Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

  1. #1
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Blogpost about new Patch, Lokhir and Heimrich and Vampire update:
    https://www.totalwar.com/blog/total-...r5rTtUJCV17q0w

    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 10:07 AM.

  2. #2
    Steph's Avatar Maréchal de France
    Patrician Artifex

    Join Date
    Apr 2010
    Location
    Pont de l'Arn, France
    Posts
    8,493

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Happy with this FLC LL and his location, away from Naggaroth. Wodner if he'll get some unique unit, it seems not.

    Also worth of interest (lots of it)! bloodlines for VC!




  3. #3
    SturmChurro's Avatar Not Vault Boy
    Join Date
    Oct 2009
    Location
    Missouri, USA
    Posts
    5,676

    Default 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?

  4. #4
    lolIsuck's Avatar WE HAVE NO CAKE!
    Patrician Citizen Moderator Emeritus Administrator Emeritus Modding Emeritus

    Join Date
    Dec 2010
    Location
    Heerlen, Limburg
    Posts
    12,773

    Default 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.

  5. #5
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    *Empire/Beastmen/Greenskin update

  6. #6
    r3dshift's Avatar Civis
    Join Date
    Feb 2013
    Location
    Intercisa
    Posts
    173

    Default 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.

  7. #7
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Quote Originally Posted by r3dshift View Post
    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...

    Anyway:
    Milk and Cookies has probably the best overall info, if you want to skip whole stream..
    https://www.youtube.com/watch?v=jXiSuXbrroc

    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 08:40 PM.

  8. #8
    SturmChurro's Avatar Not Vault Boy
    Join Date
    Oct 2009
    Location
    Missouri, USA
    Posts
    5,676

    Default 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.

  9. #9
    r3dshift's Avatar Civis
    Join Date
    Feb 2013
    Location
    Intercisa
    Posts
    173

    Default 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.

  10. #10
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update


  11. #11
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,862

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Is the Sylvanian crossbow and handgunner AOR base or they can be recruited anywhere?

  12. #12

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Quote Originally Posted by Daruwind View Post
    *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...

  13. #13

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    CA «Let's play» with Lokhir Fellheart, stream from today: https://www.youtube.com/watch?v=GtUP-tteGpU

  14. #14
    r3dshift's Avatar Civis
    Join Date
    Feb 2013
    Location
    Intercisa
    Posts
    173

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    FFS, they are genuine retards.

  15. #15
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Three small pieces of info from reddit:

    1) CA_Grace comfirmed CA knows about missing animations between some units
    https://www.reddit.com/r/totalwar/co...ations/e8cn8wc
    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
    2) Looks like CA reworked bonuses for many LLs
    https://www.reddit.com/r/totalwar/co...nlord_effects/
    Spoiler Alert, click show to read: 
    HIGH ELVES

    Tyrion:

    +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%




    3) A few streamers hover mouse over Albion in ME, looks like it is not unknown territory (like currently ingame) plus it has Corruption, Winds of Magic..
    https://www.reddit.com/r/totalwar/co...n_added_to_me/

    Plus great comment from CA_Mitch
    https://www.reddit.com/r/totalwar/co..._to_me/e91h65p
    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 06:53 PM.

  16. #16
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default 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? :-)

    Major
    Spoiler Alert, click show to read: 



    Minor
    Spoiler Alert, click show to read: 



  17. #17
    Steph's Avatar Maréchal de France
    Patrician Artifex

    Join Date
    Apr 2010
    Location
    Pont de l'Arn, France
    Posts
    8,493

    Default 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.

  18. #18
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default 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 :-)

  19. #19
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    New screenshot from Loremaster Sotek´s stream showing off Albion
    https://youtu.be/nuGMH-xIeXs?t=3113

    Last edited by Daruwind; November 06, 2018 at 07:27 AM.

  20. #20
    Daruwind's Avatar Moderator
    Citizen

    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,307

    Default Re: FLC is Lokhir Fellheart, the Krakenlord + info about Vampire update

    Finally blogpost with patchnotes:
    https://www.totalwar.com/blog/the-ay...wunUxGmuDYGGXo

    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%)

      • Lord:
        • +8 MA vs enemies of The Lady NEW
        • +12 Leadership vs enemies of The Lady NEW



    Empire

    • Balthasar Gelt
      • Faction:
        • -50% upkeep reduction battle wizards (UP FROM-25%)
        • +2 wizard agent cap (UP FROM+1)

      • Lord:
        • -20% Winds of Magic cost NEW
        • +10% artillery missile damage NEW
        • Whiter grill, no less chill NEW




    • Karl Franz
      • Faction:
        • +10% movement range (UP FROM+5%)
        • -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.
    • Kharibdyss: +5 bonus vs large
    • Feral Manticore: -100 cost
    • Supreme Sorceress (all) – foot & dark steed: +150 mp cost
    • Supreme Sorceress (all) – cold one: +50 mp cost
    • Supreme Sorceress (all) – dark Pegasus: +100 mp cost
    • Doomfire Warlocks: -1 health per entity, +100 cost.
    • Slaanesh’s Harvesters: -1 health per entity, +100 cost.
    • Sisters of Slaughter: -1 melee attack, -1 melee defence.
    • Cold One Knights: -12 charge bonus, +8 melee attack, +2 melee defence.
    • Dread Knights: -6 charge bonus, +4 melee attack, +2 melee defence.
    • Knights of the Ebon Claw: -6 charge bonus, +4 melee attack, +2 melee defence.
    • Shades (all): +2 health per entity

    High Elves


    • The Fireborn: -50 mp cost, -5 physical resistance
    • Dragon Princes: -50 mp cost, -5 physical resistance
    • Silver Helms (both): +4 charge bonus
    • Handmaiden: -50 mp cost, increased projectile speed, increased projectile penetration
    • Sisters of Avelorn: +2 ap missile damage, -2 base missile damage
    • Everqueen’s Court Guards: +2 ap missile damage, -2 base missile damage
    • The Grey: -100 mp cost
    • Storm Riders: -50 mp cost
    • Tyrion: +100 mp cost, -2 melee attack, +90 ap melee damage, -110 base melee damage.
    • Alarielle – Eagle: -8 melee attack
    • Alith Anar: projectile slightly more accurate, increased projectile penetration.
    • Tiranoc Chariot: added Martial Prowess, -4 melee defence
    • Ithilmar Chariot: added Martial Prowess, -4 melee defence

    Bretonnia


    • Blessed Field Trebuchet: -50 mp cost
    • Field Trebuchet: -50 mp cost
    • Alberic: -100 mp cost
    • Fay Enchantress: direct damage aura deals 20% less damage.
    • Lord – foot, warhorse, Pegasus: -50 mp cost
    • Foot Squires: +25 mp cost
    • Green Knight: +4 melee attack, +2 melee defence
    • Battle Pilgrims: +1 melee defence
    • Holy Wardens of La Maisontaal: +1 melee defence

    Lizardmen


    • Cold Blooded: Now stops rampage and gives +16 leadership. No longer has max uses, removed stat penalties and healing.
    • Cold One Riders: Added Primal Instincts ability, +50 mp cost, -10 charge bonus, +10 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
    • Cold One Spearriders: Added Primal Instincts ability, -10 charge bonus, +10 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
    • Horned Ones: -12 charge bonus, +6 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
    • Feral Cold Ones: -12 charge bonus, +5 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
    • Kroxigor: +5 ap melee damage, +1 base melee damage.
    • Skink Skirmishers: +1 base missile damage
    • Saurus Scar Veteran – cold one: -100 mp cost
    • Ancient Stegadon: +3 bonus vs infantry, -50 cost
    • Stegadon: +3 bonus vs infantry, -50 cost
    • Feral Stegadon: +3 bonus vs infantry, -50 cost
    • Carnosaurs: +3 melee attack
    • Skink Chief – Stegadon & Ancient Stegadon: -100 mp cost
    • Skink Priest (both) – Stegadon & Ancient Stegadon: -100 mp cost.
    • Bastiladon (Rev. Crystal): -25 mp cost
    • Lord Mazdamundi – Zlaaq: now uses Ancient Stegadon weapon strength.
    • Lord Mazdamundi – Palanquin: + 516 health
    • Slann Mage Priests: +2 melee defence, +516 health
    • Saurus Spearmen: +2 melee defence
    • Saurus Spearmen (Shields): +2 melee defence
    • Saurus Warriors: +1 melee attack
    • Saurus Warriors (Shields): +1 melee attack
    • Temple Guard: +2 health per entity

    Vampire Counts


    • Strigoi Ghoul King (foot): -100 mp cost
    • Helman Ghorst – Corpse Cart: +400 health
    • Vampire Lord – Nightmare: +10 armour
    • Devils of Swartzhafen: +2 melee attack
    • Vargheists: +2 melee attack
    • Terrorgheist: -2 charge bonus
    • Cairn Wraiths: +2 melee attack
    • Crypt Horrors: +1 melee defence
    • Mortis Engine: direct damage aura deals 20% less damage

    Warriors of Chaos


    • Kholek: increased projectile intersection radius to 0.95, -5 armour, +100 mp cost
    • Archaon: +100 cost, +145 ap melee damage, -205 base melee damage
    • Sigvald: +20 missile block chance, +10 armour, +5 leadership
    • Dragon Ogres: -50 cost
    • Feral Manticore: -100 cost
    • Chaos Giant: Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    • Swords of Chaos: +2 ap melee damage, -2 base melee damage
    • Chaos Knights: +2 ap melee damage

    Wood Elves


    • Wildwood Rangers: -50 mp cost
    • Wardancers RoR: -50 cost
    • Wardens of Cythral: +50 mp cost
    • Waywatchers RoR: -50 cost, -1 ammo
    • Waywatchers: -1 ammo
    • Waystalker: +17 melee attack, +3 melee defence, +15 ap melee damage.
    • Treemen: +190 ap melee damage, -260 base melee damage.
    • Ancient Treemen: +154 ap melee damage, -225 base melee damage.
    • Sisters of the Thorn: +100 cost, -10% physical resistance.

    Norsca


    • Feral Mammoth: increased acceleration, -1000 mass, -11 melee attack, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown (re-introduced collision damage for mammoths)
    • War Mammoth: increased acceleration, -1500 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    • War Mammoth (Warshrine): increaseed acceleration, -1000 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    • Soulcrusher: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    • Wulfrik – Mammoth: increased acceleration, -1500 mass, +15 missile resistance, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    • Marauder Chieftain – Mammoth: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    • Feral Manticore: -100 mp cost
    • Fimirs (Great Weapons): +50 mp cost
    • Skinwolves: -50 mp cost
    • Marauder Berserkers: -1 melee defence
    • Brutes of the Hound: -1 melee defence
    • Marauder Champions (Great Weapons): +2 melee defence
    • Norscan Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    • Frost Wyrm: Frost Breath is no longer flaming damage.
    • Marauder Hunters (axes): increased projectile mass for more knockbacks

    Skaven


    • Clanrat Spearmen: -25 cost
    • Clanrat Spearmen (Shields): -25 cost
    • Clanrats: -25 cost
    • Clanrats (Shields): -25 cost
    • Death Globe Bombardiers: -50 mp cost, +2 ammo
    • Poison Wind Globadiers: -50 mp cost, +2 ammo
    • Warpfire Throwers: -50 mp cost
    • Hell Pit Abomination: +15 ap melee damage, +5 base melee damage, Summoned Skavenslave Spears now have Scurry Away and Strength in Numbers abilities.
    • Warlord – Rat Ogre Bonebreaker: +400 health
    • Queek Headtaker: +19 bonus vs. infantry
    • Stormvermin (Halberds): +2 melee attack

    Tomb Kings


    • Screaming Skull Catapult: -50 mp cost
    • Casket of Souls: increased projectile accuracy
    • Khatep – Casket of Souls: increased projectile accuracy
    • Settra – Chariot of the Gods: +3 melee defence
    • Necrosphinx: +200 health
    • Sphinx of Usepkh: -200 health
    • Sepulchral Stalkers: +1 melee attack, projectiles deal +1 ap melee damage each.
    • Eyes of the Desert: +1 melee attack, projectiles deal +1 ap melee damage each.


    Battle Abilities Balancing


    Spoiler Alert, click show to read: 

    • Dreaded Thirteenth Spell: Summoned Stormvermin now have Scurry Away and Strength in Numbers abilities
    • Soul Rain: increased ap explosion damage by 50%
    • Soul Storm: increased ap explosion damage by 50%
    • Soul Torrent: increased ap explosion damage by 50%
    • Venom Staff: Increased ap explosion damage by +18
    • Skarsnik’s Prodder: Venom Staff: Increased ap explosion damage by +18
    • Comet of Casandora: +6 ap explosion damage
    • Comet of Casandora Upgraded: +12 ap explosion damage
    • Flame Storm: now drags entities towards it rather than pushing them away
    • Vambraces of the Sun: now applies -22% flame weakness
    • Shield of the Old Ones: Replaced 44% magic resistance with 22% Ward Save
    • Pearl of Infinite Bleakness: added +8 leadership
    • Dark Mail: changed to a passive self buff active in melee that adds +24 armour and +22% magic resistance
    • Lance Formation: -12% charge speed, -10% acceleration, -10% deceleration
    • Hunter of Champions: -1 melee defence
    • Regrowth: Removed physical resistance, replaced with +100% vigour. Cost tweaks
    • Regrowth Upgraded: Removed physical resistance, replaced with +100% vigour. Cost tweaks
    • Shield of Thorns: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds
    • Shield of Thorns Upgraded: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds. Reduced cost.
    • Ballistics Calibration: reduced duration from 57 to 32
    • Curse of Da Bad Moon: contact effect now reduces melee defence rather than melee attack
    • Gork’ll Fix It: changed -24% movement speed to -48% movement speed, no longer affects vigour. Increased duration to 24 seconds
    • Waagh!: Reduced melee attack increase from 26 to 20
    • Scarecrow Banner: increased morale penalty for flying units from -4 to -8
    • Light of Battle: added 40m effect radius, reduced duration to 22 seconds, +1 power cos
    • Light of Battle Upgraded: increased duration to 44 seconds, -1 power cost
    • Glittering Robe: removed morale increase, increased armour bonus to +60, duration reduced to 44
    • Glittering Robe Upgraded: removed morale increase, increased armour bonus to +60, duration reduced to 4
    • Rune of Hearth and Home: increased effect range to 45m
    • Destroyer: now adds only +15 ability recharge per 90 seconds
    • Cursed Blade: fixed the re-application of the direct damage
    • Heart of Avelorn: now activates when Tyrion goes below 20% health
    • Crown of Domination: increased effect radius to 55m
    • Transformation of Kadon: Manticore unbinds 40% slower, reduced casting cost by -2
    • Tomb Swarm: reduced direct damage by 25%
    • Death Frenzy: increased duration to 28
    • Death Frenzy Upgraded: increased duration to 2
    • Skitterleap: now has a 40m radius, duration reduced to 41, +5 power cost
    • Skitterleap Upgraded: now has a 40m radius, duration reduced to 82, +8 power cost
    • Night Shroud: now has a 40m radius, duration reduced to 41, +5 power cost
    • Night Shroud Upgraded: now has a 40m radius, duration reduced to 82. +8 power cost
    • Eadbutt: -2 power cost
    • Eadbutt Upgraded: -2 power cost
    • Daith’s Sword: added 2 max uses, increased casting range to 100m
    • Sneaky Stabbing: reduced wind-up time to 1
    • Gaze of Malice: changed to an uncommon ability, max 3 uses, cost increased to 152, recharge time changed to 90
    • Djaf’s Incantation of Cursed Blades: -1 power cost
    • Djaf’s Incantation of Cursed Blades Upgraded: -1 power cost
    • Sakhmet’s Incantation of the Skullstorm: -1 power cost
    • Sakhmet’s Incantation of the Skullstorm Upgraded: -1 power cost
    • Gaze of Nagash: increased accuracy, changed to a higher ballistic trajectory
    • Shem’s Burning Gaze: increased accuracy, changed to a higher ballistic trajectory
    • Vindictive Glare: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    • Vindictive Glare Upgraded: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    • Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    • Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost

    Last edited by Daruwind; November 06, 2018 at 04:31 PM.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •