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The Total War: WARHAMMER II Festag Update Beta

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  • chrissher7chrissher7 Registered Users Posts: 2,038
    edited January 2019
    Sagranda said:

    Schussel said:

    Is there any information when the festag beta will go live?

    Nope.
    Though it's likely that it will stay in beta until the next bigger patch, so the Lord Pack DLC sometime in 2019.
    Unfortunately no grace literally said earlier in this thread that it will probably leave beta this month even though it shouldn’t leave until the next content update drops.
    Post edited by chrissher7 on
  • clancherclancher Registered Users Posts: 8
    edited January 2019

    It not. Goblin lord was a very rare pick as lord. Now he much stronger than ork lord.

    Yes, and it is not good. They both should have their weak and strong sides. Goblin lord was cheaper - so sometimes it was taken on first turns as a second lord especially playing Scarsnik. Now goblin lord is both cheaper and stronger. If Goblin lord has special bonuses for goblins, why ork lord has no special bonuses for orks ?

  • Boombastek91Boombastek91 Registered Users Posts: 787
    clancher said:


    clancher said:

    [quote]It not. Goblin lord was a very rare pick as lord. Now he much stronger than ork lord.

    Yes, and it is not good. They both should have their weak and strong sides. Goblin lord was cheaper - so sometimes it was taken on first turns as a second lord especially playing Scarsnik. Now goblin lord is both cheaper and stronger. If Goblin lord has special bonuses for goblins, why ork lord has no special bonuses for orks ?

    It early to say this things. We must wait GS rework. This race had a big problem in many ways. I try GS campaing after Festag, and drop on 20-30 turns. This repleshment is killing all.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,274

    clancher said:


    clancher said:

    [quote]It not. Goblin lord was a very rare pick as lord. Now he much stronger than ork lord.

    Yes, and it is not good. They both should have their weak and strong sides. Goblin lord was cheaper - so sometimes it was taken on first turns as a second lord especially playing Scarsnik. Now goblin lord is both cheaper and stronger. If Goblin lord has special bonuses for goblins, why ork lord has no special bonuses for orks ?

    It early to say this things. We must wait GS rework. This race had a big problem in many ways. I try GS campaing after Festag, and drop on 20-30 turns. This repleshment is killing all.
    Funny that as a dwindling elf race, dark elves and such can replenish a ravaged army to a full in one turn while Greenskins as one of the most prolific and war hungry races in the setting are much harder to replenish.
  • Canuovea#6291Canuovea#6291 Registered Users, Moderators, Knights Posts: 15,976

    clancher said:


    clancher said:

    [quote]It not. Goblin lord was a very rare pick as lord. Now he much stronger than ork lord.

    Yes, and it is not good. They both should have their weak and strong sides. Goblin lord was cheaper - so sometimes it was taken on first turns as a second lord especially playing Scarsnik. Now goblin lord is both cheaper and stronger. If Goblin lord has special bonuses for goblins, why ork lord has no special bonuses for orks ?

    It early to say this things. We must wait GS rework. This race had a big problem in many ways. I try GS campaing after Festag, and drop on 20-30 turns. This repleshment is killing all.
    Funny that as a dwindling elf race, dark elves and such can replenish a ravaged army to a full in one turn while Greenskins as one of the most prolific and war hungry races in the setting are much harder to replenish.
    Better healing magic and surgery.
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  • Mech_4#9531Mech_4#9531 Registered Users Posts: 230
    Better healing makes sense for High Elves and Dark Elves, though I would say that for Greenskins and Skaven it isn't so much healing as it is rounding up more boyz and clanrats to replace the dead. If a Waaagh! is going well it would make sense to have a higher replenishment rate since more boyz would be eager to join up. Larger groups of hangers on and small tribes being absorbed along the way and so on.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,905
    Auto resolve is worse than before it seems:




    Balance changes look good overall though, with the exception of Horn of the wild hunt


  • Canuovea#6291Canuovea#6291 Registered Users, Moderators, Knights Posts: 15,976
    Mech_4 said:

    Better healing makes sense for High Elves and Dark Elves, though I would say that for Greenskins and Skaven it isn't so much healing as it is rounding up more boyz and clanrats to replace the dead. If a Waaagh! is going well it would make sense to have a higher replenishment rate since more boyz would be eager to join up. Larger groups of hangers on and small tribes being absorbed along the way and so on.

    The question is really: What does Replenishment represent? Healing of your troops and repairing damaged/lost equipment? New recruits filling in? But if it is that latter one, why do veteran units not lose chevrons when replenishing? How does eating your captives (for Lizardmen and Greenskins) increase replenishment? If it is the former, why do High Elves get replenishment for putting their captives to work? Because that frees up time and resources for healing their troops faster? Doing work to replenish materials?

    Hard to quite figure out. Though I think recruitment bonuses to replace lost troops rather than "heal" them fits best for Skaven and Greenskins. I mean, they don't bring in new veteran troops, if they have such things (outside Black Orcs), since those should be rare for factions like that.

    What I'm saying is that WAAAAGH power could also, maybe, decrease global recruitment time? That would let you replace your lost units quickly. Make use of raiding stance.
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  • TayvarTayvar Registered Users Posts: 12,455
    Mech_4 said:

    Better healing makes sense for High Elves and Dark Elves, though I would say that for Greenskins and Skaven it isn't so much healing as it is rounding up more boyz and clanrats to replace the dead. If a Waaagh! is going well it would make sense to have a higher replenishment rate since more boyz would be eager to join up. Larger groups of hangers on and small tribes being absorbed along the way and so on.

    A better example would be the replenishment of the Vampire Counts vs the replenishment of the Vampire Coast, there is no reason for why the Vampire Coast would be able to raise more dead.
  • Mech_4#9531Mech_4#9531 Registered Users Posts: 230
    edited January 2019
    Well, personally to me replenishment changes based on what's most appropriate for the faction. Maybe the Greenskins have a big bonfire/eatout after a battle which attracts more ladz. The specifics on how it works doesn't really matter to me because it's an abstraction for gameplay purposes.
    Likewise chevrons changing for replenishing if they were rather gaining new recruits than healing injured ones units seems unnecessary because there's bigger questions in there to me than that (Why would Skaven units, specifically Skavenslaves, get chevrons when anything below Stormvermin are considered cheap fodder for the most part).

    t's fine that all units get chevrons since it adds some nice roleplaying hooks for players and gives a sense of progression/maturing for an army that's been around a bit. The stat increases are nice but not really something major enough to factor into my army considerations.



    It would make sense for Greenskins to get lower recruitment time for high Waaagh! power. Though this also leads to the problem that I have when playing Beastmen, namely, you need to keep moving to avoid being mobbed by enemy armies and spending a turn recruiting puts you at a disadvantage. Especially if you're trying to keep momentum up while rolling through enemy territories.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,274
    @Canuovea, valid questions there, i've always thought replenishment as gathering up new boys since you can't really heal severed heads and bodies smashed to a pulp. But it is probably a mix of everything and depending on the faction.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001
    Mech_4 said:

    Better healing makes sense for High Elves and Dark Elves, though I would say that for Greenskins and Skaven it isn't so much healing as it is rounding up more boyz and clanrats to replace the dead. If a Waaagh! is going well it would make sense to have a higher replenishment rate since more boyz would be eager to join up. Larger groups of hangers on and small tribes being absorbed along the way and so on.

    It makes no sense whatsoever that they can practically regain all their losses after winning a battle, but Skaven struggle to even get new Slaves. None at all.

    Elves have low numbers and low birthrates. Every dead elf should hurt them. Right now it's the opposite. You are encouraged to recklessly feed Elves into the meatgrinder because you can always get more Elves to replace them. Exactly how Skaven should actually play like.

    Healing is nonsense. How do you heal some guy getting cleaved in two with one half blow to bits? That healing is only for named characters with thick plot armor.
  • XxXScorpionXxX#2310XxXScorpionXxX#2310 Registered Users Posts: 6,523
    I need this patch more than I've needed any other patch in my entire life. Single Player is literally unplayable and Multiplayer is broken with broken ass Vampires ruling everything. I need the nerfs for them and I need the bugs fixed in campaign yesterday. I'm not playing until it comes out.
    Request scorched body textures, and fire death effects. At least 30% of all damage in this game comes from fire sources. Request Fire for the Fire God DLC.
  • ShortyMcDerpShortyMcDerp Registered Users Posts: 1
    edited January 2019
    Never mind
    Post edited by ShortyMcDerp on
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 42,723
    *Shrug*
    Canuovea said:

    Mech_4 said:

    Better healing makes sense for High Elves and Dark Elves, though I would say that for Greenskins and Skaven it isn't so much healing as it is rounding up more boyz and clanrats to replace the dead. If a Waaagh! is going well it would make sense to have a higher replenishment rate since more boyz would be eager to join up. Larger groups of hangers on and small tribes being absorbed along the way and so on.

    The question is really: What does Replenishment represent? Healing of your troops and repairing damaged/lost equipment? New recruits filling in? But if it is that latter one, why do veteran units not lose chevrons when replenishing? How does eating your captives (for Lizardmen and Greenskins) increase replenishment? If it is the former, why do High Elves get replenishment for putting their captives to work? Because that frees up time and resources for healing their troops faster? Doing work to replenish materials?

    Hard to quite figure out. Though I think recruitment bonuses to replace lost troops rather than "heal" them fits best for Skaven and Greenskins. I mean, they don't bring in new veteran troops, if they have such things (outside Black Orcs), since those should be rare for factions like that.

    What I'm saying is that WAAAAGH power could also, maybe, decrease global recruitment time? That would let you replace your lost units quickly. Make use of raiding stance.
    Honestly I'd rather see it all just standardised. Keep It Simple Stupid, have the three options be roughly equal for all and bingo bango papa shango we're done. It strikes me as something too simple to mess around with and put racial differences in except where mechanics apply.
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • Canuovea#6291Canuovea#6291 Registered Users, Moderators, Knights Posts: 15,976
    Alright, this is getting off topic. Several posts have been deleted.

    The topic is the Festag Beta.
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  • GlaucusGlaucus Registered Users Posts: 56
    Is there a window for when the release date for Festag will be?
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 42,723
    Glaucus said:

    Is there a window for when the release date for Festag will be?

    Nope.
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • Mogwai_Man#4978Mogwai_Man#4978 Registered Users Posts: 6,201
    edited January 2019
    clancher said:

    It not. Goblin lord was a very rare pick as lord. Now he much stronger than ork lord.

    Yes, and it is not good. They both should have their weak and strong sides. Goblin lord was cheaper - so sometimes it was taken on first turns as a second lord especially playing Scarsnik. Now goblin lord is both cheaper and stronger. If Goblin lord has special bonuses for goblins, why ork lord has no special bonuses for orks ?

    The Night Goblin Warboss is not a better combatant than the Orc Warboss. You still have to account for splash damage, health, weapon strength, armor, & the wyvern mount. The night goblin warboss has a few more support skills though.
  • lucky_dutch#7258lucky_dutch#7258 Registered Users Posts: 266
    The terrorgheist change is a bad one. Anything that makes the already dodgy unit pathing more noticeable and frustrating is bad.

    I presume this is for MP balancing reasons but it will make VC a lot less fun in SP.

    The varghiest are already complete trash for the same reason - they’re the size of a small house but can’t push past a goblin.
  • Azurian#4207Azurian#4207 Registered Users Posts: 2,098
    edited January 2019
    I think this update with the most important patch that breaks the game with the destruction of coastal vampires will not be released until the release of The three kingdoms, with the result that players will not be able to play the campaign for about six months from the release of the Supplement. But the CA doesn't care, the players stop being interesting to them from the moment they bought the product, regardless of the quality and performance, the money for it the CA gets, and that's enough .

  • Boombastek91Boombastek91 Registered Users Posts: 787
    Azurian said:

    I think this update with the most important patch that breaks the game with the destruction of coastal vampires will not be released until the release of The three kingdoms, with the result that players will not be able to play the campaign for about six months from the release of the Supplement. But the CA doesn't care, the players stop being interesting to them from the moment they bought the product, regardless of the quality and performance, the money for it the CA gets, and that's enough .

    Cant get you talk about crash after defeat VP, but in beta Festag it was fixed.

    You talk in beta Festag thread.

    If you not using beta Festag, why you post here?
  • Azurian#4207Azurian#4207 Registered Users Posts: 2,098

    Cant get you talk about crash after defeat VP, but in beta Festag it was fixed.

    You talk in beta Festag thread.

    If you not using beta Festag, why you post here?

    About that and the speech that this error in General should not have been, and if it is already admitted, it is not necessary to keep this fix in a state of beta testing for six months, I would like a full correction.


  • Boombastek91Boombastek91 Registered Users Posts: 787
    edited January 2019
    Azurian said:


    Cant get you talk about crash after defeat VP, but in beta Festag it was fixed.

    You talk in beta Festag thread.

    If you not using beta Festag, why you post here?

    About that and the speech that this error in General should not have been, and if it is already admitted, it is not necessary to keep this fix in a state of beta testing for six months, I would like a full correction.



    Well here ppl talk about beta Festag. Why you post here instead bug fix thread.
  • Bambusek#9527Bambusek#9527 Registered Users Posts: 188
    So, Steam just downloaded 115 MB update for Warhammer 2. Some quick fixes to Festag beta or was it Steam being Steam?
  • ErgiosErgios Registered Users Posts: 238
    Bambusek said:

    So, Steam just downloaded 115 MB update for Warhammer 2. Some quick fixes to Festag beta or was it Steam being Steam?

    Steam did that for several games for me today and yesterday, so I am pretty sure it is Steam being Steam.
  • Mac_Mac_MacMac_Mac_Mac Registered Users Posts: 122
    Hi.. A question if you may, why Empire Greatswords got back to the same skill as Warhammer I?
    Shouldn't they be together with state troops? And the name of the skill, Honest Steel is the skill of the state troops and Emperor's Finest is where demigryphs are. Is that correct? Could you please double check all the skills and the units in them please? It was I believe more than 1 year and only in Warhammer II that some units were added to some skills and others changed skills.
    I'm asking this because I am expecting a great experience with the upgrade and I know you can deliver, so just to be sure. :)
  • Boombastek91Boombastek91 Registered Users Posts: 787

    Hi.. A question if you may, why Empire Greatswords got back to the same skill as Warhammer I?
    Shouldn't they be together with state troops? And the name of the skill, Honest Steel is the skill of the state troops and Emperor's Finest is where demigryphs are. Is that correct? Could you please double check all the skills and the units in them please? It was I believe more than 1 year and only in Warhammer II that some units were added to some skills and others changed skills.
    I'm asking this because I am expecting a great experience with the upgrade and I know you can deliver, so just to be sure. :)

    This changes cos veteran skil on greatswords gaving 5 attack and 5 MD. Having 8 more attack and def for them would be just too much.

    All cos balance, not name of skills or "lore" here no lore presence.
  • BoldElfBoldElf Registered Users Posts: 191
    Does anyone here know if the Warriors of Chaos not gaining a unit replenishment buff in high chaos corrupted areas has been fixed yet?

    Not played them for a long time so it might have been fixed several patches back but I recall it was an issue that effected player controlled horde factions as the replenishment based on corruption only applied in own territory but since hordes don't own any it wasn't working.

    I think this only didn't work when the player was playing WoC and possibly Beastmen as well but think it works for AI.
  • SagrandaSagranda Registered Users Posts: 1,659
    BoldElf said:

    Does anyone here know if the Warriors of Chaos not gaining a unit replenishment buff in high chaos corrupted areas has been fixed yet?

    Not played them for a long time so it might have been fixed several patches back but I recall it was an issue that effected player controlled horde factions as the replenishment based on corruption only applied in own territory but since hordes don't own any it wasn't working.

    I think this only didn't work when the player was playing WoC and possibly Beastmen as well but think it works for AI.

    It never worked as a whole and never got fixed.
    In exchange the WoC got the replenishment techs without fixing the tooltips.
    Disclaimer: What I say is my opinion and not necessarily stated as fact.
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