Thursday 27 July 2017

General progress update

Just a quick heads'up. Orcs & Goblins are almost finished now, and should hopefully be released this weekend if I'm not too busy at work. Currently working on adding all artwork and graphics to the book, and then I only need to finish the credits, summary and introduction before it will be all set.

This week I've also been going through all the WFRP books as well as other lorebooks and CCG's to make sure I don't miss out on any artwork not included in the normal army books. After sorting though some 30 books and 3000 pictures I think I got pretty much all of them.

In other news, I also found a way of speeding up the OCR process and lower the amount of manual editing needed, which will also save quite a bit of time for books in the future.

I have also been going through the Warriors of Chaos book and started to assemble their background section a bit to get a feel for how long the book might be. As it looks right now, it might not be too overbearing, thus making it possible that I will skip the Chaos Expansions and just include everything in one book instead. This remains to be seen though. 

Lastly, as many people are wondering how far along any book release is, I've added a "percentage complete" estimate to the update order so you will have a better idea how soon each book can be expected to be released. This can naturally still vary based on how much time I have to work on the books as well finding new material (the Empire book has been a bit of a pain in that regard due to the huge number of WFRP books set there, which means more material to go through).

33 comments:

  1. What about your "Special Characters" book, Sir? :|
    Will you redo that?
    Thank you.

    ReplyDelete
    Replies
    1. Yes and no. While I am unlikely to update the Special Characters book itself, most of the characters in it will instead be included in the various army books they belong too. The characters that will not be included were generally campaign characters will little background and special rules, and will not be missed much. They might make a return if I decide to update the various campaigns they were released in however.

      Delete
    2. Thanks for reply.
      Keep the great work going!

      Delete
    3. Can you give an example of a Campaign character?
      Thanks

      Delete
    4. All of the Bretonnian characters in the Special Characters book, for instance, come from the Circle of Blood and Perilous Quest campaigns.

      Delete
    5. If anything, the SC book can be restricted into a Champions of Chaos book like that old supplement, since there are too many WoC special characters to fit within the main book.

      Delete
  2. Just some minor things.
    -Dural Durak from Albion does not have access to the Lore of Light.
    -Hurled Heads (Albion) and the Great Throwing Spear (Ogre Kingdoms) are thrown weapons so they should be reliant on the strength of the user just like every other thrown weapon.
    -The Wrap with Chain ability that Slave Giants use should be nerfed, as of now, it's even stronger than the regular Giants Thump with Club. Perhaps make it a single automatic hit that rolls To Wound against strength. I still think that Wrap With Chain and Thump With Club should inflict D6 wounds since the average of 7 will kill almost every monster and savagely wound the strongest ones.
    -The Mastodon from Albion and the Ramhorn from the Beastmen have the exact same points cost even though the Ramhorn is undeniably the stronger beast. I also think that Mastodons should have 5 attacks since that appears to be the minimum for monsters.
    -Since you've made it that players choose their spells, have you considered giving every unique wizard a set in stone spell list?

    ReplyDelete
    Replies
    1. - Will fix.
      - Will fix.
      - Need to look into that one, thanks for bringing it up.
      - Will look into that one too.
      - Don't think that's necessary, I'd rather not force a certain playstyle on anyone. Many SC's cna use multiple lores anyway, so restricting them to max 4 spell would be a real downer for most players I'd imagine.

      Delete
  3. a couple of days ago i read something about the greenskin magic and i have to agree.
    give em some spice please they really need it.
    there is a lack of opportunities for them and the powerlevel is quite low compared to all other races.
    lore of beasts is a good idea since grimgork was the avatar of ghur during endtimes. or give them two option per spell augment/hex more damge/magic missile.

    keep going with your work and thank you for it

    ReplyDelete
    Replies
    1. As mentioned below, other Lores would not really fit for O&G as they don't use the Winds of magic like other races. I will see if it might be possible to add another signature spell though.

      Delete
    2. Maybe you add special spells based "species" like a savage orc shaman could be differentiated from a orc shaman. Also could work for standard,night and forest goblins just to make the "species" more distinct.

      Delete
    3. Spider/poison themed for Forest Goblin
      Tricks/Drugs themed for Night Gob
      Feral/Snake themed for Savage Orcs

      :) like it

      But Matthias gonna hate us, the O&G book is almost finished XD

      Delete
    4. Haha yeah, that would require quite a bit too muh work, and frankly be too many Lores since there are 5 different types of shamans all in all. I think it being differentiated between Orcs and Goblins is enough, the different variations within is not big enough to warrant completely unique lores imo.

      Delete
    5. I wasn't thinking unique lores fully but maybe a unique spell or two depending on clan.But i do not want to halt progress so you do you my man I'll still love the book all the same.

      Delete
  4. O&G never was a magic race, they are a brutish faction with a crude magic... moreover Lore dont fit. Orcs turning into bear or growing wings ? Really ?

    ReplyDelete
  5. Though I agree with them not having it, an orc shaman jabbering, waving a stick and suddenly doubling in size like somthing out of batman Arkham would fit the lore. As would casting a spell to fly to the the other side of the field Nd either blasting off like a storm boy, teleporting, or being carried by the literal seat of his pants as if somone had sprinkled fairy dust on them

    ReplyDelete
  6. Flails are listed as having Strength Bonus (+2), but without the 8th Ed. restriction "* A flail's strength bonus applies only in the first round of close combat."

    I assume this is an unintentional omission, but if not please let me know (I'm using Cathay Dragon Lancers which allow a choice between halberds/polearms and flails, if the omission is intentional then flails are objectively better).

    Thanks

    ReplyDelete
    Replies
    1. Also, are Repeater Crossbows (including the Cathayan RC) meant to be "move or fire" like normal crossbows, or not, as is written?

      Delete
    2. Strength Bonus is a special rule, it's different from constant +2S that great weapons have. Flails work the same as 8th ed.

      Repeater crossbows are move and fire since they come with pre-loaded magazines, none of that pesky manual reloading of manual crossbows here! ;)

      Delete
  7. - According to Tome of Corruption, Gaves are often highly regarded by other Beastmen, so can they be made into a support hero or special kind of sergeant?
    - Can the Flayerkin be included in the Skaven book (or a potential Moulder variant list), since they were part of the old Hell Pit list?
    - Is it possible to add Helman Ghorst and Alberic from TW: Warhammer?
    - Is that old Blood Chariot even relevant anymore? Their 6E incarnation had zero fluff and were removed in 7E, before coming back in a (much more unique imo) form as Blood Thrones and Skull Cannons.
    - Lietpold's name is quite often misspelt as 'Leitpold' in the DoW book.
    - How long do you currently expect each Chaos God xpack to be?

    ReplyDelete
    Replies
    1. - Well, a Gave is really just a beastmen that have been born to human parents and is considered a gift, there's nothing special about their skills as such.
      - As they are mainly human and really only used by WoC in sieges, I don't think they fit that well in the Skaven book. If I make a hell pit list though, then sure.
      - Helman will be added yes, Alberic has very little in terms of background and no art either.
      - We will see, it's possible I will make quite a few alerations to the DoC list when I start working on their book more.
      - Will fix that, thanks.
      - Really difficult to say right, but maybe 20-30 pages or so.

      Delete
  8. Just Curious, are you going to implement region specific special rules for the empire? I mean that regiments linked to a region or city, for example handgunners from Nuln, have a bonus or a disadvantage of some kind?
    Aside from that I just love your work!

    ReplyDelete
    Replies
    1. Not at the moment I'm afraid, but I might make a separate release of famous Empire regiments from the various provinces later on.

      Delete
  9. I don't know if you play any Total War: Warhammer Mathias, but have you given any thought to giving your Norse army book more of an Warhammer feel to it in a similar fashion? Don't get me wrong, I like your Norse book, but it is much more strongly influenced by our real-life valhalla-based mythology than warhammer as such. Granted, GW has more than blurred the lines in the past too, so I don't fault you for taking in that direction at all. Just curious if you have given any thought to taking it that way yourself?

    ReplyDelete
    Replies
    1. I have, actually. Right now, it's based on a combination of background from WFRP1 and WFRP2, the intention was to make it so that the Norse essentially worship the Chaos gods under different names, but this might need to be clarified further. I will look into this once I finish all other army books.

      Delete
    2. Ok. Cool. It will be interesting to see when the time comes. The sort of half-chaos idea makes the Norsca faction quite intriguing. If you need any help with ideas for unit rules and such, I'd be happy to spitball ideas with you as it were.

      Delete
    3. Well, I'm not really plannin on changing the rules as such, just updating the fluff so it's more consistent with the current Norse background.

      Delete
    4. I understand. Already lots of work behind it, so I have no problems understanding your reluctance to almost have to start from scratch again as it were. I don't know if you've seen the Norsca update dlf for total war, but one thing I found intriguing was that they ha fitted the Fimir inn there too, and I think that it actually fits rather well overall. I also liked that they had Wulfric (a norse character if there ever was one) and Throgg (not strictly what you'd consider a chaos champion) as the lord options.

      Delete
  10. Hey, my friend and I are finding that the new magic rules make level 1-2 wizards much less viable since they have limited power dice usage but the opponent is not limited in their dispel dice usage, which makes magic less usable in sub 2000 pt games unless you bring a wizard lord. Was this intended, or am I missing something?

    ReplyDelete
    Replies
    1. Yes, and no. It's true that having lower level wizards means that you cannot cast as powerful spells as a level 4 wizard, but you can have more versatility with 2 magic lores and it's less eggs in one basket. You should still be able to use as many power dice, only spread onto more, weaker spells instead of fewer but more powerful ones.

      Delete
  11. Kudos man! It's really great you're doing all this. Keep the Warhammer fluff alive! ;D

    ReplyDelete

Note: only a member of this blog may post a comment.