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Zitat

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.

Na super. Jetzt fehlen auch noch die RoR für die DLC Völker *sigh*.

 

Zitat

 

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.

Finally.

Zitat

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.

 

 

Zitat

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.

 

 

Zitat

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

https://www.totalwar.com/blog/mortal-empires-patch-notes

http://store.steampowered.com/app/617810/Total_War_WARHAMMER_II__Mortal_Empires/

FAQ: https://www.totalwar.com/blog/mortal-empires-faq

 

gGBzW4T.png

 

------Red Dox

 

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*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Was ist BvsL bei der Höllengrubenbrut?

Reinigen den Schmutz noch besser als Cillit Bang: Inquisitoriale Putzkolonne des Adeptus Sororitas

Scheuen weder Knochenarbeit noch Sonnenbrand: Numas königliche Legionen

Hässliche mutierte Scheissviecher suchen ein Zuhause: Robigos Tierpension für Kreaturen aller Art!

Etwas lauert im Walde: Wildleben-Simulation mit dem Stamm der Vielgliedrigen

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vor 1 Stunde schrieb Bloodmaster:


HACKTS, bisschen mehr Respekt bitte vor dem Weißen Zwerg ;-p

Du redest hier definitiv den falschen Goblin an wenne Respekt für so einen alterschwachen Stumpen haben willst :P Den Bart könnt ich ihm wohl scheren, dem Snotlinglutscher.

black.thumb.png.86fab660a12727ca9d1fe3395611c430.png

 

 

In other news: PATCH ist verfügbar. Außerdem

Dran denken das Besitzer des game#1 Blood & Gore den neuen DLC für game#2 NICHT kaufen brauchen ;)

 

-----Red Dox

*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Genau wie das Foundation Update das für die Alte Welt zum Norsca Patch kam, und Norsca selbst, sind die DLC RoR vom 30jährigen noch nicht in Mortal Empires verfügbar. Warten auf Patch zu Unbekannt, wenn nachgereicht. Irgendwas von blabla zwei unabhängige Teams die das jeweils gemacht haben und jetzt zusammenkleben dauert extra.

 

-----Red dox

*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Feiertage sei Dank (in NRW ja direkt 2^^) hatte ich etwas Zeit schon mal 60 Runden einer Mortal Empires Kampagne zu spielen. 

Was ich sehr schade finde, ist dass sie die Objektives zumindest für Chaos (ich habe mit Archaon gestartet) nicht geändert haben. Ich bin jetzt aktuell auf Ulthuan, weil ich gerne mickrige Elfen mit Chaoskriegern plattmachen wollte :D Das macht soweit auch Bock, hat aber gar keinen Einfluss auf mein Ziel, da dass immer noch ist Bretonen, Empire und Zwerge auszulöschen -.-

Wenn man also die Karte etwas erkunden will bringt dir das effektiv gar nichts außer das man wieder zurücklaufen muss :/

 

End Turns geht eigentlich, ich finde nicht dass das übermäßig lange dauert, allerdings bin ich ja auch erst in Runde 60 - wahrscheinlich wird das noch steigen. 

Brot für den Brotgott! Krümel für seinen Thron!

****Sergeant

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Bist du dir da sicher? Ich dachte jedes Volk hat inzwischen bei den Zielen die großen Städte auf der ganzen Karte zu kontrollieren (auch per Bündnis oder Vasallen). Gut, kontrollieren gibt es bei den Horden ja nicht, da hätte ich jetzt mit zerstören gerechnet.

 

 

 

Ich bin bei meiner Skarsnik-Kampagne gut unterwegs. Der Süden der Alten Welt gehört so gut wie mir, mit der Hauptchaosinvasion muss sich mein verbündeter Mannfred rumschlagen. Ich schmiede im Moment Pläne auf Ulthuan überzusetzen. Zuerst muss ich aber die Chaosjungz in meinem Gebiet platt machen und die Haarknoten als letzten freien Grünhautstamm unterjochen.

Nennt mich oba, ist einfacher
 

 

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Andere Völker habe ich jetzt noch nicht gecheckt und zumindest für die Völker aus Teil II muss es ja andere Ziele geben, aber für Chaos ist es immer noch Bretonen, Zwerge und Imperium auslöschen...
Elfen und anderes Gesocks jeglicher Art scheint denen egal zu sein^^

Brot für den Brotgott! Krümel für seinen Thron!

****Sergeant

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Kann man eigentlich etwas gegen Helden auf der Kampagnen-Karte unternehmen ohne selbst Attentäter einsetzen zu müssen?

 

In der aktuellen Kampagne läuft der Armee ständig so ein nerviger Level 40-Zwerg hinterher und das Mistvieh hat eine 64%-Chance darauf Attentaten zu entgehen, womit standartmäßig maximal eine 37%-Chance besteht den zu verwunden, was aber nie klappt...

Reinigen den Schmutz noch besser als Cillit Bang: Inquisitoriale Putzkolonne des Adeptus Sororitas

Scheuen weder Knochenarbeit noch Sonnenbrand: Numas königliche Legionen

Hässliche mutierte Scheissviecher suchen ein Zuhause: Robigos Tierpension für Kreaturen aller Art!

Etwas lauert im Walde: Wildleben-Simulation mit dem Stamm der Vielgliedrigen

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Workshop?

https://steamcommunity.com/sharedfiles/filedetails/?id=1158966951

Das war jetzt nur der erste der aufgeploppt ist, ka was es sonst noch gibt. Ich warte immer noch auf Norsca/Foundation update bevor ich anfange mich in ME auszutoben :(

 

-----Red Dox

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*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Zitat

As we’ve said many times before, we have different teams working on different games, plus the updates and content packs for those games. The core WARHAMMER II team is currently working hard on the Reprisal Update, which will integrate the content changes from the Foundation Update for WARHAMMER 1 into Mortal Empires, and more besides.

This work is nearly complete, and we expect to offer the update as an opt-in open beta very soon. Here’s what you can expect to get with the Reprisal Update:

 

  • Warriors of Chaos design changes (see original Foundation Update notes for details)
  • Wood Elf followers
  • Empire Startpos overhaul (full province ownership at start of campaign)
  • New skill trees and campaign effects for Old World Legendary Lords

 


Over and above the Foundation Update changes, you can also expect:

 

 

  • 5 New skill-tree skills for Helman Ghorst
  • Immortality skill added to Old World characters
  • Bordeleaux now begins at war with Mousillon (yay!)
  • Plus a handful of bugfixes



This means more content changes for Old-Worlders than the original update, which should be welcome news for your Mortal Empires campaigns. We’ll bring you more news on the open beta timing in the coming days, so keep an eye on the forums, the TW subreddit and our social media channels.

There’s plenty more to come beyond the Reprisal Update of course. Wulfrik, Throgg and the Norscans will also be raiding southwards into Mortal Empires in a future update. This in itself is proving a Troll-sized task, hence the fact we’re doing it separately from the Reprisal Update – but we figured everybody would prefer those changes first, as they affect so many of the Legendary Lords already in the game. Also still to come for Mortal Empires are the 30th Anniversary Regiments of Renown of course, and we’re also looking into giving all the Old World Legendary Lords their own unique start-positions.

https://www.totalwar.com/blog/whats-next-warhammer-ii

 

-----Red Dox

*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Reprisal Update kann nun in der BEta ausprobiert werden.

https://www.totalwar.com/blog/mortal-empires-reprisal-update-beta

Ich ignoriers dann mal weiter bis Norsca & die RoR Einheiten 2018 auftauchen...

 

------Red Dox

*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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Hi Leute,

 

ich habe mir gerade Den ersten Teil für gekauft und echte Anfängerfragen...

 

Ich bekomme in der Kampagne nach zwei Zügen bereits den Hinweis auf die Ordnung , die in Altdorf nicht mehr stimmt und ein Aufstand bevor steht. Allerdings finde ich keine Option etwas dagegen zu tun. Gebäude kann ich mangels Bauplätze nicht bauen, da ich keinen Bevölkerungsüberschuss erziele.

 

was habe ich übersehen ?

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Mal ins Blaue geschoßen: ich vermute du bis bei deinem Army-stance auf "plündern". Zeigt dein Armee-Symbol eine kleine Fackel und daneben steht eine Zahl verdienter Goldstücke? 

Wenn ja plünderst du gerade deine eigene Provinz :D und das kostet AFAIK 30 Ordnung die Runde. Sofort den Stand wechseln und plündern nur in feindlichen Provinzen. Alternativ auch gucken das kein anderer Spieler das in deiner Provinz macht 

 

Generell gilt für Ordnung: ist ein Wert zwischen +100 und -100.  Bei -100 bricht ne Rebellion aus. d.h. eine feindliche Armee mit 4-5 Einheiten spawnt  die, solange sie nicht vernichtet wird jede Runde ~4 neue Einheiten bekommt, bis sie "voll" ist und deine Stadt angreift. 

 

Am Anfang ohne Gebäude sinkt die Stimmung jede Runde um ein paar Punkte, normalerweise so etwa um 4-6, aber es hängt am Schwierigkeitsgrad. 

 

Helfen tut auf die schnelle eine möglichst starke Armee in der Provinz zu haben. Idealerweise IN einer Stadt, das hilft noch etwas mehr.

Ansonsten

- passende Gebäude bauen (bei Imps ist es die "Gasthaus" Gebäudekette) 

- bei Generälen in der Blauen Spalte den passendne Skill ausbauen

- passende Helden rekrutieren. Beim Imperium verbessern die Hauptmänner die öffentliche Ordnung

- passende Forschung 

- Korruption senken (ist am Anfang aber noch kein Thema) 

-  wenn die Provinz  komplett ist einen passenden Erlass raushauen, der die Ordnung erhöht. 

 

bearbeitet von Eldanesh
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Neuer Blogeintrag mit Schuldeingeständnissen mit genauerer Erklärung bezüglich Norsca (kommt erst in Mai), aber die Ankündigung der Gruftkönige für Jänner (nicht namentlich genannt.. aber eigentlich schon, indem es heißt, sie wollen nicht zu kryptisch sein). Im Dezember kommt das Fondation Update und damit ein neuer experimenteller Spielmodus, was immer das auch sein wird. 

 

https://www.totalwar.com/blog/warhammer-ii-development-update

 

 

bearbeitet von obaobaboss

Nennt mich oba, ist einfacher
 

 

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Zitat

December: Reprisal Update rollout for Mortal Empires. This contains equivalent Foundation Update skill/campaign improvements to Old World Legendary Lords and Chaos, and will also include some new changes and fixes for Mortal Empires. We’re also bundling in a free, new (and highly experimental!) game mode which we’ve had in our back pocket for a while now. More news on this later in the week.

Also das unbekannte FLC experiment.

 

Zitat

January: Our first Campaign Pack was initially planned for this year, but will slip to January. Not to seem too… cryptic… but It’s a hugely characterful and significant addition to both Eye of the Vortex and Mortal Empires, and we’re pretty sure people are going to enjoy it. We’ll also be rolling out another Mortal Empires update alongside this release to address any further issues post-Reprisal Update.

*cryptic* -> Ja, Tomb Kings. Also wie erwartet angepeilt war chistrmas sale, aber den stemmen sie nun doch nich also kein DLC mehr dieses Jahr.

 

Zitat

May: Yes, this is a bit of a gap, but this is how long our painstaking re-implementation of Norsca will take to get added to Mortal Empires. This update will include Norsca and its full roster, updates to various aspects of the race (eg techs, New World race interactions) to make them appropriate and relevant. There will also be further updates to other aspects of Mortal Empires.

Einfach nur lol. Auch wenn sie eingestehen das sie scheisse gebaut haben, hab ich dann heir jetzt ein Spiel rumliegen für grobe 8 Monate mit denen ich nichts anfangen kann. Gut, meine Schuld.

Spiel#3 wird kommen und ich werds nicht wiederholen, egal ob ein 30€ PreOrder Angebot lockt. Jeez, Mai....noch 2 Monate warten und es wäre Summersale.

 

------Red Dox

*C&C Renegade Multiplayer ist zurück und besser denn je: http://renegade-x.com/   [now Beta 3; Game Tutorial]

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