1. Total War: WARHAMMER III
  2. News

Total War: WARHAMMER III News

Total War Warhammer 3 update 5.2 fulfills an essential Dwarf fantasy

Creative Assembly is looking forward to the future of Total War Warhammer 3 now that it's largely regained its footing as one of the best strategy games on PC. With some rather dramatic wobbles behind it and a positive response to the most recent add-on, the developer is now looking forward to what's coming next. In a new blog, the team outlines its plans for TWW3 update 5.2, which will see the Dwarfs dive deeper and grow taller than ever before.


Read the rest of the story...


RELATED LINKS:

Best Warhammer games 2024

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

Total War Warhammer 3 aims for redemption with massive free update

The next Total War: Warhammer 3 update will let your dwarves play tall by delving greedily and deep

Any gags I could make about an update that lets Total War: Warhammer 3’s dawi play tall are far too obvious for the discerning comedic palette that brought you such bangers as that time I just wrote “(penis)” a bunch so the Overkill’s Walking Dead page wouldn’t quote me out of context, so let’s just dive right in to the details. The strategy game’s 5.2 update is on the horizon, and tagging along with it are the first of the “extra bits” the team teased in June. I’m very excited about them. They sit somewhere between the usual patch fare of stat tweaks and errata, and the weightier faction facelifts that come alongside paid DLC. They’re also focused right where Immortal Empires needs them the most: depth, rather than width. In the dawi’s case, quite literally.


Read more

5.2 Dev Blog



​​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.

[h3]📜 Read full 5.2 Dev Blog here[/h3]


—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

Total War Warhammer 3 teases new content this month, and a hotfix ensures goblins will now get dismembered correctly

Back in June, strategy bods Creative Assembly put out a chunky, chatty video discussing the next expansion for Total War: Warhammer 3. Aside from a not-so-subtle hint that the orcs, ogres, and Khorne pack would feature at least one colossal squig, it also ended with a tease at smaller bits of new content coming alongside regular patches. As of the game’s latest hotfix blog, we’ve now got a better idea when we’ll start seeing some of these “smaller bits and pieces.” Bits and pieces? In this economy? Yes, and this month in fact. “Late August” to be precise by quoting a vague statement precisely.


Read more

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:

[hr][/hr]
[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

[hr][/hr]
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


[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