The Empire Undivided Update

 is an update for Total War: Warhammer II which released on 11th September 2019. It followed The Amethyst Update.

Patch notes can be found here: https://www.totalwar.com/blog/total-war-warhammer-ii-patch-notes-the-empire-undivided-update/

The Empire Undivided Updated released alongside The Hunter and the Beast DLC, the release of Gor-Rok as a new Lizardmen FLC Lord, and a rework for The Empire.

=Patch notes= The patch notes were posted by Ella McConnell. They have been copied here in raw form, in the event that they ever become inaccessible on the official total war website.

 

Introduction
This automatic update arrives alongside The Hunter &amp; The Beast Lords pack, bringing a huge array of content additions, revisions, balances and improvements to the Eye of the Vortex and/or Mortal Empires campaigns, and multiplayer (noted below where relevant). Even if you haven’t purchased The Hunter &amp; The Beast, Markus Wulfhart and Nakai the Wanderer’s factions of the Huntsmarshal’s Expedition and the Spirit of the Jungle add their own distinctiveness to both campaigns under computer control, pursuing their own particular agendas and helping shape the world around you. As you know, the Total War: WARHAMMER series is a labour of love for us, and one of the longest-term projects we’ve ever embarked upon. It’s our commitment to continue fleshing out and evolving the world of Warhammer Fantasy Battles over time as fully as we are able. The next update we’re planning will focus more on technical maintenance and quality-of-life improvements, rather than faction or race overhauls, which will then resume in subsequent future patches. So if you’re waiting for a particular set of older content to get an update, we hear you, and hang tight! We’ll get there. Until then, there’s plenty to get your Runefangs into…

Empire Overhaul (Mortal Empires Campaign)
By popular demand, the factions of the Empire race have undergone a grand-scale overhaul for Mortal Empires. This grants them a new and richly-themed level of gameplay variety, in line with more-recently introduced races and factions.   Territory rework: Empire territory now features 12 new regions. Many provinces have been upgraded from three to four regions, representing in aggregate a significant enlargement and variety in Empire holdings.  The enemy within: Three new provinces can be found in Empire territory. The Forest of Laurelorn next to Nordland plays host to the Wood Elf faction of the same name, while the Misty Hills north of Middenland and Solland in the south (Balthasar Gelt’s new home province) are subject to Greenskin incursions.  New Fort settlements: Three new regions are the sites of newly-designed Empire fort settlements. These settlements are Helmgart, Fort Soll and Fort Bergres. In battle, forts are deeper than normal cities, offering multiple, increasingly higher fallback positions for defenders, and bringing new challenges and opportunities to siege gameplay.  Balthasar Gelt: The Supreme Patriarch of the Colleges of Magic gets his own campaign start-position! Leading the Golden Order faction from his base in Pfeildorf, he is in close proximity to the Greenskin-infested region of Solland to the east.  Tech tree: Empire factions now have access to the comprehensively reworked Empire tech tree. The new tree removes all building locks, offers far greater choice and variety, introduces more diplomacy-enhancing techs, and unique techs which interact with the new Imperial Authority system.  Imperial Authority: The Empire Offices system is gone. In its place, Empire players can now extend their authority across the empire by engaging in internal politics and quelling agitators in their efforts to confederate or go to war with the Elector Counts leading other major Empire factions.   Prestige: Prestige can be used to manage the player’s Imperial Authority, and is acquired through winning battles and constructing ever-more impressive edifices. High Authority grants enhanced growth, tax rate, and increases the chances of improved Fealty from the Elector Counts. Low Authority incurs the reverse, plus reduced public order and leadership. If your Imperial Authority falls too low, you risk the Elector Counts turning against you en-masse in an Imperial civil war!</li>  Fealty: Fealty is an overall measure of an Elector Count’s loyalty towards the Empire and is influenced by many factors, including (but not limited to) Imperial Authority, your overall tech-level, diplomatic attitude, and the new Political Events. When an Elector Count’s Fealty reaches a certain height, they will pledge their unswerving loyalty to the Empire with an offer of confederation. If their Fealty drops low enough however, they may secede from the Empire altogether.</li>  Summon the Elector Counts!: The new Elector Counts panel displays the characters which occupy Elector Count roles and tracks their Fealty towards the Empire. Should you own an Empire State’s capital city, you can assign a character as its Elector Count (for example, you may own Bechafen in Ostermark, and choose to assign Wolfram Hertwig to the position). This will unlock one of the legendary Runefang weapons (The Ostermark Runefang: Troll Cleaver in this case), and grants access to an elite, unique Empire unit variant (Ostermark grants the Knights of the Everlasting Light).</li>  Political Events: Political Events are a new type of event which can trigger during the course of an Empire campaign. These can directly impact your Prestige, Imperial Authority, your economy, or the Fealty of the Elector Counts – for good or ill! These events can drive meaningful real-world consequences. For example, if a civil war ensues, you’ll have to choose sides between the Elector Counts. From time to time you may be called upon by an Elector Count, via a Political Event, to assist them militarily against roaming invaders. Whether you choose to do nothing, offer money to fund mercenary assistance, or choose to fight directly alongside them against their aggressors, there’ll be a relevant impact on their Fealty.</li>  Territory : If you capture a settlement considered to be the rightful property of an Elector Count, you may gift them that settlement as a post-battle option, increasing their Fealty towards you. If you capture one of the Empire province capitals, you may instead install a new Elector Count of your own choosing.</li>  The Empire reforged: Though usurped long ago, Sylvania and Marienburg are still considered rightful Empire territory. If they are liberated, players may install their own Elector Counts there.</li>  Flummox the Elector Counts!: Through the new Electoral Machinations panel, players can expend some of their Prestige to influence relations between the Elector Counts, increasing bonds, inciting wars, or ostracizing bad eggs as appropriate. This works in a similar way to the High Elves’ Intrigue system.</li> </ul> </li> </ul>

Slann Rework (Mortal Empires and Eye of the Vortex Campaigns)
Slann are now more powerful than before – and considerably better casters than Skink Priests – in line with their ancient and revered status. Slann may also be accessed much earlier in the campaign through the Rite of Awakening. <ul>  Lore choice: Slann no longer wield mixed Lores of Magic. When a Slann is invoked through the Rite of Awakening, the player will receive a dilemma, offering a choice of which Lore the Slann will wield (Fire, Life, High and Light). Their unit model variant also reflects this choice.</li>  Generational Traits: Awakened Slann hail from the Second, Third or Fourth Spawnings. The older they are, the more powerful, which is reflected in bonus Winds of Magic reserves, the XP they grant to their army, and a reduction in miscast chance.</li>  Rank increases: Key techs and buildings can increase the starting recruitment rank of any Slann gained through the Rite of Awakening.</li> </ul>

Multiplayer Unit Caps
In an effort to build a fairer playing-field in multiplayer battles across the many playable factions, we have introduced a flexible new cross-category cap system. This has been designed with the following aims: <ul> Limiting multiple variants of the same rare units across different categories (eg core-roster Dread Saurians and their Regiments of Renown counterparts)</li> Limiting multiple variants of the same unit within the same core roster (eg Stegadon unit variants and Stegadon character mounts)</li> Preventing the creation of armies full of Regiments of Renown.</li> </ul> Whether a unit contributes to a cap, and how close the player is to a specific unit type’s cap within their current army build, is tracked via unit-card tooltips.

Headline Fixes
<ul> A raft of tweaks to AI behaviors on the campaign map to make for a better variety of experiences within a campaign.</li> Fixed the issue that was causing event feed messages to display incorrect names/portraits.</li> Vampire Coast factions can now recruit at sea using the Flagship Expansion stance.</li> We’ve done a huge pass on unit sets that should standardise and resolve issues with traits/techs not being applied correctly to units.</li> <li>Tweaks and improvements to the visuals on the campaign map.</li> <li>We’ve revisited how veterancy impacts unit stats, which in turn has tweaked Regiments of Renown, making them favour attack over defense.</li> <li>Tweaks which affect difficulty levels harder than Normal, making campaigns played in these modes more challenging.</li> <li>A balance pass that should help shake up the meta!</li> <li>A tools update for modders (and a shout-out for their great work! See the last entry in these notes).</li> </ul>

Mortal Empires

 * Added "Konquata" and "Citadel of Lead" (new regions) to Albion (existing province)
 * The Misty hills (new province) was added to the northern Empire and consists of 2 new regions: The Black Pit (province capital) and Wreckers point.
 * Added Middenstag (new region) to Middenland (existing province)
 * Added Dotternbach (new region) to Wissenland (existing province)
 * Pfieldorf was removed from Wissenland province and added to the new Solland province.
 * Added Steingart (new region) to Solland (new province)
 * Added Niedling and Flensburg (new regions) to Stirland (existing province)
 * Added Fort Bergbres (new Empire Border Fort region) to Gisoreux Gap (new province)
 * Added Fort Soll (new Empire Border Fort region) to Winter's Teeth Pass (new province)
 * The Moot was removed from Stirland Province and made its own minor settlement province (named Mootland).
 * Laurelorn Forest was added as a new 1 settlement province and all the relevant Landmark buildings from Salzenmund were relocated there.

Campaign Bug Fixes and Improvements
<ul> <li>Philipp Billings has had quite enough of the mosquitos, snakes and angry tropical Norscans attacking the New World Colonies, and has headed back to the Old World for a well-earned break.</li> <li>Fixed multiple end turn crashes.</li> <li>Fixed a crash that could occur loading into an ambush battle along Norscan coastlines.</li> <li>Fixed a crash that could occur when opening the diplomacy window when an army is retreating on the campaign map after being attacked.</li> <li>Fixed a crash that could occur when selecting a fortress gate settlement when an Under Empire is discovered.</li> <li>Fixed a soft lock that could occur when confederating as Bordeleaux.</li> <li>Fixed an issue where building Blood Shrine of Sotek could cause campaign map movement to be disabled and ending turn to be locked.</li> <li>Fixed a soft lock that occurred when closing the character details panel whilst the replace lord panel is open.</li> <li>Fixed an issue that could occur where the save option would be greyed out from the main menu if opening the main menu whilst camera is moving on the campaign map.</li> <li>The player is no longer charged for searching ruins when a Skaven settlement is discovered.</li> <li>Under Empires can now be built in settlements that are under siege.</li> <li>Slightly revamped Lizardmen and Vampire Counts building trees and unit unlocks.</li> <li>Settlements now unlock basic units for Empire.</li> <li>Reduced and streamlined port income for all factions.</li> <li>Vampire Coast rogue armies will no longer respawn in Mortal Empires when not playing as a Vampire Coast faction.</li> <li>Made some minor ancillary effect tweaks globally.</li> <li>Supply Lines will now properly reduce when the player has no armies.</li> <li>Fixed an issue causing the event feed to display incorrect names and pictures in the later stages of a campaign (this is not retroactive, old saves will still experience this issue.)</li> <li>Modifiers to research rate had a long-standing issue that was making them apply inconsistently, we&#8217;ve now made all research rate modifiers function properly. This may cause unexpected swings in individual faction research rate balancing, but we&#8217;ll be keeping a close eye on this situation going forward.</li> <li>Minimum research rate is now 5%.</li> <li>Red Crested Skink Chiefs will now properly spawn with traits when spawned with Rite of Primeval Glory.</li> <li>Changed Bretonnian Siege Workshop level 2 buffs to only affect the local province and decrease the cost of constructing any building by 10%.</li> <li>Fixed missing ritual chain buildings at some ritual sites in the vortex campaign.</li> <li>Faction capitals that cannot build wall buildings now receive improved tower projectiles from their main settlement chain.</li> <li>Reduced income of High Elf entertainment chain.</li> <li>All regions should now use the correct garrison when occupied by Bretonnia.</li> <li>The Warlock Engineer in the garrison of Occupied Elven Colony now correctly has access to his spells.</li> <li>Removed chaos corruption from Altar of Ultimate Darkness.</li> <li>Vampire Coast now receives +1 to hero capacity from the final building in the hero chains on the shipbuilding lords.</li> <li>The Skaven landmark Lairs of Clar Karond now produces +5 food to bring it in line with other similar landmarks.</li> <li>The Nuln Gunnery School landmark now grants access to artillery unit recruitment (Great cannons at tier 3!)</li> <li>The Blazing Sun Chapter House landmark at Talabheim has been moved from tier 4 to tier 3 and the armoury requirement for Knights of the Blazing Sun has been removed. This should generally make the knights more accessible considering their already very strict geographical limitation and they no longer share the same tier as Demigryph Knights.</li> <li>Vampire Coast can now construct the Vault of Nagash landmark if they occupy the Black Pyramid of Nagash.</li> <li>Wood Elves can no longer build a second copy of the Waterfall Palace landmark at Oreons Camp.</li> <li>Crone Hellebron&#8217;s quest Deathsword and the Cursed Blade&#8217;s description now correctly states it unlocks at level 8.</li> <li>Morgiana&#8217;s Mirror is now an enchanted item, allowing the Fay Enchantress to equip all her unique items at the same time.</li> <li>Magical attacks have been removed from Lord Skrolk&#8217;s quest item Rod of Corruption as Lord Skrolk has magical attacks by default.</li> <li>Fixed multiple instances where Volkmar the Grim’s quests could abort with no followup.</li> <li>Reduced the Number of Greenskin Armies required to complete stage 3 of the Ghal Maraz quest chain.</li> <li>Fixed an issue where Skink Chiefs, Liche Priests and Necrotects would be considered as lords rather than heroes in certain scenarios.</li> <li>Fixed an issue where Vampire Admirals would be considered as heroes rather than lords in certain scenarios.</li> <li>Confederating with another Skaven faction will now transfer ownership of their Under Empire to the player.</li> <li>Lokhir Felheart no longer becomes affected by the loyalty system when confederated.</li> <li>Skaven loyalty dilemma effects no longer apply to the entire faction.</li> <li>Skullsmasherz now have mountain immunity trait.</li> <li>Vampire Coast factions can now globally recruit when at sea when using their Flagship Expansion army stance.</li> <li>Bretonnian factions in Araby will now use the correct stances.</li> <li>Sword of Khaine diplomatic penalty now applies correctly to Vampire Coast, Kislev and rogue armies.</li> <li>Alastair The White Lion now starts with immortality unlocked.</li> <li>Alberic&#8217;s Basic Training skill is now available.</li> <li>Throgg&#8217;s Mutant Regeneration skill now correctly grants replenishment to trolls and fimir.</li> <li>Tehenhauin&#8217;s defeat trait has been slightly reworked – the untainted buff has been removed and replaced with -25% damage taken from all attrition for the entire army.</li> <li>Adjusted unit sets associated with Prophet &amp; Warlock, several units are now correctly affected by techs, skills and traits.</li> <li>Adjusted the passives for Skaven Regiment of Renown and tech lab units. Unbreakable units no longer have Scurry Away and units that were previously missing Strength in Numbers and Scurry Away have received them.</li> <li>Warpstone Hoarder trait now also applies to Regiments of Renown and workshop variants of warpstone tech units.</li> <li>The dynasty lords unlocked by Tomb King techs now have access to The Curse! like their less unique brethren.</li> <li>Empire Knights are no longer affected by techs and skills that explicitly only mention Reiksguard.</li> <li>Jezzails no longer get affected twice by Reject Poor Recruits and Enormous Caches techs.</li> <li>Fixed issues where certain variants of Empire characters were not affected by character buffs.</li> <li>Fixed issue where the Amethyst Wizard wasn&#8217;t part of the Empire Wizards unit set group, thus not providing him with various campaign buffs and benefits.</li> <li>Amethyst Wizard upkeep is now reduced by 50% when recruited by Balthazar Gelt.</li> <li>Astromancer follower now applies its bonus correctly.</li> <li>Luthor Harkon no longer starts with a completed objective to destroy Xlanhuapec in Mortal Empires.</li> <li>Fixed some instances of Vampire Count garrisons being led by invalid characters.</li> <li>Mousillon lord names will now display correctly.</li> <li>Scout Terrain will now display the correct preview of the battle map.</li> <li>Character names and threat indicator are now turned on by default for new campaigns.</li> <li>Strategic building icons (obelisks) will now only be shown on the campaign settlement UI bar when the faction that you are playing can build a unique building at the location.</li> <li>End turn sequence camera setting button and tooltip updated to show the buttons use more clearly.</li> <li>Fixed inconsistent behaviour of escape key when closing panels.</li> <li>The character details panel will no longer close when hovering over an event message.</li> <li>Fixed puzzle section of puzzle events overlapping any event opened subsequently.</li> <li>Fixed a rare issue where the bar at the top of the UI was significantly extended.</li> <li>The Bretonnia technology Grey Mountain Watch now provides the listed bonus Chivalry.</li> <li>Skaven Under Empire icon now displayed in overview map next to settlement flag.</li> <li>Fixed display of embedded agent icons on campaign armies which have 4 or more different types of hero in the army.</li> <li>Brayherds no longer use the underway stance icon.</li> <li>Buildings with a five figure buildings cost will now fit into the UI on 4K resolution.</li> <li>Fixed an instance where Under Empire VFX would remain on a settlement that has been captured by Skaven.</li> <li>Malekith has shed his angry-bad-guy-façade and decided that running on the campaign map is no longer beneath him.</li> <li>Arch Lector will no longer swing his hammer through his head when in mustering stance.</li> <li>Oak of Ages now has a ruined model when nuked.</li> <li>Malekith and Dreadlords now use armoured versions of Cold Ones as mounts in campaign.</li> <li>Fixed an issue where armies could end up on top of a mountain around Oxyl following a defeat in battle.</li> <li>Fixed a rare instance where two Anvil of Doom mounts could be displayed for Runelords on the campaign map.</li> <li>Southern Spine of Sotek has 6 geomantic web connections, the connections were redistributed with other nearby provinces.</li> <li>The region border between Western Jungles and Great Desert of Araby now displays properly.</li> <li>Characters will no longer clip through Hualotal when sieging the settlement.</li> <li>Magritta is no longer be partially submerged on the campaign map.</li> <li>Chotec will now be shown in the correct location on the strategic map.</li> <li>Settlements on Volcanic Islands will now be shown in the correct location on the strategic map.</li> <li>Camera will no longer clip through the mountain on Albion.</li> <li>Fixed an issue where a character&#8217;s weapons could spawn in the sea on the campaign map.</li> <li>Fixed an issue where Tehenhauin, Tiktaq’to and Ikit Claw were not appearing in the game guide.</li> <li>Fixed an issue whereby selecting the spell browser with Lord Kroak in the battle loaded a blank page.</li> <li>Fixed missing Lore icon for Lord Kroak in the spell browser.</li> <li>Tooltip now correctly states the reason that a building cannot be built when a settlement is under siege.</li> <li>The Book of Arkhan and Risen Standard Bearers effect descriptions now include Grave Guard.</li> <li>Removed Extraneous descriptive (factionwide) text from Norscan technologies.</li> <li>Fixed a typo in Heinrich Kemmler’s Mountains of Madness chapter objective description.</li> <li>Fixed several instances of region names displaying in English for several non-English languages.</li> <li>Tyrant of Naggarond achievement will now trigger in Mortal Empires when building the Black Tower of Malekith.</li> <li>The Forest Whispered my Name achievement will now trigger in Mortal Empires when occupying Gaean Vale and Oreon&#8217;s Camp.</li> <li>Lothern Sea Helm achievement will now trigger in Mortal Empires.</li> <li>Lothern Sea Helm achievement description has been updated to state that it only unlocks when playing as High Elves.</li> <li>Family Feud achievement will no longer trigger when playing as Lizardmen.</li> <li>Fixed an issue in multiplayer campaign where if one player teleported to Lord Kroak&#8217;s quest battle, the other player would be shown a blank pre-battle screen.</li> <li>Fixed an issue where a white square was displayed behind The Menace Below button when playing as Clan Fester in multiplayer campaign.</li> <li>Under Empires can no longer be destroyed during the opponent&#8217;s turn in head to head multiplayer campaigns.</li> </ul>

Battle Bug Fixes and Improvements
<ul> <li>The melee attack and melee defense bonuses granted by veterancy have been adjusted. It no longer favors defense. As a result, we&#8217;ve had to slightly retune Regiment of Renown unit stat lines to match their new rank 9 veterancy benefits. Most Regiment of Renown units see a change of +1-3 melee attack and -1-3 Melee defense from this change.</li> <li>Skaven tier 3 and tier 4 wall reinforcements are no longer the incorrect way around.</li> <li>Empire cannon towers will now correctly shoot cannonballs.</li> <li>Vampire Coast towers will now destroy correctly in siege battles.</li> <li>It is no longer impossible to cast Pestilent Breath while standing on a wall.</li> <li>Burning Alignment can no longer be placed on walls, preventing it from violently jittering in random directions.</li> <li>Tiqtak&#8217;to can no longer capture buildings in siege battles.</li> <li>Fixed an issue where Lizardmen defenders would idle during rampage after sallying out in siege battles.</li> <li>Fixed an issue where passive ability phases triggered by casting wouldn&#8217;t be reapplied anymore, if you cast another spell while the phase was active.</li> <li>Explosion damage is now applied when entity radius intersects with explosion radius. Previously entity center was used to detect whether explosions affected them, which created issues where small explosions dealt no damage when entity radius was larger than the explosion.</li> <li>Legion of Chaqua now get vanguard deployment when the army is in astromancy stance.</li> <li>Summoned Zombie Deckhands are no longer unable to specifically spot enemy units hiding in forests (we put their eyes back in, mostly!)</li> <li>Adjusted the ground stat effect group of a large variety of units for accuracy. Some units had inconsistent relationships with water and forests.</li> <li>Tiktaq&#8217;to&#8217;s improved terradon feature now grants an additional use of Drop Rocks of Sundering to Pauhaux Sentinels.</li> <li>Tretch&#8217;s Raiders has been slightly reworked, it is now always active, but nearby units only benefit if they themselves are currently winning combat, instead of relying on Tretch himself winning combat.</li> <li>Morghur&#8217;s Ardour of Fury ability now applies Primal Fury to all units in Morghur&#8217;s army.</li> <li>The Warp Tokens skill for Skaven casters no longer applies to the whole army.</li> <li>Amethyst Wizard&#8217;s HP will now scale correctly with the unit size setting.</li> <li>Fixed Bloated Corpse having 25 bonus vs cavalry instead of the intended bonus vs large.</li> <li>Gunnery Wight no longer shares missile weapon stats with Master Engineer.</li> <li>Upgraded Bray Scream now correctly upgrades to a stronger vortex.</li> <li>Fixed an issue where Steam Tanks could no longer fire their primary gun if they had used up all their secondary ammo.</li> <li>Raven Heralds no longer have hide in forest, turns out flying units can&#8217;t hide!</li> <li>Luthor Harkon no longer stops benefiting from the explosive bullets skill when he gains his mount.</li> <li>Adjusted spear and shield animations for Alberic so he can properly splash attack on foot.</li> <li>Norsca Wolf Chariots should now display animations correctly when attacking.</li> <li>Fixed instances where Tiktaq&#8217;to could become detached from his mount when hit.</li> <li>Fixed an issue where Red Crested Skink Chief would become detached from their Ripperdactyl mount when fleeing on the ground.</li> <li>Fixed instances of Lords on Cold Ones sometimes not playing knockback and death animations when hit with ranged attacks.</li> <li>Amethyst Wizard will now hold on to his sword whilst casting.</li> <li>Fixed an issue where Amethyst Wizard&#8217;s staff moves between his hand and holstered during some animations.</li> <li>Female Glade Lord&#8217;s arrow will now line up correctly with the bow when preparing to fire.</li> <li>Dreadlord (Sword &amp; Crossbow) will no longer put up an invisible shield when under missile fire.</li> <li>Grey Wizard will now open his mouth during battle when vocalising.</li> <li>Fixed an issue with the hands and legs of the Dwarf cannon crew spinning while idling.</li> <li>The attachment on Master Engineer&#8217;s back will no longer snap between positions during his firing animation.</li> <li>Amethyst Wizard&#8217;s staff should no longer clip through its mounts head when on an Imperial Pegasus.</li> <li>Fixed an issue where a siege crew for the Screaming Skull Catapult would clip through the artillery.</li> <li>The Skaven’s hands will now line up correctly with the rope on the Plague Furnace.</li> <li>The Rat Ogre’s hands will now line up correctly with the rope on Screaming Bell.</li> <li>The Skaven’s hands will now line up correctly with the pump on the Doomwheel.</li> <li>Master Engineer will now hold his rifle correctly when idle.</li> <li>Settra&#8217;s weapon will now sit correctly in his hand when using Chariot of the Gods. SETTRA DOES NOT SWERVE.</li> <li>Amethyst Wizard&#8217;s spells will now correctly emanate from the character model.</li> <li>Amethyst Wizard now has appropriate VFX when attacking in melee.</li> <li>Warpstorm Doomrocket now has a mushroom cloud when it hits water.</li> <li>Star Chamber Guardians will no longer have their weapon’s VFX persist when climbing ladders.</li> <li>Warplock Jezzail&#8217;s projectiles no longer disappear before they hit max effective range.</li> <li>The Gallows Giant&#8217;s flamethrower projectiles no longer disappear before they hit max effective range.</li> <li>Plague Monk Censer Bearer&#8217;s Censer will no longer appear above their heads when zoomed in in battle.</li> <li>Fixed an issue with the Steam Tank’s textures showing as low resolution.</li> <li>All variants of Death Globe Bombardiers should now display their poison globes properly.</li> <li>Amethyst Wizard&#8217;s beard should now display correctly.</li> <li>The armour on Bray-Shamans should now display correctly.</li> <li>Fixed an issue with the textures on goblin&#8217;s heads.</li> <li>Fixed an issue with Da Rusty Arrers hat&#8217;s which would show partly as the wrong colour.</li> <li>Fixed an issue with one of the Battle Pilgrims head&#8217;s hair textures showing as white.</li> <li>Fixed an issue with a stretched warp crystal on Doomwheels.</li> <li>Fixed an issue where the Witch Hunter&#8217;s boots did not connect to the Witch Hunter&#8217;s legs correctly, showing a gap.</li> <li>Fixed a gap in the Wight King&#8217;s shoulder armour.</li> <li>Fixed a gap in the Arch Lector&#8217;s skirt. Peeping Halflings will no longer get an eyeful.</li> <li>Fixed a hole in Tyrion&#8217;s model under his arm.</li> <li>Fixed a hole in the Dark Elf Sorceress&#8217;s waist when sitting on any mount. Fixed a small hole in the back leg of Amethyst Wizard&#8217;s warhorse.</li> <li>Fixed a small hole in the back leg of Amethyst Wizard&#8217;s warhorse.</li> <li>Improved lighting on some Skaven maps.</li> <li>Fixed a repeating texture that was common on maps with water.</li> <li>Fixed an issue where shallower water in battles would use the deep-sea water texture.</li> <li>Fixed an issue where some units could clip through gates in Tomb King siege maps.</li> <li>Fixed the water clipping through the ground on The Ironfrost Isles battle map.</li> <li>Units will no longer be able to clip through the corner of the Black Ark battle map.</li> <li>Increased the deployment zones for both armies in The Moon Dial island battle.</li> <li>Brass Keep no longer has a wall blocking the reinforcement entry point.</li> <li>Fixed an issue in Konquata where vanguard units could deploy in the corner but not move due to obstacles preventing movement.</li> <li>Fixed an issue where several snow maps loaded without trees.</li> <li>Fixed multiple instances of islands in the unplayable area of some island battles not displaying any trees or rocks.</li> <li>Fixed instances of floating trees in several coastal maps around Lustria.</li> <li>Fixed instances of floating trees in Port Reaver siege map.</li> <li>Fixed instances of incorrect smoke placement in several coastal maps around Lustria.</li> <li>Fixed several instances of missing textures on The Black Pit battle map.</li> <li>Fixed a flickering issue that occurring on the roof of a building on The Black Pit siege map.</li> <li>Fixed a flickering issue that occurring on the roof of a building on Port Reaver siege map.</li> <li>Fixed a missing texture inside a chimney on Konquata battle map.</li> <li>Fixed instances of floating foliage on the Storm Daemon battle map.</li> <li>The camera will no longer move through the rocks on Tarrantula Coast (Inland) battle map.</li> <li>Non-offset summoning abilities (e.g. Raise Dead) will no longer have offset UI targeting indication.</li> <li>Added an icon to display base explosion damage on unit stats.</li> <li>During a battle, if the players army is reduced to only their general, the unit panel will no longer disappear.</li> <li>Fixed several instances of overlapping banners in the quest battle menu.</li> <li>Maps in the quest battle menu should now show all regions properly.</li> <li>Creation of armies larger than 20 units should no longer be possible when the large armies button is not ticked in custom battle.</li> <li>Fixed an issue in custom battle when changing between mounts, abilities, spells and icons that caused the icons to overlap.</li> <li>Alberic&#8217;s Tempete mount tooltip should now use the correct description in custom battle.</li> <li>The unit group description for Grail Reliquae no longer states incorrectly that the unit deals magical attacks.</li> <li>Fixed an issue where multiplayer maps would load into the wrong map.</li> <li>Fixed an exploit that allowed ineligible armies to be loaded into multiplayer battles.</li> <li>Maps are now correctly greyed out in the multiplayer map list if the map requires a DLC which the player does not own.</li> </ul>

AI Bug Fixes and Improvements
<ul> <li>Restructured and simplified AI data setup to be subculture and not component driven.</li> <li>Adjusted recruitment globally to prevent too many small armies being recruited too early.</li> <li>AI will now limit the amount of heroes in each army.</li> <li>AI will defend recently captured regions more actively.</li> <li>AI will now prioritize landmark buildings accordingly.</li> <li>AI will now deconstruct growth buildings a little bit more actively.</li> <li>Reduced research cost for AI.</li> <li>Fixed an issue that prevented AI from receiving their quest items when attaining the relevant rank.</li> <li>Fixed an issue where the AI could get stuck attempting to recruit, but not actually performing any recruitment.</li> <li>Reworked High Elves construction setup.</li> <li>Unblocked High Elves tech research in certain situations.</li> <li>Fixed an issue where Tyrion’s army could end up with only archers available.</li> <li>Reduced Nagarythe&#8217;s aggressiveness.</li> <li>Improved Dark Elves slave economy and reworked construction setup.</li> <li>Dark Elves will now mainly use the loot and occupy to generate more slaves.</li> <li>Adjusted slave reduction modifiers in handicaps.</li> <li>Updated some Dark Elf skill hints.</li> <li>Updated Dark Elves rite selection.</li> <li>Reduced Dark Elves spending on navies.</li> <li>Hag Graef mines are now upgradeable for AI.</li> <li>Reworked Skaven construction setup.</li> <li>Fixed an instance where Skaven could not recruit new armies.</li> <li>Fixed an instance where Skaven won’t recruit higher tier units.</li> <li>Fixed an instance where Lizardmen research could get stuck without required buildings.</li> <li>Improved Tomb King recruitment priorities.</li> <li>Reduced Exiles of Nehek aggressiveness.</li> <li>Vampire Coast factions will now recruit Carronades.</li> <li>Fixed instances where the shanty armies would position next to the player and not attack.</li> <li>Adjusted Empire diplomacy AI &#8211; relations dictate now mainly if you can get non-aggression pacts, trade agreements and military access.</li> <li>AI will now avoid constructing too many Goblin Tinkerer Benches.</li> <li>Rebellion armies will now include less high tier units.</li> <li>We’ve bribed Waaagh! armies with all the mushrooms we could lay our hands on, and they will now follow orders more strictly.</li> <li>Fixed an instance where the AI could end up with two copies of Sword of Khaine.</li> <li>Battle AI – Greenskin and Bretonnian artillery will now attack settlement walls during siege battles.</li> <li>Battle AI no longer uses Doomwheel mounted Warlock Master like an infantry lord.</li> </ul>

Autoresolver Bug Fixes and Improvements
<ul> <li>Low quality single entity units such as Bastiladon will now take less damage in the autoresolver.</li> <li>Fixed an issue with damaged single entity units getting damaged excessively in the autoresolver.</li> <li>Fixed an issue where missile units that ran out of ammo were able to return fire on enemy missile units, which was being used in the autoresolver calculation.</li> </ul>

Difficulty Bug Fixes and Improvements
<ul> <li>Line of sight decreases further for each difficulty level above normal.</li> <li>AI units passively gain more experience each turn for difficulty levels above normal.</li> </ul>

Graphics and Performance Bug Fixes and Improvements
<ul> <li>Fixed a rare crash in DX12 in battle.</li> <li>Fixed a memory leak in DX12 that occurred after changing graphics options.</li> <li>Added an option to the graphics settings to remove corpses over time.</li> <li>Fixed an issue where VFX wouldn&#8217;t display if there were too many on screen.</li> <li>Fixed an issue where unit banners could flicker in subterranean battles.</li> <li>Fixed an issue where hero characters would display as the wrong level of detail on lowest settings on the campaign map.</li> <li>Queek model will no longer turn into a Plague Monk model when zoomed out in battle.</li> <li>Fixed an issue that caused the shadows to flicker in portholes.</li> <li>Shadow-walkers now use the correct porthole.</li> <li>Amethyst Wizard should now display correctly in his porthole.</li> <li>Fixed an issue where Red Crested Skink Chief&#8217;s porthole snaps between two positions on the campaign map.</li> <li>Saurus Scar-Veterans will now display blood in its porthole when blood pack is turned on.</li> <li>Kroxigors will now display blood in its porthole when blood pack is turned on.</li> <li>Cohort of Sotek will now display blood in its porthole when blood pack is turned on.</li> <li>Blackhole Flayers will now display blood in its porthole when blood pack is turned on.</li> <li>Warpfire&#8217;s Wheel will now display blood in its porthole when blood pack is turned on.</li> <li>Resolution and UI scale should now be set more appropriately on ultra-wide monitors when launching the game for the first time.</li> </ul>

Audio Bug Fixes and Improvements
<ul> <li>Added new focus system to a wide pool of creatures and war machines. This allows entities that are moving/fighting to take priority over idle entities of the same type.</li> <li>Improved how Dragon vocalisations are handled in battle and campaign.</li> <li>Added new projectile sounds for some races’ defensive siege towers.</li> <li>Reworked Luminark projectile and firing sounds</li> <li>Added new sounds for Gyrocopter blades.</li> <li>Added new sounds for Hellcannon’s pumps, firing, and movement.</li> <li>Remixed and reworked numerous group and individual entity sounds.</li> <li>Reduced spamming on Pegasus and Hippogryph wing flaps.</li> <li>Adjusted volume of Cylostra in diplomacy.</li> <li>Removed clicks from a few VO and movie assets.</li> <li>Delayed post battle VO to avoid clashing with the UI.</li> <li>Adjusted values for high and low loyalty thresholds, so more negative and neutral lines should play when opening the character panel of a lord with middling-low loyalty.</li> <li>Fixed some ability and spell sounds not triggering consistently.</li> <li>Fixed enemy and neutral Amethyst Wizards not triggering any VO when selected.</li> <li>Adjusted volume of some Empire campaign UI.</li> <li>Campaign fauna is now ducked during the end turn to reduce vocalisation spamming.</li> <li>Fixed an issue with some campaign events not being loaded correctly when loading back into campaign after a battle.</li> <li>Numerous small performance and integrity fixes and optimisations.</li> <li>Optimised multiple group projectile types.</li> <li>Optimised battle environment setup to remove unused assets.</li> <li>Updated campaign environment sounds to improve performance and be more efficient with voice usage (improved settlement and ambient loops, reduced number of spot tags and splines.)</li> </ul>

Miscellaneous Bug Fixes and Improvements
<ul> <li>Game will no longer crash when attempting to play a replay that was created using mods which the player no longer has installed.</li> <li>Incompatible save games can no longer be loaded by double clicking on them in the list.</li> <li>Added a checkbox that allows the player to load invalid saves. Proceed with caution as this may result in issues and crashes.</li> <li>Reordered factions slightly in several areas of the game to be more consistent.</li> <li>The Claim Free Content button for Tiktaq&#8217;to should now direct to the Steam page correctly.</li> </ul>

Character and Unit Balancing
Note: Single entity health adjustments display the health change on ultra unit size. Beastmen <ul> <li>Beastlord &#8211; Foot: -100 cost</li> <li>Khazrak One-eye &#8211; Foot: -100 cost</li> <li>Morghur: -50 cost</li> <li>Gorebull: +1 walk speed, +6 run speed, +5 leadership</li> <li>Minotaurs (all): +1 walk speed, +6 run speed, can now hide in forests, +5 leadership</li> <li>Minotaurs: -4 melee attack, +18 bonus vs infantry, +100 cost</li> <li>Minotaurs (Great Weapons): +1 splash attack max targets, +0.05 splash attack power</li> <li>Butchers of Kalkengard: +1 walk speed, +6 run speed, can now hide in forests, +5 leadership, +2 melee attack, -3 melee defence</li> <li>Chaos Spawn: -100 cost</li> <li>Giant: -100 cost</li> <li>Ungor Spearmen (all): added Vanguard Deployment and Stalk, +1 health per entity, +50 cost</li> <li>Destroyers of Drakwald: added Vanguard Deployment and Stalk, +1 health per entity, +2 melee attack, -2 melee defence</li> <li>Eye of Morrslieb: +2 melee attack, -2 melee defence</li> <li>Sons of Ghorros: +2 melee attack, -2 melee defence, -50 cost</li> <li>Black-Horn’s Ravagers; +3 melee attack, -3 melee defence</li> </ul> Bretonnia <ul> <li>Alberic – Foot: -100 cost</li> <li>Alberic – Barded Warhorse: -50 cost</li> <li>Louen Leoncouer – Foot: -100 cost</li> <li>Louen Leoncouer – Barded Warhorse: -50 cost</li> <li>Lord – Foot: -100 cost</li> <li>Lord – Barded Warhorse: -50 cost</li> <li>Paladin – Foot: -50 cost</li> <li>Paladin – Barded Warhorse: -25 cost</li> <li>Prophetess – Warhorse: +100 cost</li> <li>Prophetess – Barded Warhorse: +50 cost</li> <li>Damsels – Warhorse: +100 cost</li> <li>Damsels – Unicorn: +50 cost</li> <li>Green Knight: Sacred Guardian is now a free, non-optional ability in custom battle</li> <li>Grail Guardians: +1 melee attack, +1 ap melee damage</li> <li>Pegasus Knights: +5 leadership, tweaked animations for charging into land units to improve charges</li> <li>Royal Pegasus Knights: +10 leadership, tweaked animations for charging into land units to improve charges</li> <li>Defenders of Fleur-de-Lis: +2 melee attack, -2 melee defence</li> <li>Knights of the Lionhearted: +3 melee attack, -2 melee defence</li> <li>Wardens of Montfort: +1 melee attack, -2 melee defence</li> <li>Questing Knights RoR: +3 melee attack, -3 melee defence</li> <li>Beastslayers of Bastonne: +2 melee attack, -3 melee defence</li> <li>Blessed Field Trebuchet: projectile explosions ignore allies</li> </ul> Dark Elves <ul> <li>Crone Hellebron – Foot: -100 cost</li> <li>Lokhir Fellheart – Foot: -100 cost</li> <li>Malekith – Foot: -100 cost</li> <li>Malekith – Cold One: -50 cost</li> <li>Morathi – Sulephet: now uses large entity ground stat effect group</li> <li>Sorceress – Dark Steed: +50 cost</li> <li>Sorceress – Cold One: +50 cost</li> <li>Supreme Sorceress – Dark Steed: +50 cost</li> <li>Supreme Sorceress – Cold One: +100 cost</li> <li>Death Hag – Foot: -100 cost</li> <li>Dreadlord (Sword &amp; Shield) – Foot: -100 cost</li> <li>Dreadlord (Sword &amp; Shield) – Cold One: -50 cost</li> <li>Dreadlord (Sword &amp; Crossbow) – Foot: -100 cost</li> <li>Dreadlord (Sword &amp; Crossbow) – Cold One: -50 cost</li> <li>Raven Heralds: can no longer hide in forest, +16 health per entity, +2 melee attack, -2 melee defence</li> <li>Cold One Chariot: +100 cost</li> <li>Knights of the Ebon Claw: +2 melee attack, -5 melee defence</li> <li>Slaanesh’s Harvesters: +3 melee attack, -2 melee defence</li> <li>Sisters of the Singing Doom: +3 melee attack, -2 melee defence</li> <li>Blades of the Blood Queen: +3 melee attack, -3 melee defence</li> <li>Bolt Fiends: +2 melee attack, -2 melee defence</li> <li>Hellebronai: +1 melee attack, -3 melee defence</li> <li>Chill of Sontar: +1 melee attack, -2 melee defence</li> <li>Reaper Bolt Thrower: multi-shot +3 bonus vs infantry per projectile</li> </ul> Dwarfs <ul> <li>Ethereal Dwarf heroes: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, -100 cost</li> <li>Lord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, -100 cost, -2 splash attack max targets, +10 ap melee damage, -10 base melee damage</li> <li>Runelord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -5 melee defence, -50 cost</li> <li>Runelord – Anvil of Doom: now uses large entity ground stat effect group, -5 melee defence, -50 cost</li> <li>Runesmith: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -2 melee defence, -50 cost</li> <li>Thane: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, +1 melee defence, -100 cost, -2 splash attack max targets, +15 ap melee damage, +10 base melee damage</li> <li>Master Engineer: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -100 cost</li> <li>Grombrindal: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost</li> <li>Belegar: +5 melee defence, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost, -2 splash attack max targets</li> <li>Ungrim: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost</li> <li>Thorgrim Grudgebearer: -100 cost, +25 ap melee damage, -25 base melee damage</li> <li>Flame Cannon: +150 cost, +65 ap projectile damage, +100 base projectile damage, -36% projectile calibration area (-6.6), +20 projectile expiry range</li> <li>Organ Gun: +10 calibration distance, -5% projectile calibration area (-0.4)</li> <li>Gob-Lobber: +2 melee attack, -2 melee defence</li> <li>Dragonback Slayers: +3 melee attack, -3 melee defence</li> <li>Miners: +2 melee attack</li> <li>Miners (Blasting Charges): +2 melee attack, +25 cost</li> <li>Bugman’s Rangers: +50 cost, +2 ap projectile damage, +2 projectile damage, +3 reload time</li> <li>Rangers: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time</li> <li>Quarrellers: +2 ap projectile damage, +2 projectile damage, +2 reload time</li> <li>Quarrellers (Great Weapons): +2 melee attack, +2 ap projectile damage, +2 projectile damage, +2 reload time</li> <li>Ekrund Miners: +3 melee attack, -2 melee defence</li> <li>Norgrimlings Ironbreakers: +2 melee attack, -4 melee defence</li> <li>Skoldr Guard: +2 melee attack, -2 melee defence</li> <li>Grumbling Guard: +2 melee attack, -3 melee defence</li> <li>Peak Gate Guard: +3 melee attack, -3 melee defence</li> <li>Ulthar’s Raiders: +2 melee attack, -2 melee defence</li> <li>Warriors of Dragonfire Pass: +2 melee attack, -3 melee defence</li> <li>Gyrocopters (Brimstone Guns): +15 bonus vs large (projectile)</li> <li>Skyhammer: +3 melee attack, -1 melee defence</li> <li>Dwarf Warriors (Great Weapons): +2 melee attack</li> </ul> Empire <ul> <li>Karl Franz – Foot: -150 cost</li> <li>Karl Franz – Warhorse: -50 cost</li> <li>Karl Franz – Barded Warhorse: -100 cost</li> <li>TODDY ON /!$%!£@ FOOT: -100 cost</li> <li>TODDY ON A /!$%!£@ BARDED WARHORSE: &#8211;50 cost</li> <li>Balthasar Gelt – Foot: -100 cost</li> <li>Balthasar Gelt – Barded Warhorse: -50 cost</li> <li>Volkmar the Grim – Foot: -100 cost</li> <li>Volkmar the Grim – Barded Warhorse: -50 cost</li> <li>Arch Lector – Foot: -100 cost</li> <li>Arch Lector – Barded Warhorse: -50 cost</li> <li>Empire General – Foot: -150 cost</li> <li>Empire General – Warhorse: -50 cost</li> <li>Empire General – Barded Warhorse: -100 cost</li> <li>Empire Captain – Foot: -75 cost</li> <li>Empire Captain – Warhorse: +25 cost</li> <li>Empire Captain – Barded Warhorse: -25 cost</li> <li>Warrior Priest – Foot: -50 cost</li> <li>Warrior Priest – Warhorse: +50 cost</li> <li>Empire Wizards – Warhorse: +100 cost</li> <li>Empire Wizards – Barded Warhorse: +50 cost</li> <li>Jade Wizard – Pegasus: can no longer hide in forests</li> <li>Grey Wizard – Pegasus: can no longer hide in forests</li> <li>Amber Wizard – Imperial Griffon: +560 health on Ultra</li> <li>Crossbowmen: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time</li> <li>Sunmaker: +1 melee attack, -1 melee defence</li> <li>Royal Altdorf Gryphites: +3 melee attack, -3 melee defence</li> <li>Zintler’s Reiksguard: +2 melee attack, -3 melee defence</li> <li>Sigmar’s Sons: +3 melee attack, -3 melee defence</li> <li>Silver Bullets: +2 melee attack, -2 melee defence</li> <li>Stirland’s Revenge: +2 melee attack, -3 melee defence</li> <li>Tattersouls: +3 melee attack, -2 melee defence</li> <li>Templehof Luminark : +1 melee attack, -1 melee defence</li> <li>Steam Tank: +2 melee attack</li> <li>Helblaster Volley Gun: -50 cost, +20% base and ap projectile damage.</li> <li>Helstorm Rocket Battery: +4 base explosion damage, +9 ap explosion damage</li> <li>Sunmaker: +4 base explosion damage, +9 ap explosion damage</li> <li>Demigryph Knights: -50 cost</li> <li>Outriders: fixed issue where reloading transitions were capping rate of fire</li> <li>Pistoliers: fixed issue where reloading transitions were capping rate of fire</li> </ul> Greenskins <ul> <li>Grimgor: Increased acceleration and deceleration, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, -100 cost</li> <li>Night Goblin Warboss – Foot: -50 cost</li> <li>Skarsnik – Foot: -100 cost</li> <li>Azhag – Foot: -100 cost</li> <li>Orc Warboss – Foot: -100 cost</li> <li>Orc Warboss – Boar: -50 cost</li> <li>Goblin Big Boss – Foot: -50 cost</li> <li>Goblin Great Shaman – Foot: -50 cost</li> <li>Goblin Great Shaman – Great Wolf: -50 cost</li> <li>Hammer of Gork: +1 melee attack, -1 melee defence</li> <li>Deff Creepers: +1 melee attack, -2 melee defence</li> <li>Durkit’s Squigs: +2 melee attack, -2 melee defence</li> <li>Mogrubb’s Mangy Marauders: +1 melee attack, -2 melee defence</li> <li>Moon Howlers: +2 melee attack, -2 melee defence</li> <li>Teef Robbers: +2 melee attack, -2 melee defence</li> <li>Da Eight Peak Loonies: +2 melee attack, -3 melee defence</li> <li>Rusty Arrers: +1 melee attack, -2 melee defence</li> <li>Warlord’s Boyz: +2 melee attack, -3 melee defence</li> <li>Krimson Killerz: +2 melee attack, -2 melee defence</li> <li>Arachnarok Queen: +3 melee attack, -3 melee defence</li> <li>Doom Diver Catapults: +50 cost</li> <li>Giant: -100 cost</li> </ul> High Elves <ul> <li>Alarielle – Foot: -50 cost</li> <li>Alarielle – Elven Steed: +50 cost</li> <li>Alith Anar: -100 cost</li> <li>Prince – Foot: -100 cost</li> <li>Prince – Barded Elven Steed: -50 cost</li> <li>Princess – Foot: -100 cost</li> <li>Princess (all): +5 projectile mass</li> <li>Teclis – Barded Elven Steed: +50 cost</li> <li>Tyrion – Foot: -100 cost</li> <li>Handmaiden: -100 cost</li> <li>Handmaiden – Barded Elven Steed: -50 cost</li> <li>Mage – Elven Steed: +50 cost</li> <li>Noble – Foot: -50 cost</li> <li>Dragon Princes: -100 mass</li> <li>Fireborn: -100 mass, +2 melee attack, -3 melee defence</li> <li>Heralds of the Wind: +2 melee attack, -5 melee defence</li> <li>Everqueen’s Court Guards: +2 melee attack, -3 melee defence</li> <li>Keepers of the Flame: +3 melee attack, -3 melee defence</li> <li>The Grey: +2 melee attack, -5 melee defence, -50 cost</li> <li>Scions of Mathlann: +2 melee attack, -3 melee defence</li> <li>Puremane Company: +2 melee attack, -3 melee defence</li> <li>Storm Riders: +2 melee attack, -3 melee defence, -50 cost</li> <li>Eagle Claw Bolt Thrower: multi-shot +3 bonus vs infantry per projectile</li> </ul> Lizardmen <ul> <li>Kroq-gar: +5 leadership</li> <li>Kroq-gar – Foot: -100 cost</li> <li>Lord Mazdamundi – Palanquin: +50 cost</li> <li>Saurus Old Blood – Foot: -100 cost</li> <li>Red Crested Skink Chief &#8211; Foot: -100 cost</li> <li>Tehenhauin – Foot: -100 cost</li> <li>Saurus Scar Veteran – Foot: -100 cost</li> <li>Slann Mage Priest: +100 cost</li> <li>Skink Chief – Foot: -100 cost</li> <li>Skink Priest – Terradon: +200 cost</li> <li>Lord Kroak: +300 mp cost</li> <li>Salamander Hunting Pack: slightly increased turn speed, -10 armour, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, -2 ap explosion damage</li> <li>Umbral Tide: slightly increased turn speed, -10 armour, +1 melee attack, -2 melee defence, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, 2 ap explosion damage</li> <li>Ancient Salamander: +3 ap projectile damage, -3 base projectile damage</li> <li>Kroxigors: reduced charge distance from 45m to 30m, +2 ap melee damage, +1 base melee damage</li> <li>Stegadons (all): -10 armour</li> <li>Ancient Stegadons (all): -10 armour, +1 reload time for giant blowpipes</li> <li>The Thunderous One: -10 armour, +2 melee attack, -3 melee attack</li> <li>Feral Stegadon: now uses large entity ground stat effect group, -100 cost</li> <li>Stegadon: -50 cost</li> <li>Feral Cold Ones: +8 health per entity</li> <li>Feral Bastiladon: now uses large entity ground stat effect group</li> <li>Bastiladon (Ark of Sotek): -50 cost</li> <li>Bastiladon (Revivification Crystal): added casting animations</li> <li>Feral Carnosaur: now uses large entity ground stat effect group</li> <li>Pok-Hopak Cohort: +2 melee attack, -3 melee defence</li> <li>Colossadon Hunters: +2 melee attack, -2 melee defence</li> <li>Pahaux Sentinels: +2 melee attack, -2 melee defence</li> <li>Legion of Chaqua: +2 melee attack, -3 melee defence</li> <li>Red Crested Skinks: +25 cost</li> <li>Cohort of Sotek: +2 melee attack, -2 melee defence, +25 cost</li> <li>Temple Guards: -1 melee attack</li> <li>Star Chamber Guardians: +1 melee attack, -3 melee defence +5 missile block chance</li> </ul> Norsca <ul> <li>Wulfrik – Foot: -100 cost</li> <li>Wulfrik – Chariot: +50 cost</li> <li>Wulfrik – Mammoth: -712 health, -2 melee defence, +200 cost</li> <li>Marauder Chieftain – Foot: -100 cost</li> <li>Marauder Chieftain – Mammoth: -712 health, now has forest terrain penalties for being a large entity, -2 melee defence, +200 cost</li> <li>Feral Mammoth: now has forest terrain penalties for being a large entity, -2 melee defence</li> <li>War Mammoth: -672 health, now has forest terrain penalties for being a large entity, -2 melee defence</li> <li>Soulcrusher: -672 health, now has forest terrain penalties for being a large entity, +1 melee attack, -5 melee defence</li> <li>War Mammoth (Warshrine): +20 charge speed, +16 run speed, -500 mass, now has forest terrain penalties for being a large entity</li> <li>Hounds of Tashnar: +2 melee attack, -2 melee defence</li> <li>Norscan Warhounds: added vanguard deployment</li> <li>Ice Horn Marauders: +2 melee attack, -3 melee defence, -50 cost</li> <li>Marauder Hunters (Javelins): +50 cost</li> <li>Marauder Hunters (Throwing Axes): -50 cost</li> <li>Brutes of the Hound: +3 melee attack, -3 melee defence</li> <li>Fimir Warriors: -5 charge bonus, -4 melee attack, +10 leadership, +100 cost</li> <li>Mist Stalkers: -5 charge bonus, +10 leadership, -2 melee attack, -4 melee defence, +100 cost</li> <li>Fimir Warriors (Great Weapons): -8 charge bonus, -3 melee attack, -1 melee defence, +10 leadership, +100 cost</li> <li>Norscan Giant: -100 cost</li> <li>Skinwolves: +2 charge bonus</li> <li>Skinwolves (Armoured): +2 charge bonus</li> <li>Maws of Savagery: +2 charge bonus, +3 melee attack, -3 melee defence</li> <li>Shaman Sorcerer – Norscan Warhorse: now uses large entity ground stat effect group</li> <li>Skin Wolf Werekin: now uses large entity ground stat effect group</li> </ul> Skaven <ul> <li>Tretch Craventail: -100 mp cost</li> <li>Ikit Claw &#8211; Foot: -100 cost</li> <li>Ikit Claw – Doomflayer: now uses large entity ground stat effect group, removed Scurry Away</li> <li>Queek Headtaker: -100 cost</li> <li>Warlock Master – Foot: -50 cost</li> <li>Warlock Master – Doomflayer: now uses large entity ground stat effect group</li> <li>Warlock Master – Doomwheel: now uses large entity ground stat effect group, +1 melee defence, removed Scurry Away</li> <li>Assassin: -50 cost</li> <li>Plague Priest: -50 cost</li> <li>Warlock Engineer: +50 cost</li> <li>Warlord – Bonebreaker: +0.3 entity radius, increased splash attack force by 50%</li> <li>Warpfire Throwers (all): +25 health per entity</li> <li>Hell Pit Abomination: now uses large entity ground stat effect group</li> <li>Rat Ogres: now uses large entity ground stat effect group</li> <li>Ikit’s Zzzap-zzzap!: +2 melee attack, -2 melee defence</li> <li>Clan Vulkn Tailslashers: +2 melee attack, -2 melee defence</li> <li>Plaguemonk Censer Bearers: -50 cost</li> <li>Blightscab’s Plaguepack: +2 melee attack, -3 melee defence</li> <li>Poison Wind Globadiers: -2 reload time</li> <li>Teethbreakers: +2 melee attack, -2 melee defence</li> <li>Stormvermin (Halberds): +1 melee defence</li> <li>Council Guard: +2 melee attack, -2 melee defence, +50 cost</li> <li>Natty Buboe’s Sharpshooters: +2 melee attack, -10 melee defence, -25 projectile range, +50 cost, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters</li> <li>Warplock Jezzails: -25 projectile range, -6 melee defence, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters</li> <li>Dwarf-Thing Menace: +2 melee attack, -2 melee defence</li> <li>Wheelz of Doom: +2 melee attack, -3 melee defence</li> </ul> Tomb Kings <ul> <li>Arkhan &#8211; Foot: -100 cost</li> <li>Khalida – Foot: -100 cost</li> <li>Khatep – Foot: -100 cost</li> <li>Khatep – Casket of Souls: +2 projectiles per volley</li> <li>Liche Priest – Skeletal Steed: +100 cost</li> <li>Settra – Foot: -100 cost</li> <li>Tomb King – Foot: -100 cost</li> <li>Tomb Prince – Foot: -100 cost</li> <li>Nehekhara Horsemen: -100 mass, +1 charge bonus, -3 melee defence</li> <li>Necropolis Knights: +2 charge bonus, +1 melee defence, +2 ap melee damage, +1 base melee damage, +1 max splash attack targets</li> <li>Necropolis Knights (Halberds): +1 melee defence, +3 ap melee damage, +2 base melee damage</li> <li>Necrosphinx: now has forest terrain penalties for being a large entity</li> <li>Sphinx of Usepkh: now has forest terrain penalties for being a large entity, +3 melee attack</li> <li>Tomb Scorpion: now has forest terrain penalties for being a large entity</li> <li>Carrion: +25 cost</li> <li>Blessed Legion of Phakht: +1 melee attack, +20 reload skill, -2 melee defence, -25 cost</li> <li>Skeleton Spearmen: +1 bonus vs large, -1.2 secs melee attack interval</li> <li>King Nekhesh’s Scorpion Legion: +1 melee attack, -3 melee defence, +1 bonus vs large</li> <li>Khepra Guard: +3 melee attack, +7 melee defence, -6 ap melee damage, +9 bonus vs infantry, -1 base melee damage</li> <li>Sepulchral Stalkers: +1 ammo</li> <li>Eyes of the Desert: +2 melee attack, -3 melee defence, +1 ammo</li> <li>Chosen of the Gods: +2 melee attack, -3 melee defence, +50 cost</li> <li>Casket of Souls: +2 projectiles per volley</li> </ul> Vampire Coast <ul> <li>Aranessa – Foot: -50 cost</li> <li>Aranessa – Rotting Promethean: -50 cost</li> <li>Cylostra Direfin – Floating: -50 cost</li> <li>Cylostra Direfin – Rotting Leviathan: -50 cost, +20 base melee damage</li> <li>Gunnery Wight – Foot: -100 cost</li> <li>Bloated Corpse: -75 mp cost</li> <li>Depth Guard (all): +4 health per entity</li> <li>Bloody Reaver Deck Guard: +2 melee attack, +1 melee defence, +4 health per entity</li> <li>Syreens: +2 leadership</li> <li>Rotting Leviathan: +20 base melee damage</li> <li>Zombie Deckhand Mobs (all): -5 health per entity, -5 leadership</li> <li>Tide of Skjold: +2 melee attack, -5 health per entity, -5 leadership</li> <li>The Black Spot: +2 melee attack, -2 melee defence</li> <li>The Lamprey’s Revenge: +3 melee attack, -4 melee defence</li> <li>Night Terrors: -3 melee defence</li> <li>Gallows Giant: -2 melee defence, projectile expiry range increase to 170 meters</li> <li>Aranessa: now uses small aquatic terrain stat effect group</li> <li>Queen Bess: +2 melee attack, -1 melee defence</li> <li>Deck Droppers (Bombers): -50 cost</li> <li>Deck Droppers (Handguns): +50 cost</li> <li>Salt Lord’s Scuttlers: +2 melee attack, -2 melee defence, -100 cost</li> <li>Shadewraith Gunners: +2 melee attack, -2 melee defence</li> </ul> Vampire Counts <ul> <li>Vlad von Carstein: -100 cost</li> <li>The Red Duke – Foot: -100 cost</li> <li>Heinrich Kemmler: -50 cost</li> <li>Isabella von Carstein: -50 cost</li> <li>Mannfred von Carstein: -50 cost</li> <li>Blood Dragon Vampire Lord – Foot: -50 cost</li> <li>Lahmian Vampire Lord – Foot: -50 cost</li> <li>Necrarch Vampire Lord – Foot: -50 cost</li> <li>Strigoi Vampire Lord – Foot: -50 cost</li> <li>Von Carstein Vampire Lord – Foot: -50 cost</li> <li>Strigoi Ghoul King: -100 cost</li> <li>Vampire Lord: -50 cost</li> <li>Master Necromancer – Barded Nightmare: +150 cost</li> <li>Necromancer – Nightmare: +100 cost</li> <li>Vampires – Foot: -50 cost</li> <li>Banshee: -100 cost</li> <li>Wight King: -100 cost</li> <li>Wight King – Barded Skeletal Steed: -50 cost</li> <li>Cairn Wraiths: +2 charge bonus, +2 leadership</li> <li>Hexwraiths: +2 melee attack, +2 leadership</li> <li>Chillgheists: +5 melee attack, +2 leadership</li> <li>Skeleton Spearmen: +1 bonus vs large</li> <li>Crypt Horrors: +2 ap melee damage, +3 base melee damage</li> <li>Verek’s Reavers: +2 melee attack, -2 melee defence</li> <li>Feasters in the Dusk: +2 melee attack, -3 melee defence</li> <li>Konigstein Stalkers: +1 melee attack, -2 melee defence</li> <li>Sternsmen: +2 melee attack, -3 melee defence</li> <li>Tithe: +1 melee attack, -1 melee defence</li> <li>Devils of Swartzhafen: +3 melee attack, -3 melee defence</li> <li>Direpack: +2 melee attack, -2 melee defence</li> <li>Claw of Nagash: +2 melee attack, -2 melee defence</li> </ul> Warriors of Chaos <ul> <li>Archaon – Foot: -100 cost</li> <li>Prince Sigvald the Magnificent: -100 cost</li> <li>Chaos Sorcerer Lords – Foot: -50 cost</li> <li>Chaos Sorcerer Lords – Chaos Steed: +50 cost</li> <li>Chaos Lord – Foot: -100 cost</li> <li>Chaos Lord – Barded Chaos Steed: -50 cost</li> <li>Chaos Sorcerers – Foot: -50 cost</li> <li>Chaos Sorcerers – Chaos Steed: +50 cost</li> <li>Exalted Hero – Foot: -100 cost</li> <li>Exalted Hero – Barded Chaos Steed: -50 cost</li> <li>Dragon Ogres: +15 armour</li> <li>Summoners of Rage: +15 armour, +3 melee attack, -3 melee defence, +50 cost</li> <li>Swords of Chaos: +10 melee attack, +3 melee defence, +10 ap melee damage, -15 bonus vs infantry, +5 base melee damage, +100 cost</li> <li>Chaos Knights: +2 ap melee damage, +4 base melee damage</li> <li>Mirror Guard: +2 melee attack, -4 melee defence</li> <li>Soul of Damnation: +1 melee attack, -2 melee defence</li> <li>Chaos Giant: -100 cost</li> <li>Chaos Spawn: -100 cost</li> <li>Wyrdspawn: +2 melee attack, -3 melee attack</li> <li>Plaguespew: +3 melee attack, -2 melee defence</li> <li>Chaos Warhounds (both): added vanguard deployment</li> <li>Sarthorael the Everwatcher: -10 missile resistance</li> </ul> Wood Elves <ul> <li>Orion: added Vanguard Deployment, +50 cost</li> <li>Durthu: +10 armour</li> <li>Ancient Treeman: +10 armour, -100 cost</li> <li>Branchwraith: -50 cost, added Immune to Psychology</li> <li>Glade Lord – Foot: -100 cost</li> <li>Spellsingers – Elven Steed: +50 cost</li> <li>Waystalker: -100 cost</li> <li>Wild Hunters of Kurnous: Removed Guardian ability, added magical attacks and +13 bonus vs large, +50 cost, +2 melee attack, -3 melee defence</li> <li>Waywatchers: -2 run speed, -6 health per entity, +4 charge bonus, -4 melee defence, +50 cost</li> <li>Hawk-eyes of Drakira: -2 run speed, -6 health per entity, +2 melee attack, -8 melee defence, +8 bonus vs infantry (melee)</li> <li>Treekin: +0.2 entity radius, +10 armour</li> <li>Firebark Elders: +0.2 entity radius, +10 armour, +2 melee attack, -4 melee defence</li> <li>Treeman: +10 armour</li> <li>Orion: added vanguard deployment</li> <li>Hawk Riders: made entity 12% wider, improved firing animations to make first volley faster</li> <li>Glade Riders (both): +2 leadership</li> <li>Wildwood Rangers: -3 base melee damage, -5 ap melee damage, +2 run speed, +4 charge speed, -100 cost, increased unit spacing</li> <li>Wardens of Cythral: +3 melee attack, -3 melee defence, +2 run speed, +4 charge speed, -100 cost</li> <li>Wardancers (Dual Swords): -4 melee attack, +4 melee defence</li> <li>Loec’s Trickster’s: +2 melee attack, -4 melee defence, -50 cost</li> </ul> Abilities and Spells <ul> <li>Summon unbindings: now split into three phases with different colours, blue for stable, orange for weak (30 seconds), red for critical (5 seconds)</li> <li>Deliverance of Itza I: -8% ap vortex damage, +1 power cost</li> <li>Deliverance of Itza II: -5% ap vortex damage, +1 power cost</li> <li>Deliverance of Itza III: -3% ap vortex damage, +2 power cost</li> <li>Shadows of Anlec: -14% base vortex damage</li> <li>Fiery Convocation: +100% ap vortex damage, now deals fire damage</li> <li>Bound Fiery Convocation: +100% ap vortex damage, now deals fire damage</li> <li>Fiery Convocation Upgraded: +100% ap vortex damage, now deals fire damage</li> <li>Pestilent Breath: -14% base vortex damage</li> <li>Pestilent Breath Upgraded: -14% base vortex damage</li> <li>Wind Blast: -14% base vortex damage, +75 detonation force</li> <li>Wind Blast Upgraded: -14% base vortex damage, -16% ap vortex damage, +75 detonation force</li> <li>Exorcism (Lore of Light lore passive): Changed to map-wide AoE augment that affects all allies. Gives Immune to Psychology and +4 leadership for 11 seconds whenever the wizard casts a spell</li> <li>Bestial Surge: +9% vigour changed to +5% vigour</li> <li>Plague Rash: -9% vigour changed to -5% vigour</li> <li>Sunfang: -15% base vortex damage</li> <li>Soulfire: Projectile damage from 26 to 1. +200% explosion radius (+2m). Explosion damage no longer affects allies. Removed magic resistance increase in radius</li> <li>Grand Soulfire: Projectile damage from 26 to 1. Explosion damage no longer affects allies. Removed magic resistance increase in radius. Reduced bombardment spread area from 30m to 15m</li> <li>Divine Power: now has a map-wide radius, reduced miscast chance increase from +50% to +25%</li> <li>Fireball: -25% ap projectile damage (from 200 to 150), -26% projectile base damage (-125), -50% projectile penetration</li> <li>Fireball Upgraded: +300 ap projectile damage (was previously 0), -70% base projectile damage (-798), -50% projectile penetration</li> <li>Liber Bubonicus: -0.1 damage chance</li> <li>Spirit Leech &amp; Spirit Leech Upgraded: -0.1 damage chance</li> <li>Soul Stealer: -0.1 damage chance</li> <li>Arcane Unforging &amp; Upgraded: -0.1 damage chance</li> <li>Web of Shadows: -0.1 damage chance</li> <li>Effagee of Da Git: -0.1 damage chance</li> <li>Final Transmutation &amp; Upgraded: -0.1 damage chance</li> <li>Warpstone Armour: Hp Change frequency change from 0.5 seconds to 1 seconds (dps is halved)</li> <li>Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 18 to 19 seconds. Increased target range from 150m to 200m</li> <li>Master Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 36 to 38 seconds. Increased target range from 150m to 200m</li> <li>Doombolts (all version): +200% projectile shockwave radius (+2 meters)</li> <li>Dreaded Thirteenth Spell: +6 base explosion damage (+12%), +3 ap explosion damage (+12%)</li> <li>Gyrocopter Bombs: +14 base explosion damage, +26 ap explosion damage</li> <li>Comet of Casandora: +33% ap explosion damage, +2m explosion radius</li> <li>Comet of Casandora Upgraded: +33% ap explosion damage, +2m explosion radius</li> <li>Urannon’s Thunderbolt: +41% ap explosion damage, changed target range to 300 meters</li> <li>Urannon’s Thunderbolt Upgraded: +45% ap explosion damage, changed target range to 300 meters</li> <li>Giver of Glory (War Mammoth – Warshrine): Removed unbreakable attribute effect, added +26 melee attack, +16 leadership, +13 seconds duration, added max 3 uses, added +30 seconds recharge, increased target range to 60 meters</li> <li>Lord of Undeath: +40 seconds summon duration</li> <li>Spider Hatchlings: -30 seconds summon duration</li> <li>Spiteful Shot: +9 seconds duration</li> <li>Spiteful Shot Upgraded: + 18 seconds duration</li> <li>Okkam’s Mindrazor: +4 seconds duration</li> <li>Okkam’s Mindrazor Upgraded: +4 seconds duration</li> <li>Cloak of Mists and Shadows: +5 seconds duration</li> <li>Fists of Gork: +7 seconds duration</li> <li>Flaming Sword of Rhuin: +3 seconds duration</li> <li>Flaming Sword of Rhuin Upgraded: +6 seconds duration</li> <li>Gaze of Nagash: -1 power cost</li> <li>Gaze of Nagash Upgraded: -1 power cost</li> <li>Night Shroud: -2 power cost</li> <li>Night Shroud Upgraded: -2 power cost</li> <li>Shem’s Burning Gaze: -1 power cost</li> <li>Shem’s Burning Gaze Upgraded: -1 power cost</li> <li>Banishment: -1 power cost</li> <li>Birona’s Timewarp Upgraded: -1 power cost</li> <li>Dweller’s Below: -1 power cost</li> <li>Dweller’s Below Upgraded: -1 power cost</li> <li>Awakening of the Wood: -1 power cost</li> <li>Pann’s Impenetrable Pelt Upgraded: -1 power cost</li> <li>Curse of Anraheir: -1 power cost</li> <li>Warp Lightning: +1 power cost</li> <li>Warp Lightning Upgraded: +1 power cost</li> <li>Skitterleap: -3 power cost</li> <li>Skitterleap Upgraded: -3 power cost</li> <li>Scorch: -1 power cost</li> <li>Vermintide: +1 power cost</li> <li>Pearl of Infinite Bleakness: +16 duration</li> <li>Hand of Glory Upgraded: removed +24% speed effect, now gives a bigger +60 reload skill effect instead</li> <li>Stone Shaper: from +10 armour to +15 armour</li> <li>Dragon Slayer’s Fang: from +18 armour to +23 armour</li> <li>Mask of Heavens: from +18 armour to +23 armour</li> <li>Warpshard Armour: from -18 armour to -23 armour</li> <li>Dark Mail: from +24 armour to +30 armour, from +22% magic resistance to +25% magic resistance</li> <li>Helm of Many Eyes: from +6 armour to +7 armour</li> <li>Totem of Rust: from -6 armour to -7 armour</li> <li>Strength of the Land I: from +6 armour to +7 armour</li> <li>Strength of the Land II: from +12 armour to +15 armour</li> <li>Strength of the Land III: from +18 armour to +23 armour</li> <li>Strength of the Land IV: from +18 armour to +23 armour</li> <li>Twisted Flesh I: from +6 armour to +7 armour</li> <li>Twisted Flesh II: from +12 armour to +15 armour</li> <li>Twisted Flesh III: from +18 armour to +23 armour</li> <li>Ruinous Flesh: from +18 armour to +23 armour</li> <li>Featherfoe Torc: from -12 armour to -15 armour</li> <li>Bloodgreed: Activation condition changed to ‘In Melee’. Removed speed bonus, increased leadership bonus from +12 to +15</li> <li>Tretch’s Raiders: is now always active and targets other units that are winning combat</li> <li>Quicksilver Shot: changed to a common ability, reduced cost from 164 to 82</li> <li>Shield of Chaqua: reduced effect range from 40 to 30m, added max 3 uses</li> <li>Potion of Charoi: added max 4 uses.</li> </ul>

And it&#8217;s floppy Empire hats off to the modders
As our New Content Team works hard to add new characters and factions and evolve existing content, we continue to see amazing variations on that content coming out of the modding community. Props in particular to Mixu, whose fantastic Legendary Lord mods helped to realise Markus Wulfhart and Gor-Rok in-game for players prior to the Hunter &amp; The Beast. We only wish we could’ve told you that we were making them earlier! Also, a big shout-out to the many modders who’ve tackled the Empire, and helped flesh out the intricate machinations of this foppishly fantastic faction, including (but not limited to) Zarkis, for The Empire[ME] , Drunk Flamingo for Empire of Man , Gigauz for Uniforms and Heraldry of the Empire and Tankbuster for Building the Empire. As ever, and unavoidably, we can’t promise they’ll continue to work with the new content without some attention from their makers. But we’re looking forward to seeing how you all interpret and toy with the new Empire mechanics! We also want to keep modders supplied with the tools to continue doing what they do, so here’s a brief (and by no means exhaustive) list of things to look forward to. We’ll announce the full list of Assembly Kit enhancements on the CnC Discord channel in due course. <ul> <li>A new property allows projectiles to deal more or less damage depending on % health of the target.</li> <li>New script interfaces for effects, effect lists, effect bundles, effect bundle lists and custom effect bundles.</li> <li>Three new script events: <ul> <li>IncidentFailedEvent</li> <li>CharacterCapturedSettlementUnopposed</li> <li>DilemmaGenerationFailedEvent</li> </ul> </li> <li>New commands associated with creating, applying and removing effects to/from factions, faction provinces, regions, characters and forces.</li> <li>New commands associated with agent spawning.</li> <li>A few new options to diversify how hordes can be implemented.</li> <li>The following script commands were depreciated: Force_assasination_success_for_human &amp; Force_garrison_infilatrion_success_for_human</li> <li>We’re also aware that many people want to add their favourite landmarks to the campaign but have issues with unique slot templates, so we decided to add some to the following regions <ul> <li>Mordheim</li> <li>The Moot</li> <li>Brass Keep</li> <li>Praag</li> <li>Massif Orca</li> <li>Zhufbar</li> <li>Doomkeep</li> <li>Monolith of Katam</li> <li>Tower of Khrakk</li> <li>Luccini</li> <li>Tobaro</li> <li>Sjoktraken</li> <li>Bay of Blades</li> <li>Oreons Camp</li> <li>Albion (Vortex)</li> <li>Karak Hirn</li> <li>Karak Ungor</li> <li>Karaz Azul</li> <li>Karak Azgal</li> <li>Karak Norn</li> <li>Karak Orrud (Vortex)</li> </ul> </li> </ul>