Table of contents

Introduction

This automatic update arrives alongside The Hunter & The Beast Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and/or Mortal Empires campaigns, and multiplayer (noted below where relevant).

Even if you haven’t purchased The Hunter & The Beast, Markus Wulfhart and Nakai the Wanderer’s factions of the Huntsmarshal’s Expedition and the Spirit of the Jungle add their own distinctiveness to both campaigns under computer control, pursuing their own particular agendas and helping shape the world around you.

As you know, the Total War: WARHAMMER series is a labour of love for us, and one of the longest-term projects we’ve ever embarked upon. It’s our commitment to continue fleshing out and evolving the world of Warhammer Fantasy Battles over time as fully as we are able. The next update we’re planning will focus more on technical maintenance and quality-of-life improvements, rather than faction or race overhauls, which will then resume in subsequent future patches. So if you’re waiting for a particular set of older content to get an update, we hear you, and hang tight! We’ll get there.

Until then, there’s plenty to get your Runefangs into…

Empire Overhaul (Mortal Empires Campaign)

By popular demand, the factions of the Empire race have undergone a grand-scale overhaul for Mortal Empires. This grants them a new and richly-themed level of gameplay variety, in line with more-recently introduced races and factions.

Territory rework: Empire territory now features 12 new regions. Many provinces have been upgraded from three to four regions, representing in aggregate a significant enlargement and variety in Empire holdings.

Empire territory now features 12 new regions. Many provinces have been upgraded from three to four regions, representing in aggregate a significant enlargement and variety in Empire holdings. The enemy within: Three new provinces can be found in Empire territory. The Forest of Laurelorn next to Nordland plays host to the Wood Elf faction of the same name, while the Misty Hills north of Middenland and Solland in the south (Balthasar Gelt’s new home province) are subject to Greenskin incursions.

Three new provinces can be found in Empire territory. The Forest of Laurelorn next to Nordland plays host to the Wood Elf faction of the same name, while the Misty Hills north of Middenland and Solland in the south (Balthasar Gelt’s new home province) are subject to Greenskin incursions. New Fort settlements: Three new regions are the sites of newly-designed Empire fort settlements. These settlements are Helmgart, Fort Soll and Fort Bergres. In battle, forts are deeper than normal cities, offering multiple, increasingly higher fallback positions for defenders, and bringing new challenges and opportunities to siege gameplay.

Three new regions are the sites of newly-designed Empire fort settlements. These settlements are Helmgart, Fort Soll and Fort Bergres. In battle, forts are deeper than normal cities, offering multiple, increasingly higher fallback positions for defenders, and bringing new challenges and opportunities to siege gameplay. Balthasar Gelt: The Supreme Patriarch of the Colleges of Magic gets his own campaign start-position! Leading the Golden Order faction from his base in Pfeildorf, he is in close proximity to the Greenskin-infested region of Solland to the east.

The Supreme Patriarch of the Colleges of Magic gets his own campaign start-position! Leading the Golden Order faction from his base in Pfeildorf, he is in close proximity to the Greenskin-infested region of Solland to the east. Tech tree: Empire factions now have access to the comprehensively reworked Empire tech tree. The new tree removes all building locks, offers far greater choice and variety, introduces more diplomacy-enhancing techs, and unique techs which interact with the new Imperial Authority system.

Empire factions now have access to the comprehensively reworked Empire tech tree. The new tree removes all building locks, offers far greater choice and variety, introduces more diplomacy-enhancing techs, and unique techs which interact with the new Imperial Authority system. Imperial Authority: The Empire Offices system is gone. In its place , Empire players can now extend their authority across the empire by engaging in internal politics and quelling agitators in their efforts to confederate or go to war with the Elector Counts leading other major Empire factions. Prestige: Prestige can be used to manage the player’s Imperial Authority, and is acquired through winning battles and constructing ever-more impressive edifices. High Authority grants enhanced growth, tax rate, and increases the chances of improved Fealty from the Elector Counts. Low Authority incurs the reverse, plus reduced public order and leadership. If your Imperial Authority falls too low, you risk the Elector Counts turning against you en-masse in an Imperial civil war! Fealty: Fealty is an overall measure of an Elector Count’s loyalty towards the Empire and is influenced by many factors, including (but not limited to) Imperial Authority, your overall tech-level, diplomatic attitude, and the new Political Events. When an Elector Count’s Fealty reaches a certain height, they will pledge their unswerving loyalty to the Empire with an offer of confederation. If their Fealty drops low enough however, they may secede from the Empire altogether. Summon the Elector Counts!: The new Elector Counts panel displays the characters which occupy Elector Count roles and tracks their Fealty towards the Empire. Should you own an Empire State’s capital city, you can assign a character as its Elector Count (for example, you may own Bechafen in Ostermark, and choose to assign Wolfram Hertwig to the position). This will unlock one of the legendary Runefang weapons (The Ostermark Runefang: Troll Cleaver in this case), and grants access to an elite, unique Empire unit variant (Ostermark grants the Knights of the Everlasting Light). Political Events: Political Events are a new type of event which can trigger during the course of an Empire campaign. These can directly impact your Prestige, Imperial Authority, your economy, or the Fealty of the Elector Counts – for good or ill! These events can drive meaningful real-world consequences. For example, if a civil war ensues, you’ll have to choose sides between the Elector Counts. From time to time you may be called upon by an Elector Count, via a Political Event, to assist them militarily against roaming invaders. Whether you choose to do nothing, offer money to fund mercenary assistance, or choose to fight directly alongside them against their aggressors, there’ll be a relevant impact on their Fealty. Territory : If you capture a settlement considered to be the rightful property of an Elector Count, you may gift them that settlement as a post-battle option, increasing their Fealty towards you. If you capture one of the Empire province capitals, you may instead install a new Elector Count of your own choosing. The Empire reforged: Though usurped long ago, Sylvania and Marienburg are still considered rightful Empire territory. If they are liberated, players may install their own Elector Counts there. Flummox the Elector Counts!: Through the new Electoral Machinations panel, players can expend some of their Prestige to influence relations between the Elector Counts, increasing bonds, inciting wars, or ostracizing bad eggs as appropriate. This works in a similar way to the High Elves’ Intrigue system.

The Empire Offices system is gone. In its place Empire players can now extend their authority across the empire by engaging in internal politics and quelling agitators in their efforts to confederate or go to war with the Elector Counts leading other major Empire factions.

Slann Rework (Mortal Empires and Eye of the Vortex Campaigns)

Slann are now more powerful than before – and considerably better casters than Skink Priests – in line with their ancient and revered status. Slann may also be accessed much earlier in the campaign through the Rite of Awakening.

Lore choice: Slann no longer wield mixed Lores of Magic. When a Slann is invoked through the Rite of Awakening, the player will receive a dilemma, offering a choice of which Lore the Slann will wield (Fire, Life, High and Light). Their unit model variant also reflects this choice.

Slann no longer wield mixed Lores of Magic. When a Slann is invoked through the Rite of Awakening, the player will receive a dilemma, offering a choice of which Lore the Slann will wield (Fire, Life, High and Light). Their unit model variant also reflects this choice. Generational Traits: Awakened Slann hail from the Second, Third or Fourth Spawnings. The older they are, the more powerful, which is reflected in bonus Winds of Magic reserves, the XP they grant to their army, and a reduction in miscast chance.

Awakened Slann hail from the Second, Third or Fourth Spawnings. The older they are, the more powerful, which is reflected in bonus Winds of Magic reserves, the XP they grant to their army, and a reduction in miscast chance. Rank increases: Key techs and buildings can increase the starting recruitment rank of any Slann gained through the Rite of Awakening.

Multiplayer Unit Caps

In an effort to build a fairer playing-field in multiplayer battles across the many playable factions, we have introduced a flexible new cross-category cap system. This has been designed with the following aims:

Limiting multiple variants of the same rare units across different categories (eg core-roster Dread Saurians and their Regiments of Renown counterparts)

Limiting multiple variants of the same unit within the same core roster (eg Stegadon unit variants and Stegadon character mounts)

Preventing the creation of armies full of Regiments of Renown.

Whether a unit contributes to a cap, and how close the player is to a specific unit type’s cap within their current army build, is tracked via unit-card tooltips.

Headline Fixes

A raft of tweaks to AI behaviors on the campaign map to make for a better variety of experiences within a campaign.

Fixed the issue that was causing event feed messages to display incorrect names/portraits.

Vampire Coast factions can now recruit at sea using the Flagship Expansion stance.

We’ve done a huge pass on unit sets that should standardise and resolve issues with traits/techs not being applied correctly to units.

Tweaks and improvements to the visuals on the campaign map.

We’ve revisited how veterancy impacts unit stats, which in turn has tweaked Regiments of Renown, making them favour attack over defense.

Tweaks which affect difficulty levels harder than Normal, making campaigns played in these modes more challenging.

A balance pass that should help shake up the meta!

A tools update for modders (and a shout-out for their great work! See the last entry in these notes).

Campaign Bug Fixes and Improvements

Philipp Billings has had quite enough of the mosquitos, snakes and angry tropical Norscans attacking the New World Colonies, and has headed back to the Old World for a well-earned break.

Fixed multiple end turn crashes.

Fixed a crash that could occur loading into an ambush battle along Norscan coastlines.

Fixed a crash that could occur when opening the diplomacy window when an army is retreating on the campaign map after being attacked.

Fixed a crash that could occur when selecting a fortress gate settlement when an Under Empire is discovered.

Fixed a soft lock that could occur when confederating as Bordeleaux.

Fixed an issue where building Blood Shrine of Sotek could cause campaign map movement to be disabled and ending turn to be locked.

Fixed a soft lock that occurred when closing the character details panel whilst the replace lord panel is open.

Fixed an issue that could occur where the save option would be greyed out from the main menu if opening the main menu whilst camera is moving on the campaign map.

The player is no longer charged for searching ruins when a Skaven settlement is discovered.

Under Empires can now be built in settlements that are under siege.

Slightly revamped Lizardmen and Vampire Counts building trees and unit unlocks.

Settlements now unlock basic units for Empire.

Reduced and streamlined port income for all factions.

Vampire Coast rogue armies will no longer respawn in Mortal Empires when not playing as a Vampire Coast faction.

Made some minor ancillary effect tweaks globally.

Supply Lines will now properly reduce when the player has no armies.

Fixed an issue causing the event feed to display incorrect names and pictures in the later stages of a campaign (this is not retroactive, old saves will still experience this issue.)

Modifiers to research rate had a long-standing issue that was making them apply inconsistently, we’ve now made all research rate modifiers function properly. This may cause unexpected swings in individual faction research rate balancing, but we’ll be keeping a close eye on this situation going forward.

Minimum research rate is now 5%.

Red Crested Skink Chiefs will now properly spawn with traits when spawned with Rite of Primeval Glory.

Changed Bretonnian Siege Workshop level 2 buffs to only affect the local province and decrease the cost of constructing any building by 10%.

Fixed missing ritual chain buildings at some ritual sites in the vortex campaign.

Faction capitals that cannot build wall buildings now receive improved tower projectiles from their main settlement chain.

Reduced income of High Elf entertainment chain.

All regions should now use the correct garrison when occupied by Bretonnia.

The Warlock Engineer in the garrison of Occupied Elven Colony now correctly has access to his spells.

Removed chaos corruption from Altar of Ultimate Darkness.

Vampire Coast now receives +1 to hero capacity from the final building in the hero chains on the shipbuilding lords.

The Skaven landmark Lairs of Clar Karond now produces +5 food to bring it in line with other similar landmarks.

The Nuln Gunnery School landmark now grants access to artillery unit recruitment (Great cannons at tier 3!)

The Blazing Sun Chapter House landmark at Talabheim has been moved from tier 4 to tier 3 and the armoury requirement for Knights of the Blazing Sun has been removed. This should generally make the knights more accessible considering their already very strict geographical limitation and they no longer share the same tier as Demigryph Knights.

Vampire Coast can now construct the Vault of Nagash landmark if they occupy the Black Pyramid of Nagash.

Wood Elves can no longer build a second copy of the Waterfall Palace landmark at Oreons Camp.

Crone Hellebron’s quest Deathsword and the Cursed Blade’s description now correctly states it unlocks at level 8.

Morgiana’s Mirror is now an enchanted item, allowing the Fay Enchantress to equip all her unique items at the same time.

Magical attacks have been removed from Lord Skrolk’s quest item Rod of Corruption as Lord Skrolk has magical attacks by default.

Fixed multiple instances where Volkmar the Grim’s quests could abort with no followup.

Reduced the Number of Greenskin Armies required to complete stage 3 of the Ghal Maraz quest chain.

Fixed an issue where Skink Chiefs, Liche Priests and Necrotects would be considered as lords rather than heroes in certain scenarios.

Fixed an issue where Vampire Admirals would be considered as heroes rather than lords in certain scenarios.

Confederating with another Skaven faction will now transfer ownership of their Under Empire to the player.

Lokhir Felheart no longer becomes affected by the loyalty system when confederated.

Skaven loyalty dilemma effects no longer apply to the entire faction.

Skullsmasherz now have mountain immunity trait.

Vampire Coast factions can now globally recruit when at sea when using their Flagship Expansion army stance.

Bretonnian factions in Araby will now use the correct stances.

Sword of Khaine diplomatic penalty now applies correctly to Vampire Coast, Kislev and rogue armies.

Alastair The White Lion now starts with immortality unlocked.

Alberic’s Basic Training skill is now available.

Throgg’s Mutant Regeneration skill now correctly grants replenishment to trolls and fimir.

Tehenhauin’s defeat trait has been slightly reworked – the untainted buff has been removed and replaced with -25% damage taken from all attrition for the entire army.

Adjusted unit sets associated with Prophet & Warlock, several units are now correctly affected by techs, skills and traits.

Adjusted the passives for Skaven Regiment of Renown and tech lab units. Unbreakable units no longer have Scurry Away and units that were previously missing Strength in Numbers and Scurry Away have received them.

Warpstone Hoarder trait now also applies to Regiments of Renown and workshop variants of warpstone tech units.

The dynasty lords unlocked by Tomb King techs now have access to The Curse! like their less unique brethren.

Empire Knights are no longer affected by techs and skills that explicitly only mention Reiksguard.

Jezzails no longer get affected twice by Reject Poor Recruits and Enormous Caches techs.

Fixed issues where certain variants of Empire characters were not affected by character buffs.

Fixed issue where the Amethyst Wizard wasn’t part of the Empire Wizards unit set group, thus not providing him with various campaign buffs and benefits.

Amethyst Wizard upkeep is now reduced by 50% when recruited by Balthazar Gelt.

Astromancer follower now applies its bonus correctly.

Luthor Harkon no longer starts with a completed objective to destroy Xlanhuapec in Mortal Empires.

Fixed some instances of Vampire Count garrisons being led by invalid characters.

Mousillon lord names will now display correctly.

Scout Terrain will now display the correct preview of the battle map.

Character names and threat indicator are now turned on by default for new campaigns.

Strategic building icons (obelisks) will now only be shown on the campaign settlement UI bar when the faction that you are playing can build a unique building at the location.

End turn sequence camera setting button and tooltip updated to show the buttons use more clearly.

Fixed inconsistent behaviour of escape key when closing panels.

The character details panel will no longer close when hovering over an event message.

Fixed puzzle section of puzzle events overlapping any event opened subsequently.

Fixed a rare issue where the bar at the top of the UI was significantly extended.

The Bretonnia technology Grey Mountain Watch now provides the listed bonus Chivalry.

Skaven Under Empire icon now displayed in overview map next to settlement flag.

Fixed display of embedded agent icons on campaign armies which have 4 or more different types of hero in the army.

Brayherds no longer use the underway stance icon.

Buildings with a five figure buildings cost will now fit into the UI on 4K resolution.

Fixed an instance where Under Empire VFX would remain on a settlement that has been captured by Skaven.

Malekith has shed his angry-bad-guy-façade and decided that running on the campaign map is no longer beneath him.

Arch Lector will no longer swing his hammer through his head when in mustering stance.

Oak of Ages now has a ruined model when nuked.

Malekith and Dreadlords now use armoured versions of Cold Ones as mounts in campaign.

Fixed an issue where armies could end up on top of a mountain around Oxyl following a defeat in battle.

Fixed a rare instance where two Anvil of Doom mounts could be displayed for Runelords on the campaign map.

Southern Spine of Sotek has 6 geomantic web connections, the connections were redistributed with other nearby provinces.

The region border between Western Jungles and Great Desert of Araby now displays properly.

Characters will no longer clip through Hualotal when sieging the settlement.

Magritta is no longer be partially submerged on the campaign map.

Chotec will now be shown in the correct location on the strategic map.

Settlements on Volcanic Islands will now be shown in the correct location on the strategic map.

Camera will no longer clip through the mountain on Albion.

Fixed an issue where a character’s weapons could spawn in the sea on the campaign map.

Fixed an issue where Tehenhauin, Tiktaq’to and Ikit Claw were not appearing in the game guide.

Fixed an issue whereby selecting the spell browser with Lord Kroak in the battle loaded a blank page.

Fixed missing Lore icon for Lord Kroak in the spell browser.

Tooltip now correctly states the reason that a building cannot be built when a settlement is under siege.

The Book of Arkhan and Risen Standard Bearers effect descriptions now include Grave Guard.

Removed Extraneous descriptive (factionwide) text from Norscan technologies.

Fixed a typo in Heinrich Kemmler’s Mountains of Madness chapter objective description.

Fixed several instances of region names displaying in English for several non-English languages.

Tyrant of Naggarond achievement will now trigger in Mortal Empires when building the Black Tower of Malekith.

The Forest Whispered my Name achievement will now trigger in Mortal Empires when occupying Gaean Vale and Oreon’s Camp.

Lothern Sea Helm achievement will now trigger in Mortal Empires.

Lothern Sea Helm achievement description has been updated to state that it only unlocks when playing as High Elves.

Family Feud achievement will no longer trigger when playing as Lizardmen.

Fixed an issue in multiplayer campaign where if one player teleported to Lord Kroak’s quest battle, the other player would be shown a blank pre-battle screen.

Fixed an issue where a white square was displayed behind The Menace Below button when playing as Clan Fester in multiplayer campaign.

Under Empires can no longer be destroyed during the opponent’s turn in head to head multiplayer campaigns.

Battle Bug Fixes and Improvements

The melee attack and melee defense bonuses granted by veterancy have been adjusted. It no longer favors defense. As a result, we’ve had to slightly retune Regiment of Renown unit stat lines to match their new rank 9 veterancy benefits. Most Regiment of Renown units see a change of +1-3 melee attack and -1-3 Melee defense from this change.

Skaven tier 3 and tier 4 wall reinforcements are no longer the incorrect way around.

Empire cannon towers will now correctly shoot cannonballs.

Vampire Coast towers will now destroy correctly in siege battles.

It is no longer impossible to cast Pestilent Breath while standing on a wall.

Burning Alignment can no longer be placed on walls, preventing it from violently jittering in random directions.

Tiqtak’to can no longer capture buildings in siege battles.

Fixed an issue where Lizardmen defenders would idle during rampage after sallying out in siege battles.

Fixed an issue where passive ability phases triggered by casting wouldn’t be reapplied anymore, if you cast another spell while the phase was active.

Explosion damage is now applied when entity radius intersects with explosion radius. Previously entity center was used to detect whether explosions affected them, which created issues where small explosions dealt no damage when entity radius was larger than the explosion.

Legion of Chaqua now get vanguard deployment when the army is in astromancy stance.

Summoned Zombie Deckhands are no longer unable to specifically spot enemy units hiding in forests (we put their eyes back in, mostly!)

Adjusted the ground stat effect group of a large variety of units for accuracy. Some units had inconsistent relationships with water and forests.

Tiktaq’to’s improved terradon feature now grants an additional use of Drop Rocks of Sundering to Pauhaux Sentinels.

Tretch’s Raiders has been slightly reworked, it is now always active, but nearby units only benefit if they themselves are currently winning combat, instead of relying on Tretch himself winning combat.

Morghur’s Ardour of Fury ability now applies Primal Fury to all units in Morghur’s army.

The Warp Tokens skill for Skaven casters no longer applies to the whole army.

Amethyst Wizard’s HP will now scale correctly with the unit size setting.

Fixed Bloated Corpse having 25 bonus vs cavalry instead of the intended bonus vs large.

Gunnery Wight no longer shares missile weapon stats with Master Engineer.

Upgraded Bray Scream now correctly upgrades to a stronger vortex.

Fixed an issue where Steam Tanks could no longer fire their primary gun if they had used up all their secondary ammo.

Raven Heralds no longer have hide in forest, turns out flying units can’t hide!

Luthor Harkon no longer stops benefiting from the explosive bullets skill when he gains his mount.

Adjusted spear and shield animations for Alberic so he can properly splash attack on foot.

Norsca Wolf Chariots should now display animations correctly when attacking.

Fixed instances where Tiktaq’to could become detached from his mount when hit.

Fixed an issue where Red Crested Skink Chief would become detached from their Ripperdactyl mount when fleeing on the ground.

Fixed instances of Lords on Cold Ones sometimes not playing knockback and death animations when hit with ranged attacks.

Amethyst Wizard will now hold on to his sword whilst casting.

Fixed an issue where Amethyst Wizard’s staff moves between his hand and holstered during some animations.

Female Glade Lord’s arrow will now line up correctly with the bow when preparing to fire.

Dreadlord (Sword & Crossbow) will no longer put up an invisible shield when under missile fire.

Grey Wizard will now open his mouth during battle when vocalising.

Fixed an issue with the hands and legs of the Dwarf cannon crew spinning while idling.

The attachment on Master Engineer’s back will no longer snap between positions during his firing animation.

Amethyst Wizard’s staff should no longer clip through its mounts head when on an Imperial Pegasus.

Fixed an issue where a siege crew for the Screaming Skull Catapult would clip through the artillery.

The Skaven’s hands will now line up correctly with the rope on the Plague Furnace.

The Rat Ogre’s hands will now line up correctly with the rope on Screaming Bell.

The Skaven’s hands will now line up correctly with the pump on the Doomwheel.

Master Engineer will now hold his rifle correctly when idle.

Settra’s weapon will now sit correctly in his hand when using Chariot of the Gods. SETTRA DOES NOT SWERVE.

Amethyst Wizard’s spells will now correctly emanate from the character model.

Amethyst Wizard now has appropriate VFX when attacking in melee.

Warpstorm Doomrocket now has a mushroom cloud when it hits water.

Star Chamber Guardians will no longer have their weapon’s VFX persist when climbing ladders.

Warplock Jezzail’s projectiles no longer disappear before they hit max effective range.

The Gallows Giant’s flamethrower projectiles no longer disappear before they hit max effective range.

Plague Monk Censer Bearer’s Censer will no longer appear above their heads when zoomed in in battle.

Fixed an issue with the Steam Tank’s textures showing as low resolution.

All variants of Death Globe Bombardiers should now display their poison globes properly.

Amethyst Wizard’s beard should now display correctly.

The armour on Bray-Shamans should now display correctly.

Fixed an issue with the textures on goblin’s heads.

Fixed an issue with Da Rusty Arrers hat’s which would show partly as the wrong colour.

Fixed an issue with one of the Battle Pilgrims head’s hair textures showing as white.

Fixed an issue with a stretched warp crystal on Doomwheels.

Fixed an issue where the Witch Hunter’s boots did not connect to the Witch Hunter’s legs correctly, showing a gap.

Fixed a gap in the Wight King’s shoulder armour.

Fixed a gap in the Arch Lector’s skirt. Peeping Halflings will no longer get an eyeful.

Fixed a hole in Tyrion’s model under his arm.

Fixed a hole in the Dark Elf Sorceress’s waist when sitting on any mount. Fixed a small hole in the back leg of Amethyst Wizard’s warhorse.

Fixed a small hole in the back leg of Amethyst Wizard’s warhorse.

Improved lighting on some Skaven maps.

Fixed a repeating texture that was common on maps with water.

Fixed an issue where shallower water in battles would use the deep-sea water texture.

Fixed an issue where some units could clip through gates in Tomb King siege maps.

Fixed the water clipping through the ground on The Ironfrost Isles battle map.

Units will no longer be able to clip through the corner of the Black Ark battle map.

Increased the deployment zones for both armies in The Moon Dial island battle.

Brass Keep no longer has a wall blocking the reinforcement entry point.

Fixed an issue in Konquata where vanguard units could deploy in the corner but not move due to obstacles preventing movement.

Fixed an issue where several snow maps loaded without trees.

Fixed multiple instances of islands in the unplayable area of some island battles not displaying any trees or rocks.

Fixed instances of floating trees in several coastal maps around Lustria.

Fixed instances of floating trees in Port Reaver siege map.

Fixed instances of incorrect smoke placement in several coastal maps around Lustria.

Fixed several instances of missing textures on The Black Pit battle map.

Fixed a flickering issue that occurring on the roof of a building on The Black Pit siege map.

Fixed a flickering issue that occurring on the roof of a building on Port Reaver siege map.

Fixed a missing texture inside a chimney on Konquata battle map.

Fixed instances of floating foliage on the Storm Daemon battle map.

The camera will no longer move through the rocks on Tarrantula Coast (Inland) battle map.

Non-offset summoning abilities (e.g. Raise Dead) will no longer have offset UI targeting indication.

Added an icon to display base explosion damage on unit stats.

During a battle, if the players army is reduced to only their general, the unit panel will no longer disappear.

Fixed several instances of overlapping banners in the quest battle menu.

Maps in the quest battle menu should now show all regions properly.

Creation of armies larger than 20 units should no longer be possible when the large armies button is not ticked in custom battle.

Fixed an issue in custom battle when changing between mounts, abilities, spells and icons that caused the icons to overlap.

Alberic’s Tempete mount tooltip should now use the correct description in custom battle.

The unit group description for Grail Reliquae no longer states incorrectly that the unit deals magical attacks.

Fixed an issue where multiplayer maps would load into the wrong map.

Fixed an exploit that allowed ineligible armies to be loaded into multiplayer battles.

Maps are now correctly greyed out in the multiplayer map list if the map requires a DLC which the player does not own.

AI Bug Fixes and Improvements

Restructured and simplified AI data setup to be subculture and not component driven.

Adjusted recruitment globally to prevent too many small armies being recruited too early.

AI will now limit the amount of heroes in each army.

AI will defend recently captured regions more actively.

AI will now prioritize landmark buildings accordingly.

AI will now deconstruct growth buildings a little bit more actively.

Reduced research cost for AI.

Fixed an issue that prevented AI from receiving their quest items when attaining the relevant rank.

Fixed an issue where the AI could get stuck attempting to recruit, but not actually performing any recruitment.

Reworked High Elves construction setup.

Unblocked High Elves tech research in certain situations.

Fixed an issue where Tyrion’s army could end up with only archers available.

Reduced Nagarythe’s aggressiveness.

Improved Dark Elves slave economy and reworked construction setup.

Dark Elves will now mainly use the loot and occupy to generate more slaves.

Adjusted slave reduction modifiers in handicaps.

Updated some Dark Elf skill hints.

Updated Dark Elves rite selection.

Reduced Dark Elves spending on navies.

Hag Graef mines are now upgradeable for AI.

Reworked Skaven construction setup.

Fixed an instance where Skaven could not recruit new armies.

Fixed an instance where Skaven won’t recruit higher tier units.

Fixed an instance where Lizardmen research could get stuck without required buildings.

Improved Tomb King recruitment priorities.

Reduced Exiles of Nehek aggressiveness.

Vampire Coast factions will now recruit Carronades.

Fixed instances where the shanty armies would position next to the player and not attack.

Adjusted Empire diplomacy AI – relations dictate now mainly if you can get non-aggression pacts, trade agreements and military access.

AI will now avoid constructing too many Goblin Tinkerer Benches.

Rebellion armies will now include less high tier units.

We’ve bribed Waaagh! armies with all the mushrooms we could lay our hands on, and they will now follow orders more strictly.

Fixed an instance where the AI could end up with two copies of Sword of Khaine.

Battle AI – Greenskin and Bretonnian artillery will now attack settlement walls during siege battles.

Battle AI no longer uses Doomwheel mounted Warlock Master like an infantry lord.

Autoresolver Bug Fixes and Improvements

Low quality single entity units such as Bastiladon will now take less damage in the autoresolver.

Fixed an issue with damaged single entity units getting damaged excessively in the autoresolver.

Fixed an issue where missile units that ran out of ammo were able to return fire on enemy missile units, which was being used in the autoresolver calculation.

Difficulty Bug Fixes and Improvements

Line of sight decreases further for each difficulty level above normal.

AI units passively gain more experience each turn for difficulty levels above normal.

Graphics and Performance Bug Fixes and Improvements

Fixed a rare crash in DX12 in battle.

Fixed a memory leak in DX12 that occurred after changing graphics options.

Added an option to the graphics settings to remove corpses over time.

Fixed an issue where VFX wouldn’t display if there were too many on screen.

Fixed an issue where unit banners could flicker in subterranean battles.

Fixed an issue where hero characters would display as the wrong level of detail on lowest settings on the campaign map.

Queek model will no longer turn into a Plague Monk model when zoomed out in battle.

Fixed an issue that caused the shadows to flicker in portholes.

Shadow-walkers now use the correct porthole.

Amethyst Wizard should now display correctly in his porthole.

Fixed an issue where Red Crested Skink Chief’s porthole snaps between two positions on the campaign map.

Saurus Scar-Veterans will now display blood in its porthole when blood pack is turned on.

Kroxigors will now display blood in its porthole when blood pack is turned on.

Cohort of Sotek will now display blood in its porthole when blood pack is turned on.

Blackhole Flayers will now display blood in its porthole when blood pack is turned on.

Warpfire’s Wheel will now display blood in its porthole when blood pack is turned on.

Resolution and UI scale should now be set more appropriately on ultra-wide monitors when launching the game for the first time.

Audio Bug Fixes and Improvements

Added new focus system to a wide pool of creatures and war machines. This allows entities that are moving/fighting to take priority over idle entities of the same type.

Improved how Dragon vocalisations are handled in battle and campaign.

Added new projectile sounds for some races’ defensive siege towers.

Reworked Luminark projectile and firing sounds

Added new sounds for Gyrocopter blades.

Added new sounds for Hellcannon’s pumps, firing, and movement.

Remixed and reworked numerous group and individual entity sounds.

Reduced spamming on Pegasus and Hippogryph wing flaps.

Adjusted volume of Cylostra in diplomacy.

Removed clicks from a few VO and movie assets.

Delayed post battle VO to avoid clashing with the UI.

Adjusted values for high and low loyalty thresholds, so more negative and neutral lines should play when opening the character panel of a lord with middling-low loyalty.

Fixed some ability and spell sounds not triggering consistently.

Fixed enemy and neutral Amethyst Wizards not triggering any VO when selected.

Adjusted volume of some Empire campaign UI.

Campaign fauna is now ducked during the end turn to reduce vocalisation spamming.

Fixed an issue with some campaign events not being loaded correctly when loading back into campaign after a battle.

Numerous small performance and integrity fixes and optimisations.

Optimised multiple group projectile types.

Optimised battle environment setup to remove unused assets.

Updated campaign environment sounds to improve performance and be more efficient with voice usage (improved settlement and ambient loops, reduced number of spot tags and splines.)

Miscellaneous Bug Fixes and Improvements

Game will no longer crash when attempting to play a replay that was created using mods which the player no longer has installed.

Incompatible save games can no longer be loaded by double clicking on them in the list.

Added a checkbox that allows the player to load invalid saves. Proceed with caution as this may result in issues and crashes.

Reordered factions slightly in several areas of the game to be more consistent.

The Claim Free Content button for Tiktaq’to should now direct to the Steam page correctly.

Character and Unit Balancing

Note: Single entity health adjustments display the health change on ultra unit size.

Beastmen

Beastlord – Foot: -100 cost

Khazrak One-eye – Foot: -100 cost

Morghur: -50 cost

Gorebull: +1 walk speed, +6 run speed, +5 leadership

Minotaurs (all): +1 walk speed, +6 run speed, can now hide in forests, +5 leadership

Minotaurs: -4 melee attack, +18 bonus vs infantry, +100 cost

Minotaurs (Great Weapons): +1 splash attack max targets, +0.05 splash attack power

Butchers of Kalkengard: +1 walk speed, +6 run speed, can now hide in forests, +5 leadership, +2 melee attack, -3 melee defence

Chaos Spawn: -100 cost

Giant: -100 cost

Ungor Spearmen (all): added Vanguard Deployment and Stalk, +1 health per entity, +50 cost

Destroyers of Drakwald: added Vanguard Deployment and Stalk, +1 health per entity, +2 melee attack, -2 melee defence

Eye of Morrslieb: +2 melee attack, -2 melee defence

Sons of Ghorros: +2 melee attack, -2 melee defence, -50 cost

Black-Horn’s Ravagers; +3 melee attack, -3 melee defence

Bretonnia

Alberic – Foot: -100 cost

Alberic – Barded Warhorse: -50 cost

Louen Leoncouer – Foot: -100 cost

Louen Leoncouer – Barded Warhorse: -50 cost

Lord – Foot: -100 cost

Lord – Barded Warhorse: -50 cost

Paladin – Foot: -50 cost

Paladin – Barded Warhorse: -25 cost

Prophetess – Warhorse: +100 cost

Prophetess – Barded Warhorse: +50 cost

Damsels – Warhorse: +100 cost

Damsels – Unicorn: +50 cost

Green Knight: Sacred Guardian is now a free, non-optional ability in custom battle

Grail Guardians: +1 melee attack, +1 ap melee damage

Pegasus Knights: +5 leadership, tweaked animations for charging into land units to improve charges

Royal Pegasus Knights: +10 leadership, tweaked animations for charging into land units to improve charges

Defenders of Fleur-de-Lis: +2 melee attack, -2 melee defence

Knights of the Lionhearted: +3 melee attack, -2 melee defence

Wardens of Montfort: +1 melee attack, -2 melee defence

Questing Knights RoR: +3 melee attack, -3 melee defence

Beastslayers of Bastonne: +2 melee attack, -3 melee defence

Blessed Field Trebuchet: projectile explosions ignore allies

Dark Elves

Crone Hellebron – Foot: -100 cost

Lokhir Fellheart – Foot: -100 cost

Malekith – Foot: -100 cost

Malekith – Cold One: -50 cost

Morathi – Sulephet: now uses large entity ground stat effect group

Sorceress – Dark Steed: +50 cost

Sorceress – Cold One: +50 cost

Supreme Sorceress – Dark Steed: +50 cost

Supreme Sorceress – Cold One: +100 cost

Death Hag – Foot: -100 cost

Dreadlord (Sword & Shield) – Foot: -100 cost

Dreadlord (Sword & Shield) – Cold One: -50 cost

Dreadlord (Sword & Crossbow) – Foot: -100 cost

Dreadlord (Sword & Crossbow) – Cold One: -50 cost

Raven Heralds: can no longer hide in forest, +16 health per entity, +2 melee attack, -2 melee defence

Cold One Chariot: +100 cost

Knights of the Ebon Claw: +2 melee attack, -5 melee defence

Slaanesh’s Harvesters: +3 melee attack, -2 melee defence

Sisters of the Singing Doom: +3 melee attack, -2 melee defence

Blades of the Blood Queen: +3 melee attack, -3 melee defence

Bolt Fiends: +2 melee attack, -2 melee defence

Hellebronai: +1 melee attack, -3 melee defence

Chill of Sontar: +1 melee attack, -2 melee defence

Reaper Bolt Thrower: multi-shot +3 bonus vs infantry per projectile

Dwarfs

Ethereal Dwarf heroes: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, -100 cost

Lord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, -100 cost, -2 splash attack max targets, +10 ap melee damage, -10 base melee damage

Runelord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -5 melee defence, -50 cost

Runelord – Anvil of Doom: now uses large entity ground stat effect group, -5 melee defence, -50 cost

Runesmith: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -2 melee defence, -50 cost

Thane: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, +1 melee defence, -100 cost, -2 splash attack max targets, +15 ap melee damage, +10 base melee damage

Master Engineer: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -100 cost

Grombrindal: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost

Belegar: +5 melee defence, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost, -2 splash attack max targets

Ungrim: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost

Thorgrim Grudgebearer: -100 cost, +25 ap melee damage, -25 base melee damage

Flame Cannon: +150 cost, +65 ap projectile damage, +100 base projectile damage, -36% projectile calibration area (-6.6), +20 projectile expiry range

Organ Gun: +10 calibration distance, -5% projectile calibration area (-0.4)

Gob-Lobber: +2 melee attack, -2 melee defence

Dragonback Slayers: +3 melee attack, -3 melee defence

Miners: +2 melee attack

Miners (Blasting Charges): +2 melee attack, +25 cost

Bugman’s Rangers: +50 cost, +2 ap projectile damage, +2 projectile damage, +3 reload time

Rangers: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time

Quarrellers: +2 ap projectile damage, +2 projectile damage, +2 reload time

Quarrellers (Great Weapons): +2 melee attack, +2 ap projectile damage, +2 projectile damage, +2 reload time

Ekrund Miners: +3 melee attack, -2 melee defence

Norgrimlings Ironbreakers: +2 melee attack, -4 melee defence

Skoldr Guard: +2 melee attack, -2 melee defence

Grumbling Guard: +2 melee attack, -3 melee defence

Peak Gate Guard: +3 melee attack, -3 melee defence

Ulthar’s Raiders: +2 melee attack, -2 melee defence

Warriors of Dragonfire Pass: +2 melee attack, -3 melee defence

Gyrocopters (Brimstone Guns): +15 bonus vs large (projectile)

Skyhammer: +3 melee attack, -1 melee defence

Dwarf Warriors (Great Weapons): +2 melee attack

Empire

Karl Franz – Foot: -150 cost

Karl Franz – Warhorse: -50 cost

Karl Franz – Barded Warhorse: -100 cost

TODDY ON /!$%!£@ FOOT: -100 cost

TODDY ON A /!$%!£@ BARDED WARHORSE: –50 cost

Balthasar Gelt – Foot: -100 cost

Balthasar Gelt – Barded Warhorse: -50 cost

Volkmar the Grim – Foot: -100 cost

Volkmar the Grim – Barded Warhorse: -50 cost

Arch Lector – Foot: -100 cost

Arch Lector – Barded Warhorse: -50 cost

Empire General – Foot: -150 cost

Empire General – Warhorse: -50 cost

Empire General – Barded Warhorse: -100 cost

Empire Captain – Foot: -75 cost

Empire Captain – Warhorse: +25 cost

Empire Captain – Barded Warhorse: -25 cost

Warrior Priest – Foot: -50 cost

Warrior Priest – Warhorse: +50 cost

Empire Wizards – Warhorse: +100 cost

Empire Wizards – Barded Warhorse: +50 cost

Jade Wizard – Pegasus: can no longer hide in forests

Grey Wizard – Pegasus: can no longer hide in forests

Amber Wizard – Imperial Griffon: +560 health on Ultra

Crossbowmen: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time

Sunmaker: +1 melee attack, -1 melee defence

Royal Altdorf Gryphites: +3 melee attack, -3 melee defence

Zintler’s Reiksguard: +2 melee attack, -3 melee defence

Sigmar’s Sons: +3 melee attack, -3 melee defence

Silver Bullets: +2 melee attack, -2 melee defence

Stirland’s Revenge: +2 melee attack, -3 melee defence

Tattersouls: +3 melee attack, -2 melee defence

Templehof Luminark : +1 melee attack, -1 melee defence

Steam Tank: +2 melee attack

Helblaster Volley Gun: -50 cost, +20% base and ap projectile damage.

Helstorm Rocket Battery: +4 base explosion damage, +9 ap explosion damage

Sunmaker: +4 base explosion damage, +9 ap explosion damage

Demigryph Knights: -50 cost

Outriders: fixed issue where reloading transitions were capping rate of fire

Pistoliers: fixed issue where reloading transitions were capping rate of fire

Greenskins

Grimgor: Increased acceleration and deceleration, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, -100 cost

Night Goblin Warboss – Foot: -50 cost

Skarsnik – Foot: -100 cost

Azhag – Foot: -100 cost

Orc Warboss – Foot: -100 cost

Orc Warboss – Boar: -50 cost

Goblin Big Boss – Foot: -50 cost

Goblin Great Shaman – Foot: -50 cost

Goblin Great Shaman – Great Wolf: -50 cost

Hammer of Gork: +1 melee attack, -1 melee defence

Deff Creepers: +1 melee attack, -2 melee defence

Durkit’s Squigs: +2 melee attack, -2 melee defence

Mogrubb’s Mangy Marauders: +1 melee attack, -2 melee defence

Moon Howlers: +2 melee attack, -2 melee defence

Teef Robbers: +2 melee attack, -2 melee defence

Da Eight Peak Loonies: +2 melee attack, -3 melee defence

Rusty Arrers: +1 melee attack, -2 melee defence

Warlord’s Boyz: +2 melee attack, -3 melee defence

Krimson Killerz: +2 melee attack, -2 melee defence

Arachnarok Queen: +3 melee attack, -3 melee defence

Doom Diver Catapults: +50 cost

Giant: -100 cost

High Elves

Alarielle – Foot: -50 cost

Alarielle – Elven Steed: +50 cost

Alith Anar: -100 cost

Prince – Foot: -100 cost

Prince – Barded Elven Steed: -50 cost

Princess – Foot: -100 cost

Princess (all): +5 projectile mass

Teclis – Barded Elven Steed: +50 cost

Tyrion – Foot: -100 cost

Handmaiden: -100 cost

Handmaiden – Barded Elven Steed: -50 cost

Mage – Elven Steed: +50 cost

Noble – Foot: -50 cost

Dragon Princes: -100 mass

Fireborn: -100 mass, +2 melee attack, -3 melee defence

Heralds of the Wind: +2 melee attack, -5 melee defence

Everqueen’s Court Guards: +2 melee attack, -3 melee defence

Keepers of the Flame: +3 melee attack, -3 melee defence

The Grey: +2 melee attack, -5 melee defence, -50 cost

Scions of Mathlann: +2 melee attack, -3 melee defence

Puremane Company: +2 melee attack, -3 melee defence

Storm Riders: +2 melee attack, -3 melee defence, -50 cost

Eagle Claw Bolt Thrower: multi-shot +3 bonus vs infantry per projectile

Lizardmen

Kroq-gar: +5 leadership

Kroq-gar – Foot: -100 cost

Lord Mazdamundi – Palanquin: +50 cost

Saurus Old Blood – Foot: -100 cost

Red Crested Skink Chief – Foot: -100 cost

Tehenhauin – Foot: -100 cost

Saurus Scar Veteran – Foot: -100 cost

Slann Mage Priest: +100 cost

Skink Chief – Foot: -100 cost

Skink Priest – Terradon: +200 cost

Lord Kroak: +300 mp cost

Salamander Hunting Pack: slightly increased turn speed, -10 armour, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, -2 ap explosion damage

Umbral Tide: slightly increased turn speed, -10 armour, +1 melee attack, -2 melee defence, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, 2 ap explosion damage

Ancient Salamander: +3 ap projectile damage, -3 base projectile damage

Kroxigors: reduced charge distance from 45m to 30m, +2 ap melee damage, +1 base melee damage

Stegadons (all): -10 armour

Ancient Stegadons (all): -10 armour, +1 reload time for giant blowpipes

The Thunderous One: -10 armour, +2 melee attack, -3 melee attack

Feral Stegadon: now uses large entity ground stat effect group, -100 cost

Stegadon: -50 cost

Feral Cold Ones: +8 health per entity

Feral Bastiladon: now uses large entity ground stat effect group

Bastiladon (Ark of Sotek): -50 cost

Bastiladon (Revivification Crystal): added casting animations

Feral Carnosaur: now uses large entity ground stat effect group

Pok-Hopak Cohort: +2 melee attack, -3 melee defence

Colossadon Hunters: +2 melee attack, -2 melee defence

Pahaux Sentinels: +2 melee attack, -2 melee defence

Legion of Chaqua: +2 melee attack, -3 melee defence

Red Crested Skinks: +25 cost

Cohort of Sotek: +2 melee attack, -2 melee defence, +25 cost

Temple Guards: -1 melee attack

Star Chamber Guardians: +1 melee attack, -3 melee defence +5 missile block chance

Norsca

Wulfrik – Foot: -100 cost

Wulfrik – Chariot: +50 cost

Wulfrik – Mammoth: -712 health, -2 melee defence, +200 cost

Marauder Chieftain – Foot: -100 cost

Marauder Chieftain – Mammoth: -712 health, now has forest terrain penalties for being a large entity, -2 melee defence, +200 cost

Feral Mammoth: now has forest terrain penalties for being a large entity, -2 melee defence

War Mammoth: -672 health, now has forest terrain penalties for being a large entity, -2 melee defence

Soulcrusher: -672 health, now has forest terrain penalties for being a large entity, +1 melee attack, -5 melee defence

War Mammoth (Warshrine): +20 charge speed, +16 run speed, -500 mass, now has forest terrain penalties for being a large entity

Hounds of Tashnar: +2 melee attack, -2 melee defence

Norscan Warhounds: added vanguard deployment

Ice Horn Marauders: +2 melee attack, -3 melee defence, -50 cost

Marauder Hunters (Javelins): +50 cost

Marauder Hunters (Throwing Axes): -50 cost

Brutes of the Hound: +3 melee attack, -3 melee defence

Fimir Warriors: -5 charge bonus, -4 melee attack, +10 leadership, +100 cost

Mist Stalkers: -5 charge bonus, +10 leadership, -2 melee attack, -4 melee defence, +100 cost

Fimir Warriors (Great Weapons): -8 charge bonus, -3 melee attack, -1 melee defence, +10 leadership, +100 cost

Norscan Giant: -100 cost

Skinwolves: +2 charge bonus

Skinwolves (Armoured): +2 charge bonus

Maws of Savagery: +2 charge bonus, +3 melee attack, -3 melee defence

Shaman Sorcerer – Norscan Warhorse: now uses large entity ground stat effect group

Skin Wolf Werekin: now uses large entity ground stat effect group

Skaven

Tretch Craventail: -100 mp cost

Ikit Claw – Foot: -100 cost

Ikit Claw – Doomflayer: now uses large entity ground stat effect group, removed Scurry Away

Queek Headtaker: -100 cost

Warlock Master – Foot: -50 cost

Warlock Master – Doomflayer: now uses large entity ground stat effect group

Warlock Master – Doomwheel: now uses large entity ground stat effect group, +1 melee defence, removed Scurry Away

Assassin: -50 cost

Plague Priest: -50 cost

Warlock Engineer: +50 cost

Warlord – Bonebreaker: +0.3 entity radius, increased splash attack force by 50%

Warpfire Throwers (all): +25 health per entity

Hell Pit Abomination: now uses large entity ground stat effect group

Rat Ogres: now uses large entity ground stat effect group

Ikit’s Zzzap-zzzap!: +2 melee attack, -2 melee defence

Clan Vulkn Tailslashers: +2 melee attack, -2 melee defence

Plaguemonk Censer Bearers: -50 cost

Blightscab’s Plaguepack: +2 melee attack, -3 melee defence

Poison Wind Globadiers: -2 reload time

Teethbreakers: +2 melee attack, -2 melee defence

Stormvermin (Halberds): +1 melee defence

Council Guard: +2 melee attack, -2 melee defence, +50 cost

Natty Buboe’s Sharpshooters: +2 melee attack, -10 melee defence, -25 projectile range, +50 cost, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters

Warplock Jezzails: -25 projectile range, -6 melee defence, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters

Dwarf-Thing Menace: +2 melee attack, -2 melee defence

Wheelz of Doom: +2 melee attack, -3 melee defence

Tomb Kings

Arkhan – Foot: -100 cost

Khalida – Foot: -100 cost

Khatep – Foot: -100 cost

Khatep – Casket of Souls: +2 projectiles per volley

Liche Priest – Skeletal Steed: +100 cost

Settra – Foot: -100 cost

Tomb King – Foot: -100 cost

Tomb Prince – Foot: -100 cost

Nehekhara Horsemen: -100 mass, +1 charge bonus, -3 melee defence

Necropolis Knights: +2 charge bonus, +1 melee defence, +2 ap melee damage, +1 base melee damage, +1 max splash attack targets

Necropolis Knights (Halberds): +1 melee defence, +3 ap melee damage, +2 base melee damage

Necrosphinx: now has forest terrain penalties for being a large entity

Sphinx of Usepkh: now has forest terrain penalties for being a large entity, +3 melee attack

Tomb Scorpion: now has forest terrain penalties for being a large entity

Carrion: +25 cost

Blessed Legion of Phakht: +1 melee attack, +20 reload skill, -2 melee defence, -25 cost

Skeleton Spearmen: +1 bonus vs large, -1.2 secs melee attack interval

King Nekhesh’s Scorpion Legion: +1 melee attack, -3 melee defence, +1 bonus vs large

Khepra Guard: +3 melee attack, +7 melee defence, -6 ap melee damage, +9 bonus vs infantry, -1 base melee damage

Sepulchral Stalkers: +1 ammo

Eyes of the Desert: +2 melee attack, -3 melee defence, +1 ammo

Chosen of the Gods: +2 melee attack, -3 melee defence, +50 cost

Casket of Souls: +2 projectiles per volley

Vampire Coast

Aranessa – Foot: -50 cost

Aranessa – Rotting Promethean: -50 cost

Cylostra Direfin – Floating: -50 cost

Cylostra Direfin – Rotting Leviathan: -50 cost, +20 base melee damage

Gunnery Wight – Foot: -100 cost

Bloated Corpse: -75 mp cost

Depth Guard (all): +4 health per entity

Bloody Reaver Deck Guard: +2 melee attack, +1 melee defence, +4 health per entity

Syreens: +2 leadership

Rotting Leviathan: +20 base melee damage

Zombie Deckhand Mobs (all): -5 health per entity, -5 leadership

Tide of Skjold: +2 melee attack, -5 health per entity, -5 leadership

The Black Spot: +2 melee attack, -2 melee defence

The Lamprey’s Revenge: +3 melee attack, -4 melee defence

Night Terrors: -3 melee defence

Gallows Giant: -2 melee defence, projectile expiry range increase to 170 meters

Aranessa: now uses small aquatic terrain stat effect group

Queen Bess: +2 melee attack, -1 melee defence

Deck Droppers (Bombers): -50 cost

Deck Droppers (Handguns): +50 cost

Salt Lord’s Scuttlers: +2 melee attack, -2 melee defence, -100 cost

Shadewraith Gunners: +2 melee attack, -2 melee defence

Vampire Counts

Vlad von Carstein: -100 cost

The Red Duke – Foot: -100 cost

Heinrich Kemmler: -50 cost

Isabella von Carstein: -50 cost

Mannfred von Carstein: -50 cost

Blood Dragon Vampire Lord – Foot: -50 cost

Lahmian Vampire Lord – Foot: -50 cost

Necrarch Vampire Lord – Foot: -50 cost

Strigoi Vampire Lord – Foot: -50 cost

Von Carstein Vampire Lord – Foot: -50 cost

Strigoi Ghoul King: -100 cost

Vampire Lord: -50 cost

Master Necromancer – Barded Nightmare: +150 cost

Necromancer – Nightmare: +100 cost

Vampires – Foot: -50 cost

Banshee: -100 cost

Wight King: -100 cost

Wight King – Barded Skeletal Steed: -50 cost

Cairn Wraiths: +2 charge bonus, +2 leadership

Hexwraiths: +2 melee attack, +2 leadership

Chillgheists: +5 melee attack, +2 leadership

Skeleton Spearmen: +1 bonus vs large

Crypt Horrors: +2 ap melee damage, +3 base melee damage

Verek’s Reavers: +2 melee attack, -2 melee defence

Feasters in the Dusk: +2 melee attack, -3 melee defence

Konigstein Stalkers: +1 melee attack, -2 melee defence

Sternsmen: +2 melee attack, -3 melee defence

Tithe: +1 melee attack, -1 melee defence

Devils of Swartzhafen: +3 melee attack, -3 melee defence

Direpack: +2 melee attack, -2 melee defence

Claw of Nagash: +2 melee attack, -2 melee defence

Warriors of Chaos

Archaon – Foot: -100 cost

Prince Sigvald the Magnificent: -100 cost

Chaos Sorcerer Lords – Foot: -50 cost

Chaos Sorcerer Lords – Chaos Steed: +50 cost

Chaos Lord – Foot: -100 cost

Chaos Lord – Barded Chaos Steed: -50 cost

Chaos Sorcerers – Foot: -50 cost

Chaos Sorcerers – Chaos Steed: +50 cost

Exalted Hero – Foot: -100 cost

Exalted Hero – Barded Chaos Steed: -50 cost

Dragon Ogres: +15 armour

Summoners of Rage: +15 armour, +3 melee attack, -3 melee defence, +50 cost

Swords of Chaos: +10 melee attack, +3 melee defence, +10 ap melee damage, -15 bonus vs infantry, +5 base melee damage, +100 cost

Chaos Knights: +2 ap melee damage, +4 base melee damage

Mirror Guard: +2 melee attack, -4 melee defence

Soul of Damnation: +1 melee attack, -2 melee defence

Chaos Giant: -100 cost

Chaos Spawn: -100 cost

Wyrdspawn: +2 melee attack, -3 melee attack

Plaguespew: +3 melee attack, -2 melee defence

Chaos Warhounds (both): added vanguard deployment

Sarthorael the Everwatcher: -10 missile resistance

Wood Elves

Orion: added Vanguard Deployment, +50 cost

Durthu: +10 armour

Ancient Treeman: +10 armour, -100 cost

Branchwraith: -50 cost, added Immune to Psychology

Glade Lord – Foot: -100 cost

Spellsingers – Elven Steed: +50 cost

Waystalker: -100 cost

Wild Hunters of Kurnous: Removed Guardian ability, added magical attacks and +13 bonus vs large, +50 cost, +2 melee attack, -3 melee defence

Waywatchers: -2 run speed, -6 health per entity, +4 charge bonus, -4 melee defence, +50 cost

Hawk-eyes of Drakira: -2 run speed, -6 health per entity, +2 melee attack, -8 melee defence, +8 bonus vs infantry (melee)

Treekin: +0.2 entity radius, +10 armour

Firebark Elders: +0.2 entity radius, +10 armour, +2 melee attack, -4 melee defence

Treeman: +10 armour

Orion: added vanguard deployment

Hawk Riders: made entity 12% wider, improved firing animations to make first volley faster

Glade Riders (both): +2 leadership

Wildwood Rangers: -3 base melee damage, -5 ap melee damage, +2 run speed, +4 charge speed, -100 cost, increased unit spacing

Wardens of Cythral: +3 melee attack, -3 melee defence, +2 run speed, +4 charge speed, -100 cost

Wardancers (Dual Swords): -4 melee attack, +4 melee defence

Loec’s Trickster’s: +2 melee attack, -4 melee defence, -50 cost

Abilities and Spells

Summon unbindings: now split into three phases with different colours, blue for stable, orange for weak (30 seconds), red for critical (5 seconds)

Deliverance of Itza I: -8% ap vortex damage, +1 power cost

Deliverance of Itza II: -5% ap vortex damage, +1 power cost

Deliverance of Itza III: -3% ap vortex damage, +2 power cost

Shadows of Anlec: -14% base vortex damage

Fiery Convocation: +100% ap vortex damage, now deals fire damage

Bound Fiery Convocation: +100% ap vortex damage, now deals fire damage

Fiery Convocation Upgraded: +100% ap vortex damage, now deals fire damage

Pestilent Breath: -14% base vortex damage

Pestilent Breath Upgraded: -14% base vortex damage

Wind Blast: -14% base vortex damage, +75 detonation force

Wind Blast Upgraded: -14% base vortex damage, -16% ap vortex damage, +75 detonation force

Exorcism (Lore of Light lore passive): Changed to map-wide AoE augment that affects all allies. Gives Immune to Psychology and +4 leadership for 11 seconds whenever the wizard casts a spell

Bestial Surge: +9% vigour changed to +5% vigour

Plague Rash: -9% vigour changed to -5% vigour

Sunfang: -15% base vortex damage

Soulfire: Projectile damage from 26 to 1. +200% explosion radius (+2m). Explosion damage no longer affects allies. Removed magic resistance increase in radius

Grand Soulfire: Projectile damage from 26 to 1. Explosion damage no longer affects allies. Removed magic resistance increase in radius. Reduced bombardment spread area from 30m to 15m

Divine Power: now has a map-wide radius, reduced miscast chance increase from +50% to +25%

Fireball: -25% ap projectile damage (from 200 to 150), -26% projectile base damage (-125), -50% projectile penetration

Fireball Upgraded: +300 ap projectile damage (was previously 0), -70% base projectile damage (-798), -50% projectile penetration

Liber Bubonicus: -0.1 damage chance

Spirit Leech & Spirit Leech Upgraded: -0.1 damage chance

Soul Stealer: -0.1 damage chance

Arcane Unforging & Upgraded: -0.1 damage chance

Web of Shadows: -0.1 damage chance

Effagee of Da Git: -0.1 damage chance

Final Transmutation & Upgraded: -0.1 damage chance

Warpstone Armour: Hp Change frequency change from 0.5 seconds to 1 seconds (dps is halved)

Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 18 to 19 seconds. Increased target range from 150m to 200m

Master Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 36 to 38 seconds. Increased target range from 150m to 200m

Doombolts (all version): +200% projectile shockwave radius (+2 meters)

Dreaded Thirteenth Spell: +6 base explosion damage (+12%), +3 ap explosion damage (+12%)

Gyrocopter Bombs: +14 base explosion damage, +26 ap explosion damage

Comet of Casandora: +33% ap explosion damage, +2m explosion radius

Comet of Casandora Upgraded: +33% ap explosion damage, +2m explosion radius

Urannon’s Thunderbolt: +41% ap explosion damage, changed target range to 300 meters

Urannon’s Thunderbolt Upgraded: +45% ap explosion damage, changed target range to 300 meters

Giver of Glory (War Mammoth – Warshrine): Removed unbreakable attribute effect, added +26 melee attack, +16 leadership, +13 seconds duration, added max 3 uses, added +30 seconds recharge, increased target range to 60 meters

Lord of Undeath: +40 seconds summon duration

Spider Hatchlings: -30 seconds summon duration

Spiteful Shot: +9 seconds duration

Spiteful Shot Upgraded: + 18 seconds duration

Okkam’s Mindrazor: +4 seconds duration

Okkam’s Mindrazor Upgraded: +4 seconds duration

Cloak of Mists and Shadows: +5 seconds duration

Fists of Gork: +7 seconds duration

Flaming Sword of Rhuin: +3 seconds duration

Flaming Sword of Rhuin Upgraded: +6 seconds duration

Gaze of Nagash: -1 power cost

Gaze of Nagash Upgraded: -1 power cost

Night Shroud: -2 power cost

Night Shroud Upgraded: -2 power cost

Shem’s Burning Gaze: -1 power cost

Shem’s Burning Gaze Upgraded: -1 power cost

Banishment: -1 power cost

Birona’s Timewarp Upgraded: -1 power cost

Dweller’s Below: -1 power cost

Dweller’s Below Upgraded: -1 power cost

Awakening of the Wood: -1 power cost

Pann’s Impenetrable Pelt Upgraded: -1 power cost

Curse of Anraheir: -1 power cost

Warp Lightning: +1 power cost

Warp Lightning Upgraded: +1 power cost

Skitterleap: -3 power cost

Skitterleap Upgraded: -3 power cost

Scorch: -1 power cost

Vermintide: +1 power cost

Pearl of Infinite Bleakness: +16 duration

Hand of Glory Upgraded: removed +24% speed effect, now gives a bigger +60 reload skill effect instead

Stone Shaper: from +10 armour to +15 armour

Dragon Slayer’s Fang: from +18 armour to +23 armour

Mask of Heavens: from +18 armour to +23 armour

Warpshard Armour: from -18 armour to -23 armour

Dark Mail: from +24 armour to +30 armour, from +22% magic resistance to +25% magic resistance

Helm of Many Eyes: from +6 armour to +7 armour

Totem of Rust: from -6 armour to -7 armour

Strength of the Land I: from +6 armour to +7 armour

Strength of the Land II: from +12 armour to +15 armour

Strength of the Land III: from +18 armour to +23 armour

Strength of the Land IV: from +18 armour to +23 armour

Twisted Flesh I: from +6 armour to +7 armour

Twisted Flesh II: from +12 armour to +15 armour

Twisted Flesh III: from +18 armour to +23 armour

Ruinous Flesh: from +18 armour to +23 armour

Featherfoe Torc: from -12 armour to -15 armour

Bloodgreed: Activation condition changed to ‘In Melee’. Removed speed bonus, increased leadership bonus from +12 to +15

Tretch’s Raiders: is now always active and targets other units that are winning combat

Quicksilver Shot: changed to a common ability, reduced cost from 164 to 82

Shield of Chaqua: reduced effect range from 40 to 30m, added max 3 uses

Potion of Charoi: added max 4 uses.

And it’s floppy Empire hats off to the modders

As our New Content Team works hard to add new characters and factions and evolve existing content, we continue to see amazing variations on that content coming out of the modding community.

Props in particular to Mixu, whose fantastic Legendary Lord mods helped to realise Markus Wulfhart and Gor-Rok in-game for players prior to the Hunter & The Beast. We only wish we could’ve told you that we were making them earlier!

Also, a big shout-out to the many modders who’ve tackled the Empire, and helped flesh out the intricate machinations of this foppishly fantastic faction, including (but not limited to) Zarkis, for The Empire[ME], Drunk Flamingo for Empire of Man, Gigauz for Uniforms and Heraldry of the Empire and Tankbuster for Building the Empire. As ever, and unavoidably, we can’t promise they’ll continue to work with the new content without some attention from their makers. But we’re looking forward to seeing how you all interpret and toy with the new Empire mechanics!

We also want to keep modders supplied with the tools to continue doing what they do, so here’s a brief (and by no means exhaustive) list of things to look forward to. We’ll announce the full list of Assembly Kit enhancements on the CnC Discord channel in due course.