Warriors of Chaos: Design Changes
To improve the Warriors of Chaos gameplay experience, we’ve made a number balance and design changes to the way they work. Broadly speaking, you’ll now find it easier to vassalise the Norscan tribes, and maintain a greater sense of momentum in your crusades of destruction across the Old World.
-Added extra Legendary Lord Campaign Effects to Archaon, Kholek and Sigvald (see New Campaign Effects heading below)
-Chaos technology categories now provide replenishment bonuses
-Awakened tribes will now become your vassals instead of allies
-Vassals of Chaos now provide their master with a small amount of income
-Vassals from Awakened tribes have personalities that make them much more loyal
-Chaos Encampments reduce unit upkeep by a greater amount – maxed out Hordes can now in many cases become self-sustaining
-Reworked post-battle occupation options – Chaos can now “Raze” or “Loot & Raze”, providing growth and replenishment or Chaos favour respectively
-Reworked infighting: only unruly Marauder units suffer from infighting; higher tier Chaos Warrior units no longer do
-Defeating a Norscan faction leader will make them highly susceptible to becoming your vassal
-New Skill Trees for Archaon, Kholek and Sigvald (see Legendary Lords: New Skill Trees heading below)
Empire: StartPos Overhaul
We’ve heard a lot of talk regarding how much weaker the Empire is, relative to its chances of success at the game’s launch. To combat this, when the Empire is under AI control, it now begins play with full ownership of the province initially controlled by the Empire Seccesionists AI faction, comprising the settlements of Helmgart, Eilhart and Grunberg.
Along with Altdorf herself, this gives the Empire a more stable and profitable base to work from and, coupled with new Skill Trees and Campaign Effects for Karl Franz and Balthasar Gelt, this should give them a greater fighting chance. We’ll be interested to hear how this change affects your games, so keep us posted in all the usual places.
Wood Elves: New Followers
After an exhaustive (and perilous!) search of Athel Loren turned up nothing, we’ve finally unearthed a clutch of new Followers for Orion, Durthu and their loyal Lords. The tricksy knaves were holidaying in Parravon all along…
-Dryad Spy
-Royal Standard Bearer
-Hunting Hound
-Young Stag
-Hawk Companion
-Elder Scout
-Eternal Guard Commander
-Vaul’s Anvil Smith
-Wardancer Drummer
-Forest Spirit
Legendary Lords: New Campaign Effects
Many Legendary Lords have gained new permanent Campaign Effects.
Karl Franz increases the recruitment level of new lords by 2.
Volkmar The Grim increases the chance of magical items drops for his faction.
Thorgrim Grudgebearer increases the XP of newly recruited Hammerers.
Ungrim Ironfist increases the speed of all forces factionwide by 10%.
Grimgor Ironhide’s forces don’t lose Fightiness while in enemy territory.
Azhag The Slaughterer increases the Research Rate of his faction.
Archaon The Everchosen suffers a diplomatic negative with all factions.
Kholek Suneater’s army suffers an increased chance of being ambushed.
Sigvald The Magnificent has a diplomatic bonus with Norscan tribes.
Khazrak One-Eye increases the Charge Bonus of Bestigor Herds.
Malagor The Dark Omen gains a diplomatic bonus with other Beastmen Warherds.
Mannfred Von Carstein increases the XP of newly recruited Grave Guard and Black Knights.
Legendary Lords: New Skill Trees
Older Legendary Lords have now been enhanced with unique new lore-inspired skills trees, bringing improvements to a whole variety of campaign and battle factors.
Karl Franz
The Prince of Altdorf himself now has an even greater variety of unit, army and personal buffs, making him a more effective leader overall.
Best of the empire
Lords: + 1 recruit rank
Karl Franz’ army:
Spearmen, Swordsmen, Free Company, Halbediers +5 LD
Imperial Special Forces
Karl Franz’ army:
Reiksgard: +5 bonus VS Large, +4 Melee Attack
The Emperor’s Men
Karl Franz’ army:
Greatswords: +5 LD, +7 Armor
Heroic Knightly Band
Empire Captain: +2 recruit rank, +1 recruit cap
Majestic Enforcer
All units in Karl Franz’ army:
+2 recruit experience, -5% upkeep
An Emperor’s Journey
Karl Franz: +10% Weapon Strength, Unbreakable
Balthasar Gelt
The Supreme Patriarch now brings heavier technological and magical support for his army, and his Imperial Pegasus is now called Quicksilver.
Golden Face Mask
Balthasar Gelt: +20 Armour
Stronger Than Steel
All units in Gelt’s Army: +6 Armour
New Formulations
Gelt’s Army:
Pistoliers, Free Company, Outriders, Handgunners: +6% Ammo, +6% missile damage
Additional Orb of Sorcery
Gelt’s Army:
Luminark: +10% Missile Damage, +10% Ammo
Steam Tank: +10% Missile Damage, +8% Ward Save
Renowned Scholar
Wizards: -10% Hero Action Cost, +1 Recruit Cap
Research Rate +10%
Metal to Gold to Magic
Gelt’s WoM Power Reserve +25
Building income +7% (local province)
Ungrim Ironfist
The Slayer King now gets further combat buffs. The more combat damage he sustains, the deadlier he becomes, with two optional upgrades to his Deathblow augment, making it either Determined, or Extremely Daring. The player may only choose one!
Determined Deathblow
Triggers at 50% HP or lower:
+24% Weapon Damage, +16% AP Damage
Or:
Extremely Daring Deathblow
Triggers at 20% HP or lower:
+44% Weapon Damage
+36% AP Damage
+30% Physical Resistance
More skills follow the Deathblow upgrade:
Great Green Nemesis
Ungrim: Weapon Strength +15% VS Greenskins
Unliving Antagonist
Weapon Strength +15% VS Undead
Ruinous Rival
Weapon Strength +15% VS Chaos & Norsca
Doomseekers
Ungrim: Wound Recovery Time -2
Ungrim and Slayers in Ungrim’s army: +30% Casualty Replenishment
Thorgrim Grudgebearer
The saturnine steward of the Dammaz Kron is now an even greater leader in both campaign and battle.
Ancient Bloodline
Local Province: Growth +15, Public order +3, +2 reduction in Vampiric/Chaos Corruption
Elite Enforcer
Thorgrim’s army: Longbeards & Hammerers -7% Upkeep
Thane: Hero recruit rank +1, recruit cap +1
Fire Support
Thorgrim’s army: Artillery Missile Damage and Ammo +6%
Master Engineer action cost -15%, recruit cap +1
Advanced Forging
Runesmith recruit cap +1
Research rate +7%
Income from all buildings +5% (local province)
Grudge Against Chaos
Thorgrim’s army VS Chaos/Norsca:
Leadership +4, Melee Attack +5
Grudge Against the Greenskins
Thorgrim’s army VS Greenskins:
Leadership +4, Melee Attack +5
Grudge Against Mankind
Thorgrim’s army VS Humans:
Leadership +4, Melee Attack +5
Grudge Against the Vampire Counts
Thorgrim’s army VS Undead:
Leadership +4, Melee Attack +5
Grudge Against the Elves
Thorgrim’s army VS Elves:
Leadership +4, Melee Attack +5
Heinrich Kemmler
Sylvania’s Lichemaster Lord now has a skill tree entirely devoted to improving Krell. Plus, Master Necromancer Lords serving Kemmler are also more adept at leading their putrid hordes.
Undying Guardian
Krell degrades at half speed
Immortal Challenger
Krell gains the Deadly Onslaught and Foes Seeker abilities
Perpetual Regeneration
Krell gains +25% Health and +10 Melee Defence
Black Axe
Krell gains +5 Melee Attack and +10 Charge Bonus
Eternal Bastion
Krell no longer degrades in battle
In addition, all Master Necromancer Lords under Kemmler get two new 3-tier skills:
Lord of the Scourge
Lord’s Army:
LD: +2/+4/+6
Attrition: -5/-7/-10%
Casualty Replenishment: +5/+7/+10%
Thrall Master
Lord’s Army:
Skeletal/Zombie recruits bonus Unit XP: +2/+4/+6
Recruitment costs: -5/-10/-15%
Raise Dead cost: -5/-10/-15%
Grimgor Ironhide
Grimgorz got an’ ‘ole lot’ ‘ARDER, an makes da best boyz EVEN BETTAAAAAAAH!!!
Nevva Second Best!
Lord recruit rank +2
Black Orc Wrecking Ball
Grimgor’s army:
Black Orcs +4 AP Damage, +6 Charge Bonus
Bigger ‘n’ ‘Arder
Grimgor’s Army:
Orc & Savage Orc Big ‘Un units: +5 Bonus vs Large, +4 LD
Imposing Presence
Grimgor Causes Fear
Vitamin-Shrooms
Grimgor gains +8% HP
From the Front
Grimgor gains +15% Speed and Frenzy
Azhag The Slaughterer
The Greenskins’ crowned sorcerer gains a new range of campaign and low-tier unit buffs, improvements to his command of the Winds of Magic, and Regeneration.
Imbued by Madness
Azhag’s Army:
Attrition -8%
Upkeep -8% for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz
Earthshaking Orders
Azhag’s Army:
LD +4 for for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz
Melee Defence +5 for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz
Missile Damage +8% for Orc/Savage Orc Arrer Boyz
Insane Visions
Shaman Heroes recruit rank +2, recruit cap +1
Not Orcy Enuff!
Azhag: Underway/Beast-Path/Worldroot interception chance +12%
Enemy Siege Holdout Time -2
Wild Abandon
Azhag gains +10 Charge Bonus, +4 Melee Attack
Darkest Nimbus
Azhag gains +15 WoM Power Reserve and Regeneration
Archaon The Everchosen
As the Everchosen marshals his twisted forces agains the Old World, he brings new improvements to core units, Lords and Heroes in the roster.
The Grand Marshal of Chaos
Lord recruit rank +2
Abyss-Forged Armour
Archaon’s Army:
Chaos Warrior units: -8% Upkeep, -10% Recruitment Cost
The Chosen Ones
Archaon’s Army:
Chosen Units: +6% Physical Resistance, +4 Melee Defence
Knights of the Herald
Archaon’s Army:
Chaos Knights units: +8% Weapon Strength, +8% Speed
Distinguished Champions
Exalted Hero Recruit Rank +2, Recruit Cap +1
Ascension to Daemonhood
WoM Power Reserve +15
Physical Resistance +10%
Chaos Corruption +2 (local province)
Sigvald The Magnificent
If looks could kill… Sigvald’s vanity swells ever further, bringing unexpected benefits to his troops and stirring enmity in other Chaos Lords!
Egomaniacal
+5 LD (Sigvald’s army)
+25% Upkeep for Chaos Lords & Sorcerer Lords
Self-Obsessed
+3% Melee Defence
+3 Melee Attack
Stylish
Sigvald’s Army:
+4 Armour
+3 Melee Defence
Driven by Lust
Sigvald’s Army:
-5% Upkeep, +8% Income from Post-Battle Loot & Razing Settlements
Born to Serve
+5% Hero Action Success Chance
-5% Hero Action Cost
Unworthy
Sigvald Causes Terror
Kholek Suneater
Kholek becomes more monstrous still, and imbues earth-shaking ferocity in his Dragon Ogres and Dragon Ogre Shaggoths.
A Moving Mountain
Kholek’s Army: +4 LD when laying siege, -2 Enemy Siege Holdout Time
Toughened Skin
Kholek gains +10 Armour, +8% Magical Resistance
Giant Killer
Kholek gains +6 Bonus vs Large, +6% Weapon Strength
Seismic Shock
Kholek’s army:
+8% Weapon Strength, +5% Charge bonus for Dragon Ogres & Dragon Ogre Shaggoths
Unearthly & Anomalous
Kholek’s Army:
+4% Campaign Movement Range & Casualty Replenishment
The Sun Eater
Kholek gains Chaos Corruption +2 and Frenzy
Bug Fixes
-Fixed some Bretonnia Knight textures patterns, which appeared mostly black on High Texture Quality Settings.
-Fixed a skinning issues with the medallion around the Beastmen Giant’s neck.
-Fixed a rare crash/floating point exception when loading into a Grand Campaign as Karl Franz.
-Improved Wood Elves Hawk Riders animations while in melee combat with enemy infantry (reduced slowdown).
-Fixed a bug where the Paladin hero could lose his shield during an attack animation when mounted on a Warhorse.
-When the Bestigor Herd are in melee combat, their axes will no longer become misaligned with their hands between attacking and turning.
-Improved how the Royal Pegasus Knights are holding their lances when zoomed in.
-Improved the idle animation when the General of the Empire is on the Hippogryph mount.
-Chaos Sorcerers will no longer be able to cast Searing Doom twice in quick succession.
-Wider Ploughs technology in Bretonnia will now correctly reduce the construction cost of Infrastructure buildings.
-AI Vampire Counts are no longer able to recruit Regiments of Renown when the player is the Von Carstein faction.
-When a quest appears which requires the player to embed a Hero, the player can now use the Unit Exchange system to embed the Hero.
-Rebels are now more likely to occupy settlements.
-Fixed the paint buttons in multiplayer coop campaign.
-When ordering Archaon to cast a Fireball at an out-of-range unit, he will now move into range then fire.
-Minor smoke effects/haze will no longer appear black at the edges of siege maps, as experienced by a few users.