Warhammer latest patch notes
The recharge contexts and recharge times are also displayed in the tooltips for Active Abilities as well. This is a change that exposes more information to players using these abilities, that we hope will aid in tactical decision making.
The way active and recharging abilities were displayed in the past was fairly unintuitive, so we have changed this behaviour.
Abilities had either a red or green ring around the icon when they were active based on if they had negative debuff effects red or positive buff effects green. Also the way that the shaded radial timer on the ability icon displayed the same regardless of whether the ability was active or recharging. All in all, it was tricky to figure out whether an ability was recharging at a glance. Now, when an ability is active, it has a green ring around the icon and the shaded radial display on the button fills up.
When an ability is recharging, it will now have a red ring around the icon and the shaded radial display on the button gradually un-fills. This shaded radial and icon ring colour behaviour is now also true for passive abilities that are currently in effect or recharging as well. Our aim was to enable players to quickly tell what abilities are currently active and what is currently recharging, even if they were reading it from a static screenshot of the game.
Achieving this before was a lot trickier, but now the interaction is easier to follow. Precursor missile weapons have been improved. Although this only applies to the Chameleon Stalkers unit right now, we thought it would be worth mentioning what the interactions are, since it is a type of missile weapon that has existed for a while in the database. The Chameleon Stalkers also have a new bullet point on their unit info panel that explains this as well. Here is a quick explanation:.
In WARHAMMER II, chariots have collision volumes that cover each of the three elements that the unit consists of: the draught animals, the articulation point the point at which the chariot bends and the chariot itself. We discovered that the collision volume on the articulation point was typically a lot longer than it needed to be, so when the chariot made a turn, a whole bunch of collision would be sticking out of the side of the unit.
A lot of monstrous units have been moved around into more appropriate categories that make the roster feel a lot more intuitive to access. All of the single entity Lizardmen monsters have their own bespoke Unit Category Icons now, from the mighty Dread Saurian right down to the spiny Razordons.
This way players should be able to tell the difference between these units at a glance. All Spells and Abilities that affect Movement Speed have had their values adjusted.
This affects both positive and negative effects. This change should now make it easier to calculate the speed changes for units on-the-fly during a battle. Speed increases beyond a certain threshold for units do not always increase their speed due to animation limitations and ensuring unit cohesion when moving as a group , so this change brings the number displayed closer to reality of the speed the unit will move at.
This change should now make it easier to calculate changes in damage mitigation for units on-the-fly during a battle. All spells have now been unified to do the following damage:. The Dwarfs have been without a comparable magic system to Spells used by all other races.
The Runic Magic system has been created to bring the Dwarfs into parity with other races while keeping their playstyle unique. Total War. Beastmen reworks : There are too many to call out, but our love and respect goes out to you all! All existing Beastmen lords now lead their own, separate factions on the campaign map. Khazrak now grants Vanguard Deployment to Bestigors and Poison Attacks to Ungors Malagor now uses a hybrid Lore of Magic, and has greatly increased movement range in Beast-Paths stance Morghur grants additional buffs to Chaos Spawn, including the ability to hand them powerful banners.
He now also applies attrition to nearby enemy forces while raiding. When the Grudge bar is full, many Dwarfs will feel shame, and will choose to walk the path of the Slayer When it is low, fewer Dwarfs will feel the need to swear Slayer oaths, and the pool will replenish more slowly. Each Dwarf Legendary Lord begins play with four unique Legendary Grudges in the Dammaz Kron which inform the flow of their campaigns Thorek Ironbrow begins with eight, relating to the artifacts he needs to locate These Grudges have a higher severity rating and add a sense of progression to Grudges Legendary Grudges award considerably more Oathgold than generated Grudges and, in some cases, powerful buffs or unique Master Runes see below.
Ransom captives: Ransoms prisoners for Oathgold Drink to Victory! Province buff Take On Captives: Replenishment. Execute and loot: Oathgold Drink to Victory! Province buff. Grombrinal now begins with a Master Engineer Hero. Thane Heroes now have three new skills:. A large number of new Character Runes and Banner Runes have been added to the game. Each Runecrafting ritual in the Forge can only be performed once, but each ritual will generate three Runes for use across multiple characters.
Master Runes can also be crafted, which produces a single, powerful Rune. However, Banner Runes which benefit units in their army can also be added under the Followers, Runes and Banners pane in the in the character panel. You will also be given a casualties estimate for your forces, indicating how many troops will need to be replenished.
Unit cards that flash red while mousing over the auto-resolve button indicate that they will be wiped out. New technology effects have been added which grant all Skink units Poison Attacks and Vanguard Deployment Most Skink units now have the Quick Learner trait, reducing the amount of XP required for them to gain ranks Several building chain changes: Secondary building requirements removed from several units Saurus are now only available from Tier 2 previously Tier 1 Bastilodons and Terradon Riders are now available at Tier 2 previously Tier 3.
Small reshuffle of Norscan units within the building tree to allow for more unit variety. Here are the details of how it interacts now, based on whether Fire-At-Will is enabled or not:. If Fire-At-Will is enabled, the unit will have more flexibility to skirmish and will automatically attack any unit that is within its missile weapon range 50m for the Stalkers. This means that you can use the unit defensively if you so wish If Fire-At-Will is disabled, the unit will only fire at the target that it is explicitly ordered to attack and will only attack when charging.
The charge distance on Stalkers has been made equal to their missile weapon range, so there will be no disadvantage to being a bit more precise. The Lizardmen roster has undergone a noticeable change this time around. Manticores also have their own unique unit category icon now! Khazrak Razorgor Chariot.
Beastlord Razorgor Chariot. Bray Shaman Razorgor Chariot. Leadership 65 to 75 Charge 50 to 46 Melee Attack 36 to 34 Mass to Leadership 65 to 75 Charge 38 to 34 Melee Attack 36 to Leadership 65 to 75 Charge 34 to 32 Melee Attack 36 to Minotaurs Great Weapon. Leadership 65 to 75 Charge 44 to 40 Melee Attack 36 to Butchers of Kalkengard Minotaurs — Shields. Leadership 75 to 85 Charge 34 to 32 Melee Attack 45 to Can now be recruited like other units no longer only summoned via Lore of Beasts for Beastmen.
Cost to Hit points to Ultra unit size. The Eye of Morrslieb Cygor. Chaos Warhounds Poison. Defenders of the Fleur-de-lis Knight Errant. Melee Attack 32 to 30 Armour-Piercing damage 7 to 6. Blessed Field Trebuchet. Hellebron Dark Steed. Hellebron Cauldron of Blood.
Melee Attack 40 to 38 Melee Defence 22 to 28 Cost to Hellebron Manticore. Melee Attack 62 to 60 Bonus vs Infantry 25 to Death Hag Cauldron of Blood. Cost to Melee Attack 34 to 32 Melee Defence 22 to Braced units now get their max bracing bonus at 8 ranks deep was 6 previously Max bracing multiplier for mass from ranks was changed from 3.
Charge Defenders have had their bracing multiplier increased from 1. Fixed issues with collision models on Chariots which were causing them to be overpowered. Area of Effect spells no longer affect units outside of their effect range. Fixed an issue where entities moving into a wizard casting a magic missile spell can cause that character to cast it again.
When a mod gives foreign slots to a faction that does not have them, the game no longer crashes on load. Khazrak now gives Razorgor Chariots vanguard deployment. Taurox: Juggernaut raiding stance no longer takes away the movement range increase from razing a settlement. A maximum of 50 Rampage can be earned through a single battle now, regardless of how many are fought.
This prevents an infinite rampage bug where rampage can be gained in a single battle. General: Fixed an issue where Kadon Unleashed would not unlock when requirement conditions were met. Tuskgor Chariot mounted Heroes now count towards the hero cap. Oxyotl: Sanctum defence missions now display the correct amount. Final Quest Battle will no longer expire.
Made some minor ancillary effect tweaks globally. Supply Lines will now properly reduce when the player has no armies. Fixed an issue causing the event feed to display incorrect names and pictures in the later stages of a campaign this is not retroactive, old saves will still experience this issue. Fixed missing ritual chain buildings at some ritual sites in the vortex campaign. Faction capitals that cannot build wall buildings now receive improved tower projectiles from their main settlement chain.
Reduced income of High Elf entertainment chain. All regions should now use the correct garrison when occupied by Bretonnia. The Warlock Engineer in the garrison of Occupied Elven Colony now correctly has access to his spells. Removed chaos corruption from Altar of Ultimate Darkness.
The Nuln Gunnery School landmark now grants access to artillery unit recruitment Great cannons at tier 3! The Blazing Sun Chapter House landmark at Talabheim has been moved from tier 4 to tier 3 and the armoury requirement for Knights of the Blazing Sun has been removed.
This should generally make the knights more accessible considering their already very strict geographical limitation and they no longer share the same tier as Demigryph Knights. Fixed an issue where Skink Chiefs, Liche Priests and Necrotects would be considered as lords rather than heroes in certain scenarios.
Fixed an issue where Vampire Admirals would be considered as heroes rather than lords in certain scenarios. Confederating with another Skaven faction will now transfer ownership of their Under Empire to the player. Lokhir Felheart no longer becomes affected by the loyalty system when confederated. Skaven loyalty dilemma effects no longer apply to the entire faction.
Skullsmasherz now have mountain immunity trait. Vampire Coast factions can now globally recruit when at sea when using their Flagship Expansion army stance.
Bretonnian factions in Araby will now use the correct stances. Sword of Khaine diplomatic penalty now applies correctly to Vampire Coast, Kislev and rogue armies.
Alastair The White Lion now starts with immortality unlocked. Adjusted the passives for Skaven Regiment of Renown and tech lab units.
Unbreakable units no longer have Scurry Away and units that were previously missing Strength in Numbers and Scurry Away have received them. Warpstone Hoarder trait now also applies to Regiments of Renown and workshop variants of warpstone tech units.
The dynasty lords unlocked by Tomb King techs now have access to The Curse! Empire Knights are no longer affected by techs and skills that explicitly only mention Reiksguard. Fixed issues where certain variants of Empire characters were not affected by character buffs. Astromancer follower now applies its bonus correctly. Luthor Harkon no longer starts with a completed objective to destroy Xlanhuapec in Mortal Empires. Fixed some instances of Vampire Count garrisons being led by invalid characters.
Mousillon lord names will now display correctly. Scout Terrain will now display the correct preview of the battle map. Character names and threat indicator are now turned on by default for new campaigns. Strategic building icons obelisks will now only be shown on the campaign settlement UI bar when the faction that you are playing can build a unique building at the location. End turn sequence camera setting button and tooltip updated to show the buttons use more clearly.
Fixed inconsistent behaviour of escape key when closing panels. The character details panel will no longer close when hovering over an event message. Fixed puzzle section of puzzle events overlapping any event opened subsequently.
Fixed a rare issue where the bar at the top of the UI was significantly extended. Skaven Under Empire icon now displayed in overview map next to settlement flag.
Fixed display of embedded agent icons on campaign armies which have 4 or more different types of hero in the army. Brayherds no longer use the underway stance icon. Buildings with a five figure buildings cost will now fit into the UI on 4K resolution.
Arch Lector will no longer swing his hammer through his head when in mustering stance. Oak of Ages now has a ruined model when nuked. Malekith and Dreadlords now use armoured versions of Cold Ones as mounts in campaign.
Fixed an issue where armies could end up on top of a mountain around Oxyl following a defeat in battle. Fixed a rare instance where two Anvil of Doom mounts could be displayed for Runelords on the campaign map. Southern Spine of Sotek has 6 geomantic web connections, the connections were redistributed with other nearby provinces.
Characters will no longer clip through Hualotal when sieging the settlement. Magritta is no longer be partially submerged on the campaign map. Chotec will now be shown in the correct location on the strategic map. Settlements on Volcanic Islands will now be shown in the correct location on the strategic map.
Camera will no longer clip through the mountain on Albion. Fixed an issue whereby selecting the spell browser with Lord Kroak in the battle loaded a blank page. Fixed missing Lore icon for Lord Kroak in the spell browser. Tooltip now correctly states the reason that a building cannot be built when a settlement is under siege. Removed Extraneous descriptive factionwide text from Norscan technologies.
Fixed several instances of region names displaying in English for several non-English languages. Lothern Sea Helm achievement will now trigger in Mortal Empires. Lothern Sea Helm achievement description has been updated to state that it only unlocks when playing as High Elves. Family Feud achievement will no longer trigger when playing as Lizardmen. Fixed an issue where a white square was displayed behind The Menace Below button when playing as Clan Fester in multiplayer campaign.
Battle Bug Fixes and Improvements The melee attack and melee defense bonuses granted by veterancy have been adjusted. It no longer favors defense. Skaven tier 3 and tier 4 wall reinforcements are no longer the incorrect way around. Empire cannon towers will now correctly shoot cannonballs. Vampire Coast towers will now destroy correctly in siege battles. Necessary cookies are absolutely essential for the website to function properly. These cookies ensure basic functionalities and security features of the website, anonymously.
Cookie Duration Description cookielawinfo-checkbox-advertisement 1 year The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Advertisement". The cookie is used to store the user consent for the cookies in the category "Analytics". The cookies is used to store the user consent for the cookies in the category "Necessary".
The cookie is used to store the user consent for the cookies in the category "Other. The cookie is used to store the user consent for the cookies in the category "Performance". It does not store any personal data. Functional Functional. Functional cookies help to perform certain functionalities like sharing the content of the website on social media platforms, collect feedbacks, and other third-party features.
Performance Performance. Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors. Analytics Analytics.
Analytical cookies are used to understand how visitors interact with the website. These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc. The cookie is used to calculate visitor, session, campaign data and keep track of site usage for the site's analytics report. The cookies store information anonymously and assign a randomly generated number to identify unique visitors.
The cookie is used to store information of how visitors use a website and helps in creating an analytics report of how the website is doing. The data collected including the number visitors, the source where they have come from, and the pages visted in an anonymous form.
They register anonymous statistical data on for example how many times the video is displayed and what settings are used for playback.
0コメント