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Total War: WARHAMMER III News

Total War Warhammer 3 teases its upcoming Tides of Torment, as well as a new legendary lord

Total War Warhammer 3 has just released a neat little teaser trailer during the Warhammer Skulls event just now, hinting towards some exciting new additions to the Immortal Empires campaign.

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Hotfix 6.1.4



​Greetings everyone!

Today, we’re releasing Hotfix 6.1.4, bringing new fixes and tweaks to Total War: WARHAMMER III. We are bringing to you a variety of improvements including fixes to AI army movement range not displaying correctly, Ogre Camp spawn locations, and some misbehaving skills and traits.

Without further ado, let’s get into it.

— Anastasija Dolgošejeva // Senior Community Manager // Your friendly neighbourhood penguin

👉 Check out full Hotfix 6.1.4 notes here 👈

— 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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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

[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

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