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Made in us
Terrifying Doombull




 H.B.M.C. wrote:
Kislev won. It's a box that comes up at the start.

The campaign is set after the RoC campaign.


Huh. Where's this info coming from?

I was expecting more like Tomb Kings and the Vortex, not simply burying the original campaign. So does that mean facing down a united Kislev (and Cathay?) and fewer factions on the map overall?

Efficiency is the highest virtue. 
   
Made in us
Longtime Dakkanaut




Voss wrote:
trexmeyer wrote:
That's what I heard from milkandcookiestw.

The ROC campaign is just a script that kicks off for that specific campaign. It's not hard to have a COC specific script that disables ROC mechanics at the start and runs the COC scripts.

Right, but that isn't 'after.' That's just starting fresh at the beginning (with everybody in their starting positions) but disabling some of the stupid events. (which, going to be honest, would be what it would take to play on that map again)

'After the RoC campaign' means somebody has won, did whatever they where going to do to the bear god, and now belakor is on somebody's leash out in the world.


You're confusing gameplay mechanics with story. The story is set after Kislev-Ice Court won. That is canon. As it is using the same campaign map as ROC so far as we know, COC will just have different lua scripts running at the start of the campaign. Belakor is likely banished in the canon.

The only way we can ever solve anything is to look in the mirror and find no enemy 
   
Made in us
Savage Minotaur




Baltimore, Maryland

 H.B.M.C. wrote:
Kislev won. It's a box that comes up at the start.

The campaign is set after the RoC campaign.


That's cool.

Actually much better than it being concurrent to the RoC campaign.

Sounds like its similar to Three Kingdoms and its option to pick different seminal moments in the saga as jumping off points. Same map, different start positions(for some) and new campaign objectives and mechanics.

This message was edited 1 time. Last update was at 2022/07/20 15:13:06


"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
 
   
Made in us
Terrifying Doombull




trexmeyer wrote:
Voss wrote:
trexmeyer wrote:
That's what I heard from milkandcookiestw.

The ROC campaign is just a script that kicks off for that specific campaign. It's not hard to have a COC specific script that disables ROC mechanics at the start and runs the COC scripts.

Right, but that isn't 'after.' That's just starting fresh at the beginning (with everybody in their starting positions) but disabling some of the stupid events. (which, going to be honest, would be what it would take to play on that map again)

'After the RoC campaign' means somebody has won, did whatever they where going to do to the bear god, and now belakor is on somebody's leash out in the world.


You're confusing gameplay mechanics with story. The story is set after Kislev-Ice Court won. That is canon. As it is using the same campaign map as ROC so far as we know, COC will just have different lua scripts running at the start of the campaign. Belakor is likely banished in the canon.


I'm not confusing anything, just responding to what little you posted. 'Canon' isn't an issue (its not even something I'd vaguely consider real for something like this, to be honest). A little pop-up isn't an issue.
All you claimed was that it was after the RoC campaign, then said it was 'just a script.' Those aren't the same thing.

Since CA posted a short Let's play of Azazel's campaign (which is all anyone really needed to say) (Video here: https://www.youtube.com/watch?v=s69LkNPqZEE
Its clear from the video that they buried the RoC campaign and just reused the map. Cathay is re-factionalized (so it doesn't matter what happened in the RoC campaign), its not clear if Fateweaver (or the other monogods) or the Realms of Chaos are on the map. (The video has the player claiming a rift spawned by gathering enough souls, but beyond traversing them and using them as a teleport network for the end game fight, it isn't clear if they do anything else.

Efficiency is the highest virtue. 
   
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Executing Exarch




 nels1031 wrote:
 H.B.M.C. wrote:
Kislev won. It's a box that comes up at the start.

The campaign is set after the RoC campaign.


That's cool.

Actually much better than it being concurrent to the RoC campaign.

Sounds like its similar to Three Kingdoms and its option to pick different seminal moments in the saga as jumping off points. Same map, different start positions(for some) and new campaign objectives and mechanics.


Well, aside from the fact that Three Kingdoms let you use the same leaders across the different campaigns (assuming they were still alive). For example, if you liked Cao Cao, you could play him in every campaign except Eight Princes.

No such option here. Not that Miao Ying would have much reason to try and seize power for one of the Chaos Gods. But it might be fun to be able to play as a spoiler attempting to block this attempt by the four Chaos Champions.

Oh well.

Just have to wait for August 23.
   
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Versteckt in den Schatten deines Geistes.

Voss wrote:
Huh. Where's this info coming from?
Right from the game itself, which I can see from below you've now seen.

Voss wrote:
I was expecting more like Tomb Kings and the Vortex, not simply burying the original campaign. So does that mean facing down a united Kislev (and Cathay?) and fewer factions on the map overall?
That would require a lot of effort, and their efforts are almost entirely focused on IE, because they know that's what people want to play.

I'd imagine that this new campaign just turns off the Realms of Chaos, but is otherwise the same.

Industrial Insanity - My Terrain Blog
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Yeah, I went looking for it. It does tend to be easier if people link things in the first place (or just mention blog, twitter or whatever)

Not sure its 100% the same, though. There was a brief look at the map, and I didn't see Kairos (but it was a pretty quick jump-edit in the video). So the daemon factions might be moved or cut.

Don't agree on a lot of effort, however. Letting the normal campaign play out as is and just having different goals would've been less effort (though also more obnoxious). Khemri & vampirates had their own goals running without issue with the vortex campaign running as normal, rather than taking the time to rip that code out.

This message was edited 1 time. Last update was at 2022/07/20 17:04:15


Efficiency is the highest virtue. 
   
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Voss wrote:


All you claimed was that it was after the RoC campaign, then said it was 'just a script.' Those aren't the same thing.



lol

Bye Felicia.

The only way we can ever solve anything is to look in the mirror and find no enemy 
   
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Baltimore, Maryland

Some Faction changes:

Welcome back, Total War: WARHAMMER fans, to another instalment of the Immortal Empires blog series. This week, we’re taking a closer look at some of the most significant race updates you’ll experience come this August when the Immortal Empires BETA finally arrives—specifically to the Vampire Counts, Lizardmen, Dark Elves, and Norsca.

Before we explore those juicy details, it’s important to recognize that importing races from Total War: WARHAMMER I and II into Immortal Empires is no simple task; it’s *far* more complex than a simple copy and paste from game to game. WARHAMMER III introduced significant updates to the series—in the form of new mechanics, overhauled game systems, and a host of new foes to face—meaning that many races required substantial adaptations to survive in a fresh new world of war and politics. As such, while these updates won’t be quite to the same scale as what you’ll see with the Warriors of Chaos, they will nonetheless evolve their play styles in important (and meaningful) ways.

VAMPIRE COUNTS

Everyone’s favourite bloodsuckers were in a difficult place coming out of WARHAMMER II: mainly relying on a devastating two-punch combo of free skeleton armies and the evisceration of their enemy with Winds of Death. While it was a real power-trip at times, it did eventually get a bit dry… (Bone-dry, you might say.)

On top of that, changes to systems like the Winds of Magic in WARHAMMER III have a heavy impact on the race, so the team spent time enhancing them in ways that help them stay fresh…as fresh as an exhumed corpse can be, at least.

So, the headline: free skeletons are GONE. You’ll still have ways to make them (grave)dirt cheap, but not to the same extent as before. We know this is a big change—one that might disappoint some people—but it not only distorted the Vampire Counts’ gameplay too much, but made much of the roster obsolete, particularly in conjunction with the reduced supply line penalties in WARHAMMER III.

To make up for the loss, we’ve made a whole host of other changes that we hope will more than make amends for it. Here’s a look at some of the key changes:

Across-the-board balance changes to the roster: leadership increases to most units, adjustments to Ethereal units, and the ability to recruit Mournguls (in a Campaign) if you own the Vampire Coast DLC.
Improvements to Raise Dead pools: which now offer better units by default and scale up with Vampiric corruption—making them less reliant on battle sites.
Reshuffle of recruitment buildings, with many units now available earlier and more easily.
Revamped tech tree, skill trees, and Bloodline effects to give the race access to powerful new effects: such as increased healing caps and extra Winds of Magic.
As for individual Lords, we’ve already highlighted some of the changes coming to the undead power couple—Vlad and Isabella Von Carstein—in our Dedicated Factions blog, but don’t worry: Mannfred and the Necromancer Lords will have their time in the sun moon too.

Mannfred Von Carstein has moved to the Southlands where he seeks the unholy Books of Nagash. As the most magically gifted of the Vampire Lords, he has also received increased magic reserves, and his Master of the Black Arts ability now boosts his spell mastery by 25%.

To complement his new starting position in The Haunted Forest, Helman Ghorst now starts the campaign mounted on his Corpse Cart, and can acquire skills that enhance his aura abilities—granting powerful faction-wide buffs to Zombies. If you want to drown the world in rotting flesh while watching from the back of your sweet ride, he’s the Legendary Lord for you!

Not to be outdone by this young upstart, Kemmler has also upped his game. His best bud, Krell, will now be a permanent summon by default, while Kemmler’s skill tree serves to super-charge Krell’s combat stats.

LIZARDMEN

We know that “Lizardmen” and “update” together might generate some excitement, so we’ll get the bad news out of the way first: the Geomantic Web is still pretty much the same—other than a few adjustments to reward you for fulfilling the Great Plan. We fully recognize that it’s ripe for a more substantial update and hope to find an opportunity to do so in the future.

With that said, there’s still a load of other changes coming for our scaly friends…

We’ll start with the humble Skinks! As has long been requested, Tehenhauin now unlocks Regiments of Renown units by levelling up, and will be able to use his sacrificial pyramid to generate extra Blessed Spawning units. His chameleonic comrade, Oxyotl, will be receiving new missions to hunt down and eliminate the new Daemonic enemies who recently arrived on the Immortal Empires map, and his mission durations will now scale with campaign difficulty, making it much harder to thwart Chaos if you choose to player at harder levels.

The stalwart Saurus will also benefit from changes that help them take on the Daemonic hordes in battle! Their innate “Primal Instincts” ability kicks in earlier: granting them greater bonuses and no longer triggering their Rampage. Both Saurus characters also get revamped lord and faction effects to account for this in addition to helping them develop their own play styles. Kroq’gar will focus on creating a coterie of elite Saurus characters—with major buffs for Old-Bloods and Scar-Veterans—while Gor’rok will enjoy new effects that lean into his defensive nature; while his unique rite no longer makes Saurus’ Unbreakable, it now grants them Barrier as well as immunity to hostile weapon effects like poison—a perfect boon for taking on a certain pestilential rodent…!

As the premier magic-wielders of the setting, the Slann—including Lord Kroak—are getting skill tree tweaks to fit the new magic system in WARHAMMER III while gaining access to powerful effects like Barrier and increases to their Winds of Magic capacity. On top of that, Mazdamundi will also receive a whopping +50% range increase to all his spells—befitting for a frog of such continent-shifting power.

Finally, Nakai will enjoy a variety of balance changes: including tech tree updates to boost his economy, as well as new and improved benefits upon constructing Temples to the Old Ones. He’ll also benefit from some of the fundamental improvements to diplomacy that were introduced in WARHAMMER III—notably improving how the AI interacts with vassal factions.

DARK ELVES

Next, let’s turn to the Druchii, who—in addition to being in a prime position to benefit from the new Sea Lanes—have seen big changes to their slaves mechanic.

Previously, this was a feature that resulted in insane late-game economic performance with relatively little interaction from the player. As such, in WARHAMMER III, slaves are now considered a faction-level resource rather than something you stow in a province. Slaves can now be “spent” at numerous buildings to generate income, or invested in three powerful “Slave Diktats” to benefit a specific province.

For a long while, the Druchii have had a…complicated relationship with Chaos, so the influx of Daemonic factions has led to a few notable changes. Morathi now gets unique interactions with Slaanesh corruption and can even recruit Daemonettes, while Malus’ Possession ability now allows for more frequent use of Tz’arkan and interacts differently with the new corruption types.

Last of all, Rakarth can now capture and tame a host of new beasts: including Sabretusks and Feral Bears. (Rakarth even got an in-depth spotlight in our recent Q&A with the development team!)

NORSCA

Let’s talk cold, angry, and primed to raid! Norsca had a somewhat tumultuous entry into the series with their unique ability to construct outposts instead of regular settlements. Built on the foundation of the climate-locked occupations of WARHAMMER I, this design did not make a graceful transition into WARHAMMER II; where it was originally designed to grant them unparalleled flexibility, it instead became their greatest weakness.

So, if you take one thing home when you’re done raiding these shores, it’s the fact that Norsca is now a regular occupation faction—with access to their complete building tree anywhere in the world.

While that is the big one, there are additional smaller changes coming to freshen up the race:

⬥ ⬥ ⬥
DEVOTION TO THE GODS
Like before, players can dedicate the ruins of their enemies to one of the four Dark Gods in order to gain their favour, but there was always a massive disparity in the rewards given. As such, we’ve evened things out a bit.

Full dedication to the Crow no longer causes a (admittedly mostly impotent) global plague. Rather, you will be joined by Burplesmirk Spewpit, the Exalted Great Unclean One.
Full dedication to the Hound no longer gives you access to The Ice-Forged Legion. Rather, you will be joined by Killgore Slaymaim, An Exalted Hero of Khorne.
All reward characters grant their army an incredibly powerful boon that twists their battle profile to align closer to the Dark God’s ideal forces. For example, Azrik’s forces enjoy access to Barriers, magical weapons, and global Winds of Magic generation benefits.
If you just had the terrifying realization that we didn’t say where the Ice-Forged Legion went, don’t worry; your favourite Hellcannon Battery has become a regular Regiment Of Renown unit that unlocks once you reach the appropriate level.
COMMANDMENTS
Being fully settled and capable of holding complete provinces all over the world, Norsca has a full set of commandments to enact over them and solidify their new holdings.

RESOURCES
Wine, furs, and everything in-between, Norsca can now construct buildings to exploit almost all resources for local or global bonuses.

CAPITAL TARGETS
With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist…?
⬥ ⬥ ⬥
To tie us off, let’s head off the question on everyone’s minds: no, this is not the “Norsca rework.”

These changes are about freeing Norsca from the shackles of their outposts and giving them a taste of the fresh new powers of the Dark Gods in WARHAMMER III. Like the rest of Immortal Empires, this is just the beginning: the foundation upon which to build and make future tweaks to the different factions.

"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
 
   
Made in us
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Before we explore those juicy details, it’s important to recognize that importing races from Total War: WARHAMMER I and II into Immortal Empires is no simple task; it’s *far* more complex than a simple copy and paste from game to game. WARHAMMER III introduced significant updates to the series—in the form of new mechanics, overhauled game systems, and a host of new foes to face


Paraphrasing:
'Despite having done year after year of total war games, and despite knowing this was a trilogy, we didn't do any future proofing or design planning in TW1. Instead our programmers wrote spaghetti code. We got really caught out with Norsca in the transition from TW1 to 2. But despite that, we did it again in TW2, and unfething everything a second time for TW3 has been a real problem.'

Efficiency is the highest virtue. 
   
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Decrepit Dakkanaut




UK

Not quite.

Norsca were made differently enough that the content that they tried to port from Warhammer 1 to 2 totally broke. The faction came out late because they basically had to rebuild everything to make them fit. Most of the other factions were ported over as a core and then content adjusted and updated for Warhammer 2.


This is the same as for 3. Whilst there is a lot of work and its not as simple as a copy-paste; they don't have to rebuild the factions (or shouldn't at least). Instead its more respecting the fact that Warhammer 3 introduced new things and thus the Warhammer 2 armies, after the content is ported over, have to be updated and adjusted to fit with those new content elements.

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Waiting for my shill money from Spiral Arm Studios

They still should have future proofed in the first place.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Decrepit Dakkanaut




UK

The factions are future proofed in that they don't have to rebuild them. They can import the factions as a whole from the 2nd into the 3rd game. Then they have to perform a tweaking pass over them as they add in the new mechanics, change the balance of the forces; test things and then adjust after that testing.


The 3rd game introduces new mechanics and ideas; it adjusts existing ones as well. They couldn't be future proofed in unless they'd designed them back when they made the 2nd and 1st games. At which point they'd have just put them into those games.


The only army that wasn't future proofed was Norsca because they adjusted some elements of how they worked as a faction which broke with the importer from 1 to 2. Every other army is "future proofed" enough to move game to game.

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Baltimore, Maryland

Looks like Festus the Leechlord is getting a reveal soon.

"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
 
   
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 nels1031 wrote:
Looks like Festus the Leechlord is getting a reveal soon.


They said weekly, or at least over the next 3 weeks. I'd assume previews on the 26th, 2nd and 9th, short lets play the next day or so, then something 'big' for the 16th followed by release on the 23rd.
A teaser pic like the vague pink thing they did with Azazel wouldn't be a surprise, though.

This message was edited 1 time. Last update was at 2022/07/22 20:37:25


Efficiency is the highest virtue. 
   
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Baltimore, Maryland

Voss wrote:
 nels1031 wrote:
Looks like Festus the Leechlord is getting a reveal soon.


They said weekly, or at least over the next 3 weeks. I'd assume previews on the 26th, 2nd and 9th, short lets play the next day or so, then something 'big' for the 16th followed by release on the 23rd.
A teaser pic like the vague pink thing they did with Azazel wouldn't be a surprise, though.


That's what I'm referring to. They sent an e-mail with a video teaser. "He will cure all your ailments".

Work blocked so can't post it. Not up on their youtube page yet either

"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
 
   
Made in au
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Versteckt in den Schatten deines Geistes.

We'll get one a week until they've shown them all off. And then they announce the surprise FLC, Arbaal the Undefeated.

What? A man can dream, can't he...

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

 
   
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 Overread wrote:
Not quite.

Norsca were made differently enough that the content that they tried to port from Warhammer 1 to 2 totally broke. The faction came out late because they basically had to rebuild everything to make them fit. Most of the other factions were ported over as a core and then content adjusted and updated for Warhammer 2.


This is the same as for 3. Whilst there is a lot of work and its not as simple as a copy-paste; they don't have to rebuild the factions (or shouldn't at least). Instead its more respecting the fact that Warhammer 3 introduced new things and thus the Warhammer 2 armies, after the content is ported over, have to be updated and adjusted to fit with those new content elements.


From memory, I read a blog post that basically said the Norsca design team was a separate team to the WH2 design team and they weren't communicating enough such that the Norsca team was diverging from what would allow it to be plugged straight into WH2, and they realised too late and so Norsca ended up getting delayed.

I would guess that while the WH2 team was busy porting over the WH1 armies, the Norsca team was busy writing Norsca for WH1, so that too close to the release date they had to start from scratch porting Norsca over when all the other armies were already approaching their completion.

This message was edited 1 time. Last update was at 2022/07/23 03:36:22


 
   
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Decrepit Dakkanaut




UK

AllSeeingSkink wrote:
 Overread wrote:
Not quite.

Norsca were made differently enough that the content that they tried to port from Warhammer 1 to 2 totally broke. The faction came out late because they basically had to rebuild everything to make them fit. Most of the other factions were ported over as a core and then content adjusted and updated for Warhammer 2.


This is the same as for 3. Whilst there is a lot of work and its not as simple as a copy-paste; they don't have to rebuild the factions (or shouldn't at least). Instead its more respecting the fact that Warhammer 3 introduced new things and thus the Warhammer 2 armies, after the content is ported over, have to be updated and adjusted to fit with those new content elements.


From memory, I read a blog post that basically said the Norsca design team was a separate team to the WH2 design team and they weren't communicating enough such that the Norsca team was diverging from what would allow it to be plugged straight into WH2, and they realised too late and so Norsca ended up getting delayed.

I would guess that while the WH2 team was busy porting over the WH1 armies, the Norsca team was busy writing Norsca for WH1, so that too close to the release date they had to start from scratch porting Norsca over when all the other armies were already approaching their completion.


Yep that sounds about right. Norsca was a "freaking heck this game made so much money we can pay for another army lets do it" which then turned around and bit them when the issues arose.

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 H.B.M.C. wrote:
We'll get one a week until they've shown them all off. And then they announce the surprise FLC, Arbaal the Undefeated.

What? A man can dream, can't he...


As long as I get Ghark Ironskin for the Ogres...

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in au
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Versteckt in den Schatten deines Geistes.

And Morglum Necksnapper for the Orcs!

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Baltimore, Maryland

 H.B.M.C. wrote:
And Morglum Necksnapper for the Orcs!


While he's a bit "vanilla" when it comes to Orc Warbosses, Gorfang Rotgut should get fleshed out a bit more as well. That's a character that had history with a few of the main characters in the Badlands, notably King Kazador (who also needs some love!). He even teamed up with Morglum at some point.

"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
 
   
Made in us
Terrifying Doombull




https://www.totalwar.com/blog/tww3-introducing-festus/

Festus!

The trailer is... meh. (too much grunting and scenery chewing)
Good shot of the warshrine, though



Not much to the actual article either.
Long forgetting the Hippocratic Oath he so vehemently preached as a mortal, Festus can be found concocting a variety of horrific potions and unleashing Lore of Nurgle spells, both of which allow him to manipulate the battlefield in insidious ways. While his Healing Elixirs ability replenishes the hit points of his own combatants, the Harbinger of Pestilence ability instead deals damage to enemy combatants. Yet there’s a catch: both act more like toggleable passive abilities that are mutually exclusive to use (meaning that only one of the two can be active at any one time).

FACTION EFFECTS
Vassals gain poison attacks and spread Nurgle’s corruption
Can brew Plagues
Souls +25 when a plague is spread

LORD EFFECTS
Plague duration: +3 turns (local armies)
Battle healing cap: +25% (Lord’s Army)


The radius of the healing/damage passives is a big deal. If its battlefield, cool. If not, he might have trouble as a foot lord (not sure what possible mount he could get, beyond a war shrine, and no idea if they did the work for that)
Rest is pretty blah.

I'm amused that CA thinks the warhammer world has a Hippocrates to base an oath on, but never mind.

Tomorrows video is hopefully more interesting.

This message was edited 3 times. Last update was at 2022/07/26 14:18:42


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Lets play of Festus.
https://www.youtube.com/watch?v=_Kk1IAw5QdQ&t=1s

The start, with him walking the streets of an Empire city is really good. Atmospheric.
Kinda want to play that game, to be honest.

Some nice battlemaps, not much use for the unlocked rifts beyond wandering around the world.

Shows off the warband upgrade mechanics. Some of that is going to hurt. Need rank 5 to upgrade marauders to warriors, then need to rank up again to upgrade to knights. Hope there's decent options later to just recruit better units directly (in sufficient numbers)

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Baltimore, Maryland

Chaos update/design discussion :

In regards to the confederation discussion in the quote, there is a mod (in WH2) that allows defeated LL's and any hero/lord with the immortal trait to join your faction, minus their campaign mechanics and such. IE, If you are playing Skarsnik and Grom is eliminated, he'll join you if you want, but lose his goblin customization thing. Hope that mod maker ports that over to WH3, if they haven't already.

Hello Total War: WARHAMMER fans! Over the past few weeks, months, and even YEARS, there’s been a healthy debate within the community as to how we approach the implementation of certain races in the Total War: WARHAMMER games. Nowhere has that been more apparent than the split between the Warriors of Chaos, the Daemons of Chaos, and the “Monogod” races (Tzeentch, Slaanesh, Khorne, and Nurgle).

With that discussion rising to the forefront following the reveal of the Champions of Chaos, we wanted to take a moment to sit down with our design team and get their thoughts on the process behind it. So today, we’re here to provide you with a clear picture of what, why, and how we’ve split the Lords of Chaos, as well as the role it will play in our forthcoming DLC!

(You ready for a super deep dive? Let’s go!)

CHAOS Q&A
WHY ARE THE FOUR NEW LEGENDARY LORDS CONSIDERED “WARRIORS OF CHAOS?”
With this being the first Warriors of Chaos Lords Pack since 2015, we wanted to reintroduce this iconic race in a way that was befitting of their infamous world-ending reputation. To that end, introducing four Legendary Lords—each of whom is aligned with one of the four Chaos Gods—was a flavorful way to start, particularly given that we already have two Undivided Lords in the form of Archaon and Kholek.

Beyond the flavor that each Champion could bring to this Lord’s Pack, we found that several design elements aligned exceptionally well with the revamped Warriors of Chaos mechanics. For instance, the vision for Azazel was that he’s been sent out into the world to find and lure promising Undivided champions into devoting themselves to Slaanesh. He’s basically an evil talent scout—a role implied as far back as Morkar the Uniter, who may have been persuaded along his path to become the first Everchosen way back in the days of Sigmar.

For some characters, it would have been very hard to find a niche for them in the Monogods roster. Festus is a good example here; he’s a durable Lore of Nurgle spellcaster who’s a master of brewing plagues…but how do you make him interesting alongside Ku’gath, who’s better at all those things in addition to throwing exploding Nurglings? The answer: put Festus in the Warriors and you’ve *immediately* got a combination of features that’s entirely unique!

Finally, this approach allowed us to push the quality of the pack far higher than we could have otherwise. Having the whole team laser-focused on a shared feature-set meant that every single playtest, improvement, and bug fix benefited all the characters rather than one.

It needs to be stressed, though, that even in this context, our goal was to create four Warriors of Chaos experiences that feel like Khorne, Nurgle, Slaanesh, and Tzeentch—much in the same way that Wulfhart and the new Volkmar feel like Empire factions even though they don’t share the same mechanics as Karl Franz. These are true hybrids: drawing a ton of flavour and gameplay from their relevant Dark God. They’ll be fully capable of running armies that will look very much like the ones you’d see when playing as the relevant God-specific race…but with Dragon Ogres!

WHERE DOES THIS LEAVE THE ‘MONOGOD’ RACES OF KHORNE, SLAANESH, NURGLE, AND TZEENTCH?
It’s important to state: the new DLC characters existing within the Warriors of Chaos race DOES NOT prevent us from adding mortal characters to the Monogod rosters.

This is something we confront on a DLC-by-DLC basis. In some instances, mortal characters might fit better alongside a Daemon-focused roster or the Monogod mechanics; in others, the roster might end up with wildly different, bespoke feature-sets more appropriate to the given faction. Don’t worry; there are plenty of exciting characters who will be joining the Monogods in the future….

It’s also worth stressing that this pack will still massively transform the Monogod playstyle. In some cases, their rosters are almost doubling in size, with each God gaining a new hero and two lords to lead their armies, topped off by the ability to convert Mortal Lords into Daemon Princes. Even older heroes are getting updated: with Cultists now riding the new Warshrines into battle as mounts. Combined with a ton of balance changes and the new Immortal Empires starting positions, we’re pretty sure the Monogods will offer a ton of fresh, new experiences.

WHY ARE THERE TWO SLAANESH LEGENDARY LORDS IN THE WARRIORS OF CHAOS?
With hindsight, everything is much clearer…

It’s fair to say that if Sigvald hadn’t already been in the game since 2016, he would have (undoubtedly) been the Slaanesh Champion in Azazel’s place. Beyond that, we wanted to ensure that all four of the Dark Gods had representation within this pack in order to provide you with a larger variety of Legendary Lords to play at launch. Plus, we really like the Swiss Army Knife dynamism that Azazel brings to the roster!

Ultimately, our aim has been to ensure that both Slaaneshi Lords offer a distinct playstyle. As Azazel is a Daemon Prince, he has a narrower choice of units to recruit from, solely focusing on Undivided and Slaaneshi units, whilst Sigvald has the potential to branch out into units from all four pantheons and Undivided. That’s not to say you’ll see Sigvald leading armies of screaming Khornate berserkers or festering Nurgle-worshipers: due to the Dark Authority system (see below) Sigvald’s own personal retinue will maintain a distinctly Slaanesh flavour and he’ll need to do some delegation to others to efficiently maintain units devoted to other Gods. So, even though there’s only one Lord in the Slaanesh race, you’ve got three *very* different ways to play a Slaanesh-themed campaign.

HOW DO THE UNIT ROSTERS WORK IN A CAMPAIGN?
While the Warriors of Chaos can eventually access a truly vast array of mortal and daemonic units, it’s not just a case of constructing specific buildings and spewing out multicoloured units… Much like the lore, you’ll have to work hard to amass the forces of multiple Gods, and certain characters will find it easier (or more difficult) than others.

Every unit in the roster is treated as either a “Warband” unit or a “Gifted” unit. Warband units are your bread and butter: consisting of Mortal humans as well as the bulk of the Undivided monstrous units. Almost all of them can be “Marked”—an act that devotes them to a specific God and turns them into a new unit with new visuals, stats, and even new voice lines—though you can’t necessarily Mark a unit right from the start.

Gifted units are primarily Daemons accompanied by a few specialist, non-Daemonic units—such as Hellcannons and Shaggoths—and are recruited by spending Souls on Chaos Gifts (hence the name) or via certain special events. The catch? There’s a cap on the number of these “Gifted” units you can have in any given army; that is, unless you’re Be’lakor, who can recruit as many as he likes! Like Marks, these options aren’t necessarily available from the very start of your Campaign.

In fact, the specific conditions for unlocking these options is one of the key ways we’re differentiating the individual factions. For example:

Be’lakor can recruit a whole bunch of Gifted units from Turn 1 onward, but must unlock the ability to Mark mortals in his skill tree.
Sigvald can recruit Slaanesh mortals and Daemons from Turn 1 onward, but must wait to unlock other God’s forces. (Though he might struggle to keep Khornate units in check…)
Archaon can unlock the ability to recruit God-specific units and is best-suited to access and lead forces that mix-and-match with a bit of everything.
Kholek will have the hardest time getting access to God-specific units, but has easier access to Dragon Ogres and Dragon Ogre Shaggoths.
On top of these special conditions, a “Dark Authority” system restricts which units you can include in any given army. God-specific units won’t simply follow anyone… For example, if you want Nurgle followers or Daemons in your army, you’ll need a Nurgle lord or hero in the army to keep them in line; otherwise they’ll suffer from increased upkeep and reduced replenishment. And if you try and put Khorne units in an army with Slaanesh characters or (Gods forbid) a wizard, you’ll need to make sure there’s a proper Khornate character present to balance things out. We really want to sell the idea that these “Warbands” are perilous coalitions of rivals, forcing you (the player) to think carefully about how you your armies.

WHAT’S SPECIAL ABOUT THE NEW DLC LORDS?
Comparatively, the four new DLC Lords are almost akin to a sub-race within the Warriors: Lords who are more closely aligned to their specific God, and thus limited in their access to the full suite of Marked units in lieu of their patron God’s specific units alongside the Undivided. To accommodate this sacrifice, they instead gain a variety of specialist advantages:

They can start Marking Mortals and recruiting Daemons from Turn 1 and will find it both easier and cheaper to do so.
They share a uniquely structured tech tree—about half of which is built for their particular faction—that allows for more specialization in God-specific units and mechanics.
They spread (and benefit more from) their own God’s corruption, but are actively penalized by the corruption of an opposing God.
They get access to their God’s battle mechanics and army abilities.
They each get versions of certain Campaign features belonging to the main Daemon faction; for example: Festus can brew and spread plagues, but they have slightly different effects to Ku’gath’s.
There’s also a ton of other variations we’ve made where appropriate; for example, vassals belonging to the DLC lords will take on certain attributes from their masters: spreading their favoured corruption and gaining thematic bonuses in battle. They’ve even got unique ways to keep their troops in line; Festus, as an example, can get more Nurgle Authority by bestowing his armies with plagues, making it easier for him to put Nurgle troops in Undivided-led forces.

All in all, we’ve tried to make these four Champions feel different from the rest of the Warriors of Chaos. Our dialogue engineers have even gone so far as to ensure that units in these characters’ armies use different voice lines when led by one of the characters; you’ll hear Marauders and Warriors and Chosen in Azazel’s army shouting about their allegiance—not just to Slaanesh, but to Azazel himself!

On top of all that, they also participate in a brand-new Campaign set on the Realms of Chaos map, which offers a dramatic narrative following the main game’s Ursun storyline. It’s a nifty, alternate take on the Rifts system: one with more control in the leadup to a truly epic finale.

WHAT ABOUT CONFEDERATION?
Initially, the team were aiming for Archaon (at minimum) to be able to confederate all the Warriors of Chaos. However, there were some significant technical and balance issues that we were unable to resolve in the time we had to implement the rest of their feature overhauls. Given the technical issues, we were concerned that launching with confederation enabled could jeopardize the core experience of the Warriors of Chaos; as such, we chose to disable the option for the initial release of Immortal Empires.

With that said, we know that this is important to you, and will be looking to enable some form of confederation for the Warriors in a post-release patch. We’ll talk more about how we’ll aim to accomplish that feat in the future!

COMING SOON!
We hope this offers clarity into our design process and helps you understand where our four newest Legendary Lords are landing in the WARHAMMER III roster! As mentioned before, there’s still room for adjustments and changes, so we look forward to hearing what you think when you get your hands on them this August.

Check back next week for another look at an upcoming Champion, as well as more details about Immortal Empires!

"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
 
   
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Terrifying Doombull




Its embarrassing (for the ranting portion of the 'fanbase') that they had to explain this. The idea that everything would be limited to exactly X and Y (in army rosters and mechanics) forever because of the name at the top (warriors of chaos, daemons, monogod) was obviously false.

Customized army options (Drycha and Vampirate Mermaid, for example) already existed!

---
As far as confederation goes, I honestly don't care. I hate it as a mechanic. Its frustrating when enemies do it (and can lead to random outbreaks of peace) and makes the opposition less interesting.

As a player, it feels like cheating. Just an easy button push to gain a swath of territory for free (or something the AI will just refuse to do, which can be frustrating in its own right, when confederation is the central mechanic- like Empire now)

Efficiency is the highest virtue. 
   
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Savage Minotaur




Baltimore, Maryland

Tzeentch/Vilitch looks to be the next Champion reveal.

"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
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Voss wrote:
Its embarrassing (for the ranting portion of the 'fanbase') that they had to explain this. The idea that everything would be limited to exactly X and Y (in army rosters and mechanics) forever because of the name at the top (warriors of chaos, daemons, monogod) was obviously false.
More mystifying are the ideas that:

1. People thought these four characters would be Daemons of Chaos units. They were WoC Lords in WHFB.
2. That people thought the inclusion of these LLs would somehow prefect DoC from getting their own LL expansions.

Makes no sense to me whatsoever.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Grizzled Space Wolves Great Wolf





 H.B.M.C. wrote:
1. People thought these four characters would be Daemons of Chaos units. They were WoC Lords in WHFB.


I imagine a lot of people never played WHFB or it's been so long that they've forgotten. They just see Nurgle daemon looking thing and assume it must be a Daemons of Chaos unit.

This message was edited 1 time. Last update was at 2022/07/30 15:11:06


 
   
Made in us
Terrifying Doombull




I don't know. Its hard to imagine obsessing that much about faction identity in a property they don't know very well.

Plus it requires thinking that WoC would never get an uplift (unlike pretty much every other faction) and everything Chaos would be DoC from the TW3 launch onwards, despite the fact CA had already stretched the daemon roster with Forge world units (like the Nurgle Toads) and the Exalted versions.


About the only legitimate complaint was that the launch rosters for the Monogod factions were overly thin.

Efficiency is the highest virtue. 
   
 
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