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Monster Hunter World: The Game That Does Everything I Don’t Like in Games, and Yet Became My Favorite Game

TL;DR: Monster Hunter World is a great game, and it does so by managing to implement mechanics I normally hate in a satisfying way.
This will be a three part post. The first part details my history with games, and what I didn't like about MH:W at first. The second part is about what the game does well, and the third part is about what can be learned from both the games flaws and its successes.
Introduction
So, my history in games is long, and I wrote it out at first but it was way too unnecessary, so the short version is, until recently I had kind of quit games, finding them no longer rewarding. But when my friend showed me Breath of the Wild, I got back into it, and the main reason for my current love of gaming is the development of my own taste, and understanding of what drives that taste. The word I’d use to summarize that taste is “tight”. I love games which hone in on what they want to be and perfect that.
Breath of the Wild is tightly designed around exploration and experimentation, which comes at the expense of the story - but that’s alright, the game is about your story, not a preset one.
Journey and Abzu use stunning visual storytelling and music pull you on an emotional journey that doesn’t need any obvious plot - it’s like a raw, uncooked story, story without the need to have it be explained. It comes at the expense of challenge, or complex characters, but the flowing feel of the gameplay is worth it.
In Uncharted 4, fast paced simple action, beautiful photorealistic art style, airtight level design, and well written characters and dialogue gave me the feeling of being in an action movie. You don’t have any choices to make, but that’s okay - I don’t complain when I go to the theater and don’t get to decide what Luke Skywalker does.
In Celeste, I discovered a love for challenge. The incredible music and art made dying not feel bad, and in most rooms death wasn’t that punishing, and in the rooms where it was punishing, I was fine with that - it always felt fair when you died, and you were always ready to try again.
And in probably my other favorite game of all time, Outer Wilds (not outer worlds), the absolutely mind blowing worldbuilding and mystery make for the ultimate dream of a video game - one where you use your own intellect to solve things, seemingly without help. While the game doesn’t have much in the way of mechanical challenge, that’s fine, it’s not what I’m looking for in that game.
And then came Monster Hunter World.
What I didn't Like about MH:W
So, for the first thing, the game has a really horrible start. The cutscenes are uninteresting, with bad lip syncing and uninspiring, unnamed characters. It looks beautiful, but I was just not a fan of anything. When you get your first chance to actually interact with anything, you’re an unarmed unwieldy character running around a volcano monster and kind of unsure what’s going on. Once you get past that, you have to walk through part of the map, again without a weapon, while waiting for an NPC. There’s a scripted scene where a monster attacks and you’re rescued, yada yada, boring. Once you finally get to do anything related to hunting monsters, it’s been like an hour. One thing I developed in terms of personal taste with games is that if a game doesn’t grab me within the first hour or so, I’m pretty much done with it. Harsh? Maybe. But every game I mentioned that I loved had me hooked in the first 10 minutes, and I don’t regret quitting the games I have.
You make choices early on without context. Once you actually fight, you’ve chosen your weapon with fairly little understanding or explanation of the weapons. Now, there are tutorials, and you do get a chance to test them out, but when there are 14 weapons, and each have super confusing combos and movements that are never explained… it’s tough. So I picked the one which looked the coolest! Gunlance, it’s a gun and a lance, what else could you want? Unfortunately, that weapon sometimes just stops working as a gun if you do its strong attack, which wasn’t explained to me. I had a bad time. I’m not sure what the game could have done to make this better, but it definitely turned me off.
When you’re in a fight, if you don’t know what you’re doing, it sucks. It’s a hard game. I was being tossed around by monsters, missing most of my attacks, never sure of how close I was to winning, and constantly getting stunned, killed, etc. The monsters will roar at times, which causes your character to stop doing whatever they’re doing and cover their ears, which is just annoying. The game can really feel unfair. To this day, I’ll die to some stunlock and just think “that was such bullshit”. But early on, I just wanted to scream. It never felt like something I did wrong, just like I was being bullied by a big fuckin lizard who wanted to scream at me all day.
The game also does very little to explain the insane number of mechanics available. By that I mean it does a LOT to explain it, which in turn makes nothing get through. When you’ve already spent an hour with cutscenes and boring movement tutorials, it’s really really annoying to have pop ups about things like, how to eat food, or how to do fishing, or how to do investigations. So I skipped them. I wanted to fight monsters, not learn to fish. I hate fishing in real life, why would I do it in a game?
And so while fishing isn’t that important - I still don’t bother, hundreds of hours into the game - eating food is. You can eat before every quest and it almost doubles your health and stamina. Not eating isn’t really an option.
And as for the bullshit deaths, a big part of that is when you’re going solo, the monster is trained directly on you. So while in a multiplayer fight, you get long moments to take a breath if need be while the monster targets someone else, in single player you don’t get that as much. And while you can fire an SOS flair and get a random player to help, more often than not it’s a much higher ranked player who comes in and wipes their ass with the monster in seconds. To be clear, people who do that are great, but I didn’t want to be carried through those fights, I wanted to learn. I could get carried through the entire game, but as soon as I didn’t have help I’d be fucked. So if you don’t have friends to play with, you don’t have that many easy ways to find help that won’t trivialize fights.
And finally, the grinding. Oh my god. I hate grinding. In this game it can be bad. Sometimes, you need one rare piece from a monster and will spend hours doing like a dozen fights with the same monster, each taking 20-30 minutes, and still not get the piece. It sucks. As mentioned before, I like games that are tight, and constantly doing something new. The only game I mentioned that is really in the same length category as Monster Hunter is Breath of the Wild, and I stopped playing the game when I felt like it wasn’t showing me anything new. Monster Hunter is the same gameplay loop the whole way: fight a new monster, lose, get better gealearn the monster's moves, beat the monster, repeat. Edit to add: with my hours of experience now, the grinding is not nearly as bad. Learning to do investigations, getting better at the game, and just being smarter about what I'm grinding for means I have to do fewer fights and they don't take as long, but I'll get to that. I just don't want it to seem like the game is boring bad grinding the whole way.
So I quit.
And then, I mentioned the game offhandedly to a friend, and he mentioned that he’d always wanted to play. We live across the country from each other while I’m away for college, so it sounded like a good way to stay in touch. So we started playing.
And everything changed. He got me on the Insect Glaive, a much easier weapon for a beginner, and we started getting into things.
Why the Game Works
So, this game is definitely my favorite game of all time, tied with Outer Wilds, and there are a few reasons why.
1) It’s A Really Fucking Good Game
This is obviously quite vague, so I’ll explain.
The games design is excellent. What I mean specifically is that the core gameplay loop, centered around fighting monsters, is so well done, especially in contrast with other games with similar premises. I’ve heard it said that the game is just a ton of boss fights, and I think that’s accurate, but only in the sense that it’s a ton of what boss fights should be. Personally, I’ve never played a game with a satisfying boss fight. It either feels way too easy, or way too hard, and either way the actual fight is usually pretty boring. If it’s easy, I don’t have to pay attention, and if it’s hard, it’s never hard in the fun way, usually just in the “oh my god can we get this over with” way.
Monster hunter fights are exciting, dynamic, terrifying, and never easy, while never feeling oppressively hard. You get better at the game over time, but the major points of improvement are on a monster-to-monster basis, where in the course of a single fight you have to watch the monsters movements and learn their tells, learn when to strike, when to retreat, and when to go all out. This might seem basic, but it’s worth stressing that when a game is centered around one thing, that thing should be done really well. And Monster Hunter does fighting giant monsters really well. When a giant fire breathing T-Rex charges at you, you feel just as terrified as feels right for the situation. The monsters have an incredible presence to them which just adds to the incredible atmosphere.
2) Interesting Gameplay Options
On top of the design of the fights themselves, the players options are interesting and meaningful.
Each weapon has a ton of unique abilities and each fits their own niche. If you have even a modicum of experience with any weapon, no other weapon will feel similar. Even two weapons like the greatsword and hammer which fill the niche of slow, heavy weapons with massive damage from high risk combos which leave you open to attacks are incredibly different. Your choice of weapon is meaningful, and even within that weapon you can find a number of playstyles. I main the bow, and you can play it quick, darting around, dodging back and forth and launching volleys of arrows, or you can play it slower and charge up each shot for maximum damage from each attack. There are even more playstyles than that, the point is that you have a lot of options.
Armor is another layer - to play efficiently you’ll have to build your own set of armor, picking from hundreds of hats, shirts, gloves, pants, and shoes. These are the wrong terms for them, but I forget the medieval terms they use for the armor so I’m going with this. Each monster has a few different full sets that come from them, and you can mix and match pieces. I’ll have a legiana helmet, a rathalos chestplate, and so on. Each piece has its own mix of skills, and so if you just pick a random set (like I did early on) you might end up with a bunch of boosts to fire attack with a weapon that does ice damage. You spend a good amount of time in the forge, thinking carefully about which pieces of armor to farm for - because it can take a while. You don’t want to spend three hours fighting monsters to get armor that won’t work.
And the big thing is that at the end of the day, when you’ve chosen your weapon and built your armor set, it shows. There is a tangible feeling of strength that comes from a tightly designed build. It’s a rewarding game.
3) The Complexity is Justified
So, one of my complaints early on was the complexity. There are dozens of things that you can do besides going to monsters and killing them, and they’re all thrown at you at once. But over time, I’ve learned those mechanics, and they work. Eating meals is an important tool which helps significantly in hard fights. Farming plants and mushrooms gives you access to valuable materials. The crafting systems allow for even more options for gameplay besides the weapons - you can throw flash pods to blind monsters, lay down traps to hold them down for your strong combos, or toss literal shit at the monsters you don’t want to deal with at the moment and make them run away. The point is that, as I said, the core of the game is fighting monsters, and there is pretty much no aspect of the game that isn’t directly related to that. The game could probably communicate that better, but we’ll get to that later.
The biggest reason this is important, and the place this is the most well done, is the grinding. As mentioned, the core gameplay loop is fight, die, get better, repeat. Getting better happens in two ways - upgraded gear, and improved skill. How do you get both of those things? Grinding other monsters. My friend and I were struggling to beat a monster recently, so we went back to other monsters we wanted to harvest materials from, fought them for the new armor, and when we tried to beat the monster the next time we won, easily. I don’t know if it was the armor, or the skill - but the point is that at no point did we have to stop fighting monsters to get there.
In a lot of games, story games especially, you have to balance progression and grinding. If you just progress the story, you don’t get all the upgrades. If you just grind, you get stronger but don’t get anywhere in the story. An example of this is God of War (2018) - a game I really enjoyed. But there was a point when I was in the boat, and Atreus said something like “we can go to [place where the story would progress] or we could stick around and explore here for a bit”. All I could think was “wait, I bought the game for the story, what’s this extra shit doing here?”. Now, obviously not every game has to be all around one thing, but in Monster Hunter I’m never torn between improving and progressing - it’s one and the same.
4) The Social Aspect
This is the last big point, and it might be the most important. At least for me, it’s what got me hooked in the game. As I mentioned, it was my friend who got me to try the game again, after the horrible start. But honestly I’ve just had such a wonderful time progressing this game with my friend. We just get on a call, and play for hours, working together to advance together. We never outpace each other, because we agreed to only do new quests when we’re together. If one of us isn’t able to beat the new monster, the other one isn’t either. So we will always be able to play with each other without feeling like we’re doing boring fights to carry the other person.
It’s an excellent social experience, one which is based entirely on teamwork, where you help your friends farm for their gear and they help you farm for yours. You find weapons which complement each other, tactics that wouldn’t work solo, and learn things you wouldn’t otherwise. I can tell you that half the mechanics I would never have picked up alone, and neither would he. I wouldn’t have learned to eat if it weren’t for him, and he wouldn’t have picked up on the importance of skills if it weren’t for me.
You can play the game with randoms which isn’t horrible, but it’s never as fun as playing with a friend. I highly recommend getting someone you know to play with, it’s a whole new game.
5) Misc
Those are all the main points, but there’s a few small things I think are worth highlighting. First of all, the game is beautiful. This isn’t as much a small point as it is that I don’t have a lot to say. It’s a gorgeous game. It’s not as annoying to be absolutely wailed on by a flying blue bird shooting ice beams when the blue bird has an incredible visual design.
Another thing is the dearth of paid content. Yes, there are microtransactions, but they’re minor cosmetic things in the steam store that really don’t matter. It’s not like TF2 where there’s a culture around mocking people who don’t have fancy hats, or anything like that - I never feel like I’m hampered in aesthetically designing my character unless I pay money. This game would be a perfect game for microtransactions - all the grinding that happens in the game would make it easy to add an option to spend a few bucks and get a rare part. But one of the designers said something along the lines of “why would we allow people to pay not to play the game?”. If they did offer that option, it’d essentially be saying “we think this part of the game isn’t fun and is worth money not to play”.
The final thing is the music. It’s great. Full stop.
What Lessons Should Be Learned
Okay! So to finish this off, I want to go into what I think games should learn from Monster Hunter World.
So the first lesson is that you should always Start With Your Best Foot Forward. The core of the game is hunting monsters. It shouldn’t take an hour for me to fight a monster. Give the character a beginner weapon, sword and shield (a great weapon with a ton of complexity, but also one that’s very approachable), and put them into a fight with an easy monster, one which is coded to be slower and less deadly while still giving the same feeling to the beginner player. The story and the secondary mechanics, like eating, harvesting, etc., these can all come later. They’re not what the game is about. When I started the game, all I could think was “cmon let's fight the monsters”. That tone has followed me to this day, and like when I first booted up the game, any time a cutscene comes on I ignore it entirely. I’m here to fight monsters. Let me.
The second lesson is that Complex Mechanics Need to be EGG (Easy, Grounded, Gradual). When the tutorial for eating food pops up, it should explain it quickly and simply before going into details - it should feel easy. I need to know early on how and why I should be doing it. The explanation needs to detail why I should do it and how it connects to the core of the game - it should be grounded. And you should introduce them one at a time - they should be gradual.
The third lesson is that Difficulty Should Feel Justified. This is a place where the game both fails and succeeds. As I mentioned before, there are a lot of times when I’ll get killed and I will have no clue how - I was at full health, and then I’m dead. Often I’ll miss it because I was looking the other way, running to a different spot and the monster hit me from behind. The point is, the difficulty can feel… bad. But at the same time, I never truly feel like it’s bullshit, because at the end of the day I know this is how the game works, and I know that I’m fighting giant dinosaur dragons, of course they don’t play fair. And almost every monster has at some point killed me in a way that felt bullshit, and I’ve beaten them all so far. Whenever a monster gives me a hard time, I always know that with some time and some practice I’ll be able to walk all over them.
The times when it fails at this are with some of the side quests, especially some of the crossover ones. The Witcher 3 and Final Fantasy crossover quests are complete shit, and unfortunately they both provide access to some of the stronger items in the game. It’s a pretty annoying oversight that to get some gear that’s important to the endgame I have to do some quests multiple times that I honestly had no fun doing. It’s a hard line to walk, but the game gets it right… most of the time.
The fourth lesson is that Annoying Aspects Integrated Well Don’t Have to be Annoying. I hate grinding, I hate games where the enemies use attacks which just stop you from doing anything, I hate it when games throw a billion things at you and expect you to learn them all at once and don’t ever really mention those mechanics again. But the grinding in this game is tied to the core of the game, and so it works, and isn’t annoying. Grinding went from a mechanic which is there to kill time to an independently rewarding feature of the game.
I hate it when my character gets frozen in place with no way to fight back, and while that still happens a lot and is still annoying, the game does provide me with ways to deal with it. You can get armor skills which prevent those things from affecting you, and while they’re not optimal necessarily, just knowing that they’re available to me is somewhat of a comfort. It’s still annoying, but I also think it’s overall well done and shouldn’t be removed.
And I hate being overwhelmed by information. And that’s a thing the game fails at. It almost killed my enjoyment of the game, and would have done so if it weren’t for my friends' help. I think this is one of the most important lessons to be learned - your game could be absolutely incredible but still hemorrhage new players because they don’t know how to enjoy it. It’s weird to say, but I had to learn to love this game, and the game never taught me.
In Conclusion
Alright, so that’s pretty much it. This game is absolutely amazing yet incredibly frustrating. It is full of millions of fairly small annoyances, that can compound into major issues. And yet, after pushing through the first hour with the help of a friend to keep me company and add a lot of fun to the game, none of those issues are enough to take this game down from being my favorite game. Like, this game is a solid 9, 9.5, and the only other game I’ve played which I would rank higher than an 8 is Outer Wilds, which I put at a 10. And I don’t say that lightly, when I say Outer Wilds is a 10 I legitimately believe it is a perfect game. But that’s besides the point.
Monster Hunter World is an incredible experience, one which goes against everything I thought my “taste” included. The story is shit, the open world is annoying to traverse, there is no emotional core, no interesting characters, and the challenge can feel really unfair at times. But at the end of the day, none of that can ever outweigh the amazing feeling of staring down a massive dragon as it shoots beams of ice at you, while you fire volleys at its face alongside a friend.
It’s a good game. Play it. And if anybody here wants some help with some of the early parts, let me know, I’ll show you the ropes. I’m not amazing, but I’m fairly proficient with the Bow, Sword and Shield, and Insect Glaive.
Happy hunting.
submitted by lordberric to truegaming

The Info of the Twisted and the Twilight (DLC Breakdown) IV: The Treevengening

ALL OF THE INFO HERE IS BASED ON EVIDENCE FROM OFFICIAL SOURCES BUT ALSO CONTAINS SOME GUESSWORK

Check out the links as-well (some are throughout, others at the bottom) i will be linking and updating this as it goes and the videos are a good watch
A Annotated Mortal empires map showing new areas and possible start positions
now to start we have the totalwar link from their official site; https://www.totalwar.com/blog/total-war-warhammer-ii-the-twisted-the-twilight-faq/
The Twisted & The Twilight includes:
Two unique Legendary Lords leading their own factions:
Throt the Unclean Master Mutator of Clan Moulder and one of the nine Lords of Hell Pit.
The Sisters of Twilight Naestra and Arahan, Emissaries of Queen Ariel
Powerful new units and Heroes for both the Skaven and the Wood Elves, including:

SKAVEN;

Throt the unclean - the skaven lord of the DLC master mutator of hellpit and creator of all kinds of monsters like the HPA, CHARACTER CARD
ghoritch - legendary rat ogre mutant hero for throts faction,
Packmasters - a hero unit,
chieftains - (FLC) leaked in post, chieftains are in tabletop a melee hero like a skaven lord,
also in this IMAGE LINK in between the pack master and ghoritch, 3rd unit in unit bar
Brood Horrors - a monster and mount option, unit of 1
Mutant Rat Ogres - single unit monster entity, unit of 1
Wolf Rats - comes in variants, a bit in the air but seems to be poison and armoured/armour piercing (maybe a basic one too), unit of 80

WOOD ELVES;

Naestra & Arahan, The sisters of twilight - The wood elf Lord of the DLC, Twin sisters (kinda not though) who are a split soul and ride together on a great eagle or forest dragon of renown, STARTS IN THE WITCHWOOD CHARACTER CARD I HOPE TRULY THE TWINS IMMORTALITY ISNT BOILED DOWN TO 10% WARD SAVE AND WOUND TIME -3! IF SO THAT IS THE 1ST THING CA HAS DONE TO ACTUALLY MAKE ME ANGRY THIS DLC
Drycha - (FLC) An evil wood spirit, at odds with the wood elves and handmaiden to coeddil, STARTS IN THE GRYPHONWOOD Here's her character card Coeddil - (evil durthu who is leaked as a mechanic of some sort to drycha)
Ariel - legendary Hero of the wood elves and wife of orion, she is the defacto leader of athel loren, one of the strongest mages in the lore rivaling the likes of mazdamundi and teclis etc (she is available for all the wood elf factions that we know of and get buffs when with orion)
Spellweavers - a new mage lord, comes with new lores for the wood elves (high, dark, life, beasts and shadow maybe grey as well?)
Glade captain - hero unit possible (FLC) not sure on what they are but i think its like a handmaiden hero you can see them below in this; IMAGE LINK to the right of ariel is a spear and bow unit similar to handmaidens of the everqueen, wood elves have a similar hero in lore called handmaidens to the mage queen i feel its either part of the rework or a FLC. Could also be a shadow dancer but as far as i know they dont use bows.
Zoats - a life magic bound spell wielding good guy dragon ogre unit come in units of 16 so no worry of single entity
Great stag knights - the demigryph knight to the wild riders empire knight, monstrous cavalry with more armour and staying power, come in units of 32
Bladesingers - elite wardancers with dual swords and magic or fire from the images, come in a unit of 100
Glade Riders (Spears) (FLC) - a new FLC update that adds melee glade riders allowing cheaper and lower tier melee light cavalry (wood elf cav has really got a mega boost this update)

Campaign Mechanics

the wood elves get the deep roots now which are linked to sacred forest provinces and allow when cleansed to be traversed between like via teleportation, the best way i can explain is like the london underground or other metros, you can use it but you have to wait for it to cool down per use.
there are many land changes and some are vortex others are mortal empires so this is a bit up in the air but u/Moonclawsboys24 and u/loremasterian have helpfully given some info i was not fully aware of.
sacred wood provinces;
The Sacred Pools-lustria, the wychwood-naggarond, gryphon wood-empire, gloom wood (in the border princes) as well as old areas that are part of the mortal empires apparent 8 deeproots locations. the oak of ages, laurelorn and gaen vale are also deeproot locations AFAIK so that leaves 1 more magical forests.
i am gonna say i think i know where those locations will be as there is a wood elf area in the darklands lore called the haunted forest near where flayed rock is, and the second one being up in kislev as kislev has a few dark dangerous wild woods and seems a good location for our mortal empires only lord drycha. here's a link of roughly where i think the sacred woods locations are but its very much guesswork at this point in time. https://imgur.com/a/WJ2T25v

LEGENDARY LORD & HERO INFO

Naestra & Arahan - these two seem to be lord of the DLC that does great on the battle map, they have a lot of useful parts and quite unique abilities. - first of all they are stuck on mounts, either a unique great eagle or a unique great dragon, so sophirific breath is an additional possible ability to them. - Now the talons of dusk and dawn, their weapons work like a bolt thrower, the talon of dawn is the single target anti large fire damage, anti armour ability that also sunders armour, seems perfect for murdering lords and regen creatures. then the talon of dusk is a splintershot that is anti infantry, does less against armour but inflicts poison as well. - Eagle quiver, a 2 charge magic misslie that does high AP and has high range. - Conjoined Destiny, when the sister health gets to 20% health conjoined destiny starts its wind up time of 30 seconds, after the time is up they get back a whopping 1900 health which is basically 50% of their health on dragon back, not sure if this changes on the eagle? it is a one time only thing of course.
Drycha, Briarmaiden of Woe - She is an interesting shadow caster lord, also is a forest spirit and has frenzy. along with all of that she has a few nice special abilities. - First of them being roused to wrath, a 2 charge summon for malevolent dryads, - as an item she has the fang of taalroth, a casting effect that each time drycha casts inflicts a map wide +15 second ability recharge. - Last and certainly not least she has fanatical resolve, a augement to drycha, it starts as her health lowers to 75% ramping up every 25% missing, it gives her +5% base damage and +5 melee attack every tier going up to tier 3 fanatical resolve when at 25% health, which leaves her with +15% base damage and +15 melee attack. she is also reasonably cheap for multiplayer apparently.
Throt the Unclean - he is an anti large, poison attack regen lord with a mount option of a brood horror. he is pretty strong and on a brood horror he is speedy. - he has a one use ability in beast pack that allows him to summon a unit of rat ogres which is devestating if used right. - he also has a 2 charge ability called remouldered wis very strong, it is a 1440 health restore that also gives +8 leadership and +24 melee attack for 30 seconds, and its 100 meter range on any moulder creature or himself. - the creature killer, a 40 second area augement that makes things have immune to psych and +16 bonus vs large.
Ariel - ariel looks very strong, first up she is anexcellent caster with 6 amazing spells, 2 life, 2 high and 2 dark being; shield of thorns, dwellers below, apotheosis, tempest, word of pain and soul stealer. - she is also a unbreakable and causes terror. - acorns of the oak of ages, a two charge explosion item, it causes a large magic and AP explosion that also halves speed of the effected. - Berry wine, a one use 1344 health restore along with +100% vigour to herself or anyone within 60 meters. - dart of doom, 3 uses it is a magic missile that does magic damage, applies -25% weapon strength for a period of time 8-12 seconds-ish. - wrath of the wood, a casting buf for 8 seconds of +12% missile damage and AP missile damage to the army. - ancients protection, casting buff of 10 seconds everyone gets +10% phys resist. she also has life bloom when casting. - lastly she regens WoM power when in forests. in multiplayer she is expensive but rightly so.
Ghoritch - he is an armoured, AP, anti- inf terror causing melee hero. - he has a sword of anti heroes and crown of command, items which is nice enough. - he has warp frenzy, an augement to himself that gives +25% AP damage and base damage as well as +24 melee attack that would boost him up to a whopping 92 melee attack stat. - he also has evisceration, a vortex that makes him turn into a whirlwind of anti armour damage in a huge AoE. - blood shield a very khorneate +15% magic resist to him and any within 55 meters constantly.
SISTERS OF TWILIGHT MECHANICS - The Heralds of Ariel - they start in naggarond, in the wychwood as they are meant to be fixing it for ariel, and they have a unique mechanic called forge of daith, basically daith the elven avatar of vaul the smith god is the sisters uncle, kinda anyway, he makes them gear of top quality and he has a mechanic with them to give strong buffs and equipment to use in your faction.
the forge of daith it may not be just for the sisters? this is only because the character card talks about them getting timer buffs for it so perhaps all will have access to daiths forge? It offers powerful items which you can choose between a powerful item or go with arahans hasty approach and take an upgraded version but only for a limited time.
The forge of daith has been poorly shown off by CA do not worry about them - loremaster of sotek
Conjoined Destiny the mechanic that worried me most, it's not all I wanted but is close, either automatically or as an ability when at low health the sisters have a wind up time (30 seconds I believe) before getting a burst of high healing that looks to be somewhere around 40% of their health. My only wish is they get a combat buff while the wind up is active as it's their lore that while one is dead and waiting to be respawned the other gets double the skill
DRYCHAS MECHANICS - The Wargrove of Woe - is the handmaiden of coeddil an ancient treeman who is more powerful and older than even durthu, but was tainted by the evil left by morghur the shadowgave when he full on smashed that goat to a paste. since then he is meant to be withered and mad and evil, but the malicious forest spirits are still a fan like drycha.
drycha is not good friends with all of the wood elves, she hates them so she might not have ariel as a mechanic and its possible coeddil is possible for her instead, she is his handmaiden after all. not sure on that but its possible, also drycha may not have elves available or at least have less of them so she may be getting aspects for her tree spirits, it was mentioned but we have not much to go on.
drycha also starts in the eastern empire above sylvania, near mannfred, azhag and ungrim fleshing out an area i feel doesnt get as much love.
Drychas armies - drycha isnt a wood elf lover at all, she hates them and to show this she has a special roster of tree spirits and creatures. Her campaign exclusive units!
quite alot right, and they are cool units to bring showing her evil flip side to the wood elves good, anyway the units she has are;
Malevolent Branchwraith
Malevolent Treeman Ancient (seems to be a hero in custom, but I'm guessing is a lord in campaign)
Coeddil (legendary hero equivalent of Ariel for Drycha's faction)
Malevolent Dryads
Cave Bats
Giant Spiders
Giant Wolves
Feral Manticore
Giant Hawks (Hawk Riders minus the riders)
Malevolent Tree Kin
Malevolent Treeman
and you may wonder malevolent... what does that mean? well it seems all the malevolent units also have increased stats and also have frenzy so they are really a nasty bunch.
also she can get elves but it isn't a normal way of getting them, she has on her character card indoctrination, so brainwashing, so it seems she has some mechanic around unlocking wood elves, which im gonna think will be used to make use of them archers mostly.
SKAVEN
throt has 2 start locations, up by the most north eastern area of naggarond in his vortex and over in hell pit in his mortal empires
aside from that he has a few bits to go through.
the flesh lab - he can use mutagenic elixir on skaven units to upgrade them, this looks like a mix between skyres forbidden workshop and orks scrap mechanic. you have mutagen as a resource and its used in the fleshlab to mutate units, the more mutation perks you put into them the more unstable they become, if too unstable the units then get different effects...
these vary from taking attrition to full on exploding like a bloated corpse (i know sounds great) and the effects you can gain sound fun too, they vary but some are things like make them sneakier, but higher up in the tree you can do things like on stormvermin at least you can turn them undead, meaning they cant run away, they become unbreakable mindless undead stormvermin and there is alot of these perks, the flesh lab seems to be split into 3 sections; infantry, monsters and the workshop basically perks for infantry, perks for monsters and the 3rd area is for upgrades to make to your labs.
lastly these mutant monster creations are processed and then available as a special ROR tab (like the empire state special troops) for recruitment

WOOD ELF REWORK

The rework has quite a few bits so ill be brief as this post is huge already , but there is a lot of new and exciting stuff.
aspects before i go into them loremaster of sotek mentioned this feature is only for drycha and durthu, im not sure whether this is correct but if so it helps show the difference which is kinda fun, but also kinda a bummer... aspects for tree spirits, aspects for dryads are a thing as well as treekin and treemen, it works like the orcs scrap mechanic and you have to pay to take one of the 3 aspects or none at all, they all contain benefits as well as negative effects;
-Aspect of willow - is a light attacking anti infantry aspect, its good vs inf and also buffs defense at the cost of less AP damage.
-Aspect of Oak - the tanks, oak makes your spirits slower but ups their armour and gives charge defence.
-Aspect of birch - the fast and hard aspect, lovers the physical resist the spirits have making them softer but gives speed and AP damage.
-Aspect free - of course no aspect is an option.
OFFICES the offices orionand durthu have are significantly different and more catered to what those characters do, orion has the wild hunt offices and durthu has the grove of ancients and both are themeatic and seem like good but not OP uses of the office system. i do not know but assume that the twilight sisters and the Briarmaiden of Woe will both have their own offices but can not confirm.
AMBER you still have it but it is very different, you can get 1 amber from each sacred forest once you heal them, these 8 amber points are used for 8 skills that act like the end game skills in other factions. the skill tree has also gained a overhaul but looks familiar https://imgur.com/a/lKLcer5
INCURSIONS wood elves have occasional locational events that are called incursions... these work kind of like a mix between a rebellion and an elector count event for the empire... you have various types some are timed some are not and you have choices when dealing with them, as an example you are orion and you get the incursion symbol appear in talsyn, you go over early and if you have a fight going early gives you an ambush, if you dont go you will have to fight them regular style..
the actual choices you get will be like; there are brettonians cutting down trees on the borders of the forest and you will have a
tell off the brettonians and send them away with a warning, the brettonnians will like it but it will debuff your dryads as they wanna kill
kill them, the dryads want to kill them and feed the soil, youll fight them and winning you get benefits to tree spirits and brettonia wont like it
and so on you might get other events but it seems to be along those lines wheter dwarves, brettonia, beastmen and so on.
CONFEDERATION now to confederate the wood elves, as you dont need amber to do so, you have to level up the oak of ages and at the different tiers it unlocks generic wood elves (tier 2) and playable faction wood elves (tier 3) this isnt just cut and dry however as each one comes with a quest to allow confederation. for instance to confederate laurelorn in the stream i watched, loremaster of sotek had to kill a norscan faction. any norscan faction would do but he had to destroy one. im not sure if its unique to each faction or not. -On a side note, there is apparently something that allarielle can do in the gaean vale and also a quest to get the gaean vale from her...
OAK OF AGES no longer needs amber, it also still allows confederation at tiers, tier 2 oak allows confederation with the two small athel loren faction torgovann and wydrioth, tier 3 allows the playable factions talsyn, argwylon and the heralds of ariel to be confederated. as far as i know drycha is stuck separate with her faction (the wargrove of woe) to the others which is fun. the oak also spreads untainted, growth, factionwide public order and gives forest health to athel loren
SACRED FORESTS Each magic wood elf forest AKA athel loren, the new areas, gaen vale have what could best described as an area untainted system, and ill be using athel loren for this example. the forest has areas called heathlands, basically areas that used to be part of the sacred forest the areas that are linked as the oak of ages heathlands are; karak bhufdar, quenelles, karak azgaraz, carcassonne, fester spike, parravon and karak norn. these areas. if enemies, or races like greenskins or skaven own them it will lower your tree health and if you own them you can ad to your forest health, possibly allies too, and its a systemthat makes outposts a bit more important and better.

SACRED FOREST INFO;

THE SACRED FORESTS ARENT JUST NEW LANDS BUT ARE UNIQUE TOO! each province has unique bonuses that build as you heal that sacred forest so here is a list of what they do and where they are!;
1.The Oak of Ages (Athel Loren) - global growth, global upkeep and deeproots cooldown
2.The Gaean Vale (Ulthuan) - Winds of magic power reserve and global recruitment capacity
3.Oreon's Camp (Southlands) - Unit experience Gain and global recruitment capacity
4.Laurelorn Forest (North West Old World) - Income from all buildings and global recruitment capacity
5.The Witchwood (Naggarond) - Research rate and global recruitment capacity
6.The Sacred Pools (Lustria) - Casualty replenishment rate and global recruitment capacity
7.Gryphon Wood (North East Old World) - Recruitment cost and global recruitment capacity
8.Forest of Gloom (Barrens) - Campaign movement range and global recruitment capacity
Plus as the map expands with new DLCs (this DLC is confirmed not the last one) and Game 3 new sacred woods may appear

SACRED FOREST HEALTH

the forest health you get for using the deeproots and healing the heathlands around each sacred forest doesnt stop with that either, each sacred forest has 5 tiers of health the oak of ages is out of 500 and the rest are out of 100, when you get the health higher in the tiers the benefits from that forest is increased leveling up the buff it gives your faction.
once at max forest health you can perform a ritual of rebirth in that wood which if i heard right causes a quest battle, after that you unlock a unique landmark building in each sacred forest except the oak which instead unlocks the oak of ages tier 5 building that you need to win the campaign.

KINDREDS

the wood elves now have kindreds instead of growth, they do not need population to build and upgrade their city or the troop buildings but instead use their gained kindreds to buy military support, defense and infrastructure buildings not dissimilar to how a horde or black ark works

FOREST SPIRITS

all forest spirits have vanguard deployment now... not sure if this includes the treemen leaders but the units do.

SKAVEN TWEAKS

EMPTY RIGHT NOW! - i have heard however there are changes coming to the skaven lords to make them a bit less generic (looking at tretch, queek a skrolk) though i havent a source on this info and if you can help me out i would greatly appreciate it.
What i know so far is;
Rictus - tretch starts with an undercity in crookback, this should be great for aborting naggarond if you so wish later on, assuming you can build a vermintide without getting spotted.

REGIMENTS OF RENOWN

wood elven RoR;
Wraiths of the Frozen Heart (Dryads): Particularly effective for preventing cavalry from cycle charging, or stopping a missile unit from retreating.
Lost Sylvan Knights (Great Stag Knights): Equipped with significant physical resistance.
Enigmas of Ghyran (Zoats): Elite Zoats with more powerful spells from the Lore of Life.
skaven RoR;
Pit Fighters of Hell's Deep (Rat Ogres): Comes with the Berserk ability and can be used to effectively combat terror units.
Morskittar's Hellion (Mutant Rat Ogre): Capable of summoning a localized bombardment of warp lightning.
The Thing Thing (Hell Pit Abomination): Has the ability to buff melee attack and weapon strength but rampages self in process.
** NEW RELATED CONTENT **
MAP The mortal empires map has further expanded the darklands stretching from crookback mountain up to kislev, and among the many new minor factions one is called the LAHMIAN SISTERHOOD, these could be a place holder for queen neferata later on as the area the silver pinnacle is in is on map now. as well as new ways in and out of the darklands.
-There is added wood elf update units such as the glade rder spears, but we havent seen everything so more could be possible.
-elven wild magic summons a great eagle rather than a manticore.
-the post battle screen offers more info of post battle stats
-new chaos invasions mechanics added to the difficulty screen allowing; on, off, hard, very hard and legendary chaos invasions
-settlement abandonment you can abandon your own settlements now, which is far greater an abilitythan it sounds
-foot character mass... you may remember playing these mean and tough foot lords like grimgor or ungrim ironfist and thinking ohthese guys are gonna be badass... only for them tho get booted across the map like a football, well thats been fixed a bit and foot lords are much sturdier and less prone to being knocked over and stunned (THIS IS A HUGE BOON) this affects all foot lords and characters at least a bit, though bigger lords will do better. it also applies to foot troops and units with charge defense etc, making halberds and spears better at taking that charge when braced
-ranged unit grace period; sounds dumb but its dumb that we didnt have it for so long, basically if your archers or rifles etc are in the woods when they shoot alot of the projectiles will hit the trees and so on. not any more (a bit anyway) if you hide in the middle of the woods some arrows will still hit trees but at the edges the arrows will skip through trees for a short period as if the ranged troop aimed around the trees (AS YOU CAN SEE THIS IS VERY USEFUL FOR THE WOOD ELVES) each projectile has 1.2 seconds of travel time in air before it can hit trees, so if your a bit behind the treeline your arrows from the back ranks may still hit a tree but not the front, and importantly once the arrows arrive at the woods your firing at those trees will still offer the important cover bonus
-casters now can cast on themselves. as in the minimum distance of a spell is no longer a thing and you can drop a vortex or wind or breath on yourself to save your wizard
-tretch starts with a undercity in crookback mountain, not much but you could use this to quickly take his home overthrowing the clan rictus nest
-high elves have had some buildings compacted making certain chains more useful, such as the hand maidens and the white lions
-mazdamundi has been upgraded to be more powerful as the most powerful live slann
-ghorst is stronger, buffs zombies and corpse carts and mortis engines can raise zombies
-more info for your income in settlements allowing you to see what changes the buildings will do etc
-Lots of fixes and balances too.
this is all the units that we know so far we havent seen the FLC unit/heroes, we have not seen the rework changes either so it is possible things like the dryads having aspects may be either a drycha mechanic or a added feature but its possible we may not see it at all.
getting downvoted for what? like really im just providing the info from multiple sources and showing a few bits in links?
A Blank Version of the New Mortal Empires map
turins video on the wood elf update - https://youtu.be/RoGLg7u7tvA
turins vid on the Update - https://youtu.be/J5POQ_d0fpc
italian sparticus vid on the rework - https://youtu.be/HGdjKUa7J3Q
Turins Wood elf units vid - https://youtu.be/_eCESpZrSws
Turins Skaven units vid - https://youtu.be/OuEipySh7-U
i just wanna spread info and make a one stop post for information on the dlc and surrounding content.
new info comes to light thats not here comment dont downvote because its a couple of hours old?
submitted by Darrullo to totalwar