[{"Id_Studio":1,"Id_Universe":2,"Id_User":50,"Id_Last_Comment":4,"IsDeleted":null,"IsPublished":null,"IsCrossUniverse":false,"ReadyToBePublished":false,"Title":"Total War: WARHAMMER III - Patch 4.2.0","CanonicalTitle":"total-war-warhammer-iii-patch-4-2-0","Picture":"https://medias.community.creative-assembly.com/blogs/twwh3_design_patch_social_post_800x385.jpg","PictureGradientColor":"#000000","Preview":"","Content":"<p>Greetings!</p><p><br></p><p>The Shadows of Change are expanding…</p><p><br></p><p>For those not in the know, with the release of Patch 4.2.0 tomorrow for Total War: WARHAMMER III, the Tzeentch, Cathay and Kislev content pack released back in August of last year will be receiving some additional content! This content will be free for all owners of Shadows of Change, whether past, present or future. We’ll go into what’s arriving in WARHAMMER III during these patch notes, but if you’d like a more detailed look at not only the new arrivals to the game, but how they were conjured up as well as some other intel, you can swing over to a trio of blog posts penned by WARHAMMER III’s own Senior Game Director, Rich Aldridge.</p><p><br></p><table><tbody><tr><td style=\"width: 33.3333%\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_cathay-1-480x270.png\" style=\"width: 300px; height: auto\" class=\"fr-fic fr-dib dragable-file image global-image\"></td><td style=\"width: 33.3333%\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_tzeentch-1536x864.png\" style=\"width: 300px; height: auto\" class=\"fr-fic fr-dib dragable-file image global-image\"></td><td style=\"width: 33.3333%\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_kislev-1536x864.png\" style=\"width: 300px; height: auto\" class=\"fr-fic fr-dib dragable-file image global-image\"></td></tr><tr><td style=\"width: 33.3333%\"><p><a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/3\" target=\"_blank\">Part 1: Grand Cathay</a></p></td><td style=\"width: 33.3333%\"><p><a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/4\" target=\"_blank\">Part 2: Tzeentch</a></p></td><td style=\"width: 33.3333%\"><p><a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/5\" target=\"_blank\">Part 3: Kislev</a></p></td></tr></tbody></table><p><br></p><p>Before we kick things off good and proper, here are some highlights from our latest offering:</p><p><br></p><ul><li>New units, heroes and spells have emerged in the Shadows of Change!</li><li>Flashbangs be gone with some tweaks to excessive bloom.</li><li>Push Grand Cathay to its limits with the technology tree rebalance.</li><li>Embrace fury with changes to Rampage.</li><li>A suite of tweaks and fixes for UI, visuals, bugs and more.&nbsp;</li></ul><p><br></p><p>⬥ &nbsp; &nbsp;⬥ &nbsp; &nbsp;⬥ &nbsp;</p><p><br></p><table><tbody><tr><td style=\"width: 100%; background-color: rgba(239, 239, 239, 1)\"><p>DOWNLOAD ON THE MICROSOFT STORE</p><p>Remember that you’ll need to update your game in the Microsoft Store:</p><ol><li>Open the Microsoft Store.</li><li>Click the [∙ ∙ ∙] symbol next to your profile picture.</li><li>Select&nbsp;Downloads and updates.</li><li>Press the&nbsp;Get updates&nbsp;button to automatically detect, download, and install the latest changes to your game!</li><li>Open the game. The title screen should show you on Update 4.2.0.</li></ol><p>If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Total War: WARHAMMER III client or folder as an exception to your firewall and antivirus program.</p></td></tr></tbody></table><p><br></p><table><tbody><tr><td style=\"width: 100%; background-color: rgba(239, 239, 239, 1)\"><p>DOWNLOAD ON STEAM</p><p>Remember that you’ll need to update your game in Steam:</p><ol><li>Open Steam.</li><li>Click on&nbsp;Library&nbsp;to see your games list.</li><li>Click&nbsp;Downloads&nbsp;at the bottom of the Library window.</li><li>[If the new build does not download automatically,] click the&nbsp;Download Now&nbsp;button to manually download the new update.</li><li>Open the game. The title screen should show you on Update 4.2.0.</li></ol><p>If you encounter any issues downloading or playing the game, you can <a class=\"fr-green fr-strong\" href=\"https://help.steampowered.com/faqs/view/0C48-FCBD-DA71-93EB\" target=\"_blank\">verify the integrity of the Steam files</a> to correct any download or installation errors.</p></td></tr></tbody></table><p><br></p><table><tbody><tr><td style=\"width: 100%; background-color: rgba(239, 239, 239, 1)\"><p>DOWNLOAD ON EPIC</p><p>Remember that you’ll need to update your game in Epic:</p><ol><li>Open the Epic games launcher.</li><li>Click your profile portrait in the upper right corner of the client window.</li><li>Select&nbsp;‘Settings’&nbsp;from the navigation page</li><li>Click&nbsp;Downloads&nbsp;at the bottom of the Library window.</li><li>Scroll to the&nbsp;Manage Games&nbsp;section and check the&nbsp;Allow Auto-Updates</li><li>Expand the menu for&nbsp;Total War: WARHAMMER III&nbsp;and open the game&nbsp;Options.</li><li>Select the&nbsp;“Auto-update”&nbsp;box and let the game update.</li><li>Open the game. The title screen should show you on&nbsp;Update&nbsp;4.1.0.</li></ol><p>If you encounter any issues downloading or playing the game, make sure you <a class=\"fr-green fr-strong\" href=\"https://www.epicgames.com/help/technical-support-c90/general-support-c91/how-do-i-verify-game-files-in-the-epic-games-launcher-a3638\" target=\"_blank\">verify your game files</a> to correct any download or installation errors.</p></td></tr></tbody></table><p><br></p><table><tbody><tr><td style=\"width: 100%; background-color: rgba(239, 239, 239, 1)\"><p>NEED HELP?</p><p>If you experience any issues after downloading the update, please take a moment to visit our <a class=\"fr-strong fr-green\" href=\"https://support.sega.com/hc/categories/200307381-Total-War\" target=\"_blank\">support site</a> for additional troubleshooting steps and assistance.</p></td></tr></tbody></table><p><br></p><p><br></p><p><span>PATCH 4.2.0</span></p><p></p><hr><p></p><p><br></p><p><span style=\"font-size: 24px\">Amendments:</span></p><ul><li><span><span style=\"font-size: 18px\">Hotfix 4.2.1</span></span></li><li><span><span style=\"font-size: 18px\">Hotfix 4.2.2</span></span></li><li><span><span style=\"font-size: 18px\">Hotfix 4.2.3</span></span></li></ul><p><br></p><p><span>RELEASE SPOTLIGHT</span></p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">SHADOWS OF CHANGE UPDATE</span></p><p><br></p><p>We’re kicking off Patch 4.2.0 with the new content additions to the Shadows of Change DLC. Tzeentch, Grand Cathay and Kislev are all getting some new stuff for you to play around with in WARHAMMER III, so let’s quickly see what’s in store.</p><p><br></p><p><span style=\"font-size: 24px\">TZEENTCH</span></p><p><br></p><p><span style=\"font-size: 18px\">Chaos Lord of Tzeentch</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/chaos-lord-3d-model-1-1536x864.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>Marked by Tzeentch, the Changer of Ways’ latest Chaos Lord is built for war.</p><p><br></p><p>Hauling hefty Chaos armour and a Halberd into battle, the Chaos Lord of Tzeentch isn’t just able to dish out heaps of damage to large units, but take a fair beating himself without breaking a sweat, assuming those that oppose him are even able to smash through his intrinsic magical barrier.</p><p><br></p><p>With Change or Die! at his disposal, the Chaos Lord can improve the Leadership and Damage Resistance of nearby allied troops, while also recharging their magical barriers with the Paragon of Change.</p><p><br></p><p><span style=\"font-size: 18px\">Exalted Hero of Tzeentch</span></p><p><br></p><p><span style=\"font-size: 18px\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/exalted-hero-tzeentch-wip-3d-model-1.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></span></p><p><br></p><p>When two heads still isn’t cutting it, the Exalted Hero of Tzeentch opts for a bit extra.</p><p><br></p><p>This magical melee brute with high weapon strength and a shiny Halberd is a specialist in all things mighty. Able to scorch his foes with magical attacks, cut down Trolls with a swing of his blade, and sustain himself in battle long after those he faces are tuckered out, this frightful schemer is always on the path to greater glory, ready to exploit any weakness he can to get it.</p><p><br></p><p>Pray he doesn’t find yours.</p><p><br></p><p><span style=\"font-size: 18px\">Centigors of Tzeentch</span></p><p><br></p><p><span style=\"font-size: 18px\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/centigors-tzeentch-wip-3d-model.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></span></p><p><br></p><p>This unholy combination of Chaos and Beastmen delivers the best of both worlds.</p><p><br></p><p>Wielding Great Axes embedded with the magic of Tzeentch, these fast and hard-hitting units bring their Primal Fury and rowdiness to the frontlines, able to push ahead with Vanguard deployment, synergise with other Tzeentchian spellcasters thanks to their Arcane Charge, and take down Daemons with ease.</p><p><br></p><p><span style=\"font-size: 18px\">Changebringers</span></p><p><br></p><p><span style=\"font-size: 18px\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/changebringers-wip-3d-model.jpg\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></span></p><p><br></p><p>Flame-spewing daemons work great on the ground, but what if you wanted to take to the skies as well?</p><p><br></p><p>With the Changebringers, agility is the name of the game. Soaring through the air on their Discs of Tzeentch, these abominations launch armour-piercing flame attacks from above, disregarding any and all obstacles those pesky ground-users have to contend with. Although they can’t take as much punishment as the Flamers that came before them, the Changebringers can unleash devastation quicker than most with their increased Charge Bonus, cranking the heat up to eleven.</p><p><br></p><p><span style=\"font-size: 24px\">GRAND CATHAY</span></p><p><br></p><p><span style=\"font-size: 18px\">Saytang, the Watcher</span></p><p><span style=\"font-size: 18px\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/wip-saytang-3d-model.jpg\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></span></p><p><br></p><p>Legendary Heroes are often larger than life, but rarely has it been so literal.</p><p><br></p><p>Saytang, towering above many units on the field, wields a magical bow capable of launching artillery-grade projectiles into the enemy’s defences.</p><p><br></p><p>Not content at just being potent from a distance, Saytang can also cause problems once they’ve made it up close, able to take plenty of damage while buffing nearby Constructs, and leap to-and-fro thanks to their mighty wings.</p><p><br></p><p>Note: There are some further art changes we’ll bring to Saytang in a future update, which will see us replace some of his current VFX with something slightly closer to the lore. Stay tuned. &nbsp;</p><p><br></p><p><span style=\"font-size: 18px\">Gate Master</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/gate-master-concept.jpg\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><br></p><p>The Gate Master is both a superb defensive addition to the Cathayan roster, and a hybrid fighter with a sword, shield and crossbow.</p><p><br></p><p>He excels at maintaining a defensive line, buffing nearby allied troops and sniping enemy combatants from afar, and still being able to hold his own when the conflict becomes more up close and personal.</p><p><br></p><p>Plus, he can mount a trusty Warhorse, letting Grand Cathay rest assured that he’ll always be exactly where he’s needed.</p><p><br></p><p><span style=\"font-size: 18px\">Great Moon Bird</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/great-moon-bird-3d-model-2.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>In a first for Grand Cathay, the Great Moon Bird is a magical flying monster with both fire and magic on its side.</p><p><br></p><p>With a mere flap of its wings, the Great Moon Bird can produce a nasty AoE to chip away at anyone unfortunate enough to be caught in the vortex, and may serve as a mount for the Astromancer to mix up their playstyle even more, raining fiery death from above.</p><p><br></p><p><span style=\"font-size: 18px\">Celestial Lion</span></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/wip-celestial-lion-3d-model-1.jpg\" style=\"width: 1100px; height: auto\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\"></p><p><br></p><p>It doesn’t get more majestic than this.</p><p><br></p><p>The Celestial Lion is another provider of some often-needed air support for Grand Cathay, being quick on its feet and dexterous in the sky. Wherever it chooses to be, both Fearsome Roar and Terror play a role in making the enemy’s morale crumble under the sight of this horrifying beauty.&nbsp;</p><p><br></p><p><span style=\"font-size: 24px\">KISLEV</span></p><p><br></p><p><span style=\"font-size: 18px\">The Golden Knight, Naryska Leysa</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/golden-knight-concept-art.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>Naryska Leysa, Kislev’s Golden Knight, is an armour-clad guardian with Legendary Hero status, buffing the resolve of nearby friendlies and protecting crucial characters as their bodyguard.</p><p><br></p><p>As an inspiration to those that fight beside her, the Golden Knight wields a magical blade, Urson’s Claw, and can go toe-to-toe as a duellist in the heat of battle with her Warhorse as an optional mount.&nbsp;</p><p><br></p><p>The more damage she takes, the stronger her allies become, and this notorious Champion of the Ice Queen will not be felled easily.&nbsp;</p><p><br></p><p><span style=\"font-size: 18px\">Druzhina</span></p><p><br></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/druzhina-concept-art.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>A lesser noble with a strong connection to the nature beyond the walls of Kislev, Druzhina brings a hybrid flavour to his role as a leader with strong single target damage from a distance, and armour-piercing axe swings up close.</p><p><br></p><p>As a first for Kislev, Druzhina has brought plenty of extra ammo to spare, and as well as bolstering nearby missile units, he’s quick to top up their ammunition and keep the missiles flying.</p><p><br></p><p><span style=\"font-size: 18px\">Frost-Wyrm</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/frost-wyrm-3d-model-3-1536x864.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>This magical, flightless monster slithers across the battlefield at a rapid pace. With tooth and claw, the Frost-Wyrm serves Kislev as an individual beast, but may be ridden into battle by Katarin and her Ice Witches. Able to rip, tear and decimate the units ahead of it, those that are able to elude the Frost-Wyrm’s frontal assault may count themselves lucky.</p><p><br></p><p>That is until its lashing tail whips them on the way past, and they fall at the might of Kislev’s latest beast.</p><p><br></p><p><span style=\"font-size: 18px\">Kislevite Warriors</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/image-2024-2-9_12-17-50-1.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>Kislev can’t always pitch their most expensive units into the grinder, so the Halberd-wielding Kislevite Warriors are here to bolster the frontline for those looking to pinch some pennies.</p><p><br></p><p>As an excellent choice for the early-game, the Kislevite Warriors are cheap and plentiful, able to form a barrier of anti-large infantry on the battlefield, taking the heat from the rest of Kislev’s forces, and taking down some Giants while they’re at it.</p><p><br></p><p><span style=\"font-size: 18px\">Lore of the Hag</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/vengeance-of-spirits.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>Available to Mother Ostankya and her Hag Witches, the Lore of the Hag brings six brand new spells to everyone’s favourite horror story.</p><p><br></p><p>Focused primarily on disruption and hexes, whether it be hindering targets’ speed and vigour through The Forbidden Fens, reducing enemy block chance and armour with Curse of the Ancient Witch, or summoning a static vortex of destruction with Cursed Cauldron, Mother Ostankya has never been more frightful.</p><p><br></p><p><span style=\"font-size: 18px\">Ice Court Sled - FreeLC</span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/image-2024-2-9_12-18-47.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>Katarin deserves to travel in style, and with the Ice Court Sled, a free addition to&nbsp;WARHAMMER III&nbsp;alongside Patch 4.2.0, she can do just that.</p><p><br></p><p>Headed by six of Kislev’s finest steeds, Katarin has never zipped across the battlefield faster, able to smash through enemy lines when she makes impact. But that’s not all. With a duo of Ice Guard’s along for the ride, able to snipe enemies with their bows, the Ice Court Sled delivers heaps of damage whether near or far.</p><p><br></p><p>For a much more comprehensive deep dive into the Shadows of Change update, head on over to the Tzeentch, Grand Cathay, and Kislev blogs if you haven’t already.</p><p><br></p><p><br></p><table><tbody><tr><td style=\"text-align: center\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_cathay-1-480x270.png\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"width: 300px; height: auto\"></td><td style=\"text-align: center\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_tzeentch-1536x864.png\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"width: 300px; height: auto\"></td><td style=\"text-align: center\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_in-game_news_launcher_16x9_kislev-1536x864.png\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"width: 300px; height: auto\"></td></tr><tr><td style=\"text-align: center\"><p><a href=\"https://totalwar.com/blog/wh3-soc-update-cathay\" target=\"_blank\">Part 1: Grand Cathay</a></p></td><td style=\"text-align: center\"><p><a href=\"https://totalwar.com/blog/wh3-soc-update-tzeentch\" target=\"_blank\">Part 2: Tzeentch</a></p></td><td style=\"text-align: center\"><p><a href=\"https://totalwar.com/blog/wh3-soc-update-kislev\" target=\"_blank\">Part 3: Kislev</a></p></td></tr></tbody></table><p><br></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">BLOOM TWEAKS</span></span></p><p><br></p><p>There’s lots of shiny things in the world of&nbsp;WARHAMMER III, whether it be the armour of the High Elf troops or the water flowing through the lands. So much so that the bloom can get a bit much, causing images to be blown out. So, we’ve resolved some issues with excessive bloom which previously appeared overly shiny and distracting, and adjusted bloom settings to prevent these blown out visuals, providing a balanced and improved appearance of bloom effects on armour, water, and unit banners in-game.</p><p><br></p><p>Here’s how it looked before:</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/bloom-improvements-1-1536x476.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>And here’s how it looks now:&nbsp;</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/bloom-improvements-2-1536x543.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CORRUPTION BORDERS</span></span></p><p><br></p><p>The borders of corrupted lands have also seen a slight tweak, enhancing interpolation for more natural, slanted edges and eliminating the more aggressive examples of the jagged, blocky appearance that can be seen at territory borders.</p><p><br></p><p>Here’s how it looked before:</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/corruption-borders-1.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>And here’s how it looks now:&nbsp;</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/corruption-borders-2.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><br></p><p><span>SHOUT-OUT TO THE MODDERS</span></p><p><br></p><p>We wanted to give a shout-out to our modding community who continue to unlock new experiences for our players. In particular, we’d like to thank the following for their contributions to experiences that overlap with content we are now supporting with Patch 4.2.0.</p><p>GATE MASTER:</p><ul><li>Dead Baron | Inu&nbsp;</li></ul><p>THE LORE OF HAGS:&nbsp;</p><ul><li>Xoudad | GunKing | Khazmo | Calm&NormalTime | scribeuntitled</li><li>Venris | [HN] | Xoudad&nbsp;</li><li>greenphoenix23</li></ul><p>KATARIN SLEIGH:</p><ul><li>Xoudad | Dead Baron</li></ul><p>CHANGEBRINGERS:&nbsp;</p><ul><li>Ramen Fornow</li><li>DAN | Lingling | prentice.mungo&nbsp;</li></ul><p>GOLDEN KNIGHT:</p><ul><li>OrangeJulivs | Stratovarius&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 48px\">STABILITY & PERFORMANCE</span></p><p><br></p><ul><li>Fixed an unassigned buffer in screen space reflection that lead to visual flashing between frames.</li><li>Fixed an occasional graphics API crash when launching the game.</li><li>Fixed an issue when disabling the Unlimited Video memory setting, which could incorrectly lock the Lifespan to the highest setting rather than the lowest.</li><li>Fixed a crash relating to walled settlement battles with pre-existing wall breaches / destroyed gates, when an AI controlled army is attacking.</li><li>Fixed a rare softlock during the Prologue where the player is asked to recruit a second Lord.</li></ul><p><br></p><p><span style=\"font-size: 48px\">GAMEPLAY</span></p><p><br></p><p>Below are changes made to the gameplay systems, AI, and other mechanics that define how the game is played.</p><p><br></p><p><span style=\"font-size: 18px\">RULES & SYSTEMS</span></p><p><br></p><ul><li>Landmark buildings that increase trade will no longer provide those effects to factions that do not trade.</li><li>Fixed a number of instances wherein effects that modify port construction cost and construction duration were not functioning as intended.&nbsp;</li><li>Fixed a handful of effects across the campaign that did not specify that they actually applied factionwide, such as Smithy’s Tavern, the Lost Underway Junction landmark buildings, and Louen’s Exemplary Conduct skill.</li><li>Fixed a rare issue when, reinforcing in an ambush battle, a character could gain the Legendary Lord defeat trait of the character they were reinforcing rather than the enemy.</li><li>Updated construction costs for the defence buildings that increase Skaven undercity discoverability so they are consistent across all races.</li><li><p>We’ve split the campaign border rendering into several modes, selectable in the campaign spacebar options. The modes are as follows:</p><ul><li><p>Ownership & Province: Shows a large external border for factions and a small internal border for provinces</p></li><li><p>Ownership & Region: Shows a large external border for factions and a small internal border for regions</p></li><li><p>Province & Region: Shows a large external border for provinces and a small internal border for regions</p></li></ul></li><li>The spacebar options menu has also been reworked slightly to be more consistent.</li></ul><p><br></p><p><span style=\"font-size: 18px\">AI RULES & LOGIC</span></p><p><br></p><ul><li>Fixed an issue where some minor factions could not recruit multiple armies or construct siege equipment.</li><li>When the AI is controlling Mother Ostankya, they will now stockpile no more than 10 incantations at a time.</li></ul><p><br></p><p><span style=\"font-size: 18px\">EXPLOITS</span></p><p><br></p><ul><li>Fixed an exploit where Chaos Dwarf construction costs could be reduced far into the negative, making buildings made with raw materials and armaments extremely cheap and, at times, even profitable to construct.&nbsp;</li></ul><p><br></p><p><span>BATTLE HIGHLIGHTS</span></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">RAMPAGE REWORK</span></span></p><p><br></p><p>One of the biggest changes in this patch is that we have completely reworked the way that the Rampage attribute functions. We’ve done this because Rampage has always been one of those attributes that’s been a little bit nebulous in the way that it actually works. With these changes, we hope that the functionality will be a lot more clear-cut.</p><p><br></p><p>Rampage used to work by tracking two hit point thresholds, 75% and 40%. When a unit hit 75% hit points remaining it would be issued a “Rampage Token”, which the unit&nbsp;would spend when it&nbsp;next took damage. If the Rampage Token was spent, the unit entered the rampage state for 40 seconds, becoming uncontrollable. The same thing would happen when the 40% hit point threshold was crossed.</p><p><br></p><p>In short, to Rampage a unit using the old system, the unit needed to fulfil the following set of conditions:</p><p><br></p><ul><li>Have the Rampage attribute.</li><li>Have a valid visible enemy within 150m to melee.</li><li>Have taken a hit (at all).</li><li>Have at least one valid rampage token remaining, generated by passing either&nbsp;75% or 40% HP.</li><li>Not be routing.</li><li>Not be unable to move (netted).</li></ul><p><br></p><p>Pretty complicated right?&nbsp;So what does it do now?</p><p><br></p><p>Rampage – A unit with the Rampage attribute will be uncontrollable and will attack the nearest enemy unit. When there are no enemy units nearby, a rampaging unit will move around randomly instead.</p><p><br></p><p>With these changes, it’s a lot clearer in what the attribute actually does. If your unit has Rampage, they will be uncontrollable, if they do not, they function as normal. The random movement exhibited by rampaging units if there are no enemy units nearby is new behaviour, as units used to just stand still in their rampaging state if there were no enemies nearby. We made this change so that Rampage can now be used from a distance to remotely disrupt formations if required. this makes some of the spells and abilities that apply Rampage (particularly some of the Slaanesh abilities) quite potent.</p><p><br></p><p>So what about the units that had the Rampage attribute innately? Feral Manticores and the like?</p><p><br></p><p>Under the new implementation, units don’t inherently have rampage anymore, instead we now control the application of rampage with two new abilities which replicate the old behaviour in a more deterministic and player facing way. Rampage tokens are also no more, so the random chance of rampage being applied after a hit is no longer a factor.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/feral-rage-1.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p>A unit with these new abilities will rampage twice per battle, once at the 75% hit point threshold and once at the 25% hit point threshold. &nbsp;It will always happen (unless you have a way to stop it like the Lizardmen do with their “Cold Blooded” ability).</p><p><br></p><p>The eagle-eyed amongst you may notice that we have changed up the second hit-point threshold from 40% (from the original version of Rampage) to 25% to offer more of a gap between the two thresholds. This is to avoid situations where it’s easier for the two abilities to stack and make a unit Rampaging for a long period. We’ll be monitoring this change carefully to judge it’s wider impact on the game.</p><p><br></p><p>Here’s a full list of units that now have the Feral Rage I and Feral Rage II abilities:</p><p><br></p><ul><li>Feral Manticore</li><li>Chaos Feral Manticore</li><li>Feral Dread Saurian</li><li>Feral Hydra</li><li>Feral Wyvern</li><li>Feral Manticore</li><li>Feral Troglodon</li><li>The Pale Death (Feral Troglodon)</li><li>Feral Cold Ones</li><li>Feral Bastiladon</li><li>Feral Carnosaur</li><li>Blessed Carnosaur</li><li>Feral Stegadon</li><li>Feral Mammoth</li><li>Sabretusk Pack</li><li>Razorgor Herd</li><li>Squig Herd</li><li>Feral Mammoth</li></ul><p><br></p><p>Further down in these notes you’ll find all of the abilities that have been altered as a result of this change. Since Rampage is now always-on if the attribute is present, it made some abilities incredibly spicy (I’m looking at you Madness of Khaine contact effect) so we have conducted a review of every ability that grants the attribute to ensure that it plays nicely with the new design.</p><p><br></p><p>Let us know what you think of the new design, as we’re always happy to hear your feedback!</p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">STEALTH LIZARDMEN UPDATE</span></p><p><br></p><p>With the changes to Rampage, we have also taken the opportunity to stealthily update the Lizardmen in battle slightly, with some thematic new abilities that were in the original army books, but missing from the game. Special shout out to Loremaster of Sotek, who has been campaigning for Spawn-Kin in particular for a while.</p><p><br></p><p>Spawn-Kin – This ability encourages synergy between Skinks and Kroxigors.</p><p><br></p><p>When Skinks and Kroxigors are in close proximity to one another:</p><p><br></p><ul><li>Skink units gain the Causes Fear Attribute</li><li>Kroxigor units a small buff to their Weapon Strength</li></ul><p><br></p><p>There are two new attributes to govern this behaviour:</p><p><br></p><p>The following units are considered to be Skinks:&nbsp;<img src=\"https://confluence.creative-assembly.com/download/thumbnails/160866943/skink.png?version=1&modificationDate=1707757163983&api=v2\" alt=\"\" class=\"fr-fic fr-dib dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><ul><li>Skink Cohort</li><li>Skink Skirmishers</li><li>Red Crested Skinks</li><li>Chameleon Skinks</li><li>Chameleon Stalkers</li><li>Regiment of Renown Skink Units</li><li>Blessed Skink Units</li></ul><p><br></p><p>The following units are considered to be Kroxigors:&nbsp;<img src=\"https://confluence.creative-assembly.com/download/thumbnails/160866943/kroxigor.png?version=1&modificationDate=1707757164041&api=v2\" alt=\"\" class=\"fr-fic fr-dib dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><ul><li>Kroxigors</li><li>Sacred Kroxigors</li><li>Regiment of Renown Kroxigor Units</li><li>Blessed Kroxigor Units</li></ul><p><br></p><p>We had thought about introducing this synergy to characters as well, but with their vast array of mounts, it opens a whole can of worms. Is a Stegadon mount considered a Skink versus the Ancient Stegadon, which is also covered in Skinks? We opted to keep it simple in that regard. Let us know your thoughts though!</p><p><br></p><p>Predatory Fighter – A unit with this ability gains a small portion of Melee Attack and Speed whenever an enemy that they have recently fought is routing. This allows Saurus and other Predator-type units on the Lizardmen roster a definite edge when chasing down routing enemy units.</p><p><br></p><p>The following units have the Predatory Fighter ability:</p><p><br></p><ul><li>Kroq Gar</li><li>Gor Rok</li><li>Nakai the Wanderer</li><li>Saurus Scar Veteran</li><li>Ancient Kroxigor</li><li>Saurus Old Blood</li><li>Skink Oracle</li><li>Saurus Warriors</li><li>Saurus Spears</li><li>Temple Guard</li><li>Feral Cold Ones</li><li>Cold One Riders</li><li>Horned One Riders</li><li>Kroxigors</li><li>Sacred Kroxigors</li><li>Carnosaur</li><li>Troglodon</li><li>Dread Saurian</li><li>Regiments of Renown variants of the above units</li><li>Blessed variants of the above units</li></ul><p><br></p><p>Sacred Duty & Eternal Duty – Temple Guard now gain the Causes Fear and Immune to Psychology attributes when standing next to a Lord or Hero. This upgrades to Eternal Duty for the Star Chamber Guardians Regiment of Renown, offering the Causes Fear and Unbreakable attributes instead.</p><p><br></p><p>Solar Engine – Any Lizardmen unit positioned near a Solar Engine will now regain vigour from it’s warm invigorating rays.</p><p><br></p><p><span style=\"color: rgba(128, 44, 44, 1); font-size: 24px\">NEW ATTRIBUTES</span></p><p><br></p><p>Elemental – The Elemental Attribute works very much like the existing Daemonic and Undead attributes. Elementals cannot be routed, but take damage when their leadership is broken. Elementals also have: Physical Resistance as well as Fear and Terror Immunity.</p><p><br></p><p>The following units are considered to be Elementals:</p><p><br></p><ul><li>Incarnate Elemental of Beasts</li><li>Elemental Bear</li><li>Onyx Crowmen</li></ul><p><br></p><p>Construct – The eagle eyed among you may notice that this attribute is not new, as it originally arrived with the release of Rise of the Tomb Kings. Much like the Undead, Daemonic and Elemental attributes, this attribute prevents the unit it is applied to from being routed, but damage is applied when leadership is broken. We have now applied the Construct attribute to several other units that fit the criteria of being a construct.</p><p><br></p><p>The following units are now considered to be Constructs:</p><p><br></p><ul><li>Saytang the Watcher</li><li>Terracotta Sentinel</li><li>Jade Lion</li><li>Jet Lion</li><li>Rogue Idol</li></ul><p><br></p><p>Glorious Charge – This attribute originally comes from the Kislev army book, being a unique trait of Winged Lancers and the Gryphon Legion. When charging into an enemy unit Charge Bonus duration is doubled and the enemy unit takes a Leadership penalty as if they have been attacked in the flank.</p><p><br></p><p>The following units have Glorious Charge:</p><p><br></p><ul><li>Winged Lancers</li><li>Gryphon Legion</li><li>Boris Ursus (Mounted on horse)</li><li>The Golden Knight (Mounted on horse)</li><li>Settra the Imperishable riding the Chariot of the Gods</li></ul><p><br></p><p>Immune to Flanking – Units with this attribute take no penalties when flanked. Simples!</p><p><br></p><p>The following units are now Immune to Flanking:</p><p><br></p><ul><li>Bastiladon (All variants)</li></ul><p><br></p><p>Revealed – Units with this attribute are permanently visible to the enemy, regardless of line of sight. The Hide Forest, Stalk and Unspottable attributes are also negated by this attribute. The Revealed attribute is generally used offensively to reveal enemy units within an area.</p><p><br></p><p>Silenced – Units with the Silenced attribute are unable to use active abilities or cast spells. This attribute is generally used offensively to shut down spellcasters.</p><p><br></p><p><span style=\"color: rgba(128, 44, 44, 1)\"><span style=\"font-size: 24px\">MOUNT SCALE FIX</span></span></p><p><br></p><p>In a previous release, we made some changes to fix some mount issues which inadvertently caused all characters mounted using the Warbeast 2.0 tech (a new bit of tech we made for WH3 to support synchronised rider animations on large mounts) to be rescaled. We’ve gone through and adjusted the scaling of all affected characters to bring this back into alignment.</p><p>&nbsp;</p><p>While Karl Franz is indeed larger than life, we do prefer he’s also not larger than Deathclaw!</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/mount-scale-fix.png\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 48px\"><span>RACES & BALANCE</span></span></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">GENERAL</span></span></p><p><br></p><ul><li>Fixed the spotting range for a number of units, such as the Empire’s War Wagons and Tzar Guard regiments of renown, that were set too low.</li><li>Fixed a number of technologies that modified diplomatic relations with all factions but did not apply to Chaos Dwarfs.</li><li>Removed the Pillar of Bone landmark building from Ogre Kingdoms, Wood Elves and Norsca as they are unable to construct Tier 4 buildings there.</li><li>Fixed an issue where some Beastmen and Warriors of Chaos rebels would suffer from terrain attrition that they should have been immune to.</li><li>Fixed an issue where occupying a settlement would not apply the -10 conquest penalty.</li><li>Icon of Sorcery now correctly applies to the caster that the banner is assigned to as well as nearby casters.</li><li>Fixed the Miragliano settlement showing the wrong number of construction slots provided by each building level.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SPELLS (GENERAL)</span></span></p><p><br></p><ul><li>Fixed the Lore of the Wild spells Viletide and Traitor-Kin having the wrong cooldown reductions in character skills.</li></ul><p><br></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458235907.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed an issue where Beastmen Herdstone effects were not being cleared when the Herdstone settlement was occupied by another faction.</li><li>Fixed an issue where Beastmen buildings were increasing the rate of tower fire for the player rather than decreasing the rate of fire for the enemy.</li><li>Fixed the Beastmen Wargor hero’s Replenish Troops embed army action not functioning correctly.&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>TZAANGORS<ul><li>Recruitment Cost (MP): 700 → 650</li><li>Number of Entities: 100 → 120</li><li>Barrier Health: 1,000 → 800</li><li>Additional Hit Points: 78 → 72</li><li>Leadership: 66 → 62</li><li>Melee Attack: 35 → 24</li><li>Melee Defence: 30 → 38</li><li>Armour: 80 → 50</li><li>Run Speed: 3.6 → 3.8</li><li>Charge Speed: 4.4 → 4.6</li><li>Entity Mass: 160 → 130</li></ul></li></ul><p><br></p><p>Tzaangors were previously a bit confused on if they were marked Gors or marked Bestigors. They came to the negotiation table where they’ve collectively agreed that they are marked Gors.</p><p><br></p><ul><li>INCARNATE ELEMENTAL OF BEASTS<ul><li>Recruitment Cost (MP): 1,800 → 1,900</li><li><p>Leadership: 100 → 70</p></li><li><p>Spell Damage Resistance: 0% → 20%</p></li><li><p>Bonus vs. Infantry: 0 → 10</p></li><li><p>Bonus vs. Large: 35 → 0</p></li><li><p>New Ability: “Howl of the Great Beast”</p></li><li>Removed Attribute(s): Woodsman, Unbreakable</li><li>Added Attribute(s): Strider, Elemental</li></ul></li><li>Malagor will no longer forget that he has wings by climbing ladders in siege battles. Instead, he’ll soar over them as intended.&nbsp;</li><li>Fixed an issue where some Taurox specific effects were not applying to Incarnate Elemental of Beasts and Tzaangor units.&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Fixed the Beastmen skill Beastlord’s Spite not applying all three effects to Cygor units.</li><li>Morghur’s skill Ardour of Fury now correctly applies the Primal Fury passive ability to all units in his army.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458236023.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed special settlements Castle Drakenhof, Miragliano and Couronne not providing Bretonnian factions with the correct amount of growth.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>THE GREEN KNIGHT<ul><li>Physical Damage Resistance: 40% → 55%</li></ul></li><li>Bretonnia Prophetess Lords now correctly gain their Barded Warhorse mounts at Rank 5.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">TECHNOLOGY</span></span></p><p><br></p><ul><li>Fixed the Bretonnia technology Longer Spears not applying correctly to Mounted Yeoman Archers unit.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078813.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">TRAITS</span></span></p><p><br></p><ul><li>Fixed display issues with the Chaos Dwarf Convoy Master trait Cannonry Experience.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079618.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>MASTER<ul><li>Recruitment Cost (MP): 700 → 600</li></ul></li><li>MASTER (DARK STEED)<ul><li>Recruitment Cost (MP): 900 → 800</li></ul></li><li>MASTER (COLD ONE)<ul><li>Recruitment Cost (MP): 1,050 → 950</li></ul></li><li>MASTER (DARK PEGASUS)<ul><li>Recruitment Cost (MP): 1,250 → 1,150</li></ul></li><li>MASTER (COLD ONE CHARIOT)<ul><li>Recruitment Cost (MP): 1,200 → 1,100 &nbsp;&nbsp;</li></ul></li><li>WITCH ELVES<ul><li>Added Ability: Witchbrew (Single Usage)</li><li>Removed Contact Effect: Madness of Khaine</li><li>Added Contact Effect: Poison</li></ul></li><li>SISTERS OF THE SINGING DOOM (WITCH ELVES)<ul><li>Added Ability: Witchbrew (Single Usage)</li><li>Removed Contact Effect: Madness of Khaine</li><li>Added Contact Effect: Poison</li></ul></li><li>HAR GANETH EXECUTIONERS<ul><li>Added Attribute: Immune to Psychology</li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Fixed the “Pit of Shades” skill not granting a miscast reduction effect for Lords.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458186567.png\" alt=\"\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>DWARF ANCESTOR SPIRITS<ul><li>Physical Damage Resistance: 75% → 55%</li></ul></li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458077594.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">TECHNOLOGY TREE REBALANCE</span></p><p><br></p><p>The Technology Tree for Grand Cathay has had a balance pass to bring it more in line with other tech trees in WARHAMMER III, in an aim to reach the same bar set by some factions that came after their addition to the base game.&nbsp;</p><p><br></p><p>Generally, a push has been made to remove underwhelming or filler effects that were nice to have, but not potent enough to pursue. Plus, we aimed to increase the useful effects granted by certain technologies to make them all feel like a viable choice, and encourage experimentation with your tech progression paths.</p><p><br></p><p>We won’t cover all of them here, you’ll want to jump into a campaign of your own to try them out, but here’s a few examples to let you know what kind of changes you’re in for.</p><p><br></p><ul><li>Administrative Subsidies<ul><li>-5% Upkeep for Peasants has been changed to -20% Recruit Cost for Peasants.&nbsp;</li><li>The original Upkeep reduction wasn’t noticeable enough, and rather than buffing it further and risk offsetting the economy, we’ve switched it to a more potent Recruitment Cost reduction instead.&nbsp;</li></ul></li><li>Dragon Emperor’s Blessing<ul><li>-5% Upkeep has been removed.</li><li>Hero / Lord Recruit Rank has been changed from +2 to +10.</li><li>This mid-late game campaign effect wasn’t serving its purpose, as it merely provided money to those that often already had plenty. Instead, we’ve removed that effect, and significantly increased the recruit rank for Heroes and Lords to be more noticeable in your campaigns.</li></ul></li><li>Grace of Xen Yang<ul><li>+50% XP for Characters has been added to this technology.</li><li>Grand Cathay’s technology tree doesn’t allow XP to be granted often, so here’s a nice hefty slab of experience to chase.</li></ul></li><li>Inner Speed<ul><li>+5% Speed Bonus has been changed to a +20% Speed Bonus.</li><li>For a tech called Inner Speed, we felt that 5% wasn’t putting the pep in your step that the name implied, so a boost was made to make it more viable.</li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Yuan Bo now begins his campaign with a Gate Master.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li><p>YUAN BO, THE JADE DRAGON (HUMAN FORM)</p><ul><li>Melee Attack: 50 → 65</li><li>Melee Defence: 60 → 45</li><li>Charge Bonus: 35 → 40</li><li>Armour: 100 → 120</li><li>Base Weapon Damage: 140 → 150</li><li>Armour Piercing Weapon Damage: 290 → 310</li><li>Removed Attribute(s): Executioner</li><li>Executioner is now present on the ability granted by his unique item, The Dragon’s Fang.</li><li>Executioner is also available permanently on his campaign skill tree, attached to the Executioner! skill.</li></ul></li><li>YUAN BO, THE JADE DRAGON (DRAGON FORM)<ul><li>Melee Attack: 50 → 60</li><li>Melee Defence: 50 → 40</li><li>Charge Bonus: 35 → 40</li></ul></li><li>CELESTIAL GENERAL<ul><li>Recruitment Cost (MP): 550 → 800</li><li>Additional Hit Points: 5,060 → 4,860</li><li>Leadership: 70 → 80</li><li>Armour: 80 → 100</li><li>Base Weapon Damage: 120 → 130</li><li>Armour Piercing Weapon Damage: 260 → 290</li></ul></li><li>CELESTIAL GENERAL (WARHORSE)<ul><li>Recruitment Cost (MP): 700 → 1000</li><li>Additional Hit Points: 5,664 → 5,472</li><li>Leadership: 70 → 80</li><li>Charge Bonus: 45 → 50</li><li>Armour: 80 → 110</li><li>Base Weapon Damage: 120 → 130</li><li>Armour Piercing Weapon Damage: 260 → 290</li></ul></li><li>CELESTIAL GENERAL (JADE LONGMA)<ul><li>Recruitment Cost (MP): 1,000 → 1,300</li><li>Additional Hit Points: 7,000 → 6,072</li><li>Leadership: 70 → 80</li><li>Armour: 50 → 110</li><li>Base Weapon Damage: 120 → 140</li><li>Armour Piercing Weapon Damage: 260 → 310</li></ul></li><li>LORD MAGISTRATE<ul><li>Recruitment Cost (MP): 550 → 400</li></ul></li><li>LORD MAGISTRATE (WARHORSE)<ul><li>Recruitment Cost (MP): 750 → 600</li></ul></li><li>LORD MAGISTRATE (SKY LANTERN)<ul><li>Recruitment Cost (MP): 900 → 850</li></ul></li><li>THE GRACE OF QUAI YIN (CELESTIAL DRAGON CROSSBOWS)<ul><li>Enabled Flaming Attacks</li></ul></li><li><p>ONYX CROWMEN</p><ul><li>Added Attribute(s): Elemental, Yin</li><li>Removed Attribute(s): Yang</li><li>Recruitment Cost (MP): 650 → 700</li><li>Recruitment Cost (SP): 650 → 700</li><li>Upkeep Cost: 165 → 175</li><li>Leadership: 60 → 50</li><li>Melee Attack: 35 → 30</li><li>Physical Damage Resistance: 0% → 20%</li><li>Enabled Magical Attacks</li><li>Onyx Crowmen now have the correct MP cap</li></ul></li><li>EMPRESS CROWMEN (ONYX CROWMEN)<ul><li>Added Attribute(s): Elemental, Yin</li><li>Removed Attribute(s): Yang</li><li>Leadership: 70 → 60</li><li>Melee Attack: 44 → 38</li><li>Physical Damage Resistance: 0% → 20%</li><li>Enabled Magical Attacks</li><li>Onyx Crowmen now have the correct MP cap</li></ul></li><li><p>JADE LION</p><ul><li>Added Attribute(s): Construct, Mastery of the Elemental Winds</li><li>Removed Attribute(s): Immune to Psychology</li><li>Upkeep Cost: 120 → 300</li><li>Additional Hit Points: 5000 → 5800</li><li>Leadership: 75 → 65</li><li>Charge Bonus: 45 → 40</li><li>Physical Damage Resistance: 20% → 0%</li><li>Missile Damage Resistance: 0% → 15%</li><li>Enabled Magical Attacks</li><li>Removed Contact Effect: Flammable</li></ul></li><li>JET LION<ul><li>Added Attribute(s): Construct</li><li>Removed Attribute(s): Immune to Psychology</li><li>Upkeep Cost: 120 → 300</li><li>Additional Hit Points: 5,000 → 5,800</li><li>Leadership: 75 → 65</li><li>Spell Damage Resistance: 0% → 50%</li><li>Missile Damage Resistance: 20% → 15%</li><li>Added Contact Effect: Disrupted<ul><li>Disrupted now inflicts the Silenced attribute on enemy units.</li></ul></li></ul></li><li>TERRACOTTA SENTINEL<ul><li>Added Attribute(s): Construct</li><li>Removed Attribute(s): Unbreakable</li><li>Leadership: 100 → 75</li><li>Missile Damage Resistance: 0% → 15%</li></ul></li><li>THE GREEN GUARDIAN (TERRACOTTA SENTINEL)<ul><li>Added Attribute(s): Construct</li><li>Removed Attribute(s): Unbreakable</li><li>Leadership: 100 → 85</li></ul></li><li>ZHANGYU WAR DRUM<ul><li>Added Attribute(s): Encourage</li><li>Removed Attribute(s): Spell Mastery</li><li>Harmony Amplification: 25% → 50%</li><li><p>Disdain of the Dragon Emperor ability</p><ul><li>Added +10 Reload skill buff</li></ul></li></ul></li><li>THE JADE WAR DRUM (ZHANGYU WAR DRUM)<ul><li>Added Attribute(s): Encourage</li><li>Harmony Amplification: 25% → 50%</li><li><p>Fury of the Falling Blade ability</p><ul><li>Remove Speed buff</li><li>Added Causes Fear buff</li></ul></li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">ABILITIES</span></span></p><p><br></p><ul><li>Fixed the Lord Magistrate’s battle abilities Tacticians, Rally! and Tacticians, Stand Your Ground! triggering immediately rather than allowing a target to be set.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">ITEMS</span></span></p><p><br></p><ul><li>Fixed an issue where the Storm Wind Coronal would not get issued in the Realm of Chaos for Miao Ying.</li><li>The ancillaries gained via the Lord Magistrate’s skill tree and no longer tied to the ownership of Shadows of Change.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078770.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">GENERAL UPDATES</span></span></p><p><br></p><ul><li>Azhag the Slaughterer’s unique mount, Skullmuncha, now displays the correct bespoke armour pieces, with some fixed LoD issues and reprocessed textures to boot.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>ROGUE IDOL<ul><li>Recruitment Cost (MP): 2,300 → 2,000</li><li>Recruitment Cost (SP): 2,300 → 2,000</li><li>Upkeep Cost: 575 → 500</li><li>Added Attribute(s): Construct</li><li>Removed Attribute(s): Unbreakable</li></ul></li><li>DA BIG UN (ROGUE IDOL)<ul><li>Recruitment Cost (MP): 2,800 → 2,700</li><li>Recruitment Cost (SP): 2,800 → 2,700</li><li>Upkeep Cost: 700 → 675</li><li>Added Attribute(s): Construct</li><li>Removed Attribute(s): Unbreakable</li></ul></li><li><p>Fixed a number of issues where Greenskin units (including Regiment of Renowns) were not receiving bonuses when they should have, or were receiving the wrong bonuses.</p></li><li><p>Fixed an issue where the The Grumbling Guard (Longbeards – Great Weapons) Regiment of Renown was not receiving some bonuses from Thorek’s artefacts.</p></li></ul><p><br></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078727.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>MAGE (FIRE) MOUNT: SUN DRAGON<ul><li><p>Missile Damage Resistance: 15% → 25%</p></li></ul></li><li>NOBLE<ul><li><p>Recruitment Cost (MP): 700 → 600 &nbsp;</p></li></ul></li><li>NOBLE [MOUNT: BARDED ITHILMAR STEED]<ul><li><p>Recruitment Cost (MP): 950 → 850</p></li></ul></li><li>NOBLE [MOUNT: GREAT EAGLE]<ul><li><p>Recruitment Cost (MP): 1,200 → 1,100</p></li></ul></li><li>NOBLE [MOUNT: ITHILMAR CHARIOT]<ul><li><p>Recruitment Cost (MP): 1,150 → 1,050</p></li></ul></li></ul><p><br></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078436.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Fixed the Khorne’s Chosen skill not applying to the Marauder Berserkers Regiment of Renown unit, and incorrectly applying a leadership bonus to Chaos Spawn units.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078200.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>KATARIN<ul><li>Removed Ability: “Ice Shard”</li><li>Added Ability: “Guardian Call”</li></ul></li><li>ICE WITCH (ICE)<ul><li>Removed Ability: “Glacial Blast”</li><li>Added Ability: “Ice Shard”</li></ul></li><li>FROST MAIDEN (ICE)<ul><li>Removed Ability: “Glacial Blast”</li><li>Added Ability: “Ice Shard”</li></ul></li><li>HAG WITCH<ul><li>Additional Hit Points: 6,000 → 4,600</li><li>Ammunition: 36 → 28 &nbsp; &nbsp; &nbsp; &nbsp;</li></ul></li><li>MOTHER OSTANKYA<ul><li>Recruitment Cost (MP): 1,450 → 1,400</li><li>Hit Points: 7,388 → 5,388</li><li>Ammunition: 32 → 25</li><li>Ward Save: 10% → 0%</li></ul></li><li>AKSHINA AMBUSHERS<ul><li>Removed Splash Attacks</li><li>Calibration Distance: 150 → 120<ul><li>This is a large net reduction in their effective accuracy at the extreme edges of their range.</li></ul></li></ul></li><li>THE WOLFHEARTS (AKSHINA AMBUSHERS)<ul><li>Removed Splash Attacks</li><li>Calibration Distance: 150 → 120</li></ul></li><li>BOYDINOV’S BRAWLERS (STRELTSI)<ul><li><p>Melee Attack: 40 → 45</p></li><li><p>Melee Defence: 40 → 38</p></li><li><p>Charge Bonus: 12 → 16</p></li></ul></li><li>INCARNATE ELEMENTAL OF BEASTS<ul><li>Recruitment Cost (MP): 1,800 → 1,900</li><li><p>Leadership: 100 → 70</p></li><li><p>Spell Damage Resistance: 0% → 20%</p></li><li><p>Bonus vs. Infantry: 0 → 10</p></li><li><p>Bonus vs. Large: 35 → 0</p></li><li><p>New Ability: “Howl of the Great Beast”</p></li><li>Removed Attribute(s): Woodsman, Unbreakable</li><li>Added Attribute(s): Strider, Elemental</li></ul></li><li>THE THINGS IN THE WOODS<ul><li><p>Recruitment Cost (MP): 700 → 775</p></li><li><p>Number of Entities: 20 → 24</p></li><li><p>Additional Hit Points: 300 → 249</p><ul><li><p>Total HP remains the same</p></li></ul></li><li>Can Brace: True → False</li><li>Armour: 30 → 35</li></ul></li><li>THE MORDHEIM BALEWOLVES (THE THINGS IN THE WOODS)<ul><li><p>Recruitment Cost (MP): 950 → 1,025</p></li><li><p>Number of Entities: 20 → 24</p></li><li><p>Additional Hit Points: 320 → 265</p><ul><li><p>Total HP remains the same</p></li></ul></li><li><p>Can Brace: True → False</p></li><li>Armour: 30 → 35</li></ul></li><li>THE THINGS IN THE WOODS (ETHEREAL)<ul><li>Number of Entities: 20 → 12</li><li><p>Additional Hit Points: 300 → 249</p></li><li><p>Can Brace: True → False</p></li><li><p>Base Weapon Damage: 15 → 0</p></li><li><p>Armour Piercing Weapon Damage: 47 → 62</p></li></ul></li></ul><p><br></p><p>Half the size, but now have the full ethereal package! These are the unit summoned by the Hag Witch (Beasts) Spirit’s of Koldunja ability.</p><p><br></p><ul><li>GRYPHON LEGION<ul><li><p>Recruitment Cost (MP): 1,150 → 1,200</p></li><li><p>Recruitment Cost (SP): 1,150 → 1,200</p></li><li><p>Upkeep Cost: 288 → 300</p></li><li>Added Attribute(s): Glorious Charge</li></ul></li><li>WINGED LANCERS<ul><li><p>Recruitment Cost (MP): 850 → 900</p></li><li><p>Recruitment Cost (SP): 850 → 900</p></li><li><p>Upkeep Cost: 213 → 225</p></li><li><p>Added Attribute(s): Glorious Charge</p></li></ul></li><li>BORIS URSUS<ul><li>Leadership: 75 → 80</li></ul></li><li>BORIS URSUS [Mount: Warhorse]<ul><li>Leadership: 75 → 80</li><li>Added Attribute(s): Glorious Charge, Causes Fear</li></ul></li><li>BORIS URSUS [Mount: Urskin]<ul><li>Leadership: 75 → 80</li></ul></li><li>BOYAR<ul><li>Melee Attack: 50 → 55</li><li>Melee Defence: 40 → 45 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</li></ul></li><li>BOYAR [Mount: Warhorse]<ul><li>Melee Attack: 50 → 55</li><li>Melee Defence: 40 → 45</li></ul></li><li>BOYAR [Mount: War Bear]<ul><li>Melee Defence: 40 → 45</li></ul></li><li>ICE WITCHES<ul><li>Leadership: 65 → 70</li></ul></li><li>ICE WITCHES [MOUNT: WARHORSE]<ul><li>Leadership: 65 → 70</li></ul></li><li>ICE WITCHES [MOUNT: WAR BEAR]<ul><li>Leadership: 65 → 70</li></ul></li><li>ICE WITCH (ICE)<ul><li>Removed Ability: Glacial Blast</li><li>Added ability: Ice Shard</li></ul></li><li>KOSSARS<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>KOSSARS (SPEARS)<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>STRELTSI<ul><li>Melee Attack: 28 → 32</li><li>Melee Defence: 28 → 26</li><li>Charge Bonus: 12 → 16</li><li>Effective Range: 140 → 145</li></ul></li><li>ELEMENTAL BEAR<ul><li>Leadership: 100 → 80</li><li>Removed Attribute(s): Unbreakable</li><li>Added Attribute(s): Elemental</li></ul></li><li>LITTLE GROM<ul><li>Bonus vs. Large: 0 → 50</li><li>Base Reload Time (Seconds): 16 → 12 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li></ul></li><li>DAZH’S HEARTH-BLADES (TZAR GUARD – GREAT WEAPONS)<ul><li>Visibility Range Min: 60 → 40</li><li>Visibility Range Max: 40 → 1,500 &nbsp; &nbsp; &nbsp; &nbsp;</li></ul></li><li>THE FROZEN HEART OF WINTER (ELEMENTAL BEAR)<ul><li>Leadership: 100 → 80</li><li>Removed Attribute(s): Unbreakable</li><li>Added Attribute(s): Elemental</li></ul></li><li>Snow Leopard recruitment is now available at Tier 2 of the Animal Den.</li><li>Incarnate Elemental of Beasts recruitment is now available at Tier 5 of Forest Recruitment.</li><li>Fixed an issue where Hag Witch Heroes would spawn with legacy innate traits that have gone out of fashion.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458078491.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">GENERAL UPDATES</span></span></p><p><br></p><ul><li>Kroq Gar now also gains 1% weapon strength per character rank, as Saurus Old-Bloods were cheekily ending up stronger than him at Rank 50.</li><li>Primal Instincts is more consistently spread across the Lizardmen roster as a faction-wide passive.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed two of Tehenhauin’s Sacrifices to Sotek not unlocking at the correct tier.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>RIPPERDACTYL RIDERS<ul><li><p>Visibility Range Min: 60 → 40</p></li></ul></li><li>TERRADON RIDERS<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>TERRADON RIDERS (FIRELEECH BOLAS)<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>PAHAUX SENTINELS (TERRADON RIDERS)<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>TIKTAQ’TO<ul><li>Added Attribute(s): Woodsman</li></ul></li><li>RED CRESTED SKINKS<ul><li>Added Attribute(s): Skink</li></ul></li><li>COHORT OF SOTEK (RED CRESTED SKINKS)<ul><li>Added Attribute(s): Skink</li></ul></li><li>TEMPLE GUARD<ul><li><p>Missile Block Chance: 35% → 55%</p></li><li><p>New ability “Sacred Duty” &nbsp;&nbsp;</p></li></ul></li><li>STAR CHAMBER GUARDIANS (TEMPLE GUARD)<ul><li><p>Missile Block Chance: 35% → 55%</p></li><li><p>New ability “Eternal Duty” &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p></li></ul></li><li>BASTILADON (ARK OF SOTEK)<ul><li>Added Attribute(s): Immune To Flanking</li></ul></li><li>SACRED KROXIGOR<ul><li>Added Attribute(s): Kroxigor</li></ul></li><li>COHORT OF HUATL (SACRED KROXIGOR)<ul><li>Added Attribute(s): Kroxigor</li></ul></li><li>CHAMELEON STALKERS<ul><li><p>Recruitment Cost (MP): 650 → 600</p></li><li><p>Recruitment Cost (SP): 675 → 600</p></li><li><p>Upkeep Cost: 169 → 150</p></li><li>Added: skink</li></ul></li><li>FERAL BASTILADON<ul><li>Added Attribute(s): Immune To Flanking</li></ul></li><li>BASTILADON (REVIVIFICATION CRYSTAL)<ul><li>Added Attribute(s): Immune To Flanking</li></ul></li><li>BASTILADON (SOLAR ENGINE)<ul><li>Added Attribute(s): Immune To Flanking</li><li>New ability: Solar Engine</li></ul></li><li>The Ancient Stegadon Regiment of Renown firing arc and mass values now match those of the regular Ancient Stegadon rather than the Stegadon unit.&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Fixed Tehenhauin’s skills applying effects to Red Crested Skink units twice.</li></ul><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458077740.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>CHAOS FROST DRAGON<ul><li>Wait that’s not a unit I remem-&nbsp;Zzzorp</li><li>With the addition of the Frost Wyrm&nbsp;to Kislev’s roster, the old Frost Wyrm has suddenly remembered that it is in fact, and always has been called, a “Chaos Frost Dragon.” The ways of chaos are fickle indeed.</li></ul></li><li>THE COLD-VOIDER (CHAOS FROST DRAGON)<ul><li>Also renamed!</li></ul></li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079552.png\" alt=\"Balance changes to the Beastmen race and factions, available in Immortal Empires to owners of Total War: WARHAMMER III.\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">SKILLS</span></p><p><br></p><ul><li>Fixed the Speed & Malice and Savage Bloodlust skills not applying to Pox Riders of Nurgle units.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079047.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Clan Moulder now correctly gets Growth Juice from the Exotic Animals and Furs resource buildings.</li></ul><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><ul><li>Added the Pit Fighters of Hell’s Deep RoR unit to Skaven technologies.</li><li>Summoned Rat Ogres now have the Scurry Away and Frenzy abilities to align with their non-summoned counterparts.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079084.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed the Slaanesh timber resource building not providing any timber.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>DAEMONETTES OF SLAANESH<ul><li><p>Base Weapon Damage: 8 → 12</p></li><li><p>This change was in a previous set of patch notes, but not implemented. It has now been implemented. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p></li></ul></li><li>BRINGERS OF BEGUILEMENT (EXALTED DAEMONETTES OF SLAANESH)<ul><li><p>Contact Effect: Rampage → Charmed</p></li></ul></li></ul><p><br></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079130.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed the Empire Fort buildings not reducing attrition at all five levels.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>The Huntsman General skill Experienced Hunter now correctly enables bonus vs. large ammo for Huntsmen and Archers units.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079272.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">TECHNOLOGY</span></span></p><p><br></p><ul><li>Pride in Service now also applies to the Tomb Guard Regiment of Renown.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>SETTRA… GREAT KING, THE IMPERISHABLE, KHEMRIKHARA, KING OF KINGS, OPENER OF THE WAY, WIELDER OF THE DIVINE FLAME, PUNISHER OF NOMADS, THE GREAT UNIFIER, COMMANDER OF THE GOLDEN LEGION, VANQUISHER OF VERMIN, CHAMPION OF THE DEATH ARENA, MIGHTY LION OF THE INFINITE DESERT, EMPEROR OF THE SHIFTING SANDS, PRINCE OF DUST, TYRANT OF ARABY, PURGER OF THE GREENSKIN BREATHERS, KILLER OF THE FALSE GOD’S CHAMPIONS, TYRANT OF THE GOLD DUNES, GOLDEN BONE LORD, AVENGER OF THE DEAD, CARRION MASTER, ETERNAL WARDEN OF NEHEK’S LANDS, BREAKER OF DJAF’S BONDS, AND MANY, MANY MORE…&nbsp;[MOUNT: CHARIOT OF THE GODS]<ul><li>Added Attribute(s): Glorious Charge</li></ul></li><li>TOMB PRINCE<ul><li><p>Recruitment Cost (MP): 700 → 600 &nbsp;</p></li></ul></li><li>TOMB PRINCE [MOUNT: SKELETAL STEED]<ul><li><p>Recruitment Cost (MP): 900 → 800 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>TOMB PRINCE [MOUNT: SKELETON CHARIOT]<ul><li><p>Recruitment Cost (MP): 950 → 750 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>USIRIAN’S LEGION OF THE NETHERWORLD (NEHEKHARA WARRIORS)<ul><li><p>Base Weapon Damage: 33 → 0</p></li><li><p>Armour Piercing Weapon Damage: 9 → 42</p></li><li><p>Added Frostbite</p></li></ul></li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458186529.png\" alt=\"\" class=\"fr-fic fr-dib fr-fil dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Fixed an issue where the Changeling’s schemes to infiltrate a settlement could be completed by constructing an allied outpost.</li><li>When using The Scriveners of Insanity Unholy Manifestation, the grimoires gained will now correctly display under the “Unholy Manifestations factor in the grimoires tooltip.</li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">UNITS</span></p><p><br></p><ul><li>AEKOLD HELBRASS<ul><li><p>Melee Defence: 50 → 40</p></li><li><p>Gains Deadly Onslaught and Foe Seeker in Skirmish</p></li></ul></li><li>THE BLUE SCRIBES<ul><li><p>Recruitment Cost (MP): -600 → -700 &nbsp; &nbsp; &nbsp;</p></li></ul></li><li>THE CHANGELING<ul><li><p>Recruitment Cost (MP): 1,000 → 400</p><ul><li><p>This cost is the base price of just the changeling, which is summed with the cost of the additional form picked for the battle.</p></li></ul></li><li><p>Melee Attack: 45 → 30</p></li><li><p>Melee Defence: 35 → 50</p></li><li><p>Armour: 35 → 25</p></li></ul></li><li>TZAANGORS<ul><li><p>Rebalanced as Gors</p></li><li><p>Recruitment Cost (MP): 700 → 650</p></li><li><p>Number of Entities: 100 → 120</p></li><li><p>Barrier Health: 1000 → 800</p></li><li><p>Additional Hit Points: 78 → 72</p></li><li><p>Leadership: 66 → 62</p></li><li><p>Melee Attack: 35 → 24</p></li><li><p>Melee Defence: 30 → 38</p></li><li><p>Armour: 80 → 50</p></li><li><p>Run Speed: 3.6 → 3.8</p></li><li><p>Charge Speed: 4.4 → 4.6</p></li><li><p>Entity Mass: 160 → 130</p></li></ul></li><li>COCKATRICE<ul><li><p>Recruitment Cost (MP): 1,300 → 1,100</p></li><li><p>Recruitment Cost (SP): 1,300 → 1,100</p></li><li><p>Upkeep Cost: 300 → 275</p></li><li><p>Additional Hit Points: 7,112 → 6,112 &nbsp;&nbsp;</p></li></ul></li><li>MUTALITH VORTEX BEAST<ul><li><p>Additional Hit Points: 10,080 → 8,080</p></li><li><p>Melee Attack: 58 → 45</p></li><li><p>Melee Defence: 35 → 40</p></li><li><p>Charge Bonus: 52 → 32</p></li><li><p>Missile Damage Resistance %: 0 → 15</p></li><li><p>Bonus vs. Infantry: 0 → 20</p></li><li><p>Bonus vs. Large: 30 → 0</p></li></ul></li><li>AESON THE FALLEN (MUTALITH VORTEX BEAST)<ul><li><p>Additional Hit Points: 10,080 → 8,080</p></li><li><p>Melee Attack: 70 → 56</p></li><li><p>Melee Defence: 44 → 50</p></li><li><p>Charge Bonus: 52 → 32</p></li><li><p>Missile Damage Resistance %: 0 → 15</p></li><li><p>Bonus vs. Infantry: 0 → 20</p></li><li><p>Bonus vs. Large: 30 → 0</p></li><li><p>Added Ability: Aura of Mutation &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>HERALD OF TZEENTCH [MOUNT: DISC OF TZEENTCH]<ul><li>Added Attribute(s): Strider</li></ul></li><li>HERALD OF TZEENTCH [MOUNT: BURNING CHARIOT]<ul><li>Added Attribute(s): Strider</li></ul></li><li>FLAMERS OF TZEENTCH<ul><li><p>Leadership: 55 → 60 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>DOOM KNIGHTS OF TZEENTCH<ul><li>Added Attribute(s): Strider</li></ul></li><li>IRIDESCENT HORROR [MOUNT: DISCO OF TZEENTCH]<ul><li>Added Attribute(s): Strider</li></ul></li><li>IRIDESCENT HORROR [MOUNT: BURNING CHARIOT]<ul><li>Added Attribute(s): Strider</li></ul></li><li>EXALTED FLAMER OF TZEENTCH<ul><li><p>Leadership: 60 → 70</p></li><li><p>Calibration Distance: 40 → 100</p></li><li><p>Calibration Area: 1.4 → 2</p></li><li><p>Base Explosion Damage: 12 → 3</p></li><li><p>Armour Piercing Explosion Damage: 24 → 7</p></li><li><p>Projectile impacts now spawn moving flaming vortexes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p></li></ul></li><li>BURNING CHARIOT OF TZEENTCH<ul><li><p>Leadership: 60 → 70</p></li><li>Added: Strider</li><li><p>Calibration Distance: 40 → 60</p></li><li><p>Calibration Area: 2.1 → 2</p></li><li><p>Base Explosion Damage: 12 → 3</p></li><li><p>Armour Piercing Explosion Damage: 24 → 7</p></li><li><p>Projectile impacts now spawn moving flaming vortexes</p></li></ul></li><li>KNIGHTS OF IMMOLATION (DOOM KNIGHTS OF TZEENTCH)<ul><li>Added Attribute(s): Strider</li></ul></li></ul><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079469.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">UNITS</span></p><p><br></p><ul><li>VAMPIRE FLEET ADMIRAL (POLEARM)<ul><li>Added Attribute(s): Charge Reflection, Charge Defence vs. Large</li></ul></li><li>COUNT NOCTILUS [MOUNT: NECROFEX COLOSSUS]<ul><li>Added Attribute(s): encourages</li></ul></li><li>The Damned Paladin will now correctly capture points in settlement battles.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">ITEMS</span></span></p><p><br></p><ul><li>Fixed the Vampire Coast Siren follower being equippable by Heroes.</li></ul><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079346.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></p><p><br></p><ul><li>The Vampire Counts follower Grave Digger now correctly reduces the Raise Dead cost when equipped by a Hero.&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Vlad von Carstein’s skill, Loremaster, Lore of Vampires, now reduces the Winds of Magic cost for his version of the Transformation of Kadon spell, rather than Curse of Years (which he did not have access to!)&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">TRAITS</span></p><p><br></p><ul><li>Helman Ghorst’s innate trait now also increases armour for the Crypt Ghoul regiment of renown.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079417.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></span></p><p><br></p><ul><li>Be’lakor’s faction effect, -25% upkeep for Daemon units, now correctly applies to all Daemon units.&nbsp;</li><li>Warriors of Chaos will now gain souls from razing Chaos Dwarf settlements and from sacrificing Chaos Dwarf captives post-battle.</li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">UNITS</span></p><p><br></p><ul><li>CHAOS LORD OF KHORNE<ul><li>Recruitment Cost (MP): 1,200 → 1,150&nbsp;</li></ul></li><li>CHAOS LORD OF KHORNE [MOUNT: CHAOS STEED]<ul><li>Recruitment Cost (MP): 1,400 → 1,500</li><li>Recruitment Cost (SP): 1,400 → 1,300</li><li>Upkeep Cost: 300 → 325</li></ul></li><li>CHAOS LORD OF KHORNE [MOUNT: GOREBEAST CHARIOT]<ul><li>Recruitment Cost (MP): 1,600 → 1,400</li><li>Recruitment Cost (SP): 1,600 → 1,200</li><li>Upkeep Cost: 325 → 300</li></ul></li><li>CHAOS LORD OF KHORNE [MOUNT: JUGGERNAUT]<ul><li>Recruitment Cost (MP): 1,700 → 1,550</li><li>Recruitment Cost (SP): 1,700 → 1,400 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li></ul></li><li>CHAOS SORCERER LORD OF TZEENTCH [MOUNT: DISC OF TZEENTCH]<ul><li>Added Attribute(s): Strider</li></ul></li><li>CHAOS SORCERER OF TZEENTCH [MOUNT: DISC OF TZEENTCH]<ul><li>Added Attribute(s): Strider</li></ul></li><li>EXALTED HERO OF KHORNE<ul><li>Recruitment Cost (MP): 900 → 850</li></ul></li><li>EXALTED HERO OF KHORNE [MOUNT: CHAOS STEED]<ul><li>Recruitment Cost (MP): 1,100 → 1,050</li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SKILLS</span></span></p><p><br></p><ul><li>Fixed the Warriors of Chaos skills Chaos Vanguard and Legion of Doom not applying to Devoted Marauders of Slaanesh.</li><li>Fixed some skills that were applying to Exalted Pink Horrors and Regiment of Renown Pink Horrors but not the regular Pink Horrors unit.&nbsp;</li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">TECHNOLOGY</span></p><p><br></p><ul><li>Fixed the technology Rite of Ascension erroneously applying to the Slaanesh Chaos Chariot Regiment of Renown.&nbsp;</li><li>Fixed the Giant Manacles technology not applying to the Bilious Thunderguff (Chaos Giant) Regiment of Renown.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711458079512.png\" alt=\"\" class=\"fr-fic fr-dii dragable-file image global-image\" style=\"height: auto\"></p><p><br></p><p><span style=\"color: rgba(128, 44, 44, 1)\"><span style=\"font-size: 24px\">GENERAL UPDATES</span></span></p><p><br></p><ul><li>In a recent release, some Wood Elf faction leaders were changed in order to have the maximum variety of voice actors. This resulted in Torgovann losing Daith as their faction leader, which has now been restored.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UNITS</span></span></p><p><br></p><ul><li>MALEVOLENT TREEMAN<ul><li><p>Capture Power: 10 → 7.5</p></li><li><p>Key Building Capture Power: 10 → 7.5</p></li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">CAMPAIGN</span></p><p><br></p><ul><li>When performing a Ritual of Rebirth as the Wood Elves, forest health will no longer decline during the ritual. Once completed, the Athel Loren forest health will no longer naturally decline.</li></ul><p><br></p><p><span style=\"color: rgba(128, 44, 44, 1); font-size: 24px\">SKILLS</span></p><p><br></p><ul><li>Coeddil’s skill Exile’s Return now correctly grants the Annoyance of Netlings passive ability to Dryads only Rank 7 and above.</li></ul><p><br></p><p><span style=\"font-size: 48px\">UNIT ABILITIES</span></p><p><br></p><p>FOREWORD ON ABILITY DURATIONS</p><p><br></p><p>A running theme you’ll see below is a lot of existing abilities that cause Rampage are going to decrease in duration to account for the increased reliability. We’ve marked each ability affected by this with a&nbsp;(Rampage!)&nbsp;text! We’ve also reduced the duration of some abilities that grant a bonus in exchange for rampaging, as we felt that losing control of your unit for too long (Gaze of Khaine lasts over a full minute!) was a bit too un-interactive.</p><p><br></p><p>SLAANESH ARMY ABILITY REFACTOR</p><p><br></p><p>Following the changes to rampage, we were faced with the dilemma of handling Slaanesh’s army wide abilities, we weren’t quite happy with the power level versus the accessibility of each tier. We’ve shuffled both the order and the effects of these around a bit.</p><p><br></p><p>This also applies to campaign; these abilities have switched places in the appropriate places on skills and techs.</p><p><br></p><table><tbody><tr><td>1</td><td>Fascination</td><td>Sweet Sorrow</td></tr><tr><td>2</td><td>Narcissism</td><td>Narcissism</td></tr><tr><td>3</td><td>Sweet Sorrow</td><td>Fascination</td></tr></tbody></table><p><br></p><ul><li>Fascination&nbsp;(Rampage!)&nbsp;(Tier 1 → Tier 3)<ul><li><p>Active Time (Seconds): 23 → 14</p></li><li><p>Recharge Time (Seconds): 90 → 120</p></li><li><p>Wind Up Time: 3 → 5</p></li><li><p>Direct Damage Amount: 5 → 10</p></li></ul></li></ul><p><br></p><p>With the updated Rampage, this ability was proving itself a bit too scary as the first one available to Slaanesh. Instead it now rests square as the top end, with its combined package of a rampage to force enemies out of position and a direct damage effect that causes vicious damage vs multi-entity elites. &nbsp; &nbsp; &nbsp;</p><p><br></p><ul><li>Narcissism (Tier 2)<ul><li><p>Active Time (Seconds): 13 → 16</p></li><li><p>Recharge Time (Seconds): 60 → 90</p></li><li><p>Wind Up Time: 1 → 3</p></li></ul></li></ul><p><br></p><p>Narcissism is getting a small buff to duration to compete more evenly with Fascination in its dedicated control role.</p><p><br></p><ul><li>Sweet Sorrow (Tier 3 → Tier 1)<ul><li><p>Active Time (Seconds): 20 → 15</p></li><li><p>Recharge Time (Seconds): 120 → 60</p></li><li><p>Wind Up Time: 5 → 1</p></li><li><p>Effect Range: Mapwide → Single Target</p></li><li><p>Effect Duration: 20 → 15</p></li><li><p>Fatigue Modifier: 3% → 4% per second</p></li><li><p>Speed bonus 25% → 40%</p></li><li><p>Added +40% charge speed</p></li></ul></li></ul><p><br></p><p>Sweet sorrow has been reimagined as a single target nitrous oxide, letting you hit a unit of your choice with a burst of massive speed and refill its vigour on demand. Able to restore the vigour of an exhausted unit, provide a burst of speed for a chariot or cavalry unit to punch through enemy lines or just to make N’kari even more unreasonably fast!</p><p><br></p><p><span style=\"font-size: 24px; color: rgba(128, 44, 44, 1)\">CHARACTER ABILITIES</span></p><p><br></p><ul><li>Curse of Djaf&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 22 → 13</p></li></ul></li><li>Fermented Fungi&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 17 → 15 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Language of Da Boyz<ul><li><p>Effect Range: 35 → 55 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>The Twisted Twin<ul><li><p>Maximum Melee Attack Bonus: 8 → 10</p></li><li><p>Maximum Melee Defence Bonus: 8 → 10</p></li><li><p>The requirement for reaching maximum effect is unchanged &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Celestial Sweep<ul><li><p>Now does Magical and Flaming damage</p></li><li><p>Adjustments to timing &nbsp; &nbsp; &nbsp;</p></li></ul></li><li>Crown of Claws<ul><li><p>Effect Range: 35 → 55 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Rage Embodied&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 35 → 15</p></li><li><p>Recharge Time (Seconds): 120 → 90 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Rage Incarnate&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 35 → 15</p></li><li><p>Recharge Time (Seconds): 120 → 90</p></li></ul></li><li>Seductive Glory&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 20 → 15</p></li></ul></li><li>Wrathful Reaper&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 36 → 18</p></li><li><p>Recharge Time (Seconds): 90 → 60</p></li></ul></li><li>The Dragon’s Fang<ul><li><p>Added Executioner</p></li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">QUEST ABILITIES</span></span></p><p><br></p><ul><li>Glare of Insanity&nbsp;(Rampage!)<ul><li><p>Number of Uses: unlimited → 1</p></li><li><p>Active Time (Seconds): 25 → 40</p></li></ul></li></ul><p><br></p><p>This one comes with a story.</p><p><br></p><p>The Glare of Insanity is used by the giant boss hydra you face during The Beast of Raema monster hunt. Originally, this ability cycled on and off duration the battle, causing your entire army to occasionally rampage (up to twice per unit) but in the new implementation this resulted in a truly demented battle where your entire army was near permanently uncontrollable. Good for a laugh but not very playable! This now triggers just once at the start of the battle, giving you a chance to recover once your armies have slammed together in the initial carnage!&nbsp;</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">SPELLS</span></span></p><p><br></p><ul><li>Armour of Darkness<ul><li><p>Active Time (Seconds): 33 → 44 &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Armour of Darkness Upgraded<ul><li><p>Active Time (Seconds): 33 → 44 &nbsp;&nbsp;</p></li></ul></li><li>Ice Sheet<ul><li><p>Active Time (Seconds): 17 → 21</p></li><li><p>Added a -25% acceleration penalty</p></li></ul></li><li>Hysterical Frenzy&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 40 → 22&nbsp;</p></li></ul></li><li>Hysterical Frenzy Upgraded&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 40 → 44&nbsp;</p></li><li><p>Overcast no longer increases damage bonus</p></li><li><p>Overcast now double duration from the new base of 22 seconds.</p></li></ul></li><li>Pavane of Slaanesh&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 15 → 17</p></li><li><p>Winds of Magic Cost: 10 → 12</p></li><li><p>Added 2% fatigue drain per second</p></li><li><p>Removed Rampage</p></li></ul></li><li>Pavane of Slaanesh Upgraded&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 30 → 34</p></li><li><p>Winds of Magic Cost: 19 → 22</p></li><li><p>Added 2% fatigue drain per second</p></li><li><p>Removed Rampage</p></li></ul></li><li>Thorn’s Aura<ul><li><p>Active Time (Seconds): 23 → 20</p></li><li><p>Applies a buff to allies instead of a debuff to enemies</p></li><li><p>All previous effects removed</p></li><li><p>New effect: +14 damage reflection&nbsp;</p></li></ul></li><li>Fires of Change<ul><li><p>Ward Save: 11% → 10% &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li></ul><p><br></p><p><span style=\"color: rgba(128, 44, 44, 1)\"><span style=\"font-size: 24px\">UNIT ABILITIES</span></span>&nbsp; &nbsp;</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p><ul><li>Fury of Khaine&nbsp;(Rampage!)<ul><li><p>Active Time (Seconds): 62 → 28</p></li><li><p>Bonus weapon strength: 25% → 50%</p></li></ul></li><li>Primal Instincts<ul><li><p>Melee Attack: 10 → 5 &nbsp; &nbsp; &nbsp;&nbsp;</p></li></ul></li><li>Disdain of the Dragon Emperor<ul><li><p>Added +10 reload skill buff</p></li></ul></li><li>Fury of the Falling Blade<ul><li><p>Remove speed buff</p></li><li><p>Added causes fear buff</p></li></ul></li><li>Nan-Gau Grenades<ul><li><p>Number of Uses: 1 → 2</p></li><li><p>Active Time (Seconds): 0.1 → 10</p></li><li><p>Recharge Time (Seconds): 0.1 → 60</p></li><li><p>Base Missile Damage: 40 → 10</p></li><li><p>Armour Piercing Missile Damage: 40 → 3</p></li><li><p>Base Explosion Damage: 12 → 34</p></li><li><p>Armour Piercing Explosion Damage: 6 → 11</p></li><li><p>Explosion Radius: 3 → 4</p></li></ul></li></ul><p><br></p><p>The Nan-Gau Grenades ability now causes the unit to steadily carpet bomb the area beneath them over 10 seconds, we’ve moved more of the damage into the explosions instead of direct grenade impacts. Giving you a chance to either focus the bombardment on one unit for devastating effect or swing across a battle line to scatter damage across several units!</p><p><br></p><ul><li>Guardian Shield<ul><li><p>Effect Range: 35 → 55</p></li><li><p>Number of Effected Enemy Units: 0 → -1 &nbsp; &nbsp;&nbsp;</p></li><li><p>Added negates enemy magical weapons in area</p></li></ul></li><li>Petrifying Gaze<ul><li><p>Number of Uses: -1 → 1</p></li><li><p>Active Time (Seconds): -1 → 32</p></li><li><p>Effect Range: 35 → 0</p></li><li><p>Number of Effected Enemy Units: infinite → 1</p></li><li><p>Cast Range: 0 → 50</p></li></ul></li></ul><p><br></p><p>This ability has been reworked into a one-time use powerful petrification effect. Which steadily slows a targeted enemy down. Escalating by 25% every 8 seconds until the target spends the last 8 seconds unable to move.</p><p><br></p><ul><li>Berserk&nbsp;(Rampage!)<ul><li>Stage 1 duration 60s → 70s</li><li>Stage 2 duration 30s → 20s&nbsp;</li></ul></li></ul><p><br></p><p><span style=\"font-size: 48px\"><span style=\"color: rgba(36, 36, 36, 1)\">GAME</span></span></p><p><br></p><p>Below are changes to the systems that support and enhance the gameplay of&nbsp;Total War: WARHAMMER III.</p><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">GRAPHICS</span></span></p><p><br></p><ul><li>Fixed an issue that could stop flying units from playing the right death animations if killed while charging.</li><li>Fixed an issue where some Vampire Count units would appear black in 2D portholes depending on the faction they were played under.</li><li>Fixed an issue where Ice Witch’s swords were not docking correctly during a moving attack.</li><li>The Carnosaur no longer makes himself smaller during a sync kill.</li><li>Fixed the Arcane Phoenix 2D porthole image’s colours.</li><li>Fixed the Dark Elf Feral Mammoth 2D porthole image’s colours.</li><li>Damsel’s weapons will now be appropriately splattered with blood.</li><li>On the Wu Xing compass, the teeth of a small skull on the articulating part was skinned to the wrong bone, resulting in them floating and not following the frame. As such, the skinning has been updated.</li><li>Adjusted night environments on Cathay Farms to reduce harsh shadows.</li><li>Exalted Heroes will now clench their right hands thanks to a skinning update.&nbsp;</li><li>Fixed an issue with Azhag missing a weapon when mounted.</li><li>Updated skinning on lower LoDs of the Bloodwrack Medusa and War Hydra units to fix visible distortion.</li><li>The Dragon Crown of Karaz quest battle now uses the correct skybox / lighting.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">AUDIO</span></span></p><p><br></p><ul><li>Fixed some missing animation sounds for the Spirit of Tepok Coatl.&nbsp;</li><li>Fixed campaign proximity conversational VO not working for newly recruited characters until the next load, as well as them not triggering correctly if other conversational states are currently active.</li><li>WARHAMMER I Chaos Campaign Battle Screen music has been re-implemented.</li><li>Fixed flyby VO sometimes spamming at the end of the loading screen for quest battle replays.</li><li>The Drippin Fangs faction in Immortal Empires now uses the correct VO actor in diplomacy.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><span style=\"color: rgba(128, 44, 44, 1)\">UI</span></span></p><p><br></p><ul><li>Fixed missing icons when recruiting Exalted Heroes and their marked versions as the Champions of Chaos.</li><li>Fixed an issue where Legendary Heroes were referred to as the wrong character type in events such as when wounded or a rank was gained.</li><li>Clarified tooltips and text surrounding manual and autosaves to the cloud.</li><li>Adjusted some event text to better match their rewards.</li><li>Fixed an issue where Mother Ostankya’s Spirit Bear ability wind up UI animation wouldn’t show correctly.</li><li>Fixed a Norscan character having a blank name in Immortal Empires.</li><li>Changed a few character skill icons to better match their effects.&nbsp;</li><li>The unbinding tooltip for summoned Dryads, Rat Ogres and Wolf Rats no longer show duplicate entries for “stable” enemy and ally targets.</li></ul><p>&nbsp;</p><p><span style=\"font-size: 48px\">LOOKING FORWARD</span></p><p><br></p><p>There we are!</p><p><br></p><p>We’ve been excited to finally get this update into your hands, and we can’t wait for you to jump in and try it out tomorrow.</p><p><br></p><p>As for what’s on the horizon for WARHAMMER III, we’ve got our sights set on Thrones of Decay as we look forward to welcoming the newest recruits from Nurgle, the Empire, and the Dwarfs, with open arms.</p><p><br></p><p>Until then, we’ll be keeping a watchful eye on your feedback, engaging where we can, and dropping hotfixes for&nbsp;WARHAMMER III&nbsp;along the way.</p><p><br></p><p>Take care of yourself, and we’ll see you on the battlefield.</p><p><br></p><p>— The Total War Team</p><p><br></p><p>&nbsp;</p><p><span style=\"font-size: 60px\">HOTFIX 4.2.1</span></p><p></p><hr><p></p><p><br></p><p>We’ve been delighted with the response to the Shadows of Change update released in 4.2.0 back in February, and we’re jumping back in with a new hotfix to keep polishing things up.</p><p><br></p><p>Firstly, to correct an error from the 4.2 patch notes, we mistakenly listed Pavane of Slaanesh as losing access to Rampage, which is not the case. Instead, Rampage was removed from Hysterical Frenzy, and Pavane can continue to cause Rampage to their heart’s content.</p><p><br></p><p>Now for the rest:</p><p><br></p><ul><li>CELESTIAL GENERAL [Mount: CELESTIAL LION]<ul><li>Hit Points 5868 → 6584</li><li>Melee Attack 42 → 50</li><li>Weapon Strength 450 → 470</li><li>Charge Bonus 46 → 65</li></ul></li><li>CELESTIAL LION<ul><li>Hit Points 5468 → 6268</li><li>Charge Bonus 46 → 65</li></ul></li><li>PATRIARCH<ul><li>No longer has access to the Brazier of Dazh item in multiplayer battles.</li></ul></li><li>KAIROS FATEWEAVER<ul><li>Replaced Regrowth with Birona’s Timewarp in multiplayer battles.</li></ul></li><li>Fixed an issue where the Chaos Lord of Tzeentch’s Mark of Chaos costs were not being reduced with his character rank.</li><li>Fixed an instance where the mission chain to unlock the Blue Scribes would sometimes not progress after the first mission.</li><li>Added the “Wounds” passive ability to the Frost Wyrm unit.</li><li>The Blue Scribes now have access to the Lore of the Hag spells via their skill tree.</li><li>Fixed the Chaos Lord of Tzeentch not using one of the head variations in campaign.</li><li>Fixed an issue where some newly added ancillaries were being lost during campaign gameplay.</li><li>Fixed the Druzhina’s skill “Speaks to the Forest” applying Regeneration to all units rather than just Hag Witch Heroes.</li><li>The Daemon Prince of Tzeentch will now receive the “Ascended Lord” trait when upgraded from a Chaos Lord of Tzeentch.</li><li>Fixed the persistent VFX for Flamers, Changebringers, Exalted Flamers, and The Burning Chariot. Now the blue / pink fire is attached to the correct parts of the model.</li><li>Fixed an issue where the Changebringers, Chaos Lord and Exalted Hero of Tzeentch did not have the the Disc of Tzeentch VFX attached to them.</li><li>Fixed an issue where the Gate Master could sometimes start a battle with the abilities “Bulwark of the Gate” and “Bastion’s Defenders” despite not having them unlocked via the skill tree.</li><li>Added an initial 30 and 60 second delay to Feral Rage 1 and 2 becoming active, preventing Rampage from triggering immediately when the battle starts. We have some further improvements to how Rampage interacts with starting health state being planned, so, keep your eyes peeled for those.</li><li>Zhao Ming’s unique skills that give bonuses to melee units now also apply to the Celestial Lion and Great Moon Bird units.</li><li>Fixed an issue preventing the Exalted Hero of Tzeentch from being able to attack other flying units while mounted on a Disc of Tzeentch.</li><li>Removed the effects from Yuan Bo’s unique skill “Armies of the Celestial Court” that had become innate to some units, e.g. Spell Resistance for Jet Lions and Mastery of the Elemental Winds for Jade Lions.</li><li>Yuan Bo’s unique skill “Armies of the Celestial Court” now grants Flammable attacks to the Great Moon Bird, and we’ve also upped the Bonus vs. Infantry on this skill from +8 to +10 for all Celestial Court units.</li><li>Fixed an issue where the Celestial Lion was receiving bonuses via Saytang’s skill tree that were only intended for Jade and Jet Lion units.</li><li>Gate Master had an Arcane item slot despite not being a caster, so he’s handed the privilege back to the Shugengan.</li><li>To avoid overlap with the Exalted Hero of Tzeentch, the Iridescent Horror Hero’s actions have been changed to the following:<ul><li>Embed Hero – Replenish Troops</li><li>Constant Local Effect – Stimulate Growth</li><li>Target Settlement – Damage Building</li><li>Target Hero – Wound</li><li>Target Army – Assault Unit (unchanged)</li></ul></li><li>Fixed the Beastmen skill “Breakneck Charioteers” not applying Fear and Terror attributes to the correct chariot units.</li><li>Fixed Rakarth’s rite “Convocation of Hunters” not increasing physical resistance for Hydra units.</li><li>Fixed the Warriors of Chaos skill “Hammer into Anvil” not applying to Gorebeast Chariot units and erroneously applying to Bloodcrushers of Khorne.</li><li>Fixed the Warriors of Chaos skill “Speed & Malice” not applying to Hellstrider units.</li><li>Fixed an effect that reduced the recruitment cost of Greenskin Troll units not applying to all types of Troll unit.</li><li>Fixed a number of effects that were not applying to all three types of Necropolis Knights units.</li><li>Fixed instances of Norsca Monster Hunt chains aborting when capturing a settlement that had a mission to raid the region.</li><li>Ostankya’s “Whiff of Madness” Hex now only applies as long as the cursed unit remains in melee.</li><li>The Hag Witch skill “Wildkeeper” now affects Frost Wyrms.</li><li>Fixed a number of building effects that were providing the wrong values when damaged or ruined.</li><li>Fixed cases of Norsca faction leaders having blank names.</li><li>Fixed Ariel’s porthole being too zoomed in.</li><li>Fixed an issue in the Sisters of Twilight quest battle “Search for Ceithin-Har” where the enemy reinforcements were entering at the wrong positions at the wrong time.</li><li>Fixed an issue where the number of Centigors of Tzeentch in the Warriors of Chaos recruitment pool could get excessively large.</li><li>Added missing Assembly Kit html files from Patch 4.1.</li><li>Fixed an issue where the audio mixer state could briefly be incorrectly set during AI agent actions.</li><li>Fixed an issue that allowed certain units, like Mother Ostankya, to attack buildings outside of their missile range.</li><li>Centigors and their variants no longer share the same visuals as their RoR counterparts.</li><li>The Changeling is a touch too immortal to play against, so we’re making some tweaks to make him easier to catch:<ul><li>When the Changeling loses a battle, if there is a Trickster Cult within that region, it will be revealed to the settlement owner.</li><li>When the Changeling loses all of his armies, all Trickster Cults will be revealed to the settlement owners.</li><li>Fixed an issue where the Changeling’s armies could become hidden despite being in Raiding stance. An additional effect has been added to his Raiding stance to make it clear that the army will always be visible when in that stance.</li><li>The Protection building chain will now reveal any hidden armies (i.e. armies belonging to the Changeling) in the local region.</li></ul></li></ul><p><br></p><p>That’s all for now!</p><p><br></p><p>Thank you for your continued input and feedback on Patch 4.2.0 as we continue to implement these new updates. Please keep sharing your insights with us on our official forums, and we’ll see you on the battlefield!</p><p>&nbsp;</p><p><br></p><p><span style=\"color: rgba(36, 36, 36, 1); font-size: 60px\">HOTFIX 4.2.2</span></p><p></p><hr><p></p><p><br></p><p><br></p><p>Today we’re bringing you Hotfix 4.2.2 for Total War: WARHAMMER III, which tackles a few bugs, crashes, glitches, and more.</p><p><br></p><p>Here’s what we’ve got:</p><p><br></p><ul><li>We’ve made some visual adjustments to Saytang to ensure lore authenticity, aligning it with the concept art we previously shared within our blog “Patch 4.2 Shadows of Change Content Additions – Part 1: Cathay”.</li><li>Fixed a crash that could occur during Sea Encounters.</li><li>Various Griffons have grabbed a slice of the Upelkuchen cake and are no longer shrunken on the Campaign map.</li><li>Replaced Assault Unit&nbsp;(Deal damage to one unit in the target army)&nbsp;with Assault Units&nbsp;(Deal damage spread across a random portion of units in the target army)&nbsp;for all characters. This affects the following heroes:<ul><li>River Troll Hags</li><li>Skink Oracles</li><li>Empire Battle Wizards</li><li>Necromancers</li><li>Glade Captains</li><li>Vlad Von Carstein&nbsp;(As a Hero)</li><li>Frost Maidens</li><li>Iridescent Horrors</li></ul></li><li>Fixed an issue where the Changeling’s Trickster Cults would be revealed when any army (including enemy armies) retreats from a pre-battle involving the Changeling.</li><li>Melee units now have a bit of an easier time pinning down Katarin’s sled.</li><li>Katarin’s sled can now be more reliably targeted by missile weapons.</li><li>Fixed a specific issue where Legendary Heroes would not spawn if the army they intended to spawn at&nbsp;(usually the faction leader)&nbsp;was in a settlement that was under siege. We have noticed some additional edge cases of Legendary Heroes failing to spawn which we are currently investigating.</li><li>Fixed Vlad and Isabella von Carstein not being able to scout ruins when they are Heroes.</li><li>Fixed Vlad von Carstein not spreading growth as a Hero.</li><li>Celestial Lion is now a High Threat target.&nbsp;(All single entities are High Threat targets and take focused damage when caught in a splash attack.)</li><li>Saytang, The Watcher causes Terror, but hasn’t been causing Fear as intended. We’re not sure the dictionary supports our position on the difference, but Saytang is too scary for us to tell him no, so, he now causes both Fear and Terror.</li><li>Fixed the Cathay technology “Yin Hex” displaying melee units in its tooltip despite it only applying to ranged units.</li><li>Raknik Spiderclaw can now equip the Spider Banner magic standard, as the spider gods intended.</li><li>Beastmen advanced recruitment horde buildings now correctly appear in their own group.</li><li>Fixed an issue with Bretonnia Lords where their unit cards did not match their 3D model.</li><li>Druzhina now flips a coin during one of his idle animations instead of simply miming the act.</li><li>Fixed an issue in the Sisters of Twilight quest battle “Search for Ceithin-Har” where the herdstone buildings could be manually targeted and destroyed by ranged units.</li><li>Caravan Master skills that modify encounters&nbsp;(e.g. amount of Cargo paid as a toll or the chance of an Ambush Battle occurring)&nbsp;are now correctly calculated with each skill level.</li><li>Fixed Drycha not receiving the “Stolen Power” trait when unlocking Coeddil.</li><li>Fixed instances of Heinrich Kemmler’s portrait being extremely wide.</li><li>Fixed Ulrika Magdova’s porthole being too zoomed out.</li><li>The 3D porthole for the Chaos Lord of Tzeentch on a Disc of Tzeentch no longer focuses exclusively on his crotch.</li><li>Clan Skrat’s faction leader Metastorm is now properly generated with both a face and a name.</li><li>The Kislev red line skill “Creatures of the Land” now correctly states that it applies to Frost Wyrm units.</li><li>The Bretonnian vow “Pledge to Campaign”&nbsp;(win a siege battle in a desert or jungle climate)&nbsp;can now be completed when reinforcing in battle.</li><li>Added the missing Chaos Warshrine mount to the Chaos Sorcerer Lord of Tzeentch (Metal).</li><li>Renamed the Grand Cathay technology “Nan-Gau Polearms” to “Nan-Gau Weaponry” to better reflect the effects it provides.</li><li>The Chaos Sorcerer and Chaos Sorcerer Lord of Tzeentch (Metal) now correctly have the “Prismatic Plurality” skill instead of “Evasion” on their magic line.</li><li>The Lizardmen Exotic Animals resource building now also affects Feral Troglodons.</li><li>The Lizardmen Exotic Animals resource building has a hidden effect reducing Recruitment costs – this effect is now visible.</li><li>The Hexoatl landmark building Blessed Incubator now also affects Feral Troglodon and Dread Saurian units.</li><li>When using the MS store version of DaVe, reprocessing the campaign no longer breaks frontend faction selection.</li><li>Fixed the camera clipping into the terrain in the intro cutscene to Grombrindal’s quest battle “Rune Helm of Zhufbar”.</li></ul><p><br></p><p>Recently we learned that one of the random names generated from the High Elf pool had connotations that could be tied to an abominable character from 20th Century history. Upon learning this, our teams have taken immediate action to return to WARHAMMER II so that we can release an update removing the name.&nbsp;</p><p><br></p><p>As the name is also accessible within WARHAMMER III, we’ve similarly directed our team to make the very same update here as well.&nbsp;</p><p><br></p><p>We apologise that the name has been present in the game for this long, and are grateful to those who brought it to our attention so that we could take action.</p><p><br></p><p>Once again, thank you for your continued input and feedback on Patch 4.2.0, Hotfix 4.2.1, and the game as a whole. Please keep sharing your insights with us on our official forums, and we’ll see you on the battlefield!</p>","Videos":"","RootUrl":"/total-war/total-war-warhammer/blogs/2-total-war-warhammer-iii-patch-4-2-0","IsSticky":false,"IsHighlight":false,"DatePublication":"2024-03-28T14:32:02.521607","DeletedAt":null,"CommentsCount":1,"ViewsCount":1924,"User":{"PasswordReset":null,"Username":"CA_KingGobbo#4380","Email":null,"Id_Role":0,"Role":null,"Type":null,"G2GScore":null,"Signature":null,"Description":null,"IsPublic":null,"IsModerated":null,"IsBanned":null,"IsConfirmed":null,"IsFollowed":false,"IsFriend":false,"IsCookiePopupSeen":false,"UnreadNotifications":null,"UnreadDiscussions":null,"PostsCount":null,"ThreadsCount":null,"IdeasCount":null,"TutorialsCount":null,"VoteCommentsCount":null,"BlogCommentsCount":null,"QuestionsCount":null,"AnswersCount":null,"BadgesCount":null,"AvatarsCount":null,"TitlesCount":null,"BadgeRanking":null,"ScoreRanking":null,"InfractionScore":null,"SteamId":null,"SteamAvatar":null,"SteamName":null,"SteamCheck":null,"TwitchId":null,"TwitchAvatar":null,"TwitchName":null,"TwitchCheck":null,"Survey":0,"GroupCount":null,"GroupDate":null,"SteamLastCheck":null,"TwitchLastCheck":null,"LastActivityAt":null,"LastPostedAt":null,"Links":null,"Titles":"Staff;Godslayer","AvatarUrl":"https://medias.community.creative-assembly.com/avatars/portraits/Untitled_design__2_.png","BannerUrl":null,"Tag":null,"IsBlocked":false,"IsBlockable":false,"BatchStatus":null,"Badges":null,"Roles":null,"InfractionPoints":null,"Bans":null,"Blocks":null,"Connects":null,"UserAgeGate":null,"Id":50,"CreatedAt":"2023-10-03T08:05:08.574224","UpdatedAt":null},"LastView":null,"CountPerMonth":null,"Year":null,"Month":null,"LastUnreadCommentId":null,"LastUnreadCommentPosition":null,"HasParticipated":false,"HasSubmittedForm":false,"HasSubmittedCompetitionParticipation":false,"IsRead":false,"IsNew":false,"IsCommentRead":null,"ContextCommentsCount":null,"ContextViewsCount":null,"HasForm":false,"Form":null,"FormPicture":null,"HasCompetition":false,"CompetitionId":null,"Studio":null,"Universe":null,"LastComment":null,"Tags":null,"Id":2,"CreatedAt":"2024-03-26T10:41:19.879375","UpdatedAt":"2026-08-22T07:00:27.324856"},{"Id_Studio":1,"Id_Universe":2,"Id_User":50,"Id_Last_Comment":null,"IsDeleted":null,"IsPublished":null,"IsCrossUniverse":false,"ReadyToBePublished":true,"Title":"Patch 4.2 Shadows of Change Content Additions – Part 1: Cathay","CanonicalTitle":"patch-4-2-shadows-of-change-content-additions-–-part-1-cathay","Picture":"https://medias.community.creative-assembly.com/blogs/twwh3_soc_update_cathay_800x380.jpg","PictureGradientColor":"#000000","Preview":"","Content":"<p>Hi everyone,</p><p><br></p><p>I’m Richard Aldridge, Game Director for Total War: WARHAMMER. Today I want to share some news with you on the new content that will be arriving soon for Shadows of Change with Patch 4.2 – free for existing owners, and bolstering the DLC for anyone picking it up post Patch 4.2.</p><p><br></p><p>I’ll be covering what you can expect going forward from the Total War: WARHAMMER series, taking a peek behind the curtain as to how we go about planning, creating and making our DLCs, and having a close look at the new additions Grand Cathay will be receiving as a part of Patch 4.2.</p><p><br></p><p><br></p><p><span style=\"font-family: Impact, Charcoal, sans-serif; font-size: 48px; color: rgba(36, 36, 36, 1)\">Reflecting on Shadows of Change</span></p><p><br></p><p>I’ll cut straight to it, we didn’t give you enough new characters and units to play with at the original release of Shadows of Change.</p><p><br></p><p>We believe we can put this right for you, having listened to your feedback these past months to provide you with better and more varied options for your armies. We know that you, our community, are as passionate about the game as we are, and we’re pleased to say that many of your suggestions are being enacted upon. &nbsp;Not all ideas and requests are possible, though. The Era of Karl Franz is, as you’ve come to expect, a rich and exciting setting for Total War, and we work closely with The Warhammer Studio to ensure that the content for this era of Warhammer is as faithfully represented in our game as possible.</p><p><br></p><p>All of the forces featured within the Shadows of Change DLC can look forward to a sizable collection of reinforcements, but we won’t be adding Hag Mothers as Generic Lords, as Mother Ostankya is the only Hag Mother of Kislev. Similarly, the relationship between Gospodars and Ungols is taking a back seat as we look less at the tensions of historic Kislevite culture, and more at what defines Kislev as a unified military force in the Era of Karl Franz.</p><p><br></p><p>Similarly, we won’t be adding beaks to Tzaangors, as while this avian characteristic occurs in other Warhammer settings, these elite Gors in the Old World represent those Beastmen who have drawn the eye of the Changer of Ways, rather than a totally separate offshoot breed. But as ever, we aim to ensure that whatever we do add to&nbsp;Total War: WARHAMMER III&nbsp;is as authentic an experience of the world of Warhammer as possible.</p><p><br></p><p><br></p><p><span style=\"font-family: Impact, Charcoal, sans-serif; font-size: 48px; color: rgba(36, 36, 36, 1)\">What to Expect Moving Forward</span></p><p><br></p><p>Looking to the future, the team and I love the Warhammer universe and want to make as much content for it as possible. Whether that be to add further exciting characters like the Golden Knight, spectacular units and creatures (Yes, I’m looking at you mighty “Hotpot”) or other unexplored lore. We still plan to make many more DLCs for&nbsp;Total War: WARHAMMER III, with some of them like Thrones of Decay following the same premise and composition as Shadows of Change where we will add to and develop three existing races from across the Warhammer world. Accompanied by our patches and updates, this will give us the opportunity to go back to some of your most beloved races and give them some attention.</p><p><br></p><p>Below I have laid out what you can expect to see for Shadows of Change and Thrones of Decay in terms of the content and features for these products moving forward.</p><p><br></p><p><strong>DLC Content – Shadows of Change &amp; Thrones of Decay</strong></p><p><br></p><ul><li>3 Legendary Lords – Each playable in the Realms of Chaos and Immortal Empires campaigns&nbsp;</li><li>Unique gameplay mechanics for each Legendary Lord&nbsp;</li><li>3 Legendary Heroes – One per race&nbsp;</li><li>3 Lords – One per race&nbsp;</li><li>3 Heroes – One per race&nbsp;</li><li>5 Units (Infantry/Cavalry/Monsters etc.) per race&nbsp;</li><li>3 Regiments of Renown per race</li><li>1 FREELC Character&nbsp;(Aekold Helbrass for Shadows of Change and a Legendary Lord for Thrones of Decay)</li></ul><p><br></p><p><strong>Potential Further Content</strong>&nbsp;</p><p><br></p><ul><li>New Spell Lore*&nbsp;</li><li>New Mounts*&nbsp;</li><li>New Additional FREELC*&nbsp;</li></ul><p><br></p><p>*Subject to the IP, theming of the DLC, and where applicable</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_design_comparison_chart_16x9-1536x864.jpg\" class=\"fr-fic fr-dib\"></p><p><br></p><p>Thank you again for your invaluable feedback since the release of Shadows of Change, and in particular the thoughts on improving the rosters and having parity across the races with the content we are adding as a part of them.</p><p><br></p><p>As mentioned above; each race will now have a Legendary Lord, Legendary Hero, Lord, Hero, 5 units and 3 Regiments of Renown. This, we hope, will allow you to lead thematic armies that are better connected to the Legendary Lords in the DLC, add both lower tier troops and big centrepiece monsters and start to fill some of the gaps and needs of the races in the game that you have asked for.</p><p><br></p><p>Where possible, with “Further Content” we will also be adding thematic lores of magic, mounts for new and existing characters to make use of, and making some much-requested FREELC where it makes sense (Cough, cough, Katarin’s Sled).</p><p><br></p><p>I hope that everything I’ve mentioned above looks much more in line with your own expectations for the DLC, as we move to significantly bridge the gap to our past products like Chaos Dwarfs in what we will offer moving forwards, starting with Shadows of Change.</p><p><br></p><p>Now onto the exciting stuff you’ve all come to see.</p><p><br></p><p><br></p><p style=\"text-align: center\"><span style=\"font-family: Impact, Charcoal, sans-serif; font-size: 60px; color: rgba(36, 36, 36, 1)\">GRAND CATHAY ADDITIONS</span></p><hr><p><br></p><p><br></p><p>To set the scene, when we went back to look at what we could add to enrich the offering of Grand Cathay in Shadows of Change we focused heavily on the theme that surrounds the Jade Dragon, his Celestial Court. Having his eyes and ears everywhere, having the ability to quickly react and protect his Empire, to be the emperor in all intents and purposes.</p><p><br></p><p>This meant plenty of conversations with Games Workshop in looking to find characters and units that best complimented this approach and made sense from a lore perspective. Looking into what we hadn’t included previously in Total War: WARHAMMER III or Shadows of Change quickly helped us fill in some of the gaps in Grand Cathay’s roster, such as with the Gate Master and Celestial Lion. The Lion in particular was something that almost made the cut for the original release of Shadows of Change, so I am super excited to see it now in the roster as both a monstrous unit and a mount option.</p><p><br></p><p>But it also got us to look a little further afield too, as you will see with our first-ever Legendary Hero for Grand Cathay –&nbsp;Saytang the Watcher.</p><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Saytang the Watcher, Sentinel of the Heavens (Legendary Hero)</span></strong></span></p><p><br></p><p>So let me introduce Grand Cathay’s first colossal legendary hero to you. We wanted to add Saytang to move away from what is currently known about Grand Cathay and showcase some of the other inhabitants of this mighty Empire.</p><p><br></p><p>Saytang represents an ever-watching protective figure, not dissimilar to Yuan-Bo but as you will see is a fair bit larger. Saytang gives us the opportunity to expand on Grand Cathay’s use of magical constructs, something which is core to this great nation in how it protects itself. Along with giving them devastating long ranged artillery-like potential. Saytang also lends themselves nicely to the connection the Jade Dragon has to the winds of Azyr (Heavens) and the more magical elements of Grand Cathay.</p><p><br></p><blockquote><p>“Known as the guardian of the sky, the heavenly bowman, or commonly to the people of the southern provinces simply the watcher, Saytang is the great sentinel that stands atop the Mountains of Heaven. Towering over other sentinels, Saytang is an imposing sight with its outstretched wings and great stone feathered helm. Those who have witnessed Saytang in battle claim no armour or barrier can turn aside the arrows it fires from its great wind bow, the shafts piercing the ranks of the enemies and even the iron hides of fell beasts. And though Saytang cannot fly in the true sense, its power allows it to leap great distances, even jumping from mountain peak to mountain peak in the defence of the empire.”</p><p>—New lore as told by Games Workshop</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/saytang-legendary-hero-art.jpg\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p>Above you can see the first step we take when designing and adding content to our DLC’s. Starting with a thumbnail image, it gives us a quick and flexible method to work with Games Workshop in first realising the character or unit. Its job is to get across the scale, flavour, functionality and work required to bring this model to life, but be easily adaptable to suit the needs of the IP and the game before we move onto the next stage of the creation process – the concept art.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871614.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>When entering the concept stage of the creation process, we are looking to up the visual quality of the model from the thumbnail, adding details, looking at materials and textures to use. This will act as a comprehensive blueprint, to guide our 3D character artists in the creation of the final model for you to play with in game. We also use this as a sounding board for how our animations and designs will work, tweaking the size and scale of body parts to work with the games engine, creating a proxy model to test things out in maximising the fun of each character or creature.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871837.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871492.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>So now you know a little of the process behind how we created our characters, let’s discuss what Saytang is good at doing in game.</p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>Saytang the Watcher is a giant-sized legendary hero, which (disregarding mounted characters) is a rare sight in&nbsp;Total War: WARHAMMER III. Much like the Bone Giant of the Tomb Kings, Saytang uses a giant magical bow to fire artillery-grade projectiles into the enemy lines. Saytang is also relatively strong in close combat, with good defensive stats and the ability to buff other nearby Constructs. Saytang doesn’t fly being a construct, even with those mighty wings, but can jump large distances to close the gap on the enemy.</p><p><br></p><ul><li>Construct –&nbsp;With the introduction of Saytang into the game, we have re-evaluated the role of Constructs on the Cathay roster. The Terracotta Sentinel and both Guardian Lions are now considered Constructs (with the same rules as the Constructs found on the Tomb Kings roster). Saytang has an ability that synergises with this type of unit.</li><li>Tough &amp; Heavy –&nbsp;Saytang has a high amount of armour, which enables it to shrug off most attacks from non-armour piercing sources. As a heavier character, Saytang will be able to send smaller entities flying with ease.</li><li>Giant Bow –&nbsp;Armed with the Wind Bow, Saytang can deliver long range attacks and singular targeted shots with devastating precision.</li></ul><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Gate Master of the Celestial Cities (Hero)</span></strong></span></p><p><br></p><p>You may have seen the art of this character since the release of&nbsp;Total War: WARHAMMER III, a character which didn’t quite make the final cut. But he is now here to stand tall and add a bit of melee strength to your Grand Cathay frontline.</p><p><br></p><blockquote><p>“Jade Warriors are the profession soldiers of Grand Cathay, and the Gate Master of the Celestial Cities are their leaders. To earn the title of Gate Master a Jade Warrior must have served in the defence of their city, and many are veterans of the empire’s many wars. Like their soldiers, a Gate Master is trained in defensive warfare and how best to defend their city, and as such know how to read the lay of the land before a battle. This can prove useful in enacting the will of their Lord Magistrate, who trusts their Gate Masters above all other officers in their armies.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871125.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871355.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><p>The Gate Master is a defensive line-holding hero with hybrid weaponry. Using his abilities, he can buff the defences of nearby troops whilst shooting enemies with his crossbow from behind the main battle line. A fun fact is that the Gate Master is the first hero with a conventional crossbow that we have put into the game (Dark Elf Repeaters not withstanding), which will serve the armies of Cathay well in many different scenarios.</p><p><br></p><ul><li>Hybrid Combatant –&nbsp;The Gate Master uses a combination of Sword, Shield and Crossbow, making him a very adaptable unit in all forms of combat.</li><li>Defensive –&nbsp;The Gate Master excels at defensive warfare, with several abilities that buff friendly battle lines.</li><li>Mounted&nbsp;– When mounted on a warhorse, the Gate Master can quickly move between the battle lines to where he is needed most.</li></ul><p><br></p><p><strong>Mounts:</strong></p><p><br></p><ul><li>Warhorse</li></ul><p><br></p><p><strong><span style=\"font-size: 24px; color: rgba(36, 36, 36, 1)\">Great Moon Bird (Monster &amp; Monstrous Mount)</span></strong></p><p><br></p><p>Continuing the theme of the Celestial Court and to give Grand Cathay some added flying power, we have added the Great Moon Bird as both a monstrous single entity flying unit and as a mount option for a variety of characters to field.</p><p><br></p><blockquote><p>“Favoured of the Empress, the Great Moon Birds are found in the highest peaks of the Mountains of Heaven. They are said to make their nests in the craters of Mannslieb, the silver moon of the Warhammer World, and only fly down to earth when called by either the Empress or the most powerful Astromancers. Fearsome to behold in battle, the Moon Bird are often wreathed in silvery flames – or moon fire – which burns the enemies of the empire who come into contact with it. Powerful lords, especially wizards of the Celestial Court, might even be granted a Moon Bird as a mount, though this is usually only for a short time before the creature once more returns to the heavens.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471871709.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471872688.png\" alt=\"\" class=\"fr-fic fr-dii\"> <img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471874124.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><p>Similar to the High Elf Phoenixes, the Great Moon Bird is a magical flying monster with flaming attacks and a powerful AoE vortex ability. Grand Cathay haven’t had any flying single entity monsters in their roster before now, so new strategies will become viable in battle; whether it is providing air-to-air defence for Sky Junks or striking deep into the enemy lines. The Great Moon Bird is also a mount for the Astromancer, which offers them a whole new level of battlefield mobility.</p><p><br></p><ul><li>Airborne –&nbsp;The Great Moon Bird can fly and traverse otherwise impassable terrain.</li><li>Moon Fire –&nbsp;By flapping its wings, The Great Moon Bird can produce a vortex of Moon Fire, which damages all enemies caught within its radius.</li><li>Flaming &amp; Magical –&nbsp;Much like the Arcane Phoenix of the High Elves, the Great Moon Bird can deal both Flaming and Magical Attacks</li></ul><p><br></p><p><strong>Mount Option for:</strong>&nbsp; Astromancer</p><p>&nbsp;</p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Celestial Lion (Monster &amp; Monstrous Mount)</span></strong></span></p><p><br></p><p>Probably my favourite model of the new additions to Grand Cathay, the Celestial Lion’s beauty and strength is second to none. Acting as both a single entity monstrous flying unit and a mount option for a variety of characters from Grand Cathay, the Celestial Lion will strike terror into those that stand within its way.</p><p><br></p><p>“Winged lions exist in the east, believed to have descended from natural beasts warped during the coming of Chaos to the world. Unlike the fell Manticores of the west, these celestial beasts have been purified by the power of the Dragon Emperor and live within the sacred hunting grounds of the Forests of the Moon. Favoured sorcerers or warriors may be gifted such a creature by the Dragons, riding it into battle and striking fear into the foes of the empire.”</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471872323.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471873553.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711471872507.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>The Celestial Lion is another flying single entity monster for the armies of Cathay to utilise. Similar to a Griffon or Manticore, it is able to provide air support on a budget compared to higher tier units like the Great Moon Bird. The Celestial General can also make use of this beast as a mount.</p><p><br></p><ul><li>Fast –&nbsp;The Celestial Lion has exceptional ground mobility, making it perfect for harassing tactics or flanking.</li><li>Airborne –&nbsp;Flying high above the battlefield, the Celestial Lion can traverse otherwise impassable terrain.</li><li>Fearsome –&nbsp;By utilising its Fearsome Roar ability and the Terror attribute, the Celestial Lion can strike fear into the hearts of nearby enemies.</li></ul><p><br></p><p><strong>Mount Option for:</strong> Celestial General</p><p>&nbsp;</p><p>⬥ &nbsp; &nbsp;⬥ &nbsp; &nbsp;⬥</p><p>&nbsp;</p><p>Before I end today, I wanted to cover an omission that you may have been hoping for in Grand Cathay’s roster update; an Elite Core Infantry unit. There is a very good reason for this and trust me we aren’t monkeying about. The first as we explained is on keeping the focus on the Celestial Court and the Jade Dragon. The second being that the Celestial Courts don’t have a unit of this type to add, that said we’ve only just scratched the surface of the possible content we can create for Grand Cathay and as I mentioned earlier, we have plans to support the game with lots of new content for the foreseeable future.</p><p><br></p><p>So when can you expect Patch 4.2 and all of its additions to SoC?</p><p><br></p><p>Well, the team are still working flat out to have everything ready for release, but we want to be upfront with you that there is a chance that our intended date could shift slightly. This is the true nature of video game development, in spotting those last-minute issues or adding that final polish which can lead to release dates changing.</p><p><br></p><p>It’s important to all of us here that we get Patch 4.2 right for you, so we won’t rush it out before it’s ready. As is stands today we’re on track to release in the middle of the month, but like I said, this could shift closer to the end of Feb depending on how the remaining work goes. I’m optimistic, and the team are super energised in getting everything done and ready to put into your hands.</p><p><br></p><p>Next week I’ll be back with a deep dive on the additional units coming to Tzeentch, along with confirmation of 4.2’s release date.</p><p><br></p><p>Thanks for taking the time to read this – chat to you all next week!</p><p>&nbsp;</p><p><span style=\"font-size: 14px\">—</span><strong><span style=\"font-size: 14px\">Rich (Game Director) &amp; the <em>Total War: WARHAMMER</em> Team</span></strong></p>","Videos":"","RootUrl":"/total-war/total-war-warhammer/blogs/3-patch-4-2-shadows-of-change-content-additions-–-part-1-cathay","IsSticky":false,"IsHighlight":false,"DatePublication":"2024-03-28T14:28:36.903362","DeletedAt":null,"CommentsCount":0,"ViewsCount":2483,"User":{"PasswordReset":null,"Username":"CA_KingGobbo#4380","Email":null,"Id_Role":0,"Role":null,"Type":null,"G2GScore":null,"Signature":null,"Description":null,"IsPublic":null,"IsModerated":null,"IsBanned":null,"IsConfirmed":null,"IsFollowed":false,"IsFriend":false,"IsCookiePopupSeen":false,"UnreadNotifications":null,"UnreadDiscussions":null,"PostsCount":null,"ThreadsCount":null,"IdeasCount":null,"TutorialsCount":null,"VoteCommentsCount":null,"BlogCommentsCount":null,"QuestionsCount":null,"AnswersCount":null,"BadgesCount":null,"AvatarsCount":null,"TitlesCount":null,"BadgeRanking":null,"ScoreRanking":null,"InfractionScore":null,"SteamId":null,"SteamAvatar":null,"SteamName":null,"SteamCheck":null,"TwitchId":null,"TwitchAvatar":null,"TwitchName":null,"TwitchCheck":null,"Survey":0,"GroupCount":null,"GroupDate":null,"SteamLastCheck":null,"TwitchLastCheck":null,"LastActivityAt":null,"LastPostedAt":null,"Links":null,"Titles":"Staff;Godslayer","AvatarUrl":"https://medias.community.creative-assembly.com/avatars/portraits/Untitled_design__2_.png","BannerUrl":null,"Tag":null,"IsBlocked":false,"IsBlockable":false,"BatchStatus":null,"Badges":null,"Roles":null,"InfractionPoints":null,"Bans":null,"Blocks":null,"Connects":null,"UserAgeGate":null,"Id":50,"CreatedAt":"2023-10-03T08:05:08.574224","UpdatedAt":null},"LastView":null,"CountPerMonth":null,"Year":null,"Month":null,"LastUnreadCommentId":null,"LastUnreadCommentPosition":null,"HasParticipated":false,"HasSubmittedForm":false,"HasSubmittedCompetitionParticipation":false,"IsRead":false,"IsNew":false,"IsCommentRead":null,"ContextCommentsCount":null,"ContextViewsCount":null,"HasForm":false,"Form":null,"FormPicture":null,"HasCompetition":false,"CompetitionId":null,"Studio":null,"Universe":null,"LastComment":null,"Tags":null,"Id":3,"CreatedAt":"2024-03-26T15:54:08.893722","UpdatedAt":"2026-08-24T03:48:01.614366"},{"Id_Studio":1,"Id_Universe":2,"Id_User":50,"Id_Last_Comment":null,"IsDeleted":null,"IsPublished":null,"IsCrossUniverse":false,"ReadyToBePublished":true,"Title":"Patch 4.2 Shadows of Change Content Additions – Part 2: Tzeentch","CanonicalTitle":"patch-4-2-shadows-of-change-content-additions-–-part-2-tzeentch","Picture":"https://medias.community.creative-assembly.com/blogs/twwh3_soc_update_tzeentch_800x380.jpg","PictureGradientColor":"#000000","Preview":"","Content":"<p>Hi everyone,</p><p><br></p><p>Before I get into the details on the new additions for Tzeentch, I wanted to talk to you about the release date and where we are as of today. The team are still working flat out to finish things up and we found a few things at the start of this week that we need to address before handing things over to you.</p><p><br></p><p>I’m really pleased to say that the team is making great progress through these last few changes and we are still on track to release to you later this month, but the release won’t be this week (which we had originally been trying really hard to hit). I’ll be back later this week with more information on the extra characters and units coming to Kislev, as well as to update you further on the release plans.</p><p><br></p><p>Before we dive straight into things, if you haven’t read the last blog entry which focused on Grand Cathay, you can do so&nbsp;here.</p><p><br></p><p>Right, onto the fun stuff!</p><p><br></p><p><br></p><p style=\"text-align: center\"><span style=\"font-family: Impact, Charcoal, sans-serif; font-size: 60px; color: rgba(36, 36, 36, 1)\">TZEENTCH ADDITIONS</span></p><hr><p><br></p><p>Listening to your feedback on characters and units which you have shared with us since the release of Shadows of Change, we have focused on improving the melee offering at Tzeentch’s disposal for their Lords and Heroes. Tzeentch armies have always heavily leaned on magic but we understand having those hard-hitting frontline generals and heroes are important in balancing out your armies. This is exactly what we have added to the roster for you in the form of the Chaos Lord of Tzeentch and the Exalted Hero of Tzeentch. We have also taken the opportunity to add a further two new units into the DLC for Tzeentch, which I’ll cover below.</p><p><br></p><p>To broaden the connection between Tzeentch and the Beastmen which we first established with the introduction of the Tzaangors in the DLC’s original release, we are now adding Centigors of Tzeentch. Having additional Chaos aligned Beastmen in the Tzeentch roster is something that we always wanted in order to best represent the various forms of Chaos, and the Centigors of Tzeentch will pack quite the bestial punch on the field of battle for you.</p><p><br></p><p>We also heard your feedback on the appearance of our Tzaangors in game and your expectations of them having beaks. To be clear, in the Warhammer Fantasy Battles universe, Tzaangors don’t have beaks. Instead, they much more closely resemble the appearance of a classic Gor from the Beastmen roster, which have a brutal and bestial look with teeth and jaw rather than an avian (bird)-like appearance. Rather than being a separate, offshoot species of Beastmen, they are instead Gor who have sworn allegiance to the Lord of Change.</p><p><br></p><p>Our second addition comes in the form of the Daemonic flying Changebringers, a classic Tzeentch unit from the Storm of Chaos book released way back in 2004. These Flamers ride Discs of Tzeentch into battle, making them a fast and fearsome opponent. As with all the additions, I’ll cover them in greater detail below.</p><p><br></p><p>So, let’s get to it!</p><p>&nbsp;</p><p><span style=\"color: rgba(36, 36, 36, 1); font-size: 24px\"><strong>Chaos Lord of Tzeentch (Lord)</strong></span></p><p><br></p><p>Having created a variety of Marked characters and units with the release of Champions of Chaos for the Warriors of Chaos to field, we really wanted to come back and flesh out some of the missing cast, giving you the options to create the ultimate Chaos army that you have always wanted.</p><p><br></p><p>So just like with those mentioned units, the Chaos Lord of Tzeentch will be available for both Tzeentch and the Warriors of Chaos races.</p><p><br></p><blockquote><p>“Those few who succeed upon the twisting path of Tzeentch become the most otherworldly of all Chaos Champions. They are blessed with both exceptional warrior skills and the arcane powers of the Lord of Magic. This deadly combination makes them cunning leaders and lethal warriors who command their armies with uncanny presence.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530749985.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750234.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530751260.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750895.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><p>The Chaos Lord of Tzeentch is built for combat. Carrying his trusty halberd it makes him adept at fighting monsters and larger creatures. He can certainly go toe to toe with some of the biggest foes the Warhammer world has to offer. He’s also great at holding his ground through the use of his Expert Charge Defence and Charge Reflection passive abilities.</p><p><br></p><ul><li>Marked by Tzeentch&nbsp;– A master of the mind, the Chaos Lord of Tzeentch benefits from the Mark of Tzeentch, which grants him magical attacks and a barrier by default.</li><li>The True Power&nbsp;– Armed with a heavy suit of Chaos armour, a towering shield and a magical Halberd, the Chaos Lord of Tzeentch is a defensive juggernaut who excels in fighting large targets, especially when mounted on a Disc of Tzeentch (essentially becoming a character-level Doom Knight).</li><li>Disciple of Tzeentch&nbsp;– As a powerful tyrant and fearsome leader, the Chaos Lord of Tzeentch inspires his followers and emboldens their resolve. By using the ”Change or Die!” ability (which is a Tzeentchian twist on “Stand or Die!”), he can improve the Leadership and Damage Resistance of nearby friendly troops. He also makes use of the “Paragon of Change” ability, which recharges the barrier of nearby allies.</li></ul><p><br></p><p><strong>Mounts:</strong></p><p><br></p><ul><li>Chaos Steed, Chaos Chariot &amp; Disc of Tzeentch</li></ul><p><br></p><p><strong>Available to:</strong></p><p><br></p><ul><li>Tzeentch &amp; Warriors of Chaos</li></ul><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Exalted Hero of Tzeentch (Hero)</span></strong></span></p><p><br></p><p>When we started the process of finding a suitable model to best represent this character, we knew we wanted to do something a little different and special. So, we went back, really far back into the Warhammer archives looking at the various depictions Tzeentch’s champions have taken the form of.</p><p><br></p><p>Needing to be a melee focused character one model really stood out, which I’m lucky to say I even have in my collection (and really need to paint); the Tzeentch Champion with two swords from the early 90’s.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530749816.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><blockquote><p>“The Exalted Heroes of Tzeentch are ostensibly the most bizarre and macabre of the Lord of Change’s mortal servants. Their armour is typically Tzeentchian, inlaid with bands of gold and bluish-silver and assembled from strangely curving components, but it is the God of Magic’s generous gift of two extra heads that sets His Exalted Heroes apart from others on the battlefield. It is a change that irrevocably affects the mind, splitting a Hero’s mortal personality into three conniving extremes. With eyes sealed shut, the central head jeers the whims of the two other personalities dwelling in the leering cyclopean heads on either side. Yet with a singular will, the creature swings its weapon with Tzeentch-imbued strength.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750190.png\" alt=\"\" class=\"fr-fic fr-dii\">&nbsp;</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530751364.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>The Exalted Hero is a melee specialist, using his magical attacks and high weapon strength to get into the thick of the action. He is armed with a mighty halberd to be in keeping with the rest of our Tzeentch roster, rather the dual swords that this character takes inspiration from in its miniature form. He has solid melee defence that will sustain him long into the fight. Just like his Lord counterpart, he is adept at taking a charge with Expert Charge Defence and Charge Reflection passive abilities.</p><p><br></p><ul><li>Marked of Tzeentch – The Exalted Hero of Tzeentch benefits from the mark of Tzeentch, which grants him magical attacks and a barrier by default.</li><li>Anti-Large Specialist – The Exalted Hero of Tzeentch carries a Magical Halberd, which allows him to reliably duel monstrous infantry.</li><li>Opportunist – Always scheming and seeking a path to greater glory, the Exalted Hero of Tzeentch takes command if the lord is slain, bolstering the leadership of the army as he assumes command.</li></ul><p><br></p><p><strong>Mounts:</strong></p><p><br></p><ul><li>Chaos Steed, Chaos Chariot &amp; Disc of Tzeentch</li></ul><p><br></p><p><strong>Available to:</strong></p><p><br></p><ul><li>Tzeentch &amp; Warriors of Chaos</li></ul><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Centigors of Tzeentch (Unit)</span></strong></span></p><p><br></p><p>As mentioned earlier, our thoughts here were to expand on the connection Chaos has across its many followers, and in this case, Tzeentch. Using the Chaos Marks system, we opted for the Centigors to provide bestial cavalry to add versatility to what is normally quite a missile and magic heavy focused army.</p><p><br></p><p>Like with the Tzaangors, these creatures have been developed based on the setting of Warhammer Fantasy Battles. So, no beaks or other things that you might associate with Tzeentch in Age of Sigmar, in keeping our content true to the source material. Just like the Tzaangors this unit will be available to both Tzeentch and Beastmen races to play with and the team and I have plans for how we can improve the offering of further Chaos Marked Beastmen for you in the future.</p><p><br></p><blockquote><p>“Beastmen are creatures of pure Chaos, and so tend to exalt all four Ruinous Powers equally. However, sometimes a she-gor spawns a whelp that is clearly a chosen one of the Changer of Ways, its fur patterned with the Mark of Tzeentch, or its horns curling to form His unholy symbol. These Centigors are as bitter and spiteful as their non-Tzeentchian kin, with a stronger resentment for their own clumsy, awkward nature, and harbouring a deep jealousy of creatures whose minds and bodies are better matched. This feeds their arcane rage and makes them much more dangerous – having been touched by Tzeentch, this is likely no coincidence.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750300.png\" alt=\"\" class=\"fr-fic fr-dii\"> <img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530751604.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><p>A fast and hard-hitting unit, the Centigors of Tzeentch carry great weapons offering armour piercing power to take on tougher opponents. Carrying the Mark of Tzeentch grants them magical attacks and barrier.</p><p><br></p><ul><li>Unholy Combination&nbsp;– Combining the Mark of Tzeentch with the Centigor statline makes for a fast, vanguard-deploying, barrier-attuned bestial cavalry unit that benefits from standard Beastmen abilities such as Rowdy and Primal Fury.</li><li>Great Weapons&nbsp;– The Centigors of Tzeentch wield armour piercing Great Axes, which have been magically imbued, making this an effective unit when up against Daemons and Ethereal units.</li><li>Arcane Charge&nbsp;– Initially introduced with the Tzaangors, this ability has also been adopted by the Centigors, offering more synergy with Tzeentchian spellcasters.</li></ul><p><br></p><p><strong>Available to:</strong></p><p><br></p><ul><li>Tzeentch &amp; Beastmen</li></ul><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Changebringers (Unit)</span></strong></span></p><p><br></p><p>Last but by no means least are the Changebringers, a unit of Flamers which fly across the battlefield on Discs of Tzeentch. These horrors will help Tzeentch quickly reach their enemies in battle and keep the pressure on from above.</p><p><br></p><blockquote><p>“Flamers are capable of a fair turn of speed, expelling gaseous ichor through the fungoid ‘skirt’ at their base to bound and leap across the ground with considerable mischievous gusto. A Flamer uses its blazing limbs to hurl bolts of magical flame at the foe. This is not fire in its truest sense, but a roiling cloud of Chaos energy. It does not burn, but warps reality. A Flamer’s victim might briefly feel invigorated, before collapsing into a writhing puddle of flesh.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530749925.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750349.png\" alt=\"\" class=\"fr-fic fr-dii\"> <img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711530750437.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><p>A step up from your normal Flamers of Tzeentch, Changebringers have the manoeuvrability, speed and agility to be able to fly across the battlefield, whilst ignoring the terrain and any penalties they may cause. But, if need be, their increased charge bonus will help them with making the first move.</p><p><br></p><ul><li>Shock and Awe&nbsp;– Changebringers are one of the ultimate expression of the chaotic nature of Tzeentch. Flamers of Tzeentch (which are comparatively slow and lumbering units) take to the skies, benefitting from greatly increased manoeuvrability.</li><li>Death from Above&nbsp;– Changebringers can rain down Tzeentchian fire from above, making them one of the best flying missile units in the game.</li><li>Flamers of Tzeentch&nbsp;– Being Flamers of Tzeentch at their core, the Changebringers benefit from the usual hallmarks of this unit. Armour Piercing, Flaming Attacks and Warpflame are all present; however, due their newfound mobility, Changebringers don’t have quite as much of a barrier when compared to their ground-based kin.</li></ul><p><br></p><p><strong>Available to:</strong></p><p><br></p><ul><li>Tzeentch &amp; Daemons of Chaos</li></ul><p><br></p><p>⬥ &nbsp; &nbsp;⬥ &nbsp; &nbsp;⬥</p><p><br></p><p>Thanks for reading, and I’ll be back later this week with my final blog on the great nation of Kislev and the new characters and units they’ll be receiving as part of Patch 4.2.</p><p><br></p><p><span style=\"color: rgba(36, 36, 36, 1)\">—</span><strong><span style=\"color: rgba(36, 36, 36, 1)\">Rich Aldridge (Game Director) &amp; the <em>Total War: WARHAMMER</em> Team</span></strong></p>","Videos":"","RootUrl":"/total-war/total-war-warhammer/blogs/4-patch-4-2-shadows-of-change-content-additions-–-part-2-tzeentch","IsSticky":false,"IsHighlight":false,"DatePublication":"2024-03-28T14:28:50.943767","DeletedAt":null,"CommentsCount":0,"ViewsCount":1457,"User":{"PasswordReset":null,"Username":"CA_KingGobbo#4380","Email":null,"Id_Role":0,"Role":null,"Type":null,"G2GScore":null,"Signature":null,"Description":null,"IsPublic":null,"IsModerated":null,"IsBanned":null,"IsConfirmed":null,"IsFollowed":false,"IsFriend":false,"IsCookiePopupSeen":false,"UnreadNotifications":null,"UnreadDiscussions":null,"PostsCount":null,"ThreadsCount":null,"IdeasCount":null,"TutorialsCount":null,"VoteCommentsCount":null,"BlogCommentsCount":null,"QuestionsCount":null,"AnswersCount":null,"BadgesCount":null,"AvatarsCount":null,"TitlesCount":null,"BadgeRanking":null,"ScoreRanking":null,"InfractionScore":null,"SteamId":null,"SteamAvatar":null,"SteamName":null,"SteamCheck":null,"TwitchId":null,"TwitchAvatar":null,"TwitchName":null,"TwitchCheck":null,"Survey":0,"GroupCount":null,"GroupDate":null,"SteamLastCheck":null,"TwitchLastCheck":null,"LastActivityAt":null,"LastPostedAt":null,"Links":null,"Titles":"Staff;Godslayer","AvatarUrl":"https://medias.community.creative-assembly.com/avatars/portraits/Untitled_design__2_.png","BannerUrl":null,"Tag":null,"IsBlocked":false,"IsBlockable":false,"BatchStatus":null,"Badges":null,"Roles":null,"InfractionPoints":null,"Bans":null,"Blocks":null,"Connects":null,"UserAgeGate":null,"Id":50,"CreatedAt":"2023-10-03T08:05:08.574224","UpdatedAt":null},"LastView":null,"CountPerMonth":null,"Year":null,"Month":null,"LastUnreadCommentId":null,"LastUnreadCommentPosition":null,"HasParticipated":false,"HasSubmittedForm":false,"HasSubmittedCompetitionParticipation":false,"IsRead":false,"IsNew":false,"IsCommentRead":null,"ContextCommentsCount":null,"ContextViewsCount":null,"HasForm":false,"Form":null,"FormPicture":null,"HasCompetition":false,"CompetitionId":null,"Studio":null,"Universe":null,"LastComment":null,"Tags":null,"Id":4,"CreatedAt":"2024-03-27T09:24:19.398994","UpdatedAt":"2026-08-24T10:01:03.57911"},{"Id_Studio":1,"Id_Universe":2,"Id_User":50,"Id_Last_Comment":null,"IsDeleted":null,"IsPublished":null,"IsCrossUniverse":false,"ReadyToBePublished":true,"Title":"Patch 4.2 Shadows of Change Content Additions – Part 3: Kislev","CanonicalTitle":"patch-4-2-shadows-of-change-content-additions-–-part-3-kislev","Picture":"https://medias.community.creative-assembly.com/blogs/twwh3_soc_update_kislev_800x380.jpg","PictureGradientColor":"#000000","Preview":"","Content":"<p>Hi all, I’m back with the final update on the unit additions we’re bringing to Shadows of Change.</p><p><br></p><p>Hopefully you’re all up to date with the changes that are coming to Grand Cathay and Tzeentch as a part of Patch 4.2. But if you missed anything you can check out those updates by clicking the images below:</p><p><br></p><table class=\"fr-dashed-borders\"><tbody><tr><td><p><a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/3\" target=\"_blank\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_cathay_800x380.jpg\" class=\"fr-fic fr-dib\"></a></p></td><td><p><a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/4\" target=\"_blank\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/twwh3_soc_update_tzeentch_800x380.jpg\" class=\"fr-fic fr-dib\"></a></p></td></tr></tbody></table><p><br></p><p>Before I get into all the details about what to expect with Kislev, I’m excited to confirm that Patch 4.2 will launch on <strong>Thursday, February 22</strong>.</p><p><br></p><p>As I alluded to in our last blog on Tzeentch, the team have been working hard to get this exciting new content into your hands and we can’t wait to hear what you think. Next week, we’re thrilled to say that Black Library author David Guymer is back with a brand new short story on the Witch of Kislev, and on Wednesday, we’ll be publishing the full Patch Notes for Patch 4.2 so that you can get caught up on what to expect when this all new content drops for Shadows of Change.</p><p><br></p><p>Let’s get to it!</p><p><br></p><p><span style=\"font-size: 36px; color: rgba(36, 36, 36, 1); font-family: Impact, Charcoal, sans-serif\">Kislev 8th Edition Lore &amp; IP</span></p><p><br></p><p>If like me you’ve grown up with Warhammer and been a long-time fan, seeing Kislev given new characters and units at the launch of Total War: WARHAMMER III was a special moment. Likewise with the additions of Mother Ostankya, Hag Witches and other units in Shadows of Change.</p><p><br></p><p>This new, uncharted ground for the faction, was one that we worked closely with Games Workshop on, from before the release of&nbsp;Total War: WARHAMMER III&nbsp;and through the development of Shadows of Change. Games Workshop took us through their various designs, concepts, and deep dives into the new and updated lore that they had created for Kislev.</p><p><br></p><p>Like with many things in life, this meant some ‘out with the old and in with the new’. Mother Ostankya is a good example of this. She is Kislev’s only true Hag Mother in the new and current lore that our game is based on. She is very much her own unique character, with her own motives, desires, magical items and history. This is why you see her charge into battle atop her sled, pulled by the Things in the Woods with her cauldron, rather than more direct references to real world mythology. This new take, like with all the other additions to Kislev, is what makes them exciting and brings them in line with the other races in 8th Edition and Games Workshop lore.</p><p><br></p><p>The same is true of other parts of past Kislev lore. The distinct Ungol and Gospodar split within Kislev is something that is no longer at the forefront of Kislevite lore, instead taking a back seat to allow us to tell new stories with the faction. There are still nods to this – the horse archers already in the game, for example – but there won’t be more implemented into our game now or moving forwards.</p><p><br></p><p>You can think of Kislev in a similar way to the books and resources that we use from Games Workshop in making our game. We focus on the newest army books (8th Edition or as close to as possible) and miniatures, rather than adding things from the early editions, RPG books, old miniatures or peripheral novels and supplements that no longer embody the core nature of the character, race, environment, etc. By doing this, we ensure that we’re showing you the most authentic version of the Warhammer world possible!</p><p><br></p><p>I hope this explains much more of our thinking, how we go about things and how we look to best represent the most current version of the lore in our game. So now let’s get to it and run you through the changes that are coming to Kislev as part of Patch 4.2.</p><p><br></p><p><br></p><p style=\"text-align: center\"><span style=\"font-size: 60px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">KISLEV ADDITIONS</span></p><hr><p><br></p><p>I think I need to first address the elephant in the room when it comes to Kislev and the content that was offered at the launch of Shadows of Change and what wasn’t, the lack of a new spell lore for Mother Ostankya and the omission of Hag Mothers as a generic lord type.</p><p><br></p><p>I’ll start with the spell lore that we’re adding to Patch 4.2 for both Mother Ostankya and her Hag Witches to make full use of. “The Lore of the Hag” will be comprised of six new spells and a lore attribute focused on both hexing enemy units and overcasting to bless your own. I’ll go into more detail on what each spell does in the section below.</p><p><br></p><p>Coming back to the Hag Mothers now, as previously mentioned there is only one “Hag Mother” in the current lore of Kislev as told by Games Workshop and this is Mother Ostankya herself. This lore is very new as is Mother Ostankya herself in the IP, so I want to inform you as best as I can to share with you who she is, how she aids Kislev and why there are no other Hag Mothers in the lore or our game.</p><p><br></p><p>Mother Ostankya is a character of great importance to many Kislevites acting as a guardian of the land in times of great peril, but also to be wary of and not cross to avoid her wrath. It is her magic that is wielded in battle both by herself and her Hag Witches and her unstoppable force that brings both man and nature to fight for her cause and that of Kislev’s. With the exception of Mother Ostankya herself, the few other Hags of Kislev are not generals – they have no interest in leading armies themselves! Instead, they help enact Mother Ostankya’s will through aiding Kislev’s other leaders and their forces.</p><p><br></p><p>With this new lore in mind and staying as close and true to it, we needed to look for other Generic Lord option for Kislev to field instead of Hag Mothers and I think we came up with a good option thanks to Games Workshop’s help and guidance; the Druzhina.</p><p><br></p><p>More on him later. Let’s first take a look at the Lore of the Hag as I promised you and show you what fun new tricks Mother Ostankya has at her disposal.</p><p>&nbsp;</p><p><span style=\"font-size: 36px; color: rgba(36, 36, 36, 1); font-family: Impact, Charcoal, sans-serif\">Lore of the Hag (Spell Lore)</span></p><p><br></p><p>Available to both Mother Ostankya and Hag Witches, “The Lore of the Hag” features six new spells and a new lore attribute. The spell lore is focused primarily on disrupting and hexing enemy units, but with a twist, as when overcasting these spells, they become augments that you can use on your own forces! This compliments Mother Ostankya’s campaign mechanics of curses and blessings to provide more ways to play with this unique character in battle.</p><p><br></p><blockquote><p>“The Hag Witches draw from the power from the woodlands, fens and oblasts of Kislev, holding those who stray into them terminally accountable. Incantations and curses take shape to summon forth the spirit-magic of the land, blessing the Kislevites who fight for it and cursing those who may see it harmed.”</p></blockquote><p><br></p><p><span style=\"font-size: 24px\"><strong><span style=\"color: rgba(36, 36, 36, 1)\">Lore Attribute</span></strong></span></p><p><br></p><p><strong><span style=\"font-size: 18px\">Fate of the Interlopers - Area of Hexes</span></strong></p><p><br></p><p><em>“Those trespassing upon this ground soon find their fate is completely sealed; their end decided.”</em></p><p><br></p><ul><li>Fate of Interlopers activates every time a lore of the Hag spell is cast. It provides a debuff to enemy units whilst buffing your own troops simultaneously.<ul><li>Curse&nbsp;– Minor decrease of Leadership</li><li>Blessing&nbsp;– Increases Spell Resistance</li></ul></li></ul><p><br></p><p><span style=\"font-size: 24px; color: rgba(36, 36, 36, 1)\"><strong>Spells</strong></span></p><p><br></p><p><span style=\"font-size: 18px; color: rgba(36, 36, 36, 1)\"><strong>The Forbidden Fens</strong></span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/lore-of-the-hag-spells.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p><em>“The Hag beseeches ethereal forces deep underground to seep upwards and hamper the progress of her enemies, draining all momentum from them.”</em></p><p><br></p><ul><li>Curse – The Forbidden Fens<ul><li>Area of Hexes&nbsp;– Negatively affects enemies Speed, Charge Speed and Vigour.</li></ul></li><li>Blessing – Whispers in the Woods<ul><li>Areas of Augments –&nbsp;Positively affects allied Speed, Charge Speed, Vigour, whilst granting Strider &amp; Unspottable.</li></ul></li></ul><p><br></p><p><span style=\"color: rgba(36, 36, 36, 1); font-size: 18px\"><strong>Witchbrew</strong></span></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/lore-of-the-hag-witchbrew.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p><em>“The Hag’s cauldron erupts in a bubbling crescendo, splashing its contents – and the Motherland’s boundless wrath – all over her hopeless enemies.”</em></p><p><br></p><ul><li>Curse – Witchbrew<ul><li>Breath&nbsp;– Damages units in its path and applies the poison contact effect.</li></ul></li><li>Blessing – Witchbroth<ul><li>Breath –&nbsp;Damages units in its path applies a contact effect to friendly units, which heals them, boosts their Vigour and making them Immune to Enemy Contact Effects.</li></ul></li></ul><p><br></p><p><strong><span style=\"color: rgba(36, 36, 36, 1); font-size: 18px\">Curse of the Ancient Witch</span></strong></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/lore-of-the-hag-ancient-witch.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p>“A hooded figure summoned by the Hag whispers words of terror, both mortal and immortal, to those who should never, ever have gone wandering in the woods…”</p><p><br></p><ul><li>Curse – Curse of the Ancient Witch<ul><li>Hex&nbsp;– Negatively affects enemies Missile Block Chance, Armour and will spread to nearby enemies within the spells spread range.</li></ul></li><li>Blessing – Blessing of the Ancient Witch<ul><li>Augment –&nbsp;Imbues Magical Attacks, positively enhances Armour-Piercing Missile Damage, Base Missile Damage &amp; Reload Skill.</li></ul></li></ul><p><br></p><p><strong><span style=\"color: rgba(36, 36, 36, 1); font-size: 18px\">Vengeance of Spirits</span></strong></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/vengeance-of-spirits-1.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p>“The Hag channels a malevolent spirit into an enemy’s soul to saturate their being and gradually tear them to bloody, miniscule shreds from the inside out.”</p><p><br></p><ul><li>Curse&nbsp;–&nbsp;Vengeance of Spirits<ul><li>Area of Direct Damage&nbsp;– Damages enemies within the radius and applies the “Silence” attribute which stops affected units from being able to use abilities or cast spells.</li></ul></li><li>Blessing – Omen of Spirits<ul><li>Area of Augments&nbsp;– Enhances the flow of Winds of Magic in favour of yours or allies spellcasters, dealing damage in the process.</li></ul></li></ul><p><br></p><p><strong><span style=\"color: rgba(36, 36, 36, 1); font-size: 18px\">Cursed Cauldron</span></strong></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/lore-of-the-hag-cursed-cauldron.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p><em>“Conjured up from the Hag’s cauldron, spectral missiles shoot upwards to rain carnage down upon the foe.”</em></p><p><br></p><ul><li>Curse – Cursed Cauldron<ul><li>Vortex&nbsp;–&nbsp;A static central vortex fires out projectiles that spawn smaller moving vortexes upon impact.</li></ul></li><li>Blessing – Blessed Cauldron<ul><li>Vortex&nbsp;– The same as the above, but this vortex no longer harms friendly units that are caught in the area of effect.</li></ul></li></ul><p><br></p><p><strong><span style=\"font-size: 18px; color: rgba(36, 36, 36, 1)\">Malediction of Madness</span></strong></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/lore-of-the-hag-malediction-of-madness.png\" style=\"width: 300px\" class=\"fr-fic fr-dib fr-fil\"></p><p><br></p><p>“A sudden rush of nightmarish visions floods the victim’s psyche, driving them to a fleeting madness that debilitates even the hardiest warrior.”</p><p><br></p><ul><li>Curse – Malediction of Madness<ul><li>Hex –&nbsp;Negatively affects enemies Base Weapon Damage, Armour-Piercing Weapon Damage, Melee Attack and inflicts Rampage!</li></ul></li><li>Blessing – Incantation of Mania<ul><li>Augment –&nbsp;Increases Base Weapon Damage, Armour-Piercing Weapon Damage, Melee Attack and inflicts Rampage!</li></ul></li></ul><p><br></p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">Druzhina (Lord)</span></p><p><br></p><p>The Druzhina is a character steeped in Kislev lore, a lesser noble that lives beyond the walls of Kislev’s great cities and tends to his own lands and his people. Ever ready to serve the Tzar or Tzarina, the Druzhina are well connected to the nature that surrounds them and bring with them to war items that have been handed down generation by generation.</p><p><br></p><p>They will act as a great addition to Kislev’s roster, bridging the gap that we had between the Boyars and that of Mother Ostankya in who could lead her armies.</p><p><br></p><blockquote><p>“Druzhina are drawn from minor Kislevite nobility, and consist of landowning men of sufficient means that they can afford a horse, armour and weapons with which to defend the Motherland when called upon by the Tzar. As is befitting of members of the establishment, Druzhina have disdain for city-dwellers, and are keen on preserving the rural hierarchy that provides their power and status, but are also self-sufficient, resourceful and have a healthy attitude to the very real likelihood they will be killed during military service. The Druzhina’s main weapon of choice is the Great Axe – very nasty, when swung with conviction! – yet they also carry a bow.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537151549.png\" alt=\"\" class=\"fr-fic fr-dii\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537152044.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>Despite being a faction of Hybrid units, Kislev has lacked a truly Hybrid lord-type character to sit in between the melee-focused Boyar and the magic-focused Ice Witch. The Druzhina subscribes to this playstyle by supporting missile lines with his abilities, whilst holding his own in melee with a powerful armour piercing great weapon.</p><ul><li>Hybrid –&nbsp;The Druzhina is able to deal significant single target damage with his bow and able to deal armour-piercing damage with his axe in melee</li><li>Missile Unit Enhancement –&nbsp;Units near to the Druzhina will benefit from increased missile stats</li><li>Ammo Replenishment –&nbsp;The Druzhina is only unit in the Kislev roster that can replenish used up ammunition for friendly units, making him an effect support character for Kislevite missile lines</li></ul><p><strong>Mounts:</strong></p><ul><li>Warhorse</li></ul><p><br></p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">The Golden Knight, Naryska Leysa (Legendary Hero)</span></p><p><br></p><p>Balancing out the Legendary Heroes on offer in Shadows of Change, meant us looking for a character to join Kislev’s ranks.</p><p><br></p><p>The Golden Knight is the champion of the Ice Queen. This is an honorary rank bestowed to the greatest warrior among the Druzhina (or occasionally in history, Boyars or even the common soldiery). Naryska is the daughter of the previous golden Knight, who died at the side of Tsar Boris. As a girl, Naryska learned swordcraft from her father, honing her skills as a warrior from the finest in the realm. Though she was derided by her peers, she stood forward as a candidate as the Guardian of the Tsarina when the Druzhina elected her father’s successor.</p><p><br></p><p>Naryska is tall and powerfully built, the physical equal of any mighty warrior. But her greatest attribute is her determination. Such is her drive, that she trains longer and more intensely than any other… and in battle she fights with a fury born of stubborn pride. In Kislev she is unmatched in combat.</p><p><br></p><p>Every Golden Knight is consecrated by the Cult of Ursun, and so Naryska bears both religious ornamentation and the favour of the Ice Court. In this way she unifies the divided church and state.</p><p><br></p><blockquote><p>“The Queen of Kislev’s champion is known as “The Golden Knight”, an honorary rank bestowed upon the finest warrior from among the ranks of the Druzhina, although Boyars or even the common soldiery have, on occasion, risen to the position. The current incumbent is Naryska Leysa, daughter of the previous Golden Knight, who was killed in battle at Tzar Boris’ side. In spite of fierce opposition from her peers, Naryska was promoted to champion on merit, for she is easily the physical equal of any man and twice as determined, having learned swordcraft from the finest practitioners in the land. On the battlefield, she is a whirlwind of furious attacks born of her stubborn, prideful nature, and unmatched in single combat.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537151862.png\" alt=\"\" class=\"fr-fic fr-dii\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537151904.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>The Golden Knight is a heavily armoured guardian hero with a focus on protecting friendly characters and buffing the resolve of her comrades nearby. Wearing a full suit of armour and wielding the powerful magical sword, Urson’s Claw, she is a bulwark which many a foe will have difficulty overcoming.</p><p><br></p><ul><li>Bodyguard –&nbsp;The Golden Knight is an exceptional protector, using her defensive abilities and stats to increase the durability of nearby friendly lords/heroes</li><li>Inspiration –&nbsp;The more damage sustained by the Golden Knight, the more determined surrounding friendly units become to fight on</li><li>Duellist – The Golden Knights durability and powerful sword allows her to go toe-to-toe with melee lords/heroes&nbsp;</li></ul><p><br></p><p><strong>Mounts:</strong></p><p><br></p><ul><li>Warhorse</li></ul><p><br></p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">Kislevite Warriors (Unit)</span></p><p><br></p><p>We’ve come to better understand that not every unit in the DLC needs to be a centrepiece monster and headed in the other direction with this new unit plugging a much needed lower tier infantry gap.</p><p><br></p><p>The Kislevite Warriors armed with their halberds are Tier 1 troops that are decent at withstanding a charge and bound by their blood will fight to the bitter end for Kislev.</p><p><br></p><p>We’ve taken inspiration in their design from older Mordheim miniatures, just like the Druzhina in creating something with a much closer feel and look to the land and woods that Mother Ostankya protects.</p><p><br></p><blockquote><p>“The grim and hardy appearance of these men of the Oblast tell tales of a lifetime of endurance. Nothing matters more to Kislevite Warriors than the defence of the Motherland against the insidious forces of the Ruinous Powers and the preservation of a way of life stretching back many centuries – tasks they undertake with grim determination and armed with razor-sharp halberds. They are deeply religious, cherishing the traditional Kislevite gods, but chiefly Ursun, the Bear-God, from whom they surely draw their strength in combat. Such men are also extremely loyal to the Tzar and his family, whom they consider to be important symbols of Kislev just as much as Father Bear himself.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537151495.png\" alt=\"\" class=\"fr-fic fr-dii\"> <img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537151979.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>Kislevite Warriors are halberd-wielding infantry that occupy a low price point within the Kislev roster. Because they don’t pay the tax of being a hybrid unit, Kislevite Warriors have more entities than a standard Kislivite infantry unit, which makes them an effective meat shield for the rest of your army.</p><p><br></p><ul><li>Cheap&nbsp;– Kislevite Warriors are the cheapest true melee unit of the Kislev roster, making them a great pick in the early game</li><li>Anti-Large –&nbsp;Kislevite Warriors wield halberds which are great at combating monstrous infantry such as Trolls</li><li>Front Line Troops&nbsp;–&nbsp;With more entities than any other Kislev infantry unit, the Kislevite Warriors serve as a decent screen for your missile infantry.</li></ul><p><br></p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">Frost Wyrm (Unit &amp; Mount)</span></p><p><br></p><p>You may recognise this name if you have ever ventured into Norsca or played a campaign of theirs. Now called a Chaos Frost Dragon the Norscan unit is very different to Kislev’s true Frost Wyrm. A hulking flightless beast, deadly in combat with its massive fanged jaws, scything claws and a vicious lashing tail.</p><p><br></p><p>The Frost Wyrm acts as both an individual unit, or a mount for Katarin or her Ice Witches.</p><p><br></p><blockquote><p>“Frost Wyrms are creatures of magic who primarily roost in the Crags of Shargun. Swift and sinuous, who sleep away the warmest parts of the year in hibernation, venturing out onto the oblast to hunt prey when the weather is at its coldest. Their natural prey are the wandering herbivorous beasts which are easily devoured whole by an adult Frost Wyrm In times of famine they have been known to consume Chaos beasts too, taking savage delight in chomping down a Troll or Minotaur when the need arises.</p><p>Beings of Ice Magic, Frost Wyrms are naturally aligned to the witches of the Ice Court. In desperation an Ice Witch will travel to the Crags and beseech the slumbering Wyrms for aid and it is not unknown for a Frost Wyrm to answer their calls in times of coldest winter. The Ice Queen’s power is such that winter travels where she does – and no Frost Wyrm would ever refuse her.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537150648.png\" alt=\"\" class=\"fr-fic fr-dii\"><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537150756.png\" alt=\"\" class=\"fr-fic fr-dii\"> <img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537150895.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><span style=\"font-size: 18px\"><strong>Gameplay Overview</strong></span></p><p><br></p><p>The Frost Wyrm is a deadly mid-tier Monster which can move its way across the battlefield relatively quickly for a monster of its size. With the top end of the roster getting particularly crowded, the Frost Wyrm’s power level is comparable to that of a Dark Elf War Hydra or the Stegadon of the Lizardmen. This enables it to really stand out on its own as a unique pick when compared to the Elemental Bear or Incarnate Elemental of Beasts.</p><p><br></p><ul><li>Fast –&nbsp;The Frost Wyrm is a fast for a creature of its size, which enables it to manoeuvre into position quicker than most</li><li>Frostbite – The Frost Wyrm utilises the Frostbite contact effect, slowing enemies that it attacks&nbsp;</li><li>Mount –&nbsp;Katarin and Ice Witches may use the Frost Wyrm as a Mount</li></ul><p><br></p><p><strong>Mount for:</strong></p><p><br></p><ul><li>Katarin, Ice Witch</li></ul><p><br></p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">Ice Court Sled (Mount - FREELC)</span></p><p><br></p><p>I can’t tell you how pleased the team are to be finally realising the Ice Court Sled in game for you all. It’s been on our wishlist like many of yours for some time since the launch of&nbsp;Total War: WARHAMMER III. Katarin will now rightly be able to nip across the snow-covered plains, hills and mountains of her lands.</p><p><br></p><p><strong><em>Note:&nbsp;</em></strong><em>Players will only need Total War: WARHAMMER III to access this piece of free content. Ownership of the Shadows of Change DLC is not required.</em></p><p><br></p><blockquote><p>“The Ice Court’s reinforced sled is drawn by mighty steeds with breath like the winter wind, and whose flanks shimmer with glittering ice crystals.”</p></blockquote><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/1711537150708.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p><strong><span style=\"font-size: 18px\">Gameplay Overview</span></strong></p><p><br></p><ul><li>Like the Wind –&nbsp;Pulled by six of the finest steeds that Kislev has to offer, the Ice Court Sled is the quickest way for Katarin to move around the battlefield.</li><li>Indomitable –&nbsp;The momentum of the sled allows it to push through enemy infantry lines with ease, making it an effective unit for disrupting and confusing enemy formations</li><li>Ice Guard Crew –&nbsp;Two members of the Ice Guard fire their bows from the sled, allowing it to also be used as a missile chariot in a pinch.</li></ul><p><br></p><p><strong>Mount for:</strong></p><p><br></p><ul><li>Katarin</li></ul><p><br></p><p>⬥ &nbsp; &nbsp;⬥ &nbsp; &nbsp;⬥</p><p><br></p><p>I hope you enjoyed learning about all the new characters, units and spells coming to Kislev, as I have an added treat for you lore lovers out there next week that I touched on at the start of this blog. We have once again partnered with Black Library novelist David Guymer to bring you a wonderful dark tale “Things in the Wood”, taking a closer look at Mother Ostankya and the kingdom of Kislev. Total War Account holders, please keep your eyes peeled for news in your inbox from Monday.</p><p><br></p><p>So, now you’ve heard all about all the new additions, the team wanted to gather together the content in its entirety to show you just what the Shadows of Change offering looks like now in comparison to launch.</p><p><br></p><p>BEFORE:</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/soc_update_before_v01-1.png\" class=\"fr-fic fr-dib\"></p><p><br></p><p>AFTER:</p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-kinggobbo-4380/soc_update_after_v02-1.png\" class=\"fr-fic fr-dib\"></p><div><br></div><p><br></p><p>That’s it for now, thank you for your ongoing support and feedback. The team and I are super excited for the future and will be talking to you more on what’s next in the not too distance future for&nbsp;Total War: WARHAMMER III.</p><p><br></p><p>For Sigmar!</p><p><br></p><p>—<strong>Rich Aldridge (Game Director) &amp; the&nbsp;</strong><em><strong>Total War:</strong></em><strong><em>&nbsp;WARHAMMER</em> Team</strong></p>","Videos":"","RootUrl":"/total-war/total-war-warhammer/blogs/5-patch-4-2-shadows-of-change-content-additions-–-part-3-kislev","IsSticky":false,"IsHighlight":false,"DatePublication":"2024-03-28T14:29:52.806355","DeletedAt":null,"CommentsCount":0,"ViewsCount":2189,"User":{"PasswordReset":null,"Username":"CA_KingGobbo#4380","Email":null,"Id_Role":0,"Role":null,"Type":null,"G2GScore":null,"Signature":null,"Description":null,"IsPublic":null,"IsModerated":null,"IsBanned":null,"IsConfirmed":null,"IsFollowed":false,"IsFriend":false,"IsCookiePopupSeen":false,"UnreadNotifications":null,"UnreadDiscussions":null,"PostsCount":null,"ThreadsCount":null,"IdeasCount":null,"TutorialsCount":null,"VoteCommentsCount":null,"BlogCommentsCount":null,"QuestionsCount":null,"AnswersCount":null,"BadgesCount":null,"AvatarsCount":null,"TitlesCount":null,"BadgeRanking":null,"ScoreRanking":null,"InfractionScore":null,"SteamId":null,"SteamAvatar":null,"SteamName":null,"SteamCheck":null,"TwitchId":null,"TwitchAvatar":null,"TwitchName":null,"TwitchCheck":null,"Survey":0,"GroupCount":null,"GroupDate":null,"SteamLastCheck":null,"TwitchLastCheck":null,"LastActivityAt":null,"LastPostedAt":null,"Links":null,"Titles":"Staff;Godslayer","AvatarUrl":"https://medias.community.creative-assembly.com/avatars/portraits/Untitled_design__2_.png","BannerUrl":null,"Tag":null,"IsBlocked":false,"IsBlockable":false,"BatchStatus":null,"Badges":null,"Roles":null,"InfractionPoints":null,"Bans":null,"Blocks":null,"Connects":null,"UserAgeGate":null,"Id":50,"CreatedAt":"2023-10-03T08:05:08.574224","UpdatedAt":null},"LastView":null,"CountPerMonth":null,"Year":null,"Month":null,"LastUnreadCommentId":null,"LastUnreadCommentPosition":null,"HasParticipated":false,"HasSubmittedForm":false,"HasSubmittedCompetitionParticipation":false,"IsRead":false,"IsNew":false,"IsCommentRead":null,"ContextCommentsCount":null,"ContextViewsCount":null,"HasForm":false,"Form":null,"FormPicture":null,"HasCompetition":false,"CompetitionId":null,"Studio":null,"Universe":null,"LastComment":null,"Tags":null,"Id":5,"CreatedAt":"2024-03-27T11:24:51.34163","UpdatedAt":"2026-08-23T12:35:52.307184"},{"Id_Studio":1,"Id_Universe":2,"Id_User":51,"Id_Last_Comment":322,"IsDeleted":null,"IsPublished":null,"IsCrossUniverse":false,"ReadyToBePublished":true,"Title":"FEATURE FOCUS #2: DAMAGE (PART 1)","CanonicalTitle":"feature-focus-2-damage-part-1","Picture":"https://medias.community.creative-assembly.com/blogs/twwh3_design_feature_focus_2_G2G.jpg","PictureGradientColor":"#000000","Preview":"","Content":"<p><strong><em>[Originally posted July 13th, 2023]</em></strong>&nbsp;</p><p><br></p><p>Greetings!</p><p><br></p><p>In <a href=\"https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/11-feature-focus-1-elevation\" target=\"_blank\">our first Feature Focus</a> we took a close look at the impact of Elevation in Total War. In this piece we’ll be examining ‘damage’ in similar detail, and it’s a hefty topic to say the least – so much so, in fact, that we’re breaking it down into two parts.</p><p><br></p><p>In Part 1 we cover some of the fundamental aspects of damage in Total War, as a clear understanding of these is the key to ensuring that you’re making the correct tactical decisions in battle.</p><p><br></p><p>Ready? Tool up!</p><p>&nbsp;</p><p><span style=\"color: rgba(36, 36, 36, 1); font-family: Impact, Charcoal, sans-serif; font-size: 36px\">Damage 101</span></p><p><br></p><p>At the core of all combat interactions, there are two types of damage: ‘Base’ and ‘Armour-Piercing’.</p><p><br></p><p>Base damage is affected by armour, while Armour-Piercing (AP) ignores it.</p><p><br></p><p>Damage is dealt in discrete chunks through weapon strength, missile weapon strength, explosions and even vortices. All of these damage methods contain an amount of both Base and AP damage, which is carefully balanced and configured across units and abilities within the game.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-pingu-2295/1711640644238.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>To help us talk about the various steps of a damage calculation, we’ll run a practical test with a unit of Bretonnian Foot Squires charging a unit of Empire Spearmen.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-pingu-2295/1711640644261.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>When the Foot Squire entity swings, there’s actually a fair amount of maths going on, so we’ll work through the process step by step.</p><p><br></p><p>First, we must determine if the attack actually hits. This starts with determining what the effective hit chance of the attacker is. The base chance for an attack to hit is 35% before modifiers, so let’s get modifying.</p><p><br></p><p>We add the Foot Squires melee attack of 26.</p><p><br></p><p>The Spearmen are small entities, and Foot Squires have 12 bonus vs Infantry, so we add a further 12.</p><p><br></p><p>The Foot Squires are charging, and this is the first attack being made during a charge, so we can assume all of the units’ charge bonus is added as well for a further 18.</p><p><br></p><p><em>NOTE: Further attacks will have a lower bonus from the charge as this value decays linearly over 13 seconds after the successful charge. For example, they would only gain 9 if the next attack was made exactly 6.5 seconds after the charge.</em></p><p><br></p><p>35 + 26 + 12+ 18 = 91%! <strong>Huge!</strong></p><p><br></p><p>Now we subtract the defender’s melee defence. Empire Spearmen have 34 melee defence, so…<br>91 – 34 = 57% A bit less huge!</p><p><br></p><p>57 is the target number for our hit chance test.</p><p><br></p><p>It’s worth noting that the final hit chance can never exceed 90% or be below 8%. Another modifier that could apply here is the flank and rear penalties, which kick in when the attacking entity attacks from the left, right or rear quadrants of the target entity, respectively, causing their effective melee defence for the attack to be multiplied by 0.6 or 0.3.</p><p><br></p><p>The game now randomly picks a number between 1 and 100. If the number is equal to, or lower than, the final calculated hit chance, the hit is considered successful, and we move to resolving damage.</p><p><br></p><p>First, the damage of the attack before modifiers is 35. Split across Base and AP like so:<br>9/26.</p><p><br></p><p>This is roughly a 77% Armour-Piercing ratio, and this relationship is important because it informs what further modifiers will do.</p><p><br></p><p>As above, the Spearmen are still small entities and the Foot Squires have 12 bonus vs infantry, which also applies here to the damage.</p><p><br></p><p>The attack is going to do an additional 12 points of damage, with a 77% AP ratio adding 3.085 to Base damage and 8.914 to Armour-Piercing.</p><p><br></p><p><em>NOTE: We’ve rounded the numbers to three decimal points for your sanity! The game quantifies six decimal points during these calculations.</em></p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-pingu-2295/1711640644461.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>We now also factor in the charge bonus, adding a further 18 points of damage, again at a 77% AP ratio. Another 4.628 to Base damage, and 13.371 to Armour-Piercing damage.</p><p><br></p><p>That’s a lot of numbers, but the net result is 16.714 Base damage and 48.285 Armour-Piercing, for a total of 64.913 damage! This is where we apply the modifier for height advantage/disadvantage outlined in the previous blog, but we’ll keep it clean here and fight on levelled terra firma.</p><p><br></p><p>Alas, the Spearmen do wear at least a bit of armour. Their armour value is 30, which means that they can reduce the Base portion of the attack by a percentage value between 15% and 30% (between 0.5x and 1x the armour value, with rolling above 100% being functionally identical to rolling 100%.) A roll of 100% means the attack does no base damage whatsoever, as there is no minimum.</p><p><br></p><p>For the sake of this test, the Spearmen have rolled a value of 27.4667 against this attack, a respectable result. This reduces the 16.714 Base damage down to 12.123; a measly four points shaved off this heavily piercing attack!</p><p><br></p><p>Without any resistances to calculate, we’ve arrived at the final step, where the damage is applied to the target entity and where, mercifully, all these pesky decimals get rounded off. With a final value of 12.123 base damage (rounding to 12) and 48.285 Armour-Piercing (rounding to 48), the attack does a devastating 60 damage to the Empire Spearmen, who have a health value of 69 per entity. Nice!</p><p><br>It’s worth noticing here that the Spearmen that was hit has a miniscule 9 hit points remaining, and any further attacks are likely to blow right past that. The extra damage beyond that which is needed to kill the entity being hit is lost to the void and goes nowhere.</p><p><br></p><p>There is, in fact, such a thing as too much damage!</p><p><br></p><p>A practical thing we can see here is that a charging Foot Squire is likely to kill an Empire Spearman entity in two good thwacks with his greatsword, putting out close to twice the damage he shows on the unit info panel with his opening swings.</p><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-pingu-2295/1711640644284.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>The Spearmen who manage to strike back have their own tricks.</p><p><br></p><p>Despite only having Charge Defence vs Large, and therefore not being able to negate the Foot Squires charge bonus, they do have Charge Reflector. This means that when they strike the charging Foot Squires as they come within 3.9 seconds of their charge, the Spearmen will do double damage!</p><p><br></p><p>Unfortunately for the spearmen, they don’t really have the melee stats for this matchup. With a 31% chance to hit due to their relative attack and defence and only 6 Armour-Piercing (12 when they’re attacking the charging Squires) they’ll struggle to defeat the Foot Squires’ 70 armour. (35-70% damage reduction vs the base portion of the attack).</p><p>&nbsp;</p><p><span style=\"color: rgba(36, 36, 36, 1); font-size: 36px; font-family: Impact, Charcoal, sans-serif\">Fire, magic &amp; spells… Oh my</span></p><p><br></p><p>The fundamentals of damage application outlined here apply to almost all damage sources in the game, but there are a lot of different methods to deal damage, each with their own quirks, many of which we’ll cover in later blogs such as charge impacts! For today, however, we’ll cover a couple more key modifiers that come up in regular play.</p><p><br></p><p>First up, the three additional types a source of damage can have: Fire, Magic and Spell.</p><p><br></p><p>Fire Damage has two effects:</p><p><br></p><ul><li>The damage is modified by the target’s Fire Resistance or Weakness.</li><li>The unit is given the ‘On Fire’ status for 10 seconds, which halves incoming healing.</li></ul><p><br></p><p>Magic Damage has one effect:</p><p><br></p><ul><li>Physical Resistance does not apply to the damage.</li></ul><p><br></p><p><em>NOTE: Despite a common misconception, magical attacks do not ignore armour and are treated as regular attacks for that calculation.</em></p><p><br></p><p>Spell Damage is applied by damage from lores of magic or bound spells and has two effects:</p><p><br></p><ul><li>Physical Resistance does not apply to the damage.</li><li>Spell Resistance does apply to the damage.</li></ul><p><br></p><p><img src=\"https://medias.community.creative-assembly.com/forums/ca-pingu-2295/1711640644375.png\" alt=\"\" class=\"fr-fic fr-dii\"></p><p><br></p><p>Resistances come in several flavours: Fire, Spell, Physical, Missile and Ward Save.</p><p><br></p><p>So, let’s work our way through when and how each is applied:</p><p><br></p><ul><li>Fire Resistance is applied if the damage is flaming, and is the only resistance that can be negative, becoming a Weakness.</li><li>Spell Resistance is applied if the damage comes from a Spell. For example, Winds, Vortexes and Magic Missiles. It does not, however, include units with Magical Attacks or when weapons are granted Magical Attacks by a Spell.</li><li>Physical Resistance is applied to all damage, unless that damage is from a Magical Attack or a Spell.</li><li>Missile Resistance is applied to damage from Missiles (including magic missiles like Fireballs or Doombolts) and explosions, such as the explosion of a Mortar Shell or Searing Doom Impacts.</li><li>Ward Save is applied to all sources of damage.</li></ul><p><br></p><p>When applying resistances, they are summed together. So, let’s demonstrate that with the following hypothetical. Please note that the total value of the resistances can never exceed a final value of 90%.</p><p><br></p><p>A particularly buff man-sized rat unit has:</p><p><br></p><ul><li>20% Spell Resistance</li><li>20% Physical Resistance</li><li>20% Missile Resistance</li><li>20% Ward Save<br>and</li><li>-20% Fire Weakness</li></ul><p><br></p><p>An Iridescent Horror casts the Blue Flame of Tzeentch Spell at this unit.</p><p><br></p><p>Blue Flame is a Spell, a Missile, and also has the Flaming tag.</p><p><br></p><p>So we apply Spell Resistance, Missile Resistance, Fire Weakness and Ward Save. Physical Resistance is ignored due to being a Spell.</p><p><br></p><p>20 + 20 + 20 – 20 = 40%</p><p><br></p><p>Despite the intimidating array of resistances, the defending unit only reduces the incoming damage by 40%, maintaining a decent chunk of its initial value.</p><p>Lovely stuff.</p><p><br></p><p>Goodness, is that the time?</p><p>&nbsp;</p><p><span style=\"font-size: 36px; font-family: Impact, Charcoal, sans-serif; color: rgba(36, 36, 36, 1)\">Next up</span></p><p><br></p><p>The damage is done, but the fight isn’t over.</p><p><br></p><p>There’s a lot left to cover, but we probably could all do with a breather following that stat attack. Next time, we’ll plunger ever deeper into this topic, looking at the specific quirks of Explosions, Vortexes and Wind effects, cracking the case of how damage is applied by Large Monsters and Lords using splash attacks, and opening the forbidden box labelled ‘Game Ticks.’</p><p><br></p><p>Uh oh.</p><p><br></p><p>Please hit us with your feedback, and we’ll see you on the battlefield!</p><p><br></p><p>– The Total War Team</p>","Videos":"","RootUrl":"/total-war/total-war-warhammer/blogs/6-feature-focus-2-damage-part-1","IsSticky":false,"IsHighlight":false,"DatePublication":"2024-03-28T15:59:15.539352","DeletedAt":null,"CommentsCount":5,"ViewsCount":2626,"User":{"PasswordReset":null,"Username":"CA-Pingu#2295","Email":null,"Id_Role":0,"Role":null,"Type":null,"G2GScore":null,"Signature":null,"Description":null,"IsPublic":null,"IsModerated":null,"IsBanned":null,"IsConfirmed":null,"IsFollowed":false,"IsFriend":false,"IsCookiePopupSeen":false,"UnreadNotifications":null,"UnreadDiscussions":null,"PostsCount":null,"ThreadsCount":null,"IdeasCount":null,"TutorialsCount":null,"VoteCommentsCount":null,"BlogCommentsCount":null,"QuestionsCount":null,"AnswersCount":null,"BadgesCount":null,"AvatarsCount":null,"TitlesCount":null,"BadgeRanking":null,"ScoreRanking":null,"InfractionScore":null,"SteamId":null,"SteamAvatar":null,"SteamName":null,"SteamCheck":null,"TwitchId":null,"TwitchAvatar":null,"TwitchName":null,"TwitchCheck":null,"Survey":0,"GroupCount":null,"GroupDate":null,"SteamLastCheck":null,"TwitchLastCheck":null,"LastActivityAt":null,"LastPostedAt":null,"Links":null,"Titles":"Schemer;Staff","AvatarUrl":"https://medias.community.creative-assembly.com/avatars/portraits/twph_ca_community_design_games2gether_PFP_Tausret.jpg","BannerUrl":null,"Tag":null,"IsBlocked":false,"IsBlockable":false,"BatchStatus":null,"Badges":null,"Roles":null,"InfractionPoints":null,"Bans":null,"Blocks":null,"Connects":null,"UserAgeGate":null,"Id":51,"CreatedAt":"2023-10-03T08:17:42.771034","UpdatedAt":null},"LastView":null,"CountPerMonth":null,"Year":null,"Month":null,"LastUnreadCommentId":null,"LastUnreadCommentPosition":null,"HasParticipated":false,"HasSubmittedForm":false,"HasSubmittedCompetitionParticipation":false,"IsRead":false,"IsNew":false,"IsCommentRead":null,"ContextCommentsCount":null,"ContextViewsCount":null,"HasForm":false,"Form":null,"FormPicture":null,"HasCompetition":false,"CompetitionId":null,"Studio":null,"Universe":null,"LastComment":null,"Tags":null,"Id":6,"CreatedAt":"2024-03-27T12:57:35.025833","UpdatedAt":"2026-08-23T21:48:53.789028"}]