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Find our patch notes for the Bretonnia Update below!
BRETONNIA UPDATE Included with the Bretonnia launch is a host of updates, tweaks, fixes and improvements for Total War: WARHAMMER and the Assembly Kit Beta.
HIGHLIGHTS • The chivalrous knights of Bretonnia have a renewed purpose, with new Lords, units and desire to defend their borders and punish their foes. All players will experience a change in the campaign map, with Bretonnia in opposition. Bretonnia is also available for free as a Free-LC download, visit this page to download them: http://store.steampowered.com/app/534330/ • The powerful vampire lord Isabella has now entered the fray, joining forces with her beloved Vlad in the new Von Carstein faction. Players will find them formidable in opposition, and you can download Isabella to play as for Free from this page: http://store.steampowered.com/app/455041/ • We are deploying our multiplayer drop-hack exploit fix in two stages. This update begins stage 1: we now determine when it happens and analyse the resulting data. Players will receive a message whenever they leave a battle through an unconventional exit. Stage 2 will follow in a future update. • In line with their lore, the Wood Elves are now more isolationist in character, with periodic bursts of aggression. • Campaign AI recruitment logic improved. • Further autoresolver improvements. • Added loads of Quest Battle maps to the Quick Battle map pool. • The Assembly kit has been updated with ‘Terry’ a powerful tool used to create custom maps for multiplayer and campaign. We’ve also published a map maker’s best-practice guide for you to make the most of it! Read it here.
ASSEMBLY KIT BETA Created ‘Best Practice’ guide for map-making with the TERRY tool, to help modders eliminate terrain quirks and design more polished and functional maps. You can view the guide on our Wiki here. Assembly Kit BETA will now also work on Windows 7. Battle Camera Mode has been added to the TERRY tool in the Assembly Kit, and enabled by default. This camera mode behaves in the same way as the in-game camera. Grass is now being generated properly for tiles in the TERRY tool. Camera bounds tool has been removed.
GENERAL Total War: WARHAMMER will now exit more cleanly. There were previously rare cases where the process would still be running in the background after quitting the game. Fixed a bug causing the game to crash with very large numbers of men in a unit. Fixed a memory leak when minimising the game with ALT + TAB in the DX12 BETA. Fixed a campaign crash caused by the sound manager. Fixed a crash that occurred when the UI Scaling setting was set above 100% on 4K Monitors. Redesigned front-end UI to clean up Faction Select screen and clarify the distinction between DLC and Free-LC.
CAMPAIGN Improvements to Campaign AI recruitment logic. Rebalanced AI recruitment costs. Improved the HP/unit consistency in the auto-resolver. Rule Change: In Campaign, If a faction loses a battle and the only surviving unit is their last general, the general is killed. Characters who run out of Action Points / movement will grey out more consistently on the Campaign map. Fixed a small memory leak in the Campaign UI. Greenskins Rebel armies now use less skirmishers. Reduced number of Flagellants recruited by the AI. Fixed a blocker in Wurrzag's Squiggly Beast Quest Chain (where Stage 3.1 would not fire). Reduced the accuracy of the Campaign AI assessment of player movement extents to improve game balance on lower difficulty settings. Dwarfs can now make grudges against Wood Elves in Campaign. Improved the use of "He" and "She" gender pronouns throughout the campaign text in English. There will now be a "Legendary Lord Available" event popup in multiplayer campaign. Added effects to Wurrzag's Fury of Da Prophet skill. Recruit Regiments of Renown Button is no longer selectable in the Grand Campaign when there are no RoR Units available for recruitment. Hidden HP for enemies will no longer be visible when targeting their army with a hero, then viewing the assault unit panel. The effects of the Mystifying Miasma spell overcast is now clearer. When a hero embedded within an army levels up during the End Turn cycle, the army's lord no longer triggers a selection VO event
BATTLE Improved performance on the Beast Path Battle maps. Siege towers/Gates are now working correctly in a Marienberg siege battle. The Battle AI can no longer use the Awakening of the Wood spell to target flying units. Using the Raise Dead spell during the deployment phase as a defender can no longer raise the zombies far away near the attackers. Necromancer no longer loses his Crumbling and Disintegrating abilities when the Corpse Cart (Unholy Lodestone) is added. Lord of Undeath ability can no longer be used on settlement walls. Fixed instances where the camera could move inside the terrain and objects in the Lost Vault of King Lunn land map. Fixed camera clipping issues on the Council of Beasts battle map. Glade Lords are no longer counted as heroes in Quick Battle mode. Sisters of the Thorn rider animations have been improved. The Hammer of Sigmar VFX no longer flicker off during animations, when he is on a mount. Improved Khazrak’s attack animations in battle when mounted on his Beast Chariot. The Gorebull's Axe will no longer be misaligned to his hand when swapping between some animations in battle.
REALM OF THE WOOD ELVES Changed Wood Elves campaign behaviour to be isolationist with occasional bursts of aggression, better reflecting the lore. Added 2 more defensive siege battle maps for the Wood Elves faction, also available in Custom Battle Mode. Fixed a very rare crash in the End Turn Cycle in the Season of Revelations campaign in Realm of the Wood Elves. Re-balanced the ‘Sword of Death 2’ Quest Battle in Realm of the Wood Elves DLC. Improved the supporting AI battle tactics in the ‘Silver Spire’ Quest Battle in Realm of the Wood Elves. Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson. Selecting the Provincial bonus on the Chapter 4 bonus objective, ‘Foresting Growth’, now moves the camera to assist the player to find the desired province’s location. The ‘To Steed or Not to Steed…’ mission will now give the objectives on the Mission Failed message to show why it failed. The Red Duke's El Syf ability will no longer work on Treemen (only Lords and Heroes). Fixed Orion's ‘Cloak of Isha stage 2’ Quest Battle chain in Realm of the Wood Elves. Morghur will no longer request peace with Wood Elves in the Season of Revelations campaign.
CALL OF THE BEASTMEN Added a Skills Tree icon for the Gorebull’s Foe-Seeker ability. Reduced Morghur’s resilience in combat by decreasing his magic resistance to 20%.
USABILITY Post-battle stats are now available for second/ally enemies on the post-battle loading screens. More replay desynchronizations have been fixed. The Red Duke can no longer gain titles after his name. Vala-Azril-Ungol Achievement will now unlock as expected. Unbinding ability on summoned units now has a unique icon, in the unit details panel during battles.
GENERAL BALANCING Swarm of Flies ability added to Vampire characters when mounted on Zombie Dragons. Arachnarok Queen spiderling summons are now less powerful. Reduced the cost-effectiveness of the Raise Dead summon spell. The Life Bloom spell has been reduced from 10 HP/second for 10 seconds to 4 HP when it triggers
Deepwood Scouts/Deepwood Scouts w/ Swift Shiver Shards + 15 Entities + 2 Ammo + 10m Range - 2 AP Missile Damage - 2 Missile Damage
Waywatchers + 2 Ammo Increased Marksmanship + 8 Speed
ABILITY CHANGES Armour effect values for spells and abilities changed from 15/30 to 30/60. Also increased duration for these abilities. Refreshed ability costs, durations and recharge times. Spell power costs tweaked to better match strength. 45m radius reduced to 40m radius, 60m radius reduced to 55m radius. Slightly increased likelihood of magic missiles hitting their target. Reduced movement speed for upgraded vortex spells with extended duration by 25%. Balancing pass on passives to better match strength with cost. Lore of the Wild and Lore of Beasts recharge times made consistent with other Lores of Magic. Flock of Doom has been made less effective. Fixed consistency issues with initial recharge not always being applied for abilities without a recharge condition.
MP ABILITIES – CHARACTER UPGRADES Fixed Empire Captain on Barded Warhorse getting free abilities and no items. Frenzy, Primal Fury, Lady’s Blessing, Regeneration, Vigour Mortis, Unholy Lodestone, Balefire, Bloodroar, Swarm of Flies turned into always selected innate abilities and ability costs added to unit cost.
QUEST BATTLE MAP POOL ADDITIONS Added the following to the Quick Battle Map pool: Altdorf Outskirts, Barrier Idols, Battle of the Cairns, Bloodpine Woods, Broken Leg Gully, Death Pass, Devastation of Ostermark, Excavation Site, High Pass, Kelp and Koldust, Lost Vault of King Lunn, Mouth of the Pass, Mushroom Cave, The Ashenhall, The Lost Idol, The Silver Spire, Void of Hel Fenn, Warpstone Mine.
It´s not bad but we expected some love for older factions (poor gelt and kemmler ). The deeps reworks in sieges, battle pace and how the magic works with the mass of the units will be more likely in game 2 but it would be nice if you make some post talking about what you are doing for 2 game and what the comunity want to be implemented or reworked and how.
Humm ... I'd be more inclined to agree with the Karl Franz changes if his melee defence was sorted out - it is way too low for a melee LL in my opinion. Good call on the Gob Lobber - it was OP for it's price.
Very good patch, especially the AI changes! Good job
My favorite factions in TW titles:
Rome 1 - House of Julii
Medieval 2 - Milan
Empire - England
Napoleon - France
Shogun 2 - Tokugawa
Rome 2 - Macedon
Attila - Western Roman Empire
Warhammer - Empire (Karl Franz)
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
Thanks for the question, you'll find that some of the lord price increases are to accommodate for the automatic inclusion of abilities such as Cloud of Flies, Frenzy and Blood Roar etc. In Karl Franz's case it was felt that Blood Roar was often missed due to it only becoming visible once Deathclaw was picked, also it cuts down on the sometimes excessive amount of abilities the player has to select from.
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
What does the change to the bray shaman with lore of shadows mean? There is currently no bray shman with this lore available in quick or custom battles. Is he only supposed to be in the campaign?
I don't quite see why the Eternal Guard (shields) are so much more expensive now... 50 points, thats the same as some of the increased cost of the lords! That's basically a whole unit less if you took 5-6 before.
Hello @GaryCA. In the Bretonnia stream we have seen a change made to the way walls are added to a minor settlement. Level 3 settlements get walls automatically if I recall correctly. Yet nothing about it in the patchnote. Is it then specific to Bretonnia?
I wonder why the flame canon was nerfed. Does anybody use it at all? Also, this thread had to be in the warhammer general discussion section, so that people could actually find it
Thanks for the question, yes that's definitely going to be in the upcoming patch but only for Bretonnian factions. This change was made primarily due to the makeup of BRT provinces, where we felt that Bretonnia could really be hampered by a lack of building slots.
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
I wonder why the flame canon was nerfed. Does anybody use it at all? Also, this thread had to be in the warhammer general discussion section, so that people could actually find it
It might look like a nerf, but what it means in practice is that the Flame Cannon shots don't disperse their targets as much and thus further shots are more likely to be effective as well.
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
Poor Gelt and Kemmler.... atleast they have eachother!
Both Gelt and Kemmler have had a mp cost reduction. For some reason that change just hasn't been listed in the patch notes.
Dwarf Warrior units also got a +25 cost increase, which seems to be missing.
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
It might look like a nerf, but what it means in practice is that the Flame Cannon shots don't disperse their targets as much and thus further shots are more likely to be effective as well.
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0 · LikeThe deeps reworks in sieges, battle pace and how the magic works with the mass of the units will be more likely in game 2 but it would be nice if you make some post talking about what you are doing for 2 game and what the comunity want to be implemented or reworked and how.
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2 · 2LikeNot too bad changes-but im dont see nothing about speed battle?I miss or dont change nothing in this aspect in this patch?
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0 · LikeSpell power costs tweaked to better match strength."
What exactly has been changed here? Wrath and Ruin tweaked?
Legendary lord spellcasters improved?
What does increased Marksmanship means? increased accuracy?
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1 · 1LikeRome 1 - House of Julii
Medieval 2 - Milan
Empire - England
Napoleon - France
Shogun 2 - Tokugawa
Rome 2 - Macedon
Attila - Western Roman Empire
Warhammer - Empire (Karl Franz)
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0 · LikeAmber Wizard (Griffon)
- 30 Charge Bonus
Knights of the Blazing Sun
+ 100 Cost
<<<<< Just why? LoL
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3 · 3LikeMy biggest disappointment is the lack of a healing/ammo nerf on Steam Tanks.
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1 · 1Likehahahaha
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6 · 6Likedie about it
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0 · LikeThanks for the question, you'll find that some of the lord price increases are to accommodate for the automatic inclusion of abilities such as Cloud of Flies, Frenzy and Blood Roar etc. In Karl Franz's case it was felt that Blood Roar was often missed due to it only becoming visible once Deathclaw was picked, also it cuts down on the sometimes excessive amount of abilities the player has to select from.
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0 · LikeI don't quite see why the Eternal Guard (shields) are so much more expensive now... 50 points, thats the same as some of the increased cost of the lords! That's basically a whole unit less if you took 5-6 before.
Also definitely miss a Dwarf Warriors nerf.
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0 · LikeIn the Bretonnia stream we have seen a change made to the way walls are added to a minor settlement. Level 3 settlements get walls automatically if I recall correctly. Yet nothing about it in the patchnote. Is it then specific to Bretonnia?
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0 · LikeThanks for the question, yes that's definitely going to be in the upcoming patch but only for Bretonnian factions. This change was made primarily due to the makeup of BRT provinces, where we felt that Bretonnia could really be hampered by a lack of building slots.
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7 · 7LikeDwarf Warrior units also got a +25 cost increase, which seems to be missing.
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