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  1. TOTAL WAR: WARHAMMER II PATCH NOTES: THE DOOMSAYER UPDATE
  2. TOTAL WAR: WARHAMMER II
  3. Ella McConnell
  4. April 16 2019
  5. This automatic update arrives alongside The Prophet & The Warlock Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and Mortal Empires campaigns. Ikit Claw and Tehenauin’s factions of Clan Skryre and the Cult of Sotek now appear in both campaigns under AI control, even if you do not own The Prophet & The Warlock.
  6.  
  7. Given the influx of new lords and factions over the past year, the Doomsayer Update heralds a major overhaul to campaign balance and AI behaviour, in an effort to level the playing field. The update also adds multiple new territories to both the Eye of the Vortex and Mortal Empires campaign maps. These map revisions will be active in all new campaigns you begin after the update (they won’t appear in pre-update saves).
  8.  
  9. The factions of Bretonnia also get a significant rework, addressing their buildings, techs, diplomacy, the Green Knight, and much more. And Alberic D’Bordelaux is now fully resplendent and armed with his mighty trident The Wrath of Manaan (plus a new animation-set to wield it with!).
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  11. And a quick note on modding: when The Prophet & The Warlock launches, the Assembly Kit will not be able to process Startpos files. This is something that will be fixed with a small launcher update, which we are aiming to publish next week.
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  15. Click to enlarge
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  17. UPDATE HIGHLIGHTS
  18. Massive balancing pass to how campaigns play out – see Campaign AI Balancing section below for details
  19. Multiple new regions and provincial changes across the world in both Eye of the Vortex and Mortal Empires campaigns
  20. Notably: Added new region of Massif Orcal in Bretonnia and multiple new regions in the Empire, including the Ruin of Mordheim
  21. AI Vampire Counts factions can now gain Bloodline Lords, with specializations for some factions:
  22. Mousillon will focus on Blood Dragon lords
  23. Necrarch Brotherhood will focus on Necrarch lords
  24. Strygos Empire will focus on Strigoi lords
  25. Silver Host will focus on the female Lahmian lords
  26. Added 15 new island map variations across the world
  27. Added multiple new Ritual Currency locations in the Eye of the Vortex campaign to better support the amount of new factions participating in the race
  28. Added new location map button on the Lord selection screen so you can see where factions start when choosing them
  29. Lowered the availability of most agents for all factions to tier 3 or below, capacity remains unaffected
  30. Added Feral Cold Ones as a recruitable unit for all Lizardmen from the Dinosaur Reserve building (animals resource chain)
  31. CAMPAIGN CHANGES
  32. CAMPAIGN AI OVERHAUL
  33. Removed autoresolve bonuses for playable and horde factions controlled by the AI
  34. This is a massive change that is part of our ongoing campaign balancing plans. Given the number of playable Lords across the world now, we feel a new approach to balance is required and our old method of using auto-resolve bonuses is no longer sufficient
  35. As always, we’ll be closely studying our metrics and player feedback regarding campaign balance to make sure this change alongside the other balancing is performing how we want
  36. Restructured budget allocation across the board (AI will spend its money more efficiently)
  37. Increased general spending options in income allocation (AI will tend to spend its money more than save it)
  38. Removed preferential public order bonuses for AI and improved their construction management system for public order control (AI no longer gets base-level public order buffs and will instead handle it much better!)
  39. Reworked occupation option selection for Vampire Coast factions (VC AI will now sack, raze and establish Pirate Coves more often and occupy less often, greatly influencing their impact on the campaign and making them much more thematically aligned)
  40. AI will no longer build multiple surplus buildings (For example, Alarielle won’t build too many Handmaiden buildings, Vampire Coast factions won’t build too many extra recruitment buildings, etc)
  41. Reduced the AI’s likelihood of embedding multiple agents in the same force, instead spreading them across multiple armies
  42. AI Unit recruitment templates upgraded across the board for Empire, Bretonnia, Skaven, Dark Elves, High Elves and Lizardmen
  43. High-Level view of observed AI balancing across the board is as follows:
  44. End Game variance has been improved
  45. Matchups are less one-sided in many areas of the map
  46. Vampire Coast impact and average strength rank greatly reduced
  47. Multiple Vampire factions performance visibly reduced
  48. NEW AI FACTIONS
  49. Clan Fester (Lustria)
  50. Clan Mange (Lustria)
  51. Leaf-Cutterz Tribe (Southlands)
  52. SKAVEN UNDER-EMPIRE
  53. When conquering an enemy settlement, Skaven armies now have a new post-battle option. Alongside Loot & Occupy, Sack, and Raze, the army may now choose to Expand Under Empire. This leaves the settlement intact but establishes a new Skaven undercity beneath it. With four building slots, an undercity is a powerful addition to your infrastructure, but the more it is developed, the greater the risk that it will be discovered. If discovered, it will be demolished.
  54.  
  55. BUILDING CHANGES
  56. Changed Warpfire Thrower Weapons Teams secondary building unlock requirement to use Engineering level 1 rather than level 2 building
  57. Moved Kroxigors from level 3 to level 4 in the Skinks building chain
  58. Moved Terradons (Fireleech Bolas) from level 3 to level 4 of the Terradon’s building chain – New Building
  59. Removed secondary building requirement from Terradons (Fireleech Bolas)
  60. Moved Bastiladon (Revivification Crystal) to level 4 Sotek building chain
  61. Moved Bastiladon (Solar Engine) to level 4 Old Ones building chain
  62. Bastiladon (Revivification Crystal) & Bastiladon (Solar Engine) now have secondary building requirement of level 1 Beasts building chain
  63. Added Feral Cold Ones as a recruitable unit from the Dinosaur Reserve building (animals resource chain)
  64. PROVINCE AND REGION ADDITIONS AND CHANGES
  65. EYE OF THE VORTEX
  66. Added Tip of Lustria (new region) to The Capes (existing province)
  67. Added Kaiax (new region) to Coasts of the Lustrian (new province)
  68. Added The Night Forest (new region) to Coasts of the Lustrian (new province)
  69. Added The Hissing God (new region) to Culchan Plains (existing province)
  70. Added Fortress of Dawn (existing region) to Fortress of Dawn (new province)
  71. Added Fuming Serpent (new region) to Volcanic Islands (new province)
  72. Added The Star Tower (existing region) to Volcanic Islands (new province)
  73. Renamed Red Rivers to Southern Red Rivers
  74. Added Sotek’s Trail (new region) to Southern Red Rivers (existing province)
  75. Added Sun-Tree Glades (new region) to Northern Red Rivers (new province)
  76. Added Cuexotl (existing region) to Northern Red Rivers (new province)
  77. Added Nahuontl (existing region) to Northern Red Rivers (new province)
  78. MORTAL EMPIRES
  79. Added Massif Orcal (new region) to Massif Orcal (new province)
  80. Added Kappelburg (new region) to Talabecland (existing province)
  81. Added Krugenheim (new region) to Talabecland (existing province)
  82. Added Nagenhof (new region) to Ostermark (existing province)
  83. Added Mordheim (new region) to Ostermark (existing province)
  84. Added Tlaqua (new region) to Western Jungles (new province)
  85. Added Cuexotl (new region) to Western Jungles (new province)
  86. Added Wellsprings of Eternity (new region) to Jungles of Green Mist (existing province)
  87. Added a mountain pass to the western mountain range of Spine of Sotek connecting Spine of Sotek and Huahuan Desert
  88. CHARACTER SKILL REVISIONS
  89. Lowered Azhag’s Skullmuncha mount unlock rank from 22 to 14
  90. Separated Skink Chief and Skink Priests Stegadon and Ancient Stegadon mounts to separate skills
  91. Separated Kroq-Gar’s Cold One and Horned One mounts to separate skills
  92. Changed RuneLord/Runesmith Oathgold skill from 1/2/3 Oathgold generated to 3/6 Oathgold generated
  93. MISCELLANEOUS CHANGES
  94. Adjusted all Lizardman and Skaven unit textures for consistency
  95. The strategic location icon now matches the style of the landmark building group icon (an obelisk)
  96. Removed Reiksguard smith requirement
  97. Fixed the Red Duke to use the Blood Dragon version of the Barded Nightmare in campaign to match with Custom Battles
  98. Added cooldown display to all agent actions with a cooldown
  99. Fixed an issue where low loyalty advice would trigger on a Legendary Lord
  100. Fixed a number of followers that were not dropping
  101. Fixed Gunnery Wight Hero not having the Bomb Throw ability
  102. Updated all text references of Skaven Underworld to become Skaven Under-Empire
  103. Blessed Spawnings: when you begin a new Lizardmen campaign after the Doomsayer update, There are now 4 different mission types for Blessed Spawning missions: Battle captives, Kill Entities, Raze/Sack, and Defeat X Armies. Each of these mission types has a common and a rare variant. Variants have the same conditions for completion but the common variant rewards common units and the rare unlocks uncommon/rare units. These missions should not be active at the same time. Furthermore each mission type has 3 campaign stage variants, for early, mid and late game. All these do is change the mission requirements to complete them: e.g. kill 500 in the early-game, kill 1500 in the late-game, etc. This makes for a total of 24 potential missions for Blessed Spawnings.
  104. BATTLE CHANGES
  105. Alberic given new Trident weapon and animations
  106. Removed Barded Warhorse option from Custom Battles for all Damsels, to match with mounts on offer in the campaign
  107. Fixed some cases where skipping the intro cutscene in a quest battle would not centre the camera behind the player’s army
  108. BRETONNIA REWORK
  109. BRETONNIAN VOWS
  110. Removed existing Bretonnian Vow skills from all characters, in conjunction with New Bretonnian Vows system
  111. BRETONNIAN UNIT RECRUITMENT CHANGES
  112. Removed secondary building requirements of Armoury Building Chain or Carpenters Building Chain from all Bretonnian units
  113. Men-at-arms (Shields)
  114. Spearmen-at-arms (Shield)
  115. Foot Squires
  116. Pegasus Knights
  117. Royal Pegasus Knights
  118. Royal Hippogryph Knights
  119. Grail Guardians
  120. Peasant Bowmen (Fire Arrows)
  121. Peasant Bowmen (Pox Arrows)
  122. BRETONNIAN TECHNOLOGY CHANGES
  123. New Bretonnian techs:
  124. Kings of the Mountains Diplomacy – Diplomacy
  125. Leaders of Men Diplomacy – Diplomacy boost with Empire, Marienburg, Southern Realms, Kislev
  126. Kings of the Desert Diplomacy – Diplomacy boost with Tomb Kings
  127. Lords of Athel Loren Diplomacy – Diplomacy boost with Wood Elves
  128. Decree’s of Bretonnia – Chivalry Gain, Melee Attack & Charge Bonus for Lords and embedded Heroes
  129. Revised (existing) Bretonnian techs:
  130. Ruinous Powers Decree – Decoupled from Norscan techs / Reduced research time by 1 turn to 5
  131. Secure Shores Decree – Reduced research time by 1 turn to 5
  132. Sewer Cleaning Decree – Reduced research time by 1 turn to 5
  133. Desert Purge Decree – Reduced research time by 3 turn to 5
  134. The Unification of Bretonnia – Removed Empire & Dwarf diplomacy bonuses / Reduced research time by 2 turns to 3 / Added +10 Peasant Economy Cap bonus
  135. Heraldry of Artois – Reduced research time to 4 turns
  136. Heraldry of Bastonne – Reduced research time to 4 turns
  137. Heraldry of Bordeleaux – Reduced research time to 4 turns
  138. Heraldry of Bretonnia – Reduced research time to 4 turns
  139. Heraldry of Carcassonne – Reduced research time to 4 turns
  140. Heraldry of Lyonesse – Reduced research time to 4 turns
  141. Heraldry of Parravon – Reduced research time to 4 turns
  142. Slightly increased the income bonuses for economy types from technologies
  143. PEASANT ECONOMY CHANGES
  144. Peasant Mob upkeep reduced by -100% when not over the Peasant Economy cap
  145. DIPLOMACY CHANGES
  146. Added new confederation dilemmas that trigger after researching Heraldry technologies – allowing instant but costly confederation options
  147. Removed At War conflict between Carcassonne and Yvresse
  148. Added At War conflict between Carcassonne and The Dreadfleet
  149. Added At War conflict between Bordeleaux and The Dreadfleet
  150. Added At War conflict between Bordeleaux and Sartosa
  151. Reduced the penalty of Lizardmen vs Lizardmen aversion for AIs that are internally hostile from -30 to -15.
  152. Added a Lizardmen vs Lizardmen affinity of +20 to internally friendly AIs
  153. GREEN KNIGHT CHANGES
  154. User given unlimited charges of the Green Knight when at level 5 (Chivalrous – 1600 > 2000+) of the Chivalry bar
  155. Increase turns the Green Knight is available for from 15 to 25
  156. Removed all standard campaign agent skills from Green Knight except for “Search Ruins” and “Embed into Army”
  157. Given Green Knight immunity to agent assassination actions against him
  158. CHARACTER MOUNT CHANGES
  159. All Bretonnian Lords, Paladins & Alberic start on a barded horse by default
  160. Damned Paladin for the Drowned faction now starts on a barded horse by default
  161. BRETONNIA CAMPAIGN BALANCE CHANGES
  162. Improved Bretonnian Garrisons with more suitable units
  163. New Greenskin settlement Massif Orcal added to help with the Incursion event
  164. Moderately increased the amount of income from Bretonnian buildings
  165. Reduced the cost of Bretonnian economy buildings
  166. Added even greater differentiation between economy types (Farm/Industry)
  167. Added effects to the Smithy building chain now that it no longer unlocks units
  168. Added effects to the Carpentry building chain now that it no longer unlocks units
  169. Removed Kemmler’s starting corruption in Bretonnia when he is AI-conttrolled
  170. Adjusted Kemmler’s personality to be more defensive so he conquers less Bretonnians
  171. AUDIO
  172. BATTLE
  173. Added new group vocalisations for Skaven, Skinks, and Saurus
  174. Ratling Gunners will sometimes be overcome with verminous glee when firing
  175. Reworked and fixed multiple areas of group system
  176. Ranged units now play group idle vocalisations
  177. Fixed some issues with units disengaging from melee, or moving through each other, where they would retrigger the collision group Foley
  178. Added a new Active Casting system for the Screaming Bell, Ark of Sotek, and Engine of the Gods, changing the audio whilst that unit is casting a spell
  179. When casting, the Screaming Bell now makes bigger bongs to please the Horned Rat
  180. Added new Warp Lightning firing and projectile sweeteners and for Bonebreaker’s melee attacks (more zap-zap!),
  181. Added new melee impact sounds for two-handed hammers/maces
  182. Cut out the tongues from the Council Guard (keep Council Secrets safe yes-yes…)
  183. Disabled some non-Slaanesh god-specific lines for Sigvald
  184. Changed the attenuation of conversational dialogue
  185. Fixed battle order VO suppressing unit vocalisations
  186. Rebalanced some ability sounds
  187. CAMPAIGN
  188. Fixed some stance selection VO for Skaven lords
  189. Set diplomacy VO to always play in 2D
  190. Adjusted timing on Skaven food gained UI element
  191. Turned down campaign building fires
  192. Reworked some idle vocalisations for Skrolk and Tretch
  193. Added new idle loops for Skaven lords
  194. SPELL AND UNIT BALANCING
  195. GENERAL
  196. Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed
  197. SUMMONING CHANGES
  198. Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding
  199. Adjusted power cost of some summon spells
  200. Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration
  201. NEW UNBINDING TIMES AND POWER COSTS
  202. Tomb Blade of Arkhan: 82 seconds
  203. Realm of Souls: 92 second
  204. Transformation of Kadon (Manticore): 96 seconds, 13 power cost
  205. Transformation of Kadon (Varghulf): 77 seconds, 13 power cost
  206. Denizens of the Deep: 71 seconds, 12 power cost
  207. Drowned Dead: 88 seconds
  208. Captain Roth’s Moondial: 88 seconds
  209. Drowned Dead Upgraded: 121 seconds
  210. Ghosts of the Past: 93 seconds
  211. Savage Dominion: 101 seconds, 15 power cost
  212. Maternal Instinct: 180 seconds
  213. Awaken from the Grave: 86 seconds
  214. Awaken from the Grave Upgraded: 117 seconds
  215. Staff of Corruption: 91 seconds
  216. Spirit-Essence of Chaos: 91 seconds
  217. Feral Cold Ones: 80 seconds
  218. Raise Dead: 134 seconds. Cooldown increased to 39 seconds. Cost to 4
  219. Raise Dead Upgraded: 80 seconds. Cooldown increased to 39 seconds. Cost to 6
  220. Vermintide: 67 seconds
  221. Menace Below: 67 seconds
  222. Pestilent Birth: 73 seconds
  223. Eagle Sanctuary: 78 seconds
  224. Rats Emerge: 99 seconds
  225. Lord of Undeath: 139 seconds
  226. Command the Unliving: 85 seconds
  227. Command the Unliving Upgraded: 77 seconds
  228. UNITS
  229. DARK ELVES
  230. Hydra: +10 armour
  231. Chill of Sontar: +10 armour
  232. Kharibdyss: +10 armour
  233. Knights of the Ebon Claw: -2 melee attack, -1 melee defence, -50 cost
  234. Crone Hellebron (foot, dark steed, manticore): +3 melee defence
  235. Cold One Knights: -2 melee attack, -1 melee defence
  236. Cold One Dread Knights: -2 melee attack, -1 melee defence
  237. Cold One Chariot: -10 charge bonus, -2 melee defence
  238. Khainite Assassin: added Vanguard deployment, +2 run speed. Projectile now applies poison contact effect.
  239. Bolt Fiends: -50 mp cost
  240. Black Ark Corsairs: +1 bonus vs infantry
  241. HIGH ELVES
  242. Loremaster of Hoeth: -5 charge bonus, -150 cost.
  243. Noble – Chariot: -10 charge bonus, -2 melee defence
  244. Princess – Moon Dragon: +10 armour
  245. Alith Anar: increased projectile accuracy, +25 ap projectile damage, +7 base projectile damage.
  246. Swordmasters of Hoeth: +5 leadership
  247. Moon Dragon: +10 armour
  248. Frostheart Phoenix: -2 charge bonus, +1 melee attack, +30 ap melee damage, +10 base melee damage.
  249. Sun Dragon: +10 armour
  250. Ellyrian Reavers: -50 cost
  251. Loremaster of Hoeth: -150 mp cost
  252. EMPIRE
  253. Volkmar the Grim – foot, warhorse, barded warhorse: +5 melee defence
  254. Volkmar the Grim – War Altar of Sigmar: +15 bonus vs infantry, -50 mp cost
  255. Helblaster Volley Gun: increased accuracy.
  256. Witch Hunters: Accusation is now a hex. No longer deals direct damage. Instead reduces armour by 30, melee defence by 26 and missile resistance by 22 for 35 seconds.
  257. Steam Tank: +2 melee attack.
  258. GREENSKINS
  259. Fixed animation issue that was increasing Wyvern flying melee attack interval by seconds.
  260. Grimgor: +400 health
  261. Skarsnik: +400 health
  262. Giant: +3 run speed
  263. Doom Divers: +115 ap projectile damage, -105 projectile damage.
  264. Venom Queen: +14 bonus vs large
  265. Arachnarok Spider: +14 bonus vs large
  266. DWARFS
  267. Belegar: +400 health
  268. Thorgrim Grudgebearer: +2 melee attack, +400 health, +5 ap melee damage, +45 melee damage, +5 armour.
  269. Ungrim: +400 health, +4 melee defence.
  270. Grombrindal: -50 cost.
  271. Runelord: +50 cost
  272. Hammerers: +1 melee defence
  273. Peak Gate Guard: +1 melee defence
  274. Gyrocopters (Brimstone Guns): +11 ap projectile damage, +4 base projectile damage, slight accuracy increase
  275. Giant Slayers: -50 cost
  276. VAMPIRE COAST
  277. Count Noctilus – foot: -10 armour, -500 health.
  278. Mournguls: -10 armour, -2 melee attack
  279. Night Terrors: -10 armour, -2 melee attack
  280. Mourngul Haunter: -10 armour, -2 melee attack
  281. Zombie Gunnery Mobs (all): -2 health per entity, -1 melee defence
  282. Zombie Gunnery Mob (Handcannons): -1 ap projectile damage, +1 base projectile damage.
  283. Lamprey’s Revenge: +100 mp cost
  284. VAMPIRE COUNTS
  285. Vargheists: +4 charge bonus, +10 melee damage
  286. Devils of Swartzhafen: +4 charge bonus, +10 melee damage
  287. Cairn Wraiths: +2 melee attack
  288. The Tithe: -50 cost
  289. Zombies: -50 cost
  290. Varghulf: +20 ap melee damage, +10 base melee damage.
  291. TOMB KINGS
  292. Hierotitan: +4 melee attack
  293. Skeleton Chariots: +6 charge bonus, -50 mp cost
  294. Skeleton Archer Chariots: +6 charge bonus
  295. Khatep – Casket of Souls: -50 mp cost
  296. Nehekhara Warriors: -50 mp cost
  297. Carrion: +50 mp cost
  298. Sepulchral Stalkers: +3 bonus vs large
  299. Casket of Souls: +4 explosion damage, +8 ap explosion damage.
  300. Bone Giant: +20 ap projectile damage, +13 base projectile damage.
  301. WOOD ELVES
  302. Treekin: -2 charge bonus, +5 melee attack, -3 melee defence.
  303. Glade Riders (basic): -25 cost
  304. Glade Riders (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
  305. Glade Guard: -50 cost
  306. Glade Guard (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.
  307. Wardens of Cythral: +50 cost
  308. Waywatchers: +1 base reload time.
  309. LIZARDMEN
  310. Primal Instincts: Activation threshold reduced to 20% health left. Now also buffs charge bonus by +16% and melee attack by +8.
  311. Horned Ones: -2 melee attack, -1 melee defence
  312. Cold One Spear Riders: -2 melee attack, -1 melee defence
  313. Cold One Riders: -2 melee attack, -1 melee defence
  314. Kroq-gar – foot: +136 health, added charge defense vs large, +8 bonus vs large.
  315. Kroq-gar – Cold/Horned One: +8 bonus vs large.
  316. Skink Chief on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
  317. Skink Priest on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.
  318. BRETONNIA
  319. Pegasus Knights: +3 charge bonus
  320. Royal Pegasus Knights: +3 charge bonus
  321. Men-at-arms (Polearms): -25 mp cost, +1 bonus vs large.
  322. Beastslayers of Bastogne: +5 bonus vs large
  323. Companions of Quenelles: -100 mp cost
  324. SKAVEN
  325. Skaven Assassin: added Vanguard Deployment. Now uses Assassin’s Trophy instead of Queek’s unique Trophy Heads ability. -50 cost.
  326. Summoned Plague Monks: corrected entity health to match Plague Monks.
  327. WARRIORS OF CHAOS
  328. Sigvald: +5 melee attack
  329. Forsaken: +2 charge bonus
  330. Daemonspew: +2 charge bonus
  331. Marauder Horsemasters: +2 ammo
  332. Marauder Horsemen (javelins): -2 ammo
  333. Chaos Spawn: +2 melee attack
  334. Wyrdspawn: +2 melee attack
  335. Swords of Chaos: -100 mp cost
  336. Giant: +3 run speed
  337. NORSCA
  338. Marauder Horsemasters: now uses same melee weapon as Chaos Horsemasters. +2 ammo
  339. Marauder Horsemen (javelins): -2 ammo
  340. Armoured Skin Wolves: -50 cost
  341. Maws of Savagery: -50 cost
  342. Feral Mammoth: +100 cost
  343. War Mammoth (Warshrine): -100 cost
  344. Giant: +3 run speed
  345. BEASTMEN
  346. Minotaurs (basic version): +2 melee attack
  347. Chaos Spawn: +2 melee attack
  348. Giant: +3 run speed
  349. ABILITIES
  350. Primal Instincts: Reduced the hitpoint percentage at which rampage triggers from 50% to 20% When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus
  351. Shem’s Burning Gaze: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
  352. Shem’s Burning Gaze Upgraded: +40 explosion damage, +40 ap explosion damage, -4 base projectile damage, -11 bonus vs large per projectile
  353. Hand of Gods: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile
  354. Vindictive Glare: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 4
  355. Vindictive Glare Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 8
  356. Gaze of Mork: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile.
  357. Gaze of Mork Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Increased velocity to help projectiles reach at max range
  358. Gaze of Nagash: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile
  359. Gaze of Nagash Upgraded: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile. Power cost to 15
  360. Comet of Casandora: +648 ap projectile damage (the actual comet, not the explosion)
  361. Comet of Casandora Upgraded: +648 ap projectile damage (the actual comet, not the explosion)
  362. High King: Removed requirement for targeted units to be above 50% morale
  363. Beloved Son of Bretonnia: Removed requirement for targeted units to be above 50% morale.
  364. Warp Shard Armour: added -5 melee defence debuff
  365. Dwarf Gouger: Added +26 melee attack. Reduced duration to 36 seconds
  366. Slaughterer’s Call: now buffs melee attack by +9
  367. Revence Incarnate. Removed max num uses, removed leadership increase. Duration changed to 33 seconds
  368. Van Horstmann’s Speculum: changed radius from 40 to 30 meters
  369. Star of Avelorn: -10% less health healed per second
  370. Dreaded Thirteenth Spell: Improved targeting UI. Changed detonation speed. Added +12 ap explosion damage
  371. Drop Rocks ability for Characters: Explosion damage 36 -> 54 , AP explosion damage 18 -> 36
  372. GENERAL BUGFIXES
  373. Alith Anar’s The Shadow Crown mission now triggers correctly
  374. Fixed several instances where braziers would appear sunken into the ground on battle maps.
  375. Punitive trait now correctly decreases enemy missile resistance
  376. Crone Hellebron now enters the battle with the correct fatigue level based on her Death Night meter
  377. Flagellants now receive the correct buffs from lord skills
  378. Swords of Chaos now receive the correct buffs from lord skills
  379. Tomb King veteran infantry now correctly applies its bonuses to Tomb Kings infantry Regiments of Renown
  380. Settra’s unique skills now correctly apply their bonuses to Khepra Guard
  381. “Morai Heg the Crone” technology now correctly gives physical resistance rather than ward save
  382. Lokhir Fellheart now benefits from the techs “Master of Murder” and “Hardship & Cruelty”
  383. Vampire Coast Captains will now modify public order without the need to have a point placed in spread public order
  384. “Scavengers of the New World” technology now applies to Vampire Coast settlements
  385. Wight King now has access to Barded Steed mount
  386. “Hates Tomb Kings” trait now gives fear attribute when fighting against Tomb Kings
  387. Targeted spells and abilities are no longer cancelled when units rout off the battlefield
  388. Projectiles with a fuse should now detonate correctly on Hel Fenn battle map
  389. “Ambush Failed” text will no longer be displayed when you choose to fight during a sea encounter
  390. Chaos transport ship’s boat row animation should now play correctly
  391. Crone Hellebron’s “Amulet of Dark Fire” quest now triggers at rank 2
  392. Lokhir Fellheart’s “Red Blades” quest now triggers at rank 2
  393. Recruit Rank now displays correctly when utilising lots of +Recruitment Rank effects
  394. Night Goblin Fanatics’ sphere chain is now properly connected to the Night Goblin Fanatic’s hands
  395. The Skaven Corruption button now highlights when triggered with the shortcut key
  396. The Treasure Maps and Pieces of Eight panels now close when using the shortcut key
  397. Fixed an instance where diplomacy and advisor voice over could trigger at the same time.
  398. Crypt Horrors are now gripping their weapons correctly during move orders
  399. The dainty paws of the crewmember on the back of the Doomwheel now line up correctly with the handle they are pumping
  400. Pirate coves are no longer visible by the other player in multiplayer head to head campaigns.
  401. Warlock Engineers now start with Warp Lightning spell
  402. Reflections on Mirror Guard’s and Sigvald’s shields will now display correctly
  403. Lokhir Fellheart’s ship should now animate correctly
  404. Lords and Heroes should now appear as the correct faction colour in event messages
  405. Fixed a rare issue where the infamy list would only display one entry
  406. The Oathgold skill now generates more gold per turn for Runesmiths and Runelords
  407. Armies with multiple heroes embedded will no longer lag during movement
  408. Fixed a rare issue that could cause the UI to be blank during the pre-battle screen
  409. Har Ganeth Executioners can now be recruited from Black Arks
  410. Hero emblem is no longer low resolution when playing in 4k
  411. Intervention cost text no longer overlaps panel in 4k.
  412. Fixed some issues with numbers appearing in a small font in 4k
  413. Diplomacy options will now display correctly onscreen in lower resolutions
  414. Fixed some instances where the event images for puzzles would not disaply their colours correctly
  415. Fixed instances where units were showing incorrect weapons as part of the model, particularly with dual wielders
  416. Helman Ghorst’s and Vlad Von Carstein’s lord effects should now apply when confederated
  417. The Red Duke’s Barded Nightmare look is now consistent in campaign and battle
  418. Event messages will no longer close when the cursor is moved between the picture and text
  419. Wight Kings now have Barded Skeletal Steed in their campaign skill tree
  420. Ungrim Ironfist now has a victory condition to defeat Chaos.
  421. Fixed an issue that could cause a crash when pressing escape too frequently during the Tomb Kings intro movie
  422. Port Elistor will no longer appear partially submerged when the Royal Garrison building is constructed
  423. The Geomatic Web information will no longer appear over buttons surrounding the end-turn button lower resolutions
  424. The arrow showing the direction of the Star-Metal harpoon quest location will no longer turn into a square when the building browser is open
  425. The button for the quest location inside the Star-Metal Harpoon mission panel will no longer overrun when playing in 4k resolution
  426. Demolishing the Royal Menagerie will now correctly remove the building rather than lower the level.
  427. Temple Training Grounds technology no longer has a duplicate entry for Sisters of Slaughter in the tooltip
  428. The trait “Hates Vampire Coast” now has effects
  429. Black Pyramid of Nagash now has building available for construction when occupied by Wood Elves
  430. Vampire Coast Mutineers will now have more variety in their armies when spawned
  431. Durthu’s “Eldest of Ancients” lord trait now applies to Forest Dragons and Branchwraiths.
  432. Vampire Counts can no longer engage in diplomacy with Warriors of Chaos
  433. Khemri is no longer listed twice in Count Noctilus’s victory conditions
  434. MODS AND SAVE GAMES
  435. For those who have different mod lists across different campaign saves, or struggle to remember which mods were used for which save, we’ve added a feature that warns you when you attempt to load a game without activating mods it may require. We hope this will avoid unnecessary technical issues and crashes when you attempt to load a save that requires a specific mod.
  436.  
  437.  
  438.  
  439. The Load button will be deactivated when a save is missing required mods. However, if you wish to override the warning like the crazy chaos worshipper you are, you can double click the save you wish to load.
  440.  
  441. MODDING
  442. When the DLC launches, the Assembly Kit will not be able to process Startpos files. However, this is something that will be fixed with a small launcher update that we are aiming to publish next week.
  443.  
  444. The DLC team have added a few new Lua commands for modding scripters on request.
  445.  
  446. To allow modders to apply diplomatic modifiers similar to the High Elf intrigue mechanic:
  447. trigger_intrigue(issuing faction key, first target faction key, second target faction key, should_improve, exempt_from_cost)
  448. apply_dilemma_diplomatic_penalty(first_faction_key, second_faction_key, attitude_bonus [-6 to +6])
  449.  
  450. To allow modders to trigger missions/incidents/dilemmas with specific targets:
  451. trigger_dilemma_with_targets(owning_faction_cqi, dilemma_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)
  452. trigger_incident_with_targets(owning_faction_cqi, incident_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)
  453. trigger_mission_with_targets(owning_faction_cqi, mission_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)
  454.  
  455. With the Undercity, we’re also sure that modders will be keen to play around with these commands:
  456. add_foreign_slot_set_to_region_for_faction(faction_cqi, region_cqi, slot_set_key)
  457. remove_faction_foreign_slots_from_region (faction_cqi, region_cqi)
  458. foreign_slot_instantly_upgrade_building(foreign_slot_cqi, upgrade_building_key)
  459. foreign_slot_instantly_dismantle_building(foreign_slot_cqi)
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