What I'd love for the dwarves to encourage reclaiming of the the lost holds is to have the underway be an actual mechanic. Have claming a lost hold allow you to clear the underway allowing army transport like the sea lanes to allow mobility. To balance and make it more interesting make it a progressive thing where it takes time, money and the chance at a Skaven or Greenskin army spawns when upgrading. Maybe make it similar to the Geomantic web in that it encourages you building a network of them upgraded for bonus. One bonus I think would be really neat is the ability to recruit from connected provinces.
An Underway exploration mechanic would be great, exploring the lost parts of it for treasure/ancient artifacts etc from the dwarves glorious past. The more you delve the safer and more extended your underway travel. You can also delve too greedily and too deep and awaken ancient... things.
Awesome idea! I had a thought about the Geomantic Web: it should increase the attrition rate that enemy/unwelcome armies incur when they are in Lustria. The higher the level of the Geomantic pylons, the higher the rates of attrition, and at the highest level, tactical battles could give summonable feral dinosaurs and jungle swarms, and maybe one cast of Xholanka's storm.
Exactly what I'm hoping for as well. Maybe add special rewards for reclaiming certain key holds as well, e.g. items, RoRs, in the sense of "reclaiming the Karaz Ankor".
Sounds a lot like the WE trees littered throughout the map. A bit derivative, but honestly it's a pretty good idea. It would kinda be like a grander version of Belegar's quest to reclaim Eight Peaks.
I say bless you to people any time they do anything like that. They say I dont have to but I say its not a problem. Papa Nurgle would hate to see them miss their blessings.
I know a lot of people think Nagash might be the 100th lord who they are or atleast were planning to do something special for. I would also love to see the glotkin as I really like their lore, they where one of my favourite models to paint and I'm also curious how they would implement them
It's unlikely we'll ever see the Glottkin as CA and GW have repeatedly said they have no plans to include End Times specific units and characters. They don't really work for any other type of scenario either as they aren't just some random lord from the history.
14:22 while it would make sense to say that beastmen ain’t a superpower race in the lore, in the game they’re controlled by us, the players, who knows how to play the game and want to conquer the world. On the other hand, under the ai control, they remain true to their lore, a nuisance who just doesn’t pose a serious threat at all. So all in all, its all good imo.
I think that was more about the days when the beastmen got their dlc rework. They were just straigh up busted especially Taurox with his endless rampage one turn conquering whole kingdoms. The AI is always just a nuisance tbh no matter which faction
My brother was playing The Joan of Ark character in our coop playthrough and a beastmen faction literally ran halfway across the map just to raze one of his settlements then fucked off so now he is a beastmen racist and kills them on sight even when he's playing a chaos faction
Same goes for Greenskins and Rats. They are ridiculously powerful in the lore they just cant keep the direction they are heading to. But a player can rein them in.
How they progressively massacred a characterful faction from the beginning. Next they will probably do the same to dwarfs; the only faction without monsters.
Yeh. I've never been a 'fan' of the giant monsters. Idk if you play Magic the Gathering, but I've never got the need to include a Dragon card in every single set.... It feels like a "lowest common denominator" type of deal.
@@khelgarironfist3301 i was hoping they would just add machines, that would be more fitting, like war machines or flying airships. that would be more on theme than monsters.
Oh man, I've missed these videos. I know you were incredibly upset by the development direction (as were all other content creators), but thank you for standing by the game. We all want it to be great, so this is a refreshing kind of video for me. :)
I actually forgot that Phoenixes explode on death until this video lol I really hope that we get a Colleges of Magic feature as a reskin of the Ice Court for empire wizards and wizard lords. Personally I wish that the ice witch lords and empire wizard lords could only be recruited via these features, like how I wish that vampires could only be recruited via bloodlines.
I'm hoping bile trolls function as a kind of short range mortar. Firing their vomit up into the air, over the front line to take out archers. Otherwise they will share the same sort of roll as spawn and plague ogres. Although I could see plague ogres being anti large.
I still find it odd that regular Trolls don't have a vomit bound spell or something. Didn't they have that on tabletop at some point or were those only Bile Trolls?
I'd say with the addition of Frost wyrms, the Shard dragons are more than likely. Reusing models, animations and all that. Anyway, I'd much rather see Rune guardian than Shard dragon. But probably we won't get neither since the Thunderbarge will be the centerpiece unit of dwarfs in this DLC. And perhaps instead of a Slayer hero we will get a Valaya priestess, whom will buff army replenishment, reduce attrition and have some healing abilites.
I think Golems could work for the Dwarfs, if they're unit-capped like Dread Saurians are for the Lizardmen. In lore, yes they're rare and yes they haven't been used by the Dawi in milennia, but the whole point of TWWH is to play out the ultimate fantasy of each race, like reclaiming the Karaz Ankor for the Dawi. I think with that conquest can come the reigniting of old technology like Rune Golems. I don't buy into the argument that adding large units destroy the Dwarfs army identity, that people will be running around with armies with 10+ Golems in them. Again, unit caps make sense lore wise and also work to resolve this issue. Furthermore, the Dawi already have access to large units in both wh2 and wh3. Ogre mercenaries in wh2 and Outpost units in wh3, and neither "broke" the Dawi
Yes but Alarielle makes sense in her “sueness” (using sueness very broadly here) She’s the latest in a longline of spiritual heads with a direct connection to a goddess of life and nature. Elspeth is so powerful because… that’s just how von Drakken’s be.
What people think she "came out of nowhere" like Indie mentioned? Is it tabletop players who were playing before she got introduced? Because I'm someone who got into WH Fantasy after the first Total War game was announced; I learned about her on the wiki the at the same time as learning about all the Elector Counts.
Big agree on Nurgle keeping thwir theming and feel. It is fun to play with powerful mechanics for a while. But that isn't the only or even best way to make a faction fun. Chorfs are strong, sure. But their is one of the best DLCs CA has ever put out IMO because of the mechanics of balancing labor, raw materials, and armaments. It makes you think, keeps you on your toes, and gives you meaningful reasons to keep pushing the expansion efforts. And their campaign is never not fun because of it.
Agree with your hopes that CA doesn’t alter the Nurgle faction mechanics (ex. The cyclical buildings) too much. Yep, they’ve got issues (some find their play style very boring)but I would definitely like to see those issues fixed without compromising the factions uniqueness.
I don't want Nurgle to become thoughtless but I DO want Nurgle to become as powerful as the other Monogod factions. IMO this could be as simple as giving him some new stronger plagues that affect things more on a strategic scale. The big ones for me would be a plague which gives Dragon Emperor's Wrath tier attrition, a plague which damages enemy settlements, a plague which spawns cults, and a plague which spawns armies.
@@Dan-bq1dz Honestly Nurgle plagues are so weak that when I get one I'm just relieved it's not a Skaven plague. Think about how absurd that statement is. NURGLE's plagues aren't even the strongest plagues in the game.
I'm not sure if it's coded anti player bias or just my perception, but the spread of plagues as a player feels absolutely pathetic and the effects they have minimal. The AI has so many reductions against attrition and buffs against corruption that plagues only feel useful for buffing your own armies before a battle or to aid in replenishment.
My ideal changes for racial changes would basically be: All Factions: DLC units are added to Garrisons even if the DLC is not owned by the player. This means that Khorne Garrisons could now have Marauders, and the Empire could have their basic Archer unit. It also acts as an advertisement for those units in some ways. Nurgle: Plagues can jump between islands. Plagues can spread farther, but not as far as WH3's launch for RoC. Ku'gath moved somewhere, anywhere else. Nurgle factions ignore climate (they are the most severely impacted faction in the game by it). Tech tree entirely reworked. Empire: All unique State Troops given through the Prestige mechanic should have normalized Upkeep with their original counterpart unit, rather than doubled. (Double upkeep on a spear unit with 20% extra block and 30 more armor is insanity.) Some sort of mechanic to do with specializing Empire Knights, similar to Warriors of Chaos. Volkmar skill tree reworked, as of currently Flagellants just aren't even worthwhile for him. An Armor Piercing Flagellant unit. Slight building tree rework to give The Empire greater access to low tier units, so they can better access their intended role as a jack-of-all-trades faction. Dwarfs: Underway is restricted along certain paths. The Underway gives greatly enhanced movement range and chance to be intercepted. The Underway's path is viewable as a map overlay, similar to how you can view corruption now. Undercity buildings are granted all players for owning a Dwarfen Karak. This means that only the OWNER of the settlement gets access to this, basically as an Undercity on one of your own cities. These buildings would give the greatest benefit to Dwarfs, Skaven and Greenskins(least). Karaks would be a city designation like Dark Fortresses, but visible to all players. Dwarf Minor settlements would be able to be devoted to Religion or Mining, but are very weak, think Warriors of Chaos Outposts. Karaks would either be locked to and automatically start at a certain development level even if razed, or can simply progress to 1-8 instead of 1-5. Karaks have extra buildings, recruitment and more slots. Would be cool if high tier Karaks let you research multiple techs at once like in Empire Total War, not sure its possible to do. Using a look-alike of Clan Eshin's Clan Reputation System, Dwarfs must appease the various guilds of their society. This would give them single use landmarks placeable in any city once, that gives enhanced effects. The various reputation groups would not be in conflict with each other, the goal is to max out all of them. Certain buildings are marked as being associated with each guild, giving you reputation with them. Reputation offers you access to small tech tree branches and preferably either unique units that are reskins of other races, such as Grudge-rakers (blunderbusses) or extra RoR's. Oathgolds okay as is, but I've always disliked having things be unlimited. Less Oathgold, more limits is ideal to me. Making the Crafting UI faster or bulk crafting would be nice too. Book of Grudges similar to current functioning. Grudges can be gained as previously functioned. Grudges start at the beginning of the game, marking all Karaks on the map. These grudges progress VERY slowly. All Grudges that mark Karaks are successful if any Dwarf owns them, rather than just the faction in question. In diplomacy, a Dwarf is allowed to trade for a Karak without having a direct land connection. Dwarf Ownership of these Karaks unlock the max tier of associated buildings and provide marginal global buffs. OR All Karaks have an associated technology, similar to how Norsca does for Racial Capitals. I'd also personally love if unique Single Slot cities were added around the map, like how the Oak of Ages is. It would be a nice way to implement unique cities, like if the Brass Keep is owned by a non-Chaos faction. Castle Reiksguard, the other side of Lothern's port, Blood Keep and other unique doodads. These unique locations would make some areas of the map more interesting, and possibly offer cool start positions for some factions. This is all very outside the scope of this post though. Based on CA's current track record I am doubtful we will even get the Nurgle changes I've outlined, but here's to hoping. I am still shocked by how pathetic the Tzeentch, Cathay and Kislev reworks were. None of those factions needed heavy work, and bizarrely the easiest changes were never done.
I think a really cool way to make oath gold useful, make runegolems and rune guardians unit capped and you must use Oath gold to up said unit cap allowing for these powerful monster like units while keeping them limited by oath gold.
I like the idea of the use of the Underways to connect far flung holds.. however I do think you should be required to not only fight mini campaigns to clear those tunnel systems, but also to maintain their safety and stability. Something akin to caravans for the Chorfs.
@@jakobschoning7355Vehemently against them adding SEMs to the dwarfs. I think "subtraction by addition" is the perfect phrase for it. Kislev's basically been flanderized into a monster faction now, and I would hate for dwarfs to lose their flavor.
@@SL722-eo6zj SEM = Single Entity Monsters? Yeah I completely agree. I dont feel like the dwarfen roster needs much addition anyways. Maybe some Shieldbearers, and Ironbeards or Brewmasters as heroes i would find interesting. But primarily I feel like the Dwarfs need a mechanical overhaul, all their unique mechanics are severly undercooked and feel extreme dated when compared to something like Chaos dwarfs
One way to make Epidemius more enticing is spicing up his mount. Instead of just one wooden throne carried by Nurglings, like every other of Nurgle Herald. Maybe have a whole bunch of Nurglings stacked on top of each other, and it's a living Leaning Tower of Pisa. Or maybe reuse the huger palanquin used by Unclean Ones. Only instead of being filled by one giant fat dude, all the extra space is used for accounting junk like books and abaci/abacuses.
a single entity rune golem could be cool u could limit like how the dread saurian is needing a T5 building to it same thing with shard dragons cus they need to craft the collars for them it could be incredibly expensive through the crafting system
Konrad von Carstein would be great. just an absolute murderblender that you can get after a quest battle that is just shy of an avatar khaine in terms of killing, but probably very much nerfing magic just by being around due to his sheer ineptitude with it.
I just need a mechanic, like a quest battle, through which players can revive those legendary lords whose factions were destroyed before the player had a chance to confederate them.
A simple buff to solve some of Nurgles problems would be a passive heal on nurgle units but limited in scope. For instance have the buff be active only if the unit isn't engaged in melee or hasn't been engaged in melee for some time. This would solve the issue Nurgle has with ranged units combined with speedy units, such as most elven factions. This would force ranged factions to actually engage in the melee or lose most if not all their ammo firing into the passive heals.
After they made Festus having such strong infections for his plagues, for example missile resistance.... I am hoping kugath gets those too some day. Just the infections of Festus make me feel his plagues are better than the plaguefathers..... what is quite sad to me 🤔 So I little bit of missile resistance here and there would make nurgle a lot more enjoyable... With Festus they went to op in my opinion, as he gets even more missile resistance in the woc mechanic. 🤔
Hey, thanks for a little bit of credit! Feels nice. Though the post aint that original and I forgot about the Knights of Morr. But they are kind of forgettable to be honest.
I wished there was a way to hold miners on reserves and they don’t deploy as a unit then you could just get a charge of them as a summon each with a certain cooldown between. Still track experience and losses as normal, but have them come in as a summon.
Boris needs his cult, I also think the Red Duke needs his Black Grail Knights, I have a feeling we will either see them close to the end of the games history, if not before that, I do definitely believe we will see them enter the game at some point, but I also believe they will enter with their own special unique faction units.
I think that the shard dragon would work if they charge the lore on it. It be a Machine that was built to have razor sharp blades as scales and was a specialized infantry
I would actually love to see a rune golem as a garrison unit in special locations but I know that’s a lot of dev time for a unit people would just complain about not being available in a regular army. Great video as always.
I’d always thought that Thorgrim would benefit from an Elector Count style system where he could bring back the lost Karaks into the fold, perhaps being able to move between high tier settlements like the world roots if they’re connected, with a geomantic web style mechanic
The point you made about diluting the daawi character by adding SEMs really spoke to me as I felt this was a problem with shadows of change. Two human factions that had maybe 1 or 2 regiments added and just a bunch of SEMS which made them feel less unique
For empire. I want to see- A heavy line infantry. Hochland long rifles, to compete with crane gunners/jezzails. Another of the knightly orders, knights panther for example. Dwarfs- I just want blimps. Edit. Ah. I see we are on very similar wavelengths for the empire
24:56 It would be cool of you took a real army and made it into a cathay like caravan and then it has dilemmas where you fight goblin and skaven armies while you reach your destination
I think Valnir, if anything, would be the FreeLC character in much the same way as Aekold Helbrass was, given that they were the same sort of generation as both him and even Azazel. I guess all that remains then is Arbaal the Undefeated (which would be HELL cool)
@milkandcookiestTW What if similar to the motivation for conquering the Karaks, you unlock a singular Rune Golem type guardian per Karak. That way you're intrinsically motivated to conquer the holds to unlock these beefy core guardians of the holds that are simply not awoken yet
I would actually really like to see rune golems added, but not as a troll-style monstrous infantry unit. I want to see them as a slower but tankier version of Snow Leopards, maybe 45-50 speed and 120+ armor. Low stats, bonus vs. large, high AP, medium cost. I agree that monstrous units are not in line with the Dwarf feel in Warhammer, so I don't want to see lines of monstrous infantry or towering giants and dragons, but I think a smaller support unit would fit much better.
around 16:00 there's the topic of a lady on a dragon with lore of death not fitting the empire's vibe, but Sylvania is literally a fief of the empire, vlad von carstein was an elector count, there is a period of warhammer history where the vampires where in name at least subjects of the empire
I just wanna have an option to have some kind of lore accurate scenario play out on the map It feels nice the first 20 turns but then it get weird with lords being all over the place I wished some story element would be implemented in the map with factions being in their original locations I am allready happy with the invasion update since that triggers factions to be in their original spots to pop up
I wouldn't mind Rune Golems for Dwarves if they functioned similarly to Tree-Kin; a durable roadblock with some well needed unit mass to help dwarf front lines hold back against heavy mass units like monstrous infantry, chariots, and SEMs. I don't want Rune Golems being a unit to devolve the Dwarf roster into SEM spam.
You should also concider brand new beastmen unit for nurgle. Like Nurgle marked Tuskgors as early anti large unit monstruous cav for example, feel in it's place. We see that most of the time CA create brand new stuff and people only theorize about stuff that existed previously without taking the risk to predict what new stuff CA might create in term of units
Bugman works better as a legend you never see. And Spirit of Grungni should totaly act like a summon, activate the "spell" and it apears on the feild and starts bombing. Then after a time or after it takes enough damage it'll leave. Allow it to be casted multiple times and an upgrade tree that speeds up reload and repair times.
I am excited for ToD and any DLC that is planned for this game. However, I really would like CA to do one or 2 just really massive patches that purely are about QOL bug fixing, optimization and such, and just stuff to address the a lot of the jank currently in the game.
Those units that feel out of place in the Dwarfs playstyle could easily be implemented by making them very powerful but conditional and limited. Rune Golems should be a reward for clearing a huge goal, like taking a legendary lost hold or settling an ancient grudge. Having them should be a huge bonus you actively want to keep by managing your empire correctly. No idea about Shard Dragons though. Maybe a random event you can choose to engage in? Like a mix between Ogre mercenaries and Imriks dragonhunt? Obviously limited as well but also not recruitable to keep it novel. Having few of them would be alleviated by making them niche units instead of centerpieces and making them time limited as well would encourage you to use them as throwaways. Gotta kill those dragons after all. Both would have the problem of being centerpieces that you don't just get to use though.
16:04 What people think she came out of nowhere? Is it tabletop players who were playing before she got introduced? Because I'm someone who got into WH Fantasy after the first Total War game was announced; I learned about her on the wiki the at the same time as learning about all the Elector Counts.
I see your arguement for keeping the dawi feel the same, but i feel like the thunderbarge is the only other unit worth adding. You're gonna have to show me the dumblooking ax throwing machine in combat to sell me on that.
Malaki makes zero sense from a lore perspective as a lord. I think game workshop would slap that down really hard very quickly. Lore makes it very clear the only slayer that can lead armies is the slayer king himself he is the sole exception.
5:40 instead of Epidemius i prefer Horticulous slimux. Brings a new mount and is a herald too. 13:15 FINALLY someone takes a stance against everyone else about nurgle. Imo, nurgle needs a rework to the skill tree and increased mechanics, basically adding more plague recipes with ???, so that the player must combine diseases to discover them; Next buff would be to make the infrastructure building that cycles basic military gets upgraded to T5 max and starts cycling advanced military too; One of the plague recipes must be pox and violent spasms with the added effect of advanced cycle times and nurgle is fine.
@Foodisgood they aren't allowed now, because they used soul grinders that are from 40k, let's not forget that. The model for the Keeper of Secrets is from AoS, so there you go.
if there is a way to remove the malice thing from the crown or at least minimize it's affects so it does no harm or it can be countered. then it will be one artifact worth getting and using.
This dlc will be an instabuy if empire and dawi reworks are solid No amount of powercreep OP stuff will make me interested in trying a nurgle campaign though
I hope all races get great updates/reworks... I might try out playing over turn 20 with empire and dwarfs than 😅.... And it most likely will be the defining dlc, whether some day my vampires get a rework and new dlc too 😊
Here’s my thoughts on this. Nurgle: Have not played them much. I just kinda take it or leave it with them. Ku’gath’s campaign may sound weak in the beginning (or since they came out). But since the Champions of Chaos, they received some love by recruiting chaos warriors and knights to their army roster. Empire: I love the empire and am not satisfied with its current state. The Imperial system has been a rallying cry for everyone who has complained about the empire. I don’t mind the elector troops. i just find their 10 turn cooldown a bit tedious after the amount of effort you put in to take over or confederate the territory. In addition, once you take all the territory within the empire, there’s no reward for it similar to your stance on the dwarfs and the lack of rewards for reclaiming the lost holds. I was also displeased that CA got rid of the guild mechanic for the Empire. I really liked that system in TWW2. The infantry I think need some love (adding foot knights would be enough for me). I don’t have a problem with gunmen or artillery currently. I just want them accessible earlier in the game (seeing that Festus literally has beasts and that can tear through the empire very easily early on). Part of me wants to see the addition of more knight chapter houses. Dwarfs: the only thing I see for the dwarfs is the addition of a hero that gives replenishment bonuses for their armies and I think slayers need to have some sort of physical resistance buffs (make them as beefy as dwarf warriors or maybe longbeards but not tanky like ironbreakers).
Trust is a finicky thing, it tend to linger way longer than the corps expect. The next DLC may be great, but I wouldn't be surprised if it sells below expectations. It truly takes time and effort to turn expectations, they did the effort but I got a feeling they have to prove to many they can keep it up.
good to have a expedition mechanics for dwarfs as if it were like "caravans" to go search for holds and maybe fight to reclaim there, might just be a good idea, give me opinions guys!
What I'd love for the dwarves to encourage reclaiming of the the lost holds is to have the underway be an actual mechanic. Have claming a lost hold allow you to clear the underway allowing army transport like the sea lanes to allow mobility. To balance and make it more interesting make it a progressive thing where it takes time, money and the chance at a Skaven or Greenskin army spawns when upgrading. Maybe make it similar to the Geomantic web in that it encourages you building a network of them upgraded for bonus. One bonus I think would be really neat is the ability to recruit from connected provinces.
An Underway exploration mechanic would be great, exploring the lost parts of it for treasure/ancient artifacts etc from the dwarves glorious past. The more you delve the safer and more extended your underway travel. You can also delve too greedily and too deep and awaken ancient... things.
Awesome idea! I had a thought about the Geomantic Web: it should increase the attrition rate that enemy/unwelcome armies incur when they are in Lustria. The higher the level of the Geomantic pylons, the higher the rates of attrition, and at the highest level, tactical battles could give summonable feral dinosaurs and jungle swarms, and maybe one cast of Xholanka's storm.
Exactly what I'm hoping for as well. Maybe add special rewards for reclaiming certain key holds as well, e.g. items, RoRs, in the sense of "reclaiming the Karaz Ankor".
I just want Dwarves to be able to actually use their siege weapons when defending a siege.
Sounds a lot like the WE trees littered throughout the map. A bit derivative, but honestly it's a pretty good idea. It would kinda be like a grander version of Belegar's quest to reclaim Eight Peaks.
good burp, grandfathers proud
Nurgle cultist name checks out
@@Freekymoholmao that one lined up
I say bless you to people any time they do anything like that. They say I dont have to but I say its not a problem. Papa Nurgle would hate to see them miss their blessings.
Legit that part made me laugh out loud. Im clearly still a child
O
man I really hope this dlc delivers and performs well in sales. Really want to see the glotkin and nagash officialy in game
I can see even if they mess up Nagash will still made it into the game. But yeah i want to see glotkin or thanquol before this game dead
Holy shit glotkin, I didn't even think about that
I know a lot of people think Nagash might be the 100th lord who they are or atleast were planning to do something special for. I would also love to see the glotkin as I really like their lore, they where one of my favourite models to paint and I'm also curious how they would implement them
Nagash is guaranteed unless WW3 breaks out before then. Nagash is the ace in the hole and they will likely leave it as the very last dlc imo
It's unlikely we'll ever see the Glottkin as CA and GW have repeatedly said they have no plans to include End Times specific units and characters. They don't really work for any other type of scenario either as they aren't just some random lord from the history.
14:22 while it would make sense to say that beastmen ain’t a superpower race in the lore, in the game they’re controlled by us, the players, who knows how to play the game and want to conquer the world. On the other hand, under the ai control, they remain true to their lore, a nuisance who just doesn’t pose a serious threat at all. So all in all, its all good imo.
I think that was more about the days when the beastmen got their dlc rework.
They were just straigh up busted especially Taurox with his endless rampage one turn conquering whole kingdoms.
The AI is always just a nuisance tbh no matter which faction
Yeah pretty much
My brother was playing The Joan of Ark character in our coop playthrough and a beastmen faction literally ran halfway across the map just to raze one of his settlements then fucked off so now he is a beastmen racist and kills them on sight even when he's playing a chaos faction
@@JamesW609 as you should, my dude
Same goes for Greenskins and Rats. They are ridiculously powerful in the lore they just cant keep the direction they are heading to. But a player can rein them in.
It’s make or break baby!
Kinda agree with the SEM spam.
Kislev is now basically a monster faction
How they progressively massacred a characterful faction from the beginning. Next they will probably do the same to dwarfs; the only faction without monsters.
Yeh. I've never been a 'fan' of the giant monsters. Idk if you play Magic the Gathering, but I've never got the need to include a Dragon card in every single set....
It feels like a "lowest common denominator" type of deal.
@@khelgarironfist3301 i was hoping they would just add machines, that would be more fitting, like war machines or flying airships. that would be more on theme than monsters.
We love our Flanderization for easy marketability.
I heard Kislev Worships a Bear. So that means Bears on Everything. You get a Bear, you get a bear, everyone gets a Bear.
Oh man, I've missed these videos.
I know you were incredibly upset by the development direction (as were all other content creators), but thank you for standing by the game.
We all want it to be great, so this is a refreshing kind of video for me. :)
I actually forgot that Phoenixes explode on death until this video lol
I really hope that we get a Colleges of Magic feature as a reskin of the Ice Court for empire wizards and wizard lords.
Personally I wish that the ice witch lords and empire wizard lords could only be recruited via these features, like how I wish that vampires could only be recruited via bloodlines.
i have like 1000 hours in warhammer total war and never knew that
Yea, make Necromancers the default and Vamp Lords only in bloodlines. Feels like an obvious choice. Oh and make a Streig LL.
I'm hoping bile trolls function as a kind of short range mortar. Firing their vomit up into the air, over the front line to take out archers. Otherwise they will share the same sort of roll as spawn and plague ogres. Although I could see plague ogres being anti large.
Bile Trolls will definitely have poison attacks which is good, and I myself assume their vomit will be able to melt armored infantry, and corrode it
I imagine bile trolls might operate something like Flamers
I still find it odd that regular Trolls don't have a vomit bound spell or something. Didn't they have that on tabletop at some point or were those only Bile Trolls?
Yeah they all have a vomit attack in TT but I think they just have an animation in TWW@@HiddenEvilStudios
@@valnir1944 Ah, so I wasn't just imagining things. Thanks!
I'd say with the addition of Frost wyrms, the Shard dragons are more than likely. Reusing models, animations and all that. Anyway, I'd much rather see Rune guardian than Shard dragon. But probably we won't get neither since the Thunderbarge will be the centerpiece unit of dwarfs in this DLC.
And perhaps instead of a Slayer hero we will get a Valaya priestess, whom will buff army replenishment, reduce attrition and have some healing abilites.
Is kinda obvious that the wrym is the other way around
Wouldn't be suprise they yhe Shard dragon rig to do that
I think Golems could work for the Dwarfs, if they're unit-capped like Dread Saurians are for the Lizardmen. In lore, yes they're rare and yes they haven't been used by the Dawi in milennia, but the whole point of TWWH is to play out the ultimate fantasy of each race, like reclaiming the Karaz Ankor for the Dawi. I think with that conquest can come the reigniting of old technology like Rune Golems.
I don't buy into the argument that adding large units destroy the Dwarfs army identity, that people will be running around with armies with 10+ Golems in them. Again, unit caps make sense lore wise and also work to resolve this issue. Furthermore, the Dawi already have access to large units in both wh2 and wh3. Ogre mercenaries in wh2 and Outpost units in wh3, and neither "broke" the Dawi
I would accept them as campaign-exclusive units, like the Yoked Carnosaur Thorek gets. I think that's a good solution.
"They think Elspeth is a mary-sue". Alarielle exists XD
How is she a Mary-Sue? She fainted at the Battle of the Finuval Plain and had to be protected by Tyrion and when they were being hunted by N’Kari.
Yes but Alarielle makes sense in her “sueness” (using sueness very broadly here) She’s the latest in a longline of spiritual heads with a direct connection to a goddess of life and nature. Elspeth is so powerful because… that’s just how von Drakken’s be.
What people think she "came out of nowhere" like Indie mentioned? Is it tabletop players who were playing before she got introduced? Because I'm someone who got into WH Fantasy after the first Total War game was announced; I learned about her on the wiki the at the same time as learning about all the Elector Counts.
She is tho.
In warhammer, who isnt? Basically everyone "easily surpassed their masters at a young age", is a master tactician and eats giants for breakfast.
the rune golem could be the ultimate reward for restoring the Karaz Ankor and rediscovering lost knowledge
No, toss that garbage in the trash. Dwarfs don't need any giant units and there's already plenty of better content to work on than stuff like that.
@@G1ingy
I meant it more like amanar for vampire coast, a story goal and not as a real unit
Ignore the haters, I would love it.
I agree, that’s an excellent thought. Ignore Gingy lol
@@saff1killtoss that garbage in the trash-🤓
Big agree on Nurgle keeping thwir theming and feel. It is fun to play with powerful mechanics for a while. But that isn't the only or even best way to make a faction fun. Chorfs are strong, sure. But their is one of the best DLCs CA has ever put out IMO because of the mechanics of balancing labor, raw materials, and armaments. It makes you think, keeps you on your toes, and gives you meaningful reasons to keep pushing the expansion efforts. And their campaign is never not fun because of it.
Agree with your hopes that CA doesn’t alter the Nurgle faction mechanics (ex. The cyclical buildings) too much. Yep, they’ve got issues (some find their play style very boring)but I would definitely like to see those issues fixed without compromising the factions uniqueness.
"that diversity isnt always a good thing"
cough cough radious cough
Reiksguard Foot Knights (Bow & Halberd)
The mod is a mess with serious unit bloat.
Dwarf Crackheads (Fast for a Dwarf)
Even the perfectly acceptable and uncorrupted term "biodiversity" makes my facial muscles twitch.
Bloatdious
30 mins of my favorite kind of indypride videos.
Lookin forward to my empire lads.
I don't want Nurgle to become thoughtless but I DO want Nurgle to become as powerful as the other Monogod factions.
IMO this could be as simple as giving him some new stronger plagues that affect things more on a strategic scale.
The big ones for me would be a plague which gives Dragon Emperor's Wrath tier attrition, a plague which damages enemy settlements, a plague which spawns cults, and a plague which spawns armies.
A plague that makes armies switch allegiance for the duration perhaps?
Plagues are frustrating to suffer on the recieving end and feel anemic and terrible from the plague-casters POV. I hate that mechanic :(
@@Dan-bq1dz Honestly Nurgle plagues are so weak that when I get one I'm just relieved it's not a Skaven plague.
Think about how absurd that statement is.
NURGLE's plagues aren't even the strongest plagues in the game.
Recruitment is the no 1 issue and leads to such a boring game play loop for the faction although I agree plagues from the plague god are pathetic haha
I'm not sure if it's coded anti player bias or just my perception, but the spread of plagues as a player feels absolutely pathetic and the effects they have minimal. The AI has so many reductions against attrition and buffs against corruption that plagues only feel useful for buffing your own armies before a battle or to aid in replenishment.
That Nurgle-burp was on point.
So glad you are back. Gives me a Spark to play again.
The biggest argument I see for Todbringer is that the DLC is called ToD
I hope they rework the elector count system so its for Franz only. Give gelt hius own mechanic surrounding alchemy.
That would be tight.
It is kind of crazy Gelt doesn't have a full unique campaign mechanic.
I really like the unique Nurgle mechanics. Sure it could use some buffs, but it’s beautiful in that grotesque Nurgle way 💚
Having ever major karak have a landmark would be a start and when u connect far away karaks u should be able to travel them like a sea lane
It’s good to have you back, Indy.
My ideal changes for racial changes would basically be:
All Factions:
DLC units are added to Garrisons even if the DLC is not owned by the player.
This means that Khorne Garrisons could now have Marauders, and the Empire could have their basic Archer unit.
It also acts as an advertisement for those units in some ways.
Nurgle:
Plagues can jump between islands.
Plagues can spread farther, but not as far as WH3's launch for RoC.
Ku'gath moved somewhere, anywhere else.
Nurgle factions ignore climate (they are the most severely impacted faction in the game by it).
Tech tree entirely reworked.
Empire:
All unique State Troops given through the Prestige mechanic should have normalized Upkeep with their original counterpart unit, rather than doubled. (Double upkeep on a spear unit with 20% extra block and 30 more armor is insanity.)
Some sort of mechanic to do with specializing Empire Knights, similar to Warriors of Chaos.
Volkmar skill tree reworked, as of currently Flagellants just aren't even worthwhile for him.
An Armor Piercing Flagellant unit.
Slight building tree rework to give The Empire greater access to low tier units, so they can better access their intended role as a jack-of-all-trades faction.
Dwarfs:
Underway is restricted along certain paths.
The Underway gives greatly enhanced movement range and chance to be intercepted.
The Underway's path is viewable as a map overlay, similar to how you can view corruption now.
Undercity buildings are granted all players for owning a Dwarfen Karak. This means that only the OWNER of the settlement gets access to this, basically as an Undercity on one of your own cities.
These buildings would give the greatest benefit to Dwarfs, Skaven and Greenskins(least).
Karaks would be a city designation like Dark Fortresses, but visible to all players.
Dwarf Minor settlements would be able to be devoted to Religion or Mining, but are very weak, think Warriors of Chaos Outposts.
Karaks would either be locked to and automatically start at a certain development level even if razed, or can simply progress to 1-8 instead of 1-5.
Karaks have extra buildings, recruitment and more slots.
Would be cool if high tier Karaks let you research multiple techs at once like in Empire Total War, not sure its possible to do.
Using a look-alike of Clan Eshin's Clan Reputation System, Dwarfs must appease the various guilds of their society.
This would give them single use landmarks placeable in any city once, that gives enhanced effects.
The various reputation groups would not be in conflict with each other, the goal is to max out all of them.
Certain buildings are marked as being associated with each guild, giving you reputation with them.
Reputation offers you access to small tech tree branches and preferably either unique units that are reskins of other races, such as Grudge-rakers (blunderbusses) or extra RoR's.
Oathgolds okay as is, but I've always disliked having things be unlimited.
Less Oathgold, more limits is ideal to me.
Making the Crafting UI faster or bulk crafting would be nice too.
Book of Grudges similar to current functioning.
Grudges can be gained as previously functioned.
Grudges start at the beginning of the game, marking all Karaks on the map. These grudges progress VERY slowly.
All Grudges that mark Karaks are successful if any Dwarf owns them, rather than just the faction in question.
In diplomacy, a Dwarf is allowed to trade for a Karak without having a direct land connection.
Dwarf Ownership of these Karaks unlock the max tier of associated buildings and provide marginal global buffs.
OR
All Karaks have an associated technology, similar to how Norsca does for Racial Capitals.
I'd also personally love if unique Single Slot cities were added around the map, like how the Oak of Ages is. It would be a nice way to implement unique cities, like if the Brass Keep is owned by a non-Chaos faction. Castle Reiksguard, the other side of Lothern's port, Blood Keep and other unique doodads. These unique locations would make some areas of the map more interesting, and possibly offer cool start positions for some factions. This is all very outside the scope of this post though.
Based on CA's current track record I am doubtful we will even get the Nurgle changes I've outlined, but here's to hoping.
I am still shocked by how pathetic the Tzeentch, Cathay and Kislev reworks were. None of those factions needed heavy work, and bizarrely the easiest changes were never done.
Fantastic to see these videos back again!!! Great video!!!!!
I think a really cool way to make oath gold useful, make runegolems and rune guardians unit capped and you must use Oath gold to up said unit cap allowing for these powerful monster like units while keeping them limited by oath gold.
Brot - *BUUUUURP* Brother! Cheers! Glad to see you back at it again
I like the idea of the use of the Underways to connect far flung holds.. however I do think you should be required to not only fight mini campaigns to clear those tunnel systems, but also to maintain their safety and stability. Something akin to caravans for the Chorfs.
This DLC is really going to be the deciding factor for me of if I return to this game or not.
Same, the dwarf part in particular
@@jakobschoning7355Vehemently against them adding SEMs to the dwarfs. I think "subtraction by addition" is the perfect phrase for it. Kislev's basically been flanderized into a monster faction now, and I would hate for dwarfs to lose their flavor.
@@SL722-eo6zj SEM = Single Entity Monsters? Yeah I completely agree. I dont feel like the dwarfen roster needs much addition anyways. Maybe some Shieldbearers, and Ironbeards or Brewmasters as heroes i would find interesting.
But primarily I feel like the Dwarfs need a mechanical overhaul, all their unique mechanics are severly undercooked and feel extreme dated when compared to something like Chaos dwarfs
One way to make Epidemius more enticing is spicing up his mount. Instead of just one wooden throne carried by Nurglings, like every other of Nurgle Herald. Maybe have a whole bunch of Nurglings stacked on top of each other, and it's a living Leaning Tower of Pisa. Or maybe reuse the huger palanquin used by Unclean Ones. Only instead of being filled by one giant fat dude, all the extra space is used for accounting junk like books and abaci/abacuses.
a single entity rune golem could be cool u could limit like how the dread saurian is needing a T5 building to it same thing with shard dragons cus they need to craft the collars for them it could be incredibly expensive through the crafting system
What I DON'T expect is proper overhauls of the deficiencies in Nurgle and Empire mechanics. I desperately hope to be wrong on that matter.
Nurgle is the god of sloth, so thrones of delay is fitting honestly
Konrad von Carstein would be great. just an absolute murderblender that you can get after a quest battle that is just shy of an avatar khaine in terms of killing, but probably very much nerfing magic just by being around due to his sheer ineptitude with it.
5:12 "I'm afraid we'll have to use... MATH."
I just need a mechanic, like a quest battle, through which players can revive those legendary lords whose factions were destroyed before the player had a chance to confederate them.
A simple buff to solve some of Nurgles problems would be a passive heal on nurgle units but limited in scope. For instance have the buff be active only if the unit isn't engaged in melee or hasn't been engaged in melee for some time. This would solve the issue Nurgle has with ranged units combined with speedy units, such as most elven factions. This would force ranged factions to actually engage in the melee or lose most if not all their ammo firing into the passive heals.
After they made Festus having such strong infections for his plagues, for example missile resistance.... I am hoping kugath gets those too some day. Just the infections of Festus make me feel his plagues are better than the plaguefathers..... what is quite sad to me 🤔
So I little bit of missile resistance here and there would make nurgle a lot more enjoyable... With Festus they went to op in my opinion, as he gets even more missile resistance in the woc mechanic. 🤔
Hey, thanks for a little bit of credit! Feels nice. Though the post aint that original and I forgot about the Knights of Morr. But they are kind of forgettable to be honest.
what is a plague beast of Nurgle? tried to google it but only find stuff bout beast of Nurgle, is that the same?
@@lessmina4998 it's a Nurgle greater chaos spawn.
I wished there was a way to hold miners on reserves and they don’t deploy as a unit then you could just get a charge of them as a summon each with a certain cooldown between. Still track experience and losses as normal, but have them come in as a summon.
Boris needs his cult, I also think the Red Duke needs his Black Grail Knights, I have a feeling we will either see them close to the end of the games history, if not before that, I do definitely believe we will see them enter the game at some point, but I also believe they will enter with their own special unique faction units.
I just finally wrapped up my last TWW2 campaign last night! I guess I can move to this one now...
I think that the shard dragon would work if they charge the lore on it. It be a Machine that was built to have razor sharp blades as scales and was a specialized infantry
Kragg the Grim is also one named Dwarf character with a tabletop model not yet included in TWWH, so he might be the Hero option as well.
I would actually love to see a rune golem as a garrison unit in special locations but I know that’s a lot of dev time for a unit people would just complain about not being available in a regular army. Great video as always.
Awesome video! I am extremely excited for this DLC. All my favorite factions at once getting updates. 😊
I just want to emit I gave a little chuckle to the Thrones of Delay line
I also hope they add more incentive for the player to reconquer lost dwarven holds in a way that feels rewarding.
I’d always thought that Thorgrim would benefit from an Elector Count style system where he could bring back the lost Karaks into the fold, perhaps being able to move between high tier settlements like the world roots if they’re connected, with a geomantic web style mechanic
That lore for the crown is sick, looking forward to the gameplay effects.
I remember seeing it pop up in a white dwarf years back. Nice to see it come back into relevance
How would you feel about just rune golems being added, without the shard dragons? And maybe give them an oathgold recruitment and upkeep cost?
The point you made about diluting the daawi character by adding SEMs really spoke to me as I felt this was a problem with shadows of change. Two human factions that had maybe 1 or 2 regiments added and just a bunch of SEMS which made them feel less unique
Also, totally agree with your thoughts on the dwarfs
For empire. I want to see-
A heavy line infantry.
Hochland long rifles, to compete with crane gunners/jezzails.
Another of the knightly orders, knights panther for example.
Dwarfs- I just want blimps.
Edit. Ah. I see we are on very similar wavelengths for the empire
A Dwarf legendary lord that focuses on engineering is exactly what I've been asking for. Here's hoping.
24:56 It would be cool of you took a real army and made it into a cathay like caravan and then it has dilemmas where you fight goblin and skaven armies while you reach your destination
Tamruakhan was during the great war of chaos several hundred years prior, though granted, he is the reason praague was put to the torch.
I think the rune golem and shard dragon showing up like thoreks carnosuar would be cool
Has Epidemus the Tallyman of Nurgle been added yet or we still waiting for Nurgles secretary to join the game?
I think Valnir, if anything, would be the FreeLC character in much the same way as Aekold Helbrass was, given that they were the same sort of generation as both him and even Azazel. I guess all that remains then is Arbaal the Undefeated (which would be HELL cool)
@milkandcookiestTW What if similar to the motivation for conquering the Karaks, you unlock a singular Rune Golem type guardian per Karak. That way you're intrinsically motivated to conquer the holds to unlock these beefy core guardians of the holds that are simply not awoken yet
When do you think they will do a reveal trailer? First Thursday in April?
Thanks for the video
I would actually really like to see rune golems added, but not as a troll-style monstrous infantry unit. I want to see them as a slower but tankier version of Snow Leopards, maybe 45-50 speed and 120+ armor. Low stats, bonus vs. large, high AP, medium cost.
I agree that monstrous units are not in line with the Dwarf feel in Warhammer, so I don't want to see lines of monstrous infantry or towering giants and dragons, but I think a smaller support unit would fit much better.
around 16:00 there's the topic of a lady on a dragon with lore of death not fitting the empire's vibe, but Sylvania is literally a fief of the empire, vlad von carstein was an elector count, there is a period of warhammer history where the vampires where in name at least subjects of the empire
I just wanna have an option to have some kind of lore accurate scenario play out on the map
It feels nice the first 20 turns but then it get weird with lords being all over the place
I wished some story element would be implemented in the map with factions being in their original locations
I am allready happy with the invasion update since that triggers factions to be in their original spots to pop up
I wouldn't mind Rune Golems for Dwarves if they functioned similarly to Tree-Kin; a durable roadblock with some well needed unit mass to help dwarf front lines hold back against heavy mass units like monstrous infantry, chariots, and SEMs. I don't want Rune Golems being a unit to devolve the Dwarf roster into SEM spam.
I think Sayl the Faithless should be a DLC Legendary Hero for Norsca, Demons, and Warriors of Chaos
Lol took me back with the Ana morph. Good ol days
We want those 3 brothers
You should also concider brand new beastmen unit for nurgle. Like Nurgle marked Tuskgors as early anti large unit monstruous cav for example, feel in it's place. We see that most of the time CA create brand new stuff and people only theorize about stuff that existed previously without taking the risk to predict what new stuff CA might create in term of units
Pestigors! certainly a possibility
10:17 :)) lmao, missed you man! CA slowing down on their expansions means less lore rich and eloquent commentary from yourself!
Bugman works better as a legend you never see. And Spirit of Grungni should totaly act like a summon, activate the "spell" and it apears on the feild and starts bombing. Then after a time or after it takes enough damage it'll leave. Allow it to be casted multiple times and an upgrade tree that speeds up reload and repair times.
POV: You killed the Maggot Lord.
.
Maggot Lord: I AM ASSUMING DIRECT CONTROL.
I am excited for ToD and any DLC that is planned for this game. However, I really would like CA to do one or 2 just really massive patches that purely are about QOL bug fixing, optimization and such, and just stuff to address the a lot of the jank currently in the game.
So excited for the DLC!
Shield bearers for the dwarfs.
24:04 1000% that;s why i haven't played the dwarves in ages. they have no long term goals like alot of the other factions do.
World roots like system for the Dwarfs between Holds would be nice.
Those units that feel out of place in the Dwarfs playstyle could easily be implemented by making them very powerful but conditional and limited. Rune Golems should be a reward for clearing a huge goal, like taking a legendary lost hold or settling an ancient grudge. Having them should be a huge bonus you actively want to keep by managing your empire correctly.
No idea about Shard Dragons though. Maybe a random event you can choose to engage in? Like a mix between Ogre mercenaries and Imriks dragonhunt? Obviously limited as well but also not recruitable to keep it novel. Having few of them would be alleviated by making them niche units instead of centerpieces and making them time limited as well would encourage you to use them as throwaways. Gotta kill those dragons after all.
Both would have the problem of being centerpieces that you don't just get to use though.
I'm imagining ironbreakers with drake pistols being similar to free company militia, but lower in numbers, and super well armoured
Could just be a straight upgrade or sidegrade replacing the blasting charges with the pistols like with the kislev infantry.
16:04 What people think she came out of nowhere? Is it tabletop players who were playing before she got introduced? Because I'm someone who got into WH Fantasy after the first Total War game was announced; I learned about her on the wiki the at the same time as learning about all the Elector Counts.
I see your arguement for keeping the dawi feel the same, but i feel like the thunderbarge is the only other unit worth adding. You're gonna have to show me the dumblooking ax throwing machine in combat to sell me on that.
Josef Bugman would make a great LH imo. With Malakai as a LL. A Slayer Engineer pack as a base with other missing things added on
Malaki makes zero sense from a lore perspective as a lord. I think game workshop would slap that down really hard very quickly. Lore makes it very clear the only slayer that can lead armies is the slayer king himself he is the sole exception.
5:40 instead of Epidemius i prefer Horticulous slimux. Brings a new mount and is a herald too.
13:15 FINALLY someone takes a stance against everyone else about nurgle. Imo, nurgle needs a rework to the skill tree and increased mechanics, basically adding more plague recipes with ???, so that the player must combine diseases to discover them;
Next buff would be to make the infrastructure building that cycles basic military gets upgraded to T5 max and starts cycling advanced military too;
One of the plague recipes must be pox and violent spasms with the added effect of advanced cycle times and nurgle is fine.
Horticulous slimux is only for Age of Sigmar and Warhammer 40k. They aren't allowed to use characters exclusive to those franchises.
@Foodisgood they aren't allowed now, because they used soul grinders that are from 40k, let's not forget that.
The model for the Keeper of Secrets is from AoS, so there you go.
@@Razielts1 Soul grinders are part of the daemons of chaos armies in 8th edition of warhammer not just 40k.
if there is a way to remove the malice thing from the crown or at least minimize it's affects so it does no harm or it can be countered. then it will be one artifact worth getting and using.
I could get on board with the Rune Golem if it was like the Tier V constructs for Tomb Kings. You get 1 for a Tier V building.
A gunpowder focused dlc would be amazing! Hope this prediction is accurate
I enjoyed the video, thank you 🙂
Seeing Kislev get the ridiculous frost wyrm makes me worried they'll put shard dragons and golems in for the dwarfs
This dlc will be an instabuy if empire and dawi reworks are solid
No amount of powercreep OP stuff will make me interested in trying a nurgle campaign though
I hope all races get great updates/reworks... I might try out playing over turn 20 with empire and dwarfs than 😅....
And it most likely will be the defining dlc, whether some day my vampires get a rework and new dlc too 😊
Here’s my thoughts on this.
Nurgle: Have not played them much. I just kinda take it or leave it with them. Ku’gath’s campaign may sound weak in the beginning (or since they came out). But since the Champions of Chaos, they received some love by recruiting chaos warriors and knights to their army roster.
Empire: I love the empire and am not satisfied with its current state. The Imperial system has been a rallying cry for everyone who has complained about the empire. I don’t mind the elector troops. i just find their 10 turn cooldown a bit tedious after the amount of effort you put in to take over or confederate the territory. In addition, once you take all the territory within the empire, there’s no reward for it similar to your stance on the dwarfs and the lack of rewards for reclaiming the lost holds. I was also displeased that CA got rid of the guild mechanic for the Empire. I really liked that system in TWW2. The infantry I think need some love (adding foot knights would be enough for me). I don’t have a problem with gunmen or artillery currently. I just want them accessible earlier in the game (seeing that Festus literally has beasts and that can tear through the empire very easily early on). Part of me wants to see the addition of more knight chapter houses.
Dwarfs: the only thing I see for the dwarfs is the addition of a hero that gives replenishment bonuses for their armies and I think slayers need to have some sort of physical resistance buffs (make them as beefy as dwarf warriors or maybe longbeards but not tanky like ironbreakers).
It's either a banger or the final nail in the coffin
I hear more empire, I instantly like DLC
I am simple Karl Franz Enjoyer
Pestigors are more or less guaranteed what with the beastmen recruitmen having a marked gors section.
Trust is a finicky thing, it tend to linger way longer than the corps expect.
The next DLC may be great, but I wouldn't be surprised if it sells below expectations.
It truly takes time and effort to turn expectations, they did the effort but I got a feeling they have to prove to many they can keep it up.
I think Khorne vs the Cult of Ulric makes more sense to me. Maybe with Kislev in there and call it the war of wolves or something similar
good to have a expedition mechanics for dwarfs as if it were like "caravans" to go search for holds and maybe fight to reclaim there, might just be a good idea, give me opinions guys!