GW has been weird about units/models in fantasy and AoS since TOWs release back in january.
Yeah but most of the ways at least made some sense. Like I understand the logic in wanting the normal version of the unit to have the correct rifles. Campaign special flavour rors are kinda their own thing though and don't really have that impact.
 
MALAKAI MAKAISSON

This technologically savvy Legendary Lord, Malakai Makaisson, was once a member of the Engineer's Guild, wherein he built the Ironclad Unsinkable... which sank, and the Airship Indestructible... which blew up. As a result of these errors, costing many a Dwarfen life in the process, Makaisson was ejected with great shame, and took the Slayer's Oath in turn.

At a glance, here's what he brings to the Dwarfs:

  • Slayer - As a Slayer, Malakai is unbreakable, whilst also benefitting from all of the advantages that Slayers bring to the battlefield.
  • Engineer - As an Engineer, Malakai supports missile units with an array of abilities that increases capabilities to wreak havoc and doom on the enemy.
  • Spirit of Grungni - The Spirit of Grungni enables recruitment for Malakai's forces, supporting infrastructure and the ability to call in support during the battle from the famed airship itself.
  • Malakai's Adventures - By completing preparations and improving different war machines and artillery Malakai can push the feats of his engineering prowess in epic battles and earn valuable upgrades for the Spirit of Grungni.

Despite his reputation, Makaisson continued to invent, tinker, and create new tools of the trade after his exit, taking another crack at an airship with the much more successful Spirit of Grungni, as well as the vicious Goblin-Hewer; an axe-flinging war machine.

In battle, Malakai Makaisson serves the Dwarfs as a ranged support Lord, tossing explosives toward the enemy with the Cinderblast Cluster Bomb, blasting them to bits with his triple-barrelled repeater, and, if those pesky Greenskins get too close for Dwarfen comfort, smacking them in the face with a massive spanner.

He can also reduce the Reload Time of artillery and increase their Accuracy with the Artillery Master passive. Plus, he's come prepared with some special firepower in the form of the Deranged Munitions skill. With it, he can target a specific allied missile unit to increase their Missile Strength and imbue them with Magical Attacks.
 
Cool. I like it. I saw a video giving a rundown and I'm definitely getting this. Does anybody know when the expansion releases? Somebody mentioned April 30th, is that accurate?
 
Cool. I like it. I saw a video giving a rundown and I'm definitely getting this. Does anybody know when the expansion releases? Somebody mentioned April 30th, is that accurate?
As Mopman says, it's coming April 30th. You may or may not have noticed but Steam has it listed as three different DLCs, because unlike SoC it can be bought in slices so people can pick and choose what they get. You may be like me and just want to get all three but it's a nice option to have.
 
Took me a long time, but finally did it:


The Chaos Dwarf crisis did make it go a lot faster because trying the Tomb King crisis as Norsca or Taurox would've been a huge pain in the ass.
 
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Total War: WARHAMMER III - Hotfix 5.0.2 - Total War: Warhammer

Greetings!We've just rolled out Hotfix 5.0.2 to tackle some more issues that arose since the launch of Update 5.0 and Thrones of Decay, including the instability issues mentioned last week.Here's what we've got:Fixed occasional crash when taking over a settlement where multiple factions had hostile
We've just rolled out Hotfix 5.0.2 to tackle some more issues that arose since the launch of Update 5.0 and Thrones of Decay, including the instability issues mentioned last week.

Here's what we've got:
  • Fixed occasional crash when taking over a settlement where multiple factions had hostile slots (such as Cults, Garden of Morr etc.)
  • Fixed missions failing to generate when they had an agent reward, if the home region of the player was under siege, causing the game to softlock and preventing the end turn cycle from ending.
  • Upped the maximum infections gained post-battle from 37 to 100. (We'll continue to review both the conversion rate and the maximum going forward.)

Thanks again for all of your feedback and bug reports, they've been pivotal in helping us prioritise fixes and get these out as quickly as we can. As also mentioned last week, we're making great progress in testing our tweaks to the Age of Reckoning system, and we look forward to bringing those to you soon alongside some additional fixes and amendments.
 
The infection changes is a gamechanger for early Nurgle, mid to late game infections become easy to get but early on the lack of infections was really punishing. Tamurkhan was powerful enough that it didn't hurt him too much but Epidemius's difficult start meant that the lack of infections really made things a nightmare. Playing him I remember feeling like I had to desperately scrounge to even fill a single stack. This should go a long way to solving that.

This might be enough reason to start another Epi playthrough. It's a great change.
 
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Total War: WARHAMMER III - Hotfix 5.0.3 - Total War: Warhammer

Greetings!We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!Here's what we've got:Age of ReckoningWe've done quite a large balance pass of the Age of Reckoning system in order to try a
Age of Reckoning

We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle: We've also made the following adjustments to the Grudge Settler units and army rewards granted by the Age of Reckoning to smooth out its impact on the early and late game:

  • Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.
    1. - While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. Apologies, we will continue to monitor the situation with the above change.
  • The second reward bracket (Skruff) no longer provides negative Control and Growth and the first reward bracket (Elgi) has had it's negatives slightly reduced. This should make the system feel less punishing if you only manage to reach the second bracket as it acts more like a neutral stage now.
  • Age of Reckonings and their subsequent rewards now last for 15 turns (from 10), however we have increased the percentage of grudges required from your local area each cycle to ensure it's still challenging.
  • Grudge targets now scale based on campaign difficulty.
  • We have squished the amount of grudges in the world along with how many grudges are gained by hostile actions, while this shouldn't create too much of a gameplay difference as the Grudge Targets will scale to match, it should make swings in Grudge Targets feel significantly less drastic.
  • Following the number squish, we've reduced the base cost of confederating to 7.5k settled grudges (From 15k)
  • Additional starting grudges have been added to the world (especially around the Darklands/Chaos Dwarves)
  • We fixed an issue with sacking settlements not fully clearing the grudges from the target, allowing you to double dip.
    1. - This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).

General fixes

  • Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon.
  • Pestigors now have 0 recruitment cost for Beastmen
  • Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
  • Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
  • Reduced the number of uses for the "Call of the Wild" amber college ability from 3 to 1.
  • The Beacon of Dawn Landmark now generates Slaanesh corruption for Morathi and the favoured corruption for all Daemon and Warriors of Chaos factions instead of always granting undivided corruption.
Grabbed a few of the notable General fixes but there were a lot more, as well as some balance numbers tweaks.
 
I've never done an empire playthough; it's always been orks, dwarves, or elves. How is the empire rework?
 
I've never done an empire playthough; it's always been orks, dwarves, or elves. How is the empire rework?

Fairly fun, but also quite a tough slog due to Karl and Elsbeth being caught between Mr "I can kill your whole army singlehandedly" Vlad Von Carstein, Khazrak who apparently took some pills and has been dunking on Toddy as of late, Festus and his merry band of surprisingly OP nurgle and chaos units, the Changeling who you have to take down right away before he gets a chance to screw with you, and of course Wulfrik or Kemmler possibly heading your way if they decide you haven't suffered enough.

Strangely Drycha is more helpful than not these days since she is inclined to fight Vlad as well as everyone else around her.

As the Empire you have the advantages that if you can get and keep a clear line of fire, 9 times out of 10 your artillery and war machines can tip the odds in your favour.
 
The Empire re-work is phenomenal, it took their existing mechanics which were good in Warhammer 2 but fairly bad in 3 and completely revitalized them. Not only is playing as an Empire faction fun but CA went even further and made it so each faction has their own unique gimmick so choosing a different lord is fun regardless of who you pick. For bonus points this means that it's not a "the DLC Lord is indisputably best and everyone else is secondary" situation, Elspeth is great but so is Gelt or Franz.

If the Beastmen and Chaos Warrior re-works didn't exist I'd call it the gold standard for faction improvement. As it is it's genuinely great. Empire wasn't in the same ballpark as the aforementioned races but they needed the help and they've conclusively got it.
 
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