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The Aye Aye! Patch Notes

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  • ystyst Posts: 4,094Registered Users
    Nemox said:

    I'm on the page, but too much to put into one post so I can try and split it up.

    Cut and paste bit by bit,

    EVERY
    SINGLE
    WORD
    COUNTS
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  • NemoxNemox Posts: 2,261Registered Users
    General Battle Changes and Fixes
    Added a new Host Spectator toggle to multiplayer battles, in order to improve Tournament battle viewing and broadcasts. In this mode, the host can set up the battle but not join it as a contestant. When the match begins, the Host can freely spectate while the battle between players commences. This mode is currently in beta.
    Host has visibility over armies of all players
    The host and all players must ready-up in order for the battle to commence
    Currently, AI armies cannot be assigned to player slots
    Currently additional spectators cannot be added to the battle
    Fixed some rare battle crashes
    Added The Barrow Legion faction to custom battles
    Reinforcements should now enter the battlefield from the expected direction
    The timer in replays will now count up rather than down
    Fixed an issue where the game could freeze and crash when hovering over “Multishot Ammunition” on Reaper Bolt Throwers
    Updated War Hydra and Kharibdyss unit category descriptions
    Reduced likelihood of artillery marching towards greenskin and high elf towers when given an attack order against these towers
    AI will now use Realm of Souls Ushabti and Menace from Below on non-ranged/artillery units
    If The Menace Below is used inside a settlement as the attacker, the towers will no longer fire inside the settlement
    Encourage attribute has been added to Goblin Great Shaman when mounted on a Giant Wolf
    Encourage attribute has been added to Night Goblin Shaman
    Norsca units (Trolls, Frost Wyrm and Manticore) now have siege attacker attribute
    Malekith now has the siege attacker attribute when on a dragon mount
    High Elf dragon mounts now correctly show the siege attacker icon
    Chanted “Decapods” thrice into a mirror while turning around and OH MIGHTY SIGMAR LOOK AT THE MESS WE’RE IN
    Fixed issue with siege attacker icon not appearing for High Elf lords mounted on dragons in custom battles
    Wulfrik now correctly has 15% missile resistance when mounted on his mammoth
    High Elf Noble will no longer incorrectly do damage on collision
    Added missing loading screen quotes for some units
    Ulthuan battle maps will no longer incorrectly be used when fighting in Badlands area of the Vortex campaign map
    Fireball can no longer be cast without it costing Winds of Magic and ignoring its cooldown
    Fixed scale of Wood Elf Heroes
    Fixed an issue where Beastmen models would appear too large compared to the Razorgor Chariot they were occupying
    Zooming limits adjusted – min camera height is lower, allowing for a ground-level cinematic angle, and max cam height is 17% higher, allowing for a slightly wider overview
    Lords on flying mounts should now respond correctly to movement orders after being interrupted or knocked back during duels
    Fixed an issue where invalid movement orders could be issued on several siege maps
    Heinrich Kemmler now has his Krell summon ability in his quest battles played via the front end
    Alith Anar will now use a Giant Eagle in his Moonbow quest when started from the front end to match the campaign starting army
    Rage is no longer removed when disabling Foe-Seeker or Fight or Die! from Marauder Chieftain Lord in custom or multiplayer battle
    Bjarke Black Raider will now display the correct model
    Dark Elf Manticore’s faceplate is now positioned correctly
    Templehof Luminark now displays the correct model and VFX when destroyed
    Fixed a graphical stretching issue shown on Dark Elf Manticore’s legs
    Fixed an issue where the Supreme Sorceress would clip through the seat on the Manticore mount
    Fixed an issue where Ushabti’s heads could show as small triangles when zoomed out
    Fixed an issue with Necropolis Knights where the main body would clip through the head
    Fixed an issue where Lothern Sea Guards shield’s kelp would not display correctly
    Blood should no longer appears as vertical lines on the Hydra and Kharibdyss’s necks
    Blood will no longer disappear on ranged units’s bows during their firing animations
    The Kharibdyss heads should no longer be so offset during the Kharibdyss matched animation
    Fixed various issues with elf units when weapon switching, which included weapons flickering or disappearing and holding swords and bows at the same time
    Dark Riders (Repeater Crossbow) and Raven Heralds (Repeater Crossbow) will no longer change their bow model during their firing animations
    Pistoliers, Outriders and Outriders (Grenade Launcher) will no longer swap their sword between their hand and hip while idling
    Mounted Yeoman will no longer change their bow model during their firing animations
    Dark Riders (Shields) will now hold their shields correctly during charges
    The Handmaiden’s spear will no longer detatch from her hand during some attack animations
    The Blessed Legion of Phakth will no longer incorrectly hold spears and shields when the user is zoomed out a great distance from the unit
    Fixed an animation synching issue during Helstorm Rocket Battery’s firing animation
    Fixed an issue where low tier Empire and Bretonnia units would play the wrong animation during a moving attack
    Fixed an issue where Morghur would occasionally use a whip when attacking
    The Kharibdyss’s main head will no longer snap during any attacks
    The Kharibdyss will no longer cross its jaw during sweeping attacks
    Increased shadow map resolution on medium, high and ultra settings
    Added collision to some buildings that lacked it on Khemri siege map
    Troops will now hide correctly in the Khazid Irkulaz map
    Fixed an area in Eagle Gate map where troops could not be deployed
    Fixed multiple instances of floating walls and props on Port Elistor siege map
    The walls are no longer slightly floating above the terrain in the Ancient City of Quintex siege map
    Props will no longer flicker on Karak Zorn siege map
    Fixed an issue with the lighting in Kazark Izor siege map
    Ruination of Cities will no longer appear textureless
    Fixed some smoke VFX that appeared to be 2D
    VFX will now be properly displayed when the Sunmaker is destroyed
    Norscan Warhounds are now using the correct unit card
    The Branchwraith provided in the army for Sword of Daith stage one quest battle will no longer use the incorrect unit card
    Upgraded spells with a -15% miscast chance will now display the miscast chance in the tooltip
    Frost Breath now has the correct tooltip
    Sound will now correctly play when clicking on the unit info arrows in custom battle
    Wood Elf and High Elf archers will no longer swap bow models when firing Artillery will no longer be able to shoot beyond its intended range when forcing it to shoot at the ground
    Framerate drops should be less frequent during battle when units appear or abilities are used
    Lothern Sea Guards (Shields) should now correctly display on their backs when they are in missile mode
    Wood Elf and High Elf lords’ swords will no longer disappear and reappear during their firing animations when mounted on horses
    Individual archer units should no longer be killing an excessive number of enemies compared to the same units in the army
    Heroes will no longer die when flying over a wall that gets destroyed
    Order and movement VO no longer play as a spectator in multiplayer battles
    Order and movement VO no longer play during replays
    Projectiles now correctly show VFX when projectile trails are set to off
    Audio Changes and Fixes
    Reworked group vocalisation system and added new assets for most humanoid units:
    Blood Knights thirst for blood more
    Bretonnians (Knights and Peasants) are now overly honourable
    Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    Dwarfs now hold even more grudges
    Empire State Troops are now more disciplined
    Goblins are now extra stabby
    High Elves (Male and Female) have increased in arrogance
    Orcs now Waaagh! harder than ever
    Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    Wood Elves (Male and Female) are now wilder
    Tweaked and improved Individual Vocalisations
    New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses
    Improved distinction between roars and screams for animations (battle and campaign), and retagged animations to use the suitable events
    Tweaked probabilities of individual vocalisations triggering
    Legendary Lords have all received the new Cinematic Kit 2 impact sounds for their melee attacks, appropriate to their weapon or attack of choice
    Improved the audio mix when music is enabled
    Rebalanced the mix of multiple larger creatures
    Improved the audio feedback on the magic and ability targeting
    Reduced spamming of targeting UI sound when moving between targets
    Reduced cannonball impact spam
    Blasting Charge limiting updated
    Reworked Empire and Norsca battle environment ambience
    Set Alarielle, Alith Anar, and Crone Hellebron’s campaign lord details panel VO to 2D
    Front End ambiences now crossfade when switching between backgrounds
    Front End lord portrait videos now play once at full volume, then reduce volume for subsequent loops
    Malekith has had a bit of a lie down, is feeling much better now thank you, and will no longer scream incessantly in raiding stance
    Sound will now correctly play when clicking on the unit info arrows in custom battle
    Character and Unit Balancing
    Beastmen
    Malagor: +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, +15 base melee damage.
    Gorebull: +200 mass, +5% hit reaction ignore chance, +5% knock interrupt ignore chance. No longer has terrain penalties in Shallow Water.
    Khazrak – Razorgor Chariot: +10 armour
    Morghur: +50 mass
    Feral Manticore: -100 cost
    Gor Herd (dual): -50 mp cost
    Minotaurs: -50 cost
    Minotaurs (Shields): -100 cost
    Minotaurs (Great Weapons): -100 cost
    Razorgor Herd: -50 cost
    Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    Dwarfs
    Belegar: -50 mp cost
    Runelord: +50 mp cost
    Grombrindal: -100 mp cost
    Thorgrim: -50 mp cost
    Thane: +4 melee defence
    Bugman’s Rangers: -2 health per entity
    Hammerers: +2 health per entity
    Peak Gate Guard: +2 health per entity
    Gyrobomber: +200 health, +20 clattergun ammo
    Skyhammer: +200 health, +20 clattergun ammo
    Quarrellers (GW): +2 melee defence
    Greenskins
    Skarsnik: +300 mass
    Grimgor: +600 mass, +5 armour, +7 melee defence.
    Night Goblin Shaman: added encourage
    Goblin Great Shaman – Wolf: added encourage
    Night Goblin Archers: -25 cost
    Night Goblin Archers – Fanatics: -25 cost
    Squig Herd: +10 health per entity
    Orc Boar Chariot: +4 melee attack
    Savage Orc Boar Boyz Big Uns: now truly Bigga’ and ‘Arder with +5 bonus vs. large, -2 charge bonus.
    Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    Empire
    Royal Altdorf Gryphites: +50 cost, +8 health per entity, -2 charge bonus
    Demigryph Knights (Halberds): +8 health per entity, -2 charge bonus
    Demigryph Knights (Lances): +8 health per entity, +2 melee defence
    Helblaster Volley Gun: -50 mp cost
    Helstorm Rocket Battery: -100 mp cost
    Captain: -50 mp cost
    Crossbowmen: -25 cost
    Pistoliers: +8 charge bonus, +2 melee attack
    Witch Hunter: -10 ammo
    Greatswords: +2 leadership
    Halberdiers: +2 leadership
    Spearmen (no shields): +2 bonus vs large
    Steam Tank: +3 bonus vs infantry, +35 ap melee damage, +5 base melee damage
    Knights of the Blazing Sun: +1 ap melee damage, -1 base melee damage
    Great Cannon: improved accuracy
    Dark Elves
    Malekith: +300 mass on foot
    Sorceress (all) – Cold One mount: -50 mp cost
    War Hydra: -150 cost
    Chill of Sontar: -50 cost, Frost Breath is no longer flaming.
    Kharibdyss: +5 bonus vs large
    Feral Manticore: -100 cost
    Supreme Sorceress (all) – foot & dark steed: +150 mp cost
    Supreme Sorceress (all) – cold one: +50 mp cost
    Supreme Sorceress (all) – dark Pegasus: +100 mp cost
    Doomfire Warlocks: -1 health per entity, +100 cost.
    Slaanesh’s Harvesters: -1 health per entity, +100 cost.
    Sisters of Slaughter: -1 melee attack, -1 melee defence.
    Cold One Knights: -12 charge bonus, +8 melee attack, +2 melee defence.
    Dread Knights: -6 charge bonus, +4 melee attack, +2 melee defence.
    Knights of the Ebon Claw: -6 charge bonus, +4 melee attack, +2 melee defence.
    Shades (all): +2 health per entity
    High Elves
    The Fireborn: -50 mp cost, -5 physical resistance
    Dragon Princes: -50 mp cost, -5 physical resistance
    Silver Helms (both): +4 charge bonus
    Handmaiden: -50 mp cost, increased projectile speed, increased projectile penetration
    Sisters of Avelorn: +2 ap missile damage, -2 base missile damage
    Everqueen’s Court Guards: +2 ap missile damage, -2 base missile damage
    The Grey: -100 mp cost
    Storm Riders: -50 mp cost
    Tyrion: +100 mp cost, -2 melee attack, +90 ap melee damage, -110 base melee damage.
    Alarielle – Eagle: -8 melee attack
    Alith Anar: projectile slightly more accurate, increased projectile penetration.
    Tiranoc Chariot: added Martial Prowess, -4 melee defence
    Ithilmar Chariot: added Martial Prowess, -4 melee defence
    Bretonnia
    Blessed Field Trebuchet: -50 mp cost
    Field Trebuchet: -50 mp cost
    Alberic: -100 mp cost
    Fay Enchantress: direct damage aura deals 20% less damage.
    Lord – foot, warhorse, Pegasus: -50 mp cost
    Foot Squires: +25 mp cost
    Green Knight: +4 melee attack, +2 melee defence
    Battle Pilgrims: +1 melee defence
    Holy Wardens of La Maisontaal: +1 melee defence
    Lizardmen
    Cold Blooded: Now stops rampage and gives +16 leadership. No longer has max uses, removed stat penalties and healing.
    Cold One Riders: Added Primal Instincts ability, +50 mp cost, -10 charge bonus, +10 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
    Cold One Spearriders: Added Primal Instincts ability, -10 charge bonus, +10 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
    Horned Ones: -12 charge bonus, +6 melee attack, +2 melee defence, +6 ap melee damage, +2 base melee damage.
    Feral Cold Ones: -12 charge bonus, +5 melee attack, +2 melee defence, +4 ap melee damage, +2 base melee damage.
    Kroxigor: +5 ap melee damage, +1 base melee damage.
    Skink Skirmishers: +1 base missile damage
    Saurus Scar Veteran – cold one: -100 mp cost
    Ancient Stegadon: +3 bonus vs infantry, -50 cost
    Stegadon: +3 bonus vs infantry, -50 cost
    Feral Stegadon: +3 bonus vs infantry, -50 cost
    Carnosaurs: +3 melee attack
    Skink Chief – Stegadon & Ancient Stegadon: -100 mp cost
    Skink Priest (both) – Stegadon & Ancient Stegadon: -100 mp cost.
    Bastiladon (Rev. Crystal): -25 mp cost
    Lord Mazdamundi – Zlaaq: now uses Ancient Stegadon weapon strength.
    Lord Mazdamundi – Palanquin: + 516 health
    Slann Mage Priests: +2 melee defence, +516 health
    Saurus Spearmen: +2 melee defence
    Saurus Spearmen (Shields): +2 melee defence
    Saurus Warriors: +1 melee attack
    Saurus Warriors (Shields): +1 melee attack
    Temple Guard: +2 health per entity
    Vampire Counts
    Strigoi Ghoul King (foot): -100 mp cost
    Helman Ghorst – Corpse Cart: +400 health
    Vampire Lord – Nightmare: +10 armour
    Devils of Swartzhafen: +2 melee attack
    Vargheists: +2 melee attack
    Terrorgheist: -2 charge bonus
    Cairn Wraiths: +2 melee attack
    Crypt Horrors: +1 melee defence
    Mortis Engine: direct damage aura deals 20% less damage
    Warriors of Chaos
    Kholek: increased projectile intersection radius to 0.95, -5 armour, +100 mp cost
    Archaon: +100 cost, +145 ap melee damage, -205 base melee damage
    Sigvald: +20 missile block chance, +10 armour, +5 leadership
    Dragon Ogres: -50 cost
    Feral Manticore: -100 cost
    Chaos Giant: Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    Swords of Chaos: +2 ap melee damage, -2 base melee damage
    Chaos Knights: +2 ap melee damage
    Wood Elves
    Wildwood Rangers: -50 mp cost
    Wardancers RoR: -50 cost
    Wardens of Cythral: +50 mp cost
    Waywatchers RoR: -50 cost, -1 ammo
    Waywatchers: -1 ammo
    Waystalker: +17 melee attack, +3 melee defence, +15 ap melee damage.
    Treemen: +190 ap melee damage, -260 base melee damage.
    Ancient Treemen: +154 ap melee damage, -225 base melee damage.
    Sisters of the Thorn: +100 cost, -10% physical resistance.
    Norsca
    Feral Mammoth: increased acceleration, -1000 mass, -11 melee attack, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown (re-introduced collision damage for mammoths)
    War Mammoth: increased acceleration, -1500 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    War Mammoth (Warshrine): increaseed acceleration, -1000 mass, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    Soulcrusher: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    Wulfrik – Mammoth: increased acceleration, -1500 mass, +15 missile resistance, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    Marauder Chieftain – Mammoth: increased acceleration, -1500 mass, -12 charge bonus, -12 melee attack, -2 melee defence, -30 ap melee damage, +14 bonus vs infantry, +30 base melee damage, +4 collision attack max targets, 2 collision attack max targets cooldown.
    Feral Manticore: -100 mp cost
    Fimirs (Great Weapons): +50 mp cost
    Skinwolves: -50 mp cost
    Marauder Berserkers: -1 melee defence
    Brutes of the Hound: -1 melee defence
    Marauder Champions (Great Weapons): +2 melee defence
    Norscan Giant: +35 ap melee damage, +15 base melee damage, +1 splash attack max targets
    Frost Wyrm: Frost Breath is no longer flaming damage.
    Marauder Hunters (axes): increased projectile mass for more knockbacks
    Skaven
    Clanrat Spearmen: -25 cost
    Clanrat Spearmen (Shields): -25 cost
    Clanrats: -25 cost
    Clanrats (Shields): -25 cost
    Death Globe Bombardiers: -50 mp cost, +2 ammo
    Poison Wind Globadiers: -50 mp cost, +2 ammo
    Warpfire Throwers: -50 mp cost
    Hell Pit Abomination: +15 ap melee damage, +5 base melee damage, Summoned Skavenslave Spears now have Scurry Away and Strength in Numbers abilities.
    Warlord – Rat Ogre Bonebreaker: +400 health
    Queek Headtaker: +19 bonus vs. infantry
    Stormvermin (Halberds): +2 melee attack
    Tomb Kings
    Screaming Skull Catapult: -50 mp cost
    Casket of Souls: increased projectile accuracy
    Khatep – Casket of Souls: increased projectile accuracy
    Settra – Chariot of the Gods: +3 melee defence
    Necrosphinx: +200 health
    Sphinx of Usepkh: -200 health
    Sepulchral Stalkers: +1 melee attack, projectiles deal +1 ap melee damage each.
    Eyes of the Desert: +1 melee attack, projectiles deal +1 ap melee damage each.
    Battle Abilities Balancing
    Dreaded Thirteenth Spell: Summoned Stormvermin now have Scurry Away and Strength in Numbers abilities
    Soul Rain: increased ap explosion damage by 50%
    Soul Storm: increased ap explosion damage by 50%
    Soul Torrent: increased ap explosion damage by 50%
    Venom Staff: Increased ap explosion damage by +18
    Skarsnik’s Prodder: Venom Staff: Increased ap explosion damage by +18
    Comet of Casandora: +6 ap explosion damage
    Comet of Casandora Upgraded: +12 ap explosion damage
    Flame Storm: now drags entities towards it rather than pushing them away
    Vambraces of the Sun: now applies -22% flame weakness
    Shield of the Old Ones: Replaced 44% magic resistance with 22% Ward Save
    Pearl of Infinite Bleakness: added +8 leadership
    Dark Mail: changed to a passive self buff active in melee that adds +24 armour and +22% magic resistance
    Lance Formation: -12% charge speed, -10% acceleration, -10% deceleration
    Hunter of Champions: -1 melee defence
    Regrowth: Removed physical resistance, replaced with +100% vigour. Cost tweaks
    Regrowth Upgraded: Removed physical resistance, replaced with +100% vigour. Cost tweaks
    Shield of Thorns: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds
    Shield of Thorns Upgraded: Replaced missile resistance with 22% physical resistance. Reduced duration to 22 seconds. Reduced cost.
    Ballistics Calibration: reduced duration from 57 to 32
    Curse of Da Bad Moon: contact effect now reduces melee defence rather than melee attack
    Gork’ll Fix It: changed -24% movement speed to -48% movement speed, no longer affects vigour. Increased duration to 24 seconds
    Waagh!: Reduced melee attack increase from 26 to 20
    Scarecrow Banner: increased morale penalty for flying units from -4 to -8
    Light of Battle: added 40m effect radius, reduced duration to 22 seconds, +1 power cos
    Light of Battle Upgraded: increased duration to 44 seconds, -1 power cost
    Glittering Robe: removed morale increase, increased armour bonus to +60, duration reduced to 44
    Glittering Robe Upgraded: removed morale increase, increased armour bonus to +60, duration reduced to 4
    Rune of Hearth and Home: increased effect range to 45m
    Destroyer: now adds only +15 ability recharge per 90 seconds
    Cursed Blade: fixed the re-application of the direct damage
    Heart of Avelorn: now activates when Tyrion goes below 20% health
    Crown of Domination: increased effect radius to 55m
    Transformation of Kadon: Manticore unbinds 40% slower, reduced casting cost by -2
    Tomb Swarm: reduced direct damage by 25%
    Death Frenzy: increased duration to 28
    Death Frenzy Upgraded: increased duration to 2
    Skitterleap: now has a 40m radius, duration reduced to 41, +5 power cost
    Skitterleap Upgraded: now has a 40m radius, duration reduced to 82, +8 power cost
    Night Shroud: now has a 40m radius, duration reduced to 41, +5 power cost
    Night Shroud Upgraded: now has a 40m radius, duration reduced to 82. +8 power cost
    Eadbutt: -2 power cost
    Eadbutt Upgraded: -2 power cost
    Daith’s Sword: added 2 max uses, increased casting range to 100m
    Sneaky Stabbing: reduced wind-up time to 1
    Gaze of Malice: changed to an uncommon ability, max 3 uses, cost increased to 152, recharge time changed to 90
    Djaf’s Incantation of Cursed Blades: -1 power cost
    Djaf’s Incantation of Cursed Blades Upgraded: -1 power cost
    Sakhmet’s Incantation of the Skullstorm: -1 power cost
    Sakhmet’s Incantation of the Skullstorm Upgraded: -1 power cost
    Gaze of Nagash: increased accuracy, changed to a higher ballistic trajectory
    Shem’s Burning Gaze: increased accuracy, changed to a higher ballistic trajectory
    Vindictive Glare: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    Vindictive Glare Upgraded: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
    Gaze of Mork: increased accuracy, changed to a higher ballistic trajectory, -1 power cost
  • ystyst Posts: 4,094Registered Users
    Nemox said:

    Ur my fav human at this moment in time
    https://imgur.com/a/Cj4b9
    Top #3 Leaderboard on Warhammer Totalwar.
    Unit stats compare courtesy of Seal62 https://total-war-unit-compare.herokuapp.com/
  • NemoxNemox Posts: 2,261Registered Users
    With the launch of the Curse of the Vampire Coast campaign pack comes a new update for Total War: WARHAMMER II. This will be applied automatically to the game when you log into Steam.

    The Aye Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start position and extra bonuses.

    New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam page here.

    The Aye Aye! Patch update also brings a plethora of balance changes to factions, Legendary Lords and units, along with numerous tweaks, fixes and improvements to a great many areas of the game. Please see below for exhaustive details.

    The Vampire Coast sets sail!
    The Vampire Coast have arrived, and has bought with it the terrors of the deep… Playable for owners of the new campaign pack, but also present in the Mortal Empires and Eye of the Vortex campaigns as AI-controlled factions for those players who don’t.

    Adding a huge new threat, or indeed ally, to the game, the Vampire Coast promise to shake up your game experience and introduce a new range of opponents to match yourself against.

    New Vampire Counts Mechanic: Bloodlines
    Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi.

    Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening, a new wave of powerful faction-wide bonuses is unlocked reflecting the character and focus of their Bloodline. These Lords also have unique skill trees designed around their Bloodline’s nature.

    These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees!

    All Legendary Lords (including Vampire Coast Legendary Lords) have also undergone balance changes and tweaks. Please see Faction Changes below for details.

    Heinrich Kemmler
    Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia.

    Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore.

    Free-LC: Lokhir Fellheart
    The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria.

    The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.

    Lokhir Fellheart is not technically part of the Aye Aye! Patch, and must be downloaded from his Steam page here.

    PLEASE NOTE: Due to the wealth of changes in the Aye Aye! Patch, it’s highly likely that any existing multiplayer campaign saves you have will no longer work. If you’re midway through a multiplayer campaign therefore, and wish to continue, we’re keeping the Reinforcement Update (the last major patch) live under the Betas tab in Steam. This will enable you to conclude your multiplayer campaign before updating the game from the Reinforcement Update to the Aye Aye! Patch.

    New multiplayer campaigns begun when both players have the Aye Aye! Patch installed will work as normal. Single player campaign saves are unaffected, and any you have from before the Aye Aye! Patch will be compatible with the updated game.


    Forgot the part at the top, but the other two have the really important stuff.

    Enjoy!
  • MynmearaMynmeara Posts: 8Registered Users
    So much hate for CA...It's like you don't understand how the internet works.

    The second that article went up their website got hit by thousands and thousands of requests. It got overloaded and will take a while to start working again as the web traffic normalizes.

    It's actually a good sign, and made me laugh...it means people are super excited for this patch and want to see the changes immediately.

    And this is not an indicator of patch instability or unpreparedness, it's an indicator of consumer's excitement.

    Pless stop fearmongering ty
  • BiesBies Junior Member Posts: 1,313Registered Users
    "Loyalty Dilemmas for Dark Elves now trigger. In some cases they may now trigger too often – we are currently balancing their frequency."


    Khaela Furdiekh Mensha Farmiekh Khaine!








  • ArthasmenethrilArthasmenethril Senior Member Posts: 3,969Registered Users
    "Audio Changes and Fixes
    Reworked group vocalisation system and added new assets for most humanoid units:
    Blood Knights thirst for blood more
    Bretonnians (Knights and Peasants) are now overly honourable
    Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    Dwarfs now hold even more grudges
    Empire State Troops are now more disciplined
    Goblins are now extra stabby
    High Elves (Male and Female) have increased in arrogance
    Orcs now Waaagh! harder than ever
    Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    Wood Elves (Male and Female) are now wilder
    Tweaked and improved Individual Vocalisations
    New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses"

    New assets and voices?
    So...the Light's vaunted justice has finally arrived. Shall I lay down Frostmourne and throw myself at your mercy, Fordring?

  • Bogdanov89Bogdanov89 Posts: 218Registered Users
    Thank you very much for the bug fixes.

    Unless it is missing from the patch notes it seems that Khalida's army-wide poison trait still does not work on ranged attacks (like skeleton archer bows).
  • Infinite_MawInfinite_Maw Posts: 771Registered Users
    Morghur: +50 mass
    Feral Manticore: -100 cost

    HOLD ON, since when did the beastmen have access to feral manticores!?
  • Dullahan125Dullahan125 Posts: 48Registered Users
    Hope they fixed the skaven dillemas as well
  • NemoxNemox Posts: 2,261Registered Users

    Hope they fixed the skaven dillemas as well

    Oh Ephraim is not going to be happy if they fixed the Elves but not Skaven.
  • froloffrolof Posts: 250Registered Users
    "Bretonnians (Knights and Peasants) are now overly honourable
    Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    Dwarfs now hold even more grudges
    Empire State Troops are now more disciplined
    Goblins are now extra stabby
    High Elves (Male and Female) have increased in arrogance
    Orcs now Waaagh! harder than ever
    Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    Wood Elves (Male and Female) are now wilder"

    Pardon?
  • CA_DuckCA_Duck Posts: 1,287Registered Users, CA Staff

    Morghur: +50 mass
    Feral Manticore: -100 cost

    HOLD ON, since when did the beastmen have access to feral manticores!?

    Sorry, that would be a mistake on my part. No Manticores for Beastmen.
    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.
  • Infinite_MawInfinite_Maw Posts: 771Registered Users
    CA_Duck said:

    Morghur: +50 mass
    Feral Manticore: -100 cost

    HOLD ON, since when did the beastmen have access to feral manticores!?

    Sorry, that would be a mistake on my part. No Manticores for Beastmen.
    Oh well, hope to see something easy to make like the preyton or the wargor for the beastmen (if they are going to be updated like the other factions).
  • Ephraim_DaltonEphraim_Dalton Senior Member Posts: 14,978Registered Users
    edited November 2018
    Nemox said:

    Hope they fixed the skaven dillemas as well

    Oh Ephraim is not going to be happy if they fixed the Elves but not Skaven.
    The fix is in the patch notes. Hope that actually works out. I would be very unhappy if the pointy-eared ballerinas got special treatment again.

  • englisharcher89englisharcher89 Senior Member Bath, UKPosts: 3,703Registered Users
    Any changes to Banshee, gosh she needs new sound and vfx for attacks.

    I am asking for it since WH1! Syreens sounds more like Banshee and they get properly displayed animations and aound and it's same model!
    Vampire Counts
    Tomb Kings
    The Empire

    "Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein
  • TheGuardianOfMetalTheGuardianOfMetal Senior Member Posts: 8,223Registered Users

    "Audio Changes and Fixes
    Reworked group vocalisation system and added new assets for most humanoid units:
    Blood Knights thirst for blood more
    Bretonnians (Knights and Peasants) are now overly honourable
    Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    Dwarfs now hold even more grudges
    Empire State Troops are now more disciplined
    Goblins are now extra stabby
    High Elves (Male and Female) have increased in arrogance
    Orcs now Waaagh! harder than ever
    Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    Wood Elves (Male and Female) are now wilder
    Tweaked and improved Individual Vocalisations
    New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses"

    New assets and voices?

    I hope so, would be nice if the Dawi would mention it if they are facing filthy Thagoraki. But I'm not too optimistic... until CA confirms that's the case... or I hear it in game to be the case :smiley:
    Every wrong is recorded! Every slight against us! Page after Page, etched in blood! Clan Gunnison! Karak Eight-Peaks! Josef Bugman!

    Yes! to Boris Todbringer as playable, subfaction leading Legendary Lord with Starting Position Middenheim instead for the Empire! NO to the lazy way of moving Gelt and Volkmar who both belong to Reikland!

    Where is Boris Todbringer? Have you seen him?
  • Ephraim_DaltonEphraim_Dalton Senior Member Posts: 14,978Registered Users
    No bellchime added to Screaming Bell?

  • MeanSonOfAGunMeanSonOfAGun Posts: 400Registered Users
    edited November 2018
    A big up to @Nemox for the workaround!

    And good lord, what a wall of patch notes. That´s gonna keep me busy for a while. Appearantly they even fixed bugs I always thought were the meta. lol.

    And this one… "Reworked Empire and Norsca battle environment ambience"...sometimes I wanna give CA a big hug :)
  • englisharcher89englisharcher89 Senior Member Bath, UKPosts: 3,703Registered Users

    No bellchime added to Screaming Bell?

    This and Banshee scream is what I want for audio, plus maybe new Terrorgheist sounds as well, never liked thise plus he is sharing same sound with Wyvern.
    Vampire Counts
    Tomb Kings
    The Empire

    "Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein
  • KandennKandenn Posts: 280Registered Users
    This is huge, a lot of work. Can't wait to play, thank you CA !!

    Hope Boris is on his way with those updates to him !
  • VonhellstingVonhellsting Posts: 484Registered Users
    edited November 2018
    I guess you could say vamps got a re-vamp. :tongue:
  • RubzyRubzy Posts: 49Registered Users
    If the patch notes are "true", then the most noticeable bugs have been fixed.

    Exept Khalida's poison army trait.

    Oh well I don't own Tomb Kings so sucks to be you!
  • GingerRoeBroGingerRoeBro Senior Member Posts: 2,321Registered Users

    "Audio Changes and Fixes
    Reworked group vocalisation system and added new assets for most humanoid units:
    Blood Knights thirst for blood more
    Bretonnians (Knights and Peasants) are now overly honourable
    Dark Elves (Male, Female, and Witch Elves) are now extra malevolent
    Dwarfs now hold even more grudges
    Empire State Troops are now more disciplined
    Goblins are now extra stabby
    High Elves (Male and Female) have increased in arrogance
    Orcs now Waaagh! harder than ever
    Warriors Chaos and Norscans (Chosen, Marauders, and Chaos Warriors) worship the Dark Gods more intensely
    Wood Elves (Male and Female) are now wilder
    Tweaked and improved Individual Vocalisations
    New assets for Chaos (Chosen, Marauders, Chaos Warriors), Dwarfs and Ghost Horses"

    New assets and voices?

    Wheres my Beasties?
    Bigger Budget for game 3?

    They're gonna need it for all of the monogod glory.
    Which will be the "4 distinct gods representing the different aspects of Chaos such as Khorne, Slaanesh, Tzeentch, and Nurgle." :blush: ^CA quote

    Thank you CA for seeing them as what they truly are.
    Let the Games Begin!
    https://warhammerfantasy.fandom.com/wiki/The_Great_Game
  • GingerRoeBroGingerRoeBro Senior Member Posts: 2,321Registered Users
    edited November 2018
    "Changed the skill ‘Renowned & Feared’ to be gender-neutral so that it makes sense in both male and female characters’ skill trees"

    Smh, is this why my ghorgon ain't in yet?
    How many charlamanges did this cost?
    Bigger Budget for game 3?

    They're gonna need it for all of the monogod glory.
    Which will be the "4 distinct gods representing the different aspects of Chaos such as Khorne, Slaanesh, Tzeentch, and Nurgle." :blush: ^CA quote

    Thank you CA for seeing them as what they truly are.
    Let the Games Begin!
    https://warhammerfantasy.fandom.com/wiki/The_Great_Game
  • Surge_2Surge_2 Posts: 1,480Registered Users
    Any chance we can get a pre-load this time??
  • IcestrugleIcestrugle Junior Member Posts: 986Registered Users
  • misterZmisterZ Posts: 255Registered Users
    edited November 2018
    CA_Duck said:

    Morghur: +50 mass
    Feral Manticore: -100 cost

    HOLD ON, since when did the beastmen have access to feral manticores!?

    Sorry, that would be a mistake on my part. No Manticores for Beastmen.
    Can we change your mind? I will glad to get manti for my beastyboys
  • ArthasmenethrilArthasmenethril Senior Member Posts: 3,969Registered Users
    "Karl Franz
    Faction:
    +10% movement range (UP FROM+5%)
    -15% Reiksguard and Greatswords upkeep (UP FROM-10%)
    +30 diplomacy with Empire factions (UP FROM+10) – moved to correct Faction effects position now
    Lord:
    +8 Leadership (UP FROM+2)"
    Franz no longer has anything to represent being a statesmen since it was moved to Faction affects and are keeping the Office of Emperor utterly pointless by still having his lord trait remain as "Emperor".
    So...the Light's vaunted justice has finally arrived. Shall I lay down Frostmourne and throw myself at your mercy, Fordring?

  • Ephraim_DaltonEphraim_Dalton Senior Member Posts: 14,978Registered Users
    "Fixed edge-cases in AI vs AI autoresolver which favoured one side too much"

    Does that mean auxiliary armies (waaghs, brayherds and interventions) are no longer worthless?

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