lordVigo Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 (изменено) "Патчноут" UPDATE NOTES (in full) GENERAL RELEASED Mortal Empires RELEASED Blood for the Blood God for WARHAMMER II FIXED multiple crashes FIXED multiple MPC desyncs FIXED multiple localisation issues in multiple languages CAMPAIGN GAMEPLAY ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them ADDED multiple new buildings: Empire Castle Reikguard (Altdorf) Imperial Palace (Altdorf) Imperial Academy Roads and Toll Gates Greenskins Big Fort (Black Crag) Dork’s Rock (Black Crag) Chaos Troll Lair (Erengrad) Raiding Caches Vampire Counts Major reshuffle of recruitment buildings Terrorgheists and Wraith units have separate recruitment buildings Awakened Battlefield Blood Keep (Nuln) Fortress of Merovech (Mousillon) Drakenhof Court (Drakenhof) Dwarfs Karaz-a-Karak Airport (Karaz-a-Karak) Bugman’s Brewery (Karag Dromar) Grand Underway Junction (Karak Eight Peaks) Wood Elves Elven Court Elven Healer Ability to fully occupy Lothern Ability to construct a variant of the Everqueen’s Court in Gaean Vale Office-related buildings are now restricted to a specific Athel Loren settlement Most races Buildings to exploit the new resources Merged resource-based unit upgrade effects into resource exploitation buildings CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them IMPROVED campaign AI logic for building up existing forces instead of creating new ones IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives IMPROVED ambush help page information IMPROVED behaviour of advice when a dilemma is triggered IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before CHANGED ”Piracy” event to not trigger if player owns Sartosa region CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won CHANGED max number of traits a character can hold to 30 from 20 FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable FIXED an issue with the AI proposing peace right after entering a war with the player FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected FIXED cases where followers would disappear after unequipping them from a character FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea) FIXED Cave In Achievement not unlocking when player completed requirement in game FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game FIXED Encounters at Sea sometimes spawning in unreachable locations FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted FIXED Mazdamundi AI skill selection to prefer his unique skills more FIXED missing effects on some ancillaries/followers FIXED missions being issued while the issuing character was not available FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool FIXED some cases where the AI would repeatedly ask for almost the same deal FIXED targeting intervention forces for missions requesting the player to make an alliance FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition BATTLE GAMEPLAY FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies) FIXED units in guard mode stopping attacking if current melee enemy Rampages FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit ADDED 7 new Free-for-All maps IMPROVED Dragon breath targeting versus dispersed multiple entity units IMPROVED battle AI usage of spells in many cases IMPROVED flying unit ability to chase down routing units IMPROVED the playable area and deployment zone sizes on Troll Country FFA CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer. CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes. CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT! FIXED battle difficulty not applying correctly when chosen on campaign select screen FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards FIXED Bombardment spells not being counted correctly towards Free-for-All player scores FIXED Bombardment spells sometimes not exploding on collision with certain terrain FIXED defending siege AI reinforcements sometimes not being handled correctly by AI FIXED enemy units sometimes rallying in intro battle when they shouldn’t FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing… FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord FIXED Siege tower fire rates being too fast FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles FIXED some missing collision on obstacles in a few battle maps FIXED rebirth effects not triggering properly if unit was routing UI FIXED hidden Skaven armies being visible by toggling on the Character names UI option CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities. ADDED spacing to Legendary Lord select images to denote races differentiation better CHANGED Enemy Army colour in MP battles to be red rather than pink CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral FIXED ”Enemy siege lifted” event in event list missing icon FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view FIXED a case where MPC players had access to interventions when it was not their turn FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected FIXED adding skill points in some cases resetting the scroll back to the left FIXED assembly kit downloaded map not being auto-selected in MP lobby FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction FIXED dilemmas sometimes appearing again after the player had already responded FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in FIXED Event message not being generated when losing a Lord or Army during end turn FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available FIXED missing image in the Spells Browser for Skink Priest Avatar FIXED Murderous Prowess UI not flashing for duration of ability active state FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement FIXED resource UI bar appearing during end turn after retreating from a battle FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first FIXED Softlock if opened rites panel whilst on the call-to-arms screen FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles VISUAL/GRAPHICS ADDED the ability to disable post-process sharpen in Advanced graphics options FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz) ADDED default graphics quality preset detection for AMD VEGA GPUs CHANGED level of post-process sharpen effect to be weaker CHANGED WH1 race ship models to all use larger variants like WH2 races FIXED visual glitch that would occur with water if resolution scale was set below 100% FIXED visual noise glitch in SSAO FIXED cases of Lords in pre-battle scenes being too large and colliding with each other FIXED multiple minor animation glitches FIXED Spearmen unit in Tor Elithis Rogue army T-Posing FIXED White Lions of Chrace models having black spots on fur when camera was further away from them AUDIO ADDED some new UI Sound Effects FIXED Audio being muted during end turn sequence camera pans FIXED Campaign music sometimes not blending between tracks correctly FIXED Music slider not affecting campaign music FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region BATTLE BALANCING General Balancing changes Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages) Tweaks to rear attack melee defence modifier Reduced MP cost of melee lords on foot and horses by -50 Skaven Warpfire Throwers -50 cost, +5% reload speed Night Runners (Slings) +1 dmg Night Runners: reduction in accuracy Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence Gutter Runner Slingers +1 dmg Gutter Runners Slingers (Poison) +1 dmg Gutter Runners: reduced projectile accuracy Gutter Runners (Poison): reduced projectile accuracy Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference Warp Lightning Cannon – accuracy (minor tweak) Doomwheel -100 HP Plague Priest on Plague Furnace: +100 mp cost Skavenslaves: more salt added to diet; now 25% more delicious Lizardmen Terradon with Fireleech Bolas +10 range, projectile tweaks Horned Ones -100 cost, -5 armour, +14 HP Kroq-Gar – Horned One: +5% HP Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance High Elves Swordmasters -2 MD Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output Silver Helms (all) +2 CB, +2 dmg Tiranoc Chariot -2 missile dmg, +2 missile ap dmg Dragon Princes -2 HP Sun Dragon +4 MD, more breath attack damage Moon Dragon +2 MD, slightly more breath attack damage Black Dragon +2 MD Lothern Sea Guards (all) +2 MA Flamespyre Phoenix +2 MA, +3 leadership, +4 CB Frostheart Phoenix +2 CB Great Eagle +5 ground speed Eagle Claw Bolt Thrower -25 hp on artillery piece Tyrion: +45% flame resistance Tyrion – Malhandrir: increased mass to match heavier hero warhorses Tyrion: +10 weapon strength, percentage of ap damage increased to 45%. Tyrion: Added Foe Seeker ability for multiplayer Dark Elves Reaper Bolt Thrower -25 hp on artillery piece Dark Riders Xbow +50 cost Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf) Black Ark Corsairs (all) -1 HP Cold One Knights -0.1 attack interval Executioners -2 MD, -10 armour Black Guard -10 armour, tweaks that will slightly reduce dmg output War Hydra +5 CB Death Hag – Blood Cauldron: +100 MP cost Special Abilities and Spells: Improved ability tooltips to contain more information about damage type Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang) Added recharge in melee and removed max uses for Sunfang Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage) Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5 Adjusted Wake of Fire explosion damage by -33% Fate of Bjuna power cost increased by 1 Crack’s Call power cost reduced by 1 Cracks’s Call Upgraded power cost reduced by 1 Apotheosis can now target self Liber Bubonicus limited to max 2 uses Fiery Convocation: reduced power cost by 1 Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1 Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18 Более полный https://www.totalwar.com/blog/mortal-empires-patch-notes The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1. Судя по всему, на старте, скилы будут совсем старые, Кемлер без Крелла, остальные без именных желтых веток, что крайне печально. Кровь подтвердили. Изменено 25 октября, 2017 пользователем lordVigo Ссылка на комментарий Поделиться на другие сайты Поделиться
ElderSW Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 Это фиаско. Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 (изменено) Это фиаско. Будем наедятся, что упомянутый патч - не дело месяцев, а 1-2 недель. Похоже на то, что у CA все сроки сбиты/завалены, но сверху их гонят и заставляют придерживаться плана выпуска, поэтому все полусырое уходит в печать. Изменено 25 октября, 2017 пользователем lordVigo Ссылка на комментарий Поделиться на другие сайты Поделиться
YandexServoSkull Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 Я недавно расстроился, что мортал эмпайерс это единственное, что я вообще жду. Рано расстраивался, теперь буду ждать этих будущих апдейтов. Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 (изменено) Q: I can't find the changes mades to the old world factions in this patch note. A: As it says in the FAQ, while the Foundation Update changes to Skill Trees won’t be applied to the Old World races till later, there have been some tweaks and changes in Mortal Empires to ensure they’re up to scratch with their new potential allies and enemies. As with all changes we’ll be monitoring feedback in our official forums and will continue to make changes and additions in future updates. "Развернутый ответ" During the development of Mortal Empires, a whole ton of balancing has been done between the Old World races and the New. Individual tweaks may not be immediately obvious, as they relate to many different aspect s of a faction, not just their headline mechanics or units. We’ve tweaked aspects of each race’s economy, their personalities and their diplomatic attitudes at the start of their campaigns (eg who they like, don’t like, who they’re at war with etc). We’ve made tweaks to the autoresolver in instances where it was clear things were working unfairly in favour of one army than another, to unit stats, and to a whole host of other, less obvious variables. To be fair, this isn’t clear from the patch-notes. We’ve spent months playtesting and balancing all the races, and we feel that any of them, New World or Old, has a fair shot at achieving victory. We’ll also continue to do what we’ve done throughout the whole TWWH’s lifecycle – we’ll keep an eye on your feedback and schedule in adjustments where we see trends occurring. Balancing aside, the content changes that the Foundation Update brought for WH1 – such as the Old World Legendary Lord skill-tree changes – will come to Mortal Empires when we implement Norsca in a future update. https://www.facebook.com/pg/TotalWar/posts/ Изменено 25 октября, 2017 пользователем lordVigo Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 (изменено) "Дополнение к патчноуту." There are literally thousands of changes that make it impossible for us to write up each one individually, however, we have summarised some of the biggest Mortal Empires balancing: In the process of balancing WH1 content for WH2, nearly every unit has gone through some changes. E.g. the changes to unit health and attack intervals have touched most of our units. Almost all the unit match ups are slightly different going into WH2 and some units have been radically affected by changes in mechanics. For some units we’ve done more focused rebalancing over the months leading up to Mortal Empires release. The changes listed below won’t be particularly detailed or exhaustive as we’ve done thousands of small stat changes over several months, but it should give you an idea of which units and abilities have had bigger changes coming into Mortal Empires. General Revised item and ability attachments for WH1 characters to offer more diversity and differentiation between characters. Monstrous infantry entity number have been increased from WH1. Dragons and Terrorgheists now have breath attacks Nearly all abilities that modify Melee Attack, Melee Defense or Weapon Damage have been rebalanced. All units have more health and lower attack speeds to match the new WH2 factions. Because of that these changes are not listed individually later unless they are significant. Empire: Griffons now have less charge bonus and higher melee attack. Empire General: reduced melee damage from 450 to 430, minor cost reduction. Boris Todbringer: reduced melee damage from 450 to 430. Arch Lector: Major reductions in health and armour, massive reduction in base cost. Grand Hammer of Sigmar cost reduced from 240 to 160. Volkmar: Improved melee attack and defense, whilst reduced base cost considerably. Volkmar - War Altar of Sigmar: minor increase to health. Cost remained same, so mount upgrade now costs more relative Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect. Witch Hunter: Added Fire Whilst Moving and 360 degree firing. Added 25% magic resistance. Warrior Priest: increased armour to 50. Crossbowmen: cost reduced to 500. Empire Knights: Increased armour to 110. Demigryph Knights (All): Rebalanced to 24 entities on Large. Pistoliers: Cost reduced to 500. Great Cannon: Increased projectile damage. Helblaster Volley Gun: increased projectile damage and range. Dwarfs: Thorgrim: Major increase to health, slightly increased melee defense to 62, major increase to cost, reduced charge to 20. Changed High King activation conditions. Belegar:. Major reduction in cost. Increased melee defense. Rebalanced Revenge Incarnate, Mighty Oathstone, Hammer of Angrund. Grombrindal: changed to the Rune Axe of Grombrinfal to buff ap melee damage rather than speed. Ungrim: Doubled the bonus vs large effect of Axe of Dargo. Runelord: increased weapon damage to 340. Gyrobomber: can now move and fire. Bugman’s Rangers: major increase to melee defense. Longbeards (all): small increase to armour to 100, leadership increased to 80. Slayers: cost reduction to 900 Hammerers: major increases to melee performance including higher weapon damage, armour, melee defense. Reduced cost to 1100. Quarrellers (GW): cost reduced to 600. Irondrakes (all): Increased entity count. Irondrakes: reduced cost to 800, added ”Burnt!” contact effect to projectile. Irondrakes (Trollhammer Torpedo): Reduced cost to 900, added Bonus vs. large to projectile. Bolt Thrower: added bonus vs large. Organ Gun: increased range, tweaked reload animations to allow faster rate of fire and fire after turning. Flame Cannon: range increased, added ‘Burnt!’ contact effect to projectile to reduce target morale. Greenskins: Wyvern mounts are now faster at 110 speed. Grimgor: reduced base MP cost. Skarsnik: increased health. His Tricksy Traps changed to hide units with stalk and unspottable for a short duration. Added charge defense against large. Wurrzag: Major cost reductions to Wurrzag’s base mp cost. Warpaint of Wurrzag changed to a constant +11% physical resistance in a 40m radius. Azhag – Skullmuncha: increased melee defense to 24. Night Shroud: Changed to a spell that grants a unit stalk and unspottable. Goblins & Night Goblins: added expendable Night Goblins (Fanatics): increased damage for Spinning Loons ability. Night Goblin Squig Hoppers: changed weapon strength to primarily armour-piercing, unit rebalanced accordingly. Savage Orcs (all): reduced physical resistance to 25%. Black Orcs: buffed and rebalanced to improve combat performance. Slight cost increase to 1150. Orc Big’Uns: increased cost to 800, improved morale. Savage Orc Big’Uns: increased cost to 900, improved morale. All Orc Boar units have been rebalanced. Trolls: Rebalanced for new entity counts, significantly more damage, small +2 increase to morale. Squig Herd: now have rampage, Squigs Go Wild redesigned to just increase morale when enemies are close to the Squigs. Doom Diver Catapults: Tweaks to accuracy and homing parameters. Vampires: Strigoi Ghoul King: increased melee attack to 54, charge bonus increased to 35. Reduced costs of Corpse Carts and Corpse Cart mounts. Heinrich Kemmler: increased weapon damage to 340, melee attack to 38, melee defense to 45. Vlad von Carstein: Redesigned the von Carstein Ring to work as a one-use massive ward save ability. Ethereal units: changed to 75% physical resistance, increased health. Improved stats and cost of Zombie Dragon mounts. Terrorgheist: rebalanced, major increase to melee damage and a reduced bonus vs. large. Crypt Ghouls: +1 melee defense, +1 charge bonus, +2 ap damage. Konigstein Stalkers: -50 cost. Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count. Grave Guard: +2 melee attack, Grave Guard (GW): +2 melee attack, +1 melee defense, +2 weapon strength Vargheists: Stats rebalanced for new entity count. Hexwraiths: Cost reduction to 1400, small increases to melee stats. Mortis Engine: Reliquary Binding now only affects allies around the Mortis Engine. Chillgheists: Removed magic resistance. Increased speed debuff of Chilling Aura to -36% (also applies to Claw of Nagash ability). Bretonnia: Pass on character armour values. Hippogryphs now have less charge bonus and higher melee attack. King Louen: Greatly reduced costs for non-Beaquis mounted versions, Beaquis is a lot stronger than other Hippogryph mounts Fay Enchantress: reduced max uses for Chalice of Potions to 2. Alberic: Increased Wrath of Manann power. Peasant Mob: Added expendable. Grail Relique: Removed magic resistance. Grail Knights: Increased armour to 90 and other minor tweaks. Knights of the Realm: Increased armour to 90 and other minor tweaks. Royal Hippogryph Knights: Increased armour to 80, added Lady’s Blessing passive, increased melee attack and weapon strength considerably. Mounted Yeomen (all): rebalanced to have their stats match their cost more accurately. Warriors of Chaos: Greatly improved Chaos Dragon mounts. Small health increases to Manticore mounts. Reduced missile resistance of Sarthorael the Everwatcher to 60%. Dragon Ogres: rebalanced for new entity count. Increased damage and bonus vs. large. Archaon: increased health for Dorghar. Kholek: +20 melee damage, +5 leadership. Chaos Trolls: rebalanced for increased entity count. Chaos Trolls (Armoured): increased armour to 110. Rebalanced for increased entity count. Chaos Spawn: rebalanced for increased entity count. Big increase to damage. Dragon Ogre Shaggoth: reduced leadership to 75, increased melee damage to 460. Small tweaks to melee attack, defense and charge bonus. Chosen (All): increased leadership to 85, lots of small tweaks to stats. Wood Elves: Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests. Glade Lords: on Great Eagles and Forest Dragons rebalanced to match monster stats more accurately. Forest Dragon: rebalanced stats to be in line with WH2 dragons. Spellsingers: rebalanced on Great Eagles and Unicorns. Increased Ancient Treeman weapon damage to 450, major reduction in cost and increased health to match Treeman. Durthu: increased weapon strength to 470. Orion: Added 3 max uses to Hounds of Orion and Hawk’s Talon. Waystalker: made Hawkish Precision a free ability. Branchwraith: Increased armour to 60 to match Dryads. Dryads: Increased armour to 60 and made the unit more offensive in stat distribution. Wardancers (Both): Increased entity count to 75. Wardancers (Dual Swords): Added bonus vs infantry, reduced attack and weapon strength. Wildwood Rangers: removed inherent bonus vs. large, now only gets a bonus vs. large in forests. Rebalanced accordingly. Sisters of the Thorn: increased missile range and missile damage. Reduced weapon strength. Glade Riders: increased missile range to 150, improved melee stats slightly. Waywatchers: increased missile range to 190. Deepwood Scouts: increased missile range to 180. Beastmen: Malagor: Icons of Vilification ability now buffs leadership rather than melee damage. Morghur: Stave of Ruinous Corruption max uses reduced to 1. Spirit Essence of Chaos max uses reduced to 1. Spirit Essence now a passive that activates automatically when an enemy reaches under 20% health near Morghur. Khazrak: Dark Mail now has an active phase duration of 32 seconds. Bestigors: Increased entity count to 75 on large and rebalanced the unit accordingly. Gor Herd (both): Rebalanced units. Clearer differentiation in role between the two. A lot of small tweaks to improve combat performance. Gor Herd (Shields): Added Vanguard Deployment. Ungors (All): Added expendable attribute. Ungor Raiders: cost reduction to 425. Ungor Herd: cost reduction to 400. Minotaurs (all): Rebalanced for increased entity count. Tweaks to stats to offer better differentiatin between the 3 versions. Razorgor Herd: Increased entity count, reduced cost, added rampage, other minor tweaks. Centigors (all): cost reductions Centigors (Throwing Axes): Increased missile damage. Cygor: Slightly improved projectile accuracy. Chaos Spawn: Rebalanced for increased entity count. Increased damage output.https://forums.totalwar.com/discussion/2055...d-world-changes Изменено 25 октября, 2017 пользователем lordVigo Ссылка на комментарий Поделиться на другие сайты Поделиться
Keefer Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 Ну, можно спокойно в компанию Вихря поиграть, пока они пропатчат Смертные империи. Конечно есть маньяки которые уже прошли Вихрь за всех персонажей, но таких немного. Ссылка на комментарий Поделиться на другие сайты Поделиться
TAKT Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 Ну, можно спокойно в компанию Вихря поиграть, пока они пропатчат Смертные империи. Конечно есть маньяки которые уже прошли Вихрь за всех персонажей, но таких немного.Посмотрел на свой профиль, 317 часов, пройдено четырьмя фракциями, двумя на харде и двумя на ВХ. Этак на всех надо не меньше 500 часов, выходит :oops: Ссылка на комментарий Поделиться на другие сайты Поделиться
Master Chef Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 А что, картинки не понравились? Есть и другие. "много картинок" Это более поздние скины из той же игры. Сейчас умру, помогите, это же ВХ, а стремительного удара - нет. http://dom2.tw/ http://dom2.tw/ Ой, как-то пережили. http://dom2.tw/ Надо же, мистика какая. http://dom2.tw/ Может это не ВХ? http://dom2.tw/ Модификации? http://dom2.tw/ Как выглядят буферные провинции. По большому счету, их главная задача - защита поселений, с ресурсом ритуала, точнее - банально замедлить врага, что б он сначала захватывал их, и реинфорс. http://dom2.tw/ http://dom2.tw/ http://dom2.tw/ Откуда деньги Вась? Я думаю Норской многие играли, принцип тот же, разграблена вся Люстрия южнее меня. Очень хорошо деньги набиваются во время ритуала при деянии на повышенный дохода с битв. http://dom2.tw/ "Герои с важнейшим перком" http://dom2.tw/ http://dom2.tw/ http://dom2.tw/ http://dom2.tw/ 5 - нанимается только по необходимости, у него уровней практически нет. Завры против палачей (110 брони, 800 копеек против 1200), это тест легко устроить самому. Без проклятия. http://dom2.tw/ http://dom2.tw/ http://dom2.tw/ С проклятием, 2 каста. http://dom2.tw/ http://dom2.tw/ http://dom2.tw/ Мгия - полезна. ВХ - спокойно проходится без стремительного удара и скидки на войска. Мздамунди - хороший лорд. Игра спокойно проходится на ВХ 4 стаками + 5 по ситуации (формируется/ распускается). Стремительный удар - это не маст пик. Картинки понравились - напоминает старание порноактрисы, когда не лезет, но деньги нужнее. Это конечно не считая что чистый бдеж, по сравнению с первоначальным выс... заявлением =) Ссылка на комментарий Поделиться на другие сайты Поделиться
Kaskit Опубликовано 25 октября, 2017 Жалоба Поделиться Опубликовано 25 октября, 2017 CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord Не совсем понятно на чьей стороне эта новая армия будет Ссылка на комментарий Поделиться на другие сайты Поделиться
Geto Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Как понимаю добавление норски в мортал емпаер ждать еще месяц. Ссылка на комментарий Поделиться на другие сайты Поделиться
Malus Darkblade Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Да почему месяц то? Это не карты комбинировать, фиксить миллиард банов и балансить кучу фракций. Всего то добавить уже готовые ветки лордов и более менее сбалансированную норску. Я уверен, дольше чем на неделю этот процесс не затянется. Если только комби мапа не принесет нам еще один океан багов Ссылка на комментарий Поделиться на другие сайты Поделиться
Mad_Rat Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Да почему месяц то? Потому что Норску делала шарашкина контора DLC контент тим, и это не те же люди, что делали, собственно, вторую часть? И теперь или им придется самим допиливать Норску, или разрабам второй части вникать, что они там накодили. Вообщем, у семи нянек дитя без глазу. Ссылка на комментарий Поделиться на другие сайты Поделиться
QViktor Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Плаваю вокруг жабьих владений , наблюдаю как проходит ритуал , не наблюдаю абсолютно хаоситов и другой нечисти , любящей срывать ритуалы , непонятно почему им такие поблажки , играю хард за лотернов , свои ритуалы ещё боюсь проводить , [ну уж нет]ожусь в стадии развития Ссылка на комментарий Поделиться на другие сайты Поделиться
Утка Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Начиная со второго риутала на нпц нападают, по крайней мере там где у меня открыта карта. Даже армии вторжения появляются (детектятся в сводке "кто кому объявил войну") Ссылка на комментарий Поделиться на другие сайты Поделиться
Mad_Rat Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Они могли сгенериться в какой-нибудь жопе, на море, например. Ссылка на комментарий Поделиться на другие сайты Поделиться
Malus Darkblade Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Потому что Норску делала шарашкина контора DLC контент тим, и это не те же люди, что делали, собственно, вторую часть? И теперь или им придется самим допиливать Норску, или разрабам второй части вникать, что они там накодили. Вообщем, у семи нянек дитя без глазу. Мэт; так ведь эта шарашкина контора ВСЕ длц делала? Это не левые индусы, а еще одно отделение СА. Собственно СА любят разрабов по отделам гонять, чтобы "помочь". Наверняка там все более менее в курсе кто и как кодит. Ссылка на комментарий Поделиться на другие сайты Поделиться
TAKT Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Учитывая качество Вихря и ДЛЦ с Норской, я даже не испытываю особый багет. Смогли же, что те, что эти. Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 (изменено) Картинки понравились - напоминает старание порноактрисы, когда не лезет, но деньги нужнее. Это конечно не считая что чистый бдеж, по сравнению с первоначальным выс... заявлением =) А что, опять что-то не любо, так вы пишите конкретно, разберем, время найдется. Может это опять про то, что стремительный удар - важнейших навык в игре, и без него жизнь тлен? Может про то, что без скидок на армию - экономики нет? Может про то, что -30 к броне и - 26 к атаке (тут я даже ошибся, не целых -32, а только -26) не решают против топовой пехоты, у которой больше 80 брони, что "проклятие полуночного ветра" - ничего не магет? Может про то, что к 18 уровню можно спокойно прокачать все желтые ветки и нужные спелы? Да, тут накосячил, не к 18, а 20, там же ограничение по уровню на 2 абилки, это конечно много экспы, но думаю за 2-3 хода поправимо. Про то, что игру нельзя пройти 5 стаками на ВХ, без особых усилий, отстраивая экономику только в центральных провинциях? Может картинки - подкручены и все это сплошной обман и инсинуация? Как я и написал выше, вы пишите конкретно, со ссылками (чтоб обсуждалось написанное, а не истрактованное, через личную призму восприятия) - разберем, никто их не удалял, они все там же где и были, это ж намного интереснее, чем писать общие фразы с попыткой юмора и со смайлами. А вот обзываться - нехорошо, я вам, никаких личных оскорблений не делал, буду благодарен, если проявите взаимность в данном вопросе. Изменено 26 октября, 2017 пользователем lordVigo Ссылка на комментарий Поделиться на другие сайты Поделиться
QViktor Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Народ дайте ссылку на видео клан батл онлайн , интересно как оно там сейчас в онлайне , составы и тд Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 https://youtu.be/YM2iDRTp_58 Ссылка на комментарий Поделиться на другие сайты Поделиться
Master Chef Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 Может картинки - подкручены и все это сплошной обман и инсинуация? Вполне может быть, насвистел раз, насвистишь и опять Как я и написал выше, вы пишите конкретно, со ссылками (чтоб обсуждалось написанное, а не истрактованное, через личную призму восприятия) - разберем, никто их не удалял, они все там же где и были, это ж намного интереснее, чем писать общие фразы с попыткой юмора и со смайлами. Тебе это уже все написали, с картинками цитатами и пруфами. Зачем пытаться съехать с жидкого падения в лужу очередным стенопост гейминг - решительно не понятно. Но держи нас в курсе, за ярлык не обижайся, носи с гордостью Ссылка на комментарий Поделиться на другие сайты Поделиться
VaSSis Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 А о чем суть спора, а то я пока забросил тотал вар. Ссылка на комментарий Поделиться на другие сайты Поделиться
Утка Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 то же не понимаю, куда на скринах смотреть и кто лалка а главное почему трейлер клевый, а сегодня типа можно скачать но не играть? Ссылка на комментарий Поделиться на другие сайты Поделиться
lordVigo Опубликовано 26 октября, 2017 Жалоба Поделиться Опубликовано 26 октября, 2017 А о чем суть спора, а то я пока забросил тотал вар. Читайте сами с поста #4872, и сами решайте для себя. трейлер клевый, а сегодня типа можно скачать но не играть? Можно сегодня и играть. https://forums.totalwar.com/discussion/2056...i-available-now Ссылка на комментарий Поделиться на другие сайты Поделиться
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