Take a look at the new patch notes for the Make War Not Love 2018 content update – including ability changes, balance updates and more.
The Mortal Empires hotfix comes out of beta today and will now be integrated into the full retail version of the game via Steam auto-update.
This hotfix chiefly addresses the severity and nature of the Chaos Invasion mechanic in the Mortal Empires campaign for WARHAMMER II. A handful of other fixes and changes are also included; please see below for full details.
Read up on the patch notes from the latest Hotfix after Norsca
(Or the one where CA WENT TOO FAR!)
The Old World has evolved massively since Total War: WARHAMMER first Launched. With the proliferation of new Races, sub-factions, Legendary Lords, monsters, magic, Mammoths and more, the original Races and Legendary Lords have become increasingly embattled.
So the chief request from players – and one that’s grown in volume with every DLC and FLC release – is that we bring the old-timers up to a fighting trim equivalent to the new guys.
Your wish is our command. This is the update that supercharges the foundation races.
All the old Legendary lords get bonus campaign buffs and new, extra skills trees. The Empire, under AI control, starts with an entire province, giving it a much stronger start. The Warriors of Chaos have a whole slew of tweaks and changes, increasing their campaign momentum and enabling easy vassalisation of Norscan tribes. And Wood Elves finally have new followers (Yay!). If these changes appear sweeping, it’s probably because they are. The Old World is in for a shakeup.
As always, we’ll be paying close attention to your experiences and feedback, and based on that, we might reign in some of the changes. But play it and judge for yourself. We want to let things bed in before we consider any redress.
In the meantime, have fun!
On with the show…
To celebrate 30 years of awesome strategy games development, xenomorph terrorising and gratuitous goblin-tossing, CA is gifting TW: WARHAMMER players with 30 new Regiments of Renown. Fortifying the Race-rosters of the Beastmen, Bretonnia, Chaos Warriors, Norsca and the Wood Elves, this significant update is available free and easy through Total War Access. Players can register/log in here.
The 30th Anniversary Regiments of Renown will be playable from August 10th.
Norsca is inhabited by a race of savage and ferocious humans known as the Norscans; fur-clad warriors and berserkers of hairy brawn who sail the seas in fearsome longships in order to unleash their devastating fury upon the south. Warlike and cruel, the Norse are fanatically devoted champions of the Dark Gods and the baneful scourge of their foes. Norsca is a savage and brutal land, plagued by lethal winters for more than half the year, and worse, lashed perpetually by raging gales of Chaos energies howling down from the ancient ruins of the fallen Warp Gate resting at the very heart of the northern Chaos Wastes.
A few questions answered on the new Total War: WARHAMMER DLC Norsca
Tempered in battle from the moment of its birth, the Empire represents the last bastion of Mankind. Since Sigmar first united the primitive tribes of men, the nation has had to fight for its very survival with constant vigilance. Though his reign has long-since ended, the Empire is nevertheless a force to be reckoned with. Ever on a war footing, ranks upon ranks of highly trained professional soldiers make up the nation’s backbone. It is the variety of these troop types that is the chief strength of an Empire army. These brave men are more than prepared to lay down their lives to protect the lands and people they hold dear. The Empire is a beacon for all human learning and culture in a dangerous world, its light surrounded on all sides by dark forces that constantly threaten to extinguish it. A huge realm of ancient and dangerous forests and prosperous farms contrasted with sprawling metropolises, the diversity of the Empire’s landscapes is matched only by that of its people. Scholars, wizards, counts, nobles and knights brush shoulders with common folk in the bustling streets of gothic citadels. Magnificent palaces and gardens give way to crowded courtyards where the cries of religious fanatics permeate the market smoke and assassins walk amongst the throng unseen. Joy and misery, life and death; the entire spectrum of human existence can be seen amongst these streets. Now, a new man has been elected Emperor. Though his reign is young, tales of his deeds, his martial prowess and his statecraft have already spread throughout the Empire and beyond. His name is Karl Franz. To his followers, he is heralded as heir of Sigmar. In him they see a man worthy of wielding both the Warhammer and the title of Emperor that the mighty warrior-god once held. Someone who can unify the Empire and once and for all vanquish its enemies both within and without.
Something stirs in the deep dark forests of The Old World. Between the twisted trunks, the Beastlords grow restless with an all-consuming battle-thirst. They gather to them great Warherds of barbarous, bestial fiends, forged in the Time of Chaos; dark amalgams of human intelligence, animal cunning and raw, reckless ferocity.
As The Beastmen emerge from their woodland lairs, ten thousand hooves stamp in agitated union, and a foetid musk arises from the sea of matted fur. The bray of the battle-horns pierces the gloom, and beyond: from Bordeleaux to Ostermark, the Call Of The Beastmen will be heard across The Old World!
The Call of The Beastmen Campaign Pack introduces the Beastmen as a playable race to Total War: WARHAMMER. A feral, Chaos-tainted horde race, they move like a plague across The Old World, fielding half-human aberrations and colossal beasts in battle, many of which feature unique abilities. The Beastmen are playable in the Grand Campaign, custom and multiplayer battles, and in their very own Story Campaign, An Eye For An Eye.
In the forsaken lands of Sylvania, the Undead battalions of the Vampire Counts gather. Upon fen and moor, creatures of darkness that have haunted the nightmares of Men for millennia break free from ancient cairns and age worn mausoleums, thundering the ground beneath them and eclipsing the moon as they spread their tattered wings and take to the skies. In the eternal gloom of ancient tombs can be heard the scrape of bone on bone, wordless moans, and the clank of rusted armour. The unliving host advances, a tide of resurrected corpses, driven on by necromantic magic and the immortal will of the Vampire Counts.
The presence of the living dead is a corruption upon the face of the world and as they expand their holdings, the very land they occupy is transformed. Their advance is heralded by encroaching mists no wind can displace, trees twisting and buckling as though in agony, and a gathering darkness of supernatural perpetuity. In battle, they are a fearsome force to behold. Legions of moldering soldiers wear down their enemies without fear or hesitation whilst colossal, contorted aberrations and bat-winged beasts crush all who dare stand in their way.
All tremble before the unliving masters of Sylvania, for they are a blasphemy against nature and reason. Those that attempt to stem their relentless onslaught will soon learn that there are fates in this world that are worse than death. The Midnight Aristocracy are masters of Death Magic and Necromancy and those that fall before their might will soon rise again. Where once stood defiant enemy soldiers now stand twitching corpse-puppets devoid of any determination save to serve the morbid fiends that now command them.