X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • Anleal
    a répondu
    Bon, je suis un peu plus rassuré avec cette vidéo, il y a toujours ces "autoroute" en plein coeur de la forêt, mais elle semble malgré tout bien compacte.

    Laisser un commentaire:


  • Drusgalis
    a répondu
    Bien vu

    Laisser un commentaire:


  • Revok
    a répondu
    Je crois qu'il y a un http de trop et que c'est ça qui m'envoie sur une autre lien

    Laisser un commentaire:


  • Drusgalis
    a répondu
    C'est pourtant le même que sur le facebook total war et le copier-coller dans le spoil il me semble
    il me semble que l'Uptade 5 est le bon

    Laisser un commentaire:


  • Revok
    a répondu
    Envoyé par Drusgalis Voir le message
    une courte vidéo Rally point sur les elfes sylvains:


    et le très attendu patch note: http://http://wiki.totalwar.com/w/To...AMMER_Update_5
    Spoiler:

    Legendary Lords will now speak in the Front End when selected while starting a new Campaign.

    Improved the heat haze on the Campaign map, which distorted the terrain incorrectly for some users.

    Performance optimisations for maps with a lot of trees/vegetation in the outfield.

    AI reinforcing the player in battle will now always attack after arriving on the field, and not defend the area where they entered the battle.

    Resolved an issue that sometimes prevented the Battle AI from pursuing after it halts its advance to engage with ranged weapons.

    Disabled the Campaign AI's ability to enter "Forced March" stance after razing a settlement.

    Vampire Counts Necromancer's Tower building is buildable again for players that don't own The Grim & The Grave.

    Fixed a Potion of Healing exploit in custom battle mode that involved using army setups from previous releases.

    Lords in Battle are now less likely to sit idle on a contested capture point.

    Added "Aftermaths" to the stats to the Statistics Tab in the Faction Summary during Campaigns.

    Improved the Bolt Throwers unit Porthole image during Battle.

    Manticore no longer playing Horse vocalisations when selected in Battle.

    In Multiplayer Campaign mode, the player is no longer able to move the camera away from the post-Battle screen by clicking on the "Known Faction" list.

    Summons that raise units out of the ground can no longer be cast on walls.

    Breath type spells e.g. Wind Blast now map to the terrain better.

    Fixed some missing destruction levels on Bretonnian Siege walls in Battle.

    Lords with experience gain skills no longer gain all the experience per turn themselves and now correctly distribute it to the units in their army.

    Call of the Beastmen


    In the Fall of Man Quest Battle, the reinforcing Bretonnia Lord is now mounted on a Pegasus, rather than on foot.

    The King & The Warlord


    Clan Angrund's ethereal Ancestor Heroes can no longer be targeted by Assassination missions.

    Greenskins' Beast Lairz building now provides bonuses to Squigs.

    Skarsnik's Pernicious Precision faction trait now applies upkeep reduction bonuses to Goblin-based units.

    When Clan Angrund Lords are injured/wounded, their replacements now correctly gain the +5 levels when the faction owns Karak Eight Peaks.

    Added reload time and accuracy Rank 9 bonuses to Regiments of Renown with ranged Weapons.

    Aspiring Champion units will no longer frequently fall off of siege ladders if the wall space where they are trying to dismount the ladder is occupied

    Clarified the mission text on the 4.2 stage of the Liber Noctus quest chain for Helman Ghorst.

    Added some missing text to the level 1 Savage Orc Camp building in the building browser.

    Skulltakerz no longer have the Vampiric Influence diplomacy trait.

    Added more selection vocalisations for Squig Herds and Squig Hoppers.

    Fixed a bug where the rider would move to the wrong position on the Squig Hopper in the Porthole when selected battle.

    Added VFX to Smoke Bomb ability.

    Balancing Changes


    Fix for Infantry performing splash attacks when charging.

    All melee chariots have been rebalanced to impact harder, melee a bit longer and pull out better.

    Most large flying units have an increased projectile hitbox size.

    Tweaks to timers that make pulling out of melee more reliable. Units pulling out of combat will now ignore combat for a bit longer before getting dragged back in.

    Potion of toughness max health replenishment reduced up to 50%

    High King/Frenzy abilities now activate and deactivate when leadership goes above/below 50% mark.

    Autresolver change


    Autoresolver protects high quality units more, and has a stronger tendency to sacrifice low quality units.

    Settlement defence towers are now much more powerful in the autoresolver.

    Siege equipment (Siege Tower, Battering Ram, etc.) now has a more important role in the autoresolver.

    It's now easier to wipe out entire units in battles (manual or autoresolved), as they don't have to suffer as much damage to get wiped out as before. Units


    Increased accuracy and reload stats of Regiments of Renown missile units to match rank 9 veterans.

    MP Ability attachments:


    Added Arcane Conduit to Heinrich Kemmler

    Added Arcane Conduit to Balthasar Gelt

    Removed Arcane Conduit, Stand Your Ground from Wurrzag

    Removed Deadly Onslaught from Belegar Ironhammer

    Removed Potion of Toughness from all heroes.

    Changed Arcane Conduit to The Hunger for Strigoi Ghoul King.

    Spells & Abilities


    Movement and Freeze Movement ability duration rebalanced.

    Added a new unit spawning ability balance system, all spawns are temporary.

    All units summoned in battle (EG Cygor, Skeletons, Manticore etc) have a new negative ability named Unbinding. This inflicts damage over time to represent their instability. The Unbinding effect scales with the value of the unit.

    Some text ordering and content fixes for mechanical ability text.

    Frenzy and Frenzy-like units have new context flags, they trigger at half base morale rather than wavering.

    Various minor tweaks and bug fixes

    Squigs Go Wild!: removed unbreakable and causes fear attributes, added -18 defence penalty and +16 leadership bonus.

    Itchy Nuisance duration changed from 36 to 20.

    Cascading Fire Cloak changed to single target spell.

    Fate of Bjuna power cost reduced from 15 to 13.


    BRETONNIA


    All flying mounts +50 MP cost

    Pegasus -5 ground run speed, -5 fly speed

    Pegasus hero mount –100 mass

    Hippogryph -200 mass

    Spearmen-at-Arms -2MA, +1BvsL (These, and the corresponding Empire Spearmen changes, aim at making them weaker against infantry, while retaining their anti-large efficiency).


    BEASTMEN


    Ungor Spearmen -2 MA

    Ungor Spearmen (Shields) -2 MA, +2 MD

    (Both Ungor Spear units were inconsistent in attack speeds and required animation and entity tweaks. They now equal their corresponding Empire units in both combat strength and cost, while Primal Fury gives them an edge in speed).

    Centigors (Throwing Axe) added fire-whilst-moving animations

    Minotaurs (all) -100 MP cost

    Razorgor Chariot +8 MD, +6 Bonus vs Infantry, -6 CB

    Razorgor Herd -150 MP cost, +2dmg, -4 AP damage, -12 HP, -2 Speed, minor changes to splash attacks and charge

    (Razorgor have been rebalanced to fit the lower price point. A contextual example: with a bit of luck, they can defeat a unit of Greatswords in 3 charges while a unit of Crossbowmen is firing at them, and then have just enough HP left to also defeat the Crossbowmen).


    CHAOS


    Chaos Marauders -25 MP cost

    Chaos Marauders (GW) +1 MD

    (In wide formations, the Great Weapon Marauders take out the improved Dwarf Warrior with ~30% HP left. They cost more, but also have a decent speed advantage. They are also cost-effective against Greatswords).

    Chariots (all) -100 MP cost, +8MD

    Gorebeast Chariot -10CB, +4 MA

    Chosen (Halberds) +4 BvsL, -2 MA, +4 MD

    (We buffed the Halberd version of Chosen to be a bit more Anti-Large focussed, while holding their ground longer in all melee engagements).

    Kholek +300 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

    Shaggoth +402 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

    (Kholek and Shaggoths can now convincingly defeat 1 Demigryph Halberd, 2 Reiksguard or 5-6 Squig Herds. They are still not cost effective against spearmen, but the tail attacks help against getting swarmed).

    Giant reduced hit reaction chance


    DWARFS


    Miners with BC -25 MP cost

    Dwarf Warriors (all) -25 MP cost, +2 MD, +2HP, +5A

    (Now equal to 2 Empire Spearmen units in the front)

    Dwarf Warriors GW -1 damage, +1 AP damage

    (Now 2 DW GW nearly equal 1 Greatswords when attacking simultaneously, with the benefit of more versatility on the side of the Dwarfs).

    Warriors of Dragonfire Pass (Dwarf Warriors) +2 HP

    Longbeards (all) +1 MD, +2 HP

    Longbeards GW – charge defence vs large added, -4 CB (For the same price, LB GW now have a slight advantage against Grave Guard, plus the additional benefits of Charge Def vs Large, more versatility and higher grumpiness).

    The Grumbling Guard (Longbeards - Great Weapons) +1MD (Note that this LB unit keeps its higher CB instead of getting the Charge defence vs Large)

    Irondrake Trollhammers -100 MP cost

    Slayers -2dmg, +2 AP damage

    Ironbreakers -100 MP cost

    Norgrimlings Ironbreakers -50 MP cost

    Gyrocopter & Gyrobomber +turn speed, -5 fly speed

    Gyrocopter (Steamgun) + accuracy, + damage to centre of impact

    Thunderers +1 damage

    Dwarf Cannon +20 range

    Organ Gun +15 range


    EMPIRE


    All flying mounts +50 MP cost

    Griffon -200 mass

    Spearmen (all) -1MA, -1CB, +1BvsL

    (It now takes ~1.7 Spearmen with shields or ~2 Spearmen units to best one Dwarf Warrior unit (if for some reason you feel like bringing a spear to an axe-fight…)

    Greatswords - spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage

    Handgunners +1 damage

    Hellblaster Volley Gun -150 MP cost

    Outriders (Grenade Launcher) -1s reload time, +4 explosion damage, +2 explosion AP damage, +10 range, -2 ammo

    Free Company Militia -50 MP cost, + accuracy

    Knights of the Blazing Sun –magic resistance


    GREENSKINS


    Chariots (all) -100 MP cost, +8MD

    Orc Boar Boy Big Uns -2 CB, +1 damage, -1 AP damage

    Broken Tusk Mob -2 CB, +1 damage, -1 AP damage, -4 Morale, -2 MD, -1MA, +200 cost

    Giant reduced hit reaction chance

    Squig Herd: reduced speed from 70 to 58, removed Vanguard Deployment, reduced mass.


    VAMPIRES


    Hellsteed -5 ground run speed, -5 fly speed

    Grave Guards GW +2 AP damage, +1 MD, -2 CB, spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage


    si quelqu'un veut traduire
    Je crois que tu as foiré ton lien (du moins il me ramène pas au bon endroit) :
    http://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_5

    Quelques points interessant :
    Les chars ont été buff (c'est vrai qu'à la sortie du jeu ils étaient bof,je sais pas ce qu'il en ait maintenant)
    Les grosse unité volante ont une plus grosse hitbox
    L'auto résolution sacrifie plus les unités à moindre coût et essaye de préservez les unités d'élite.
    Les unités invoqués à moyens de sort ont été nerf (prennent des dégats deans le temps)

    Des changements pour les unités mais j'ai pas assez jouer au multi pour pouvoir commenté.

    Laisser un commentaire:


  • Drusgalis
    a répondu
    une courte vidéo Rally point sur les elfes sylvains:


    et le très attendu patch note: http://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_5
    Spoiler:

    Legendary Lords will now speak in the Front End when selected while starting a new Campaign.

    Improved the heat haze on the Campaign map, which distorted the terrain incorrectly for some users.

    Performance optimisations for maps with a lot of trees/vegetation in the outfield.

    AI reinforcing the player in battle will now always attack after arriving on the field, and not defend the area where they entered the battle.

    Resolved an issue that sometimes prevented the Battle AI from pursuing after it halts its advance to engage with ranged weapons.

    Disabled the Campaign AI's ability to enter "Forced March" stance after razing a settlement.

    Vampire Counts Necromancer's Tower building is buildable again for players that don't own The Grim & The Grave.

    Fixed a Potion of Healing exploit in custom battle mode that involved using army setups from previous releases.

    Lords in Battle are now less likely to sit idle on a contested capture point.

    Added "Aftermaths" to the stats to the Statistics Tab in the Faction Summary during Campaigns.

    Improved the Bolt Throwers unit Porthole image during Battle.

    Manticore no longer playing Horse vocalisations when selected in Battle.

    In Multiplayer Campaign mode, the player is no longer able to move the camera away from the post-Battle screen by clicking on the "Known Faction" list.

    Summons that raise units out of the ground can no longer be cast on walls.

    Breath type spells e.g. Wind Blast now map to the terrain better.

    Fixed some missing destruction levels on Bretonnian Siege walls in Battle.

    Lords with experience gain skills no longer gain all the experience per turn themselves and now correctly distribute it to the units in their army.

    Call of the Beastmen


    In the Fall of Man Quest Battle, the reinforcing Bretonnia Lord is now mounted on a Pegasus, rather than on foot.

    The King & The Warlord


    Clan Angrund's ethereal Ancestor Heroes can no longer be targeted by Assassination missions.

    Greenskins' Beast Lairz building now provides bonuses to Squigs.

    Skarsnik's Pernicious Precision faction trait now applies upkeep reduction bonuses to Goblin-based units.

    When Clan Angrund Lords are injured/wounded, their replacements now correctly gain the +5 levels when the faction owns Karak Eight Peaks.

    Added reload time and accuracy Rank 9 bonuses to Regiments of Renown with ranged Weapons.

    Aspiring Champion units will no longer frequently fall off of siege ladders if the wall space where they are trying to dismount the ladder is occupied

    Clarified the mission text on the 4.2 stage of the Liber Noctus quest chain for Helman Ghorst.

    Added some missing text to the level 1 Savage Orc Camp building in the building browser.

    Skulltakerz no longer have the Vampiric Influence diplomacy trait.

    Added more selection vocalisations for Squig Herds and Squig Hoppers.

    Fixed a bug where the rider would move to the wrong position on the Squig Hopper in the Porthole when selected battle.

    Added VFX to Smoke Bomb ability.

    Balancing Changes


    Fix for Infantry performing splash attacks when charging.

    All melee chariots have been rebalanced to impact harder, melee a bit longer and pull out better.

    Most large flying units have an increased projectile hitbox size.

    Tweaks to timers that make pulling out of melee more reliable. Units pulling out of combat will now ignore combat for a bit longer before getting dragged back in.

    Potion of toughness max health replenishment reduced up to 50%

    High King/Frenzy abilities now activate and deactivate when leadership goes above/below 50% mark.

    Autresolver change


    Autoresolver protects high quality units more, and has a stronger tendency to sacrifice low quality units.

    Settlement defence towers are now much more powerful in the autoresolver.

    Siege equipment (Siege Tower, Battering Ram, etc.) now has a more important role in the autoresolver.

    It's now easier to wipe out entire units in battles (manual or autoresolved), as they don't have to suffer as much damage to get wiped out as before. Units


    Increased accuracy and reload stats of Regiments of Renown missile units to match rank 9 veterans.

    MP Ability attachments:


    Added Arcane Conduit to Heinrich Kemmler

    Added Arcane Conduit to Balthasar Gelt

    Removed Arcane Conduit, Stand Your Ground from Wurrzag

    Removed Deadly Onslaught from Belegar Ironhammer

    Removed Potion of Toughness from all heroes.

    Changed Arcane Conduit to The Hunger for Strigoi Ghoul King.

    Spells & Abilities


    Movement and Freeze Movement ability duration rebalanced.

    Added a new unit spawning ability balance system, all spawns are temporary.

    All units summoned in battle (EG Cygor, Skeletons, Manticore etc) have a new negative ability named Unbinding. This inflicts damage over time to represent their instability. The Unbinding effect scales with the value of the unit.

    Some text ordering and content fixes for mechanical ability text.

    Frenzy and Frenzy-like units have new context flags, they trigger at half base morale rather than wavering.

    Various minor tweaks and bug fixes

    Squigs Go Wild!: removed unbreakable and causes fear attributes, added -18 defence penalty and +16 leadership bonus.

    Itchy Nuisance duration changed from 36 to 20.

    Cascading Fire Cloak changed to single target spell.

    Fate of Bjuna power cost reduced from 15 to 13.


    BRETONNIA


    All flying mounts +50 MP cost

    Pegasus -5 ground run speed, -5 fly speed

    Pegasus hero mount –100 mass

    Hippogryph -200 mass

    Spearmen-at-Arms -2MA, +1BvsL (These, and the corresponding Empire Spearmen changes, aim at making them weaker against infantry, while retaining their anti-large efficiency).


    BEASTMEN


    Ungor Spearmen -2 MA

    Ungor Spearmen (Shields) -2 MA, +2 MD

    (Both Ungor Spear units were inconsistent in attack speeds and required animation and entity tweaks. They now equal their corresponding Empire units in both combat strength and cost, while Primal Fury gives them an edge in speed).

    Centigors (Throwing Axe) added fire-whilst-moving animations

    Minotaurs (all) -100 MP cost

    Razorgor Chariot +8 MD, +6 Bonus vs Infantry, -6 CB

    Razorgor Herd -150 MP cost, +2dmg, -4 AP damage, -12 HP, -2 Speed, minor changes to splash attacks and charge

    (Razorgor have been rebalanced to fit the lower price point. A contextual example: with a bit of luck, they can defeat a unit of Greatswords in 3 charges while a unit of Crossbowmen is firing at them, and then have just enough HP left to also defeat the Crossbowmen).


    CHAOS


    Chaos Marauders -25 MP cost

    Chaos Marauders (GW) +1 MD

    (In wide formations, the Great Weapon Marauders take out the improved Dwarf Warrior with ~30% HP left. They cost more, but also have a decent speed advantage. They are also cost-effective against Greatswords).

    Chariots (all) -100 MP cost, +8MD

    Gorebeast Chariot -10CB, +4 MA

    Chosen (Halberds) +4 BvsL, -2 MA, +4 MD

    (We buffed the Halberd version of Chosen to be a bit more Anti-Large focussed, while holding their ground longer in all melee engagements).

    Kholek +300 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

    Shaggoth +402 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

    (Kholek and Shaggoths can now convincingly defeat 1 Demigryph Halberd, 2 Reiksguard or 5-6 Squig Herds. They are still not cost effective against spearmen, but the tail attacks help against getting swarmed).

    Giant reduced hit reaction chance


    DWARFS


    Miners with BC -25 MP cost

    Dwarf Warriors (all) -25 MP cost, +2 MD, +2HP, +5A

    (Now equal to 2 Empire Spearmen units in the front)

    Dwarf Warriors GW -1 damage, +1 AP damage

    (Now 2 DW GW nearly equal 1 Greatswords when attacking simultaneously, with the benefit of more versatility on the side of the Dwarfs).

    Warriors of Dragonfire Pass (Dwarf Warriors) +2 HP

    Longbeards (all) +1 MD, +2 HP

    Longbeards GW – charge defence vs large added, -4 CB (For the same price, LB GW now have a slight advantage against Grave Guard, plus the additional benefits of Charge Def vs Large, more versatility and higher grumpiness).

    The Grumbling Guard (Longbeards - Great Weapons) +1MD (Note that this LB unit keeps its higher CB instead of getting the Charge defence vs Large)

    Irondrake Trollhammers -100 MP cost

    Slayers -2dmg, +2 AP damage

    Ironbreakers -100 MP cost

    Norgrimlings Ironbreakers -50 MP cost

    Gyrocopter & Gyrobomber +turn speed, -5 fly speed

    Gyrocopter (Steamgun) + accuracy, + damage to centre of impact

    Thunderers +1 damage

    Dwarf Cannon +20 range

    Organ Gun +15 range


    EMPIRE


    All flying mounts +50 MP cost

    Griffon -200 mass

    Spearmen (all) -1MA, -1CB, +1BvsL

    (It now takes ~1.7 Spearmen with shields or ~2 Spearmen units to best one Dwarf Warrior unit (if for some reason you feel like bringing a spear to an axe-fight…)

    Greatswords - spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage

    Handgunners +1 damage

    Hellblaster Volley Gun -150 MP cost

    Outriders (Grenade Launcher) -1s reload time, +4 explosion damage, +2 explosion AP damage, +10 range, -2 ammo

    Free Company Militia -50 MP cost, + accuracy

    Knights of the Blazing Sun –magic resistance


    GREENSKINS


    Chariots (all) -100 MP cost, +8MD

    Orc Boar Boy Big Uns -2 CB, +1 damage, -1 AP damage

    Broken Tusk Mob -2 CB, +1 damage, -1 AP damage, -4 Morale, -2 MD, -1MA, +200 cost

    Giant reduced hit reaction chance

    Squig Herd: reduced speed from 70 to 58, removed Vanguard Deployment, reduced mass.


    VAMPIRES


    Hellsteed -5 ground run speed, -5 fly speed

    Grave Guards GW +2 AP damage, +1 MD, -2 CB, spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage


    si quelqu'un veut traduire
    Dernière modification par Drusgalis, 05-12-2016, 19h38.

    Laisser un commentaire:


  • Ghep
    a répondu
    Envoyé par Anleal Voir le message
    J'avoue que les elfes sylvains apporteront un peu plus de challenge sur la partie ouest de la map.
    Mais moi ce que j'attends surtout c'est les skavens qui vont réellement avoir un impact car normalement si ils jouent bien le concept, ils sont partout pire que les peaux vertes.
    J'attends également une extension de la carte avec au sud les rois des tombes, à l'Ouest l'île d'Ulthulan et à l'Est avec les nains du chaos et les ogres.
    J'imagine vraiment dans 3 ans une carte complète avec la lustrie et des milliers d'heures de jeu si on veut conquérir la map entière, j'espère vraiment qu'ils iront jusque là
    Amen

    Laisser un commentaire:


  • Anleal
    a répondu
    J'avoue que les elfes sylvains apporteront un peu plus de challenge sur la partie ouest de la map.
    Mais moi ce que j'attends surtout c'est les skavens qui vont réellement avoir un impact car normalement si ils jouent bien le concept, ils sont partout pire que les peaux vertes.
    J'attends également une extension de la carte avec au sud les rois des tombes, à l'Ouest l'île d'Ulthulan et à l'Est avec les nains du chaos et les ogres.
    J'imagine vraiment dans 3 ans une carte complète avec la lustrie et des milliers d'heures de jeu si on veut conquérir la map entière, j'espère vraiment qu'ils iront jusque là

    Laisser un commentaire:


  • Colstudent
    a répondu
    Purée comme j'ai hâte ! déjà de les jouer et d'enrichir les autres campagnes avec une factions qui va enrichir la carte et les stratégies

    Laisser un commentaire:


  • Drusgalis
    a répondu
    Les danseurs de guerre :
    https://video-cdg2-1.xx.fbcdn.net/v/...ed&oe=5844BBFA

    Laisser un commentaire:


  • Tatane38
    a répondu
    Pour acheter me dlc sur gamesplanet, il suffit de rajouter "?ref=MundBel" dans l'adresse ? Ce qui nous donne :
    https://fr.gamesplanet.com/game/tota...-7?ref=MundBel

    Laisser un commentaire:


  • Drusgalis
    a répondu
    vidéo de bataille:

    Laisser un commentaire:


  • Desty Nova
    a répondu
    Je confirme c'est du chaos.

    Laisser un commentaire:


  • Drusgalis
    a répondu
    des Guerriers du chaos je pense (grands humains en armure )

    Laisser un commentaire:


  • tito111
    a répondu
    elles balancent quels types d'unités ces sorcières ?

    Laisser un commentaire:

Chargement...
X