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Gamebreaking Wargrove of Woe Bugs [Still Many Unaddressed Issues]

#463363#463363 Registered Users Posts: 25
edited September 2022 in Warhammer III Immortal Empires
Forums' automatic moderation deleted the old discussion because I edited it twice too fast, reposting because I need to know this is going to be fixed soon.

I'm having some concerning issues playing as Drycha/Wargrove of Woe:


[save file]

I cannot upload the modified.log to dropbox because it is empty.

1. Seeding City in Kislev provided an outpost garrison instead of an upgraded garrison despite being a major faction capital.
2. Garrisons from Magical Forests, Outposts, Occupied Cities, and Defensive Buildings are not providing faction-correct garrisons for Drycha.
3. Wood Elves in the Wargrove of Woe campaign are not receiving the Glamoured Debuff

Steps to reproduce: 1st bug:
1. Play Wargrove of Woe
2. Occupy (Seeding) Kislev

Steps to reproduce 2nd and 3rd bugs:
1. Play Wargrove of Woe


Occupied Kislev with 2 Glade Guard instead of the full garrison intended



Glade Guard not having expendable or the glamoured attribute icon


Video:
https://youtu.be/64MFmG9MDn4
Post edited by #463363 on

Comments

  • Rhox#7160Rhox#7160 Registered Users Posts: 105
    Major settlement has bothing to do with ambers. It only comes from magical forest.
  • #463363#463363 Registered Users Posts: 25
    RhoxOS said:

    Major settlement has bothing to do with ambers. It only comes from magical forest.

    Right, the amber change from 1 to 2 completely left my mind, and I just assumed it was another bug in the veritable sea of bugs affecting this campaign. will be editing to reflect.
  • #463363#463363 Registered Users Posts: 25
    edited September 2022
    Wood Elves now HAVE GLAMOUR, odd how you didn't mention that change in the patch notes. What's the deal with that? This was a very important change and it's very good that it happened.

    Outposts are now (slightly) Fixed, with ONE forest spirit unit spawning in them normally (there are supposed to be 3)

    Garrison Buildings now provide 2 whole forest spirit units, a significant upgrade from the previous 0 This is still out of five so I'm not exactly happy but I'll take what I can get. (it was previously 3/5 forest spirits in total war warhammer 2)

    HOWEVER, what CANNOT be excused is the fact that the main settlement garrisons still do not have ANY malevolent units present in them. This is not referring to captured faction capitals, this is referring to MAGICAL FORESTS. The gryphon wood, currently, does not possess a single Malevolent Dryad, Treekin, or Treeman in the main garrison. Thereby, I will still need to sit a half-stack in any capital even if the settlement is at Tier-5 to have a chance in hell of winning any battle against a single invasion force. I really can't overstate how frustrating this is for me, as a consumer, as someone who has paid for over 100 dollars worth of DLC alone, to receive a product that has promised to have fixed an issue that is still present. For the one faction I normally have the most fun playing to be practically impossible to play. It's a bit of a kick in the side and I really hope that this is rectified soon. I will post eventually when I slog my way through the campaign and see if the Major Settlement garrison in kislev was also fixed.
    Post edited by #463363 on
  • #463363#463363 Registered Users Posts: 25
    edited September 2022
    For comparison: The normal garrison of the Witchwood, and all other Magical Forests in Drycha's campaign are meant to look like this(at tier 1):
    Deepwood Scouts x 1
    Eternal Guard x 2
    Glade Guard x 2
    Wildwood Rangers x 1
    Malevolent Dryads x 2
    Malevolent Tree Kin x 1
    Malevolent Treeman x 1
    What we Currently have is NOT that. Instead with have this:
    Post edited by #463363 on
  • #463363#463363 Registered Users Posts: 25
    Additionally, now that I have actually gone through with a short stinted campaign, on a fresh save to look at the Kislev Garrison, a base garrison of 4 is not enough


    This means, if you devote both building slots solely to increasing garrison size, you have a total of 10 units that can be placed in the city. only half of which are actually worth a whole unit, because everything else is nerfed to practically half effectiveness (now that glamours are affecting wood elf units)

    10 units cannot defend a settlement against the kind of earlygame aggression Drycha has to face, and certainly won't hold up to the attacks of factions later on in in the campaign while you have to focus your main armies' attention on ensuring that other magical forests are made health for the endgame goal of revitalizing the oak of ages.
  • #463363#463363 Registered Users Posts: 25
    edited September 2022
    Another issue I have noticed is that Units such as Giant Wolves, Cave Bats, and other related units are NOT recieving the Physical Resistance buffs from the Wisdom of the Wildwood Technology:

    Please, please CA, please, I beg, make her playable again :(
  • #463363#463363 Registered Users Posts: 25
    More minor: Hawk Companions cannot be placed onto waystalkers, the only hero that benefits from hawk companions. but CAN be placed on malevolent Branchwraiths

  • Revoran#8044Revoran#8044 Registered Users Posts: 289
    Definitely needs a look, a lot of small things not working as intended there.
  • _Draco__Draco_ Registered Users Posts: 4
    I share in your concern with all these bugs, As it is very disapointing to have such a number of bugs from one faction, I psted as well in regards to the tech for feral spirit animals not recieving the physical resistance buffs 2 weeks ago, and they didnt address it so... also feral bears aint included in that tech tool tip which is an oversight as all forest spirits should recieve the buff. i have to wonder if CA actually hear us at all with our concerns, can you confirm if our legendary tree man hero codie is still bugged or can you actually complete the quest and get him now?
  • #463363#463363 Registered Users Posts: 25
    and since I'm basically at this point reporting every drycha related bug, Coeddil Quest is broken, you don't get him if you finish the quest battle, and you can't break the obelisks to free him.
  • #463363#463363 Registered Users Posts: 25
    _Draco_ said:

    I share in your concern with all these bugs, As it is very disapointing to have such a number of bugs from one faction, I psted as well in regards to the tech for feral spirit animals not recieving the physical resistance buffs 2 weeks ago, and they didnt address it so... also feral bears aint included in that tech tool tip which is an oversight as all forest spirits should recieve the buff. i have to wonder if CA actually hear us at all with our concerns, can you confirm if our legendary tree man hero codie is still bugged or can you actually complete the quest and get him now?

    It was never addressed and it still does not work.
  • #463363#463363 Registered Users Posts: 25
    bumping in hope that someone in CA actually reads this
  • ScarthinScarthin Registered Users Posts: 5

    More minor: Hawk Companions cannot be placed onto waystalkers, the only hero that benefits from hawk companions. but CAN be placed on malevolent Branchwraiths

    The waystalker in the picture literally equipped a Hawk Companion. Was that before 2.1? I could put a Hawk Companion without Problems at my Waystalkers and Glade Captains at 2.1.1.
  • ScarthinScarthin Registered Users Posts: 5
    And the Lileath-Tech grants +2 Capacity for Spell Singers, which can't be recruited as Drycha
  • #463363#463363 Registered Users Posts: 25
    Scarthin said:

    And the Lileath-Tech grants +2 Capacity for Spell Singers, which can't be recruited as Drycha

    The tech tree was just never fully adapted in the transition to her faction. Which is an entirely separate issue that should eventually be dealt with, but isn't literally breaking her campaign.
  • ScarthinScarthin Registered Users Posts: 5

    For comparison: The normal garrison of the Witchwood, and all other Magical Forests in Drycha's campaign are meant to look like this(at tier 1):
    Deepwood Scouts x 1
    Eternal Guard x 2
    Glade Guard x 2
    Wildwood Rangers x 1
    Malevolent Dryads x 2
    Malevolent Tree Kin x 1
    Malevolent Treeman x 1
    What we Currently have is NOT that. Instead with have this:

    Afaik, this has been fixed with V.2.1. Can somebody confirm that?
  • ScarthinScarthin Registered Users Posts: 5

    Scarthin said:

    And the Lileath-Tech grants +2 Capacity for Spell Singers, which can't be recruited as Drycha

    The tech tree was just never fully adapted in the transition to her faction. Which is an entirely separate issue that should eventually be dealt with, but isn't literally breaking her campaign.
    Yes, the impact is not this big, but it's something that should make Drycha stronger, but it doesn't work, just like the Coedil quest. You can still play her campaign, it doesn't force anyone to research the technology or do the quest, but those are things that make a campaign more interesting and it's a shame when something like that doesn't work (like the +20% physical resistance) even though it's there or if there are completely useless bonuses there (like the Spell Singers).
    Especially if all of this worked (more or less) without any problems in Warhammer II.
  • #463363#463363 Registered Users Posts: 25

    The Vaul's Anvil settlement unique building in Athel Loren is not present.
  • #463363#463363 Registered Users Posts: 25
    edited September 2022


    Skavenblight is not counting as a major faction capital, only 1 slot like a normal outpost and no bonuses
  • #463363#463363 Registered Users Posts: 25
    Scarthin said:

    For comparison: The normal garrison of the Witchwood, and all other Magical Forests in Drycha's campaign are meant to look like this(at tier 1):
    Deepwood Scouts x 1
    Eternal Guard x 2
    Glade Guard x 2
    Wildwood Rangers x 1
    Malevolent Dryads x 2
    Malevolent Tree Kin x 1
    Malevolent Treeman x 1
    What we Currently have is NOT that. Instead with have this:

    Afaik, this has been fixed with V.2.1. Can somebody confirm that?
    No, this was not fixed. Only outpost garrisons and the basic defensive buildings were fixed.

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