19.09.2019

Total War Warhammer 2 Overcast

And (3 YouTubers who focus on Total War games) did an interview with Creative Assembly on Warhammer: Total War 2.A few other details are mentioned;A Free-for-All mode for multiplayer (so, 3 armies all against each other rather tahn in 2 teams).Dragons will have breath attacks.Fortress Gate battles will have abilities the High Elves can use tied to them. I think the two mentioned were calling in giant eagles and an ability called the 'Hammer of Vaul' that destroys walls.Also, apparently siege equipment won't be used in Fortress Gate battles.There was a mention that magic for the likes of Mazdamundi and Teclis would be different from other mage lords.

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Total war warhammer 2 overcast

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Total War: Warhammer. You can target the section that's in the worst spot and cast the equivalent of an overcast Earthblood on it. Healing key units more instead of everything by less. Conversely, if your skellies are doing well, you could instead activate a global that regenerates stamina on your constructs so they can press the advantage.

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They probably won't have all the lores available to them like in the tabletop but something else to represent their magic power.Raiding and pillaging locations in Lustria for items and gold. There was also a mention of sea monsters.

Total War Warhammer 2 Overcast Mod

Total War Warhammer 2 Overcast

Quote Treasure hunting: ruins can now be treasure hunted in addition to settled.Treasure hunting will bring up a choose-your-own-adventure style menu, upon which you can gain benefits (like treasure or recruits) or take a hit (such as army damage or Chaos corruption). Armies embarked at sea will be able to treasure hunt at sunken ships.Treasure hunting CYOA are pre-generated, so eventually they will repeat for the player (and you'll know the end result), but there's planned to be a large amount of them.Settlement slot changes: Major settlements now all have 8 slots, minor settlements now all have 6 slots.This will apply to TW:W1 factions/buildings on the combined map. Old factions will also receive new buildings, including new unique buildings.TW:W1 factions will gain TW:W2 new features on the combined mapBretonnian trait system will be expanded to old factions, i.e.

You will get notifications telling you why this or that Lord has a trait.Old factions will be able to settle anywhere.Skill trees have been reworked.In TW:W1, the first skill point grants the spell, the second reduces cooldown. In TW:W2, the first point grants the spell, the second grants the overcast, and the third grants a Winds of Magic cost reduction.Magic is being rebalanced across the board, though no specifics have been released.Mazdamundi will have unique mechanics though what those mechanics are is unclear at this point.Teclis will have access to all lores including High Magic.Confirmed High Magic Spell: Fiery Convocation, like Winds of Death but with a fiery phoenix animation instead. I like the change to settlements. I was thinking that with the addition of roaming armies, building the increased town watch would become even more necessary.

It's already a bit of a juggle trying to find space for recruitment, blacksmiths, growth and the like. Some buildings were also a bit useless, especially later in a campaign. The trade depot for the Dwarfs and trade resources kind of lost their purpose later when major trade partners were destroyed.Addition: As it mentions in the Reddit post; the increased build slots should also help the A.I.

With army recruitment, having more slots to build tie in buildings to recruit later units.I look forward to the roaming armies. Having groups of trolls spawning in Troll Country or squigs attacking in the mountains will make neat little diversions, as long as the spawned armies aren't too big.

I do kind of hope they're small enough to be warded off by the town guard, but with the increased build slots this may be less of a concern for me.I do like the treasure hunting system. It'll give more reason to send lords out, searching for stuff. I wonder whether they'll appear for all factions or only for one. It mentions recruits as a reward and I wonder whether that means possible cross race units?The magic system change is also very nice.

I never put two points into a spell, so putting a point in to get overcast will also give more incentive to use it. Not every spell as it is gets overcast though so will some spells have three points and others two?Addition: There's a note in the thread that Teclis gains 8 attributes of magic rather than access to all lores of magic.I didn't really mind the faction settling restrictions.

I mean, it had positives and negatives. It meant fighting some enemies wasn't really beneficial but it also meant there was little reason to mess with, say, the south as the Empire.Addition: Ah, it mentions races will have preferred climates with build, growth and public order penalties if you settle in a different climate. Highlights for those who aren't feeling like reading it (note that I don't mention anything I noticed in this thread already):-TW:W is the most popular game of the series to date-There are now more variations of battles, like choke points. Further, having a regular battle near a quest battle location places you in that map.-New siege maps-High elves have court intrigue. Through it they can make people like them, or even make two factions go to war with each other.-Four-player multiplayer campaigns-Only high elves in Ulthuan at game start-Ten factions in the Southlands. I think the climate penalties will be a good balance for settling anywhere.It would be annoying to send an army all the way over to Lustria, fight one battle and have to return over the sea again (possibly taking about 10 turns) because of casualties and maybe attrition from the jungle.

Being able to establish a settlement, even a tentatively held one, will make venturing into a new continent much more appealing as it's a place to retreat and recuperate.With the public order penalties it might also prevent most factions from conquering large swaths of the map. If the public order gets too low we'll see rebel armies appearing to re-establish defeated factions. Though, that depends on whether the A.I. Order bonuses cover the climate penalties or not. Certainly in the higher difficulties it would but on normal difficulty I don't know.Dwarfs might conquer parts of the Empire, but due to order penalties the Empire faction re-emerges and gains a foothold again.

I think it's better than the large amounts of devastation since, while it'll still occur with Chaos, the A.I. Can be rather slow recolonising lost provinces.