Total War: WARHAMMER

Total War: WARHAMMER

All Tabletop Lords
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Update: 2 Aug, 2016 @ 3:30pm

Update: 1 Aug, 2016 @ 11:46am

Alright, finally some decent progress being made on debugs. Man they were hard to deal with.

•Fixed mount issues and crashes related to this. Should also fix crashes on non-player turns, as this was connected to the AI trying to acquire bugged mount skills.

•CP values for all new lords in multiplayer has been re-balanced based on the new formulas after the patch. This was challenging because of the way skills/abilities/spells now can be added/removed, just like mounts used to, but I think they are all very well-balanced now. The price of the Bright Wizard lord is slightly higher because his capstone is usable in combat, and has a cost. You can always unselect Pyromancer of Aqshy to reduce the cost. Looking forward to seeing people’s favorite builds :)

•Fixed issue with skill tree’s Unique skills, where the characters unmet level requirement wasn’t locking out the skills based on level. (Let me know how this impacts savegames), I’m wondering if people who already put points into skills that they weren’t technically high enough level for yet are faring with this.

•Fixed spelling on Drill Sergeant trait

•Fixed the dependencies on the campaign skill tree for the Celestial Wizard Lord on skills 1-5.

•Made improvements to the way AI will use the new Lords, based on CA’s updated ai usage updates (a pleasant surprise in the update that I was able to use. This is really cool, very happy to see them improving the options for how AI handles characters. When controlled by AI, the new lords should be smarter about how they use these lords based on what mount they are using, and when playing against you, the AI should also react to these new lords based on this more accurately as well. :)

•Blood and gore settings for each of the new lords has been improved.

•Grand Masters armor was not calculating correctly, he now has slightly better armor than General of the Empire (5 more to be exact) instead of the same, to reflect his status as a Grandmaster of a Knightly Order (this has been taken into account in his balance and multiplayer cost)

•Figured out how to fix items in custom battle, with choices inspired by the existing lords.

Update: 31 Jul, 2016 @ 9:13pm

Update: 31 Jul, 2016 @ 1:04pm

Update: 29 Jul, 2016 @ 1:10pm

Update: 28 Jul, 2016 @ 5:48pm

Update: 28 Jul, 2016 @ 2:43pm

Update: 28 Jul, 2016 @ 2:29pm

Working on the patch issues as quickly as possible. Hopefully now at least it shouldnt be giving any issues with loading the new patch.

So far I'm aware of 2 challenges to overcome:

1 - They've made items and skills optional for custom battle, so you can now purchase "equipment" for lords in custom battle. They've added completely new tables for this, as well as connecting up some of the existing tables in new ways, so we've gotta go back through the emp guys and get this sorted.

2 - When i loaded a new empire game after getting it running just now, I didnt see any of our new lords in the recruitment window. So there's a good chance we've got a bigger issue still to find.

New lords are on hold until issues with the patch are resolved, and we're confident we've found all the changes CA made. Then we can start trying to fix the new lords in the same way.

Update: 28 Jul, 2016 @ 1:34pm

Update: 28 Jul, 2016 @ 1:29pm