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Total War: WARHAMMER II - Blood For The Blood God II Download Free

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Buy Total War: WARHAMMER II Blood for the Blood God II by SEGA of America, Inc. For PC at GameStop. Find release dates, customer reviews, previews, and more. Total War™: WARHAMMER® II – Blood for the Blood God II PLEASE NOTE: This Effects Pack is free for players who have purchased Blood for the Blood God for the original Total War: WARHAMMER. It has been added to their Steam library and will downloaded automatically for WARHAMMER II. Download Total War Warhammer Blood for the Blood God for free via the Steam network. Steam can be found here. The original game Total War Warhammer (not included in this offer) is required to use, respectively, play the contents of the Blood for the Blood God DLC.

  • Based on Steam-Rip (from 13.02.2020);
  • Nothing is cut / re-encoded;
  • Game archives are not opened;
  • Version; 1.8.2;
  • The ability not to download the wrong localization (data-en.bin / data-ru.bin);
  • Additions:
    • Total War: WARHAMMER II – The Shadow & The Blade
    • Total War: WARHAMMER II – Repanse de Lyonesse.
    • Total War: WARHAMMER II – The Hunter & The Beast
    • Total War: WARHAMMER II – Gor-Rok
    • Total War: WARHAMMER II – The Prophet & The Warlock
    • Total War: WARHAMMER II – Tiktaq'to.
    • Total War: WARHAMMER II – Curse of the Vampire Coast
    • Total War: WARHAMMER II – Lokhir Fellheart
    • Total War: WARHAMMER II – The Queen & The Crone
    • Total War: WARHAMMER II – Alith Anar
    • Total War: WARHAMMER II – Rise of the Tomb Kings
    • Total War: WARHAMMER II – Tretch Craventail
    • Total War: WARHAMMER II – Mortal Empires
    • Total War: WARHAMMER II – Blood for the Blood God II
    • Total War: WARHAMMER II – Steps of Isha
  • Installation time ~ 10 minutes (depends on the computer);
  • Folders 'tablet' and 'original' were created in the directory with the game (just in case);
  • Repack from xatab;
  • PS. Saves are located along the path: User / AppData / Roaming / TheCreativeAccembly / Warhammer2. Who does not have a DLC – use another emulator: https://bit.ly/2UTOgDd (unzip with replacement in the root folder of the game).

The Mortal Empires update was a patch released for Total War: Warhammer II on October 26, 2017. It was the first patch/update for Total War: Warhammer II.

In addition to balance updates, the patch introduced Mortal Empires, a huge new combined campaign for players that owned both TWW2 and TWW1.

Patch notes[edit | edit source]

Raw patch notes, in case Total War website ever goes down:

MORTAL EMPIRES UPDATE


The first update for Total War: WARHAMMER II hits via Steam auto-update on 26/10/2017 and contains a host of changes, tweaks, improvements and fixes (please see below for details). Mortal Empires, the new grand-scale campaign encompassing the landmasses of the Old World and the New World, will become available as the update goes live. Download it for free here!


Mortal Empires requires ownership of both Total War: WARHAMMER and Total War: WARHAMMER II to play. Once downloaded, Mortal Empires will appear as a new playable campaign in the WARHAMMER II campaigns menu, alongside the Eye of the Vortex campaign.


Including all the core Races and Legendary Lords from both games, Mortal Empires also allows you to begin a campaign as any DLC or Free-LC Legendary Lord from the first game. Going forward, it will also encompass any DLC/FLC Legendary Lords that are subsequently released for WARHAMMER II.


The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1.



Total War: WARHAMMER II - Blood For The Blood God II Download Free

INSTALL SIZES AND MORE

Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here's what you can expect:


Tribal pass one year full edition download free version. Title: Tribal Pass One Year Full Edition Genre: Action, Adventure, Indie Developer: Tribe Tea, Stas Shostak, Evgeniy Yudin, Alexzander Protasenya, Ruslan Viter Publisher: Stas Shostak Franchise: Stas Shostak Languages: English, Russian, French, Spanish - Spain, Portuguese, Ukrainian, Simplified Chinese Listed languages may not be available for all games in the package. Buy Tribal Pass One Year Full Edition Includes 2 items: Tribal Pass, Tribal Pass - OST & Art. Bundle info-75%. Content For This Game Browse all. $1.99 Tribal Pass - OST & Art $1.99 Add all DLC to Cart. About This Game Peace no more. Tomorrow – no more.

Mortal Empires patch download size: ~4.5 GBMortal Empires Campaign download size: ~713 MBWARHAMMER II pre-patch installation footprint: ~40.5 GBTotal disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GBWARHAMMER II post-patch installation footprint: ~42.5 GB


If you've limited space on your primary hard drive (for example, if you're using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we've found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint' above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.


To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.




BLOOD & GORE


Total war: warhammer ii - blood for the blood god ii download free download

This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects.


Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra!



UPDATE NOTES (highlights)


This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We've also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races.


Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players' interests:


FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)FIXED units in guard mode stopping attacking if current melee enemy RampagesCHANGED Morathi and Malekith's skills to spread the owning faction's corruption, instead of starting faction's corruption. This means that if Mortahi is confederated to Malekith's faction, she will not continue to spread Chaos corruptionFIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an islandFIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unitCHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race's other Legendary LordCHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifierFIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance




UPDATE NOTES (in full)



GENERAL

RELEASED Mortal EmpiresRELEASED Blood for the Blood God for WARHAMMER IIFIXED multiple crashesFIXED multiple MPC desyncsFIXED multiple localisation issues in multiple languages


CAMPAIGN GAMEPLAY

ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildingsADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmasADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge themADDED multiple new buildings:EmpireCastle Reikguard (Altdorf)Imperial Palace (Altdorf)Imperial AcademyRoads and Toll GatesGreenskinsBig Fort (Black Crag)Dork's Rock (Black Crag)Chaos Troll Lair (Erengrad)Raiding CachesVampire CountsMajor reshuffle of recruitment buildingsTerrorgheists and Wraith units have separate recruitment buildingsAwakened BattlefieldBlood Keep (Nuln)Fortress of Merovech (Mousillon)Drakenhof Court (Drakenhof)DwarfsKaraz-a-Karak Airport (Karaz-a-Karak)Bugman's Brewery (Karag Dromar)Grand Underway Junction (Karak Eight Peaks)Wood ElvesElven CourtElven HealerAbility to fully occupy LothernAbility to construct a variant of the Everqueen's Court in Gaean ValeOffice-related buildings are now restricted to a specific Athel Loren settlementMost racesBuildings to exploit the new resourcesMerged resource-based unit upgrade effects into resource exploitation buildings



CHANGED Morathi and Malekith's skills to spread the owning faction's corruption, instead of starting faction's corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruptionFIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an islandCHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race's other Legendary LordCHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifierFIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stanceIMPROVED – breaking treaties will now have a stronger immediate effect on affected relationshipsIMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to themIMPROVED campaign AI logic for building up existing forces instead of creating new onesIMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectivesIMPROVED ambush help page informationIMPROVED behaviour of advice when a dilemma is triggeredIMPROVED calculated strength of Lords versus lower quality infantry. They were too strong beforeCHANGED 'Piracy' event to not trigger if player owns Sartosa regionCHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been wonCHANGED max number of traits a character can hold to 30 from 20FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn't suffer any losses during the battleFIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze itFIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battleFIXED agent success chance modifiers sometimes being applied to own heroes as well as enemyFIXED an issue in the diplomacy AI where the player's treachery rating wasn't considered correctly and this made some parts of diplomacy exploitableFIXED an issue with the AI proposing peace right after entering a war with the playerFIXED cases where embedded Heroes would be selected at the end of the player's turn and then immediately unselectedFIXED cases where followers would disappear after unequipping them from a characterFIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)FIXED Cave In Achievement not unlocking when player completed requirement in gameFIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in gameFIXED Encounters at Sea sometimes spawning in unreachable locationsFIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be grantedFIXED Mazdamundi AI skill selection to prefer his unique skills moreFIXED missing effects on some ancillaries/followersFIXED missions being issued while the issuing character was not availableFIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison forceFIXED public order and tax exemption on fortress gate regions resetting when the region changes ownerFIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection poolFIXED some cases where the AI would repeatedly ask for almost the same dealFIXED targeting intervention forces for missions requesting the player to make an allianceFIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition


BATTLE GAMEPLAY

FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)FIXED units in guard mode stopping attacking if current melee enemy RampagesFIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unitADDED 7 new Free-for-All mapsIMPROVED Dragon breath targeting versus dispersed multiple entity unitsIMPROVED battle AI usage of spells in many casesIMPROVED flying unit ability to chase down routing unitsIMPROVED the playable area and deployment zone sizes on Troll Country FFACHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readabilityCHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequencyFIXED a case of attacking Siege AI not properly attacking when there is no siege equipmentFIXED a corner wall piece in a Dark Elf city where siege towers would fail to dockFIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fireFIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combustFIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!FIXED battle difficulty not applying correctly when chosen on campaign select screenFIXED being able to bypass some Army Ability restrictions by casting on the Unit CardsFIXED Bombardment spells not being counted correctly towards Free-for-All player scoresFIXED Bombardment spells sometimes not exploding on collision with certain terrainFIXED defending siege AI reinforcements sometimes not being handled correctly by AIFIXED enemy units sometimes rallying in intro battle when they shouldn'tFIXED CA Cinematics Team's obsession with slaying High Elves. May require further testing…FIXED magic missile spells from bound items casting exploit if owner was a non-wizard LordFIXED Siege tower fire rates being too fastFIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing soFIXED some cases where defender reinforcements would not arrive in siege and minor settlement battlesFIXED some missing collision on obstacles in a few battle mapsFIXED rebirth effects not triggering properly if unit was routing

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UI

FIXED hidden Skaven armies being visible by toggling on the Character names UI optionCHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.ADDED spacing to Legendary Lord select images to denote races differentiation betterCHANGED Enemy Army colour in MP battles to be red rather than pinkCHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutralFIXED 'Enemy siege lifted' event in event list missing iconFIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic viewFIXED a case where MPC players had access to interventions when it was not their turnFIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selectedFIXED adding skill points in some cases resetting the scroll back to the leftFIXED assembly kit downloaded map not being auto-selected in MP lobbyFIXED ‘can trade' icon in Known Factions list displaying incorrectly if you could trade but currently were not with a factionFIXED dilemmas sometimes appearing again after the player had already respondedFIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screenFIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part inFIXED Event message not being generated when losing a Lord or Army during end turnFIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previouslyFIXED incorrect reason given for not being able to perform rites when the player's capital was not availableFIXED missing image in the Spells Browser for Skink Priest AvatarFIXED Murderous Prowess UI not flashing for duration of ability active stateFIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate awayFIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlementFIXED resource UI bar appearing during end turn after retreating from a battleFIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option firstFIXED Softlock if opened rites panel whilst on the call-to-arms screenFIXED the displayed upkeep value for units sometimes displaying incorrectly once recruitedFIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles


VISUAL/GRAPHICS

ADDED the ability to disable post-process sharpen in Advanced graphics optionsFIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)ADDED default graphics quality preset detection for AMD VEGA GPUsCHANGED level of post-process sharpen effect to be weakerCHANGED WH1 race ship models to all use larger variants like WH2 racesFIXED visual glitch that would occur with water if resolution scale was set below 100%FIXED visual noise glitch in SSAOFIXED cases of Lords in pre-battle scenes being too large and colliding with each otherFIXED multiple minor animation glitchesFIXED Spearmen unit in Tor Elithis Rogue army T-PosingFIXED White Lions of Chrace models having black spots on fur when camera was further away from them


AUDIO

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ADDED some new UI Sound EffectsFIXED Audio being muted during end turn sequence camera pansFIXED Campaign music sometimes not blending between tracks correctlyFIXED Music slider not affecting campaign musicFIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region

WARHAMMER


BATTLE BALANCING

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General Balancing changes

Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)Tweaks to rear attack melee defence modifierReduced MP cost of melee lords on foot and horses by -50


Skaven

Warpfire Throwers -50 cost, +5% reload speedNight Runners (Slings) +1 dmgNight Runners: reduction in accuracyNight Runners (all) -5 hp, -5% physical resistance, -4 melee defenceGutter Runner Slingers +1 dmgGutter Runners Slingers (Poison) +1 dmgGutter Runners: reduced projectile accuracyGutter Runners (Poison): reduced projectile accuracyGutter Runners (all) -5% physical resistance, -3 hp, -4 melee defenceDeath Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmgHellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preferenceWarp Lightning Cannon – accuracy (minor tweak)Doomwheel -100 HPPlague Priest on Plague Furnace: +100 mp costSkavenslaves: more salt added to diet; now 25% more delicious


Lizardmen

Terradon with Fireleech Bolas +10 range, projectile tweaksHorned Ones -100 cost, -5 armour, +14 HPKroq-Gar – Horned One: +5% HPSlann Mage Priests and Mazdamundi on Palanquin +25% missile resistance

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High Elves

Total War: WARHAMMER II - Blood For The Blood God II Download Free

INSTALL SIZES AND MORE

Due to the unique way Steam patches games – by backing up your existing installation, applying the freshly-downloaded data to the duplicate, then deleting the old installation, if you ever wondered – you may need to free up some hard drive space to install Mortal Empires. Here's what you can expect:


Tribal pass one year full edition download free version. Title: Tribal Pass One Year Full Edition Genre: Action, Adventure, Indie Developer: Tribe Tea, Stas Shostak, Evgeniy Yudin, Alexzander Protasenya, Ruslan Viter Publisher: Stas Shostak Franchise: Stas Shostak Languages: English, Russian, French, Spanish - Spain, Portuguese, Ukrainian, Simplified Chinese Listed languages may not be available for all games in the package. Buy Tribal Pass One Year Full Edition Includes 2 items: Tribal Pass, Tribal Pass - OST & Art. Bundle info-75%. Content For This Game Browse all. $1.99 Tribal Pass - OST & Art $1.99 Add all DLC to Cart. About This Game Peace no more. Tomorrow – no more.

Mortal Empires patch download size: ~4.5 GBMortal Empires Campaign download size: ~713 MBWARHAMMER II pre-patch installation footprint: ~40.5 GBTotal disk space required during update installation (includes 44.5 GB temporary files for installation process): ~85 GBWARHAMMER II post-patch installation footprint: ~42.5 GB


If you've limited space on your primary hard drive (for example, if you're using an SSD with limited space as your primary drive, with a secondary mechanical drive for mass storage), a useful workaround we've found is to setup a secondary Steam Library folder on your storage drive. Provided you have enough space on your primary drive for the final installation (see ‘post-patch installation footprint' above), Steam will automagically utilise any other registered Steam folders on other drives as a download location for the install process.


To set up a secondary Library folder in Steam, Click Steam->Settings->Downloads and click the Steam Library Folders button. From here you can create extra Library folders on any of your drives.




BLOOD & GORE


This update also introduces the Blood for the Blood God Effects Pack to Total War: WARHAMMER II. This is free for players who bought the pack for Warhammer 1. Players who own WARHAMMER II but not the first game, and therefore not the first Blood for the Blood God Pack, will need to purchase the pack to access its grisly effects.


Blood and gore effects can be toggled on and off in the advanced graphics options menu. Hail Hydra!



UPDATE NOTES (highlights)


This update comes with a number of tweaks, improvements, changes and fixes to many areas of the game, along with our first major balance-pass for the WARHAMMER II core races. We've also made some tweaks to the Free For All MP mode, added a host of new FFA maps, and introduced new buildings and dilemmas for the different Races.


Read on for the full details, but first off, here are some headline fixes we feel may be relevant to players' interests:


FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)FIXED units in guard mode stopping attacking if current melee enemy RampagesCHANGED Morathi and Malekith's skills to spread the owning faction's corruption, instead of starting faction's corruption. This means that if Mortahi is confederated to Malekith's faction, she will not continue to spread Chaos corruptionFIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an islandFIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unitCHANGED the difficulty of the final battle when initiated by the AI (by completing their fifth ritual). The battle will now feature an additional army led by the race's other Legendary LordCHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifierFIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance




UPDATE NOTES (in full)



GENERAL

RELEASED Mortal EmpiresRELEASED Blood for the Blood God for WARHAMMER IIFIXED multiple crashesFIXED multiple MPC desyncsFIXED multiple localisation issues in multiple languages


CAMPAIGN GAMEPLAY

ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildingsADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmasADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge themADDED multiple new buildings:EmpireCastle Reikguard (Altdorf)Imperial Palace (Altdorf)Imperial AcademyRoads and Toll GatesGreenskinsBig Fort (Black Crag)Dork's Rock (Black Crag)Chaos Troll Lair (Erengrad)Raiding CachesVampire CountsMajor reshuffle of recruitment buildingsTerrorgheists and Wraith units have separate recruitment buildingsAwakened BattlefieldBlood Keep (Nuln)Fortress of Merovech (Mousillon)Drakenhof Court (Drakenhof)DwarfsKaraz-a-Karak Airport (Karaz-a-Karak)Bugman's Brewery (Karag Dromar)Grand Underway Junction (Karak Eight Peaks)Wood ElvesElven CourtElven HealerAbility to fully occupy LothernAbility to construct a variant of the Everqueen's Court in Gaean ValeOffice-related buildings are now restricted to a specific Athel Loren settlementMost racesBuildings to exploit the new resourcesMerged resource-based unit upgrade effects into resource exploitation buildings



CHANGED Morathi and Malekith's skills to spread the owning faction's corruption, instead of starting faction's corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruptionFIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an islandCHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race's other Legendary LordCHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifierFIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stanceIMPROVED – breaking treaties will now have a stronger immediate effect on affected relationshipsIMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to themIMPROVED campaign AI logic for building up existing forces instead of creating new onesIMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectivesIMPROVED ambush help page informationIMPROVED behaviour of advice when a dilemma is triggeredIMPROVED calculated strength of Lords versus lower quality infantry. They were too strong beforeCHANGED 'Piracy' event to not trigger if player owns Sartosa regionCHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been wonCHANGED max number of traits a character can hold to 30 from 20FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn't suffer any losses during the battleFIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze itFIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battleFIXED agent success chance modifiers sometimes being applied to own heroes as well as enemyFIXED an issue in the diplomacy AI where the player's treachery rating wasn't considered correctly and this made some parts of diplomacy exploitableFIXED an issue with the AI proposing peace right after entering a war with the playerFIXED cases where embedded Heroes would be selected at the end of the player's turn and then immediately unselectedFIXED cases where followers would disappear after unequipping them from a characterFIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea)FIXED Cave In Achievement not unlocking when player completed requirement in gameFIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in gameFIXED Encounters at Sea sometimes spawning in unreachable locationsFIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be grantedFIXED Mazdamundi AI skill selection to prefer his unique skills moreFIXED missing effects on some ancillaries/followersFIXED missions being issued while the issuing character was not availableFIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison forceFIXED public order and tax exemption on fortress gate regions resetting when the region changes ownerFIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection poolFIXED some cases where the AI would repeatedly ask for almost the same dealFIXED targeting intervention forces for missions requesting the player to make an allianceFIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition


BATTLE GAMEPLAY

FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies)FIXED units in guard mode stopping attacking if current melee enemy RampagesFIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unitADDED 7 new Free-for-All mapsIMPROVED Dragon breath targeting versus dispersed multiple entity unitsIMPROVED battle AI usage of spells in many casesIMPROVED flying unit ability to chase down routing unitsIMPROVED the playable area and deployment zone sizes on Troll Country FFACHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer.CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readabilityCHANGED Liber Bubonicus quest battle time limit. Added 3 minutes.CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequencyFIXED a case of attacking Siege AI not properly attacking when there is no siege equipmentFIXED a corner wall piece in a Dark Elf city where siege towers would fail to dockFIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fireFIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combustFIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT!FIXED battle difficulty not applying correctly when chosen on campaign select screenFIXED being able to bypass some Army Ability restrictions by casting on the Unit CardsFIXED Bombardment spells not being counted correctly towards Free-for-All player scoresFIXED Bombardment spells sometimes not exploding on collision with certain terrainFIXED defending siege AI reinforcements sometimes not being handled correctly by AIFIXED enemy units sometimes rallying in intro battle when they shouldn'tFIXED CA Cinematics Team's obsession with slaying High Elves. May require further testing…FIXED magic missile spells from bound items casting exploit if owner was a non-wizard LordFIXED Siege tower fire rates being too fastFIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing soFIXED some cases where defender reinforcements would not arrive in siege and minor settlement battlesFIXED some missing collision on obstacles in a few battle mapsFIXED rebirth effects not triggering properly if unit was routing



UI

FIXED hidden Skaven armies being visible by toggling on the Character names UI optionCHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities.ADDED spacing to Legendary Lord select images to denote races differentiation betterCHANGED Enemy Army colour in MP battles to be red rather than pinkCHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutralFIXED 'Enemy siege lifted' event in event list missing iconFIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic viewFIXED a case where MPC players had access to interventions when it was not their turnFIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selectedFIXED adding skill points in some cases resetting the scroll back to the leftFIXED assembly kit downloaded map not being auto-selected in MP lobbyFIXED ‘can trade' icon in Known Factions list displaying incorrectly if you could trade but currently were not with a factionFIXED dilemmas sometimes appearing again after the player had already respondedFIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screenFIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part inFIXED Event message not being generated when losing a Lord or Army during end turnFIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previouslyFIXED incorrect reason given for not being able to perform rites when the player's capital was not availableFIXED missing image in the Spells Browser for Skink Priest AvatarFIXED Murderous Prowess UI not flashing for duration of ability active stateFIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate awayFIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlementFIXED resource UI bar appearing during end turn after retreating from a battleFIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option firstFIXED Softlock if opened rites panel whilst on the call-to-arms screenFIXED the displayed upkeep value for units sometimes displaying incorrectly once recruitedFIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles


VISUAL/GRAPHICS

ADDED the ability to disable post-process sharpen in Advanced graphics optionsFIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz)ADDED default graphics quality preset detection for AMD VEGA GPUsCHANGED level of post-process sharpen effect to be weakerCHANGED WH1 race ship models to all use larger variants like WH2 racesFIXED visual glitch that would occur with water if resolution scale was set below 100%FIXED visual noise glitch in SSAOFIXED cases of Lords in pre-battle scenes being too large and colliding with each otherFIXED multiple minor animation glitchesFIXED Spearmen unit in Tor Elithis Rogue army T-PosingFIXED White Lions of Chrace models having black spots on fur when camera was further away from them


AUDIO

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ADDED some new UI Sound EffectsFIXED Audio being muted during end turn sequence camera pansFIXED Campaign music sometimes not blending between tracks correctlyFIXED Music slider not affecting campaign musicFIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region


BATTLE BALANCING

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General Balancing changes

Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)Tweaks to rear attack melee defence modifierReduced MP cost of melee lords on foot and horses by -50


Skaven

Warpfire Throwers -50 cost, +5% reload speedNight Runners (Slings) +1 dmgNight Runners: reduction in accuracyNight Runners (all) -5 hp, -5% physical resistance, -4 melee defenceGutter Runner Slingers +1 dmgGutter Runners Slingers (Poison) +1 dmgGutter Runners: reduced projectile accuracyGutter Runners (Poison): reduced projectile accuracyGutter Runners (all) -5% physical resistance, -3 hp, -4 melee defenceDeath Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmgHellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preferenceWarp Lightning Cannon – accuracy (minor tweak)Doomwheel -100 HPPlague Priest on Plague Furnace: +100 mp costSkavenslaves: more salt added to diet; now 25% more delicious


Lizardmen

Terradon with Fireleech Bolas +10 range, projectile tweaksHorned Ones -100 cost, -5 armour, +14 HPKroq-Gar – Horned One: +5% HPSlann Mage Priests and Mazdamundi on Palanquin +25% missile resistance

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High Elves

Swordmasters -2 MDPhoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage outputSilver Helms (all) +2 CB, +2 dmgTiranoc Chariot -2 missile dmg, +2 missile ap dmgDragon Princes -2 HPSun Dragon +4 MD, more breath attack damageMoon Dragon +2 MD, slightly more breath attack damageBlack Dragon +2 MDLothern Sea Guards (all) +2 MAFlamespyre Phoenix +2 MA, +3 leadership, +4 CBFrostheart Phoenix +2 CBGreat Eagle +5 ground speedEagle Claw Bolt Thrower -25 hp on artillery pieceTyrion: +45% flame resistanceTyrion – Malhandrir: increased mass to match heavier hero warhorsesTyrion: +10 weapon strength, percentage of ap damage increased to 45%.Tyrion: Added Foe Seeker ability for multiplayer


Dark Elves

Reaper Bolt Thrower -25 hp on artillery pieceDark Riders Xbow +50 costBlack Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)Black Ark Corsairs (all) -1 HPCold One Knights -0.1 attack intervalExecutioners -2 MD, -10 armourBlack Guard -10 armour, tweaks that will slightly reduce dmg outputWar Hydra +5 CBDeath Hag – Blood Cauldron: +100 MP cost


Special Abilities and Spells:

Improved ability tooltips to contain more information about damage typeAdjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)Added recharge in melee and removed max uses for SunfangComet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5Adjusted Wake of Fire explosion damage by -33%Fate of Bjuna power cost increased by 1Crack's Call power cost reduced by 1Cracks's Call Upgraded power cost reduced by 1Apotheosis can now target selfLiber Bubonicus limited to max 2 usesFiery Convocation: reduced power cost by 1Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectivelyFlame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18

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