Update 2.2.0 is an update for Total War: Warhammer III, which released on 19 October 2022. The previous update was Update 2.1.0 which had several hotfixes.
Arriving alongside this update is the Regiments of Renown pack 3, adding new RoR to the base game races and Ogre Kingdoms.
Changes not in the patch notes[ | ]
Gameplay[ | ]
- Due to several legendary lords switching starting positions, the Fortress of Dawn minor High Elves faction has been removed from Immortal Empires. The minor Tzeentch faction Sarthorael's Watchers was added with the unique lord Sarthorael the Everwatcher leading the faction.
Bug Fixes[ | ]
- After being confederated by another Skaven faction, Throt the Unclean previously gained a loyalty meter and could defect. He now has no loyalty meter like all other legendary lords.
- The Maneaters (Ogre Pistols) were available for the Pirates of Sartosa through the Smugglers' Jetty, but weren't mentioned in the building browser. The building browser now correctly mentions the Maneaters (Ogre Pistols) as recruitable.
Patch notes[ | ]
Regiments of Renown III[ | ]
- The Green Guardian (Terracotta Sentinel) - Grand Cathay
- Khorne’s Bloody Fist (Bloodthirster) - Khorne
- The Frozen Heart of Winter (Elemental Bear) - Kislev
- Uncle Furuncle (Great Unclean One) - Nurgle
- The Snowhorn of Mourn (Stonehorn) - Ogre Kingdoms
- The Marquis of Masochism (Keeper of Secrets) - Slaanesh
- The Golden Griffin of Theurgy (Lord of Change) - Tzeentch
Skaven Endgame Crisis: Vermintide[ | ]
The Skaven undercities are erupting! Burrowed deep beneath the surface, the Skaven are expanding their underground empire to the farthest corners of the old world. With Warpbombs ready to turn your settlements to ash plus hordes of vermin spewing out from the dirt in the name of the Under-Father, willing factions must race to wipe the major Skaven factions off the map and put a stop to the Vermintide. But tread carefully, for every Skaven clan that's yet to be slain makes the erupting undercities even deadlier. Yes-yes...
Gameplay[ | ]
Rules, Systems & General Updates[ | ]
- How They Play events on campaign starts have been rewritten to cover core gameplay elements for every faction.
- Removed a number of starting wars between factions who were not their intended starting opponents. (This is unlikely to affect player experience directly, but will improve the performance of AI factions such as the Daemon Prince.)
- Updated reinforcement locations within various faction settlements to prevent unintended enemy behaviour.
- Effects that increased healing caps are no longer 100x stronger than intended.
- Settlement and deployed towers have had their damage reduced to be consistent with WARHAMMER I and WARHAMMER II towers.
- When colonising ruins, you now take a temporary vigour penalty instead of a massive manpower loss.
- Fixed some quest items that provided magical attacks despite the Legendary Lord having magical attacks by default.
- Fixed an issue where Sword of Khaine didn't correctly transfer post battle if its owner died, resulting it equipping to another Lord/Hero.
- Fixed an issue where vassalized factions would lose objective completion upon re-loading a save file.
- Fixed an issue where auto-resolve battle results would change after loading a quick save. Removed the cap for income provided by tribute from vassals.
- Endgame ultimate victory objectives now support vassalizing factions as an alternate option to confederating or destroying them.
- Endgame scenarios now trigger the research of all technologies for the respective factions automatically.
- The free upkeep effect on endgame scenario armies is now visible to the player.
- Mounted Marauder variants will no longer fire autonomously in melee, though it is still possible to manually order the unit to fire (we are investigating other cases of units that gain large amounts of performance from similar behaviours).
- Allied recruitment will now provide access to all units offered by the requisite DLC (if owned). As before, there is a subset of units available to non-DLC owners.
- Added and increased trade-focused benefits to the ports of Marienburg, Lothern, Erengrad and Bordeleaux.
- Campaign reductions to the Winds of Magic cost should now properly affect overcast spells.
- Dragon Fang Mounts are now properly available to the intended WARHAMMER III factions.
We've implemented additional fixes for instances of flying units being able to capture points, this time affecting:
- Mage (Fire) – Dragon Mounted (High Elves)
- Phoenix Mounted (Teclis)
- Glade Captain – Eagle Mounted (Wood Elves)
- Adjusted the timing of Blood Pack Incidents so that they're more regularly spaced out.
- Reduced the duration of Blood Pack Incidents to five turns.
Exploit Fixes[ | ]
- Fixed an exploit where certain Legendary Lords from WARHAMMER II could be duplicated in a single campaign.
Races & Balance[ | ]
General[ | ]
- Each Allied Outpost in Tomb King or Beastmen settlements will now grant +1 Unit Capacity for all of that faction's units.
- Added missing UI tooltips to Giant Spiders, Feral Bears and Feral Ice Bears units.
Abilities[ | ]
CRUMBLING (Tomb Kings, Vampire Coast, Vampire Counts)
- Damage: 10-21 → 14-28
Channelling & Winds of Magic Replenishment[ | ]
Several races lacking the Channelling stance now have their own unique method for replenishing Winds of Magic.
BEASTMEN
It gets spicy after hours! This faction now benefits from greatly increased Winds of Magic replenishment during Full Moon events:
- +50% during Full Moon
- +100% during Lunar Eclipse
- +150% during Solar Eclipse
In addition, Beastmen now gain +10 Winds of Magic per turn when in a Raiding stance.
GREENSKINS
- Based on their faction-wide WAAAGH! level, gain –3/3/6/9 Winds of Magic per turn for all forces.
LIZARDMEN
- Like the rest of the Lizardmen race, Nakai now has access to the Channelling stance.
NORSCA
- Gain +10 Winds of Magic per turn when in a Raiding stance.
- Devotion to the Eagle now grants Winds of Magic power capacity.
VAMPIRE COAST
The Flagship Expansion stance (only available at sea) now offers the following Winds of Magic options:
- +20 Winds of Magic per turn (own army)
- +10 Winds of Magic per turn (forces within sphere of influence)
WOOD ELVES
- Wood Elf Major Settlement buildings now grant 3/6/9/12/15 Winds of Magic Reserve per turn to local armies (they are magical forests, after all).
- Abduct Captives Post-Battle options now offers +5 Winds of Magic Reserve.
Beastmen[ | ]
General Updates[ | ]
- Beastmen no longer unlock Dark Elf ports when erecting a Herdstone.
- They also no longer use their Basic Port in Special Port Locations.
Taurox the Brass Bull[ | ]
- Taurox now gains +1 Momentum from the first battle he fights each turn.
- Momentum will no longer decay after concluding a Rampage; only when Taurox fights another battle.
- Momentum granted at the start of a new Rampage: 1 → 3
Campaign[ | ]
- The Eye of the Gods (event): No longer targets an army that does not belong to the player's faction.
- Oak of Ages settlements will now correctly provide a unique Herdstone building chain when occupied.
Battles[ | ]
- Fall of Man (quest battle): Karl Franz will now spawn during the battle, as intended.
- Fall of Man (quest battle): Updated the intro camera height.
Units[ | ]
CHAOS SPAWN (BEASTMEN)
- Base Weapon Damage: 90 → 100
- Multiplayer Cost: 900 → 1,000 gold
GIANT (BEASTMEN)
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- AP Weapon Damage: 450 → 500
- Multiplayer Cost: 1,500 → 1,400 gold
MINOTAURS (SHIELDS)
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,250 → 1,200 gold
MINOTAURS
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,250 → 1,200 gold
MINOTAURS (GREAT WEAPONS)
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,350 → 1,200 gold
BUTCHERS OF KALKENGARD (MINOTAURS – SHIELDS)
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,700 → 1,500 gold
Skills[ | ]
CROWFATHER (Malagor)
- Now offers missile resistance instead of missile damage to his army, as per his WARHAMMER II effect.
Technology[ | ]
BEASTMEN
- Technologies are now correctly labelled as ‘Challenges' in the search field.
Bretonnia[ | ]
Campaign[ | ]
- Fixed Battle Pilgrim unit cards not showing on buildings for Bretonnia.
- A rare softlock that could occur during AI Bretonnia faction turns has been fixed.
- Fixed the unavailability of the Bretonnia Brothel building.
- The Fay Enchantress's quest for Morgianna's Mirror will no longer auto-complete when constructing any building rather than the specified Tower of the Enchantress.
- Fixed Repanse's starting mission for Pierre d'Arden's banner not completing.
Battles[ | ]
- Updated character abilities in the Chalice of Potions, Guardian of Lyonesse and Sword of Lyonesse quest battles.
- Enabled the missing army in Repanse's Sword of Lyonesse quest battle, meaning players can now complete it.
Units[ | ]
Chop chop! Update 2.2 delivers the following speed buffs: BRETONNIANS
- Run Speed (on Barded Warhorse mount): 75 → 78
REPANCE DE LYONESSE
- Run Speed (on Suleman mount): 70 → 75
KNIGHTS ERRANT
- Run Speed: 75 → 78
KNIGHTS OF THE REALM
- Run Speed: 75 → 78
QUESTING KNIGHTS
- Run Speed: 75 → 78
GRAIL KNIGHTS
- Run Speed: 75 → 78
GRAIL GUARDIANS
- Run Speed: 70 → 75
Abilities[ | ]
DOLOROUS BLADE (Green Knight)
- Removed the buff to
Melee Base Damage(as the Green Knight does not benefit from it). - Duration: 27 → 33 seconds
Daemons of Chaos[ | ]
General Updates[ | ]
- The Daemon Prince can now use their basic port in special port locations.
Campaign[ | ]
The Daemon Prince's deity-specific, post-battle captive options now offer an additional effect in addition to Glory gain:
- Khorne: Unit Experience
- Nurgle: Replenishment
- Slaanesh: Favour
- Tzeentch: Winds of Magic
Units[ | ]
CHAOS FURIES
- Multiplayer Cost: 600 → 550 gold
Skills[ | ]
FREAKISH MUTATIONS
- Now properly applies its effects to the Chaos Warshrine unit.
Dark Elves[ | ]
General Updates[ | ]
- Cleaned up redundant Help Page information regarding Dark Elf slave mechanics.
SLAVES (Dark Elf Racial Mechanic)
- Starting number of Slaves reduced: 200 → 100
- Slave Rite cost: 400 → 800 gold
- Diktat cost: 400 → 600 (Open Market), 200 → 400 (elsewhere)
- Diktat cooldown (Open Market): 5 → 0 turns
Several adjustments have been made to the slave drain in relation to public order:
- If Public Order is Insecure, Wavering or Weak, the slave drain rate from buildings now increments to 10%/25%/100% accordingly.
The slave capacity brackets have also been adjusted as follows:
- Tier 1: 0-500 → 0-800
- Tier 2: 501-5,000 → 801-2,000
- Tier 3: 5,001-10,000 → 2,001-5,000
- Tier 4: 10,001-20,000 → 5,001-10,000
- Tier 5: 20,001-50,000 → 10,001-100,000
CONSTRUCTION COSTS
- Construction costs changed 0/-2/-5/-7/-10 → -2/-5/-10/-15/-25
- Construction time reduction per turn (instead of %) → 0/-1/-2/-3/-4
- Public Order increased 0/-1/-2/-3/-4 → -1/-2/-3/-4/-6
- Added income % from all buildings → 1/2/5/10/20
COMMANDMENTS The Increase Production Commandment now has the following effects:
- Growth: +25 → +50
- Slave Income: +10% → +20%
Sacrifices for Khaine's Slave effects have changed:
- Slave Decline: -30 → -50
ROADS
- Now additionally reduce the Slave cost of Diktats by 10%.
Buildings[ | ]
INDUSTRY (CHAIN)
- Slave drain is now only active when above 100 total slaves.
- Slave Drain Rate: -10/-20/-40 → -20/-40/-80
BLACK ARKS SLAVE BUILDING
- Added Slaves per turn → 10/20/40
FARM
- Provide half their growth based on Slave availability.
- Added small slave capacity increase → 20/40/80
- Added 5%/10%/20% Slave Income increase in region.
MINOR SETTLEMENT
- Removed the Slave Capacity
PORTS
- Slave drain is now only active when above 100 total slaves.
- Slave Drain Rate: -8/-20/-50 → -10/-40/-100
PUBLIC ORDER
- Provide half their public order based on Slave availability.
SLAVE BUILDING
- Added public order penalty → -2/-4
- Slave capacity decreased 500-1,000 → 300-600
Campaign[ | ]
- Rakarth's Whip of Agony quest battle now correctly offers a recruitable Black Ark as a reward.
- Malus's rite Gift to the Witch King now gives experience to the spawned Hero. The number of settlements in Malekith's faction is now displayed when performing the rite.
- The Dark Elf long victory reward now grants +15% income from slaves.
- Fixed Lokhir being wrongly affected by loyalty.
Battles[ | ]
- Updated character abilities in the Warpsword of Khaine quest battle.
Abilities[ | ]
- Fixed an issue where Murderous Prowess wouldn't always display in battle.
Skills[ | ]
- Fixed Rakarth's Carrion Crows skill not disabling upkeep for Harpies.
Traits[ | ]
- Morathi will no longer gain the Corrupted by Slaanesh character trait.
Technology[ | ]
- Fixed Morathi's technologies Festivals of Ruin and Endless Debauchery spreading Chaos Undivided corruption instead of Slaanesh corruption.
Items[ | ]
- Fixed Morathi's quest item Heartrender and the Darksword spreading Chaos Undivided corruption instead of Slaanesh corruption.
Dwarfs[ | ]
General Updates[ | ]
- Rebalanced the starting severity of some starting Grudges for the Dwarf Legendary Lords.
- Fixed issue where the Grudge severity was increasing far more quickly than intended.
- Moved Belegar's Vanguard deployment benefit from his Lord effects to his Faction effects.
- Dwarfs no longer retain their mohawks after losing their heads (which, let's be honest, was quite the skill…)!
Campaign[ | ]
- Dwarfs no longer declare war on other AI dwarfs during the Grudge Too Far endgame scenario.
- Fixed an issue where Gotrek could not equip Dwarf runes.
- Thorgrim Grudgebearer's starting engineer now has his unique starting trait, as does Kazador.
Abilities[ | ]
- Added an army-wide +20% missile block chance to Belegar's Lord trait.
Items[ | ]
- Fixed the icon incorrectly claiming that unique items in The Forge could be crafted multiple times.
Grand Cathay[ | ]
General Updates[ | ]
- Fixed unintended cases where Cathayan Yin and Yang buildings could be converted into each other.
Both Miao Yin and Zhao Ming no longer have access to active spells or abilities when in their dragon transformation, with the exception of the following:
- Dragon's Breath
- Talons of the Night
- Eye of the Storm
Campaign[ | ]
- The Caravan Encounter, A Gift from Ind, will now only offer units that will fit within the 20 unit cap of the caravan army (e.g. if the army has 20 units already, no units will be offered).
Abilities[ | ]
Fixed the Dragon Emperor's Wrath of Cathay compass ability not causing enemy armies to take attrition in Immortal Empires.
Greenskins[ | ]
General Updates[ | ]
- When an AI Greenskin faction's WAAAGH! completes, the event message will now display the faction in question, and will only display if the player has met the faction through diplomacy.
Campaign[ | ]
- The Pigbarter settlement chain is now appropriately that of a major settlement.
GRIMGOR IRONHIDE
- Grimgor Ironhide's quest item Blood-Forged Armour will now correctly be awarded to the AI.
Grimgor's short victory underwent some tweaks to bring it inline with other short victories:
- Grimgor's short victory description is now more accurate.
- Added The Tower of Torment and The Challenge Stone regions to Grimgor's short victory region objectives.
- Reduced Grimgor's short victory requirements 6 → 5.
GROM THE PAUNCH
- Fixed Grom's cooking ingredients not unlocking when completing his quest battle, or when getting certain character types to Rank 15.
- Fixed Grom the Paunch's Lord defeat trait not applying the Causes Terror attribute.
SKARSNIK
- Fixed Skarsnik's faction effect not applying +100% experience for heroes.
- Skarsnik's Greenskin Recruitment building chain now starts at Level 2.
WURRZAG
- Fixed Wurrzag being able to recruit the Idol of Gork Regiment of Renown at Rank 2 rather than Rank 30.
Units[ | ]
GIANT
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- Armour-Piercing Weapon Damage: 450 → 500
- Multiplayer Cost: 1,500 → 1,400 gold
GOBLIN WOLF CHARIOTS
- Projectiles: 2 → 1
- The Teef Robberz (RoR – Wolf Chariot) unit now correctly has Strider, as opposed to a deprecated and non-functional attribute.
High Elves[ | ]
General Updates[ | ]
- Fixed some text in the Athel Tamarha panel where the phrase 'Upgrades Available' was cut-off with ellipses for several languages.
Campaign[ | ]
- Legendary Lord quests granting unique items will now grant the ancillary if the mission is cancelled.
- The High Elf Noble's Gain Influence agent action now grants influence over time, as in WARHAMMER II.
- Fixed an issue where the Cult of Pleasure was not getting the correct Elven Building, removing garrisons.
ALITH ANAR
- Alith Anar will now receive a Shadow Mage at the start of a campaign.
- Plus, his starting position has been changed—starting in Karond Kar made it harder to convincingly brood, so they are now encamped in The Monoliths.
ELTHARION THE GRIM
- Eltharion's long term goals no longer mimic other High Elf goals. Instead, he will need to deal with his rival, Grom the Paunch, ensure Tor Yvresse is in safe hands, and deal with other nearby Greenskin and key Skaven threats.
- Increased the strength of Eltharion's second starting army and changed its Lord to an Archmage with a custom trait.
- Added unit capacity for Mistwalker units to the Tor Yvresse main settlement building, and removed the ability to build the Mistwalker building in this settlement.
- Eltharion's Mistwalker dilemma will no longer trigger for Legendary Lords who have been confederated.
IMRIK
- Imrik's victory objectives have seen minor tweaks to better suit his starting position. Rather than, migrating back to Ulthuan, he now needs to encounter all the dragons, as well as destroy nearby major Skaven, Chaos, and Greenskin factions.
- Fixed an issue where Imrik's dragon encounter markers wouldn't produce a generic dragon army to fight against.
- Clicking Imrik's dragon encounter button will no longer move the camera to the bottom left of the map.
TECLIS
- Teclis' starting position has been changed, having emerged from the jungles and reclaimed the Fortress of Dawn for the High Elves.
- His victory objectives have seen minor tweaks to better suit his new starting position—he now needs to gain control of the majority of the Elven colonies, rather than taking full control of Ulthuan.
Battles[ | ]
- Updated the character model in the Talisman of Hoeth quest battle.
- Assigned the correct deployment positions for the Lamoureux quest battle.
- Rotated reinforcement armies to closer match their entry locations from WARHAMMER II in the Shackolot Dragon battle.
- Updated the map for the Armour of Caledor quest battle to fix the intro camera.
Units[ | ]
ARCHERS
- Multiplayer Cost: 475 → 450 gold
ARCHERS (LIGHT ARMOUR)
- Multiplayer Cost: 525 → 475 gold
ELLYRIAN REAVERS
- Multiplayer Cost: 700 → 600 gold
EVERQUEEN'S COURT GUARD (SISTERS OF AVELORN)
- Multiplayer Cost: 1,400 → 1,300 gold
HERALDS OF THE WIND (ELLYRIAN REAVERS)
- Multiplayer Cost: 900 → 800 gold
KEEPERS OF THE FLAME (PHOENIX GUARD)
- Multiplayer Cost: 1,650 → 1,500 gold
LOREMASTER OF HOETH
- Passive Ability:
Martial Prowess→ Martial Mastery
LOTHERN SEA GUARD
- Multiplayer Cost: 650 → 600 gold
LOTHERN SEA GUARD (SHIELDS)
- Multiplayer Cost: 750 → 700 gold
PHOENIX GUARD
- Multiplayer Cost: 1,400 → 1,300 gold
SHADOW WALKERS
- Multiplayer Cost: 1,100 → 1,000 gold
SWORDMASTERS OF HOETH
- Passive Ability:
Martial Prowess→ Martial Mastery - Multiplayer Cost: 1,250 → 1,300 gold
TALONS OF TOR CALEDA (ARCHERS – LIGHT ARMOUR)
- Multiplayer Cost: 800 → 675 gold
THE FIREBORN (DRAGON PRINCE)
- Multiplayer Cost: 1,850 → 1,800 gold
THE GREY (SHADOW WARRIORS)
- Multiplayer Cost: 1,150 → 1,050 gold
THE PUREMANE COMPANY (WHITE LIONS OF CHRACE)
- Multiplayer Cost: 1,100 → 1,000 gold
THE SCIONS OF MATHLANN (SPEARMEN)
- Multiplayer Cost: 850 → 800 gold
THE STORM RIDERS (LOTHERN SEA GUARD)
- Multiplayer Cost: 850->800 gold
Traits[ | ]
- High Elf Influence traits have been rebalanced, bringing the weaker ones up to par and reducing a few outliers, while some have had their effects adjusted to make use of new possibilities introduced in WARHAMMER III.
- Fixed Alith Anar's Lord trait not reducing the upkeep for Shadow Warriors.
Technology[ | ]
- Restored the missing units from the High Elf technology tree from the Warden & the Paunch DLC.
Items[ | ]
- Changed the mission requirements of Teclis' Scroll of Hoeth quest item to defeat Tzeentch armies instead of Dark Elf armies.
Khorne[ | ]
General Updates[ | ]
- The Gorebeast Chariot of Khorne now uses the correct icon in the Daemonic Glory panel.
- Fixed Khorne Blood Hosts counting towards Supply Lines calculations.
- Fixed the Skullcrusher Leader Boon of Chaos only applying to the character instead of all Skullcrushers in the army.
Campaign[ | ]
- Skarbrand's short victory reward in Immortal Empires (Winds of Magic) has been replaced with a chainsword.
Units[ | ]
BLOODTHIRSTER
- Multiplayer Cost: 2,200 → 2,000 gold
CHAOS KNIGHTS OF KHORNE
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS KNIGHTS OF KHORNE (LANCES)
- Multiplayer Cost: 1,600 → 1,500 gold
CHAOS SHRINE OF KHORNE
- Multiplayer Cap: 2 → 1
CHOSEN OF KHORNE (DUAL WEAPONS)
- Multiplayer Cost: 1,650 → 1,500 gold
DAEMON PRINCE (KHORNE)
- Multiplayer Cost: 2,550 → 2,100 gold
KNIGHTS OF THE BRAZEN THRONE (SKULLCRUSHERS OF KHORNE)
- Multiplayer Cost: 2,200 → 1,900 gold
MINOTAURS OF KHORNE
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,450 → 1,300 gold
MINOTAURS OF KHORNE (GREAT WEAPONS)
- Hit Points: 8,224 → 8,704
- Multiplayer Cost: 1,550 → 1,300 gold
SKULLCRUSHERS OF KHORNE
- Multiplayer Cost: 1,800 → 1,700 gold
SOUL GRINDER (KHORNE)
- Multiplayer Cost: 1,900 → 1,750 gold
SPAWN OF KHORN
- Armour: 20 → 30
- Multiplayer Cost: 1,000 → 1,100 gold
Abilities[ | ]
GIVER OF FURIOUS GLORY (CHAOS SHRINE OF KHORNE)
- Maximum Base Weapon Damage Effect: +5% → +15%
- Maximum AP Weapon Damage Effect: +5% → +15%
HORN OF KHORNE
- Now plays the correct audio.
MANTLE OF IMMOLATION (BLOODCRUCHERS OF KHORNE)
- Now provides weakness against fire instead of reducing fire resistance.
Items[ | ]
Khorne factions can no longer earn the Chromic Tome Ancillary.
Kislev[ | ]
General Updates[ | ]
- Replaced Mammoths with Marauder Hunters in both of Katarin's starting enemy armies.
- Added Sleds and Little Grom to Erengrad Frosthome special building.
- Reduced Port cost of Erengrad from 2,000/4,000/6,000/8,000/10,000 → 500/1,000/2,000/4,000/6,000 gold.
- Fixed campaign settlement visuals for the Southern Oblast region to properly display as Kislev.
Technology[ | ]
- Katarin now starts with the Ice Sculpting technology already unlocked, granting faster access to the Ice Court training mechanic.
- Changed Kislev Technologies that require ownership of settlements to also allow for allies/vassals ownership of the settlements.
Items[ | ]
- The tooltip to acquire Katarin's unique weapon, Frost Fang, has been updated to better reflect how to obtain it.
Lizardmen[ | ]
General Updates[ | ]
- Fixed a bug where the Alignment of Monuments commandment was providing global construction time reduction instead of provincial.
- Nakai is no longer too zoomed in on the character details panel.
- A broken visual link in Nakai's technology tree has been fixed.
- Fixed an issue where Coatl units would not be recruitable if you owned the Silence & the Fury DLC but not the Prophet & the Warlock DLC.
Campaign[ | ]
TIQ'TAQ'TO
- Tiq'taq'to will now receive a Skink Chief with a unique trait at the start of a campaign.
KROQ-GAR
- Kroq-Gar's long victory objectives no longer target Lustria and instead focus on eliminating the forces of destruction and chaos nearby, as well as ensuring nearby jungles are in safe hands.
- His short victory objectives have been slightly tweaked to better suit his starting position.
- Fixed an issue where razing or sacking a Skaven settlement would not count towards Gor-rok's Mace of Ulumak quest.
NAKAI
- Nakai's long victory objectives now mainly focus on dealing with the servants of darkness in the east, with the exception being Clan Pestilens in Lustria.
- If Clan Pestilens is still alive once Nakai reaches his short victory, he'll receive a dilemma allowing him to spawn a wandering army to aid the lizards in Lustria.
- Added the total Old One's Favour value to Nakai's Temples of the Old Ones panel.
- Removed the duplicated experience effect on Nakai's Sentinel Hall building.
OXYOTL
- Fixed Oxyotl's Visions of the Old Ones spawning extremely strong enemy armies in the early game.
- Fixed Oxyotl's teleportation cooldown; he is now limited to teleporting once per turn.
- Oxyotl's long victory no longer targets Lustria. Instead, it requires the completion of 25 medium/hard Visions of the Old Ones missions (previously Oxyotl's pre-2.2 short victory condition).
- Oxyotl's short victory objective, the completion of medium/hard Visions of the Old Ones missions, has been reduced 25 → 6.
Spells[ | ]
DELIVERANCE OF ITZA (Lord Kroak)
These spells now have cooldowns of:
- Level 1: 0 → 15 seconds
- Level 2: 0 → 20 seconds
- Level 3: 0 → 25 seconds
Norsca[ | ]
General Updates[ | ]
- Removed secondary building requirements for all units.
- Moved unlocks for Chariot units to the Smith chain.
SMITH CHAIN EFFECTS
- Recruitment cost reduction: 5%/10%/15%
- Local recruitment capacity: 1/2/2
- Global recruitment capacity: 0/0/1
OFFERINGS CHAIN EFFECTS
- Recruit rank: 1/2
- Unit XP gain: 50/100
- Casualty replenishment: 5%/10%
NORSCAN INCOME CHANGE
- From Infrastructure: 100/200/300 → 50/100/150 gold
- From Settlement buildings: 40/80/120/160/200 → 20/40/60/80/100 gold
- Ports are unchanged.
Campaign[ | ]
- Fixed the map position of the Norsca Monster Hunt quest battles.
- Skeggi's settlements in Southern Naggarond have been removed and returned to the neighbouring Dark Elf factions.
Units[ | ]
BEASTS OF TASHNAR (NORSCAN WARHOUNDS)
- Multiplayer Cost: 700 → 600
NORSCAN GIANT
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- AP Weapon Damage: 450 → 500
- Multiplayer Cost: 1,500 → 1,400 gold
NORSCAN ICE WOLVES
- Melee Attack: 26 → 30
- Base Weapon Damage: 29 → 32
- Armour-Piercing Weapon Damage: 13 → 16
- Multiplayer Cost: 650 → 600 gold
NORSCAN ICE TROLLS
- Leadership: 40 → 45
- Multiplayer Cost: 950 → 900 gold
NORSCAN TROLLS
- Leadership: 40 → 45
WAR MAMMOTH
- Fixed an incorrect mass setup.
Skills[ | ]
Throgg's King of Trolls skill now applies effects as intended.
Nurgle[ | ]
General Updates[ | ]
- Pestilence effects that are designed to increase enemy siege attrition no longer decrease it.
Units[ | ]
BILIOUS THUNDERGRUFF (CHAOS GIANT)
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- Armour-Piercing Weapon Damage: 450 → 500
CULTIST OF NURGLE
- Chaos Warshrine (mount) Multiplayer Cost: 800 → 1,000 gold
DAEMON PRINCE (NURGLE)
- Multiplayer Cost: 2,550 → 2,100 gold
CHAOS KNIGHTS OF NURGLE
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS KNIGHTS OF NURGLE (LANCES)
- Multiplayer Cost: 1,600 → 1,500 gold
CHAOS WARSHRINE OF NURGLE
- Multiplayer cap: 2 → 1
GREAT UNCLEAN ONE
- Multiplayer Cost: 2,000 → 1,800 gold
SOUL GRINDER (NURGLE)
- Multiplayer Cost: 1,900 → 1,750 gold
SPAWN OF NURGLE
- Multiplayer Cost: 1,000 → 1,100 gold
Abilities[ | ]
CHILDREN OF NURGLE (PASSIVE)
- No longer utilised in the game.
Ogre Kingdoms[ | ]
Campaign[ | ]
- Having found the open air and sea breeze of Myrmidens a little too overwhelming, Skrag the Slaughter's starting position is being updated to the more familiar (and cramped) tunnels of Karak Angazhar.
Battles[ | ]
- Improved the attacking AI's ability to knock down settlement walls.
Units[ | ]
GIANT
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- Armour-Piercing Weapon Damage: 450 → 500
- Multiplayer Cost: 1,500 → 1,400 gold
MONSTROUS INFANTRY UNITS
- Domination Capture Weight: 3 → 5
MONSTROUS MISSILE INFANTRY UNITS
- Domination Capture Weight: 3 → 5
Technology[ | ]
SKY-TITAN PLATEAU
- Now gives +1 Camp Limit for every Level 5 Camp constructed.
Skaven[ | ]
General Updates[ | ]
- Warlock Engineer heroes once again experience a 10-turn cooldown when establishing undercities.
- Added missing settlement icons for resource and strategic locations for Crookback Mountain.
- Improved Skaven AI construction to reduce the amount of Skavenslave armies (especially for Clan Eshin.)
- Fixed an issue where the Plague Priest from the Pestilent scheme was not spreading plagues to settlements.
Faction and Lord Effect Updates[ | ]
Queek Headtaker
The following changes have been made to Faction Effects:
- -2 Loyalty for Grey Seers.
- Queek no longer steals a percentage of XP from other Lords.
- Food cost reduced by 33% for Menace Below uses.
- Players can now purchase up to +5 additional uses of Menace Below before battle.
- Reduced upkeep for Clanrats and Stormvermin by 25% faction-wide.
Queek's Lord Effect changes:
- The 50% upkeep reduction for Clanrats and Stormvermin (Lord's army) has been removed.
- Added: -20 Leadership for enemy Lords and Heroes in the local region.
- Weapon Strength and Melee Attack buffs when fighting Dwarfs and Greenskins now apply map-wide.
- Melee attack buff when fighting Dwarfs and Greenskins changed +10 → +10%.
Karak Eight Peaks changes:
- Controlling Karak Eight Peaks as Queek now grants Frenzy for all Clanrats and Stormvermin.
Tretch Craventail
The Betrayal Bonus has been reworked; Tretch's faction now gains the following bonuses to all armies for three turns whenever he declares war:
- +25% ambush success chance
- +50% enemy reinforcement time
- Vanguard Deployment
- +1 use for Menace Below
Other Faction Effect changes include:
- +3 Recruit Rank for Stormvermin has been removed.
- +1 Armour and Base Weapon Damage Attack per unit experience rank for Clanrats and Stormvermin has been added.
And Lord Effects:
- Added Attribute: Devastating Flanker (all units)
- Removed Attribute:
Vanguard Deployment(all units)
Campaign[ | ]
- Throt's Flesh Laboratory upgrades will now correctly apply their effects (such as random mutations for Skaven Slaves units). However, for this to take effect, players must start a new campaign.
- The Warlock Engineer's model is no longer offset on the campaign map after a quick save is loaded.
Battles[ | ]
- Skaven Settlements having their wall towers swapped for Tier 3 and Tier 4 projectiles has been fixed.
Units[ | ]
TRETCH CRAVENTAIL
- Removed Ability:
By Our Blood (Passive)
DOOMWHEEL
- Mass: 1,250 → 2,000
Slaanesh[ | ]
General Updates[ | ]
- Slaanesh Disciple Armies no longer count towards supply lines calculations.
- N'kari can now choose to destroy or subjugate targets to satisfy their short victory objectives.
Units[ | ]
CHAOS KNIGHTS OF SLAANESH
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS KNIGHTS OF SLAANESH (LANCES)
- Multiplayer Cost: 1,600 → 1,500 gold
CHAOS SORCERER OF SLAANESH
- Chaos Warshrine mount Multiplayer Cost: 800 → 1,000 gold
CHAOS WARRIORS OF SLAANESH (HELLSCOURGES)
- Base Weapon Damage: 32 → 20
- Armour-Piercing Weapon Damage: 0 → 10
- Campaign cost: 950 → 850
- Upkeep cost: 238 → 213
- Multiplayer Cost: 950 → 850
- Removed:
Weak Against Armour
CHAOS OF WARSHRINE SLAANESH
- Multiplayer Cap: 2 → 1
CHOSEN OF SLAANESH (HELLSCOURGES)
- Base Weapon Damage: 44 → 26
- Armour-Piercing Weapon Damage: 0 → 13
- Campaign Cost: 1,600 → 1,400
- Upkeep Cost: 400 → 350
- Multiplayer Cost: 1,600 → 1,400
- Removed:
Weak Against Armour
CULTIST OF SLAANESH
- Chaos Warshrine mount Multiplayer Cost: 700 → 1,000 gold
DAEMON PRINCE (SLAANESH)
- Multiplayer Cost: 2,550 → 2,100 gold
DEVOTED MARAUDERS OF SLAANESH (HELLSCOURGES)
- Base Weapon Damage: 24 → 18
- Armour-Piercing Weapon Damage: 0 → 9
- Campaign Cost: 525 → 500
- Upkeep Cost: 131 → 125
- Multiplayer Cost: 525 → 500
- Removed:
Weak Against Armour
KEEPER OF SECRETS
- Multiplayer Cost: 2,000→1,800 gold
- Removed:
Blissful Rapture (Passive)
MIRROR GUARD
- Multiplayer Cost: 950 → 1,000 gold
HELLSTRIDERS OF SLAANESH
- Campaign Cost: 600 → 650 gold
- Multiplayer Cost: 600 → 650 gold
- Upkeep Cost: 150 → 175 gold
HELLSTRIDERS OF SLAANESH (HELLSCOURGERS)
- Base Weapon Damage: 27 → 33
- Armour-Piercing Weapon Damage: 13 → 7
- Campaign Cost: 700 → 650 gold
- Multiplayer Cost: 700 → 650 gold
SOUL GRINDER (SLAANESH)
- Charge Bonus: 50 → 40
- Multiplayer Cost: 1,900 → 1,750 gold
SPAWN OF SLAANESH
- Multiplayer Cost: 1,000 → 1,100 gold
Abilities[ | ]
- Disciple Armies that are summoned via Slaanesh's Unholy Manifestation will now scale in size based on the local Slaanesh corruption.
- The max damage of Giver of Torturous Glory (Chaos Shrine of Slaanesh) has been reduced from 16-32 → 12-24.
The Empire[ | ]
General Updates[ | ]
- Some padding has been added between the Empire technology groups so they appear nice and neat.
- Empire factions can no longer bypass the five turn cooldown on confederation through their faction mechanics.
ELECTOR COUNT TWEAKS
- Elector Counts can now be invited to join wars.
- Greatly reduced the reinforcement delay and removed the cost for moving the reinforce point in Empire Elector reinforcement battles.
- Added extra cavalry units to Empire Elector reinforcement battles to help with larger map sizes.
- Fixed an inconsistency with Elector Capitals being razed versus occupied.
REGION TAGGING
Elector Counts now use the Region Tagging system present in Champions of Chaos.
- Players now gift a broader set of regions to the relevant Electors, including ones not owned by an Elector at campaign start that they might have a claim to.
- Authority is now gained by returning an Elector's capital, rather than reviving them from death – this removes situations where it was better to allow an Elector to die rather than save them.
Note that players will need to start a new campaign for these changes to be implemented.
Campaign[ | ]
- Fixed an issue where Karl Franz's short victory objective would sometimes abort.
- Karl Franz will now receive a guaranteed Wizard of a random type at the start of his second turn.
- Added a missing garrison building chain to Altdorf.
- Reduced the unlock of Castle Reik in Altdorf to Tier 3.
- Markus Wulfhart's long victory objective now targets Lustria instead of the Empire.
- Armies spawned from Markus Wulfhart's Hostility mechanic will now only spawn from certain specific locations in Lustria (if Wulfhart or his ally occupy these regions, the armies will no longer spawn).
- The Altdorf Conclave of Wizards has been reduced to Tier 3 to match the generic chain it replaces. It now also grants an additional +1 Battle Wizard capacity over the generic version.
- The player-controlled Empire can now do full diplomacy with Marienburg, including diplomatic confederation.
- Confederating Empire minors through the Empire politics changes now properly obeys the five-turn cooldown on confederation (the event giving you the option to confederate will be delayed until these five turns have expired).
- Volkmar has increased baseline aversion with undead factions: Tomb Kings, Vampire Counts, and Vampire Coast.
Battles[ | ]
- Prestige gained from battles is now visible in the post-battle screen.
- Updated the reinforcement location for the player's allies during the Amber Bow quest battle.
- Multiple buildings in the Amber Bow quest battle are no longer incorrectly marked as destructible.
Units[ | ]
BORIS TODBRINGER
- Fixed the order of Boris Todbringer's campaign skills.
KARL FRANZ
- Faction effect now grants +25% Prestige from all battles.
- The Best of the Empire skill that used to grant a+5 Leadership bonus for various units has been replaced by a +20% Experience gain for all units (lord's army).
Lord effect has also undergone some tweaks:
- It now grants the Guardian ability to Reiksguard and Greatswords in Karl's army.
- Removed:
+8 Leadership - Added: +10 Charge bonus
- The effect can now replenish in neutral territory.
Items[ | ]
- Ghal Maraz now grants sundering attacks and +75 flat Armour-Piercing, instead of +10% Weapon Strength.
- Also grants an additional +15% Weapon Strength when fighting against Chaos.
Tomb Kings[ | ]
General Updates[ | ]
- Removed Vampiric Corruption from Level 3 of the protection chain for Tomb Kings.
- Added a bespoke overlay for the Defeat panel for Tomb Kings.
- Fixed a discrepancy between porthole and unit card for Dire Wolves unit.
Campaign[ | ]
- There are some slight tweaks to Khalida's short victory to make them more Vampire-centric.
- Settra will now receive a Tomb Prince with a unique trait at the start of a campaign.
- Tomb Kings can now increase hero capacity repeatedly via the Mortuary Cult.
Battles[ | ]
- Updated the subtitles display speed in Arkhan's The Staff of Nagash quest battle to be consistent with other quest battles.
Items[ | ]
- Fixed unique items in the Mortuary Cult incorrectly showing the icon representing that they could be crafted multiple times.
Tzeentch[ | ]
General Updates[ | ]
- Added missing SFX for Tzeentch Sorcerer Lord on disc when doing casting animations.
- Half of the Library and Corruption chain's income% increase is now Winds of Magic dependent.
Campaign[ | ]
- Kairos' starting position has been changed. With his mysterious goals in the Fortress of Dawn now complete, Kairos has retreated to the Fateweaver's Crevasse just across the ocean.
Units[ | ]
CHAOS KNIGHTS OF TZEENTCH
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS KNIGHTS OF TZEENTCH (LANCES)
- Multiplayer Cost: 1,600 → 1,500 gold
CHAOS WARSHRINE OF TZEENTCH
- Multiplayer Cap: 2 → 1
DAEMON PRINCE (TZEENTCH)
- Multiplayer Cost: 2,550 → 2,100 gold
DOOM KNIGHTS OF TZEENTCH
- Multiplayer Cost: 1,600 → 1,500 gold
KNIGHTS OF IMMOLATION (DOOM KNIGHTS OF TZEENTCH)
- Multiplayer Cost: 1,800 → 1,700 gold
LORD OF CHANGE
- Multiplayer Cost: 1,700 → 1,500 gold
- Removed:
Fires of Tzeentch (passive)
MARAUDER HORSEMAN OF TZEENTCH
- Multiplayer Cost: 600 → 650 gold
SOUL GRINDER (TZEENTCH)
- Ammunition: 10 → 15
- Multiplayer Cost: 1,900 → 1,750 gold
SPAWN OF TZEENTCH
- Multiplayer Cost: 1,000 → 1,100 gold
THE SEVERED CLAW (ASPIRING CHAMPIONS)
- Hit Points: 7,040 → 9,040
WYRD SPAWN (CHAOS SPAWN)
- Multiplayer Cost: 1,250 → 1,300 gold
Abilities[ | ]
SWORD OF CHANGE (CHAOS SORCERER LORD OF TZEENTCH)
- Initial cooldown: 0 → 60 seconds
- Recharges when Winds of Magic is over 15
- Wind-up time: 0 → 5 seconds
- Multiplayer Cost: 150 → 200 gold
GIVER OF ARCANE GLORY (CHAOS WARSHRINE OF TZEENTCH)
- Effect Radius: 35m → Infinite
- Spell Mastery: 10% → 20%
Vampire Coast[ | ]
General Updates[ | ]
- Vampire Coast artillery crews now play context sensitive VO.
- Fixed Vampire Coast armies building Vampire Counts siege towers.
- Added a bespoke overlay for the Defeat panel for the Vampire Coast.
- Fixed an issue where Zombie Resurrection sound effects could be spammed if multiple entities were brought back to life at once.
Abilities[ | ]
- Fixed incorrect display of Exploding Unit phase ability on the Bloated Corpses.
Vampire Counts[ | ]
General Updates[ | ]
- Fixed an issue where Chillgheists were not healing from effects as expected.
- Removed some unnecessary penalties from Kemmler's AI.
- Fixed an issue where the Balefire Aura from the Balefire Corpse Cart would not apply.
Battles[ | ]
- Updated the hard collision in Vlad's Blood Drinker quest battle.
Units[ | ]
BANSHEE
Being an ethereal unit, we want to make the damage Armour-Piercing vs normal damage output ratios consistent with other ethereal units.
- Base Weapon Damage: 70 → 0
- Armour-Piercing Weapon Damage: 240 → 290
Abilities[ | ]
Mannfred von Carstein's Lord effect granting him 15 additional magic reserves will now no longer revert upon loading a save file.
Warriors of Chaos[ | ]
General Updates[ | ]
- Fixed an issue where Arcane Wisdom was not granting Warpflame attacks to all units with the Mark of Tzeentch.
- Warriors of Chaos can now choose to destroy or subjugate targets to satisfy their short victory objectives.
- Fixed a variety of skills not applying correctly for Champions of Chaos army lines.
- Fixed an issue where Valkia's shield would T-pose after the death animation.
- Festus, Azazel, Valkia, and Vilitch can now upgrade Daemonic infantry into their Exalted variants.
- The Chaos Sorcerer Lord's cape no longer has a mind of its own after the unit's death.
Campaign[ | ]
- Fixed an issue that was causing Warriors of Chaos factions to gain much higher post-battle loot values than intended.
- Sigvald's buildings and commandments now spread Slaanesh corruption rather than Chaos Undivided corruption.
- Valkia's Bloodletting ability at max level now allows casualty replenishment in foreign territory.
- Fixed Valkia's soul gain from post-battle sacrifices not being increased by her faction trait.
- Fixed a number of rifts that can be opened by Be'lakor in Immortal Empires that were positioned within impassable terrain.
Units[ | ]
- Updated Festus' battle behaviour to make him engage more in melee combat than before.
- Added missing AI usage configurations on Festus' Healing Elixirs and Harbringer of Pestilence.
ASPIRING CHAMPIONS
- Hit Points: 7,808 → 9,856
CHAOS GIANT
- Armour: 30 → 50
- Base Weapon Damage: 150 → 200
- Armour-Piercing Weapon Damage: 450 → 500
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS KNIGHTS
- Multiplayer Cost: 1,400 → 1,300 gold
CHAOS KNIGHTS (LANCES)
- Multiplayer Cost: 1,500 → 1,400 gold
CHAOS SPAWN
- Multiplayer Cost: 900 → 1,000 gold
CHAOS TROLLS
- Leadership: 40 → 45
CHAOS TROLLS (ARMOURED)
- Leadership: 40 → 45
- Multiplayer Cost: 950 → 900 gold
CHAOS WARSHRINE
- Multiplayer cap: 2 → 1
DAEMON PRINCE (UNDIVIDED)
- Multiplayer Cost: 2,400 → 2,000 gold
PRINCE SIGVALD THE MAGNIFICENT
- Multiplayer Cost: 1,050 → 1,200 gold
SWORDS OF CHAOS (CHAOS KNIGHTS)
- Multiplayer Cost: 1,800 → 1,500 gold
Abilities[ | ]
GIVER OF GLORY (CHAOS WARSHRINE)
- Physical Resistance effect: 10% → 20%
SHADOW SHROUD (BE'LAKOR)
- Duration: 33 → 20 seconds
- Multiplayer Cost: 150 → 200 gold
LORD OF TORMENT (BE'LAKOR)
- Multiplayer Cost: 100 → 200 gold
Skills[ | ]
- Fixed an issue where Undivided Daemon Prince's skills Chaos Marked and Atmosphere of Ruin did the same thing.
SIGVALD
- The Innate trait now grants the Fascination army ability to Sigvald's army if he is your faction leader.
- Egomaniacal now grants the Narcissism army ability to Sigvald's army if he is your faction leader.
- Born to Serve now grants the Sweet Sorrow army ability to Sigvald's army if he is your faction leader.
- Favoured Son now grants +4 Armour-Piercing Melee Damage to Marauders, Warriors and Chosen of Slaanesh.
- Marked By Slaanesh now grants +5 Melee Defence to Marauders, Warriors and Chosen of Slaanesh.
Technology[ | ]
- Sigvald now has access to the Vicious Lash technology.
- Fixed an issue where the technology requirements for Nurgle and Slaanesh Forsaken unit upgrades were the wrong way around.
Items[ | ]
SCARLET ARMOUR (Valkia)
Reduced the intensity settings of the item:
- Max kills required: 500 → 100
- Min kills required: 250 → 50
Wood Elves[ | ]
General Updates[ | ]
- Added missing Wood Elf units to allied recruitment.
- Removed description that states special Wood Elf outposts reward Amber.
- Added missing garrison buildings to Wood Elves settlements.
- Added a starting development/Kindred point for Orion and Durthu.
Faction and Lord Effect Updates[ | ]
Orion
Changes made to his Faction Effects:
- New effect: +50% movement range in Worldroots stance
- New effect: -8% upkeep for each active war (Orion's army)
- New effect: -4% upkeep for each active war (all other armies)
- Removed: +10 leadership in forest battles
- Removed: -15% upkeep for cavalry units
Changes made to his Wild Hunt:
- Duration: 10 → 5
- Cooldown: 20 → 10
- Now starts with the Wild Hunt already active turn 1.
- Orion now gets +50% battle movement speed when the Wild Hunt is active so he can keep up with his Wild Riders. Zoom zoom.
- All characters get +25% movement range after razing a settlement during the Wild Hunt.
- No cooldown on Deeproots teleportation during the Wild Hunt.
Changes made to his Lord Effects:
- Weapon Strength and Charge Bonus buffs now effect all cavalry units, not just Wild Riders and Stag Knights.
- Removed +5% faction-wide missile damage
Changes made to his Neverending Hunt Skill:
- Now grants +25% movement after razing a settlement for Orion himself.
Other changes:
- Wild Rider recruit time set to 1 turn for all Wood Elf factions (as in WARHAMMER II).
DURTHU
Changes made to his Faction Effects:
- New: Attribute: Wallbreaker for all Treemen and Ancient Treemen.
- New: Attribute: Mastery of the Elemental Winds for all Ancient Treemen and embedded Spellsinger heroes.
- New: Passive Ability: Wrath of the Wood (mapwide missile damage buff when casting) for Ancient Treemen.
- Removed: -50% recruitment cost for Branchwraiths
- Removed: +10 melee attack in forest battles
Changes made to his Lord Effects:
- Removed: +5% weapon strength factionwide
- Removed: +10 charge bonus for tree spirit units
- Added: Passive ability: Resplendence of Luminescents (AoE melee buff) to all Treekin units
- Added: Passive ability: Annoyance of Netlings (AoE melee debuff) for Treemen units
Other changes:
- Durthu now starts with a Spellsinger instead of a Branchwraith.
- Durthu now has access to Drycha's alternate version of the Forest Spirits chain.
- Level three of the Drycha/Durthu Forest Spirit chain now requires a Tier 4 settlement (was Tier 3.)
Campaign[ | ]
- Wood Elves no longer declare war on other AI Wood Elves during The Wild Hunt endgame scenario.
- Fixed the Spirits of the Elder dilemma – offering to confederate the Wood Elf faction Spirits of Shanlin – lacking rewards under each option.
- Fixed cases where a Wood Elf army couldn't teleport in or out of The Haunted Forest or Jungles of Chi'an forest regions.
Battles[ | ]
- Major Settlements controlled by the Wood Elves now have walls in defensive settlement battles.
Units[ | ]
HAWK RIDERS
- Added Attribute: Vanguard Deployment
- Recruitment Time: 2 → 1
Traits[ | ]
- Removed the Wood Elf Talon of Kurnous innate trait from the Spellsinger and Spellweaver trait pool as the effects (Missile Range/Strength) would have no effect on them.
- Fixed the Sisters of Twilight not gaining a unique trait when completing the quest battle for their dragon mount.
Technology[ | ]
- Fixed Drycha's technology Wisdom of the Wildwood not giving physical resistance to the relevant units.
Campaign[ | ]
Character Experience[ | ]
Victory type is no longer used as part of the experience calculation. Instead, experience will be granted based on a combination of the enemy army's value and the proportion of the enemy army that was destroyed, regardless of whether the battle was a win or a loss.
- In other words, destroying 80% of the enemy army will grant the same amount of experience regardless of whether the battle was a heroic victory or a crushing defeat (after all, failure is often the best teacher)!
- If the enemy army is fully destroyed as a result of the battle (for example, if it was caught in Forced March stance and could not retreat) it will grant the full amount of experience even if some units were able to escape during battle.
The formula used to calculate experience has been adjusted to narrow the range of possible experience rewards. Experience gain will be around the same while fighting low and moderate-value armies, but less when fighting very high-value ones.
- Heroes will now gain around 50% more experience from participating in battles, bringing their progression rate closer to that of Lords.
In addition to this, we're adding a new Mentor skill to every Lord and Hero. This unlocks at Level 30, and can be upgraded further at Levels 40 and 50, and allows them to share a portion of their experience earned among characters of the same type across the faction. Plus, the Lord version of the skill will grant increased experience gain to Heroes in their army.
Settlement & Garrison Changes (Frequency of Unwalled Settlement Battles)[ | ]
- All major settlements will retain their walled settlement battles (enabled by the wall effect on the primary chain).
- All minor settlements will now trigger a land battle by default.
- Added an effect that has a chance to turn the default land battle into an unwalled settlement battle (similar to the wall effect on major settlements leading to walled settlement battles).
- The effect has been added to most standard garrison chains starting on Tier 2 and Tier 3.
The below exceptions should remain as they were before:
- Major settlements in Norscan and Ogre homeland still do not provide walled sieges, but will change to unwalled settlement battles.
- Wood Elf glades still do not provide walled sieges, but will change to their unwalled settlement battle version.
- Wood Elf outposts still do not provide walled sieges, but will change into their worldroot battle version.
- Beastmen Herdstones still do not provide walled sieges but will change into their beastpath battle version.
There are some additional changes, too:
- Added a unit of Reiksguard to Castle Reik and adjusted Reiksfort to 1 Reiksguard (instead of 2).
- Ogres had access to both garrison chains in minor and majors – now only one is correctly available.
Missing siege defence tower projectile upgrades have been added for:
- Kislev
- Ogres
- Nurgle
Heroes have been added to settlement garrisons from hero unlocking buildings:
- Khorne
- Tomb Kings
- Bretonnia Tier 3 (was Tier 5)
- Cathay
- Daemon Prince
- Nurgle
- Ogre
- Slaanesh
- Drycha
In addition, we have added missing spells to garrison heroes.
Finally, additional units at all tiers for special settlement locations with 3-4 units of higher unit quality have been added to the following:
- Khemri
- Lahmia
- Black Pyramid
- Tor Yvresse
- Karak 8 Peaks
- Hellpit
- Gaean Vale
- Hexoatl
- Itza
- Karaz-a-Karak
- Lothern
- Naggarond
- Skavenblight
- Altdorf
- Drakenhof
- Couronne
- Wei Jin
AI Aggression & Game Difficulty[ | ]
GENERAL AI UPDATES
- Increased general AI army aggressiveness to a balance between the current (WARHAMMER III) and former (WARHAMMER II) values.
- Added additional difficulty scaling for aggressiveness (on Very Hard and Legendary).
- Tweaks for AI behaviours around settlements (they are now more likely to attack).
- Increased faction potential bonus for higher difficulties.
- Added increased XP gained for AI units.
- Added increased XP gained for AI characters.
- Reduced AI generated diplomatic goals 2 → 1.
- Adjusted AI skill selection for Khorne, Tzeentch, Kostaltyn, Kugath, Boris, and Greasus.
- Adjusted how AI deals with character Yin and Yang effects.
- Increased priority for AI to build garrison and wall buildings.
- AI behaviour with commandments that consume slaves adjusted.
- Settlement AI will now be aware of stealth units trying to capture victory points.
- Fixed a bug stopping the AI from correctly constructing buildings.
- The AI will now reliably research technologies that cost money.
- Removed a bug preventing the AI using their togglable abilities.
- The AI will no longer be able to directly declare war on vassals of human factions.
- Fixed multiple cases wherein respawned AI factions would become inactive. They are now more likely to declare war.
- Addressed a bug where the AI would avoid entering a settlement when attacking it.
- The AI will no longer be reluctant to upgrade last level of a chain if chain was already present in faction.
- Attacking AI armies in siege battles will no longer commit to approaching a ladder if there are other, easier means of nearby entry.
- Improved the AI's use of agents, which should lead to more agents being embedded in armies, and fewer cases of a large number of agents from several factions congregating around each other.
- The AI now uses the new dynamic region hint system as part of its evaluation on when to declare war. This should decrease war declarations by distant factions that are unlikely to come and attack you.
- Various factions have had their base faction potential changed as part of start position moves and other changes.
- Legacy nerfs to the Barrow Legion when controlled by the AI from WARHAMMER I have been removed as they were no longer necessary (thanks to the modding community for bringing this to our attention!)
- Minor Tzeentch factions have been prevented from using Changing of the Ways in the IE map as well as the RoC map. This will likely require a new campaign to take effect.
AI Construction Changes[ | ]
GENERAL
- Higher incentive to construct landmarks and special buildings.
- Updated AI construction for Empire, Dwarfs, Greenskin, Vampires, Norsca and Bretonnia.
DAEMON PRINCE
- Incentivized to outsource Barracks to minor settlement.
KISLEV
- Increased chance to pick unique buildings in Kislev.
- Avoid construction of basic barracks and cavalry building in cities (Kislev, Erengrad and Praag).
- Higher chance for Boris to build the Bear building.
LIZARDMEN
- Incentivized to outsource Saurus Barracks to major settlement (get access to Temple Guard).
Prologue (The Lost God)[ | ]
- Fixed an issue where Yuri's axe would float after a combat animation.
Immortal Empires[ | ]
- Added a new Skaven-themed endgame scenario.
- Black Pyramid of Nagash now starts flying when the Pyramid of Nagash endgame scenario triggers. This battle also loads with the Black Pyramid in the map.
Diplomacy[ | ]
- Low reliability rating no longer increases chance of successfully inviting another faction to join your wars.
- Confederation has been rebalanced, making it easier to achieve. Specifically, the base aversion has been reduced slightly, the weighting for the player's military strength has been increased slightly, and you will gain a bonus to confederation if you own regions within the currently active region hint group for that AI faction. Plus, the penalty to confederation for the target having recently conquered a settlement now only applies for seven turns, down from 10.
- Eltharion and N'kari now have diplomatic contact at the start of the game.
- Added a front end customisation option to enable diplomacy (peace/confederation) for endgame scenario factions.
- Encountering a vassal faction will automatically count as meeting its master.
- Fixed an issue where resurrected factions could not be engaged with via diplomacy. This requires a fresh campaign, however.
- The Gift to Vassal option is no longer available if the vassal is dead and unable to be resurrected.
- Reduced public order penalty from confederation: -8 → -4
Battles[ | ]
General Updates[ | ]
- Added missing army abilities to multiple quest battles.
- Fixed missing tooltips for Battle Leader invalid usage flags on abilities.
- Updated Neuland to correctly load barricades in the style of the settlement they are contracted in.
- Fixed missing or non-functional Army Abilities on minor factions during battle. This means that changing an Army banner's colour (for example, during a multiplayer battle or just a custom battle) will no longer prevent some Army abilities from working correctly.
Multiplayer[ | ]
Ranked Matchmaking Game Mode Selection[ | ]
With Update 1.3, we added the normal land battles to the Ranked Matchmaking queue, which was the first step towards providing a more complete battle experience within a multiplayer context. In 2.1, updated the Domination core tickets mechanic, and now we're implementing a game mode selector for Ranked Matchmaking. Added a selector in Ranked Matchmaking to queue for Land Battles, Domination Battles, or both.
General Updates[ | ]
- Fixed an issue that caused multiplayer games to soft lock when the faction taking their turn would disconnect from the game.
- Declining a Threaten will no longer cause a crash if an allied player is asked to join the ensuing war.
- Fixed a multiplayer campaign desync issue when playing as Greenskins and starting or finishing a WAAAGH!
- Players can now play any faction in the Realms of Chaos sandbox mode—regardless of the faction's restrictions in regular Realms of Chaos games.
- Teammates in multiplayer campaigns will now start with a trade agreement if it's possible for the factions to be trading.
Added chokepoint battle catchments to rivers in the Chaos Wastes.
Game[ | ]
Graphics[ | ]
We've implemented fixes and made adjustments to several graphical aspects of the game:
- The shader for Hexwraith's scythe when viewed through the porthole.
- The aspect ratio of all WARHAMMER III characters in the Athel Tamarha and Elector Counts panels.
- Several instances wherein mounted and shielded Lords/Heroes weren't utilising their shields against ranged fire.
- An issue where a certain Daemon's body would not disintegrate upon death. Looking at you, Azazel.
- An issue where the Arnheim battle map was displaying a floating magical pillar.
- Several instances of Chaos Knights not skinning properly.
- An issue where Knights of the Blazing Sun would have missing textures on some LODs.
- An issue where lakes would appear as grey spots on the Tactical View.
- An issue where lava would display both Tzeentch corruption and the usual textures simultaneously.
- Some previously missed art assets now use WARHAMMER III‘s style.
- All the 2D Lords and Heroes artwork from WARHAMMER I and WARHAMMER II has been updated to align with WARHAMMER III‘s style.
Audio[ | ]
We've implemented fixes and made adjustments to several audio aspects of the game:
- Battle replays not triggering sounds nor updating audio settings while paused.
- Buildable tower and barricade construction sounds continuing to loop after the construction is cancelled.
- Various sounds becoming excessively ducked when the camera is positioned near Lords or Heroes in battle.
- A number of Daemon faction leaders' voices not matching their diplomatic actions.
- A bug where music would sporadically stop playing during battles.
- Campaign pending battle music not triggering on the post-battle screen after fighting a manual battle in single player, as well as a multiplayer bug where it could loop after exiting the post-battle screen.
- An issue where Malus would steal Tzarkan's reverb during campaign voice lines.
- The excessive reverb in the voice lines of Tehenhauin's Sacrifices to Sotek.
- Skaven characters' excessive chat.
- Kholek's campaign Channelling Stance now vocalises slightly less often.
- Loyalty-related dialogue during opening character details even if the character does not use loyalty.
- A minor sync issue between some campaign music elements.
We've enhanced the audio of several Lord Select videos:
- Drycha
- Ghorst
- Gombrindal
- Orion
- Oxyotl
- Sisters of Twilight
- Skarsnik
- Volkmar
- Wurzagg
Audio – Settlement Sound[ | ]
The following factions have had their settlement sounds recently updated:
- Empire
- Bretonnia
- Dark Elves
- High Elves
- Wood Elves
- Norsca
- Beastmen
- Greenskins
- Skaven
- Vampire Counts
- Vampire Coast
- Tomb Kings
- Dwarves
- Lizardmen
- Warriors of Chaos
UI[ | ]
Added new fullscreen parallax background illustrations for:
- Beastmen
- Bretonnia
- Greenskins
- Tomb Kings
- Vampire Counts
Other fixes:
- Daemons of Chaos background illustrations were re-exported to fix some visual issues with parallax.
- Fixed incorrect display of Shadow of Khaine phase ability.
- Added an inky background effect behind the Pieces of Eight panel so the text will be more readable in various colour profiles.
- Updated all Stance Icons for all factions to match the art style of WARHAMMER III.
- The Vision of the Old Ones tooltip was updated to be more accurate, and translations were added to reflect this.
- Fixed an issue where settlement Victory objectives weren't updating correctly after loading in.
- Added various player name displays in the UI for Battle Replays.
- Added the player list to the top left when watching Free for All and Domination replays.
- Made it easier to see the Beastmen Bloodgrounds icon on city labels.
- Updated the subtitles reveal speed for some Beastmen quest battles.
- The settlement art for Xing Po, Arnheim, and Fortress of Vorag are now lore-appropriate.
- Increased the size of the frame for supporter actions cost on the Motherlands panel so numbers fit properly.
- Changed behaviour of the Gifting Unit text component so that it scales better with different army sizes.
- Fixed multiple issues with pre-battle screens displaying partly black.
- Fixed the Character Trait tooltip not showing the reason for the character gaining the trait.
- Added the Ability Information tooltip to buildings that will give an ability when built.
Settings[ | ]
- Added the functionality to use the text boxes to input specific endgame settings i.e. turn triggers.
Localization[ | ]
- Increased padding of the description text in multiplayer campaign lobby so umlauts are displayed properly.
Multiple instances of missing translations have been fixed:
- Queek Headtaker: Lord details
- Bastion Gatehouse
- Slaanesh: Regiments of Renown event
- Great Maw Site
- Greenskins: reputation tooltip, pause menu
- Dwarfs: faction mechanics in the pause menu
- Wood Elves: Help page
- Disturbance to Ubersreik: event message
- Sky-Titan Plateaus: technology effect
- Imrik: long victory condition
- Ku-gath: Lord skills
- Kislev: pause menu
- Khorne: How They Play message
Modding[ | ]
- Added the ability for modders to lock/unlock technologies using a Lua script.