X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • #91
    Et voila, je savais que ce forum est pas bon pour mon porte monnaie... Je m'étais résigné à ne pas débourser 14€ dans ce dlc que je trouve insultant, mais avec tous vos commentaires, vos arguments j'ai du me le prendre...
    J'suis vraiment un mouton sur ce forum :P
    On verra si mes craintes sont vrai ou pas, j'espère me tromper et que ce dlc vaut réellement l'argent qu'on y met.
    Mais perso, je sens que je vais plus aller sur l'homme arbre, je me souviens que trop bien avoir passé pas loin de 3 jours pour le peindre et lui coller des branches et des herbes.

    Commentaire


    • #92
      Envoyé par Anleal Voir le message
      Et voila, je savais que ce forum est pas bon pour mon porte monnaie... Je m'étais résigné à ne pas débourser 14€ dans ce dlc que je trouve insultant, mais avec tous vos commentaires, vos arguments j'ai du me le prendre...
      J'suis vraiment un mouton sur ce forum :P
      On verra si mes craintes sont vrai ou pas, j'espère me tromper et que ce dlc vaut réellement l'argent qu'on y met.
      Mais perso, je sens que je vais plus aller sur l'homme arbre, je me souviens que trop bien avoir passé pas loin de 3 jours pour le peindre et lui coller des branches et des herbes.
      C'est marrant, moi je trouve que ce forum est plutot du genre à être contre les DLC et à critiquer CA en permanence comme quoi...

      Commentaire


      • #93
        https://www.facebook.com/TotalWar/vi...4136887994842/
        les lanceuses de sorts sylvaines

        Commentaire


        • #94
          elles balancent quels types d'unités ces sorcières ?

          Commentaire


          • #95
            des Guerriers du chaos je pense (grands humains en armure )

            Commentaire


            • #96
              Je confirme c'est du chaos.

              Commentaire


              • #97
                vidéo de bataille:

                Commentaire


                • #98
                  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

                  Commentaire


                  • #99
                    Les danseurs de guerre :
                    https://video-cdg2-1.xx.fbcdn.net/v/...ed&oe=5844BBFA

                    Commentaire


                    • 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

                      Commentaire


                      • 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

                        Commentaire


                        • 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

                          Commentaire


                          • 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.

                            Commentaire


                            • 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.

                              Commentaire


                              • 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

                                Commentaire

                                Chargement...
                                X