Super zmiany. Pewnie coś szykują (może na Halloween?) do Mordheim i dlatego już za wczasu dodali tą miejscówkę :D Nowa miejscówka LL Lizaków trochę niszczy marzenia o Arabii, ale nadal na nich liczę :(
Wersja do druku
Super zmiany. Pewnie coś szykują (może na Halloween?) do Mordheim i dlatego już za wczasu dodali tą miejscówkę :D Nowa miejscówka LL Lizaków trochę niszczy marzenia o Arabii, ale nadal na nich liczę :(
Ja się teraz zastanawiam kim zacząć. Znaczy Soteka i Pazura wykluczam od razu (no może parę turek), a to dlatego że na bank będą najprzyjemniejszymi lordami swoich ras.
Tak więc mój wybór waha się między darmowym (kolor), bretką (testowanie zmian) i Vladem (podój rozbudowanych prowincji).
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Swoją drogą gra Belegarem staje się jeszcze bardziej hardkorowa. Nowa wojna ze szczurami gdy mają atomówki).
Trochę śmiesznie wygląda ta "dżungla" na pustyni.
A ja myślałem,że dadzą lorda Kroxigora, byłby niezły koks na multi a tak znowu gówniana latajka. Wie ktoś czy LB będą nieśmiertelni?
Patch Note
https://www.totalwar.com/blog/total-...msayer-update/
SPELL AND UNIT BALANCING
GENERAL
Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed
SUMMONING CHANGES
Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding
Adjusted power cost of some summon spells
Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration
NEW UNBINDING TIMES AND POWER COSTS
Tomb Blade of Arkhan: 82 seconds
Realm of Souls: 92 second
Transformation of Kadon (Manticore): 96 seconds, 13 power cost
Transformation of Kadon (Varghulf): 77 seconds, 13 power cost
Denizens of the Deep: 71 seconds, 12 power cost
Drowned Dead: 88 seconds
Captain Roth’s Moondial: 88 seconds
Drowned Dead Upgraded: 121 seconds
Ghosts of the Past: 93 seconds
Savage Dominion: 101 seconds, 15 power cost
Maternal Instinct: 180 seconds
Awaken from the Grave: 86 seconds
Awaken from the Grave Upgraded: 117 seconds
Staff of Corruption: 91 seconds
Spirit-Essence of Chaos: 91 seconds
Feral Cold Ones: 80 seconds
Raise Dead: 134 seconds. Cooldown increased to 39 seconds. Cost to 4
Raise Dead Upgraded: 80 seconds. Cooldown increased to 39 seconds. Cost to 6
Vermintide: 67 seconds
Menace Below: 67 seconds
Pestilent Birth: 73 seconds
Eagle Sanctuary: 78 seconds
Rats Emerge: 99 seconds
Lord of Undeath: 139 seconds
Command the Unliving: 85 seconds
Command the Unliving Upgraded: 77 seconds
UNITS
DARK ELVES
Hydra: +10 armour
Chill of Sontar: +10 armour
Kharibdyss: +10 armour
Knights of the Ebon Claw: -2 melee attack, -1 melee defence, -50 cost
Crone Hellebron (foot, dark steed, manticore): +3 melee defence
Cold One Knights: -2 melee attack, -1 melee defence
Cold One Dread Knights: -2 melee attack, -1 melee defence
Cold One Chariot: -10 charge bonus, -2 melee defence
Khainite Assassin: added Vanguard deployment, +2 run speed. Projectile now applies poison contact effect.
Bolt Fiends: -50 mp cost
Black Ark Corsairs: +1 bonus vs infantry
HIGH ELVES
Loremaster of Hoeth: -5 charge bonus, -150 cost.
Noble – Chariot: -10 charge bonus, -2 melee defence
Princess – Moon Dragon: +10 armour
Alith Anar: increased projectile accuracy, +25 ap projectile damage, +7 base projectile damage.
Swordmasters of Hoeth: +5 leadership
Moon Dragon: +10 armour
Frostheart Phoenix: -2 charge bonus, +1 melee attack, +30 ap melee damage, +10 base melee damage.
Sun Dragon: +10 armour
Ellyrian Reavers: -50 cost
Loremaster of Hoeth: -150 mp cost
EMPIRE
Volkmar the Grim – foot, warhorse, barded warhorse: +5 melee defence
Volkmar the Grim – War Altar of Sigmar: +15 bonus vs infantry, -50 mp cost
Helblaster Volley Gun: increased accuracy.
Witch Hunters: Accusation is now a hex. No longer deals direct damage. Instead reduces armour by 30, melee defence by 26 and missile resistance by 22 for 35 seconds.
Steam Tank: +2 melee attack.
GREENSKINS
Fixed animation issue that was increasing Wyvern flying melee attack interval by seconds.
Grimgor: +400 health
Skarsnik: +400 health
Giant: +3 run speed
Doom Divers: +115 ap projectile damage, -105 projectile damage.
Venom Queen: +14 bonus vs large
Arachnarok Spider: +14 bonus vs large
DWARFS
Belegar: +400 health
Thorgrim Grudgebearer: +2 melee attack, +400 health, +5 ap melee damage, +45 melee damage, +5 armour.
Ungrim: +400 health, +4 melee defence.
Grombrindal: -50 cost.
Runelord: +50 cost
Hammerers: +1 melee defence
Peak Gate Guard: +1 melee defence
Gyrocopters (Brimstone Guns): +11 ap projectile damage, +4 base projectile damage, slight accuracy increase
Giant Slayers: -50 cost
VAMPIRE COAST
Count Noctilus – foot: -10 armour, -500 health.
Mournguls: -10 armour, -2 melee attack
Night Terrors: -10 armour, -2 melee attack
Mourngul Haunter: -10 armour, -2 melee attack
Zombie Gunnery Mobs (all): -2 health per entity, -1 melee defence
Zombie Gunnery Mob (Handcannons): -1 ap projectile damage, +1 base projectile damage.
Lamprey’s Revenge: +100 mp cost
VAMPIRE COUNTS
Vargheists: +4 charge bonus, +10 melee damage
Devils of Swartzhafen: +4 charge bonus, +10 melee damage
Cairn Wraiths: +2 melee attack
The Tithe: -50 cost
Zombies: -50 cost
Varghulf: +20 ap melee damage, +10 base melee damage.
TOMB KINGS
Hierotitan: +4 melee attack
Skeleton Chariots: +6 charge bonus, -50 mp cost
Skeleton Archer Chariots: +6 charge bonus
Khatep – Casket of Souls: -50 mp cost
Nehekhara Warriors: -50 mp cost
Carrion: +50 mp cost
Sepulchral Stalkers: +3 bonus vs large
Casket of Souls: +4 explosion damage, +8 ap explosion damage.
Bone Giant: +20 ap projectile damage, +13 base projectile damage.
WOOD ELVES
Treekin: -2 charge bonus, +5 melee attack, -3 melee defence.
Glade Riders (basic): -25 cost
Glade Riders (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
Glade Guard: -50 cost
Glade Guard (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
Wardens of Cythral: +50 cost
Waywatchers: +1 base reload time.
LIZARDMEN
Primal Instincts: Activation threshold reduced to 20% health left. Now also buffs charge bonus by +16% and melee attack by +8.
Horned Ones: -2 melee attack, -1 melee defence
Cold One Spear Riders: -2 melee attack, -1 melee defence
Cold One Riders: -2 melee attack, -1 melee defence
Kroq-gar – foot: +136 health, added charge defense vs large, +8 bonus vs large.
Kroq-gar – Cold/Horned One: +8 bonus vs large.
Skink Chief on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
Skink Priest on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
BRETONNIA
Pegasus Knights: +3 charge bonus
Royal Pegasus Knights: +3 charge bonus
Men-at-arms (Polearms): -25 mp cost, +1 bonus vs large.
Beastslayers of Bastogne: +5 bonus vs large
Companions of Quenelles: -100 mp cost
SKAVEN
Skaven Assassin: added Vanguard Deployment. Now uses Assassin’s Trophy instead of Queek’s unique Trophy Heads ability. -50 cost.
Summoned Plague Monks: corrected entity health to match Plague Monks.
WARRIORS OF CHAOS
Sigvald: +5 melee attack
Forsaken: +2 charge bonus
Daemonspew: +2 charge bonus
Marauder Horsemasters: +2 ammo
Marauder Horsemen (javelins): -2 ammo
Chaos Spawn: +2 melee attack
Wyrdspawn: +2 melee attack
Swords of Chaos: -100 mp cost
Giant: +3 run speed
NORSCA
Marauder Horsemasters: now uses same melee weapon as Chaos Horsemasters. +2 ammo
Marauder Horsemen (javelins): -2 ammo
Armoured Skin Wolves: -50 cost
Maws of Savagery: -50 cost
Feral Mammoth: +100 cost
War Mammoth (Warshrine): -100 cost
Giant: +3 run speed
BEASTMEN
Minotaurs (basic version): +2 melee attack
Chaos Spawn: +2 melee attack
Giant: +3 run speed
ABILITIES
Primal Instincts: Reduced the hitpoint percentage at which rampage triggers from 50% to 20% When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus
Shem’s Burning Gaze: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
Shem’s Burning Gaze Upgraded: +40 explosion damage, +40 ap explosion damage, -4 base projectile damage, -11 bonus vs large per projectile
Hand of Gods: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
Vindictive Glare: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 4
Vindictive Glare Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 8
Gaze of Mork: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile.
Gaze of Mork Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Increased velocity to help projectiles reach at max range
Gaze of Nagash: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile
Gaze of Nagash Upgraded: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile. Power cost to 15
Comet of Casandora: +648 ap projectile damage (the actual comet, not the explosion)
Comet of Casandora Upgraded: +648 ap projectile damage (the actual comet, not the explosion)
High King: Removed requirement for targeted units to be above 50% morale
Beloved Son of Bretonnia: Removed requirement for targeted units to be above 50% morale.
Warp Shard Armour: added -5 melee defence debuff
Dwarf Gouger: Added +26 melee attack. Reduced duration to 36 seconds
Slaughterer’s Call: now buffs melee attack by +9
Revence Incarnate. Removed max num uses, removed leadership increase. Duration changed to 33 seconds
Van Horstmann’s Speculum: changed radius from 40 to 30 meters
Star of Avelorn: -10% less health healed per second
Dreaded Thirteenth Spell: Improved targeting UI. Changed detonation speed. Added +12 ap explosion damage
Drop Rocks ability for Characters: Explosion damage 36 -> 54 , AP explosion damage 18 -> 36
GENERAL BUGFIXES
Alith Anar’s The Shadow Crown mission now triggers correctly
Fixed several instances where braziers would appear sunken into the ground on battle maps.
Punitive trait now correctly decreases enemy missile resistance
Crone Hellebron now enters the battle with the correct fatigue level based on her Death Night meter
Flagellants now receive the correct buffs from lord skills
Swords of Chaos now receive the correct buffs from lord skills
Tomb King veteran infantry now correctly applies its bonuses to Tomb Kings infantry Regiments of Renown
Settra’s unique skills now correctly apply their bonuses to Khepra Guard
“Morai Heg the Crone” technology now correctly gives physical resistance rather than ward save
Lokhir Fellheart now benefits from the techs “Master of Murder” and “Hardship & Cruelty”
Vampire Coast Captains will now modify public order without the need to have a point placed in spread public order
“Scavengers of the New World” technology now applies to Vampire Coast settlements
Wight King now has access to Barded Steed mount
“Hates Tomb Kings” trait now gives fear attribute when fighting against Tomb Kings
Targeted spells and abilities are no longer cancelled when units rout off the battlefield
Projectiles with a fuse should now detonate correctly on Hel Fenn battle map
“Ambush Failed” text will no longer be displayed when you choose to fight during a sea encounter
Chaos transport ship’s boat row animation should now play correctly
Crone Hellebron’s “Amulet of Dark Fire” quest now triggers at rank 2
Lokhir Fellheart’s “Red Blades” quest now triggers at rank 2
Recruit Rank now displays correctly when utilising lots of +Recruitment Rank effects
Night Goblin Fanatics’ sphere chain is now properly connected to the Night Goblin Fanatic’s hands
The Skaven Corruption button now highlights when triggered with the shortcut key
The Treasure Maps and Pieces of Eight panels now close when using the shortcut key
Fixed an instance where diplomacy and advisor voice over could trigger at the same time.
Crypt Horrors are now gripping their weapons correctly during move orders
The dainty paws of the crewmember on the back of the Doomwheel now line up correctly with the handle they are pumping
Pirate coves are no longer visible by the other player in multiplayer head to head campaigns.
Warlock Engineers now start with Warp Lightning spell
Reflections on Mirror Guard’s and Sigvald’s shields will now display correctly
Lokhir Fellheart’s ship should now animate correctly
Lords and Heroes should now appear as the correct faction colour in event messages
Fixed a rare issue where the infamy list would only display one entry
The Oathgold skill now generates more gold per turn for Runesmiths and Runelords
Armies with multiple heroes embedded will no longer lag during movement
Fixed a rare issue that could cause the UI to be blank during the pre-battle screen
Har Ganeth Executioners can now be recruited from Black Arks
Hero emblem is no longer low resolution when playing in 4k
Intervention cost text no longer overlaps panel in 4k.
Fixed some issues with numbers appearing in a small font in 4k
Diplomacy options will now display correctly onscreen in lower resolutions
Fixed some instances where the event images for puzzles would not disaply their colours correctly
Fixed instances where units were showing incorrect weapons as part of the model, particularly with dual wielders
Helman Ghorst’s and Vlad Von Carstein’s lord effects should now apply when confederated
The Red Duke’s Barded Nightmare look is now consistent in campaign and battle
Event messages will no longer close when the cursor is moved between the picture and text
Wight Kings now have Barded Skeletal Steed in their campaign skill tree
Ungrim Ironfist now has a victory condition to defeat Chaos.
Fixed an issue that could cause a crash when pressing escape too frequently during the Tomb Kings intro movie
Port Elistor will no longer appear partially submerged when the Royal Garrison building is constructed
The Geomatic Web information will no longer appear over buttons surrounding the end-turn button lower resolutions
The arrow showing the direction of the Star-Metal harpoon quest location will no longer turn into a square when the building browser is open
The button for the quest location inside the Star-Metal Harpoon mission panel will no longer overrun when playing in 4k resolution
Demolishing the Royal Menagerie will now correctly remove the building rather than lower the level.
Temple Training Grounds technology no longer has a duplicate entry for Sisters of Slaughter in the tooltip
The trait “Hates Vampire Coast” now has effects
Black Pyramid of Nagash now has building available for construction when occupied by Wood Elves
Vampire Coast Mutineers will now have more variety in their armies when spawned
Durthu’s “Eldest of Ancients” lord trait now applies to Forest Dragons and Branchwraiths.
Vampire Counts can no longer engage in diplomacy with Warriors of Chaos
Khemri is no longer listed twice in Count Noctilus’s victory conditions
Na redicie ludzie z CA (Rich i Grace) pisali że dla młota2 będzie jeszcze coś z lordpaków ale nie będzie na pewno kampanio paka. Czyli żegnaj moje mini życzenia o TEBie jako 4 frakcjach...
Taa jasne Lord Pack do W2 to ja się pytam ile było Lord Packów dla W1, porównujemy dwójkę do jedynki. Teraz to oni przygotowują się do W3 i może skapną coś jako DLC do 3 jak było z Chaosem, czy Norską i ja stawiałbym raczej na rasę( w Campan Packu) Demonów Chaosu-4LL; albo będą w podstawce 3-ki?
I teraz rozkmina czy campaign pack = race pack jak była nazywana Bretonia? Skoro w części pierwszej dostaliśmy całą frakcje z trzema LL za darmo to moim zdaniem teoretycznie w whII też powinniśmy dostać jakąś frakcje za darmo. I tutaj właśnie celowałbym w ostatni racepack w postaci TEBu lub Arabii i potem już tylko wh3.
Turek wątpliwa sprawa za mało czasu do premiery Chin, pózniej DLC będą dla Chin, a następnie DLC do W3 i sam W3.
Jeśli dobrze zrozumiałem wypowiedzi ludzi z CA to czekają nas 2 lord paki do drugiego młota i bardzo możliwe że będą to trochę inne niż te co mieliśmy.
Jeden raso pak ta teoretycznie szanse jako preorder do 3 części, wzorem norski.
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Nową bretka gra się lepiej, zwłaszcza garnizony mi się podobają. Dodali nową funkcje do mapy świata. Teraz przy miastach z unikalnymi budynkami wyświetla się obelisk, a jak się na niego najedzie to pisze która rasa taki chce.
https://steamcommunity.com/sharedfil...?id=1715291028
https://steamcommunity.com/sharedfil...?id=1715291028