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Alt 24.06.2016, 17:09   #161 (permalink)
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Zitat:

Bart CA
11:13AM edited 1:11PM in News and Announcements!
Updated - 24/06/16
- Status updates to Kingdom, Warhammer and the New Content Teams.


Hi everyone,

As you may have heard us mention before, there’s now five different project teams working on Total War games here at CA (and that doesn't include the team who made Alien: Isolation, they are currently working on Halo Wars 2).

But with all that’s going on, how can we help you keep track of what’s coming up next in the Total War universe?

Well, we thought we’d start keeping a post up-to-date with what each Total War team is currently working on, and you can see a short summary on each below. There are some important things to bear in mind though:
We can’t always say exactly what titles are being developed because games might not be announced yet, and we need to remind everyone that plans always change in development and that can lead to titles being altered, moved or even cancelled. So this post should always be taken as subject to change.

We’d like to be able to tell you more about what’s going on behind the studio doors, and this is part of that, but if we see this is overly upsetting or confusing people, then we’ll drop it and think of something else.

The studio staff working on each team varies over time as the production ramps up/down or enters different stages of development. Not all teams are equal in size, and staffers will move between projects as they are needed.

I will update it as often as I can, and I might lock or heavily moderate the comments in this thread in the future, just so that people can see better when it is updated. You can always start another thread if you’d like to discuss the update.

So with that said, what are we currently working on?


Arena Team – Total War: ARENA
Game Director - Gabor Beressy
ARENA is our free-to-play massed battle strategy game, and has currently finished a phase of Closed Beta testing (which you can read more about here: blog.totalwararena.com/2016/02/18/end-of-closed-beta-test/. With thousands of TW fans already helping the team test balance, map design and progression, you can register your interest too if you haven’t already by signing up here: www.totalwar.com/arena . It’s been a real experience for the team so far, and player feedback has been enormously important in defining the ongoing development of the title.

The game is currently offline to help implement some big changes and feature additions to bring the title closer to Open Beta. Stay tuned to the forums, the dedicated Total War: ARENA Facebook page and Twitter for more news on when the game will be back live.

Digital Team – Total War Battles: KINGDOM
Game Director - Renaud Charpentier
The Total War for everyone, everywhere; this is TW redesigned as a mobile, cross-platform game for Tablets, phones and Mac and PC. The team behind the award-winning 2012’s Total War Battles: SHOGUN made this free to play follow-up that combines persistent world realm-building with quick-fire tactical battles. You can try it out yourself on PC, by downloading it from Steam now.

Having been featured on the Apple App Store and Google Play at launch, KINGDOM will now see regular content changes and additions. In fact the team is just about to release the next big update, 'Viking Explorers' which adds new Viking units and a brand new competition-based game mode.

Historical Team – Unannounced Total War Title
Game Director - Janos Gaspar
This team most recently released Total War: ATTILA in February 2015, which went on to become our best-selling ever follow-up title. Since that game was finalised for manufacture at the end of 2014, they’ve primarily been in the early pre-production stages of our next historically-based major release. That involves planning, scheduling and researching the period, art styles and technology we want to put into the game. They’ve recently started prototyping some feature ideas and that will be the next stage of development that will keep them busy for now. It will be some time before we reveal this title. It will be huge, it will be historic. It will not be soon. It is not worth asking any more questions about it

New Content Team – Total War: WARHAMMER DLC and Free-LC
Game Director - Jack Lusted
After a very busy couple of years making content for ROME II and ATTILA, the New Content team has moved on to support WARHAMMER DLC and Free content. As we announced when we first revealed the game, Total War: WARHAMMER will be supported by a programme of free and paid for content alongside the three games that will make up this epic trilogy.

The first WARHAMMER DLC and Free-LC are just being prepared for launch with final testing underway. The majority of the team are already working on the second DLC, and have been for a while as it is considerably bigger than the first.

Warhammer Team –Total War: WARHAMMER
Game Director - Ian Roxburgh
After the massive launch of Total War: WARHAMMER, the team have been busy working on Update 1, which is now in final testing and being prepared for release soon.

There's also a large amount of design, planning and creation of models and artwork already under way for the second instalment of the trilogy. Given the fantastic response to the first game, our plans for the content of the second game have changed and expanded significantly.



Obviously, we can’t say too much about forthcoming titles before we are ready, but let us know if you find this useful; we will update it with the latest info as and when we can.

(By the way, think you can help us make games at the UK’s biggest developer? Check out our vacancies here: Careers at Creative Assembly | Creative Assembly)

Große Pläne und "tell you more about what’s going on behind the studio doors"


Und erster FLC und Patch in anmarsch!!!!
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Alt 30.06.2016, 15:49   #162 (permalink)
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'Blood for the Blood God'
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Arma 3 Dev" so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it." so Arbeitet man
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Alt 07.07.2016, 16:59   #163 (permalink)
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Kurze Fräge zum "Coop" Modus inner Shogun2 Kampagne: Sitzt man zu zweit auf der Kampakarte, oder ploppt der Partner nur für Gefechte rein
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Alt 07.07.2016, 18:42   #164 (permalink)
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Kann mich an Shogun 2 nicht mehr richtig erinnern aber bei Rome 2 ging alle beide varianten (war aber da glaube auch so)
Zitat:

oder ploppt der Partner nur für Gefechte rein

aber da wurde eher zufällig einer ausm Netz gefischt.
Zitat:

the online matchmaker finds a suitable opponent and initiates a multiplayer battle

Coop Campaign also 2 Spieler auf der Kampagne Karte und man kann auch glaube entscheiden ob er bei Spieler vs Ai die Ai übernimmt.

ps:
Aber Achtung desynchs sind nicht selten bei den meisten^^
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Alt 14.07.2016, 19:07   #165 (permalink)
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Zitat:

Are you ready to answer the Call of the Beastmen?

As the Warherds gather in the forests of the Old World, all prepare for the coming of the Cloven Ones. Emerging from their woodland lairs to cast down the Empires of Man, they aim to reclaim that which was once theirs. As relentless as they are brutal, they will not rest until the realms of men are destroyed and the Call of the Beastmen is heard across all of The Old World.

Click here to pre-order now and get 10% off: http://store.steampowered.com/app/404012/
(Please allow a few minutes for the link to work)

Our new pack will give you the Beastmen as a new playable race and further expands the game with a brand new Story Campaign. A feral, Chaos-tainted horde race, they move like a plague across The Old World, wielding the deadly Lore of the Wild and fielding half-human aberrations and colossal beasts in battle. The Beastmen are playable in the Grand Campaign, custom and multiplayer battles, and in their very own custom Story Campaign, ‘An Eye for an Eye’.

With a uniquely aggressive horde-style campaign game, the Beastmen are masters of unconventional warfare both on and off the battlefield. They feature an array of unique gameplay mechanics, including the ability to travel through overgrown Beastpaths to outmanoeuvre unsuspecting foes and, through a dark bond with Morrslieb, the Chaos Moon, perform twisted acts of faith to gain its favour.

As well as that, we’ve also got a Free-LC update! The free update will introduce a brand new Lore of Magic and an accompanying Hero unit for the Empire. Perhaps the most rarely seen of all Wizards, the solitary Amber Wizards are no less powerful than their more prevalent counterparts. Wielding the deadly Lore of Beasts they are able to perform unique feats of magical power, from enchanting their allies with impenetrable pelts to summoning a manticore from the bowels of the earth.
They’re simply the Beast…

YouTube Video
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Arma 3 Dev" so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it." so Arbeitet man

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Alt 23.07.2016, 09:41   #166 (permalink)
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Ich zocke ja am liebsten mit dem Radious Mod

[WARHAMMER] Radious Total War Mod (Updated 19.07.2016)

Und für mehr Units:

[WARHAMMER] Radious Total Units Mod (Updated - 19.07.2016)
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Alt 27.07.2016, 13:34   #167 (permalink)
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Die "Medieval Kingdoms" Mod sieht schon mal richtig gut aus.

Medieval Kingdoms Total War (MKTW)

YouTube Video


Was ich an TW am meisten vermisse, sind die langen Schlachten, die man sich in M2 geliefert hat. Schön waren da auch die Städte mit Kasbah.

Ich hoffe ja, dass für Warhammer noch mal Maps und Ortschaften nachgelegt werden. Die Kämpfe bieten leider kaum Abwechslung.
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Alt 27.07.2016, 14:20   #168 (permalink)
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Zitat:

Was ich an TW am meisten vermisse, sind die langen Schlachten

Einfach mal ein Mod bearbeiten oder erstellen mit PFM und nur db->_kv_rules_tables reinpacken und die Werte editieren....
melee_hit_chance_base 25
melee_hit_chance_max 40
melee_hit_chance_min 8
damit bekommt man schon etwas längere Schlachten. Mit 15-30-7 hat ich in Rome 2 die längsten Schlachten in TW(zu lange).
/_kv_fatigue /Kv_moral kann man zusätzlich auch machen dauert aber ein wenig mehr das alles zu testen. Oder halt wirklich geeigneten Battlemod downloaden und editieren, geht am schnellsten.
Longer battles macht sich da ganz gut zum probieren

Zitat:

What am I getting for Free on Thursday?

Even if you aren’t purchasing the Call of the Beastmen DLC on Thursday, there’s plenty of new content arriving for free in the main game with Update 2, including:

- A new hero and mount

- An entirely new AI-controlled Race as opposition

- New multiplayer features

- New multiplayer and custom maps

- Unlockable Lord for MP/Custom battles


Full patch notes detailing tweaks and balances are inbound soon, but check out the below for details on the forth-coming Free-LC.


Amber Wizard


The Amber Wizard is a new unit for the Empire, adding further to their mastery of battle magic. The Amber Wizard is the only unit outside of the Beastmen who can use the Lore of Beasts, giving him a rare set of battlefield skills.

The wizards of the Amber Order use the symbol of the Arrow and are devotees of the Lore of Beasts, which is heard as an eagle’s cry upon the Wind of Ghur. Amber Wizards are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads and primitive talismans.

Few wizards can withstand the touch of Amber Magic, for it is the magic of bestial minds and untamed places and it cares little for the ways of civilised cultures. The power of the Wind of Ghur resides most strongly in the thoughts of savage creatures and Amber Wizards can commune with animals of all kinds. They also have the ability to assume the strength of the greatest beasts and can induce primal states of terror in others.

The college’s territory in Altdorf is but a totemic centre and an occasional gathering place used only in rare and unusual circumstances. Amber Wizards are reclusive hermits who prefer the company of beasts to their fellow man, and make their refuges in deep forests and high mountaintops.

Harness the power of the Amber Wizard to summon a manticore with the Transformation of Kadon, making the Empire the only race other than the Beastmen who can summon a monstrous unit in battle.

The Amber Wizard also has the power to reduce the accuracy of enemy missile units, with The Flock of Doom, invoking Corvus the Crow Lord’s servants to peck at his foe’s eyes.


Amber Wizard - Griffon Mount

The Amber Wizard also has an exclusive mount at his disposal – a beautiful jade green griffon, with unique Amber College armour.

Griffonwithlogo.png
Griffons have the reputation of being noble beasts. They are not frenetic killers, but instead strike with a swift, precise grace. A Griffon’s every motion is poised and controlled, yet this elegance in no way undermines its deadliness – each is a mighty creature, terrible to behold in battle.

Brave Empire adventurers seek out Griffon nests and steal their chicks to raise in captivity, singling out the strongest, cleverest and most ferocious for their lords. Once trained to carry a man in battle, Imperial Griffons are incredibly dedicated to their riders, and many Elector Counts prize these ferocious creatures as loyal mounts.


Lore of Beasts

Manticorewithlogo.png
Manticore
The Lore of Beasts includes Amber magic, Totemcalling and Shapeshifting. It is dominated by augment spells that grant your warriors extra abilities on the battlefield. Currently available to the Beastmen and the Empire, it’s a Lore for generals who favour close combat, as a few timely spells can transform mediocre troops into fearsome victors.

- Wyssan’s Wildform: This relatively low-cost spell buffs your allies for 14 seconds with 22% Weapon Damage and +15 Armour.

- Flock of Doom: This brings forth a swarm of crows to pick at the foe’s eyes. This painful experience causes direct damage to all targets in the area for 7 seonds, with a 30m range. It is great against groups of combatants.

- Pann’s Impenetrable Pelt: This offers a 22% Damage Resistance buff along with a 24% increase to speed for the allies you cast it on. It lasts for a decent 50 seconds, so is good for multiple charges or a sustained fight.

- The Amber Spear: This sounds a gnarled horn and releases a magic missile at the enemy, which causes armour piercing damage, is effective at all ranges and offers excellent penetration.


Beastmen Opponents

Even if you don’t own the Call of the Beastmen DLC, they’re still coming for you and will appear in your campaign as AI-controlled factions.

Quash them early, and you may be able to take care of the threat, but left unchecked, brayherds could form, and you could find yourself being ambushed on all sides. Be wary of their ability to conceal their forces in forests, as your unaware army moves out to seek conquest, they can move in to loot and raze your cities. And unlike the Savage Orc tribes, the Beastmen will spread Chaos corruption once they’ve defiled your cities.

The worst case of all, however, would be if you’ve left the Beastmen unchecked and able join with the Chaos Warrior forces as they rise from the north – supporting the invasion and supplementing the savagery of the Norscan tribes.

The Call of the Beastmen will be heard…


Multiplayer Features

Check out the update notes coming soon for MP rebalancing details, but the most significant new addition is that players can now customise their Lords and Heroes. Please bear in mind that this is our first iteration of this feature - we’re looking forward to seeing how you all get on with it, and please do continue to offer us feedback.

Unit abilities, spells and items can now be added/subtracted for lords and heroes in custom and multiplayer battles. This allows the player to field more expansive key characters for high micro-management, skew their role in battle by selecting certain complimentary actives/passives or create more lean characters with low micro-management for alternative army-wide tactics.

- Each character has a base cost, which includes inherent attributes, but not abilities, spell and items.

- When an ability, spell or item is added, the cost of the character increases.

- There is a slight decay in cost of abilities when added, taking into account that the player can only cast/interact with one ability at a time.

- Legendary lords are given relevant quest battle reward items, allowing the player to experience a taste of what can be won in their campaign play-through.

- Magical characters are given a selection of single-use scrolls and non-magical characters a selection of single-use potions.


Four new maps in custom and multiplayer battles

In addition to the below maps which everyone will gain access to, if you’re playing against an opponent with the Call of the Beastmen DLC and you don’t have it, you could be in for a surprise if you’re pulled into a Beastpath battle! Owners of the Call of the Beastmen DLC have the chance to play a Beastpath battle against anyone, regardless of whether or not their opponent owns it.


StirRiverwithlogo.png
Stir River
Stir River: This classic land battle takes place by the River Stir, which has a sinister reputation amongst the people of the Empire. Foul magic leeches into the Stir and, when the Chaos moon shines bright, the river turns black and many who gaze into its depths are said to glimpse their own grisly death reflected on the surface. For virtually its entire length, the Stir flows through the Great Forest and its few fordable crossings mean that the river forms both a defensive barrier and a political border between Stirland and Talabecland.

Grimminhagenwithlogo.png
Grimminhagen
Grimminhagen: A classic land battle and ambush battle. Teams spawn on either side of a canyon, with cliffs on each side and only a handful lanes of approach. There’s dense forest on either side, but the low ground in the centre of the map remains relatively open. If played as an ambush battle, the defender spawns in the canyon itself, with the attacker given free rein to spawn on the cliffs on either side.

FallofManlogo.png
Fall of Man
Fall of Man: A land battle, nestled in the Grey Mountains on the border between two great nations, with the defender situated at the top of a hill. There are plenty of rocky outcroppings to be used by the defender and, while the roads on the low ground offer little shelter, the attacker’s side is densely forested.

KelpandKoldustwithlogo.png
Kelp & Koldust
Kelp & Koldust: This land battle is set outside the smouldering ruins of a sacked Empire village. It’s mostly open ground save for a few small patches of forest in the hills to the south. Two small cliff formations (one for either team) in the centre of the map provide excellent defensive opportunities.


Sarthorael the Everwatcher in Custom and Multiplayer

Want to play as Sarthorael the Everwatcher, Lord of Change and Greater Daemon of Tzeentch? Now you can, once you’ve unlocked an achievement in the Grand Campaign that allows Sarthorael to become a named Lord, playable in custom and multiplayer battles.

A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. The Lord of Change is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence.

Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power.

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Alt 27.07.2016, 14:36   #169 (permalink)
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Weiß ich doch

Mir ging es mehr, um die Länge der Schlachten im Vanilla-MP.

In M2 kam es mehr auf Taktik an, in Warhammer "rusht" man einfach aufeinander los und kloppt sich die Hitpoints runter.

Mal zum Vergleich:

YouTube Video


YouTube Video
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Alt 27.07.2016, 14:44   #170 (permalink)
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Jo, MP ist leider nur noch schnelles klicken aber da lässt nichts machen und vielen scheint das auch zu reichen. Selbst TW Arena ist da nicht viel anders. MTW Siege maps sind in der Engine auch nicht mehr möglich, hat man schon deutlich in Shogun2, Rome 2 und Atilla gemerkt.
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Alt 27.07.2016, 14:49   #171 (permalink)
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Patch Notes
Zitat:

Total War: WARHAMMER – Update 2

Due Live on 28/07/16

Update 2 is designed to add further polish and tweaks, fixes some notable gameplay issues and brings our second pass at unit rebalancing. Some notable changes include UI scaling for high-resolution displays, performance enhancements and visual improvements for NVIDIA users, and the introduction of the new Siege Attacker trait, enabling armies with Siege Attacker units to immediately initiate sieges without building dedicated siege equipment.

A huge level of customisation is now available in Custom and Multiplayer battles. When building your army you can now choose individual spells, items and abilities for your characters. These additions will increase their cost, but provide a level of granularity, individuality, and can skew their battlefield role to suit your playstyle.


New Content

A host of new free content is made available via this update, including the Empire Amber Wizard hero, The Lore of Beasts, The Beastmen as new and terrifying AI-opponent in the Grand Campaign, and four new Custom and Multiplayer battle maps. Sarthorael The Everchosen, the Chaos Lord of Change, is also now available to use as a Legendary Lord in custom and multiplayer battles. Full details on this content can be found in our Free Content Update Blog.

Factions

Chaos Warriors

Sigvald will no longer bleed when the Blood Effects are enabled

When Chaos Warriors respawn, they now correctly respawn in a state of war against with the same factions as their vassals

The Chaos Invasion and Doom Tides events can now no longer occur on the same turn, which previously prevented Archaon from entering play

The Chaos Invasion event will now not be shown repeatedly

When AI-controlled Chaos Invasion event occurs, Norscan factions will no longer war among themselves

Script alteration to ensure Chaos Invasion event doesn't happen too late or not at all

Azazel The Despoiler now displays correctly in the Chaos Tomb Blade quest UI

Subjugation now correctly contributes to Sigvald The Magnificent's unlock requirements

Fixed an issue where seams were showing on Chaos Spawn

Chaos Spawn claw animations improved


Greenskins

When Azhag dons the Crown Of Sorcery, it cannot be removed!

Orc Boar Boy Big 'Uns Unit Info now displays Anti-Large since dey 'av bigga choppas than da boyz

Savage Orcs now use more torso variants

Unit transfer fightiness bonus is now applied more consistently

Greenskins Shaman's Hovel building now correctly affects recruitment slots

Fixed a bug where fightiness wouldn't always increase after a victory

Army size for Waaagh armies will now display correctly in the Campaign forces panel


Dwarfs

Fixed an issue where the Organ Gun would have to turn 360 degrees before moving

Dwarfs now consistently raise shields to protect from incoming projectiles

Gold Sickness trait now restricted to Dwarfs only

Ironbreaker's blasting charges now no longer move to model's other hand when in idle pose

Ungrim Ironfist's armour piercing bonus from his Dragon Slayer ability will no longer clip into the Weapon strength text on the Unit Details panel

Steam from Gyrocopters will no longer change colour during Subterranean Battles


Vampire Counts

Blood Knights and Black Coach added to Raise Dead pool

Improvements made to tooltip text explaining Raise Dead feature in the Campaign

Rival Necromancer event now restricted to Vampire Counts

Blood Knights no longer clip through their mounts

Fixed an issue where seams were showing on Zombie units on low graphic settings

Fixed a bug where Mannfred was not given Unique Items after winning Quest Battles

Fixed a bug where the Necromancers leg would clip through his tunic during his death animation in battle


Empire

Fixed a bug where the Luminark of Hysh would take 3x the amount of damage as each entity on the model was taking damage from the same source

Empire halberd thrusting animations realigned


Battle

General

Fixed a bug where enemy units would remain hidden until around 10m away

Fixed an issue that prevented cumulative resistance caps applying, enabling some units to become immune to damage

Limited use items will now display the remaining duration whilst active in Battles

Updated the rallying Battle mechanic to require units to have more than 0 Leadership before they are able to rally

Fixed an exploit that would allow the player to use ranged attacks without expending any ammunition in Battles

Unit card health indicators will now display correctly when fighting battles with a very large amount of units

Fixed an issue where unit cards were not being deselected if the player moves the mouse off of them whilst the unit is taking damage

Fixed a bug where explosion damage was not being applied to all entities

Camera mode now uses standard camera setting when loading in to campaign quest battles

Default deployment zone sizes adjusted for custom battles

Defenders in Ambush Battles will no longer briefly see the terrain and enemy army before the screen blacks out

Improved Battle AI behaviour when the entire opposed army consists of a single Lord


UI

UI scaling slider now available in options to support high-resolution (e.g. 4K) displays

Units with magical or flaming ranged attacks (such as Irondrakes or Flame Cannons) will now have this property displayed on their Unit Info panel

Battle tooltips will no longer flicker when refreshing abilities are being applied, for example Chaos Warhound's Poison! debuff

Pressing the ESC key whilst in Cinematic mode will now exit Cinematic mode

Updated the UI when spectating/watching a replay to no longer display unnecessary UI elements

Unit markers in battle (e.g. when dragging formations) are now visible on top of passable shallow water

Improved text for objectives during several Quest Battles


Abilities/Spells

Spell casters in Siege Battles will no longer attempt to use projectile spells on units if their line of sight is blocked by walls or gates

Changed Direct Damage spell damage-chance to factor in duration and frequency

Fixed an exploit in Battles that allowed the player to cast multiple magic missile spells without having enough available mana

Spell miscast chance now working accurately


Improved some of the targeting visualisation / effects for unit abilities in battle

Improved targeting UI for several spells

Rebalanced several upgraded spells that could potentially kill Lords in one or two casts

Blasting Charge VFX will no longer float in mid-air when attacking Giants with them

Upgraded Soulblight now has the increased effect duration applied

Standard variant of Wind Blast spell will no longer do more damage than the upgraded variant

Tweaked effects of upgraded version of Transmutation of Lead


Maps

Updated Burial Mound of Grudsnik map to fix an issue with inaccessible terrain.

Collision areas cleaned on Karak Ungor

Snow effects will now play at the maximum camera height on snowy battlefields.

Stretched textures fixed on Crooked Fang Fort

In the quest battle 'Armour of Morkar' terrain in outfield now longer has a slight gap

Improved the height map on several maps to fix rare terrain issues, e.g. Mount Gunbad


Siege

Some characters and units now have a 'Siege Attacker' trait. Armies containing such characters and units may attack a city immediately without building siege equipment. The following all bear this trait:

Kholek Suneater
Lord of Change
Dragon Ogre Shaggoth
Gorebull
Cygor
Minotaurs (all variants)
Bretonnian Field Trebuchet
Hellcannon
Giants (all variants)
Cannon
Flame Cannon
Grudge Thrower
Organ Gun
Great Cannon
Helblaster Volley gun
Helstorm Rocket Battery
Mortar
Luminark of Hysh
Steam Tank
Doom Diver Catapult
Goblin Rock Lobber
Arachnarok Spider
Varghulf

Fixed a bug where a unit carrying a battering ram would stop for a long time before engaging the gate

Improvements to sieging AI army with artillery heavy composition

Units that allow the armies to start a Siege Battle during Campaign without siege equipment now have the 'Siege Attacker' unit ability

Siege battles at Dietershafen will no longer display 'The Threat from the North' on the pre-battle loading screen.

Siege equipment now has camera collision across all factions

Lords now no longer occasionally fall through the ladder and die after climbing to the top of it

Fixed a bug where Vanguard units who started a battle mounted in siege equipment lost their Vanguard UI icon

Fixed a rare issue that could cause garrison armies to not appear during Siege Battles

Fixed an issue that would cause garrisons to appear as reinforcements during Siege or sally out Battles


Campaign

General

Diplomacy statistics now update correctly upon faction death and re-emergence

'Hinder Settlement' objectives now abort correctly when the target settlement has been razed

Capturing cities of your race type containing prebuilt buildings which unlock legendary lords for recruitment now enables their recruitment

Fixed an issue that would cause the Autoresolver to always treat the player as the attacker in Battles, even if they are the defender

Attitudes between factions will now be displayed correctly on the Campaign Tactical Overview map when using the Attitude filter

Reinforcements in The Eye of Sheerian Quest Battle will no longer appear immediately after starting the battle

Fixed an issue where turns until population surplus would calculate incorrectly if growth is negative

Fixed an issue that would cause rebellions to not trigger despite the player having enough negative public order to reach -100 on the next turn

Horde factions that have been wiped out now have a cooldown period before they can respawn

Fixed a bug where a garrisoned Greenskin army could be incorrectly selected and moved

Achievement 'Jack of All Trades, Master of Some' now triggers correctly

Confederation cooldown period now prevents Confederation effectively


UI

Loading screens will now correctly display if the player launches the game via the Continue Campaign button on the Launcher

Fixed an issue where overlapping settlement and army banners would cause the settlement names to appear incorrectly

Fixed tooltip incorrectly stating building is damaged

'XP Gained' messages should no longer appear for max-level characters

Recruit hero tooltips now explain which building can be built to increase hero capacity

User no longer gets the blood UI layout for the blood events even when he has the blood effects deactivated

War coordination system will now deselect correctly if the player opens up another panel whilst choosing a target

Raze Settlement UI now displays correctly

Ruined settlements are now named correctly in event panels which reference them

Fixed an issue with flickering icons for embedded Heroes when panning the camera on the Campaign map

Fixed a bug which occasionally caused the stance button / UI icon to disappear on the campaign map when transitioning from sea to land

Settlement nameplates will now display correctly on the campaign map when using Eyefinity

Fixed an issue with overlapping post-Battle UI popups when attacking Chaos


AI

Improved the Campaign AI to make it less inclined to send armies an extremely long distance away to attack hostile hordes.

Fixed bug where rebels would successfully attack a settlement and neither capture nor raze it


Multiplayer

Campaign

Difficulty setting can no longer be changed during the lobby when resuming a Multiplayer Campaign from a save

Fixed a bug where players would be unable to load Multiplayer Campaign saves if both players were in different languages

Fixed a crash that could occur in Multiplayer Campaign if a player assassinates a character whilst the other player has that character's details panel open

Fixed a Multiplayer Campaign battle issue where the player would not have control of units summoned by spells if another player was spectating the battle

Fixed a rare desync that could occur during replays from Multiplayer Campaign Battles

Fixed a softlock in cooperative Multiplayer Campaigns where one player could declare war on another other player's Waaagh armies

Fixed an issue in MP campaign where the share control option appears as white square

Fixed an issue that allowed players to play as AI during a co-op Multiplayer Campaign

Pre-battle screens during Multiplayer Campaigns will now correctly display a timer if an army is attacked multiple times in the same turn


Battle

Unit abilities, spells and items can now be added/subtracted for lords and heroes in custom and multiplayer battles. This allows the player to experience more expansive key characters for high micro-management, skew their role in battle by selecting certain complimentary actives/passives or create more lean characters with low micro-management for alternative army-wide tactics.

Each character has a base cost, which includes inherent attributes, but not abilities, spell and items.

When an ability, spell or item is added, the cost of the character increases

There is a slight decay in cost of abilities when added, taking into account that the player can only cast/interact with one ability at a time.

Legendary lords are given relevant quest battle reward items, allowing the player to experience a taste of what can be won in their campaign play-through.

Magical characters are given a selection of single-use scrolls and non-magical characters a selection of single-use potions.


Multiplayer Quick Battle lobby will now display the correct tooltip on the Start Battle/Ready button

Multiplayer Quick Battles will no longer automatically queue for a new match on the post-battle results screen

Multiplayer Quick Battles will now always use Large unit size

Fixed a rare softlock that could occur in Multiplayer lobbies if a player changes faction at the exact same time another player joins the lobby

Lords in Multiplayer Battles will now display the name of the Lord, and the name of the player in the tooltip

Multiplayer Battle loading screens will no longer show information about units from opponent's army

Multiplayer Battles will no longer display a message saying the AI is taking control if the Battle ends due to a player leaving.

Quick Battle lobby timer now resets back to 60 second when a player changes faction and clicks "Ready".


Technical

A variety of isolated crash instances have been fixed


DX12

Please note our DX12 implementation is still in beta, and investigations with issues are ongoing

Fixed a crash caused by changing graphics options when running in DX12 with Nvidia SLI

Nvidia DX12 performance improvements

Fixed flickering issue when running the game on Nvidia cards in DX12

DX12 now enabled on Nvidia 950m and 960m


Graphics

Multiple performance improvements for high-spec systems with Blood Effects enabled

Fix for missing shadows

Tree billboard scaling improved

Metal tint values tweaked to avoid armour appearing black on certain unit models

Fixed porthole for lord of change

Advanced Graphics option will now show how many GPUs are active when the player has a multi-GPU system

Fixed an issue with flickering graphics on the Campaign map when using an NVIDIA GTX 980 Ti

Giblets will no longer appear on the Low graphics preset with Blood Effects enabled

Wind of Death icon clarified in tooltip

Call of the Beastmen theme added

Water added to parchment maps for all campaigns


Audio

Chaos Marauder units are now using all their VO

Fixed a bug where some of the Advisor's audio was not played

Fixed a bug where Vampire lords were not playing VO

Fixed a bug where creating a garrison was triggering the wrong VO

Fixed an issue where the correct Chaos audio wasn't playing during the campaign


Other

Fixed an issue with the Game Guide that could occur when the window was resized to a very small window.

Communiteam have been further buffed against trolls and have a flame resistance when in threads

Updated the Game Guide and Help Pages to fix some links which were not displaying correctly.

Made multiple corrections to the Game Guide

Improved some Russian translations

Added money bag icons to make in-game purchasing easier. Buy it all, you know you want to!


Balancing

General

Charge defence mass bonus increased

Dwarf mass increased

All artillery units firing arc increased/improved

All artillery units Speed increased

All artillery units turn speed increased

Maximum of 4 Heroes in multiplayer battles

Lords & Heroes Cost reduction for multiplayer

Decrease to miscast explosion damage

Rebalance of unit abilities and upgraded abilities

Rebalance of winds of magic costs

Rebalance of combat potential for unit abilities and spells

Rebalance of effect area of some unit abilities and spells

Tweak to cinder charge explosion delay

Fixes for various context triggers and stat bugs for unit abilities and spells

Various updates to unit ability and spell bullet texts

Improved unit ability and spell targeting visuals and mechanics


Units

Dwarfs

Gyrocopter

- Gyrocopter Bomb damage increased


Gyrobomber

- Gyrobomber Bomb damage increased

- Increased Missile Damage

- Reduced recruitment cost

- Increased Health

- Increased Missile Damage

- Increased Armour-Piercing Missile Damage


Slayers

- Decreased Speed

- Decreased recruitment cost

- Increased Melee Defence

- Increased Health

- Increased Armour-Piercing Damage

- Decreased Weapon Damage.


Flame Cannon

- Reduced recruitment cost

- Increased range

- Firing arc fix allows for fire from behind infantry line

- Increased Armour-Piercing Damage

- Decreased Explosive Base Damage


Grudge Thrower

- Decreased recruitment cost

- Increased Accuracy


Irondrakes

- Decreased recruitment cost

- Increased acceleration

- Increased firing arc

- Increased turn speed

- Increased reload speed


Quarrellers (Great Weapons)

- Reduced recruitment cost


Warriors of Chaos

Archaon

- Reduced recruitment cost


Chosen

- Increased Melee Defence

- Increased HP

- Increased Melee Attack


Chosen (Great Weapons)

- Increased Weapon Damage

- Increased Armour-Piercing Damage

- Increased Melee Attack


Dragon Ogres

- Increased Health

- Decreased Melee Attack

- Increased Melee Defence

- Weapon Strength includes Anti-Large Damage.

- Reduced Armour-Piercing Damage


Kholek

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus


Dragon Ogre Shaggoth

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus

- Decreased recruitment cost


Chaos Knights

- Increased Melee Defence


Empire

Demigryph Knights (Halberds)

- Decreased Armour-Piercing Damage

- Decreased Bonus versus large


General of the Empire

- Decreased Health whilst on Griffon

- Increased recruitment cost for Griffon


Steam Tank

- Decreased Speed

- Decreased Steam Gun ammunition


Helblaster Volley Gun

- Increased Range

- Decreased recruitment cost


Helstorm Rocket Battery

- Increased Range

- Decreased Accuracy

- Decreased Reload Speed

- Decreased Cost


Greenskins

Rock Lobber

- Increased Range


Doom Diver Catapult

- Increased recruitment cost


Night Goblins (All)

- Increased Leadership


Trolls

- Increased Leadership


Savage Orc Big Uns

- Decreased recruitment cost


Savage Orc Boar Boyz

- Decreased recruitment cost


Orc Warboss

- Decreased recruitment cost for Wyvern mount.


Black Orcs

- Increased Cost


Arachnarok

- Decreased Armour-Piercing Damage

Goblin Big Boss

- All mount options have the Encourage ability


Vampire Counts

Blood Knights

- Speed decreased


Mannfred von Carstein

- Increased all mounts recruitment costs


Grave Guard (Great Weapons)

- Increased recruitment cost


Brettonia

Grail Knights

- Increased Melee Defence


Trebuchet

- Increased Range

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Alt 27.07.2016, 14:53   #172 (permalink)
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Jupp, die haben einfach alles rausgeschissen, oder abgespeckt, was vorherige Titel ausgemacht hat. Da bringen die 20 FPS mehr, nur bedingt mehr Spielspaß.

Ich hoffe, die bekommen das für den nächsten Teil, irgendwie in den Griff.

Aber so ist das mit CA. Irgendwas ist immer.
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Alt 23.08.2016, 18:53   #173 (permalink)
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YouTube Video

Next DLC Spam
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Arma 3 Dev" so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it." so Arbeitet man
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Alt 31.08.2016, 11:24   #174 (permalink)
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Am 30.09. wird die "Ancient Empires" Mod für Attila released.

Ancient Empires Attila, 202BC - Project Outline

YouTube Video


YouTube Video
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Alt 03.09.2016, 10:00   #175 (permalink)
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Alt 07.09.2016, 11:05   #176 (permalink)
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Schönes Video zur "Ancient Empires" Mod.

Gibt nen schönen Einblick in die geänderte Mechanik (speziell das Erschöpfungssystem), Custom Units/Map und die Kampfanimationen (siehe 32:30).

YouTube Video
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Alt 22.09.2016, 19:40   #177 (permalink)
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Interessantes Total War ähnliches Indie Spiel mit frischen Setting und 2 ehemaligen MTW2 Mitarbeitern an Bord. (leider erst Early Acces aber R.T. Smith und John Carline,bei Total-War- als Project Director & Lead Designer (Medieval 2) respektive Lead Artist (Medieval 2).
)





Oriental Empires

Zitat:

FEATURES

Beginne bescheiden als einzelne Nation oder einzelner Stamm mit einer einzigen Siedlung und erweitere dein Imperium und entwickle deine Kultur. Denk immer an dein Ziel, universell als Sohn des Himmels und Herrscher über die Welt angesehen zu werden.

Überzeuge die anderen Fraktionen, dich als ebendies anzusehen, entweder durch dein Militär oder durch diplomatische Überzeugung.

Spiele als eine von 16 verschiedenen Fraktionen mit ihren eigenen speziellen Boni und Strafen.

Die wundervoll entwickelte Karte bietet eine attraktive und authentische Darstellung der Landschaft Chinas und der Mongolei.

Weitläufige Kämpfe mit Hunderten oder Tausenden von Soldaten, detailgetreu direkt auf der Spielekarte dargestellt. Schau zu, wie geschickte Armeen und Verstärkung zum Kampfe marschieren, je nachdem, wie deine Befehle und Formationen aussehen.

Vollständig animierte 3D-Modelle mit Abweichungen in Gesicht und Gewand jedes Modells. Einschließlich Infanterie, Kavallerie, Streitwagen und Artillerie sowie Seestreitkräfte.

Ein langer nahtloser Zoombereich ermöglicht es dir, direkt in die Spielewelt einzutreten – oder zoome einfach heraus, um eine strategische Übersicht zu bekommen.

Entwickle deine Siedlungen durch den Bau von Gebäuden und entwickle die Landschaft drum herum, baue Märkte und Häfen, um Handeln über Land und Wasser zu ermöglichen.

Entdecke den gesamten Forschungszweig, einschließlich Technologie, sowie kulturelle, philosophische und religiöse Entwicklungen.

Viele weitere Elemente legen das Resultat deines Weges zur Herrschaft fest, wie z. B. Anführer, Belagerungen, Unruhen und Rebellion, Autorität und Kultur.

Lege als Kaiser Verordnungen, Gesetze und Anordnungen fest, um die Macht auszugleichen, und bewege dich in eine neue ruhmvolle Ära mit neuen Technologien und Militäreinheiten, die das Spiel komplett verändern!

Mal schauen was ob es was wird.
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Arma 3 Dev" so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it." so Arbeitet man
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Alt 23.09.2016, 09:07   #178 (permalink)
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Was ich bisher gesehen habe, fand ich leider nicht so überzeugend. Vor allem die Kämpfe, aber ist ja noch Early Access.

YouTube Video


Noch eine Woche bis Ancient Empires.
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Alt 22.11.2016, 15:21   #179 (permalink)
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Alt 22.11.2016, 16:07   #180 (permalink)
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Medieval 2 wars erste Spiel das mich mit diesem perversen Weltherrschaftsgedanken vertraut gemacht hat. Will man nicht missen


Aber leider viel Potential meine momentan ins Dorthinaus schiessenden Erwartungen zu enttäuschen. Besonders der lustigste Part, nachdem man den europäischen Kontinent burnsifiziert hat, riecht nach einer fetten DLC Mine
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asterix & obelix, total war: rome 2


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