Total War 1-3, patch 1.3. Let's get into the biggest changes we've made from your feedback. As with our previous patch, the regiments are run out and making their way into the game. This time we'll see skythriders, the righteous lancers of Wazin, Oafbreakers of Tor, Barons of the Bog, Knights of Immobulation, Eternal Entourage and Heralds of Corn's Fury. All three are C of course. In multiplayer, land battles have been introduced to Rank Matchmaking, giving you a 5050 chance of landing neither a domination or land battle game. In battle, a number of changes have been made to help with the unit responsiveness and power finding, including how units navigate settlement entrances and react to retreat orders. Range units firing with a clear line of sight, iron gut successfully hitting melee infantry and improved dueling between single-entity units. Smaller artillery and chariot units no longer have collision when dead to help alleviate issues with large entities power-finding. A miyao-yings dragon augments will be fully available, allowing her to access her eye of the storm ability when in dragon form as intended. AI armies will focus much less on backline units, encouraging more meaningful tactics on the battlehold and reducing likely-hood of them marching straight past city defenses. The AI will also no longer be able to use army abilities and situations where they shouldn't be able to, for example after a battle is ended or before they have accumulated enough resources. Moving into campaign, we've refreshed some of the buildings and building chain descriptions, updated technologies across various races and further streamlined the character list. Kerg and Warbad army spawn rate has been slowed to decrease their intensity during cafe campaigns, and a number of character skills have been updated and improved traits will also be dished out upon defeating any of the legendary lords. Plagues have received an update. For Nurgle, we can see a replacement of the attrition effect on the flux system with an increase in casualties from attrition and reduced base duration of the agoo play from 3 to 2. For the demon prince, we remove the attrition effect from Boulsteep and increase the Nurgle corruption provided, and we replace the attrition effect from the red agoo with an increase in casualties from attrition. We've increased the rewards given by Okikimdum's contracts. All three missions will now have the bonus reward, meat, growth from camps or a rare magical item, and treasure rewards will be roughly twice the amount. The minimum reward has been increased from 500 to 1500, with the amount determined by the issuing factions treasury. When AI is collected all four souls and teleports to the forge of souls, the player will now be asked if they want to teleport immediately to meet them. This will only be available if the player's faction leader is in the state where they can teleport. Speaking of the chaos realms, we're based on tweets to them. In the siege realm, AP won't be removed when the player interacts with a point of interest. Situals will now be revealed when the player enters and exits a teleport locus, and the AI now has to teleport eight times before accessing the final area. In the final battle, we've tweaked the units that flow in from the base of the map to be less frustrating. We've also updated the last wave to only count Belacore for completion. Once he is killed, the rest of the demons will crumble, and the battle will be complete. We've also toned down the number of soul grinders that accompany Belacore in the final wave. Other bug fixes have been made for Arcane Search, flying units leaving melee combat, multiplayer game lists, and more. For a full list of all the changes in patch 1.3, check out our website.