


It seems like it's going to give a mixture of unit stat buffs, followers/ancillaries and different regiments of renown. The Forbidden Workshop mechanic for Ikit Claw sounds interesting as well. I would always hold off on summoning him because there was limited charges. Peasant mobs having free upkeep unless you have over the cap is nice, and I like the change to the Green Knight mechanic. I suspect some of the new technologies are going to be crusades being called against the newer factions. building armies of peasants without focusing as strongly on cavalry as it should for Bretonnia). handles it (one of the issues I've seen often is the A.I. The change to the vow system seems good though we'll have to see how the A.I. I must admit I haven't played Bretonnia since Warhammer 1. The overhaul for Bretonnia seems quite good. He's a legendary hero which seems a bit odd to me but I suppose he's not really in a position to lead armies, what with being dead and all.

I wasn't expecting Lord Kroak to make an appearance. Having it so the undercity is hidden but risks being noticed more as it grows is a nice way to implement it, with the option of using heroes to investigate. Something I was thinking would be an issue was either making them permanent, thus no way to deal with corruption, or be removable by a hero but that would risk having them removed the turn after you colonise one. It seems like Creative Assembly have a way to make them feasable while not being too easy to remove using heroes. I like the sound of the Skaven Underempire mechanic. Looking over the rest of the things coming:
