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Wątek: DLC/FLC/Legendarni Lordowie - spekulacje, dyskusja.

  1. #2811
    Podkomorzy Awatar Chaak
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    Ogry są już jakoś oficjalnie potwierdzone w trójce? Bo jak patrzę na mapę to ich tereny nie są objęte, a na hordę się nie nadają. Także albo mapa pójdzie na wschód, albo znowu zrobią jakąś bzdurę (jak z Kroq-Garem) i przeniosą ich w dziwne miejsce ewentualnie w ogóle ich nie dadzą.

    寧我負人,毋人負我。
    曹操

  2. #2812
    Wojski Awatar Xantor
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    na połączonej pewnie będzie jak mówisz, a poza tym pewnie będzie jakaś mini kampania jak obecnie ta co teraz mamy ^^

  3. #2813
    Zagubiony Teoretyk / Stara Gwardia Awatar Ituriel32
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    Cytat Zamieszczone przez piotrkamyczek Zobacz posta
    A co myślicie o tym że stare rasy nie będą miały tych dodatkowcyh mechanik jak w warhammer 2?
    Na razie ME wychodzi w wersji 1,0
    Gdzie nie ma Norski, nie ma jednostek legendarnych do ras z dlc, i nie ma zmiennych drzewek i bonusów dla LL. Dopiero z czasem będą je dodawać przenosić. Oby jak najszybciej, bo na razie nie ma sensu próbować starych ras po za bretką czy elfami czy zwierzakami.

    Śmierć to Twoje przeznaczenie.
    A poza tym sądzę, że Rzym należy zniszczyć.

    KABANOS to taka kiełbaska i zespół muzyczny, oba polecam.

    Jeśli nie musisz czegoś zrobić, to nie rób. Ale jeśli już musisz, to zrób to szybko.

  4. #2814
    Podkomorzy Awatar Chaak
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    CA mogłoby ogarnąć coś z imiennymi bohaterami i wprowadzić ich do gry (zwłaszcza, że jak chcą, to potrafią i jest już Krell i Green Knight), bo sporo fajnych postaci brakuje. Do tego dać im specjalne zadania, niekoniecznie bitwy, żeby mogli unikalny ekwipunek zdobywać i będzie git.

    寧我負人,毋人負我。
    曹操

  5. #2815
    Wojski Awatar Xantor
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    Cytat Zamieszczone przez Ituriel32 Zobacz posta
    Na razie ME wychodzi w wersji 1,0
    Gdzie nie ma Norski, nie ma jednostek legendarnych do ras z dlc, i nie ma zmiennych drzewek i bonusów dla LL. Dopiero z czasem będą je dodawać przenosić. Oby jak najszybciej, bo na razie nie ma sensu próbować starych ras po za bretką czy elfami czy zwierzakami.
    To znaczy że bretka i te co wymieniłeś dostaną ROR? Bo jak nie to w zasadzie wszystkie rasy będą wybrakowane ^^

  6. #2816
    Zagubiony Teoretyk / Stara Gwardia Awatar Ituriel32
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    Na razie nie będą mieć dostępu do jednostek ROR. Razem z Norską wejdzie cały tamten pacz i flc.

    Ja na początku nie ruszę starych ras na połączonej mapie z tego powodu.

    Śmierć to Twoje przeznaczenie.
    A poza tym sądzę, że Rzym należy zniszczyć.

    KABANOS to taka kiełbaska i zespół muzyczny, oba polecam.

    Jeśli nie musisz czegoś zrobić, to nie rób. Ale jeśli już musisz, to zrób to szybko.

  7. #2817
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    Cytat Zamieszczone przez SaperHeart Zobacz posta
    Ja już dawno przestałem wchodzić na ich forum, ponieważ jest tam grupa wzajemnej adoracji zachwycająca się wszystkim co CA wypuści. Mam takie wrażenie, że jakby CA zaczęło na nich pluć to by mówili, że deszcz pada...strata czasu

    Co do mapy to jedynie mi się podoba prawa strona, a lewa z Ulthuanem na siłę upchnięta...ogólnie CA zrobiło dużo fajnych rzeczy ale nie wierzę żeby było problemem przeniesienie Ungrima do Karak Kadrin lub dodanie Borisa i Red Diuka do puli Lordów...
    Jedyne czym różni się tamo forum od "naszego" to liczba użytkowników i niestety ".org" nie może się pochwalić zbyt dużą liczbą użytkowników

  8. Użytkownicy którzy uznali post Mist za przydatny:


  9. #2818
    Wojski Awatar Xantor
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    Cytat Zamieszczone przez Ituriel32 Zobacz posta
    Na razie nie będą mieć dostępu do jednostek ROR. Razem z Norską wejdzie cały tamten pacz i flc.

    Ja na początku nie ruszę starych ras na połączonej mapie z tego powodu.
    To niestety cię zasmucę bo nowe rasy pewnie czekają podobne przeróbki, więc wraz z wejściem mortal empires będziemy mieć wszystkie rasy w fazie "beta".

  10. #2819
    Wojski Awatar Maniek116
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    Wydaje mi się, że trochę zbytnio pospieszyli się z wydaniem połączonej kampanii, gdyż w aktualnym stanie to wygląda raczej jak mod odblokowujący nowe frakcje Ale ja nie przekreślam MA, myślę, że z czasem to ładnie doszlifują, stare rasy dostaną to co im pozabierali, czyli dodatkowe skille, RoR itp. no i przydałoby się dodać im obrzędy. Liczę też na moda, który podmieni UI starych frakcji na podobieństwo tych z Warhammera 2 bo moim zdaniem ta szarość z turkusem wygląda o niebo lepiej niż to kiczowate złoto.

  11. #2820
    Dowódca 101. Powietrznodesantowej Awatar Arroyo
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    https://www.totalwar.com/blog/mortal...es-patch-notes
    Patch. Co zmienia? Zobaczcie sami O ile załaduje stronę, bo chyba blog padł...


    EDIT: Nie będę żyłą i daję wam tu przepisaną treść:
    Spoiler: 
    MORTAL EMPIRES UPDATE
    The first update for Total War: WARHAMMER II hits via Steam auto-update on 26/10/2017 and contains a host of changes, tweaks, improvements and fixes (please see below for details). Mortal Empires, the new grand-scale campaign encompassing the landmasses of the Old World and the New World, will become available as the update goes live. Download it for free here!

    Mortal Empires requires ownership of both Total War: WARHAMMER and Total War: WARHAMMER II to play. Once downloaded, Mortal Empires will appear as a new playable campaign in the WARHAMMER II campaigns menu, alongside the Eye of the Vortex campaign.

    Including all the core Races and Legendary Lords from both games, Mortal Empires also allows you to begin a campaign as any DLC or Free-LC Legendary Lord from the first game. Going forward, it will also encompass any DLC/FLC Legendary Lords that are subsequently released for WARHAMMER II.

    The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1.


    INSTALL SIZES AND MORE
    Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here’s what you can expect:

    Mortal Empires patch download size: ~4.5 GB
    Mortal Empires Campaign download size: ~713 MB
    WARHAMMER II pre-patch installation footprint: ~40.5 GB
    Total disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GB
    WARHAMMER II post-patch installation footprint: ~42.5 GB

    If you’ve limited space on your primary hard drive (for example, if you’re using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we’ve found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint’ above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.

    To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.



    BLOOD & GORE

    This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects.

    Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra!


    UPDATE NOTES (highlights)

    This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We’ve also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races.

    Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players’ interests:


    • FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
    • FIXED units in guard mode stopping attacking if current melee enemy Rampages
    • CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Mortahi is confederated to Malekith’s faction, she will not continue to spread Chaos corruption
    • FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
    • FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
    • CHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
    • CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
    • FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance




    UPDATE NOTES (in full)


    GENERAL

    • RELEASED Mortal Empires
    • RELEASED Blood for the Blood God for WARHAMMER II
    • FIXED multiple crashes
    • FIXED multiple MPC desyncs
    • FIXED multiple localisation issues in multiple languages


    CAMPAIGN GAMEPLAY

    • ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings
    • ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas
    • ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them
    • ADDED multiple new buildings:
      • Empire
        • Castle Reikguard (Altdorf)
        • Imperial Palace (Altdorf)
        • Imperial Academy
        • Roads and Toll Gates

      • Greenskins
        • Big Fort (Black Crag)
        • Dork’s Rock (Black Crag)
        • Chaos Troll Lair (Erengrad)
        • Raiding Caches

      • Vampire Counts
        • Major reshuffle of recruitment buildings
        • Terrorgheists and Wraith units have separate recruitment buildings
        • Awakened Battlefield
        • Blood Keep (Nuln)
        • Fortress of Merovech (Mousillon)
        • Drakenhof Court (Drakenhof)

      • Dwarfs
        • Karaz-a-Karak Airport (Karaz-a-Karak)
        • Bugman’s Brewery (Karag Dromar)
        • Grand Underway Junction (Karak Eight Peaks)

      • Wood Elves
        • Elven Court
        • Elven Healer
        • Ability to fully occupy Lothern
        • Ability to construct a variant of the Everqueen’s Court in Gaean Vale
        • Office-related buildings are now restricted to a specific Athel Loren settlement

      • Most races
        • Buildings to exploit the new resources
        • Merged resource-based unit upgrade effects into resource exploitation buildings




    • CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption
    • FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
    • CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
    • CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
    • FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
    • IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships
    • IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them
    • IMPROVED campaign AI logic for building up existing forces instead of creating new ones
    • IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives
    • IMPROVED ambush help page information
    • IMPROVED behaviour of advice when a dilemma is triggered
    • IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before
    • CHANGED “Piracy” event to not trigger if player owns Sartosa region
    • CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won
    • CHANGED max number of traits a character can hold to 30 from 20
    • FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle
    • FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it
    • FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle
    • FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy
    • FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable
    • FIXED an issue with the AI proposing peace right after entering a war with the player
    • FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected
    • FIXED cases where followers would disappear after unequipping them from a character
    • FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)
    • FIXED Cave In Achievement not unlocking when player completed requirement in game
    • FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game
    • FIXED Encounters at Sea sometimes spawning in unreachable locations
    • FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted
    • FIXED Mazdamundi AI skill selection to prefer his unique skills more
    • FIXED missing effects on some ancillaries/followers
    • FIXED missions being issued while the issuing character was not available
    • FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force
    • FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner
    • FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool
    • FIXED some cases where the AI would repeatedly ask for almost the same deal
    • FIXED targeting intervention forces for missions requesting the player to make an alliance
    • FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition


    BATTLE GAMEPLAY

    • FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
    • FIXED units in guard mode stopping attacking if current melee enemy Rampages
    • FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
    • ADDED 7 new Free-for-All maps
    • IMPROVED Dragon breath targeting versus dispersed multiple entity units
    • IMPROVED battle AI usage of spells in many cases
    • IMPROVED flying unit ability to chase down routing units
    • IMPROVED the playable area and deployment zone sizes on Troll Country FFA
    • CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.
    • CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability
    • CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.
    • CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency
    • FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment
    • FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock
    • FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire
    • 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!
    • FIXED battle difficulty not applying correctly when chosen on campaign select screen
    • FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards
    • FIXED Bombardment spells not being counted correctly towards Free-for-All player scores
    • FIXED Bombardment spells sometimes not exploding on collision with certain terrain
    • FIXED defending siege AI reinforcements sometimes not being handled correctly by AI
    • FIXED enemy units sometimes rallying in intro battle when they shouldn’t
    • FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
    • FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord
    • FIXED Siege tower fire rates being too fast
    • FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so
    • FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles
    • FIXED some missing collision on obstacles in a few battle maps
    • FIXED rebirth effects not triggering properly if unit was routing



    UI

    • FIXED hidden Skaven armies being visible by toggling on the Character names UI option
    • CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.
    • ADDED spacing to Legendary Lord select images to denote races differentiation better
    • CHANGED Enemy Army colour in MP battles to be red rather than pink
    • CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral
    • FIXED “Enemy siege lifted” event in event list missing icon
    • FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view
    • FIXED a case where MPC players had access to interventions when it was not their turn
    • FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected
    • FIXED adding skill points in some cases resetting the scroll back to the left
    • FIXED assembly kit downloaded map not being auto-selected in MP lobby
    • FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction
    • FIXED dilemmas sometimes appearing again after the player had already responded
    • FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen
    • FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in
    • FIXED Event message not being generated when losing a Lord or Army during end turn
    • FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously
    • FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available
    • FIXED missing image in the Spells Browser for Skink Priest Avatar
    • FIXED Murderous Prowess UI not flashing for duration of ability active state
    • FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away
    • FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement
    • FIXED resource UI bar appearing during end turn after retreating from a battle
    • FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first
    • FIXED Softlock if opened rites panel whilst on the call-to-arms screen
    • FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited
    • FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles


    VISUAL/GRAPHICS

    • ADDED the ability to disable post-process sharpen in Advanced graphics options
    • FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)
    • ADDED default graphics quality preset detection for AMD VEGA GPUs
    • CHANGED level of post-process sharpen effect to be weaker
    • CHANGED WH1 race ship models to all use larger variants like WH2 races
    • FIXED visual glitch that would occur with water if resolution scale was set below 100%
    • FIXED visual noise glitch in SSAO
    • FIXED cases of Lords in pre-battle scenes being too large and colliding with each other
    • FIXED multiple minor animation glitches
    • FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
    • FIXED White Lions of Chrace models having black spots on fur when camera was further away from them


    AUDIO

    • ADDED some new UI Sound Effects
    • FIXED Audio being muted during end turn sequence camera pans
    • FIXED Campaign music sometimes not blending between tracks correctly
    • FIXED Music slider not affecting campaign music
    • FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region


    BATTLE BALANCING

    General Balancing changes

    • Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)
    • Tweaks to rear attack melee defence modifier
    • Reduced MP cost of melee lords on foot and horses by -50


    Skaven

    • Warpfire Throwers -50 cost, +5% reload speed
    • Night Runners (Slings) +1 dmg
    • Night Runners: reduction in accuracy
    • Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
    • Gutter Runner Slingers +1 dmg
    • Gutter Runners Slingers (Poison) +1 dmg
    • Gutter Runners: reduced projectile accuracy
    • Gutter Runners (Poison): reduced projectile accuracy
    • Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
    • Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
    • Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
    • Warp Lightning Cannon – accuracy (minor tweak)
    • Doomwheel -100 HP
    • Plague Priest on Plague Furnace: +100 mp cost
    • Skavenslaves: more salt added to diet; now 25% more delicious


    Lizardmen

    • Terradon with Fireleech Bolas +10 range, projectile tweaks
    • Horned Ones -100 cost, -5 armour, +14 HP
    • Kroq-Gar – Horned One: +5% HP
    • Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance


    High Elves

    • Swordmasters -2 MD
    • Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
    • Silver Helms (all) +2 CB, +2 dmg
    • Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
    • Dragon Princes -2 HP
    • Sun Dragon +4 MD, more breath attack damage
    • Moon Dragon +2 MD, slightly more breath attack damage
    • Black Dragon +2 MD
    • Lothern Sea Guards (all) +2 MA
    • Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
    • Frostheart Phoenix +2 CB
    • Great Eagle +5 ground speed
    • Eagle Claw Bolt Thrower -25 hp on artillery piece
    • Tyrion: +45% flame resistance
    • Tyrion – Malhandrir: increased mass to match heavier hero warhorses
    • Tyrion: +10 weapon strength, percentage of ap damage increased to 45%.
    • Tyrion: Added Foe Seeker ability for multiplayer


    Dark Elves

    • Reaper Bolt Thrower -25 hp on artillery piece
    • Dark Riders Xbow +50 cost
    • Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
    • Black Ark Corsairs (all) -1 HP
    • Cold One Knights -0.1 attack interval
    • Executioners -2 MD, -10 armour
    • Black Guard -10 armour, tweaks that will slightly reduce dmg output
    • War Hydra +5 CB
    • Death Hag – Blood Cauldron: +100 MP cost


    Special Abilities and Spells:

    • Improved ability tooltips to contain more information about damage type
    • Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
    • Added recharge in melee and removed max uses for Sunfang
    • Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)
    • Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5
    • Adjusted Wake of Fire explosion damage by -33%
    • Fate of Bjuna power cost increased by 1
    • Crack’s Call power cost reduced by 1
    • Cracks’s Call Upgraded power cost reduced by 1
    • Apotheosis can now target self
    • Liber Bubonicus limited to max 2 uses
    • Fiery Convocation: reduced power cost by 1
    • Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
    • Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
    • Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18



    A niżej FAQ:
    Spoiler: 
    Mortal Empires

    What is Mortal Empires?
    Mortal Empires is a grand-scale downloadable campaign set across a massive new campaign map, free for owners of both Total War: WARHAMMER and Total War: WARHAMMER II. It enables players to embark on new campaigns as any playable Legendary Lord they own from both games and any owned DLC.

    How do I download it?
    Mortal Empires is a free downloadable content pack that you can access from Total War: WARHAMMER II’s DLC list on Steam. To view the Steam page click here: http://store.steampowered.com/app/61...ortal_Empires/

    Is it the same min/rec spec as WARHAMMER II?
    Yes, the min and rec specs for Mortal Empires will be the same as Warhammer II. However, due to the size of the campaign map, some users may tend to see lower framerates when looking out across the maximum extent of the map. You can also expect increased end turn times due to the large numbers of factions that will take a turn.

    Do I need to have both games installed?
    No, you only need Total War: WARHAMMER II installed to play Mortal Empires, you just need to own Total War: WARHAMMER. Mortal Empires is accessible through the Campaigns menu in the WARHAMMER II frontend.

    Do I need to own both games?
    Yes. Ownership of both games is required to play the Mortal Empires campaign. If you own any WARHAMMER I downloadable content, you will also be able to play as those races in Mortal Empires, with the temporary exception of Norsca.

    Why aren’t Norsca in it?
    Due to different teams’ development schedules, Norsca won’t make it into Mortal Empires when it first becomes available. They’ll be implemented in a future update. We’d much rather release Mortal Empires to you sooner and get Norsca implemented in due course. This also means that the content of the Foundation Update for WARHAMMER 1, such as the 30th anniversary Regiments of Renown and alterations to Legendary Lords’ skills trees, will also be implemented alongside Norsca in the future.

    Is the Vortex active in this?
    No. The vortex remains on the map visually, but the race-for-control of the Vortex as featured in the Eye of the Vortex campaign will not be present in Mortal Empires. Each Legendary Lord will of course have their own victory conditions and objectives.

    Can I play a co-op campaign with different races?
    Yes. Unlike the Eye of the Vortex campaign, there is no mechanic requiring both players to play as Legendary Lords from the same race if they wish to work together. This means you’re able to co-op as any two races/factions you wish, and create whatever lore-breaking unholy alliance you desire.

    Is two player co-op still the limit?
    Yes.

    Have the Old World factions been balanced against the New World factions?
    While the Foundation Update changes to Skill Trees won’t be applied to the Old World races till later, there have been some tweaks and changes in Mortal Empires to ensure they’re up to scratch with their new potential allies and enemies. As with all changes we’ll be monitoring feedback in our official forums and will continue to make changes and additions in future updates.

    Will Old World starting positions be moved/separated?
    Not at this stage. We’ll continue to support and tweak aspects of Mortal Empires over time, and different starting positions for Old World Legendary Lords are one such consideration.

    How big is the download/install size for patch 1 and Mortal Empires?
    Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here’s what you can expect:

    Mortal Empires patch download size: ~4.5 GB
    Mortal Empires Campaign download size: ~713 MB
    WARHAMMER II pre-patch installation footprint: ~40.5 GB
    Total disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GB
    WARHAMMER II post-patch installation footprint: ~42.5 GB

    If you’ve limited space on your primary hard drive (for example, if you’re using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we’ve found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint’ above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.

    To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.
    Blood For the Blood God

    What is Blood for the Blood God?
    Blood for the Blood God is a DLC for both Total War: WARHAMMER I & II. It unlocks gruesome special effects on the battlefield to show the true horrors of war in all its bloody carnage.
    What effects does Blood for the Blood God bring to my game?
    Blood for The Blood God brings a number of gory, mature-rated effects to Total War: WARHAMMER II

    • Blood spurts.
    • Gory spatter on unit models.
    • Limb and head dismemberment (humanoids and non-legendary characters).
    • Zombies and skeletons may continue to fight after dismemberment!
    • Explosive gibbing from deadly mid-torso strikes.
    • Blood-drenched UI elements.
    • Random, global campaign events that generate greater carnage in battle.

    I paid for Blood for the Blood God for WARHAMMER, do I have to buy it again for WARHAMMER II?
    Nope! If you bought Blood for the Blood God for Total War: WARHAMMER I, you’ll also receive Blood for the Blood God for WARHAMMER II free of charge. Likewise, purchasing Blood for the Blood God for WARHAMMER II will unlock Blood for the Blood God for WARHAMMER 1.
    How much is the Blood for the Blood God DLC?
    Blood for the Blood God will retail at £1.99 on Steam
    How do I turn on Blood for the Blood God?
    Once downloaded, Blood effects can be enabled in the Advanced Graphics Settings of Total War: WARHAMMER II.
    Will Blood for the Blood God raise the age rating of Total War: WARHAMMER II?
    Yes, depending on your country of residence, Blood for the Blood God may raise the age rating of the main game.

    Chcesz się czegoś dowiedzieć na temat Warhammer Fantasy, gdy wychodzi Total War: Warhammer, a nie znasz uniwersum? Zajrzyj TUTAJ.
    II Miejsce w turnieju Jesień Średniowiecza IV, uczestnik fazy pucharowej w Mistrzostwach Polski Rome II 1vs1.
    "Braki w Total War'ach to pół biedy. Gorzej, jeśli ktoś uważa taki stan gry za pełną wersję" ~ Arroyo

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