Lords of the End Times is OUT NOW!
2026-09-24Hey folks, Lords of the End Times is OUT NOW alongside Update 9.0! Cast your eyes over the full list of fixes and adjustments coming alongside the DLC and FLC content below. Watch the Lords of the End Times Launch Trailer now: To get the full picture on all the free content coming as part of that FLC, including Neferata, the Vampire Counts rework and more, check out our dedicated blog which covers everything not including in these patch notes. As always, if you run into any new issues after updating to 9.0, please report them over in our dedicated bug reporting sub-forum. — The Total War Team Campaign AI Task management and recruitment improvements We've made several improvements to how the Campaign AI recruits units and manages its armies.
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As part of our work to reduce army clumping/stacking and idle behaviour, we found that the AI was sometimes spending too much time trying to recruit units in situations where recruitment would most likely fail. The changes we’ve made will help the AI make better decisions and keep its armies moving. What are the changes? • The Campaign AI now stores a history of when and where recruitment was attempted per army, making it better at recognising unsuccessful recruitment opportunities and prioritising other options instead. • If recruitment is repeatedly unsuccessful, the AI will focus on other tasks rather than getting stuck attempting the same recruitment over and over. What impact should this have? • AI armies should reach full strength more quickly. • Recruitment behaviour should be more decisive and efficient. • Multiple armies competing to recruit from the same location should happen much less often, reducing clumping and idle behaviour. Army composition quality We've updated how the AI builds its armies, particularly on higher campaign difficulties. What are the changes? • Elite army templates are now tuned to favour higher-quality units over total unit count when budget limits prevent the army from being filled completely. • On higher difficulties, the AI will favour recruiting tougher, high-quality units over raw unit count. What impact should this have? • On Hard difficulty and above, AI armies should contain more elite units and have greater overall strength. • Army compositions should feel more effective and appropriate for the campaign difficulty. Warriors of Chaos Warriors of Chaos factions have been underperforming when controlled by the Campaign AI. These improvements are aimed at bringing their performance back up to par. What are the changes? • Warband recruitment (unit upgrading) now scales more effectively throughout the campaign, based on turn number, and campaign difficulty level. • The AI is better at unlocking technology-restricted units. • Building priorities have been updated to improve province development and recruitment choices. What impact should this have? • The Campaign AI should be more consistent in upgrading units via the Warband system. • Building construction should be more cohesive, with the AI using a better and more appropriate building categories. • The faction should perform more strongly overall when controlled by the AI. Archaon What are the changes? Archaon's Campaign AI has been updated to: • Expand more purposefully. • Engage with lore-appropriate enemies sooner. • Spend less time tied up in regional conflicts around his starting position. What impact should this have? • Archaon should be a more capable and engaging adversary when controlled by the Campaign AI. With these latest improvements, cases where armies of any Campaign AI stack up around a settlement shouldn’t persist for more than 5-6 turns at the worst. Usually the “clumping” is for around 2-3 turns while the AI is recruiting and reassessing its priorities. We are aware that there are still some more issues to address, so please keep sending us your bug reports when you experience them. Update to Slaanesh building chains Since the release of Tides of Torment, we’ve seen plenty of feedback on Slaanesh's buildings surrounding recruitment. The common theme is that elite units are recruited too early, with Chosen being a primary example, meaning a lot of foot infantry are made redundant early on. In addition to this, there's essentially too many units spread out across multiple buildings. We’ve made the following changes based on your feedback, with the goal of providing a more balanced, challenging playthrough without adversely affecting pacing. N’Kari/The Masque Basic Military Mortal Servants Chain • Scented Pavilion (Tier 1) - Devoted Mauraders of Slaanesh (Spears), Hellstriders of Slaanesh • Fragrant Pavilion (Tier 2) - Devoted Mauraders of Slaanesh (Hellscourges), Maurader Horsemen of Slaanesh, Hellstriders of Slaanesh (Hellscourges) • Pavilion of Excess (Tier 3) - Chaos Warriors of Slaanesh, Chaos Warriors of Slaanesh (Hellscourges) • Pavilion of Perfection (New Tier 4 building) - Chosen of Slaanesh, Chosen of Slaanesh (Hellscourges) Mounted Servants Chain • Building Chain removed entirely Followers Chain • Dark Princes Banner (Tier 3) - Devotees of Slaanesh (Crossbows) Advanced Military Daemonic Mounts Chain • Rapturous Circus (Tier 4) - Heartseekers of Slaanesh BEFORE: AFTER: Dechala: Basic Military Warrior Halls Chain • Halls of Pain & Prancing (Tier 2) - Hellstriders of Slaanesh, Hellstriders of Slaanesh (Hellscourges) • Halls of Blade & Lash (New Tier 3 Building) - Chaos Warriors of Slaanesh, Chaos Warriors of Slaanesh (Hellscourges) • Halls of Unattainable Perfection (New Tier 4 Building) - Chosen of Slaanesh, Chosen of Slaanesh (Hellscourges) Advanced Military Daemonic Mounts Chain • Rapturous Circus (Tier 4) - Heartseekers of Slaanesh BEFORE: AFTER: New Landmarks with Neferata • We have added a new landmark building in the Silver Pinnacle that allows for early recruitment of Lahmian Handmaidens and Lahmian Vampires. • In addition to the new landmark, the Silver Pinnacle is now a 10-slot settlement. • We’ve added a new high tier landmark for Neferata in Lahmia that allows her to recruit a limited number of certain Tomb Kings units. • New Zombie Dragon focused landmarks will now appear across the map. At the start of each campaign, 6 random locations will receive one of these. Those are available exclusively to the Vampire Counts and the Host of Nagash, both for the player and the AI. When playing as any Vampire Counts faction or the Host of Nagash, at least one Zombie Dragon Landmark is guaranteed to spawn relatively close to your starting position. Here’s an example of one: • We’ve also made various small changes to the effects of some of the existing landmarks. Wound Recovery Time Changes Campaign balance for Wound Recovery time had largely moved into an area where it was redundant, sources of wound recovery time reduction were too plentiful and in many cases characters could overcome wound time entirely. For the player this could mean legendary characters they had just defeated would reappear the very next turn, undoing hard fought battles. While we want to maintain certain characters abilities to recover quickly (Morghur and Vlad as obvious examples), we’ve reduced wound recovery time effects in many places across the game, as well as making specific fixes and additions: Vlad von Carstein’s Defeated Trait Vlad maintains his ability to recover quickly (this is now attributed to his ring rather than being innate), and we’ve changed the trait gained from defeating him so it no longer contains wound recovery time. This was a major source of character wound time reduction for many characters in Vlad's area of the world, and any A.I character who defeated him would essentially recover instantly from then on due to its potency. New Escalating Wounds Feature (Note that this feature can be toggled in a new campaign setting when starting your campaign) Characters can now gain a “Recently Wounded” trait after being wounded, this trait will be removed after 10 consecutive turns of not being wounded, however if the character is wounded again within those 10 turns the trait will worsen to its next level. The focus of the trait is to increase a character's future wound recovery time, so a character that keeps dying repeatedly remains wounded for longer. There are 3 levels of the trait: Miscellaneous End-turn Performance Improvement • Reduced campaign end-turn times by up to 30%: • Improved armoury management execution cost • Improved execution cost of looping through unit abilities • Batching of settlement prefab visual changes • Rework how the VFX system is issuing commands which results in a reduced overall CPU cost and performance improvement • Optimised faction influence map construction • Optimised worker thread tasks granularity • Other various small micro-optimisations Skaven • Technologies for Skaven no longer require buildings as prerequisites to be researched. • Lord Skrolk’s faction effects have been updated to provide buffs for Pusbags and Cauldron of a Thousand Poxes. • Throt the Unclean’s Lord effects and unique skill line have been updated to provide buffs to Stormfiend units. • Throt’s Flesh Lab mechanic can be used to apply monster mutations to Stormfiend units. • Ikit Claw’s Forbidden Workshop mechanic has been updated with upgrades for Stormfiend units. Magic Items • Settra’s New Clothes: • With the addition of Nagash to the world we felt it was only right to give his greatest nemesis a bit of love too so we have added 2 new items to Settra the Imperishable: • The Armour of Golden Magnificence (Armour) • The Scarab Brooch of Usirian (Talisman) • We’ve added a new rare talisman, enchanted item and arcane item for the Vampire Counts and the Host of Nagash: Wristbands of Black Gold, Gem of Blood and Whispering Skull. • Added two new magic items for the Red Duke: • Armour of Blood • The Jewel of Unlife Skill trees • We’ve updated the skill trees of all generic Vampire Counts lords, heroes and bloodline lords. • Updated the skill trees for Arch Lector and Warrior Priest (Empire) • There were also changes to the skill trees of Vlad, Isabella, Helman Ghorst, Heinrich Kemmler and the Red Duke. • The hero versions of Vlad and Isabella can now become lords by reaching level 20 and putting a point on a new skill at the end of their unique lines. • Updated the skill trees of the Herald of Nurgle and Exalted Great Unclean One (Nurgle). Traits • We’ve added 2 new innate traits for the Vampire Counts • Darkbinder (Available to lords) - improves replenishment, healing and dead rise again. • Dread Harvester (Both lords and heroes) - improves corpse generation, captured casualties and battle loot Regiments of Renown update • We have added a new restriction to the number of Regiments of Renown that can be in a single army. This is to encourage using Regiments of Renown across multiple armies, discourage saving them as a purely emergency defensive force, and prevent the AI creating obnoxious entire RoR armies against the player (looking at you, Archaon) • Going forwards all Lords will have a capacity of 2 Regiments of Renown by default, and as they increase in rank a skill will automatically unlock which will increase it to 3/4/5. Legendary Lords however will increase to 4/6/8. Sigvald • With the addition of the Glottkin to the Warriors of Chaos, the previous balance of one god-focused Legendary Lord per Chaos god no longer applies. As a result, Sigvald is moving from being solely a Chaos Undivided character to also being recognised as a Slaanesh-focused Legendary Lord. • The most significant change here means his technologies have changed to be like Azazel's, he has lost access to units of the other chaos Gods and he has greater access to Slaanesh Gifts of Chaos. Books of Nagash updates • With Nagash's arrival we have updated the Books of Nagash mechanic to better suit the number of different factions all vying for control of these powerful arcane artefacts. Currently, once captured, the Books of Nagash cannot be lost and are stored at the faction level. To better represent the struggle between factions for control of these powerful artefacts, Books will now be held by characters or stored in settlements, allowing them to change hands more readily. • Books of Nagash are now 'carried' by the Lords of the armies and the Books directly empower the carrier,Books of Nagash can also be traded between your own armies should you wish to put all of them on a single character to make the ultimate Lord. • Now that the Books are persistent items in the world that can be carried it also means they can be stolen by other factions, no longer are they permanently attached to the first faction that claimed them. • Additionally, all factions can now influence ownership of the Books. Even if your faction has no interest in collecting them, you can still defeat a Book's owner and choose what happens next. You can either send the Book to your capital settlement, denying access to your enemies, or dispose of it entirely, temporarily removing it from the map until it reappears later. This provides a powerful denial tool against factions that rely on the Books of Nagash to empower themselves. • This feature also works in Multiplayer, giving Head-to-Head campaigns between multiple Books of Nagash factions a new dimension, the feature also works in Co-Op but Books cannot be traded between allies and Books can be traded between allies. (Edited due to incorrect information in original publish.) Daemonic Re-Emergence added • Every additional Legendary Lord added to the Immortal Empires map means another faction will meet their end relatively early in the campaign, this has led to almost all the minor Daemonic factions being defeated quite early into the campaign reducing the Chaotic presence of the world. • With the arrival of Lords of the End Times we wanted to bring some support to this part of the game by allowing Daemonic factions (including Legendary Lords) to return to the map after being defeated after a number of turns. Now if a Daemonic faction is defeated it can respawn in a province that has high corruption (either Undivided or the appropriate Mono-god corruption type) Archaon (the Lord of the End Times) updates With the arrival of the Lords of the End Times DLC we felt it was appropriate we gave some love to the Lord of the End Times himself, Archaon the Everchosen. • Archaon can now assert his dominance over the other Chaos Legendary Lords by subjugating them after defeating them in battle, this means they will then be added as a controllable character in Archaon's faction. If the Legendary Lord was a Warriors of Chaos character their faction is confederated and their settlements are given to Archaon. If the character was not a Warrior of Chaos their settlements are given to a new vassal faction of the appropriate mono-God culture. • e.g. Subjugating Skarbrand will add him to Archaon's faction and all his regions will be given to a new Khornate vassal faction that is loyal to Archaon • If a non-subjugated Chaos Legendary Lord gets wiped out, some turns after their demise, Archaon will receive a dilemma. You can then opt to fight an army led by the Lord there and then. If you prevail, you get the Lord in your character roster. • Archaon's list of potential controllable Legendary Lords far exceeds any other faction before as he can subjugate Warriors of Chaos, Khorne, Nurgle, Slaanesh and Tzeentch characters - Archaon cannot subjugate Beastmen, Chaos Dwarfs, Daemons of Chaos or Norsca however. • List of the characters Archaon can now subjugate: • Warriors of Chaos • Kholek Suneater • Prince Sigvald the Magnificent • Azazel • Festus the Leechlord • Valkia the Bloody • Vilitch the Curseling • Be'lakor • The Glottkin • Khorne • Skarbrand the Exiled • Skulltaker • Arbaal the Undefeated • Nurgle • Ku'gath Plaguefather • Tamurkhan the Maggot Lord • Epidemius • Slaanesh • N’Kari • Dechala the Denied One • The Masque of Slaanesh • Tzeentch • Kairos Fateweaver • The Changeling • In addition to his new subjugation feature, Archaon is also presented with a choice upon achieving his Short Victory; continue playing as normal or become the Lord of the End Times. Choosing this Lord of the End Times option blocks his faction and his vassals from conquering any more settlements as the campaign is now focused purely on destruction, razing and Devastation. • Archaon's faction will instead receive bonuses based on the number of Devastated provinces as a trade off for being unable to conquer any more territory — this decision cannot be reversed, so choose wisely! New Dark Fortresses As mentioned during the Glottkin's Campaign Deep Dive stream, we've added a number of new Dark Fortresses: • Black Crag • Black Pyramid of Nagash • Couronne • Hexoatl • Karaz-a-Karak • Khemri • Kislev • Lothern • Naggarond • Skavenblight • The Awakening • The Oak of Ages • Altar of Ultimate Darkness • Castle Carcassonne • Erengrad • Ghrond • Hag Graef • Hell Pit • Lahmia • Nagashizzar New Battle Maps We've added some new battle maps in the free 9.0 update alongside the Lords of the End Times DLC: • Middenheim • Black Pyramid • Nagashizzar • Additionally, Realms of Chaos battle maps from the RoC campaign can now appear in Immortal Empires during the Chaos Invasion End Game, based on which type of corruption is present and how high it is. Audio • We have added new VO lines for these legacy characters/units: • Karl Franz • Archaon the Everchosen • Arkhan the Black • Luthor Harkon • Mannfred von Carstein • Isabella von Carstein • Heinrich Kemmler • Helman Ghorst • Updated legacy units 'Swords of Ulric' and 'The White Wolves' to use new Empire voice sets • Additional Campaign & Battle Music has been added for: • Dwarfs • Chaos factions • Skaven • Empire • Undead Legions • Reworked SFX for Lore of Vampires Additional Changes • Ulrika Magdova is available to Neferata and can be unlocked via her technology tree. • No Lords in Custom Battles Setting: • A new setting has been added to custom battles where players can now start a battle without having a Lord. • Vampire Counts starting Faction & Lord effects have been updated. • With Krell now a unique agent, Heinrich Kemmler’s skill tree has been updated, as mentioned above. • Added 2 new abilities for Heinrich Kemmler (note that he no longer has access to the Lord of Undeath ability) • Invocation of the Lichemaster (Active - Summon) - summons a unit of Cairn Wraiths. • Eternal Vigour (Active - Augment) - melee defence and physical resistance buff for all allies. • The Red Duke can now be confederated via the technology tree while playing as any Vampire Counts faction • Updated the Red Duke’s skill tree, added a new background trait, defeat trait and a couple of new items for him: • New background trait - Scourge of Aquitaine • New defeat trait - The Dead Duke • New items (also listed in Magic Items section): • Armour of Blood • The Jewel of Unlife • Mourngul Haunters are now available to the Vampire Counts with an updated skill tree. • Province Commandments for the Vampire Counts were updated and a new one was added specifically for Neferata. • Blood Decrees • Vampire Counts factions now have access to new province-level actions that provide various effects in exchange for Blood and Population Surplus • Midnight Culling - provides corpses • Sanguine Wards - improves provincial defences • Tenebrous Authority - increases growth and corruption • Arkhan The Black’s faction now has access to additional enhanced Vampiric units through his unique military chain: • Crypt Horror • Cairn Wraith • Spirit Host • Morghast Archai • Morghast Harbinger • Tomb Scorpion has been moved to a T2 unit. BUG FIXES PERFORMANCE, STABILITY & GRAPHICS • Fixed a freeze that could occur when auto-resolving or returning to the campaign from a battle, caused by research points being awarded outside of the owning faction's turn. • Fixed a hard lock that could occur during the end turn cycle if the player ended their turn before the unit recruitment scripted tour had played. • Fixed an issue in Tyrion's ‘Dragon Armour of Aenarion’ quest battle which would cause a 15-second soft lock when clicking the Objective Location button for the ‘Survive the Dark Elves’ invasion. • Fixed several remaining cases of flickering on the campaign map, most noticeably on coastal ice, when using the TAA and TAA High anti-aliasing settings. • Fixed an issue where siege towers and siege rams showed an excessive amount of motion blur when using the TAA and TAA High anti-aliasing settings. • Improved TAA to reduce ghosting and blur issues on units. CAMPAIGN General & Gameplay • Fixed an issue where missions that require the player to take a settlement, such as the Warriors of Chaos 'Dark Architecture' mission, would not complete if the settlement was occupied during an enemy turn - for example after a besieged hero sallied out and lost the battle. • Fixed an issue where the Slaanesh 'Changing Sides' mission would not complete if the seduced unit was killed in battle. • Fixed an issue where Lizardmen technologies with a gold cost deducted their full cost every turn while researching, rather than once. • Unit rewards for completed Ivory Road Caravans and Chaos Dwarf Convoys are now granted every time a caravan or convoy reaches its destination, provided the caravan does not already have those units and has room for them. • Fixed an issue where Lords could switch into stances that cost Action Points, such as Ambush or Encamp, while on 0 Action Points, for example after a settlement battle or immediately after being recruited. • Fixed an issue where Vampire Coast Lords could switch to any other stance after using the 'Dig for Treasure' stance, including stances that require Action Points. • Fixed an issue where the Wolf Chariot and Orc War Boar Chariot mounts could be lost from an Orc Warboss over the end turn. • Fixed an issue where settlements with special visuals, such as those destroyed by a Doomsphere, reverted to their default appearance after loading a save. • Fixed an issue where engaging the 'Tower of Ashair' quest battle as Sayl the Faithless placed the player into a military alliance with the Jagged-Horn Tribe. Campaign AI • Resolved an issue with the Campaign AI's target selection logic for Slaanesh's 'Promise of Perfection'. The randomization logic was not handling the selection correctly, which could result in no valid target being selected. Diplomacy • Fixed an issue where The Changeling couldn't acquire new forms through diplomatic alliances and vassalisation after being confederated by Kairos (requires new game or a save file prior to confederating The Changeling) Skills, Traits, Abilities & Technologies • Characters without ranged attacks now receive the melee-only version of the Weapon Master trait. • Fixed an issue where the unique Wight King Kevin von Lloydstein still had the old version of the Weapon Master trait; he now has the melee-only version. • The Yvresse version of the High Elf Prince now correctly has access to the Immortality and Mentor skills. • The Bloodshriek Chimera is now affected by the Unchained Beasts technology and the Freakish Mutations skill. • Fixed an issue where the Doom Diver Catapult was missing from Grom the Paunch's character skills that affect all Goblin units. • Added the missing artillery units, including the Casket of Souls, Bone Giant, Cygor, Dreadquake Mortar, Skull Cannon, Stegadon, Necrofex Colossus, Luminark of Hysh and Steam Tank, to the pool of units affected by Zhatan the Black's defeat trait. • Fixed an issue where Rakarth's 'Harpyclaw Bolts' skill replaced the ammunition of Reaper Bolt Throwers and restricted them to a single shot type. The skill now adds a new ammunition type that is effective against cavalry and infantry instead. • Fixed an issue where Ku'gath was missing battle abilities in the front-end version. UI/UX • Epidemius' Tally of Pestilence now updates immediately after spreading plague, rather than only after saving and reloading. • Fixed specific cases where moving the campaign camera right and down by holding the mouse cursor at the edge of the screen did not work. • The High Elf scripted tour now correctly displays its name, 'Patrons of the Realms'. • Fixed an issue where the fourth step of the 'Patrons of the Realms' scripted tour was cut off at lower screen resolutions. • Fixed an issue in the Formless Horror UI where ability icons were hidden behind the Assume for Battle button on lower resolutions. • Fixed missing artwork in the Weapon Returned event message in the Realms of Chaos campaign. • Fixed an issue where the artwork for the Occupy, loot, raze or sack Victory Conditions requirement appeared as a white box. • Fixed a typo in the Norsca Technologies description. • Fixed an issue where the Scrolls of Knowledge art cost disappears after performing any action in the Secrets of the White Tower menu and does not reappear after the cooldown. VFX • Aekold Helbrass now displays his battle VFX on the campaign map. • The War Mammoth (Warshrine) mount now correctly displays its fire VFX on the campaign map. • Fixed an issue where the flame effects on Bhashiva's and Volkmar's weapons disappeared from the character details panel after opening and closing it several times. • Fixed an issue where an effect playing in one porthole could sometimes appear in another porthole on screen — for example a Skaven effect appearing on Boris Todbringer in the pre-battle screen. • Fixed an issue where the relic indicator above a settlement flickered at the edge of the game window during Bhashiva's campaign. Units & Models • Fixed LOD issues on Morghur's campaign model at very close range. Rites Cooldown Rebalancing We have updated the cooldowns for rites as below. Their global cooldown time has remained at 5 turns: Skaven: • The Dominating Scheme: 15 → 13 • The Thirteenth Scheme: 30 → 13 • The Pestilent Scheme (Non clan Pestilens): 30 → 20 • The Scheme of DOOOOM!: 30 → 20 Dark Elves: • Sacrifice to Hekarti: 20 → 15 • Sacrifice to Atharti: 20 → 15 • Sacrifice to Mathlann: 25 → 20 • Sacrifice to Khaine: 40 → 25 • Sacrifice to Drakira: 30 → 25 • Sacrifice to Anath Raema: 25 → 20 • Rite of the Warmaster: 50 → 25 Lizardmen: • Rite of Primeval Glory: 50 → 25 • Rite of Tzunki: 20 → 15 Vampire Coast: • Curse of the Sea Mist: 30 → 20 • Curse of Eternal Service: 20 → 15 • Curse of the Queen’s Cannon: 25 → 20 BATTLE General & Gameplay • Spells can no longer be cast outside of their range when the path to the casting point is blocked by buildings. • Units falling back due to skirmish mode are now subject to rampage. • Removed the movement speed penalty from the 'sharp stones' ground type. It was never intended to affect units and had no tooltip indicating the area it applied to. • Fixed an issue where Tomb Kings and Vampire Counts armies could deploy in a single straight line at the start of a land battle when using a set formation. • Fixed an issue where the buffs from Epidemius' Tally of Pestilence did not apply to Epidemius himself. • Improved the consistency of damage dealt by Norscan Ice Wolves when attacking routing enemies. • Fixed an issue where Exalted Plaguebearers of Nurgle dealt far too much missile damage to buildings, destroying towers and barricades in a single volley. • Adjusted the charge speed of Tiger Warrior Stalkers, which was slower than their normal movement speed. • Styrkaar of the Sortsvinaer now correctly has the Causes Fear attribute when mounted on a Steed of Slaanesh. • The Spawn-Kin passive is now present on Kroxigor Ancients and Nakai the Wanderer. • The Celestial Dragon Guard and Celestial Dragon Crossbows Regiments of Renown now have the same mass as their standard counterparts. AI • Fixed an issue that caused the AI to remain idle during the Gotrek and Felix quest battle for some players. • Fixed an issue where the AI did not respond when coming under ranged fire in the 'Dragon Cloak of Fyrskar' quest battle. • Fixed an issue where Fatsod and several other units became indecisive and wandered the map instead of engaging the player during Kayzk's Devotion battle. • Fixed an issue where the reinforcing army arriving with the awakened Lord Kroak remained idle instead of advancing to support the player. • Fixed AI behaviour in Queek Headtaker's 'Dwarf Gouger' quest battle, where Dwarf ranged units charged into melee and infantry ignored nearby Skaven missile units. • Fixed an issue in Dechala's quest battle where the reinforcing Khorne army idled at the positions assigned to the initial High Elf army instead of engaging. • Fixed an issue where the Beastmen allies that arrive late in Tamurkhan's 'The Gates of Nuln' quest battle did not move from their spawn point. • Fixed an issue so that the Skaven now will attempt to surround the player during the Crown of Saphery quest battle. • Fixed an issue to improve enemy unit behaviour in Sigvald's Auric Armour quest battle. Quest & Adventure Battles • Fixed an issue where the Cultists of Nurgle in Fatsod's army appeared distorted during Kayzk's Devotion battle and disappeared from the roster entirely after loading a save. • The Nurgle Lord Morboth no longer has a missing model and icon in the Changeling's 'Eye of the Storm' Grand Scheme battle. • Khalida is no longer missing her unit card and in-battle Lord portrait in the 'Vanquisher of the Undead' quest battle. • The enemy army in Malakai Makaisson's 'Vampireslayer' adventure battle no longer uses a placeholder porthole. • Kaleth, the Supreme Sorceress in Alith Anar's 'Moonbow' quest battle, now uses the correct model instead of the Grey Wizard model. • Morathi now has her full set of spells and abilities in the 'Heartrender & The Darksword' quest battle when it is started from the Front End. • The abilities listed for Epidemius in the 'Sands of Sickness' quest battle menu now match the abilities he receives in the battle itself. • The Changeling's units now use the correct blue and gold banner when his quest battles are played through the Front End. • Fixed a discrepancy between the enemy army spawn location shown in the Front End and the one used in battle for 'The Nightmare of Hexensnacht Eve'. • Fixed an issue where the starting Empire army was poorly deployed in Vlad's 'Blood Drinker' quest battle when the battle was started from the campaign. • Enemy reinforcements no longer arrive from the wrong direction in Isabella's 'Blood Chalice of Bathory' quest battle. • Wulfrik's 'Sword of Torgald' quest battle now correctly ends once the reinforcements have been defeated. • The objective in the 'Ancestor Relic of Valaya' quest battle now completes correctly when the enemy Lord is killed. • Removed a second Arbaal that was visible during the quest battle intro. • Rebalanced Bhashiva's quest battle, which was too difficult when started from the Front End. Routing units no longer rally. • Fixed a Lua error that appeared after the opening cinematic in several quest battles, including 'The Skull Staff' (Heinrich Kemmler), 'Sword of Torgald' (Wulfrik) and 'Ghal Maraz' (Karl Franz). • Fixed a Lua error that appeared at the start of deployment in all of Archaon's quest battles. • Fixed a Lua error that occurred when starting the 'Moonbow' quest battle. • Fixed several Lua errors that occurred when enemy reinforcements arrived during Malakai Makaisson's 'Goblin's Monstrosity' adventure battle. Reinforcements now enter from the correct locations. • Fixed multiple issues with The Root of Chaos quest battle, including: • Fixed an issue where Ariel was not appearing at the start of the battle. • Fixed an issue where Ariel’s countdown timer and channeling instructions were not appearing. • Fixed an issue where the visual effect for Ariel’s channeling location was missing. • Fixed an issue where Drycha was incorrectly appearing as both an enemy and an ally instead of switching from enemy to ally. Maps & Environment • The defender's vanguard deployment area is now correctly marked in the Grey Rock Point minor settlement battle. The attacker's deployment and vanguard deployment areas have also been reworked. • Fixed an issue on the Zharr-Naggrund map where a siege tower placed in its default deployment position became stuck in water and could not path to the settlement walls. • Reworked the reinforcement lines, attacker deployment area and no-go zones on The Writhing Fortress, which previously offered very limited options for positioning reinforcements. • Fixed an issue in the siege battle of Altdorf where units would climb on top of an archway instead of passing under it. • Fixed an issue on the Hell Pit settlement map where some wall platforms were floating above the walls, preventing attackers from climbing them. • Fixed an issue on the Black Fortress siege map where reinforcements could enter the battlefield from impassable terrain and pass through a mountain. Reinforcements now arrive from sensible directions. UI/UX • Fixed an issue where some units, such as Lion Chariots of Chrace, disappeared from their unit portholes for a few seconds during battle. • The Mournguls unit card now states that they cause Terror, matching their Regiment of Renown version. • Removed incorrect bullet points from several Tomb Kings units, including one that listed an Anti-Infantry Bonus they did not have. • Fixed a Lua error that occurred when the Deployment tour was closed after being started during a siege battle. • Fixed a Lua error triggered by the Rallying scripted tour when playing with the game language set to Korean. Units & Models • Fixed an issue where Chaos Knights of Khorne and Chaos Knights of Khorne (Lances) used the Slaughterguard's torso and leg textures. • Fixed the colours on several Dark Elf cavalry shields, which were missing their gold ornaments. • Fixed the missing weapon texture on the Heralds of the Wind, which appeared black. • Fixed a black line in the texture of the Bretonnian Peasant's bow. • Fixed the black spots in Caradryan's hair and adjusted its gloss to match other High Elf textures. • Fixed an issue where the hair of the Dwarf Dragon Slayer turned black at lower levels of detail (LOD). • Updated textures for Chaos Chariots of Tzeentch to increase the quality. • The Daemon Slayer and Dragon Slayer now have the proper faction colours. • Fixed an issue where Louen Leoncoeur’s 3D model was missing mouth textures. • Fixed Stegadon’s missing eye texture. • Fixed smoothing issues on the Chaos Lord of Slaanesh’s helmets and legs. • Fixed normals issues on Kislev Tzar Guard (Great Weapons). • Fixed missing capes on Dwarf Rangers. • Fixed black texture edges on Arahan and Naestra’s lower LODs. • Improved transition between the different LOD visuals for Kostaltyn’s model. • Fixed faction tint issues on several Empire units. • Fixed an issue where Wrathmongers and the Bloodwake Berserkers (RoR) had texture holes behind their knee armor. Animations • Fixed issues with a few animations on the Herald of Nurgle and the Plagueridden. • Fixed a visual issue where the Chaos Dwarf Skullcracker’s chain would flicker while moving forward. VFX • The arm that claims the Blue Scribes on death now emerges from its portal correctly positioned. • The Bloodcrushers of Khorne now display the flaming VFX on their swords. • Exalted Heroes of Khorne now display their persistent flame VFX on their axes and eyes. • The Patriarch's satchel now displays its persistent smoke VFX while he is mounted on a warhorse. • The Daemonettes within the Pleasureseekers unit now dissipate in pink smoke on death, rather than remaining on the battlefield. MULTIPLAYER • Fixed an issue in multiplayer campaigns where the third and final wave of enemies did not spawn during Karl Franz's 'Beast Slayer' quest battle, forcing players to wait out the battle timer. MISCELLANEOUS Audio, Sound & Subtitles • The subtitles in Queek Headtaker's 'Warp-stone Armour' quest battle intro now stay in sync with the dialogue instead of disappearing before the line has finished. • Fixed an issue where the subtitles flickered during the intro of 'The Search for Ceithin-Har' quest battle. • The Golden Knight Naryska Leysa’s footsteps now make a sound. Text & Localisation • Fixed a typo in the name of the Warsphinx, which appeared as 'Warxphinx' in the level V building tooltip in the building browser. • Fixed inconsistent Italian translations of Looting and Sacking in the technology tree and character skills. • Fixed the German localisation of the Beastmen 'Winds of Malady' building. • Fixed a missing value in the Polish localisation of the Karak Eight Peaks Landmark effects tooltip for Skaven. ⚠ IMPORTANT If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. 🧱 MOD WARNING Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.