7 просмотров
Рейтинг статьи
1 звезда2 звезды3 звезды4 звезды5 звезд
Загрузка...

Total War: Warhammer II will soon be getting a free; The Laboratory; mode

The Laboratory FAQ

What is The Laboratory?

The arcane and dangerous machinery of Clan Skryre blends the dangerous powers of Warp energy with the brilliant but unhinged nature of Skaven ingenuity. At the very cutting edge of technology the winds of magic mix freely with the madness of a corrupted science. Through twisted machinery, and the stench of poisonous fumes, perhaps you too can divine the very future of warfare…

The Laboratory offers a brand new free game mode for Total War: WARHAMMER II, designed in collaboration with Intel®. It introduces a custom battle playground with 16 different sliders to tinker and play with to push your battles to new and ridiculous levels of mayhem.

While all players will be able to play in The Laboratory, it is entirely free of any minimum or recommended specification guidance. As a result, sliders that effect GPU or CPU performance can easily override your main performance settings unless you have a very high-powered PC. This can negatively impact your frame rate or likely cause gameplay behaviours you won’t see in the main game.

This is intentional and very much the point of The Laboratory!

See the trailer, here: https://www.youtube.com/watch?v=qLSezK6_N5w, for more info on what’s possible.

When can I play with The Laboratory? Do I have to pay?

The Laboratory game mode will be available in a free update for Total War: WARHAMMER II on the 14th of December. It will automatically be added into the game in an update on that day, and you can access it from the main menu, under ‘Battles’.

What can I do with The Laboratory?

The Laboratory will allow players to tamper with 16 sliders that drastically change the makeup of a traditional Total War battlefield. Players can ramp up the unit sizes to have horizon-spanning hordes of clan rats, remove or lower gravity to see enemies fly through the air and increase impact force to see unparalleled destruction amongst your enemies’ ranks.

It’s very much a toybox to play with, and subtle changes and combinations of the sliders can produce varied and drastically different results and challenges for you to overcome – or just sit back and enjoy the carnage!

The full list of settings you can adjust are:

  • Unit Size – Increase the number of soldiers per unit and single units’ health
  • Winds of Magic – Increase the availability of Winds of Magic for spellcasting
  • Explosions – Increase the size of explosion and vortex spells
  • Vigour Cost Reduction – Make units stay fresh for longer
  • Reload Time – Reduce the amount of time it takes to reload ranged weapons
  • Ammunition – Increase the total amount of shots per ranged unit
  • Projectile Penetration – Increase the distance projectiles can travel through enemies
  • Gravity – Decrease the effect of Gravity on units who are knocked into the air
  • Ability Radius – Increase the effect radius of abilities
  • Ability Recharge Reduction – Reduces recharge time on abilities
  • Charge Duration – Increase the duration of time it takes for charge bonus to fade away
  • Entity Scale – Increase or decrease the size of single unit entities like Lords and Monsters

If you hit on a particularly interesting combination of sliders, you can share them with other players by following these steps:

  1. Save your preferred Laboratory settings in game, like you would an army set up. The button is located in the bottom left of The Laboratory settings panel.
  2. Give it an appropriate name and hit the tick button to accept.
  3. Locate your Application Data for Total War: Warhammer II in the following file path. -> ( :Users[USERNAME]AppDataRoamingThe Creative AssemblyWarhammer2)
  4. Find the ‘Laboratory Settings’ folder and locate the ‘.whl’ file that you saved (It will be the same name as what you typed in step 2).
  5. Send your saved Laboratory settings ‘.whl’ file to your friends and enemies.

Will The Laboratory run on my PC?

The Laboratory offers a possible glimpse into the future of Total War technology, primarily leveraging Intel’s latest multi-core processors to drive additional performance beyond the original game’s design parameters. Any PC can attempt to use The Laboratory, but your performance will vary wildly so be warned that lower end PCs may massively struggle, or crash, when sliders are pushed to the max.

The Laboratory is an experimental test environment outside of the main game and is unsupported.

I have mid-range or lower-end PC, is there anything I can do to improve performance in The Laboratory?

The slider most likely to effect performance is the Unit Size Scaler, affecting the number of entities in a unit. This is particularly hard on CPUs, though you can increase general frame-rate performance by lowering your graphic settings in the main settings menu e.g. by lowering the resolution you are running the game at, or tuning down your level of anti-aliasing.

Do I need an Intel CPU to play The Laboratory?

You don’t have to have the latest Intel processor to play The Laboratory, in fact if you were to change none of the settings inside, your PC will be able to run The Laboratory in the exact same quality and frame rate as you would any other battle in Total War: WARHAMMER II. However, when you start to increase the more intensive settings like unit size, that’s when you’ll need a top of the line PC to be able to handle all those entities on screen.

Читать еще:  Henry Cavill is right; in 2019, Total War: Warhammer is great

It’s amazing! Why don’t you make all battles in the game like this?

That would need us to raise the specs for the game to very high levels given the current general level of PC hardware used by players and would also require vast areas of the game to be redesigned and rebalanced to account for the size of units and how they’d interact with each other.

For now, this represents a glimpse into one possible future for Total War; we’d love to hear your feedback and suggestions for more sliders we could add and look forward to seeing what nuts combinations and videos you come up with.

Total War: Warhammer II will soon be getting a free «The Laboratory» mode

Never enough Doom Wheels!

Published: 7th December 2017 | Source: Creative Assembly | Author: Mark Campbell

Total War: Warhammer II will soon be getting a free «The Laboratory» mode

On December 14th, Total War: Warhammer II will be receiving a new custom game mode called «The Laboratory» which offers the ability to turn the game into a warpstone fueled nightmare, or at a minimum some controlled chaos.

The Laboratory is effectively a custom game mode that allows players to edit a large number of the game’s settings, delivering larger units sizes, increased winds of magic, larger explosions, reduced load times and more. Want to create an army that is comprised of mansion-sized Hell-Pit abominations or an army that of countless DOOM wheels? Now you can!

Creative Assembly has stated that this new game mode has been developed with the co-operation of Intel, leveraging the additional power that can be offered by multi-core systems to increase some options within the game to extreme levels. These changes will only be available in the game’s Laboratory mode, as they have a huge impact on the game’s performance and would cause a lot of imbalance in the game’s campaign.


The Laboratory will allow players to tamper with 16 sliders that drastically change the makeup of a traditional Total War battlefield. Players can ramp up the unit sizes to have horizon-spanning hordes of clan rats, remove or lower gravity to see enemies fly through the air and increase impact force to see unparalleled destruction amongst your enemies’ ranks.

Below is a list of The Laboratory’s editable settings, most of which will have a huge impact on the game’s performance. Players will need an extremely powerful system to play this game with 10x unit sizes with a decent framerate.

Unit Size – Increase the number of soldiers per unit and single units’ health
Winds of Magic – Increase the availability of Winds of Magic for spellcasting
Explosions – Increase the size of explosion and vortex spells
Vigour Cost Reduction – Make units stay fresh for longer
Reload Time – Reduce the amount of time it takes to reload ranged weapons
Ammunition – Increase the total amount of shots per ranged unit
Projectile Penetration – Increase the distance projectiles can travel through enemies
Gravity – Decrease the effect of Gravity on units who are knocked into the air
Ability Radius – Increase the effect radius of abilities
Ability Recharge Reduction – Reduces recharge time on abilities
Charge Duration – Increase the duration of time it takes for charge bonus to fade away
Entity Scale – Increase or decrease the size of single unit entities like Lords and Monsters

What this new game offers is a little bit of madness by giving players the opportunity to push some of the game’s limits with extremely large unit sizes and almost constant spellcasting. This mode will be a lot of fun in short bursts, especially if you want to see some of the game’s more exotic units in action.

Total War: Warhammer II – Ultimate Skaven Guide (Throt the Unclean)

Quick guide to Throt the Unclean’s campaign, primarily in the Vortex campaign however the advice regarding the Flesh Lab applies to Mortal Empires as well.

Guide to Skaven

Essentials

Skaven can use food to increase the level of a settlement upon occupying or colonizing a settlement (not after).

  • Level 1 = no food cost
  • Level 2 = 20 food
  • Level 3 = 40 food
  • Level 4 = 80 food
  • Level 5 = 120 food

Each army you recruit, and each settlement that you occupy, costs you 1 food (undercities DO NOT appear to cost food unless you build certain under-buildings in them). There is a bar in the top middle of your screen that will show you what your food capacity is, how much food you have, and what percentage of your food capacity you currently have in food. You can raise your food capacity, and your food percentage will adjust accordingly. If you have 800 food capacity and only 400 food, you are at 50%.

  • Starving = 0-20% food capacity
  • Shortage = 21-40%
  • Normal = 41-60%
  • Surplus = 61-80%
  • Plentiful = 81-100%

Important Note: post-Twisted & Twilight update, you have the ability to abandon settlements you do not want, which is a huge quality of life improvement for the Skaven, because settlements cost you that 1 food, and if you do not build anything in them to offset that cost, owning settlements that you do not want after sacking them while you wait for the AI to capture them hurt you, but hopefully that will not be as much of an issue now.

Flesh Laboratory

Throt’s unique campaign feature is his Flesh Laboratory, hereafter I’ll just call it the Flesh Lab or the Lab.

With the Flesh Lab, you can upgrade your Infantry and Monsters (not Artillery or possibly Weapons Teams, I’ll confirm once I’ve played more) with very useful “traits” such as increased physical resistance and Melee Attack & Defense and reduced upkeep, etc. You can also upgrade the Flesh Lab itself using food and money. The first 3 options in the Laboratory section of the Flesh Lab are repeatable choices that you can use every 10 turns, the rest are pay once to permanently upgrade.

Important Note

As far as I have found so far, I believe that only the units in Throt’s army can be augmented (since that is his obsession and whole schtick). So you need to plan around that if you want to get augmented units in your other armies, basically using Throt to get the units you want then transfer them to another lord.

Two key resources are Mutagens and Growth Juice.

You start with 100 Mutagens, which can be increased by upgrading the Laboratory, and you use the mutagens to augment your units. Once used, the way to get more Mutagens is with “Mutagen Buy-Back” by spending 5000 gold in the Laboratory section of the Flesh Lab, or when you “Claim Growth Vat Monsters” by clicking on the little icon at the end of the green bar at the top left of your screen while in the Flesh Lab (that same option is also at the top of your screen while on the campaign map for quicker access while playing).

Growth Juice

You get a certain amount of Growth Juice every turn as an automatic baseline, and then more from winning battles, but also from reclaiming units with “instability” (but not simply augmented units). The more unstable a unit is, the more growth juice you get (50 per level of instability, 200 at tier 4 “Explosively Unstable”). Once you reach 500 Growth Juice, you have the option to “spend” the Growth Juice to get rewards:

  • Wolf Rat Cluster – 500 Growth Juice + 100 Mutagens.
  • Rat Ogre Cluster – 650 Growth Juice + 105 Mutagens.
  • Brood Horror Cluster – 800 Growth Juice + 110 Mutagens.
  • Mutant Rat Ogre Cluster – 900 Growth Juice + 115 Mutagens.
  • Hellpit Abomination Cluster – 1000 Growth Juice + 120 Mutagens.

The “Cluster” troops will then become available like Regiments of Renown in their own recruitment pool, where they will be free and instant to recruit (in your own territory).

From the above info if is obvious that if your need is more Mutagens, then you want to spend the Growth Juice as soon as you reach 500.

But if you are at a point in your campaign where you have upgraded and unlocked everything you want to with mutagens so you aren’t in desperate need for more, then you could wait until you reach 800, 900 or 1000 Growth Juice in order to get those sweet single unit monsters (more gameplay and research needed to see if spending 1000 Growth Juice gives better basic units than 800 or 500 does, such as Storm Vermin over Clan Rats for example).

Augments

You can have multiple mutations/augments on a unit, be aware though that adding more might lead to instabilities. This occurrence of instabilities is random.

When units gain instability, their unit card will have a red highlight. The most common instability reduces their casualty replenishment rate while making future augments more likely to cause further instabilities. On the flip side, future augments on an unstable unit are cheaper (12 instead of 25)

Note: Blue augments provide a buff as well as a penalty. These penalties are separate from actual instabilities.

  • Green Augments – cost 25 mutagens, no penalties.
  • Blue Augments – cost 25 mutagens, have penalties.
  • Purple Augments – cost 50 mutagens, no penalties.

As I play more I’ll specify which units you cannot upgrade exactly, but from other info I know that you cannot upgrade your artillery, and possibly your weapons teams. Basically, Throt’s gameplay is get close and personal and using the Flesh Lab to buff his units so that is viable.

Note: You can shift+click or ctrl+click multiple units of the same type to apply the same augments to those units at the same time to save time.

Now let’s jump into what choices you should make with the Flesh Lab.

Perfect Campaign Start

In Vortex campaign you start with a Brood Horror, in Mortal Empires you start with a Mutated Rat Ogre, both of these are single unit entities, both of these are important because these are the units you will put “Cellular Instability” on if you choose to go for this augment.

You start with the first 3 Green Augments unlocked for both Infantry and Monsters, HOWEVER, your starting unstable Wold Rats already have “Lobotomy” and “Razor Claw Grafts” from the Monsters tab equipped which in turn means you only have to apply “Warp Fuel Infusion” to them in order to unlock “Forced Aneuploidy” and “Deadly Momentum”, AS OPPOSED to the Infantry tab where you would have to spend Mutagens to apply all 3 of the starting already unlocked infantry augments to a unit in order to unlock “Soldier Serum” and “Muscle Enlargement”. This gives a headstart to your Monsters, which makes sense since Monsters are what Throt’s starting trait buffs, but it is important to keep in mind when you are deciding your Flesh Lab strategy.

You need to make a choice upfront about whether you want to only unlock the Green augments that have no downsides or if you need to go for Blue or Purple augments that will require unlocking certain other Blue augments along the way. The reason this is important is because that Growth Vat Cluster units can come out already equipped with random augments (and the tech “Abnormal Growth Cultivation” in the Laboratory section adds +1 augment to Growth Vat Batches. The question is will it assign only augments that you have unlocked or will it assign a Blue or Purple augment even if you have not unlocked it yet. If the latter, then you might as well unlock every Augment, but if the former, then you may only want to unlock Green augments (and only the Green ones you really want to increase the chance you get want you really want for free via Growth Vat Batches or “Forced Aneuploidy”).

Perfect Campaign Start

I will now describe to you the perfect Flesh Lab start (if you are going for “Cellular Instability”) that I learned from the youtuber LegendofTotalWar’s video linked above, which will hopefully jumpstart you into understanding the system immediately:

Save your game if not on Legendary. On your unstable Wolf Rats, add “Warp Fuel Infusion”, then “Forced Aneuploidy” which should in turn unlock “Autotomy’ and “Deadly Momentum” (since the other augments are already equipped on the wolf rats, it won’t apply them again, so it has to unlock new ones). Next add to your unstable Wolf Rats “Advanced Neuropathy”, “Synaptic Response Stimuli”, “Weeping Bone Spines”, and “Propane Perspiration”. All this assumes you get lucky with RNG, because if your Wolf Rats reach “Explosive Instability” before “Cellular Instability” is available, you will have to reload the save and try again. If you get lucky and this works, quicksave your game if able. Now put “Cellular Instability” on your Brood Horror or Mutated Rat Ogre depending on which campaign you are playing, but the key is to place it on a strong single-unit entity. Hopefully your unit does not get any instability yet. If it does, you can reload the save if not playing Legendary and try again. If you are playing Legendary, 1 instability is fine and not worth starting all over again. Now Reclaim your Wolf Rats. Ideally your Wolf Rats will have reached “Explosive Instability” upon adding the final Blue augment before “Cellular Instability”, because them you will get 200 Growth Juice upon Reclaiming them. If RNG only gave them level 3 instability, 150 Growth Juice is fine, it isn’t worth restarting to try again. Save your game if able, now you have the perfect start to your campaign.

The reason “Cellular Instability” is awesome is because the Blue downside of -10% replenishment is insignificant on a single unit entity (which is what you want it on). This augment provides a button on the unit you can click to cause a very powerful explosion around the unit that devastates surrounding units (if your unit is surrounded by 4 units of infantry, the explosion could kill more than half the men in all 4 of those units). The explosion also damages your unit, which is why it is bad on a multi-unit like normal rat ogres or wolf rats, but it only causes slight damage to a single entity unit like a Brood Horror. Combine this potentially with “Lobotomy” on a lot of Brood Horrors/Mutated Rat Ogres/Hellpit Abominations, and you should be able to faceroll your keyboard to victory.

A Great non-Cellular Instability Strategy: Unlock “Warp Fuel Infusion and “Forced Aneuploidy” in your Monster tab (do this on your Brood Horror/Mutated Rat Ogre and not on the unstable Wolf Rats). Having done this, you should have all 3 starting Monster Augments on your single unit entity (hopefully no instability) and only those 3 and “Forced Aneuploidy” unlocked. You want to keep it this way, because your goal is to have “Lobotomy” and “Warp Fuel Infusion” on all your units so you can vanguard them right near the enemy, then run up and bomb the enemy to death with Warp Lightning Rod from “Lobotomy”. So with this done and now going forward, you can apply “Forced Aneuploidy” to a unit, which means it will get 2 of the starting 3 augments, hopefully “Lobotomy” and “Warp Fuel Infusion” but no real sweat if they get “Razor Claw Grafts”, just get the other necessary augment.

Vortex Start Guide

This is for the Vortex campaign start, watch LegendofTotalWar’s video for the Mortal Empires starting moves.

After getting the perfect Flesh Lab start, put your Packmaster into your army and attack Ashrak, fight the battle manually, and run your Brood Horror into the Dark Elf infantry and blow them up while the rest of your forces hit the Dark Shard to keep them from shooting (they hurt), should be a stupid easy win. Sack Ashrak first, then occupy it at Level 2 to save 40 food to make Ghrond tier 3.

Build Ratling Warrens in Atorak, and a Rubbish Pit and Taskmaster’s Platform in Ashrak, in order to unlock Ruthless and Devious Plans technology. Make sure you are research technology, make sure Throt has Route Marcher skill, recruit more Wolf Rats, and End Turn.

Turn 2: Attack the nearby army, fight the battle manually and win, then select the option to replenish casualties, you need to army in top shape to attack Ghrond. Now attack Ghrond and fight the battle manually. Rush the game with your forces, and then what I did was push on through to capture the flag to force the win.

Occupy Ghrond at Tier 3 settlement.

A good start for the rest of your campaign.

Discoveries

I purchased “Clone Warfare” in the Laboratory in the Flesh Lab, and I discovered on the next turn that it appears when giving some of my skavenslaves random augments, that it proceeded to unlock a number of Infantry augments. Good to know.

Источники:

The Laboratory FAQ

http://www.overclock3d.net/news/software/total_war_warhammer_ii_will_soon_be_getting_a_free_the_laboratory_mode/1

Total War: Warhammer II – Ultimate Skaven Guide (Throt the Unclean)

Ссылка на основную публикацию
Статьи c упоминанием слов:
Adblock
detector