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Warhammer Total War: Warhammer 2

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,203
Oops, didn't know you can replace your lord on the fly like that.
 

A horse of course

Guest
Oops, didn't know you can replace your lord on the fly like that.

The AI also partially or completely ignores the wounded LL cooldown, so enjoy fighting lvl 40 Karl Franz every 2 turns when Ordertide hits.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,152
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Oops, didn't know you can replace your lord on the fly like that.

The AI also partially or completely ignores the wounded LL cooldown, so enjoy fighting lvl 40 Karl Franz every 2 turns when Ordertide hits.
I can't really find any documentation on how much it ignores, but it is my experience as well that my LLs will be out for 6-8 turns or so, whereas the ai usually bounces back in like 3.

I think the most obscene things they get is +4 global recruitment, and +3 local (on very hard). Lets them shit out stacks so fast.
 

A horse of course

Guest
Oops, didn't know you can replace your lord on the fly like that.

The AI also partially or completely ignores the wounded LL cooldown, so enjoy fighting lvl 40 Karl Franz every 2 turns when Ordertide hits.
I can't really find any documentation on how much it ignores, but it is my experience as well that my LLs will be out for 6-8 turns or so, whereas the ai usually bounces back in like 3.

I think the most obscene things they get is +4 global recruitment, and +3 local (on very hard). Lets them shit out stacks so fast.

https://steamcommunity.com/sharedfiles/filedetails/?id=1162403901

This isn't even everything the AI cheats at on Normal difficulty (there's a lot of scripted stuff like automatic artifacts, forced confederations, player-centric AI aggression etc.)
 
Joined
Jan 7, 2012
Messages
15,265
I can't really find any documentation on how much it ignores, but it is my experience as well that my LLs will be out for 6-8 turns or so, whereas the ai usually bounces back in like 3.

For the player I think its always 5 turns, including the turn they were killed on (so really it's more like 4). I doubt the AI needs a cheat on this considering how low it already is. And there are additional traits and abilities that lower the wound timer. Beating Vlad in a battle gives -4, so its quite possible Karl has that. Which is fucking useless for players compared to Isabella's permanent regeneration trait, but I can see how an AI Karl with both would be hell to deal with.
 
Last edited:

Citizen

Guest
Also Ariel looks fucking ugly. I bet Tom Parker made her.

Well her model is not exactly attractive either ...
cjqlwj8sbe6y.jpg


And yes, Alarielle tabletop model was pretty on the ugly side even if later models improved but Ariel even in illustrations never been someone you can all pretty.

Same energy
images
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
So the patch will arrive at the same day as the dlc?

CA have a policy of only attaching patches (not hotfixes) to DLC/FLC drops. Because...uhh....fuck it I'm not scouring r*ddit for their justification. They're just lazy cunts.
Well they usually do make bugfixes to the game during DLC releases. Then, depending on the severity of the new bugs introduced by the new updates/DLCs/FLCs, they sometimes hurry and do an out of release window bugfix. It usually takes them only a couple of months and sometimes those bugfixes are actually just beta branches, coz fuck doing proper QA I guess :negative:.


Their motivation for doing so few patches to the game AFAIR is that their patching system somehow requires steam to pretty much re-download the whole game to update it. I think they said making patches that require you to download a couple of hundreds of MBs each time would accumulate over time and the game would balloon out of size. They prefer to make us redownload ~50GB so the game can get around 100MB of new data. When I only had a smaller SSD I usually just uninstalled TWWH2 and installed it again since I didn't have the space required for steam to work its dark magic.
So yeah, either lazy or stupid.
 

thesheeep

Arcane
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Mar 16, 2007
Messages
10,098
Location
Tampere, Finland
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Aside from that its basically impossible to predict what build skaven will run with.
Which is a great thing, IMO.
Just wish that would apply to way more factions than it does.

Well if applied to all the factions then there would hardly be a point to having all the factions if they can all do everything.
Nobody says all have to be able to do everything. Just enough possibilities to not be able to predict what build you're going to face.
e.g. You can do a lot with Vampire Counts, but you can be reasonably certain they won't field a ranged-heavy army :lol:

In comparison, with Vampire Coast you can field a ranged-heavy army. And that's it - the only question becomes if it's gonna be artillery or guns (yes, I know, artillery sucks in MP but in theory, you could).
All their non-ranged units are rather terrible, especially the higher-tier ones.
It's a no-brainer to come up with an army that can deal with yarr pirate mateys.

And who gets more options? Skaven, who were already able to build all kinds of armies.
And Wood Elves, who did admittedly lack options so that's good.
 
Last edited:

A horse of course

Guest
Here's the first parts of the three new LL campaigns via an e-shill:


 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Moulder and the Sisters of Twilight are part of the DLC. The free stuff is Drycha and only if you have the WH1 WE DLC.
 

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,203
Turn 100 and after playing whack a mole with constant rebellions and empire lords capturing minor settlements with 20/20 armies made in two turns... I finally eliminated them. Everything from Kislev to Marienburg is mine. And while Thorgrim was busy sending stacks into my territory he got rekt by Grimgor from behind and is also no more.

There's just one problem now. I am at war with nobody (except chaos) and I still need 5 major settlements for short victory. To the south it's all Grimgor, who is number 1 in strength and owns around 60 settlements. To the north it's Naggaroth who eliminated the norscans. He has 40 settlements and is in military alliance with Morathi who also has 40 settlements. Going into war with 1 of them would be a giant slog, and the other could backstab me. Idk how to proceed.
 
Joined
Jan 7, 2012
Messages
15,265
Did you ally with the high elves/wood elves/brettonia and other people who aren't dicks? Alliances count for that victory condition, and you may be able to scout to some lizardmen or tomb kings that would ally you. Otherwise the easy, centralized stuff to take is Miragliano/Skavenblight/Sartosa/Galleon's Graveyard and Karaz-Karak/Black Crag/Karak Eight Peaks. Fighting Naggarond wouldn't give you many victory points and be a giant slog, you might be able to get an NAP/alliance if you bribe them a lot. Dark Elves can sometimes be neutral-ish to good guys, especially when they fight a lot of chaos.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I am at war with nobody (except chaos) and I still need 5 major settlements for short victory.
Sounds like you should trespass, declare war, and capture 5 settlements in one turn. Can't counterattack if you already won.
 

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,203
I am at war with nobody (except chaos) and I still need 5 major settlements for short victory.
Sounds like you should trespass, declare war, and capture 5 settlements in one turn. Can't counterattack if you already won.

This is exactly what I did. Can't be bothered to into a slugfest against either Grimgor or Malekith. After wiping out Reikland the campaign already felt done in a way. Mortal empires in general could use a bit of a rework to the objectives you need for victory imo. Vortex map is a bit more boring, but an end objective that isn't "paint as much map as possible" makes it more palatable to play.

Also in true whack-a-mole fashion, two turns before I was positioned to win the campaign, Archaon invaded... First I reloaded but it happened again the exact same turn (118), so I guess it's predetermined a few turns in advance at least? had to deal with that first, lol. Just in time for the DLC.
 

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,203
Did you ally with the high elves/wood elves/brettonia and other people who aren't dicks? Alliances count for that victory condition, and you may be able to scout to some lizardmen or tomb kings that would ally you. Otherwise the easy, centralized stuff to take is Miragliano/Skavenblight/Sartosa/Galleon's Graveyard and Karaz-Karak/Black Crag/Karak Eight Peaks. Fighting Naggarond wouldn't give you many victory points and be a giant slog, you might be able to get an NAP/alliance if you bribe them a lot. Dark Elves can sometimes be neutral-ish to good guys, especially when they fight a lot of chaos.

My only ally was Azhag, who was useless basically. Also, he got confederated by Grimgor while I was chasing chaos around... I did have a trade agreement and NAP with Settra and +100 relationship but he got wiped out by Grimgor at around turn 100. The great power modifier needs a bit of a looking into aswell. It makes it so everyone hates you, while Tomb kings always like you and sign everything. They come off as the biggest asskissers around, which is not the vibe I get from them, but I know nothing of the lore.
 
Joined
Jan 7, 2012
Messages
15,265
Yeah great power is fucking stupid. You can gift people over and over until they like you. Unfortunately getting an alliance with an already big faction costs disgusting amounts of money (like 300k in gift).
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,152
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Mortal empires in general could use a bit of a rework to the objectives you need for victory imo.
Yeah. There's a mod for it, but it is very uneven. The basic mortal empires objectives are fairly uneven too, but imo the big offender is the "Control at least 8 of the following: ...." objective.

Some ME campaigns have good objectives though, like Imrik.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,596
Strap Yourselves In Pathfinder: Wrath
2nd half of patch notes: https://www.totalwar.com/blog/twisted-twilight-unit-balance-changes/

Burning head and penumbral pendulum nerfed, cold one dread knights buffed-ish, Tzarkan self-damage rate reduced by 60%, etc.
Changes
TWISTED & TWILIGHT – UNIT BALANCE CHANGES
TOTAL WAR: WARHAMMER II
Al Bickham
December 3 2020
BEASTMEN
BEASTLORD – RAZORGOR CHARIOT
  • Additional hit points changed from 5468 to 5708
KHAZRAK THE ONE-EYE – RAZORGOR CHARIOT
  • Additional hit points changed from 5700 to 5940
  • Melee Splash Attack Max Attacks changed from 4 to 6

BRETONNIA

BARDED WARHORSE CHARACTER MOUNTS
  • Mount Entity Mass changed from 1000 to 1300
MEN-AT-ARMS (POLEARMS)
  • Cost changed from 500 to 450
FOOT SQUIRES
  • Melee Attack changed from 25 to 26
  • Charge Bonus changed from 22 to 18
  • Melee Defence changed from 20 to 24
  • Cost changed from 675 to 700
MOUNTED YEOMEN
  • Leadership changed from 48 to 50
  • Charge Bonus changed from 30 to 32
  • Base Weapon Damage changed from 18 to 20
  • Armour-Piercing Weapon Damage changed from 4 to 6
MOUNTED YEOMEN ARCHERS
  • Leadership changed from 44 to 45
  • Additional hit points changed from 66 to 67
WARDENS OF MONTFORT (MOUNTED YEOMEN ARCHERS)
  • Leadership changed from 54 to 55
  • Additional hit points changed from 66 to 67
DAMSEL – WARHORSE
  • Charge Bonus changed from 35 to 30
DAMSEL – BARDED WARHORSE
  • Charge Bonus changed from 35 to 30
DAMSEL – UNICORN
  • Charge Bonus changed from 40 to 50
  • Melee Defence changed from 22 to 26
  • Walk Speed changed from 2 to 1.9
  • Run Speed changed from 7.8 to 9.5
  • Acceleration changed from 7 to 6
  • Deceleration changed from 7 to 6
  • Charge Speed changed from 10.8 to 11
  • Mount Entity Mass changed from 750 to 600
FAY ENCHANTRESS – FOOT
  • Melee Attack changed from 34 to 38
  • Melee Defence changed from 42 to 34
FAY ENCHANTRESS – SILVARON
  • Melee Attack changed from 42 to 46
COMPANIONS OF QUENELLES (QUESTING KNIGHTS ROR):
  • Cost from 1550 to 1600
DARK ELVES
LOKHIR FELLHEART
  • Melee Attack changed from 65 to 60
  • Charge Bonus changed from 45 to 50
  • Melee Defence changed from 55 to 60
  • Melee Bonus vs Infantry changed from 25 to 30
  • Melee Splash Attack Max Attacks changed from 4 to 8
  • Walk Speed changed from 1.5 to 1.7
  • Run Speed changed from 4 to 4.6
  • Charge Speed changed from 4.6 to 5.3
LOKHIR FELLHEART – MAELSTROM
  • Melee Attack changed from 57 to 61
  • Melee Defence changed from 50 to 46
MALUS DARKBLADE – T’ZARKAN
  • T’zarkan form damage amount changed from 45 to 9
  • T’zarkan form damage chance changed from 0.5 to 1
  • (Means on average a -60% in the amount of damage caused by T’zarkan form)
COLD ONE CHARACTER MOUNTS
  • Run Speed changed from 6.6 to 6.8
  • Entity Mass changed from 1050 to 1500
CRONE HELLEBRON – FOOT
  • Melee Defence changed from 48 to 50
  • Added Fear attribute
CRONE HELLEBRON – DARK STEED
  • Melee Defence changed from 48 to 50
  • Mount Entity Mass changed from 600 to 800
  • Added Fear attribute
CRONE HELLEBRON – CAULDRON OF BLOOD
  • Melee Attack changed from 36 to 40
  • Armour-Piercing Weapon Damage changed from 155 to 245
DEATH HAG – CAULDRON OF BLOOD
  • Melee Attack changed from 32 to 34
  • Melee Defence changed from 21 to 22
  • Base Weapon Damage changed from 180 to 85
  • Armour-Piercing Weapon Damage changed from 80 to 205
SORCERESS – DARK STEED
  • Mount Entity Mass changed from 600 to 800
SUPREME SORCERESS – DARK STEED
  • Mount Entity Mass changed from 600 to 800
SUPREME SORCERESS – BLACK DRAGON
  • Melee Attack changed from 46 to 50
  • Melee Defence changed from 50 to 46
MASTER – DARK STEED
  • Mount Entity Mass changed from 600 to 800
DREADLORD (SWORD & SHIELD) – DARK STEED
  • Mount Entity Mass changed from 600 to 800
DREADLORD (SWORD & SHIELD)
  • Melee Attack changed from 54 to 58
  • Melee Defence changed from 52 to 48
DREADLORD (SWORD & CROSSBOW) – DARK STEED
  • Mount Entity Mass changed from 600 to 800
DREADLORD (SWORD & CROSSBOW)
  • Melee Attack changed from 50 to 54
  • Melee Defence changed from 50 to 46
MALEKITH
  • Melee Attack changed from 54 to 58
  • Melee Defence changed from 52 to 48
BLACK DRAGON
  • Melee Attack changed from 46 to 50
  • Melee Defence changed from 50 to 46
FERAL MANTICORE
  • Ground Statistic Effect Group changed from large to large_bst
  • Melee Weapon Length changed from 4 to 6
ALL MANTICORE MOUNTS
  • Melee Weapon Length changed from 4 to 6
COLD ONE DREAD KNIGHTS
  • Melee Attack changed from 39 to 40
  • Additional hit points changed from 104 to 122
  • Cost changed from 1250 to 1300
KNIGHTS OF THE EBON CLAW (DREAD KNIGHTS)
  • Melee Attack changed from 49 to 50
  • Additional hit points changed from 104 to 122
  • Cost changed from 1500 to 1550
BLEAKSWORDS
  • Melee Attack changed from 34 to 36
  • Charge Bonus changed from 15 to 16
  • Melee Defence changed from 30 to 32
DARKSHARDS
  • Leadership changed from 54 to 56
  • Projectile Calibration Distance changed from 85 to 90
  • Projectile Calibration Area changed from 3.5 to 3.4
  • Cost changed from 575 to 550
DARKSHARDS (SHIELDS)
  • Leadership changed from 54 to 56
  • Melee Attack changed from 16 to 18
  • Melee Defence changed from 22 to 24
  • Projectile Calibration Distance changed from 85 to 90
  • Projectile Calibration Area changed from 3.5 to 3.4
THE BOLT-FIENDS (DARKSHARDS – SHIELDS)
  • Leadership changed from 64 to 66
  • Melee Attack changed from 22 to 24
  • Melee Defence changed from 29 to 31
BLACK ARK CORSAIRS
  • Charge Bonus changed from 16 to 20
BLACK ARK CORSAIRS (HANDBOWS)
  • Charge Bonus changed from 12 to 16
  • Melee Defence changed from 24 to 28
DREADSPEARS
  • Melee Attack changed from 25 to 26
  • Melee Defence changed from 40 to 42
THE HELLEBRONAI (DREADSPEARS)
  • Melee Attack changed from 32 to 34
  • Melee Defence changed from 50 to 52
DWARFS
NORGRIMLINGS IRONBREAKERS (IRONBREAKERS)
  • Melee Defence changed from 82 to 79
  • Cost changed from 1500 to 1600
  • Base Projectile Explosion damage from 30 to 27
  • Armour-Piercing Projectile Explosion Damage from 12 to 11
IRONBREAKERS
  • Melee Defence changed from 68 to 66
  • Base Projectile Explosion damage from 30 to 27
  • Armour-Piercing Projectile Explosion Damage from 12 to 11
GROMBRINDAL – THE WHITE DWARF
  • Leadership changed from 85 to 100
  • Melee Defence changed from 42 to 45
  • Additional hit points changed from 5800 to 6612
  • Armour changed from 120 to 125
  • Added Unbreakable attribute
  • Cost changed from 1400 to 1500
UNGRIM IRONFIST
  • Melee Attack changed from 70 to 65
  • Melee Defence changed from 40 to 50
  • Base Weapon Damage changed from 145 to 130
  • Armour-Piercing Weapon Damage changed from 285 to 310
  • Melee Bonus vs Large changed from 35 to 30
GIANT SLAYERS
  • Melee Attack changed from 50 to 48
  • Charge Bonus changed from 32 to 30
  • Melee Defence changed from 30 to 34
  • Additional hit points changed from 100 to 110
  • Base Weapon Damage changed from 10 to 15
  • Armour-Piercing Weapon Damage changed from 33 to 35
EKRUND MINERS (MINERS – BLASTING CHARGES)
  • Charge Bonus changed from 10 to 12
  • Base Explosion Damage changed from 24 to 21
MINERS
  • Charge Bonus changed from 6 to 12
MINERS (BLASTING CHARGES)
  • Charge Bonus changed from 6 to 12
  • Base Explosion Damage changed from 24 to 21
HAMMERERS
  • Charge Bonus changed from 18 to 24
PEAK GATE GUARD (HAMMERERS)
  • Charge Bonus changed from 18 to 24
  • Base Weapon Damage changed from 15 to 14
  • Armour-Piercing Weapon Damage changed from 40 to 41
LONGBEARDS (GREAT WEAPONS)
  • Charge Bonus changed from 16 to 18
THE GRUMBLING GUARD (LONGBEARDS – GREAT WEAPONS)
  • Charge Bonus changed from 16 to 18
GYROCOPTER (BRIMSTONE GUN)
  • Leadership changed from 66 to 64
ORGAN GUNS
  • Leadership changed from 66 to 64
RANGERS
  • Leadership changed from 62 to 60
THUNDERERS
  • Leadership changed from 66 to 64
CANNONS
  • Leadership changed from 66 to 64
GYROBOMBER
  • Leadership changed from 66 to 64
FLAME CANNONS
  • Leadership changed from 66 to 64
QUARRELLERS (GREAT WEAPONS)
  • Leadership changed from 66 to 64
ULTHAR’S RAIDERS (RANGERS – GREAT WEAPONS)
  • Leadership changed from 72 to 70
GRUDGE THROWERS
  • Leadership changed from 66 to 64
  • Base explosion damage changed from 40 to 50
  • Ap explosion damage changed from 65 to 70
GOB-LOBBERS (GRUDGE THROWERS)
  • Leadership changed from 76 to 74
  • Base explosion damage changed from 40 to 50
  • Ap explosion damage changed from 65 to 70
RANGERS (GREAT WEAPONS)
  • Leadership changed from 62 to 60
GYROCOPTER
  • Leadership changed from 66 to 64
BOLT THROWERS
  • Leadership changed from 75 to 64
QUARRELLERS
  • Leadership changed from 66 to 64

EMPIRE
HALBERDIERS
  • Cost changed from 625 to 550
  • Replaced Charge Defense vs All with Charge Defense vs Large attribute
ARCH LECTOR – FOOT
  • Entity Mass changed from 400 to 600
ARCH LECTOR – WARHORSE
  • Run Speed changed from 7 to 7.8
  • Acceleration changed from 6 to 7
  • Deceleration changed from 6 to 7
  • Mount Entity Mass changed from 1500 to 950
  • Turn Speed changed from 60 to 120
ARCH LECTOR – BARDED WARHORSE
  • Run Speed changed from 5.8 to 6.6
KARL FRANZ – PEGASUS
  • Melee Splash Attack Max Attacks changed from 5 to 8

GREENSKINS
EIGHT PEAK LOONIES
  • Cost changed from 650 to 700
KRIMSON KILLERZ
  • Cost changed from 1550 to 1450
BLACK ORC BIG BOSS
  • Cost changed from 775 to 825
BLACK ORC BIG BOSS – WARBOAR
  • Missile Block Chance changed from 55 to 35
  • Cost changed from 1075 to 1125
  • Grom the Paunch
  • Melee Weapon Length changed from 5 to 8
STONE TROLLS
  • Missile Resistance % changed from 30 to 25
FOREST GOBLIN SPIDER RIDER ARCHERS
  • Additional hit points changed from 73 to 69
RIVER TROLLS
  • Melee Attack changed from 30 to 32
SAVAGE ORC BOYZ BIG UNS
  • Knock Ignore Chance changed from 15 to 0
ORC BOYZ BIG UNS
  • Knock Ignore Chance changed from 15 to 0
SPIDER HATCHLINGS
  • Melee Building Damage changed from 5 to 10
  • Melee Attack Interval changed from 4.3 to 4
DEFF CREEPERS (FOREST GOBLIN SPIDER RIDER ARCHERS)
  • Additional hit points changed from 73 to 69
FOREST GOBLIN SPIDER RIDERS
  • Additional hit points changed from 79 to 75
LAVA SPIDER RIDER ARCHERS
  • Melee Attack changed from 22 to 15
  • Charge Bonus changed from 22 to 14
  • Melee Defence changed from 30 to 22
  • Additional hit points changed from 73 to 69
DA SWAMP FINGS (RIVER TROLLS)
  • Melee Attack changed from 38 to 40
GOBLIN WOLF RIDER ARCHERS
  • Cost increased from 350 to 375
ARACHNAROK SPIDER
  • Entity Projectile Intersection radius changed from 80% to 90%.
THE ARACHNAROK QUEEN
  • Entity Projectile Intersection radius changed from 80% to 90%.
HIGH ELVES
ALARIELLE THE RADIANT: EAGLE
  • Melee Defence changed from 47 to 40
  • Mount Projectile Intersection Radius changed from 130% to 120%
  • Mount Entity radius changed from 1.8 to 2
NOBLE – EAGLE
  • Cost changed from 1250 to 1200.
  • Mount Projectile Intersection Radius changed from 130% to 120%
  • Mount Entity radius changed from 1.8 to 2
EAGLE
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
NOBLE – ITHILMAR CHARIOT
  • Cost changed from 1200 to 1300
TECLIS – ARCANE PHOENIX
  • Missile Resistance % changed from 15 to 0
  • Additional hit points changed from 7142 to 6890
  • Mount Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
ARCANE PHOENIX
  • Additional hit points changed from 7150 to 6890
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
OMEN OF ASURYAN (ARCANE PHOENIX)
  • Additional hit points changed from 7150 to 6890
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
FLAMESPYRE PHOENIX
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
FROSTHEART PHOENIX
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
ALASTAR THE WHITE LION – SUN DRAGON
  • Charge Bonus changed from 70 to 65
  • Melee Defence changed from 30 to 44
ALASTAR THE WHITE LION – STAR DRAGON
  • Melee Attack changed from 60 to 64
  • Charge Bonus changed from 50 to 45
  • Melee Defence changed from 45 to 50
ARCHMAGE – ELVEN STEED
  • Charge Bonus changed from 35 to 30
  • Additional hit points changed from 3812 to 4132
  • Armour changed from 15 to 25
ARCHMAGE – TIRANOC CHARIOT
  • Additional hit points changed from 4140 to 4440
ARCHMAGE – MOON DRAGON
  • Melee Attack changed from 46 to 50
  • Melee Defence changed from 48 to 44
IMRIK – STAR DRAGON
  • Melee Attack changed from 70 to 74
  • Melee Defence changed from 60 to 56
PRINCE – STAR DRAGON
  • Melee Attack changed from 64 to 68
  • Melee Defence changed from 58 to 54
PRINCE – GRIFFON
  • Melee Attack changed from 52 to 54
  • Melee Defence changed from 38 to 42
PRINCESS – MOON DRAGON
  • Melee Attack changed from 46 to 50
  • Melee Defence changed from 48 to 44
PRINCESS – STAR DRAGON
  • Melee Attack changed from 60 to 64
  • Melee Defence changed from 54 to 50
PRINCESS – GRIFFON
  • Melee Defence changed from 36 to 38
MOON DRAGON
  • Melee Attack changed from 46 to 50
  • Melee Defence changed from 50 to 46
STAR DRAGON
  • Melee Attack changed from 60 to 64
  • Melee Defence changed from 54 to 50
YMWRATH THE ETERNAL
  • Melee Attack changed from 76 to 80
  • Melee Defence changed from 68 to 64
SHACKOLOT THE CALAMITY
  • Melee Attack changed from 50 to 54
  • Melee Defence changed from 62 to 56
LAMOUREUX THE FROZEN BREATH
  • Melee Attack changed from 56 to 50
  • Melee Defence changed from 60 to 56
BRUWOR, PROTECTOR OF LIFE
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
ELTHARION THE GRIM – STORMWING
  • Melee Attack changed from 54 to 56
TYRION – BOTH
  • Melee Splash Attack Max Attacks changed from 5 to 8
LIZARDMEN
BASTILADON (ARK OF SOTEK ABILITY)
  • Base Vortex damage from 4 to 5
BASTILADON (SOLAR ENGINE)
  • Projectile Calibration Area changed from 2.5 to 3
NAKAI THE WANDERER
  • Charge Bonus changed from 24 to 32
  • Additional hit points changed from 6960 to 7360
TIKTAQ’TO
  • Charge Bonus changed from 60 to 75
  • Melee Weapon Length changed from 3 to 6
  • Run Speed changed from 6 to 7
  • Acceleration changed from 6 to 7
  • Charge Speed changed from 7.5 to 9
  • Turn Speed changed from 200 to 260
  • Fly Speed changed from 9 to 11
  • Flying Charge Speed changed from 12 to 12.5
DROP SPHERE OF TEPOK
  • Base Explosion Damage changed from 72 to 90
  • Armour-piercing explosion damage changed from 36 to 40
DROP SPHERE OF TEPOK UPGRADED
  • Base Explosion Damage changed from 108 to 126
  • Armour-piercing explosion damage changed from 52 to 56
KROQ-GAR – FOOT
  • Cost changed from 1200 to 1100
KROQ-GAR – COLD ONE
  • Cost changed from 1500 to 1400
KROQ-GAR – HORNED ONE
  • Cost changed from 1600 to 1500
KROQ-GAR – GRYMLOQ
  • Cost changed from 2200 to 2100
SKINK PRIEST – TERRADON
  • Melee Weapon Length changed from 3 to 6
SKINK CHIEF – TERRADON
  • Melee Weapon Length changed from 3 to 6
TERRADON RIDERS
  • Mount Projectile Intersection Radius changed from 70% to 80%
TERRADON RIDERS (FIRELEECH BOLAS)
  • Mount Projectile Intersection Radius changed from 70% to 80%
PAHUAX SENTINELS (TERRADON RIDERS ROR)
  • Mount Projectile Intersection Radius changed from 70% to 80%
CHAMELEON SKINKS
  • Melee Defence changed from 24 to 22
COHORT OF HUATL (SACRED KROXIGOR ROR)
  • Cost changed from 1700 to 1600
LORD KROAK
  • Cost changed from 1600 to 1450
SAURUS SPEARS (SHIELDS)
  • Base Weapon Damage changed from 30 to 29
  • Armour-Piercing Weapon Damage changed from 12 to 13
  • Melee Bonus vs Large changed from 15 to 16
SAURUS SPEARS
  • Base Weapon Damage changed from 30 to 29
  • Armour-Piercing Weapon Damage changed from 12 to 13
  • Melee Bonus vs Large changed from 15 to 16
LEGION OF CHAQUA (SAURUS SPEARS)
  • Base Weapon Damage changed from 30 to 29
  • Armour-Piercing Weapon Damage changed from 12 to 13
  • Melee Bonus vs Large changed from 15 to 16
RIPPERDACTYL RIDERS
  • Additional hit points per entity changed from 512 to 540
COLOSSADON HUNTERS (RIPPERDACTYL RIDERS)
  • Additional hit points per entity changed from 512 to 540
NEUTRAL
GOTREK
  • Cost changed from 1100 to 1200
NORSCA
WULFRIK – FOOT & HORSE
  • Melee Splash Attack Max Attacks changed from 4 to 6
ICE TROLLS
  • Melee Splash Attack Max Attacks changed from 3 to 4
  • Knock Ignore Chance changed from 0 to 20
  • Hit Reaction Ignore Chance changed from 0 to 20
BERSERKERS
  • Knock Ignore Chance changed from 15 to 0
BRUTES OF THE HOUND (BERSERKERS ROR)
  • Knock Ignore Chance changed from 15 to 0
FERAL MANTICORE
  • Ground Statistic Effect Group changed from large to large_bst (no forest penalties)
  • Melee Weapon Length changed from 4 to 6
  • Marauders (Great Weapons)
  • Charge Bonus changed from 21 to 22
  • Cost reduced from 525 to 500
SKAVEN
SKAVENSLAVE SPEARS
  • Melee Attack changed from 10 to 9
SKAVENSLAVES
  • Melee Defence changed from 12 to 10
SKAVENSLAVE SLINGERS
  • Melee Defence changed from 8 to 7
  • Warlord – Bonebreaker
  • Charge Bonus changed from 50 to 55
  • Additional hit points changed from 5768 to 6368
  • Cost changed from 1150 to 1000
PLAGUE PRIEST – FOOT
  • Entity Mass changed from 110 to 250
GREY SEER – FOOT
  • Entity Mass changed from 110 to 400
QUEEK HEADTAKER
  • Melee Attack changed from 63 to 66
  • Melee Defence changed from 42 to 43
  • Melee Splash Attack Max Attacks changed from 5 to 6
IKSHA’S TRIADS (ESHIN TRIADS) – DECOY
  • Melee Attack changed from 38 to 0
  • Charge Bonus changed from 10 to 0
  • Melee Defence changed from 36 to 0
  • Melee Building Damage changed from 10 to 0
TOMB KINGS
SETTRA THE IMPERISHABLE – KHEMRIAN WARSPHINX
  • Melee Attack changed from 36 to 40
  • Melee Defence changed from 42 to 38
TOMB KING – KHEMRIAN WARSPHINX
  • Melee Attack changed from 34 to 38
  • Melee Defence changed from 42 to 38
KHEMRIAN WARSPHINX
  • Melee Attack changed from 34 to 38
  • Melee Defence changed from 42 to 38
NECROSPHINX
  • Melee Attack changed from 45 to 48
  • Melee Defence changed from 43 to 40
THE SPHINX OF USEKPH (NECROSPHINX)
  • Melee Attack changed from 56 to 61
  • Melee Defence changed from 53 to 50
SKELETON HORSEMEN
  • Armour-Piercing Weapon Damage changed from 5 to 6
HIGH QUEEN KHALIDA – FOOT
  • Melee Splash Attack Max Attacks changed from 4 to 6
HIGH QUEEN KHALIDA – NECROSERPENT
  • Melee Splash Attack Max Attacks changed from 4 to 6
  • Armour changed from 90 to 110
VAMPIRE COAST
ANIMATED HULKS
  • Melee Attack changed from 30 to 32
  • Run Speed changed from 3.8 to 4.2
  • Charge Speed changed from 6.5 to 6.8
ZOMBIE PIRATE GUNNERY MOB (PISTOLS)
  • Number of men changed from 160 to 120
  • Melee Attack changed from 12 to 14
  • Additional hit points changed from 46 to 50
  • Reload Skill changed from 0 to 10
  • Missile Spread changed from 1 to 0
  • Base Missile Damage changed from 10 to 12
  • Reload Time changed from 9 to 11
  • Projectile calibration area changed from 2 to 2.4 (reduced accuracy)
ZOMBIE PIRATE GUNNERY MOB (BOMBERS)
  • Number of men changed from 160 to 120
  • Melee Attack changed from 12 to 14
  • Additional hit points changed from 46 to 50
  • Reload Skill changed from 0 to 10
  • Reload Time changed from 9 to 10
  • Base Explosion Damage changed from 15 to 16
  • Armour-piercing Explosion Damage changed from 5 to 4
  • Cost changed from 400 to 450
ZOMBIE PIRATE GUNNERY MOB (HANDGUNS)
  • Number of men changed from 160 to 120
  • Additional hit points changed from 46 to 50
  • Reload Skill changed from 0 to 10
  • Base Missile Damage changed from 4 to 5
  • Armour-Piercing Missile Damage changed from 13 to 17
  • Reload Time changed from 13 to 14
THE BLACK SPOT (ZOMBIE PIRATE GUNNERY MOB – HANDGUNS)
  • Number of men changed from 160 to 120
  • Additional hit points changed from 46 to 50
  • Base Missile Damage changed from 4 to 5
  • Armour-Piercing Missile Damage changed from 13 to 17
  • Reload Time changed from 13 to 14
ZOMBIE PIRATE GUNNERY MOB (HAND CANNONS)
  • Number of men changed from 160 to 120
  • Additional hit points changed from 46 to 50
  • Reload Skill changed from 0 to 10
  • Base Missile Damage changed from 3 to 4
  • Armour-Piercing Missile Damage changed from 8 to 12
  • Reload Time changed from 13 to 14
  • Projectile Calibration Distance changed from 35 to 45
DEPTH GUARD
  • Melee Attack changed from 49 to 50
  • Charge Bonus changed from 25 to 30
  • Melee Defence changed from 33 to 36
  • Entity Mass changed from 140 to 160
DEPTH GUARD (POLEARMS)
  • Melee Attack changed from 35 to 42
  • Charge Bonus changed from 10 to 20
  • Melee Defence changed from 47 to 44
  • Base Weapon Damage changed from 12 to 14
  • Armour-Piercing Weapon Damage changed from 28 to 30
  • Melee Bonus vs Large changed from 30 to 28
  • Entity Mass changed from 140 to 160
THE BLOODY REAVER DECK GUARD (DEPTH GUARD)
  • Melee Attack changed from 44 to 52
  • Charge Bonus changed from 10 to 20
  • Melee Defence changed from 58 to 54
  • Base Weapon Damage changed from 12 to 14
  • Armour-Piercing Weapon Damage changed from 28 to 30
  • Melee Bonus vs Large changed from 30 to 28
  • Entity Mass changed from 140 to 160
LUTHOR HARKON – FOOT
  • Ammunition of primary weapon changed from 50 to 30
  • Melee Splash Attack Max Attacks changed from 5 to 6
LUTHOR HARKON – TERRORGHEIST
  • Ammunition of primary weapon changed from 50 to 30
CARRONADE
  • Cost changed from 700 to 750
VAMPIRE COUNTS
HELMAN GHORST – BROTHERS GHORST CORPSE CART
  • Cost changed from 850 to 650
MASTER NECROMANCER – CORPSE CART
  • Cost changed from 600 to 450
MASTER NECROMANCER – CORPSE CART (BALEFIRE)
  • Cost changed from 750 to 550
MASTER NECROMANCER – CORPSE CART (UNHOLY LODESTONE)
  • Cost changed from 850 to 650
NECROMANCER – CORPSE CART
  • Cost changed from 450 to 400
NECROMANCER – CORPSE CART (BALEFIRE)
  • Cost changed from 600 to 500
NECROMANCER – CORPSE CART (UNHOLY LODESTONE)
  • Cost changed from 700 to 600
VLAD VON CARSTEIN
  • Charge Bonus changed from 28 to 35
  • Base Weapon Damage changed from 310 to 130
  • Armour-Piercing Weapon Damage changed from 170 to 300
  • Added Terror attribute
  • Cost changed from 1000 to 1200
THE DEVILS OF SWARTZHAFEN (VARGHEISTS)
  • Base Weapon Damage changed from 72 to 30
  • Armour-Piercing Weapon Damage changed from 38 to 70
  • Vargheists
  • Base Weapon Damage changed from 72 to 30
  • Armour-Piercing Weapon Damage changed from 38 to 70
THE RED DUKE – FOOT, NIGHTMARE, HELLSTEED
  • Melee Splash Attack Max Attacks changed from 4 to 8
WIGHT KING – SKELETAL STEED
  • Mount Entity Mass changed from 900 to 1000
WARRIORS OF CHAOS
FORSAKEN
  • Base Weapon Damage changed from 44 to 46
THE DAEMONSPEW (FORSAKEN)
  • Base Weapon Damage changed from 44 to 46
ASPIRING CHAMPIONS
  • Additional hit points per entity changed from 190 to 230
  • Base Weapon Damage changed from 32 to 34
  • Armour-Piercing Weapon Damage changed from 12 to 14
  • Knock Ignore Chance changed from 0 to 20
CHAOS FERAL MANTICORE
  • Ground Statistic Effect Group changed from large to large_bst (no forest penalties)
  • Melee Weapon Length changed from 4 to 6
ALL MANTICORE MOUNTS
  • Melee Weapon Length changed from 4 to 6
ARCHAON THE EVERCHOSEN – DORGHAR
  • Ground Statistic Effect Group changed from large_bst to large
CHOSEN
  • Base Weapon Damage changed from 32 to 34
  • Armour-Piercing Weapon Damage changed from 12 to 14
KHOLEK SUNEATER
  • Melee Attack changed from 60 to 66
  • Melee Defence changed from 52 to 46
  • Dragon Ogre Shaggoth
  • Melee Attack changed from 52 to 58
  • Melee Defence changed from 50 to 44
PRINCE SIGVALD THE MAGNIFICENT
  • Leadership changed from 90 to 100
  • Melee Splash Attack Max Attacks changed from 4 to 8
  • Added Perfect Vigour attribute
  • Replaced Foe Seeker and Deadly Onslaught abilities with Slippery and Heroic Killing Blow in custom battles.
CHAOS WARRIORS (HALBERDS)
  • Melee Defence changed from 38 to 42
CHOSEN (HALBERDS)
  • Melee Defence changed from 54 to 56
CHAOS MARAUDERS (GREAT WEAPONS)
  • Charge Bonus changed from 21 to 22
  • Cost reduced from 500 to 475
WOOD ELVES
GLADE LORD
  • Leadership changed from 70 to 75
GLADE LORD – ELVEN STEED
  • Leadership changed from 70 to 75
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large (+15% melee defence and +50% accuracy in forests)
  • Added Vanguard Deployment
GLADE LORD – EAGLE
  • Leadership changed from 70 to 75
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Firing Arc changed from 60 to 360
  • Mount Projectile Intersection Radius changed from 130% to 120%
  • Mount Entity radius changed from 1.8 to 2
GLADE LORD – FOREST DRAGON
  • Leadership changed from 70 to 75
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Firing Arc changed from 60 to 360
DURTHU
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Added Vanguard Deployment attribute
SPELLSINGER – FOOT
  • Charge Bonus changed from 19 to 20
  • Entity Mass changed from 300 to 400
  • Entity Height changed from 1.5 to 2.6
SPELLSINGER – UNICORN
  • Charge Bonus changed from 44 to 50
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Walk Speed changed from 2 to 1.9
  • Run Speed changed from 7.8 to 9.5
  • Acceleration changed from 7 to 6
  • Deceleration changed from 7 to 6
  • Charge Speed changed from 10.8 to 11
  • Mount Entity Mass changed from 750 to 600
SPELLSINGER – EAGLE
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Cost changed from 900 to 850
  • Mount Projectile Intersection Radius changed from 130% to 120%
  • Mount Entity radius changed from 1.8 to 2
GREAT EAGLE
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Projectile Intersection Radius changed from 130% to 120%
  • Entity radius changed from 1.8 to 2
ORION
  • Physical Resistance % changed from 0 to 20
  • Missile Resistance % changed from 20 to 0
  • Reload Skill changed from 0 to 10
  • Run Speed changed from 5.4 to 5.5
  • Added fire whilst moving attribute
TREE KIN
  • Melee Defence changed from 51 to 46
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Base Weapon Damage changed from 40 to 60
  • Armour-Piercing Weapon Damage changed from 18 to 26
  • Melee Splash Attack Max Attacks changed from 2 to 3
  • Added Vanguard Deployment attribute
FIREBARK ELDERS (TREE KIN)
  • Melee Attack changed from 33 to 34
  • Melee Defence changed from 62 to 57
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Base Weapon Damage changed from 40 to 60
  • Armour-Piercing Weapon Damage changed from 18 to 26
  • Added Vanguard Deployment attribute
TREEMAN
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Added Vanguard Deployment attribute
ANCIENT TREEMAN
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Added Vanguard Deployment attribute
DRYADS
  • Melee Defence changed from 24 to 25
  • Ground Statistic Effect Group changed from small to elves_wef
  • Run Speed changed from 3.6 to 4.3
  • Charge Speed changed from 4.2 to 5.2
BRANCHWRAITH
  • Ground Statistic Effect Group changed from small to elves_wef
  • Run Speed changed from 3.8 to 4.3
  • Charge Speed changed from 4.5 to 5.2
WAYWATCHERS
  • Accuracy changed from 15 to 10
  • Cost increased from 1150 to 1200
HAWKEYES OF DRAKIRA
  • Cost changed from 1450 to 1500
DEEPWOOD SCOUTS
  • Projectile calibration area changed from 4.5 to 4.2 (increased accuracy)
SISTERS OF THE THORN
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
WILD RIDERS
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
WILD RIDERS (SHIELDS)
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
  • Melee Weapon Length changed from 1 to 2
WILD HUNTERS OF KURNOUS (WILD RIDERS – SHIELDS)
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
GLADE RIDERS
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
GLADE RIDERS (HAGBANE TIPS)
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
HAWK RIDERS
  • Ground Statistic Effect Group changed from large to elves_wef_large
  • Firing Arc changed from 120 to 360
FOREST DRAGON
  • Ground Statistic Effect Group changed from large_bst to elves_wef_large
ABILITIES
MENACE BELOW
  • Wind-up time changed from 1 to 5
REALM OF SOULS – USHABTI
  • Wind up time changed from 5 to 10
AXE OF DARGO
  • Removed recharge in melee condition
  • Recharge time changed from 15 to 120 second
  • Duration from 16 to 29 seconds.
GITSNIK
  • Removed recharge in melee condition.
  • Recharge time changed from 15 to 120 seconds
  • Duration from 18 to 33 seconds.
HELLFIRE SWORD
  • Removed recharge in melee condition.
  • Duration changed from 50 to 42 seconds.
PENDANT OF SLAANESH
  • Removed recharge in melee condition.
  • Duration changed from 42 to 25 seconds.
DOLOUROUS BLADE
  • Removed recharge in melee condition.
  • Duration changed from 48 to 27 seconds.
SLAYER OF KINGS
  • Removed recharge in melee condition
  • Duration changed from 39 to 25 seconds.
WITCHBREW
  • Base Melee Damage effect changed from +60% to +50%
  • Added +50% Armour-Piercing Melee Damage effect
  • Duration changed from 47 to 24 seconds.
GAZE OF KHAINE
  • Base Melee Damage effect changed from +30% to +25%
  • Added +25% Armour-Piercing Melee Damage effect
  • Removed +8 leadership effect
WARDANCER DANCE ABILITIES (STORM OF BLADES, SHADOW’S COIL, WOVEN MIST)
  • Changed to toggled stances (duration from 30 to infinite)
SCOURGE (KHAZRAK)
  • Duration changed from 41 to 35 seconds.
  • Removed poison contact effect.
  • Removed +24 melee attack phase effect.
  • Removed +24 melee defence phase effect.
  • Added +32 bonus vs infantry phase effect.
  • Added +25% base weapon damage phase effect.
  • Added +25% armour-piercing weapon damage phase effect.
  • Added +50% splash attack power (knockdown force) phase effect.
DARK MAIL (KHAZRAK)
  • Removed +30 armour phase effect.
  • Removed +25% magic resistance phase effect.
  • Added +20% ward save phase effect.
VON CARSTEIN RING
  • Changed to unlimited uses.
  • Ward Save effect change from +90% to +66%.
  • Duration changed from 30 to 22 second.
GROMBRINDAL HAS NO FEAR
  • Radius from map-wide to 55 meter radius.
  • +24 Melee Defence effect added.
  • Duration from 32 to 24 seconds.
RUNE OF OATH AND STEEL
  • Now targets friendly units (and affects units around target)
  • Has casting range of 200m
RUNE OF NEGATION
  • Now targets friendly units (and affects units around target)
  • Has casting range of 200m
MASTER RUNE OF OATH AND STEEL
  • Now targets friendly units (and affects units around target)
  • Has casting range of 200m
MASTER RUNE OF NEGATION
  • Now targets friendly units (and affects units around target)
  • Has casting range of 200m
RESTORE (NECROTECT)
  • Duration changed from 20 to 24
HOLD THE LINE (EMPIRE)
  • Cost changed from 80 to 150
OSTERMARK RUNEFANG
  • Radius changed from 30 to 40.
DISRUPTED! – CONTACT EFFECT
  • Miscast Chance Modifier changed from +50% to +100%
TRICKSTER’S PENDANT
  • Miscast Chance Modifier changed from +50% to +100%
CIRCLET OF IRON (MALEKITH)
  • Miscast Chance Modifier changed from +50% to +100%
CURSE CHARM OF TEPOK
  • Miscast Chance Modifier changed from +25% to +50%
RING OF HOTEK
  • Miscast Chance Modifier changed from +25% to +50%
HAGTREE FETISH
  • Miscast Chance Modifier changed from -50% to -75%
SOUL EATER (CYGOR)
  • Miscast Chance Modifier changed from +25% to +50%
DIVINE POWER (WARRIOR PRIESTS, ARCHLECTOR, VOLKMAR)
  • Miscast Chance Modifier changed from +25% to +50%
WURRZAG’S REVENGE
  • Miscast Chance Modifier changed from +50% to +100%
DESTROYER (MALEKITH)
  • Changed phase blocked period from 90 to 45 (meaning the phase can be re-applied on an unit 45 seconds after the previous one expired)
LUCKY SKULLHELM (TRETCH)
  • Changed phase blocked period from 45 to 0 (meaning whenever Tretch loses in melee combat, the phase can activate)
SPELLS
Removed minimum casting range from all spells except for magic missiles.

TRANSFORMATION OF KADON
  • Winds of Magic cost from 14 to 18
DROWNED DEAD UPGRADED
  • Winds of Magic cost from 9 to 10
PESTILENT BIRTH
  • Winds of Magic cost from 12 to 14
VERMINTIDE
  • Winds of Magic cost from 6 to 7
BURNING HEAD
  • Base vortex damage from 24 to 14
  • Vortex start radius from 5 to 7
  • Vortex goal radius from 5 to 7
BURNING HEAD UPGRADED
  • Base vortex damage from 24 to 21
PENUMBRAL PENDULUM
  • Base vortex damage from 72 to 36
PENUMBRAL PENDULUM UPGRADED
  • Base vortex damage from 72 to 36
SEAFANG
  • Base vortex damage from 72 to 54
  • Armour-piercing vortex damage from 36 to 27
 
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