This smaller interim patch addresses some high-priority issues.

In particular, several hot-topic issues have been addressed:

Vampire Coast factions are able to raise dead at sea again

Fixed an issue which limited the number of mods a player could have

Fixed a bug which prevented AI factions from recruiting more than one army

Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer

We’re aware of further issues which have been reported by players, such as the Doomsphere agent-spawning bug, and we’re continuing to find fixes and improvements for inclusion in future patches.

Legendary Lord changes and improvements

Malus Darkblade’s Warpsword questline can now be continued if the Beastmen army dies. The Beastmen army has also been moved in Mortal Empires from the desert of Khemri up into The Badlands

The army removed in the starting dilemma presented to Malus now only occurs for the force in Hag Graef

Malus Darkblade sanity effect changes: Increased maximum Ward Save to 40% Replaced construction cost reduction with growth increase Added positive side of melee attack effects

Arkhan the Black’s cape now adheres to the laws of physics when viewed from afar

Khazrak’s missing eyeball returned in the previous patch – it’s now gone again. EYE PATCHED ?

Ikit Claw’s ability Unlimited Power now has a correctly sized icon

Thorgrim’s Grudge against the Greenskins is now “Grudge against the Foul” and also applies against Skaven

Volkmar the Grim’s War Altar mount now properly shows that it will grant you a bound Banishment spell

Morathi’s Amber Amulet unique item can no longer be stolen

Skrolk’s Plague changes: Plague-spreading chances have been increased and the benefits have been reduced to compensate Regional army-to-settlement spread probability has been increased to 25% The plague can now spread to adjacent regions The plague now lasts for 2 more turns Skrolk’s plague-spreading chance has been increased to +100% making all his armies and regions have twice the chance of spreading (50%/50%)

Dark Elf Masters will now benefit from Morathi’s hero upkeep reduction

Fixed instances where Repanse could respond with a male voice during diplomacy interactions

Repanse’s water mechanics will now work in multiplayer campaigns

Repanse’s banner missions will now trigger in multiplayer campaigns

Repanse’s unique technologies Righteous Strength and Prayer of Fortitude now correctly apply their bonuses to characters

Moved quest battles location markers for Skarsnik and Belegar slightly to avoid clipping with unpassable terrain

Battle Balancing

Poisoned Wind Mortars

Poisoned Wind Mortar Team cost increase 950 → 1000

Increased size of soft collision, making the unit slightly larger for the purpose of being struck by projectiles

Poisoned Wind Mortar team reduced spacing to make it easier to shoot at them

Ratling Guns, Warpfire Throwers, Warplock Jezzails, Poisoned Wind Mortars, Warp Grinders, and all associated Regiments of Renown and Workshop units

Offset the soft collision volumes of all Skaven Weapon Teams backwards slightly in order to be more representative of the unit and cover both members of each team more evenly

The Avalanche Mortar (Poisoned Wind Mortars Regiments of Renown)

Explosive radius 2m → 3m

Scourgerunner Chariots

Scourgerunner Chariot health per entity 1562 → 1222

Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets reduced effect range 45m → 40m

Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets missile resistance reduction -25% → -12%

Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets speed reduction – 25% → 12%

Mass 1300 → 1000

Charge Bonus 50 → 40

Bloodwrack Medusa

Bloodwrack Medusa cost reduction 1400 → 1300

Bloodwrack Medusa Regiment of Renown (Siren of Red Ruin) cost reduction 1750 → 1650

Bloodwrack Medusa and Bloodwrack Shrine range increase 110m → 125m

Necropolis Knights (Halberds)

Necropolis Knights (Halberds) increased Melee Defence from 32 →35

Night Goblin Shaman

Night Goblin Shaman cost increase 150 → 250

Piercing bolts of burning

Armour piercing missile damage 112 → 48

Miscellaneous