In honour of springtime and sunshine (yes, even in the UK), we’ve been cleaning our code and scouring the database for any pesky bugs following the release of The Prophet & The Warlock. As such, tomorrow we’ll be updating Total War: WARHAMMER II with some tweaks, fixes, and balance changes.

With spring cleaning in mind, we’re also going to be dealing with some of the public betas that are currently available to opt in to for Total War: WARHAMMER II. With each release we always include a rollback build that allows you to finish any save games or continue playing with mods, but from the next update we’ll also be closing down our oldest build. Over the next few weeks we’ll be including a breakdown of all the current betas available, listing what they include and roughly how long they will be open for. Stay tuned for more on this, especially if you’re a modding enthusiast.

Finally, as part of the Amethyst Update you’ll receive… the Amethyst Wizard (if you hadn’t guessed already)! The Amethyst Wizard will only be playable in Total War: WARHAMMER II within the Mortal Empires campaign, so remember this means you need to own both Total War: WARHAMMER and Total War: WARHAMMER II in order to get him.

Amethyst Wizard

The Scythe, the Hourglass, the Amethyst Skull, the Thorny Rose – these are the symbols of the Imperial Colleges of Magic. The Amethyst Order is represented by the inverted Scythe, indicating its affinity with the Purple Wind, Shyish, and, of course, death itself. In fact, the very awareness of mortality – that there must be an end to all things – creates its powerful magic. The Amethyst Wizard is therefore, by definition, a magister morbidly obsessed, able to strip vitality directly from Lords and Heroes and, crucially, diminish the will of those fighting beneath them, turning even the bravest warriors to ignominious flight.

Fixes

The final battle will now trigger correctly in the “Eye of the Vortex” campaign, provided the final ritual has not already been triggered in the save game.

Fixed issue where the game would crash when multiple Doomsphere devices detonated at the same time in the campaign.

Fixed issue where the game would soft-lock when triggering a small selection of advice lines.

Fixed issues where the game would crash in the end turn sequence

Fixed issue where legendary heroes would resume the game with zero health after being wounded

Fixed issue where on loading a saved game many Empire settlements would appear as ruins

Fixed issue where the “Leech” achievement wasn’t triggering correctly

Reduced the chance of gaining warp-fuel from agent actions to 50%

Increased all Forbidden Workshop upgrades Warp-fuel cost by 1

Increased Warp-fuel cost of Doomrockets by 1

Removed the Winds of Magic cost reduction for Warplightning in the Forbidden Workshop upgrade “Warp-Spark Plugs”

Removed the Cooldown reduction for Warplightning from ancillary “Warp Lightning Battery”

Increased the Cooldown of “Endless-drum” ability in the Forbidden Workshop from 15sec to 25sec.

Increased maximum range of Jezzail projectiles

Fixed missing front end start position map image for Volkmar the Grim

Fixed front end start position map image for Tiktaq’to in Mortal Empire campaign

Fixed issue with Ikit’s Storm Daemon quest not being issued after the character reaches level 8

Fixed Lord Kroaks spell browser videos

Replaced “Foe-Seeker” with “Master of the Skies” ability in Tiktaq’to’s skill tree

Replaced “Arcane Conduit” with “Unlimited Power” ability in Ikit Claw’s skill tree

Updated region of “Tlaqua” to “Jaluk Oasis” in Mortal Empires campaign

Updated region of “Cuexotl” to “Wadi El Tebuk” in Mortal Empires campaign

Updated province of “Western Jungles” to “Southern Desert of Araby” in Mortal Empires campaign

Removed +20 Winds of Magic reserves from Ikit’s upgraded version of the Brass Orb ability

Increased Physical Resist from +8% to +10% for Ikit’s “Power Armour” skill

Removed +20 Armour from Ikit’s “Double Insulation” skill

Increased Magic Resistance from +15% to +20% for Ikit’s “Double Insulation” skill

Added +20% Fire Resistance to Ikit’s “Double Insulation” skill

Reduced Cooldown of all spells from -20% to -10% for Ikit’s “Power Overloaded” skill

Reduced Cooldown of all spells from -30% to -10% for Warlock Master’s “Power Overloaded” skill

Removed “Warpstone Tokens” skill from both Ikit and Warlock Master

Added Level 7+ Salamander Hunting Pack buffs of Missile Resistance, Leadership and Melee Defence to “Spawn-kin” skill for Lizardmen characters

Skinks and Chameleon Skinks will now receive Armour and Melee Defence buffs from Tehenhauin’s “Disciples of Sotek” skill

Skinks and Chameleon Skinks will now receive Leadership and Melee Attack buffs from Tehenhauin’s “Tide of Sotek” skill

Skinks and Chameleon Skinks will now receive Casualty Replenishment and Upkeep buffs from Tehenhauin’s “Reverence” skill

“Skirmisher”, “Dextrous Warrior”, “Skink Leader” skills now clearly indicate which Skink unit types receive each buff

Fixed issue with Paladin’s unable to complete the “Pledge to Manann” when embedded in an army

Fixed issue with Paladin’s unable to complete the “Pledge to Order”

Fixed issue with “Pledge to Campaign”, where defeating a minor settlement would count towards the completion conditions

Fixed issue with “Pledge to Valour”, where defeating a minor settlement would count towards the completion conditions

Fixed issue where a Vows Pledge completion message triggers multiple times at once.

Feral Cold Ones now available at tier 1 for Lizardmen instead of tier 3.

Vastly increased discoverability of Doomsphere and Warcamp buildings

Increased food cost of certain buildings slightly

Decreased food income potential of the Under-Empire slightly

Increased passive discoverability value of agents when discovering Under-Cities (increased to 15 from 10)

Increased A.I’s likelihood of destroying discovered Under-Cities by a fair amount

Amended Red Crested Skinks description – No longer are they the fastest Skinks in the world.

Updated Alberic mount description for Tempete in custom and multiplayer battles.

Battle Balance Changes

Abilities

Invocation of Nehek: -2 duration

Invocation of Nehek Upgraded: -2 duration, +1 power cost, max 4 targets

Earth Blood: max 4 targets

Earth Blood Upgraded: max 4 targets

Guardian: tweaked to 15% physical resistance.

Wraith Storm (Noctilus): slight tweak in accuracy

Brass Orb: now has a wind-up of 3 seconds.

Beastmen

Cygor: +800 health, +35 base melee damage, +15 ap melee damage.

Giant (all): -15 base melee damage, +15 ap melee damage

Ungor Spearmen (unshielded): +4 leadership, -4 charge bonus.

Dark Elves

Cold One Knights: -1 melee attack, -1 melee defence.

Cold One Dread Knights: -1 melee attack, -1 melee defence.

Cold One Chariot: -1 melee defence.

Lizardmen

Lord Kroak: +100 mp cost, -10% damage on Deliverance of Itza I, II, III

Ancient Salamander: -25 projectile range, -5% explosion damage, slight increase in entity size, -1869 health, removed speed reduction from contact effect, +2 ammo.

Thunderous One: +100 mp cost, +5 ability recharge.

Red Crested Skink Chief – Ancient Stegadon: +50 mp cost

Star Chamber Guardians: +50 cost

Pahuax Sentinels: +50 cost

Bastiladon Ark of Sotek: -50 cost

Tik’tak’to: Drop Sphere of Tepok is now free in MP and is a default ability for Tik’tak’to.

Kroxigors: -2 ap melee damage.

Horned Ones: +100 cost

Cold One Riders: -1 melee attack, -1 melee defence.

Cold One Spear Riders: -1 melee attack, -1 melee defence

Skaven

Warplock Jezzails (and RoR): +1 reload time, -3 melee defence

Poison Wind Globadiers: -50 mp cost, -150 cost

Warpfire Throwers (and RoR): +30 armour

Ratling Gunners (and RoR): +50 cost, small reduction in accuracy

Stormvermin (Halberds): -1 base melee damage, +2 ap melee damage

Doomflayers: -20% health, -10 armour, -20% mass.

Warlock Master – Doomwheel: Added Terror, can no longer hide in forests, -4 melee attack, -10 charge bonus, -1 melee defence.

Ikit Claw – Doomflayer: no longer causes fear or hides in forest.

Vampire Counts

Crypt Horrors: +1 melee attack

Helman Ghost – corpse cart: -50 cost, reliquary corruption is free and on by default in mp.

Varghulf: -10 base melee damage, -20 ap melee damage.

Vampire Coast