Greetings folks!
Thanks for your feedback in the wake of Patch 5.3's release. We've been keeping a close eye on your comments regarding Magic Items in particular, and today we've rolled out Hotfix 5.3.1 which includes, alongside a number of bug fixes, some rebalancing for some of these items. We'll continue to monitor your feedback regarding these, so do keep letting us know your thoughts once you've got your hands on the changes.
We expect our next release to be 6.0, and though our teams will of course be monitoring for any unexpected errors that require an additional hotfix, our heads are now down for the final stretch on the road to the release of Update 6.0 and the next DLC! In case you missed it, you can watch our latest dev chat video for some more details on what's coming.
Without further ado, let's look at today's changelog:
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MAGIC ITEMS BALANCING
Weve received a lot of feedback on our newly released Magic Items and will continue to monitor it. For now, weve made the following changes:
Idol of Zak-Alooog
This item was more punishing than necessary, and the positives didnt fully warrant the burden of the negatives. In particular, the fatigue penalty was quite harsh, so weve made the following adjustments:
- Reduced the movement range penalty from -50% to -20%.
- Removed the fatigue penalty effect.
Helm of Draesca
This item was always intended to have a strong tradeoff that aligns with its lore. However, we agree with the feedback we've received that the item was skewed too negatively, particularly providing little reason to keep it equipped. Weve made the following addition to the item:
- Added a 2% chance per end turn for the helm to grant a powerful unique trait, Power of Draesca.
- Power of Draesca: +20% HP, +20% character experience, +10% ward save, +10% research rate.
Deathsinger/Doomsinger
One of the smaller ideas we didnt manage to include in patch 5.3 was the concept that these sister swords would provide an extra benefit when they are together. Weve now implemented this and added the following to the swords:
- Added a 5% chance per end turn for characters with these swords equipped to gain a unique trait when both are in the same region.
- Sister Swords: +10 melee attack, +10 melee defence, charge reflect attribute.
PERFORMANCE
- Fixed a crash that occurred when attempting to exchange units with a camp that was being abandoned during the campaign.
- Fixed a crash that occurred while loading a battle with AI Control selected and Control Large Army toggled off in siege battles with large garrison armies.
CAMPAIGN
GENERAL/GAMEPLAY
- Fixed a rare end-turn prompt for an idle character when that character already has a destination.
- Fixed an issue where players using the Orcs & Goblins faction could enter Tunnelling Stance when the army's movement points were below 100% while the Waaagh! Army View was selected.
SETTLEMENTS/BUILDINGS
- Fixed an issue where the Daemon Prince could not properly access the Harbour port building when occupying Erengrad.
- Fixed an issue in the Orcs & Goblins campaign where players were unable to target discovered Skaven settlements for a Waaagh! unless their capital was also revealed.
- Fixed an issue where the Waaagh's target settlement model would disappear after being razed. The model now remains visible without the need for a save reload.
TECHNOLOGY TREE
- Added 'Fire While Moving' for Gyrocopters and Gyrobombers to the 'Improved Gyrocopter Engines' technology on the Dwarf tech tree.
SKILL TREE
- Fixed an issue in Drycha's skill tree where the Indoctrinator skill displayed an excessive number of character unit card variants.
ANCILLARIES
- Fixed an issue where certain effects that increased recruit rank for Nurgle units would not work when playing as the Daemon Prince.
BOUNTIES
- Adjusted how the monetary reward for Bounties is calculated. Previously, the amount was based on the issuer's Treasury, which could fluctuate significantly regardless of their strength and had no relevance to the selected target. The new calculation considers the player's distance to the target, with higher rewards for immortal targets or province capitals. Additionally, distance is now measured from the nearest settlement owned by the player rather than just the faction leader's army. This change should generally result in Bounty targets being closer to the player.
- Adjusted the Bounty rewards system to ensure a balanced distribution of additional rewards. Players will now receive a consistent cycle through meat, camp growth, and rare ancillaries, reducing randomness and enhancing reward variety.
- Players can now decline a Bounty, triggering a new one to be issued on the following turn.
ZHAO MING'S MERCENARIES
We've fixed an issue causing Zhao Ming's Ogre Mercenary benefits to not apply to the new Mercenaries added in 5.3. Additionally, we've made the following changes to help take Zhao's mercenary play to the next level.
- Faction Trait
- Added +10 Melee Attack and Defense to all Ogre Mercenaries.
- Skill Tree
- Removed -25% recruitment cost for Ogre Mercenaries.
- Added Guardian for all Ogre Mercenaries faction-wide.
- Added +20% Weapon and Missile Damage for all Ogre Mercenaries faction-wide.
UI/UX
- Fixed a bug where hovering over the Ogre Bounties panel link in the help pages while the Bounties were open would cause the panel to flash extremely brightly.
- Improved the visual quality of the Worldroots Forest Health numbers when playing as the Wood Elves.
- Fixed an issue where lords, including Legendary Lords, would lose their last names in the UI when they were wounded. This issue affected both player-controlled and AI-controlled lords.
BATTLE
GENERAL/GAMEPLAY
- Fixed an issue where defeating the Nemesis Crown-wielder, Knobber da Bossy Git, did not properly complete the quest objectives, preventing the battle from ending as intended.
UNITS
- Resolved an issue where the Empire's Steam Tank would fail to fire its main cannon after engaging in melee combat. Now, after exiting melee, the cannon will resume firing as intended, aligning with expected gameplay.
- Fixed an issue where Grave Guard Halberds mistakenly had Expert Charge Defence instead of Charge Defence vs. Large, reinforcing their role as dedicated monster hunters rather than generalist frontline defenders.
- Fixed a bug where ranged units were sometimes assigned targets just outside of their range, causing them to sit idle instead of firing.
ABILITIES
- Fixed an issue where the "Howl of The Great Beast" ability incorrectly triggered a jumping animation for enemy Marauders.
ANIMATION
- Fixed a bug where the Zombie Pirate Deckhands Mob was missing an animation.
- Resolved a visual issue where Skeleton Archers would snap to different positions and move back and forth excessively during the shoot ready and combat idle animations.
- Fixed an issue where the weapon of Eternal Guards would disappear while under ranged fire.
- Resolved an issue with the twisted left arm of Blessed Kroxigors during their running animation.
- Fixed an issue where Skarsnik was missing his death animation in the post-battle screen.
ENVIRONMENT
- The Prologue's first Land Battle map had a ludicrous parallax setting on a single decal. The parallax setting has since been adjusted for a more pleasing viewing experience.
MULTIPLAYER
- Resolved an issue in multiplayer campaigns where the Ogre Kingdoms could receive bounties that targeted their teammates.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Hey folks!
Back in June we put out our first "What's Next?" video, where you heard some of the WARHAMMER III development team to reveal the first details about our next DLC. You guys seemed to like it, so we went and did another one, and invited Mitch along to talk about our interim patches too. You also seemed to like this, so the question is; are you in the mood to hear even more about the next DLC and update 6.0?
No? Oh okay, fair enough, guess we'll sign off now then...
But wait... if you DID happen to be interested, then you'll be happy to know we have another video for you! This time we are joined once more by a familiar face, Senior Game Director Rich Aldridge, for an update on development, along with Designer Josh King and Project Audio Director Chris Goldsmith, to dive a little deeper into their respective disciplines and what they've been working on for this upcoming DLC and update 6.0. (We're even in a snazzy new studio!)
Come for the DLC news, stay for the gross sound effects and shouty voices...
[previewyoutube=jonQ2jNsVos;full][/previewyoutube]
We have a lot more goodness coming your way towards the end of the month, including the first official DLC trailer, some tasty blog content, and a deeper look at the new Legendary Lords in their respective gameplay showcases. We'll also have some giveaways kicking off over on Discord where you'll have multiple chances of winning codes for the DLC on launch!
If you want to keep up to date with all of this, then be sure to join the official Total War Discord server and follow our social channels linked at the bottom of this blog.
Until next time, we'll see you on the battlefield!
Steve Coleman (KingGobbo) // Senior Community Manager
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings!
Patch 5.3.0 for Total War: WARHAMMER III is now live!
- Tackle your monsters head on with the Grave Guard (Halberds) free unit for vampire counts.
- Ogre camps now offer more varied units for hire depending on their tier.
- Find 16 new Magic Items for ranged characters and 6 new zesty unique ancillaries for everyone else!
Read the full 5.3 patch notes here
Thank you for your continuous support. If you run into any issues after updating to 5.3, please be sure to report them in our dedicated bug reporting sub-forum. See you on the battlefield! The Total War Team [hr][/hr][hr][/hr]
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Hello everyone, Mitch here, Design Director on Total War: Warhammer III, back with another dev blog - this time for patch 5.3!
Having now seen your reaction to patch 5.2 I can say its been really wonderful; it was inspiring to see all of your reactions to the new content, reworks and fixes and in particular your excitement for the future of the game. Speaking of the future, were already well underway with patch 5.3 and so Ill walk you through the changes and additions coming as part of our next patch, before that touching on the topic of game balance as well as taking the chance to acknowledge some of the feedback weve seen following 5.2 and our recent Dev Chat video where among other things we asked for more of your thoughts.
The Total War Team
Read full 5.3 Dev Blog here
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings,
Today we're releasing Hotfix 5.2.7, which includes several bug fixes and adjustments to enhance your gameplay experience.
Check out the full details below:
[hr][/hr]
PERFORMANCE
- A cleanup procedure has been implemented to automatically remove crash dump files older than one month from users' machines, helping manage disk space without affecting recent diagnostic data; this process is triggered only when a crash occurs.
CAMPAIGN
GENERAL
- Fixed an issue where Kroxigor Ancients and Red Crested Skink Chief characters had varying combat skills based on the Lizardmen Legendary Lord selected.
- Fixed an issue where, when the Blue Scribes left an army, the effect granting a random Cataclysm Spell was not removed from the army.
- Fixed a bug where stealing Magic Items would block the item drop chance for reinforcements.
- Fixed an issue where the code was incorrectly checking for a lord's rebellion after data removal had begun. The rebellion check is now performed earlier, allowing the rest of the code to be skipped if a rebellion occurs.
- [strike]Resolved an issue where technologies requiring active Gifts of Chaos were not consistently providing bonuses for Warriors of Chaos factions, particularly affecting techs like 'Mystical Banner' and 'Temple of Tzeentch' when playing as Vilitch. Bonuses should now correctly apply once the relevant Gifts are active.[/strike] Unfortunately this fix has not made it in to the final release of hotfix 5.2.7, but will be included in our next release. Apologies for the confusion!
UI/UX
- Fixed an issue where multiple instances of the same Path to Glory event would trigger upon unlocking one.
- Fixed a missing icon when recruiting an Exalted Hero of Tzeentch.
- Fixed an issue where the Daemonic Progression panel would not open when accessed through the Character Details panel.
- The Dwarf Ancestor Rune no longer incorrectly states that it grants permanent death immunity to all nearby units. (This was purely a UI issue.)
- Fixed an issue where the Chaos Dwarfs' settlement type icon on the city label would not update after the settlement type was changed.
- Fixed an issue where several tooltips for contact effects in the Flesh Laboratory were missing text.
- Fixed an issue where characters with long starting trait names, such as 'Virtue of the Impetuous Knight,' could clip outside the recruitment box.
- Fixed several Tomb King building icons that were using the wrong colour.
- Fixed a bug where misleading tooltips would pop up after purchasing an upgrade in the Rewards of Dread panel.
BATTLE
GENERAL
- Fixed an issue where the Herald of Tzeentch (Metal) was incorrectly treated as a Slaanesh-aligned character when determining the likelihood of army abilities for Daemons of Chaos.
- Fixed the porthole camera angle for the Shadewraith Gunners (Deck Gunners) Regiment of Renown.
- The Blue Scribes can now access the Lore of the Hag in Custom Battle.
UI/UX
- Fixed a bug where the abilities 'Rot or Die,' 'Necrotic Phylactery,' and 'Isha's Rain' did not display their names when hovered over in certain contexts.
- Fixed an issue where several Legendary Lords were using incorrect unit cards in quest battles.
- Fixed an issue where Emperor Karl Franz's name was duplicated on his unit card in battles fought during a campaign.
MULTIPLAYER
- Fixed a multiplayer campaign desync issue that occurred when a player without ownership of a building in the Nurgle chain upgraded a building to complete the cycle and then recruited all available Forsaken of Nurgle units.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Hey folks,
We're releasing another hotfix today to address a couple of emergent issues:
- Resolved a potential crash that could occur at the end of a turn after updating to 5.2.5.
- Removed references to older, unreleased content from our game files.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings folks,
Today we're rolling out Hotfix 5.2.5, bringing with it a variety of bug fixes and tweaks to improve the gameplay experience.
Read on for the full details...
CAMPAIGN
SKILLS
- The Blue Scribes' skill Tzeentch's Quaestors now correctly modifies the Assassinate action, rather than Wound (which they did not have!).
SETTLEMENTS
- Special settlements (e.g., Altdorf, Karaz-a-Karak, etc.) will now correctly use the Wood Elf settlement battle map when occupied by Wood Elves.
ENVIRONMENT
- Fixed an issue where the edges of The Great Canal, south of Cathay, appeared jagged; the canal's edges should now display smoothly.
- Fixed an issue in The Lost Valley where building assets for a landmark near the settlement of Oyxl were visible despite being covered by the Fog of War.
TEXT/LOCALISATION
- Fixed an issue where the Korean translation of Livery was incorrectly displayed as Symbol; it has now been corrected to Horse House.
- Fixed an issue where a Lord's name in the Visions of the Old Ones mission panels was not localized.
BATTLE
AI
- The AI has been improved in chokepoint battles to prioritise moving swiftly through chokepoints when under fire, rather than reforming or trying to cross while in formation. This enhancement increases the overall challenge and reduces the dominance of artillery and ranged units in these scenarios.
- Fixed the disabled AI skirmish mode for isolated units; it will now be disabled only when it is clear that the unit will lose, preventing unnecessary prolongation of the battle.
- Fixed an issue where AI-controlled units were moving chaotically in some quest battles while incorrectly waiting for reinforcements.
ENVIRONMENT
- We've asked the flying trees in Dwarf Mountains to calm down, thereby resolving an issue with them floating above the ground during battles.
- Nan-Gau is no longer affected by random fires, and specific assets have been grounded properly, fixing the issue where they were floating above the battlefield.
- Fixed an issue on The Shifting Monolith map where the camera could move under a lavafall, revealing unintended areas of the map.
UNITS
- Fixed black spots on the Chaos Sorcerer, caused by transparency maps being turned off at different levels of detail (LODs).
- Fixed an issue where parts of the Marauders of Khorne's armour would disappear due to LOD errors.
- Fixed a visual issue with the inner wall of the cabins on the Thunderbarge and The Spirit of Grungni.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Hey folks!
The SEGA Publisher Sale is now live on Steam! Grab up to 75% off a selection of Total War titles from now until 26th September!
TAKE ME TO THE DEALS!
https://store.steampowered.com/app/364360/Total_War_WARHAMMER/
https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/
https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings folks,
We're back with a small but important update for Total War: WARHAMMER III. Today, we're rolling out Hotfix 5.2.4 to address a specific issue that has been affecting some of you during your Warriors of Chaos campaigns.
- Resolves a crash to desktop (CTD) that could occur when pressing the 'Choose Path' button in the 'Path to Glory' panel.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings folks!
Back in June I sat down with Rich, Sean and Victor from the WARHAMMER III development team to share some juicy new details on what's coming to the game in the next DLC, as well as our approach to interim patches coming between now and the next DLC's arrival. In case you've been living under an Ogre-sized rock these past couple of months, you can check it out right here.
Recently I hopped back on the sofa to chat with Rich and Sean, plus Design Director Mitch Heastie, to chat more about what's coming in 6.0 get some insight on what sort of content you can also expect to see in our future interim patches.
Allow your eyes to absorb it here:
[previewyoutube=LTHkI2GSVJw;full][/previewyoutube]
As with last time, this is a pretty new format for us, so please do share your thoughts with us along with any suggestions on what you'd like to see more of next time!
You can also head over to the official Discord server and the CA Community to share your hopes and dreams regarding future refreshes and reworks. Who knows, maybe Mitch will agree with you and make some magic happen!
We aim to be back with more news on our next major patch, 5.3, towards the end of October, so until then, we'll see you on the battlefield!
Steve // Senior Community Manager
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions X Facebook Instagram Discord
Greetings folks,
Weve just rolled out Hotfix 5.2.3 which brings a pretty hefty number of fixes and tweaks to the game.
Let's see what we've got today:
[hr][/hr]
GENERAL
- Tweaked the porthole lighting in both campaign and battle to eliminate a slight red hue caused by sunlight.
PERFORMANCE
- Fixed a rare crash where a previously resolved dilemma remained in the event feed, causing the game to crash if the related character died later in the campaign.
- Fixed a freeze/crash that occurred when creating more than 254 settlements to one of the old ones with Nakai.
- Fixed a crash that occurred when disbanding a unit from a Waaagh army.
CAMPAIGN
GENERAL/GAMEPLAY
- Fixed a bug where characters occasionally moved large distances after razing settlements, resulting in them being in different regions than the one they just razed. Now, after razing, an attacking army will move away one hex beyond the zone of control radius, while a surviving army will move three hexes away from the settlement.
- Fixed an issue where playing as Slaanesh and using the Pleasure Hunt pleasurable activity could sometimes apply its effects multiple times.
- The Star-Metal Talons upgrade in Ikit Claw's Forbidden Workshop no longer grants vanguard deployment to Warp Grinder units, as they already have this attribute.
- Fixed an issue where effects providing immunity or damage resistance to attrition also affected desertion, such as in cases of bankruptcy.
- The Elector Count of Hochland position no longer provides a movement range bonus twice.
ABILITIES/SKILLS/TRAITS
- Hero units that join Cathay caravans will now have spells or abilities where appropriate.
- Fixed an issue where upgrading a Chaos Sorcerer (Death) to a Nurgle Chaos Sorcerer (Death) would result in gaining the wrong trait.
- Fixed an issue where some effects meant for Nurgle characters were incorrectly applied to the Slaanesh Chaos Sorcerer.
ANCILLARIES
- The Experimental Explosive item gained from Cathay caravans can now be transferred to other characters.
TECH TREE
- Fixed an issue where researching the Grand Throne Chamber technology would unlock the Dwarf Lord Mikael Leadstrong, who is meant to be obtained through legendary grudges.
RECRUITMENT
- The effects of different levels of province control no longer impact recruitment costs for Tomb Kings, as they do not incur recruitment costs.
- Character recruitment from buildings like The Deeps & Gardens of Morr was overriding normal character recruitment. Now, only the recruitment option with the highest lord rank will be displayed.
MISSIONS/VICTORY CONDITIONS
- Fixed an issue where some missions would double their settlement count when reloading saves.
CAMPAIGN UI/UX
- Fixed an issue where Harmony effects on buildings would display as a negative value when adding Yin.
- Added help page buttons to the Nurgle Plagues and Tamurkhan's Chieftains panels.
- Fixed a bug where players couldn't undo spent skill points for heroes.
- Fixed a bug where the Spices UI panel displayed landmarks alongside resource buildings at the Fortress of Dawn.
- Removed text references in the help pages to Chaos factions automatically declaring war to align with the intended design.
- Fixed an issue where the help pages would open behind the Bloodlines panel when playing as Vampire Counts.
- Fixed a display issue with army zone of control where old VFX instances remained after moving an army in ambush stance.
- Fixed an issue where the scroll position in the Allied Recruitment panel would reset when selecting a unit from an outpost as the first unit to be recruited; the scroll now stays in its correct position after selecting a unit, improving the recruitment flow.
- Clicking on the pin of a recruitable unit card should now correctly pin/unpin the card.
- Tweaked the entry in the effect lists of the Item Gained event popup to resolve occasional text bleeding issues in the UI.
- Fixed an issue where the Athel Loren landmark buildings did not display the landmark icon or tooltip.
- Resolved an issue where clicking on Pieces of Eight mission scrolls as the Vampire Coast incorrectly navigated to the Missions panel. The scrolls now correctly direct players to the Pieces of Eight panel, ensuring smoother navigation during treasure hunts.
CAMPAIGN ENVIRONMENT
- Fixed an issue on the campaign map where a horse in the Tor Saroir region (Averlorn start position) was clipping through an altar, improving visual consistency in the area.
BATTLE
GENERAL/GAMEPLAY
- Fixed an issue where High Elf towers and some of the walls behind them would disappear after being destroyed in siege battles, while still functioning as intact barriers. Towers now leave rubble behind, and walls remain visible post-destruction. DEV NOTE: We are aware of ongoing related issues with other High Elves siege map destruction and are continuing to investigate.
- Fixed an issue where the enemy reinforcements displayed in the Event Message did not match those shown in the Objectives Panel for the Battle for the Armour of Glimril Scales quest battle.
- Fixed an issue where the Altar of Spawns settlement was not using the Norsca minor settlement battle map.
BATTLE AI
- The AI is now less likely to use the General unit for solo harassment or outflanking.
- The AI-controlled Lord will no longer withdraw when ambushed if it has a good chance of winning.
- Fixed pathfinding on certain river maps to prevent the AI from attempting to cross through the water.
- Fixed a rare bug where enemy units were routing toward the player's units.
- Now, the reinforcements AI will join the fight more quickly if the main army is engaged in melee.
- Fixed a bug where the AI was attempting to go to the river while the enemy was already on the same side.
- Fixed a bug where the defending AI was constantly reforming in land battles.
- Now, the AI will attempt to synchronize the river assault groups based on the players positioning when passing through different crossings. DEV NOTE: Previously, if the player was defending at only one location, the AI would lose units while those crossing at another location did not engage in combat. Now, the first group will wait until the second group crosses the river, allowing them to attack together.
UNITS GENERAL / ANIMATIONS
- Fixed a bug where Razorgor would move too far from the chariot during one of the attack animations.
- Fixed a bug where the Daemon Prince of Khorne was missing one of the weapons during flying attack animations.
- Hans Valhirsson, the ghost dwarf, is no longer allowed to appear in ranked armies.
- Resolved an issue where parts of the Reiksguard and Empire Knights' helmets would disappear when viewed from behind at different levels of detail (LODs) during battles.
- Resolved an issue with the High Elf Princess's torso and arm armor textures distorting at certain LOD, ensuring consistent visual quality at different camera distances.
- Fixed the missing arm and blackened cape of High Queen Khalida at LOD3 and LOD4 levels.
- Fixed the visual problems with the leg armor of the Steed of Slaanesh model at different LODs.
- Fixed a bug where the Lahmian Vampire Lord's head texture does not appear correctly at certain LOD levels.
ENVIRONMENT
- Addressed several visual issues, including missing objects, texture problems, floating objects on the Badlands Wastelands map and Ice Witch Mountains Kislev Mountains map, misplaced assets in the Haunted Forest, Dragon River Run, Black Ark, and pixelated fallen trees on the Barons Bluff map, among others.
- Moved certain objects out of the playable area on the Parched Pass - Southlands Mountains map to align with the intended design.
- Fixed an issue where an ogre camp battle map would occasionally load incorrectly in the Badlands marsh area of the campaign map.
- Fixed a lighting issue in the Battle of the Great Hall of Greasus.
- Fixed an issue where ground units could be deployed mid-air on the Karak Azgaraz Dwarfs map.
- Fixed camera collision issues with certain assets, including those in multiplayer maps.
BATTLE UI/UX
- The unit card for 'The Big One' in Thorek Ironbrow's quest battle, 'Klad Brakak,' is now correct.
- Fixed an issue where the Unit Info UI element would not appear during replays if it had been disabled during the actual battle; players can now toggle unit details in replays, so they are no longer stuck with the settings from the most recent battle.
MULTIPLAYER
- Fixed a bug where the battle difficulty selected in the multiplayer campaign lobby would change by one tier for each player when the campaign started.
- It is no longer possible to issue orders to a military force while a player is selecting a new general for the orphaned army.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Hotfix 5.2.2
Greetings folks, Weve just rolled out Hotfix 5.2.2 which addresses a number of issues identified in the wake of Patch 5.2. Before that, heres a note from our developers: With the release of the new Deeps feature, weve received continued feedback regarding the Age of Reckoning and how some players expected it to interact with the Deeps in some way. While we were initially hesitant to have these features interact with each other, weve decided to add a new building chain to the Deeps, available at the three unique Deeps locations. This new building, the Halls of Remembering, allows you to either permanently pause the Age of Reckoning at a significant initial cost or to enhance the feature by increasing Grudge requirements in exchange for various Grudge Settler-related bonuses. However, its important to note that we intend to preserve the unique rewards of the Age of Reckoning, such as access to Grudge Settler units. Therefore, if you choose to bypass the Age of Reckoning, you should not expect to receive its rewards; we believe this is a fair trade-off. Ultimately, more player choice is always a good thing, and we hope this addition will allow you to better customize your gameplay experience for those who wish to do so. Now, lets dive into the full list of what's been implemented:
PERFORMANCE
- Fixed a rare crash that occurred after hitting End Turn following the construction of the Ritual of Cults building.
- Fixed a game freeze or unresponsiveness that occurred when starting The Great Drill of Hashut quest battle.
GAMEPLAY & CAMPAIGN
- Fixed an issue where, when multiple caravans or convoys were active, the first one dispatched would receive all the events. Now, the caravan or convoy that receives an event each turn is randomly selected.
- Fixed an issue where the Ritual of Cults could cause Cults to spawn in your own settlements.
- Fixed an issue where a Warpstone Cache building in The Deeps would not be demolished when a Master Engineer was present.
- Fixed an issue where the Old Doomsphere building would not detonate when removed if a Master Engineer was not present.
- Fixed an issue where events associated with previously destroyed Unusual Locations would still trigger after they were removed.
- Fixed incorrect text on the settlement panel that showed income from The Deeps as Foreign Slot Income instead of Deeps Income.
- Updated the Cult of Ranald Unusual Location building description to better reflect its actual function.
- Updated the Beached Black Ark Unusual Location building description to better align with its actual function.
- Redesigned the 'News from the Sewers' event from the Cult of the Yellow Fang Unusual Location to remove any reference to the Cult of Ranald. Instead, the event now provides a Skaven-themed item, and the event text has been updated to match this change. The new item, the 'Under-Empire Map,' allows you to instantly reveal any Under-Cities in the region where this item is equipped.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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[hr][/hr]
Hotfix 5.2.1
Hi folks, Weve just rolled out hotfix 5.2.1 which addresses the following:
- Fixed a crash that occurred when hovering over specific settlement resource icons.
Patch 5.2 Additional Notes
We'd also like to highlight several additional fixes that were implemented in version 5.2, but were previously not communicated within the original patch notes. Some of you may have already encountered these improvements, so hopefully this will help clear up any confusion. We apologise for the oversight and appreciate your understanding. PERFORMANCE
- Fixed a softlock that occurred when declaring war while another player was watching a cinematic or flyby in multiplayer.
- Fixed a rare crash when reloading character models in the campaign.
- Fixed a bug where the Black Tower was not providing secondary effects when Elspeth was present in the region.
- Fixed a bug where bankruptcy attrition was not displayed on the army or unit cards affected by it.
- Fort Jakova is now facing the correct direction on the campaign map.
- Fixed the death animation for the Chaos Lord of Tzeentch on a Disc mount.
- Fixed a bug in the text for Cylostra's Emerging Terror ability, which incorrectly referred to the Mourngul Haunter hero instead of the Mourngul unit.
- Fixed a bug with the Red Duke's textures on the campaign map.
- The Bray-Shaman's Familiar follower can now be equipped by both Great Bray-Shamans and regular Bray-Shamans.
- Fixed a bug where Malagor appeared too zoomed out in the character details panel
- Fixed a bug where attacking a garrison that had only an army and no characters would prevent the battle panel from appearing.
- Fixed a bug where Durthu's spell skills were using the wrong colours.
- Changed the unit group of the RoR Doomseekers so the CAI correctly classifies them as melee units.
- Fixed a couple of instances where players could not interact with the pre-battle menu.
- Based on community feedback, Dwarf Warriors, Longbeards, and Giant Slayers no longer have their axes tinted by faction colour.
- Fixed an issue with the positioning of some body part assets for the Minotaurs of Khorne; they no longer have gaps in their necks.
- Fixed a bug where the unit cards of some units with shrapnel projectiles displayed the shrapnel range instead of their actual range.
- Fixed a bug with the Beastmen faction colours.
- War Wagons now use the correct textures for both regular and RoR versions.
- The Silver Bullets and Sigmar's Sons now have the correct coloured clothing.
- Fixed a bug where the Sarthorael the Everwatcher model was missing in battle.
- Fixed a bug where the Empire Knights had black colouring on their head and leg armor pieces, in contrast to the rest of their silver armor.
- Fixed an issue where the wrong battle map would load when fighting near mountains in Ulthuan.
- Fixed a bug where AI-controlled armies would not attack each other when the player was reinforcing one of them in battle.
- Improved the AI's use of high ground.
- Adjusted AI decision making when defending during an ambush battle to increase priority of fleeing the field.
- Increased the priority of vulnerable artillery pieces when the AI selects targets in battle.
- Fixed a bug where the root of the Orc Labourer's defense animation was misaligned.
- The Grace of Quai Yin (Celestial Dragon Crossbows) now display their crossbows while moving.
- Greenskin Trolls now hold their weapons correctly in walking and attack animations.
- Fixed a bug where the Hochland Long Rifles sword did not disappear when sheathed.
- Added crackle audio for the Chaos Lord of Tzeentch when mounted on a warhorse or chariot.
The Total War Team
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IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greetings!
Patch 5.2.0 is here, bringing a wealth of new content to Total War: WARHAMMER III. This update is the first to include some little "refreshes" of legacy content, as detailed in Mitch's 5.2 dev blog we shared last week.
Patch 5.2 Dev Blog
This patch also includes a number of bug fixes and quality-of-life improvements, including a rework of the definitions for our rollback builds on Steam, which will make it easier to identify and select the version you need, should you need it.
Heres a glimpse of whats new:
- A new feature for the Dwarfs: The Deeps
- A rework of the Chaos Cult feature
- A new small 'global' feature: Unusual Locations
- An update to the Cathay's Ivory Road feature
Patch Notes 5.2.0
The Total War Team [hr][/hr][hr][/hr]
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Hi everyone!
I'm Mitchell Heastie, Design Director on Total War: WARHAMMER III, and today I want to share with you some of the things I've been working on. This will be a developer diary that gives you a look into what is coming as part of Patch 5.2 and this time around I'll also talk a little bit wider than that about what to expect going forward for our updates and how you can help shape them.
First though a bit of backstory. When I think back to the very first DLC we ever made for the Total War: WARHAMMER trilogy, Call of the Beastmen, there was a moment where Rich and I discussed adding the moon cycle mechanic to the race. At the time this seemed like a tiny addition, and indeed it was compared to the kind of features we do now, but I always consider that moment monumental as for me it was the first instance of us pushing a boundary, trying to do something a little bit different that we hadn't done before, to add more than was originally planned, and we did it just because it was cool, we thought players would like it and we wanted the DLC to be as special as it could be.
I think it's that moment that set us on a path to try to do more for all new content, to keep pushing our own expectations for what new content for the game could be, to always be on the lookout for what special idea we could do next, and I really do believe it's that precedent that created a mindset for what got us here now with the absolutely insane scale of content we have. This way of working, to always be pushing, meant that over the years we tried a lot of new things, some that didn't work so well, others that were massive successes, but all the while our content was growing in scope and complexity, and we were learning.
This you will all know by now has had a few effects; I think our content got better over time, which is fantastic, but this improvement has meant that the content we created in the past grows more outdated as time progresses, either because it was made without the knowledge, lessons, or technology we now have. This is where your, and our, desire for the old content to be reworked or updated comes from - not failure, but progress and success. It's something we've been cognizant of for a long time, hence our many reworks and updates, and it's something we want to continue to do going forward.
I think it's a blessing to be able to have such a vivid view of how you as a designer, and as a team, have improved in your craft over the better part of a decade, but of course that does mean we have some work to do. Let's talk about that work.
The Total War Team
Read full 5.2 Dev Blog here
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Greetings folks,
We've just rolled out Hotfix 5.1.3, bringing with it a pretty hefty range of bug fixes and tweaks.
Read on for the full rundown of what's included:
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Gameplay:
- Fixed an issue in some Dwarf siege maps (Custom Battle and Campaign) where attacking units would end up floating in the air in their deployment zone
- Warlock Engineers now have the passive ability "Musk of Fear" in their skill tree
- The "Draftmaster" skill used by Nakai's secondary Lords now increases the global recruitment capacity
- Fixed some inconsistencies with Khorne unit recruitment costs
- Fixed the Exalted Keeper of Secrets gaining the passive ability "Feasting on Fear" twice from their skill tree
- Fixed Oxyotl's Silent Sanctum army abilities not always being enabled in adjacent regions
- The Axe of Khorne and Armour of Khorne magic items can now be equipped by Warriors of Chaos, Daemons of Chaos and Khorne factions
- Fixed an issue where some Legendary Heroes had upkeep costs
- Playing as Warriors of Chaos, upgrading a Chaos Trolls unit to Bile Trolls now requires the Rusted Branding Iron technology
- Fixed the major Nurgle settlement level 3 building costing 3 population surplus rather than 2
- Aligned the global recruitment durations for secondary Lords under Nakai (when their buildings are maxed out) with the local recruitment durations for Nakai himself
- Yuan Bo now starts the campaign with the technology "Seasoned Trackers" unlocked, as with other Cathayan factions
- Fixed an issue where some Regiment of Renown units could gain experience during battles and rank up
- Fixed a number of effects not applying to Carnosaur units
- Fixed issue where checks for bankruptcy were being calculated in the wrong way
- Additional adjustments to how attrition is calculated at end of turn
- Fixed issue where bankruptcy prediction for attrition was not considering raid income
- Fixed the Legendary Red Crested Skink Chief Lord not having the Immortality skill
- Fixed an issue where the mission "A Hero Becomes a Legend" would sometimes update with the wrong number of battles won by Heroes
- Fixed an issue in domination mode battles where AI units continued to be issued orders after being ordered to unsummon, overriding that order and preventing the units from successfully being unsummoned
- Fixed issue when playing as Empire, Kislev city walls were not displaying wall improvement effects
- Fixed Autoresolver inaccuracies with how single entities units (Land Ship, Steam Tanks etc.) behave when damaged in the context of the Autoresolver
- Fixed the Empire Captain skill 'Admired Infantryman' applying to Free Company Militia units
- Daemon Prince Lords can now be saved in Campaign in order to be loaded in Skirmish battles
- Fixed an issue where Malakai Makaisson's long victory condition would not trigger due to a Legendary Battle not being counted towards the total count of battles completed
- The player can no longer lose the Nemesis Crown to rebel armies, losing the crown altogether
- The Nemesis Crown can no longer be picked up by a character leading an army that has been loaned to the player
- Fixed the Infernal Castellan Chieftain missing the Increase Mobility skill
- Fixed Tamurkhan's Long victory condition stating it requires 3 chieftain devoted battles, when it actually requires 6
- Fixed an issue where Karl Franz was unable to confederate Balthasar Gelt's faction
- Added Siege Attacker to Ice Witches mounted on Frost Wyrms
- The Gunnery School building now unlocks one tier of Acclaim earlier when playing as Markus Wulfhart
- Multiplayer battle lobbies now auto-add the correct number of player slots for the battle type selected, and auto-adding Ais in Skirmish vs. AI
- Fixed the weapon profiles for the mount versions of Scourgerunner Chariots
- Fixed an issue where when fighting Thorgrim Grudgebearer's quest battle "The Axe of Grimnir" in the Realm of Chaos campaign would result in the wrong battle type
- The Khorne Unholy Manifestation "Call of Battle" can now be used on armies that are at sea
- Fixed an issue where completing a long campaign victory and gaining an effect that increases Lord recruit rank, would not apply when replacing a Lord
- Fixed an issue where Wood Elf skills intended to give bonuses to Spellsingers mounted on eagles were applying to Spellsingers mounted on unicorns
- The Electoral Machination "Requisition" now fully replenishes the state troop units rather than adding 1 unit, as the pool size can be increased by Karl Franz's unique skill
- Fixed an issue in Chokepoint Battle - High Peak Pass - Bretonnian Hills where defending players could deploy vanguard units in the attacker's deployment zone but could not place the same unit in their own To solve this issue the position of the attacker's guerilla deployment exclusion zone had to be inverted. Now both sides can correctly deploy their vanguard units within their respective deployment zones.
- Fixed missing hard collision in a Bretonnia river crossing battle map
- Fixed some Ethereal units not being set to the Ethereal ground type
- Fixed Marauder recruitment cost reduction from Norscan Iron resources not applying properly
- Improved the hard collision around the rocks in the Black Ark map (used in quest battles and domination battles)
- Fixed an issue where barricades would give units a 10% ammunition replenish each time the unit docked to them
- Fixed Ripperdactyl mount animation and hitbox being misaligned whilst flying
UI:
- Fixed issues within the Warriors of Chaos red line skills that apply to rank 7 and above units where some Regiment of Renown units were affected twice
- Fixed a number of effects that weren't applying to Giant Slayers
- Fixed various issues with the Steam Tank portholes
- Fixed issue where some UI elements could be dragged outside their intended position
- Fixed the toggle overcast spells button displaying over the channel Winds of Magic UI
- Fixed missing example Lord and Hero portraits in Overlay UI in battle
- Fixed issue where clicking Esc when the Replace Lord menu was open would deselect the character, leaving the window open and making some features of the panel not work
- Fixed hidden missions showing on army banners if the missions target was that character
- Added the correct image to Conquest battle mode under options menu
- Fixed error where Wood Elves 'Recruit Wild Spirits' marker on settlements opened tooltip about Raise the Dead instead
- Fixed quest battle pins showing on top of characters if the character was in the same region as the quest pin
- Fixed an issue where the Forge button would not always unlock for all Dwarf players in a multiplayer campaign
- Fixed travel button for Oxyotl being active when he was recruiting even though he couldn't actually teleport
- Fixed some effects not showing when hovering over the resource bar effect bundle tooltip
- When playing as the Changeling, an icon now shows when an army is visible to enemy armies
- Fixed an issue where the help pages panel would open behind the Elector Counts panel
- Fixed some characters displaying with unit tiers
- Fixed the help page for Tribal Confederation (Norsca) displaying the same paragraph twice
- The help page button in the Recruit Wild Spirits panel (as Drycha) now correctly opens the Wild Spirits page
- Fixed an issue where the help pages panel would open behind the Forge of Daith panel
- Added the missing scripted objective in Rakarth's quest battle "Whip of Agony"
- Fixed UI issue where resources required would overlap with building chain name
- Fix auto unlocked skills not using the greyed out text when in the locked state
- Fixed the enemy lord in Kayzk's Chieftain battle not displaying the correct portrait
Graphics/Animation:
- Fixed issue where Chaos Lord is holding his axes with open hands while mounted on the Chaos Steed
- Fixing a bug where Chaos Lord of Khorne would rotate 90 degrees while on his Chaos Steed during certain attack animations
- Fixed a bug where Thorek and Thorgrim, on the Anvil of Doom mount, would stand up in a sitting position when selected on the Campaign map
- Fixing bug where Herald of Nurgle on Palanquin mount has several missing animations
- Fixed several missing animations in Campaign
- Fixed bugs where Waywatchers & Hawkeyes of Drakira (Waywatchers) do not hold swords in their left hand during idle animations
- Fixing a bug where the walk animations of the Forsaken of Tzeentch are not restarting seamlessly
- Fixed various units not displaying stumps when dismembered:
- Nasty Skulkers
- Reaper Bolt Thrower
- Amethyst Wizard
- Festering Stooges (Exalted Plaguebearers) RoR
- Chaos/Norsca Charioteers
- Hellforged Host (Exalted Bloodletters) RoR
- Spellweaver
- Night Goblin Warboss
- Fixed bug where the Herald of Slaanesh's leg rotates strangely during an idle animation when on a steed
- Fixed some Be'lakor animations where he is holding a whip when he shouldn't
- Fixed an issue where the two-handed hammer used by the Bretonnia Peasant Mob unit was not fully textured
- Fixed combat ready animation issues on High Elves Spearman
- Fixed an issue with jumping attack animations for Goblin variants
- Resolved rendering issues with Sons of Ghorros (Centigor - Great Weapons) unit which would result in different model parts not being visible
- Addressed some skin issues on LODs to ensure proper rendering LOD means "level of detail", and refers to the models and textures used for units depending on their distance from the camera. For example, units in the far distance will use less-defined models than units that are closer to the camera.
- Fixed bug where Daemon Prince attack visual effects are played a few meters in front of him
- Fixed a bug with Chaos Lord of Nurgle's sword, which had the wrong orientation
- Empire Outriders are no longer missing their rifles on their back in idle and running animations
- Added several missing Plagueridden on Palanquin mount animations
- Fixed bug where Repanse on Suleman was not playing original WH2 idle animations
- Fixed various animation issues with the Ripperdactyl mount
- Morathi's animations on the campaign map now match her unique battle animations, and she now holds her sword when mounted on the campaign map
Audio:
- Cathay War Drums will once again be audible on executing their abilities
Performance/Stability:
- Fixed a crash that could occur when cancelling unit recruitment in Campaign
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greetings all!
We've just rolled out Hotfix 5.1.2, addressing a number of issues identified in the wake of Patch 5.1.0 and Hotfix 5.1.1.
Here's what we've got today:
- Fixed an issue where vassal income would significantly reduce after loading a save following the removal of a vassal due to endgame objectives. This was caused by the game subtracting the previous tribute from the income without resetting the tribute value, leading to repeated incorrect deductions. We missed this specific issue initially, but we believe this updated solution resolves all related problems.
- Fixed an issue with the 'Continue Campaign' button in Launcher not continuing the campaign, and instead redirecting to the main game screen.
- Fixed a crash that occurred when players overcast a spell while commanding a unit with multiple shot types in battle. This issue was identified and resolved thanks to detailed reports from our community forums!
- Fixed the following abilities not affecting units that were not nearby when the battle began:
- Rune of Stoicism
- Ancestor Rune
- Rune of Courage
- Spirit Conduit (Hierotitan)
- Fixed an issue when the general was removed from the military force, the unit would become a colonel and be treated by the UI like a hero rather than a normal unit.
- Fixed an issue where river crossing battle maps would not trigger when fighting on river crossings or alongside rivers on the Immortal Empires campaign map.
- Fixed rendering issues with Pistoliers unit which would result the rider model not being visible.
- Fixed an issue where playing custom battles as Daemons of Chaos, using the Shadow Legion colour scheme, the army abilities would be missing.
- Fixed plate armor opacity issues with several Empire units.
- Fixed a bug when moving Thorek on Anvil mount in campaign, which would lead to his model tilting backwards during the move animation.
- Explosive ammunition for Hochland Long Rifles no longer reduces penetration value from 1 to 0.
- Tempest from the Lore of High Magic now matches its visual duration at 17 seconds for both regular and overcast.
- Fixed an issue where Dark Elf buildings that reduce slave count only functioned correctly when constructed by the player. Captured settlements with pre-existing economic buildings did not reduce slave count until these buildings were upgraded or replaced. This fix ensures that the slave count reduction feature works as intended immediately upon acquiring such buildings.
- Fixed a crash in multiplayer campaign games where completing the Changeling Cult building "Ravaging Host" in another player's settlement would cause the game to crash. This was due to a Lua error in the script that was meant to trigger a dilemma for the player upon discovering the cult.
- Fixed some instances of skills that penalise enemy hero success chance instead being granted to the enemy, making them penalise your success chance.
- Fixed issue where a placeholder icon would show on some Shadowy Dealing actions.
- Fixed a bug where a military force with plague was able to get infected and lost its ability to use the switching plagues mechanic.
- Fixing an audio issue with the Mechanical Steed mount which was not triggering surface appropriate footsteps.
- After a long tug-of-war with his rot beast, Kayzk has finally recovered his blade, which he now wields in all its disgusting glory.
- One player watching the Immortal Empires flyby will no longer block the other players' actions, sometimes causing desync.
- Fixed an issue where the chance of a magic item dropping or being stolen was not being correctly modified by effects on Heroes embedded in the army.
- The Black Staff item's bound power of darkness now matches regular power of darkness.
- +0.3 winds per second.
- +does equivalent self damage.
- Added missing page-turning sound effects for Blue Scribes.
- Fixed a bug where armies would get replenished to 100% after being defeated and sacked. Now they will be replenished only by the desired amount of 25%.
- Added missing lava and portal sound effects to Bleeding Spire map.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greeting folks,
Today we're rolling out Hotfix 5.1.1, addressing a number of issues that have come to light since the launch of Patch 5.1, as well as some additional balancing.
Here's what we've got for you today:
[hr][/hr]
General:
- Fixed an issue where vassals did not provide income after reloading a save. Vassals will now correctly provide income as intended.
- Fixed an issue where some unit faction colours were too dark, resulting in their base materials not rendering correctly. Notably affecting empire units.
- Fixed rendering issues with Empire Outriders' guns which would result in either not rendering the gun or textures appearing weirdly.
- Fixed an issue where Eldred's Guard weren't using the correct colours.
- Fixed UI issue where Tower of Zharr district completions effects were missing.
- Fixed lag in matchmade lobbies, and inability to change spell lores after locking in factions.
- Increased the Stegadon armour piercing missile damage from 150 to 350, as originally intended.
- Fixed Legendary Heroes not spawning if your faction capital is besieged, causing you to lose them in a given campaign.
- Fixed required resource bar in Chaos Gifts panel showing incorrect state.
- Fixed various character skills that were hidden from certain characters due to being overlapped by other skills.
- Updated Arkhan the Black's lord select movie to include eye VFX.
- Fixed an issue where Boris Todbringer was missing some skills in his skill tree.
- Fixed a number of effects meant to apply to all Nurgle marked units not applying to Bile Trolls units.
- Fixed an issue with the unique Dwarf Lord Mikael Leadstrong where his unit card would not display correctly.
- Fixed Cursed Yhetee Jawbone item not modifying armour piercing missile damage.
- Fixed the timer tooltip in Conquest battle mode showing the wrong winner/loser when the timer runs out.
- In Realm of Chaos campaign, fixed an issue where armies would teleport if they marched over a Teleport Locus while retreating from a battle in the Tzeentch realm.
- Removed the Mentor skill from the Legendary Heroes that had it. This was misleading in most cases where other Heroes gained experienced (e.g. Saytang the Watcher would give experience to Gate Master Heroes) and in some cases, there would be no characters to give experience to. This now makes it consistent across all Legendary Heroes, as some did not have this skill.
- Fixed the counter on Book of Nagash showing the wrong values in multiplayer.
- Fixed slight hang when opening multiplayer campaigns or battles if the player had a lot of multiplayer saves.
- Fixed settlement label showing temporarily in between pre- and post-battle when autoresolving.
- Moved the button to swap between lores to the left hand side of the spell UI to give more space to the overcast toggle button.
- The Empire technology "Protection of the Patriarch" now also applies the ward save bonus to Battle Wizards that are part of garrisons.
- The Wood Elf technology "Hukon, the Sunderer" now also affects the Enigmas of Ghyran (Zoats) Regiment of Renown unit.
- The Altdorf College of Forbidden Magic and Altdorf Conclave of Forbidden Magic buildings for Vampire Counts now provide recruitment of the Mortis Engine and Terrorgheist units.
- Fixed the growth element on horde armies disappearing when selecting a hero inside that army.
- Improved the visuals of the Chaos Warhounds 2D porthole image.
- Fixed path of glory contact effects showing placeholder text instead of the correct contact tooltip.
- Fixed plague immunity icon on settlements not updating its tooltip on turn start.
- Fixed issue where selecting Gotrek after Felix would make the empty rune slots disappear on Gotrek.
- Fixed events showing in Mortuary Cult and Forge panels after crafting an item, causing the panel to disappear until the event was dismissed. Events will now only pop after the panel is closed by the player.
- Fixed an issue in multiplayer campaigns where upon completing the mission to gain Karanak, the dilemma would appear for players rather than just the player completing the mission.
- Character type restrictions on ancillaries and magic items tooltip now always show, instead of only showing when trying to equip on an invalid type. (When valid, the text will show yellow instead of red.)
- Unit upgrades, such as the Wood Elf Aspect Upgrades, are now displayed in a consistent order.
- The enemy Skaven undercities UI panel no longer goes offscreen when there are multiple entries.
- Shadowy Dealings will now no longer discover your own Skaven undercities.
- Cost requirements will now no longer show on horde buildings you have already constructed.
- The "Warpstone Detonation" ability for Doom Flayer characters in Ikits Workshop no longer erroneously blasts targets with the "kill_self" phase from the Warpstone Detonation army ability, causing the user to instantly die.
- Fixed a material error for Malekith on Seraphon that caused invisible wings.
- Fixed a material error on the Knights of the Blazing Sun's shields.
Additional balancing:
- Karanak:
- Prey Of The Blood God
- Damage per tick: 67 -> 33
- Max number of uses: infinite -> 3
- Karanak was intended to get roughly the effect of a spirit leech alongside his net. Currently his damage per tick is identical spirit leech but it lasts twice as long, we've normalized this.
- Prey Of The Blood God
- Deepwood Scouts (Swiftshiver Shards):
- Range 180 -> 155
- Calibration distance 120 -> 100
- At identical range to the regular deepwood scout arrows, swiftshiver shards outcompeted the regular arrows in every way, we're pushing this back a little to the midway point between the old and new value.
- Warshrine of Tzeentch:
- Giver of Arcane Glory:
- Reserve winds generated per second at maximum intensity: 0.2 -> 0.15
- Winds regeneration and reserve bonus only applies to the shrine itself. (No longer multiplies the bonuses to winds based on the number of nearby units.)
- Mastery bonus still applies to all nearby allies.
- While the dark gods are fickle, the gameplan we saw of players obliterating their own units with vortexes to kickstart an ultra rapid infinite mana engine wasn't quite intended. The intention is that your shrine itself is a generator that gets powered up by nearby deaths, not that nearby units become generators themselves, multiplying the payoff many times over. Keep your wizards close, and your forces close but not that close.
- Giver of Arcane Glory:
Modding:
- Generated new up to date scripting documentation for modders including model hierarchy documentation. This can be found by heading to the Steam folder on your PC and navigating to 'steamapps\common\Total War WARHAMMER III\assembly_kit\documentation\script\script'.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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[hr][/hr][hr][/hr]
STEAM SUMMER SALE NOW ON!
[hr][/hr][hr][/hr] The Steam Summer Sale is now on until 11th July! Grab big savings on a selection of Total War: WARHAMMER games and DLCs! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/ https://store.steampowered.com/app/364360/Total_War_WARHAMMER/ Check out all the deals here Whether you're a Total War: WARHAMMER veteran or want to complete your collection of Total War historical titles, this is the perfect opportunity to grab the ones you're missing!
Sale ends Thursday 11th July @ 11AM PT/6PM BST
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Hey Folks,
As revealed only a few short weeks ago, our next DLC for Total War: WARHAMMER III brings Khorne, Ogre Kingdoms, and Orcs & Goblins to the centre stage.
Today were thrilled to be sharing more insight into what you can expect when this content releases at the end of 2024, the Legendary Lords that are set to lead each faction (alongside some sneak peeks at a couple of key units), and how were using this time between now and the launch of this DLC to cast our eyes back onto the core game experience and to ask ourselves, and you, what changes and experiences we can bring to that.
Watch the full conversation with Senior Community Manager Steve Coleman, Senior Game Director Rich Aldridge, alongside DLC Lead designer Sean Macdonald, and Associate Game Director Victor Dosev right here
[previewyoutube=fix3FvsmplA;full][/previewyoutube]
As talked about by Rich in this Development Update, our next DLC takes place entirely within Immortal Empires, and wont feature a new campaign for The Realm of Chaos. Well continue to support campaigns in The Realm of Chaos regardless in our updates and hotfixes, ensuring that the experience is always fun, balanced, and available to old and new players alike, but we wanted to make sure everyone understood our direction for the game moving forward.
Its also been a while since we talked to you so directly in this style of content, so please do share your thoughts and feedback on the format of videos like this too as wed love to hear from you, and love to keep showing up on your screens just like this in the future.
Well return in the late summer with another development update from the teams, letting you know how were getting on with our work and to lift the curtain some more on the work we have in progress.
Meanwhile, weve just launched Update 5.1 for all players, bringing best boi Karanak to the roster alongside a tonne of fixes, balance passes, and improvements to the game. In the coming weeks, were looking to release a Hotfix to help tidy up a few latent issues weve spotted since the Update went live, and well keep you updated on future our releases as we roll out each one.
Were otherwise especially keen to hear how youre feeling about todays news, so please do join us over on the Official Total War Discord, and the Total War Forums to share your feedback, and pose all-new questions for us to look at answering in the future.
See you on the battlefields,
Freeman // Head of Community
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Greetings everyone!
Patch 5.1 is live and Karanak is ready to join you on the battlefield! (Just don't forget the pats and treats)
Find out how to claim Karanak here:
How to claim Karanak FAQ
We've also made some amendments to yesterday's patch notes, with a couple of extra items and some tweaks to the abilities sections to make the changes clearer - for those who missed them yesterday, you can read the full list in our Patch Notes 5.1.0 blog post.
We'll be back soon with more news, so until then, we'll see you on the battlefield!
The Total War Team
[hr][/hr][hr][/hr]
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
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Greetings folks!
Patch 5.1 is finally upon us, arriving Tuesday 25th June, and with it comes the baddest good boy there ever was - Karanak, the three-headed Hound of Vengeance - as a FREE Legendendary Hero!
In anticipation of tomorrow's release, you can now check out the full list of changes coming in Patch 5.1.0 in our comprehensive Patch Notes.
Read Patch Notes 5.1.0
Following the release of Update 5.1 tomorrow (we're expecting to release this at 11AM BST, Tuesday 25th June), look forward to us returning to you this Wednesday with a look at What's Next in Total War: WARHAMMER III. We're excited to share with you all more news about our next Update, and to give some more detail around the additions we're making to Khorne, Ogres, and Greenskins.
Until then, we'll see you on the battlefield! (Karanak says woof woof woof)
The Total War Team
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Karanak picked up the scent! There's no more hiding...
Our latest free WARHAMMER III Legendary Hero slips his leash (leashes?) on June 25th!
Are you adding Karanak to your roster?
The Total War Team
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Hey everyone,
We've got a couple of quick fixes for you today in Hotfix 5.0.5, focused on Black Arks.
- Fixed an issue where executing the Sacrifice to Mathlann would unintentionally spawn multiple Black Arks, leading to spam. The fix ensures that characters are only added to the recruitment pool without spawning, preventing the spam.
- Minor adjustments to AI-controlled Black Ark behaviour, improving end-turn performance.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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UPDATE 04/06/24 @ 14:35 BST:
We're aware that the fix to Anvil of Doom melee attacks seems to have slipped through during the hotfix deployment, and are investigating. Thanks for your reports and patience while we look into it, and sorry for any confusion caused!
Greetings!
We've just rolled out Hotfix 5.0.4.
Here's what we've got today:
- Confederating minor factions will no longer increase the cost of confederating Legendary Lords in the Great Book of Grudges
- Fixed an issue where the Nurgle Plagues button could sometimes become permanently disabled in multiplayer campaigns
- Fixed an issue preventing Anvil of Doom characters from performing melee attacks under certain circumstances
- Added some missing VFX and audio to Thorek's Anvil of Doom melee attacks, including a fresh new effect where his anvil runes glow brighter when making a strike!
- Made Malakai's gun a tiny bit less eager - it now fires its bullets in sequence instead of firing every bullet immediately on the first shot
- Added audio to Malakai's third shot in his firing sequence
- Fixed an issue where several different Legendary Heroes (I've got my eye on you, Ghoritch!) could spawn at a random character that did not belong to the player
- Fixed health bar not filling correctly on unit information panel in campaign
- Fixed an issue where Hero character names and icon outline did not match the player's colour
- Fixed an issue in multiplayer campaigns where the Tomb Kings Mortuary Cult HUD button was locked if another player was Dwarfs
- Fixed an issue where Chaos Lords of Nurgle and Chaos Sorcerer of Nurgle variants were missing their Nurgle Authority skills
- Fixed the bandits caravan event not triggering
- Fixed an issue where some generic combat skills in the Daemon Slayer's skill tree used the hero variants (three levels instead of two that lords usually require)
- Fixed crash when loading a saved character in the army setup
- Fixed an issue where horde factions could infinitely recruit capped units by creating and loading a save immediately after recruiting them
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, drop by our official social channels.
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Warhammer's Skulls event is back with its annual Steam sale!
Grab up to 75% off the Total War: WARHAMMER franchise and DLC until Friday, May 31st @ 10AM PST/6PM BST!
https://store.steampowered.com/app/364360/Total_War_WARHAMMER/
https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/
https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
Check out all the deals here
The Total War Team
Sale ends Friday 31st May @ 10AM PST/6PM BST
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Who let the dogs out?
Karanak, the three-headed Hound of Vengeance, is coming soon to Total War: WARHAMMER III as a free Legendary Hero!
[previewyoutube=G2NDDhUp8kI;full][/previewyoutube]
The Total War Team
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Greetings!
We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!
Here's what we've got:
Age of Reckoning
We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle:
- Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.
- While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. We will continue to monitor the situation with the above change.
- The second reward bracket (Skruff) no longer provides negative Control and Growth and the first reward bracket (Elgi) has had it's negatives slightly reduced. This should make the system feel less punishing if you only manage to reach the second bracket as it acts more like a neutral stage now.
- Age of Reckonings and their subsequent rewards now last for 15 turns (from 10), however we have increased the percentage of grudges required from your local area each cycle to ensure it's still challenging.
- Grudge targets now scale based on campaign difficulty.
- We have squished the amount of grudges in the world along with how many grudges are gained by hostile actions, while this shouldn't create too much of a gameplay difference as the Grudge Targets will scale to match, it should make swings in Grudge Targets feel significantly less drastic.
- Following the number squish, we've reduced the base cost of confederating to 7.5k settled grudges (From 15k)
- Additional starting grudges have been added to the world (especially around the Darklands/Chaos Dwarfs)
- We fixed an issue with sacking settlements not fully clearing the grudges from the target, allowing you to double dip.
- This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).
- Base size of Grudge settler army has been changed from 15 -> 10
- Added a further +3 grudge settler army size to the "Way of The Clans" technology (for a total of +5)
- Added a further +2 grudge settler army size to Thorgrim's "High King" skill (for a total of +5)
- The cap for maximum units reserved in your grudge settler unit pools has been reduced from 20 -> 2
- The cap for grudge settler units in your army has been reduced from 5 -> 3
- Added +1 to the unit cap in army to the warrior guild tech.
- Added a further +1 to the unit cap in army to the Call Upon Oaths of Old tech (for a total of +2)
- Grudge Settler units are no longer free to recruit.
- Added -20% grudge settler unit recruitment cost to the warrior guild tech
Frost Wyrm Rescaling
As part of 5.0.3 we're making a pretty significant change to the Frost Wyrm by reducing its size by roughly a third. (See below)
Envisioned as a mid-tier fast mover, the Frost Wyrm was placed roughly in the brackets of large fast creatures like the Carnosaur, but the unit was also around the size of a Dread Saurian. We've heard your thoughts on the unit's performance since its release and concluded that the Frost Wyrm's concepted role and performance bracket was unworkable at its current size. Size is an important balancing factor for our entity level simulations. Generally speaking, being larger exposes you to more potential attackers at the same time, owing to a larger attackable surface area, and so particularly large monsters must be paired with massive health pools, powerful defensive layers or dangerous abilities to survive. The Frost Wyrm was a mid-tier monster stuck in the body of a top-end supremacy-monster. Our reduction instead scales it similarly to a Carnosaur, compacting its stats into a less vulnerable package. Additionally, we're making the following stat changes to the Frost Wyrm:
- Armour: 80 -> 110
- Bonus vs. Large: 0 -> 25
- Max Entities Hit by Splash Attack: 6 -> 5 (this concentrates the weapon strength of the unit on fewer targets, improving its lethality)
General Fixes
- Fixed oneshot group vocalisations not triggering, particularly on unit selections and order responses ("Chosen of the Gods!" and all that good stuff)
- Fixed 'Channel Magic!' always resulting in a loss of Winds of Magic. They say the house always wins but we're here to make that statement a bit less absolute.
- Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon
- Fixed an issue where certain plague symptoms could disappear/become unavailable when playing as Festus the Leechlord
- Fixed an issue where Chaos Lords of Nurgle would not ascend to Daemon Princes when playing as Nurgle factions
- Fixed an issue where Chaos Lords of Nurgle would not gain a trait when ascending to Daemon Princes
- Pestigors now have 0 recruitment cost for Beastmen
- Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
- The Dwarf Dragon Slayer has found his unique axes stashed away under 2000 dead goblins and stopped stealing clothes from the Doomseekers. No wonder he's a Slayer.
- Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
- Fixed the effects provided by Miao Ying's quest item set
- Balthasar Gelt's unique skill "Will of the Patriarch" now correctly increases Battle Wizard recruit rank
- Fixed Chaos Sorcerer Lords and Heroes missing certain Marks of Chaos upgrades
- Fixed the Gunnery School upgrade "Ballistics Plating" not functioning
- Reverted oversight causing final transmutation to deal about a quarter the intended damage when not overcast
- Fixed the Runesmith skill "Learned Intuition" having a lord's army scope instead of a hero's army scope.
- Fixed an issue where some mounts could be stolen post-battle, sorry Bubebolos.
- Fixed an issue that caused the Rot Beast to be available to all players, regardless of ownership. (Consider it a moldy, rotting taster.)
- Fix reinforcement popup opening whenever the list of reinforcement updates.
- The "Righteous Fury" skill shared by Warpriests and Arch Lector's now provides different effects.
- For Arch Lectors:
- Weapon Strength for flagellants: +10% -> +15%
- Frenzy
- For Warpriests:
- Weapon strength for flagellants: Removed
- Frenzy
- For Arch Lectors:
- Reduced the number of uses for the "Call of the Wild" amber college ability from 3 to 1.
- The Beacon of Dawn Landmark now generates Slaanesh corruption for Morathi and the favoured corruption for all Daemon and Warriors of Chaos factions instead of always granting undivided corruption.
- Fixed assembly_kit_example.pack presence in mods folder for Assembly Kit on Microsoft Store.
- Cathay - fix Dragon Emperor's Wrath button notification still showing after the action has been performed
- Fleshounds of Khorne were playing the wrong vocalisation tags, resulting in vocalisations cutting out - fixed
- Fixed campaign conversational VO being able to trigger when multiple panels are open and one of them closes and also stopped the lord/hero panel that appears when selecting a lord/hero in campaign from blocking conversational VO
- Fixed an issue where Gyrobombers were still being handled as single entities on the campaign, causing health inconsistencies.
- Fixed an issue where the Lord Magistrate's unit card's colours were being tinted the wrong colour depending on your faction
- Fixed an issue where unique herdstone settlements (Altdorf, Kislev etc.) weren't using the herdstone battle map when attacked
- Fixed an issue where certain event feed notifications had a chance to cause a crash.
- Fixed the tooltip in the Greenskin technology tree for Oglok the 'Orrible's trait displaying the wrong effects
- Fixed an issue where Khalida's frontend poison attack benefit would simply state "phase name" when hovered over. Not very helpful, Khalida!
- The Gate Master no longer misplaces his sword and shield when toggled into melee mode.
- Added clearer collision impact sounds for land ship and steam tank
- Where an effect applied only to Flamers and Exalted Flamers of Tzeentch (and sometimes Changebringers), it now always applies to Changebringers and Burning Chariots of Tzeentch as well
- Fixed the portholes on dragon units being too zoomed in
- Fixed an issue where mousing over spell lore selections in the custom battle menu would display the wrong text.
- Reduced clipping of the chaos lord of Nurgle's arm and shield
- Miners weapons are fixed ( now receiving blood properly )
- Fixed some weapons that were appearing too blurred with TAA on.
- Fixed the Gate Master and Exalted Hero of Tzeentch Heroes having the wrong "Mentor" skill
- Beastment Rewards of dread will now always maintain the same original order instead of changing order based on the cost (this is to avoid an issue where sometimes the rewards will go on a third line instead of maintaining 2)
- When playing a battle in multiplayer, battle speeds selected by the other players will now be highlighted.
- Fixed an issue where confederated lords that had a loyalty rating (dark elves, skaven) would immediately drop to zero loyalty and rebel if confederated while that lord was in the pool or wounded
- Fixed an issue where the Huntsman General's "Experienced Hunter" skill was giving regular empire archers upgraded crossbow bolts from crossbowmen instead of upgraded arrows.
- Added modifier preview to buildings that provide factionwide resources (such as oathgold)
- Mother Ostankya - fix curses showing in prebattle when reinforcing an ally instead of blessings
- Individual entities will no longer attack while the unit is routing. This was particularly pronounced with Katarin on her sled.
- Fix a placeholder army ability showing in multiplayer if one player takes control of daemon armies spawned from Malakai adventures
- Fix funds field in multiplayer battles not being coloured red when the game version doesn't match
- Fixed some abilities and attributes not being grouped together in the expanded view of the unit information panel
- Fix war coordination button sometimes becoming active after a quest battle even when having no allies
- Fix trade resources appearing as dy_resource after using the Slaanesh dominate mechanic in multiplayer
- Fix mount icon in item set tooltip showing as weapon instead of the correct icon
- Made Grom's Recipe UI top bar behave like it did in wh2, where it opens the panel when clicked
- Fixed a rare crash caused by a lord gaining a mount while the army contains 21 units. (A rare occurrence itself, caused by armies which have lost their lord without replacing them yet recruiting up to fill all 20 slots with units before a replacement returns)
- Fix some units in frontend lord selection not showing in the correct order
- Fix selecting the 'show only unequipped item' checkbox in magic item panel and then switching to ancillary tab causing the ancillary tab to not filter out equipped items
- Added diplomatic relations icon and tooltip to dilemma faction element, so it's easier to tell the relation with the faction from the dilemma (especially useful for dilemmas that give diplomatic relation)
- Added stricter controls on rebel faction to prevent them generating invalid characters that can cause further issues.
- Fixed Multiplayer Chaos Dwarf Ownership flag.
- Fix chaos dwarfs technology notification appearing after all technologies have been researched
- Fixed Skrag the Slaughterer has matched combat animation that leaves enemy body on battlefield
- Fixed Vampire Coast Raise Dead marker not having a tooltip when attached to a settlement
- Fix Visions of the Old Ones unit details tooltip appearing in an odd location that was causing parts of it to go out of screen
- Fix corruption preview for agents entering a region not showing increased values from technologies
Battle Balance
Beastmen
Pestigors:
- Recruitment Cost (SP): 650 -> 0
- Recruitment Cost (MP): 700 -> 600
Daemons of Chaos
Chaos Furies
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Dwarfs
Malakai Makaisson Malakai has had his missile weapon adjusted from a triple shot scattergun to a triple shot rifle, in order to maintain consistency with his lore.
- Projectile number: 3 -> 1
- Spread: 1 -> 3
- Armour Piercing missile damage: 70 -> 100
- Base missile damage: 30 -> 50
- Penetration: 3 -> 4
- Bullet Mass: 20 -> 25
- Additional Hit Points: 12820 -> 11320
- Melee Defence: 10 -> 4
- Armour: 120 -> 90
- Projectile Penetration Resistance: 4 -> 20
- Additional Hit Points: 14840 -> 12340
- Melee Defence: 10 -> 4
- Armour: 120 -> 90
- Projectile Penetration Resistance: 4 -> 20
- Effective Range: 200 -> 240
- Recruitment Cost (SP): 0 -> 700
- Recruitment Cost (SP): 0 -> 1200
- Upkeep Cost: 325 -> 300
- Effective Range: 200 -> 240
- Recruitment Cost (SP): 0 -> 1200
- Recruitment Cost (SP): 0 -> 700
- Recruitment Cost (SP): 0 -> 750
- Recruitment Cost (SP): 0 -> 600
- Recruitment Cost (SP): 0 -> 900
- Additional Hit Points: 812 -> 1054
- Additional Hit Points: 312 -> 346
- Base Missile Damage: 6 -> 8
- Armour Piercing Missile Damage: 16 -> 18
- Miniminum Range: 10 -> 0
- Additional Hit Points: 312 -> 346
- Base Missile Damage: 12 -> 14
- Armour Piercing Missile Damage: 2 -> 4
- Miniminum Range: 10 -> 0
- Recruitment Cost (MP): 800 -> 1000
- Recruitment Cost (SP): 0 -> 1000
- Upkeep Cost: 200 -> 250
- Additional Hit Points: 312 -> 346
- Miniminum Range: 10 -> 0
Empire
Hochland Long Rifles
- Recruitment Cost (MP): 850 -> 900
- Recruitment Cost (SP): 850 -> 900
- Upkeep Cost: 213 -> 225
- Recruitment Cost (MP): 950 -> 875
- Recruitment Cost (SP): 950 -> 875
- Upkeep Cost: 238 -> 218
- Recruitment Cost (MP): 1250 -> 1075
Khorne
Chaos Furies (Khorne)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Nurgle
Toad Dragon
- Recruitment Cost (MP): 2400 -> 2100
- Recruitment Cost (SP): 2400 -> 2100
- Upkeep Cost: 600 -> 525
- Morale: 85 -> 75
- Turn Speed: 60 -> 90
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Slaanesh
Chaos Furies (Slaanesh)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Tzeentch
Chaos Furies (Tzeentch)
- Number of Entities: 40 -> 60
- Additional Hit Points: 121 -> 90
- Morale: 35 -> 50
- Armour: 20 -> 25
- Entity Mass: 150 -> 250
Campaign Only
Obsinite Gyrocopters
- Additional Hit Points: 330 -> 366
- Base Missile Damage: 18 -> 10
- Armour Piercing Missile Damage: 8 -> 20
- Miniminum Range: 10 -> 0
- Projectile Velocity: 45 -> 60
- Base Reload Time (Seconds): 9 -> 8
- Calibration Area: 13 -> 3
- Projectile Mass: 3 -> 4
Warriors of Chaos
Chaos Sorcerer Lord of Nurgle (Death)
- Additional Hit Points: 4622 -> 4180
- Additional Hit Points: 4960 -> 4708
- Additional Hit Points: 4622 -> 4180
- Additional Hit Points: 4960 -> 4708
- Additional Hit Points: 5786 -> 5486
- Additional Hit Points: 5786 -> 5486
Abilities
Army Abilities
Call of the Wild
- Number of Uses: 3 -> 1
Character Abilities
Hurricane of Death
- Recharge Time (Seconds): 90 -> 120
- Initial Recharge Time (Seconds): 90 -> 120
- Delay until damage is dealt (Seconds): 0 -> 1
- pread: 0 -> 10
- Target Intercept Range: 100 -> 30
Spells
Soul Stealer
- Winds of Magic Cost: 16 -> 18
- Active Time (Seconds): 20 -> 18
- Direct Damage Amount: 133 -> 100
- Armour Piercing Vortex Damage: 1 -> 4
- Branch damage: removed
- Effect Duration: 1 -> 5
- Starting Radius: 5 -> 20
- Armour Piercing Vortex Damage: 4 -> 6
- Branch damage: removed
- Effect Duration: 1 -> 5
- Starting Radius: 5 -> 20
- Expansion Speed (Per Second): 40 -> -20
- Active Time (Seconds): 20 -> 18
- Direct Damage Amount: 33 -> 133
- This is a reversion to the accidental overwrite of this in 5.0
Unit Abilities
Coruscating Blast
- Base Missile Damage: 75 -> 50
- Armour Piercing Missile Damage: 175 -> 125
- Radius: 5 -> 4
- Base Explosion Damage: 75 -> 15
- Armour Piercing Explosion Damage: 15 -> 75
- Recharge Time (Seconds): 1 -> 30
- Direct Damage Amount: ~50 per second -> ~150 per second
- Recharge Time (Seconds): 1 -> 30
- Direct Damage Amount: 0 -> ~50 per second
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Armour Piercing Vortex Damage: 2 -> 4
- Explosion Force: 50 -> 200
- Starting Radius: 4 -> 0.1
- Expansion Speed (Per Second): 1 -> 100
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Explosion Force: 50 -> 200
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Armour Piercing Vortex Damage: 2 -> 4
- Explosion Force: 50 -> 200
- Starting Radius: 4 -> 0.1
- Expansion Speed (Per Second): 1 -> 100
- Duration (Seconds): 6 -> 4
- Delay until damage is dealt (Seconds): 0 -> 0.75
- Explosion Force: 50 -> 200
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greetings!
We've just rolled out Hotfix 5.0.2 to tackle some more issues that arose since the launch of Update 5.0 and Thrones of Decay, including the instability issues mentioned last week.
Here's what we've got:
- Fixed occasional crash when taking over a settlement where multiple factions had hostile slots (such as Cults, Garden of Morr etc.)
- Fixed missions failing to generate when they had an agent reward, if the home region of the player was under siege, causing the game to softlock and preventing the end turn cycle from ending.
- Upped the maximum infections gained post-battle from 37 to 100. (We'll continue to review both the conversion rate and the maximum going forward.)
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greetings folks,
Before we reach the weekend, we wanted to get a single line hotfix out to address a critical issue that we spotted earlier in the week for new players that are making their way through the Prologue. Hotfix 5.0.1 is now live for all users here on Steam, with other platforms following as soon as were able too.
For posterity, heres the single fix that were addressing in this update:
- Fixed a soft-lock occurring in the prologue after Turn 5 when the tutorial was enabled
- A crash can occur when Vampires take a settlement with a Garden of Morr in it If you currently experience this issue in your campaign, and dont want to wait for our next Hotfix, we have found that you can temporarily work around the problem by razing your own Settlement before any Vampires arrive. Well be looking to address the issue next week so that you dont have to do that!
WHATS NEXT
Thanks for all of your feedback surrounding the Age of Reckoning system since Update 5.0 and the launch of Thrones of Decay. This has been really helpful to all of us across the teams this week as weve looked at some possible adjustments that wed like to bring into the game as soon as were able. Some of these fixes have already been lined up for a future update, and whilst were working away on them, here's a sneak peek at what we have in mind:
What issues are we looking to address in later updates?
- Grudge Targets scaling out of control as the player meets new factions (specifically as the player meets new factions across the world via things like quest battles and alliances.)
- Players feeling too rushed by the 10 turn cycle
- Players struggling to get out of the lower tier brackets where they would receive debuffs rather than bonuses.
- Some Dwarf factions have easier starts than others when it comes to hitting Grudge Targets.
- The influx of free units and the summoned grudge settler army has a disproportionately massive effect on the early game.
- In the late game, massive stockpiles of grudge settler units build up in the pools of participating factions, causing constant instant and free replenishment for losses.
What are we looking to do to address these issues?
- We are looking to change how we calculate your met factions when determining Grudge Targets to instead look at factions you share a land border with rather than just any met faction.
- This change will still allow Grudge Targets to scale up/down depending on your local situation, but it won't get out of control after simply meeting new factions across the map.
- We will be removing the control/growth penalties from the 2nd Age of Reckoning bracket (Skruff) and slightly lowering the debuffs from the 1st (Elgi).
- While we don't want players to always hit the higher rewards each cycle, we also don't want them to struggle to get out of the negative brackets. By making the 2nd stage (Skruff) act more like a neutral stage rather than a second negative one, it will hopefully alleviate the pressure of needing to clear at least 50% each cycle to simply get out of the red.
- We are looking to increase the Age of Reckoning durations to 15 turns from 10
- By giving players a longer duration we hope it gives them a bit more freedom to take that 2-3 turn movement to a new target that might have more grudges rather than feeling like you always need to rush to the next closest enemy because you don't have enough time.
- We will be adding a few more starting grudges to the world where appropriate
- We will be reducing the size of the spawned grudge settler army, but allowing you to increase it more via techs.
- Grudge settler units will no longer be free to recruit, but adding some recruitment cost reduction in midgame techs.
- We're reducing the maximum grudge settlers reserved in the pool, and reducing the cap of grudge settler units that can be in each army at the start of the game, but adding more capacity to the tech tree.
When do we expect these changes to arrive?
Our top priority has and always will be to resolve any instability issues that were made aware, like those mentioned at the top of this post. Once fixes for these have been rolled out, our next goal will be focused around bringing further updates and improvements, including the Age of Reckoning tweaks detailed above out to you in a future update as soon as were able. We wont rush this out as we want to make sure we get them right and everything is working as it should, so we cant give a specific timeframe on this, but well likely return to you next week with more information on upcoming updates. Thanks for checking in with us otherwise, enjoy the weekend! Its a public holiday here in the UK on Monday, so well look to check in with any new information on Tuesday. The Total War Team [hr][/hr][hr][/hr]
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Thrones of Decay has arrived, so it's time to get better acquainted with Epidemius!
Learn how to unlock your FREE Legendary Lord in our FAQ.
The Total War Team
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Greetings!
We're excited to announce that Thrones of Decay, the latest DLC for Total War: WARHAMMER III, is OUT NOW alongside Patch 5.0!
https://store.steampowered.com/bundle/39887/Total_War_WARHAMMER_III__Thrones_of_Decay/
Check out the launch trailer below:
[previewyoutube=N_Pnd9fZGLw;full][/previewyoutube]
If you haven't already, you can check out the full patch notes in our blog post below to see the full list of changes coming in Patch 5.0.
Patch Notes 5.0.0
It's been an absolute pleasure seeing your reactions to this new content as we've revealed it over the past few weeks, and can't wait to see how you get on playing as Tamurkhan, Elspeth and Malakai!
As always, we'll be listening out for your feedback after launch, so head over to the CA Community or the official Total War Discord server to share your thoughts.
If you run into any bugs or issues after updating, please report them in our dedicated bug reporting area of the CA Community.
Thanks once again for your ongoing support, and we'll see you on the battlefield!
The Total War Team
[hr][/hr][hr][/hr]
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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"Inventive, quirky... doomed."
Sit back and watch the fireworks as we go hands-on with Malakai Makaisson in our final Thrones of Decay gameplay showcase!
[previewyoutube=STU2fFLXxgc;full][/previewyoutube]
The Total War Team
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Hello, Total War: WARHAMMER community! Welcome to the final instalment of the Thrones of Decay blog series. Much like Grandfather Nurgle, we come bearing gifts, but thankfully not ones of a pestilent nature. Instead, we have some exciting free content to dive into detail about, all of which youll get to experience for free when Patch 5.0 arrives alongside Thrones of Decays launch on April 30th.
But before we get to that; If youve been with us these past few weeks, youll no doubt know that our next DLC is shaping up to be a showdown of mohawks, maggots and machines as we welcome exciting new content to the rosters of the Empire, Dwarfs and Nurgle. Click on the links below in case you missed it to get a detailed look at the new paid content, as well as details on the free race updates.
https://store.steampowered.com/news/app/1142710/view/4169844395592747184
https://store.steampowered.com/news/app/1142710/view/7057778465253156581
https://store.steampowered.com/news/app/1142710/view/7057778465253376816
Learn more about free content in our blog:
[url=Check out our latest blog for the lowdown on the free content coming to Total War: WARHAMMER III when Patch 5.0 lands alongside Thrones of Decay on 30th April!
The Total War Team
Read the full blog here
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Greetings!
This week, were delving into the final Legendary Lord to arrive in Thrones of Decay, for doing otherwise would end up with each and every one of our names in the Dammaz Kron. The Dwarfs are taking grand engineering to the next level, and with the caliber of mighty machines this guy builds, you'd be wise not to find yourself in the Great Book of Grudges.
Introducing...
Malakai Makaisson!
The Total War Team
Read the full blog here
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"Mysterious, powerful... and a bit creepy."
It's time to get better acquainted with the Graveyard Rose in our Elspeth von Draken gameplay showcase. (Did we mention she wields a dragon laser?!)
[previewyoutube=qoR10nc2zcE;full][/previewyoutube]
The Total War Team
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Greetings!
Were back this week with our second deep dive into Thrones of Decay. Having royally infested ourselves with Nurgles blessing last time, we thought it appropriate to take a refreshing trip to the Gardens of Morr with the Empires latest Legendary Lord; Elspeth von Draken.
And though you may have heard some rumblings already, were delighted to confirm that Thrones of Decay will be releasing on the 30th of April.
You can check out the introduction to Thrones of Decay and Tamurkhan, The Maggot Lord here, as well as the Nurgle Showcase on the official Total War YouTube channel.
The Total War Team
Read the full blog here
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"Tanky, disgusting, inevitable."
Get a closer look (but not too close ) at Thrones of Decay's glorious Maggot Lord in our Tamurkhan gameplay showcase!
[previewyoutube=UK0hu8gYpho;full][/previewyoutube]
The Total War Team
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Greetings!
Decay is rolling through the known world of Warhammer, and 3 new Legendary Lords have emerged to push ingenuity and conflict into a new dawn, alongside a suite of new units, lords, heroes, campaign mechanics, and more!
Thrones of Decay, our latest paid expansion, will be arriving in Total War: WARHAMMER III alongside Update 5.0.
As promised, youll know exactly whats coming in Thrones of Decay before you see a Buy Now button, so let's unearth our latest arrivals; those of invention, of amethyst, and of pestilence.
Check out the announcement trailer below:
[previewyoutube=Mv4sOuRWIT0;full][/previewyoutube]
This week, were delving into the first Legendary Lord to arrive in Thrones of Decay. One of Nurgles greatest champions, the infested Master of Hosts and Bringer of Desolation, the Maggot Lord himself; Tamurkhan. As the stuff of lie and legend, tales of the savage commander trail back for millennia, so, its best we set the record straight and meet an infested warlord for the ages.
The Total War Team
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Greetings WARHAMMER III fans,
Get ready for a showdown of magic, maggots and mohawks. Thrones of Decay arrives later this Spring, starring:
Elspeth von Draken
Tamurkhan, the Maggot Lord
Malakai Makaisson
...and more!
Watch the trailer:
[previewyoutube=Mv4sOuRWIT0;full][/previewyoutube]
In case you missed it, with Thrones of Decay you'll have the choice between purchasing the full DLC bundle or each faction's content individually. You can read more about how this works here.
Wishlist now:
https://store.steampowered.com/bundle/39887/Total_War_WARHAMMER_III__Thrones_of_Decay
https://store.steampowered.com/app/2325832/Total_War_WARHAMMER_III__Elspeth__Thrones_of_Decay
https://store.steampowered.com/app/2891710/Total_War_WARHAMMER_III__Malakai__Thrones_of_Decay
https://store.steampowered.com/app/2891700/Total_War_WARHAMMER_III__Tamurkhan__Thrones_of_Decay
Be sure to check back tomorrow as we introduce you to the first of our new Legendary Lords (the Maggot Lord, to be precise) - Tamurkhan!
The Total War Team
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Greetings!
We're deploying a new hotfix, 4.2.3, to tackle some more bugs and fixes within Total War: WARHAMMER III.
Here's what we've got:
- Fixed a High Elf battle map that was offset, causing reinforcements to appear behind hard collision.
- Fixed Ghoritch not displaying correctly in Throt's quest battle "Whip of Damnation."
- Fixed an issue in Wulfrik the Wanderer's quest battle "Sword of Torgald" where reinforcements were not entering the battle.
- Fixed an issue in Orion's quest battle "Horn of the Wild" where the constant damage applied to the player was too intense.
- The Vampire Coast Gunnery Wight Hero now correctly uses all 5 model variations in the campaign.
- Drycha's "Stolen Power" trait now correctly applies to all tree-type units.
- Fixed Nakai's settlement occupation option tooltips which were listing the wrong units that they are applied to. (thanks Zerkovich - great video!)
- Fixed a missing tooltip to the Chivalry cost in the Bretonnia technology tree.
- Fixed the Boon of Chaos "Chaos Knight Leader" which was not functioning for Exalted Heroes of Khorne or Tzeentch.
- Fixed Vampire Coast having the wrong landmark building in the Black Pyramid of Nagash settlement.
- Fixed an issue where the Daemon Prince had two port building chains in the Fu-Chow settlement.
- The "Arcane Exemplar" boon of chaos for Tzeentch characters had the stated unlock condition of "End your turn with less than 30 Winds of Magic reserves" but also unlocked when ranking up in channeling stance. The text and requirement have been updated to be just ranking up in the channelling stance.
- The Norsca technologies that increase sacking income from specific races now apply to all races that had relevant follow-up technologies.
- Fixed the Star Chamber building increasing all Lord ranks rather than just Slann Mage Priests when replacing Lords.
- The Tzeentch redline skill "Incendiary Ascent" now gives a bonus to missile strength of Flamer-type units rather than weapon strength.
- Replaced Repanse's combat skill "Indomitable" (leadership bonus) with "Tenacity" (hitpoints bonus) as she has a skill that grants the Unbreakable attribute, making it redundant.
- Fixed the "Dark Portal" Gift of Chaos not applying to Daemon Prince and characters mounted on the Chaos Warshrine.
- Fixed missing faction colourings on unit cards and portraits for Druzhina, Celestial General, Hag Witch, and Doombull.
- The Cathay technology "Administrative Subsidies" now correctly lists the Peasant Horsemen unit in the effect description.
- The Gate Master's "Bulwark of the Gate" ability now properly disables when he moves.
- Added the Changebringers unit to the Daemon Prince skills "Commanding Change" and "Barrier of Flame."
- Fixed the Kislev red line skill "Skirmisher Traditions" applying to Kislevite Warrior units below rank 7 and applying to the Regiment of Renown units twice.
- Aekold Helbrass's skill "Thornshroud Brethren" now also applies to the Knights of Immolation Regiment of Renown unit.
- Fixed the Cathay trait "Wise" not having the same effects for both Heroes and Lords. (Lords now get the spell intensity bonus, too.)
- Greenskin factions now correctly start campaigns with the technology "Waaagh!" unlocked.
- Fixed an issue where income could decrease after owning a huge number of settlements.
- Fixed an issue where Saytang's flame VFX in the character details UI lacked transparency, unlike its campaign map model. Flames along the wings now display correctly with the intended transparency effect.
- Resolved an issue causing unnatural arm and leg twists in Druzhina's idle shooting stance animation.
- Fixed a visual clipping issue where the saddle of a warhorse intersected with the gate master's model during mounting. The saddle now correctly sits on the warhorse without clipping through the gate master.
- Fix characters in pre or post battle sometimes displaying the wrong scale or position.
- Fixed an issue with the Grace of Quai Yin Regiment of Renown unit where the model would glitch when viewed close up.
- Corrected an issue where the 3D porthole animation for an Ice Witch, regardless of variant, did not play while mounted on an Ice Wyrm. The Ice Witch now animates properly in the 3D porthole when mounted.
- Fixed issue with Gatemaster on horse only firing once. Now fires twice in his fire animation.
- Fixed an issue where the mounted Druzhina did not dock his bow correctly when dying with the bow in hand.
- Corrected the animation issue causing the Gate Master's cape to clip during running.
- Yuan Bo's Dragon skeleton no longer leaks out of his body during matched combat.
- Improved stability by fixing crashes related to GPU device lost events and improved recovery mechanisms after device lost events.
- Addressed an issue where Volkmar the Grim's staff did not display blood during battle. The staff now visually accumulates blood as expected in combat scenarios.
- When performing the Rite of Allegiance as Nakai, the attrition will now correctly apply only to enemies of the Defenders of the Great Plan, rather than all factions within their territory.
- Fixed the capture weight of Malicious Treemen.
- Fixed a flickering which can appear on the screen when looking in the general direction of the cave entrance in Forge of Souls.
- Vampire Fleet Captains with Polearms now have the Charge Defence vs Large and Charge Reflect attributes.
- Astragoth Ironhand Set bonus:
- Black Hammer of Hashut cooldown: 40% 33%
- Armour: +20 +10
- Fixed the Melee Profile and Physical Resistance amount of several Ethereal Units.
- Fixed non Black Ark lords appearing in the Black Ark recruitment menu.
- Readying up in multiplayer battles now immediately locks your army UI to prevent you from making edits that look like they are being carried out but actually aren't.
- Removed splash attacks from the Akshina Ambushers.
- Fixed a crash that could occur when resolving a battle during the end of a turn.
- Fixed an issue with Skaven Warpfire Throwers when transitioning between walking and running animations.
- Fixed Kairos's skill "Bewitching Potency" not applying "Mastery of the Elemental Winds" to Cultists mounted on Warshrines.
For the latest news and announcements, drop by our official social channels.
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[hr][/hr][hr][/hr]IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
Hi everyone,
With the full reveal of Thrones of Decay starting next week and continuing through April, I wanted to talk with you all about some pricing changes that were making for this DLC that we thought would be good to share ahead of our usual reveal business.
With Thrones of Decay, we'll be making a one-time change to the way in which we release our DLC, which will give you more choice in how you purchase your content.
As announced last year, Thrones of Decay welcomes all-new content for the Empire, Dwarfs and Nurgle, and were happy to reveal that each faction's new content will be available to purchase either as a complete bundle, or on an individual basis, i.e. if you only want to play as the Empire, you can buy this section of the DLC as a standalone purchase rather than having to buy everything, allowing you to pick and choose what you want to play.
You can read more details on how this will work in our blog right here:
Looking Ahead to WARHAMMER III: Thrones of Decay
Were looking forward to revealing this new DLC for you next week, and keen to listen in on what you have to say about today's news. Please do join us over on the Total War Discord, or the Total War Forums to share your thoughts - we always appreciate it when you do!
Thanks for reading, well be back early next week with more.
Adam Freeman
Head of Community Total War
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Greetings!
Today we're bringing you Hotfix 4.2.2 for Total War: WARHAMMER III, which tackles a few bugs, crashes, glitches, and more.
Here's what we've got:
- We've made some visual adjustments to Saytang to ensure lore authenticity, aligning it with the concept art we previously shared within our blog "Patch 4.2 Shadows of Change Content Additions Part 1: Cathay".
- Fixed a crash that could occur during Sea Encounters.
- Various Griffons have grabbed a slice of the Upelkuchen cake and are no longer shrunken on the Campaign map.
- Replaced Assault Unit (Deal damage to one unit in the target army) with Assault Units (Deal damage spread across a random portion of units in the target army) for all characters. This affects the following heroes:
- River Troll Hags
- Skink Oracles
- Empire Battle Wizards
- Necromancers
- Glade Captains
- Vlad Von Carstein (As a Hero)
- Frost Maidens
- Iridescent Horrors
- Fixed an issue where the Changeling's Trickster Cults would be revealed when any army (including enemy armies) retreats from a pre-battle involving the Changeling.
- Melee units now have a bit of an easier time pinning down Katarin's sled.
- Katarin's sled can now be more reliably targeted by missile weapons.
- Fixed a specific issue where Legendary Heroes would not spawn if the army they intended to spawn at (usually the faction leader) was in a settlement that was under siege. We have noticed some additional edge cases of Legendary Heroes failing to spawn which we are currently investigating.
- Fixed Vlad and Isabella von Carstein not being able to scout ruins when they are Heroes.
- Fixed Vlad von Carstein not spreading growth as a Hero.
- Celestial Lion is now a High Threat target. (All single entities are High Threat targets and take focused damage when caught in a splash attack.)
- Saytang, The Watcher causes Terror, but hasn't been causing Fear as intended. We're not sure the dictionary supports our position on the difference, but Saytang is too scary for us to tell him no, so, he now causes both Fear and Terror.
- Fixed the Cathay technology "Yin Hex" displaying melee units in its tooltip despite it only applying to ranged units.
- Raknik Spiderclaw can now equip the Spider Banner magic standard, as the spider gods intended.
- Beastmen advanced recruitment horde buildings now correctly appear in their own group.
- Fixed an issue with Bretonnia Lords where their unit cards did not match their 3D model.
- Druzhina now flips a coin during one of his idle animations instead of simply miming the act.
- Fixed an issue in the Sisters of Twilight quest battle "Search for Ceithin-Har" where the herdstone buildings could be manually targeted and destroyed by ranged units.
- Caravan Master skills that modify encounters (e.g. amount of Cargo paid as a toll or the chance of an Ambush Battle occurring) are now correctly calculated with each skill level.
- Fixed Drycha not receiving the "Stolen Power" trait when unlocking Coeddil.
- Fixed instances of Heinrich Kemmler's portrait being extremely wide.
- Fixed Ulrika Magdova's porthole being too zoomed out.
- The 3D porthole for the Chaos Lord of Tzeentch on a Disc of Tzeentch no longer focuses exclusively on his crotch.
- Clan Skrat's faction leader Metastorm is now properly generated with both a face and a name.
- The Kislev red line skill "Creatures of the Land" now correctly states that it applies to Frost Wyrm units.
- The Bretonnian vow "Pledge to Campaign" (win a siege battle in a desert or jungle climate) can now be completed when reinforcing in battle.
- Added the missing Chaos Warshrine mount to the Chaos Sorcerer Lord of Tzeentch (Metal).
- Renamed the Grand Cathay technology "Nan-Gau Polearms" to "Nan-Gau Weaponry" to better reflect the effects it provides.
- The Chaos Sorcerer and Chaos Sorcerer Lord of Tzeentch (Metal) now correctly have the "Prismatic Plurality" skill instead of "Evasion" on their magic line.
- The Lizardmen Exotic Animals resource building now also affects Feral Troglodons.
- The Lizardmen Exotic Animals resource building has a hidden effect reducing Recruitment costs - this effect is now visible.
- The Hexoatl landmark building Blessed Incubator now also affects Feral Troglodon and Dread Saurian units.
- When using the MS store version of DaVe, reprocessing the campaign no longer breaks frontend faction selection.
- Fixed the camera clipping into the terrain in the intro cutscene to Grombrindal's quest battle "Rune Helm of Zhufbar".
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Greetings!
We've been delighted with the response to the Shadows of Change update released in 4.2.0 back in February, and we're jumping back in with a new hotfix to keep polishing things up.
Firstly, to correct an error from the 4.2 patch notes, we mistakenly listed Pavane of Slaanesh as losing access to Rampage, which is not the case. Instead, Rampage was removed from Hysterical Frenzy, and Pavane can continue to cause Rampage to their heart's content.
Now for the rest:
- CELESTIAL GENERAL [Mount: CELESTIAL LION]
- Hit Points 5868 6584
- Melee Attack 42 50
- Weapon Strength 450 470
- Charge Bonus 46 65
- CELESTIAL LION
- Hit Points 5468 6268
- Charge Bonus 46 65
- PATRIARCH
- No longer has access to the Brazier of Dazh item in multiplayer battles.
- KAIROS FATEWEAVER
- Replaced Regrowth with Birona's Timewarp in multiplayer battles.
- Fixed an issue where the Chaos Lord of Tzeentch's Mark of Chaos costs were not being reduced with his character rank.
- Fixed an instance where the mission chain to unlock the Blue Scribes would sometimes not progress after the first mission.
- Added the "Wounds" passive ability to the Frost Wyrm unit.
- The Blue Scribes now have access to the Lore of the Hag spells via their skill tree.
- Fixed the Chaos Lord of Tzeentch not using one of the head variations in campaign.
- Fixed an issue where some newly added ancillaries were being lost during campaign gameplay.
- Fixed the Druzhina's skill "Speaks to the Forest" applying Regeneration to all units rather than just Hag Witch Heroes.
- The Daemon Prince of Tzeentch will now receive the "Ascended Lord" trait when upgraded from a Chaos Lord of Tzeentch.
- Fixed the persistent VFX for Flamers, Changebringers, Exalted Flamers, and The Burning Chariot. Now the blue / pink fire is attached to the correct parts of the model.
- Fixed an issue where the Changebringers, Chaos Lord and Exalted Hero of Tzeentch did not have the the Disc of Tzeentch VFX attached to them.
- Fixed an issue where the Gate Master could sometimes start a battle with the abilities "Bulwark of the Gate" and "Bastion's Defenders" despite not having them unlocked via the skill tree.
- Added an initial 30 and 60 second delay to Feral Rage 1 and 2 becoming active, preventing Rampage from triggering immediately when the battle starts. We have some further improvements to how Rampage interacts with starting health state being planned, so, keep your eyes peeled for those.
- Zhao Ming's unique skills that give bonuses to melee units now also apply to the Celestial Lion and Great Moon Bird units.
- Fixed an issue preventing the Exalted Hero of Tzeentch from being able to attack other flying units while mounted on a Disc of Tzeentch.
- Removed the effects from Yuan Bo's unique skill "Armies of the Celestial Court" that had become innate to some units, e.g. Spell Resistance for Jet Lions and Mastery of the Elemental Winds for Jade Lions.
- Yuan Bo's unique skill "Armies of the Celestial Court" now grants Flammable attacks to the Great Moon Bird, and we've also upped the Bonus vs. Infantry on this skill from +8 to +10 for all Celestial Court units.
- Fixed an issue where the Celestial Lion was receiving bonuses via Saytang's skill tree that were only intended for Jade and Jet Lion units.
- Gate Master had an Arcane item slot despite not being a caster, so he's handed the privilege back to the Shugengan.
- To avoid overlap with the Exalted Hero of Tzeentch, the Iridescent Horror Hero's actions have been changed to the following:
- Embed Hero - Replenish Troops
- Constant Local Effect - Stimulate Growth
- Target Settlement - Damage Building
- Target Hero - Wound
- Target Army - Assault Unit (unchanged)
- Fixed the Beastmen skill "Breakneck Charioteers" not applying Fear and Terror attributes to the correct chariot units.
- Fixed Rakarth's rite "Convocation of Hunters" not increasing physical resistance for Hydra units.
- Fixed the Warriors of Chaos skill "Hammer into Anvil" not applying to Gorebeast Chariot units and erroneously applying to Bloodcrushers of Khorne.
- Fixed the Warriors of Chaos skill "Speed & Malice" not applying to Hellstrider units.
- Fixed an effect that reduced the recruitment cost of Greenskin Troll units not applying to all types of Troll unit.
- Fixed a number of effects that were not applying to all three types of Necropolis Knights units.
- Fixed instances of Norsca Monster Hunt chains aborting when capturing a settlement that had a mission to raid the region.
- Ostankya's "Whiff of Madness" Hex now only applies as long as the cursed unit remains in melee.
- The Hag Witch skill "Wildkeeper" now affects Frost Wyrms.
- Fixed a number of building effects that were providing the wrong values when damaged or ruined.
- Fixed cases of Norsca faction leaders having blank names.
- Fixed Ariel's porthole being too zoomed in.
- Fixed an issue in the Sisters of Twilight quest battle "Search for Ceithin-Har" where the enemy reinforcements were entering at the wrong positions at the wrong time.
- Fixed an issue where the number of Centigors of Tzeentch in the Warriors of Chaos recruitment pool could get excessively large.
- Added missing Assembly Kit html files from Patch 4.1.
- Fixed an issue where the audio mixer state could briefly be incorrectly set during AI agent actions.
- Fixed an issue that allowed certain units, like Mother Ostankya, to attack buildings outside of their missile range.
- Centigors and their variants no longer share the same visuals as their RoR counterparts.
- The Changeling is a touch too immortal to play against, so we're making some tweaks to make him easier to catch:
- When the Changeling loses a battle, if there is a Trickster Cult within that region, it will be revealed to the settlement owner.
- When the Changeling loses all of his armies, all Trickster Cults will be revealed to the settlement owners.
- Fixed an issue where the Changeling's armies could become hidden despite being in Raiding stance.
- An additional effect has been added to his Raiding stance to make it clear that the army will always be visible when in that stance.
- The Protection building chain will now reveal any hidden armies (i.e. armies belonging to the Changeling) in the local region.
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Greetings!
The Shadows of Change are expanding
For those not in the know, with the release of Patch 4.2.0 tomorrow for Total War: WARHAMMER III, the Tzeentch, Cathay and Kislev content pack released back in August of last year will be receiving some additional content! This content will be free for all owners of Shadows of Change, whether past, present or future. Well go into whats arriving in WARHAMMER III during these patch notes, but if youd like a more detailed look at not only the new arrivals to the game, but how they were conjured up as well as some other intel, you can swing over to a trio of blog posts penned by WARHAMMER IIIs own Senior Game Director, Rich Aldridge:
Shadows of Change Update: Part 1 - Grand Cathay
Shadows of Change Update: Part 2 - Tzeentch
Shadows of Change Update: Part 3 - Kislev
Before we kick things off good and proper, here are some highlights from our latest offering:
- New units, heroes and spells have emerged in the Shadows of Change!
- Flashbangs be gone with some tweaks to excessive bloom.
- Push Grand Cathay to its limits with the technology tree rebalance.
- Embrace fury with changes to Rampage.
- A suite of tweaks and fixes for UI, visuals, bugs and more.
Update 4.2 Release Notes
[previewyoutube=KJ_NXAkzXWY;full][/previewyoutube]
The Total War Team
[hr][/hr][hr][/hr]IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
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Greetings, Total War WARHAMMER III fans!
Join Radyg and his mysterious new companions as they share tales by the firelight of the Witch of Kislev and her harrowing legacy.
Our latest e-book "Things in the Wood" by David Guymer is available to download now from your Total War Access Dashboard: https://dashboard.totalwar.com
The Total War Team
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Hi everyone,
Before I get into all the details about what to expect with Kislev, I'm excited to confirm that Patch 4.2 will launch on Thursday, February 22.
As I alluded to in our last blog on Tzeentch, the team have been working hard to get this exciting new content into your hands and we can't wait to hear what you think. Next week, we're thrilled to say that Black Library author David Guymer is back with a brand new short story on the Witch of Kislev, and on Wednesday, we'll be publishing the full Patch Notes for Patch 4.2 so that you can get caught up on what to expect when this all new content drops for Shadows of Change.
Before we dive straight into things, if you haven't already, check out our [url https://totalwar.com/blog/wh3-soc-update-cathay]Grand Cathay and [url https://totalwar.com/blog/wh3-soc-update-tzeentch]Tzeentch blogs to see what else is coming to Shadows of Change in Patch 4.2.
Let's get to it!
Read the full blog here
So, now youve heard all about all the new additions, the team wanted to gather together the content in its entirety to show you just what the Shadows of Change offering looks like now in comparison to launch.
BEFORE:
AFTER:
Thats it for now, thank you for your ongoing support and feedback. The team and I are super excited for the future and will be talking to you more on whats next in the not too distant future for Total War: WARHAMMER III.
For Sigmar!
Rich Aldridge (Game Director) & the Total War: WARHAMMER Team
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Hi everyone,
Before I get into the details on the new additions for Tzeentch, I wanted to talk to you about the release date and where we are as of today. The team are still working flat out to finish things up and we found a few things at the start of this week that we need to address before handing things over to you.
I'm really pleased to say that the team is making great progress through these last few changes and we are still on track to release to you later this month, but the release won't be this week (which we had originally been trying really hard to hit). I'll be back later this week with more information on the extra characters and units coming to Kislev, as well as to update you further on the release plans.
Before we dive straight into things, if you haven't read the last blog entry which focused on Grand Cathay, you can do so here.
Tzeentch Additions
Listening to your feedback on characters and units which you have shared with us since the release of Shadows of Change, we have focused on improving the melee offering at Tzeentchs disposal for their Lords and Heroes. Tzeentch will always be a magic-heavy focused race, but we understand having those hard-hitting frontline generals and heroes are important in balancing out your armies. This is exactly what we have added to the roster for you in the form of the Chaos Lord of Tzeentch and the Exalted Hero of Tzeentch. We have also taken the opportunity to add a further two new units into the DLC for Tzeentch, which are covered in detail in the full blog post linked below.
Read the full blog here
Ill be back later this week with my final blog on the great nation of Kislev and the new characters and units that they will be receiving as a part of Patch 4.2. Rich Aldridge (Game Director) & the Total War Team
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Hi everyone,
Im Richard Aldridge, Game Director for Total War: WARHAMMER. Today I want to share some news with you on the new content that will be arriving soon for Shadows of Change with Patch 4.2 - free for existing owners, and bolstering the DLC for anyone picking it up post Patch 4.2.
Ill be covering what you can expect going forward from the Total War: WARHAMMER series, taking a peek behind the curtain as to how we go about planning, creating and making our DLCs, and having a close look at the new additions Grand Cathay will be receiving as a part of the 4.2 update.
Reflecting on Shadows of Change
Ill cut straight to it, we didnt give you enough new characters and units to play with at the original release of Shadows of Change. We believe we can put this right for you, having listened to your feedback these past months to provide you with better and more varied options for your armies. We know that you, our community, are as passionate about the game as we are, and were pleased to say that many of your suggestions are being enacted upon. Not all ideas and requests are possible, though. The Era of Karl Franz is, as youve come to expect, a rich and exciting setting for Total War, and we work closely with The Warhammer Studio to ensure that the content for this era of Warhammer is as faithfully represented in our game as possible. All of the forces featured within the Shadows of Change DLC can look forward to a sizable collection of reinforcements, but we wont be adding Hag Mothers as Generic Lords, as Mother Ostankya is the only Hag Mother of Kislev. Similarly, the relationship between Gospodars and Ungols is taking a back seat as we look less at the tensions of historic Kislevite culture, and more at what defines Kislev as a unified military force in the Era of Karl Franz. Similarly, we wont be adding beaks to Tzaangors, as while this avian characteristic occurs in other Warhammer settings, these elite Gors in the Old World represent those Beastmen who have drawn the eye of the Changer of Ways, rather than a totally separate offshoot breed. But as ever, we aim to ensure that whatever we do add to Total War: WARHAMMER III is as authentic an experience of the world of Warhammer as possible.
What to expect moving forward
Looking to the future, the team and I love the Warhammer universe and want to make as much content for it as possible. Whether that be to add further exciting characters like the Golden Knight, spectacular units and creatures (Yes, Im looking at you mighty Hotpot) or other unexplored lore. We still plan to make many more DLCs for Total War: WARHAMMER III, with some of them like Thrones of Decay following the same premise and composition as Shadows of Change where we will add to and develop three existing races from across the Warhammer world. Accompanied by our patches and updates, this will give us the opportunity to go back to some of your most beloved races and give them some attention. Below I have laid out what you can expect to see for Shadows of Change and Thrones of Decay in terms of the content and features for these products moving forward. DLC Content Shadows of Change & Thrones of Decay
- 3 Legendary Lords Each playable in the Realms of Chaos and Immortal Empires campaigns
- Unique gameplay mechanics for each legendary lord
- 3 Legendary Heroes One per race
- 3 Lords One per race
- 3 Heroes One per race
- 5 Units (Infantry/Cavalry/Monsters/etc) per race
- 3 Regiments of Renown per race
- 1 FREELC Character (Aekold Helbrass for Shadows of Change and a Legendary Lord for Thrones of Decay)
- New Spell Lore*
- New Mounts*
- New Additional FREELC*
Thank you again for your invaluable feedback since the release of Shadows of Change, and in particular the thoughts on improving the rosters and having parity across the races with the content we are adding as a part of them. As mentioned above; each race will now have a Legendary Lord, Legendary Hero, Lord, Hero, 5 units and 3 Regiments of Renown. This, we hope, will allow you to lead thematic armies that are better connected to the Legendary Lords in the DLC, add both lower tier troops and big centrepiece monsters and start to fill some of the gaps and needs of the races in the game that you have asked for. Where possible, with Further Content we will also be adding thematic lores of magic, mounts for new and existing characters to make use of, and making some much-requested FREELC where it makes sense (Cough, cough, Katarins Sled). I hope that everything Ive mentioned above looks much more in line with your own expectations for the DLC, as we move to significantly bridge the gap to our past products like Chaos Dwarfs in what we will offer moving forwards, starting with Shadows of Change. Now onto the exciting stuff youve all come to see!
It's too much for us to fit into a Steam post, so head over to the full blog post below to find out more about the Celestial Lion (pictured above) and the other new content coming to Grand Cathay, as well as the latest news on when you can expect this content to arrive.
Read the full blog here
Chat to you all next week! Rich Aldridge (Game Director) & the Total War Team
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Greetings!
We hope you all had a wonderful holiday season, however long ago it may seem! Now we're firmly planted in 2024, we've rolled out another hotfix for Total War: WARHAMMER III. Let's take a look:
- Fixed a bug with defensive formation in deployment that was introduced with Hotfix 4.1.0. The bug caused the AI to misalign the army when the deployment zones were not lined up North to South.
- The Channelling stance for Dark Elves and Vampire Counts will now correctly enable replenishment in all foreign territory, not just enemy territory.
- Oxyotl will no longer receive Visions of the Old Ones missions that target the Changeling's faction, as his armies could become hidden and not valid to target.
- Resolved an issue causing flickering shadows on battle maps when moving the camera particularly when using zoom functions, ensuring smoother visual experience and consistent shadow rendering during battles.
- Fixed a crash when cycling through armies with the Warband Upgrades panel open.
- Fixed Count Noctilus missing the Encourage attribute when mounted on the Necrofex Colossus.
- Astragoth Ironhand and The Fay Enchantress now have a set bonus for their unique items.
- Fixed an issue where negative traits for Bretonnian characters would never be removed when they were garrisoned in a settlement with a Worship chain building.
- Fixed the Boon of Chaos "Slayer of Champions" not unlocking when defeating an army with 3 or more characters in it.
- Fixed Lokhir's skill "Patriarch of the Fellhearts", Astragoth's skill "Infernal Lord", Snikch's skill "Contract Loopholes" and Ariel's skill "Forest's Calling" not increasing Lord recruit rank when replacing Lords.
- Fixed Vilitch's technology "Ritual Staff" erroneously applying to Chaos Warriors of Khorne (Dual Weapons). Halberds and Spears only, please!
- Drycha's technologies "Wisdom of the Wildwood" and "Wisdom of Addaivoch" now only apply to the Malevolent tree units.
- The Bretonnian character trait "Crusader" no longer gives attrition resistance to all owned armies on the map.
- Fixed instances of deployable towers clipping on Volksgrad.
- The Prophetess's staff, the Skaven Warlord's weapons, and Imrik's spear will now be properly splattered with blood.
- Fixed a geometry issue with the Kislev River bridge model where players could see through the bottom of the bridge due to missing geometry.
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Season's greetings!
We're back with hotfix 4.1.3 in tow, tackling some more issues on our radar. Let's take a look.
- In our attempt to enhance N'kari's jumping attacks in Patch 4.1.0, we encountered an oversight where these changes were inadvertently omitted from the final build. We have rectified this in Hotfix 4.1.3, and players can now experience the intended improvements in N'kari's performance when charging and engaging smaller targets.
- In Nakai's Temple of the Old Ones, the first threshold of Xholankha now grants an increased Winds of Magic power reserve capacity for all armies.
- Fixed a softlock that could occur when an AI controlled Kislev faction would win the supporters race.
- Fixed an issue where the magic item drop rate would get progressively worse until the game was re-loaded.
- Fixed outstanding issues with the three new unique Beastmen herdstone buildings. They will now provide the correct unique effect at all 5 levels and provide the correct number of building slots.
- For THE WOLFHEARTS (Akshina Ambushers), the ability Pack Trap being able to lock down a single target put Markus Wulfhart to shame, so we've pulled in the duration significantly to make this less overbearing and added a small fatigue drain to the ability to help it find a more reasonable home in bringing down large beasts:
- Duration: 25s 10s
- Added 3% fatigue drain per second.
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Greetings!
We're back with more fixes in hotfix 4.1.2, addressing some issues that arose in the wake of Patch 4.1. Let's dig in!
- Medusa Missile Refactor; we weren't completely happy with the Medusa's performance following 4.1.1, so we've taken another crack at tightening up the play experience of the unit with the following changes:
- Added a new missile animation where she rears up instead of leaning down to fire.
- Reduced the collision radius of Medusa projectiles from 0.75 to 0.2 (shockwave size remains the same.)
- Added penetration to the projectile (up to 3 small entities.)
- Main Menu backgrounds now have the appropriate corresponding music.
- Fixed the Vault of Nagash landmark building in the Black Pyramid of Nagash settlement not being available to the Vampire Coast.
- Sarthorael the Ever-Watcher now uses the Lore of Metal in campaign.
- Fixed Sarthorael the Ever-Watcher having the combat stats of a regular Lord of Change instead of an Exalted Lord of Change.
- The achievements Man the Wall (capture all three Great Bastion gates), Celestial City Secured (capture Wei-Jin) and Reclaim Your Place (capture all three major Kislev cities) will now unlock in Immortal Empires as well as Realm of Chaos.
- The Blood Brute Behemoth (Ghorgon) unit is now correctly tied to a rank requirement for the Daemon Prince faction.
- Fixed an issue where the Lileath's Blessing stance icon was showing a very large tooltip on the pre-battle screen.
- Fixed an issue where the Lileath, the Maiden technology had no useable effects for Drycha. Effects that are not valid for a faction are now hidden (as they were in WARHAMMER II) - which hides the Spellsinger capacity effect, and an additional effect that increases the minimum Winds of Magic power reserves an army can have has been added to the technology.
- Fixed an issue where the number of available rites for Malekith and Morathi were being displayed as double the intended amount on the end turn dial.
- Fixed an issue where magic items were being dropped in every battle, rather than with a random chance.
- Dwarf Quarrellers no longer wield both their Melee and Missile weapon at the same time when performing certain animations in close combat.
- Fixed an issue where dilemmas offering confederation with certain Bretonnia factions would be missing text explaining which faction would be confederated.
- Fixed the Hammer into Anvil skill applying its effects twice to certain Warriors of Chaos units.
- Fixed Repanse de Lyonesse not having the correct technologies in the Chivalry section of her technology tree (as she had in WARHAMMER II) and fixed a graphical glitch at the beginning of her technology tree that was meant to show a group around the Heraldry section.
- Fixed a rare script breakage when the Upgrade Settlement Building mission was completed by upgrading an Ogre camp building.
- Fixed a rare soft lock during the Formless Horror tutorial when skipping back and forth between sections.
- Fixed Warriors of Chaos being able to construct Altar buildings in the Wei-Jin settlement in the Realm of Chaos campaign.
- The technology Ferocious Plans now takes 1 turn to research for Clan Moulder, to bring them in line with the other Skaven factions.
- Beastmen will no longer receive events that affect recruitment costs, as they grant no benefit to them.
- Fixed Ogre Camps not increasing income from landmark Port buildings.
- Task arrows for hidden allied AI armies are now also hidden.
- Players will no longer receive multiple battle notifications for the same event, one after another. Building attacked messages should now stay visible until they are no longer relevant.
- Fixed an instance where Ogre contracts would fail to be issued.
- The Slave Pens building will now correctly reduce the cost of Diktats in the local province.
- When using Slave Diktats, they will now be listed under "Diktats" rather than "Rites" in the Slaves tooltip breakdown.
- Diktats now show the correct icons and descriptions in the province info panel when used.
- Added a preview for the effects granted from certain dilemmas.
- Fixed an issue where Flame Cannons would not fire if they had a rune applied to them pre-battle.
- Fixed soft locks during the character rank up/skills tutorial when opening the objectives panel or when attacking an enemy.
- The Lore of Hashut passive, Killing Fire, now applies its full damage as intended instead of only a single tick.
- Fixed the Canopic Jars icon not displaying correctly in the Mortuary Cult panel.
- Oxyotl's defeat trait will now correctly appear in the character details panel.
- Yuan Bo's unique skill Celestial Administration will now also increase Dragon-Blooded Shugengan's recruit rank when replacing.
- N'Kari will now start the campaign with the Harvester of Souls passive ability.
- Boris Ursus's unique skill, Grand Builder, now correctly reduces the construction time of religious buildings.
- Vilitch will now gain bonuses for high Winds of Magic if an army has more than 100 reserves.
- Fixed the icon used by Snikch's From the Shadows skill/ability.
- The Vampire Coast technology, Lord Two Toes Adley, is now correctly labelled as a Deep caster in the unit info panel.
- Fixed the trait gained by being present in Vampiric corruption not applying replenishment to the entire army.
- Fixed skills in magic lines for the Light Archmage and the Tzeentch Daemon Prince not requiring the correct amount of skills in the previous group.
- Fixed male Cathay units not playing vocalisations when charging.
- Fixed Thorek's defeat trait not increasing magic item drop chance.
- Fixed the Bray Shaman Heroes not having the Many Limbed Fiend skills.
- Fixed the Fire Mage on Sun Dragon missing the additional 10 missile resistance.
- The Shadow Liche Priest on Skeletal Horse is now correctly labelled as a Shadow caster in the unit info panel.
- Summoned Ancestral Warriors now have the Strider attribute.
- Fixed the 8th Book of Nagash not further reducing construction costs via the Foster Terror commandment.
- AI Tomb King factions can now recruit the Casket of Souls after performing the rite.
- Handmaidens of the Everqueen now start with the Quicksilver Shot passive ability in campaign.
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Greetings!
We're rolling out a new hotfix to address some issues that emerged following our recent update. Here's a summary of what's been addressed:
- Adjusted the Bloodwrack Medusa's targeting. Previously the Medusa had the option to fire their projectile in two ways, an extremely fast straight line and a fallback for blocked line of sight by firing a very slow, high arc. In this hotfix we've limited the medusa to just the straight line shots, similar to how gunpowder weapons work. This should more reliably avoid friendly fire incidents caused by the high arc shot being dragged through allies due to the homing of the projectile. This also improves the consistency of the unit's projectiles, which will no longer greatly vary in velocity depending on battlefield conditions.
- Fixed a critical issue where Lord spellcasters utilising Tzeentch magic were incorrectly assigned the Changeling's versions of those spells. This error prevented them from using certain spells such as Blue Flames of Tzeentch in campaign battles. Lord spellcasters now correctly have access to unique spell versions, including the Blue Flames of Tzeentch, ensuring full spellcasting capabilities in your campaigns.
- Fixed a "slight" miscalculation where Greasus was zipping around the battlefield faster than a Skaven on a warpstone rush. His speed has been adjusted from a lightning-fast 400 to a more dignified trot of 40. Greasus has agreed to slow down and stop outrunning even the swiftest cavalry, and although he promises to give others a fighting chance to keep up in the future, we'll be keeping a close eye on him.
Additionally, there were two changes implemented in Patch 4.1 that did not appear in the patch notes. These have now been added, and are as follows:
- The Provincial Harmony system now grants escalating penalties depending on how far from harmony the province is. These mirror the bonuses granted when a particular side is strong, with slightly less punitive penalties in the first tier of disharmony.
- Replaced the effect that increases the amount of Winds of Magic gained passively with the effect that increases the army's Winds of Magic power reserve capacity across the campaign game.
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Greetings!
After 3 new Legendary faction leaders arrived in Total War: WARHAMMER III with Update 4.0 and Shadows of Change, we've been hard at work to bring out a steady stream of fixes and adjustments in the build-up to Patch 4.1.
But what comes with Patch 4.1, you ask? Well, let's not faff about, and dive right into the patch notes with some juicy highlights:
- Tear down those walls and bolster your own with the latest settlements and sieges battle update.
- Mix things up on the fly with skill point resets.
- Projectiles find their way with Homing 2.0.
- Customize your main menu background with 19 additional themes.
- Stand sturdy with a massive suite of bug fixes, race tweaks, UI improvements, and more!
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Greetings!
Earlier this week we released Hotfix 4.0.6 which targeted a number of fixes for WARHAMMER III, including an issue where Mother Ostankya's and her Hag Witches would "double-shoot" when standing still.
However, this fix for Mother Ostankya came with the unintended consequence of some visual glitching on her model, which we've addressed in this hotfix.
As a side note, this hotfix will still display as 4.0.6 in-game, but the build number itself has been updated to 23687.3129211. You can verify this update by checking the new build number to ensure you have the latest changes.
If you experience any new bugs or issues after updating, please report them HERE!
See you on the battlefield!
The Total War Team
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Greetings!
We're back with the following fixes:
- When attacked, units should now only ignore orders (especially move orders) and return to combat when the majority of the unit is in danger and not in cases where a low number of entities face trouble. This should make cavalry in particularly feel more responsive when repeatedly charging, withdrawing and charging again.
- Fixed an issue where Mother Ostankya and her Hag Witches would shoot twice in quick succession when standing still.
- Giant Spiders and Spider Hatchlings can now make use of a selection of attacks while chasing routing enemies (including hops, skips and cute but deadly nibbles!)
- Fixed an issue that was causing multiplayer clients to override the `Guard` and `Skirmish` mode on units not under their control based on their local settings, especially when re-summoned in Domination.
- The Skaven 'Power Grab' passive will no longer trigger when the lord is teleport withdrawn in Domination and Survival battles.
- Changed the requirement of the Chaos Dwarfs end game scenario objective from only 'Control' to 'Raze or Control' settlements, allowing Beastmen to complete the objective.
- The Changeling's unique skill 'Adherents of the Trickster' will now correctly increase the Cultist Hero recruit rank.
- Fixed an instance preventing a valid battle map loading when fighting a sally out battle in the Athel Loren area.
- The Empire Forts and Oak of Ages settlements will now give defensive supplies when under attack.
- Fixed an issue in an Ulthuan Lakes battle map where impassable terrain was being created by a plane of water under the map
- Fixed a Chaos Wastes mountains battle map not having a valid playable area.
Greetings!
We're back with hotfix 4.0.5, which brings with it a round of fixes targeting critical Battle AI bugs.
- Fixed an issue with Battle AI melee target selection indecisiveness when in contact with multiple opposing units; as a result they should drop attack orders less often.
- Fixed an issue where the AI would assign a disproportionate number of units to hunt down opposing outlying units, leaving a skeleton crew to perform the main assault. We've flipped this so the AI should dedicate most of its force to the main engagement and not send its entire force to chase that one pesky outrider.
- Fixed an issue where player units with the transformation ability would occasionally trigger the AI's scouting behaviour. The underlying issue stems from how we handle transforming units, which are actually two separate units that swap places. When transforming, the AI would lose track of the original and assume it had gone into hiding, causing it to occasionally swap into scouting mode to search for Yuan Bo (The Human) while Yuan Bo (The Dragon!) was bearing down on it.
- Addressed crashes that could occur with certain units in siege battles where the AI is defending and has units that crumble, disintegrate or otherwise reach a microscopic amount of remaining strength.
- Fixed an issue with the previous Hotfix's Wood Elf outpost changes where some garrison units and effects were missing on certain buildings.
Greetings!
Thanks once again for all of your ongoing reports and feedback since the launch of 4.0 and its subsequent hotfixes. We've just rolled out hotfix 4.0.4 which addresses the following:
- Fixed Wood Elves not having unique outposts in notable capitals e.g. Altdorf, Castle Drakenhof (unique outposts have also been added to Wei-Jin and Zharr-Naggrund).
- Fixed Nakai's long victory reward (increased Hero recruitment rank) not functioning properly for his faction.
- Fixed an issue that prevented the AI from assigning tasks to units during the deployment phase when defending a settlement. This was being caused by the units' strength being significantly lower than their maximum, causing the game to softlock.
- Belegar's unique grudge to re-capture Karak Eight Peaks now gives the reward it did in the initial release (An Oath Fulfilled).
- Fixed an issue where Gotrek and Felix would gain their magic items multiple times when first spawning.
- Fixed the Chaos Dwarf occupied versions of the Empire Fort buildings not displaying correctly in the building browser, along with the amount of corruption they spread per level.
- Fixed the Teleport button in the Ultimate Scheme tooltip/popup not showing as inactive when teleportation was not possible. It now also correctly shows the cost of teleporting in the tooltip.
- Fixed the Speed & Malice skill not applying to Doom Knights of Tzeentch units.
Greetings!
Thanks to your valuable feedback, we've just rolled out an additional hotfix that addresses the following:
- Fixed an issue where Oxyotl's Visions of the Old Ones missions would target armies belonging to the Changeling while they were hidden.
- Fixed an issue that was causing an incorrect modifier to be used in Charge Bonus calculations for the AI on difficulties above Easy.
- Fixed an issue where Aekold Helbrass would not spawn with his magic items when controlled by non-Tzeentch factions.
- Fixed Nakai not being able to construct allied outpost buildings.
- Fixed the mount models of the Bretonnian Wardens of Montfort Regiment of Renown.
- Fixed visual issues with the Bretonnian Foot Squire shields.
- Fixed missing textures with the Bretonnian Knight's weapons, Knights Errant and Questing Knights.
- Fixed an issue preventing Vlad von Carstein from hitting multiple entities with certain melee attacks due to missing splash attack meta data. This solution also resolves similar issues for other related but different units.
- Fixed some Scheme objectives not updating their counter until reloading a save.
- Fixed a crash when spending a Skill Point on a Mount skill that would automatically unlock (all mount skills now just have one level.)
- Fixed Dark Elf technologies that increase Hero recruit rank not applying when Heroes were recruited from a Black Ark.
- Fixed the Haichai and Black Pit settlements preventing certain buildings from being constructed in them.
- Fixed an issue when using the Invocation of Dazh wherein if the player constructed multiple buildings at the same time, they would only receive one supporter rather than one per building.
- Fixed an LUA error that could occur when completing the Changeling's Grand Scheme in the Empire in the Realms of Chaos campaign, which would cause the Elector Counts to not go to war with each other.
- Fixed a soft lock that could occur during the Witch's Hut panel scripted tour when jumping to the technology panel.
- Clarified text around Nakai's settlement occupation options. When he gifts a settlement, he does in fact sack the settlement as well. The tooltips have been adjusted to make this clearer, as has the effect in his technology 'Sequence of Plunder'.
- The Magic Wards of Climate Change commandment for Kislev is now available in any province that contains at least one region that has a Chaotic climate. The effects have also been fixed for Boris Ursus, countering the unsuitable climate penalties rather than the uninhabitable penalties.
- Added missing Skaven technologies 'Freaks off the Leash' and 'Brood Breeders'.
- Fixed Skaven technologies 'Monstrous Abominations' and 'Unfathomable Horrors' not applying to Mutant Rat Ogre units.
- Increased the distance at which Yuan Bo (in dragon form) changes from regular speed to his full charge speed. This was done to help him keep up with faster units which are running away from him, e.g. if Yuan Bo is trying to catch a missile cavalry unit, the increased charge speed will trigger from further away.
- Fixed the Changeling building 'Reality Wound' not spawning a hostile army and destroying itself on completion when in an allied settlement.
- The Changeling's Grand Scheme in the Empire now causes all Elector Counts to declare war on all other Elector Counts (not just Reikland), even if they're allied. They are also prevented from making peace or confederating each other if controlled by the AI.
- The Changeling now gains the forms of Legendary Heroes he recruits during the campaign.
- The Changeling no longer gets the form of Ariel for free when defeating the Sisters of Twilight in battle.
- The Changeling now gains the forms of Legendary characters in factions he vassalises or confederates.
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SEGA SALE NOW ON!
[hr][/hr][hr][/hr] The SEGA Sale is now on Steam until 21st September! Pick up any of the Total War: WARHAMMER franchise or our historical Total War titles for up to 75% off! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/ https://store.steampowered.com/app/364360/Total_War_WARHAMMER/ Check out all the deals here Whether you're a Total War: WARHAMMER veteran or want to complete your collection of Total War historical titles, this is the perfect opportunity to grab the ones you're missing!
Sale ends Thursday 21st October @ 11AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
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Greetings everyone!
Thanks once again for your ongoing bug reports and feedback after the launch of Shadows of Change, Update 4.0 and Hotfix 4.0.1.
We've just pushed out another hotfix to address some more issues that we've been investigating since the release last week.
FIXED IN 4.0.2
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- Fixed Miao Ying and Zhao Ming's quest items mistakenly being tied to the Shadows of Change DLC.
- Fixed Deff Gorge (Skarbrand's starting settlement) not allowing certain buildings to be constructed in it.
- Updated AI fort logic in the Beastmen Herdstone minor settlement map to improve their functionality map-wide.
- Changed Kairos' Blue Line skill "All Intents & Purposes" from a -100% cost for "Reveal Intentions" to a -33% cost for "Track Army" and "Reveal Shroud."
- Fixed a map issue that was causing a Chaos Mountains battle to be misaligned.
- Breaking treaties with vassals to create new vassals will now break correctly and impact your reliability rating.
- Fixed an issue where ancillaries could not be unequipped with a left click.
- Fixed the Beastmen being able to increase unit caps of DLC-locked units without owning the respective DLCs.
- Fixed an issue where the Changing of The Ways feature would not allow you to force peace between the player faction and another faction.
- Malagor has been politely asked to return the Bray Scream and Devolve spells in favour of his original starting spells.
- Fixed multiple issues of units clipping under the terrain in the Battle at the Thundering Falls battle map
Greetings everyone!
We hope you've all been enjoying diving into new campaigns and epic battles with the Changeling, Mother Ostankya and Yuan Bo!
We've just released a small hotfix to address a few problems that have arisen in the wake of Update 4.0.
These fixes are as follows:
- Fixed a crash when the Scheme to sack the gates in Ulthuan, and the abandonment of a settlement in Ulthuan, were completed simultaneously.
- Fixed the unlocking of Trickster Rift technologies being exclusively stuck behind the Sylvanian Rift Scheme.
- Fixed an issue where the quest to unlock the Blue Scribes would fail to generate if the player wasn't at war.
Having left the Empire behind in search of his true purpose, Aekold Helbrass was mortally wounded by his mirror image, only to be reborn under Tzeentch as his Champion.
Unlock Free Legendary Hero today!
Find out more HERE!
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SHADOWS OF CHANGE IS OUT NOW!
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Let the games begin!
Shadows of Change and Update 4.0 are now available for Total War: WARHAMMER III! https://store.steampowered.com/app/2325830/Total_War_WARHAMMER_III__Shadows_of_Change/ Check out the full list of patch notes in our blog post... UPDATE 4.0 PATCH NOTES ... and don't forget to check out the awesome new launch trailer! [previewyoutube=6IV7M4ZsipQ;full][/previewyoutube] As always, we continue to listen to your feedback and suggestions and ensure they're fed back to the right people. You can join the disccusion at the official Total War Discord server and share your thoughts with us and your fellow Total War fans. The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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[hr][/hr][hr][/hr]IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
Update 4.0 arrives tomorrow (Aug 31st), bringing with it not just many improvements to Total War: WARHAMMER III but also a bunch of new content to sink your vortex-warped tentacles into.
Here are some of the highlights:
- The Changeling, Yuan Bo, and Mother Ostankya arrive in Shadows of Change!
- Let Tzeentch take the wheel with The Blue Scribes, scattering spells across the battlefield with only the hand of fate to guide them.
- Take it to your foes with our newest free Legendary Hero for Tzeentch, Aekold Helbrass.
- Control your destiny like never before with additional difficulty options and sweeping AI improvements across both the campaign map and battles.
- Show off your skills with 32 new achievements for every existing race within the WARHAMMER trilogy.
Update 4.0 Release Notes
[previewyoutube=Y6k8j9brkP8;full][/previewyoutube]
And there you have it!
"'Ang on there, gov'nor," you might be saying, especially if you're a ravishing cockney lady or gent. "Why have we got the Patch Notes today if the patch itself ain't out 'til tomorra?" To which our reply would likely be "well spotted!", with a tip of the hat.
We're aiming to bring you the Patch Notes a day ahead of the release of every update from now on, as it's something that lots of you have asked for. And it makes sense, because it's nice to know what's coming before it's depositing itself on your hard drive.
Update 4.1 is already cooking nicely and we'll have plenty to show you when that rolls around in due course. In the meantime, prepare to jump into Update 4.0, play around with the new difficulty settings and AI behaviours, earn some achievements and cause a great deal of mischief in Shadows of Change.
From everyone on the Total War team, thank you for all your support - not only in the build-up to this release, but over the many years we've been on this journey together. We know it can be a rocky road sometimes, but it's having you with us that makes it all worthwhile.
As the throne we write this from starts to feel mighty rickety... decayed, perhaps... we'll wrap things up and see you on the battlefield!
The Total War Team
[hr][/hr][hr][/hr]IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, don't forget to visit our official social channels.
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TOTAL WAR: WARHAMMER III
4.0 DEV UPDATE #4: AI & KISLEV IMPROVEMENTS
[hr][/hr] Greetings! Welcome back to the last developer update for 4.0 before it drops on the 31st of August. Last time we looked at some of the changes coming to Grand Cathay in Update 4.0, and today were going to take a quick look at Kislev and some upcoming AI changes! Remember, in between these updates, you can head over to the official Total War Discord server to share your thoughts with fellow Total War fans in the WARHAMMER discussion channel! Lets jump in... [hr][/hr]
AI CHANGES & IMPROVEMENTS
[hr][/hr] Now for something that influences the game as a whole. In our first update we touched upon new changes to the difficulty of the AI, of which there are more awaiting you in Update 4.0. This week, however, we'll discuss some of the sweeping changes coming to the AI in WARHAMMER III, in our continued efforts to make them more engaging to play against, while decreasing their bias against the player, making them more effective in the right places, and increasing their likelihood of making honest mistakes that can be capitalised upon. The full extent of this will be covered in the Update 4.0 patch notes, but until then, here's a sneak peek.
What are we doing?
The AI often deals in diplomacy against those that are out of its range, which can make them ineffective as they create deals that they cannot benefit from, or make threats against those that dont threaten them. The distance at which the AI engages in diplomacy has been halved, which should reduce this issue considerably. The overall distance scaling, as in, which targets the AI focuses on as a whole, has also been increased to make them prioritise nearer foes. Speaking of those warmongering AIs, they will now be less likely to declare war when they themselves are in a bad situation, which should reduce the overall number of feeble war declarations. Next, the player is often considered to be the main threat to the AI in any campaign and why wouldnt you be, youre a master of strategy but this has led to a lot of bias against the player as a result. To combat this, the AI will now take longer to identify who the main threat is, meaning they wont target the player so soon, assuming the player is excelling on the campaign map. AIs will also suffer a greater negative impact based on how many wars theyre in, further cutting down on unnecessary bloodshed. Plus, the AI is receiving general improvements to make them more potent, they will now have faith in their own garrisons more to prevent retreats (garrisons are also being buffed in 4.0), and they are more willing to defend their final settlement until their dying breath, meaning they wont try to escape and require you to chase them around just to finish them off. [hr][/hr]
KISLEV - DEVOTION
[hr][/hr] In our internal play tests, we noticed that it was difficult for Kislev to take the fight to Chaos. When playing as Kislev, attacks from Chaos were frequent enough, but the Chaotic climate was enough to discourage the player from going into the Chaos Wastes at all. And, because Shadows of Change contains an update to Kislev, it made sense to update the feature now.
What are we doing?
Weve added a new commandment to Katarin, Kostaltyn and Boris Ursus that is only available in the Chaos Wastes (i.e., all settlements that have the Chaotic climate.) The commandment nullifies the climate penalties, but comes with a Devotion cost whilst it is active. As a result of this, we also made Devotion able to go into the negatives, so if left unchecked, it can be harder to restore after the fact. This gives the player a reason to take the fight to Chaos, but comes with a risk, where they must keep fighting Chaos to earn Devotion to counteract the costs. [hr][/hr]
TOOLTIP IMPROVEMENTS
[hr][/hr] We were very pleased with both the implementation of the new sticky tooltip system in WARHAMMER III, as well as the responses it prompted. So, were continuing to iterate upon it.
What are we doing?
In Update 4.0, were adding the option to make Sticky Tooltips follow your mouse like standard tooltips do, which will be achieved by disabling the default 'Pin to element' checkbox in the Game Settings. Plus, it will be possible for players to set-up a bind that instantly sticks a tooltip when pressed. Finally, you can now turn off the stick delay entirely by unchecking 'Auto Stick' in Game Settings. The only way you will be able to stick tooltips to inspect them in this mode will be to use the 'Stick Tooltip' shortcut. Were doing this so that you can have even more control over your UI in WARHAMMER III, and to avoid any potential frustration when Tooltips dont act as you expect them to, as they serve as a very useful tool for new, returning, and veteran players alike. [hr][/hr] Another update arriving in 4.0 will be a rework to many of the base Innate Traits present in WARHAMMER III that lag behind the other races in the game, including Grand Cathay, Kislev, Tzeentch, Nurgle, and others. The full details will be available when the 4.0 Patch Notes arrive in a few days. And that wraps up this weeks developer update! Update 4.0 is just around the corner, with Shadows of Change dropping alongside it, and we cant wait for you to get your hands on it. Let us know how youre feeling about these over on our social channels below, and well see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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'Mother Ostankya will get you!'
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Greetings, mortals!
If you've ever thought to yourself, "I wish I had a sled that can shoot artillery from a magic cauldron" then boy, do we have a treat for you! It's time to see how Mother Ostankya metes out her punishment in this week's Shadows of Change gameplay showcase! [previewyoutube=wDXeaTpvB9Y;full][/previewyoutube] In the meantime, be sure to join the official Total War Discord server to join the discussion with other Total War fans! See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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MOTHER OSTANKYA
[hr][/hr] Greetings WARHAMMER fans, This week we're shining the spotlight on Mother Ostankya - the guardian of Kislev who draws her power from the woodlands, fens, and oblasts, holding those who stray into her lands terminally accountable. Click Here to Read the Full Blog
In the meantime, head on over to the official Total War Discord server to join the conversation with your fellow Total War players. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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TOTAL WAR: WARHAMMER III
4.0 DEV UPDATE #3: GRAND CATHAY
[hr][/hr] Greetings! Welcome back to another developer update. Last time we looked at some of the changes coming to Tzeentch in Update 4.0, and today were going to be delving into the changes you can expect for Grand Cathay, outside of their chunky additions arriving in Shadows of Change. Remember, in between these updates, you can head over to the official Total War Discord server to share your thoughts with fellow Total War fans in the WARHAMMER discussion channel! Lets not waste any time, and see what the developers have cooked up. [hr][/hr]
GRAND CATHAY - HARMONY
[hr][/hr] We noted that the primary strategy amongst the community is to keep recruiting characters to maintain the balance of Harmony, with harmony mostly being a reactive thought process to tech completion or random events. We generally liked the interaction with buildings as a controllable state, so wed like to scope it in and emphasize this aspect. Shadows of Change contains an update to Cathay, so it made sense to update the feature now, as well as the rest mentioned in this update.
What are we doing?
We are moving Harmony from a faction-based resource to a province-based resource. This means that each province the player controls has its own Harmony value. Harmony is now only influenced by the buildings within the settlements of that province; characters and technologies do not factor in. Players are now encouraged to specialise a province in either Yin or Yang, or keep the province balanced each is valid and has its own benefits, with Yin and Yang providing more transient benefits that eventually give way for a province to rest in harmony, once it is well developed and far away from threats. We believe this fixes the more tedious aspects of balancing Harmony and puts a stronger emphasis on building composition. Below is what you can expect the feature to look like in-game.
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GRAND CATHAY - IVORY ROAD
[hr][/hr] In our internal playtests, we noticed that when attacking caravans belonging to Cathay, the loot gained was huge. (Under the hood, it was the regular amount of loot multiplied by a very large modifier.) This meant that the early game economy for some factions could be very skewed if the player intentionally went out of their way to attack caravans entering their territory.
What are we doing?
Now, when attacking a caravan, the loot will be the regular amount of loot from the standard battle, plus whatever cargo the caravan is carrying. We are also making the cargo visible above the caravan in the 3D UI, so the player will be able to make an informed decision about whether to attack or not. The new UI element of how caravans can now be sussed out is visible below.
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GRAND CATHAY - WU XING COMPASS
[hr][/hr] With Yuan Bo being our first Cathay Lord who has a start outside of Grand Cathay, we had to take a look at how we handle the compass feature. Yuan Bo additionally has a large focus on the compass itself, with his Immortal Empires campaign being about globetrotting the Lustrian shores and constructing Astromantic Relays. We wanted to handle the long-term irrelevancy of the feature both for him and all Cathay factions that stick their toes outside their core provinces.
What are we doing?
The compass effects will now apply to all regions controlled by Cathayan factions, rather than the regions within Cathay itself. Weve also tweaked some of the effects provided by the compass directions in order to make them more useful and less situational. (We dont have a sneak peek for this one, but keep your eyes peeled, as itll be here very soon!) [hr][/hr]
THE GRAND MAGISTRATE LORD TYPE
[hr][/hr] With the addition of the Celestial General, we knew the Lord Magistrates tenuous hold on his position as furiously battling for his right to recruited was only going to get shakier.
What are we doing?
So, as part of this update, weve done an intensive overhaul to the Magistrates Skill tree, with benefits suited to leading from the back (bravely!) giving a variety of targeted buffs actives in battle and a reshuffled blue line that frontloads powerful skills, like Lightning Strike. While the new Celestial General takes to the field to fight alongside his men, the Magistrate is best suited deploying buffs from his floating balloon and a variety of passive but powerful modifiers to the army as a whole. [hr][/hr] And thats all for this week! All of the above changes will be arriving in Update 4.0, have been thoroughly playtested and received positive feedback! As always, we want to keep these short and precise, so let us know how youre feeling about these over on our social channels below, and well see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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Govern. Harness. Execute.
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Greetings, mortals!
This week it's time to check out how how the Jade Dragon Yuan Bo takes care of business in our latest Shadows of Change gameplay showcase! [previewyoutube=YRBViTaCMlQ;full][/previewyoutube] Be sure to check back next week as we take a closer look at she who lurks within the woods! In the meantime, be sure to join the official Total War Discord server to join the discussion with other Total War fans! See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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YUAN BO
[hr][/hr] Greetings WARHAMMER fans, This week we turn our attention to Cathay's Jade Dragon, Yuan Bo - ruler of Central Cathay, leader of the Celestial Court, and master manipulator! Click Here to Read the Full Blog Keep an eye out tomorrow as we'll be taking a dive into how Yuan Bo handles the battlefield in our second Shadows of Change gameplay showcase! In the meantime, head on over to the official Total War Discord server to join the conversation with your fellow Total War players. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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TOTAL WAR: WARHAMMER III
4.0 DEV UPDATE #2: TZEENTCH
[hr][/hr] Greetings! Were coming hot off the announcement of Shadows of Change, arriving August 31st, to bring you another developer update! Last time we looked at the changes coming to Immortal Empires in Update 4.0, and today were examining two further changes you can expect for Tzeentch in that very same update, beyond their Shadows of Change additions. In between these dev updates, you can head over to the official Total War Discord server to share your thoughts with fellow Total War fans in the WARHAMMER discussion channel! Lets roll. [hr][/hr]
CHANGING OF THE WAYS
[hr][/hr] In our internal playtests, we noticed that some of the Changing of the Ways actions were not as useful as they otherwise could be, with some actions being considerably less potent than others, and a handful were never being used at all. As Shadows of Change contains an update to Tzeentch, it made sense to update the feature now!
What are we doing?
- Halt Faction has been changed to Halt Army, and as the name would suggest, it targets a single army. We felt that Halt Faction was too strong as is, and so we believe this tweak will help bring it in-line with the other Changing of the Ways actions.
- Force Rebellion now also damages the walls of the targeted settlement, hopefully giving the rebellion an easier time when attacking the settlement to make the action more potent.
- Borrow Time this action replenishes an armys movement range.
- Force Peace this action forces peace between two factions that are at war.
- Give War Co-ordination Target we felt this was too unreliable, so its gone.
- Show Faction Intentions we felt that this, on the other hand, wasnt particularly useful as an action, so its been scrapped.
Where are we at?
These changes are in game and are currently being playtested. Feedback so far has been positive! [hr][/hr]
WINDS OF MAGIC MANIPULATION
[hr][/hr] During internal play tests, we felt that when changing the Winds of Magic strength in a province, it wasnt clear what benefits this was actually providing to the player, and as Tzeentch is getting a big boost in Shadows of Change, now is the perfect time to address it.
What are we doing?
When changing the strength of the Winds of Magic in a province, the effects that become active are now clearly shown. This could, for example, be a building effect that increases in potency. Weve also made it clearer how much the player can change the strength level. For example, after decreasing one area, another area can be increased, and this has now been made much clearer.
Where are we at?
These changes are in game and have been playtested to positive responses. [hr][/hr] And thats all for this week! Were keeping these short and snappy, so keep your eyes peeled for the next update in the near future. Let us know how youre feeling about these over on our social channels below, and well see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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"What is the worth of mortal life without a little chaos?"
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Greetings, mortals!
It's time to get your first look at the Changeling in action in our latest gameplay showcase - let the game begin! [previewyoutube=s--CntU_z9Y;full][/previewyoutube] Keep an eye on our socials over the next few weeks as we share more about Shadows of Change before it's launch on August 31st, and be sure to join the official Total War Discord server to join the discussion with other Total War fans! See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
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CHANGE IS COMING...
[hr][/hr][hr][/hr] Four new legends approach that will turn the world of Total War: WARHAMMER III on its head! With them comes new units, new campaign mechanics never seen before in Total War, plus much more that will be be revealed in the coming weeks. Shadows of Change will arrive in Total War: WARHAMMER III as part of Update 4.0 on August 31st! You can pre-order Shadows of Change here and, for a limited time, enjoy 10% off the launch price! https://store.steampowered.com/app/2325830/ Following the new format we announced back in March, included in Shadows of Change are three Legendary Lords - The Changeling (Tzeentch), the Jade Dragon Yuan Bo (Grand Cathay) and Mother Ostankya (Kislev) - along with Legendary Hero The Blue Scribes (Tzeentch). We can't wait for you to get your hands on them and put them to good use - and by good, we of course mean very naughty and bad. Take a moment to feast your eyes on the announcement trailer below: [previewyoutube=Ro4KbCpcXZM;full][/previewyoutube] Today, were kicking off our Legendary Lord love-letter bonanza by digging into Tzeentchs latest conniving customer, The Changeling. For those looking to throw the rulebook out the window, this trickster boasts a campaign unlike any other! Read the full blog post here We'll be back with closer looks at Yuan Bo and Mother Ostankya very soon, so be sure to keep your eyes glued to the Total War social channels over the coming weeks! Until then, see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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TOTAL WAR: WARHAMMER III
DEV UPDATE #1
[hr][/hr] Greetings! Today weve got a swift developer update for you all, where we take a stripped back look at what were working on for Total War: WARHAMMER III so youre all kept in the loop as we approach Shadows of Change and beyond. We plan to drop a few of these posts, so keep an eye out for more of these in the future as these are just a selection of the improvements we're making. In between these dev updates, you can head over to the official Total War Discord server to share your thoughts with fellow Total War fans in the WARHAMMER discussion channel! So, lets dive straight in with the changes coming to Immortal Empires, straight from the developers. [hr][/hr]
IMMORTAL EMPIRES ACHIEVEMENTS
[hr][/hr] Weve heard your cries for Immortal Empires achievements, and were super excited to reveal that they're finally coming! We completely agree that theyre a great way to track progress, as well as encouraging players to tackle different races they may have otherwise overlooked.
What are we doing?
Each playable race from Total War: WARHAMMER I and II (and Chaos Dwarfs!) are receiving two achievements one for completing the Immortal Empires campaign, and one for completing the campaign on Very Hard or Legendary. The achievements will pop [strike]once you have met your Long Victory conditions[/strike] once you hit the records screen after achieving ultimate victory or domination. (Small change there during development!)
Where are we at?
We are currently testing these achievements on our end to make sure they work smoothly, and we are also selecting artwork for the Microsoft store as they use a different sized images rather than achievement icons like on Steam and Epic. Here's a little peek at the icons!
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IMMORTAL EMPIRES TUTORIALISATION
[hr][/hr] We felt that the first few turns of the Immortal Empires campaigns felt a little bit... barebones. Players are dropped in without much context and can often be a little directionless. With the removal of flybys, there also was a lack of narrative to each campaign.
What are we doing?
Campaigns now start with missions, guiding you to attack the starting enemy army, capture the enemy settlement, etc. Currently, they are mostly shared across all factions, but over time, we can make them more bespoke, adding in narrative and even specific tutorials for unique faction features where necessary.
Where are we at?
These are ready for all Immortal Empires campaigns! Over time we can expand this feature, so please keep us posted on what youd like us to consider when making campaigns more friendly to newcomers. [hr][/hr]
BATTLE DIFFICULTY SETTINGS
[hr][/hr] Weve received a lot of feedback about how the Battle AI can be seen as cheating on higher difficulty levels, as they get a lot of bonuses to specific stats. The difficulty options are quite rigid, and we know that some players want a harder challenge from the AI without them simply receiving bonuses to specific stats that make them hard to counter. We are always looking to make improvements to the Battle AI, whether thats fixing bugs or extending it, and this is another step on that journey.
What are we doing?
We are adding an additional slider to the Battle Difficulty settings to control the bonuses that the AI receives to specific stats, separating this from the chosen difficulty. This will be available both in campaign and custom battles. This gives the player a much finer degree of control over the AI that they fight against, and allows for a more customizable, nuanced experience, should the player choose to do so.
Where are we at?
This change is ready to roll and fully functional! [hr][/hr]
LANDMARK BUILDINGS
[hr][/hr] We know you love landmark buildings, weve seen a lot of discussion around them in the community. Weve also noticed that Immortal Empires has plenty of room for additions! Updating three races in Shadows of Change allowed us to look at the campaign on a broad basis, so it was a good time to add some more!
What are we doing?
Were adding several new landmark buildings across the campaign map.
Where are we at?
They are ready to roll! We are just fine tuning some effects based on playtesting feedback. Find some sneak peeks below...
And thats all for this post keep your eyes peeled for the next one! Our goal is to keep these quick and to the point, so let us know how youre feeling about these over on our social channels below, and well see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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Greetings!
In our first Feature Focus we took a close look at the impact of Elevation in Total War. In this piece well be examining damage in similar detail, and its a hefty topic to say the least so much so, in fact, that were breaking it down into two parts.
In todays Part 1 we cover some of the fundamental aspects of damage in Total War, as a clear understanding of these is the key to ensuring that youre making the correct tactical decisions in battle.
Ready? Tool up!
Click here to read the full blog post
See you on the battlefield! The Total War Team
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STEAM SUMMER SALE NOW ON!
[hr][/hr][hr][/hr] The Steam Summer Sale is on now until July 13th! Pick up any of the Total War: WARHAMMER franchise HERE! or get up to 75% off other Total War legacy titles! https://store.steampowered.com/bundle/33257/Total_War_WARHAMMER_TRILOGY/ Whether you're a Total War: WARHAMMER veteran or want to complete your collection from our Total War Legacy titles, this is the perfect opportunity to complete the set!
Sale ends Thursday, July 13th @ 11AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
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Total War: WARHAMMER III update 3.1 is now available on macOS and Linux!
This update includes: Chaos Dwarfs Endgame Crisis Regiments of Renown IV Bretonnia changes and rebalancing Event notifications fixed ...and much more! This update also includes all Update 3.0 content on Linux, as promised last week.
Read the full patch notes here:
https://www.totalwar.com/blog/tww3-update-310/ See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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Total War: WARHAMMER III update 3.0 is now available on macOS!
This update includes: Forge of the Chaos Dwarfs Mirror of Madness Free Legendary Hero: Ulrika Magdova ...and much more!
Read the full patch notes here:
https://www.totalwar.com/blog/tww3-update-300/ Linux users, don't fret! Our friends at Feral Interactive are working hard on bringing 3.1 to macOS and Linux very soon, and for Linux users this will also include all 3.0 content. Stay tuned for more info. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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THE STEAM WARHAMMER SKULLS SALE!
[hr][/hr][hr][/hr] The Total War: WARHAMMER SKULLS Sale is on now through June 1st. Pick up Total War: WARHAMMER games for up to 75% off during the sale! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/ https://store.steampowered.com/app/364360/Total_War_WARHAMMER/
Sale ends Thursday, June 1st @ 9AM PT/5PM BST
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The man, the myth, the legend... it's Harry the Hammer!
Yes, the mighty Harald Hammerstorm has joined the fray as a Warriors of Chaos FLC Legendary Hero as part of Total War: WARHAMMER III Update 3.1! [previewyoutube=ridw3505gKE;full][/previewyoutube] You can claim Harry now through your CA Account (find out how in our handy FAQ - if you already redeemed our last FLC LH Ulrika Magdova you do not need to do this again) then get your Legendary Lord up to level 15 to have Harry's questline pop up in-game! Have fun - we'll see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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We hope you've checked the forecast, folks, because Update 3.1 is here to rain down a new suite of quality-of-life fixes, various tweaks and continued support for Total War: WARHAMMER III, as well as some new content to sink your teeth into.
We're delighted by the response to not only Update 3.0 and the Forge of the Chaos Dwarfs, but also roadmap of content for the next 12 months of WARHAMMER III! If you missed said roadmap, please do check it out. There's some exciting stuff coming to the game in '23, '24, and beyond...
However, in the here and now, if you're reading this it means Update 3.1 is real and living and ready to pour down your internet pipes. Here are the highlights:
- A new Legendary Hero arrives in Total War: WARHAMMER III today for free (requires a CA Account)! Pro tip: tune in to Games Workshop's Warhammer Skulls event at 5PM BST...
- Bretonnia are getting some love with plenty of changes and rebalances.
- The Great Drill of Hashut will strike in a new Chaos Dwarf endgame crisis for Immortal Empires, The Will of Hashut.
- Give some love to the lower tiers of infantry with the fourth Regiments of Renown, arriving for free in WARHAMMER III today.
- Gear up for the next content drop with quality-of-life improvements, bug fixes, graphical enhancements, and more!
Update 3.1 Full Release Notes
[previewyoutube=V7VpGc1JDmU;full][/previewyoutube]
Barring any hotfixes, the next update after this will be Update 4.0 in (checks the Roadmap) 'the summer'. So, not long!
In the meantime, hit us with your thoughts and feelings over on our official channels:
[quote] DISCUSS: Total War: WARHAMMER III on Steam
DISCUSS: Total War: WARHAMMER III on the official Forums
CHAT: The Total War Official Discord[/quote]
We'll see you on the battlefield!
The Total War Team
[hr][/hr][hr][/hr]IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
Greetings!
Today were kicking off a series of blogs that are a little different to our norm in which we take a deep dive into some of the grittier aspects of Total War: WARHAMMER III, tearing into the real meat of the game and pulling apart its entrails for all to see.
The aim is to explore some of the often-overlooked areas of the game at a developer level, with the aim of squashing some of the mysteries surrounding the many, many systems found in WARHAMMER III.
Helping us get our head round things is Total War: WARHAMMER III designer William Hkestad.
We begin with a look at elevation. How much does having the high ground really change the course of battle?
Check out the blog here to find out: https://www.totalwar.com/blog/ff1-elevation/
The Total War Team
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Greetings Total War fans!
Today, were sharing our Spring Roadmap: a high-level overview of the major updates and key features coming to Total War: WARHAMMER III over the next 12 months.
Drum roll please...
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UP NEXT: UPDATE 3.1
[hr][/hr] As has become the standard, our interim patches will follow each major release with bug fixes, gameplay and balance changes (largely based on your feedback), and notable features that will continue to evolve and improve the game. Here are some of the highlights of Update 3.1:
- Chaos Dwarfs arrive as an End Game Scenario in Immortal Empires. Now that you can spread the flame of Hashut, can you also weather the late-game molten tide?
- Regiments of Renown: Seven new units join the line-up of the base WARHAMMER III races! Can you guess which seven?
- New Legendary Hero: Discover the latest Legendary Hero to join the fray. Look forward to a special reveal later this month for an official introduction!
- Multiple crash and performance fixes, bug fixes, gameplay tweaks, and more!
UPDATE 4.0
[hr][/hr] Following the release of Update 3.1, the team is all-in on the summer release! Update 4.0 will not only be accompanied by our fourth DLCSHADOWS OF CHANGEbut will include a bunch of new additions to the game:
- SHADOWS OF CHANGE: Our fourth official DLC explores the ongoing story of three racesTzeentch, Cathay, and Kislevwhile introducing three new Legendary Lords, a new Legendary Hero, a ton of new units, and more!
- Free Legendary Hero: Another Legendary Hero joins the rostera front-line fighter twisted by the Lord of Change!
- Immortal Empires Achievements: A popular request, the time has come; complete a swath of new achievements for all the different races on the biggest battlefield ever.
- Race Updates: The three races cast into the spotlight by the DLC will also be the benefactors of a base-race update. So, for all you Tzeentch, Cathay, and Kislev commanders, this could be a great place to start some conversations with your fellow players.
- AI Updates: Expect tweaks and fixes to the player bias and campaign AI as the world and threats therein continues to evolve.
- Settlement Battle Improvements: Another ongoing project, expect the latest adjustments, bug fixes, and AI improvements to settlement battles.
- and, as always, more fixes and features to come in Update 4.0!
UPDATE 5.0
[hr][/hr] The final release of the year ushers in another major update and the next DLCTHRONES OF DECAYto expand the WARHAMMER III battlefield:
- THRONES OF DECAY: Nurgle, the Empire, and the Dwarfs take the spotlight with their own Legendary Lords and new campaigns to expand the TW: WH universe. This, in addition to a new Legendary Hero, new units, and other perks well share about the latest DLC.
- Free Legendary Hero: Another Legendary Hero joins the toolbox. No hints on this one (you already have all the clues you need!)
- The Nemesis Crown: A new legendary artefact (akin to the Sword of Khaine) appears on the battlefield. Well dive into what it offers before its addition in 5.0
- Race Updates: Nurgle, the Empire, and the Dwarfs are under the microscope, which makes for a great opportunity to prioritize your ideas and complaints before the end of the year!
- and, of course, more, more, more!
UPDATE 6.0
[hr][/hr] And finally, to round out the 12-month calendar, we can also confirm that Update 6.0 will drop in the spring of 2024: another opportunity to expand three of the games races, introduce new Legendary Lords, a new Legendary Hero, and game improvements galore with the major release. [hr][/hr]
LOOKING FURTHER AHEAD
[hr][/hr] Theres plenty more in the works that we havent even begun to touch onongoing performance, optimization, gameplay and mechanics improvements, the ideas we already have churning for our 2024 releases, and moreand we cant wait to share more details as we get closer to each game update. And with all this in mind, your feedback continues to be key to the growth of the game, as well as what gets included in every single future release. Were building a game for you, so absolutely do keep the conversation flowing (in a respectful and constructive manner). As for right now, wed love to hear what questions are still lingering in your head following todays reveal, as well be looking for the most pressing questions that pop up to answer:
- Post an idea or start a discussion on Steam
- Chat with the Total War community on Discord
- Create a post or report a bug on the Forum
For the latest news and announcements, don't forget to visit our official social channels.
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Hi everyone,
We've just released patch 3.0.1 which addresses various performance issues that have come to light since 3.0 launched, as well as some missing localisation strings we were made aware of. Thank you all for your patience and reports while we investigated!
The Total War Team
[hr][/hr]
PATCH 3.0.1
[hr][/hr] We've released a small patch to address a few problems that have arisen in the wake of Update 3.0. The fixes are as follows:
- Replaced missing text strings in Forge of the Chaos Dwarfs.
- Addressed significant FPS drops when panning across the campaign map with 3D UI enabled.
- Fixed performance stuttering on 12th and 13th Gen Intel Hybrid-CPUs.
- Issued a potential fix to a rare crash with sticky tooltips when assigning skill points.
IMPORTANT
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. [hr][/hr][hr][/hr]
MOD WARNING
[hr][/hr][hr][/hr] Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
For the latest news and announcements, don't forget to visit our official social channels.
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Prepare yourselves, because this one's a bit of a monster.
Update 3.0 is here, and it is one of the densest updates we've ever released. There's so much to cover today that we'll keep the intro short so we can get into the real meat and/or potatoes of all this goodness. We hope you're hungry!
Here are some of the highlights of what's to come:
- This will come as little surprise - Forge of the Chaos Dwarfs has arrived in WARHAMMER III!
- This might, however - battle through time in a series of challenging trials to unlock unique Daemon Prince gear and bend reality to your will. Mirror of Madness releases TODAY, for FREE, for all players!
- Bolster The Empire and Kislev with our newest free Legendary Hero, Ulrika Magdova!
- Mix things up in your campaigns with our new randomisation feature. Roll the dice on which race and Legendary Lord you're going to begin a new adventure with.
- Stay informed with some new additions to tooltips, letting you inspect certain items and details with ease.
- Aim true with new line of sight adjustments along with a variety of AI tweaks and battle map improvements to enhance the responsiveness of your armies.
- Try out a new sweep of balance changes to Bretonnia, Dark Elves, Grand Cathay, Greenskins, and more!
Update 3.0 Release Notes
Chaos Dwarfs are out now! Make sure to check the latest video:
[previewyoutube=Wnk10iRXpkA;full][/previewyoutube]
See you on the battlefield!
The Total War Team
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The forges are lit and the horns of battle sound once again.
In celebration of the upcoming Forge of the Chaos Dwarfs DLC, we have partnered with Intel to bring you the Total War: WARHAMMER III Spring Championship on April 12th-13th, a clash of some of the greatest and biggest names in the multiplayer community!
For the first time ever, we've partnered up with Intel for this Championship! Their support has allowed us to make the Spring Championship bigger and better than ever before - that means not only more prizes for the competitors but also new ways for you, the viewer, to win Forge of the Chaos Dwarfs Steam keys across both days.
Here's a peek at the competitors:
We'll share more news about that on the day itself, but a big thanks to Intel for everything they've done to help us make this Championship the most exciting we've ever held!
You can find out how to tune in and what to expect in our full blog post.
The Total War Team
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Well, fancy seeing you here!
We may have wrapped up our look at Forge of Chaos Dwarfs' third and final Legendary Lord last week, but we're back once again with yet more hot drops arriving alongside Update 3.0 on April 13th!
First teased in the autumn, the latest collaboration between Intel and Creative Assembly features two brand new game modes and is completely free for all Total War: WARHAMMER III owners.
Introducing... Mirror of Madness!
( Bilibili )
WHAT IS MIRROR OF MADNESS?
Mirror of Madness is a free addition to Total War: WARHAMMER III, releasing alongside Forge of the Chaos Dwarfs in Update 3.0 on April 13th 2023. It includes two new game modes:The Trials of Fate and The Infinite Portal.
HOW DO I ACCESS MIRROR OF MADNESS?
As free DLC, Mirror of Madness will be automatically added to your game with Update 3.0 and can be found on the Battle tab in the Main Menu.
WHAT ARE 'THE TRIALS OF FATE'?
The Trials of Fate are a series of intense survival challenges where players assume the role of a newly ascended Daemon Prince of Tzeentch. Reaching back through time itself, you will fight for survival in four infamous battles from the past, before breaking through into the Realm of Tzeentch and taking the fight to Kairos Fateweaver in an intense final showdown. Endless waves of enemy combatants will grow in strength the longer you hold out, until at last the masses overwhelm you. To help, players have access to some unique spells and abilities that could just tip the balance in their favour. The goal is to defend a capture point called the 'Shard'. Doing so grants access to Forbidden Knowledge, which in turn can be used to upgrade the aforementioned spells and abilities. Take advantage of cataclysmic powers and mighty vortexes to send your enemies ragdolling across the Realms in crazy physics-based chaos. The damage dealt and kills secured contribute towards your score. Do well enough and you'll unlockunique Tzeentch-themedDaemon Prince Partsfor your Daemon Prince that, as well as looking dead swanky, can be used in both the Realm of Chaos and Immortal Empires campaigns. Daniel has never looked better.
WHAT IS 'THE INFINITE PORTAL'?
The Infinite Portal grants access to reality-bending features and settings, letting you tweak many aspects of battle as you please, including:
- Unit Size: Increases the number of soldiers per unit and their health
- Damage: Increases the damage dealt by attacks, spells, etc
- Impact Force: Increases collision impact, attack force and detonation force to send units flying
- Leadership: Increases base morale
- Winds of Magic: Increases the availability of Winds of Magic for spellcasting
- Explosions: Increases the size of explosions and vortex spells, improving their radius and detonation speed
- Vigour Cost Reduction: Increases the duration that units stay fresh, lowering the fatigue cost of actions
- Reload Time: Reduces the time it takes to reload ranged weapons
- Ammunition: Increases the total number of shots per ranged unit
- Projectile Penetration: Increases the distance projectiles can travel through enemies
- Gravity: Decreases the effect of gravity on units who are knocked into the air
- Ability Radius: Increase the effect radius of abilities
- Ability Recharge: Reduces ability recharge time
- Charge Duration: Increases the duration of the charge bonus
- Entity Scale: Increases or decreases the size of single unit entities like Lords and Monsters
- Blood Quantity: Increases or decreases the amount of blood emitted by entities emit
DO I NEED TO PURCHASE FORGE OF THE CHAOS DWARFS TO PLAY MIRROR OF MADNESS?
No. While they are launching at the same time, Forge of the Chaos Dwarfs and Mirror of Madness are separate pieces of content. Mirror of Madness is completely free to all owners of WARHAMMER III, regardless of any previous Total War: WARHAMMER titles or DLC they have purchased.
DO I NEED AN INTEL 13th-GEN PROCESSOR TO PLAY MIRROR OF MADNESS?
No. Mirror of Madness in and of itself makes no difference to WARHAMMER III's performance. However, should you crank up The Infinite Portal's more intensive settings (such as entity scale or unit size) you may begin to notice some performance drop-off, depending on the power of your PC. The Infinite Portal can be best seen as... an experiment. It's a fresh, isolated environment with the chance... should you so choose... to push your PCs hardware to the limit. The Trials of Fate will also maintain a similar performance to the main game, though players who survive for a long time may find that the sheer number of units on screen at once in later waves may stretch their system resources. Should you notice a drop in frames, you can opt to lower some settings.
UP NEXT
And thats Mirror of Madness! For a full breakdown of this latest addition to WARHAMMER III, check out our Mirror of Madness Showcase on the Total War YouTube channel! Otherwise, when the time comes please do hop in, try it out yourself and share some of your mightiest screenshots with us on our socials! Dont forget, Forge of the Chaos Dwarfs, Mirror of Madness and Update 3.0 all arrive at the same time on April 13th, andyou can still pick Forge of the Chaos Dwarfs up for 10% less if you purchase it before April 20th. We'll be back next week, should we survive, with the absolutely gargantuan monster of an article that is the Update 3.0 Patch Notes. Seriously... there's so much. It's so big. So many words. More like UPDATE THREE POINT WHOA amirite?
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Introducing Zhatan the Black!
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Greetings!
We hope you enjoyed last weeks introduction to Drazhoath the Ashen from our upcoming Forge of Chaos Dwarfs DLC for Total War: WARHAMMER III. This week we talk about our third and final (and definitely cruellest) Legendary Lord: Zhatan the Black! Zhatan the Black, the Commander of the Tower of Zharr, is a servant to Ghorth the Cruel, providing bountiful labour and sacrifice. But dont let that distract you from his own propensity for unending violence and suffering. Zhatans high weaponry demand means the workshops can barely keep up with his bloody expeditions. There is method in his madness, however for the fiercest fires forge the hardest steel...
As a melee-first Lord, Zhatan can smash bones to bits on foot, soar through the skies mounted atop a Lammasu, scorch the lands from a Great Taurus or pin prospective new labourers with his Sadistic Snare net. Alternatively he can utilise an intensifying aura of Boundless Cruelty to strike fear into the hearts of those who oppose him. After all, the only thing louder than the screams of his broken foes is Zhatan's gloating laughter. Armed with The Obsidian Axe, the Armour of Gazrakh and the Chaos Rune Shield to enhance his combat abilities yet further, Zhatan is one cruel customer.
Read the full blog here!
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Gameplay Showcase
[hr][/hr] Now it's time to see how Zhatan's Warhost of Zharr handle things on the battlefield! Expect lots of fire, lots of factories and lots of very unfortunate skeletons... [previewyoutube=PTI3-gIUzTo;full][/previewyoutube] And thats a wrap on our trilogy of introductions to the Forge of the Chaos Dwarfs campaign pack! Well of course have a full suite of patch notes dropping alongside Update 3.0 and Forge of the Chaos Dwarfs, as well as another maddening surprise or two to go with it. Keep a close eye on all our official channels for further details, and well see you on the battlefield! The Total War Team
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Join us on Discord this Friday 31st March at 2PM for an exclusive AMA with Total War: WARHAMMER III Game Director Rich Aldridge and Lead Designer Sean Macdonald, where they'll be answering your burning questions about Forge of the Chaos Dwarfs!
https://discord.gg/totalwar
For the latest news and announcements, don't forget to visit our official social channels.
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[hr][/hr]
Introducing Drazhoath the Ashen!
[hr][/hr]
Greetings loyal followers of Hashut!
We hope you enjoyed last weeks deep dive into the first Legendary Lord, Astragoth Ironhand, from our upcoming Forge of Chaos Dwarfs DLC for Total War: WARHAMMER III. This week we turn to our next cunning combatant: Drazhoath the Ashen! Drazhoath the Ashen, the Sorcerer Prophet of Hashut, is the Lord of the Black Fortress and the commander of the fell Legion of Azgorh. His mastery of magic and engineering grew stronger throughout his time in exile at the hands of Astragoth Ironhand, and now he seeks a return to the fold of Zharr-Naggrund.
Being equally as proficient with his axe as with sorcery, Drazhoath is a formidable presence on the battlefield, be he on foot or atop his trusty Bale Taurus, Cinderbreath. Hes equally as daunting outside of battle, too, being an industrial juggernaut and the best in class when it comes to generating armaments and developing settlements.
Read the full blog here!
[hr][/hr]
Gameplay Showcase
[hr][/hr] Now you've met Drazhoath it's time to see the Legion of Azgorh in action in our second Gameplay Showcase! Also starring a disturbingly cheerful Hobgoblin, a fired-up Bale Taurus, and the gargantuan K'daai Destroyer. [previewyoutube=R5mVXFQvUNE;full][/previewyoutube] Next week, well be showcasing the final Legendary Lord arriving with Forge of the Chaos Dwarfs Zhatan the Black. To call him a nasty is underselling it! Keep a close eye on the official Total War channels for further details. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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STEAM SPRING SALE NOW ON!
[hr][/hr][hr][/hr] The Steam Spring Sale is on now until March 23rd! Pick up Total War: WARHAMMER III for 33% off during the sale, or get up to 75% off other Total War titles over on the official franchise page! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ Whether you're a Total War: WARHAMMER veteran or you've just picked up the game after the free weekend, now's the perfect opportunity to complete your collection and bolster your Immortal Empires roster!
Sale ends Thursday, March 23rd @ 10AM PT/5PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
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[previewyoutube=OiHvsinEn58;full][/previewyoutube]
Hashut the front door, the rumours are true!
*laughs in Khazalid* We can finally confirm that Forge of the Chaos Dwarfs will be arriving in Total War: WARHAMMER III as part of Update 3.0 on April 13th! You can pre-order Forge of the Chaos Dwarfs today - and if you do so before release, you'll get 10% off the launch price!
Legendary characters
Three ferocious and foul Legendary Lords are included: Astragoth Ironhand, High Priest of Hashut; Drazhoath the Ashen, Sorcerer Prophet of Hashut; and Zhatan the Black, commander of the Tower of Zharr. They are joined by the one and only Legendary Hobgoblin Hero himself, Gorduz Backstabber. This maniacal group intend to construct the Great Drill of Hashut, with which they will burrow through the very fabric of reality itself to conquer both the known world and perhaps also far more. Read the full details - and meet the first of our Legendary Lords, Astragoth Ironhand - in our announcement blog post here: https://www.totalwar.com/blog/tww3_thechaosdwarfs_astragoth/
Up next...
Well be sharing a more in-depth look at Astragoth Ironhand's gameplay alongside some of Forge of the Chaos Dwarfs' features in an upcoming showcase, so keep an eye on the official Total War channels for further info. Beyond that, weve got more blogs and videos on the way very soon showcasing our other two Legendary Lords from Forge of the Chaos Dwarfs, and we'll of course have a full set of Patch Notes when the Chaos Dwarfs arrive in Update 3.0 on April 13th.
For the latest news and announcements, don't forget to visit our official social channels.
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STEAM FREE WEEKEND & FRANCHISE SALE!
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FREE WEEKEND & 33% OFF TOTAL WAR: WARHAMMER III
The Total War: WARHAMMER III Free Weekend is on RIGHT NOW until 13th March! Step into the boots (or talons?) of your favourite Legendary Lords to experience the Realms of Chaos & Immortal Empires absolutely free until 10AM PT/6PM GMT on 13th March! Not only that, you can also save 33% off Total War: WARHAMMER III and continue your campaign after the free weekend finishes! A great opportunity to dive deeper into the game and maybe find your new favourite faction? https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
UP TO 75% OFF THE TOTAL WAR: WARHAMMER FRANCHISE
We're also running a Franchise Sale across the entire Total War: WARHAMMER series, offering up to 75% off the previous two games in the trilogy and their DLCs - the perfect chance to complete your collection, as well as your Immortal Empires roster! Check out the franchise sale page to see all the deals currently running.
Sale ends Tuesday, March 13th @ 10AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
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Total War: WARHAMMER III update 2.4 is now available on Linux and macOS!
This update opens up Immortal Empires to all owners of Total War: WARHAMMER III without the need to own the previous two games in the series!
Read the full patch notes here:
https://www.totalwar.com/blog/tww3-update-240/ The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
[previewyoutube=ASLcFaaiNgM;full][/previewyoutube] Greetings! Total War: WARHAMMER III's first update of 2023 brings the usual bug fixes and visual improvements, but most crucially of all it delivers a huge change - the Great Bastion into Immortal Empires has been breached! Tomorrow (February 17th) marks a full year since Total War: WARHAMMER III was released. But being the impatient wee scamps we are, we just couldn't wait and have decided to kick off the celebrations today! But before we get stuck into Update 2.4.0, let's cast our minds back... Following the arrival of WARHAMMER III, the much-anticipated Immortal Empires launched on August 23rd and brought every race and Legendary Lord from the Total War: WARHAMMER series into one enormous campaign map to create the largest and most definitive Total War experience ever. Immortal Empires launched in Beta, and over the last six months weve pushed updates both big and small to continually develop the campaign. As of today, the Beta tag has gone, and the firm foundations put in place since release will pave the way for even greater things although that doesnt mean that work has stopped on bug fixing or improving the areas of the game that still need work. This is still just the beginning of Immortal Empires - there's so much more to come! Until today, players had to own WARHAMMER I, WARHAMMER II and WARHAMMER III to brave the challenge of Immortal Empires. Now, everyone who owns WARHAMMER III can dive right into the core Immortal Empires experience, regardless of the other titles. Plus, DLC can now be purchased separately for those that want to try out a new faction perhaps one that bested you on the battlefield? Opening up this epic campaign to all WARHAMMER III owners is something we are pleased to offer, and the games one year anniversary felt like the perfect time to do this for all to enjoy. Its a really exciting time and the perfect start to what is going to be a very exciting year. [previewyoutube=Qqhc3mK06r0;full][/previewyoutube] In the here and now, if you cast your eyes above you can catch our brand new Immortal Empires showcase! Incidentally, it might be worth your time sticking around until the end of the video for a sneak peak at... something. The impending arrival of a fiery Chaos on the world of WARHAMMER III may not be a huge shock, but fear not - it'll be here before you know it. Besides, the time for fear comes later... Here are some of the highlights from Update 2.4:
- Immortal Empires is now available to all WARHAMMER III owners!
- Karak Eight Peaks is now a ten-slot settlement for the Skaven... yes-yes...
- Malus's quest battle for the Warpstone of Khaine is now in the Chaos Wastes, closer to his starting position.
- Fixed a variety of visual/graphical glitches such as clipping capes, snapping models and broken animations.
- Garrisons are no longer reinforcements and now enter the battle from the start.
- Fixed a multiplayer desync that could occur when an Empire player chose to Summon the Elector Counts.
- Coedill will no longer immediately enter the battle instead of reinforcing once the Waystones are destroyed in Drycha's quest battle.
- Interrogating Grom the Paunch in Athel Tamarha as Eltharion now correctly gives Mistwalker units the ability to mirror Grom's Big Waaagh ability.
- Fixed an issue where Boris Ursus wouldn't gain supporters while the Invocation of Dazh is active.
Read the Full Update 2.4.0 Release Notes...
DON'T FORGET...
We're always keeping a close eye on your feedback, so please keep it coming! Everything you tell us helps us best decide where to focus our efforts for the next update, so let us know your thoughts and feelings about Update 2.4, Immortal Empires andWARHAMMER III via our official channels:
[h4] Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
Welcome to Immortal Empires! We look forward to hearing about your coming victories!
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
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THE STEAM WINTER SALE!
[hr][/hr][hr][/hr] The Steam Winter Sale starts tomorrow! From December 22nd 2022 to January 5th 2023, get up to 75% off Total War titles! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ And on Total War: WARHAMMER III DLC https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/ And on Total War: WARHAMMER II DLC https://store.steampowered.com/app/364360/Total_War_WARHAMMER/ And on Total War: WARHAMMER DLC
Sale ends Thursday, January 5th @ 10AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
Total War: WARHAMMER III update 2.3 is now available on Linux and MacOS!
- - Endgame Scenarios make their way to multiplayer.
- - Familiar Landmarks arrive in Immortal Empires.
- - Artillery dodging has also been adjusted.
- - and much more!
Read the full patch notes here:
https://www.totalwar.com/blog/tww3-update-230/
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THE STEAM AUTUMN SALE!
[hr][/hr][hr][/hr] The Steam Autumn Sale is happening now! From today through November 29th, score up to 75% off the Total War franchise! https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ And on Total War: WARHAMMER III DLC https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/ And on Total War: WARHAMMER II DLC https://store.steampowered.com/app/364360/Total_War_WARHAMMER/ And on Total War: WARHAMMER DLC
Sale ends Tuesday, November 29th @ 10AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
[previewyoutube=9kdvZLRNNYE;full][/previewyoutube] Greetings! The WARHAMMER IIIrollercoaster continues this month with Update 2.3 which, while not as hulking aslast month'smahoosiveupdate,still offers a decent chunk of fixes, changes and improvements. Barring potential hotfixes, this is the last update we'll have for you in 2022. Before we get going, we wanted to mention theState of the Gamepost that dropped last month. We were delighted that many of you found it interesting, but are also aware that there are concerns and questions you have that weren't touched upon. Fear not, brave adventurer - although we can't always talk about everything we're working on, we are listening, and we have another State of the Game post planned before Christmas that will take a broad look at the topics you've been talking about. So, without further ado, here are some of 2.3's highlights:
- Customisable Endgame Scenarios make their way to multiplayer.
- The eight originalWARHAMMER ILords receive brand-new selection videos.
- Landmarks from Mortal Empires and the Realm of Chaos maps arrive in Immortal Empires, along with some new landmarks and 10-slot settlements for select factions.
- Further tweaks to the victory objectives of several Legendary Lords including Kislev, Tomb Kings and the Ogre Kingdoms.
- A sweep of balance changes to Tomb Kings, Vampire Counts, Skaven and more.
- Changes to how the AI dodges spells, artillery and other ranged attacks, along with new difficulty adjustments.
Read the Full Update 2.3.0 Release Notes...
UP NEXT...
War never ends and we're always keeping close eye on your feedback - so please keep it coming. Everything you tell us helps us best decide where to focus our efforts for the next update, so let us know your thoughts and feelings about Update 2.3 andWARHAMMER III via our official channels:
[h4] Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4] Feedback: Immortal Empires Public Beta(Official Forum)[/h4]
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
Update 2.3 is currently expected to beWARHAMMER III'sfinal update of 2022, unless of course any issues should arise requiring a more immediate fix. We'll talk a little bit more about the game's roadmap as we head into 2023 (including 2.4, 3.0 and other assorted chaotic happenings) in a State of the Game post coming next month.
As always, we look forward to facing you in battle!
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
Greetings, Total War: WARHAMMER III fans! Welcome to State of the Game, which is our deep dive into all things Total War.
Join us as we talk to our developers about two topics that always seem to get you chatting:
- We catch up with Senior Designer Craig Kirby about the past, present and future of Endgame Scenarios in Total War.
- We also talk to Lead Campaign Designer Mark Sinclair about WARHAMMER IIIs recent issues with Settlement Battles, whats been done about them and what the future holds.
- We take a brief glimpse ahead at what's in the works as we head into the New Year.
You can read STATE OF THE GAME here
See you on the battlefield!
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
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HOTFIX 2.2.1
[hr][/hr][hr][/hr] Today we are releasing a small hotfix to address two problems that have arisen in WARHAMMER III following Update 2.2:
- Fixed an issue where units resurrected by a healing spell had their healing cap removed, granting them immortality.
- Addressed a scripting error that would sometimes prevent Immortal Empires from launching when using modded factions and races (thanks to the modding community for bringing this to our attention).
[previewyoutube=pQDafMXk_6A;full][/previewyoutube] Greetings, WARHAMMER fans! We hope you're sitting comfortably, because Update 2.2 is here and it is, in technical parlance, a 'whopper'! It's been a little over a month since our last big patch in the shape of Update 2.1, which served to fix some of the problems flagged up before our huge 2.0 release. But now we're ploughing full speed ahead into the feedback we received after the launch of 2.0 and Immortal Empires, and this chunky ol' update is the result! Here are some of the highlights:
- Changes to settlements and garrisons to reduce the frequency of settlement battles.
- Additional flavour for some of the special settlement garrisonsincluding Karak 8 Peaks, Black Pyramid, Skavenblight and moreby allowing them to use additional units.
- A character experience rebalance, reducing the importance of victory types and focusing on enemy unit destruction.
- Tweaks to the victory objectives of several legendary lords, including those of the Lizardmen, High Elves and Empire.
- A game mode split option has been added to ranked multiplayer, letting you join separate queues and giving you greater control of your online experience.
- Adjustments to AI aggression, strategy and overall game difficulty.
- Plus, monsters are invading the old world in the form of Regiments of Renown III, and a new endgame crisis brings ruin-death to all! Yes-yes...
Read the Full Update 2.2.0 Release Notes...
UP NEXT...
The work never stops!Update 2.3 rapidly approaches and is currently due to land in November. Until then, were as always very keen to hear everything youve got to say about WARHAMMER III, Immortal Empires and 2.2.0, so please do reach out to us through all the normal channels. Your feedback helps the game be as good as it can possibly be!
[h4] Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4] Feedback: Immortal Empires Public Beta(Official Forum)[/h4]
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
This is going to beWARHAMMER III's final patch of 2022 before we ramp back up again in the first quarter of 2023.Update 2.3 is expected to focus on bug fixes and balance changes that weren't quite ready for this release, as well as fixes to any issues that may bubble up over the next few weeks.As a result, it is expected to be lighter on content than 2.2.
As always, we look forward to facing you in battle!
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
Players on macOS can now download our recent game builds, connect with their friends, and play with all the latest changes to WARHAMMER III: including Immortal Empires, the Champions of Chaos, Blood for the Blood God, and all the latest fixes and features!
You can catch up on everything that's changed since the last update in our recent release notes:
https://steamcommunity.com/games/1142710/announcements/detail/3371527460674810739 https://steamcommunity.com/games/1142710/announcements/detail/3356892105051014558 https://steamcommunity.com/games/1142710/announcements/detail/3294968168781792265 https://steamcommunity.com/games/1142710/announcements/detail/3293844171236027200
And if you've not picked up the game yet, you can add it (and DLC from the entire WARHAMMER trilogy) at a discount now during the SEGA Megamix sale:
https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
Have a great conquest! steamthumbsup
SEGA is throwing an October celebration with the Megamix Sale! Now through October 13th, score up to 75% off the Total War: WARHAMMER franchise and their DLC add-ons! This is the perfect time to complete your WARHAMMER collection, unlock the full potential of the Immortal Empires roster, and kick off your conquest of the Warhammer world!
https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
And on Total War: WARHAMMER III DLC
https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/
And on Total War: WARHAMMER II DLC
https://store.steampowered.com/app/364360/Total_War_WARHAMMER/
And on Total War: WARHAMMER DLC
Sale ends Thursday, October 13th @ 10AM PT/6PM BST
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HOTFIX 2.1.2
[hr][/hr][hr][/hr] Today, we are releasing a small hotfix with a critical change for high-end Intel processors:
- Addressed an issue which impacted the game performance when running on Intels Raptor Lake CPU.
END TURN CRASH: FIX INCOMING
Were aware of an 'end turn crash' issue impacting some players. Until a permanent fix arrives in Update 2.2, weve opened two Steam Beta branches which will allow you to roll back and play on an earlier build:
- rollback: Update 2.0 (crash not present)
- patch_2_1_1: Update 2.1.1 (crash may be present)
UP NEXT: UPDATE 2.2
Update 2.2 is currently targeting October 18 as its release date! This major update includes a wide variety of changes and fixes to several outstanding issues impacting playersin addition to new features based on ongoing player feedbackas you all dive into Total War: WARHAMMER III and Immortal Empires:
- End Turn Crash Fix: Coming soon.
- Settlement Battles: Numerous adjustments are being made to the number of Settlement Battles encountered throughout a campaign. More details in the full notes next month!
- AI Improvements: Several adjustments are being made to the AI based on player feedback: theyll be generally more aggressive, will scale better with their difficulty setting, should employ smarter tactics in Battle, and will (overall) be better allies and vassals, as well.
- Split Ranked Queue: Choose between Land and Domination Battles!
- New Endgame Crisis: Yes-yes
- Regiments of Renown III: Our third Regiments of Renown pack is on the way!
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HOTFIX 2.1.1 (Updated)
[hr][/hr][hr][/hr] Today's hotfix includes a fix for the critical crash introduced in Update 2.1.
- Fixed a crash when manually defending during minor and major Settlement Battles.
- Doing so will require you to re-download and unpack any files which were updated in the 2.1 build.
- Playing in Update 2.0 will disable cross-play with users in the 2.1 or 2.1.1 build.
- Future builds will require that you opt-out of the beta to update to the latest build.
[previewyoutube=qh-t7H7NkMk;full][/previewyoutube] The excitement never ends, WARHAMMER fans, and nor do the efforts of the Total War development team! Alongside some critical fixes, Update 2.1 introduces several additions that werent quite fully formed enough for inclusion in the mammoth 2.0 release. Plus, theres also lots of great improvements based on the feedback received thus far! Heres a quick look at some of the major changes:
- The Total War: WARHAMMER III Assembly Kit has arrived for our amazing modding community!
- The High Elf Archmage is no longer unstoppable when mounted on a dragon.
- Do thy bidding! The Warriors of Chaos can now rightly subjugate all human and elven races.
- Upon capturing their final settlement, Archaon and Be'lakor can now confederate other Warriors of Chaos factions.
- For the iron-willed among you, an Ultimate Crisis setting to trigger ALL endgame scenarios in the same playthrough has been added.
- Theres some love for the Dwarfs, who are are gaining spell resistance and additional movement options, along with buffs to their Hammerers.
- Thanks to some rebalancing, targets now have some time to react to Stationary Vortex spells.
- Rejoice! Helman Ghorst has been rebalanced to bring him into line with the rest of the battlefield.
- All Legendary Lords now boast the Siege Attacker trait from the off.
- There have been some rule changes to Domination Battles so they last a little longerexpect further changes in future updates, too.
- There are reduced penalties for the Empires Imperial Authority when their first losses are incurred.
- Regiments of Renown units are now available to the appropriate factions, and units that were priced too high have seen their costs reduced.
Read the Full Update 2.1.0 Release Notes...
UP NEXT...
Were really keen to hear everything youve got to say about Immortal Empires and 2.1.0 as we prepare for a major batch of tweaks and improvements coming with Update 2.2 this October. Please reach out to us through all the normal channels to help us ensure 2.2 is the best it possibly can be.
[h4] Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4] Feedback: Immortal Empires Public Beta(Official Forum)[/h4]
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
As a taster, we can confirm that 2.2 will tweak the starting positions for Teclis, Skrag, Kairos, and Alith Anar, as well as address activation problems with Spirit of the Jungle AI factions, and lots more besides.
As always, we look forward to facing you in battle!
The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
[previewyoutube=bG9N3xvTQl0;full][/previewyoutube] The much-anticipated Update 2.0 is here, and its a biggie... Actually, scratch thatitsHUMUNGOUS!On top of introducing the brand-newImmortal Empiresgame mode toWARHAMMERIII, it also rolls in a massive changelog of improvements to nearly every area of the gamefrom the campaigns and multiplayer settings to the UI and visuals of the game. With the arrival of theWARHAMMER I and IILegendary Lords and Factions, the bulk of them have also been lovingly re-engineered for their inclusion in Immortal Empires, as have a huge number of Battle maps also being introduced from the previous games. Here's just a small sampling of the big improvements coming with Update 2.0:
- Daemon factions will no longer automatically declare war on non-Daemon factions
- Alongside Attack and Defend requests, you can now ask Allies toOccupysettlements (including colonising ruins)
- Weve rebalancedConfederation, so its harder to confederate minor factions but easier to confederate major ones
- Weve completely overhauled the front-end and faction-select UI for improved usability
- On the Battle side, weve improved the Battle AIs capture-point behaviour, its target priority regarding barricades and enemy units, and the effectiveness of its melee and ranged-unit positioning
- Weve adjusted reload-time reductions for ranged units so theyre easier to understand and dont scale to the point where stacked reload-reduction buffs make ranged units overperform outrageously
- MostWARHAMMER IandII factions have undergone some level of overhauling for Immortal Empiressome to a lesser and some to a greater extentwith years of tweaks and balance ahead for the game mode!
Read the Full Update 2.0.0 Release Notes...
UP NEXT...
This release represents a huge step forward forTotal War: WARHAMMER III, and we will be working alongside the community to determine the areas where it can continue to evolve and grow in the months and years to come. We want to understand your impressions on things like the balance between factions, trends youre spotting across the campaigns you play, or anything that just rubs you the wrong way. Our official channels are open to (healthy) discussion, debate, and (yes, even) criticism, so take the time to play with the changes, organize your thoughts, and then work with others to build consensus around what you'd like to see evolve in the game. To that end, there are a few key places where well be looking for your commentary and reports:
[h4] Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4] Feedback: Immortal Empires Public Beta(Official Forum)[/h4]
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
While there will be room for Hotfixes in the event of any critical issues, the first planned release is UPDATE 2.1, which is already scheduled to arrive two weeks (September 6). Note that this WILL NOT include any fixes or responses to any immediate reports we receive; rather, it includes several critical changes and fixes based on early access feedback that we want to implement sooner than later. Due to testing and release timelines, they unfortunately could not be included in Update 2.0; nonetheless, you can look for them in their own build soon.
Come early October, you can look forward to UPDATE 2.2: the first planned release to include adjustments based on your feedback and reports. Were less certain what this build will includesince it will be based on your experiences in this first monthbut well be watching closely to see where the most impactful tweaks can be made for the most people. We do know we'll be adding some startpos adjustments for a few Legendary Lords such as Teclis, Skrag, Kairos and Alith Anar based on initial feedback.
HAVE FUN!
We hope you enjoy Immortal Empires, the Champions of Chaos, Blood for the Blood God, and everything Update 2.0 has to offer! Remember to let us know if you encounter any issues and to follow our social channels (below) for the latest about Total War: WARHAMMER III. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
Steam Discussions Twitter Facebook Instagram Discord
Welcome to the FAQ for the Immortal Empires release (Update 2.0.0) for Total War: WARHAMMER III. Here, youll find a hefty amount of information and answers to important questions regarding the release of the new game mode.
If you experience technical issues, we recommend that you verify the integrity of your files to ensure theyve all downloaded properly. If you continue to experience issues after that, our Support Team is always available to work with you one-on-one to figure out the problem.
[h4] Contact the SEGA Support Team[/h4]
For game issues, we recommend visiting one of our official spaces to post or contribute to a thread. We will be collecting reports and working fixes into our development schedule.
[h4] Bugs: Total War: WARHAMMER III Game Bug Reports (Steam)[/h4]
[h4] Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]
Thank you, as always, for your support; well see you on the battlefield!
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WHAT IS IMMORTAL EMPIRES?
Immortal Empires is a new grand-scale campaign mode for Total War: WARHAMMER III available for free to owners of all three Total War: WARHAMMER titles. It combines the landmasses, Legendary Lords, war units, and more from the series into one colossal mode spread across the vast Warhammer World. It is the most complete and definitive Warhammer strategy experience ever conceived. For more information, read about it here: https://store.steampowered.com/news/app/1142710/view/3324233322418110931
WHEN DOES THE IMMORTAL EMPIRES BETA RELEASE?
Immortal Empires will release on the 23rd of August.
For more time zones: Time to the Total War: WARHAMMER III Immortal Empires Beta (redirects to timeanddate.com)
IF I OWN ALL THREE GAMES, DOES THIS MEAN I HAVE ACCESS TO ALL OF THE CONTENT/RACES/FACTIONS/ETC. IN IMMORTAL EMPIRES?
Owning the base games of all three Total War: WARHAMMER titles will only grant you access to the set selection of Races and Legendary Lords available in those given games. You will need to purchase the DLC for those games to access the respective races and factions in Immortal Empires. For example, if you wish to play with the Vampire Coast or Tomb Kings, you will need to own their respective products.
HOW DO I DOWNLOAD AND PLAY IMMORTAL EMPIRES?
Immortal Empires will download automatically along with the release of Update 2.0 on August 23rd. No additional download or opt-in is required to play if you meet the requirements.
WILL IMMORTAL EMPIRES HAVE THE SAME MINIMUM AND RECOMMENDED SYSTEM REQUIREMENTS?
Yes; Immortal Empires will have the same minimum and recommended specifications as Total War: WARHAMMER III.
HOW BIG IS THE DOWNLOAD SIZE?
The download size for Total War: WARHAMMER III and Immortal Empires has been reduced from 120GB to ~104GB.
DO I NEED TO INSTALL ALL THREE GAMES TO PLAY?
No; as long as the other games are in your library, you only need to have Total War: WARHAMMER III installed to access Immortal Empires.
WILL IMMORTAL EMPIRES SUPPORT CROSS OWNERSHIP?
Immortal Empires will not support cross-platform ownership. Like previous Total War games, players should own all of the required content on a single store in order to access it in-game.
WILL IMMORTAL EMPIRES SUPPORT CROSS-PLAY?
Yes, Immortal Empires will support cross play. Like Total War: WARHAMMER III, players can join and play with each other across the Microsoft, Steam, and Epic platforms.
ARE THE REALM OF CHAOS OR EYE OF THE VORTEX MECHANICS ACTIVE IN THIS?
No; Immortal Empires does not feature the Realm of Chaos (WARHAMMER III) or Eye of the Vortex (WARHAMMER II) campaign mechanics. It is a sandbox experience first and foremost, though each race will still have their own unique victory conditions for the campaign.
HOW MANY PLAYERS DOES MULTIPLAYER SUPPORT?
Like Total War: WARHAMMER III, Immortal Empires will support up to eight players in multiplayer campaign or battles.
HAVE THE FACTIONS FROM THE PREVIOUS GAMES BEEN BALANCED AGAINST THOSE FROM WARHAMMER III?
As Immortal Empires is launching in BETA, balancing is still work-in-progress. However, we have made a concerted effort to ensure that Total War: WARHAMMER I and II factions are able to compete with their WARHAMMER III counterparts. Norsca, Lizardmen, Dark Elves, and the Vampire Counts have received the largest updates so far. More information regarding them can be found on the Total War blog here: https://store.steampowered.com/news/app/1142710/view/4972554042134301101
WILL IMMORTAL EMPIRES BE LOCALISED?
Yes, Immortal Empires has been localised in the same set of languages available to Total War: WARHAMMER III.
WILL IMMORTAL EMPIRES BE MODDABLE?
With an all-new game mode, we know theres a huge community ready to start implementing their own spin and style to what the game has to offer. Much like Total War: WARHAMMER III, players will be able to load mods that change how Immortal Empires plays. The final piece of the puzzle is the Total War Assembly Kit, which we will be releasing alongside a future update.
WHATS NEW IN IMMORTAL EMPIRES?
Immortal Empires has a range of new features and improvements ready to be experienced on August 23rd. These include; BeLakor as a playable Legendary Lord, an all-new Sea Lanes mechanic to help circumnavigate the map, updated mechanics and playstyles for factions introduced in WARHAMMER I and II, fresh lore-inspired victory conditions for the campaign, new end-game scenarios, and much more. For more information, please visit the Total War blog: https://store.steampowered.com/news/app/1142710/view/3324233322418110931
WHY ARE YOU RELEASING IMMORTAL EMPIRES AS A BETA?
Immortal Empires is the most ambitious project weve ever attempted, combining the content of three massive games into one world-spanning mode. This means that it has also been one of the most technically challenging and there is still some work to do as we collect feedback, monitor the gameplay, and update it over time to address balance concerns and bugs. This is still the full Immortal Empires experience, but the beta tag helps us set expectations as we continue to make it the best it can be. Visit the Immortal Empires introductory blog for more information: https://store.steampowered.com/news/app/1142710/view/3324233322418110931
Hello Total War: WARHAMMER community! Today were revealing the final Legendary Lord joining the Champions of Chaos Lords packValkia the Bloodycoming to Total War: WARHAMMER III on August 23rd. Valkia the Bloody is the cruel and daemonic consort of Khorne: returned from the dead to further the work of her diabolic paramour. Once a fell queen of a great northern tribe, the Blood God reawakened her as a form more pleasing to himself. The followers of Khorne fight all the harder in her presence, for it is said His gaze always lingers around her. [previewyoutube=X0bvDMa3_NE;full][/previewyoutube]
ON THE BATTLEFIELD...
The winged warrior-queen is one of the most skilled combatants in both the mortal and immortal realmswith melee stats to rival even those of Skarbrand. She has a range of powerful abilities, including Daemonshield, which grants invulnerability for a short period, Spear of Slaupnir which causes the ground to erupt in a straight line, and her Gaze of Khorne passive ability, which increases the base weapon damage, armour-piercing, and leadership of warriors in her area of influence.
FACTION EFFECTS
- Has access to Bloodletting
- Campaign movement range: +20% after winning a battle (all characters)
- Souls gained from sacrificing captives: +50%
- Vassals gain Frenzy and spread Khornes corruption
LORD EFFECTS
- Passive ability: The Gaze of Khorne
- Campaign movement range +35% after enemy retreats from battle
PRE-ORDER NOW!
Azazel, Festus, Vilitch, and Valkia join the battlefield in the Champions of Chaos DLC, coming alongside the release of Immortal Empires on August 23rd. Pre-orders are available now on all stores nowand youll even score a 10% discount if you pick them up before August 30th! https://store.steampowered.com/app/1824060/Total_War_Warhammer_III__Champions_of_Chaos/
UP NEXT
Well be sharing an even more in-depth look at Valkia in a Lets Play video coming TOMORROW, so look for that over on the official Total War YouTube channel. Then, keep your eyes on our social channels for more news about Immortal Empires and the Champions of Chaos, both coming this August 23rd!
Hello Total War: WARHAMMER community! Today were revealing the third Legendary Lord joining the Champions of Chaos Lords packVilitch the Curselingcoming to Total War: WARHAMMER III on August 23rd. The malformed sorcerer-twin known as Vilitch the Curseling is a living manifestation of Tzeentchs twisted delight in anarchy. The Great Sorcerer fused the frail runt with their warrior brother: granting Vilitch both baleful abilities and control of their autonomous siblings diabolic strength. Now, as they ruthlessly plot to further their own power, their enemies fear the disturbing creature known as the Twisted Twin! [previewyoutube=Y0emnNGcfCM;full][/previewyoutube]
ON THE BATTLEFIELD...
The chaotic fusion of warrior and wizard makes Vilitch a force to be reckoned with upon the battlefields of The Old World, as they are both a formidable melee and spellcasting Lord of Tzeentch. Their passive ability, The Twisted Twin, increasingly raises their spell mastery, melee defence, and melee attack the longer they're in close combat or casting spells.
FACTION EFFECTS
- Vassals gain increased barrier hit points and spread Tzeentchs corruption
- Has access to Changing of the Ways
- Forces receive benefits for having high Winds of Magic
- Converts a portion of own battle casualties into Souls
- Has access to the Tzeentch teleport stance
LORD EFFECTS
- Steal +15% of the experience earned by other Lords
- Passive ability: The Twisted Twin
- Teleport stance usage cost: -25% Winds of Magic (Lords Army)
UP NEXT
Well be sharing an even more in-depth look at Vilitch in a Lets Play video coming TOMORROW, so look for that over on the official Total War YouTube channel. Then, prepare yourself for more news about the final Legendary Lord joining the Champions of Chaos next week!
Hello Total War: WARHAMMER fans! Over the past few weeks, months, and even YEARS, there's been a healthy debate within the community as to how we approach the implementation of certain races in the Total War: WARHAMMER games. Nowhere has that been more apparent than the split between the Warriors of Chaos, the Daemons of Chaos, and the Monogod races (Tzeentch, Slaanesh, Khorne, and Nurgle).
With that discussion rising to the forefront following the reveal of the Champions of Chaos, we wanted to take a moment to sit down with our design team and get their thoughts on the process behind it. So today, were here to provide you with a clear picture of what, why, and how weve split the Lords of Chaos, as well as the role it will play in our forthcoming DLC!
(You ready for a super deep dive? Lets go!)
CHAOS Q&A
WHY ARE THE FOUR NEW LEGENDARY LORDS CONSIDERED "WARRIORS OF CHAOS?"
With this being the first Warriors of Chaos Lords Pack since 2015, we wanted to reintroduce this iconic race in a way that was befitting of their infamous world-ending reputation. To that end, introducing four Legendary Lordseach of whom is aligned with one of the four Chaos Godswas a flavorful way to start, particularly given that we already have two Undivided Lords in the form of Archaon and Kholek. Beyond the flavor that each Champion could bring to this Lords Pack, we found that several design elements aligned exceptionally well with the revamped Warriors of Chaos mechanics. For instance, the vision for Azazel was that hes been sent out into the world to find and lure promising Undivided champions into devoting themselves to Slaanesh. Hes basically an evil talent scouta role implied as far back as Morkar the Uniter, who may have been persuaded along his path to become the first Everchosen way back in the days of Sigmar.
For some characters, it would have been very hard to find a niche for them in the Monogods roster. Festus is a good example here; hes a durable Lore of Nurgle spellcaster whos a master of brewing plagues...but how do you make him interesting alongside Kugath, whos better at all those things in addition to throwing exploding Nurglings? The answer: put Festus in the Warriors and youve *immediately* got a combination of features thats entirely unique! Finally, this approach allowed us to push the quality of the pack far higher than we could have otherwise. Having the whole team laser-focused on a shared feature-set meant that every single playtest, improvement, and bug fix benefited all the characters rather than one. It needs to be stressed, though, that even in this context, our goal was to create four Warriors of Chaos experiences that feel like Khorne, Nurgle, Slaanesh, and Tzeentchmuch in the same way that Wulfhart and the new Volkmar feel like Empire factions even though they dont share the same mechanics as Karl Franz. These are true hybrids: drawing a ton of flavour and gameplay from their relevant Dark God. Theyll be fully capable of running armies that will look very much like the ones youd see when playing as the relevant God-specific race...but with Dragon Ogres!
WHERE DOES THIS LEAVE THE MONOGOD RACES OF KHORNE, SLAANESH, NURGLE, AND TZEENTCH?
Its important to state: the new DLC characters existing within the Warriors of Chaos race DOES NOT prevent us from adding mortal characters to the Monogod rosters. This is something we confront on a DLC-by-DLC basis. In some instances, mortal characters might fit better alongside a Daemon-focused roster or the Monogod mechanics; in others, the roster might end up with wildly different, bespoke feature-sets more appropriate to the given faction. Dont worry; there are plenty of exciting characters who will be joining the Monogods in the future.... Its also worth stressing that this pack will still massively transform the Monogod playstyle. In some cases, their rosters are almost doubling in size, with each God gaining a new hero and two lords to lead their armies, topped off by the ability to convert Mortal Lords into Daemon Princes. Even older heroes are getting updated: with Cultists now riding the new Warshrines into battle as mounts. Combined with a ton of balance changes and the new Immortal Empires starting positions, were pretty sure the Monogods will offer a ton of fresh, new experiences.
WHY ARE THERE TWO SLAANESH LEGENDARY LORDS IN THE WARRIORS OF CHAOS?
With hindsight, everything is much clearer... It's fair to say that if Sigvald hadnt already been in the game since 2016, he would have (undoubtedly) been the Slaanesh Champion in Azazels place. Beyond that, we wanted to ensure that all four of the Dark Gods had representation within this pack in order to provide you with a larger variety of Legendary Lords to play at launch. Plus, we really like the Swiss Army Knife dynamism that Azazel brings to the roster!
Ultimately, our aim has been to ensure that both Slaaneshi Lords offer a distinct playstyle. As Azazel is a Daemon Prince, he has a narrower choice of units to recruit from, solely focusing on Undivided and Slaaneshi units, whilst Sigvald has the potential to branch out into units from all four pantheons and Undivided. Thats not to say youll see Sigvald leading armies of screaming Khornate berserkers or festering Nurgle-worshipers: due to the Dark Authority system (see below) Sigvalds own personal retinue will maintain a distinctly Slaanesh flavour and hell need to do some delegation to others to efficiently maintain units devoted to other Gods. So, even though theres only one Lord in the Slaanesh race, youve got three *very* different ways to play a Slaanesh-themed campaign.
HOW DO THE UNIT ROSTERS WORK IN A CAMPAIGN?
While the Warriors of Chaos can eventually access a truly vast array of mortal and daemonic units, its not just a case of constructing specific buildings and spewing out multicoloured units... Much like the lore, youll have to work hard to amass the forces of multiple Gods, and certain characters will find it easier (or more difficult) than others.
Every unit in the roster is treated as either a Warband unit or a Gifted unit. Warband units are your bread and butter: consisting of Mortal humans as well as the bulk of the Undivided monstrous units. Almost all of them can be Markedan act that devotes them to a specific God and turns them into a new unit with new visuals, stats, and even new voice linesthough you cant necessarily Mark a unit right from the start. Gifted units are primarily Daemons accompanied by a few specialist, non-Daemonic unitssuch as Hellcannons and Shaggothsand are recruited by spending Souls on Chaos Gifts (hence the name) or via certain special events. The catch? Theres a cap on the number of these Gifted units you can have in any given army; that is, unless youre Belakor, who can recruit as many as he likes! Like Marks, these options arent necessarily available from the very start of your Campaign. In fact, the specific conditions for unlocking these options is one of the key ways were differentiating the individual factions. For example:
- Belakor can recruit a whole bunch of Gifted units from Turn 1 onward, but must unlock the ability to Mark mortals in his skill tree.
- Sigvald can recruit Slaanesh mortals and Daemons from Turn 1 onward, but must wait to unlock other Gods forces. (Though he might struggle to keep Khornate units in check...)
- Archaon can unlock the ability to recruit God-specific units and is best-suited to access and lead forces that mix-and-match with a bit of everything.
- Kholek will have the hardest time getting access to God-specific units, but has easier access to Dragon Ogres and Dragon Ogre Shaggoths.
WHATS SPECIAL ABOUT THE NEW DLC LORDS?
Comparatively, the four new DLC Lords are almost akin to a sub-race within the Warriors: Lords who are more closely aligned to their specific God, and thus limited in their access to the full suite of Marked units in lieu of their patron Gods specific units alongside the Undivided. To accommodate this sacrifice, they instead gain a variety of specialist advantages:
- They can start Marking Mortals and recruiting Daemons from Turn 1 and will find it both easier and cheaper to do so.
- They share a uniquely structured tech treeabout half of which is built for their particular factionthat allows for more specialization in God-specific units and mechanics.
- They spread (and benefit more from) their own Gods corruption, but are actively penalized by the corruption of an opposing God.
- They get access to their Gods battle mechanics and army abilities.
- They each get versions of certain Campaign features belonging to the main Daemon faction; for example: Festus can brew and spread plagues, but they have slightly different effects to Kugaths.
All in all, weve tried to make these four Champions feel different from the rest of the Warriors of Chaos. Our dialogue engineers have even gone so far as to ensure that units in these characters armies use different voice lines when led by one of the characters; youll hear Marauders and Warriors and Chosen in Azazels army shouting about their allegiancenot just to Slaanesh, but to Azazel himself! On top of all that, they also participate in a brand-new Campaign set on the Realms of Chaos map, which offers a dramatic narrative following the main games Ursun storyline. Its a nifty, alternate take on the Rifts system: one with more control in the leadup to a truly epic finale.
WHAT ABOUT CONFEDERATION?
Initially, the team were aiming for Archaon (at minimum) to be able to confederate all the Warriors of Chaos. However, there were some significant technical and balance issues that we were unable to resolve in the time we had to implement the rest of their feature overhauls. Given the technical issues, we were concerned that launching with confederation enabled could jeopardize the core experience of the Warriors of Chaos; as such, we chose to disable the option for the initial release of Immortal Empires. With that said, we know that this is important to you, and will be looking to enable some form of confederation for the Warriors in a post-release patch. We'll talk more about how we'll aim to accomplish that feat in the future!
COMING SOON!
We hope this offers clarity into our design process and helps you understand where our four newest Legendary Lords are landing in the WARHAMMER III roster! As mentioned before, theres still room for adjustments and changes, so we look forward to hearing what you think when you get your hands on them this August. Check back next week for another look at an upcoming Champion, as well as more details about Immortal Empires!
Hello Total War: WARHAMMER community! Today were revealing the second Legendary Lord joining the Champions of Chaos Lords packFestus the Leechlordcoming to Total War: WARHAMMER III on August 23rd. Doctor Festus is a deranged devotee of Nurgle who pledged a lifetime of service to the Plague God in return for his forbidden knowledge. He goes to war with few intentions beyond furthering his revolting studies of sickness, ailments, and plagues... It is a far better fate to die on the battlefield than to be captured for the doctors experiments! [previewyoutube=gh49KKpbZxQ;full][/previewyoutube]
ON THE BATTLEFIELD...
Long forgetting the Hippocratic Oath he so vehemently preached as a mortal, Festus can be found concocting a variety of horrific potions and unleashing Lore of Nurgle spells, both of which allow him to manipulate the battlefield in insidious ways. Whie his Healing Elixirs ability replenishes the hit points of his own combatants, the Harbinger of Pestilence ability instead deals damage to enemy combatants. Yet theres a catch: both act more like toggleable passive abilities that are mutually exclusive to use (meaning that only one of the two can be active at any one time).
FACTION EFFECTS
- Vassals gain poison attacks and spread Nurgles corruption
- Can brew Plagues
- Souls +25 when a plague is spread
LORD EFFECTS
- Plague duration: +3 turns (local armies)
- Battle healing cap: +25% (Lords Army)
UP NEXT
Well be sharing an even more in-depth look at Festus in a Lets Play video coming TOMORROW, so look for that over on the official Total War YouTube channel. Then, keep your eyes peeled for more news about the third Legendary Lord joining the Champions of Chaos next week!
Welcome back, Total War: WARHAMMER fans, to another instalment of the Immortal Empires blog series. This week, were taking a closer look at some of the most significant race updates youll experience come this August, when the Immortal Empires BETA finally arrivesspecifically to the Vampire Counts, Lizardmen, Dark Elves, and Norsca.
Before we explore those juicy details, its important to recognize that importing races from Total War: WARHAMMER I and II into Immortal Empires is no simple task; its *far* more complex than a simple copy and paste from game to game. WARHAMMER III introduced significant updates to the seriesin the form of new mechanics, overhauled game systems, and a host of new foes to facemeaning that many races required substantial adaptations to survive in a fresh new world of war and politics. As such, while these updates wont be quite to the same scale as what youll see with the Warriors of Chaos, they will nonetheless evolve their play styles in important (and meaningful) ways.
VAMPIRE COUNTS
Everyones favourite bloodsuckers were in a difficult place coming out of WARHAMMER II: mainly relying on a devastating two-punch combo of free skeleton armies and the evisceration of their enemy with Winds of Death. While it was a real power-trip at times, it did eventually get a bit dry (Bone-dry, you might say.) On top of that, changes to systems like the Winds of Magic in WARHAMMER III have a heavy impact on the race, so the team spent time enhancing them in ways that help them stay freshas fresh as an exhumed corpse can be, at least. So, the headline: free skeletons are GONE. Youll still have ways to make them (grave)dirt cheap, but not to the same extent as before. We know this is a big changeone that might disappoint some peoplebut it not only distorted the Vampire Counts gameplay too much, but made much of the roster obsolete, particularly in conjunction with the reduced supply line penalties in WARHAMMER III. To make up for the loss, weve made a whole host of other changes that we hope will more than make amends for it. Heres a look at some of the key changes:
- Across-the-board balance changes to the roster: leadership increases to most units, adjustments to Ethereal units, and the ability to recruit Mournguls (in a Campaign) if you own the Vampire Coast DLC.
- Improvements to Raise Dead pools: which now offer better units by default and scale up with Vampiric corruptionmaking them less reliant on battle sites.
- Reshuffle of recruitment buildings, with many units now available earlier and more easily.
- Revamped tech tree, skill trees, and Bloodline effects to give the race access to powerful new effects: such as increased healing caps and extra Winds of Magic.
LIZARDMEN
We know that Lizardmen and update together might generate some excitement, so well get the bad news out of the way first: the Geomantic Web is still pretty much the sameother than a few adjustments to reward you for fulfilling the Great Plan. We fully recognize that its ripe for a more substantial update and hope to find an opportunity to do so in the future. With that said, theres still a load of other changes coming for our scaly friends Well start with the humble Skinks! As has long been requested, Tehenhauin now unlocks Regiments of Renown units by levelling up, and will be able to use his sacrificial pyramid to generate extra Blessed Spawning units. His chameleonic comrade, Oxyotl, will be receiving new missions to hunt down and eliminate the new Daemonic enemies who recently arrived on the Immortal Empires map, and his mission durations will now scale with campaign difficulty, making it much harder to thwart Chaos if you choose to player at harder levels. The stalwart Saurus will also benefit from changes that help them take on the Daemonic hordes in battle! Their innate Primal Instincts ability kicks in earlier: granting them greater bonuses and no longer triggering their Rampage. Both Saurus characters also get revamped lord and faction effects to account for this in addition to helping them develop their own play styles. Kroqgar will focus on creating a coterie of elite Saurus characterswith major buffs for Old-Bloods and Scar-Veteranswhile Gorrok will enjoy new effects that lean into his defensive nature; while his unique rite no longer makes Saurus Unbreakable, it now grants them Barrier as well as immunity to hostile weapon effects like poisona perfect boon for taking on a certain pestilential rodent! As the premier magic-wielders of the setting, the Slannincluding Lord Kroakare getting skill tree tweaks to fit the new magic system in WARHAMMER III while gaining access to powerful effects like Barrier and increases to their Winds of Magic capacity. On top of that, Mazdamundi will also receive a whopping +50% range increase to all his spellsbefitting for a frog of such continent-shifting power. Finally, Nakai will enjoy a variety of balance changes: including tech tree updates to boost his economy, as well as new and improved benefits upon constructing Temples to the Old Ones. Hell also benefit from some of the fundamental improvements to diplomacy that were introduced in WARHAMMER IIInotably improving how the AI interacts with vassal factions.
DARK ELVES
Next, lets turn to the Druchii, whoin addition to being in a prime position to benefit from the new Sea Laneshave seen big changes to their slaves mechanic. Previously, this was a feature that resulted in insane late-game economic performance with relatively little interaction from the player. As such, in WARHAMMER III, slaves are now considered a faction-level resource rather than something you stow in a province. Slaves can now be spent at numerous buildings to generate income, or invested in three powerful Slave Diktats to benefit a specific province. For a long while, the Druchii have had acomplicated relationship with Chaos, so the influx of Daemonic factions has led to a few notable changes. Morathi now gets unique interactions with Slaanesh corruption and can even recruit Daemonettes, while Malus Possession ability now allows for more frequent use of Tzarkan and interacts differently with the new corruption types. Last of all, Rakarth can now capture and tame a host of new beasts: including Sabretusks and Feral Bears. (Rakarth even got an in-depth spotlight in our recent Q&A with the development team!)
NORSCA
Lets talk cold, angry, and primed to raid! Norsca had a somewhat tumultuous entry into the series with their unique ability to construct outposts instead of regular settlements. Built on the foundation of the climate-locked occupations of WARHAMMER I, this design did not make a graceful transition into WARHAMMER II; where it was originally designed to grant them unparalleled flexibility, it instead became their greatest weakness. So, if you take one thing home when youre done raiding these shores, its the fact that Norsca is now a regular occupation factionwith access to their complete building tree anywhere in the world. While that is the big one, there are additional smaller changes coming to freshen up the race: [quote]
DEVOTION TO THE GODS
Like before, players can dedicate the ruins of their enemies to one of the four Dark Gods in order to gain their favour, but there was always a massive disparity in the rewards given. As such, weve evened things out a bit.
- Full dedication to the Crow no longer causes a (admittedly mostly impotent) global plague. Rather, you will be joined by Burplesmirk Spewpit, the Exalted Great Unclean One.
- Full dedication to the Hound no longer gives you access to The Ice-Forged Legion. Rather, you will be joined by Killgore Slaymaim, An Exalted Hero of Khorne.
- All reward characters grant their army an incredibly powerful boon that twists their battle profile to align closer to the Dark Gods ideal forces. For example, Azriks forces enjoy access to Barriers, magical weapons, and global Winds of Magic generation benefits.
- If you just had the terrifying realization that we didnt say where the Ice-Forged Legion went, dont worry; your favourite Hellcannon Battery has become a regular Regiment Of Renown unit that unlocks once you reach the appropriate level.
COMMANDMENTS
Being fully settled and capable of holding complete provinces all over the world, Norsca has a full set of commandments to enact over them and solidify their new holdings. [/quote][quote]
RESOURCES
Wine, furs, and everything in-between, Norsca can now construct buildings to exploit almost all resources for local or global bonuses. [/quote][quote]
CAPITAL TARGETS
With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist? [/quote] To tie us off, lets head off the question on everyones minds: no, this is not the Norsca rework. These changes are about freeing Norsca from the shackles of their outposts and giving them a taste of the fresh new powers of the Dark Gods in WARHAMMER III. Like the rest of Immortal Empires, this is just the beginning: the foundation upon which to build and make future tweaks to the different factions.
COMING SOON!
Thats it for now! Check back soon for more updates and Immortal Empires news and be sure to join us on August 23rd to see all the changes for yourself!
Hello, Total War: WARHAMMER fans (or should we call you Champions of the WARHAMMER community?)! Today is a very exciting day, as it's not only time to unveil the Champions of Chaos Lords Pack for Total War: WARHAMMER III but announce that it will be releasing on August 23rd alongside Immortal Empires.
Fit for a champion, the games first Lords Pack welcomes not two, but FOUR, new Warriors of Chaos Legendary Lordseach of whom will be aligned with one of the four ruinous Chaos Gods. Embark on crusades of destruction with brand-new gameplay features, wreak havoc with a host of new battlefield units, and master the new narrative-driven campaign mechanics that will unearth the fabled path to Zanbaijin.
[previewyoutube=W5ea7Y6ACOo;full][/previewyoutube]
WHAT'S IN THE PACK?
CAMPAIGN
- 4 new Legendary Lords
- New campaign mechanics
- Playable in both the Immortal Empires and Realm of Chaos campaigns (but do not interact with the Ursun storyline)
BATTLE
- 8 new Marked Lord and Hero characters
- 36 new Marked versions of mortal Chaos units
- New Chaos Warshrine with four Marked variants
- 4 Regiments of Renown units (one for each Chaos God)
SPOTLIGHT: AZAZEL (THE ECSTATIC LEGIONS)
While well be introducing you to each of the four new Champions of Chaos over the next few weeks, were going to get started right away by spotlighting the first Legendary Lord: Azazel, Prince of Damnation!
A prince amongst Daemons, Azazel has been the bane of humanity since time immemorialhis constant acts of devotion and debauchery assuring his high standing in the eyes of Slaanesh. All who know of him dread to face him in battle, for the cost of losing means not only the death of the body, but all the horrific certainty of the souls eternal damnation. Azazel is the Swiss Army Knife of Slaaneshcapable of inflicting hellish causalities in all aspects of battle. In close combat, he has access to the Temptator ability: granting a temporary ward save and reflecting any damage upon those who dare attack him. In a support role, he can call upon a range of spells from the Lore of Slaanesh: such as Phantasmagoria and Lash of Slaanesh. Plus, he can fly, which grants him a looming position from which to control the flow and tempo of the battlefield.
FACTION EFFECTS
- Diplomatic relations +80 with Empire, Kislev, Cathay, and Bretonnia
- Vassals gain Immune to Psychology and spread corruption
- Can Seduce units
- Applies and benefits from Seductive Influence and Gifts of Slaanesh
LORD EFFECTS
- Passive ability Domineering Aura
- Seduce Units cost: -20% for Empire, Bretonnia, Kislev, and Cathay units
- Seduce Units budgets +25%
THE CHAMPIONS CAMPAIGN
A PROLOGUE
In the ancient city of Zanbaijin, the servants of the Chaos Gods have clashed for millennia. The souls of those who fall in these vicious conflicts are sealed within the Altar of Battle itself, which stands at the heart of The Fallen City.
Ursun's roar has shaken the world and the Altars seal has become fragile. The correct ritual will have the power to shatter it completely: leaving the myriad warrior-souls of bygone eras ripe for the claiming. However, Zanbaijin is not an easy place to reacheven for a Champion of Chaos... Your Champion must forge their path to Zanbaijin by forcing open the still-healing scars in the world created by Ursun's roar. Only then will you be able to find the Altar of Battle and claim the souls for your patron god. Will you take up the mantle of a Champion of Chaos? Then slay your enemies, collect their souls, make your way to the ancient city of Zanbaijin, and perform the ritual. When the Altar of Souls is within your grasp, you will change the balance of power between the Chaos Gods forever!
CAMPAIGN MECHANICS
[quote]
CHAOS GIFTS Winning battles grants you the Souls of your enemies. These Soulscan be exchanged for great power and Daemonic reinforcements as the Champions of Chaos dedicate them to their patron god or to the Undivided union of all four gods.[/quote][quote]
DARK FORTRESSES & VASSALS Occupying a special Dark Fortress regionmost often found in the Chaos Wastes and the Norscan homelandsenables the Champion of Chaos toconstruct a powerful stronghold. By occupying a Dark Fortress in a Norscan homeland capital, you will gain the respective Norscan faction as an eternal vassal for as long as you control their homeland.[/quote][quote]
WARBANDS Champions of Chaos recruit all their forces instantlyeither from local provinces or as units granted via Chaos Gifts. Your mortal units can ascend the ranks of Chaos: rising from humble Chaos Marauders all the way to Chosen or Chaos Knights. You can also dedicate them to a specific Chaos God by granting them the chosen Gods Mark of Chaos.[/quote][quote]
PATH TO GLORY Champions of Chaos can spend Souls on their Chaos Lords and Chaos Sorcerer Lords in order to promote them to Daemon Princes. Your Heroes and Lords can also dedicate themselves to one of the four Chaos Gods: Marking themselves and gaining new strengths from their new alignment.[/quote]
THE CHAMPIONS ROSTER
Also coming with the Champions of Chaos Lords Pack is a new unit lineup! These new/unique units will be available to the Warriors of Chaos and relevant Chaos God factions in both the Campaign and custom Battles, while a smaller contingent will also be available to the Daemon Prince during his Campaign. In custom Battles, the four Champions themselves will join in: fighting alongside the Warriors of Chaos and their patron Gods forces.
NEW & UNIQUE UNITS
Here is a quick look at the units joining the roster (not including a large number of units already available in WARHAMMER III): MARKED LORDS
- Chaos Lord of Khorne
- Chaos Sorcerer Lord of Nurgle
- Chaos Lord of Slaanesh
- Chaos Sorcerer Lord of Tzeentch
- Chaos Warshrine (Undivided)
- Chaos Warshrine of Khorne
- Chaos Warshrine of Nurgle
- Chaos Warshrine of Slaanesh
- Chaos Warshrine of Tzeentch
- Exalted Hero of Khorne
- Exalted Hero of Nurgle
- Chaos Sorcerer of Slaanesh
- Chaos Sorcerer of Tzeentch
- Chaos Marauders of Khorne
- Chaos Marauders of Khorne (Dual Weapons)
- Chaos Marauders of Nurgle
- Chaos Marauders of Nurgle (Great Weapons)
- Chaos Marauders of Slaanesh
- Chaos Marauders of Slaanesh (Hellscourges)
- Chaos Marauders of Tzeentch
- Chaos Marauders of Tzeentch (Spears)
- Chaos Warriors of Nurgle
- Chaos Warriors of Slaanesh
- Chaos Warriors of Tzeentch
- Chosen of Khorne
- Chosen of Khorne (Dual Weapons)
- Chosen of Nurgle
- Chosen of Nurgle (Great Wepons)
- Chosen of Slaanesh
- Chosen of Slaanesh (Hellscourges)
- Chosen of Tzeentch
- Chosen of Tzeentch (Halberds)
- Forsaken of Khorne
- Forsaken of Slaanesh
- Marauder Horsemen of Khorne (Throwing Axes)
- Marauder Horsemen of Nurgle(Throwing Axes)
- Marauder Horsemen of Slaanesh (Javelins)
- Marauder Horsemen of Tzeentch (Javelins)
- Chaos Knights of Khorne
- Chaos Knights of Khorne (Lances)
- Chaos Knights of Nurgle
- Chaos Knights of Nurgle (Lances)
- Chaos Knights of Slaanesh
- Chaos Knights of Slaanesh (Lances)
- Chaos Knights of Tzeentch (Lances)
- Chaos Chariots of Khorne
- Chaos Chariots of Nurgle
- Chaos Chariots of Slaanesh
- Chaos Chariots of Tzeentch
Regiments of Renown (Champions Edition)
In addition to the above forces, four new Regiments of Renown units will be joining the game: each of which aligns to a different Chaos God. [quote]
KNIGHTS OF THE BRAZEN THRONE (Skullcrushers of Khorne)
Alignment: KHORNE These Skullcrushers are outfitted with jet-black armour and dual axes. They gain bonuses to their combat prowess when charging and are a strong counter to infantry units. [/quote][quote]
BILIOUS THUNDERGUFF (Chaos Giant)
Alignment: NURGLE Bilious Thunderguff is a Giant that has been tainted by the gifts of Nurgle. Bilious used to experience extreme bouts of indigestion; now, with his newfound gifts, he is now able to channel his trapped wind and harness it against his opponents. [/quote][quote]
THE SIBILANT SLAUGHTERCADE (Chaos Chariots)
Alignment: SLAANESH Those Chaos Charioteers who catch the peripheral gaze of the Dark Prince are offered a place within the Sibilant Slaughtercade. Pulled by Steeds of Slaanesh, these maligned Chaos Chariots have a wealth of additional attributes as they thirst for the souls of their enemies. [/quote][quote]
THE SEVERED CLAW (Aspiring Champions)
Alignment: TZEENTCH The Severed Claw is a unit of Aspiring Champions aligned to Tzeentch. These fearsome Warriors are protected by a barrier and armed with magically imbued Halberds, making them formidable hunters of larger targets. [/quote]
OLD WORLD UPDATE: WARRIORS OF CHAOS
Finally, an Old World Update for the Warriors of Chaos will be free to all owners of the Chaos Warriors Race Packoriginally released alongside Total War: WARHAMMER in 2015. This update significantly overhauls how the race plays: gifting them with the brand-new gameplay mechanics available to the Champions of Chaos, above (Chaos Gifts, Dark Fortresses, Warbands, Path to Glory). https://store.steampowered.com/app/404010/Total_War_WARHAMMER__Chaos_Warriors/ A separate Marked Chaos Warriors (free DLC) will also be available for download, further expanding the ranks of your Northern kin. Those units include three Warriors of Chaos variants:
- GREAT WEAPONS for Nurgle
- HELLSCOURGES for Slaanesh
- HALBERDS for Tzeentch
UP NEXT
Over the next three weeks, well introduce you to the remaining three Champions joining the Chaos ranks! Look for their reveals alongside their exclusive trailers, in addition to tips and tricks on how to get started with the new Warriors!
Good day, WARHAMMER III fans! Todays hotfix comes with a fix for a major issue highlighted by the community following our last game update: a performance problem which scales based on the number of mods being run in the game.
In a recent hotfix, it appears that we inadvertently removed some data that the game was continuing to search fora search that would end up being run more often as you added mods. While recent changes made this an issue for Steam users, todays fix should result in small performance gains during Battles on ALL PC platforms where Total War: WARHAMMER III is available!
As always, thanks to the individuals and communities who dug into the issue, provided the details that helped narrow down the problem, and brought it to our attention! Your persistence (and patience) will continue to lead to gains on the performance front, so keep the feedback coming!
See you on the battlefield!
The Total War Team
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HOTFIX 1.3.2
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- The game will no longer search for files which do not exist and will no longer scale the number of searches based on the number of mods being run by the game.
Total War: WARHAMMER III Immortal Empires Q&A with Richard Aldridge and Mitchell Heastie
You asked; we answered! Total War's own Richard Aldridge and Mitchell Heastie sit down to tackle some of the top Immortal Empires questions asked by you, the community.
(Be sure to watch all the way to the end...!)
Hello everyone! Today's hotfix makes behind-the-scenes changes which, while minor, are necessary for us to make following Update 1.3. These should have no impact on your gameplay, cross-platform compatibility, or save games, and we apologize for the inconvenience of a surprise build!
If you do experience any issues, our support team is ready and available to help you work through any issues:
Contact the SEGA Support Team
See you on the battlefield!
The Total War Team
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COMPATIBILITY HOTFIX 1.3.1
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- Updated several supporting files related to future releases for Total War: WARHAMMER III. (No player-facing changes.)
In the recent Update 1.3 release, we implemented a change to improve ranged units' ability to fire on their enemies when a friendly squad is positioned between them and their targeteven if the ranged units seem to have a clear line of sight (LOS) on the enemy. The change involved treating two overlapping units as a single "combined" unit, which would allow the ranged soldiers to carry out their fire orders more reliably.
Unfortunately, the fix was a bit overzealous... Not only did it address the LOS issue, but it allowed ranged units to stack and fire in a way that largely negates the importance of positioning your troopsa critical mechanic to the depth of the gameplay in Battles.
We are backing out that change in today's hotfix, though we plan to revisit the original issue in the futureso watch for less extreme changes in a future update!
As always, the team is continuing to read through your feedback and take notes to help guide our development, so remember to visit one of our official discussion forums to talk about the changes you want to see:
[quote] DISCUSS: Total War: WARHAMMER III on Steam
DISCUSS: Total War: WARHAMMER III on the official Forums[/quote]
That's it for now! Keep your eye on our socials for more about Immortal Empires and Update 2.0 coming this August.
See you on the battlefield!
The Total War Team
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HOTFIX 1.3.1
[hr][/hr][hr][/hr] Reverted the following change:
- To prevent instances where ranged units hold their fire because a friendly unit is in their line of fire, overlapping units are now considered (by the game as) part of the same unit. This should ensure that ranged units can more consistently carry out firing orders.
Welcome back, Total War: WARHAMMER fans, to another instalment of the Immortal Empires blog series. This week, were taking a closer look at the changes coming to some of the Legendary Lords in Total War: WARHAMMER III: particularly those who previously shared their factions with other Lords in WARHAMMER I and II, but will now enjoy a force of their own on the Immortal Empires battlefield. To kick things off, wed like to introduce you to the one and only BeLakor: a key character joining the WARHAMMER III line-up as a fully-playable Legendary Lord.
BELAKOR
When talking about immortal beings within the WARHAMMER pantheon, few come close to the power or infamy of the first daemon prince of Chaos: Belakor. First introduced to Total War: WARHAMMER III as the moody antagonist of the Realm of Chaos campaign, his liberation from the Chaos Gods shackles left the Legendary Lord free to roam the Mortal Realms alongside the Warriors of Chaos. As an undivided Daemon Prince, Belakor kneels to no specific god; instead, he leverages the power of all four to become a versatile fighting machine bestowed with powerful gifts from each. Those of you who have conquered the Realm of Chaos campaign will already know that he is a behemoth on the battlefieldcapable of taking on almost any challenger. He is particularly unique amongst the Warriors of Chaos Legendary Lords in that he has access to the widest selection of Chaos Daemons, allowing him to assemble entire armies of daemonic might without the need for petty mortals.
Within the campaign, Belakor begins in the settlement of the Isle of Wight in Albion, where he has but one aim: to embark on a crusade of destruction. While the rest of his campaign mechanics will be revealed alongside the eagerly-anticipated Warriors of Chaos update, here are a couple of his key features to look forward to:
- Unholy Manifestations: Like the Daemon factions, Belakor has access to four powerful Unholy Manifestations. Each of Belakors abilities is aligned with one of the four Chaos Gods and can be unlocked by defeating an army aligned with a specific god or through sacrificing Souls (a new resource shared by all Warriors of Chaos). They offer powerful and unique benefits: for example, the Tzeentch-aligned manifestation grants the ability to spawn a unique shadow rift in the local province that Belakors forces can use to teleport across the mortal plain. In addition, every Unholy Manifestation used grants additional Daemonic reinforcements for his forces.
- Belakors Shadow: Belakor has the unholy ability to corrupt those who stand against him. When he defeats a human Lord in battle, he can mark them with Chaos: slowly corrupting their soul and eventually converting them into a Daemon Prince to reinforce the ranks of his army.
- Chaos Gifts: Dedication to the Dark Gods (or remaining Undivided) is sacrosanct to the forces of Chaos, and through their battlefield exploits, their warriors are bestowed with unholy gifts. By offering defeated souls to the Gods, Warriors of Chaos can unlock powerful (but limited) rewards which boost their proficiency in battle or grant daemonic reinforcements.
DEDICATED FACTIONS
If youre a veteran of Mortal Empires, you likely know that a few of the iconic Legendary Lords at your disposal currently share factions and starting positions with other Lords, so were taking the opportunity to give several of them a role of their own:
Volkmar the Grim The Cult of Sigmar: Embarking on a pilgrimage of zealousness by abandoning the petty squabbles of the Elector Counts in favor of sealing away the abominable Books of Nagash, Volkmar now resides in the lower Southlands. Unlike the Tomb Kings and Mannfred Von Carstein, its not the books themselves that offer individual effects; rather, the act of sealing books away increases his Zeal, strengthening the boons and power granted to Volkmar. Grombrindal The Ancestral Throng: Known for his hatred of the sadistic Dark Elves following Malekiths instigation of the War of the Beards, Grombrindal moved to Naggaroth. There, he stages his armies to enact revenge upon the Witch King. Helman Ghorst Caravan of Blue Roses: Ever clinging to the hope of discovering necromancies that could bring his brothers back to life, Helman Ghorst has moved eastwards in order to be closer to the coveted Nagashizzar fortress.
Vlad and Isabella Von Carstein Sylvania: Unlike the other Legendary Lords, this power couple will be staying together in undead matrimony, but will be playable within the same campaign. If you choose Vlad as your Legendary Lord, Isabella will be automatically unlocked as a hero and vice versa. Sigvald The Magnificent The Decadent Host: Armed with his disturbing yet angelic beauty, Prince Sigvald is now a force unto himself within the Warriors of Chaos. He reclines in pleasure in the Northwestern Chaos Wastes, and has been bestowed with some tantalizing new features such as the ability to Seduce units, use Seductive Influence, and has access to Slaaneshs daemonic breed. Kholek Suneater Heralds of the Tempest: The ancient Dragon Ogre now resides north of the Mountains of Mourn, keen to seek out a monolithic settlement for his own dark designs.
UP NEXT!
Next week, well be answering the questions you asked last month in a special interview with the developers; you wont want to miss it! Well also be sharing details about another bit of content coming with Immortal Empires next week, so check back for more as we continue our march to August!
[previewyoutube=bpxOIXvuiGI;full][/previewyoutube] Happy release day WARHAMMER fans! Welcome to UPDATE 1.3! Like its predecessors, today's update focuses on fixes and features identified and prioritized by our players in these early months of Total War: WARHAMMER III. While the list of changes is shorter than 1.1 or 1.2, there are still a hefty number of important adjustments to key systems throughout the game, new features to continue expanding the tools in your arsenal, and critical updates as we lay the groundwork for the massive 2.0 update coming in August. If you're looking for the short list of the most important notes, here's the tl;dr summary of what's coming in 1.3:
- Regiments of Renown II introduces a whole new set of elite troops to all seven factionsthis time with a focus on mounted units!
- Land Battles have joined the ranked matchmaking queue!
- Miao Ying can now (properly) use her Eye of the Storm ability in combat
- Additional character trait reworks and skill tree updates for the Legendary Lords
- Several adjustments to make the Realm of Chaos less punishing or tedious
- Much-needed adjustments to how the AI Tzeentch faction utilizes Changing of the Ways
- Improvements to the Cathayan Formation Attack ability
- Fixes to the Kurgan Warband spawn rates during the Grand Cathay campaign
- Numerous improvements to unit responsiveness to orders and movement commands in battle
- AI improvements to their battle strategy, as well as fixes to prevent them from abusing skills and abilities
- Various fixes for player-reported issues and feedback notes
- ...and more!
Read the Full Update 1.3 Release Notes...
UP NEXT...
The team is already hard at work on Update 2.0, which will bring a load of new features, DLC, and (of course) the debut of the highly anticipated Immortal Empires game mode. We have a load of new information coming your way in the weeks to come, so stay tuned and keep the hype rolling!
HAVE FUN!
We hope you enjoy Update 1.3! Remember to let us know if you encounter any issues and to follow our social channels (below) for more information and news about Total War: WARHAMMER III. See you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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Hello Total War: WARHAMMER fans! Welcome to the latest instalment of the Immortal Empires blog series. This week, well be focusing on start positions! More notably, well use this opportunity to kick off a gradual reveal over the coming weeks of where each of your favorite races will begin their conquest within the vast and unforgiving landscape of Immortal Empires.
WHATS IN A STARTING POSITION?
As war-hardened veterans, youre (likely) already aware that start positions are more than where your campaign begins; they set the tone for what you experience and the level of difficulty you'll encounter due to a variety of factors: from the number of enemy factions surrounding your settlements to the availability of resources and type of terrain (or corruption) that envelops your land. While the starting positions for most of our Legendary Lords will be unchanged in Immortal Empires, weve altered where 29 factions begin their journey based on a variety of factors. The key reasons for these changes? While some were made to be more lore-friendly, add racial diversity to certain regions, or to spice up your familiar battles, it's worth remembering that authenticity is key! So, you wont be seeing any crazy or drastic changes: such as Karl Franz starting in the middle of Lustria-bowl (even if that would be fun to watch...).
A BUSTLING BATTLEFIELD...
There are few better races to kick off this set of reveals than The Empire. The poster-boys of the original Total War: WARHAMMER, The Empire is the largest and most important Human race in The Old World (dont tell Kislev) and have been fighting all forms of foul beasts encroaching upon its borders for millennia.
- KARL FRANZ: It wouldnt be the Empire without an Emperor; Karl Franz continues his ambitions to unite the Elector Counts from the starting settlement of Altdorf.
- BALTHASAR GELT: The Supreme Patriarch of the Colleges of Magic continues his own fascination with alchemy from the starting settlement of Pfeildorf.
- MARKUS WULFHART: Leading his motley crew of warriors known as Wuflharts Hunters, the Huntsmaster continues his expeditions within the dangerous jungles of Lustria, starting in the settlement of The Creeping Jungle.
- VOLKMAR THE GRIM: The Grand Theogonist for the Church of Sigmar has abandoned the petty squabbles of the Elector Counts in favor of a zealous crusade within the Southern Realms. His starting settlement will be Sudenberg, where rumor has it that hes hellbent on finding certain dark artifacts...
To provide context for WARHAMMER IIIs starting positions, we should also include the locations of the games poster daemons. Thats right: the hellspawn of the Chaos Gods will all enjoy new starting positions in Immortal Empires:
- NKARI: Defeated by the High Elves of Ulthuan long ago, Nkari has returned to the Shrine of Kurnous where he seeks his vengeance after waiting for an eternity.
- KAIROS FATEWEAVER: The Oracle of Tzeentch has invaded from the Southern Wastes and conquered the Fortress of Dawn, though his designs are an unknowable as ever.
- SKARBRAND: Driven by his endless rage and bloodlust, Skarbrand wages war against the Savage Orcs in the Badlands: collecting and piling their skulls in Deff Gorge.
- KUGATH PLAGUEFATHER: Kugath has sailed from the southern wastes, drawn by the putrid sludge near the mouth of the River Ruin, settling nearby in Dragon Fang Mount within the Dragon Isles.
- DAEMON PRINCE: The Daemon Prince moves to the Forest of Decay in the northern Chaos Wastes, allowing him to compete for the ultimate leadership of Chaos.
...JOINED BY FAMILIAR FACES
Thats all the starting positions well be unveiling today, but well be revealing the starting locations of all 86 Legendary Lords on our social channels over the coming weeks. While some of these will have relatively minor (but exciting) changes like The Empire, others will see several factions jumping to entirely new pastures: [olist]
UP NEXT!
Next week, were offering an inside look at Belakor and the other new dedicated factions coming to Immortal Empires! Watch for more news (including the rest of the starting positions) on our social channels, and well see you on the battlefield this August!
Gday Total War: WARHAMMER III fans! We hope youve been enjoying the first few weeks of Immortal Empires news coming your way! That said, theres PLENTY more to come before August, including the NEXT actual release coming to WARHAMMER III: UPDATE 1.3which is what well be talking about today!
UPDATE 1.3 PREVIEW
Compared to its predecessors, Update 1.3 is going to be smaller than what Update 1.1 or 1.2 introduced to the game. As most of our development resources (and QA time) are focused on getting Immortal Empires (and the rest of Update 2.0) prepped and ready for its debut, 1.3 is aimed at addressing a variety of outstanding issues, player-reported frustrations, and other areas that will help lay the foundation for the release of the major update coming this August. Heres a *brief* (and far from complete) look at some of the key featuresmany of which are based on player feedbackcoming to 1.3:
REGIMENTS OF RENOWN II
Seven new Regiments of Renown units are joining the roster in our second official unit pack. Like the first, units will be joining each of the games core races to provide new, elite variants for any army you field. (Well take a closer look at each when 1.3 arrives. In the meantime, we welcome your guesses as to what units youd like to see in the coming release.)
CHARACTER TRAIT & SKILL TREE REWORKS
A popular topic since the launch of WARHAMMER III: the traits received upon defeating Legendary Lords will be seeing some adjustments to feel more rewarding when you stomp a big baddie. Several skill trees will also be seeing updates. This should not only improve the efficacy of your Lords and Legendary Lords, but will help factions who have historically struggled with replenishing their armies. Well share the specific changes in the 1.3 release notes, so watch for them then!
REALM OF CHAOS
As we continue to tweak the Realm of Chaos campaign, several new changes are being implemented to address some of the more frustrating aspects identified by players:
- When an AI teleports to the Forge of Souls, players will now be prompted to teleport and confront them (if they are in a position to do so). This should counteract the need to proactively camp the Forge of Souls until the AI appears.
- The final encounter with Belakor has been adjusted to be less time-consuming and punishing.
- Sigils will now be revealed when the player enters/exits a teleport locus.
- Action points used to move and position your armies will no longer be lost by interacting with a point of interest.
- The AI now must teleport eight times before accessing the final area.
AI USE OF CHANGING OF THE WAYS
The AIs use of Changing of the Ways (Tzeentch) has been a notable pain point since the launch of the game. As such, two key changes are being made:
- Minor Tzeentch factions will no longer be able to use Changing of the Ways.
- The cooldown is being increased to prevent it from being abused by AI factions.
CATHAYAN FORMATION ATTACK
As promised earlier in the year, adjustments have been made to improve Cathays Formation Attack ability: both by adding additional melee defence and by updating the entity behaviour so that soldiers will more actively seek out engagements.
KURGAN SPAWN RATES
Several changes are being made to prevent Kurgan Warband armies from spawning continuouslyoffering vigilant Cathayan players a chance to enjoy some well-earned moments of peace.
MIAO YING NOW HAS EYE OF THE STORM
A much-requested fix, Miao Ying will now be able to access her Eye of the Storm ability when in dragon form, as intended!
UNIT RESPONSIVENESS
Several changes have been made to improve unit responsiveness in the game: from how units navigate settlement entrances and react to retreat orders, as well as how large units and heroes interact via synced animations.
AI FOCUS ON THE BACK LINE
An issue where AI armies would focus (almost exclusively) on backline units is being addressed to encourage more meaningful tactics on the battlefield. This should also address an issue during Siege Battles which would compel the AI to scale walls and march through defending units to enter the city.
AI USING ABILITIES WHEN THEY SHOULD NOT
There are a handful of instances where the AI would utilize abilities where the player could not; that is not intended, so were ensuring that abilities are limited in the same way as they are for the player.
PLAGUE ATTRITION
Plagues have been noted as exceptionally difficult to deal with, so were making some adjustments to the duration and strength of attrition effects.
LAND & DOMINATION BATTLES ARE NOW IN RANKED
Matchmaking will now allow for both Land and Domination battles in ranked: more variety to test your skills!
MOVED FROM 1.3
While there is plenty more fixes and features coming with 1.3 (all of which will be captured in the release notes) theres one project noted previously which has been bumped from the release. As with any project, we will continue to work on developing, testing, and implementing it as soon and safely as possible:
INCREASING THE FREQUENCY OF FIELD BATTLES (CAMPAIGN)
We still want to ensure that there is a healthy mix of land, siege, and minor settlement battles as you play through the campaignparticularly based on player feedback about the number of siege and settlement battles. This will be fixed in a future update, and well let you know when we have an updated timeline as to when it will be ready.
COMING JUNE 30!
Finally, its time to address the big question: when can you expect Update 1.3? We promised that it would be kicking off Q3, and we are going to do just that: releasing it next Thursday, June 30th to usher in the new quarter! Dont worry: we still have plenty of news about Immortal Empires even as we prepare and release 1.3. We hope you enjoy these latest additions to Total War: WARHAMMER III as you wait, and well see you next week as we share more about both Immortal Empires and Update 1.3!
Hello, Total War: WARHAMMER fans. In last week's blog, we not only offered our first look at Immortal Empires, but noted that the new game mode represents the world-spanning vision that weve been driving towards since first beginning our work on the trilogy nearly a decade ago. Nowhere is that better represented than the campaign map: the massive battlefield where your armies will be fighting, raiding, sacking, and conquering in search of immortal glory.
This is the quintessential sandbox experience of the Total War: WARHAMMER campaign; and today, were excited to not only offer a sneak peek at the beta version of the map, but provide a first look at the new Sea Lanes feature being introduced along with Immortal Empires!
THE IMMORTAL BATTLEFIELD
The Immortal Empires map is MASSIVE: the biggest map any Total War game has featured to date, and nearly twice as large as the Mortal Empires map first introduced in 2017 to Total War: WARHAMMER II. For perspective, the number of settlements has not only increased from 401 to 554*, but the number of starting factions has also increased from 183 to 278*. [table] [tr] [th][/th] [th]MORTAL EMPIRES[/th] [th]IMMORTAL EMPIRES[/th] [/tr] [tr] [td]SETTLEMENTS[/td] [td]401[/td] [td]554*[/td] [/tr] [tr] [td]STARTING FACTIONS[/td] [td]183[/td] [td]278*[/td] [/tr] [tr] [td]LEGENDARY LORDS[/td] [td]74[/td] [td]86[/td] [/tr] [/table] * Note: These figures may change as we receive beta feedback Weve long said that the release of Total War: WARHAMMER III is only the beginning of the journey; to that end, you can expect the number of playable Legendary Lords and Races to continue growing as we release new DLC and free content to the game. This means that there will always be fresh new ways to approach Immortal Empires in the months and years to come as new forces join the battlefield. While we wont dive into the intricacies of start positions quite yet (...look for those soon...), you can also expect a variety of nifty changes which make the experience fresher, more challenging, and even more reverent to the Warhammer lore. You may just find a certain Krakenlord pillaging Grand Cathay...or a stealthy Skink taking the fight right to Chaos front door...
INTRODUCING: SEA LANES!
With the scale of the Immortal Empires map in mind, Sea Lanes have been introduced to add flexibility to your globe-trotting adventures. Interacting with them will provide the option to travel from the East of the map to the West and vice versa (with the exception of the Underworld Sea, which connects the Sea of Malice to the Boiling Sea), allowing for more exotic confrontations to be had, new allegiances to be formed, and unique roleplaying opportunities when once-distant factions meet for the first time. Any Lord or Hero will be able to move into the Sea Lane markers, allowing them to set sail and reach their destination after being at sea for a few turns.
BORDERS OF THE KNOWN WORLD
Though included within the map, not all landmasses and oceans will be traversable at the launch of Immortal Empires, such as Khuresh and Ind. Our focus for the Total War: WARHAMMER trilogy has always been on the races of Eighth Edition (with some exceptions such as Grand Cathay, Norsca, and Kislev), and the areas where these races reside remain our immediate design priority. Its also worth remembering that the Immortal Empires campaign map isnt a simple stitch and fit job. The Old World, Eye of the Vortex, and Realms of Chaos campaign maps are designed to be unique, standalone experiences. Simply put: theyre different shapes and sizes that dont fit together like a jigsaw puzzle. This is a sandbox mode first and foremost, so mechanics such as the Eye of the Vortex and Realms of Chaos invasion also wont be present here.
UP NEXT
Thats all for todays post, but as a teaser for our next news drop: Now that the map of the world has been revealed, it seems like the perfect time to start pinning where each Legendary Lord begins their journey for conquest and glory. That's right: we're talking starting positions in the next blog, so stay tuned for more!
Immortal Empires is easily the most anticipated game mode coming to Total War: WARHAMMER III, and represents the world-encompassing vision weve been working towards since first partnering with Games Workshop nearly a decade ago. The combined battlefield brings everything we've built throughout the Total War: WARHAMMER series into WARHAMMER III: including the Races, factions, units, and Legendary Lords, all of which will find their home on a massive battlefield that spans the Warhammer world. In every respect, its the most ambitious projectand hands-down the most complicated oneweve ever attempted, and we're thrilled to begin sharing more about the game mode now and in the weeks to come.
For all of you looking to get your hands on immortal Empires, we're aiming to roll out the beta version of the game mode this August. Don't worry; we'll explain exactly what we mean by "beta" further below, but first, we want to spotlight some of what it'll be bringing to Total War: WARHAMMER III.
WHAT'S NEW IN IMMORTAL EMPIRES?
Immortal Empires is much more than the sum of each games content smashed together into a larger map. Rather, the new game mode offers a variety of new features and approaches to the combined battlefield:
- Access all 86 Legendary Lords from all three Total War: WARHAMMER titles.
- BeLakor is now a Legendary Lord with his own faction.
- Dedicated factions for a number of the older Legendary Lords, including: Grombrindal, Helman Ghorst, and Volkmar the Grim.
- New starting locations for 29 of the older Legendary Lords.
- Improved personal faction mechanics for a selection of the older Legendary Lords (such as Volkmar the Grim).
- A new Sea Lanes feature, which allow you to move armies between distant lands and continentsfrom one side of the map to the otherwithout leapfrogging them all the way across the map.
- New dynamic end-game scenarios: randomised mid- to late-game challenges were introducing to challenge the late-game steamrollwhere the player is so powerful that theres little-to-no challenge left and less of a reason to complete the campaign. Think Greenskin invasions or resurgences of the undead, as a few examples
- Revamped victory conditions. Most players dont end up finishing campaigns, and we want to give them better reasonsand a greater level of satisfactionfor doing so. As such, weve simplified the victory requirements into more meaningful objectives while avoiding any arbitrary playstyle requirements.
- Corruption rework. Players will have new tools for spreading (or reducing) corruption through more active usage of their armies. Small amounts of natural reduction will also be available to uncorrupted factions.
- 8-player multiplayer campaigns. And as a bonus, only the host of an Immortal Empires multiplayer campaign needs to own all three games. Friends who only own WARHAMMER III will still be able to join the campaign, though their Legendary Lord choices will (naturally) be limited to the ones they own.
WHY WE'RE CALLING IT A "BETA"
When Immortal Empires arrives this August, you'll notice that it initially appears with a BETA tag until such time as we feel it no longer applies. When we first mentioned this earlier this year, we noted some of the concerns being raised within the community about the decision: [quote]Will Immortal Empires be "finished" when it launches? Will it be implemented in smaller parts over time? How long do we have to wait until it's *fully* playable? [/quote] These are all fair questions in the absence of the proper context, so we want to take a moment to explain why we made this choice and what you can expect from Immortal Empires when it actually arrives later this year.
To begin, we need to talk a little about how Immortal Empires is built... In order to create the game mode, the development team had to collect and combine the content, features, mechanics, systems, and code from three different codebases into a single mega-campaign. Now, taking big chunks of content, data, and code from one game and porting them into another is always a challengespeaking from experience in this regardand takes a significant amount of time and tailoring to get all the pieces to play nice with each other and work properly. Even after the technical implementations are done, there are still bugs to find and fix, as well as a significant amount of playtesting to ensure that (as an example) one race isnt ridiculously under- or over-powered or that each races unique features and mechanics are working as intended. In short: Immortal Empires isnt just a "port" of content from one game to another; its a mountain of phenomenally change-sensitive, technical work. Here are a few examples of what's still being done as we speak:
- Lighting across battle maps is more advanced in WARHAMMER III, so it takes time to get all the older environments re-authored to meet the same current standards.
- Achieving parity across other detailssuch as the UI, character models, VFX, audio, and general game balancewill be a gradual process that continues over time.
- Corruption is also a biggie. We changed how it works quite fundamentally in WARHAMMER III, and were doing even more to improve it in Immortal Empires. Its a game system that touches every playable race: regarding how they exploit, react to, or suffer from corruption, so it's a system that will continue to evolve until it settles in a good place.
IMMORTAL EMPIRES: DAY 1
So, what will Immortal Empires be like come August? At present, our aim is for the mode to be fully "content-complete" in terms of the available Races, factions, Legendary Lords, units, and geography, as well as all the extra features and improvements noted in the "What's New" section, above. Youll be able to start a full sandbox campaign to play and conquer however you wish, use any Legendary Lord accessible (based on your game ownership) from any of the three games, or experiment with the older Legendary Lords benefiting from their revamp (especially Ghorst, *ho ho*). Given the sheer scale of the project, there are bound to be some visual and technical bugs, and well be providing a known issues list when Immortal Empires does go live. Nevertheless, we're confident that game mode will be massive, packed with content, functional, and fun on day one!
THE EVOLUTION OF IMMORTAL EMPIRES
The moment the Immortal Empires beta goes live, its life truly begins! In the years to come, we'll continue honing and improving it, adding new features and improving existing ones, and introducing new content to help it grow over time. Throughout this process, we'll want to hear from you about what you like and (yes) what you don't! We want to understand your impressions on things like the balance between factions, trends youre spotting across the campaigns you play, or anything that just rubs you the wrong way. Well set up dedicated feedback channels for you to provide your thoughts and will also be keeping a keen eye on the popular community hangouts like the Total War subreddit.
Major patches will still arrive alongside new content packs as they did in WARHAMMER II, but well also be releasing interim patches between the content packs, as well. When we start seeing trends around certain topics and features in Immortal Empires, well bring those items to the forefront of the queue and react to your feedback as quickly and efficiently as we're able. With all that in mind: when the Immortal Empires beta goes live, the best approach is to consider this "Phase 1." Itll be the most enormous and varied strategic sandbox weve ever createdwith all the content you expect and moreand we know it'll only get better over time. More to come, so stay tuned for more about Immortal Empires and all the cool stuff coming toTotal War: WARHAMMER III!
Did you catch the Immortal Empires teaser during SKULLS? We have LOTS to talk about for the Immortal Empires betaavailable to owners of all three Total War: WARHAMMER titlesand we'll be kicking off a series of info posts starting June 14th! Join us then for more! [previewyoutube=0HkK1ldsuVU;full][/previewyoutube]
The Sale is on now until June 8th. Enjoy up to 75% off the Total War: WARHAMMER franchise!
https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/
Sale ends Sunday, June 8th @ 6PM BST
For the latest news and announcements, don't forget to visit our official social channels.
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Hello everyone! Today's hotfix comes with a small adjustment for an issue that popped up following Update 1.2: a problem where the click-and-drag behavior was disrupting the ability to effectively position troops on the battlefield.
As always, the team is continuing to read through your feedback and take notes to help guide our development, so remember to visit one of our official discussion forums to talk about the changes you want to see:
[quote] DISCUSS: Total War: WARHAMMER III on Steam
DISCUSS: Total War: WARHAMMER III on the official Forums[/quote]
That's it for now! We'll talk more about what's on the way in Update 1.3 next month, and will let you know when to expect it as we get closer to the date!
See you on the battlefield!
The Total War Team
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HOTFIX 1.2
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- Fixed an issue which caused the unit formation orders (issued by right-clicking and dragging) to feel cumbersome and unresponsive.
[previewyoutube=CQPVgKZiFEs;full][/previewyoutube] Hello everyone! Today, we're excited to introduce Update 1.2.0 to Total War: WARHAMMER III! Today's build brings a variety of changes, fixes, additions, and even a handful of new featuresincluding our first free DLC packto the game! Here are some of the big highlights hot off the press:
- The first Regiments of Renown pack, which adds elite troops to the Campaign and Battles
- Mounts now automatically unlock for all mounted charactersno skill points necessary!
- Auto-resolve fixes for key Campaign issues identified over the first months of WARHAMMER III
- AI improvements to address concerns with Siege Battles and an overbearing anti-player bias
- Numerous improvements to Unit Responsiveness during Battles
- Technology updates (and more) for every playable race
- A long list of fixes for Campaigns and Battles based on player feedback
- and more!
Read the Full Update 1.2 Release Notes...
A REMINDER ABOUT MODS
With an ever-growing number of *AMAZING* mods being created for WARHAMMER III, an important thing to remember with any new game build is that the custom mods youre running may stop working (at first) if they rely on any of the systems we've changed. If you encounter issues following the update, it is recommended that you verify the integrity of the files and temporarily disable your mods until any compatibility issues can be resolved. If, after that, your issues continue, then our support team is on call to offer guidance, work with you one-on-one, and get you in and playing!
UP NEXT...
Next up is Update 1.3, which will continue the game's growth with new fixes and features already in the works as well as additional changes based on the feedback we receive following today's release of 1.2. We'll provide more insight into the issues being fixed and updates on the way as we learn more over the next month, and will work to keep you updated as the list grows with new action items pulled from right here on the forum. And as we work on the next release, development continues on the massive project due later this year: Immortal Empires. We know you want to know more about what's on the way, and we plan to talk about *everything* in the months leading up to its arrival. There's a ton to cover: including what it is, what's different, when you can get your hands on it, and a bunch of other cool details that we can't wait to share... You'll hear more about Immortal Empires (and other content on the way) soon, but you can also read up on the first details in our recent look at what lies ahead for WARHAMMER III.
HAVE FUN!
We hope you enjoy Update 1.2! Remember to let us know if you encounter any issues, to check out the build overviews provided by some of our amazing streamers and YouTube creators, and to follow our social channels (below) for more information about everything to come. Well see you on the battlefield! The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
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Total War: WARHAMMER III invades macOS tomorrow! Command the denizens of Chaos or the defenders of the mortal world, in the trilogy's cataclysmic conclusion. Grab it now to jump straight into the action on release!
Good day, Total War: WARHAMMER III fans! We know that many of you have been eager to know more about what the future holds in store for the gameespecially as the team continues to evolve the foundational systems, address feedback from the community, and work towards major new projects: including the addition of new content, new game modes, and the highly-anticipated return of "Mortal Empires"known officially in WARHAMMER III as Immortal Empires.
So today, we're offering a look into what we have planned for the rest of 2022the first of many years of support planned for the game! As with any timeline, projects may shift in scope or timing; this is normal and expected, and we will work to update you on any changes in regular STATE OF THE GAME posts year-round. These will allow us to revisit what were working on, update you with any moment-to-moment changes to the content or schedule, and look further forward to future releases as they are prepared.
But for now, lets take a closer look at Total War: WARHAMMER III in 2022!
We appreciate all of you who supported us over the past six yearssince the first Total War: WARHAMMER releasedand to everyone just now joining us as we create our most expansive game to date. Thank you!
The Total War Team
Total War: WARHAMMER III 2022 Roadmap
For the latest news and announcements, don't forget to visit our official social channels.
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[previewyoutube=IODeKAX60Bk;full][/previewyoutube] We are excited to bring you Update 1.1.0: the first major game update to introduce a variety of gameplay, mechanics, crash and bug fixes, balance changes, and the triumphant return of two Domination battlefields to Total War: WARHAMMER III. As the first major release, weve packaged a ton of work into the build and highlighted all the changes weve made in the linked notes. For those of you who want an abbreviated version, here are the key features and fixes coming with todays build:
- Numerous crash fixes and performance optimizations
- A major overhaul of the Realm of Chaos mechanics
- A much-anticipated fix for a bugged interaction between the Everlasting Gift tech and Gift of Slaneesh upgrade
- A fix to ensure that Supply Lines values update properly when disbanding a Lord
- Fixes for numerous issues blocking players from completing the Prologue
- A one-on-one training montage to bulk up The Daemon Prince (aka Daniel)
- Major adjustments to the Daemons of Chaos Gifts and Gift Sets
- The first improvements to unit responsiveness (with more coming later)
- Units must now brace against a charging attacker for Charge Reflection to take effect
- Balance updates for most factions and several faction-specific units
- Two returning Domination battlefields: Arnheim and Battle for Itza
- Major updates to the Domination multiplayer mode: including larger starting armies and an update to supply mechanics
- and much more!
Read the Full Update 1.1 Release Notes...
As an important reminder: this is only the FIRST update for Total War: WARHAMMER III. There are still many, many years set aside to continue the growth and evolution of the game: including new features (Blood Pack, Immortal Empires, For the latest news and announcements, don't forget to visit our official social channels.
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Steam players who regularly encounter the ALT+Tab Crash in Total War: WARHAMMER III can now opt-in to a new Steam Beta branch and play with the fix were working to include in Update 1.1. By opting-in to the branch, you will automatically download a temporary, beta version of the game that includes a fix for this specific issue:
- When ALT+Tabbing out of the game, the client will close out unexpectedly.
OPTING-IN TO THE STEAM BETA
Heres how to opt-in and download the special Steam Beta branch: [quote][olist]
KNOWN ISSUES
There are a few known issues you may encounter by opting-in to the wh3_public_test branch:
- CROSSPLAY WHILE PLAYING THE STEAM BETA WILL BE UNAVAILABLE. Steam beta players will ONLY be able to play with other Steam beta players until the fix is fully-integrated alongside Update 1.1.
- Dragging your window to a monitor using a different resolution can cause graphical issues. You can drag the game back to your original monitor or you can re-launch the game on the second monitor to work around this problem.
- Save Games will initially prompt a warning that they are incompatible with the new build. Verifying the integrity of your game files should let you work around this error.
REPORTING ISSUES
While weve run our own tests on the build, theres always room for new problems to arise whenever its introduced to a new hardware/software environment. If you encounter any graphics or display issues related to this particular beta buildmeaning NEW issues caused specifically by this betaplease take the time to reply in the discussion thread, here:
[BETA FEEDBACK] WH3 Public Test: ALT + Tab Crash Fix Discussion
We will be monitoring this thread for both positive (the fix works) and negative (something went wrong) feedback about the build, so feel free to post about your experience on the forum so we can react in time for Update 1.1!
NEED HELP?
Finally, if you are experiencing a technical issue or a new issue launching the game, there are several resources for you to explore to work around the issues:
- Check for known issues and solutions, here: Known Issues, Workaround, and Support UPDATED!
- Visit the support knowledgebase, here: Total War Technical Support
- Contact our helpful support team, here: Submit a Support Request
Good day, commanders! We wanted to side-step for a moment and talk a little bit about our first major gameplay update coming early next month: Update 1.1. This is the first release to include a variety of fixes, gameplay balance changes, and adjustments to mechanics that have been at the heart of discussion in the public space. So today, were going to highlight some of these topics, provide some insight into our short-term plans over here at Creative Assembly, and look ahead to our long-term roadmap following the update.
A Foreword
For those of you looking for details about the combined WARHAMMER map (Immortal Empires), the Blood Pack, or any other DLC youre waiting to see added to the game, Ill note in advance that we WONT be covering those subjects in any great depth or detail today. We know these are important topics to many of you who have been asking about them; unfortunately, the timelines of these projects are currently in flux as we reprioritize our work to establish a strong foundation for the game upon which we can build. The game needs to be in a solid place before we consider adding new content and features to the mix, so were in the process of reviewing the release timing of both Immortal Empires and the Blood Pack. When we know more, well take the time to spotlight the cool new content we have planned at that time. Until then, rest assured that well share what we know as soon as we have a more concrete timeline in place!
Patch 1.1 Preview
Here we go! Update 1.1 is the first of our large updates to the game. Currently slated for early next month, the build will introduce a swatch of changes across a variety of areas: design improvements, gameplay fixes, and fundamental changes prioritized and based on the feedback weve seen since launch. Here are some of those changes:
REALM OF CHAOS
The Realm of Chaos has been one of the most prevalent discussion points amongst the community, and were using this update to implement several bug fixes and gameplay tweaks that change how it fits into the mechanics of the game. This includes several key changes:
- The strength of the negative Realm traits has been reduced by roughly ~50%.
- Daemon Legendary Lords will no longer be burdened by the negative traits of their respective patron god.
- Traits gained in the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm.
- When a player intercepts an AI Lord at the Forge of Souls, their souls will now be lostforcing them to restart their collection. This should make it easier to disrupt the Souls race.
- The Protection building chain can now be used to prevent rifts from spawning in the province in which they're built.
- The rewards for gaining Souls have been improved by providing additional bonuses for a limited period of time.
SUPPLY LINES
A prevalent issue reported by the community: a fix to address the bug where the upkeep cost of the Supply Lines mechanic would fail to update after disbanding your armies will be included in Update 1.1.
INFANTRY RESPONSIVENESS
Another noteworthy topic is how infantry units turn and respond on the battlefield. While changes have been made that should improve the rate of responsiveness to (roughly) match that in Total War: WARHAMMER II, we still have work to continue improving the AI behavior in combat. Well have more news about this in future updates that well share with you later!
FACTION BALANCE
As mentioned previously, the team will be making various tweaks to the different factions based on your feedback and the win rates of the different factions. There is a fine balance to walk between how strong a faction is perceived vs. how they perform on the battlefield, but we hope to learn from both as we buff or reduce a faction or specific unit(s). For perspective, heres a look at the win rates in ranked matchmaking and the multiplayer Domination mode:
Here are some quick notes from the balance team as to how theyve chosen the initial balance tweaks of the different factions in 1.1:
- The Ogre Kingdoms, in general, are overperforming heavily in both ranked matchmaking and tournaments. We are making some significant adjustments to the units based on community feedback and our metrics.
- Grand Cathay is currently (by far) the biggest underperformer in ranked matchmaking and in Domination tournaments. We think that Cathay is best when their army is largesuch as in land battleswhich is why we are increasing the size of all starting armies in Domination. Well be monitoring these changes to see how the meta progresses in the months ahead.
- While Kislev is slightly underperforming in ranked matchmaking (according to our metrics), they seem to be performing adequately in the tournament environment. There are a few units that particularly stand out, and so we are looking to make smaller tweaks while observing the effects of other changes and bug fixes.
- Nurgle has been doing well in ranked matchmaking, however we know they don't do well in the tournament environment. We are also concerned that the slowness of most Nurgle units make them vulnerable to larger armies with ranged firepower, which can result in heavy losses before the Nurgle units are able to engage in melee combat.
- In Update 1.1, we are fixing several issues with charges, bracing, and impact damage. We feel its too risky to touch the Slaanesh units without having a good understanding of what effect these will have, so well keep an eye on things and make adjustments in the future based on feedback.
- We are currently happy with the state of Khorne and will continue monitoring how they perform in relation to the other balance changes made this month. Our systemic changes should not be shifting the faction much in either direction, but we will watch closely!
BUG FIXES
With every build, we will be looking to fix, test, and package as many bug fixes into the build as possibleagain, working towards that strong baseline for Total War: WARHAMMER III. Update 1.1 certainly gives us the opportunity to tackle some of the key issues youve helped us identify; if all goes according to plan (i.e. everything passes testing and is confirmed to not have any side effects) heres a taste of some of the key fixes coming your way:
- ALT+Tab Crash Fix: Were aiming to have a Steam Beta in your hands next week, and will let you know as soon as it is available. Depending on its success, well bundle and share this with the rest of the community in Update 1.1.
- Gift of Slaanesh: A conflict between the Everlasing Gift tech and Gift of Slaanesh upgrade will be resolved in the update.
- Prologue Sticks after the Battle of Fort Devingard: Not after 1.1, it won't!
- Soft Lock when ending your turn after losing Yuri: Not anymore; also fixed in 1.1.
- Crash fixes: Several crash fixes have been implemented based on your reports both here and with our Support Team. This will be an ongoing effort as we work to get everyone in and playing the game!
- Shadow Shroud: Belakors ability Shadow Shroud is now associated with his unique trait.
- Corrupted By: Factions will now be able to remove negative corrupted by traits when in a region dominated by their favored corruption.
- Achievement Issues: Whether unlocking achievements the wrong way, not unlocking achievements at all, or unlocking duplicate achievements, were implementing fixes for many of the achievements available in the game.
- ...and more!
But waittheres more!
While the Assembly Kit is still in the works as we prioritize our fixes to the core game, we are excited to share that well be aiming to release the mod manager and enable Workshop support alongside Update 1.1. We plan to continue expanding the toolset and options at your disposal in the months and years to come, but we hope this will kick-start the modding efforts of the community as we continue to work on official updates to the game.
Beyond 1.1
What comes after Update 1.1? Well, this is only the beginning As weve mentioned throughout our posts, the goal at this very moment is to iron out the technical wrinkles, improve the stability and performance of the game, and adjust the balance and gameplay based on ongoing commentary from the community. This is all with the very specific goal of establishing a strong baseline for Total War: WARHAMMER III: one that supports the ongoing growth of the game with new content, new factions, and new modes for you all to explore. Like WARHAMMER II, our plan is to eventually pair large content drops with regular game updates: bug fixes, balance changes, and the sort. However, we are also looking to raise our game above WARHAMMER II by introducing major patch updates between our key DLC releases: allowing us to address bugs, balance concerns, and other adjustments on a quicker cadence than previous games. All of this is aimed at establishing a more reliable cadence of releases once weve established a strong foundation for the game and its future.
Looking Ahead to the WARHAMMER III Roadmap
We know that many of you are eager for a long-term roadmap of whats coming down the line, which very much includes many devs here at Creative Assembly who are excited to share our plans. We read you all loud and clear. Were in the process of pulling together a look at the year ahead that we hope to share you after the release of Update 1.1. Things are in flux at the moment as we rebalance the work on WARHAMMER III with future projects; so, once things settle and cement a bit, well be sharing more about the year ahead and a general what and when things will be coming to the game. Well let you know when we have that ready to go!
Closing Out
*Whew* Thanks for making it through this wall of information! We hope these posts are helpful for those of you looking to understand what were working on and working towards with the game. Well keep the information flowing and will continue adjusting how and when we communicate based on your reactions, feedback, and expectations! And again: thank you all for your ongoing support and passion to see WARHAMMER III reach its FULL potential! Theres certainly room to grow, but were confident well get there: with your feedback serving as guidance, and with all we have planned to expand and grow the Total War: WARHAMMER universe. Thanks to all of you who continue to be a part of the conversation, offer feedback with the quality of the game at heart, and help others who are having trouble playing the game. You are the core of this community, and we will continue to be your biggest fans as we work to improve your game!
Good day, commanders! Today were happy to introduce Patch 1.0.2, which brings fixes for several key performance, multiplayer, and installation issues to Total War: WARHAMMER III.
Our primary goal with this release is to raise the baseline for our community: assisting those who have been unable to play and implementing the first performance fixes for those of you experiencing framerate caps or issues running the game on certain high-end rigs. Both performance and stability will be a long-term and ongoing effort for the team, all of which begins with raising the bottom bar for those most impacted by technical obstacles or issues.
Following todays build, we will be working towards two major milestones to which you can look forward:
- Steam Beta of the ALT+Tab Crash Fix. The team is fixing a few final graphics issues that popped up as a result of the fix before submitting it to QA for review. Once verified, it will be uploaded and made available as a Steam Beta branch, which will allow affected players to verify that it works on their system before it is approved for an official game build.
- Update 1.1. The games first major gameplay, balance, and bug-fix update is in the works, and the team has pulled together a wide variety of changes for you to enjoy. Well talk more about what to expect in the update this week, though its arrival date is still TBD as the team puts it through all the necessary testing and approval cycles.
PATCH 1.0.2
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GAME
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- Improved our build-authoring process, which will reduce the excessive install times required for relatively small patches. We expect to further reduce these install times with the next game update.
- Fixed a problem where the vertical sync (VSync) setting was being forced on for some playersartificially limiting the framerate regardless of system specs.
- Resolved game stuttering issues when playing the game in Windows 11 with Intel Alder Lake (12th-generation) processors.
- Fixed an issue that caused the game to hang on first boot in certain languages.
- The game will now display an error if installed to a folder path that uses non-English characters. Doing so will cause the game to be unresponsive. To alleviate this, we recommend changing the installation location to a folder or folder path that doesn't include non-English characters.
MULTIPLAYER
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- Fixed an issue that caused battles in multiplayer campaign to desync.
- General multiplayer services improvements.
NEED HELP?
[hr][/hr][hr][/hr] If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance.
Good day, everyone! Following up with another quick note about the upcoming build schedule. Since announcing the 1.0.2 plan last week, we have more clarification to share with you:
- The update will not arrive today, but will be available next week.
- It will include the performance improvements noted last weeksuch as the forced V-sync and ongoing issues with Alderlake generation processorsin addition to fixes for desyncs and boot issues preventing certain players from playing or enjoying the game.
- Unfortunately, the fix for the ALT+Tab crash resulted in new graphical issues, so we will NOT be bundling it with 1.0.2. Rather, the plan is to host the fix as a Steam Beta branch once it has undergone further testing. This will allow players to opt-in to the branch and try it out themselves if theyd like, as well as report any issues that might be related to their particular hardware or software setup that can be addressed before releasing it to the larger audience.
- Were also implementing the first of several improvements to the Steam patching process with this build, which should cut down the amount of unpacking time required once youve downloaded the update. We will continue making adjustments to this system in the future to improve how the files are packaged, downloaded, and installed on all platforms, so watch for those!
- The Chaos Realms, negative traits, realm rewards, and rift management
- Numerous balance tweaks to the Factions
- Bug fixes (including the Supply Line bug)
- and much more!
Good day, commanders! Its been about a week since we updated you about the teams current work plan, so we wanted to drop back in here with some inside insight into where were at as we continue to prioritize and package fixes for our next patch. Note that this is far from the *comprehensive* roadmap many of you are looking for right now, but dont worry: that will come later on as were able to shift our focus from establishing a strong baseline to adding future content to the game. Rather, we want to highlight our focus on the games foundation (right now), talk about some of the worst issues impacting certain players (and what they can do while theyre waiting), and when you can expect changes to the game in the near (and near-ish) future!
Patch 1.0.2 Timeline
First off, the big question: when can we expect the next update? The team is working hard on our next small patch, which is targeting fixes at the most disruptive issues reported since the games release:
- ALT+Tab Stability: Accounting for a majority of our crash reports, the ALT+Tab crash is the primary issue under investigation. While we have a fix in testing, the complexity of the issue requires a substantial amount of review to ensure it doesnt break anything else in the game. So, while we very much hope to include it in the next build, the results of our testing will determine whether it is safe to do so or whether it is held until the next-next update.
- Unintended V-Sync Lock: Some users have noted that in certain circumstances, their game framerate will be capped at a low number regardless of their hardware capabilities. Were working on a fix to make V-Sync behave if you want to flex on the game.
- Further Alderlake Improvements: Windows 11 and Windows 10 users should no longer see performance stuttering related to their 12th generation Intel processors.
- Battle Desyncs: Some players have desyncs during multiplayer battles. Thats bad, so were working to fix that up.
- Issues when the game is installed to a path using non-ASCII/non-English characters: In this scenario, the game would crash upon booting. Players encountering this issue will now receive a warning message so the game can be moved to a supported location only using English characters.
With that in mind, our teams are testing the build thoroughly for any unforeseen impacts of the changes. The goal? To release a stable build for the game next weekcurrently targeting March 10but with the foreknowledge that we may hold it until March 17 to ensure that it doesnt introduce any worse problems into the game than what were aiming to fix. We will keep you informed of the timeline as things solidify, and encourage you to check out our ongoing list of known issues and workarounds if youre experiencing any of them right now.
Game Crashes and Stability
Ensuring youre able to play the game is our foremost focus, and we are continuing to work towards implementing fixes for the worst of the game crashes youve either brought to our attention on the forum orwith massive thanks to those who have done sosent along with diagnostic files to our support team! Crashes can emerge due to a range of factors: including conflicts within the games code to issues with the hardware or software programs of the players computer. This is why we recommend running through (at minimum) these basic troubleshooting steps if youre encountering issues: [olist]
Gameplay Issues
Beyond the initial issues were working to solve, weve also been keeping track of all your commentary about the gameplay, balance, siege battles, the journey into the Chaos Realms, how auto-battles are resolved, and all the other aspects of the game you love, maybe-less-than-love, or would like to see updated/altered in the future. Weve been reading, listening, and taking notesparticularly those of you who have taken the time to explain the problem, how it impacts your play, and including constructive ideas where we can improve that experience. These posts are illuminating as we look to understand and improve improving a system in the game. So, to all of you: THANK YOU for setting a high bar; your contributions havent gone unnoticed To the point at hand: for all the gameplay concerns and feedback youve been providing, weve been pulling together lists and planning out the first big gameplay balance and bug-fix patch scheduled for early next month. Itll take time to come up with the full list of what will show up in the release, but well let you know more exact details as we get closer; stay tuned!
On the subject of Denuvo...
Another divisive topic of discussion weve noticed is in regards to Denuvo. While the team is *extensively* testing the product to determine its full impact on the game, there are a few misconceptions that have been presented as evidence that we would like to clear up:
- Denuvo was included in press and content creator review builds. Why their performance was impacted post-launch is something we are actively working to understand, but the program was not purposefully omitted and then later added for the sake of the reviews.
- Denuvo has been a part of previous Total War titles. This does not absolve it of any potential issues it is causing (which, as mentioned, we will continue to work to determine), but it is also not a new technology to the series. If it is causing problems now, there may be some other factor at the heart of the problem that you/we can explore together.
- The impact of Denuvo on performance is not yet conclusive. Many players have presented evidence both ways, and there are likely to be many factors that weigh into the conversation. When we are confident in our results, we will make a call at that time.
Patch Downloads on Steam
Finally, weve also heard your feedback about the last update on Steam, which was only a few gigabytes but required a full and lengthy unpack of all the game files. In an effort to improve this experience, weve kicked off an investigation with the hope of preventing this issue from affecting future builds. The good news is that this only impacts the unpacking of the game, which means that youre not having to download any additional information beyond the initial patch. So, be patient, let it run, and well see what we can do to make things better in the future!
Wrapping Up!
We know that the first weeks after a games release can be bumpy, and we are continuing to listen, report, and represent your voice over here at Creative Assembly. Well be here on the forum to answer your questions, solve problems, and share information as we learn more, and appreciate everyone helping to communicate and build this community that will last for years to come! More to come! For now, well see you on the battlefield! The Total War Team
Good day, everyone! With the first week of Total War: WARHAMMER III behind us, were continuing our work with the community to identify the most pressing issues as the team prepares, tests, and packages solutions in these upcoming builds. To catch up on our upcoming release plans, you can read our recent post on the topic here:
[hr][/hr] PATCH 1.0.1
[hr][/hr]
- Fixed an issue where the multiplayer lobby would refresh too quickly, preventing players from being able to select and join a room.
- Fixed an issue which prevented invites to a multiplayer lobby from working properly.
- The game now runs in DirectX 11 compatibility mode for all users by default. This is to prevent instances where users inadvertently ran on the legacy implementation of the DirectX 12 beta.
- Improved how 12th generation Intel CPUs (aka 'Alder Lake' family) interact with the game, providing more consistent framerates when running on these processors.
[hr][/hr] IMPORTANT
[hr][/hr]
If you experience issues after downloading the update, please take a moment to verify the integrity of the game files to ensure there were no issues when downloading. You can find information on how to do so in this article.
For any other technical issues, please feel free to reach out to our support team for assistance.
Kugath is a tinkerer in his own way, endlessly fascinated by the inner workings of life itself and the intricate damage he can inflict on mortals. He has long preferred lurking on the outskirts of mortal kingdoms, where he can keep a closer eye on the effects of his contagions and pathogens. Thus we find him in the campaign, up to no good slap-bang in the middle of the map.
We sat down with Lead Writer, Andy Hall, to talk everything relevantin this case: the rot, the stench, the Nurglings, and much more.
[hr][/hr]
HELLO ANDY WHAT SETS KUGATH APART FROM HIS FELLOW GREAT UNCLEAN ONES?
[hr][/hr] Hes a creative; an artist if you will, although his chosen canvas happens to be a bit of a biohazard! While his fellow Great Uncle Anon(e)s are more focused on spreading Nurgles gifts that already exist, Kugath wishes to tinker, tweak and experiment. Such a view has brought him into conflict with more than one of his corpulent kin, who believe that it is only the Urfather himself that should create contagion, while a Daemons role is solely as heralds and spreaders of infection. One such sect, led by three Great Unclean Ones, known as The Afflicted Shroud, took it upon themselves to prevent Kugath from concocting anymore diseases. They cornered him, upon the mortal plane, in the Dragon Isles. Kugath was on the hunt for another rare ingredient, deep down in the sunbaked chasms. To say they underestimated the Plagueweaver would be an understatement. As the Afflicted Shroud made their threats and demands, Kugath looked on amused. The Shrouds self-designated leader, Grand Paraoxus, was delivering his final demands when Kugath briefly looked up with a wide grin. Grand Paraoxus was too involved in his sonorous delivery to notice, but the two other Unclean Ones standing just behind their leader did follow Brewmasters gaze and saw upon the top of the sheer sides of chasms, countless Nurglings looking down upon them. These were the Brewmasters children, and they fell gleefully upon The Afflicted Shroud every one of them infected with Kugaths latest virus one created specially to render down his own kin; a disease even the infamous constitution of a Great Unclean One would fail to halt! Yet, Grand Paraoxus survived the Nurgling avalanche and fled across the sea, to Grand Cathay. Kugath followed. [hr][/hr]
SO, KUGATH IS KNOWN IN THE CELESTIAL DRAGON EMPIRE?
[hr][/hr] Yes, he is known as Zin-Fa the Ever-Pustulent. A name that sends shivers across all the Grand Courts of Cathay. As Zin-Fa chased his prey he took great delight in visiting the many sights and cities of Grand Cathay and showed his appreciation by reciprocating with the many gifts he had created. In the southern and western provinces, crops withered, rice paddies were blighted, and the people took ill. But the Ever-Pustulent was in a rush and so could not stop and admire his work, for he sought the remnants of the Afflicted Shroud. He caught up with Grand Paraoxus in the Central Provinces, close to the city of Shang-Wu. Yueyin, the white moon, glowed bright that night. A sign, that the Moon Empress was angered at this trespass. As the Great Unclean Ones sized each other up, a triumvirate of Dragons arrowed down from the sky. Led by Yuan Bo, the Jade Dragon, who rarely takes to the battlefield, and at his side was Zhao Ming, the Iron Dragon, who howled in joy at the thought of skewering fat daemons in front of his brothers! (He knew that Yuan would find that particularly distasteful). The final Dragon was wreathed in fire, Li Dao, ruler of the Southern Provinces who was outraged at the carnage Nurgles daemons had wrought! So it was the Fire Dragon that delivered the killing blow. Yuan Bo, and Zhao Ming hemmed the daemons in Zhao taunting Grand Paraoxus in his human form. Then Li Dao marshalled the Burning Winds to its fullest extent, both Daemons were set aflame and purged from the mortal plane. The smile never left Zin-Fas face as he knew he would soon return. Grand Paraoxus was not so content, for he would now feel the full weight of Kugaths jovial wrath in the Realm of Chaos. [hr][/hr]
I ASSUME THAT KUGATH HAS HAD RUN-INS WITH MANY OTHERS UPON THE MORTAL WORLD?
[hr][/hr] Oh, yes, he is a regular visitor and actually prefers the real world to the Realm of Chaos, although he has a secret laboratory under the Plague Lords manse, where he stashes his accoutrements and most promising experiments. But its the mortal plane where he is his most efficacious assuming he can sustain himself. It is during such forays that the Brewmaster has encountered one race above all others that have penetrated through his scientific detachment to bring forth pure rage, and that is the Dwarfs. On a professional level he hates the bearded creatures for their resilience to disease. But on a more personal level the Plaguefather has suffered two shameful defeats against the Dwarfs that have earned a rare displeasure from his master. The first was against the walls of Karaz-a-Karak, the Dwarf Capital held firm. The tenacity of the Dwarfs proves too much for his most prized plagues. The Daemons, under the Brewmasters direction, breach three layers of defences but four remained unsullied. The Dwarfs rally forth their throngs and Kugath is banished by the strong arm of King Stromni Axehand. [hr][/hr]
WHAT WAS THE SECOND TIME?
[hr][/hr] To compound Kugaths hatred further, he suffered an even greater defeat. Three DwarfholdsKarak Mar, Karak Nal and Dok Duraz are lost to rampaging Daemons. Zhufbar should have fallen too, it is due to the iron resolve of its defenders. Zhufbars fall was tasked to Kugath. His failure to conquer while three rival Greater Daemons succeeded, lost Father Nurgle a wager against his rival gods and status in the Great Game. Kugath is banished to the Forge of Souls for his failure. [hr][/hr]
DOES THAT MEAN KUGATH IS EXILED, LIKE SKARBRAND?
[hr][/hr] No, Nurgle seems to be a more forgiving god than Khorne. And so only spent a few centuries within the Forge. But as long as Kugath keeps creating his poxes and plagues then he will remain one of Nurgles most favoured servants even if he keeps failing to crack open those Karaks! Perhaps the player can help with that when we release the game! [hr][/hr] Thanks, Andy! Does Kugath appeal to you? The slow, inexorable victory of a rolling tide of Plaguebearers and Nurglings. The joy of laughter and drone of Nurgles incoming gifts, all backed by a master plague artificer and one of the deadliest beings there is. Join him now in Total War: WARHAMMER III.
It's almost here! Total War: WARHAMMER III releases this Thursday, February 17th, and we want to be sure you're ready to step up and command your armies the moment they arrive! To that end, we've created this helpful map to give you an idea of when the game arrives in a time zone near you:
Haven't pre-ordered the game yet...?
Players who have will not only have the opportunity to pre-load the game early, but will automatically unlock access to the Ogre Kingdoms faction! Make sure to pre-order your copy: https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/ See you on the battlefield! The Total War Team [hr][/hr]
CONNECT WITH US!
For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
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To ensure you're ready to play on day one, we're excited to announce that anyone who has pre-purchased the game will be able to pre-download it starting February 15th on Steam, the Microsoft Store, and Game Pass.
Edit: adding in specific times when pre-load opens, for clarity.
Want to find out when its released in your area? Click here for a handy time zone conversion for cities all around the world.
Steam Pre-Installation Instructions
[olist] Open your Steam client.
Find Total War: WARHAMMER III in your library.
Click the INSTALL button.[/olist]
Steam will begin the pre-load the game, which you can follow in the DOWNLOADS area.
If you encounter any problems starting the download, try fully exiting and restarting Steam to see if that helps. If you unable to begin the download after several hours, please contact Steam support for assistance.
Total War: WARHAMMER III File Size
The approximate installation size is ~120 GB, so we recommend starting early. Please also make sure there is enough space available on your drive to install the game. There will also be at least one more patch prior to playing, so you'll want to have a majority of the files ready-to-go if you want to play on day one! We look forward to seeing you leading your favourite Warhammer force on the battlefield and will see you later this month with more Total War: WARHAMMER III news! The Total War Team [hr][/hr]
CONNECT WITH US!
For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
:Scroll: Discuss :easternromanempire: Twitter :thronescommander: Facebook :TheyWhoControlTheSpice: Instagram :Trophies: Discord
Its nearly time! With the arrival of Total War: WARHAMMER III to the big stage of battle in less than a week, the search for the greatest champions and commanders of the game has begun!
With Turin and ItalianSparticus overseeing the competition, fifty of the strongest WARHAMMMER III players joined the preliminary stages of the CHAOS CLASH tournament to vie for supremacy. Now, this coming Saturday, February 12th, our final 10 champions will battle it out in the games Domination Mode to see who emerges as the victor.
Join us this weekend on the official Total War and Xbox Twitch channel, on YouTube, or right here on the Steam Store page to catch every moment of the action:
The winner of the tournament will not only take home the crown and glory as WARHAMMER III's first esteemed champion, but will receive a brand-new, custom-built PC ready to take on the live battlefieldcourtesy of our friends at Novatech and Intel!
CHAOS CLASH TOURNAMENT FINALS
February 12 @ 18:00 GMT (13:00 ET, 19:00 CET)
Watch along at...
Excited yet? Come tune in to see the best players in the world take on the competition, command their armies, and master the battlefield!
We'll see you there!
[hr][/hr]
For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
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In case you missed it, we're sharing our recent Soul Grinder spotlight with everyone along for the ride up to the launch of Total War: WARHAMMER III. In this spotlight, we're introducing the SOUL GRINDER: a horrifying Daemon Engine you can unleash upon the battlefield to crush and consume your enemies!
[previewyoutube=g7eMzjY-kuE;full][/previewyoutube]
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For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
:Scroll: Discuss :easternromanempire: Twitter :thronescommander: Facebook :TheyWhoControlTheSpice: Instagram :Trophies: Discord
In Total War: WARHAMMER III, multiplayer is bigger than ever: with more players and more modes available than any previous entry in the Total War series. Three unique campaigns are available to explore by up to eight players:
- Realm of Chaos (8 Players): Warhammer 3s standard campaign, where up to eight players can join forces or battle for surpremacy.
- Darkness & Disharmony (8 Players): Play to bring about Grand Cathay's salvation...or its destruction.
- Something Rotten in Kiselv (3 Players): A smaller adventure with higher stakes for each player!
- All players may take their turns simultaneouslyact fast to outrun your opponents!
- Enjoy a slower, more thoughtful pace? You can choose to take sequential turns in the options.
- Players enter as spectators during battles, where they can be granted forces to control of their own!
- Hold no allegiances to either side? Play the mercenary and commandeer troops from either army. (Imposters and traitors are most welcome!)
- Gift regions of the map to your allies to keep them in the fight!
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Meet The Daemon Princea Legendary Lord risen in the name of Chaos Undividedin our recent cinematic trailer:
[previewyoutube=Uebto73ZUFQ;full][/previewyoutube]
Then check out the customization options available to the Daemon Prince as you play and grow in power. Will you conquer your daemons...or become one?
[previewyoutube=ijPptriPR4o;full][/previewyoutube]
Finally, go hands-on with the Daemon Prince in this exclusive Let's Play with gameplay footage from Total War: WARHAMMER IIII!
[previewyoutube=CWiAFapYcCI;full][/previewyoutube]
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For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
:Scroll: Discuss :easternromanempire: Twitter :thronescommander: Facebook :TheyWhoControlTheSpice: Instagram :Trophies: Discord
Total War: WARHAMMER III
CREATIVE ASSEMBLY
SEGA
2022-02-16
Strategy Singleplayer Multiplayer Coop
GameBillet
21.34 /
€
Game News Posts 146
🎹🖱️Keyboard + Mouse
Mixed
(76398 reviews)
https://warhammer3.totalwar.com/
https://store.steampowered.com/app/1142710 
Linux - App (1142711) [421.13 M]Linux Data (1142712) [110.7 G]Linux - English (1142713) [2 ]Linux - Brazilian (1142714) [2 ]Linux - Czech (1142715) [2 ]Linux - German (1142716) [2 ]Linux - Spanish (1142717) [2 ]Linux - French (1142718) [2 ]Linux - Italian (1142719) [2 ]Linux - Korean (1143180) [2 ]Linux - Polish (1143181) [2 ]Linux - Russian (1143182) [2 ]Linux - Turkish (1143183) [2 ]Linux - Simplified Chinese (1143184) [2 ]Linux - Traditional Chinese (1143185) [2 ]Linux - Dandelion DLC (1374300) [78.39 M]
Buy now to get the Ogre Kingdoms Race Pack for free! Enjoy two new Legendary Lords, new Lords and Heroes, and 20+ units!
The last roar of a dying god ruptures the boundary between worlds, opening a portal to the Realm of Chaos. From this maelstrom, the four Ruinous Powers – Khorne, Nurgle, Tzeentch and Slaanesh – emerge, spreading darkness and despair.
The stern warriors of Kislev and the vast empire of Grand Cathay stand at the threshold, as a vengeful Daemon Prince vows to destroy those who corrupted him. The coming conflict will engulf all. Will you conquer your daemons? Or command them?
With seven unique races and hundreds of units under your command, raise an army and dominate in epic real-time battles across a world of breathtaking scale and spectacle.
In the most ambitious and groundbreaking Total War title to date, dive into a captivating narrative that will take you to the mind-bending Realm of Chaos and back again. Forge your empire in a strategy sandbox that ensures no two campaigns are ever the same.
Play as 10 Legendary Lords! Will you side with the Chaos Gods and take one of their Daemonic Champions, play as an ancient transforming Dragon from Grand Cathay, defend the frozen nation of Kislev with the Ice Queen or play the ultimate villain as the Daemon Prince?
Customise the Daemon Prince to your own unique design with a huge suite of body parts and powers, creating billions of potential combinations to suit your own playstyle.
Multiplayer is now bigger than ever. With the vast 8-player Realm of Chaos multiplayer campaign, the intense 1 v 1 Domination mode, the story-driven multiplayer campaigns built around Kislev and Grand Cathay and ranked & custom battles, there’s no shortage of ways to cause chaos with friends.
- Processor: 6th Generation Intel Core i5 Processor or AMD equivalentMemory: 8 GB RAMStorage: 200 MB available space
- Memory: 8 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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