Fixed an issue where vassal income would significantly reduce
after loading a save following the removal of a vassal due to endgame
objectives. This was caused by the game subtracting the previous tribute
from the income without resetting the tribute value, leading to
repeated incorrect deductions. We missed this specific issue initially,
but we believe this updated solution resolves all related problems.
Fixed
an issue with the 'Continue Campaign' button in Launcher not continuing
the campaign, and instead redirecting to the main game screen.
Fixed
a crash that occurred when players overcast a spell while commanding a
unit with multiple shot types in battle. This issue was identified and
resolved thanks to detailed reports from our community forums!
Fixed the following abilities not affect units that were not nearby when the battle began:
Rune of Stoicism
Ancestor Rune
Rune of Courage
Spirit Conduit (Hierotitan)
Fixed
an issue when the general was removed from the military force, the unit
would become a colonel and be treated by the UI like a hero rather than
a normal unit.
Fixed an issue where river crossing battle maps
would not trigger when fighting on river crossings or alongside rivers
on the Immortal Empires campaign map.
Fixed rendering issues with Pistoliers unit which would result the rider model not being visible.
Fixed
an issue where playing custom battles as Daemons of Chaos, using the
Shadow Legion colour scheme, the army abilities would be missing.
Fixed plate armor opacity issues with several Empire units.
Fixed
a bug when moving Thorek on Anvil mount in campaign, which would lead
to his model tilting backwards during the move animation.
Explosive ammunition for Hochland Long Rifles no longer reduces penetration value from 1 to 0.
Tempest from the Lore of High Magic now matches its visual duration at 17 seconds for both regular and overcast.
Fixed
an issue where Dark Elf buildings that reduce slave count only
functioned correctly when constructed by the player. Captured
settlements with pre-existing economic buildings did not reduce slave
count until these buildings were upgraded or replaced. This fix ensures
that the slave count reduction feature works as intended immediately
upon acquiring such buildings.
Fixed a crash in multiplayer
campaign games where completing the Changeling Cult building "Ravaging
Host" in another player's settlement would cause the game to crash.
Fixed
some instances of skills that penalise enemy hero success chance
instead being granted to the enemy, making them penalise your success
chance.
Fixed issue where a placeholder icon would show on some Shadowy Dealing actions.
Fixed
a bug where a military force with plague was able to get infected and
lost its ability to use the switching plagues mechanic.
Fixing an audio issue with the Mechanical Steed mount which was not triggering surface appropriate footsteps.
After
a long tug-of-war with his rot beast, Kayzk has finally recovered his
blade, which he now wields in all its disgusting glory.
One player watching the Immortal Empires flyby will no longer block the other players' actions, sometimes causing desync.
Fixed
an issue where the chance of a magic item dropping or being stolen was
not being correctly modified by effects on Heroes embedded in the army.
The Black Staff item's bound power of darkness now matches regular power of darkness:
+0.3 winds per second.
+does equivalent self damage.
Added missing page-turning sound effects for Blue Scribes.
Fixed
a bug where armies would get replenished to 100% after being defeated
and sacked. Now they will be replenished only by the desired amount of
25%.
Added missing lava and portal sound effects to Bleeding Spire map.
Finally:
After
a long tug-of-war with his rot beast, Kayzk has finally recovered his
blade, which he now wields in all its disgusting glory.
Finally!
Fixed
an issue where the chance of a magic item dropping or being stolen was
not being correctly modified by effects on Heroes embedded in the army.
Now that's what I call a good hotfix, nothing big but it fixes several critical issues. Also, finally Kayzk has his sword, I just tested it and it's perfect, the exact one from his ArtStation model.
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mecanojavi99#6562 wrote: Now that's what I call a good hotfix, nothing big but it fixes several critical issues. Also, finally Kayzk has his sword, I just tested it and it's perfect, the exact one from his ArtStation model.
Finally I can fully enjoy a proper Tamurkhan campaign!
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Schub#9514 wrote: Fixed an issue where river crossing battle maps
would not trigger when fighting on river crossings or alongside rivers
on the Immortal Empires campaign map.
I wonder if this means chokepoint battles have been fixed.
Updated 2 months ago.
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Schub#9514 wrote: Fixed
an issue when the general was removed from the military force, the unit
would become a colonel and be treated by the UI like a hero rather than
a normal unit.
What does “colonel” mean here? I'm guessing it doesn't mean military rank. So what does it mean in game? Could someone please help me understand?
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Schub#9514 wrote: Fixed
an issue when the general was removed from the military force, the unit
would become a colonel and be treated by the UI like a hero rather than
a normal unit.
What does “colonel” mean here? I'm guessing it doesn't mean military rank. So what does it mean in game? Could someone please help me understand?
Hi there, this is the description of the original bug:If you reset the skill points of a lord who is leading an army, the first unit in the force will lose their rank and become rank 0 (UI still shows their rank prior to resetting of the lord).Best, CA_Nova
Schub#9514 wrote: Fixed
an issue when the general was removed from the military force, the unit
would become a colonel and be treated by the UI like a hero rather than
a normal unit.
What does “colonel” mean here? I'm guessing it doesn't mean military rank. So what does it mean in game? Could someone please help me understand?
Hi there, this is the description of the original bug:If you reset the skill points of a lord who is leading an army, the first unit in the force will lose their rank and become rank 0 (UI still shows their rank prior to resetting of the lord).Best, CA_Nova
Thank you very much for the detailed answer, Nova. Now I understand it completely. It looks similar to the problem with the greenskin waaagh lord in game 2.
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One player watching the Immortal Empires flyby will no longer block the other players' actions, sometimes causing desync.
Can someone elaborate on what they mean with flyby? Is it a special thing in the IE campaign, or just when a player is zoomed out going from spot A to B. Thanks!
Loving the fixes by the way, lots of smaller but meaningful ones.
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One player watching the Immortal Empires flyby will no longer block the other players' actions, sometimes causing desync.
Can someone elaborate on what they mean with flyby? Is it a special thing in the IE campaign, or just when a player is zoomed out going from spot A to B. Thanks!
Loving the fixes by the way, lots of smaller but meaningful ones.
Hi there, a flyby is when the camera swoops to the destination. Best, CA_Nova
Forum's still greyed out for me, but can post again.
Ahh, so I wasn't the only one? I kept getting this message that my posts look like spam.
It's not just you, the same thing happened to me. I think it has something to do with the “forum attack” yesterday.
Earlier yesterdayor so, a number of spam threads appeared on the forum, and despite the moderators' efforts to remove them, they kept coming back, so it was clear that someone was intentionally attacking the forum. So, at some point, the administrator/moderator turned off the posting and replying functions for all users.
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Hi there, could you give me a bit more detail about this one so that I can look into whether we have it logged? Best, CA_Nova
Still no update on Empire Lords, Captains, and Witch Hunters having no recruitment rank bonuses linked to buildings while Warrior Priests, Engineers, and Wizards do. Also, Warrior Priests only have a local +2 recruitment rank bonus not a global one on their building chain.
Something needs to be done, this kind of inconsistency doesn't seem like intended design and clearly seems to be an oversight. It also doesn't seem like intended design to be stuck with low level recruitable lords 100+ turns into a campaign.
It's also very frustrating that every time someone tries to put a bug report for this it gets closed due to "not being a bug". It's hard for something to be broken when it doesn't exist.
Forum's still greyed out for me, but can post again.
Ahh, so I wasn't the only one? I kept getting this message that my posts look like spam.
It's not just you, the same thing happened to me. I think it has something to do with the “forum attack” yesterday.
Earlier yesterdayor so, a number of spam threads appeared on the forum, and despite the moderators' efforts to remove them, they kept coming back, so it was clear that someone was intentionally attacking the forum. So, at some point, the administrator/moderator turned off the posting and replying functions for all users.
They weren't attacking the forum, they were just posting spam. The proper reaction to such incidents is to ban the relevant IP addresses, but this platform is so bugged and unfinished that I wouldn't be surprised if that option is unavailable.
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Schub#9514
Dark Master Godslayer
Work in progress!
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UnblockCancelmecanojavi99#6562
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Champion Of Chaos
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UnblockCancelPassthechips#4366
Tomb King
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Not a native English speaker,sorry for any grammatical mistakes or wrong spelling. *^____^*
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UnblockCancelDEVCA_Nova#4724
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UnblockCancelMytherious#4460
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(╯°□°)╯︵ suƃᴉɐdɯɐɔ ʎɯ
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UnblockCancelWyvax#7456
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Warhammer deserves naval battles.
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UnblockCancelCaptain_Rex#1635
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My optimistic predictions: Ind and Khuresh will get added to the game. CA will support the game for more than 5 years.
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UnblockCancelSagez#6761
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Not a native English speaker,sorry for any grammatical mistakes or wrong spelling. *^____^*
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Old school tabletop player.
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UnblockCancelSheikh_Nimr#9382
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https://www.youtube.com/watch?v=drETXsSkVt0
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