Warchiefs respawning in Lithlad Fort - new game mechanic?

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    WB Gamer

    If I remember right,as far as Fort warchiefs go, on nemesis  difficulty and higher, once you branded a warchief the slot would go empty and the warchief would get moved to te general population.  That slot would get refilled by another orc if you left empty a couple turns or more.  The other option was to send that orc back, or another, to fill that empty slot.  He would have to prove himnself to do that, spawning a "duel" nemesis mission for him to complete.  My memory my be off 0on the details though..

     

    I read somewhere that we can now install our orcs in the outpost slots now where we couldn't before, giving us more control over the region for Lithlad.  I just started playing since the DLC download, took the first outpost and I'm not seeing that option.  I'm guessing it becomes available after taking the fort.

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    WB Gamer

    I just didn't bother with it anymore.  After those 2 vacant Warchief slots were repopulated with new lvl 65 unbranded ones, I just gave up trying to take over Outposts and those 'Draw out' Missions (why bother if the slots are just pretty much immediately refilled with another unbranded Warchief?)  So I just assaulted the Fort as-is with my motley crew of low-to mid level Followers.   Of course the much elusive Spider Summoner, Poison proof of course,  who I branded during the first 'Draw out' Mission at the outpost (originally a Warchief defending that fort) was killed on the first point by, you guessed it, Poisoning.   So this bug still exists in Sieges, was not addressed in this latest patch.  

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    WB Gamer

    Just had the exact same experience.  And I had even put a follower on a mission to take the slot... the game randomly pulled him off of that mission to back up a mission for one of my other followers.  Just travelling to the new mission the warchief slot got repopulated.  I ended up clearing that warchief 3 times.  I'm not bothering with the other ones :P

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    WB Gamer

    Noticed the same thing also occurs in the 2nd playthrough of DoM DLC.   During the first run (e.g while you followed the DLC story and completed the DLC missions with the cut scenes/collected Numenorian artefacts, etc), once a Warchief was killed the slot would remain vacant while you carried out and killed each of the other Warchiefs and/or did other Missions.   No 'replacement' Warcheif would spawn in his vacant slot during the remainder of the game, thereby ensuring that their Defense component would be disabled.   Now on the 2nd playthrough, enemy Warchiefs will respawn in those emply slots, and they don't need a 'turn'-based Mission to complete either (e.g they can spawn in at any time).   Assuming with the return of a Warchief their related Defense mechanic (e.g spiked walls, Siege beast, etc) will also be present.    Fair enough if that's how it's designed to work, including in the main game (which spawned this thread).     

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    WB Gamer
    Sometimes a turn 'sort of' passes in game time though, maybe that's what this is. If you kill a lot of Captains in a region, say Minas Morgul, it usually will spawn new Captains at least once even without forwarding a turn.
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    WB Gamer

    Between Tallion and my own Followers, we've killed litterally hundred's of enemy Captains in MM (not to mention shaming 3x as many more).  Those 'unknown' (shaded) Warchiefs slotted in the 'benign' Fort have remained constant throughout (one identifiable Olog appeared there back in January, but that's it).    I think this same issue, at least in part, may be the same one here, and if so then yes it is a bug:

     

    https://community.wbgames.com/t5/Support/Invisible-dead-and-new-living-captains-on-army-screen-and-dead/m-p/1851548#M9600

     

    As mentioned, none of this mechanic occurred during the 1st playthrough (nor did it happen in the main game prior to the last DLC update).    Additionally, when playing as Tallion in the new region, I had once instance where as soon as the Warchief was killed and the mission ended (e.g. seconds later upon mission end), a new Warchief was slotted in to that exact position.     

     

    .   

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    WB Gamer
    I have seen war chiefs being spawned anew too. Thoughr inwas going crazy just now. I get a couple killed and deactivate their fortress upgrade, then a new guy spawns in his place and presets the same mission again.

    I haven't played the base game for a while but i can say definitively that it didn't happen like this inthe og fortresses. Once you killed the dude, his slot was not refilled untill you attacked the fortress and either won, or die, in which case it resets.

    I would say this is not as intended and is in needif fixing.
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    WB Gamer
    Immediately after posting the above, i unpaused my game, and got a message about a new warchief mission now being available. Something is definitely triggering these missions too quickly.
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    WB Gamer

    Yeah, I'm now on my 4th playthrough (the last 3 being Gravewalker) and it's happening consitently to me on all of them other then the very 1st (Nemesis) playthrough where you walk through the Barinor missions with all those cut scenes.    I get 2 Warchiefs down then finish a 3rd one and one of the previous 2 Warchiefs slots get repopulated immediately with a new one.    Oh well.   

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    WB Gamer
    Well we can see it happens on dlc, im going to some testing of my own in the base game later.
    In the meantime, im going to link this in the support side so more eyes see it. Just to be sure lith see it aswell. Im sure they have but Just in case.
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    WB Gamer
    It's a good thing it happens in the DLC imo but I've never had it happen right after I kill them. It's more that if you kill like say 4 of them then some of them will force spawn. But as I said, in my experience this happened to me in the base game as well, where if you kill basically everyone, the game forces new captain spawns. Nevertheless, in the base game I have assaulted most forts with very little warchiefs left.
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    WB Gamer
    In the base game, i have killed all of the war chiefs of a fort and not have them respawn. After multiple nemesis missions or many kills perhaps, but nowhere near as fast as the dlc. If i am taking down the chiefs without anything else in between, i should be able to kill em all. Personally i think its too fast in the dlc, but it has its uses i guess. I would imagine its somewhat a result of the structure ofthe dlc too. If its the same in the base game, it has been altered from what was, and imo needs to be corrected. Ill have chance to test in the base game later and will report personal findings.
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    WB Gamer

    yup it def affects dlc just dont know if it was intended but you can never clear full fort defence before completeing dlc,always respawn even if cleared fast 

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    WB Gamer
    Every time i try to settle in to a game at the mo, i get pulled away. Im still going to run some tests but at least you have seen what we are discussing.
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    WB Gamer
    I managed to get some good time in with the dlc. I started by going after war chiefs. I did one mission after another and they just kept respawning for roughly an hour and a half. Every time i got down to 3, one would come back. It went on like tjis for a while. Sometimes i would get it down to 2, bit then some would spawn back. All i did was war chiefs missions along with any captains that were along during these missions. If i killed the war chief, and the mission ended, i did sometimes finish off the remaining caps. But i stayed aboutthe fortress the entire time. After about an hour and a half i did actually manage to empty all the slots, apart from the overlord of course. To tackle him, i would have to go and take the outposts. By the time i had the outposts, 3 cheifs had re spawned.
    After i had the outposts, i did a bit more experimenting and sent my mercs on missions. The orcs that were killed during these missions quickly had their slots refilled on the nemesis board if I continued doing missions with mercs. Itslike the board wont let you completely empty it because new caps come in too quickly.

    After a few merc tests, I decided to go after one of the three new Cheifs. Unfortunately during this mission, i had an old cap cheat death and basically murder me so, testing over 🙂
    Long story short, the cheifs, and orcs in general, do seem to be spawning at an increased rate. Almost to the point of being unable to clear them all.
    Certainly faster than used to happen in the base game.
    I will do some orc murder in the base game and report findings possible.

    Two groovy things to comment on from this set of tests though. Baranor becomes somewhat of a beast. Some if the runes, sorry, augments are really great and end up giving you so much power. And its good fin too playing with all the different effects

    Secondly, a cap cheated death in the dlc, which is groovy in its own right. What's particularly cool though, was it was a new scenario that I personally haven't seen before. He was called the slasher face or the slashed or something like that. He had a big scar like i had scalped him and a big messy scar down his face. And he spoke of me slashing him up and stabbing him and the like. Very cool.
    In fact theres been a few intros and speeches I haven't seen before in the game. They have done some cool stuff with that regard.

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    WB Gamer
    In relation to my play testing, if anyone is interested, my twitch channel is bertandernytwitch.
    I dont use it for streaming for viewers so this isnt asking for views/subs or what have you.
    What i do if i need to review things like this is rig it for streaming, then save the highlight.
    If you guys are interested, check out the "chiefs testing" collection. Everything I describe above is there.
    I haven't figured how to share stuff yet so the best i can do is direct you to the channel. If atthe very least yoi want to see a cool "cheat death" moment, check the 4th vid.
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    WB Gamer

    Tks for all the testing and reporting of your findings B&E, much appreciated.     Yeah I like the new trash talking scripts they have going, always welcome.   In the DLC I've had Mercs bring in Treasure Orcs like they do in the Main Game, Blood Brother mechanic alive and well, ditto with Ambushes and Cheat Death scenarios (as you've described), and at least 2 instances where one of my own Mercs gets his throat slit and bleeding out (that u have to revive) by an Orc Captain + an enemy Captain showing up when you call in one of your Merc BG's and trash talking u, lol 

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    WB Gamer
    I've seen the follower bringing a gift aswell. Timing was quite inconvenient in all honesty lol.
    When i get some time i am definitely going to test some base game stuff. While i think the faster spawns of caps is cool for the dlc, it wouldbe unfortunate if all the fortresses operated the same way. Ill grab the footage aswell.

    I've used twitch for a while now for watching, bit I've never thought about using it for recording until recently. Doing it straight from the xbox proves quite handy.
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    WB Gamer

    https://www.twitch.tv/videos/263112731

     

    vid testing

     

    would one of you guys try this link for me and let me know what happens please?

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    WB Gamer

    Worked fine for me and by the way that's what you get for messing with Az-Laar's.

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    WB Gamer
    Glad it worked. And for the record, he started it!🙂
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    WB Gamer

    session 1

     

    session 2

     

    session 3

     

    these are the sessions preceeding the one i posted above. while i was testing i figured i would record. highlights what we are talking about well enough.

    also shows off my rusty, in serious need of practice, 'mixing controls up with ac rogue' gameplay :)

    should have seen me trying to play ghost recon after doing this :)

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    WB Gamer
    This has been happening to me in two forts now. I don't own the DLCs either. It happened in either Nurnen or Cirith Ungol and in Gorgoroth.

    I spent quite a bit of time getting all of Gorgoroth's Warchiefs to have enough bodyguards for an ambush, completed one of them, and as soon as the mission ended (as soon as I was in control again) I went to the Army screen and he was replaced by a new unidentified Warchief. I've done this several more times and it keeps happening.

    Anyone know of a fix or if today's update fixed it? It wasn't in the patch notes.
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    WB Gamer

    Wait, wait, wait.  I thought only Bananor in DoM could take over the outposts and station mercenaries in them.  I haven't heard anything about Talion being able to station Orcs in outposts in the main game.  Unless I completely misunderstood what y'all are saying.  But if Monolith does add this feature to the main game that'd be great.

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    WB Gamer


    The post is originally talking about Outposts in Lithlad and many of the posts said it didn't affect the base game. I came in to say that the same thing happens with Warchiefs in the fortress slots in the base game.
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    WB Gamer
    Being the "genius" that I am I completely missed the date in which the comments were made.
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    WB Gamer
    Sorry if I didn't go into enough detail and confused you. I just really hope they fix this issue in the base game.
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    WB Gamer

    getting the same problem. Really not fun at all.

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    WB Gamer
    This has happened to me twice now. Just today, all of my warchiefs in Nûrnen were replaced with enemy warchiefs, a few captains as well. This took a long time for me to "fix". I pray there's a fix and soon.
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    WB Gamer

    Any chance you could fill out a ticket about it at WB Support (there is a link in the sticky thread marked PLEASE READ BEFORE POSTING in support if you don't know where to go) the more reports on it and which regions it's affected the better.

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