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Post-release on The Grim & The Grave, we’ve seen a few common questions spring up – so here’s another quick fire round of answers and also some insights on the game development and design process you might find interesting. There’s an update in the works currently that we’re aiming to drop as soon as it’s out of test.
Why don’t Regiment of Renown benefit from lord buffs, buildings or technology trees? This is a bug and not currently working as intended, but we’re working on a fix for a future update coming soon.
When are you going to do something about the problems with regen cap? We are currently examining the regeneration gameplay and how it can lead to undesirable situations. While we’re doing this, we may remove some of the strongest healing potions as a temporary fix until we are happier with how the core system works. We’re still looking into it.
Are there any plans to release a full change log of the database with each patch? What we normally do is provide the bigger mod authors with the patch prior to launch, so they can try and tweak their mods to prevent them breaking players’ games. We realise some players may be mid-campaign with a mod and this isn't ideal as in most cases you’re required to start from scratch. However, it might be helpful to reach out to other modders such as Radious for tips on updating, as his mod, which changes practically everything, is pretty reliable. We don’t generate a full change log of the database as a normal working practice while making the game, and generating one isn’t easy to do. It might sound strange, but here’s an example of how it works: Mitch on the New Content Team is given a task to add a new unit to the database. For that single unit, it might require the updating of over a hundred values in tables spread throughout the database. While he’s doing that, two or three other guys might be doing the same thing with different parts of the database at the same time. In all, that might be a task that takes him a day or two to complete. If he were to record the data changes he makes, that’s effectively just duplicating the same work again, and just reproducing the database in a different document, which would be harder to use that DAVE, the tool we’ve already supplied to explore and compare the database. In short, if we had to provide a change log it would take twice as long to do any work with it and it would be of no more use to modders than the tools we’ve already supplied.
Will full mod support be coming for Total War: Warhammer? If by ‘full mod support’ you’re thinking some sort of campaign map editor, then no we are afraid not. We’ve mentioned before how the process of making campaign maps for modern TW games involves a large and interlocking structure of proprietary and third party development tools that we can’t distribute for public use. However, there are additions to the Assembly Kit in the pipeline, including adding battlemap editing in the future.
Has Vampiric corruption been nerfed/changed? No, this has remained unchanged. Vampire Counts still get 1 public order for each 10 points of Vampiric Corruption through the Obedience to the Vampires trait. This mechanic is unchanged. Vampires can get corruption from several sources. Here's a list: * Balefire Rituals technology * Spread Vampire Covens technology * Guile and Glamour skill on lords/heroes * Ghoul Whisperer trait on lords/heroes * The Balefire building chain * Local populace modifier in Sylvania and Moussilon * Certain Legendary items on Legendary Lords * Owning Altdorf * Deploying certain agents
If trying these options still doesn’t offer you a sufficient amount of Vampiric Corruption, please respond to this thread with details so that we may investigate this.
Why Doesn’t the AI recruit Regiments of Renown? It’s by design as the Regiments of Renown are intended to be unique units. If the AI were to recruit them, it would diminish their uniqueness, as there’d be multiple units of the same type within a battle engagement or on the campaign map. In the lore, they’re one of a kind.
While we are on the subject, here’s some further details on their design from our Lead Designer on the New Content Team: The Regiments of Renown are designed to be already-established veteran units. They’ve earned their fame and great renown in the countless battles fought prior to the player recruiting them. They are among the best and most highly-regarded units in the Old World, and therefore equate to being at the highest level of veterancy that our game offers – level 9, usually symbolised by triple-gold chevrons on the unit card.
When creating each Regiment of Renown, we buffed a number of their core stats such as leadership, melee attack and defence to match or supersede those of their plain vanilla counterpart that have achieved level 9 veterancy. In addition, we gave every Regiment of Renown at least one role-enhancing perk, and in some cases more, allowing them to fulfil roles on the battlefield which the vanilla units they’re based upon cannot.
Taking the Vampire Counts’ Konigstein Stalkers as an example, you can see from the unit stat breakdowns (Images provided) that the Konigstein Stalkers have the same leadership, melee attack and melee defence that a level 9 veteran Skeleton Warrior unit receives. This is considerably better than the level 1 base unit. In addition, the Konigstein Stalkers unit also gets a +40 armour upgrade and poison attacks, something which the level 9/triple-gold vanilla unit can’t obtain. Obviously with these new perks the cost of the unit does increase slightly to keep it balanced with the rest of the units in the game, but all in all, they’re a much more formidable unit in battle. We recently added triple-gold chevrons to the Regiments of Renown unit cards to highlight the fact that that these units are already maxed out experience-wise. You’ll see this in the next game update.
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.