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Minor update today to fix few reported visual issues and small help to poor Empire provincies!
- Removed broken and unfitting capes from Champions of Tzeentch units.
- Fixed visuals of Cabalists units,
- Empire Garrisons receive 1 additional unit on towns T1-T3
- Minor income increase for Empire towns,
- Rebalanced several WoC economy buildings to fit better new outpost design - reduced income, increased economy buildings cost and turn time,
- Small economy boost to Monogods factions,
- Small economy boost to Empire and Bretonnia,
- Small Economy nerf to Vampire counts,
- Increased cooldown of Carstein Ring and Beguile abilities,
- Increased recharge time and mana cost for Invocation of Nehek,
- Reduced the healing cap to prevent exploits on certain characters and unit combinations,
- Minor changes to Cathay Yang Garrison building.
- Minor fixes for several missing vanilla garrisons,
- Improved Green Knight stats,
- Several text and description fixes - thanks to "You Will Never Be Free".
- Corrected anti-inf damage for Shades units,
- Ruglud'z Boyz renamed to Ruglud´s Armoured Orcs,
Changelog:
- Autoresolve tweaks - small reduction of the bonuses received from Lords rank (this should reduce loosing vs 1 high ranked lord vs full army of elite units),
- Fixed incorrectly scaled healing cap modifiers which in base games are 5x-10x larger then they should be,
- Balance changes to Talisman of Endurance and Preservation,
- Updated Unique Faction UI mod to latest version,
- Small tweaks to AI faction potential, all major factions have now same potential (except Vlad who has slightly smaller and Franz/Gelt slightly higher) and bit higher compared to minor factions,
- Fixed missing barrier on Wyrd Spawn,
- Hammerers (Shields) now using correct hammer icon instead of axe one,
- Small stat improvements to Gotrek and Felix,
- Several small recruitment changes to WoC,
- Cost and turn time balance changes to various buildings,
- Required experience amount increased for characters rank 20+,
- Reworked composition of Skaven garrisons,
- Army destruction morale penalty increased from -50 to -55,
- More visuals Fixes of broken vanilla textures from Merwanor:
• Fixed one of the broken leg variants for Bretonnia Men At Arms units
• Fixed the LOD for the Varghulf unit
• Fixes broken LODs for VC Skeleton units
• A major overhaul of the Minotaur units in the game, since they had so many various model bugs I have completely remodelled the unit making sure there are no transparent seams and less buggy armor. This is both for the Beastmen and Khorne variants. A slight impact to performance can happen as they have better LODs than before.
- Several small visual fixes,
- Several recruitment changes,
- Various text description fixes,
- Fixed broken visuals on Wulfrik causing potential campaign crashes on low unit details for LL starting near to him,
- Fixed Knights of the Black Rose body parts not displaying blood on their textures,
- Fixed additional missing vanilla unit sets,
- All RoR units can now earn experience same as regular units - visible you will see them as max rank, but they will get rank bonuses same as normal units after enough battles,
- Brutes of the Hound now shares same buffs with Khorne Marauders in WoC/Khorne roster,
- Fixed missing skill dumps from older custom lords,
- Fixed the overpowered Tomb Prince regeneration skill,
- Fixed Drycha being able to recruit Wood Seers,
- Fixed the Celestial Champion losing his weapon while on the horse on the campaign map,
- Fixed WEF elven gates looking like normal settlements in building panel,
- Removed some spells from the Strigoi lord and replaced them with more fitting ones,
- Removed skill dumps from characters that can’t gain XP (such as Felix),
- Fixed incorrect building assignment in Kislev unique cities for some factions,
- Fixed missing custom lord icons,
Submods:
- Initial release of the Tier 4 Minor Settlements submod,
- Initial release of the Insane Difficulty submod,
Changelog:
- Several balance changes to various WoC and Monogod unit costs,
- Small AI tweaks to colonise ruins more often,
- Small AI tweaks to occupy towns more often,
- 2 Early Dawi techs provide small faction wide growth bonus,
- Small balance changes to various Edict effects,
- Improved stats of Plague Drones,
- The Ice-Forged Legion ROR unit has now unlocks from rank 28,
- Ard as Nailz skill adds small melee damage to Pump Wagons,
- Fixed several wrong effect scopes on various edict effects,
Changelog:
- Full support of todays latest official Hotfix 2.1.2
- Small balance changes to various building costs,
- Updated Unique Faction UI mod to latest version,
- Army destruction penalty further increased from -55 to -60,
- Small tweaks to AI difficulty bonuses,
- Carstein Ring ability effect reduced from 75% damage reduction to 70%, duration reduced from 50 to 45 seconds and recharge time increased to 180 seconds,
- All Abhorash Deciples and Blood Knights units now have Hunger ability,
- Several unit balance changes,
- Small visual changes on Daemon Slayers,
- Fixed Wood Seers having some skills missing/ incorrectly assigned,
- Fixed Celestial Champion missing his weapon in battles,
- Fixed some settlements still having access to removed dark altar building chains,
- Redesigned visuals of Beastmen Monogod Bestigor variants,
- Minor unit balancing,
- Minor AI recruitment tweaks,
- Small economy changes,
- Several garrison fixes,
- Several unit visual fixes,
- Updated Unique Faction UI to latest version,
- Updated Building Progression Icons to latest version,
Changelog:
- Various balance changes to RoR units - since they can rank up now and get bonuses from all 9 ranks as other units, few basic stats were nerfed little bit (mostly morale),
- Fixed Sepulchral Stalkers and their missing cap increase for second tier of their recruitment building,
- Changes to Bretonnian unit Vows categories:
> Knights Vow - Chevaliers Rampants, Dismounted Knights of the Realm,
> Quest Vow - Knights of the Birth Sword, King's Royal Knights, King's Royal Halberdiers, King's Own Swords, King's Royal Longbowmen,
> Grail Vow - Chevaliers De Couronne, Chevaliers D’Honneur, Champions of the Lady, Dismounted Grail Knights and Black Guards of Morr,
- Ribalds, Lady´s Horse Archers and Scourge of Mannan are now added to Bretonnian Peasant group,
- Quest VoW units received small physical resist and fire resist,
- Grail Vow units have small ward save resist and magic attacks,
- Many other balance changes to various Bretonnian units,
- Several small fixes to unit sets - High Elves, Dark Elves and few others,
- Various changes to Bretonnian unit sets,
- Small nerf to Wood Elven income building,
- Daemon Slayers are now added to Slayer pool,
- Imperial Road Watch (Rifles) now receive tech/skill buffs from Jade Warriors (Crossbows),
- Fixed minor town garrisons for Cathay - defensive building was providing better units then it should,
- Fixed wrong Crested Stegadon UI group, no longer missile monster unit,
- Updated Unique Faction UI to latest version,
- Fixed custom healing spells being extremely overpowered,
- Champion of Mathlann has been renamed Herald of Stromfels. Some skill names and flavor texts have been changed, but the effects remain the same,
- Reduced the damage dealt by Teclis’ custom vortex spell slightly and increased its mana cost,
- Fixed several typos in various effects and skills,
- Removed the Wrathcaller from Valkia’s lord recruitment pool,
- Fixed disappearing settlement models when Warrios of Chaos factions occupied settlements in Athel Loren,
- Removed old non-dark fortress building chains incorrectly left in some settlements which are now dark fortresses,
- Balance changes to the growth requirements and building costs of Dark Fortresses,
- Fixed the Celestial Champion missing his weapon sometimes, in both battle and campaign,
- Fixed a bunch of incorrect portholes for custom lords,
- (T4 Minor Settlements) Fixed several Tier 4’s missing campaign display models
- (T4 Minor Settlements) Fixed colony Tier 4 missing their global trade bonus effect,
- (T4 Minor Settlements) Fixed incorrect corruption effects being applied by Tier 4’s of some factions,
- Unit chart updated to reflect latest changes - https://drive.google.com/file/d/1TyX-a24F5Jjsy19mIgR8IxV86Q332NxA/view?usp=sharing
Changelog:
- Further balance changes to Wood Elven income (additional small reduction),
- Small growth reduction for Wood Elven towns,
- Fire Kobolds and Forest Goblins (Spears) are now unlocked for all Greenskins factions,
- Crooked Arrerz, Crooked Choppas and Crooked Slashas are only available for Skarsnik faction,
- Additional unit balancing,
- Minor changes to greenskins unit upgrades,
- Several corrections for Greenskins sets,
- Various smaller bug fixes,
- Updated Unique Faction UI to latest version,
- Nerfed Teclis' vortex spells even further,
- Fixed some effects missing from Tier 4 Minors,
- Removed several Custom Nurgle Assets and redesigned several units.
Changelog:
- Full support of latest official 2.2 Update,
- Updated all scripts to latest versions, endgame invasions tweaked further with more custom units, new Vermintide included,
- All new and changed content is now included and adapted for our overhaul, over 8000 changes had to be made within our work due to this massive patch,
- Siege and Town Battle Changes - Our mod unlike vanilla allows players and AI to field and manage way more armies. Due to that having land battles is not rare as it is in vanilla game, map is filled with armies everywhere so you can find your enemies (or they find you) much more often. Due to this "lack" of land battles was never a problem if you used our work. We have decided to tweak the new system and do following changes:
-- Minor Towns T2 and T3 will now be always minor settlement battles, T1 minor towns remain land battles,
-- Walls are available only for Major towns - minor towns and their garrison buildings wont provide them,
-- Reduced damage of buildable towers,
-- Towers are more expensive, barricades are cheaper,
-- Hitpoints of all Gates increased by 50%,
-- Hitpoints of all barricades increased by 50%,
- Rebalanced all 7 new RoR units to fit our core balancing,
- Updated all new AI profiles, harder ones will be even more challenging,
- Additional unit balancing,
- Additional skills rebalancing,
- Increased missile damage for all missile Lords and Heroes,
- Updated Unique Faction UI mod from Müsliriegel to latest version - amazing work on making each race different and unique visually,
- Updated Building Progression Icons to latest version,
- Various bug fixes,
- Several visual improvements and fixes to more vanilla units,
Changelog:
- Additional unit balancing,
- Redirecting Aura for RoR Sentinel range increased from 55 metres to 100,
- Fixed few wrong values for healing caps skills,
- Fixed missing Tree Spirit units for Durthu,
- Additional small nerf to Orions upkeep traits,
- All Tree Spirit units - Dryads, Treekin and Treeman (all variants) now have -40 fire resist, but increased missile protection, Wood Elves can also research technology which will improve this by 20 points,
- All official submods are now updated for latest 2.2 Update,
- We have also released new Submod - 1 skill point per level for all characters as we received many requests for that one,
- Updated Visual bug fixes on additional batch of vanilla units from Merwanor,
- Updated Unique Faction UI mod from Müsliriegel to latest version,
Changelog:
- Addiitonal unit balancing,
- Bretonnian Smith T4 adds +4 armour province wide instead of +2 armour faction wide,
- WoC Iron resource provides +5 faction wide armour effect (from +10),
- WoC Furs resource provide +6 faction wide armour buff to Marauders (from +10),
- Snow Leopard summon spell can now be casted twice with short cooldown,
- Improved stats of Snow Leopard and its 3 summon variants,
- Soulfire no longer cause friendly fire,
- Nakai has now access to Feral Cold Ones as other Lizardmen factions,
- Small Ai priority increase for various military buildings and small reduction for various economy buildings,
- Small AI priority increase for higher tier units and small reduction for low tier units,
- Fixed Flawless King riding or being trampled by the wrong mount,
- Fixed incorrect localisation of certain ancillaries and skills,
- Added missing starting supplies to custom main settlement buildings,
- Added the “Mentor” skill to all the custom lords,
- Fixed certain custom Lord portraits being stretched in the recruitment screen,
- Fixed Tomb Kings still using wrong portraits,
- Removed the Elder Shaggoth from WoC custom battle unit pool,
- Fixed missing trade income from Tier 4 of minor Elven colonies,
- Several visual bug fixes,
- Several text fixes,
- Fixed duplicate key numbers for unit recruitment in HE version of Nagarond,
- Fixed several additional unit sets on vanilla units,
- Updated Unique Faction UI to latest version,
Changelog:
Town Slots:
All Major Towns – 10 slots
Dark Fortresses – 10 slots
Herdstone Towns – 10 slots
Ogre Camps – 10 slots
Sartosa, Massif Orcal, Kislev, Praag, Erengrad, Brass Keep, Skavenblight, Hell Pit, The Black Pyramid, Galleons Graveyard – 12 slots
Warhammer 1 Factions:
Empire:
Altdorf – T2 + T2 barracks
Middenheim - T2 + T1 wall building
Pfeildorf (Gelts Town) - T2 + T1 wall building
Nuln - T2 + T1 wall building
Averheim - T2 + T1 wall building
Salzemund - T2 + T1 wall building
Wolfenburg - T2 + T1 wall building
Temple of Kara - T2 + Barracks T1 (Wulfharts minor town)
Karl Franz: + 1 Halberdiers
Volkmar: +1 Flagelants
Bretonnia:
Couronne - T2
Bregonne - Garrison T1
Carcassone - Walls T1
Copher (Repanse minor town) - T3
Louen: +1 Peasant archers
Alberic: +1 Squires
Fay Enchantress: +1 Battle Pilgrims
Repanse: +1 Questing Knights
Dwarfs:
Karaz-a-Karak - T2
Karak Kadrim - T3
Zarakzil - T3 (Belegars minor town) + T1 garrison building
Draklands Tower - T3 (Gromgrindals minor town)
Karak Zorn - T2 barracks
Thogrims Army +1 Longbeards
Ungrins Army +1 Irondrakes (torpedos)
Belegars Army +1 Hammerers
Gromgindals Army +1 irondrakes (flame)
Thoreks Army +1 Ironbreakers
Greenskins:
Sabermountain (Grimgors Town) – T2 + T1 Walls
Khazid Irkulaz (Azhags Town) – T2 barracks + T1 Walls
Gunbad Mountain (Skarsniks Town) – T1 Skarsniks Walls
Ekrund (Wurzags Town) – T2 Savage barracks + T1 Wurzags Walls
Massif Orcal (Groms Town) – T2 + T1 Walls
Grimgors Army +1 Black Orcs
Azhags Army +1 Trolls
Skarsniks Army +1 Squig Riders
Wurzags Army +1 Savage BigUns, +1 Savage Arrerz
Groms Army +1 River Trolls
Norsca:
Monolith Bjorkil Bloody (Wulfriks town) - T2 + T1 marauder barracks and T1 wall building
Monlith of Flesh (Throggs town) - T3
Wulfriks Army +1 Berserkers
Throggs Army +1 Ice Wolves
Beastmen:
All 4 lords - main horde building T2 and Gor Barracks T2
Khazraks Army +1 Gors
Malagors Army +1 Manticore
Morghurs Army +1 Centigors
Taurox Army +1 Minos
Warriors of Chaos:
All WoC settled at start – T2 town with T1 marauder barracks and T1 Walls
Festus Town - T1 Grow Building and T1 Walls
Archaons Army +1 Chaos Warriors
Kholeks Army +1 Shagoth
Sigvalds Army – reworked to be Slaaneshi one
Azazel Army +1 Chosen of Slaanesh
Vilitchs Army +1 Tzeentch Forsaken and +1 Tzeentch Marauders
Belakors Army +1 Chaos Warriors
Valkias Army +1 Skullcrushers
Festus Army - +1 Warriors of Nurgle (Great Weapons)
Vampire Counts:
Drakenhof (Vlads/Isabellas Town) - T2
Ka-Sabal (Manfreds town) - T1 cemetary
Blackstone Town (Kemlers town) - T1 wall building
Spooky Forrest (Ghorts town) - T2
Kemlers Army +1 Crypt Ghouls
Ghorsts Army +1 Crypt Ghouls
Wood Elves:
Orions Forrest - T1 growth building
Durthus Forrest - T1 growth building
Sisters Forrest - T2 main building
Drycha Forrest - T1 garrison building
Orions Army +1 Deep Wood Scouts
Durthus Army +1 Dryads
Sisters Army +1 Great Eagle
Drychas Army +1 Evil Treekin
Warhammer 2 Factions:
Lizardmen:
Hexoatl – T1 walls
Golden Tower - T3 (Krogtar minor town)
Xlanzec - T3 (Tetenhaim town)
Tlaqua - T3 (Tiktaq town)
Itza - T2
Nakai - main horde building T3
Godless Crater (Oxyotl town) - T3
Mazdas Army +1 Temple guard
Krogtars Army +1 Blessed saurus
Tetenhauims Army +1 Red Crested Skink
Tik Taq Army +1 Bomb Terandons
Goroks Army +1 Saurus
Nakais Army +1 Sacred Kroxigors
Oxyotls Army +1 Chameleon Stalkers
Dark Elves:
Nagarond (Malekiths Town) - T2
Ancient Town Quintex (Morathis Town) – T3 + T1 Walls
Har Ganeth (Hellebrons Town) – T3 + T1 Walls
Haichai (Lokhirs Town) - T3
Big Turtle Island (Rakarths Town) - T2
Morathis Army +1 Slaneesh Daemonetes
Helebrons Army +1 Sisters of Slaughter
Lokhirs Army +1 Black Arc Corsairs
Malus Army +1 Bleakswords and +1 Medusa
Rakarths Army +1 Shades
High Elves:
Fortress of Dawn (Teclis town) - T3 + T1 wall building
Galean Valey (Alarielles town) - T3
Monoliths (Alith Anars town) – T3 + T1 garrison
Tor Yvresse - Horse Resource building T2
Vorag Fort (Imriks town) - T3
Tyrions Army +1 Silver Helms
Teclis Army +1 Swordmasters
Alarielles Army +1 Sisters of Avelorn
Alith Anars Army +1 Shadow Walkers
Eltharions Army +1 Silver Guards
Imriks Army +1 Dragon Princes
Skaven:
Cloud Mountain (Queeks Town) - T3 + T1 garrison building
Oyxl (Scrollks Town) – T2
Subatum (Scrolks minor town) - T2
Humpback Mountain (Tretchs town) - T3
Skavenblight - T2
Xing Po (Snitchs town) - T3 + T1 garrison building
Hellpit - T2
Queeks Army +1 Stormvermin
Scrolsk Army +1 Plague Monks
Tretchs Army +1 Deathrunners
Ikits Army +1 Warplock Jezzails
Snitchs Army +1 Eshin Triads
Throts Army +1 Rat Ogres
Vampire Coast:
Harkons Ship T2 main building
Harkons Army +1 Zombie Gunnery Mob
Noctilus ship T2 main building
Noctilus Army +1 Depth Guards
Galleons Graveyard - T3
Arranesa Ship T2 main building
Arranesa Army +1 Sartosa Free Company
Sartossa - T3
Cylostra Ship T2 main building
Cylostra Army +1 Sirens
Cylostras Town – T3 + T1 walls
Tomb Kings:
Khemri - T2
Claraks Tower (Khateps Town) - T1 walls building
Lybaras - T3 + T1 garrison building
Palace of Khalif Wizard (Arkhams town) - T1 walls
Setras Army +1 Tomb Guard
Khateps Army +1 Necropolis Knights
Khalidas Army +1 Ushabti Bow
Arkhams Army +1 Skeletons
Warhammer 3 Factions:
Grand Cathay:
Nan Gau - T3
Qiang - T3 + T1 Garrison Building
Miao Yings Army +1 Jade Warriors
Zhao Ming Army +1 Jade Warriors
Kislev:
Kislev - T2
Twisted Towers – T2 + T1 Garrison
Katarinas Army +1 Two Handed Armored Kossars
Kostaltyns Army +1 Dervish Cav
Boris Army +1 Tzar Guard and +1 Armored Kossars
Ogre Kigndoms:
Karak Krakaten - T2 + T2 Ogre Barracks + T1 garrison
Karak Angazar (Skrag town) – T1 garrison
Greasus Army +1 Ironguts
Skrags Army +1 Sabertooth
Daemons of Chaos:
Daniels Army +1 Daemonnetes and +1 Pink Horrors
Nurgle:
Dragon Teeth Mount - T3
Kugaths Army +1 Plague Toads and +1 Plaguebearers
Slaanesh:
Kurn Sanctuary (Nkari Town) - T3 + T1 garrison building
Nkaris Army +1 Spawn of Slaanesh
Tzeentch:
Kairos Town – T3 + T1 garrison
Kairos Army +1 Pink Horrors
Khorne:
Valley of Death (Skarbrands town) - T3 + T1 garrison building
Skarbrands Army +1 Warriors of Khorne and +1 Fleshhounds
Minor Faction tweaks on Ulthuan:
Evershale (Dark Elven faction) – T3 + T1 garrison building (minor town)
Shrine of Asuryan (Dark Elven faction) - T3 (minor town)
Elessaeli (Greenskins faction) – T3 + T1 walls (major town)
Additional Changes
Fixes to duplicated building chains for Kislev,
Additional unit balancing,
Small improvements to channeling stance,
Various changes to Skarsniks recruitment,
Various changes to Pirates recruitment,
Various changes to Lizardmen recruitment,
Wood Elves outposts no longer load pathway battle types but minor towns instead,
Fixed upkeep for Feral Bears,
Changes to growth values on several provinces and towns,
Balance changes to various building costs,
Wurzags garrison buildings now provide Savage Orc units,
Updated Unique Faction UI to latest version,
(T4 Minor Settlements) Most ports can be upgraded to tier 3 on settlement tier 4 now,
Ogres now have full garrison in T4 and T5 Forts and Elven Gates,
Changelog:
- Additional unit balancing,
- Rebalanced combat potential across all vanilla and custom units,
- Fixed incorrect building slots for Wurrzag and Skarsnik,
- Updated Visual Bug Fixes mod to latest version:
• Fixed an issue with Vampire Coast Carrionade Unit LODs,
• Fixed a bug with Empire Demigryph Knights heads,
• Fixed some texture issues for Empire Free Company Militia, specifically legs and some head textures. Gave them a better colour for their eyepatches,
• Fixed an issue with Morghurs model, basically recreated the LODs (credit for the idea goes to Mandras),
• Fixed an issue with Dark Elf Dreadlords Crossbow model having an odd floating piece below it,
• Fixed an issue with Dark Elf Dreadlords Capes as it was missing texture for the cape,
Additional Startpost tweaks (will be active in new campaign):
Goal of this update is to slow down a bit High Elven and Empire domination and expansion too fast. Nkari starts with 2 regions now, minor Greenskins and Dark Elven towns received higher tiers and defences to hold longer vs HE invasion forces.
Greenskins:
Loec Sanctuary (minor Greenskin town) - T3
Cairn Thel (minor Greenskin town) - T2 + T1 garrison
Black Pit (major Greenskin town) - T3 + T1 walls
Grung Zint (minor Greenskin town) - T3
Empire:
Marrienburg (major Empire town) - T1 walls
Franz Army - Removed 1 Halberdiers from starting army
Vampires:
Swartzhafen (minor Vampire - Vlads town) - T2
Dark Elves:
Lysean Tower (minor Dark Elven town) - T2 + T1 garrison
Angerrial (minor Dark Elven town) - T3
Tor Anlec (major Dark Elven town) - T3 + T1 walls
Fenix Gate (Dark Elves) - T3
High Elves:
Fixed starting buildings on Tor Yvresse
Tyrions Army - Removed 1 Silver Helms from satrting army
Alarielles Army - Removed 1 Sisters of Avelorn from starting army
Slaanesh:
Nkari - new second starting town - Elisia (minor town) - T3 + T1 port
Changelog:
- Full support of latest official 2.3 Update,
- Additional unit balancing,
- Sky Junk added to Yin T3 garrison building,
- Changes to Dark Elven T3-T4 Wall garrisons,
- Added four new chains to Beastmen in Herdstone settlements,
- Fixed vanilla wrong Massif Orcal building chain, now uses correct unique one instead of generic one,
- Fixes to missing special settlement chains which CA has not enabled correctly for Beastmen and Greenskins,
- Fixed missing rank missile bonuses for Ungor Poison Hunters, Ghostship Pirates, Skullrammer Zombies (Hand Cannons) and Rotting Prometheans,
- Fixed Renegade Sorcerer visuals and bugs related to shoulders and capes,
- New custom models for scythes used by Manreapers and Plague Warriors (Scythes),
Additional startpos changes:
Festus starting army is now full Nurgle roster,
Vilitch starting army is now full Tzeetch roster,
Iron Rock region - T2 + T1 garrison (minor skaven town)
Forrest of Gloom region - T3 + T1 walls (major greenskins town)
These regions are no longer ruins:
Silverspear Mountain - Tretch - T1 minor Skaven town
Nagash Devastation - Queek - T1 minor Skaven town
Karak Vrag - Saberskin Ogre tribe - T2 captured Ogre town
Karag Vlag - Goromadny tribe - T2 major Norsca town
Tribe Massacre - Beautiful Pain - T2 minor Slaanesh town
We highly recommend to start fresh new campaigns with our startpos mod active (avoid using any other startpos changing mods like Mixer) to have full experience of our overhaul and over 200 campaign map changes!