I mean, they like to toss infantry around as though they are tossing a salad
+1
That_GuyI don't wanna be that guyRegistered Userregular
Tomb Scorpions are some of the best anti infantry units in the game. Get you a couple of Necrotect heroes and you almost can't lose a battle. They may struggle against single entity units but will absolutely shred anything else. Their animation makes scorpions really hard to pin down a bit with ranged units.
Sorry for so many questions, but I find there is a lot of stuff that isn't immediately apparent that hopefully other people have already figured out. When it comes to the amount of growth required to get a point of population surplus, does the number of settlements in a province change the required amount? If not it seems like larger provinces would be quite advantageous, but I hadn't thought to check or ask until just now.
There is no difference, so yes. Larger provinces are advantageous for growth.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Sorry for so many questions, but I find there is a lot of stuff that isn't immediately apparent that hopefully other people have already figured out. When it comes to the amount of growth required to get a point of population surplus, does the number of settlements in a province change the required amount? If not it seems like larger provinces would be quite advantageous, but I hadn't thought to check or ask until just now.
The growth required does not change. Larger provinces also have the advantage of being able to more effectively stack +% bonuses since you can build more buildings and since they apply the more buildings. Full peacetime Reiksland is a sight to behold.
+1
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited December 2020
I'm not really interested in the skaven stuff, I still haven't dug into Ikit Claw and I've had that DLC for a while now
What I'm interested in is playing the lady tree that makes her whole army around tree spirits and nature shit and treats elves as expendable units. That appeals to me!
Now what do I have to have in order to get her, because navigating the ownership charts they put out is awkward
I'm not really interested in the skaven stuff, I still haven't dug into Ikit Claw and I've had that DLC for a while now
What I'm interested in is playing the lady tree that makes her whole army around tree spirits and nature shit and treats elves as expendable units. That appeals to me!
Now what do I have to have in order to get her, because navigating the ownership charts they put out is awkward
Own WH1, WH2, and the Wood Elf DLC from WH1
+2
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
I'm not really interested in the skaven stuff, I still haven't dug into Ikit Claw and I've had that DLC for a while now
What I'm interested in is playing the lady tree that makes her whole army around tree spirits and nature shit and treats elves as expendable units. That appeals to me!
Now what do I have to have in order to get her, because navigating the ownership charts they put out is awkward
Khalida's vortex campaign is tough, no doubt. The one thing you can count on with Tomb Kings, however, is their ability to field multiple armies on minimal land. Take your first province and defend it. Use the enemy armies to give Khalida and your other lords/heroes experience and get money for buildings. Get to tier 4 in your main province, grab Ushabti and Scorpions (or heck, wait to tier 5 and grab kitties too). Back up Khalida's quasi-doom stack with 1-2 armies of chaff, and you can start pushing out and taking Lizardmen territory.
I think the problem is mostly I play Total Warhammer wrong, I really hate breaking any sort of alliance agreement. I need to learn to be more agressive.
Also, as kind of a result, I don't actually know which top tier constructs are best for Tomb Kings.
Well, for Khalida you probably want a bit of emphasis on ranged units for her personal army. With a single three-settlement province with a tier 4 capital, you can field an army something like this:
Khalida
Liche Priest (Death or Light is fine, or Shadow if you've got it)
4 Tomb Guard
2 Tomb Guard with Halberds
2 Nehekara Warriors
4 Skeleton Archers
1 Ushabti with Great Bow
2 Tomb Scorpions
2 Necropolis Knights
1 Casket of Souls
This is a very anti-infantry focused army, but honestly you can easily swap around stuff and make room for, say a Bone Giant or some extra cavalry. Even with this modest setup, you can fill out a second army with a fair few decent units (some Nehekara Warriors, Skeleton Archers, Ushabti, Sepulchral Stalkers, and other assorted cav). Once you start capturing enemy settlements, which will grow much faster than yours, you can start building more construct buildings very quickly. Skeleton Archers punch way above their weight due to the high model count, Tomb Scorpions as mentioned above are fantastic anti-infantry units, and your Bow Ushabti is great at anti-large. This particular setup doesn't have much in the way of anti-large besides the Bow Ushabti and the Halberd Tomb Guard, so once you do push out that will probably be a priority for army upgrades. Necrosphinxes are very good at that particular role.
As for breaking agreements with AI factions, you need to be planning long-term on your alliances. Build an alliance with someone in the direction you don't want to go, so you're less likely to get stabbed in the back. But if you make alliances with everyone you meet, taking new territory becomes a real hassle, as you seem to have discovered.
Just watched the first twenty turn legendary stream for skaven. People need to shut up about how skaven and wood elves are unbalanced. Simply because someone chooses to completely cheese ai and mutations to get a good legendary start is not the same as the value for each race being materially different.
Also, I own every Warhammer DLC except blood for the blood God on principal. Love me some total Warhammer. Its even bled into work negotiations with SEGA. They will not give free software as a kicker for deals...
To answer your question, I’m going Throt first because I’m a skaven mark. Plus it’s a good time for flesh-crafting with VTM 5th edition also releasing Tzimisce this month.
After that I will probably go Drycha since her campaign looks quite fun. Plus hopefully by then someone will kitbash a snazzier looking Coeddil. Maybe the Sister’s after that?
Most balancing usually goes towards the multiplayer side of things since there you can say "for X points Y unit is over/underperforming" whereas singleplayer you just go ham unbalanced cause the AI shows no mercy.
I do look forward to finally trying a Wood Elf campaign cause being stuck at one forest for a long time did not hold much appeal.
Just watched the first twenty turn legendary stream for skaven. People need to shut up about how skaven and wood elves are unbalanced. Simply because someone chooses to completely cheese ai and mutations to get a good legendary start is not the same as the value for each race being materially different.
I think the forge will be fine but the concerns didn't come from nowhere or a single streamer. They came from CA itself, from the dev stream and CAs poor approach to showing off their games new content. Loremaster of Sotek said during his unit stream that CA did a dog shit job of showcasing the forge and he was right. That original stream was a really poor showing of the paid content for the sisters and nothing they did after helped with their original pitch. I think they should rethink their approach or at least make it a week instead of two because the drip feeding is harmful if they aren't going to counter misinformation or unfounded expectations they created until it's too late.
I've reserved talking about the forge until I've played it but CA have repeated form for dropping a mismatched content patch that have one half that kinda blows in comparison to the other. If the forge turns out to be the same it'll follow Tehenhauin, Nakai, Malus and Helebron. Skaven looking good is a bit of a distraction that is more of a coincidence resulting from two of the skaven packs being really good.
The real issue with the released lord packs isn't skaven favouritism (which isn't a thing), it's that one half is warhammer 2 style and the other is a warhammer 1 style. Eltharion and Grom is the only released wh2 lord pack that doesn't have this problem. Eltharion also got shit on a bit by people when it was first shown but turned out fine. His mechanics do fall off a bit after the midgame but his campaign is short, they did a good job of it and he's an excellent lord with a dope bird. Despite Groms cooking being relevant the whole game while Eltharions don't hold up in quite the same way throughout the game Eltharion is still good.
So which Lord is everyone going with first tomorrow? I really can't decide.
I think I'm leaning towards Throt but I'll probably end up doing an hour of Throt and an hour of the sisters.
Sisters or Drycha. Both their campaigns look fairly short or of reasonable length on ME while Throtts looks more open ended which could take a while (unlike his Vortex campaign). Throtts vortex campaign also looks good. Decisions decisions.
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
So I had a quick go at Morathi and that was quite an experience. I did not expect the first chaos Rebellion army to spawn with a hellcannon of all things. That did not make me very happy at all when I discovered that.
So I had a quick go at Morathi and that was quite an experience. I did not expect the first chaos Rebellion army to spawn with a hellcannon of all things. That did not make me very happy at all when I discovered that.
+8
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I still won! But when the guy was like "They have artillery" and I was just "Wait, what?"
Yeah, needing to spread chaos is another major hinderance to Morathi early on but then can be a nice buffer as enemy armies are worn down by attrition.
Thankfully she has that unique building that lowers order penalties from lack of corruption as you progress but it's slow going till then.
So I had a quick go at Morathi and that was quite an experience. I did not expect the first chaos Rebellion army to spawn with a hellcannon of all things. That did not make me very happy at all when I discovered that.
If you like strong rebellions you haven't seen anything yet.
+2
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Yeah I am being much more careful to watch my public order now and intercept any rebellion army as quickly as I can before it actually appears. Don't want another mad dash to try to get the Hell Cannon before it decimates my entire army affair again.
It'll get easier to deal with some harpies or cav or shades to go distract/kill the hell canons. Most factions rebels are pretty weak and fair poorly in auto resolve if required. There is one race that has insane rebellions from turn 1 and requires pretty much instant response so they don't grow if they do spawn with good units. You'll know when you encounter them. After all this time I still WTF every time they spawn with like two tier 5 units and grow into like 6-8 of them at turn 8.
One thing that might help with rebels is they don't recruit good units if there's no military buildings in the part of the province (the regions) you own so if you can't get the provincial capital sometimes it's just not worth it to keep military buildings if you can't maintain public order (rebels always spawn at the capital if you own it, otherwise the region is random). The above faction is not bound by this rule because they have a bunch of anti snowball mechanics to compensate for their unique strengths which includes strong rebel armies which are worthless (money not xp) to discourage revolt farming.
Man I need to learn to transition to 2nd tier units. I had actually started a Morathi campaign a few days ago and while I was doing a good job beating off the invaders and took out the Shadow King elf guy to my east, my forces are still mostly just bleakswords, darkspears, and shielded darkshards with a smattering of corsairs units as the reaper bolt throwers draw my enemies into darkshard range. Which was fine and dandy for a good bit but now isn't cutting it anymore when the doomstacks of elves sailing across the pond are bringing mass silverian guards and phoenixes.
Part of the problem is I basically always build a wall in my minor settlements to give me time to react to encroaching doom stacks, another slot for the resource, and god forbid the last slot is filled by a port--though to be fair someone needs to up my growth.
Hope we get patch notes today or tomorrow. Been reading small things like they buffed Vlad with AP and gave Sigvald perfect vigour. I want to see all the little changes.
Mostly want that familiar feeling of disappointment that comes with reaching the end of the patch notes and realising the artillery bug is still in the game. If they gave casket manual targeting like other artillery I wouldn't give a shit about that bug but then casket would be even better than it is and they'd nerf my fav skellies.
Total War: WARHAMMER II – the Asrai Resurgent Update
This automatic update arrives alongside The Twisted & The Twilight Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements.
The most impactful suite of changes applies to the Wood Elves, who’ve received a comprehensive overhaul to the way they play and a willowy trunk-load of new mechanics and features to boot. We think these changes improve their gameplay no end, and you can read about them in detail below.
Also! Three other notable changes players have been asking for:
New Chaos invasion frontend setting!
You can now set the difficulty level of the Chaos invasion in Mortal Empires via a dropdown next to the difficulty settings on the campaign select screen. This determines the scale of the invasion.
Damage & value tracking for units!
When mousing over the kill-counter on a unit, the tooltip now provides two additional stats for tracking unit performance:
Damage Dealt tracks the raw damage dealt by the unit to other units
Damage Value tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it. This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Knockdown & bracing changes!
Characters are generally now much sturdier on their feet, where some notably sturdy characters (Ungrim! He can brace now too!) are now almost impossible to knock down.For more information see revamped entity collision rules & bracing behaviours for characters below
On with the show…
Wood Elves Update
Summary
The Wood Elf campaign has been completely overhauled, with almost every aspect of the faction changed in some way.
Amber is no longer required for recruitment or building, only for a specific subset of brand new technologies
Amber is no longer gained from occupying settlements. It is now a rare reward from performing special Rituals tied to Magical Forest settlements
Campaign progress is now tracked by a new system called Forest Health. Each Magical Forest has its own health level, which increases over time as the player defends the borders of the Forest
Wood Elves can teleport between Magical Forests and receive special narrative encounters that help shape their defence of the region
There are two new minor mechanics themed around Tree Spirits: Aspect unit upgrades, and Spite character traits
Technologies, buildings, skills, followers events and traits have all been updated.
New Regions
Every Wood Elf major settlement is now part of a Magical Forest. There are eight such forests in Mortal Empires, and four in the Eye of the Vortex Campaign. Alongside the four existing Magical Forests – Athel Loren, Gaean Vale, Heart of the Jungle and Laurelorn Forest – four new settlements have been added to Mortal Empires and two to Eye of the Vortex:
Mortal Empires:
Gryphon Wood
Mortal Empires only. This gloomy forest is found within the Empire, in Ostermark
Forest of Gloom
Mortal Empires only. This Forest-Goblin-infested region is found just to the West of Karaz-a-Karak
The Sacred Pools
Both campaigns. These shimmering pools are in central Lustria and are defended by blessed Lizardmen guardians
The Witchwood
Both campaigns. This isolated forest is located in the mountains of Naggarond.
New Mechanics: Forest Health and Rituals of Rebirth
Each of the Magical Forests has its own Forest Health.
The health of the Forest can be increased over time primarily by making sure its ancient Heathland border regions are kept secure and free of enemies, either by razing them, owning them, or ensuring they are held by allies
As a Forest’s health recovers, it will provide increasingly potent campaign bonuses. Each Forest provides its own set of effects
Athel Loren requires substantially more Health to heal than other Forests, but the rate can be improved by healing other Forests across the world.
Once enough Forest Health has been accumulated, a Ritual of Rebirth can be performed:
Shortly after starting the ritual, enemy armies – themed to each Forest – will appear and attempt to disrupt the Ritual
Unlike similar, previous invasions, the player will receive advanced warning about the location of any army spawns and can even send an army to interrupt and ambush the foe before they are ready.
Completing a Ritual of Rebirth grants the following rewards:
The Forest’s health can no longer be reduced
A special settlement-specific Landmark with a potent garrison and unique factionwide and regional effects is unlocked
A piece of Amber, which can be spent in the revamped technology tree
In Athel Loren, completing the Ritual of Rebirth will unlock the final battle and campaign victory.
New Mechanic: Deeproots Teleportation
Wood Elves can now instantly transport armies across the world via the Deeproots. This powerful ability comes with certain restrictions:
Armies must start within a specified Magical Forest, and can only teleport to other Magical Forests
This ability has a ten-turn cooldown that can be reduced over time by various effects.
New Mechanic: Forest Encounters
When playing as Wood Elves, special Forest Encounter markers will spawn near your Forests.
Sending an army to this marker will offer narrative choices that help shape the way your play your campaign, some of which will result in unique thematic battles.
Technology Tree
The Wood Elf technology tree has been substantially changed.
Most technologies have had their effects rebalanced
All technologies that previously cost Amber have had this cost removed
Several new, powerful technologies have been added, each costing a single point of Amber.
Buildings and Economy
To compensate for the increased number of settlements available to Wood Elves, the number of building slots available in each Wood Elf region has been reduced slightly. However, we have also overhauled the Wood Elf building tree. The changes are too many to list, but here is a summary:
Military Recruitment:
Military recruitment and garrison buildings have been consolidated, reducing the total number of buildings required to access the full roster.
Economy:
Gold income has been spread across several buildings
Public order buildings are now easier to access
Wood Elf major settlement buildings no longer require Development Points to upgrade. Instead, Development Points – now called Kindreds – are used to build economic and infrastructure buildings.
Outposts:
Outposts remain largely intended as temporary, disposable settlements. However, their effects have been redesigned in order to reduce the incentive to build as many of them as possible. In addition, outposts should now have slightly larger and more varied garrisons depending on your building choices.
Aspects and Spites
Dryads, Tree Kin and Treemen in Durthu and Drycha’s factions will have access to Aspects. These are purchasable upgrades for units that alter its role by increasing certain stats at a cost of others. Each unit has access to three Aspects:
Willow, which increases base damage and defence at a cost of armour-piercing damage
Oak, which improves armour and charge defence at a cost of speed
Birch, which improves armour-piercing damage but reduces physical resistance.
Unlike Greenskin Scrap upgrades, units are not tied to a single Aspect. For a small amount of Gold they can switch between them, allowing them to adapt to the foe they currently face in campaign.
Ancient Treemen and Branchwraiths in all Wood Elf factions now draw from a separate pool of potential character traits to regular lords, called Spites. Each Spite offers a powerful campaign effect and battle ability.
The Wild Hunt
Orion’s offices have been re-themed entirely around the Wild Hunt, with new names and effects for each of them.
When a Hunt is called all characters in an Office will receive bonuses themed to their Office – including Orion himself – rather than just a single Lord.
The duration of the Hunt, as well as the time until the next Hunt, is now more clearly signposted.
Other Wood Elf Campaign Changes
Wood Elf factions have access to an improved version of Ambush Stance, which has a reduced movement point cost to enter and a reduced chance of being detected
Most Wood Elf-specific incidents and dilemmas have been updated with more interesting effects and have had their conditions altered to make them less predictable
Wood Elf-specific followers now come from a wider range of sources, reducing the chance of receiving multiple followers in the same battle
Wood Elves and Dark Elves have a reduced aversion towards each other
Durthu’s office effects have been improved and updated
Upgrading the Oak of Ages is no longer required to unlock confederation with other Wood Elves. Instead, it grants special confederation missions
Wood Elves no longer have any restrictions on trade
The original Defence of the Oak final battle has been rebalanced, with enemy army compositions made more interesting and dangerous.
Bug Fixes
Campaign
Fixed a crash that could occur when disbanding a garrisoned Lord while the lord is recruiting units
Fixed a crash that could occur when loading into Cylostra’s The Bordeleaux Flabellum quest battle
Fixed several very rare script breaks that could cause some features not to work until the game was reloaded
Siege Panel scripted tour no longer softlocks if siege panel is dismissed before it starts
Save games requiring the Amethyst Wizard will now inform the user that they must install the character’s DLC to work
Fixed an issue where several units would T-pose on the campaign map
The Dwarf red line skill “Honoured by Grimnir” now properly applies to both base and armour-piercing damage
Mazdamundi has caught up on his to-do list and connected some missing province capitals to the Geomantic Web
Massif Orcal and Tor Yvresse are no longer able to support fully Wood Elf settlements with enormous garrisons
Removed several ancillary restrictions from Skaven specific followers & banners so more types of Skaven characters can equip them
Fixed missing sacrificial offerings icon when playing as Sotek
Adjusted the rules for what items can be stolen, destroyed or otherwise lost for a variety of items. It should now be much rarer to experience losing one-off or otherwise unique items. These items should now instead return to your item pool when the holding character dies
Red Crested Skink units were no longer buffed twice by some effects when playing as Tehenhauin
Goblin Fanatic Archers will now correctly receive campaign bonuses that are relevant to them
Reinforcements will now count for the Waaagh! bar total in battle
Fixed issues where mount icons where not appearing for a variety of different mount types in the campaign equipment events system. Examples include Doomwheels, Doom-Flayers, Engine of the Gods, Ripperdactyls
Recruitment panel will now close when opening unit upgrades and vice versa
Updated drop conditions for Norscan follower Ancillaries, enabling 11 ancillaries to now drop that previously only dropped in Total War: WARHAMMER 1
Various sources of immunity to bankruptcy have been removed
Assigning a skill point to a skill on a Hero will no longer sometimes switch to the army Lord’s details or skills
Fixed non-repeatable rituals in Tehenuain’s sacrifice panel showing as repeatable
Nakai no longer has duplicate occupation options at the Fortress Of The Damned
Generic Lizardmen characters can no longer generate with the unique name “Lord Xltep of Itza”
Repanse is no longer missing the top line skill “Lionhearted”
Repanse no longer has access to Louen’s unique Hippogryph Knight skill in her blue campaign line
The Tree Kin have duly been milked for their delicious sap
Fixed an issue preventing Tomb Kings from being able to upgrade Karaz-a-Karak from ruins to tier 1
Additional upkeep on supply lines tooltip will now show correct value
Added Snow, Chaos & Mountain campaign attrition immunity types to Chaos Horsemaster Unit
Tomb King technology “Pride in Service” now buffs Tomb Guard ROR unit
Tomb King technology “Underworld Gate” now correctly buffs Necrosphinx units rather than Warsphinx units
Swapped the Herald of Djaf and Rasetra unit effects bonuses around with each other to match descriptions within the Tomb Kings Dynasty (tech) panel
Single use rituals for the Dwarf Forge no longer show as repeatable
Single use rituals for the Mortuary Cult no longer show as repeatable
Malus’s final shipment icon will now update correctly
Transported army unit count will no longer slide to the left when changing the stance of an army in the Lord & Heroes dropdown menu
Stance icon has been removed for transported armies to prevent clipping in the Lords & Heroes dropdown menu
The “Big Fort” Landmark at Black Crag now also allows recruitment of Black Orc Big Boss characters and increases their capacity by 2
Control Large Army option will no longer disappear in the pre-battle screen if loaded with Lightning Strike enabled
Replacing Greenskins Legendary Lords with other Legendary Lords during a Waaagh! will no longer result in the player having access to several Waaagh! abilities
Snikch will now automatically equip the Whirl of Weeping Blades on mission completion
Malekith’s Mortals Empire victory conditions now correctly no longer reference Ulthuan in the owning of provinces section
Alastar the White Lion’s unique trait now properly reduces the upkeep of all Chracian units
Tyrion’s innate trait “Great Warrior” now correctly grants upkeep reduction to Rangers
Scrap upgrades will no longer show on unit cards of unrevealed units
Fixed issue with text/icon in event message for unlocking the rite “The Sudden Kill Scheme” with Sknitch and his Shadowy Dealings feature
The Greenskin red line skill “Da Big Ladz” now also applies to Da Swamp Fings and Da Big ‘Un
Eltharion’s “Break upon the walls” skill now correctly applies its armour benefit to Mistwalker units with shields
Removed outdated references to ‘Slann Mage-Priest Capacity’ from Hexoatl faction effects
Mazdamundi now receives the same benefits as other Second-Generation Slann
Can no longer retreat from the Warden & Paunch final battle
Fixed a bug where the army and settlement panels could appear in the post-battle screen of the host in multiplayer under certain conditions
Can no longer change technology research when it isn’t your turn in multiplayer campaign
You can no longer remove characters from offices when it is not your turn in multiplayer
You can now see the ambush stance icon of your co-op partner in multiplayer
No longer able to toggle other players AI control option in the pre-battle screen
Ambush battles in Old World mountain chokepoints will no longer use a Dark Elf-themed map
Armies can no longer clip into the mountains on Dread Rock island
Fixed missing unit card for Ghost Thane (Dwarf) when using the “Horn of the Ancestors” magical item in battle
The three rifts in Mazdamundi’s Ruination of Cities ability will no longer cast on top of each other
Fixed audio/text mismatch in Eltharion’s pre final battle movie
Fixed incorrect “Recruitment rank gained” effect text for the Blood Dragon tier 2 and 3 Bloodlines rituals to now correct show “Experience per turn”
Corrected two typos where the dragon “Ymwrath” in Imrik’s Dragon Taming feature was being called “Ymrath” in the game. It was LITERALLY UNPLAYABLE
Fixed a text spacing issue in spell browser target section
Fixed some unit names being cut off and having an ellipsis added to them in the recruit mercenary event summaries
Character skill names and descriptions will now be consistent when levelling up skills when playing in non-English languages
Elector Counts tooltip will no longer cut off in various languages
Battle
Fixed an issue where the kill counter would not attribute kills from the explosion components of bombardments to the caster
Fixed an issue where the kill counter would not attribute kills from damage over time effect applied via projectile contact to the attacker
Fixed an issue where projectile prediction was incorrect on slopes
Fixed missile damage displaying with red modifier in custom battle screen
Ancient Salamander moved from the “Monsters” category to the “Missile Monsters” category
Projectile tooltip will now list total missile damage and reload time rather than base missile damage and base reload time
In multiplayer lobbies, the Lord effects will now display when mousing over the star in the lord selection dropdown
Corrected Azhag’s faction symbol in the Quest Battle menu to now used the Bonerattlerz’s icon rather than the Greenskins
Fixed the custom battle uniform and portrait entry for Skink Priest of Heavens when mounted on an Ancient Stegadon (Engine of the Gods)
Fixed missing unit card and porthole for summoned Wight King character when overcasting Helman Ghorst’s Awaken Grave Ability
Vampire Coast fleet captains now count towards the ranged unit cap
Noctilus on Necrofex Collosus now counts towards the ranged unit cap
Rotting Promethean Gunnery Mob units now count towards the ranged unit cap
Deck Droppers now count towards the ranged unit cap (are you spotting a theme here?)
Arcane Phoenix RoR now counts towards the Arcane Phoenix cap
DJ Khatep on the Casket of Souls now counts towards the ranged unit cap
DJ Khatep on the Casket of Souls now counts towards the Casket of Souls cap
Ushabti (Great Bow) now count towards the ranged unit cap
Sepulchral Stalkers now count towards the ranged unit cap
High Beastmaster on Scourgerunner Chariot now counts towards the ranged unit and Scourgerunner Chariot caps
Razorgor herds no longer count towards the Razorgor chariot cap
Razorgor Chariots now count towards the Razorgor Chariot cap
Da Big ‘Un now counts towards the ranged unit cap
All Greenskin Troll units now have their own unit caps, instead of sharing one between them.
Marauder Horsemen now count towards the ranged unit cap
Grom the Paunch now counts towards the chariot cap
Volkmar The Grim no longer counts as a chariot when on his barded horse. Clerical mixup. The War Altar now counts as a chariot
Doomwheel and Doom-Flayer mounts now count towards their respective unit caps. (No more third wheels!)
Stegadon (Engine of the Gods) mounts now count towards the ranged unit cap
Misc
Re-ordered races alphabetically within the help pages to make it easier to find content and information
Fixed issue where the Black Orc Big Boss wasn’t appearing in the Game Guide
Master volume heading should now be translated correctly in localised languages
Oak of Ages: Roots Manuvad.
Campaign Changes
General changes
Clan Rictus now starts with an undercity beneath Crookback Mountain in Mortal Empires
The Clan Mors Headquarters building now also provides Chieftain Hero recruitment
When starting a campaign as Malagor, the Marshes of Madness region is given to the Top Knotz to prevent him taking attrition on turn 1
The High Elf ‘Hunters’ military recruitment chain has been merged with the ‘Handmaiden’s Gallery’:
An additional Tier 2 building has been added to the chain allowing for earlier recruitment of Great Eagles
Alarielle retains a separate, tier 3 building for recruitment of Sisters of Avelorn
NOTE: this will cause some previously-constructed buildings to appear incorrectly in older saves. These can be safely demolished.
Public Order now provides bonuues and penalties per threshold for all factions
Growth needed per point has been increased slightly
Added display for economic modifiers in building effects
Malus sanity effect tweaks
Mazdamundi now gets all the benefits of being a Second-Generation Slann (community Request)
New buffs for Helman Ghorst
A Patch Notes button is now present in the game’s frontend menu for quick access.
Auto-resolver
Artillery does not suffer from “echo” fire anymore, where artillery shooting at enemy ranged units would always allow those range units to shoot back no matter the distance
Disabled another part of the system to apply unit losses
AI
Less likely to react to public order problems in an extreme fashion
Updated Wood Elf AI to deal with new content and changes
AI Lords get a bonus on experience gained
Diplomatic events will now affect the AI more if they generally like or dislike the other race
No planned recolonization of recently razed settlements (AI might still recolonize opportunistically) for a certain duration
Further reduced AI’s priority to capture regions of unsuitable climate
Reduced cultural aversion between Dark Elves and Wood Elves
Several minor AI recruitment adjustments.
UI
Behaviour of the Lords and Heroes list has changed:
A single click will now select the character without panning to them
Double-clicking will select and pan to them (the old behaviour).
New Feature: Settlement Abandonment
It is now possible for the player to abandon settlements that they own via a new button that can be found by mousing over the settlement’s main building chain.
Settlements marked for abandonment will be razed at the start of the player’s next turn. The player can choose to cancel the abandonment before this happens.
Faction and lord effects
Helman Ghorst
Faction effects:
Removed +13 charge bonus for Corpse Cart units
Added bound spell “Lesser Raise Dead” for corpse cart and mortis engine units.
Lord effect
Added +15 armour for zombie units (Lord’s army)
Archaon The Everchosen
Faction effects:
Removed +10 leadership for chaos warrior units
Added +3% weapon and missile strength per veterancy rank for all units.
Prince Sigvald The Magnificent (the salacious, scandalous and sensational servant of Slaanesh, Son of Succubi, scion of sordid acts and slayer of squalid serfs)
Faction effects:
Removed +15 armour for embedded characters
Added Rage Passive for all marauder units, upgrades to Berserk when rank7+.
Lord effects:
Removed +3 recruit rank for marauder units
Added Strider for all units.
Ungrim Ironfist
Lord effect:
Now grants +5 melee attack to slayers, down from +10.
Ungrim’s “Journey’s end” ability for slayers now disables at 75% hitpoints remaining instead of 50%.
Tretch Craventail
Faction effect:
added +3 recruit rank for stormvermin units
added Encourage for stormvermin units
added improved scurry away, ward save and improved speed benefits.
Mazdamundi
Faction effect:
Removed redundant reference to Slann Mage-Priest capacity
Lord effect:
Now gains all the bonuses of a generic 2nd generation Slann in addition to previous effects
Ancillaries
Kroq-Gar’s Spear of Tlanxla now also grants the “Discouraged” cotact effect
Skills
Vampire counts
The lord skill “dark pact” now grants +5 leadership (when attacking) down from +15
Dwarfs
Ungrim’s skill “Slayer King” now grants +5 melee attack to slayers, down from +10
Lizardmen
Kroq-Gar’s skill “Spawning of Xhotl” now also grants the ability “Sacred Spawning of Xhotl”
Wood elves
All Wood Elf Lords have had their blue line reworked to be more in line with existing WH2 skill trees
Orion now has a new unique skill line
Durthu now has a new unique skill line
Chaos
Sigvald the Magnificent’s skill “Unworthy” now additionally grants fear, alongside the original terror
Sigvald the Magnificent’s skill “Marked by Slaanesh” now grants charmed attacks and +5 leadership aura effect, from +9 leadership
Technologies
The Empire “Improved Heavy Weapons” technology now additionally grants expert charge defence for Halberdier units
Battles Changes
Quality of life:
Damage and value tracking for units.
When mousing over the kill counter on a unit, the tooltip now provides two additional stats for tracking unit performance.
“Damage Dealt” tracks the raw damage dealt by the unit to other units.
“Damage Value” tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it.
This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Projectile Vegetation Grace Periods
Projectiles now have the ability to pass through trees for a limited time after being created. This is a global rule that applies to all non-artillery units. This behaviour lasts for a limited duration after the projectile is fired, relative to the speed of the projectile. Significantly reducing instances of units firing weapons into trees that are a few feet from them.
Who Can Hide in the Forest?
We took a look at which units can hide in the forest recently, as there were several inconsistencies to how this attribute was being distributed. We’ve now generated some criteria that units must abide by if they should have any hope of hiding in the forests of the Warhammer World:
Infantry and Cavalry have always been able to hide in the forest, so no changes there
Chariots can now hide in forests, whereas they couldn’t previously. We felt that since cavalry could hide, this felt like an arbitrary inconsistency, so now all Chariots can hide
This affects all single and multi-entity chariots, including Corpse Carts, War Wagons and Snotling Pump Wagons
Monstrous Infantry were a web of inconsistencies. Kroxigors and Skinwolves could hide in the forest, whilst Trolls and Fimir could not. This inconsistency has been fixed, so now all ground-based multiple-entity Monstrous Infantry can hide in forests
This change benefits the following units: All Troll Units, Dragon Ogres (not Shaggoths though, nosiree), Animated Hulks, Chaos Spawn, Crypt Horrors and Fimir Warriors
Large monsters cannot Hide in Forest as they are absolute chonkers. However some of the shorter monsters can still Hide in Forest (example: Brood Horror, Ancient Salamander)
Additionally, units that look like trees can also Hide in Forest
Flying Units cannot hide in the Forest, because they fly over the Forest, thus they were never in the Forest to begin with
War Machines are generally large and loud, so they cannot hide in the forest… much to Ikit Claw’s dismay
Artillery pieces are cumbersome, so they also cannot hide in forests
Bolt Throwers on the other hand, are comparatively small and light for Artillery pieces, so they can hide in forests
The Casket of Souls can no longer hide in forests. No matter how much Nehekharan magic the Tomb Kings have, they can’t cover up the fact that this unit is a literal vortex of screaming souls, trying to burst out of a casket, that’s rumbling along on a bed of skulls. Not so sneaky.
General
The morale benefit granted by the “encourage” attribute has been normalized to +4 leadership for both characters and units. Previously units with encourage granted +8 leadership baseline and characters (Heroes and lords) granted +3
Improved Halt behaviour on units. Halted units will more reliably fight back if engaged in melee.
Revamped entity collision rules
Previously, every collision interaction result (knockback, knockdown and so on) was checked every game tick between every entity. Following a review, we have now added a 2 second grace period between these checks between specific entities. Previously, stats such as Knock Ignore Chance were notably less effective than they were intended to be. The reason for this is that an entity pushing over another might actually be causing 10 checks a second against this, and the unit only has to fail one to go flying. Additionally, this caused a general overperformance of larger entities since they effectively multiplied their chance to knock things they ran into by trying-it-til-it-works. Under the new system, any collision that results in a knock reaction is first rolled against by the knock ignore chance; if the entity makes or fails this check, they are now immune to further knock reactions FROM THAT SPECIFIC OTHER ENTITY for 2 seconds. This ONLY happens if the interaction results in a knock reaction (incidental entity vs entity brushing does not consume your opportunity for a knock).
What does this mean in practical terms?
Characters are generally much sturdier on their feet, some notably sturdy characters (Ungrim! He can brace now too!) are almost impossible to knock down
All units should generally be a little bit sturdier, though units that were always going to be knocked down due to sheer mass and speed differences will be unaffected
It should be harder on average to pull through units attempting to pin you in place, as you no longer get 10 attempts per second to knock down entities you’re walking through.
Bracing behaviour for characters
Following the discussions around why bracing cannot be performed by the majority of units, we’ve moved to a system where we tag which units can brace manually. This replaces the previous system where bracing was based on a series of logical tests with the unit. We now manually tag who should be able to brace. Under the previous system only multi-entity infantry and monstrous infantry could brace, but that has now expanded to infantry and monstrous infantry single-entity characters. Additionally, any charge defence attribute now also enables bracing for the unit.
To clarify: characters which are engaged in melee and facing their targets retain their braced status while fighting. This allows them to be far more resistant to knockdowns while actively facing off against bigger creatures or other characters. This is not a new behaviour, but is notably apparent for single entities compared to multi entity units.
And yes, Ungrim does now finally beat that arch nemesis of his. (Ungrim 1 – Feral Stegadon 57213)
Units
Wood elves
Orion
Can now use jump attacks when charging or surrounded
Can now throw javelins while on the move
Spells and Abilities
Removed minimum cast range for all Vortex, Explosion, Wind, Breath, and Summon spells and abilities, also removed minimum cast range of Net of Amyntok
Modding
With the release of the Twisted & the Twilight, we’ve introduced a host of changes which impact on the fantastic work of our modding community. As such, we wanted to give a big shoutout to following modders for the sterling service they’ve provided players over the years:
Mixu, FenrisWolf and a host of others for their work on Wood Elf units, heroes and mechanics
All those who’ve worked on Chaos invasion tweaks, in particular Crynsos with his Chaos Invasion Choice mod
Much respect also to Sm0kin, for the Abandon Region mod, which has been a staple download for many players over the years
And finally, a lusty Huzzah to those who tweaked the Silverin Guards headwear, including The Unknown Chronicler, Ourg and Taste of Capitalism.
We’re sorry we couldn’t get every name into what is already a lengthy set of patch notes, but we’re looking forward to seeing how the modding community tinkers with the new toys in the latest DLC and update!
I hate that patches are tied to content drops, and its ridiculous that some of those fixes have been needed for so long, but I DO appreciate them adding features like chaos invasion control and abandon settlement.
I'll probably get the DLC, although I just finished a paint the map Ikit campaign. Which, while fun, skaven garrisons made me want to walk into traffic on the regular. So I'm a little burnt out on them.
The sisters seem... meh. But I'm all about that angry tree hitler role play!
Or, I could just play dwarfs again. For like the 9th time (now those are good garrisons)
And I haven't done a vampire count playthrough in WH2, only WH1. Those zero upkeep zombies and skeletons. Hmm. Maybe I *can* finally drown my enemies in bodies.
I had totally missed that the Vampire Counts tech tree lets you reduce the upkeep on your zombies and skeletons to nothing. That's pretty neat, and makes that top left tech tree a lot more appealing than I had thought it was. I mean zombies and skeletons aren't exactly expensive, but free is definitely cheaper and very neat.
So one really nice patch note: AI won’t obsessively resettle razed cities anymore. They will resettle them if they don’t have anything better to do but they should focus armies on fighting the thing burning all their cities down rather than annoying them to death.
So one really nice patch note: AI won’t obsessively resettle razed cities anymore. They will resettle them if they don’t have anything better to do but they should focus armies on fighting the thing burning all their cities down rather than annoying them to death.
Hmm, that might make some campaigns harder. Pretty much the only way I survive my Skarsniks campaigns is baiting enemy armies into settling razed towns.
I had totally missed that the Vampire Counts tech tree lets you reduce the upkeep on your zombies and skeletons to nothing. That's pretty neat, and makes that top left tech tree a lot more appealing than I had thought it was. I mean zombies and skeletons aren't exactly expensive, but free is definitely cheaper and very neat.
There's an entire play style around this. You just recruit shit skellies with a few heroes for magic and throw two stacks at the enemy if it's ever needed. Then you use the cash you save to power up your economy fast. Vamp magic is so good that wind of death, pendulum, nehek and a necro on a healy cart do a lot of work and skellies function like tomb king units - replaceable chaff.
It works well for Vlad+Isabella as they like to pair up and Isabella can transition to more vamps easily for a stronger army because they end up with loads of money and well developed provinces. It's not quite high elf or dark elf econ but it's one of the strongest econ plays in the game.
It's weaknesses are it's not good at dealing with artillery until your vamps get flying mounts and you have to delay and kill archers with magic or they will do a lot of damage. It's also slow in battle as most of your damage is wind of death so I wouldn't recommend it if you like faster battles.
That's one of the things I love about games like this, combinations that aren't immediately obvious but work well. I'd consider suggesting it to my buddy I am doing a co-op campaign with (him starting as Isabella, me starting as Mannfred) but I think the corpse cart is locked behind a DLC right? We both only picked up the two base games because we're new to Total War in general, much less the Warhammer version, and figured we could just play the base stuff for a bit to see if we liked it and pick up DLC later if we wanted. So far we're having fun, though the learning curve is pretty steep of course, and I for one will probably pick up some of the DLC next time there is a big sale. Another friend of mine hates the DLC model and is convinced it just represents a game that was released unfinished, but I've stopped trying to argue with him about it and just let him keep his opinion.
They're going to fix the unit cards in the sister dlc and the warden and paunch cards in a later update. That's good because they're bad. I had issues telling units apart in the Paunch dlc (pump wagons esp.) and these look worse especially for skaven with the mutation system.
That's one of the things I love about games like this, combinations that aren't immediately obvious but work well. I'd consider suggesting it to my buddy I am doing a co-op campaign with (him starting as Isabella, me starting as Mannfred) but I think the corpse cart is locked behind a DLC right? We both only picked up the two base games because we're new to Total War in general, much less the Warhammer version, and figured we could just play the base stuff for a bit to see if we liked it and pick up DLC later if we wanted. So far we're having fun, though the learning curve is pretty steep of course, and I for one will probably pick up some of the DLC next time there is a big sale. Another friend of mine hates the DLC model and is convinced it just represents a game that was released unfinished, but I've stopped trying to argue with him about it and just let him keep his opinion.
The corpse cart is locked behind DLC but you don’t need the corpse cart to make it work. Corpse carts aren’t even that good
The other nice thing about skeleton/zombie hordes is that losing them gives you nice big graveyards for which to raise real units from
I had totally missed that the Vampire Counts tech tree lets you reduce the upkeep on your zombies and skeletons to nothing. That's pretty neat, and makes that top left tech tree a lot more appealing than I had thought it was. I mean zombies and skeletons aren't exactly expensive, but free is definitely cheaper and very neat.
There's an entire play style around this. You just recruit shit skellies with a few heroes for magic and throw two stacks at the enemy if it's ever needed. Then you use the cash you save to power up your economy fast. Vamp magic is so good that wind of death, pendulum, nehek and a necro on a healy cart do a lot of work and skellies function like tomb king units - replaceable chaff.
It works well for Vlad+Isabella as they like to pair up and Isabella can transition to more vamps easily for a stronger army because they end up with loads of money and well developed provinces. It's not quite high elf or dark elf econ but it's one of the strongest econ plays in the game.
It's weaknesses are it's not good at dealing with artillery until your vamps get flying mounts and you have to delay and kill archers with magic or they will do a lot of damage. It's also slow in battle as most of your damage is wind of death so I wouldn't recommend it if you like faster battles.
I use the Bloodline Vamp lords for this. They are immortal so I can just send out a couple of stupidly cheap all skellyman and lord raiding parties and it doesn't matter if they lose and are crushed. Exp for the lord and pays for itself pretty much immediately
+2
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
I had totally missed that the Vampire Counts tech tree lets you reduce the upkeep on your zombies and skeletons to nothing. That's pretty neat, and makes that top left tech tree a lot more appealing than I had thought it was. I mean zombies and skeletons aren't exactly expensive, but free is definitely cheaper and very neat.
There's an entire play style around this. You just recruit shit skellies with a few heroes for magic and throw two stacks at the enemy if it's ever needed. Then you use the cash you save to power up your economy fast. Vamp magic is so good that wind of death, pendulum, nehek and a necro on a healy cart do a lot of work and skellies function like tomb king units - replaceable chaff.
It works well for Vlad+Isabella as they like to pair up and Isabella can transition to more vamps easily for a stronger army because they end up with loads of money and well developed provinces. It's not quite high elf or dark elf econ but it's one of the strongest econ plays in the game.
It's weaknesses are it's not good at dealing with artillery until your vamps get flying mounts and you have to delay and kill archers with magic or they will do a lot of damage. It's also slow in battle as most of your damage is wind of death so I wouldn't recommend it if you like faster battles.
I use the Bloodline Vamp lords for this. They are immortal so I can just send out a couple of stupidly cheap all skellyman and lord raiding parties and it doesn't matter if they lose and are crushed. Exp for the lord and pays for itself pretty much immediately
This was my strategy last time I made a serious go at Vampire Counts
It takes a while to make the lords immortal though, I think, so up until then I tended to be pretty conservative with them? But after that, it’s like, who cares, more dead means more troops
Posts
I mean, they like to toss infantry around as though they are tossing a salad
There is no difference, so yes. Larger provinces are advantageous for growth.
-Antje Jackelén, Archbishop of the Church of Sweden
The growth required does not change. Larger provinces also have the advantage of being able to more effectively stack +% bonuses since you can build more buildings and since they apply the more buildings. Full peacetime Reiksland is a sight to behold.
What I'm interested in is playing the lady tree that makes her whole army around tree spirits and nature shit and treats elves as expendable units. That appeals to me!
Now what do I have to have in order to get her, because navigating the ownership charts they put out is awkward
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Thanks! Much appreciated
I'm excited to be tree that is Angry About Elves
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I think I'm leaning towards Throt but I'll probably end up doing an hour of Throt and an hour of the sisters.
Well, for Khalida you probably want a bit of emphasis on ranged units for her personal army. With a single three-settlement province with a tier 4 capital, you can field an army something like this:
Khalida
Liche Priest (Death or Light is fine, or Shadow if you've got it)
4 Tomb Guard
2 Tomb Guard with Halberds
2 Nehekara Warriors
4 Skeleton Archers
1 Ushabti with Great Bow
2 Tomb Scorpions
2 Necropolis Knights
1 Casket of Souls
This is a very anti-infantry focused army, but honestly you can easily swap around stuff and make room for, say a Bone Giant or some extra cavalry. Even with this modest setup, you can fill out a second army with a fair few decent units (some Nehekara Warriors, Skeleton Archers, Ushabti, Sepulchral Stalkers, and other assorted cav). Once you start capturing enemy settlements, which will grow much faster than yours, you can start building more construct buildings very quickly. Skeleton Archers punch way above their weight due to the high model count, Tomb Scorpions as mentioned above are fantastic anti-infantry units, and your Bow Ushabti is great at anti-large. This particular setup doesn't have much in the way of anti-large besides the Bow Ushabti and the Halberd Tomb Guard, so once you do push out that will probably be a priority for army upgrades. Necrosphinxes are very good at that particular role.
As for breaking agreements with AI factions, you need to be planning long-term on your alliances. Build an alliance with someone in the direction you don't want to go, so you're less likely to get stabbed in the back. But if you make alliances with everyone you meet, taking new territory becomes a real hassle, as you seem to have discovered.
Also, I own every Warhammer DLC except blood for the blood God on principal. Love me some total Warhammer. Its even bled into work negotiations with SEGA. They will not give free software as a kicker for deals...
Eerr tommorow is only the 2nd....
Of course! I'm on a night shift so I don't even know what day of the week it is!
After that I will probably go Drycha since her campaign looks quite fun. Plus hopefully by then someone will kitbash a snazzier looking Coeddil. Maybe the Sister’s after that?
I do look forward to finally trying a Wood Elf campaign cause being stuck at one forest for a long time did not hold much appeal.
I think the forge will be fine but the concerns didn't come from nowhere or a single streamer. They came from CA itself, from the dev stream and CAs poor approach to showing off their games new content. Loremaster of Sotek said during his unit stream that CA did a dog shit job of showcasing the forge and he was right. That original stream was a really poor showing of the paid content for the sisters and nothing they did after helped with their original pitch. I think they should rethink their approach or at least make it a week instead of two because the drip feeding is harmful if they aren't going to counter misinformation or unfounded expectations they created until it's too late.
I've reserved talking about the forge until I've played it but CA have repeated form for dropping a mismatched content patch that have one half that kinda blows in comparison to the other. If the forge turns out to be the same it'll follow Tehenhauin, Nakai, Malus and Helebron. Skaven looking good is a bit of a distraction that is more of a coincidence resulting from two of the skaven packs being really good.
The real issue with the released lord packs isn't skaven favouritism (which isn't a thing), it's that one half is warhammer 2 style and the other is a warhammer 1 style. Eltharion and Grom is the only released wh2 lord pack that doesn't have this problem. Eltharion also got shit on a bit by people when it was first shown but turned out fine. His mechanics do fall off a bit after the midgame but his campaign is short, they did a good job of it and he's an excellent lord with a dope bird. Despite Groms cooking being relevant the whole game while Eltharions don't hold up in quite the same way throughout the game Eltharion is still good.
Sisters or Drycha. Both their campaigns look fairly short or of reasonable length on ME while Throtts looks more open ended which could take a while (unlike his Vortex campaign). Throtts vortex campaign also looks good. Decisions decisions.
They have been persistent at least in not dying.
Thankfully she has that unique building that lowers order penalties from lack of corruption as you progress but it's slow going till then.
If you like strong rebellions you haven't seen anything yet.
One thing that might help with rebels is they don't recruit good units if there's no military buildings in the part of the province (the regions) you own so if you can't get the provincial capital sometimes it's just not worth it to keep military buildings if you can't maintain public order (rebels always spawn at the capital if you own it, otherwise the region is random). The above faction is not bound by this rule because they have a bunch of anti snowball mechanics to compensate for their unique strengths which includes strong rebel armies which are worthless (money not xp) to discourage revolt farming.
Part of the problem is I basically always build a wall in my minor settlements to give me time to react to encroaching doom stacks, another slot for the resource, and god forbid the last slot is filled by a port--though to be fair someone needs to up my growth.
So really, it's their fault.
Full Patch Notes
This automatic update arrives alongside The Twisted & The Twilight Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements.
The most impactful suite of changes applies to the Wood Elves, who’ve received a comprehensive overhaul to the way they play and a willowy trunk-load of new mechanics and features to boot. We think these changes improve their gameplay no end, and you can read about them in detail below.
Also! Three other notable changes players have been asking for:
New Chaos invasion frontend setting!
You can now set the difficulty level of the Chaos invasion in Mortal Empires via a dropdown next to the difficulty settings on the campaign select screen. This determines the scale of the invasion.
Damage & value tracking for units!
When mousing over the kill-counter on a unit, the tooltip now provides two additional stats for tracking unit performance:
Damage Dealt tracks the raw damage dealt by the unit to other units
Damage Value tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it. This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Knockdown & bracing changes!
Characters are generally now much sturdier on their feet, where some notably sturdy characters (Ungrim! He can brace now too!) are now almost impossible to knock down.For more information see revamped entity collision rules & bracing behaviours for characters below
On with the show…
Wood Elves Update
Summary
The Wood Elf campaign has been completely overhauled, with almost every aspect of the faction changed in some way.
Amber is no longer required for recruitment or building, only for a specific subset of brand new technologies
Amber is no longer gained from occupying settlements. It is now a rare reward from performing special Rituals tied to Magical Forest settlements
Campaign progress is now tracked by a new system called Forest Health. Each Magical Forest has its own health level, which increases over time as the player defends the borders of the Forest
Wood Elves can teleport between Magical Forests and receive special narrative encounters that help shape their defence of the region
There are two new minor mechanics themed around Tree Spirits: Aspect unit upgrades, and Spite character traits
Technologies, buildings, skills, followers events and traits have all been updated.
New Regions
Every Wood Elf major settlement is now part of a Magical Forest. There are eight such forests in Mortal Empires, and four in the Eye of the Vortex Campaign. Alongside the four existing Magical Forests – Athel Loren, Gaean Vale, Heart of the Jungle and Laurelorn Forest – four new settlements have been added to Mortal Empires and two to Eye of the Vortex:
Mortal Empires:
Gryphon Wood
Mortal Empires only. This gloomy forest is found within the Empire, in Ostermark
Forest of Gloom
Mortal Empires only. This Forest-Goblin-infested region is found just to the West of Karaz-a-Karak
The Sacred Pools
Both campaigns. These shimmering pools are in central Lustria and are defended by blessed Lizardmen guardians
The Witchwood
Both campaigns. This isolated forest is located in the mountains of Naggarond.
New Mechanics: Forest Health and Rituals of Rebirth
Each of the Magical Forests has its own Forest Health.
The health of the Forest can be increased over time primarily by making sure its ancient Heathland border regions are kept secure and free of enemies, either by razing them, owning them, or ensuring they are held by allies
As a Forest’s health recovers, it will provide increasingly potent campaign bonuses. Each Forest provides its own set of effects
Athel Loren requires substantially more Health to heal than other Forests, but the rate can be improved by healing other Forests across the world.
Once enough Forest Health has been accumulated, a Ritual of Rebirth can be performed:
Shortly after starting the ritual, enemy armies – themed to each Forest – will appear and attempt to disrupt the Ritual
Unlike similar, previous invasions, the player will receive advanced warning about the location of any army spawns and can even send an army to interrupt and ambush the foe before they are ready.
Completing a Ritual of Rebirth grants the following rewards:
The Forest’s health can no longer be reduced
A special settlement-specific Landmark with a potent garrison and unique factionwide and regional effects is unlocked
A piece of Amber, which can be spent in the revamped technology tree
In Athel Loren, completing the Ritual of Rebirth will unlock the final battle and campaign victory.
New Mechanic: Deeproots Teleportation
Wood Elves can now instantly transport armies across the world via the Deeproots. This powerful ability comes with certain restrictions:
Armies must start within a specified Magical Forest, and can only teleport to other Magical Forests
This ability has a ten-turn cooldown that can be reduced over time by various effects.
New Mechanic: Forest Encounters
When playing as Wood Elves, special Forest Encounter markers will spawn near your Forests.
Sending an army to this marker will offer narrative choices that help shape the way your play your campaign, some of which will result in unique thematic battles.
Technology Tree
The Wood Elf technology tree has been substantially changed.
Most technologies have had their effects rebalanced
All technologies that previously cost Amber have had this cost removed
Several new, powerful technologies have been added, each costing a single point of Amber.
Buildings and Economy
To compensate for the increased number of settlements available to Wood Elves, the number of building slots available in each Wood Elf region has been reduced slightly. However, we have also overhauled the Wood Elf building tree. The changes are too many to list, but here is a summary:
Military Recruitment:
Military recruitment and garrison buildings have been consolidated, reducing the total number of buildings required to access the full roster.
Economy:
Gold income has been spread across several buildings
Public order buildings are now easier to access
Wood Elf major settlement buildings no longer require Development Points to upgrade. Instead, Development Points – now called Kindreds – are used to build economic and infrastructure buildings.
Outposts:
Outposts remain largely intended as temporary, disposable settlements. However, their effects have been redesigned in order to reduce the incentive to build as many of them as possible. In addition, outposts should now have slightly larger and more varied garrisons depending on your building choices.
Aspects and Spites
Dryads, Tree Kin and Treemen in Durthu and Drycha’s factions will have access to Aspects. These are purchasable upgrades for units that alter its role by increasing certain stats at a cost of others. Each unit has access to three Aspects:
Willow, which increases base damage and defence at a cost of armour-piercing damage
Oak, which improves armour and charge defence at a cost of speed
Birch, which improves armour-piercing damage but reduces physical resistance.
Unlike Greenskin Scrap upgrades, units are not tied to a single Aspect. For a small amount of Gold they can switch between them, allowing them to adapt to the foe they currently face in campaign.
Ancient Treemen and Branchwraiths in all Wood Elf factions now draw from a separate pool of potential character traits to regular lords, called Spites. Each Spite offers a powerful campaign effect and battle ability.
The Wild Hunt
Orion’s offices have been re-themed entirely around the Wild Hunt, with new names and effects for each of them.
When a Hunt is called all characters in an Office will receive bonuses themed to their Office – including Orion himself – rather than just a single Lord.
The duration of the Hunt, as well as the time until the next Hunt, is now more clearly signposted.
Other Wood Elf Campaign Changes
Wood Elf factions have access to an improved version of Ambush Stance, which has a reduced movement point cost to enter and a reduced chance of being detected
Most Wood Elf-specific incidents and dilemmas have been updated with more interesting effects and have had their conditions altered to make them less predictable
Wood Elf-specific followers now come from a wider range of sources, reducing the chance of receiving multiple followers in the same battle
Wood Elves and Dark Elves have a reduced aversion towards each other
Durthu’s office effects have been improved and updated
Upgrading the Oak of Ages is no longer required to unlock confederation with other Wood Elves. Instead, it grants special confederation missions
Wood Elves no longer have any restrictions on trade
The original Defence of the Oak final battle has been rebalanced, with enemy army compositions made more interesting and dangerous.
Bug Fixes
Campaign
Fixed a crash that could occur when disbanding a garrisoned Lord while the lord is recruiting units
Fixed a crash that could occur when loading into Cylostra’s The Bordeleaux Flabellum quest battle
Fixed several very rare script breaks that could cause some features not to work until the game was reloaded
Siege Panel scripted tour no longer softlocks if siege panel is dismissed before it starts
Save games requiring the Amethyst Wizard will now inform the user that they must install the character’s DLC to work
Fixed an issue where several units would T-pose on the campaign map
The Dwarf red line skill “Honoured by Grimnir” now properly applies to both base and armour-piercing damage
Mazdamundi has caught up on his to-do list and connected some missing province capitals to the Geomantic Web
Massif Orcal and Tor Yvresse are no longer able to support fully Wood Elf settlements with enormous garrisons
Removed several ancillary restrictions from Skaven specific followers & banners so more types of Skaven characters can equip them
Fixed missing sacrificial offerings icon when playing as Sotek
Adjusted the rules for what items can be stolen, destroyed or otherwise lost for a variety of items. It should now be much rarer to experience losing one-off or otherwise unique items. These items should now instead return to your item pool when the holding character dies
Red Crested Skink units were no longer buffed twice by some effects when playing as Tehenhauin
Goblin Fanatic Archers will now correctly receive campaign bonuses that are relevant to them
Reinforcements will now count for the Waaagh! bar total in battle
Fixed issues where mount icons where not appearing for a variety of different mount types in the campaign equipment events system. Examples include Doomwheels, Doom-Flayers, Engine of the Gods, Ripperdactyls
Recruitment panel will now close when opening unit upgrades and vice versa
Updated drop conditions for Norscan follower Ancillaries, enabling 11 ancillaries to now drop that previously only dropped in Total War: WARHAMMER 1
Various sources of immunity to bankruptcy have been removed
Assigning a skill point to a skill on a Hero will no longer sometimes switch to the army Lord’s details or skills
Fixed non-repeatable rituals in Tehenuain’s sacrifice panel showing as repeatable
Nakai no longer has duplicate occupation options at the Fortress Of The Damned
Generic Lizardmen characters can no longer generate with the unique name “Lord Xltep of Itza”
Repanse is no longer missing the top line skill “Lionhearted”
Repanse no longer has access to Louen’s unique Hippogryph Knight skill in her blue campaign line
The Tree Kin have duly been milked for their delicious sap
Fixed an issue preventing Tomb Kings from being able to upgrade Karaz-a-Karak from ruins to tier 1
Additional upkeep on supply lines tooltip will now show correct value
Added Snow, Chaos & Mountain campaign attrition immunity types to Chaos Horsemaster Unit
Tomb King technology “Pride in Service” now buffs Tomb Guard ROR unit
Tomb King technology “Underworld Gate” now correctly buffs Necrosphinx units rather than Warsphinx units
Swapped the Herald of Djaf and Rasetra unit effects bonuses around with each other to match descriptions within the Tomb Kings Dynasty (tech) panel
Single use rituals for the Dwarf Forge no longer show as repeatable
Single use rituals for the Mortuary Cult no longer show as repeatable
Malus’s final shipment icon will now update correctly
Transported army unit count will no longer slide to the left when changing the stance of an army in the Lord & Heroes dropdown menu
Stance icon has been removed for transported armies to prevent clipping in the Lords & Heroes dropdown menu
The “Big Fort” Landmark at Black Crag now also allows recruitment of Black Orc Big Boss characters and increases their capacity by 2
Control Large Army option will no longer disappear in the pre-battle screen if loaded with Lightning Strike enabled
Replacing Greenskins Legendary Lords with other Legendary Lords during a Waaagh! will no longer result in the player having access to several Waaagh! abilities
Snikch will now automatically equip the Whirl of Weeping Blades on mission completion
Malekith’s Mortals Empire victory conditions now correctly no longer reference Ulthuan in the owning of provinces section
Alastar the White Lion’s unique trait now properly reduces the upkeep of all Chracian units
Tyrion’s innate trait “Great Warrior” now correctly grants upkeep reduction to Rangers
Scrap upgrades will no longer show on unit cards of unrevealed units
Fixed issue with text/icon in event message for unlocking the rite “The Sudden Kill Scheme” with Sknitch and his Shadowy Dealings feature
The Greenskin red line skill “Da Big Ladz” now also applies to Da Swamp Fings and Da Big ‘Un
Eltharion’s “Break upon the walls” skill now correctly applies its armour benefit to Mistwalker units with shields
Removed outdated references to ‘Slann Mage-Priest Capacity’ from Hexoatl faction effects
Mazdamundi now receives the same benefits as other Second-Generation Slann
Can no longer retreat from the Warden & Paunch final battle
Fixed a bug where the army and settlement panels could appear in the post-battle screen of the host in multiplayer under certain conditions
Can no longer change technology research when it isn’t your turn in multiplayer campaign
You can no longer remove characters from offices when it is not your turn in multiplayer
You can now see the ambush stance icon of your co-op partner in multiplayer
No longer able to toggle other players AI control option in the pre-battle screen
Ambush battles in Old World mountain chokepoints will no longer use a Dark Elf-themed map
Armies can no longer clip into the mountains on Dread Rock island
Fixed missing unit card for Ghost Thane (Dwarf) when using the “Horn of the Ancestors” magical item in battle
The three rifts in Mazdamundi’s Ruination of Cities ability will no longer cast on top of each other
Fixed audio/text mismatch in Eltharion’s pre final battle movie
Fixed incorrect “Recruitment rank gained” effect text for the Blood Dragon tier 2 and 3 Bloodlines rituals to now correct show “Experience per turn”
Corrected two typos where the dragon “Ymwrath” in Imrik’s Dragon Taming feature was being called “Ymrath” in the game. It was LITERALLY UNPLAYABLE
Fixed a text spacing issue in spell browser target section
Fixed some unit names being cut off and having an ellipsis added to them in the recruit mercenary event summaries
Character skill names and descriptions will now be consistent when levelling up skills when playing in non-English languages
Elector Counts tooltip will no longer cut off in various languages
Battle
Fixed an issue where the kill counter would not attribute kills from the explosion components of bombardments to the caster
Fixed an issue where the kill counter would not attribute kills from damage over time effect applied via projectile contact to the attacker
Fixed an issue where projectile prediction was incorrect on slopes
Fixed missile damage displaying with red modifier in custom battle screen
Ancient Salamander moved from the “Monsters” category to the “Missile Monsters” category
Projectile tooltip will now list total missile damage and reload time rather than base missile damage and base reload time
In multiplayer lobbies, the Lord effects will now display when mousing over the star in the lord selection dropdown
Corrected Azhag’s faction symbol in the Quest Battle menu to now used the Bonerattlerz’s icon rather than the Greenskins
Fixed the custom battle uniform and portrait entry for Skink Priest of Heavens when mounted on an Ancient Stegadon (Engine of the Gods)
Fixed missing unit card and porthole for summoned Wight King character when overcasting Helman Ghorst’s Awaken Grave Ability
Vampire Coast fleet captains now count towards the ranged unit cap
Noctilus on Necrofex Collosus now counts towards the ranged unit cap
Rotting Promethean Gunnery Mob units now count towards the ranged unit cap
Deck Droppers now count towards the ranged unit cap (are you spotting a theme here?)
Arcane Phoenix RoR now counts towards the Arcane Phoenix cap
DJ Khatep on the Casket of Souls now counts towards the ranged unit cap
DJ Khatep on the Casket of Souls now counts towards the Casket of Souls cap
Ushabti (Great Bow) now count towards the ranged unit cap
Sepulchral Stalkers now count towards the ranged unit cap
High Beastmaster on Scourgerunner Chariot now counts towards the ranged unit and Scourgerunner Chariot caps
Razorgor herds no longer count towards the Razorgor chariot cap
Razorgor Chariots now count towards the Razorgor Chariot cap
Da Big ‘Un now counts towards the ranged unit cap
All Greenskin Troll units now have their own unit caps, instead of sharing one between them.
Marauder Horsemen now count towards the ranged unit cap
Grom the Paunch now counts towards the chariot cap
Volkmar The Grim no longer counts as a chariot when on his barded horse. Clerical mixup. The War Altar now counts as a chariot
Doomwheel and Doom-Flayer mounts now count towards their respective unit caps. (No more third wheels!)
Stegadon (Engine of the Gods) mounts now count towards the ranged unit cap
Misc
Re-ordered races alphabetically within the help pages to make it easier to find content and information
Fixed issue where the Black Orc Big Boss wasn’t appearing in the Game Guide
Master volume heading should now be translated correctly in localised languages
Oak of Ages: Roots Manuvad.
Campaign Changes
General changes
Clan Rictus now starts with an undercity beneath Crookback Mountain in Mortal Empires
The Clan Mors Headquarters building now also provides Chieftain Hero recruitment
When starting a campaign as Malagor, the Marshes of Madness region is given to the Top Knotz to prevent him taking attrition on turn 1
The High Elf ‘Hunters’ military recruitment chain has been merged with the ‘Handmaiden’s Gallery’:
An additional Tier 2 building has been added to the chain allowing for earlier recruitment of Great Eagles
Alarielle retains a separate, tier 3 building for recruitment of Sisters of Avelorn
NOTE: this will cause some previously-constructed buildings to appear incorrectly in older saves. These can be safely demolished.
Public Order now provides bonuues and penalties per threshold for all factions
Growth needed per point has been increased slightly
Added display for economic modifiers in building effects
Malus sanity effect tweaks
Mazdamundi now gets all the benefits of being a Second-Generation Slann (community Request)
New buffs for Helman Ghorst
A Patch Notes button is now present in the game’s frontend menu for quick access.
Auto-resolver
Artillery does not suffer from “echo” fire anymore, where artillery shooting at enemy ranged units would always allow those range units to shoot back no matter the distance
Disabled another part of the system to apply unit losses
AI
Less likely to react to public order problems in an extreme fashion
Updated Wood Elf AI to deal with new content and changes
AI Lords get a bonus on experience gained
Diplomatic events will now affect the AI more if they generally like or dislike the other race
No planned recolonization of recently razed settlements (AI might still recolonize opportunistically) for a certain duration
Further reduced AI’s priority to capture regions of unsuitable climate
Reduced cultural aversion between Dark Elves and Wood Elves
Several minor AI recruitment adjustments.
UI
Behaviour of the Lords and Heroes list has changed:
A single click will now select the character without panning to them
Double-clicking will select and pan to them (the old behaviour).
New Feature: Settlement Abandonment
It is now possible for the player to abandon settlements that they own via a new button that can be found by mousing over the settlement’s main building chain.
Settlements marked for abandonment will be razed at the start of the player’s next turn. The player can choose to cancel the abandonment before this happens.
Faction and lord effects
Helman Ghorst
Faction effects:
Removed +13 charge bonus for Corpse Cart units
Added bound spell “Lesser Raise Dead” for corpse cart and mortis engine units.
Lord effect
Added +15 armour for zombie units (Lord’s army)
Archaon The Everchosen
Faction effects:
Removed +10 leadership for chaos warrior units
Added +3% weapon and missile strength per veterancy rank for all units.
Prince Sigvald The Magnificent (the salacious, scandalous and sensational servant of Slaanesh, Son of Succubi, scion of sordid acts and slayer of squalid serfs)
Faction effects:
Removed +15 armour for embedded characters
Added Rage Passive for all marauder units, upgrades to Berserk when rank7+.
Lord effects:
Removed +3 recruit rank for marauder units
Added Strider for all units.
Ungrim Ironfist
Lord effect:
Now grants +5 melee attack to slayers, down from +10.
Ungrim’s “Journey’s end” ability for slayers now disables at 75% hitpoints remaining instead of 50%.
Tretch Craventail
Faction effect:
added +3 recruit rank for stormvermin units
added Encourage for stormvermin units
added improved scurry away, ward save and improved speed benefits.
Mazdamundi
Faction effect:
Removed redundant reference to Slann Mage-Priest capacity
Lord effect:
Now gains all the bonuses of a generic 2nd generation Slann in addition to previous effects
Ancillaries
Kroq-Gar’s Spear of Tlanxla now also grants the “Discouraged” cotact effect
Skills
Vampire counts
The lord skill “dark pact” now grants +5 leadership (when attacking) down from +15
Dwarfs
Ungrim’s skill “Slayer King” now grants +5 melee attack to slayers, down from +10
Lizardmen
Kroq-Gar’s skill “Spawning of Xhotl” now also grants the ability “Sacred Spawning of Xhotl”
Wood elves
All Wood Elf Lords have had their blue line reworked to be more in line with existing WH2 skill trees
Orion now has a new unique skill line
Durthu now has a new unique skill line
Chaos
Sigvald the Magnificent’s skill “Unworthy” now additionally grants fear, alongside the original terror
Sigvald the Magnificent’s skill “Marked by Slaanesh” now grants charmed attacks and +5 leadership aura effect, from +9 leadership
Technologies
The Empire “Improved Heavy Weapons” technology now additionally grants expert charge defence for Halberdier units
Battles Changes
Quality of life:
Damage and value tracking for units.
When mousing over the kill counter on a unit, the tooltip now provides two additional stats for tracking unit performance.
“Damage Dealt” tracks the raw damage dealt by the unit to other units.
“Damage Value” tracks the rough value of the damage the unit has dealt. For example, if attacking a unit worth 1000 gold with 10,000 health, you will gain 500 value if you deal 5000 damage to it.
This is intended to provide feedback on the performance of units that focus on taking out expensive and powerful targets.
Projectile Vegetation Grace Periods
Projectiles now have the ability to pass through trees for a limited time after being created. This is a global rule that applies to all non-artillery units. This behaviour lasts for a limited duration after the projectile is fired, relative to the speed of the projectile. Significantly reducing instances of units firing weapons into trees that are a few feet from them.
Who Can Hide in the Forest?
We took a look at which units can hide in the forest recently, as there were several inconsistencies to how this attribute was being distributed. We’ve now generated some criteria that units must abide by if they should have any hope of hiding in the forests of the Warhammer World:
Infantry and Cavalry have always been able to hide in the forest, so no changes there
Chariots can now hide in forests, whereas they couldn’t previously. We felt that since cavalry could hide, this felt like an arbitrary inconsistency, so now all Chariots can hide
This affects all single and multi-entity chariots, including Corpse Carts, War Wagons and Snotling Pump Wagons
Monstrous Infantry were a web of inconsistencies. Kroxigors and Skinwolves could hide in the forest, whilst Trolls and Fimir could not. This inconsistency has been fixed, so now all ground-based multiple-entity Monstrous Infantry can hide in forests
This change benefits the following units: All Troll Units, Dragon Ogres (not Shaggoths though, nosiree), Animated Hulks, Chaos Spawn, Crypt Horrors and Fimir Warriors
Large monsters cannot Hide in Forest as they are absolute chonkers. However some of the shorter monsters can still Hide in Forest (example: Brood Horror, Ancient Salamander)
Additionally, units that look like trees can also Hide in Forest
Flying Units cannot hide in the Forest, because they fly over the Forest, thus they were never in the Forest to begin with
War Machines are generally large and loud, so they cannot hide in the forest… much to Ikit Claw’s dismay
Artillery pieces are cumbersome, so they also cannot hide in forests
Bolt Throwers on the other hand, are comparatively small and light for Artillery pieces, so they can hide in forests
The Casket of Souls can no longer hide in forests. No matter how much Nehekharan magic the Tomb Kings have, they can’t cover up the fact that this unit is a literal vortex of screaming souls, trying to burst out of a casket, that’s rumbling along on a bed of skulls. Not so sneaky.
General
The morale benefit granted by the “encourage” attribute has been normalized to +4 leadership for both characters and units. Previously units with encourage granted +8 leadership baseline and characters (Heroes and lords) granted +3
Improved Halt behaviour on units. Halted units will more reliably fight back if engaged in melee.
Revamped entity collision rules
Previously, every collision interaction result (knockback, knockdown and so on) was checked every game tick between every entity. Following a review, we have now added a 2 second grace period between these checks between specific entities. Previously, stats such as Knock Ignore Chance were notably less effective than they were intended to be. The reason for this is that an entity pushing over another might actually be causing 10 checks a second against this, and the unit only has to fail one to go flying. Additionally, this caused a general overperformance of larger entities since they effectively multiplied their chance to knock things they ran into by trying-it-til-it-works. Under the new system, any collision that results in a knock reaction is first rolled against by the knock ignore chance; if the entity makes or fails this check, they are now immune to further knock reactions FROM THAT SPECIFIC OTHER ENTITY for 2 seconds. This ONLY happens if the interaction results in a knock reaction (incidental entity vs entity brushing does not consume your opportunity for a knock).
What does this mean in practical terms?
Characters are generally much sturdier on their feet, some notably sturdy characters (Ungrim! He can brace now too!) are almost impossible to knock down
All units should generally be a little bit sturdier, though units that were always going to be knocked down due to sheer mass and speed differences will be unaffected
It should be harder on average to pull through units attempting to pin you in place, as you no longer get 10 attempts per second to knock down entities you’re walking through.
Bracing behaviour for characters
Following the discussions around why bracing cannot be performed by the majority of units, we’ve moved to a system where we tag which units can brace manually. This replaces the previous system where bracing was based on a series of logical tests with the unit. We now manually tag who should be able to brace. Under the previous system only multi-entity infantry and monstrous infantry could brace, but that has now expanded to infantry and monstrous infantry single-entity characters. Additionally, any charge defence attribute now also enables bracing for the unit.
To clarify: characters which are engaged in melee and facing their targets retain their braced status while fighting. This allows them to be far more resistant to knockdowns while actively facing off against bigger creatures or other characters. This is not a new behaviour, but is notably apparent for single entities compared to multi entity units.
And yes, Ungrim does now finally beat that arch nemesis of his. (Ungrim 1 – Feral Stegadon 57213)
Units
Wood elves
Orion
Can now use jump attacks when charging or surrounded
Can now throw javelins while on the move
Spells and Abilities
Removed minimum cast range for all Vortex, Explosion, Wind, Breath, and Summon spells and abilities, also removed minimum cast range of Net of Amyntok
Modding
With the release of the Twisted & the Twilight, we’ve introduced a host of changes which impact on the fantastic work of our modding community. As such, we wanted to give a big shoutout to following modders for the sterling service they’ve provided players over the years:
Mixu, FenrisWolf and a host of others for their work on Wood Elf units, heroes and mechanics
All those who’ve worked on Chaos invasion tweaks, in particular Crynsos with his Chaos Invasion Choice mod
Much respect also to Sm0kin, for the Abandon Region mod, which has been a staple download for many players over the years
And finally, a lusty Huzzah to those who tweaked the Silverin Guards headwear, including The Unknown Chronicler, Ourg and Taste of Capitalism.
We’re sorry we couldn’t get every name into what is already a lengthy set of patch notes, but we’re looking forward to seeing how the modding community tinkers with the new toys in the latest DLC and update!
Okay?
I'll probably get the DLC, although I just finished a paint the map Ikit campaign. Which, while fun, skaven garrisons made me want to walk into traffic on the regular. So I'm a little burnt out on them.
The sisters seem... meh. But I'm all about that angry tree hitler role play!
Or, I could just play dwarfs again. For like the 9th time (now those are good garrisons)
And I haven't done a vampire count playthrough in WH2, only WH1. Those zero upkeep zombies and skeletons. Hmm. Maybe I *can* finally drown my enemies in bodies.
Choices.
Fantastic. This bug happened a lot to me as I tend to play with lots of heroes.
"Added display for economic modifiers in building effects"
This one is long overdue. It means we can now see exactly how much something is worth with hero, tech, building bonuses maybe even temp event bonuses.
Unit changes are up tomorrow in a separate post because there are too many! :biggrin:
Hmm, that might make some campaigns harder. Pretty much the only way I survive my Skarsniks campaigns is baiting enemy armies into settling razed towns.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
There's an entire play style around this. You just recruit shit skellies with a few heroes for magic and throw two stacks at the enemy if it's ever needed. Then you use the cash you save to power up your economy fast. Vamp magic is so good that wind of death, pendulum, nehek and a necro on a healy cart do a lot of work and skellies function like tomb king units - replaceable chaff.
It works well for Vlad+Isabella as they like to pair up and Isabella can transition to more vamps easily for a stronger army because they end up with loads of money and well developed provinces. It's not quite high elf or dark elf econ but it's one of the strongest econ plays in the game.
It's weaknesses are it's not good at dealing with artillery until your vamps get flying mounts and you have to delay and kill archers with magic or they will do a lot of damage. It's also slow in battle as most of your damage is wind of death so I wouldn't recommend it if you like faster battles.
In the meantime there's this mod on steam if you want to change them: https://steamcommunity.com/sharedfiles/filedetails/?id=2104160037
This is what they look like in game on top, versus modded on the bottom.
The corpse cart is locked behind DLC but you don’t need the corpse cart to make it work. Corpse carts aren’t even that good
The other nice thing about skeleton/zombie hordes is that losing them gives you nice big graveyards for which to raise real units from
I use the Bloodline Vamp lords for this. They are immortal so I can just send out a couple of stupidly cheap all skellyman and lord raiding parties and it doesn't matter if they lose and are crushed. Exp for the lord and pays for itself pretty much immediately
This was my strategy last time I made a serious go at Vampire Counts
It takes a while to make the lords immortal though, I think, so up until then I tended to be pretty conservative with them? But after that, it’s like, who cares, more dead means more troops
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
But I'd rather them address why the quality in these lord packs are so dang lopsided to one side or the other.
Just... stop doing that.
Also please stop tying bug fixes to content drops because those content drops create bugs at the same time.