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The King's Shilling Update is an update for Total War: Warhammer II which released on the 5th of February 2020. It followed the Potion of Speed Update.

It was a smaller update that was not accompanied by DLC or Free-LC, it fixed a number of priority bugs and issues.

Patch notes[ | ]

Patch notes can be found here: https://www.totalwar.com/blog/total-war-warhammer-ii-the-kings-shilling-update/

In case the blog ever goes down, here is the full text:

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This smaller interim patch addresses some high-priority issues.

In particular, several hot-topic issues have been addressed:


Vampire Coast factions are able to raise dead at sea again


Fixed an issue which limited the number of mods a player could have


Fixed a bug which prevented AI factions from recruiting more than one army


Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer


We’re aware of further issues which have been reported by players, such as the Doomsphere agent-spawning bug, and we’re continuing to find fixes and improvements for inclusion in future patches.

Legendary Lord changes and improvements


Malus Darkblade’s Warpsword questline can now be continued if the Beastmen army dies. The Beastmen army has also been moved in Mortal Empires from the desert of Khemri up into The Badlands


The army removed in the starting dilemma presented to Malus now only occurs for the force in Hag Graef


Malus Darkblade sanity effect changes:


Increased maximum Ward Save to 40%


Replaced construction cost reduction with growth increase


Added positive side of melee attack effects



Arkhan the Black’s cape now adheres to the laws of physics when viewed from afar


Khazrak’s missing eyeball returned in the previous patch – it’s now gone again. EYE PATCHED ?


Ikit Claw’s ability Unlimited Power now has a correctly sized icon


Thorgrim’s Grudge against the Greenskins is now “Grudge against the Foul” and also applies against Skaven


Volkmar the Grim’s War Altar mount now properly shows that it will grant you a bound Banishment spell


Morathi’s Amber Amulet unique item can no longer be stolen


Skrolk’s Plague changes:


Plague-spreading chances have been increased and the benefits have been reduced to compensate


Regional army-to-settlement spread probability has been increased to 25%


The plague can now spread to adjacent regions


The plague now lasts for 2 more turns


Skrolk’s plague-spreading chance has been increased to +100% making all his armies and regions have twice the chance of spreading (50%/50%)



Dark Elf Masters will now benefit from Morathi’s hero upkeep reduction


Fixed instances where Repanse could respond with a male voice during diplomacy interactions


Repanse’s water mechanics will now work in multiplayer campaigns


Repanse’s banner missions will now trigger in multiplayer campaigns


Repanse’s unique technologies Righteous Strength and Prayer of Fortitude now correctly apply their bonuses to characters


Moved quest battles location markers for Skarsnik and Belegar slightly to avoid clipping with unpassable terrain


Battle Balancing

Poisoned Wind Mortars


Poisoned Wind Mortar Team cost increase 950 → 1000


Increased size of soft collision, making the unit slightly larger for the purpose of being struck by projectiles


Poisoned Wind Mortar team reduced spacing to make it easier to shoot at them


Ratling Guns, Warpfire Throwers, Warplock Jezzails, Poisoned Wind Mortars, Warp Grinders, and all associated Regiments of Renown and Workshop units


Offset the soft collision volumes of all Skaven Weapon Teams backwards slightly in order to be more representative of the unit and cover both members of each team more evenly


The Avalanche Mortar (Poisoned Wind Mortars Regiments of Renown)


Explosive radius 2m → 3m


Scourgerunner Chariots


Scourgerunner Chariot health per entity 1562 → 1222


Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets reduced effect range 45m → 40m


Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets missile resistance reduction -25% → -12%


Scourgerunner Regiment of Renown (Rakarth Ravagers) ability Barbed Nets speed reduction – 25% → 12%


Mass 1300 → 1000


Charge Bonus 50 → 40


Bloodwrack Medusa


Bloodwrack Medusa cost reduction 1400 → 1300


Bloodwrack Medusa Regiment of Renown (Siren of Red Ruin) cost reduction 1750 → 1650


Bloodwrack Medusa and Bloodwrack Shrine range increase 110m → 125m


Necropolis Knights (Halberds)


Necropolis Knights (Halberds) increased Melee Defence from 32 →35


Night Goblin Shaman


Night Goblin Shaman cost increase 150 → 250


Piercing bolts of burning


Armour piercing missile damage 112 → 48


Miscellaneous


Vampire Coast factions are able to raise dead at sea again


Fixed an issue which limited the number of mods a player could have


Fixed a bug which prevented AI factions from recruiting more than one army


Fixed an issue where active ability phase-stat effects were included in the unit stat calculation when gaining an experience level in battle, resulting in units having their new base stats set at incorrect values – this had a notable impact in multiplayer


Additional upkeep mechanic now correctly updates when the player has multiple armies and then goes down to one army


Fixed an issue where wounded lords and heroes would spawn on top of each other after using a Clan Eshin Rite


Fixed several instances of bonuses to Lord recruit ranks not applying when replacing lords


Adjusted Bretonnian outposts in Norsca – their main settlement chains are now updated to match current Bretonnian Garrisons


Adjusted numerous instances of buildings having incorrect values when in a damaged or ruined state


The Constellation of Queti mission no longer requires 4294967295 rogue armies to be defeated


Fixed missing mentions of Shadow Walkers unit in some high elf technologies


The Bretonnian technology Support Religious Errantry now also grants a diplomatic bonus with Chevaliers De Lyonesse


Fixed an issue which sometimes caused AI enemy heroes to spawn when the player withdrew from the Hammer of Angrund quest battle


Post-battle option tooltips are now accurate and no longer mention diplomatic relationships


Black Arks are now immune to reef and storm attrition


Skaven can now build the Brightstone Mine at Mount Gunbad


Adjusted top-end garrison for the High Elf variant of the Empire forts to be appropriately more powerful


The Beastmaster’s Master Tormentor skill now properly buffs the melee defence of his monsters


Cairn Wraiths once again cause fear – they were just a bit under the weather


The faction select screen for Malus Darkblade now includes the ‘+10% chance of intercepting enemies using the Underway’ effect of his Lord trait


Saurus Old-Bloods and Red Crested Skink Chiefs can now swap mounts when part of Nakai’s faction


Fixed some inconsistencies in the unlock ranks for Vampire Counts mounts


The Count of Talabecland bonus for increased income from timber buildings now functions correctly


All DLC Dwarf lords now benefit from Dwarf technologies that target characters


The AI may now decide to use Flaming Sword of Rhuin on ranged units


Non-Cult of Sotek Lizardmen factions no longer acquire sacrificial captives after each battle


Fixed an issue preventing Nakai from handing over the following regions: Fortress of the Damned, Dragon Fang Mount, Dread Rock, Shattered Stone Isle, Flayed Rock, Haunted Forest, Pigbarter, Desolation of Nagash, Nagashizar, Ash Ridge Mountains, Darkhold, The Fortress of Vorag, Crookback Mountain, Mount Greyhag, Mount Silverspear


Adjusted tooltip for Eshin recruit cost feature to correctly state that units not native to Eshin do, in fact, have extra recruitment costs


Added missing strategic location icon to Copher and the Dragon Isles


Itza now properly allows Skink recruitment through the primary chain for all Lizardmen factions


Red Crested Skink Chiefs no longer lose their attrition immunities when mounted


Characters no longer lose access to the Flensing Ruin spell when investing more skill points into the skill


Tomb Kings Lords that are recruited as a replacement for a lord that has died will no longer cost gold


Various localisation improvements in multiple languages

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