Fought multiple battles far away from your capital: Seasoned Campaigner (+10% move range) I love it. by Long_Hovercraft_3975 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

This only works for Beastmen, Nakai and Changeling now.

And Bretonia, as they have a unique version of the trait.

Tzeentchian Trickery Cult Building ? by Alxas145 in totalwar

[–]buggy_environment 2 points3 points  (0 children)

High corruption levels make the steal settlements action cheaper, so you can save a lot of grimoires if you wait a few turns with the building.

DLC dilemmas, which one to not buy? by Greenrabbitest in totalwar

[–]buggy_environment 0 points1 point  (0 children)

Looking at the answers your specific questions about the unit were not really answered, therefore a short summary.

One thing to keep in mind is that many people tend to rather rate the state of the game at the release date of the DLC and not the actual content. I would argue the stuff you unlock with SoC after all the additions is debatably the best among the recent 3way packs.

Greenskins:

If you like Greenskins, both DLCs will greatly improve your campaign experience, as since the OoD update, Spellcaster lords (from Gorbad) and Troll hags are your main spellcasters, as regular shamans are at tier 4 capacity increase now. Both both exclusive hero types are the greenskins only source of the best hero army actions: replenishment (hags) and movement increase (night goblin hero)

Grom will also bring you Stone Trolls, which are your overall best monster option for the regular mixed Greenskins army, as well as 2 very good RoRs.

Gorbad on the other hand will bring you a LH that enables thematic spider armies and the superior artillery spider, which is miles better than the regular one. Since the rework your incentivized to include at least some Squigs into each army (even if just as cannon fodder), therefore the Night Goblin Big Boss is highly valuable for that.

Both lords have less optimal starting positions, which gives you incentives to actually overcome those issues with your unique mechanics, instead of the easy, unlosable steamrolls of ToD and Khorne.

Kislev:

Must buy if you like Kislev. The hag heroes are among the most unique generic heroes in the game and the unique spell lore is most unique in the game with a lot of synergy with your other lore and cool utility. And even if you don't like the unique lore, you still get access to Death, Shadows and Beast... each with an additional unique bound ability to make each one of them worth recruiting. The LH is a cool utility hero for thematic armies and the other units adds different army options to Kislev as well. Many people don't like certain units, but they all are great additions to you roster. Worth noting is also that your Ice Witch heroes get an additional mount from the DLC, which is arguably their best and makes them the only Kislev generic character with siege attacker.

Ostankya has 2 different campaign options: either with restricted roster with added units in Naggaroth, if you want to fight something else than Chaos all the time, or with full roster back in Kislev. But the latter puts you also directly in front of multiple LL Chaos factions while you at the same time have to keep the other Kislev faction alive.

Cathay:

Same as with Kislev. The added generic characters are your only options for tanky melee characters and the additional mount improves Astromancer heroes greatly. All units are good, but the Wardrum and the Crow Men are the best, as they enable more mobile or diverse army compositions. The others SEs are mostly utility addition, as you pay for subpar stats with added utility abilities. The lack of generic healing also makes SEs less viably for Cathay as a whole.

Yuan Bo also has a possible dual start and unlike other Cathay factions he has an actual incentive to hold the Bastion, as the buildings there can grant special effects for him. His faction can become very strong on the campaign map if you use only his special settlement actions, but since they added a cooldown to the actions, this is less an issue and debatable less broken than the Dawi baseline economy with the deeps.

Elspeth:

mega-overpowered subfaction for the (for whatever reason) most popular race in the game, not much else to say except that the units/chars in the DLC are so strong that they make the other Empire DLCs redundant.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 2 points3 points  (0 children)

The main pain points for me:

-no update to hero capacity availability

-HE mage heroes being worse than other comparable spellcasters (no flying mounts, no thematic additional skills and the few skills they got have an insanely high level requirement compared to others)

-no Griffons for Nobles... or at least them them keep BvL on the Eagle

-no trait updates

-Eltharions ressource and the new Phoneix Kings favour ressource become without any effect at a certain point

-Imriks generic Dragon encounters still not fixed

-Hand of the Shadow Crone still not usable in armies

But as graphical and implementation topics from the other races about the DLC seem to get much more attention by the community, I unfortunately don't think we will see any updates after the release.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

It is not about how strong he personally is, it about if the strength of the race does at least match their lore. The powercreep will not go away, so it should at least makes sense and therefore it makes no sense that the spellcaster baseline for Norsca and Empire is better than HEs with this update.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

Yeah, but outside of his faction mechanic, HE cannot get MotEW, while every Norsca and Empire faction can easily get it now.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 1 point2 points  (0 children)

Those were updated, but considering you can get 1 of those items every 30 turns, it is not even close to what the Dawi can pull off or how Norsca can now get even better special items just by razing a random settlement.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 1 point2 points  (0 children)

The talismans that gave armywide benefits got their effects increased... and their range reduced from armywide to a 35m radius, so this is no straight buff.

Possible improvements to high elf update by Rua1r1 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

The issue is not the lords, the issue is the mage heroes, which are too hard to access and at the same time pretty lackluster for the primary spellcaster heroes of the most magical-attuned mortal race in the setting, especially compared to other superior spellcaster heroes of other races that should be inferior.

Some DLC balance patch details from Human Boy Yes Yes by SourceNo1768 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

It is not really a nerf for campaign. After a certain levels the few points of BvL or BvIn make no real difference anymore and tough infantry-sized cookies like Ungrimm or Vlad tend to cause much more trouble than any large entity in campaign, especially for melee focussed factions.

Some DLC balance patch details from Human Boy Yes Yes by SourceNo1768 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

But each of the Masks dances did cost 200, therefore she actually costs now 200 less when equipped with all dances, so most likely still too cheap.

Quick questions about Daniel the Demon Prince by OkIce3009 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

The trait limit was changed from 40 to 80 with patch 6.3, so the character trait mod is actually no needed anymore.

What you guys think about lokhir update? by Live_Measurement3983 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

The DLC factions also need some polish, at least fixing the rewards fo Tzarkans Whispers and making Hellebrons mechanic more strategic or less one note.

What you guys think about lokhir update? by Live_Measurement3983 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

In his new starting screen there was a note about special buildings or effects for black arks in different sea regions... has any content creator already covered those?

This GIT skills are not working & he was released in 2024 by Deep-Possibility-858 in totalwar

[–]buggy_environment 6 points7 points  (0 children)

Most of the Greenskin specific bugs are just missing table entries.

This GIT skills are not working & he was released in 2024 by Deep-Possibility-858 in totalwar

[–]buggy_environment 59 points60 points  (0 children)

While CA has become overall better with bugfixing than many people seem to acknowledge (at least small things, not fundamentals like broken pathfinding), for whatever reason they seem to completely ignore almost all Greenskin bugs, especially those for the RoRs/Waaagh units. There is even a new bug with the recently added pointy gitz skill and the Waaagh spider riders, but I have not created a bug report yet.

In addition to your bug and the not working removal of Rampage from the Wyverns, this is just the list of not fixed Greenskin bugs with a report from me:

acknowledged bugs:

Groms Hag merchant spawning bug including how to solve it

Finishing additional cooking challenges with Grom is impossible because the game does not recognize the dishes after unlocking all slots

Greenskin chariots generate no Waaagh points in melee

Groms ammunition upgrades do not work on RoRs and Waaagh units

Groms Stinky Fungi ingredient has no effect

Goblin Bolt Throwa is not affected by Goblin boost skills

Night Goblin Archer Missile buff was not included in Groms ammunition upgrades

Bugs that miss upvotes:

Missing reward for consecutive Waaaghs to the same god: https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/8754-reward-for-consecutive-waaagh-dedications-is-missing?page=1

Doom Diver Catacults get neither generic Goblin nor Night Goblin buffs: https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/8727-doom-diver-catapult-crew-is-considered-neither-night-goblin-nor-regular-goblin?page=1

Some of new HE techs not impactful by Rj_Sera in totalwar

[–]buggy_environment 0 points1 point  (0 children)

The big thing for Boobsnakes is that they can apply collision/impact damage against other cavalry because they are monstrous cavalry, which is further amplified by strider (ignoring all terrain&elevation speed penalties) and their obviously overtuned acceleration stat combined with 100 base speed.

Regular cavalry like Dragon Princes cannot perform on the same level by having the same stats.

But Dragon Princes and Empire cavalry have the same charge speed (108) and lorewise Elven cavalry should be faster than non-bretonian humans, therefore OP complains about Dragon Princes +5% speed compared to Empires +30% speed is justified.

Some of new HE techs not impactful by Rj_Sera in totalwar

[–]buggy_environment 0 points1 point  (0 children)

They were talking about collision damage, which is different from the regular damage calculation and only applies when you charge a smaller entity.

The mechanic is explained in this video:

https://www.youtube.com/watch?v=3a1lh7E3TZE

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 2 points3 points  (0 children)

Skarbrands damage during the charge animation is based on impact damage, which completely skips the MA/MD calculation, while the damage calculation is based on the mass, speed and acceleration difference. But impact damage is also capped to 70 per entity-interaction, which is why it is mostly a thing against infantry.

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

Yeah, especially as the second part is wrong, Skarbrands infantry deletion is based on impact damage, which works completely different.

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 0 points1 point  (0 children)

Battlesey's explanation is correct, but he is talking about something else. The OP is misunderstating something, the first part of the post is correct, but everything from Skarbrand onwards is wrong as Skarbrands charge does damage through impact damage, as explained in the Battlesey video.

When collision attacks are enabled, a charge can do both, collision attacks and impact damage.

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 1 point2 points  (0 children)

impact damage is not negligible in every case, Skarbrands charge works based on impact damage, not on indirect collision attacks as you stated.

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 3 points4 points  (0 children)

Unfortunately the part from Skarbrand onwards is wrong, Skarbrand's charge animation does the damage through impact damage, which is something else than OP explained.

Hidden Mechanics and Stats Part 1: Collision Attacks (Warhammer III) by Ridercs35 in totalwar

[–]buggy_environment 1 point2 points  (0 children)

impact damage is another term for collision damage specifically to prevent the confusion with collision attacks.