Patch 4.2.0

Patch 4.2.0 is a patch for Total War: Warhammer III, released on 22 February 2024. The previous patch was Patch 4.1.0. A hotfix for this patch, Hotfix 4.2.1 released on 5 March 2024. A second hotfix, Hotfix 4.2.2 released on 19 March 2024. The final hotfix, Hotfix 4.2.3 released on 8 April 2024. This Patch was replaced by Update 5.0 on 30 April 2024.
This patch adds an expansion to the Shadows of Change DLC. Players that owned Shadows of Change before this patch will receive its new content added in this patch for free, which includes new units and the Lore of the Hag.
In addition, the Ice Court Sled mount has been added to Tzarina Katarin as FLC.
== Changes not in the patch notes ==
=== General ===
*The following units now have the Colossal Strike ability in their campaing skill tree, replacing Deadly Onslaught:
**
***Gorebull
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***Alberic de Bordeleaux
***Henri le Massif
***Paladin
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***Bull Centaur Taur'ruk
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***Morathi
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***Exalted Keeper of Secrets
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***Ungrim Ironfist
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***Skarsnik
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***Imrik
***Handmaiden of the Everqueen
***Noble
**
***Saurus Scar-Veteran
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***Throgg
***Skin Wolf Werekin
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***Hunter
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***Exalted Keeper of Secrets
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***Throt the Unclean
***Chieftain
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***Robert Barthelemy
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***Krell (Also available on Custom Battles)
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***Kholek Suneater
***Valkia the Bloody
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***Orion
***Coeddil
***Glade Captain
*Temple Guards and Blessed Temple Guards now have the Guardian passive ability.
*Saurus Old-Blood received new unit portraits.
== Release Spotlight ==
=== SHADOWS OF CHANGE UPDATE ===
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.
==== TZEENTCH ====
CHAOS LORD OF TZEENTCH
Marked by Tzeentch, the Changer of Ways’ latest Chaos Lord is built for war.
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.
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.
EXALTED HERO OF TZEENTCH
When two heads still isn’t cutting it, the Exalted Hero of Tzeentch opts for a bit extra.
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.
Pray he doesn’t find yours.
CENTIGORS OF TZEENTCH
This unholy combination of Chaos and Beastmen delivers the best of both worlds.
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.
CHANGEBRINGERS
Flame-spewing daemons work great on the ground, but what if you wanted to take to the skies as well?
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.
==== GRAND CATHAY ====
SAYTANG, THE WATCHER
Legendary Heroes are often larger than life, but rarely has it been so literal.
Saytang, towering above many units on the field, wields a magical bow capable of launching artillery-grade projectiles into the enemy’s defences.
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.
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. 
GATE MASTER
The Gate Master is both a superb defensive addition to the Cathayan roster, and a hybrid fighter with a sword, shield and crossbow.
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.
Plus, he can mount a trusty Warhorse, letting Grand Cathay rest assured that he’ll always be exactly where he’s needed.
GREAT MOON BIRD
In a first for Grand Cathay, the Great Moon Bird is a magical flying monster with both fire and magic on its side.
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.
CELESTIAL LION
It doesn’t get more majestic than this.
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.
==== KISLEV ====
THE GOLDEN KNIGHT, NARYSKA LEYSA
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.
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.
The more damage she takes, the stronger her allies become, and this notorious Champion of the Ice Queen will not be felled easily. 
DRUZHINA
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.
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.
FROST-WYRM
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.
That is until its lashing tail whips them on the way past, and they fall at the might of Kislev’s latest beast.
KISLEVITE WARRIORS
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.
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.
LORE OF THE HAG
Available to Mother Ostankya and her Hag Witches, the Lore of the Hag brings six brand new spells to everyone’s favourite horror story.
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.
ICE COURT SLED – FREELC
Katarin deserves to travel in style, and with the Ice Court Sled, a free addition to WARHAMMER III alongside Patch 4.2.0, she can do just that.
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.
=== BLOOM TWEAKS ===
There’s lots of shiny things in the world of 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.
Here’s how it looked before:
And here’s how it looks now:
=== CORRUPTION BORDERS ===
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.
Here’s how it looked before:
And here’s how it looks now:
== Shout-out to the Modders ==
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.
*GATE MASTER:
**Dead Baron | Inu 
*THE LORE OF HAGS: 
**Xoudad | GunKing | Khazmo | Calm&NormalTime | scribeuntitled
**Venris | [HN] | Xoudad 
**greenphoenix23
*KATARIN SLEIGH:
**Xoudad | Dead Baron
*CHANGEBRINGERS: 
**Ramen Fornow
**DAN | Lingling | prentice.mungo 
*GOLDEN KNIGHT:
**OrangeJulivs | Stratovarius
== Patch Notes ==
=== Stability & Performance ===
*Fixed an unassigned buffer in screen space reflection that lead to visual flashing between frames.
*Fixed an occasional graphics API crash when launching the game.
*Fixed an issue when disabling the Unlimited Video memory setting, which could incorrectly lock the Lifespan to the highest setting rather than the lowest.
*Fixed a crash relating to walled settlement battles with pre-existing wall breaches / destroyed gates, when an AI controlled army is attacking.
*Fixed a rare softlock during the Prologue where the player is asked to recruit a second Lord.
=== Gameplay ===
Below are changes made to the gameplay systems, AI, and other mechanics that define how the game is played.
==== Rules & Systems ====
*Landmark buildings that increase trade will no longer provide those effects to factions that do not trade.
*Fixed a number of instances wherein effects that modify port construction cost and construction duration were not functioning as intended. 
*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.
*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.
*Updated construction costs for the defence buildings that increase Skaven undercity discoverability so they are consistent across all races.
*We’ve split the campaign border rendering into several modes, selectable in the campaign spacebar options. The modes are as follows:
**Ownership & Province: Shows a large external border for factions and a small internal border for provinces
**Ownership & Region: Shows a large external border for factions and a small internal border for regions
**Province & Region: Shows a large external border for provinces and a small internal border for regions
*The spacebar options menu has also been reworked slightly to be more consistent.
==== AI Rules & Logic ====
*Fixed an issue where some minor factions could not recruit multiple armies or construct siege equipment.
*When the AI is controlling Mother Ostankya, they will now stockpile no more than 10 incantations at a time.
==== Exploits ====
*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.
=== Battle Highlights ===
==== Rampage Rework ====
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.
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 would spend when it 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.
In short, to Rampage a unit using the old system, the unit needed to fulfil the following set of conditions:
*Have the Rampage attribute.
*Have a valid visible enemy within 150m to melee.
*Have taken a hit (at all).
*Have at least one valid rampage token remaining, generated by passing either 75% or 40% HP.
*Not be routing.
*Not be unable to move (netted).
Pretty complicated right? So what does it do now?
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.
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.
So what about the units that had the Rampage attribute innately? Feral Manticores and the like?
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.
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. It will always happen (unless you have a way to stop it like the Lizardmen do with their “Cold Blooded” ability).
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.
Here’s a full list of units that now have the Feral Rage I and Feral Rage II abilities:
*Feral Manticore
*Chaos Feral Manticore
*Feral Dread Saurian
*Feral Hydra
*Feral Wyvern
*Feral Manticore
*Feral Troglodon
*The Pale Death (Feral Troglodon)
*Feral Cold Ones
*Feral Bastiladon
*Feral Carnosaur
*Blessed Carnosaur
*Feral Stegadon
*Feral Mammoth
*Sabretusk Pack
*Razorgor Herd
*Squig Herd
*Feral Mammoth
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.
Let us know what you think of the new design, as we’re always happy to hear your feedback!
==== Stealth Lizardmen Update ====
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.
Spawn-Kin – This ability encourages synergy between Skinks and Kroxigors.
When Skinks and Kroxigors are in close proximity to one another:
*Skink units gain the Causes Fear Attribute
*Kroxigor units a small buff to their Weapon Strength
There are two new attributes to govern this behaviour:
The following units are considered to be Skinks: 
*Skink Cohort
*Skink Skirmishers
*Red Crested Skinks
*Chameleon Skinks
*Chameleon Stalkers
*Regiment of Renown Skink Units
*Blessed Skink Units
The following units are considered to be Kroxigors: 
*Kroxigors
*Sacred Kroxigors
*Regiment of Renown Kroxigor Units
*Blessed Kroxigor Units
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!
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.
 
The following units have the Predatory Fighter ability:
*Kroq Gar
*Gor Rok
*Nakai the Wanderer
*Saurus Scar Veteran
*Ancient Kroxigor
*Saurus Old Blood
*Skink Oracle
*Saurus Warriors
*Saurus Spears
*Temple Guard
*Feral Cold Ones
*Cold One Riders
*Horned One Riders
*Kroxigors
*Sacred Kroxigors
*Carnosaur
*Troglodon
*Dread Saurian
*Regiments of Renown variants of the above units
*Blessed variants of the above units
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.
Solar Engine – Any Lizardmen unit positioned near a Solar Engine will now regain vigour from it’s warm invigorating rays.
==== New Attributes ====
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.
The following units are considered to be Elementals:
*Incarnate Elemental of Beasts
*Elemental Bear
*Onyx Crowmen
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.
The following units are now considered to be Constructs:
*Saytang the Watcher
*Terracotta Sentinel
*Jade Lion
*Jet Lion
*Rogue Idol
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.
The following units have Glorious Charge:
*Winged Lancers
*Gryphon Legion
*Boris Ursus (Mounted on horse)
*The Golden Knight (Mounted on horse)
*Settra the Imperishable riding the Chariot of the Gods
Immune to Flanking – Units with this attribute take no penalties when flanked. Simples!
The following units are now Immune to Flanking:
*Bastiladon (All variants)
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.
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.
==== Mount Scale Fix ====
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.
While Karl Franz is indeed larger than life, we do prefer he’s also not larger than Deathclaw!
=== Races & Balance ===
==== General ====
*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.
*Fixed a number of technologies that modified diplomatic relations with all factions but did not apply to Chaos Dwarfs.
*Removed the Pillar of Bone landmark building from Ogre Kingdoms, Wood Elves and Norsca as they are unable to construct Tier 4 buildings there.
*Fixed an issue where some Beastmen and Warriors of Chaos rebels would suffer from terrain attrition that they should have been immune to.
*Fixed an issue where occupying a settlement would not apply the -10 conquest penalty.
*Icon of Sorcery now correctly applies to the caster that the banner is assigned to as well as nearby casters.
*Fixed the Miragliano settlement showing the wrong number of construction slots provided by each building level.
==== Spells (General) ====
*Fixed the Lore of the Wild spells Viletide and Traitor-Kin having the wrong cooldown reductions in character skills.
==== Beastmen ====
===== Campaign =====
*Fixed an issue where Beastmen Herdstone effects were not being cleared when the Herdstone settlement was occupied by another faction.
*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.
*Fixed the Beastmen Wargor hero’s Replenish Troops embed army action not functioning correctly. 
===== Units =====
*Tzaangors
**Recruitment Cost (MP): 700 → 650
**Number of Entities: 100 → 120
**Barrier Health: 1,000 → 800
**Additional Hit Points: 78 → 72
**Leadership: 66 → 62
**Melee Attack: 35 → 24
**Melee Defence: 30 → 38
**Armour: 80 → 50
**Run Speed: 3.6 → 3.8
**Charge Speed: 4.4 → 4.6
**Entity Mass: 160 → 130
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.
*Incarnate Elemental of Beasts
**Recruitment Cost (MP): 1,800 → 1,900
**Leadership: 100 → 70
**Spell Damage Resistance: 0% → 20%
**Bonus vs. Infantry: 0 → 10
**Bonus vs. Large: 35 → 0
**New Ability: “Howl of the Great Beast”
**Removed Attribute(s): Woodsman, Unbreakable
**Added Attribute(s): Strider, Elemental
*Malagor will no longer forget that he has wings by climbing ladders in siege battles. Instead, he’ll soar over them as intended. 
*Fixed an issue where some Taurox specific effects were not applying to Incarnate Elemental of Beasts and Tzaangor units. 
===== Skills =====
*Fixed the Beastmen skill Beastlord’s Spite not applying all three effects to Cygor units.
*Morghur’s skill Ardour of Fury now correctly applies the Primal Fury passive ability to all units in his army.
==== Bretonnia ====
===== Campaign =====
*Fixed special settlements Castle Drakenhof, Miragliano and Couronne not providing Bretonnian factions with the correct amount of growth.
===== Units =====
*The Green Knight
**Physical Damage Resistance: 40% → 55%
===== Technology =====
*Fixed the Bretonnia technology Longer Spears not applying correctly to Mounted Yeoman Archers unit.
==== Chaos Dwarfs ====
===== Technology =====
*Fixed display issues with the Chaos Dwarf Convoy Master trait Cannonry Experience.
==== Dark Elves ====
===== Units =====
*Master
**Recruitment Cost (MP): 700 → 600
*Master (Dark Steed)
**Recruitment Cost (MP): 900 → 800
*Master (Cold One)
**Recruitment Cost (MP): 1,050 → 950
*Master (Dark Pegasus)
**Recruitment Cost (MP): 1,250 → 1,150
*Master (Cold One Chariot)
**Recruitment Cost (MP): 1,200 → 1,100 
*Witch Elves
**Added Ability: Witchbrew (Single Usage)
**Removed Contact Effect: Madness of Khaine
**Added Contact Effect: Poison
*Sisters of the Singing Doom (Witch Elves)
**Added Ability: Witchbrew (Single Usage)
**Removed Contact Effect: Madness of Khaine
**Added Contact Effect: Poison
*Har Ganeth Executioners
**Added Attribute: Immune to Psychology
===== Skills =====
*Fixed the “Pit of Shades” skill not granting a miscast reduction effect for Lords.
==== Dwarfs ====
===== Units =====
*Dwarf Ancestor Spirits
**Physical Damage Resistance: 75% → 55%
*Fixed an issue where the The Grumbling Guard (Longbeards – Great Weapons) Regiment of Renown was not receiving some bonuses from Thorek’s artefacts.
==== Grand Cathay ====
===== Technology Tree Rebalance =====
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. 
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.
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.
*Administrative Subsidies
**-5% Upkeep for Peasants has been changed to -20% Recruit Cost for Peasants. 
**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. 
*Dragon Emperor’s Blessing
**-5% Upkeep has been removed.
**Hero / Lord Recruit Rank has been changed from +2 to +10.
**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.
*Grace of Xen Yang
**+50% XP for Characters has been added to this technology.
**Grand Cathay’s technology tree doesn’t allow XP to be granted often, so here’s a nice hefty slab of experience to chase.
*Inner Speed
**+5% Speed Bonus has been changed to a +20% Speed Bonus.
**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.
===== Campaign =====
*Yuan Bo now begins his campaign with a Gate Master.
===== Units =====
*Yuan Bo, the Jade Dragon (Human Form)
**Melee Attack: 50 → 65
**Melee Defence: 60 → 45
**Charge Bonus: 35 → 40
**Armour: 100 → 120
**Base Weapon Damage: 140 → 150
**Armour Piercing Weapon Damage: 290 → 310
**Removed Attribute(s): Executioner
**Executioner is now present on the ability granted by his unique item, The Dragon’s Fang.
**Executioner is also available permanently on his campaign skill tree, attached to the Executioner! skill.
*Yuan Bo, the Jade Dragon (Dragon Form)
**Melee Attack: 50 → 60
**Melee Defence: 50 → 40
**Charge Bonus: 35 → 40
*Celestial General
**Recruitment Cost (MP): 550 → 800
**Additional Hit Points: 5,060 → 4,860
**Leadership: 70 → 80
**Armour: 80 → 100
**Base Weapon Damage: 120 → 130
**Armour Piercing Weapon Damage: 260 → 290
*Celestial General (Warhorse)
**Recruitment Cost (MP): 700 → 1000
**Additional Hit Points: 5,664 → 5,472
**Leadership: 70 → 80
**Charge Bonus: 45 → 50
**Armour: 80 → 110
**Base Weapon Damage: 120 → 130
**Armour Piercing Weapon Damage: 260 → 290
*Celestial General (JADE LONGMA)
**Recruitment Cost (MP): 1,000 → 1,300
**Additional Hit Points: 7,000 → 6,072
**Leadership: 70 → 80
**Armour: 50 → 110
**Base Weapon Damage: 120 → 140
**Armour Piercing Weapon Damage: 260 → 310
*Lord Magistrate
**Recruitment Cost (MP): 550 → 400
*Lord Magistrate (Warhorse)
**Recruitment Cost (MP): 750 → 600
*Lord Magistrate (Sky
**Recruitment Cost (MP): 900 → 850
*The Grace of Quai Yin (Celestial Dragon Crossbows)
**Enabled Flaming Attacks
*Onyx Crowmen
**Added Attribute(s): Elemental, Yin
**Removed Attribute(s): Yang
**Recruitment Cost (MP): 650 → 700
**Recruitment Cost (SP): 650 → 700
**Upkeep Cost: 165 → 175
**Leadership: 60 → 50
**Melee Attack: 35 → 30
**Physical Damage Resistance: 0% → 20%
**Enabled Magical Attacks
**Onyx Crowmen now have the correct MP cap
*Empress Crowmen (Onyx Crowmen)
**Added Attribute(s): Elemental, Yin
**Removed Attribute(s): Yang
**Leadership: 70 → 60
**Melee Attack: 44 → 38
**Physical Damage Resistance: 0% → 20%
**Enabled Magical Attacks
**Onyx Crowmen now have the correct MP cap
*Jade Lion
**Added Attribute(s): Construct, Mastery of the Elemental Winds
**Removed Attribute(s): Immune to Psychology
**Upkeep Cost: 120 → 300
**Additional Hit Points: 5000 → 5800
**Leadership: 75 → 65
**Charge Bonus: 45 → 40
**Physical Damage Resistance: 20% → 0%
**Missile Damage Resistance: 0% → 15%
**Enabled Magical Attacks
**Removed Contact Effect: Flammable
*Jet Lion
**Added Attribute(s): Construct
**Removed Attribute(s): Immune to Psychology
**Upkeep Cost: 120 → 300
**Additional Hit Points: 5,000 → 5,800
**Leadership: 75 → 65
**Spell Damage Resistance: 0% → 50%
**Missile Damage Resistance: 20% → 15%
**Added Contact Effect: Disrupted
***Disrupted now inflicts the Silenced attribute on enemy units.
*Terracotta Sentinel
**Added Attribute(s): Construct
**Removed Attribute(s): Unbreakable
**Leadership: 100 → 75
**Missile Damage Resistance: 0% → 15%
*The Green Guardian (Terracotta Sentinel)
**Added Attribute(s): Construct
**Removed Attribute(s): Unbreakable
**Leadership: 100 → 85
*Zhangu War Drum
**Added Attribute(s): Encourage
**Removed Attribute(s): Spell Mastery
**Harmony Amplification: 25% → 50%
**Disdain of the Dragon Emperor ability
***Added +10 Reload skill buff
*The Jade War Drum (Zhangu War Drum)
**Added Attribute(s): Encourage
**Harmony Amplification: 25% → 50%
**Fury of the Falling Blade ability
***Remove Speed buff
***Added Causes Fear buff
==== Greenskins ====
===== General Updates =====
*Azhag the Slaughterer’s unique mount, Skullmuncha, now displays the correct bespoke armour pieces, with some fixed LoD issues and reprocessed textures to boot.
===== Units =====
*Rogue Idol
**Recruitment Cost (MP): 2,300 → 2,000
**Recruitment Cost (SP): 2,300 → 2,000
**Upkeep Cost: 575 → 500
**Added Attribute(s): Construct
**Removed Attribute(s): Unbreakable
*Da Big 'Un (Rogue Idol)
**Recruitment Cost (MP): 2,800 → 2,700
**Recruitment Cost (SP): 2,800 → 2,700
**Upkeep Cost: 700 → 675
**Added Attribute(s): Construct
**Removed Attribute(s): Unbreakable
*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.
==== High Elves ====
===== Units =====
*Mage (Fire) Mount: Sun Dragon
**Missile Damage Resistance: 15% → 25%
*Noble
**Recruitment Cost (MP): 700 → 600 
*Noble Mount: Barded Ithilmar Steed
**Recruitment Cost (MP): 950 → 850
*Noble Mount: Great Eagle
**Recruitment Cost (MP): 1,200 → 1,100
*Noble Mount: Ithilmar Chariot
**Recruitment Cost (MP): 1,150 → 1,050
==== Khorne ====
===== Skills =====
*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.
==== Kislev ====
===== Units =====
*Katarin
**Removed Ability: “Ice Shard”
**Added Ability: “Guardian Call”
*Ice Witch (Ice)
**Removed Ability: “Glacial Blast”
**Added Ability: “Ice Shard”
*Frost Maiden (Ice)
**Removed Ability: “Glacial Blast”
**Added Ability: “Ice Shard”
*Hag Witch
**Additional Hit Points: 6,000 → 4,600
**Ammunition: 36 → 28 
*Mother Ostankya
**Recruitment Cost (MP): 1,450 → 1,400
**Hit Points: 7,388 → 5,388
**Ammunition: 32 → 25
**Ward Save: 10% → 0%
*Akshina Ambushers
**Removed Splash Attacks
**Calibration Distance: 150 → 120
**This is a large net reduction in their effective accuracy at the extreme edges of their range.
*The Wolfhearts (Akshina Ambushers)
**Removed Splash Attacks
**Calibration Distance: 150 → 120
*Boydinov's Brawlers (Streltsi)
**Melee Attack: 40 → 45
**Melee Defence: 40 → 38
**Charge Bonus: 12 → 16
*Incarnate Elemental of Beasts
**Recruitment Cost (MP): 1,800 → 1,900
**Leadership: 100 → 70
**Spell Damage Resistance: 0% → 20%
**Bonus vs. Infantry: 0 → 10
**Bonus vs. Large: 35 → 0
**New Ability: “Howl of the Great Beast”
**Removed Attribute(s): Woodsman, Unbreakable
**Added Attribute(s): Strider, Elemental
*The Things in the Woods
**Recruitment Cost (MP): 700 → 775
**Number of Entities: 20 → 24
**Additional Hit Points: 300 → 249
**Total HP remains the same
**Can Brace: True → False
**Armour: 30 → 35
*The Mordheim Balewolves (The Things in the Woods)
**Recruitment Cost (MP): 950 → 1,025
**Number of Entities: 20 → 24
**Additional Hit Points: 320 → 265
**Total HP remains the same
**Can Brace: True → False
**Armour: 30 → 35
*The Things in the Woods (Ethereal)
**Number of Entities: 20 → 12
**Additional Hit Points: 300 → 249
**Can Brace: True → False
**Base Weapon Damage: 15 → 0
**Armour Piercing Weapon Damage: 47 → 62
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.
*Gryphon Legion
**Recruitment Cost (MP): 1,150 → 1,200
**Recruitment Cost (SP): 1,150 → 1,200
**Upkeep Cost: 288 → 300
**Added Attribute(s): Glorious Charge
*Winged Lancers
**Recruitment Cost (MP): 850 → 900
**Recruitment Cost (SP): 850 → 900
**Upkeep Cost: 213 → 225
**Added Attribute(s): Glorious Charge
*Boris Ursus
**Leadership: 75 → 80
*Boris Ursus Mount: Warhorse
**Leadership: 75 → 80
**Added Attribute(s): Glorious Charge, Causes Fear
*Boris Ursus Mount: Urskin
**Leadership: 75 → 80
*Boyar
**Melee Attack: 50 → 55
**Melee Defence: 40 → 45 
*Boyar Mount: Warhorse
**Melee Attack: 50 → 55
**Melee Defence: 40 → 45
*Boyar Mount: War Bear
**Melee Defence: 40 → 45
*Ice Witches
**Leadership: 65 → 70
*Ice Witches Mount: Warhorse
**Leadership: 65 → 70
*Ice Witches Mount: War Bear
**Leadership: 65 → 70
*Kossars
**Added Attribute(s): Woodsman
*Kossars (Spears)
**Added Attribute(s): Woodsman
*Streltsi
**Melee Attack: 28 → 32
**Melee Defence: 28 → 26
**Charge Bonus: 12 → 16
**Effective Range: 140 → 145
*Elemental Bear
**Leadership: 100 → 80
**Removed Attribute(s): Unbreakable
**Added Attribute(s): Elemental
*Little Grom
**Bonus vs. Large: 0 → 50
**Base Reload Time (Seconds): 16 → 12 
*Dazh's Hearth-Blades (Tzar Guard - Great Weapons)
**Visibility Range Min: 60 → 40
**Visibility Range Max: 40 → 1,500 
*The Frozen Heart of Winter (Elemental Bear)
**Leadership: 100 → 80
**Removed Attribute(s): Unbreakable
**Added Attribute(s): Elemental
*Snow Leopard recruitment is now available at Tier 2 of the Animal Den.
*Incarnate Elemental of Beasts recruitment is now available at Tier 5 of Forest Recruitment.
*Fixed an issue where Hag Witch Heroes would spawn with legacy innate traits that have gone out of fashion.
==== Lizardmen ====
===== General Updates =====
*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.
*Primal Instincts is more consistently spread across the Lizardmen roster as a faction-wide passive.
===== Campaign =====
*Fixed two of Tehenhauin’s Sacrifices to Sotek not unlocking at the correct tier.
===== Units =====
*Ripperdactyl Riders
**Visibility Range Min: 60 → 40
*Terradon Riders
**Added Attribute(s): Woodsman
*Terradon Riders (Fireleech Bolas)
**Added Attribute(s): Woodsman
*Pahuax Sentinels (Terradon Riders)
**Added Attribute(s): Woodsman
*Tiktaq'to
**Added Attribute(s): Woodsman
*Red Crested Skinks
**Added Attribute(s): Skink
*Cohort of Sotek (Red Crested Skinks)
**Added Attribute(s): Skink
*Temple Guard
**Missile Block Chance: 35% → 55%
**New ability “Sacred Duty” 
*Star Chamber Guardians (Temple Guard)
**Missile Block Chance: 35% → 55%
**New ability “Eternal Duty” 
*Bastiladon (Ark of Sotek)
**Added Attribute(s): Immune To Flanking
*Sacred Kroxigor
**Added Attribute(s): Kroxigor
*Cohort of Huatl (Sacred Kroxigor)
**Added Attribute(s): Kroxigor
*Chameleon Stalkers
**Recruitment Cost (MP): 650 → 600
**Recruitment Cost (SP): 675 → 600
**Upkeep Cost: 169 → 150
**Added: skink
*Feral Bastiladon
**Added Attribute(s): Immune To Flanking
*Bastiladon (Revivification Crystal)
**Added Attribute(s): Immune To Flanking
*Bastiladon (Solar Engine)
**Added Attribute(s): Immune To Flanking
**New ability: Solar Engine
*The Ancient Stegadon Regiment of Renown firing arc and mass values now match those of the regular Ancient Stegadon rather than the Stegadon unit.
===== Skills =====
*Fixed Tehenhauin’s skills applying effects to Red Crested Skink units twice.
 
==== Norsca ====
===== Units =====
*Chaos Frost Dragon
**Wait that’s not a unit I remem- Zzzorp
**With the addition of the Frost Wyrm 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.
*The Cold-Voider (Chaos Frost Dragon)
**Also renamed!
==== Nurgle ====
===== Skills =====
*Fixed the Speed & Malice and Savage Bloodlust skills not applying to Pox Riders of Nurgle units.
==== Skaven ====
===== Campaign =====
*Clan Moulder now correctly gets Growth Juice from the Exotic Animals and Furs resource buildings.
===== Units =====
*Added the Pit Fighters of Hell’s Deep RoR unit to Skaven technologies.
*Summoned Rat Ogres now have the Scurry Away and Frenzy abilities to align with their non-summoned counterparts.
==== Slaanesh ====
===== Campaign =====
*Fixed the Slaanesh timber resource building not providing any timber.
===== Units =====
*Daemonettes of Slaanesh
**Base Weapon Damage: 8 → 12
**This change was in a previous set of patch notes, but not implemented. It has now been implemented. 
*Bringers of Beguilement (Exalted Daemonettes of Slaanesh)
**Contact Effect: Rampage → Charmed
==== The Empire ====
===== Campaign =====
*Fixed the Empire Fort buildings not reducing attrition at all five levels.
===== Skills =====
*The Huntsman General skill Experienced Hunter now correctly enables bonus vs. large ammo for Huntsmen and Archers units.
==== Tomb Kings ====
===== Technology =====
===== Units =====
*Settra the Imperishable Mount: Chariot of the Gods
**Added Attribute(s): Glorious Charge
*Tomb Prince
**Recruitment Cost (MP): 700 → 600 
*Tomb Prince Mount: Skeletal Steed
**Recruitment Cost (MP): 900 → 800 
*Tomb Prince Mount: Skeleton Chariot
**Recruitment Cost (MP): 950 → 750 
*Usirian's Legion of the Netherworld (Nehekhara Warriors)
**Base Weapon Damage: 33 → 0
**Armour Piercing Weapon Damage: 9 → 42
**Added Frostbite
 
==== Tzeentch ====
===== Campaign =====
*Fixed an issue where the Changeling’s schemes to infiltrate a settlement could be completed by constructing an allied outpost.
*When using The Scriveners of Insanity Unholy Manifestation, the grimoires gained will now correctly display under the “Unholy Manifestations factor in the grimoires tooltip.
===== Units =====
*Aekold Helbrass
**Melee Defence: 50 → 40
**Gains Deadly Onslaught and Foe-Seeker in Skirmish
*The Blue Scribes
**Recruitment Cost (MP): -600 → -700 
*The Changeling
**Recruitment Cost (MP): 1,000 → 400
***This cost is the base price of just the changeling, which is summed with the cost of the additional form picked for the battle.
**Melee Attack: 45 → 30
**Melee Defence: 35 → 50
**Armour: 35 → 25
*Tzaangors
**Rebalanced as Gors
**Recruitment Cost (MP): 700 → 650
**Number of Entities: 100 → 120
**Barrier Health: 1000 → 800
**Additional Hit Points: 78 → 72
**Leadership: 66 → 62
**Melee Attack: 35 → 24
**Melee Defence: 30 → 38
**Armour: 80 → 50
**Run Speed: 3.6 → 3.8
**Charge Speed: 4.4 → 4.6
**Entity Mass: 160 → 130
*Cockatrice
**Recruitment Cost (MP): 1,300 → 1,100
**Recruitment Cost (SP): 1,300 → 1,100
**Upkeep Cost: 300 → 275
**Additional Hit Points: 7,112 → 6,112 
*Mutalith Vortex Beast
**Additional Hit Points: 10,080 → 8,080
**Melee Attack: 58 → 45
**Melee Defence: 35 → 40
**Charge Bonus: 52 → 32
**Missile Damage Resistance %: 0 → 15
**Bonus vs. Infantry: 0 → 20
**Bonus vs. Large: 30 → 0
*Aeson the Fallen (Mutalith Vortex Beast)
**Additional Hit Points: 10,080 → 8,080
**Melee Attack: 70 → 56
**Melee Defence: 44 → 50
**Charge Bonus: 52 → 32
**Missile Damage Resistance %: 0 → 15
**Bonus vs. Infantry: 0 → 20
**Bonus vs. Large: 30 → 0
**Added Ability: Aura of Mutation 
*Herald of Tzeentch Mount: Disc of Tzeentch
**Added Attribute(s): Strider
*Herald of Tzeentch Mount: Burning Chariot
**Added Attribute(s): Strider
*Flamers of Tzeentch
**Leadership: 55 → 60 
*Doom Knights of Tzeentch
**Added Attribute(s): Strider
*Iridescent Horror Mount: Disc of Tzeentch
**Added Attribute(s): Strider
*Iridescent Horror Mount: Burning Chariot
**Added Attribute(s): Strider
*Exalted Flamer of Tzeentch
**Leadership: 60 → 70
**Calibration Distance: 40 → 100
**Calibration Area: 1.4 → 2
**Base Explosion Damage: 12 → 3
**Armour Piercing Explosion Damage: 24 → 7
**Projectile impacts now spawn moving flaming vortexes 
*Burning Chariot of Tzeentch
**Leadership: 60 → 70
**Added: Strider
**Calibration Distance: 40 → 60
**Calibration Area: 2.1 → 2
**Base Explosion Damage: 12 → 3
**Armour Piercing Explosion Damage: 24 → 7
**Projectile impacts now spawn moving flaming vortexes
*Knights of Immolation (Doom Knights of Tzeentch)
**Added Attribute(s): Strider
==== Vampire Coast ====
===== Units =====
*Vampire Fleet Admiral (Polearm)
**Added Attribute(s): Charge Reflection, Charge Defence vs. Large
*Count Noctilus Mount: Necrofex Colossus
**Added Attribute(s): Encourage
*The Damned Paladin will now correctly capture points in settlement battles.
===== Items =====
*Fixed the Vampire Coast Siren follower being equippable by Heroes.
==== Vampire Counts ====
===== Campaign =====
*The Vampire Counts follower Grave Digger now correctly reduces the Raise Dead cost when equipped by a Hero. 
===== Skills =====
*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!) 
===== Traits =====
*Helman Ghorst’s innate trait now also increases armour for the Crypt Ghoul regiment of renown.
==== Warriors of Chaos ====
===== Campaign =====
*Be’lakor’s faction effect, -25% upkeep for Daemon units, now correctly applies to all Daemon units. 
*Warriors of Chaos will now gain souls from razing Chaos Dwarf settlements and from sacrificing Chaos Dwarf captives post-battle.
===== Units =====
*Chaos Lord of Khorne
**Recruitment Cost (MP): 1,200 → 1,150 
*Chaos Lord of Khorne Mount: Chaos Steed
**Recruitment Cost (MP): 1,400 → 1,500
**Recruitment Cost (SP): 1,400 → 1,300
**Upkeep Cost: 300 → 325
*Chaos Lord of Khorne Mount: Gorebeast Chariot
**Recruitment Cost (MP): 1,600 → 1,400
**Recruitment Cost (SP): 1,600 → 1,200
**Upkeep Cost: 325 → 300
*Chaos Lord of Khorne Mount: Juggernaut
**Recruitment Cost (MP): 1,700 → 1,550
**Recruitment Cost (SP): 1,700 → 1,400 
*Chaos Sorcerer Lord of Tzeentch Mount: Disc of Tzeentch
**Added Attribute(s): Strider
*Chaos Sorcerer of Tzeentch Mount: Disc of Tzeentch
**Added Attribute(s): Strider
*Exalted Hero of Khorne
**Recruitment Cost (MP): 900 → 850
*Exalted Hero of Khorne Chaos Steed
**Recruitment Cost (MP): 1,100 → 1,050
===== Skills =====
*Fixed the Warriors of Chaos skills Chaos Vanguard and Legion of Doom not applying to Devoted Marauders of Slaanesh.
*Fixed some skills that were applying to Exalted Pink Horrors and Regiment of Renown Pink Horrors but not the regular Pink Horrors unit. 
===== Technology =====
*Fixed the technology Rite of Ascension erroneously applying to the Slaanesh Chaos Chariot Regiment of Renown. 
*Fixed the Giant Manacles technology not applying to the Bilious Thunderguff (Chaos Giant) Regiment of Renown.
==== Wood Elves ====
===== General Updates =====
*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.
===== Units =====
*Malevolent Treeman
**Capture Power: 10 → 7.5
**Key Building Capture Power: 10 → 7.5
===== Campaign =====
*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.
===== Skills =====
*Coeddil’s skill Exile’s Return now correctly grants the Annoyance of Netlings passive ability to Dryads only Rank 7 and above.
=== Unit Abilities ===
==== Foreword on Ability Durations ====
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 (Rampage!) 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.
==== Slaanesh Army Ability Refactor ====
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.
This also applies to campaign; these abilities have switched places in the appropriate places on skills and techs.
# Fascination / Sweet Sorrow
# Narcissism / Narcissism
# Sweet Sorrow / Fascination
*Fascination (Rampage!) (Tier 1 → Tier 3)
**Active Time (Seconds): 23 → 14
**Recharge Time (Seconds): 90 → 120
**Wind Up Time: 3 → 5
**Direct Damage Amount: 5 → 10
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.
*Narcissism (Tier 2)
**Active Time (Seconds): 13 → 16
**Recharge Time (Seconds): 60 → 90
**Wind Up Time: 1 → 3
Narcissism is getting a small buff to duration to compete more evenly with Fascination in its dedicated control role.
*Sweet Sorrow (Tier 3 → Tier 1)
**Active Time (Seconds): 20 → 15
**Recharge Time (Seconds): 120 → 60
**Wind Up Time: 5 → 1
**Effect Range: Mapwide → Single Target
**Effect Duration: 20 → 15
**Fatigue Modifier: 3% → 4% per second
**Speed bonus 25% → 40%
**Added +40% charge speed
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!
==== Character Abilities ====
*Curse of Djaf (Rampage!)
**Active Time (Seconds): 22 → 13
*Fermented Fungi (Rampage!)
**Active Time (Seconds): 17 → 15 
*Language of Da Boyz
**Effect Range: 35 → 55 
*The Twisted Twin
**Maximum Melee Attack Bonus: 8 → 10
**Maximum Melee Defence Bonus: 8 → 10
**The requirement for reaching maximum effect is unchanged 
*Celestial Sweep
**Now does Magical and Flaming damage
**Adjustments to timing 
*Crown of Claws
**Effect Range: 35 → 55 
*Rage Embodied (Rampage!)
**Active Time (Seconds): 35 → 15
**Recharge Time (Seconds): 120 → 90 
*Rage Incarnate (Rampage!)
**Active Time (Seconds): 35 → 15
**Recharge Time (Seconds): 120 → 90
*Seductive Glory (Rampage!)
**Active Time (Seconds): 20 → 15
*Wrathful Reaper (Rampage!)
**Active Time (Seconds): 36 → 18
**Recharge Time (Seconds): 90 → 60
*Thorn's Aura
**Active Time (Seconds): 23 → 20
**Applies a buff to allies instead of a debuff to enemies
**All previous effects removed
**New effect: +14 damage reflection 
*The Dragon's Fang
**Added Executioner
==== Quest Abilities ====
*Glare of Insanity (Rampage!)
**Number of Uses: unlimited → 1
**Active Time (Seconds): 25 → 40
This one comes with a story.
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! 
==== Spells ====
*Armour of Darkness
**Active Time (Seconds): 33 → 44 
*Armour of Darkness Upgraded
**Active Time (Seconds): 33 → 44 
*Ice Sheet
**Active Time (Seconds): 17 → 21
**Added a -25% acceleration penalty
*Hysterical Frenzy (Rampage!)
**Active Time (Seconds): 40 → 22 
*Hysterical Frenzy Upgraded (Rampage!)
**Active Time (Seconds): 40 → 44 
**Overcast no longer increases damage bonus
**Overcast now double duration from the new base of 22 seconds.
*Pavane of Slaanesh (Rampage!)
**Active Time (Seconds): 15 → 17
**Winds of Magic Cost: 10 → 12
**Added 2% fatigue drain per second
**Removed Rampage
*Pavane of Slaanesh Upgraded (Rampage!)
**Active Time (Seconds): 30 → 34
**Winds of Magic Cost: 19 → 22
**Added 2% fatigue drain per second
**Removed Rampage
*Fires of Change
**Ward Save: 11% → 10%
==== Units Abilities ====
*Fury of Khaine (Rampage!)
**Active Time (Seconds): 62 → 28
**Bonus weapon strength: 25% → 50%
*Primal Instincts
**Melee Attack: 10 → 5 
*Disdain of the Dragon Emperor
**Added +10 reload skill buff
*Fury of the Falling Blade
**Remove speed buff
**Added causes fear buff
*Nan-Gau Grenades
**Number of Uses: 1 → 2
**Active Time (Seconds): 0.1 → 10
**Recharge Time (Seconds): 0.1 → 60
**Base Missile Damage: 40 → 10
**Armour Piercing Missile Damage: 40 → 3
**Base Explosion Damage: 12 → 34
**Armour Piercing Explosion Damage: 6 → 11
**Explosion Radius: 3 → 4
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!
*Guardian Shield
**Effect Range: 35 → 55
**Number of Effected Enemy Units: 0 → -1 
**Added negates enemy magical weapons in area
*Petrifying Gaze
**Number of Uses: -1 → 1
**Active Time (Seconds): -1 → 32
**Effect Range: 35 → 0
**Number of Effected Enemy Units: infinite → 1
**Cast Range: 0 → 50
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.
*Berserk (Rampage!)
**Stage 1 duration 60s → 70s
**Stage 2 duration 30s → 20s
=== Game ===
Below are changes to the systems that support and enhance the gameplay of Total War: WARHAMMER III.
==== Graphics ====
*Fixed an issue that could stop flying units from playing the right death animations if killed while charging.
*Fixed an issue where some Vampire Count units would appear black in 2D portholes depending on the faction they were played under.
*Fixed an issue where Ice Witch’s swords were not docking correctly during a moving attack.
*The Carnosaur no longer makes himself smaller during a sync kill.
*Fixed the Arcane Phoenix 2D porthole image’s colours.
*Fixed the Dark Elf Feral Mammoth 2D porthole image’s colours.
*Damsel’s weapons will now be appropriately splattered with blood.
*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.
*Adjusted night environments on Cathay Farms to reduce harsh shadows.
*Exalted Heroes will now clench their right hands thanks to a skinning update. 
*Fixed an issue with Azhag missing a weapon when mounted.
*Updated skinning on lower LoDs of the Bloodwrack Medusa and War Hydra units to fix visible distortion.
*The Dragon Crown of Karaz quest battle now uses the correct skybox / lighting.
==== Audio ====
*Fixed some missing animation sounds for the Spirit of Tepok Coatl. 
*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.
*WARHAMMER I Chaos Campaign Battle Screen music has been re-implemented.
*Fixed flyby VO sometimes spamming at the end of the loading screen for quest battle replays.
*The Drippin Fangs faction in Immortal Empires now uses the correct VO actor in diplomacy.
==== UI ====
*Fixed missing icons when recruiting Exalted Heroes and their marked versions as the Champions of Chaos.
*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.
*Clarified tooltips and text surrounding manual and autosaves to the cloud.
*Adjusted some event text to better match their rewards.
*Fixed an issue where Mother Ostankya’s Spirit Bear ability wind up UI animation wouldn’t show correctly.
*Fixed a Norscan character having a blank name in Immortal Empires.
*Changed a few character skill icons to better match their effects. 
*The unbinding tooltip for summoned Dryads, Rat Ogres and Wolf Rats no longer show duplicate entries for “stable” enemy and ally targets.
== External Links ==
*TOTAL WAR: WARHAMMER III – PATCH 4.2.0
Category:Patches