Greetings!
We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!
Here's what we've got:
Age of Reckoning
We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle:
- Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.[list]
- While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. We will continue to monitor the situation with the above change.
- This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).
[/list]
We've also made the following adjustments to the Grudge Settler units and army rewards granted by the Age of Reckoning to smooth out its impact on the early and late game:
- Base size of Grudge settler army has been changed from 15 -> 10
- Added a further +3 grudge settler army size to the "Way of The Clans" technology (for a total of +5)
- Added a further +2 grudge settler army size to Thorgrim's "High King" skill (for a total of +5)
- The cap for maximum units reserved in your grudge settler unit pools has been reduced from 20 -> 2
- The cap for grudge settler units in your army has been reduced from 5 -> 3
- Added +1 to the unit cap in army to the warrior guild tech.
- Added a further +1 to the unit cap in army to the Call Upon Oaths of Old tech (for a total of +2)
- Grudge Settler units are no longer free to recruit.
- Added -20% grudge settler unit recruitment cost to the warrior guild tech
Frost Wyrm Rescaling
As part of 5.0.3 we're making a pretty significant change to the Frost Wyrm by reducing its size by roughly a third. (See below)
Envisioned as a mid-tier fast mover, the Frost Wyrm was placed roughly in the brackets of large fast creatures like the Carnosaur, but the unit was also around the size of a Dread Saurian. We've heard your thoughts on the unit's performance since its release and concluded that the Frost Wyrm's concepted role and performance bracket was unworkable at its current size.
Size is an important balancing factor for our entity level simulations. Generally speaking, being larger exposes you to more potential attackers at the same time, owing to a larger attackable surface area, and so particularly large monsters must be paired with massive health pools, powerful defensive layers or dangerous abilities to survive. The Frost Wyrm was a mid-tier monster stuck in the body of a top-end supremacy-monster. Our reduction instead scales it similarly to a Carnosaur, compacting its stats into a less vulnerable package.
Additionally, we're making the following stat changes to the Frost Wyrm:
- Armour: 80 -> 110
- Bonus vs. Large: 0 -> 25
- Max Entities Hit by Splash Attack: 6 -> 5 (this concentrates the weapon strength of the unit on fewer targets, improving its lethality)
Give the unit a spin and tell us what you think!
General Fixes
- Fixed oneshot group vocalisations not triggering, particularly on unit selections and order responses ("Chosen of the Gods!" and all that good stuff)
- Fixed 'Channel Magic!' always resulting in a loss of Winds of Magic. They say the house always wins but we're here to make that statement a bit less absolute.
- Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon
- Fixed an issue where certain plague symptoms could disappear/become unavailable when playing as Festus the Leechlord
- Fixed an issue where Chaos Lords of Nurgle would not ascend to Daemon Princes when playing as Nurgle factions
- Fixed an issue where Chaos Lords of Nurgle would not gain a trait when ascending to Daemon Princes
- Pestigors now have 0 recruitment cost for Beastmen
- Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
- The Dwarf Dragon Slayer has found his unique axes stashed away under 2000 dead goblins and stopped stealing clothes from the Doomseekers. No wonder he's a Slayer.
- Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
- Fixed the effects provided by Miao Ying's quest item set
- Balthasar Gelt's unique skill "Will of the Patriarch" now correctly increases Battle Wizard recruit rank
- Fixed Chaos Sorcerer Lords and Heroes missing certain Marks of Chaos upgrades
- Fixed the Gunnery School upgrade "Ballistics Plating" not functioning
- Reverted oversight causing final transmutation to deal about a quarter the intended damage when not overcast
- Fixed the Runesmith skill "Learned Intuition" having a lord's army scope instead of a hero's army scope.
- Fixed an issue where some mounts could be stolen post-battle, sorry Bubebolos.
- Fixed an issue that caused the Rot Beast to be available to all players, regardless of ownership. (Consider it a moldy, rotting taster.)
- Fix reinforcement popup opening whenever the list of reinforcement updates.
- The "Righteous Fury" skill shared by Warpriests and Arch Lector's now provides different effects. [list]
- For Arch Lectors: [list]
- Weapon Strength for flagellants: +10% -> +15%
- Frenzy
- For Warpriests:[list]
- Weapon strength for flagellants: Removed
- Frenzy
Battle Balance
Beastmen
Pestigors:
- Recruitment Cost (SP): 650 -> 0
Gor Herd
- Recruitment Cost (MP): 700 -> 600
Daemons of Chaos
Chaos Furies
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Dwarfs
Malakai Makaisson
Malakai has had his missile weapon adjusted from a triple shot scattergun to a triple shot rifle, in order to maintain consistency with his lore.
- Projectile number: 3 -> 1
- Spread: 1 -> 3
- Armour Piercing missile damage: 70 -> 100
- Base missile damage: 30 -> 50
- Penetration: 3 -> 4
- Bullet Mass: 20 -> 25
Thunderbarge
- Additional Hit Points: 12820 -> 11320
- Melee Defence: 10 -> 4
- Armour: 120 -> 90
- Projectile Penetration Resistance: 4 -> 20
The Spirit of Grungni
- Additional Hit Points: 14840 -> 12340
- Melee Defence: 10 -> 4
- Armour: 120 -> 90
- Projectile Penetration Resistance: 4 -> 20
Flame Cannons
- Effective Range: 200 -> 240
Grudge Throwers (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 700
Flame Cannons (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 1200
- Upkeep Cost: 325 -> 300
- Effective Range: 200 -> 240
Hammerers (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 1200
Irondrakes (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 700
Longbeards (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 750
Quarrellers (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 600
Slayers (Grudge Settlers)
- Recruitment Cost (SP): 0 -> 900
Gyrobombers
- Additional Hit Points: 812 -> 1054
Gyrocopters
- Additional Hit Points: 312 -> 346
- Base Missile Damage: 6 -> 8
- Armour Piercing Missile Damage: 16 -> 18
- Miniminum Range: 10 -> 0
Gyrocopters (Brimstone Guns)
- Additional Hit Points: 312 -> 346
- Base Missile Damage: 12 -> 14
- Armour Piercing Missile Damage: 2 -> 4
- Miniminum Range: 10 -> 0
Gyrocopters (Trollhammers (Grudge Settlers))
- Recruitment Cost (MP): 800 -> 1000
- Recruitment Cost (SP): 0 -> 1000
- Upkeep Cost: 200 -> 250
- Additional Hit Points: 312 -> 346
- Miniminum Range: 10 -> 0
Empire
Hochland Long Rifles
- Recruitment Cost (MP): 850 -> 900
- Recruitment Cost (SP): 850 -> 900
- Upkeep Cost: 213 -> 225
Nuln Ironsides
- Recruitment Cost (MP): 950 -> 875
- Recruitment Cost (SP): 950 -> 875
- Upkeep Cost: 238 -> 218
Amethyst Ironsides
- Recruitment Cost (MP): 1250 -> 1075
Khorne
Chaos Furies (Khorne)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Nurgle
Toad Dragon
- Recruitment Cost (MP): 2400 -> 2100
- Recruitment Cost (SP): 2400 -> 2100
- Upkeep Cost: 600 -> 525
- Morale: 85 -> 75
- Turn Speed: 60 -> 90
Chaos Furies (Nurgle)
Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Slaanesh
Chaos Furies (Slaanesh)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Tzeentch
Chaos Furies (Tzeentch)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Campaign Only
Obsinite Gyrocopters
- Additional Hit Points: 330 -> 366
- Base Missile Damage: 18 -> 10
- Armour Piercing Missile Damage: 8 -> 20
- Miniminum Range: 10 -> 0
- Projectile Velocity: 45 -> 60
- Base Reload Time (Seconds): 9 -> 8
- Calibration Area: 13 -> 3
- Projectile Mass: 3 -> 4
Warriors of Chaos
Chaos Sorcerer Lord of Nurgle (Death)
- Additional Hit Points: 4622 -> 4180
Chaos Sorcerer Lord of Nurgle (Death) [Mount: Chaos Steed]
- Additional Hit Points: 4960 -> 4708
Chaos Sorcerer Lord of Nurgle (Nurgle)
- Additional Hit Points: 4622 -> 4180
Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Chaos Steed]
- Additional Hit Points: 4960 -> 4708
Chaos Sorcerer Lord of Nurgle (Death) [Mount: Rot Beast]
- Additional Hit Points: 5786 -> 5486
Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Rot Beast]
- Additional Hit Points: 5786 -> 5486
Abilities
Army Abilities
Call of the Wild
- Number of Uses: 3 -> 1
Character Abilities
Hurricane of Death
- Recharge Time (Seconds): 90 -> 120
- Initial Recharge Time (Seconds): 90 -> 120
- Delay until damage is dealt (Seconds): 0 -> 1
Mistwalkers’ Barrage
S
- pread: 0 -> 10
Feast of the Maggot Lord
- Target Intercept Range: 100 -> 30
Spells
Soul Stealer
- Winds of Magic Cost: 16 -> 18
The Fate of Bjuna
- Active Time (Seconds): 20 -> 18
Traitor-Kin Upgraded
Phase Stats:
- Direct Damage Amount: 133 -> 100
The Dwellers Below
- Armour Piercing Vortex Damage: 1 -> 4
- Branch damage: removed
- Effect Duration: 1 -> 5
- Starting Radius: 5 -> 20
Dwellers below and its upgrade's performance was too volatile after our previous round of changes. So we've elected to return its damage application to a more standard vortex arrangement, but leave the new randomized flailing branches imparting forces for spectacle.
The Dwellers Below Upgraded
- Armour Piercing Vortex Damage: 4 -> 6
- Branch damage: removed
- Effect Duration: 1 -> 5
- Starting Radius: 5 -> 20
- Expansion Speed (Per Second): 40 -> -20
The Fate of Bjuna
- Active Time (Seconds): 20 -> 18
Final Transmutation
Phase Stats:
- Direct Damage Amount: 33 -> 133[list]
- This is a reversion to the accidental overwrite of this in 5.0
[/list]
Unit Abilities
Coruscating Blast
- Base Missile Damage: 75 -> 50
- Armour Piercing Missile Damage: 175 -> 125
- Radius: 5 -> 4
Spear of Grungni
- Base Explosion Damage: 75 -> 15
- Armour Piercing Explosion Damage: 15 -> 75
Thunderburner
- Recharge Time (Seconds): 1 -> 30
- Direct Damage Amount: ~50 per second -> ~150 per second
Thunderburner Upgraded
- Recharge Time (Seconds): 1 -> 30
- Direct Damage Amount: 0 -> ~50 per second
Whirlwind of Death
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Armour Piercing Vortex Damage: 2 -> 4
- Explosion Force: 50 -> 200
- Starting Radius: 4 -> 0.1
- Expansion Speed (Per Second): 1 -> 100
Whirlwind of Death Upgraded
Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Explosion Force: 50 -> 200
Endless Whirlwind of Death
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Armour Piercing Vortex Damage: 2 -> 4
- Explosion Force: 50 -> 200
- Starting Radius: 4 -> 0.1
- Expansion Speed (Per Second): 1 -> 100
Endless Whirlwind of Death Upgraded
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Explosion Force: 50 -> 200
Once again, thank you all for your bug fixes and feedback since the release of 5.0 and Thrones of Decay. As always, please keep talking to us about your experiences over in the CA Community or the Total War Discord server, and keep reporting your bugs over in our dedicated bug report forum.
See you on the battlefield!
—The Total War Team
⚠ 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.