Difference between revisions of "Total War: Warhammer II/Changelog"
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[[Category:Changelogs]] | [[Category:Changelogs]] |
Revision as of 05:12, 15 June 2023
- Back to: Total War: Warhammer II.
Contents
- 1 Steam: 1.7.2
- 2 Steam: 1.7.2 beta
- 3 Steam: 2019-09-06
- 4 Steam: 2019-05-15
- 5 Steam: 2019-04-16
- 6 Steam: 2019-01-28
- 7 Steam: 2019-01-22
- 8 Steam: 2018-12-11
- 9 Steam: 2018-11-06
- 10 Steam: 2018-08-21
- 11 Steam: 2018-06-21
- 12 Steam: 2018-05-30
- 13 Steam: 2017-12-14
- 14 Steam: 2017-11-25
- 15 Steam: 2017-11-19
- 16 Steam: 2017-11-03
- 17 Steam: 2017-10-26
- 18 References
Steam: 1.7.2
Total War: WARHAMMER II Patch Total War: WARHAMMER II Ella McConnell October 16 2019 We’ve just put a new patch live for Total War: WARHAMMER II – check out the details below. General Fixed a soft lock that could occur when Gotrek & Felix markers could appear without owning the Gotrek & Felix DLC. Fixed an issue where save games could not be loaded – this issue was more prevalent with multiplayer saves games than single player but did affect both. Fixed an issue where using The Rite of Awakening would not offer any Slanns. Raid region missions will no longer be issued which target horde factions. Wrecker’s Point can now be correctly occupied by Norsca. The Bright Wizard included in the garrison in The Red Moon Inn now correctly has access to his spells. Elector Counts with high fealty are now less likely to secede. Fixed an issue where choosing to stop a succession faction by force via the Empire dilemma did not result in being at war with that faction. Fixed an issue where declaring war on an Elector Count would sometimes not result in a penalty to Imperial Authority being applied. Please note: For all types of campaign saved since the release of The Hunter & The Beast DLC there is a potential crash, but this will only occur if you disable a mod that was active at the point when the game was saved and then try to load that particular save. If you haven’t removed a mod which was in the game at the point of saving, you should now be able to access the game, but you will not be shown a warning when trying to load the game in the case of a mod mismatch. After the game has been saved one more time, the mod information display will work as normal. Units Lizardmen Dread Saurians (all): Tweaks to attack animations to help melee targeting +3000 mass +1000 hit points (on ultra) +0.5 acceleration +50 building damage Dread Saurian: -100 cost Shredder of Lustria: -100 cost Kroq-Gar on Grym-loq: -0.4 seconds melee attack interval Razordons (all): -10 projectile muzzle velocity +10 projectile range +10 projectile calibration distance -1 second base reload time Nakai the Wanderer: -100 cost Empire War Wagons: -50 cost War Wagons (Mortar): -100 cost The Black Lions: +100 cost Markus Wulfhart: -7 melee defence -18% ap projectile damage -17% base projectile damage +0.5 projectile calibration area (+100%) -70 marksmanship bonus Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty) Abilities Kill Shot -45% ap projectile damage -45% base projectile damage -33% bonus vs large Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty) Number of uses changed from 3 to 2 Executioner -50% ap projectile damage -45% base projectile damage -33% bonus vs large Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty) Amber Bow -24% ap projectile damage -40% base projectile damage -17% bonus vs large +0.4 projectile calibration area (+400%) -75% explosion detonation radius -75% explosion detonation speed Hand of Gods -25% projectile calibration area
Steam: 1.7.2 beta
We have just put a new beta live for WARHAMMER II. This addresses the below issues: - Fixed a soft lock that could occur when Gotrek & Felix markers could appear without owning the Gotrek & Felix DLC. - Fixed an issue where save games could not be loaded – this issue was more prevalent with multiplayer saves games than single player but did affect both. - Fixed an issue where using The Rite of Awakening would not offer any Slanns. - Raid region missions will no longer be issued which target horde factions. - Wrecker’s Point can now be correctly occupied by Norsca. - The Bright Wizard included in the garrison in The Red Moon Inn now correctly has access to his spells. - Elector Counts with high fealty are now less likely to secede. - Fixed an issue where choosing to stop a succession faction by force via the Empire dilemma did not result in being at war with that faction. - Fixed an issue where declaring war on an Elector Count would sometimes not result in a penalty to Imperial Authority being applied. Please note: for the multiplayer save games, there may still be a potential crash, but this will only occur if you first disable a mod and then try to load the save game in which the mod was previously used. If you haven’t removed a mod which was in the game at the point of saving, you should now be able to access the game. In order to opt in: 1. Right-click on Total War: WARHAMMER II in your Steam library 2. Click Properties and click the Betas tab 3. In the drop-down menu, select the Version_1.7.2 option 4. Close the window and your build will automatically update
Steam: 2019-09-06
Introduction This automatic update arrives alongside The Hunter & The Beast Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and/or Mortal Empires campaigns, and multiplayer (noted below where relevant). Even if you haven’t purchased The Hunter & The Beast, Markus Wulfhart and Nakai the Wanderer’s factions of the Huntsmarshal’s Expedition and the Spirit of the Jungle add their own distinctiveness to both campaigns under computer control, pursuing their own particular agendas and helping shape the world around you. As you know, the Total War: WARHAMMER series is a labour of love for us, and one of the longest-term projects we’ve ever embarked upon. It’s our commitment to continue fleshing out and evolving the world of Warhammer Fantasy Battles over time as fully as we are able. The next update we’re planning will focus more on technical maintenance and quality-of-life improvements, rather than faction or race overhauls, which will then resume in subsequent future patches. So if you’re waiting for a particular set of older content to get an update, we hear you, and hang tight! We’ll get there. Until then, there’s plenty to get your Runefangs into… Empire Overhaul (Mortal Empires Campaign) By popular demand, the factions of the Empire race have undergone a grand-scale overhaul for Mortal Empires. This grants them a new and richly-themed level of gameplay variety, in line with more-recently introduced races and factions. Territory rework: Empire territory now features 12 new regions. Many provinces have been upgraded from three to four regions, representing in aggregate a significant enlargement and variety in Empire holdings. The enemy within: Three new provinces can be found in Empire territory. The Forest of Laurelorn next to Nordland plays host to the Wood Elf faction of the same name, while the Misty Hills north of Middenland and Solland in the south (Balthasar Gelt’s new home province) are subject to Greenskin incursions. New Fort settlements: Three new regions are the sites of newly-designed Empire fort settlements. These settlements are Helmgart, Fort Soll and Fort Bergres. In battle, forts are deeper than normal cities, offering multiple, increasingly higher fallback positions for defenders, and bringing new challenges and opportunities to siege gameplay. Balthasar Gelt: The Supreme Patriarch of the Colleges of Magic gets his own campaign start-position! Leading the Golden Order faction from his base in Pfeildorf, he is in close proximity to the Greenskin-infested region of Solland to the east. Tech tree: Empire factions now have access to the comprehensively reworked Empire tech tree. The new tree removes all building locks, offers far greater choice and variety, introduces more diplomacy-enhancing techs, and unique techs which interact with the new Imperial Authority system. Imperial Authority: The Empire Offices system is gone. In its place, Empire players can now extend their authority across the empire by engaging in internal politics and quelling agitators in their efforts to confederate or go to war with the Elector Counts leading other major Empire factions. Prestige: Prestige can be used to manage the player’s Imperial Authority, and is acquired through winning battles and constructing ever-more impressive edifices. High Authority grants enhanced growth, tax rate, and increases the chances of improved Fealty from the Elector Counts. Low Authority incurs the reverse, plus reduced public order and leadership. If your Imperial Authority falls too low, you risk the Elector Counts turning against you en-masse in an Imperial civil war! Fealty: Fealty is an overall measure of an Elector Count’s loyalty towards the Empire and is influenced by many factors, including (but not limited to) Imperial Authority, your overall tech-level, diplomatic attitude, and the new Political Events. When an Elector Count’s Fealty reaches a certain height, they will pledge their unswerving loyalty to the Empire with an offer of confederation. If their Fealty drops low enough however, they may secede from the Empire altogether. Summon the Elector Counts!: The new Elector Counts panel displays the characters which occupy Elector Count roles and tracks their Fealty towards the Empire. Should you own an Empire State’s capital city, you can assign a character as its Elector Count (for example, you may own Bechafen in Ostermark, and choose to assign Wolfram Hertwig to the position). This will unlock one of the legendary Runefang weapons (The Ostermark Runefang: Troll Cleaver in this case), and grants access to an elite, unique Empire unit variant (Ostermark grants the Knights of the Everlasting Light). Political Events: Political Events are a new type of event which can trigger during the course of an Empire campaign. These can directly impact your Prestige, Imperial Authority, your economy, or the Fealty of the Elector Counts – for good or ill! These events can drive meaningful real-world consequences. For example, if a civil war ensues, you’ll have to choose sides between the Elector Counts. From time to time you may be called upon by an Elector Count, via a Political Event, to assist them militarily against roaming invaders. Whether you choose to do nothing, offer money to fund mercenary assistance, or choose to fight directly alongside them against their aggressors, there’ll be a relevant impact on their Fealty. Territory: If you capture a settlement considered to be the rightful property of an Elector Count, you may gift them that settlement as a post-battle option, increasing their Fealty towards you. If you capture one of the Empire province capitals, you may instead install a new Elector Count of your own choosing. The Empire reforged: Though usurped long ago, Sylvania and Marienburg are still considered rightful Empire territory. If they are liberated, players may install their own Elector Counts there. Flummox the Elector Counts!: Through the new Electoral Machinations panel, players can expend some of their Prestige to influence relations between the Elector Counts, increasing bonds, inciting wars, or ostracizing bad eggs as appropriate. This works in a similar way to the High Elves’ Intrigue system. Slann Rework (Mortal Empires and Eye of the Vortex Campaigns) Slann are now more powerful than before – and considerably better casters than Skink Priests – in line with their ancient and revered status. Slann may also be accessed much earlier in the campaign through the Rite of Awakening. Lore choice: Slann no longer wield mixed Lores of Magic. When a Slann is invoked through the Rite of Awakening, the player will receive a dilemma, offering a choice of which Lore the Slann will wield (Fire, Life, High and Light). Their unit model variant also reflects this choice. Generational Traits: Awakened Slann hail from the Second, Third or Fourth Spawnings. The older they are, the more powerful, which is reflected in bonus Winds of Magic reserves, the XP they grant to their army, and a reduction in miscast chance. Rank increases: Key techs and buildings can increase the starting recruitment rank of any Slann gained through the Rite of Awakening. Multiplayer Unit Caps In an effort to build a fairer playing-field in multiplayer battles across the many playable factions, we have introduced a flexible new cross-category cap system. This has been designed with the following aims: Limiting multiple variants of the same rare units across different categories (eg core-roster Dread Saurians and their Regiments of Renown counterparts) Limiting multiple variants of the same unit within the same core roster (eg Stegadon unit variants and Stegadon character mounts) Preventing the creation of armies full of Regiments of Renown. Whether a unit contributes to a cap, and how close the player is to a specific unit type’s cap within their current army build, is tracked via unit-card tooltips. Headline Fixes A raft of tweaks to AI behaviors on the campaign map to make for a better variety of experiences within a campaign. Fixed the issue that was causing event feed messages to display incorrect names/portraits. Vampire Coast factions can now recruit at sea using the Flagship Expansion stance. We’ve done a huge pass on unit sets that should standardise and resolve issues with traits/techs not being applied correctly to units. Tweaks and improvements to the visuals on the campaign map. We’ve revisited how veterancy impacts unit stats, which in turn has tweaked Regiments of Renown, making them favour attack over defense. Tweaks which affect difficulty levels harder than Normal, making campaigns played in these modes more challenging. A balance pass that should help shake up the meta! A tools update for modders (and a shout-out for their great work! See the last entry in these notes). Campaign Bug Fixes and Improvements Philipp Billings has had quite enough of the mosquitos, snakes and angry tropical Norscans attacking the New World Colonies, and has headed back to the Old World for a well-earned break. Fixed multiple end turn crashes. Fixed a crash that could occur loading into an ambush battle along Norscan coastlines. Fixed a crash that could occur when opening the diplomacy window when an army is retreating on the campaign map after being attacked. Fixed a crash that could occur when selecting a fortress gate settlement when an Under Empire is discovered. Fixed a soft lock that could occur when confederating as Bordeleaux. Fixed an issue where building Blood Shrine of Sotek could cause campaign map movement to be disabled and ending turn to be locked. Fixed a soft lock that occurred when closing the character details panel whilst the replace lord panel is open. Fixed an issue that could occur where the save option would be greyed out from the main menu if opening the main menu whilst camera is moving on the campaign map. The player is no longer charged for searching ruins when a Skaven settlement is discovered. Under Empires can now be built in settlements that are under siege. Slightly revamped Lizardmen and Vampire Counts building trees and unit unlocks. Settlements now unlock basic units for Empire. Reduced and streamlined port income for all factions. Vampire Coast rogue armies will no longer respawn in Mortal Empires when not playing as a Vampire Coast faction. Made some minor ancillary effect tweaks globally. Supply Lines will now properly reduce when the player has no armies. Fixed an issue causing the event feed to display incorrect names and pictures in the later stages of a campaign (this is not retroactive, old saves will still experience this issue.) Modifiers to research rate had a long-standing issue that was making them apply inconsistently, we’ve now made all research rate modifiers function properly. This may cause unexpected swings in individual faction research rate balancing, but we’ll be keeping a close eye on this situation going forward. Minimum research rate is now 5%. Red Crested Skink Chiefs will now properly spawn with traits when spawned with Rite of Primeval Glory. Changed Bretonnian Siege Workshop level 2 buffs to only affect the local province and decrease the cost of constructing any building by 10%. Fixed missing ritual chain buildings at some ritual sites in the vortex campaign. Faction capitals that cannot build wall buildings now receive improved tower projectiles from their main settlement chain. Reduced income of High Elf entertainment chain. All regions should now use the correct garrison when occupied by Bretonnia. The Warlock Engineer in the garrison of Occupied Elven Colony now correctly has access to his spells. Removed chaos corruption from Altar of Ultimate Darkness. Vampire Coast now receives +1 to hero capacity from the final building in the hero chains on the shipbuilding lords. The Skaven landmark Lairs of Clar Karond now produces +5 food to bring it in line with other similar landmarks. The Nuln Gunnery School landmark now grants access to artillery unit recruitment (Great cannons at tier 3!) The Blazing Sun Chapter House landmark at Talabheim has been moved from tier 4 to tier 3 and the armoury requirement for Knights of the Blazing Sun has been removed. This should generally make the knights more accessible considering their already very strict geographical limitation and they no longer share the same tier as Demigryph Knights. Vampire Coast can now construct the Vault of Nagash landmark if they occupy the Black Pyramid of Nagash. Wood Elves can no longer build a second copy of the Waterfall Palace landmark at Oreons Camp. Crone Hellebron’s quest Deathsword and the Cursed Blade’s description now correctly states it unlocks at level 8. Morgiana’s Mirror is now an enchanted item, allowing the Fay Enchantress to equip all her unique items at the same time. Magical attacks have been removed from Lord Skrolk’s quest item Rod of Corruption as Lord Skrolk has magical attacks by default. Fixed multiple instances where Volkmar the Grim’s quests could abort with no followup. Reduced the Number of Greenskin Armies required to complete stage 3 of the Ghal Maraz quest chain. Fixed an issue where Skink Chiefs, Liche Priests and Necrotects would be considered as lords rather than heroes in certain scenarios. Fixed an issue where Vampire Admirals would be considered as heroes rather than lords in certain scenarios. Confederating with another Skaven faction will now transfer ownership of their Under Empire to the player. Lokhir Felheart no longer becomes affected by the loyalty system when confederated. Skaven loyalty dilemma effects no longer apply to the entire faction. Skullsmasherz now have mountain immunity trait. Vampire Coast factions can now globally recruit when at sea when using their Flagship Expansion army stance. Bretonnian factions in Araby will now use the correct stances. Sword of Khaine diplomatic penalty now applies correctly to Vampire Coast, Kislev and rogue armies. Alastair The White Lion now starts with immortality unlocked. Alberic’s Basic Training skill is now available. Throgg’s Mutant Regeneration skill now correctly grants replenishment to trolls and fimir. Tehenhauin’s defeat trait has been slightly reworked – the untainted buff has been removed and replaced with -25% damage taken from all attrition for the entire army. Adjusted unit sets associated with Prophet & Warlock, several units are now correctly affected by techs, skills and traits. Adjusted the passives for Skaven Regiment of Renown and tech lab units. Unbreakable units no longer have Scurry Away and units that were previously missing Strength in Numbers and Scurry Away have received them. Warpstone Hoarder trait now also applies to Regiments of Renown and workshop variants of warpstone tech units. The dynasty lords unlocked by Tomb King techs now have access to The Curse! like their less unique brethren. Empire Knights are no longer affected by techs and skills that explicitly only mention Reiksguard. Jezzails no longer get affected twice by Reject Poor Recruits and Enormous Caches techs. Fixed issues where certain variants of Empire characters were not affected by character buffs. Fixed issue where the Amethyst Wizard wasn’t part of the Empire Wizards unit set group, thus not providing him with various campaign buffs and benefits. Amethyst Wizard upkeep is now reduced by 50% when recruited by Balthazar Gelt. Astromancer follower now applies its bonus correctly. Luthor Harkon no longer starts with a completed objective to destroy Xlanhuapec in Mortal Empires. Fixed some instances of Vampire Count garrisons being led by invalid characters. Mousillon lord names will now display correctly. Scout Terrain will now display the correct preview of the battle map. Character names and threat indicator are now turned on by default for new campaigns. Strategic building icons (obelisks) will now only be shown on the campaign settlement UI bar when the faction that you are playing can build a unique building at the location. End turn sequence camera setting button and tooltip updated to show the buttons use more clearly. Fixed inconsistent behaviour of escape key when closing panels. The character details panel will no longer close when hovering over an event message. Fixed puzzle section of puzzle events overlapping any event opened subsequently. Fixed a rare issue where the bar at the top of the UI was significantly extended. The Bretonnia technology Grey Mountain Watch now provides the listed bonus Chivalry. Skaven Under Empire icon now displayed in overview map next to settlement flag. Fixed display of embedded agent icons on campaign armies which have 4 or more different types of hero in the army. Brayherds no longer use the underway stance icon. Buildings with a five figure buildings cost will now fit into the UI on 4K resolution. Fixed an instance where Under Empire VFX would remain on a settlement that has been captured by Skaven. Malekith has shed his angry-bad-guy-façade and decided that running on the campaign map is no longer beneath him. Arch Lector will no longer swing his hammer through his head when in mustering stance. Oak of Ages now has a ruined model when nuked. Malekith and Dreadlords now use armoured versions of Cold Ones as mounts in campaign. Fixed an issue where armies could end up on top of a mountain around Oxyl following a defeat in battle. Fixed a rare instance where two Anvil of Doom mounts could be displayed for Runelords on the campaign map. Southern Spine of Sotek has 6 geomantic web connections, the connections were redistributed with other nearby provinces. The region border between Western Jungles and Great Desert of Araby now displays properly. Characters will no longer clip through Hualotal when sieging the settlement. Magritta is no longer be partially submerged on the campaign map. Chotec will now be shown in the correct location on the strategic map. Settlements on Volcanic Islands will now be shown in the correct location on the strategic map. Camera will no longer clip through the mountain on Albion. Fixed an issue where a character’s weapons could spawn in the sea on the campaign map. Fixed an issue where Tehenhauin, Tiktaq’to and Ikit Claw were not appearing in the game guide. Fixed an issue whereby selecting the spell browser with Lord Kroak in the battle loaded a blank page. Fixed missing Lore icon for Lord Kroak in the spell browser. Tooltip now correctly states the reason that a building cannot be built when a settlement is under siege. The Book of Arkhan and Risen Standard Bearers effect descriptions now include Grave Guard. Removed Extraneous descriptive (factionwide) text from Norscan technologies. Fixed a typo in Heinrich Kemmler’s Mountains of Madness chapter objective description. Fixed several instances of region names displaying in English for several non-English languages. Tyrant of Naggarond achievement will now trigger in Mortal Empires when building the Black Tower of Malekith. The Forest Whispered my Name achievement will now trigger in Mortal Empires when occupying Gaean Vale and Oreon’s Camp. Lothern Sea Helm achievement will now trigger in Mortal Empires. Lothern Sea Helm achievement description has been updated to state that it only unlocks when playing as High Elves. Family Feud achievement will no longer trigger when playing as Lizardmen. Fixed an issue in multiplayer campaign where if one player teleported to Lord Kroak’s quest battle, the other player would be shown a blank pre-battle screen. Fixed an issue where a white square was displayed behind The Menace Below button when playing as Clan Fester in multiplayer campaign. Under Empires can no longer be destroyed during the opponent’s turn in head to head multiplayer campaigns. Battle Bug Fixes and Improvements The melee attack and melee defense bonuses granted by veterancy have been adjusted. It no longer favors defense. As a result, we’ve had to slightly retune Regiment of Renown unit stat lines to match their new rank 9 veterancy benefits. Most Regiment of Renown units see a change of +1-3 melee attack and -1-3 Melee defense from this change. Skaven tier 3 and tier 4 wall reinforcements are no longer the incorrect way around. Empire cannon towers will now correctly shoot cannonballs. Vampire Coast towers will now destroy correctly in siege battles. It is no longer impossible to cast Pestilent Breath while standing on a wall. Burning Alignment can no longer be placed on walls, preventing it from violently jittering in random directions. Tiqtak’to can no longer capture buildings in siege battles. Fixed an issue where Lizardmen defenders would idle during rampage after sallying out in siege battles. Fixed an issue where passive ability phases triggered by casting wouldn’t be reapplied anymore, if you cast another spell while the phase was active. Explosion damage is now applied when entity radius intersects with explosion radius. Previously entity center was used to detect whether explosions affected them, which created issues where small explosions dealt no damage when entity radius was larger than the explosion. Legion of Chaqua now get vanguard deployment when the army is in astromancy stance. Summoned Zombie Deckhands are no longer unable to specifically spot enemy units hiding in forests (we put their eyes back in, mostly!) Adjusted the ground stat effect group of a large variety of units for accuracy. Some units had inconsistent relationships with water and forests. Tiktaq’to’s improved terradon feature now grants an additional use of Drop Rocks of Sundering to Pauhaux Sentinels. Tretch’s Raiders has been slightly reworked, it is now always active, but nearby units only benefit if they themselves are currently winning combat, instead of relying on Tretch himself winning combat. Morghur’s Ardour of Fury ability now applies Primal Fury to all units in Morghur’s army. The Warp Tokens skill for Skaven casters no longer applies to the whole army. Amethyst Wizard’s HP will now scale correctly with the unit size setting. Fixed Bloated Corpse having 25 bonus vs cavalry instead of the intended bonus vs large. Gunnery Wight no longer shares missile weapon stats with Master Engineer. Upgraded Bray Scream now correctly upgrades to a stronger vortex. Fixed an issue where Steam Tanks could no longer fire their primary gun if they had used up all their secondary ammo. Raven Heralds no longer have hide in forest, turns out flying units can’t hide! Luthor Harkon no longer stops benefiting from the explosive bullets skill when he gains his mount. Adjusted spear and shield animations for Alberic so he can properly splash attack on foot. Norsca Wolf Chariots should now display animations correctly when attacking. Fixed instances where Tiktaq’to could become detached from his mount when hit. Fixed an issue where Red Crested Skink Chief would become detached from their Ripperdactyl mount when fleeing on the ground. Fixed instances of Lords on Cold Ones sometimes not playing knockback and death animations when hit with ranged attacks. Amethyst Wizard will now hold on to his sword whilst casting. Fixed an issue where Amethyst Wizard’s staff moves between his hand and holstered during some animations. Female Glade Lord’s arrow will now line up correctly with the bow when preparing to fire. Dreadlord (Sword & Crossbow) will no longer put up an invisible shield when under missile fire. Grey Wizard will now open his mouth during battle when vocalising. Fixed an issue with the hands and legs of the Dwarf cannon crew spinning while idling. The attachment on Master Engineer’s back will no longer snap between positions during his firing animation. Amethyst Wizard’s staff should no longer clip through its mounts head when on an Imperial Pegasus. Fixed an issue where a siege crew for the Screaming Skull Catapult would clip through the artillery. The Skaven’s hands will now line up correctly with the rope on the Plague Furnace. The Rat Ogre’s hands will now line up correctly with the rope on Screaming Bell. The Skaven’s hands will now line up correctly with the pump on the Doomwheel. Master Engineer will now hold his rifle correctly when idle. Settra’s weapon will now sit correctly in his hand when using Chariot of the Gods. SETTRA DOES NOT SWERVE. Amethyst Wizard’s spells will now correctly emanate from the character model. Amethyst Wizard now has appropriate VFX when attacking in melee. Warpstorm Doomrocket now has a mushroom cloud when it hits water. Star Chamber Guardians will no longer have their weapon’s VFX persist when climbing ladders. Warplock Jezzail’s projectiles no longer disappear before they hit max effective range. The Gallows Giant’s flamethrower projectiles no longer disappear before they hit max effective range. Plague Monk Censer Bearer’s Censer will no longer appear above their heads when zoomed in in battle. Fixed an issue with the Steam Tank’s textures showing as low resolution. All variants of Death Globe Bombardiers should now display their poison globes properly. Amethyst Wizard’s beard should now display correctly. The armour on Bray-Shamans should now display correctly. Fixed an issue with the textures on goblin’s heads. Fixed an issue with Da Rusty Arrers hat’s which would show partly as the wrong colour. Fixed an issue with one of the Battle Pilgrims head’s hair textures showing as white. Fixed an issue with a stretched warp crystal on Doomwheels. Fixed an issue where the Witch Hunter’s boots did not connect to the Witch Hunter’s legs correctly, showing a gap. Fixed a gap in the Wight King’s shoulder armour. Fixed a gap in the Arch Lector’s skirt. Peeping Halflings will no longer get an eyeful. Fixed a hole in Tyrion’s model under his arm. Fixed a hole in the Dark Elf Sorceress’s waist when sitting on any mount. Fixed a small hole in the back leg of Amethyst Wizard’s warhorse. Fixed a small hole in the back leg of Amethyst Wizard’s warhorse. Improved lighting on some Skaven maps. Fixed a repeating texture that was common on maps with water. Fixed an issue where shallower water in battles would use the deep-sea water texture. Fixed an issue where some units could clip through gates in Tomb King siege maps. Fixed the water clipping through the ground on The Ironfrost Isles battle map. Units will no longer be able to clip through the corner of the Black Ark battle map. Increased the deployment zones for both armies in The Moon Dial island battle. Brass Keep no longer has a wall blocking the reinforcement entry point. Fixed an issue in Konquata where vanguard units could deploy in the corner but not move due to obstacles preventing movement. Fixed an issue where several snow maps loaded without trees. Fixed multiple instances of islands in the unplayable area of some island battles not displaying any trees or rocks. Fixed instances of floating trees in several coastal maps around Lustria. Fixed instances of floating trees in Port Reaver siege map. Fixed instances of incorrect smoke placement in several coastal maps around Lustria. Fixed several instances of missing textures on The Black Pit battle map. Fixed a flickering issue that occurring on the roof of a building on The Black Pit siege map. Fixed a flickering issue that occurring on the roof of a building on Port Reaver siege map. Fixed a missing texture inside a chimney on Konquata battle map. Fixed instances of floating foliage on the Storm Daemon battle map. The camera will no longer move through the rocks on Tarrantula Coast (Inland) battle map. Non-offset summoning abilities (e.g. Raise Dead) will no longer have offset UI targeting indication. Added an icon to display base explosion damage on unit stats. During a battle, if the players army is reduced to only their general, the unit panel will no longer disappear. Fixed several instances of overlapping banners in the quest battle menu. Maps in the quest battle menu should now show all regions properly. Creation of armies larger than 20 units should no longer be possible when the large armies button is not ticked in custom battle. Fixed an issue in custom battle when changing between mounts, abilities, spells and icons that caused the icons to overlap. Alberic’s Tempete mount tooltip should now use the correct description in custom battle. The unit group description for Grail Reliquae no longer states incorrectly that the unit deals magical attacks. Fixed an issue where multiplayer maps would load into the wrong map. Fixed an exploit that allowed ineligible armies to be loaded into multiplayer battles. Maps are now correctly greyed out in the multiplayer map list if the map requires a DLC which the player does not own. AI Bug Fixes and Improvements Restructured and simplified AI data setup to be subculture and not component driven. Adjusted recruitment globally to prevent too many small armies being recruited too early. AI will now limit the amount of heroes in each army. AI will defend recently captured regions more actively. AI will now prioritize landmark buildings accordingly. AI will now deconstruct growth buildings a little bit more actively. Reduced research cost for AI. Fixed an issue that prevented AI from receiving their quest items when attaining the relevant rank. Fixed an issue where the AI could get stuck attempting to recruit, but not actually performing any recruitment. Reworked High Elves construction setup. Unblocked High Elves tech research in certain situations. Fixed an issue where Tyrion’s army could end up with only archers available. Reduced Nagarythe’s aggressiveness. Improved Dark Elves slave economy and reworked construction setup. Dark Elves will now mainly use the loot and occupy to generate more slaves. Adjusted slave reduction modifiers in handicaps. Updated some Dark Elf skill hints. Updated Dark Elves rite selection. Reduced Dark Elves spending on navies. Hag Graef mines are now upgradeable for AI. Reworked Skaven construction setup. Fixed an instance where Skaven could not recruit new armies. Fixed an instance where Skaven won’t recruit higher tier units. Fixed an instance where Lizardmen research could get stuck without required buildings. Improved Tomb King recruitment priorities. Reduced Exiles of Nehek aggressiveness. Vampire Coast factions will now recruit Carronades. Fixed instances where the shanty armies would position next to the player and not attack. Adjusted Empire diplomacy AI – relations dictate now mainly if you can get non-aggression pacts, trade agreements and military access. AI will now avoid constructing too many Goblin Tinkerer Benches. Rebellion armies will now include less high tier units. We’ve bribed Waaagh! armies with all the mushrooms we could lay our hands on, and they will now follow orders more strictly. Fixed an instance where the AI could end up with two copies of Sword of Khaine. Battle AI – Greenskin and Bretonnian artillery will now attack settlement walls during siege battles. Battle AI no longer uses Doomwheel mounted Warlock Master like an infantry lord. Autoresolver Bug Fixes and Improvements Low quality single entity units such as Bastiladon will now take less damage in the autoresolver. Fixed an issue with damaged single entity units getting damaged excessively in the autoresolver. Fixed an issue where missile units that ran out of ammo were able to return fire on enemy missile units, which was being used in the autoresolver calculation. Difficulty Bug Fixes and Improvements Line of sight decreases further for each difficulty level above normal. AI units passively gain more experience each turn for difficulty levels above normal. Graphics and Performance Bug Fixes and Improvements Fixed a rare crash in DX12 in battle. Fixed a memory leak in DX12 that occurred after changing graphics options. Added an option to the graphics settings to remove corpses over time. Fixed an issue where VFX wouldn’t display if there were too many on screen. Fixed an issue where unit banners could flicker in subterranean battles. Fixed an issue where hero characters would display as the wrong level of detail on lowest settings on the campaign map. Queek model will no longer turn into a Plague Monk model when zoomed out in battle. Fixed an issue that caused the shadows to flicker in portholes. Shadow-walkers now use the correct porthole. Amethyst Wizard should now display correctly in his porthole. Fixed an issue where Red Crested Skink Chief’s porthole snaps between two positions on the campaign map. Saurus Scar-Veterans will now display blood in its porthole when blood pack is turned on. Kroxigors will now display blood in its porthole when blood pack is turned on. Cohort of Sotek will now display blood in its porthole when blood pack is turned on. Blackhole Flayers will now display blood in its porthole when blood pack is turned on. Warpfire’s Wheel will now display blood in its porthole when blood pack is turned on. Resolution and UI scale should now be set more appropriately on ultra-wide monitors when launching the game for the first time. Audio Bug Fixes and Improvements Added new focus system to a wide pool of creatures and war machines. This allows entities that are moving/fighting to take priority over idle entities of the same type. Improved how Dragon vocalisations are handled in battle and campaign. Added new projectile sounds for some races’ defensive siege towers. Reworked Luminark projectile and firing sounds Added new sounds for Gyrocopter blades. Added new sounds for Hellcannon’s pumps, firing, and movement. Remixed and reworked numerous group and individual entity sounds. Reduced spamming on Pegasus and Hippogryph wing flaps. Adjusted volume of Cylostra in diplomacy. Removed clicks from a few VO and movie assets. Delayed post battle VO to avoid clashing with the UI. Adjusted values for high and low loyalty thresholds, so more negative and neutral lines should play when opening the character panel of a lord with middling-low loyalty. Fixed some ability and spell sounds not triggering consistently. Fixed enemy and neutral Amethyst Wizards not triggering any VO when selected. Adjusted volume of some Empire campaign UI. Campaign fauna is now ducked during the end turn to reduce vocalisation spamming. Fixed an issue with some campaign events not being loaded correctly when loading back into campaign after a battle. Numerous small performance and integrity fixes and optimisations. Optimised multiple group projectile types. Optimised battle environment setup to remove unused assets. Updated campaign environment sounds to improve performance and be more efficient with voice usage (improved settlement and ambient loops, reduced number of spot tags and splines.) Miscellaneous Bug Fixes and Improvements Game will no longer crash when attempting to play a replay that was created using mods which the player no longer has installed. Incompatible save games can no longer be loaded by double clicking on them in the list. Added a checkbox that allows the player to load invalid saves. Proceed with caution as this may result in issues and crashes. Reordered factions slightly in several areas of the game to be more consistent. The Claim Free Content button for Tiktaq’to should now direct to the Steam page correctly. Character and Unit Balancing Note: Single entity health adjustments display the health change on ultra unit size. Beastmen Beastlord – Foot: -100 cost Khazrak One-eye – Foot: -100 cost Morghur: -50 cost Gorebull: +1 walk speed, +6 run speed, +5 leadership Minotaurs (all): +1 walk speed, +6 run speed, can now hide in forests, +5 leadership Minotaurs: -4 melee attack, +18 bonus vs infantry, +100 cost Minotaurs (Great Weapons): +1 splash attack max targets, +0.05 splash attack power Butchers of Kalkengard: +1 walk speed, +6 run speed, can now hide in forests, +5 leadership, +2 melee attack, -3 melee defence Chaos Spawn: -100 cost Giant: -100 cost Ungor Spearmen (all): added Vanguard Deployment and Stalk, +1 health per entity, +50 cost Destroyers of Drakwald: added Vanguard Deployment and Stalk, +1 health per entity, +2 melee attack, -2 melee defence Eye of Morrslieb: +2 melee attack, -2 melee defence Sons of Ghorros: +2 melee attack, -2 melee defence, -50 cost Black-Horn’s Ravagers; +3 melee attack, -3 melee defence Bretonnia Alberic – Foot: -100 cost Alberic – Barded Warhorse: -50 cost Louen Leoncouer – Foot: -100 cost Louen Leoncouer – Barded Warhorse: -50 cost Lord – Foot: -100 cost Lord – Barded Warhorse: -50 cost Paladin – Foot: -50 cost Paladin – Barded Warhorse: -25 cost Prophetess – Warhorse: +100 cost Prophetess – Barded Warhorse: +50 cost Damsels – Warhorse: +100 cost Damsels – Unicorn: +50 cost Green Knight: Sacred Guardian is now a free, non-optional ability in custom battle Grail Guardians: +1 melee attack, +1 ap melee damage Pegasus Knights: +5 leadership, tweaked animations for charging into land units to improve charges Royal Pegasus Knights: +10 leadership, tweaked animations for charging into land units to improve charges Defenders of Fleur-de-Lis: +2 melee attack, -2 melee defence Knights of the Lionhearted: +3 melee attack, -2 melee defence Wardens of Montfort: +1 melee attack, -2 melee defence Questing Knights RoR: +3 melee attack, -3 melee defence Beastslayers of Bastonne: +2 melee attack, -3 melee defence Blessed Field Trebuchet: projectile explosions ignore allies Dark Elves Crone Hellebron – Foot: -100 cost Lokhir Fellheart – Foot: -100 cost Malekith – Foot: -100 cost Malekith – Cold One: -50 cost Morathi – Sulephet: now uses large entity ground stat effect group Sorceress – Dark Steed: +50 cost Sorceress – Cold One: +50 cost Supreme Sorceress – Dark Steed: +50 cost Supreme Sorceress – Cold One: +100 cost Death Hag – Foot: -100 cost Dreadlord (Sword & Shield) – Foot: -100 cost Dreadlord (Sword & Shield) – Cold One: -50 cost Dreadlord (Sword & Crossbow) – Foot: -100 cost Dreadlord (Sword & Crossbow) – Cold One: -50 cost Raven Heralds: can no longer hide in forest, +16 health per entity, +2 melee attack, -2 melee defence Cold One Chariot: +100 cost Knights of the Ebon Claw: +2 melee attack, -5 melee defence Slaanesh’s Harvesters: +3 melee attack, -2 melee defence Sisters of the Singing Doom: +3 melee attack, -2 melee defence Blades of the Blood Queen: +3 melee attack, -3 melee defence Bolt Fiends: +2 melee attack, -2 melee defence Hellebronai: +1 melee attack, -3 melee defence Chill of Sontar: +1 melee attack, -2 melee defence Reaper Bolt Thrower: multi-shot +3 bonus vs infantry per projectile Dwarfs Ethereal Dwarf heroes: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, -100 cost Lord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, -100 cost, -2 splash attack max targets, +10 ap melee damage, -10 base melee damage Runelord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -5 melee defence, -50 cost Runelord – Anvil of Doom: now uses large entity ground stat effect group, -5 melee defence, -50 cost Runesmith: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -2 melee defence, -50 cost Thane: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, +1 melee defence, -100 cost, -2 splash attack max targets, +15 ap melee damage, +10 base melee damage Master Engineer: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -100 cost Grombrindal: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost Belegar: +5 melee defence, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost, -2 splash attack max targets Ungrim: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost Thorgrim Grudgebearer: -100 cost, +25 ap melee damage, -25 base melee damage Flame Cannon: +150 cost, +65 ap projectile damage, +100 base projectile damage, -36% projectile calibration area (-6.6), +20 projectile expiry range Organ Gun: +10 calibration distance, -5% projectile calibration area (-0.4) Gob-Lobber: +2 melee attack, -2 melee defence Dragonback Slayers: +3 melee attack, -3 melee defence Miners: +2 melee attack Miners (Blasting Charges): +2 melee attack, +25 cost Bugman’s Rangers: +50 cost, +2 ap projectile damage, +2 projectile damage, +3 reload time Rangers: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time Quarrellers: +2 ap projectile damage, +2 projectile damage, +2 reload time Quarrellers (Great Weapons): +2 melee attack, +2 ap projectile damage, +2 projectile damage, +2 reload time Ekrund Miners: +3 melee attack, -2 melee defence Norgrimlings Ironbreakers: +2 melee attack, -4 melee defence Skoldr Guard: +2 melee attack, -2 melee defence Grumbling Guard: +2 melee attack, -3 melee defence Peak Gate Guard: +3 melee attack, -3 melee defence Ulthar’s Raiders: +2 melee attack, -2 melee defence Warriors of Dragonfire Pass: +2 melee attack, -3 melee defence Gyrocopters (Brimstone Guns): +15 bonus vs large (projectile) Skyhammer: +3 melee attack, -1 melee defence Dwarf Warriors (Great Weapons): +2 melee attack Empire Karl Franz – Foot: -150 cost Karl Franz – Warhorse: -50 cost Karl Franz – Barded Warhorse: -100 cost TODDY ON /!$%!£@ FOOT: -100 cost TODDY ON A /!$%!£@ BARDED WARHORSE: –50 cost Balthasar Gelt – Foot: -100 cost Balthasar Gelt – Barded Warhorse: -50 cost Volkmar the Grim – Foot: -100 cost Volkmar the Grim – Barded Warhorse: -50 cost Arch Lector – Foot: -100 cost Arch Lector – Barded Warhorse: -50 cost Empire General – Foot: -150 cost Empire General – Warhorse: -50 cost Empire General – Barded Warhorse: -100 cost Empire Captain – Foot: -75 cost Empire Captain – Warhorse: +25 cost Empire Captain – Barded Warhorse: -25 cost Warrior Priest – Foot: -50 cost Warrior Priest – Warhorse: +50 cost Empire Wizards – Warhorse: +100 cost Empire Wizards – Barded Warhorse: +50 cost Jade Wizard – Pegasus: can no longer hide in forests Grey Wizard – Pegasus: can no longer hide in forests Amber Wizard – Imperial Griffon: +560 health on Ultra Crossbowmen: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time Sunmaker: +1 melee attack, -1 melee defence Royal Altdorf Gryphites: +3 melee attack, -3 melee defence Zintler’s Reiksguard: +2 melee attack, -3 melee defence Sigmar’s Sons: +3 melee attack, -3 melee defence Silver Bullets: +2 melee attack, -2 melee defence Stirland’s Revenge: +2 melee attack, -3 melee defence Tattersouls: +3 melee attack, -2 melee defence Templehof Luminark : +1 melee attack, -1 melee defence Steam Tank: +2 melee attack Helblaster Volley Gun: -50 cost, +20% base and ap projectile damage. Helstorm Rocket Battery: +4 base explosion damage, +9 ap explosion damage Sunmaker: +4 base explosion damage, +9 ap explosion damage Demigryph Knights: -50 cost Outriders: fixed issue where reloading transitions were capping rate of fire Pistoliers: fixed issue where reloading transitions were capping rate of fire Greenskins Grimgor: Increased acceleration and deceleration, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, -100 cost Night Goblin Warboss – Foot: -50 cost Skarsnik – Foot: -100 cost Azhag – Foot: -100 cost Orc Warboss – Foot: -100 cost Orc Warboss – Boar: -50 cost Goblin Big Boss – Foot: -50 cost Goblin Great Shaman – Foot: -50 cost Goblin Great Shaman – Great Wolf: -50 cost Hammer of Gork: +1 melee attack, -1 melee defence Deff Creepers: +1 melee attack, -2 melee defence Durkit’s Squigs: +2 melee attack, -2 melee defence Mogrubb’s Mangy Marauders: +1 melee attack, -2 melee defence Moon Howlers: +2 melee attack, -2 melee defence Teef Robbers: +2 melee attack, -2 melee defence Da Eight Peak Loonies: +2 melee attack, -3 melee defence Rusty Arrers: +1 melee attack, -2 melee defence Warlord’s Boyz: +2 melee attack, -3 melee defence Krimson Killerz: +2 melee attack, -2 melee defence Arachnarok Queen: +3 melee attack, -3 melee defence Doom Diver Catapults: +50 cost Giant: -100 cost High Elves Alarielle – Foot: -50 cost Alarielle – Elven Steed: +50 cost Alith Anar: -100 cost Prince – Foot: -100 cost Prince – Barded Elven Steed: -50 cost Princess – Foot: -100 cost Princess (all): +5 projectile mass Teclis – Barded Elven Steed: +50 cost Tyrion – Foot: -100 cost Handmaiden: -100 cost Handmaiden – Barded Elven Steed: -50 cost Mage – Elven Steed: +50 cost Noble – Foot: -50 cost Dragon Princes: -100 mass Fireborn: -100 mass, +2 melee attack, -3 melee defence Heralds of the Wind: +2 melee attack, -5 melee defence Everqueen’s Court Guards: +2 melee attack, -3 melee defence Keepers of the Flame: +3 melee attack, -3 melee defence The Grey: +2 melee attack, -5 melee defence, -50 cost Scions of Mathlann: +2 melee attack, -3 melee defence Puremane Company: +2 melee attack, -3 melee defence Storm Riders: +2 melee attack, -3 melee defence, -50 cost Eagle Claw Bolt Thrower: multi-shot +3 bonus vs infantry per projectile Lizardmen Kroq-gar: +5 leadership Kroq-gar – Foot: -100 cost Lord Mazdamundi – Palanquin: +50 cost Saurus Old Blood – Foot: -100 cost Red Crested Skink Chief – Foot: -100 cost Tehenhauin – Foot: -100 cost Saurus Scar Veteran – Foot: -100 cost Slann Mage Priest: +100 cost Skink Chief – Foot: -100 cost Skink Priest – Terradon: +200 cost Lord Kroak: +300 mp cost Salamander Hunting Pack: slightly increased turn speed, -10 armour, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, -2 ap explosion damage Umbral Tide: slightly increased turn speed, -10 armour, +1 melee attack, -2 melee defence, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, 2 ap explosion damage Ancient Salamander: +3 ap projectile damage, -3 base projectile damage Kroxigors: reduced charge distance from 45m to 30m, +2 ap melee damage, +1 base melee damage Stegadons (all): -10 armour Ancient Stegadons (all): -10 armour, +1 reload time for giant blowpipes The Thunderous One: -10 armour, +2 melee attack, -3 melee attack Feral Stegadon: now uses large entity ground stat effect group, -100 cost Stegadon: -50 cost Feral Cold Ones: +8 health per entity Feral Bastiladon: now uses large entity ground stat effect group Bastiladon (Ark of Sotek): -50 cost Bastiladon (Revivification Crystal): added casting animations Feral Carnosaur: now uses large entity ground stat effect group Pok-Hopak Cohort: +2 melee attack, -3 melee defence Colossadon Hunters: +2 melee attack, -2 melee defence Pahaux Sentinels: +2 melee attack, -2 melee defence Legion of Chaqua: +2 melee attack, -3 melee defence Red Crested Skinks: +25 cost Cohort of Sotek: +2 melee attack, -2 melee defence, +25 cost Temple Guards: -1 melee attack Star Chamber Guardians: +1 melee attack, -3 melee defence +5 missile block chance Norsca Wulfrik – Foot: -100 cost Wulfrik – Chariot: +50 cost Wulfrik – Mammoth: -712 health, -2 melee defence, +200 cost Marauder Chieftain – Foot: -100 cost Marauder Chieftain – Mammoth: -712 health, now has forest terrain penalties for being a large entity, -2 melee defence, +200 cost Feral Mammoth: now has forest terrain penalties for being a large entity, -2 melee defence War Mammoth: -672 health, now has forest terrain penalties for being a large entity, -2 melee defence Soulcrusher: -672 health, now has forest terrain penalties for being a large entity, +1 melee attack, -5 melee defence War Mammoth (Warshrine): +20 charge speed, +16 run speed, -500 mass, now has forest terrain penalties for being a large entity Hounds of Tashnar: +2 melee attack, -2 melee defence Norscan Warhounds: added vanguard deployment Ice Horn Marauders: +2 melee attack, -3 melee defence, -50 cost Marauder Hunters (Javelins): +50 cost Marauder Hunters (Throwing Axes): -50 cost Brutes of the Hound: +3 melee attack, -3 melee defence Fimir Warriors: -5 charge bonus, -4 melee attack, +10 leadership, +100 cost Mist Stalkers: -5 charge bonus, +10 leadership, -2 melee attack, -4 melee defence, +100 cost Fimir Warriors (Great Weapons): -8 charge bonus, -3 melee attack, -1 melee defence, +10 leadership, +100 cost Norscan Giant: -100 cost Skinwolves: +2 charge bonus Skinwolves (Armoured): +2 charge bonus Maws of Savagery: +2 charge bonus, +3 melee attack, -3 melee defence Shaman Sorcerer – Norscan Warhorse: now uses large entity ground stat effect group Skin Wolf Werekin: now uses large entity ground stat effect group Skaven Tretch Craventail: -100 mp cost Ikit Claw – Foot: -100 cost Ikit Claw – Doomflayer: now uses large entity ground stat effect group, removed Scurry Away Queek Headtaker: -100 cost Warlock Master – Foot: -50 cost Warlock Master – Doomflayer: now uses large entity ground stat effect group Warlock Master – Doomwheel: now uses large entity ground stat effect group, +1 melee defence, removed Scurry Away Assassin: -50 cost Plague Priest: -50 cost Warlock Engineer: +50 cost Warlord – Bonebreaker: +0.3 entity radius, increased splash attack force by 50% Warpfire Throwers (all): +25 health per entity Hell Pit Abomination: now uses large entity ground stat effect group Rat Ogres: now uses large entity ground stat effect group Ikit’s Zzzap-zzzap!: +2 melee attack, -2 melee defence Clan Vulkn Tailslashers: +2 melee attack, -2 melee defence Plaguemonk Censer Bearers: -50 cost Blightscab’s Plaguepack: +2 melee attack, -3 melee defence Poison Wind Globadiers: -2 reload time Teethbreakers: +2 melee attack, -2 melee defence Stormvermin (Halberds): +1 melee defence Council Guard: +2 melee attack, -2 melee defence, +50 cost Natty Buboe’s Sharpshooters: +2 melee attack, -10 melee defence, -25 projectile range, +50 cost, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters Warplock Jezzails: -25 projectile range, -6 melee defence, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters Dwarf-Thing Menace: +2 melee attack, -2 melee defence Wheelz of Doom: +2 melee attack, -3 melee defence Tomb Kings Arkhan – Foot: -100 cost Khalida – Foot: -100 cost Khatep – Foot: -100 cost Khatep – Casket of Souls: +2 projectiles per volley Liche Priest – Skeletal Steed: +100 cost Settra – Foot: -100 cost Tomb King – Foot: -100 cost Tomb Prince – Foot: -100 cost Nehekhara Horsemen: -100 mass, +1 charge bonus, -3 melee defence Necropolis Knights: +2 charge bonus, +1 melee defence, +2 ap melee damage, +1 base melee damage, +1 max splash attack targets Necropolis Knights (Halberds): +1 melee defence, +3 ap melee damage, +2 base melee damage Necrosphinx: now has forest terrain penalties for being a large entity Sphinx of Usepkh: now has forest terrain penalties for being a large entity, +3 melee attack Tomb Scorpion: now has forest terrain penalties for being a large entity Carrion: +25 cost Blessed Legion of Phakht: +1 melee attack, +20 reload skill, -2 melee defence, -25 cost Skeleton Spearmen: +1 bonus vs large, -1.2 secs melee attack interval King Nekhesh’s Scorpion Legion: +1 melee attack, -3 melee defence, +1 bonus vs large Khepra Guard: +3 melee attack, +7 melee defence, -6 ap melee damage, +9 bonus vs infantry, -1 base melee damage Sepulchral Stalkers: +1 ammo Eyes of the Desert: +2 melee attack, -3 melee defence, +1 ammo Chosen of the Gods: +2 melee attack, -3 melee defence, +50 cost Casket of Souls: +2 projectiles per volley Vampire Coast Aranessa – Foot: -50 cost Aranessa – Rotting Promethean: -50 cost Cylostra Direfin – Floating: -50 cost Cylostra Direfin – Rotting Leviathan: -50 cost, +20 base melee damage Gunnery Wight – Foot: -100 cost Bloated Corpse: -75 mp cost Depth Guard (all): +4 health per entity Bloody Reaver Deck Guard: +2 melee attack, +1 melee defence, +4 health per entity Syreens: +2 leadership Rotting Leviathan: +20 base melee damage Zombie Deckhand Mobs (all): -5 health per entity, -5 leadership Tide of Skjold: +2 melee attack, -5 health per entity, -5 leadership The Black Spot: +2 melee attack, -2 melee defence The Lamprey’s Revenge: +3 melee attack, -4 melee defence Night Terrors: -3 melee defence Gallows Giant: -2 melee defence, projectile expiry range increase to 170 meters Aranessa: now uses small aquatic terrain stat effect group Queen Bess: +2 melee attack, -1 melee defence Deck Droppers (Bombers): -50 cost Deck Droppers (Handguns): +50 cost Salt Lord’s Scuttlers: +2 melee attack, -2 melee defence, -100 cost Shadewraith Gunners: +2 melee attack, -2 melee defence Vampire Counts Vlad von Carstein: -100 cost The Red Duke – Foot: -100 cost Heinrich Kemmler: -50 cost Isabella von Carstein: -50 cost Mannfred von Carstein: -50 cost Blood Dragon Vampire Lord – Foot: -50 cost Lahmian Vampire Lord – Foot: -50 cost Necrarch Vampire Lord – Foot: -50 cost Strigoi Vampire Lord – Foot: -50 cost Von Carstein Vampire Lord – Foot: -50 cost Strigoi Ghoul King: -100 cost Vampire Lord: -50 cost Master Necromancer – Barded Nightmare: +150 cost Necromancer – Nightmare: +100 cost Vampires – Foot: -50 cost Banshee: -100 cost Wight King: -100 cost Wight King – Barded Skeletal Steed: -50 cost Cairn Wraiths: +2 charge bonus, +2 leadership Hexwraiths: +2 melee attack, +2 leadership Chillgheists: +5 melee attack, +2 leadership Skeleton Spearmen: +1 bonus vs large Crypt Horrors: +2 ap melee damage, +3 base melee damage Verek’s Reavers: +2 melee attack, -2 melee defence Feasters in the Dusk: +2 melee attack, -3 melee defence Konigstein Stalkers: +1 melee attack, -2 melee defence Sternsmen: +2 melee attack, -3 melee defence Tithe: +1 melee attack, -1 melee defence Devils of Swartzhafen: +3 melee attack, -3 melee defence Direpack: +2 melee attack, -2 melee defence Claw of Nagash: +2 melee attack, -2 melee defence Warriors of Chaos Archaon – Foot: -100 cost Prince Sigvald the Magnificent: -100 cost Chaos Sorcerer Lords – Foot: -50 cost Chaos Sorcerer Lords – Chaos Steed: +50 cost Chaos Lord – Foot: -100 cost Chaos Lord – Barded Chaos Steed: -50 cost Chaos Sorcerers – Foot: -50 cost Chaos Sorcerers – Chaos Steed: +50 cost Exalted Hero – Foot: -100 cost Exalted Hero – Barded Chaos Steed: -50 cost Dragon Ogres: +15 armour Summoners of Rage: +15 armour, +3 melee attack, -3 melee defence, +50 cost Swords of Chaos: +10 melee attack, +3 melee defence, +10 ap melee damage, -15 bonus vs infantry, +5 base melee damage, +100 cost Chaos Knights: +2 ap melee damage, +4 base melee damage Mirror Guard: +2 melee attack, -4 melee defence Soul of Damnation: +1 melee attack, -2 melee defence Chaos Giant: -100 cost Chaos Spawn: -100 cost Wyrdspawn: +2 melee attack, -3 melee attack Plaguespew: +3 melee attack, -2 melee defence Chaos Warhounds (both): added vanguard deployment Sarthorael the Everwatcher: -10 missile resistance Wood Elves Orion: added Vanguard Deployment, +50 cost Durthu: +10 armour Ancient Treeman: +10 armour, -100 cost Branchwraith: -50 cost, added Immune to Psychology Glade Lord – Foot: -100 cost Spellsingers – Elven Steed: +50 cost Waystalker: -100 cost Wild Hunters of Kurnous: Removed Guardian ability, added magical attacks and +13 bonus vs large, +50 cost, +2 melee attack, -3 melee defence Waywatchers: -2 run speed, -6 health per entity, +4 charge bonus, -4 melee defence, +50 cost Hawk-eyes of Drakira: -2 run speed, -6 health per entity, +2 melee attack, -8 melee defence, +8 bonus vs infantry (melee) Treekin: +0.2 entity radius, +10 armour Firebark Elders: +0.2 entity radius, +10 armour, +2 melee attack, -4 melee defence Treeman: +10 armour Orion: added vanguard deployment Hawk Riders: made entity 12% wider, improved firing animations to make first volley faster Glade Riders (both): +2 leadership Wildwood Rangers: -3 base melee damage, -5 ap melee damage, +2 run speed, +4 charge speed, -100 cost, increased unit spacing Wardens of Cythral: +3 melee attack, -3 melee defence, +2 run speed, +4 charge speed, -100 cost Wardancers (Dual Swords): -4 melee attack, +4 melee defence Loec’s Trickster’s: +2 melee attack, -4 melee defence, -50 cost Abilities and Spells Summon unbindings: now split into three phases with different colours, blue for stable, orange for weak (30 seconds), red for critical (5 seconds) Deliverance of Itza I: -8% ap vortex damage, +1 power cost Deliverance of Itza II: -5% ap vortex damage, +1 power cost Deliverance of Itza III: -3% ap vortex damage, +2 power cost Shadows of Anlec: -14% base vortex damage Fiery Convocation: +100% ap vortex damage, now deals fire damage Bound Fiery Convocation: +100% ap vortex damage, now deals fire damage Fiery Convocation Upgraded: +100% ap vortex damage, now deals fire damage Pestilent Breath: -14% base vortex damage Pestilent Breath Upgraded: -14% base vortex damage Wind Blast: -14% base vortex damage, +75 detonation force Wind Blast Upgraded: -14% base vortex damage, -16% ap vortex damage, +75 detonation force Exorcism (Lore of Light lore passive): Changed to map-wide AoE augment that affects all allies. Gives Immune to Psychology and +4 leadership for 11 seconds whenever the wizard casts a spell Bestial Surge: +9% vigour changed to +5% vigour Plague Rash: -9% vigour changed to -5% vigour Sunfang: -15% base vortex damage Soulfire: Projectile damage from 26 to 1. +200% explosion radius (+2m). Explosion damage no longer affects allies. Removed magic resistance increase in radius Grand Soulfire: Projectile damage from 26 to 1. Explosion damage no longer affects allies. Removed magic resistance increase in radius. Reduced bombardment spread area from 30m to 15m Divine Power: now has a map-wide radius, reduced miscast chance increase from +50% to +25% Fireball: -25% ap projectile damage (from 200 to 150), -26% projectile base damage (-125), -50% projectile penetration Fireball Upgraded: +300 ap projectile damage (was previously 0), -70% base projectile damage (-798), -50% projectile penetration Liber Bubonicus: -0.1 damage chance Spirit Leech & Spirit Leech Upgraded: -0.1 damage chance Soul Stealer: -0.1 damage chance Arcane Unforging & Upgraded: -0.1 damage chance Web of Shadows: -0.1 damage chance Effagee of Da Git: -0.1 damage chance Final Transmutation & Upgraded: -0.1 damage chance Warpstone Armour: Hp Change frequency change from 0.5 seconds to 1 seconds (dps is halved) Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 18 to 19 seconds. Increased target range from 150m to 200m Master Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 36 to 38 seconds. Increased target range from 150m to 200m Doombolts (all version): +200% projectile shockwave radius (+2 meters) Dreaded Thirteenth Spell: +6 base explosion damage (+12%), +3 ap explosion damage (+12%) Gyrocopter Bombs: +14 base explosion damage, +26 ap explosion damage Comet of Casandora: +33% ap explosion damage, +2m explosion radius Comet of Casandora Upgraded: +33% ap explosion damage, +2m explosion radius Urannon’s Thunderbolt: +41% ap explosion damage, changed target range to 300 meters Urannon’s Thunderbolt Upgraded: +45% ap explosion damage, changed target range to 300 meters Giver of Glory (War Mammoth – Warshrine): Removed unbreakable attribute effect, added +26 melee attack, +16 leadership, +13 seconds duration, added max 3 uses, added +30 seconds recharge, increased target range to 60 meters Lord of Undeath: +40 seconds summon duration Spider Hatchlings: -30 seconds summon duration Spiteful Shot: +9 seconds duration Spiteful Shot Upgraded: + 18 seconds duration Okkam’s Mindrazor: +4 seconds duration Okkam’s Mindrazor Upgraded: +4 seconds duration Cloak of Mists and Shadows: +5 seconds duration Fists of Gork: +7 seconds duration Flaming Sword of Rhuin: +3 seconds duration Flaming Sword of Rhuin Upgraded: +6 seconds duration Gaze of Nagash: -1 power cost Gaze of Nagash Upgraded: -1 power cost Night Shroud: -2 power cost Night Shroud Upgraded: -2 power cost Shem’s Burning Gaze: -1 power cost Shem’s Burning Gaze Upgraded: -1 power cost Banishment: -1 power cost Birona’s Timewarp Upgraded: -1 power cost Dweller’s Below: -1 power cost Dweller’s Below Upgraded: -1 power cost Awakening of the Wood: -1 power cost Pann’s Impenetrable Pelt Upgraded: -1 power cost Curse of Anraheir: -1 power cost Warp Lightning: +1 power cost Warp Lightning Upgraded: +1 power cost Skitterleap: -3 power cost Skitterleap Upgraded: -3 power cost Scorch: -1 power cost Vermintide: +1 power cost Pearl of Infinite Bleakness: +16 duration Hand of Glory Upgraded: removed +24% speed effect, now gives a bigger +60 reload skill effect instead Stone Shaper: from +10 armour to +15 armour Dragon Slayer’s Fang: from +18 armour to +23 armour Mask of Heavens: from +18 armour to +23 armour Warpshard Armour: from -18 armour to -23 armour Dark Mail: from +24 armour to +30 armour, from +22% magic resistance to +25% magic resistance Helm of Many Eyes: from +6 armour to +7 armour Totem of Rust: from -6 armour to -7 armour Strength of the Land I: from +6 armour to +7 armour Strength of the Land II: from +12 armour to +15 armour Strength of the Land III: from +18 armour to +23 armour Strength of the Land IV: from +18 armour to +23 armour Twisted Flesh I: from +6 armour to +7 armour Twisted Flesh II: from +12 armour to +15 armour Twisted Flesh III: from +18 armour to +23 armour Ruinous Flesh: from +18 armour to +23 armour Featherfoe Torc: from -12 armour to -15 armour Bloodgreed: Activation condition changed to ‘In Melee’. Removed speed bonus, increased leadership bonus from +12 to +15 Tretch’s Raiders: is now always active and targets other units that are winning combat Quicksilver Shot: changed to a common ability, reduced cost from 164 to 82 Shield of Chaqua: reduced effect range from 40 to 30m, added max 3 uses Potion of Charoi: added max 4 uses. And it’s floppy Empire hats off to the modders As our New Content Team works hard to add new characters and factions and evolve existing content, we continue to see amazing variations on that content coming out of the modding community. Props in particular to Mixu, whose fantastic Legendary Lord mods helped to realise Markus Wulfhart and Gor-Rok in-game for players prior to the Hunter & The Beast. We only wish we could’ve told you that we were making them earlier! Also, a big shout-out to the many modders who’ve tackled the Empire, and helped flesh out the intricate machinations of this foppishly fantastic faction, including (but not limited to) Zarkis, for The Empire[ME], Drunk Flamingo for Empire of Man, Gigauz for Uniforms and Heraldry of the Empire and Tankbuster for Building the Empire. As ever, and unavoidably, we can’t promise they’ll continue to work with the new content without some attention from their makers. But we’re looking forward to seeing how you all interpret and toy with the new Empire mechanics! We also want to keep modders supplied with the tools to continue doing what they do, so here’s a brief (and by no means exhaustive) list of things to look forward to. We’ll announce the full list of Assembly Kit enhancements on the CnC Discord channel in due course. A new property allows projectiles to deal more or less damage depending on % health of the target. New script interfaces for effects, effect lists, effect bundles, effect bundle lists and custom effect bundles. Three new script events: IncidentFailedEvent CharacterCapturedSettlementUnopposed DilemmaGenerationFailedEvent New commands associated with creating, applying and removing effects to/from factions, faction provinces, regions, characters and forces. New commands associated with agent spawning. A few new options to diversify how hordes can be implemented. The following script commands were depreciated: Force_assasination_success_for_human & Force_garrison_infilatrion_success_for_human We’re also aware that many people want to add their favourite landmarks to the campaign but have issues with unique slot templates, so we decided to add some to the following regions Mordheim The Moot Brass Keep Praag Massif Orca Zhufbar Doomkeep Monolith of Katam Tower of Khrakk Luccini Tobaro Sjoktraken Bay of Blades Oreons Camp Albion (Vortex) Karak Hirn Karak Ungor Karaz Azul Karak Azgal Karak Norn Karak Orrud (Vortex)
Steam: 2019-05-15
The Amethyst Update Total War: WARHAMMER II Ella McConnell May 15 2019 In honour of springtime and sunshine (yes, even in the UK), we’ve been cleaning our code and scouring the database for any pesky bugs following the release of The Prophet & The Warlock. As such, tomorrow we’ll be updating Total War: WARHAMMER II with some tweaks, fixes, and balance changes. With spring cleaning in mind, we’re also going to be dealing with some of the public betas that are currently available to opt in to for Total War: WARHAMMER II. With each release we always include a rollback build that allows you to finish any save games or continue playing with mods, but from the next update we’ll also be closing down our oldest build. Over the next few weeks we’ll be including a breakdown of all the current betas available, listing what they include and roughly how long they will be open for. Stay tuned for more on this, especially if you’re a modding enthusiast. Finally, as part of the Amethyst Update you’ll receive… the Amethyst Wizard (if you hadn’t guessed already)! The Amethyst Wizard will only be playable in Total War: WARHAMMER II within the Mortal Empires campaign, so remember this means you need to own both Total War: WARHAMMER and Total War: WARHAMMER II in order to get him. Amethyst Wizard The Scythe, the Hourglass, the Amethyst Skull, the Thorny Rose – these are the symbols of the Imperial Colleges of Magic. The Amethyst Order is represented by the inverted Scythe, indicating its affinity with the Purple Wind, Shyish, and, of course, death itself. In fact, the very awareness of mortality – that there must be an end to all things – creates its powerful magic. The Amethyst Wizard is therefore, by definition, a magister morbidly obsessed, able to strip vitality directly from Lords and Heroes and, crucially, diminish the will of those fighting beneath them, turning even the bravest warriors to ignominious flight. Fixes The final battle will now trigger correctly in the “Eye of the Vortex” campaign, provided the final ritual has not already been triggered in the save game. Fixed issue where the game would crash when multiple Doomsphere devices detonated at the same time in the campaign. Fixed issue where the game would soft-lock when triggering a small selection of advice lines. Fixed issues where the game would crash in the end turn sequence Fixed issue where legendary heroes would resume the game with zero health after being wounded Fixed issue where on loading a saved game many Empire settlements would appear as ruins Fixed issue where the “Leech” achievement wasn’t triggering correctly Reduced the chance of gaining warp-fuel from agent actions to 50% Increased all Forbidden Workshop upgrades Warp-fuel cost by 1 Increased Warp-fuel cost of Doomrockets by 1 Removed the Winds of Magic cost reduction for Warplightning in the Forbidden Workshop upgrade “Warp-Spark Plugs” Removed the Cooldown reduction for Warplightning from ancillary “Warp Lightning Battery” Increased the Cooldown of “Endless-drum” ability in the Forbidden Workshop from 15sec to 25sec. Increased maximum range of Jezzail projectiles Fixed missing front end start position map image for Volkmar the Grim Fixed front end start position map image for Tiktaq’to in Mortal Empire campaign Fixed issue with Ikit’s Storm Daemon quest not being issued after the character reaches level 8 Fixed Lord Kroaks spell browser videos Replaced “Foe-Seeker” with “Master of the Skies” ability in Tiktaq’to’s skill tree Replaced “Arcane Conduit” with “Unlimited Power” ability in Ikit Claw’s skill tree Updated region of “Tlaqua” to “Jaluk Oasis” in Mortal Empires campaign Updated region of “Cuexotl” to “Wadi El Tebuk” in Mortal Empires campaign Updated province of “Western Jungles” to “Southern Desert of Araby” in Mortal Empires campaign Removed +20 Winds of Magic reserves from Ikit’s upgraded version of the Brass Orb ability Increased Physical Resist from +8% to +10% for Ikit’s “Power Armour” skill Removed +20 Armour from Ikit’s “Double Insulation” skill Increased Magic Resistance from +15% to +20% for Ikit’s “Double Insulation” skill Added +20% Fire Resistance to Ikit’s “Double Insulation” skill Reduced Cooldown of all spells from -20% to -10% for Ikit’s “Power Overloaded” skill Reduced Cooldown of all spells from -30% to -10% for Warlock Master’s “Power Overloaded” skill Removed “Warpstone Tokens” skill from both Ikit and Warlock Master Added Level 7+ Salamander Hunting Pack buffs of Missile Resistance, Leadership and Melee Defence to “Spawn-kin” skill for Lizardmen characters Skinks and Chameleon Skinks will now receive Armour and Melee Defence buffs from Tehenhauin’s “Disciples of Sotek” skill Skinks and Chameleon Skinks will now receive Leadership and Melee Attack buffs from Tehenhauin’s “Tide of Sotek” skill Skinks and Chameleon Skinks will now receive Casualty Replenishment and Upkeep buffs from Tehenhauin’s “Reverence” skill “Skirmisher”, “Dextrous Warrior”, “Skink Leader” skills now clearly indicate which Skink unit types receive each buff Fixed issue with Paladin’s unable to complete the “Pledge to Manann” when embedded in an army Fixed issue with Paladin’s unable to complete the “Pledge to Order” Fixed issue with “Pledge to Campaign”, where defeating a minor settlement would count towards the completion conditions Fixed issue with “Pledge to Valour”, where defeating a minor settlement would count towards the completion conditions Fixed issue where a Vows Pledge completion message triggers multiple times at once. Feral Cold Ones now available at tier 1 for Lizardmen instead of tier 3. Vastly increased discoverability of Doomsphere and Warcamp buildings Increased food cost of certain buildings slightly Decreased food income potential of the Under-Empire slightly Increased passive discoverability value of agents when discovering Under-Cities (increased to 15 from 10) Increased A.I’s likelihood of destroying discovered Under-Cities by a fair amount Amended Red Crested Skinks description – No longer are they the fastest Skinks in the world. Updated Alberic mount description for Tempete in custom and multiplayer battles. Battle Balance Changes Abilities Invocation of Nehek: -2 duration Invocation of Nehek Upgraded: -2 duration, +1 power cost, max 4 targets Earth Blood: max 4 targets Earth Blood Upgraded: max 4 targets Guardian: tweaked to 15% physical resistance. Wraith Storm (Noctilus): slight tweak in accuracy Brass Orb: now has a wind-up of 3 seconds. Beastmen Cygor: +800 health, +35 base melee damage, +15 ap melee damage. Giant (all): -15 base melee damage, +15 ap melee damage Ungor Spearmen (unshielded): +4 leadership, -4 charge bonus. Dark Elves Cold One Knights: -1 melee attack, -1 melee defence. Cold One Dread Knights: -1 melee attack, -1 melee defence. Cold One Chariot: -1 melee defence. Lizardmen Lord Kroak: +100 mp cost, -10% damage on Deliverance of Itza I, II, III Ancient Salamander: -25 projectile range, -5% explosion damage, slight increase in entity size, -1869 health, removed speed reduction from contact effect, +2 ammo. Thunderous One: +100 mp cost, +5 ability recharge. Red Crested Skink Chief – Ancient Stegadon: +50 mp cost Star Chamber Guardians: +50 cost Pahuax Sentinels: +50 cost Bastiladon Ark of Sotek: -50 cost Tik’tak’to: Drop Sphere of Tepok is now free in MP and is a default ability for Tik’tak’to. Kroxigors: -2 ap melee damage. Horned Ones: +100 cost Cold One Riders: -1 melee attack, -1 melee defence. Cold One Spear Riders: -1 melee attack, -1 melee defence Skaven Warplock Jezzails (and RoR): +1 reload time, -3 melee defence Poison Wind Globadiers: -50 mp cost, -150 cost Warpfire Throwers (and RoR): +30 armour Ratling Gunners (and RoR): +50 cost, small reduction in accuracy Stormvermin (Halberds): -1 base melee damage, +2 ap melee damage Doomflayers: -20% health, -10 armour, -20% mass. Warlock Master – Doomwheel: Added Terror, can no longer hide in forests, -4 melee attack, -10 charge bonus, -1 melee defence. Ikit Claw – Doomflayer: no longer causes fear or hides in forest. Vampire Counts Crypt Horrors: +1 melee attack Helman Ghost – corpse cart: -50 cost, reliquary corruption is free and on by default in mp. Varghulf: -10 base melee damage, -20 ap melee damage. Vampire Coast Mournguls (not including Night Terrors): removed Terror. Noctilus on foot: -5 armour
Steam: 2019-04-16
Total War: WARHAMMER II Patch Notes – The Doomsayer Update Total War: WARHAMMER II Ella McConnell April 16 2019 This automatic update arrives alongside The Prophet & The Warlock Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and Mortal Empires campaigns. Ikit Claw and Tehenauin’s factions of Clan Skryre and the Cult of Sotek now appear in both campaigns under AI control, even if you do not own The Prophet & The Warlock. Given the influx of new lords and factions over the past year, the Doomsayer Update heralds a major overhaul to campaign balance and AI behaviour, in an effort to level the playing field. The update also adds multiple new territories to both the Eye of the Vortex and Mortal Empires campaign maps. These map revisions will be active in all new campaigns you begin after the update (they won’t appear in pre-update saves). The factions of Bretonnia also get a significant rework, addressing their buildings, techs, diplomacy, the Green Knight, and much more. And Alberic D’Bordelaux is now fully resplendent and armed with his mighty trident The Wrath of Manaan (plus a new animation-set to wield it with!). And a quick note on modding: when The Prophet & The Warlock launches, the Assembly Kit will not be able to process Startpos files. This is something that will be fixed with a small launcher update, which we are aiming to publish next week. Click to enlarge Public Beta If you don’t want all free content and improvements that are part of the Doomsayer Update right now, you can opt into the public beta by following the below instructions: In Steam games library, right-click “Total War: WARHAMMER II” and select “Properties” In the Properties window, select the “Betas” tab Select “public_beta” from the “Select the beta you would like to opt into:” drop-down box Total War: WARHAMMER II will then update to build 10563.1644458 BRETONNIA PLAYERS: Please note that your save games may leave you with income issues due to our new Bretonnia improvements. We suggest starting a new campaign or to finish off your current campaigns using the public beta instructions above. You can find the The Prophet & The Warlock FAQ here, and you can find the master feedback thread here. Update Highlights Massive balancing pass to how campaigns play out – see Campaign AI Balancing section below for details Multiple new regions and provincial changes across the world in both Eye of the Vortex and Mortal Empires campaigns Notably: Added new region of Massif Orcal in Bretonnia and multiple new regions in the Empire, including the Ruin of Mordheim AI Vampire Counts factions can now gain Bloodline Lords, with specializations for some factions: Mousillon will focus on Blood Dragon lords Necrarch Brotherhood will focus on Necrarch lords Strygos Empire will focus on Strigoi lords Silver Host will focus on the female Lahmian lords Added 15 new island map variations across the world Added multiple new Ritual Currency locations in the Eye of the Vortex campaign to better support the amount of new factions participating in the race Added new location map button on the Lord selection screen so you can see where factions start when choosing them Lowered the availability of most agents for all factions to tier 3 or below, capacity remains unaffected Added Feral Cold Ones as a recruitable unit for all Lizardmen from the Dinosaur Reserve building (animals resource chain) Campaign Changes Campaign AI Overhaul Removed autoresolve bonuses for playable and horde factions controlled by the AI This is a massive change that is part of our ongoing campaign balancing plans. Given the number of playable Lords across the world now, we feel a new approach to balance is required and our old method of using auto-resolve bonuses is no longer sufficient As always, we’ll be closely studying our metrics and player feedback regarding campaign balance to make sure this change alongside the other balancing is performing how we want Restructured budget allocation across the board (AI will spend its money more efficiently) Increased general spending options in income allocation (AI will tend to spend its money more than save it) Removed preferential public order bonuses for AI and improved their construction management system for public order control (AI no longer gets base-level public order buffs and will instead handle it much better!) Reworked occupation option selection for Vampire Coast factions (VC AI will now sack, raze and establish Pirate Coves more often and occupy less often, greatly influencing their impact on the campaign and making them much more thematically aligned) AI will no longer build multiple surplus buildings (For example, Alarielle won’t build too many Handmaiden buildings, Vampire Coast factions won’t build too many extra recruitment buildings, etc) Reduced the AI’s likelihood of embedding multiple agents in the same force, instead spreading them across multiple armies AI Unit recruitment templates upgraded across the board for Empire, Bretonnia, Skaven, Dark Elves, High Elves and Lizardmen High-Level view of observed AI balancing across the board is as follows: End Game variance has been improved Matchups are less one-sided in many areas of the map Vampire Coast impact and average strength rank greatly reduced Multiple Vampire factions performance visibly reduced New AI Factions Clan Fester (Lustria) Clan Mange (Lustria) Leaf-Cutterz Tribe (Southlands) Skaven Under-Empire When conquering an enemy settlement, Skaven armies now have a new post-battle option. Alongside Loot & Occupy, Sack, and Raze, the army may now choose to Expand Under Empire. This leaves the settlement intact but establishes a new Skaven undercity beneath it. With four building slots, an undercity is a powerful addition to your infrastructure, but the more it is developed, the greater the risk that it will be discovered. If discovered, it will be demolished. Building Changes Changed Warpfire Thrower Weapons Teams secondary building unlock requirement to use Engineering level 1 rather than level 2 building Moved Kroxigors from level 3 to level 4 in the Skinks building chain Moved Terradons (Fireleech Bolas) from level 3 to level 4 of the Terradon’s building chain – New Building Removed secondary building requirement from Terradons (Fireleech Bolas) Moved Bastiladon (Revivification Crystal) to level 4 Sotek building chain Moved Bastiladon (Solar Engine) to level 4 Old Ones building chain Bastiladon (Revivification Crystal) & Bastiladon (Solar Engine) now have secondary building requirement of level 1 Beasts building chain Added Feral Cold Ones as a recruitable unit from the Dinosaur Reserve building (animals resource chain) Province and Region Additions and Changes Eye of the Vortex Added Tip of Lustria (new region) to The Capes (existing province) Added Kaiax (new region) to Coasts of the Lustrian (new province) Added The Night Forest (new region) to Coasts of the Lustrian (new province) Added The Hissing God (new region) to Culchan Plains (existing province) Added Fortress of Dawn (existing region) to Fortress of Dawn (new province) Added Fuming Serpent (new region) to Volcanic Islands (new province) Added The Star Tower (existing region) to Volcanic Islands (new province) Renamed Red Rivers to Southern Red Rivers Added Sotek’s Trail (new region) to Southern Red Rivers (existing province) Added Sun-Tree Glades (new region) to Northern Red Rivers (new province) Added Cuexotl (existing region) to Northern Red Rivers (new province) Added Nahuontl (existing region) to Northern Red Rivers (new province) Mortal Empires Added Massif Orcal (new region) to Massif Orcal (new province) Added Kappelburg (new region) to Talabecland (existing province) Added Krugenheim (new region) to Talabecland (existing province) Added Nagenhof (new region) to Ostermark (existing province) Added Mordheim (new region) to Ostermark (existing province) Added Tlaqua (new region) to Western Jungles (new province) Added Cuexotl (new region) to Western Jungles (new province) Added Wellsprings of Eternity (new region) to Jungles of Green Mist (existing province) Added a mountain pass to the western mountain range of Spine of Sotek connecting Spine of Sotek and Huahuan Desert Character Skill Revisions Lowered Azhag’s Skullmuncha mount unlock rank from 22 to 14 Separated Skink Chief and Skink Priests Stegadon and Ancient Stegadon mounts to separate skills Separated Kroq-Gar’s Cold One and Horned One mounts to separate skills Changed RuneLord/Runesmith Oathgold skill from 1/2/3 Oathgold generated to 3/6 Oathgold generated Miscellaneous Changes Adjusted all Lizardman and Skaven unit textures for consistency The strategic location icon now matches the style of the landmark building group icon (an obelisk) Removed Reiksguard smith requirement Fixed the Red Duke to use the Blood Dragon version of the Barded Nightmare in campaign to match with Custom Battles Added cooldown display to all agent actions with a cooldown Fixed an issue where low loyalty advice would trigger on a Legendary Lord Fixed a number of followers that were not dropping Fixed Gunnery Wight Hero not having the Bomb Throw ability Updated all text references of Skaven Underworld to become Skaven Under-Empire Blessed Spawnings: when you begin a new Lizardmen campaign after the Doomsayer update, There are now 4 different mission types for Blessed Spawning missions: Battle captives, Kill Entities, Raze/Sack, and Defeat X Armies. Each of these mission types has a common and a rare variant. Variants have the same conditions for completion but the common variant rewards common units and the rare unlocks uncommon/rare units. These missions should not be active at the same time. Furthermore each mission type has 3 campaign stage variants, for early, mid and late game. All these do is change the mission requirements to complete them: e.g. kill 500 in the early-game, kill 1500 in the late-game, etc. This makes for a total of 24 potential missions for Blessed Spawnings. Battle Changes Alberic given new Trident weapon and animations Removed Barded Warhorse option from Custom Battles for all Damsels, to match with mounts on offer in the campaign Fixed some cases where skipping the intro cutscene in a quest battle would not centre the camera behind the player’s army Bretonnia Rework Bretonnian Vows Removed existing Bretonnian Vow skills from all characters, in conjunction with New Bretonnian Vows system Bretonnian Unit Recruitment Changes Removed secondary building requirements of Armoury Building Chain or Carpenters Building Chain from all Bretonnian units Men-at-arms (Shields) Spearmen-at-arms (Shield) Foot Squires Pegasus Knights Royal Pegasus Knights Royal Hippogryph Knights Grail Guardians Peasant Bowmen (Fire Arrows) Peasant Bowmen (Pox Arrows) Bretonnian Technology Changes New Bretonnian techs: Kings of the Mountains Diplomacy – Diplomacy Leaders of Men Diplomacy – Diplomacy boost with Empire, Marienburg, Southern Realms, Kislev Kings of the Desert Diplomacy – Diplomacy boost with Tomb Kings Lords of Athel Loren Diplomacy – Diplomacy boost with Wood Elves Decree’s of Bretonnia – Chivalry Gain, Melee Attack & Charge Bonus for Lords and embedded Heroes Revised (existing) Bretonnian techs: Ruinous Powers Decree – Decoupled from Norscan techs / Reduced research time by 1 turn to 5 Secure Shores Decree – Reduced research time by 1 turn to 5 Sewer Cleaning Decree – Reduced research time by 1 turn to 5 Desert Purge Decree – Reduced research time by 3 turn to 5 The Unification of Bretonnia – Removed Empire & Dwarf diplomacy bonuses / Reduced research time by 2 turns to 3 / Added +10 Peasant Economy Cap bonus Heraldry of Artois – Reduced research time to 4 turns Heraldry of Bastonne – Reduced research time to 4 turns Heraldry of Bordeleaux – Reduced research time to 4 turns Heraldry of Bretonnia – Reduced research time to 4 turns Heraldry of Carcassonne – Reduced research time to 4 turns Heraldry of Lyonesse – Reduced research time to 4 turns Heraldry of Parravon – Reduced research time to 4 turns Slightly increased the income bonuses for economy types from technologies Peasant Economy Changes Peasant Mob upkeep reduced by -100% when not over the Peasant Economy cap Diplomacy Changes Added new confederation dilemmas that trigger after researching Heraldry technologies – allowing instant but costly confederation options Removed At War conflict between Carcassonne and Yvresse Added At War conflict between Carcassonne and The Dreadfleet Added At War conflict between Bordeleaux and The Dreadfleet Added At War conflict between Bordeleaux and Sartosa Reduced the penalty of Lizardmen vs Lizardmen aversion for AIs that are internally hostile from -30 to -15. Added a Lizardmen vs Lizardmen affinity of +20 to internally friendly AIs Green Knight Changes User given unlimited charges of the Green Knight when at level 5 (Chivalrous – 1600 > 2000+) of the Chivalry bar Increase turns the Green Knight is available for from 15 to 25 Removed all standard campaign agent skills from Green Knight except for “Search Ruins” and “Embed into Army” Given Green Knight immunity to agent assassination actions against him Character Mount Changes All Bretonnian Lords, Paladins & Alberic start on a barded horse by default Damned Paladin for the Drowned faction now starts on a barded horse by default Bretonnia Campaign Balance Changes Improved Bretonnian Garrisons with more suitable units New Greenskin settlement Massif Orcal added to help with the Incursion event Moderately increased the amount of income from Bretonnian buildings Reduced the cost of Bretonnian economy buildings Added even greater differentiation between economy types (Farm/Industry) Added effects to the Smithy building chain now that it no longer unlocks units Added effects to the Carpentry building chain now that it no longer unlocks units Removed Kemmler’s starting corruption in Bretonnia when he is AI-conttrolled Adjusted Kemmler’s personality to be more defensive so he conquers less Bretonnians Audio Battle Added new group vocalisations for Skaven, Skinks, and Saurus Ratling Gunners will sometimes be overcome with verminous glee when firing Reworked and fixed multiple areas of group system Ranged units now play group idle vocalisations Fixed some issues with units disengaging from melee, or moving through each other, where they would retrigger the collision group Foley Added a new Active Casting system for the Screaming Bell, Ark of Sotek, and Engine of the Gods, changing the audio whilst that unit is casting a spell When casting, the Screaming Bell now makes bigger bongs to please the Horned Rat Added new Warp Lightning firing and projectile sweeteners and for Bonebreaker’s melee attacks (more zap-zap!), Added new melee impact sounds for two-handed hammers/maces Cut out the tongues from the Council Guard (keep Council Secrets safe yes-yes…) Disabled some non-Slaanesh god-specific lines for Sigvald Changed the attenuation of conversational dialogue Fixed battle order VO suppressing unit vocalisations Rebalanced some ability sounds Campaign Fixed some stance selection VO for Skaven lords Set diplomacy VO to always play in 2D Adjusted timing on Skaven food gained UI element Turned down campaign building fires Reworked some idle vocalisations for Skrolk and Tretch Added new idle loops for Skaven lords Spell and Unit Balancing General Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed Summoning Changes Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding Adjusted power cost of some summon spells Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration New Unbinding Times and Power Costs Tomb Blade of Arkhan: 82 seconds Realm of Souls: 92 second Transformation of Kadon (Manticore): 96 seconds, 13 power cost Transformation of Kadon (Varghulf): 77 seconds, 13 power cost Denizens of the Deep: 71 seconds, 12 power cost Drowned Dead: 88 seconds Captain Roth’s Moondial: 88 seconds Drowned Dead Upgraded: 121 seconds Ghosts of the Past: 93 seconds Savage Dominion: 101 seconds, 15 power cost Maternal Instinct: 180 seconds Awaken from the Grave: 86 seconds Awaken from the Grave Upgraded: 117 seconds Staff of Corruption: 91 seconds Spirit-Essence of Chaos: 91 seconds Feral Cold Ones: 80 seconds Raise Dead: 134 seconds. Cooldown increased to 39 seconds. Cost to 4 Raise Dead Upgraded: 80 seconds. Cooldown increased to 39 seconds. Cost to 6 Vermintide: 67 seconds Menace Below: 67 seconds Pestilent Birth: 73 seconds Eagle Sanctuary: 78 seconds Rats Emerge: 99 seconds Lord of Undeath: 139 seconds Command the Unliving: 85 seconds Command the Unliving Upgraded: 77 seconds Units Dark Elves Hydra: +10 armour Chill of Sontar: +10 armour Kharibdyss: +10 armour Knights of the Ebon Claw: -2 melee attack, -1 melee defence, -50 cost Crone Hellebron (foot, dark steed, manticore): +3 melee defence Cold One Knights: -2 melee attack, -1 melee defence Cold One Dread Knights: -2 melee attack, -1 melee defence Cold One Chariot: -10 charge bonus, -2 melee defence Khainite Assassin: added Vanguard deployment, +2 run speed. Projectile now applies poison contact effect. Bolt Fiends: -50 mp cost Black Ark Corsairs: +1 bonus vs infantry High Elves Loremaster of Hoeth: -5 charge bonus, -150 cost. Noble – Chariot: -10 charge bonus, -2 melee defence Princess – Moon Dragon: +10 armour Alith Anar: increased projectile accuracy, +25 ap projectile damage, +7 base projectile damage. Swordmasters of Hoeth: +5 leadership Moon Dragon: +10 armour Frostheart Phoenix: -2 charge bonus, +1 melee attack, +30 ap melee damage, +10 base melee damage. Sun Dragon: +10 armour Ellyrian Reavers: -50 cost Loremaster of Hoeth: -150 mp cost Empire Volkmar the Grim – foot, warhorse, barded warhorse: +5 melee defence Volkmar the Grim – War Altar of Sigmar: +15 bonus vs infantry, -50 mp cost Helblaster Volley Gun: increased accuracy. Witch Hunters: Accusation is now a hex. No longer deals direct damage. Instead reduces armour by 30, melee defence by 26 and missile resistance by 22 for 35 seconds. Steam Tank: +2 melee attack. Greenskins Fixed animation issue that was increasing Wyvern flying melee attack interval by seconds. Grimgor: +400 health Skarsnik: +400 health Giant: +3 run speed Doom Divers: +115 ap projectile damage, -105 projectile damage. Venom Queen: +14 bonus vs large Arachnarok Spider: +14 bonus vs large Dwarfs Belegar: +400 health Thorgrim Grudgebearer: +2 melee attack, +400 health, +5 ap melee damage, +45 melee damage, +5 armour. Ungrim: +400 health, +4 melee defence. Grombrindal: -50 cost. Runelord: +50 cost Hammerers: +1 melee defence Peak Gate Guard: +1 melee defence Gyrocopters (Brimstone Guns): +11 ap projectile damage, +4 base projectile damage, slight accuracy increase Giant Slayers: -50 cost Vampire Coast Count Noctilus – foot: -10 armour, -500 health. Mournguls: -10 armour, -2 melee attack Night Terrors: -10 armour, -2 melee attack Mourngul Haunter: -10 armour, -2 melee attack Zombie Gunnery Mobs (all): -2 health per entity, -1 melee defence Zombie Gunnery Mob (Handcannons): -1 ap projectile damage, +1 base projectile damage. Lamprey’s Revenge: +100 mp cost Vampire Counts Vargheists: +4 charge bonus, +10 melee damage Devils of Swartzhafen: +4 charge bonus, +10 melee damage Cairn Wraiths: +2 melee attack The Tithe: -50 cost Zombies: -50 cost Varghulf: +20 ap melee damage, +10 base melee damage. Tomb Kings Hierotitan: +4 melee attack Skeleton Chariots: +6 charge bonus, -50 mp cost Skeleton Archer Chariots: +6 charge bonus Khatep – Casket of Souls: -50 mp cost Nehekhara Warriors: -50 mp cost Carrion: +50 mp cost Sepulchral Stalkers: +3 bonus vs large Casket of Souls: +4 explosion damage, +8 ap explosion damage. Bone Giant: +20 ap projectile damage, +13 base projectile damage. Wood Elves Treekin: -2 charge bonus, +5 melee attack, -3 melee defence. Glade Riders (basic): -25 cost Glade Riders (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage. Glade Guard: -50 cost Glade Guard (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage. Wardens of Cythral: +50 cost Waywatchers: +1 base reload time. Lizardmen Primal Instincts: Activation threshold reduced to 20% health left. Now also buffs charge bonus by +16% and melee attack by +8. Horned Ones: -2 melee attack, -1 melee defence Cold One Spear Riders: -2 melee attack, -1 melee defence Cold One Riders: -2 melee attack, -1 melee defence Kroq-gar – foot: +136 health, added charge defense vs large, +8 bonus vs large. Kroq-gar – Cold/Horned One: +8 bonus vs large. Skink Chief on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon. Skink Priest on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon. Bretonnia Pegasus Knights: +3 charge bonus Royal Pegasus Knights: +3 charge bonus Men-at-arms (Polearms): -25 mp cost, +1 bonus vs large. Beastslayers of Bastogne: +5 bonus vs large Companions of Quenelles: -100 mp cost Skaven Skaven Assassin: added Vanguard Deployment. Now uses Assassin’s Trophy instead of Queek’s unique Trophy Heads ability. -50 cost. Summoned Plague Monks: corrected entity health to match Plague Monks. Warriors of Chaos Sigvald: +5 melee attack Forsaken: +2 charge bonus Daemonspew: +2 charge bonus Marauder Horsemasters: +2 ammo Marauder Horsemen (javelins): -2 ammo Chaos Spawn: +2 melee attack Wyrdspawn: +2 melee attack Swords of Chaos: -100 mp cost Giant: +3 run speed Norsca Marauder Horsemasters: now uses same melee weapon as Chaos Horsemasters. +2 ammo Marauder Horsemen (javelins): -2 ammo Armoured Skin Wolves: -50 cost Maws of Savagery: -50 cost Feral Mammoth: +100 cost War Mammoth (Warshrine): -100 cost Giant: +3 run speed Beastmen Minotaurs (basic version): +2 melee attack Chaos Spawn: +2 melee attack Giant: +3 run speed Abilities Primal Instincts: Reduced the hitpoint percentage at which rampage triggers from 50% to 20% When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus Shem’s Burning Gaze: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile Shem’s Burning Gaze Upgraded: +40 explosion damage, +40 ap explosion damage, -4 base projectile damage, -11 bonus vs large per projectile Hand of Gods: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile Vindictive Glare: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 4 Vindictive Glare Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 8 Gaze of Mork: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Gaze of Mork Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Increased velocity to help projectiles reach at max range Gaze of Nagash: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile Gaze of Nagash Upgraded: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile. Power cost to 15 Comet of Casandora: +648 ap projectile damage (the actual comet, not the explosion) Comet of Casandora Upgraded: +648 ap projectile damage (the actual comet, not the explosion) High King: Removed requirement for targeted units to be above 50% morale Beloved Son of Bretonnia: Removed requirement for targeted units to be above 50% morale. Warp Shard Armour: added -5 melee defence debuff Dwarf Gouger: Added +26 melee attack. Reduced duration to 36 seconds Slaughterer’s Call: now buffs melee attack by +9 Revence Incarnate. Removed max num uses, removed leadership increase. Duration changed to 33 seconds Van Horstmann’s Speculum: changed radius from 40 to 30 meters Star of Avelorn: -10% less health healed per second Dreaded Thirteenth Spell: Improved targeting UI. Changed detonation speed. Added +12 ap explosion damage Drop Rocks ability for Characters: Explosion damage 36 -> 54 , AP explosion damage 18 -> 36 General Bugfixes Alith Anar’s The Shadow Crown mission now triggers correctly Fixed several instances where braziers would appear sunken into the ground on battle maps. Punitive trait now correctly decreases enemy missile resistance Crone Hellebron now enters the battle with the correct fatigue level based on her Death Night meter Flagellants now receive the correct buffs from lord skills Swords of Chaos now receive the correct buffs from lord skills Tomb King veteran infantry now correctly applies its bonuses to Tomb Kings infantry Regiments of Renown Settra’s unique skills now correctly apply their bonuses to Khepra Guard “Morai Heg the Crone” technology now correctly gives physical resistance rather than ward save Lokhir Fellheart now benefits from the techs “Master of Murder” and “Hardship & Cruelty” Vampire Coast Captains will now modify public order without the need to have a point placed in spread public order “Scavengers of the New World” technology now applies to Vampire Coast settlements Wight King now has access to Barded Steed mount “Hates Tomb Kings” trait now gives fear attribute when fighting against Tomb Kings Targeted spells and abilities are no longer cancelled when units rout off the battlefield Projectiles with a fuse should now detonate correctly on Hel Fenn battle map “Ambush Failed” text will no longer be displayed when you choose to fight during a sea encounter Chaos transport ship’s boat row animation should now play correctly Crone Hellebron’s “Amulet of Dark Fire” quest now triggers at rank 2 Lokhir Fellheart’s “Red Blades” quest now triggers at rank 2 Recruit Rank now displays correctly when utilising lots of +Recruitment Rank effects Night Goblin Fanatics’ sphere chain is now properly connected to the Night Goblin Fanatic’s hands The Skaven Corruption button now highlights when triggered with the shortcut key The Treasure Maps and Pieces of Eight panels now close when using the shortcut key Fixed an instance where diplomacy and advisor voice over could trigger at the same time. Crypt Horrors are now gripping their weapons correctly during move orders The dainty paws of the crewmember on the back of the Doomwheel now line up correctly with the handle they are pumping Pirate coves are no longer visible by the other player in multiplayer head to head campaigns. Warlock Engineers now start with Warp Lightning spell Reflections on Mirror Guard’s and Sigvald’s shields will now display correctly Lokhir Fellheart’s ship should now animate correctly Lords and Heroes should now appear as the correct faction colour in event messages Fixed a rare issue where the infamy list would only display one entry The Oathgold skill now generates more gold per turn for Runesmiths and Runelords Armies with multiple heroes embedded will no longer lag during movement Fixed a rare issue that could cause the UI to be blank during the pre-battle screen Har Ganeth Executioners can now be recruited from Black Arks Hero emblem is no longer low resolution when playing in 4k Intervention cost text no longer overlaps panel in 4k. Fixed some issues with numbers appearing in a small font in 4k Diplomacy options will now display correctly onscreen in lower resolutions Fixed some instances where the event images for puzzles would not disaply their colours correctly Fixed instances where units were showing incorrect weapons as part of the model, particularly with dual wielders Helman Ghorst’s and Vlad Von Carstein’s lord effects should now apply when confederated The Red Duke’s Barded Nightmare look is now consistent in campaign and battle Event messages will no longer close when the cursor is moved between the picture and text Wight Kings now have Barded Skeletal Steed in their campaign skill tree Ungrim Ironfist now has a victory condition to defeat Chaos. Fixed an issue that could cause a crash when pressing escape too frequently during the Tomb Kings intro movie Port Elistor will no longer appear partially submerged when the Royal Garrison building is constructed The Geomatic Web information will no longer appear over buttons surrounding the end-turn button lower resolutions The arrow showing the direction of the Star-Metal harpoon quest location will no longer turn into a square when the building browser is open The button for the quest location inside the Star-Metal Harpoon mission panel will no longer overrun when playing in 4k resolution Demolishing the Royal Menagerie will now correctly remove the building rather than lower the level. Temple Training Grounds technology no longer has a duplicate entry for Sisters of Slaughter in the tooltip The trait “Hates Vampire Coast” now has effects Black Pyramid of Nagash now has building available for construction when occupied by Wood Elves Vampire Coast Mutineers will now have more variety in their armies when spawned Durthu’s “Eldest of Ancients” lord trait now applies to Forest Dragons and Branchwraiths. Vampire Counts can no longer engage in diplomacy with Warriors of Chaos Khemri is no longer listed twice in Count Noctilus’s victory conditions Mods and Save Games For those who have different mod lists across different campaign saves, or struggle to remember which mods were used for which save, we’ve added a feature that warns you when you attempt to load a game without activating mods it may require. We hope this will avoid unnecessary technical issues and crashes when you attempt to load a save that requires a specific mod. The Load button will be deactivated when a save is missing required mods. However, if you wish to override the warning like the crazy chaos worshipper you are, you can double click the save you wish to load. Modding When the DLC launches, the Assembly Kit will not be able to process Startpos files. However, this is something that will be fixed with a small launcher update that we are aiming to publish next week. The DLC team have added a few new Lua commands for modding scripters on request. To allow modders to apply diplomatic modifiers similar to the High Elf intrigue mechanic: trigger_intrigue(issuing faction key, first target faction key, second target faction key, should_improve, exempt_from_cost) apply_dilemma_diplomatic_penalty(first_faction_key, second_faction_key, attitude_bonus [-6 to +6]) To allow modders to trigger missions/incidents/dilemmas with specific targets: trigger_dilemma_with_targets(owning_faction_cqi, dilemma_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi) trigger_incident_with_targets(owning_faction_cqi, incident_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi) trigger_mission_with_targets(owning_faction_cqi, mission_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi) With the Undercity, we’re also sure that modders will be keen to play around with these commands: add_foreign_slot_set_to_region_for_faction(faction_cqi, region_cqi, slot_set_key) remove_faction_foreign_slots_from_region (faction_cqi, region_cqi) foreign_slot_instantly_upgrade_building(foreign_slot_cqi, upgrade_building_key) foreign_slot_instantly_dismantle_building(foreign_slot_cqi) We will post more documentation on the DLC and accompanying patch for modding on our forums and on the CnC modding Discord.
Steam: 2019-01-28
The Festag Update Total War: WARHAMMER II Ella McConnell January 28 2019 The Festag Update brings a number of improvements, changes, fixes and balances to WARHAMMER II, along with a major skills update for the Lords and Legendary Lords of the Old World that appear in WARHAMMER II’s Mortal Empires campaign. Characters of the Old World now get red skill trees comparable to their New World counterparts in WARHAMMER II, plus numerous tweaks and changes to their existing skills, traits and abilities. Character mounts have also been standardised to unlock at specific ranks. These are all detailed below. Alongside a fresh balance pass for specific battlefield units, the Festag Update also features some important bugfixes, including a fix for a crash that occurred when a Vampire Coast faction owning Pirate Coves was destroyed, and a fix that ensures Exhaustion occurs after a Hero has established a Pirate Cove. Spectator Mode has also been updated with new functionality. Please see below for full details. Instructions It is highly recommended that you start a new campaign unless you were opted into the beta. Since a large number of skills have been reworked, any points invested in skills prior to the Festag Update are likely to be lost in an existing save game. We will have two betas available for those that want to continue their saves games without updating: norsca_beta – This is for those who wish to remain on the most recent update prior to Vampire Coast release, as multiplayer save games from before Vampire Coast release will be incompatible when updated to Vampire Coast. coast_beta – This is for those who wish to remain on the most recent update prior to the Festag update, in order to continue with existing save games, which will not have any skill changes so existing Lord skills choices will be preserved. You should be automatically kicked from coast_beta. However if that is not the case, opt out of coast_beta to ensure you are on the latest build. Total War: WARHAMMER Character Skill Updates All Beastmen Lords now have the 4 skills: Crown of Horns, Slug-Skin, Rune of the True Beast, Man-Bane Wood Elf red tree skills: The Eye of Kurnous, Sight Beyond Sight, Call of the Woods and Howl of the Forest have all been moved out of the red skill tree and are now separate from other army buffs Increased Ghorst Unique skill unlock rank to rank 12 (up from rank 6) Changed all Lord Personal Combat skills to be 2 tier skills instead of 3 (all factions) – (Heroes are unchanged) Defeat Mannfred trait Moonslaker (-50% from Vampiric attrition) now only applies to Lords army instead of factionwide – so it can no longer be stacked to make all armies immune to Vampiric attrition Karl Franz Leader of Men skill now +50% aura size (up from 25%) Skills Changed to Single Tier (with old tier 3 effects applied) Imperial Special Forces (Karl Franz) The Emperors Men (Karl Franz) Heroic Knightly Band (Karl Franz) Majestic Enforcer (Karl Franz) Stronger Than Steel (Balthasar Gelt) New Formulations (Balthasar Gelt) Additional Orb of Sorcery (Balthasar Gelt) Renowned Scholar (Balthasar Gelt) Elite Enforcer (Thorgrim) Fire Support (Thorgrim) Advanced Forging (Thorgrim) Slayer (Ungrim) Slayer King (Ungrim) Dragon Slayer (Ungrim) Daemon Slayer (Ungrim) Black Orc Wrecking Ball (Grimgor) Bigger ‘n’ ‘Arder (Grimgor) Imposing Presence (Grimgor) Vitamin-Shrooms (Grimgor) Earthshaking Order (Azhag) Insane Visions (Azhag) Not Orcy Enuff! (Azhag) Wild Abandon (Azhag) Unholy Fury (Ghorst) Unnatural Toughness (Ghorst) Uncanny Resilience (Ghorst) The Swords of Chaos (Archaon) Chosen of the Gods (Archaon) Abyss Forged Armour (Archaon) The Chosen Ones (Archaon) Knights of the Herald (Archaon) Distinguished Champions (Archaon) Toughened Skin (Kholek) Giant Killer (Kholek) Seismic Shock (Kholek) Unearthly & Anomalous (Kholek) Favoured Son (Sigvald) Marked by Slaanesh (Sigvald) Self-Obsessed (Sigvald) Stylish (Sigvald) Driven by Lust (Sigvald) Born to Serve (Sigvald) Crown of Horns (all Beastmen Lords) Slug-Skin (all Beastmen Lords) Rune of the True Beast (all Beastmen Lords) Man-Bane (all Beastmen Lords) Something Wicked This Way Comes (Malagor) Unholy Power (Malagor) Crowfather (Malagor) Lance of Bretonnia (Bretonnia Lords) Moved Skills from Red Tree Skill Line to the Character Line Brass-Lunged (Empire Lords – except Karl Franz) Hold the Line! (Empire Lords) Blessed Holy War (Volkmar and Arch Lector Lords) War Eternal (Volkmar and Arch Lector Lords) The Work of God (Volkmar and Arch Lector Lords) Lord of the Deeps (Dwarf Lords) Obstinacy (Dwarf Lords) Brass-Lunged (Dwarf Lords) Tunnel Boss (Greenskin Lords) Bellower (Greenskin Lords) Betta Night Sneakin’ (Skarsnik, Night Goblin Warboss and Goblin Great Shaman Lords) Nastier Squigs (Skarsnik, Night Goblin Warboss and Goblin Great Shaman Lords) Savage Riders (Wurrzag) Real Savage Boyz (Wurrzag) At Dawn They Sleep (Isabella Von Carstein) Release the Hounds (Isabella Von Carstein) The Ravening Beast (Isabella Von Carstein) Time of Arising (Isabella Von Carstein) Midnight’s Children (Isabella Von Carstein) Aura of Dark Majesty (Vampire Counts Lords) Dark Pact (Vampire Counts Lords) Hearts of Iron (Chaos Lords) Voice of the Dark Gods (Chaos Lords) Voice of the Dark Gods (Beastmen Lords) Fuelled by Blood (Beastmen Lords) Blood Lust (Beastmen Lords) Rain of Spines (Wood Elf Lords) Shifting Winds (Wood Elf Lords) Virtue of Empathy (Bretonnia Lords) Lionhearted (Bretonnia Lords) Basic Training (Bretonnia Lords) Aspiring Knights (Alberic) Champions of Bordeleaux (Alberic) Blessed Water (Fay Enchantress) Secrets of the Grail (Fay Enchantress) Voice of the Dark Gods (Norsca Lords) Juggernauts of the Sarl (Wulfrik) Fervent Creatures (Wulfrik) Primordial Masters (Throgg) Monstrous Fiends (Throgg) Changed Vampire Count Bloodline Lords Skills The Unliving Host Effect was: MA, MD, Speed and Charge for Zombies Skeleton and Crypt Ghouls Effect now: MA and MD for Zombies Skeleton, Crypt Ghouls and Grave guard Call of the Night Effect was: Speed and Charge for Fell Bats, Dire Wolves and Black Knights Effect now: Speed and Charge for Fell Bats and Dire Wolves Waking Dead Effect was: MA, MD, Speed and Charge for Blood Knights and Grave Guard Effect now: MA and Armour for Blood Knights and Black Knights Carriages of Death Effect was: WS and Charge for Black Coach, Corpse Cart and Mortis Engine Effect now: MD and Speed for Black Coach, Corpse Cart and Mortis Engine Dread Knights Effect was: WS and Charge for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine Effect now: WS, Charge and Ward save for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine Total War: WARHAMMER II Red Skill Tree Update Mount Unlock Ranks Please note these are general Rank standardisations. Certain characters may deviate from the standard for balance purposes. Melee Lords/Heroes Light Armoured Steed – Rank 4 Armoured Steed – Rank 7 Chariot – Rank 10 Flying Mount – Rank 12 Large Vehicle – Rank 16 Large Monster – Rank 18 Flying Monster – Rank 18 Caster Lords/Heroes Light Armoured Steed – Rank 7 Armoured Steed – Rank 11 Chariot – Rank 14 Flying Mount – Rank 16 Large Vehicle – Rank 20 Large Monster – Rank 22 Flying Monster – Rank 22 Spectator Mode Spectator mode now features some additional functionality: AI can now be added to the game. Spectator hosts can now invite players into their game using the invite button. Host spectator will now be able to use the spectator controls. Players now connected to spectator host can now see ready status of the host. Campaign Changes and Fixes Black Arks To rectify an issue that was causing Black Arks to recruit/replace higher level Lords than could be recruited from a province, all buildings that previously increased the Lord recruit rank in a single province have now been rebalanced to apply the effect to all provinces. For example, the Dark Elf building Palace of Dread Knights no longer increase local Lord recruitment by 2 but increases Lord recruitment by 1 in all provinces; these effects are now intended to stack across multiple provinces. This change is a significant buff in terms of how this building can affect late-game recruitment, so to avoid any one faction not receiving this effect we have added a Lord recruitment effect to the following buildings too: Vampire Counts – Necromancer’s Tower Brettonia – Cathedral of the Lady Norsca – Vikti Temple Vampire Coast – Pirate Wharf Changes and Fixes Fixed a crash that could occur when a Vampire Coast faction owning Pirate Coves was destroyed. Fixed a rare end turn crash. Fixed a crash that could occur when Beastmen Brayherds changed stances. Fixed a crash that occurred when a building was changed while a settlement panel was open. Fixed a crash that occur when loading back into the campaign map from Tyrion’s Sunfang quest battle. Fixed a crash that could occur when triggering the Chaos challenger spawn when playing as Norsca. Fixed a crash in multiplayer campaign that occurred when one player unlocked a Vampire bloodline when the other player was playing as a non-Vampire Count race. Fixed an exploit where clicking on a hidden Skaven Settlement would show movement range of any garrisoned army. Lokhir Fellheart can now complete the Final Battle Vortex victory objective (will require a new Campaign to take effect). Luthor Harkon no longer has +2 to pirate crew recruitment. Count Noctilus’ Lord of Dread trait is now applied to Rotting Promethean Gunnery Mobs. Count Noctilus’ -1 turn for Necrofex Colossus recruitment now applies when recruiting via Noctilus’s ship and global recruitment. Khazrak’s +3 recruit rank for Bestigors now correctly applies factionwide. Malagor’s diplomacy bonus with other Beastmen is now +30. Morghur’s -60% upkeep for Chaos Spawn now correctly applies. Morghur’s Shadowgave trait now gives +8 melee defence rather than melee attack. Orion’s 20% upkeep for cavalry now correctly applies. Fixed the following factionwide effects not applying to Ship armies: Harkon’s Man-o-War skill: +1 recruitment rank for Vampire Fleet Captains Noctilus’ Master of the Dreadfleet skill: +2 Lord recruit rank Cylostra’s Conjuration Through Hate skill: +2 recruitment rank for Mourngul Haunters Pirates’ Rest building effect: +1 Lord recruit rank Fleet Enforcement Admiral Office position: +3 recruit rank for Heroes and Lords Fixed Alith Anar assassination missions generating targets further away from the player than intended. Fixed Alith Anar assassination missions resetting incorrectly under certain circumstances. Exhaustion now correctly applies when establishing a pirate cove with a hero. Fixed agent success chance becoming 100% when the actual chance fell below 0%. Vampire Coast lord skills that require unit rank 7 now apply their effects correctly. Vampire Coast army skills should now apply correctly to Regiments of Renown. Gunnery Wight’s Gunsight skill now increases missile damage rather than weapon strength. The Converted, Centuries and Command technologies for Vampire Counts now correctly apply their bonuses when recruiting via the Legendary Lord’s ships. The Converted technology now provides +5 tank for heroes recruited via a Legendary Lord’s ship. Old Grumblers, Warriors (Great Weapons) and Longbeards (Great Weapons) no longer have the one-handed technology effect apply to them. The following Greenskin technologies now also apply to Savage Orcs: Betta Arrer ‘Eads, Beasts of Burden, Black Orc Bellow, Betta Bowstrings, Massive Choppas. Wood Elves technology / Office effects that provide armour no longer state that it increases by a % but by a flat amount. Vampire Fleet Captain skill Kidnapping Assault Garrison action changed to Assault Units. Vampire Fleet Captains now have The Hunger ability. Restless Minions skill now also applies to the Khepra Guard Regiment of Renown. Bone Giants now gain buffs from Arrows of Asaph skill. Blood Dragon skill Ordo Draconis now correctly reduces Blood Knight recruitment time. Fixed Norsca Marauder Chieftains having two Rage abilities simultaneously Removed hidden duplicate skills for Von Carstein Bloodline Lords. Vampire Counts tech Serve in Life or in Death now correctly gives +15% income from Repression buildings. Lokhir Felheart will now be immortal if confederated. Wurrzag no longer has +30% upkeep for Savage Orcs after confederating with him. Black Arks will no longer lose their buildings upon defeat in battle. Sisters of Slaughter can now be recruited from Black Arks. Monstrosities of Morr no longer stacks accross multiple Lords resulting in Crypt Horrors being unrecruitable. Varghulf now only appears once in the ‘required to unlock units’ section. When Balefire building is damaged, it will now have half the Corruption effects as when it is not damaged (previously produced more Corruption when damaged). The following settlement chains now have a Dark Elf slave capacity, allowing slaves to be sent to provinces with these settlements: High Elf Colony Settlement Major High Elf Colony Settlement Minor Lahmia Special Settlement Capturing or sacking a region with the Third Book of Nagash will no longer spawn a sea storm in the region. A sandstorm should spawn as expected. Norscan technologies Blockading the Vampire Coast and Secrets of the Deep now use the correct icons. Fixed a Bloodkisses exploit that allowed rapid generation. Added Non-vampiric attrition immunity to Sylvanian Crossbowmen and Handgunner units. The following Beastmen factions (and their associated Brayherds) now have Chaos Wastes attrition immunity: Blooded Axe, Manblight, Ripper Horn, Shadowgor, Skrinderkin, and Stone horn. Fixed attrition immunity for certain attrition types when in stances. Reduced the public order penalty when capturing a settlement on easy difficulty. Fixed certain High Elf Mage Hero mounts not equipping in campaign. Prophetess now correctly gains her Royal Pegasus mount. Damsel Barded Warhorse skill has been removed. Red Duke now has the same mount in Battle and Campaign when using the Hellsteed and Barded Nightmare mounts. Removed links between any mount skills that had them. Fixed encounters at sea occasionally spawning Dark Elf armies containing Vampire Coast units. Fixed various instances where sea encounters could spawn on land or could not be attacked. Fixed an issue where treasure maps could point off the map. Fixed an issue with one of the treasure hunting puzzles having two solutions. Puzzles will now display correctly when playing in colour blind modes. Adjusted the Skaven and Dark Elf loyalty dilemmas to trigger less frequently. An event message is now received stating that the treasure hunt failed when lords and heroes are unsuccessful with their attempts to dig for treasure. The Amanar Rises event message shown after completing the campaign will now have the appropriate text displayed within the event message. Fixed a rare instance where event names could be renamed when changing resolution. Sartosa and The Awakening can no longer be upgraded to tier 5 when occupied by Wood Elves. Fixed an issue where the Vampire Fleet Captains provided in level 3 garrisons would not have their spells. All factions now have a garrison in Galleons Graveyard. Athel Loren now has a garrison when owned by Dark Elves or Tomb Kings. Skavenblight and Hellpit now have garrisons when owned by Bretonnia. Bloated Corpses should no longer grant kills without dying in the autoresolver. Fixed an issue whereby armies that spawned would sometimes not interact correctly with loyalty, certain effects and offices correctly. Beastmen and Chaos should no longer be able to occupy Albion. Galleon’s Graveyard can no longer be flooded or raided by Beastmen. Vampire Coast ships in encampment stance on sea will no longer show models that should be limited to encampment stance on land. Skin Wolf Werekin and Shaman Sorcerers will no longer show as Exalted Hero and Chaos Sorcerers in the Recruit Hero screen. Fixed several magic items not dropping after battle or dropping when they were not supposed to. Fixed the Scroll of Lykos magic item expiring and disappearing. The Red Duke now displays animations correctly on the campaign map. Cylostra Direfin’s porthole should now display correctly on all graphics settings. The objective arrow will no longer show as a yellow square when the diplomacy screen is open. Fixed Wood Elves not being able to trade with Tomb Kings & Vampire Coast after assigning the correct council seat. Added missing Walls building chain in Wurtbad for Greenskins. Added missing Troll Lair building in Karak Kadrin for Greenskins. Fixed duplicate Beast Lairz building for Greenskins in Karak Angazhar. Pirate’s Rest now correctly shows +1 Capacity for Gunnery Wights on the building information panel. The price of pirate cove buildings now displays correctly. Kemmler’s -50% upkeep for Necromancer heroes now works correctly. The Lahmian Bloodline -50% upkeep effect now correctly shows on the amount shown on the hero’s information panel. Various text and typo issued fixed. Music on campaign will trigger more responsively to campaign actions. Battle Changes and Fixes Fixed a crash that could occur when a player tries to connect as a spectator to an ongoing battle and then trying to host a battle afterwards. Added Battle of the Eternal Tides map to Custom Battle. Cylostra Direfin’s Slaughterer of the Deep ability now works correctly. Female Vampire Fleet Admirals now have Skirmish. Female Dreadlord animations should now play correctly in the Mengil’s Manflayers rogue army. Fixed a large number of cases where deployment zones were the wrong way around. The buildings outside of the playable area in The Awakening siege map will no longer float. Miscellaneous Changes and Fixes Improved total memory allocation use when using DX12. Various localisation issues fixed. Capitalised the “I” in “Infamy” in the Race Attributes section for all Vampire Coast factions on the Lord selection screen, making them literally playable again. Added port icons next to mentions of port in the help text. The help text regarding how Lokhir Fellheart acquires Black Arks has been updated for clarity. Unit Balancing Bretonnia Green Knight: Hit reactions ignore chance from 0 to 50, knock interrupts from 0 to 50, +20 ap melee damage, +10 base meleen damage. Pegasus Knights: increased mass from 700 to 1000, -100 cost. Grail Guardians: -50 mp cost Knights Errant: +4 charge bonus Defenders of Fleur-de-Lis: +4 charge bonus Grail Relique: Icon of Devotion-ability’s effect range changed from 40 to 55 meters. Dark Elves Kharibdyss is now aquatic. Raven Heralds: -100 cost Dwarfs Thane: now has access to Rune of Slowness in multiplayer. Master Engineer: no longer has access to Rune of Slowness in multiplayer. Empire Mortar: -50 cost Flagellants: increased Strength of the Penitent-ability’s physical resistance effect from +12% to +15%. Greenskins Krimson Killerz: +20 men on Ultra, +150 cost, -5 armour, -1 health per entity, -1 charge bonus, -2 ap melee damage, +0.6 melee attack interval, tweaks to splash attack characteristics. High Elves Alastair the White Lion – Dragon mounts: added siege attacker. Lizardmen Bastilodon (Solar Engine): slightly improved accuracy of projectile. Norsca Marauder Ice Wolf Chariots: can now run at 95 speed. Marauder Champions: +4 health per entity Marauder Champions (Great Weapons): +4 health per entity, +2 run speed. Kihar the Tormentor: added siege attacker Fimir (both): added siege attacker Fimir Balefiend (both): added siege attacker Skaven Plague Monk Censer Bearers: +1 melee attack Stormvermin (Halberds): +2 melee defence. Queek Headtaker: -50 mp cost Tomb Kings Tomb Scorpion: Hit reactions ignore chance from 0 to 40, knock interrupts from 0 to 40, mass from 3000 to 2400, -2 melee defence, -5 melee attack, +5 bonus vs infantry. added Siege Attacker. Casket of Souls: -50 mp cost Khatep – Casket of Souls: -50 mp cost Vampire Coast Deck Droppers (all): -10 flying speed, reduced turn speed. Deck Droppers (Handguns): -2 ammo, slightly reduced accuracy, -2 ap projectile damage, -1 base projectile damage. Deck Droppers (Bombers) & Salt Lord’s Scuttlers: +2 ammo Zombie Pirate Deckhands Mob: -2 health per entity Zombie Pirate Deckhands Mob (Polearms): -2 health per entity The Tide of Skjold (Zombie Pirate Deckhands Mob): -2 health per entity Zombie Gunnery Mob: -2 health per entity Zombie Gunnery Mob (Handguns): -2 health per entity The Black Spot: -2 health per entity Zombie Gunnery Mob (Bombers): +5 charge bonus, +2 ammo, +4 melee attack, +40 number of men (on ultra), -2 health per entity. Zombie Gunnery Mob (Handcannons): +50 cost, +40 number of men (on ultra), -8 base projectile damage, +7 ap projectile damage, -2 health per entity. Animated Hulks: +15 armour, +4 melee defence, +10 leadership Bloody Reaver Deck Guard: +1 melee defence Depth Guard (Halberds): +1 melee defence Gallows Giant: projectiles no longer expire before reaching max range. Necrofex Colossus: +100 cost Shadewraith Gunners: -100 cost Death Shriek Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Luthor Harkon – Death Shriek Terrorgheist: now uses the same entity size as the regular Death Shriek Terrorgheist (previously used a dragon-sized entity). Luthor Harkon (all): removed All Hands Hoay!-ability In multiplayer battles. -100 cost. Aranessa (all): removed Hornswaggle-ability in multiplayer battles. -100 cost Vampire Fleet Admirals (all): removed Hornswaggle-ability in multiplayer battles. Cylostra Direfin – Rotting Leviathan: Added Siege Attacker. Count Noctilus: +100 cost Vampire Counts Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Blood Dragon Vampire Lord (all): removed Undeath Resurgent-ability in multiplayer battles. Blood Dragon Vampire Lord – foot: -5 armour, +100 cost Blood Dragon Vampire Lord – Barded Nightmare: -10 armour, +100 cost. Blood Dragon Vampire Lord – Hellsteed: -5 armour, +100 cost Blood Dragon Vampire Lord – Zombie Dragon: -8 melee defence, +100 cost Red Duke – foot: +100 cost, added Frenzy-ability. Red Duke – Barded Nightmare: +100 cost, added Frenzy-ability. Red Duke – Hellsteed: +10 armour, +100 cost, added Frenzy-ability. Red Duke – Zombie Dragon: -4 melee defence, +100 cost, added Frenzy-ability. Vampire (Shadows) – Hellsteed: +10 armour Vampire (Death) – +10 armour Lahmian Vampire Lord – Hellsteed: +10 armour Lahmian Vampire Lord – Zombie Dragon: added siege attacker. Necrarch Vampire Lord – Zombie Dragon: added siege attacker. Von Carstein Vampire Lord – Zombie Dragon: added siege attacker. Wight King – Skeletal Steed: +10 armour Isabella von Carstein – Hellsteed: +10 armour Mannfred von Carstein – Hellsteed: +10 armour Wood Elves Treeman: Hit reactions ignore chance from 0 to 70, knock interrupts from 0 to 70. Orion: +10 melee defence Wildwood Rangers: +4 leadership Wardens of Cythral: +4 leadership Abilities General Helm of Discord: -10m effect range. Dwarfs Red Ruin (Ungrim): changed to unlimited uses, duration from 50 to 35 seconds, +9 cost in multiplayer, added recharge in melee condition. Axe of Dargo (Ungrim): -16 ability duration, -90 ability recharge, added recharge in melee condition. Rune of Slowness: changed to -18% movement speed, removed charge bonus effect. Rune Helm of Zhufbar: -4 leadership, removed deactivation condition. Greenskins Get on Wiv’ It (Azhag): removed charge bonus effect, added +8 leadership effect instead. Gitsnik (Grimgor): -18 ability duration, -90 ability recharge, added recharge in melee condition. Vampire Coast Captain Roth’s Moondial: -50m target range. Wood Elves Horn of the Wild Hunt (Orion): +3 duration, removed speed effect, +36% charge bonus changed to +54% charge bonus. Spells Denizens of the Deep: +4 seconds recharge time. Drowned Dead: +1 power cost. Drowned Dead Upgraded: +1 power cost Invocation of Nehek: -1 seconds duration. Invocation of Nehek Upgraded: -1 seconds duration. Vindictive Glare: +1 power cost Vindictive Glare Upgraded: +1 power cost
Steam: 2019-01-22
The Festag Beta Update: Updated! Total War: WARHAMMER II Ella McConnell January 22 2019 This update contains a variety of skill changes and additions to specific Legendary Lords in the Mortal Empires campaign that didn’t make the original Festag Beta Update in December 2018. The update also includes some changes to buildings, a range of bugfixes and a number of Race, Character, Item and Unit balance changes. The balance changes listed below show all balance changes since Curse of the Vampire Coast launched. Instructions – Read Me! It is highly recommended that you start a new game after opting into the beta. Since a large number of skills have been reworked, any points invested in skills before the update are likely to be lost on an existing save game. Since we already have an existing beta named “public_beta”, to avoid confusion we will rename this and have two betas that can be selected from: “norsca_beta” – This is for those that want to stay on the most recent update prior to Vampire Coast to continue with multiplayer save games, which would no longer be compatible post-Vampire Coast release. This beta was previously known as “public_beta”. “coast_beta” – This is for the Festag Update patch – the update will give you all the content and fixes listed below. Instructions for opting into and downloading the update are as follows: In Steam games library, right-click “Total War: WARHAMMER II” and select “Properties”. In the Properties window, select the “BETAS” tab. Select “coast_beta” from the list. Total War: WARHAMMER II will update to the Festag Update patch. General and Miscellaneous Fixes Fixed an exploit where clicking on a hidden Skaven Settlement would show movement range of any garrisoned army. The camera can now be panned in the diplomacy screen. Lokhir Fellheart can now complete the Final Battle Vortex victory objective (will require a new Campaign to take effect) Fixed encounters at sea occasionally spawning Dark Elf armies containing Vampire Coast units Fixed Alith Anar assassination missions generating targets further away from the player than intended Fixed Alith Anar assassination missions resetting incorrectly under certain circumstances Fixed Norsca Marauder Chieftains having two Rage abilities simultaneously Fixed several magic items not dropping after battle, or dropping when they were not supposed to Fixed the Scroll of Lykos magic item expiring and disappearing Added missing Walls building chain in Wurtbad for Greenskins Added missing Troll Lair building in Karak Kadrin for Greenskins Fixed duplicate Beast Lairz building for Greenskins in Karak Angazhar Fixed Wood Elves not being able to trade with Tomb Kings & Vampire Coast after assigning the correct council seat Wood Elves technology / Office effects that provide armour no longer state that it increases by a % but by a flat amount Old Grumblers, Warriors (Great Weapons) and Longbeards (Great Weapons) no longer have the one-handed technology effect apply to them Skill Changes Grombrindal Reimplemented the missing Flash Bomb ability (now in Character skills section) Reimplemented the missing Mighty Beard of Defence skill (now in Character skills section) Isabella Von Carstein New skills: Fell bats: At Dawn They Sleep +12 Melee attack +12 melee defence Dire Wolves: Release the Hounds +12 Melee attack +12 melee defence Vargheist: The Ravening Beast +12 melee attack +25 armour Varghulf: Time of Arising +12 Leadership +12 Melee attack Terrorghesist: Midnight’s Children +12 Leadership +12 melee attack Throgg Changed “Cyclopean Fiends” skill to “Monstrous Fiends” Added effects that buff all Trolls units to the following skills: +12 Leadership (King of Trolls) +15 Melee Attack (Monstrous Fiends) +15 Melee defence (Monstrous Fiends) +20% missile resist (Mutant Regeneration) Alberic Added the missing Protector of the Realm effects to the skill Champions of Bordeleaux Beastlord Replaced the duplicate Bloodlust skill from the Personal Combat chain with Deadly Onslaught Volkmar Reimplemented the missing Second Nature skill Vampire Coast Tech and Female Vampire Coast Lords Replaced remaining 3 tier Personal Combat chain skills with 2 tier variants Red Duke Red Duke now has the same mount in Battle and Campaign when using the Hellsteed and Barded Nightmare mounts Settra Restless Minions skill now also applies to the Khepra Guard Regiment of Renown Bloodline Strigoi Monstrosities of Morr no longer stacks accross multiple Lords resulting in Crypt Horrors being unrecruitable Building Changes Vampire Crypt Varghulf now only appears once in the ‘required to unlock units’ section Balefire When damaged this building will now have half the Corruption effects as when it is not damaged (previously produced more Corruption when damaged) Dark Elf Slaves The following settlement chains now have a Dark Elf slave capacity, allowing slaves to be sent to provinces with these settlements: High Elf Colony Settlement Major High Elf Colony Settlement Minor Lahmia Special Settlement Black Arks To rectify an issue that was causing Black Arks to recruit/replace higher level Lords than could be recruited from a province, all buildings that previously increased the Lord recruit rank in a single province have now been rebalanced to apply the effect to all provinces. For example, the Dark Elf building Palace of Dread Knights no longer increase local Lord recruitment by 2 but increases Lord recruitment by 1 in all provinces; these effects are now intended to stack across multiple provinces. This change is a significant buff in terms of how this building can affect late-game recruitment, so to avoid any one faction not receiving this effect we have added a Lord recruitment effect to the following buildings too: Vampire Counts – Necromancer’s Tower Brettonia – Cathedral of the Lady Norsca – Vikti Temple Vampire Coast – Pirate Wharf Balancing Changes (includes all changes between Vampire Coast and this patch) Units Bretonnia Green Knight: Hit reactions ignore chance from 0 to 50, knock interrupts from 0 to 50, +20 ap melee damage, +10 base meleen damage. Pegasus Knights: increased mass from 700 to 1000, -100 cost. Grail Guardians: -50 mp cost Knights Errant: +4 charge bonus Defenders of Fleur-de-Lis: +4 charge bonus Grail Relique: Icon of Devotion-ability’s effect range changed from 40 to 55 meters. Dark Elves Kharibdyss is now aquatic. Raven Heralds: -100 cost Dwarfs Thane: now has access to Rune of Slowness in multiplayer. Master Engineer: no longer has access to Rune of Slowness in multiplayer. Empire Mortar: -50 cost Flagellants: increased Strength of the Penitent-ability’s physical resistance effect from +12% to +15%. Greenskins Krimson Killerz: +20 men on Ultra, +150 cost, -5 armour, -1 health per entity, -1 charge bonus, -2 ap melee damage, +0.6 melee attack interval, tweaks to splash attack characteristics. High Elves Alastair the White Lion – Dragon mounts: added siege attacker. Lizardmen Bastilodon (Solar Engine): slightly improved accuracy of projectile. Norsca Marauder Ice Wolf Chariots: can now run at 95 speed. Marauder Champions: +4 health per entity Marauder Champions (Great Weapons): +4 health per entity, +2 run speed. Kihar the Tormentor: added siege attacker Fimir (both): added siege attacker Fimir Balefiend (both): added siege attacker Skaven Plague Monk Censer Bearers: +1 melee attack Stormvermin (Halberds): +2 melee defence. Queek Headtaker: -50 mp cost Tomb Kings Tomb Scorpion: Hit reactions ignore chance from 0 to 40, knock interrupts from 0 to 40, mass from 3000 to 2400, -2 melee defence, -5 melee attack, +5 bonus vs infantry. added Siege Attacker. Casket of Souls: -50 mp cost Khatep – Casket of Souls: -50 mp cost Vampire Coast Deck Droppers (all): -10 flying speed, reduced turn speed. Deck Droppers (Handguns): -2 ammo, slightly reduced accuracy, -2 ap projectile damage, -1 base projectile damage. Deck Droppers (Bombers) & Salt Lord’s Scuttlers: +2 ammo Zombie Pirate Deckhands Mob: -2 health per entity Zombie Pirate Deckhands Mob (Polearms): -2 health per entity The Tide of Skjold (Zombie Pirate Deckhands Mob): -2 health per entity Zombie Gunnery Mob: -2 health per entity Zombie Gunnery Mob (Handguns): -2 health per entity The Black Spot: -2 health per entity Zombie Gunnery Mob (Bombers): +5 charge bonus, +2 ammo, +4 melee attack, +40 number of men (on ultra), -2 health per entity. Zombie Gunnery Mob (Handcannons): +50 cost, +40 number of men (on ultra), -8 base projectile damage, +7 ap projectile damage, -2 health per entity. Animated Hulks: +15 armour, +4 melee defence, +10 leadership Bloody Reaver Deck Guard: +1 melee defence Depth Guard (Halberds): +1 melee defence Gallows Giant: projectiles no longer expire before reaching max range. Necrofex Colossus: +100 cost Shadewraith Gunners: -100 cost Death Shriek Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Luthor Harkon – Death Shriek Terrorgheist: now uses the same entity size as the regular Death Shriek Terrorgheist (previously used a dragon-sized entity). Luthor Harkon (all): removed All Hands Hoay!-ability In multiplayer battles. -100 cost. Aranessa (all): removed Hornswaggle-ability in multiplayer battles. -100 cost Vampire Fleet Admirals (all): removed Hornswaggle-ability in multiplayer battles. Cylostra Direfin – Rotting Leviathan: Added Siege Attacker. Count Noctilus: +100 cost Vampire Counts Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Blood Dragon Vampire Lord (all): removed Undeath Resurgent-ability in multiplayer battles. Blood Dragon Vampire Lord – foot: -5 armour, +100 cost Blood Dragon Vampire Lord – Barded Nightmare: -10 armour, +100 cost. Blood Dragon Vampire Lord – Hellsteed: -5 armour, +100 cost Blood Dragon Vampire Lord – Zombie Dragon: -8 melee defence, +100 cost Red Duke – foot: +100 cost, added Frenzy-ability. Red Duke – Barded Nightmare: +100 cost, added Frenzy-ability. Red Duke – Hellsteed: +10 armour, +100 cost, added Frenzy-ability. Red Duke – Zombie Dragon: -4 melee defence, +100 cost, added Frenzy-ability. Vampire (Shadows) – Hellsteed: +10 armour Vampire (Death) – +10 armour Lahmian Vampire Lord – Hellsteed: +10 armour Lahmian Vampire Lord – Zombie Dragon: added siege attacker. Necrarch Vampire Lord – Zombie Dragon: added siege attacker. Von Carstein Vampire Lord – Zombie Dragon: added siege attacker. Wight King – Skeletal Steed: +10 armour Isabella von Carstein – Hellsteed: +10 armour Mannfred von Carstein – Hellsteed: +10 armour Wood Elves Treeman: Hit reactions ignore chance from 0 to 70, knock interrupts from 0 to 70. Orion: +10 melee defence Wildwood Rangers: +4 leadership Wardens of Cythral: +4 leadership Abilities General Helm of Discord: -10m effect range. Dwarfs Red Ruin (Ungrim): changed to unlimited uses, duration from 50 to 35 seconds, +9 cost in multiplayer, added recharge in melee condition. Axe of Dargo (Ungrim): -16 ability duration, -90 ability recharge, added recharge in melee condition. Rune of Slowness: changed to -18% movement speed, removed charge bonus effect. Flash Bomb: -9 seconds duration. Rune Helm of Zhufbar: -4 leadership, removed deactivation condition. Greenskins Get on Wiv’ It (Azhag): removed charge bonus effect, added +8 leadership effect instead. Gitsnik (Grimgor): -18 ability duration, -90 ability recharge, added recharge in melee condition. Vampire Coast Captain Roth’s Moondial: -50m target range. Wood Elves Horn of the Wild Hunt (Orion): +3 duration, removed speed effect, +36% charge bonus changed to +54% charge bonus. Spells Denizens of the Deep: +4 seconds recharge time. Drowned Dead: +1 power cost. Drowned Dead Upgraded: +1 power cost Invocation of Nehek: -1 seconds duration. Invocation of Nehek Upgraded: -1 seconds duration. Vindictive Glare: +1 power cost Vindictive Glare Upgraded: +1 power cost
Steam: 2018-12-11
The Festag Update Beta Total War: WARHAMMER II Ella McConnell December 11 2018 The Festag Update Beta brings a number of improvements, changes, fixes, and balance changes to WARHAMMER II, along with a major skills update for the Lords and Legendary Lords of the Old World that appear in WARHAMMER II’s Mortal Empires campaign. Characters of the Old World now get Red Skill Trees comparable to their New World counterparts in WARHAMMER II, plus numerous tweaks and changes to their existing skills, traits and abilities. Character mounts have also been standardised to unlock at specific ranks. These are all detailed below. Alongside a fresh balance pass for specific battlefield units, the Festag Update Beta also features some important bugfixes, including a fix for a crash that occurred when a Vampire Coast faction owning Pirate Coves was destroyed, and a fix that ensures Exhaustion is applied after a Hero has established a Pirate Cove. Spectator Mode has also been updated with new functionality. Again, please see below for full details. Update 22/1/2019: Please see the Festag Beta Update: Updated! blog post for all the latest additions to the Festag Update. Instructions It is highly recommended that you start a new campaign after opting into this beta. Since a large number of skills have been reworked, any points invested in skills prior to the Festag Update are likely to be lost in an existing save game. We already have an existing beta named public_beta, so to avoid confusion, this will be renamed and we’ll have two betas that can be selected from: norsca_beta – This is for those who wish to remain on the most recent update prior to the Festag update, in order to continue with existing multiplayer save games (which will not be compatible with the Festag Update) or campaigns with existing Legendary Lord skills choices you wish to preserve. This beta was previously known as “public_beta”. coast_beta – This provides the Festag Update, comprising all the new content, fixes, changes and balance updates detailed below. Instructions for opting into and downloading the update are as follows: In your Steam games library, right-click Total War: WARHAMMER II and select Properties. In the Properties window, select the BETAS tab. Select coast_beta from the list. Total War: WARHAMMER II will automatically update to the Festag Beta Update. Old World Character Skills Update Red Skill Tree Update This major update revamps the Red Skill Trees of the Old World Lords and Legendary Lords in Mortal Empires, adding a host of new skills and updating existing ones to be on par with their New World counterparts. Certain legacy Red Skills have been moved up to the Lords’ Yellow (character) Skill Tree, or have been compressed down into single or double-tier skills now, giving players more bang-for-buck with their skill point expenditure. The new Red Skill Trees now look like this: Click to enlarge Skills changed to single or double tier (those now single-tier have old tier 3 effects applied) Imperial Special Forces (Karl Franz) The Emperors Men (Karl Franz) Heroic Knightly Band (Karl Franz) Majestic Enforcer (Karl Franz) Stronger Than Steel (Balthasar Gelt) New Formulations (Balthasar Gelt) Additional Orb of Sorcery (Balthasar Gelt) Renowned Scholar (Balthasar Gelt) Elite Enforcer (Thorgrim) Fire Support (Thorgrim) Advanced Forging (Thorgrim) Slayer (Ungrim) Slayer King (Ungrim) Dragon Slayer (Ungrim) Daemon Slayer (Ungrim) Black Orc Wrecking Ball (Grimgor) Bigger ‘n’ ‘Arder (Grimgor) Imposing Presence (Grimgor) Vitamin-Shrooms (Grimgor) Earthshaking Order (Azhag) Insane Visions (Azhag) Not Orcy Enuff! (Azhag) Wild Abandon (Azhag) Unholy Fury (Ghorst) Unnatural Toughness (Ghorst) Uncanny Resilience (Ghorst) The Swords of Chaos (Archaon) Chosen of the Gods (Archaon) Abyss Forged Armour (Archaon) The Chosen Ones (Archaon) Knights of the Herald (Archaon) Distinguished Champions (Archaon) Toughened Skin (Kholek) Giant Killer (Kholek) Seismic Shock (Kholek) Unearthly & Anomalous (Kholek) Favoured Son (Sigvald) Marked by Slaanesh (Sigvald) Self-Obsessed (Sigvald) Stylish (Sigvald) Driven by Lust (Sigvald) Born to Serve (Sigvald) Crown of Horns (all Beastmen Lords) Slug-Skin (all Beastmen Lords) Rune of the True Beast (all Beastmen Lords) Man-Bane (all Beastmen Lords) Something Wicked This Way Comes (Malagor) Unholy Power (Malagor) Crowfather (Malagor) Lance of Bretonnia (Bretonnia Lords) Skills Moved from Red Tree to the Yellow (Character) Line Brass-Lunged (Empire Lords – except Karl Franz) Hold the Line! (Empire Lords) Blessed Holy War (Volkmar and Arch Lector Lords) War Eternal (Volkmar and Arch Lector Lords) The Work of God (Volkmar and Arch Lector Lords) Lord of the Deeps (Dwarf Lords) Obstinacy (Dwarf Lords) Brass-Lunged (Dwarf Lords) Tunnel Boss (Greenskin Lords) Bellower (Greenskin Lords) Betta Night Sneakin’ (Skarsnik, Night Goblin Warboss and Goblin Great Shaman Lords) Nastier Squigs (Skarsnik, Night Goblin Warboss and Goblin Great Shaman Lords) Savage Riders (Wurrzag) Real Savage Boyz (Wurrzag) Aura of Dark Majesty (Vampire Counts Lords) Dark Pact (Vampire Counts Lords) Hearts of Iron (Chaos Lords) Voice of the Dark Gods (Chaos Lords) Voice of the Dark Gods (Beastmen Lords) Fuelled by Blood (Beastmen Lords) Blood Lust (Beastmen Lords) Rain of Spines (Wood Elf Lords) Shifting Winds (Wood Elf Lords) Virtue of Empathy (Bretonnia Lords) Lionhearted (Bretonnia Lords) Basic Training (Bretonnia Lords) Aspiring Knights (Alberic) Champions of Bordeleaux (Alberic) Blessed Water (Fay Enchantress) Secrets of the Grail (Fay Enchantress) Voice of the Dark Gods (Norsca Lords) Juggernauts of the Sarl (Wulfrik) Fervent Creatures (Wulfrik) Primordial Masters (Throgg) Cyclopean Fiends (Throgg) Miscellaneous Skill and Trait changes: All Beastmen Lords now have the 4 skills: Crown of Horns, Slug-Skin, Rune of the True Beast, Man-Bane Wood Elf red tree skills: The Eye of Kurnous, Sight Beyond Sight, Call of the Woods and Howl of the Forest have all been moved out of the red skill tree and are now separate from other army buffs Increased Ghorst Unique skill unlock rank to rank 12 (up from rank 6) Changed all Lord Personal Combat skills to be 2 tier skills instead of 3 (all factions) – (Heroes are unchanged) Defeat Mannfred trait Moonslaker (-50% from Vampiric attrition) now only applies to Lords army instead of factionwide – so it can no longer be stacked to make all armies immune to Vampiric attrition Karl Franz Leader of Men skill now +50% aura size (up from 25%) Changed Vampire Count Bloodline Lords Skills The Unliving Host Effect was: MA, MD, Speed and Charge for Zombies Skeleton and Crypt Ghouls Effect now: MA and MD for Zombies Skeleton, Crypt Ghouls and Grave guard Call of the Night Effect was: Speed and Charge for Fell Bats, Dire Wolves and Black Knights Effect now: Speed and Charge for Fell Bats and Dire Wolves Waking Dead Effect was: MA, MD, Speed and Charge for Blood Knights and Grave Guard Effect now: MA and Armour for Blood Knights and Black Knights Carriages of Death Effect was: WS and Charge for Black Coach, Corpse Cart and Mortis Engine Effect now: MD and Speed for Black Coach, Corpse Cart and Mortis Engine Dread Knights Effect was: WS and Charge for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine Effect now: WS, Charge and Ward save for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine Mount Unlock Ranks The Character Ranks required to unlock mounts for Lords and Heroes have been standardised across the board. Please note, these are general Rank standardisations; certain characters may deviate from this standard for balance purposes. Melee Lords/Heroes Light Armoured Steed – Rank 4 Armoured Steed – Rank 7 Chariot – Rank 10 Flying Mount – Rank 12 Large Vehicle – Rank 16 Large Monster – Rank 18 Flying Monster – Rank 18 Caster Lords/Heroes Light Armoured Steed – Rank 7 Armoured Steed – Rank 11 Chariot – Rank 14 Flying Mount – Rank 16 Large Vehicle – Rank 20 Large Monster – Rank 22 Flying Monster – Rank 22 Spectator Mode Spectator mode now features some additional functionality: AI can now be added to the game. Spectator hosts can now invite players into their game using the invite button. Host spectator will now be able to use the spectator controls. Players now connected to spectator host can now see ready status of the host. Campaign Changes and Fixes Fixed a crash that could occur when a Vampire Coast faction owning Pirate Coves was destroyed. Fixed a rare end turn crash. Fixed a crash that could occur when Beastmen Brayherds changed stances. Fixed a crash that occurred when a building was changed while a settlement panel was open. Fixed a crash that occurs when loading back into the campaign map from Tyrion’s Sunfang quest battle. Fixed a crash that could occur when triggering the Chaos challenger spawn when playing as Norsca. Fixed a crash in multiplayer campaign that occurred when one player unlocked a Vampire bloodline when the other player was playing as a non-Vampire Count race. Luthor Harkon no longer has +2 to pirate crew recruitment. Count Noctilus’ Lord of Dread trait is now applied to Rotting Promethean Gunnery Mobs. Count Noctilus’ -1 turn for Necrofex Colossus recruitment now applies when recruiting via Noctilus’s ship and global recruitment. Khazrak’s +3 recruit rank for Bestigors now correctly applies factionwide. Malagor’s diplomacy bonus with other Beastmen is now +30. Morghur’s -60% upkeep for Chaos Spawn now correctly applies. Morghur’s Shadowgave trait now gives +8 melee defence rather than melee attack. Orion’s 20% upkeep for cavalry now correctly applies. Fixed the following factionwide effects not applying to Ship armies: Harkon’s Man-o-War skill: +1 recruitment rank for Vampire Fleet Captains Noctilus’ Master of the Dreadfleet skill: +2 Lord recruit rank Cylostra’s Conjuration Through Hate skill: +2 recruitment rank for Mourngul Haunters Pirates’ Rest building effect: +1 Lord recruit rank Fleet Enforcement Admiral Office position: +3 recruit rank for Heroes and Lords Exhaustion now correctly applies when establishing a pirate cove with a hero. Fixed agent success chance becoming 100% when the actual chance fell below 0%. Vampire Coast lord skills that require unit rank 7 now apply their effects correctly. Vampire Coast army skills should now apply correctly to Regiments of Renown. Gunnery Wight’s Gunsight skill now increases missile damage rather than weapon strength. The Converted, Centuries and Command technologies for Vampire Counts now correctly apply their bonuses when recruiting via the Legendary Lord’s ships. The Converted technology now provides +5 tank for heroes recruited via a Legendary Lord’s ship. The following Greenskin technologies now also apply to Savage Orcs: Betta Arrer ‘Eads, Beasts of Burden, Black Orc Bellow, Betta Bowstrings, Massive Choppas. Vampire Fleet Captain skill Kidnapping Assault Garrison action changed to Assault Units. Vampire Fleet Captains now have The Hunger ability. Bone Giants now gain buffs from Arrows of Asaph skill. Blood Dragon skill Ordo Draconis now correctly reduces Blood Knight recruitment time. Removed hidden duplicate skills for Von Carstein Bloodline Lords. Vampire Counts tech Serve in Life or in Death now correctly gives +15% income from Repression buildings. Lokhir Felheart will now be immortal if confederated. Wurrzag no longer has +30% upkeep for Savage Orcs after confederating with him. Black Arks will no longer lose their buildings upon defeat in battle. Sisters of Slaughter can now be recruited from Black Arks. Capturing or sacking a region with the Third Book of Nagash will no longer spawn a sea storm in the region. A sandstorm should spawn as expected. Norscan technologies Blockading the Vampire Coast and Secrets of the Deep now use the correct icons. Fixed a Bloodkisses exploit that allowed rapid generation. Added Non-vampiric attrition immunity to Sylvanian Crossbowmen and Handgunner units. The following Beastmen factions (and their associated Brayherds) now have Chaos Wastes attrition immunity: Blooded Axe, Manblight, Ripper Horn, Shadowgor, Skrinderkin, and Stone horn. Fixed attrition immunity for certain attrition types when in stances. Reduced the public order penalty when capturing a settlement on easy difficulty. Fixed certain High Elf Mage Hero mounts not equipping in campaign. Prophetess now correctly gains her Royal Pegasus mount. Damsel Barded Warhorse skill has been removed. Removed links between any mount skills that had them. Fixed various instances where sea encounters could spawn on land or could not be attacked. Fixed an issue where treasure maps could point off the map. Fixed an issue with one of the treasure hunting puzzles having two solutions. Puzzles will now display correctly when playing in colour blind modes. Adjusted the Skaven and Dark Elf loyalty dilemmas to trigger less frequently. An event message is now received stating that the treasure hunt failed when lords and heroes are unsuccessful with their attempts to dig for treasure. The Amanar Rises event message shown after completing the campaign will now have the appropriate text displayed within the event message. Fixed a rare instance where event names could be renamed when changing resolution. Sartosa and The Awakening can no longer be upgraded to tier 5 when occupied by Wood Elves. Fixed an issue where the Vampire Fleet Captains provided in level 3 garrisons would not have their spells. All factions now have a garrison in Galleons Graveyard. Athel Loren now has a garrison when owned by Dark Elves or Tomb Kings. Skavenblight and Hellpit now have garrisons when owned by Bretonnia. Bloated Corpses should no longer grant kills without dying in the autoresolver. Fixed an issue whereby armies that spawned would sometimes not interact correctly with loyalty, certain effects and offices correctly. Beastmen and Chaos should no longer be able to occupy Albion. Galleon’s Graveyard can no longer be flooded or raided by Beastmen. Vampire Coast ships in encampment stance on sea will no longer show models that should be limited to encampment stance on land. Skin Wolf Werekin and Shaman Sorcerers will no longer show as Exalted Hero and Chaos Sorcerers in the Recruit Hero screen. The Red Duke now displays animations correctly on the campaign map. Cylostra Direfin’s porthole should now display correctly on all graphics settings. The objective arrow will no longer show as a yellow square when the diplomacy screen is open. Pirate’s Rest now correctly shows +1 Capacity for Gunnery Wights on the building information panel. The price of pirate cove buildings now displays correctly. Kemmler’s -50% upkeep for Necromancer heroes now works correctly. The Lahmian Bloodline -50% upkeep effect now correctly shows on the amount shown on the hero’s information panel. Various text and typo issued fixed. Music on campaign will trigger more responsively to campaign actions. Battle Changes and Fixes Fixed a crash that could occur when a player tries to connect as a spectator to an ongoing battle and then trying to host a battle afterwards. Added Battle of the Eternal Tides map to Custom Battle. Cylostra Direfin’s Slaughterer of the Deep ability now works correctly. Female Vampire Fleet Admirals now have Skirmish. Female Dreadlord animations should now play correctly in the Mengil’s Manflayers rogue army. Fixed a large number of cases where deployment zones were the wrong way around. The buildings outside of the playable area in The Awakening siege map will no longer float. Miscellaneous Changes and Fixes Improved total memory allocation use when using DX12. Various localisation issues fixed. Capitalised the “I” in “Infamy” in the Race Attributes section for all Vampire Coast factions on the Lord selection screen, making them literally playable again. Added port icons next to mentions of port in the help text. The help text regarding how Lokhir Fellheart acquires Black Arks has been updated for clarity. Unit Balancing Bretonnia Green Knight: Hit reactions ignore chance from 0 to 50, knock interrupts from 0 to 50, +20 ap melee damage, +10 base melee damage. Pegasus Knights: increased mass from 700 to 1000. Knights Errant: +4 charge bonus Defenders of Fleur-de-Lis: +4 charge bonus Grail Relique: Icon of Devotion-ability’s effect range changed from 40 to 55 meters. Dark Elves Kharibdyss: is now aquatic. Dwarfs Thane: now has access to Master Rune of Slowness in multiplayer. Master Engineer: no longer has access to Master Rune of Slowness in multiplayer. Empire Mortar: -50 cost Flagellants: increased Strength of the Penitent-ability’s physical resistance effect from +12% to +15%. Greenskins Krimson Killerz: +20 men on Ultra, +150 cost, -5 armour, -1 health per entity, -1 charge bonus, -2 ap melee damage, +0.6 melee attack interval, tweaks to splash attack characteristics. Azhag: can now equip the Spider Banner in multiplayer. High Elves Alastair the White Lion – Dragon mounts: added Siege Attacker. Lizardmen Bastiladon (Solar Engine): slightly improved accuracy of projectile. Norsca Marauder Ice Wolf Chariots: can now run at 95 speed. Marauder Champions: +4 health per entity Marauder Champions (Great Weapons): +4 health per entity, +2 run speed. Kihar the Tormentor: added siege attacker Fimir (both): added siege attacker Fimir Balefiend (both): added siege attacker Skaven Plague Monk Censer Bearers: +1 melee attack Tomb Kings Tomb Scorpion: Hit reactions ignore chance from 0 to 40, knock interrupts from 0 to 40, mass from 3000 to 2400, -2 melee defence, added Siege Attacker. Vampire Coast Deck Droppers (all): -10 flying speed, reduced turn speed. Deck Droppers (Handguns): -2 ammo, slightly reduced accuracy, -2 ap projectile damage, -1 base projectile damage. Deck Droppers (Bombers) & Salt Lord’s Scuttlers: +2 ammo Zombie Gunnery Mob (Bombers): +5 charge bonus, +2 ammo, +4 melee attack, +40 number of men (on ultra). Zombie Gunnery Mob (Handcannons): +50 cost, +40 number of men (on ultra), -8 base projectile damage, +8 ap projectile damage. Animated Hulks: +25 armour, +4 melee defence, +10 leadership Gallows Giant: projectiles no longer expire before reaching max range. Shadewraith Gunners: -100 cost Death Shriek Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Luthor Harkon – Death Shriek Terrorgheist: now uses the same entity size as the regular Death Shriek Terrorgheist (previously used a dragon-sized entity). Luthor Harkon: removed All Hands Hoay!-ability In multiplayer battles. Aranessa: removed Hornswaggle-ability in multiplayer battles. Vampire Fleet Admirals (all): removed Hornswaggle-ability in multiplayer battles. Cylostra Direfin – Rotting Leviathan: Added Siege Attacker. Vampire Counts Terrorgheist: +0.5 entity height, entity is now 57% wider, so a bigger target and harder to pull out from melee. Blood Dragon Vampire Lord (all): removed Undeath Resurgent-ability in multiplayer battles. Blood Dragon Vampire Lord – foot: -5 armour, +100 cost Blood Dragon Vampire Lord – Barded Nightmare: -10 armour, +100 cost. Blood Dragon Vampire Lord – Hellsteed: -5 armour, +100 cost Blood Dragon Vampire Lord – Zombie Dragon: -8 melee defence, +100 cost Red Duke – foot: +100 cost, added Frenzy-ability. Red Duke – Barded Nightmare: +100 cost, added Frenzy-ability. Red Duke – Hellsteed: +10 armour, +100 cost, added Frenzy-ability. Red Duke – Zombie Dragon: -4 melee defence, +100 cost, added Frenzy-ability. Vampire (Shadows) – Hellsteed: +10 armour Vampire (Vampires) – +10 armour Lahmian Vampire Lord – Hellsteed: +10 armour Lahmian Vampire Lord – Zombie Dragon: added siege attacker. Necrarch Vampire Lord – Zombie Dragon: added siege attacker. Von Carstein Vampire Lord – Zombie Dragon: added siege attacker. Wight King – Skeletal Steed: +10 armour Isabella von Carstein – Hellsteed: +10 armour Mannfred von Carstein – Hellsteed: +10 armour Wood Elves Treeman: Hit reactions ignore chance from 0 to 70, knock interrupts from 0 to 70. Orion: +10 melee defence Wildwood Rangers: +4 leadership Wardens of Cythral: +4 leadership Abilities General Helm of Discord: -10m effect range. Dwarfs Red Ruin (Ungrim): changed to unlimited uses, duration from 50 to 35 seconds, +9 cost in multiplayer, added recharge in melee condition. Axe of Dargo (Ungrim): -16 ability duration, -90 ability recharge, added recharge in melee condition. Master Rune of Slowness: changed to -18% movement speed, removed charge bonus effect. Greenskins Spider Banner: increased tier to uncommon, +82 cost, added 30m effect range. Get on Wiv’ It (Azhag): removed charge bonus effect, added +8 leadership effect instead. Gitsnik (Grimgor): -18 ability duration, -90 ability recharge, added recharge in melee condition. Wood Elves Horn of the Wild Hunt (Orion): +3 duration, removed speed effect, +36% charge bonus changed to +54% charge bonus. Spells Denizens of the Deep: +4 seconds recharge time. Drowned Dead: +1 power cost. Drowned Dead Upgraded: +1 power cost Invocation of Nehek: -1 seconds duration. Invocation of Nehek Upgraded: -1 seconds duration.
Steam: 2018-11-06
The Aye Aye! Patch Notes Total War: WARHAMMER II Ella McConnell November 6 2018 With the launch of the Curse of the Vampire Coast campaign pack comes a new update for Total War: WARHAMMER II. This will be applied automatically to the game when you log into Steam. The Aye Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start position and extra bonuses. New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam page here. The Aye Aye! Patch update also brings a plethora of balance changes to factions, Legendary Lords and units, along with numerous tweaks, fixes and improvements to a great many areas of the game. Please see below for exhaustive details. The Vampire Coast sets sail! The Vampire Coast have arrived, and has bought with it the terrors of the deep… Playable for owners of the new campaign pack, but also present in the Mortal Empires and Eye of the Vortex campaigns as AI-controlled factions for those players who don’t. Adding a huge new threat, or indeed ally, to the game, the Vampire Coast promise to shake up your game experience and introduce a new range of opponents to match yourself against. Island and Black Ark Battles As we mentioned in our announce FAQ, we have two new battle types coming free with the Aye Aye! Patch which bring you an active alternative to autoresolving naval encounters: Island battles and Black Ark battles. When two armies meet in battle at sea, you can choose to autoresolve as usual, or fight the battle. If you choose the latter, all belligerents will disembark from their ships and fight on a nearby island. This means that your armies will be able to fight with their full land-based battle capabilities, and under your full control. To support this, we’ve created a series of island maps with their own geographical idiosyncrasies, broadening the gamut of battle types in the game and, of course, providing a platform to let armies at sea fight with all the bonuses you’ve designed into them. The same is true of Black Arks. When attacking – or defending – a Black Ark at sea, a land battle will be fought on the vast rocky slopes and ledges of the Black Ark itself, surrounding by towering Dark Elf architecture New Vampire Counts Mechanic: Bloodlines Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi. Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening, a new wave of powerful faction-wide bonuses is unlocked reflecting the character and focus of their Bloodline. These Lords also have unique skill trees designed around their Bloodline’s nature. These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees! All Legendary Lords (including Vampire Coast Legendary Lords) have also undergone balance changes and tweaks. Please see Faction Changes below for details. Heinrich Kemmler Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia. Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore. Free-LC: Lokhir Fellheart The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria. The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses. Lokhir Fellheart is not technically part of the Aye Aye! Patch, and must be downloaded from his Steam page here. PLEASE NOTE: Due to the wealth of changes in the Aye Aye! Patch, it’s highly likely that any existing multiplayer campaign saves you have will no longer work. If you’re midway through a multiplayer campaign therefore, and wish to continue, we’re keeping the Reinforcement Update (the last major patch) live under the Betas tab in Steam. This will enable you to conclude your multiplayer campaign before updating the game from the Reinforcement Update to the Aye Aye! Patch. New multiplayer campaigns begun when both players have the Aye Aye! Patch installed will work as normal. Single player campaign saves are unaffected, and any you have from before the Aye Aye! Patch will be compatible with the updated game. Campaign Changes Heinrich Kemmler Start Position Update Moved Heinrich Kemmler to Blackstone Post in Mortal Empire with new faction The Barrow Legion, removing him from the Vampire Counts faction Made Kemmler’s army immune to non-vampire territory attrition Made Blackstone Post capital of Northern Grey Mountains province in Mortal Empires Added base level of Vampiric Corruption to Northern Grey Mountains, Bastonne and Forest of Arden provinces Campaign Map Changes Added Heart of the Jungle province and Bowmen of Oreon AI faction to Mortal Empires campaign Added Land of the Dervishes province and Sudenburg AI faction to Mortal Empires campaign Adjusted other provinces and settlements to accommodate these changes Added Chupayotl settlement to the Headhunter’s Jungle province in Mortal Empires campaign (owned by Lokhir Fellheart) Added The Galleon’s Graveyard province to both Eye of the Vortex & Mortal Empires campaign Faction Select and Ordering Changes Re-ordered factions in the campaign faction select screen: base game factions shown first, followed by the newest DLC in order, or WH2 then WH1 factions Re-ordered factions in the Custom Battle faction select dropdown menu to match with campaign’s new ordering Re-ordered factions end-turn ordering, to match with the faction selection screen when starting a new campaign; playable factions go first, followed by minor factions, followed by other unique faction types Legendary Lord and Faction Bonus Changes High Elves Tyrion Faction: +30 diplomacy with High Elf factions NEW -50% build time on Shrine of Khaine building chain NEW Lord: +3 recruit rank for Lothern Sea Guard NEW Dark Elves Morathi Faction: -50% upkeep for Heroes and Hero action costs (CHANGED FROM -50% hero action cost) -25% Construction cost for Sorcery buildings (moved from Lord to Faction effects) Skaven Tretch Lord: +13 MA during ambushes (moved from Faction to Lord effects) +13 MA after retreating (moved from Faction to Lord effects) Vampire Counts Heinrich Kemmler Faction: Suitable climate mountains NEW +30 diplomacy Beastmen and Warriors of Chaos NEW -25% raise dead cost REMOVED -50% upkeep necromancers (UP FROM -25%) Helman Ghorst Faction: +30% Research (UP FROM+10%) – also moved to correct Faction effect position now) +3 Corpse cart recruit rank NEW +12 Corpse cart Charge Bonus NEW Lord: Poison Attacks (moved to correct Lord effect position now) Isabella Von Carstein Faction: +1 Blood Kiss on campaign start NEW Lord: Undying Love +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects) Mannfred Von Carstein Faction: +10% movement range (UP FROM+5%) +2 recruit rank Grave Guard and Black Knights (UP FROM+1) -15% upkeep Grave guard (UP FROM-10%) +1 Blood Kiss on campaign start NEW Lord: +30 WoM reserves NEW +10 leadership vs Men (UP FROM+5) Vlad Von Carstein Faction: +10% movement range (UP FROM +5%) +1 Blood Kiss on campaign start NEW +30 diplomacy with Arkhan the Black, all Vampire Counts and Vampire Coast factions NEW Lord: Undying Love: +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects) Norsca Throgg Faction: +15% Physical Resistance for Trolls (UP FROM +10%) -20% upkeep for Trolls (UP FROM -15%) Wulfrik Faction: -15% upkeep for Marauders (UP FROM -10%) Lord: +30% reinforcement range (UP FROM +20%) Bretonnia Alberic Faction: -1 recruitment time for cavalry NEW +25% income from trade (UP FROM +5%) Lord: +10 MD knights of the realm (UP FROM +5) Louen Leoncoeur Faction: +50% aura size all characters when attacking (UP FROM +25%) Lord: +8 MA vs enemies of The Lady NEW +12 Leadership vs enemies of The Lady NEW Empire Balthasar Gelt Faction: -50% upkeep reduction battle wizards (UP FROM-25%) +2 wizard agent cap (UP FROM+1) Lord: -20% Winds of Magic cost NEW +10% artillery missile damage NEW Whiter grill, no less chill NEW Karl Franz Faction: +10% movement range (UP FROM+5%) -15% Reiksguard and Greatswords upkeep (UP FROM-10%) +10 diplomacy with Empire factions (UP FROM+10) – moved to correct Faction effects position now Lord: +8 Leadership (UP FROM+2) Volkmar Faction: -30% upkeep Flagellants (UP FROM -15%) +20% ancillary drop chance (UP FROM+10%) Lord: +30% casualty replenishment Flagellants NEW +12% Physical Resistance Flagellants NEW +14 MD Flagellants NEW Greenskins Grimgor Faction: +10% Movement Range (UP FROM+5%) -15% upkeep Black Orcs (UP FROM-10%) Lord: +12 leadership Black Orcs (UP FROM+6) +10 Armour Black Orcs (UP FROM+5) +30% post-battle loot NEW Azhag Faction: +25% Sacking income (UP FROM+10%) +25% Research (UP FROM+10%) -1 Construction time (settlements) NEW -25% Construction cost (settlements) NEW Lord: +75% aura size (UP FROM+15%) Wurrzag Lord: -50% recruit cost Savage Orcs NEW Skarsnik Lord: +14 Charge Bonus Night Goblin Squig Hoppers NEW Dwarfs Thorgrim Faction: -25% military recruitment building cost (UP FROM -10%) +3 recruit rank Hammerers (UP FROM+1) +10 diplomacy with Dwarfs NEW -15% upkeep Hammerers and Longbeards (UPFROM -10%) Lord: +75% aura size (UP FROM+15%) Ungrim Faction: -50% Slayer recruitment cost (UP FROM -25%) -75% construction cost Slayer & Landmark Buildings NEW Lord: +10 MA Slayers (UP FROM +6) +30% casualty replenishment Slayers NEW -25% upkeep Slayers (moved from Faction effects) Belegar Lord: +10 leadership VS Skaven and Greenskins NEW +30% Tunnel evasion chance REMOVED Grombindal Faction: +60% tunnel evasion chance (UP FROM+40%) +20% WS all units vs Elves NEW Lord: +10 army leadership NEW +50% reinforcement range (UP FROM (+30%) Chaos Archaon Faction: +10 Chaos Warrior leadership (UP FROM +5) -30% recruit cost Chaos Warriors (UP FROM -15%) -30 diplomacy with all faction (UP FROM -20) Lord: +50% Raze income (UP FROM+25%) +5% Ward Save for all units (CHANGED FROM Chaos Knights only physical resistance) Kholek Suneater Faction: +4 chaos corruption NEW -60% recruitment cost Dragon Ogres (UP FROM -50%) Lord: -30 upkeep dragon ogres (CHANGED FROM-30% recruit cost) +8% Speed Elven units REMOVED Sigvald Faction: +15 Armour for Lords and embedded Heroes (UP FROM+10) +15 leadership VS Men (UP FROM+5) Lord: +3 Horde growth (UP FROM+1) -60% Marauder upkeep NEW +3 Marauder recruit rank NEW Wood Elves Durthu Lord: +10 Charge Bonus for Dryads, Tree Kin, Tree Men NEW -30% upkeep Dryads, Tree Kin, Tree Men NEW Orion Faction: -15% upkeep for all cavalry CHANGED FROMjust Wildwood Riders -20% upkeep Lord: +8 Charge Bonus Wild Riders NEW +20% WS Wild Riders NEW Beastmen Khazrak Faction: +40% Raid bonus (UP FROM+10%) +10 Leadership vs Men (UP FROM+5) Lord: -30% upkeep Bestigors NEW +3 recruit rank Bestigors NEW -50% recruit cost Bestigors (UP FROM-30%) Malagor Faction: +2 Bray Shaman cap (UP FROM+1) +30 diplomacy with Beastmen factions (UP FROM+20) +2 horde growth NEW Lord: +3 Bray Shaman recruit rank (UP FROM+1) -8% enemy replenishment (local province) NEW -8 enemy leadership (local province) NEW Morghur Faction: +30% upkeep Minotaurs (DOWN FROM+40%) -30% Spawn upkeep (DOWN FROM-40%) +3 Chaos Corruption spread (UP FROM+2) Lord: +12% Chaos territory attrition (UP FROM+8%) +8 spawn MD NEW +20% missile resistance for Spawn NEW Vampire Count Changes Vampire Count Heroes Moved Wight King to level 2 Binding Circle building chain from level 3 Added +2 Wight King Hero rank to level 3 Binding Circle building chain Added ability to recruit Necromancer Heroes to level 2 Boneyard building chain Added +1 Necromancer Hero rank to level 3 Boneyard building chain Added +2 Necromancer Hero rank to level 4 Necromancy building chain Vampire Count Mounts Reduced all Nightmare and Barded Nightmare mounts to be unlocked at level 5 Reduced all Hellsteed mounts to be unlocked at level 10 Reduced all Zombie Dragon mount to be unlocked at level 20 Reduced all Corpse Cart mounts to be unlocked at level 10 Reduced all Corpse Cart (Balefire) mounts to be unlocked at level 13 Reduced all Corpse Cart (Unholy Lodestone) mounts to be unlocked at level 16 Heinrich Kemmler can now unlock Barded Nightmare mount Vampire Count Techs Added new techs: Rotten Flesh Unnatural Strength Added effects to all four initial branching techs The Book of Arkhan Liber Necronomica De Noirot’s Blasphemous Bestiary The Lahmian Book of Blood Reworked, reduced research time and reordered numerous techs relating to Zombies and Skeletons within the Book of Arkhan tech branch Increased Enshrine Ancient Lords attrition bonus to 30% The Ravenous Dead follower – Includes new ability “The Ravenous Dead” General Campaign Changes and Fixes Blessed Spawnings for Lizardmen now trigger as intended. Loyalty Dilemmas for Dark Elves and Skaven now trigger. In some cases they may now trigger too often – we are currently balancing their frequency. Fixed several rare end-turn crashes Fixed a rare instance where the player could end turn before the campaign flyover had finished resulting in a crash The Tier 3 and Tier 4 Dark Elf entertainment buildings can now be constructed by those who do not own The Queen and The Crone Fortress Games, Skavenblight, Hell Pit and Occupied Elven Colonies can now be upgraded by those who do not own Tomb Kings Sisters of Slaughter are now recruited from Tier 3 Halls of Ravaging Skeleton Warriors and Skeleton Spearmen are now available to recruit from the Infantry Level 1 building Open Graves Lords will now correctly be removed from the army when wounded by attrition Fixed various instances of lines in diplomacy being delivered without consideration for the character’s gender Fixed a rare instance where ambushes could be discovered when armies were not near the ambush Thorgrim’s Grudge Against Undead skill now also applies to Tomb Kings The overcast version of Command of the Unliving has been added to campaign Fixed all engage_force_army_invading mission conditions so they will now trigger Fixed Hellebron’s early game mission to upgrade Har Ganeth to point at the correct region Fixed Alarielle’s early game mission to upgrade Gaean Vale with the correct building requirements Boris Todbringer now has access to Imperial Pegasus and Imperial Griffon mounts in campaign Boris Todbringer now has Middenland Runefang & White Cloak of Ulric as starting campaign magic items Moved Clan Eshin faction leader to Axlotl from Marks of the Old Ones settlement in Mortal Empires campaign Clan Eshin now has control of Axlotl settlement from the start of the Mortal Empires campaign Reduced the initial army strength of the Southern Sentinels in the Vortex campaign Skeggi’s landmark building can once again be constructed High Elf wood resource buildings now also affect Shadow Warriors and Sisters of Avelorn Dark Elf pasture resource buildings now also affect Doomfire Warlocks Dark Elf medicine resource buildings now also affect Sisters of Slaughter Bretonnia can now construct their own variant of the Archecclesiatium of Myrmidia The Archecclesiatium of Myrmidia now gives more corruption reduction and public order The Couronne Tournament Grounds income is no longer affected by Farm buildings The Tower of Hoeth correctly applies its bonuses to Swordmasters and Battle Wizards now The Dark Elf ‘Daylight Denied’ technology now affects the income of the correct buildings The Dark Elf ‘Harnessed Fury’ technology now also affects Kharibdyss units The Dark Elf ‘Hardship & Cruelty’ and ‘Masters of Murder’ technologies now also affect Doomfire Warlock units Various High Elf technologies now also affect Sisters of Avelorn and Shadow Warriors The Vampire ‘Decipher Nehekhara Manuscripts’ and ‘Incantations of Nagash’ now properly increase the income of the associated buildings The Vampire ‘Vampiric Revivification’ and ‘Delusions of Grandeur’ no longer incorrectly affect Blood Knights Altdorf now has a proper garrison when occupied by Dwarfs or Greenskins The Pyramid of Nagash now has a proper garrison when occupied by Skaven, Lizardmen or Dark Elves Increased priority of High Elf Dragon Princes, Bolt Throwers and Chariots in garrisons Fixed Wulfrik’s innate reinforcement range bonus being applied twice Fixed some Norsca events using Chaos event pictures instead of Norsca specific ones Fixed a number of effects that were not applying to the correct unit rank restrictions Fixed army upkeep penalty not showing for Norsca Fixed Dark Elf Sorceress (Beasts) Hero using Lord magic skills Fixed Dark Elf Supreme Sorceress (Death) Lord using Hero magic skills Fixed Tomb Kings Tahoth rite not applying unit recruitment rank bonus in local recruitment Fixed Alarielle’s Spiritual Defender applying melee defence instead of melee attack to Sisters of Avelorn units Fixed Warriors of Chaos quests not triggering if the advisor was not available Fixed the Dark Elf Assassin ‘Shroud of Darkness’ skill not reducing vigour loss correctly Fixed the Handmaiden’s ‘Resistant’ trait not applying its effects properly Fixed Avelorn Treemen/Dryads/Treekin and Shadow Walkers recruitment issues Fixed Strigoi Terrorgheist mount transferring issue Fixed missing Immortality skill on Norsca Marauder Chieftains Fixed missing attrition immunity for some Norsca units Changed sacking bonus to razing bonus in the Eye Opens Wider dilemma for Warriors of Chaos Changed Heinrich Kemmler’s Chaos Tomb Blade effects, removing the Skeleton Warriors upkeep reduction and replacing it with Chaos attrition immunity Fixed Norsca ritual armies being able to occupy settlements Fixed a rare soft lock where Alarielle’s Star of Avelorn quest would not start if she had been confederated Brayherds and Waaaghs no longer feature Lords and Heroes as regular units Fixed a rare case where the player could not declare war on the Crooked Moon Mutinous Gits faction if they had re-emerged Fixed Kholek’s unique skill and quest item not applying replenishment bonus correctly Fixed Tree Spirit building chain not appearing in Crag Halls of Findol Fixed Forest Spirit building chain not appearing in Wydrioth Fixed Slayer shrine tier 5 having lower untainted effect than tier 4 building Fixed inconsistent population requirements for Wood Elf settlements, Savage Orc minor settlements, and Savage Orc and Norscan occupied settlements (Black Crag, Karak Eight Peaks, Karaz-a-Karak) Fixed Norsca technologies granting immortality to all characters (including garrison commanders) rather than distinguishing between Lords and Heroes Fixed Wurrzag’s Squiggly Beast stage 2 mission not accepting other Night Goblin variants Fixed a number of minor settlements having more than 4 building slots Fixed Wood Elf technology ‘Lileath, the Maiden’ not applying magic resistance to all units Reinstated upgraded version of Command of the Living for Strigoi Ghoul Kings Unit stats now show context bonuses (e.g. improved Melee Attack when fighting against Bretonnia) when appropriate on the pre-battle screen in campaign The Rite of Sotek can now be unlocked by winning defensive ambush battles Fixed inconsistencies in Bretonnian Warhorse mount naming Fixed Grombrindal’s Cloak of Valaya quest battle pre-battle screen not showing any enemy units Fixed Morathi’s quest chain getting stuck on an incompatible rite if she had been confederated into Crone Hellebron’s faction Frosty Beginnings mission should no longer trigger for Crone Hellebron is she is at war with the faction Fixed Norsca not being able to occupy settlements that were added in recent patches Phrase ‘Pirate Booty’ now freely interchangeable with ‘Pirate Dooty’ Fixed an issue where loading an autosave after confederating as Norsca on legendary difficulty would not save the confederation Fixed an instance in the event feed where Brayherds could be referred to as Waaaghs Dark Elves now receive event messages when a Black Ark building is constructed or demolished Morghur’s Stave of Ruinous Corruption quest will now correctly proceed when the quest is aborted as a result of the Greenskins faction being destroyed As Warriors of Chaos, awakening a tribe in a region that was under rebellion no longer produces amalgamations of unimaginable horror Adjusted Campaigner trait so that it will no longer trigger when close to the faction capital Vlad’s Blood Drinker quest stage two has been changed to defeat an Empire army Dwarf campaigns will no longer start with -36 public order in their home province Changed the skill ‘Renowned & Feared’ to be gender-neutral so that it makes sense in both male and female characters’ skill trees Clicking on the resources in the Mortuary Cult to zoom to the nearest one should now work correctly for all resources Norscan garrison leaders can no longer be wounded and subsequently return from duty The second and third tier slave building chain for Norsca now correctly give bonuses to sacking The Norscan tech ‘Longer Hulls’ will now correctly give 10% bonus to sacking Players can no longer declare war on their own Blood Voyage Shadow Walkers and Shadow Warriors will no longer gain the 10% missile resistance of Favourable Winds prior to rank 7 Skaven factions are no longer invisible to the player after being vassalised Alith Anar will no longer trigger an advisor message about Dark Elves when none are present The advisor now correctly shows for Vlad and Isabella The advisor will no longer incorrectly trigger when playing as Skaven informing the player of technologies being available when there are none The faction summary for Naggarond will now show the correct faction symbol when referencing Exiles of Nehek Fixed an issue with Kislev names not displaying properly Added a tooltip to the Toggle Notification options on Lords and Heroes to clarify the functionality better The tooltip for amber will no longer advise the player to demolish buildings to regain amber when the only buildings that require amber cannot be demolished Tooltips will no longer stay stuck on screen when turning a locked overlay on and exiting the overlay screen The Skaven mission Evil Knsqueevel will now ask the player to recruit a Doomwheel rather than a Chariot Fimir Balefiend skill Power Drain has been renamed Magical Reserves to better reflect its functionality Fixed a typo in Alith Anar’s Spectre skill Fixed a typo in Arkhan the Black’s flyover Fixed a typo in Tyrion’s Dragon Armour of Anarion quest battle event message Fixed a typo in Vlad von Carstein’s Blood drinker quest chain Fixed a typo with the magical item Pigeon Plucker Pendant Fixed edge-cases in AI vs AI autoresolver which favoured one side too much Fixed a typo on the Pearl of Infinite Darkness AI is now far less likely to construct two of the same building in the same province Port settlements will now show a port icon on the city info bar Vampiric Corruption will no longer overlap in the tooltip at certain percentages Kilhar the Tormentor will no longer stand in a T-pose on the campaign map Fixed a typo in the Forbidden Library flavour text Norscan long-term victory message should be more relevant to the faction now Fixed typos in Lucky Skullhelm’s flavour text Confederating as Norsca by defeating a faction lord will no longer results in the incorrect even message from being displayed Fixed a typo in the Gathering of Might skill tooltip Fixed an anomaly with the autoresolve bar display resetting in strength when adding more units Added income to Bretonnian settlements The button to disband the lord in the Character Details panel is now greyed out for Legendary Lords Fixed an issue where Malagor’s entire army could be lost if he was wounded Gor Grazen will no longer load the Shrine of Khaine battle from campaign General Battle Changes and Fixes Added a new Host Spectator toggle to multiplayer battles, in order to improve Tournament battle viewing and broadcasts. In this mode, the host can set up the battle but not join it as a contestant. When the match begins, the Host can freely spectate while the battle between players commences. This mode is currently in beta. Host has visibility over armies of all players The host and all players must ready-up in order for the battle to commence Currently, AI armies cannot be assigned to player slots Currently additional spectators cannot be added to the battle Fixed some rare battle crashes Added The Barrow Legion faction to custom battles Reinforcements should now enter the battlefield from the expected direction The timer in replays will now count up rather than down Fixed an issue where the game could freeze and crash when hovering over “Multishot Ammunition” on Reaper Bolt Throwers Updated War Hydra and Kharibdyss unit category descriptions Reduced likelihood of artillery marching towards greenskin and high elf towers when given an attack order against these towers AI will now use Realm of Souls Ushabti and Menace from Below on non-ranged/artillery units If The Menace Below is used inside a settlement as the attacker, the towers will no longer fire inside the settlement Encourage attribute has been added to Goblin Great Shaman when mounted on a Giant Wolf Encourage attribute has been added to Night Goblin Shaman Norsca units (Trolls, Frost Wyrm and Manticore) now have siege attacker attribute Malekith now has the siege attacker attribute when on a dragon mount High Elf dragon mounts now correctly show the siege attacker icon Chanted “Decapods” thrice into a mirror while turning around and OH MIGHTY SIGMAR LOOK AT THE MESS WE’RE IN Fixed issue with siege attacker icon not appearing for High Elf lords mounted on dragons in custom battles Wulfrik now correctly has 15% missile resistance when mounted on his mammoth High Elf Noble will no longer incorrectly do damage on collision Added missing loading screen quotes for some units Ulthuan battle maps will no longer incorrectly be used when fighting in Badlands area of the Vortex campaign map Fireball can no longer be cast without it costing Winds of Magic and ignoring its cooldown Fixed scale of Wood Elf Heroes Fixed an issue where Beastmen models would appear too large compared to the Razorgor Chariot they were occupying Zooming limits adjusted – min camera height is lower, allowing for a ground-level cinematic angle, and max cam height is 17% higher, allowing for a slightly wider overview Lords on flying mounts should now respond correctly to movement orders after being interrupted or knocked back during duels Fixed an issue where invalid movement orders could be issued on several siege maps Heinrich Kemmler now has his Krell summon ability in his quest battles played via the front end Alith Anar will now use a Giant Eagle in his Moonbow quest when started from the front end to match the campaign starting army Rage is no longer removed when disabling Foe-Seeker or Fight or Die! from Marauder Chieftain Lord in custom or multiplayer battle Bjarke Black Raider will now display the correct model Dark Elf Manticore’s faceplate is now positioned correctly Templehof Luminark now displays the correct model and VFX when destroyed Fixed a graphical stretching issue shown on Dark Elf Manticore’s legs Fixed an issue where the Supreme Sorceress would clip through the seat on the Manticore mount Fixed an issue where Ushabti’s heads could show as small triangles when zoomed out Fixed an issue with Necropolis Knights where the main body would clip through the head Fixed an issue where Lothern Sea Guards shield’s kelp would not display correctly Blood should no longer appears as vertical lines on the Hydra and Kharibdyss’s necks Blood will no longer disappear on ranged units’s bows during their firing animations The Kharibdyss heads should no longer be so offset during the Kharibdyss matched animation Fixed various issues with elf units when weapon switching, which included weapons flickering or disappearing and holding swords and bows at the same time Dark Riders (Repeater Crossbow) and Raven Heralds (Repeater Crossbow) will no longer change their bow model during their firing animations Pistoliers, Outriders and Outriders (Grenade Launcher) will no longer swap their sword between their hand and hip while idling Mounted Yeoman will no longer change their bow model during their firing animations Dark Riders (Shields) will now hold their shields correctly during charges The Handmaiden’s spear will no longer detatch from her hand during some attack animations The Blessed Legion of Phakth will no longer incorrectly hold spears and shields when the user is zoomed out a great distance from the unit Fixed an animation synching issue during Helstorm Rocket Battery’s firing animation Fixed an issue where low tier Empire and Bretonnia units would play the wrong animation during a moving attack Fixed an issue where Morghur would occasionally use a whip when attacking The Kharibdyss’s main head will no longer snap during any attacks The Kharibdyss will no longer cross its jaw during sweeping attacks Increased shadow map resolution on medium, high and ultra settings Added collision to some buildings that lacked it on Khemri siege map Troops will now hide correctly in the Khazid Irkulaz map Fixed an area in Eagle Gate map where troops could not be deployed Fixed multiple instances of floating walls and props on Port Elistor siege map The walls are no longer slightly floating above the terrain in the Ancient City of Quintex siege map Props will no longer flicker on Karak Zorn siege map Fixed an issue with the lighting in Kazark Izor siege map Ruination of Cities will no longer appear textureless Fixed some smoke VFX that appeared to be 2D VFX will now be properly displayed when the Sunmaker is destroyed Norscan Warhounds are now using the correct unit card The Branchwraith provided in the army for Sword of Daith stage one quest battle will no longer use the incorrect unit card Upgraded spells with a -15% miscast chance will now display the miscast chance in the tooltip Frost Breath now has the correct tooltip Sound will now correctly play when clicking on the unit info arrows in custom battle Wood Elf and High Elf archers will no longer swap bow models when firing Artillery will no longer be able to shoot beyond its intended range when forcing it to shoot at the ground Framerate drops should be less frequent during battle when units appear or abilities are used Lothern Sea Guards (Shields) should now correctly display on their backs when they are in missile mode Wood Elf and High Elf lords’ swords will no longer disappear and reappear during their firing animations when mounted on horses Individual archer units should no longer be killing an excessive number of enemies compared to the same units in the army Heroes will no longer die when flying over a wall that gets destroyed Order and movement VO no longer play as a spectator in multiplayer battles Order and movement VO no longer play during replays Projectiles now correctly show VFX when projectile trails are set to off Audio Changes and Fixes Reworked group vocalisation system and added new assets for most humanoid units: Blood Knights thirst for blood more Bretonnians (Knights and Peasants) are now overly honourable Dark Elves (Male, Female, and Witch Elves) are now extra malevolent Dwarfs now hold even more grudges Empire State Troops are now more disciplined Goblins are now extra stabby High Elves (Male and Female) have increased in arrogance Orcs now Waaagh! harder than ever Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely Wood Elves (Male and Female) are now wilder Tweaked and improved Individual Vocalisations New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses Improved distinction between roars and screams for animations (battle and campaign), and retagged animations to use the suitable events Tweaked probabilities of individual vocalisations triggering Legendary Lords have all received the new Cinematic Kit 2 impact sounds for their melee attacks, appropriate to their weapon or attack of choice Improved the audio mix when music is enabled Rebalanced the mix of multiple larger creatures Improved the audio feedback on the magic and ability targeting Reduced spamming of targeting UI sound when moving between targets Reduced cannonball impact spam Blasting Charge limiting updated Reworked Empire and Norsca battle environment ambience Set Alarielle, Alith Anar, and Crone Hellebron’s campaign lord details panel VO to 2D Front End ambiences now crossfade when switching between backgrounds Front End lord portrait videos now play once at full volume, then reduce volume for subsequent loops Malekith has had a bit of a lie down, is feeling much better now thank you, and will no longer scream incessantly in raiding stance Sound will now correctly play when clicking on the unit info arrows in custom battle Character and Unit Balancing Beastmen Malagor: +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, +15 base melee damage. Gorebull: +200 mass, +5% hit reaction ignore chance, +5% knock interrupt ignore chance. No longer has terrain penalties in Shallow Water. Khazrak – Razorgor Chariot: +10 armour Morghur: +50 mass Feral Manticore: -100 cost Gor Herd (dual): -50 mp cost Minotaurs: -50 cost Minotaurs (Shields): -100 cost Minotaurs (Great Weapons): -100 cost Razorgor Herd: -50 cost Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets Dwarfs Belegar: -50 mp cost Runelord: +50 mp cost Grombrindal: -100 mp cost Thorgrim: -50 mp cost Thane: +4 melee defence Bugman’s Rangers: -2 health per entity Hammerers: +2 health per entity Peak Gate Guard: +2 health per entity Gyrobomber: +200 health, +20 clattergun ammo Skyhammer: +200 health, +20 clattergun ammo Quarrellers (GW): +2 melee defence Greenskins Skarsnik: +300 mass Grimgor: +600 mass, +5 armour, +7 melee defence. Night Goblin Shaman: added encourage Goblin Great Shaman – Wolf: added encourage Night Goblin Archers: -25 cost Night Goblin Archers – Fanatics: -25 cost Squig Herd: +10 health per entity Orc Boar Chariot: +4 melee attack Savage Orc Boar Boyz Big Uns: now truly Bigga’ and ‘Arder with +5 bonus vs. large, -2 charge bonus. Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets Empire Royal Altdorf Gryphites: +50 cost, +8 health per entity, -2 charge bonus Demigryph Knights (Halberds): +8 health per entity, -2 charge bonus Demigryph Knights (Lances): +8 health per entity, +2 melee defence Helblaster Volley Gun: -50 mp cost Helstorm Rocket Battery: -100 mp cost Captain: -50 mp cost Crossbowmen: -25 cost Pistoliers: +8 charge bonus, +2 melee attack Witch Hunter: -10 ammo Greatswords: +2 leadership Halberdiers: +2 leadership Spearmen (no shields): +2 bonus vs large Steam Tank: +3 bonus vs infantry, +35 ap melee damage, +5 base melee damage Knights of the Blazing Sun: +1 ap melee damage, -1 base melee damage Great Cannon: improved accuracy Dark Elves Malekith: +300 mass on foot Sorceress (all) – Cold One mount: -50 mp cost War Hydra: -150 cost Chill of Sontar: -50 cost, Frost Breath is no longer flaming. Kharibdyss: +5 bonus vs large Feral Manticore: -100 cost Supreme Sorceress (all) – foot & dark steed: +150 mp cost Supreme Sorceress (all) – cold one: +50 mp cost Supreme Sorceress (all) – dark Pegasus: +100 mp cost Doomfire Warlocks: -1 health per entity, +100 cost. Slaanesh’s Harvesters: -1 health per entity, +100 cost. Sisters of Slaughter: -1 melee attack, -1 melee defence. Cold One Knights: -12 charge bonus, +8 melee attack, +2 melee defence. Dread Knights: -6 charge bonus, +4 melee attack, +2 melee defence. Knights of the Ebon Claw: -6 charge bonus, +4 melee attack, +2 melee defence. Shades (all): +2 health per entity High Elves The Fireborn: -50 mp cost, -5 physical resistance Dragon Princes: -50 mp cost, -5 physical resistance Silver Helms (both): +4 charge bonus Handmaiden: -50 mp cost, increased projectile speed, increased projectile penetration Sisters of Avelorn: +2 ap missile damage, -2 base missile damage Everqueen’s Court Guards: +2 ap missile damage, -2 base missile damage The Grey: -100 mp cost Storm Riders: -50 mp cost Tyrion: +100 mp cost, -2 melee attack, +90 ap melee damage, -110 base melee damage. Alarielle – Eagle: -8 melee attack Alith Anar: projectile slightly more accurate, increased projectile penetration. Tiranoc Chariot: added Martial Prowess, -4 melee defence Ithilmar Chariot: added Martial Prowess, -4 melee defence Bretonnia Blessed Field Trebuchet: -50 mp cost Field Trebuchet: -50 mp cost Alberic: -100 mp cost Fay Enchantress: direct damage aura deals 20% less damage. Lord – foot, warhorse, Pegasus: -50 mp cost Foot Squires: +25 mp cost Green Knight: +4 melee attack, +2 melee defence Battle Pilgrims: +1 melee defence Holy Wardens of La Maisontaal: +1 melee defence Lizardmen Cold Blooded: Now stops rampage and gives +16 leadership. No longer has max uses, removed stat penalties and healing. Cold One Riders: Added Primal Instincts ability, +50 mp cost, -10 charge bonus, +10 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage. Cold One Spearriders: Added Primal Instincts ability, -10 charge bonus, +10 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage. Horned Ones: -12 charge bonus, +6 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage. Feral Cold Ones: -12 charge bonus, +5 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage. Kroxigor: +5 ap melee damage, +1 base melee damage. Skink Skirmishers: +1 base missile damage Saurus Scar Veteran – cold one: -100 mp cost Ancient Stegadon: +3 bonus vs infantry, -50 cost Stegadon: +3 bonus vs infantry, -50 cost Feral Stegadon: +3 bonus vs infantry, -50 cost Carnosaurs: +3 melee attack Skink Chief – Stegadon & Ancient Stegadon: -100 mp cost Skink Priest (both) – Stegadon & Ancient Stegadon: -100 mp cost. Bastiladon (Rev. Crystal): -25 mp cost Lord Mazdamundi – Zlaaq: now uses Ancient Stegadon weapon strength. Lord Mazdamundi – Palanquin: + 516 health Slann Mage Priests: +2 melee defence, +516 health Saurus Spearmen: +2 melee defence Saurus Spearmen (Shields): +2 melee defence Saurus Warriors: +1 melee attack Saurus Warriors (Shields): +1 melee attack Temple Guard: +2 health per entity Vampire Counts Strigoi Ghoul King (foot): -100 mp cost Helman Ghorst – Corpse Cart: +400 health Vampire Lord – Nightmare: +10 armour Devils of Swartzhafen: +2 melee attack Vargheists: +2 melee attack Terrorgheist: -2 charge bonus Cairn Wraiths: +2 melee attack Crypt Horrors: +1 melee defence Mortis Engine: direct damage aura deals 20% less damage Warriors of Chaos Kholek: increased projectile intersection radius to 0.95, -5 armour, +100 mp cost Archaon: +100 cost, +145 ap melee damage, -205 base melee damage Sigvald: +20 missile block chance, +10 armour, +5 leadership Dragon Ogres: -50 cost Feral Manticore: -100 cost Chaos Giant: Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets Swords of Chaos: +2 ap melee damage, -2 base melee damage Chaos Knights: +2 ap melee damage Wood Elves Wildwood Rangers: -50 mp cost Wardancers RoR: -50 cost Wardens of Cythral: +50 mp cost Waywatchers RoR: -50 cost, -1 ammo Waywatchers: -1 ammo Waystalker: +17 melee attack, +3 melee defence, +15 ap melee damage. Treemen: +190 ap melee damage, -260 base melee damage. Ancient Treemen: +154 ap melee damage, -225 base melee damage. Sisters of the Thorn: +100 cost, -10% physical resistance. Norsca Feral Mammoth: increased acceleration, -1000 mass, -11 melee attack, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown (re-introduced collision damage for mammoths) War Mammoth: increased acceleration, -1500 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown. War Mammoth (Warshrine): increaseed acceleration, -1000 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown. Soulcrusher: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown. Wulfrik – Mammoth: increased acceleration, -1500 mass, +15 missile resistance, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown. Marauder Chieftain – Mammoth: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown. Feral Manticore: -100 mp cost Fimirs (Great Weapons): +50 mp cost Skinwolves: -50 mp cost Marauder Berserkers: -1 melee defence Brutes of the Hound: -1 melee defence Marauder Champions (Great Weapons): +2 melee defence Norscan Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets Frost Wyrm: Frost Breath is no longer flaming damage. Marauder Hunters (axes): increased projectile mass for more knockbacks Skaven Clanrat Spearmen: -25 cost Clanrat Spearmen (Shields): -25 cost Clanrats: -25 cost Clanrats (Shields): -25 cost Death Globe Bombardiers: -50 mp cost, +2 ammo Poison Wind Globadiers: -50 mp cost, +2 ammo Warpfire Throwers: -50 mp cost Hell Pit Abomination: +15 ap melee damage, +5 base melee damage, Summoned Skavenslave Spears now have Scurry Away and Strength in Numbers abilities. Warlord – Rat Ogre Bonebreaker: +400 health Queek Headtaker: +19 bonus vs. infantry Stormvermin (Halberds): +2 melee attack Tomb Kings Screaming Skull Catapult: -50 mp cost Casket of Souls: increased projectile accuracy Khatep – Casket of Souls: increased projectile accuracy Settra – Chariot of the Gods: +3 melee defence Necrosphinx: +200 health Sphinx of Usepkh: -200 health Sepulchral Stalkers: +1 melee attack, projectiles deal +1 ap melee damage each. Eyes of the Desert: +1 melee attack, projectiles deal +1 ap melee damage each. Battle Abilities Balancing Dreaded Thirteenth Spell: Summoned Stormvermin now have Scurry Away and Strength in Numbers abilities Soul Rain: increased ap explosion damage by 50% Soul Storm: increased ap explosion damage by 50% Soul Torrent: increased ap explosion damage by 50% Venom Staff: Increased ap explosion damage by +18 Skarsnik’s Prodder: Venom Staff: Increased ap explosion damage by +18 Comet of Casandora: +6 ap explosion damage Comet of Casandora Upgraded: +12 ap explosion damage Flame Storm: now drags entities towards it rather than pushing them away Vambraces of the Sun: now applies -22% flame weakness Shield of the Old Ones: Replaced 44% magic resistance with 22% Ward Save Pearl of Infinite Bleakness: added +8 leadership Dark Mail: changed to a passive self buff active in melee that adds +24 armour and +22% magic resistance Lance Formation: -12% charge speed, -10% acceleration, -10% deceleration Hunter of Champions: -1 melee defence Regrowth: Removed physical resistance, replaced with +100% vigour. Cost tweaks Regrowth Upgraded: Removed physical resistance, replaced with +100% vigour. Cost tweaks Shield of Thorns: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds Shield of Thorns Upgraded: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds. Reduced cost. Ballistics Calibration: reduced duration from 57 to 32 Curse of Da Bad Moon: contact effect now reduces melee defence rather than melee attack Gork’ll Fix It: changed -24% movement speed to -48% movement speed, no longer affects vigour. Increased duration to 24 seconds Waagh!: Reduced melee attack increase from 26 to 20 Scarecrow Banner: increased morale penalty for flying units from -4 to -8 Light of Battle: added 40m effect radius, reduced duration to 22 seconds, +1 power cos Light of Battle Upgraded: increased duration to 44 seconds, -1 power cost Glittering Robe: removed morale increase, increased armour bonus to +60, duration reduced to 44 Glittering Robe Upgraded: removed morale increase, increased armour bonus to +60, duration reduced to 4 Rune of Hearth and Home: increased effect range to 45m Destroyer: now adds only +15 ability recharge per 90 seconds Cursed Blade: fixed the re-application of the direct damage Heart of Avelorn: now activates when Tyrion goes below 20% health Crown of Domination: increased effect radius to 55m Transformation of Kadon: Manticore unbinds 40% slower, reduced casting cost by -2 Tomb Swarm: reduced direct damage by 25% Death Frenzy: increased duration to 28 Death Frenzy Upgraded: increased duration to 2 Skitterleap: now has a 40m radius, duration reduced to 41, +5 power cost Skitterleap Upgraded: now has a 40m radius, duration reduced to 82, +8 power cost Night Shroud: now has a 40m radius, duration reduced to 41, +5 power cost Night Shroud Upgraded: now has a 40m radius, duration reduced to 82. +8 power cost Eadbutt: -2 power cost Eadbutt Upgraded: -2 power cost Daith’s Sword: added 2 max uses, increased casting range to 100m Sneaky Stabbing: reduced wind-up time to 1 Gaze of Malice: changed to an uncommon ability, max 3 uses, cost increased to 152, recharge time changed to 90 Djaf’s Incantation of Cursed Blades: -1 power cost Djaf’s Incantation of Cursed Blades Upgraded: -1 power cost Sakhmet’s Incantation of the Skullstorm: -1 power cost Sakhmet’s Incantation of the Skullstorm Upgraded: -1 power cost Gaze of Nagash: increased accuracy, changed to a higher ballistic trajectory Shem’s Burning Gaze: increased accuracy, changed to a higher ballistic trajectory Vindictive Glare: increased accuracy, changed to a higher ballistic trajectory, -1 power cost Vindictive Glare Upgraded: increased accuracy, changed to a higher ballistic trajectory, -1 power cost Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
Steam: 2018-08-21
Total War: WARHAMMER II – Reinforcement Beta Total War: WARHAMMER II Grace August 21 2018 The Reinforcement Beta is now available. Full details of the update are below, as well as a step-by-step guide as to how you can get involved. Instructions To update to the beta build: In Steam games library, right-click Total War: WARHAMMER II and select Properties In the Properties window, select the BETAS tab Select public_beta from the Select the beta you would like to opt into: drop-down box Total War: WARHAMMER will then update to build 7948.1447831 Patch Notes Reinforcements should now enter the battlefield from the expected direction. The Tier 3 and Tier 4 Dark Elf entertainment buildings can now be constructed by those who do not own The Queen and The Crone. Fortress Gates, Skavenblight, Hell Pit and Occupied Elven Colonies can now be upgraded by those who do not own Tomb Kings. Sisters of Slaughter are now recruited from Tier 3 Halls of Ravaging. Tomb Kings’ Skeleton Warriors and Skeleton Spearmen are now available to recruit from the Infantry Level 1 building Open Graves Please post your feedback here on our official forums.
Steam: 2018-06-21
Total War: WARHAMMER II Patch Notes: The Kharibdyss Update Total War: WARHAMMER II Ella McConnell June 20 2018 With the chalice now overflowing with the blood of those who dared oppose the Druchii, the time has come – behold as the loathsome Kharibdyss rises from the depths! The Kharibdyss is a free addition to the Dark Elves roster for all owners of The Queen & The Crone DLC, and will be available from 15:00 BST on the 21st of June. Excelling at munching on other monsters, the Kharibdyss may be slow and lumbering but its poisonous armour-piercing attacks are some of the hardest hitting in the game. Its terrifying presence and abyssal howl reduce the most courageous leaders to mere shadows of their former selves, and even dragons may end up reduced to little more than a mid-battle snack by one of its many mouths. In addition to the arrival of the eponymous monster, the Kharibdyss update also includes a number of revisions, improvements and balance changes for Total War: WARHAMMER II for all players regardless of whether they own The Queen & The Crone – read on to find out more. Patch Notes Rebalanced Crone Hellebron’s Cursed Blade ability by removing the phase recharge and changing the phase to deal up to 144 to a single target when the phase is applied. The phase can be reapplied every ten seconds. Rogue armies will now spawn correctly in campaigns. Arkhan’s Legion of Death skill will now add factionwide buffs to Fell Bats, Crypt Ghouls, Dire Wolves and Hex Wraiths. Bone Giant has had the undead trait removed and the construct trait added as well as +10 Leadership. Bretonnian starting armies have been changed back to what they were prior to The Queen and the Crone update. Tyrion’s -1 to recruitment time will now apply to Sisters of Avelorn and Shadow Warriors. Firebark Elders (Tree Kin) Regiment of Renown unit now correctly has its Wildfire Aura ability. Summoners of Rage (Dragon Ogres) Regiment of Renown unit now correctly has its Chain Lightning ability. Great Mortis Delta province is now correctly part of the Geomantic Web. Fixed a softlock that would occur for Crone Hellebron when the Amulet of Dark Fire quest would trigger when Shrine of Khaine had been razed. Sword of Khaine will no longer display an Empire flag after loading a save game from before The Queen and the Crone update when Shrine of Khaine has been razed. Diplomacy Greetings for Dark Elf factions will now use the correct VO actors. Sisters of Slaughter and Sisters of Avelorn will no longer use male conversational VO in battles. Builds in localised languages will now trigger UI click sounds on the technology tree, skill tree and crafting screens. Rites are no longer locked on save games created before The Queen and The Crone’s release. Walls will now display correctly on the campaign map when loading a save game. Black Ark Admirals will no longer be able to obtain The Sword of Khaine. Sword of Khaine will no longer be lost when the Lord’s army does not participate in a battle as a reinforcing army due to Lightning Strike and the allied army suffers a loss. AI will now upgrade Gaean Vale. AI will now build Handmaiden’s Gallery. Norsca and Wintertooth can no longer build minor defense buildings in province captials. Alarielle’s Star of Avelorn now requires 85% untained in Titan Peaks as part of the quest chain, rather than 95%. Gianthome Mountains will now have a garrison force. Dreadlord of Hag Graef will now unlock after building The Dark Crag. The Tier V Dwarf Smith building chain will now increase the capacity for Runesmiths recruitable. AI Throgg will no longer upgrade to a chariot. Wood Elves and Argwylon Tree Kin will no longer use Averlorn faction colours. Tomb Kings Regiments of Renown now correctly show the diamond icon denoting they are Regiments of Renown within battle. Supreme Sorceress shoulder clipping issues have been fixed. Fashion advisors have been hired for the Hydras. Legacy of the Necromancer achievement will now be attainable. Cave In achievement will now be attainable. Mods will now show up correctly in the modified.log file. Various spelling and grammatical errors fixed. Various localisation issues fixed across multiple languages. Balance Changes Units Beastmen Bestigor Herd – 5 armour Khorrok’s Manripper – 5 armour Gor Herd (Shields) + 1 melee attack Gor Herd + 1 melee attack Cygor RoR + 50 cost Bretonnia Royal Hippogryph Knights + 10 Armour + 400 Mass Alberic de Bordeleaux + 10 Armour King Louen Leoncoeur + 10 Armour Lord + 10 Armour Green Knight + 480 health Foot Squires – 50 Cost Mounted Yeomen Archers – 50 cost Questing Knights RoR + 50 cost Foot Squires RoR – 50 Cost + 1 Melee Attack Men-at-Arms – Added ‘Expendable’ attribute Men-at-Arms (Shields) – Added ‘Expendable’ attribute Spearmen-at-Arms – Added ‘Expendable’ attribute Men-at-Arms (Polearm) – Added ‘Expendable’ attribute Spearmen-at-Arms (Shields) – Added ‘Expendable’ attribute Paladin (All Variants) – Added ‘Guardian’ ability + 12 Bonus vs Large Chaos Kholek Increased projectile hit box size Chosen (all) – 1 Hit Points per Entity Marauders (Great Weapons) + 1 Charge Bonus Marauder Horsemasters + 2 Charge Bonus Sigvald the Magnificent – 50 cost Sarthorael + 50 cost Hellcannon Minor decrease in projectile accuracy Hellcannon RoR + 50 cost Swords of Chaos – 3 base melee damage + 3 ap melee damage Dark Elves Raven Heralds + 5 Hit Points per Entity Bolt-Fiends Replaced Murderous Mastery with Murderous Prowess – 25 cost Doomfire Warlocks + 50 cost Slaanesh Harvesters + 50 cost Sisters of Slaughter – 2 melee attack – 1 ap melee damage – 15 missile block chance. Dwarfs Thane – 50 cost Gyrobomber + 3 projectile ap damage + 1 projectile base damage Empire Flagellants + 2 hit points per entity Tattersouls + 2 hit points per entity Halberdiers – ‘Upgraded Charge Defence vs Large’ attribute to ‘Expert Charge Defence’ + 4 leadership Greatswords – 50 cost Greenskins Black Orcs – 1 hit points per entity – 1 Charge Bonus High Elves Swordmasters of Hoeth – 50 cost Alith Anar Increased projectile muzzle velocity Sisters of Avelorn Minor increase in projectile accuracy Lizardmen Cold One Riders – 50 Cost Kroxigors + 16 Hit Points per Entity + 15% Missile Resistance Blessed Kroxigors + 16 Hit Points per Entity + 15% Missile Resistance Norsca Marauder Champions + 5 leadership Mammoths (all) + 5 bonus vs infantry + 3000 mass Marauders (Great Weapons) + 1 Charge Bonus Marauder Horsemasters + 2 Charge Bonus Icehorn Marauders (Norscan Marauders RoR) – 50 cost Fimir Warriors (Great Weapons) – 3 bonus vs. large Fimir Warriors + 10 base melee damage Skaven Death Runners + 2 Charge Bonus Plague Monk Censerbearers + 2 health per entity Poison Wind Globadiers + 4 bonus vs large missile damage Warp Lightning Cannon + 112 HP Plagueclaw Catapult + 106 HP Vampire Counts Devils of Swartzhafen – 100 cost Grave Guard (GW) – 50 cost Wood Elves Eternal Guard RoR – 50 cost Wardancers RoR – 50 cost Abilities Hold the Line: replaced +100% Charge Resistance with +5 melee defence. Hammer of Sigmar: now AoE 40m radius Grand Hammer of Sigmar: duration increased to 50 seconds Shield of Faith: duration increased to 25 secs. Grand Shield of Faith: reduced to 40m radius, duration increased to 50 seconds.
Steam: 2018-05-30
Total War: WARHAMMER II Patch Notes: The Resurgent Update Total War: WARHAMMER II Ella McConnell May 30 2018 This update arrives alongside The Queen & The Crone Lords pack, bringing a huge array of content additions, revisions, and improvements to Total War: WARHAMMER II and the Mortal Empires campaign as well as many bug fixes and balance changes. The Resurgent update brings full implementation of the Norsca Race Pack to Mortal Empires. This includes all content from the original Norsca Race Pack for Total War: WARHAMMER, alongside new Monster Hunt quests and technologies to more fully integrate the race into the Mortal Empires campaign setting. Ownership of the Norsca Race Pack is required to play as Norsca in Mortal Empires. This update also brings the 30th anniversary Regiments of Renown from Total War: WARHAMMER, bolstering the forces of the Beastmen, Norsca, Bretonnia, Warriors of Chaos, and Wood Elves with 30 unique elite unit variants in the Mortal Empires campaign. Finally, a host of extras have been added to switch up WARHAMMER II and Mortal Empires. These include: All Elven races now gain the Shrine of Khaine campaign mechanic: The Sword of Khaine, a powerful blade of legend, is buried beneath the Shrine of Khaine. The first Elven race to build the Shrine to the Widowmaker building at the Shrine of Khaine will gain the blade, which may be equipped to any general. The Sword of Khaine hugely magnifies a general’s combat prowess – but there is a cost in the campaign game for wielding the blade… Any faction who defeats the wielder may claim the Sword of Khaine. Thus, only Elven races may unearth it, but all races may subsequently claim and wield the sword. High Elves have gained two new technologies: From the Shadowlands and Strength of Avelorn Ungrim Ironfist now begins the Mortal Empires campaign at Karak Kadrin and gains the ability Red Ruin Dwarves now gain the Giant Slayers unit Dwarf Forging: Dwarven factions may now craft unique magic items, weapons and more using a new resource called Oathgold Thorgrim Grudgebearer gains the new ability Oath of Vengeance 10 new Landmark buildings have been added for a variety of races A new achievement for completing Mortal Empires as an Old World race has been added The Skaven Laboratory Mode now gets a hardware benchmarking feature Sartosa has been added to the Mortal Empires campaign Nagarythe has been moved to Naggaroth Norsca Additions New Monster Hunt: Gargantulzan New Monster Hunt: Hellbeast of Seep-Gore New Monster Hunt: Beast of Raema New Monster Hunt: Mother of the Flame New Norsca Tech: Scavengers of the New World New Norsca Tech: Devastation of the Dark Elves New Norsca Tech: Butchering of the High Elves New Norsca Tech: Pillaging of the Lizardmen New Norsca Tech: Annihilation of the Skaven New Norsca Tech: Plundering of the Tomb Kings New Norsca Tech: Secrets of Dark Sorcery New Norsca Tech: Secrets of the Court New Norsca Tech: Secrets of the Ancients New Norsca Tech: Secrets of the Under-Empire New Norsca Tech: Secrets of the Past Dynasties New Confederation Dilemma Dwarf Additions Moved Ungrim’s starting position to Karak Kadrin Added Giant Slayers Unit Added Dwarf Forging feature using a new resource called Oathgold New ability for Thorgrim: Oath of Vengeance New ability for Ungrim: Red Ruin New skill for Belegar: Gather the Old Clans New skill for Belegar: Rally the Holds New skill for Belegar: Oaths of Reclamation New skill for Runelords and Runesmiths: Master of the Forge General Additions New High Elf Tech: From the Shadowlands New High Elf Tech: Strength of Avelorn 30th Anniversary Regiments of Renown have been added to the relevant races in Mortal Empires Added 10 landmark buildings for a variety of races New achievement for completing Mortal Empires as an old world race Added a benchmark to The Laboratory Bug Fixes and Improvements Headline Improvements Overall lighting balance-pass across all battle map environments. Improved SSAO to reduce over-occlusion. Improved shadows for better frame-to-frame stability. AI will no longer dodge every artillery projectile. Artillery arefar less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army. Kills should be more evenly distributed within the autoresolver calculation between similar units. Ranged units will no longer march into melee range when they have no clear line of sight. Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state. Savage Orc building chain can now be constructed by Wurrzag in minor settlements. Food system has been rebalanced to make it more manageable which includes the following changes: Added some food to Exotic Animal building chain Modified food gain from Skaven Devious Planning edict and removed income reduction Increased food gain from Skaven Ascendancy rite Added food to top levels of Skaven Energy building chain Technical and Performance Improvements Overall lighting balance-pass across all battle map environments. Improved SSAO to reduce over-occlusion. Improved shadows for better frame-to-frame stability. Adjusted some of the animation tables loaded into battles to improve memory usage in battles. Benchmarking feature has now been added to Laboratory. Gameplay Improvements Campaign Fixed several rare end turn crashes. Fixed several rare desyncs. Lowered the Imperium level required to trigger the Chaos Invasion mid and late game events. Re-added a turn timeout to the mid and lategame events if they aren’t triggered by Imperium level. Savage Orc building chain can now be constructed by Wurrzag in minor settlements. Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state. Recruitment Time reduced by 1 turn for Black Orcs, Witch Elves and White Lions of Chrace. Both Wood Elf Coop partners now receive the effects of the Oak of Ages. Lowered the Amber cost for the final tier of the Oak of Ages to 80. Grudges that require assassination of the target have been removed. Tretch Craventail will no longer die when confederating. Magma Master achievement will now unlock correctly. Black Arks no longer suffer from Deep Waters attrition. Durthu now has “The Skewering Branch” and “Skin of the Woods” skills. Kroq-gar’s Obliterate the Undead now affects Tomb Kings. Rebalanced Bretonnian economy skills (Yield of the Sea, Tenth-Share, Bailiff) that encouraged cheesy gameplay, including but not limited to people only ever using Alberic as Marienburg harbourmaster. Mutinous Gits can no longer summon Waaagh’s from their garrison forces. Von Carstein faction will now have to destroy The Empire in their long campaign victory conditions, consistent with the short campaign victory conditions. Several regions have had their climate type changed to more closely match the visuals on the campaign map. Malekith will hate some of these. Skaven Assassin will no longer spawn with the ability Concealment Bombs. The third stage of The Slayer Crown quest should now advance correctly. Hard cap on Sorceresses has been removed. Deaths-Head Monoliths can now be captured correctly by all races in the Vortex map. Buidings can now be built in Kauark. Reworked parts of the Empire AI to improve performance. Added Empire AI victory conditions. Changed internal diplomacy of AI Bretonnian factions. Increased diplomatic aversion between Vampires and other factions. Increased budget for armies and construction across the board for AI factions. Various skill selection fixes for AI factions. Added unique army templates for AI faction leaders. Sorcery building chain can now be constructed in Altdorf when playing as Dark Elves. When attacking an army garrisoned in a settlement, Lightning Strike will no longer prevent the garrison from joining the battle. Altered some terrain textures in Nehekhara to be desert instead of Badlands Food system has been rebalanced to make it more manageable which includes the following changes: Added some food to Exotic Animal building chain Modified food gain from Skaven Devious Planning edict and removed income reduction Increased food gain from Skaven Ascendancy rite Added food to top levels of Skaven Energy building chain Battle Waaagh! has been changed to a map wide buff with unique visuals. AI will no longer dodge every artillery projectile. Hellcannon’s homing fixed. Summon spells that get interrupted during the casting animation will no longer consume a use. Ranged units will no longer march into melee range when they have no clear line of sight. Fixed instances where Skaven AI would attempt to use The Menace Below on flying units. Fixed an issue where spellcasters who had reached their own hit point regeneration cap couldn’t heal other targets. Fixed an issue when Tomb Scorpions could disengage from combat in guard mode. “Da Gobbos” and “Betta Night Sneakin” will no longer apply the charge bonus to the entire army. “Da Gobbos” and “Betta Night Sneakin” will no longer apply their charge bonuses as static amounts, corrected to percentage increases. The hill cracks on the map “Tomb of the Shifting Sands” will no longer disappear when the camera is close. Balthasar Gelt will now be able to hide when on a mount in the woods. Phoenix Guard and White Lions of Chrace are now more detailed when zoomed out. Troops can no longer be moved through some of the rocks in the map Troll Country. Usability Improvements General Difficulty sliders have been replaced with drop down boxes on the race selection screen. Fixed incorrect references to “factionwide” on Lord Selection screen. Necrosphinx is now affected by scale in The Laboratory. Fixed a rare desync with Laboratory replays. The “Unit Movement” text shown during loading screens will now fit correctly in its box. Campaign Unit exchange panel will now show final unit count in each army after the exchange. A military access icon will now show in place of diplomatic status on the city information bar, if appropriate. An icon has been added next to settlement names to show where landmark pyramids can be built which count towards the long campaign victory conditions in Mortal Empires when playing as Tomb Kings. Nobles now correctly give 20% extra resources. Over-gyrating Shaman event will no longer trigger on turn 6 every time for The Bloody Handz. Fixed an instance where the advisor would play a message when playing as Bretonnia and couldn’t be dismissed. Fixed multiple instances of buildings being displayed as the wrong tier. The correct tier will now display on event messages when construction is complete for Chaos. Fixed some UI overlap with the notification panel. Fixed a rare instance where a storm would not be visible on the campaign map. Fixed a rare issue where a lord would show too far zoomed out in the character portrait. Teclis will now hold his staff correctly on the campaign map when moving. Tomb Prince’s will no longer move out of the portrait window when issued an order. Eyes of the Jungle rogue army will no longer greet the player with a missing string. ‘Pin’ feature can now be used on Regiments of Renown that are on cooldown. Increased volume on some advice lines that were playing too quietly. Fixed an issue where the spell browser would not display correctly in some circumstances for Wood Elf and Vampire Counts casters. The Curse will no longer be listed in Arkhan’s abilities when replaced with Befalling Curse. Guardian ability is now correctly listed as Ward Save (Area). The Restless Dead ability is now correctly listed as Regeneration. The Liche Staff ability is now correctly listed as Hex (Area). Hieratic Jar is now correctly listed as Regeneration. Some common items that were displaying the rare item icon now correctly show the common item icon. Certain actions still do not have Karl Franz’ consent NOR WILL THEY EVER Book of Grudges text will now fit correctly on higher resolutions. Removed a duplicate of “Improved Tower Projectiles” from the description of Tier II Fortress Gate. Wakhaf of the First Dynasty no longer incorrectly gives a recruitment bonus of +2 to Death Hags. Fixed a broken tooltip on the Opposing Ritual Failed event message. Fixed a typo in the Indomitable Will skill. Fixed a typo in the description for the “Totem of Prophecy” Lizardmen banner. Sakhmet’s Incantation of the Skullstorm skill will now display correctly in Spanish in the skill tree. Battle Character and unit abilities can no longer be used during deployment. Reduced tree density in Dark Elf forest maps to ease with visibility. Fixed a rare instance when cavalry mounted units would not hit with one of their attacks against certain enemies. Tretch Craventail should now bleed when attacked. AI will now properly reveal themselves during ambush quest battles. Wildwood Rangers in the Eyes of the Jungle rogue army will correctly play their animations. War Hydras in the Dwellers of Zardok rogue army will now correctly play their animations. Silver Helms will no longer attempt to block with a shield (that they don’t have) when under missile fire. Fixed an issue where Settra’s weapon would detach from his hand when riding a chariot after casting a spell. Settra’s casting VFX will no longer be offset from his hand. Sepulchral Stalkers will now play the correct animation when chasing units down that are withdrawing from melee. Fixed an issue where Lich Priest staffs would detach and swap hands during a jump attack. Skeletal Horsemen, Mounted Yeoman and Grail Guardians will no longer instantly switch the weapon between hands when idle. Wurrzag and Orc Shaman will now transition correctly between idling and walking animations. Eagle and Hawks will now close their beaks during idle and movement animations. Fixed an issue where some Skaven would sometimes open their mouths unnaturally wide. Necrotect’s swords will no longer disappear when they are attacking on a chariot. Ranald resurgent: new content leaks now seem to happen by default. Necropolis Knight halberds will no longer disappear during a jump attack. Necropolis Knights will now hold their shields correctly when idle. Pistoliers and Outriders will now sheathe their melee weapons when switching between ranged and melee attack. Melee swing sounds should no longer play when Dreadspears are idling. Added collision to some houses in the Sword of Torgald map. Incorrectly placed swamp bubbles have been removed from the Hellpit map. Fixed an issue where Krell’s portrait would not show up correctly after being upgraded. Helman’s Blight! icon now displays correctly. Warhammer II factions now show the purple inner colouring on their unit category icon above the unit banner for Regiments of Renown. Bloodlust tooltip clarified to state that the ability can be used on the lord as well as allies. Auto-Resolver Improvements Artillery are far less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army. Kills should be more evenly distributed within the autoresolver calculation between similar units. Reduced advantage of superior factions in the auto-resolver. Fixed a rare instance where melee lords could be assigned to ranged during the autoresolver calculation. Fixed an issue where you couldn’t autoresolve against Books of Nagash rogues armies at sea if you were unable to withdraw. Audio Improvements Updated HDR Audio settings so Magic and Projectiles will stand out in the mix Implemented a new spell targeting sound Implemented a new magic arrow sound for Elf archers Updated the sound triggers on various animations to be more accurate Updated the audio mix for battles across sound effects and music across different camera levels Improved the memory usage of audio files in battles Lowered the probability of taunt vocalisations on some Dark Elf units Adjusted the volumes of the ambient sounds for Wood Elf siege towers Fixed Tomb King chariots using the wrong ground type on water Fixed reload sounds not playing for some pistol weapons Two headed dragons are now using the correct vocalisations Changed the armour sound used by Elf Mages to better match the in-game model Updated the spell browser audio for the Burning Head spell to match the updated video Updated the spell browser audio for Usirian’s Incantations of Vengeance spell to match the in-game spell Reduced the frequency of rock debris sounds on the campaign map for various bluffs in the desert regions Updated some campaign UI sounds to add missing flavour elements for Tomb Kings Increased the volume of some advice lines that were too quiet Fixes for music transitions in some battle tracks Unit Balancing General Halved impact of summoned units on balance bar Adjusted RoR stats to match new rank 9 unit stats more correctly Increased mass for most infantry lords and heroes (patch notes will only highlight the biggest changes) Pass on heavy cavalry mount entity mass Tomb Kings Doubled the healing amount of Realm of Souls. Arkhan – Tomb Blade of Arkhan now summons a large unit of Skeleton Warriors instead of healing. Liber Mortis now gives +8 leadership, duration reduced from 20 to 15. Settra – Khemrian Warsphinx: -15 armour, -292 health, -8 charge bonus Settra – Chariot of the Gods: -5 melee attack, -3 melee defence, +35 ap melee damage, +5 bonus vs. infantry, +15 base melee damage. Tomb King – Khemrian Warsphinx mount: -15 armour, -292 health, -8 charge bonus Khalida (Necroserpent): +350 mass Khemrian Warsphinx: -15 armour, -480 health, -8 charge bonus. Necrosphinx: -10 armour, -408 health, -8 charge bonus, -7 melee defence, +3 melee attack Sphinx of Usepkh: -10 armour, -472 health, -8 charge bonus, -7 melee defence, +1 melee attack Hierotitan: -10 armour, -7 melee defence. Skeleton Chariots: -150 mp cost Skeleton Archer Chariots: -150 mp cost Blessed Legion of Phakth: -7 melee attack, -3 melee defence. King Nekhesh’s Scorpion Legion: -1 charge bonus, -6 melee attack, -1 melee defence. Sepulchral Stalkers RoR: -1 melee attack, +6 melee defence. Tomb Scorpion: -10 armour, -320 health. Ushabti: -10 armour Ushabti (Great Bows): -10 armour Chosen of the Gods: -10 armour, -5 melee attack, +2 melee defence. Necropolis Knights (all): +350 mass Screaming Skull Catapult: Slightly increased accuracy Vampire Counts Hexwraiths: +2 health per entity Cairnwraiths: +2 health per entity Dire Wolves: +7 health per entity, +4 charge bonus Direpack: +7 health per entity, +4 charge bonus, -2 melee defence Terrorgheist: -100 health, -2 charge bonus Vampire Lord: +4 melee attack, +30 ap melee damage, +20 base melee damage Vampire Lord – Barded Nightmare: +4 melee attack, +30 ap melee damage, +20 base melee damage Vampire Lord – Hellsteed: +4 melee attack, +30 ap melee damage, +20 base melee damage Mannfred von Carstein: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage Mannfred von Carstein – Barded Nightmare: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage Mannfred von Carstein – Hellsteed: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage Helman Ghorst: Liber Noctus now deals on average 30% less damage to self. Krell: +20 bonus vs. large, +5 hit reaction ignore chance, +5 knock interrupt chance, +450 mass. Removed wind up time from Lord of Undeath. Wight King (all): +14 bonus vs. infantry Chillgheists: +2 health per entity, -2 melee defence Verek’s Reavers: -3 melee defence Strigoi Ghoul King – Terrorgheist: -32 health Vlad von Carstein: +4 melee attack, +30 ap melee damage, +20 base melee damage, added Arcane Conduit in mp Feasters in the Dusk: -2 melee defence Konigstein Stalkers: -3 melee defence, -50 cost Sternsmen: -3 melee defence Tithe: -1 melee defence Devils of Swartzhafen: -2 melee defence, +10 ap melee damage, -10 base melee damage Vargheists: +10 ap melee damage, -10 base melee damage Mortis Engine: Reliquary Corruption aura now deactivates out of melee. Claw of Nagash: -1 melee defence. Reliquary Corruption aura now deactivates out of melee. Red Duke – Foot: +10 charge bonus, +20 ap melee damage, +30 base melee damage Red Duke – Barded Nightmare: +10 charge bonus, +20 ap melee damage, +30 base melee damage Red Duke – Hellsteed: +10 charge bonus, +20 ap melee damage, +30 base melee damage Vampire (all): +50 cost, +30 ap melee damage, +20 melee base damage Varghulf: -50 cost Skeleton Spearmen: -25 cost Blood Knights: +2 ap melee damage, +330 mass Dark Elves Death Hag (on foot): -15 missile resistance, +20 physical resistance Death Hag – Blood Cauldron: Bloodshield of Khaine changed from +11% physical resistance to +6% physical resistance. Dreadlord (Sword & Shield) – Black Dragon: +4 melee attack Dreadlord (Sword & Crossbow) – Black Dragon: +4 melee attack Malekith – Cold One Chariot: + 3 melee attack, -8 melee defence, -2 bonus vs. infantry, +70 ap melee damage, +30 base melee damage. Sorceress – Cold One: Removed Primal Instinct ability Khainite Assassin: +20 ap melee damage Cold One Dread Knights: -50 cost Shades (Dual Weapons): -50 cost Shades (Greatswords): -50 cost Hydra: Fiery Breath now targets unit centre by default. Lizardmen Kroq-gar (foot): +600 mass Horned Ones: +1 melee attack, +100 mass Kroq-gar – Grymloq: -412 health, -8 charge bonus Saurus Old Blood – Carnosaur: -396 health, -8 charge bonus Saurus Scar Veteran – Carnosaur: -376 health, -8 charge bonus Feral Carnosaur: -374 health, -8 charge bonus Skink Priest – Terradon: increased rider projectile hit box Skink Chief: -5 ap missile damage, -5 missile base damage. Skink Chief – Terradon: increased rider projectile hit box Kroxigors: +3 ap melee damage, +1 base melee damage Saurus Warriors (all): +30 mass Saurus Spearmen: +2 melee defence, +30 mass Saurus Spearmen (Shields): +2 melee defence, +30 mass Temple Guard: +20 mass High Elves Princess (all): +30 ap missile damage, +20 base missile damage. Prince – Sun Dragon: -100 cost Sun Dragon: -100 cost Tyrion: +1 run speed, +2 charge speed Mage – Ithilmar Chariot: -1 collision attack max targets Skaven Plague Priest – Plague Furnace: -10 armour, Billowing Death aura now deactivates out of melee. Death Globe Bombardiers: +1 explosion base damage, +3 explosion ap damage. Warpfire Throwers: +2 explosion base damage, +1 explosion ap damage. Plagueclaw Catapult: slightly increased accuracy Gutter Runner Slingers (both): +2 missile base damage Night Runner Slingers: +1 missile base damage Warriors of Chaos Archaon – Foot: +750 mass Archaon – Dorghar: +12 run speed, +300 mass Chaos Lord (all): +5 leadership Chaos Sorcerer Lord – Manticore: +164 health, +25 ap melee damage, +40 base melee damage Chaos Sorcerer – Manticore: +45 ap melee damage, +65 base melee damage Exalted Hero – Foot: +260 health, +4 leadership Exalted Hero – Chaos Steed: +10 armour, +384 health, +4 leadership Exalted Hero – Barded Chaos Steed: +384 health, +4 leadership Exalted Hero – Manticore: +164 health, +4 leadership, +15 ap melee damage, +15 base melee damage Chaos Feral Manticore: +10 ap melee damage, +5 base melee damage Kholek: -432 health, -8 charge bonus Sarthorael the Ever-Watcher: reduced collision height, increased projectile hit box, added Arcane Conduit in mp Dragon Ogre Shaggoth: -430 health, -8 charge bonus Dragon Ogres: +5 armour, +34 health per entity Marauder Horsemen (javelins): +25 cost Hellcannon: now uses a fixed trajectory corrected by homing. Improves Hellcannon projectile homing. Greenskins Waaagh! is now a map-wide ability that gives +26 melee attack, +18% charge bonus and +24% speed for 30 seconds, which recharges in melee. Wurrzag: Added Waaagh! Ability in mp. Wurrzag’s Warpaint changed from +11% physical resistance to +6% physical resistance. Goblin Great Shaman: Added Waaagh! Ability in mp Grimgor: +500 mass, +3 melee defence Skarsnik: +1300 mass (Gobbla has been eating a lot of stunties as of late) Orc Boar Boyz: +2 melee attack Savage Orc Boar Boy Big Uns: +2 melee attack, +100 mass Savage Orc Boar Boyz: +2 melee attack, +100 mass, Hammer of Gork: -4 melee attack, -2 melee defence Broken Tusks Mob: -3 melee attack, +3 melee defence, +2 leadership Deff Creepers: -5 melee attack, -1 melee attack Durkit’s Squigs: -2 melee defence Mogrubb’s Mangy Marauders: -5 melee attack, -1 melee defence, +1 leadership Moon-Howlers: -3 melee attack, +1 melee defence, -50 cost Teef Robbers: +3 melee defence Da Eight Peaks Loonies: -4 melee attack, +1 melee defence Da Rusty Arrerz: -4 melee attack Da Warlordz Boyz: -2 melee defence, +4 leadership Krimson Killerz: +2 leadership Venom Queen: -4 melee attack, +1 melee defence Goblin Rock Lobber: slightly increased accuracy Wood Elves Forest Stalker forest melee defence modifier changed from +20% to +15% Ancient Treeman: -432 health Durthu: -432 health Orion: +15 bonus vs. large, +134 ap missile damage, +30 base missile damage. Wild Riders: -100 mass Sisters of the Thorn: max 2 uses on Shield of Thorns, max 1 use on Curse of Anraheir Beastmen Khazrak – Foot: +650 mass. Dark Mail now always affects wizards in a 40m radius rather than relying on them to be casting inside the range. Debuff changed to -18 armour and -9 melee defence. Khazrak – Razorgor Chariot: added vanguard deployment, +2 melee attack, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval. Beastlord – Razorgor Chariot: +2 melee attack, replaced Call of Violence with Apocalyptic Vision, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval. Bray-Shaman Chariot: -1 collision attack max targets, +0.2 melee attack interval. Minotaurs (all): +2 charge bonus Feral Manticore: +10 ap melee damage, +5 base melee damage Centigors: -50 mass Cygor: slightly reduced accuracy Empire Balthasar Gelt – Barded Warhorse: added Hide in forest Balthasar Gelt – Warhorse: added Hide in forest Empire Wizards (all): Changed Channelling Staff item to new Scroll of Blast item. Boris Todbringer (all): +5 leadership Boris Todbringer – Barded Warhorse: +5 armour Karl Franz: +3 melee defence Witch Hunter: added immune to psychology, added magical attacks, reduced missile penetration. Accusation now has 3 max uses. Empire Captain – Barded Warhorse: +5 armour Empire General – Barded Warhorse: +5 armour Warrior Priests (all): +35 armour, +100 cost. Empire Knights: +50 mass Reiksguard: +50 mass Knights of the Blazing Sun: +50 mass Crossbowmen: +1 ap missile damage, -1 base missile damage Handgunners: +1 ap missile damage, +1 base missile damage. Great Cannon: slightly increased accuracy Steam Tank: +1537 health, -5 melee attack, +15 bonus vs infantry Luminark of Hysh: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec reload time, -400 cost. Aura of Protection now gives +12% ward save in 40m radius and deactivates when available magic power is below 15. Locus of Hysh now passively reduces enemy magic power recharge rate by -20% for each wizard in play. Templehof Luminark: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec base reload time, +4 melee attack, +3 melee defence, -300 cost. (ability changes as above) Hammer of the Witches: -4 melee attack, -2 melee defence, -100 cost, slightly increased accuracy. Sunmaker: -4 melee attack, -2 melee defence, -150 cost, slightly reduced accuracy, projectile now 70% ap damage, explosion damage is now 70% armour piercing, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius. Helstorm Rocket Battery: -150 cost, projectile now 70% ap damage, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius. Helblaster Volley Gun: -100 cost, +6 ap missile damage, +4 base missile damage. Royal Altdorf Gryphites: -4 melee attack, +3 melee defence Zintler’s Reiksguard: -2 charge bonus, -3 melee attack, +3 melee defence, +2 leadership Sigmar’s Sons: -2 melee defence, -50 cost Silver Bullets: -2 melee defence, +1 base missile damage Stirland’s Revenge: -4 melee attack, -25 cost Pistoliers: +10 range, increased accuracy Dwarfs Thorgrim: Added new Oath of Vengeance ability, allowing Thorgrim to reduce the melee defence of an enemy unit. Ungrim: Added new Red Ruin ability, allowing Ungrim to trade melee defence for significantly more weapon strength. Grombrindal: +2 melee defence Tweaked Dwarf generic character item choices for multiplayer battles Runelord – Anvil of Power: +150 cost, added Locus of Power ability to be automatic Master Engineer: Improved accuracy, increased range by +35, increased projectile mass and velocity, Grumbling Guard: added charge defence vs large, -2 charge bonus, +2 melee attack, -1 melee defence, -40 mass Longbeards (all): -40 mass Gob Lobber: -2 melee attack, +4 melee defence, slightly increased accuracy Grudge Thrower: slightly increased accuracy Dragonback Slayers: -2 charge bonus, -5 melee attack, +12 melee defence Ekrund Miners: -2 melee defence Ironbreakers: -20 mass Norgrimlings Ironbreakers: -4 melee attack, +4 melee defence, -1 leadership, -20 mass Skoldr Guard: -3 melee defence Peak Gate Guard: -4 charge bonus, -2 melee defence, -50 cost. Ulthar’s Raiders: -3 melee attack, +3 melee defence, +6 leadership Warriors of Dragonfire Pass: -3 melee attack, +3 melee defence Skyhammer: -1 melee defence, increased clattergun accuracy Gyrobomber: increased clattergun accuracy Bugman’s Rangers: -20 mass Bretonnia All non-flying knights: +50 mount mass Alberic: Spirit of the Tempest is now an uncommon ability, costing 162 Prophetess (all): Changed Sceptre of Stability item to new Scroll of Assault of Stone item. Pegasus Knights & Royal Pegasus Knights: reduced unit spacing distance, allowing more men to connect with their charge Questing Knights: +5 charge bonus, -100 cost. Battle Pilgrims: +1 health per entity Foot Squires: +1 health per entity Grail Relique: -866 health, -100 cost. Knights of the Realm: -50 cost. Paladin – Barded Warhorse: +5 armour Green Knight: +600 mass Blessed Field Trebuchet: +16 explosion ap damage, -10 explosion base damage, +1 explosion radius, slightly improved accuracy. Field Trebuchet: slightly improved accuracy Abilities Improvements Lore of Beasts: Curse of Anraheir: Increased duration from 33 to 39. Amber Spear: -55 ap missile damage, +150 base missile damage. Amber Spear Upgraded: -110 ap missile damage, +300 base missile damage. Lore of Big Waaagh!: Gaze of Mork (& Upgraded): +40 ap missile damage, -40 base missile damage. Lore of High Magic: Fiery Convocation: removed random direction change angle. Hand of Glory: increased duration from 22 to 29. Soul Quench: +200 ap missile damage, -200 base missile damage. Soul Quench Upgraded: +348 ap missile damage, -348 base missile damage. Lore of Fire: Fireball: +200 ap missile damage, -200 base missile damage. Lore of Vampires: Vanhel’s Danse Macabre (& Upgraded): Duration increased from 25 to 29. Curse of Years: Duration increased from 28 to 32. Gaze of Nagash (& Upgraded): -23 ap projectile damage, +33 base projectile damage. Lore of Light: Birona’s Timewarp (& Upgraded): Duration increased from 41 to 50. Shem’s Burning Gaze: -16 projectile ap damage, +22 projectile damage. Shem’s Burning Gaze Upgraded: -32 projectile ap damage, +44 projectile damage Light of Battle: -1 power cost Lore of Lil’ Waaagh!: Vindictive Glare: +40 ap missile damage, -40 missile base damage. Night Shroud: -1 power cost Night Shroud Upgraded: -2 power cost Lore of Life: Shield of Thorns (& Upgraded): Duration increased from 25 to 29. Regrowth Upgraded: reduced health regen amount from 48 to 36. Lore of Death: Fate of Bjuna: Changed entity hit chance from 0.25 to 0.18. Now needs 50 entities to max out on damage. +2 power cost. Lore of Ruin: Skitterleap: -1 power cost Skitterleap Upgraded: -2 power cost The Dreaded Thirteenth Spell: -1 power cost Other abilities Guardian: changed from +22% physical resistance to +18% physical resistance Forbidden Rod: Reduced average damage to self by 30%. Blood Statuette of Spite: reduced damage chance from 0.2 to 0.18. Neferra’s Scroll of Mighty Incantations: Added Max 5 targets. Blood Lust: can now target self Modding Modders can now use both specific campaign folders and the general campaign folder to load mod scripts together without crashing. Modders can now use UI scripting within multiplayer with (careful!) use of the new UITriggerScriptEvent script event. Known Issues Hellebron’s the Cursed Blade ability currently continues to apply damage even when its effects should be blocked by phase recharge.
Steam: 2017-12-14
The Reprisal Update Final Patch Notes Total War: WARHAMMER II Michael.Whelan December 14 2017 Mortal Empires: Reprisal Update The Reprisal update leaves beta and goes live today. This includes a host of changes and improvements from WARHAMMER I’s Foundation Update, including the Warriors of Chaos design changes, Wood Elf Followers, updated skill trees for Old World Legendary Lords including Helman Ghorst, the Immortality skill for Old World characters, and a handful of bugfixes (please see below). This update also includes The Laboratory. This is a new Skaven-themed Custom Battle mode, accessible via the Battles menu in-game. Designed in collaboration with Intel, this enables you to juggle 16 different variables to alter how battles work, with results ranging from the subtle to the wholly chaotic. Full details on The Laboratory can be found here. The next update to Mortal Empires, containing further fixes and balance changes, will arrive alongside Total War: WARHAMMER II’s first Campaign Pack DLC and accompanying Free-LC in January 2018. The January update will be more extensive, affecting a number of battle and campaign systems, and is therefore taking time to thoroughly test. It includes, but is not limited to: Campaign balance changes to reduce Dwarf domination in Mortal Empires; selective changes to combat behaviours to reduce order-dropping in battle; new innate Traits for many Old World Legendary Lords; a raft of new technologies and Legendary Lord skills for Bretonnia; and multiple new buildings for a range of settlements. Bugfixes added to Reprisal Update: – Added more colour-blind support to UI elements. – Vampire Counts can now raise dead in the New World. – Improved artillery ability to target siege walls in certain cases in battle. – The Campaign victory objective Ensure ‘Archaon is in a wounded state’ while playing as the Bloody Handz no longer reverts to incomplete if a save file is loaded. – Rogue armies now spawn correctly while playing on Legendary Difficulty. – Fixed a bug where any number of heroes could be recruited after unlocking the Engineer’s Workshop, Gromril Forge or Mustering hall as Ungrim. – Added an effect to Lord Skrolk’s Plaguelord skill at tier 2 to allow recruitment of Plague Priests in all provinces. – In Multiplayer Campaign, the defeat screen will now show correctly when the other player wins the campaign. – The Thirteenth Scheme Rite now correctly gives Heroes 13% increased success chance. – The Cloud save option is now greyed out in Multiplayer Campaign save menu, because they are not supported there. – Wood Elves can now Confederate in Multiplayer Campaign with other Elf factions. – The Runefang Quest Battle for Karl Franz has been fixed in Multiplayer Campaign. – Beastmen siege equipment no longer shows as Empire Siege equipment on their unit cards. – Fixed a progression blocker caused by the “Life in the Lagoon” dilemma. – Fixed a progression blocker / soft lock during the AI’s turn in Campaign. – Improved how water on the battlefield is handled when changing the resolution scale. Water will now not appear as incorrectly opaque at lower scales. – The Engineering Student Ancillary is no longer removed from the lords’ inventory list once unassigned (applies to new playthroughs). – Dilemmas will no longer appear abruptly alongside advice (conflicting with each other). – Fixed a bug where moving the camera on the far-right side of the Mortal Empires camping map would cause the screen to render as black, until the camera is moved away from – that location. – Cold One Chariots now have blood when in prolonged combat. – Fixed an audio bug where the explosion sound of a bombardment impact wouldn’t trigger in some cases. – Settlement defence tower levels will now be affective in battle. – Improvement to Campaign AI to capture more settlements being targeted. – Improved the Death Wind Globadiers unit texture. – More variation to the music when fighting rogue armies in battle (previously only Chaos music was playing). – The Cold One mount on the campaign map will no longer make death vocalization sounds while idle. – Improved the Def Bolt Thrower destruction animation. – When entering the final Vortex battle as Morathi, the correct voice will now play (Morathi’s instead of Malekith’s). – Improved a clipping issue on one of the Chaos Chosen shoulder armour variants. – Improved the audio when a Skink Cohort javelin unit engages in melee combat. – Improved the audio on the Saurus spear and shield jumping attack. – Added more campaign selection vocalizations. – Brayherds no longer suffer attrition at all times due to not owning a home region (they are a Horde which cannot own a home region). – Heinrich Kemmler’s Cloak of Mists & Shadows quest will now trigger correctly. – Grombrindal’s event effects have been fixed. – Added a button to access the Total War Academy to the games main menu (top left). – Fixed a bug where the player could incorrectly construct 2 gate defences at the Dwarven settlement Wurtbad.
Steam: 2017-11-25
Mortal Empires: Reprisal Update beta Total War: WARHAMMER II Matthew.Ash November 23 2017 Mortal Empires: Reprisal Update beta The Reprisal Update beta brings a host of content changes from WARHAMMER 1’s Foundation Update to the Mortal Empires campaign in WARHAMMER 2. How to get the Reprisal Update beta: – Open your Steam Library panel – Locate the entry for Total War: WARHAMMER II – Right click the entry, then click properties -> betas – In the Betas dropdown menu, select mortal_empires_pte – The game will now update with the beta hotfix. In the event of any issues please… Start a new campaign Make sure to disable/remove mods Verify integrity of game files As always we welcome your feedback, please post to our dedicated PTE feedback forum here: https://forums.totalwar.com/categories/PTE Note: Please follow the guidelines set out here before posting to assist feedback collection: https://forums.totalwar.com/discussion/206805/pte-rules-please-read-before-posting What’s in the Reprisal Update beta: When the update has downloaded, Mortal Empires will contain the following content from the original Foundation Update: Warriors of Chaos faction design changes Wood Elf followers New skill trees and campaign effects for Old World Legendary Lords In addition, the following changes have been added: 5 New skill-tree skills for Helman Ghorst (please see notes below) Immortality skill added to Old World characters Bordeleaux now begins at war with Mousillon Minor bugfixes Complete changelist Warriors of Chaos Design Changes: Added extra Legendary Lord Campaign Effects to Archaon, Kholek and Sigvald (listed under “Campaign Effects” below) Chaos technology categories now provide replenishment bonuses Awakened tribes will now become your vassals instead of allies Vassals of Chaos now provide their master with a small amount of income Chaos Encampments reduce unit upkeep by a greater amount – maxed out Hordes can now in many cases become self-sustaining Reworked post-battle occupation options – Chaos can now “Raze” or “Loot & Raze”, providing growth and replenishment or Chaos favour respectively Reworked infighting: only unruly Marauder units suffer from infighting; higher tier Chaos Warrior units no longer do New Skill Trees for Archaon, Kholek and Sigvald (see Legendary Lords: New Skill Trees heading below) Empire: StartPos Overhaul When the Empire is under AI control, it now begins play with full ownership of the province initially controlled by the Empire Secessionists AI faction, comprising the settlements of Helmgart, Eilhart and Grunberg. New Skill Trees and Campaign Effects for Karl Franz and Balthasar Gelt Wood Elves: Followers added Dryad Spy Royal Standard Bearer Hunting Hound Young Stag Hawk Companion Elder Scout Eternal Guard Commander Vaul’s Anvil Smith Wardancer Drummer Forest Spirit Legendary Lords: Campaign Effects added Karl Franz increases the recruitment level of new lords by 2. Volkmar The Grim increases the chance of magical items drops for his faction. Thorgrim Grudgebearer increases the XP of newly recruited Hammerers. Ungrim Ironfist increases the speed of infantry units by 10%. Grimgor Ironhide’s forces don’t lose Fightiness while in enemy territory. Azhag The Slaughterer increases the Research Rate of his faction. Kholek Suneater’s army suffers an increased chance of being ambushed. Sigvald The Magnificent has a diplomatic bonus with Norscan tribes. Khazrak One-Eye increases the Charge Bonus of Bestigor Herds. Malagor The Dark Omen gains a diplomatic bonus with other Beastmen Warherds. Mannfred Von Carstein increases the XP of newly recruited Grave Guard and Black Knights. Legendary Lords: New Skill Trees Karl Franz The Prince of Altdorf himself now has an even greater variety of unit, army and personal buffs, making him a more effective leader overall. Best of the empire Lords: + 1 recruit rank Karl Franz’ army: Spearmen, Swordsmen, Free Company, Halbediers +5 LD Imperial Special Forces Karl Franz’ army: Reiksgard: +5 bonus VS Large, +4 Melee Attack The Emperor’s Men Karl Franz’ army: Greatswords: +5 LD, +7 Armor Heroic Knightly Band Empire Captain: +2 recruit rank, +1 recruit cap Majestic Enforcer All units in Karl Franz’ army: -5% upkeep An Emperor’s Journey Karl Franz: +10% Weapon Strength, Unbreakable Balthasar Gelt The Supreme Patriarch now brings heavier technological and magical support for his army. Golden Face Mask Balthasar Gelt: +20 Armour Stronger Than Steel All units in Gelt’s Army: +6 Armour New Formulations Gelt’s Army: Pistoliers, Free Company, Outriders, Handgunners: +6% Ammo, +6% missile damage Additional Orb of Sorcery Gelt’s Army: Luminark: +10% Missile Damage, +10% Ammo Steam Tank: +10% Missile Damage, -8% Ward Save (Removed +8% Ward Save to align to WH1) Renowned Scholar Wizards: -10% Hero Action Cost, +1 Recruit Cap Research Rate +10% Metal to Gold to Magic Gelt’s WoM Power Reserve +25 Building income +7% (local province) Ungrim Ironfist The Slayer King now gets further combat buffs. The more combat damage he sustains, the deadlier he becomes, with two optional upgrades to his Deathblow augment, making it either Determined, or Extremely Daring. The player may only choose one! Determined Deathblow Triggers at 50% HP or lower: +24% Weapon Damage, +16% AP Damage Or: Extremely Daring Deathblow Triggers at 20% HP or lower: +44% Weapon Damage +36% AP Damage +30% Physical Resistance More skills follow the Deathblow upgrade: Great Green Nemesis Ungrim: Weapon Strength +15% VS Greenskins Unliving Antagonist Weapon Strength +15% VS Undead Ruinous Rival Weapon Strength +15% VS Chaos & Norsca Doomseekers Ungrim: Wound Recovery Time -2 Ungrim and Slayers in Ungrim’s army: +30% Casualty Replenishment Thorgrim Grudgebearer The saturnine steward of the Dammaz Kron is now an even greater leader in both campaign and battle. Ancient Bloodline Local Province: Growth +15, Public order +3, +2 reduction in Vampiric/Chaos Corruption Elite Enforcer Thorgrim’s army: Longbeards & Hammerers -7% Upkeep Thane: Hero recruit rank +1, recruit cap +1 Fire Support Thorgrim’s army: Artillery Missile Damage and Ammo +6% Master Engineer action cost -15%, recruit cap +1 Advanced Forging Runesmith recruit cap +1 Research rate +7% Income from all buildings +5% (local province) Grudge Against Chaos Thorgrim’s army VS Chaos/Norsca: Leadership +4, Melee Attack +5 Grudge Against the Greenskins Thorgrim’s army VS Greenskins: Leadership +4, Melee Attack +5 Grudge Against Mankind Thorgrim’s army VS Humans: Leadership +4, Melee Attack +5 Grudge Against the Vampire Counts Thorgrim’s army VS Undead: Leadership +4, Melee Attack +5 Grudge Against the Elves Thorgrim’s army VS All Elf Factions: Leadership +4, Melee Attack +5 Helman Ghorst Path to Ruin +10% battle movement speed, +10% campaign movement speed Unholy Fury 2 ranks, upto 12 MA/MD Unnatural Toughness 2 ranks, upto 25 armour and 20 missile resistance Uncanny Resilience 2 ranks, upto 25% hitpoints, 10 physical resistance Ever Onwards +300% cooldown and -2/-3 WOM cost for Danse Macabre, basically giving him ability to cast one Danse Macabre at a longer interval for a fraction of the cost Heinrich Kemmler Sylvania’s Lichemaster Lord now has a skill tree entirely devoted to improving Krell. Plus, Master Necromancer Lords serving Kemmler are also more adept at leading their putrid hordes. Heinrich now begins with the Lord of the Scourge and Thrall Master skills unlocked. Undying Guardian Krell degrades at half speed Immortal Challenger Krell gains the Deadly Onslaught and Foes Seeker abilities Perpetual Regeneration Krell gains +25% Health and +10 Melee Defence Black Axe Krell gains +5 Melee Attack and +10 Charge Bonus Eternal Bastion Krell no longer degrades in battle In addition, all Master Necromancer Lords under Kemmler get two new 3-tier skills: Lord of the Scourge Lord’s Army: LD: +2/+4/+6 Attrition: -5/-7/-10% Casualty Replenishment: +5/+7/+10% Thrall Master Lord’s Army: Skeletal/Zombie recruits bonus Unit XP: +2/+4/+6 Recruitment costs: -5/-10/-15% Raise Dead cost: -5/-10/-15% Grimgor Ironhide Grimgorz got an’ ‘ole lot’ ‘ARDER, an makes da best boyz EVEN BETTAAAAAAAH!!! Nevva Second Best! Lord recruit rank +2 Black Orc Wrecking Ball Grimgor’s army: Black Orcs +4 AP Damage, +6 Charge Bonus Bigger ‘n’ ‘Arder Grimgor’s Army: Orc & Savage Orc Big ‘Un units: +5 Bonus vs Large, +4 LD Imposing Presence Grimgor Causes Fear Vitamin-Shrooms Grimgor gains +8% HP From the Front Grimgor gains +15% Speed and Frenzy Azhag The Slaughterer The Greenskins’ crowned sorcerer gains a new range of campaign and low-tier unit buffs, improvements to his command of the Winds of Magic, and Regeneration. Azhag also benefits from a revised starting army composition, gaining Orc Boar Boy Big’Uns, Orc Big’Uns and Trolls. Imbued by Madness Azhag’s Army: Attrition -8% Upkeep -8% for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Earthshaking Orders Azhag’s Army: LD +4 for for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Melee Defence +5 for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Missile Damage +8% for Orc/Savage Orc Arrer Boyz Insane Visions Shaman Heroes recruit rank +2, recruit cap +1 Not Orcy Enuff! Azhag: Underway/Beast-Path/Worldroot interception chance +12% Enemy Siege Holdout Time -2 Wild Abandon Azhag gains +10 Charge Bonus, +4 Melee Attack Darkest Nimbus Azhag gains +15 WoM Power Reserve and Regeneration Archaon The Everchosen As the Everchosen marshals his twisted forces against the Old World, he brings new improvements to core units, Lords and Heroes in the roster. The Grand Marshal of Chaos Lord recruit rank +2 Abyss-Forged Armour Archaon’s Army: Chaos Warrior units: -8% Upkeep, -10% Recruitment Cost The Chosen Ones Archaon’s Army: Chosen Units: +6% Physical Resistance, +4 Melee Defence Knights of the Herald Archaon’s Army: Chaos Knights units: +8% Weapon Strength, +8% Speed Distinguished Champions Exalted Hero Recruit Rank +2, Recruit Cap +1 Ascension to Daemonhood WoM Power Reserve +15 Physical Resistance +10% Chaos Corruption +2 (local province) Sigvald The Magnificent If looks could kill… Sigvald’s vanity swells ever further, bringing unexpected benefits to his troops and stirring enmity in other Chaos Lords! Egomaniacal +5 LD (Sigvald’s army) +25% Upkeep for Chaos Lords & Sorcerer Lords Self-Obsessed +3% Melee Defence +3 Melee Attack Stylish Sigvald’s Army: +4 Armour +3 Melee Defence Driven by Lust Sigvald’s Army: -5% Upkeep, +8% Income from Post-Battle Loot & Razing Settlements Born to Serve +5% Hero Action Success Chance -5% Hero Action Cost Unworthy Sigvald Causes Terror Kholek Suneater Kholek becomes more monstrous still, and imbues earth-shaking ferocity in his Dragon Ogres and Dragon Ogre Shaggoths. A Moving Mountain Kholek’s Army: +4 LD when laying siege, -2 Enemy Siege Holdout Time Toughened Skin Kholek gains +10 Armour, +8% Magical Resistance Giant Killer Kholek gains +6 Bonus vs Large, +6% Weapon Strength Seismic Shock Kholek’s army: +8% Weapon Strength, +5% Charge bonus for Dragon Ogres & Dragon Ogre Shaggoths Unearthly & Anomalous Kholek’s Army: +4% Campaign Movement Range & Casualty Replenishment The Sun Eater Kholek gains Chaos Corruption +2 and Frenzy Bugfixes Fixed Bretonnia Knight recruitment Fixed Carcassone invalid wine building Greenskin resource buildings now appear in the right locations Bugfixes (New Content/DLC) Added new Greenskin Exotic Animals building (squigs)
Steam: 2017-11-19
Mortal Empires Hotfix Patch Notes Total War: WARHAMMER Michael.Whelan November 9 2017 Total War: WARHAMMER II – Mortal Empires Hotfix The Mortal Empires hotfix comes out of beta today and will now be integrated into the full retail version of the game via Steam auto-update. This hotfix chiefly addresses the severity and nature of the Chaos Invasion mechanic in the Mortal Empires campaign for WARHAMMER II. A handful of other fixes and changes are also included; please see below for full details. Please note: If you didn’t opt into the beta version of this hotfix, and have campaign saves in which the Chaos Invasion has already commenced in earnest, the hotfix will not reduce the Chaos presence in those game or modify which factions they’re at war with. If you’re in this category, we highly recommend commencing a new campaign to feel the full benefits of the Chaos Invasion severity reduction. Chaos invasion changes We’ve changed the manner in which Chaos now invades the world. Invasion waves trigger when the player’s empire reaches a certain scale; the threshold for this has been revised for all invasion waves. As a result, Chaos invasions are more likely to happen later than before, in-keeping with the scale of the campaign. In addition, invasion waves now begin at war with a whole range of factions, barring Chaos and Beastmen. And while the player may well start at war with Chaos, they will no longer be targeted by all Chaos armies which appear. This should make for a more varied invasion, as the player’s faction will not be alone in warring with Chaos, and further supports the sandbox design of Mortal Empires. To complement this, the High Elves and Lizardmen now join the other notionally ‘good’ or ‘orderly’ factions (ie Empire, Dwarfs and Bretonnia) in gaining the Shield of Civilisation trait when the main Chaos invasion occurs. In aggregate, these changes aim to make the Chaos invasion later and fairer, bringing more non-player factions into a state of war with Chaos, and increasing gameplay variety across your campaigns. We’re looking forward to hearing how you find these changes. Other bug fixes Fixed a bug preventing the Chivalry victory condition from being achievable if the Chaos invasion had already begun Chaos Rising event now trigger correctly during Beastmen campaigns Multiple updates to Chinese localisation Campaign Multiplayer: players armies will no longer be auto-assigned the ‘release captives’ option post-battle when choosing a different option Character porthole lighting issues addressed Fixed crash that sometime happened when loading campaign saves Fix for certain game saves being marked as ‘unable to load’ Missing goldmine building has been returned to Mount Gunbad Settlement garrisons in Lahmia and Khemri are no longer missing Morathi and Malekith no longer contribute to corruption types other than their own when present in corrupted regions owned by other factions Campaign multiplayer: players no longer gets Game Aborted message after Chaos Invasion cinematic Fix for error informing players they need to purchase Warhammer II to player mortal Empires, when they own part 2 but not part 1 Campaign multiplayer: game will not now lock up when one player loses a co-op or H2H campaign Black graphical artifacts will no longer appear over the vortex in the Low graphics preset Found and fixed a front end memory leak
Steam: 2017-11-03
Mortal Empires PTE Patch Notes Total War: WARHAMMER II Michael.Whelan November 3 2017 Mortal Empires: Hotfix Beta This beta hotfix addresses the severity and nature of the Chaos Invasion mechanic in the Mortal Empires campaign for WARHAMMER II. A handful of other fixes and changes are also included; please see below for full details. The main purpose of this beta however is to put the Chaos invasion changes we’ve been working on into a public test environment, so we’re releasing it as an opt-in beta while we continue to test the validity of the changes ourselves. Please be aware that this is very much an in-progress patch, and is therefore subject to change. As such, you may come across some issues. However, rather than hold back until our own testing is complete, we felt it more important to make the Chaos invasion changes we’ve been working on available to players as early as we could; both for your immediate enjoyment, and to gather community feedback about how the hotfix changes the game. And a quick note on our ongoing philosophy with the series: as with the original Total War: WARHAMMER, we will continue to change, improve and balance Total War: WARHAMMER II over the course of its life. Player feedback is instrumental to that. So, please do get stuck into some campaigns, and let us know how you feel about these Chaos invasion changes in this particular feedback thread: https://forums.totalwar.com/categories/PTE How to get the beta hotfix Open your Steam Library pane Locate the entry for Total War: WARHAMMER II Right click the entry, then click properties -> betas In the Betas dropdown menu, select mortal_empires_pte The game will now update with the beta hotfix. Chaos invasion changes We’ve changed the manner in which Chaos now invades the world. Invasion waves trigger when the player’s empire reaches a certain scale; the threshold for this has been raised for all invasion waves, and will no longer activate by default by a certain turn. As a result, Chaos invasions are more likely to happen later than before, in-keeping with the scale of the campaign. In addition, invasion waves now begin at war with a whole range of factions, barring Chaos and Beastmen. And while the player may well start at war with Chaos, they will no longer be targeted by all Chaos armies which appear. This should make for a more varied invasion, as the player’s faction will not be alone in warring with Chaos, and further supports the sandbox design of Mortal Empires. To complement this, the High Elves and Lizardmen now join the other notionally ‘good’ or ‘orderly’ factions (ie Empire, Dwarfs and Bretonnia) in gaining the Shield of Civilisation trait when the main Chaos invasion occurs. In aggregate, these changes aim to make the Chaos invasion later and fairer, bringing more non-player factions into a state of war with Chaos, and increasing gameplay variety across your campaigns. We’re looking forward to hearing how you find these changes. Other bug fixes: Campaign Multiplayer: players armies will no longer be auto-assigned the ‘release captives’ option post-battle when choosing a different option Multiple updates to Chinese localisation Character porthole lighting issues addressed Fixed crash that sometime happened when loading campaign saves Fix for certain game saves being marked as ‘unable to load’ Missing goldmine building has been returned to Mount Gunbad Settlement garrisons in Lahmia and Khemri are no longer missing Morathi and Malekith no longer contribute to corruption types other than their own when present in corrupted regions owned by other factions Campaign multiplayer: players no longer gets Game Aborted message after Chaos Invasion cinematic Fix for error informing players they need to purchase Warhammer II to player mortal Empires, when they own part 2 but not part 1 Campaign multiplayer: game will not now lock up when one player loses a co-op or H2H campaign Black graphical artifacts will no longer appear over the vortex in the Low graphics preset Found and fixed a front end memory leak
Steam: 2017-10-26
Mortal Empires Patch Notes Total War: WARHAMMER II Michael.Whelan October 25 2017 MORTAL EMPIRES UPDATE The first update for Total War: WARHAMMER II hits via Steam auto-update on 26/10/2017 and contains a host of changes, tweaks, improvements and fixes (please see below for details). Mortal Empires, the new grand-scale campaign encompassing the landmasses of the Old World and the New World, will become available as the update goes live. Download it for free here! Mortal Empires requires ownership of both Total War: WARHAMMER and Total War: WARHAMMER II to play. Once downloaded, Mortal Empires will appear as a new playable campaign in the WARHAMMER II campaigns menu, alongside the Eye of the Vortex campaign. Including all the core Races and Legendary Lords from both games, Mortal Empires also allows you to begin a campaign as any DLC or Free-LC Legendary Lord from the first game. Going forward, it will also encompass any DLC/FLC Legendary Lords that are subsequently released for WARHAMMER II. The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1. INSTALL SIZES AND MORE Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here’s what you can expect: Mortal Empires patch download size: ~4.5 GB Mortal Empires Campaign download size: ~713 MB WARHAMMER II pre-patch installation footprint: ~40.5 GB Total disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GB WARHAMMER II post-patch installation footprint: ~42.5 GB If you’ve limited space on your primary hard drive (for example, if you’re using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we’ve found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint’ above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process. To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives. BLOOD & GORE This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects. Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra! UPDATE NOTES (highlights) This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We’ve also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races. Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players’ interests: FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies) FIXED units in guard mode stopping attacking if current melee enemy Rampages CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Mortahi is confederated to Malekith’s faction, she will not continue to spread Chaos corruption FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit CHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance UPDATE NOTES (in full) GENERAL RELEASED Mortal Empires RELEASED Blood for the Blood God for WARHAMMER II FIXED multiple crashes FIXED multiple MPC desyncs FIXED multiple localisation issues in multiple languages CAMPAIGN GAMEPLAY ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them ADDED multiple new buildings: Empire Castle Reikguard (Altdorf) Imperial Palace (Altdorf) Imperial Academy Roads and Toll Gates Greenskins Big Fort (Black Crag) Dork’s Rock (Black Crag) Chaos Troll Lair (Erengrad) Raiding Caches Vampire Counts Major reshuffle of recruitment buildings Terrorgheists and Wraith units have separate recruitment buildings Awakened Battlefield Blood Keep (Nuln) Fortress of Merovech (Mousillon) Drakenhof Court (Drakenhof) Dwarfs Karaz-a-Karak Airport (Karaz-a-Karak) Bugman’s Brewery (Karag Dromar) Grand Underway Junction (Karak Eight Peaks) Wood Elves Elven Court Elven Healer Ability to fully occupy Lothern Ability to construct a variant of the Everqueen’s Court in Gaean Vale Office-related buildings are now restricted to a specific Athel Loren settlement Most races Buildings to exploit the new resources Merged resource-based unit upgrade effects into resource exploitation buildings CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them IMPROVED campaign AI logic for building up existing forces instead of creating new ones IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives IMPROVED ambush help page information IMPROVED behaviour of advice when a dilemma is triggered IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before CHANGED “Piracy” event to not trigger if player owns Sartosa region CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won CHANGED max number of traits a character can hold to 30 from 20 FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable FIXED an issue with the AI proposing peace right after entering a war with the player FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected FIXED cases where followers would disappear after unequipping them from a character FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea) FIXED Cave In Achievement not unlocking when player completed requirement in game FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game FIXED Encounters at Sea sometimes spawning in unreachable locations FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted FIXED Mazdamundi AI skill selection to prefer his unique skills more FIXED missing effects on some ancillaries/followers FIXED missions being issued while the issuing character was not available FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool FIXED some cases where the AI would repeatedly ask for almost the same deal FIXED targeting intervention forces for missions requesting the player to make an alliance FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition BATTLE GAMEPLAY FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies) FIXED units in guard mode stopping attacking if current melee enemy Rampages FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit ADDED 7 new Free-for-All maps IMPROVED Dragon breath targeting versus dispersed multiple entity units IMPROVED battle AI usage of spells in many cases IMPROVED flying unit ability to chase down routing units IMPROVED the playable area and deployment zone sizes on Troll Country FFA CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer. CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes. CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT! FIXED battle difficulty not applying correctly when chosen on campaign select screen FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards FIXED Bombardment spells not being counted correctly towards Free-for-All player scores FIXED Bombardment spells sometimes not exploding on collision with certain terrain FIXED defending siege AI reinforcements sometimes not being handled correctly by AI FIXED enemy units sometimes rallying in intro battle when they shouldn’t FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing… FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord FIXED Siege tower fire rates being too fast FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles FIXED some missing collision on obstacles in a few battle maps FIXED rebirth effects not triggering properly if unit was routing UI FIXED hidden Skaven armies being visible by toggling on the Character names UI option CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities. ADDED spacing to Legendary Lord select images to denote races differentiation better CHANGED Enemy Army colour in MP battles to be red rather than pink CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral FIXED “Enemy siege lifted” event in event list missing icon FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view FIXED a case where MPC players had access to interventions when it was not their turn FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected FIXED adding skill points in some cases resetting the scroll back to the left FIXED assembly kit downloaded map not being auto-selected in MP lobby FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction FIXED dilemmas sometimes appearing again after the player had already responded FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in FIXED Event message not being generated when losing a Lord or Army during end turn FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available FIXED missing image in the Spells Browser for Skink Priest Avatar FIXED Murderous Prowess UI not flashing for duration of ability active state FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement FIXED resource UI bar appearing during end turn after retreating from a battle FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first FIXED Softlock if opened rites panel whilst on the call-to-arms screen FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles VISUAL/GRAPHICS ADDED the ability to disable post-process sharpen in Advanced graphics options FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz) ADDED default graphics quality preset detection for AMD VEGA GPUs CHANGED level of post-process sharpen effect to be weaker CHANGED WH1 race ship models to all use larger variants like WH2 races FIXED visual glitch that would occur with water if resolution scale was set below 100% FIXED visual noise glitch in SSAO FIXED cases of Lords in pre-battle scenes being too large and colliding with each other FIXED multiple minor animation glitches FIXED Spearmen unit in Tor Elithis Rogue army T-Posing FIXED White Lions of Chrace models having black spots on fur when camera was further away from them AUDIO ADDED some new UI Sound Effects FIXED Audio being muted during end turn sequence camera pans FIXED Campaign music sometimes not blending between tracks correctly FIXED Music slider not affecting campaign music FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region BATTLE BALANCING General Balancing changes Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages) Tweaks to rear attack melee defence modifier Reduced MP cost of melee lords on foot and horses by -50 Skaven Warpfire Throwers -50 cost, +5% reload speed Night Runners (Slings) +1 dmg Night Runners: reduction in accuracy Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence Gutter Runner Slingers +1 dmg Gutter Runners Slingers (Poison) +1 dmg Gutter Runners: reduced projectile accuracy Gutter Runners (Poison): reduced projectile accuracy Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference Warp Lightning Cannon – accuracy (minor tweak) Doomwheel -100 HP Plague Priest on Plague Furnace: +100 mp cost Skavenslaves: more salt added to diet; now 25% more delicious Lizardmen Terradon with Fireleech Bolas +10 range, projectile tweaks Horned Ones -100 cost, -5 armour, +14 HP Kroq-Gar – Horned One: +5% HP Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance High Elves Swordmasters -2 MD Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output Silver Helms (all) +2 CB, +2 dmg Tiranoc Chariot -2 missile dmg, +2 missile ap dmg Dragon Princes -2 HP Sun Dragon +4 MD, more breath attack damage Moon Dragon +2 MD, slightly more breath attack damage Black Dragon +2 MD Lothern Sea Guards (all) +2 MA Flamespyre Phoenix +2 MA, +3 leadership, +4 CB Frostheart Phoenix +2 CB Great Eagle +5 ground speed Eagle Claw Bolt Thrower -25 hp on artillery piece Tyrion: +45% flame resistance Tyrion – Malhandrir: increased mass to match heavier hero warhorses Tyrion: +10 weapon strength, percentage of ap damage increased to 45%. Tyrion: Added Foe Seeker ability for multiplayer Dark Elves Reaper Bolt Thrower -25 hp on artillery piece Dark Riders Xbow +50 cost Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf) Black Ark Corsairs (all) -1 HP Cold One Knights -0.1 attack interval Executioners -2 MD, -10 armour Black Guard -10 armour, tweaks that will slightly reduce dmg output War Hydra +5 CB Death Hag – Blood Cauldron: +100 MP cost Special Abilities and Spells: Improved ability tooltips to contain more information about damage type Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang) Added recharge in melee and removed max uses for Sunfang Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage) Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5 Adjusted Wake of Fire explosion damage by -33% Fate of Bjuna power cost increased by 1 Crack’s Call power cost reduced by 1 Cracks’s Call Upgraded power cost reduced by 1 Apotheosis can now target self Liber Bubonicus limited to max 2 uses Fiery Convocation: reduced power cost by 1 Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1 Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18