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Tomb Kings Update Patch Notes and Reworking Bretonnia

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  • lucibuislucibuis Posts: 2,493Registered Users
    edited January 2018
    Branchwraith followers bug still not fixed? Also wardancers and dryads didn’t need the nerf, ugh

    The wood elves tech tree needs update as well
  • Krzyhar21Krzyhar21 Posts: 44Registered Users
    Wounded LL disappearing after confederation still not fixed.
  • MeanSonOfAGunMeanSonOfAGun Posts: 447Registered Users
    Oh yeah, looks like they´ve put a lot of work in this patch. I particularya like the love Bretonnia got....if only they had their darn RoR back. ;) One thing that´s too important to not mention it though...pls fix the confederation issues this game in parts has....please....soon...please.


    Otherwise good stuff.
  • thebiglezthebiglez Posts: 575Registered Users
    * all dwarf units have more mass
    * big buff to waywatchers
    * big buff to chosen
  • frcoexhalefrcoexhale Posts: 47Registered Users
    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Bug Fixes and Improvements

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.
  • Red_DoxRed_Dox Junior Member Posts: 2,386Registered Users
    Tretch starting in Naggaroth counts only for Vortex or both Vortex+ME?

    -----Red Dox
  • SakuraHeinzSakuraHeinz Junior Member Posts: 2,168Registered Users
    Loved the AI fixes for their comletely unfair bonuses in ME, thanks CA!
  • RikRiorikRikRiorik Posts: 6,503Registered Users

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Bug Fixes and Improvements

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.
    Also there is some stuff in there about Greenskins having access to more economy buildings whatever that means as well as the Greens seemingly now gaining more Fightiness?
    Lord of the Undermountain and your friendly neighbourhood giant (Dwarf)
    Favourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
  • bayesbayes Senior Member Posts: 345Registered Users
    edited January 2018

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.

    And to some extend:
    Difficulty changes

    o Reduced upkeep bonus for AI
    o Removed economy bonus for AI (reduced late game scaling of AI economies)
    Well there is also this:

    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty

    We will have to wait and see if the game is going to be easier or harder.
    Im guessing easier lategame and harder early game wich isnt quite what I had in mind.

  • Lord_NathanaelLord_Nathanael Posts: 1,496Registered Users
    okay, not gonna lie, this looks quite good.

    the balance is massive though, so many parts got tweeked, I have no idea how that plays out, but atleast dragons are more expensive now

    gonna try the (read: heavy buff) hellblasters first, and see how flagelannts now work


    feel free to point out my errors, I'd like to improve my english
  • frcoexhalefrcoexhale Posts: 47Registered Users
    RikRiorik said:

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Bug Fixes and Improvements

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.
    Also there is some stuff in there about Greenskins having access to more economy buildings whatever that means as well as the Greens seemingly now gaining more Fightiness?
    Hope so !
  • AltarielAltariel Posts: 143Registered Users
    edited January 2018
    super excited to test my Fay enchantress now and outhers lords from brettonia, is it with these buffs the infantry will be more relevant in the middle of the game or still garbage? I'm just did not understand any change in the construction structure of them because it is also very bad atm.

    I'm crazy to test, I think I'll check them out before playing to play with one LL from tomb kings :smile:


    Mortal Empires will be insane!!!
  • Commissar_GCommissar_G Senior Member Posts: 10,051Registered Users
    Chaos not fixed for Mortal Empires? :(
    "As a sandbox game everyone, without exception, should be able to play the game exactly as they see fit and that means providing the maximum scope possible." - ~UNiOnJaCk~
  • A_MushroomA_Mushroom Posts: 278Registered Users
    edited January 2018
    bayes said:

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.

    And to some extend:
    Difficulty changes

    o Reduced upkeep bonus for AI
    o Removed economy bonus for AI (reduced late game scaling of AI economies)
    Well there is also this:

    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty

    We will have to wait and see if the game is going to be easier or harder.
    Im guessing easier lategame and harder early game wich isnt quite what I had in mind.

    I think the 'Removed economy bonus for AI' will effect the dwarfs especially since they have a huge economy. Greenskins for example, they can't trade so this will effect them less than Dwarfs.

    Also we have (for GS only)
     Steady low increase of fightiness for AI Greenskins
     Increased recruitment capabilities for Greenskins
    AND (For everyone)
    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty
  • ReeksReeks Posts: 1,935Registered Users
    My faith in CA is restored after reading this massive list of bug fixing/balancing, i applaud your hard work CA devs!

    Ps: Did i miss the part about artillery moving towards siege towers being fixed or have that yet to be adressed?

    Regards Reeks.
  • GrandChamp89GrandChamp89 Senior Member Posts: 1,534Registered Users
    edited January 2018
    ALL the new old world lords needs HUGE upkeep / armor / stat buffs to rival new world lords.
    Also, Vamps didn't get jack lol

    What you did is (sort of) a start, but doesn't come no where near to where it needs to be.

    Vamp monsters are still mediocre, which SUCKS giving they lack artillery/missiles and TK look epic.

    No fix for artillery not hitting towers?
    No fix for handgunners not shooting?
    No fix for unresponding heroes and lords?

    Chaos invasion is still a royal pain in the butt.

    Dwarventide and difficulty bug, was much needed at appreciated - but a lot of bug where fixed that look trivial compared to other bugs and balance issues.

    Less upkeep cheats for AI is nice. Especially for Norsca and the now (hopefully) fixed Dwarventide.

    Balance wise I can also see Beastmen and Lizardmen got hit the hardest. The buff on Demigryphs lol. Lets make the strongest cav in the game even better.


    Some much needed changes
    Some weird decisions
    Still some way to go...
    Post edited by GrandChamp89 on
    "It's the hottest fire that forge the strongest steel"
  • A_MushroomA_Mushroom Posts: 278Registered Users
    Reeks said:

    My faith in CA is restored after reading this massive list of bug fixing/balancing, i applaud your hard work CA devs!

    Ps: Did i miss the part about artillery moving towards siege towers being fixed or have that yet to be adressed?

    Regards Reeks.

    '• Improved ‘Dropped Orders’/units responsiveness during battles.'
  • NemoxNemox Posts: 2,622Registered Users
    "The Fay Enchantress (Bretonnia) doesn’t bob around so much in the campaign porthole."

    Finally lost her space hopper.
  • boyfightsboyfights Junior Member Posts: 4,023Registered Users
    Looks good though I'm disappointed that the missing grom bug has not yet been addressed and i assume there will be some sort of hotfix
    boyfights you are always here to confirmate every spark of originality
    or reason burns or acid bruises anyone,
    stop your gladiator love for agressions.
  • QmotionQmotion Junior Member Posts: 238Registered Users
    This is a quality patch and a step in the right direction but 3 things that annoyed me the most are not fixed sadly.

    - The SSAO weird glowing aura bug around units
    - LL's not appearing after confederating (only when they are alive)
    - Chaos (hotfix only fixed their war stance on other factions but not their behaviour stance on the player. Meaning they still target the player ignoring everyone else around them)
  • ReDoReDo Posts: 63Registered Users
    I couldn't see any mention for raise the dead on me outside old world area?
  • Lord_XelosLord_Xelos Posts: 1,806Registered Users
    No Chaos Beeline fix in patch notes? WTF?
  • bayesbayes Senior Member Posts: 345Registered Users

    bayes said:

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.

    And to some extend:
    Difficulty changes

    o Reduced upkeep bonus for AI
    o Removed economy bonus for AI (reduced late game scaling of AI economies)
    Well there is also this:

    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty

    We will have to wait and see if the game is going to be easier or harder.
    Im guessing easier lategame and harder early game wich isnt quite what I had in mind.

    I think the 'Removed economy bonus for AI' will effect the dwarfs especially since they have a huge economy. Greenskins for example, they can't trade so this will effect them less than Dwarfs.

    Also we have (for GS only)
     Steady low increase of fightiness for AI Greenskins
     Increased recruitment capabilities for Greenskins
    AND (For everyone)
    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty
    Thats whats strange, it might affect the greenskins more than the dwarfs.

    According to https://forums.totalwar.com/discussion/203829/twwi-twwii-difficulty-level-modifier-table-in-op
    The economy bonus was a tax bonus in particular wich doesnt affect trade.

    It is hard to tell how these changes will play out particularly whithout the actual numbers.

    Whatever changes are responsible for making the dwarfs less dominant, they claim in the patch notes they have toned them down so they have probably figured something out.
  • SagrandaSagranda Posts: 1,608Registered Users

    Reeks said:

    My faith in CA is restored after reading this massive list of bug fixing/balancing, i applaud your hard work CA devs!

    Ps: Did i miss the part about artillery moving towards siege towers being fixed or have that yet to be adressed?

    Regards Reeks.

    '• Improved ‘Dropped Orders’/units responsiveness during battles.'
    Which does not necessarily include the artillery bug.
    "Many players cannot help approaching a game as an optimization puzzle. What gives the most reward for the least risk? What strategy provides the highest chance – or even a guaranteed chance – of success? Given the opportunity, players will optimize the fun out of a game."

    - Soren Johnson
  • RustedybaRustedyba Posts: 76Registered Users
    Why Choas Invasion in ME wasn't fixed? This is gamebraking ****
  • thesniperdevilthesniperdevil Senior Member Posts: 1,929Registered Users
    Awwwwwww, no more epic Vlad garrions:

    o Garrison armies no longer gain experience from special buildings, rites and lord abilities
  • BialyBialy Posts: 62Registered Users
    Why Savage Orc Boar Boy Big 'Uns dont have bonus vs Larget still?
  • Commissar_GCommissar_G Senior Member Posts: 10,051Registered Users
    Rustedyba said:

    Why Choas Invasion in ME wasn't fixed? This is gamebraking ****

    Yeah... looks like I'll be taking a break from buying CA content for a while.

    Unless this is one of those "it's fixed but not in the patch notes" things.
    "As a sandbox game everyone, without exception, should be able to play the game exactly as they see fit and that means providing the maximum scope possible." - ~UNiOnJaCk~
  • A_MushroomA_Mushroom Posts: 278Registered Users
    edited January 2018
    bayes said:

    bayes said:

    Jowen said:

    So much good stuff, but I cannot find the part that is supposed to hamper the Dwarvi-tide?

    Headline imrpovements:
    • Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.

    And to some extend:
    Difficulty changes

    o Reduced upkeep bonus for AI
    o Removed economy bonus for AI (reduced late game scaling of AI economies)
    Well there is also this:

    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty

    We will have to wait and see if the game is going to be easier or harder.
    Im guessing easier lategame and harder early game wich isnt quite what I had in mind.

    I think the 'Removed economy bonus for AI' will effect the dwarfs especially since they have a huge economy. Greenskins for example, they can't trade so this will effect them less than Dwarfs.

    Also we have (for GS only)
     Steady low increase of fightiness for AI Greenskins
     Increased recruitment capabilities for Greenskins
    AND (For everyone)
    o Increased recruitment capacity for AI based on difficulty
    o Reduced construction and recruitment cost for AI based on difficulty
    Thats whats strange, it might affect the greenskins more than the dwarfs.

    According to https://forums.totalwar.com/discussion/203829/twwi-twwii-difficulty-level-modifier-table-in-op
    The economy bonus was a tax bonus in particular wich doesnt affect trade.

    It is hard to tell how these changes will play out particularly whithout the actual numbers.

    Whatever changes are responsible for making the dwarfs less dominant, they claim in the patch notes they have toned them down so they have probably figured something out.
    Oh haha didn't know it that worked as tax-bonus, but still, Greenskin income is **** anyway and their supposed to rely on raiding :P
    sagranda2 said:

    Reeks said:

    My faith in CA is restored after reading this massive list of bug fixing/balancing, i applaud your hard work CA devs!

    Ps: Did i miss the part about artillery moving towards siege towers being fixed or have that yet to be adressed?

    Regards Reeks.

    '• Improved ‘Dropped Orders’/units responsiveness during battles.'
    Which does not necessarily include the artillery bug.
    Well I figured that would count as dropping orders since it's definitely NOT what you order them to do, but I suppose you are correct.
  • IntertriarriiaeIntertriarriiae Posts: 385Registered Users
    The carnosaur nerf though, hopefully my baby's will still perform great
    Just tossing in my 2 heresies every once in a while.
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