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Warhammer Total War: Warhammer III

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
This whole thing blew up because of the price increase, their shit patch policy/bugs, and the lackluster content of the new DLC.

They'll definitely not back down on the price. At best new races will stay at $25 and lord packs will fall a little to $20-22. At worst $25 is the new standard for lord packs and new races will be at $30.

The other two issues can be addressed by adding a custodian team to WH3 to focus 100% on bugs. Even if temporarily, having quick acknowledgment of bugs, and weekly patches for a couple of months will probably make a lot of people happy again. Meanwhile the existing WH3 team can focus on new content and make sure the next DLC is chock full of content so as to get the bootlickers back to bootlicking.

Unfortunately this small start up of 800(?) people can only afford 20 people on WH3. They may bring people back to WH3 after Hyenas/Pharaoh launches, but those are months away and even if flops will have at least a few months of support. Also I'm sure the majority of their TW devs are already working on the next big (non-saga) un-announced TW game, and will stay there for years.
Best case scenario Pharaoh is a total flop and the Sophia team gets to help on WH3 in 3 or so months so I'm afraid my long awaited update for the Empire will either be postponed or will be a shit show like what we got in SoC.
 
Last edited:

Caim

Arcane
Joined
Aug 1, 2013
Messages
15,723
Location
Dutchland
They just gotta bribe Mandalore into playing Total Warhammer again and review the DLC, that'll bring a lot of people back.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,883
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This whole thing blew up because of the price increase, their shit patch policy/bugs, and the lackluster content of the new DLC.
Did they even properly release immortal empires? I think most of the factions still don't have things like intro cutscenes, unique wincons, etc, like they did in wh2.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,847
CA probably did some calculations and decided that trying to re-habilitate their reputation after the disastrous TWW3 launch is too long term a strategy and that the TWW3 DLC treadmill wouldn't last long enough to pay off. So rather than work on expanding the audience, they'll milk the current ones harder.
Boggles the mind. They have an IP that they could milk for years more, throwing in shit like adding Ind, a Fimir race, etc. There's lots of stuff to potentially add in DLCs if they wanted to. And with a game as popular as this one, those DLCs would move numbers.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,710
They can't milk it for years. They saw from WH2 what would happen when they would try to milk it with DLCs. Even ElichTV is on break from WH3. For a month... So. When even one of theirs most specialized streamer is taking a break. What is left from WH3?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,471
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
This whole thing blew up because of the price increase, their shit patch policy/bugs, and the lackluster content of the new DLC.
Did they even properly release immortal empires? I think most of the factions still don't have things like intro cutscenes, unique wincons, etc, like they did in wh2.

I think this new patch is the proper IE release but can't be sure before playing. Seen some guys starting with Changeling in IE and it had the starting cutscene. But maybe it is just for the new lords?
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Baba Yaga blog post, aka Grom's cauldron v2:
https://www.totalwar.com/blog/tww3_soc_ostankya/

SHADOWS OF CHANGE: INTRODUCING MOTHER OSTANKYA​

TOTAL WAR: WARHAMMER III

CA_oxfordcomma


August 22 2023

twwh3SoC_design_key-art-no-logo.png

Salutations, friends!
Having already delved into The Changeling of Tzeentch and Yuan Bo of Grand Cathay, the time has come to cap off our preview of upcoming DLC Shadows of Change by meeting its third Legendary Lord – Kislev’s own Bogeyman, Mother Ostankya!
Shadows of Change arrives in Total War: WARHAMMER III alongside Update 4.0 on August 31st. There’s currently 10% off the pre-order price through this link.
Your feedback? We welcome it. Actually, scratch that – we need it. The good and the bad. So if you’ve got opinions, thoughts or hot takes on any and all things WARHAMMER III, head over to your medium of choice below and lay ‘em on us.
1f4ac.svg
DISCUSS: Total War: WARHAMMER III on Steam
1f4c3.svg
DISCUSS: Total War: WARHAMMER III on the official Forums
1f5e3.svg
CHAT: The Total War Official Discord
1f6e0.svg
Having trouble? Visit our support site!
( 中文版请在我们的Bilibili专栏查看 )

MOTHER OSTANKYA​


The tales of monsters and entities lurking in the dark are particularly horrifying in the WARHAMMER world because, more often than not, they are true! The Kislevite children are haunted with storied whispers of Mother Ostankya, a tale used to frighten them into obedience with a single, chilling phrase.
“Mother Ostankya will punish you.” Blimey.
MicrosoftTeams-image-2-scaled.jpg

As the guardian of Kislev, Mother Ostankya draws her power from the woodlands, fens and oblasts, holding those who stray into her lands terminally accountable. When war comes to her door, she follows the armies of Kislev into battle, utilising her magic to support and protect Kislev’s soldiers while punishing those who dare oppose them.
As a melee-capable artillery chariot, Mother Ostankya is one with her sled-mounted cauldron. She’s able to launch ranged spirits from her mount to keep her foes at bay or engage in melee combat, wherein her cauldron sprouts vicious spider legs and rips through adversaries.
With a mastery of magic, Mother Ostankya buffs and debuffs those around her with a barrage of blessings and curses. The Crown of Claws wards off missile attacks, while the Spirit Bear active ability fires an ethereal bear projectile that deals big damage and sends enemies flying.
Finally, the Gulyás ability creates a mushroom cloud of blessings for her allies, showering them in healing spores, replenishing their health, fatigue and morale.

HEXES

MicrosoftTeams-image-1-scaled.jpg

To purge the world of corruption, Mother Ostankya and her Hags must first cast five forbidden Hexes, with each requiring the consumption of Spirit Essence. This new resource can be obtained by, among other things, ridding regions of corruption, safeguarding and holding locations with magic forests and winning battles.
Each Hex has its own set of benefits for Mother Ostankya’s empire, letting her teleport armies between magical forests, cleanse corruption from a region, or bewitch enemy settlements.
Obtained by prevailing in battle, each Hex must first be cast separately. Once all have been cast, however, they can combine to unleash a final Hex so horrifying that it can cripple an entire race in a single blow.

THE WITCH’S HUT

MicrosoftTeams-image-3-scaled.jpg

Deep within the forests, far from the sight of others, Mother Ostankya conjures up blessings and curses. Both forms of incantations are crafted by collecting trinkets found throughout the world to then combine in the Witch’s Hut. Depending on the items at her disposal, multiple blessings or curses can be conjured at once for use when the time is right.
Blessings grant positive benefits that gift new abilities to units prior to battle. Curses, however, seek only to impair the enemy, and can be unleashed upon the opposing characters and units on the battlefield. Both types of Incantations can be assigned in the pre-battle screen.

HAG WITCHES

twwh3SoC_design_mother-ostankya-blog-post_hag-witches-scaled.jpg

Mother Ostankya is not the only witch arriving in Kislev.
The Hag Witches, a new Hero with three different variants in the lores of Death, Shadows and Beasts, serves as a wizard caster in the same vein as her Legendary overseer – although she also comes with her own tricks.
With the Koldunja Spirit active ability, the Lore of Beasts Hag Witch can summon an ethereal Things in the Woods to conduct its bidding – more on those below!
The Lore of Shadows Hag Witch has access to Vorozheja Foresight, a single target curse that reduces a hostile’s armour and missile resistance, leaving them ripe for the picking.
Plus, with the Znarkharja’s Ward active ability, the Lore of Death Hag Witch can bless her allies with a buff to Ward Saves.

AKSHINA AMBUSHERS

twwh3SoC_design_mother-ostankya-blog-post_akshina-ambushers-scaled.jpg

With a name like Akshina Ambushers, it’s no surprise that these agents of loyalty have an affinity for woodland. Often responsible for unexplained deaths across the lands, the Akshina Ambushers haunt their foes with murderous intent, hiding out of sight in wait for any messengers or travellers that happen to pass. They are also handy on the battlefield, however.
As ranged damage dealers with the Stalk and Vanguard attributes, these stealthy killers can swiftly pass through forests, surprising enemies with volleys of high damage, armour-piercing arrows. Plus, they maintain a high degree of accuracy at even the longest of ranges, making them the perfect snipers.

INCARNATE ELEMENTAL OF BEASTS

twwh3SoC_design_mother-ostankya-blog-post_elemental-beast-scaled.jpg

Summoned through savage rituals, the Incarnate Elemental of Beasts is legendary in the most literal sense – a Faceless Hunter to some, and the Horned Man to others. This half-human hybrid embodies the merciless hunger of the wild, having been driven to cruelty from countless infusions from the spirits of predators.
This unbreakable single unit boasts a unique, bound variant of a known Kislevite ability. With the Incarnate Flock of Doom, the Beast passively emits a damaging AoE that follows the creature wherever it goes. Coupled with its high damage output and speed, this beast is an infantry destroying machine.

THE THINGS IN THE WOODS

twwh3SoC_design_mother-ostankya-blog-post_thing-in-the-woods-scaled.jpg

The origins of the Things in the Woods are unknown, but one truth is very clear: the forces of Chaos tainted this creature, twisting it into a terrifying amalgamation of bone and muscle, and set it loose upon the enemies of Kislev.
With the might of an infantry-melting powerhouse, the Things in the Woods devours frontlines whole if left unchecked, ripping mere mortals in two with their jagged teeth and claws. It does, however, have a clear weakness, succumbing quickly to threats from arrows and gunfire. The Things in the Woods cannot remain out in the open for long…

UP NEXT​


And that’s a wrap on our introductions to the three Legendary Lords arriving in Shadows of Change!
But don’t stray too far from home just yet – our full Mother Ostankya showcase will be arriving shortly. And before you know it, you will be able to protect the lands of Kislev, spread mischief in the name of Tzeentch, or empower the compass as Grand Cathay yourself when Shadows of Change arrives alongside Update 4.0 on August 31st.
We’ll actually be back ever so slightly before that – the Update 4.0 Patch Notes will be with you on August 30th.
Until then!

Kek part:
OlOCIrI.png
 

pickmeister

Learned
Joined
Nov 2, 2021
Messages
391
Baba Yaga blog post, aka Grom's cauldron v2:
https://www.totalwar.com/blog/tww3_soc_ostankya/

SHADOWS OF CHANGE: INTRODUCING MOTHER OSTANKYA​

TOTAL WAR: WARHAMMER III

CA_oxfordcomma


August 22 2023

twwh3SoC_design_key-art-no-logo.png

Salutations, friends!
Having already delved into The Changeling of Tzeentch and Yuan Bo of Grand Cathay, the time has come to cap off our preview of upcoming DLC Shadows of Change by meeting its third Legendary Lord – Kislev’s own Bogeyman, Mother Ostankya!
Shadows of Change arrives in Total War: WARHAMMER III alongside Update 4.0 on August 31st. There’s currently 10% off the pre-order price through this link.
Your feedback? We welcome it. Actually, scratch that – we need it. The good and the bad. So if you’ve got opinions, thoughts or hot takes on any and all things WARHAMMER III, head over to your medium of choice below and lay ‘em on us.
1f4ac.svg
DISCUSS: Total War: WARHAMMER III on Steam
1f4c3.svg
DISCUSS: Total War: WARHAMMER III on the official Forums
1f5e3.svg
CHAT: The Total War Official Discord
1f6e0.svg
Having trouble? Visit our support site!
( 中文版请在我们的Bilibili专栏查看 )

MOTHER OSTANKYA​


The tales of monsters and entities lurking in the dark are particularly horrifying in the WARHAMMER world because, more often than not, they are true! The Kislevite children are haunted with storied whispers of Mother Ostankya, a tale used to frighten them into obedience with a single, chilling phrase.
“Mother Ostankya will punish you.” Blimey.
MicrosoftTeams-image-2-scaled.jpg

As the guardian of Kislev, Mother Ostankya draws her power from the woodlands, fens and oblasts, holding those who stray into her lands terminally accountable. When war comes to her door, she follows the armies of Kislev into battle, utilising her magic to support and protect Kislev’s soldiers while punishing those who dare oppose them.
As a melee-capable artillery chariot, Mother Ostankya is one with her sled-mounted cauldron. She’s able to launch ranged spirits from her mount to keep her foes at bay or engage in melee combat, wherein her cauldron sprouts vicious spider legs and rips through adversaries.
With a mastery of magic, Mother Ostankya buffs and debuffs those around her with a barrage of blessings and curses. The Crown of Claws wards off missile attacks, while the Spirit Bear active ability fires an ethereal bear projectile that deals big damage and sends enemies flying.
Finally, the Gulyás ability creates a mushroom cloud of blessings for her allies, showering them in healing spores, replenishing their health, fatigue and morale.

HEXES

MicrosoftTeams-image-1-scaled.jpg

To purge the world of corruption, Mother Ostankya and her Hags must first cast five forbidden Hexes, with each requiring the consumption of Spirit Essence. This new resource can be obtained by, among other things, ridding regions of corruption, safeguarding and holding locations with magic forests and winning battles.
Each Hex has its own set of benefits for Mother Ostankya’s empire, letting her teleport armies between magical forests, cleanse corruption from a region, or bewitch enemy settlements.
Obtained by prevailing in battle, each Hex must first be cast separately. Once all have been cast, however, they can combine to unleash a final Hex so horrifying that it can cripple an entire race in a single blow.

THE WITCH’S HUT

MicrosoftTeams-image-3-scaled.jpg

Deep within the forests, far from the sight of others, Mother Ostankya conjures up blessings and curses. Both forms of incantations are crafted by collecting trinkets found throughout the world to then combine in the Witch’s Hut. Depending on the items at her disposal, multiple blessings or curses can be conjured at once for use when the time is right.
Blessings grant positive benefits that gift new abilities to units prior to battle. Curses, however, seek only to impair the enemy, and can be unleashed upon the opposing characters and units on the battlefield. Both types of Incantations can be assigned in the pre-battle screen.

HAG WITCHES

twwh3SoC_design_mother-ostankya-blog-post_hag-witches-scaled.jpg

Mother Ostankya is not the only witch arriving in Kislev.
The Hag Witches, a new Hero with three different variants in the lores of Death, Shadows and Beasts, serves as a wizard caster in the same vein as her Legendary overseer – although she also comes with her own tricks.
With the Koldunja Spirit active ability, the Lore of Beasts Hag Witch can summon an ethereal Things in the Woods to conduct its bidding – more on those below!
The Lore of Shadows Hag Witch has access to Vorozheja Foresight, a single target curse that reduces a hostile’s armour and missile resistance, leaving them ripe for the picking.
Plus, with the Znarkharja’s Ward active ability, the Lore of Death Hag Witch can bless her allies with a buff to Ward Saves.

AKSHINA AMBUSHERS

twwh3SoC_design_mother-ostankya-blog-post_akshina-ambushers-scaled.jpg

With a name like Akshina Ambushers, it’s no surprise that these agents of loyalty have an affinity for woodland. Often responsible for unexplained deaths across the lands, the Akshina Ambushers haunt their foes with murderous intent, hiding out of sight in wait for any messengers or travellers that happen to pass. They are also handy on the battlefield, however.
As ranged damage dealers with the Stalk and Vanguard attributes, these stealthy killers can swiftly pass through forests, surprising enemies with volleys of high damage, armour-piercing arrows. Plus, they maintain a high degree of accuracy at even the longest of ranges, making them the perfect snipers.

INCARNATE ELEMENTAL OF BEASTS

twwh3SoC_design_mother-ostankya-blog-post_elemental-beast-scaled.jpg

Summoned through savage rituals, the Incarnate Elemental of Beasts is legendary in the most literal sense – a Faceless Hunter to some, and the Horned Man to others. This half-human hybrid embodies the merciless hunger of the wild, having been driven to cruelty from countless infusions from the spirits of predators.
This unbreakable single unit boasts a unique, bound variant of a known Kislevite ability. With the Incarnate Flock of Doom, the Beast passively emits a damaging AoE that follows the creature wherever it goes. Coupled with its high damage output and speed, this beast is an infantry destroying machine.

THE THINGS IN THE WOODS

twwh3SoC_design_mother-ostankya-blog-post_thing-in-the-woods-scaled.jpg

The origins of the Things in the Woods are unknown, but one truth is very clear: the forces of Chaos tainted this creature, twisting it into a terrifying amalgamation of bone and muscle, and set it loose upon the enemies of Kislev.
With the might of an infantry-melting powerhouse, the Things in the Woods devours frontlines whole if left unchecked, ripping mere mortals in two with their jagged teeth and claws. It does, however, have a clear weakness, succumbing quickly to threats from arrows and gunfire. The Things in the Woods cannot remain out in the open for long…

UP NEXT​


And that’s a wrap on our introductions to the three Legendary Lords arriving in Shadows of Change!
But don’t stray too far from home just yet – our full Mother Ostankya showcase will be arriving shortly. And before you know it, you will be able to protect the lands of Kislev, spread mischief in the name of Tzeentch, or empower the compass as Grand Cathay yourself when Shadows of Change arrives alongside Update 4.0 on August 31st.
We’ll actually be back ever so slightly before that – the Update 4.0 Patch Notes will be with you on August 30th.
Until then!

Kek part:
OlOCIrI.png
"lay 'em on us" sounds like a scat fetish. It would explain the constantly decreasing quality of what they're putting out.
 

elverkongen

Learned
Joined
Apr 17, 2020
Messages
148
Pay more, piggies. So you can support garbage like this that will be closed in half a year.

Are there people, I mean actual people and not soulless twitter-addled automatons, that want this? It's so egregious, so overboard, that it seems like it's intended to mock the people it supposedly aims to represent.
 

Nirvash

Liturgist
Joined
Jan 20, 2017
Messages
1,160
Dunno, i feel GW is clearly asking from some extra clause/rates, and CE knows TW historical can't sustain them anymore, they are a bigass studio now.
Losing the warhammer license will legit kill them very fast, they got nothing else.

And now they wasted who knows how many millions on this hopeless service FPS (this shit was in development for SEVEN YEARS?!), they must be in full panic mode.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
The problem of all historical Total Wars - play one faction - played them all.
In Medieval the difference between french english, russian and turkish units are cosmetic, with veriety on some unique units and cavalry to infantry ratio. They play the same, they loos the same. The only difference so far was an attempt to simulate hordes and nomabds and that didn't help much. What unique resource can you add into a historical total war for a faction? Baguettes and frogs for french? Honor for Japan? Kebabs for turks? burgers for usa? vodka for Russia or beer for Germany? Fantasy setting allow they a plenty. Historical ones require at least EUIV approach, where all play the same but major countries have "addons" ina way of mechanics and abilities for them, making them unique plus idea tab.
Seriously those who remember Empire Total War miltiplayer can understand - I mean WHTW multiplayer are AGES, AEONS ahead of ETW in terms oа dinamism, fun and tactical options. ETW - everone sits and shoots artillery for 30 mins. Every engagement is the same because everyone has the same units - even Shogun had more veriety,where you had peasant armies, warrior monk armies of fucking kensai. Medieval and Empire is sad in that matter.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
There were always a meme units like turkish and indian irregulars that you swarm enemy with, but rarely had usage outside of memey situations. And aztecs werecolorful reskins of staple low-tier units. Nothing more
 
Joined
Jan 7, 2012
Messages
14,287
The problem of all historical Total Wars - play one faction - played them all.
Which wasn't a problem back when they were made. I've think I've only played half of the Rome/Medieval/Shogun factions. The problem is that now a game isn't worth making if you can't make sell at least another $100 worth of DLC. People don't buy DLC that adds a faction with slightly tweaked stats on the same basic units.

ETW - everone sits and shoots artillery for 30 mins.
It's a problem that gun-based TWs are just crap when it comes to tactics. It works for SP when the AI can send 2-3x your army size at you and you can win because the AI plays like a complete retard, letting you mow down thousands of troops with artillery/gatling guns/naval bombardments. But as soon as you're facing an opponent not making obvious tactical blunders its basically just watching two sides line up and pelt each other.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,031
Pathfinder: Wrath
Troy features unique mechanics for each faction without relying too much (or at all) on any mythological stuff.
 

Nirvash

Liturgist
Joined
Jan 20, 2017
Messages
1,160
Three Kingdoms was moderately successful, but that's it outside of WH.
TK crashed and burned after release, bad optimization killed it in asia and the west did not really care about general loubuolu e chinchanchong DLC.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,031
Pathfinder: Wrath
Troy features unique mechanics for each faction without relying too much (or at all) on any mythological stuff.
Troy was such a success not even the Russians can be assed to crack the latest version.
WH3 also isn't cracked the last time I checked. Very few people are willing to crack Denuvo these days.
 

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