Total War: WARHAMMER II Patch

Total War: WARHAMMER II

CA KingGobbo
October 16 2019

We’ve just put a new patch live for Total War: WARHAMMER II – check out the details below.

General

  • Fixed a soft lock that could occur when Gotrek & Felix markers could appear without owning the Gotrek & Felix DLC.
  • Fixed an issue where save games could not be loaded – this issue was more prevalent with multiplayer saves games than single player but did affect both.
  • Fixed an issue where using The Rite of Awakening would not offer any Slanns.
  • Raid region missions will no longer be issued which target horde factions.
  • Wrecker’s Point can now be correctly occupied by Norsca.
  • The Bright Wizard included in the garrison in The Red Moon Inn now correctly has access to his spells.
  • Elector Counts with high fealty are now less likely to secede.
  • Fixed an issue where choosing to stop a succession faction by force via the Empire dilemma did not result in being at war with that faction.
  • Fixed an issue where declaring war on an Elector Count would sometimes not result in a penalty to Imperial Authority being applied.

Please note: For all types of campaign saved since the release of The Hunter & The Beast DLC there is a potential crash, but this will only occur if you disable a mod that was active at the point when the game was saved and then try to load that particular save. If you haven’t removed a mod which was in the game at the point of saving, you should now be able to access the game, but you will not be shown a warning when trying to load the game in the case of a mod mismatch. After the game has been saved one more time, the mod information display will work as normal.

Units

Lizardmen

  • Dread Saurians (all):
    • Tweaks to attack animations to help melee targeting
    • +3000 mass
    • +1000 hit points (on ultra)
    • +0.5 acceleration
    • +50 building damage
  • Dread Saurian: -100 cost
  • Shredder of Lustria: -100 cost
  • Kroq-Gar on Grym-loq: -0.4 seconds melee attack interval
  • Razordons (all):
    • -10 projectile muzzle velocity
    • +10 projectile range
    • +10 projectile calibration distance
    • -1 second base reload time
  • Nakai the Wanderer: -100 cost

Empire

  • War Wagons: -50 cost
  • War Wagons (Mortar): -100 cost
  • The Black Lions: +100 cost
  • Markus Wulfhart:
    • -7 melee defence
    • -18% ap projectile damage
    • -17% base projectile damage
    • +0.5 projectile calibration area (+100%)
    • -70 marksmanship bonus
    • Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty)

Abilities

  • Kill Shot
    • -45% ap projectile damage
    • -45% base projectile damage
    • -33% bonus vs large
    • Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty)
    • Number of uses changed from 3 to 2
  • Executioner
    • -50% ap projectile damage
    • -45% base projectile damage
    • -33% bonus vs large
    • Changed projectile type from artillery to arrow (can be blocked by shields and applies a smaller morale penalty)
  • Amber Bow
    • -24% ap projectile damage
    • -40% base projectile damage
    • -17% bonus vs large
    • +0.4 projectile calibration area (+400%)
    • -75% explosion detonation radius
    • -75% explosion detonation speed
  • Hand of Gods
    • -25% projectile calibration area