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Warhammer Total War: Warhammer 2

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
7,021
Location
Devlet-i ʿAlīye-i ʿErdogānīye
You can have a generic lord with name of power that does buff cavalry. DE generic lords are best for army buffing actually, their red line is great and their unique names of power make them very good at making superb armies.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,604
Strap Yourselves In Pathfinder: Wrath
I do not necessarily disagree, but above all else I wanted to see how CA would flesh out a Malus campaign. I was pleasantly supervised by Hellebrom, and am rather hyped for the next campaign pack and the inevitable TW:WH3.

These updates were painfully slow, but at least these updates seem semi-worth the wait.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,525
Pretty sure this just means there will be Malus later, kinda like how Thanquol will make it in.
 

Seethe

Cipher
Joined
Nov 22, 2015
Messages
998
Pretty sure this just means there will be Malus later, kinda like how Thanquol will make it in.

Andy Hall did hint towards Thanquol, here. So there is no doubt that he will make it in. I am satisfied with Ikkit Claw for now as well though, he definitely should lead Skavenblight.
 

v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
Lemme check if I got this straight - when playing Tomb Kings, you cant control more than one legendary lord, since they cant confederate, rite?
 

Lone Wolf

Arcane
Vatnik
Joined
Apr 17, 2014
Messages
3,703
Unless you get one of several mods.

Such as the Force Confederation mod, that allows you to confederate any LL (of your faction) that you defeat (by occupying their last settlement and destroying their last army). Or, for a more cheat-y experience, you can use the Confederations mod, that starts all four TK LLs under your control on T1.
 

v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
Any tips on playing Skaven in battles?

After successful (and not so challenging) Clan Angrund play on hard, I decided to give Clan Mors a spin on hard, and fuck me, but i cant win a battle against orks thats even in strength. Its prolly cause i played HE and dwarves before, thus, I have no idea how to battle with Skaven. The fact i auto-resolved most of the battles doesnt help either.
 

Bake

Novice
Joined
Feb 14, 2012
Messages
31
Early game you should be able to win every battle as long as you do a full envelopment of the enemy army. As long as you get flanking bonuses i’m pretty sure that X amount of clanrat units will handily beat their equivalents in Orc boys, regardless if their normal or savage. Also make sure to micromanage your starting warp cannon/plagueclaw/doomwheel to deliver repeated moral shocks wherever the enemy is at their weakest.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,525
Any tips on playing Skaven in battles?

After successful (and not so challenging) Clan Angrund play on hard, I decided to give Clan Mors a spin on hard, and fuck me, but i cant win a battle against orks thats even in strength. Its prolly cause i played HE and dwarves before, thus, I have no idea how to battle with Skaven. The fact i auto-resolved most of the battles doesnt help either.

Skaven auto-resolve is horrible, even after patches - if you won an AR you should smash it when you play it yourself.

Use food to level up your starting province minor area to 3 when you claim it, build the catapult building, recruit 6 of them. Spawn a grey seer so you have magic, then double stack all orcs and kill the dwarves afterwards. Doable in the first 10 turns and makes the rest much easier.

Before going after TK check to see if they Tomb Swarm active, shit is broken and they can do the rite without requirements. You have to dodge it or GG vs them.
 

v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
Skaven aint for me then, I guess.

I avoid battles like plague (heheh) because they take 2-3 fucking minutes to load, even tho the game is on SSD.

Guess Im gonna wait for the new patch, since I dont know what to play. I'd give delves or vampires a go, but Delves are geting a new LL and vampires are getting a redesign, and hopefully, the lord getting a separate faction (Hemmel?) is going to have a tougher start than easy.

Wondering when Lizardmen are gonna get new LLs. Two LLs for such an important and impactful faction seems pathetic, and turns me away from trying them.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,525
Skaven aint for me then, I guess.

I avoid battles like plague (heheh) because they take 2-3 fucking minutes to load, even tho the game is on SSD.

Guess Im gonna wait for the new patch, since I dont know what to play. I'd give delves or vampires a go, but Delves are geting a new LL and vampires are getting a redesign, and hopefully, the lord getting a separate faction (Hemmel?) is going to have a tougher start than easy.

Wondering when Lizardmen are gonna get new LLs. Two LLs for such an important and impactful faction seems pathetic, and turns me away from trying them.

If you just want to auto-resolve stuff run an army with 10-15 artillery, that works even for skaven.

For me battles load in 10-15 sec, loading the campaign map afterwards is 1-2 minutes. :negative:
 

Seethe

Cipher
Joined
Nov 22, 2015
Messages
998
Game is nearly unplayable without SSD. I swallowed my pride and got one. Didn't regret it, now my PC boots in a matter of seconds.
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
Game is nearly unplayable without SSD. I swallowed my pride and got one. Didn't regret it, now my PC boots in a matter of seconds.

The game IS unplayable without an SSD, I also bought one solely for this game. 5 - 10 mins loading battle to campaign was ludicrous. Unfortunately the AI turn time on mortal empires is still pretty terrible as thats CPU based, so I probably need to upgrade my PC for the third game... :(
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
Me too was playing the game without an SSD and i had to buy it, but i could play the first title with a mechanical drive and it wasn't so bad.
Same for the performance in general, they have worsened a lot (and i can't tell the difference between graphics because i always played on medium / low)
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
Skaven aint for me then, I guess.

I avoid battles like plague (heheh) because they take 2-3 fucking minutes to load, even tho the game is on SSD.

Not sure why you would even play this game if you dont do battles? There are far superior strategy games out there, the strategy layer is the worst part of TW games.

Wondering when Lizardmen are gonna get new LLs. Two LLs for such an important and impactful faction seems pathetic, and turns me away from trying them.

I believe the next DLC is going to be Skaven vs Lizardmen, as they are now the only main races from 2nd game that have had nothing added. It would be good if they expanded Skaven more into the old world in mortal empire campaign, as at the moment they have a very small factions and usually seem to get wiped out quickly.

If there was one major thing I wish this game had it would be an "underworld" map, like the HoMM games, and AoW. It would be exclusive to Dwarfs, Skaven and Goblin factions and then you could create a true under empire for the Skaven! Obviously this will never happen now, but its a huge missed opportunity in my opinion.
 

v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
Not sure why you would even play this game if you dont do battles? There are far superior strategy games out there, the strategy layer is the worst part of TW games.

Fluff, mainly.

Still, what 'd you recommend as better strategy games?
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
Not sure why you would even play this game if you dont do battles? There are far superior strategy games out there, the strategy layer is the worst part of TW games.

Fluff, mainly.

I feel you man, I am a huge Warhammer fan so even though I have gone off TW games I still enjoy this one, the team clearly loves Warhammer and has done a great job in realizing the world. I will admit the TW strategy layer is at its best in this series due to the unique faction mechanics, making for good replay-ability.

Still, what 'd you recommend as better strategy games?

The easy answer is Paradox games unless you hate their mechanics, and you can probably get tons of mods if your looking for fantasy setting. Otherwise there are plenty of good 4X games (old and new) that focus on strategy and empire building that have superior gameplay to TW. I dont think anyone would argue that TW is known for its great strategy map mechanics. But I still believe Shogun/Medieval had the best design with its elegant Risk style gameplay. Its been massive decline ever since Rome. But the children have gotta have their shiny 3D...
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,525
I believe the next DLC is going to be Skaven vs Lizardmen, as they are now the only main races from 2nd game that have had nothing added. It would be good if they expanded Skaven more into the old world in mortal empire campaign, as at the moment they have a very small factions and usually seem to get wiped out quickly.

100% next DLC is Lizard vs Skaven.

I've seen Moulder do great, they usually ally with Norsca/Chaos and repopulate ruins.


Not sure why you would even play this game if you dont do battles? There are far superior strategy games out there, the strategy layer is the worst part of TW games.

Fluff, mainly.

I feel you man, I am a huge Warhammer fan so even though I have gone off TW games I still enjoy this one, the team clearly loves Warhammer and has done a great job in realizing the world. I will admit the TW strategy layer is at its best in this series due to the unique faction mechanics, making for good replay-ability.

Still, what 'd you recommend as better strategy games?

The easy answer is Paradox games unless you hate their mechanics, and you can probably get tons of mods if your looking for fantasy setting. Otherwise there are plenty of good 4X games (old and new) that focus on strategy and empire building that have superior gameplay to TW. I dont think anyone would argue that TW is known for its great strategy map mechanics. But I still believe Shogun/Medieval had the best design with its elegant Risk style gameplay. Its been massive decline ever since Rome. But the children have gotta have their shiny 3D...

If you like fluff you might enjoy Stellaris.

The older TWs have much more complicated strategic maps, might give Rome 2 and Atilla a go, then the older ones.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
32,312
https://www.totalwar.com/blog/the-aye-aye-patch-notes

Warning, wall of text.

Campaign Changes
Heinrich Kemmler Start Position Update
  • Moved Heinrich Kemmler to Blackstone Post in Mortal Empire with new faction The Barrow Legion, removing him from the Vampire Counts faction
  • Made Kemmler’s army immune to non-vampire territory attrition
  • Made Blackstone Post capital of Northern Grey Mountains province in Mortal Empires
  • Added base level of Vampiric Corruption to Northern Grey Mountains, Bastonne and Forest of Arden provinces
Campaign Map Changes
  • Added Heart of the Jungle province and Bowmen of Oreon AI faction to Mortal Empires campaign
  • Added Land of the Dervishes province and Sudenburg AI faction to Mortal Empires campaign
    • Adjusted other provinces and settlements to accommodate these changes
  • Added Chupayotl settlement to the Headhunter’s Jungle province in Mortal Empires campaign (owned by Lokhir Fellheart)
  • Added The Galleon’s Graveyard province to both Eye of the Vortex & Mortal Empires campaign
Faction Select and Ordering Changes
  • Re-ordered factions in the campaign faction select screen: base game factions shown first, followed by the newest DLC in order, or WH2 then WH1 factions
  • Re-ordered factions in the Custom Battle faction select dropdown menu to match with campaign’s new ordering
  • Re-ordered factions end-turn ordering, to match with the faction selection screen when starting a new campaign; playable factions go first, followed by minor factions, followed by other unique faction types
Legendary Lord and Faction Bonus Changes
High Elves

  • Tyrion
    • Faction:
      • +30 diplomacy with High Elf factions NEW
      • -100% build time on Shrine of Khaine building chain NEW
    • Lord:
      • +3 recruit rank for Lothern Sea Guard NEW
Dark Elves

  • Morathi
    • Faction:
      • -50% upkeep for Heroes and Hero action costs (CHANGED FROM -50% hero action cost)
      • -25% Construction cost for Sorcery buildings (moved from Lord to Faction effects)
Skaven

  • Tretch
    • Lord:
      • +13 MA during ambushes (moved from Faction to Lord effects)
      • +13 MA after retreating (moved from Faction to Lord effects)
  • Skarsnik
    • Lord:
      • +14 Charge Bonus Night Goblin Squig Hoppers NEW
Vampire Counts

  • Heinrich Kemmler
    • Faction:
      • Suitable climate mountains NEW
      • +30 diplomacy Beastmen and Warriors of Chaos NEW
      • -25% raise dead cost REMOVED
      • -50% upkeep necromancers (UP FROM -25%)
  • Helman Ghorst
    • Faction:
      • +30% Research (UP FROM+10%) – also moved to correct Faction effect position now)
      • +3 Corpse cart recruit rank NEW
      • +12 Corpse cart Charge Bonus NEW
    • Lord:
      • Poison Attacks (moved to correct Lord effect position now)
  • Isabella Von Carstein
    • Faction:
      • +1 Blood Kiss on campaign start NEW
    • Lord:
      • Undying Love +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects)
  • Mannfred Von Carstein
    • Faction:
      • +10% movement range (UP FROM+5%)
      • +2 recruit rank Grave Guard and Black Knights (UP FROM+1)
      • -15% upkeep Grave guard (UP FROM-10%)
      • +1 Blood Kiss on campaign start NEW
    • Lord:
      • +30 WoM reserves NEW
      • +10 leadership vs Men (UP FROM+5)
  • Vlad Von Carstein
    • Faction:
      • +10% movement range (UP FROM +5%)
      • +1 Blood Kiss on campaign start NEW
      • +30 diplomacy with Arkhan the Black, all Vampire Counts and Vampire Coast factions NEW
    • Lord:
      • Undying Love: +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects)
Norsca

  • Throgg
    • Faction:
      • +15% Physical Resistance for Trolls (UP FROM +10%)
      • -20% upkeep for Trolls (UP FROM -15%)
  • Wulfrik
    • Faction:
      • -15% upkeep for Marauders (UP FROM -10%)
    • Lord:
      • +30% reinforcement range (UP FROM +20%)
Bretonnia

  • Alberic
    • Faction:
      • -1 recruitment time for cavalry NEW
      • +25% income from trade (UP FROM +5%)
    • Lord:
      • +10 MD knights of the realm (UP FROM +5)
  • Louen Leoncoeur
    • Faction:
      • +50% aura size all characters when attacking (UP FROM +25%)
    • Lord:
      • +8 MA vs enemies of The Lady NEW
      • +12 Leadership vs enemies of The Lady NEW
Empire

  • Balthasar Gelt
    • Faction:
      • -50% upkeep reduction battle wizards (UP FROM-25%)
      • +2 wizard agent cap (UP FROM+1)
    • Lord:
      • -20% Winds of Magic cost NEW
      • +10% artillery missile damage NEW
      • Whiter grill, no less chill NEW
  • Karl Franz
    • Faction:
      • +10% movement range (UP FROM+5%)
      • -15% Reiksguard and Greatswords upkeep (UP FROM-10%)
      • +30 diplomacy with Empire factions (UP FROM+10) – moved to correct Faction effects position now
    • Lord:
      • +8 Leadership (UP FROM+2)
  • Volkmar
    • Faction:
      • -30% upkeep Flagellants (UP FROM -15%)
      • +20% ancillary drop chance (UP FROM+10%)
    • Lord:
      • +30% casualty replenishment Flagellants NEW
      • +12% Physical Resistance Flagellants NEW
      • +14 MD Flagellants NEW
Greenskins

  • Grimgor
    • Faction:
      • +10% Movement Range (UP FROM+5%)
      • -15% upkeep Black Orcs (UP FROM-10%)
    • Lord:
      • +12 leadership Black Orcs (UP FROM+6)
      • +10 Armour Black Orcs (UP FROM+5)
      • +30% post-battle loot NEW
    • Azhag
      • Faction:
        • +25% Sacking income (UP FROM+10%)
        • +25% Research (UP FROM+10%)
        • -1 Construction time (settlements) NEW
        • -25% Construction cost (settlements) NEW
      • Lord:
        • +75% aura size (UP FROM+15%)
  • Wurrzag
    • Lord:
      • -50% recruit cost Savage Orcs NEW
Dwarfs

  • Thorgrim
    • Faction:
      • -25% military recruitment building cost (UP FROM -10%)
      • +3 recruit rank Hammerers (UP FROM+1)
      • +30 diplomacy with Dwarfs NEW
      • -15% upkeep Hammerers and Longbeards (UPFROM -10%)
    • Lord:
      • +75% aura size (UP FROM+15%)
  • Ungrim
    • Faction:
      • -50% Slayer recruitment cost (UP FROM -25%)
      • -75% construction cost Slayer & Landmark Buildings NEW
    • Lord:
      • +10 MA Slayers (UP FROM +6)
      • +30% casualty replenishment Slayers NEW
      • -25% upkeep Slayers (moved from Faction effects)
  • Belegar
    • Lord:
      • +10 leadership VS Skaven and Greenskins NEW
      • +30% Tunnel evasion chance REMOVED
  • Grombindal
    • Faction:
      • +60% tunnel evasion chance (UP FROM+40%)
      • +20% WS all units vs Elves NEW
    • Lord:
      • +10 army leadership NEW
      • +50% reinforcement range (UP FROM (+30%)
Chaos

  • Archaon
    • Faction:
      • +10 Chaos Warrior leadership (UP FROM +5)
      • -30% recruit cost Chaos Warriors (UP FROM -15%)
      • -30 diplomacy with all faction (UP FROM -20)
    • Lord:
      • +50% Raze income (UP FROM+25%)
      • +5% Ward Save for all units (CHANGED FROM Chaos Knights only physical resistance)
  • Kholek Suneater
    • Faction:
      • +4 chaos corruption NEW
      • -60% recruitment cost Dragon Ogres (UP FROM -50%)
    • Lord:
      • -30 upkeep dragon ogres (CHANGED FROM-30% recruit cost)
      • +8% Speed Elven units REMOVED
  • Sigvald
    • Faction:
      • +15 Armour for Lords and embedded Heroes (UP FROM+10)
      • +15 leadership VS Men (UP FROM+5)
    • Lord:
      • +3 Horde growth (UP FROM+1)
      • -60% Marauder upkeep NEW
      • +3 Marauder recruit rank NEW
Wood Elves

  • Durthu
    • Lord:
      • +10 Charge Bonus for Dryads, Tree Kin, Tree Men NEW
      • -30% upkeep Dryads, Tree Kin, Tree Men NEW
  • Orion
    • Faction:
      • -15% upkeep for all cavalry CHANGED FROMjust Wildwood Riders -20% upkeep
    • Lord:
      • +8 Charge Bonus Wild Riders NEW
      • +20% WS Wild Riders NEW
Beastmen

  • Khazrak
    • Faction:
      • +40% Raid bonus (UP FROM+10%)
      • +10 Leadership vs Men (UP FROM+5)
    • Lord:
      • -30% upkeep Bestigors NEW
      • +3 recruit rank Bestigors NEW
      • -50% recruit cost Bestigors (UP FROM-30%)
  • Malagor
    • Faction:
      • +2 Bray Shaman cap (UP FROM+1)
      • +30 diplomacy with Beastmen factions (UP FROM+20)
      • +2 horde growth NEW
    • Lord:
      • +3 Bray Shaman recruit rank (UP FROM+1)
      • -8% enemy replenishment (local province) NEW
      • -8 enemy leadership (local province) NEW
  • Morghur
    • Faction:
      • +30% upkeep Minotaurs (DOWN FROM+40%)
      • -30% Spawn upkeep (DOWN FROM-40%)
      • +3 Chaos Corruption spread (UP FROM+2)
    • Lord:
      • +12% Chaos territory attrition (UP FROM+8%)
      • +8 spawn MD NEW
      • +20% missile resistance for Spawn NEW
Vampire Count Changes
Vampire Count Heroes
  • Moved Wight King to level 2 Binding Circle building chain from level 3
  • Added +2 Wight King Hero rank to level 3 Binding Circle building chain
  • Added ability to recruit Necromancer Heroes to level 2 Boneyard building chain
  • Added +1 Necromancer Hero rank to level 3 Boneyard building chain
  • Added +2 Necromancer Hero rank to level 4 Necromancy building chain
Vampire Count Mounts
  • Reduced all Nightmare and Barded Nightmare mounts to be unlocked at level 5
  • Reduced all Hellsteed mounts to be unlocked at level 10
  • Reduced all Zombie Dragon mount to be unlocked at level 20
  • Reduced all Corpse Cart mounts to be unlocked at level 10
  • Reduced all Corpse Cart (Balefire) mounts to be unlocked at level 13
  • Reduced all Corpse Cart (Unholy Lodestone) mounts to be unlocked at level 16
  • Heinrich Kemmler can now unlock Barded Nightmare mount
Vampire Count Techs
  • Added 3 new techs:
    • Rotten Flesh
    • The Ravenous Dead – Includes new ability “The Ravenous Dead”
    • Unnatural Strength
  • Added effects to all four initial branching techs
    • The Book of Arkhan
    • Liber Necronomica
    • De Noirot’s Blasphemous Bestiary
    • The Lahmian Book of Blood
  • Reworked, reduced research time and reordered numerous techs relating to Zombies and Skeletons within the Book of Arkhan tech branch
  • Increased Enshrine Ancient Lords attrition bonus to 30%
General Campaign Changes and Fixes
  • Blessed Spawnings for Lizardmen now trigger as intended.
  • Loyalty Dilemmas for Dark Elves and Skaven now trigger. In some cases they may now trigger too often – we are currently balancing their frequency.
  • Fixed several rare end-turn crashes
  • Fixed a rare instance where the player could end turn before the campaign flyover had finished resulting in a crash
  • The Tier 3 and Tier 4 Dark Elf entertainment buildings can now be constructed by those who do not own The Queen and The Crone
  • Fortress Games, Skavenblight, Hell Pit and Occupied Elven Colonies can now be upgraded by those who do not own Tomb Kings
  • Sisters of Slaughter are now recruited from Tier 3 Halls of Ravaging
  • Skeleton Warriors and Skeleton Spearmen are now available to recruit from the Infantry Level 1 building Open Graves
  • Lords will now correctly be removed from the army when wounded by attrition
  • Fixed various instances of lines in diplomacy being delivered without consideration for the character’s gender
  • Fixed a rare instance where ambushes could be discovered when armies were not near the ambush
  • Thorgrim’s Grudge Against Undead skill now also applies to Tomb Kings
  • The overcast version of Command of the Unliving has been added to campaign
  • Fixed all engage_force_army_invading mission conditions so they will now trigger
  • Fixed Hellebron’s early game mission to upgrade Har Ganeth to point at the correct region
  • Fixed Alarielle’s early game mission to upgrade Gaean Vale with the correct building requirements
  • Boris Todbringer now has access to Imperial Pegasus and Imperial Griffon mounts in campaign
  • Boris Todbringer now has Middenland Runefang & White Cloak of Ulric as starting campaign magic items
  • Moved Clan Eshin faction leader to Axlotl from Marks of the Old Ones settlement in Mortal Empires campaign
  • Clan Eshin now has control of Axlotl settlement from the start of the Mortal Empires campaign
  • Reduced the initial army strength of the Southern Sentinels in the Vortex campaign
  • Skeggi’s landmark building can once again be constructed
  • High Elf wood resource buildings now also affect Shadow Warriors and Sisters of Avelorn
  • Dark Elf pasture resource buildings now also affect Doomfire Warlocks
  • Dark Elf medicine resource buildings now also affect Sisters of Slaughter
  • Bretonnia can now construct their own variant of the Archecclesiatium of Myrmidia
  • The Archecclesiatium of Myrmidia now gives more corruption reduction and public order
  • The Couronne Tournament Grounds income is no longer affected by Farm buildings
  • The Tower of Hoeth correctly applies its bonuses to Swordmasters and Battle Wizards now
  • The Dark Elf ‘Daylight Denied’ technology now affects the income of the correct buildings
  • The Dark Elf ‘Harnessed Fury’ technology now also affects Kharibdyss units
  • The Dark Elf ‘Hardship & Cruelty’ and ‘Masters of Murder’ technologies now also affect Doomfire Warlock units
  • Various High Elf technologies now also affect Sisters of Avelorn and Shadow Warriors
  • The Vampire ‘Decipher Nehekhara Manuscripts’ and ‘Incantations of Nagash’ now properly increase the income of the associated buildings
  • The Vampire ‘Vampiric Revivification’ and ‘Delusions of Grandeur’ no longer incorrectly affect Blood Knights
  • Altdorf now has a proper garrison when occupied by Dwarfs or Greenskins
  • The Pyramid of Nagash now has a proper garrison when occupied by Skaven, Lizardmen or Dark Elves
  • Increased priority of High Elf Dragon Princes, Bolt Throwers and Chariots in garrisons
  • Fixed Wulfrik’s innate reinforcement range bonus being applied twice
  • Fixed some Norsca events using Chaos event pictures instead of Norsca specific ones
  • Fixed a number of effects that were not applying to the correct unit rank restrictions
  • Fixed army upkeep penalty not showing for Norsca
  • Fixed Dark Elf Sorceress (Beasts) Hero using Lord magic skills
  • Fixed Dark Elf Supreme Sorceress (Death) Lord using Hero magic skills
  • Fixed Tomb Kings Tahoth rite not applying unit recruitment rank bonus in local recruitment
  • Fixed Alarielle’s Spiritual Defender applying melee defence instead of melee attack to Sisters of Avelorn units
  • Fixed Warriors of Chaos quests not triggering if the advisor was not available
  • Fixed the Dark Elf Assassin ‘Shroud of Darkness’ skill not reducing vigour loss correctly
  • Fixed the Handmaiden’s ‘Resistant’ trait not applying its effects properly
  • Fixed Avelorn Treemen/Dryads/Treekin and Shadow Walkers recruitment issues
  • Fixed Strigoi Terrorgheist mount transferring issue
  • Fixed missing Immortality skill on Norsca Marauder Chieftains
  • Fixed missing attrition immunity for some Norsca units
  • Changed sacking bonus to razing bonus in the Eye Opens Wider dilemma for Warriors of Chaos
  • Changed Heinrich Kemmler’s Chaos Tomb Blade effects, removing the Skeleton Warriors upkeep reduction and replacing it with Chaos attrition immunity
  • Fixed Norsca ritual armies being able to occupy settlements
  • Fixed a rare soft lock where Alarielle’s Star of Avelorn quest would not start if she had been confederated
  • Brayherds and Waaaghs no longer feature Lords and Heroes as regular units
  • Fixed a rare case where the player could not declare war on the Crooked Moon Mutinous Gits faction if they had re-emerged
  • Fixed Kholek’s unique skill and quest item not applying replenishment bonus correctly
  • Fixed Tree Spirit building chain not appearing in Crag Halls of Findol
  • Fixed Forest Spirit building chain not appearing in Wydrioth
  • Fixed Slayer shrine tier 5 having lower untainted effect than tier 4 building
  • Fixed inconsistent population requirements for Wood Elf settlements, Savage Orc minor settlements, and Savage Orc and Norscan occupied settlements (Black Crag, Karak Eight Peaks, Karaz-a-Karak)
  • Fixed Norsca technologies granting immortality to all characters (including garrison commanders) rather than distinguishing between Lords and Heroes
  • Fixed Wurrzag’s Squiggly Beast stage 2 mission not accepting other Night Goblin variants
  • Fixed a number of minor settlements having more than 4 building slots
  • Fixed Wood Elf technology ‘Lileath, the Maiden’ not applying magic resistance to all units
  • Reinstated upgraded version of Command of the Living for Strigoi Ghoul Kings
  • Unit stats now show context bonuses (e.g. improved Melee Attack when fighting against Bretonnia) when appropriate on the pre-battle screen in campaign
  • The Rite of Sotek can now be unlocked by winning defensive ambush battles
  • Fixed inconsistencies in Bretonnian Warhorse mount naming
  • Fixed Grombrindal’s Cloak of Valaya quest battle pre-battle screen not showing any enemy units
  • Fixed Morathi’s quest chain getting stuck on an incompatible rite if she had been confederated into Crone Hellebron’s faction
  • Frosty Beginnings mission should no longer trigger for Crone Hellebron is she is at war with the faction
  • Fixed Norsca not being able to occupy settlements that were added in recent patches
  • Phrase ‘Pirate Booty’ now freely interchangeable with ‘Pirate Dooty’
  • Fixed an issue where loading an autosave after confederating as Norsca on legendary difficulty would not save the confederation
  • Fixed an instance in the event feed where Brayherds could be referred to as Waaaghs
  • Dark Elves now receive event messages when a Black Ark building is constructed or demolished
  • Morghur’s Stave of Ruinous Corruption quest will now correctly proceed when the quest is aborted as a result of the Greenskins faction being destroyed
  • As Warriors of Chaos, awakening a tribe in a region that was under rebellion no longer produces amalgamations of unimaginable horror
  • Adjusted Campaigner trait so that it will no longer trigger when close to the faction capital
  • Vlad’s Blood Drinker quest stage two has been changed to defeat an Empire army
  • Dwarf campaigns will no longer start with -36 public order in their home province
  • Changed the skill ‘Renowned & Feared’ to be gender-neutral so that it makes sense in both male and female characters’ skill trees
  • Clicking on the resources in the Mortuary Cult to zoom to the nearest one should now work correctly for all resources
  • Norscan garrison leaders can no longer be wounded and subsequently return from duty
  • The second and third tier slave building chain for Norsca now correctly give bonuses to sacking
  • The Norscan tech ‘Longer Hulls’ will now correctly give 10% bonus to sacking
  • Players can no longer declare war on their own Blood Voyage
  • Shadow Walkers and Shadow Warriors will no longer gain the 10% missile resistance of Favourable Winds prior to rank 7
  • Skaven factions are no longer invisible to the player after being vassalised
  • Alith Anar will no longer trigger an advisor message about Dark Elves when none are present
  • The advisor now correctly shows for Vlad and Isabella
  • The advisor will no longer incorrectly trigger when playing as Skaven informing the player of technologies being available when there are none
  • The faction summary for Naggarond will now show the correct faction symbol when referencing Exiles of Nehek
  • Fixed an issue with Kislev names not displaying properly
  • Added a tooltip to the Toggle Notification options on Lords and Heroes to clarify the functionality better
  • The tooltip for amber will no longer advise the player to demolish buildings to regain amber when the only buildings that require amber cannot be demolished
  • Tooltips will no longer stay stuck on screen when turning a locked overlay on and exiting the overlay screen
  • The Skaven mission Evil Knsqueevel will now ask the player to recruit a Doomwheel rather than a Chariot
  • Fimir Balefiend skill Power Drain has been renamed Magical Reserves to better reflect its functionality
  • Fixed a typo in Alith Anar’s Spectre skill
  • Fixed a typo in Arkhan the Black’s flyover
  • Fixed a typo in Tyrion’s Dragon Armour of Anarion quest battle event message
  • Fixed a typo in Vlad von Carstein’s Blood drinker quest chain
  • Fixed a typo with the magical item Pigeon Plucker Pendant
  • Fixed edge-cases in AI vs AI autoresolver which favoured one side too much
  • Fixed a typo on the Pearl of Infinite Darkness
  • AI is now far less likely to construct two of the same building in the same province
  • Port settlements will now show a port icon on the city info bar
  • Vampiric Corruption will no longer overlap in the tooltip at certain percentages
  • Kilhar the Tormentor will no longer stand in a T-pose on the campaign map
  • Fixed a typo in the Forbidden Library flavour text
  • Norscan long-term victory message should be more relevant to the faction now
  • Fixed typos in Lucky Skullhelm’s flavour text
  • Confederating as Norsca by defeating a faction lord will no longer results in the incorrect even message from being displayed
  • Fixed a typo in the Gathering of Might skill tooltip
  • Fixed an anomaly with the autoresolve bar display resetting in strength when adding more units
  • Added income to Bretonnian settlements
  • The button to disband the lord in the Character Details panel is now greyed out for Legendary Lords
  • Fixed an issue where Malagor’s entire army could be lost if he was wounded
  • Gor Grazen will no longer load the Shrine of Khaine battle from campaign
General Battle Changes and Fixes
  • Added a new Host Spectator toggle to multiplayer battles, in order to improve Tournament battle viewing and broadcasts. In this mode, the host can set up the battle but not join it as a contestant. When the match begins, the Host can freely spectate while the battle between players commences. This mode is currently in beta.
    • Host has visibility over armies of all players
    • The host and all players must ready-up in order for the battle to commence
    • Currently, AI armies cannot be assigned to player slots
    • Currently additional spectators cannot be added to the battle
  • Fixed some rare battle crashes
  • Added The Barrow Legion faction to custom battles
  • Reinforcements should now enter the battlefield from the expected direction
  • The timer in replays will now count up rather than down
  • Fixed an issue where the game could freeze and crash when hovering over “Multishot Ammunition” on Reaper Bolt Throwers
  • Updated War Hydra and Kharibdyss unit category descriptions
  • Reduced likelihood of artillery marching towards greenskin and high elf towers when given an attack order against these towers
  • AI will now use Realm of Souls Ushabti and Menace from Below on non-ranged/artillery units
  • If The Menace Below is used inside a settlement as the attacker, the towers will no longer fire inside the settlement
  • Encourage attribute has been added to Goblin Great Shaman when mounted on a Giant Wolf
  • Encourage attribute has been added to Night Goblin Shaman
  • Norsca units (Trolls, Frost Wyrm and Manticore) now have siege attacker attribute
  • Malekith now has the siege attacker attribute when on a dragon mount
  • High Elf dragon mounts now correctly show the siege attacker icon
  • Chanted “Decapods” thrice into a mirror while turning around and OH MIGHTY SIGMAR LOOK AT THE MESS WE’RE IN
  • Fixed issue with siege attacker icon not appearing for High Elf lords mounted on dragons in custom battles
  • Wulfrik now correctly has 15% missile resistance when mounted on his mammoth
  • High Elf Noble will no longer incorrectly do damage on collision
  • Added missing loading screen quotes for some units
  • Ulthuan battle maps will no longer incorrectly be used when fighting in Badlands area of the Vortex campaign map
  • Fireball can no longer be cast without it costing Winds of Magic and ignoring its cooldown
  • Fixed scale of Wood Elf Heroes
  • Fixed an issue where Beastmen models would appear too large compared to the Razorgor Chariot they were occupying
  • Zooming limits adjusted – min camera height is lower, allowing for a ground-level cinematic angle, and max cam height is 17% higher, allowing for a slightly wider overview
  • Lords on flying mounts should now respond correctly to movement orders after being interrupted or knocked back during duels
  • Fixed an issue where invalid movement orders could be issued on several siege maps
  • Heinrich Kemmler now has his Krell summon ability in his quest battles played via the front end
  • Alith Anar will now use a Giant Eagle in his Moonbow quest when started from the front end to match the campaign starting army
  • Rage is no longer removed when disabling Foe-Seeker or Fight or Die! from Marauder Chieftain Lord in custom or multiplayer battle
  • Bjarke Black Raider will now display the correct model
  • Dark Elf Manticore’s faceplate is now positioned correctly
  • Templehof Luminark now displays the correct model and VFX when destroyed
  • Fixed a graphical stretching issue shown on Dark Elf Manticore’s legs
  • Fixed an issue where the Supreme Sorceress would clip through the seat on the Manticore mount
  • Fixed an issue where Ushabti’s heads could show as small triangles when zoomed out
  • Fixed an issue with Necropolis Knights where the main body would clip through the head
  • Fixed an issue where Lothern Sea Guards shield’s kelp would not display correctly
  • Blood should no longer appears as vertical lines on the Hydra and Kharibdyss’s necks
  • Blood will no longer disappear on ranged units’s bows during their firing animations
  • The Kharibdyss heads should no longer be so offset during the Kharibdyss matched animation
  • Fixed various issues with elf units when weapon switching, which included weapons flickering or disappearing and holding swords and bows at the same time
  • Dark Riders (Repeater Crossbow) and Raven Heralds (Repeater Crossbow) will no longer change their bow model during their firing animations
  • Pistoliers, Outriders and Outriders (Grenade Launcher) will no longer swap their sword between their hand and hip while idling
  • Mounted Yeoman will no longer change their bow model during their firing animations
  • Dark Riders (Shields) will now hold their shields correctly during charges
  • The Handmaiden’s spear will no longer detatch from her hand during some attack animations
  • The Blessed Legion of Phakth will no longer incorrectly hold spears and shields when the user is zoomed out a great distance from the unit
  • Fixed an animation synching issue during Helstorm Rocket Battery’s firing animation
  • Fixed an issue where low tier Empire and Bretonnia units would play the wrong animation during a moving attack
  • Fixed an issue where Morghur would occasionally use a whip when attacking
  • The Kharibdyss’s main head will no longer snap during any attacks
  • The Kharibdyss will no longer cross its jaw during sweeping attacks
  • Increased shadow map resolution on medium, high and ultra settings
  • Added collision to some buildings that lacked it on Khemri siege map
  • Troops will now hide correctly in the Khazid Irkulaz map
  • Fixed an area in Eagle Gate map where troops could not be deployed
  • Fixed multiple instances of floating walls and props on Port Elistor siege map
  • The walls are no longer slightly floating above the terrain in the Ancient City of Quintex siege map
  • Props will no longer flicker on Karak Zorn siege map
  • Fixed an issue with the lighting in Kazark Izor siege map
  • Ruination of Cities will no longer appear textureless
  • Fixed some smoke VFX that appeared to be 2D
  • VFX will now be properly displayed when the Sunmaker is destroyed
  • Norscan Warhounds are now using the correct unit card
  • The Branchwraith provided in the army for Sword of Daith stage one quest battle will no longer use the incorrect unit card
  • Upgraded spells with a -15% miscast chance will now display the miscast chance in the tooltip
  • Frost Breath now has the correct tooltip
  • Sound will now correctly play when clicking on the unit info arrows in custom battle
  • Wood Elf and High Elf archers will no longer swap bow models when firing Artillery will no longer be able to shoot beyond its intended range when forcing it to shoot at the ground
  • Framerate drops should be less frequent during battle when units appear or abilities are used
  • Lothern Sea Guards (Shields) should now correctly display on their backs when they are in missile mode
  • Wood Elf and High Elf lords’ swords will no longer disappear and reappear during their firing animations when mounted on horses
  • Individual archer units should no longer be killing an excessive number of enemies compared to the same units in the army
  • Heroes will no longer die when flying over a wall that gets destroyed
  • Order and movement VO no longer play as a spectator in multiplayer battles
  • Order and movement VO no longer play during replays
  • Projectiles now correctly show VFX when projectile trails are set to off
Audio Changes and Fixes
  • Reworked group vocalisation system and added new assets for most humanoid units:
    • Blood Knights thirst for blood more
    • Bretonnians (Knights and Peasants) are now overly honourable
    • Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    • Dwarfs now hold even more grudges
    • Empire State Troops are now more disciplined
    • Goblins are now extra stabby
    • High Elves (Male and Female) have increased in arrogance
    • Orcs now Waaagh! harder than ever
    • Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    • Wood Elves (Male and Female) are now wilder
  • Tweaked and improved Individual Vocalisations
    • New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses
    • Improved distinction between roars and screams for animations (battle and campaign), and retagged animations to use the suitable events
    • Tweaked probabilities of individual vocalisations triggering
  • Legendary Lords have all received the new Cinematic Kit 2 impact sounds for their melee attacks, appropriate to their weapon or attack of choice
  • Improved the audio mix when music is enabled
  • Rebalanced the mix of multiple larger creatures
  • Improved the audio feedback on the magic and ability targeting
    • Reduced spamming of targeting UI sound when moving between targets
  • Reduced cannonball impact spam
  • Blasting Charge limiting updated
  • Reworked Empire and Norsca battle environment ambience
  • Set Alarielle, Alith Anar, and Crone Hellebron’s campaign lord details panel VO to 2D
  • Front End ambiences now crossfade when switching between backgrounds
  • Front End lord portrait videos now play once at full volume, then reduce volume for subsequent loops
  • Malekith has had a bit of a lie down, is feeling much better now thank you, and will no longer scream incessantly in raiding stance
  • Sound will now correctly play when clicking on the unit info arrows in custom battle
Character and Unit Balancing
Beastmen
  • Malagor: +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, +15 base melee damage.
  • Gorebull: +200 mass, +5% hit reaction ignore chance, +5% knock interrupt ignore chance. No longer has terrain penalties in Shallow Water.
  • Khazrak – Razorgor Chariot: +10 armour
  • Morghur: +50 mass
  • Feral Manticore: -100 cost
  • Gor Herd (dual): -50 mp cost
  • Minotaurs: -50 cost
  • Minotaurs (Shields): -100 cost
  • Minotaurs (Great Weapons): -100 cost
  • Razorgor Herd: -50 cost
  • Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
Dwarfs
  • Belegar: -50 mp cost
  • Runelord: +50 mp cost
  • Grombrindal: -100 mp cost
  • Thorgrim: -50 mp cost
  • Thane: +4 melee defence
  • Bugman’s Rangers: -2 health per entity
  • Hammerers: +2 health per entity
  • Peak Gate Guard: +2 health per entity
  • Gyrobomber: +200 health, +20 clattergun ammo
  • Skyhammer: +200 health, +20 clattergun ammo
  • Quarrellers (GW): +2 melee defence
Greenskins
  • Skarsnik: +300 mass
  • Grimgor: +600 mass, +5 armour, +7 melee defence.
  • Night Goblin Shaman: added encourage
  • Goblin Great Shaman – Wolf: added encourage
  • Night Goblin Archers: -25 cost
  • Night Goblin Archers – Fanatics: -25 cost
  • Squig Herd: +10 health per entity
  • Orc Boar Chariot: +4 melee attack
  • Savage Orc Boar Boyz Big Uns: now truly Bigga’ and ‘Arder with +5 bonus vs. large, -2 charge bonus.
  • Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
Empire
  • Royal Altdorf Gryphites: +50 cost, +8 health per entity, -2 charge bonus
  • Demigryph Knights (Halberds): +8 health per entity, -2 charge bonus
  • Demigryph Knights (Lances): +8 health per entity, +2 melee defence
  • Helblaster Volley Gun: -50 mp cost
  • Helstorm Rocket Battery: -100 mp cost
  • Captain: -50 mp cost
  • Crossbowmen: -25 cost
  • Pistoliers: +8 charge bonus, +2 melee attack
  • Witch Hunter: -10 ammo
  • Greatswords: +2 leadership
  • Halberdiers: +2 leadership
  • Spearmen (no shields): +2 bonus vs large
  • Steam Tank: +3 bonus vs infantry, +35 ap melee damage, +5 base melee damage
  • Knights of the Blazing Sun: +1 ap melee damage, -1 base melee damage
  • Great Cannon: improved accuracy
Dark Elves
  • Malekith: +300 mass on foot
  • Sorceress (all) – Cold One mount: -50 mp cost
  • War Hydra: -150 cost
  • Chill of Sontar: -50 cost, Frost Breath is no longer flaming.
  • Kharibdyss: +5 bonus vs large
  • Feral Manticore: -100 cost
  • Supreme Sorceress (all) – foot & dark steed: +150 mp cost
  • Supreme Sorceress (all) – cold one: +50 mp cost
  • Supreme Sorceress (all) – dark Pegasus: +100 mp cost
  • Doomfire Warlocks: -1 health per entity, +100 cost.
  • Slaanesh’s Harvesters: -1 health per entity, +100 cost.
  • Sisters of Slaughter: -1 melee attack, -1 melee defence.
  • Cold One Knights: -12 charge bonus, +8 melee attack, +2 melee defence.
  • Dread Knights: -6 charge bonus, +4 melee attack, +2 melee defence.
  • Knights of the Ebon Claw: -6 charge bonus, +4 melee attack, +2 melee defence.
  • Shades (all): +2 health per entity
High Elves
  • The Fireborn: -50 mp cost, -5 physical resistance
  • Dragon Princes: -50 mp cost, -5 physical resistance
  • Silver Helms (both): +4 charge bonus
  • Handmaiden: -50 mp cost, increased projectile speed, increased projectile penetration
  • Sisters of Avelorn: +2 ap missile damage, -2 base missile damage
  • Everqueen’s Court Guards: +2 ap missile damage, -2 base missile damage
  • The Grey: -100 mp cost
  • Storm Riders: -50 mp cost
  • Tyrion: +100 mp cost, -2 melee attack, +90 ap melee damage, -110 base melee damage.
  • Alarielle – Eagle: -8 melee attack
  • Alith Anar: projectile slightly more accurate, increased projectile penetration.
  • Tiranoc Chariot: added Martial Prowess, -4 melee defence
  • Ithilmar Chariot: added Martial Prowess, -4 melee defence
Bretonnia
  • Blessed Field Trebuchet: -50 mp cost
  • Field Trebuchet: -50 mp cost
  • Alberic: -100 mp cost
  • Fay Enchantress: direct damage aura deals 20% less damage.
  • Lord – foot, warhorse, Pegasus: -50 mp cost
  • Foot Squires: +25 mp cost
  • Green Knight: +4 melee attack, +2 melee defence
  • Battle Pilgrims: +1 melee defence
  • Holy Wardens of La Maisontaal: +1 melee defence
Lizardmen
  • Cold Blooded: Now stops rampage and gives +16 leadership. No longer has max uses, removed stat penalties and healing.
  • Cold One Riders: Added Primal Instincts ability, +50 mp cost, -10 charge bonus, +10 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
  • Cold One Spearriders: Added Primal Instincts ability, -10 charge bonus, +10 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
  • Horned Ones: -12 charge bonus, +6 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
  • Feral Cold Ones: -12 charge bonus, +5 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
  • Kroxigor: +5 ap melee damage, +1 base melee damage.
  • Skink Skirmishers: +1 base missile damage
  • Saurus Scar Veteran – cold one: -100 mp cost
  • Ancient Stegadon: +3 bonus vs infantry, -50 cost
  • Stegadon: +3 bonus vs infantry, -50 cost
  • Feral Stegadon: +3 bonus vs infantry, -50 cost
  • Carnosaurs: +3 melee attack
  • Skink Chief – Stegadon & Ancient Stegadon: -100 mp cost
  • Skink Priest (both) – Stegadon & Ancient Stegadon: -100 mp cost.
  • Bastiladon (Rev. Crystal): -25 mp cost
  • Lord Mazdamundi – Zlaaq: now uses Ancient Stegadon weapon strength.
  • Lord Mazdamundi – Palanquin: + 516 health
  • Slann Mage Priests: +2 melee defence, +516 health
  • Saurus Spearmen: +2 melee defence
  • Saurus Spearmen (Shields): +2 melee defence
  • Saurus Warriors: +1 melee attack
  • Saurus Warriors (Shields): +1 melee attack
  • Temple Guard: +2 health per entity
Vampire Counts
  • Strigoi Ghoul King (foot): -100 mp cost
  • Helman Ghorst – Corpse Cart: +400 health
  • Vampire Lord – Nightmare: +10 armour
  • Devils of Swartzhafen: +2 melee attack
  • Vargheists: +2 melee attack
  • Terrorgheist: -2 charge bonus
  • Cairn Wraiths: +2 melee attack
  • Crypt Horrors: +1 melee defence
  • Mortis Engine: direct damage aura deals 20% less damage
Warriors of Chaos
  • Kholek: increased projectile intersection radius to 0.95, -5 armour, +100 mp cost
  • Archaon: +100 cost, +145 ap melee damage, -205 base melee damage
  • Sigvald: +20 missile block chance, +10 armour, +5 leadership
  • Dragon Ogres: -50 cost
  • Feral Manticore: -100 cost
  • Chaos Giant: Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
  • Swords of Chaos: +2 ap melee damage, -2 base melee damage
  • Chaos Knights: +2 ap melee damage
Wood Elves
  • Wildwood Rangers: -50 mp cost
  • Wardancers RoR: -50 cost
  • Wardens of Cythral: +50 mp cost
  • Waywatchers RoR: -50 cost, -1 ammo
  • Waywatchers: -1 ammo
  • Waystalker: +17 melee attack, +3 melee defence, +15 ap melee damage.
  • Treemen: +190 ap melee damage, -260 base melee damage.
  • Ancient Treemen: +154 ap melee damage, -225 base melee damage.
  • Sisters of the Thorn: +100 cost, -10% physical resistance.
Norsca
  • Feral Mammoth: increased acceleration, -1000 mass, -11 melee attack, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown (re-introduced collision damage for mammoths)
  • War Mammoth: increased acceleration, -1500 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
  • War Mammoth (Warshrine): increaseed acceleration, -1000 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
  • Soulcrusher: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
  • Wulfrik – Mammoth: increased acceleration, -1500 mass, +15 missile resistance, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
  • Marauder Chieftain – Mammoth: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
  • Feral Manticore: -100 mp cost
  • Fimirs (Great Weapons): +50 mp cost
  • Skinwolves: -50 mp cost
  • Marauder Berserkers: -1 melee defence
  • Brutes of the Hound: -1 melee defence
  • Marauder Champions (Great Weapons): +2 melee defence
  • Norscan Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
  • Frost Wyrm: Frost Breath is no longer flaming damage.
  • Marauder Hunters (axes): increased projectile mass for more knockbacks
Skaven
  • Clanrat Spearmen: -25 cost
  • Clanrat Spearmen (Shields): -25 cost
  • Clanrats: -25 cost
  • Clanrats (Shields): -25 cost
  • Death Globe Bombardiers: -50 mp cost, +2 ammo
  • Poison Wind Globadiers: -50 mp cost, +2 ammo
  • Warpfire Throwers: -50 mp cost
  • Hell Pit Abomination: +15 ap melee damage, +5 base melee damage, Summoned Skavenslave Spears now have Scurry Away and Strength in Numbers abilities.
  • Warlord – Rat Ogre Bonebreaker: +400 health
  • Queek Headtaker: +19 bonus vs. infantry
  • Stormvermin (Halberds): +2 melee attack
Tomb Kings
  • Screaming Skull Catapult: -50 mp cost
  • Casket of Souls: increased projectile accuracy
  • Khatep – Casket of Souls: increased projectile accuracy
  • Settra – Chariot of the Gods: +3 melee defence
  • Necrosphinx: +200 health
  • Sphinx of Usepkh: -200 health
  • Sepulchral Stalkers: +1 melee attack, projectiles deal +1 ap melee damage each.
  • Eyes of the Desert: +1 melee attack, projectiles deal +1 ap melee damage each.
Battle Abilities Balancing
  • Dreaded Thirteenth Spell: Summoned Stormvermin now have Scurry Away and Strength in Numbers abilities
  • Soul Rain: increased ap explosion damage by 50%
  • Soul Storm: increased ap explosion damage by 50%
  • Soul Torrent: increased ap explosion damage by 50%
  • Venom Staff: Increased ap explosion damage by +18
  • Skarsnik’s Prodder: Venom Staff: Increased ap explosion damage by +18
  • Comet of Casandora: +6 ap explosion damage
  • Comet of Casandora Upgraded: +12 ap explosion damage
  • Flame Storm: now drags entities towards it rather than pushing them away
  • Vambraces of the Sun: now applies -22% flame weakness
  • Shield of the Old Ones: Replaced 44% magic resistance with 22% Ward Save
  • Pearl of Infinite Bleakness: added +8 leadership
  • Dark Mail: changed to a passive self buff active in melee that adds +24 armour and +22% magic resistance
  • Lance Formation: -12% charge speed, -10% acceleration, -10% deceleration
  • Hunter of Champions: -1 melee defence
  • Regrowth: Removed physical resistance, replaced with +100% vigour. Cost tweaks
  • Regrowth Upgraded: Removed physical resistance, replaced with +100% vigour. Cost tweaks
  • Shield of Thorns: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds
  • Shield of Thorns Upgraded: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds. Reduced cost.
  • Ballistics Calibration: reduced duration from 57 to 32
  • Curse of Da Bad Moon: contact effect now reduces melee defence rather than melee attack
  • Gork’ll Fix It: changed -24% movement speed to -48% movement speed, no longer affects vigour. Increased duration to 24 seconds
  • Waagh!: Reduced melee attack increase from 26 to 20
  • Scarecrow Banner: increased morale penalty for flying units from -4 to -8
  • Light of Battle: added 40m effect radius, reduced duration to 22 seconds, +1 power cos
  • Light of Battle Upgraded: increased duration to 44 seconds, -1 power cost
  • Glittering Robe: removed morale increase, increased armour bonus to +60, duration reduced to 44
  • Glittering Robe Upgraded: removed morale increase, increased armour bonus to +60, duration reduced to 4
  • Rune of Hearth and Home: increased effect range to 45m
  • Destroyer: now adds only +15 ability recharge per 90 seconds
  • Cursed Blade: fixed the re-application of the direct damage
  • Heart of Avelorn: now activates when Tyrion goes below 20% health
  • Crown of Domination: increased effect radius to 55m
  • Transformation of Kadon: Manticore unbinds 40% slower, reduced casting cost by -2
  • Tomb Swarm: reduced direct damage by 25%
  • Death Frenzy: increased duration to 28
  • Death Frenzy Upgraded: increased duration to 2
  • Skitterleap: now has a 40m radius, duration reduced to 41, +5 power cost
  • Skitterleap Upgraded: now has a 40m radius, duration reduced to 82, +8 power cost
  • Night Shroud: now has a 40m radius, duration reduced to 41, +5 power cost
  • Night Shroud Upgraded: now has a 40m radius, duration reduced to 82. +8 power cost
  • Eadbutt: -2 power cost
  • Eadbutt Upgraded: -2 power cost
  • Daith’s Sword: added 2 max uses, increased casting range to 100m
  • Sneaky Stabbing: reduced wind-up time to 1
  • Gaze of Malice: changed to an uncommon ability, max 3 uses, cost increased to 152, recharge time changed to 90
  • Djaf’s Incantation of Cursed Blades: -1 power cost
  • Djaf’s Incantation of Cursed Blades Upgraded: -1 power cost
  • Sakhmet’s Incantation of the Skullstorm: -1 power cost
  • Sakhmet’s Incantation of the Skullstorm Upgraded: -1 power cost
  • Gaze of Nagash: increased accuracy, changed to a higher ballistic trajectory
  • Shem’s Burning Gaze: increased accuracy, changed to a higher ballistic trajectory
  • Vindictive Glare: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
  • Vindictive Glare Upgraded: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
  • Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
  • Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
I wonder how bretonnia and empire ai will react now that they have vampiric corruption from multiple side.
 

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