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Total War: Warhammer |OT| WAAAGHcraft 4

Triteon

Member
I've been playing my first campaign (vc) for about 70 hours with one restart and I'm still no where near finishing. I just can't seem to push south, nor can I finish off the north.

I destroyed Chaos fairly early on then tried to obliterate the Empire and pushed them out of the area directly surrounding Sylvania, took Altorf and all the surrounding provinces but they are still coming from somewhere south. But I cant seem to successfully send armies south without triggering issues in the north. But I can't go further north and wipe the Northmen out as I can't take over settlements so I can't corrupt the surroundings.

I put about 10 hours into building a northern force, while fighting off the Dwarfs and the remaining empire. Sent four armies with decent lords, (all my lords that were above 15 but not my "special characters" and one by one they were assassinated or killed while attrition made the army less and less useful. Eventually my force was totalled and I had almost nothing to show for it. Some raze settlements, which they started rebuilding almost immediately.


I'm at the point now that I'm bringing in about 4K a turn and have 9 standing armies But I cant seem to get enough armies together in order to have overwhelming force. the AI seems to be able to stick and move so much faster than I can.

So I'm stuck in a holding pattern fighting back and forth with the dwarves and Empire. They raid my lands every so often and might raze a settlement or two then scram before I can totally destroy them. Then I march an army or three south, destroy what I can then get decimated.

I'm slowly grinding south but it feels like it'll take an eternity to put them all down.
 
I abandoned my VC game for similar reasons. I reached a point where I could start to valiantly conquer the map, but realised the logistics of it would mean turns and turns of travel time, retreats to recover from living land attrition, and even more turns to resupply my armies with troops. And then I'd get to do it again for the other enemy factions. It would just be a huge slog for very little gains--and this is keeping in mind that I autoresolve 95% of my battles.

The thing I don't like about VC as a faction is their lack of range. They take heavy losses in any fair fight and will constantly be struggling to resupply. Perhaps I didn't take enough advantage of their rez ability, but it felt like a constant struggle to stay competitive against anyone else. Plus the attrition penalty is huge and makes any multi-turn journey outside of vamp borders into a massively disadvantageous affair (which basically killed my ambitions to stomp Chaos' advamce in my campaign).

So, I rerolled and went Greenskins and it's been a much more interesting time. I have completely abandoned any kind of dilpomacy and have just gone on a rampage, conquering all of the Southeastern part of the map, have made the vamps a non-issue, and am now working to crush the only faction remaining that is a threat--the armies of Chaos. Right now the Empire is doing a good job of dying to them, which will eliminate a lot of future warfare provided I can squash Chaos before they start snowballing more. As it stands, I've got enough cash flowing, and enough armies fielded, to slowly creep through the map's sides and pincer the Chaos forces.

As Greenskins, a near-constant supply of Waaaghs mean that no fight is impossible, and makes it incredibly easy to roll through entire provinces with minimal time spent replenishing troops. Lesser armies, like a single stack of 20, crumble easily, and that's all that most of the factions have, save for Chaos. The feeling of power is immense.


Oh, and a special shout out to the quests for both factions. They suck. The vampires quests are all in the middle of friggin' nowhere with crazy conditions and, in the Orcs case, a best case scenario is the whole thing feeling like a massive slog. It isn't a quest, but a checklist. Worst part is, the AI already have their epic items anyways. There just has to be a better approach.
 

ShinZed

Member
Speaking of Orc quests, I'm stuck on Gitsnik. It says to send a Gobbo Big Boss to the border princes province, and I did. But nothing happened. Does he have to go somewhere specific or do I have to conquer it too?
 
Speaking of Orc quests, I'm stuck on Gitsnik. It says to send a Gobbo Big Boss to the border princes province, and I did. But nothing happened. Does he have to go somewhere specific or do I have to conquer it too?

Generally when it says "send [hero] to [region]" they want you to deploy it there for a turn; might even mention that, don't remember. In any case, you'll need to deploy that hero there for sure. There's another step where it specifically mentions a city, and for that one you definitely need to hold/conquer it.

Fortunately, the Greenskin quest objectives are hella generous compared to VC. It's like, one step away from territory you can control vs. 5 provinces away from conquerable territory.
 

ShinZed

Member
I had him there for several turns butchering various foolish characters walking around. Oh well, I just finished krumping the dorfs so the Waaagh-train will steam over there shortly.

I auto resolve so many battles in this compared to Shogun 2 though. Auto usually gets same or better results than what I could have done, whereas in Shogun if I auto'd half my army would usually die. Keeps the pace of the campaign nice and quick though.
 

Baalzebup

Member
A couple of hints for the players who have troubles with the Vampire Counts attrition etc. Embed a Vampire into each of your armies, and spec them for utility first. Getting both of the force replenishing skills (the one that affects the whole friendly province and the heal one that affects the army you accompany) and the one that lessens attrition, and the two similar skills both of your Lord types can get, is *very* helpful. Your armies will go from 5% to full strength faster than any other army out there and the attrition rates can be cut as much as full out 50% if you do all you can (Lord, Vampire, Research).

When you're not using auto-resolve, use the time you have after you've won to cheese out your casualties instead of clicking the 'end combat' straight away. Master Necromancers should always have the aura that heals troops, cuz then you can just wait until the aura heals your troops and only then start spamming Invocation of Nehek to actually start replenishing numbers, and in general, you should always squeeze out the very last drop of your magical juices to cast that shit. I've gotten units under half strength back to 100% by doing this.

And for those long forays into chaos infested lands and whatnot, raiding stance is your friend. Doesn't matter where you go, attrition is zero when raiding. Approaching the northern tribe holdings, you shouldn't lose anything before you actually start razing their towns or meet some resistance. Using boats and razing the shoreline with quick landings and retreats is also very helpful, as, if you've populated the towns south of the Sea of Claws, you'll start replenishing troops as soon as you hit the waters again. Optimally, you only spend a single turn taking those attrition casualties, which are quick to heal.

Embedded Wight Kings are also pure gold when you're killing the tribes, since the tribes never have walls to increase the siege holdout timers and wights can reduce that timer like pros. Even a single round of siege attrition can make your auto-resolve casualties drop to near nil, as the first round essentially cuts the troops in half.
 

Bizazedo

Member
Generally when it says "send [hero] to [region]" they want you to deploy it there for a turn; might even mention that, don't remember. In any case, you'll need to deploy that hero there for sure. There's another step where it specifically mentions a city, and for that one you definitely need to hold/conquer it.

Fortunately, the Greenskin quest objectives are hella generous compared to VC. It's like, one step away from territory you can control vs. 5 provinces away from conquerable territory.

Yeah, but once your economy gets rolling, paying 5k to teleport to the quest and back is like nothing.
 
VC quests are wack. I ain't sending shit way out in the middle of nowhere. What I have done is create a core of unit producing areas in the middle of my empire surrounded by settlements with economy, defense, and corruption increasing buildings. My orc neighbors have been dealing with undead rebellions for a while. Keeps them occupied while I deal with the Empire. I conquered Altdorf and you get special buildings out of it.
 

Lorcain

Member
The feeling of power playing Greenskins going from 3 to 6 fully stacked armies when Waaaghs are popping is unreal. It really makes them feel unstoppable. I'm almost ready to start a 4th army, and I'm just imaging what having 4+4 will be like. Greenskins are like rabbits. You have to kill them quickly before they exponentially grow into a giant green tide of destruction.
 
My Dwarf campaign ended up being a huge success. Chaos wiped out almost all of the Empire, a lot of the VCs, before making an right turn and making a run at Zultof or whatever it's called. I was able to send over several armies - sacrificed a few - before cornering the Chaos leader and destroying him. Huzzah!

Next turn the VCs and Greenskins attacked the Border Princes, whom were my allies. The war went poorly for a bit until a group of 5-6 Orc armies/Waaagh's smashed themselves against the walls of Verenka Hills. The VCs have gobbled up a few of my smaller armies, but then totally failed to do anything against my settlements. It's now just a matter of deciding which of those enemy factions to wipe out.
 

Carl7

Member
When I wanted to just destroy the empire asap i just sent 7 stacks south raiding. They move quite slowly while raiding but at least didn't suffer attrition. I had already complete the other objectives so it was just a matter of razing their last city.

Also you should have walls in all your cites, especially if you are playing on legendary.
 
Yeah, but once your economy gets rolling, paying 5k to teleport to the quest and back is like nothing.
Wait... Do VC actually have a teleport ability? Would change everything.
A couple of hints for the players who have troubles with the Vampire Counts attrition etc. Embed a Vampire in your armies, and spec them for utility first. Getting both of the force replenishing skills (the one that affects the whole friendly providence and the heal one that affects the army you accompany) and the one that lessens attrition, and the two similar skills both of your Lord types can get, is *very* helpful. Your armies will go from 5% to full strength faster than any other army out there and the attrition rates can be cut as much as full out 50% if you do all you can (Lord, Vampire, Research).

When you're not using autoresolve, use the time you have after you've won to cheese out your casualties instead of clicking the 'end combat' straight away. Master Necromancers should always have the aura that heals troops, cuz then you can just wait until the aura heals your troops and only then start spamming Invocation of Nehek to actually start replenishing numbers, and in general, you should always squeeze out the very last drop of your magical juices to cast that shit. I've gotten units under half strength back to 100% by doing this.

And for those long forays into chaos infested lands and whatnot, raiding stance is your friend. Doesn't matter where you go, attrition is zero when raiding. Approaching the northern tribe holdings, you shouldn't lose anything before you actually start razing their towns or meet some resistance. Using boats and razing the shoreline with quick landings and retreats is also very helpful, as, if you're populated the towns south of the Sea of Claws, you'll start replenishing troops as soon as you hit the waters again. Optimally, you only spend a single turn taking those attrition casualties, which are quick to heal.

Embedded Wight Kings are also pure gold when you're killing the tribes, since the tribes never have walls to increase the siege holdout timers and wights can reduce that timer like pros. Even a single round of siege attrition can make your auto-resolve casualties drop to near nil, as the first round essentially cuts the troops in half.
Good stuff. Thanks for the tips. My one takeaway from the VC campaign was that I should've prioritised the corruption-builders more than I did. Would've made absorping new provinces a much quicker affair.

As an aside, of the various VC/Greenskin lords and heroes I've used, I like the Greenskin warbosses the most because I can just specialise them for combat and then use them to take on a unit or two by itself. Warbosses specced for damage are truly fearsome things, nigh unstoppable with even a modicum of backup. Spellcaster heroes have always been a wash, being far less capable in most situations and only serving to make clear victories even clearer--never really turning the tide on the close battles. But I'm very bad at the real-time battles, so I think that's partly on me.

Also, omg are the goblin big boss heroes the best assassins or what? Give them five levels and they're on their way to murdertown with no one getting in their way.
 

ShinZed

Member
Wait... Do VC actually have a teleport ability? Would change everything.

Good stuff. Thanks for the tips. My one takeaway from the VC campaign was that I should've prioritised the corruption-builders more than I did. Would've made absorping new provinces a much quicker affair.

As an aside, of the various VC/Greenskin lords and heroes I've used, I like the Greenskin warbosses the most because I can just specialise them for combat and then use them to take on a unit or two by itself. Warbosses specced for damage are truly fearsome things, nigh unstoppable with even a modicum of backup. Spellcaster heroes have always been a wash, being far less capable in most situations and only serving to make clear victories even clearer--never really turning the tide on the close battles. But I'm very bad at the real-time battles, so I think that's partly on me.

Also, omg are the goblin big boss heroes the best assassins or what? Give them five levels and they're on their way to murdertown with no one getting in their way.

Yeah, Grimgor and other Orc Warbosses are Murdertrains with Deadly Blade and Choppas. I think I made a mistake levelling up Grimgor's defence rather than just making him more choppy in the advanced tier though.

I have had mixed results with my Gobbo Big Bosses. I don't think they're any better than what the other factions get. Takes bloody ages to get more of them than one too, having to have a level 4 fort with a maxed boss hut.

How many boss huts do people use to deal with Chaos corruption? I'm averaging 2 level 2 huts per region, dunno if that's overkill but my obedience is always low.
 

Baalzebup

Member
Wait... Do VC actually have a teleport ability? Would change everything.
Every Legendary Lord has the option to pay 5000 dineros to teleport their army to the story battles and get back where they left from. The option is temporarily disabled if you are holed up in a settlement, you are in march or camp mode and maybe something else, but if you are in normal stance in your own territory, you should always be able to teleport to the battles if you have the moola.
Also, omg are the goblin big boss heroes the best assassins or what? Give them five levels and they're on their way to murdertown with no one getting in their way.
VC Banshees are their equal in every possible way.
 
Is there any indicator on terrain type anywhere? Took me the longest time to realise that some areas had severe movement penalties, like the deserts and mountaints that the Greenskins inhabit.
Every Legendary Lord has the option to pay 5000 dineros to teleport their army to the story battles and get back where they left from. The option is temporarily disabled if you are holed up in a settlement, you are in march or camp mode and maybe something else, but if you are in normal stance in your own territory, you should always be able to teleport to the battles if you have the moola.

VC Banshees are their equal in every possible way.
So, I just noticed that teleport option. I'd swear it wasn't there before... It really seems like a bandaid than anything. It'd make more sense to put the core quest area in easy to reach territory, but make the overall quest into a chapter-style thing (multiple objectives, with only, say, 75% of them required to unlock the final battle for the item, removing the extraneous rewards).

Really, Total Warhammer could use a much better UI. A lot of info is surfaced in weird ways. Although it's good they have that "you should _____" reminder before ending your turn, Civ5-style.

And for Banshees, I never noticed. I was being absolutely mauled by enemy heroes in my VC game and the heroes I kept receiving died instantly. IIRC I had two critical assassinations against me in as many turns at one point. Made me real sad.
Yeah, Grimgor and other Orc Warbosses are Murdertrains with Deadly Blade and Choppas. I think I made a mistake levelling up Grimgor's defence rather than just making him more choppy in the advanced tier though.

I have had mixed results with my Gobbo Big Bosses. I don't think they're any better than what the other factions get. Takes bloody ages to get more of them than one too, having to have a level 4 fort with a maxed boss hut.

How many boss huts do people use to deal with Chaos corruption? I'm averaging 2 level 2 huts per region, dunno if that's overkill but my obedience is always low.

1 to 2, sometimes 3, depending on the province and the needs of my empire. For army-recruiting provinces there are less to make room for the military buildings, while for more isolated/fringe spots I lock them down with those buildings to save myself from fielding an anti-rebel army there. The economy just doesn't scale enough to make fielding rebel-suppression armies worthwhile--better to save that 2-4k and put it towards infrastructure. Especially once your empire gets big.

As far as corruption, neither has been an issue. Vampiric corruption is annoying but I've crushed them into insignificance (they are now a money farm, lol), so it's a non-issue in the lands that matter. Chaos corruption has never been... anything; I know it causes disobedience, but it's never been a problem in core lands because the obedience-generators fight it as well. Would be a difference story if they were tweaked slightly.
 

Triteon

Member
A couple of hints for the players who have troubles with the Vampire Counts attrition etc. Embed a Vampire in your armies, and spec them for utility first. Getting both of the force replenishing skills (the one that affects the whole friendly providence and the heal one that affects the army you accompany) and the one that lessens attrition, and the two similar skills both of your Lord types can get, is *very* helpful. Your armies will go from 5% to full strength faster than any other army out there and the attrition rates can be cut as much as full out 50% if you do all you can (Lord, Vampire, Research).

When you're not using autoresolve, use the time you have after you've won to cheese out your casualties instead of clicking the 'end combat' straight away. Master Necromancers should always have the aura that heals troops, cuz then you can just wait until the aura heals your troops and only then start spamming Invocation of Nehek to actually start replenishing numbers, and in general, you should always squeeze out the very last drop of your magical juices to cast that shit. I've gotten units under half strength back to 100% by doing this.

And for those long forays into chaos infested lands and whatnot, raiding stance is your friend. Doesn't matter where you go, attrition is zero when raiding. Approaching the northern tribe holdings, you shouldn't lose anything before you actually start razing their towns or meet some resistance. Using boats and razing the shoreline with quick landings and retreats is also very helpful, as, if you're populated the towns south of the Sea of Claws, you'll start replenishing troops as soon as you hit the waters again. Optimally, you only spend a single turn taking those attrition casualties, which are quick to heal.

Embedded Wight Kings are also pure gold when you're killing the tribes, since the tribes never have walls to increase the siege holdout timers and wights can reduce that timer like pros. Even a single round of siege attrition can make your auto-resolve casualties drop to near nil, as the first round essentially cuts the troops in half.

Thanks for this, using this info I was able to raid down and find the last, solitary Empire settlement that I wasn't able to find just moving normally. I razed it to the ground and beat the VC campaign.

I cant believe I missed that raiding made you immune to attrition.
 
All of my areas have at least one corruption-generator so I've prepped my targets. I just learned you can replace generals so if your big guy gets assassinated, when he comes back you can just replace the crappy one you used as a placeholder. I thought you had to create a whole new army to get them back. Ruined my chaos warriors run.
 
A big clap to whoever programmed the AI in battle, they're not completely brain dead, not even the VC troops

There's some ETA for patches and DLC?
 
A big clap to whoever programmed the AI in battle, they're not completely brain dead, not even the VC troops

There's some ETA for patches and DLC?

They have been strangely silent on news about DLC and stuff. I mean I guess they didn't want some backlash about "trying to sell DLC that was cut from the base game right after the game launches" kind of thing, but it seems it's more like they really spent all their time finishing the base game(release date was even pushed back a month) and didn't actually have any DLC ready to go. Which is absolutely the best decision.

I do hope they will talk about DLC soonish though to see what's their plans and what's being added.
 
They need to fix that vsync bug ASAP.


As far as factions they can add, the free one is obviously gonna Bretonnia--they have voice sets and everything. But beyond that I don't know what they'll do. Unless they are expanding the map or something I don't see where they can add a decent play area for a new faction(s), giving them some room to breath and grow on the current map layout.

Actually, speaking of their free content plans, the rollout is going to be weird if they're adding one new thing here and there to various factions... would make a lot more sense if it was one more [per playable faction] to keep things even.
 

BibiMaghoo

Member
They need to fix that vsync bug ASAP.


As far as factions they can add, the free one is obviously gonna Bretonnia--they have voice sets and everything. But beyond that I don't know what they'll do. Unless they are expanding the map or something I don't see where they can add a decent play area for a new faction(s), giving them some room to breath and grow on the current map layout.

Actually, speaking of their free content plans, the rollout is going to be weird if they're adding one new thing here and there to various factions... would make a lot more sense if it was one more [per playable faction] to keep things even.

Don't know how legit because I haven't checked myself, but there are supposedly some game files that show the future DLC plans. The first paid, the 3rd DLC is supposedly Beastmen. The expansion plans are also listed. It is assumed that the missing ones, such as DLC 2 are free or cosmetic only DLC's, such as blood and gore. There is also an expanded map.

4CHsyMj.jpg
 
just checked TWCenter that somehow confirm what BibiMaghoo said

DLC 3 - Beastmen!

Subfactions


Redhorn Brayherd
Khazrak Herd Brayherd
Skrinderkin Brayherd
Jagged Horn
Skrinderkin
Ripper Horn Brayherd
Shadowgor Brayherd
Rredhorn

DLC 5 - Wood Elves!

Subfactions


Anmyr
Arranoc
Argwylon
Atylwyth
Cavaroc
Сythral
Durthu
Еorgovann
Fyr Darric
Modryn
Tirsyth
Talsyn
Wydrioth

Plus additions to Beastmen and Brettonia.



DLC 8 Tomb Kings!

No info on subfactions.



DLC 10 Skaven!

No info on subfactions.

DLC 13 Chaos Dwarfs!

No info on subfactions


DLC 15 Ogre Kingdoms!

No info on subfactions.


Expansion pack 1

Ulthuan and the New World will be uncovered in the second installment of the trilogy of Total War: WARHAMMER with the following races:


High Elves
Dark Elves
Lizardmen

No info on subfactions.

Expansion pack 2

The third installment of the trilogy will be dedicated to Chaos with 4 factions, one for each God of Chaos. Unique Lords, Chosen, Demons et cetera included.


Khorne
Tzeentch
Nurgle
Slaanesh

No info on subfactions.

***
An interesting detail - almost all of the old factions will get the "_qb1", "_qb2" suffixes in the future. SHREDDER wonders what it could mean.
***

"As you can see, the DLCs 2, 4, 6, 7, 9, 11, 12 and 14 are missing. It probably means that those are some kind of paid and free additions that the developers told us about - lords, heroes, magic, units (for example, Knight Orders of the Empire, Blood Dragons, Flagellants, Squigs and other yummy things).

Besides, some of those DLCS could be the unlocks of Brettonia, Kislev, Tilea and Estalia. Kislev is needed badly, and Tilea and Estalia will become relevant after the 5th or ths 8th DLC - Tomb Kings will walk right through their lands.

The unlocks of those factions could come with any of the faction DLCs - they are already in the game and it is not needed to add the "wh_dlc" prefix.
PS I will risk and assume that DLC 2 is blood, logically!
PSS It is said that this map has been found somewhere in the game files. It correlates well with the information cited above."
 
As a complete newb to warhammer...when these new races are added like Beastmen or the Wood Elves....where would they be located on the map?

Isn't this the first time for a Total War game for DLC factions to not already exist on the world map? Does this mean new landmasses would be included?

EDIT: must have glanced over this part "Ulthuan and the New World will be uncovered " guess new landmasses are confirmed, pretty cool, sounds like these will be substantial expansions.
 
Oh my god those expansion plans sound fantastic. I'm fully on board.

The total waaagh must never end.
As a complete newb to warhammer...when these new races are added like Beastmen or the Wood Elves....where would they be located on the map?

Isn't this the first time for a Total War game for DLC factions to not already exist on the world map? Does this mean new landmasses would be included?

Here's a map for Warhammer Fantasy--scroll down for the best one (boy it sure looks familiar) Edit: alright removed map, that site doesn't like hotlinking at all

They'd have to either split up provinces or enlarge the map every time they add a new faction, comparing the in-game map to the actual map of Warhammer Fantasy.

Really exciting prospects, either way.
 
Updating my Nvidia drivers to the latest dramatically improved my framerate in the main map. Huh.

Shoulda done it in my first hour, not my 40th.
 

Dmax3901

Member
So I've taken most of the empire and destroyed the vampire counts. Waged a brief war against the Greenskins to the south but got chased into the mountains, meanwhile old mate Archaon has started his march south.

Any tips on keeping chaos corruption under control? I have a few regions where public order seems to just refuse to go up.
 
Oh lawd. As the Empire, I horribly overextended myself. Gobbled up Averland and Schwartzhof or w/e, but then got smacked by the Skullsmasher orcs and a string of ally-induced wars. Managed to confederate with Stirland, but now my finances are ruin. Now I'm scrambling to pick up the pieces of these reckless decisions...

At this rate I'm not going to be ready for Chaos.
So I've taken most of the empire and destroyed the vampire counts. Waged a brief war against the Greenskins to the south but got chased into the mountains, meanwhile old mate Archaon has started his march south.

Any tips on keeping chaos corruption under control? I have a few regions where public order seems to just refuse to go up.

As the Empire? Spamming some Order buildings on non-capital cities and provincal commands would be a start.

From there it's just an issue of crushing Chaos. As they destroy cities they will build corruption, plus their heroes will naturally spread it as well. So bust out your best assassins and largest armies are prepare for a grand crusade, because war is your only option when dealing with Chaos.
 

ISee

Member
mined map

MQGmq81.jpg



DLC 3 - Beastmen!

Subfactions


Redhorn Brayherd
Khazrak Herd Brayherd
Skrinderkin Brayherd
Jagged Horn
Skrinderkin
Ripper Horn Brayherd
Shadowgor Brayherd
Rredhorn

DLC 5 - Wood Elves!

Subfactions


Anmyr
Arranoc
Argwylon
Atylwyth
Cavaroc
Сythral
Durthu
Еorgovann
Fyr Darric
Modryn
Tirsyth
Talsyn
Wydrioth

Plus additions to Beastmen and Brettonia.



DLC 8 Tomb Kings!

No info on subfactions.



DLC 10 Skaven!

No info on subfactions.

DLC 13 Chaos Dwarfs!

No info on subfactions


DLC 15 Ogre Kingdoms!

No info on subfactions.


Expansion pack 1

Ulthuan and the New World will be uncovered in the second installment of the trilogy of Total War: WARHAMMER with the following races:


High Elves
Dark Elves
Lizardmen

No info on subfactions.

Expansion pack 2

The third installment of the trilogy will be dedicated to Chaos with 4 factions, one for each God of Chaos. Unique Lords, Chosen, Demons et cetera included.


Khorne
Tzeentch
Nurgle
Slaanesh

No info on subfactions.

***
An interesting detail - almost all of the old factions will get the "_qb1", "_qb2" suffixes in the future. SHREDDER wonders what it could mean.
***

"As you can see, the DLCs 2, 4, 6, 7, 9, 11, 12 and 14 are missing. It probably means that those are some kind of paid and free additions that the developers told us about - lords, heroes, magic, units (for example, Knight Orders of the Empire, Blood Dragons, Flagellants, Squigs and other yummy things).

Besides, some of those DLCS could be the unlocks of Brettonia, Kislev, Tilea and Estalia. Kislev is needed badly, and Tilea and Estalia will become relevant after the 5th or ths 8th DLC - Tomb Kings will walk right through their lands.

The unlocks of those factions could come with any of the faction DLCs - they are already in the game and it is not needed to add the "wh_dlc" prefix.
PS I will risk and assume that DLC 2 is blood, logically!
PSS It is said that this map has been found somewhere in the game files. It correlates well with the information cited above."

Cool infos. Thx.
 

Lord Phol

Member
The game looks like it would be a blast with all those factions and that map, as it is now it kind of feels a bit barebones to me. I hope all these new factions will mean more ways to interact with each other and more diplomacy options for everyone. Looking forward to Expansion Pack 1, Tomb Kings and Skavens the most. Don't really care for Expansion pack 3 as I don't find Chaos a lot of fun to play in the camapign.
 

mkenyon

Banned
yissssssssss expac one

I dislike that Empire is really the only faction to play right now that has a full toolbox in terms of unit types.

Hyped to have a line of Corsairs, Repeater Crossbows, Cold One Knights, and maybe a Hyrdra. And Dragon. And Witch Elves.

Man I miss 7th edition :(
 

prudislav

Member
I am still confused if these expansions will ne the usual Last Roman-like expansions or separate game like Napoleon especially with their 10 years content plan ... higly doubt that they will keep adfing updates/dlcs to this one for 10 years
 
The combat AI really is savage. CA did a great job on it.

They flank, maneuver, and protect themselves as necessary to strike playes with as much force as possible. They even retreat to strike again. It is the worst... and yet the best, too.
 
As a complete newb to warhammer...when these new races are added like Beastmen or the Wood Elves....where would they be located on the map?

Isn't this the first time for a Total War game for DLC factions to not already exist on the world map? Does this mean new landmasses would be included?

EDIT: must have glanced over this part "Ulthuan and the New World will be uncovered " guess new landmasses are confirmed, pretty cool, sounds like these will be substantial expansions.

MQGmq81.jpg


Beastmen could honestly have any random start in the woods throughout the empire. It would be interesting to see if they pulled in the various Chaos Beastmen such as Tzaan-gors.Or perhaps the various Monsters like Cockatrices or Jabberslythes,

Skaven could start any where in the underground but they will probably be somewhere either in the empire or the ruined Dwarf Holds in the mountains. I imagine their mechanics would revolve around the underground and corrupting various cities. My hope is that there will be more in city fights because of this where the defending force must contain the enemy within the walls. I wonder if you would be restricted by clans or not.

Wood Elves would start in Athel Loren which would be the woods that border the Empire and Brettonia in the south. It would be interesting to see their wood spirit mechanic interact with the various woods around the empire perhaps gradually losing their living counterparts for tree spirits.

With Tomb Kings starting beneath the Orc Badlands I wonder if they will add in Araby considering they have to march through their lands to Reach the Empire and the North. Given that they aren't vampires I wonder if they might have a different corruption mechanic. In any case I can't wait to see what they have in store for Necrosphinx or Tomb Stalkers.

Chaos Dwarfs would start in the North somewhere around Kislev but towards the mountainous area. I wonder how their Siege Trains would work. Perhaps you have to build it up over time? At least Bull Centaurs and Fireborn will allow the faction to differentiate themselves by giving them access to cavalry. I would also love to see Siege Giants be able to climb and pull down walls and towers.

Ogre Kingdoms would start in the mountains to the east and beyond them. Honestly I'm not to sure what to do with them. Maybe they can act as a secondary horde mechanic beyond the eastern mountains. Really they are just big bunch of wierdos who like to eat, fight, and despoil. Maybe you could hire some on as mercenaries but I don't know I'd prefer that to go to the Dogs of War but they don't look to be in the plans.

High Elves would be in the middle of the Ocean on the Island of Ulthan. The New World is the landmass to the west. The North half belongs to the Dark Elves a splinter faction of the High Elves and to the South is the Lizardmen who act as the enforcers of a long dead celestial plan. The Lizardmen are interesting as their monsters are their siege weapons.

It will be interesting to see how they handle Chaos Deamons given their unique mechanics and ability to appear anywhere.I'd love to see the Brothers Otto and the Blighkings but I'd suspect Khorne to get the focus here. I want to see Valkia though.

For my wish I would love to see Fimir get some love. They don't have to be a major faction but I want to see my primordial one eyed swamp monsters get some loving. Also why are they no Squigs and Trolls are so reduced?
 
Playing the Empire, I definitely see how forest provinces could be easily added in without really killing the current map layout. I think I was wrong in my assessment that the map would need to be expanded to fit stuff, particularly Beastmen or Elves. Didn't realise just how big or inaccessible the forests were.

Now, to change topics completely, how long have there been terrain bonuses in-game? I only just noticed one tooltip informing me that forests reduced the effectiveness of large units. Could they surface that info any worse? C'mon, CA!
 

Dmax3901

Member
So I just beat the Long Campaign as the Empire, kinda snuck up on me tbh.

Any reason to continue the campaign? I noticed you can just do Quest Battles from the main menu.

Any suggestions who I should try next?
 
Any reason to continue the campaign? I noticed you can just do Quest Battles from the main menu.

There's no specific mission. You can keep fightin' and winnin', though.

Try anyone but the dwarves. Coming off a few campaigns as Empire I tried the dwarves, and they're SO SLOW IT HURTS. Friggin' stunties, man.
 
An aside: I wonder if the wild animals in some provinces will play into the Beastmen or Welves' resource game. They seem like oddly specific details to include, otherwise.


Now... Let's talk Skaeling/Varg/Bjornlings(?). They suck. Giant waste of an empire that's annoying to fight, and even more worse to conquer (aka raze). Chaos' invasion would be a joke without them stomping around.

da worst


Edit: Oh man, when Archaeon finally arrives and the Shield of Civilization stuff starts, that's when Total Warhammer gets real. Everyone rallying together (except those accursed Greenskins) sure is a neat feeling that I haven't seen in any other game. Doubt it'll last once Chaos is smashed, but for now it's good.

Really cool stuff.
 

Palmer_v1

Member
An aside: I wonder if the wild animals in some provinces will play into the Beastmen or Welves' resource game. They seem like oddly specific details to include, otherwise.


Now... Let's talk Skaeling/Varg/Bjornlings(?). They suck. Giant waste of an empire that's annoying to fight, and even more worse to conquer (aka raze). Chaos' invasion would be a joke without them stomping around.

da worst


Edit: Oh man, when Archaeon finally arrives and the Shield of Civilization stuff starts, that's when Total Warhammer gets real. Everyone rallying together (except those accursed Greenskins) sure is a neat feeling that I haven't seen in any other game. Doubt it'll last once Chaos is smashed, but for now it's good.

Really cool stuff.

I liked their raiding parties. My empire game would be too easy right now if I could just ignore that northwest angle. As it is, I pretty much keep one army in that Wastelands region to crush them(and the occasional rebellion) when they pop up again.
 

mkenyon

Banned
That's blocked for me at work. Would you mind quoting the notes in here?

here you go:

Total War: WARHAMMER – Update 1

Update 1 is designed to add polish, increase stability, tweak AI behaviour, address some known gameplay issues and redress balance in a number of areas. This is the first in a number of updates, which means you may not see some changes you were expecting. For example, while multiplayer has seen some attention in this update, it’s in line for more focussed improvement, additional features and rebalancing in an upcoming update. Many of these changes are in testing right now, and as long-term stability and balance are of principle importance to us all, we don’t want to rush the process.


Our beta DX12 implementation is also live in the game with Update 1. You can find information on it, a list of currently compatible GPUs and what you can expect when running the game in DX12 in the wiki link here:

http://wiki.totalwar.com/w/Total_War_WARHAMMER_DirectX_12_System_Requirements

We have added a list of known issues with DX12 at the end of this page.


Blood Knights

Update 1 also introduces our first FreeLC content: the Blood Knights shock cavalry for the Vampire Counts.

Once the order of The Knights of The Blood Dragon, these noble warriors were dominated and given The Blood Kiss by the vampire Walach of the Harkon family. In undeath, their skill is no less potent: they are among the most powerful cavalry in The Old World.

Tier 5 Shock Cavalry, Blood Knights are recruitable from the Vampire’s Keep building (along with the Black Coach). Heavily armoured and shielded with a high Charge Bonus, they smash into infantry with ease, and with the Anti Large ability, they are apt to take on larger foes. They also have the Frenzy ability, meaning they deal more damage as long as their leadership is high. Blood Knights can also be directly improved with two technologies: Turning Knightly Orders (bonuses to Melee Attack, Melee Defence and Charge Bonus), and Delusions of Grandeur (Upkeep and Recruitment Cost reductions).


Heroes balance changes

AI-controlled Heroes now receive half the amount of XP that the player would following an action.

Reduced AI-controlled Hero success chance on Easy and Normal difficulties.

Rebalanced traits and followers that could affect Hero action success chance.

Hero actions that damage the entire target army cause significantly less damage.


Spell, ability and effect changes

The effectiveness of Direct Damage spells (eg Spirit Leech) is now modified according to context, bringing them more in line with other spell types. Their damage output is now more variable as a result.

In multiplayer, all players will now begin battle with the same (but randomly determined) starting Winds of Magic.

Tweaks to hit-point regeneration and resurrection effects are tweaked to be more effective and have longer durations.

The Invocation of Nehek will now replenish the maximum HP of entities revived by it.

The Frenzy ability will no longer target allies in range.

Improvements to vortex/building interactions.

Movement/charge speed abilities now have longer durations.

Mad Cap Mushrooms now has the correct miscast effect.

Update to lightning so it now damages buildings.

Solheim’s Bolt of Illumination (fired by Luminark of Hysh) is now stronger and better against moving targets.

Satchel charges should no longer explode in the air.

Updated the Chaos Lord abilities and rebalanced the initial recharge of their abilities.

Manual aim (ALT) of spawn abilities such as Raise Dead now previews proxies in the correct place on the ground.

Added a target arrow to show the range of spawn abilities such as Raise Dead.

Fixed an issue with inconsistent firing arcs for magic on walls during Siege Battles.

Fixed the target arc location/orientation for area-of-effect spells on the battlefield.

Friendly AI present on the battlefield will now no longer assume control of units that the player has spawned with abilities such as Raise Dead.


Units: first balance pass

Bretonnia

Grail Knights: +Hitpoints, + Charge Bonus, -Damage, +AP Damage

Louen Leoncoeur on Beaquis: +Melee Attack

Trebuchet: smaller hitbox vs projectiles

Men-At-Arms, Spearmen-At-Arms: –Armour


Chaos Warriors

Chariots: –cost

Chaos Spawn: smaller hitbox vs projectiles

Chosen (all): +Armour

Chosen with Halberd +Bonus vs Large

Dragon: +Armour, +Hitpoints, +Melee Attack

Dragon Ogres: +Melee Defence, +Damage, +Missile Resistance

Forsaken: –Armour, -Melee Attack, -Melee Defence, -Damage, +Speed, +Charge Bonus

Hellcannon: rebalanced projectile properties for greater effectiveness

Knights (all): +Hitpoints, +Melee Defence, +Charge Bonus

Knights with Lances: -Damage, +AP Damage

Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy

Sigvald now has the Strider ability

Sorcerer Lords: +Damage, +Leadership

Sorcerer Lord with Lore of Death: –Cost

Trolls (all): +Damage

Warhounds: +Speed


Dwarfs

Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row

Gyrocopter, Gyrobomber: +Mass, tweaks to chance of playing hit reaction animation, tweaks to projectiles that result in slight accuracy increase

Irondrakes with Trollhammer Torpedoes: +Damage

Miners with Blasting Charges: –Projectile Damage

Organ Gun: +Penetration (now penetrates Troll-sized enemies too)

Slayers: lower chance of getting knocked down by splash attacks


Empire

Empire Knights, Reiksguard: +Charge Bonus

Helblaster Volley Gun: +Penetration (now penetrates cavalry-sized enemies too)

Demigryph Knights: (all) +Cost, +Damage, -AP Damage, -Speed

Griffon: –Speed

Steam Tank: –Speed


Greenskins

Goblin Big Boss: +Damage, +Melee Attack, +Melee Defence, -Cost

Trolls: +Damage, smaller hitbox vs projectiles

Wolf Chariot: +Hitpoints, +Melee Attack, +Charge Bonus

Goblin bow units: –Damage

Forest Goblin Spider Riders (all): –Hitpoints, -AP Damage

Savage Orcs (all): –Leadership, -Melee Attack, -Charge Bonus


Vampire Counts

Banshee now has Terror

Black Coach: +Melee Defence, +Armour, +Attack Speed

Black Knights (all): +Charge Bonus

Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance

Crypt Horrors: –Speed, -Damage, -Armour

Terrorgheist: –Speed


Battle AI

Improved the Siege AI's unit selection when deciding to attack city gates so that missile-heavy AI armies can have a better chance at being successful.

Siege AI will now attempt to assault the gates even if they only have missile units.

Increased the width of the walls the Siege AI will attempt to defend.

Improved the AI's positioning on walls when defending during siege battles.

When the Battle AI decides to switch from defence to attack, it will fully commit instead of sometimes trying to pull back and defend again.

Fixed an issue that sometimes prevented the attacking Siege AI’s flying units from engaging.

Fixed an issue that could cause the defending Battle AI to unnecessarily move a few meters forward at the start of battle.

Updated the Vampire Counts army templates for the AI to improve army quality.


Campaign AI

Increased war co-ordination attack priority in Campaign, to help make allied AI factions respond more readily to war targets/war co-ordination.

Diplomatic treacheries now have a bigger impact on the player's reliability rating, and the AI remembers them for a longer period of time.

Campaign AI is now less likely to offer money and more likely to sign more alliances.

Campaign AI is now a bit more cautious with intercepting enemy armies.

AI is now less inclined to start chasing the Chaos player around the Campaign map.

Increased the chance of Chaos recruiting when they are in the position to do so, when controlled by the AI.

Changed late game (‘Age of Peace’) AI behaviour, to make AI factions more aggressive and unreliable. As a result they are more likely to return to the pre-Chaos status quo, breaking treaties and turning against one another. Also increased the Great Power penalty at this stage of the game.


Multiplayer and MP Campaign

Unit rebalancing across all races (see Unit Rebalancing By Race).

Added 5 new Multiplayer maps: Alpine Ridge, Crossroads, Heorot Ridge, Peak Pass and Blue Reach River.

Fixed an issue in Quick Battle mode where players click Start Battle and change factions very quickly, leading to mixed up units and factions.

When playing a co-operative Multiplayer Campaign, if a player has a Waaagh! Army, their co-operative ally can no longer target their Waaagh! and attack it.

Fixed a Multiplayer Campaign Progression Blocker which occurred if a Greenskins player had a WAAAGH! When the Chaos Invasion triggered, and made their End Turn button permanently greyed out.

The player list will now display correctly in the Chat window when opened in the front end.

Players with Team Merging unselected in Quick Battle mode will no longer be merged into teams.

A tool-tip which erroneously displayed "AI Player" when any player hovered the mouse over a human player in a LAN Multiplayer Battle Lobby has been corrected.

Added a tool-tip to the blue map marker (telestration) on the Tactical Map during Multiplayer Battles.

Fix for MPC issues where multiple "allied attacked" prompts would appear simultaneously, causing progression to be blocked for the player.

Fixed some cases where the player could move the camera in Multiplayer Campaign mode, when they weren't supposed to be able to.


'Campaign - general

Autoresolver now deals less damage to high quality units (e.g. Slayers) in standard battle situations and deals more to low quality units.

Subculture targeting missions are now always cancelled when the targeted subculture is destroyed.

Diplomatic attitudes will no longer change by opening and closing the diplomacy menu.

Displayed diplomatic attitude updated to more accurately reflect the AI's attitude.

Changing diplomatic relations should now trend towards the target attitude much faster.

Fixed a bug during diplomacy involving the AI breaking military access with the player.

Fixed a bug during diplomacy offers where all options would remain greyed out, blocking the player’s progression.

Added a warning when the player tries to switch stance while the army has pending recruitments.

Fixed an issue that caused the units in the unit exchange panel to have the wrong size.

Fixed an issue that caused some mission objectives to wrongly display player's faction.

Details of candidates will now be displayed when recruiting new agents or lords.

Removed the ‘Zoom to Location’ icon from followers that have been attained but are not attached to a character.

Dragging the scroll bar to the end of the victory screen will no longer return it to the start of the bar.

Fixed an issue that caused some locked actions in the Agent Info Panel to be displayed in the wrong order with the wrong tooltip.

Fixed an issue sometimes causing the missions and events radar panel to overlap in Campaign.

Fixed an issue that caused the units panel to not refresh when equipped ancillaries changed.

Improved legibility of event text.

When joining a war through diplomacy, the player’s Greenskin Waaagh! faction will now also join the war.

Fixed character scaling on the pre-battle screen in campaign when an army is attacked while sieging.

War co-ordination targets are now removed when a military ally is no longer at war with the target

Fixed a bug where after one Greenskin Tribe confederated with another which had a WAAAGH! Army, the WAAAGH! Army would stay loyal to the original tribe (which no longer existed).

When a lord is wounded, the banners they own are now removed from the units they are assigned to.

God-rays indicating the war target of an opposing army on the campaign map are now hidden when attacking that army and entering the pre-battle screen.

Skills that increase Hitpoints such as The Scarred Vetaran are now maintained after the Lord with the skills is injured in battle then re-recruited.

Tweaked the lighting on the advisor portholes.

Fixed an issue with glowing Marienburg flags.

Fixed an issue with flag ownership for the Greenskins.

Campaign difficulty text when "hard" or higher is now coloured red.

Reduced Great Power penalty for late game Campaign AI personalities (except on Very Hard and Legendary difficulties)

Improved the Specular and Gloss levels on the Campaign Terrain in the Badlands.

Building upgrades are now correctly cancelled after a settlement is sacked and the primary slot is downgraded.

Improved the lighting / climate transition when the player passes the camera over the Gianthome Mountains in the northeast of the Campaign map.

Fixed a missing lake under the shroud south of Helmgart/Montfort on the Campaign Map.

Increased the visual fidelity of the dragon bones and the props around the Greenskin settlements on the campaign map.

Mork is now considerably Morkier.

Fixed some stretched and misaligned textures on the Campaign map.

Improved the coastal shadows from cliffs on the Campaign map.

Fixed an untextured coastal edge on the Campaign map.

Fixed an issue where Chaos Chariots and Gorebeast Chariots were receiving too much upkeep reduction under certain circumstances and weren't affected by certain technologies.

The Nuln unique building for artillery recruitment (Nuln Cannon Foundry/Nuln Artillery School/Special Forges) will now impart an experience bonus when artillery is recruited from the global pool.

Fixed some flickering around the edges of lava streams near the two large volcanoes in the southern part of the Campaign map, which appeared for some users.

Improved the shroud in the top edge of the Grand Campaign Map, to hide the crenellated edge of the Chaos Wastes area.

Made the Teleport button on Quest Battle Notifications clearer to the player.

Fixed an issue with the Jack of All Trades, Master of Some achievement not triggering correctly.

The Gatebreaker achievement will no longer be unlocked during the vampire prelude battle as the Varghulf attacks the gate.

Fixed the Grafs of The Empire achievement, which incorrectly unlocked when completing a Quest Battle with no heroes.

Updated the Skull Staff objectives when playing as Vampires, so the third objective is no longer already complete as a result of the second.

Bonus chapter objectives that require the player to construct a specific building will now also allow a higher level of that building to complete the objective.

Completing the first quest battles will no longer complete the bonus chapter objective to complete a quest chain.

Any item that grants attribute Enables Terror now also grants Enables Fear.

Character experience is no longer awarded for sacking a settlement.

Added tooltips to treaty icons above Heroes.

Colour coded Vigour state text on unit tooltips in battle.

AI-controlled Chaos Warriors race will no longer be able to offer or accept peace once war has been declared.

Fixed a rare case of seeing a Horde Infighting effect when using a Hero to target a horde army.

Vampiric Corruption payload that has negative effects on the player now has red text instead of green (except when the Vampire Counts faction is a human player).

Dwarfs are much less likely to get the Likes Greenskins trait, and the trait will never trigger on Dwarf faction leaders.

Fixed a rare case where a random magic item would be awarded when completing a quest battle that was underground.

A large number of followers used by human factions have had their effects tweaked, along with the chance of them dropping and the triggers that cause them to drop.

While playing as Chaos Warriors as either Kholek or Sigvald, the text for unlocking Archaon has been corrected.

Slayers now take 1 turn to recruit, rather than 2.

Fixed a script error in the Prelude triggered when the player skipped over FMV and cutscene very quickly via the [ESC] key.

Added a new random incident that may respawn the Savage Orc Skull-takerz or Top Knotz tribes if they are destroyed.

Norscans now correctly suffer attrition when standing in areas of high Vampiric corruption.

Fixed a case where the previous/next armies buttons on the recruit Lord/Hero panel would read "province" when playing as Chaos.

Reduced the number of factions the player needs to be at war with to complete the chapter objectives in the Vampires and Chaos campaigns.

Corrected some male traits (using male pronouns) applying to female characters.

Added in-line images to many tooltips that were missing them.

Clarified some text to say that some tier 1 and 2 buildings can only be constructed in a province capital and not in a minor settlement upgraded to tier 3.

Followers will no longer be lost after a certain number of turns.

Arcane items are now available to all subcultures except Dwarfs so shouldn't be able to be stolen by them.

Negative or neutral innate traits are now less likely to appear when recruiting a new Lord or Hero.

Fixed a rare case where a grudge would be issued against the player's own faction.

Fixed a rare case where Bjornling navies may spawn in inaccessible areas during the Chaos Invasion event.

At the point Heroes are spawned through random events or mission rewards, they will have full movement range.

Fixed a mismatch between the 3D and 2D portraits for some Norsca characters.

Fixed a rare case where one of Azhag the Slaughterer's quests would ask the player to raid the player's own territory.

The Stand or Die ability now replaces the Rally ability when unlocked via Chaos Lord skill trees.

Fixed a rare case where the Immortulz banner may be issued as a mission reward.

Fixed a progression blocker where the End Turn button became greyed out if the player was allied with one of the factions Chaos started at war with during the Chaos Invasion.

Event messages in which a faction has joined a war against you now instantly open.

Fixed a rare case where one of Heinrich Kemmler's quests would ask the player to raid the player's own territory.

Fixed the Defiler of Ancient Barrows technology not applying the upkeep reduction to Skeleton Infantry.

The Chaos Sorcerer Hero action ‘Damage Buildings’ now correctly damages buildings in the target settlement.

Random incidents that reduce the player's treasury will no longer trigger if they would result in bankrupting the player.

Fixed a rare case where a mission would be issued to capture a Norsca-owned settlement.

Reduced the rank requirement of the grudge to rank up a Master Engineer from 15 to 10.

Rivers now blend into the sea better on Campaign maps.

Manfred von Carstein is now granted the Swarm of Flies ability by the Zombie Dragon mount.

Rebalanced some common leader abilities that are unlocked in Hero/Lord skill trees.

Fixed a dwarf statue prop on the campaign map, so it no longer pops in and out when the camera approaches/recedes.

Fixed a campaign pathfinding bug where it was possible to move multiple heroes simultaneously to the same location on the campaign map, and they'd get stuck in the same spot.

Increase in movement range is now more accurately depicted as increasing when enabling Forced March stance in Campaigns.

Fixed performance issue when selecting forces in Use Underway stance on the Campaign map.

Goblins are now more ticklish.

Greenskin factions can no longer be asked to break a military access agreement with their Waaagh! army.

Battles in the Chaos Wastes are now assigned a valid battle name.

Decline option for intercepting an ambush is now greyed out.

The Pre-battle options Spectate and Fight as AI are now greyed out when other player has decided to auto-resolve.

Disabled the [HOME] key during pre-battle, as it could move the camera out of underway pre-battle scenes.

Fixed attrition preview not showing on health bars of embedded agents.

Select next/previous character shortcuts (</>) now also include embedded agents while in character details so the player can cycle through all owned characters.

Fixed an issue where if an embedded agent was selected, selecting the army again on the campaign map wouldn't reselect the general/army, which could lead to accidentally moving the agent out of army.

The faction screen/spell browser is now closed when playing fullscreen movie to fix movie playback issues.

The Diplomacy screen will no longer display incorrectly when there are no opposing factions surviving.

The Item in Transit icon on the Character Porthole will now update / refresh more regularly along with the Character Details panel.

Communiteam will now have immunity to all Trolls

Fix for autosave occurring between a chapter objective being completed and new chapter objective being issued on Legendary Campaign. This fix will only affect new save games.

Damaged Buildings advisor message will no longer trigger during the AI turn cycle.

Fixed some white squares appearing on the textures of the Dwarf starting area on

the Campaign map.

Fixed some stretched and misaligned textures on the Campaign map.
 
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