Уже известно что это будет Хаос 4-х марок, кислев и огры на довесок расовых длс.
Это стало понятно, когда вместо огров дали томбов.
По поводу хаос дварфов неизвестно, хотя могут и их продать, всеж три года будут доить третью часть, а то и больше.
А мне не понравилось всё новое из сюжета. Улучшения вокруг игры норм, а сам сюжет ТОЧНЕЕ его подача, ужасен. Хотелось попиратствовать, а разработчики не знают как это сделать, а заявили. Все эти припрлывающие двадцатки с героями 35 ур на двадцатом ходу утомляют и делают мир мёртвым, безрезультатным. Карьеру флибустьера не построить, характер не увидеть во время кампании и не ощутить радости пиратства в водах Вархаммера. Только и остаётся смотреть на империю и Карла, а он мне и впервой надоел.
Не без Веры.
Первое правило геймера; Игра состоит из двух субъектов.
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Пиратство не реализуемо, это не герои меча и магии, тут на кораблике не поместится 2000 юнитов, летающих, скачущих, катапульт, пушек, вертолетов... Я помню бои на воде в тронах британии это был кромешный 3.14здец, а там люди воюют. Плавающие забущенные нейтралы обусловлены тем, что в море много вкусного клада, дающего серьезные бонусы, я бы кстати не отказался бы от таких же кладов на суше, тогда совсем герои меча и магии были бы
TOTAL WAR: WARHAMMER II – THE KING’S SHILLING UPDATE
TOTAL WAR: WARHAMMER IIThis smaller interim beta patch addresses some high-priority issues.
In particular, four hot-topic issues have been addressed:
Vampire Coast factions are able to raise dead at sea again
Fixed an issue which limited the number of mods a player could have
Fixed a bug which prevented AI factions from recruiting more than one army
Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer
We’re aware of further issues which have been reported by players, such as the Doomsphere agent-spawning bug, and we’re continuing to find fixes and improvements for inclusion in future patches.
To get the update, please follow these instructions:
In your Steam games library, right-click Total War: WARHAMMER II and select Properties
In the Properties window, select the Betas tab
Select 8.3 from the drop-down menu
Hit close and your game client will update
Please note that you should start a new campaign when opting in to the beta. This beta contains an end-turn crash that occurs on save games created before this update, and while we are investigating this and will update the beta with a fix, we would rather have the opt-in beta available to players with this caveat than delay the release to include the fix. LEGENDARY LORD CHANGES AND IMPROVEMENTS
Malus Darkblade’s Warpsword questline can now be continued if the Beastmen army dies. The Beastmen army has also been moved in Mortal Empires from the desert of Khemri up into The Badlands
The army removed in the starting dilemma presented to Malus now only occurs for the force in Hag Graef
Malus Darkblade sanity effect changes:
Increased maximum Ward Save to 40%
Replaced construction cost reduction with growth increase
Added positive side of melee attack effects
Arkhan the Black’s cape now adheres to the laws of physics when viewed from afar
Khazrak’s missing eyeball returned in the previous patch – it’s now gone again. EYE PATCHED 💯
Ikit Claw’s ability Unlimited Power now has a correctly sized icon
Thorgrim’s Grudge against the Greenskins is now “Grudge against the Foul” and also applies against Skaven
Volkmar the Grim’s War Altar mount now properly shows that it will grant you a bound Banishment spell
Morathi’s Amber Amulet unique item can no longer be stolen
Skrolk’s Plague changes:
Plague-spreading chances have been increased and the benefits have been reduced to compensate
Regional army-to-settlement spread probability has been increased to 25%
The plague can now spread to adjacent regions
The plague now lasts for 2 more turns
Skrolk’s plague-spreading chance has been increased to +100% making all his armies and regions have twice the chance of spreading (50%/50%)
Dark Elf Masters will now benefit from Morathi’s hero upkeep reduction
Fixed instances where Repanse could respond with a male voice during diplomacy interactions
Repanse’s water mechanics will now work in multiplayer campaigns
Repanse’s banner missions will now trigger in multiplayer campaigns
Repanse’s unique technologies Righteous Strength and Prayer of Fortitude now correctly apply their bonuses to characters
Moved quest battles location markers for Skarsnik and Belegar slightly to avoid clipping with unpassable terrain
MISCELLANEOUS
Vampire Coast factions are able to raise dead at sea again
Fixed an issue which limited the number of mods a player could have
Fixed a bug which prevented AI factions from recruiting more than one army
Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer
Additional upkeep mechanic now correctly updates when the player has multiple armies and then goes down to one army
Fixed an issue where wounded lords and heroes would spawn on top of each other after using a Clan Eshin Rite
Fixed several instances of bonuses to Lord recruit ranks not applying when replacing lords
Adjusted Bretonnian outposts in Norsca – their main settlement chains are now updated to match current Bretonnian Garrisons
Adjusted numerous instances of buildings having incorrect values when in a damaged or ruined state
The Constellation of Queti mission no longer requires 4294967295 rogue armies to be defeated
Fixed missing mentions of Shadow Walkers unit in some high elf technologies
The Bretonnian technology Support Religious Errantry now also grants a diplomatic bonus with Chevaliers De Lyonesse
Fixed an issue which sometimes caused AI enemy heroes to spawn when the player withdrew from the Hammer of Angrund quest battle
Post-battle option tooltips are now accurate and no longer mention diplomatic relationships
Black Arks are now immune to reef and storm attrition
Skaven can now build the Brightstone Mine at Mount Gunbad
Adjusted top-end garrison for the High Elf variant of the Empire forts to be appropriately more powerful
The Beastmaster’s Master Tormentor skill now properly buffs the melee defence of his monsters
Cairn Wraiths once again cause fear – they were just a bit under the weather
The faction select screen for Malus Darkblade now includes the ‘+10% chance of intercepting enemies using the Underway’ effect of his Lord trait
Saurus Old-Bloods and Red Crested Skink Chiefs can now swap mounts when part of Nakai’s faction
Fixed some inconsistencies in the unlock ranks for Vampire Counts mounts
The Count of Talabecland bonus for increased income from timber buildings now functions correctly
All DLC Dwarf lords now benefit from Dwarf technologies that target characters
The AI may now decide to use Flaming Sword of Rhuin on ranged units
Non-Cult of Sotek Lizardmen factions no longer acquire sacrificial captives after each battle
Fixed an issue preventing Nakai from handing over the following regions: Fortress of the Damned, Dragon Fang Mount, Dread Rock, Shattered Stone Isle, Flayed Rock, Haunted Forest, Pigbarter, Desolation of Nagash, Nagashizar, Ash Ridge Mountains, Darkhold, The Fortress of Vorag, Crookback Mountain, Mount Greyhag, Mount Silverspear
Adjusted tooltip for Eshin recruit cost feature to correctly state that units not native to Eshin do, in fact, have extra recruitment costs
Added missing strategic location icon to Copher and the Dragon Isles
Itza now properly allows Skink recruitment through the primary chain for all Lizardmen factions
Red Crested Skink Chiefs no longer lose their attrition immunities when mounted
Characters no longer lose access to the Flensing Ruin spell when investing more skill points into the skill
Tomb Kings Lords that are recruited as a replacement for a lord that has died will no longer cost gold
Various localisation improvements in multiple languages
Играю за темных эльфов. Идёт 5 ритуал у темных эльфов. Я нападаю на их город который проводит ритуал и уничтожаю его, но ритуал не пропадает. Как понять, он остановился или нет? Потому что анимацию проведение ритуала есть.
Играю за темных эльфов. Идёт 5 ритуал у темных эльфов. Я нападаю на их город который проводит ритуал и уничтожаю его, но ритуал не пропадает. Как понять, он остановился или нет? Потому что анимацию проведение ритуала есть.
Не понял. Ты играешь за т. эльфов, и нападаешь на них же?..
Добавлено через 42 секунды
Забей на ритуалы у ИИ. Он не может победить с их помощью.