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.

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Public Beta

If you don’t want all free content and improvements that are part of the Doomsayer Update right now, you can opt into the public beta by following the below instructions:

In Steam games library, right-click “Total War: WARHAMMER II” and select “Properties” In the Properties window, select the “Betas” tab Select “public_beta” from the “Select the beta you would like to opt into:” drop-down box Total War: WARHAMMER II will then update to build 10563.1644458

BRETONNIA PLAYERS: Please note that your save games may leave you with income issues due to our new Bretonnia improvements. We suggest starting a new campaign or to finish off your current campaigns using the public beta instructions above.

You can find the The Prophet & The Warlock FAQ here, and you can find the master feedback thread here.

Update Highlights

Massive balancing pass to how campaigns play out – see Campaign AI Balancing section below for details

Multiple new regions and provincial changes across the world in both Eye of the Vortex and Mortal Empires campaigns Notably: Added new region of Massif Orcal in Bretonnia and multiple new regions in the Empire, including the Ruin of Mordheim

AI Vampire Counts factions can now gain Bloodline Lords, with specializations for some factions: Mousillon will focus on Blood Dragon lords Necrarch Brotherhood will focus on Necrarch lords Strygos Empire will focus on Strigoi lords Silver Host will focus on the female Lahmian lords

Added 15 new island map variations across the world

Added multiple new Ritual Currency locations in the Eye of the Vortex campaign to better support the amount of new factions participating in the race

Added new location map button on the Lord selection screen so you can see where factions start when choosing them

Lowered the availability of most agents for all factions to tier 3 or below, capacity remains unaffected

Added Feral Cold Ones as a recruitable unit for all Lizardmen from the Dinosaur Reserve building (animals resource chain)

Campaign Changes

Campaign AI Overhaul

Removed autoresolve bonuses for playable and horde factions controlled by the AI This 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 sufficient As 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 want

Restructured 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 armies

AI Unit recruitment templates upgraded across the board for Empire, Bretonnia, Skaven, Dark Elves, High Elves and Lizardmen

High-Level view of observed AI balancing across the board is as follows: End Game variance has been improved Matchups are less one-sided in many areas of the map Vampire Coast impact and average strength rank greatly reduced Multiple Vampire factions performance visibly reduced



New AI Factions

Clan Fester (Lustria)

Clan Mange (Lustria)

Leaf-Cutterz Tribe (Southlands)

Skaven Under-Empire

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.

Building Changes

Changed Warpfire Thrower Weapons Teams secondary building unlock requirement to use Engineering level 1 rather than level 2 building

Moved Kroxigors from level 3 to level 4 in the Skinks building chain

Moved Terradons (Fireleech Bolas) from level 3 to level 4 of the Terradon’s building chain – New Building

Removed secondary building requirement from Terradons (Fireleech Bolas)

Moved Bastiladon (Revivification Crystal) to level 4 Sotek building chain

Moved Bastiladon (Solar Engine) to level 4 Old Ones building chain

Bastiladon (Revivification Crystal) & Bastiladon (Solar Engine) now have secondary building requirement of level 1 Beasts building chain

Added Feral Cold Ones as a recruitable unit from the Dinosaur Reserve building (animals resource chain)

Province and Region Additions and Changes

Eye of the Vortex

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 Rivers

Added 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)

Mortal Empires

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 Desert

Character Skill Revisions

Lowered Azhag’s Skullmuncha mount unlock rank from 22 to 14

Separated Skink Chief and Skink Priests Stegadon and Ancient Stegadon mounts to separate skills

Separated Kroq-Gar’s Cold One and Horned One mounts to separate skills

Changed RuneLord/Runesmith Oathgold skill from 1/2/3 Oathgold generated to 3/6 Oathgold generated

Miscellaneous Changes

Adjusted all Lizardman and Skaven unit textures for consistency

The strategic location icon now matches the style of the landmark building group icon (an obelisk)

Removed Reiksguard smith requirement

Fixed the Red Duke to use the Blood Dragon version of the Barded Nightmare in campaign to match with Custom Battles

Added cooldown display to all agent actions with a cooldown

Fixed an issue where low loyalty advice would trigger on a Legendary Lord

Fixed a number of followers that were not dropping

Fixed Gunnery Wight Hero not having the Bomb Throw ability

Updated all text references of Skaven Underworld to become Skaven Under-Empire

Blessed 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.

Battle Changes

Alberic given new Trident weapon and animations

Removed Barded Warhorse option from Custom Battles for all Damsels, to match with mounts on offer in the campaign

Fixed some cases where skipping the intro cutscene in a quest battle would not centre the camera behind the player’s army

Bretonnia Rework

Bretonnian Vows

Removed existing Bretonnian Vow skills from all characters, in conjunction with New Bretonnian Vows system

Bretonnian Unit Recruitment Changes

Removed secondary building requirements of Armoury Building Chain or Carpenters Building Chain from all Bretonnian units Men-at-arms (Shields) Spearmen-at-arms (Shield) Foot Squires Pegasus Knights Royal Pegasus Knights Royal Hippogryph Knights Grail Guardians Peasant Bowmen (Fire Arrows) Peasant Bowmen (Pox Arrows)



Bretonnian Technology Changes

New Bretonnian techs: Kings of the Mountains Diplomacy – Diplomacy Leaders of Men Diplomacy – Diplomacy boost with Empire, Marienburg, Southern Realms, Kislev Kings of the Desert Diplomacy – Diplomacy boost with Tomb Kings Lords of Athel Loren Diplomacy – Diplomacy boost with Wood Elves Decree’s of Bretonnia – Chivalry Gain, Melee Attack & Charge Bonus for Lords and embedded Heroes

Revised (existing) Bretonnian techs: Ruinous Powers Decree – Decoupled from Norscan techs / Reduced research time by 1 turn to 5 Secure Shores Decree – Reduced research time by 1 turn to 5 Sewer Cleaning Decree – Reduced research time by 1 turn to 5 Desert Purge Decree – Reduced research time by 3 turn to 5 The Unification of Bretonnia – Removed Empire & Dwarf diplomacy bonuses / Reduced research time by 2 turns to 3 / Added +10 Peasant Economy Cap bonus Heraldry of Artois – Reduced research time to 4 turns Heraldry of Bastonne – Reduced research time to 4 turns Heraldry of Bordeleaux – Reduced research time to 4 turns Heraldry of Bretonnia – Reduced research time to 4 turns Heraldry of Carcassonne – Reduced research time to 4 turns Heraldry of Lyonesse – Reduced research time to 4 turns Heraldry of Parravon – Reduced research time to 4 turns Slightly increased the income bonuses for economy types from technologies



Peasant Economy Changes

Peasant Mob upkeep reduced by -100% when not over the Peasant Economy cap

Diplomacy Changes

Added new confederation dilemmas that trigger after researching Heraldry technologies – allowing instant but costly confederation options

Removed At War conflict between Carcassonne and Yvresse

Added At War conflict between Carcassonne and The Dreadfleet

Added At War conflict between Bordeleaux and The Dreadfleet

Added At War conflict between Bordeleaux and Sartosa

Reduced 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 AIs

Green Knight Changes

User given unlimited charges of the Green Knight when at level 5 (Chivalrous – 1600 > 2000+) of the Chivalry bar

Increase turns the Green Knight is available for from 15 to 25

Removed 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 him

Character Mount Changes

All Bretonnian Lords, Paladins & Alberic start on a barded horse by default

Damned Paladin for the Drowned faction now starts on a barded horse by default

Bretonnia Campaign Balance Changes

Improved Bretonnian Garrisons with more suitable units

New Greenskin settlement Massif Orcal added to help with the Incursion event

Moderately increased the amount of income from Bretonnian buildings

Reduced the cost of Bretonnian economy buildings

Added even greater differentiation between economy types (Farm/Industry)

Added effects to the Smithy building chain now that it no longer unlocks units

Added effects to the Carpentry building chain now that it no longer unlocks units

Removed Kemmler’s starting corruption in Bretonnia when he is AI-conttrolled

Adjusted Kemmler’s personality to be more defensive so he conquers less Bretonnians

Audio

Battle

Added new group vocalisations for Skaven, Skinks, and Saurus Ratling Gunners will sometimes be overcome with verminous glee when firing

Reworked and fixed multiple areas of group system Ranged units now play group idle vocalisations Fixed some issues with units disengaging from melee, or moving through each other, where they would retrigger the collision group Foley

Added 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 spell When casting, the Screaming Bell now makes bigger bongs to please the Horned Rat

Added 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/maces

Cut out the tongues from the Council Guard (keep Council Secrets safe yes-yes…)

Disabled some non-Slaanesh god-specific lines for Sigvald

Changed the attenuation of conversational dialogue

Fixed battle order VO suppressing unit vocalisations

Rebalanced some ability sounds

Campaign

Fixed some stance selection VO for Skaven lords

Set diplomacy VO to always play in 2D

Adjusted timing on Skaven food gained UI element

Turned down campaign building fires

Reworked some idle vocalisations for Skrolk and Tretch

Added new idle loops for Skaven lords

Spell and Unit Balancing

General

Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed

Summoning Changes

Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding

Adjusted power cost of some summon spells

Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration

New Unbinding Times and Power Costs

Tomb Blade of Arkhan: 82 seconds

Realm of Souls: 92 second

Transformation of Kadon (Manticore): 96 seconds, 13 power cost

Transformation of Kadon (Varghulf): 77 seconds, 13 power cost

Denizens of the Deep: 71 seconds, 12 power cost

Drowned Dead: 88 seconds

Captain Roth’s Moondial: 88 seconds

Drowned Dead Upgraded: 121 seconds

Ghosts of the Past: 93 seconds

Savage Dominion: 101 seconds, 15 power cost

Maternal Instinct: 180 seconds

Awaken from the Grave: 86 seconds

Awaken from the Grave Upgraded: 117 seconds

Staff of Corruption: 91 seconds

Spirit-Essence of Chaos: 91 seconds

Feral Cold Ones: 80 seconds

Raise Dead: 134 seconds. Cooldown increased to 39 seconds. Cost to 4

Raise Dead Upgraded: 80 seconds. Cooldown increased to 39 seconds. Cost to 6

Vermintide: 67 seconds

Menace Below: 67 seconds

Pestilent Birth: 73 seconds

Eagle Sanctuary: 78 seconds

Rats Emerge: 99 seconds

Lord of Undeath: 139 seconds

Command the Unliving: 85 seconds

Command the Unliving Upgraded: 77 seconds

Units

Dark Elves

Hydra: +10 armour

Chill of Sontar: +10 armour

Kharibdyss: +10 armour

Knights of the Ebon Claw: -2 melee attack, -1 melee defence, -50 cost

Crone Hellebron (foot, dark steed, manticore): +3 melee defence

Cold One Knights: -2 melee attack, -1 melee defence

Cold One Dread Knights: -2 melee attack, -1 melee defence

Cold One Chariot: -10 charge bonus, -2 melee defence

Khainite Assassin: added Vanguard deployment, +2 run speed. Projectile now applies poison contact effect.

Bolt Fiends: -50 mp cost

Black Ark Corsairs: +1 bonus vs infantry

High Elves

Loremaster of Hoeth: -5 charge bonus, -150 cost.

Noble – Chariot: -10 charge bonus, -2 melee defence

Princess – Moon Dragon: +10 armour

Alith Anar: increased projectile accuracy, +25 ap projectile damage, +7 base projectile damage.

Swordmasters of Hoeth: +5 leadership

Moon Dragon: +10 armour

Frostheart Phoenix: -2 charge bonus, +1 melee attack, +30 ap melee damage, +10 base melee damage.

Sun Dragon: +10 armour

Ellyrian Reavers: -50 cost

Loremaster of Hoeth: -150 mp cost

Empire

Volkmar the Grim – foot, warhorse, barded warhorse: +5 melee defence

Volkmar the Grim – War Altar of Sigmar: +15 bonus vs infantry, -50 mp cost

Helblaster Volley Gun: increased accuracy.

Witch Hunters: Accusation is now a hex. No longer deals direct damage. Instead reduces armour by 30, melee defence by 26 and missile resistance by 22 for 35 seconds.

Steam Tank: +2 melee attack.

Greenskins

Fixed animation issue that was increasing Wyvern flying melee attack interval by seconds.

Grimgor: +400 health

Skarsnik: +400 health

Giant: +3 run speed

Doom Divers: +115 ap projectile damage, -105 projectile damage.

Venom Queen: +14 bonus vs large

Arachnarok Spider: +14 bonus vs large

Dwarfs

Belegar: +400 health

Thorgrim Grudgebearer: +2 melee attack, +400 health, +5 ap melee damage, +45 melee damage, +5 armour.

Ungrim: +400 health, +4 melee defence.

Grombrindal: -50 cost.

Runelord: +50 cost

Hammerers: +1 melee defence

Peak Gate Guard: +1 melee defence

Gyrocopters (Brimstone Guns): +11 ap projectile damage, +4 base projectile damage, slight accuracy increase

Giant Slayers: -50 cost

Vampire Coast

Count Noctilus – foot: -10 armour, -500 health.

Mournguls: -10 armour, -2 melee attack

Night Terrors: -10 armour, -2 melee attack

Mourngul Haunter: -10 armour, -2 melee attack

Zombie Gunnery Mobs (all): -2 health per entity, -1 melee defence

Zombie Gunnery Mob (Handcannons): -1 ap projectile damage, +1 base projectile damage.

Lamprey’s Revenge: +100 mp cost

Vampire Counts

Vargheists: +4 charge bonus, +10 melee damage

Devils of Swartzhafen: +4 charge bonus, +10 melee damage

Cairn Wraiths: +2 melee attack

The Tithe: -50 cost

Zombies: -50 cost

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

Tomb Kings

Hierotitan: +4 melee attack

Skeleton Chariots: +6 charge bonus, -50 mp cost

Skeleton Archer Chariots: +6 charge bonus

Khatep – Casket of Souls: -50 mp cost

Nehekhara Warriors: -50 mp cost

Carrion: +50 mp cost

Sepulchral Stalkers: +3 bonus vs large

Casket of Souls: +4 explosion damage, +8 ap explosion damage.

Bone Giant: +20 ap projectile damage, +13 base projectile damage.

Wood Elves

Treekin: -2 charge bonus, +5 melee attack, -3 melee defence.

Glade Riders (basic): -25 cost

Glade Riders (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.

Glade Guard: -50 cost

Glade Guard (Hagbane Tips): +3 ap projectile damage, -3 base projectile damage, deals magical damage.

Wardens of Cythral: +50 cost

Waywatchers: +1 base reload time.

Lizardmen

Primal Instincts: Activation threshold reduced to 20% health left. Now also buffs charge bonus by +16% and melee attack by +8.

Horned Ones: -2 melee attack, -1 melee defence

Cold One Spear Riders: -2 melee attack, -1 melee defence

Cold One Riders: -2 melee attack, -1 melee defence

Kroq-gar – foot: +136 health, added charge defense vs large, +8 bonus vs large.

Kroq-gar – Cold/Horned One: +8 bonus vs large.

Skink Chief on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.

Skink Priest on Terradon: now has a stronger drop rocks projectile. Increased mass for Terradon.

Bretonnia

Pegasus Knights: +3 charge bonus

Royal Pegasus Knights: +3 charge bonus

Men-at-arms (Polearms): -25 mp cost, +1 bonus vs large.

Beastslayers of Bastogne: +5 bonus vs large

Companions of Quenelles: -100 mp cost

Skaven

Skaven Assassin: added Vanguard Deployment. Now uses Assassin’s Trophy instead of Queek’s unique Trophy Heads ability. -50 cost.

Summoned Plague Monks: corrected entity health to match Plague Monks.

Warriors of Chaos

Sigvald: +5 melee attack

Forsaken: +2 charge bonus

Daemonspew: +2 charge bonus

Marauder Horsemasters: +2 ammo

Marauder Horsemen (javelins): -2 ammo

Chaos Spawn: +2 melee attack

Wyrdspawn: +2 melee attack

Swords of Chaos: -100 mp cost

Giant: +3 run speed

Norsca

Marauder Horsemasters: now uses same melee weapon as Chaos Horsemasters. +2 ammo

Marauder Horsemen (javelins): -2 ammo

Armoured Skin Wolves: -50 cost

Maws of Savagery: -50 cost

Feral Mammoth: +100 cost

War Mammoth (Warshrine): -100 cost

Giant: +3 run speed

Beastmen

Minotaurs (basic version): +2 melee attack

Chaos Spawn: +2 melee attack

Giant: +3 run speed

Abilities

Primal Instincts: Reduced the hitpoint percentage at which rampage triggers from 50% to 20% When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus

Shem’s Burning Gaze: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile

Shem’s Burning Gaze Upgraded: +40 explosion damage, +40 ap explosion damage, -4 base projectile damage, -11 bonus vs large per projectile

Hand of Gods: +20 explosion damage, -5 ap explosion damage, -2 projectile damage, -7 bonus vs large per projectile

Vindictive Glare: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 4

Vindictive Glare Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Power cost to 8

Gaze of Mork: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile.

Gaze of Mork Upgraded: -95 explosion damage, +25 ap explosion damage, -15 ap projectile damage, 30 base missile damage, -22 bonus vs large per projectile. Increased velocity to help projectiles reach at max range

Gaze of Nagash: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile

Gaze of Nagash Upgraded: +30 explosion damage, -15 ap explosion damage, -2 ap projectile damage, +6 bonus vs large, -3 base projectile damage per projectile. Power cost to 15

Comet of Casandora: +648 ap projectile damage (the actual comet, not the explosion)

Comet of Casandora Upgraded: +648 ap projectile damage (the actual comet, not the explosion)

High King: Removed requirement for targeted units to be above 50% morale

Beloved Son of Bretonnia: Removed requirement for targeted units to be above 50% morale.

Warp Shard Armour: added -5 melee defence debuff

Dwarf Gouger: Added +26 melee attack. Reduced duration to 36 seconds

Slaughterer’s Call: now buffs melee attack by +9

Revence Incarnate. Removed max num uses, removed leadership increase. Duration changed to 33 seconds

Van Horstmann’s Speculum: changed radius from 40 to 30 meters

Star of Avelorn: -10% less health healed per second

Dreaded Thirteenth Spell: Improved targeting UI. Changed detonation speed. Added +12 ap explosion damage

Drop Rocks ability for Characters: Explosion damage 36 -> 54 , AP explosion damage 18 -> 36

General Bugfixes

Alith Anar’s The Shadow Crown mission now triggers correctly

Fixed several instances where braziers would appear sunken into the ground on battle maps.

Punitive trait now correctly decreases enemy missile resistance

Crone Hellebron now enters the battle with the correct fatigue level based on her Death Night meter

Flagellants now receive the correct buffs from lord skills

Swords of Chaos now receive the correct buffs from lord skills

Tomb King veteran infantry now correctly applies its bonuses to Tomb Kings infantry Regiments of Renown

Settra’s unique skills now correctly apply their bonuses to Khepra Guard

“Morai Heg the Crone” technology now correctly gives physical resistance rather than ward save

Lokhir Fellheart now benefits from the techs “Master of Murder” and “Hardship & Cruelty”

Vampire Coast Captains will now modify public order without the need to have a point placed in spread public order

“Scavengers of the New World” technology now applies to Vampire Coast settlements

Wight King now has access to Barded Steed mount

“Hates Tomb Kings” trait now gives fear attribute when fighting against Tomb Kings

Targeted spells and abilities are no longer cancelled when units rout off the battlefield

Projectiles with a fuse should now detonate correctly on Hel Fenn battle map

“Ambush Failed” text will no longer be displayed when you choose to fight during a sea encounter

Chaos transport ship’s boat row animation should now play correctly

Crone Hellebron’s “Amulet of Dark Fire” quest now triggers at rank 2

Lokhir Fellheart’s “Red Blades” quest now triggers at rank 2

Recruit Rank now displays correctly when utilising lots of +Recruitment Rank effects

Night Goblin Fanatics’ sphere chain is now properly connected to the Night Goblin Fanatic’s hands

The Skaven Corruption button now highlights when triggered with the shortcut key

The Treasure Maps and Pieces of Eight panels now close when using the shortcut key

Fixed an instance where diplomacy and advisor voice over could trigger at the same time.

Crypt Horrors are now gripping their weapons correctly during move orders

The dainty paws of the crewmember on the back of the Doomwheel now line up correctly with the handle they are pumping

Pirate coves are no longer visible by the other player in multiplayer head to head campaigns.

Warlock Engineers now start with Warp Lightning spell

Reflections on Mirror Guard’s and Sigvald’s shields will now display correctly

Lokhir Fellheart’s ship should now animate correctly

Lords and Heroes should now appear as the correct faction colour in event messages

Fixed a rare issue where the infamy list would only display one entry

The Oathgold skill now generates more gold per turn for Runesmiths and Runelords

Armies with multiple heroes embedded will no longer lag during movement

Fixed a rare issue that could cause the UI to be blank during the pre-battle screen

Har Ganeth Executioners can now be recruited from Black Arks

Hero emblem is no longer low resolution when playing in 4k

Intervention cost text no longer overlaps panel in 4k.

Fixed some issues with numbers appearing in a small font in 4k

Diplomacy options will now display correctly onscreen in lower resolutions

Fixed some instances where the event images for puzzles would not disaply their colours correctly

Fixed instances where units were showing incorrect weapons as part of the model, particularly with dual wielders

Helman Ghorst’s and Vlad Von Carstein’s lord effects should now apply when confederated

The Red Duke’s Barded Nightmare look is now consistent in campaign and battle

Event messages will no longer close when the cursor is moved between the picture and text

Wight Kings now have Barded Skeletal Steed in their campaign skill tree

Ungrim Ironfist now has a victory condition to defeat Chaos.

Fixed an issue that could cause a crash when pressing escape too frequently during the Tomb Kings intro movie

Port Elistor will no longer appear partially submerged when the Royal Garrison building is constructed

The Geomatic Web information will no longer appear over buttons surrounding the end-turn button lower resolutions

The arrow showing the direction of the Star-Metal harpoon quest location will no longer turn into a square when the building browser is open

The button for the quest location inside the Star-Metal Harpoon mission panel will no longer overrun when playing in 4k resolution

Demolishing the Royal Menagerie will now correctly remove the building rather than lower the level.

Temple Training Grounds technology no longer has a duplicate entry for Sisters of Slaughter in the tooltip

The trait “Hates Vampire Coast” now has effects

Black Pyramid of Nagash now has building available for construction when occupied by Wood Elves

Vampire Coast Mutineers will now have more variety in their armies when spawned

Durthu’s “Eldest of Ancients” lord trait now applies to Forest Dragons and Branchwraiths.

Vampire Counts can no longer engage in diplomacy with Warriors of Chaos

Khemri is no longer listed twice in Count Noctilus’s victory conditions

Mods and Save Games

For those who have different mod lists across different campaign saves, or struggle to remember which mods were used for which save, we’ve added a feature that warns you when you attempt to load a game without activating mods it may require. We hope this will avoid unnecessary technical issues and crashes when you attempt to load a save that requires a specific mod.

The Load button will be deactivated when a save is missing required mods. However, if you wish to override the warning like the crazy chaos worshipper you are, you can double click the save you wish to load.

Modding

When the DLC launches, the Assembly Kit will not be able to process Startpos files. However, this is something that will be fixed with a small launcher update that we are aiming to publish next week.

The DLC team have added a few new Lua commands for modding scripters on request.

To allow modders to apply diplomatic modifiers similar to the High Elf intrigue mechanic:

trigger_intrigue(issuing faction key, first target faction key, second target faction key, should_improve, exempt_from_cost)

apply_dilemma_diplomatic_penalty(first_faction_key, second_faction_key, attitude_bonus [-6 to +6])

To allow modders to trigger missions/incidents/dilemmas with specific targets:

trigger_dilemma_with_targets(owning_faction_cqi, dilemma_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)

trigger_incident_with_targets(owning_faction_cqi, incident_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)

trigger_mission_with_targets(owning_faction_cqi, mission_key, faction_cqi, secondary_faction_cqi, character_cqi, military_force_cqi, region_cqi, settlement_cqi)

With the Undercity, we’re also sure that modders will be keen to play around with these commands:

add_foreign_slot_set_to_region_for_faction(faction_cqi, region_cqi, slot_set_key)

remove_faction_foreign_slots_from_region (faction_cqi, region_cqi)

foreign_slot_instantly_upgrade_building(foreign_slot_cqi, upgrade_building_key)

foreign_slot_instantly_dismantle_building(foreign_slot_cqi)

We will post more documentation on the DLC and accompanying patch for modding on our forums and on the CnC modding Discord.