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Warhammer Total War: Warhammer III

pickmeister

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Nov 2, 2021
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399
1. Shockingly same-y factions that play almost identically, both on the strategy and battle map. The races' lore isn't utilized in any interesting way. Where are the orc spores? Zombies and skeletons have public order problems? Even mechanics which are there, like vampiric corruption, are easily ignorable or circumvented by building one building.
2. The strategy and tactics are simple spreadsheets with braindead solutions to made-up problems (like the aforementioned public order problems zombies seem to have). There are 0 notable differences between black orcs, Empire greatswords, graveguard or chosen beyond minuscule stat changes. There are realistically only 4-5 units in the whole game - basic infantry, heavy infantry, ranged, cavalry, and monsters.
3. Really similar battles due to point 2 that are made worse by the fact there is a very obvious meta which is far and above anything else you can field. The incompetent AI doesn't help here. This point can't be overstated because battles are basically predetermined, it's all about number crunching in the background and there's very little you can do to radically change an outcome of a battle in the vast majority of cases.
4. Even though everything is excruciatingly streamlined, some factions and LLs still end up freakishly overpowered or borderline unplayable due to how weak they are.
5. Terrible battle engine that makes melee units in combat behave like water molecules, the ranks bunch up awkwardly and wait for the units in-front of them to die in order to replace them. You know what I'm talking about.
6. Magic and ranged are too overpowered, once you get one vortex spell you can defeat 3-4 full armies in a single battle by spamming that alone.
7. Unplayable sieges due to many, many problems. The maps are too big, with winding streets that even 1 unit has problems navigating; the walls are actually a burden to the defender and fighting on top of the walls is still bugged to this day; the AI can't utilize these maps at all and just bunches up on the walls, which just makes them easy targets for artillery; etc. etc.
8. Town advancement goes (optional) military buildings -> public order building -> money building. Everything else is irrelevant and this schema gets copy/pasted in each province with no variation.

And this is just the tip of the iceberg, there are *so* many issues with this game that I have no idea why it's so popular, especially in the face of much, much better games in its own franchise, including the much-maligned Troy.
I am aware and understand all those issues but thank you for writing them down. But that mostly seems to me like a missed opportunity with Warhammer Fantasy setting than it being a straight bad Total War game.
What are other TW games doing differently? I'm asking for reasons to try out the other ones as my only other point of reference is Rome 15 or so years ago.
 

Cyberarmy

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What are other TW games doing differently? I'm asking for reasons to try out the other ones as my only other point of reference is Rome 15 or so years ago.

Best TW recent games are imho 3 Kingdoms, Atilla and Troy. 3K is good in every way, only got shitty DLCs.
Warhammer is full guilty pleasure, it has lots of issues but there isn't any other grand strategy game that you can order bloodthirsty minotaurs into poor Empire soldiers in an ambush battle.
Or melting things with Skaven weapon teams.
Or moving entire armies with a demon lord.
 

Lacrymas

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Sep 23, 2015
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Pathfinder: Wrath
I am aware and understand all those issues but thank you for writing them down. But that mostly seems to me like a missed opportunity with Warhammer Fantasy setting than it being a straight bad Total War game.
What are other TW games doing differently? I'm asking for reasons to try out the other ones as my only other point of reference is Rome 15 or so years ago.
It is just a bad TW game on top of setting misuse. Rome Remastered would've been the best historical TW if the pathfinding wasn't so bad. Shogun 2 is probably the best historical one if you can stomach the setting, but I prefer Rome. If you want TW fantasy done right, Troy is where it's at. Not that it doesn't have some problems, it does, but it's much closer to what WH should've been.
 

pickmeister

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It is just a bad TW game on top of setting misuse. Rome Remastered would've been the best historical TW if the pathfinding wasn't so bad. Shogun 2 is probably the best historical one if you can stomach the setting, but I prefer Rome. If you want TW fantasy done right, Troy is where it's at. Not that it doesn't have some problems, it does, but it's much closer to what WH should've been.
Alright, I already own Troy as I love Greek mythology so I'll try it out soon. And put Three Kingdoms with Attila on the list.

What is wrong with Shogun 2 setting?

What about Rome 2 with Divide Et Impera? Is that worth my time?
 

Lacrymas

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Pathfinder: Wrath
There's nothing wrong with Shogun's setting, I just don't find Japan all that interesting. As for Rome 2, I wouldn't. Even though they patched the hell out of it, it's still broken in many respects and the fundamentals just aren't there. Rome 1 is better in every way.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker

Lacrymas

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Pathfinder: Wrath
The two points refer to different things. The spreadsheet-like combat is when units are attacking each other, there's not much you can do in that context because battles really are predetermined due to the fact the game crunches numbers in the background, tactics are irrelevant in the vast majority of cases. Magic is active abilities that are basically on top of everything else and don't work like anything in the game (which is bad). The only active part you realistically have in combat is freakishly overpowered and negates the whole battle simulation aspect of this battle simulation game. So you either just watch puppets mash into each other with predetermined results or spam a single ability that wins the entire game for you. Magic doesn't complement the regular gameplay, it's a minigame all on its own that has the potential to be the whole game.
 

Jaedar

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The two points refer to different things. The spreadsheet-like combat is when units are attacking each other, there's not much you can do in that context because battles really are predetermined due to the fact the game crunches numbers in the background, tactics are irrelevant in the vast majority of cases. Magic is active abilities that are basically on top of everything else and don't work like anything in the game (which is bad). The only active part you realistically have in combat is freakishly overpowered and negates the whole battle simulation aspect of this battle simulation game. So you either just watch puppets mash into each other with predetermined results or spam a single ability that wins the entire game for you. Magic doesn't complement the regular gameplay, it's a minigame all on its own that has the potential to be the whole game.
Ehh, for some races, some times, having a good formation is key to winning battles. Once units start clashing you basically lose control though, that's true.

It's basically only true if you aren't using ranged heavy (or range only) armies though.

Magic doesn't complement the regular gameplay, it's a minigame all on its own that has the potential to be the whole game.
It sort of can. Line spells encourage you to try and draw the enemy forces into a straight line, which interfaces with the tactical positioning. Aoe spells encourage drawing them in to a clump. Vortex spells don't really complement though, since you're too likely to wipe out your own dudes.
 

Lacrymas

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Pathfinder: Wrath
The whole problem is that once you introduce unit tiers in the mix, you immediately see how it's all about the spreadsheeting and background number crunching, regardless of positioning or formations. There are a lot of youtube videos showcasing this exact thing. In Shogun 2, Yari Ashigaru are relevant throughout the whole game because it's not about abstracted and arbitrary numbers, it's about how these units would behave in a real battlefield. Range damage in WH works exactly the same way as melee, but it also has its own problems on top of that, like how units fire directly at a target rather than in a huge arc to cover more ground (like archers would do irl), so that's why you can waste the entire enemy army's ammo with your LL by moving them left to right and back. Magic is just icing on the cake, the actually relevant spells (mostly vortex and other aoe damage spells) are freakishly overpowered and win battles all on their own, while the other types (buffs, debuffs) are never used. It's just not engaging gameplay.
 

hivemind

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. In Shogun 2, Yari Ashigaru are relevant throughout the whole game because it's not about abstracted and arbitrary numbers, it's about how these units would behave in a real battlefield.
lol
Yari Ashigaru are relevant throughout the whole game because their unique ability(which makes no sense that it's not used by other yari units as well) gives them absurd stat boosts.
 

copebot

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Dec 27, 2020
Messages
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Every TW has the same combat system in terms of how the numbers work, although the older ones that have a much more binary HP system feel very different. Going back to S2 can be a surprise when you are used to chunky Warhammer/3K/Troy units. The main differences between the games are in the engine used and how animations work. Often times the animations impact greatly how the unit actually performs. The main problem for me with the older games is that as bad as you think the AI is now, the AI was a lot worse in the older games. S2's AI is intensely suicidal and stupid for example. There are so many ways to bait the AI to divide its army and suicide its units. Playing an M2 campaign last year, the other thing that struck me was how incredibly bad the AI was on the campaign map as well.

On to WH3 discussion. I just finished my Tzeentch campaign. I think the WoC units and lords that the DLC added make the race a lot better. The tradeoff between the Heralds/Exalted Lord of Change (ELOC) or the Sorcerer Lords / Demon Prince upgrades are interesting. The Sorc Lords are better leaders of troops because of their barrier replenishment passive and their superior red line of abilities, but the heralds / ELOC have better casting, Greater Arcane Conduit, and are pretty good in combat as well. I think generally, in the early game, you are better off just not promoting them, but in the later game, it's great to have the upgraded guys. The Demon Princes have a good hybrid metal/Tzeentch casting combo, but it's bad to upgrade a metal herald because they just turn into a metal ELOC, which is way worse than a pure Tzeentch caster. A sorcerer metal hero is a good companion in any army because they also get the 15% barrier replenishment to army passive, which stacks with the .2% barrier replenish per second passive of the Sorcerer Lord. Since you will generally have tons of WoM, the metal caster can be great for dumping a unit's armor to zero and otherwise buffing/debuffing to clinch an engagement while your other spells are on cooldown.

Tzeentch is kind of like Nurgle in terms of its pacing on the campaign map. Your economy might be one of the best in the game, but kind of like how Nurgle only gets super powerful when you unlock the Black Plague 200% sack income symptom, Tzeentch only gets really strong when you have lots of corruption for consistent Winds of Magic gains, you have a few full provinces so you can ensure that you keep magic strong, and everything is upgraded to all Tier 3 at a minimum. Once you have the cash building and the +%province building built in each settlement, the cash rolls in. The early game is rough going apart from the absurd power of your magic. Changing of the Ways only really gets powerful once you unlock more of the abilities. Break Alliance has great synergy with one of the ancillaries that you can get from fighting in allied territory that reduces the cost by 30%. Once you get four of them, you can break any alliance at will, which also nearly guarantees that your target will go to war with their ex-partner.

Tzeentch suffers a bit against high armor races, but it has enough specialist tools that you can get around it. Chaos Warriors and Chosen with Halberds are both key for dealing with high armor and large units, but they don't have great MA. Their Chaos Knights are amazing. Flamers are powerful shock ranged units, but they need a particular setup to get the most out of to avoid too much friendly fire or being utterly clobbered by fast moving units. They're a lot harder to use than irondrakes, blunderbusses, iron hail gunners, ratling guns, and other similar short range weapon teams.
 

Bohrain

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My team has the sexiest and deadliest waifus you can recruit.
Flamers are supposed to be their primary AP tool, but they have a tendency to shoot over the enemy. And since they have lower entity count than warpfire throwers or irondrakes, one model missing it's shot affects their DPS more.
 

copebot

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Flamers are supposed to be their primary AP tool, but they have a tendency to shoot over the enemy. And since they have lower entity count than warpfire throwers or irondrakes, one model missing it's shot affects their DPS more.
I found them most useful in packs of 2-5, but then you have to build the rest of your army around protecting them if you make too many, so I didn't really find it that viable in campaign for a general purpose stack. To make them good, you have to know you have both total ranged superiority and total speed superiority. If you know you can establish that every time, then great, they will absolutely wreck. But if you can't establish that early on in the battle, there's a good chance that the unit(s) will be marginal because they will be trucked by enemy ranged units that are formed up and fast movers will also crush them.

Early game, I found going marauder-heavy to be more reliable with maybe 1-2 flamers tops. They occasionally were really awesome, but only when the situation permitted it, like in one battle in which they saved my radically out-powered marauder stack from being obliterated by chosen, chaos warriors, and chaos knights. My super late game stacks were mostly chosen with halberds, some shield chosen, 2-4 knights, maybe a Doom Knight thrown in there, possibly a couple Soul Grinders, and 1-2 LOC. Almost nothing gives that trouble. Toss in 0-5 pink or exalted pink horrors for good measure, but they're not that necessary.
 

copebot

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I started a Miao Ying campaign in IE. I did a Zhao campaign in RoC not that long after launch, but CA made some changes to the faction's mechanics and to the busted ranged pathfinding, so it's a bit of a different experience.

I decided early on that I was going to rush Clan Eshin as quickly as I could. I forgot about Vilich up there in the Red Fortress, so he busted through the Great Wall and started tormenting me while I was fighting down in the mountains. Although I managed to chew my way through the rats to the south, Vilich kept spam teleporting on my shitty peasant armies that were trying to get into position. He razed the Terracota settlement at least a couple times, wounded Gotrek once, and killed off a few crappy lords. He teleport-ambushed my rice farmers something like eight times, but if there's something that the Chinese are good at, it's dying in enormous quantities for a greater purpose.

But it didn't really matter, because Zhatan killed him off, and I was able to mop him up as I was returning from ratland. Vilich could have blown up at least one major settlement, but he just focused on teleporting on crappy armies and razing one minor settlement a couple times. Lokhir started taking settlements at around that point, but he just funneled mostly to the south taking the worthless, empty settlements that I'd just taken from Eshin. He left his built-up provinces only lightly defended, and I got rid of them without much trouble before looping back to where I had just been fighting the skaven. Overall, Lokhir was a lot weaker than he should have been. The AI recruited tons of dreadspears, a large number of hydras, and only a shade here and there. One of their fire wizards probably killed more of my guys in two burning head casts than the rest of his armies all put together in battle.

Since launch, they made it so that you can no longer convert buildings from one yin/yang valence to another. The way that I've dealt with this is just to try to leave some vacant building slots, and likewise when I have to rebalance to just destroy the growth or PO buildings that I had in that slot just for the points. I just pay attention to my research and am sure to rebalance whenever it's about to complete research on something that changes my balance. One thing that strikes me is that Cathay's tech tree is probably the most powerful one in the game, especially compared to most of the demon races. All of your units get insanely boosted with stacking buffs and most of them are incredibly cheap and easy to recruit. Iron Hail gunners are like diet blunderbusses with extra safety features, but they're good now, especially compared to how busted their line of sight was at launch. It's not necessarily that you make a lot of gross income, but the caravans, cheap upkeep, cheap construction, cheap public order, and unit roster make them really strong.
 
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Yeah maintaining Harmony + the growth compass action = massive income and quick development, feels almost like reducing the difficulty down a notch or two. They also amass a lot of the +3 recruit rank followers for jade warriors which makes for some very strong and cost effective mid-tier armies.
 

Cyberarmy

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ince launch, they made it so that you can no longer convert buildings from one yin/yang valence to another. The way that I've dealt with this is just to try to leave some vacant building slots, and likewise when I have to rebalance to just destroy the growth or PO buildings that I had in that slot just for the points.

I just use heroes or lords for balance shenanigans. Then your only problem for balance became the confederations.
 

Lacrymas

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Pathfinder: Wrath
They didn't have the balls to do the only thing that would've mattered regarding the balance thing - making units have a yin/yang "cost" - so Cathay is neutered mechanically atm and you don't engage with their mechanics at all. The Wu Xi compass is only ever useful when set on one side (the one which gives growth and income) and caravans are not only boring but also become unwieldy once they start getting regularly attacked by more powerful armies.
 

InD_ImaginE

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Pathfinder: Wrath
In the end of the day the old factions are not different enough is indeed a problem. Mechanics of faction in general are just few percentage difference in number in the end of the day

In some way I can somewhat understand that decision from balancing perspective. If every single faction is as specialized like the Wood Elves, and is even more specialized it would just destroy balance in a very rock paper scissor wise per faction
 

Elttharion

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TOTAL WAR: WARHAMMER III – UPDATE 3.1.0​

TOTAL WAR: WARHAMMER III

CA_oxfordcomma


May 25 2023

<VIDEO>
Well, what do we have here?
We hope you’ve checked the forecast, folks, because Update 3.1 is here to rain down a new suite of quality-of-life fixes, various tweaks and continued support for Total War: WARHAMMER III, as well as some new content to sink your teeth into.
We’re delighted by the response to not only Update 3.0 and the Forge of the Chaos Dwarfs, but also roadmap of content for the next 12 months of WARHAMMER III that we recently shared on our socials! If you missed said roadmap, please do check it out below. There’s some exciting stuff coming to the game in ’23, ’24, and beyond…
Roadmap-scaled.jpg

However, in the here and now, if you’re reading this it means Update 3.1 is real and living and ready to pour down your internet pipes. Here are the highlights:
  • A new Legendary Hero arrives in Total War: WARHAMMER III today for free (requires a CA Account)! Find (some!) details on that below…
  • Bretonnia are getting some love with plenty of changes and rebalances.
  • The Great Drill of Hashut will strike in a new Chaos Dwarf endgame crisis for Immortal Empires, The Will of Hashut.
  • Beef up the lower tiers of infantry with the fourth Regiments of Renown, arriving for free in WARHAMMER III today.
  • Gear up for the next content drop with quality-of-life improvements, bug fixes, graphical enhancements, and more!
DISCUSS: Total War: WARHAMMER III on Steam
DISCUSS: Total War: WARHAMMER III on the official Forums
CHAT: The Total War Official Discord
( 中文版请在我们的Bilibili专栏查看 )

DOWNLOAD ON THE MICROSOFT STORE​

Remember that you’ll need to update your game in the Microsoft Store:
  1. Open the Microsoft Store.
  2. Click the [∙ ∙ ∙] symbol next to your profile picture.
  3. Select Downloads and updates.
  4. Press the Get updates button to automatically detect, download, and install the latest changes to your game!
  5. Open the game. The title screen should show you on Update 3.1.0.
If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Total War: WARHAMMER III client or folder as an exception to your firewall and antivirus program.

DOWNLOAD ON STEAM​

Remember that you’ll need to update your game in Steam:
  1. Open Steam.
  2. Click on Library to see your games list.
  3. Click Downloads at the bottom of the Library window.
  4. [If the new build does not download automatically,] click the Download Now button to manually download the new update.
  5. Open the game. The title screen should show you on Update 3.1.0.
If you encounter any issues downloading or playing the game, you can verify the integrity of the Steam files to correct any download or installation errors.

DOWNLOAD ON EPIC​

Remember that you’ll need to update your game in Epic:
  1. Open the Epic games launcher.
  2. Click your profile portrait in the upper right corner of the client window.
  3. Select ‘Settings’ from the navigation page
  4. Click Downloads at the bottom of the Library window.
  5. Scroll to the Manage Games section and check the Allow Auto-Updates
  6. Expand the menu for Total War: WARHAMMER III and open the game Options.
  7. Select the “Auto-update” box and let the game update.
  8. Open the game. The title screen should show you on Update 3.1.0.
If you encounter any issues downloading or playing the game, make sure you verify your game files to correct any download or installation errors.

NEED HELP?​

If you experience any issues after downloading the update, please take a moment to visit our support site for additional troubleshooting steps and assistance.

UPDATE 3.1.0​


Jump to:
New Legendary Hero ⬥ The Will of Hashut ⬥ Regiments of Renown IV ⬥ Bretonnia Update
BeastmenBretonniaChaos DwarfsDaemons of ChaosDark ElvesDwarfsGrand CathayGreenskinsHigh ElvesKhorneKislevLizardmenNorscaNurgleOgre KingdomsSkavenSlaaneshThe EmpireTomb KingsTzeentchVampire CoastVampire CountsWarriors of ChaosWood Elves
Jump ahead:

RELEASE SPOTLIGHT​

NEW LEGENDARY HERO – FREE DLC​

Update 3.1 sees the introduction of a new Legendary Hero to the world of WARHAMMER III!
Who, you may well ask? Thing is, we don’t want to spoil the surprise just yet…
Instead, we suggest you tune into the WARHAMMER SKULLS event at 17:00 BST today, hosted by Games Workshop over at www.twitch.tv/Warhammer to celebrate 40 years of WARHAMMER and hear the beans being spilled!

THE WILL OF HASHUT – NEW ENDGAME CRISIS​

310_a.png

Hashut, the Dark Father, deity of the Chaos Dwarfs, stirs. He whispers designs of malice and tyranny to the Dawi-Zharr, whose cruelty and greed are stoked by their infernal master.
The Chaos Dwarfs seek to expand their empire, exploiting and exterminating all who stand before them! A network of invasion tunnels has been bored from the Dark Lands to the far reaches of the Warhammer world, and legions of Dawi-Zharr march with impunity. Factions who would dare to stand against the Will of Hashut must infiltrate these tunnels to take the war to the very centre of the Chaos Dwarfs’ civilisation, for the only way to halt the crisis is to conquer Zharr-Naggrund itself.

REGIMENTS OF RENOWN IV​

A delightful grab bag of some lower tier units are on the way to help bolster your armies including crafty Bandits, frolicking Nurglings, and bloodthirsty Hounds.
Let’s have a gander:
BANDITS OF THE SILVER ROAD (Peasant Archers)
GRAND CATHAY

310_b.png

These brigands have a fearsome reputation at home and in the west. They have even been hired by the Dragon rulers of their homeland, despite their indiscriminate pillaging.
DEV NOTE:
Armed with a buckler shield, flaming/flammable missile attacks and vanguard deployment, these Bandits are perfect for supporting Fire Rain Rocket Batteries with a handy Weakness to Fire debuff.
HOUNDS OF THE BLOOD HUNT (Flesh Hounds of Khorne)
KHORNE

310_c.png

Khorne’s loathing to see his chosen servants felled by the cowardly practice of the arcane is made manifest in Flesh Hounds mostly immune to hostile magic.
DEV NOTE:
These Khorne Dogs have the Dampen contact effect, which allows them to temporarily remove magical attacks. Use them in a flanking context to support your daemonic troops.
THE WATCHMEN IN THE NIGHT (Armoured Kossars)
KISLEV

310_d.png

The existence of the Tzarina’s secret police is no secret, for the Watchmen’s ranks are not just the spies who root out opposition to her rule, but also the toughest of her retinue.
DEV NOTE:
The Watchmen drop the pistols that Armoured Kossars usually use in favour of a second hand weapon, this makes them really solid anti-infantry combatants. The ability ‘Rabble-Rouse’ also helps to keep nearby troops immune to Fear and Terror.
THE FROLICKERS BUBONIC (Nurglings)
NURGLE

310_e.png

The acrid discharge of these Nurglings’ blisters inflicts wounds upon all those who strike them that may not outright kill, but painfully fester!
DEV NOTE:
These Nurglings have dropped the Cloud of Flies ability in favour of a new ability called Blisterback, which allows the unit to deal damage back at their opponents every time they are hit in melee. The lack of Cloud of Flies helps the unit get hit more often, which in turn triggers the damage reflection more often!
THE PRINCES OF PERFECTION (Devoted Marauders of Slaanesh – Spears)
SLAANESH

310_f.png

In the quest for perfection, one must revel in their obsessions and sacrifice everything for the Dark Prince.
DEV NOTE:
These are the staunchest spears that Slaanesh has access to. With perfect vigour and soporific musk, they are a perfect addition to any Slaanesh anvil line.
THE CHROMATIC ABOMINATIONS (Blue Horrors of Tzeentch)
TZEENTCH

310_g.jpg

For these Blue Horrors, defence is the best offence, emitting chromatic barriers to render incoming attacks futile as they inflict their own.
DEV NOTE:
These Blue Horrors have a bit more ammo than a standard unit, as well as having a powerful barrier replenishment ability that triggers any time a spell is cast on the battlefield (by a friendly or enemy spellcaster). Keep an eye on their barrier points and time your spells appropriately to get a nice boost!
BOGLARS OF THE MAD MARSHES (Gnoblars)
OGRE KINGDOMS

310_h.png

These so-called ‘Toad-Gnoblars’ were once a much-debated myth amongst scholars, said to have the ability to multiply at the merest contact with water.
DEV NOTE:
Boglars come with poison as standard, but also have the uncanny ability to regenerate entities when standing in water. Keep this unit firmly planted in the water for maximum combat effectiveness. Also, never feed a Boglar after midnight.

BRETONNIA UPDATE​

We’re taking steps to bring Bretonnia up to speed in 3.1:
Campaign
  • Damsels now benefit from the Troth’s feature (much like the Knightly Vows feature that other characters benefit from).
  • The final Vow or Troth in the series grants permanent access to ‘The Blessing of the Lady’ for any character who obtains it.
Note: we had a look at providing notifications for the Vows and Troths system, but due to the way it was built back in the day, it was unachievable in the available time. Never say never, though!
Attribute & Ability Changes
The Blessing of the Lady stat bonuses have changed as follows:
  • The Blessing of the Lady now provides +15% Ward save instead of +25% Physical Resistance.
  • Physical Resistance isn’t what it used to be. When WARHAMMER III was released, the interaction between Magical Attacks and Physical Resistance changed, meaning that any unit with Magical Attacks could bypass and ignore the Physical Resistance of enemy units.
  • This left Bretonnia somewhat in the lurch (as all Daemons have Magical Attacks) meaning that The Blessing of the Lady was easy to bypass.
  • To address this, The Blessing of the Lady now grants Ward Save instead, which cannot be bypassed. This means that all units benefitting from this ability will have a much better time fighting Daemons and any foe wielding a magical weapon.
The Blessing of the Lady can now be equipped to units in custom battle:
  • Certain units (mostly Knights and non-Grail Knight characters) can opt to take Blessing of the Lady for 200 gold.
  • This does not affect Grail Knight characters or the Fey Enchantress, who always have blessing of the Lady equipped.
The interplay between Bretonnian Knights and Peasants is now represented by two new attributes – Knight and Peasant:
  • All Knights and Knight Characters have received the new ‘Knight’ attribute, and do not take any leadership penalties if any unit with the Peasant attribute routs nearby.
  • All Peasants have received the new ‘Peasant’ attribute, which has no inherent gameplay effects, but is used for ability and attribute targeting purposes.
  • Knights Errant have received a new passive ability – ‘Impetuous’.
  • When Knights Errant are charging, any friendly unit within 35m (including the Knights Errant) becomes Immune to Psychology for 30 seconds.
Note that Peasant units have had the Expendable attribute removed, as the Knight and Peasant Attributes now cover that gameplay interaction.
All Peasants have received a new passive ability, ‘The Peasants Duty’:
  • Peasants, Men-At-Arms, Battle Pilgrims, Squires, Bowmen, Yeomen and Trebuchets now gain +8 Leadership if a friendly unit with the Knight attribute is within 55m (the awe of standing near their glorious lieges is all they need to embolden their resolve).
  • Peasant Infantry overall have had their leadership reduced slightly to account for this change.
“They love a good charge, them Errant boys do.” – heard in a Tavern near Montfort.
Unit Changes
You can find many more unit changes listed below in the main body of the unit patch notes, but here are a few select highlights:
Grail Knights and Grail Guardians have been rebalanced at lower entity counts; 48 and 32, respectively.
  • We made this change to emphasise the heroism of the legendary Grail Knights of Bretonnia, as well as making their overall battlefield readability a bit better.
  • All of the Bretonnian cavalry units used to be composed of 60 entities, meaning that it was difficult to pick out various cavalry units at a distance. This is now a bit easier that the units are different sizes.
  • Both Grail Knights and Grail Guardians now deal majority Armour Piercing damage, making them a lot deadlier in combat.
Hippogryph Knights have had a noticeable buff.
  • Hippogryph Knights now benefit from the Full Grail Package™. This comprises Magical Attacks, Perfect Vigour and The Blessing of the Lady baked into their cost by default.
  • The unit has also had their collisions optimised a bit and four entities have been added to the unit.
The Grail Relique has been relieved of it’s Leadership buffing role. A bit.
  • Now that Knights can prop up the leadership of Peasants, it means that the Grail Relique doesn’t have to carry the Peasants as hard as it once did.
  • To reflect this, the Icon of Devotion ability now buffs melee attack and has had it’s overall leadership buff reduced slightly.
  • Combining this unit with Knights or a Paladin is now a really good synergy to keep your frontline healthy!
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STABILITY & PERFORMANCE​

  • Fixed a rare crash related to sounds on VFX when exiting a Battle or Campaign.
  • Fixed instances where a softlock could happen when more than one cutscene is triggered simultaneously.
  • Fixed an issue where people were unable to access DLC when playing offline on the Epic Games Store and the Microsoft Store.
  • Fixed a softlock that could occur during Drycha’s Coeddil Unchained quest battle.
  • Fixed an issue where the The King & The Warlord DLC could not be accessed when the game is running from the Xbox App.
  • Fixed an issue where events wouldn’t always pop when multiple events were sent at once.
  • Fixed a possible crash that could occur when occupied settlements had buildings that grant pooled resources.
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GAMEPLAY​

GENERAL UPDATES, RULES & SYSTEMS​

We have improved the user experience and performance of the Load Game panel for users who have a large number of save games:
  • We now only load the first 25 save games, dramatically improving the time it takes to open the Load Game panel.
  • A new button will load the rest of your save games.
  • Added a new delete button that allows you to delete currently loaded save games via Campaign (this also works for shift selected campaigns).

AI RULES & LOGIC​

We’ve made further improvements to AI artillery units in walled settlement battles to prevent them from wasting ammo on unnecessary gate building targets:
  • They will now take extra care when assaulting a wall by no longer attempting to make breaches where there’s no need for one, such as when a gate is already being targeted by a friendly unit, or if there is already a nearby available entry point.
  • They will also no longer target gates when inside of a settlement, nor will they target gates where the angle of fire is too tricky, making them prioritise shots with chances of greater accuracy.
In addition, we’ve made improvements to AI unit groups instructed to guard vulnerable units when attacking settlements:
  • Units will not remain idle in place while taking fire from fort towers.
  • Units will opt out of guarding other units when they are idle too long, instead pursuing other tactics, such as assaulting gates.
Made additional improvements to distance checks between breach points in settlement walls to account for any hard collisions between points (this was previously disrupted ongoing gate assaults).
We’ve also rolled back changes made to improve the attacking AI’s ability to acquire capture points in settlement battles, as it was adversely affecting their defensive behaviour. Instead, we’ve implemented a new solution to improve the attacking AI’s ability to focus on unowned capture points where said attacking AI has units nearby.
Furthermore, we’ve fixed an issue where defending AI units in settlement battles would continuously Sally Out to attack targets while units with the Stalk ability were close by. This locked AI units into a cycle of Sallying Out and retreating back to the settlement. Now, once a hidden unit with the Stalk ability is discovered near a target, the AI will refrain from continuing to Sally Out and shall instead engage the target.

TOOLTIP CHANGES & UPDATES​

With the introduction of our new, more detailed tooltip system, it has become much easier to spot inconsistencies and oversights regarding skill and effect functions. Let’s take a look at what’s been fixed this time around (thanks to Reddit’s mister-00z for your detailed list!):
  • Sneaky Stabberz now correctly includes Snotling Pump Wagons units.
  • All Waaagh! units are now visible in the skill tree (they were previously gaining benefit, but displaying incorrectly).
  • Silver Torrent skill now correctly includes Lion Chariots of Chrace.
  • Heart of the Flame now correctly includes Omen of Asuryan (Arcane Phoenix).
  • Swift Rider now correctly includes Feral Cold Ones.
  • All Blessed Spawning units are now visible in the skill tree (they were previously gaining benefit, but displaying incorrectly).
  • Removed the duplicate unit cards of some Lizardmen units from skill trees.
  • All Legions of Legends units are now visible in skill tree (they were previously gaining benefit, but displaying incorrectly).
  • Added Carrion units to Elite Cavalrymen skill for Tomb Kings.
  • Armour of Delirium now correctly displays Chosen of Tzeentch units.
  • Added Chosen of Tzeentch units to Myriad Servants skill for Tzeentch.
  • Added Marauder Horsemen of Tzeentch to Horrific Advancements skill for Tzeentch.
  • Added Marauder Horsemen of Tzeentch to Riders of Change skill for Tzeentch.
  • Wyrd Spawn (Chaos Spawn) now added to Tzeentch and Daemon Prince skills that affect Chaos Spawn of Tzeentch units.
  • The Severed Claw (Aspiring Champions) now added to Tzeentch and Daemon Prince skills that affect Chosen of Tzeentch units.
  • All Ikit’s Workshop units are now visible in skill trees when playing as Clan Skryre (they were previously gaining benefit, but not displayed correctly).
  • Removed Warp Grinder from the Blastmaster skill as the ranged effects were not relevant for the unit.
  • Removed Death Runners from the Infiltrator skill as the effects were intended to target the missile infantry.
  • All Vampire Coast Regiments of Renown units are now visible in the skill tree (they were previously gaining benefit, but displaying incorrectly).
  • Removed Great Unclean One units from the Mechanical Range skill as the ranged effects were not relevant.
  • Added Skullcannon to the Riders of Doom skill for Daemon Prince.
  • Removed Marauders of Khorne from the Unholy Terror Troopers display as that unit is unavailable for the Daemon Prince.
  • Added all mortal Regiments of Renown to Daemon Prince skills.
  • The Green Guardian (Terracotta Sentinel) now added to skills that affect Terracotta Sentinel units.
  • Removed Black Ark Corsairs units from the Sheafmaster skill as the ranged effects were not relevant for the unit.
  • Chaos Knights of Khorne are now correctly listed in the Bloodsoaked Champions skill.
  • Removed Chaos Warhound (Poison) from the Unnatural Selection display as that unit is unavailable for Norsca.
  • Added Marauder Horsemen of Khorne to the Bloodsoaked Champions skill for Khorne.
  • Added Marauder Horsemen of Khorne to the Overwhelming Stampede skill for Khorne.

THE MASS TOOLTIP​

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We discovered an issue with the numbers displayed by this tooltip which we have now fixed.
Previously it was adding up the mass of all of the associated entities within a single model and displaying it as one giant number. So, for example, a chariot could add the mass of each horse, each rider, the engine and anything else attached to it. This was incorrect, as the effective mass of a unit is generally governed by a single part. See the notes for Update 3.0 to get a rundown on what the articulated entity actually is.
The general rule of thumb is that if a unit is riding something, it’s usually the mount that will count for the effective mass.

OTHER MASS-RELATED CHANGES​

We’ve also taken the liberty to update some older mass values to bring Cavalry units up to scratch. We got some good feedback when we increased the mass of Wild Riders in the last patch, so we’ve made a few more changes to cavalry mass that will hopefully push us nearer to that nice sweet spot where charges feel impactful, but can still be countered in the right circumstances.
Generally we’ve attempted to break cavalry up into certain mass brackets like Light Cavalry, Regular Cavalry, Heavy/Shock Cavalry, Monstrous Cavalry and Character Cavalry, so that the experience and interactions between Cavalry and other units are more readable and consistent across the board.
This is still a work in progress, so if you have any strong opinions on the mass of units in the game, we’d love to hear them.
Other notable changes:
  • Players must take a Lord-type character as their Lord in a game of Domination or Survival (no more sneaky Skavenslave Lords!)
  • Characters mounted on chariots can once again fire magic missile spells.
  • Units should be a bit more reliable when attempting to fire magic missiles from walls.
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RACES & BALANCE​

GENERAL​

  • All rites, including those for the Tomb Kings, High Elves and Vampire Coast, are once again locked until their requirements are met.

SPELLS & ABILITIES​

Army Abilities
INEVITABLE FATE
  • Recharge Time (Seconds): 120 → 150
INEVITABLE FATE UPGRADE I
  • Recharge Time (Seconds): 105 → 120
  • Initial Recharge Time (Seconds): 0 → 30
INEVITABLE FATE UPGRADE II
  • Recharge Time (Seconds): 90 → 105
  • Initial Recharge Time (Seconds): 0 → 30
INEVITABLE FATE UPGRADE III
  • Recharge Time (Seconds): 60 → 90
  • Initial Recharge Time (Seconds): 0 → 30
Spells
  • Fixed various instances of Lords getting stuck when using a Magic Missile ability.
BURNING WRATH & BURNING WRATH UPGRADED
  • Burning Wrath has had its accuracy tightened up to allow it to more reliably hit targets.
FLAMES OF AZGORH & FLAMES OF AZGORH UPGRADED
  • The penetration value of Flames of Azgorh’s projectiles has been increased so that the spawned projectiles no longer immediately explode and over-damage very large units (I’m looking at you, Durthu – get out of the fire, dude, you’re made of wood!).
Unit Abilities
EVERYONE HAS THEIR PRICE
We assessed this ability and came to the conclusion that its previous implementation wasn’t quite hitting the mark, so we’ve made it a bit easier to use and understand.
  • Everyone Has Their Price has been reworked into an AoE debuff that targets all unit within its radius.
  • Active Time (Seconds): 20 → 35
  • Recharge Time (Seconds): 60 → 90
  • Effect Range: 0 → 35
LORD OF TORMENT
  • Intensity conditions have been lowered.
  • Only 5 routing units are required to be in range in order to achieve 100% intensity.
THE BLESSING OF THE LADY
  • Physical Resistance Buff: 25% → 0%
  • Ward Save Buff: 0% → 15%
HEROIC FORTITUDE
  • Effect Duration: 1s → 2s
  • Heal Amount %: 0 → 12
PELT OF WULFAG
  • Pelt of Wulfag has been fixed, so that any fleeing enemy unit within the ability’s 55m radius is now effected by it’s debuff.
  • Previously the ability was only able to target a single enemy unit. This was a bug.
THE WASTING SICKNESS
  • Effect Range: 35 → 55
  • Base Weapon Strength Debuff: -25% → -10%
  • Armour Piercing Weapon Strength Debuff: -25% → -10%
LANCE
  • With the Bretonnian cavalry getting a bit of a stat rework, Lance Formation has been nerfed slightly to compensate for these new numbers.
  • Mass Buff: 50% → 30%
  • Charge Bonus Buff: 40% → 30%
  • Acceleration Buff: 40% → 30%
ICON OF DEVOTION
  • With Peasants receiving a leadership buff from adjacent Knights, the burden of propping up Peasants can now be shouldered more evenly across the roster.
  • The Grail Relique’s leadership buffing effects have been reduced slightly and a melee attack buff has been added alongside the existing effects to reflect this change.
  • Melee Attack Buff 0 → 5
  • Leadership Buff: 12 → 8
Item Abilities
THE VENOM STAFF
  • Wind Up Time: 5 → 1
  • Fixed a Bug where Khalida couldn’t cast this ability whilst mounted on a Chariot
BRAID OF BORDELEAUX
  • Bonus vs Large: 8 → 12
HELM OF YVRESSE
  • Fixed an issue where the item ability was granting two different types of the ‘Unbreakable’ status.
THE VIAL OF HASHUT
  • We reduced the weakness to fire effect of this ability, as it stacked a bit too effectively with all other sources of weakness to Fire on the Chaos Dwarf Roster.
  • Bringing this value down means that now Chaos Dwarfs can get a maximum debuff effect of -100% Weakness to Fire if they combine all 5 sources.
  • Weakness to Fire caps out at -100%, so this is now more game appropriate.
  • Active Time (Seconds): 55 → 60
  • Weakness to Fire: 60% → 20%
  • Armour Debuff: -40 → -60
CHALICE OF BLOOD & DARKNESS
  • The Chalice of Blood and Darkness now activates based on map-wide enemy spell activations for half of the previous heal amount. This makes it easier to use, although it is still limited by a 90 second cooldown between each activation.
  • Heal Amount %: 1.6 → 0.8
STONE MANTLE
  • Now activates when the unit has 75% or less HP remaining
  • Now scales the effect across 4000 hit points of damage rather than 3000, meaning that overall the ability is a bit slower to scale up.
  • Speed Debuff: -10% → -20%
Balance changes to the BEASTMEN race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

DEV NOTE:
There are just some cursory mass changes for the Beastmen here. Pork Scratchings Razorgors are now heavier for better line-smashing capabilities, along with the Feral Manticore also receiving a mass buff.

UNITS​

MOUNT: RAZORGOR CHARIOT)
  • Entity Mass: 1,400 → 2,000
FERAL MANTICORE
  • Entity Mass: 1,600 → 2,000
RAZORGOR HERD
  • Entity Mass: 1,100 → 1,500
Technology
  • Removed Centigors units from the Roiling Death Beastmen technology.
Balance changes to the BRETONNIA race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

UNITS​

KING LOUEN LEONCOEUR
  • The King now has Magical Attacks befitting of a true Grail Knight. Beaquis & Hioopgryph mounts have also had a sizable HP buff in order to give them both a bit more staying power in the battlefield.
  • Magical Attacks: False → True
KING LOUEN LEONCOEUR (MOUNT: BARDED WARHORSE)
  • Magical Attacks: False → True
KING LOUEN LEONCOEUR (MOUNT: ROYAL PEGASUS)
  • Magical Attacks: False → True
KING LOUEN LEONCOEUR (MOUNT: HIPPOGRYPH)
  • Hit Points: 5,604 → 6,604
  • Magical Attacks: False → True
  • Splash Attack Knockback Force Multiplier: 1 → 1.3
  • Entity Mass: 2,200 → 2,300
KING LOUEN LEONCOEUR (MOUNT: BEAQUIS)
  • Hit Points: 5,916 → 6,916
  • Melee Attack: 56 → 60
  • Melee Defence: 45 → 50
  • Base Weapon Damage: 160 → 170
  • Armour Piercing Weapon Damage: 290 → 310
  • Magical Attacks: False → True
  • Entity Mass: 2,200 → 2,500
ALBERIC DE BORDELEAUX (MOUNT: TEMPETE)
  • Multiplayer Cost: 1,600 → 1,650
  • Recruitment Cost: 1,700 → 1,650
  • Hit Points: 5,604 → 6,604
  • Melee Attack: 50 → 52
  • Charge Bonus: 80 → 75
  • Base Weapon Damage: 150 → 155
  • Armour Piercing Weapon Damage: 290 → 300
  • Building Damage Multiplier %: 1 → 1.25
  • Entity Mass: 2,200 → 2,300
LORD (MOUNT: HIPPOGRYPH)
  • Hit Points: 5,604 → 6,604
  • Melee Attack: 47 → 52
  • Melee Defence: 34 → 35
  • Splash Attack Knockback Force Multiplier: 1 → 1.3
  • Entity Mass: 2,200 → 2,300
HENRI LE MASSIF (MOUNT: HIPPOGRYPH)
  • Hit Points: 5,164 → 6,164
  • Melee Defence: 45 → 35
  • Charge Bonus: 85 → 75
  • Entity Mass: 2,200 → 2,300
DAMSEL (MOUNT: UNICORN)
  • Entity Mass: 800 → 1,300
FAY ENCHANTRESS (MOUNT: SILVARON)
  • Deceleration: 6 → 7
  • Entity Mass: 600 → 1,500
THE GREEN KNIGHT
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 950 → 2,000
(CHARACTER MOUNT: BARDED WARHORSE)
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,300 → 1,500
SPEARMAN-AT-ARMS
  • Morale: 50 → 45
SPEARMAN-AT-ARMS (SHIELDS)
  • Morale: 50 → 45
MEN-AT-ARMS
  • Morale: 50 → 45
MEN-AT-ARMS (SHIELDS)
  • Morale: 50 → 45
MEN-AT-ARMS (POLEARM)
  • Morale: 56 → 50
GRAIL RELIQUAE
  • Morale: 85 → 75
  • Max Entities Hit Per Splash Attack: 4 → 2
BATTLE PILGRIMS
  • Morale: 80 → 75
FOOT SQUIRES
  • Morale: 70 → 65
THE HOLY WARDENS OF LA MAISONTAAL (BATTLE PILGRIMS)
  • Added Attribute: Immune to Contact Effects
  • Morale: 90 → 85
BEASTSLAYERS OF BASTONNE (FOOT SQUIRES)
  • Morale: 80 → 75
MOUNTED YEOMEN
  • Missile Block Chance %: 30 → 35
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
MOUNTED YEOMEN ARCHERS
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
WARDENS OF MONTFORT (MOUNTED YEOMEN ARCHERS)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
KNIGHTS ERRANT
  • Added Ability: Impetuous (See Above)
  • Charge Bonus: 54 → 50
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
KNIGHTS OF THE REALM
  • Charge Bonus: 68 → 65
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 10 → 12
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
QUESTING KNIGHTS
  • Charge Bonus: 41 → 40
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
PEGASUS KNIGHTS
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 12 → 15
ROYAL PEGASUS KNIGHTS
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 12 → 15
GRAIL KNIGHTS
  • Multiplayer Cost: 1,500 → 1,700
  • Recruitment Cost: 1,500 → 1,700
  • Upkeep Cost: 375 → 450
  • Number of Entities: 60 → 48
  • Hit Points: 6960 → 7,728
  • Charge Bonus: 78 → 75
  • Armour: 90 → 120
  • Missile Block Chance %: 30 → 35
  • Base Weapon Damage: 23 → 18
  • Armour Piercing Weapon Damage: 15 → 30
  • Max Entities Hit Per Splash Attack: 1 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Charge Initiation Distance: 35 → 40
  • Entity Mass: 1,000 → 1,200
GRAIL GUARDIANS
  • Multiplayer Cost: 1,600 → 1,850
  • Recruitment Cost: 1,600 → 1,850
  • Upkeep Cost: 400 → 462
  • Number of Entities: 60 → 32
  • Hit Points: 7,920 → 8,448
  • Base Weapon Damage: 23 → 24
  • Armour Piercing Weapon Damage: 20 → 38
  • Max Entities Hit Per Splash Attack: 1 → 3
  • Run Speed: 7.8 → 8.4
  • Charge Speed: 10.6 → 10.8
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,200
ROYAL HIPPOGRYPH KNIGHTS
  • Attribute Added: Perfect Vigour
  • Magical Attacks: false → true
  • Multiplayer Cost: 2,000 → 2,100
  • Recruitment Cost: 2,000 → 2,100
  • Upkeep Cost: 500 → 525
  • Number of Entities: 8 → 12
  • Hit Points: 8,480→ 8592
  • Morale: 75 → 80
  • Collision Boxes Optimised
DEFENDERS OF THE FLEUR-DE-LIS (KNIGHTS ERRANT)
  • Charge Bonus: 54 → 55
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
KNIGHTS OF THE LIONHEARTED (KNIGHTS OF THE REALM)
  • Charge Bonus: 68 → 65
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 10 → 12
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
THE COMPANIONS OF QUENELLES (QUESTING KNIGHTS)
  • Multiplayer Cost: 1,600 → 1,450
  • Recruitment Cost: 1,600 → 1,450
  • Upkeep Cost: 400 → 362
  • Melee Defence: 48 → 49
  • Charge Bonus: 41 → 40
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
Balance changes to the CHAOS DWARF race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

DEV NOTE:
Chaos Dwarfs have also received a lot of attention this patch. Astragoth was a bit too over-tuned at launch and has been adjusted along with Bull Centaur Renders and the Naptha Bomb-wielding Infernal Ironsworn units, as they were both very cost effective. K’daai have received a nice buff to make them a bit less fragile, but perhaps the biggest change is that the Iron Daemon is now able to move and shoot properly – this should hopefully eliminate some of the frustrations that players were encountering. The Skullcracker is also now a bit of a beast in melee, with better combat stats and an improved ability to knockback enemies at lower speeds. Artillery have also been given a pass; with the Magma Cannon receiving a bit of a range nerf, the Deathshrieker getting a higher degree of accuracy and the Dreadquake getting a bit more range.

GENERAL UPDATES​

  • Chaos Dwarf Legendary Lords will no longer lose their immortality upon confederation.
  • Fixed a script error when completing a long victory as the Chaos Dwarfs in Immortal Empires.
  • Removed Infernal Engineer from Drazhoath’s Cinderbreath mount.
  • Unit customisation will now work when used in conjunction with the Magma Cannon or Deathshrieker.
  • Fixed a visual bug in the Province panel where the armament production value was not taking into consideration the armament modifier bonus value.

CAMPAIGN​

  • Fixed Gorduz Backstabber being unable to equip the Khanate Assassin ancillary.
  • Removed out-of-date faction effects for Zhatan and Drazhoath that were granting excessive casualty replenishment and research rate bonuses.
  • The Collect Income checkbox should no longer be visible in the building browser.
  • Drazhoath no longer counts towards the hero cap in multiplayer when mounted atop Cinderbreath.
  • The Labour amount when raiding now correctly lowers when units are disbanded.
  • Fixed an issue where the amount of raided labour wouldn’t lower when multiple armies were raiding the same region.
  • The Great Drill of Hashut (Chaos Dwarf Final Battle) can now be teleported to in Realm of Chaos.
  • Tower of Zharr seats that provide bonuses based on the number of seats owned in the same district now correctly counts the number of seats of the same district type and removes all bonuses from previous owners (this is applicable to new saves only).
  • Chaos Dwarf provinces now correctly display their workload after confederating another faction.
  • The scaling success chance for Chaos Dwarfen actions against enemy heroes is now in-line with the other Lords and Heroes in the game.
  • Rune of Immunity upgrade now correctly applies spell resistance to missile infantry in the Hell-Forge.
  • The Tower of Zharr’s Field Marshal seat now correctly states that it works for all armies, not just the faction leader’s.
  • Convoys now only receive the Strength Through Pain experience reward for one turn after choosing to train at the Khornate shrine in the Duelling Shrine Convoy event.
  • Fixed The Path of Fire Convoy event Stick to the Road dilemma option incorrectly delaying the convoy for a turn.
  • Fixed The Path of Fire Convoy event Through Fire and Flames dilemma option not reducing the convoy journey time by a turn.
  • The Dawi-Zharr now have access to the special landmark at Nagashizzar.

UNITS​

  • Granite Guard now has stats reflective of a Regiment of Renown.
  • Recruitment time for the Iron Daemon and Skullcracker units has been reduced to two turns.
  • Chaos Dwarf RoR units no longer have an armament upkeep cost for the Hell-Forge.
  • The cooldown for Gorduz Backstabber’s Crooked Dice ability now functions as intended.
ASTRAGOTH IRONHAND
  • Multiplayer Cost: 1,300 → 1,500
  • Hit Points: 7,224 → 6,824
  • Charge Bonus: 60 → 50
  • Acceleration: 4 → 3
  • Entity Mass: 5,000 → 2,500
  • Turn Speed: 180 → 120
DRAZHOATH THE ASHEN MOUNT: (CINDERBREATH)
  • Multiplayer Cost: 2,100 → 2,300
  • Entity Mass: 4,000 → 4,400
ZHATAN THE BLACK (MOUNT: GREAT TAURUS)
  • Entity Mass: 4,000 → 2,300
ZHATAN THE BLACK (MOUNT: LAMMASU)
  • Entity Mass: 1,650 → 2,300
SORCERER-PROPHET (MOUNT: GREAT TAURUS)
  • Multiplayer Cost: 1,500 → 1,600
  • Entity Mass: 4,000 → 2,300
SORCERER-PROPHET (MOUNT: LAMMASU)
  • Multiplayer Cost: 1,650 → 1,750
  • Entity Mass: 1,650 → 2,300
SORCERER-PROPHET (MOUNT: BALE TAURUS)
  • Multiplayer Cost: 2,100 → 2,200
OVERSEER
  • Multiplayer Cost: 1,000 → 900
OVERSEER (MOUNT: GREAT TAURUS)
  • Entity Mass: 4,000 → 2,300
OVERSEER (MOUNT: LAMMASU)
  • Entity Mass: 1,650 → 2,300
GORDUZ BACKSTABBER
  • Multiplayer Cost: 350 → 500
GORDUZ BACKSTABBER (MOUNT: GIANT WOLF)
  • Multiplayer Cost: 500 → 650
DAEMONSMITH SORCERER (MOUNT: GREAT TAURUS)
  • Multiplayer Cost: 1,200 → 1,300
  • Entity Mass: 4,000 → 2,300
DAEMONSMITH SORCERER (MOUNT: LAMMASU)
  • Multiplayer Cost: 1,350 → 1,450
  • Entity Mass: 1,650 → 2,300
DAEMONSMITH SORCERER (MOUNT: BALE TAURUS)
  • Multiplayer Cost: 1,800 → 1.900
CHAOS DWARF BLUNDERBUSSES
  • Removed Attribute: Charge Defence vs Large
THE GRANITE GUARD (CHAOS DWARF BLUNDERBUSSES)
  • Melee Attack: 30 → 38
  • Reload Skill: 0 → 18
THE BLAZING BEARDS OF BAZHERAK (CHAOS DWARF WARRIORS)
  • Reload Skill: 0 → 18
  • Base Missile Damage: 4 → 1
  • Armour Piercing Missile Damage: 8 → 0
  • Building Collider Size: 0.2 → 0.1
  • Base Explosion Damage: 6 → 27
  • Armour Piercing Explosion Damage: 16 → 11
HOBGOBLIN SNEAKY GITS
  • Base Missile Damage: 14 → 12
INFERNAL IRONSWORN
  • Multiplayer Cost: 1,300 → 1,400
  • Recruitment Cost: 1,300 → 1,400
  • Upkeep Cost: 325 → 350
  • Base Missile Damage: 4 → 1
  • Armour Piercing Missile Damage: 8 → 0
  • Base Explosion Damage: 6 → 27
  • Armour Piercing Explosion Damage: 16 → 11
THE IMMORTALS (INFERNAL IRONSWORN)
  • Multiplayer Cost: 1,500 → 1,600
  • Recruitment Cost: 1,500 → 1,600
  • Upkeep Cost: 375 → 400
BULL CENTAUR RENDERS
  • Multiplayer Cost: 1,400 → 1,550
  • Recruitment Cost: 1,400 → 1,550
  • Upkeep Cost: 350 → 387
  • Melee Attack: 36 → 32
  • Missile Block Chance %: 55 → 35
  • Turn Speed: 120 → 80
  • Collision box size increased
BULL CENTAUR RENDERS (DUAL AXES)
  • Multiplayer Cost: 1,450 → 1,600
  • Recruitment Cost: 1,450 → 1,600
  • Upkeep Cost: 362 → 400
  • Melee Attack: 40 → 36
  • Turn Speed: 120 → 80
  • Collision box size increased
BULL eCENTAUR RENDERS (GREAT WEAPONS)
  • Multiplayer Cost: 1,450 → 1,600
  • Recruitment Cost: 1,450 → 1,600
  • Upkeep Cost: 362 → 400
  • Melee Attack: 38 → 34
  • Turn Speed: 120 → 80
  • Collision box size increased
HASHUT’S DARK RAVAGERS (BULL CENTAUR RENDERS)
  • Multiplayer Cost: 1,650 → 1,900
  • Recruitment Cost: 1,650 → 1,900
  • Upkeep Cost: 412 → 475
  • Melee Attack: 50 → 46
  • Reload Skill: 0 → 18
  • Turn Speed: 120 → 80
  • Collision box size increased
OGLAH KHAN’S WOLFBOYZ
  • Reload Skill: 0 → 18
GREAT TAURUS
  • Recruitment Cost (MP): 1,200 -> 1,100
  • Recruitment Cost (SP): 1,200 -> 1,100
  • Entity Mass: 4,000 → 2,000
  • Upkeep Cost: 300 -> 275
LAMMASU
  • Recruitment Cost (MP): 1,350 -> 1,250
  • Recruitment Cost (SP): 1,350 -> 1,250
  • Entity Mass: 1,650 → 2,000
  • Upkeep Cost: 338 → 312
BALE TAURUS
  • Recruitment Cost (MP): 1,800 -> 1,700
  • Recruitment Cost (SP): 1,800 -> 1,700
  • Entity Mass: 4,000 → 3,500
  • Upkeep Cost: 450 → 425
K’DAAI DESTROYER
  • Morale: 60 → 70
  • Armour: 90 → 120
  • Burning Bright is now active until only 25% HP remains, rather than 50%.
K’DAAI FIREBORN
  • Morale: 50 → 60
  • Armour: 60 → 80
  • Burning Bright is now active until only 25% HP remains, rather than 50%.
MAGMA CANNON
  • Multiplayer Cost: 900 → 1,100
  • Recruitment Cost: 900 → 1,100
  • Upkeep Cost: 225 → 275
  • Morale: 64 → 55
  • Melee Attack: 16 → 20
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Effective Range: 450 → 380
  • Calibration Area: 7 → 15
  • Shockwave Radius: 1.6 → 1.3
  • Entity Mass: 1,500 → 2,500
DEATHSHRIEKER ROCKET LAUNCHER
  • Morale: 50 → 55
  • Melee Attack: 16 → 20
  • Ammunition: 20 → 25
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Projectile Bonus vs. Infantry: 0 → 25
  • Projectile Velocity: 90 → 150
  • Projectile Calibration Distance: 240 → 380
  • Projectile Calibration Area: 180 → 10
  • Projectile Shrapnel Velocity: 5 → 4
  • Entity Mass: 1,500 → 2,500
DREADQUAKE MORTAR
  • Multiplayer Cost: 2,200 → 2,000
  • Recruitment Cost: 2,200 → 2,000
  • Upkeep Cost: 550 → 500
  • Morale: 100 → 55
  • Melee Attack: 16 → 20
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Effective Range: 380 → 450
  • Calibration Area: 140 → 120
IRON DAEMON
  • The Iron Daemon may now move and shoot simultaneously
  • Turns to Recruit: 3 → 2
  • Melee Attack: 36 → 45
  • Melee Defence: 20 → 25
  • Charge Bonus: 50 → 75
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 90
  • Armour Piercing Weapon Damage: 140 → 210
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Projectile Spread: 2 → 3
  • Acceleration: 0.7 → 1
IRON DAEMON – DREADQUAKE MORTAR
  • All Changes Affecting Iron Daemon Melee/Missile Performance & Dreadquake Projectile
  • Multiplayer Cost: 3,200 → 3,000
  • Recruitment Cost: 3,200 → 3,000
  • Upkeep Cost: 800 → 750
  • Run Speed: 6 → 5.5
THE DAEMON’S TONGUE (IRON DAEMON)
  • The Daemon’s Tongue may now move and shoot simultaneously
  • Melee Attack: 36 → 56
  • Melee Defence: 20 → 32
  • Charge Bonus: 50 → 75
  • Reload Skill: 0 → 18
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 90
  • Armour Piercing Weapon Damage: 140 → 210
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Acceleration: 0.7 → 1
THE DAEMON’S TONGUE – DREADQUAKE MORTAR
  • All above changes affecting The Daemon’s Tongue Melee/Missile Performance & Dreadquake Projectile
  • Multiplayer Cost: 3,200 → 3,500
  • Recruitment Cost: 3,200 → 3,500
  • Upkeep Cost: 800 → 875
  • Run Speed: 6 → 5.5
SKULLCRACKER
  • The Skullcracker can now knockback enemy entities much more effectively
  • Turns to Recruit: 3 → 2
  • Melee Attack: 36 → 55
  • Melee Defence: 20 → 30
  • Charge Bonus: 50 → 75
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 120
  • Armour Piercing Weapon Damage: 140 → 280
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Acceleration: 0.7 → 1
SKULLCRACKER – DREADQUAKE MORTAR
  • All above changes affecting Skullcracker’s Melee/Missile Performance & Dreadquake Projectile
  • Run Speed: 6 → 5.5

SKILLS​

  • Daemonsmith Sorcerer (Metal) skill Careful Casting now correctly reduces Wind of Magic cost by 10% instead of 10.

SPELLS​

  • Burning Wrath no longer has an instantaneous cast when Drazoath, the Sorcerer Prophets, and a Daemonsmith are mounted.

TRAITS​

  • The Monster Commander trait for convoys now correctly grants its bonuses to the Lammasu and Taurus units.

TECHNOLOGY​

  • Powers of the Conclave now correctly increases the number of uses for Blood & Fireborn and Dreadquake Battery army abilities.
Balance changes to the DARK ELF race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

DEV NOTE:
We didn’t quite get the Dark Elf mount costs right last time around, so we’ve taken another look and rebalanced them. As a result, Rakarth and Lokir are now a little bit cheaper. Other than that, Dark Steed Mounts are heavier along with Cold Ones and Manticores, while Dark Steed Cavalry have received an acceleration boost.

THE DARK ELF SLAVE UPDATE​

Gameplay
  • Dark Elves now have the ability to consume their Slaves in order to Rush Construction.
  • High control now reduces the slave consumption within a province. This recreates the Chaos Dwarf Labour relationship where if you maintain control you lose significantly less Labour per turn, but while maintaining Slaves as a global resource for Dark Elves.
  • Post-battle Slave rewards have been rebalanced to offer significantly more base rewards but slightly less from the post-battle options. Overall, this should be a small net increase, but more importantly give the player more freedom to not always select the Slave option to stay in the green.
  • Slave rewards from Raiding have been improved. We have also fixed a few pooled resource related bugs when raiding (such as being able to spam raid a single region without lowering the overall amount).
  • Removed the constructions speed buffs from maintaining large amounts of Slaves. This is now covered by the addition of Rush Construction. Maintaining a low amount of stockpiled slaves now increases control, while maintaining a large amount of stockpiled slaves reduces control.
Edicts
  • Adjusted the Slave Quotas Edict to reduce the cost of Rush Construction, slightly reducing the Growth amount.
Buildings
  • Slaves are now consumed and the bonus effects are now applied on a per building basis if they can be afforded rather than all buildings simultaneously turning on/off if the player has over 100 Slaves.
  • All buildings which have bonus Slave effects now also consume Slaves
  • Slave consumption per building has been lowered
  • All slave consumption buildings now provide lower base benefits but greater bonus effects if Slave requirements are met (this was the opposite before)
Ports no longer consume Slaves for bonus income, they now generated Slaves per turn.
  • This has been done to help counter stacking slave costs per turn into the end game, and also provide rewarding targets for hunting down and capturing ports with your black arks.
We have adjusted/moved the effects on a few infrastructure buildings:
  • Slave income moved to Roads Building
  • Removed the Growth from the Roads Building
  • Reduced Diktats cost moved to Slave Pens building;
  • Slave Pens now reduces the Slave Consumption from buildings
  • Slight replenishment buff for the Growth building
Karond Kar Landmark now provides a small global reduction in Slave consumption
Diktats
  • Reduced costs to 200/300/400 (and adjusted the effects to match the new costs).
  • Reduced the cooldown of the treasury Diktat to 1 turn.
Skills
  • Slightly buffed assassin Slave generation to 5/10/15 from 3/6/10
Text/Tooltips/Help Pages
  • Multiple text updates to match the new changes.

GENERAL UPDATES​

  • Fixed an issue with the Death Night button, where the button would be clickable even if player didn’t have enough slaves to use it.

CAMPAIGN​

  • Fixed an issue where Rakarth was releasing his Slaves when sacking certain cultures rather than enslaving them. He should correctly generate Slaves when sacking against all enemies now.
  • The Gate to the Underworld Sea Landmark building has been restored to its rightful place in Hag Graef.
  • The Vandalised Court of the Everqueen landmark building now spreads Slaanesh corruption when playing as Morathi.
  • Reduced the cooldown and maximum turns before a mission is guaranteed for the Whispers of T’zarhan mechanic. This should improve the frequency of these missions.
  • The loyalty of confederated or requested armies is no longer 0.

UNITS​

(CHARACTER MOUNT: DARK STEED)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300
MALEKITH
  • Multiplayer Cost: 1,150 → 1,300
MALEKITH (MOUNT: COLD ONE)
  • Multiplayer Cost: 1,500 → 1,650
MALEKITH (MOUNT: COLD ONE CHARIOT)
  • Multiplayer Cost: 1,650 → 1,800
MALEKITH (MOUNT: SERAPHON)
  • Multiplayer Cost: 2,400 → 2,850
CRONE HELLEBRON
  • Multiplayer Cost: 1,150 → 1,050
CRONE HELLEBRON (MOUNT: DARK STEED)
  • Multiplayer Cost: 1,350 → 1,250
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300
CRONE HELLEBRON (MOUNT: MANTICORE)
  • Multiplayer Cost: 1,900 → 1,800
  • Max Entities Hit by Splash Attack: 8 → 5
  • Entity Mass: 1,600 → 2,300
CRONE HELLEBRON (MOUNT: CAULDRON OF BLOOD)
  • Multiplayer Cost: 1,950 → 1,850
LOKHIR FELLHEART
  • Multiplayer Cost: 1,000 → 900
LOKHIR FELLHEART (MOUNT: MAELSTROM)
  • Multiplayer Cost: 2,250 → 2,450
  • Armour: 80 → 90
RAKARTH
  • Multiplayer Cost: 1,000 → 900
RAKARTH (MOUNT: SCOURGERUNNER CHARIOT)
  • Multiplayer Cost: 1,300 → 1,350
RAKARTH (MOUNT: MANTICORE)
  • Multiplayer Cost: 1,500 → 1,650
  • Entity Mass: 1,600 → 2,300
RAKARTH (MOUNT: BRACCHUS)
  • Multiplayer Cost: 2,250 → 2,450
  • Melee Defence: 45 → 46
  • Armour: 80 → 90
DREADLORD (SWORD & CROSSBOW) (MOUNT: DARK PEGASUS)
  • Multiplayer Cost: 1,350 → 1,400
DREADLORD (SWORD & CROSSBOW) (MOUNT: BLACK DRAGON)
  • Multiplayer Cost: 2,100 → 2,400
  • Melee Attack: 54 → 52
  • Armour: 80 → 90
DREADLORD (SWORD & SHIELD) (MOUNT: DARK PEGASUS)
  • Multiplayer Cost: 1,350 → 1,400
DREADLORD (SWORD & SHIELD) (MOUNT: BLACK DRAGON)
  • Multiplayer Cost: 2,100 → 2,400
  • Melee Attack: 58 → 52
  • Melee Defence: 48 → 46
  • Armour: 80 → 90
SUPREME SORCERESS (MOUNT: DARK PEGASUS)
  • Multiplayer Cost: 950 → 1,000
SUPREME SORCERESS (MOUNT: MANTICORE)
  • Entity Mass: 1,600 → 2,300
SUPREME SORCERESS (MOUNT: BLACK DRAGON)
  • Multiplayer Cost: 1,700 → 2,000
  • Armour: 80 → 90
HIGH BEASTMASTER (MOUNT: MANTICORE)
  • Entity Mass: 1,600 → 2,300
MASTER
  • Multiplayer Cost: 550 → 700
MASTER (MOUNT: DARK STEED)
  • Multiplayer Cost: 600 → 900
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300
MASTER (MOUNT: COLD ONE)
  • Multiplayer Cost: 750 → 1,050
MASTER (MOUNT: DARK PEGASUS)
  • Multiplayer Cost: 950 → 1,250
MASTER (MOUNT: COLD ONE CHARIOT)
  • Multiplayer Cost: 900 → 1,200
DARK RIDERS
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
DARK RIDERS (SHIELDS)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
DARK RIDERS (REPEATER CROSSBOW)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
DOOMFIRE WARLOCKS
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
COLD ONE KNIGHTS
  • Entity Mass: 1,050 → 1,500
COLD ONE DREAD KNIGHTS
  • Entity Mass: 1,050 → 1,500
KNIGHTS OF THE EBON CLAW (DREAD KNIGHTS)
  • Entity Mass: 1,050 → 1,500
SLAANESH’S HARVESTERS (DOOMFIRE WARLOCKS)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
RAVAGERS OF RAKARTH (SCOURGERUNNER CHARIOTS)
  • Reload Skill: 0 → 18
FERAL MANTICORE
  • Entity Mass: 1,600 → 2,000
Balance changes to the DWARF race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

CAMPAIGN​

  • Thorek’s unique follower ancillary Kraggi can now be re-equipped if removed.

Balance changes to the GREENSKINS race and factions, available in Immortal Empires for owners of Total War: WARHAMMER.

DEV NOTE:
For Greenskins, Wyverns have gotten heavier and Snotling Pump Wagons have lost some charge bonus, the latter of which was contributing to some balancing issues.

CAMPAIGN​

  • The Tomb of Khengai Khan landmark now gives the correct values when damaged.
  • Grom’s Cauldron ingredients that are gained from killing units in battle will now correctly award the ingredient.

UNITS​

AZHAG THE SLAUGHTERER (MOUNT: SKULLMUNCHA)
  • Entity Mass: 1,600 → 2,300
ORC WARBOSS (MOUNT: WYVERN)
  • Entity Mass: 1,600 → 2,300
NIGHT GOBLIN WARBOSS (MOUNT: GREAT CAVE SQUIG)
  • Entity Mass: 1,300 → 1,500
SNOTLING PUMP WAGONS
  • Charge Bonus: 35 → 30
SNOTLING PUMP WAGONS (FLAPPAS)
  • Charge Bonus: 60 → 45
SNOTLING PUMP WAGONS (SPIKY ROLLERS)
  • Charge Bonus: 35 → 30
LOGEY BOGEY’S SPORE ‘SPLODAZ (SNOTLING PUMP WAGONS)
  • Charge Bonus: 35 → 30
FERAL WYVERN
  • Entity Mass: 1,600 → 2,300

SKILLS​

  • The Sneaky Stabberz skill now targets the correct units.
Balance changes to the HIGH ELF race and factions, available in Immortal Empires for owners of Total War: WARHAMMER II.

DEV NOTE:
As well as benefitting from a load of mass changes to Griffons, Lions and Horses, all High Elf Cavalry (excluding Ellyrian Reavers) now run at 84 speed (faster than Empire Cavalry) which should hopefully help their matchups. Their horses are some of the best in the world, of course.

CAMPAIGN​

  • Chaos Dwarfs now provide appropriate bonuses when captured by Eltharion.
  • Tor Elyr’s Royal Ellyrian Stable Landmark building has been brought down from Tier 5 to Tier 3, and its treasury cost has been reduced from 10,000 to 5,000.

UNITS​

ELTHARION THE GRIM (MOUNT: STORMWING)
  • Entity Mass: 1,650 → 2,500
TECLIS (MOUNT: ARCANE PHOENIX)
  • Entity Mass: 1,500 → 2,300
PRINCE (MOUNT: GRIFFON)
  • Entity Mass: 1,650 → 2,300
PRINCESS (MOUNT: GRIFFON)
  • Entity Mass: 1,650 → 2,300
IMRIK (MOUNT: MAUTERERIUS)
  • Entity Mass: 1,000 → 1,500
TYRION (MOUNT: MALHANDHIR)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
(CHARACTER MOUNT: BARDED ITHILMAR STEED)
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,300
(CHARACTER MOUNT: ITHILMAR CHARIOT)
  • Run Speed: 7.8 → 8.4
  • Acceleration: 6.1 → 6
ALASTAR THE WHITE LION (MOUNT: LION CHARIOT OF CHRACE)
  • Entity Mass: 1,400 → 2,000
ELLYRIAN REAVERS
  • Run Speed: 9 → 9.2
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
ELLYRIAN REAVER ARCHERS
  • Run Speed: 9 → 9.2
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
HERALDS OF THE WIND (ELLYRIAN REAVERS – BOWS)
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
SILVER HELMS & SILVER HELMS (SHIELDS)
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
DRAGON PRINCES & THE FIREBORN (DRAGON PRINCES)
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,200
ITHILMAR CHARIOTS
  • Run Speed: 7.8 → 8.4
  • Acceleration: 6.1 → 6
TIRANOC CHARIOTS
  • Acceleration: 6.5 → 6
WAR LIONS OF CHRACE
  • Entity Mass: 1,400 → 1,500
RAHAGRA’S PRIDE (WAR LIONS OF CHRACE)
  • Entity Mass: 1,400 → 1,500
LION CHARIOTS OF CHRACE
  • Entity Mass: 1,400 → 2,000
ARCANE PHOENIX
  • Entity Mass: 1,500 → 2,300
OMEN OF ASURYAN (ARCANE PHOENIX)
  • Entity Mass: 1,500 → 2,300
KNIGHTS OF TOR GAVAL
  • Entity Mass: 1,650 → 2,300

SKILLS​

  • Imrik’s dragons are now only visible to Imrik’s faction via Skills and Technologies rather than all High Elf factions.

TECHNOLOGY​

  • Strength of Avelorn technology now correctly applies to Handmaidens and Sisters of Avelorn only instead of all High Elf heroes.
  • Broadhead Arrows, Precise Fletchling, and Cartridge Ammunition now correctly display the units that benefit from their effects,
Balance changes to the KHORNE race and factions, available to owners of Total War: WARHAMMER III.

DEV NOTE:
Cavalry Juggernauts have lost a tiny bit of mass, though they shouldn’t feel it too much. Character Juggernauts, on the other hand, have gained some.

GENERAL UPDATES​

  • Fixed a script error when completing a Long Victory as Skarbrand.

UNITS​

(CHARACTER MOUNT: JUGGERNAUT)
  • Entity Mass: 1,550 → 1,800
CULTIST OF KHORNE (MOUNT: CHAOS STEED)
  • Entity Mass: 950 → 1,000
SKULLCRUSHERS OF KHORNE & KNIGHTS OF THE BRAZEN THRONE (SKULLCRUSHERS OF KHORNE)
  • Entity Mass: 1,550 → 1,500
BLOODCRUSHERS OF KHORNE & HERALDS OF KHORNE’S FURY (BLOODCRUSHERS OF KHORNE)
  • Entity Mass: 1,550 → 1,500
Balance changes to the KISLEV race and factions, available to owners of Total War: WARHAMMER III.

DEV NOTE:
For Kislev, Armoured Kossars have received 10 additional entities to improve their frontline capabilities as well as a bit more bonus vs Infantry for their Greatsword units. Character mounts and Gryphon Legion Horses are also a bit heavier.

GENERAL UPDATES​

  • The scaling success chance for Ulrika Magdova’s actions against enemy heroes is now in-line with the other Lords and Heroes in the game.

UNITS​

ULRIKA MAGDOVA
  • Ammo of Primary Missile Weapon: 40 → 30
  • Dragonslayer Flame Resistance: 25% → 15%
  • Beastslayer Magical Resistance: 25% → 15%
  • Mission tree text has been revised.
ULRIKA MAGDOVA (MOUNT: WARHORSE)
  • Ammo of Primary Missile Weapon: 60 → 30
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.5 → 7.8
  • Charge Speed: 11 → 10.8
  • Entity Mass: 1,000 → 1,500
(CHARACTER MOUNT: WARHORSE)
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.5 → 7.8
  • Charge Speed: 11 → 10.8
  • Entity Mass: 1,000 → 1,500
(CHARACTER MOUNT: WAR BEAR)
  • Entity Mass: 1,700 → 1,800
ARMOURED KOSSARS
  • Number of Entities: 90 → 100
  • Hit Points: 7,380 → 8,200
ARMOURED KOSSARS (GREAT WEAPONS)
  • Number of Entities: 90 → 100
  • Hit Points: 7,380 → 8,200
TZAR GUARD (GREAT WEAPONS)
  • Bonus vs. Infantry: 10 → 14
GRYPHON LEGION
  • Entity Mass: 1,000 → 1,200
DAZH’S HEARTH-BLADES (TZAR GUARD – GREAT WEAPONS)
  • Bonus vs. Infantry: 10 → 14
Balance changes to the LIZARDMEN race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

DEV NOTE:
For the Lizardmen, Tehenhaiun and his Red Crested brethren have gained a new trait – Immunity to Contact Effects. This is to represent their immunity to poison in the tabletop and should create a nice new niche for Red Crested Skink units to occupy on the Lizardmen roster. Amongst a few other small changes, the mass of Cold One Character Mounts and Cold One Cavalry has also been boosted.

GENERAL UPDATES​

  • Lord Kroak will now spawn for Lizardmen factions after completing his quest battle, as intended.

CAMPAIGN​

  • Previous Capstone of Tepok buildings get demolished correctly when a new one is constructed.

BATTLES​

  • Reinforcements now come from the correct location in Taurox’s quest battle for the Rune-Tortured Axes.

UNITS​

(CHARACTER MOUNT: COLD ONE & HORNED ONE)
  • Entity Mass: 1,500 → 1,800
TEHENHAUIN
  • Added Attribute: Immune to Contact Effects
TEHENHAUIN (MOUNT: HORNED ONE)
  • Added Attribute: Immune to Contact Effects
  • Entity Mass: 1,500 → 1,800
TEHENHAUIN (MOUNT: RIPPERDACTYL)
  • Added Attribute: Immune to Contact Effects
TEHENHAUIN (MOUNT: ANCIENT STEGADON (ENGINE OF THE GODS))
  • Added Attribute: Immune to Contact Effects
RED CRESTED SKINK CHIEF
  • Added Attribute: Immune to Contact Effects
RED CRESTED SKINK CHIEF (MOUNT: HORNED ONE)
  • Added Attribute: Immune to Contact Effects
  • Entity Mass: 1,500 → 1,800
RED CRESTED SKINK CHIEF (MOUNT: RIPPERDACTYL)
  • Added Attribute: Immune to Contact Effects
RED CRESTED SKINK CHIEF (MOUNT: ANCIENT STEGADON)
  • Added Attribute: Immune to Contact Effects
RED CRESTED SKINKS & COHORT OF SOTEK (RED CRESTED SKINKS)
  • Added Attribute: Immune to Contact Effects
RAZORDON HUNTING PACK, SALAMANDER HUNTING PACK, AMAXON BARBS (RAZORDON HUNTING PACK) & THE UMBRAL TIDE (SALAMANDER HUNTING PACK)
  • Max Entities Hit Per Splash Attack: 1 → 2
COLD ONE RIDERS, COLD ONE SPEAR-RIDERS, HORNED ONES, BLESSED COLD ONE SPEAR-RIDERS, BLESSED HORNED ONES & POK-HOPAK COHORT (COLD ONE SPEAR-RIDERS)
  • Entity Mass: 1,050 → 1,500
BASTILADON (SOLAR ENGINE) & BLESSED BASTILADON (SOLAR ENGINE)
  • Altered Gravity factor on the Projectile to increase accuracy.

SPELLS​

  • Birona’s Timewarp spell for the Spirit of Tepok RoR is now bound.
Balance changes to the NORSCA race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

DEV NOTE:
The biggest notable Norscan change is that the Axe man on the back of the Ice Wolf Chariots now has some melee attack animations, so the performance of the unit in melee should be a bit better! We’ve also corrected a blunder where we gave Fimir with dual weapons 15 Bonus vs large instead of 15 Bonus vs infantry in the last patch. Ooops!

UNITS​

FIMIR WARRIORS (REGULAR AND RoR)
  • Now have bonus vs infantry instead of bonus vs large.
KILLGORE SLAYMAIM
  • Entity Mass: 1,550 → 1,800
(Character Mount: Norscan Warhorse)
  • Entity Mass: 950 → 1,000
(CHARACTER MOUNT: MARAUDER CHARIOT)
  • Entity Mass: 1,100 → 1,500
  • Entity Mass: 1,100 → 1,500
  • Entity Mass: 1,100 → 1,500
FIMIR WARRIORS & MIST STALKERS (FIMIR WARRIORS)
  • Bonus vs. Infantry: 0 → 15
  • Bonus vs. Large: 15 → 0
MARAUDER CHARIOTS
  • Entity Mass: 1,100 → 1,500
FERAL MANTICORE
  • Entity Mass: 1,600 → 2,000
Balance changes to the NURGLE race and factions, available to owners of Total War: WARHAMMER III.

DEV NOTE:
It’s a quiet update for Nurgle. The metadata for Nurglings has been shifted around a bit to make their attacks connect more often and reliably do damage, but it’ a small change. Fear not, though, as some serious Nurgle love is due in Thrones of Decay later this year!

UNITS​

CULTIST OF NURGLE (MOUNT: CHAOS STEED)
  • Entity Mass: 950 → 1,000
NURGLINGS
  • Shuffled some animation metadata around to make their attacks a bit more reliable.
Balance changes to the OGRE KINGDOMS race and factions, available to owners of Total War: WARHAMMER III.

DEV NOTE:
Ogre Spellcasters are now immune to contact effects, in order to reflect their tabletop rules. Other than that, Gnoblar Trappers have received a tiny bit of bonus vs infantry melee weapons. Outside of these stat changes, Greasus’ ‘Everyone Has Their Price’ has been reworked slightly. There are more details in the ability notes section!

UNITS​

SKRAG THE SLAUGHTERER
  • Added Attribute: Immune to Contact Effects
SLAUGHTERMASTER
  • Added Attribute: Immune to Contact Effects
BUTCHER
  • Added Attribute: Immune to Contact Effects
GNOBLAR TRAPPERS
  • Bonus vs. Infantry: 0 → 5
Balance changes to the SKAVEN race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

CAMPAIGN​

  • Fixed an issue wherein taking over a Skaven army that is besieging you as Clan Eshin would cause you to indefinitely siege yourself. What?

UNITS​

(CHARACTER MOUNT: BONEBREAKER)
  • Entity Mass: 1,500 → 1,800

ABILITIES​

  • Tide of Pox and Tide of Death effects for the Packmaster now correctly reflect their abilities.

SKILLS​

  • Warplock Jezzails are now correctly listed as benefitting from Blastermaster.
  • Throt’s Greatest Creation now grants weapon strength instead of missile strength.
Balance changes to the SLAANESH race and factions, available to owners of Total War: WARHAMMER III.

DEV NOTE:
N’kari has received some love in this update, with some special attention being placed on their attack metadata. We discovered that it was a bit erratic, which resulted in some targeting difficulty. In other news, Marauders are now slightly cheaper again!

UNITS​

N’KARI
  • Made N’kari’s attack metadata a bit more reliable.
CULTIST OF SLAANESH (MOUNT: CHAOS STEED)
  • Entity Mass: 950 → 1,000
DEVOTED MARAUDERS OF SLAANESH
  • Multiplayer Cost: 500 → 450
  • Recruitment Cost: 500 → 450
  • Upkeep Cost: 125 → 112
DEVOTED MARAUDERS OF SLAANESH (SPEARS)
  • Multiplayer Cost: 550 → 500
  • Recruitment Cost: 550 → 500
  • Upkeep Cost: 138 → 125
Balance changes to the THE EMPIRE race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

CAMPAIGN​

  • Council of Electors technology is now unlocked by building a minor settlement town building.

UNITS​

(CHARACTER MOUNT: BARDED WARHORSE)
  • Entity Mass: 1,000 → 1,500
KARL FRANZ (MOUNT: DEATHCLAW)
  • Entity Mass: 1,650 → 2,500
BORIS TODBRINGER (MOUNT: IMPERIAL GRIFFON)
  • Entity Mass: 1,650 → 2,300
GENERAL OF THE EMPIRE (MOUNT: IMPERIAL GRIFFON)
  • Entity Mass: 1,650 → 2,300
AMBER WIZARD (MOUNT: IMPERIAL GRIFFON)
  • Entity Mass: 1,650 → 2,300
BALTHASAR GELT (MOUNT: QUICKSILVER)
  • Entity Mass: 800 → 1,300
KNIGHTS OF THE BLAZING SUN
  • Entity Mass: 1,000 → 1,200
DEMIGRYPH KNIGHTS
  • Entity Mass: 1,300 → 1,500
DEMIGRYPH KNIGHTS (HALBERDS)
  • Entity Mass: 1,300 → 1,500
THE ROYAL ALTDORF GRYPHITES (DEMIGRYPH KNIGHTS)
  • Entity Mass: 1,300 → 1,500
GREATSWORDS
  • Base Weapon Damage: 9 → 10
  • Armour Piercing Weapon Damage: 23 → 25
  • Bonus vs. Infantry: 10 → 14
CARROBURG GREATSWORDS (GREATSWORDS)
  • Base Weapon Damage: 9 → 10
  • Armour Piercing Weapon Damage: 23 → 25
  • Bonus vs. Infantry: 10 → 14
ULRIKA MAGDOVA
  • Dragonslayer Flame Resistance: 25% → 15%
  • Beastslayer Magical Resistance: 25% → 15%
  • Mission tree text has been revised.
  • Growth and control from the Execute option are now 25 and 10, respectively, for 15 turns.

ABILITIES​

  • Removed Demigryph Knights (Halberds) units from the Circle of Protection and Improved Heavy Weapons technology. They were intended to target infantry only.
  • The Heroic Fortitude passive ability for Gotrek now functions correctly.

SKILLS​

  • Stirland’s Revenge (free Company Militia RoR) now correctly benefit from Volkmar’s Mere Mortal Men skill.
Balance changes to the TOMB KINGS race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

GENERAL UPDATES​

  • The army cap can no longer be ignored via the recruitment of saved Lords.

UNITS​

(CHARACTER MOUNT: SKELETAL STEED)
  • Entity Mass: 900 → 1,000
NEHEKHARA HORSEMEN
  • Entity Mass: 900 → 1,000
BONE GIANT
  • Bonus Accuracy Modifier: 25 → 50
  • Calibration Distance: 275 → 325
  • Calibration Area: 5.5 → 4
  • Radius: 4 → 6
Balance changes to the TZEENTCH race and factions, available to owners of Total War: WARHAMMER III.

GENERAL UPDATES​

  • Sarthorael the Everwatcher now has a unique trait and starts as an Immortal.

UNITS​

CULTIST OF TZEENTCH (MOUNT: CHAOS STEED)
  • Entity Mass: 950 -> 1,000
CHAOS KNIGHTS OF TZEENTCH
  • Entity Mass: 1,000 -> 1,200
Balance changes to the VAMPIRE COAST race and factions, available in Immortal Empires to owners of Total War: WARHAMMER II.

DEV NOTE:
Vampire Coast damned units benefit from some of the Bretonnia updates, gaining the Knight attribute. So, in the event that the Vampire Coast get their hands on some peasants, there’s now some synergy to be exploited!

GENERAL UPDATES​

  • Fixed an issue where certain units couldn’t move when in the ambush stance.

UNITS​

LUTHOR HARKON (MOUNT: DEATH SHRIEK TERRORGHEIST)
  • Entity Mass: 1,600 -> 2,000
DAMNED KNIGHTS ERRANT
  • Added Ability: Impetuous
  • Charge Bonus: 54 -> 50
DAMNED KNIGHTS OF THE REALM
  • Charge Bonus: 78 -> 75
  • Missile Block Chance %: 30 -> 35
DEATH SHRIEK TERRORGHEIST
  • Entity Mass: 1,600 -> 2,000
GALLOWS GIANT (NECROFEX COLOSSUS)
  • Reload Skill: 0 -> 18
Balance changes to the VAMPIRE COUNTS race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

THE DEAD RISE AGAIN​

The underlying chance of units returning as part of The Dead Rise Again feature has been tweaked, resulting in approximately a third fewer units returning post battle over the course of a campaign.
  • The base chance for all units has been reduced from 20% to 10%.
  • The chance for all units which is proportional to their recruitment cost has been halved.
  • The additional chance for Lords and Heroes has been reduced from 10% to 5%.

CAMPAIGN​

  • A Necromancer will now appear in Vampire garrisons when the Forbidden Library has been constructed.

UNITS​

  • Vampire (Shadows) now have reduced leadership.
(CHARACTER MOUNT: HELLSTEED)
  • Entity Mass: 900 → 1,000
(CHARACTER MOUNT: BARDED NIGHTMARE)
  • Entity Mass: 900 → 1,500
(CHARACTER MOUNT: NIGHTMARE)
  • Entity Mass: 950 → 1,000
(CHARACTER MOUNT: TERRORGHEIST)
  • Entity Mass: 2,200 → 2,000
VAMPIRE (SHADOWS)
  • Morale: 70 → 65
BLACK KNIGHTS
  • Added Attribute: Strider
  • Entity Mass: 900 → 1,000
VEREK’S REAVERS (BLACK KNIGHTS – LANCES & BARDING)
  • Added Attribute: Strider
BLOOD KNIGHTS
  • Entity Mass: 1,000 → 1,200
TERRORGHEIST
  • Entity Mass: 2,200 → 2,000

SKILLS​

  • Thrall Master 1: The Dead Rise Again chance reduced from 7% to 5%.
  • Thrall Master 2: The Dead Rise Again chance reduced from 15% to 10%.

TECHNOLOGY​

  • Raise Newly Dead: The Dead Rise Again chance reduced from 15% to 5%.
Balance changes to the WARRIORS OF CHAOS race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

GENERAL UPDATES​

  • Updated Daemon Whisperer Ancillary to give Slaanesh instead of Undivided corruption .

UNITS​

(CHARACTER MOUNT: CHAOS CHARIOT)
  • Entity Mass: 1,100 → 1,500
(CHARACTER MOUNT: JUGGERNAUT)
  • Entity Mass: 1,550 → 1,800
(CHARACTER MOUNT: MANTICORE)
  • Entity Mass: 1,600 → 2,300
CHAOS LORD (MOUNT: MANTICORE)
  • Max Entities Hit Per Splash Attack: 8 → 5
CHAOS LORD OF KHORNE & EXALTED HERO OF KHORNE (MOUNT: GOREBEAST CHARIOT)
  • Max Entities Hit Per Collision Attack: 0 → 3
  • Max Entities Hit Per Splash Attack: 8 → 4
CHAOS CHARIOTS (INCLUDES MARKED VERSIONS) & THE SIBILANT SLAUGHTERCADE (CHAOS CHARIOTS)
  • Entity Mass: 1,100 -> 1,500
CHAOS KNIGHTS (INCLUDES MARKED VERSIONS), CHAOS KNIGHTS (LANCES) (INCLUDES MARKED VERSIONS) & SWORDS OF CHAOS (CHAOS KNIGHTS)
  • Entity Mass: 1,000 → 1,200
MARAUDERS OF SLAANESH
  • Recruitment Cost (MP): 425 → 450
  • Recruitment Cost (SP): 425 → 450
  • Upkeep Cost: 106 → 112
MARAUDERS OF SLAANESH (HELLSCOURGES)
  • Recruitment Cost (MP): 525 → 550
  • Recruitment Cost (SP): 525 → 550
  • Upkeep Cost: 125 → 138
CHAOS FERAL MANTICORE
  • Entity Mass: 1,600 → 2,000
Balance changes to the WOOD ELF race and factions, available in Immortal Empires to owners of Total War: WARHAMMER.

DEV NOTE:
Aside from some mass updates for the Wood Elves, we’ve also updated Wardancers and Bladesingers. They now benefit from access to two different dances instead of a single dance. These dances are mutually exclusive, so activating a dance will disable any other active dances.

GENERAL UPDATES​

  • Ariel will now spawn for Wood Elf factions after completing the Ritual of Rebirth, as intended.
  • Feral Bear unit is now correctly available for the Wood Elves to use if you only own The Twisted & The Twilight DLC.

UNITS​

(CHARACTER MOUNT: GREAT STAG)
  • Entity Mass: 1,500 -> 1,800
(CHARACTER MOUNT: UNICORN)
  • Entity Mass: 800 -> 1,300
WARDANCERS
  • Added an Additional Dance: Woven Mist
WARDANCERS (ASRAI SPEARS)
  • Added an Additional Dance: Storm of Blades
BLADESINGERS
  • Added an Additional Dance: The Shadows Coil
GREAT HAWKS
  • Entity Mass: 650 -> 750
HAWK RIDERS
  • Entity Mass: 650 -> 750

SKILLS​

  • The Striking Branches skill now targets the correct unit.
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CAMPAIGN​

Update-Notes-Campaign-Header-I.jpg

IMMORTAL EMPIRES​

  • Fixed Yhetee Peak settlement incorrectly being a major settlement on the Immortal Empires map.

PROLOGUE (THE LOST GOD)​

  • Fixed a bug wherein the the skill point objective could remain on screen after selecting a skill.

THE REALM OF CHAOS​

  • Fixed an instance of loading into a blank map when fighting in the Realm of Slaanesh.
  • When choosing to keep Be’lakor after completing a Realms of Chaos Campaign, he will now spawn equipped with the Blade of Shadow.

DIPLOMACY​

  • Fixed an issue with diplomacy wherein offering peace alongside offering to break any form of alliance or trade agreement would result in only a peace deal, with no other agreements being accepted. You’re only as good as your word, after all.
  • Fixed an issue that would occasionally prevent Azazel and Vilitch from appearing in the Recruit Lords tab after being confederated by Archaon or Be’lakor.
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BATTLES​

Update-Notes-Battle-Header-I.jpg

  • Endless survival battles no longer limit the enemy army spawn to 20 in co-op.
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GAME​

GRAPHICS​

  • Fixed an issue with Infernal Guard units’ weapons detaching from their hands when getting knocked down.
  • Frost Maiden (Ice) now has the correct unit card assigned.
  • Fixed an issue where DLC content banners would show inconsistently between the Single Player and Multiplayer campaign selection screens.
  • Kairos Fateweaver’s unit card has received some tweaks.
  • Various Heraldry unit textures have been fixed on Bretonnian horses.
  • Fixed weapon docking issues with Bull Centaurs (Dual Axes.)
  • Fixed camera issues with the various Battle of Itza’s quest battles.
  • Fixed camera issues with Eltharion’s quest battle, Talisman of Hoeth.
  • Fixed camera issues with Taurox’s Rune-Tortured Axes quest battle.
  • Fixed Malekith’s Circlet of Iron quest battle so the camera reacts correctly.
  • Fixed camera issues with the various Tomb Kings’ Battle of the Black Pyramid quest battles.
  • Fey Enchantress’ quest battle Chalice of Potions now uses the correct environment file.
  • Fixed camera issues with the Whip of Domination quest battle for Throt the Unclean.
  • Fixed camera issues with the Vanquisher of the Undead quest battle for Repanse de Lyonesse.
  • Fixed stumps showing in the Zombie Tithe porthole.
  • Empire Sword and Pistol units now hold their pistols correctly.
  • Fixed an animation wherein the Stone Troll’s club teleports upon their death.
  • Kairos Fateweaver’s tongue no longer clips through his beak.
  • Fixed an issue with Grand Cathay peasant weapons sliding away from them when knocked down.
  • Fixed an issue with Infernal Guard weapons floating out of their hands during charging attacks.
  • Fixed camera issues in the porthole for Chaos Lords.
  • Treeman porthole animations now play correctly.
  • Fixed Malekith’s walking animation to return his seamless swagger.
  • Fixed Grom’s Cooking Panel dish tooltip not displaying properly after a dish is cooked.
  • Fixed missing unit card backgrounds for the Chaos Dwarfs.
  • Fixed skinning issues on Chaos Dwarf units.
  • Sisters of Avelorn’s and Everqueens swords are now visible.

AUDIO​

  • Fixed many WARHAMMER I, WARHAMMER II, Champions of Chaos and Chaos Dwarf heroes not playing any VO when performing the Scout Ruins action.
  • Fixed reverb-heavy Vampire Coast Legendary Lord dialogue when opening a generic Lord’s skills panel.
  • Reduced the audio spam from Chaos Dwarf event sounds.
  • Fixed the Tempest of the Blue Flame vortex spell’s audio not triggering on specific maps.
  • Grombrindal’s Rune Axe of Grombindal quest speech now plays without overlapping lines.
  • Fixed missing Steam Tank cannon audio.
  • Fixed missing casting animation audio for the Alluress.
  • Khorne Bloodletters no longer trigger individual idle vocalisations as frequently.
  • Fixed Unholy Manifestations SFX from playing out of sync with their animations.
  • Fixed various post-battle faction unique resource loot sounds; for example, Skaven food.
  • Fixed Grail Guardians’ inconsistent and spammy VFX sounds.
  • Fixed Grail Knights’ missing flaming VFX sounds.
  • Fixed the audio mixer state when loading the tech tree screen, resulting in correctly muted ambience.
  • Fixed a missing Norscan Skin Wolf Werekin Campaign VO.
  • Fixed missing vocalisations for all WARHAMMER III ship models.
  • Fixed a missing Sorcerer Prophet attack animation sound.

UI​

  • Added a setting for the UI cursor size. This will default to automatically determining the size based on your chosen resolution, but can be changed to small, medium or large.
  • The graphics for the 2K and 4K cursors have been improved.
  • Several key Bretonnian icons have received a visual rework.
  • Adjusted the size DLC banners, so the free and unowned content banners match in size.
  • Fixed Chinese translation of Legendary character names.
  • We now display DLC mounts in Skirmish vs AI, even if the player hasn’t unlocked the mount through DLC ownership.
  • Improved tooltip display when trying to load a save from a faction that the player doesn’t own.
  • Fixed an issue where the selected character or settlement info would appear during Ursun’s roar cutscenes.
  • Fixed a typo in Miao Ying’s Unyielding skill.
  • Fixed a typo in the Helblaster Volley Guns’ Imperial Gunnery skill effects.
  • The Offices panel now correctly greys out the rest of the UI, and will no longer close when mousing over other UI elements.
  • Adjusted the Plain of Bone region names on the parchment map for Spanish, Korean, Simplified Chinese and Traditional Chinese.
  • New Immortal Empires campaigns now default to the race selection screen, as intended.
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LOOKING FORWARD​


There you have it. We hope you’re happy with the changes we’ve made as we continue to absorb all your feedback and aim for the best balance possible.
Now we’re done, why not jump straight into game and check out the Bretonnia update, dish out the smackdown as a new Legendary Hero, or fight against the Will of Hashut to prevent the unending growth of the Chaos Dwarf’s empire? Or, heck, you could always enact Hashut’s will yourself, if you fancy? We won’t tell.
Barring any hotfixes, the next update after this will be Update 4.0 in (checks the Roadmap) ‘the summer’. So, judging by how warm it was last night (we had to kick the covers off), that’s not far off!
See you on the battlefield!
— The Total War Team
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IMPERIVM RECTVM

Literate
Joined
May 18, 2023
Messages
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Imagine Totalwar Warhammer games with Rome total war or Medieval Total War 2 building and economy systems instead of streamlined shit and arbitrary building limits. A man can dream.
 

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