Blood Knights Ride To Total Warhammer Tomorrow

The vampiric Blood Knights will be sinking their teeth into Total Warhammer [official site] tomorrow, arriving as part of the strategy game’s first big update. Also expect stability improvements, balance tweaks, bug fixes, and more-ticklish goblins.

Oh, and if you like to live on the bleeding edge of technology – watch out! That’ll surely attract vampires. Jokes. But if you like new and fancy things, you might want to have a crack at the DirectX 12 version launching into beta tomorrow.

Blood Knights are the first bit of “FreeLC” (no, this term is awful) coming to Total Warhammer. They’re powerful cavalry, an ‘orrible bunch of blighters who’ve had centuries to hone their murderskills. The Creative Assembly explain:

“Tier 5 Shock Cavalry, Blood Knights are recruitable from the Vampire’s Keep building (along with the Black Coach). Heavily armoured and shielded with a high Charge Bonus, they smash into infantry with ease, and with the Anti Large ability, they are apt to take on larger foes. They also have the Frenzy ability, meaning they deal more damage as long as their leadership is high. Blood Knights can also be directly improved with two technologies: Turning Knightly Orders (bonuses to Melee Attack, Melee Defence and Charge Bonus), and Delusions of Grandeur (Upkeep and Recruitment Cost reductions).”

Check out Update 1’s patch notes for the full scoop, as well as nice little changes like “Goblins are now more ticklish”, “Mork is now considerably Morkier”, and “Gork is now appreciably Gorkier”. Greenskins and orks get to have all the fun in both Warhammer and 40K.

DirectX 12 mode is only launching in beta as right now it has a few problems, ranging from flickering to crashes on some cards. It should, in theory, run faster. How much faster? There’s no simple answer, but AMD graphiceers will likely be happier than their Nvidia chums.

“As for what this means in terms of performance gains, well – it depends entirely on your GPU. Switching to DX12 mode, you’ll see greater gains on AMD cards generally speaking, much of which is down to AMD’s support for Async Compute across a broad range of cards. But what’s worth noting is that thanks to all the non-DirectX optimisation we’ve done, plus much of the DX12 work unrelated to Async Compute, we’re seeing excellent performance in DX11 too.”

Head on over here if you want to get technical about DX12. Total Warhammer will also have a benchmark to test DX11 and DX12 to see which runs better for you.

The patch is due to go live at 2pm UK time on Thursday.


  1. Ufofighter says:

    They already were in the game thanks to a modder, completely overpowered but they were there. (I know they are elite blablabla).

    Reading the patch notes.. I’m actually impressed, that’s a lot of changes and many of them very needed.

    • DarkFenix says:

      They were subsequently included in Radious Unit Mod, in which they were made considerably more balanced.

      It’s a bit of a shitty DLC really, a unit they obviously cut earlier to cynically farm goodwill with now. One that we’ve had since 5 days after release anyway.

      • tormos says:

        or if you wanted to NOT try to read every piece of games news as cynically as possible, you could conjecture that they needed some time to balance it a bit, and that free is free anyway?

        • DarkFenix says:

          Free is free, but running themselves a livestream to make a song and dance about borderline-nonexistent DLC and a balance patch strikes me as trying to milk it more than a little too much.

          And seriously? Balance it a bit? Listen to yourself here, it’s one unit. We’re talking a proverbial weekend’s work, not a 40 hour expansion pack.

        • anHorse says:

          Are you really expecting balanced opinions from someone who praised a Radious mod?

      • Ufofighter says:

        I don’t like Radius mod a lot to be honest, and the last time I checked the unit mod was full of nonsensical units.

    • BigBadB says:

      Not everyone likes using mods. I certainly don’t think that the fact that someone has modded a unit in is a good reason for CA not to add it to the base game.

      • Ufofighter says:

        Sure, I agree. I fact I would go even further and say that they should (they probably do it already) look to the mods been made and take ideas because many of them are working as community’s quick-fixes.

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      FhnuZoag says:

      I’m pretty sure the mod version of Blood Knights is just Reiksguard with a black texture.

      • Ufofighter says:

        Yeah… no. It was one of the first mods made and my first one subscribed and is always been a dedicated model.

        • Ufofighter says:

          Found the link
          link to

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          FhnuZoag says:

          That’s interesting. As far as I was aware it still isn’t possible to add new models in with mods. Are you sure it isn’t remixing some existing units, for example putting a lord model on a horse?

          • anHorse says:

            It is just remixing existing units, same goes for the excellent mod that creates Bretonnian vampires

  2. Hmm-Hmm. says:

    I hope that they’ll add Blood Keep to the map at some point (possibly when they add Wood Elves and have to modify the map anyway). But, regardless, yay Blood Knights!

  3. Premium User Badge

    FhnuZoag says:

    Anyway the patch notes are kinda huge but the important stuff is that they’ve tried to fix AI agent spam by cutting how fast AI agents level up, they bugfixed various parts of the Grudge system, they rebalanced a number of units, and they changed diplomacy so that the AI tries to bribe you less. Lore of death has been nerfed.

    The issue with reinforcement positions is still outstanding and there still needs to be stuff done to rebalance magic. Also if you consider evasive AIs or powerful Norscan factions to be an issue… Well, those are unlikely to be ever ‘fixed’.