Slashing sales records at every corner, Creative Assembly haven't been coy to talk about just how surprises they are at the breakout success of Total War: Warhammer. After churning out Total War games for every available world conflict, they never expected their fantasy take on combat would come as far as it has.
With the huge Realm of the Wood Elves expansion already here, two more full games to cap off the trilogy and plans to implement over 15 factions by the end, we'll be seeing Total War: Warhammer for many years to come. And with that comes many patches, so we'll be detailing them in one handy location going forward. So here we go;
Total War: Warhammer - Bretonnia Hotfix
There's nothing like a good hotfix any any time of day, really. Unless it's one that resets all your leaderboard contributions thanks to the unstable entries potentially spurred on by 'drop-hackers'. Thanks, guys!
- The Total War: WARHAMMER multiplayer leaderboards have been reset.
- A 5% score penalty will now be applied to users caught drop-hacking from multiplayer battles (disconnecting under suspicious circumstances).
- Fix for users becoming unable to save the game, after the last chapter mission is completed on Legendary difficulty.
- Fixed a missing building chain in the Grung Zint settlement.
- All income types from Farming/Industry bonuses are now being applied correctly to all resource buildings.
- Fixed a rare crash when disbanding Heroes on the campaign map.
- Fix for Guardians of the Lady skill giving magic resistance instead of missile resistance.
- Fix for Gelt's Pegasus unlock level.
- Fix for inconsistency between Strigoi and Ghorst spells and the main lore spells.
- Chivalry is no longer gained for torturing people in during Quests.
- Updated garrison for Couronne and removed wall building chain.
- Various text, game guide and localisation fixes.
- Balance Changes
- Questing Knights
- - 8 Charge Bonus
- Foot Squires
- - 10 Leadership
- - 6 Charge Bonus
- Men-at-Arms
- + 25 Cost
- Helman Ghorsts's Vanhel Danse Macabre
- -1 Power Cost
- Strigoi's Soulblight
- +1 Power Cost
Total War: Warhammer - Bretonnia Update
Bringing a new faction alongside an angry Dwarf and an creepy vampire woman, the Bretonnia update marks the end of rapid support for Total War: Warhammer as the Creative Assembly team in-charge of additional content join those currently working on the game's massive sequel. Read what's changing down below;
Changelog:
- General
- Total War: WARHAMMER will now exit more cleanly. There were previously rare cases where the process would still be running in the background after quitting the game.
- Fixed a bug causing the game to crash with very large numbers of men in a un
- Fixed a memory leak when minimising the game with ALT + TAB in the DX12 BETA.
- Fixed a campaign crash caused by the sound manager.
- Fixed a crash that occurred when the UI Scaling setting was set above 100% on 4K Monitors.
- Redesigned front-end UI to clean up Faction Select screen and clarify the distinction between DLC and Free-LC.
- Campaign
- Improvements to Campaign AI recruitment logic.
- Rebalanced AI recruitment costs.
- Improved the HP/unit consistency in the auto-resolver.
- Rule Change: In Campaign, If a faction loses a battle and the only surviving unit is their last general, the general is killed.
- Characters who run out of Action Points / movement will grey out more consistently on the Campaign map.
Fixed a small memory leak in the Campaign UI.
- Greenskins Rebel armies now use less skirmishers.
- Reduced number of Flagellants recruited by the AI.
- Fixed a blocker in Wurrzag's Squiggly Beast Quest Chain (where Stage 3.1 would not fire).
- Reduced the accuracy of the Campaign AI assessment of player movement extents to improve game balance on lower difficulty settings.
- Dwarfs can now make grudges against Wood Elves in Campaign.
- Improved the use of "He" and "She" gender pronouns throughout the campaign text in English.
- There will now be a "Legendary Lord Available" event popup in multiplayer campaign.
- Added effects to Wurrzag's Fury of Da Prophet skill.
- Recruit Regiments of Renown Button is no longer selectable in the Grand Campaign when there are no RoR Units available for recruitment.
- Hidden HP for enemies will no longer be visible when targeting their army with a hero, then viewing the assault unit panel.
- The effects of the Mystifying Miasma spell overcast is now clearer.
- When a hero embedded within an army levels up during the End Turn cycle, the army's lord no longer triggers a selection VO event
- Battle
- Improved performance on the Beast Path Battle maps.
- Siege towers/Gates are now working correctly in a Marienberg siege battle.
- The Battle AI can no longer use the Awakening of the Wood spell to target flying units.
- Using the Raise Dead spell during the deployment phase as a defender can no longer raise the zombies far away near the attackers.
- Necromancer no longer loses his Crumbling and Disintegrating abilities when the Corpse Cart (Unholy Lodestone) is added.
- Lord of Undeath ability can no longer be used on settlement walls.
- Fixed instances where the camera could move inside the terrain and objects in the Lost Vault of King Lunn land map.
- Fixed camera clipping issues on the Council of Beasts battle map.
- Glade Lords are no longer counted as heroes in Quick Battle mode.
- Sisters of the Thorn rider animations have been improved.
- The Hammer of Sigmar VFX no longer flicker off during animations, when he is on a mount.
- Improved Khazrak’s attack animations in battle when mounted on his Beast Chariot.
- The Gorebull's Axe will no longer be misaligned to his hand when swapping between some animations in battle.
- Realm of the Wood Elves
- Changed Wood Elves campaign behavior to be isolationist with occasional bursts of aggression, better reflecting the lore.
- Added 2 more defensive siege battle maps for the Wood Elves faction, also available in Custom Battle Mode.
- Fixed a very rare crash in the End Turn Cycle in the Season of Revelations campaign in Realm of the Wood Elves.
- Re-balanced the ‘Sword of Death 2’ Quest Battle in Realm of the Wood Elves DLC.
- Improved the supporting AI battle tactics in the ‘Silver Spire’ Quest Battle in Realm of the Wood Elves.
- Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson.
- Selecting the Provincial bonus on the Chapter 4 bonus objective, ‘Foresting Growth’, now moves the camera to assist the player to find the desired province’s location.
- The ‘To Steed or Not to Steed…’ mission will now give the objectives on the Mission Failed message to show why it failed.
- The Red Duke's El Syf ability will no longer work on Treemen (only Lords and Heroes).
- Fixed Orion's ‘Cloak of Isha stage 2’ Quest Battle chain in Realm of the Wood Elves.
- Morghur will no longer request peace with Wood Elves in the Season of Revelations campaign.
- CALL OF THE BEASTMEN
- Added a Skills Tree icon for the Gorebull’s Foe-Seeker ability.
- Reduced Morghur’s resilience in combat by decreasing his magic resistance to 20%.
- Usability
- Post-battle stats are now available for second/ally enemies on the post-battle loading screens.
- More replay desynchronizations have been fixed.
- The Red Duke can no longer gain titles after his name.
- Vala-Azril-Ungol Achievement will now unlock as expected.
- Unbinding ability on summoned units now has a unique icon, in the unit details panel during battles.
- General Balancing
- Swarm of Flies ability added to Vampire characters when mounted on Zombie Dragons.
- Arachnarok Queen spiderling summons are now less powerful.
- Reduced the cost-effectiveness of the Raise Dead summon spell.
- The Life Bloom spell has been reduced from 10 HP/second for 10 seconds to 4 HP when it triggers
- Ability Changes
- The full Ability Change list can be view here
- Armour effect values for spells and abilities changed from 15/30 to 30/60. Also increased duration for these abilities.
- Refreshed ability costs, durations and recharge times.
- Spell power costs tweaked to better match strength.
- 45m radius reduced to 40m radius, 60m radius reduced to 55m radius.
- Slightly increased likelihood of magic missiles hitting their target.
- Reduced movement speed for upgraded vortex spells with extended duration by 25%
- Balancing pass on passives to better match strength with cost.
- Lore of the Wild and Lore of Beasts recharge times made consistent with other Lores of Magic.
- Flock of Doom has been made less effective.
- Fixed consistency issues with initial recharge not always being applied for abilities without a recharge condition.
- MP Abilities - Character Upgrades
- Fixed Empire Captain on Barded Warhorse getting free abilities and no items.
- Frenzy, Primal Fury, Lady’s Blessing, Regeneration, Vigour Mortis, Unholy Lodestone, Balefire, Bloodroar,
- Swarm of Flies turned into always selected innate abilities and ability costs added to unit cost.
- Quest Battle Map Pool Additions
- Added the following to the Quick Battle Map pool:
- Altdorf Outskirts
- Barrier Idols
- Battle of the Cairns
- Bloodpine Woods
- Broken Leg Gully
- Death Pass
- Devastation of Ostermark
- Excavation Site
- High Pass
- Kelp and Koldust
- Lost Vault of King Lunn
- Mouth of the Pass
- Mushroom Cave
- The Ashenhall
- The Lost Idol
- The Silver Spire
- Void of Hel Fenn
- Warpstone Mine
For Unit Balance Patch Notes, Head To The Official Patch Notes Page</li>
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Total War: Warhammer - Wood Elves Hotfix 1
Only a week into the release of the Realm of the Wood Elves expansion and Creative Assembly is already pumping out the hotfixes. Essentially focused on making the new race not quite as terrible, the patch is currently up for testing just to make sure they're on the right lines with the balance changes.
The devs take the time to put some player 'complaints' at ease; like essentially telling those questioning the difficulty of the new race to 'git gud, scrub' - albeit in a less direct manner. The rest is a lot of theoretical ideas for now;
Changelog:
- Waywatcher gold cost reduced to 1100. +20 missile range and +4 Armour Piercing Missile Damage has been granted.
- Wildwood Ranger gets +2 Melee Attack, +7 Melee Defence, +5 Amour Piercing Damage
- Infantry-based Wood Elf archers recieve +20m Range and +4 missile Damage (Glade Guard/Glade Guard [Hagbane Tips]/Deepwood Scouts)
Total War: Warhammer - Update 5
Instead of opting for fancier sounding version numbers, Creative Assembly simply give us single-numbered patches - until we crawl into double digits, at least. There's bug fixes, balance updates and some big changes to the autoresolver. There's too much to link in this post alone, so head over here for a more complete offering.
Changelog:
- Legendary Lords will now speak in the Front End when selected while starting a new Campaign.
- Improved the heat haze on the Campaign map, which distorted the terrain incorrectly for some users.
- Resolved an issue that sometimes prevented the Battle AI from pursuing after it halts its advance to engage with ranged weapons.
- Lords in Battle are now less likely to sit idle on a contested capture point.
- Manticore no longer playing Horse vocalisations when selected in Battle.
- Breath type spells e.g. Wind Blast now map to the terrain better.
- Greenskins' Beast Lairz building now provides bonuses to Squigs.
- Aspiring Champion units will no longer frequently fall off of siege ladders if the wall space where they are trying to dismount the ladder is occupied
- Fix for Infantry performing splash attacks when charging.
- Most large flying units have an increased projectile hitbox size.
- All melee chariots have been rebalanced to impact harder, melee a bit longer and pull out better.
- Autoresolver protects high quality units more, and has a stronger tendency to sacrifice low quality units.
- It's now easier to wipe out entire units in battles (manual or autoresolved), as they don't have to suffer as much damage to get wiped out as before.
- Added a new unit spawning ability balance system, all spawns are temporary.
- Frenzy and Frenzy-like units have new context flags, they trigger at half base morale rather than wavering.
- Added "Aftermaths" to the stats to the Statistics Tab in the Faction Summary during Campaigns.
- Settlement defence towers are now much more powerful in the autoresolver.
- High King/Frenzy abilities now activate and deactivate when leadership goes above/below 50% mark.
- Potion of toughness max health replenishment reduced up to 50%