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Total War: WARHAMMER III News

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...


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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!

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

As we all suspected he would, PCGamesN editor Rich really likes Total War: Warhammer III, the capstone in the fantasy strategy game trilogy from Creative Assembly. The one minor complaint in his Total War: Warhammer III review is that the Chaos Rift system often clashes with the rest of the campaign. If you've been frustrated by this too, we have good news: there's now a way to turn it off.


The Chaos Realm Toggle mod by DrunkFlamingo adds a tick box for when you begin a new game in Total War: Warhammer III. By default, it's checked, which keeps the Chaos Realms storyline active. But if you untick the box, that gets disabled, and the rifts to the Chaos Realms will never open.


That will leave you free to putter about, building up armies and kingdoms as you might in Total War: Warhammer III's Mortal Empires mode, when that arrives - only without the addition of the merged campaign map and the factions from the previous two games in the series. You won't be racing your best army toward a tear in the fabric of space and time every 25 turns to do battle with some chaos god's latest collection of frighteners.


Read the rest of the story...


RELATED LINKS:

Total Warhammer 3's next update will add Workshop support

Total War: Warhammer 3 patch fixes forced VSync bug

Here's what Total Warhammer 3 difficulty settings really do

Total War: Warhammer 3 patch fixes forced VSync bug

As promised, the 1.0.2 patch for fantasy strategy game Total War: Warhammer III has arrived. This update doesn't include any flashy changes to the way the game is played (or satisfy Khorne's eternal thirst for gory blood effects), but it does include some welcome updates to the technical side that should make playing and updating the game a smoother process overall.


Update 1.0.2 improves Creative Assembly's build-authoring process, the studio says, which effectively means it'll take less time to unpack and install patches going forward. Even small patches would, up until now, take quite a while to finalise, and Creative Assembly says this should be improved even further in the next major update.


This patch also addresses the bug that forced VSync to be enabled for some players, limiting their framerates. Players using Intel Alder Lake (12th-generation) processors and Windows 11 should also no longer see stuttering. As of this update, there should be no more of that weird hang when you first boot Total War: Warhammer III - that issue's been addressed, too.


Read the rest of the story...


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Here's what Total Warhammer 3 difficulty settings really do

Total Warhammer 3's alt-tab crash fix delayed til next patch

The next Total Warhammer 3 patch should fix alt-tab crashes

Total War: WARHAMMER III - Patch 1.0.2



Good day, commanders! Today we’re happy to introduce Patch 1.0.2, which brings fixes for several key performance, multiplayer, and installation issues to Total War: WARHAMMER III.

Our primary goal with this release is to raise the baseline for our community: assisting those who have been unable to play and implementing the first performance fixes for those of you experiencing framerate caps or issues running the game on certain high-end rigs. Both performance and stability will be a long-term and ongoing effort for the team, all of which begins with raising the bottom bar for those most impacted by technical obstacles or issues.

Following today’s build, we will be working towards two major milestones to which you can look forward:
  • Steam Beta of the ALT+Tab Crash Fix. The team is fixing a few final graphics issues that popped up as a result of the fix before submitting it to QA for review. Once verified, it will be uploaded and made available as a Steam Beta branch, which will allow affected players to verify that it works on their system before it is approved for an official game build.

  • Update 1.1. The game’s first major gameplay, balance, and bug-fix update is in the works, and the team has pulled together a wide variety of changes for you to enjoy. We’ll talk more about what to expect in the update this week, though its arrival date is still TBD as the team puts it through all the necessary testing and approval cycles.

Whether you’re experiencing issues or enjoying the game at its fullest, you are welcome to join us on our official channels where you can join the conversation with the rest of the community:

💬 DISCUSS: Total War: WARHAMMER III on Steam 💬 DISCUSS: Total War: WARHAMMER III on the official Forums 💬 CHAT: The Total War Official Discord

Finally: thank you for being a part of this journey, which is only just beginning... We have plenty more in store as we prepare both the fixes and brand-new additions to the game, and genuinely appreciate your patience, your passion for Total War and WARHAMMER III, and for your honest critiques as we build on the strong foundation established by the WARHAMMER series over the past six years. We share your excitement and eagerness to see Total War: WARHAMMER III grow, expand, and set a new standard for the series, and can’t wait to join you all on the battlefield that lies ahead. Keep making your voices heard, and we’ll be back here soon with more details of what lies ahead for the WARHAMMER team.

See you in the Chaos Realms!

— The Total War Team

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📃 PATCH 1.0.2
[hr][/hr][hr][/hr]
[h2]GAME[/h2]
[hr][/hr]
  • Improved our build-authoring process, which will reduce the excessive install times required for relatively small patches. We expect to further reduce these install times with the next game update.
  • Fixed a problem where the vertical sync (VSync) setting was being forced on for some players—artificially limiting the framerate regardless of system specs.
  • Resolved game stuttering issues when playing the game in Windows 11 with Intel Alder Lake (12th-generation) processors.
  • Fixed an issue that caused the game to hang on first boot in certain languages.
  • The game will now display an error if installed to a folder path that uses non-English characters. Doing so will cause the game to be unresponsive. To alleviate this, we recommend changing the installation location to a folder or folder path that doesn't include non-English characters.


[h2]MULTIPLAYER[/h2]
[hr][/hr]
  • Fixed an issue that caused battles in multiplayer campaign to desync.
  • General multiplayer services improvements.


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⚠ NEED HELP?
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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.