The patch notes for the coming Mortal Empires Campaign update on the 26th are up for viewing. The blog post also mentions things like the Blood and Gore DLC as well as, due to how Steam handles updates, how you will need around 85GB free disc space. Note that, if you own Warhammer 1, you do not need it installed to gain access to it's factions in the new campaign or the benefits of it's DLC.
Some things to note is the fixing of units dropping orders, Morathi causing Chaos corruption after being confederated and Black Arcs no longer counting towards army upkeep penalty.
UPDATE NOTES (in full)
GENERAL
RELEASED Mortal Empires
RELEASED Blood for the Blood God for WARHAMMER II
FIXED multiple crashes
FIXED multiple MPC desyncs
FIXED multiple localisation issues in multiple languages
CAMPAIGN GAMEPLAY
ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings
ADDED 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 dilemmas
ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them
ADDED multiple new buildings:
Empire
Castle Reikguard (Altdorf)
Imperial Palace (Altdorf)
Imperial Academy
Roads and Toll Gates
Greenskins
Big Fort (Black Crag)
Dork’s Rock (Black Crag)
Chaos Troll Lair (Erengrad)
Raiding Caches
Vampire Counts
Major reshuffle of recruitment buildings
Terrorgheists and Wraith units have separate recruitment buildings
Awakened Battlefield
Blood Keep (Nuln)
Fortress of Merovech (Mousillon)
Drakenhof Court (Drakenhof)
Dwarfs
Karaz-a-Karak Airport (Karaz-a-Karak)
Bugman’s Brewery (Karag Dromar)
Grand Underway Junction (Karak Eight Peaks)
Wood Elves
Elven Court
Elven Healer
Ability to fully occupy Lothern
Ability to construct a variant of the Everqueen’s Court in Gaean Vale
Office-related buildings are now restricted to a specific Athel Loren settlement
Most races
Buildings to exploit the new resources
Merged 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 corruption
FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island
CHANGED 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 Lord
CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier
FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance
IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships
IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them
IMPROVED campaign AI logic for building up existing forces instead of creating new ones
IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives
IMPROVED ambush help page information
IMPROVED behaviour of advice when a dilemma is triggered
IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before
CHANGED “Piracy” event to not trigger if player owns Sartosa region
CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won
CHANGED max number of traits a character can hold to 30 from 20
FIXED 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 battle
FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it
FIXED 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 battle
FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy
FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable
FIXED an issue with the AI proposing peace right after entering a war with the player
FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected
FIXED cases where followers would disappear after unequipping them from a character
FIXED 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 game
FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game
FIXED Encounters at Sea sometimes spawning in unreachable locations
FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted
FIXED Mazdamundi AI skill selection to prefer his unique skills more
FIXED missing effects on some ancillaries/followers
FIXED missions being issued while the issuing character was not available
FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force
FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner
FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool
FIXED some cases where the AI would repeatedly ask for almost the same deal
FIXED targeting intervention forces for missions requesting the player to make an alliance
FIXED 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 Rampages
FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit
ADDED 7 new Free-for-All maps
IMPROVED Dragon breath targeting versus dispersed multiple entity units
IMPROVED battle AI usage of spells in many cases
IMPROVED flying unit ability to chase down routing units
IMPROVED the playable area and deployment zone sizes on Troll Country FFA
CHANGED 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 readability
CHANGED 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 frequency
FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment
FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock
FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire
FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
FIXED 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 screen
FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards
FIXED Bombardment spells not being counted correctly towards Free-for-All player scores
FIXED Bombardment spells sometimes not exploding on collision with certain terrain
FIXED defending siege AI reinforcements sometimes not being handled correctly by AI
FIXED enemy units sometimes rallying in intro battle when they shouldn’t
FIXED 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 Lord
FIXED Siege tower fire rates being too fast
FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so
FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles
FIXED some missing collision on obstacles in a few battle maps
FIXED rebirth effects not triggering properly if unit was routing
UI
FIXED hidden Skaven armies being visible by toggling on the Character names UI option
CHANGED 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 better
CHANGED Enemy Army colour in MP battles to be red rather than pink
CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral
FIXED “Enemy siege lifted” event in event list missing icon
FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view
FIXED a case where MPC players had access to interventions when it was not their turn
FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected
FIXED adding skill points in some cases resetting the scroll back to the left
FIXED assembly kit downloaded map not being auto-selected in MP lobby
FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction
FIXED dilemmas sometimes appearing again after the player had already responded
FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen
FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in
FIXED Event message not being generated when losing a Lord or Army during end turn
FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously
FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available
FIXED missing image in the Spells Browser for Skink Priest Avatar
FIXED Murderous Prowess UI not flashing for duration of ability active state
FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away
FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement
FIXED resource UI bar appearing during end turn after retreating from a battle
FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first
FIXED Softlock if opened rites panel whilst on the call-to-arms screen
FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited
FIXED 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 options
FIXED 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 GPUs
CHANGED level of post-process sharpen effect to be weaker
CHANGED WH1 race ship models to all use larger variants like WH2 races
FIXED visual glitch that would occur with water if resolution scale was set below 100%
FIXED visual noise glitch in SSAO
FIXED cases of Lords in pre-battle scenes being too large and colliding with each other
FIXED multiple minor animation glitches
FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
FIXED White Lions of Chrace models having black spots on fur when camera was further away from them
AUDIO
ADDED some new UI Sound Effects
FIXED Audio being muted during end turn sequence camera pans
FIXED Campaign music sometimes not blending between tracks correctly
FIXED Music slider not affecting campaign music
FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region
BATTLE BALANCING
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 modifier
Reduced MP cost of melee lords on foot and horses by -50
Skaven
Warpfire Throwers -50 cost, +5% reload speed
Night Runners (Slings) +1 dmg
Night Runners: reduction in accuracy
Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
Gutter Runner Slingers +1 dmg
Gutter Runners Slingers (Poison) +1 dmg
Gutter Runners: reduced projectile accuracy
Gutter Runners (Poison): reduced projectile accuracy
Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
Warp Lightning Cannon – accuracy (minor tweak)
Doomwheel -100 HP
Plague Priest on Plague Furnace: +100 mp cost
Skavenslaves: more salt added to diet; now 25% more delicious
Lizardmen
Terradon with Fireleech Bolas +10 range, projectile tweaks
Horned Ones -100 cost, -5 armour, +14 HP
Kroq-Gar – Horned One: +5% HP
Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance
High Elves
Swordmasters -2 MD
Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
Silver Helms (all) +2 CB, +2 dmg
Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
Dragon Princes -2 HP
Sun Dragon +4 MD, more breath attack damage
Moon Dragon +2 MD, slightly more breath attack damage
Black Dragon +2 MD
Lothern Sea Guards (all) +2 MA
Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
Frostheart Phoenix +2 CB
Great Eagle +5 ground speed
Eagle Claw Bolt Thrower -25 hp on artillery piece
Tyrion: +45% flame resistance
Tyrion – Malhandrir: increased mass to match heavier hero warhorses
Tyrion: +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 piece
Dark Riders Xbow +50 cost
Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
Black Ark Corsairs (all) -1 HP
Cold One Knights -0.1 attack interval
Executioners -2 MD, -10 armour
Black Guard -10 armour, tweaks that will slightly reduce dmg output
War Hydra +5 CB
Death Hag – Blood Cauldron: +100 MP cost
Special Abilities and Spells:
Improved ability tooltips to contain more information about damage type
Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
Added recharge in melee and removed max uses for Sunfang
Comet 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 5
Adjusted Wake of Fire explosion damage by -33%
Fate of Bjuna power cost increased by 1
Crack’s Call power cost reduced by 1
Cracks’s Call Upgraded power cost reduced by 1
Apotheosis can now target self
Liber Bubonicus limited to max 2 uses
Fiery Convocation: reduced power cost by 1
Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18
The patch notes also mentions most of the new buildings that will be added to the first games factions. These include buildings like "Roads and Toll Gates" for the Empire, "Bugman's Brewery" for the Dwarfs in Karag Dromar, as well as the fact that Wood Elves will be able to fully colonize Lothern as well as a varient "Everqueen's Court" in the Gaean Vale in Avelorn.
ADDED multiple new buildings:
Empire
Castle Reikguard (Altdorf)
Imperial Palace (Altdorf)
Imperial Academy
Roads and Toll Gates
Greenskins
Big Fort (Black Crag)
Dork’s Rock (Black Crag)
Chaos Troll Lair (Erengrad)
Raiding Caches
Vampire Counts
Major reshuffle of recruitment buildings
Terrorgheists and Wraith units have separate recruitment buildings
Awakened Battlefield
Blood Keep (Nuln)
Fortress of Merovech (Mousillon)
Drakenhof Court (Drakenhof)
Dwarfs
Karaz-a-Karak Airport (Karaz-a-Karak)
Bugman’s Brewery (Karag Dromar)
Grand Underway Junction (Karak Eight Peaks)
Wood Elves
Elven Court
Elven Healer
Ability to fully occupy Lothern
Ability to construct a variant of the Everqueen’s Court in Gaean Vale
Office-related buildings are now restricted to a specific Athel Loren settlement
Most races
Buildings to exploit the new resources
Merged resource-based unit upgrade effects into resource exploitation buildings
Some of these building are viewable in Warhammer 2, though whether they'll have the same effects I don't know. The "Awakened Battlefield" for the Vampire Counts gives increased attrition damage in that province and I think lowers raise dead cost currently.
Edit: A post has been made that covers some of the many changes that have been done to the base Warhammer 1 factions.
There are literally thousands of changes that make it impossible for us to write up each one individually, however, we have summarised some of the biggest
Mortal Empires balancing:
In the process of balancing WH1 content for WH2, nearly every unit has gone through some changes. E.g. the changes to unit health and attack intervals have touched most of our units. Almost all the unit match ups are slightly different going into WH2 and some units have been radically affected by changes in mechanics. For some units we’ve done more focused rebalancing over the months leading up to Mortal Empires release. The changes listed below won’t be particularly detailed or exhaustive as we’ve done thousands of small stat changes over several months, but it should give you an idea of which units and abilities have had bigger changes coming into Mortal Empires.
General
Revised item and ability attachments for WH1 characters to offer more diversity and differentiation between characters.
Monstrous infantry entity number have been increased from WH1.
Dragons and Terrorgheists now have breath attacks
Nearly all abilities that modify Melee Attack, Melee Defense or Weapon Damage have been rebalanced.
All units have more health and lower attack speeds to match the new WH2 factions. Because of that these changes are not listed individually later unless they are significant.
Empire:
Griffons now have less charge bonus and higher melee attack.
Empire General: reduced melee damage from 450 to 430, minor cost reduction.
Boris Todbringer: reduced melee damage from 450 to 430.
Arch Lector: Major reductions in health and armour, massive reduction in base cost. Grand Hammer of Sigmar cost reduced from 240 to 160.
Volkmar: Improved melee attack and defense, whilst reduced base cost considerably.
Volkmar - War Altar of Sigmar: minor increase to health. Cost remained same, so mount upgrade now costs more relative
Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect.
Witch Hunter: Added Fire Whilst Moving and 360 degree firing. Added 25% magic resistance.
Warrior Priest: increased armour to 50.
Crossbowmen: cost reduced to 500.
Empire Knights: Increased armour to 110.
Demigryph Knights (All): Rebalanced to 24 entities on Large.
Pistoliers: Cost reduced to 500.
Great Cannon: Increased projectile damage.
Helblaster Volley Gun: increased projectile damage and range.
Dwarfs:
Thorgrim: Major increase to health, slightly increased melee defense to 62, major increase to cost, reduced charge to 20. Changed High King activation conditions.
Belegar:. Major reduction in cost. Increased melee defense. Rebalanced Revenge Incarnate, Mighty Oathstone, Hammer of Angrund.
Grombrindal: changed to the Rune Axe of Grombrinfal to buff ap melee damage rather than speed.
Ungrim: Doubled the bonus vs large effect of Axe of Dargo.
Runelord: increased weapon damage to 340.
Gyrobomber: can now move and fire.
Bugman’s Rangers: major increase to melee defense.
Longbeards (all): small increase to armour to 100, leadership increased to 80.
Slayers: cost reduction to 900
Hammerers: major increases to melee performance including higher weapon damage, armour, melee defense. Reduced cost to 1100.
Quarrellers (GW): cost reduced to 600.
Irondrakes (all): Increased entity count.
Irondrakes: reduced cost to 800, added “Burnt!” contact effect to projectile.
Irondrakes (Trollhammer Torpedo): Reduced cost to 900, added Bonus vs. large to projectile.
Bolt Thrower: added bonus vs large.
Organ Gun: increased range, tweaked reload animations to allow faster rate of fire and fire after turning.
Flame Cannon: range increased, added ‘Burnt!’ contact effect to projectile to reduce target morale.
Greenskins:
Wyvern mounts are now faster at 110 speed.
Grimgor: reduced base MP cost.
Skarsnik: increased health. His Tricksy Traps changed to hide units with stalk and unspottable for a short duration. Added charge defense against large.
Wurrzag: Major cost reductions to Wurrzag’s base mp cost. Warpaint of Wurrzag changed to a constant +11% physical resistance in a 40m radius.
Azhag – Skullmuncha: increased melee defense to 24.
Night Shroud: Changed to a spell that grants a unit stalk and unspottable.
Goblins & Night Goblins: added expendable
Night Goblins (Fanatics): increased damage for Spinning Loons ability.
Night Goblin Squig Hoppers: changed weapon strength to primarily armour-piercing, unit rebalanced accordingly.
Savage Orcs (all): reduced physical resistance to 25%.
Black Orcs: buffed and rebalanced to improve combat performance. Slight cost increase to 1150.
Orc Big’Uns: increased cost to 800, improved morale.
Savage Orc Big’Uns: increased cost to 900, improved morale.
All Orc Boar units have been rebalanced.
Trolls: Rebalanced for new entity counts, significantly more damage, small +2 increase to morale.
Squig Herd: now have rampage, Squigs Go Wild redesigned to just increase morale when enemies are close to the Squigs.
Doom Diver Catapults: Tweaks to accuracy and homing parameters.
Vampires:
Strigoi Ghoul King: increased melee attack to 54, charge bonus increased to 35.
Reduced costs of Corpse Carts and Corpse Cart mounts.
Heinrich Kemmler: increased weapon damage to 340, melee attack to 38, melee defense to 45.
Vlad von Carstein: Redesigned the von Carstein Ring to work as a one-use massive ward save ability.
Ethereal units: changed to 75% physical resistance, increased health.
Improved stats and cost of Zombie Dragon mounts.
Terrorgheist: rebalanced, major increase to melee damage and a reduced bonus vs. large.
Crypt Ghouls: +1 melee defense, +1 charge bonus, +2 ap damage.
Konigstein Stalkers: -50 cost.
Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count.
Grave Guard: +2 melee attack,
Grave Guard (GW): +2 melee attack, +1 melee defense, +2 weapon strength
Vargheists: Stats rebalanced for new entity count.
Hexwraiths: Cost reduction to 1400, small increases to melee stats.
Mortis Engine: Reliquary Binding now only affects allies around the Mortis Engine.
Chillgheists: Removed magic resistance. Increased speed debuff of Chilling Aura to -36% (also applies to Claw of Nagash ability).
Bretonnia:
Pass on character armour values.
Hippogryphs now have less charge bonus and higher melee attack.
King Louen: Greatly reduced costs for non-Beaquis mounted versions, Beaquis is a lot stronger than other Hippogryph mounts
Fay Enchantress: reduced max uses for Chalice of Potions to 2.
Alberic: Increased Wrath of Manann power.
Peasant Mob: Added expendable.
Grail Relique: Removed magic resistance.
Grail Knights: Increased armour to 90 and other minor tweaks.
Knights of the Realm: Increased armour to 90 and other minor tweaks.
Royal Hippogryph Knights: Increased armour to 80, added Lady’s Blessing passive, increased melee attack and weapon strength considerably.
Mounted Yeomen (all): rebalanced to have their stats match their cost more accurately.
Warriors of Chaos:
Greatly improved Chaos Dragon mounts.
Small health increases to Manticore mounts.
Reduced missile resistance of Sarthorael the Everwatcher to 60%.
Dragon Ogres: rebalanced for new entity count. Increased damage and bonus vs. large.
Archaon: increased health for Dorghar.
Kholek: +20 melee damage, +5 leadership.
Chaos Trolls: rebalanced for increased entity count.
Chaos Trolls (Armoured): increased armour to 110. Rebalanced for increased entity count.
Chaos Spawn: rebalanced for increased entity count. Big increase to damage.
Dragon Ogre Shaggoth: reduced leadership to 75, increased melee damage to 460. Small tweaks to melee attack, defense and charge bonus.
Chosen (All): increased leadership to 85, lots of small tweaks to stats.
Wood Elves:
Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests.
Glade Lords: on Great Eagles and Forest Dragons rebalanced to match monster stats more accurately.
Forest Dragon: rebalanced stats to be in line with WH2 dragons.
Spellsingers: rebalanced on Great Eagles and Unicorns.
Increased Ancient Treeman weapon damage to 450, major reduction in cost and increased health to match Treeman.
Durthu: increased weapon strength to 470.
Orion: Added 3 max uses to Hounds of Orion and Hawk’s Talon.
Waystalker: made Hawkish Precision a free ability.
Branchwraith: Increased armour to 60 to match Dryads.
Dryads: Increased armour to 60 and made the unit more offensive in stat distribution.
Wardancers (Both): Increased entity count to 75.
Wardancers (Dual Swords): Added bonus vs infantry, reduced attack and weapon strength.
Wildwood Rangers: removed inherent bonus vs. large, now only gets a bonus vs. large in forests. Rebalanced accordingly.
Sisters of the Thorn: increased missile range and missile damage. Reduced weapon strength.
Glade Riders: increased missile range to 150, improved melee stats slightly.
Waywatchers: increased missile range to 190.
Deepwood Scouts: increased missile range to 180.
Beastmen:
Malagor: Icons of Vilification ability now buffs leadership rather than melee damage.
Morghur: Stave of Ruinous Corruption max uses reduced to 1. Spirit Essence of Chaos max uses reduced to 1. Spirit Essence now a passive that activates automatically when an enemy reaches under 20% health near Morghur.
Khazrak: Dark Mail now has an active phase duration of 32 seconds.
Bestigors: Increased entity count to 75 on large and rebalanced the unit accordingly.
Gor Herd (both): Rebalanced units. Clearer differentiation in role between the two. A lot of small tweaks to improve combat performance.
Gor Herd (Shields): Added Vanguard Deployment.
Ungors (All): Added expendable attribute.
Ungor Raiders: cost reduction to 425.
Ungor Herd: cost reduction to 400.
Minotaurs (all): Rebalanced for increased entity count. Tweaks to stats to offer better differentiatin between the 3 versions.
Razorgor Herd: Increased entity count, reduced cost, added rampage, other minor tweaks.
Centigors (all): cost reductions
Centigors (Throwing Axes): Increased missile damage.
Cygor: Slightly improved projectile accuracy.
Chaos Spawn: Rebalanced for increased entity count. Increased damage output.