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Total War: WARHAMMER III News

Total War: Warhammer 3 alt-tab crash fix gets a beta

The Total War: Warhammer 3 alt-tab crash fix is now available in beta on Steam. It's been a surprisingly long saga. The fix was supposed to be in update 1.0.2, but the devs found it was causing additional graphical issues, so it was delayed. Now, at last, it appears the relief is finally in sight - as long as there are no issues with the beta test, at least.


If you want to try the beta for the Total War: Warhammer 3 alt-tab crash fix, you can opt in on Steam by right-clicking the game title, choosing properties, then betas, and then selecting 'wh3_public_test - WH3 Public Test'. The beta patch will be a download of around 588MB. You will only be able to play with fellow beta users while you're opted in, however, so if you want to play multiplayer, be aware.


Assuming no major issues are discovered with the beta, the fix will hit the live game as part of update 1.1, scheduled to launch in early April. That update will also introduce Steam Workshop support, as well as an array of balance changes across the RTS game.


Read the rest of the story...


RELATED LINKS:

Total Warhammer 3's next update will add Workshop support

This Warhammer 3 mod lets you play a non-campaign sandbox

Total War: Warhammer 3 patch fixes forced VSync bug

Available Now: The ALT+Tab Crash Steam Beta Branch



Steam players who regularly encounter the ALT+Tab Crash in Total War: WARHAMMER III can now opt-in to a new Steam Beta branch and play with the fix we’re working to include in Update 1.1. By opting-in to the branch, you will automatically download a temporary, beta version of the game that includes a fix for this specific issue:
  • When ALT+Tabbing out of the game, the client will close out unexpectedly.

Please note that while you are playing on the beta branch, CROSSPLAY WITH THE WINDOWS STORE, EPIC, AND NON-BETA STEAM USERS WILL BE UNAVIALABLE. This is because you will be playing on a unique version of the game, which is incompatible with any other versions currently available.

[h2]OPTING-IN TO THE STEAM BETA[/h2]
Here’s how to opt-in and download the special Steam Beta branch:
  1. Login to your account on Steam
  2. Find Total War: WARHAMMER III in your Library
  3. Right-click the game and select Properties… from the context menu
  4. Select the BETAS option from the list
  5. Under the Select the beta you would like to opt into: field, select the wh3_public_test - WH3 Public Test branch
  6. The new build will begin downloading (~588MB). Wait for it to finish before launching the game
Note that you can opt-out of the beta at any time by following the same steps while setting the beta branch to “None”. This will automatically remove the beta files and return you to the public, “live” build of the game (currently 1.0.2).

[h2]KNOWN ISSUES[/h2]
There are a few known issues you may encounter by opting-in to the wh3_public_test branch:
  • CROSSPLAY WHILE PLAYING THE STEAM BETA WILL BE UNAVAILABLE. Steam beta players will ONLY be able to play with other Steam beta players until the fix is fully-integrated alongside Update 1.1.

  • Dragging your window to a monitor using a different resolution can cause graphical issues. You can drag the game back to your original monitor or you can re-launch the game on the second monitor to work around this problem.

  • Save Games will initially prompt a warning that they are incompatible with the new build. Verifying the integrity of your game files should let you work around this error.

[h2]REPORTING ISSUES[/h2]
While we’ve run our own tests on the build, there’s always room for new problems to arise whenever it’s introduced to a new hardware/software environment. If you encounter any graphics or display issues related to this particular beta build—meaning NEW issues caused specifically by this beta—please take the time to reply in the discussion thread, here:
💬 [BETA FEEDBACK] WH3 Public Test: ALT + Tab Crash Fix Discussion
We will be monitoring this thread for both positive (“the fix works”) and negative (“something went wrong”) feedback about the build, so feel free to post about your experience on the forum so we can react in time for Update 1.1!

[h2]NEED HELP?[/h2]
Finally, if you are experiencing a technical issue or a new issue launching the game, there are several resources for you to explore to work around the issues:

Total Warhammer 3's next patch will slow the Souls race

At the heart of Total War: Warhammer 3 is an extremely relatable struggle to murder four members of the monarchy, claim their souls, and cash them in so you can meet a really big bear. I would like to meet a big bear. I'm willing to do a lot to meet a really big bear. But many players have felt that this 'Souls race' forces the game into an unpleasant and uninteresting shape. Thankfully, the devs have plans for the next patch which they say should "make the Souls race less urgent".


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Total Warhammer 3's next update will add Workshop support

Total War: Warhammer III developer Creative Assembly has laid out its plans for the near-term roadmap for the fantasy strategy game, specifically discussing some of the big issues that will be addressed in the next major update, version 1.1, which the studio says should be ready to roll out in early April.


Some key changes are coming to the Realm of Chaos in update 1.1. For one thing, it'll be less difficult to simply operate in those areas, as the strength of negative traits associated with each realm is being roughly halved, and daemon legendary lords will not suffer negative traits associated with their patron god at all. Traits picked up in the Chaos realms will be removed once a character completes the survival battle in that realm.


Update 1.1 will also introduce a new building chain called 'Protection,' which will prevent Chaos rifts from spawning in any province where they're built. That sounds like an interesting new choice: you'll be able to protect a certain area from the spread of Chaos corruption, but that could make it more difficult to reach a rift, and you'll only be able to do it by using up a valuable construction slot in one of your settlements.


Read the rest of the story...


RELATED LINKS:

Total War: Warhammer 3 alt-tab crash fix gets a beta

This Warhammer 3 mod lets you play a non-campaign sandbox

Total War: Warhammer 3 patch fixes forced VSync bug

Developer Diary: Looking forward to Update 1.1 and Beyond



Good day, commanders! We wanted to side-step for a moment and talk a little bit about our first major gameplay update coming early next month: Update 1.1. This is the first release to include a variety of fixes, gameplay balance changes, and adjustments to mechanics that have been at the heart of discussion in the public space. So today, we’re going to highlight some of these topics, provide some insight into our short-term plans over here at Creative Assembly, and look ahead to our long-term roadmap following the update.

A Foreword…

For those of you looking for details about the combined WARHAMMER map (“Immortal Empires”), the Blood Pack, or any other DLC you’re waiting to see added to the game, I’ll note in advance that we WON’T be covering those subjects in any great depth or detail today.

We know these are important topics to many of you who have been asking about them; unfortunately, the timelines of these projects are currently in flux as we reprioritize our work to establish a strong foundation for the game upon which we can build. The game needs to be in a solid place before we consider adding new content and features to the mix, so we’re in the process of reviewing the release timing of both Immortal Empires and the Blood Pack.

When we know more, we’ll take the time to spotlight the cool new content we have planned at that time. Until then, rest assured that we’ll share what we know as soon as we have a more concrete timeline in place!



Patch 1.1 Preview

Here we go! Update 1.1 is the first of our large updates to the game. Currently slated for early next month, the build will introduce a swatch of changes across a variety of areas: design improvements, gameplay fixes, and fundamental changes prioritized and based on the feedback we’ve seen since launch. Here are some of those changes:

[h3]REALM OF CHAOS[/h3]
The Realm of Chaos has been one of the most prevalent discussion points amongst the community, and we’re using this update to implement several bug fixes and gameplay tweaks that change how it fits into the mechanics of the game. This includes several key changes:

  • The strength of the negative Realm traits has been reduced by roughly ~50%.
  • Daemon Legendary Lords will no longer be burdened by the negative traits of their respective patron god.
  • Traits gained in the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm.
  • When a player intercepts an AI Lord at the Forge of Souls, their souls will now be lost—forcing them to restart their collection. This should make it easier to disrupt the Souls race.
  • The “Protection” building chain can now be used to prevent rifts from spawning in the province in which they're built.
  • The rewards for gaining Souls have been improved by providing additional bonuses for a limited period of time.

These changes are intended to make the Souls race less urgent and give you the chance to approach the battlefield in different ways. We will, of course, continue to adjust the mechanics in the future, but look forward to seeing how these changes impact your experience as you jump in after 1.1.

[h3]SUPPLY LINES[/h3]
A prevalent issue reported by the community: a fix to address the bug where the upkeep cost of the Supply Lines mechanic would fail to update after disbanding your armies will be included in Update 1.1.

[h3]INFANTRY RESPONSIVENESS[/h3]
Another noteworthy topic is how infantry units turn and respond on the battlefield. While changes have been made that should improve the rate of responsiveness to (roughly) match that in Total War: WARHAMMER II, we still have work to continue improving the AI behavior in combat. We’ll have more news about this in future updates that we’ll share with you later!

[h3]FACTION BALANCE[/h3]
As mentioned previously, the team will be making various tweaks to the different factions based on your feedback and the win rates of the different factions. There is a fine balance to walk between how strong a faction is perceived vs. how they perform on the battlefield, but we hope to learn from both as we buff or reduce a faction or specific unit(s).

For perspective, here’s a look at the win rates in ranked matchmaking and the multiplayer Domination mode:



Here are some quick notes from the balance team as to how they’ve chosen the initial balance tweaks of the different factions in 1.1:

  • The Ogre Kingdoms, in general, are overperforming heavily in both ranked matchmaking and tournaments. We are making some significant adjustments to the units based on community feedback and our metrics.
  • Grand Cathay is currently (by far) the biggest underperformer in ranked matchmaking and in Domination tournaments. We think that Cathay is best when their army is large—such as in land battles—which is why we are increasing the size of all starting armies in Domination. We’ll be monitoring these changes to see how the meta progresses in the months ahead.
  • While Kislev is slightly underperforming in ranked matchmaking (according to our metrics), they seem to be performing adequately in the tournament environment. There are a few units that particularly stand out, and so we are looking to make smaller tweaks while observing the effects of other changes and bug fixes.
  • Nurgle has been doing well in ranked matchmaking, however we know they don't do well in the tournament environment. We are also concerned that the slowness of most Nurgle units make them vulnerable to larger armies with ranged firepower, which can result in heavy losses before the Nurgle units are able to engage in melee combat.
  • In Update 1.1, we are fixing several issues with charges, bracing, and impact damage. We feel it’s too risky to touch the Slaanesh units without having a good understanding of what effect these will have, so we’ll keep an eye on things and make adjustments in the future based on feedback.
  • We are currently happy with the state of Khorne and will continue monitoring how they perform in relation to the other balance changes made this month. Our systemic changes should not be shifting the faction much in either direction, but we will watch closely!

What do you think? We’ll share exact details once we’ve locked them in for 1.1 and look forward to hearing what you think once you get your hands on them next month.

[h3]BUG FIXES[/h3]
With every build, we will be looking to fix, test, and package as many bug fixes into the build as possible—again, working towards that strong baseline for Total War: WARHAMMER III. Update 1.1 certainly gives us the opportunity to tackle some of the key issues you’ve helped us identify; if all goes according to plan (i.e. everything passes testing and is confirmed to not have any side effects) here’s a taste of some of the key fixes coming your way:

  • ALT+Tab Crash Fix: We’re aiming to have a Steam Beta in your hands next week, and will let you know as soon as it is available. Depending on its success, we’ll bundle and share this with the rest of the community in Update 1.1.
  • Gift of Slaanesh: A conflict between the “Everlasing Gift” tech and “Gift of Slaanesh” upgrade will be resolved in the update.
  • Prologue Sticks after the Battle of Fort Devingard: Not after 1.1, it won't!
  • Soft Lock when ending your turn after losing Yuri: Not anymore; also fixed in 1.1.
  • Crash fixes: Several crash fixes have been implemented based on your reports both here and with our Support Team. This will be an ongoing effort as we work to get everyone in and playing the game!
  • Shadow Shroud: Be’lakors ability “Shadow Shroud” is now associated with his unique trait.
  • “Corrupted By”: Factions will now be able to remove negative “corrupted by” traits when in a region dominated by their favored corruption.
  • Achievement Issues: Whether unlocking achievements the wrong way, not unlocking achievements at all, or unlocking duplicate achievements, we’re implementing fixes for many of the achievements available in the game.
  • ...and more!

This is by no means a complete list: there are plenty of behind-the-scenes fixes and other fixes that require testing confirmation before we’re comfortable committing to their inclusion in the update. We’ll share the full list in Update 1.1, and encourage you to continue consolidating the bugs and other issues you find into threads here on the forum, or contacting our support team if you’re experiencing technical issues.

But wait…there’s more!

While the Assembly Kit is still in the works as we prioritize our fixes to the core game, we are excited to share that we’ll be aiming to release the mod manager and enable Workshop support alongside Update 1.1. We plan to continue expanding the toolset and options at your disposal in the months and years to come, but we hope this will kick-start the modding efforts of the community as we continue to work on official updates to the game.

Beyond 1.1

What comes after Update 1.1? Well, this is only the beginning…

As we’ve mentioned throughout our posts, the goal at this very moment is to iron out the technical wrinkles, improve the stability and performance of the game, and adjust the balance and gameplay based on ongoing commentary from the community. This is all with the very specific goal of establishing a strong baseline for Total War: WARHAMMER III: one that supports the ongoing growth of the game with new content, new factions, and new modes for you all to explore.

Like WARHAMMER II, our plan is to eventually pair large content drops with regular game updates: bug fixes, balance changes, and the sort. However, we are also looking to raise our game above WARHAMMER II by introducing major patch updates between our key DLC releases: allowing us to address bugs, balance concerns, and other adjustments on a quicker cadence than previous games. All of this is aimed at establishing a more reliable cadence of releases once we’ve established a strong foundation for the game and its future.

Looking Ahead to the WARHAMMER III Roadmap

We know that many of you are eager for a long-term roadmap of what’s coming down the line, which very much includes many devs here at Creative Assembly who are excited to share our plans. We read you all loud and clear.

We’re in the process of pulling together a look at the year ahead that we hope to share you after the release of Update 1.1. Things are in flux at the moment as we rebalance the work on WARHAMMER III with future projects; so, once things settle and cement a bit, we’ll be sharing more about the year ahead and a general “what” and “when” things will be coming to the game. We’ll let you know when we have that ready to go!

Closing Out

*Whew*… Thanks for making it through this wall of information! We hope these posts are helpful for those of you looking to understand what we’re working on and working towards with the game. We’ll keep the information flowing and will continue adjusting how and when we communicate based on your reactions, feedback, and expectations!

And again: thank you all for your ongoing support and passion to see WARHAMMER III reach its FULL potential! There’s certainly room to grow, but we’re confident we’ll get there: with your feedback serving as guidance, and with all we have planned to expand and grow the Total War: WARHAMMER universe. Thanks to all of you who continue to be a part of the conversation, offer feedback with the quality of the game at heart, and help others who are having trouble playing the game. You are the core of this community, and we will continue to be your biggest fans as we work to improve your game!