CA-Pingu#2295

CA-Pingu#2295

2 months ago Dec 03,2024, 14:55:37 PM

Omens of Destruction: Introducing Golgfag Maneater

Reply
83 596 Views
51 Comments

twwh3_Blog_G2G blog banner 1920x432_Golgfag blo.png


Greetings, Total War fans!


We’re back for our second in-depth exploration of Total War: WARHAMMER III Omens of Destruction. 


This week, the smell of battle, belching and barbequed man-flesh permeates the air as we welcome a significant reinforcement to the Ogre Kingdoms army, Golgfag Maneater, the notorious mercenary captain whose renown has inspired all other Ogre mercenaries to adopt the title of ‘Maneaters’, alongside his fearsome forces.


But before we get to that – in case you missed it, you can check out our introduction to Khorne’s newest servant, Skulltaker, his army, along with enhancements to Khorne's mechanics, right here. Skulltaker's showcase video is also available to watch now over on the Total War YouTube channel.


Golgfag's gameplay showcase will premiere at 3PM GMT this Thursday 5th December, so be sure to check back then to feast your eyes on how this mean mercenary plays!




Now, let’s dive into what we’re all here for!


GOLGFAG MANEATER, THE MERCENARY

LEGENDARY LORD


golgfag 1.jpg


More tales are told about Golgfag Maneater than any other Ogre alive, and he spins a great many of them himself. Yet there is much truth in the legend as he is undoubtedly one of the most successful Ogre mercenaries of all time, establishing their dreaded reputation as lethal hired fighters well before they became a familiar presence in forces worldwide.


A weathered veteran, there are few foes in the world he hasn’t faced, having fought across continents and cultures the world over. He’ll take any job, kill anyone, and steal anything as long as the price is right, and his loyalty is strictly for hire, lasting only as long as the deal does. Boisterous and larger-than-life, Golgfag is also a top guzzler of Bugman’s ale.


At a glance, here’s what Golgfag brings to the war-table:

BATTLE PLAYSTYLE:


A fearsome reputation such as Golgfag’s isn’t forged through the showing of mercy, and on the battlefield, he ensures that any fools who stand in his way regret it. A proficient anti-infantry killer, he cuts through foes like a sharp knife through stale Old-World butter, but can also call upon some deadly abilities:


  • ‘Dead Eye’ (Active Ability): Golgfag whips out his trusty pistol, allowing him to fire a powerful single shot that deals significant ranged and armour piercing damage – perfect for taking out elite single entity targets. 
  • ‘Been There Done That’ (Passive Area Of Hexes): Golgfag has such a damning reputation that he debuffs enemy units within his vicinity that cause terror, decreasing their melee defense, melee attack, base weapon damage and armour-piercing melee damage.
  • ‘Bugman’s XXXXX’ (Active Regeneration): With an insatiable appetite for ale, Golgfag takes a breather on the battlefield and enjoys a propa’ strong brew, allowing him to recharge hit points when he’s out of combat and gain extra vigour.

CAMPAIGN MECHANIC: MERCENARY CONTRACTS


Disclaimer: the following image is WORK IN PROGRESS

mercenary_contracts_2.1.png

Disclaimer: the following image is WORK IN PROGRESS

mercenary_contracts_2.2.png

As an internationally renowned mercenary, Golgfag helps client factions throughout the Warhammer world settle their warring disputes by taking on all their wars. When a contract is signed, he must earn points by making acts of aggression against the enemy within a specified turn-limit and after reaching his target the contract is complete, granting a payout and rewards such as Meat, Maneater Banners and culture unique Items and Ancillaries.


Each contract will vary in rewards depending on the level of difficulty which is determined by how many enemies the client has and their cumulative strength.


In true mercenary style, this mechanic means that Golgfag’s playstyle will be much more about sacking and razing settlements to gather Meat, which will be essential for maintaining Ogre Camps, which we treat as the equivalent of Major Settlements. The end result is a campaign playstyle which sits in contrast to those of Greasus and Scragg, albeit, with the same level of brutality, butchering, and belching.


BRAGG THE GUTSMAN (LEGENDARY HERO)


bragg 3.jpg


Bragg is a notorious loner, feared and shunned even by his own kind. His gruesome killing style, particularly his brutal use of a bladed hook to disembowel foes, horrifies even the hardiest Ogres, leading to his exile from every tribe he encounters. His reputation as a merciless executioner, or ‘Gutsman,’ spreads far and wide, with few daring to challenge him. To heighten his intimidating presence, Bragg dons a dark leather hood, evoking the image of a human hangman. Constantly seeking new duels, Bragg’s fearsome skill and blood-soaked legend make him a dreaded and solitary figure.


His playstyle includes:


  • ‘Executioner’: Bragg's reputation as a prodigious killer earns him the executioner moniker, when his ‘Foreboding Executioner’ ability is active, granting him the ability to instantly kill enemies.
  • ‘Large Entity Killer’: His proficiency in killing Ogres gives this unit a bonus vs large entities.
  • ‘Causes Fear’: A monster even amongst the most sadistic of his kin, Bragg instills fear in his enemies.


OGRE PAYMASTER (LORD)


paymaster 4.jpg

In Maneater culture, where treasure and rewards are highly valued, the role of the Paymaster is vital to their society. Joining his comrades in battle, the Paymaster drives them forward with the promise of great riches. Known for being greedy and tightfisted, he's a true penny-pincher. His survival instincts are sharp—he makes sure that only those who survive until the end of the battle get paid. He's also demanding and persuasive, constantly yelling at his fellow Ogres to fight harder for the money. Motivated by personal gain, he is happy to see others fall, as it means a bigger share of the reward for himself.


In terms of gameplay, this support character boosts nearby allies with buffs. While not as strong in melee as other Ogres, they can still inflict significant damage.


BRUISER (HERO)


bruiser 5.jpg


The Ogre Bruiser often serves as enforcers or second-in-command within their tribal hierarchy, dedicating much of his time to crushing foes in the name of their Tyrant. In return for his combat prowess and brute strength, he enjoys numerous privileges within the tribe. Chief among these is the freedom to beat any Ogre who steps out of line, doesn’t eat messily enough, or spends too much time with his Gnoblars.


The Bruiser maintains order and discipline when the Tyrant is distracted, providing leadership boosts. His massive size grants him defensive buffs and resilience against charges. Additionally, his bulk allows him to break enemy formations, creating chaos in opposing ranks.


BLOOD VULTURES (UNIT)


blood_vulture 6.1.png

blood_vulture 6.2.png


These agile scavengers sweep across the battlefield, targeting the most vulnerable and exposed enemy units. With their exceptional mobility and flight capabilities - after all, they are birds - they provide a highly versatile asset. As the only flying unit on the Ogre roster, they introduce a new dimension of aerial combat that the Ogres previously lacked. Their specialty lies in disruption, excelling at engaging missile units in close combat to neutralize their firepower or chasing down routing enemies to prevent them from regrouping. Additionally, they possess a passive ability that enhances their stats the more entities, whether friendly or enemy, die around them, making them even more formidable as the chaos of battle unfolds.


THUNDERTUSK (UNIT)


thundertusk 7.jpg


Thundertusks are ancient beasts that retreated to the icy peaks of the Mountains of Mourn as the world warmed. Imbued with the winds of magic, they became living embodiments of winter's chill. Despite their immense size and ferocity, ambitious Ogre tribes have managed to capture and tame them, utilizing their crushing strength, freezing aura, and the ability to unleash blasts of magical ice.


Once under Ogre control, Thundertusks become powerful battlefield assets. Their massive bulk allows them to smash through even the toughest infantry lines, while two Ogres mounted on their backs provide ranged support with oversized crossbows. Additionally, their ranged ice attacks serve as effective debuffs, slowing and weakening enemy forces.


YHETEE (UNIT)


yhetee 8.jpg


Savage beasts from the highest mountain peaks, these creatures often join their Ogre allies in raids. They charge ahead of the Ogre host, ambushing unsuspecting enemies with fierce claws, crude clubs, and an icy chill.


Their unique connection to the cold allows them to breathe freezing air onto their weapons, transforming simple clubs into frostbitten tools of destruction. While this grants them powerful Frostbite attacks, it also makes them vulnerable to fire. Armed with dual weapons, they strike swiftly in melee, causing fear as their frozen victims fall before them.


PIGBACK RIDERS (UNIT)


pigback riders 9.jpg


Pigback Riders are a quirky band of Gnoblar warriors who ride into battle atop their fellow Gnoblars. Despite their comical appearance, they carry shields that provide decent protection against missile fire.


They play a crucial role in strengthening Ogre battle lines, serving as a meat shield for valuable Ogre units. By placing one Gnoblar atop another, they effectively double the meat shield, making them even more difficult for enemies to dislodge.


GOLGFAG'S MANEATERS (UNIT)


golgfag_maneaters 10.jpg


Golgfag's Maneaters, also known as Golgfag's Ogres, are a mercenary band from the harsh mountains of the Ogre Kingdoms. Led by the infamous Golgfag Maneater, this group of Maneaters has fought in countless battles across many lands, driven by a hunger for wealth, glory, and food. Golgfag's loyalty is for sale to the highest bidder, serving warlords and generals from all nations without prejudice.


The Maneaters unit is known for its exceptional strength, surpassing regular ogres. They are particularly effective as anti-infantry units, gaining a bonus in combat against smaller units. Their powerful Ogre Charge ability takes advantage of their natural brute force, making them a formidable presence on the battlefield.


OGRES LEGACY UPDATES

Similar to what we did for Khorne, we’ll highlight some major legacy updates coming to the Ogres faction as part of Update 6.0.0 Keep in mind that if you already own the Ogres in any capacity, you’ll receive all of these changes completely free of charge.


MEAT


Disclaimer: the following image is WORK IN PROGRESS

meat 11.png


We noticed that the current Meat resource was underutilized and not as integral to the Ogre identity as we would like it to be. To address this, we are increasing the amount of Meat gained from all sources, allowing it to be used more frequently and in various contexts.


We’ve also introduced a new feature called Hunger, which replaces the attrition armies would face when their Meat supply reaches zero. The more Meat an army possesses, the more abilities and mass it gains, effectively merging the old pre-battle Meat purchases into the effects of the Hunger bar. Meat can now be transferred between forces and Camps for construction, spent on Offers to the Great Maw, or hoarded to empower the army further.


OFFERINGS TO THE GREAT MAW


Disclaimer: the following image is WORK IN PROGRESS

offering_to_the_great_maw 12.png

We felt that Offerings to the Great Maw weren’t as interactive as we’d like; the existing version required a small Meat cost and presented the decision only once every 10 turns, which made it somewhat forgettable.


Now, enabling an Offering to the Great Maw provides a passive bonus that increases the forces Meat upkeep rather than a 10-turn effect. These effects can be toggled on and off with a cooldown, allowing multiple Offerings to be active at once or letting players disable an Offering if the Meat upkeep becomes too difficult to sustain. 


OGRE CAMPS


We felt that the current Ogre Camps didn’t fully capture the fantasy of wandering nomadic Ogre tribes, and their playstyle was too similar to other factions, with only the addition of a static Camp.


What's Changing?


Ogre Camps can now move around the campaign map, though movement is limited and incurs a Meat cost. While it's encouraged to place Camps strategically to minimize movement, they’re no longer locked in one spot. Additionally, Ogre Camps no longer rely on Horde Growth; all buildings now require Meat to construct, giving you more flexibility in prioritizing buildings and reducing idle turns waiting for growth.


As previously mentioned, Meat can now be transferred to Camps from armies. The intended gameplay flow encourages Sacking and Raiding with armies to gather Meat, which they then send back to an Ogre Camp. Camps can then use this Meat to construct and upgrade buildings, gaining access to more powerful units, and then send upgraded armies out to gather even more Meat.


Ogre Camp lords now feature skill trees, and while Camps have no upkeep, units cannot be exchanged between Camps and other armies.


How Does This Change the Ogre Playstyle?


We aim to shift players’ focus toward Sacking and Razing rather than Occupying settlements. To support this change, Sacking and Razing will now be the primary ways to gather Meat, essential for maintaining Ogre Camps, which we treat as the equivalent of major settlements.


Settlements in Ogre Kingdoms are now considered based on strategic value rather than climate type. While some locations may serve as key strongholds, others can function as disposable outposts, better suited for Sacking, Razing, or gifting to a Mercenary Client, depending on the player's goals and circumstances.

OGRE BIG NAMES


We believe Ogre Big Names are in a good place overall, so have only made minor changes to how they operate. We have expanded the feature to be used by all Ogre Lords & Heroes, rather than just being usable by the Legendary Lords, whilst also making it so that multiple can be active at once. Additionally, we’ve also adjusted the balancing of each Name's effects and how they are earned where needed.


TECHNOLOGY TREE


tech_tree_13.1.png

tech_tree_13.2.png

tech_tree_tribes_13.3.png

We have reworked the Ogre technology tree to reflect the changes mentioned above. The tech tree has now been split into two tabs; the Tribes tab, which allows you to progress down two paths to improve your nomadic camp gameplay or your homebound settled gameplay, and the Hordes tab, which will allow you to improve your forces in a variety of interesting ways.


ARMY ABILITY REWORK


Ogre Kingdoms now generate army ability points in a slightly different way.


Previously, points were gained based on the number of enemies killed while routing. This felt overly niche and didn’t offer much flexibility. Now, Ogre Kingdoms gain a passive income of army ability points for every enemy entity killed by a charging unit, reinforcing their playstyle as heavy-hitting charge units.


PATH OF THE BUTCHER


Skrag the Slaughterer, also known as the Prophet of the Great Maw, the Gore-Harvester, and the Maw-that-Walks, is a character with a powerful bond to the Great Maw. To reflect this in gameplay, we’ve introduced a feature that grants scaling bonuses based on the number of active Offerings to the Maw. These bonuses reduce Winds of Magic costs, lower camp construction costs, and increase post-battle captives, with additional abilities unique to Skrag. This design encourages players to adopt a unique playstyle with Skrag, focusing on gathering large amounts of Meat and keeping Offerings active. This offers Skrag a very different playstyle to that of Golgfag and Greasus, which focuses on being a mercenary and Overtyrant respectively.


TYRANT'S DEMANDS


tyrants_demands 15.png


Greasus Goldtooth, the Overtyrant of the Ogre Kingdoms, is renowned for his immense wealth and insatiable greed, using his power to conquer all he desires. To capture his influence in gameplay, we’ve introduced a unique feature that provides Greasus with exclusive campaign actions suited to his Overtyrant status. These actions provide powerful effects like blocking enemy movement, disbanding units in enemy armies, ranking up his own units, replenishing action points, dealing attrition damage and others. Unlike similar features that rely on pooled resources, Greasus’s actions only require Treasury, reflecting his wealth-driven approach. This feature encourages players to accumulate and spend vast amounts of gold, offering a distinct playstyle that solidifies Greasus as a valuable Legendary Lord alongside Golgfag and Skrag.


UP NEXT

Up next on the agenda is our Free-LC blog featuring the Blood God’s Destroyer, Arbaal the Undefeated. 


For more information on Golgfag Maneater, the Mercenary Lord, and to watch him in action, stay tuned to our official channels for our second Omens of Destruction gameplay showcase.


We’d love to hear from you! Join the discussion and share your feedback here and here.


See you on the battlefield!


—The Total War Team


Copied to clipboard!
0Send private message
2 months ago
Dec 3, 2024, 3:08:10 PM

Fatties incoming... hide the buffet!


Also, "sharp knife through stale Old-World butter"... the idiom that you have mangled is "like a hot knife through butter"!


Updated 2 months ago.
0Send private message
2 months ago
Dec 3, 2024, 3:09:38 PM

Everything looking great here. 


DLC part is juicy. All the reworks were in the list requested by the Community (movable camps, stackable Big names,...) or good ideas to differentiate playstyles (on the same vein as what was done for the Empire).


Only missing part seems to be Greasus mount and Scrag starting position closer to the Great Maw. Come on CA, one last bit of effort!

Updated 2 months ago.
0Send private message
0Send private message
2 months ago
Dec 3, 2024, 3:15:56 PM

Looks great. Love that there is actually a reason and reward to sack/raze that loops back into your camp, and you can speed up it's growth. Honestly solved every Ogre issue I could think besides the mount and hopefully starting position tweaks.

0Send private message
0Send private message0Send private message
2 months ago
Dec 3, 2024, 3:19:37 PM

MiniaAr#5798 wrote:

Everything looking great here. 


DLC part is juicy. All the reworks were in the list requested by the Community (movable camps, stackable Big names,...) or good ideas to differentiate playstyles (on the same vein as what was done for the Empire).


Only missing part seems to be Greasus mount and Scrag starting position closer to the Great Maw. Come on CA, one last bit of effort!

Same 👍🏻

0Send private message
0Send private message
2 months ago
Dec 3, 2024, 3:21:58 PM

Looks very good overall, I do have one gripe though the Golgfag's Maneaters don't seem anything special and probably would have been more appropriate as a Regiment of Renown rather than an actual unit. They're just more powerful Maneaters and that's it.

0Send private message
2 months ago
Dec 3, 2024, 3:24:14 PM
YES! teleporting to Contracts is perfect for a mercenary faction!

However im not sure if trespassing should still be a thing if you cant make allies in as this Lord
0Send private message
2 months ago
Dec 3, 2024, 3:25:03 PM

Makadut#8764 wrote:

Has Greasus' mount been changed?

No. If you look closely, you can see his wheelchair in the last image.

0Send private message
2 months ago
Dec 3, 2024, 3:33:14 PM

I assume it is not included since it is not mentioned, but it would be really interesting to be on the other side of Golgfag's mercenary mechanic, being able to actually hire him.

0Send private message
2 months ago
Dec 3, 2024, 3:44:47 PM

O great, another cheat button mechanic with zero counterplay and interactivity.


I'm absolutely tired of such shenanigans. Put a chance to fail or some way in for the target to resist these sorts of actions. Especially when it's just some fat guy waving gold in your direction. I mean, you do know there are races that have no use for gold, right?

0Send private message
2 months ago
Dec 3, 2024, 3:45:16 PM

I wonder if the AI will be able to interact with our Мercenary. If we don't play for this Ogre. And also... if we are, for example, Karl Franz, will we be able to offer a contract to Golgfag. Or is it only if the player plays for him?

0Send private message
2 months ago
Dec 3, 2024, 3:53:25 PM

I have some concerns.

Are Ogre camps now able to attack settlements or characters? Do the old placement restrictions still apply? Will Ogre camps still automatically raid foreign territory if constructed outside of your own or could we get an option to toggle this? I also think Golgfag should gain immunity to trespassing when accepting a client's contract if he doesn't already.

There was also no word about the two missing lores of magic for the Ogres, the lores of Death and Heavens respectively. There is a mod for them already, but an official inclusion is always preferable. With non-Mountain climates now supposedly becoming Outposts - same as those of the Warriors of Chaos and Wood Elves, I imagine - will Ogres still have access to relevant landmarks? ...And on that note, the settlement "The Challenge Stone" near where Kholek starts really should get a landmark for Ogres that provides combat bonuses against Chaos and reduces corruption.

A lot of unanswered questions there, but promising over all. Hope to see some mount options and skill tree expansions for Ogre characters, like Hunters gaining another line that affects Blood Vultures the same way they currently work for Sabertusks, or maybe a bound summon for them.


...Having now launched another Ogre Kingdoms campaign to be able to make some comparisons before and after the DLC, I've just realized that "The Challenge Stone" now actually features a landmark doing exactly what I suggested here. However, it might be prudent to change the climate on the same horizontal line as said settlement in front of the Great Bastion to Frozen or Mountains to line up with the spread of the Chaos Wastes further west. To make up for it, it would be great if the map could be extended northwards into what I believe to be the northern steppes.

Updated 2 months ago.
0Send private message
2 months ago
Dec 3, 2024, 4:00:53 PM

Hashut-Zwerg-Chaos#3085 wrote:

I wonder if the AI will be able to interact with our Мercenary. If we don't play for this Ogre. And also... if we are, for example, Karl Franz, will we be able to offer a contract to Golgfag. Or is it only if the player plays for him?

Faction mechanics are only for the player. The AI can't handle them.

0Send private message
2 months ago
Dec 3, 2024, 4:12:36 PM

Jonasfull#5486 wrote:
YES! teleporting to Contracts is perfect for a mercenary faction!

However im not sure if trespassing should still be a thing if you cant make allies in as this Lord

Maybe teleporting to the employing faction (and having an access agreement with them) may be better. Then penalties can accrue as normal.

0Send private message
2 months ago
Dec 3, 2024, 4:15:14 PM

great update !


I ve noticed something : Hordes and Tribes icons in the Technology tree should be swapped. Hordes tree has the shape of the Tribes tree, and vice versa. In addition, the update specifies that the Tribes tree improves encampments, but the icon is a shield. Conversely, the Hordes tree improves units, but the icon is a tent. There must be a mistake.

Updated 2 months ago.
0Send private message
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message