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Total War: WARHAMMER III News

Hotfix 6.1.3



Hey folks,

We’re back with Hotfix 6.1.3, bringing a host of fixes and tweaks to Total War: WARHAMMER III, from Kislevite supporters to Beastmen’s lost shards.

Let’s get into it!

— Steve Coleman // Senior Community Manager // Squigherd

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[h2]Highlights[/h2]
  • Fixed an issue where The Ice Court and The Great Orthodoxy would get stuck at 100/100 supporters after quest battles without increasing tier
  • Fixed Beastmen being able to settle without creating a Herdstone, causing them to permanently lose their shards.
  • Fixed an issue where flying spellcasters would be constantly spinning round in circles.

[h2]Known Issues // Still Cooking[/h2]
  • Manually abandoning a settlement in a Bloodground as a Beastmen faction results in the 3DUI not updating properly and showing the settlement as not a part of the Bloodground.
  • When loading a saved game from before version 6.1.3 as a Beastmen faction, the region occupation restrictions get updated on End Turn, not on load.

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[h2]CAMPAIGN[/h2]

[h3]General // Gameplay[/h3]
  • Fixed an issue so that Beastmen can no longer occupy regions in a Bloodground without actually raising a Herd stone. This used to be allowed in error and consumed a shard without providing an avenue to get it back.
  • Fixed an issue where players could open a panel using hotkeys during the transition from pre to post-battle
  • Fixed an issue where confederated leaders would not automatically get Followin' Da Plan points if confederated while wounded when playing as the Ironclaw Orcs
  • Fixed a crash that occurred when losing a settlement while an Ataman is traveling to it.
  • Added additional negative diplomatic relations between Cathay factions and their enemy rebel factions to stop them finding too much harmony in the early game.
  • Fixed an issue where Skulltaker's tongue was missing during the intro cinematic to 'The Slayer Sword' quest battle
  • Fixed an issue where the Cockatrice didn’t have a recruitment cap when being recruited by Beastmen armies (Old saves will likely see some mild confusion, as existing Cockatrice in those saves will technically be the Tzeentch version, which is not capped).
  • Fixed an issue where The Ice Court and The Great Orthodoxy would get stuck at 100/100 supporters after quest battles without increasing tier.

[h2]BATTLE[/h2]

[h3]General // Gameplay[/h3]
  • Fixed an issue where Flying casters could spin around when casting spells and moving simultaneously (although spinning is a good trick)
  • Fixed an issue where Empire War Wagon units would bleed from their wooden // metal parts when hit.
  • Fixed an issue where blood would spurt out The Vampire Coast’s Deck Gunners unit cannon when hit.
  • Fixed an issue with how blood VFX displayed for Demigryph Knights.

[h3]Battle Maps[/h3]
  • Fixed an issue in Zhufbar (Dwarfs) where units could fall through the ground in certain areas of the map.
  • Fixing some overlapping assets that were visually glitching on the Erengrad (Kislev) battle map.
  • Fixed shallow water in playable area being too deep on the Troll Country (Kislev) battle map.
  • Fixed issue on Quenelles (Bretonnia) map where the camera could go inside the river on one side.
  • Fixed an issue where some buildings would incorrectly float on the Gaen Vale (High Elves) battle map
  • Fixed issues where some terrain lacked collision and units were able to climb very steep surfaces on the battle map for Kemmler's Chaos Tomb Blade quest
  • Fixed an issue where water on the battle map wasn’t displaying properly for Mother Ostankya’s ‘Jinxed Land’ quest
  • Fixed various issues relating to building placement and stretched textures on assorted battle maps
  • Performed tree surgery by removing trees that were clipping through buildings and tidied various misplaced assets across various battle maps
  • Fixed an issue where textures weren't placed properly in some areas on The Black Pyramid (Tomb Kings) battle map
  • Fixed an issue so that rebel rocks now obey gravity on The Pillar of Bone battle map
  • Fixed an issue where units were passing and clipping through a group of rocks on the Aymara Swamp battle map, they have now been thrown in the river to prevent this.


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As always, if you run into any new issues after updating to 6.1.3 please report them over in our dedicated bug reporting sub-forum.

See you on the battlefield!

— The Total War Team

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⚠ IMPORTANT
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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.

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🧱 MOD WARNING
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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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Improving AI in Campaign - Part 2



Hey folks,

The time has come for us to talk a little more about Campaign AI, what we’ve been working on in the wake of the first Beta, and how we’ve used your feedback to help steer this big oft-unwieldy ship in the right direction.

We’re pleased to reveal that tomorrow (Thursday 10th April) we’ll be launching our next Campaign AI Beta on Steam, once again giving you the chance to test out our next stage of tweaks and adjustments and provide us with your immensely valuable feedback. If you took part in our last Beta, we’d love to get your thoughts on this latest round of changes, and if you missed out last time, this is the perfect chance to see what we’ve been working on and have your voice heard. You’ll find instructions on how to access the Beta at the bottom if this blog when it goes live tomorrow, so check back when you see us confirm it’s live.

As ever, you’ll be able to discuss these changes and provide feedback in our dedicated Campaign AI Beta forum in the CA Community, as well as via a survey that we’ll be running alongside the Beta. These links will appear here tomorrow, and you’ll also find a link to the survey in-game, on the News Feed when you’re playing the Beta itself.

Before we get into the nitty-gritty of what Rado and the team have been up to, we’d also like to share that this project will henceforth be inducted into our rekindled Proving Grounds initiative. Some of you may recall this initiative from the WH2 days, but for those who don’t, let me give you a brief introduction to what the Proving Grounds are:

The Proving Grounds first debuted back in 2020 and gave our devs the opportunity to explore radical solutions and test systemic changes to core gameplay features, while giving you the opportunity to try out these changes and provide feedback on them.

Of course, there’s no guarantee that these tested changes make it into the main game, but it allows our devs to think outside the box a little and allows you to have your voices heard on what can be some pretty sweeping changes to core parts of the game.

Basically, it’s a chance for us all to work together on improving WH3 for the greater good. The Greater Good.

With this current phase of Proving Grounds, we're quietly confident that these Campaign AI changes are moving in the right direction. These new changes we're now testing for will help to show us what further refinements we need to make before we consider bringing them into the main game, and how that might impact the difficulty of our player experience.

Looking beyond this Proving Ground, we have a team internally starting to explore changes that we think we can make to Sieges, and are hoping to bring you more on that in the summer.

With that admin out of the way, it’s once again time to hand over to the almighty Radoslav. Be sure to check back tomorrow for all the details on how to access this new Campaign AI Beta!

— Steve Coleman // Senior Community Manager // Apprentice (Proving-)Groundskeeper

[h3]👉 READ THE FULL BLOG 👈[/h3]

— The Total War Team

For the latest news and announcements, don't forget to visit our official social channels.

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New Total War Warhammer 3 patch notes buff Kislev and Tzeentch again

New Total War Warhammer 3 patch notes have just rolled out, as Creative Assembly follows up on its recent 6.1 reworks with hotfix 6.1.2. The strategy game developer has taken community feedback on board and made additional adjustments to both of its current focus factions. Kislev gets changes to building, tiering, and tech, while Tzeentch's Kairos Fateweaver is handed a few more improvements to his kit. CA also addresses a few other issues that it's currently working on as it looks towards Total War Warhammer 3's next DLC.


Read the rest of the story...


RELATED LINKS:

The next Total War Warhammer 3 DLC finally adds a new Slaanesh legendary lord

Total War Warhammer 3 patch 6.1 arrives with full Kislev and Kairos reworks

Total War Warhammer 3 patch 6.1 will deliver a dramatic Kislev rework

Hotfix 6.1.2



Hey folks,

We’re back with Hotfix 6.1.2, bringing a host of fixes and tweaks to Total War: WARHAMMER III. This update includes various improvements and adjustments, with notable faction balance tweaks for Kislev following Patch 6.1.

With that, let’s get into it.

— Steve Coleman // Senior Community Manager // Orc Choreographer

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[h2]HIGHLIGHTS[/h2]
  • Kislev - Based on your feedback and reviews by our Design team, we've made adjustments to balance, building, tiering, and tech for Kislev to improve your overall gameplay experience.
  • Tzeentch - Kairos Fateweaver has received a number of skill fixes and adjustments.
  • Balancing & Bugs - a fresh batch of bug fixes and additional balance adjustments, including fixes targeting recent performance issues e.g. stuttering. As always, please report any other issues you encounter through our bug reporting sub-forum.

[h2]STILL COOKING[/h2]
Here’s a short list of some issues that we couldn’t quite squeeze into this hotfix, but we see them and we’re working on them:
  • Mod manager/launcher performance issues.
  • Issues surrounding the display of enemy movement range previews in campaign.
  • Court & Orthodoxy becomes significantly more difficult to balance after confederating your opponent.
  • Reports of support stuck at 100/100 and not receiving boons.
  • Matriarchal power achievement not unlockable using the new invocations.

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[h2]PERFORMANCE[/h2]
  • Resolved an issue causing potential frame stuttering on certain machines, as well as occasional video frame skipping in the main menu.
  • Fixed a possible crash on the end battle screen.
  • Fixed a crash that was occurring when loading the game.
  • Fixed a crash that would occur when completing the Ritual of Rebirth in the Gryphon Wood during a Wood Elven Co-op campaign.
  • Fixed a crash when accessing the Ice Court.
  • Fixed a crash caused by loading a save containing the tier 3 church building from pre-Kislev rework. Any instances of the tier 3 church will be replaced by the middle option in the new building tree for the churches.

[h2]CAMPAIGN[/h2]

[h3]General // Gameplay[/h3]

Kislev Balance Tweaks:
  • Devotion adjustments: Lowered the requirement for using Invocations to 25+ devotion. (It still costs 50 devotion to perform an invocation).
Kislev Building and Tiering Adjustments:
  • The Ice Guard recruitment building has been collapsed into one single building (found at tier 4), providing access to both Ice Guard variants and capacity for Frost Maidens.
    • If you had either building constructed in an existing save, they will convert to the new combined building.
  • Kislevite Cultural Capital defense buildings have been combined:
    • Watch patrol building chain has been removed.
    • All the benefits associated with it have been moved to the City Defences chain, which combines siege benefits with garrisons and devotion.
  • Kislev’s Wall buildings now also generate a small amount of Devotion:
Ataman Experience Adjustments:
  • Significantly increased experience granted by defence buildings for Atamans:
    • Major settlement walls:
      • 33 – 66 – 100 -> 100 – 200 – 300
    • Minor settlement walls:
      • 40 - 80 -> 100 – 200
    • Kislev Cultural capital walls:
      • 50 – 100 – 150 – 200 -> 100 – 200 – 300 – 400 – 500
    • Doubled the Experience granted by Resource buildings for Atamans.
      • 50 – 100 - 150 -> 100 – 200 – 300
  • Ataman’s Estate:
    • XP per turn: 800 -> 1000
    • Income modifier: -100% -> -50%
    • Additionally, no longer completely disables income
    • Starting Supplies for sieges: 300 -> 1000
Ogre Tiering Adjustments
  • Gnoblar Flingers
    • Barracks tier 2 -> 1
  • Gnoblar Pigback Riders
    • Barracks tier 1 -> 2
Other:
  • Fixed bugs where Atamans (Atamen?) were lost forever if they were injured in battle or you lost or traded the city that they were based in. They can now be correctly re-recruited.
  • Gnoblar Flingers no longer start at 10% health in garrisons on turn 1 of campaigns. (They were just out of breath!)
  • The "Royal Ice Guardians" technology for Kislev now correctly provides upkeep reduction for armies lead by Ice Witches instead of Frost Maidens.
  • While Yuri's journey certainly is a struggle, we didn't mean to cut his tech tree down to just the "Struggling" category. The rest of the missing prologue tech tree has been restored.
  • Kislev will no longer generate several outdated missions related to the supporter race and the old devotion system.
  • Fixed a bug in Post Battle screen where mass visual artifacting would occur subsequently filled with black space covering the area.
  • Added a cost element on tooltips for provincial devotion rituals.
  • The ritual buttons in Kislev's Province Invocations UI are now correctly disabled when Devotion is spent for a Force Invocation and falls below the required threshold.
  • Kairos' "Gaze To The Past" skill now correctly applies to the 4 lores aligned with his past head.
  • Minor adjustments to Kairos' skill tree:
    • added -25% cooldown reduction for all spells to "Prescient Cant"
    • added "Fires of Change" lore passive to "Dwell in the Present"
  • The "Court Agent" trait for Ice Witches and Frost Maidens now gives +2 ice court support per turn.
  • Kislev will no longer randomly gain and lose access to Invocations in Gates, Forts and Bastions (these settlements do not have Public Order or Devotion.)
  • The Kislev technology "Common Cause" is now correctly limited to units that are between rank 0 and rank 3. (Sorry Regiments of Renown, you're way out of this league.)

[h3]UI // UX[/h3]
  • Added a scrollbar to the available Atamans list in the Atamans Overlay so that it displays persistently and not only on mouse hover.
  • Fixed Victory Conditions strings in the Victory Conditions panel that were missing localisation.
  • Fire resistance and Fire Weakness now follow the new visual pattern we implemented in 6.1 with positive values appearing green and negative values appearing red when looking at the tooltip for a unit.
  • Fix issue on the Unit Info panel where the Hero Details toggle button did not align correctly with the frame.

[h2]BATTLE[/h2]

[h3]General // Gameplay[/h3]
Kislev Unit integration adjustments:
  • Added some more technology support for Akshina Ambushers.
    • Troll County Pathfinder now provides +10% range for Akshina Ambushers.
    • Akshina Ambushers now benefit from Praag Veterans for +2 base missile damage
  • The 'Leather Treatment' technology now also applies to Gryphon Legion units.
  • The ‘Dwarfen Anvil’ technology now also applies to Horse Archers.
  • The ‘Breechloaders’ technology now also grants +10% range for affected united.
  • Common steel Orthodoxy Boon
    • Recruit rank bonus 5 -> 3
    • Added Kislevite Warriors to affected units
Other:
  • The past and Future Kairos in the "Staff Of Tomorrow" quest battle now have spellcasting again. (Past Kairos and Future Kairos both now also only use spells associated with the past or future head!)
  • Knights of the Brazen throne have now been issued their extra beefy Skullcrushers, changing their mass 1500 -> 1800 to match the 6.1 Balance Patch Notes that accidentally contained this change before it was made.
  • Fixed an issue where units with the Fire Whilist Moving ability could engage units outside their range if the unit was moving backwards or towards them.
  • Gorbad Ironclaw no longer takes penalties for being in a forest while on foot. (He's large and in charge, but not that large).
  • Lore of Hags is now affected by spell intensity modifiers (Omen of Spirits is exempted, to prevent it recursively increasing its own intensity).
  • Several minor adjustments to RoR units that were not in parity with their regular version:
    Sisters of the Singing Doom (Witch Elves) // Melee attack +1
    • Bightscab's Plaguepack (Plague Monk Censer Bearers) // Melee attack +1
    • Pit Fighters of Hell's Deep (Rat Ogres) // Melee attack +1
    • The Frozen Heart of Winter (Elemental Bear) // Leadership +10
    • The Mordheim Balewolves (The Things in the Woods) // Melee attack +4 // Melee defence +1
    • The Holy Wardens of La Maisontaal (Battle Pilgrims) // Melee attack +1
    • The Siren of Red Ruin (Bloodwrack Medusamelee) // Defence +1
    • Da Big Un (Rogue Idol) // Melee defence +1
    • The Fireborn (Dragon Princes) // Melee defence +1
    • Heralds of Khorne's Fury (Bloodcrushers of Khorne) // Leadership +5
    • Maws of Savagery (Skin Wolves - Armoured) // Melee attack +1
    • The Tithe (Zombies) // Leadership +5


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As always, if you run into any new issues after updating to 6.1.2, please let us know over 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 X Facebook Instagram Discord Bluesky

The next Total War Warhammer 3 DLC finally adds a new Slaanesh legendary lord

The next Total War Warhammer 3 DLC finally answers the call to upgrade the strategy game's ironically least-loved Chaos God. That's right; after plenty of attention for Khorne, Nurgle, and Tzeentch, it's time to finally unleash new Slaanesh forces across the lands of the biggest Warhammer game on Steam. In a new dev chat, CA senior community manager Steve Coleman is joined by game designer William Håkestad, lead DLC designer Vasil Nikolov, and principal technical designer Radoslav Borisov to talk about what's next after patch 6.1.


Read the rest of the story...


RELATED LINKS:

Total War Warhammer 3 patch 6.1 arrives with full Kislev and Kairos reworks

Total War Warhammer 3 patch 6.1 will deliver a dramatic Kislev rework

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