Total War: WARHAMMER III Update 3.0: Full Patch Notes Listed

So many new things to do, so little time...

It’s the day we’ve all been waiting for. Alongside the Chaos Dwarfs DLC, we’re getting a big juice update. Here’s everything laid out in its pure, untouched glory: Total War: WARHAMMER III Update 3.0: Full Patch Notes Listed.

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Total War: WARHAMMER III Update 3.0: Full Patch Notes Listed

The update for Total War: Warhammer 3 runs alongside the much anticipated Chaos Dwarfs DLC. This patch also includes some free content, like Mirror of Madness, which releases today for all players. Complete these series of challenging trials, and you’ll unlock the Daemon Prince gear.

But let’s cut to the chase, here’s the full set of patch notes listed.

RELEASE SPOTLIGHT

  • Recruit Gorduz Backstabber to sneak behind your foes as the newest Legendary Hero.
  • Master chaotic magic with the all-new Lore of Hashut. Strike foes down with Hell Hammer or set them ablaze with Burning Wrath.
  • Construct the Great Drill of Hashut to break open Hashut’s domain and siphon his blood for cataclysmic powers.
  • Co-operate with your fellow Chaos Dwarfs to obtain District rewards in the Tower of Zharr or usurp others for their seats in your quest for supremacy.
  • Command a comprehensive army roster of over 26 new units, featuring the baleful Chaos Dwarf war machine trains and the new K’daai Destroyers, alongside some of the Known World’s cruellest infernal warriors.

MIRROR OF MADNESS (FREE DLC)

Take on the role of a Daemon Prince of Tzeentch and survive against unending nightmares in Mirror of Madness.

This mighty collaboration comes from the minds at Intel and Creative Assembly and is free for all owners of WARHAMMER III!

Launching today, The Trials of Fate pits you, a newly ascended Daemon Prince, against ever-growing hordes of enemies as you reach back through time to engage in some of the most infamous battles ever fought in the Known World. Slaughter your foes, utilise bespoke abilities and spells, and score high to acquire a unique Tzeentch-themed gear set for use in your Daemon Prince Realm of Chaos and Immortal Empires campaigns.

But don’t rest quite yet, for Kairos Fateweaver awaits you in the Realm of Tzeentch.

ULRIKA MAGDOVA (FREE DLC)

Transformed into a vampire against her will, Ulrika Magdova of Kislev is the ultimate hybrid combatant. Proficient in melee combat, deadly at range, and a spellcaster, Ulrika can fill any role on the battlefield, boasting the best traits from Kislev and the Vampire Counts.

Now available as a free addition to the Kislev and Empire races in WARHAMMER III with a CA Account, be sure to create an account of your own so Ulrika is ready for battle, and then add her to your roster by completing her personal quest chain.

RACE RANDOMISATION IN IMMORTAL EMPIRES (FREE)

Feeling a bit bedazzled by the number of options when kicking off a new Immortal Empires campaign?

We’ve all been there. But let befuddlement be no more – we’ve added an extra button to the Campaign Selection menu that does the choosing for you, picking a random race and Legendary Lord to take into your next campaign.

STABILITY & PERFORMANCE

  • Fixed an issue which caused modded/custom characters to crash the game when opening the Recruit Lord/Hero UI.
  • Fixed a softlock when trying to declare war on a player faction with which you have a pending diplomatic negotiation.
  • FPS drops when the Province tab is open should no longer happen.
  • A potential crash when going into battle due to the clean up of military forces when leaving the campaign has been fixed.
  • Fixed an end of turn crash when Gotrek was killed at an inopportune time, causing a memory access issue.
  • A crash that could occur when siege towers dock on adjacent wall pieces which are perpendicular to each other has been fixed.
  • Fixed a crash that could occur when the game held data for province governorship for factions that did not own the province capital. 

GAMEPLAY

GENERAL UPDATES

  • You can now preview the landmark buildings you’ll get access to in a settlement by hovering over it.
  • We’re introduced a new pack file limit that increases the number of mods that can be hypothetically run simultaneously (barring any cross mod issues).
  • We’ve added a new panel that allows you to search for certain items on the campaign map. There are two categories of search options available – physical items (settlements, provinces, factions and characters) and landmarks/resources. Clicking any search result item will move the camera to show it.
  • Multiple buildings that were incorrectly marked as destructible have been updated game-wide, including those found within maps for the Vampire Counts, Dwarfs, Dark Elves and more.
  • Updated the campaign map battle selection for both the Realm of Chaos and Immortal Empires campaign maps to ensure that the correct battle tiles are displayed.
  • Increased the effect of the ‘A Stranger Comes’ event for all order factions. 
  • New regions and provinces have made their way into the Realm of Chaos and Immortal Empires campaign maps of WARHAMMER III. Not only that, the earth’s plates have shifted, causing some to find a new home elsewhere. Explore the lands and discover new settlements, regions, and conquer them, if you wish!
  • Alongside the additions and relocations, several regions have had their borders adjusted, certain settlements within those regions have been moved around, roads have been tweaked where necessary, and a new Sea Lane has been added between River Ruin and the Frozen Sea.

RULES & SYSTEMS

  • Missions that require the taking of specific regions now complete instantly rather than on the start of your next turn.
  • Fixed various land battle maps to prevent reinforcements arriving in inaccessible areas.
  • Fixed an issue where sailing into two sea encounters would sometimes result in the second not working correctly.
  • Updated various chokepoint areas on the campaign map to correctly load in to ambush battles.
  • Allied recruitment will now take into account the military force bonus values.

AI RULES & LOGIC

DEV NOTE:

Walled settlement battles, and battles in general, have received some improvements in the form of AI adjustments.

We’ve been monitoring the feedback closely following the settlement changes we made in Update 2.2, and we hear your concerns. With the following we hope to alleviate some of the responsiveness issues you may be experiencing. We’ll be keeping a close eye on how the changes work out.

BATTLE AI

  • In walled settlement battles, AI units will no longer double back on an approaching entry point and obstruct artillery units in an attempt to reform themselves.
  • Updated how attacking AI unit groups are distributed in walled settlement battles to better take advantage of units capable of assaulting gates.
  • Fixed an issue in siege battles where attacking AI artillery units continued moving forward when they should remain stationary to fire. 
  • Artillery units targeting breaches will now more reliably reposition if they cannot successfully fire at a target. 
  • AI units will be less likely to blobs together, and will instead remain coordinated upon entering a walled settlement.
  • Fixed cases where the AI would think its units were at max health when they were not.
  • Fixed an issue where a group of units would stop to brace instead of charging.
  • Fixed an issue in settlement battles where mounted Lord AI would become indecisive and get stuck moving back and forth.
  • In settlement battles, improvements have been made to the AI units’ priority analysis of areas within a settlement. This makes AI units more reliably prioritise capturing/recapturing capture points.
  • Fixed an issue in settlement battles where a defending AI unit becomes idle after morale breaks and flees instead of re-engaging with the player units. Units would remain hidden from the player, leading to the player losing the battle due to time running out.
  • Fixed issue where AI would assign multiple battering rams to the same gate assault group, leading to the additional battering rams being abandoned.
  • Wall breaching AI unit groups no longer share wall breach targets with other nearby unit groups. This resolves an issue where units were not targeting closest available wall pieces.
  • Updated outflank AI to handle flying units better.
  • In settlement battles, when the attacking army is AI-controlled, it will more consistently deploy a nearby reinforcement’s arrival location and wait for reinforcements before proceeding.
  • Improved logic involved in determining how many breaches the AI will attempt to create before waiting units begin entering settlements. This will reduce the likelihood of AI units remaining idle outside settlements.
  • Fixed an issue where AI units assaulting a settlement gate would abandon the assault, leaving units with no other means of entering the settlement stranded outside for the duration of the battle.

DEV NOTE:

While it is true that Skaven aren’t known for caring about the lives of their subordinates, war losses are an important part of the peace evaluation calculation and it was detrimental for them to ignore them.

Skaven leaders, of course, do care about losing battles, as such a thing is clearly evidence of plots against them.

CAMPAIGN AI

  • Adjusted the Strategic Threat Calculations for Immortal Empires. Direct actions against a faction are now much more important in that calculation, and the importance of distance scaling has been increased, improving the way AI will select the most relevant threats.
  • Further tweaks have been made to AI’s recruitment priorities to favour higher value units. Additionally, the AI will place more weight on building a recruitment building if they are without one.
  • Fixed various cases of the AI trying to enter stances which were invalid, leading to it trying to perform moves which were invalid.
  • Fixed the AI control option for allied armies not showing when being attacked by an enemy.
  • Fixed cases of the AI trying to apply Commandments to provinces that it didn’t own.
  • Fixed a bug which meant that the AI became less (as opposed to more) likely to generate a peace deal the further away the target was.
  • All factions now care about their strategic situation when generating a war declaration goal.
  • Improved AI performance in the first turn of the game.
  • Minor AI factions should now be more accepting of vassalisation.
  • Fixed some cases where the AI attempting to calculate the strength of a force was resulting in incorrect behaviour.
  • Reduced the distance required for the maximum distance modifiers to be applied in both deal generation and deal evaluation.
  • War declaration on a faction of the same subculture is now less likely for High Elf major, Empire major and all Lizardmen factions.
  • All factions now consider war losses when evaluating a peace deal. Previously, Skaven majors, Dwarfs and Tomb Kings were not.

LINE OF SIGHT

DEV NOTE:

Line of Sight has long been a sticking point in WARHAMMER III’s overall battle responsiveness, and we’re making some adjustments with Update 3.0. As you’ll see below, many of the issues came from various objects and props in the environment, which would sometimes lead to units attempting to walk through a destructible object rather than shoot over it.

We’re continuing to iterate this work, but please keep the feedback coming in as we continue to tweak the many, many facets that can prevent your units from firing when they should. 

We’ve updated and corrected the logic on various prop buildings to work better with line of sight issues across battle maps game-wide, including but not limited to:

  • Lampstands on Dark Elf battle maps.
  • Bretonnia and Grand Cathy market stalls, tents, tables, and other destructible assets.
  • Ogre Kingdoms environmental objects (typically those on the ground like bones and carts).
  • Several constructible towers on the Shang-Yang map.
  • Tiny destructible pieces of terrain game-wide that were especially detrimental to Gunpowder units.
  • Wall collision on Dwarfen maps.

FURTHER TWEAKS

  • Updated the building collisions of platform barricades to allow a greater line of sight and firing for docked missile units.
  • Updated and corrected the logic on various buildings to prevent artillery from targeting them across battle maps, game-wide

RACES & BALANCE

GENERAL

  • Fixed some general inconsistencies with units having (or not having) the Siege Attacker attribute.
  • Fixed the Lore of Wilds spell Mantle of Ghorok not being able to be overcasted via campaign skill trees.

With the Chaos Dwarfs here, we’re adamant about improving the quality-of-life of some other factions who’ve been struggling from the outset. Therefore some adjustments have been made to their starting positions, or the strength of nearby settlements to allow them to take a second settlement on their first turn, bringing them in-line with the other factions of Immortal Empires:

  • Zhao Ming
  • Greasus Goldtooth
  • Tehenhauin
  • Kroq’Gar
  • Taurox
  • Snikch
  • Helman Ghorst
  • Fay Enchantress

SPELLS (GENERAL)

Spells and Non-Spell Skills have received an adjustment to their miscast chance modifiers, making it a single direct sum (as opposed to the previous system which calculated a direct percentage alongside a separate percentage modifier).

USIRIAN’S INCANTATION OF VENGEANCE

  • Winds of Magic Cost 11 → 9

USIRIAN’S INCANTATION OF VENGEANCE UPGRADED

  • Winds of Magic Cost 15 → 13

VANGHEIST’S REVENGE

  • Winds of Magic Cost 16 → 20

VANGHEIST’S REVENGE UPGRADED

  • Winds of Magic Cost 22 → 26

KRAKEN’S PULL

  • Winds of Magic Cost 15 → 18

KRAKEN’S PULL UPGRADED

  • Winds of Magic Cost 20 → 23

PLAGUE

  • Winds of Magic Cost 11 → 12
  • End Radius 15 → 14
  • Expansion Speed (Per Second) 0.5 → 0.8

PLAGUE UPGRADED

  • Winds of Magic Cost 16 → 17
  • End Radius 15 → 14
  • Expansion Speed (Per Second) 0.5 → 0.8

FLAME STORM

  • Explosion Force 40 → 500
  • Movement Speed 4 → 2
  • Maximum Angle Change Per Movement Change Frequency 170 → 360

FLAME STORM UPGRADED

  • Explosion Force 40 → 500
  • Movement Speed 4 → 2
  • Maximum Angle Change Per Movement Change Frequency 170 → 360

THE GEM OF SUNFIRE

  • Explosion Force 40 → 500
  • Movement Speed 4 → 2
  • Maximum Angle Change Per Movement Change Frequency 170 → 360

TOOTHCRACKER

  • Winds of Magic Cost 8 → 7

TOOTHCRACKER UPGRADED

  • Winds of Magic Cost 13 → 12

DEATH FROST

  • Winds of Magic Cost 14 → 12

DEATH FROST UPGRADED

  • Winds of Magic Cost 17 → 15

CURSE OF THE LEPER

  • Winds of Magic Cost 7 → 8

CURSE OF THE LEPER UPGRADED

  • Winds of Magic Cost 10 → 11

RANCID VISITATIONS

  • Winds of Magic Cost 16 → 15

RANCID VISITATIONS UPGRADED

  • Winds of Magic Cost 24 → 22

TALONS OF NIGHT

  • Winds of Magic Cost 14 → 18

TALONS OF NIGHT UPGRADED

  • Winds of Magic Cost 21 → 25

DOOM & DARKNESS

  • Winds of Magic Cost 7 → 6

INVOCATION OF NEHEK

  • Winds of Magic Cost 6 → 7

THE DWELLERS BELOW

  • Winds of Magic Cost 17 → 20

THE DWELLERS BELOW UPGRADED

  • Winds of Magic Cost 21 → 24

PIT OF SHADES

  • Winds of Magic Cost 13 → 15

PIT OF SHADES UPGRADED

  • Winds of Magic Cost 20 → 22

FINAL TRANSMUTATION

  • Winds of Magic Cost 18 → 17

DOOM & DARKNESS

  • Winds of Magic Cost 7 → 6

DOOM & DARKNESS UPGRADED

  • Winds of Magic Cost 14 → 12

CURSE OF THE MIDNIGHT WIND

  • Winds of Magic Cost 11 → 9

CURSE OF THE MIDNIGHT WIND UPGRADED

  • Winds of Magic Cost 17 → 15

WIND BLAST

  • Winds of Magic Cost 8 → 6

WIND BLAST UPGRADED

  • Winds of Magic Cost 11 → 9

LIGHT OF BATTLE

  • Winds of Magic Cost 7 → 6

LIGHT OF BATTLE UPGRADED

  • Winds of Magic Cost 11 → 10

GORK’LL FIX IT

  • Winds of Magic Cost 7 → 6

NIGHT SHROUD

  • Winds of Magic Cost 11 → 8

NIGHT SHROUD UPGRADED

  • Winds of Magic Cost 17 → 14

FINAL TRANSMUTATION

  • Winds of Magic Cost 18 → 17

FINAL TRANSMUTATION UPGRADED

  • Winds of Magic Cost 28 → 26

INVOCATION OF NEHEK

  • Winds of Magic Cost 6 → 7

INVOCATION OF NEHEK UPGRADED

  • Winds of Magic Cost 12 → 13

RAISE DEAD

  • Winds of Magic Cost 4 → 5

Related: Can You Play Warhammer 40K: Darktide Solo? – Answered

ABILITIES

MASTER OF THE DEAD

  • Reworked to be an intensity based ability.
  • Intensity of the regeneration effect increases based on the number of entities that are killed within a 35m radius of a character with Master of the Dead.

MISTWALKERS’ BARRAGE

  • Armour Piercing Missile Damage 0 → 25
  • Projectile is now considered a Magical Attack.
  • Projectile Mass 3 → 10

SHADOW SHROUD

  • Active Time (Seconds) 20 → 22
  • Effect Duration 20 → 22
  • Ward Save 40 → 60

LORD OF TORMENT

  • Mana Regeneration Modifier 10% → 20%
  • Heal Amount 0.4% → 0.3%

THE DARK MASTER

  • Rarity Unique → Uncommon
  • Ability Cost 200 → 150

WHISPERS IN THE DARKNESS

  • Leadership -8 → -6

MASTER OF THE SACRED PLACES

  • Effect Range 35 → 55

SOUL HUNTERS

  • Ward Save 22% → 10%

THE RELIQUARY BINDING

The Reliquary Binding now heals half as quickly, but also now imbues magical attacks to friendly units within the ability range.

  • Heal Amount 0.1% → 0.05%
  • Added: Imbue With Magical Attacks

UNHOLY LODESTONE

Unholy Lodestone now heals half as quickly, but also buffs the Leadership of friendly units within the ability range.

  • Heal Amount 0.1% → 0.05%
  • Leadership 0 → 4

BLADE OF SHADOW

  • Base Weapon Damage 0% → 50%
  • Armour Piercing Weapon Damage 100% → 50%
  • Melee Attack 40 → 20

BEASTMEN

DEV NOTE:

There’s not too many changes for the Beastmen this time around, although they should benefit quite nicely from the upgrades to articulated vehicles that have been made. We’ve given Bestigors a nice buff, too, as they were underperforming across the board. This should improve their combat potential as Elite Infantry.

GENERAL UPDATES

  • Fixed cases where Beastmen unit capacity would be increased twice from the same effect (e.g. +4 Harpies would actually give +8).
  • Fixed the Beastmen follower ‘Mannish Thrall’ not being equippable by the Wargor Hero.
  • Fixed an issue where the capital border image was missing on Beastmen settlements in the settlement panel.
  • Fixed Taurox and Oxyotl’s quest battles ‘The Heart of the Dark’ not playing the intro cutscene correctly.

CAMPAIGN

  • Fixed an issue where the Beastmen Herdstone upgrades were not applying. Now, when erecting a Herdstone, it will be created at the correct level based on the upgrade the player has selected.
  • Fixed the Ruinous Seances Herdstone building not providing additional Dread from fighting battles.
  • Fixed Malagor’s Nightmarish Cabal skill not reducing Bray Shaman Hero action costs.
  • Clarified the effect given by the unique Herdstone building available at Altdorf – it now provides melee attack when fighting against all human races, rather than just Empire and Bretonnia.
  • Fixed the Bray Shaman unit card on the campaign map.

UNITS

BESTIGOR HERD

  • Leadership 66 → 70
  • Melee Defence 24 → 30

CYGOR

  • Melee Defence 17 → 25

KHORROK’S MANRIPPERS (BESTIGOR HERD)

  • Leadership 76 → 80
  • Melee Attack 37 → 44
  • Base Weapon Damage 13 → 14

RAZORGOR CHARIOTS & MOUNTS

  • Entity Mass 1,400 → 2,000

TUSKGOR CHARIOTS

  • Splash Attack Knockback Force Multiplier 1 → 1.6

THE EYE OF MORRSLIEB (CYGOR)

  • Melee Defence 23 → 32

MINOTAURS (GREAT WEAPONS)

  • Bonus vs Large 28 → 25

SKILLS

  • Fixed Morghur’s Herald of Corruption skill not applying corruption to adjacent provinces.
  • Fixed an issue where Malagor’s Crowfather skill would apply twice.
  • Fixed Malagor’s Something Wicked This Way Comes skill reducing enemy leadership as the skill level increases.
  • Updated Beastmen skills and challenges to include buffs for Feral Manticores.

TECHNOLOGY

  • Fixed a number of Beastmen technologies (Roaming Torment, Bestial Resistance and Vitriolic Temperament) not applying the stated effects to the stated units.
  • Fixed the Beastmen challenge/technology ‘Worldbane’ not giving weapon strength when fighting against all human races.

BRETONNIA

DEV NOTE:

Bretonnia’s had a rough time lately, so to help a little their late-game cavalry has been given a few sturdy buffs.

In the future, we hope to bring Bretonnia’s battle capabilities up a notch to meet some of the newer factions, but in the interest of not over-egging that particular pudding, we’ll be keeping a close eye on how they progress in the present after this update.

CAMPAIGN

  • Added additional diplomatic penalties between Couronne and Marienburg.

UNITS

BATTLE PILGRIMS

  • Recruitment Cost 600 → 550
  • Upkeep Cost 150 → 137
  • Multiplayer Cost 600 → 550

GRAIL KNIGHTS

  • Melee Defence 32 → 34
  • Bonus vs Large 12 → 18

GRAIL GUARDIANS

  • Melee Attack 36 → 42
  • Charge Bonus 38 → 50
  • Armour Piercing Weapon Damage 13 → 20

HIPPOGRYPH MOUNTS

  • Entity Mass 1,650 → 2,200

PEGASUS KNIGHTS

  • Hit Points 6,240→ 6,264
  • Melee Attack 34 → 36
  • Melee Defence 28 → 32
  • Charge Bonus 55 → 75
  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8

ROYAL HIPPOGRYPH KNIGHTS

  • Entity Mass 1,500 → 2,000

ROYAL PEGASUS KNIGHTS

  • Hit Points 6,480→ 6,744
  • Melee Defence 32 → 36
  • Charge Bonus 65 → 75
  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300

ROYAL PEGASUS MOUNTS

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300

THE HOLY WARDENS OF LA MAISONTAAL (BATTLE PILGRIMS)

  • Recruitment Cost: 800 → 750
  • Upkeep Cost: 200 → 187
  • Multiplayer Cost 800 → 750

UNICORN MOUNTS

  • Unicorn Mounts were using the incorrect entity settings – this has now been corrected
  • Walk Speed 2 → 1.9
  • Run Speed 7.8 → 9.5
  • Acceleration 7 → 6
  • Deceleration 7 → 6
  • Charge Speed 10.8 → 11
  • Entity Mass 750 → 800

TECHNOLOGY

  • The Chivalry bonus for fighting Warriors of Chaos with the Ruinous Powers Decree technology now applies correctly. Originally, the bonus for fighting Warriors of Chaos was mistakenly coming from the Green Tide Decree effect.
  • Support Religious Errantry no longer gives Repanse diplomacy with herself.
  • Increased turn duration required for Bordelaux confederation technology.

DAEMONS OF CHAOS

DEV NOTE:

While it looks like Daemons of Chaos haven’t received that many changes at first glance, they do benefit from the changes to the monogod rosters.

Our changes here centre mostly around Be’lakor, who has received a few nerfs after our data showed him to be overperforming in most cases.

GENERAL UPDATES

  • Updated various items on the Daemon Prince to provide a greater difference in the weapon effects, and added relevant lore to passive abilities.
  • Fixed visual quality of the Daemon Prince’s Slaanesh and Khorne shields.
  • Added filters to the Daemon Prince gear parts that allow you to search, sort and filter by alignment all the parts available to the Daemon Prince.

CAMPAIGN

  • Fixed the Daemon Prince’s Reverence building chains not offering the extra income reward when growth per turn was higher than 200 and while dedicated to Nurgle, as described by the text on the building.

UNITS

ARCALUX, PRINCE OF FURY

  • Multiplayer Cost 2,200 → 2,000

BE’LAKOR

  • Recruitment Cost 2,400 → 2,600
  • Upkeep Cost 600 → 650
  • Hit Points 10,304→ 9,304
  • Multiplayer Cost 2,400 → 2,600

CARESS, THE DARKLING PRINCE

  • Multiplayer Cost 2,250 → 2,050

GRAND VOMITUS, PRINCE OF BUBOES

  • Multiplayer Cost 2,200 → 2,000

RED ULGOR, PRINCE OF SLAUGHTER

  • Multiplayer Cost 2,550 → 2,350

ZARRIVYK, FEATHERED-PRINCE

  • Multiplayer Cost 2,050 → 1,850

SKILLS

  • Fixed missing icon on Daemon Prince character skill ‘Reinforcer’.

DARK ELVES

DEV NOTE:

Dark Elves are in a pretty good place right now battle-wise, but they have been indirectly hit thanks to a bug fix where riders on their War Machines were firing more projectiles than intended. This issue was was skewing the performance of Scourgerunner Chariots and Bloodwrack Cauldrons quite significantly.

We’ve also made a notable buff to Shades which should help to diversify the weapon variants a little bit more and reduce their recruitment time in campaign.

GENERAL UPDATES

  • Fixed an issue with FLC banners not displaying correctly in some situations in Skirmish vs AI.
  • The minor faction of Clar Karond will now start with their faction leader on the map, as intended.
  • Fixed issues with defensive towers on the Har Kaldra battle map.
  • Hag Graef’s skin assets have been updated on the top bar.

CAMPAIGN

  • Fixed an issue where the Black Ark was only displacing water on one side.
  • When disbanded, Dark Elf lords will no longer gain another name of power.
  • Black Arks can now recruit via allied recruitment. 

BATTLES

  • Re-worked the quest battle intro scene for Malus Darkblade’s ‘Rise of Darkness’ and ‘Warpsword of Khaine’ battles.

UNITS

BLACK ARK CORSAIRS (HANDBOWS)

  • Armour Piercing Weapon Damage 10 → 7

BLEAKSWORDS 

  • Armour 30 → 40
  • Armour Piercing Weapon Damage 10 → 7

CRONE HELLEBRON (MOUNT: MANTICORE)

  • Armour 45 → 80

COLD ONE CHARIOTS & COLD ONE CHARIOT MOUNTS

  • Walk Speed 1.6 → 2
  • Charge Speed 10.6 → 10
  • Entity Mass 1,050 → 1,500
  • Walk Speed 1.5 → 2
  • Acceleration 5.3 → 4
  • Charge Speed 10.2 → 10

DARK PEGASUS MOUNTS & RAVEN HERALDS (REPEATER CROSSBOW)

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,000

HIGH BEASTMASTER (MOUNT: SCOURGERUNNER CHARIOT)

  • Entity Mass 700 → 1,000
  • Entity Mass 1,500 → 1,000

LOKHIR FELLHEART (MOUNT: MAELSTROM)

  • Melee Attack 61 → 55
  • Base Weapon Damage 140 → 150
  • Armour Piercing Weapon Damage 380 → 410
  • Multiplayer Cost 2,350 → 2,250

MALEKITH (MOUNT: SERAPHON)

  • Melee Attack 58 → 55
  • Base Weapon Damage 140 → 150
  • Armour Piercing Weapon Damage 380 → 410
  • Multiplayer Cost 2,250 → 2,400

MORATHI (MOUNT: SULEPHET)

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300

MASTER

  • Multiplayer Cost 400 → 550

RAKARTH (MOUNT: BRACCHUS)

  • Base Weapon Damage 140 → 150
  • Armour Piercing Weapon Damage 380 → 410
  • Multiplayer Cost 2,150 → 2,250

RAVAGERS OF RAKARTH (SCOURGERUNNER CHARIOTS)

  • Entity Mass 700 → 1,000

SHADES (DUAL WEAPONS)

  • Turns to Recruit 2 → 1
  • Melee Attack 40 → 44
  • Melee Defence 36 → 30
  • Multiplayer Cost 1,050 → 1,000

SHADES (GREATSWORDS)

  • Turns to Recruit 2 → 1
  • Melee Defence 32 → 34
  • Bonus vs Infantry 12 → 14
  • Multiplayer Cost 1,150 → 1,100

ABILITIES

  • Updated the source input for Murderous Prowess to match the initial implementation – it now takes deaths from both alliances as currency.

DEV NOTE:

Now that the great shame has finally reared its fiery bovine head, the Dwarfs have upgraded the shields for their melee Lords, Heroes and infantry, along with having their recruitment costs tweaked.

GENERAL UPDATES

  • Fixed an issue in the model variation used by the Dwarf Lord characters.
  • Fixed pathfinding issues in Dwarfen minor settlements to prevent units from burrowing under the terrain. 
  • Fixed a gap in the terrain along the wall line of Karak Azgaraz.

CAMPAIGN

  • Fixed Thorgrim Grudgebearer being a wide Elector Count.
  • Thorek Ironbrow has his mission chain for confederating Karak Azul again – he is currently able to confederate the normal way, as he does in WARHAMMER II.
  • Removing an agent from military forces now removes the correct active agent actions.

BATTLES

  • Fixed the intro cutscene not playing correctly in Thorek’s ‘The Lost Vault’ quest battle.

UNITS

FLAME CANNONS

  • Multiplayer Cost 1,300 → 1,200

MINERS (BLASTING CHARGES AND REGIMENTS OF RENOWN)

  • Base Explosion Damage 21 → 18
  • Armour Piercing Explosion Damage 7 → 6

RUNELORD (MOUNT: ANVIL OF DOOM)

  • Multiplayer Cost 1,250 → 1,200

RUNESMITH

  • Multiplayer Cost 550 → 450

LORD, THANE, DWARF WARRIORS, LONGBEARDS, IRONBREAKERS & ALL ASSOCIATED REGIMENTS OF RENOWN

  • Missile Block Chance % 35 → 55

THOREK IRONBROW (MOUNT: ANVIL OF DOOM)

  • Multiplayer Cost 1,400 → 1,450

SKILLS

  • Fixed Dwarf hero Thane skill Ironbeard using the incorrect effect icon.

GRAND CATHAY

DEV NOTE:

Cathay are generally doing pretty good at the moment, but there were some cost corrections needed for their lords in multiplayer. Jade Warriors have also received some tweaks to bring them in line with comparable units on other factions.

GENERAL UPDATES

  • The rice terraces of the Turtle Field will now deal less fall damage to chariots. 
  • Added Gotrek & Felix to Grand Cathay in Skirmish battles.

CAMPAIGN

  • Miao Ying can now attack the nearest settlement after completing the first battle on turn 1 in Realms of Chaos.
  • Fixed a bug which would cause Wei-Jin to lack 10 settlement slots if you recaptured it.

UNITS

ASTROMANCER (MOUNT: WU XING WAR COMPASS)

  • Entity Mass 1,600 → 2,000

DRAGON-BLOODED SHUGENGAN LORD (YANG)

  • Multiplayer Cost 500 → 700

DRAGON-BLOODED SHUGENGAN LORD (YANG) (MOUNT: WARHORSE)

  • Multiplayer Cost 700 → 900

DRAGON-BLOODED SHUGENGAN LORD (YANG) (MOUNT: JADE LONGMA)

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1100 → 1300
  • Multiplayer Cost 1,000 → 1,200

DRAGON-BLOODED SHUGENGAN LORD (YIN)

  • Multiplayer Cost 500 → 700

DRAGON-BLOODED SHUGENGAN LORD (YIN) (MOUNT: WARHORSE)

  • Multiplayer Cost 700 → 900

DRAGON-BLOODED SHUGENGAN LORD (YIN) (MOUNT: JADE LONGMA)

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300
  • Multiplayer Cost 1,000 → 1,200

FIRE RAIN ROCKET BATTERY

  • Hit Points 4,556 → 4,652

GRAND CANNON

  • Hit Points 4,756 → 4,862

JADE WARRIOR CROSSBOWMEN (SHIELDS)

  • Multiplayer Cost 700 → 650

JADE WARRIORS

  • Melee Defence 36 → 34

JADE WARRIORS (HALBERDS)

  • Melee Attack 24 → 22
  • Melee Defence 34 → 38

MIAO YING, THE STORM DRAGON (HUMAN FORM)

  • Multiplayer Cost 2,000 → 1,800

MIAO YING, THE STORM DRAGON (DRAGON FORM)

  • Multiplayer Cost 2,000 → 1,800

WU XING WAR COMPASS

  • Entity Mass 1,600 → 2,000

ZHAO MING, THE IRON DRAGON (HUMAN FORM)

  • Multiplayer Cost 1,800 → 1,600

ZHAO MING, THE IRON DRAGON (DRAGON FORM)

  • Multiplayer Cost 1,800 → 1,600

SKILLS

  • The blue line skill on Convoy Masters that increased sale value of cargo will now function as intended.

GREENSKINS

DEV NOTE:

Greenskins have benefitted greatly in this patch and have lots of lovely changes to talk about.

Savage Orcs, Savage Orc Boar Boyz and all of their associated Big ‘Uns have received some melee defence buffs which should increase their staying power in combat. Pump Wagons were severely underperforming, so they have received a bit of a redesign to help them stand out a bit from the other War Machines on the roster. Now sporting 12 entities per unit on Ultra unit size instead of 4, they should be even more chaotic than before. Finally, we’ve given Aracharok Spiders a bit more Leadership and buffed their damage slightly, as they were also underperforming.

GENERAL UPDATES

  • Grimgor Ironhide is once again, at last, not a big green boy.
  • With no rest for the wicked, Grimgor Ironhide’s short victory conditions now include the Chaos Dwarfs. 
  • Fixed Goblin Rock Lobbers not having a projectile trail.
  • Re-added unique garrisons for Skarsnik’s and Wurrzag’s main settlement and garrison chains.

BATTLES

  • Updated and corrected the deployable tower connections to capture points in the Greenskins Minor Settlement battle maps.

UNITS

ARACHNAROK SPIDER & REGIMENT OF RENOWN

  • Leadership 55 → 65
    • 65 → 75 for Regiment of Renown
  • Base Weapon Damage 100 → 110
  • Armour Piercing Weapon Damage 280 → 310
  • Bonus vs Large 14 → 20

AZHAG THE SLAUGHTERER (MOUNT: SKULLMUNCHA)

  • Hit Points 6,788 → 7,008
  • Azhag now has his items back when mounted.

DA SWAMP FINGS (RIVER TROLLS)

  • Melee Attack 40 → 43
  • Base Weapon Damage 40 → 35
  • Armour Piercing Weapon Damage 66 → 70

FERAL WYVERN

  • Hit Points 5,408 → 6,640
  • Leadership 55 → 60
  • Building Damage Multiplier 1 → 1.25

GOBLIN GREAT SHAMAN (MOUNT: ARACHNAROK SPIDER (CATCHWEB SPIDERSHRINE))

  • Leadership 55 → 65
  • Base Weapon Damage 100 → 110
  • Armour Piercing Weapon Damage 280 → 310
  • Bonus vs Large 14 → 20

GROM THE PAUNCH

  • Entity Mass 1,300 → 1,700

GOBLIN WOLF RIDER ARCHERS, FOREST GOBLIN SPIDER RIDER ARCHERS, LAVA SPIDER RIDER ARCHERS & REGIMENTS OF RENOWN

  • Firing Arc 60 → 360

GOBLIN WOLF CHARIOTS & REGIMENT OF RENOWN

  • Attribute Added: Fire Whilst Moving (we missed adding the Fire While Moving attribute onto the RoR; this will be corrected for Patch 3.1 – apologies!)
  • Firing Arc 60 → 360
  • Entity Mass 380 → 750
  • Walk Speed 1.5 → 1.9
  • Acceleration 5.6 → 6
  • Deceleration 6.5 → 7

LAVA ARACHNAROK SPIDER

  • Leadership 65 → 75
  • Melee Attack 58 → 70
  • Melee Defence 30 → 38
  • Base Weapon Damage 60 → 110
  • Armour Piercing Weapon Damage 320 → 310
  • Bonus vs Large 14 → 20

LOGEY BOGEY’S SPORE ‘SPLODAZ (SNOTLING PUMP WAGONS)

  • Model Count 4 → 12
  • Hit Points 4,696 → 5,008
  • Charge Bonus 50 → 35
  • Rank Depth 1 → 2
  • Base Weapon Damage 15 → 10
  • Armour Piercing Weapon Damage 25 → 15

ORC BOAR BOYZ

  • Entity Mass 1,150 → 1,200

ORC BOAR BOY BIG ‘UNS & REGIMENT OF RENOWN

  • Entity Mass 1,250 → 1,500

ORC WARBOSS (MOUNT: WYVERN)

  • Hit Points 5,643 → 6,648
  • Building Damage Multiplier 1 → 1.25

ORC BOAR CHARIOTS

  • Melee Attack 28 → 30
  • Armour Piercing Weapon Damage 30 → 32
  • Entity Mass 1,150 → 1,200

SAVAGE ORCS

  • Melee Attack 28 → 30
  • Melee Defence 16 → 20

SAVAGE ORC ARRER BOYZ

  • Melee Defence 8 → 10

SAVAGE ORC BIG ‘UNS

  • Melee Defence 22 → 25

SAVAGE ORC BOAR BOYZ

  • Melee Defence 16 → 20
  • Entity Mass 1,050 → 1,200

SAVAGE ORC BOAR BOY BIG ‘UNS

  • Melee Defence 16 → 22
  • Entity Mass 1,150 → 1,500

SNOTLING PUMP WAGONS

  • Model Count 4 → 12
  • Additional Hit Points 1,150 → 400
  • Charge Bonus 50 → 35
  • Rank Depth 1 → 2
  • Base Weapon Damage 15 → 10
  • Armour Piercing Weapon Damage 25 → 15

SNOTLING PUMP WAGONS (FLAPPAS)

  • Model Count 4 → 12
  • Hit Points 5,856 → 6,288
  • Charge Bonus 75 → 60
  • Rank Depth 1 → 2
  • Base Weapon Damage 15 → 10
  • Armour Piercing Weapon Damage 25 → 15

SNOTLING PUMP WAGONS (SPIKY ROLLERS)

  • Model Count 4 → 12
  • Additional Hit Points 1,440 → 500
  • Charge Bonus 50 → 35
  • Rank Depth 1 → 2
  • Base Weapon Damage 15 → 10
  • Armour Piercing Weapon Damage 40 → 20
  • Bonus vs Infantry 20 → 15

STONE TROLLS

  • Base Weapon Damage 39 → 40
  • Armour Piercing Weapon Damage 81 → 80

SKILLS

  • Fixed Wurrzag’s ‘Colossal Warpaint’ skill applying physical resistance to Rogue Idols units twice.

ITEMS

  • Fixed Azhag missing his unique items when on the Skullmuncha mount.

HIGH ELVES

DEV NOTE:

A few corrections and changes for High Elves this time around, but overall they are performing quite well. Lothern Sea Guard and chariots mounts have received a cost correction (with chariots also benefiting from a mass increase), War Lions have received a chunky buff and the Fire Resistance of units of Caledorian nobility have been reduced slightly.  With the coming of the Chaos Dwarfs, we’ve also removed Flaming Attacks from dragon melee weapons, so that they remain competitive against this new race of fire resistant units (the Breath attack, however, is still considered to be a Flaming Attack, as it was in tabletop).

GENERAL UPDATES

  • Fixed textures on the Arcane Phoenix.
  • Alith Anar’s faction now has access to Lileath’s Blessing stance rather than the Raiding stance.
  • Malhandir’s left leg is now skinned correctly.

CAMPAIGN

  • Fixed issues with Imrik’s dragon encounters not triggering after completing the five named dragon encounters.
  • Fixed an exploit where Eltharion could capture prisoners from reinforcing armies when in a lightning strike battle.
  • Fixed Alith Anar’s Marked for Death mission markers revealing enemies in the ambush stance.

BATTLES

  • Updated and corrected the connections of the gatehouses to the capture points in the Ulthuan Gate Settlement battle maps.
  • Re-worked the quest battle intro scene for Tyrion’s ‘Armour of Aenarion’ battle to appear correctly. 

UNITS

ALASTAR THE WHITE LION (MOUNT: LION CHARIOT OF CHRACE)

  • Entity Mass 800 → 1,400
  • Multiplayer Cost 1,650 → 1,550

ARCHMAGE (MOUNT: ITHILMAR CHARIOT)

  • Entity Mass 700 → 1,300
  • Multiplayer Cost 950 → 900

DRAGON PRINCES & REGIMENT OF RENOWN

  • Fire Resistance % 40 → 25

IMRIK

  • Fire Resistance % 40 → 25

ITHILMAR CHARIOTS

  • Recruitment Cost 1,100 → 950
  • Upkeep Cost 275 → 238
  • Entity Mass 700 → 1,300
  • Multiplayer Cost 1,100 → 950

LOTHERN SEA GUARD

  • Multiplayer Cost 600 → 650

LOTHERN SEA GUARD (SHIELDS)

  • Multiplayer Cost 700 → 750

LION CHARIOTS OF CHRACE

  • Recruitment Cost 1,300 → 1,250
  • Upkeep Cost 325 → 313
  • Entity Mass 800 → 1,400
  • Multiplayer Cost 1,300 → 1,250

MAGE (MOUNT: ITHILMAR CHARIOT)

  • Entity Mass 700 → 1,300
  • Multiplayer Cost 800 → 750

NOBLE (MOUNT: ITHILMAR CHARIOT)

  • Entity Mass 700 → 1,300
  • Multiplayer Cost 1,300 → 1,150

RAHAGRA’S PRIDE (WAR LIONS OF CHRACE)

  • Melee Attack 38 → 43
  • Missile Damage Resistance % 20 → 30
  • Entity Mass 800 → 1,400

SUN DRAGON, MOON DRAGON & STAR DRAGON (INCLUDING MOUNTS)

Flaming melee attacks have been removed.

  • This change was made to ensure that High Elf Dragons remain competitive vs Chaos Dwarfs
  • The Breath ability is still considered a Flaming Attack

TIRANOC CHARIOTS

  • Entity Mass 700 → 1,100

WAR LIONS OF CHRACE

  • Melee Attack 30 → 34
  • Missile Damage Resistance % 20 → 30
  • Entity Mass 800 → 1,400

TRAITS

  • Fixed an issue where the High Elf ‘Inhibited’ trait had green text instead of red, implying that it was a positive trait when it’s a negative one.

KHORNE

DEV NOTE:

Khorne has received only minor changes this time around, though we will be watching these closely since they target some of Khorne’s key units. Flesh Hounds and Minotaurs have been over-performing, so they have been rebalanced. Bloodletters and Forsaken of Khorne have received a small buff, while Chosen of Khorne have been made slightly cheaper to make them more accessible options.

GENERAL UPDATES

  • Fixed a visual issue with Exalted Bloodthirster accessories.

CAMPAIGN

  • Skarbrand will now make his mind up much faster when moving to engage an enemy unit in melee. 

UNITS

DAEMONIC UNITS

BLOODCRUSHERS OF KHORNE

  • Leadership 70 → 75

BLOODLETTERS OF KHORNE

  • Leadership 60 → 65
  • Armour 30 → 35

EXALTED BLOODTHIRSTER

  • Multiplayer Cost 2,500 → 2,400

EXALTED BLOODLETTERS OF KHORNE

  • Leadership 70 → 75

FLESH HOUNDS OF KHORNE

  • Melee Attack 38 → 36
  • Base Weapon Damage 43 → 38
  • Armour Piercing Weapon Damage 22 → 20

SKARBRAND THE EXILED

  • Multiplayer Cost 2,600 → 2,500

MORTAL UNITS

CHOSEN OF KHORNE

  • Multiplayer Cost 1,400 → 1,350
  • Recruitment Cost: 1,400 → 1,350
  • Upkeep Cost 350 → 338

CHOSEN OF KHORNE (DUAL WEAPONS)

  • Recruitment Cost 1,650 → 1,500
  • Upkeep Cost 413 → 375

CHAOS KNIGHTS OF KHORNE

  • Leadership 74 → 75
  • Base Weapon Damage 32 → 37
  • Armour Piercing Weapon Damage 14 → 16

CHAOS KNIGHTS OF KHORNE (LANCES)

  • Leadership 74 → 75
  • Base Weapon Damage 31 → 36
  • Armour Piercing Weapon Damage 15 → 17

EXALTED HERO OF KHORNE (MOUNT: GOREBEAST CHARIOT)

  • Multiplayer Cost 1,200 → 1,250
  • Recruitment Cost: 2,600 → 1,300

FORSAKEN OF KHORNE

  • Armour 85 → 100

MINOTAURS OF KHORNE

  • Melee Attack 36 → 34
  • Melee Defence 30 → 27
  • Charge Bonus 44 → 34

MINOTAURS OF KHORNE (GREAT WEAPONS)

  • Melee Attack 36 → 34
  • Melee Defence 30 → 27
  • Charge Bonus 50 → 40
  • Bonus vs Large 28 → 25

KISLEV

DEV NOTE:

Kislev hasn’t been doing great in battle recently, so these changes act as a first step towards improving things. Armoured Kossars and Tzar Guard have received some melee buffs to boost their frontline staying power, while all Kislev Cavalry units get a mass boost to match some of their contemporaries from other races. Ice Guard have also gained some additional missile penetration.

GENERAL UPDATES

  • Reduced the number of factions at war with, and holding diplomatic negatives towards Kostaltyn.
  • Katarin now maintains both the Magical Attacks and Frostbite contact effects when on her War Bear mount.

CAMPAIGN

  • Boris’ start position has been moved when in a Multiplayer Campaign in Immortal Empires with Astragoth and Boris both being played.

BATTLES

  • Oath brothers of Tor now correctly have the By Our Blood passive ability.
  • Fixed an issue where AI-controlled Little Grom units did not behave as intended, leading to them attacking the wrong target or not attacking at all.
  • Winds of Magic will no longer be capped at 20 for The Ice Court’s final battle.

UNITS

ARMOURED KOSSARS

  • Melee Attack 32 → 36
  • Melee Defence 38 → 40

ARMOURED KOSSARS (GREAT WEAPONS)

  • Melee Defence 32 → 34
  • Base Weapon Damage 11 → 10
  • Armour Piercing Weapon Damage 25 → 26

DAZH’S HEARTH-BLADES (TZAR GUARD – GREAT WEAPONS)

  • Melee Attack 45 → 50
  • Base Weapon Damage 11 → 15
  • Armour Piercing Weapon Damage 25 → 27

GRYPHON LEGION

  • Entity Mass 800 → 1,000

HEAVY WAR SLEDS

  • Entity Mass 1,800 → 2,200

HORSE ARCHERS

  • Recruitment Cost 600 → 550
  • Upkeep Cost 150 → 138
  • Melee Defence 22 → 24
  • Armour 15 → 25
  • Multiplayer Cost 600 → 550

ICE GUARD (BOTH VARIANTS)

Despite having a magical missile weapon, the penetration of the Ice Guard’s projectile was relatively low. Therefore:

  • We’re raised this value so that the projectile will penetrate and deal damage to more targets per volley.
  • Note: It’s hard to quantify this change, but it’s certainly a buff.

KOSSOVITE DERVISHES

  • Armour 15 → 25

LIGHT WAR SLEDS

  • Entity Mass 1,500 → 1,600

LITTLE GROM

  • Entity Mass 1,200 → 1,600

STRELTSI

  • Enemy Size for allowing Splash Attacks has changed from medium to small
  • Max Entities Hit by Splash Attack 2 → 1
  • Splash Attack Knockback Force Multiplier 0.1 → 1
  • Building Damage Multiplier 1.25 → 0.75

TZARINA KATARIN (MOUNT: WAR BEAR)

  • Magical Attacks Enabled

TZAR GUARD

  • Melee Attack 34 → 36
  • Base Weapon Damage 26 → 30
  • Armour Piercing Weapon Damage 10 → 12

TZAR GUARD (GREAT WEAPONS)

  • Melee Attack 36 → 40
  • Base Weapon Damage 11 → 15
  • Armour Piercing Weapon Damage 25 → 27

WARHORSE MOUNT

  • Entity Mass 800 → 1,000

WINGED LANCERS

  • Entity Mass 800 → 1,000

SKILLS

  • Atamans will no longer siphon experience from other characters when leading a garrisoned army with the maxed out Mentor skill.

LIZARDMEN

DEV NOTE:

Lots of cost changes for Lizardmen, with most of their big dinos getting a slight discount! We have also buffed up Kroxigors a bit so that they are a lot sturdier in combat. Ancient Salamander has also received a recruitment time reduction (among others buffs) which should help it thrive in campaign. The Spirit of Tepok Coatl has also had its bound spells switched out to make it a more viable pick.

GENERAL UPDATES

  • Fixed Skink Chief Tint’s mask colours.
  • Fixed issues with Lizardmen post-battle captive options when fighting against Chaos races – they will now match what was given in Warhammer II.
  • Minor faction The Wardens of the Living Pools can now sustain their starting armies.
  • Fixed texture and model issues on lower LODs for the Slann Mage Priests.
  • Itza now only has one primary building chain for the Lizardmen, as intended. 

BATTLES

  • Fixed an issue where a Tzeench unit would appear in an allied army when playing a Lizardmen quest battle.

UNITS

ANCIENT STEGADON (ENGINE OF THE GODS)

  • Multiplayer Cost 2,050 → 2,000

BASTILADON (SOLAR ENGINE)

  • Ammunition of Primary Weapon 18 → 20

BLESSED BASTILADON (SOLAR ENGINE)

  • Ammunition of Primary Weapon 18 → 20

BLESSED CARNOSAUR

  • Multiplayer Cost 1,700 → 1,650

BLESSED SAURUS SPEARS (SHIELDS)

  • Attribute Added: Woodsman

CHAMELEON STALKERS

  • Multiplayer Cost 675 → 650

COATL

  • Multiplayer Cost 1,850 → 1,700

COHORT OF HUATL (SACRED KROXIGOR)

  • Hit Points 8,512 → 8,992
  • Melee Defence 34 → 41
  • Attribute Added: Perfect Vigour
  • Physical Damage Resistance % 15 → 0
  • Missile Damage Resistance % 0 → 15

FERAL CARNOSAUR

  • Multiplayer Cost 1,600 → 1,550

FERAL TROGLODON

  • Multiplayer Cost 1,700 → 1,600

GELTBLOM’S TERROR (FERAL CARNOSAUR)

  • Multiplayer Cost 2,000 → 1,950

KROQ-GAR (MOUNT: GRYMLOQ)

  • Multiplayer Cost 2,100 → 2,050

RED CRESTED SKINK CHIEF (MOUNT: ANCIENT STEGADON)

  • Multiplayer Cost 2,200 → 2,150

SKINK CHIEF (MOUNT: STEGADON)

  • Multiplayer Cost 1,800 → 1,750

SKINK CHIEF (MOUNT: ANCIENT STEGADON)

  • Multiplayer Cost 2,100 → 2,050

SKINK PRIEST (MOUNT: ANCIENT STEGADON)

  • Multiplayer Cost 2,100 → 2,050

SKINK PRIEST (MOUNT: STEGADON)

  • Multiplayer Cost 1,800 → 1,750

SKINK PRIEST (HEAVENS) (MOUNT: ANCIENT STEGADON)

  • Multiplayer Cost 2,100 → 2,050

SKINK ORACLE

  • Multiplayer Cost 2,150 → 1,900

SAURUS OLDBLOOD (MOUNT: CARNOSAUR)

  • Multiplayer Cost 2,000 → 1,950

SAURUS SCAR-VETERAN (MOUNT: CARNOSAUR)

  • Multiplayer Cost 1,900 → 1,850

TEHENHAUIN (MOUNT: ANCIENT STEGADON (ENGINE OF THE GODS))

  • Multiplayer Cost 2,200 → 2,150

THE THUNDEROUS ONE (ANCIENT STEGADON)

  • Multiplayer Cost 2,450 → 2,400

THE PALE DEATH (FERAL TROGLODON)

  • Multiplayer Cost 2,000 → 1,900

KROXIGOR

  • Melee Attack 26 → 30
  • Melee Defence 26 → 32
  • Base Weapon Damage 25 → 30
  • Bonus vs Infantry 20 → 15

BLESSED KROXIGOR

  • Melee Attack 26 → 30
  • Melee Defence 26 → 32
  • Base Weapon Damage 25 → 30
  • Bonus vs Infantry 20 → 15

SACRED KROXIGOR

  • Hit Points 8,512 → 8,992
  • Melee Defence 26 → 32

ANCIENT SALAMANDER

  • Turns to Recruit 2 → 1
  • Hit Points 5,168 → 6,168
  • Launch Velocity 55 → 70

SALAMANDER HUNTING PACK & REGIMENT OF RENOWN

  • Effective Range 125 → 140
  • Launch Velocity 55 → 70

SPIRIT OF TEPOK (COATL)

  • Multiplayer Cost 2,100 → 1,950
  • Ability Removed: Shield of Thorns
  • Ability Removed: Lesser Banishment
  • Ability Added: Earth Blood
  • Ability Added: Birona’s Timewarp

DREAD SAURIAN

  • Splash Attack Knockback Force Multiplier 1 → 1.7

DEV NOTE:

Norsca have received a few targeted buffs to some of their underperforming units. Mammoths are cheaper, Fimir now get their scaly skin bonus from tabletop and Marauder Champions with Great Weapons have been ironed out a bit. Ice Wolf Chariots have also received a considerable buff to their missile weapon.

GENERAL UPDATES

  • Fixed the Norscan character Killgore Slaymaim having an arcane item slot.

UNITS

MARAUDER CHIEFTAIN (MOUNT: WAR MAMMOTH)

  • Recruitment Cost 2,200 → 1,900
  • Upkeep Cost 550 → 475
  • Multiplayer Cost 2,200 → 1,900

FERAL MAMMOTH

  • Recruitment Cost 1,600 → 1,500
  • Upkeep Cost 400 → 375
  • Multiplayer Cost 1,600 → 1,500

WAR MAMMOTH

  • Recruitment Cost 2,100 → 2,000
  • Upkeep Cost 525 → 500
  • Multiplayer Cost 2,100 → 2,000

SOULCRUSHER (WAR MAMMOTH)

  • Recruitment Cost 2,500 → 2,400
  • Upkeep Cost 625 → 600
  • Multiplayer Cost 2,500 → 2,400

WAR MAMMOTH (WARSHRINE)

  • Recruitment Cost 2,100 → 2,000
  • Upkeep Cost 525 → 500
  • Multiplayer Cost 2,100 → 2,000

FIMIR BALEFIEND (FIRE)

  • Missile Damage Resistance % 15 → 25

FIMIR BALEFIEND (SHADOWS)

  • Missile Damage Resistance % 15 → 25

KIHAR THE TORMENTOR

  • Removed Flaming Attacks 

MARAUDER CHAMPIONS

  • Melee Attack 36 → 35
  • Base Weapon Damage 35 → 32
  • Armour Piercing Weapon Damage 15 → 14

MARAUDER CHAMPIONS (GREAT WEAPONS)

  • Melee Attack 36 → 35
  • Melee Defence 32 → 40

MARAUDER ICE WOLVES CHARIOTS

  • Armour 85 → 90
  • Base Missile Damage 6 → 12
  • Armour Piercing Missile Damage 21 → 40
  • Entity Mass 700 → 1,100

FIMIR WARRIORS

  • Melee Attack 34 → 30
  • Missile Damage Resistance % 0 → 25
  • Base Weapon Damage 26 → 31
  • Armour Piercing Weapon Damage 64 → 59

FIMIR WARRIORS (GREAT WEAPONS)

  • Melee Attack 28 → 30
  • Melee Defence 38 → 32
  • Charge Bonus 27 → 28
  • Missile Damage Resistance % 0 → 25
  • Bonus vs Large 27 → 25

MIST STALKERS (FIMIR WARRIORS)

  • Melee Attack 43 → 38
  • Missile Damage Resistance % 0 → 25
  • Base Weapon Damage 26 → 31
  • Armour Piercing Weapon Damage 64 → 59

FROST-WYRM

  • Leadership 60 → 70
  • Base Weapon Damage 140 → 155
  • Armour Piercing Weapon Damage 310 → 340

THE COLD-VOIDER (FROST-WYRM)

  • Leadership 70 → 80
  • Base Weapon Damage 140 → 155
  • Armour Piercing Weapon Damage 310 → 340

NURGLE

DEV NOTE:

Nurgle haven’t been feeling great for a while, so we’ve target some changes at some problem units. Rot Flies, Plague Drones, Plague Toads and Pox Riders have all received some pretty considerable buffs. Also the -5 speed reduction from the Mark of Nurgle has been removed, making the marked mortal units of Nurgle more effective at reaching their destinations on time. 

CAMPAIGN

  • Nurgle’s Unholy ManifestationPestilent Growth now gives further replenishment when Nurgle is ascendant in the Great Game.
  • Ku’gath’s provincial enemy Lord, Tepok’s Spawn, will no longer start mounted atop a Carnosaur, because that’s just cheating. 

UNITS

DAEMONIC UNITS

BARONS OF THE BOG (POX RIDERS OF NURGLE)

  • Recruitment Cost 1,200 → 1,250
  • Upkeep Cost 300 → 312
  • Leadership 70 → 75
  • Base Weapon Damage 42 → 31
  • Armour Piercing Weapon Damage 22 → 33
  • Run Speed 5.9 → 6.5
  • Acceleration 3.5 → 4
  • Entity Mass 1,200 → 1,500
  • Multiplayer Cost 1,200 → 1,250

HERALD OF NURGLE (MOUNT: ROT FLY)

  • Entity Mass 1,100 → 1,400

NURGLINGS

  • Max Entities Hit by Splash Attack 3 → 1
  • Splash Attack Knockback Force Multiplier 0.2 → 1

PLAGUERIDDEN (MOUNT: ROT FLY)

  • Entity Mass 1,100 → 1,400

PLAGUE DRONES OF NURGLE

  • Model Count 10 → 12
  • Additional Hit Points 7,080 → 7,128
  • Melee Attack 33 → 36
  • Armour Piercing Weapon Damage 65 → 75
  • Entity Mass 800 → 1,000

PLAGUE DRONES OF NURGLE (DEATH’S HEADS)

  • Model Count 10 → 12
  • Hit Points 7,080 → 7,128
  • Melee Attack 33 → 36
  • Armour Piercing Weapon Damage 65 → 75
  • Entity Mass 800 → 1,000

POX RIDERS OF NURGLE

  • Recruitment Cost 1,000 → 1,050
  • Upkeep Cost 250 → 262
  • Leadership 60 → 65
  • Base Weapon Damage 42 → 31
  • Armour Piercing Weapon Damage 22 → 33
  • Run Speed 5.9 → 6.5
  • Acceleration 3.5 → 4
  • Entity Mass 1,200 → 1,500
  • Multiplayer Cost 1,000 → 1,050

PLAGUEBEARERS OF NURGLE

  • Leadership 60 → 65
  • Armour 25 → 30

PLAGUE TOADS OF NURGLE

  • Recruitment Cost 600 → 650
  • Upkeep Cost 150 → 162
  • Leadership 50 → 55
  • Base Weapon Damage 35 → 24
  • Armour Piercing Weapon Damage 15 → 26
  • Run Speed 5.9 → 6.5
  • Acceleration 3.5 → 4
  • Entity Mass 1,200 → 1,500
  • Multiplayer Cost 600 → 650

ROT FLIES

  • Model Count 10 → 12
  • Hit Points 6,160 → 6,192
  • Melee Attack 31 → 34
  • Armour Piercing Weapon Damage 55 → 60
  • Entity Mass 800 → 1,000

MORTAL UNITS

Mortal Units of Nurgle have had the -5 speed trait from the Mark of Nurgle removed.

CHAOS SORCERER LORD OF NURGLE

  • Run Speed 2.8 → 3.3
  • Charge Speed 3.5 → 4

CHAOS SORCERER LORD OF NURGLE (MOUNT: CHAOS STEED)

  • Run Speed 2.8 → 3.3
  • Charge Speed 3.5 → 4
  • Run Speed 7.3 → 7.8
  • Charge Speed 10.3 → 10.8

CHAOS SORCERER LORD OF NURGLE (MOUNT: CHAOS WARSHRINE)

  • Run Speed 3.3 → 3.8
  • Charge Speed 4.5 → 5

CULTIST OF NURGLE (MOUNT: CHAOS STEED)

  • Run Speed 7.3 → 7.8
    Charge Speed 10.3 → 10.8

CULTIST OF NURGLE (MOUNT: CHAOS WARSHRINE)

  • Run Speed 3.3 → 3.8
  • Charge Speed 4.5 → 5

CHAOS WARRIORS OF NURGLE

  • Run Speed 2.3 → 2.8
  • Charge Speed 3.3 → 3.8

CHAOS WARRIORS OF NURGLE (GREAT WEAPONS)

  • Run Speed 2.3 → 2.8
  • Charge Speed 3.3 → 3.8

CHOSEN OF NURGLE

  • Recruitment Cost 1,400 → 1,350
  • Upkeep Cost 350 → 338
  • Run Speed 2.3 → 2.8
  • Charge Speed 3.3 → 3.8
  • Multiplayer Cost 1,400 → 1,350

CHOSEN OF NURGLE (GREAT WEAPONS)

  • Recruitment Cost 1,600 → 1,550
  • Upkeep Cost 400 → 388
  • Run Speed 2.3 → 2.8
  • Charge Speed 3.3 → 3.8
  • Multiplayer Cost 1,600 → 1,550

CHAOS CHARIOTS OF NURGLE

  • Run Speed 7.3 → 7.8
  • Charge Speed 10.3 → 10.8

CHAOS KNIGHTS OF NURGLE

  • Leadership 74 → 75
  • Base Weapon Damage 32 → 37
  • Armour Piercing Weapon Damage 14 → 16
  • Run Speed 6.5 → 7
  • Charge Speed 10.3 → 10.8

CHAOS KNIGHTS OF NURGLE (LANCES)

  • Leadership 74 → 75
  • Base Weapon Damage 31 → 36
  • Armour Piercing Weapon Damage 15 → 17
  • Run Speed 6.5 → 7
  • Charge Speed 10.3 → 10.8

CHAOS WARSHRINE OF NURGLE

  • Run Speed 3.3 → 3.8
  • Charge Speed 4.5 → 5

EXALTED HERO OF NURGLE

  • Run Speed 2.8 → 3.3
  • Charge Speed 3.5 → 4
  • Multiplayer Cost 850 → 900

EXALTED HERO OF NURGLE (MOUNT: CHAOS CHARIOT)

  • Run Speed 7.3 → 7.8
  • Charge Speed 10.3 → 10.8
  • Multiplayer Cost 1,200 → 1,250

EXALTED HERO OF NURGLE (MOUNT: CHAOS STEED)

  • Run Speed 7.3 → 7.8
  • Charge Speed 10.3 → 10.8
  • Multiplayer Cost 1,050 → 1,100

FORSAKEN OF NURGLE

  • Run Speed 4.1 → 4.6
  • Charge Speed 4.5 → 5

MARAUDERS OF NURGLE

  • Run Speed 3 → 3.5
  • Charge Speed 3.8 → 4.3

MARAUDERS OF NURGLE (GREAT WEAPONS)

  • Run Speed 3 → 3.5
  • Charge Speed 3.8 → 4.3

MARAUDER HORSEMEN OF NURGLE (THROWING AXES)

  • Run Speed 8.5 → 9
  • Charge Speed 10.5 → 11

SPAWN OF NURGLE

  • Run Speed 3.7 → 4.2
  • Charge Speed 7.3 → 7.8

OGRE KINGDOMS

DEV NOTE:

Ogres haven’t been doing too great in battle as of late, so some work is needed to bring them up to scratch. Greasus has had a few token buffs, although we still recognise that we’ll likely have to go further. Ogre Pistols and Cavalry have received some attention to give them a bit more impact across the board. Artillery have received a manoeuvrability nerf in exchange for a mass buff to emphasise their role a bit better.

GENERAL UPDATES

  • Fixed missing images in Ogre loading screen hints.

CAMPAIGN

  • Fixed an issue where missions that required you to kill a character would be locked as incomplete if another faction assassinated your target.

UNITS

CRUSHERS (IRONFIST)

  • Base Weapon Damage 39 → 44
  • Armour Piercing Weapon Damage 91 → 100

CRUSHERS (GREAT WEAPONS)

  • Base Weapon Damage 39 → 44
  • Armour Piercing Weapon Damage 91 → 100

GREASUS GOLDTOOTH

  • Acceleration 2 → 3
  • Deceleration 4 → 5
  • Turn Speed 30 → 60

GNOBLAR SCRAPLAUNCHER

  • Acceleration 5 → 3
  • Turn Speed 60 → 30
  • Entity Mass 1,300 → 2,200
  • Turn Speed 60 → 30

IRONGUTS

  • Melee Defence 36 → 38
  • Armour 90 → 100
  • Bonus vs Infantry 0 → 5

IRONBLASTER

  • Multiplayer Cost 1,750 → 1,700
  • Recruitment Cost 1,750 → 1,700
  • Upkeep Cost 438 → 425
  • Acceleration 5 → 3
  • Turn Speed 60 → 30
  • Entity Mass 1,300 → 2,200

MANEATERS (OGRE PISTOL)

  • Ammunition of Primary Weapon 16 → 20
  • Calibration Distance 80 → 100
  • Calibration Area 1.8 → 1

MOURNFANG CAVALRY

  • Recruitment Cost 1,200 → 1,100
  • Upkeep Cost 300 → 275
  • Multiplayer Cost 1,200 → 1,100

MOURNFANG CAVALRY (IRONFISTS)

  • Recruitment Cost 1,350 → 1,250
  • Upkeep Cost 338 → 313
  • Multiplayer Cost 1,350 → 1,250

MOURNFANG CAVALRY (GREAT WEAPONS)

  • Recruitment Cost 1,450 → 1,350
  • Upkeep Cost 363 → 338
  • Multiplayer Cost 1,450 → 1,350

POWDER-GUTS (MANEATERS – OGRE PISTOLS)

  • Ammunition of Primary Weapon 16 → 20
  • Accuracy 33 → 10
  • Calibration Distance 100 → 120
  • Calibration Area 1.4 → 1

SKY-STRIDERS (CRUSHERS – GREAT WEAPONS)

  • Magical Attacks Enabled

Related: Can You Change Character Appearance in Warhammer 40K: Darktide? – Answered

SKAVEN

DEV NOTE:

These changes don’t exist, but if they did, they’d go something like this. Poison Wind Globadiers and Mortars have had their AP ratio flattened out a bit, while Doomwheels, Plague Monks and Censer Bearers have received some buffs to make them more viable.

GENERAL UPDATES

  • Added +5 leadership to Rat Ogres to the Skaven technology Practiced Goaders.
  • Fixed an issue with the General Skaven Banner texture glow.
  • The Unclean Energy Bar upgrade is now usable within Throt’s Flesh Laboratory.
  • Fixed a number of cases where effects were being applied to Skaven Weapon Team units twice, such as via Technology.
  • The destroyed version of the Plague Furnace now uses the Plague Furnace model instead of incorrectly using the Warp Lightning Cannon model.
  • Fixed an issue where one of Throt the Unclean’s weapons docked incorrectly when in his Mustering stance. 
  • Skaven Neuroparasites now correctly trigger audio. 
  • Fixed an issue where projectiles could be launched through the cliff-face on the Altar of the Horned Rat battle map.
  • The quest battle intro scene for Deathmaster Snikch’s ‘Rise of Darkness’ battle now plays correctly. 

CAMPAIGN

  • The Skaven now have access to their Brightstone Mine Landmark in Mount Gunbad.
  • If multiple buildings are required to recruit a Hero, they are now all shown in the requirement tooltip.

BATTLES

  • Fixed a crash on the Hell Pit battle map.
  • The quest battle intro scene for Deathmaster Snikch’s ‘The Cloak of Shadows’ battle has been fixed.

UNITS

BLIGHTSCAB’S PLAGUEPACK (PLAGUE MONK CENSER BEARERS)

  • Recruitment Cost 1,300 → 1,250
  • Upkeep Cost 325 → 313
  • Melee Defence 32 → 34
  • Multiplayer Cost 1,300 → 1,250

DOOMWHEEL

  • Additional Hit Points 6,388 → 6,420
  • Melee Attack 24 → 26
  • Melee Defence 32 → 37
  • Base Weapon Damage 94 → 102
  • Armour Piercing Weapon Damage 176 → 195

POISONED WIND MORTARS

  • Damage 6 → 8
  • AP Damage 48 → 46

PLAGUE MONK CENSER BEARERS

  • Recruitment Cost 1,050 → 1,000
  • Upkeep Cost 263 → 250
  • Melee Defence 25 → 27
  • Multiplayer Cost 1,050 → 1,000

PLAGUE MONKS

  • Recruitment Cost 750 → 650
  • Upkeep Cost 188 → 163
  • Multiplayer Cost 750 → 650

THE AVALANCHE MORTARS (DEATH GLOBE MORTARS)

  • Damage 36 → 40
  • AP Damage 96 → 80

WHEELZ OF DOOOM (DOOMWHEEL)

  • Additional Hit Points 6,388 → 6,420
  • Melee Attack 31 → 34
  • Melee Defence 41 → 46
  • Base Weapon Damage 94 → 102
  • Armour Piercing Weapon Damage 176 → 195

WARPFIRE’S WHEEL (DOOMWHEEL)

  • Melee Attack 31 → 34
  • Melee Defence 41 → 46
  • Base Weapon Damage 94 → 102
  • Armour Piercing Weapon Damage 176 → 195

SKILLS

  • Fixed a placeholder string in Snikch’s skill, Ruin & Decay.

SPELLS

  • The Flensing Ruin spell now correctly displays its ability icon in skill trees.
  • The Dreaded Thirteenth spell now correctly displays its ability icon in skill trees.

SLAANESH

DEV NOTE:

Slaanesh has been performing really well for a while thanks to a few cornerstone units. Devoted Marauders and Hellstriders have been calmed somewhat, while Daemonettes and the Keeper of Secrets have been buffed. Perhaps the biggest change on the Slaanesh roster, however, is the reduction of the Physical Resistance bonus on all units with the mark of Slaanesh from 10% down to 5%. This should make their mortal frontline a bit less oppressive.

UNITS

DAEMONIC UNITS

DEVOTED MARAUDERS OF SLAANESH

  • Recruitment Cost 425 → 500
  • Upkeep Cost 106 → 125
  • Physical Damage Resistance % 10 → 5
  • Bonus vs Infantry 7 → 0
  • Run Speed 3.8 → 4

DAEMONETTES OF SLAANESH

  • Leadership 60 → 65
  • Armour 5 → 10

DAEMON PRINCE OF SLAANESH

  • Physical Damage Resistance % 30 → 25

EXALTED KEEPER OF SECRETS

  • Multiplayer Cost 2,200 → 2,100
  • Recruitment Cost 2,200 → 2,100
  • Armour 5 → 15

FIENDS OF SLAANESH

  • Attribute Added: Hide in Forest

HELLFLAYERS

  • Attribute Added: Hide in Forest

HELLSTRIDERS OF SLAANESH

  • Recruitment Cost (SP) 650 → 700
  • Melee Attack 28 → 24
  • Bonus vs Large 15 → 5

HELLSTRIDERS OF SLAANESH (HELLSCOURGES)

  • Recruitment Cost (SP) 650 → 750
  • Upkeep Cost 175 → 188
  • Melee Attack 32 → 28
  • Melee Defence 36 → 34

KEEPER OF SECRETS

  • Leadership 70 → 75
  • Armour 5 → 15

N’KARI

  • Recruitment Cost 2,500 → 2,400
  • Upkeep Cost 625 → 600
  • Multiplayer Cost 2,500 → 2,400
  • Armour 5 → 15

SPAWN OF SLAANESH

  • Physical Damage Resistance % 10 → 5

SEEKER CHARIOT

  • Attribute Added: Hide in Forest

THE MARQUIS OF MASOCHISM (KEEPER OF SECRETS)

  • Leadership 80 → 85
  • Armour 5 → 15

MORTAL UNITS

CHAOS LORD OF SLAANESH

  • Physical Damage Resistance % 10 → 5

CHAOS SORCERER OF SLAANESH

  • Physical Damage Resistance % 10 → 5

CHAOS WARRIORS OF SLAANESH

  • Physical Damage Resistance % 10 → 5

CHAOS WARRIORS OF SLAANESH (HELLSCOURGES)

  • Contact Effect Added: Poison
  • Melee Attack 34 → 32
  • Physical Damage Resistance % 10 → 5
  • Base Weapon Damage 25 → 26

CHOSEN OF SLAANESH

  • Recruitment Cost 1,400 → 1,350
  • Upkeep Cost 350 → 338
  • Multiplayer Cost 1,400 → 1,350
  • Physical Damage Resistance % 10 → 5

CHOSEN OF SLAANESH (HELLSCOURGES)

  • Contact Effect Added: Poison
  • Recruitment Cost 1,500 → 1,450
  • Upkeep Cost 350 → 363
  • Multiplayer Cost 1,500 → 1,450
  • Melee Attack 44 → 42
  • Physical Damage Resistance % 10 → 5
  • Armour Piercing Weapon Damage 7 → 8

CHAOS KNIGHTS OF SLAANESH

  • Leadership 74 → 75
  • Physical Damage Resistance % 10 → 5
  • Base Weapon Damage 32 → 37
  • Armour Piercing Weapon Damage 14 → 16

CHAOS KNIGHTS OF SLAANESH (LANCES)

  • Leadership 74 → 75
  • Physical Damage Resistance % 10 → 5
  • Base Weapon Damage 31 → 36
  • Armour Piercing Weapon Damage 15 → 17

CHAOS WARSHRINE OF SLAANESH

  • Physical Damage Resistance % 10 → 5

DEVOTED MARAUDERS OF SLAANESH (SPEARS)

  • Multiplayer Cost 500 → 550
  • Recruitment Cost 500 → 550
  • Upkeep Cost 125 → 138
  • Melee Attack 29 → 28
  • Melee Defence 28 → 32
  • Physical Damage Resistance % 10 → 5
  • Run Speed 3.8 → 4

DEVOTED MARAUDERS OF SLAANESH (HELLSCOURGES)

  • Contact Effect Added: Poison
  • Multiplayer Cost 500 → 550
  • Recruitment Cost 500 → 550
  • Upkeep Cost 125 → 138
  • Melee Attack 32 → 30
  • Physical Damage Resistance % 10 → 5
  • Base Weapon Damage 23 → 26
  • Run Speed 3.8 → 4

FORSAKEN OF SLAANESH

  • Physical Damage Resistance % 10 → 5

MARAUDER HORSEMEN OF SLAANESH

  • Physical Damage Resistance % 10 → 5

MARAUDERS OF SLAANESH

  • Physical Damage Resistance % 10 → 5

MARAUDERS OF SLAANESH (HELLSCOURGES)

  • Contact Effect Added: Poison
  • Melee Attack 32 → 30
  • Physical Damage Resistance % 10 → 5
  • Base Weapon Damage 23 → 26 

THE EMPIRE

DEV NOTE:

The Demigryph Knights have been the focus of The Empire’s changes in this patch. Our metrics show they were underperforming, and the community-sourced peer-reviewed suggestions agreed (good catch friends!). Buffs were therefore in order. Plus, the Luminark has received a considerable buff, with its reload time now halved. Also note that War Wagon ammunition has been slightly tweaked. War Wagons have six gunners, and the unit info panel divides the ammunition by six to represent a single volley. The raw ammo number is now also displayed for all of you budding gunnery students out there.

GENERAL UPDATES

  • Fixed a crash when dragging portraits into the Elector Counts seats in the Elector Count panel.
  • The Pigbarter bridge now acts as a bridge, rather than forcing Karl Franz to swim beside it.

CAMPAIGN

  • The Cult of Sigmar can now correctly confederate with the Empire.
  • Fixed Volkmar’s Book of Nagash rewards listing the wrong units as rewards.
  • The Nuln Gunnery school now correctly allows all of the recruitment options it should. 

BATTLES

  • Karl Franz’s quest battle for Beast Slayer is now winnable.

UNITS

BALTHASAR GELT (MOUNT: QUICKSILVER)

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300

BRIGHT WIZARD

  • Bright Wizards now have Flaming Attacks that match their sword visuals. 

DEMIGRYPH KNIGHTS

  • Leadership 70 → 75
  • Melee Attack 38 → 40
  • Base Weapon Damage 19 → 20
  • Armour Piercing Weapon Damage 39 → 40
  • Splash Attack Knockback Force Multiplier 0.2 → 1.6

DEMIGRYPH KNIGHTS (HALBERDS)

  • Leadership 70 → 75
  • Melee Attack 32 → 34
  • Base Weapon Damage 17 → 18
  • Armour Piercing Weapon Damage 35 → 36
  • Splash Attack Knockback Force Multiplier 0.2 → 1.6

HELBLASTER VOLLEY GUNS

  • Multiplayer Cost 1,050 → 1,000

IMPERIAL PEGASUS MOUNTS

  • Walk Speed 1.6 → 2
  • Run Speed 6.5 → 8.2
  • Charge Speed 9.5 → 10.8
  • Entity Mass 1,100 → 1,300

LUMINARK OF HYSH & TEMPLEH OF LUMINARK (LUMINARK OF HYSH)

  • Base Reload Time 22 → 11
  • Acceleration 4 → 3
  • Entity Mass 1,300 → 1,600
  • Turn Speed 80 → 60

THE BLACK LIONS (WAR WAGONS – HELBLASTERS)

  • Ammunition of Primary Weapon 144 → 150
  • Entity Mass 1,000 → 1,200
  • Run Speed 5 → 6.6
  • Charge Speed 9 → 10.7

THE ROYAL ALTDORF GRYPHITES (DEMIGRYPH KNIGHTS)

  • Leadership 80 → 85
  • Melee Attack 41 → 43
  • Melee Defence 40 → 41
  • Base Weapon Damage 17 → 18
  • Armour Piercing Weapon Damage 35 → 36
  • Splash Attack Knockback Force Multiplier 0.2 → 1.6

VOLKMAR THE GRIM (MOUNT: WAR ALTAR OF SIGMAR)

  • Entity Mass 900 → 1,600
  • Run Speed 4.8 → 5
  • Acceleration 4 → 3
  • Charge Speed 7 → 9
  • Entity Mass 1,300 → 1,600
  • Turn Speed 80 → 60

WAR WAGONS

  • Ammunition of Primary Weapon 40 → 35 (this is actually 240 → 210 under the hood)
  • Entity Mass 1,000 → 1,200

WAR WAGONS (MORTARS)

  • Entity Mass 1,000 → 1,200
  • Run Speed 5 → 6.6
  • Charge Speed 9 → 10.7

WITCH HUNTER

  • Armour 30 → 45
  • Multiplayer Cost 600 → 500

TECHNOLOGY

  • State Troop Standards now provides its intended leadership buff. 

TOMB KINGS

DEV NOTE:

There aren’t many changes for the Tomb Kings this time around. Aside from the chariot rework, which should help them out a bit across all of their chariot unit and mounts, most of the changes are cost or mass related.

UNITS

SETTRA THE IMPERISHABLE (MOUNT: CHARIOT OF THE GODS)

  • Entity Mass 1,550 → 2,200

SKELETON CHARIOT MOUNTS

  • Entity Mass 1,000 → 1,100

SKELETON CHARIOTS

  • Multiplayer Cost 800 → 850
  • Hit Points 5,988 → 7,032
  • Entity Mass 1,000 → 1,100

SKELETON ARCHER CHARIOTS

  • Multiplayer Cost 950 → 1,000
  • Hit Points 5,988 → 7,032
  • Attribute Added: Fire While Moving
  • Entity Mass 1,000 → 1,100

THE KHEPRA GUARD (TOMB GUARD)

  • Multiplayer Cost 1,050 → 1,100

BONE GIANT

  • Melee Defence 25 → 28

SCREAMING SKULL CATAPULTS

  • Multiplayer Cost 700 → 750

TECHNOLOGY

  • The Herald of the Sphinx follower now correctly provides its effects.

TZEENTCH

DEV NOTE:

Tzeentch is another faction that is doing relatively ok across both Land Battle and Domination. There’s a few targeted changes here with Discs receiving more mass, Flamers receiving more projectile velocity and Chosen becoming a bit cheaper.

GENERAL UPDATES

  • Updated Kairos Fateweaver’s battle vocalisations to reduce in volume at a closer distance to the camera.

UNITS

DAEMONIC UNITS

DISC OF TZEENTCH MOUNTS

  • Entity Mass 500 → 1,300

BURNING CHARIOT OF TZEENTCH MOUNTS

  • Entity Mass 1,400 → 1,800

PINK HORRORS OF TZEENTCH

  • Leadership 60 → 65
  • Armour 15 → 25

FLAMERS OF TZEENTCH

  • Projectile Velocity 30 → 45

EXALTED FLAMER OF TZEENTCH

  • Projectile Velocity 30 → 45

BURNING CHARIOT OF TZEENTCH

  • Projectile Velocity 30 → 45
  • Entity Mass 1,400 → 1,800

MORTAL UNITS

CHOSEN OF TZEENTCH

  • Recruitment Cost 1,400 → 1,350
  • Upkeep Cost 350 → 338
  • Multiplayer Cost 1,400 → 1,350

CHOSEN OF TZEENTCH (HALBERDS)

  • Recruitment Cost 1,600 → 1,500
  • Upkeep Cost 400 → 375
  • Multiplayer Cost 1,600 → 1,500

CHAOS KNIGHTS OF TZEENTCH

  • Leadership 74 → 75
  • Base Weapon Damage 32 → 37
  • Armour Piercing Weapon Damage 14 → 16

CHAOS KNIGHTS OF TZEENTCH (LANCES)

  • Leadership 74 → 75
  • Base Weapon Damage 31 → 36
  • Armour Piercing Weapon Damage 15 → 17

DOOM KNIGHTS OF TZEENTCH

  • Entity Mass 800 → 1,000

KNIGHTS OF IMMOLATION (DOOM KNIGHTS OF TZEENTCH)

  • Entity Mass 800 → 1,000

VAMPIRE COAST

DEV NOTE:

Vampire Coast have been doing fairly well, so the changes are focused only on some of their overperforming units. Gunnery Mob now have the standard 90 range for a Handgun unit, Animated Hulks have received a considerable change and Cylostra’s Knights Errant Summon no longer uses Lance Formation. Mournguls have received a bit of a buff across the board though, with some additional attributes to improve their utility.

GENERAL UPDATES

  • Vampire Coast pirate ship growth no longer shows as ‘technology’ in the tooltip breakdown.

UNITS

CYLOSTRA DIREFIN

  • Multiplayer Cost 750 → 850

ZOMBIE PIRATE GUNNERY MOB

  • Missile Range 120 → 90

ZOMBIE PIRATE GUNNERY MOB (BOMBERS)

  • Base Explosion Damage 16 → 12
  • Armour Piercing Explosion Damage 4 → 3

DECK DROPPERS

  • Melee Attack Frequency (Seconds) 4 → 4.3

DECK DROPPERS (BOMBERS)

  • Melee Attack Frequency (Seconds) 4 → 4.3
  • Base Explosion Damage: 30 → 28
  • Armour Piercing Explosion Damage: 10 → 9

DECK DROPPERS (HANDGUNS)

  • Melee Attack Frequency (Seconds) 4 → 4.3

SALT LORD SCUTTLERS (DECK DROPPERS – BOMBERS)

  • Melee Attack Frequency (Seconds) 4 → 4.3

MOURNGUL HAUNTER

  • Multiplayer Cost 1,450 → 1,300
  • Attribute Added: Hide in Forest
  • Attribute Added: Strider

MOURNGULS

  • Attribute Added: Hide in Forest
  • Attribute Added: Strider

NIGHT TERRORS (MOURNGULS)

  • Attribute Added: Hide in Forest
  • Attribute Added: Strider
  • Attribute Removed: Rampage

ANIMATED HULKS

  • Melee Attack 32 → 28
  • Armour 35 → 30
  • Base Weapon Damage 33 → 28
  • Armour Piercing Weapon Damage 77 → 62

DAMNED KNIGHTS ERRANT

  • Removed Ability: Lance Formation

TECHNOLOGY

  • Switched the Vampire Coast technology icons for Dread Admiral and Disreputable Admiral to match the type of Vampire Lord unlocked by the technology.

VAMPIRE COUNTS

DEV NOTE:

Vampire Counts have been overperforming across the board. These tweaks mainly target healing abilities and Crypt Horrors, as their combination of regeneration and high HP pool made for a truly formidable unit. Grave Guard and Black Knights have also had their Magical Attacks removed, meaning that Vampire Counts need to rely more on AoE abilities in order to deal with Physical Resistance.

GENERAL UPDATES

  • Fixed an issue where Mannfred’s Books of Nagash wouldn’t upgrade until the following turn if he unlocked them while the Malevolent Museum is already built.

CAMPAIGN

  • Added a growth building to Ghorst’s starting landmark.

UNITS

GRAVE GUARD

  • Removed Magical Attacks

GRAVE GUARD (GREAT WEAPONS)

  • Removed Magical Attacks

THE STERNSMEN (GRAVE GUARD)

  • Removed Magical Attacks

BLACK KNIGHTS

  • Removed Magical Attacks

BLACK KNIGHTS (LANCES & BARDING)

  • Removed Magical Attacks

VEREK’S REAVERS (BLACK KNIGHTS – LANCES & BARDING)

  • Removed Magical Attacks

CRYPT HORRORS

  • Hit Points 10,752 → 9,952
    Melee Defence 33 → 28

WARRIORS OF CHAOS

DEV NOTE:

Not too many changes for the Warriors of Chaos undivided units in this update (although changes to mortal units on the other monogod rosters also apply to them). The main change here is that the base stats of Chaos Knights have been improved, as they were underperforming slightly. Dragon Ogres and Shaggoths have also received some buffs so that they are a bit more viable.

GENERAL UPDATES

  • The Warriors of Chaos beasts building now increases its Forsaken unit capacity.
  • Prevented Warriors of Chaos AI from trying to recruit units in the same region for several successive turns (which resulted in them trying to recruit units when they were unable to). 
  • Daemon Prince of Nurgle colours are no longer misaligned in the 2D porthole.
  • Vilitch’s ritual, Spawnify, no longer exceeds the military force unit limit restriction.

CAMPAIGN

  •  Added an additional war between Kholek Suneater and the Tusked Sunz.

UNITS

CHAOS DRAGON MOUNT

  • Removed Flaming Melee Attacks

CHAOS KNIGHTS

  • Leadership 74 → 75
  • Base Weapon Damage 32 → 37
  • Armour Piercing Weapon Damage 14 → 16

CHAOS KNIGHTS (LANCES)

  • Leadership 74 → 75
  • Base Weapon Damage 31 → 36
  • Armour Piercing Weapon Damage 15 → 17
  • Weapon Reach 1 → 2

SWORDS OF CHAOS (CHAOS KNIGHTS)

  • Leadership 84 → 85

THE SIBILANT SLAUGHTERCADE (CHAOS CHARIOTS)

  • Physical Damage Resistance % 10 → 5

THE DAEMONSPEW (FORSAKEN)

  • Run Speed 4.1 → 4.6
  • Charge Speed 4.5 → 5

DRAGON OGRES

  • Recruitment Cost 1,650 → 1,600
  • Upkeep Cost 413 → 400
  • Multiplayer Cost 1,650 → 1,600

SUMMONERS OF RAGE (DRAGON OGRES)

  • Recruitment Cost 2,000 → 1,950
  • Upkeep Cost 500 → 488
  • Multiplayer Cost 2,000 → 1,950

DRAGON OGRE SHAGGOTH

  • Base Weapon Damage 140 → 160
  • Armour Piercing Weapon Damage 320 → 350
  • Splash Attack Knockback Force Multiplier 1 → 1.5

BILIOUS THUNDERGUFF (CHAOS GIANT)

  • Run Speed 3.4 → 3.9

WOOD ELVES

DEV NOTE:

The big changes to Wood Elves this time around revolve around Treemen, who are currently underperforming. Treemen have received a buff to their weapon strength, HP and knockback multiplier, which means that they should be a bit more effective in prolonged fights and clear enemies out a bit better. Wild Riders have also received a mass buff along with some changes to Hawk Riders which should make them a little bit less paper-thin in melee.

GENERAL UPDATES

  • Ariel now plays the correct audio when moving on the campaign map. 

CAMPAIGN

  • The Threllock Tree has returned to the Vaul’s Anvil. 
  • The Wood Elf Glade Captain Hero now correctly provides its passive effect for boosting local income.
  • The names of the Wood Elf flyers chain building are no longer reversed.

UNITS

Fixed an issue where Glade Guard buffs weren’t being applied to fire and poison variants.

DURTHU

  • Base Weapon Damage 140 → 130
  • Armour Piercing Weapon Damage 330 → 360
  • Splash Attack Knockback Force Multiplier 1 → 2
  • Building Damage Multiplier % 1 → 1.25

COEDDIL

  • Base Weapon Damage 150 → 130
  • Splash Attack Knockback Force Multiplier 1 → 2

ANCIENT TREEMAN & MALEVOLENT ANCIENT TREEMAN

  • Enemy Size for Allowing Splash Attacks medium → large
  • Splash Attack Knockback Force Multiplier 1 → 1.75

TREEMAN & MALEVOLENT TREEMAN

  • Hit Points 9,328 → 9,820
  • Base Weapon Damage 130 → 110
  • Armour Piercing Weapon Damage 300 → 340
  • Splash Attack Knockback Force Multiplier 1 → 1.8

UNICORN MOUNTS

Unicorn mounts were incorrect entity settings, so this has now been corrected.

  • Walk Speed 2 → 1.9
  • Run Speed 7.8 → 9.5
  • Acceleration 7 → 6
  • Deceleration 7 → 6
  • Charge Speed 10.8 → 11
  • Entity Mass 750 → 800

GLADE LORD (MOUNT: GREAT STAG)

  • Entity Mass 1,300 → 1,500

GLADE CAPTAIN (MOUNT: GREAT STAG)

  • Entity Mass 1,300 → 1,500

GREAT STAG KNIGHTS

  • Missile Block Chance % 30 → 35
  • Entity Mass 1,300 → 1,500

LOST SYLVAN KNIGHTS (GREAT STAG KNIGHTS)

  • Missile Block Chance % 30 → 35
  • Entity Mass 1,300 → 1,500

LOEC’S TRICKSTERS (WARDANCERS – ASRAI SPEARS)

  • Recruitment Cost 1,350 → 1,300
  • Upkeep Cost 338 → 325
  • Multiplayer Cost 1,350 → 1,300

WILD RIDERS

  • Entity Mass 1,000 → 1,200

WILD RIDERS (SHIELDS)

  • Entity Mass 1,000 → 1,200

WILD HUNTERS OF KURNOUS (WILD RIDERS – SHIELDS)

  • Entity Mass 1,000 → 1,200

SISTERS OF THE THORN

  • Entity Mass 1,000 → 1,200

HAWK RIDERS

  • Recruitment Cost 1,000 → 1,050
  • Upkeep Cost 250 → 263
  • Multiplayer Cost 1,000 → 1,050
  • Melee Attack 25 → 30
  • Melee Defence 18 → 24
  • Charge Bonus 42 → 46
  • Attribute Added: Woodsman

GREAT HAWKS

  • Attribute Added: Woodsman

ZOATS

  • Leadership 65 → 75

ENIGMAS OF GHYRAN (ZOATS)

  • Leadership 75 → 85

SKILLS

  • The Technology ‘Wisdom of the Eagle Lords’ now correctly provides its effects.

Related: Can You Sell or Salvage Weapons in Warhammer 40K: Darktide? – Answered

CAMPAIGN

GENERAL UPDATES

  • Fixed an issue where gold was being awarded to a mission target (such as the settlement being attacked or the faction having war declared against it) instead of to the mission owner.
  • Updated campaign map battle selection for both Realm of Chaos and Immortal Empires.

PROLOGUE (THE LOST GOD)

  • Fixed a potential soft lock after embedding a Frost Maiden into your army during the Prologue.

THE REALM OF CHAOS

  • Reduce the number of factions at war with The Ice Court at the start of a Realm of Chaos campaign.
  • The visibility of Chaos Realms is now correctly saved upon reloading a game. 

DIPLOMACY

  • In cases where a faction had mission-driven Confederation, a small boost has been applied to the confederated faction making it less likely to die before the player can complete the mission.

BATTLES

NEW ENDLESS SURVIVAL BATTLES

Hold out against growing waves of enemies in 25 new Endless Survival Battles. It’s a more casual, cooperative battle experience. Each one represents a different race and can be accessed from the custom battle and multiplayer menus.

  • These battles can be played solo, or co-op with up to 4 players.
  • Enemies will periodically spawn and attack you, featuring every unit from the chosen enemy race.
  • Each map has three capture points, with one starting within the players deployment.
  • Each capture point gives you supplies that can be used on reinforcements, upgrades and replenishments.
  • Difficulty is scaled based on both the player count and time survived.
  • These battles cannot be won.

Here we see the Pillar of Bone Endless Survival Battle vs the Greenskins:

DEV NOTE:

We’re always looking at how our battle maps can be improved. To do this, we had a quality assurance sweep of the many, many maps in WARHAMMER III and have tracked down some of the problems afflicting these play spaces. Below is a comprehensive list of the changes made so far; some deal with graphics and audio, while others tackle collisions that were causing units and/or even the camera to get stuck. 

As always, we’ll be keeping a close eye on these areas of the game, so please keep your feedback coming!

AMBUSH BATTLES

  • Resolved an issue with Ulthuan Ravine ambush battles where units you control are hidden.
  • Updated and corrected the deployment zones in the ambush maps on Ulthuan Coast.
  • Updated and corrected the deployment logic on the Shrine of Khaine ambush battle map.
  • Fixed floating assets on Badlands Wastes.
  • Fixed floating rock issues on Fjord’s Edge.
  • Fixed issues with terrain render masks on the Crystal Causeway.

CHOKEPOINT BATTLES

  • Fixed issues with floating cliff assets on the Mountain Pass battle map. 
  • Fixed floating cliff assets on the Bastion River battle map. 
  • Fixed a camera sinking issue on the Crystal Mountains.
  • Improved terrain readability and added new assets to a Darklands chokepoint map.

DOMINATION BATTLES

  • Fixed issues with the skybox on Broken Leg Gulley. 
  • Adjusted the forest on the bottom tier of Arnheim to better balance the map on both sides.

FREE-FOR-ALL BATTLES

  • Fixed the walls around the gate of the main Dark Elf structure on the Shrine of Khaine map.
  • Fixed the lava material on the Shrine of Khaine map.

LAND BATTLES

  • Fixed missing terrain on the Siegfriedhof battle map. 
  • Adjusted lava materials on the Dark Elf Ravine battle map.
  • Fixed a terrain spike issue on the Tzeentch Realm map.
  • Fixed terrain blending on the Jade Griffon quest battle. 
  • Removed an incorrectly placed hard collision in the Wood Elves Forest. 
  • Adjusted the forest edge to improve unit hiding on the Shrine of Asuryan. 
  • Added camera collision over the river section of Cathay Farms.
  • Fixed floating asset issues on The Blood Fen map.
  • Fixed floating ship wreck assets on the Island Battle map.
  • Fixed river unit selection markers on Stir River. 
  • Fixed missing collision issues on the Cathay Desert battle map.
  • Fixed issues with floating cliffs and terrain holes on the Cathay Desert battle map.
  • Fixed terrain rendering issues on the Tzeentch Wastes. 
  • Fixed pathfinding issues with the crater asset on the Wastes of Khorne.
  • Fixed issues with cliff assets on the Norsca Mountains. 
  • Fixed gaps in the terrain near cliffs Fractal Labyrinth. 
  • Fixed cliff blending issues in the Khorne Wastes. 
  • Fixed issues with clipping decals in Haunted Forest.
  • Fixed holes in the terrain on the Ravenous Range battle map.
  • Adjusted forest edges to improve hiding on the Darklands Craters map. 
  • Updated and corrected the playable area zones in the Darkland Mountains battle maps to prevent reinforcements entering invalid locations.
  • Fixed terrain blending issues and terrain gaps on the Gore Gateway battle map.
  • Fixed missing cliff collisions and asset texture resolution issues on the Frail Route battle map.
  • Fixed rock asset scaling issues, terrain gaps, and floating cliffs on the Empire Forest map.
  • Fixed logic on the giant tree to prevent camera clipping on the Wood Elves Forest map.
  • Fixed floating vegetation and river depth issues on the Wood Elves Forest map.

SETTLEMENT BATTLES

  • Fixed an issue with units disappearing under the map on Glacial Gardens. 
  • Updated and corrected some pathing areas in the Dwarfs Minor Settlement battle maps.
  • Updated and corrected the AI graph on the Greenskins Minor Settlement battle maps.
  • Fixed missing wall assets on Major Kislev settlements. 
  • Fixed floating asset issues on the Howling Rock settlement map.
  • Fixed floating asset issues, minor clipping, and terrain gaps on Major and Minor settlements for Kislev, High Elves, Greenskins, Dwarfs, Norsca, and The Empire.
  • Fixed missing lava assets on minor Dwarf settlement maps. 
  • Updated the deployable tower locations in the Dwarfs Oakenhammer Minor Settlement battle map
  • Fixed minor Dwarf settlement maps from having flickering decals. 
  • Updated river and lake materials in minor Empire settlements. 
  • Fixed issues with deep hole shaders, missing collision areas, and terrain height maps in Major Empire settlements. 
  • Fixed terrain blending issues in Major Lizardmen settlements. 
  • Fixed missing collision issues in Major Vampire settlements.
  • Fixed collision over the central area of Major Tomb Kings settlements to improve the movement of flying units and the camera.
  • Added collisions to improve the flying unit height in Major Vampire settlements. 
  • Updated a Grand Cathay minor settlement to fix an AI issue when attacking barricades.
  • Fixed lava materials in the Khorne Wastes battle map. 
  • Fixed terrain gap issues on the Sartosa Major settlement map. 
  • Fixed collisions around towers to improve their firing lines in minor Greenskins settlements. 
  • Fixed issues with decal stretching, blending, and floating assets in minor Cathay settlements.
  • Fixed texture overlapping issues on minor High Elf settlement maps.
  • Adjusted decal blending on the Badlands Wastes Ogre Camp.
  • Fixed floating assets and texture stretching issues on Zhufbar.
  • Fixed siege tower docking issues, barricade issues, and tower issues in Major Tomb Kings settlements. 
  • Fixed terrain steepness issues in the Dargoth settlement. 

SIEGE BATTLES

  • Adjusted the terrain at wall firing locations in the Red Fortress Chaos map.
  • Stopped settlement wall towers from dealing damage to their own walls and gatehouses.
  • Fixed unit docking issues on the Black Fortress battle map.

SUBTERRANEAN BATTLES

  • Fixed missing collision from the back edge of the map in the Warpblade Tunnels.
  • Fixed terrain holes in the Witchwood Hollow map.

SURVIVAL BATTLES

  • Fixed water tagging issue for the Battle Of The Eternal Tides.
  • Fixed the broken height map issue on the Battle of the Eternal Tides quest battle map.
  • Removed incorrect buildings from the Witchwood Hollow battle map.
  • Fixed an issue where reinforcements could still be called in even when all capture points had been lost on the Battle of the Eternal Tides map.
  • Fixed a visual issue for the far mountains on the Manor Hill Bretonnia battle map. 
  • Fixed terrain hole issues and missing outfield terrain on the Black Ark Landing battle map.
  • Black ark bridges have been adjusted to improve pathfinding on the Black Ark Landing map.

OTHER SIGNIFICANT BATTLE CHANGES

  • The Reinforcement Panel in Domination and Survival Battles is now able to be re-positioned.
  • Teleport Withdraw Time 3 seconds → 10 seconds.
  • Reinforcement re-summoning time 30 seconds → 45 seconds.
  • Fixed players gaining an unfair advantage in multiplayer battles by modifying the UI through a movie pack.
  • Fixed riders on War Machines from shooting the primary missile weapon of the unit when they weren’t supposed to (e.g. Bloodwrack Shrine, Scourgerunner Chariot).

MULTIPLAYER

devtext

QUICK BATTLE MAP ROTATION CHANGES

We’ve shifted around the quick battle map pool for Land Battles in Update 3.0, removing problematic maps such as Steps of Isha and replacing them with a number of old fan favourites. The total number of maps within the pool has also been increased, which should offer much more variety within the game mode.

The following maps have been added:

  • Praag – Multiplayer
  • Schwartzhafen – Multiplayer
  • Blasted Lands – Darkland Crater
  • Mortis Wastes – Nehekhara Desert
  • Southern Chaos Wastes – Quest Battle
  • Blue Reach River – Multiplayer
  • Cliff Of Beasts – Quest Battle
  • Peak Pass – Multiplayer
  • The Bitter Dunes – Nehekhara Desert
  • Isle of the Crimson Skull – Quest Battle
  • Tower of Hoeth – Quest Battle
  • Pillar Of Bone – Quest Battle
  • Gor Gazan – Multiplayer
  • Shagrath Strand – Naggaroth Norscan Coast
  • Da Stompin’ Groundz – Badlands Wastes
  • Choking Pits – Plains of Zharr

And these have been removed:

  • Broken Hills – Steps of Isha
  • Compass Reach – Cathay Wasteland
  • Crystal Mountains –  Realm of Tzeentch

GAME

Below are changes to the systems that support and enhance the gameplay of Total War: WARHAMMER III.

ARTICULATED VEHICLE COLLISION OVERHAUL

Articulated vehicle collision is getting a rework. This affects all units that pivot when turning, such as chariots and war wagons.

Previously, the effective collision of an articulated vehicle was governed by a single collision volume (the area or block that other blocks can collide with). This meant that when an articulated unit such as a chariot was turning or colliding with enemies, the logical collision was not represented by the actual 3D unit visuals.

The long-time players reading this may remember that we attempted to fix this back in WARHAMMER II during the Silence and the Fury DLC, temporarily leading to some very overpowered Tuskgor and Razorgor Chariots!

SO, WHAT WAS THE ISSUE?

To explain the new behaviour, it’s first important to explain how articulated vehicle collision worked prior to this change and the problems this caused.

First off, these vehicles are split into four main components:

  • ARTICULATED ENTITY: This is the main controller for all of the separate components of the vehicle, tying everything together. It governs the logic for things like collisions, movement, attacks, etc. It has no visual representation.
  • MOUNT: The animal that pulls the vehicle.
  • ENGINE: The vehicle that is being pulled by the mounts.
  • RIDER: This is an additional entity that is riding upon the engine.

Prior to this change, the articulated entity alone was colliding with friendly and enemy units. This meant that the collision block had to be relatively large and encompass the entire unit to make the collision ‘fair’. The other collision volumes of the mount, rider and engines were only used for colliding with incoming projectiles.

The large white box in this image is the articulated entity collision area. Because this was the only part of the vehicle that collided with other units, these units experienced difficulties when turning while surrounded in melee – ultimately leading to situations where they would get stuck. 

SO, WHAT HAVE WE DONE?

In Patch 3.0, the articulated entity, mount and engine collisions all work in conjunction when colliding with enemy units.

To illustrate, here is a comparison of the effective collision setup of a Cold One Chariot in 3.0 compared to the previous iteration.

As you can see, the vehicle is a lot more representative of its visual model when executing a turn. This helps articulated vehicles out when moving through enemy units, but also presents more opportunities for enemies to attack as well, since they are also now able to attack any part of the effective collision, instead of attempting to crowd around and hit a single collision block.

As part of this change, every articulated vehicle in the game has had its collision and articulation properties overhauled in order to fit the mould of the new logic.

Overall, this change is far-reaching in scope, but it solves a long-standing invisible and, overall, negative element for articulated units. We will of course monitor how it works and tweak where necessary.

LORD OF FIRE VISUAL UPDATE

The Lore of Fire has been completely overhauled, with every spell in the lore receiving new visual effects and audio treatments.

Highlights include Flaming Sword of Rhuin (which now features an actual sword) and the towering Flame Storm, which trundles around the battlefield dealing a fiery welcome to anything that crosses its path.

FLAMING & MAGICAL ATTACK VISUALISATION

If a unit has flaming or magical attacks imbued on either their melee or missile weapon, they will now spawn minor VFX on afflicted enemies to telegraph it.

GRAPHICS

  • Chaos Trolls and Armoured Chaos Trolls faction colours are no longer misaligned in the 2D porthole.
  • Fixed floating assets that were plaguing Naggarond. 
  • Reworked Chariots to prevent them from clipping through each other. 
  • Characters no longer vibrate with excitement when clicking on their character flag during movement. 
  • Lava corruption prefabs will now appear correctly on the campaign map.
  • Fixed terrain hole issues when in the tactical camera view on several battle maps. 
  • Fixed some floating assets in The Dragon Isles settlement, Dread Rock. 
  • Smoothed the terrain on The Skull Road area of the campaign map.
  • Norscan Monster Hunt Cygor now correctly fits inside the 2D porthole view.
  • Bretonnian Peasant Mob, Grail Relique, Battle Pilgrims and Men-At-Arms faction colours are no longer misaligned in the 2D porthole.
  • Fixed the High Elf Mistwalker Skyhawks, Spire Guard, Sentinels, and Archer units having misaligned faction colours in the 2D porthole.
  • Fixed the Knights of Tor Gaval units missing their faction colours in the 2D porthole.
  • Greenskins Black Orc faction colours are no longer misaligned in the 2D porthole.
  • Tidied up some visual effects for the Hellcannons. 
  • Smoothed pre-battle screen textures for some Dwarf battles.
  • Fixed texture issues with the Norscan Banner.
  • The Comet of Casandora effect now has the correct texture detail.
  • Fixed the two-way waterfall in the Mountains of Morn province.
  • Fixed terrain clipping near The Snake Gate in Immortal Empires.
  • Resolved terrain blending issues around the River Urskoy region.
  • Fixed some issues with floating assets around Vilitch the Curseling’s starting location. 
  • Added the missing 2D portholes for the Update 2.3.0 RoR units.
  • Great Bray Shaman’s will now be dismembered correctly. 
  • Blended terrain around the Darklands and fixed various nearby asset issues.
  • Fixed various Tomb Kings ruined settlements so they scale correctly.
  • Reduced the scale of some oversized Norscan and Lizardmen assets.
  • Various standing poses have been adjusted to create a smoother loop between other idle animations. 
  • The sword in the Blood Dragon Vampire Lord’s left hand now remains visible during spell casting animations. 
  • Fixed multiple instances of floating structure textures in the Outfields. 
  • Fixed stretching tree assets and multiple floating issues in the Mask of Heaven.
  • Fixed the direction of barricades when defending an Ogre settlement. 
  • Added additional lava to cover gaps in the Chaos Wastes.
  • Fixed floating rocks, cliff assets, shrubbery detail, terrain blending issues and terrain gaps in the Chaos Wastes.
  • Fixed floating asset issues in the Bretonnia Hills.
  • Weapons are now correctly docked during Goblin Wolf Rider’s melee attacks.
  • Fixed water blending issues in the Kingdom of Beasts.
  • Fixed floating assets around the Temple of Skulls settlement. 
  • Resolved issues with floating rocks near The Tower of Torment.
  • Waldenhof no longer floats on the campaign map.
  • Bloodfire Falls now has correct terrain around it on the campaign map.
  • River splines no longer have smaller bounding boxes rendering them invisible in certain positions.
  • Fixed water looking like a grey mesh around Karak Kadrin, as it now flows and has water textures.
  • Fixed floating asset issues on the Relic of Valaya quest battle.
  • Fixed Dwarf settlement asset directions in numerous places on the campaign map.
  • Fixed floating asset issues near River Urskoy. 
  • Fixed issues where Karak Ungor and Khazid Irkulaz would face the wrong way on the campaign map.
  • Fixed some flickering fog when moving around the Ogre Kingdom region.
  • Fixed issues with lava material on the Dragon Armour of Aenarion quest battle.
  • Fixed map collision above Gryphon Wood on the campaign map.  
  • Improved shallow water clarity in the Badlands Wastes. 
  • Fixed a terrain issue in Eataine where you can disembark through cliffs rather than at beach terrain.
  • Fixed floating assets in the Cathay Mountains. 
  • Blended the terrain in Lustria to resolve texture issues.
  • Fixed terrain issues on the campaign map for Lizardmen in the Badlands.
  • Fixed terrain issues with Manfred’s corruption.
  • Resolved some campaign map issues around Lahmia which caused your army to disappear into the mountains.
  • Removed floating assets around Kislev.
  • Fixed an issue where armies would disappear when crossing to Myrmidens.
  • Fixed floating assets around Ekrund.
  • Fixed floating trees around the Lost Plateau.
  • Resolved some terrain issues where undivided corruption was present.
  • Fixed multiple issues with armies falling into the campaign map in the Chaos realms.
  • Adjusted the shield position so it stays docked to the hand during spell casting animations.
  • Fixed some region border segments from rendering multiple times. 
  • Fixed clipping issues with cog wheels on Dwarfen buildings. 
  • Fixed missing visual effects for the Vampire ghosts on the campaign map.

AUDIO

  • Fixed an issue where interacting with ruins with a Lord could cause the wrong Lord voice over (VO) to trigger.
  • Music is now heard when opening the Story Panels.
  • Fixed some gatehouse open/close sounds not triggering correctly.
  • Fixed recruitment VO spamming when interacting with the recruitment panel.
  • Some Champions of Chaos characters were not playing selection VO lines when part of an allied faction – this is now fixed. 
  • Fixed a missing sound when selecting battle types in Ranked Multiplayer.
  • Fixed a few Lords and Heroes (mostly Champions of Chaos) that weren’t correctly having audio focused on them when the camera is close. 
  • Fixed the Red Cloud Greenskin faction using wrong the diplomacy VO.
  • Fixed the Herald of Khorne’s missing animation sounds when mounted atop a Bloodthrone. 
  • Fixed Eltherion’s missing animation sounds when mounted.
  • Karl Franz’s Mustering stance was missing a weapon whoosh sound. He may now whoosh as he pleases. And if you’ve read every word of these Patch Notes up until this point, we urge you to treat yourself to a whoosh too!
  • Fixed Throt the Unclean’s Campaign animations missing sound when riding a Brood Horror mount.
  • Fixed all of the missing Imrik campaign animation sounds.
  • Fixed Repanse de Lyonesse’s missing sound during mounted animations on the campaign map.
  • Fixed missing sounds for Luthor Harkon’s campaign raiding stance.
  • Fixed missing audio for Arkhan the Black’s Mustering stance.
  • Fixed missing audio for Rakarth and Beastmaster’s campaign attack animations.
  • Fixed missing audio for Cultists mounted on Warshrines. 
  • Fixed missing death sounds for the Herald of Nurgle and Plagueridden when mounted on a Palanquin.
  • Fixed missing audio for Boris Ursus when mounted on a Warbear.
  • Fixed Eltharion’s campaign UI panel VO having too much darn reverb.
  • Fixed some missing sounds when selecting faction bookmarks in the Narrative Viewer. 
  • Karl Franz now has bespoke cinematic weapon sounds.
  • Fixed some missing Heartseekers rider animation sounds. 
  • Fixed various WARHAMMER I and II characters not triggering sounds, or, triggering the wrong ones during a campaign. 
  • Eshin Sorcerers now play vocalisations during their animations.
  • Fixed the previously inaudible High Elf Pillar prop.
  • Fixed the Alter Tower prop’s sound effects on the Shrine of Ill quest battle map.
  • Added some wind sound tags to the pits on the Karak Eight Peaks battle map.
  • Fixed some audio issues over the crater near the Mask of Heavens. 
  • Stonehorn’s VO is now louder in battle.
  • Added some much-needed creakiness to a wooden bridge on the Lustria Lakes ambush map.
  • Gyrocopters and Gyrobombers now trigger an appropriate of audio events. 
  • Fixed animation sounds for non-entities not using their culling distance in battle.
  • Musical transitions in battle will now follow the same ducking rules as all other battle music, making them blend together better.
  • Slaanesh have whipped out the WD40 and improved the smoothness of their Chariot’s spinning wheels.
  • Battles will now trigger the winning faction’s music for the loser.
  • Enemy war declarations will now trigger the aggressor faction’s music.
  • Some missing Lord of Change animation sounds have been fixed.
  • Kholek and Dragon Ogre Shaggoth’s missing lightning sounds have been fixed. 
  • Fixed an incorrectly assigned group vocalisation for Orcs and Goblins on the Waaagh! army ability.
  • Non-WARHAMMER III factions will play their respective title’s Win/Draw/Loss music after battles.
  • Reduced the length of time units will play context sensitive VO lines for, so now Wizards will cease their spell-related showboating in a reasonable timeframe.
  • Fixed an issue where no SFX were playing on certain end game scenario events.
  • Music will increase dynamic responsiveness to events in Battles, such as heroes being defeated and AoE spells being cast.
  • After receiving a stern warning, Durthu will now use his inside voice on the campaign map. 
  • Ambush battles will no longer start with the incorrect music.
  • Fixed excessive reverb on VO when closing out of Forge of Daith and Ikit’s Workshop UI panels.
  • Gotrek and Felix now have correct audio tagging on the campaign map after being unlocked.
  • Fixed missing UI sounds for Nurgle plague recipes. 
  • Silent Sanctum’s missing UI sounds have been fixed.
  • Karak Eight Peaks campaign UI button’s missing audio when clicked has been fixed.
  • Harpies response vocalisation will now trigger correctly. 
  • Vampire settlement one-shot sounds, bells, for example, were triggering too frequently in battle, and have since been tamed.
  • Fixed missing audio in the Cathay rice fields. 
  • Hellcannon crew now trigger VO when detached from the Hellcannon. 
  • Added UI sound for when army abilities are unlocked in battle via faction mechanics. 

NEW MISSILE BLOCK ICON

The icon for missile block has been improved. It now uses a single unified icon that better fits the game’s overall style.

Check it out in the image below (next to the Armour value):

Bronze, Silver and Gold Shields will still be displayed separately.

UI

DEV NOTE:

Sticky tooltips have been added to a large number of game elements!

Most notably: Technology, Skill, Building and Unit cards. These new tooltips allow you to inspect their elements once they have stuck. Inspectable elements within these tooltips will denoted with an eye icon. The timings for sticky tooltips appearing, sticking and hiding can be modified in the options menu.

Plus, Tooltips for effects that apply to specific units now display the unit cards of the relevant units.

  • Added ‘Enable all’ and ‘Disable all’ buttons to the campaign notifications menu.
  • The campaign race list now fills rows first instead of columns. This is to make it consistent with other race lists (Unit Browser, Custom Battle etc)
  • Fixed missing icon during barricade loading screen hint.
  • Fixed an issue where event notifications were being prevented from displaying until you hovered over them in the events list.
  • Fixed an issue where Sea Region events would have placeholder event pictures for some factions.
  • Fixed an issue where background images on campaign select was not scaling properly for ultra wide screens.
  • Required content tooltips have been given the sticky tooltip treatment so that they’re a easier to hover over.
  • Re-introduced the missing special port icon next to settlements with special port buildings.
  • Timed mission rewards with 10 or more turns are no longer cut off.
  • Fixed a missing border on the building browser on higher resolutions.
  • Fixing an issue where certain heroes had a placeholder icon when joining an army.
  • Fixed the end game scenarios indicator clipping into campaign names in the multiplayer game browser.
  • Settlements marked for conversion no longer show construction and damaged building notifications.
  • Fixed a UI text component that prevented clicks on the loading screen ‘Continue’ button in a small number of cases.
  • Fixed an event notification for an ally occupying a ruined settlement from a War Co-ordination target so that it doesn’t display a placeholder rebel faction. 
  • Fixed the tooltips for unit missile block chance and other unit stats showing incorrect values.
  • Fixed hero mission pointers sometimes missing their down arrow image, which caused a placeholder image to show above heroes.
  • Fixed Regiments of Renown stats showing higher when previewing them than what the actual stats are when they get recruited.
  • Unit stat icon tooltips no longer close intermittently in battle.
  • All Legendary Heroes now display their bespoke short description when recruited.
  • Rank elements no longer overlap character portraits in the event list.
  • Fixed an issue where certain contact phase effects weren’t displayed in the unit information panel on effected units.
  • Fixed transparent textures in the Select Race panel and Unit & Spell Browser menu.
  • The Winds of Magic reserve capacity is now shown in tooltips.
  • Miscast chance bonuses are now correctly shown in the battle UI.
  • Fixed missing placeholder icon for effects granting a province development point.
  • Fixed unit stat icons sometimes having invalid values in their tooltips. Invalid block chance etc.
  • Improved the blending of the pre-battle screen for Bretonnia battles. 
  • Number of settlements owned is now displayed when interacting with factions in diplomacy.
  • Fixed the demolish building tooltip showing the incorrect text.
  • Stopped defeated factions from appearing in the Vampire Coast infamy list in multiplayer.
  • Fix unit stat comparisons in the character details panel showing outside the bounds of the list when the list was scrolled down.
  • Getting ambushed by a military force with a Waaagh! army will no longer show the ‘Ambusher Discovered’ event twice.
  • Fixed the outpost icon under the Allies & Vassals list in the war coordination panel not updating its state when the outpost gets built.
  • Fixed the character details panel sometimes not closing when pressing ESC key.
  • The Norsca Monstrous Arcanum can now be closed with the ESC key.

SETTINGS

  • Story Panels can now be viewed from the Movie Viewer, which has been renamed to the Narrative Viewer to better reflect its intended purpose.

ACHIEVEMENTS

  •  Added 11 new achievements centred around the free Mirror of Madness DLC that launches with Update 3.0. Shhh, you didn’t see them already.

TEXT & TRANSLATIONS

  • Adjusted the POL localisation for ‘The Plain of Bones’ on the parchment map.
  • Fixed magic item and ancillary error texts not showing on items that are equipped by other characters.
  • Fixed the opponent settlement text in the diplomacy HUD not being localised in non-English languages.
  • Updated parchment map name positions for ‘The Abyssal Glacier’ and ‘The Southern Wastes’ for all languages.
  • Fixed an issue within tooltips causing labels identifying ‘free’ content to be truncated.
  • Fixed the ancillary tooltip not updating when dragging and dropping a new ancillary to replace an existing one.
  • Removed irrelevant and incorrect faction text that could appear during a war declaration. 
  • Swapped the names for the POL localisation for ‘Southlands World’s Edge Mountains’ and ‘Southern World’s Edge Mountains’ on the parchment map so they display correctly.

If you like Warhammer games, why not check out all the Darktide weapon perks here?: All Warhammer 40K: Darktide Weapon Perks.

About the Author

Daphne Fama

A Staff Writer at Prima Games since 2022, Daphne Fama spends an inordinate amount playing games of all stripes but has a soft spot for horror, FPS, and RPGs. When she’s not gaming, she’s an author and member of the Horror Writers Association with a debut novel coming out in 2025. In a previous life, she was an attorney but found she preferred fiction to contracts and forms