1. Total War: WARHAMMER III
  2. News

Total War: WARHAMMER III News

Total War Warhammer 3's next legendary lords add new ways to play

Space Marine 2's launch might have brought Warhammer 40k to the fore in the world of videogames, but the iconic setting's classic fantasy counterpart is still very much active, and no more so than in Total War Warhammer 3. Hot off the heels of its recent patch 5.2, developer Creative Assembly has more details on what the future holds for one of the best strategy games on PC. There's lots to look forward to in TWW3 patch 6.0 and the next round of DLC, including some fun systems to capture the essence of its new legendary lords.


Read the rest of the story...


RELATED LINKS:

Best Warhammer games 2024

Total War Warhammer 3 update 5.2 fulfills an essential Dwarf fantasy

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

Scyla Anfingrimm, Skarr Bloodwrath, and other chill guys on the way for Total War Warhammer 3

Death and taxes remain constant, the sun rises and sets each day, and I must write about every bit of Total War: Warhammer 3 news until the end of time. No-one is making me, I must add. I simply cannot help myself. Every addition is one step closer to us getting an official Clan Skurvy. Creative Assembly just put out a new video going into more details about what to expect from the strategy game’s next DLC. Here’s a roundup of the last one to get you up to speed before I start frothing like a pint of Bugman’s. That was a Warhammer reference! From Warhammer!


Read more

Dev Chat on 6.0 and Interim Patches - What's Next?

UPDATE 12/09/24 @ 10:30AM BST:

Hi all, I’m so glad you’re championing the idea of us making Egrimm, I want him too! When I mentioned in the video that he would better suit a DLC rather than a patch, I meant that it takes a vast amount of time, effort and money from across the team to do a character like him justice, so I didn’t want you all to get your hopes up that you’d see him in one of our interim patches like 5.2 or 5.3. He is on our loooooong to-do list with lots of other things you're requesting, and while we aren't currently planning a new Tzeentch DLC specifically or Egrimm anytime soon, we still plan to introduce other characters you're all super passionate about through FLC and maybe one day Egrimm in this capacity too!

- Rich // Senior Game Director


Greetings folks!

Back in June I sat down with Rich, Sean and Victor from the WARHAMMER III development team to share some juicy new details on what's coming to the game in the next DLC, as well as our approach to interim patches coming between now and the next DLC's arrival. In case you've been living under an Ogre-sized rock these past couple of months, you can check it out right here.

Recently I hopped back on the sofa to chat with Rich and Sean, plus Design Director Mitch Heastie, to chat more about what's coming in 6.0 get some insight on what sort of content you can also expect to see in our future interim patches.

Allow your eyes to absorb it here:

[previewyoutube][/previewyoutube]

As with last time, this is a pretty new format for us, so please do share your thoughts with us along with any suggestions on what you'd like to see more of next time!

You can also head over to the official Discord server and the CA Community to share your hopes and dreams regarding future refreshes and reworks. Who knows, maybe Mitch will agree with you and make some magic happen!

We aim to be back with more news on our next major patch, 5.3, towards the end of October, so until then, we'll see you on the battlefield!

Steve // Senior Community Manager

For the latest news and announcements, don't forget to visit our official social channels.

Steam Discussions X Facebook Instagram Discord

Hotfix 5.2.3



Greetings folks,

We’ve just rolled out Hotfix 5.2.3 which brings a pretty hefty number of fixes and tweaks to the game.

Let's see what we've got today:

[hr][/hr]
[h2]GENERAL[/h2]

  • Tweaked the porthole lighting in both campaign and battle to eliminate a slight red hue caused by sunlight.

[h2]PERFORMANCE[/h2]

  • Fixed a rare crash where a previously resolved dilemma remained in the event feed, causing the game to crash if the related character died later in the campaign.
  • Fixed a freeze/crash that occurred when creating more than 254 settlements to one of the old ones with Nakai.
  • Fixed a crash that occurred when disbanding a unit from a Waaagh army.

[h2]CAMPAIGN[/h2]

[h3]​GENERAL/GAMEPLAY[/h3]

  • Fixed a bug where characters occasionally moved large distances after razing settlements, resulting in them being in different regions than the one they just razed. Now, after razing, an attacking army will move away one hex beyond the zone of control radius, while a surviving army will move three hexes away from the settlement.
  • Fixed an issue where playing as Slaanesh and using the ‘Pleasure Hunt’ pleasurable activity could sometimes apply its effects multiple times.
  • The Star-Metal Talons upgrade in Ikit Claw's Forbidden Workshop no longer grants vanguard deployment to Warp Grinder units, as they already have this attribute.
  • Fixed an issue where effects providing immunity or damage resistance to attrition also affected desertion, such as in cases of bankruptcy.
  • The Elector Count of Hochland position no longer provides a movement range bonus twice.

[h3]​ABILITIES/SKILLS/TRAITS[/h3]

  • Hero units that join Cathay caravans will now have spells or abilities where appropriate.
  • Fixed an issue where upgrading a Chaos Sorcerer (Death) to a Nurgle Chaos Sorcerer (Death) would result in gaining the wrong trait.
  • Fixed an issue where some effects meant for Nurgle characters were incorrectly applied to the Slaanesh Chaos Sorcerer.

[h3]ANCILLARIES[/h3]

  • ​The Experimental Explosive item gained from Cathay caravans can now be transferred to other characters.

[h3]​TECH TREE[/h3]

  • Fixed an issue where researching the ‘Grand Throne Chamber’ technology would unlock the Dwarf Lord ‘Mikael Leadstrong,’ who is meant to be obtained through legendary grudges.

[h3]RECRUITMENT[/h3]

  • ​The effects of different levels of province control no longer impact recruitment costs for Tomb Kings, as they do not incur recruitment costs.
  • Character recruitment from buildings like The Deeps & Gardens of Morr was overriding normal character recruitment. Now, only the recruitment option with the highest lord rank will be displayed.

[h3]MISSIONS/VICTORY CONDITIONS [/h3]

  • Fixed an issue where some missions would double their settlement count when reloading saves.

[h3]CAMPAIGN UI/UX [/h3]

  • Fixed an issue where Harmony effects on buildings would display as a negative value when adding Yin.
  • Added help page buttons to the Nurgle Plagues and Tamurkhan's Chieftains panels.
  • Fixed a bug where players couldn't undo spent skill points for heroes.
  • Fixed a bug where the Spices UI panel displayed landmarks alongside resource buildings at the Fortress of Dawn.
  • Removed text references in the help pages to Chaos factions automatically declaring war to align with the intended design.
  • Fixed an issue where the help pages would open behind the Bloodlines panel when playing as Vampire Counts.
  • Fixed a display issue with army zone of control where old VFX instances remained after moving an army in ambush stance.
  • Fixed an issue where the scroll position in the Allied Recruitment panel would reset when selecting a unit from an outpost as the first unit to be recruited; the scroll now stays in its correct position after selecting a unit, improving the recruitment flow.
  • Clicking on the pin of a recruitable unit card should now correctly pin/unpin the card.
  • Tweaked the entry in the effect lists of the Item Gained event popup to resolve occasional text bleeding issues in the UI.
  • Fixed an issue where the Athel Loren landmark buildings did not display the landmark icon or tooltip.
  • Resolved an issue where clicking on Pieces of Eight mission scrolls as the Vampire Coast incorrectly navigated to the Missions panel. The scrolls now correctly direct players to the Pieces of Eight panel, ensuring smoother navigation during treasure hunts.

​[h3]CAMPAIGN ENVIRONMENT[/h3]

  • Fixed an issue on the campaign map where a horse in the Tor Saroir region (Averlorn start position) was clipping through an altar, improving visual consistency in the area.

[h2]BATTLE[/h2]

[h3]​GENERAL/GAMEPLAY[/h3]

  • Fixed an issue where High Elf towers and some of the walls behind them would disappear after being destroyed in siege battles, while still functioning as intact barriers. Towers now leave rubble behind, and walls remain visible post-destruction.
    DEV NOTE: We are aware of ongoing related issues with other High Elves siege map destruction and are continuing to investigate.
  • Fixed an issue where the enemy reinforcements displayed in the Event Message did not match those shown in the Objectives Panel for the Battle for the Armour of Glimril Scales quest battle.
  • Fixed an issue where the Altar of Spawns settlement was not using the Norsca minor settlement battle map.

[h3]​BATTLE AI[/h3]​

  • The AI is now less likely to use the General unit for solo harassment or outflanking.
  • The AI-controlled Lord will no longer withdraw when ambushed if it has a good chance of winning.
  • Fixed pathfinding on certain river maps to prevent the AI from attempting to cross through the water.
  • Fixed a rare bug where enemy units were routing toward the player's units.
  • Now, the reinforcements AI will join the fight more quickly if the main army is engaged in melee.
  • Fixed a bug where the AI was attempting to go to the river while the enemy was already on the same side.
  • Fixed a bug where the defending AI was constantly reforming in land battles.
  • Now, the AI will attempt to synchronize the river assault groups based on the player’s positioning when passing through different crossings.
    DEV NOTE: Previously, if the player was defending at only one location, the AI would lose units while those crossing at another location did not engage in combat. Now, the first group will wait until the second group crosses the river, allowing them to attack together.

[h3]UNITS GENERAL / ANIMATIONS[/h3]

  • Fixed a bug where Razorgor would move too far from the chariot during one of the attack animations.
  • Fixed a bug where the Daemon Prince of Khorne was missing one of the weapons during flying attack animations.
  • Hans Valhirsson, the ghost dwarf, is no longer allowed to appear in ranked armies.
  • Resolved an issue where parts of the Reiksguard and Empire Knights' helmets would disappear when viewed from behind at different levels of detail (LODs) during battles.
  • Resolved an issue with the High Elf Princess's torso and arm armor textures distorting at certain LOD, ensuring consistent visual quality at different camera distances.
  • Fixed the missing arm and blackened cape of High Queen Khalida at LOD3 and LOD4 levels.
  • Fixed the visual problems with the leg armor of the Steed of Slaanesh model at different LODs.
  • Fixed a bug where the Lahmian Vampire Lord's head texture does not appear correctly at certain LOD levels.

[h3]ENVIRONMENT[/h3]

  • Addressed several visual issues, including missing objects, texture problems, floating objects on the Badlands Wastelands map and Ice Witch Mountains – Kislev Mountains map, misplaced assets in the Haunted Forest, Dragon River Run, Black Ark, and pixelated fallen trees on the Baron’s Bluff map, among others.
  • Moved certain objects out of the playable area on the Parched Pass - Southlands Mountains map to align with the intended design.
  • Fixed an issue where an ogre camp battle map would occasionally load incorrectly in the Badlands marsh area of the campaign map.
  • Fixed a lighting issue in the Battle of the Great Hall of Greasus.
  • Fixed an issue where ground units could be deployed mid-air on the Karak Azgaraz – Dwarfs map.
  • Fixed camera collision issues with certain assets, including those in multiplayer maps.

[h3]​BATTLE UI/UX[/h3]

  • ​The unit card for 'The Big One' in Thorek Ironbrow's quest battle, 'Klad Brakak,' is now correct.
  • Fixed an issue where the Unit Info UI element would not appear during replays if it had been disabled during the actual battle; players can now toggle unit details in replays, so they are no longer stuck with the settings from the most recent battle.

[h2]MULTIPLAYER[/h2]

  • Fixed a bug where the battle difficulty selected in the multiplayer campaign lobby would change by one tier for each player when the campaign started.
  • It is no longer possible to issue orders to a military force while a player is selecting a new general for the orphaned army.

[hr][/hr]

As always, thanks for your bug reports and feedback. If you run into any new issues after updating to 5.2.3 please report them over in our dedicated sub-forum.

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

Hotfix 5.2.2


[hr][/hr]
[h2]Hotfix 5.2.2[/h2]

Greetings folks,

We’ve just rolled out Hotfix 5.2.2 which addresses a number of issues identified in the wake of Patch 5.2.

Before that, here’s a note from our developers:

With the release of the new Deeps feature, we’ve received continued feedback regarding the Age of Reckoning and how some players expected it to interact with the Deeps in some way. While we were initially hesitant to have these features interact with each other, we’ve decided to add a new building chain to the Deeps, available at the three unique Deeps locations.

This new building, the Halls of Remembering, allows you to either permanently pause the Age of Reckoning at a significant initial cost or to enhance the feature by increasing Grudge requirements in exchange for various Grudge Settler-related bonuses. However, it’s important to note that we intend to preserve the unique rewards of the Age of Reckoning, such as access to Grudge Settler units. Therefore, if you choose to bypass the Age of Reckoning, you should not expect to receive its rewards; we believe this is a fair trade-off.

Ultimately, more player choice is always a good thing, and we hope this addition will allow you to better customize your gameplay experience for those who wish to do so.

Now, let’s dive into the full list of what's been implemented:

[h3]PERFORMANCE[/h3]
  • Fixed a rare crash that occurred after hitting End Turn following the construction of the Ritual of Cults building.
  • Fixed a game freeze or unresponsiveness that occurred when starting The Great Drill of Hashut quest battle.

[h3]GAMEPLAY & CAMPAIGN[/h3]
  • Fixed an issue where, when multiple caravans or convoys were active, the first one dispatched would receive all the events. Now, the caravan or convoy that receives an event each turn is randomly selected.
  • Fixed an issue where the Ritual of Cults could cause Cults to spawn in your own settlements.
  • Fixed an issue where a Warpstone Cache building in The Deeps would not be demolished when a Master Engineer was present.
  • Fixed an issue where the Old Doomsphere building would not detonate when removed if a Master Engineer was not present.
  • Fixed an issue where events associated with previously destroyed Unusual Locations would still trigger after they were removed.

We have also addressed several text inconsistencies, description issues, and bugs in tooltips and user interfaces, including:
  • Fixed incorrect text on the settlement panel that showed income from The Deeps as Foreign Slot Income instead of Deeps Income.
  • Updated the Cult of Ranald Unusual Location building description to better reflect its actual function.
  • Updated the Beached Black Ark Unusual Location building description to better align with its actual function.
  • Redesigned the 'News from the Sewers' event from the Cult of the Yellow Fang Unusual Location to remove any reference to the Cult of Ranald. Instead, the event now provides a Skaven-themed item, and the event text has been updated to match this change. The new item, the 'Under-Empire Map,' allows you to instantly reveal any Under-Cities in the region where this item is equipped.

As always, thanks for your bug reports and feedback! If you run into any new issues after updating to 5.2.2 please report them over in our dedicated sub-forum.

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