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Developer Creative Assembly has released update 3.1 for Total War: Warhammer 3, the final patch before the release of Shadows of Change, the first DLC pack detailed on the recently revealed roadmap.

As usual, the patch contains a tidal wave of technical and balance adjustments. Bretonnia was blessed with a large amount of changes to help their recent campaign woes. The Dawi-Zharr – the newest of all playable factions – have received a lot of balance changes as well to tune them according to community feedback.

Players who can’t get enough of fighting the Chaos Dwarfs can now add them as an endgame crisis to their Immortal Empires campaign by choosing the crisis named “The Will of Hashut”.

All base factions of Total War: Warhammer 3 have received their fourth wave of free Regiments of Renown with this update – here are the units you now have access to:

  • Grand CathayBandits of the Silver Road: Peasant Archers with Flaming Attacks and Vanguard Deployment.
  • KhorneHounds of the Blood Hunt: Flesh Hounds of Khorne with special anti-magic capabilities.
  • KislevThe Watchmen in the Night: Armored Kossars with a sword in each hand as well as the ability to make nearby troops immune to fear.
  • NurgleThe Frolickers Bubonic: Nurglings with Blisterback instead of Cloud of Flies, which enables them to reflect melee damage back on their attacker.
  • SlaaneshThe Princes of Perfection: Devoted Marauders of Slaanesh (Spears) with Perfect Vigor and Soporific Musk.
  • TzeentchThe Chromatic Abominations: Blue Horrors of Tzeentch with additional ammo and an ability that lets regenerate their Barrier HP when spells are cast.
  • Ogre KingdomsBoglars of the Mad Marshes: Gnoblars with Poison Attacks the ability to regenerate models when standing in water.

Here are the full Total War: Warhammer 3 patch notes for update 3.1.

Changes to Bretonnia in Total War: Warhammer 3 update 3.1

Bretonnia received the most substantial changes in this update, so it’s worth highlighting them.

Campaign

  • Damsels now benefit from the Troth’s feature (much like the Knightly Vows feature that other characters benefit from).
  • The final Vow or Troth in the series grants permanent access to ‘The Blessing of the Lady’ for any character who obtains it.

Note: We had a look at providing notifications for the Vows and Troths system, but due to the way it was built back in the day, it was unachievable in the available time. Never say never, though!

Attribute & Ability Changes

The Blessing of the Lady stat bonuses have changed as follows:

  • The Blessing of the Lady now provides +15% Ward save instead of +25% Physical Resistance.

Physical Resistance isn’t what it used to be. When Total War: Warhammer 3 was released, the interaction between Magical Attacks and Physical Resistance changed, meaning that any unit with Magical Attacks could bypass and ignore the Physical Resistance of enemy units.

This left Bretonnia somewhat in the lurch (as all Daemons have Magical Attacks) meaning that The Blessing of the Lady was easy to bypass.

To address this, The Blessing of the Lady now grants Ward Save instead, which cannot be bypassed. This means that all units benefitting from this ability will have a much better time fighting Daemons and any foe wielding a magical weapon.

The Blessing of the Lady can now be equipped to units in custom battle:

  • Certain units (mostly Knights and non-Grail Knight characters) can opt to take Blessing of the Lady for 200 gold. This does not affect Grail Knight characters or the Fey Enchantress, who always have the blessing of the Lady equipped.

The interplay between Bretonnian Knights and Peasants is now represented by two new attributes – Knight and Peasant:

  • All Knights and Knight Characters have received the new ‘Knight’ attribute, and do not take any leadership penalties if any unit with the Peasant attribute routs nearby.
  • All Peasants have received the new ‘Peasant’ attribute, which has no inherent gameplay effects, but is used for ability and attribute targeting purposes.
  • Knights Errant have received a new passive ability – ‘Impetuous’.
  • When Knights Errant are charging, any friendly unit within 35m (including the Knights Errant) becomes Immune to Psychology for 30 seconds.

Note: Peasant units have had the Expendable attribute removed, as the Knight and Peasant Attributes now cover that gameplay interaction.

All Peasants have received a new passive ability, ‘The Peasants Duty’:

  • Peasants, Men-At-Arms, Battle Pilgrims, Squires, Bowmen, Yeomen and Trebuchets now gain +8 Leadership if a friendly unit with the Knight attribute is within 55m (the awe of standing near their glorious lieges is all they need to embolden their resolve).
  • Peasant Infantry overall have had their leadership reduced slightly to account for this change.

Unit Changes

KING LOUEN LEONCOEUR

  • The King now has Magical Attacks befitting a true Grail Knight. Beaquis & Hippogryph mounts have also had a sizable HP buff in order to give them both a bit more staying power in the battlefield.
  • Magical Attacks: False → True

KING LOUEN LEONCOEUR (MOUNT: BARDED WARHORSE)

  • Magical Attacks: False → True

KING LOUEN LEONCOEUR (MOUNT: ROYAL PEGASUS)

  • Magical Attacks: False → True

KING LOUEN LEONCOEUR (MOUNT: HIPPOGRYPH)

  • Hit Points: 5,604 → 6,604
  • Magical Attacks: False → True
  • Splash Attack Knockback Force Multiplier: 1 → 1.3
  • Entity Mass: 2,200 → 2,300

KING LOUEN LEONCOEUR (MOUNT: BEAQUIS)

  • Hit Points: 5,916 → 6,916
  • Melee Attack: 56 → 60
  • Melee Defence: 45 → 50
  • Base Weapon Damage: 160 → 170
  • Armour Piercing Weapon Damage: 290 → 310
  • Magical Attacks: False → True
  • Entity Mass: 2,200 → 2,500

ALBERIC DE BORDELEAUX (MOUNT: TEMPETE)

  • Multiplayer Cost: 1,600 → 1,650
  • Recruitment Cost: 1,700 → 1,650
  • Hit Points: 5,604 → 6,604
  • Melee Attack: 50 → 52
  • Charge Bonus: 80 → 75
  • Base Weapon Damage: 150 → 155
  • Armour Piercing Weapon Damage: 290 → 300
  • Building Damage Multiplier %: 1 → 1.25
  • Entity Mass: 2,200 → 2,300

LORD (MOUNT: HIPPOGRYPH)

  • Hit Points: 5,604 → 6,604
  • Melee Attack: 47 → 52
  • Melee Defence: 34 → 35
  • Splash Attack Knockback Force Multiplier: 1 → 1.3
  • Entity Mass: 2,200 → 2,300

HENRI LE MASSIF (MOUNT: HIPPOGRYPH)

  • Hit Points: 5,164 → 6,164
  • Melee Defence: 45 → 35
  • Charge Bonus: 85 → 75
  • Entity Mass: 2,200 → 2,300

DAMSEL (MOUNT: UNICORN)

  • Entity Mass: 800 → 1,300

FAY ENCHANTRESS (MOUNT: SILVARON)

  • Deceleration: 6 → 7
  • Entity Mass: 600 → 1,500

THE GREEN KNIGHT

  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 950 → 2,000

MOUNT: BARDED WARHORSE

  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,300 → 1,500

SPEARMAN-AT-ARMS

  • Morale: 50 → 45

SPEARMAN-AT-ARMS (SHIELDS)

  • Morale: 50 → 45

MEN-AT-ARMS

  • Morale: 50 → 45

MEN-AT-ARMS (SHIELDS)

  • Morale: 50 → 45

MEN-AT-ARMS (POLEARM)

  • Morale: 56 → 50

GRAIL RELIQUAE

  • Morale: 85 → 75
  • Max Entities Hit Per Splash Attack: 4 → 2

BATTLE PILGRIMS

  • Morale: 80 → 75

FOOT SQUIRES

  • Morale: 70 → 65

THE HOLY WARDENS OF LA MAISONTAAL (BATTLE PILGRIMS)

  • Added Attribute: Immune to Contact Effects
  • Morale: 90 → 85

BEASTSLAYERS OF BASTONNE (FOOT SQUIRES)

  • Morale: 80 → 75

MOUNTED YEOMEN

  • Missile Block Chance %: 30 → 35
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

MOUNTED YEOMEN ARCHERS

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

WARDENS OF MONTFORT (MOUNTED YEOMEN ARCHERS)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

KNIGHTS ERRANT

  • Added Ability: Impetuous (See Above)
  • Charge Bonus: 54 → 50
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

KNIGHTS OF THE REALM

  • Charge Bonus: 68 → 65
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 10 → 12
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

QUESTING KNIGHTS

  • Charge Bonus: 41 → 40
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

PEGASUS KNIGHTS

  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 12 → 15

ROYAL PEGASUS KNIGHTS

  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 12 → 15

GRAIL KNIGHTS

  • Multiplayer Cost: 1,500 → 1,700
  • Recruitment Cost: 1,500 → 1,700
  • Upkeep Cost: 375 → 450
  • Number of Entities: 60 → 48
  • Hit Points: 6960 → 7,728
  • Charge Bonus: 78 → 75
  • Armour: 90 → 120
  • Missile Block Chance %: 30 → 35
  • Base Weapon Damage: 23 → 18
  • Armour Piercing Weapon Damage: 15 → 30
  • Max Entities Hit Per Splash Attack: 1 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Charge Initiation Distance: 35 → 40
  • Entity Mass: 1,000 → 1,200

GRAIL GUARDIANS

  • Multiplayer Cost: 1,600 → 1,850
  • Recruitment Cost: 1,600 → 1,850
  • Upkeep Cost: 400 → 462
  • Number of Entities: 60 → 32
  • Hit Points: 7,920 → 8,448
  • Base Weapon Damage: 23 → 24
  • Armour Piercing Weapon Damage: 20 → 38
  • Max Entities Hit Per Splash Attack: 1 → 3
  • Run Speed: 7.8 → 8.4
  • Charge Speed: 10.6 → 10.8
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,200

ROYAL HIPPOGRYPH KNIGHTS

  • Attribute Added: Perfect Vigour
  • Magical Attacks: false → true
  • Multiplayer Cost: 2,000 → 2,100
  • Recruitment Cost: 2,000 → 2,100
  • Upkeep Cost: 500 → 525
  • Number of Entities: 8 → 12
  • Hit Points: 8,480→ 8592
  • Morale: 75 → 80
  • Collision Boxes Optimised

DEFENDERS OF THE FLEUR-DE-LIS (KNIGHTS ERRANT)

  • Charge Bonus: 54 → 55
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

KNIGHTS OF THE LIONHEARTED (KNIGHTS OF THE REALM)

  • Charge Bonus: 68 → 65
  • Missile Block Chance %: 30 → 35
  • Bonus vs. Large: 10 → 12
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

THE COMPANIONS OF QUENELLES (QUESTING KNIGHTS)

  • Multiplayer Cost: 1,600 → 1,450
  • Recruitment Cost: 1,600 → 1,450
  • Upkeep Cost: 400 → 362
  • Melee Defence: 48 → 49
  • Charge Bonus: 41 → 40
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

Total War: Warhammer 3 update 3.1 patch notes

Here are the rest of the patch notes for this update.

Stability & Performance

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

General Updates, Rules & Systems

We have improved the user experience and performance of the Load Game panel for users who have a large number of save games:

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

AI Rules & Logic

We’ve made further improvements to AI artillery units in walled settlement battles to prevent them from wasting ammo on unnecessary gate building targets:

  • They will now take extra care when assaulting a wall by no longer attempting to make breaches where there’s no need for one, such as when a gate is already being targeted by a friendly unit, or if there is already a nearby available entry point.
  • They will also no longer target gates when inside of a settlement, nor will they target gates where the angle of fire is too tricky, making them prioritise shots with chances of greater accuracy.

In addition, we’ve made improvements to AI unit groups instructed to guard vulnerable units when attacking settlements:

  • Units will not remain idle in place while taking fire from fort towers.
  • Units will opt out of guarding other units when they are idle too long, instead pursuing other tactics, such as assaulting gates.

Made additional improvements to distance checks between breach points in settlement walls to account for any hard collisions between points (this was previously disrupted ongoing gate assaults).

We’ve also rolled back changes made to improve the attacking AI’s ability to acquire capture points in settlement battles, as it was adversely affecting their defensive behaviour. Instead, we’ve implemented a new solution to improve the attacking AI’s ability to focus on unowned capture points where said attacking AI has units nearby.

Furthermore, we’ve fixed an issue where defending AI units in settlement battles would continuously Sally Out to attack targets while units with the Stalk ability were close by. This locked AI units into a cycle of Sallying Out and retreating back to the settlement. Now, once a hidden unit with the Stalk ability is discovered near a target, the AI will refrain from continuing to Sally Out and shall instead engage the target.

Tooltip Changes & Updates

With the introduction of our new, more detailed tooltip system, it has become much easier to spot inconsistencies and oversights regarding skill and effect functions. Let’s take a look at what’s been fixed this time around (thanks to Reddit’s mister-00z for your detailed list!):

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

We’ve also taken the liberty to update some older mass values to bring Cavalry units up to scratch. We got some good feedback when we increased the mass of Wild Riders in the last patch, so we’ve made a few more changes to cavalry mass that will hopefully push us nearer to that nice sweet spot where charges feel impactful, but can still be countered in the right circumstances.

Generally we’ve attempted to break cavalry up into certain mass brackets like Light Cavalry, Regular Cavalry, Heavy/Shock Cavalry, Monstrous Cavalry and Character Cavalry, so that the experience and interactions between Cavalry and other units are more readable and consistent across the board.

This is still a work in progress, so if you have any strong opinions on the mass of units in the game, we’d love to hear them.

Other notable changes:

  • Players must take a Lord-type character as their Lord in a game of Domination or Survival (no more sneaky Skavenslave Lords!)
  • Characters mounted on chariots can once again fire magic missile spells.
  • Units should be a bit more reliable when attempting to fire magic missiles from walls.

Races & Balance

General

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

Spells & Abilities

Army Abilities

INEVITABLE FATE

  • Recharge Time (Seconds): 120 → 150

INEVITABLE FATE UPGRADE I

  • Recharge Time (Seconds): 105 → 120
  • Initial Recharge Time (Seconds): 0 → 30

INEVITABLE FATE UPGRADE II

  • Recharge Time (Seconds): 90 → 105
  • Initial Recharge Time (Seconds): 0 → 30

INEVITABLE FATE UPGRADE III

  • Recharge Time (Seconds): 60 → 90
  • Initial Recharge Time (Seconds): 0 → 30

Spells

  • Fixed various instances of Lords getting stuck when using a Magic Missile ability.

BURNING WRATH & BURNING WRATH UPGRADED

  • Burning Wrath has had its accuracy tightened up to allow it to more reliably hit targets.

FLAMES OF AZGORH & FLAMES OF AZGORH UPGRADED

  • The penetration value of Flames of Azgorh’s projectiles has been increased so that the spawned projectiles no longer immediately explode and over-damage very large units (I’m looking at you, Durthu – get out of the fire, dude, you’re made of wood!).

Unit Abilities

EVERYONE HAS THEIR PRICE

We assessed this ability and came to the conclusion that its previous implementation wasn’t quite hitting the mark, so we’ve made it a bit easier to use and understand.

  • Everyone Has Their Price has been reworked into an AoE debuff that targets all unit within its radius.
  • Active Time (Seconds): 20 → 35
  • Recharge Time (Seconds): 60 → 90
  • Effect Range: 0 → 35

LORD OF TORMENT

  • Intensity conditions have been lowered.
  • Only 5 routing units are required to be in range in order to achieve 100% intensity.

THE BLESSING OF THE LADY

  • Physical Resistance Buff: 25% → 0%
  • Ward Save Buff: 0% → 15%

HEROIC FORTITUDE

  • Effect Duration: 1s → 2s
  • Heal Amount %: 0 → 12

PELT OF WULFAG

  • Pelt of Wulfag has been fixed, so that any fleeing enemy unit within the ability’s 55m radius is now effected by it’s debuff.
  • Previously the ability was only able to target a single enemy unit. This was a bug.

THE WASTING SICKNESS

  • Effect Range: 35 → 55
  • Base Weapon Strength Debuff: -25% → -10%
  • Armour Piercing Weapon Strength Debuff: -25% → -10%

LANCE

  • With the Bretonnian cavalry getting a bit of a stat rework, Lance Formation has been nerfed slightly to compensate for these new numbers.
  • Mass Buff: 50% → 30%
  • Charge Bonus Buff: 40% → 30%
  • Acceleration Buff: 40% → 30%

ICON OF DEVOTION

  • With Peasants receiving a leadership buff from adjacent Knights, the burden of propping up Peasants can now be shouldered more evenly across the roster.
  • The Grail Relique’s leadership buffing effects have been reduced slightly and a melee attack buff has been added alongside the existing effects to reflect this change.
  • Melee Attack Buff 0 → 5
  • Leadership Buff: 12 → 8

Item Abilities

THE VENOM STAFF

  • Wind Up Time: 5 → 1
  • Fixed a Bug where Khalida couldn’t cast this ability whilst mounted on a Chariot

BRAID OF BORDELEAUX

  • Bonus vs Large: 8 → 12

HELM OF YVRESSE

  • Fixed an issue where the item ability was granting two different types of the ‘Unbreakable’ status.

THE VIAL OF HASHUT

  • We reduced the weakness to fire effect of this ability, as it stacked a bit too effectively with all other sources of weakness to Fire on the Chaos Dwarf Roster.
  • Bringing this value down means that now Chaos Dwarfs can get a maximum debuff effect of -100% Weakness to Fire if they combine all 5 sources.
  • Weakness to Fire caps out at -100%, so this is now more game appropriate.
  • Active Time (Seconds): 55 → 60
  • Weakness to Fire: 60% → 20%
  • Armour Debuff: -40 → -60

CHALICE OF BLOOD & DARKNESS

  • The Chalice of Blood and Darkness now activates based on map-wide enemy spell activations for half of the previous heal amount. This makes it easier to use, although it is still limited by a 90 second cooldown between each activation.
  • Heal Amount %: 1.6 → 0.8

STONE MANTLE

  • Now activates when the unit has 75% or less HP remaining
  • Now scales the effect across 4000 hit points of damage rather than 3000, meaning that overall the ability is a bit slower to scale up.
  • Speed Debuff: -10% → -20%

Beastmen

Units

MOUNT: RAZORGOR CHARIOT

  • Entity Mass: 1,400 → 2,000

FERAL MANTICORE

  • Entity Mass: 1,600 → 2,000

RAZORGOR HERD

  • Entity Mass: 1,100 → 1,500

Technology

  • Removed Centigors units from the Roiling Death Beastmen technology.

Chaos Dwarfs

General Updates

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

Campaign

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

Units

  • Granite Guard now has stats reflective of a Regiment of Renown.
  • Recruitment time for the Iron Daemon and Skullcracker units has been reduced to two turns.
  • Chaos Dwarf RoR units no longer have an armament upkeep cost for the Hell-Forge.
  • The cooldown for Gorduz Backstabber’s Crooked Dice ability now functions as intended.

ASTRAGOTH IRONHAND

  • Multiplayer Cost: 1,300 → 1,500
  • Hit Points: 7,224 → 6,824
  • Charge Bonus: 60 → 50
  • Acceleration: 4 → 3
  • Entity Mass: 5,000 → 2,500
  • Turn Speed: 180 → 120

DRAZHOATH THE ASHEN MOUNT: (CINDERBREATH)

  • Multiplayer Cost: 2,100 → 2,300
  • Entity Mass: 4,000 → 4,400

ZHATAN THE BLACK (MOUNT: GREAT TAURUS)

  • Entity Mass: 4,000 → 2,300

ZHATAN THE BLACK (MOUNT: LAMMASU)

  • Entity Mass: 1,650 → 2,300

SORCERER-PROPHET (MOUNT: GREAT TAURUS)

  • Multiplayer Cost: 1,500 → 1,600
  • Entity Mass: 4,000 → 2,300

SORCERER-PROPHET (MOUNT: LAMMASU)

  • Multiplayer Cost: 1,650 → 1,750
  • Entity Mass: 1,650 → 2,300

SORCERER-PROPHET (MOUNT: BALE TAURUS)

  • Multiplayer Cost: 2,100 → 2,200

OVERSEER

  • Multiplayer Cost: 1,000 → 900

OVERSEER (MOUNT: GREAT TAURUS)

  • Entity Mass: 4,000 → 2,300

OVERSEER (MOUNT: LAMMASU)

  • Entity Mass: 1,650 → 2,300

GORDUZ BACKSTABBER

  • Multiplayer Cost: 350 → 500

GORDUZ BACKSTABBER (MOUNT: GIANT WOLF)

  • Multiplayer Cost: 500 → 650

DAEMONSMITH SORCERER (MOUNT: GREAT TAURUS)

  • Multiplayer Cost: 1,200 → 1,300
  • Entity Mass: 4,000 → 2,300

DAEMONSMITH SORCERER (MOUNT: LAMMASU)

  • Multiplayer Cost: 1,350 → 1,450
  • Entity Mass: 1,650 → 2,300

DAEMONSMITH SORCERER (MOUNT: BALE TAURUS)

  • Multiplayer Cost: 1,800 → 1.900

CHAOS DWARF BLUNDERBUSSES

  • Removed Attribute: Charge Defence vs Large

THE GRANITE GUARD (CHAOS DWARF BLUNDERBUSSES)

  • Melee Attack: 30 → 38
  • Reload Skill: 0 → 18

THE BLAZING BEARDS OF BAZHERAK (CHAOS DWARF WARRIORS)

  • Reload Skill: 0 → 18
  • Base Missile Damage: 4 → 1
  • Armour Piercing Missile Damage: 8 → 0
  • Building Collider Size: 0.2 → 0.1
  • Base Explosion Damage: 6 → 27
  • Armour Piercing Explosion Damage: 16 → 11

HOBGOBLIN SNEAKY GITS

  • Base Missile Damage: 14 → 12

INFERNAL IRONSWORN

  • Multiplayer Cost: 1,300 → 1,400
  • Recruitment Cost: 1,300 → 1,400
  • Upkeep Cost: 325 → 350
  • Base Missile Damage: 4 → 1
  • Armour Piercing Missile Damage: 8 → 0
  • Base Explosion Damage: 6 → 27
  • Armour Piercing Explosion Damage: 16 → 11

THE IMMORTALS (INFERNAL IRONSWORN)

  • Multiplayer Cost: 1,500 → 1,600
  • Recruitment Cost: 1,500 → 1,600
  • Upkeep Cost: 375 → 400

BULL CENTAUR RENDERS

  • Multiplayer Cost: 1,400 → 1,550
  • Recruitment Cost: 1,400 → 1,550
  • Upkeep Cost: 350 → 387
  • Melee Attack: 36 → 32
  • Missile Block Chance %: 55 → 35
  • Turn Speed: 120 → 80
  • Collision box size increased

BULL CENTAUR RENDERS (DUAL AXES)

  • Multiplayer Cost: 1,450 → 1,600
  • Recruitment Cost: 1,450 → 1,600
  • Upkeep Cost: 362 → 400
  • Melee Attack: 40 → 36
  • Turn Speed: 120 → 80
  • Collision box size increased

BULL eCENTAUR RENDERS (GREAT WEAPONS)

  • Multiplayer Cost: 1,450 → 1,600
  • Recruitment Cost: 1,450 → 1,600
  • Upkeep Cost: 362 → 400
  • Melee Attack: 38 → 34
  • Turn Speed: 120 → 80
  • Collision box size increased

HASHUT’S DARK RAVAGERS (BULL CENTAUR RENDERS)

  • Multiplayer Cost: 1,650 → 1,900
  • Recruitment Cost: 1,650 → 1,900
  • Upkeep Cost: 412 → 475
  • Melee Attack: 50 → 46
  • Reload Skill: 0 → 18
  • Turn Speed: 120 → 80
  • Collision box size increased

OGLAH KHAN’S WOLFBOYZ

  • Reload Skill: 0 → 18

GREAT TAURUS

  • Recruitment Cost (MP): 1,200 -> 1,100
  • Recruitment Cost (SP): 1,200 -> 1,100
  • Entity Mass: 4,000 → 2,000
  • Upkeep Cost: 300 -> 275

LAMMASU

  • Recruitment Cost (MP): 1,350 -> 1,250
  • Recruitment Cost (SP): 1,350 -> 1,250
  • Entity Mass: 1,650 → 2,000
  • Upkeep Cost: 338 → 312

BALE TAURUS

  • Recruitment Cost (MP): 1,800 -> 1,700
  • Recruitment Cost (SP): 1,800 -> 1,700
  • Entity Mass: 4,000 → 3,500
  • Upkeep Cost: 450 → 425

K’DAAI DESTROYER

  • Morale: 60 → 70
  • Armour: 90 → 120
  • Burning Bright is now active until only 25% HP remains, rather than 50%.

K’DAAI FIREBORN

  • Morale: 50 → 60
  • Armour: 60 → 80
  • Burning Bright is now active until only 25% HP remains, rather than 50%.

MAGMA CANNON

  • Multiplayer Cost: 900 → 1,100
  • Recruitment Cost: 900 → 1,100
  • Upkeep Cost: 225 → 275
  • Morale: 64 → 55
  • Melee Attack: 16 → 20
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Effective Range: 450 → 380
  • Calibration Area: 7 → 15
  • Shockwave Radius: 1.6 → 1.3
  • Entity Mass: 1,500 → 2,500

DEATHSHRIEKER ROCKET LAUNCHER

  • Morale: 50 → 55
  • Melee Attack: 16 → 20
  • Ammunition: 20 → 25
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Projectile Bonus vs. Infantry: 0 → 25
  • Projectile Velocity: 90 → 150
  • Projectile Calibration Distance: 240 → 380
  • Projectile Calibration Area: 180 → 10
  • Projectile Shrapnel Velocity: 5 → 4
  • Entity Mass: 1,500 → 2,500

DREADQUAKE MORTAR

  • Multiplayer Cost: 2,200 → 2,000
  • Recruitment Cost: 2,200 → 2,000
  • Upkeep Cost: 550 → 500
  • Morale: 100 → 55
  • Melee Attack: 16 → 20
  • Base Weapon Damage: 60 → 140
  • Armour Piercing Weapon Damage: 140 → 60
  • Melee Weapon Bonus vs. Infantry: 18 → 0
  • Effective Range: 380 → 450
  • Calibration Area: 140 → 120

IRON DAEMON

  • The Iron Daemon may now move and shoot simultaneously
  • Turns to Recruit: 3 → 2
  • Melee Attack: 36 → 45
  • Melee Defence: 20 → 25
  • Charge Bonus: 50 → 75
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 90
  • Armour Piercing Weapon Damage: 140 → 210
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Projectile Spread: 2 → 3
  • Acceleration: 0.7 → 1

IRON DAEMON – DREADQUAKE MORTAR

  • All Changes Affecting Iron Daemon Melee/Missile Performance & Dreadquake Projectile
  • Multiplayer Cost: 3,200 → 3,000
  • Recruitment Cost: 3,200 → 3,000
  • Upkeep Cost: 800 → 750
  • Run Speed: 6 → 5.5

THE DAEMON’S TONGUE (IRON DAEMON)

  • The Daemon’s Tongue may now move and shoot simultaneously
  • Melee Attack: 36 → 56
  • Melee Defence: 20 → 32
  • Charge Bonus: 50 → 75
  • Reload Skill: 0 → 18
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 90
  • Armour Piercing Weapon Damage: 140 → 210
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Acceleration: 0.7 → 1

THE DAEMON’S TONGUE – DREADQUAKE MORTAR

  • All above changes affecting The Daemon’s Tongue Melee/Missile Performance & Dreadquake Projectile
  • Multiplayer Cost: 3,200 → 3,500
  • Recruitment Cost: 3,200 → 3,500
  • Upkeep Cost: 800 → 875
  • Run Speed: 6 → 5.5

SKULLCRACKER

  • The Skullcracker can now knockback enemy entities much more effectively
  • Turns to Recruit: 3 → 2
  • Melee Attack: 36 → 55
  • Melee Defence: 20 → 30
  • Charge Bonus: 50 → 75
  • Armour: 100 → 120
  • Base Weapon Damage: 60 → 120
  • Armour Piercing Weapon Damage: 140 → 280
  • Melee Weapon Bonus vs. Infantry: 18 → 20
  • Max Entities Hit Per Splash Attack: 4 → 6
  • Acceleration: 0.7 → 1

SKULLCRACKER – DREADQUAKE MORTAR

  • All above changes affecting Skullcracker’s Melee/Missile Performance & Dreadquake Projectile
  • Run Speed: 6 → 5.5

Skills

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

Spells

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

Traits

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

Technology

  • Powers of the Conclave now correctly increases the number of uses for Blood & Fireborn and Dreadquake Battery army abilities.

Dark Elves

Gameplay

  • Dark Elves now have the ability to consume their Slaves in order to Rush Construction.
  • High control now reduces the slave consumption within a province. This recreates the Chaos Dwarf Labour relationship where if you maintain control you lose significantly less Labour per turn, but while maintaining Slaves as a global resource for Dark Elves.
  • Post-battle Slave rewards have been rebalanced to offer significantly more base rewards but slightly less from the post-battle options. Overall, this should be a small net increase, but more importantly give the player more freedom to not always select the Slave option to stay in the green.
  • Slave rewards from Raiding have been improved. We have also fixed a few pooled resource related bugs when raiding (such as being able to spam raid a single region without lowering the overall amount).
  • Removed the constructions speed buffs from maintaining large amounts of Slaves. This is now covered by the addition of Rush Construction. Maintaining a low amount of stockpiled slaves now increases control, while maintaining a large amount of stockpiled slaves reduces control.

Edicts

  • Adjusted the Slave Quotas Edict to reduce the cost of Rush Construction, slightly reducing the Growth amount.

Buildings

  • Slaves are now consumed and the bonus effects are now applied on a per building basis if they can be afforded rather than all buildings simultaneously turning on/off if the player has over 100 Slaves.
  • All buildings which have bonus Slave effects now also consume Slaves
  • Slave consumption per building has been lowered
  • All slave consumption buildings now provide lower base benefits but greater bonus effects if Slave requirements are met (this was the opposite before)

Ports no longer consume Slaves for bonus income, they now generated Slaves per turn.

  • This has been done to help counter stacking slave costs per turn into the end game, and also provide rewarding targets for hunting down and capturing ports with your black arks.

We have adjusted/moved the effects on a few infrastructure buildings:

  • Slave income moved to Roads Building
  • Removed the Growth from the Roads Building
  • Reduced Diktats cost moved to Slave Pens building;
  • Slave Pens now reduces the Slave Consumption from buildings
  • Slight replenishment buff for the Growth building

Karond Kar Landmark now provides a small global reduction in Slave consumption

Diktats

  • Reduced costs to 200/300/400 (and adjusted the effects to match the new costs).
  • Reduced the cooldown of the treasury Diktat to 1 turn.

Skills

  • Slightly buffed assassin Slave generation to 5/10/15 from 3/6/10

Text/Tooltips/Help Pages

  • Multiple text updates to match the new changes.

General Updates

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

Campaign

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

Units

MOUNT: DARK STEED

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300

MALEKITH

  • Multiplayer Cost: 1,150 → 1,300

MALEKITH (MOUNT: COLD ONE)

  • Multiplayer Cost: 1,500 → 1,650

MALEKITH (MOUNT: COLD ONE CHARIOT)

  • Multiplayer Cost: 1,650 → 1,800

MALEKITH (MOUNT: SERAPHON)

  • Multiplayer Cost: 2,400 → 2,850

CRONE HELLEBRON

  • Multiplayer Cost: 1,150 → 1,050

CRONE HELLEBRON (MOUNT: DARK STEED)

  • Multiplayer Cost: 1,350 → 1,250
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300

CRONE HELLEBRON (MOUNT: MANTICORE)

  • Multiplayer Cost: 1,900 → 1,800
  • Max Entities Hit by Splash Attack: 8 → 5
  • Entity Mass: 1,600 → 2,300

CRONE HELLEBRON (MOUNT: CAULDRON OF BLOOD)

  • Multiplayer Cost: 1,950 → 1,850

LOKHIR FELLHEART

  • Multiplayer Cost: 1,000 → 900

LOKHIR FELLHEART (MOUNT: MAELSTROM)

  • Multiplayer Cost: 2,250 → 2,450
  • Armour: 80 → 90

RAKARTH

  • Multiplayer Cost: 1,000 → 900

RAKARTH (MOUNT: SCOURGERUNNER CHARIOT)

  • Multiplayer Cost: 1,300 → 1,350

RAKARTH (MOUNT: MANTICORE)

  • Multiplayer Cost: 1,500 → 1,650
  • Entity Mass: 1,600 → 2,300

RAKARTH (MOUNT: BRACCHUS)

  • Multiplayer Cost: 2,250 → 2,450
  • Melee Defence: 45 → 46
  • Armour: 80 → 90

DREADLORD (SWORD & CROSSBOW) (MOUNT: DARK PEGASUS)

  • Multiplayer Cost: 1,350 → 1,400

DREADLORD (SWORD & CROSSBOW) (MOUNT: BLACK DRAGON)

  • Multiplayer Cost: 2,100 → 2,400
  • Melee Attack: 54 → 52
  • Armour: 80 → 90

DREADLORD (SWORD & SHIELD) (MOUNT: DARK PEGASUS)

  • Multiplayer Cost: 1,350 → 1,400

DREADLORD (SWORD & SHIELD) (MOUNT: BLACK DRAGON)

  • Multiplayer Cost: 2,100 → 2,400
  • Melee Attack: 58 → 52
  • Melee Defence: 48 → 46
  • Armour: 80 → 90

SUPREME SORCERESS (MOUNT: DARK PEGASUS)

  • Multiplayer Cost: 950 → 1,000

SUPREME SORCERESS (MOUNT: MANTICORE)

  • Entity Mass: 1,600 → 2,300

SUPREME SORCERESS (MOUNT: BLACK DRAGON)

  • Multiplayer Cost: 1,700 → 2,000
  • Armour: 80 → 90

HIGH BEASTMASTER (MOUNT: MANTICORE)

  • Entity Mass: 1,600 → 2,300

MASTER

  • Multiplayer Cost: 550 → 700

MASTER (MOUNT: DARK STEED)

  • Multiplayer Cost: 600 → 900
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8
  • Entity Mass: 800 → 1,300

MASTER (MOUNT: COLD ONE)

  • Multiplayer Cost: 750 → 1,050

MASTER (MOUNT: DARK PEGASUS)

  • Multiplayer Cost: 950 → 1,250

MASTER (MOUNT: COLD ONE CHARIOT)

  • Multiplayer Cost: 900 → 1,200

DARK RIDERS

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

DARK RIDERS (SHIELDS)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

DARK RIDERS (REPEATER CROSSBOW)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

DOOMFIRE WARLOCKS

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

COLD ONE KNIGHTS

  • Entity Mass: 1,050 → 1,500

COLD ONE DREAD KNIGHTS

  • Entity Mass: 1,050 → 1,500

KNIGHTS OF THE EBON CLAW (DREAD KNIGHTS)

  • Entity Mass: 1,050 → 1,500

SLAANESH’S HARVESTERS (DOOMFIRE WARLOCKS)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

RAVAGERS OF RAKARTH (SCOURGERUNNER CHARIOTS)

  • Reload Skill: 0 → 18

FERAL MANTICORE

  • Entity Mass: 1,600 → 2,000

Dwarfs

Campaign

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

Greenskins

Campaign

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

Units

AZHAG THE SLAUGHTERER (MOUNT: SKULLMUNCHA)

  • Entity Mass: 1,600 → 2,300

ORC WARBOSS (MOUNT: WYVERN)

  • Entity Mass: 1,600 → 2,300

NIGHT GOBLIN WARBOSS (MOUNT: GREAT CAVE SQUIG)

  • Entity Mass: 1,300 → 1,500

SNOTLING PUMP WAGONS

  • Charge Bonus: 35 → 30

SNOTLING PUMP WAGONS (FLAPPAS)

  • Charge Bonus: 60 → 45

SNOTLING PUMP WAGONS (SPIKY ROLLERS)

  • Charge Bonus: 35 → 30

LOGEY BOGEY’S SPORE ‘SPLODAZ (SNOTLING PUMP WAGONS)

  • Charge Bonus: 35 → 30

FERAL WYVERN

  • Entity Mass: 1,600 → 2,300

Skills

  • The Sneaky Stabberz skill now targets the correct units.

High Elves

Campaign

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

Units

ELTHARION THE GRIM (MOUNT: STORMWING)

  • Entity Mass: 1,650 → 2,500

TECLIS (MOUNT: ARCANE PHOENIX)

  • Entity Mass: 1,500 → 2,300

PRINCE (MOUNT: GRIFFON)

  • Entity Mass: 1,650 → 2,300

PRINCESS (MOUNT: GRIFFON)

  • Entity Mass: 1,650 → 2,300

IMRIK (MOUNT: MAUTERERIUS)

  • Entity Mass: 1,000 → 1,500

TYRION (MOUNT: MALHANDHIR)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

MOUNT: BARDED ITHILMAR STEED

  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,300

MOUNT: ITHILMAR CHARIOT

  • Run Speed: 7.8 → 8.4
  • Acceleration: 6.1 → 6

ALASTAR THE WHITE LION (MOUNT: LION CHARIOT OF CHRACE)

  • Entity Mass: 1,400 → 2,000

ELLYRIAN REAVERS

  • Run Speed: 9 → 9.2
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

ELLYRIAN REAVER ARCHERS

  • Run Speed: 9 → 9.2
  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

HERALDS OF THE WIND (ELLYRIAN REAVERS – BOWS)

  • Acceleration: 6.5 → 7
  • Deceleration: 7 → 8

SILVER HELMS & SILVER HELMS (SHIELDS)

  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7

DRAGON PRINCES & THE FIREBORN (DRAGON PRINCES)

  • Walk Speed: 1.6 → 2
  • Run Speed: 7.8 → 8.4
  • Acceleration: 5 → 6
  • Deceleration: 6 → 7
  • Entity Mass: 1,000 → 1,200

ITHILMAR CHARIOTS

  • Run Speed: 7.8 → 8.4
  • Acceleration: 6.1 → 6

TIRANOC CHARIOTS

  • Acceleration: 6.5 → 6

WAR LIONS OF CHRACE

  • Entity Mass: 1,400 → 1,500

RAHAGRA’S PRIDE (WAR LIONS OF CHRACE)

  • Entity Mass: 1,400 → 1,500

LION CHARIOTS OF CHRACE

  • Entity Mass: 1,400 → 2,000

ARCANE PHOENIX

  • Entity Mass: 1,500 → 2,300

OMEN OF ASURYAN (ARCANE PHOENIX)

  • Entity Mass: 1,500 → 2,300

KNIGHTS OF TOR GAVAL

  • Entity Mass: 1,650 → 2,300

Skills

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

Technology

  • Strength of Avelorn technology now correctly applies to Handmaidens and Sisters of Avelorn only instead of all High Elf heroes.
  • Broadhead Arrows, Precise Fletchling, and Cartridge Ammunition now correctly display the units that benefit from their effects.

Khorne

General Updates

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

Units

MOUNT: JUGGERNAUT

  • Entity Mass: 1,550 → 1,800

CULTIST OF KHORNE (MOUNT: CHAOS STEED)

  • Entity Mass: 950 → 1,000

SKULLCRUSHERS OF KHORNE & KNIGHTS OF THE BRAZEN THRONE (SKULLCRUSHERS OF KHORNE)

  • Entity Mass: 1,550 → 1,500

BLOODCRUSHERS OF KHORNE & HERALDS OF KHORNE’S FURY (BLOODCRUSHERS OF KHORNE)

  • Entity Mass: 1,550 → 1,500

Kislev

General Updates

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

Units

ULRIKA MAGDOVA

  • Ammo of Primary Missile Weapon: 40 → 30
  • Dragonslayer Flame Resistance: 25% → 15%
  • Beastslayer Magical Resistance: 25% → 15%
  • Mission tree text has been revised.

ULRIKA MAGDOVA (MOUNT: WARHORSE)

  • Ammo of Primary Missile Weapon: 60 → 30
  • Walk Speed: 1.6 → 2
  • Run Speed: 7.5 → 7.8
  • Charge Speed: 11 → 10.8
  • Entity Mass: 1,000 → 1,500

MOUNT: WARHORSE

  • Walk Speed: 1.6 → 2
  • Run Speed: 7.5 → 7.8
  • Charge Speed: 11 → 10.8
  • Entity Mass: 1,000 → 1,500

MOUNT: WAR BEAR

  • Entity Mass: 1,700 → 1,800

ARMOURED KOSSARS

  • Number of Entities: 90 → 100
  • Hit Points: 7,380 → 8,200

ARMOURED KOSSARS (GREAT WEAPONS)

  • Number of Entities: 90 → 100
  • Hit Points: 7,380 → 8,200

TZAR GUARD (GREAT WEAPONS)

  • Bonus vs. Infantry: 10 → 14

GRYPHON LEGION

  • Entity Mass: 1,000 → 1,200

DAZH’S HEARTH-BLADES (TZAR GUARD – GREAT WEAPONS)

  • Bonus vs. Infantry: 10 → 14

Lizardmen

General Updates

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

Campaign

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

Battles

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

Units

MOUNT: COLD ONE & HORNED ONE

  • Entity Mass: 1,500 → 1,800

TEHENHAUIN

  • Added Attribute: Immune to Contact Effects

TEHENHAUIN (MOUNT: HORNED ONE)

  • Added Attribute: Immune to Contact Effects
  • Entity Mass: 1,500 → 1,800

TEHENHAUIN (MOUNT: RIPPERDACTYL)

  • Added Attribute: Immune to Contact Effects

TEHENHAUIN (MOUNT: ANCIENT STEGADON (ENGINE OF THE GODS))

  • Added Attribute: Immune to Contact Effects

RED CRESTED SKINK CHIEF

  • Added Attribute: Immune to Contact Effects

RED CRESTED SKINK CHIEF (MOUNT: HORNED ONE)

  • Added Attribute: Immune to Contact Effects
  • Entity Mass: 1,500 → 1,800

RED CRESTED SKINK CHIEF (MOUNT: RIPPERDACTYL)

  • Added Attribute: Immune to Contact Effects

RED CRESTED SKINK CHIEF (MOUNT: ANCIENT STEGADON)

  • Added Attribute: Immune to Contact Effects

RED CRESTED SKINKS & COHORT OF SOTEK (RED CRESTED SKINKS)

  • Added Attribute: Immune to Contact Effects

RAZORDON HUNTING PACK, SALAMANDER HUNTING PACK, AMAXON BARBS (RAZORDON HUNTING PACK) & THE UMBRAL TIDE (SALAMANDER HUNTING PACK)

  • Max Entities Hit Per Splash Attack: 1 → 2

COLD ONE RIDERS, COLD ONE SPEAR-RIDERS, HORNED ONES, BLESSED COLD ONE SPEAR-RIDERS, BLESSED HORNED ONES & POK-HOPAK COHORT (COLD ONE SPEAR-RIDERS)

  • Entity Mass: 1,050 → 1,500

BASTILADON (SOLAR ENGINE) & BLESSED BASTILADON (SOLAR ENGINE)

  • Altered Gravity factor on the Projectile to increase accuracy.

Spells

  • Birona’s Timewarp spell for the Spirit of Tepok RoR is now bound.

Norsca

Units

FIMIR WARRIORS (REGULAR AND RoR)

  • Now have bonus vs infantry instead of bonus vs large.

KILLGORE SLAYMAIM

  • Entity Mass: 1,550 → 1,800

MOUNT: NORSCAN WARHORSE

  • Entity Mass: 950 → 1,000

MOUNT: MARAUDER CHARIOT

  • Entity Mass: 1,100 → 1,500
  • Entity Mass: 1,100 → 1,500
  • Entity Mass: 1,100 → 1,500

FIMIR WARRIORS & MIST STALKERS (FIMIR WARRIORS)

  • Bonus vs. Infantry: 0 → 15
  • Bonus vs. Large: 15 → 0

MARAUDER CHARIOTS

  • Entity Mass: 1,100 → 1,500

FERAL MANTICORE

  • Entity Mass: 1,600 → 2,000

Nurgle

Units

CULTIST OF NURGLE (MOUNT: CHAOS STEED)

  • Entity Mass: 950 → 1,000

NURGLINGS

  • Shuffled some animation metadata around to make their attacks a bit more reliable.

Ogre Kingdoms

Units

SKRAG THE SLAUGHTERER

  • Added Attribute: Immune to Contact Effects

SLAUGHTERMASTER

  • Added Attribute: Immune to Contact Effects

BUTCHER

  • Added Attribute: Immune to Contact Effects

GNOBLAR TRAPPERS

  • Bonus vs. Infantry: 0 → 5

Skaven

Campaign

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

Units

MOUNT: BONEBREAKER

  • Entity Mass: 1,500 → 1,800

Abilities

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

Skills

  • Warplock Jezzails are now correctly listed as benefitting from Blastermaster.
  • Throt’s Greatest Creation now grants weapon strength instead of missile strength.

Slaanesh

Units

N’KARI

  • Made N’kari’s attack metadata a bit more reliable.

CULTIST OF SLAANESH (MOUNT: CHAOS STEED)

  • Entity Mass: 950 → 1,000

DEVOTED MARAUDERS OF SLAANESH

  • Multiplayer Cost: 500 → 450
  • Recruitment Cost: 500 → 450
  • Upkeep Cost: 125 → 112

DEVOTED MARAUDERS OF SLAANESH (SPEARS)

  • Multiplayer Cost: 550 → 500
  • Recruitment Cost: 550 → 500
  • Upkeep Cost: 138 → 125

The Empire

Campaign

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

Units

MOUNT: BARDED WARHORSE

  • Entity Mass: 1,000 → 1,500

KARL FRANZ (MOUNT: DEATHCLAW)

  • Entity Mass: 1,650 → 2,500

BORIS TODBRINGER (MOUNT: IMPERIAL GRIFFON)

  • Entity Mass: 1,650 → 2,300

GENERAL OF THE EMPIRE (MOUNT: IMPERIAL GRIFFON)

  • Entity Mass: 1,650 → 2,300

AMBER WIZARD (MOUNT: IMPERIAL GRIFFON)

  • Entity Mass: 1,650 → 2,300

BALTHASAR GELT (MOUNT: QUICKSILVER)

  • Entity Mass: 800 → 1,300

KNIGHTS OF THE BLAZING SUN

  • Entity Mass: 1,000 → 1,200

DEMIGRYPH KNIGHTS

  • Entity Mass: 1,300 → 1,500

DEMIGRYPH KNIGHTS (HALBERDS)

  • Entity Mass: 1,300 → 1,500

THE ROYAL ALTDORF GRYPHITES (DEMIGRYPH KNIGHTS)

  • Entity Mass: 1,300 → 1,500

GREATSWORDS

  • Base Weapon Damage: 9 → 10
  • Armour Piercing Weapon Damage: 23 → 25
  • Bonus vs. Infantry: 10 → 14

CARROBURG GREATSWORDS (GREATSWORDS)

  • Base Weapon Damage: 9 → 10
  • Armour Piercing Weapon Damage: 23 → 25
  • Bonus vs. Infantry: 10 → 14

ULRIKA MAGDOVA

  • Dragonslayer Flame Resistance: 25% → 15%
  • Beastslayer Magical Resistance: 25% → 15%
  • Mission tree text has been revised.
  • Growth and control from the Execute option are now 25 and 10, respectively, for 15 turns.

Abilities

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

Skills

  • Stirland’s Revenge (free Company Militia RoR) now correctly benefits from Volkmar’s Mere Mortal Men skill.

Tomb Kings

General Updates

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

Units

MOUNT: SKELETAL STEED

  • Entity Mass: 900 → 1,000

NEHEKHARA HORSEMEN

  • Entity Mass: 900 → 1,000

BONE GIANT

  • Bonus Accuracy Modifier: 25 → 50
  • Calibration Distance: 275 → 325
  • Calibration Area: 5.5 → 4
  • Radius: 4 → 6

Tzeentch

General Updates

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

Units

CULTIST OF TZEENTCH (MOUNT: CHAOS STEED)

  • Entity Mass: 950 -> 1,000

CHAOS KNIGHTS OF TZEENTCH

  • Entity Mass: 1,000 -> 1,200

Vampire Coast

General Updates

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

Units

LUTHOR HARKON (MOUNT: DEATH SHRIEK TERRORGHEIST)

  • Entity Mass: 1,600 -> 2,000

DAMNED KNIGHTS ERRANT

  • Added Ability: Impetuous
  • Charge Bonus: 54 -> 50

DAMNED KNIGHTS OF THE REALM

  • Charge Bonus: 78 -> 75
  • Missile Block Chance %: 30 -> 35

DEATH SHRIEK TERRORGHEIST

  • Entity Mass: 1,600 -> 2,000

GALLOWS GIANT (NECROFEX COLOSSUS)

  • Reload Skill: 0 -> 18

Vampire Counts

The Dead Rise Again

The underlying chance of units returning as part of The Dead Rise Again feature has been tweaked, resulting in approximately a third fewer units returning post battle over the course of a campaign.

  • The base chance for all units has been reduced from 20% to 10%.
  • The chance for all units which is proportional to their recruitment cost has been halved.
  • The additional chance for Lords and Heroes has been reduced from 10% to 5%.

Campaign

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

Units

  • Vampire (Shadows) now have reduced leadership.

MOUNT: HELLSTEED

  • Entity Mass: 900 → 1,000

MOUNT: BARDED NIGHTMARE

  • Entity Mass: 900 → 1,500

MOUNT: NIGHTMARE

  • Entity Mass: 950 → 1,000

MOUNT: TERRORGHEIST

  • Entity Mass: 2,200 → 2,000

VAMPIRE (SHADOWS)

  • Morale: 70 → 65

BLACK KNIGHTS

  • Added Attribute: Strider
  • Entity Mass: 900 → 1,000

VEREK’S REAVERS (BLACK KNIGHTS – LANCES & BARDING)

  • Added Attribute: Strider

BLOOD KNIGHTS

  • Entity Mass: 1,000 → 1,200

TERRORGHEIST

  • Entity Mass: 2,200 → 2,000

Skills

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

Technology

  • Raise Newly Dead: The Dead Rise Again chance reduced from 15% to 5%.

Warriors of Chaos

General Updates

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

Units

MOUNT: CHAOS CHARIOT

  • Entity Mass: 1,100 → 1,500

MOUNT: JUGGERNAUT

  • Entity Mass: 1,550 → 1,800

MOUNT: MANTICORE

  • Entity Mass: 1,600 → 2,300

CHAOS LORD (MOUNT: MANTICORE)

  • Max Entities Hit Per Splash Attack: 8 → 5

CHAOS LORD OF KHORNE & EXALTED HERO OF KHORNE (MOUNT: GOREBEAST CHARIOT)

  • Max Entities Hit Per Collision Attack: 0 → 3
  • Max Entities Hit Per Splash Attack: 8 → 4

CHAOS CHARIOTS (INCLUDES MARKED VERSIONS) & THE SIBILANT SLAUGHTERCADE (CHAOS CHARIOTS)

  • Entity Mass: 1,100 -> 1,500

CHAOS KNIGHTS (INCLUDES MARKED VERSIONS), CHAOS KNIGHTS (LANCES) (INCLUDES MARKED VERSIONS) & SWORDS OF CHAOS (CHAOS KNIGHTS)

  • Entity Mass: 1,000 → 1,200

MARAUDERS OF SLAANESH

  • Recruitment Cost (MP): 425 → 450
  • Recruitment Cost (SP): 425 → 450
  • Upkeep Cost: 106 → 112

MARAUDERS OF SLAANESH (HELLSCOURGES)

  • Recruitment Cost (MP): 525 → 550
  • Recruitment Cost (SP): 525 → 550
  • Upkeep Cost: 125 → 138

CHAOS FERAL MANTICORE

  • Entity Mass: 1,600 → 2,000

Wood Elves

General Updates

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

Units

MOUNT: GREAT STAG

  • Entity Mass: 1,500 -> 1,800

MOUNT: UNICORN

  • Entity Mass: 800 -> 1,300

WARDANCERS

  • Added an Additional Dance: Woven Mist

WARDANCERS (ASRAI SPEARS)

  • Added an Additional Dance: Storm of Blades

BLADESINGERS

  • Added an Additional Dance: The Shadows Coil

GREAT HAWKS

  • Entity Mass: 650 -> 750

HAWK RIDERS

  • Entity Mass: 650 -> 750

Skills

  • The Striking Branches skill now targets the correct unit.

You can find even more campaign and battle fixes on Creative Assembly’s website.