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  1.  
  2. Total War: WARHAMMER II Patch Notes: The Kharibdyss Update
  3.  
  4. 20/06/2018
  5.  
  6. Patch Notes
  7. Rebalanced Crone Hellebron’s Cursed Blade ability by removing the phase recharge and changing the phase to deal up to 144 to a single target when the phase is applied. The phase can be reapplied every ten seconds.
  8. Rogue armies will now spawn correctly in campaigns.
  9. Arkhan’s Legion of Death skill will now add factionwide buffs to Fell Bats, Crypt Ghouls, Dire Wolves and Hex Wraiths.
  10. Bone Giant has had the undead trait removed and the construct trait added as well as +10 Leadership.
  11. Bretonnian starting armies have been changed back to what they were prior to The Queen and the Crone update.
  12. Tyrion’s -1 to recruitment time will now apply to Sisters of Avelorn and Shadow Warriors.
  13. Firebark Elders (Tree Kin) Regiment of Renown unit now correctly has its Wildfire Aura ability.
  14. Summoners of Rage (Dragon Ogres) Regiment of Renown unit now correctly has its Chain Lightning ability.
  15. Great Mortis Delta province is now correctly part of the Geomantic Web.
  16. Fixed a softlock that would occur for Crone Hellebron when the Amulet of Dark Fire quest would trigger when Shrine of Khaine had been razed.
  17. Sword of Khaine will no longer display an Empire flag after loading a save game from before The Queen and the Crone update when Shrine of Khaine has been razed.
  18. Diplomacy Greetings for Dark Elf factions will now use the correct VO actors.
  19. Sisters of Slaughter and Sisters of Avelorn will no longer use male conversational VO in battles.
  20. Builds in localised languages will now trigger UI click sounds on the technology tree, skill tree and crafting screens.
  21. Rites are no longer locked on save games created before The Queen and The Crone’s release.
  22. Walls will now display correctly on the campaign map when loading a save game.
  23. Black Ark Admirals will no longer be able to obtain The Sword of Khaine.
  24. Sword of Khaine will no longer be lost when the Lord’s army does not participate in a battle as a reinforcing army due to Lightning Strike and the allied army suffers a loss.
  25. AI will now upgrade Gaean Vale.
  26. AI will now build Handmaiden’s Gallery.
  27. Norsca and Wintertooth can no longer build minor defense buildings in province captials.
  28. Alarielle’s Star of Avelorn now requires 85% untained in Titan Peaks as part of the quest chain, rather than 95%.
  29. Gianthome Mountains will now have a garrison force.
  30. Dreadlord of Hag Graef will now unlock after building The Dark Crag.
  31. The Tier V Dwarf Smith building chain will now increase the capacity for Runesmiths recruitable.
  32. AI Throgg will no longer upgrade to a chariot.
  33. Wood Elves and Argwylon Tree Kin will no longer use Averlorn faction colours.
  34. Tomb Kings Regiments of Renown now correctly show the diamond icon denoting they are Regiments of Renown within battle.
  35. Supreme Sorceress shoulder clipping issues have been fixed.
  36. Fashion advisors have been hired for the Hydras.
  37. Legacy of the Necromancer achievement will now be attainable.
  38. Cave In achievement will now be attainable.
  39. Mods will now show up correctly in the modified.log file.
  40. Various spelling and grammatical errors fixed.
  41. Various localisation issues fixed across multiple languages.
  42. Balance Changes
  43. Units
  44. Beastmen
  45. Bestigor Herd
  46. – 5 armour
  47.  
  48. Khorrok’s Manripper
  49. – 5 armour
  50.  
  51. Gor Herd (Shields)
  52. + 1 melee attack
  53.  
  54. Gor Herd
  55. + 1 melee attack
  56.  
  57. Cygor RoR
  58. + 50 cost
  59.  
  60. Bretonnia
  61. Royal Hippogryph Knights
  62. + 10 Armour
  63.  
  64. + 400 Mass
  65.  
  66. Alberic de Bordeleaux
  67. + 10 Armour
  68.  
  69. King Louen Leoncoeur
  70. + 10 Armour
  71.  
  72. Lord
  73. + 10 Armour
  74.  
  75. Green Knight
  76. + 480 health
  77.  
  78. Foot Squires
  79. – 50 Cost
  80.  
  81. Mounted Yeomen Archers
  82. – 50 cost
  83.  
  84. Questing Knights RoR
  85. + 50 cost
  86.  
  87. Foot Squires RoR
  88. – 50 Cost
  89.  
  90. + 1 Melee Attack
  91.  
  92. Men-at-Arms
  93. – Added ‘Expendable’ attribute
  94.  
  95. Men-at-Arms (Shields)
  96. – Added ‘Expendable’ attribute
  97.  
  98. Spearmen-at-Arms
  99. – Added ‘Expendable’ attribute
  100.  
  101. Men-at-Arms (Polearm)
  102. – Added ‘Expendable’ attribute
  103.  
  104. Spearmen-at-Arms (Shields)
  105. – Added ‘Expendable’ attribute
  106.  
  107. Paladin (All Variants)
  108. – Added ‘Guardian’ ability
  109.  
  110. + 12 Bonus vs Large
  111.  
  112. Chaos
  113. Kholek
  114. Increased projectile hit box size
  115.  
  116. Chosen (all)
  117. – 1 Hit Points per Entity
  118.  
  119. Marauders (Great Weapons)
  120. + 1 Charge Bonus
  121.  
  122. Marauder Horsemasters
  123. + 2 Charge Bonus
  124.  
  125. Sigvald the Magnificent
  126. – 50 cost
  127.  
  128. Sarthorael
  129. + 50 cost
  130.  
  131. Hellcannon
  132. Minor decrease in projectile accuracy
  133.  
  134. Hellcannon RoR
  135. + 50 cost
  136.  
  137. Swords of Chaos
  138. – 3 base melee damage
  139.  
  140. + 3 ap melee damage
  141.  
  142. Dark Elves
  143. Raven Heralds
  144. + 5 Hit Points per Entity
  145.  
  146. Bolt-Fiends
  147. Replaced Murderous Mastery with Murderous Prowess
  148.  
  149. – 25 cost
  150.  
  151. Doomfire Warlocks
  152. + 50 cost
  153.  
  154. Slaanesh Harvesters
  155. + 50 cost
  156.  
  157. Sisters of Slaughter
  158. – 2 melee attack
  159.  
  160. – 1 ap melee damage
  161.  
  162. – 15 missile block chance.
  163.  
  164. Dwarfs
  165. Thane
  166. – 50 cost
  167.  
  168. Gyrobomber
  169. + 3 projectile ap damage
  170.  
  171. + 1 projectile base damage
  172.  
  173. Empire
  174. Flagellants
  175. + 2 hit points per entity
  176.  
  177. Tattersouls
  178. + 2 hit points per entity
  179.  
  180. Halberdiers
  181. – ‘Upgraded Charge Defence vs Large’ attribute to ‘Expert Charge Defence’
  182.  
  183. + 4 leadership
  184.  
  185. Greatswords
  186. – 50 cost
  187.  
  188. Greenskins
  189. Black Orcs
  190. – 1 hit points per entity
  191.  
  192. – 1 Charge Bonus
  193.  
  194. High Elves
  195. Swordmasters of Hoeth
  196. – 50 cost
  197.  
  198. Alith Anar
  199. Increased projectile muzzle velocity
  200.  
  201. Sisters of Avelorn
  202. Minor increase in projectile accuracy
  203.  
  204. Lizardmen
  205. Cold One Riders
  206. – 50 Cost
  207.  
  208. Kroxigors
  209. + 16 Hit Points per Entity
  210.  
  211. + 15% Missile Resistance
  212.  
  213. Blessed Kroxigors
  214. + 16 Hit Points per Entity
  215.  
  216. + 15% Missile Resistance
  217.  
  218. Norsca
  219. Marauder Champions
  220. + 5 leadership
  221.  
  222. Mammoths (all)
  223. + 5 bonus vs infantry
  224.  
  225. + 3000 mass
  226.  
  227. Marauders (Great Weapons)
  228. + 1 Charge Bonus
  229.  
  230. Marauder Horsemasters
  231. + 2 Charge Bonus
  232.  
  233. Icehorn Marauders (Norscan Marauders RoR)
  234. – 50 cost
  235.  
  236. Fimir Warriors (Great Weapons)
  237. – 3 bonus vs. large
  238.  
  239. Fimir Warriors
  240. + 10 base melee damage
  241.  
  242. Skaven
  243. Death Runners
  244. + 2 Charge Bonus
  245.  
  246. Plague Monk Censerbearers
  247. + 2 health per entity
  248.  
  249. Poison Wind Globadiers
  250. + 4 bonus vs large missile damage
  251.  
  252. Warp Lightning Cannon
  253. + 112 HP
  254.  
  255. Plagueclaw Catapult
  256. + 106 HP
  257.  
  258. Vampire Counts
  259. Devils of Swartzhafen
  260. – 100 cost
  261.  
  262. Grave Guard (GW)
  263. – 50 cost
  264.  
  265. Wood Elves
  266. Eternal Guard RoR
  267. – 50 cost
  268.  
  269. Wardancers RoR
  270. – 50 cost
  271.  
  272. Abilities
  273. Hold the Line: replaced +100% Charge Resistance with +5 melee defence.
  274. Hammer of Sigmar: now AoE 40m radius
  275. Grand Hammer of Sigmar: duration increased to 50 seconds
  276. Shield of Faith: duration increased to 25 secs.
  277. Grand Shield of Faith: reduced to 40m radius, duration increased to 50 seconds.
  278.  
  279. *************************************************************************************************
  280.  
  281. Total War: WARHAMMER II Patch Notes: The Resurgent Update
  282.  
  283. 30/05/2018
  284.  
  285. This update arrives alongside The Queen & The Crone Lords pack, bringing a huge array of content additions, revisions, and improvements to Total War: WARHAMMER II and the Mortal Empires campaign as well as many bug fixes and balance changes.
  286.  
  287. The Resurgent update brings full implementation of the Norsca Race Pack to Mortal Empires. This includes all content from the original Norsca Race Pack for Total War: WARHAMMER, alongside new Monster Hunt quests and technologies to more fully integrate the race into the Mortal Empires campaign setting. Ownership of the Norsca Race Pack is required to play as Norsca in Mortal Empires.
  288.  
  289. This update also brings the 30th anniversary Regiments of Renown from Total War: WARHAMMER, bolstering the forces of the Beastmen, Norsca, Bretonnia, Warriors of Chaos, and Wood Elves with 30 unique elite unit variants in the Mortal Empires campaign.
  290.  
  291. Finally, a host of extras have been added to switch up WARHAMMER II and Mortal Empires. These include:
  292.  
  293. All Elven races now gain the Shrine of Khaine campaign mechanic:
  294. The Sword of Khaine, a powerful blade of legend, is buried beneath the Shrine of Khaine. The first Elven race to build the Shrine to the Widowmaker building at the Shrine of Khaine will gain the blade, which may be equipped to any general.
  295. The Sword of Khaine hugely magnifies a general’s combat prowess – but there is a cost in the campaign game for wielding the blade…
  296. Any faction who defeats the wielder may claim the Sword of Khaine. Thus, only Elven races may unearth it, but all races may subsequently claim and wield the sword.
  297. High Elves have gained two new technologies: From the Shadowlands and Strength of Avelorn
  298. Ungrim Ironfist now begins the Mortal Empires campaign at Karak Kadrin and gains the ability Red Ruin
  299. Dwarves now gain the Giant Slayers unit
  300. Dwarf Forging: Dwarven factions may now craft unique magic items, weapons and more using a new resource called Oathgold
  301. Thorgrim Grudgebearer gains the new ability Oath of Vengeance
  302. 10 new Landmark buildings have been added for a variety of races
  303. A new achievement for completing Mortal Empires as an Old World race has been added
  304. The Skaven Laboratory Mode now gets a hardware benchmarking feature
  305. Sartosa has been added to the Mortal Empires campaign
  306. Nagarythe has been moved to Naggaroth
  307. Norsca Additions
  308. New Monster Hunt: Gargantulzan
  309. New Monster Hunt: Hellbeast of Seep-Gore
  310. New Monster Hunt: Beast of Raema
  311. New Monster Hunt: Mother of the Flame
  312. New Norsca Tech: Scavengers of the New World
  313. New Norsca Tech: Devastation of the Dark Elves
  314. New Norsca Tech: Butchering of the High Elves
  315. New Norsca Tech: Pillaging of the Lizardmen
  316. New Norsca Tech: Annihilation of the Skaven
  317. New Norsca Tech: Plundering of the Tomb Kings
  318. New Norsca Tech: Secrets of Dark Sorcery
  319. New Norsca Tech: Secrets of the Court
  320. New Norsca Tech: Secrets of the Ancients
  321. New Norsca Tech: Secrets of the Under-Empire
  322. New Norsca Tech: Secrets of the Past Dynasties
  323. New Confederation Dilemma
  324. Dwarf Additions
  325. Moved Ungrim’s starting position to Karak Kadrin
  326. Added Giant Slayers Unit
  327. Added Dwarf Forging feature using a new resource called Oathgold
  328. New ability for Thorgrim: Oath of Vengeance
  329. New ability for Ungrim: Red Ruin
  330. New skill for Belegar: Gather the Old Clans
  331. New skill for Belegar: Rally the Holds
  332. New skill for Belegar: Oaths of Reclamation
  333. New skill for Runelords and Runesmiths: Master of the Forge
  334. General Additions
  335. New High Elf Tech: From the Shadowlands
  336. New High Elf Tech: Strength of Avelorn
  337. 30th Anniversary Regiments of Renown have been added to the relevant races in Mortal Empires
  338. Added 10 landmark buildings for a variety of races
  339. New achievement for completing Mortal Empires as an old world race
  340. Added a benchmark to The Laboratory
  341. Bug Fixes and Improvements
  342. Headline Improvements
  343. Overall lighting balance-pass across all battle map environments.
  344. Improved SSAO to reduce over-occlusion.
  345. Improved shadows for better frame-to-frame stability.
  346. AI will no longer dodge every artillery projectile.
  347. Artillery arefar less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army.
  348. Kills should be more evenly distributed within the autoresolver calculation between similar units.
  349. Ranged units will no longer march into melee range when they have no clear line of sight.
  350. Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state.
  351. Savage Orc building chain can now be constructed by Wurrzag in minor settlements.
  352. Food system has been rebalanced to make it more manageable which includes the following changes:
  353. Added some food to Exotic Animal building chain
  354. Modified food gain from Skaven Devious Planning edict and removed income reduction
  355. Increased food gain from Skaven Ascendancy rite
  356. Added food to top levels of Skaven Energy building chain
  357. Technical and Performance Improvements
  358. Overall lighting balance-pass across all battle map environments.
  359. Improved SSAO to reduce over-occlusion.
  360. Improved shadows for better frame-to-frame stability.
  361. Adjusted some of the animation tables loaded into battles to improve memory usage in battles.
  362. Benchmarking feature has now been added to Laboratory.
  363. Gameplay Improvements
  364. Campaign
  365. Fixed several rare end turn crashes.
  366. Fixed several rare desyncs.
  367. Lowered the Imperium level required to trigger the Chaos Invasion mid and late game events.
  368. Re-added a turn timeout to the mid and lategame events if they aren’t triggered by Imperium level.
  369. Savage Orc building chain can now be constructed by Wurrzag in minor settlements.
  370. Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state.
  371. Recruitment Time reduced by 1 turn for Black Orcs, Witch Elves and White Lions of Chrace.
  372. Both Wood Elf Coop partners now receive the effects of the Oak of Ages.
  373. Lowered the Amber cost for the final tier of the Oak of Ages to 80.
  374. Grudges that require assassination of the target have been removed.
  375. Tretch Craventail will no longer die when confederating.
  376. Magma Master achievement will now unlock correctly.
  377. Black Arks no longer suffer from Deep Waters attrition.
  378. Durthu now has “The Skewering Branch” and “Skin of the Woods” skills.
  379. Kroq-gar’s Obliterate the Undead now affects Tomb Kings.
  380. Rebalanced Bretonnian economy skills (Yield of the Sea, Tenth-Share, Bailiff) that encouraged cheesy gameplay, including but not limited to people only ever using Alberic as Marienburg harbourmaster.
  381. Mutinous Gits can no longer summon Waaagh’s from their garrison forces.
  382. Von Carstein faction will now have to destroy The Empire in their long campaign victory conditions, consistent with the short campaign victory conditions.
  383. Several regions have had their climate type changed to more closely match the visuals on the campaign map. Malekith will hate some of these.
  384. Skaven Assassin will no longer spawn with the ability Concealment Bombs.
  385. The third stage of The Slayer Crown quest should now advance correctly.
  386. Hard cap on Sorceresses has been removed.
  387. Deaths-Head Monoliths can now be captured correctly by all races in the Vortex map.
  388. Buidings can now be built in Kauark.
  389. Reworked parts of the Empire AI to improve performance.
  390. Added Empire AI victory conditions.
  391. Changed internal diplomacy of AI Bretonnian factions.
  392. Increased diplomatic aversion between Vampires and other factions.
  393. Increased budget for armies and construction across the board for AI factions.
  394. Various skill selection fixes for AI factions.
  395. Added unique army templates for AI faction leaders.
  396. Sorcery building chain can now be constructed in Altdorf when playing as Dark Elves.
  397. When attacking an army garrisoned in a settlement, Lightning Strike will no longer prevent the garrison from joining the battle.
  398. Altered some terrain textures in Nehekhara to be desert instead of Badlands
  399. Food system has been rebalanced to make it more manageable which includes the following changes:
  400. Added some food to Exotic Animal building chain
  401. Modified food gain from Skaven Devious Planning edict and removed income reduction
  402. Increased food gain from Skaven Ascendancy rite
  403. Added food to top levels of Skaven Energy building chain
  404. Battle
  405. Waaagh! has been changed to a map wide buff with unique visuals.
  406. AI will no longer dodge every artillery projectile.
  407. Hellcannon’s homing fixed.
  408. Summon spells that get interrupted during the casting animation will no longer consume a use.
  409. Ranged units will no longer march into melee range when they have no clear line of sight.
  410. Fixed instances where Skaven AI would attempt to use The Menace Below on flying units.
  411. Fixed an issue where spellcasters who had reached their own hit point regeneration cap couldn’t heal other targets.
  412. Fixed an issue when Tomb Scorpions could disengage from combat in guard mode.
  413. “Da Gobbos” and “Betta Night Sneakin” will no longer apply the charge bonus to the entire army.
  414. “Da Gobbos” and “Betta Night Sneakin” will no longer apply their charge bonuses as static amounts, corrected to percentage increases.
  415. The hill cracks on the map “Tomb of the Shifting Sands” will no longer disappear when the camera is close.
  416. Balthasar Gelt will now be able to hide when on a mount in the woods.
  417. Phoenix Guard and White Lions of Chrace are now more detailed when zoomed out.
  418. Troops can no longer be moved through some of the rocks in the map Troll Country.
  419. Usability Improvements
  420. General
  421. Difficulty sliders have been replaced with drop down boxes on the race selection screen.
  422. Fixed incorrect references to “factionwide” on Lord Selection screen.
  423. Necrosphinx is now affected by scale in The Laboratory.
  424. Fixed a rare desync with Laboratory replays.
  425. The “Unit Movement” text shown during loading screens will now fit correctly in its box.
  426. Campaign
  427. Unit exchange panel will now show final unit count in each army after the exchange.
  428. A military access icon will now show in place of diplomatic status on the city information bar, if appropriate.
  429. An icon has been added next to settlement names to show where landmark pyramids can be built which count towards the long campaign victory conditions in Mortal Empires when playing as Tomb Kings.
  430. Nobles now correctly give 20% extra resources.
  431. Over-gyrating Shaman event will no longer trigger on turn 6 every time for The Bloody Handz.
  432. Fixed an instance where the advisor would play a message when playing as Bretonnia and couldn’t be dismissed.
  433. Fixed multiple instances of buildings being displayed as the wrong tier.
  434. The correct tier will now display on event messages when construction is complete for Chaos.
  435. Fixed some UI overlap with the notification panel.
  436. Fixed a rare instance where a storm would not be visible on the campaign map.
  437. Fixed a rare issue where a lord would show too far zoomed out in the character portrait.
  438. Teclis will now hold his staff correctly on the campaign map when moving.
  439. Tomb Prince’s will no longer move out of the portrait window when issued an order.
  440. Eyes of the Jungle rogue army will no longer greet the player with a missing string.
  441. ‘Pin’ feature can now be used on Regiments of Renown that are on cooldown.
  442. Increased volume on some advice lines that were playing too quietly.
  443. Fixed an issue where the spell browser would not display correctly in some circumstances for Wood Elf and Vampire Counts casters.
  444. The Curse will no longer be listed in Arkhan’s abilities when replaced with Befalling Curse.
  445. Guardian ability is now correctly listed as Ward Save (Area).
  446. The Restless Dead ability is now correctly listed as Regeneration.
  447. The Liche Staff ability is now correctly listed as Hex (Area).
  448. Hieratic Jar is now correctly listed as Regeneration.
  449. Some common items that were displaying the rare item icon now correctly show the common item icon.
  450. Certain actions still do not have Karl Franz’ consent NOR WILL THEY EVER
  451. Book of Grudges text will now fit correctly on higher resolutions.
  452. Removed a duplicate of “Improved Tower Projectiles” from the description of Tier II Fortress Gate.
  453. Wakhaf of the First Dynasty no longer incorrectly gives a recruitment bonus of +2 to Death Hags.
  454. Fixed a broken tooltip on the Opposing Ritual Failed event message.
  455. Fixed a typo in the Indomitable Will skill.
  456. Fixed a typo in the description for the “Totem of Prophecy” Lizardmen banner.
  457. Sakhmet’s Incantation of the Skullstorm skill will now display correctly in Spanish in the skill tree.
  458. Battle
  459. Character and unit abilities can no longer be used during deployment.
  460. Reduced tree density in Dark Elf forest maps to ease with visibility.
  461. Fixed a rare instance when cavalry mounted units would not hit with one of their attacks against certain enemies.
  462. Tretch Craventail should now bleed when attacked.
  463. AI will now properly reveal themselves during ambush quest battles.
  464. Wildwood Rangers in the Eyes of the Jungle rogue army will correctly play their animations.
  465. War Hydras in the Dwellers of Zardok rogue army will now correctly play their animations.
  466. Silver Helms will no longer attempt to block with a shield (that they don’t have) when under missile fire.
  467. Fixed an issue where Settra’s weapon would detach from his hand when riding a chariot after casting a spell.
  468. Settra’s casting VFX will no longer be offset from his hand.
  469. Sepulchral Stalkers will now play the correct animation when chasing units down that are withdrawing from melee.
  470. Fixed an issue where Lich Priest staffs would detach and swap hands during a jump attack.
  471. Skeletal Horsemen, Mounted Yeoman and Grail Guardians will no longer instantly switch the weapon between hands when idle.
  472. Wurrzag and Orc Shaman will now transition correctly between idling and walking animations.
  473. Eagle and Hawks will now close their beaks during idle and movement animations.
  474. Fixed an issue where some Skaven would sometimes open their mouths unnaturally wide.
  475. Necrotect’s swords will no longer disappear when they are attacking on a chariot.
  476. Ranald resurgent: new content leaks now seem to happen by default.
  477. Necropolis Knight halberds will no longer disappear during a jump attack.
  478. Necropolis Knights will now hold their shields correctly when idle.
  479. Pistoliers and Outriders will now sheathe their melee weapons when switching between ranged and melee attack.
  480. Melee swing sounds should no longer play when Dreadspears are idling.
  481. Added collision to some houses in the Sword of Torgald map.
  482. Incorrectly placed swamp bubbles have been removed from the Hellpit map.
  483. Fixed an issue where Krell’s portrait would not show up correctly after being upgraded.
  484. Helman’s Blight! icon now displays correctly.
  485. Warhammer II factions now show the purple inner colouring on their unit category icon above the unit banner for Regiments of Renown.
  486. Bloodlust tooltip clarified to state that the ability can be used on the lord as well as allies.
  487. Auto-Resolver Improvements
  488. Artillery are far less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army.
  489. Kills should be more evenly distributed within the autoresolver calculation between similar units.
  490. Reduced advantage of superior factions in the auto-resolver.
  491. Fixed a rare instance where melee lords could be assigned to ranged during the autoresolver calculation.
  492. Fixed an issue where you couldn’t autoresolve against Books of Nagash rogues armies at sea if you were unable to withdraw.
  493. Audio Improvements
  494. Updated HDR Audio settings so Magic and Projectiles will stand out in the mix
  495. Implemented a new spell targeting sound
  496. Implemented a new magic arrow sound for Elf archers
  497. Updated the sound triggers on various animations to be more accurate
  498. Updated the audio mix for battles across sound effects and music across different camera levels
  499. Improved the memory usage of audio files in battles
  500. Lowered the probability of taunt vocalisations on some Dark Elf units
  501. Adjusted the volumes of the ambient sounds for Wood Elf siege towers
  502. Fixed Tomb King chariots using the wrong ground type on water
  503. Fixed reload sounds not playing for some pistol weapons
  504. Two headed dragons are now using the correct vocalisations
  505. Changed the armour sound used by Elf Mages to better match the in-game model
  506. Updated the spell browser audio for the Burning Head spell to match the updated video
  507. Updated the spell browser audio for Usirian’s Incantations of Vengeance spell to match the in-game spell
  508. Reduced the frequency of rock debris sounds on the campaign map for various bluffs in the desert regions
  509. Updated some campaign UI sounds to add missing flavour elements for Tomb Kings
  510. Increased the volume of some advice lines that were too quiet
  511. Fixes for music transitions in some battle tracks
  512. Unit Balancing
  513. General
  514. Halved impact of summoned units on balance bar
  515. Adjusted RoR stats to match new rank 9 unit stats more correctly
  516. Increased mass for most infantry lords and heroes (patch notes will only highlight the biggest changes)
  517. Pass on heavy cavalry mount entity mass
  518. Tomb Kings
  519. Doubled the healing amount of Realm of Souls.
  520. Arkhan – Tomb Blade of Arkhan now summons a large unit of Skeleton Warriors instead of healing. Liber Mortis now gives +8 leadership, duration reduced from 20 to 15.
  521. Settra – Khemrian Warsphinx: -15 armour, -292 health, -8 charge bonus
  522. Settra – Chariot of the Gods: -5 melee attack, -3 melee defence, +35 ap melee damage, +5 bonus vs. infantry, +15 base melee damage.
  523. Tomb King – Khemrian Warsphinx mount: -15 armour, -292 health, -8 charge bonus
  524. Khalida (Necroserpent): +350 mass
  525. Khemrian Warsphinx: -15 armour, -480 health, -8 charge bonus.
  526. Necrosphinx: -10 armour, -408 health, -8 charge bonus, -7 melee defence, +3 melee attack
  527. Sphinx of Usepkh: -10 armour, -472 health, -8 charge bonus, -7 melee defence, +1 melee attack
  528. Hierotitan: -10 armour, -7 melee defence.
  529. Skeleton Chariots: -150 mp cost
  530. Skeleton Archer Chariots: -150 mp cost
  531. Blessed Legion of Phakth: -7 melee attack, -3 melee defence.
  532. King Nekhesh’s Scorpion Legion: -1 charge bonus, -6 melee attack, -1 melee defence.
  533. Sepulchral Stalkers RoR: -1 melee attack, +6 melee defence.
  534. Tomb Scorpion: -10 armour, -320 health.
  535. Ushabti: -10 armour
  536. Ushabti (Great Bows): -10 armour
  537. Chosen of the Gods: -10 armour, -5 melee attack, +2 melee defence.
  538. Necropolis Knights (all): +350 mass
  539. Screaming Skull Catapult: Slightly increased accuracy
  540. Vampire Counts
  541. Hexwraiths: +2 health per entity
  542. Cairnwraiths: +2 health per entity
  543. Dire Wolves: +7 health per entity, +4 charge bonus
  544. Direpack: +7 health per entity, +4 charge bonus, -2 melee defence
  545. Terrorgheist: -100 health, -2 charge bonus
  546. Vampire Lord: +4 melee attack, +30 ap melee damage, +20 base melee damage
  547. Vampire Lord – Barded Nightmare: +4 melee attack, +30 ap melee damage, +20 base melee damage
  548. Vampire Lord – Hellsteed: +4 melee attack, +30 ap melee damage, +20 base melee damage
  549. Mannfred von Carstein: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
  550. Mannfred von Carstein – Barded Nightmare: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
  551. Mannfred von Carstein – Hellsteed: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
  552. Helman Ghorst: Liber Noctus now deals on average 30% less damage to self.
  553. Krell: +20 bonus vs. large, +5 hit reaction ignore chance, +5 knock interrupt chance, +450 mass. Removed wind up time from Lord of Undeath.
  554. Wight King (all): +14 bonus vs. infantry
  555. Chillgheists: +2 health per entity, -2 melee defence
  556. Verek’s Reavers: -3 melee defence
  557. Strigoi Ghoul King – Terrorgheist: -32 health
  558. Vlad von Carstein: +4 melee attack, +30 ap melee damage, +20 base melee damage, added Arcane Conduit in mp
  559. Feasters in the Dusk: -2 melee defence
  560. Konigstein Stalkers: -3 melee defence, -50 cost
  561. Sternsmen: -3 melee defence
  562. Tithe: -1 melee defence
  563. Devils of Swartzhafen: -2 melee defence, +10 ap melee damage, -10 base melee damage
  564. Vargheists: +10 ap melee damage, -10 base melee damage
  565. Mortis Engine: Reliquary Corruption aura now deactivates out of melee.
  566. Claw of Nagash: -1 melee defence. Reliquary Corruption aura now deactivates out of melee.
  567. Red Duke – Foot: +10 charge bonus, +20 ap melee damage, +30 base melee damage
  568. Red Duke – Barded Nightmare: +10 charge bonus, +20 ap melee damage, +30 base melee damage
  569. Red Duke – Hellsteed: +10 charge bonus, +20 ap melee damage, +30 base melee damage
  570. Vampire (all): +50 cost, +30 ap melee damage, +20 melee base damage
  571. Varghulf: -50 cost
  572. Skeleton Spearmen: -25 cost
  573. Blood Knights: +2 ap melee damage, +330 mass
  574. Dark Elves
  575. Death Hag (on foot): -15 missile resistance, +20 physical resistance
  576. Death Hag – Blood Cauldron: Bloodshield of Khaine changed from +11% physical resistance to +6% physical resistance.
  577. Dreadlord (Sword & Shield) – Black Dragon: +4 melee attack
  578. Dreadlord (Sword & Crossbow) – Black Dragon: +4 melee attack
  579. Malekith – Cold One Chariot: + 3 melee attack, -8 melee defence, -2 bonus vs. infantry, +70 ap melee damage, +30 base melee damage.
  580. Sorceress – Cold One: Removed Primal Instinct ability
  581. Khainite Assassin: +20 ap melee damage
  582. Cold One Dread Knights: -50 cost
  583. Shades (Dual Weapons): -50 cost
  584. Shades (Greatswords): -50 cost
  585. Hydra: Fiery Breath now targets unit centre by default.
  586. Lizardmen
  587. Kroq-gar (foot): +600 mass
  588. Horned Ones: +1 melee attack, +100 mass
  589. Kroq-gar – Grymloq: -412 health, -8 charge bonus
  590. Saurus Old Blood – Carnosaur: -396 health, -8 charge bonus
  591. Saurus Scar Veteran – Carnosaur: -376 health, -8 charge bonus
  592. Feral Carnosaur: -374 health, -8 charge bonus
  593. Skink Priest – Terradon: increased rider projectile hit box
  594. Skink Chief: -5 ap missile damage, -5 missile base damage.
  595. Skink Chief – Terradon: increased rider projectile hit box
  596. Kroxigors: +3 ap melee damage, +1 base melee damage
  597. Saurus Warriors (all): +30 mass
  598. Saurus Spearmen: +2 melee defence, +30 mass
  599. Saurus Spearmen (Shields): +2 melee defence, +30 mass
  600. Temple Guard: +20 mass
  601. High Elves
  602. Princess (all): +30 ap missile damage, +20 base missile damage.
  603. Prince – Sun Dragon: -100 cost
  604. Sun Dragon: -100 cost
  605. Tyrion: +1 run speed, +2 charge speed
  606. Mage – Ithilmar Chariot: -1 collision attack max targets
  607. Skaven
  608. Plague Priest – Plague Furnace: -10 armour, Billowing Death aura now deactivates out of melee.
  609. Death Globe Bombardiers: +1 explosion base damage, +3 explosion ap damage.
  610. Warpfire Throwers: +2 explosion base damage, +1 explosion ap damage.
  611. Plagueclaw Catapult: slightly increased accuracy
  612. Gutter Runner Slingers (both): +2 missile base damage
  613. Night Runner Slingers: +1 missile base damage
  614. Warriors of Chaos
  615. Archaon – Foot: +750 mass
  616. Archaon – Dorghar: +12 run speed, +300 mass
  617. Chaos Lord (all): +5 leadership
  618. Chaos Sorcerer Lord – Manticore: +164 health, +25 ap melee damage, +40 base melee damage
  619. Chaos Sorcerer – Manticore: +45 ap melee damage, +65 base melee damage
  620. Exalted Hero – Foot: +260 health, +4 leadership
  621. Exalted Hero – Chaos Steed: +10 armour, +384 health, +4 leadership
  622. Exalted Hero – Barded Chaos Steed: +384 health, +4 leadership
  623. Exalted Hero – Manticore: +164 health, +4 leadership, +15 ap melee damage, +15 base melee damage
  624. Chaos Feral Manticore: +10 ap melee damage, +5 base melee damage
  625. Kholek: -432 health, -8 charge bonus
  626. Sarthorael the Ever-Watcher: reduced collision height, increased projectile hit box, added Arcane Conduit in mp
  627. Dragon Ogre Shaggoth: -430 health, -8 charge bonus
  628. Dragon Ogres: +5 armour, +34 health per entity
  629. Marauder Horsemen (javelins): +25 cost
  630. Hellcannon: now uses a fixed trajectory corrected by homing. Improves Hellcannon projectile homing.
  631. Greenskins
  632. Waaagh! is now a map-wide ability that gives +26 melee attack, +18% charge bonus and +24% speed for 30 seconds, which recharges in melee.
  633. Wurrzag: Added Waaagh! Ability in mp. Wurrzag’s Warpaint changed from +11% physical resistance to +6% physical resistance.
  634. Goblin Great Shaman: Added Waaagh! Ability in mp
  635. Grimgor: +500 mass, +3 melee defence
  636. Skarsnik: +1300 mass (Gobbla has been eating a lot of stunties as of late)
  637. Orc Boar Boyz: +2 melee attack
  638. Savage Orc Boar Boy Big Uns: +2 melee attack, +100 mass
  639. Savage Orc Boar Boyz: +2 melee attack, +100 mass,
  640. Hammer of Gork: -4 melee attack, -2 melee defence
  641. Broken Tusks Mob: -3 melee attack, +3 melee defence, +2 leadership
  642. Deff Creepers: -5 melee attack, -1 melee attack
  643. Durkit’s Squigs: -2 melee defence
  644. Mogrubb’s Mangy Marauders: -5 melee attack, -1 melee defence, +1 leadership
  645. Moon-Howlers: -3 melee attack, +1 melee defence, -50 cost
  646. Teef Robbers: +3 melee defence
  647. Da Eight Peaks Loonies: -4 melee attack, +1 melee defence
  648. Da Rusty Arrerz: -4 melee attack
  649. Da Warlordz Boyz: -2 melee defence, +4 leadership
  650. Krimson Killerz: +2 leadership
  651. Venom Queen: -4 melee attack, +1 melee defence
  652. Goblin Rock Lobber: slightly increased accuracy
  653. Wood Elves
  654. Forest Stalker forest melee defence modifier changed from +20% to +15%
  655. Ancient Treeman: -432 health
  656. Durthu: -432 health
  657. Orion: +15 bonus vs. large, +134 ap missile damage, +30 base missile damage.
  658. Wild Riders: -100 mass
  659. Sisters of the Thorn: max 2 uses on Shield of Thorns, max 1 use on Curse of Anraheir
  660. Beastmen
  661. Khazrak – Foot: +650 mass. Dark Mail now always affects wizards in a 40m radius rather than relying on them to be casting inside the range. Debuff changed to -18 armour and -9 melee defence.
  662. Khazrak – Razorgor Chariot: added vanguard deployment, +2 melee attack, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.
  663. Beastlord – Razorgor Chariot: +2 melee attack, replaced Call of Violence with Apocalyptic Vision, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.
  664. Bray-Shaman Chariot: -1 collision attack max targets, +0.2 melee attack interval.
  665. Minotaurs (all): +2 charge bonus
  666. Feral Manticore: +10 ap melee damage, +5 base melee damage
  667. Centigors: -50 mass
  668. Cygor: slightly reduced accuracy
  669. Empire
  670. Balthasar Gelt – Barded Warhorse: added Hide in forest
  671. Balthasar Gelt – Warhorse: added Hide in forest
  672. Empire Wizards (all): Changed Channelling Staff item to new Scroll of Blast item.
  673. Boris Todbringer (all): +5 leadership
  674. Boris Todbringer – Barded Warhorse: +5 armour
  675. Karl Franz: +3 melee defence
  676. Witch Hunter: added immune to psychology, added magical attacks, reduced missile penetration. Accusation now has 3 max uses.
  677. Empire Captain – Barded Warhorse: +5 armour
  678. Empire General – Barded Warhorse: +5 armour
  679. Warrior Priests (all): +35 armour, +100 cost.
  680. Empire Knights: +50 mass
  681. Reiksguard: +50 mass
  682. Knights of the Blazing Sun: +50 mass
  683. Crossbowmen: +1 ap missile damage, -1 base missile damage
  684. Handgunners: +1 ap missile damage, +1 base missile damage.
  685. Great Cannon: slightly increased accuracy
  686. Steam Tank: +1537 health, -5 melee attack, +15 bonus vs infantry
  687. Luminark of Hysh: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec reload time, -400 cost. Aura of Protection now gives +12% ward save in 40m radius and deactivates when available magic power is below 15. Locus of Hysh now passively reduces enemy magic power recharge rate by -20% for each wizard in play.
  688. Templehof Luminark: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec base reload time, +4 melee attack, +3 melee defence, -300 cost. (ability changes as above)
  689. Hammer of the Witches: -4 melee attack, -2 melee defence, -100 cost, slightly increased accuracy.
  690. Sunmaker: -4 melee attack, -2 melee defence, -150 cost, slightly reduced accuracy, projectile now 70% ap damage, explosion damage is now 70% armour piercing, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.
  691. Helstorm Rocket Battery: -150 cost, projectile now 70% ap damage, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.
  692. Helblaster Volley Gun: -100 cost, +6 ap missile damage, +4 base missile damage.
  693. Royal Altdorf Gryphites: -4 melee attack, +3 melee defence
  694. Zintler’s Reiksguard: -2 charge bonus, -3 melee attack, +3 melee defence, +2 leadership
  695. Sigmar’s Sons: -2 melee defence, -50 cost
  696. Silver Bullets: -2 melee defence, +1 base missile damage
  697. Stirland’s Revenge: -4 melee attack, -25 cost
  698. Pistoliers: +10 range, increased accuracy
  699. Dwarfs
  700. Thorgrim: Added new Oath of Vengeance ability, allowing Thorgrim to reduce the melee defence of an enemy unit.
  701. Ungrim: Added new Red Ruin ability, allowing Ungrim to trade melee defence for significantly more weapon strength.
  702. Grombrindal: +2 melee defence
  703. Tweaked Dwarf generic character item choices for multiplayer battles
  704. Runelord – Anvil of Power: +150 cost, added Locus of Power ability to be automatic
  705. Master Engineer: Improved accuracy, increased range by +35, increased projectile mass and velocity,
  706. Grumbling Guard: added charge defence vs large, -2 charge bonus, +2 melee attack, -1 melee defence, -40 mass
  707. Longbeards (all): -40 mass
  708. Gob Lobber: -2 melee attack, +4 melee defence, slightly increased accuracy
  709. Grudge Thrower: slightly increased accuracy
  710. Dragonback Slayers: -2 charge bonus, -5 melee attack, +12 melee defence
  711. Ekrund Miners: -2 melee defence
  712. Ironbreakers: -20 mass
  713. Norgrimlings Ironbreakers: -4 melee attack, +4 melee defence, -1 leadership, -20 mass
  714. Skoldr Guard: -3 melee defence
  715. Peak Gate Guard: -4 charge bonus, -2 melee defence, -50 cost.
  716. Ulthar’s Raiders: -3 melee attack, +3 melee defence, +6 leadership
  717. Warriors of Dragonfire Pass: -3 melee attack, +3 melee defence
  718. Skyhammer: -1 melee defence, increased clattergun accuracy
  719. Gyrobomber: increased clattergun accuracy
  720. Bugman’s Rangers: -20 mass
  721. Bretonnia
  722. All non-flying knights: +50 mount mass
  723. Alberic: Spirit of the Tempest is now an uncommon ability, costing 162
  724. Prophetess (all): Changed Sceptre of Stability item to new Scroll of Assault of Stone item.
  725. Pegasus Knights & Royal Pegasus Knights: reduced unit spacing distance, allowing more men to connect with their charge
  726. Questing Knights: +5 charge bonus, -100 cost.
  727. Battle Pilgrims: +1 health per entity
  728. Foot Squires: +1 health per entity
  729. Grail Relique: -866 health, -100 cost.
  730. Knights of the Realm: -50 cost.
  731. Paladin – Barded Warhorse: +5 armour
  732. Green Knight: +600 mass
  733. Blessed Field Trebuchet: +16 explosion ap damage, -10 explosion base damage, +1 explosion radius, slightly improved accuracy.
  734. Field Trebuchet: slightly improved accuracy
  735. Abilities Improvements
  736. Lore of Beasts:
  737. Curse of Anraheir: Increased duration from 33 to 39.
  738. Amber Spear: -55 ap missile damage, +150 base missile damage.
  739. Amber Spear Upgraded: -110 ap missile damage, +300 base missile damage.
  740. Lore of Big Waaagh!:
  741. Gaze of Mork (& Upgraded): +40 ap missile damage, -40 base missile damage.
  742. Lore of High Magic:
  743. Fiery Convocation: removed random direction change angle.
  744. Hand of Glory: increased duration from 22 to 29.
  745. Soul Quench: +200 ap missile damage, -200 base missile damage.
  746. Soul Quench Upgraded: +348 ap missile damage, -348 base missile damage.
  747. Lore of Fire:
  748. Fireball: +200 ap missile damage, -200 base missile damage.
  749. Lore of Vampires:
  750. Vanhel’s Danse Macabre (& Upgraded): Duration increased from 25 to 29.
  751. Curse of Years: Duration increased from 28 to 32.
  752. Gaze of Nagash (& Upgraded): -23 ap projectile damage, +33 base projectile damage.
  753. Lore of Light:
  754. Birona’s Timewarp (& Upgraded): Duration increased from 41 to 50.
  755. Shem’s Burning Gaze: -16 projectile ap damage, +22 projectile damage.
  756. Shem’s Burning Gaze Upgraded: -32 projectile ap damage, +44 projectile damage
  757. Light of Battle: -1 power cost
  758. Lore of Lil’ Waaagh!:
  759. Vindictive Glare: +40 ap missile damage, -40 missile base damage.
  760. Night Shroud: -1 power cost
  761. Night Shroud Upgraded: -2 power cost
  762. Lore of Life:
  763. Shield of Thorns (& Upgraded): Duration increased from 25 to 29.
  764. Regrowth Upgraded: reduced health regen amount from 48 to 36.
  765. Lore of Death:
  766. Fate of Bjuna: Changed entity hit chance from 0.25 to 0.18. Now needs 50 entities to max out on damage. +2 power cost.
  767. Lore of Ruin:
  768. Skitterleap: -1 power cost
  769. Skitterleap Upgraded: -2 power cost
  770. The Dreaded Thirteenth Spell: -1 power cost
  771. Other abilities
  772. Guardian: changed from +22% physical resistance to +18% physical resistance
  773. Forbidden Rod: Reduced average damage to self by 30%.
  774. Blood Statuette of Spite: reduced damage chance from 0.2 to 0.18.
  775. Neferra’s Scroll of Mighty Incantations: Added Max 5 targets.
  776. Blood Lust: can now target self
  777.  
  778. *************************************************************************************************
  779.  
  780. Updates to Ungrim Ironfist and the Dwarfs in Mortal Empires
  781.  
  782. 21/05/2018
  783.  
  784. New Ungrim Ironfist Campaign Start
  785. Last year, we started playing with the idea with moving some of the existing Legendary Lords of the Old World races in order to give players some new ways to experience the Mortal Empires campaign. We saw a great debate ensue throughout the community, with players both for and against this idea. So we proceeded with caution and identified a Legendary Lord that almost everyone agreed on should be moved: Slayer King Ungrim Ironfist will be returning to Karak Kadrin to resume his duties as its monarch. Karak Kadrin lies to the north of Karaz-a-Karak and is famous for its Slayers and home to the Great Slayer Shrine.
  786.  
  787. Its northern location is sure to provide a brand-new experience playing as Dwarfs, as you’ll now primarily be encountering Empire, Vampire Counts, Norscans, and Chaos with relatively few Greenskin factions nearby.
  788.  
  789. Beyond this new initial challenge we wanted to further emphasise Ungrim’s role as the Slayer King by being able to recruit Slayers straight out of the gate on turn one. Combine this with improvements and perks to the Great Slayer Shrine of Karak Kadrin and his ability to settle unimpaired in Frozen climes and this means you can now push north to Kraka Drak and on into Norsca.
  790.  
  791. To celebrate King Ungrim’s return to the Slayer Keep further still, we’re adding a brand-new Giant Slayer unit. Giant Slayers are a new variant of Slayers that wield large two-handed axes and allow Dwarfs to better deal with the great number of fearsome beasts that have been introduced with the new races of Total War: WARHAMMER II. Along with their bonus versus large, these units deal substantial amounts of armour-piercing damage as well.
  792.  
  793. New Landmark Buildings
  794. In addition to a new unit, we’ll be adding additional legendary landmark buildings.
  795.  
  796. Dwarfs were slightly underrepresented in the legendary building department, so we’re adding some interesting new options for them. The ancestral birthplace of the Dwarfs, Karak Zorn in the far south, can now host the Hall of the Ancestors. In the far north, at Kraka Drak, Dwarfs can now build the Silver Hall to show off the great wealth of this remote hold. Karak Izor is famous for its copper, so Dwarfs can exploit the Copper Mountain. Additionally, below Iron Mountain vast magma chambers are uncovered, providing a way to acquire high-quality obsidian – which is sure to come in handy as Richard will explain. The last two buildings can also be exploited by Skaven. Speaking of which, Skaven may also have found a use for Brightstone…
  797.  
  798. Dwarfs have long held many grudges against the Elves of Ulthuan and you’ll have the opportunity to deliver a time of reckoning as Dwarfs can now sack the palace of the Phoenix King himself to extract payment. Norscans also have their eye on these treasures and they’ll be able to construct a new building in Skeggi, the major Norscan colony in Lustria, founded by Losteriksson.
  799.  
  800. Finally, we have two that appear together: Sartosa. These are Smithy’s Tavern and Peg Street Pawnshop, with many races being able to make use of one or both of these buildings. And what’s more, we’re also adding Sartosa to the campaign map of Mortal Empires.
  801.  
  802. Now over to Richard Aldridge to talk about an exciting extra feature for the Dwarf factions…
  803.  
  804. The Forge
  805. Following the release of Rise of the Tomb Kings, we noticed many fans of the game quickly pointed out how the Mortuary Cult feature for the Tomb Kings could be used in a similar fashion for other races in Warhammer, but in particular the Dwarfs.
  806.  
  807. This made total sense to us too and fitted with the lore so well, hence the creation of the Forge.
  808.  
  809. The Forge works in pretty much the same manner as the Mortuary Cult, allowing Dwarfs to forge Weapons, Armour, Talismans, and Enchanted Items all themed around various Dwarfen character archetypes such as the fabled Dragon Slayers and Ironwardens, thus allowing you in kit out your characters with a bespoke set of magical items. However, the system does come with a few small differences.
  810.  
  811. First up, Dwarfs have no need for Canopic Jars, and instead have their own unique resource that they can collect throughout the game called Oathgold. This precious material is used in conjunction with other trade resources to forge unique items and can be acquired from completing Grudges, constructing specialist buildings such as the Smithy and Trade building chains, and via a number of new and existing character skills.
  812.  
  813. The Runesmiths and Runelords, for example, have now been equipped with the Master of the Forge skill, which means at certain experience levels they can produce a wealth of Oathgold each turn. To help get things started a little sooner, Runesmiths have now been moved down to the level three Armoury building, and all Dwarf Legendary Lords have a skill of their own which can also help produce Oathgold for their faction.
  814.  
  815. The other difference comes in the form of Recycling. This option within the Forge allows you to crush down and make new any unwanted magic items you’ve either randomly received throughout your campaign or forged but no longer wish to keep.
  816.  
  817. Any items not currently equipped to one of your characters will be displayed in a convenient list under the recycle tab which displays the amount of Oathgold you’ll receive back in return for removing the magic item from your pool. The amount of Oathgold gained via this method will vary greatly based on the rarity of the magic item, with Legendary items offering the highest return and common items the least.
  818.  
  819. Finally, the Dwarfs will now make use of the Golden Idol trade resource found throughout the world in their schematics for forging the new magic items.
  820.  
  821. We hope these changes bring more fun and challenge to playing the Dwarfs and Ungrim in Mortal Empires.
  822.  
  823. The Resurgent Update is due out on the 31st May, along with the Queen & Crone DLC and Alith Anar Free-LC.
  824.  
  825. *************************************************************************************************
  826.  
  827. Make War Not Love 2018 Fixes and Patch Notes
  828.  
  829. 14/02/2018
  830.  
  831. General
  832. – Fixed a crash during end turn cycles, noticeable on Xlanhuapec’s turn.
  833.  
  834. – Fixed an audio crash in a battles.
  835.  
  836. – Fixed spell casters being able to spam projectile spells while mounted on horses or pegasus, during battles.
  837.  
  838. – Optimised performance of Great Incantation of Khsar Rites sandstorm in Campaigns.
  839.  
  840. – In Mortal Empires Co-Op Campaign, Arkhan and Settra can now engage in diplomacy with each other.
  841.  
  842. – The number of Preset Army Setups that can be saved in Multiplayer has been increased.
  843.  
  844. – The Kephra Guard Regiment of Renown unit will no longer be recruitable multiple times.
  845.  
  846. – Prevented the Chaos invasion appearing and killing the rogue armies with Books of Nagash and aborting the players mission to attain them.
  847.  
  848. – Increased the limit of Canopic Jars (so players can get more Crafted armies from the Mortuary Cult).
  849.  
  850. – Added more voice over to Tomb Kings skeletons during battle. Clacketty-Doot!
  851.  
  852. – Fixed a progression blocker caused by entering a new campaign as a Tomb Kings faction, then entering diplomacy by double clicking another non-Tomb Kings faction’s settlement on the Overview Map, then offering them a diplomatic deal.
  853.  
  854. – The “Heralds Empowered” Tomb Kings technology can now be unlocked by completing only the final Dynasty instead of all Dynasties.
  855.  
  856. – When single entity units are fighting in battle, they will no longer disengage so often, which replenished their charge bonus incorrectly.
  857.  
  858. – Fixed a bug where the “Awaken” button in the Mortuary Cult on “A New Dynasty” didn’t activate until the next turn. It can now be activated when the resources are gathered.
  859.  
  860. – Added Heroes to the Tomb Kings Garrisons.
  861.  
  862. – Tomb Kings Legions of Legend units are now correctly affected by Lord’s red skill tree buffs.
  863.  
  864. – Fixed some flickering on the Campaign Map terrain on certain graphics settings for GTX 980 graphics cards.
  865.  
  866. – Necrosphinx and Hierotitan masks will no longer flip around during battle.
  867.  
  868. – Fixed a weird bug where Khalida’s staff would appear on random impacts during battles. I mean how does that even happen? Baffling.
  869.  
  870. – The Victory message at the end of Campaigns is now displayed correctly.
  871.  
  872. – Rogue armies carrying a Book of Nagash will now stop following their patrol path and attack anyone who declares war on them.
  873.  
  874. – Fixed the Bretonnia garrison building getting worse cavalry units per upgrade.
  875.  
  876. – Fixed some Vampire regions not having any Vampiric corruption in the Mortal Empires campaign.
  877.  
  878. – Tomb Kings Monsters can now be scaled up in The Laboratory Mode.
  879.  
  880. – Fixed achievement localisation mismatches (Russian, Polish, Turkish and Chinese)
  881.  
  882. – The Dark Side of Morrslieb achievement has been fixed.
  883.  
  884. – Modding: Fixed the dynamic script-loading not working correctly.
  885.  
  886. – Modding: Added Tomb Kings Prefabs to TERRY in the Assembly Kit.
  887.  
  888.  
  889.  
  890. Battle Map Updates
  891. Added the following Custom Battle maps to Quick Battle mode:
  892.  
  893. – Charnel Valley
  894.  
  895. – Tomb of the Shifting Sands
  896.  
  897. – Vulture Ridge
  898.  
  899. – The Lost Crater
  900.  
  901. – Mortis Wastes
  902.  
  903. – Spice Dunes
  904.  
  905. – Plateau of the Dead
  906.  
  907. – Plains of the Dead
  908.  
  909. Replaced the battle map environments for:
  910.  
  911. – Dok Karaz
  912.  
  913. – Eschen
  914.  
  915. – Galbaraz
  916.  
  917. – Gor Gazan
  918.  
  919. – Karag Dron
  920.  
  921. – Karak Azgal
  922.  
  923. – Karak Bhufdar
  924.  
  925. – Karak Ungor
  926.  
  927. – L’Anguille
  928.  
  929. – Norden
  930.  
  931. – Oakenhammer
  932.  
  933. – Praag
  934.  
  935. – Schwartzhafen
  936.  
  937. – Volksgrad
  938.  
  939. – Waldenhof
  940.  
  941. – Kelp and Koldust
  942.  
  943. – MP Heorot Ridge
  944.  
  945. – MP Peak Pass
  946.  
  947. – MP Blue Reach River
  948.  
  949.  
  950.  
  951. Balancing Changes:
  952. – Greatswords: +1 Bonus vs Infantry
  953.  
  954. – Empire Spearmen (Shields): -25 mp cost
  955.  
  956. – Halberdiers: +1 melee attack
  957.  
  958. – Flagellants & Tattersouls: -3 base damage, +4 ap damage.
  959.  
  960. – Pistoliers: +1 ap missile damage, +4 charge, +2 melee attack
  961.  
  962. – Waywatchers: +1 second reload time, reduced projectile mass (cavalry has an easier time catching the unit), reduced accuracy (mainly noticeable at max range against small targets), Hawkish Precision reduced to +15% ap missile damage.
  963.  
  964. – Sisters of the Thorn: +50 mp cost
  965.  
  966. – Foot Squires: +1 Bonus vs Infantry
  967.  
  968. – Battle Pilgrims: +1 MD
  969.  
  970. – Grail Relique: -50 mp cost.
  971.  
  972. – Grave Guard GW: +2 Bonus vs Infantry
  973.  
  974. – Orc Arrer Boyz, Savage Orc Arrer Boyz: -1 missile damage, +1 ap missile damage.
  975.  
  976. – Bestigor Herd: -1 Melee Attack
  977.  
  978. – Knights of the Realm: +2 MD
  979.  
  980. – Pegasus Knights: +2 MD
  981.  
  982. – Royal Pegasus Knights: +2 MD
  983.  
  984. – Men-at-arms (Polearms): +1 Bonus vs Large
  985.  
  986. – Darkshard (Shields): +25 mp cost.
  987.  
  988. – Queek: -50 mp cost, +4 bonus vs. infantry.
  989.  
  990. – Warlord Bonebreaker: -50 mp cost.
  991.  
  992. – Centigors Throwing Axes: -2 ammo, Removed splash attacks.
  993.  
  994. – Centigors: Removed splash attacks.
  995.  
  996. – Loremaster of Hoeth: -50 mp cost.
  997.  
  998. – Hell Pit Abomination: -3 BvL, +4 MA
  999.  
  1000. – Plague Priest – Plague Furnace: -2 MD
  1001.  
  1002. – Skink Chief: +50 mp cost on foot and terradon.
  1003.  
  1004. – Rev Bastiladon: +25 mp cost.
  1005.  
  1006. – Feral Cold Ones: +4 charge bonus.
  1007.  
  1008. – Feral Bastiladon: +4 charge bonus, +4 MD.
  1009.  
  1010. – Questing Knights:+2 ap damage, -2 base damage, can now use Lance Formation ability
  1011.  
  1012. – Grail Guardians: Can now use Lance Formation ability.
  1013.  
  1014. – Chameleon Skinks: -2 MD
  1015.  
  1016. – Chaos Warriors (all): +3 morale
  1017.  
  1018. – Chaos Warriors: +2 charge bonus
  1019.  
  1020. – Orc Big Uns: +1 charge bonus
  1021.  
  1022. – Cairn Wraiths: +2 charge bonus
  1023.  
  1024. – Khazrak: +2 MD
  1025.  
  1026. – Knights of the Blazing Sun: -50 mp cost
  1027.  
  1028. – Silver Helms (shields): +6 charge bonus
  1029.  
  1030. – Horned Ones: +1 charge bonus
  1031.  
  1032. – Cold One Dread Knights: +2 MD
  1033.  
  1034. – Settra – Chariot of the Gods: -100 mp cost
  1035.  
  1036. – Screaming Skull Catapult: -50 mp cost
  1037.  
  1038. – Ushabti (Great Bows): -1 ammo
  1039.  
  1040. – Chosen of the Gods: -1 ammo
  1041.  
  1042. – Khemrian Warsphinx (and mounted versions): -8 charge bonus, -200 health
  1043.  
  1044. – Rune of Wrath & Ruin: increased target range to 150, max 4 uses
  1045.  
  1046. – Master Rune of Wrath & Ruin: increased target range to 150, max 3 uses
  1047.  
  1048.  
  1049.  
  1050. Ability Changes:
  1051. – Dragon breaths: +7% projectile damage and projectile ap damage. Slightly improved accuracy of Star Dragon breath.
  1052.  
  1053. – Lance Formation: removed negative stat modifiers.
  1054.  
  1055. – Murderous Prowess: +30% vigour changed to +18% vigour.
  1056.  
  1057. – Murderous Mastery: +30% vigour changed to +18% vigour.
  1058.  
  1059. – Old Grumblers: +18% vigour changed to +9% vigour.
  1060.  
  1061. – Regrowth & Upgraded: +1 mana cost.
  1062.  
  1063. – Fate of Bjuna: +2 mana cost.
  1064.  
  1065. – Savage Dominion: +4 mana cost.
  1066.  
  1067. – Fiery Convocation: -1 mana cost.
  1068.  
  1069. – Fiery Convocation Upgraded: -3 mana cost.
  1070.  
  1071. – Liber Bubonicus: -5 secs duration.
  1072.  
  1073. *************************************************************************************************
  1074.  
  1075. Tomb Kings Update Patch Notes and Reworking Bretonnia
  1076.  
  1077. 23/01/2018
  1078.  
  1079. Bretonnia additions:
  1080.  
  1081. New skills for Louen Leoncoeur: Fount of Honour, Respected by All, Clarion Calls and Exemplary Conduct
  1082. New skills for Alberic de Bordeleaux: Lead from the Front, Coastal Expansion, Shipping Lanes, Appoint Reeves
  1083. New skills for the Fay Enchantress: Beacon of Devotion, Sacred Duty, Lady of the Land, Secrets of the Otherworld
  1084. New Bretonnia technology: Secure Shores Decree
  1085. New Bretonnia technology: Sewer Cleaning Decree
  1086. New Bretonnia technology: Desert Purge Decree
  1087. New Bretonnia technology: Overseas Diplomacy
  1088. New Bretonnia technology: Support Religious Errantry
  1089. New Bretonnia technology: Encourage Fanaticism
  1090. New Bretonnia technology: Temple Tithes
  1091. New Bretonnia technology: Commission Carpenters
  1092. New Bretonnia technology: Longer Spears
  1093. New Bretonnia technology: Professional Fletchers
  1094. New Bretonnia technology: Siege Engineering
  1095. New Bretonnia technology: Registered Draft
  1096. New Bretonnia technology: Hay Stores
  1097. New Bretonnia technology: Farriers
  1098. New Bretonnia technology: Blinker Hoods
  1099. New Bretonnia technology: Improved Smelters
  1100. New Bretonnia technology: Glazing Kilns
  1101. New Bretonnia technology: Steel Furnaces
  1102. New Bretonnia technology: Master Swordsmiths
  1103. New Bretonnia technology: Regular Tournaments
  1104. New legendary building in Parravon for Bretonnia, High Elves, Wood Elves: Peaks of Parravon
  1105. New legendary building in Salzenmund for Bretonnia, Empire, Wood Elves, High Elves, Dark Elves: Forest of Laurelorn
  1106. New legendary building in Galbaraz for Dwarfs, Greenskins, Skaven: Oathgold Mine
  1107. New legendary building in Galbaraz for Vampire Counts and a Tomb Kings faction: Ruins of Mourkain
  1108.  
  1109.  
  1110. Old World Legendary Lord Trait Updates:
  1111.  
  1112. Karl Franz:
  1113. +10 diplomatic relations with Empire Provinces
  1114. +2 Leadership
  1115. Azhag:
  1116. +15% Leadership Aura Size
  1117. +8 Leadership Aura Effect
  1118. Grimgor:
  1119. +6 Leadership for Black Orcs in the army
  1120. +5 Armour for Black Orcs in the army
  1121. Thorgrim:
  1122. +15% Leadership Aura Size
  1123. +8 Leadership Aura Effect
  1124. Archaon:
  1125. +10% Physical Resist for Chaos Knight units in the army
  1126. +25% Razing income
  1127.  
  1128.  
  1129.  
  1130.  
  1131. Bug Fixes and Improvements
  1132.  
  1133. Headline improvements:
  1134.  
  1135. Rebalanced the Grand and Vortex campaigns to reduce Dwarf supremacy.
  1136. Improved ‘Dropped Orders’/units responsiveness during battles.
  1137. Improved Skaven units in auto-resolve.
  1138. Added a check-box to the army panel in campaign, so when end-turn notifications are disabled, the notifications for the selected army will still be enabled.
  1139. Battle AI is now less inclined to use deep unit formations (e.g. 5 units deep) and will use more varied and wider formations where appropriate.
  1140. Campaign Battle difficulty modifiers are now applied to the AI correctly.
  1141. Battle AI is now less likely to clump when attacking a high Combat Potential unit or Lord, which used to make them easy to kill with ranged units or by flanking the clumped army.
  1142. Improved the Battle AI outflank analyser to check the number of entities currently in the unit, rather than the initial number. This will prevent the Battle AI from attempting to outflank an already engaged unit and surround single entity units under certain conditions.
  1143. Old World Legendary Lords traits and Bretonnia updates, see above for details.
  1144.  
  1145.  
  1146. Technical and Performance improvements
  1147.  
  1148. General
  1149.  
  1150. Fixed a bug where the Campaign Map would flicker when the player minimized the game with ALT+TAB while changing graphics settings.
  1151. Fixed a crash when switching between maximum graphics settings and the “out of the box” “high” settings on AMD RX-480 GPU while running the game in DirectX12 (BETA).
  1152. Improved compatibility with the GTX 690 card, removing flickering, black terrain and low performance.
  1153. Fixed a crash that occurs on some AMD graphics cards when changing all graphics settings to their highest, then changing back to recommended settings.
  1154. Added recommended graphics settings for the GT 740 M card.
  1155.  
  1156.  
  1157. Campaign technical improvements:
  1158.  
  1159. Fixed a rare end turn crash when an agent was left as the only unit in a force, and dies of attrition at the end of the round.
  1160. FPS performance has been improved when zooming out to max distance on the Campaign Map on some configurations.
  1161. Fixed a Multiplayer Campaign desync in the end turn cycle caused by Campaign script.
  1162. Fixed a Head to Head Multiplayer Campaign crash in the Vortex Campaign which was caused by the Event Feed.
  1163. Fixed a Mortal Empires campaign crash during the End Turn cycle for the Lizardmen faction.
  1164. Fixed a DirectX 12 bug for SLI users, where the diplomacy colours map overlay and storm seas would flicker in campaign modes.
  1165. Fixed a crash that could occur when alt-tabbing out during load screens.
  1166. Fixed a rare crash that would occur when removing units from an army on an AI faction during the end turn sequence.
  1167. Fixed a crash when a Lord is disbanded after a hero is given the command to embed in the army.
  1168. Fixed an end-turn crash when a lord died and the only other unit left in the army was a hero.
  1169.  
  1170.  
  1171. Gameplay Improvements
  1172.  
  1173.  
  1174.  
  1175. Campaign:
  1176.  
  1177. Campaign AI is now more likely to correctly deploy agents in regions owned by a different subculture, in order to apply their negative effects.
  1178. Wood Elf rebels no longer suffer from undead attrition.
  1179. The lake on the Campaign map at Tor Finu has been visually improved.
  1180. In the Eye of the Vortex campaign, the Campaign AI now prioritises attacking closer ritual locations if they can.
  1181. It is no longer possible to ask allied factions to join wars against Intervention Armies and Chaos/Skaven armies which are spawned when performing a ritual.
  1182. The “Load a save game” option is no longer available after failing to stop the AI from winning the Vortex Campaign on Legendary Difficulty.
  1183. The skills affecting stats for Saurus Temple Guards now also applies to Blessed Temple Guards.
  1184. Added new traits to the Bretonnian Damsel hero unit.
  1185. The “Night of Khaine” mission has a button which will now correctly take you to the Hero Vraneth location.
  1186. The “Blood Drinker” Quest is no longer cancelled when gaining a Defensive Alliance with the faction that owns Essen while the quest is active.
  1187. “Box of Eerie Noises” can no longer be collected from sea encounters, because it is meant to be crafted only.
  1188. Hero traits for some newly recruited units (e.g. “Lore Keeper” for the Vampire Counts) will now affect the local region where they are recruited as intended.
  1189. Corrected the requirements for the “Marital Prowess” mission.
  1190. The “Greenskin Filth” mission reward has been fixed.
  1191. Fixed a loyalty gain exploit when adding and removing followers to a character.
  1192. The Black Ark can now return to Full Speed stance after moving and switching stance.
  1193. Added a “Hall of Oaths” building chain to the Mount Gunbad settlement in Rib Peaks province.
  1194. Garrison armies no longer gain experience from special buildings, rites and lord abilities
  1195. Malekith’s “Seditious or Sanguine” skill now provides the correct effects.
  1196. Chaos incursion armies are now more likely to recruit additional units.
  1197. Fixed the effect gained from doing the Treasure hunt event “Undead Sentinels”.
  1198. Fixed the requirements for unlocking the secondary skills in the Beastmen Gorebull skill tree.
  1199. The Greenskins and Wurrzag can now build more resource buildings.
  1200. The visualisation for Storms at Sea on the water surface is no longer offset.
  1201. Fixed a bug where the Income and Public Order would not change / update if the player unticks the “Tax Province” feature while on the Building Browser.
  1202. Fixed cases where construction of buildings in campaign would take less time in harsh climates, rather than more time.
  1203. Queek’s objective to “Control Karak Eight Peaks” can no longer be achieved by forming a military alliance with the faction that controls it. He needs to own the settlement himself.
  1204. When capturing Wurtbad as Clan Angrund, the city no longer has two identical “Defence” building chains.
  1205. When Vlad uses Lightning Strike ability, Isabella will no longer be able to reinforce him in battle.
  1206. Removed some construction cost reduction buffs from common buildings to fix an exploit.
  1207. Improved cases where AI factions would offer a non-aggression pact on one turn, and end the pact on the next for no apparent reason.
  1208. The Silver Host faction wont recruit so many corpse carts anymore.
  1209. Added some missing animations for the Reaper Bolt Throwers units in the Black Creek Raiders rogue army.
  1210. The Beastmen “For Gore & Glory” mission has been fixed, so can no longer be completed by recruiting the wrong unit type.
  1211. Skaven corruption will now give extra “Menace Below” charges when intended.
  1212. Fixed an issue where after the Top Knotz faction became a migrating horde, they were no longer able to have any buildings or recruit new units.
  1213. When the Campaign AI Captures Karak Eight Peaks and then allies with Clan Angrund, you will no longer see Belegar Ironhammer travel to stand outside of the settlement indefinitely.
  1214. Fixed some instances where the balance of power would be further in the enemies favour when reinforcements were used compared to without.
  1215. Khazrak the One-Eye’s recruitment cost reduction for Bestigor units has been improved and is now -30%.
  1216. Queek Headtaker’s “Make It-It Better!” mission can now be completed when taking control of a settlement with a Lair already constructed.
  1217. Fixed an issue where the Dragon Cloak of Fryskar could be completed when raiding with an army other than Ungrim’s.
  1218. Research rate is now low-capped at zero and will no longer go negative.
  1219. Disbanded Black Arks no longer count towards victory objectives.
  1220. Reiksfort can now be constructed in Marienburg.
  1221. Fixed an issue where Waywatchers did not get armour-piercing missile damage bonus from the Hawkish Precision ability.
  1222. Skaven will now have the “Great Power” diplomatic penalty.
  1223. When conversing with Settra in diplomacy, players must verbally address him using his entire title-train, regardless of any embarrassment this may cause due to the presence of family members.
  1224. Luminark of Hysh can now be recruited in Saphery and Ghrond.
  1225. Garrisons that exceed 20 units should now prioritise units of higher tier when considering what units to take into battle.
  1226. Improved balance of power calculations for complex battles.
  1227. Added some missing Greenskin garrison hero characters.
  1228. Wurrzag can once again construct his special Savage Orc building chain
  1229. Savage Orcs resource added to the Floating Pyramid settlement in both the Vortex and Mortal Empires campaigns
  1230.  
  1231.  
  1232. Battle
  1233.  
  1234. Queek Headtaker can now use his “Menace Below” ability when entering the battle as a reinforcement.
  1235. Magic missiles, such as High / Dark elf arrows will steer more aggressively towards their targets.
  1236. Improved how large groups of multiple units navigate through destroyed gates in siege battles, in some cases.
  1237. The Skink Cohort (melee unit) will no longer use the wrong idle animation when standing on a wall.
  1238. Army Abilities can now target and be used directly on a Unit Card.
  1239. Improved the Skaven routing in the prelude battle. The enemy AI no longer recovers from routing and stands around idle.
  1240. After winning a battle, when the player chooses to run down the enemy rather than “End Battle”, the battle music will no longer stop playing when using the tactical map.
  1241. Improved Artillery pathfinding in the corners of the playable battle area.
  1242. Reduced the likelihood of the Battle AI sending units one-by-one to attack siege gates.
  1243. The Siege Defenders’ reinforcing AI is now less likely to hold its ground when entering the battle.
  1244. Added collision to a large rock at the edge of the infield in a Lizardmen battle map (lzd_hills_infield_a catchment 04).
  1245. Improved the matched fatal-attack animations for the High Elf Sun Dragon.
  1246. Improved Cold Ones matched combat animations, which could cause certain units to warp around when attacked by them.
  1247. Improved Terradon Riders matched combat animations being misaligned, when attacking certain units e.g. Chaos Warriors or Goblin Nasty Skulkers.
  1248. Improved the animation when the Blessed Carnosaur eats enemy units.
  1249. Added more exit points to some battle maps so units rout in a better direction.
  1250. Routing units are no longer able to attack their pursuers.
  1251. Improved how the “Soul Stealer” special ability miscasts.
  1252. Fixed a bug where Hell Cannons would shoot over the top of their target with certain map topography.
  1253. Improved cases in Chokepoint battles, where the Battle AI would approach the choke point but not engage with the enemy on the other side of it, or stand still on the other side of the choke point and receive missile damage.
  1254. Improved the responsiveness to attacking enemy units on walls when defending a siege battle.
  1255. Improved the Battle AI in the situation where a sieging army has breached a wall with towers, and then attempted to exit the settlement back down the siege towers when a gate was closer / more accessible.
  1256. Fixed a bug where the Steam Tank fatigue would continue to rise when it sat idle.
  1257. Alastair: The White Lion can no longer be dismembered (because he’s a unique Hero).
  1258. Removed the wind-up time from the Wand of Kharaidon spell.
  1259. Units will now more easily rout from The Abyss battle map.
  1260. Fixed a bug where, in some cases, rampaging units could follow routing units outside the playable area.
  1261. Fixed the Black Fire Pass map, where some elements would pop in too obviously.
  1262. Tidied up the collision in the Roq’Ato Free-For-All Battle Map.
  1263. Improved the collision on the Alluvail Plain Chokepoint battle map.
  1264. Removed an unnecessary impassable area on the Bladewind Pass Chokepoint map.
  1265. Tidied up the trees in the Blight Water Chokepoint battle map.
  1266. The “Cannot Move” effect of Net of Amyntok now correctly stops Skirmishers from pursuing their target with an attack order.
  1267. Added collision to an outcrop of rocks across the river in the Frigid Ford Chokepoint Battle Map.
  1268. Improved Terradon movement during melee animations.
  1269. Improved the chances of Eagle / Phoenix units using matched combat animations when melee attacking humanoid units.
  1270. Fixed the speed buff on The “Cavalryman” skill.
  1271. When in dispute with a hirsute brute, apply the boot with a firm DOOT DOOT.
  1272. Improved the collision on the Squiggly Beasts battle map and fixed some floating rocks.
  1273. Speeded up the Helblaster fire animation.
  1274. Fixed a bug where the player could put a unit into “Rampage” during a battle, but then break the command by issuing a movement order before they rampage.
  1275. Fixed cases where Rogue Army Great Cannons couldn’t fire in battles.
  1276. Improved the accuracy of Chaos Hellcanons.
  1277. Added collision to the fallen Dwarf statue in the middle of the East side of the Death Pass Deep Battle Map.
  1278. Movement speed is no longer capped in Laboratory mode.
  1279. Fixed some instances where Battle AI would not attack when it was clearly in their favour to do so.
  1280. Fixed a floating water plane in Hel Fenn battle map.
  1281. Fixed an issue where some Wood Elves projectiles would always fall short of their target within Laboratory mode.
  1282. Fixed an issue where an army could stand on top of mountains when sieging Mount Arachnos.
  1283. The Corrupter of the Shadowgrave effect will now correctly die out when the enemy Beastlord Lord has been killed in the Horn of the Wild Quest Battle.
  1284. The enemy Beastmen Lord will now show correctly within the Horn of the Wild Quest Battle.
  1285. Units can no longer be deployed inside a cliff on The Night Glens map.
  1286. Units can no longer be deployed inside a cliff on the Glade of the Lost map.
  1287. Units can no longer be deployed inside a cliff on the Erengrad Siege map when attacking.
  1288. Units can no longer be deployed inside a cliff on the Zoishenk Siege map when attacking.
  1289.  
  1290.  
  1291. Usability Improvements
  1292.  
  1293. General
  1294.  
  1295. Removed the incorrectly listed “Life-Leeching” skill from the “Loremaster of Hoeth” unit page in the Game Guide.
  1296. Traditional Chinese subtitles now work with UI scaling above 100%.
  1297. Fixed some instances of inconsistent voice acting.
  1298. Fixed the preview images for user generated Custom Battle maps.
  1299. Fixed the tool-tip on the SSAO option in the Advanced Graphics settings.
  1300. Brightness and Gamma sliders can now be seen to take affect in the game’s front end.
  1301. Fixed a typo in Czech in the Dragon Cloak of Fyrskar quest description.
  1302.  
  1303.  
  1304. Campaign
  1305.  
  1306. In Multiplayer head to head Vortex Campaign, when both players gain ritual currency at the same time, the currency “Gained this turn” value on the ritual bar tool-tip will no longer be doubled (/ won’t show both players currency gained).
  1307. The text for Epilogue and Event will no longer appear too long to fit on the screen in certain resolutions, and will scroll when necessary.
  1308. Fixed the subtitles in the Empire factions’ Grand Campaign intro movie in Turkish.
  1309. The name of the Chrace region of Ulthuan is now localized in Spanish (called “Cracia”).
  1310. One of the positive effects of the Temple of Mist (reduces the movement range of local enemy armies by 20%) is now correctly coloured green instead of red.
  1311. Fixed the “Know More” link on the Menace Below ability, when mentioned by the advisor.
  1312. Fixed the localisation for some Vortex Campaign regions in Czech.
  1313. When multiple campaign cutscenes are queued to play subsequently, pressing [Esc] will now skip all of the cutscenes rather than just the first one.
  1314. Legendary Lord conversational voice over is no longer positioned in 3D space, so it can always be heard, if the player moves the camera.
  1315. In Multiplayer Campaign, when one player attacks a settlement and opened the pre-battle panel, and another player re-enforced them, the first players pre-battle panel would reset. This has been fixed.
  1316. Fixed a harsh edge in the snow texture, displayed in the pre-battle screen in The Palace of Ruin region.
  1317. Fixed a lighting issue where a shadow was being cast in the northern area of the Qatar region without an obvious caster.
  1318. Fixed an inconsistency with the trade icon for “Known Factions” between the Diplomacy panel and the drop-down list on the right of the campaign HUD.
  1319. Corrected some mistakes in the Polish advisor voice over during fly-bys.
  1320. Predicted income now updates when, for example, disbanding a general to remove his upkeep cost.
  1321. Improved how text wraps / fits on the Quest Panel.
  1322. Fixed a link on the “How They Play” text for Vlad von Carstein
  1323. The movement range display (indicating how far an enemy lord at sea is able to attack) is now more accurate.
  1324. The Start and End battle options for Queek Headtaker are now displayed the in correct colour (blue).
  1325. The Reward for completing the “Stave of Ruinous Corruption” quest is no longer repeated on the “Quest Successful!” message.
  1326. Hero and army unit icons no longer remain on land once the army has embarked into the sea.
  1327. The Fay Enchantress (Bretonnia) doesn’t bob around so much in the campaign porthole.
  1328. The “Attitude” displayed during the campaign End Turn sequence now correctly represents the players’ attitude towards the faction instead of the faction’s attitude towards the player.
  1329. Fixed where the text in the Rites window said that the player didn’t have enough warpstone to perform a Rite, which costs zero warpstone.
  1330. The amount of warpstone on the Settlement information tool-tip when playing as Skaven is now more frequently updated.
  1331. Fixed the technologies listed in the Mortal Empires objectives panel in Co-op mode.
  1332. When starting the Mortal Empires campaign as Skarsnik of Crooked Moon, or Wurrzag of The Bloody Handz, the correct Greenskins loading screen will now show up instead of the Dwarfs Loading screen.
  1333. Corrected the tooltip description for enemy territory rite attrition from “Great Incantation of Khsar”.
  1334. Fixed a Multiplayer Campaign bug where the number of turns played would sometimes be displayed incorrectly when loading a saved game.
  1335. When a player in a Multiplayer Campaign is in the building browser and the other player, who is using a Horde faction, moves a lord the game will no longer show a broken version of the other players’ Horde building browser.
  1336. Stopped the Grey Seer lord from moving around so much on the campaign map when placed into Raid Stance.
  1337. Fixed an issue when a previously loaded race’s music could play when loading a save from another race.
  1338. Improved some areas of the shroud on the Vortex map which were incorrectly removing terrain.
  1339. Karl Franz’s idle animation on the campaign map has been visually improved.
  1340. Fixed some instances where tooltips were not displaying correctly for some buildings within the “Damage Buildings” panel.
  1341. A war declared event message is now displayed when an enemy’s ally joins the enemy in war against the player.
  1342. Changed an incorrect reference to Morale to Leadership in one of the Dwarven naval traits.
  1343. Fixed a typo in a Dwarven greeting in diplomacy. Grudge narrowly avoided. Phew.
  1344. Fixed a typo in Heinrich Kemmler’s Loremaster, Lord of Vampires skill description.
  1345. Fixed a gap in the terrain on the Vortex map within the Shifting Sands province.
  1346. The Gorebull skill tree should now use the correct icons.
  1347. Fixed a typo in Balthasar Gelt’s Metal to Gold to Magic skill description.
  1348. Fixed a typo in Helman Ghorst’s Unnatural Toughness skill description.
  1349. The text in the “How They Play” screen for Clan Angrund should now display correctly.
  1350. Fixed a typo in Thorgrim Grudgebearer’s Grudge Against the Elves skill description.
  1351.  
  1352.  
  1353. Battle
  1354.  
  1355. Fixed a bug that caused unit portholes to sometime become silhouettes when changing graphics settings during a battle.
  1356. Added cast animations while Dark Elf Sorceress units on Dark Pegasus are flying.
  1357. Fixed the unit portholes in battle when playing with Eyefinity, which weren’t displaying correctly at some resolutions.
  1358. Fixed a bug which changed the fog and lighting in subterranean battles, when the player used the zoom key (“N” by default).
  1359. Fixed the Amber Wizard voice over on the battlefield (he was previously silent in some cases).
  1360. Fixed a typo in the High Elf Princess “Loose!” ability in English.
  1361. Softened the edges of shadows in the far distance on battle maps.
  1362. The intro for the “War Crown of Saphery” Quest battle will no longer be cut off abruptly when loaded through the campaign.
  1363. Improved the melee sound effects when two Squig Herds attack each other.
  1364. Removed some terrain that would appear and disappear depending on camera angle from the Crooked Fang Fort map.
  1365. Fixed an issue with text alignment in Russian and Czech on The Laboratory screen.
  1366. Exiting the Steam overlay will no longer un-pause the game when in battle.
  1367. Corrected a broken texture on Kholek Suneater’s tail.
  1368. Fixed some missing textures on the Orc Boyz’s teeth and hair.
  1369. Female Glade Lords should now play an animation when firing whilst moving.
  1370. Adjusted lava visuals to remove extremes that caused lava to show as either too dark or too bright.
  1371. Lords with long names should now fit correctly in the text box within the post-battle screen.
  1372. Fixed some black textures on some of the Warriors of Dragonfire Pass (RoR) Dwarf units.
  1373.  
  1374.  
  1375.  
  1376.  
  1377. General AI changes:
  1378.  
  1379. AI to respect climates a little more when making an occupation decision
  1380. AI to use normal personalities on normal difficulty (not easy variants)
  1381. Increased AI priority to attack forces
  1382. Defensive personalities behave slightly more defensive
  1383. Minor improvements to general AI strategic behaviour
  1384. AI switch from early to mid-game behaviour earlier (makes AI more active on map and diplomacy)
  1385. AI more likely to declare war on factions that own victory condition regions
  1386. Added AI victory condition regions for a few Mortal Empire factions
  1387. Reduced chance of AI using Request and Offer Join War diplomatic action
  1388. Skaven now included in Great Power mechanic
  1389. Greenskins:
  1390.  
  1391. Steady low increase of fightiness for AI Greenskins
  1392. Increased recruitment capabilities for Greenskins
  1393. Minor improvements to construction and recruitment
  1394. Norsca:
  1395.  
  1396. Reduced income
  1397. Reduced financial budget in the early game
  1398.  
  1399.  
  1400. Auto-Resolver changes:
  1401.  
  1402. Auto-Resolver damage output now constant
  1403. Fixed Auto-Resolver producing invincible units in very rare cases
  1404. Fixed Auto-Resolver not counting reinforcements correctly in some cases
  1405.  
  1406.  
  1407. Difficulty changes:
  1408.  
  1409. Reduced upkeep bonus for AI
  1410. Removed economy bonus for AI (reduced late game scaling of AI economies)
  1411. Increased recruitment capacity for AI based on difficulty
  1412. Reduced construction and recruitment cost for AI based on difficulty
  1413. Removed free technologies for AI and scaled based on difficulty
  1414. Research rate reduced for AI based on difficulty.
  1415.  
  1416.  
  1417. Battle changes
  1418.  
  1419. Minor reduction to MD gain from unit rank increases.
  1420. Minor cost increase to unit rank increases.
  1421. Bracing bonus now caps at 6 ranks, previously 7.
  1422. Tower firing rates increased.
  1423. Minor increase in vigour recovery when idle.
  1424. All breath attack cooldown times increased to 60s and damage reduced or shifted from single-target damage to area of effect damage.
  1425. Note that most accuracy changes below are very minor adjustments.
  1426. Reduced the attack rate of chariots when repeatedly colliding with the same target.
  1427. Infantry characters should now be knocked around less frequently than before.
  1428. Flammable units now only -25% flame weakness.
  1429. Category caps: max 9 for missile inf, monsters & beasts, cavalry & chariots. Doomwheels limited to max 2 in Quick Battle.
  1430.  
  1431.  
  1432. Unit Balancing
  1433.  
  1434. Beastmen
  1435.  
  1436. Bestigor: +50 mp cost, -1 MD
  1437. Ungor Herd: -1 leadership, +1 CB
  1438. Ungor Spearmen Herd: -1 HP
  1439. Ungor Spearmen Herd (Shields): -1 leadership, -1 HP, -25 cost
  1440. Gor Herd: +1 MD, +2 speed, +50 mp cost
  1441. Gor Herd (Shields): +1 MA, +2 speed, +50 mp cost
  1442. Centigors (all): -2 HP
  1443. Centigors Great Weapons: removed splash attacks (reduces inconsistent power spikes in some matchups), +2 CB
  1444. Razorgor Herd: +6 HP, +3 leadership
  1445. Manticore: -0.4 attack interval
  1446. Cygor: -10 marksmanship
  1447. Giant: +410 HP
  1448. Khazrak: -50 cost.
  1449.  
  1450.  
  1451. Bretonnia
  1452.  
  1453. Most melee infantry: +1 to 2 HP
  1454. Spearmen-at-Arms (Shields): -25 mp cost
  1455. Men-at-Arms (Shields): -25 mp cost
  1456. Men-at-Arms (Polearm): -25 mp cost
  1457. Foot Squires: +1 speed
  1458. Peasant Bowmen (Fire Arrows): -50 cost, -2 regular projectile damage, +1 AP damage
  1459. Peasant Bowmen (Pox Arrows): -50 cost
  1460. Knights Errant: +3 HP, +2 CB
  1461. Questing Knights: -6 CB, +2 MA, +1 base damage, +2 ap damage, +0.1 attack interval,
  1462. Grail Guardians: -3 regular damage, +4 AP damage, +1 MA, +2 CB, +2 HP, -5 speed, +50 mp cost
  1463. Grail Knights: -3 regular damage, +3 AP damage, -2 MA, -2 CB
  1464. Mounted Yeomen Archers: Minor accuracy buff
  1465. Pegasus Knights: + mass, +4 CB,
  1466. Pegasi (all): +10 ground speed
  1467. Royal Hippogryph Knights: +2 MD, -4 regular damage, +9 AP damage
  1468. Trebuchet: + accuracy, + 10 explosion damage, +5 explosion AP damage
  1469. All artillery crew: +3 HP
  1470. Green Knight: Now armour-piercing. -150 base damage, +120 ap damage. -40 armour. Dolourous Blade redesigned synergise with AP damage profile. -50 cost.
  1471. Louen – Hippogryph +100 cost.
  1472. Alberic: +3 melee attack
  1473. Brt Paladin: -25 cost reduction. -75 cost for Pegasus.
  1474.  
  1475.  
  1476. Chaos
  1477.  
  1478. Chaos Warriors: +2 MA
  1479. Chosen (all): +1 HP
  1480. Chosen GW: +2 MA, +2 MD, +2 AP damage, +50 mp cost
  1481. Chosen Halberds: +1 HP (in addition to the +1 above)
  1482. Marauder Horsemen (Jav & Axe): Minor buffs to mobility
  1483. Marauder Horsemen: -25 mp cost, +2 MD
  1484. Chaos Knights (all): +2 HP
  1485. Chaos Knights (Lances): -1 regular damage, +1 AP damage
  1486. Gorebeast Chariot: +2 MA, +2 MD
  1487. Hellcannon: Reworked homing missile parameters (higher accuracy), -15 ammo, roughly -20% reload time and damage
  1488. (The inconsistent damage output of this weapon was very fitting for the faction, but not the most fun to play with. More shots per minute, higher accuracy and less damage make it a bit more predictable while reducing the benefit of using manual fire mode.)
  1489. Manticore: -100 cost, +5 regular damage, +10 AP damage, -0.4 attack interval (the latter applied to all mount variants too)
  1490. Dragon Ogres: +2 Leadership, +2 MD
  1491. Kholek & Dragon Ogre Shaggoth: -2 CB
  1492. Kholek Suneater: +100 cost
  1493. Giant: +410 HP
  1494. Dragon mounts: +100 cost
  1495. Archaon (foot): +15 base damage, +35 ap damage, +2 max splash attack targets.
  1496. Archaon – Dorghar: +15 base damage, +35 ap damage, +2 max splash attack targets. +328 health.
  1497. Sigvald: +40 base damage, +20 ap damage. +248 health. +100 cost
  1498. Chaos Lords (Foot, Chaos Steed, Manticore): +20 base damage, +20 ap damage, +5% health. +100 cost.
  1499.  
  1500.  
  1501. Dark Elves
  1502.  
  1503. Black Ark Corsairs: +50 cost
  1504. Shades: +50 cost
  1505. Shades (DS & GW): +2 CB
  1506. Witch Elves: poison speed debuff reduced to -20%, duration reduced by 1s, -3 Leadership
  1507. Reaper Bolt Thrower: +2 speed, +10 range
  1508. Cold One Dread Knights: +4 MD
  1509. War Hydra: +100 HP & Another Takes Its Place +1 max use.
  1510. Dreadlords: Dark Pegasus mount cost reduced by 50.
  1511. Morathi: Sulephet mount cost reduced by 50.
  1512. Malekith – Seraphon: +150 cost.
  1513. Dragon mounts: +100 cost
  1514.  
  1515.  
  1516. Dwarfs
  1517.  
  1518. Longbeards: -2 CB, -2HP, +40 mass
  1519. Longbeards GW (all): +1 regular damage, -1 AP damage, -2 HP, +40 mass
  1520. Warriors of Dragonfire Pass: -2 MD
  1521. Ironbreakers (all): +2 HP, +2 AP damage, +70 mass
  1522. Rangers: -2 MD, + acceleration
  1523. Bugman’s Rangers: +4 MA, +4 HP, + charge defence vs Large, + acceleration, +10 mass
  1524. Irondrakes: -100 mp cost
  1525. Gyrocopter (Brimstone): + accuracy
  1526. Gyrobomber & Gyrocopter: Lowered active duration of bomb ability, allowing rapid dropping
  1527. Gyrobomber & Skyhammer: +10 ground speed, Clattergun rebalanced, now it is a small cannon shooting small explosives, improving performance vs inf
  1528. Skyhammer: +50 cost, -5 reload, slight reduction to accuracy
  1529. Grudgethrower: + accuracy, +10 explosion damage
  1530. Organ Gun: +100 cost, – accuracy
  1531. Flame Cannon: +30 range, +10 explosion AP damage, projectile tweaks
  1532. Thane: +50 mp cost
  1533. Unless where mentioned otherwise, all Infantry and Missile Infantry apart from Rangers: +20 mass
  1534. All artillery crew: +2 HP
  1535. Runelord: +50 cost
  1536.  
  1537.  
  1538. Empire
  1539.  
  1540. Flagellants: +7 MA, -4 base damage, +75 cost.
  1541. Tattersouls: -6 CB, +5 MA, -2 base damage, +125 cost.
  1542. Halberdiers: +1 AP damage
  1543. Greatswords: +2 MA, +1 speed
  1544. Crossbowmen: +1 regular projectile damage
  1545. Empire Knights: -50 mp cost, +4HP, +2 MD
  1546. Reiksguard: -2 regular damage, +2 AP damage
  1547. Demigryphs Lances: -50 mp cost, +12 HP
  1548. Demigryphs Halberds & Altdorf Gryphites: +12 HP, -3 BvsL
  1549. Pistoliers: +1 missile damage, +5 HP, +2 MD
  1550. Outriders (all): slight increase to firing arc
  1551. Outriders: +1 projectile AP damage
  1552. Outrider (Grenade Launcher): +2 HP, +10 range, +1 explosion AP damage, +6 projectile damage
  1553. (Projectile damage on the grenades is a secondary factor as most of the damage comes from the explosion. The damage buff here merely improves the overall damage output against larger unarmoured targets, making the unit a bit more versatile.)
  1554. Mortar: -50 cost, -1s reload time, + accuracy
  1555. Helblaster: fire anim duration length reduced and projectile rebalanced (read: strong buff), +2 speed
  1556. Helstorm: +2 speed
  1557. Steamtank: +15 damage, +25 AP damage, -2 speed, +12 charge speed, +15m charge distance
  1558. Luminark of Hysh: -100 cost
  1559. All artillery crew: +3 HP
  1560. Empire Wizards: reduced mount costs by -100 (except for Amber Wizard Griffin)
  1561. Emp General: mount costs for warhorses and Pegasus reduced by 50.
  1562. Emp Captain: -25 cost reduction -75 cost for Pegasus.
  1563. Boris Todbringer – Pegasus: -50 cost.
  1564. Karl Franz (foot, horse, Pegasus): +40 ap base damage, -20 base damage.
  1565. Karl Franz on DeathClaw: +55 ap damage, -15 base damage.
  1566.  
  1567.  
  1568. High Elves
  1569.  
  1570. White Lions: +1 regular damage, -1 AP damage
  1571. Archers (all): -accuracy
  1572. Silver Helms: +1 HP
  1573. Dragon Princes: +50 mp cost
  1574. Great Eagle: -31 regular damage, +31 AP damage , +4MA, +2 MD
  1575. Great Eagle mounted characters: similar shift from regular damage to AP damage
  1576. Ithilmar Chariot: +2 MA, +2 MD
  1577. Eagle Claw Bolt Thrower: +2 speed, +10 range
  1578. Dragon mounts: +100 cost
  1579.  
  1580.  
  1581. Lizardmen
  1582.  
  1583. Chameleon Skinks: -2 MD
  1584. Kroxigors: +2 BvsI
  1585. Horned Ones: +2 speed, +2 MD
  1586. Bastiladon Revivivification Crystal: -3 casts
  1587. Terradon: +10 ground speed
  1588. Carnosaur (all): – mass, + hitbox size, +0.2 attack interval
  1589. Skink Chief: -18 blowpipe ammo
  1590. Kroq-gar (Grymloq): Reduced missile resistance to 15%. -5 armour.
  1591. Kroq-Gar on foot & cold/horned one: +7 bonus vs large, +50 cost. +5% health.
  1592. Old Blood (Carnosaur): -5 armour.
  1593. Saurus Old Blood (Foot, Cold One): +50 cost, +5% health.
  1594. Scar-Veteran (Carnosaur): -2 charge bonus, -5 base damage, -10 ap damage, -5 armour, removed Primal Instincts.
  1595. Scar-Veteran (Cold-One): +2 charge bonus, +15 bonus vs. large, +7 base damage, +3 ap damage.
  1596. Scar-Veteran: -150 base damage, +130 ap damage, -5 bonus vs. large.
  1597.  
  1598.  
  1599. Skaven
  1600.  
  1601. Doomwheel: +50 mp cost, – charge speed, -3 MA, +10 regular damage, -20 AP damage, collision attack tweaks
  1602. Night Runners & Gutter Runners (Throwing Stars): No longer ignore shields
  1603. Stormvermin (Both): +1 HP
  1604. All artillery crew: +3 HP
  1605.  
  1606.  
  1607. Greenskins
  1608.  
  1609. Orc Boyz: +2 MA, -1 MD
  1610. Savage Orc Big Uns & Boar Boy Big Uns: +2 leadership
  1611. Arachnarok Spider: -100 mp cost, missile range increased to 100.
  1612. Giant: +410 HP
  1613. Rock Lobbers: + accuracy
  1614. All artillery crew: +3 HP
  1615. Grimgor Ironhide: +5 armour, +60 ap melee damage, -10 base damage.
  1616. Orc Shaman: -50 cost for boar mount.
  1617.  
  1618.  
  1619. Woodelves
  1620.  
  1621. Eternal Guard: -1 HP
  1622. Dryads: -2 HP, -1 MA
  1623. Wardancers (all): -2 HP
  1624. Wardancers (Asrai Spears): + 1MD
  1625. Wildwood Rangers: +2 MD
  1626. Glade Guard Hagbane: -50 mp cost
  1627. Glade Guards (all): +2 ammo, removed magical attacks, +1 HP
  1628. Deepwood Scouts (all): +2 speed, +3 HP
  1629. Deepwood Scouts Swiftshiver: -5 range
  1630. Waywatchers: -1s reload, + projectile speed, +1 HP, +2 MA, +2 ammo, +1 CB, + acceleration
  1631. Glade Riders Hagbane: removed magical attacks
  1632. Great Eagle: -31 regular damage, +31 AP damage, +4MA, +2 MD
  1633. Great Eagle mounted characters: similar shift from regular damage to AP damage
  1634. Hawk Riders: +10 ground speed, + mass, -1s reload, +2 CB, +6 HP
  1635. Sisters of the Thorn: +8 models, -12 HP, +1 regular damage, +50 cost.
  1636. Treekin: -3 regular damage, +6 AP damage, +15% missile resist
  1637. Treeman: Charge Defense vs Large exchanged for Charge Defense vs all, -30 regular damage, +30 ap damage, +15% missile resist
  1638. Ancient Treeman: Charge Defense vs Large exchanged for Charge Defense vs all, -21 regular damage, +21 AP damage, +5 leadership, +932 HP
  1639. Durthu: +932 HP
  1640. Female Glade Lord on Forest Dragon: +10% missile resist (to fix inconsistency)
  1641. Glade Lords (all): +100 mp cost
  1642.  
  1643.  
  1644. Vampires
  1645.  
  1646. Cairn Wraith: +4 CB
  1647. Hellsteeds (all): +10 ground speed
  1648. Black Knights: +2 MA, -1 regular damage, +1 AP damage, -0.1 attack interval
  1649. Black Knights (L&B): -50 mp cost, +2 CB
  1650. Verek’s Reavers: +2CB
  1651. Hexwraiths: +4 speed
  1652. Vargheists: +7 ground speed, -3 regular damage, +3 AP damage
  1653. Varghulf: +20 damage, +40 ap damage, +0.6 attack interval, -5 CB, +2 MA, +4 MD, +50 mp cost
  1654. (The overall goal of these changes is for the Varghulf to be able to spend more time in combat / cost less cycle-charge micro. Fewer but stronger attacks per minute make the Varghulf less susceptible to loss of vigour.)
  1655. Corpse Cart: -100 mp cost
  1656. Grave Guard (GW): +3 CB
  1657. Terrorgheist: +15% breath attack damage
  1658. Dragon mounts: +100 cost
  1659.  
  1660.  
  1661. Abilities:
  1662.  
  1663. Slightly reduced durations for physical resistance buffs.
  1664. Small balance tweaks to improve abilities that affect melee damage.
  1665. Added wind-up times to abilities that with a damage component to give players a chance to react.
  1666. Adjusted base ability recharge times to 60, 90 and 120 seconds to reduce cost effectiveness of tier 1 abilities and increase cost effectiveness of tier 3 abilities.
  1667. Removed initial recharge from abilities with the exception of army abilities and abilities that rely on initial recharge for a mechanic.
  1668. Rebalanced net spells and abilities:
  1669. Tweaks to durations for all abilities with a can’t move effect.
  1670. Net of Amyntok has had effect radius removed. Upgraded Net of Amyntok now adds 30m Effect Radius instead of doubling duration.
  1671. Tempest now reduces speed by 72% rather than a can’t move effect.
  1672. Tormentor Sword no longer needs to be in melee to recharge. Duration reduced considerably.
  1673. Max 3 uses on Prey of Anath-Raema.
  1674. Max 2 uses on Effagee of da Git.
  1675. Abilities that grant Full Hide and Unspottable now last longer.
  1676. Abilities that modify morale positively last longer.
  1677. Cold-Blooded: doubled duration, halved healing per second to make debuff more meaningful.
  1678. Flash Bomb (Grombrindal): rebalanced as a tier 2 ability.
  1679. Grombrindal Has No Fear: is now free in custom and automatically on Papa Grom.
  1680. Warpbomb and Dark conduit: reduced damage by 13%.
  1681. Mark of KhorneFlakes: Changed to common, cost reduced to 81.
  1682. Hold the Line: Changed to common, cost reduced to 81.
  1683. Removed max targets 3 from Chaos Tomb Blade.
  1684. Spells:
  1685.  
  1686. Adjusted recharge times. Tier 1 spells have around 20% longer recharge times and tier 3 spells have 20% shorter recharge times on average.
  1687. Soulblight & Upgraded power cost -1
  1688. Dweller’s Below & Upgrade power cost -2
  1689. Piercing Bolts of Burning changed to fully armour-piercing and increased projectile damage to increase damage against high hit point entities (and overkill basic infantry). Think of the spell now as an elite-killer.
  1690. Flame Storm: increased radius to 10m. Adjusted damage down to balance vortex to new radius.
  1691. Flame Storm Upgraded: Replaced radius increase with more damage.
  1692. Fate of Bjuna: +1 power cost.
  1693. Savage Dominion: Summoned Cygor unbinds 20% faster.
  1694. Plague: -1 power cost.
  1695. Plague Upgraded: -2 power cost.
  1696.  
  1697.  
  1698. Modding
  1699.  
  1700. Added functionality for modders to dynamically load scripting mods to avoid mod conflicts with these types of mods.
  1701. Technical Details:
  1702. You can now place a “mod” folder inside any of these 3 pack file directories:
  1703.  
  1704. script/campaign
  1705. script/campaign/main_warhammer
  1706. script/campaign/wh2_main_great_vortex
  1707. Placing a .lua script file inside a folder named “mod” in any of the above folders will have it be loaded and the game will attempt to run any function inside the script file that has the same name as the script file.
  1708.  
  1709.  
  1710.  
  1711. Examples:
  1712. Creating a script file in this path “script/campaign/wh2_main_great_vortex/mod/mymod.lua” will have this script file be loaded when in the Vortex campaign, the game will then execute a script function inside this file that is called “mymod” if it exists.
  1713.  
  1714. Creating a script file in this path “script/campaign/mod/cool_mod.lua” will have this script file be loaded when in any campaign, the game will then execute a script function inside this file that is called “cool_mod” if it exists.
  1715.  
  1716. *************************************************************************************************
  1717.  
  1718. The Reprisal Update Final Patch Notes
  1719.  
  1720. 14/12/2017
  1721.  
  1722. The Reprisal update leaves beta and goes live today. This includes a host of changes and improvements from WARHAMMER I’s Foundation Update, including the Warriors of Chaos design changes, Wood Elf Followers, updated skill trees for Old World Legendary Lords including Helman Ghorst, the Immortality skill for Old World characters, and a handful of bugfixes (please see below).
  1723.  
  1724. This update also includes The Laboratory. This is a new Skaven-themed Custom Battle mode, accessible via the Battles menu in-game. Designed in collaboration with Intel, this enables you to juggle 16 different variables to alter how battles work, with results ranging from the subtle to the wholly chaotic. Full details on The Laboratory can be found here.
  1725.  
  1726. The next update to Mortal Empires, containing further fixes and balance changes, will arrive alongside Total War: WARHAMMER II’s first Campaign Pack DLC and accompanying Free-LC in January 2018.
  1727.  
  1728. The January update will be more extensive, affecting a number of battle and campaign systems, and is therefore taking time to thoroughly test. It includes, but is not limited to: Campaign balance changes to reduce Dwarf domination in Mortal Empires; selective changes to combat behaviours to reduce order-dropping in battle; new innate Traits for many Old World Legendary Lords; a raft of new technologies and Legendary Lord skills for Bretonnia; and multiple new buildings for a range of settlements.
  1729.  
  1730.  
  1731. Bugfixes added to Reprisal Update:
  1732.  
  1733. – Added more colour-blind support to UI elements.
  1734.  
  1735. – Vampire Counts can now raise dead in the New World.
  1736.  
  1737. – Improved artillery ability to target siege walls in certain cases in battle.
  1738.  
  1739. – The Campaign victory objective Ensure ‘Archaon is in a wounded state’ while playing as the Bloody Handz no longer reverts to incomplete if a save file is loaded.
  1740.  
  1741. – Rogue armies now spawn correctly while playing on Legendary Difficulty.
  1742.  
  1743. – Fixed a bug where any number of heroes could be recruited after unlocking the Engineer’s Workshop, Gromril Forge or Mustering hall as Ungrim.
  1744.  
  1745. – Added an effect to Lord Skrolk’s Plaguelord skill at tier 2 to allow recruitment of Plague Priests in all provinces.
  1746.  
  1747. – In Multiplayer Campaign, the defeat screen will now show correctly when the other player wins the campaign.
  1748.  
  1749. – The Thirteenth Scheme Rite now correctly gives Heroes 13% increased success chance.
  1750.  
  1751. – The Cloud save option is now greyed out in Multiplayer Campaign save menu, because they are not supported there.
  1752.  
  1753. – Wood Elves can now Confederate in Multiplayer Campaign with other Elf factions.
  1754.  
  1755. – The Runefang Quest Battle for Karl Franz has been fixed in Multiplayer Campaign.
  1756.  
  1757. – Beastmen siege equipment no longer shows as Empire Siege equipment on their unit cards.
  1758.  
  1759. – Fixed a progression blocker caused by the “Life in the Lagoon” dilemma.
  1760.  
  1761. – Fixed a progression blocker / soft lock during the AI’s turn in Campaign.
  1762.  
  1763. – Improved how water on the battlefield is handled when changing the resolution scale. Water will now not appear as incorrectly opaque at lower scales.
  1764.  
  1765. – The Engineering Student Ancillary is no longer removed from the lords’ inventory list once unassigned (applies to new playthroughs).
  1766.  
  1767. – Dilemmas will no longer appear abruptly alongside advice (conflicting with each other).
  1768.  
  1769. – Fixed a bug where moving the camera on the far-right side of the Mortal Empires camping map would cause the screen to render as black, until the camera is moved away from – that location.
  1770.  
  1771. – Cold One Chariots now have blood when in prolonged combat.
  1772.  
  1773. – Fixed an audio bug where the explosion sound of a bombardment impact wouldn’t trigger in some cases.
  1774.  
  1775. – Settlement defence tower levels will now be affective in battle.
  1776.  
  1777. – Improvement to Campaign AI to capture more settlements being targeted.
  1778.  
  1779. – Improved the Death Wind Globadiers unit texture.
  1780.  
  1781. – More variation to the music when fighting rogue armies in battle (previously only Chaos music was playing).
  1782.  
  1783. – The Cold One mount on the campaign map will no longer make death vocalization sounds while idle.
  1784.  
  1785. – Improved the Def Bolt Thrower destruction animation.
  1786.  
  1787. – When entering the final Vortex battle as Morathi, the correct voice will now play (Morathi’s instead of Malekith’s).
  1788.  
  1789. – Improved a clipping issue on one of the Chaos Chosen shoulder armour variants.
  1790.  
  1791. – Improved the audio when a Skink Cohort javelin unit engages in melee combat.
  1792.  
  1793. – Improved the audio on the Saurus spear and shield jumping attack.
  1794.  
  1795. – Added more campaign selection vocalizations.
  1796.  
  1797. – Brayherds no longer suffer attrition at all times due to not owning a home region (they are a Horde which cannot own a home region).
  1798.  
  1799. – Heinrich Kemmler’s Cloak of Mists & Shadows quest will now trigger correctly.
  1800.  
  1801. – Grombrindal’s event effects have been fixed.
  1802.  
  1803. – Added a button to access the Total War Academy to the games main menu (top left).
  1804.  
  1805. – Fixed a bug where the player could incorrectly construct 2 gate defences at the Dwarven settlement Wurtbad.
  1806.  
  1807. *************************************************************************************************
  1808.  
  1809. Mortal Empires Hotfix Patch Notes
  1810.  
  1811. 09/11/2017
  1812.  
  1813. Chaos invasion changes
  1814.  
  1815. We’ve changed the manner in which Chaos now invades the world. Invasion waves trigger when the player’s empire reaches a certain scale; the threshold for this has been revised for all invasion waves. As a result, Chaos invasions are more likely to happen later than before, in-keeping with the scale of the campaign.
  1816.  
  1817. In addition, invasion waves now begin at war with a whole range of factions, barring Chaos and Beastmen. And while the player may well start at war with Chaos, they will no longer be targeted by all Chaos armies which appear. This should make for a more varied invasion, as the player’s faction will not be alone in warring with Chaos, and further supports the sandbox design of Mortal Empires.
  1818.  
  1819. To complement this, the High Elves and Lizardmen now join the other notionally ‘good’ or ‘orderly’ factions (ie Empire, Dwarfs and Bretonnia) in gaining the Shield of Civilisation trait when the main Chaos invasion occurs.
  1820.  
  1821. In aggregate, these changes aim to make the Chaos invasion later and fairer, bringing more non-player factions into a state of war with Chaos, and increasing gameplay variety across your campaigns. We’re looking forward to hearing how you find these changes.
  1822.  
  1823.  
  1824. Other bug fixes
  1825.  
  1826. Fixed a bug preventing the Chivalry victory condition from being achievable if the Chaos invasion had already begun
  1827.  
  1828. Chaos Rising event now trigger correctly during Beastmen campaigns
  1829.  
  1830. Multiple updates to Chinese localisation
  1831.  
  1832. Campaign Multiplayer: players armies will no longer be auto-assigned the ‘release captives’ option post-battle when choosing a different option
  1833.  
  1834. Character porthole lighting issues addressed
  1835.  
  1836. Fixed crash that sometime happened when loading campaign saves
  1837.  
  1838. Fix for certain game saves being marked as ‘unable to load’
  1839.  
  1840. Missing goldmine building has been returned to Mount Gunbad
  1841.  
  1842. Settlement garrisons in Lahmia and Khemri are no longer missing
  1843.  
  1844. Morathi and Malekith no longer contribute to corruption types other than their own when present in corrupted regions owned by other factions
  1845.  
  1846. Campaign multiplayer: players no longer gets Game Aborted message after Chaos Invasion cinematic
  1847.  
  1848. Fix for error informing players they need to purchase Warhammer II to player mortal Empires, when they own part 2 but not part 1
  1849.  
  1850. Campaign multiplayer: game will not now lock up when one player loses a co-op or H2H campaign
  1851.  
  1852. Black graphical artifacts will no longer appear over the vortex in the Low graphics preset
  1853.  
  1854. Found and fixed a front end memory leak
  1855.  
  1856. *************************************************************************************************
  1857.  
  1858. Mortal Empires Patch Notes
  1859.  
  1860. 26/10/2017
  1861.  
  1862. GENERAL
  1863.  
  1864. RELEASED Mortal Empires
  1865. RELEASED Blood for the Blood God for WARHAMMER II
  1866. FIXED multiple crashes
  1867. FIXED multiple MPC desyncs
  1868. FIXED multiple localisation issues in multiple languages
  1869.  
  1870.  
  1871. CAMPAIGN GAMEPLAY
  1872.  
  1873. ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings
  1874. ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas
  1875. ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them
  1876. ADDED multiple new buildings:
  1877. Empire
  1878. Castle Reikguard (Altdorf)
  1879. Imperial Palace (Altdorf)
  1880. Imperial Academy
  1881. Roads and Toll Gates
  1882. Greenskins
  1883. Big Fort (Black Crag)
  1884. Dork’s Rock (Black Crag)
  1885. Chaos Troll Lair (Erengrad)
  1886. Raiding Caches
  1887. Vampire Counts
  1888. Major reshuffle of recruitment buildings
  1889. Terrorgheists and Wraith units have separate recruitment buildings
  1890. Awakened Battlefield
  1891. Blood Keep (Nuln)
  1892. Fortress of Merovech (Mousillon)
  1893. Drakenhof Court (Drakenhof)
  1894. Dwarfs
  1895. Karaz-a-Karak Airport (Karaz-a-Karak)
  1896. Bugman’s Brewery (Karag Dromar)
  1897. Grand Underway Junction (Karak Eight Peaks)
  1898. Wood Elves
  1899. Elven Court
  1900. Elven Healer
  1901. Ability to fully occupy Lothern
  1902. Ability to construct a variant of the Everqueen’s Court in Gaean Vale
  1903. Office-related buildings are now restricted to a specific Athel Loren settlement
  1904. Most races
  1905. Buildings to exploit the new resources
  1906. Merged resource-based unit upgrade effects into resource exploitation buildings
  1907.  
  1908.  
  1909.  
  1910.  
  1911. CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption
  1912. FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
  1913. CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
  1914. CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
  1915. FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
  1916. IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships
  1917. IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them
  1918. IMPROVED campaign AI logic for building up existing forces instead of creating new ones
  1919. IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives
  1920. IMPROVED ambush help page information
  1921. IMPROVED behaviour of advice when a dilemma is triggered
  1922. IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before
  1923. CHANGED “Piracy” event to not trigger if player owns Sartosa region
  1924. CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won
  1925. CHANGED max number of traits a character can hold to 30 from 20
  1926. FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle
  1927. FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it
  1928. FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle
  1929. FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy
  1930. FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable
  1931. FIXED an issue with the AI proposing peace right after entering a war with the player
  1932. FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected
  1933. FIXED cases where followers would disappear after unequipping them from a character
  1934. FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)
  1935. FIXED Cave In Achievement not unlocking when player completed requirement in game
  1936. FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game
  1937. FIXED Encounters at Sea sometimes spawning in unreachable locations
  1938. FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted
  1939. FIXED Mazdamundi AI skill selection to prefer his unique skills more
  1940. FIXED missing effects on some ancillaries/followers
  1941. FIXED missions being issued while the issuing character was not available
  1942. FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force
  1943. FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner
  1944. FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool
  1945. FIXED some cases where the AI would repeatedly ask for almost the same deal
  1946. FIXED targeting intervention forces for missions requesting the player to make an alliance
  1947. FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition
  1948.  
  1949.  
  1950. BATTLE GAMEPLAY
  1951.  
  1952. FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
  1953. FIXED units in guard mode stopping attacking if current melee enemy Rampages
  1954. FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
  1955. ADDED 7 new Free-for-All maps
  1956. IMPROVED Dragon breath targeting versus dispersed multiple entity units
  1957. IMPROVED battle AI usage of spells in many cases
  1958. IMPROVED flying unit ability to chase down routing units
  1959. IMPROVED the playable area and deployment zone sizes on Troll Country FFA
  1960. CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.
  1961. CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability
  1962. CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.
  1963. CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency
  1964. FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment
  1965. FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock
  1966. FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire
  1967. FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
  1968. FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!
  1969. FIXED battle difficulty not applying correctly when chosen on campaign select screen
  1970. FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards
  1971. FIXED Bombardment spells not being counted correctly towards Free-for-All player scores
  1972. FIXED Bombardment spells sometimes not exploding on collision with certain terrain
  1973. FIXED defending siege AI reinforcements sometimes not being handled correctly by AI
  1974. FIXED enemy units sometimes rallying in intro battle when they shouldn’t
  1975. FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
  1976. FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord
  1977. FIXED Siege tower fire rates being too fast
  1978. FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so
  1979. FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles
  1980. FIXED some missing collision on obstacles in a few battle maps
  1981. FIXED rebirth effects not triggering properly if unit was routing
  1982.  
  1983.  
  1984.  
  1985.  
  1986. UI
  1987.  
  1988. FIXED hidden Skaven armies being visible by toggling on the Character names UI option
  1989. CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.
  1990. ADDED spacing to Legendary Lord select images to denote races differentiation better
  1991. CHANGED Enemy Army colour in MP battles to be red rather than pink
  1992. CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral
  1993. FIXED “Enemy siege lifted” event in event list missing icon
  1994. FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view
  1995. FIXED a case where MPC players had access to interventions when it was not their turn
  1996. FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected
  1997. FIXED adding skill points in some cases resetting the scroll back to the left
  1998. FIXED assembly kit downloaded map not being auto-selected in MP lobby
  1999. FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction
  2000. FIXED dilemmas sometimes appearing again after the player had already responded
  2001. FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen
  2002. FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in
  2003. FIXED Event message not being generated when losing a Lord or Army during end turn
  2004. FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously
  2005. FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available
  2006. FIXED missing image in the Spells Browser for Skink Priest Avatar
  2007. FIXED Murderous Prowess UI not flashing for duration of ability active state
  2008. FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away
  2009. FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement
  2010. FIXED resource UI bar appearing during end turn after retreating from a battle
  2011. FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first
  2012. FIXED Softlock if opened rites panel whilst on the call-to-arms screen
  2013. FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited
  2014. FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles
  2015.  
  2016.  
  2017. VISUAL/GRAPHICS
  2018.  
  2019. ADDED the ability to disable post-process sharpen in Advanced graphics options
  2020. FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)
  2021. ADDED default graphics quality preset detection for AMD VEGA GPUs
  2022. CHANGED level of post-process sharpen effect to be weaker
  2023. CHANGED WH1 race ship models to all use larger variants like WH2 races
  2024. FIXED visual glitch that would occur with water if resolution scale was set below 100%
  2025. FIXED visual noise glitch in SSAO
  2026. FIXED cases of Lords in pre-battle scenes being too large and colliding with each other
  2027. FIXED multiple minor animation glitches
  2028. FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
  2029. FIXED White Lions of Chrace models having black spots on fur when camera was further away from them
  2030.  
  2031.  
  2032. AUDIO
  2033.  
  2034. ADDED some new UI Sound Effects
  2035. FIXED Audio being muted during end turn sequence camera pans
  2036. FIXED Campaign music sometimes not blending between tracks correctly
  2037. FIXED Music slider not affecting campaign music
  2038. FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region
  2039.  
  2040.  
  2041. BATTLE BALANCING
  2042.  
  2043.  
  2044.  
  2045. General Balancing changes
  2046.  
  2047. Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)
  2048. Tweaks to rear attack melee defence modifier
  2049. Reduced MP cost of melee lords on foot and horses by -50
  2050.  
  2051.  
  2052. Skaven
  2053.  
  2054. Warpfire Throwers -50 cost, +5% reload speed
  2055. Night Runners (Slings) +1 dmg
  2056. Night Runners: reduction in accuracy
  2057. Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
  2058. Gutter Runner Slingers +1 dmg
  2059. Gutter Runners Slingers (Poison) +1 dmg
  2060. Gutter Runners: reduced projectile accuracy
  2061. Gutter Runners (Poison): reduced projectile accuracy
  2062. Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
  2063. Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
  2064. Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
  2065. Warp Lightning Cannon – accuracy (minor tweak)
  2066. Doomwheel -100 HP
  2067. Plague Priest on Plague Furnace: +100 mp cost
  2068. Skavenslaves: more salt added to diet; now 25% more delicious
  2069.  
  2070.  
  2071. Lizardmen
  2072.  
  2073. Terradon with Fireleech Bolas +10 range, projectile tweaks
  2074. Horned Ones -100 cost, -5 armour, +14 HP
  2075. Kroq-Gar – Horned One: +5% HP
  2076. Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance
  2077.  
  2078.  
  2079. High Elves
  2080.  
  2081. Swordmasters -2 MD
  2082. Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
  2083. Silver Helms (all) +2 CB, +2 dmg
  2084. Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
  2085. Dragon Princes -2 HP
  2086. Sun Dragon +4 MD, more breath attack damage
  2087. Moon Dragon +2 MD, slightly more breath attack damage
  2088. Black Dragon +2 MD
  2089. Lothern Sea Guards (all) +2 MA
  2090. Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
  2091. Frostheart Phoenix +2 CB
  2092. Great Eagle +5 ground speed
  2093. Eagle Claw Bolt Thrower -25 hp on artillery piece
  2094. Tyrion: +45% flame resistance
  2095. Tyrion – Malhandrir: increased mass to match heavier hero warhorses
  2096. Tyrion: +10 weapon strength, percentage of ap damage increased to 45%.
  2097. Tyrion: Added Foe Seeker ability for multiplayer
  2098.  
  2099.  
  2100. Dark Elves
  2101.  
  2102. Reaper Bolt Thrower -25 hp on artillery piece
  2103. Dark Riders Xbow +50 cost
  2104. Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
  2105. Black Ark Corsairs (all) -1 HP
  2106. Cold One Knights -0.1 attack interval
  2107. Executioners -2 MD, -10 armour
  2108. Black Guard -10 armour, tweaks that will slightly reduce dmg output
  2109. War Hydra +5 CB
  2110. Death Hag – Blood Cauldron: +100 MP cost
  2111.  
  2112.  
  2113. Special Abilities and Spells:
  2114.  
  2115. Improved ability tooltips to contain more information about damage type
  2116. Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
  2117. Added recharge in melee and removed max uses for Sunfang
  2118. Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)
  2119. Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5
  2120. Adjusted Wake of Fire explosion damage by -33%
  2121. Fate of Bjuna power cost increased by 1
  2122. Crack’s Call power cost reduced by 1
  2123. Cracks’s Call Upgraded power cost reduced by 1
  2124. Apotheosis can now target self
  2125. Liber Bubonicus limited to max 2 uses
  2126. Fiery Convocation: reduced power cost by 1
  2127. Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
  2128. Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
  2129. Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18
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