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Hotfix 5.1.3



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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[h3]Gameplay:[/h3]

  • 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
    Dev note: When we were originally making WH3, we explored the idea of making barricades steadily replenish the ammunition of units currently docked to them, but didn't add it to the final release. However, the in-development data that was set up to support this wasn't removed, leading to the unintended behaviour of units recovering ammunition every time they docked (and redocked, and redocked and redocked...) to the platforms. This is still a space we're interested in exploring, but the current behaviour of doing a secret shuffle to generate ammunition is going away while we think about how to approach this topic in a less cursed implementation.
  • Fixed Ripperdactyl mount animation and hitbox being misaligned whilst flying

[h3]UI:[/h3]

  • 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

[h3]Graphics/Animation:[/h3]

  • 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
    We're aware that this fix does not seem to be appearing in game, and are investigating.
  • 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

[h3]Audio:[/h3]

  • Cathay War Drums will once again be audible on executing their abilities

[h3]Performance/Stability:[/h3]

  • Fixed a crash that could occur when cancelling unit recruitment in Campaign

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As always, we'd like to say a big thank you to everyone who submitted bug reports over in the CA Community. These reports go a long way in helping us shorten the gap between identifying an issue and resolving it, so if you run into any issues after updating to 5.1.3, please be sure to let us know in our dedicated bug reporting sub-forum.

If you caught our "What's Next?" video back in June you'll remember we mentioned smaller pieces of new content coming alongside our regular patching, and we're excited to announce that patch 5.2, which is currently targeting a late August release, will be the first to include some extra bits and pieces. We'll be sharing a blog in the coming weeks from Design Director Mitchell Heastie, who's been heading up this project, to tell you more about what you can expect.

Until then, we'll 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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Hotfix 5.1.2



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.


Thanks for all of your bug reports and feedback, all of which have been extremely valuable in helping our teams investigate and resolve issues as quickly as possible! If you run into any issues after updating to 5.1.2, please be sure to report them in our dedicated bug reporting sub-forum.

See you on the battlefield!

—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.

For the latest news and announcements, drop by our official social channels.

Steam Discussions X Facebook Instagram Discord

Hotfix 5.1.1



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:
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[h3]General:[/h3]
  • 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.

[h3]Additional balancing:[/h3]
  • 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.
  • 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.

[h3]Modding:[/h3]
  • 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'.

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Alongside the above points, we are temporarily removing the ‘Bordeleaux Landing’ map in order to make some improvements. In Patch 5.1.0 we added a number of new maps originating from some of those made by our top community map creators, and after discussion with the original creator of this map, we agreed that it was badly implemented on our part. Our aim is to bring Bordeleaux Landing back in line with the creator’s original vision, and look forward to re-introducing it in a future update. If you’d like to check out the original, you can do so here.

As always, thanks for your feedback and bug reports. Should you experience any issues after updating to 5.1.1 please remember to let us know over in our dedicated bug reporting sub-forum so we can get them logged and investigated.

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

Steam Summer Sale Now On!


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STEAM SUMMER SALE NOW ON!
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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!

[h3]🕙 Sale ends Thursday 11th July @ 11AM PT/6PM BST[/h3]
For the latest news and announcements, don't forget to visit our official social channels.

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The new Total War Warhammer 3 DLC is an Immortal Empires exclusive

Hot off the heels of its latest free update, Total War Warhammer 3 has big plans for the future. Developer Creative Assembly is already working on what's next, with some heavy-hitting names on the cards for the Ogre Kingdoms, Khorne, and the Orcs and Goblins. Crucially, this next set of updates will lean in exclusively on the game's most-popular mode, Immortal Empires, rather than featuring new campaigns for the Realm of Chaos.


Read the rest of the story...


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