Total War Warhammer 2 Patch Download
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Total War Warhammer 2 Patch Download
Re: Total War Warhammer 2 v1.0.0 (GM and More) 2017-Sep-29 Post by lcmiracle » Sat Sep 30, 2017 5:26 am The one turn construction works for some slots on a settlement, and other not. Description Download Total War: WARHAMMER II is now easier with this page, where you have the official version of servers Elamigos like Uploaded, Share-Online, Googledrive and torrent, download it now and get the updated game until version 1.5.0. Download Games & Demos Mods & Add-Ons Patches Tools Wallpapers Trainers. Total War: Warhammer II - v1.4.1 +18 Trainer - Download. Gameplay-facilitating trainer for Total War: Warhammer II. This trainer may not necessarily work with your copy of the game. File type Trainer. File size 733.1 KB. Total war warhammer free download - Warhammer 40,000: Dawn of War demo, Warhammer 40,000: Rites of War demo, Shogun: Total War demo, and many more programs Navigation open search.
Total War Warhammer 2 Review
- Thanks steam for the handy notification when you guys posted this
- Just wana say u typed Black Dragon under High Elves changes, Iam guessing its mentt to be Star Dragon.
- Can't access to the linked site, neither with IE nor chrome,..._______________________________________________________________________________________________________
My German Youtube-Channel - Let's Plays (Strategy, RPG, Indie,...): https://www.youtube.com/channel/UChwblqvwr8XxKP0GzCcUb8Q - Am I the only one having trouble opening these pages, getting obsene loading times and 'database error'
Nope. I have the same problem ;(Am I the only one having trouble opening these pages, getting obsene loading times and 'database error'
Team Rome, Team Byzantium, Team Dwarfs, Team Empire, Team Bretonnia Team Grim, Team elf slayers, Team Belegar.- Senior MemberPosts: 9,950Registered UsersLinks are broken for me.
Same.Am I the only one having trouble opening these pages, getting obsene loading times and 'database error'
'As a sandbox game everyone, without exception, should be able to play the game exactly as they see fit and that means providing the maximum scope possible.' - ~UNiOnJaCk~ - Senior MemberPosts: 781Registered UsersWe kill-slay all surface-things yes yes? Wait... no no... beard-things are not not surface-things... kill beard-things too... and surface things... yes yes.
I add this image of Ikit Claw to beak up the monotony that threads can fall into (except the screenshot one). I take no credit for it and the author seems to be watermarked on it. - Flag0·Like
- Doesnt work let your team get some more coffee and start again
'I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core.'Flag0·Like - Flag0·Like
- Team Lizardmen
- Flag0·Like
- Oh, so it's not just me. Waiting for a working link
- Quick cut and paste before crash:MORTAL EMPIRES UPDATE
The first update for Total War: WARHAMMER II hits via Steam auto-update on 26/10/2017 and contains a host of changes, tweaks, improvements and fixes (please see below for details). Mortal Empires, the new grand-scale campaign encompassing the landmasses of the Old World and the New World, will become available as the update goes live. Download it for free here!
Mortal Empires requires ownership of both Total War: WARHAMMER and Total War: WARHAMMER II to play. Once downloaded, Mortal Empires will appear as a new playable campaign in the WARHAMMER II campaigns menu, alongside the Eye of the Vortex campaign.
Including all the core Races and Legendary Lords from both games, Mortal Empires also allows you to begin a campaign as any DLC or Free-LC Legendary Lord from the first game. Going forward, it will also encompass any DLC/FLC Legendary Lords that are subsequently released for WARHAMMER II.
The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1.
INSTALL SIZES AND MORE
Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here’s what you can expect:
Mortal Empires patch download size:
~4.5 GB
Mortal Empires Campaign download size:
~713 MB
WARHAMMER II pre-patch installation footprint:
~40.5 GB
Total disk space required during update installation (includes 44.5 GB temporary files for installation process):
~85 GB
WARHAMMER II post-patch installation footprint:
~42.5 GB
If you’ve limited space on your primary hard drive (for example, if you’re using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we’ve found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint’ above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.
To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.
BLOOD & GORE
This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects.
Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra!
UPDATE NOTES (highlights)
This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We’ve also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races.
Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players’ interests:
FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
FIXED units in guard mode stopping attacking if current melee enemy Rampages
CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Mortahi is confederated to Malekith’s faction, she will not continue to spread Chaos corruption
FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
CHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
UPDATE NOTES (in full)
GENERAL
RELEASED Mortal Empires
RELEASED Blood for the Blood God for WARHAMMER II
FIXED multiple crashes
FIXED multiple MPC desyncs
FIXED multiple localisation issues in multiple languages
CAMPAIGN GAMEPLAY
ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings
ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas
ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them
ADDED multiple new buildings:
Empire
Castle Reikguard (Altdorf)
Imperial Palace (Altdorf)
Imperial Academy
Roads and Toll Gates
Greenskins
Big Fort (Black Crag)
Dork’s Rock (Black Crag)
Chaos Troll Lair (Erengrad)
Raiding Caches
Vampire Counts
Major reshuffle of recruitment buildings
Terrorgheists and Wraith units have separate recruitment buildings
Awakened Battlefield
Blood Keep (Nuln)
Fortress of Merovech (Mousillon)
Drakenhof Court (Drakenhof)
Dwarfs
Karaz-a-Karak Airport (Karaz-a-Karak)
Bugman’s Brewery (Karag Dromar)
Grand Underway Junction (Karak Eight Peaks)
Wood Elves
Elven Court
Elven Healer
Ability to fully occupy Lothern
Ability to construct a variant of the Everqueen’s Court in Gaean Vale
Office-related buildings are now restricted to a specific Athel Loren settlement
Most races
Buildings to exploit the new resources
Merged resource-based unit upgrade effects into resource exploitation buildings
CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption
FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships
IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them
IMPROVED campaign AI logic for building up existing forces instead of creating new ones
IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives
IMPROVED ambush help page information
IMPROVED behaviour of advice when a dilemma is triggered
IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before
CHANGED “Piracy” event to not trigger if player owns Sartosa region
CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won
CHANGED max number of traits a character can hold to 30 from 20
FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle
FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it
FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle
FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy
FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable
FIXED an issue with the AI proposing peace right after entering a war with the player
FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected
FIXED cases where followers would disappear after unequipping them from a character
FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)
FIXED Cave In Achievement not unlocking when player completed requirement in game
FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game
FIXED Encounters at Sea sometimes spawning in unreachable locations
FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted
FIXED Mazdamundi AI skill selection to prefer his unique skills more
FIXED missing effects on some ancillaries/followers
FIXED missions being issued while the issuing character was not available
FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force
FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner
FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool
FIXED some cases where the AI would repeatedly ask for almost the same deal
FIXED targeting intervention forces for missions requesting the player to make an alliance
FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition
BATTLE GAMEPLAY
FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
FIXED units in guard mode stopping attacking if current melee enemy Rampages
FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
ADDED 7 new Free-for-All maps
IMPROVED Dragon breath targeting versus dispersed multiple entity units
IMPROVED battle AI usage of spells in many cases
IMPROVED flying unit ability to chase down routing units
IMPROVED the playable area and deployment zone sizes on Troll Country FFA
CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.
CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability
CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.
CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency
FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment
FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock
FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire
FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!
FIXED battle difficulty not applying correctly when chosen on campaign select screen
FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards
FIXED Bombardment spells not being counted correctly towards Free-for-All player scores
FIXED Bombardment spells sometimes not exploding on collision with certain terrain
FIXED defending siege AI reinforcements sometimes not being handled correctly by AI
FIXED enemy units sometimes rallying in intro battle when they shouldn’t
FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord
FIXED Siege tower fire rates being too fast
FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so
FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles
FIXED some missing collision on obstacles in a few battle maps
FIXED rebirth effects not triggering properly if unit was routing
UI
FIXED hidden Skaven armies being visible by toggling on the Character names UI option
CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.
ADDED spacing to Legendary Lord select images to denote races differentiation better
CHANGED Enemy Army colour in MP battles to be red rather than pink
CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral
FIXED “Enemy siege lifted” event in event list missing icon
FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view
FIXED a case where MPC players had access to interventions when it was not their turn
FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected
FIXED adding skill points in some cases resetting the scroll back to the left
FIXED assembly kit downloaded map not being auto-selected in MP lobby
FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction
FIXED dilemmas sometimes appearing again after the player had already responded
FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen
FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in
FIXED Event message not being generated when losing a Lord or Army during end turn
FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously
FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available
FIXED missing image in the Spells Browser for Skink Priest Avatar
FIXED Murderous Prowess UI not flashing for duration of ability active state
FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away
FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement
FIXED resource UI bar appearing during end turn after retreating from a battle
FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first
FIXED Softlock if opened rites panel whilst on the call-to-arms screen
FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited
FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles
VISUAL/GRAPHICS
ADDED the ability to disable post-process sharpen in Advanced graphics options
FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)
ADDED default graphics quality preset detection for AMD VEGA GPUs
CHANGED level of post-process sharpen effect to be weaker
CHANGED WH1 race ship models to all use larger variants like WH2 races
FIXED visual glitch that would occur with water if resolution scale was set below 100%
FIXED visual noise glitch in SSAO
FIXED cases of Lords in pre-battle scenes being too large and colliding with each other
FIXED multiple minor animation glitches
FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
FIXED White Lions of Chrace models having black spots on fur when camera was further away from them
AUDIO
ADDED some new UI Sound Effects
FIXED Audio being muted during end turn sequence camera pans
FIXED Campaign music sometimes not blending between tracks correctly
FIXED Music slider not affecting campaign music
FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region
BATTLE BALANCING
General Balancing changes
Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)
Tweaks to rear attack melee defence modifier
Reduced MP cost of melee lords on foot and horses by -50
Skaven
Warpfire Throwers -50 cost, +5% reload speed
Night Runners (Slings) +1 dmg
Night Runners: reduction in accuracy
Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
Gutter Runner Slingers +1 dmg
Gutter Runners Slingers (Poison) +1 dmg
Gutter Runners: reduced projectile accuracy
Gutter Runners (Poison): reduced projectile accuracy
Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
Warp Lightning Cannon – accuracy (minor tweak)
Doomwheel -100 HP
Plague Priest on Plague Furnace: +100 mp cost
Skavenslaves: more salt added to diet; now 25% more delicious
Lizardmen
Terradon with Fireleech Bolas +10 range, projectile tweaks
Horned Ones -100 cost, -5 armour, +14 HP
Kroq-Gar – Horned One: +5% HP
Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance
High Elves
Swordmasters -2 MD
Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
Silver Helms (all) +2 CB, +2 dmg
Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
Dragon Princes -2 HP
Sun Dragon +4 MD, more breath attack damage
Moon Dragon +2 MD, slightly more breath attack damage
Black Dragon +2 MD
Lothern Sea Guards (all) +2 MA
Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
Frostheart Phoenix +2 CB
Great Eagle +5 ground speed
Eagle Claw Bolt Thrower -25 hp on artillery piece
Tyrion: +45% flame resistance
Tyrion – Malhandrir: increased mass to match heavier hero warhorses
Tyrion: +10 weapon strength, percentage of ap damage increased to 45%.
Tyrion: Added Foe Seeker ability for multiplayer
Dark Elves
Reaper Bolt Thrower -25 hp on artillery piece
Dark Riders Xbow +50 cost
Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
Black Ark Corsairs (all) -1 HP
Cold One Knights -0.1 attack interval
Executioners -2 MD, -10 armour
Black Guard -10 armour, tweaks that will slightly reduce dmg output
War Hydra +5 CB
Death Hag – Blood Cauldron: +100 MP cost
Special Abilities and Spells:
Improved ability tooltips to contain more information about damage type
Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
Added recharge in melee and removed max uses for Sunfang
Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)
Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5
Adjusted Wake of Fire explosion damage by -33%
Fate of Bjuna power cost increased by 1
Crack’s Call power cost reduced by 1
Cracks’s Call Upgraded power cost reduced by 1
Apotheosis can now target self
Liber Bubonicus limited to max 2 uses
Fiery Convocation: reduced power cost by 1
Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18 - In the meantime, seems like someone could reach the notes.
https://www.reddit.com/r/totalwar/comments/78muje/mortal_empires_patch_notes_total_war/Flag0·Like - So the old races remain the same balance wise from the last update? Don't the legendary items need a little tweaking?
- Flag0·Like
- Posts: 681Registered Users, Moderators, Administrators, CA Staff, Community TeamLooks like the website's experiencing some downtime! Will update you when it's up and running
- Remember to fix minor settlement walls being removed from campaign map when loading the game!Flag0·Like
- Senior MemberPosts: 4,908Registered UsersPatch notes if people are a having issues with it. Spoiler tags for sizeMORTAL EMPIRES UPDATE
The first update for Total War: WARHAMMER II hits via Steam auto-update on 26/10/2017 and contains a host of changes, tweaks, improvements and fixes (please see below for details). Mortal Empires, the new grand-scale campaign encompassing the landmasses of the Old World and the New World, will become available as the update goes live. Download it for free here!
Mortal Empires requires ownership of both Total War: WARHAMMER and Total War: WARHAMMER II to play. Once downloaded, Mortal Empires will appear as a new playable campaign in the WARHAMMER II campaigns menu, alongside the Eye of the Vortex campaign.
Including all the core Races and Legendary Lords from both games, Mortal Empires also allows you to begin a campaign as any DLC or Free-LC Legendary Lord from the first game. Going forward, it will also encompass any DLC/FLC Legendary Lords that are subsequently released for WARHAMMER II.
The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1.
INSTALL SIZES AND MORE
Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here’s what you can expect:
Mortal Empires patch download size: ~4.5 GB
Mortal Empires Campaign download size: ~713 MB
WARHAMMER II pre-patch installation footprint: ~40.5 GB
Total disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GB
WARHAMMER II post-patch installation footprint: ~42.5 GB
If you’ve limited space on your primary hard drive (for example, if you’re using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we’ve found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint’ above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.
To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.
BLOOD & GORE
This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects.
Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra!
UPDATE NOTES (highlights)
This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We’ve also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races.
Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players’ interests:
FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
FIXED units in guard mode stopping attacking if current melee enemy Rampages
CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Mortahi is confederated to Malekith’s faction, she will not continue to spread Chaos corruption
FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
CHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
UPDATE NOTES (in full)
GENERAL
RELEASED Mortal Empires
RELEASED Blood for the Blood God for WARHAMMER II
FIXED multiple crashes
FIXED multiple MPC desyncs
FIXED multiple localisation issues in multiple languages
CAMPAIGN GAMEPLAY
ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings
ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas
ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them
ADDED multiple new buildings:
Empire
Castle Reikguard (Altdorf)
Imperial Palace (Altdorf)
Imperial Academy
Roads and Toll Gates
Greenskins
Big Fort (Black Crag)
Dork’s Rock (Black Crag)
Chaos Troll Lair (Erengrad)
Raiding Caches
Vampire Counts
Major reshuffle of recruitment buildings
Terrorgheists and Wraith units have separate recruitment buildings
Awakened Battlefield
Blood Keep (Nuln)
Fortress of Merovech (Mousillon)
Drakenhof Court (Drakenhof)
Dwarfs
Karaz-a-Karak Airport (Karaz-a-Karak)
Bugman’s Brewery (Karag Dromar)
Grand Underway Junction (Karak Eight Peaks)
Wood Elves
Elven Court
Elven Healer
Ability to fully occupy Lothern
Ability to construct a variant of the Everqueen’s Court in Gaean Vale
Office-related buildings are now restricted to a specific Athel Loren settlement
Most races
Buildings to exploit the new resources
Merged resource-based unit upgrade effects into resource exploitation buildings
CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption
FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord
CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships
IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them
IMPROVED campaign AI logic for building up existing forces instead of creating new ones
IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives
IMPROVED ambush help page information
IMPROVED behaviour of advice when a dilemma is triggered
IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before
CHANGED “Piracy” event to not trigger if player owns Sartosa region
CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won
CHANGED max number of traits a character can hold to 30 from 20
FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle
FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it
FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle
FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy
FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable
FIXED an issue with the AI proposing peace right after entering a war with the player
FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected
FIXED cases where followers would disappear after unequipping them from a character
FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)
FIXED Cave In Achievement not unlocking when player completed requirement in game
FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game
FIXED Encounters at Sea sometimes spawning in unreachable locations
FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted
FIXED Mazdamundi AI skill selection to prefer his unique skills more
FIXED missing effects on some ancillaries/followers
FIXED missions being issued while the issuing character was not available
FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force
FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner
FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool
FIXED some cases where the AI would repeatedly ask for almost the same deal
FIXED targeting intervention forces for missions requesting the player to make an alliance
FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition
BATTLE GAMEPLAY
FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)
FIXED units in guard mode stopping attacking if current melee enemy Rampages
FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
ADDED 7 new Free-for-All maps
IMPROVED Dragon breath targeting versus dispersed multiple entity units
IMPROVED battle AI usage of spells in many cases
IMPROVED flying unit ability to chase down routing units
IMPROVED the playable area and deployment zone sizes on Troll Country FFA
CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.
CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability
CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.
CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency
FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment
FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock
FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire
FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!
FIXED battle difficulty not applying correctly when chosen on campaign select screen
FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards
FIXED Bombardment spells not being counted correctly towards Free-for-All player scores
FIXED Bombardment spells sometimes not exploding on collision with certain terrain
FIXED defending siege AI reinforcements sometimes not being handled correctly by AI
FIXED enemy units sometimes rallying in intro battle when they shouldn’t
FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord
FIXED Siege tower fire rates being too fast
FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so
FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles
FIXED some missing collision on obstacles in a few battle maps
FIXED rebirth effects not triggering properly if unit was routing
UI
FIXED hidden Skaven armies being visible by toggling on the Character names UI option
CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.
ADDED spacing to Legendary Lord select images to denote races differentiation better
CHANGED Enemy Army colour in MP battles to be red rather than pink
CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral
FIXED “Enemy siege lifted” event in event list missing icon
FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view
FIXED a case where MPC players had access to interventions when it was not their turn
FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected
FIXED adding skill points in some cases resetting the scroll back to the left
FIXED assembly kit downloaded map not being auto-selected in MP lobby
FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction
FIXED dilemmas sometimes appearing again after the player had already responded
FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen
FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in
FIXED Event message not being generated when losing a Lord or Army during end turn
FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously
FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available
FIXED missing image in the Spells Browser for Skink Priest Avatar
FIXED Murderous Prowess UI not flashing for duration of ability active state
FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away
FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement
FIXED resource UI bar appearing during end turn after retreating from a battle
FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first
FIXED Softlock if opened rites panel whilst on the call-to-arms screen
FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited
FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles
VISUAL/GRAPHICS
ADDED the ability to disable post-process sharpen in Advanced graphics options
FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)
ADDED default graphics quality preset detection for AMD VEGA GPUs
CHANGED level of post-process sharpen effect to be weaker
CHANGED WH1 race ship models to all use larger variants like WH2 races
FIXED visual glitch that would occur with water if resolution scale was set below 100%
FIXED visual noise glitch in SSAO
FIXED cases of Lords in pre-battle scenes being too large and colliding with each other
FIXED multiple minor animation glitches
FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
FIXED White Lions of Chrace models having black spots on fur when camera was further away from them
AUDIO
ADDED some new UI Sound Effects
FIXED Audio being muted during end turn sequence camera pans
FIXED Campaign music sometimes not blending between tracks correctly
FIXED Music slider not affecting campaign music
FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region
BATTLE BALANCING
General Balancing changes
Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)
Tweaks to rear attack melee defence modifier
Reduced MP cost of melee lords on foot and horses by -50
Skaven
Warpfire Throwers -50 cost, +5% reload speed
Night Runners (Slings) +1 dmg
Night Runners: reduction in accuracy
Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
Gutter Runner Slingers +1 dmg
Gutter Runners Slingers (Poison) +1 dmg
Gutter Runners: reduced projectile accuracy
Gutter Runners (Poison): reduced projectile accuracy
Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
Warp Lightning Cannon – accuracy (minor tweak)
Doomwheel -100 HP
Plague Priest on Plague Furnace: +100 mp cost
Skavenslaves: more salt added to diet; now 25% more delicious
Lizardmen
Terradon with Fireleech Bolas +10 range, projectile tweaks
Horned Ones -100 cost, -5 armour, +14 HP
Kroq-Gar – Horned One: +5% HP
Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance
High Elves
Swordmasters -2 MD
Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
Silver Helms (all) +2 CB, +2 dmg
Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
Dragon Princes -2 HP
Sun Dragon +4 MD, more breath attack damage
Moon Dragon +2 MD, slightly more breath attack damage
Black Dragon +2 MD
Lothern Sea Guards (all) +2 MA
Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
Frostheart Phoenix +2 CB
Great Eagle +5 ground speed
Eagle Claw Bolt Thrower -25 hp on artillery piece
Tyrion: +45% flame resistance
Tyrion – Malhandrir: increased mass to match heavier hero warhorses
Tyrion: +10 weapon strength, percentage of ap damage increased to 45%.
Tyrion: Added Foe Seeker ability for multiplayer
Dark Elves
Reaper Bolt Thrower -25 hp on artillery piece
Dark Riders Xbow +50 cost
Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
Black Ark Corsairs (all) -1 HP
Cold One Knights -0.1 attack interval
Executioners -2 MD, -10 armour
Black Guard -10 armour, tweaks that will slightly reduce dmg output
War Hydra +5 CB
Death Hag – Blood Cauldron: +100 MP cost
Special Abilities and Spells:
Improved ability tooltips to contain more information about damage type
Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
Added recharge in melee and removed max uses for Sunfang
Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)
Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5
Adjusted Wake of Fire explosion damage by -33%
Fate of Bjuna power cost increased by 1
Crack’s Call power cost reduced by 1
Cracks’s Call Upgraded power cost reduced by 1
Apotheosis can now target self
Liber Bubonicus limited to max 2 uses
Fiery Convocation: reduced power cost by 1
Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18So...the Light's vaunted justice has finally arrived. Shall I lay down Frostmourne and throw myself at your mercy, Fordring? - What are the patchnotes for old world races? There have been changes.Flag0·Like
- edited October 2017OK if I read right no skill tree update for the old LL...
Do you have a vague date when we will get Norsca + Skill tree update?
Edit: Removed some salt from the post but question still stands^^Flag0·Like - 'FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…'
..haha.. - These patchnotes are seriously brilliant. I'm so glad to see that they've fixed so many of the bugs that were so painful to play with. I can't wait to test the units cancelling orders thing especially, because that's been affecting me since day one and it's plain unbearable by now.Flag1·1Like
- Senior MemberPosts: 9,950Registered UsersWhy is Mortal Empires under WH:2 DLC in the link on the blog but when I go to steam and click DLC there's nothing there?'As a sandbox game everyone, without exception, should be able to play the game exactly as they see fit and that means providing the maximum scope possible.' - ~UNiOnJaCk~
- That Black Ark thing, is that save game conpatible? I'm halfway in my DE legendary campaign now and hope to spam Black Arks now.
- 'Skavenslaves: more salt added to diet; now 25% more delicious.'
Got a good chuckle out of that one. Good work, CA - finally my beloved Black Arks are actually viable! I can't wait to play ME and completely ruin any social life I have even more. - Wait, wait...so no rebalancing for OW factions? LOL
they did but just no patch note for them .Wait, wait...so no rebalancing for OW factions? LOL
Because there's no patch yet? They're basically something new for Warhammer 2.
they did but just no patch note for them .Wait, wait...so no rebalancing for OW factions? LOL