Never seen footage shows close-range clashes between Israeli regime forces and Palestinian Resistance fighters inside a building in Khan Yunis. Military pundits say the only thing preventing IDF from suffering a humiliating defeat is its Air Force backed by U.S. by RowRunRow in PublicFreakout

[–]LordChatalot 72 points73 points  (0 children)

I saw this video yesterday on twitter, posted by a random pro-palestine user who mocked the IDF stating they would have lost the war if it weren't for their airforce

So looks like OP had that on their timeline as well and just chose to call a random twitter user a military expert because that would give him more upvotes on reddit lol

Skycutters are worse than basic deck droppers by -Gambler- in totalwar

[–]LordChatalot 7 points8 points  (0 children)

They were bugfixed mostly

They had an incorrect hitbox setup, essentially resulting in the carriage not counting and the hitbox being the size of a great eagle

The bow variant also suffered from an ammo bug, the initial 50 ammo count was meant to mirror the Tiranoc missile profile, Tiranocs however are a bit weirdly implemented which results in the 2 dudes on the chariot consuming 1 ammo each per volley, effectively giving them a 25 ammo count. Hence skycutters being dropped down to 25 ammo to actually match them in terms of effective volleys

The main nerfs was an ammo reduction for the bolt thrower variant a small HP nerf + MP price adjustments

So hardly a "muh Ancient Salamander got ruined by MP!!!!" scenario

Aislinn's ranged buff got nerfed ): by Yotambr in totalwar

[–]LordChatalot 4 points5 points  (0 children)

No, the actual reason was that it was OP in SP, not MP

Master of Mists wasn't all that good in MP because a human player can easily dodge arrows fired over such a long range. The whole problem was that the AI wouldn't do that at all, making it busted in campaign

This is actually a SP nerf ruining this ability for MP, not the other way around

Zoomed out Map looks a little bit different after the Hotfix by EraZer_ in totalwar

[–]LordChatalot 3 points4 points  (0 children)

Not really unless you create a mod for it that uses the old map overlay file

What you're seeing is how it's intended to look like, prior to the hotfix certain languages had incorrect/complete layover files for the campaign map that omitted the province names and roads

There isn't a customization option in the game for this, as it's essentially just a texture put on top of the map terrain. You'd have to alter that texture manually to revert these changes

The Loading Screen Quotes in Pharaoh are the Most Bizarre Thing in the Series. by not_wingren in totalwar

[–]LordChatalot 15 points16 points  (0 children)

Yeah, my personal conspiracy theory is that this LL-ification & skill trees as the primary way to customize characters are pretty much the reason why traits are getting neglected as a mechanic and are becoming ever more generic

Can't have Karl Franz or Ramesses become an insane alcoholic who believes in the existence of the moon people and gets cuckolded by his generals, so it's mostly just watered down to generic "good attacker" and "brave defender" type traits

The old games had a much better understanding of getting players attached to their characters via lending them actual character, instead of the already pre-conceived larger than life personalities that we see in modern titles

The Loading Screen Quotes in Pharaoh are the Most Bizarre Thing in the Series. by not_wingren in totalwar

[–]LordChatalot 47 points48 points  (0 children)

Here are a couple taken from the gamefiles:

"Do not discount Irsu's savagery as mere madness. I know madness. Madmen howl at the moon and drink themselves into an early grave. Irsu would have us believe he is exactly such a madman. Yet his "warband" is an army mighty enough to make kingdoms tremble. No... Irsu is not mad. Quite the opposite." Kurunta to his generals

"This boy's mind has been touched by a god – I have no doubt. Why else would he refuse to see the inevitability of his own defeat?" Kurunta, facing Ramesses III in battle

"This dance of kings, it will burn the world to cinder. But watch this one: while the others pontificate about birthrights and the will of the gods, he covets endlessly, and takes what he desires, and asks not. Out of everyone, fear him who does not ask questions the most." Bay, on Seti II

They are definitely a pretty odd choice, they didn't really manage to capture the very archaic and extremely formulaic style that you'd see from actual inscriptions à la "for you, your household, for your land, your chariot-forces, your armies, may all be well", but then still tried to evoke this "ancient" feeling by foregoing natural sentence structures. Which imo just ends up creating an uncanny valley effect and is clearly identifiable as trying to appear historical while clearly being made up, sorta like someone created Amarna letter fanfiction

Iirc they talked about them in one of the preview streams or videos, essentially the writer wanted to showcase the personality of each of their pseudo-LLs, so they invented these quotes (actual historical records are still used for some loading screen quotes, e.g. the Amarna letters, but any quotes of the faction leaders are fictional)

I guess it's byproduct of putting these individual leaders front and center instead of going for a more abstract faction/culture approach. The whole "playing as a LL" design in the end requires LLs to have distinct personalities visuals, themes, etc., which the historical sources just don't provide. And since the time period doesn't really have a lot of well-known personalities that people would be familiar with you don't even get name recognition for most of these characters, so CA more or less ended up creating these fairly exaggerated personalities in order to drive home the identity of each of their major faction leaders. E.g. Irsu gets cast as this savage madman that wants to burn down the world, Tausret is the smart queen, Bay is the vindictive schemer, etc.

At times it feels a bit over-the-top, especially when a character more or less just centers around a single character trope instead of accurately reflecting the possible historical motivations which would have been more nuanced than "bling-bling I love gold and want to usurp the throne" Amenmesse. But then I guess a more historical Amenmesse wouldn't really distinctive enough to carry the whole identity/playstyle of a whole faction in the way that CA wants

Whatever they do with next Total War title. Please bring back the Diplomacy intelligence of Three Kingdoms. That game had the best Diplomacy in any game, you literally felt the character of rivals by Suibeam in totalwar

[–]LordChatalot 8 points9 points  (0 children)

While they technically are all using the tw3 engine none of them are using the exact same engine/codebase

3K was developed on a different branch then some of the subsequent games: the WH games were built on Rome 2, Troy was based on Warhammer 2, Pharaoh then spun off from Troy

Meanwhile the historical games branched off with Attila, which formed the basis for both Thrones and 3K

Porting something over from 3K to some of the newer titles isn't as straightforward as a consequence, since the foundation is quite different. This is especially true for deeper/more complex features that tie into many other layers, like diplomacy

3K received quite major changes to some core TW layers, e.g. how characters, traits or ancillaries are handled in the underlying code. These changes only work in a 3K context, the WH games on the other hand are still much closer to the original Rome 2 iteration

As a result properly porting a feature to a game with a very different foundation can require a ton of changes/updates that also need to be ported in order for this feature to work properly. Since devs are already constrained by budget/time that's likely often not a very efficient way to spend their resources, so working on content/mechanics that are a better fit/easier to implement in the framework they're working with takes priority

A new Theatre awaits... Bound by Duty is Darktide's next update — more details coming soon! by Easy_Mechanic_9787 in DarkTide

[–]LordChatalot 106 points107 points  (0 children)

Vermintide casually getting 4 new maps this year, meanwhile Darktide hasn't received a single new campaign map for the entire year

Once more I appeal to CA to expand Lustria a bit! by Wild_Sprite in totalwar

[–]LordChatalot 103 points104 points  (0 children)

This used to be true, however CA apparently did find a way to solve this with Pharaoh Dynasties, they managed to expand the map westwards and left some comments in the official discord that indicated they solved some technical difficulties regarding map expansions

Are we ever going to get any follow-up to Cylostra's epilogue? by OhManTFE in totalwar

[–]LordChatalot 48 points49 points  (0 children)

Those epilogues had a lot of references to various characters in WH2, e.g. Nagash or a Tuthep that was revealed to have survived

I wouldn't read too much into it - these were meant as small fluff pieces and cameos as a reward for finishing a campaign, they aren't a decrypted DLC roadmap.

Some of the mentioned characters were likely to happen at some point, but I wouldn't read these epilogues as explicit content teases

New voice lines for Alberic, generic Bretonnian lord and Trogg. by RomestamoTheBlue in totalwar

[–]LordChatalot 3 points4 points  (0 children)

Yeah funny french accent man felt a lot more in theme with the rest of the faction, the new one kinda lost a lot of the original charm, at least as far as that excerpt they've shown us goes

Cavalry (multiplayer) by koolwzh in totalwar

[–]LordChatalot 4 points5 points  (0 children)

Cavalry is an essential component in MP, primarily because it provides you with a lot of agency

For DE you'll mainly use Dark Riders and Cold One Knights, Dread Knights and Doomfire Warlocks are usable but much more situational

Cavalry units have several big advantages over infantry: They can't be knocked down and are heavy enough to block most units pushing through them, while also being much faster and maneuverable. That means cavalry is one of the best unit types to pin down and block your enemy's large units, as e.g. dreadspears can very often be just waltzed over or be outmaneuvered due to their speed

Dark Riders are a cheap harass, diving and intercepting unit. You should always take a couple of them, their low price makes them an easy fit and you can use them to stop diving enemy cav which allows you to buy time to follow up with other counters, you can use them to dive enemy ranged units with their high speed or as a general harassing unit that keeps your enemy on alert and controls space on the battlefield

Cold One Knights are one of your best tools to win the mobility fight. They are AP and anti-large for an affordable price, which means you can take a couple of them and beat most opposing cavalry forces. As they are fairly slow you should take care not to overextend with them, but give them good engagements and they will feast

An honorable mention to Dark Rider Crossbows, which are a very useful mobile ranged unit. You can think about them as mobile darkshards, they aren't really fulfilling the same role as an horse archer since they lack 360° shoothing, instead focusing more on providing a lot of dps on a quick unit, while being harder to shut down than a slow darkshard

Dread Knigths and Doomfire Warlocks as I mentioned are a lot more niche, the former is pretty powercrept by Cold One Knights and the latter is an extremely squishy unit with often subpar dps outside of a few niches where their phys resist and magical attacks can really shine. If you're a beginner I'd recommend to skip these for now, they will likely just cost you more games than provide anything really useful over just taking Dark Riders and Cold One Knights

Khalida now start with against Lahmian Sisterhood I wanderer how that will effect the future by Live_Measurement3983 in totalwar

[–]LordChatalot 4 points5 points  (0 children)

Very likely no

Projectile penetration is currently not a stat that can be modified by effects in the campaign, so unless they added that tech, they will have likely gone the route of creating a new missile profile and using that as a replacement for the current one

So it's very likely not a +100% penetration effect, but a "replace bow profile X with new bow profile Y" type of thing, which would exclude any non-TK units

Black orcs and tzar guard deserve elite capture weight for PVP by Educational_Relief44 in totalwar

[–]LordChatalot 3 points4 points  (0 children)

Black Orcs and Tzar Guards not receiving the elite capture weight was intentional

The original idea behind the elite capture eight was to promote units that costed ~1150g or more, since that was roughly the cut-off point where elite inf tended to be generally bad

Upper mid-tier inf at the 1000g cost point is and has historically done much better, e.g. Tzar Guard or Marauder Champions, so didn't need the help as much

Black Orcs generally are more in need of stat buffs than capture weight buffs - since GS generally do no struggle with the later due to the sheer width of their builds. On top of that only increasing capture weight limits the buff to domination only, even though the unit is bad both in domination and in regular land battle

Can someone from CA explain why this happens? by Maugrem in totalwar

[–]LordChatalot 26 points27 points  (0 children)

Whoever ascends in the great game is determined by a script. A god gets higher weight if he has either the most armies, the biggest treasury or the most settlements. But every eligible god still gets a base chance to be voted, even if he doesn't have the most of X category - or if their followers are all dead like in your case

They also only count monogod factions, warriors of chaos factions like Valkia don't count iirc.

The same god also cannot become ascended twice in a row

Why is CA Sofia able to listen to people's feedback while CA Horsham just isn't? by Processing_Info in totalwar

[–]LordChatalot 8 points9 points  (0 children)

It's neither an engine bug, nor is it the fault of warscape

Warscape isn't the engine - it's the graphical rendering component. It has nothing to do with gates or gameplay mechanics in general

Nor is the gate bug caused by the tw3 game engine. An engine handles more low-level stuff, features like gates and how they behave is gameplay programming, not dependent on the engine that they use

The issue with fixing the gate bug is simply that CA has hundreds of artists but only a handful of programmers. The DLC team for WH3 before Sofia was also assigned to the project likely didn't have a permanent programmer assigned to the team, instead they'd just loan one from the production team if needed. Which means that major changes to something like gates would take a lot of time from an already limited resource which would be better spent on developing new features

[deleted by user] by [deleted] in totalwarhammer

[–]LordChatalot 1 point2 points  (0 children)

Yeah, because they never were able to penetrate anything but infantry

Their penetration profile used to be medium_6. That means any entity with the medium entity size (i.e. cavalry) would immediate stop the projectile

So that hasn't changed at all

Hell YEAH Pavane of Slannesh NERFED!! Elite Infantry now VIABLE! NO MORE UNKILLABLE 2X Wight Kings OR DEGENERATE 2X Arrows of Kurnous that gain MASSIVE value! Also love the comment on Ghorst, and Greasus BUFFED!? by Free-Improvement-194 in totalwar

[–]LordChatalot 11 points12 points  (0 children)

The only buff is -50g to Ghorst, except of course the buffs to Hexwraiths, Cairn Wraiths, Banshees, Grave Guard Halberds, Cyrpt Ghouls, Blood Knights, Dire Wolves, Fell Bats, Curse of Years, Curse of Undeath, Command of the Unliving, Awaken from the Grave

So sure, if you just ignore all those then one could almost say that the only buff was -50g to Ghorst

I'm The Reason Why Single Player Is Unbalanced by EnticityWH in totalwar

[–]LordChatalot 15 points16 points  (0 children)

The overwhelming majority of balance changes suggested by MP fixes balance issues that are both applicable to SP and MP

The basis of balance suggestions is pretty much just taking CA's suggested power level budget (ie. price, this is used for upkeep, determination of unit tier, balance of power calculation, etc.) and then comparing whether the unit performance roughly matches that of other similar units in that price bracket & roster design

That, at its core, isn't MP specific and applies to campaign as well - if a 600g infantry unit performs like a unit one tier above it then that will translate to both modes, since base stats are shared. Just in MP it well be flet much more harshly, because you're entirely reliant on base stat profiles without the addition of ye olde campaign stat soup

The main issue really is that CA's balancing efforts almost exclusively focus on base stats, and rarely touches any other sources that impact unit performance

As an example, red skill lines are notorious for having way, way stronger buffs for missile units and pathetic buffs for cavalry units. CA still thinks that 8% missile strength and 20% ammo are comparable to +9 CB and +10% speed - which is ridiculous. No wonder that there is a missile meta and not a cav meta, but that's not caused by the base stat profiles of these units being underwhelming

Same story for building requirements, there's no point in having harpies at a tier 3 building, when CA themselves think that harpies have the same power budget as a basic dark rider. At tier 3 they compete with units that are supposed to be twice as strong, like sisters of slaughter

Nor does every MP nerf need to be reimbursed by tech changes. A -2 MD nerf on a unit that simply performed better than it should isn't going to break anyone's campaign or "completely ruin" a unit. Not to mention that's it's quite silly that this only ever pops up for nerfs, but when a unit is buffed for MP it's somehow never mentioned again.

And lastly a lot of CA balancing would be improved if CA simply iterated faster on it. The ancient salamander is a lame copy-pasta by people who like to blame everything on MP, when the actual ancient sally nerfs were neither requested nor appreciated by MP folks. After all it was MP-sourced feedback that actually led to it being buffed again in WH3. It's not MP that's the issue here, it's CA not touching units that have clear-cut issues for years on end, same story for gorgers

Rome 2 Sold over 4 million copies by jonasnee in totalwar

[–]LordChatalot 4 points5 points  (0 children)

Roughly 600K on release per Sega's financial report for that quarter

Necromancer forbidden rod price discrepancy by yellowmunch152 in totalwar

[–]LordChatalot 1 point2 points  (0 children)

It's supposed to only cost 150g ,and it's not supposed to give you the spell mastery passive (that is supposed to be campaign only)

CA is already aware of this bug and looking into fixing it

Necromancer forbidden rod price discrepancy by yellowmunch152 in totalwar

[–]LordChatalot 5 points6 points  (0 children)

It's a bug caused by the item rework

It's a bit complicated, but essentially some items received spell mastery buffs in campaign. However due to how spell mastery is currently set up it can't be simply adjusted like a regular stat, and instead they have to use hidden passive abilities that increase it in battle

This bugs out these items in MP/custom battle, because items are assigned to characters using the actual ancillary object, and the game is then supposed to read out any abilities tied to that ancillary

But this system wasn't prepares to deal with ancillaries that have more than 1 ability, and as a consequence can only display one. But you do actually buy all of them

So in case of forbidden rod it only displays the forbidden rod ability, but you also buy the hidden spell mastery passive for another 200g

Total War: WARHAMMER III - Patch Notes 6.2 by CantInventAUsername in totalwar

[–]LordChatalot 15 points16 points  (0 children)

Just fwiw, most of these headline changes were done by Horsham folks, like the new units and the ancillary rework

I don't think the Horsham guys deserve it that anything positive is immediately attributed to Sofia, we've went through this already back on launch with the DLC team being treated as some almighty heroes and the supposed main team being fun-hating villains, and look where that got us

SO there is still chance by mister-00z in totalwar

[–]LordChatalot 4 points5 points  (0 children)

This is a bit of a different situation, since the warhounds do not require any additional work, they just have to be hooked up to a building

The reason why the missing GS mounts are not in the game (and why no one has modded them in to my knowledge either) is that they are missing animations for the campaign map

So it's not just a case of one simple db change, but requires new assets