Total War: WARHAMMER II – The Twisted & Twilight Update
Total War: WARHAMMER II
Al Bickham
December 2 2020
Languages
English
Total War: WARHAMMER II – the Asrai Resurgent Update
This automatic update arrives alongside
The Twisted & The Twilight Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements.
The most impactful suite of changes applies to the Wood Elves, who’ve received a comprehensive overhaul to the way they play and a willowy trunk-load of new mechanics and features to boot. We think these changes improve their gameplay no end, and you can read about them in detail below.
Also! Three other notable changes players have been asking for:
New Chaos invasion frontend setting!
You can now set the difficulty level of the Chaos invasion in Mortal Empires via a dropdown next to the difficulty settings on the campaign select screen. This determines the scale of the invasion.
Damage & value tracking for units!
When mousing over the kill-counter on a unit, the tooltip now provides two additional stats for tracking unit performance:
- Damage Dealt tracks the raw damage dealt by the unit to other units
- Damage Value tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it. This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Knockdown & bracing changes!
Characters are generally now much sturdier on their feet, where some notably sturdy characters (Ungrim! He can brace now too!) are now almost impossible to knock down.For more information see
revamped entity collision rules &
bracing behaviours for characters below
On with the show…
Wood Elves Update
Summary
The Wood Elf campaign has been completely overhauled, with almost every aspect of the faction changed in some way.
- Amber is no longer required for recruitment or building, only for a specific subset of brand new technologies
- Amber is no longer gained from occupying settlements. It is now a rare reward from performing special Rituals tied to Magical Forest settlements
- Campaign progress is now tracked by a new system called Forest Health. Each Magical Forest has its own health level, which increases over time as the player defends the borders of the Forest
- Wood Elves can teleport between Magical Forests and receive special narrative encounters that help shape their defence of the region
- There are two new minor mechanics themed around Tree Spirits: Aspect unit upgrades, and Spite character traits
- Technologies, buildings, skills, followers events and traits have all been updated.
New Regions
Every Wood Elf major settlement is now part of a Magical Forest. There are eight such forests in Mortal Empires, and four in the Eye of the Vortex Campaign. Alongside the four existing Magical Forests – Athel Loren, Gaean Vale, Heart of the Jungle and Laurelorn Forest – four new settlements have been added to Mortal Empires and two to Eye of the Vortex:
Mortal Empires:
- Gryphon Wood
- Mortal Empires only. This gloomy forest is found within the Empire, in Ostermark
- Forest of Gloom
- Mortal Empires only. This Forest-Goblin-infested region is found just to the West of Karaz-a-Karak
- The Sacred Pools
- Both campaigns. These shimmering pools are in central Lustria and are defended by blessed Lizardmen guardians
- The Witchwood
- Both campaigns. This isolated forest is located in the mountains of Naggarond.
New Mechanics: Forest Health and Rituals of Rebirth
Each of the Magical Forests has its own Forest Health.
- The health of the Forest can be increased over time primarily by making sure its ancient Heathland border regions are kept secure and free of enemies, either by razing them, owning them, or ensuring they are held by allies
- As a Forest’s health recovers, it will provide increasingly potent campaign bonuses. Each Forest provides its own set of effects
- Athel Loren requires substantially more Health to heal than other Forests, but the rate can be improved by healing other Forests across the world.
Once enough Forest Health has been accumulated, a Ritual of Rebirth can be performed:
- Shortly after starting the ritual, enemy armies – themed to each Forest – will appear and attempt to disrupt the Ritual
- Unlike similar, previous invasions, the player will receive advanced warning about the location of any army spawns and can even send an army to interrupt and ambush the foe before they are ready.
Completing a Ritual of Rebirth grants the following rewards:
- The Forest’s health can no longer be reduced
- A special settlement-specific Landmark with a potent garrison and unique factionwide and regional effects is unlocked
- A piece of Amber, which can be spent in the revamped technology tree
- In Athel Loren, completing the Ritual of Rebirth will unlock the final battle and campaign victory.
New Mechanic: Deeproots Teleportation
Wood Elves can now instantly transport armies across the world via the Deeproots. This powerful ability comes with certain restrictions:
- Armies must start within a specified Magical Forest, and can only teleport to other Magical Forests
- This ability has a ten-turn cooldown that can be reduced over time by various effects.
New Mechanic: Forest Encounters
When playing as Wood Elves, special Forest Encounter markers will spawn near your Forests.
Sending an army to this marker will offer narrative choices that help shape the way your play your campaign, some of which will result in unique thematic battles.
Technology Tree
The Wood Elf technology tree has been substantially changed.
- Most technologies have had their effects rebalanced
- All technologies that previously cost Amber have had this cost removed
- Several new, powerful technologies have been added, each costing a single point of Amber.
Buildings and Economy
To compensate for the increased number of settlements available to Wood Elves, the number of building slots available in each Wood Elf region has been reduced slightly. However, we have also overhauled the Wood Elf building tree. The changes are too many to list, but here is a summary:
Military Recruitment:
- Military recruitment and garrison buildings have been consolidated, reducing the total number of buildings required to access the full roster.
Economy:
- Gold income has been spread across several buildings
- Public order buildings are now easier to access
- Wood Elf major settlement buildings no longer require Development Points to upgrade. Instead, Development Points – now called Kindreds – are used to build economic and infrastructure buildings.
Outposts:
- Outposts remain largely intended as temporary, disposable settlements. However, their effects have been redesigned in order to reduce the incentive to build as many of them as possible. In addition, outposts should now have slightly larger and more varied garrisons depending on your building choices.
Aspects and Spites
Dryads, Tree Kin and Treemen in Durthu and Drycha’s factions will have access to Aspects. These are purchasable upgrades for units that alter its role by increasing certain stats at a cost of others. Each unit has access to three Aspects:
- Willow, which increases base damage and defence at a cost of armour-piercing damage
- Oak, which improves armour and charge defence at a cost of speed
- Birch, which improves armour-piercing damage but reduces physical resistance.
Unlike Greenskin Scrap upgrades, units are not tied to a single Aspect. For a small amount of Gold they can switch between them, allowing them to adapt to the foe they currently face in campaign.
Ancient Treemen and Branchwraiths in all Wood Elf factions now draw from a separate pool of potential character traits to regular lords, called Spites. Each Spite offers a powerful campaign effect and battle ability.
The Wild Hunt
Orion’s offices have been re-themed entirely around the Wild Hunt, with new names and effects for each of them.
When a Hunt is called all characters in an Office will receive bonuses themed to their Office – including Orion himself – rather than just a single Lord.
The duration of the Hunt, as well as the time until the next Hunt, is now more clearly signposted.
Other Wood Elf Campaign Changes
- Wood Elf factions have access to an improved version of Ambush Stance, which has a reduced movement point cost to enter and a reduced chance of being detected
- Most Wood Elf-specific incidents and dilemmas have been updated with more interesting effects and have had their conditions altered to make them less predictable
- Wood Elf-specific followers now come from a wider range of sources, reducing the chance of receiving multiple followers in the same battle
- Wood Elves and Dark Elves have a reduced aversion towards each other
- Durthu’s office effects have been improved and updated
- Upgrading the Oak of Ages is no longer required to unlock confederation with other Wood Elves. Instead, it grants special confederation missions
- Wood Elves no longer have any restrictions on trade
- The original Defence of the Oak final battle has been rebalanced, with enemy army compositions made more interesting and dangerous.
Bug Fixes
Campaign
- Fixed a crash that could occur when disbanding a garrisoned Lord while the lord is recruiting units
- Fixed a crash that could occur when loading into Cylostra’s The Bordeleaux Flabellum quest battle
- Fixed several very rare script breaks that could cause some features not to work until the game was reloaded
- Siege Panel scripted tour no longer softlocks if siege panel is dismissed before it starts
- Save games requiring the Amethyst Wizard will now inform the user that they must install the character’s DLC to work
- Fixed an issue where several units would T-pose on the campaign map
- The Dwarf red line skill “Honoured by Grimnir” now properly applies to both base and armour-piercing damage
- Mazdamundi has caught up on his to-do list and connected some missing province capitals to the Geomantic Web
- Massif Orcal and Tor Yvresse are no longer able to support fully Wood Elf settlements with enormous garrisons
- Removed several ancillary restrictions from Skaven specific followers & banners so more types of Skaven characters can equip them
- Fixed missing sacrificial offerings icon when playing as Sotek
- Adjusted the rules for what items can be stolen, destroyed or otherwise lost for a variety of items. It should now be much rarer to experience losing one-off or otherwise unique items. These items should now instead return to your item pool when the holding character dies
- Red Crested Skink units were no longer buffed twice by some effects when playing as Tehenhauin
- Goblin Fanatic Archers will now correctly receive campaign bonuses that are relevant to them
- Reinforcements will now count for the Waaagh! bar total in battle
- Fixed issues where mount icons where not appearing for a variety of different mount types in the campaign equipment events system. Examples include Doomwheels, Doom-Flayers, Engine of the Gods, Ripperdactyls
- Recruitment panel will now close when opening unit upgrades and vice versa
- Updated drop conditions for Norscan follower Ancillaries, enabling 11 ancillaries to now drop that previously only dropped in Total War: WARHAMMER 1
- Various sources of immunity to bankruptcy have been removed
- Assigning a skill point to a skill on a Hero will no longer sometimes switch to the army Lord’s details or skills
- Fixed non-repeatable rituals in Tehenuain’s sacrifice panel showing as repeatable
- Nakai no longer has duplicate occupation options at the Fortress Of The Damned
- Generic Lizardmen characters can no longer generate with the unique name “Lord Xltep of Itza”
- Repanse is no longer missing the top line skill “Lionhearted”
- Repanse no longer has access to Louen’s unique Hippogryph Knight skill in her blue campaign line
- The Tree Kin have duly been milked for their delicious sap
- Fixed an issue preventing Tomb Kings from being able to upgrade Karaz-a-Karak from ruins to tier 1
- Additional upkeep on supply lines tooltip will now show correct value
- Added Snow, Chaos & Mountain campaign attrition immunity types to Chaos Horsemaster Unit
- Tomb King technology “Pride in Service” now buffs Tomb Guard ROR unit
- Tomb King technology “Underworld Gate” now correctly buffs Necrosphinx units rather than Warsphinx units
- Swapped the Herald of Djaf and Rasetra unit effects bonuses around with each other to match descriptions within the Tomb Kings Dynasty (tech) panel
- Single use rituals for the Dwarf Forge no longer show as repeatable
- Single use rituals for the Mortuary Cult no longer show as repeatable
- Malus’s final shipment icon will now update correctly
- Transported army unit count will no longer slide to the left when changing the stance of an army in the Lord & Heroes dropdown menu
- Stance icon has been removed for transported armies to prevent clipping in the Lords & Heroes dropdown menu
- The “Big Fort” Landmark at Black Crag now also allows recruitment of Black Orc Big Boss characters and increases their capacity by 2
- Control Large Army option will no longer disappear in the pre-battle screen if loaded with Lightning Strike enabled
- Replacing Greenskins Legendary Lords with other Legendary Lords during a Waaagh! will no longer result in the player having access to several Waaagh! abilities
- Snikch will now automatically equip the Whirl of Weeping Blades on mission completion
- Malekith’s Mortals Empire victory conditions now correctly no longer reference Ulthuan in the owning of provinces section
- Alastar the White Lion’s unique trait now properly reduces the upkeep of all Chracian units
- Tyrion’s innate trait “Great Warrior” now correctly grants upkeep reduction to Rangers
- Scrap upgrades will no longer show on unit cards of unrevealed units
- Fixed issue with text/icon in event message for unlocking the rite “The Sudden Kill Scheme” with Sknitch and his Shadowy Dealings feature
- The Greenskin red line skill “Da Big Ladz” now also applies to Da Swamp Fings and Da Big ‘Un
- Eltharion’s “Break upon the walls” skill now correctly applies its armour benefit to Mistwalker units with shields
- Removed outdated references to ‘Slann Mage-Priest Capacity’ from Hexoatl faction effects
- Mazdamundi now receives the same benefits as other Second-Generation Slann
- Can no longer retreat from the Warden & Paunch final battle
- Fixed a bug where the army and settlement panels could appear in the post-battle screen of the host in multiplayer under certain conditions
- Can no longer change technology research when it isn’t your turn in multiplayer campaign
- You can no longer remove characters from offices when it is not your turn in multiplayer
- You can now see the ambush stance icon of your co-op partner in multiplayer
- No longer able to toggle other players AI control option in the pre-battle screen
- Ambush battles in Old World mountain chokepoints will no longer use a Dark Elf-themed map
- Armies can no longer clip into the mountains on Dread Rock island
- Fixed missing unit card for Ghost Thane (Dwarf) when using the “Horn of the Ancestors” magical item in battle
- The three rifts in Mazdamundi’s Ruination of Cities ability will no longer cast on top of each other
- Fixed audio/text mismatch in Eltharion’s pre final battle movie
- Fixed incorrect “Recruitment rank gained” effect text for the Blood Dragon tier 2 and 3 Bloodlines rituals to now correct show “Experience per turn”
- Corrected two typos where the dragon “Ymwrath” in Imrik’s Dragon Taming feature was being called “Ymrath” in the game. It was LITERALLY UNPLAYABLE
- Fixed a text spacing issue in spell browser target section
- Fixed some unit names being cut off and having an ellipsis added to them in the recruit mercenary event summaries
- Character skill names and descriptions will now be consistent when levelling up skills when playing in non-English languages
- Elector Counts tooltip will no longer cut off in various languages
Battle
- Fixed an issue where the kill counter would not attribute kills from the explosion components of bombardments to the caster
- Fixed an issue where the kill counter would not attribute kills from damage over time effect applied via projectile contact to the attacker
- Fixed an issue where projectile prediction was incorrect on slopes
- Fixed missile damage displaying with red modifier in custom battle screen
- Ancient Salamander moved from the “Monsters” category to the “Missile Monsters” category
- Projectile tooltip will now list total missile damage and reload time rather than base missile damage and base reload time
- In multiplayer lobbies, the Lord effects will now display when mousing over the star in the lord selection dropdown
- Corrected Azhag’s faction symbol in the Quest Battle menu to now used the Bonerattlerz’s icon rather than the Greenskins
- Fixed the custom battle uniform and portrait entry for Skink Priest of Heavens when mounted on an Ancient Stegadon (Engine of the Gods)
- Fixed missing unit card and porthole for summoned Wight King character when overcasting Helman Ghorst’s Awaken Grave Ability
- Vampire Coast fleet captains now count towards the ranged unit cap
- Noctilus on Necrofex Collosus now counts towards the ranged unit cap
- Rotting Promethean Gunnery Mob units now count towards the ranged unit cap
- Deck Droppers now count towards the ranged unit cap (are you spotting a theme here?)
- Arcane Phoenix RoR now counts towards the Arcane Phoenix cap
- DJ Khatep on the Casket of Souls now counts towards the ranged unit cap
- DJ Khatep on the Casket of Souls now counts towards the Casket of Souls cap
- Ushabti (Great Bow) now count towards the ranged unit cap
- Sepulchral Stalkers now count towards the ranged unit cap
- High Beastmaster on Scourgerunner Chariot now counts towards the ranged unit and Scourgerunner Chariot caps
- Razorgor herds no longer count towards the Razorgor chariot cap
- Razorgor Chariots now count towards the Razorgor Chariot cap
- Da Big ‘Un now counts towards the ranged unit cap
- All Greenskin Troll units now have their own unit caps, instead of sharing one between them.
- Marauder Horsemen now count towards the ranged unit cap
- Grom the Paunch now counts towards the chariot cap
- Volkmar The Grim no longer counts as a chariot when on his barded horse. Clerical mixup. The War Altar now counts as a chariot
- Doomwheel and Doom-Flayer mounts now count towards their respective unit caps. (No more third wheels!)
- Stegadon (Engine of the Gods) mounts now count towards the ranged unit cap
Misc
- Re-ordered races alphabetically within the help pages to make it easier to find content and information
- Fixed issue where the Black Orc Big Boss wasn’t appearing in the Game Guide
- Master volume heading should now be translated correctly in localised languages
- Oak of Ages: Roots Manuvad.
Campaign Changes
General changes
- Clan Rictus now starts with an undercity beneath Crookback Mountain in Mortal Empires
- The Clan Mors Headquarters building now also provides Chieftain Hero recruitment
- When starting a campaign as Malagor, the Marshes of Madness region is given to the Top Knotz to prevent him taking attrition on turn 1
- The High Elf ‘Hunters’ military recruitment chain has been merged with the ‘Handmaiden’s Gallery’:
- An additional Tier 2 building has been added to the chain allowing for earlier recruitment of Great Eagles
- Alarielle retains a separate, tier 3 building for recruitment of Sisters of Avelorn
- NOTE: this will cause some previously-constructed buildings to appear incorrectly in older saves. These can be safely demolished.
- Public Order now provides bonuues and penalties per threshold for all factions
- Growth needed per point has been increased slightly
- Added display for economic modifiers in building effects
- Malus sanity effect tweaks
- Mazdamundi now gets all the benefits of being a Second-Generation Slann (community Request)
- New buffs for Helman Ghorst
- A Patch Notes button is now present in the game’s frontend menu for quick access.
Auto-resolver
- Artillery does not suffer from “echo” fire anymore, where artillery shooting at enemy ranged units would always allow those range units to shoot back no matter the distance
- Disabled another part of the system to apply unit losses
AI
- Less likely to react to public order problems in an extreme fashion
- Updated Wood Elf AI to deal with new content and changes
- AI Lords get a bonus on experience gained
- Diplomatic events will now affect the AI more if they generally like or dislike the other race
- No planned recolonization of recently razed settlements (AI might still recolonize opportunistically) for a certain duration
- Further reduced AI’s priority to capture regions of unsuitable climate
- Reduced cultural aversion between Dark Elves and Wood Elves
- Several minor AI recruitment adjustments.
UI
- Behaviour of the Lords and Heroes list has changed:
- A single click will now select the character without panning to them
- Double-clicking will select and pan to them (the old behaviour).
New Feature: Settlement Abandonment
- It is now possible for the player to abandon settlements that they own via a new button that can be found by mousing over the settlement’s main building chain.
- Settlements marked for abandonment will be razed at the start of the player’s next turn. The player can choose to cancel the abandonment before this happens.
Faction and lord effects
Helman Ghorst
Faction effects:
- Removed +13 charge bonus for Corpse Cart units
- Added bound spell “Lesser Raise Dead” for corpse cart and mortis engine units.
Lord effect
- Added +15 armour for zombie units (Lord’s army)
Archaon The Everchosen
Faction effects:
- Removed +10 leadership for chaos warrior units
- Added +3% weapon and missile strength per veterancy rank for all units.
Prince Sigvald The Magnificent (the salacious, scandalous and sensational servant of Slaanesh, Son of Succubi, scion of sordid acts and slayer of squalid serfs)
Faction effects:
- Removed +15 armour for embedded characters
- Added Rage Passive for all marauder units, upgrades to Berserk when rank7+.
Lord effects:
- Removed +3 recruit rank for marauder units
- Added Strider for all units.
Ungrim Ironfist
Lord effect:
- Now grants +5 melee attack to slayers, down from +10.
- Ungrim’s “Journey’s end” ability for slayers now disables at 75% hitpoints remaining instead of 50%.
Tretch Craventail
Faction effect:
- added +3 recruit rank for stormvermin units
- added Encourage for stormvermin units
- added improved scurry away, ward save and improved speed benefits.
Mazdamundi
Faction effect:
- Removed redundant reference to Slann Mage-Priest capacity
Lord effect:
- Now gains all the bonuses of a generic 2nd generation Slann in addition to previous effects
Ancillaries
- Kroq-Gar’s Spear of Tlanxla now also grants the “Discouraged” cotact effect
Skills
Vampire counts
- The lord skill “dark pact” now grants +5 leadership (when attacking) down from +15
Dwarfs
- Ungrim’s skill “Slayer King” now grants +5 melee attack to slayers, down from +10
Lizardmen
- Kroq-Gar’s skill “Spawning of Xhotl” now also grants the ability “Sacred Spawning of Xhotl”
Wood elves
- All Wood Elf Lords have had their blue line reworked to be more in line with existing WH2 skill trees
- Orion now has a new unique skill line
- Durthu now has a new unique skill line
Chaos
- Sigvald the Magnificent’s skill “Unworthy” now additionally grants fear, alongside the original terror
- Sigvald the Magnificent’s skill “Marked by Slaanesh” now grants charmed attacks and +5 leadership aura effect, from +9 leadership
Technologies
- The Empire “Improved Heavy Weapons” technology now additionally grants expert charge defence for Halberdier units
Battles Changes
Quality of life:
Damage and value tracking for units.
When mousing over the kill counter on a unit, the tooltip now provides two additional stats for tracking unit performance.
“Damage Dealt” tracks the raw damage dealt by the unit to other units.
“Damage Value” tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it.
This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Projectile Vegetation Grace Periods
Projectiles now have the ability to pass through trees for a limited time after being created. This is a global rule that applies to all non-artillery units. This behaviour lasts for a limited duration after the projectile is fired, relative to the speed of the projectile. Significantly reducing instances of units firing weapons into trees that are a few feet from them.
Who Can Hide in the Forest?
We took a look at which units can hide in the forest recently, as there were several inconsistencies to how this attribute was being distributed. We’ve now generated some criteria that units must abide by if they should have any hope of hiding in the forests of the Warhammer World:
- Infantry and Cavalry have always been able to hide in the forest, so no changes there
- Chariots can now hide in forests, whereas they couldn’t previously. We felt that since cavalry could hide, this felt like an arbitrary inconsistency, so now all Chariots can hide
- This affects all single and multi-entity chariots, including Corpse Carts, War Wagons and Snotling Pump Wagons
- Monstrous Infantry were a web of inconsistencies. Kroxigors and Skinwolves could hide in the forest, whilst Trolls and Fimir could not. This inconsistency has been fixed, so now all ground-based multiple-entity Monstrous Infantry can hide in forests
- This change benefits the following units: All Troll Units, Dragon Ogres (not Shaggoths though, nosiree), Animated Hulks, Chaos Spawn, Crypt Horrors and Fimir Warriors
- Large monsters cannot Hide in Forest as they are absolute chonkers. However some of the shorter monsters can still Hide in Forest (example: Brood Horror, Ancient Salamander)
- Additionally, units that look like trees can also Hide in Forest
- Flying Units cannot hide in the Forest, because they fly over the Forest, thus they were never in the Forest to begin with
- War Machines are generally large and loud, so they cannot hide in the forest… much to Ikit Claw’s dismay
- Artillery pieces are cumbersome, so they also cannot hide in forests
- Bolt Throwers on the other hand, are comparatively small and light for Artillery pieces, so they can hide in forests
- The Casket of Souls can no longer hide in forests. No matter how much Nehekharan magic the Tomb Kings have, they can’t cover up the fact that this unit is a literal vortex of screaming souls, trying to burst out of a casket, that’s rumbling along on a bed of skulls. Not so sneaky.
General
- The morale benefit granted by the “encourage” attribute has been normalized to +4 leadership for both characters and units. Previously units with encourage granted +8 leadership baseline and characters (Heroes and lords) granted +3
- Improved Halt behaviour on units. Halted units will more reliably fight back if engaged in melee.
Revamped entity collision rules
Previously, every collision interaction result (knockback, knockdown and so on) was checked every game tick between every entity. Following a review, we have now added a 2 second grace period between these checks between specific entities. Previously, stats such as Knock Ignore Chance were notably less effective than they were intended to be. The reason for this is that an entity pushing over another might actually be causing 10 checks a second against this, and the unit only has to fail one to go flying. Additionally, this caused a general overperformance of larger entities since they effectively multiplied their chance to knock things they ran into by trying-it-til-it-works. Under the new system, any collision that results in a knock reaction is first rolled against by the knock ignore chance; if the entity makes or fails this check, they are now immune to further knock reactions FROM THAT SPECIFIC OTHER ENTITY for 2 seconds. This ONLY happens if the interaction results in a knock reaction (incidental entity vs entity brushing does not consume your opportunity for a knock).
What does this mean in practical terms?
- Characters are generally much sturdier on their feet, some notably sturdy characters (Ungrim! He can brace now too!) are almost impossible to knock down
- All units should generally be a little bit sturdier, though units that were always going to be knocked down due to sheer mass and speed differences will be unaffected
- It should be harder on average to pull through units attempting to pin you in place, as you no longer get 10 attempts per second to knock down entities you’re walking through.
Bracing behaviour for characters
Following the discussions around why bracing cannot be performed by the majority of units, we’ve moved to a system where we tag which units can brace manually. This replaces the previous system where bracing was based on a series of logical tests with the unit. We now manually tag who should be able to brace. Under the previous system only multi-entity infantry and monstrous infantry could brace, but that has now expanded to infantry and monstrous infantry single-entity characters. Additionally, any charge defence attribute now also enables bracing for the unit.
To clarify: characters which are engaged in melee and facing their targets retain their braced status while fighting. This allows them to be far more resistant to knockdowns while actively facing off against bigger creatures or other characters. This is not a new behaviour, but is notably apparent for single entities compared to multi entity units.
And yes, Ungrim does now finally beat that arch nemesis of his. (Ungrim 1 – Feral Stegadon 57213)
Units
Wood elves
Orion
- Can now use jump attacks when charging or surrounded
- Can now throw javelins while on the move
Spells and Abilities
- Removed minimum cast range for all Vortex, Explosion, Wind, Breath, and Summon spells and abilities, also removed minimum cast range of Net of Amyntok
Modding
With the release of the Twisted & the Twilight, we’ve introduced a host of changes which impact on the fantastic work of our modding community. As such, we wanted to give a big shoutout to following modders for the sterling service they’ve provided players over the years:
- Mixu, FenrisWolf and a host of others for their work on Wood Elf units, heroes and mechanics
- All those who’ve worked on Chaos invasion tweaks, in particular Crynsos with his Chaos Invasion Choice mod
- Much respect also to Sm0kin, for the Abandon Region mod, which has been a staple download for many players over the years
- And finally, a lusty Huzzah to those who tweaked the Silverin Guards headwear, including The Unknown Chronicler, Ourg and Taste of Capitalism.
We’re sorry we couldn’t get every name into what is already a lengthy set of patch notes, but we’re looking forward to seeing how the modding community tinkers with the new toys in the latest DLC and update!