The Aye-Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, the chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start-position, and extra bonuses. New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea-lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam Page, here: https://store.steampowered.com/app/835671
The Aye Aye! Patch also brings a plethora of balance changes to factions, Legendary Lords, and units, along with numerous tweaks, fixes, and improvements to a great many areas of the game – full patch notes coming soon.
New Vampire Counts mechanic: Bloodlines
Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi.
Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening a new wave of powerful faction-wide bonuses reflecting the character and focus of their Bloodline is unlocked. These Lords also have unique skill trees designed around their Bloodline’s nature.
These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees!
All Legendary Lords (including Vampire Counts Legendary Lords) have also undergone balance changes and tweaks.
Heinrich Kemmler
Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia.
Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore.
Free-LC: Lokhir Fellheart
The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria.
The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.
Lokhir Fellheart is not technically part of the Aye-Aye! Patch, and must be downloaded from this Steam page: https://store.steampowered.com/app/835671
Last edited by Daruwind; October 17, 2018 at 09:07 AM.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
I knew it would be him! I was reading about who the new DE LL could be coming alongside this patch and it was either this guy or Malus Darkblade, and when I saw his picture on the Warhammer wiki, and read what he was, I just knew. There was no way they wouldn't use this guy to go alongside a pirate DLC.
If they include more unique LL instead of generic LL for the Vampires, this will be a gigantic update! I feel like their is no way this would happen, right? Some of the vampire LL's people have talked about seem to big to waste on this update? Could be for WH3? Arch-Lord would be similar to like Tomb Kings researched lords?
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
I doubt you'd get the absolute big guns like Neferata or Abhorash here, that'd be weird as there's almost no way they wouldn't make those LL's you can start with. Neferata will probably come in WH3, not sure about Abhorash. They're probably just going to be very powerful generic lords.
I personally don't care about either Vampires or Dark Elves but this update does make me excited for the upcoming Empire update.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
Originally Posted by Daruwind
*Empire/Beastmen/Greenskin update
I haven't got WH2 yet and I've only just got everything for WH1. Was planning to wait getting the seond game whilst the third game is released. But it's getting hard to resist with just this VC update alone...
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
I only wish they'd implement all these changes to Warhammer 1 as well. Part 2 is almost unplayable on my rig, ME definitely. Turns take ages, and the fps is horrible. A bloody shame they've abandones the first game, I doubt it'd be too much hassle to include all the quality of life enhancements and such.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
Originally Posted by r3dshift
I only wish they'd implement all these changes to Warhammer 1 as well. Part 2 is almost unplayable on my rig, ME definitely. Turns take ages, and the fps is horrible. A bloody shame they've abandones the first game, I doubt it'd be too much hassle to include all the quality of life enhancements and such.
Actually it would. Remember Norsca? It was suppose to be simple. But between Wh1 and Wh2, they changed a lot thing inside...So even in Norsca it was problem and that is usually more easier direction. Old->New. Now try to imagine backporting of stuff...
Heinrich get new mount, new voice
Castle Drachenfel
Spoiler Alert, click show to read:
Bonuses of new bloodlines, Lords will be generic ones ...no Red Duke etc..
+new unique skill trees
+Sylvanian Crossbowmen and Handgunners limited to 7?
Spoiler Alert, click show to read:
Possible Pirate Horde rogue factions?
Spoiler Alert, click show to read:
Last edited by Daruwind; October 17, 2018 at 07:40 PM.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
Other than balance changes I think a lot of the updates would actually be more time consuming to do for the first game. As far as I know, a lot of the updates are specific to the ME map, and a lot of the reworks are specifically so they can compete with the new world factions.
I did expect them to be buffed up generic lords, some of those big names are probably too big to pass up and cash in on.
God I hate rogue factions lol. I think they are a good idea, but how they are implemented in the game is just completely pointless. They never amount to anything. Last campaign I did, there were two different ones (at different times) just sitting in the exact same spot for, no joke, at least a hundred turns. Not recruiting, not doing anything just sitting in the same spot on the campaign map for 100 turns... Other times they are just a complete nuisance, that pop up out of nowhere sit in place for like 15 turns then decide to raid you.. Super broken.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
Well, I use the Advanced AI mod, and my Lizardmen were buttraped by one of the rogue armies. I too thought they would be just sitting around, but no: they raised a large army, declared war on me, and burnt one of my capitals to the ground.
yes we are aware of this and Varghulfs, Griffons, Dragon Ogre Shaggoths, Crypt Horrors, Rat Ogre Bonebreakers, Arachnarok Spiders, Carnosaurs should be fixed in Coast, other units lacking matched combat might be separate bugs or may be related to something else
+Construction Time: -50% for Shrine of Khaine building
+Diplomatic Relations +20 with High Elves
+Recruit rank +3 for Lothern Sea Guard units (Lord's Army)
Teclis:
According to a video I watched on Turin, Teclis has had his starting position changed. I am unable to say where he is as I have not heard nor seen a picture of his new position.
DARK ELVES
Morathi:+Diplomatic Relations -40 with Exiles of Nehek
+Upkeep -50% for Heroes
Additional Changes: Construction Cost -25% for Sorcery Buildings has been moved from a lord effect to a faction effect for Cult of Pleasure.
SKAVEN
Tretch Craventail:
No faction changes, however, his additional melee attack buffs to his army have been placed in his lord effects panel where it should belong.
THE EMPIRE OF MAN
Emperor Karl Franz:
+Diplomatic Relations +10 with Empire Provinces has been moved to faction effects from lord effects
+Upkeep has been changed from a 10% upkeep for Greatswords and Reiksguard to a 15% upkeep reduction.
+Leadership Buff given by Karl Franz's army has been increased from a +2 leadership buff to a +8 leadership buff.
Balthasar Gelt:
+Upkeep Reduction for Battle Wizards has been increased from a +25% reduction to a +50% reduction.
+Gelt now has a +20% winds of magic reduction to his Lore of Metal abilities
+Gelt's army now gives +10% missle damage for artillary units(Faith, Steel and Gunpowder lads)
Slight change in text to show that a +2 hero recruit rank for battle wizard's is now a factionwide ability instead of a lord only ability for Gelt.
Volkmar the Grim:
+Magic item drop chance has now increased from 10% to 20%.
+Hero Recruit +2 ranks for Warrior Priests has now been moved to a faction effect.
+Upkeep Reduction for Flagallents has increased from 15% to 30% upkeep reduction.
+Casualty Replenishment Rate : +30% for Flagallent Units(Volkmar's Army)
+Melee Defense +14 for Flagallent Units(Volkmar's Army)
+Physical Resistance +12% for Flagallent Units(Volkmar's Army)
THE DWARVEN REALMS
Thorgrim Grudgebearer:
+Diplomatic Relations +20 with Dwarven Realms
+Construction Cost for Military Buildings has gone from a +10% reduction to a 25% reduction.
+Longbeard and Hammerer Upkeep has been increased from a 10% upkeep reduction to 15%
+Recruit Rank for Hammerers has increased from 1 chevron factionwide to 3 chevrons factionwide
+Leadership Aura Size for Thorgrim Grudgebearer has increased from 15% to a whopping 75%. Grombrindal:
+Evasion Chance in the underway has increased from +40% to a +60%.
+Grombrindal gives +20% weapon strength to all armies when fighting against Elves.
+Grombrindal now gives +10 leadership to all units in his army.
+Grombrindal's re-enforcement range has increased from +30% to +50%. Belegar Ironhammer:
+Leadership: +10 when fighting against Greenskin or Skaven(Belegar's Army) Ungrim Ironfist:
+Construction Cost +75% for Slayer Buildings
+Recruitment Cost reduction for Slayers increased from 25% to 50%
+Casualty Replenishment Rate +30 % for Slayers(Lord's Army)
+Upkeep Reduction of 25% factionwide for Karak Kadrin has been nerfed and changed to be 25% for Ungrim Ironfist's army only.
+Melee Attack +10 for Slayer Units(Lord's Army)
THE GREENSKINS
Grimgor Ironhide:
+Campaign Movement Range increased from 5% to 10%(All Armies)
+Upkeep Reduction for Black Orcs and Big Uns increased from 10% to 15%
+Leadership for Black Orc Units(Lord's Army) increased from 6% to 12%
+Armor for Black Orc Units(Lord's Army) increased from +5 to +10
+Income from Post Battle Loot +30% Azhag the Slaughterer:
+Research Rate bonus increased from +10% to +25%
+Construction Cost: -25% for Settlement Chain(All Regions)
+Construction Time -1 for Settlement Chain(All Regions)
+Income from Sacking Settlements increased from +10% to +25%
+Leadership Aura Size for Azhag increased from +15% to a whopping +75% Skarsnik:
+Charge Bonus +14 for Night Goblin Squig Hoppers(Lord's Army)
Wurrzag:
+Recruitment Cost -50% for Savage Orc Units(Lord's Army)
THE VAMPIRE COUNTS
Mannfred Von Carstein:
+Start with 1 blood kiss
+Campaign Movement Range increased from 5% to 10%(All Armies)
+Upkeep reduction for Black Knights and Grave Guard increased from 10% to 15%
+Recruit Rank increased from 1 chevron to 2 chevrons for Black Knights and Grave Guard
+Winds of Magic Power Reserve +30(Listed under Lord Effects so I assume for Mannfred's army only)
+Leadership when fighting against Man increased from +5 to +10 Helman Ghorst:
+Charge bonus +12 for Corpse Cart Units
+Recruit Rank +3 for Corpse Cart Units
+Research Rate moved to Faction Effects from Lord effects and increased from 10% to 30%
+All Units in Ghorst's Army receive poison attacks moved from Faction Effects to Lord Effects Vlad Von Carstein:
+Starts with 1 blood kiss
+Campaign Movement Range +10%
+Undying Love and Vanguard Deploy abilities moved to Lord Effects
Isabella Von Carstein:
+Starts with 1 blood kiss
Heinrich Kemmler:
+New Starting Position(Blackstone Post), New Faction
+Diplomatic Relations +30 with the Worshippers of Chaos
+Upkeep reduction for Necromancers increased from +25% to +50%
+Suitable Climate Mountain
+Heinrich's army is immune to all non-vampire count territory attrition
NORSCA
Wulfrik the Wanderer:
+Upkeep reduction for marauders increased from 10% to 15%
+Re-enforcement range increased from 20% to 30% for Wulfrik's Army Throgg:
+Physical Resistance for Trolls and Ice Trolls changed from 10% to 15%
+Upkeep Reduction for Trolls and Ice Trolls changed from 15% to 20%
redditer: Hell of a hint for what is to come. Sartosa appeared and the Vampire Coast followed. This suggests the next DLC/FLC will utilize this location....
Mitch: Maybe that's just what we want you to think. Then when you're all hyped for Albion. BAM. Halfling DLC right to the face. but don't quote me on this.
Question is, if it is not connected with VC. It is probably way too early to foreshadow next DLC/content like in case of adding Sartosa recently to ME...
Last edited by Daruwind; November 04, 2018 at 05:53 PM.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
I´m quite curious about new Pirate Cove mechanics, it looks like the settlement is getting new building array with possible different faction ID owner. So probably it is setup via DB/Startpos, mostly startpos. Down there is small arrow indicator to switch between pirate cove buildings and actual region owner´s buildings array. However the building slot position is unique vs all normal settlement panels, even WE outposts have just lowered the limit for slots and in this case all major/minor settlements are limited only to single building slot. This seems like hardcode UI part. But anyway now i understand proabably why Skaven/Lizardmen are the last faction pack. Skavens are prime candidates to get similar option to create under-city in foreign settlements. It could be also useful for some other faction ..may be chaos cults, shrines, spy network, hidden societies for vampires/some kind of covens? :-)
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
I can see this mechanism esaily expandable to many things, but with different options and effects, and ways to create/remove.
- Pirates: Pirates Coves, same as now, but can be detected and destroyed. Buildable after attacking the city, or with a mission specific to some agent. Can be detected, adn destroyed.
- Vampire: Covens, which could spread vampire corruption. Buildable after attacking the city, or with a mission specific to some agent. Can be detected, adn destroyed.
- Skaven: undercity. Buildable after attacking the city, or with a mission specific to some agent. Can be detected, adn destroyed.
- High Elves: Embassy; to spread influence / income. Buildable only with a mission specific noble. Cannot be destroyed but remove automatically if relations with the controlling faction are too low.
etc.
About creating it with agent:
- There would be a chance of success, like for every mission. If successfull, the agent is embeded in the city, and must stay there to increase efficiency. IF the agent is removed, then the bonus is lost, and the secret buildign could lose a level
- Each agent can generate only one building (ex for Pirates, they ahve two types of building. I think they have a smullger agent: build the money building, another agent gives the corruption)
About detection:
- If an ennemy build the secret building in your cities, you don't know it's there (except with side effect like corruption spreading).
- Some heroes can detect secret building (ideally the spy).
- When the building is detected, you can attack it in a "small battle".
Small battles are special:
- It is fought on a specific map (for exemple a kind of underground cellars, caves, etc). Smaller than usual and with entry/exit points
- You cannot bring any large monster, maybe not cavalry either
- The unit size is reduced (maybe 1/4?)
- The garrison is only small units.
- The goal is to destroy the garrison, and the garrison could either fight back, or escape. If less than 25% of the garrison survives/escape, the building is destroyed. If 25-50%, the building is reduced one level. Btween 50%75%, the building is damaged and can be repaired. More than 75%, building is not damage.
The idea is that to destroy this building, you'd have to create an army of "commando" small units, that can sneak there, with a few heros, and then attack with 30 men units instead of 120.
Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update
Actually I´m really curious how we can remove such building from our settlements. Razing city or losing it to different faction is obvious but in peace time? I´m not sure about battle of city garrison vs secret building garrison..sounds like overkill. It would be always one sided small vs large garrison. Not sure they will add new variety of specialized small maps for every race. :/
But i can see nice counter effect for certain races. Like Witch hunter´s office for Empire to provent Vampire/Chaos secret buildings. Dwarfs Ironbreakers Watch.. to prevent Skavens. In coastal cities maybe Light house/coastal guard chain to prevent Pirates.. A lot nice options there :-)
With the launch of the Curse of the Vampire Coast campaign pack comes a new update for Total War: WARHAMMER II. This will be applied automatically to the game when you log into Steam.
The Aye Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start position and extra bonuses.
New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam page here.
The Aye Aye! Patch update also brings a plethora of balance changes to factions, Legendary Lords and units, along with numerous tweaks, fixes and improvements to a great many areas of the game. Please see below for exhaustive details.
The Vampire Coast sets sail!
The Vampire Coast have arrived, and has bought with it the terrors of the deep… Playable for owners of the new campaign pack, but also present in the Mortal Empires and Eye of the Vortex campaigns as AI-controlled factions for those players who don’t.
Adding a huge new threat, or indeed ally, to the game, the Vampire Coast promise to shake up your game experience and introduce a new range of opponents to match yourself against.
New Vampire Counts Mechanic: Bloodlines
Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi.
Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening, a new wave of powerful faction-wide bonuses is unlocked reflecting the character and focus of their Bloodline. These Lords also have unique skill trees designed around their Bloodline’s nature.
These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees!
All Legendary Lords (including Vampire Coast Legendary Lords) have also undergone balance changes and tweaks. Please see Faction Changes below for details.
Heinrich Kemmler
Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia.
Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore.
Free-LC: Lokhir Fellheart
The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria.
The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.
Lokhir Fellheart is not technically part of the Aye Aye! Patch, and must be downloaded from his Steam page here. PLEASE NOTE: Due to the wealth of changes in the Aye Aye! Patch, it’s highly likely that any existing multiplayer campaign saves you have will no longer work. If you’re midway through a multiplayer campaign therefore, and wish to continue, we’re keeping the Reinforcement Update (the last major patch) live under the Betas tab in Steam. This will enable you to conclude your multiplayer campaign before updating the game from the Reinforcement Update to the Aye Aye! Patch.
New multiplayer campaigns begun when both players have the Aye Aye! Patch installed will work as normal. Single player campaign saves are unaffected, and any you have from before the Aye Aye! Patch will be compatible with the updated game.
Campaign Changes
Heinrich Kemmler Start Position Update
Moved Heinrich Kemmler to Blackstone Post in Mortal Empire with new faction The Barrow Legion, removing him from the Vampire Counts faction
Made Kemmler’s army immune to non-vampire territory attrition
Made Blackstone Post capital of Northern Grey Mountains province in Mortal Empires
Added base level of Vampiric Corruption to Northern Grey Mountains, Bastonne and Forest of Arden provinces
Campaign Map Changes
Added Heart of the Jungle province and Bowmen of Oreon AI faction to Mortal Empires campaign
Added Land of the Dervishes province and Sudenburg AI faction to Mortal Empires campaign
Adjusted other provinces and settlements to accommodate these changes
Added Chupayotl settlement to the Headhunter’s Jungle province in Mortal Empires campaign (owned by Lokhir Fellheart)
Added The Galleon’s Graveyard province to both Eye of the Vortex & Mortal Empires campaign
Faction Select and Ordering Changes
Re-ordered factions in the campaign faction select screen: base game factions shown first, followed by the newest DLC in order, or WH2 then WH1 factions
Re-ordered factions in the Custom Battle faction select dropdown menu to match with campaign’s new ordering
Re-ordered factions end-turn ordering, to match with the faction selection screen when starting a new campaign; playable factions go first, followed by minor factions, followed by other unique faction types
Legendary Lord and Faction Bonus Changes
Spoiler Alert, click show to read:
High Elves
Tyrion
Faction:
+30 diplomacy with High Elf factions NEW
-100% build time on Shrine of Khaine building chain NEW
Lord:
+3 recruit rank for Lothern Sea Guard NEW
Dark Elves
Morathi
Faction:
-50% upkeep for Heroes and Hero action costs (CHANGED FROM -50% hero action cost)
-25% Construction cost for Sorcery buildings (moved from Lord to Faction effects)
Skaven
Tretch
Lord:
+13 MA during ambushes (moved from Faction to Lord effects)
+13 MA after retreating (moved from Faction to Lord effects)
Skarsnik
Lord:
+14 Charge Bonus Night Goblin Squig Hoppers NEW
Vampire Counts
Heinrich Kemmler
Faction:
Suitable climate mountains NEW
+30 diplomacy Beastmen and Warriors of Chaos NEW
-25% raise dead cost REMOVED
-50% upkeep necromancers (UP FROM -25%)
Helman Ghorst
Faction:
+30% Research (UP FROM+10%) – also moved to correct Faction effect position now)
+3 Corpse cart recruit rank NEW
+12 Corpse cart Charge Bonus NEW
Lord:
Poison Attacks (moved to correct Lord effect position now)
Isabella Von Carstein
Faction:
+1 Blood Kiss on campaign start NEW
Lord:
Undying Love +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects)
Mannfred Von Carstein
Faction:
+10% movement range (UP FROM+5%)
+2 recruit rank Grave Guard and Black Knights (UP FROM+1)
-15% upkeep Grave guard (UP FROM-10%)
+1 Blood Kiss on campaign start NEW
Lord:
+30 WoM reserves NEW
+10 leadership vs Men (UP FROM+5)
Vlad Von Carstein
Faction:
+10% movement range (UP FROM +5%)
+1 Blood Kiss on campaign start NEW
+30 diplomacy with Arkhan the Black, all Vampire Counts and Vampire Coast factions NEW
Lord:
Undying Love: +15 MA and MD when Vlad and Isabella reinforce each other (moved from Faction to Lord effects)
Norsca
Throgg
Faction:
+15% Physical Resistance for Trolls (UP FROM +10%)
-20% upkeep for Trolls (UP FROM -15%)
Wulfrik
Faction:
-15% upkeep for Marauders (UP FROM -10%)
Lord:
+30% reinforcement range (UP FROM +20%)
Bretonnia
Alberic
Faction:
-1 recruitment time for cavalry NEW
+25% income from trade (UP FROM +5%)
Lord:
+10 MD knights of the realm (UP FROM +5)
Louen Leoncoeur
Faction:
+50% aura size all characters when attacking (UP FROM +25%)
-15% Reiksguard and Greatswords upkeep (UP FROM-10%)
+30 diplomacy with Empire factions (UP FROM+10) – moved to correct Faction effects position now
Lord:
+8 Leadership (UP FROM+2)
Volkmar
Faction:
-30% upkeep Flagellants (UP FROM -15%)
+20% ancillary drop chance (UP FROM+10%)
Lord:
+30% casualty replenishment Flagellants NEW
+12% Physical Resistance Flagellants NEW
+14 MD Flagellants NEW
Greenskins
Grimgor
Faction:
+10% Movement Range (UP FROM+5%)
-15% upkeep Black Orcs (UP FROM-10%)
Lord:
+12 leadership Black Orcs (UP FROM+6)
+10 Armour Black Orcs (UP FROM+5)
+30% post-battle loot NEW
Azhag
Faction:
+25% Sacking income (UP FROM+10%)
+25% Research (UP FROM+10%)
-1 Construction time (settlements) NEW
-25% Construction cost (settlements) NEW
Lord:
+75% aura size (UP FROM+15%)
Wurrzag
Lord:
-50% recruit cost Savage Orcs NEW
Dwarfs
Thorgrim
Faction:
-25% military recruitment building cost (UP FROM -10%)
+3 recruit rank Hammerers (UP FROM+1)
+30 diplomacy with Dwarfs NEW
-15% upkeep Hammerers and Longbeards (UPFROM -10%)
Lord:
+75% aura size (UP FROM+15%)
Ungrim
Faction:
-50% Slayer recruitment cost (UP FROM -25%)
-75% construction cost Slayer & Landmark Buildings NEW
Lord:
+10 MA Slayers (UP FROM +6)
+30% casualty replenishment Slayers NEW
-25% upkeep Slayers (moved from Faction effects)
Belegar
Lord:
+10 leadership VS Skaven and Greenskins NEW
+30% Tunnel evasion chance REMOVED
Grombindal
Faction:
+60% tunnel evasion chance (UP FROM+40%)
+20% WS all units vs Elves NEW
Lord:
+10 army leadership NEW
+50% reinforcement range (UP FROM (+30%)
Chaos
Archaon
Faction:
+10 Chaos Warrior leadership (UP FROM +5)
-30% recruit cost Chaos Warriors (UP FROM -15%)
-30 diplomacy with all faction (UP FROM -20)
Lord:
+50% Raze income (UP FROM+25%)
+5% Ward Save for all units (CHANGED FROM Chaos Knights only physical resistance)
Kholek Suneater
Faction:
+4 chaos corruption NEW
-60% recruitment cost Dragon Ogres (UP FROM -50%)
Lord:
-30 upkeep dragon ogres (CHANGED FROM-30% recruit cost)
+8% Speed Elven units REMOVED
Sigvald
Faction:
+15 Armour for Lords and embedded Heroes (UP FROM+10)
+15 leadership VS Men (UP FROM+5)
Lord:
+3 Horde growth (UP FROM+1)
-60% Marauder upkeep NEW
+3 Marauder recruit rank NEW
Wood Elves
Durthu
Lord:
+10 Charge Bonus for Dryads, Tree Kin, Tree Men NEW
-30% upkeep Dryads, Tree Kin, Tree Men NEW
Orion
Faction:
-15% upkeep for all cavalry CHANGED FROMjust Wildwood Riders -20% upkeep
Lord:
+8 Charge Bonus Wild Riders NEW
+20% WS Wild Riders NEW
Beastmen
Khazrak
Faction:
+40% Raid bonus (UP FROM+10%)
+10 Leadership vs Men (UP FROM+5)
Lord:
-30% upkeep Bestigors NEW
+3 recruit rank Bestigors NEW
-50% recruit cost Bestigors (UP FROM-30%)
Malagor
Faction:
+2 Bray Shaman cap (UP FROM+1)
+30 diplomacy with Beastmen factions (UP FROM+20)
+2 horde growth NEW
Lord:
+3 Bray Shaman recruit rank (UP FROM+1)
-8% enemy replenishment (local province) NEW
-8 enemy leadership (local province) NEW
Morghur
Faction:
+30% upkeep Minotaurs (DOWN FROM+40%)
-30% Spawn upkeep (DOWN FROM-40%)
+3 Chaos Corruption spread (UP FROM+2)
Lord:
+12% Chaos territory attrition (UP FROM+8%)
+8 spawn MD NEW
+20% missile resistance for Spawn NEW
Vampire Count Changes
Vampire Count Heroes
Moved Wight King to level 2 Binding Circle building chain from level 3
Added +2 Wight King Hero rank to level 3 Binding Circle building chain
Added ability to recruit Necromancer Heroes to level 2 Boneyard building chain
Added +1 Necromancer Hero rank to level 3 Boneyard building chain
Added +2 Necromancer Hero rank to level 4 Necromancy building chain
Vampire Count Mounts
Reduced all Nightmare and Barded Nightmare mounts to be unlocked at level 5
Reduced all Hellsteed mounts to be unlocked at level 10
Reduced all Zombie Dragon mount to be unlocked at level 20
Reduced all Corpse Cart mounts to be unlocked at level 10
Reduced all Corpse Cart (Balefire) mounts to be unlocked at level 13
Reduced all Corpse Cart (Unholy Lodestone) mounts to be unlocked at level 16
Heinrich Kemmler can now unlock Barded Nightmare mount
Vampire Count Techs
Added 3 new techs:
Rotten Flesh
The Ravenous Dead – Includes new ability “The Ravenous Dead”
Unnatural Strength
Added effects to all four initial branching techs
The Book of Arkhan
Liber Necronomica
De Noirot’s Blasphemous Bestiary
The Lahmian Book of Blood
Reworked, reduced research time and reordered numerous techs relating to Zombies and Skeletons within the Book of Arkhan tech branch
Increased Enshrine Ancient Lords attrition bonus to 30%
General Campaign Changes and Fixes
Spoiler Alert, click show to read:
Blessed Spawnings for Lizardmen now trigger as intended.
Loyalty Dilemmas for Dark Elves now trigger. In some cases they may now trigger too often – we are currently balancing their frequency.
Fixed several rare end-turn crashes
Fixed a rare instance where the player could end turn before the campaign flyover had finished resulting in a crash
The Tier 3 and Tier 4 Dark Elf entertainment buildings can now be constructed by those who do not own The Queen and The Crone
Fortress Games, Skavenblight, Hell Pit and Occupied Elven Colonies can now be upgraded by those who do not own Tomb Kings
Sisters of Slaughter are now recruited from Tier 3 Halls of Ravaging
Skeleton Warriors and Skeleton Spearmen are now available to recruit from the Infantry Level 1 building Open Graves
Lords will now correctly be removed from the army when wounded by attrition
Fixed various instances of lines in diplomacy being delivered without consideration for the character’s gender
Fixed a rare instance where ambushes could be discovered when armies were not near the ambush
Thorgrim’s Grudge Against Undead skill now also applies to Tomb Kings
The overcast version of Command of the Unliving has been added to campaign
Fixed all engage_force_army_invading mission conditions so they will now trigger
Fixed Hellebron’s early game mission to upgrade Har Ganeth to point at the correct region
Fixed Alarielle’s early game mission to upgrade Gaean Vale with the correct building requirements
Boris Todbringer now has access to Imperial Pegasus and Imperial Griffon mounts in campaign
Boris Todbringer now has Middenland Runefang & White Cloak of Ulric as starting campaign magic items
Moved Clan Eshin faction leader to Axlotl from Marks of the Old Ones settlement in Mortal Empires campaign
Clan Eshin now has control of Axlotl settlement from the start of the Mortal Empires campaign
Reduced the initial army strength of the Southern Sentinels in the Vortex campaign
Skeggi’s landmark building can once again be constructed
High Elf wood resource buildings now also affect Shadow Warriors and Sisters of Avelorn
Dark Elf pasture resource buildings now also affect Doomfire Warlocks
Dark Elf medicine resource buildings now also affect Sisters of Slaughter
Bretonnia can now construct their own variant of the Archecclesiatium of Myrmidia
The Archecclesiatium of Myrmidia now gives more corruption reduction and public order
The Couronne Tournament Grounds income is no longer affected by Farm buildings
The Tower of Hoeth correctly applies its bonuses to Swordmasters and Battle Wizards now
The Dark Elf ‘Daylight Denied’ technology now affects the income of the correct buildings
The Dark Elf ‘Harnessed Fury’ technology now also affects Kharibdyss units
The Dark Elf ‘Hardship & Cruelty’ and ‘Masters of Murder’ technologies now also affect Doomfire Warlock units
Various High Elf technologies now also affect Sisters of Avelorn and Shadow Warriors
The Vampire ‘Decipher Nehekhara Manuscripts’ and ‘Incantations of Nagash’ now properly increase the income of the associated buildings
The Vampire ‘Vampiric Revivification’ and ‘Delusions of Grandeur’ no longer incorrectly affect Blood Knights
Altdorf now has a proper garrison when occupied by Dwarfs or Greenskins
The Pyramid of Nagash now has a proper garrison when occupied by Skaven, Lizardmen or Dark Elves
Increased priority of High Elf Dragon Princes, Bolt Throwers and Chariots in garrisons
Fixed Wulfrik’s innate reinforcement range bonus being applied twice
Fixed some Norsca events using Chaos event pictures instead of Norsca specific ones
Fixed a number of effects that were not applying to the correct unit rank restrictions
Fixed army upkeep penalty not showing for Norsca
Fixed Dark Elf Sorceress (Beasts) Hero using Lord magic skills
Fixed Dark Elf Supreme Sorceress (Death) Lord using Hero magic skills
Fixed Tomb Kings Tahoth rite not applying unit recruitment rank bonus in local recruitment
Fixed Alarielle’s Spiritual Defender applying melee defence instead of melee attack to Sisters of Avelorn units
Fixed Warriors of Chaos quests not triggering if the advisor was not available
Fixed the Dark Elf Assassin ‘Shroud of Darkness’ skill not reducing vigour loss correctly
Fixed the Handmaiden’s ‘Resistant’ trait not applying its effects properly
Fixed Avelorn Treemen/Dryads/Treekin and Shadow Walkers recruitment issues
Fixed Strigoi Terrorgheist mount transferring issue
Fixed missing Immortality skill on Norsca Marauder Chieftains
Fixed missing attrition immunity for some Norsca units
Changed sacking bonus to razing bonus in the Eye Opens Wider dilemma for Warriors of Chaos
Changed Heinrich Kemmler’s Chaos Tomb Blade effects, removing the Skeleton Warriors upkeep reduction and replacing it with Chaos attrition immunity
Fixed Norsca ritual armies being able to occupy settlements
Fixed a rare soft lock where Alarielle’s Star of Avelorn quest would not start if she had been confederated
Brayherds and Waaaghs no longer feature Lords and Heroes as regular units
Fixed a rare case where the player could not declare war on the Crooked Moon Mutinous Gits faction if they had re-emerged
Fixed Kholek’s unique skill and quest item not applying replenishment bonus correctly
Fixed Tree Spirit building chain not appearing in Crag Halls of Findol
Fixed Forest Spirit building chain not appearing in Wydrioth
Fixed Slayer shrine tier 5 having lower untainted effect than tier 4 building
Fixed inconsistent population requirements for Wood Elf settlements, Savage Orc minor settlements, and Savage Orc and Norscan occupied settlements (Black Crag, Karak Eight Peaks, Karaz-a-Karak)
Fixed Norsca technologies granting immortality to all characters (including garrison commanders) rather than distinguishing between Lords and Heroes
Fixed Wurrzag’s Squiggly Beast stage 2 mission not accepting other Night Goblin variants
Fixed a number of minor settlements having more than 4 building slots
Fixed Wood Elf technology ‘Lileath, the Maiden’ not applying magic resistance to all units
Reinstated upgraded version of Command of the Living for Strigoi Ghoul Kings
Unit stats now show context bonuses (e.g. improved Melee Attack when fighting against Bretonnia) when appropriate on the pre-battle screen in campaign
The Rite of Sotek can now be unlocked by winning defensive ambush battles
Fixed inconsistencies in Bretonnian Warhorse mount naming
Fixed Grombrindal’s Cloak of Valaya quest battle pre-battle screen not showing any enemy units
Fixed Morathi’s quest chain getting stuck on an incompatible rite if she had been confederated into Crone Hellebron’s faction
Frosty Beginnings mission should no longer trigger for Crone Hellebron is she is at war with the faction
Fixed Norsca not being able to occupy settlements that were added in recent patches
Phrase ‘Pirate Booty’ now freely interchangeable with ‘Pirate Dooty’
Fixed an issue where loading an autosave after confederating as Norsca on legendary difficulty would not save the confederation
Fixed an instance in the event feed where Brayherds could be referred to as Waaaghs
Dark Elves now receive event messages when a Black Ark building is constructed or demolished
Morghur’s Stave of Ruinous Corruption quest will now correctly proceed when the quest is aborted as a result of the Greenskins faction being destroyed
As Warriors of Chaos, awakening a tribe in a region that was under rebellion no longer produces amalgamations of unimaginable horror
Adjusted Campaigner trait so that it will no longer trigger when close to the faction capital
Vlad’s Blood Drinker quest stage two has been changed to defeat an Empire army
Dwarf campaigns will no longer start with -36 public order in their home province
Changed the skill ‘Renowned & Feared’ to be gender-neutral so that it makes sense in both male and female characters’ skill trees
Clicking on the resources in the Mortuary Cult to zoom to the nearest one should now work correctly for all resources
Norscan garrison leaders can no longer be wounded and subsequently return from duty
The second and third tier slave building chain for Norsca now correctly give bonuses to sacking
The Norscan tech ‘Longer Hulls’ will now correctly give 10% bonus to sacking
Players can no longer declare war on their own Blood Voyage
Shadow Walkers and Shadow Warriors will no longer gain the 10% missile resistance of Favourable Winds prior to rank 7
Skaven factions are no longer invisible to the player after being vassalised
Alith Anar will no longer trigger an advisor message about Dark Elves when none are present
The advisor now correctly shows for Vlad and Isabella
The advisor will no longer incorrectly trigger when playing as Skaven informing the player of technologies being available when there are none
The faction summary for Naggarond will now show the correct faction symbol when referencing Exiles of Nehek
Fixed an issue with Kislev names not displaying properly
Added a tooltip to the Toggle Notification options on Lords and Heroes to clarify the functionality better
The tooltip for amber will no longer advise the player to demolish buildings to regain amber when the only buildings that require amber cannot be demolished
Tooltips will no longer stay stuck on screen when turning a locked overlay on and exiting the overlay screen
The Skaven mission Evil Knsqueevel will now ask the player to recruit a Doomwheel rather than a Chariot
Fimir Balefiend skill Power Drain has been renamed Magical Reserves to better reflect its functionality
Fixed a typo in Alith Anar’s Spectre skill
Fixed a typo in Arkhan the Black’s flyover
Fixed a typo in Tyrion’s Dragon Armour of Anarion quest battle event message
Fixed a typo in Vlad von Carstein’s Blood drinker quest chain
Fixed a typo with the magical item Pigeon Plucker Pendant
Fixed edge-cases in AI vs AI autoresolver which favoured one side too much
Fixed a typo on the Pearl of Infinite Darkness
AI is now far less likely to construct two of the same building in the same province
Port settlements will now show a port icon on the city info bar
Vampiric Corruption will no longer overlap in the tooltip at certain percentages
Kilhar the Tormentor will no longer stand in a T-pose on the campaign map
Fixed a typo in the Forbidden Library flavour text
Norscan long-term victory message should be more relevant to the faction now
Fixed typos in Lucky Skullhelm’s flavour text
Confederating as Norsca by defeating a faction lord will no longer results in the incorrect even message from being displayed
Fixed a typo in the Gathering of Might skill tooltip
Fixed an anomaly with the autoresolve bar display resetting in strength when adding more units
Added income to Bretonnian settlements
The button to disband the lord in the Character Details panel is now greyed out for Legendary Lords
Fixed an issue where Malagor’s entire army could be lost if he was wounded
Gor Grazen will no longer load the Shrine of Khaine battle from campaign
General Battle Changes and Fixes
Spoiler Alert, click show to read:
Added a new Host Spectator toggle to multiplayer battles, in order to improve Tournament battle viewing and broadcasts. In this mode, the host can set up the battle but not join it as a contestant. When the match begins, the Host can freely spectate while the battle between players commences. This mode is currently in beta.
Host has visibility over armies of all players
The host and all players must ready-up in order for the battle to commence
Currently, AI armies cannot be assigned to player slots
Currently additional spectators cannot be added to the battle
Fixed some rare battle crashes
Added The Barrow Legion faction to custom battles
Reinforcements should now enter the battlefield from the expected direction
The timer in replays will now count up rather than down
Fixed an issue where the game could freeze and crash when hovering over “Multishot Ammunition” on Reaper Bolt Throwers
Updated War Hydra and Kharibdyss unit category descriptions
Reduced likelihood of artillery marching towards greenskin and high elf towers when given an attack order against these towers
AI will now use Realm of Souls Ushabti and Menace from Below on non-ranged/artillery units
If The Menace Below is used inside a settlement as the attacker, the towers will no longer fire inside the settlement
Encourage attribute has been added to Goblin Great Shaman when mounted on a Giant Wolf
Encourage attribute has been added to Night Goblin Shaman
Norsca units (Trolls, Frost Wyrm and Manticore) now have siege attacker attribute
Malekith now has the siege attacker attribute when on a dragon mount
High Elf dragon mounts now correctly show the siege attacker icon
Chanted “Decapods” thrice into a mirror while turning around and OH MIGHTY SIGMAR LOOK AT THE MESS WE’RE IN
Fixed issue with siege attacker icon not appearing for High Elf lords mounted on dragons in custom battles
Wulfrik now correctly has 15% missile resistance when mounted on his mammoth
High Elf Noble will no longer incorrectly do damage on collision
Added missing loading screen quotes for some units
Ulthuan battle maps will no longer incorrectly be used when fighting in Badlands area of the Vortex campaign map
Fireball can no longer be cast without it costing Winds of Magic and ignoring its cooldown
Fixed scale of Wood Elf Heroes
Fixed an issue where Beastmen models would appear too large compared to the Razorgor Chariot they were occupying
Zooming limits adjusted – min camera height is lower, allowing for a ground-level cinematic angle, and max cam height is 17% higher, allowing for a slightly wider overview
Lords on flying mounts should now respond correctly to movement orders after being interrupted or knocked back during duels
Fixed an issue where invalid movement orders could be issued on several siege maps
Heinrich Kemmler now has his Krell summon ability in his quest battles played via the front end
Alith Anar will now use a Giant Eagle in his Moonbow quest when started from the front end to match the campaign starting army
Rage is no longer removed when disabling Foe-Seeker or Fight or Die! from Marauder Chieftain Lord in custom or multiplayer battle
Bjarke Black Raider will now display the correct model
Dark Elf Manticore’s faceplate is now positioned correctly
Templehof Luminark now displays the correct model and VFX when destroyed
Fixed a graphical stretching issue shown on Dark Elf Manticore’s legs
Fixed an issue where the Supreme Sorceress would clip through the seat on the Manticore mount
Fixed an issue where Ushabti’s heads could show as small triangles when zoomed out
Fixed an issue with Necropolis Knights where the main body would clip through the head
Fixed an issue where Lothern Sea Guards shield’s kelp would not display correctly
Blood should no longer appears as vertical lines on the Hydra and Kharibdyss’s necks
Blood will no longer disappear on ranged units’s bows during their firing animations
The Kharibdyss heads should no longer be so offset during the Kharibdyss matched animation
Fixed various issues with elf units when weapon switching, which included weapons flickering or disappearing and holding swords and bows at the same time
Dark Riders (Repeater Crossbow) and Raven Heralds (Repeater Crossbow) will no longer change their bow model during their firing animations
Pistoliers, Outriders and Outriders (Grenade Launcher) will no longer swap their sword between their hand and hip while idling
Mounted Yeoman will no longer change their bow model during their firing animations
Dark Riders (Shields) will now hold their shields correctly during charges
The Handmaiden’s spear will no longer detatch from her hand during some attack animations
The Blessed Legion of Phakth will no longer incorrectly hold spears and shields when the user is zoomed out a great distance from the unit
Fixed an animation synching issue during Helstorm Rocket Battery’s firing animation
Fixed an issue where low tier Empire and Bretonnia units would play the wrong animation during a moving attack
Fixed an issue where Morghur would occasionally use a whip when attacking
The Kharibdyss’s main head will no longer snap during any attacks
The Kharibdyss will no longer cross its jaw during sweeping attacks
Increased shadow map resolution on medium, high and ultra settings
Added collision to some buildings that lacked it on Khemri siege map
Troops will now hide correctly in the Khazid Irkulaz map
Fixed an area in Eagle Gate map where troops could not be deployed
Fixed multiple instances of floating walls and props on Port Elistor siege map
The walls are no longer slightly floating above the terrain in the Ancient City of Quintex siege map
Props will no longer flicker on Karak Zorn siege map
Fixed an issue with the lighting in Kazark Izor siege map
Ruination of Cities will no longer appear textureless
Fixed some smoke VFX that appeared to be 2D
VFX will now be properly displayed when the Sunmaker is destroyed
Norscan Warhounds are now using the correct unit card
The Branchwraith provided in the army for Sword of Daith stage one quest battle will no longer use the incorrect unit card
Upgraded spells with a -15% miscast chance will now display the miscast chance in the tooltip
Frost Breath now has the correct tooltip
Sound will now correctly play when clicking on the unit info arrows in custom battle
Wood Elf and High Elf archers will no longer swap bow models when firing Artillery will no longer be able to shoot beyond its intended range when forcing it to shoot at the ground
Framerate drops should be less frequent during battle when units appear or abilities are used
Lothern Sea Guards (Shields) should now correctly display on their backs when they are in missile mode
Wood Elf and High Elf lords’ swords will no longer disappear and reappear during their firing animations when mounted on horses
Individual archer units should no longer be killing an excessive number of enemies compared to the same units in the army
Heroes will no longer die when flying over a wall that gets destroyed
Order and movement VO no longer play as a spectator in multiplayer battles
Order and movement VO no longer play during replays
Projectiles now correctly show VFX when projectile trails are set to off
Audio Changes and Fixes
Spoiler Alert, click show to read:
Reworked group vocalisation system and added new assets for most humanoid units:
Blood Knights thirst for blood more
Bretonnians (Knights and Peasants) are now overly honourable
Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
Dwarfs now hold even more grudges
Empire State Troops are now more disciplined
Goblins are now extra stabby
High Elves (Male and Female) have increased in arrogance
Orcs now Waaagh! harder than ever
Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
Wood Elves (Male and Female) are now wilder
Tweaked and improved Individual Vocalisations
New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses
Improved distinction between roars and screams for animations (battle and campaign), and retagged animations to use the suitable events
Tweaked probabilities of individual vocalisations triggering
Legendary Lords have all received the new Cinematic Kit 2 impact sounds for their melee attacks, appropriate to their weapon or attack of choice
Improved the audio mix when music is enabled
Rebalanced the mix of multiple larger creatures
Improved the audio feedback on the magic and ability targeting
Reduced spamming of targeting UI sound when moving between targets
Reduced cannonball impact spam
Blasting Charge limiting updated
Reworked Empire and Norsca battle environment ambience
Set Alarielle, Alith Anar, and Crone Hellebron’s campaign lord details panel VO to 2D
Front End ambiences now crossfade when switching between backgrounds
Front End lord portrait videos now play once at full volume, then reduce volume for subsequent loops
Malekith has had a bit of a lie down, is feeling much better now thank you, and will no longer scream incessantly in raiding stance
Sound will now correctly play when clicking on the unit info arrows in custom battle
Character and Unit Balancing
Spoiler Alert, click show to read:
Beastmen
Malagor: +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, +15 base melee damage.
Gorebull: +200 mass, +5% hit reaction ignore chance, +5% knock interrupt ignore chance. No longer has terrain penalties in Shallow Water.
Khazrak – Razorgor Chariot: +10 armour
Morghur: +50 mass
Feral Manticore: -100 cost
Gor Herd (dual): -50 mp cost
Minotaurs: -50 cost
Minotaurs (Shields): -100 cost
Minotaurs (Great Weapons): -100 cost
Razorgor Herd: -50 cost
Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
Dwarfs
Belegar: -50 mp cost
Runelord: +50 mp cost
Grombrindal: -100 mp cost
Thorgrim: -50 mp cost
Thane: +4 melee defence
Bugman’s Rangers: -2 health per entity
Hammerers: +2 health per entity
Peak Gate Guard: +2 health per entity
Gyrobomber: +200 health, +20 clattergun ammo
Skyhammer: +200 health, +20 clattergun ammo
Quarrellers (GW): +2 melee defence
Greenskins
Skarsnik: +300 mass
Grimgor: +600 mass, +5 armour, +7 melee defence.
Night Goblin Shaman: added encourage
Goblin Great Shaman – Wolf: added encourage
Night Goblin Archers: -25 cost
Night Goblin Archers – Fanatics: -25 cost
Squig Herd: +10 health per entity
Orc Boar Chariot: +4 melee attack
Savage Orc Boar Boyz Big Uns: now truly Bigga’ and ‘Arder with +5 bonus vs. large, -2 charge bonus.
Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
Empire
Royal Altdorf Gryphites: +50 cost, +8 health per entity, -2 charge bonus
Demigryph Knights (Halberds): +8 health per entity, -2 charge bonus
Demigryph Knights (Lances): +8 health per entity, +2 melee defence
Helblaster Volley Gun: -50 mp cost
Helstorm Rocket Battery: -100 mp cost
Captain: -50 mp cost
Crossbowmen: -25 cost
Pistoliers: +8 charge bonus, +2 melee attack
Witch Hunter: -10 ammo
Greatswords: +2 leadership
Halberdiers: +2 leadership
Spearmen (no shields): +2 bonus vs large
Steam Tank: +3 bonus vs infantry, +35 ap melee damage, +5 base melee damage
Knights of the Blazing Sun: +1 ap melee damage, -1 base melee damage
Great Cannon: improved accuracy
Dark Elves
Malekith: +300 mass on foot
Sorceress (all) – Cold One mount: -50 mp cost
War Hydra: -150 cost
Chill of Sontar: -50 cost, Frost Breath is no longer flaming.