I just wish, they added the normal long campaign to the TWW2 base game.
I am so sick and tired of the vortex bullshit.
It's fun to see the cutscenes ones, but after that...
And in higher difficulties, the AI get's "ritual points" like 2-3 times faster, so basically, you can just give up on doing any of them and hope you can beat them at their final ritual battle...
Yeah, exactly! I would love to play normaly without that stupid objective >.>
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
I just wish, they added the normal long campaign to the TWW2 base game.
I am so sick and tired of the vortex bullshit.
It's fun to see the cutscenes ones, but after that...
And in higher difficulties, the AI get's "ritual points" like 2-3 times faster, so basically, you can just give up on doing any of them and hope you can beat them at their final ritual battle...
I don't get the whining.
The combined patch is going to achieve exactly this.
I just wish, they added the normal long campaign to the TWW2 base game.
I am so sick and tired of the vortex bullshit.
It's fun to see the cutscenes ones, but after that...
And in higher difficulties, the AI get's "ritual points" like 2-3 times faster, so basically, you can just give up on doing any of them and hope you can beat them at their final ritual battle...
I don't get the whining.
The combined patch is going to achieve exactly this.
If you own both games yes, but not if you only own TWW2.
IMHO it's a bad decision, to not have a "normal conquer all" mode for the second game.
Um, they stated it when first game was in development that this will have 3 full games and will combine the maps as they are released provided you own the previous versions.
end turn late game? Should be less than early game since I'm assuming some factions get eliminated. They've also been heavily optimizing the game for Ryzen cpu's so more cores, more performance
Then in the client you can pull a app_license_request command.
app_license_request 617810
As such.
And that should register the DLC as owned though this only works on free content but I've been using it to avoid Steam thinking download = start and trying to boot the game up when I only want to register the DLC.
EDIT: Yep, worked just fine.
EDIT: As for patches yeah that's one of my bigger dislikes for how Steam handles updates but it ensures files are updated properly with minimal risk for corruption and similar by copying the file but it takes up double the space and it slows down most other activities as the HDD is pretty busy trying to patch some of these games.
(Can't really hate it too much though, it's pretty clean but it takes time and slows the rest of the system down while it's working.)
ARK for example and it's daily (or more.) 500+ MB patches though Total War has worked like this for most of it's installments but only the newest ones have had the file size where this process really drags out.
I think I'll wait for the patch with Norsca and the Foundation Update changes before playing Mortal Empires. A lot of people are saying it feels like a beta anyway, which makes sense since I remember reading in a interview that they wanted to have a beta before release
So after getting my ass whooped on legendary, I restarted on hard difficulty and oh wonder, it's still easy as hell (for me).
So I am once again trapped between...
Are you kidding me?
and
ARE YOU KIDDING ME?!
I.e. I need the difficulty between the 2 (vhard and leg. are the same).
And yes, the difference, for me, is HUGE.
Another thing, they shrank the TWW content immensely, but the Old world is like 1:1 as before, makes you wonder why they didn't make it the other way around.
It seems like the units stop fighting/ignore commands bug was not fixed in the patch after all. Lots of people complaining about it on the TW subreddit. I also seem to have found a new manifestation of it - playing as the Empire in a ME campaign, handgunners with fire-at-will enabled will just sit there with their thumb up their ass unless manually ordered to fire.
We’ve changed the manner in which Chaos now invades the world. Invasion waves trigger when the player’s empire reaches a certain scale; the threshold for this has been raised for all invasion waves, and will no longer activate by default by a certain turn. As a result, Chaos invasions are more likely to happen later than before, in-keeping with the scale of the campaign.
In addition, invasion waves now begin at war with a whole range of factions, barring Chaos and Beastmen. And while the player may well start at war with Chaos, they will no longer be targeted by all Chaos armies which appear. This should make for a more varied invasion, as the player’s faction will not be alone in warring with Chaos, and further supports the sandbox design of Mortal Empires.
To complement this, the High Elves and Lizardmen now join the other notionally ‘good’ or ‘orderly’ factions (ie Empire, Dwarfs and Bretonnia) in gaining the Shield of Civilisation trait when the main Chaos invasion occurs.
In aggregate, these changes aim to make the Chaos invasion later and fairer, bringing more non-player factions into a state of war with Chaos, and increasing gameplay variety across your campaigns. We’re looking forward to hearing how you find these changes.
We’ve changed the manner in which Chaos now invades the world. Invasion waves trigger when the player’s empire reaches a certain scale; the threshold for this has been raised for all invasion waves, and will no longer activate by default by a certain turn. As a result, Chaos invasions are more likely to happen later than before, in-keeping with the scale of the campaign.
In addition, invasion waves now begin at war with a whole range of factions, barring Chaos and Beastmen. And while the player may well start at war with Chaos, they will no longer be targeted by all Chaos armies which appear. This should make for a more varied invasion, as the player’s faction will not be alone in warring with Chaos, and further supports the sandbox design of Mortal Empires.
To complement this, the High Elves and Lizardmen now join the other notionally ‘good’ or ‘orderly’ factions (ie Empire, Dwarfs and Bretonnia) in gaining the Shield of Civilisation trait when the main Chaos invasion occurs.
In aggregate, these changes aim to make the Chaos invasion later and fairer, bringing more non-player factions into a state of war with Chaos, and increasing gameplay variety across your campaigns. We’re looking forward to hearing how you find these changes.
Ha, during my current Dark Elves Campaign I was just thinking about that and was thinking about making a video on how the whole freaking Chaos World of wicked fuckers tries to solely delete me from existence...
Puppets, Vassels, Shitbags... whatever else... of Chaos and all come for me lol. They pass through the entire world in some cases, just to get to ME!
November has been announcemageddon for CA, to be sure. With the Empire Divided Campaign Pack for ROME II plus our first Total War Saga title Thrones of Britannia both in the works, it would be easy to think we’re in some way sidelining WARHAMMER II, but nothing could be further from the truth.
As we’ve said many times before, we have different teams working on different games, plus the updates and content packs for those games. The core WARHAMMER II team is currently working hard on the Reprisal Update, which will integrate the content changes from the Foundation Update for WARHAMMER 1 into Mortal Empires, and more besides.
This work is nearly complete, and we expect to offer the update as an opt-in open beta very soon. Here’s what you can expect to get with the Reprisal Update:
Warriors of Chaos design changes (see original Foundation Update notes for details)
Wood Elf followers
Empire Startpos overhaul (full province ownership at start of campaign)
New skill trees and campaign effects for Old World Legendary Lords
Over and above the Foundation Update changes, you can also expect:
5 New skill-tree skills for Helman Ghorst
Immortality skill added to Old World characters
Bordeleaux now begins at war with Mousillon (yay!)
Plus a handful of bugfixes
This means more content changes for Old-Worlders than the original update, which should be welcome news for your Mortal Empires campaigns. We’ll bring you more news on the open beta timing in the coming days, so keep an eye on the forums, the TW subreddit and our social media channels.
There’s plenty more to come beyond the Reprisal Update of course. Wulfrik, Throgg and the Norscans will also be raiding southwards into Mortal Empires in a future update. This in itself is proving a Troll-sized task, hence the fact we’re doing it separately from the Reprisal Update – but we figured everybody would prefer those changes first, as they affect so many of the Legendary Lords already in the game. Also still to come for Mortal Empires are the 30th Anniversary Regiments of Renown of course, and we’re also looking into giving all the Old World Legendary Lords their own unique start-positions.
We’re not ready to put dates on any changes beyond the Reprisal Update – they’ll be done when they’re good and ready – so we’ll talk more about them closer to the time, likely sometime in the new year. So that’s it for now, other than to reassure you that just as we did WARHAMMER 1, we’re hugely committed to evolving, improving and adding new content to WARHAMMER II and Mortal Empires as time goes by.
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