Total War: WARHAMMER II – The Hammers & Herdstones update
Welcome to the latest patch for Total War: WARHAMMER II – version 1.12, Hammers & Herdstones. As well as support for our various DLC and FLC offerings coming out tomorrow, this update has plenty of new bits and pieces to get your teeth into, be they beastly fangs or dwarfen denchers.
Updated 14/07: Removed erroneous entries and added some missing minor balance changes, added details for new auto-resolve functionality and updated skill trees for various Lords.
This automatic update arrives alongside The Silence & The Fury Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements to the Eye of the Vortex and Mortal Empires campaigns. There is also a batch of Free-LC available with this update – the Great Bray Shaman and Ogre Mercenaries via Total War Access and Thorek Ironbrow via Steam.
Even if you haven’t purchased The Silence & The Fury, Taurox and Oxyotl and their attendant factions will appear in your campaigns under AI control.
Alongside a huge number of fixes, quality-of-life improvements and unit balance-changes, both the Beastmen and the Dwarfs have had substantial updates to bring their campaign experiences in line with newer content.
Please note, this update may affect your current campaigns and make any mods you’re using unstable. We’ve released an opt-in beta for the previous version of the game to enable you to finish any current campaign saves you have on the go:
- In your Steam games library, right-click Total War: WARHAMMER II and select Properties
- In the Properties window, select the Betas tab
- Select warhammerii_1.11.1 from the list
- Total War: WARHAMMER II will now update to the beta version
When you want to get the current version, simply opt back out of the beta and your client will auto-update.
In loving memory
We want to highlight that this patch is dedicated to the memory of Kevin Lloyd, QA Functionality Tester. He will be immortalised in-game with a starting hero for the Vampire Counts (Sylvania factions) named Kevon Lloydstein, with some special traits that represent the man himself. This dedication comes from his family:
“For Kevin, a loving husband, father, son and brother. We will always remember how you followed your dreams in life and work, your passion for games and Warhammer. So happy you found your place. You will be forever missed.”
To Kevin!
A shout-out to the modders
The Silence and the Fury DLC and accompanying content tackles a lot of areas that have been long requested for a do-over by our community. So a big shout-out to to the fantastic modding community, who’ve provided some awesome options for players in the meantime. In particular:
- Dwarf Runecrafting: Drunk Flamingo, Vandy, ZombieFlanders, Mase, Commissar, the alraz_ka
- Dwarf Grudge reworks: Drunk Flamingo
- Skink Oracle + Troglodon: Meh
- Thorek/Taurox/Oxyotl/Doombull: Mixu
- Jabberslythe: Urgat
- Ghorgon: ChaosRobie & Scroon Billets
- Coatl: ChaosRobie
- Great Bray Shaman/Tuskgor/Wargor: Decomposed.
- Beastmen reworks: There are too many to call out, but our love and respect goes out to you all!
Beastmen Rework
Emboldened by the rampaging of Taurox, the Beastmen explode from the shadows to wreak HAVOC! The Beastmen have undergone some ferocious faction furtling in order to make their campaigns more fun, engaging and lore-thentic in execution. Their new features, systems and resources focus on high mobility, with rewards and progression gained through expanding levels of bestial destruction.
The Rewards of Dread
Dread is a new resource for Beastmen and is gained through completing missions, razing settlements and winning battles, where higher casualties bring greater rewards. Dread can be spent invoking the favour of the Dark Gods using the new Rewards of Dread panel, where many elements of your faction’s progression are unlocked. These rewards unlock Legendary Lords and heroes for use, grant new magic items and upgrade many aspects of your faction. Upkeep costs have also been removed from all Beastmen units, so unit caps are now the chief limiting factor for armies, and these can also be expanded via The Rewards of Dread.
Bloodgrounds
The Beastmen can select regions of the map and turn them into their own personal playgrounds for slaughter and mayhem. These are known as Bloodgrounds.
A Bloodground is created when the player wins a settlement battle and erects a Herdstone in the settlement’s place. This converts the region, plus nearby regions, into a Bloodground. As the player engages in destructive activities within the Bloodground, such as raiding, winning battles and razing settlements, its Devastation level rises. Certain technologies, Herdstone buildings, and skills can further increase these Devastation gains. When enough Devastation has been generated, the player can perform a Ritual of Ruin.
Rituals of Ruin
Performing a Ritual of Ruin changes the Bloodground into a Devastated Bloodground. All generated Devastation is converted into Marks of Ruination, a key progression resource, and increases the player’s Herdstone cap by one.
Ruination is tracked at the top of the campaign screen. When certain Ruination thresholds are met, key bonuses are granted, including increased unit and army caps, reduced construction costs and further Herdstone Shards.
Devastated Bloodgrounds
A Devastated Bloodground is a chaos-tainted, corpse-strewn hellhole which is very difficult for any non-Beastmen factions to function within. As long as a Herdstone remains standing, other factions cannot colonise any ruined regions in its associated Bloodground. The Herdstone can be removed by attacking and destroying it like any other settlement.
Dark Moon
The Dark Moon feature has been updated! Now Beastmen receive constant effects based on the state of the Moon, and there are no longer downsides associated with the Full Moon dilemmas.
Character and Faction Effects
All existing Beastmen lords now lead their own, separate factions on the campaign map.
Additionally, all Beastmen Legendary Lords and generic characters have received revamped faction and lord effects. Some of the highlights:
- Khazrak now grants Vanguard Deployment to Bestigors and Poison Attacks to Ungors
- Malagor now uses a hybrid Lore of Magic, and has greatly increased movement range in Beast-Paths stance
- Morghur grants additional buffs to Chaos Spawn, including the ability to hand them powerful banners. He now also applies attrition to nearby enemy forces while raiding.
…Oh, and Malagor can also fly now.
Look at him go!
Dwarf Rework
With the arrival of Thorek Ironbrow (and his intense frown of disapproval), we had no choice but to grant the redoubtable Dawi the same love and attention that other Old World races have received. This overhaul touches nearly all aspects of the Dwarf factions’ shared mechanics, not least Grudges and Runecrafting.
Grudges
The Grudge bar has been expanded with more tiers and more significant effects granted at each tier. Clearing Grudges is now more attainable, making the system more balanced and rewarding. Your Legendary Lord’s Grudge level grants increasing stat boosts, and influences how many Wandering Slayers he can recruit.
Wandering Slayers
Slayers may still be recruited in settlements as normal. However, they will also become available in the Regiments of Renown recruitment pool, in direct relation to your faction’s Grudge level:
- When the Grudge bar is full, many Dwarfs will feel shame, and will choose to walk the path of the Slayer
- When it is low, fewer Dwarfs will feel the need to swear Slayer oaths, and the pool will replenish more slowly
Legendary Grudges
- Each Dwarf Legendary Lord begins play with four unique Legendary Grudges in the Dammaz Kron which inform the flow of their campaigns
- Thorek Ironbrow begins with eight, relating to the artifacts he needs to locate
- These Grudges have a higher severity rating and add a sense of progression to Grudges
- Legendary Grudges award considerably more Oathgold than generated Grudges and, in some cases, powerful buffs or unique Master Runes (see below).
New Post-battle options
Some post-battle options for Dwarfs have been altered to improve them thematically, given the Dawi’s relationships with and attitudes towards specific races. These can grant bonuses for defensive play, and provide a valid new source of Oathgold:
Victory VS Dwarfs:
- Ransom captives: Ransoms prisoners for Oathgold
- Drink to Victory! Province buff
- Take On Captives: Replenishment
Victory VS hated races (EG Greenskins, Skaven, Vampire Counts, Chaos etc):
- Execute and loot: Oathgold
- Drink to Victory! Province buff
Victory VS not-so-hated races (EG Humans, Elves etc):
- Ransom captives: Ransoms prisoners for Oathgold
- Drink to Victory! Province buff
Character and faction effect tweaks
Thorgrim
As High King of the Dwarfs, all of Thorgrim’s provincial commandments are now more powerful. Thorgrim also gains additional bonuses from settling Grudges, with four unique follow-up incidents for all grudge missions:
- Tribute from the Craft-guilds: gold
- Tribute from the Thanes: Oathgold and diplomatic bonuses with Dwarf factions
- Tribute from the Brewers: factionwide Public Order and Growth
- Tribute from the Slayers: More Wandering Slayers added to the RoR pool
Lord Effects:
- Bonus Physical Resistance and Guardian effect for Hammerers
- Thorgrim now begins play with a Master Engineer Hero
Grombrindal
Grombrinal now begins with a Master Engineer Hero
Thane
Thane Heroes now have three new skills:
- Keeper of the Gate
- Guardian effect for self
- Vigour Loss Reduction for Hammerers
- Ironbeard
- Bonus fire resistance
- Imbues Flammable effect
- Bonus ammo for Ironbreakers and Irondrakes
- Wanderer
- Vanguard and Stalk effects for Self
- Grants Snipe to Rangers
Engineers
The Engineer skill tree has been reworked, allowing you to specialise a character as a long-range sniper or a close-quarters, shotgun-wielding bruiser.
Runesmiths
Runesmiths now have a new skill tree to reflect the changes to Rune Magic (see below), and can now unlock two special embedded army actions: Harden Armour and Sharpen Weapons.
Runecrafting
The Runecrafting system has been much expanded, with the goal of allowing players to create Rune combos for characters in order to customise them with interesting, varied, and powerful upgrades.
- A large number of new Character Runes and Banner Runes have been added to the game. Players now have a broader choice for character and army improvement through Character Runes (buffing the character’s performance) and Banner Runes (unit banners and artillery buffs).
- Players can craft these Runes through the new Character Rune and Banner Rune tabs in the Forge. Each Runecrafting ritual in the Forge can only be performed once, but each ritual will generate three Runes for use across multiple characters. Master Runes can also be crafted, which produces a single, powerful Rune.
- Dwarf characters now have three dedicated Character Rune slots, so equipping Character Runes doesn’t take up any other equipment slots. However, Banner Runes which benefit units in their army can also be added under the Followers, Runes and Banners pane in the in the character panel.
Rune Magic
Rune Magic has had an overhaul to bring its effectiveness and tactical flexibility in battle into line with the Lores of Magic wielded by other races, whilst still very pointedly being NOT MAGIC.
There are six Runes of Magic which can be used by Runelords, Runesmiths and Thorek. There are also six Master Runes of Magic – more powerful versions with longer cooldowns, which can only be used by Runelords and Thorek Ironbrow. When a Rune is used in battle, it puts all that character’s Runes into a shared cooldown period.
Campaign Changes
Skill Tree Reworks
Several Legendary Lords have had major updates to their unique skill trees! Here are which lords to take a look at if you want something new to play with, we’ll leave you to discover the specifics in-game:
- Dwarfs – Grombrindal, Belegar Ironhammer
- Beastmen – Khazrak the One-Eye, Malagor the Dark Omen, Morghur the Shadowgave
- Empire – Volkmar the Grim
- Vampire Counts – Heinrich Kemmler, Vlad von Carstein, Isabella von Carstein
- Norsca – Wulfrik the Wanderer, Throgg
Skill and Tech Tree Search
In addition, with the ever-growing complexity of the game, it can be hard to find exactly the bonus you’re looking for when perusing skill and tech trees. We’ve added a searchable field in the top right of these menus which will highlight all tech and skill nodes that contain any words you enter. For example, search ‘Untainted’ to find all skills that improve the untainted stat!
Auto-Resolve Improvements
We’ve vastly improved how auto-resolve works, giving you more information. Now you can better decide when to auto-resolve, and when you think you can out-fight an algorithm to keep key troops alive, devastate your enemies more spectacularly, or simply watch the arrows fly.
- Auto-resolve will now show the result of the battle before clicking – Decisive Victory, Close Victory, Pyrrhic Victory, Valiant Defeat, Close Defeat, or Decisive Defeat.
- You will also be given a casualties estimate for your forces, indicating how many troops will need to be replenished.
- Unit cards that flash red while mousing over the auto-resolve button indicate that they will be wiped out.
Traits
- Fleet-Footed: Removed Trait from Lord and Hero trait generation
- Nurgle’s Foul Stink: Previously: Enemy Leadership (local region) -5. Now: Enemy Leadership (local region) -4
- Booze Cravings: Previously: -10% Upkeep for Centigors and +3 Recruit Rank Centigors. Now: Passive ability: “Rowdy” and +4 Leadership.
Technology Tree
- “Oaths of Loyalty” now also provides +10 Diplomacy with Dwarfs
- “High Kings Authority” now also provides +20 Diplomacy with Dwarfs
- “Storage Vaults” now also provides +2 Siege holdout time
- “Grand Throne Chamber” Lord recruit rank: +1 to +3
- “Seastones” now also provides +10% Ambush defence chance
- “Militia training” Melee attack/defence: +2 for Dwarf Warriors and Miners to +3
- “Marching Songs” Speed: +5% for infantry units to +10%
- “Tales of Many Wars” now also provides +1 recruit rank for Thanes
- “Improved Gyrocopter Engines” now also enables “Fire Whilst Moving” for Gyrocopter units
Buildings
- Small rework of building chains/unit positions to allow for more unit variety and easier access to Hero recruitment
- Two new Landmark buildings added: “Lost Underway Junction” and “Ironbrow’s Weapons Shops”.
- New technology effects have been added which grant all Skink units Poison Attacks and Vanguard Deployment
- Most Skink units now have the Quick Learner trait, reducing the amount of XP required for them to gain ranks
- Several building chain changes:
- Secondary building requirements removed from several units
- Saurus are now only available from Tier 2 (previously Tier 1)
- Bastilodons and Terradon Riders are now available at Tier 2 (previously Tier 3).
- Small reshuffle of Norscan units within the building tree to allow for more unit variety.
Battle Changes
Quality of Life Changes
Malagor Is Cleared for Take-Off!
For almost five years, the Crowfather has been waiting for the right moment to take to the skies. With the Beastmen rework now in full effect, the time has come to spread his wings…
Malagor now flies by default but works like any other flying unit in the sense that he must land to fight enemies on the ground. While flying he can still cast spells, which opens up a whole realm of possibilities for Beastmen spell-focused gameplay.
We hope that this long-requested change elicits a raucous chorus of mooing amongst Beastmen players.
Beastmen now have Feral Manticores
The Beastmen can now recruit Feral Manticores in both Campaign and Battle.
Unit Cards
We have taken on board the community feedback regarding the unit cards from the past two DLC releases and we are pleased to announce that alongside the new Unit cards in The Silence & the Fury, the unit cards from both Warden & Paunch and Twisted & Twilight have been remade to a higher quality. We hope you enjoy them!
For the Wood Elves:
The Greenskins:
The High Elves:
And the Skaven:
Passive Ability Recharge Display
Previously it was difficult gauging the performance of units such as the Black Coach, which has passive abilities that require charging up in combat before they are activated. These abilities simply would not appear in the bottom section of the unit info panel until they had been activated.
To alleviate this problem, any passive ability that is currently recharging is now displayed on the unit info panel in the same area that abilities currently affecting a unit are displayed. When a recharging ability is hovered over, the recharge time and recharge context are displayed. In the case of the Black Coach for example, the UI will communicate the time needed to recharge the ability and that the Coach needs to be in melee combat in order to recharge it. Once the context has been met and the Coach is in melee, the tooltip will feature a dynamic countdown as well, so players can see exactly how much time is left before the ability kicks in.
The recharge contexts and recharge times are also displayed in the tooltips for Active Abilities as well. This is a change that exposes more information to players using these abilities, that we hope will aid in tactical decision making.
Ability Active and Recharge Display & Radials
The way active and recharging abilities were displayed in the past was fairly unintuitive, so we have changed this behaviour.
Abilities had either a red or green ring around the icon when they were active based on if they had negative debuff effects (red) or positive buff effects (green). Also the way that the shaded radial timer on the ability icon displayed the same regardless of whether the ability was active or recharging. All in all, it was tricky to figure out whether an ability was recharging at a glance.
Now, when an ability is active, it has a green ring around the icon and the shaded radial display on the button fills up.
When an ability is recharging, it will now have a red ring around the icon and the shaded radial display on the button gradually un-fills.
This shaded radial and icon ring colour behaviour is now also true for passive abilities that are currently in effect or recharging as well.
Our aim was to enable players to quickly tell what abilities are currently active and what is currently recharging, even if they were reading it from a static screenshot of the game. Achieving this before was a lot trickier, but now the interaction is easier to follow.
Tl;dr:
- Green Ring on Ability Icon = Ability is Active
- Red Ring on Ability Icon = Ability is Recharging.
Precursor Missile Weapons
Precursor missile weapons have been improved. Although this only applies to the Chameleon Stalkers unit right now, we thought it would be worth mentioning what the interactions are, since it is a type of missile weapon that has existed for a while in the database.
Here are the details of how it interacts now, based on whether Fire-At-Will is enabled or not:
- If Fire-At-Will is enabled, the unit will have more flexibility to skirmish and will automatically attack any unit that is within its missile weapon range (50m for the Stalkers). This means that you can use the unit defensively if you so wish
- If Fire-At-Will is disabled, the unit will only fire at the target that it is explicitly ordered to attack and will only attack when charging. The charge distance on Stalkers has been made equal to their missile weapon range, so there will be no disadvantage to being a bit more precise.
The Chameleon Stalkers also have a new bullet point on their unit info panel that explains this as well.
Chariot Collisions
The soft collision volumes on the Tuskgor Chariot, Razorgor chariot, and Orc Boar Chariots have been optimised. Here is a quick explanation:
In WARHAMMER II, chariots have collision volumes that cover each of the three elements that the unit consists of: the draught animals, the articulation point (the point at which the chariot bends) and the chariot itself.
We discovered that the collision volume on the articulation point was typically a lot longer than it needed to be, so when the chariot made a turn, a whole bunch of collision would be sticking out of the side of the unit.
When enemy units are bunched up against your chariot unit’s collision volume, it slows them down exponentially based on how many entities are touching the collision volumes. You can now imagine that a turning chariot with massive collision on it’s articulation point would expose a lot of additional collision for enemies to bunch up against and slow the chariot down.
The collision on the articulation point has now been re-configured to an appropriate size, which has significantly increased to collision attack performance and lessened the “stickiness” of these chariots (Razorgors in particular).
Unit Categories and Icons
The Lizardmen roster has undergone a noticeable change this time around.
A lot of monstrous units have been moved around into more appropriate categories that make the roster feel a lot more intuitive to access.
All of the single entity Lizardmen monsters have their own bespoke Unit Category Icons now, from the mighty Dread Saurian right down to the spiny Razordons. This way players should be able to tell the difference between these units at a glance.
Manticores also have their own unique unit category icon now!
Spells & Abilities – Movement Speed
All Spells and Abilities that affect Movement Speed have had their values adjusted. The previous standard for the vast majority of abilities was 24%, 48% and 72%; this has been changed to 25%, 45% and 60%. This affects both positive and negative effects.
This change should now make it easier to calculate the speed changes for units on-the-fly during a battle.
Speed increases beyond a certain threshold for units do not always increase their speed (due to animation limitations and ensuring unit cohesion when moving as a group), so this change brings the number displayed closer to reality of the speed the unit will move at.
The more dramatic reduction of 72% to 60% also serves as a balancing tweak to abilities that previously felt too punishing.
Spells & Abilities – Resistances
All Spells and Abilities that affect the various types of Resistances (Physical, Magic, Flame, Missile, Ward Save) have had their values adjusted. The previous standard for the vast majority of abilities was 22%, 44%, and 66%; this has been changed to 20%, 40% and 60%. This affects both positive and negative effects.
This change should now make it easier to calculate changes in damage mitigation for units on-the-fly during a battle.
Unit balancing
Khazrak (Razorgor Chariot)
- Cost 1350 to 1450
- Melee Defence 26 to 34
- Melee Attack 34 to 40
- Charge 105 to 100
- Armour-Piercing damage 280 to 300
- Anti-Infantry 28 to 30
Beastlord (Razorgor Chariot)
- Melee Defence 20 to 32
- Melee Attack 32 to 38
- Charge 95 to 90
- Anti-Infantry 28 to 25
- Cost 1200 to 1250
Malagor
- Cost 600 to 1000
- Mass 800 to 1200
- Malagor can now fly
- Spell lore changed from Lore of Wild to Mixed Lore with the following spells:
- Enfeebling Foe
- Flock of Doom
- Penumbral Pendulum
- Doom & Darkness
- Mantle of Ghorok
- Savage Dominion
Morghur
- Mass 800 to 1200
Bray Shaman (Razorgor Chariot)
- Cost 700 to 850
- Armour 80 to 100
- Melee Defence 18 to 30
- Melee Attack 24 to 34
- Charge 70 to 80
- Armour-Piercing damage 200 to 210
- Anti-Infantry 24 to 25
Gorebull
- Leadership 65 to 75
- Charge 50 to 46
- Melee Attack 36 to 34
- Mass 1800 to 2500
Razorgor Chariot
- Cost 1000 to 1150
- Melee Defence 28 to 30
- Melee Attack 24 to 34
- Leadership 60 to 70
- Charge 74 to 80
Minotaurs
- Leadership 65 to 75
- Charge 38 to 34
- Melee Attack 36 to 34
Minotaurs (Shield)
- Leadership 65 to 75
- Charge 34 to 32
- Melee Attack 36 to 34
Minotaurs (Great Weapon)
- Leadership 65 to 75
- Charge 44 to 40
- Melee Attack 36 to 34
Butchers of Kalkengard (Minotaurs – Shields)
- Leadership 75 to 85
- Charge 34 to 32
- Melee Attack 45 to 43
Manticore
- Can now be recruited like other units (no longer only summoned via Lore of Beasts for Beastmen)
Cygor
- Cost 1600 to 1550
- Hit points 10888 to 9800 (Ultra unit size)
The Eye of Morrslieb (Cygor)
- Cost 1950 to 1900
- Hit points 10888 to 9800 (Ultra unit size)
Chaos Warhounds (Poison)
- Cost 475 to 450
Destroyers of the Drakwald (Ungor Spearmen Herd – Shields)
- Cost 600 to 575
Defenders of the Fleur-de-lis (Knight Errant)
- Cost 850 to 925
Battle Pilgrims
- Melee Attack 32 to 30
- Armour-Piercing damage 7 to 6
The Holy Wardens of La Maisontaal (Battle Pilgrims)
- Melee Attack 41 to 38
Grail Reliquae
- Melee Attack 24 to 22
Blessed Field Trebuchet
- Melee Defence from 5 to 6.
Hellebron
- Melee Attack 70 to 68
Hellebron (Dark Steed)
- Melee Attack 70 to 68
Hellebron (Cauldron of Blood)
- Melee Attack 40 to 38
- Melee Defence 22 to 28
- Cost 2000 to 1950
Hellebron (Manticore)
- Melee Attack 60 to 58
Death Hag
- Melee Attack 62 to 60
- Bonus vs Infantry 25 to 20
Death Hag (Cauldron of Blood)
- Cost 1400 to 1350
- Melee Attack 34 to 32
- Melee Defence 22 to 28
Hellebronai (Dreadspears)
- Cost 700 to 650
Witch Elves
- Melee Attack 38 to 36
Sisters of the Singing Doom (Witch Elves)
- Melee Attack 48 to 45
Bloodwrack Medusa
- Projectile Calibration Distance 45 to 65 (more accurate)
- Tweaked projectile spawn position to help fire over allies
- Missile Bonus vs Infantry 0 to 10
Doomfire Warlocks
- Melee Defence 22 to 26
Slaanesh Harversters (Doomfire Warlocks)
- Melee Defence 29 to 34
War Hydra
- Cost 1650 to 1600
- Melee Defence 26 to 32
Chill of Sontar (War Hydra)
- Cost 2000 to 1950
- Melee Defence 34 to 41
Kharibdyss
- Cost 1700 to 1650
- Melee Defence 30 to 38
Sisters of Slaughter
- Melee Attack 37 to 39
- Melee Defence 57 to 58
Ravagers of Rakarth (Scourgerunner Chariot)
- Cost 1250 to 1200
Thorgrim Grudgebearer
- Can now Hide in Forest
- Mass 900 to 2500
Grombrindal
- Removed ability “Flash Bomb” in Custom battle
Rune Lord (Anvil of Doom)
- Mass 900 to 2500
Runesmith
- Swapped Item “Master Rune of Groth One-Eye” for “Ironwarden’s Shield” in Custom Battle
- Swapped Item “The Hammer of Karak Drazh” for “Ironbeard’s Ring” in Custom Battle
Runesmith (Ghost)
- Cost 1000 to 1100
- Swapped Item “Master Rune of Groth One-Eye” for “Ironwarden’s Shield” in Custom Battle
- Swapped Item “The Hammer of Karak Drazh” for “Ironbeard’s Ring” in Custom Battle
Master Engineer
- Removed passive ability “Extra Powder” in Custom battle
- Added ability “Flash Bomb” in Custom battle
- Added ability “Restock” in Custom battle
Master Engineer (Ghost)
- Removed passive ability “Extra Powder” in Custom battle
- Added ability “Flash Bomb” in Custom battle
- Added ability “Restock” in Custom battle
Norgrimlings Ironbreakers
- Cost 1600 to 1650
- Melee Attack 38 to 43
Peak Gate Guard (Hammerers)
- Cost 1450 to 1550
- Melee Defence 44 to 48
Hammerers
- Cost 1100 to 1200
- Max Splash Attacks 1 to 2
- Melee Defence 35 to 38
Ironbreakers
- Cost 1200 to 1250
- Melee Attack 30 to 34
Ekrund Miners (Miners with Blasting Charges)
- Removed passive ability “Frenzy”
Gyrocopters
- Improved response times when ordered to stop and fire
Gyrobombers
- Improved response times when ordered to stop and fire
Flagellants
- Melee Attack 32 to 30
The Tattersouls (Flagellants)
- Melee Attack 41 to 38
Wurrzag
- Melee Attack 43 to 41
Wurrzag (Boar)
- Melee Attack 43 to 41
- Charge speed 100 to 104
- Run speed 62 to 70
Grom
- Mass 1400 to 1300
Black Orc Big Boss (Boar)
- Charge speed 100 to 104
- Run speed 62 to 70
Orc Shaman (Boar)
- Charge speed 100 to 104
- Run speed 62 to 70
Orc Warboss (Boar)
- Charge speed 100 to 104
- Run speed 62 to 70
Snotling Pump Wagon Flappas
- Charge 80 to 75
Snotling Pump Wagon Roller
- Charge 40 to 50
Savage Orc Boar Boy Big ‘Uns
- Leadership 58 to 60
- Melee Attack 28 to 26
- Charge speed 100 to 104
- Run speed 66 to 70
Savage Orc Boar Boyz
- Melee Attack 26 to 24
- Charge speed 100 to 104
- Run speed 64 to 70
Savage Orc Arrer Boyz
- Leadership 52 to 55
- Melee Attack 24 to 22
Savage Orc Big ‘Uns
- Melee Attack 40 to 38
Savage Orcs
- Leadership 58 to 60
- Melee Attack 28 to 26
Orc Boar Boy Big ‘Uns
- Charge speed 95 to 104
- Run speed 62 to 70
Broken Tusks Mob (Orc Boar Boy Big ‘Uns)
- Charge speed 95 to 104
- Run speed 62 to 70
Orc Boar Boyz
- Charge speed 95 to 104
- Run speed 60 to 70
Orc Boar Chariot
- Cost 950 to 750
- Charge 80 to 72
- Charge speed 95 to 104
- Run speed 62 to 70
- Mass 1400 to 1300
Goblin Wolf Rider Archers
- Cost 375 to 400
Mogrubb’s Mangy Marauders (Goblin Wolf Rider Archers)
- Cost 600 to 625
Forest Goblin Spider Riders
- Cost 400 to 425
Forest Goblin Spider Rider Archers
- Cost 450 to 475
Deff Creepers (Forest Goblin Spider Rider Archers)
- Cost 600 to 625
Mistwalkers Faithbearers
- Melee Attack 39 to 37
Nakai
- Mass 2700 to 4000
- Cost 1650 to 1550
Tehenhauin
- Melee Attack 55 to 53
Tehenhauin (Horned One)
- Melee Attack 55 to 53
Tehenhauin (Ripperdactyl)
- Melee Attack 55 to 53
Tehenhauin (Ancient Stegadon)
- Melee Attack 26 to 24
Kroq Gar (Grymloq)
- Melee Attack 55 to 53
- Armour-Piercing damage 375 to 360
- Base damage 165 to 120
Tiktaq’to
- Cost 900 to 800
Mazdamundi (Zlaaq)
- Cost 1800 to 1900
Ancient Kroxigor
- Mass 2100 to 3500
Saurus Old Blood (Carnosaur)
- Melee Attack 45 to 43
- Armour-Piercing damage 375 to 330
- Base damage 125 to 110
Red Crested Skink Chief
- Melee Attack 55 to 53
Red Crested Skink Chief (Horned One)
- Melee Attack 55 to 53
Red Crested Skink Chief (Ripperdactyl)
- Melee Attack 55 to 53
Red Crested Skink Chief (Ancient Stegadon)
- Melee Attack 26 to 24
Saurus Scar Veteran (Carnosaur)
- Melee Attack 41 to 39
- Armour-Piercing damage 350 to 315
- Base damage 115 to 105
Skink Chief
- Cost 350 to 400
Feral Carnosaur
- Melee Attack 41 to 39
- Armour-Piercing damage 350 to 315
- Base damage 115 to 105
Ripperdactyl Riders
- Melee Attack 44 to 42
- Armour-Piercing damage 98 to 94
- Bonus vs Infantry 10 to 15
- Cost 1200 to 1150
Colossadon Hunters (Ripperdactyl Riders)
- Melee Attack 54 to 52
- Armour-Piercing damage 98 to 94
- Bonus vs Large 10 to 15
- Cost 1500 to 1450
Pahuax Sentinels (Terradon Riders)
- Cost 800 to 850
Red Crested Skinks
- Melee Attack 26 to 24
- Armour-Piercing damage 20 to 19
- Cost 600 to 575
Cohort of Sotek (Red Crested Skinks)
- Melee Attack 34 to 31
- Armour-Piercing damage 20 to 19
- Cost 850 to 825
Feral Stegadon
- Charge Bonus 76 to 70
Ancient Salamander
- Charge Bonus 40 to 30
- Melee Attack 34 to 32
- Melee Defence 32 to 29
- Leadership 60 to 65
- Ammunition 18 to 20
- Cost 1250 to 1050
Salamander Hunting Pack
- Cost 950 to 850
The Umbral Tide (Salamander Hunting Pack)
- Cost 1200 to 1100
Razordon Hunting Pack
- Cost 900 to 800
Amaxon Barbs (Razordon Hunting Pack)
- Cost 1200 to 1075
Bastiladon (Solar Engine)
- Cost 1100 to 1200
Stegadon
- Cost 1600 to 1550
The Thunderous One (Ancient Stegadon)
- Cost 2400 to 2450
Chameleon Skinks
- Cost 600 to 650
Throgg
- Mass 5000 to 4000
Skin Wolf Werekin
- Melee Attack 45 to 43
Beasts of Tashnar (Norscan Warwhounds)
- Cost 650 to 700
Maws of Savagery (Skin Wolves)
- Cost 1450 to 1500
- Armour-Piercing damage 39 to 40
- Base damage 21 to 20
Skin Wolves
- Melee Attack 32 to 30
- Armour-Piercing damage 21 to 20
- Base damage 39 to 40
Skin Wolves (Armoured)
- Melee Attack 32 to 30
- Armour-Piercing damage 21 to 20
- Base damage 39 to 40
Marauder Berserkers
- Melee Attack 40 to 38
Brutes of the Hound (Marauder Berserkers)
- Melee Attack 50 to 48
Skaven Chieftain (Bonebreaker)
- Melee Attack 50 to 48
- Armour-Piercing damage 312 to 290
- Base damage 118 to 120
Ghoritch
- Melee Attack 60 to 58
Packmaster (Brood Horror)
- Melee Attack 40 to 38
- Armour-Piercing damage 275 to 250
Throt (Brood Horror)
- Melee Attack 50 to 48
- Armour-Piercing damage 305 to 275
Skaven Warlord (Brood Horror)
- Melee Attack 50 to 40
- Armour-Piercing damage 275 to 250
Skrolk
- Melee Attack 54 to 52
Plague Priest
- Melee Attack 40 to 38
Plague Priest (Plague Furnace)
- Melee Attack 30 to 28
Skaven Warlord (Bonebreaker)
- Melee Attack 50 to 48
- Armour-Piercing damage 322 to 320
- Base damage 138 to 140
Brood Horror
- Melee Attack 40 to 38
- Armour-Piercing damage 275 to 250
Mutant Rat Ogre
- Armour-Piercing damage 345 to 320
- Melee Attack 52 to 50
Morskittar’s Hellion (Mutant Rat Ogre)
- Melee Attack 64 to 61
- Armour-Piercing damage 345 to 320
Rat Ogres
- Melee Attack 26 to 24
- Armour-Piercing damage 58 to 55
- Base damage 22 to 20
Pit Fighters of Hell’s Deep (Rat Ogres)
- Melee Attack 34 to 31
- Armour-Piercing damage 58 to 55
- Base damage 22 to 20
The Thing-Thing (Hell Pit Abomination)
- Cost 2250 to 2200
Plague Monk Censer Bearers
- Melee Attack 31 to 29
Plague Monks
- Melee Attack 28 to 26
Blightscab’s Plaguepack (Plague Monk Censer Bearers)
- Melee Attack 39 to 37
Gutter Runners (Poison)
- Cost 850 to 825
Gutter Runners Slingers (Poison)
- Cost 850 to 825
Settra (Chariot of the Gods)
- Can no longer hide in forest
King Nekhesh’s Scorpion Legion (Skeleton Spearmen)
- Cost 600 to 550
Necropolis Knights
- Cost 1450 to 1425
Necropolis Knights (Halberds)
- Cost 1600 to 1575
Vampire Fleet Captain
- Number of projectiles 0 to 1 (no gameplay change just a data bug fix)
The Tide of Skjold (Zombie Pirate Deckhands Mob)
- Cost 450 to 475
Depth Guard
- Melee Attack 50 to 48
Depth Guard Halberds
- Melee Attack 42 to 40
The Bloody Reaver Deck Guard (Depth Guard)
- Melee Attack 52 to 50
Red Duke
- Melee Attack 70 to 68
Red Duke (Barded Nightmare)
- Melee Attack 70 to 68
Red Duke (Hellsteed)
- Melee Attack 70 to 68
Red Duke (Zombie Dragon)
- Melee Attack 44 to 42
Vampire Blood Dragon Lord
- Melee Attack 70 to 68
Vampire Blood Dragon Lord (Barded Nightmare)
- Melee Attack 70 to 68
Vampire Blood Dragon Lord (Hellsteed)
- Melee Attack 70 to 68
Vampire Blood Dragon Lord (Zombie Dragon)
- Melee Attack 44 to 42
The Konigstein Stalkers (Skeleton Warriors)
- Cost 500 to 475
Varghiests
- Melee Attack 40 to 38
The Devils of Schwartzhafen (Vargheists)
- Melee Attack 50 to 48
Blood Knights
- Melee Attack 32 to 30
Crypt Horrors
- Armour 15 to 30
- Melee defence 25 to 26
Corpse Cart (All variants)
- Mass 450 to 1100
Archaon
- Melee Attack 70 to 68
Archaon (Dorghar)
- Melee Attack 70 to 68
Lord of Change
- Mass 5000 to 4000
Forsaken
- Melee Attack 32 to 30
The Daemonspew (Forsaken)
- Melee Attack 41 to 38
Chaos Warhounds (Poison)
- Cost 475 to 450
Sisters of Twilight (Ceithin-Har – Forest Dragon)
- Melee Defence 40 to 42
Glade Lord (Forest Dragon)
- Melee Defence 40 to 42
Glade Lord Female (Forest Dragon)
- Melee Defence 40 to 42
Durthu
- Melee Attack 65 to 63
Orion
- Melee Attack 65 to 63
Drycha
- Cost 850 to 1000
- Melee Attack 60 to 58
Wraiths of the Frozen Heart (Dryads)
- Cost 800 to 825
Loec’s Tricksters (Wardancers – Asrai Spears)
- Cost 1300 to 1350
Great Stag Knights
- Melee Attack 35 to 33
- Armour-Piercing damage 44 to 42
- Base damage 22 to 21
Lost Sylvan Knights (Great Stag Knights)
- Melee Attack 44 to 42
- Armour-Piercing damage 44 to 42
- Base damage 22 to 21
Glade Riders (Hagbane Tips)
- Cost 800 to 825
Wild Riders
- Melee Attack 34 to 32
- Armour-Piercing damage 14 to 13
- Base damage 28 to 27
Wild Riders (Shields)
- Melee Attack 34 to 32
- Armour-Piercing damage 14 to 13
- Base damage 28 to 27
Wild Hunters of Kurnous (Wild Riders – Shields)
- Melee attack 43 to 41
- Armour-Piercing damage 14 to 13
- Base damage 28 to 27
Forest Dragon
- Melee Defence 36 to 38
Hawk Riders
- Cost 950 to 1000
Spells
Spell Cost Unification
- All Spell Lore passives cost 100
- All Common Spells cost 100
- All Uncommon Spells cost 150
- All Rare Spells cost 200
Spell miscast explosion Unification
There was an inconsistency in how much damage WH2 and WH1 spell lore’s miscast explosion would do. All spells have now been unified to do the following damage:
- Explosive base damage 288
- Explosive AP damage 300
Rune Magic System
The Dwarfs have been without a comparable magic system to Spells used by all other races. The Runic Magic system has been created to bring the Dwarfs into parity with other races while keeping their playstyle unique.
Key differences between Spells and Rune Magic:
- Rune Magic does not use Winds of Magic
- Once a character uses a Rune, all other Runes on that character will also be put on a shared cooldown
- The Rune that has been used exhibits a longer individual cooldown to prevent repeated recasting of the same Rune
- Rune Magic resource is character bound, not army bound like Winds of Magic
- Rune Magic has a shorter range than Spells in general, emphasising good Runesmith/Rune Lord positioning.
Notable changes between the old Rune abilities and the new Rune Magic system:
- Runes can now be overcast to become Master Runes (like Spells these are stronger versions of Rune but have a risk of miscasting and increased cooldown time)
- The Anvil of Doom mount’s innate ability Locus of Power now damages any Spellcaster that casts Spells within range of the Anvil of Doom (100m range)
- The existing three Runes (Wrath & Ruin, Oath & Steel, Negation) effects have been modified for the new system
- Most notably Rune of Wrath & Ruin is now a targeted Explosion, and no longer a slow
- Three new Runes have been created to bring Rune Magic on par with Spells:
- Rune of Breaking – grants Armour-Sundering and increased Weapon Strength to target ally
- Rune of Speed – grants Melee Attack and Speed to target allies
- Rune of Slowness – reduces Speed and Charge Bonus of target enemy.
Little Waaagh!
Vindictive Glare upgraded
- AP missile damage 25 to 65
- Base missile damage 65 to 25
- Projectile number 10 to 5
- Explosive missile AP damage 25 to 55
- Explosive missile base damage 55 to 25
- Mana cost 8 to 7
Lore of Fire
Burning Head
- Base damage 14 to 12
Burning Head Upgraded
- Base damage 21 to 18
Lore of Death
Aspect of the Dreadknight
- Added Causes Fear
- Added Magical Attacks
Aspect of the Dreadknight Upgraded
- Added Causes Fear
- Added Magical Attacks
- Mana cost 9 to 8
- Recharge time 28s to 29s
Soulblight
- Duration 25s to 18s
- Base weapon damage -30% to -25%
- AP weapon damage 0% to -25%
Soulblight upgraded
- Duration 50s to 36s
- Base weapon damage -30% to -25%
- AP weapon damage 0% to -25%
Lore of Shadows
Enfeebling Foe
- Duration 22s to 17s
Enfeebling Foe Upgraded
- Duration 44s to 34s
Smoke and Mirrors
- Speed 12% to 10%
Lore of Wild
Bestial Surge
- Charge bonus 18% to 15%
Devolve
- Rarity Uncommon to Common
- Mana cost 11 to 4
- Duration 11s to 20s
- Recharge time 45s to 30s
- Changed from AoE to Single Target
- Melee attack 0 to -24
- Leadership -8 to 0
- Speed 0% to -25%
- Charge speed 0% to -25%
Devolve Upgraded
- Rarity Uncommon to Common
- Mana cost 20 to 9
- Duration 22s to 20s
- Recharge time 45s to 30s
- Overcast changed to effect range
- Melee attack 0 to -24
- Leadership -8 to 0
- Speed 0% to -25%
- Charge speed 0% to -25%
Viletide
- Rarity Common to Uncommon
- Mana cost 7 to 9
- Target range 200m to 100m
- Base explosive damage 15 to 20
Viletide Upgraded
- Rarity Common to Uncommon
- Mana cost 9 to 13
- Target range 200m to 100m
- Base explosive damage 15 to 20
- AP explosive damage 7 to 10
Traitorkin
- Mana cost 12 to 11
Traitorkin Upgraded
- Mana cost 20 to 18
- Speed -48% to -25%
Mantle of Ghorok
- Mana cost 11 to 12
- Duration 29s to 26s
We have also added an Upgraded version of Mantle of Ghorok.
Lore of Beasts
Wyssan’s Wildform
- Duration 22s to 19s
- Base weapon damage 30% to 25%
- AP weapon damage 0% to 25%
Wyssan’s Wildform Upgraded
- Duration 22s to 19s
- Base weapon damage 30% to 25%
- AP weapon damage 0% to 25%
Pann’s Impenetrable Pelt
- Duration 44s to 31s
- Speed 24% to 0%
- Melee defence 0 to 24
Pann’s Impenetrable Pelt Upgraded
- Duration 44s to 31s
- Speed 24% to 0%
- Melee defence 0 to 24
Curse of Anraheir
- Duration 39s to 21s
- Accuracy -30 to 0
- Melee defence 0 to -24
Curse of Anraheir Upgraded
- Duration 39s to 21s
- Accuracy -30 to 0
- Melee defence 0 to -24
Transformation of Kadon (Manticore)
- Mana cost 18 to 20
Lore of High
Shield of Saphery
- Ward save 11% to 10%
Lore of Pestilens
Plague Rash
- Speed -12% to -10%
Bless with Filth
- Mana cost 5 to 4
Bless with Filth Upgraded
- Mana cost 8 to 7
Pestilent Birth
- Mana cost 14 to 16
Lore of Stealth
Toxic Rain
- Speed -12% to -10%
Runic Magic
Forgefire
- Cost 158 to 150
- Changed from targeting allies to target enemies
- Armour 0 to -15
- AP weapon damage 12% to 0%
Rune of Negation
- Duration 25s to 24s
- AoE to Single Target
- Recharge time 90s to 120s
- Wind up time 0s to 3s
- Ward save 22% to 40%
Master Rune of Negation
- Duration 18s to 40s
- AoE to Single Target
- Recharge time 120s to 180s
- Wind up time 0s to 3s
- Ward save 44% to 40%
Rune of Oath and Steel
- Duration 25s to 44s
- Recharge time 90s to 120s
- Wind up time 0s to 3s
Master Rune of Oath and Steel
- Duration 25s to 44s
- Recharge time 120s to 180s
- Wind up time 0s to 3s
- Armour 30 to 60
Rune of Wrath & Ruin
- Duration 15s to 10s
- Removed number of uses cap
- Recharge time 90s to 120s
- Wind up time 0s to 3s
- Changed from Hex to Explosion
Master Rune of Wrath & Ruin
- Duration 30s to 10s
- Removed number of uses cap
- Recharge time 120s to 180s
- Wind up time 0s to 3s
- Changed from Hex to Explosion
Locus of Power
- Effect range Mapwide to 100m
- Recharge time 0s to 6s
- Changed from targeting allies to targeting enemies
- Magic resistance 15% to 0%
- Enemy Spellcasters suffer Miscast explosion when in range
Abilities
Frenzy
- Melee Attack 8 to 10
- This has been counterbalanced by a reduction in Melee Attack by 2 on the majority of units with Frenzy, as noted above.
- Charge bonus 8% to 10%
- Base weapon strength 15% to 10%
- AP weapon strength 0% to 10%
Poison
- Speed -24% to -15%
- Base weapon damage -20% to -15%
- AP weapon damage -20% to -15%
- Base missile damage -20% to -15%
- AP missile damage -20% to -15%
The Brass Cleaver
- Melee attack 9 to 10
Featherfoe Torc
- Melee defence -9 to -10
Potion of Foolhardiness
- Charge bonus 36% to 40%
Deadly Onslaught
- Charge bonus 36% to 40%
- Cost 158 to 150
Flammable
- Speed -36% to -35%
Evasion
- Speed 6% to 5%
Chilling Aura
- Speed -36% to -35%
Aura of Protection
- Ward save 12% to 10%
Primal Fury
- Charge bonus 8% to 10%
- Speed 12% to 10%
Bloodgreed
- Cost 244 to 100
- Leadership 15 to 4
- Melee attack 0 to 5
- Charge bonus 0% to 10%
- Auto-deactivate “Out of Melee” removed
- Recharge time 0s to 60s
- Added recharge context “Recharge in Melee”
Slaughterer’s Call
- Cost 239 to 200
- Melee attack 9 to 10
- Charge bonus 8% to 10%
The Unrelenting Warherd
- Condensed 4 abilities to 1 (Single version based off version III)
- Melee attack 16 to 15
Strength of the Land
- Condensed 4 abilities to 1 (Single version based off version III)
- Missile resistance 0% to 5%
Horn of the First Beast
- Charge bonus 18% to 20%
Beloved Son of Bretonnia
- Charge bonus 8% to 10%
Lance (Formation)
- Charge bonus 36% to 40%
- Charge speed 12% to 10%
Fleur de Lys Banner
- Melee attack 9 to 10
- Melee defence 9 to 10
Aura of the Lady
- Magic resistance 12% to 10%
Spirit of the Tempest
- Charge bonus 8% to 10%
Heartrender and the Darksword
- Melee attack -9 to -10
- Melee defence -9 to -10
Enchanting Beauty
- Melee attack -9 to -10
Bloodshield of Khaine
- Physical resistance 6% to 5%
Fury of Khaine
- Charge bonus 18% to 20%
Barbed Net
- Missile resistance -12% to -10%
- Speed -12% to -10%
Whiplash
- Charge bonus 18% to 20%
Helm of the Kraken
- Melee defence 9 to 10
Kindle the Fury
- Melee attack 9 to 10
- Charge bonus -8% to -10%
Chillblade
- Speed -12% to -10%
The Trial of the Blades
- Melee attack 9 to 10
Rune of Stoicism
- Removed Unbreakable
- Added Charge Defence vs Large
- Changed from active to passive
Flash Bomb
- Changed from self-target to target enemy
Rune of Courage
- Changed from Active to Passive
Ancestor Rune
- Rarity Common to Uncommon
- Changed to passive
- Activates when below 25% health
The Great Book of Grudges
- Melee attack 9 to 10
Hammer of Angrund
- Melee attack 9 to 10
- Charge bonus 16% to 15%
High King
- Charge bonus 8% to 10%
Ironwardens Shield
- Ward save 12% to 10%
Ironbeards Bracer
- Physical resistance 33% to 20%
- Speed 12% to 10%
Gate Keeper’s Helm
- Missile resistance 11% to 20%
Gate Keeper’s Belt
- Ward save 33% to 40%
Starmetal Plate
- Melee attack -9 to -10
The Stirland Runefang
- Melee attack 9 to 10
Kaboom!
- Explosion now counts as fire damage
Emergency Vent
- Explosion now counts as fire damage
Fleet-Footed
- Speed 18% to 20%
The White Cloak of Ulric
- Melee Attack -9 to -10
- Speed -6% to -5%
Da Boss’ Loons
- Initial recharge 0s to 15s
- Recharge time 90s to 45s
- Added recharge context “In Melee”
Spinning Loons
- Initial recharge 0s to 15s
- Recharge time 90s to 45s
- Added recharge context “In Melee”
The Loons of the Eight Peaks
- Initial recharge 0s to 15s
- Recharge time 90s to 45s
- Added recharge context “In Melee”
Language of da Boyz
- AoE effect range 40m to 30m
- Duration 30s to 16s
- Cost 159 to 150
Lucky Banner
- Cost 238 to 200
- Duration 30 to 25
- Melee attack 40 to 24
Da Great ‘Un Iz ‘Ere
- Cost 162 to 150
- Duration 20 to 21
- Leadership 16 to 8
Waaagh!
- Charge bonus 18% to 20%
Warpaint of Wurrzag
- Physical resistance 6% to 5%
Bonewood Staff
- Charge bonus 18% to 20%
Pump Harder Ladz
- Charge bonus 18% to 20%
Best of Da Best
- Ward save 11% to 10%
Dragon Slayers Fang
- Melee defence 9 to 10
War Paint
- Magic resistance 12% to 10%
Mither
- Target range from 100m to 75m
Blizzard Aura
- Melee attack -9 to -10
Attuned to Magic
- Ward save 12% to 10%
Star Lance
- Charge bonus 50% to 60%
Guardian Phoenix
- Magic resistance 12% to 10%
Sacred Incense
- Missile resistance 12% to 10%
Ruby Guardian Phoenix
- Fire resistance 12% to 10%
Diamond Guardian Phoenix
- Physical resistance 12% to 10%
The Shadow Crown
- Speed 18% to 20%
Shieldstone of Isha
- Physical resistance 12% to 10%
Swiftness of Itzl
- Duration 35s to 32s
- Speed 36% to 25%
Protection of Quetzl
- Duration 12s to 35s
Protection of Quetzl Upgraded
- Duration 20s to 55s
War Drum of Xahutec
- Speed 6% to 5%
- Charge bonus 4% to 5%
Sunburst Standard of Hexoatl
- Missile resistance 12% to 10%
- Melee defence 6 to 5
Mask of Heavens
- Melee defence 9 to 10
Ark of Sotek
- Base weapon damage 5 to 0
- Removed “Poison” contact effect
- Added Damage over Time contact effect “Sotek’s Poison”
Blade of the Ancient Skies
- Melee attack 16 to 15
- Charge bonus 8% to 10%
- Base weapon damage 18% to 20%
- AP weapon damage 18% to 20%
Golden Death Mask
- Melee attack -9 to -10
The Horn of Kygor
- Charge bonus 18% to 20%
Primal Instincts
- Charge bonus 16% to 15%
Frostbite
- Speed -36% to -35%
Rage Stage Two
- Physical resistance 11% to 10%
Stage Three
- Physical resistance 11% to 10%
Berserk Stage One
- Physical resistance 22% to 20%
Stage Two
- Physical resistance 22% to 20%
Stage Three
- Physical resistance 22% to 20%
Ruinous Flesh
- Missile resistance 11% to 10%
Frenzied Assault
- Charge bonus 36% to 40%
Flaming Axe of Cormac
- Melee Attack 9 to 10
Vicious Assault II
- Melee attack 9 to 10
Warp Discharge
- Rarity Uncommon to Rare
- Cost 150 to 200
Strength in Numbers
- Speed -12% to -10%
Snare Net
- Speed -12% to -10%
- Charge speed -12% to -10%
Scurry Away
- Speed 12% to 10%
Tretch’s Raiders
- Melee attack 9 to 10
Lucky Skullhelm
- Ward save 33% to 40%
Duck and Weave
- Speed 12% to 10%
Pipes of Piebald
- Charge bonus -8% to -10%
The Cloak of Shadows
- Melee defence -9 to -10
Crown of Nehekhara
- Charge bonus 8% to 10%
Magical Void
- Magic resistance 33% to 30%
Charmed
- Melee attack -9 to -10
Vambraces of the Sun
- Melee attack -9 to -10
Helman’s blight
- Speed -36% to -35%
Heart Piercing
- Charge bonus 36% to 40%
Honour or Death
- Ward save 11% to 10%
Red Fury
- Charge bonus 18% to 20%
Black Scythe
- Charge bonus 36% to 40%
Mark of Khorne
- Charge bonus 8% to 10%
Howl of the Forest
- Melee attack 9 to 10
Horn of the Wild Hunt
- Charge bonus 54% to 60%
Banner of the Hunter King
- Charge bonus 8% to 10%
Banner of the Eternal Queen
- Ward save 6% to 5%
Ceithin Har’s Tenacity
- Charge bonus 9% to 10%
Twilight Helm
- Physical resistance 6% to 5%
Dragon Mask I
- Melee defence -9 to -10
Dragon Mask II
- Melee defence -9 to -10
Dragon Mask III
- Melee defence -9 to -10
Twilight Horn I
- Charge bonus 18% to 20%
Twilight Horn II
- Charge bonus 18% to 20%
Bug Fixes
Battle
- Fixed an issue where interrupting a projectile-type spell could allow the player to cast it without cost or cooldown, and outside of the cast range
- Fixed an issue that was stopping 360 fire on Great Stag Mounts for Glade Lords and Glade Captains
- Fixed an issue where Glade Riders T-posed whilst they were part of the Hunters of Kurnous Rogue Army
- Fixed an issue that had Dragon Ogres use Zoat visual effects for their animations
- Chariots will no longer collide with invisible dead bodies
- Throgg’s Fimir Linebreakers ancillaries now apply ‘Rattled’ effect
- Fixed some instances where Units did not break their hidden state when they fired while moving
- Stopped the Damage Value Tracker from tracking friendly fire damage
- ‘Whip of Agony’ ability can no longer be cast on artillery
- The ‘Eagle Bow’ ability now has it’s VFX displayed correctly
- Fixed an issue where an overly harsh morale penalty is applied when the player only has flying units left
- Fixed a situation where the player is unable to overcast Magic Missile spells
- Fixed some instances where Sea battles would load incorrectly
- Fixed a modding issue where unit-variant colour behaviour would not match schema data
- Mousing between Shot Type tooltips rapidly will no longer cause the text to become offset
- Replaced some placeholder icons appearing on characters in the Post-Battle screen for faction ‘Court of the Nighthawk’
- Spellweavers no longer goes bald once they die
- Fixed some issues with unexpected holes appearing in Grimgor Ironhide, Black Orc Warboss and Orc Warboss after their death animations had played
- Fixed an issue when Unit Icons could appear beneath the terrains on Black Ark Landing maps
- Fixed some terrain height issues on MP Blue Reach River map
- Solved an issue where opening and closing the settlement gates on some Small Settlements would be very loud
- Arachnarok spiders no longer share the same 3D/2D Porthole in battles
- The sound effects of the Warden’s Cage ability no longer persists after the Lord is wounded/killed in battle
- Fixed a variety of crashes and text issues.
Campaign
- Fixed an issue where players were unable to complete Campaign Objectives for certain factions during playthroughs where Chaos Invasion was disabled
- Army reinforcement lines now show when an army is close by
- Fixed an issue where the player could instantly confederate Wydrioth and Torgovann as Orion or Durthu in a Multiplayer Mortal Empires Campaign
- Explosive squig kills are now calculated in the post-battle screen
- Fixed an instance of broken terrain next to the Witchwood in the Mortal Empires Campaign
- Fixed a crash that could occur when capturing a lord with the Warden’s Cage ability
- Fixed an issue where Very Hard/Legendary settlements required fewer growth points per level than lower difficulty levels
- UI will now accurately reflect Army unit count when teleporting between deep root locations whilst recruiting
- Waaagh! marker no longer remains indefinitely if the faction that called it is destroyed
- the active Waaagh! target button can no longer be click-dragged around the map
- Fixed an instance where Waaagh! armies would spawn with larger armies than their parent army
- Fixed issues where Waaagh! armies caused the movement point bars of their parent armies to display incorrectly and allow usage of Ambush Stance with no movement points remaining
- Fixed an issue as Clan Eshin, where Eshin Actions information is displayed in the central panel whilst Clan Contracts is selected
- Fixed an issue where the upgrade button for Athel Tamarha Buildings did not update instantly when selecting to upgrade a prison
- Fixed an issue where UI would not close/open correctly when confederating a faction with an army without a Lord
- Fixed a variety of crashes and text issues
- Nakai will no longer incorrectly gift certain regions to Empire factions.
MP Unit Cap Fixes
- All Slann units no longer count towards Rare Single Entities.
- Great Stag mounts were counting as rare single entities
- Vampire Fleet Captains no longer count towards ranged unit cap.
- Fixed an issue were some Wood Elf character eagles were counting towards High Elf Eagle caps.