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==Mac App Store: 1.1.4==
 
==Mac App Store: 1.1.4==
 
<pre>• Adds the Norsca Race Pack, available to purchase from the DLC panel on the pre-game Options window
 
<pre>• Adds the Norsca Race Pack, available to purchase from the DLC panel on the pre-game Options window
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-CA</pre>
 
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==References==
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{{TotalWarWarhammer}}
 
[[Category:Changelogs]]
 
[[Category:Changelogs]]

Latest revision as of 13:38, 7 August 2024

Back to: Total War: Warhammer.

Mac App Store: 1.1.4

• Adds the Norsca Race Pack, available to purchase from the DLC panel on the pre-game Options window

• Incorporates all balance changes from Creative Assembly's Foundation Update

• Adds 30 new units as part of the free Regiments of Renown pack

• Adds Simplified and Traditional Chinese language support (text only)

Mac App Store: 1.1.3

• Adds Krell, a new battle summon for the Legendary Lord Heinrich Kemmler.

Mac App Store: 1.1.2

• Fixes a number of minor issues

Steam: 8.1

Norsca Hotfix (8.1)
Total War: WARHAMMER
Michael.Whelan
August 23 2017
PATCH NOTES

-Fixed some inappropriate text in the Russian localisation.
-Improved the flow of Monster Hunt chains, so players progress will no longer be blocked. This will take affect from new saves.
-Assembly Kit – fixed some errors in TERRY, which were preventing maps from being exported.
-All the Norsca agents will now give off the correct passive Chaos Corruption.
-When an ally kills a Challengers of Chaos army in the Norsca end game, the mission chain will no longer be broken, and the player will not be blocked.
-During the narration at the start of some of the Monster Hunt battles, the VO will no longer stop prematurely in German.
In the main menu, the “(modded)” notification will now only display when mods are being used.
-Fixed a rare bug where Archaon wouldn’t appear in Legendary Difficulty, when the player saved after the Campaign victory, then re-loaded.
-Fixed a Multiplayer Campaign Crash caused by 1 player selecting “Retreat” on the pre-battle screen when another player is reinforcing them.
-Fixed a rare bug where the Challengers of Chaos army in the Norsca end game would become completely stationary if the player asks another faction to Join War against them.
-Fixed a bug where in rare cases, the Waywatchers’ Hawkish Precision ability would be replaced with Unbinding.
-Corrected an inconsistency between the audio and text in Spanish when the player aligned with the Serpent god during a Norsca Campaign.
-The “In Progress” and “Completed” notifications in the Monster Arcanum book in the Norsca Campaign are will now display correctly in Traditional Chinese, Simplified Chinese and Korean.
-Fixed some gaps in the Sons of Ghorros, and Butchers of Kalkengard models’ necks on low or medium unit details.
-Chaos replenishment bonuses from technologies will now work outside of allied regions.
-Norscan Marauder Chieftains are no longer missing items in custom battle mode.
-The Apocalyptic Charge ability of the Swords of Chaos Regiments of Renown has been fixed.
-Game Guide – When using the Comparison Tool to compare units in the Game Guide, the “Race” field, which shows the race icon will no longer appear blank.
-Game Guide – Fixed some placeholder icons in the Game Guide for Occupied buildings of Norsca’s special settlement which is linked with technology.
-Game Guide – The “Controlled Faction” field will no longer always remain empty on the Maps page.
-Game Guide – In Portuguese-Brazil language, the “Wintertooth” faction name will no longer have letters clipped / cut off in the “Races” list.
BALANCING CHANGES

• Increase Mammoth (all) attack interval from 3 to 3.8
• Increase cost of Marauder Hunters (Javelins) by 100
• Reduce Ammunition of Marauder Hunters (Javelins) from 16 to 12
• Increase cost of Daemonspew by 100
• Reduce cost of Mirror Guard by 100
• Increase Soul Devourer intercept range from 100m to 200m
• Reduce Werekin Melee Attack by 5
• Reduce Werekin Melee Defence by 5
• Increase Werekin cost by 100
• Increase Maws of Savagery by 200
• Increase cost of Skinwolves by 100
• Increase cost of Skinwolves Armoured by 100
• Increase cost of Companions of Quenelles by 150
• Decrease weapon damage by 2 and armour-piercing weapon damage of Battle Pilgrims by 1
• Apocalyptic Charge ability now triggered once enemy is within 70m for two seconds
• Added level cap to Krell Skills / Reduced Franz XP boost skill from 2 to 1
SKILL TREE CHANGES

– Agent cap bonus from LL chain is capped at 1, affecting following skills:
• Archaon: Distinguished Champions;
• Thorgrim: Elite Enforcer, Fire Support, Advanced Forging;
• Gelt: Renowned Scholar;
• Karl Franz: Heroic Knightly Band;
• Azhag: Insane Visions.

– Added a level requirement to LL chains for Karl Franz, Gelt, Thorgrim, Grimgor, Azhag, Archaon, Sigvald and Kholek. Now they can only be unlocked after lv12. Affecting following skills:
• A Moving Mountain
• The Grand Marshal of Chaos
• Egomaniacal
• Ancient Bloodline
• Golden Face Mask
• Best of the Empire
• Imbued by Madness
• Nevva Second Best!

– Added a progressive level requirement to Kemmler’s krell chain. Also, Kemmler starts with 1 points in “Thrall Master” and “Lord of the Scourge”.

– Removed secondary levels for Thorgrim’s skill chain.

– Removed secondary level for Gelt’s “Stronger than Steel”, now the skill has only 1 point and +9 armor army-wide.
LAUNCHER

– The launcher has been localized to Chinese (standard and traditional).
– Optimized the launcher, so it will perform better with more mods.

Steam: 2017-08-09

The Foundation Update
Total War: WARHAMMER
Michael.Whelan
August 9 2017

(Or the one where CA WENT TOO FAR!)

The Old World has evolved massively since Total War: WARHAMMER first Launched. With the proliferation of new Races, sub-factions, Legendary Lords, monsters, magic, Mammoths and more, the original Races and Legendary Lords have become increasingly embattled.

So the chief request from players – and one that’s grown in volume with every DLC and FLC release – is that we bring the old-timers up to a fighting trim equivalent to the new guys.

Your wish is our command. This is the update that supercharges the foundation races.

All the old Legendary lords get bonus campaign buffs and new, extra skills trees. The Empire, under AI control, starts with an entire province, giving it a much stronger start. The Warriors of Chaos have a whole slew of tweaks and changes, increasing their campaign momentum and enabling easy vassalisation of Norscan tribes. And Wood Elves finally have new followers (Yay!). If these changes appear sweeping, it’s probably because they are. The Old World is in for a shakeup.

As always, we’ll be paying close attention to your experiences and feedback, and based on that, we might reign in some of the changes. But play it and judge for yourself. We want to let things bed in before we consider any redress.

In the meantime, have fun!

On with the show…
The Norscan Incursion

The tribes of the frozen north have awoken! Wulfrik the Wanderer and Throgg the Troll King lead their hunting parties south, seeking worthy prey across the Old World with which to honour their dark gods.

With their towering, slavering beasts, they present a significant new challenge to all players, and are also available to play for owners of the Total War: WARHAMMER – Norsca Race Pack DLC. This DLC is available free if you preorder Total War: WARHAMER II, or can be bought separately direct from Steam.

 
A Birthday Gift!

Creative Assembly turns 30 this year, and to celebrate this major milestone in our history we’re giving away a birthday present to all players. The “30th Anniversary Regiments” are a collection of 30 new elite Regiments of Renown for use in your game, and you can grab them for free from your inventory on TotalWar.com by logging into your Total War Access account. If you haven’t yet registered for an Access account, you only need a valid email address and you can do so from that link. There will be other free items for you to collect in your inventory when you join.

 
Chinese Translation

We’re pleased to say that Total War: WARHAMMER is now available with both Simplified and Traditional Chinese text translations. We appreciate the patience of our Chinese-language players while we implemented this, and are pleased to say that the forthcoming Total War: WARHAMMER II will feature Chinese translations from launch in September.

 
Warriors of Chaos: Design Changes

To improve the Warriors of Chaos gameplay experience, we’ve made a number balance and design changes to the way they work. Broadly speaking, you’ll now find it easier to vassalise the Norscan tribes, and maintain a greater sense of momentum in your crusades of destruction across the Old World.

Added extra Legendary Lord Campaign Effects to Archaon, Kholek and Sigvald (see New Campaign Effects heading 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

-Vassals from Awakened tribes have personalities that make them much more loyal

-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

-Defeating a Norscan faction leader will make them highly susceptible to becoming your vassal

-New Skill Trees for Archaon, Kholek and Sigvald (see Legendary Lords: New Skill Trees heading below)

 
Empire: StartPos Overhaul

We’ve heard a lot of talk regarding how much weaker the Empire is, relative to its chances of success at the game’s launch. To combat this, when the Empire is under AI control, it now begins play with full ownership of the province initially controlled by the Empire Seccesionists AI faction, comprising the settlements of Helmgart, Eilhart and Grunberg.

Along with Altdorf herself, this gives the Empire a full province, meaning more stable and profitable base to work from and, coupled with new Skill Trees and Campaign Effects for Karl Franz and Balthasar Gelt, this should give them a greater fighting chance. We’ll be interested to hear how this change affects your games, so keep us posted in all the usual places.

 
Wood Elves: New Followers

After an exhaustive (and perilous!) search of Athel Loren turned up nothing, we’ve finally unearthed a clutch of new Followers for Orion, Durthu and their loyal Lords. The tricksy knaves were holidaying in Parravon all along…

-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: New Campaign Effects

Many Legendary Lords have gained new permanent Campaign Effects.

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 all forces factionwide by 10%.

Grimgor Ironhide’s forces don’t lose Fightiness while in enemy territory.

Azhag The Slaughterer increases the Research Rate of his faction.

Archaon The Everchosen suffers a diplomatic negative with all factions.

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

Older Legendary Lords have now been enhanced with unique new lore-inspired skills trees, bringing improvements to a whole variety of campaign and battle factors.

 
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:

+2 recruit experience, -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, and his Imperial Pegasus is now called Quicksilver.

 

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

 

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 Elves:

Leadership +4, Melee Attack +5

 
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.

 

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 agains 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

 
Balance Changes

Dragon Ogre Shaggoth
+ 50 Armour

Kholek
+ 30 Armour

Minotaurs
– 100 Recruitment Cost

Minotaurs (Shields)
– 100 Recruitment Cost

Minotaurs (Great Weapons)
– 100 Recruitment Cost

Crypt Horrors
+ 100 Recruitment Cost

Terrorgheist
– 200 Recruitment Cost

Forest Dragon
– 300 Recruitment Cost

Dwarf Cannon
+ 38 Bonus vs Large
Reduced Calibration Area (more accurate)

Dwarf Bolt Thrower
+ 24 Bonus vs Large

 
Bug Fixes

-MPC quest chain blockers: in co-op campaigns, players can now head straight to a quest battle and not get caught up in missions that can’t be completed, which previously blocked them from completing the quest.

-Fixed some Bretonnia Knight textures patterns, which appeared mostly black on High Texture Quality Settings.

-Fixed a skinning issues with the medallion around the Beastmen Giant’s neck.

-Fixed a rare crash/floating point exception when loading into a Grand Campaign as Karl Franz.

-Improved Wood Elves Hawk Riders animations while in melee combat with enemy infantry (reduced slowdown).

-Fixed a bug where the Paladin hero could lose his shield during an attack animation when mounted on a Warhorse.

-When the Bestigor Herd are in melee combat, their axes will no longer become misaligned with their hands between attacking and turning.

-Improved how the Royal Pegasus Knights are holding their lances when zoomed in.

-Improved the idle animation when the General of the Empire is on the Hippogryph mount.

-Chaos Sorcerers will no longer be able to cast Searing Doom twice in quick succession.

-Wider Ploughs technology in Bretonnia will now correctly reduce the construction cost of Infrastructure buildings.

-AI Vampire Counts are no longer able to recruit Regiments of Renown when the player is the Von Carstein faction.

-When a quest appears which requires the player to embed a Hero, the player can now use the Unit Exchange system to embed the Hero.

-Rebels are now more likely to occupy settlements.

-Fixed the paint buttons in multiplayer coop campaign.

-When ordering Archaon to cast a Fireball at an out-of-range unit, he will now move into range then fire.

-Minor smoke effects/haze will no longer appear black at the edges of siege maps, as experienced by a few users.

-Under-Morking no longer automatically leads to over-Gorking, and vice-versa.

    The waxing or waning of Morrslieb may affect this.
        Or it may not.

 
Characters

Archaon: Added Frenzy, +10 Physical Resistance.

Sigvald: +5 defence, +5 morale.

Sigvald: also increased health by +4%

Grimgor Ironhide: +5 charge bonus, increased health by +5%

Prophetess: -150 cost.

Fay Enchantress: +150 cost.

Wyvern mounts: added poison attacks.

Regiments of Renown: 10 cooldown period after the RoR has been killed or disbanded before they can be recruited again
Abilities

Earth Blood & Upgraded: Halved duration to 7 and 14, reduced casting cost to 6 and 11 respectively

Raise Dead & Upgraded: Increased cooldown to 19.

Reikland Runefang: Re-designed to be an AoE attack and leadership buff.

Icon of Devotion: Leadership increase reduced to +12.

Mist of the Lady: Added an ‘engaged in melee’ condition flag.

Wrath of Manann: Should deal more damage to targets as detonation forces have been adjusted.

Cloak of Isha: Added small healing effect.

 
MP Ability attachments

Azhag: replaced Spider Banner with Scrolls

Steam: 2017-03-27

Patch Notes:

The Total War: WARHAMMER multiplayer leaderboards have been reset.
A 5% score penalty will now be applied to users caught drop-hacking from multiplayer battles (disconnecting under suspicious circumstances).
Fix for users becoming unable to save the game, after the last chapter mission is completed on Legendary difficulty.
Fixed a missing building chain in the Grung Zint settlement.
All income types from Farming/Industry bonuses are now being applied correctly to all resource buildings.
Fixed a rare crash when disbanding Heroes on the campaign map.
Fix for Guardians of the Lady skill giving magic resistance instead of missile resistance.
Fix for Gelt's Pegasus unlock level.
Fix for inconsistency between Strigoi and Ghorst spells and the main lore spells.
Chivalry is no longer gained for torturing people in during Quests.
Updated garrison for Couronne and removed wall building chain.
Various text, game guide and localisation fixes.

Balancing Changes:

Questing Knights
- 8 Charge Bonus

Foot Squires
- 10 Leadership
- 6 Charge Bonus

Men-at-Arms
+ 25 Cost

Helman Ghorsts's Vanhel Danse Macabre
-1 Power Cost

Strigoi's Soulblight
+1 Power Cost

Steam: 2017-02-24

Find our patch notes for the Bretonnia Update below!

BRETONNIA UPDATE
Included with the Bretonnia launch is a host of updates, tweaks, fixes and improvements for Total War: WARHAMMER and the Assembly Kit Beta.


HIGHLIGHTS
• The chivalrous knights of Bretonnia have a renewed purpose, with new Lords, units and desire to defend their borders and punish their foes. All players will experience a change in the campaign map, with Bretonnia in opposition. Bretonnia is also available for free as a Free-LC download, visit this page to download them: http://store.steampowered.com/app/534330/
• The powerful vampire lord Isabella has now entered the fray, joining forces with her beloved Vlad in the new Von Carstein faction. Players will find them formidable in opposition, and you can download Isabella to play as for Free from this page: http://store.steampowered.com/app/455041/
• We are deploying our multiplayer drop-hack exploit fix in two stages. This update begins stage 1: we now determine when it happens and analyse the resulting data. Players will receive a message whenever they leave a battle through an unconventional exit. Stage 2 will follow in a future update.
• In line with their lore, the Wood Elves are now more isolationist in character, with periodic bursts of aggression.
• Campaign AI recruitment logic improved.
• Further autoresolver improvements.
• Added loads of Quest Battle maps to the Quick Battle map pool.
• The Assembly kit has been updated with ‘Terry’ a powerful tool used to create custom maps for multiplayer and campaign. We’ve also published a map maker’s best-practice guide for you to make the most of it! Read it here.


ASSEMBLY KIT BETA
Created ‘Best Practice’ guide for map-making with the TERRY tool, to help modders eliminate terrain quirks and design more polished and functional maps. You can view the guide on our Wiki here.
Assembly Kit BETA will now also work on Windows 7.
Battle Camera Mode has been added to the TERRY tool in the Assembly Kit, and enabled by default. This camera mode behaves in the same way as the in-game camera.
Grass is now being generated properly for tiles in the TERRY tool.
Camera bounds tool has been removed.


GENERAL
Total War: WARHAMMER will now exit more cleanly. There were previously rare cases where the process would still be running in the background after quitting the game.
Fixed a bug causing the game to crash with very large numbers of men in a unit.
Fixed a memory leak when minimising the game with ALT + TAB in the DX12 BETA.
Fixed a campaign crash caused by the sound manager.
Fixed a crash that occurred when the UI Scaling setting was set above 100% on 4K Monitors.
Redesigned front-end UI to clean up Faction Select screen and clarify the distinction between DLC and Free-LC.

CAMPAIGN
Improvements to Campaign AI recruitment logic.
Rebalanced AI recruitment costs.
Improved the HP/unit consistency in the auto-resolver.
Rule Change: In Campaign, If a faction loses a battle and the only surviving unit is their last general, the general is killed.
Characters who run out of Action Points / movement will grey out more consistently on the Campaign map.
Fixed a small memory leak in the Campaign UI.
Greenskins Rebel armies now use less skirmishers.
Reduced number of Flagellants recruited by the AI.
Fixed a blocker in Wurrzag's Squiggly Beast Quest Chain (where Stage 3.1 would not fire).
Reduced the accuracy of the Campaign AI assessment of player movement extents to improve game balance on lower difficulty settings.
Dwarfs can now make grudges against Wood Elves in Campaign.
Improved the use of "He" and "She" gender pronouns throughout the campaign text in English.
There will now be a "Legendary Lord Available" event popup in multiplayer campaign.
Added effects to Wurrzag's Fury of Da Prophet skill.
Recruit Regiments of Renown Button is no longer selectable in the Grand Campaign when there are no RoR Units available for recruitment.
Hidden HP for enemies will no longer be visible when targeting their army with a hero, then viewing the assault unit panel.
The effects of the Mystifying Miasma spell overcast is now clearer.
When a hero embedded within an army levels up during the End Turn cycle, the army's lord no longer triggers a selection VO event


BATTLE
Improved performance on the Beast Path Battle maps.
Siege towers/Gates are now working correctly in a Marienberg siege battle.
The Battle AI can no longer use the Awakening of the Wood spell to target flying units.
Using the Raise Dead spell during the deployment phase as a defender can no longer raise the zombies far away near the attackers.
Necromancer no longer loses his Crumbling and Disintegrating abilities when the Corpse Cart (Unholy Lodestone) is added.
Lord of Undeath ability can no longer be used on settlement walls.
Fixed instances where the camera could move inside the terrain and objects in the Lost Vault of King Lunn land map.
Fixed camera clipping issues on the Council of Beasts battle map.
Glade Lords are no longer counted as heroes in Quick Battle mode.
Sisters of the Thorn rider animations have been improved.
The Hammer of Sigmar VFX no longer flicker off during animations, when he is on a mount.
Improved Khazrak’s attack animations in battle when mounted on his Beast Chariot.
The Gorebull's Axe will no longer be misaligned to his hand when swapping between some animations in battle.

REALM OF THE WOOD ELVES
Changed Wood Elves campaign behaviour to be isolationist with occasional bursts of aggression, better reflecting the lore.
Added 2 more defensive siege battle maps for the Wood Elves faction, also available in Custom Battle Mode.
Fixed a very rare crash in the End Turn Cycle in the Season of Revelations campaign in Realm of the Wood Elves.
Re-balanced the ‘Sword of Death 2’ Quest Battle in Realm of the Wood Elves DLC.
Improved the supporting AI battle tactics in the ‘Silver Spire’ Quest Battle in Realm of the Wood Elves.
Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson.
Selecting the Provincial bonus on the Chapter 4 bonus objective, ‘Foresting Growth’, now moves the camera to assist the player to find the desired province’s location.
The ‘To Steed or Not to Steed…’ mission will now give the objectives on the Mission Failed message to show why it failed.
The Red Duke's El Syf ability will no longer work on Treemen (only Lords and Heroes).
Fixed Orion's ‘Cloak of Isha stage 2’ Quest Battle chain in Realm of the Wood Elves.
Morghur will no longer request peace with Wood Elves in the Season of Revelations campaign.


CALL OF THE BEASTMEN
Added a Skills Tree icon for the Gorebull’s Foe-Seeker ability.
Reduced Morghur’s resilience in combat by decreasing his magic resistance to 20%.


USABILITY
Post-battle stats are now available for second/ally enemies on the post-battle loading screens.
More replay desynchronizations have been fixed.
The Red Duke can no longer gain titles after his name.
Vala-Azril-Ungol Achievement will now unlock as expected.
Unbinding ability on summoned units now has a unique icon, in the unit details panel during battles.


GENERAL BALANCING
Swarm of Flies ability added to Vampire characters when mounted on Zombie Dragons.
Arachnarok Queen spiderling summons are now less powerful.
Reduced the cost-effectiveness of the Raise Dead summon spell.
The Life Bloom spell has been reduced from 10 HP/second for 10 seconds to 4 HP when it triggers


UNIT BALANCING

GREENSKINS

Trolls
+ 10 Armour
+ 37 HP (Per entity

Savage Orcs
+ 10% Physical Resistance
+ 3 Charge Bonus
+ 2 Melee Defence

Savage Orc Big ‘Uns
+ 10% Physical Resistance
+ 3 Charge Bonus
+ 2 Melee Defence

Savage Orc Boar Boyz
+ 10% Physical Resistance
+ 4 Charge Bonus
+ 2 Melee Defence

Savage Orc Boar Boy Big Uns
+ 10% Physical Resistance
+ 4 Charge Bonus
+ 2 Melee Defence

Savage Orc Arrer Boyz
+ 10% Physical Resistance

Forest Goblin Spider Riders Archers/Deff Kreepers
+ 1 AP Missile Damage
- 1 Missile Damage
- 50 Cost

Goblin Wolf Chariots/Teef Robbers
+ 1 projectiles per shot


EMPIRE

Karl Franz (Deathclaw)
+ 125 Multiplayer Cost

Karl Franz (All Variants)
+ 99 Multiplayer Cost

Amber Wizard (Warhorse)
+ 18 Charge Bonus

Amber Wizard (Barded Warhorse)
+ 18 Charge Bonus

Amber Wizard (Griffon)
- 30 Charge Bonus

Knights of the Blazing Sun
+ 100 Cost

Reiksguard/Zintler’s Reiksguard
- 100 Cost


DWARFS

Organ Gun
+ 10 AP Missile Damage
+ 5 Missile Damage

Flame Cannon
- 150 detonation force

Gyrobomber
+ 1 projectile spread
- 3 seconds reload time

Irondrakes
+ 342 HP

Gob-Lobber
+ 100 Cost


WARRIORS OF CHAOS

Marauder Horsemen (Throwing Axes)
- 50 Cost

Chosen (Halberds)
+ 5 Weapon Damage
+ 1 AP Weapon Damage

Archaon the Everchosen (Dorgar)
+ 86HP

Archaon the Everchosen
+ 20 Armour

Chaos Trolls
+ 37 HP Per entity

Chaos Trolls (Armoured)
+ 10 Armour
+ 37 HP Per entity


BEASTMEN

Beastlord (Chariot)
- 400 Cost
+ 15 Charge Bonus
+ 1 collision Attacks Max Targets
- 0.2 Seconds Melee Attack Interval
+ 246 HP

Beastlord
Increased Entity Size
- 250 Cost
- 30 Armour
+ 15 Charge Bonus
+ 10 Weapon Damage
+ 10 Armour Piercing Weapon Damage

Khazrak
Added Vanguard Deployment
+ 10 Charge Bonus
- 150 Cost
- 20 Armour
- 0.2 Seconds Melee Attack Interval

Khazrak (Chariot)
- 200 Cost
+ 15 Charge Bonus
+ 1 collision Attacks Max Targets

Bray Shaman
+ 35 Weapon Strength
+ 35 Armour-Piercing Weapon Strength
- 100 Multiplayer Cost

Bray-Shaman (Razorgor Chariot)
- 50 Multiplayer Cost

Malagor the Dark Omen
+ 40 Weapon Strength
+ 35 Armour-Piercing Weapon Strength
+ 10 Charge Bonus

Bestigor
Increased Entity Size
+ 6 Speed
+ 4 Charge Speed
+ 2 Weapon Damage
+ 2 Charge Bonus

Gor Herd (Dual Weapons)
+ 1 AP Weapon Damage
+ 5 Weapon Damage
+ 4 Charge Bonus

Cygor
+ 750 HP

Ungor Spearmen Herd (Shields)
+ 5 Leadership
- 3 Charge Bonus

Ungor (All units)
+ 30 Mass

Ungor Herd
+ 2 Weapon Damage

Centigors (All)
Add hide in woods


VAMPIRE COUNTS

Hexwraiths
+ 10 Charge Bonus

Helman Ghorst (All Variants)
- 200 Multiplayer Cost

Helman Ghorst (Corpse Cart)
+ 150 Multiplayer Cost

Sternsmen
+ 100 cost

Mannfred von Carstein (Zombie Dragon)
+ 75 cost

Vlad von Carstein
+ 200 cost (multiplayer)
+ 500 cost (campaign)

Vampire Lord (Zombie Dragon)
+ 75 cost

Red Duke (Zombie Dragon)
+ 75 cost

Mortis Engine/Claw of Nagash
- 788 HP

Terrorgheist
+ 5 Leadership
+ 1 max splash attacks

Varghulf
+ 5 Leadership

Black Coach
+ 20 Weapon Strength
+ 20 Armour-Piercing Weapon Strength


WOOD ELVES

Eternal Guard
+ 25 Cost

Eternal Guard (Shields)
+ 50 Cost

Wildwood Rangers
- 5 AP Weapon Damage

Glade Guard (All)
- 10m Range

Deepwood Scouts/Deepwood Scouts w/ Swift Shiver Shards
+ 15 Entities
+ 2 Ammo
+ 10m Range
- 2 AP Missile Damage
- 2 Missile Damage

Waywatchers
+ 2 Ammo
Increased Marksmanship
+ 8 Speed

ABILITY CHANGES
Armour effect values for spells and abilities changed from 15/30 to 30/60. Also increased duration for these abilities.
Refreshed ability costs, durations and recharge times.
Spell power costs tweaked to better match strength.
45m radius reduced to 40m radius, 60m radius reduced to 55m radius.
Slightly increased likelihood of magic missiles hitting their target.
Reduced movement speed for upgraded vortex spells with extended duration by 25%.
Balancing pass on passives to better match strength with cost.
Lore of the Wild and Lore of Beasts recharge times made consistent with other Lores of Magic.
Flock of Doom has been made less effective.
Fixed consistency issues with initial recharge not always being applied for abilities without a recharge condition.

Full ability change list:
https://forums.totalwar.com/discussion/191508/patch-6-full-ability-balance-change-list/p1?new=1

MP ABILITIES – CHARACTER UPGRADES
Fixed Empire Captain on Barded Warhorse getting free abilities and no items.
Frenzy, Primal Fury, Lady’s Blessing, Regeneration, Vigour Mortis, Unholy Lodestone, Balefire, Bloodroar, Swarm of Flies turned into always selected innate abilities and ability costs added to unit cost.

QUEST BATTLE MAP POOL ADDITIONS
Added the following to the Quick Battle Map pool: Altdorf Outskirts, Barrier Idols, Battle of the Cairns, Bloodpine Woods, Broken Leg Gully, Death Pass, Devastation of Ostermark, Excavation Site, High Pass, Kelp and Koldust, Lost Vault of King Lunn, Mouth of the Pass, Mushroom Cave, The Ashenhall, The Lost Idol, The Silver Spire, Void of Hel Fenn, Warpstone Mine.

Steam: 5

 Known Issues
General

A few users may experience black textures in the campaign and battle maps. We recommend that you update to the latest drivers.

In the Multiplayer battle list, the first lobby is a little difficult to select, please slide the mouse down the list item to select it.

In French and Spanish, some playstyle icons are missing / blank on the faction selection screen.
DirectX 12 BETA

Some cases of the game crashing when leaving it minimised for a prolonged time or switching between resolutions and switching between Windowed and Full screen.


General Fixes and Improvements

Legendary Lords will now speak in the Front End when selected while starting a new Campaign.

Improved the heat haze on the Campaign map, which distorted the terrain incorrectly for some users.

Performance optimisations for maps with a lot of trees/vegetation in the outfield.

AI reinforcing the player in battle will now always attack after arriving on the field, and not defend the area where they entered the battle.

Resolved an issue that sometimes prevented the Battle AI from pursuing after it halts its advance to engage with ranged weapons.

Disabled the Campaign AI's ability to enter "Forced March" stance after razing a settlement.

Vampire Counts Necromancer's Tower building is buildable again for players that don't own The Grim & The Grave.

Fixed a Potion of Healing exploit in custom battle mode that involved using army setups from previous releases.

Lords in Battle are now less likely to sit idle on a contested capture point.

Added "Aftermaths" to the stats to the Statistics Tab in the Faction Summary during Campaigns.

Improved the Bolt Throwers unit Porthole image during Battle.

Manticore no longer playing Horse vocalisations when selected in Battle.

In Multiplayer Campaign mode, the player is no longer able to move the camera away from the post-Battle screen by clicking on the "Known Faction" list.

Summons that raise units out of the ground can no longer be cast on walls.

Breath type spells e.g. Wind Blast now map to the terrain better.

Fixed some missing destruction levels on Bretonnian Siege walls in Battle.

Lords with experience gain skills no longer gain all the experience per turn themselves and now correctly distribute it to the units in their army.
Call of the Beastmen

In the Fall of Man Quest Battle, the reinforcing Bretonnia Lord is now mounted on a Pegasus, rather than on foot.
The King & The Warlord

Clan Angrund's ethereal Ancestor Heroes can no longer be targeted by Assassination missions.

Greenskins' Beast Lairz building now provides bonuses to Squigs.

Skarsnik's Pernicious Precision faction trait now applies upkeep reduction bonuses to Goblin-based units.

When Clan Angrund Lords are injured/wounded, their replacements now correctly gain the +5 levels when the faction owns Karak Eight Peaks.

Added reload time and accuracy Rank 9 bonuses to Regiments of Renown with ranged Weapons.

Aspiring Champion units will no longer frequently fall off of siege ladders if the wall space where they are trying to dismount the ladder is occupied

Clarified the mission text on the 4.2 stage of the Liber Noctus quest chain for Helman Ghorst.

Added some missing text to the level 1 Savage Orc Camp building in the building browser.

Skulltakerz no longer have the Vampiric Influence diplomacy trait.

Added more selection vocalisations for Squig Herds and Squig Hoppers.

Fixed a bug where the rider would move to the wrong position on the Squig Hopper in the Porthole when selected battle.

Added VFX to Smoke Bomb ability.
Balancing Changes

Fix for Infantry performing splash attacks when charging.

All melee chariots have been rebalanced to impact harder, melee a bit longer and pull out better.

Most large flying units have an increased projectile hitbox size.

Tweaks to timers that make pulling out of melee more reliable. Units pulling out of combat will now ignore combat for a bit longer before getting dragged back in.

Potion of toughness max health replenishment reduced up to 50%

High King/Frenzy abilities now activate and deactivate when leadership goes above/below 50% mark.
Autresolver change

Autoresolver protects high quality units more, and has a stronger tendency to sacrifice low quality units.

Settlement defence towers are now much more powerful in the autoresolver.

Siege equipment (Siege Tower, Battering Ram, etc.) now has a more important role in the autoresolver.

It's now easier to wipe out entire units in battles (manual or autoresolved), as they don't have to suffer as much damage to get wiped out as before.
Units

Increased accuracy and reload stats of Regiments of Renown missile units to match rank 9 veterans.
MP Ability attachments:

Added Arcane Conduit to Heinrich Kemmler

Added Arcane Conduit to Balthasar Gelt

Removed Arcane Conduit, Stand Your Ground from Wurrzag

Removed Deadly Onslaught from Belegar Ironhammer

Removed Potion of Toughness from all heroes.

Changed Arcane Conduit to The Hunger for Strigoi Ghoul King.
Spells & Abilities

Movement and Freeze Movement ability duration rebalanced.

Added a new unit spawning ability balance system, all spawns are temporary.

All units summoned in battle (EG Cygor, Skeletons, Manticore etc) have a new negative ability named Unbinding. This inflicts damage over time to represent their instability. The Unbinding effect scales with the value of the unit.

Some text ordering and content fixes for mechanical ability text.

Frenzy and Frenzy-like units have new context flags, they trigger at half base morale rather than wavering.

Various minor tweaks and bug fixes

Squigs Go Wild!: removed unbreakable and causes fear attributes, added -18 defence penalty and +16 leadership bonus.

Itchy Nuisance duration changed from 36 to 20.

Cascading Fire Cloak changed to single target spell.

Fate of Bjuna power cost reduced from 15 to 13.


BRETONNIA

All flying mounts +50 MP cost

Pegasus -5 ground run speed, -5 fly speed

Pegasus hero mount –100 mass

Hippogryph -200 mass

Spearmen-at-Arms -2MA, +1BvsL (These, and the corresponding Empire Spearmen changes, aim at making them weaker against infantry, while retaining their anti-large efficiency).


BEASTMEN

Ungor Spearmen -2 MA

Ungor Spearmen (Shields) -2 MA, +2 MD

(Both Ungor Spear units were inconsistent in attack speeds and required animation and entity tweaks. They now equal their corresponding Empire units in both combat strength and cost, while Primal Fury gives them an edge in speed).

Centigors (Throwing Axe) added fire-whilst-moving animations

Minotaurs (all) -100 MP cost

Razorgor Chariot +8 MD, +6 Bonus vs Infantry, -6 CB

Razorgor Herd -150 MP cost, +2dmg, -4 AP damage, -12 HP, -2 Speed, minor changes to splash attacks and charge

(Razorgor have been rebalanced to fit the lower price point. A contextual example: with a bit of luck, they can defeat a unit of Greatswords in 3 charges while a unit of Crossbowmen is firing at them, and then have just enough HP left to also defeat the Crossbowmen).


CHAOS

Chaos Marauders -25 MP cost

Chaos Marauders (GW) +1 MD

(In wide formations, the Great Weapon Marauders take out the improved Dwarf Warrior with ~30% HP left. They cost more, but also have a decent speed advantage. They are also cost-effective against Greatswords).

Chariots (all) -100 MP cost, +8MD

Gorebeast Chariot -10CB, +4 MA

Chosen (Halberds) +4 BvsL, -2 MA, +4 MD

(We buffed the Halberd version of Chosen to be a bit more Anti-Large focussed, while holding their ground longer in all melee engagements).

Kholek +300 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

Shaggoth +402 HP, +10 BvsL, reduced hit reaction chance, -attack interval, tail-swipe attacks

(Kholek and Shaggoths can now convincingly defeat 1 Demigryph Halberd, 2 Reiksguard or 5-6 Squig Herds. They are still not cost effective against spearmen, but the tail attacks help against getting swarmed).

Giant reduced hit reaction chance


DWARFS

Miners with BC -25 MP cost

Dwarf Warriors (all) -25 MP cost, +2 MD, +2HP, +5A

(Now equal to 2 Empire Spearmen units in the front)

Dwarf Warriors GW -1 damage, +1 AP damage

(Now 2 DW GW nearly equal 1 Greatswords when attacking simultaneously, with the benefit of more versatility on the side of the Dwarfs).

Warriors of Dragonfire Pass (Dwarf Warriors) +2 HP

Longbeards (all) +1 MD, +2 HP

Longbeards GW – charge defence vs large added, -4 CB (For the same price, LB GW now have a slight advantage against Grave Guard, plus the additional benefits of Charge Def vs Large, more versatility and higher grumpiness).

The Grumbling Guard (Longbeards - Great Weapons) +1MD (Note that this LB unit keeps its higher CB instead of getting the Charge defence vs Large)

Irondrake Trollhammers -100 MP cost

Slayers -2dmg, +2 AP damage

Ironbreakers -100 MP cost

Norgrimlings Ironbreakers -50 MP cost

Gyrocopter & Gyrobomber +turn speed, -5 fly speed

Gyrocopter (Steamgun) + accuracy, + damage to centre of impact

Thunderers +1 damage

Dwarf Cannon +20 range

Organ Gun +15 range


EMPIRE

All flying mounts +50 MP cost

Griffon -200 mass

Spearmen (all) -1MA, -1CB, +1BvsL

(It now takes ~1.7 Spearmen with shields or ~2 Spearmen units to best one Dwarf Warrior unit (if for some reason you feel like bringing a spear to an axe-fight…)

Greatswords - spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage

Handgunners +1 damage

Hellblaster Volley Gun -150 MP cost

Outriders (Grenade Launcher) -1s reload time, +4 explosion damage, +2 explosion AP damage, +10 range, -2 ammo

Free Company Militia -50 MP cost, + accuracy

Knights of the Blazing Sun –magic resistance


GREENSKINS

Chariots (all) -100 MP cost, +8MD

Orc Boar Boy Big Uns -2 CB, +1 damage, -1 AP damage

Broken Tusk Mob -2 CB, +1 damage, -1 AP damage, -4 Morale, -2 MD, -1MA, +200 cost

Giant reduced hit reaction chance

Squig Herd: reduced speed from 70 to 58, removed Vanguard Deployment, reduced mass.


VAMPIRES

Hellsteed -5 ground run speed, -5 fly speed

Grave Guards GW +2 AP damage, +1 MD, -2 CB, spacing and charge animation changes, now fewer entities in the 2nd rank get an attack, slightly reducing overall charge damage

Steam: 3

 Total War: WARHAMMER – Update 3

Update 3 brings new free content and a number of tweaks, fixes and balance changes to Total War: WARHAMMER.

FreeLC wise, this update enables you to begin a Vampire Counts campaign with a new Legendary Lord. Bolstering the ranks of the Midnight Aristocracy, Vlad Von Carstein has returned from the dead to attend to matters personally. His dire enemy Mannfred is not best pleased by this new turn of events, but has agreed to a suspension of hostilities in light of the threats from the new Emperor and the power in the north. The first – and arguably greatest – of the Vampire Counts, it was Vlad who tainted the human aristocracy of Sylvania, thereby forging a kingdom of the undead in the heart of the Empire. Vlad is ready for duty in the Grand Campaign, and Custom and Multiplayer battles.

Along with Vlad, there are five new unique battle maps to conquer your way across, which are the sites of various quest battles for Vlad and the Legendary Lords from the new The Grim & The Grave DLC. These maps are also available for use in Custom and Multiplayer battles. For more details on Vlad Von Carstein and these epic new maps, check out our latest Lets Play video [here]

In terms of changes to the existing game, Update 3 continues our ongoing unit-balancing work, and notably reworks the way reinforcements enter battlefields. They will now enter from angles relative to their positioning on the campaign map, rather than random directions.


Bug fixes
Factions
Empire

Fixed an issue that could cause Karl Franz to run away in the Empire Campaign Intro Battle.

Empire Knights can no longer see 10x further than any other unit in the game.

Boris Todbringer now has the correct mount during battles when assigned the Barded Warhorse.

Changed the ‘Speed of Horse’ skill to be a flat bonus rather than a small percentage increase.

When Karl Franz besieges a settlement on his Deathclaw mount, he is now positioned closer to the settlement on the campaign map.

Improved the Soulfire trail VFX.

Fixed a bug where mounted Warrior Priests weapons disappeared when their mount reared up in battle.


Chaos

Chaos armies that spawn during scripted events will now have the correct unit permissions on their buildings.

Hellcannon projectiles will no longer be invisible when Projectile Trails are disabled.

Fixed an issue with the Chaos Spawn idle audio.

Chaos armies should no longer be visible through the shroud on the Campaign map.


Beastmen

Improved the animations for Centigors (Throwing Axes).

Centigors (Throwing Axes) are no longer listed as 'Shielded' as they do not equip shields.

Fixed an issue that could cause a Beastmen player to end up at war with their own Brayherds.

Rebalanced the Victory Objectives in the Eye for an Eye campaign.

Rebalanced the Raucous Host stats to bring it into line with the Beastlord's Lash skills.

Added sound effects to the Dark Moon events in Call of the Beastmen.

Improved the description on ‘The Banner of Outrage’, ‘Hunting Spear’ and ‘Staff of Darkoth’ Banners.

Re-balanced armies set up for the Beastmen in Custom Battle, when using the ‘Auto-Generate Army’ button.

Fixed a bug where the Graze of Darkness Event message appeared twice in a row.

When the player is playing as Beastmen, AI factions in ‘Underway’ stance will no longer be labelled as being in ‘Beast-Path’ stance.

Improved the effect of ‘Quell animosity’ on Bestial Rage.

Fixed incorrect 'By The Gods' trait effect.

Fixed an issue where Beastmen units would repeatedly enter and exit the towers.

Damaged Razorgor Chariots will no longer have no crew manning them at the start of a battle.

Fixed an issue where AI Beastmen Warherds would stay in place after nearby Empire regions were razed.

The Fall of Man Quest Battle in Call of the Beastmen DLC will now trigger when the Empire is dead, rather than when Karl Franz is dead.

Added more units to Empire rebel armies that spawn during the Eye for an Eye Campaign in Call of the Beastmen.


Dwarfs

Capped minimum reload time to prevent multiple Master Engineers rewriting the laws of physics and giving ranged units negative reload times.

Dragon Cloak of Fyrskar quest chain should no longer get stuck if the Greenskins are wiped out during the first stage.

The lighting in the Black Fire Pass battle has been improved as it appeared to be very dark for some players.



Campaign
General

Reinforcements will now join battles from a more accurate direction relative to their position the campaign map.

Fixed some floating props on the Campaign map.

Improved the distortion effects on the Campaign Map (e.g. heat haze from fires).

The spread of Chaos Corruption has been reduced from minor cities razed by the Beastmen, to re-balance the struggle in Multiplayer Campaign when one player is Vampire Counts, and the other is Beastmen, and the Beastmen start to raze settlements.

Fixed some Commandments that weren't reducing enemy heroes’ success chance.

Icons for campaign passive abilities will no longer be slightly offset/overlapped unnecessarily.

Fixed a scripting bug preventing some chapter objectives from triggering when a legendary lord was wounded or replaced.

Fixed selection audio overlap on campaign map.

Newly recruited AI forces now stay inside the settlement when appropriate.

Rebalanced the growth increasing trait for Dignitaries.

Greenskin rebels should no longer have Vampires leading their armies.

Improved how The Chaos Invasion is scaled with player difficulty.

Lava added back onto the volcanoes in the Badlands.

Fix for campaign battles sometimes using Chaos creep weather in areas unaffected by Chaos Corruption.


UI

Fixed an issue that could cause UI text to not scale correctly when adjusting both resolution and UI scale at the same time.

Improved the UI for comparing units on the Unit Information Panel.

Added warning to spellcasting information, when a spell cannot be cast because the target is closer than the minimum range.

UI scaling will no longer grey out the V-sync option when resolution is set to 1680 x 1050.

Fixed text button shader to ensure it doesn't disable after prolonged period of time.

Stopped tooltips from getting stuck on screen.

Fixed a display issue that could occur when stretching the Game Guide to the largest size on lower resolutions.

Fixed an issue that could cause the Spell Browser to load incorrectly for some players.

Added a balance of power indicator to Quest Battles on the pre-battle screen.

Armies now appear above agents in the forces panel.

Skill upgrades which boost the stats of an army now properly show the effect in the character skill panel.

The currently researching technology will now appear on the tooltip for the Technology button in campaign

Several minor text improvements and updates.

Fixed movie subtitles not appearing in certain resolutions.


Maps

Improved the pathfinding in Erengrad settlement Battle map.

Stopped the camera from being able to see under the Bjornling’s Gathering map.

Stopped some trees from floating on the Oakenhammer map.

Improved the collision for several buildings and props on various Battle maps.

Fixed a missing texture on the Cliff of Beasts Battle map.

Fixed some floating props on various Battle maps.

Improved the heightmap on the Blackstone Post battle map to prevent units from clipping through the ground.

Improved the VFX for some destructible props on various Battle maps.

Improved the outfield tiles for several minor settlement Battle maps.

Fixed an issue where unit deployment markers were not visible on the Eldagsen map.


Battle

Consistency of drag out orders improved.

Fixed winds of magic not updating when battles were in fast forward speed.

Fixed a rare bug that could cause units to fall off of Siege ladders if they attempted to attack another unit before reaching the top of the wall.

Stopped defence towers from damaging themselves when enemy units are at their base.

Fixed multiple cases of incorrect battle audio.

Fixed an issue where large units could not target enemy units when they were split on wall and land.

Fixed some rare instances where deployment lines had vertical spikes in them.

Improved the way firing arcs / Movement extents are displayed on the jagged terrain in subterranean battles.



Multiplayer

Added the ability to navigate Custom/Multiplayer Battle maps with the arrow keys or by typing the first letter of the map name.

Fixed an issue that could cause the player to be unable to ready up in Battle lobbies when loading pre-set armies for AI opponents.

Fixed various desyncs in Multiplayer Campaign mode.

Fixed a UI bug in Multiplayer Campaign mode, where the Desync menu was hidden behind an event message, preventing the player from resyncing.


Technical

A new crash reporting system has been implemented, to help us fix more bugs. This may cause up to 15 second delay (worst case) when the game crashes, as a crash report is generated.

Fixed distortion when using 'resolution scale' feature.

Fixed disappearing terrain after changing window mode.

You can now stop the campaign benchmark mid-way through.

Fixed a bug that caused blood to remain on character portraits after deactivating it mid-battle.

Added a warning to the save/load menu to show save games that were created with DLC that you do not own/do not have installed.

Improved compatibility with NVidia GeForce GTX 1080, when changing screen resolution, and ALT+TABbing the game.

Fixed an issue with shuffling music tracks.

Fixed a bug where only the ‘Draw’ battle outcome music was playing at the end of a battle, now ‘Win’ and ‘Lose’ variations will also play.

Fixed various achievement bugs in ‘Take the Eye Test’, ‘The Unnatural Order’, ‘Blessings from the Throne of Ruin’, ‘Through the Skin to the Soul’ and ‘Surprise you're dead’.

Fixed a crash for EyeFinity users with 3x1 setup during the Call of the Beastmen campaign fly-over in the Eye for an Eye campaign.

If you deactivate an owned DLC, you will not be able to continue a campaign begun when that DLC was activated. This is a crash-prevention measure.


Balancing
General

Max heroes in Custom/Multiplayer has been reduced from 4 to 3

The cost of rank increases has been reduced

Non-rifle missile infantry +5 range

Rifle infantry +10 range

(no range increase to Irondrakes)

All flying mount options + 50ish cost

HP Regeneration (including potions) has had a ‘Unit Ability Scaling’ pass. All units now have a limit to the amount of hit points that can be regenerated, which is inherently scaled with unit hit points.

Communiteam now have +5 Armour piercing when in threads

Various tweaks to magic missiles (reducing strength and volume)

Direct Damage has had a ‘Unit Ability Scaling’ pass. All abilities and spells using this should now produce similar percentiles across multiple unit scales.
Greenskins

Azhag +50 cost

Mork was too Morky in Update 2 and has been nerfed ever so slightly

Gork has been buffed a smidge


Beastmen

Giant -12 MA, -10 CB

Cygor minor accuracy decrease

Chaos Warhounds (both) -25 MP cost


Dwarfs

DWF Miners, Warriors, Warriors GW, Quarrellers: -25 cost

Quarreller GW +1 dmg, +1 ap dmg, +2 MA

Thunderer +2ap dmg, + accuracy, +1s reload time

Gyrobomber, Gyrocopter SG +5 range

Thorgrim -50 cost

Flamecannon – 150 MP cost

Irondrakes +10 magic resistance


Bretonnia

Mounted Yeomen -50 cost

Mounted Yeomen Archers +5 range

Hippogryph - mass


Empire

Outriders RR -5 range

Griffon – mass

Handgunners +2ap dmg, +1s reload time, -2 ammo

Crossbowmen -2 ammo

Greatswords -1 bonus vs inf

Spearmen –attack speed

Hold the line and Bloodroar changed to passive abilities

Net of Amyntok radius has been reduced

Net of Amyntok upgraded magic cost fixed


Vampire Counts

Varghulf: + attack pushback force

Mannfred: -100 cost (only -50 on flying mounts), MD set to 50 on all mounts

Vampire Lord: MD set to 45 on all mounts

Black Coach: Black Nimbus

Changed resistance to ‘all’

Increased resistance to 66%

Grave Guard GW: -1 bonus vs inf

Fellbat: -20 speed

Dire Wolves: -50 MP cost

Mannfred is slightly stressed upon the imminent arrival of Dad (Vlad)

Night Shroud has been given extra radius and much greater strength


Chaos

Lord of Change: - +20 ap dmg, +100 HP, +15 A

Marauder Horsemen Jav: -50 cost

Marauder Horsemen Axe: -25 cost


Beastmen

Malagor: ‘Crowfather’ now grants increased starting Winds of Magic instead of charge and speed bonus

Steam: 2

 Total War: WARHAMMER – Update 2

Due Live on 28/07/16

Update 2 is designed to add further polish and tweaks, fixes some notable gameplay issues and brings our second pass at unit rebalancing. Some notable changes include UI scaling for high-resolution displays, performance enhancements and visual improvements for NVIDIA users, and the introduction of the new Siege Attacker trait, enabling armies with Siege Attacker units to immediately initiate sieges without building dedicated siege equipment.

A huge level of customisation is now available in Custom and Multiplayer battles. When building your army you can now choose individual spells, items and abilities for your characters. These additions will increase their cost, but provide a level of granularity, individuality, and can skew their battlefield role to suit your playstyle.


New Content

A host of new free content is made available via this update, including the Empire Amber Wizard hero, The Lore of Beasts, The Beastmen as new and terrifying AI-opponent in the Grand Campaign, and four new Custom and Multiplayer battle maps. Sarthorael The Everchosen, the Chaos Lord of Change, is also now available to use as a Legendary Lord in custom and multiplayer battles. Full details on this content can be found in our Free Content Update Blog.
Factions
Chaos Warriors

Sigvald will no longer bleed when the Blood Effects are enabled

When Chaos Warriors respawn, they now correctly respawn in a state of war against with the same factions as their vassals

The Chaos Invasion and Doom Tides events can now no longer occur on the same turn, which previously prevented Archaon from entering play

The Chaos Invasion event will now not be shown repeatedly

When AI-controlled Chaos Invasion event occurs, Norscan factions will no longer war among themselves

Script alteration to ensure Chaos Invasion event doesn't happen too late or not at all

Azazel The Despoiler now displays correctly in the Chaos Tomb Blade quest UI

Subjugation now correctly contributes to Sigvald The Magnificent's unlock requirements

Fixed an issue where seams were showing on Chaos Spawn

Chaos Spawn claw animations improved


Greenskins

When Azhag dons the Crown Of Sorcery, it cannot be removed!

Orc Boar Boy Big 'Uns Unit Info now displays Anti-Large since dey 'av bigga choppas than da boyz

Savage Orcs now use more torso variants

Unit transfer fightiness bonus is now applied more consistently

Greenskins Shaman's Hovel building now correctly affects recruitment slots

Fixed a bug where fightiness wouldn't always increase after a victory

Army size for Waaagh armies will now display correctly in the Campaign forces panel


Dwarfs

Fixed an issue where the Organ Gun would have to turn 360 degrees before moving

Dwarfs now consistently raise shields to protect from incoming projectiles

Gold Sickness trait now restricted to Dwarfs only

Ironbreaker's blasting charges now no longer move to model's other hand when in idle pose

Ungrim Ironfist's armour piercing bonus from his Dragon Slayer ability will no longer clip into the Weapon strength text on the Unit Details panel

Steam from Gyrocopters will no longer change colour during Subterranean Battles


Vampire Counts

Blood Knights and Black Coach added to Raise Dead pool

Improvements made to tooltip text explaining Raise Dead feature in the Campaign

Rival Necromancer event now restricted to Vampire Counts

Blood Knights no longer clip through their mounts

Fixed an issue where seams were showing on Zombie units on low graphic settings

Fixed a bug where Mannfred was not given Unique Items after winning Quest Battles

Fixed a bug where the Necromancers leg would clip through his tunic during his death animation in battle


Empire

Fixed a bug where the Luminark of Hysh would take 3x the amount of damage as each entity on the model was taking damage from the same source

Empire halberd thrusting animations realigned


Battle
General

Fixed a bug where enemy units would remain hidden until around 10m away

Fixed an issue that prevented cumulative resistance caps applying, enabling some units to become immune to damage

Limited use items will now display the remaining duration whilst active in Battles

Updated the rallying Battle mechanic to require units to have more than 0 Leadership before they are able to rally

Fixed an exploit that would allow the player to use ranged attacks without expending any ammunition in Battles

Unit card health indicators will now display correctly when fighting battles with a very large amount of units

Fixed an issue where unit cards were not being deselected if the player moves the mouse off of them whilst the unit is taking damage

Fixed a bug where explosion damage was not being applied to all entities

Camera mode now uses standard camera setting when loading in to campaign quest battles

Default deployment zone sizes adjusted for custom battles

Defenders in Ambush Battles will no longer briefly see the terrain and enemy army before the screen blacks out

Improved Battle AI behaviour when the entire opposed army consists of a single Lord


UI

UI scaling slider now available in options to support high-resolution (e.g. 4K) displays

Units with magical or flaming ranged attacks (such as Irondrakes or Flame Cannons) will now have this property displayed on their Unit Info panel

Battle tooltips will no longer flicker when refreshing abilities are being applied, for example Chaos Warhound's Poison! debuff

Pressing the ESC key whilst in Cinematic mode will now exit Cinematic mode

Updated the UI when spectating/watching a replay to no longer display unnecessary UI elements

Unit markers in battle (e.g. when dragging formations) are now visible on top of passable shallow water

Improved text for objectives during several Quest Battles


Abilities/Spells

Spell casters in Siege Battles will no longer attempt to use projectile spells on units if their line of sight is blocked by walls or gates

Changed Direct Damage spell damage-chance to factor in duration and frequency

Fixed an exploit in Battles that allowed the player to cast multiple magic missile spells without having enough available mana

Spell miscast chance now working accurately


Improved some of the targeting visualisation / effects for unit abilities in battle

Improved targeting UI for several spells

Rebalanced several upgraded spells that could potentially kill Lords in one or two casts

Blasting Charge VFX will no longer float in mid-air when attacking Giants with them

Upgraded Soulblight now has the increased effect duration applied

Standard variant of Wind Blast spell will no longer do more damage than the upgraded variant

Tweaked effects of upgraded version of Transmutation of Lead


Maps

Updated Burial Mound of Grudsnik map to fix an issue with inaccessible terrain.

Collision areas cleaned on Karak Ungor

Snow effects will now play at the maximum camera height on snowy battlefields.

Stretched textures fixed on Crooked Fang Fort

In the quest battle 'Armour of Morkar' terrain in outfield now longer has a slight gap

Improved the height map on several maps to fix rare terrain issues, e.g. Mount Gunbad


Siege

Some characters and units now have a 'Siege Attacker' trait. Armies containing such characters and units may attack a city immediately without building siege equipment. The following all bear this trait:

    Kholek Suneater
    Lord of Change
    Dragon Ogre Shaggoth
    Gorebull
    Cygor
    Minotaurs (all variants)
    Bretonnian Field Trebuchet
    Hellcannon
    Giants (all variants)
    Cannon
    Flame Cannon
    Grudge Thrower
    Organ Gun
    Great Cannon
    Helblaster Volley gun
    Helstorm Rocket Battery
    Mortar
    Luminark of Hysh
    Steam Tank
    Doom Diver Catapult
    Goblin Rock Lobber
    Arachnarok Spider
    Varghulf 


Fixed a bug where a unit carrying a battering ram would stop for a long time before engaging the gate 

Improvements to sieging AI army with artillery heavy composition

Units that allow the armies to start a Siege Battle during Campaign without siege equipment now have the 'Siege Attacker' unit ability

Siege battles at Dietershafen will no longer display 'The Threat from the North' on the pre-battle loading screen.

Siege equipment now has camera collision across all factions

Lords now no longer occasionally fall through the ladder and die after climbing to the top of it

Fixed a bug where Vanguard units who started a battle mounted in siege equipment lost their Vanguard UI icon

Fixed a rare issue that could cause garrison armies to not appear during Siege Battles

Fixed an issue that would cause garrisons to appear as reinforcements during Siege or sally out Battles


Campaign
General

Diplomacy statistics now update correctly upon faction death and re-emergence

'Hinder Settlement' objectives now abort correctly when the target settlement has been razed

Capturing cities of your race type containing prebuilt buildings which unlock legendary lords for recruitment now enables their recruitment

Fixed an issue that would cause the Autoresolver to always treat the player as the attacker in Battles, even if they are the defender

Attitudes between factions will now be displayed correctly on the Campaign Tactical Overview map when using the Attitude filter

Reinforcements in The Eye of Sheerian Quest Battle will no longer appear immediately after starting the battle

Fixed an issue where turns until population surplus would calculate incorrectly if growth is negative

Fixed an issue that would cause rebellions to not trigger despite the player having enough negative public order to reach -100 on the next turn

Horde factions that have been wiped out now have a cooldown period before they can respawn

Fixed a bug where a garrisoned Greenskin army could be incorrectly selected and moved

Achievement 'Jack of All Trades, Master of Some' now triggers correctly

Confederation cooldown period now prevents Confederation effectively


UI

Loading screens will now correctly display if the player launches the game via the Continue Campaign button on the Launcher

Fixed an issue where overlapping settlement and army banners would cause the settlement names to appear incorrectly

Fixed tooltip incorrectly stating building is damaged

'XP Gained' messages should no longer appear for max-level characters

Recruit hero tooltips now explain which building can be built to increase hero capacity

User no longer gets the blood UI layout for the blood events even when he has the blood effects deactivated

War coordination system will now deselect correctly if the player opens up another panel whilst choosing a target

Raze Settlement UI now displays correctly

Ruined settlements are now named correctly in event panels which reference them

Fixed an issue with flickering icons for embedded Heroes when panning the camera on the Campaign map

Fixed a bug which occasionally caused the stance button / UI icon to disappear on the campaign map when transitioning from sea to land

Settlement nameplates will now display correctly on the campaign map when using Eyefinity

Fixed an issue with overlapping post-Battle UI popups when attacking Chaos


AI

Improved the Campaign AI to make it less inclined to send armies an extremely long distance away to attack hostile hordes.

Fixed bug where rebels would successfully attack a settlement and neither capture nor raze it


Multiplayer
Campaign

Difficulty setting can no longer be changed during the lobby when resuming a Multiplayer Campaign from a save

Fixed a bug where players would be unable to load Multiplayer Campaign saves if both players were in different languages

Fixed a crash that could occur in Multiplayer Campaign if a player assassinates a character whilst the other player has that character's details panel open

Fixed a Multiplayer Campaign battle issue where the player would not have control of units summoned by spells if another player was spectating the battle

Fixed a rare desync that could occur during replays from Multiplayer Campaign Battles

Fixed a softlock in cooperative Multiplayer Campaigns where one player could declare war on another other player's Waaagh armies

Fixed an issue in MP campaign where the share control option appears as white square

Fixed an issue that allowed players to play as AI during a co-op Multiplayer Campaign

Pre-battle screens during Multiplayer Campaigns will now correctly display a timer if an army is attacked multiple times in the same turn


Battle

Unit abilities, spells and items can now be added/subtracted for lords and heroes in custom and multiplayer battles. This allows the player to experience more expansive key characters for high micro-management, skew their role in battle by selecting certain complimentary actives/passives or create more lean characters with low micro-management for alternative army-wide tactics.

Each character has a base cost, which includes inherent attributes, but not abilities, spell and items.

When an ability, spell or item is added, the cost of the character increases

There is a slight decay in cost of abilities when added, taking into account that the player can only cast/interact with one ability at a time.

Legendary lords are given relevant quest battle reward items, allowing the player to experience a taste of what can be won in their campaign play-through.

Magical characters are given a selection of single-use scrolls and non-magical characters a selection of single-use potions.


Multiplayer Quick Battle lobby will now display the correct tooltip on the Start Battle/Ready button

Multiplayer Quick Battles will no longer automatically queue for a new match on the post-battle results screen

Multiplayer Quick Battles will now always use Large unit size

Fixed a rare softlock that could occur in Multiplayer lobbies if a player changes faction at the exact same time another player joins the lobby

Lords in Multiplayer Battles will now display the name of the Lord, and the name of the player in the tooltip

Multiplayer Battle loading screens will no longer show information about units from opponent's army

Multiplayer Battles will no longer display a message saying the AI is taking control if the Battle ends due to a player leaving.

Quick Battle lobby timer now resets back to 60 second when a player changes faction and clicks "Ready".


Technical

A variety of isolated crash instances have been fixed


DX12

Please note our DX12 implementation is still in beta, and investigations with issues are ongoing

Fixed a crash caused by changing graphics options when running in DX12 with Nvidia SLI

Nvidia DX12 performance improvements

Fixed flickering issue when running the game on Nvidia cards in DX12

DX12 now enabled on Nvidia 950m and 960m


Graphics

Multiple performance improvements for high-spec systems with Blood Effects enabled

Fix for missing shadows

Tree billboard scaling improved

Metal tint values tweaked to avoid armour appearing black on certain unit models

Fixed porthole for lord of change

Advanced Graphics option will now show how many GPUs are active when the player has a multi-GPU system

Fixed an issue with flickering graphics on the Campaign map when using an NVIDIA GTX 980 Ti

Giblets will no longer appear on the Low graphics preset with Blood Effects enabled

Wind of Death icon clarified in tooltip

Call of the Beastmen theme added

Water added to parchment maps for all campaigns


Audio

Chaos Marauder units are now using all their VO

Fixed a bug where some of the Advisor's audio was not played

Fixed a bug where Vampire lords were not playing VO

Fixed a bug where creating a garrison was triggering the wrong VO

Fixed an issue where the correct Chaos audio wasn't playing during the campaign


Other

Fixed an issue with the Game Guide that could occur when the window was resized to a very small window.

Communiteam have been further buffed against trolls and have a flame resistance when in threads

Updated the Game Guide and Help Pages to fix some links which were not displaying correctly.

Made multiple corrections to the Game Guide

Improved some Russian translations

Added money bag icons to make in-game purchasing easier. Buy it all, you know you want to!


Balancing
General

Charge defence mass bonus increased

Dwarf mass increased

All artillery units firing arc increased/improved

All artillery units Speed increased

All artillery units turn speed increased

Maximum of 4 Heroes in multiplayer battles

Lords & Heroes Cost reduction for multiplayer

Decrease to miscast explosion damage

Rebalance of unit abilities and upgraded abilities

Rebalance of winds of magic costs

Rebalance of combat potential for unit abilities and spells

Rebalance of effect area of some unit abilities and spells

Tweak to cinder charge explosion delay

Fixes for various context triggers and stat bugs for unit abilities and spells

Various updates to unit ability and spell bullet texts

Improved unit ability and spell targeting visuals and mechanics


Units
Dwarfs

Gyrocopter

- Gyrocopter Bomb damage increased


Gyrobomber

- Gyrobomber Bomb damage increased

- Increased Missile Damage

- Reduced recruitment cost

- Increased Health

- Increased Missile Damage

- Increased Armour-Piercing Missile Damage


Slayers

- Decreased Speed

- Decreased recruitment cost

- Increased Melee Defence

- Increased Health

- Increased Armour-Piercing Damage

- Decreased Weapon Damage.


Flame Cannon

- Reduced recruitment cost

- Increased range

- Firing arc fix allows for fire from behind infantry line

- Increased Armour-Piercing Damage

- Decreased Explosive Base Damage


Grudge Thrower

- Decreased recruitment cost

- Increased Accuracy


Irondrakes

- Decreased recruitment cost

- Increased acceleration

- Increased firing arc

- Increased turn speed

- Increased reload speed


Quarrellers (Great Weapons)

- Reduced recruitment cost


Warriors of Chaos

Archaon

- Reduced recruitment cost


Chosen

- Increased Melee Defence

- Increased HP

- Increased Melee Attack


Chosen (Great Weapons)

- Increased Weapon Damage

- Increased Armour-Piercing Damage

- Increased Melee Attack


Dragon Ogres

- Increased Health

- Decreased Melee Attack

- Increased Melee Defence

- Weapon Strength includes Anti-Large Damage.

- Reduced Armour-Piercing Damage


Kholek

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus


Dragon Ogre Shaggoth

- Decreased Weapon Strength

- Weapon Strength includes Anti-Large Damage.

- Decreased Charge Bonus

- Decreased recruitment cost


Chaos Knights

- Increased Melee Defence


Empire

Demigryph Knights (Halberds)

- Decreased Armour-Piercing Damage

- Decreased Bonus versus large


General of the Empire

- Decreased Health whilst on Griffon

- Increased recruitment cost for Griffon


Steam Tank

- Decreased Speed

- Decreased Steam Gun ammunition


Helblaster Volley Gun

- Increased Range

- Decreased recruitment cost


Helstorm Rocket Battery

- Increased Range

- Decreased Accuracy

- Decreased Reload Speed

- Decreased Cost


Greenskins

Rock Lobber

- Increased Range


Doom Diver Catapult

- Increased recruitment cost


Night Goblins (All)

- Increased Leadership


Trolls

- Increased Leadership


Savage Orc Big Uns

- Decreased recruitment cost


Savage Orc Boar Boyz

- Decreased recruitment cost


Orc Warboss

- Decreased recruitment cost for Wyvern mount.


Black Orcs

- Increased Cost


Arachnarok

- Decreased Armour-Piercing Damage

Goblin Big Boss

- All mount options have the Encourage ability


Vampire Counts

Blood Knights

- Speed decreased


Mannfred von Carstein

- Increased all mounts recruitment costs


Grave Guard (Great Weapons)

- Increased recruitment cost


Brettonia

Grail Knights

- Increased Melee Defence


Trebuchet

- Increased Range

Steam: 1

 Total War: WARHAMMER – Update 1

Update 1 is designed to add polish, increase stability, tweak AI behaviour, address some known gameplay issues and redress balance in a number of areas. This is the first in a number of updates, which means you may not see some changes you were expecting. For example, while multiplayer has seen some attention in this update, it’s in line for more focussed improvement, additional features and rebalancing in an upcoming update. Many of these changes are in testing right now, and as long-term stability and balance are of principle importance to us all, we don’t want to rush the process.


Our beta DX12 implementation is also live in the game with Update 1. You can find information on it, a list of currently compatible GPUs and what you can expect when running the game in DX12 in the wiki link here:

http://wiki.totalwar.com/w/Total_War_WARHAMMER_DirectX_12_System_Requirements

We have added a list of known issues with DX12 at the end of this page.


Blood Knights

Update 1 also introduces our first FreeLC content: the Blood Knights shock cavalry for the Vampire Counts.

Once the order of The Knights of The Blood Dragon, these noble warriors were dominated and given The Blood Kiss by the vampire Walach of the Harkon family. In undeath, their skill is no less potent: they are among the most powerful cavalry in The Old World.

Tier 5 Shock Cavalry, Blood Knights are recruitable from the Vampire’s Keep building (along with the Black Coach). Heavily armoured and shielded with a high Charge Bonus, they smash into infantry with ease, and with the Anti Large ability, they are apt to take on larger foes. They also have the Frenzy ability, meaning they deal more damage as long as their leadership is high. Blood Knights can also be directly improved with two technologies: Turning Knightly Orders (bonuses to Melee Attack, Melee Defence and Charge Bonus), and Delusions of Grandeur (Upkeep and Recruitment Cost reductions).


Heroes balance changes

AI-controlled Heroes now receive half the amount of XP that the player would following an action.

Reduced AI-controlled Hero success chance on Easy and Normal difficulties.

Rebalanced traits and followers that could affect Hero action success chance.

Hero actions that damage the entire target army cause significantly less damage.


Spell, ability and effect changes

The effectiveness of Direct Damage spells (eg Spirit Leech) is now modified according to context, bringing them more in line with other spell types. Their damage output is now more variable as a result.

In multiplayer, all players will now begin battle with the same (but randomly determined) starting Winds of Magic.

Tweaks to hit-point regeneration and resurrection effects are tweaked to be more effective and have longer durations.

The Invocation of Nehek will now replenish the maximum HP of entities revived by it.

The Frenzy ability will no longer target allies in range.

Improvements to vortex/building interactions.

Movement/charge speed abilities now have longer durations.

Mad Cap Mushrooms now has the correct miscast effect.

Update to lightning so it now damages buildings.

Solheim’s Bolt of Illumination (fired by Luminark of Hysh) is now stronger and better against moving targets.

Satchel charges should no longer explode in the air.

Updated the Chaos Lord abilities and rebalanced the initial recharge of their abilities.

Manual aim (ALT) of spawn abilities such as Raise Dead now previews proxies in the correct place on the ground.

Added a target arrow to show the range of spawn abilities such as Raise Dead.

Fixed an issue with inconsistent firing arcs for magic on walls during Siege Battles.

Fixed the target arc location/orientation for area-of-effect spells on the battlefield.

Friendly AI present on the battlefield will now no longer assume control of units that the player has spawned with abilities such as Raise Dead.


Units: first balance pass
Bretonnia

Grail Knights: +Hitpoints, + Charge Bonus, -Damage, +AP Damage

Louen Leoncoeur on Beaquis: +Melee Attack

Trebuchet: smaller hitbox vs projectiles

Men-At-Arms, Spearmen-At-Arms: –Armour


Chaos Warriors

Chariots: –cost

Chaos Spawn: smaller hitbox vs projectiles

Chosen (all): +Armour

Chosen with Halberd +Bonus vs Large

Dragon: +Armour, +Hitpoints, +Melee Attack

Dragon Ogres: +Melee Defence, +Damage, +Missile Resistance

Forsaken: –Armour, -Melee Attack, -Melee Defence, -Damage, +Speed, +Charge Bonus

Hellcannon: rebalanced projectile properties for greater effectiveness

Knights (all): +Hitpoints, +Melee Defence, +Charge Bonus

Knights with Lances: -Damage, +AP Damage

Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy

Sigvald now has the Strider ability

Sorcerer Lords: +Damage, +Leadership

Sorcerer Lord with Lore of Death: –Cost

Trolls (all): +Damage

Warhounds: +Speed


Dwarfs

Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row

Gyrocopter, Gyrobomber: +Mass, tweaks to chance of playing hit reaction animation, tweaks to projectiles that result in slight accuracy increase

Irondrakes with Trollhammer Torpedoes: +Damage

Miners with Blasting Charges: –Projectile Damage

Organ Gun: +Penetration (now penetrates Troll-sized enemies too)

Slayers: lower chance of getting knocked down by splash attacks


Empire

Empire Knights, Reiksguard: +Charge Bonus

Helblaster Volley Gun: +Penetration (now penetrates cavalry-sized enemies too)

Demigryph Knights: (all) +Cost, +Damage, -AP Damage, -Speed

Griffon: –Speed

Steam Tank: –Speed


Greenskins

Goblin Big Boss: +Damage, +Melee Attack, +Melee Defence, -Cost

Trolls: +Damage, smaller hitbox vs projectiles

Wolf Chariot: +Hitpoints, +Melee Attack, +Charge Bonus

Goblin bow units: –Damage

Forest Goblin Spider Riders (all): –Hitpoints, -AP Damage

Savage Orcs (all): –Leadership, -Melee Attack, -Charge Bonus


Vampire Counts

Banshee now has Terror

Black Coach: +Melee Defence, +Armour, +Attack Speed

Black Knights (all): +Charge Bonus

Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance

Crypt Horrors: –Speed, -Damage, -Armour

Terrorgheist: –Speed


Battle AI

Improved the Siege AI's unit selection when deciding to attack city gates so that missile-heavy AI armies can have a better chance at being successful.

Siege AI will now attempt to assault the gates even if they only have missile units.

Increased the width of the walls the Siege AI will attempt to defend.

Improved the AI's positioning on walls when defending during siege battles.

When the Battle AI decides to switch from defence to attack, it will fully commit instead of sometimes trying to pull back and defend again.

Fixed an issue that sometimes prevented the attacking Siege AI’s flying units from engaging.

Fixed an issue that could cause the defending Battle AI to unnecessarily move a few meters forward at the start of battle.

Updated the Vampire Counts army templates for the AI to improve army quality.


Campaign AI

Increased war co-ordination attack priority in Campaign, to help make allied AI factions respond more readily to war targets/war co-ordination.

Diplomatic treacheries now have a bigger impact on the player's reliability rating, and the AI remembers them for a longer period of time.

Campaign AI is now less likely to offer money and more likely to sign more alliances.

Campaign AI is now a bit more cautious with intercepting enemy armies.

AI is now less inclined to start chasing the Chaos player around the Campaign map.

Increased the chance of Chaos recruiting when they are in the position to do so, when controlled by the AI.

Changed late game (‘Age of Peace’) AI behaviour, to make AI factions more aggressive and unreliable. As a result they are more likely to return to the pre-Chaos status quo, breaking treaties and turning against one another. Also increased the Great Power penalty at this stage of the game.


Multiplayer and MP Campaign

Unit rebalancing across all races (see Unit Rebalancing By Race).

Added 5 new Multiplayer maps: Alpine Ridge, Crossroads, Heorot Ridge, Peak Pass and Blue Reach River.

Fixed an issue in Quick Battle mode where players click Start Battle and change factions very quickly, leading to mixed up units and factions.

When playing a co-operative Multiplayer Campaign, if a player has a Waaagh! Army, their co-operative ally can no longer target their Waaagh! and attack it.

Fixed a Multiplayer Campaign Progression Blocker which occurred if a Greenskins player had a WAAAGH! When the Chaos Invasion triggered, and made their End Turn button permanently greyed out.

The player list will now display correctly in the Chat window when opened in the front end.

Players with Team Merging unselected in Quick Battle mode will no longer be merged into teams.

A tool-tip which erroneously displayed "AI Player" when any player hovered the mouse over a human player in a LAN Multiplayer Battle Lobby has been corrected.

Added a tool-tip to the blue map marker (telestration) on the Tactical Map during Multiplayer Battles.

Fix for MPC issues where multiple "allied attacked" prompts would appear simultaneously, causing progression to be blocked for the player.

Fixed some cases where the player could move the camera in Multiplayer Campaign mode, when they weren't supposed to be able to.


'Campaign - general

Autoresolver now deals less damage to high quality units (e.g. Slayers) in standard battle situations and deals more to low quality units.

Subculture targeting missions are now always cancelled when the targeted subculture is destroyed.

Diplomatic attitudes will no longer change by opening and closing the diplomacy menu.

Displayed diplomatic attitude updated to more accurately reflect the AI's attitude.

Changing diplomatic relations should now trend towards the target attitude much faster.

Fixed a bug during diplomacy involving the AI breaking military access with the player.

Fixed a bug during diplomacy offers where all options would remain greyed out, blocking the player’s progression.

Added a warning when the player tries to switch stance while the army has pending recruitments.

Fixed an issue that caused the units in the unit exchange panel to have the wrong size.

Fixed an issue that caused some mission objectives to wrongly display player's faction.

Details of candidates will now be displayed when recruiting new agents or lords.

Removed the ‘Zoom to Location’ icon from followers that have been attained but are not attached to a character.

Dragging the scroll bar to the end of the victory screen will no longer return it to the start of the bar.

Fixed an issue that caused some locked actions in the Agent Info Panel to be displayed in the wrong order with the wrong tooltip.

Fixed an issue sometimes causing the missions and events radar panel to overlap in Campaign.

Fixed an issue that caused the units panel to not refresh when equipped ancillaries changed.

Improved legibility of event text.

When joining a war through diplomacy, the player’s Greenskin Waaagh! faction will now also join the war.

Fixed character scaling on the pre-battle screen in campaign when an army is attacked while sieging.

War co-ordination targets are now removed when a military ally is no longer at war with the target

Fixed a bug where after one Greenskin Tribe confederated with another which had a WAAAGH! Army, the WAAAGH! Army would stay loyal to the original tribe (which no longer existed).

When a lord is wounded, the banners they own are now removed from the units they are assigned to.

God-rays indicating the war target of an opposing army on the campaign map are now hidden when attacking that army and entering the pre-battle screen.

Skills that increase Hitpoints such as The Scarred Vetaran are now maintained after the Lord with the skills is injured in battle then re-recruited.

Tweaked the lighting on the advisor portholes.

Fixed an issue with glowing Marienburg flags.

Fixed an issue with flag ownership for the Greenskins.

Campaign difficulty text when "hard" or higher is now coloured red.

Reduced Great Power penalty for late game Campaign AI personalities (except on Very Hard and Legendary difficulties)

Improved the Specular and Gloss levels on the Campaign Terrain in the Badlands.

Building upgrades are now correctly cancelled after a settlement is sacked and the primary slot is downgraded.

Improved the lighting / climate transition when the player passes the camera over the Gianthome Mountains in the northeast of the Campaign map.

Fixed a missing lake under the shroud south of Helmgart/Montfort on the Campaign Map.

Increased the visual fidelity of the dragon bones and the props around the Greenskin settlements on the campaign map.

Mork is now considerably Morkier.

Fixed some stretched and misaligned textures on the Campaign map.

Improved the coastal shadows from cliffs on the Campaign map.

Fixed an untextured coastal edge on the Campaign map.

Fixed an issue where Chaos Chariots and Gorebeast Chariots were receiving too much upkeep reduction under certain circumstances and weren't affected by certain technologies.

The Nuln unique building for artillery recruitment (Nuln Cannon Foundry/Nuln Artillery School/Special Forges) will now impart an experience bonus when artillery is recruited from the global pool.

Fixed some flickering around the edges of lava streams near the two large volcanoes in the southern part of the Campaign map, which appeared for some users.

Improved the shroud in the top edge of the Grand Campaign Map, to hide the crenellated edge of the Chaos Wastes area.

Made the Teleport button on Quest Battle Notifications clearer to the player.

Fixed an issue with the Jack of All Trades, Master of Some achievement not triggering correctly.

The Gatebreaker achievement will no longer be unlocked during the vampire prelude battle as the Varghulf attacks the gate.

Fixed the Grafs of The Empire achievement, which incorrectly unlocked when completing a Quest Battle with no heroes.

Updated the Skull Staff objectives when playing as Vampires, so the third objective is no longer already complete as a result of the second.

Bonus chapter objectives that require the player to construct a specific building will now also allow a higher level of that building to complete the objective.

Completing the first quest battles will no longer complete the bonus chapter objective to complete a quest chain.

Any item that grants attribute Enables Terror now also grants Enables Fear.

Character experience is no longer awarded for sacking a settlement.

Added tooltips to treaty icons above Heroes.

Colour coded Vigour state text on unit tooltips in battle.

AI-controlled Chaos Warriors race will no longer be able to offer or accept peace once war has been declared.

Fixed a rare case of seeing a Horde Infighting effect when using a Hero to target a horde army.

Vampiric Corruption payload that has negative effects on the player now has red text instead of green (except when the Vampire Counts faction is a human player).

Dwarfs are much less likely to get the Likes Greenskins trait, and the trait will never trigger on Dwarf faction leaders.

Fixed a rare case where a random magic item would be awarded when completing a quest battle that was underground.

A large number of followers used by human factions have had their effects tweaked, along with the chance of them dropping and the triggers that cause them to drop.

While playing as Chaos Warriors as either Kholek or Sigvald, the text for unlocking Archaon has been corrected.

Slayers now take 1 turn to recruit, rather than 2.

Fixed a script error in the Prelude triggered when the player skipped over FMV and cutscene very quickly via the [ESC] key.

Added a new random incident that may respawn the Savage Orc Skull-takerz or Top Knotz tribes if they are destroyed.

Norscans now correctly suffer attrition when standing in areas of high Vampiric corruption.

Fixed a case where the previous/next armies buttons on the recruit Lord/Hero panel would read "province" when playing as Chaos.

Reduced the number of factions the player needs to be at war with to complete the chapter objectives in the Vampires and Chaos campaigns.

Corrected some male traits (using male pronouns) applying to female characters.

Added in-line images to many tooltips that were missing them.

Clarified some text to say that some tier 1 and 2 buildings can only be constructed in a province capital and not in a minor settlement upgraded to tier 3.

Followers will no longer be lost after a certain number of turns.

Arcane items are now available to all subcultures except Dwarfs so shouldn't be able to be stolen by them.

Negative or neutral innate traits are now less likely to appear when recruiting a new Lord or Hero.

Fixed a rare case where a grudge would be issued against the player's own faction.

Fixed a rare case where Bjornling navies may spawn in inaccessible areas during the Chaos Invasion event.

At the point Heroes are spawned through random events or mission rewards, they will have full movement range.

Fixed a mismatch between the 3D and 2D portraits for some Norsca characters.

Fixed a rare case where one of Azhag the Slaughterer's quests would ask the player to raid the player's own territory.

The Stand or Die ability now replaces the Rally ability when unlocked via Chaos Lord skill trees.

Fixed a rare case where the Immortulz banner may be issued as a mission reward.

Fixed a progression blocker where the End Turn button became greyed out if the player was allied with one of the factions Chaos started at war with during the Chaos Invasion.

Event messages in which a faction has joined a war against you now instantly open.

Fixed a rare case where one of Heinrich Kemmler's quests would ask the player to raid the player's own territory.

Fixed the Defiler of Ancient Barrows technology not applying the upkeep reduction to Skeleton Infantry.

The Chaos Sorcerer Hero action ‘Damage Buildings’ now correctly damages buildings in the target settlement.

Random incidents that reduce the player's treasury will no longer trigger if they would result in bankrupting the player.

Fixed a rare case where a mission would be issued to capture a Norsca-owned settlement.

Reduced the rank requirement of the grudge to rank up a Master Engineer from 15 to 10.

Rivers now blend into the sea better on Campaign maps.

Manfred von Carstein is now granted the Swarm of Flies ability by the Zombie Dragon mount.

Rebalanced some common leader abilities that are unlocked in Hero/Lord skill trees.

Fixed a dwarf statue prop on the campaign map, so it no longer pops in and out when the camera approaches/recedes.

Fixed a campaign pathfinding bug where it was possible to move multiple heroes simultaneously to the same location on the campaign map, and they'd get stuck in the same spot.

Increase in movement range is now more accurately depicted as increasing when enabling Forced March stance in Campaigns.

Fixed performance issue when selecting forces in Use Underway stance on the Campaign map.

Goblins are now more ticklish.

Greenskin factions can no longer be asked to break a military access agreement with their Waaagh! army.

Battles in the Chaos Wastes are now assigned a valid battle name.

Decline option for intercepting an ambush is now greyed out.

The Pre-battle options Spectate and Fight as AI are now greyed out when other player has decided to auto-resolve.

Disabled the [HOME] key during pre-battle, as it could move the camera out of underway pre-battle scenes.

Fixed attrition preview not showing on health bars of embedded agents.

Select next/previous character shortcuts (</>) now also include embedded agents while in character details so the player can cycle through all owned characters.

Fixed an issue where if an embedded agent was selected, selecting the army again on the campaign map wouldn't reselect the general/army, which could lead to accidentally moving the agent out of army.

The faction screen/spell browser is now closed when playing fullscreen movie to fix movie playback issues.

The Diplomacy screen will no longer display incorrectly when there are no opposing factions surviving.

The Item in Transit icon on the Character Porthole will now update / refresh more regularly along with the Character Details panel.

Communiteam will now have immunity to all Trolls

Fix for autosave occurring between a chapter objective being completed and new chapter objective being issued on Legendary Campaign. This fix will only affect new save games.

Damaged Buildings advisor message will no longer trigger during the AI turn cycle.

Fixed some white squares appearing on the textures of the Dwarf starting area on

the Campaign map.

Fixed some stretched and misaligned textures on the Campaign map.
Battle – general

Fixed a bug where garrison reinforcements for the defender were not being deployed at the beginning of a siege battle.

Improved audio while placing the camera over or into holes in the battlefield (e.g. environment and wind audio will not cut out).

Fixed a bug where AI reinforcement armies deployed at the beginning of a battle were controllable by the player.

Orc Boar Boy Big 'Uns will no longer raise their arms as if they have a shield when taking projectile fire.

Fixed an issue with the Vampire Bat Cage projectiles from Siege Towers.

Fixed some gaps/holes in battle outfields.

Improved the trees in Bloodpine Woods map on low graphics settings.

The Savage Orc Boar Boy Big 'Uns weapon will no longer dethatch from their left hand while they are attacking with their right.

Improved combat/melee animation for Outriders.

Improved animation on Black Orc attacks.

Fixed an issue where the wrong number of crewmen were being passed from the battle to the campaign, causing erroneously huge loot amounts.

Fixed an issue where reinforcements were not coming into battle when there is more than one reinforcing Waaagh! Army.

Fixed an issue where some units retreating from Battle would only have 1 HP upon returning to Campaign.

Adjusted the position that reinforcements enter in underway battles

Added audio to the Bretonnian Siege Towers with spinning spiked rollers.

Fixed some porthole images for Forsaken, Dragon Ogres and Shaggoths, which appeared too red.

Shadows are now more accurately rendered when moving the camera quickly in snow battles and zooming with the [N] key.

Fixed a bug where the rotation of reinforcement armies was not correct when playing a replay, as the approach angle of the primary army was not being saved.

Fixed the terrain in battles near Misty Mountains and Karak Kadrin, so units do not stand under the ground.

Lords will no longer use incorrect vocalisations when their army is destroyed.

Fixed a bug during battles where “Withdraw” voiceover played from the unit that was currently selected, even if they were not the unit that was withdrawing.

Units may now taunt and cheer during Quest Battle speeches.

Bretonnian unit vocalisation will now be more accurate regarding the weapons the units are using.

Single creatures may now shriek when swooping in to attack enemy land units.

Fixed battle results screen to show kills for large armies.

Corrected the Vampire character portrait ahead of the Chaos Tomb Blade quest battle.

When a Steam Tank is destroyed in battle, the turret no longer remains.

Improved how decals smear over props on the battlefield.

Reduced the visible popping between the Chaos Encampment tower LoDs.

Improved/reduced how often individual units taunt while marching, as it sounded too frequent, especially when marching a large army towards an objective.

Fixed an issue that sometimes prevented AI-controlled missile units from firing when they should.

AI-controlled artillery crews will no longer stand idle if they had abandoned their equipment and their equipment is out of ammunition.

Fixed an issue where unit card status icons would disappear on some cards when fighting with large armies.

Fixed a Battle UI issue, where dragging a card from a locked group to an unlocked group didn't correctly remove unit from the battle group. So when the locked group’s formation is dragged out or moved on the battlefield, the unit that was moved into the unlocked group is also moved with the locked group that it was previously in.

You’ve come so far. Don’t give up now!

Fixed incorrect calculation of 'other income' on finance details panel.

Reinforcements with Unbreakable attribute will no longer enter a battle with 0 morale.

Crossroads map has now been made flat.

Tweaked deployment zones and army setups for Kholek's Starcrusher Quest Battle.

At the start of the Starcrusher Quest Battle, the Greenskins will no longer flee.

Improved the precision of fort perimeters in battle, so the game can more accurately judge if flying creatures are within the fort.

Tweaked the AI army to Increase the difficulty of the Armour of Morkar Quest Battle.

Fixed some gatehouse wall sections to prevent units getting stuck between two sections of destroyed walls.

Gork is now appreciably Gorkier.

Fixed an issue with reinforcements during the Axe of Dargo Quest battle.

Fixed a bug where the attacker and defender were deployed in the wrong positions in Black Crag sally-out battles.

Fixed a bug with hard collision breaking the navigation.

Fixed some dark areas in the Thundering Falls Quest Battle map which didn't interact well with the Screen Space Reflections graphics option.

Fixed a bug where the Greenskin Gatehouse wasn't always opened during the prelude battle, at the point the player gains control of all units.

Fixed an issue during the Greenskins prelude battle where the Gatehouse would sometimes not be destroyed before the player gained control of units.

Long shadows on battlefields are now displayed better.

Improved Thorgrim's celebration animation on the Campaign map after winning a battle

Improved Thorgrim's death animation on the Campaign map.

Bretonnian Peasant Bowmen swords will no longer float next to their hands when performing a stab animation.

Prevented the Chaos Sorcerer’s cape from clipping through their horse on the Campaign map.

Improved Greatswords overhead attach animations.


Technical

Fixed a number of rare crashes and memory leaks during campaign and battle.

Improved AMD Eyefinity support

Numerous minor typo and text-display issues found and fixed

Loading the debug camera by changing the default_battle_camera_type and default_campaign_camera_type to 2 in the preference.script has been disabled, as it was causing crashes.

Fixed an issue with Korean font rendering, which made characters shift around and flicker.

Fix for transparent trees with MSAA turned on.

The R7 M260 card will now display the correct Video Memory in the Advanced Graphics options.

MSAA will no longer expose flat planes around the edges of battlefield vegetation.

Fixed some buildings not opening in the Building Browser and Game Guide.

Fixed an issue that could cause Unit Cards to become blurry when mouseing over them in the Building Browser.

Fixed an issue where couldn't mouse over unit info panel on building browser card if info panel was on the right of the card.

Fixed an issue where players could open chat with the shortcut key while the button is inaccessible (which caused a renderings issue when opening the chat while in spell browser was already open).

On the Character Details panel UI lock-up bug fixed.

Fixed a bug where tool-tips on the Game Guide were not being updated after moving the mouse off the link that made the tool-tip appear.

Fixed the link to the Game Guide from the Recruit Lord panel in Campaign modes.

Game Guide now scales better when the user changes the games resolution in windowed mode.

Fixed right-clicks in the Game Guide not taking the player to correct page in non-English languages.

Corrected some Empire building technology unlocks in the Game Guide.

Global recruitment options will now highlight when the cursor is hovered over help page term.

Fixed a bug with hard collision breaking the navigation.

Fixed some dark areas in the Thundering Falls Quest Battle map which didn't interact well with the Screen Space Reflections graphics option.


Known DX12 issues

Crash on startup on AMD R7 200 series GPUs.

Shadow flickering on some maps in very large army scenarios on R9 Fury and 300 series cards

The game will stop updating on-screen when switching between Fullscreen-Windowed mode on HD7800

When Multi-Sample Anti-aliasing (MSAA) is enabled on some AMD R9 300 series cards, some models may exhibit a wireframe like appearance when close to the camera

Nvidia GTX 900 series GPUs may experience occasional shadow flickering with Multi-Sample Aliasing enabled

Steam: 2016-05-24

We’ve had tens of thousands of people playing already, but we know some players had some early-doors issues when the game went live, due in part to a bit of unexpected server load and the way the game handles that. This was causing the game to hang too long on start-up and the multiplayer server list to become unresponsive.

We’ve just updated the Steam build with a hotfix to solve these issues, so we recommend you save your game, quit to desktop, and restart Steam to start the hotfix download. Check the entry for Total War: WARHAMMER in your Steam Library upon restarting – you should see a super-quick download happening (it’s only around 100Mb!). If this doesn’t happen of its own accord, you can force the download by right-clicking Total War: WARHAMMER in your Steam Library, and click properties->Local Files->Verify integrity of game cache.

Once you’ve got the hotfix, and if you want to play multiplayer, any games you see listed in red are being hosted by people who don’t yet have the hotfix, and you’ll be unable to join them. Look for listings with black text.

Thanks for bearing with us – and if you read this and haven’t yet fired up the game, you can ignore it all!

Happy WAAAGH! day,

-CA

References


Total War: Warhammer

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Main page | Downloadable content | Changelog


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