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Bretonnia Update Patch Notes

CA_WhelanCA_Whelan Posts: 481Registered Users, Moderators, Administrators, CA Staff, SuperAdmin, Community Team
edited September 5 in News and Announcements!
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


UNIT BALANCING

GREENSKINS


Trolls
+ 10 Armour
+ 37 HP (Per entity

Savage Orcs
+ 10% Physical Resistance
+ 3 Charge Bonus
+ 2 Melee Defence

Savage Orc Big ‘Uns
+ 10% Physical Resistance
+ 3 Charge Bonus
+ 2 Melee Defence

Savage Orc Boar Boyz
+ 10% Physical Resistance
+ 4 Charge Bonus
+ 2 Melee Defence

Savage Orc Boar Boy Big Uns
+ 10% Physical Resistance
+ 4 Charge Bonus
+ 2 Melee Defence

Savage Orc Arrer Boyz
+ 10% Physical Resistance

Forest Goblin Spider Riders Archers/Deff Kreepers
+ 1 AP Missile Damage
- 1 Missile Damage
- 50 Cost

Goblin Wolf Chariots/Teef Robbers
+ 1 projectiles per shot


EMPIRE

Karl Franz (Deathclaw)
+ 125 Multiplayer Cost

Karl Franz (All Variants)
+ 99 Multiplayer Cost

Amber Wizard (Warhorse)
+ 18 Charge Bonus

Amber Wizard (Barded Warhorse)
+ 18 Charge Bonus

Amber Wizard (Griffon)
- 30 Charge Bonus

Knights of the Blazing Sun
+ 100 Cost

Reiksguard/Zintler’s Reiksguard
- 100 Cost


DWARFS

Organ Gun
+ 10 AP Missile Damage
+ 5 Missile Damage

Flame Cannon
- 150 detonation force

Gyrobomber
+ 1 projectile spread
- 3 seconds reload time

Irondrakes
+ 342 HP

Gob-Lobber
+ 100 Cost


WARRIORS OF CHAOS

Marauder Horsemen (Throwing Axes)
- 50 Cost

Chosen (Halberds)
+ 5 Weapon Damage
+ 1 AP Weapon Damage

Archaon the Everchosen (Dorgar)
+ 86HP

Archaon the Everchosen
+ 20 Armour

Chaos Trolls
+ 37 HP Per entity

Chaos Trolls (Armoured)
+ 10 Armour
+ 37 HP Per entity


BEASTMEN

Beastlord (Chariot)
- 400 Cost
+ 15 Charge Bonus
+ 1 collision Attacks Max Targets
- 0.2 Seconds Melee Attack Interval
+ 246 HP

Beastlord
Increased Entity Size
- 250 Cost
- 30 Armour
+ 15 Charge Bonus
+ 10 Weapon Damage
+ 10 Armour Piercing Weapon Damage

Khazrak
Added Vanguard Deployment
+ 10 Charge Bonus
- 150 Cost
- 20 Armour
- 0.2 Seconds Melee Attack Interval

Khazrak (Chariot)
- 200 Cost
+ 15 Charge Bonus
+ 1 collision Attacks Max Targets

Bray Shaman
+ 35 Weapon Strength
+ 35 Armour-Piercing Weapon Strength
- 100 Multiplayer Cost

Bray-Shaman (Razorgor Chariot)
- 50 Multiplayer Cost

Malagor the Dark Omen
+ 40 Weapon Strength
+ 35 Armour-Piercing Weapon Strength
+ 10 Charge Bonus

Bestigor
Increased Entity Size
+ 6 Speed
+ 4 Charge Speed
+ 2 Weapon Damage
+ 2 Charge Bonus

Gor Herd (Dual Weapons)
+ 1 AP Weapon Damage
+ 5 Weapon Damage
+ 4 Charge Bonus

Cygor
+ 750 HP

Ungor Spearmen Herd (Shields)
+ 5 Leadership
- 3 Charge Bonus

Ungor (All units)
+ 30 Mass

Ungor Herd
+ 2 Weapon Damage

Centigors (All)
Add hide in woods


VAMPIRE COUNTS

Hexwraiths
+ 10 Charge Bonus

Helman Ghorst (All Variants)
- 200 Multiplayer Cost

Helman Ghorst (Corpse Cart)
+ 150 Multiplayer Cost

Sternsmen
+ 100 cost

Mannfred von Carstein (Zombie Dragon)
+ 75 cost

Vlad von Carstein
+ 200 cost (multiplayer)
+ 500 cost (campaign)

Vampire Lord (Zombie Dragon)
+ 75 cost

Red Duke (Zombie Dragon)
+ 75 cost

Mortis Engine/Claw of Nagash
- 788 HP

Terrorgheist
+ 5 Leadership
+ 1 max splash attacks

Varghulf
+ 5 Leadership

Black Coach
+ 20 Weapon Strength
+ 20 Armour-Piercing Weapon Strength


WOOD ELVES

Eternal Guard
+ 25 Cost

Eternal Guard (Shields)
+ 50 Cost

Wildwood Rangers
- 5 AP Weapon Damage

Glade Guard (All)
- 10m Range

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.

Full ability change list:
https://forums.totalwar.com/discussion/191508/patch-6-full-ability-balance-change-list/p1?new=1

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.
Post edited by Lori_CA on
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Comments

  • MishrakMishrak Posts: 161Registered Users
  • TyrionLamperougeTyrionLamperouge Junior Member Posts: 253Registered Users
    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.
  • MukipMukip Posts: 197Registered Users
    Is that a typo with Karl Franz or did he get some commensurate buffs to go along with the price nerf?
  • MemnonMemnon Senior Member Posts: 441Registered Users
    Thx @CA_Whelan for news.
    Not too bad changes-but im dont see nothing about speed battle?I miss or dont change nothing in this aspect in this patch?
  • SteppelordSteppelord Junior Member Posts: 849Registered Users
    This is AMAAAAZZZZIIINGGGGGG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • PrayPray Posts: 837Registered Users
  • ShiodomeShiodome Posts: 6Registered Users
    no change to flyer cycle charge then?
  • NightOfTheDeadNightOfTheDead Member Posts: 402Registered Users
    edited February 24
    "Refreshed ability costs, durations and recharge times.
    Spell 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?

  • IlyandirIlyandir Posts: 123Registered Users
    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.
    I can bend minds with my spoon.
  • ArgonArgon Senior Member ItalyPosts: 1,284Registered Users
    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)
  • irurobinirurobin Posts: 1,279Registered Users
    Why does Karl Franz gets a price increased??????????? Are you kidding me??????????

    Amber Wizard (Griffon)
    - 30 Charge Bonus

    Knights of the Blazing Sun
    + 100 Cost

    <<<<< Just why? LoL
  • MukipMukip Posts: 197Registered Users
    Blazing Sun nerf is probably to help out Wood Elves. Amber Wizard on Griffon is very good with healing so that nerf is fine.

    My biggest disappointment is the lack of a healing/ammo nerf on Steam Tanks.
  • HatoriHanzoHatoriHanzo Posts: 1Registered Users
    edited February 24
    Update need now the formations on battle, like spartans spears on RomeII
  • Donorma_IronshieldDonorma_Ironshield Posts: 383Registered Users
    "Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson."

    hahahaha
  • MakoTheMakoMakoTheMako Posts: 564Registered Users
    Vanguard Khazrak can finally perform brutal pincer attacks
    Give me Wargor or give me death.

  • Karadar_UKKaradar_UK Posts: 190Registered Users
    Centigors can hide in forests, bout time that happened.
  • CA_DuckCA_Duck Posts: 634Registered Users, CA Staff
    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.
  • StephinceStephince Posts: 1,422Registered Users
    That's the kind of detail we all want!
  • NightOfTheDeadNightOfTheDead Member Posts: 402Registered Users
    CA_Duck said:
    You added charges to Arrow of Kurnous, but not Wrath and Ruin?
  • GaryCAGaryCA Posts: 10Registered Users, CA Staff
    Hi @irurobin

    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.
  • PixeldiktatorPixeldiktator Posts: 34Registered Users
    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?
  • jipjip Posts: 3Registered Users
    Lots of great fixes and additions!

    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. :(

    Also definitely miss a Dwarf Warriors nerf.
  • GradenGraden Senior Member Posts: 443Registered Users
    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?
  • LunetoLuneto Posts: 3Registered Users
    Poor Gelt and Kemmler.... atleast they have eachother! :D
  • FlyingWarPigWithPawsFlyingWarPigWithPaws Posts: 474Registered Users
    Glade Guards range went down again? Shouldnt they have a better range than peasents?
    Ungrim is homesick
  • tzarkolbaskatzarkolbaska Senior Member Posts: 486Registered Users
    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
  • GaryCAGaryCA Posts: 10Registered Users, CA Staff
    Hi @Graden

    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.
  • CA_DuckCA_Duck Posts: 634Registered Users, CA Staff

    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.
  • CA_DuckCA_Duck Posts: 634Registered Users, CA Staff
    Luneto said:

    Poor Gelt and Kemmler.... atleast they have eachother! :D

    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.
  • tzarkolbaskatzarkolbaska Senior Member Posts: 486Registered Users
    CA_Duck said:


    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.

    Nice, thank you for clarification
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