That's why I turn off all end game scenarios. The mechanic has potential but need needs more tuning.
nothing quite like getting "A Grudge Too Far" for the endgame scenario on an empire playthrough where you've made strong relations with the dwarfs and are literally surrounded clockwise by Malakai, Ungrim, Thorgrim and Belegar
Good to know this DLC is AceHaven't played it yet but will tomorrow so I'm excited
Apparently ToD has more players than Chaos Dwarves and is only 10k off peak dlc with Warden and the Paunch.
Glad to see it's doing well I hope CA learns the right lessons
The grudge mechanic is badly balanced. I'd recomend trying the other LL at this moment unless you are like me and don't care about Grudges. I just enjoy seeing dwarves blast the shit out of chaos. Quite literally at times.Ended up grabbing it tonight but haven't tried anything yet. Will probably go with maggot boy first but i am actually kind of excited to give dwarves a shot for the first time. That zeppelin looks too fuckin cool.
I always personalize the endame scenarios tow aht makeses sense. The dwarf one i always deactivate for order factions.nothing quite like getting "A Grudge Too Far" for the endgame scenario on an empire playthrough where you've made strong relations with the dwarfs and are literally surrounded clockwise by Malakai, Ungrim, Thorgrim and Belegar
I've been watching a guy play on legendary and seeing 10-15 full doom stacks just show up is absurd. It's one of the things that makes me genuinely struggle to understand the appeal as lord sniping on the campaign map is uh.... awful.That's why I turn off all end game scenarios. The mechanic has potential but need needs more tuning.
Thanks for all of your feedback surrounding the Age of Reckoning system since Update 5.0 and the launch of Thrones of Decay. This has been really helpful to all of us across the teams this week as we've looked at some possible adjustments that we'd like to bring into the game as soon as we're able.
Some of these fixes have already been lined up for a future update, and whilst we're working away on them, here's a sneak peek at what we have in mind:
What issues are we looking to address in later updates?
- Grudge Targets scaling out of control as the player meets new factions (specifically as the player meets new factions across the world via things like quest battles and alliances.)
- Players feeling too rushed by the 10 turn cycle
- Players struggling to get out of the lower tier brackets where they would receive debuffs rather than bonuses.
- Some Dwarf factions have easier starts than others when it comes to hitting Grudge Targets.
- The influx of free units and the summoned grudge settler army has a disproportionately massive effect on the early game.
- In the late game, massive stockpiles of grudge settler units build up in the pools of participating factions, causing constant instant and free replenishment for losses.
What are we looking to do to address these issues?
The overall goal is that players shouldn't hit the maximum reward every time, but we don't want that to become a stressful experience for players who just don't want to receive debuffs, so we'll continue to test and monitor the changes over the following patches to ensure we hit that sweet spot.
- We are looking to change how we calculate your met factions when determining Grudge Targets to instead look at factions you share a land border with rather than just any met faction.
- This change will still allow Grudge Targets to scale up/down depending on your local situation, but it won't get out of control after simply meeting new factions across the map.
- We will be removing the control/growth penalties from the 2nd Age of Reckoning bracket (Skruff) and slightly lowering the debuffs from the 1st (Elgi).
- While we don't want players to always hit the higher rewards each cycle, we also don't want them to struggle to get out of the negative brackets. By making the 2nd stage (Skruff) act more like a neutral stage rather than a second negative one, it will hopefully alleviate the pressure of needing to clear at least 50% each cycle to simply get out of the red.
- We are looking to increase the Age of Reckoning durations to 15 turns from 10
- By giving players a longer duration we hope it gives them a bit more freedom to take that 2-3 turn movement to a new target that might have more grudges rather than feeling like you always need to rush to the next closest enemy because you don't have enough time.
- We will be adding a few more starting grudges to the world where appropriate
- We will be reducing the size of the spawned grudge settler army, but allowing you to increase it more via techs.
- Grudge settler units will no longer be free to recruit, but adding some recruitment cost reduction in midgame techs.
- We're reducing the maximum grudge settlers reserved in the pool, and reducing the cap of grudge settler units that can be in each army at the start of the game, but adding more capacity to the tech tree.
When do we expect these changes to arrive?
Our top priority has and always will be to resolve any instability issues that we're made aware, like those mentioned at the top of this post. Once fixes for these have been rolled out, our next goal will be focused around bringing further updates and improvements, including the Age of Reckoning tweaks detailed above out to you in a future update as soon as we're able.
We won't rush this out as we want to make sure we get them right and everything is working as it should, so we can't give a specific timeframe on this, but we'll likely return to you next week with more information on upcoming updates.
Thanks for checking in with us otherwise, enjoy the weekend! It's a public holiday here in the UK on Monday, so we'll look to check in with any new information on Tuesday.
So far I like Elsbeth's campaign more than Thamurkhan's. The chieftains lack a bit of identity and managing all of them is quite a lot of micro management.
Elsbeth's mechanics are more straight forward and the Land Ship, and rockets that spawn magical vortexes are just silly fun.
I like the new campaign mechanics, but I just can't get into their units. I feel it's just spamming similar feeling infantry with a couple of cav units, and battles feel very grindy. Am I missing something?They did a great job with the Nurgle rework--I completed a campaign as Ku'gath and had a blast. Marched over to the Empire and put out the most nightmarish endgame crisis I've faced yet--the Wood Elves. Only thing that still feels really lacklustre are the Nurgle rites which, honestly, I struggled to find a use for beyond the +growth and +replenishment rites. But plagues are your bread and butter and the game now utilises them brilliantly. Highly recommended campaign now.
Then I couldn't resist and played an Azhag campaign for the obvious reason DOUBLE EVIL CROWNS!!!!!!!!!!!! Not only can Azhag get the Nemesis Crown but he, too, can wield its power until he's crippled by its effects. Not really much to report there but not even the Chaos Dwarf crisis can defeat the WAAAGH.
And now I'm playing a Morathi campaign for some reason. Been mostly uneventful--it is much more sedate than my Malekith campaigns (multiple because they usually went down in flames) in part because Morathi feels an order of magnitude stronger, between her ironclad hold on her territory and her panoply of heroes, never lacking an option to outpace an opponent. Oh, and once again I have forgotten how much Dark Elves rely on Black Arks to recruit units, fielding one way too late then forgetting to have it near my second army....
Sure, I bought the DLC and could play new lords, but there's so many others I want to play first. Next up will either be Karl or Morghur. or maybe a skaven
Nurgles "trademark" is units that are slow and tanky. With the DLC you do get some units with more mobility and offense focus, but at their core they are a grind faction. That is the reason they are one of the few (2 - 3) factions I don`t enjoy playing that much, but my co op partner enjoys them for that reason. As with a lot of things it is just a matter of taste.I like the new campaign mechanics, but I just can't get into their units. I feel it's just spamming similar feeling infantry with a couple of cav units, and battles feel very grindy. Am I missing something?
I liked buckner he has some sick on foot lor animations. He also blows when he dies.I've been enjoying Tamurkhan a lot more than Elspeth, I like the unique heroes and the victory condition a lot more
One thing and I don't blame them too much given how much was added but so far the LHs have felt very lackluster. Kazyn and Bruckner really feel like they're missing spice, haven't played with Garagrim. They definetly feel less fun than SoC LHs even the Golden Knight
But overall enjoying the games a lot and looking forward to another Empire/Nurgle campaign, hoping Dwarves get their hot fix soon so I can try them out
Nurgle is all a out outlasting the enemy through cheer tankiness.I like the new campaign mechanics, but I just can't get into their units. I feel it's just spamming similar feeling infantry with a couple of cav units, and battles feel very grindy. Am I missing something?
THe key is using a suitable number ofI'm also realizing that I never really played Chaos Dwarves much. I oughtta fix that assuming I can get make good use of guns and not be a dumb idiot.
Once you get Great Unclean Ones and Toad Dragons it gets a lot more fun IMO, but the general grindiness is very much a defining feature of Nurgle, as others have covered. You can mix things up a little but it does ultimately boil down to swarming the enemy with infantry while your more specialised units and monsters do the rest of the work. Strategic use of plagues will make things go faster, but it doesn't change your tactics in battle all that much.I like the new campaign mechanics, but I just can't get into their units. I feel it's just spamming similar feeling infantry with a couple of cav units, and battles feel very grindy. Am I missing something?
I spread them around for 2 reasons:Question for Tamurkhan Enjoyers: Are you spreading your chieftans around to other armies, or having all the boys stacked up with Big T?
Compeltely avoiding Ikit`s nukes as the dwars is pretty much impossible. You ahve to either just eat the losses or auto resolve the fights. Belegar is the hardest dwarf campaign with his upkeep penalty and one of the harder dwarf start positions.Apparently I'm just awful with Dwarfs, last time I did a stuntie campaign was Warhammer II, where I won with Thorgrim so it was pretty easy. This time around I wanted to try Belegar, and it's rough going! Surrounded by enemies, not enough money for multiple armies, and expansion is quite challenging. Between Aranessa, Ikit Claw, and Skrag, when I push back against one of them in one direction, one of the others comes in from the other side and starts taking over my settlements. I've had a cycle of the same 3 settlements never getting above Tier 2 for 40 turns, I can't even manage to get gunpowder units yet. You can't even really go into the red long enough to make 2 armies viable, since the cost is so high.
Any good tips for avoiding Ikit's nukes? It doesn't seem to matter how spread out I am, or even if I pause the game to try and dodge the moment I see the outline of the nuke drop... he always hits and 1-3 units are borderline wiped out. I've had to resort to auto-resolving against him to keep casualties down which is not really what I want to be doing.
I can't really use the grudgebearers yet either, the upkeep is so high on them I feel like its better to take 2 units of Dwarf warriors instead.
Anyway, Aranessa is dead, and I'm at the gates of Ikit Claws last settlement, after having pushed him out of Skavenblight. After that I'll have to go and deal with Skrag as he just took over Karak Izor. Of course, while I go to deal with him, Morghur will probably try and move in on Skavenblight :D. Karak Eight Peaks feels very far away!
Initial advice seemed to be not to confederate Karak Hirn, because it makes the confederation cost of the other LL's via grudge double. But, now I'm not so sure, it's really the only other habitable zones for quite a large area. My plan was just to make them happy and confederate them the "normal" way, but they are just not going for it. Not sure why I bothered doing it this way, my particular style is to not really confederate other LL's anyway, I prefer to really just have the flavour of the LL I'm playing; if I want to try Ungrim or others, I'll play their faction (one day).
If I was to restart this campaign (again, for like the third time...) I think I'd confederate Karak Hirn and prioritize Ikit Claw and git him real early when he only has 1-2 settlements. But, lets see if I can claw my way back from this scenario first :D
You need to hop the mountains and kill Ikit Claw ASAP. After that, your goal is 2 stacks with a crap ton of artillery, and keep your economy up by fighting and sacking your way to 8 Peaks. Let all your bases fall as you migrate, they don't really matter and you can't keep them defended with the upkeep cost. Nab a place near 8 Peaks, and when you siege it, send in Belegar and your ghost heros and have the artillery drop their stuff on top of them to thin out the hordes, and... that should be that.Apparently I'm just awful with Dwarfs, last time I did a stuntie campaign was Warhammer II, where I won with Thorgrim so it was pretty easy. This time around I wanted to try Belegar, and it's rough going! Surrounded by enemies, not enough money for multiple armies, and expansion is quite challenging. Between Aranessa, Ikit Claw, and Skrag, when I push back against one of them in one direction, one of the others comes in from the other side and starts taking over my settlements. I've had a cycle of the same 3 settlements never getting above Tier 2 for 40 turns, I can't even manage to get gunpowder units yet. You can't even really go into the red long enough to make 2 armies viable, since the cost is so high.
Any good tips for avoiding Ikit's nukes? It doesn't seem to matter how spread out I am, or even if I pause the game to try and dodge the moment I see the outline of the nuke drop... he always hits and 1-3 units are borderline wiped out. I've had to resort to auto-resolving against him to keep casualties down which is not really what I want to be doing.
I can't really use the grudgebearers yet either, the upkeep is so high on them I feel like its better to take 2 units of Dwarf warriors instead.
Anyway, Aranessa is dead, and I'm at the gates of Ikit Claws last settlement, after having pushed him out of Skavenblight. After that I'll have to go and deal with Skrag as he just took over Karak Izor. Of course, while I go to deal with him, Morghur will probably try and move in on Skavenblight :D. Karak Eight Peaks feels very far away!
Initial advice seemed to be not to confederate Karak Hirn, because it makes the confederation cost of the other LL's via grudge double. But, now I'm not so sure, it's really the only other habitable zones for quite a large area. My plan was just to make them happy and confederate them the "normal" way, but they are just not going for it. Not sure why I bothered doing it this way, my particular style is to not really confederate other LL's anyway, I prefer to really just have the flavour of the LL I'm playing; if I want to try Ungrim or others, I'll play their faction (one day).
If I was to restart this campaign (again, for like the third time...) I think I'd confederate Karak Hirn and prioritize Ikit Claw and git him real early when he only has 1-2 settlements. But, lets see if I can claw my way back from this scenario first :D
Age of reckoning changes just dropped
Thinking im going to try out dwarvesTotal War: WARHAMMER III - Hotfix 5.0.3 - Steam News
We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!store.steampowered.com
That's a pretty substantial patch! I can finally start my dwarf campaign.Age of reckoning changes just dropped
Thinking im going to try out dwarvesTotal War: WARHAMMER III - Hotfix 5.0.3 - Steam News
We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!store.steampowered.com
glad to see Kislev get some frozen wrym changes even if its making it smaller and tbf they already have 2 big monsters so they don't need a third
I think SoC will probably get a sale. ToD will probably have the same price.Time to start up a dwarf campaign, I guess. Will try Malakai but I also wanna take another crack at Belegar.
Wonder if they'll discount stuff for Warhammer Skulls. If Shadows of Change gets one I might get it then.
The game version is in the bottom left of the launcher and top right of the main menu. At least for Windows PC.As a freak who only plays this on Steam Deck, is there any way to see what version the Linux port of the game is on? Every patch and update usually arrives months after the Windows version so I would like a way to check on it without having to reinstall the game.
He is unique to Tamurkhan.I know Kayzk is a specific part of Tamurkhan's campaign, but isn't he also an overall Nurgle LH? I'm well into an Epidimius campaign and haven't had any quests pop up to get him.
I don't have the free time to reach these numbers I am close to 500hs on wh3!oof
just hit 1000 hours in WH3
combined with WH1 & WH2 I have now wasted 2600+ hours, or more than 108 days with this nonsense
Indeed.