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Total War: WARHAMMER III News

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
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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 5.1.1



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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Total War: WARHAMMER III - What's Next?

​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 we’re 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 we’re 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][/previewyoutube]
As talked about by Rich in this Development Update, our next DLC takes place entirely within Immortal Empires, and won’t feature a new campaign for The Realm of Chaos. We’ll 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.

It’s 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 we’d love to hear from you, and love to keep showing up on your screens just like this in the future.

We’ll return in the late summer with another development update from the teams, letting you know how we’re getting on with our work and to lift the curtain some more on the work we have in progress.

Meanwhile, we’ve 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, we’re looking to release a Hotfix to help tidy up a few latent issues we’ve spotted since the Update went live, and we’ll keep you updated on future our releases as we roll out each one.

We’re otherwise especially keen to hear how you’re feeling about today’s 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

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

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