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[Total War] Immortal Empires arrives in August 23rd! Southlands Showdown Awaits!

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Posts

  • OpposingFarceOpposingFarce Registered User regular
    Latest from the TW Discord:

    nrlanwzjt1g6.png


    So for the foreseeable future, no plans for Araby.

    ElvenshaeSpectrumFiendishrabbitExtreaminatus
  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    Iblis wrote: »
    Probably because of the various minor additions that need to be made to bring them up to snuff like extra voice work for quest battles, and for Boris to be authentic they would probably need to add a Priest of Ulric.

    Apparently they released a video earlier that accidentally revealed a DLC unit, so people have some screenshots of Troglodons.

    I'm assuming at some point they'll do a Middenheim themed half of a lord pack. There are enough units to add to Empire (Middenland had a pretty extensive variant list during Storm of Chaos): High Priest of Ulric Emil Valgeir as the headlining legendary lord, Knightly Grand Masters as new generic lords, Priest of Ulric as a new hero, Knights of the White Wolf, and Teutogen Guard.

    To that, flesh out Boris Todbringer as a Mortal-Empires-only FLC (like Drycha) and, as they save time by his model already existing, add a bonus FLC of Knights Panther as well. (The Knights Panther are actually the ones who form Boris' bodyguard, despite them being secular in a city dominated by Ulric.)

    //

    As to the Troglodons, when you add it to the glimpse of a Coatl in the trailer and the allegedly leaked Beastmen unit cards (Ghorgon, Jabberslythe, Tuskgor Chariots) it seems like this is going to be a pretty beefy DLC.

  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Kong Rong report, Turn 93

    a1Xoa5Z.jpg

    Snowball's ongoing though I'm a bit constrained on expansion. I now more or less have all of the territories that I intend to have for the rest of the game (if I can get to some of the weaponsmiths and armorsmith I -might- try and hold those). Everything new I will continue to spawn new vassals with, as I've done with the three shown. I'm a little unsure of how the hell their starting diplomacy works because some of the spawn in with differing "war atrocities against friends" as a faction but sure okay. Incidentally, my per turn income could be higher by another 2k or so but I've thrown some GPT in favorable trade deals towards the vassals for now to try and unfuck their attitude towards me. (I get more back net between having them as a monopoly partner+vassal return so it's fine)

    I'd really love to have wiped out Cao Cao because his schemes are so fucking unbalanced it's not even funny but Liu Bei granted him a stay of execution. The current coalition is frankly a little lulzy as it's the top 4 great powers but sure whatever.

    My Imperial Favour is basically perma fucked at this point (maybe it'll recover now that Cao Cao isn't hitting me with -20 PO and -20 Food schemes every goddamn turn) so I'm probably about to YOLO into Liu Chong (and his coalition with Liu Biao and Huang Zu) and keep going.

    XNnw6Gk.jpg
    KarozFiendishrabbit
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Interim checkin...

    snXovM7.jpg

    Why is this notable, other than Sima Yi being incredible?

    Because the turn prior my spy spotted him disloyal in Liu Bei's court and targeted him with Discredit Character pushing him to 0. He promptly wandered next door to offer his services.

    (Also yes as can be surmised from the territory, Liu Bei got the confederation on Liu Biao's territory finally when he died...who I had literally vassalized the turn prior. I was deeply unimpressed.)

    XNnw6Gk.jpg
    FiendishrabbitCantido
  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    edited July 2021
    Silence and the Fury reveal stream:

    https://www.youtube.com/watch?v=yrdg63fjvgs

    Also the FAQ.

    Units:
    Beastmen
    • The Doombull (Lord) – the most ferocious minotaurs ever born, they’re powerful, resilient, and daze opponents in combat.
    • Wargor (Hero) – carrying a mace and shield they are brutal leaders for their kin, improving their fighting capabilities.
    • Tuskgor Chariot – beast-drawn chariots with vanguard deployment.
    • Ghorgon (Monster) – giant and mutated minotaurs, deceptively fast, and perfect for taking on larger enemies.
    • Jabberslythe (Monster) – a powerful, horrifying fusion of toad, sludge-drake, and insect. Area of effect attacks, debuffs, and worth as much as a Charlemagne.

    Lizardmen
    • Skink Oracle (Hero) – a spellcaster with access to a unique selection of spells from various lores.
    • Chameleon Stalkers (Infantry) – ambush units with an explosive dart first-strike ability.
    • Coatl (Flying Monster) – highly intelligent, very scary, and able to hide their allies and bring forth lightning with their magic.
    • Troglodon (Monster) – poison-dealing monsters that can also shoot their venomous spit, which is effective against larger targets.

    FLCs will include a "Beastman lord" (generic?) and a DWARF (!) Legendary Lord. Dwarfs have apparently also received a bit of a faction update.

    And we're getting some OGRES (!?!) as "mercenary reinforcements."

    https://www.youtube.com/watch?v=25tO0qAYs20

    LordSolarMacharius on
    ElvenshaedanxFiatilLord_AsmodeusFiendishrabbitFencingsaxMr RayArdolOlivawKadoken
  • danxdanx Registered User regular
    Really hoping that rework comes with a rune update but not holding my breath. A beastmen update and a dwarf update doesn't leave much room for my Lizards. :( Hoping I'm wrong about that too.

    OlivawKadoken
  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    edited July 2021
    Yeah, from the stream it didn't seem that vanilla Lizardmen are changing much. (Oxyotl gets "Silent Sanctums", which operate sort of like Skaven Undercities except they can be in your own settlements too. And you don't have to send an agent to set one up: if you have vision you can spend a resource to create one.)

    The Beastmen changes are pretty big. Herdstones to give them a presence on the map and a way to block resettlement. (And Malagor will fly now, which changes him up a fair bit.)

    Autoresolve now shows you ahead of time if a unit will die, which... is great.

    LordSolarMacharius on
    Spectrum
  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    I think I'm most looking forward to making a Jabberslythe doomstack.

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  • danxdanx Registered User regular
    Watching some youtubers it sounds like Warhammer 2 is getting a really good send off. I am excited.

    With Taurox in Obsidian Peaks and Oxyotl north of the Deadwood Naggarond and Tretch are going to have a worse time of it. Naggarond was a pretty dull place not long ago but now it has Dark Elves, Wood Elves, Beastmen, more skaven (vortex), high elves nearby (vortex), Tomb Kings and Lizardmen all around it. Dark Elf fans going to have a real nice time making slaves out of everyone.

    LordSolarMacharius
  • OpposingFarceOpposingFarce Registered User regular
    Hmm, I hope the inclusion of ogres isn't a sign that they are the preorder DLC.

    Because I have doubts we'd get a Tomb Kings or VCoast level of quality for a preorder DLC. More like... Norsca (which wasn't bad but wasn't that good either, and it has aged terribly). Or Chaos Warriors, but that was a throw-away DLC anyways so I'm hesitant to use that as a reference.

    I hope its just Belakor as an undivided demon or something.

  • JarsJars Registered User regular
    edited July 2021
    beastmen infantry and ranged are still going to suck which is disappointing, but I'm glad they are getting another chariot and can hopefully have some monsters besides minotaurs that are worth a damn(though ghorgons are technically still minotaurs). having a cheaper, low tier chariot that can transition to bigger razorgore chariots will be a pretty good tech line to build on and vanguard gives them a niche even later on

    Jars on
  • JusticeforPlutoJusticeforPluto Registered User regular
    I wonder if they dont intend to make Orges a stand alone army. I might be hard to do a all large units faction.

  • OpposingFarceOpposingFarce Registered User regular
    I wonder if they dont intend to make Orges a stand alone army. I might be hard to do a all large units faction.

    While possible, it makes it harder to sell Ogres as a standalone DLC, and warhammer DLC sells like gangbusters.

  • Jealous DevaJealous Deva Registered User regular
    I wonder if they dont intend to make Orges a stand alone army. I might be hard to do a all large units faction.
    Norsca can already do the all large thing if they want, it works just fine.

  • danxdanx Registered User regular
    It's more likely they just want to send WH2 out in style and are putting a unit or two made from assets from the third games roster in to build hype. Not having Ogres as a DLC of some kind would be stupid. They like money and have two big maps to fill.

    Ogres have a few characters they could do stupid awesome things with for lord packs if they take a few liberties as they've done in the past. It'd be a shame if they got Warrior of Chaos'd. The best thing they could do for preorder Ogres is say you get Ogres when they're ready but it won't be in at launch because we want them to be good. I'd much rather they did that for Chaos Dwarfs too if they go that way instead.

    LordSolarMachariusMoridin889
  • JarsJars Registered User regular
    I wonder if they dont intend to make Orges a stand alone army. I might be hard to do a all large units faction.
    Norsca can already do the all large thing if they want, it works just fine.

    that's not really the same. you can transition to all large armies, but early on your armies will be made up of marauders.

    I'm sure there would also be multiplayer concerns

  • A duck!A duck! Moderator, ClubPA mod
    I wonder if they dont intend to make Orges a stand alone army. I might be hard to do a all large units faction.

    Ogres have Gnoblars as well, and I think they had ranged, infantry and cavalry options on tabletop.

    Lord_Asmodeus
  • Lord_MordjaLord_Mordja Registered User regular
    Ogres, speicifically mercenary Ogres also suggest a Dogs of War preorder faction. Since they're mostly human otherwise, they probably wouldn't need a bunch more custom animations and such.

  • LoserForHireXLoserForHireX Philosopher King The AcademyRegistered User regular
    Ogres, speicifically mercenary Ogres also suggest a Dogs of War preorder faction. Since they're mostly human otherwise, they probably wouldn't need a bunch more custom animations and such.

    I kinda hope they don't do a Dogs of War. I mean we have the Empire, we have Kislev, do we need another "jack of all trades" human faction in funny hats? I'd rather that we get a human faction with a very solid separate identity and a very different look, or a nonhuman faction (which will have a separate identity and look presumably by being not human)

    If I want a mix of human bros with some guns and some not guns and such I can just play the Empire.

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    FiatilExtreaminatus
  • JusticeforPlutoJusticeforPluto Registered User regular
    Dogs of war would be cool as the Rome/Mideval series mercenaries brought back. Hire them from certain regions, limited availability.

  • BizazedoBizazedo Registered User regular

    I kinda hope they don't do a Dogs of War. I mean we have the Empire, we have Kislev, do we need another "jack of all trades" human faction in funny hats? I'd rather that we get a human faction with a very solid separate identity and a very different look, or a nonhuman faction (which will have a separate identity and look presumably by being not human)

    If I want a mix of human bros with some guns and some not guns and such I can just play the Empire.

    Tons of people love being vanilla humans. They tend to lean more towards the casual playerbase.

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  • FiatilFiatil Registered User regular
    Ogres, speicifically mercenary Ogres also suggest a Dogs of War preorder faction. Since they're mostly human otherwise, they probably wouldn't need a bunch more custom animations and such.

    I kinda hope they don't do a Dogs of War. I mean we have the Empire, we have Kislev, do we need another "jack of all trades" human faction in funny hats? I'd rather that we get a human faction with a very solid separate identity and a very different look, or a nonhuman faction (which will have a separate identity and look presumably by being not human)

    If I want a mix of human bros with some guns and some not guns and such I can just play the Empire.

    Yeah I'll admit, of all of the possible DLC packs mentioned throughout the history of the series, that one has seemed to be the least interesting to me. It just sounds like a slight twist on the Empire with some leftovers -- Norsca had wooly mammoths and ice trolls!

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  • Lord_MordjaLord_Mordja Registered User regular
    I'd rather Ogres get the full, premium DLC treatment though.

    danxMr RayOpposingFarceFiatil
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited July 2021
    Ogres, speicifically mercenary Ogres also suggest a Dogs of War preorder faction. Since they're mostly human otherwise, they probably wouldn't need a bunch more custom animations and such.

    I kinda hope they don't do a Dogs of War. I mean we have the Empire, we have Kislev, do we need another "jack of all trades" human faction in funny hats? I'd rather that we get a human faction with a very solid separate identity and a very different look, or a nonhuman faction (which will have a separate identity and look presumably by being not human)

    If I want a mix of human bros with some guns and some not guns and such I can just play the Empire.

    Hard disagree. Dogs of War would be very different from Empire if done correctly. What I'd like to see is something that reflects their mostly-mercenary nature, like maybe they only have a very limited roster of basic "pike and shot" units available for normal recruitment, and everything else is basically regiments of renown that are limited in number. So any given Dogs of War army would look drastically different from any other, since you can't just bring a stack full of Long Drong's Slayer-Pirates, since there's only ever one or two of them available. And/or, maybe their "mercenary" units don't have an upkeep cost, just an up-front cost and then they disappear after their contract is up, so now you've got to weigh up how much of your army you want to be awesome-but-temporary mercs vs boring but dependable spears and handguns.

    They'd be "similar to the Empire" in that they'd be a combined-arms type army, but beyond that there's a lot of scope to make them play very differently in the campaign.

    Mr Ray on
  • FiendishrabbitFiendishrabbit Registered User regular
    edited July 2021
    Great Book of Grudges discusses the Total War Access FLC Ogre mechanics.
    Apparently for ogres we're getting Ogres, Ogre Maneaters and Mournfang cavalry.

    Ogres have maces or dual weapons (don't know exactly what that does except that dual weapons will give the usual anti-infantry bonus).
    Maneaters have either greatweapons (for anti-large) or swords+ogre pistols for a hybrid infantry option.
    Mournfang cavalry will be AP and probably shock cavalry (though maybe not. It will depend on the stats if they like to cycle charge or stay in the fight).

    P.S: Feels like a pretty big buff for....Dwarfs? Sure, it's kind of a buff to empire and Brettonia as well, since they lack tough infantry, but dwarfs tend to be low on damage-oriented infantry (hammerers are just lacking a certain..something) and has no cavalry at all.

    Fiendishrabbit on
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  • altidaltid Registered User regular
    edited July 2021
    Full article on the Ogre Mercenaries is here:
    https://www.totalwar.com/blog/total-war-warhammer-2-ogre-mercenaries-roster-reveal/

    Edit: There's also been a supposed leak (via youtube) for the FLC dwarf lord
    Thorek Ironbrow

    altid on
    Mr RaySpectrum
  • OpposingFarceOpposingFarce Registered User regular
    I just want my thicc ogre bros to get a super good dlc that's finished out of the gate and has staying power. So, not Norsca tier quality.

    I think Dogs of War and Belakor are still possibilities for the preorder dlc as they would be smaller scope.

    Also I guess I'm doing another dwarf campaign huh

  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    Be'lakor is very likely to be the mysterious "ninth" lord that they've announced for the base game. It would be a bit cheeky to sell Daemons undivided, as they're made up of the daemons from all the monogod Chaos armies. (This would mean that technically the game launches with seven Races, instead of the announced six, but it's easy to see why a Race made up of bits of four other Races wouldn't be counted for advertising purposes.)

    If these Ogres had just been the Maneaters (and maybe the basic ones) then I could see them being a prelude to Dogs of War as the pre-order Race Pack. But the inclusion of Mournfang Cavalry really makes me think it's going to be Ogre Kingdoms.

    I wonder if that means we'll only get three Ogre Legendary Lords instead of the four a Campaign Pack would have brought. They always had the three auto-includes (Greassus Goldtooth, Skragg the Slaughterer, and Golfag Maneater), but the fourth was interesting when it came to speculation: Bragg the Gutsman (despite him fitting best as a Legendary Hero), Ghark Ironskin, Jhared the Red, or Braugh Slavelord. It might end up being none of them.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited July 2021
    altid wrote: »
    Full article on the Ogre Mercenaries is here:
    https://www.totalwar.com/blog/total-war-warhammer-2-ogre-mercenaries-roster-reveal/

    Edit: There's also been a supposed leak (via youtube) for the FLC dwarf lord
    Thorek Ironbrow

    Damn... that's way more Ogre goodness than I expected to get before TW3 is even released. Ogre Maneaters are utterly ridiculous and I love them! For example, their "Ogre pistols" are typically a scavenged Empire handgun with the barrel cut down and loaded with shrapnel. So basically a sawn-off shotgun, wielded in one hand by a ten-foot juggernaut of an Ogre wearing a pirate costume.

    Just look at these fancy boys. Look at them.

    ogr_maneater-1024x576.jpg

    Mr Ray on
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  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    SOMBODY ONCE TOLD ME

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  • TerrendosTerrendos Decorative Monocle Registered User regular
    Well, LegendofTotalWar just posted his "Beastmen Update" video. His thoughts, summarized: 1) they're much buffed, 2) they're much more fun, 3) the AI doesn't do an especially good job with them so they still won't give you too much trouble playing against them.

    Overall, sounds really good. I tend not to care for "destroyer" factions, but I'm glad they're not going to be the joke they have been for a while now.

    Lord_AsmodeusExtreaminatusElvenshae
  • OpposingFarceOpposingFarce Registered User regular
    Is there a written summary of the beastmen changes and dwarf changes anywhere?

    Plz no more videos

  • IblisIblis Registered User regular
    Thorek is available to play on the Vortex campaign, starting in southern Lustria (which is getting pretty crowded, he's right next to Khalida, Tehenahuin, and Skrolk). Which is neat, also a little strange that Vampire Counts are now the only non-race pack game one faction to not have a Vortex campaign. His unique mechanic is going to specific location or completing particular objectives to get pieces of artifacts which he can combine for some unique unlocks and campaign buffs. Also they have apparently reworked rune magic and made it much stronger.
    Is there a written summary of the beastmen changes and dwarf changes anywhere?

    Plz no more videos

    Nothing official, no. I can copy and paste a rundown of the Beastmen changes I wrote up for friends in a Discord.

    Beastmen changes: They no longer have unit costs and upkeep, instead they have unit caps they unlock by spending a resource called Dread, which they get from slaughtering. Like Tomb Kings there shittiest units are entirely free. They also now have pseudo-settlements, Herdstones, they erect which gives you a bunch of bonuses for razing settlements near it and allow you to do a ritual to prevent colonization of those settlements until the Herdstone is destroyed. If they raze settlements near Herdstones, they accumulate "ruin" which basically is how they tech up, granting them access to new unit types. They still build horde buildings, but now they grant access to recruiting one of the units and dread increases how many they can get afterward. They also can expend Dread for new lords/armies, and particularly can buy the other Beastmen legendary lords via this panel as well. So Taurox can bring in Malagor, Khazrak One Eye, and Morghur in the Vortex campaign. If the lord's army is around, you immediately confederate them. Another thing they gain while they fight is Bestial Rage, which now increases your growth based off how much you're slaughtering. Their research is now tied to completing challenges, like win a certain number of ambush battles, or win 4 battles in a single turn.

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  • VicVic Registered User regular
    That_Guy wrote: »
    SOMBODY ONCE TOLD ME

    The wait is finally ogre

    That_Guy
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Oh hey, looks like the FLC Ogre mercenaries work not entirely unlike the thing I said in my earlier post:

    https://www.youtube.com/watch?v=8uIcLBSXbMY

    TLDR;
    • Their camps show up when there's been a lot of fighting nearby
    • You can move an army over them to pick a specific tribe to work with; this will determine the specific units that will be available to you later. Maybe one tribe has Maneaters with great weapons another is all Mornfang Cavalry and the third one is a mix e.t.c
    • Ogre units come in a variety of fun flavors; dual weapon ogres with anti-infantry, great weapon ogres with anti-large and armor-pierceing, Mornfang cavalry e.t.c.
    • All Ogres have decent speed, good charge bonus and the "Ogre Charge" ability which still grants them half of their charge bonus even when charging braced spears. So it sounds like massed anti-large infantry isn't necessarily going to be an easy win vs an Ogre army.
    • "Ogre pistols" are surprisingly long ranged, equivalent to Empire Handguns. Which makes sense since they basically are Empire handguns being wielded one-handed.
    • All Ogre units have "siege attacker" so they don't really need siege weapons since they can just tear down gates with their bare hands
    • They will work for literally any faction, whether played by you or the AI

    Their "thing" as a race seems to be high damage, high HP, low armor and very good charge bonus. In the attached video they seem to do just fine charging into a unit of Halberds from the front.

    ElvenshaeThat_GuyOpposingFarceArdol
  • SharpyVIISharpyVII Registered User regular
    I'm glad Thorek is in Lustria.

    Can finally have a dwarf campaign that isn't hopelessly fighting Grimgor all the time!

  • IblisIblis Registered User regular
    Oh yeah, having a new Dwarf start will be fantastic. I’m just amused at how crowded that area is, because even aside from the LL’s basically directly next to his starting location you also have Lohkir, Gor-Rok, Ikit, Luthor, and Nakai nearby. Then north of that is Wulfhart, Maz, and Cylostra. Welcome to the thunderdome motherfuckers!

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  • danxdanx Registered User regular
    edited July 2021
    There are a lot of changes to some lords skills and other things. Loremaster of Sotek goes through the ones he noticed.

    Lords with skill changes: Thrott & Wulfrik, Volkmar, Isabella & Vlad, Thorgrim, Grombrindal, Belegar, Ungrim*, Morghur & Kazrak. The vid has time stamps.

    Manfred and Ghorst get a new wight king hero named after a deceased Creative Employee. :(

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

    The Von Carstien changes look pretty good. Isabella's unique skills buff all bat units not just felbats.

    Dwarf engineers are changed. They get an ammo replenishment active on a limited charges. There's a uniquely named starting hero for Thorgrim and Grombrindal who have 7 uses up from 4. They also get an upgradeable bombardment skill Zhufbar 42-pounders which is similar to the vampire coast thing and some other changes.

    Sadly they didn't move Grombrindal to spice things up. They gave him a few skills and grudges for fucking up elves but he still starts in Karaz-a-Karak.

    Some pretty good changes in there.

    *Ungrim's initial grudges are changed but no word on skill changes.

    danx on
    Ardol
  • danxdanx Registered User regular
    SharpyVII wrote: »
    I'm glad Thorek is in Lustria.

    Can finally have a dwarf campaign that isn't hopelessly fighting Grimgor all the time!

    Was really hoping they'd move Grombrindal too for this reason but they haven't. :(

  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    SharpyVII wrote: »
    I'm glad Thorek is in Lustria.

    Can finally have a dwarf campaign that isn't hopelessly fighting Grimgor all the time!

    In Mortal Empires he's in Karak Zorn (down in the bottom of the Southern World's Edge Mountains, beside the Oreon's Camp Wood Elves. So you still might run into Grimgor before too long.

    danx
This discussion has been closed.