The main focus of this update is to respond to player feedback by creating a better balance in terms of difficulty and to serve up more challenge. We have tried to leave no stone unturned in this exercise, so the patch includes many granular level changes. You can see all of them laid out in detail here but below is a summary:

Removed damage caused by towers exploding when they’re captured

Added “Hide Foliage” option to the UI spacebar options in battles with the same functionality as in Warhammer & Warhammer 2

Increased cost of buildings, in particular higher tier buildings

Food costs for higher tier buildings increased, and more food cost for some Market income buildings added

Adjusted some bonuses from Market income buildings to tone down how much income some late game provinces could get

Estates now cost -100 gold for each one not held by your King

All tax levels now give public order penalties, halved public order hit from occupying settlements from -10 to -5

Changed Victory Conditions for many factions to improve variety of play styles and fix some instances of too-early victories

Reduced some bonuses from technologies so they are less overpowered, in particular the +15 melee skill technologies are now +6 bonuses as the previous value was a huge increase for many unit types

Reduced upkeep and recruitment cost reduction bonuses from traits from -50% to -25%

Adjusted AI bonuses from difficulty levels

Change to Supplies so armies start with a lower value and some bonuses from buildings reduced and Supplies lost in enemy territory increased so Supplies has more of an impact

Changed when different negative faction food penalties are applied so harsher penalties apply earlier, and changed the effects to have more impact

Made changes to War Fervour so only changes to score in last turn shown, and impact of War Fervour technology changed as well

Some unit balance adjustments made, in particular to Berserkers

Made changes to increase the length of melee combat so battle line will be closer to the length we want to see

Changed spotting values so units in trees can hide better

You can find a full list of changes for the patch below, as well as some tips as to how to manage your saved games after these changes here.

This is the first update for Thrones, and work is now starting on what comes next for the game as we gather feedback from the release of this patch alongside that we’ve already received. Stay tuned for details as and when we’re ready to talk about what that will be.

Bug Fixes

Campaign

Fix for some garrison units not having correct upgrades

We’ve kindly asked the aliens to put Stonehenge back where they found it, it’s now in its correct position on both campaign and battlemap

No longer possible to get to End Turn button with building browser open

Closing governor details panel no longer closes settlement details panel

Can no longer click through the Garrison details panel onto the map behind it

Province details panel no longer shows incorrect public order if player only owns minor settlements

Fix for crash when declining an attack when reinforcing the AI against rebels

Technologies now unlock properly if unique variants of building types are conquered

Added fail safes for missions that rely on a mission succeeding before triggering the next one

Added in extra data to ensure boiling oil always works for gates in campaign battles

Loyalty added to characters by Estates now calculated correctly, was only adding first value of +2, now adds it properly for each Estate owned

Opening a UI panel that hides other UI elements will no longer make Notifications disappear

Made improvements to drag-and-drop behaviour on the governors tab

Battle

Disabled kill zones for towers when they’re destroyed, capturing towers will therefore no longer kill soldiers around the towers

Correct name of campaign in multiplayer battle list

We’ve kindly asked the aliens to put Stonehenge back where they found it, it’s now in its correct position on both campaign and battlemap

Fix for siege towers getting stuck on sheds along the walls of Bornais

Fix for hard collision blocking half the bridge on one bridge tile

Removed trees from in front of the walls on the Dun Foither map, as these were causing docking issues

Removed forest AI hint lines from some tiles where there weren’t forests

Added forest AI hint lines to some tiles that were missing them

Added defensive hill AI hint lines to several forest tiles

Fix for several road linking issues on battlefields that resulted in dead-end roads

Adjusted terrain under barricades to make sure none float

Tweaked narrow path on Dun Foither to improve pathfinding

Fix for floating walls on the Tintagol map

Fix for collision on river crossing map of Cocuedi (as it appears in the custom battle preset list) by raising terrain, allows troops to move over the bridge better

Many fixes to various river crossing maps to fix floating bridges or some issues with dead-end rivers

Fix for some 2 handed axe standing idle animations showing soldiers without weapons

Fix for longbow pull-back animation so the animation is now smooth

Fix for LOD models for short bows so they’re less low-detail close up

Other

Fixed icon shown on the LCD screen of the Logitech G19 keyboard

Balance

Campaign

Victory Conditions

The Short and Long Kingdom victory conditions for all factions apart from Gwined have been changed in the following ways: West Seaxe Short: Added North Mierce and Norfolc as required provinces, removed Cent Long: Added North Mierce and Beornice as required provinces, removed Cent Mierce Short: Added North Mierce and Gwined as required provinces Long: Added North Mierce, Gwined, and Beornice as required provinces, removed Cent Strat Clut Short: Added North Thryding as a required province Long: Added North Thryding as a required province Circenn Short: Removed vassal objective, added requirement to control the following provinces: Circenn Monadh Aurmoreb Athfochla Airer Goidel Cait Iarmoreb Loden Strat Clut Long: Removed vassal objective, added requirement to control the following provinces: Circenn Monadh Aurmoreb Athfochla Airer Goidel Cait Iarmoreb Loden Strat Clut Druim Alban Sudreyar Ailech Dál nAraidi East Thryding Agmundrenesse Mide Short: Removed vassal objective, replaced with number of factions to be Annexed Long: Removed vassal objective, replaced with number of factions to be Annexed East Engle Short: Increased the number of factions to subjugate by 2 Long: Increased the number of factions to subjugate by 2, added Norfolc as a required province Northymbre Short: Increased the number of factions to subjugate by 2 Long: Increased the number of factions to subjugate by 2, added East Thryding as a required province Dyflin Short: Increased number of ports required by 5, removed requirement to hold Dyflin. Added requirement to control ports in the following sea regions: Muir Deiscert Muir Britton Muir Éirenn Engle Sund Long: Increased number of ports required by 5, removed requirement to hold Dyflin or Bornais. Added requirement to control ports in the following sea regions: Muir Deiscert Muir Britton Muir Éirenn Engle Sund Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Sudreyar Short: Increased number of ports required by 5, removed requirement to hold Bornais. Added requirement to control ports in the following sea regions: Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Long: Increased number of ports required by 5, removed requirement to hold Dyflin or Bornais. Added requirement to control ports in the following sea regions: Maerse Sae Sruth Tuaiscert Muir Tuaiscert Muir Domon Muir Norc Muir Deiscert Muir Britton Muir Éirenn Engle Sund The Ultimate Victory has been changed in the following ways: Only invasion factions need to be eliminated to complete the Victory Condition, instead of the current situation where all factions belonging to the ‘Vikings’ group need to be defeated Increased number of invading factions that appear on various difficulties to: Normal: 2 Hard: 2 or 3 Very Hard: 3 Adjusted number of armies spawned so on hard an additional 1 army per invading faction is spawned, 2 armies on very hard, and 3 additional armies on legendary Adjustments made to the tech tree the 3 Ultimate Victory invasion factions get to make sure they are strong enough



Estates

Estates now cost money if not held by the faction leader. Each Estates held by characters who aren’t the king cost -100 each turn

Due to fix to Estates loyalty value, Estates now give +1 loyalty each

Buildings

Garrisons for the major settlement main building chains, and garrison chains have been adjusted Buildings in the main slot (Great Hall, Market, Monastery etc.) give the following number of units for each level: 8/9/10/11/12 Garrison chain now gives the following number of units from each level: 5/5/6/6/7 Garrison chain now mostly gives higher quality units

Removed Corruption reduction in adjacent provinces bonuses from the following chains: Thing Moot Hill Law

Changed names of the following building chains to make clearer which building chains contribute towards unlocking the Communities techs, and which don’t St Brigit to Church of St Brigit St Ciaran to Monastery of St Ciaran St Columbe to Monastery of St Columbe St Cuthbert to Church of St Cuthbert St Edmund to Abbey of St Edmund St Patraic to Monastery of St Patraic St Swithun to Church of St Swithun

Also renamed the following building levels to reduce this confusion as well Double Monastery of St Brigit to Double House of St Brigit Monastery of St Dewi to Abbey of St Dewi (the building previously called Abbey of St Dewi is now the Abbey Church of St Dewi) Monastery of St Edmund to Cathedral of St Edmund

Reduced Unit Pool Cap and Unit Pool Replenishment bonuses from building chains, so max is down from 50% to 25% from main settlement slot buildings that give them (Great Hal, Longphort etc.), and down from 50% to 30% on the Konungsgurtha

Removed Faction Trade bonus from Market Chain, increased max Faction Trade bonus from Mint chain to 15%

Increased XP bonus from ARENA chain. Level 1 Arena will increase a level 0 units rank to 1 in 3 turns

Adjusted Market GDP values on the following buildings Alehouse 1: from 115 to 100 2: from 230 to 205 3: from 345 to 310 Market Fair 1: from 130 to 115 2: from 265 to 230 3: from 395 to 350 Martyrs Mint 1: from 115 to 100 2: from 230 to 205 3: from 345 to 310 Mint 1: from 95 to 85 2: from 190 to 170 3: from 290 to 260 Thrall 1: from 150 to 135 2: from 300 to 270 3: from 450 to 405 Removed Supplies bonus from Mill chain, replaced with a bonus to Food Production from Farm, Pasture, and Orchard buildings in the same province Changed Public Order bonuses for the following buildings Monastery 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Ciaran 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Columbe 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 St Patraic 1: +1 to +4 2: +2 to +5 3: +3 to +6 4: +4 to +7 5: +5 to +8 Added Public Order bonuses to the following buildings Great Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Longphort 1: +2 2: +3 3: +4 4: +5 5: +6 Market 1: +2 2: +3 3: +4 4: +5 5: +6 Mountain Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Offa’s Hall 1: +2 2: +3 3: +4 4: +5 5: +6 Rock of Caisil 1: +2 2: +3 3: +4 4: +5 5: +6 Building construction costs have been increased Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Alehouse 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Apple Ash 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Arena 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Assembly 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Bard 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Benedictine Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Celi De Abbey 1: same 2: 1800 to 2150 3: 2400 to 3850 4: 3000 to 6000 5: 3600 to 8650 Church 1: from 1800 to 1950 2: from 2700 to 4850 3: from 3600 to 9700 Cloth 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Copper 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Law 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Court School 1: from 1500 to 1600 2: from 1800 to 3250 4: from 2100 to 5650 Embroiders 1: from 1500 to 1800 2: from 1800 to 3600 4: from 2400 to 6500 Estate 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Farm 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Fishing 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Forge 1: from 900 to 970 2: from 1200 to 2160 3: from 1500 to 4060 Garrison 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Gold 1: same 2: from 3000 to 3600 3: from 3600 to 5750 4: from 4200 to 8400 5: from 4800 to 11500 Granary 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Great Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Guildhall 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 High Cross 1: from 375 to 750 2: from 750 to 1500 Hunting 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5650 Iron 1: same 2: from 1800 to 2150 3: from 2100 to 3350 4: from 2400 to 4800 5: from 2700 to 6500 Konungsgurtha 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Lead 1: same 2: from 1800 to 2150 3: from 2100 to 3350 4: from 2400 to 4800 5: from 2700 to 6500 Library 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Longphort 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Market 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Market Fair 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Martyr’s Mint 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Master Forge 1: from 900 to 950 2: from 1200 to 2150 3: from 1500 to 4050 Mill 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Mint 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Monastery 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Moot Hill 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Mountain Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Nunnaminster 1: from 2400 to 4800 Offa’s Hall 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Orchard 1: same 2: from 2100 to 2500 3: from 2700 to 4300 4: from 3300 to 6600 5: from 3900 to 9350 Pasture 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Port 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Herring Port 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Viking Port 1: from 1200 to 1300 2: from 1800 to 3250 3: from 3600 to 7300 Trade Port 1: from 1500 to 1600 2: from 2700 to 4850 3: from 3900 to 10550 Pottery 1: same 2: from 900 to 1100 3: from 1200 to 1900 4: from 1500 to 3000 5: from 1800 to 4300 Rock of Caisil 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Round Tower 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Runestone 1: from 1500 to 1600 2: from 2100 to 3800 3: from 2700 to 7300 Salt 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 School of Ros 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 Scoan Abbey 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Scribes 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Sculptors 1: from 1500 to 1600 2: from 2100 to 3890 3: from 2700 to 7300 Silver 1: same 2: from 2550 to 3050 3: from 3000 to 4800 4: from 3450 to 6900 5: from 3900 to 9350 Souterrain 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 St Brigit 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 St Ciaran 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Columbe 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Cuthbert 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Dewi 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Edmund 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Patraic 1: same 2: from 1800 to 2150 3: from 2400 to 3850 4: from 3000 to 6000 5: from 3600 to 8650 St Swithun 1: from 1200 to 1300 2: from 1800 to 3250 3: from 2400 to 6500 Tanner 1: from 1500 to 1600 2: from 1800 to 3250 3: from 2100 to 5650 Thing 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Thrall 1: from 1800 to 1950 2: from 2400 to 4300 3: from 3000 to 8100 Tin 1: same 2: from 2100 to 2500 3: from 2400 to 3850 4: from 2700 to 5400 5: from 3000 to 7200 Tithe Hall 1: from 1200 to 1300 2: from 2400 to 4300 3: from 3600 to 9700 Tools 1: from 1200 to 1300 2: from 1500 to 2700 3: from 1800 to 4850 Trade 1: same 2: from 1500 to 1800 3: from 1800 to 2900 4: from 2100 to 4200 5: from 2400 to 5750 Wood 1: same 2: from 1200 to 1450 3: from 1500 to 2400 4: from 1800 to 3600 5: from 2100 to 5050 Food consumption of buildings has been increased Great Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Longphort 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Market 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Monastery 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Mountain Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Offa’s Hall 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Rock of Caisil 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Ciaran 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Columbe 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 St Patraic 1: from 10 to 15 2: from 15 to 30 3: from 20 to 45 4: from 25 to 60 5: from 30 to 75 Market Fair 1: from 10 to 20 2: from 20 to 40 3: from 30 to 60 Guildhall 1: from 0 to 20 2: from 0 to 40 3: from 0 to 60 Tanner 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Trade Port (major settlements) 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Martyr’s Mint 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Mint 1: from 0 to 10 2: from 0 to 20 3: from 0 to 30 Supplies bonuses given by some buildings have been changed Apple Ash 1: from 5 to 3 2: from 7 to 4 3: from 10 to 5 Hunting 1: no change 2: from 4 to 3 3: from 6 to 4 4: from 8 to 5 5: from 10 to 6 Souterrain 1: from 3 to 2 2: from 6 to 4 3: from 10 to 6 Tithe Hall 1: no change 2: from 5 to 4 3: from 8 to 6



Technologies

Market technologies can now be unlocked by upgrading or conquering a settlement with the highest tier building in either the MARKET or LONGPHORT building chain. These exist in the primary slot of certain major settlement

Adjusted the text for technology unlocks that require certain building chains to hopefully be clearer, including BOLDING the text for the name of the required chain to match how its shown in the building info panel on the left of the screen

Several technologies have had their bonuses adjusted Offensive Tactics – Melee Skill bonus reduced from 15 to 6 Troop Organisation – Melee Skill bonus reduced from 15 to 6 Mounted Warrior Drills – Melee Skill bonus reduced from 15 to 6 Missile Drills & Tactics – Missile damage bonus reduce from 15% to 10% Systematic Raiding – Raiding income bonus increased from 10% to 25% Picking at the Carcasses – Sacking income bonus increased from 10% to 25% Lords of War – Unit pool replenishment chance bonus for elite units reduced from 500% to 250% Healthcare – Replenishment rate bonus reduced from 25% to 15% Regional Traditions – Supplies bonus in own or allied territory reduced from 5 to 3 Emissaries – Enemy supplies bonus reduced from 5 to 3 Horse Breeding – Charge bonus reduced from 30% to 15% All technology bonuses to Unit Pool Replenishment rate have been reduced by at least half



War Fervour & Faction/Culture Mechanics

Fyrd mechanic has had its bonuses/penalties adjusted as follows: Food production bonus/penalty of 10%/-10% replaced with a farm income bonus/penalty of 20%/-20% New bonus to Retinue unit pool replenishment rate for keeping within limit of 25% added New penalty to Levy unit pool replenishment rate for going over limit of -25% added

Spend Culture events have had some bonuses adjusted Movement distance bonuses reduced from 100% to 50%

Mierce script resetting properly now after gaining an item

War Fervour now shows factors affecting it for the past turn, resets at start of next turn, this should help clear up confusion around the Border Wars penalty

War Fervour equilibrium has been removed

After researching the War Fervour tech, the player gains +2 if at war and -1 if at peace

New negative factors affecting Legitimacy have been added, and some have been adjusted -3 when breaking an alliance -2 decay every turn when Legitimacy is over 75 -5 when sacking a Gaelic settlement -2 for every raiding army at the end of the turn

Circenn Stone of Destiny missions will no longer target allied settlements

Heroism has had new negative factors added, and some existing ones changed -2 decay every turn if Heroism is over 75 -5 when high ranking general (over 5) is killed -3 when sacking -2 for every raiding army at the end of the turn -1 for pyrrhic victories +1 (was previously +2) for close victories -1 for ransom and releasing after battles

Heroism now gives a bonus to Fame

Tribute has had new negative factors added -2 decay every turn if Tribute is over 75 -5 when occupying settlements without ports

Slaves mechanic for Dyflin has been changed so that amount gained after battle depends on how many units are left in the force that just fought the battle

Here King mechanic for the Great Viking Army factions has had the following adjustments Every year (4 turns) depending on which bar is higher, the player will lose -1 to the lower bar per turn. They will lose -2 if the difference between the bars is greater than 15. Value stops at -25. This replaces the previous decay system -1 to the English bar when occupying English settlements +1 to the English bar per turn when at peace with the English



Traits

Musterer – Recruitment cost bonus reduced from -50% to -25%

Horseman – Upkeep cost bonus reduced from -50% to -25%

Mad Man – Melee skill bonus reduced from 10 to 5

Archer – Recruitment cost bonus reduced from -50% to -25%

Bowman – Upkeep cost bonus reduced from -50% to -25%

Old Hand – Recruitment cost bonus reduced from -50% to -25%

Drillmaster – Melee skill bonus reduced from 10 to 5

Spearman – Upkeep cost bonus reduced from -50% to -25%

Fearless – Attacking morale bonus reduced from 5 to 3

Farmer – Fixed food bonus of +10 swapped for a provincewide food production bonus of +25%

Defender – Defending morale bonus reduced from 5 to 3

Axeman – Upkeep cost bonus reduced from -50% to -25%

Adjusted requirements for the Legendary traits so they are more likely to happen

Other

Blackmail event now costs more money to pay off, including now faction leader influence as well. Ignoring the event gives the character in question the Vengeful trait that can trigger off more political events

Increased line of sight for armies

Reduced Public Order penalty from occupying from -10 to -5

Changed the Public Order effects from taxes Very Low: +4 to -1 Low: +2 to -2 Normal: 0 to -4 High: -4 to -8 Very High: -8 to -12

Income bonuses from high and very high taxes changed from 150% and 200% to 125% and 150%

Supplies, the following numbers have been adjusted Starting army supplies dropped from 50 to 30 Bankruptcy supplies penalty increased from -5 to -8 Battle won supplies bonus reduced from 5 to 3 Foreign Soil penalty increased from -15 to -20 Sacking bonus reduced from 20 to 10

Faction food levels have had their effects adjusted Positive – Level 3: new +4 bonus to supplies added Positive – Level 2: new +3 bonus to supplies added Positive – Level 1: new +2 bonus to supplies added Negative – Level 1: supply penalty increased from -5 to -8 Negative – Level 1: replenishment penalty increased from -10% to -20% Negative – Level 2: replenishment penalty increased from -25% to -35% Negative – Level 2: public order penalty increased from -4 to -5 Negative – Level 3: public order penalty increased from -8 to -10

The food levels required for the negative food levels has been adjusted Low from -100 to -50 Very low from -250 to -150

The following bonuses the AI gains on certain difficulty levels have been adjusted Unit Pool Replenishment Rate Easy: from 0 to 10% Normal: from 0% to 20% Hard: from 20% to 40% Very Hard: from 40% to 50% Unit Pool Cap bonus Normal: from 0% to 10% Soldier Replenishment bonus Easy: from 5% to 10% Normal: from 10% to 20% Hard: from 35% to 40% Very Hard: from 50% to 60% Food production bonus for AI now works in the following way: Fixed food bonus of 25 on easy, 50 on difficulties above that Gain the following food for each region owned: Easy: 5 Normal: 5 Hard: 5 Very Hard: 10 Legendary: 10 Easy: from 0 to 5% Normal: no change Hard: from 20% to 25% Very Hard: from 40 to 30% Legendary: no change Income bonus Normal: from 5% to 12% Hard: from 20% to 25% Very Hard: 30% to 35% Supplies bonus Normal: from 0 to 2 Hard: from 2 to 3 Very Hard: from 4 to 5 New bonuses to Command Zeal added for hard, very hard and legendary Hard: +1 Very Hard: +2 Legendary: +2 Unit experience rate gain bonus added for normal, hard, very hard and legendary Normal: +5 a turn Hard: +15 a turn Very Hard: +20 a turn Legendary: +25 a turn Diplomatic penalties from great power increased: -10 to -15 -20 to -30 -30 to -45 -40 to -60 Changed Upkeep bonus from King and Heir title from -50% to -25% Adjusted AI construction values for the Tanner chain so it is less likely to build it in provinces without a Hunting building chain Reduced/removed loyalty bonuses from the various kingdom effect bundles to reduce number of loyalty bonuses characters get later in the game



Battles

Units

Adjusted unit hiding values in forests so they can hide a lot better

Reduced max spotting distance for heavy units to 1200 from 1500

Reduced melee skill value added when defending from rear attacks from 10% to 0%

Increased melee skill of all sword units by 5%

Corrected armour value for English Royal Companions

Adjusted several morale factors to tweak length of combat

Armour values increased Cloth from 5 to 10 Cloth_helmet from 10 to 12 Leather from 12 to 17 Leather_helmet from 15 to 20 Mail from 22 to 25 Mail_heavy from 32 to 35 Mail_long from 27 to 30 Scale from 30 to 32 Scale_heavy from 35 to 37

Adjusted horse entities so they clip through soldiers and each other less, increased horse horizontal spacing to compensate

Run speed of cavalry adjusted Heavy horse from 8.5 to 8 Very heavy horse from 8 to 75 Heavy Welsh horse from 10 to 9 Very heavy Welsh horse from 9 to 8.5

The following units have had their stats adjusted Ceorl Spearmen (Great Viking Army) Cost increased from 100 to 150 Fyrd Spearmen (Great Viking Army) Cost increased from 150 to 200 Danelaw Spearmen Cost increased from 200 to 250 Ceorl Spearmen (English) Cost increased from 100 to 150 Fyrd Spearmen (English) Cost increased from 150 to 200 Militia Fyrd Spearmen Cost increased from 200 to 250 Spearband Cost increased from 150 to 200 Spearmen (Viking Sea kings) Cost increased from 200 to 250 Warband Cost increased from 100 to 150 Berserkers Cost increased from 900 to 1200 Melee Skill reduced from 60 to 50 Shied Biters Cost increased from 800 to 1000 Airig Swordsmen Speed increased Airig Warband Cost decreased from 900 to 850 Speed increased Fianna Band Cost decreased from 600 to 550 Foreign Warriors Weapon damage increased Freemen Spearmen Cost increased from 100 to 150 Gallowglass Weapon damage increased Horse Boys Cost increased from 300 to 350 Household Riders Cost decreased from 1000 to 900 Freemen Archers Ammo increased from 14 to 15 Kern Axemen Charge reflect removed Speed increased Kern Raiders Cost increased from 500 to 550 Added Guerrilla Deployment Morale increased from 30 to 40 Speed increased Kern Spearmen Cost increased from 150 to 200 Kern Swordsmen Charge Reflect removed Morale increased from 26 to 30 Weapon damage increased Kerns Ammo increased from 7 to 8 Mailed Fianna Armour increased Mounted Kerns Cost increased from 400 to 450 Added Guerrilla Deployment Speed increased Raider Swordsmen Charge Reflect removed Added Guerrilla Deployment Wolf Hounds (Irish) Cost decreased from 400 to 350 Wood Kerns Ammo increased from 7 to 9 Added Guerrilla Deployment Wood Spears Cost increased from 350 to 400 Added Guerrilla Deployment Levy Spearmen (Norman) Cost increased from 100 to 150 Spearmen (Norman) Cost increased from 150 to 200 Alban Axemen Charge Reflect removed Speed increased Alban Horsemen Speed increased Alban Javelinmen Ammo increased from 7 to 8 Alban Levy Spearmen Cost increased from 100 to 150 Alban Raiders Cost increased from 300 to 350 Armour reduced Speed increased Alban Spearmen Cost increased from 150 to 200 Alban Warriors Cost decreased from 800 to 750 Speed increased Cateran Axemen Cost decreased from 350 to 300 Charge reflect removed Cateran Levy Cost decreased from 300 to 250 Charge reflect removed Highland Archers Ammo increased from 14 to 15 Highland Sharpshooters Ammo increased from 14 to 16 Kings Blades Cost increased from 1000 to 1100 Morale increased from 54 to 60 Lowland Crossbowmen Cost increased from 350 to 400 Reload rate increased Lowland Raiders Cost increased from 400 to 450 Morale increased from 28 to 35 Speed increased Royal Followers Cost decreased from 1000 to 900 Schiltron Cost increased from 200 to 250 Sword Band Cost decreased from 600 to 550 Charge reflect removed Speed increased Sword Warriors Cost decreased from 700 to 650 Wolf Hounds (Scottish) Cost decreased from 400 to 350 Freemen Cost increased from 150 to 200 Thrall Spearmen Cost increased from 200 to 250 Cantref Spearmen Cost increased from 200 to 250 Welsh Levy Spearmen Cost increased from 100 to 150 Welsh Spearmen Cost increased from 150 to 200 War Hounds Cost decreased from 400 to 350



Other

Adjusted Melee Skill multipliers under the hood to lengthen melee combat duration

Added in more army formations for AI to increase variety in how AI deploys and fights in battles

Base reload time of all tower arrows increased from 10 to 20, and range set to 150

Adjusted experience costs for multiplayer so that unit base cost is a factor

Halved ignition threshold of siege engines so they can be set on fire more easily and made siege tower health values more consistent. Previously heavy siege towers had 3x the health of light. Difference is now much smaller.

Halved damage of boiling oil

UI Improvements

Campaign

Divorce Wife/Seek Wife buttons added to character details panel

Hold Feast button added on Kings character details panel next to Influence value

Lower Influence and Secure Loyalty buttons added to character details panel for non-king characters next to Influence and Loyalty values respectively

Strip Estates button added to Estates tab

All political actions now have a confirm button before they happen

New zoom-to button added to building browser for unique buildings so you can see where they can be constructed

Added Academy button to top-left panel

Scrolling down now moves right in horizontal lists

Adjusted tooltip display for unlocks X building chain icon on technology panel

Trait gained event now uses correct text colouring in trait descriptions

Added character details button to character info panel in bottom left of campaign screen

Added ability to cycle through your characters through the character details panel via arrows, and added an icon to show whether a character is general/governor/statesman

Improved settlement renaming UI so it is clearer when you’ve changed the name

New tooltip for treasury/income area on top bar that gives a breakdown of income and expenditure

Political event messages now say which character is target of event and which is the actor where applicable

Minor settlements section of province panel renamed to ‘Villages’

Added tooltips to Estates on Estates tab to show the bonuses they give

King’s Influence effect bundle at top of screen now shows what the effect bundle will be next turn, the same as how it works for faction food

Battle

Adjusted unit stat display to better mirror order and stats shown in Warhammer, speed added to display. This does mean that the shield stat has been removed from missile units stat display as only enough space for 10 stats to be shown

Added Hide Foliage option to the Spacebar options, with the same functionality as in Warhammer

Other

Academy button now links direct to video part of the Thrones of Britannia page on the Total War Academy website

Art Improvements