule if you are running with vassals. If anybody wants to declare on your vassal, they also have to declare on you. Stops your allies from declaring on them.
https://steamcommunity.com/workshop/filedetails/?id=2854625588 A fix for using tomb king allies more than the basic skeleton warrior.
https://steamcommunity.com/workshop/filedetails/?id=2862687468 This mod is one I actually use for helping the AI more than myself. Currently letting them have an earlier extra slot seems to cut down on facing boring early game armies I think.
https://steamcommunity.com/workshop/filedetails/?id=2791465729 Decline diplomacy (won't interrupt your end turns)
https://steamcommunity.com/workshop/filedetails/?id=2790774407 Makes the menus better on bigger resolutions
https://steamcommunity.com/workshop/filedetails/?id=2790754811 Start anywhere
https://steamcommunity.com/workshop/filedetails/?id=2856649048 +10% to replenishment when exactly?
https://steamcommunity.com/workshop/filedetails/?id=2853277055 Hasn't been mentioned here, but it bothered me that autoresolve tended to wipe stacks when you the player used it against the AI. This didn't happen in 2. This guy noticed it too. Autoresolve will work like if you fought the battle (unless it was an all daemon army or something but even VC gets poo poo back) so with a retreat and a follow up if you have the movement/they were not in march stance or haven't already retreated which is like 1% of battles I know.
https://steamcommunity.com/workshop/filedetails/?id=2815354316 Mod configuration tool that allows you to tweak the setting of certain mods in game.
https://steamcommunity.com/workshop/filedetails/?id=2854819509 Like this one that lets you pokemon your faction's Lords.
https://steamcommunity.com/workshop/filedetails/?id=2797742171 If you'd like to feel pleased when a banner drops.
https://steamcommunity.com/workshop/filedetails/?id=2843367951 Cost based anti doom stack cap mod that is goon favorite.
https://steamcommunity.com/workshop/filedetails/?id=2856936614 Community bug fix mod, but they haven't done everything. Thing is, if there's a bug, somebody has probably made a mod for it. Just search for it, scroll through a few bizarre mods from people with weird fetishes and find your fix! It might work!

pnutz fucked around with this message at 03:11 on Mar 17, 2024

pnutz
Jan 5, 2015
reserve #3 - High Elf Supremacy

pnutz
Jan 5, 2015
reserve #4 - I probably won't need this one but it's way too late and I'll just have an image of archaon getting stomped on by deathclaw or something

Blooming Brilliant posted:

Please use this post to exclusively post Nurgling pictures and .gifs, please and thank you :3:


(and by that I mean it's still gonna have old tww1/2 stuff, but I'll shove some nurglings in)




old tww1/2 stuff



that pontus meme people keep ranting about


Ze Pollack posted:

rats, who are against the concept on moral grounds


[/quote]



forum regular nanomashoes deals with try-hard unfun people who have a strange love for spearmen



still the greatest screenshot taken from the original game

Randarkman posted:

Did Sarthorael always have that insane missile resistance?

Because I remember him going down like a chump to a succession of cannonballs.











shortchange us by 2 gold? that's a grudgin'


https://imgur.com/a/fImzh
ratman images

Scrub-Niggurath posted:

I’m applying for dual citizenship with the Orangutan Surfing Civilization




https://www.youtube.com/watch?v=1RqhiJ18kWQ






https://imgur.com/gallery/QLMAH3P

pnutz fucked around with this message at 14:22 on Aug 1, 2023

pnutz
Jan 5, 2015

Sinteres posted:

Yeah I'll be shocked if they're not.

shame they can't use the transport portals like in Empire

edit: I added that tweet to the OP about regional release times

pnutz
Jan 5, 2015

PosSibley posted:

Anyone know how soon until I can pay extra for Blood for the Blood God?
How soon is now?

from what I remember of 2 they carried over the blood dlc between games, if your old games had one they all had it

pnutz
Jan 5, 2015
it's <24h to go until D-Day and my vampire coast campaign is still dragging out. This is what happens when you keep to the coast in lustria and have to put up with people just showing up and hitting random settlements all game while harkon's off across the sea fighting people in lothern

on the other hand I fixed my hellwar problem by picking on factions smaller than me and putting some barnacles/giant enemy crabs in my army instead of all dick heads deck hands

pnutz
Jan 5, 2015

QuintessenceX posted:

Holy poo poo what?

:getin:

it's out, I got the message when I got back from work

pnutz
Jan 5, 2015

Funky See Funky Do posted:

It's 2022. What the gently caress is this texture doing here?



That looks like loving dogshit from ten years ago.

Just look at this loving d-tier garbage.



straight to the pool room!


edit: I removed dramaticus' post since that was also making fun of slavic names guy

pnutz fucked around with this message at 11:34 on Feb 17, 2022

pnutz
Jan 5, 2015

TaintedBalance posted:

Pro-tip: You should ABSOLUTELY walk into ambushes as ogres or nurgle in most cases. Free loving blobing and the enemy lines are coming to you?!?! Incredible~

also skarbrand. I'm not locked in here with you...

pnutz
Jan 5, 2015
now I've kicked over the prologue I'm mucking about in the OP adding some more deets.

whoever posted that I hosed up zhao ming's name can you quote this and your old post, I need to give credit to team

pnutz
Jan 5, 2015
also I loved some of the writing regarding even stuff like the techs you had to research and how eg yuri wasn't getting why the ravens were following him or why they made better fletching

pnutz
Jan 5, 2015
I've noticed the AI relentlessly picks on lords and heroes with archers (hey it's just like empire earth), so if you need to get rid of a couple lords (eg while that upkeep bug is still a thing) pick a fight with the wood elves. I did an ambush battle and my nurgle herald and plague hero were half-dead within 10 seconds, neither survived the battle when small bands of like 12 archers rallied and immediately ran back to pepper a few more arrows at the guys :(

pnutz
Jan 5, 2015

TheDiceMustRoll posted:


- Sometimes I'll go like 10+ turns in a row where I don't really make any progress or spend a huge, almost infuriating amount of time loving around on the world map moving armies to deal with invaders from various places and waiting for new units to be recruited. This is kind of concerning because a lot of other people I see will cheerily just paint the map turn by turn and not worry too much. Am I loving up?


with some exceptions, usually these people are either
- playing easy/easy
- turbonerding their doomstacks for each army they face (eg building an autoresolve-heavy army, or disbanding the starting units for x starting position because they're not as gold-effective as more spearmanii*)
- cheesing the gently caress out of the AI using every ai exploit known to man
- save-scumming everything from diplomacy to city battles to agent actions
- a combination of the above

don't listen to them, if you're having fun you're having fun.

also if you're having to do the stupid dance with enemy armies (I am doing this as Daniel, it's thankfully not as bad as my turkish campaign way back in med2 where both mongol invasions happened and still wouldn't leave armenia until I intentionally threw multiple armies away against their doomstacks) look for a nearby forest and use ambush stance, they'll move out of position and you can attack them.





*see the OP post #5 for a post by nanomashoes regarding people's love for generic spearwall units

pnutz
Jan 5, 2015
I updated the OP with the news about Immortal Empires (and patch 1.2, drat I've been gone a while) so there's that. Also finally got around to putting the spring break event image into the thread after it's been taking up my tabs for months and months


KPC_Mammon posted:

I got 9 hours out of the third installment before shelving it for potential updates. I've played the second for 1,500 hours. I highly recommend the second one and think the third is mostly trash at the moment.

something like this is the reason I didn't update the OP as much. I had a similar experience with TWW2 release where the drag of the skaven campaign (loving goddamn 350 turns to grind out the tokens for the last event) caused burnout and I didn't come back for months and months.

That said, hours is not the be-all-and-end-all. I have a couple hundred hours in battlefield 5 (stopped like apr 2019, back for like 2-3 weeks after the pacific release) that was mostly spent feeding addictive gameplay loops (the grinding mechanics :( ) rather than having any actual fun shoving the s-meme launcher on a pz38t and blowing up crowds of allies

pnutz
Jan 5, 2015
I'm going to upade the new videos in a day or 2 when they do the valkya videos.


more importantly, someone gifted me a copy of bad rats show and they thought they were being nice

pnutz
Jan 5, 2015
immortal empires is in the OP, will fill the others tomorrow

pnutz
Jan 5, 2015
immortal empires is in the OP, will fill the others soon

...how did I not post this before going to bed

pnutz
Jan 5, 2015

Cannibal Llama posted:

and worst of all, he's lost his starting dangerkitty. Why did he lose that? It was iconic to him!

yeah that's what I thought when I saw the patch notes, sad they did that :(


I updated the OP slightly, I also put in for a new thread title re the skeleton cost nerfs

EDIT https://www.youtube.com/watch?v=Wyg1s_IE5kg

pnutz
Jan 5, 2015
so I had a look at the video, TL;DR they're letting various races do their own quasi chaos invasions now as part of Immortal empires, with some settings so you have influence over which ones can occur, when they start (turn 10 biggest waaagh gogo) and how many turns you have to prepare. One of these is a load of tomb kings or vampires pouring out of the black pyramid, which might be an idea if they want to do a nagash-returns thing in the future :pray:

They're also looking at doing more of the races too so we may also get a proper vermintide or something

pnutz
Jan 5, 2015

Hargrimm posted:

Fun start to my Festus RoC campaign. Decided to swing over to Norsca to secure some Dark Fortresses to get my economy going before getting into invading the Empire itself. Daniel and Vilitch had both left their fortresses to fight each other, so I slid in behind and took Daniel's easy. In the meantime, they destroyed each other in one big fight so I was able to immediately walk over and take Vilitch's home pretty much uncontested as well. Then after sitting in the water for like 10 turns with no territory, he finally tried to retake only to promptly kill himself right at the start of the battle with a miscast and then the Forbidden Rod ability. Honestly I had though that self-damage abilities might like leave characters at 1hp rather than being able to literally kill them outright, but nope!


just like winning a battle vs the vampire counts in my very first campaign in 2015 because the enemy vampire suffered a perils of the warp attack overcast damage and exploded like that pig thing in GalaxyQuest

Gonkish posted:

Add this to OP or we riot. :colbert:


I noticed it, on it's way

pnutz
Jan 5, 2015

terrorist ambulance posted:

it feels like they need to retool the economy a bit or do a pass to smooth it out. the chaos campaigns I've played so far I've been starved for cash, whereas others I've been flush and able to field 3 or 4 armies by like turn 30.

Chaos campaigns have always been like that, most of the difficulty was in keeping the bulldozer running since your units were OP af.

pnutz
Jan 5, 2015
ok so I've played a few turns of the dark elves

- the new system is a set-drain-on-slaves pool, using the same mechanic that the daemons of chaos had - if (amount of slaves in global pool > 50) then (loadsamoney, boosted by eg master skills)
- slave markets do not make money anymore, but generate a small trickle of fresh slaves each turn (pens are 5, market is 10) and a big boost to slave cap (doesn't look like much compared to before but it is now)
- regions have some selectable mini-rite effects (a PO booster, 1k gold immediately + some PO, and a growth/construction booster). you can only have one of each active across your entire empire
- battles themselves give a tiny amount of slaves, but captives still give their old values (dunno if this is intentional given the numbers difference between 5 and loving 2-300+)
- slave cap is tiny now - I'm at turn 19 and only have 1.5k space. no more elves outnumbered by their workers


tl;dr no more "44k income off 2 separate provinces and vassalising all the other dark elves" which makes charts and graphs pump-those-numbers-up me sad :(

pnutz
Jan 5, 2015

UP AND ADAM posted:


Do the techs and bonuses that increase slave income modify the bonus income you get from the buildings that use up slaves and have the >50 qualifier, or do they not do anything? Because there's no direct income bonus from slaves anymore, that I can see. And a lot of the encyclopedia info about slaves hasn't been updated to the new system.

from what I've seen (and I tried to write) I think it boosts the bonus that happens when you have lots of slaves

pnutz fucked around with this message at 16:02 on Sep 3, 2022

pnutz
Jan 5, 2015
https://www.youtube.com/watch?v=qh-t7H7NkMk

2.1 video is out


edit: now I am the person who didn't read enough of hte links further up the page :shepicide:

pnutz
Jan 5, 2015
I haven't been on goon forums in a while, so I updated the post with chorfs (and the immortal empires thing for all thing too)

pnutz
Jan 5, 2015
I came back to sa after a while and edited the OP a little.


huh, I haven't heard of cataph since I used their magic mod way back in tww1. nice to see they're still making stuff

pnutz
Jan 5, 2015

bobtheconqueror posted:

They also have the weird thing where they like you more the stronger you are, unlike basically everyone else.

gotta be able to sell those trade goods to someone

pnutz
Jan 5, 2015
I also read the dev blog regarding damage, that seems to explain a few things regarding spell damage. perhaps they should clarify the tags in the tooltips so you can understand why the fireball did no damage to the everwatcher (all that missile resist) compared to those cannonballs

pnutz fucked around with this message at 14:48 on Jul 16, 2023

Adbot
ADBOT LOVES YOU

pnutz
Jan 5, 2015

GokuGoesSSj69 posted:

Medieval 2 had great sieges. It's been awhile so this may be foggy but you could garrison your own mix of units (up to a certain amount) that were free upkeep on top of the regular garrison as long as they were militia so if you're Venice you take like 6 pavise crossbowmen and 2 cavlarly to go wreck their siege equipment. The defensive towers were very strong, especially when you upgrade them. There were no ladders that every units could deploy, and even your most basic peasant with a bow had flaming arrows to destroy oncomming siege towers and rams. There was also a distinction between castles and cities though so most cities which were probably most of what you had were fairly vulnerable (unless you were an Italian I guess) and you'd only have maybe 2-3 castles to recruit new armies in. Sort of like the Total Warhammer games I guess with the way you can build different things in settlements but the divide was more extreme. Replenishing was also extremely hardcore in that game, in fact I don't think it even existed. You had to combine units and recruit new ones. This made for a much slower game overall.

you could replenish, but it came out of the recruitment pool eg you could recruit 3 more units of dismounted nobles or replenish the equivalent of 3 units worth of men, or a mix of both. the units would also be trained as their own in a recruitment pool, and then you could mobilise them if you had the money, so if you lost several family members and their armies in battles against the mongols (see my turkish campaign many years ago) and were suddenly flush with cash you could recruit a new army fast, as long as you didn't mind them being from a collection of units and not just some doomstack (please ignore the increasing numbers of plate armoured swordsmen in later game, and 4 separate types of longbowmen for england)

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply