Total War: WARHAMMER II

Total War: WARHAMMER II

Legions of Nagash
thelosh68 23 Jul, 2022 @ 11:06pm
My constructive critique
Finished short Campaign: VH/Normal. I love this mod! It's amazing thank you.

Ascend black pyramid of nagash button is very hard to see and in a very odd place button wise. Any way to make it bigger or move it entirely would help with a lot of headaches or a screen shot of it to help others if nothing can be done.

Skeleton chaff cost too much upkeep IMO, also be nice to have access to zombies starting out

Would love more building options if possible. I found it best Econ wise to just capture every settlement

A province bonus would be welcomed. Even if it's just generic from other undead races.

Abyssal Terrors are amazing and having the unique named ones are even better. I would like/ want a generic version too recruit as well. *They also desperately need a model size increase (pretty please).

Would be amazing if the Morghast Hero was visually unique somehow other than his weapon I would lose him in the mix with his other homies.

Cheers, best mod ever and thanks again.
< >
Showing 1-5 of 5 comments
Octop 25 Jul, 2022 @ 6:50am 
>Skeleton chaff cost too much upkeep IMO, also be nice to have access to zombies starting out

Yeah, it's clear the nagash campaign is the slowest start of all faction, in the first 50 turn, i must spend at least 2/3 not researching, while i'm stretched thin praying that my vampire capital arent taken. Having access to cheaper t1 infantry would make the early game so much more enjoyable to me. That or a growth buff.
Groove Wizard  [developer] 26 Jul, 2022 @ 7:38am 
Thanks for the feedback. BP is obviously in an unpolished state - it should be cleaner next patch. We'll also see to commandments, they could definitely come handy. We're thinking internally on how to tighten up the economy - it isn't very far from where we'd like it, but stuff like upkeep changes and building changes are in our heads.

Thanks!
Tylerr 26 Jul, 2022 @ 8:50am 
I'd like to add that maybe having a mechanic where colonizing main settlement makes all surrounding small settlements uncolonizable, like beastmen, would be good. I have problem where my armies are chasing around these small armies as they re-colonize and take all my smaller unprotected settlements. And having no hero to block them means this just continues ad nauseam.
Azkor 26 Jul, 2022 @ 2:42pm 
Just finished my second campaign and would like to add some feedback.

Warpstone: this is very inconsistent as a resource, in my current game with 3 sources of warpstone I was still averaging 6.5 turns per warpstone, over 100 turns. Not sure how odds are handled in the engine but it seems very poor at RNG. This leads to resource starvation where you cant research, spawn Mortarchs or use rituals.

Normally I would say that resource management decisions are good; however, with 3 different items requiring the same resource you are overly punished in my opinion. I would suggest moving to a once every 3 or 4 turns a warstone settlement rewards you with a stone. This would lead to a more balanced approach to resource management. Further, its not like you are going to be swimming in warpstone or doing rituals more than other factions at that point. Even if you manage to get 4 or 5 warpstone territories where you could expect to have 1 token per turn you will still need to be conservative.

Money: money is an issue until it isnt, once you get a couple armies up and running you can run a decent sack economy. You arent the high elves or dark elves, but you can manage.

Pacing: since you start in the worst province in the world to move around in, and you have to encamp to recruit typically until you get a decent horde setup, the pace seems overly slow. Sure by the time you get Supreme Bone Daddy, Arkhan, and Krell/Neferata you are a wrecking ball once you SLOWLY walk around the map, but it just seems SLOW. It took 40ish turns to get 3 solid armies up and running and then you have to kill everything in your area. I tried just bypassing the super slow areas, looking at you Kroq-Gar, but that just leads to invasions. It can be fun to be the walking tide of death, but it gets tedious as well.

Lords: the traitor lords are pretty meh, which is fine, getting the building that adds another army slot is basically the best use for them and slowly growing some recruitables.

Loot: the lack of ancillaries is sort of a problem you end up with lords and heros with none of the slots filled. Maybe tombking ancillaries or VC, Vampirate ones?

This is an amazing mod and I absolutely love playing it, thanks to all the team.
Belisarian  [developer] 27 Jul, 2022 @ 5:45am 
@Azkor thanks for the feedback
Warpstone issue will be addressed in next patch

Money income will also receive little boost

For pacing, movement in Nagashizzar gets boost and garrisons will be little stronger, that can help, maybe. Also I recommend having Archai hero in army for campaign movement boost.

We will check loot issue
< >
Showing 1-5 of 5 comments
Per page: 1530 50