![]() Fixed a crash that could occur when the game held data for province governorship for factions that did not own the province capital. ![]() A crash that could occur when siege towers dock on adjacent wall pieces which are perpendicular to each other has been fixed.Fixed an end of turn crash when Gotrek was killed at an inopportune time, causing a memory access issue.A potential crash when going into battle due to the clean up of military forces when leaving the campaign has been fixed.FPS drops when the Province tab is open should no longer happen.Fixed a softlock when trying to declare war on a player faction with which you have a pending diplomatic negotiation.Fixed an issue which caused modded/custom characters to crash the game when opening the Recruit Lord/Hero UI.But let befuddlement be no more – we’ve added an extra button to the Campaign Selection menu that does the choosing for you, picking a random race and Legendary Lord to take into your next campaign. For most fights they’ll end up sitting around half dead or getting stuck because of pathing issues that still occasionally plague the game, so don’t bother with Chariots.RACE RANDOMISATION IN IMMORTAL EMPIRES (FREE)įeeling a bit bedazzled by the number of options when kicking off a new Immortal Empires campaign? Their leadership is low, and if they take sustained missile fire they rout frustratingly fast. They're only good when they're pushing through a thin line of swordsmen or something smaller as any model object larger than them will make them stop dead in their tracks. Unless you can guarantee fights that require charging into the back lines, they’re pretty useless. Marauder Chariots: Save yourself some gold and don’t buy Marauder Chariots. Their Vanguard deployment makes them great at herding enemy armies into a large ball before the main force arrives, but their low armor makes them vulnerable to being picked off at range. But if they get stuck and surrounded it’s game over. These Doggos of the Frozen North are good boys when it comes to ambush attacks on Archers, Siege Engines, and routing units. ![]() Norscan Warhounds: Marginally better than Feral Manticores. The most you'll need is one or two in an army, any more and you're just asking for trouble. Though they have very little ranged protection and if caught in melee they die pretty quickly. Though they're easy to route, they provide both Axe and Javelin throwing variants which specialize them into either Anti-Infantry or Anti-Large so there's some nice adaptability going on. Marauder Horsemen: Ranged skirmishers on horseback, Marauder Horsemen are great for wearing down big monsters or infantry as they get close to your battle lines. They're also very cheap, so it's easy to churn out a horde of them pretty quickly, especially if you're taking on some of Throgg's special hunting missions. Their range is decent and their Armour-Piercing makes them good at taking down some of the big tough monsters, which makes sense as they are Hunters after all. There are Javelin and Axe-Throwing variants, with one being marginally better at melee than the other. Marauder Hunters: If you’re looking for a good ranged option then the Marauder Hunters are what you need.
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