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=DLC= ===First game DLC=== ====Free DLC==== A list of planned free downloadable content was shown soon after Warhammer I's launch, including some more minor things, but also confirming new legendary lords, a new faction, and some lores of magic. This list steadily got larger as more content was released in the game's lifespan. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood Knights''' <div class="mw-collapsible-content"> Released alongside the *Blood for the Blood God* DLC, adding the Blood Knights as an elite shock cavalry unit for the Vampire Counts. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Amber Wizards''' <div class="mw-collapsible-content"> Released alongside the *Call of the Beastmen* Campaign Pack, adding the Amber Wizard as a hero unit for the Empire, giving them access to the Lore of Beasts. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Vlad von Carstein''' <div class="mw-collapsible-content"> Released alongside the *Grim & the Grave* Lord Pack was none other than Vlad von Carstein himself as a Legendary Lord for the Vampire Counts. With his main gimmick being that grants vanguard deployment to all units in his army. You read that right [[Wat|''he gives vanguard deployment to all units in his army'']]. This pretty much negates the horrible speed of zombies or the fact that you have no ranged units because you can just start the battle a few steps away from the enemy. Or more likely, he will use his skill as an [[Creed|UNPARALLELED PRACTITIONER and leave you wondering how those Varghulfs got there, the Vampire ruling that army must be some kind of UNPARALLELED PRACTIC-VLAAAAAAAAAAAAAAAAAAAAAAAAD!]]. He initially started off as a Legendary Lord Choice for the Vampire Counts but was given his own subfaction "The Von Carsteins" when Isabella was added. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Wurrzag, the Great Green Prophet''' <div class="mw-collapsible-content"> Released along the *King & the Warlord* Lord Pack was Wurzzag, the Great Green Prophet as a Legendary Lord for the Greenskins. He starts in his own subfaction, The Bloody Handz, over by Ekrund and focuses on Savage Orcs. Though able to use the Lore of da Big Waaagh!, his main draw is screwing with enemy wizards and the abilities granted by his items. He can unlock his trusty boar Spleenrippa and buffs savage orcs in his army with charge bonus and physical resistance, ''including giving them all magic attacks'' (cue banshees and wraiths weeping). As if that wasn't enough, savage orcs ''also'' get major reduction to upkeep. Oh, and he can basically use Net of Amyntok with his Effagee of da Git. Get ready to WAAAGH! ya gits. Three Warriors of Chaos units were also thrown in as a bonus: those being Feral Manticores, Marauder Horsemasters, and Aspiring Champions. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Grombrindal, the White Dwarf''' <div class="mw-collapsible-content"> Holding the honor of first promotional FLC content was Grombrindal, the White Dwarf as a Legendary Lord for the Dwarfs. Though available early to those who buy November 2016's White Dwarf magazine, he was later released for everyone on January 19th of 2017. Sporting four items, he can take on the benefits of one of the three Ancestor deities. To represent his elusiveness and the fact that he shows up from nowhere, he is harder to intercept in the underway and can reinforce allies from farther away. That's not the best thing about him though; all his pre-battle speeches are just him throwing shade and talking smack at the enemy in various creative manners. Also, he looks really pissed off. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Grey Wizards''' <div class="mw-collapsible-content"> Released alongside the *Realm of the Wood Elves* Campaign Pack was The Grey Wizard as a hero unit for the Empire. Granting them access to the Lore of Shadows, with the main attraction here being Pit of Shades which had the honor of being the first stationary vortex (I.E. Being the only vortex worth using at the time, since it would do reliable damage). </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Jade Wizards''' <div class="mw-collapsible-content"> Also released alongside the *Realm of the Wood Elves* Campaign Pack was '''The Jade Wizard''' as a hero unit for the Empire. Granting them access to the Lore of Life and finally giving them some damn healing. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Morghur the Shadowgave''' <div class="mw-collapsible-content"> The last bit of FLC added alongside the *Realm of the Wood Elves* Campaign Pack was Morghur the Shadowgave as a Legendary Lord for the Beastmen. He starts in Nordland, with his main gimmicks being his absurd survivability and his unique ability to summon up to four units of [[Chaos Spawn|That Which Shan't Be Named per battle]]. Finally, Beastmen players got some air presence with a new unit: Harpies. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Bretonnia''' <div class="mw-collapsible-content"> At the very end of 2017's February, Bretonnia was finally added to the game as a playable full faction. Boasting three subfactions, a more fleshed out roster (with a few CA original units such as squires), and some of the best cavalry in the game. With King Louen Leoncoeur leading the main faction "Bretonnia'', Morgiana, the Fay Enchantress leading "Carcassonne", and Alberic de Bordeleaux (a literally who from an old RPG book) leading Bordeleaux. Along with The Green Knight as a sort of Legendary Hero you can gain through their unique campaign mechanic. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Isabella von Carstein''' <div class="mw-collapsible-content"> Thanks to Total War winning (for the first time) Sega's Make War Not Love event, players got '''Isabella von Carstein''' free as a Legendary Lord for a new Vampire Counts faction called simply '''Von Carstein''' (led by Vlad and based at Schwartzhaften). She focuses on buffing vampire heroes, flying units, and the varghulf, and gets a huge buff if reinforcing or being reinforced by her husbando. She arrived together with the '''Old World Edition''' (just a fancy name for a physical addition with DLC pack with it) of the game as well. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Krell''' <div class="mw-collapsible-content"> An accidental leak confirmed the '''Old Friend''' to be none other than the long-lost, now found, '''[[Krell]]'''. [[Heinrich Kemmler|Kemmler]] finally got his BFF back. [[Meme|Where is Krell?! Here is Krell!]]. Released on the 20th of July, Krell is (technically) a Legendary Hero summonable by Kemmler, with a unique skill tree (that was later changed to have all the skills unlocked at the start since having Krell distintigrate was lame as fuck). </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''30th Anniversary DLC''' <div class="mw-collapsible-content"> The 30th Anniversary DLC added Regiments of Renown to the DLC factions (which we knew was coming from the Norsca stream leaking their existence for Norsca and the Beastmen) in celebration of CA's 30th birthday on August 10th. While there is only a handful split between the five factions, there are some notable additions, in particular the addition of Sigvald's Mirror Guard and Archaon's Swords of Chaos. Which brings back bodyguards in a somewhat roundabout manner by giving them a skill that buffs defense when in their proximity. Surprisingly fucking Wyrdspawn got an appearance aka those [[chaos spawn]] variants known only from ''[[Warhammer: Mark of Chaos]]''- Ohdamnitallgiruhfsbnfofnofgvn! As my predecessor was trying to say, also released with Norsca is the '''Foundation Update''' that gives all original Legendary Lords (including the three Warriors of Chaos ones) new skill trees, starting bonuses and other buffs to make them desirable again. As an example, Karl Franz will eventually cause all recruited Lords to start with additional levels, while Sigvald [[What|will get so fabulous he causes terror]]. The Warriors of Chaos campaign was also changed: First and foremost, only marauder units receive attrition from being near other Chaos hordes; second, while encamped, unit upkeep will lower and their replenishment will increase; Third, awakening a norse tribe now causes them to become a vassal instead of an ally; Fourth and finally, instead of choosing between looting and razing, you choose between gaining growth and replenishment or money (both options cause the settlement to be razed). The Empire, meanwhile, will start with full control of Reikland when controlled by the AI. </div> </div> ====Paid DLC==== Total War: Warhammer I's paid DLC lineup was interesting due to the fact that the player base already knew all the content being released for it relatively early on. Due to a datamined content schedule which CA mostly stuck with outside of some switching around of the order for the later packs. Regardless the paid DLC for TWWI was mostly an open book for the most part, until the release of Norsca which brought about a new precedent for the series that hadn't been treaded on with any packs prior. A list of planned free downloadable content was shown soon after Warhammer I's launch, including some more minor things, but also confirming new Legendary Lords, a new faction, and some Lores of Magic. This list steadily got larger as more content was released in the game's lifespan. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Warriors of Chaos''' <div class="mw-collapsible-content"> To the rather justified outrage of the fanbase, the very first piece of paid content was released together with the game as a sort of pre-order/early adopter bonus. This day-1 DLC was the '''Warriors of Chaos''' Race Pack, making Archaon and his BFFs Kholek and Sigvald playable as a horde faction. Much rage was had, and it is probable that the only reason people weren't more irate was because the game itself is really good. But the initial reception was still so bad, that CA/SEGA felt the need to change it from a pre-order DLC to being an "early adopter" bonus. In other words, instead of getting it only by purchasing the game before it was released (I.E buying it before anyone knew it was any good like a sucker), you would get it for free if you bought it within a week of purchase. Quite notable in that CA has taken this approach with all of their pre-purchase bonus since then. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood for the Blood God''' <div class="mw-collapsible-content"> The first post-release Paid DLC released in early July - the '''Blood for the Blood God''' DLC added various blood and gore effects to the game. The last time we were expected fork over cash for something this petty, it was for [[The Elder Scrolls|horse armor]], and $3 for what is in literally any other game a simple on/off switch in the options menu has been a little... ''divisive''. But considering the fact that blood and gore DLC for Total War games has been a thing before in the name of ESRB ratings, there really isn't much surprise we have to fork over money here to please Khorne. At the very least it does add in some new unique kill animations for a few units, which shows some effort was put into it. $3 bucks for a cosmetic option menu checkmark worth of effort? Up to you to decide. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Call of the Beastmen''' <div class="mw-collapsible-content"> The first major piece of DLC for Total Warhammer was the '''Call of the Beastmen''' Campaign Pack. Which lets you play as the Beastmen as a new playable Race focusing on Horde gameplay, with the main Lords being Khazrak One-Eye and Malagor the Dark Omen. It also included a mini-campaign called An Eye For An Eye, with the map a rectangle stretching from the Marienburg in the west to Hochland in the east, and from Middenheim in the north to Carroburg in the south. Khazrak, controlled by the player, must defeat Boris Todbringer. The pack had taken a lot of criticism from fans due to its price (who ignore that it takes a lot more time and money to create and balance an entirely new faction and models from scratch rather than just reskin an existing one like in previous Total War games, or that royalties exist for licensed shit), with the game's page on Steam getting bombed with negative reviews. Despite that, CA still considered it to be a "best-seller" at the time that surpassed expectations. While the Beastmen were praised for their actual in-battle gameplay (with Minotaur's being the standout for most players), the lack of the more unique monstrous units from their Army Roster, and the frankly cut and paste campaign mechanics (Brayherds were basically WAAAGHs for example) made them a prime example of the lack of creativity CA had at that time. Though you can see them somewhat experimenting more with mechanics like the Dark Moon and seeing them play around with differing Start Positions. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Grim & the Grave''' <div class="mw-collapsible-content"> Leaked on the greek Total War page on Facebook as is tradition, was '''The Grim and the Grave''' Lord Pack. Which added two Legendary Lords, Volkmar the Grim and Helman Ghorst for the Empire and Vampire Counts respectively; the latter being added because CA wanted to theme it around the Sigmar's Blood Campaign from 8th edition. Volkmar gave bonuses to the DLC units associated with him that were added in the pack, those being flagellants and Warrior Priests. Ghorst's main gimmick was to give his entire army poison attacks (albeit a somewhat nerfed version of the normal poison debuff). And like Volkmar, he buffed the associated units that were added alongside him in the pack, those being Mortis Engines and Corpse Carts. Unit wise two generic Lord choices were added, one for each side: the Arch-Lector and the Strigoi Ghoul King. OFlagellants, Free Company Militia, and the Knights of the Blazing Sun were added to the Empire roster. While the Vampire Counts received the Corpse Cart (and all its variations) and the Mortis Engine. Also included in the pack are 18 "regiments of renown" ([https://1d4chan.org/wiki/Dogs_of_War not to be confused with the mercenary units known under the same label]), who are mostly reskinned units with better/different stats and some extra abilities to spice things up; the main thing about them is that the RoR system will be available for modders to play around in. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The King & the Warlord''' <div class="mw-collapsible-content"> The second DLC that has the honor of releasing with no leak (the first was the Blood Pack), was the '''The King and the Warlord'''. Following the model of the previous Lord Pack, it added two new thematically opposed LLs and new units to go with them. This time it's between Belegar Ironhammer, True King of The Eight Peaks, and Skarsnik, Warlord of the Eight Peaks. One very notable thing about this DLC is that both Legendary Lords ''do not start in Karaz-a-Karak or Black Crag''; introducing the subfaction model that would be followed for the rest of the series. Belegar starts in Karak Izor, over in the Border Princes, and starts with ''four'' heroes at his disposal, and all of them ethereal to boot (being the vengeful spirits of his ancestors). These heroes are two Thanes, a Master Engineer, and a Runesmith. Belegar can also get one of the new units, the Dwarf Rangers, earlier than most, and has siege attacker with all the goodness that entails. However, until he manages to conquer Karak Eight Peaks, he is saddled with increased upkeep for all his units. Meanwhile, Skarsnik does not start in the Eight Peaks either, surprisingly enough. Rather, he is way over at the Grey Mountains, in Karak Azgaraz, doing some leisurely squig hunting when his boyz at the Peaks decide to rebel. He is always accompanied by his pet, Gobbla (and not as a mount), which makes him the first Lord with two models. His unique skills buff all goblin units, reduce their upkeep, and decrease hero action costs while increasing xp gain, and you are going to need that... since you can only recruit goblins until you recapture the Peaks. The two generic Lords for each side are the dwarfen Rune Lord, that can ride on an Anvil of Doom while buffing all around, and the Night Goblin Warboss, who can also buff their grobi scum and even give his entire army poison attacks, and if that wasn't enough they get to ride a great cave squig. The new goblin units are the Squig Herd, Night Goblin Squig Hoppers and Nasty Skulkers, while Dwarf units are Rangers (and a variant with great weapons), Bugman's Rangers and the Bolt Thrower. Showing even more detail than the Grim and the Grave, Karak Eight Peaks also has a unique building chain that can only be used by Belegar and Skarsnik, giving some pretty great effects. Each race also has two new techs, with one of the dwarfen ones referencing some clearly mythical rat-men. And, of course, there are Regiments of Renown, 22 this time. 10 for dorfs, 12 for gobbos. Notable ones are a grudge thrower that fires live goblins and fanatics whose chains end in unlucky stunties instead and can be '''aimed'''. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Realm of the Wood Elves''' <div class="mw-collapsible-content"> The second Campaign Pack to be added to the game, adding the Wood Elves as a playable Race, with two subfactions following the trend of the K&W. Featuring Orion leading the Wood Elves faction and Durthu leading Argwylon, and a mostly complete army roster aside from some missing Hero choices. Much like the Beastmen did prior, this DLC included a mini-campaign called Seasons of Revelation, that pitted them both against Morghur. The utterly brutal mini campaign involves building up the oak of ages as Morghur's warherds (that often have half their slots filled with Spawn) keep pouring in non-stop while your elf and human neighbours prove themselves utter dicks. The grand campaign will see them build up their magical tree while touring the world to mug people for their amber. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Norsca''' <div class="mw-collapsible-content"> Released in early August, the '''Norsca''' Race Pack was the final paid DLC released for the first game. Given out for free as an early adopter bonus for people who pre-ordered Warhammer II or bought it within the first week, along with an option to purchase it separately on its own. Their legendary lords are Wulfrik the Wanderer and Throgg the Troll King. With their campaign largely based around raiding the world and killing monsters. Whenever you kill a monster you either get to claim a trophy from it or actually subjugate the monster and get it as a unit! Razing settlements lets you dedicate the act to one of the four gods of Chaos. When you gain enough favour with one of the Four, you'll then get the actual win conditions for the campaign, which will involve fighting off champions from the other three gods. Being the first DLC to flesh out a "minor" Warhammer race than one playable in the 8th edition, it set a precedent for all the fanboys who hoped to see their pet obscure faction make it into the game. Notably borrowing heavily from Forgeworld's Monstrous Arcanum supplement to add beasties like Skin Wolves and Fimir into the game, to flesh out their roster. </div> </div> ===Second game DLC=== ====Free DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Mortal Empires''' <div class="mw-collapsible-content"> The first piece of free content post-release will be a long-awaited combined map, called the '''Mortal Empires Campaign'''. Released a few weeks after launch due to the technical issues involved, Mortal Empires is smashing the Warhammer I and Warhammer II maps together with pure conquest as the objective (so no Vortex campaign race). Other than just combining the two games' maps, it also adds rogue armies, ranged breath attacks for dragons, treasure hunts, the UI improvements, climate mechanics (replacing regional occupation) and 10/8 slot cities to the Warhammer I parts. Also, it has been confirmed that at least some Legendary Lords from Warhammer I will be changing positions in the Mortal Empires campaign. Norsca wasn't immediately present on release due to technical issues and was added in later. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Laboratory''' <div class="mw-collapsible-content"> Yup, CA has finally snapped, as shown in their second FLC, The Laboratory. The madmen producing this game have decided to add in a new game mode where you can play custom battles and adjust... well literally everything. Do you want to play as the Skaven and have units with 900 MODELS EACH?!?! This will let you do that! Want to increase the size of your monsters and create a dinosaur army with Carnosaurs so big it'll make the Indominus Rex look like a legless puppy? This will let you do that! Want a 40 unit army of just oversized DOOMWHEELS!? THIS GAME MODE WILL GIVE YOU ALL OF THE DOOMWHEELS!! This was clearly just meant for fun and to screw around in, but be warned, as all but the best PCs out there will most likely be crying in agony while playing this, though some optimization has been done by CA.. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Tretch Craventail''' <div class="mw-collapsible-content"> Released with the Tomb Kings is Tretch Craventail leading Clan Rictus, with his main differentiating traits being his ability to gain +4 global public order whenever he breaks a diplomatic treaty and... [[Creed|Vanguard Deployment for his entire army]]. Yeah, you thought Vlad Von Carstein was bad? Wait until you face Tretch who vanguard deployments a DOOMWHEEL or a Hell Pit Abomination behind your backline. A supposed leak that predicted Tretch also claimed that Shadow Warriors would be released together with Tretch but this has been proven false and were later released in the Queen and the Crone DLC. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Steps of Isha''' <div class="mw-collapsible-content"> The next addition being Multiplayer Maps, Steps of Isha, for the Make Love Not War event instead of the initial listing of another Legendary Lord. This is a bit odd because the first game also added a bunch of multiplayer maps with each content drop, so it didn't really seem like a big enough deal to fill up a slot on the FLC chart. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Alith Anar''' <div class="mw-collapsible-content"> Coming with both Norsca and the Queen and the Crone DLC is everyone's favorite Elven Terrorists, Alith Anar as a High Elf LL, and the '''Shadow Walkers''', a powerful skirmishing unit. Ironically, Shadow Warriors themselves are DLC content, but the fact he comes with his own elite Shadow Walker variants softens the blow considerably. He leads the faction of Nagarythe (with a starting position in Naggarond, Alith having taking the fight to the Dark Elves), which has several unique mechanics, such as all of his armies being to ambush in their default army stance, the ability to access the "Shadow Realm"; which lets them bypass terrain and remain hidden, and having a special hero, '''The Hand of the Shadow Crown''' which is an assassin who has a ''100'' percent chance to kill any Lord of Hero they're sent against. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Resurgent Update''' <div class="mw-collapsible-content"> A massive Mortal Empires patch called the Resurgent Update including Norsca (fully restored and integrated into Game II along with new monster hunts, as long as you own the DLC), 30th Anniversary RoR, many new landmark buildings, battle maps for the New and Old World, the Dawi getting a new crafting mechanic akin to the Mortuary Cult, Giant Slayers as a unit, and Ungrim moving back to his Slayer Hold at Karak Kadrin with his own subfaction. Also, the Sword of Khaine will now become a campaign mechanic and an obtainable item that will give ''massive'' stat boost (''450'' armour piercing damage is just the tip of the iceberg, and at it's ''lowest'' power level) and [[Rape|an insane Vortex that rips apart even the most heavily armoured units and causes the rest to go insane]] at the cost of your own people hating you ([[The End Times|looking at you Tyrion]]). One thing of note, while any faction can use the Sword, only one of the elven factions can draw it, meaning a non-elf faction needs to defeat the wielder in order to get it. This means that the Wood Elves can draw the sword, so we might need to suck Durthu's tree dick for mercy. Sartosa has also been confirmed to be added as a settlement in Mortal Empires, adding hopes to a possible Dogs of War DLC. Furthermore, the Tomb Kings now get their (almost) full roster with the addition of the Bone Giant/Necrolith Colossus (''which uses a gigantic bow''), a secret which was kept hidden before it was, yet again, leaked. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Lokhir Fellheart.''' <div class="mw-collapsible-content"> The IMDB leak was wrong, it's actually Lokhir Fellheart. Everyone's favorite Squid-Helmet wearing Dark Elf will be leading The Blessed Dread faction in Lustria, in the city of Chupayotl, making him the first Dark Elf to not start in Naggaroth (THANK CHRIST!) Honestly we should have seen him coming considering A. the DLC is pirate themed and B. They just did a rework of Black Arks. As expected, he has cost reduction for Black Ark Corsairs and unlike the other 3 lords doesn't need to use a rite to recruit Black Arks. Instead, he can recruit one from any major port city. To replace that rite, he gained the Sacrifice to Anath Raema, which gives Corsairs Fear, Stalk and AP missiles along with more armor to the Kharibdys, which we're sure will help the Corsair plunder some more booty, if you know what I mean. Lokhir additionally gains something he didn't have at the tabletop. CA gave him a mount, a unique Black Dragon named Maelstrom (though honestly it is [[skub]] in this regard). </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Aye-Aye! Patch''' <div class="mw-collapsible-content"> The next major patch coming in is the Aye-Aye! Patch. (Get it? The DLC is pirate themed?) Not much is known yet, aside from the Vampire Counts getting a rework. They now have access to the Bloodlines, which allows them to pay a special currency called "Blood Kisses" to recruit one very powerful lord based off one of the five Vampire Bloodlines. Also Kemmler has had enough of Mannfred's shit and moved out to start his own faction with blackjack and hookers in Blackstone Post in the Grey Mountains, where he'll kick the shit out of some Bretonnians. Also someone finally taught him how to ride a horse. Boris Todbringer on the other hand got some much needed love as he, apart of getting the Middenheim Runefang back, can now choose to ride a Pegasus or a Griffin. Auto-resolved naval battles are removed, and instead will take place as a land battle on a small island between the two forces. In addition to that, pirates now roam the seas of the Warhammer World, with the Vampire Coast factions actually competing with them for prestige in the pirate notoriety mechanic, while the pirates (both minor and major faction) just make life difficult for all the other factions. Pirate Flagships are mobile sea-based capitals. More is to come, including balance changes for all Legendary Lords. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Festag Update''' <div class="mw-collapsible-content"> Released during the holidays after the Vampire Coast DLC, Festag Update came with a series of balance changes and bug fixes. A lot of the Vampire Coast's roster got nerfed to adjust to their prices, while lots of units and abilities from other factions went through balance changes. For example Pegasus Knights got 300 extra mass, helping them to get stuck into infantry less often, while Thanes got the Rune of Slowness in multiplayer, finally giving you a reason to bring them to the battlefield. The Skaven, whom CA is probably waiting to update until their lord pack arrives, only got a hilarious +1 attack to their Plague Monk Censer Bearers. Among the bug fixes the Red Duke no longer T-Poses on the campaign map and destroying pirate coves no longer crashes your game, along with many other common complaints. The skill trees for many game 1 races got updated to compete with game 2, with a lot of abilities and mounts needing less skill points to obtain. Inviting other players into Spectator More was also made much easier, for you streamers out there. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Doomsayers Update''' <div class="mw-collapsible-content"> With The Prophet and the Warlock DLC, we are getting a bunch of free stuff in the Doomsayers Update. It's Bretonnia's turn to get their update. Apart from general updates and fixes, they'll be getting a new and improved vow system. Instead of just being skills, taking a vow requires the player to go on quests to reflect the quests Bretonnian knights go on while looking for the Lady's favor. (Plus Alberic actually got a trident! Just two years after modders gave him one!) This understandably pissed off A LOT of Empire and Greenskin fans, considering those two have way more problems with their campaign than the Frenchies but in a way it kinda makes sense. Most of Bretonnia's problems are comparably easy to fix, mainly needing adjustments to their confederation and Green Knight mechanic, whereas the Empire and Orcs would need whole new mechanics and re hauls that would be way more expensive. While those two certainly need it more, it makes sense for CA to deal with the cheaper and easier to fix problems first before tackling the big boys. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Tiktaq'to''' <div class="mw-collapsible-content"> Meanwhile Tiktaq'to will be the Lizardmen FLC lord we get with the DLC, a pure flying lord who starts mounted on a terradon. He provides buffs to all Lizard flying units and has a special ability to make Gor-Rok and Nakai fans cry. He leads the Tlaqua faction down in the Southlands, and has access to his own unique rite that looks to be hilariously broken, as upon use it resets the campaign movement points for all your armies and heroes. Also, '''[[Lord Kroak]]''' will be added as a Legendary Hero to all Lizardmen factions after completing a quest to wake him up. Probably the most exciting change is that CA is reducing the amount of buffs and cheats they give the AI and instead making it more capable in the campaign map, so it will construct settlements more intelligently. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Amethyst Update''' <div class="mw-collapsible-content"> The Empire will be getting another buff in the Amethyst Update. Unleashing the Lore of Death these “‘Amethyst Wizards’” will make an excellent addition to the Empire’s over bloated list of heroes. All that is left is Balthasar Gelt’s Gold boys and the rainbow Winds of Magic will be complete. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Empire Undivided Update''' <div class="mw-collapsible-content"> It's a good day for the Empire, as they will get their update along with The Hunter and The Beast. Gelt has moved to the new Empire province of Solland, where he will lead The Golden Order against his not shiny enemies. A new fort settlement has also been added in The Empie's mountain settlements, functioning like the High Elve's High Gates. Most importantly, the Office system has been replaced with The Elector Count system, allowing you to confederate without going to war. New resources like prestige and fealty will be given out via Electoral Machinations and dilemmas which allows you to control the other empire territories. New units, items and lords will be given out when commanding certain cities, flushing The Empires unit roster by a lot. Also, whenever you use this feature, Karl Franz yells "SUMMON THE ELECTOR COUNTS." Well memed, CA, well memed. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Gor-Rok''' <div class="mw-collapsible-content"> The Lizardmen get another Legendary Lord in the form of '''Gor-Rok the Great White Lizard''', who will be starting in Itza. This puts the lizards up to 6 Lords, beating out even CA's favourite faction aka the Vampire Counts. As expected of the Rock of Itza, he is absurdly tough, as well as surprisingly good at dueling. With many hailing him as the standard for Foot Lords to come. He also starts off with Lord Kroak in his campaign, since starting in Itza wasn't enough of a bonus. He is also unique among FLC Lords in that he actually has a unique animation set, instead of just reusing the Saurus Oldblood set like everyone expected him to. Setting a good precedent for future FLC lords to come. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Gotrek & Felix''' <div class="mw-collapsible-content"> The Old Friends have been announced to be none other than [[Gotrek & Felix]]! The iconic duo came out in October 2019, though subscribers to the White Dwarf magazine were able to get a code to download them a month early. The pair serve as a mercenary army for The Empire, Dwarfs and Bretonnia to recruit, with Gotrek serving as lord and Felix as a hero. You can give them troops and send them across the old world to fight your battles until about 20 turns later when Gotrek gets sick of not dying and takes Felix somewhere else. They increase in power on their own in the meantime, though also gain new enemies that may start to hate you if you recruit them. Also Gotrek is voiced by BRIAN MOTHERFUCKING BLESSED, so you know it will be a grand old time. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Repanse de Lyonesse''' <div class="mw-collapsible-content"> Neither the Edge Elves nor the Stinky Rats will be getting a FLC this patch, for that honor will go to Bretonnia's [[Repanse de Lyonesse]] AKA totally not Jeanne d'Arc. We knew jack shit about her other than she was playable in both the Vortex and ME, and that she comes accompanied by Henri le Massif as a Legendary Hero; she has her own side story, helping unite Bretonnia in the Southlands. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Potion of Speed Update''' <div class="mw-collapsible-content"> New patch that focuses primarily on QoL changes and giving updates to factions and mechanics that needed them. The big takeaway here is a massive increase in turn speed, with end turn times now moving up to 60% faster, making those grueling grinds of ending turns on Mortal Empires much more manageable. Several main factions for game 1 races got renamed to fit the current naming conventions better, Gotrek and Felix for a rework along with Black Arks and Clan Pestilens got an update to put them more in line with the other great clans. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The King's Shilling Patch''' <div class="mw-collapsible-content"> Basically a patch meant to fix a lot of the bugs and issues that came up after The Shadow and The Blade. The most important being fixes to the bug where stat changes caused by abilities would be included in the calculations when a unit gets experience in a battle. If your start dragon was hit by a stat nerf using an ability, then got a chevron, it's stats would return to normal and then go up when the ability wore off. Needless to say this caused much rage in multiplayer. The Vampire Coast relearned how to raise dead at sea, and a bug that made it so The Lizardmen, Vampire Counts and Vampire Coast ai would only ever have one army on the map at a time was fixed. They also made readjustments to Malus's sanity mechanic to make his campaign less shitty. There are still issues like The Ordertide, but that likely won't get fixed til the next DLC patch. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Imrik''' <div class="mw-collapsible-content"> The Dragonlord is coming!!! He brings plenty of dragons, Elves who like dragons, and he's in game 2 and HE'S ACTUALLY NOT IN LUSTRIA BOWL THANK ISHA!!!!!! </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Black Orc Big Boss''' <div class="mw-collapsible-content"> Released as a tie-in to Skulls for the Skull Throne IV, the Greenskins finally receive a hero that won't drop dead after being slapped by a wet noodle. The Black Orc Big Boss fills a nice hole in the hero roster, and brings with him an ability to give immunity to psychology to the boys around him. Has a sweet model (that is surprisingly not just a reskin of the existing Black Orc one), but at first didn't have many voicelines, most likely due to the whole Covid situation, though thankfully they added them later. He's even better on campaign, gaining the ability to use the "Smash ‘em Faster!" ability, a skill that increases the range and effect of his Encourage aura ''and'' a unique skill tree that lets him boost Orc units' replenishment and either reduce vigour loss for Orc units, charge frontlines with ease with Furious Charge or buff his campaign skills. Finally, it's nice to have a hero added that isn't a bloody Battle Mage for the Empire for once. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Drycha''' <div class="mw-collapsible-content"> Though full details have yet to be released on this genocidal tree-Hitler, Drycha has been confirmed to be the FLC legendary lord slated to release alongside '''The Twisted & The Twilight''' DLC. For now, she is strictly locked to the Mortal Empires campaign. <strike>You could argue this isn't ''really'' FLC since you need The Realm of the Wood Elves to get her, but still nice for people who bought everything for the game so far.</strike> She's the same type of FLC Lord as Morghur was in game one, being FLC obtained by owning the Realm of the Wood Elves Campaign Pack, so it isn't anything new. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Glade Captain''' <div class="mw-collapsible-content"> The Total War Access FLC for the Twisted and the Twilight is the Wood Elf Glade Captain. Hybrid Hero unit with melee and ranged attacks with a heavier emphasis on the former. Has some nifty abilities like giving melee defense around her with her Dance of Loec ability. And can ride on a Great Stag mount as a cherry on top. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Skaven Chieftain''' <div class="mw-collapsible-content"> FLC Hero accompanying the Twisted and the Twilight DLC. Adding the Chieftain into the Skaven roster, finally completing their hero selection from 8th edition. He's your typical sturdy (for a Skaven) melee hero, with a unique twist on the Guardian mechanic. Instead of always giving a physical resist to characters nearby, he grants it conditionally when he above 50% health. But once he gets below 50% his physical resistance buff stops working on others, and changes to work on himself. More importantly, if the lord is killed he'll take control of the army, giving everyone a Leadership boost to make up for the loss of the lord. On top of that he also gets access to a Bonebreaker mount, something he didn't have on TT. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Beastlord Rakarth''' <div class="mw-collapsible-content"> A new FLC Legendary Lords for the Dark Elves VIA Total War Access. Rakarth will introduce a beast flavoured campaign to the Dark Elves and round up all game 2 factions to 6 lords. Evidently we needed 3 Dark Elves in silly helmets who ride dragons. He's also voiced by Iwan Rheon, who just can't seem to get away from voicing psychopaths. </div> </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Thorek Ironbrow''' <div class="mw-collapsible-content"> The other new FLC lord after Rakarth and which is not, like in case of Drycha, a rumored Beastman FLC lord. Thorek Ironbrow comes in with a further rework to the Dwarfs along with unique mechanics and a campaign that focuses on collecting lost artifacts along with reforging them back into functionality (among which a runic collar that allows him to recruit a Yolked Carnosaur and one allowing him to recruit a unique Ghost Hero). There was some division over him. Some are pleased with him and the rework as it is, but some thought he would be part of a DLC with runic units. Either way he allows Dwarfs to go and play in both Mortal Empires and the Eye of The Vortex campaigns leading his own faction called Thorek's Expedition. In the former he starts in Karak Zorn close to Queek, while in the Vortex Campaign he starts in the Spine of Sotek as another contender to the Lustria-Bowl. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Great Bray Shaman''' <div class="mw-collapsible-content"> Surprise, The Silence and the Fury got a double-dose of FLC! The Great Bray Shaman is a generic caster lord for the Beastmen, giving them some very needed lord variety. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Ogre Mercenaries''' <div class="mw-collapsible-content"> <s>Ogres, my lord</s>The final FLC for Warhammer II adds the ability for Ogre Camps to spawn anywhere there's lots of raiding or big battles going on. Interacting with an Ogre Camp lets you hire on a few units of the big fellas to round out your armies. Ogres'll work for anybody as long as the pay is good, and they come in basic, Maneater, and Mournfang Cavalry variants depending on what flavor of stompy you need. </div> </div> ====Paid DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood for the Blood God II''' <div class="mw-collapsible-content"> The first paid DLC is the much anticipated yet equally reviled Blood and Gore DLC, releasing at the same time as the Mortal Empires FLC. Adding in the much-needed blood and gore effects that really should be in the game to begin with, but isn't because of rating issues apparently. <strike>[[derp|Thanks Australia]].</strike> (Australia got their ratings issues sorted in 2013, and even if that hadn't been the case; the Australian Ratings Board had no issue with Shogun 2's blood DLC. The ratings thing is so that the game is given a lower rating, making it marketable to a wider audience - ie; everyone too young for the blood DLC's content rating in their respective countries.) Bit of an odd one since while this is paid DLC, you get it for free if you bought the "Blood for the Blood God" pack for the first game - CA said back when the version for the first game came out that buying the "Blood for the Blood God" DLC for any game in the Total War Warhammer trilogy would apply it across all the game in the trilogy (so buy it once and you get Khorne's blessing for all three games). Regrettably though it comes with a host of bad-optimisation issues and no options beyond turning it off/on. So either you have to play a warhammer game with no blood; or you have to pay a 15FPS premium to have Tarantino level blood effects. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Rise of the Tomb Kings''' <div class="mw-collapsible-content"> The second paid DLC is the Rise of the Tomb Kings campaign pack. Featuring, as everyone and their mummy already knew by now, the Tomb Kings race as the newest addition to the game. Unlike previous campaign packs like the Beastmen and Wood Elves, this one lacks a mini-campaign, instead containing an additional two legendary lords making the total 4. This was because CA finally figured out nobody gave a shit about the mini-campaigns, and just gave us what we wanted, which is more named dicks to play around with in different start positions. Included Legendary Lords are [[Settra the Imperishable]], [[High Queen Khalida]], Grand Hierophant Khatep, and [[Arkhan the Black]]. Surprisingly also features the Hierotitan which never got an official model from GW, what CA cooked up though is gorgeous and HOLY SHIT LASER EYES. In terms of roster the Tomb Kings are by far the most complete yet, <strike> with the only unit actually missing being the Necrolith Colossus (most likely because the Hierotitan and Ushabti share roles with it) </strike> scratch this, the Necrolith was confirmed to be coming free with the Resurgent Update, making the Tomb Kings ''fully'' complete! While not added as actual units, the Tomb Swarm have been implemented as an army ability, while the Tomb Heralds have been added in as unique followers you gain through the Dynasty research tree. It should be noted this expansion has been considered the high point of the trilogy so far, with the Kangz being extremely well-received, though it's had a negative side effect, with everything after being compared to its high standard. With not everything meeting that bar for some people. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Queen & The Crone''' <div class="mw-collapsible-content"> The third paid DLC, and the first Lord Pack DLC for Warhamer II is The Queen and The Crone DLC. This DLC contains new units, Legendary Lords and start positions for the High Elves and Dark Elves. [[Alarielle the Everqueen]], who will be starting in Averlorn and [[Crone Hellebron]], the Dark Elves' cranky grandma who will start in Har Ganeth. These ladies have their own abilities in the campaign, such as Alarielle being able to recruit Wood Elf tree spirits and Hellebron getting access to the Death Night. This also includes new units such as the Sisters of Averlorn, Shadow Warriors, and the Handmaiden as a hero option for the H-Elves. While the Dark Elves get Doomfire Warlocks, Sisters of Slaughter, and the Supreme Sorceress as a Lord choice. Along with the usual host of Regiments of Renown for both factions.. The Kharibdys was also added post launch as a "Monsterous secret" for the Druchii, that is pretty much a non-regenerating Hydra more geared for Anti-large. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Curse of the Vampire Coast''' <div class="mw-collapsible-content"> The fourth DLC is the Curse of the Vampire Coast campaign pack which brings the Vampire Pirates to life as one of the single most imaginative factions yet given to us by Creative Assembly. With some absolutely gorgeous renditions of obscure lore/forgeworld monsters like Necrofex Colossi and Mournguls. As well as some really snazzy takes on the idea of Zombies, Ghosts, and Skeletons with guns and cannons. Much like the Tomb Kings, it forsakes having a mini-campaign, and instead comes with four Legendary Lords and a larger roster instead. Those four Legendary Lords being Luthor Harkon himself, Count Nocilus from Dreadfleet, Aranessa Saltspite (also from Dreadfleet, though not undead oddly enough), and an original character named Cylostra Direfin. An ethereal Bretonnian Songstress revived by Stormfels, and having the honor of being one of the first vampirates. They also have their own campaign separate from the Vortex, gaining infamy to power up a starmetal harpoon in order to kill the Great Merwyrm Amanar to revive as your personal undead pet. Alongside this the Vampire Coast uniquely functions as a hybrid race, sharing mechanics between your usual Total War fare, and Horde factions with the LLs having unique ships that work as mobile settlements. Overall a really interesting and pretty well-fleshed out Race, and shows that Creative Assembly has a lot more to work with than just the initial idea of Warhammer's 8th Edition. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Prophet & The Warlock''' <div class="mw-collapsible-content"> After a YEAR AND A FUCKING HALF the Lizardmen finally get new toys to play with in The Prophet & The Warlock. This DLC allows you to play as [[Tehenhauin]] who leads the Cult of Sotek and [[Ikit Claw]] of Clan Skryre. The Lizards finally get a whole host of new units, including Red Crested Skinks, Ripperdactlys, Salamanders, Ark of Soteks, Engine of the Gods, Ancient Salamanders as units. With them also getting a Red Crested Skink Chief as a Lord Choice. While the Rats at last have Ratlings Gun, Jezzails, and Doom Flayers for new units. While somewhat unexpectedly getting the Warlock Master as a Lord choice. Both factions will be getting a rework to their campaign mechanics as well. Skaven will be able to build under-cities similar to pirate coves which fulfills a similar purpose of allowing you to "expand" and collect resources without taking territory you need to protect. On top of that, Ikit can use the undercities to build a goddamn nuke underground and blow up an entire city! Tehenhauin is mainly focused on gathering sacrificial offerings for Sotek in the form of captured foes, which he can use to get buffs as well as summoning Sotek's avatar on the field of battle in the final tier. Teeny is also getting access to the Prophecy of Sotek, which consists of three stages that you can advance the more sacrifices you make. The first level gets rid of the penalties to upkeep Tehenhauin has for Saurus and Slaan units while level two allows you to call for genocide againt the Skaven race, making it so ALL Lizardmen factions go full Hitler/[[Goblin Slayer]] and automatically declare war on every filthy Skaven faction they encounter. This also gives them diplomatic bonuses with each other to ensure they work together in their shared goal of purging the lesser races and disabling diplomacy with Skaven so neither side can sue for peace (also, Skaven aren't getting any diplo bonus with each other, so knowing them they will be at each other's throats until they are filling a Carnosaur's). This hilariously ridiculous jihad/race war mechanics will basically ensure one of the two races is wiped out from the face of the New World. Ikit on the other hand gets access to his Workshop, which lets him buff Clan Skryre Weapon Teams, and other units to pretty absurd levels; along with letting him construct Doomrockets to use on the battlefield to nuke his enemies in a more personal manner. Both factions will also get their regiments of renown. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Hunter & The Beast''' <div class="mw-collapsible-content"> To the delight of many Empire fans, this lord pack is a cross game Empire vs. Lizardmen pack titled The Hunter and The Beast, featuring [[Markus Wulfhart]] and [[Nakai the Wanderer]]. With new units, subfactions and gimmicks for both races, there's a lot to unpack. Both factions are playable in Eye of the Vortex, but neither have anything to do with the Vortex campaign; a first for a Lord pack thus far. Wulfhart was tasked with taking his hunters and to go out to conquer Lustria Hernan Cortes style for Karl Franz. Unlike Cortes, though, he has to deal with angry Lizard people and hungry dinosaurs. To help him out, he brought along his anti large Hunters and mobile War Wagons to kick some Dino ass. Being so far away from his home territory, he is forced to only rely on basic empire troops at the beginning, and more elite choices can only be taken after filling the Emperor's Mandate. From winning victories and taking territories you gain more influence and thus can build better buildings and gifts of better troops from the mainland. Sadly he also has to worry about a Hostility bar that pisses off the Lizardmen the more he takes over, though does have the benefit of more frequent supply drops the more he takes over. Nakai, on the other hand, leads a Kroxigor themed horde faction that can't settle territories traditionally. Instead he gives all his territory to his vassal. Also, only his horde can unlock units for recruitment and all the others have to use the global recruitment pool. The other hordes focus on their own building trees along with reducing the global recruitment price and turn time. This solves two major problems with horde factions, one being other factions resettling as soon as you burn the cities down and the repetitiveness of building new hordes. Now you only need one horde to focus on military matters as the rest can do other things. As Nakai retakes temple cities, he gets powerful buffs depending on which old one he dedicates his new city to, in an attempt to liberate Lustria from invaders. Both factions are also searching for famous hunters across the continent, Wulfhart to assist in his conquest, and Nakai to beat the shit out of and/or feed to his FUCKING DREAD SAURIANS!!!!!!!!! The fact that cross game lord packs are a thing now is a BLESSING to game 1 races who desperately need updates and new units, and gives hope to future rivalries such as <strike> High Elves vs. Greenskins </strike> see below and Dwarfs vs Skaven. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Shadow & The Blade''' <div class="mw-collapsible-content"> Following in the trend of giving game II races their second serving of Lord Packs The Shadow & the Blade features the Druchii and the Rat bois; with Malus Darkblade and Deathmaster Snikch being the headliners. The story is that Malus is aligning himself with Malekith in exchange for his supply of the elixir that lets him suppress the influence of Tz'arkan the Drinker of Worlds, the Slaaneshi Daemon that possesses him. While Snikch has been sent by his boss to track down Tz'arkan and discover his power. For the first time ever for a Lord pack, it adds both a generic Lord and Hero to both sides of the roster, with the High Beastmaster and Master joining the Dark Elves, while the Master Assassin and Eshin Sorcerer have been added to the rats. Unit wise the Scourge Runner Chariot, Bloodwrack Medusa, and the Bloodwrack Shrine have been predictably added for the Delves. Whilst the Skaven side pulls from Storm of Chaos and the remaining Skryre units, adding the Eshin Triad, Poison Wind Mortars, and Warp Grinders of all things. Just like The Hunter and The Beast, neither of these two are involved with the race for the Vortex, but Malus still wants to get scrolls because it will eventually lead to getting elixirs for free. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Warden & The Paunch''' <div class="mw-collapsible-content"> Let's be real, as soon as cross game Lord Packs were confirmed to be a thing, we KNEW this one was coming! [[Eltharion]] The Grim and [[Grom the Paunch]] are fighting over Tor Yvresse as your new legendary lords! As is the trend with recent lord packs, these two are not fighting over the Vortex, but instead focusing on their rivalry. Eltharion is desperately looking for Grom, and with his ability to capture and interrogate enemy lords, spread the mists of Yvresse and his quest to rebuild Athel Tamahra, he will get his vengeance on the thicc boi. Meanwhile Grom is having his bois cook him some fresh meals as Blacktoof's decapitated head (yes, really) guides him to beat the crap out of Eltharion. The High Elves and the Greenskins are getting their armies filled, with the pointy ears getting Archmages, Rangers, Silverin Guards, War Lions, War Lion Chariots and the Arcane Phoenix, Where as the greenies are getting the Snotling Pump Wagon (in three flavors), Two new trolls including a troll hero and the Rogue Idol of Gork and Mork! The fandom still hasn't fully forgiven CA for not naming the DLC "The Grim & The Grom". </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Twisted & The Twilight''' <div class="mw-collapsible-content"> The forest is speaking Elf-Thing, as the Wood Elves and Skaven are throwing hands in this Lord Pack. The [[Sisters of Twilight]] and [[Throt the Unclean]] wage war to decide the fate of Ariel. The Sisters have been sent to Naggarond to heal a rift caused by the unstable vortex, and Throt uses this time to try and eat Ariel (back off pal, that's Orion's job) in an attempt to finally satisfy his hunger. This pack introduces two legendary heroes in the form of Ariel and Ghoritch, giving us a cool chance for more named characters, as well as new units for both sides. Wood Elves will get the Spellweaver lord, Great Stag Knights, Bladesingers and Zoats to add to their forces. Meanwhile Clan Moulder will get Packmaster heroes, Wolf Rats, Mutated Rat Ogres and Brood Horrors to add more of a monster mash. This makes the Wood Elves the first DLC race to get more DLC content, giving hope to Beastmen, Warriors of Chaos and other DLC races for more content in the future. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Silence & The Fury''' <div class="mw-collapsible-content"> The Furries and the Scalies wage war as Beastmen finally get some much, MUCH deserved loving. Beastmen and Lizardmen face off in Naggaroth as [[Taurox The Brass Bull|Taurox]] rampages across Lizard-land to find a site called "The Heart of Darkness" and perform a ritual to close the vulnerable wound on his neck and unleash Chaos upon the world. [[Oxyotl]] hunts him down in order to get him to stop burning down the god damn temple cities and hopefully prevent another Lizardmen city from getting sucked into the warp like his was. The new unit selections are modest, but quite potent: Beastmen ''finally'' get the Ghorgon to contest rival monsters in battle alongside the Jabberslythe, Tuskgor Chariot, Wargor Heroes and Doombull Lords. Lizardmen manage to fully complete their entire roster, gaining Troglodons (both Feral and as a mount to) Skink Oracle heroes, Chameleon Stalkers and Coatls as the cherry on top. Though not necessarily tied directly to the DLC itself, the Beastmen as a faction received a ''much'' needed campaign overhaul. </div> </div> ===Third game DLC=== ====Free DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Old World Update''' <div class="mw-collapsible-content"> The first round of free DLC pretty much sees the new stuff from Champions of Chaos trickle down to the Warriors of Chaos, including the new fortresses and diplomacy options. That said, some of the other armies gain their own perks, like Dark Elf slave compacts and some revisions to Mannfred's Necromancy perks in his pursuit of Nagash's books. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Immortal Empires''' <div class="mw-collapsible-content"> As with the prior game, so to will there be an expansion of the original game's campaign mode with all of the new Legendary Lords smashed in as well, reshuffling plenty of starting positions again. Unlike Mortal Empires, which effectively cut off the lower third of Lustria and the Southlands, great care has been taken to have damn near the ''entirety'' of the world present, with only minor outliers like the island of Nippon missing. Even Ind and Kuresh are present (if ''currently'' inaccessible).</div> </div> ====Paid DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Champions of Chaos''' <div class="mw-collapsible-content"> The first paid DLC is a massive expansion to the forces of chaos as it introduces four Legendary Lords and several regular units to the fold, including [[Azazel]], [[Festus the Leechlord]], [[Vilitch the Curseling]] and [[Valkia the Bloody]]. Also included is the '''Champions of Chaos''' campaign narrative, in which the forces of Chaos must clash and sacrifice each other in order to reach the forgotten city of Zanbajin. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood for the Blood God III''' <div class="mw-collapsible-content"> The second paid DLC. If you bought it before for either game 1 or 2 you don't need to buy it again. There are now two sliders in the option menu where you can adjust how heavy the effects are. Better have them at maximum while playing as Skarbrand or Valkia... </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Forge of the Chaos Dwarfs''' <div class="mw-collapsible-content"> The first major Race Pack of game 3, giving you access to everyone favorite short, tall hated not Assyrians. Astragoth Ironhand, Zhatan the Black and Drazhoath the Ashen all become playable for the Chaos Dwarfs, with a narrative Campaign to construct the Great Drill of Hashut to gain power form the Chaos Dwarf god. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Shadows of Change''' <div class="mw-collapsible-content"> A 3 way lord pack releasing in the summer featuring Tzeentch, Cathay and Kislev. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Throne of Decay''' <div class="mw-collapsible-content"> A 3 way lord pack releasing in the winter featuring Nurgle, The Empire and The Dwarfs, with a story likely revolving around the Nemesis Crown. </div> </div> ===Future Content Confirmations=== A list of confirmed news/things CA are looking at include: * [[Thanquol|Everyone's Favorite Rat Failure]] will be coming in game 3, if at all. Makes sense given that game 3 is Chaos/Daemon related and Thanquol is associated with what are essentially Greater Daemons of the horned rat. * They are still going to be looking into faction updates in game 3. * Our boy [[Boris Todbringer|TODDY!!!!]] will have his day in the sun. Given that Middenheim is on the Game 3 map it gives off a good idea that he will appear as DLC at some point. In hindsight it's hilarious we got playable CATHAY before we got playable Boris Todbringer. * Bretonnia will likely not be getting a Lord Pack in the future, meaning at best they will get more free Legendary Lords. Makes sense considering Bretonnia was FLC for both previous games. * They said Mousillon may be a fun idea for a campaign, which is a mix of Bretonnia and Vampire Count units. Additionally, after the release of the third game a faction intro video (which pops up when select Legendary Lord) of [[The Red Duke]] was leaked, further implying that he's going to appear one day. *The reason Katarina uses a Bear mount instead of her sled is due to issues with working from home, so blame Nurgle. It’s been stated she may get her sled in the future. *As Ind, Khuresh, and even the southern Chaos Wastes are featured on the Immortal Empires map and are currently empty, it is possible they may receive content. Don't be too hyped though - recently Andy Hall said that Cathay was an exception and other Eastern realms won't be playable, but there are four things about that: 1) CA loooooves their Racepacks and there is exactly half faction left to sell: Dogs of War which are a very controversial DLC idea already 2) CA will never reveal future DLC until the trailer drops to not kill the hype 3) CA's roadmap may change in a far future (just like how there were no intentions to make Cathay during TWW1 lifespan) and 4) modders are not gonna be stopped by that. *Hall also alluded to some future possible main faction DLCs and/or FLCs when interviewed - specifically Mother Ostankya (an obvious [[Baba Yaga]] expy), who is mentioned several times in questions concerning Hag Witches and The Monkey King, whom he debunked a theory about, saying that the claim he is a Beastman is Tzeentchian propaganda. *In game three, the Goblin Big Bosses got a new Wolf Chariot mount that is, for now, only available in custom battles, implying the possibility of a new Greenskin DLC/FLC featuring one of the Goblin Wolf Lords - ie, Gitilla da Hunter or Hobgobbla Khan. *Regiments of Renown are becoming their own FLC now, as Regiment of Renown packs will include some RoRs for every faction. Three already came out. *Richard Aldridge said that the focus of the dev-team is bringing all WHFB 8th Edition factions (with some exceptions like Kislev and Chaos Dwarfs) fully into the game, and there are no plans as of now for Ind/Khuresh/Nippon Race Packs. *They evidently have someone special planned for the 100th Legendary Lord. Wild speculation: with Immortal Empires have a function to trigger different 'end game' event's like a mass Skaven attack, mass ork attack or a mass undead attack that name drops a certain skeli-pope: Nagash certainly be "someone special". But Thanquol is such a fan favorite he may also be a contender. *The Immortal Empires update including updates to Norsca has been clarified as not being "The Norsca Rework", implying such a rework is coming. *Jason Anthony, the voice actor for Teclis, evidently voiced Prince Aravael in Warhammer 3. Aravael was the son of Phoenix King Morvael who lost the Amulet of Sunfire after his ship sank in a storm. Some take this as a hint for a possible future DLC, possibly featuring the High Elves and Sealord [[Aislinn]] to get the amulet back. *After so long Two Primarchs came back, we have a road map for the 23-early 24 year, showing the DLCs and patches included. The first major DLC releasing in summer is the Shadows of Change, featuring Kislev, Cathay and Tzeentch in a three way lord pack. In winter 2023 the Thrones of Decay will arrive, featuring The Empire, Dwarfs and Nurgle fighting over the Nemesis Crown (many believe this will be the arrival of Tamurkhan and Elspeth von Draken). Spring 2024 will come with another one, though all we know about it is that it will feature Slaanesh. Each DLC will come with a new Legendary Hero, updates for each race involved in the DLC and whatever other fixes they can squeeze in. There will also be patches between each DLC for general bug fixes and gameplay updates.
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