While the site is still feeling the effects of the Skaven horde, here's a plain text version of the patch notes:This automatic update arrives alongside The Prophet & The Warlock Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and Mortal Empires campaigns. Ikit Claw and Tehenauin’s factions of Clan Skryre and the Cult of Sotek now appear in both campaigns under AI control, even if you do not own The Prophet & The Warlock.Given the influx of new lords and factions over the past year, the Doomsayer Update heralds a major overhaul to campaign balance and AI behaviour, in an effort to level the playing field. The update also adds multiple new territories to both the Eye of the Vortex and Mortal Empires campaign maps. These map revisions will be active in all new campaigns you begin after the update (they won’t appear in pre-update saves).The factions of Bretonnia also get a significant rework, addressing their buildings, techs, diplomacy, the Green Knight, and much more. And Alberic D’Bordelaux is now fully resplendent and armed with his mighty trident The Wrath of Manaan (plus a new animation-set to wield it with!).And a quick note on modding: when The Prophet & The Warlock launches, the Assembly Kit will not be able to process Startpos files. This is something that will be fixed with a small launcher update, which we are aiming to publish next week.Massive balancing pass to how campaigns play out – see Campaign AI Balancing section below for detailsMultiple new regions and provincial changes across the world in both Eye of the Vortex and Mortal Empires campaignsNotably: Added new region of Massif Orcal in Bretonnia and multiple new regions in the Empire, including the Ruin of MordheimAI Vampire Counts factions can now gain Bloodline Lords, with specializations for some factions:Mousillon will focus on Blood Dragon lordsNecrarch Brotherhood will focus on Necrarch lordsStrygos Empire will focus on Strigoi lordsSilver Host will focus on the female Lahmian lordsAdded 15 new island map variations across the worldAdded multiple new Ritual Currency locations in the Eye of the Vortex campaign to better support the amount of new factions participating in the raceAdded new location map button on the Lord selection screen so you can see where factions start when choosing themLowered the availability of most agents for all factions to tier 3 or below, capacity remains unaffectedAdded Feral Cold Ones as a recruitable unit for all Lizardmen from the Dinosaur Reserve building (animals resource chain)Removed autoresolve bonuses for playable and horde factions controlled by the AIThis is a massive change that is part of our ongoing campaign balancing plans. Given the number of playable Lords across the world now, we feel a new approach to balance is required and our old method of using auto-resolve bonuses is no longer sufficientAs always, we’ll be closely studying our metrics and player feedback regarding campaign balance to make sure this change alongside the other balancing is performing how we wantRestructured budget allocation across the board (AI will spend its money more efficiently)Increased general spending options in income allocation (AI will tend to spend its money more than save it)Removed preferential public order bonuses for AI and improved their construction management system for public order control (AI no longer gets base-level public order buffs and will instead handle it much better!)Reworked occupation option selection for Vampire Coast factions (VC AI will now sack, raze and establish Pirate Coves more often and occupy less often, greatly influencing their impact on the campaign and making them much more thematically aligned)AI will no longer build multiple surplus buildings (For example, Alarielle won’t build too many Handmaiden buildings, Vampire Coast factions won’t build too many extra recruitment buildings, etc)Reduced the AI’s likelihood of embedding multiple agents in the same force, instead spreading them across multiple armiesAI Unit recruitment templates upgraded across the board for Empire, Bretonnia, Skaven, Dark Elves, High Elves and LizardmenHigh-Level view of observed AI balancing across the board is as follows:End Game variance has been improvedMatchups are less one-sided in many areas of the mapVampire Coast impact and average strength rank greatly reducedMultiple Vampire factions performance visibly reducedClan Fester (Lustria)Clan Mange (Lustria)Leaf-Cutterz Tribe (Southlands)When conquering an enemy settlement, Skaven armies now have a new post-battle option. Alongside Loot & Occupy, Sack, and Raze, the army may now choose to Expand Under Empire. This leaves the settlement intact but establishes a new Skaven undercity beneath it. With four building slots, an undercity is a powerful addition to your infrastructure, but the more it is developed, the greater the risk that it will be discovered. If discovered, it will be demolished.Changed Warpfire Thrower Weapons Teams secondary building unlock requirement to use Engineering level 1 rather than level 2 buildingMoved Kroxigors from level 3 to level 4 in the Skinks building chainMoved Terradons (Fireleech Bolas) from level 3 to level 4 of the Terradon’s building chain – New BuildingRemoved secondary building requirement from Terradons (Fireleech Bolas)Moved Bastiladon (Revivification Crystal) to level 4 Sotek building chainMoved Bastiladon (Solar Engine) to level 4 Old Ones building chainBastiladon (Revivification Crystal) & Bastiladon (Solar Engine) now have secondary building requirement of level 1 Beasts building chainAdded Feral Cold Ones as a recruitable unit from the Dinosaur Reserve building (animals resource chain)Added Tip of Lustria (new region) to The Capes (existing province)Added Kaiax (new region) to Coasts of the Lustrian (new province)Added The Night Forest (new region) to Coasts of the Lustrian (new province)Added The Hissing God (new region) to Culchan Plains (existing province)Added Fortress of Dawn (existing region) to Fortress of Dawn (new province)Added Fuming Serpent (new region) to Volcanic Islands (new province)Added The Star Tower (existing region) to Volcanic Islands (new province)Renamed Red Rivers to Southern Red RiversAdded Sotek’s Trail (new region) to Southern Red Rivers (existing province)Added Sun-Tree Glades (new region) to Northern Red Rivers (new province)Added Cuexotl (existing region) to Northern Red Rivers (new province)Added Nahuontl (existing region) to Northern Red Rivers (new province)Added Massif Orcal (new region) to Massif Orcal (new province)Added Kappelburg (new region) to Talabecland (existing province)Added Krugenheim (new region) to Talabecland (existing province)Added Nagenhof (new region) to Ostermark (existing province)Added Mordheim (new region) to Ostermark (existing province)Added Tlaqua (new region) to Western Jungles (new province)Added Cuexotl (new region) to Western Jungles (new province)Added Wellsprings of Eternity (new region) to Jungles of Green Mist (existing province)Added a mountain pass to the western mountain range of Spine of Sotek connecting Spine of Sotek and Huahuan DesertLowered Azhag’s Skullmuncha mount unlock rank from 22 to 14Separated Skink Chief and Skink Priests Stegadon and Ancient Stegadon mounts to separate skillsSeparated Kroq-Gar’s Cold One and Horned One mounts to separate skillsChanged RuneLord/Runesmith Oathgold skill from 1/2/3 Oathgold generated to 3/6 Oathgold generatedAdjusted all Lizardman and Skaven unit textures for consistencyThe strategic location icon now matches the style of the landmark building group icon (an obelisk)Removed Reiksguard smith requirementFixed the Red Duke to use the Blood Dragon version of the Barded Nightmare in campaign to match with Custom BattlesAdded cooldown display to all agent actions with a cooldownFixed an issue where low loyalty advice would trigger on a Legendary LordFixed a number of followers that were not droppingFixed Gunnery Wight Hero not having the Bomb Throw abilityUpdated all text references of Skaven Underworld to become Skaven Under-EmpireBlessed Spawnings: when you begin a new Lizardmen campaign after the Doomsayer update, There are now 4 different mission types for Blessed Spawning missions: Battle captives, Kill Entities, Raze/Sack, and Defeat X Armies. Each of these mission types has a common and a rare variant. Variants have the same conditions for completion but the common variant rewards common units and the rare unlocks uncommon/rare units. These missions should not be active at the same time. Furthermore each mission type has 3 campaign stage variants, for early, mid and late game. All these do is change the mission requirements to complete them: e.g. kill 500 in the early-game, kill 1500 in the late-game, etc. This makes for a total of 24 potential missions for Blessed Spawnings.Alberic given new Trident weapon and animationsRemoved Barded Warhorse option from Custom Battles for all Damsels, to match with mounts on offer in the campaignFixed some cases where skipping the intro cutscene in a quest battle would not centre the camera behind the player’s armyRemoved existing Bretonnian Vow skills from all characters, in conjunction with New Bretonnian Vows systemRemoved secondary building requirements of Armoury Building Chain or Carpenters Building Chain from all Bretonnian unitsMen-at-arms (Shields)Spearmen-at-arms (Shield)Foot SquiresPegasus KnightsRoyal Pegasus KnightsRoyal Hippogryph KnightsGrail GuardiansPeasant Bowmen (Fire Arrows)Peasant Bowmen (Pox Arrows)New Bretonnian techs:Kings of the Mountains Diplomacy – DiplomacyLeaders of Men Diplomacy – Diplomacy boost with Empire, Marienburg, Southern Realms, KislevKings of the Desert Diplomacy – Diplomacy boost with Tomb KingsLords of Athel Loren Diplomacy – Diplomacy boost with Wood ElvesDecree’s of Bretonnia – Chivalry Gain, Melee Attack & Charge Bonus for Lords and embedded HeroesRevised (existing) Bretonnian techs:Ruinous Powers Decree – Decoupled from Norscan techs / Reduced research time by 1 turn to 5Secure Shores Decree – Reduced research time by 1 turn to 5Sewer Cleaning Decree – Reduced research time by 1 turn to 5Desert Purge Decree – Reduced research time by 3 turn to 5The Unification of Bretonnia – Removed Empire & Dwarf diplomacy bonuses / Reduced research time by 2 turns to 3 / Added +10 Peasant Economy Cap bonusHeraldry of Artois – Reduced research time to 4 turnsHeraldry of Bastonne – Reduced research time to 4 turnsHeraldry of Bordeleaux – Reduced research time to 4 turnsHeraldry of Bretonnia – Reduced research time to 4 turnsHeraldry of Carcassonne – Reduced research time to 4 turnsHeraldry of Lyonesse – Reduced research time to 4 turnsHeraldry of Parravon – Reduced research time to 4 turnsSlightly increased the income bonuses for economy types from technologiesPeasant Mob upkeep reduced by -100% when not over the Peasant Economy capAdded new confederation dilemmas that trigger after researching Heraldry technologies – allowing instant but costly confederation optionsRemoved At War conflict between Carcassonne and YvresseAdded At War conflict between Carcassonne and The DreadfleetAdded At War conflict between Bordeleaux and The DreadfleetAdded At War conflict between Bordeleaux and SartosaReduced the penalty of Lizardmen vs Lizardmen aversion for AIs that are internally hostile from -30 to -15.Added a Lizardmen vs Lizardmen affinity of +20 to internally friendly AIsUser given unlimited charges of the Green Knight when at level 5 (Chivalrous – 1600 > 2000+) of the Chivalry barIncrease turns the Green Knight is available for from 15 to 25Removed all standard campaign agent skills from Green Knight except for “Search Ruins” and “Embed into Army”Given Green Knight immunity to agent assassination actions against himAll Bretonnian Lords, Paladins & Alberic start on a barded horse by defaultDamned Paladin for the Drowned faction now starts on a barded horse by defaultImproved Bretonnian Garrisons with more suitable unitsNew Greenskin settlement Massif Orcal added to help with the Incursion eventModerately increased the amount of income from Bretonnian buildingsReduced the cost of Bretonnian economy buildingsAdded even greater differentiation between economy types (Farm/Industry)Added effects to the Smithy building chain now that it no longer unlocks unitsAdded effects to the Carpentry building chain now that it no longer unlocks unitsRemoved Kemmler’s starting corruption in Bretonnia when he is AI-conttrolledAdjusted Kemmler’s personality to be more defensive so he conquers less BretonniansAdded new group vocalisations for Skaven, Skinks, and SaurusRatling Gunners will sometimes be overcome with verminous glee when firingReworked and fixed multiple areas of group systemRanged units now play group idle vocalisationsFixed some issues with units disengaging from melee, or moving through each other, where they would retrigger the collision group FoleyAdded a new Active Casting system for the Screaming Bell, Ark of Sotek, and Engine of the Gods, changing the audio whilst that unit is casting a spellWhen casting, the Screaming Bell now makes bigger bongs to please the Horned RatAdded new Warp Lightning firing and projectile sweeteners and for Bonebreaker’s melee attacks (more zap-zap!),Added new melee impact sounds for two-handed hammers/macesCut out the tongues from the Council Guard (keep Council Secrets safe yes-yes…)Disabled some non-Slaanesh god-specific lines for SigvaldChanged the attenuation of conversational dialogueFixed battle order VO suppressing unit vocalisationsRebalanced some ability soundsFixed some stance selection VO for Skaven lordsSet diplomacy VO to always play in 2DAdjusted timing on Skaven food gained UI elementTurned down campaign building firesReworked some idle vocalisations for Skrolk and TretchAdded new idle loops for Skaven lords