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Made in ca
Heroic Senior Officer





Krieg! What a hole...

There's this, too



If I remember well, the Old Friend is going to be the last New Hero. And I am afraid that the more and more things progress the lower the chances CA releases Carroburg Greatswords as a RoR, oh well :(

This message was edited 1 time. Last update was at 2017/03/03 18:27:57


Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
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Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
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life.

I'm particularly attatched to the fan theory the old friend is drachenfels, due to the event that hints at a being like him showing up, and offering you cash in return for corrupting your land

I collect:

Grand alliance death (whole alliance)

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Made in gb
Fixture of Dakka







By that logic it could be Count Nautilus.

How about Gotrek And Felix? A 2 person hero unit.
   
Made in de
Primus





Palmerston North

Eumerin wrote:

They need a way to allow you to clear that corruption source out without requiring you to actually settle the location.


I thought a deployed Hero took care of that?
   
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Executing Exarch




 StygianBeach wrote:
Eumerin wrote:

They need a way to allow you to clear that corruption source out without requiring you to actually settle the location.


I thought a deployed Hero took care of that?


I've never been able to deploy a hero directly to the ruins (I've tried, though I won't rule out that I somehow screwed up). And while some heroes counteract corruption, they only do so by passively by boosting the count of non-corruption sources in the province. The moment you move the hero somewhere else, you lose the benefit. I want something that permanently removes the corruption source located in the ruins without requiring you to resettle it.

I'm particularly attatched to the fan theory the old friend is drachenfels, due to the event that hints at a being like him showing up, and offering you cash in return for corrupting your land


The fan theory that seems to be popular at the moment on the official forums is that it's Boris Todbringer, and he'll finally give the Empire an alternate starting position (since the Empire is currently the only settled nation that doesn't have at least one alternate). Others, though, have noted that Todbringer doesn't get along with Karl Franz (as noted in Karl Franz's quests), and so doesn't seem like a likely choice.

There's this, too


That's an older version of the release schedule. The final version extended further to the right. Bretonnians were the third from the right, followed by an unidentified new lord (i.e. Isabella), and finally the "Old Friend".
   
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1.) The entire world map is in the game right now. The developers merely limited which parts of it you can access.
It's also likely that they aren't fleshed out at all really.

Others, though, have noted that Todbringer doesn't get along with Karl Franz (as noted in Karl Franz's quests), and so doesn't seem like a likely choice.


Which is funny because Boris Todbringer in the fluff eventually becomes one of the most loyal of the Elector Counts to Franz's rule even as he started as a political rival.

This message was edited 1 time. Last update was at 2017/03/03 23:49:18


 
   
Made in gb
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I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.
   
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 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.
   
Made in de
Primus





Palmerston North

Eumerin wrote:

I've never been able to deploy a hero directly to the ruins (I've tried, though I won't rule out that I somehow screwed up). And while some heroes counteract corruption, they only do so by passively by boosting the count of non-corruption sources in the province. The moment you move the hero somewhere else, you lose the benefit. I want something that permanently removes the corruption source located in the ruins without requiring you to resettle it.



I just checked this out and you are right.

I have several ruins around me (I want my computer ally to settle them) with Chaos shrines in them but no chaos corruption, it would be nice if those Shrine would fall over or something.
   
Made in us
Executing Exarch




 ZebioLizard2 wrote:
 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.


He's apparently in the Beastmen campaign. I don't own it, but the intro text suggests that beating Todbringer is the goal of the campaign.
   
Made in no
Terrifying Doombull





Hefnaheim

Eumerin wrote:
 ZebioLizard2 wrote:
 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.


He's apparently in the Beastmen campaign. I don't own it, but the intro text suggests that beating Todbringer is the goal of the campaign.


More eating his delicious cadavre, but yes that is the end goal of the Beastman mini campaign

Just beat the Bretonnian grand campagin and holy hell! The endless waves of boredom almost made my mind keel over, granted murdering Orcs particulary hard with the end game cavalry and high lvl heros alongside the king
   
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Versteckt in den Schatten deines Geistes.

I really thought that they'd at least finish the first one before moving to the second game. The Beastmen still have gaps in their line, and many of the races lack RoR.

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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USA

I suspect they've realized (much like Bethesda) that they can rely on modders to fill out the game once they've put the mechanics in place.

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).

Maybe it's a bit cheap of them to leave a game unfinished knowing modders will fill in the blanks, but that seems to be what they're doing. Really I feel like the only glaring omission in the game is the Skraven. I'm not really up to par on my fantasy lore, but aren't they active in the Old World? Pretty sure the Tomb Kings are quite literally just south of where the game's southern border is too, and it would have been nice to have another undead faction. They've stated the next game in the franchise won't take place in the Old World, which leaves me wondering. Correct me please, but from my understanding the rest of the areas of the Warhammer world don't really have enough factions to flesh out another game on their own. I sure hope they don't go Age of Sigmar.

This message was edited 1 time. Last update was at 2017/03/04 08:22:23


   
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 LordofHats wrote:
Maybe it's a bit cheap of them to leave a game unfinished knowing modders will fill in the blanks, but that seems to be what they're doing. Really I feel like the only glaring omission in the game is the Skraven. I'm not really up to par on my fantasy lore, but aren't they active in the Old World? Pretty sure the Tomb Kings are quite literally just south of where the game's southern border is too, and it would have been nice to have another undead faction. They've stated the next game in the franchise won't take place in the Old World, which leaves me wondering. Correct me please, but from my understanding the rest of the areas of the Warhammer world don't really have enough factions to flesh out another game on their own


This was discussed a couple of pages back. Each game is supposed to have an initial focus on four factions, and The New World can sort of squeeze in four - High Elves, Dark Elves, Lizardmen, and Skaven. I've seen arguments stating that the Skaven don't really have much of a presence in Lustria anymore, though.

Oh - one item I forgot to mention on the last page. The third game is apparently supposed to be Chaos-centric.

The Tomb Kings are pretty much off by themselves. There are some smaller groups of orcs (who are just about everywhere - including in the New World), Arab stand-ins, and even some lizardmen. But none of the major factions are directly adjacent to them. On the other hand, the Tomb Kings tend to have very, very, very long memories. If an expedition happens to make off with a particular king's favorite scepter, then he's going to remember that. And sooner or later, he's going to try to get it back. The 8th edition Tomb Kings army book (i.e. the final one) mentions a particular Necrotect who spent 170 years preparing an army to get revenge for an Imperial steam tank's destruction of the necrotect's favorite wall. So they need to be added to the game to round out the factions (and because, imo, they're one of the neatest factions in the game). But their interactions with others might end up feeling a bit forced. The same also arguably applies to the Ogres, who don't really have any great strategic goals. And possibly the Chaos Dwarves, if they get added.

As for the Skaven, yes they're present in the Old World. The great Skaven citadel of Skavenblight is, iirc, located just off the eastern edge of the map. I don't know exactly how CA intends to handle them (given their penchant for tunneling underneath the cities of both dwarves and humans). But their absence in the first game doesn't rule out their appearance in one of the later games.


So best guesses at this point?

Paid DLC is done. That doesn't rule out that another race might still be added before the second game is released. But if so, there's a good chance it'll be free.
The second game will have four factions as the starting factions, mirroring the four starting factions in the first game (Empire, VC, Dwarves, and Orcs - remember that WoC is a DLC that was free for pre-orders). I would be *extremely* surprised if the High Elves, Dark Elves, and Lizardmen are not three of those factions. The elven conflict was one of the cornerstones of the WHFB setting, and is therefore an obvious focus point for the second game. And if you're going to add Naggarond, you might as well go ahead and add Lustria, too.
The third game is supposed to focus on Chaos. Possibly, this means that the Daemons of Chaos list won't appear until the third game is released. And the initial four factions could very well be aligned with each of the four Chaos Gods (as opposed to the Chaos Undivided treatment we've had so far). There's a good chance that this means that the non-Chaos factions will all be released before the third game comes out. But this is just speculation on my part.
Adding in and populating the world map to the east of the Dwarves is going to make life a lot more difficult for the map-border hugging stumpies.

This message was edited 1 time. Last update was at 2017/03/04 09:03:56


 
   
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Versteckt in den Schatten deines Geistes.

The lack of Skaven doesn't bother me because by the end the game will have all the races in it, so the order they come in isn't all that important.

Leaving things incomplete is a bigger problem. They charged quite a bit for that Beastmen DLC, and it's not finished.

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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pontiac, michigan; usa

Eumerin wrote:


As for the Skaven, yes they're present in the Old World. The great Skaven citadel of Skavenblight is, iirc, located just off the eastern edge of the map. I don't know exactly how CA intends to handle them (given their penchant for tunneling underneath the cities of both dwarves and humans). But their absence in the first game doesn't rule out their appearance in one of the later games.




Skavenblight is in Tilea somewhere (Clan skryre took it over). Clan moulder is in troll country i think but i could be wrong (it has been a while). Pestilens is in Lustria. Eshin were in Nippon (japan) but then they came back or something (people thought they were lost as a clan). Pestilens and most skaven clans don't get along well or there's a big split between them. Then again skaven trust nobody anyway. Possibly one of the most treacherous races in the game but they do trade and ally only to backstab later. Basically the polar opposite of bretonnia (cowardly and selfish). There's also a couple big holds. One big hold is in karak eight peaks or to the skaven 'the city of pillars' which they own the bottom portions of but seemingly most of it. If i recall it's owned by dwarfs, goblins and skaven now making for a really uncomfortable neighborhood. Another big skaven warlord clan is i think at the only safe underground passage between the grey mountains or possibly the worlds edge mountains (unsure). I was a big skaven player for many years so i know most of the spots. They also have spineport somewhere off tilea i think which is where their largest navy comes from.

As my favorite faction the lack of skaven does bother me but i think vampires were the next army i would've started. Vampires are a lot of fun in the total war game but it still could be better. Also no coven throne yet to my knowledge which sucks hard balls. Empire were a decent surprise. I was underwhelmed by greenskins surprisingly. Spiders suck in total war just as much as people disliked them on the tabletop (wolves were considered superior in TT and seemingly here too). Generally if i recall most people went either all goblins or all orcs but not both though goblins generally used trolls or manglers or similar to back themselves up.

I was actually amazed at the fun i had with beastmen. Further proof that if GW could have made beastmen as they should be they'd have been great fun. Strange as it sounds they may be too good and chaos warriors oddly seem to suck.

---------

If skaven do get any boosts it'd be using the underway and maybe ability to trade while in a bad relationship with other skaven anyway. They should be in a bad relationship state with most of the other races except maybe chaos. I imagine the only likely allies, stomping out smaller skaven clans and such will be other skaven. I can only imagine though if relationships suck for most factions the diplomacy for skaven should be hilarious and quite bad. Trade one turn and backstab them another. Always gotta watch out for treacherous skaven upstarts.

This message was edited 4 times. Last update was at 2017/03/04 11:20:22


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 LordofHats wrote:

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).


The problem with these mods though is that most scripted events don't fire and there are no 'quests'.


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life.

 Silent Puffin? wrote:
 LordofHats wrote:

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).


The problem with these mods though is that most scripted events don't fire and there are no 'quests'.



I agree that official additions would add polish, but you can set rules/goals and RP your games to make certain things work.

I collect:

Grand alliance death (whole alliance)

Stormcast eternals

Slaves to Darkness - currently Nurgle but may expand to undivided.
 
   
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