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Greenskins Content Update Showcase!

Hello everyone!

Venris here!

Boyz, Boyz, Boyz! Greenskins showcase is here! It took a lot of time but the gitz are here now. Second showcase of The Green and The Grudge update is here!

Note: Info about Beta and Public release is at the bottom!

Note 2: Keep in mind that all numbers below are subject to change!

1. Greentide:

With Drunk Flamingo we were working very hard to make the greenskins interesting again. So we created the Greentide mechanic. In short, this mechanic gives you things depending on what you do. Greentide affect all aspects of your game and has 10 levels. Game starts at level 1 and by doing specific actions you can increase or decrease that level.  

 

To increase it you need to:

- win X battles

- succeed X agent actions

- research specific tech

- conquer a province

- sack X settlement

- slaughter X number of after battle captives

- get any lord to X level

- construct specific building

Things that lower it:

- lose battle

- rebellion

- after X turns

Note: Numbers for X are still in balance phase.

 

All of those actions can be repeated to get a level increase again. BUT that’s not all. Each action that increase the Greentide level also triggers special unique dilemmas with 4 different options so total of 24 options. So you want to spawn your own WAAAGH army? Or get 100% technology research rate but 100% higher construction cost for a few turns? Or insane bonuses in enemy territory but also huge penalties in your own? You can have it! Each time try picking something else and make the game as you want. Crazy and greenie!

 

2. Building system total rework:

Greenskins work like other factions in Warhammer, but why should they build the same way, or have the same growth values? Not anymore. Now greenies need a population surplus to build most buildings (like a horde faction). Gold is not a problem anymore for construction, only a token amount of gold is needed for buildings, because it’s needed for armies. But don't be afraid; all growth values are really insane for greenies.

 

New buildings are also added to reflect that idea. Gitz can now build 2 new growth buildings:

Shrooms - high replenishment and upkeep reduction with growth bonuses

Captives - captives bonuses with factionwide growth bonuses

There’s also something more personal for the Greenskins. Each of the three greenskin types, Savage Orcs, Boyz, and Gobbos, will be able to build their own special building chain, providing benefits and unlocking technologies. You can have all of them in one province to get different benefits and unlock new technology branches.

 

3. Technology changes:

Technology in vanilla was a placeholder, let's face it. I know that greenskins are not about research but it does not mean it has to be that bad. That's why the number of techs is increased by 28. Those are for specific greenskin types so Savage Orcs, Boyz and Gobbos. Each require a special building to unlock and have very strong buffs.

 

4. Post battle changes:

Shrooms Boyz are all about fighting so they don't focus on economy or buildings. That's why they received a total rework of post battle bonuses and 2 new raze options. Screenshots speak for themselves:

 

5. Legendary Lords additions:

Similar to Dwarfs, some Legendary Lords are much less interesting than other. Grimgor and Azhag need something unique and SFO is here to help.

Grimgor - da biggest orc will now have access to all types of heroes EVERYWHERE. He won't need any buildings to unlock heroes. Why? Because he can, because everyone listens to him. You got a problem with that?

Azhag - he is a big problem. Azhag in lore is a real bad boy. But in game, he’s meh… So free Raise Dead ability! Zombies for everyone! Feral Wyvern units only in his campaign? Why not! (Note: Feral Wyvern will be only available in campaign).

 

6. New unit and hero:

Greenskins received a lot of new units in the past but they did not receive the one that was most needed.

Colossal Squig - monster that has insane movement speed, defence aura when in melee and Squig Herd spawn on death. This crazy unit will go to both campaign and custom games. In campaign it will be recruited in a new Squig building level. 

Black Orc Big Boss - new type of hero that is very needed right now. Tanky and with set of different auras to buff your lines he will be the best hold the line hero for the tide. (visuals made by Dryrain) 

 

7. Balance stuff:

As you just read, da boyz will receive many buffs but also many rebalance changes. Their economy will be based mostly on battles and dilemmas choices. There are also some explosive secrets that I want to leave for release :).

This beta will be available for all Patrons on this Sunday 21.10.2018! Beta will be save compatible with public version. Public release is planned for Friday 26.10.2018.

To see the Dwarf’s part look here:

https://www.patreon.com/posts/dwarf-content-21659934

Have fun everyone, all of this good stuff is here only thanks to your support :).

Venris out! 

Greenskins Content Update Showcase!

Comments

nvm

will this be save game compatible?


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