BoLS logo Today's Tabletop & RPG News
Advertisement

Total War: Warhammer II – The Cavalry Beta

4 Minute Read
Sep 22 2021
Hot story icon
Advertisement

A new patch brings updates, tweaks, bugfixes, and rebalances to Total War: Warhammer 2 as well as a preview of a major, Cavalry-focused patch to come.

While Kislev and Grand Cathay are still months away, Creative Assembly is hard at work making sure that the rest of the Old World and the New are as ship shape as they possibly can be. A new patch, 1.12.1, is now live for everyone, and with it come a variety of changes–some are bugfixes to address multiplayer issues, others are more single-player focused, but perhaps the biggest thing of all is that this patch includes an opt-in beta to test a new Cavalry-focused patch due out soon. Here are the details.

via Creative Assembly

General Changes

  • Fixed issues with collision models on Chariots which were causing them to be overpowered.
  • Area of Effect spells no longer affect units outside of their effect range.
  • Fixed an issue where entities moving into a wizard casting a magic missile spell can cause that character to cast it again.
  • When a mod gives foreign slots to a faction that does not have them, the game no longer crashes on load.

Beastmen

  • Khazrak & Morghur:
    • Khazrak and Morghur can no longer re-emerge after their death.
    • Fixed a bug where Khazrak couldn’t use his abilities when mounted on a Tuskgor Chariot.
    • Khazrak now gives Razorgor Chariots vanguard deployment.
  • Taurox:
    • Juggernaut raiding stance no longer takes away the movement range increase from razing a settlement.
    • A maximum of 50 Rampage can be earned through a single battle now, regardless of how many are fought. This prevents an infinite rampage bug where 150 rampage can be gained in a single battle.
    • In the Mortal Empires Campaign, the objective to either Raze of Control Settlements now ticks off correctly.
  • General:
    • Fixed an issue where Kadon Unleashed would not unlock when requirement conditions were met.
    • Defiled Bloodground regions don’t move to a new Bloodground in case of overlap when establishing a new Bloodground
    • Fixed an issue in Beastmen Co-op campaigns where a partner upgrading their starting Herdstone would prevent the user from upgrading theirs.
    • Tuskgor Chariot mounted Heroes now count towards the hero cap.

Lizardmen

  • Oxyotl:
    • Sanctum defence missions now display the correct amount.
    • Increased frequency of Medium/Hard Visions spawning.
    • Final Quest Battle will no longer expire.
  • Nakai:
    • All appropriate Horde Buildings within Nakai’s faction now correctly effect new units and increase Skink Oracle Capacity.
  • General:
    • Made improvements to Coatl melee animations.
    • Fixed a bug where the Skink Oracle on the Troglodon was firing a double volley of the Troglodon’s venom spit whilst on the move.
    • Temple of the Old Ones ritual now increases Skink Oracle capacity.

Greenskins

  • Fixed an issue where in Grom’s Final Battle the player would be unable to control their units.

Vampire Counts

  • Removed duplicate Wight King button from the Hero Recruitment UI.
  • Kevin von Lloydstein now correctly equips either Skeletal Steed mount when purchased via his skill tree.

Now let’s check out the Cavalry Beta, which is designed to improve the effectiveness of cavalry across the board. Heavy cavalry seems to be underperforming, doubtless frustrating to many a general, especially when counter-charged by infantry with armour-piercing weapons. According to CA this was unintentional, so they have made the following changes to test the hoofed waters for now:

  • Entities will no longer charge attack if their charge path is blocked by a friendly entity. This particularly affects infantry vs cavalry counter-charge interactions:
    • This means that when an infantry unit charges into cavalry, the back ranks no longer get to charge attack as well.
    • This reduces the damage dealt by infantry when counter-charging as fewer entities get an immediate charge attack. This helps cavalry trade more favourably with infantry.
  • The calculation for collision damage has been changed
    • Previously collision damage was increased by the charge bonus of a unit, which meant that high charge bonus cavalry would have little difference in collision damage between braced and unbraced infantry. This meant that bracing often didn’t make a big difference for collision damage, so it would nearly always be better for infantry to counter-charge.
    • Now collision damage is just a calculation using collision power and not adding the flat Charge Bonus, this essentially means charging into braced Infantry will result in much lower damage on impact than unbraced Infantry.
  • Cavalry should be favoured in fights against counter-charging Infantry – of course, the relative strengths of the units will still be important.
  • Braced Infantry should receive less damage than counter-charging Infantry, so there is a benefit to bracing Infantry against Cavalry.

You can get a full look under the hood at some of the math in the latest patch notes, but otherwise, check out the latest patch (and beta) today!

Advertisement

Good luck, generals

Avatar
Author: J.R. Zambrano
Advertisement
  • The Go-To Cosplayer Interaction Guide