Patch 5.3 is a patch for Total War: Warhammer III, released on 31 October 2024. The previous update was Hotfix 5.2.7. A hotfix, Hotfix 5.3.1, released on 7 November 2024.
Changes not in the patch notes[ | ]
- The Sorcerous Miasma ability now also inflicts the Silenced attribute on enemies.
- Tomb Scorpions and Hierotitans received collision attacks.
- The unusual location Grail Knight Grave now also provides a group of Grail Knights in the garrison.
Patch Notes[ | ]
Campaign[ | ]
Ogre Kingdoms - Mercenary Recruitment Rework[ | ]
While the mercenary system for Ogres in WH3 introduced certain improvements compared to WH2, it also missed the mark in a number of ways, leading to player feedback requesting the return of certain features from WH2, ideally integrated with the improved UI/UX of WH3. In response, we’ve made several updates to Ogre mercenary recruitment:
- Increased the Ogre mercenary unit cap per army from 1 to 3
- Ogre mercenary pools now replenish at a rate of 1 unit every 5 turns
- The quality of mercenary units available now depends on the tier of the Ogre camp More mercenary units are now available from Ogre camps, including:
- Developer Note: We're aware that Zhao Ming's benefits for Ogre Mercenaries currently do not apply to the new units, and we will look to resolve this in the near future.
Ogre Kingdoms - Bounties[ | ]
We plan to release a large rework for the Ogre Kingdoms in the next DLC pack, alongside an extensive 'Mercenary Contracts' feature for Golgfag Maneater. Therefore, we felt the existing Contracts feature needed a refresh and were able to implement it ahead of that release.
- The feature has been renamed to "Bounties" to avoid confusion with the upcoming feature
- We've improved the UI to make it more thematic
- Bounties no longer require player acceptance at a rate of one every 10 turns
- All three are issued and active simultaneously, allowing players to complete them opportunistically.
- When one Bounty is completed (or expires or is aborted), it will be replaced with a new one on the following turn
We hope this whets your appetite for the upcoming Ogre Kingdoms rework, where the existing Legendary Lords will even get some exclusive toys to play with! More on that in the future.
New Magic Items[ | ]
You can read more about our plans with Magic Items in our recent patch 5.3 dev blog. We're releasing 16 new generic items (in the dev blog it previously stated 18, but this was an error, sorry!) that are useful for ranged characters, who, until now, haven’t had the best selection of items. Additionally, we're adding 6 new unique Magic Items with more strange and powerful effects. All of these new items will be accessible as post-battle loot for all factions, with the chance of the item dropping depending on its rarity of course.
- Developer Note: As of 5.3, unique items (just those below at the moment) can drop from battles, which wasn't the case previously. For now the chance for these to drop is alongside other generic item drops, meaning you'll likely get a generic and a unique from a battle when a unique does drop, but as giving unique items outside of bespoke situations is new to the game how we provide them may change in future.
Generics[ | ]
- Tilean Pavise
- Forest Cloak
- Longshot's Cap
- Engineer’s Knapsack
- Ranger's Quiver
- Potion of Farsight
- Spotter's Spyglass
- Deepwood Branch
- Lucky Arrow
- Asp Bow
- Dragonfire Handgun
- Hunter's Talon
- Outrider's Handgun
- Ranger's Axe
- Sky Titan's String
- Wyvernbone Bow
Uniques[ | ]
- Helm of Draesca
- Deathsinger (Named "Cynatcian" if it belongs to the High Elves)
- Doomsinger (Named "Elthraician" if it belongs to the High Elves)
- Maad's Map
- Idol of Zak-Aloooog (Only available for Greenskins)
- Aldred's Casket of Sorcery
- Developer Note: In our past developer chat video and our latest patch 5.3 dev blog we've used 'ancillary' as a catch-all term for items in the game. We appreciate this might have caused some confusion, given that in-game, Magic Items and Ancillaries are separate categories. Moving forward, we'll be clearer about which category we are referring to when adding new items or discussing the item system in general!
Research Overflow[ | ]
We've always presented the research rate as a percentage and the time required to research technologies in terms of number of turns for ease of understanding. However, under the hood, you actually generate a certain number of research points every turn while actively researching a technology. The base amount of points generated is 100, so a 150% research rate means you generate 150 points. Technologies are defined by a total point cost needed to complete them; we simply shorthand this as a turn counter.
So what's the problem? Let's look at an example scenario:
You've started researching a technology with a base time of 4 turns (which translates to 400 research points). You also have a mighty +30% research rate, hard-won from several settlements worth of wizard towers or engineering schools, allowing you to generate 130 research points per turn.
Turn 1 130/400 Turn 2 260/400 Turn 3 390/400 Turn 4 400/400
Well, it didn't actually save you any time at all. And under our previous implementation, those extra 120 points you generated on turn 4 would be lost to the ether, leaving you with no benefit whatsoever for your increased research rate when not researching technologies with high enough base costs.
With our new system, when you finish researching a technology with surplus points, those extra points will be stored as 'research point surplus' in your technology tree. This surplus will then automatically be applied to the next technology you research. Enjoy the small (but now real) benefits of 5% research rate in the long, long run.
For additional helpful info, you can now hover over the turn counter for any technology to see a breakdown of its actual cost in research points and the effects of your surplus!
Shoutout to JerreyRough whose mod implements a similar feature ❤️
Movement Range Display[ | ]
We've reworked how campaign movement range is displayed in an effort to improve clarity when moving and switching stances.
Previously, movement range was shown as percentages, but it often represented a numeric value under the hood. To clarify this, movement range is now displayed as a numeric value, while bonuses will still be presented as percentages. This change should make entering and exiting stances much more understandable, especially when calculating the movement range you need!
Disciple Army Confirmation Button[ | ]
When you press the button to create a Disciple Army as Slaanesh, a confirmation prompt now appears to prevent accidental creation (so many accidental armies...).
Battle[ | ]
New Unit - Grave Guard (Halberds)[ | ]
Long have the Vampire Counts suffered under the tyranny of large monsters, with dirt cheap skeleton spearmen preceding a vast, empty void until the Blood Knights and their own anti-large monsters take the field. Here to fill the gap, a new unit variant!
Grave Guard Halberds enjoy spectacularly high weapon strength for a halberd unit, though their general low skill statline and lack of a shield makes them less an AP generalist frontliner and more a dedicated monster hunting unit. Styled after their 6th edition miniatures, they wield bardiches to bring low large foes.
Battle Map Tree Cluster Update[ | ]
Following our previous update, we have continued reworking maps to remove or replace tree clusters with more natural-looking forests that enhance visual appeal and improve gameplay.
For 5.3 we have updated the following battle maps:
- Cauldron Creek – Ogre Valleys
- Misty Valley – Ogre Valleys
- The Great Gulley – Ogre Valleys
- Forest of Shadows – Vampire Forests
- Cursed Marshes – Vampire Forests
- The Dead Wood – Vampire Forests
- Corpse Crossing – Vampire Forests
- Forest of Shadows (conquest)
- The Dead Wood (conquest)
- Shadow Mountain – Darkland Mountain
- Scorched Valley – Darkland Mountain
- Darkland Peak – Darkland Mountain
- Darkened Gorge – Darkland Mountain
- Ashen Trails – Darkland Mountain
- Great Hunt Tomb – Norscan Hills
- Old Corpse Hills – Norscan Hills
- Spine Path – Norscan Hills
- Horned Hills – Cathay Plains
- The Raining Rocks – Cathay Plains
- Shell Mountain – Cathay Plains
- Terracotta Walk – Cathay Plains
- Horned Hills (conquest)
- Hungering Valley – Ogre Valleys
- Jade Desert – Cathay Desert
- Husk Desert – Cathay Desert
- The Arid Shrine – Cathay Desert
- The Dry Plains – Cathay Desert
- False Oasis – Cathay Desert
- The Desert’s Run – Cathay Desert
- Old Hunt Rise – Norscan Mountains
- Carrion's Course – Norscan Mountains
- Peak Hunger – Ogre Mountains
- Plains of the Darklands – Darkland Plains
- Tempest Plains – Kislev Plains
- Icy Breath Bridge – Kislev Plains
- Plains of the Patriarch – Kislev Plains
- The Flats of Kislev – Kislev Troll Country
- Troll Run – Kislev Troll Country
- Bastion River – Kislev Troll Country
- Fjord's Edge – Kislev Troll Country
- The Flats of Kislev (Conquest)
- Troll Run (Conquest)
- Compass Reach – Cathay Wastelands
- Dragon Ash Fields – Cathay Wastelands
- The Barren Plains – Cathay Wastelands
- Red Dust Route – Cathay Wastelands
To help convey these changes, here are a few before-and-after shots of some of the maps mentioned above:
The Dead Wood – Vampire Forests[ | ]

Before

After
The Arid Shrine – Cathay Desert[ | ]

Before

After
Old Corpse Hills – Norscan Hills[ | ]

Before

After
The Flats of Kislev – Kislev Troll Country[ | ]

Before

After
Modding[ | ]
- We have made a number of changes to many of our Lua scripting files to enable modders to edit them without requiring a full overwrite of the file. While this will not have a noticeable gameplay impact for most users, it will enhance compatibility between various mods and reduce issues when using multiple modifications. We’d like to give a big thank you to the modders, including ChaosRobie, All is Dust, and Rhox, who reached out to us requesting these changes ❤️ If you're a modder with suggestions on how we can facilitate easier or safer file modifications, we would love to hear your ideas!
- Addressed a known issue for modders by removing the previous cap on the maximum number of provinces, now allowing more than 255 provinces. This change should resolve the limitation, though further testing by the modding community is encouraged, as additional restrictions may still exist.
Bug Fixes[ | ]
Performance[ | ]
- Fixed a rare crash that could occur when entering the Nemesis Crown marker.
- Fixed a crash when opening a character's skill tree, especially affecting Kairos Fateweaver. This issue caused consistent crashes under specific conditions and has been resolved to improve stability.
- Fixed a crash that occurred when a character ranked up and triggered auto development of skills.
- Fixed a crash that occurred when units attempted to dock a ladder to a wall.
Campaign[ | ]
General/Gameplay[ | ]
- Fixed an issue where certain playable factions could not be revived through rebellions after being destroyed.
- Fixed an issue with the Warband mechanic that prevented Be'lakor from upgrading Chaos Troll units to Bile Trolls.
- Fixed an issue where the Dragon-Blooded Shugengan Lord (Yin) had only one use of the bound spell "The Enfeebling Foe" in campaign. The number of uses has now been increased to four.
- Fixed an issue where, when playing as a Warriors of Chaos faction, many technologies requiring active Gifts of Chaos would not consistently work without a clear reason.
- Fixed issues with teleportation to foreign regions via Oxyotl's ‘Visions of the Old Ones’.
AI[ | ]
- Campaign AI should now use certain mechanics less frequently to align with intended design, including Book of Grudges units, Matters of State, Colleges of Magic, and Malakai’s Adventures.
Skills[ | ]
- Adjusted Nakai's 'Wild-Eyed' skill to align with the Kroxigor Ancient's 'Blade Master' skill, increasing the melee attack bonus from +9 to +12 for consistency.
- Fixed inconsistencies in the names of skills and unit abilities in the Gorebull skill tree.
Settlements/Buildings[ | ]
- Fixed an issue where occupying the Oak of Ages as the Ogre Kingdoms allowed the construction of regular settlement buildings instead of the Oak of Ages building.
- Fixed an issue where some effects of certain Dwarf Deeps buildings, which require adjacent Dwarf factions, were not triggering.
UI/UX[ | ]
- Addressed an overlap issue in the Lords & Heroes dropdown, where the remaining travel time counter overlapped when using sea lanes with Greasus.
- Resolved an issue where the UI for building Silent Sanctums as Oxyotl was obscured by a dark overlay, making the icons and confirmation dialog difficult to see.
- Fixed an issue where the Wood Elf Tree Spirits buildings were incorrectly showing as a landmark building in the landmark icon tooltip.
- Resolved a UI issue where players, despite having sufficient resources, could not send gift payments to Clan Moulder, affecting multiple factions and occurring without warning; the gift mechanic now functions correctly for all factions.
- Fixed an issue where the contact effects in the Daemon Prince gifts panel did not display tooltips.
- The Gorebeast Chariot of Khorne unit is now correctly listed as a 'Monstrous Chariot.'
Animations[ | ]
- Resolved an issue where Karanak's running animation on the campaign map did not loop smoothly, causing snapping and desynchronization with his movement speed.
- Resolved a visual issue where Alarielle did not play animations while mounted and moving in Lileath's Blessing or Ambush stances.
- Resolved a visual issue where the floating part of the helmet on the Heralds of Tzeentch unit duplicated during idle animations for both the Lore of Metal and the Lore of Tzeentch.
Environment[ | ]
- Fixed visible terrain holes at the edge of the shroud.
Battle[ | ]
General/Gameplay[ | ]
- Resolved an issue in Kislev's Frozen Falls battle where defeating the initial enemies did not progress the mission, preventing completion and leading to an automatic defeat.
- Fixed an issue where Greasus' quest battle, 'Overtyrant's Crown,' in both multiplayer and singleplayer campaigns lacked objectives and featured immobile AI. The battle now starts properly, with objectives displayed, enemy units moving, and reinforcements spawning as intended.
- Addressed situations where the default deployment leads to units being cramped in one corner.
- Fixed an issue where ranged units with the ability to shoot while moving would sometimes not fire when repositioned. Additionally, addressed instances where they experienced significant delays in firing due to misaligned ticks.
AI[ | ]
- Ambushed armies that have retreated and are set to be wiped out will no longer attempt to withdraw from battle.
- Fixed an issue where Chaos Warhounds exhibited erratic movement and became stuck behind corners in Domination Battle maps. Pathfinding has been improved to ensure they move smoothly towards their targets.
- Addressed an issue where large AI attacking armies on certain maps encountered challenges reforming due to constrained playable space. In these situations, AI armies will now bypass the reform phase and proceed with a more focused attack.
- Fixed an issue where the AI remained idle during ambushes when the enemy was hidden (stalking).
- The Battle AI will attempt to distribute its units across multiple targets to minimize blobbing in land battles.
- Fixed an issue where the AI seemed idle while crossing the river, waiting for reinforcements. Now, when 95% of the units have crossed, they advance to attack without delay.
Units[ | ]
- Dwarf Ancestor Ghosts with shields now have the correct Missile Block Chance (55%).
- Alberic's unique Hippogryph Mount (Tempete) now correctly uses Bordeleaux's faction colours.
- Adjusted the size of Feral Ice Bears to match the intended design.
Abilities/Attributes[ | ]
- Fixed an issue where certain contact effects, such as those used by Skaven units and Vampire Coast spells, were incorrectly applied despite being intended to be ignored by unit attributes like ' Immune to Contact Effects’.
- The leadership benefit from the 'Encourage' attribute has been normalized to +4, regardless of whether it comes from a character or a unit (previously +3 for characters and +8 for units). This reinstates an earlier improvement from Warhammer 2's Twisted and Twilight DLC.
- The quest ability ‘Soulbinding’ is now correctly classified as a passive ability.
- The Doombringers (Warpfire Throwers) now correctly have the ‘Scurry Away!’ ability.
- Resolved an issue where manual fire orders for the Iron Daemon and Dreadquake Mortar were being ignored, even though the UI indicated the orders were active.
- Wulfhart's Witch Hunter, Dr. Hertwig van Hal, now benefits from the abilities ‘Tools of Judgement’ and ‘Grim Resolve.’
Animations[ | ]
- Adjusted the collision boxes of the Steam Tank and Land Ship to allow both units to be more reliably hit from the rear.
- Fixed an issue with the Khepra Guards Regiment of Renown unit, where the left sword floated during the knockdown animation.
- Fixed an animation issue for the Scions of Mathlann (High Elves) where their spears appeared to snap when transitioning from combat to idle.
- Resolved a visual issue where the Iridescent Horror's helmet disappeared during idle animations for both the Lore of Tzeentch and the Lore of Metal.
- The Golden Griffon RoR now plays an animation when casting the bound spell ‘Searing Doom.’
Environment[ | ]
- An asset outside the playable area of the Black Fortress siege map has been grounded to ensure full player immersion. This is a Greenskins map, not a Tzeentch map - know your place, asset.
- Fixed a bug involving several floating assets in the siege battle for The Crystal Spires.
- Adjusted rock and cliff assets across multiple Ogre Mountains maps.
- Camera collision has been implemented for the lava pools surrounding The Bleeding Spire battle map, limiting visibility beneath them.
- Cliff assets and terrain have been adjusted to eliminate unintended gaps across the Altar of Chaos battle map.
- A wall asset in the Black Fortress siege battle map has been readjusted to better align its textures with surrounding assets.
- A number of humanoid reference assets were unintentionally left in Throgg's Monster Hunt: The Salzenmund Soul-Eaters Quest Battle and have now been removed.
- A tower on the Hell Pit siege map has been marked as destructible to align with the intended design, ensuring the complete destruction of all towers on the east side of the wall.
- The deployment zone of the Fetid Catacombs map has been adjusted to avoid overspilling into the non-playable areas.
UI/UX[ | ]
- Players can now see the "Quenched!" contact effect from Soul Quench in the temporal effects UI when the ability is applied.
- Replaced the incorrect ‘Shielded’ tooltip with the correct ‘Armour Piercing’ tooltip for Dwarf Ancestor Ghost Hans Valhirsson.
- Fixed an issue where Blessed Field Trebuchets were missing their 'No Friendly Fire!' Tooltip.
- Adjusted the tooltips for Piercing Bolts of Burning and Searing Doom to reflect the actual duration of the bombardment.
Multiplayer[ | ]
- Addressed an issue on the Galbaraz Conquest map in multiplayer where water did not apply shallow water terrain effects.
- Resolved an issue on the Dok Karaz multiplayer map where water pools did not apply water terrain effects.
- Fixed a bug where disconnecting a player's ethernet cable during the multiplayer campaign countdown could create a dead lobby. One player would sometimes load into the game and get kicked out, while the remaining players were left in a lobby that became invisible to others.
- Fixed an issue where the Chaos Sorcerer Lord (Shadows) was missing the Tormentor Sword item in Skirmish vs AI.
Miscellaneous[ | ]
Game Settings[ | ]
- Improved the wording of an instructive tooltip in the game settings for better clarity.
Audio[ | ]
- Fixed a bug where setting up a Cult after attacking a settlement in the Changeling campaign did not trigger any VO lines.
Localisation[ | ]
- Resolved an issue where Thorek Ironbrow's name was not translated into French in the Great Book of Grudges.
- Fixed an issue where the effects of the skill 'Barak Varr Handshake' - increased range and anti-infantry units - are now correctly translated into Traditional Chinese.
- Fixed an issue with the Czech translation of the Dwarf blue line skill 'Mason,' ensuring it's now clear that the effect applies only to the main building chain of each settlement in the province, not all buildings.
- Fixed a bug where the Ancient Protector ability text was not translated, making it visible only in English.
Blood Pack[ | ]
- Fixed an issue where Oxyotl could be dismembered.
Multiplayer Battles[ | ]
We've made some small but impactful changes to MP this time around. Special thanks to our MP community who guides our hands as we try and make the game the best it can possibly be ❤️ ❤️ ❤️
Unit Caps
We've received reports from several community members about several cheesy single-entity focused army builds that have been circulating (we're looking at you Kislev single entity heal blob!).
To combat this, we've introduced a new unit cap called 'Single Entity Characters, Monsters & War Machines'.
We make this specific distinction because there are some units that have escaped this classification.
These units are:
- Corpse Carts
- Single Entity Artillery
- i.e. Casket of Souls, Queen Bess, Dreadquake Mortar
We hope that this new cap will promote more healthy army compositions to prevent some of the more problematic matchups from occurring.
Conquest Mode[ | ]
Since the introduction of Conquest mode, we've received plenty of feedback from the community with multiple ideas on where to evolve the mode further.
We're currently treading cautiously as we let the dust settle, so the following changes are quite conservative for the time being.
- The Default Ticket Limit in ranked battles has been increased to 650
- All of the maps that were setup for Conquest mode are now part of the ranked matchmaking pool; you can find a list of these in-game.
Domination Mode[ | ]
There’s not much to report from Domination this time, except that we’ve added the map 'Hidden Oasis' to the ranked matchmaking pool.
Races & Balance[ | ]
As ever, special thanks to our Exalted Creators, as well as CatholicAlcoholic and the team behind the 'Community-Sourced, Peer-Reviewed Balance Recommendations' thread on the forums.
This time around we're shifting the multiplayer meta slightly by introducing some small (and not so small) changes to just about every faction in the game. These tweaks aim to correct outlying units in various rosters and bring them back in-line with what both we and the community expect to see. Beyond this, our aim is to keep the experience feeling fresh by shifting the faction meta around slightly.
For anyone who missed our note at the start of todays Update Notes, due to a formatting issue with our website, we've needed to separate out some of the more nuanced detail for many of these changes to a separate post over on the Total War: WARHAMMER III forums. Be sure to check out the complete list of changes here.
Update 5.3 otherwise contains plenty of new changes, fixes, improvements, and an all-new unit variant so let's get into it!
Complex Stat Changes[ | ]
Encourage[ | ]
We made this change to the Encourage attribute in Warhammer 2's Twisted & Twilight DLC:
This change has now been made in Warhammer 3, so characters and units provide the same leadership bonus (+4) from the Encourage Attribute.
Chariot Mass[ | ]
- We reviewed the mass of chariot-type units across the game, placing each chariot into a specific weight bracket. We found that chariot mass was wildly inconsistent, so their collision interactions should now be a bit more uniform.
Since there are quite a lot of changes here, we've listed the brackets we used below.
- Small Chariots are now 1000 mass
- e.g. Goblin Wolf Chariot
- Medium Chariots are now 1500 mass
- e.g. Ithilmar Chariot
- Monstrous Chariots are now 2000 mass
- e.g. Gorebeast Chariot
- Monstrous Single Entity Chariots are now 3000 mass
- e.g. Chariot of the Gods
Flying Charge Speeds[ | ]
We addressed a bug where flying units could be observed to be slowing down when charging from a flying state to the ground.
To resolve this issue, we've increased the charge bonus of most flying units to exceed their flight speed.
As a result, flying units charging along the ground will now benefit from better impact due to their enhanced speed.
For the full breakdown of all the changes, head over to this post on the forums.
General[ | ]
- Gotrek
- Recruitment Cost (MP): 1200 -> 1150
Beastmen[ | ]
- The Bloodbrute Behemoth (Ghorgon)
- Armour: 50 -> 70
- Centigors of Tzeentch
- Recruitment Cost (MP): 1050 -> 1150
- Pestigors
- Recruitment Cost (MP): 650 -> 675
- Melee Attack: 28 -> 24
- Armour: 35 -> 25
- Razorgor Chariots
- Base Weapon Damage: 18 -> 26
- Armour Piercing Weapon Damage: 36 -> 44
- Bonus vs. Infantry: 24 -> 25
- Bestigor Herd
- Charge Bonus: 32 -> 36
- Run Speed: 36 -> 38
- Charge Speed: 44 -> 46
- Centigors
- Recruitment Cost (MP): 700 -> 750
- Centigors (Great Weapons)
- Recruitment Cost (MP): 900 -> 950
- Cygor
- Explosion Radius: 6 -> 7
- Khorrok's Manrippers (Bestigor Herd)
- Run Speed: 36 -> 38
- Charge Speed: 44 -> 46
- The Eye of Morrslieb (Cygor)
- Base Missile Damage: 84 -> 90
- Armour Piercing Missile Damage: 336 -> 360
- Base Explosion Damage: 55 -> 60
- Armour Piercing Explosion Damage: 85 -> 100
- Explosion Radius: 6 -> 7
Bretonnia[ | ]
- Grail Guardians
- Hit Points: 8448 -> 8064
- Questing Knights
- Base Weapon Damage: 12 -> 14
- Royal Hippogryph Knights
- Hit Points: 8592 -> 8112
- Peasant Mob
- Recruitment Cost (MP): 100 -> 125
- Grail Knights
- Hit Points: 7728 -> 7296
- The Companions of Quenelles (Questing Knights)
- Base Weapon Damage: 12 -> 14
Chaos Dwarfs[ | ]
- Hobgoblin Wolf Raiders (Bows)
- Effective Range: 130 -> 140
- Oglah Khan's Wolfboyz
- Recruitment Cost (MP): 950 -> 900
- Effective Range: 130 -> 140
- Daemonsmith Sorcerer
- Recruitment Cost (MP): 600 -> 550
- Daemonsmith Sorcerer [Mount: Lammasu]
- Hit Points: 5256 -> 6056
- Overseer [Mount: Lammasu]
- Hit Points: 5256 -> 6056
- Sorcerer-Prophet [Mount: Lammasu]
- Hit Points: 5256 -> 6056
- Zhatan the Black [Mount: Lammasu]
- Hit Points: 6034 -> 6856
- Hobgoblin Archers
- Effective Range: 130 -> 140
- Orc Labourers
- Recruitment Cost (MP): 300 -> 250
- Lammasu
- Hit Points: 5248 -> 6048
- Spell Resistance %: 0 → 25
- This change also applies to all Lammasu mounts
- K'daai Destroyer
- Added Collision Attacks
- Dreadquake Mortar
- Recruitment Cost (MP): 2000 -> 1800
- Iron Daemon – Dreadquake Mortar
- Recruitment Cost (MP): 3100 -> 2700
- The Daemon's Tongue – Dreadquake Mortar
- Recruitment Cost (MP): 3700 -> 3300
- Skullcracker – Dreadquake Mortar
- Recruitment Cost (MP): 3200 -> 2800
Daemons of Chaos[ | ]
The Daemon Princes from the Warriors of Chaos roster have arrived on the Daemons of Chaos roster now too. These lords are:
- Daemon Prince
- Daemon Prince of Khorne
- Daemon Prince of Nurgle
- Daemon Prince of Slaanesh
- Daemon Prince of Tzeentch
There has been some confusion on the roster as to why this very basic-looking unit exists on the Daemons of Chaos roster. The answer is that it represents the most basic form of the Daemon Prince and without it, players would not be able to load their custom Daniels in custom battle.
- Daemon Prince has now been moved to the extended roster
- Recruitment Cost (MP): 2000 -> 1800
- Arcalux, Prince of Fury
- Arcalux has now been moved to the extended roster
- Recruitment Cost (MP): 2000 -> 1800
- Caress, the Darkling Prince
- Recruitment Cost (MP): 2050 -> 1850
Dark Elves[ | ]
- Doomfire Warlocks
- Recruitment Cost (MP): 1200 -> 1100
- Recruitment Cost (SP): 1200 -> 1100
- Upkeep Cost: 300 -> 275
- Crone Hellebron
- Recruitment Cost (SP): 1250 -> 1050
- Upkeep Cost: 312 -> 263
- Crone Hellebron [Mount: Dark Steed]
- Recruitment Cost (SP): 1350 -> 1250
- Upkeep Cost: 337 -> 313
- Crone Hellebron [Mount: Cauldron of Blood]
- Recruitment Cost (MP): 1850 -> 1800
- Recruitment Cost (SP): 1950 -> 1800
- Upkeep Cost: 488 -> 450
- Crone Hellebron [Mount: Manticore]
- Recruitment Cost (MP): 1800 -> 1650
- Recruitment Cost (SP): 1900 -> 1650
- Upkeep Cost: 475 -> 413
- Bloodwrack Shrine
- Recruitment Cost (MP): 1800 -> 1600
- Recruitment Cost (SP): 1800 -> 1600
- Upkeep Cost: 450 -> 400
- Cold One Knights
- Additional Hit Points: 5952 -> 6480
- Melee Attack: 29 -> 28
- Melee Defence: 28 -> 30
- Khainite Assassin
- Recruitment Cost (MP): 700 -> 650
- Scourgerunner Chariot Mounts
- Scourgerunner Harpoon gunners now deal more damage to account for the fact that they are a single entity
Dwarfs[ | ]
- Daemon Slayer
- Melee Attack: 65 -> 60
- Melee Defence: 50 -> 45
- Dragon Slayer
- Melee Attack: 60 -> 55
- Melee Defence: 50 -> 45
- Thunderbarge
- Recruitment Cost (MP): 3000 -> 3200
- Recruitment Cost (SP): 3000 -> 3200
- Upkeep Cost: 750 -> 800
- The Spirit of Grungni
- Recruitment Cost (MP): 3400 -> 3600
- Recruitment Cost (SP): 3400 -> 3600
In order to account for the increased number of Bolt Throwers that we added to this unit previously, we have decreased the health of each individual Bolt Thrower as well as reducing the number of crew members manning the Bolt Throwers within the unit. The reload time of each bolt thrower has also been increased.
- Number of Crew Entities: 64 -> 56
- Hit Points: 8552 -> 6928
- Base Reload Time (Seconds): 13 -> 18
- The Skolder Guard (Irondrakes)
- Effective Range: 90 -> 100
- Rangers (Great Weapons)
- Recruitment Cost (MP): 650 -> 600
- Recruitment Cost (SP): 650 -> 600
- Upkeep Cost: 163 -> 150
- Flame Cannons
- Effective Range: 240 -> 280
- Flame Cannons (Grudge Settlers)
- Effective Range: 240 -> 280
- Thane
- Recruitment Cost (MP): 500 -> 550
- Quarrellers (Great Weapons)
- Recruitment Cost (MP): 600 -> 575
- Recruitment Cost (SP): 600 -> 575
- Upkeep Cost: 150 -> 144
- Gyrocopters
- Removed Attribute(s):
- Fire While Moving
- Ammo of Primary Missile Weapon: 30 -> 25
- Base Melee Weapon Damage: 50 -> 38
- Armour Piercing Melee Weapon Damage: 16 -> 12
- Base Explosion Damage: 4 -> 2
- Armour Piercing Explosion Damage: 6 -> 4
- Removed Attribute(s):
- Gyrocopters (Brimstone Guns)
- Ammo of Primary Missile Weapon: 42 -> 60
- Base Melee Weapon Damage: 50 -> 38
- Armour Piercing Melee Weapon Damage: 16 -> 12
- Gyrocopters (Trollhammers (Grudge Settlers))
- Ammo of Primary Missile Weapon: 20 -> 25
- Base Melee Weapon Damage: 50 -> 38
- Armour Piercing Melee Weapon Damage: 16 -> 12
- Gyrobombers
- Removed Attribute(s):
- Fire While Moving
- Removed Attribute(s):
- King Lunn Ironhammer
- Missile Block Chance %: 35 -> 55
- Halkenhaf Stonebeard
- Missile Block Chance %: 60 -> 55
- Ancestor Spirit
- Missile Block Chance %: 60 -> 55
The Empire[ | ]
- Demigryph Knights
- Hit Points: 6976 -> 7456
- Leadership: 75 -> 80
- Demigryph Knights (Halberds)
- Hit Points: 6976 -> 7456
- Leadership: 75 -> 80
- Melee Defence: 32 -> 36
- Armour Piercing Weapon Damage: 36 -> 38
- Recruitment Cost (MP): 1500 -> 1450
- Recruitment Cost (SP): 1500 -> 1450
- Upkeep Cost: 375 -> 363
- The Royal Altdorf Gryphites (Demigryph Knights)
- Additional Hit Points: 6976 -> 7456
- Leadership: 85 -> 90
- Melee Defence: 41 -> 45
- Armour Piercing Weapon Damage: 36 -> 38
- Charge Bonus: 48 -> 60
- Added Attribute(s):
- The Stubborn Bulls (Empire Knights - Greatswords)
- Base Weapon Damage: 12 -> 14
- Hertwig van Hal
- Armour: 40 -> 45
- Archers
- Effective Range: 120 -> 130
- Calibration Distance: 90 -> 95
- Deathjacks (Archers)
- Effective Range: 120 -> 130
- Calibration Distance: 90 -> 95
- Volkmar the Grim [Mount: War Altar of Sigmar]
- Base Weapon Damage: 165 -> 240
- Armour Piercing Weapon Damage: 80 -> 160
- The Tattersouls (Flagellants)
- Melee Attack: 40 -> 41
- Minor change here to correct a Regiment of Renown stat that was incorrect.
- Melee Attack: 40 -> 41
- Reiksguard
- Recruitment Cost (MP): 1150 -> 1100
- Recruitment Cost (SP): 1150 -> 1100
- Upkeep Cost: 288 -> 275
- Steam Tank
- The Steam Tank can no longer fire it's hull-mounted Cannon in melee
- The Steam Tank's collision has been altered so that it is now possible to hit it in the rear
- Land Ship
- The Landship can no longer fire it's hull-mounted Cannon in melee
- The Landship's collision has been altered so that it is now possible to hit it in the rear
Grand Cathay[ | ]
- Celestial General [Mount: Jade Longma]
- Added Attribute(s):
- Causes Fear
- Added Attribute(s):
- Astromancer [Mount: Great Moon Bird]
- Recruitment Cost (MP): 1900 -> 1800
- Recruitment Cost (SP): 1900 -> 1800
- Upkeep Cost: 475 -> 450
- Great Moon Bird
- Recruitment Cost (MP): 1700 -> 1600
- Recruitment Cost (SP): 1700 -> 1600
- Upkeep Cost: 425 -> 400
- Jade Lion
- Armour Piercing Weapon Damage: 240 -> 260
- Jet Lion
- Armour Piercing Weapon Damage: 240 -> 260
Greenskins[ | ]
- Grom the Paunch
- Grom's AP ratio has been flipped, meaning that his weapon now deals majority AP damage
- Base Weapon Damage: 290 -> 150
- Armour Piercing Weapon Damage: 140 -> 320
- Splash Attack Knockback Force Multiplier: 1 -> 1.5
- Rogue Idol
- Max Entities Hit by Splash Attack: 10 -> 8
- Da Big 'Un (Rogue Idol)
- Max Entities Hit by Splash Attack: 10 -> 8
- Enabled Magical Attacks
- Explosion Radius: 6 -> 7
- Feral Wyvern
- Recruitment Cost (MP): 1600 -> 1300
- Recruitment Cost (SP): 1500 -> 1300
- Upkeep Cost: 375 -> 325
- Da Eight Peak Loonies (Night Goblins – Fanatics)
- Recruitment Cost (MP): 735 -> 725
- Recruitment Cost (SP): 735 -> 725
- Upkeep Cost: 184 -> 181
- Azhag the Slaughterer [Mount: Skullmuncha]
- Recruitment Cost (MP): 1750 -> 1600
- Orc Warboss [Mount: Wyvern]
- Recruitment Cost (MP): 1650 -> 1500
- Orc Boyz
- Recruitment Cost (MP): 430 -> 425
- Recruitment Cost (SP): 430 -> 425
- Upkeep Cost: 107 -> 106
High Elves[ | ]
- Phoenix Guard
- Added Attribute(s):
- Immune to Psychology
- Added Attribute(s):
- Keepers of the Flame (Phoenix Guard)
- Added Attribute(s):
- Immune to Psychology
- Immune to Contact Effects
- Eltharion the Grim [Mount: Stormwing]
- Recruitment Cost (MP): 2050 -> 2000
- Recruitment Cost (SP): 2050 -> 2000
- Upkeep Cost: 513 -> 500
- Teclis [Mount: Arcane Phoenix]
- Armour Piercing Weapon Damage: 300 -> 320
- Rangers
- Base Weapon Damage: 21 -> 23
- Armour Piercing Weapon Damage: 7 -> 8
- Arcane Phoenix
- Armour Piercing Weapon Damage: 300 -> 320
- Omen of Asuryan (Arcane Phoenix)
- Armour Piercing Weapon Damage: 300 -> 320
- War Lions of Chrace
- Bonus vs. Infantry: 10 -> 12
- Rahagra's Pride (War Lions of Chrace)
- Bonus vs. Infantry: 10 -> 12
- Lion Chariots of Chrace
- Base Weapon Damage: 18 -> 26
- Armour Piercing Weapon Damage: 38 -> 44
- Tiranoc Chariots
- Base Missile Damage: 16 -> 18
- Armour Piercing Missile Damage: 10 -> 11
- Flamespyre Phoenix
- Base Weapon Damage: 100 -> 120
- Armour Piercing Weapon Damage: 230 -> 260
- Frostheart Phoenix
- Armour Piercing Weapon Damage: 280 -> 30
Khorne[ | ]
- Exalted Hero of Khorne
- Melee Attack: 65 -> 60
- Exalted Hero of Khorne [Mount: Chaos Steed]
- Melee Attack: 65 -> 60
- Exalted Hero of Khorne [Mount: Juggernaut]
- Melee Attack: 68 -> 63
- Herald of Khorne [Mount: Blood Throne]
- Base Weapon Damage: 80 -> 120
- Armour Piercing Weapon Damage: 180 -> 265
- Bonus vs. Infantry: 28 -> 25
- Max Entities Hit by Splash Attack: 8 -> 4
- Bloodreaper [Mount: Blood Throne]
- Base Weapon Damage: 70 -> 110
- Armour Piercing Weapon Damage: 160 -> 245
- Bonus vs. Infantry: 26 -> 25
- Max Entities Hit by Splash Attack: 8 -> 4
- Re-worked attack zone data to make the unit more reliable in melee
- Blood Shrine of Khorne
- Base Weapon Damage: 60 -> 100
- Armour Piercing Weapon Damage: 140 -> 225
- Bonus vs. Infantry: 24 -> 25
- Max Entities Hit by Splash Attack: 8 -> 4
- Re-worked attack zone data to make the unit more reliable in melee
- Skullcannon
- Base Weapon Damage: 75 -> 100
- Armour Piercing Weapon Damage: 125 -> 225
- Bonus vs. Infantry: 24 -> 25
- Max Entities Hit by Splash Attack: 8 -> 4
- Re-worked attack zone data to make the unit more reliable in melee
- Reduced Projectile Penetration
- The Skullcannon projectile now spawns a small static vortex upon impact
- The Bloodbrute Behemoth (Ghorgon)
- Armour: 50 -> 70
- Gorebeast Chariots of Khorne
- Base Weapon Damage: 18 -> 26
- Armour Piercing Weapon Damage: 36 -> 44
- Forsaken of Khorne
- Hit Points: 7360 -> 8000
- Bloodthirster
- Armour Piercing Weapon Damage: 360 -> 380
- Bonus vs. Large: 30 -> 35
- Minotaurs of Khorne
- Recruitment Cost (MP): 1300 -> 1350
- Recruitment Cost (SP): 1550 -> 1350
- Upkeep Cost: 388 -> 338
- Khorne’s Bloody Fist (Bloodthirster)
- Armour Piercing Weapon Damage: 360 -> 380
- Bonus vs. Large: 30 -> 35
Kislev[ | ]
- Tzarina Katarin [Mount: Ice Court Sled]
- Run Speed: 9.5 -> 8.4
- Charge Speed: 12 -> 11
- Kislevite Warriors
- Recruitment Cost (MP): 500 -> 525
- Boydinov's Brawlers (Streltsi)
- Corrected splash attack behaviour so that this unit will no longer hit multiple targets with a single melee attack.
- Frost Wyrm
- Recruitment Cost (MP): 1450 -> 1500
- Added Collision Attacks
- The Things in the Woods
- Recruitment Cost (MP): 800 -> 875
- The Mordheim Balewolves (The Things in the Woods)
- Recruitment Cost (MP): 1050 -> 1125
- Horse Archers
- Recruitment Cost (MP): 550 -> 600
- Kossovite Dervishes
- Recruitment Cost (MP): 475 -> 525
- Heavy War Sleds
- Recruitment Cost (MP): 1350 -> 1450
- This unit is now considered "Large" instead of "Very Large", which should bring it's knockback performance in line with chariots of a similar tier
- Light War Sleds
- Recruitment Cost (MP): 1100 -> 1150
- This unit is now considered "Large" instead of "Very Large", which should bring it's knockback performance in line with chariots of a similar tier
- Elemental Bear
- Max Entities Hit by Splash Attack: 12 -> 10
- Added Collision Attacks
- Oath-Brothers of Tor (War Bear Riders)
- Recruitment Cost (MP): 1800 -> 1850
- The Frozen Heart of Winter (Elemental Bear)
- Max Entities Hit by Splash Attack: 12 -> 10
- Added Collision Attacks
Lizardmen[ | ]
All Carnosaur and Ripperdactyl units and mounts now benefit from the "Primal Instincts" ability
- Red Crested Skinks
- Recruitment Cost (MP): 575 -> 525
- Recruitment Cost (SP): 575 -> 525
- Upkeep Cost: 144 -> 131
- Melee Defence: 19 -> 20
- Charge Bonus: 21 -> 25
- Base Weapon Damage: 5 -> 6
- Armour Piercing Weapon Damage: 19 -> 21
- Cohort of Sotek (Red Crested Skinks)
- Recruitment Cost (MP): 825 -> 775
- Recruitment Cost (SP): 825 -> 775
- Upkeep Cost: 206 -> 193
- Melee Attack: 33 -> 34
- Melee Defence: 25 -> 27
- Charge Bonus: 21 -> 25
- Base Weapon Damage: 5 -> 6
- Armour Piercing Weapon Damage: 19 -> 21
- Lord Kroak
- Recruitment Cost (MP): 1450 -> 1400
- Gor-Rok
- Recruitment Cost (MP): 1100 -> 900
- Nakai the Wanderer
- Nakai now grants all units in his army the Woodsman Attribute in campaign
- Nakai's Sacred Wanderer Skill now grants all units in his army the Vanguard Deployment Attribute in campaign
- Added Attributes:
- Vanguard Deployment
- Woodsman
- Causes Terror
- Missile Damage Resistance %: 15 -> 25
- The Shredder of Lustria (Dread Saurian)
- Recruitment Cost (MP): 3600 -> 3700
- Recruitment Cost (SP): 3600 -> 3700
- Skink Oracle
- Recruitment Cost (MP): 1900 -> 1800
- Coatl
- Max Entities Hit by Splash Attack: 6 -> 4
- Added Collision Attacks
- Spirit of Tepok (Coatl)
- Max Entities Hit by Splash Attack: 6 -> 4
- Added Collision Attacks
- Feral Troglodon
- Recruitment Cost (MP): 1600 -> 1550
- The Pale Death (Feral Troglodon)
- Recruitment Cost (MP): 1900 -> 1850
- Kroq-Gar
- Recruitment Cost (MP): 1100 -> 900
- Kroq-Gar [Mount: Grymloq]
- Recruitment Cost (MP): 2050 -> 1850
- Kroq-Gar [Mount: Cold One]
- Recruitment Cost (MP): 1400 -> 1200
- Kroq-Gar [Mount: Horned One]
- Recruitment Cost (MP): 1500 -> 1300
- Saurus Old-Blood
- Recruitment Cost (MP): 1000 -> 800
- Saurus Oldblood [Mount: Cold One]
- Recruitment Cost (MP): 1300 -> 1100
- Saurus Oldblood [Mount: Carnosaur]
- Recruitment Cost (MP): 1950 -> 1800
- Saurus Scar-Veteran [Mount: Carnosaur]
- Recruitment Cost (MP): 1800 -> 1750
- Feral Carnosaur
- Recruitment Cost (MP): 1550 -> 1500
- Geltblöm's Terror (Feral Carnosaur)
- Recruitment Cost (MP): 1950 -> 1800
- Blessed Carnosaur
- Recruitment Cost (MP): 1650 -> 1600
Norsca[ | ]
- Wulfrik the Wanderer [Mount: War Mammoth]
- Recruitment Cost (MP): 2300 -> 2200
- Recruitment Cost (SP): 2300 -> 2200
- Upkeep Cost: 575 -> 550
- Charge Speed: 80 -> 84
- Marauder Berserkers
- Charge Bonus: 33 -> 35
- Walk Speed: 14 -> 15
- Chaos Frost Dragon
- Recruitment Cost (MP): 1600 -> 1500
- Recruitment Cost (SP): 1700 -> 1500
- Upkeep Cost: 425 -> 375
- The Cold-Voider (Chaos Frost Dragon)
- Recruitment Cost (MP): 1700 -> 1800
- Recruitment Cost (SP): 1700 -> 1800
- Upkeep Cost: 425 -> 450
- Added Attribute(s):
- Ignore Contact Effects
- Added Ability
- Feral Mammoth
- Recruitment Cost (MP): 1500 -> 1450
- Recruitment Cost (SP): 1500 -> 1450
- Upkeep Cost: 375 -> 362
- War Mammoth
- Recruitment Cost (MP): 2000 -> 1900
- Recruitment Cost (SP): 2000 -> 1900
- Upkeep Cost: 500 -> 475
- Charge Speed: 80 -> 84
- War Mammoth (Warshrine)
- Recruitment Cost (MP): 2000 -> 1900
- Recruitment Cost (SP): 2000 -> 1900
- Upkeep Cost: 500 -> 475
- Charge Speed: 80 -> 84
- The Great Mawherd of Bloodfjord (Feral Mammoths)
- Charge Speed: 8 -> 8.4
- Marauder Ice Wolves Chariots
- Base Missile Damage: 12 -> 24
- Armour Piercing Missile Damage: 40 -> 80
- Marauder Chieftain [Mount: War Mammoth]
- Charge Speed: 80 -> 84
- Marauders (Great Weapons)
- Recruitment Cost (MP): 500 -> 475
- Recruitment Cost (SP): 500 -> 475
- Upkeep Cost: 125 -> 119
- Brutes of the Hound (Marauder Berserkers)
- Recruitment Cost (MP): 1050 -> 1000
- Recruitment Cost (SP): 1050 -> 1000
- Upkeep Cost: 263 -> 250
- Charge Bonus: 33 -> 35
- Armour: 15 -> 35
- Soulcrusher (War Mammoth)
- Recruitment Cost (MP): 2400 -> 2300
- Recruitment Cost (SP): 2400 -> 2300
- Upkeep Cost: 600 -> 575
- Charge Speed: 80 -> 84
- Burplesmirk Spewpit
- Additional Hit Points: 12612 -> 13612
- Max Entities Hit by Splash Attack: 10 -> 5
- Killgore Slaymaim
- Melee Attack: 60 -> 65
- Melee Defence: 35 -> 45
- Charge Bonus: 65 -> 70
- Azrik the Maze Keeper
- Physical Damage Resistance %: 0 -> 20
- Missile Damage Resistance %: 60 -> 40
- Base Weapon Damage: 125 -> 145
- Armour Piercing Weapon Damage: 295 -> 325
Nurgle[ | ]
- Chaos Lord of Nurgle [Mount: Rot Beast]
- Entity Mass: 1200 -> 1800
- Chaos Sorcerer Lord of Nurgle [Mount: Rot Beast]
- Entity Mass: 1200 -> 1800
- Chaos Sorcerer of Nurgle [Mount: Rot Beast]
- Entity Mass: 1200 -> 1800
- Exalted Hero of Nurgle
- Melee Attack: 60 -> 50
- Exalted Hero of Nurgle [Mount: Chaos Steed]
- Melee Attack: 60 -> 50
- Exalted Hero of Nurgle [Mount: Rot Beast]
- Melee Attack: 63 -> 53
- Entity Mass: 1200 -> 1800
- Marauders of Nurgle (Great Weapons)
- Recruitment Cost (MP): 525 -> 500
- Recruitment Cost (SP): 525 -> 500
- Upkeep Cost: 131 -> 125
- Chaos Warriors of Nurgle (Great Weapons)
- Recruitment Cost (MP): 900 -> 875
- Recruitment Cost (SP): 900 -> 875
- Upkeep Cost: 225 -> 218
- The Angels of Decay (Plague Drones - Death's Heads)
- Charge Bonus: 16 -> 32
- Rot Knights
- Leadership: 70 -> 75
- Armour: 80 -> 100
- Entity Mass: 1200 -> 1500
- The Rotting Riders (Rot Knights)
- Recruitment Cost (MP): 2400 -> 2200
- Recruitment Cost (SP): 2400 -> 2200
- Upkeep Cost: 600 -> 550
- Leadership: 80 -> 85
- Armour: 80 -> 100
- Entity Mass: 1200 -> 1500
- Khargan the Crazed
- Aligned stats to match and surpass that a of a standard Exalted Hero
- Kayzk the Befouled
- Entity Mass: 1200 -> 1800
- Tamurkhan the Maggot Lord [Mount: Bubebolos]
- Enabled Collision Attacks
- Recruitment Cost (MP): 2600 -> 2300
- Recruitment Cost (SP): 2400 -> 2300
- Upkeep Cost: 600 -> 575
- Max Entities Hit by Splash Attack: 12 -> 8
- Turn Speed: 60 -> 90
- Toad Dragon
- Enabled Collision Attacks
- Max Entities Hit by Splash Attack: 12 -> 8
- Pestigors
- Recruitment Cost (MP): 650 -> 675
- Recruitment Cost (SP): 650 -> 675
- Upkeep Cost: 175 -> 168
- Melee Attack: 28 -> 24
- Armour: 35 -> 25
- Rot Flies
- Charge Bonus: 16 -> 32
- Plague Drones of Nurgle
- Charge Bonus: 16 -> 32
- Plague Drones of Nurgle (Death's Heads)
- Charge Bonus: 16 -> 32
- Exalted Great Unclean One
- Hit Points: 12620 -> 13620
- Max Entities Hit by Splash Attack: 10 -> 5
- Forsaken of Nurgle
- Hit Points: 8000 -> 8720
- Great Unclean One
- Hit Points: 11360 -> 12360
- Max Entities Hit by Splash Attack: 12 -> 5
- Uncle Furuncle (Great Unclean One)
- Hit Points: 11360 -> 12360
- Max Entities Hit by Splash Attack: 12 -> 5
Ogre Kingdoms[ | ]
- Greasus Goldtooth
- Recruitment Cost (MP): 1500 -> 1400
- Recruitment Cost (SP): 1500 -> 1400
- Upkeep Cost: 375 -> 350
Skaven[ | ]
- Ikit Claw [Mount: Doom Flayer]
- Base Weapon Damage: 94 -> 95
- Armour Piercing Weapon Damage: 176 -> 175
- Bonus vs. Infantry: 26 -> 35
- Entity Mass: 800 -> 1500
- Ikit Claw [Mount: Doomwheel]
- Recruitment Cost (MP): 1550 -> 1750
- Base Weapon Damage: 112 -> 160
- Armour Piercing Weapon Damage: 211 -> 265
- Entity Mass: 1900 -> 2000
- Warlock Master [Mount: Doom Flayer]
- Base Weapon Damage: 94 -> 95
- Armour Piercing Weapon Damage: 176 -> 175
- Bonus vs. Infantry: 26 -> 35
- Entity Mass: 800 -> 1500
- Warlock Master [Mount: Doomwheel]
- Base Weapon Damage: 102 -> 150
- Armour Piercing Weapon Damage: 195 -> 250
- Entity Mass: 1900 -> 2000
- Blightscab's Plaguepack (Plague Monk Censer Bearers)
- Melee Attack: 39 -> 43
- Melee Defence: 34 -> 38
- Doom-Flayers
- Melee Attack: 30 -> 25
- Base Weapon Damage: 20 -> 15
- Armour Piercing Weapon Damage: 55 -> 45
- Bonus vs. Infantry: 26 -> 35
- Entity Mass: 800 -> 1500
- Dwarf-Thing Menace (Doom-Flayers)
- Melee Attack: 38 -> 32
- Base Weapon Damage: 20 -> 15
- Armour Piercing Weapon Damage: 55 -> 45
- Bonus vs. Infantry: 26 -> 35
- Entity Mass: 800 -> 1500
- Blackhole Flayers (Doom-Flayers)
- Melee Attack: 38 -> 32
- Base Weapon Damage: 20 -> 15
- Armour Piercing Weapon Damage: 55 -> 45
- Bonus vs. Infantry: 26 -> 35
- Entity Mass: 800 -> 1500
- Wheelz of Dooom (Doomwheel)
- Base Weapon Damage: 102 -> 150
- Armour Piercing Weapon Damage: 195 -> 250
- Entity Mass: 1900 -> 2000
- Warpfire's Wheel (Doomwheel)
- Base Weapon Damage: 102 -> 150
- Armour Piercing Weapon Damage: 195 -> 250
- Entity Mass: 1900 -> 2000
- Throt the Unclean
- Recruitment Cost (MP): 1000 -> 800
- Recruitment Cost (SP): 1000 -> 800
- Upkeep Cost: 250 -> 200
- Throt the Unclean [Mount: Brood Horror]
- Recruitment Cost (MP): 1700 -> 1300
- Recruitment Cost (SP): 1700 -> 1300
- Upkeep Cost: 425 -> 325
- Mutant Rat Ogre
- Max Entities Hit by Splash Attack: 8 -> 4
- Morskittar's Hellion (Mutant Rat Ogre)
- Max Entities Hit by Splash Attack: 8 -> 4
- Plague Monk Censer Bearers
- Melee Attack: 31 -> 34
- Melee Defence: 27 -> 30
- Doomwheel
- Base Weapon Damage: 102 -> 150
- Armour Piercing Weapon Damage: 195 -> 250
- Entity Mass: 1900 -> 2000
Slaanesh[ | ]
- Heartseekers of Slaanesh
- Charge Bonus: 46 -> 50
- Base Weapon Damage: 12 -> 14
- Armour Piercing Weapon Damage: 34 -> 38
- Hellstriders of Slaanesh
- Recruitment Cost (MP): 700 -> 675
- Recruitment Cost (SP): 700 -> 675
- Upkeep Cost: 175 -> 168
- Alluress [Mount: Seeker Chariot]
- Base Weapon Damage: 40 -> 95
- Armour Piercing Weapon Damage: 120 -> 280
- Bonus vs. Infantry: 22 -> 25
- Alluress [Mount: Exalted Seeker Chariot]
- Base Weapon Damage: 90 -> 150
- Armour Piercing Weapon Damage: 230 -> 325
- Max Entities Hit by Splash Attack: 8 -> 5
- Exalted Keeper of Secrets
- Charge Bonus: 40 -> 70
- Base Weapon Damage: 115 -> 135
- Armour Piercing Weapon Damage: 355 -> 395
- Max Entities Hit by Splash Attack: 8 -> 5
- Herald of Slaanesh [Mount: Seeker Chariot]
- Base Weapon Damage: 50 -> 100
- Armour Piercing Weapon Damage: 140 -> 300
- Bonus vs. Infantry: 22 -> 25
- Herald of Slaanesh [Mount: Exalted Seeker Chariot]
- Base Weapon Damage: 90 -> 150
- Armour Piercing Weapon Damage: 250 -> 350
- Max Entities Hit by Splash Attack: 8 -> 5
- N'Kari
- harge Bonus: 40 -> 75
- Base Weapon Damage: 130 -> 140
- Armour Piercing Weapon Damage: 390 -> 420
- Max Entities Hit by Splash Attack: 8 -> 5
- Forsaken of Slaanesh
- Hit Points: 7360 -> 8000
- Fiends of Slaanesh
- Hit Points: 8928 -> 8128
- Keeper of Secrets
- Charge Bonus: 35 -> 60
- Base Weapon Damage: 115 -> 125
- Armour Piercing Weapon Damage: 355 -> 375
- Max Entities Hit by Splash Attack: 8 -> 5
- Exalted Seeker Chariot
- Base Weapon Damage: 90 -> 150
- Armour Piercing Weapon Damage: 200 -> 300
- Max Entities Hit by Splash Attack: 8 -> 5
- Hellflayers
- Charge Bonus: 60 -> 70
- Base Weapon Damage: 18 -> 20
- Armour Piercing Weapon Damage: 40 -> 45
- Bonus vs. Infantry: 28 -> 30
- Max Entities Hit by Splash Attack: 6 -> 2
- Seeker Chariots
- Charge Bonus: 50 -> 60
- Eternal Entourage (Heartseekers of Slaanesh)
- Charge Bonus: 46 -> 50
- Base Weapon Damage: 12 -> 14
- Armour Piercing Weapon Damage: 34 -> 38
- The Marquis of Masochism (Keeper of Secrets)
- Charge Bonus: 35 -> 60
- Base Weapon Damage: 115 -> 125
- Armour Piercing Weapon Damage: 355 -> 375
- Max Entities Hit by Splash Attack: 8 -> 5
Tomb Kings[ | ]
- Settra the Imperishable [Mount: Chariot of the Gods]
- Added Attribute(s):
- Causes Terror
- Base Weapon Damage: 140 -> 150
- Armour Piercing Weapon Damage: 330 -> 350
- Bonus vs. Infantry: 25 -> 30
- Added Attribute(s):
- Crypt Ghouls (Arkhan the Black's variant)
- Recruitment Cost (MP): 525 -> 600
- Hit Points: 7560 -> 8280
- Armour: 10 -> 30
- Carrion
- Recruitment Cost (MP): 380 -> 350
- Eyes of the Desert (Sepulchral Stalkers)
- Recruitment Cost (MP): 1350 -> 1400
- Chosen of the Gods (Ushabti - Great Bows)
- Recruitment Cost (MP): 1300 -> 1350
- Skeleton Archer Chariots
- Base Missile Damage: 23 -> 25
- Armour Piercing Missile Damage: 13 -> 15
- Hexwraiths (Arkhan the Black's variant)
- Leadership: 40 -> 50
- Melee Defence: 25 -> 32
Tzeentch[ | ]
- Exalted Lord of Change
- Recruitment Cost (MP): 2000 -> 1700
- Max Entities Hit by Splash Attack: 6 -> 4
- Centigors of Tzeentch
- Recruitment Cost (MP): 1050 -> 1150
- Recruitment Cost (SP): 1050 -> 1150
- Upkeep Cost: 262 -> 287
- Forsaken of Tzeentch
- Hit Points: 7360 -> 8000
- Herald of Tzeentch [Mount: Burning Chariot]
- Recruitment Cost (MP): 1500 -> 1400
- Base Weapon Damage: 115 -> 125
- Armour Piercing Weapon Damage: 265 -> 275
- Max Entities Hit by Splash Attack: 8 -> 4
- Entity Mass: 1800 -> 2000
- Iridescent Horror [Mount: Burning Chariot]
- Recruitment Cost (MP): 1250 -> 1150
- Melee Attack: 30 -> 35
- Melee Defence: 23 -> 28
- Base Weapon Damage: 115 -> 125
- Armour Piercing Weapon Damage: 265 -> 275
- Max Entities Hit by Splash Attack: 8 -> 4
- Entity Mass: 1800 -> 2000
- Burning Chariot of Tzeentch
- Recruitment Cost (MP): 1700 -> 1600
- Recruitment Cost (SP): 1700 -> 1600
- Upkeep Cost: 425 -> 400
- Melee Attack: 34 -> 35
- Melee Defence: 23 -> 28
- Charge Bonus: 30 -> 35
- Base Weapon Damage: 115 -> 125
- Armour Piercing Weapon Damage: 265 -> 275
- Max Entities Hit by Splash Attack: 8 -> 4
- Entity Mass: 1800 -> 2000
Vampire Coast[ | ]
- Carronades
- Leadership: 30 -> 40
- Mortars
- Leadership: 30 -> 40
- Queen Bess
- Crew Hit Points Per Entity: 145 -> 100
- Queen Bess Entity Hit Points: 1700 -> 2500
- Leadership: 30 -> 40
- Armour: 15 -> 30
- Aranessa Saltspite
- Base Weapon Damage: 120 -> 130
- Armour Piercing Weapon Damage: 280 -> 300
- Aranessa Saltspite [Mount: Rotting Promethean]
- Base Weapon Damage: 120 -> 130
- Armour Piercing Weapon Damage: 280 -> 300
- Syreens
- Leadership: 45 -> 50
- The Tide of Skjold (Zombie Pirate Deckhands Mob)
- Recruitment Cost (MP): 475 -> 425
- Recruitment Cost (SP): 475 -> 425
- Upkeep Cost: 119 -> 106
- Fell Bats
- Recruitment Cost (MP): 400 -> 375
Vampire Counts[ | ]
- Blood Dragon Vampire Lord [Mount: Zombie Dragon]
- Hit Points: 7444 -> 7744
- Lahmian Vampire Lord [Mount: Zombie Dragon]
- Additional Hit Points: 7444 -> 7744
- Necrarch Vampire Lord [Mount: Zombie Dragon]
- Additional Hit Points: 7444 -> 7744
- Von Carstein Vampire Lord [Mount: Zombie Dragon]
- Additional Hit Points: 7444 -> 7744
- The Chillgheists (Hexwraiths)
- Leadership: 50 -> 60
- Verek's Reavers (Black Knights - Lances & Barding)
- Charge Bonus: 67 -> 75
- Helman Ghorst [Mount: The Brothers Ghorst Corpse Cart]
- Recruitment Cost (MP): 1350 -> 1150
- The Claw of Nagash (Mortis Engine)
- Entity Mass: 1100 -> 1500
- Mortis Engine
- Entity Mass: 1100 -> 1500
- Hexwraiths
- Leadership: 40 -> 50
- Banshee
- Leadership: 45 -> 55
- Cairn Wraiths
- Leadership: 45 -> 50
- Crypt Ghouls
- Recruitment Cost (MP): 550 -> 600
- Recruitment Cost (SP): 500 -> 600
- Upkeep Cost: 125 -> 150
- Hit Points: 7560 -> 8280
- Armour: 10 -> 30
- Skeleton Spearmen
- Recruitment Cost (MP): 350 -> 325
- Recruitment Cost (SP): 350 -> 325
- Upkeep Cost: 88 -> 81
- Fell Bats
- Recruitment Cost (MP): 400 -> 375
- Black Coach
- Leadership: 40 -> 50
- Added Attribute(s):
- Strider
- Base Weapon Damage: 50 -> 80
- Armour Piercing Weapon Damage: 170 -> 200
- Enabled Flaming Attacks
- Max Entities Hit by Splash Attack: 2 -> 4
- The abilities Black Scythes, Unholy Vigour and Black Nimbus now scale their effects depending on the number of enemy entities that have been killed within a radius of The Black Coach
Warriors of Chaos[ | ]
- Sarthorael the Everwatcher
- Recruitment Cost (MP): 1700 -> 1800
- Additional Hit Points: 7020 -> 8040
- Leadership: 75 -> 85
- Melee Attack: 45 -> 56
- Melee Defence: 45 -> 56
- Charge Bonus: 35 -> 40
- Armour: 30 -> 40
- Base Weapon Damage: 125 -> 145
- Armour Piercing Weapon Damage: 295 -> 325
- Max Entities Hit by Splash Attack: 6 -> 4
- Added MP Item(s)
- Kholek Suneater
- Enabled Magical Attacks
- Bilious Thunderguff (Chaos Giant)
- Recruitment Cost (MP): 1900 -> 1800
- Recruitment Cost (SP): 1900 -> 1800
- Upkeep Cost: 475 -> 450
- Gorebeast Chariots
- Base Weapon Damage: 18 -> 26
- Armour Piercing Weapon Damage: 36 -> 44
- Marauders (Great Weapons)
- Recruitment Cost (MP): 475 -> 450
- Recruitment Cost (SP): 475 -> 450
- Upkeep Cost: 119 -> 112
- Chaos Warriors (Great Weapons)
- Recruitment Cost (MP): 850 -> 825
- Recruitment Cost (SP): 850 -> 825
- Upkeep Cost: 213 -> 206
- Exalted Hero
- Melee Attack: 65 -> 60
- Exalted Hero [Mount: Chaos Steed]
- Melee Attack: 65 -> 60
- Forsaken
- Hit Points: 7360 -> 8000
- The Daemonspew (Forsaken)
- Hit Points: 8000 -> 8720
Wood Elves[ | ]
- Ariel
- Ariel now leaves butterflies and flowers wherever she goes
- Now plays animations when using Dart of Doom
- Coeddil
- Hit Points: 9828 -> 10828
- Base Weapon Damage: 130 -> 160
- Armour Piercing Weapon Damage: 360 -> 400
- Ancient Treeman
- Melee Attack: 37 -> 40
- Base Weapon Damage: 120 -> 150
- Armour Piercing Weapon Damage: 280 -> 320
- Malevolent Ancient Treeman
- Melee Attack: 39 -> 42
- Base Weapon Damage: 120 -> 150
- Armour Piercing Weapon Damage: 280 -> 320
- Cave Bats
- Recruitment Cost (MP): 400 -> 375
- Treeman
- Melee Attack: 45 -> 50
- Base Weapon Damage: 110 -> 140
- Armour Piercing Weapon Damage: 340 -> 380
- Malevolent Treeman
- Melee Attack: 47 -> 52
- Base Weapon Damage: 110 -> 140
- Armour Piercing Weapon Damage: 340 -> 380
- Durthu
- Recruitment Cost (MP): 1800 -> 1900
- Recruitment Cost (SP): 1800 -> 1900
- Upkeep Cost: 450 -> 475
- Additional Hit Points: 9828 -> 10828
- Melee Defence: 48 -> 56
- Base Weapon Damage: 130 -> 160
- Armour Piercing Weapon Damage: 360 -> 400
- Deepwood Scouts (Swiftshiver Shards)
- Recruitment Cost (MP): 850 -> 875
- Recruitment Cost (SP): 850 -> 875
- Upkeep Cost: 213 -> 218
- Wildwood Rangers
- Melee Attack: 48 -> 40
- Base Weapon Damage: 9 -> 10
- Armour Piercing Weapon Damage: 27 -> 26
- Added Attribute(s):
- Vanguard Deployment
- Stalk
- Bonus vs. Infantry: 0 -> 14
- Reworked Ability: Guardians of the Wildwood
- This ability has been completely reworked to more closely match its effects on the tabletop.
- Previously, it granted an Anti-Large bonus if the unit was in a forest, but now it provides more general melee stats when a Terror-causing unit is nearby.
- Wardens of Cythral (Wildwood Rangers)
- Melee Attack: 59 -> 42
- Melee Defence: 45 -> 55
- Bonus vs. Large: 15 -> 20
- Reworked Ability: Guardians of the Wildwood (see below under Abilities)
- Wild Hunters of Kurnous (Wild Riders - Shields)
- Recruitment Cost (MP): 1500 -> 1550
- Recruitment Cost (SP): 1500 -> 1550
- Upkeep Cost: 375 -> 387
Abilities[ | ]
Spells[ | ]
- Usirian's Incantation of Vengeance
- Winds of Magic Cost: 9 -> 10
- Kraken's Pull
- Winds of Magic Cost: 18 -> 15
- Kraken's Pull Upgraded
- Winds of Magic Cost: 23 -> 22
- The Dreaded Thirteenth Spell
- Cast Range: 150 -> 100
- Flensing Ruin
- Winds of Magic Cost: 14 -> 15
- Flensing Ruin Upgraded
- Winds of Magic Cost: 20 -> 22
- Black Whirlwind
- Winds of Magic Cost: 15 -> 13
- Black Whirlwind Upgraded
- Winds of Magic Cost: 20 -> 19
- Mantle of Ghorok Upgraded
- Winds of Magic Cost: 18 -> 16
- Arcane Unforging
- Winds of Magic Cost: 16 -> 14
- Arcane Unforging Upgraded
- Winds of Magic Cost: 20 -> 18
Winds of Magic Cost: 15 -> 13
- Fiery Convocation Upgraded
- Winds of Magic Cost: 22 -> 20
- Tempest Upgraded
- Winds of Magic Cost: 17 -> 16
- Curse of Hashut
- Winds of Magic Cost: 11 -> 10
- Curse of Hashut Upgraded
- Winds of Magic Cost: 16 -> 15
- Hell Hammer
- Winds of Magic Cost: 16 -> 15
- Hell Hammer Upgraded
- Winds of Magic Cost: 22 -> 20
- The Maw
- Winds of Magic Cost: 20 -> 18
- The Maw Upgraded
- Winds of Magic Cost: 26 -> 24
- Toothcracker
- Winds of Magic Cost: 7 -> 6
- Toothcracker Upgraded
- Winds of Magic Cost: 12 -> 11
- Curse of the Leper
- Winds of Magic Cost: 8 -> 7
- Curse of the Leper Upgraded
- Winds of Magic Cost: 11 -> 10
- Fleshy Abundance Upgraded
- Number of Effected Friendly Units: -1 -> 4
- Hysterical Frenzy
- Active Time (Seconds): 22 -> 28
- Base Weapon Damage %: 0 → 25
- Hysterical Frenzy Upgraded
- Active Time (Seconds): 44 -> 56
- Base Weapon Damage %: 0 → 25
- Pavane of Slaanesh
- Winds of Magic Cost: 12 -> 14
- Pavane of Slaanesh Upgraded
- Winds of Magic Cost: 22 -> 23
- Glean Magic
- Winds of Magic Cost: 8 -> 9
- Self
- Spell Mastery %: 0 → 15
- Enemies
- Applies Attribute(s):
- Silenced
- Applies Attribute(s):
- Glean Magic Upgraded
- Winds of Magic Cost: 12 -> 13
- Might of Heaven & Earth
- Winds of Magic Cost: 11 -> 10
- Might of Heaven & Earth Upgraded
- Winds of Magic Cost: 20 -> 18
- Talons of Night
- Winds of Magic Cost: 18 -> 17
- Talons of Night Upgraded
- Winds of Magic Cost: 25 -> 24
- Transformation of Kadon
- Winds of Magic Cost: 20 -> 18
- Savage Dominion
- Winds of Magic Cost: 18 -> 15
- Viletide
- Winds of Magic Cost: 9 -> 7
- Viletide Upgraded
- Winds of Magic Cost: 13 -> 10
- Gaze of Nagash
- Winds of Magic Cost: 7 -> 8
- Regrowth
- Vigour per Second %: -5 -> -1
- Regrowth Upgraded
- Vigour per Second %: -5 -> -1
- Soulblight
- Winds of Magic Cost: 8 -> 7
- Soulblight Upgraded
- Winds of Magic Cost: 14 -> 13
- Piercing Bolts of Burning
- Winds of Magic Cost: 11 -> 10
- Piercing Bolts of Burning Upgraded
- Winds of Magic Cost: 17 -> 16
- Wind Blast
- Base Vortex Damage: 16 -> 20
- Wind Blast Upgraded
- Base Vortex Damage: 16 -> 20
- Armour Piercing Vortex Damage: 8 -> 10
- Banishment
- Winds of Magic Cost: 17 -> 15
- Banishment Upgraded
- Winds of Magic Cost: 24 -> 21
- Night Shroud
- Winds of Magic Cost: 8 -> 6
- Night Shroud Upgraded
- Winds of Magic Cost: 14 -> 10
- Gehenna's Golden Hounds
- Can now change direction in 360 degrees, meaning that it roughly moves around the same area instead of in a line.
- Gehenna's Golden Hounds Upgraded
- Can now change direction in 360 degrees, meaning that it roughly moves around the same area instead of in a line.
- Glittering Robe
- Winds of Magic Cost: 6 -> 5
- Glittering Robe Upgraded
- Winds of Magic Cost: 12 -> 10
- Curse of Years
- Enemies
- Applies Attribute(s):
- Silenced
- Applies Attribute(s):
- Enemies
- Gaze of Nagash
- Winds of Magic Cost: 7 -> 8
- Gaze of Nagash Upgraded
- Winds of Magic Cost: 14 -> 15
- The Enfeebling Foe (Bound) - (Dragon-blooded Shugengan campaign upgrade)
- Number of Uses: 1 -> 4
Unit Abilities[ | ]
- Blazing Body
- Now requires less time spent in Melee to charge up (240 seconds)
- Shield of Chaqua
- Effect Range: 35 -> 55
- Omen of Hope
- Vigour per Second %: 0 -> -1
- Wake of Fire
- Base Explosion Damage: 88 -> 60
- Armour Piercing Explosion Damage: 0 -> 30
- Giver of Furious Glory
- Damage Resistance vs All %: 0 → 15
- Giver of Glory
- Vigour per Second %: 0 -> -1
- Dark Renown
- Effect Range: 35 -> 55
- Dark Renown now also targets Drazhoath himself
- Killing Fire
- Direct Damage Amount: 3 -> 6
- Aura of Agony
- Is now always activated, rather than only being activated in melee
- Aura of Ardour
- Is now always activated, rather than only being activated in melee
- Sour Discharge
- Base Vortex Damage: 0 -> 34
- Armour Piercing Vortex Damage: 72 -> 11
- Dwarf Rum
- Melee Attack: -10 -> -5
- Flame Incarnate
- Number of Uses: 2 -> Infinite
- Locus of Abjuration
- Effect Range: 35 -> 55
- Spell resistance %: 66 -> 65
- Locus of Beguilement
- Effect Range: 35 -> 55
- Locus of Change
- Effect Range: 35 -> 55
- Locus of Conjuration
- Effect Range: 35 -> 55
- Locus of Contagion
- Effect Range: 35 -> 55
- Locus of Fecundity
- Effect Range: 35 -> 55
- Locus of Fury
- Effect Range: 35 -> 55
- Locus of Grace
- Effect Range: 35 -> 55
- Locus of Swiftness
- Effect Range: 35 -> 55
- Locus of Virulence
- Effect Range: 35 -> 55
- Locus of Wrath
- Effect Range: 35 -> 55
- Arrow of Kurnous
- Reduced Penetration on Projectiles
- Hounds of Orion
- Can now change direction in 360 degrees, meaning that it roughly moves around the same area instead of in a line
- Guardians of the Wildwood
- This ability has been completely reworked to more closely match its effects on the tabletop.
- Previously, it granted an Anti-Large bonus if the unit was in a forest, but now it provides more general melee stats when a Terror-causing unit is nearby.
- Rune of Hearth & Home
- Vigour per Second %: -3 -> -1
- Black Nimbus
- Effect now intensify within a 35m radius when nearby enemies are killed
- Black Scythes
- Effect now intensify within a 35m radius when nearby enemies are killed
- Base Weapon Damage %: 0 → 50
- Unholy Vigour
- Effect now intensify within a 35m radius when nearby enemies are killed
- Ark of Sotek, Jungle Swarm & Sotek's Sanctum
- These three abilities now deal their damage via a stationary Vortex, rather than through a contact effect that damages over time.
- The contact effect "Sotek's Poison" effectively replicates the effects of poison, but since it is being applied separately, it means that it can stack with regular poison.
Item Abilities[ | ]
- Blade of the Serpent's Tongue
- Effect Range: 35 -> 55
- Charge Bonus %: 10 -> 20
- Shield of Aeons
- Effect Range: 35 -> 55
- Added Attribute(s)
- Charge Reflect
- Mace of Ulumak
- Added Contact Effect
- Dazed
- Added Contact Effect
- Acorns of the Oak of Ages
- Armour Piercing Vortex Damage: 10 -> 20
- Dart of Doom
- Wind Up Time: 0 -> 1
- Base Missile Damage: 450 -> 0
- Armour Piercing Missile Damage: 150 -> 500
- Base Explosion Damage: 90 -> 0
- Armour Piercing Explosion Damage: 30 -> 100
- This projectile can now penetrates through multiple small entities
- The Wintertooth Crown
- Effect Range: 35 -> 55
- Melee Defence: 0 → 24
- Flaming Axe of Cormac
- Armour Piercing Weapon Damage %: 0 → 35
Known Issues[ | ]
Here's a small list of known issues that we are aware of and will be addressing in future updates.
- All units that use the collision type "capsule" have a problem where missiles can pass through the top 5-10% of their collision box and deal no damage.
- Articulated vehicles, such as chariots, can be hit multiple times by projectiles, resulting in double or even triple damage being dealt to them.
- A unit docked onto a wall that is also partially docked onto a gatehouse may have its line of sight blocked and could be unable to shoot.
Additional notes[ | ]
As always, thank you all for your ongoing suggestions, feedback and bug reports! If you run into any issues after updating to 5.3.0 tomorrow, be sure to report them over in our dedicated bug reporting area, where our hard-working QA teams can continue to investigate and feed them through.
We'll be back soon with our next dev chat video, so until then, we'll see you on the battlefield!
—The Total War Team
⚠ IMPORTANT[ | ]
If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance.
🧱 MOD WARNING[ | ]
Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.