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2019/04/04 16:26:59
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
So, trailer is out for the lord pack. Pretty good choice of lords, sadly I'm at work so don't know the units yet. Glad to see this Happening and they got a FAQ with some details.
Skaven get under empire buildings they can put in enemy settlements, like vampire coves.
Lizards get a quest to find Lord Kroak (presumably the FLC lord).
Bret vows got reworked into quests. Bunch of other stuff.
April 17th!
This message was edited 1 time. Last update was at 2019/04/04 16:27:18
Efficiency is the highest virtue.
2019/04/04 16:37:54
Subject: Re:Total Warhammer 2 : Ikkit and The Prophet of Sotek.
ABOUT THIS CONTENT
The Prophet & The Warlock is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles.
Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
Two new additional Lord types
Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
New Regiments of Renown to unlock, recruit and field
Background
The great serpent-god Sotek may sleep, but Tehenauin – his most devoted prophet – does not. The time has come for the foul Skaven to pay the butcher’s bill for their plague-spreading acts, and pay they will – with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath…
But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons… and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!
New Legendary Lords and Factions
Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)
Ikit Claw – like all of Skavenkind – is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.
In his quest for destruction, Ikit seeks to realise his grandest design – the mighty Doomsphere – and he will stop at nothing to unleash it upon the world…
Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:
Clan Skryre Forbidden Workshop
With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.
Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.
Warpstorm Doomrockets
Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!
Doomsphere
While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.
Unique Lord – Warlock Master
The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.
Unique Units
Ratling Gun Weapons Team: Specialist anti-infantry gun teams bearing the rotating, rapid-fire Ratling Gun. Ratling Guns are heavy damage-dealers which also Supress their targets, slowing their movement.
Warplock Jezzails: Long-range, armour-piercing sniper infantry. These sharpshooters have the highest-quality shields, and their projectiles confer the Shieldbreaker contact effect.
Doom-Flayers: Smaller than the Doomwheel (and twice as messy!), Doom-Flayers are designed to punch through enemy lines and deal powerful armour-piercing damage.
Regiments of Renown
These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.
Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannon): These arcane artillery pieces stun their enemies with the Zzzzap! Contact effect, increasing the target’s ability cooldown times.
Clan Vulkn Tailslashers (Clanrats - Shields): Fiery vermin with high weapon-strength who deal flaming attacks, while being immune to the effects of flame-weapons themselves.
Blightscab's Plaguepack (Plague Monk Censer Bearers): Heed the word! Blightscab’s Plaguepack have the Demegoguery ability, granting the Immune to Psychology attribute to nearby friendly units.
Teeth-Breakers (Ratling Gun Weapons Team): These sneaky shooters carry Concealment Bombs, granting them Stalk and Unspottable at a moment’s notice.
Council Guard (Stormvermin - Halberds): Drilled in the protection of their masters, the Council Guard are unbreakable and have the Guardian ability.
Natty Buboe's Sharpshooters (Warplock Jezzails): The ultimate sniper crew, Natty Buboe’s Sharpshooters have both the Stalk and the Snipe abilities.
Dwarf-Thing Menace (Doom-flayers): Perfect for scything through tough Dawi armour, the Dwarf-Thing Menace has the Sunder Armour contact effect and causes fear.
Wheelz of Dooom (Doomwheel): Fires extra-powerful missiles which confer the Discourage contact effect on their target.
Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:
Warpfire’s Wheel (Doomwheel): An augmented Doomwheel with improved melee stats and the Regeneration attribute.
Blackhole Flayers (Doom-Flayers): These enhanced Doom-Flayers have improved melee stats and cause Fear.
The Doombringers (Warpfire Thrower Weapons Team): With increased melee stats and the Unbreakable attribute, this Warpfire Thrower Weapons Team can tar-pit other units in melee if attacked.
Eye-Takers (Warplock Jezzails): Headshot! The Eye-Takers’ enhanced Jezzails deal increased damage and Blind their targets, reducing their accuracy, melee attack and melee defence.
Death Dealers (Ratling Gun Weapons Team): The Ratling Gun perfected! These weapons teams fire their hails of bullets at longer range, dealing greater damage and with reduced reload times.
Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)
Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek’s cult grew, so too did the Prophet’s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.
The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:
Prophecy of Sotek
Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.
Sacrifices to Sotek
As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.
The ultimate sacrifice: Invocation of Sotek
The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.
Unique Lord: Red-Crested Skink Chief
Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.
Unique units
Tehenauin’s armies may recruit and field all-new battlefield units:
Red Crested Skinks: Armed with great weapons, Red Crested Skinks deal armour-piercing damage. Moving at tremendous pace, they are well-equipped to swiftly outflank the enemy and strike from the side or rear.
Salamander Hunting Pack: Powerful ranged-attack monsters that hurl fireballs, deal flaming attacks in melee and cause fear. Their high speed enables them to reposition swiftly in the field.
Ancient Salamander: A vast and venerable Salamander that hurls huge fireballs, dealing high damage and making the target more vulnerable to further flame attacks. The Ancient Salamander also deals flaming attacks in melee and causes terror.
Ripperdactyl Riders: Flying anti-infantry cavalry ridden by Skinks, dealing powerful armour-piercing damage in melee.
Ancient Stegadon (Engine of the Gods): A variant of the mighty Stegadon mounted with the Engine of the Gods, which can use the Burning Alignment beam-attack, and the Portent of Warding to protect nearby friendly units.
Bastiladon (Ark of Sotek): A Bastiladon mounted with the Ark of Sotek, able to summon a writhing vortex of poison-dealing serpents around itself in combat.
Regiments of renown
Tehenauin’s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.
The Thunderous One (Ancient Stegadon): Armed with the Judgement of Xacmac ability, The Thunderous One calls down bolts of lightning to strike enemies engaging it in melee.
Star Chamber Guardians (Temple Guard): These venerable warriors have Expert Charge Defence, Magic Attacks, and the Guardian attributes.
Colossadon Hunters (Ripperdactyl Riders): Expert monster-fighters, the Collossadon Hunters have the Bonus VS Large ability.
Pop-Hopak Cohort (Cold One Spear-Riders): The Pop-Hopak Cohort do not have the Primal Instinct trait, and are gifted with both the Vanguard Deployment and Immune to psychology attributes.
Legion of Chaqua (Saurus Spears): These legendary Saurus warriors have the Shield of Chaqua ability, granting significant missile resistance to nearby friendly units.
The Umbral Tide (Salamander Hunting Pack): Tireless and stealthy, the Umbral Tide have both the Stalk and Perfect Vigour attributes.
Cohort of Sotek (Red-Crested Skinks): Grizzled veterans, the Cohort of Sotek are unbreakable, and have the Refuse To Die ability, which temporarily halts their hitpoint loss in battle.
Pahaux Sentinels (Terradon Riders): These agile winged warriors have the Dodge attribute, conferring 20% Physical Resistance, and drop Rocks of Sundering, temporarily reducing their target’s armour.
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
2019/04/04 19:04:47
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
2019/04/04 20:38:42
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
I really wish they'd put a lot of their videos like that into the game itself - even if just to retain access to them in the distant future when one forgets it exists in youtube to hunt for it (then finds its gone or been deleted)
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/04/05 11:38:01
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Voss wrote: It has a couple homages baked in there. Fairly well done, but not 100% serious. Though if you're doing Skaven 100% serious, it's wrong and creepy.
Skaven 100% accurate would probably singlehandedly bring this game up to unsellable.
SO yes tongue in cheek humor is DEFINITIVELY THE BETTER way to go about it.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/04/06 15:11:46
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Start positions:
Teheonandonandon:
The south coast below Skrolk (for some reason I was expecting Itza)
or
ME: the Northern Great Jungle west/NW of the great brawl between Vampires, Teclics, Skrolk and the DE Admiral. So gets a choice of joining in or expanding west.
Given his early game is defined by a lack of Saurus (+200% upkeep until the sacrifices start flowing), expansion is probably best.
Unique skills make him look like a hybrid, not sure how that will work out overall.
Ikkit:
Star Tower or
Skavenblight (ME) finally. Some early easy prey, but lots of competition, unless they've reigned in the Vampire Coast factions a bit- I usually see Noctilus and Aranessa just roll over TIlea, Estalia and most of Bretonnia. The latter might not happen anymore, but we'll see how the Bret changes shake out.
Ikkit looks pretty interesting, ranged wizard, but can be plunked on a doom flayer or doom wheel, and I have no idea how that will work. -20% cooldown and additional +20 reserve should see some spell spamming.
And he has atomics. So... yeah.
Efficiency is the highest virtue.
2019/04/08 18:30:02
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
StygianBeach wrote: I am pretty excited about this, as I am keen to give Ikkiit a run.
Warhammer is probably the only game where I want more DLC (still have my fingers crossed for Araby).
Truthfully, I'd rather they push resources and people onto warhammer 3 instead.
The armies and units there are far more central to Warhammer than stuff they'll have to make up to fill out whichever random Citadel Journal army they decide to run with.
Plus I'm really tired of the vortex campaign. I'll almost certainly run both of these guys in ME, and I'd like to see that map expanded.
---
Though speaking of maps, the Everchosen last weekend did show off some new maps, including s new underway map for Lustria that isn't a dark hallway. Rather nice foundation area of a lizardmen city, with supporting pillars and mysterious pools...
Efficiency is the highest virtue.
2019/04/10 11:17:02
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
It's likely that there are already teams working on Warhammer 3. The way CA is setup they've enough specialist staff that they can break down into teams to tackle different things at the same time. The staff you need to make an expansion aren't the same staff who will be building maps or coding a refinement to their engine for a new game launch. And most of those staff wont' be involved in the late stages of Three Kingdoms as that is getting closer and closer to launch.
I'm well aware they have different teams. I don't really care.
Neither do I care about engine refinements. The current one works fine.
What I do care about is the new armies. And a team working on a DLC army for warhammer 2 could easily be working on a Warhammer 3 core army instead.
Its literally the same job. Alternately they can work on improvements to the remaining TW1 armies, especially any that will be on the map in 3. (Though also for multiplayer). Especially warriors of chaos, which is still grossly unfinished.
And given how badly the DLC team borked Norsca and made it non-functional in warhammer 2.... I don't want to see that again. They wasted a lot of time and effort making the last DLC for 1 function at all in 2. Which might explain the long waits for tw2 DLC....
This message was edited 3 times. Last update was at 2019/04/10 14:05:11
Efficiency is the highest virtue.
2019/04/10 19:21:49
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Voss wrote: I'm well aware they have different teams. I don't really care.
Neither do I care about engine refinements. The current one works fine.
What I do care about is the new armies. And a team working on a DLC army for warhammer 2 could easily be working on a Warhammer 3 core army instead.
Its literally the same job. Alternately they can work on improvements to the remaining TW1 armies, especially any that will be on the map in 3. (Though also for multiplayer). Especially warriors of chaos, which is still grossly unfinished.
And given how badly the DLC team borked Norsca and made it non-functional in warhammer 2.... I don't want to see that again. They wasted a lot of time and effort making the last DLC for 1 function at all in 2. Which might explain the long waits for tw2 DLC....
It's literally not the same job. DLC staff for WH2 are working on a different version of the engine so it is literally different. Further, we are not even sure the core races for 3 are even fleshed out enough to have full teams working on every one yet. The DLC teams deal with the end product which is wildly different than what other teams are doing right now.
You are not well aware. Stop whining about DLC in every thread.
2019/04/10 19:49:20
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Heck the DLC for the Endless series of games is made by a 3rd party company. Once the game reaches a maturity point the main developer team moves on with the core of a new game, whilst the 3rd party team comes in to work on new content for the game in the form of new races and DLC packs.
Just take a moment and watch the credits for any major AAA or even just a big indie title. You'll see hundreds of names for specialists and staff in a vast number of departments and teams and positions. Bigger companies often retain services of many (either in house or in contract) and there's no point having the whole team at the same point working on the same thing. Once a product has left a specific development stage those staff aren't needed any more. Either you release them from the contract or you put them to work on the next project if you've the money for it.
That's far better than rebuilding a team each time and if the company has the resources to run concurrent games then its a very practical approach. It lets them work on titles and form an efficent working team and staff that are used to working with each other. Sure sometimes a mistake can backlog several things at once; but also because you've got more of the whole team on-hand and under contract you can move then back if there's an issue with a previous stage in a product.
Also don't forget Warhammer 2 was the first time CA has done this whole concept of moving content through games into future stand alone titles (heck its quite a rare thing in any segment of the market). So they made a mistake with Norsca because they changed how they worked at the core and that broke the porting software and meant they had to rebuild the faction for the game. IT was expensive but also likely a very powerful lesson that might well have saved a LOT of time in developing Warhammer 3
I wonder if Warhammer 3 will be the end-of-the-world battle before they try to somehow make an AoS game.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2019/04/16 06:07:26
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Melissia wrote: I wonder if Warhammer 3 will be the end-of-the-world battle before they try to somehow make an AoS game.
Pls no.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/04/16 07:08:51
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Melissia wrote: I wonder if Warhammer 3 will be the end-of-the-world battle before they try to somehow make an AoS game.
Pls no.
I'm fairly sure its what will happen. By the time they finish Warhammer 3 and its DLC chances are they will have covered every single major army for Warhammer. Heck they've even thrown in a fan army in the form of the undead pirates. The only thing left for them would be armies like Cathy and Nippon which never appeared (far as I know) anywhere (save possible one or two specialist models or bits of art over the years). Arabay could appear as they did get a warmaster army.
So the only thing CA could get from doing another licence would be doing Warhammer Classic all over again - not bad but I'd expect them to need to wait a bunch of years to actually sell a game like that considering the fantastic job they've done with the first one. So moving onto AoS would make a lot of sense both for them as a company having a new Warhammer style game to offer and for GW offering them the licence to a current game
Voss wrote: I'm well aware they have different teams. I don't really care.
Neither do I care about engine refinements. The current one works fine.
What I do care about is the new armies. And a team working on a DLC army for warhammer 2 could easily be working on a Warhammer 3 core army instead.
Its literally the same job. Alternately they can work on improvements to the remaining TW1 armies, especially any that will be on the map in 3. (Though also for multiplayer). Especially warriors of chaos, which is still grossly unfinished.
And given how badly the DLC team borked Norsca and made it non-functional in warhammer 2.... I don't want to see that again. They wasted a lot of time and effort making the last DLC for 1 function at all in 2. Which might explain the long waits for tw2 DLC....
It's literally not the same job. DLC staff for WH2 are working on a different version of the engine so it is literally different. Further, we are not even sure the core races for 3 are even fleshed out enough to have full teams working on every one yet. The DLC teams deal with the end product which is wildly different than what other teams are doing right now.
You are not well aware. Stop whining about DLC in every thread.
your argument makes no sense at all, There is no 'end product.' They make modifications to the engine for every DLC.
That they've made modifications to the engine for warhammer 3 doesn't matter either. Unless they disband the dlc team and hire a brand new one (which makes no sense) they'll have to learn the changes which they shift from warhammer 2 dlc to warhammer 3 dlc anyway.
Third.... Development is incremental. No matter what stage they're at, there's work to do. Concept art, animations, rule effects, city designs, ma layouts, etc. they dlc teams have experience in all of those as well as rules and unit abilities. There is no 'wildly different' aspects in play here, all those things have to be done for core or dlc products. It is the same job. Modifications to the engine don't magically make it a completely different task list. Just different implementation
This message was edited 1 time. Last update was at 2019/04/16 11:28:35
Efficiency is the highest virtue.
2019/04/16 14:11:45
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Melissia wrote: I wonder if Warhammer 3 will be the end-of-the-world battle before they try to somehow make an AoS game.
Pls no.
This would be awesome.
Provided that, if you win the campaign as Order, AoS never happens.
But then, it's a bit too late for that. Would be awesome to see how WHFB would be doing today if they did, though.
See i never quite understood why bring out WHFBTW and killing off WHFB before the games.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/04/16 14:30:41
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
As I understood it, the deal was inked before AoS happened. Games - especially the first in a series - take a long time to go from conception to release.
Thank god it was based on WHFB.
2019/04/16 18:15:38
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Also, IIRC the worlds of Age of Sigmar don't really have a set map? But WHFB does.
This message was edited 1 time. Last update was at 2019/04/16 18:15:45
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2019/04/16 18:22:26
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Also I think the CA team wanted to do Warhammer fantasy - I'd wager they'd have pushed for old world even doing it now if they could.
And whilst AoS hasn't got "a map" the realm system can easily work with a grand campaign map. CA can write their own epic story set in one of the realms where a range of races already exist and others are invading through various realmgates and gnawholes and the like.
Or CA can just make a larger map in segments with "realm pathways" linking different segments. It woudl be no different to having a big map with sea.
Voss wrote: I'm well aware they have different teams. I don't really care.
Neither do I care about engine refinements. The current one works fine.
What I do care about is the new armies. And a team working on a DLC army for warhammer 2 could easily be working on a Warhammer 3 core army instead.
Its literally the same job. Alternately they can work on improvements to the remaining TW1 armies, especially any that will be on the map in 3. (Though also for multiplayer). Especially warriors of chaos, which is still grossly unfinished.
And given how badly the DLC team borked Norsca and made it non-functional in warhammer 2.... I don't want to see that again. They wasted a lot of time and effort making the last DLC for 1 function at all in 2. Which might explain the long waits for tw2 DLC....
It's literally not the same job. DLC staff for WH2 are working on a different version of the engine so it is literally different. Further, we are not even sure the core races for 3 are even fleshed out enough to have full teams working on every one yet. The DLC teams deal with the end product which is wildly different than what other teams are doing right now.
You are not well aware. Stop whining about DLC in every thread.
your argument makes no sense at all, There is no 'end product.' They make modifications to the engine for every DLC.
That they've made modifications to the engine for warhammer 3 doesn't matter either. Unless they disband the dlc team and hire a brand new one (which makes no sense) they'll have to learn the changes which they shift from warhammer 2 dlc to warhammer 3 dlc anyway.
Third.... Development is incremental. No matter what stage they're at, there's work to do. Concept art, animations, rule effects, city designs, ma layouts, etc. they dlc teams have experience in all of those as well as rules and unit abilities. There is no 'wildly different' aspects in play here, all those things have to be done for core or dlc products. It is the same job. Modifications to the engine don't magically make it a completely different task list. Just different implementation
My argument makes perfect sense. They are different teams. The people working on the core of the game are not the same people making the DLCs. There is an end product, notice Warhammer 1 is not being updated as Warhammer 2 is. Warhammer 2 will stop being updated when Warhammer 3 coming out. End Products.
Again, it's not the same job. Not even a little.
2019/04/16 19:21:02
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
Overread wrote: Also I think the CA team wanted to do Warhammer fantasy - I'd wager they'd have pushed for old world even doing it now if they could.
And whilst AoS hasn't got "a map" the realm system can easily work with a grand campaign map. CA can write their own epic story set in one of the realms where a range of races already exist and others are invading through various realmgates and gnawholes and the like.
Or CA can just make a larger map in segments with "realm pathways" linking different segments. It woudl be no different to having a big map with sea.
That's fair.
Mostly I'm disappointed in the fact that there aren't any real good quality maps for AoS.
I like maps.
This message was edited 1 time. Last update was at 2019/04/16 19:21:07
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2019/04/16 19:25:34
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
I think the lack of detailed AoS maps is the same reason we don't have as detailed a history with a fixed time line of dated events - GW didn't structure AoS at its inception for that kind of lore writing. I think they were very much going for a continually changing, evolving and moving setting that basically let them do whatever they want with no limits. The problem being that writing a story is darn hard to do within that kind of structure.
You've on way to build interlinked event gravity because the readers have no way to really know when events are happening in relation to each other both spatially and temporally. Losing Nuln in Old World is a major event; losing a major city in AoS, at present, is kind of hard to tell if its a big event or just a minor blip.
Mhm. Can't ever tell if an event really is meaningful basically.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2019/04/17 12:49:10
Subject: Total Warhammer 2 : Ikkit and The Prophet of Sotek.
So, in other news CA confirmed no more race packs for TW2. The remaining DLC will just be lord packs. No Araby , Amazons or whatever made up thing people were insisting would happen.
On this one, it looks very nice. The new subsystems for skaven and sotek are a lot more in depth than I expected and the new units add a lot of punch.