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Total War: WARHAMMER III News

Total War: Warhammer III cautiously builds upon a tried and true formula

The latest entry in the Total War franchise was ported by Feral Interactive over to Linux last month. After spending a good chunk of time commanding armies and bringing chaos to the land, I have a few thoughts to share.

Read the full article here: https://www.gamingonlinux.com/2022/07/total-war-warhammer-iii-cautiously-builds-upon-a-tried-and-true-formula

Total War: WARHAMMER III – Immortal Empires Race Updates



Welcome back, Total War: WARHAMMER fans, to another instalment of the Immortal Empires blog series. This week, we’re taking a closer look at some of the most significant race updates you’ll experience come this August, when the Immortal Empires BETA finally arrives—specifically to the Vampire Counts, Lizardmen, Dark Elves, and Norsca.

Before we explore those juicy details, it’s important to recognize that importing races from Total War: WARHAMMER I and II into Immortal Empires is no simple task; it’s *far* more complex than a simple copy and paste from game to game. WARHAMMER III introduced significant updates to the series—in the form of new mechanics, overhauled game systems, and a host of new foes to face—meaning that many races required substantial adaptations to survive in a fresh new world of war and politics. As such, while these updates won’t be quite to the same scale as what you’ll see with the Warriors of Chaos, they will nonetheless evolve their play styles in important (and meaningful) ways.

VAMPIRE COUNTS


Everyone’s favourite bloodsuckers were in a difficult place coming out of WARHAMMER II: mainly relying on a devastating two-punch combo of free skeleton armies and the evisceration of their enemy with Winds of Death. While it was a real power-trip at times, it did eventually get a bit dry… (Bone-dry, you might say.)

On top of that, changes to systems like the Winds of Magic in WARHAMMER III have a heavy impact on the race, so the team spent time enhancing them in ways that help them stay fresh…as fresh as an exhumed corpse can be, at least.

So, the headline: free skeletons are GONE. You’ll still have ways to make them (grave)dirt cheap, but not to the same extent as before. We know this is a big change—one that might disappoint some people—but it not only distorted the Vampire Counts’ gameplay too much, but made much of the roster obsolete, particularly in conjunction with the reduced supply line penalties in WARHAMMER III.

To make up for the loss, we’ve made a whole host of other changes that we hope will more than make amends for it. Here’s a look at some of the key changes:
  • Across-the-board balance changes to the roster: leadership increases to most units, adjustments to Ethereal units, and the ability to recruit Mournguls (in a Campaign) if you own the Vampire Coast DLC.
  • Improvements to Raise Dead pools: which now offer better units by default and scale up with Vampiric corruption—making them less reliant on battle sites.
  • Reshuffle of recruitment buildings, with many units now available earlier and more easily.
  • Revamped tech tree, skill trees, and Bloodline effects to give the race access to powerful new effects: such as increased healing caps and extra Winds of Magic.

As for individual Lords, we’ve already highlighted some of the changes coming to the undead power couple—Vlad and Isabella Von Carstein—in our Dedicated Factions blog, but don’t worry: Mannfred and the Necromancer Lords will have their time in the sun moon too.

Mannfred Von Carstein has moved to the Southlands where he seeks the unholy Books of Nagash. As the most magically gifted of the Vampire Lords, he has also received increased magic reserves, and his Master of the Black Arts ability now boosts his spell mastery by 25%.

To complement his new starting position in The Haunted Forest, Helman Ghorst now starts the campaign mounted on his Corpse Cart, and can acquire skills that enhance his aura abilities—granting powerful faction-wide buffs to Zombies. If you want to drown the world in rotting flesh while watching from the back of your sweet ride, he’s the Legendary Lord for you!

Not to be outdone by this young upstart, Kemmler has also upped his game. His best bud, Krell, will now be a permanent summon by default, while Kemmler’s skill tree serves to super-charge Krell’s combat stats.

LIZARDMEN


We know that “Lizardmen” and “update” together might generate some excitement, so we’ll get the bad news out of the way first: the Geomantic Web is still pretty much the same—other than a few adjustments to reward you for fulfilling the Great Plan. We fully recognize that it’s ripe for a more substantial update and hope to find an opportunity to do so in the future.

With that said, there’s still a load of other changes coming for our scaly friends…

We’ll start with the humble Skinks! As has long been requested, Tehenhauin now unlocks Regiments of Renown units by levelling up, and will be able to use his sacrificial pyramid to generate extra Blessed Spawning units. His chameleonic comrade, Oxyotl, will be receiving new missions to hunt down and eliminate the new Daemonic enemies who recently arrived on the Immortal Empires map, and his mission durations will now scale with campaign difficulty, making it much harder to thwart Chaos if you choose to player at harder levels.

The stalwart Saurus will also benefit from changes that help them take on the Daemonic hordes in battle! Their innate “Primal Instincts” ability kicks in earlier: granting them greater bonuses and no longer triggering their Rampage. Both Saurus characters also get revamped lord and faction effects to account for this in addition to helping them develop their own play styles. Kroq’gar will focus on creating a coterie of elite Saurus characters—with major buffs for Old-Bloods and Scar-Veterans—while Gor’rok will enjoy new effects that lean into his defensive nature; while his unique rite no longer makes Saurus’ Unbreakable, it now grants them Barrier as well as immunity to hostile weapon effects like poison—a perfect boon for taking on a certain pestilential rodent…!

As the premier magic-wielders of the setting, the Slann—including Lord Kroak—are getting skill tree tweaks to fit the new magic system in WARHAMMER III while gaining access to powerful effects like Barrier and increases to their Winds of Magic capacity. On top of that, Mazdamundi will also receive a whopping +50% range increase to all his spells—befitting for a frog of such continent-shifting power.

Finally, Nakai will enjoy a variety of balance changes: including tech tree updates to boost his economy, as well as new and improved benefits upon constructing Temples to the Old Ones. He’ll also benefit from some of the fundamental improvements to diplomacy that were introduced in WARHAMMER III—notably improving how the AI interacts with vassal factions.

DARK ELVES


Next, let’s turn to the Druchii, who—in addition to being in a prime position to benefit from the new Sea Lanes—have seen big changes to their slaves mechanic.

Previously, this was a feature that resulted in insane late-game economic performance with relatively little interaction from the player. As such, in WARHAMMER III, slaves are now considered a faction-level resource rather than something you stow in a province. Slaves can now be “spent” at numerous buildings to generate income, or invested in three powerful “Slave Diktats” to benefit a specific province.

For a long while, the Druchii have had a…complicated relationship with Chaos, so the influx of Daemonic factions has led to a few notable changes. Morathi now gets unique interactions with Slaanesh corruption and can even recruit Daemonettes, while Malus’ Possession ability now allows for more frequent use of Tz’arkan and interacts differently with the new corruption types.

Last of all, Rakarth can now capture and tame a host of new beasts: including Sabretusks and Feral Bears. (Rakarth even got an in-depth spotlight in our recent Q&A with the development team!)

NORSCA


Let’s talk cold, angry, and primed to raid! Norsca had a somewhat tumultuous entry into the series with their unique ability to construct outposts instead of regular settlements. Built on the foundation of the climate-locked occupations of WARHAMMER I, this design did not make a graceful transition into WARHAMMER II; where it was originally designed to grant them unparalleled flexibility, it instead became their greatest weakness.

So, if you take one thing home when you’re done raiding these shores, it’s the fact that Norsca is now a regular occupation faction—with access to their complete building tree anywhere in the world.

While that is the big one, there are additional smaller changes coming to freshen up the race:

[h3]DEVOTION TO THE GODS[/h3]
Like before, players can dedicate the ruins of their enemies to one of the four Dark Gods in order to gain their favour, but there was always a massive disparity in the rewards given. As such, we’ve evened things out a bit.
  • Full dedication to the Crow no longer causes a (admittedly mostly impotent) global plague. Rather, you will be joined by Burplesmirk Spewpit, the Exalted Great Unclean One.
  • Full dedication to the Hound no longer gives you access to The Ice-Forged Legion. Rather, you will be joined by Killgore Slaymaim, An Exalted Hero of Khorne.
  • All reward characters grant their army an incredibly powerful boon that twists their battle profile to align closer to the Dark God’s ideal forces. For example, Azrik’s forces enjoy access to Barriers, magical weapons, and global Winds of Magic generation benefits.
  • If you just had the terrifying realization that we didn’t say where the Ice-Forged Legion went, don’t worry; your favourite Hellcannon Battery has become a regular Regiment Of Renown unit that unlocks once you reach the appropriate level.
[h3]COMMANDMENTS[/h3]
Being fully settled and capable of holding complete provinces all over the world, Norsca has a full set of commandments to enact over them and solidify their new holdings.
[h3]RESOURCES[/h3]
Wine, furs, and everything in-between, Norsca can now construct buildings to exploit almost all resources for local or global bonuses.
[h3]CAPITAL TARGETS[/h3]
With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist…?

To tie us off, let’s head off the question on everyone’s minds: no, this is not the “Norsca rework.”

These changes are about freeing Norsca from the shackles of their outposts and giving them a taste of the fresh new powers of the Dark Gods in WARHAMMER III. Like the rest of Immortal Empires, this is just the beginning: the foundation upon which to build and make future tweaks to the different factions.

COMING SOON!

That’s it for now! Check back soon for more updates and Immortal Empires news and be sure to join us on August 23rd to see all the changes for yourself!

Total War: WARHAMMER III - Introducing the Champions of Chaos



Hello, Total War: WARHAMMER fans (or should we call you “Champions” of the WARHAMMER community?)! Today is a very exciting day, as it's not only time to unveil the Champions of Chaos Lords Pack for Total War: WARHAMMER III but announce that it will be releasing on August 23rd alongside Immortal Empires.

Fit for a champion, the game’s first Lords Pack welcomes not two, but FOUR, new Warriors of Chaos Legendary Lords—each of whom will be aligned with one of the four ruinous Chaos Gods. Embark on crusades of destruction with brand-new gameplay features, wreak havoc with a host of new battlefield units, and master the new narrative-driven campaign mechanics that will unearth the fabled path to Zanbaijin.

[previewyoutube][/previewyoutube]

WHAT'S IN THE PACK?

[h3]CAMPAIGN[/h3]
  • 4 new Legendary Lords
  • New campaign mechanics
  • Playable in both the Immortal Empires and Realm of Chaos campaigns (but do not interact with the Ursun storyline)
[h3]BATTLE[/h3]
  • 8 new ‘Marked’ Lord and Hero characters
  • 36 new ‘Marked’ versions of mortal Chaos units
  • New Chaos Warshrine with four ‘Marked’ variants
  • 4 Regiments of Renown units (one for each Chaos God)
SPOTLIGHT: AZAZEL (THE ECSTATIC LEGIONS)

While we’ll be introducing you to each of the four new Champions of Chaos over the next few weeks, we’re going to get started right away by spotlighting the first Legendary Lord: Azazel, Prince of Damnation!



A prince amongst Daemons, Azazel has been the bane of humanity since time immemorial—his constant acts of devotion and debauchery assuring his high standing in the eyes of Slaanesh. All who know of him dread to face him in battle, for the cost of losing means not only the death of the body, but all the horrific certainty of the soul’s eternal damnation.

Azazel is the Swiss Army Knife of Slaanesh—capable of inflicting hellish causalities in all aspects of battle. In close combat, he has access to the “Temptator” ability: granting a temporary ward save and reflecting any damage upon those who dare attack him. In a support role, he can call upon a range of spells from the Lore of Slaanesh: such as “Phantasmagoria” and “Lash of Slaanesh.”

Plus, he can fly, which grants him a looming position from which to control the flow and tempo of the battlefield.

[h3]FACTION EFFECTS[/h3]
  • Diplomatic relations +80 with Empire, Kislev, Cathay, and Bretonnia
  • Vassals gain “Immune to Psychology” and spread corruption
  • Can Seduce units
  • Applies and benefits from Seductive Influence and Gifts of Slaanesh
[h3]LORD EFFECTS[/h3]
  • Passive ability “Domineering Aura”
  • Seduce Units cost: -20% for Empire, Bretonnia, Kislev, and Cathay units
  • Seduce Units budgets +25%
THE CHAMPIONS CAMPAIGN

[h3]A PROLOGUE[/h3]
In the ancient city of Zanbaijin, the servants of the Chaos Gods have clashed for millennia. The souls of those who fall in these vicious conflicts are sealed within the Altar of Battle itself, which stands at the heart of The Fallen City.



Ursun's roar has shaken the world and the Altar’s seal has become fragile. The correct ritual will have the power to shatter it completely: leaving the myriad warrior-souls of bygone eras ripe for the claiming.

However, Zanbaijin is not an easy place to reach—even for a Champion of Chaos...

Your Champion must forge their path to Zanbaijin by forcing open the still-healing scars in the world created by Ursun's roar. Only then will you be able to find the Altar of Battle and claim the souls for your patron god.

Will you take up the mantle of a Champion of Chaos? Then slay your enemies, collect their souls, make your way to the ancient city of Zanbaijin, and perform the ritual. When the Altar of Souls is within your grasp, you will change the balance of power between the Chaos Gods forever!

[h3]CAMPAIGN MECHANICS[/h3]
CHAOS GIFTS
Winning battles grants you the Souls of your enemies. These Souls can be exchanged for great power and Daemonic reinforcements as the Champions of Chaos dedicate them to their patron god or to the Undivided union of all four gods.
DARK FORTRESSES & VASSALS
Occupying a special Dark Fortress region—most often found in the Chaos Wastes and the Norscan homelands—enables the Champion of Chaos to construct a powerful stronghold. By occupying a Dark Fortress in a Norscan homeland capital, you will gain the respective Norscan faction as an eternal vassal for as long as you control their homeland.
WARBANDS
Champions of Chaos recruit all their forces instantly—either from local provinces or as units granted via Chaos Gifts.

Your mortal units can ascend the ranks of Chaos: rising from humble Chaos Marauders all the way to Chosen or Chaos Knights. You can also dedicate them to a specific Chaos God by granting them the chosen God’s Mark of Chaos.
PATH TO GLORY
Champions of Chaos can spend Souls on their Chaos Lords and Chaos Sorcerer Lords in order to promote them to Daemon Princes.

Your Heroes and Lords can also dedicate themselves to one of the four Chaos Gods: Marking themselves and gaining new strengths from their new alignment.
THE CHAMPIONS ROSTER

Also coming with the Champions of Chaos Lords Pack is a new unit lineup! These new/unique units will be available to the Warriors of Chaos and relevant Chaos God factions in both the Campaign and custom Battles, while a smaller contingent will also be available to the Daemon Prince during his Campaign.

In custom Battles, the four Champions themselves will join in: fighting alongside the Warriors of Chaos and their patron God’s forces.



[h3]NEW & UNIQUE UNITS[/h3]
Here is a quick look at the units joining the roster (not including a large number of units already available in WARHAMMER III):

MARKED LORDS
  • Chaos Lord of Khorne
  • Chaos Sorcerer Lord of Nurgle
  • Chaos Lord of Slaanesh
  • Chaos Sorcerer Lord of Tzeentch
CHAOS WARSHRINE
  • Chaos Warshrine (Undivided)
  • Chaos Warshrine of Khorne
  • Chaos Warshrine of Nurgle
  • Chaos Warshrine of Slaanesh
  • Chaos Warshrine of Tzeentch
MARKED HEROES
  • Exalted Hero of Khorne
  • Exalted Hero of Nurgle
  • Chaos Sorcerer of Slaanesh
  • Chaos Sorcerer of Tzeentch
MARKED UNITS
  • Chaos Marauders of Khorne
  • Chaos Marauders of Khorne (Dual Weapons)
  • Chaos Marauders of Nurgle
  • Chaos Marauders of Nurgle (Great Weapons)
  • Chaos Marauders of Slaanesh
  • Chaos Marauders of Slaanesh (Hellscourges)
  • Chaos Marauders of Tzeentch
  • Chaos Marauders of Tzeentch (Spears)
  • Chaos Warriors of Nurgle
  • Chaos Warriors of Slaanesh
  • Chaos Warriors of Tzeentch
  • Chosen of Khorne
  • Chosen of Khorne (Dual Weapons)
  • Chosen of Nurgle
  • Chosen of Nurgle (Great Wepons)
  • Chosen of Slaanesh
  • Chosen of Slaanesh (Hellscourges)
  • Chosen of Tzeentch
  • Chosen of Tzeentch (Halberds)
  • Forsaken of Khorne
  • Forsaken of Slaanesh
  • Marauder Horsemen of Khorne (Throwing Axes)
  • Marauder Horsemen of Nurgle (Throwing Axes)
  • Marauder Horsemen of Slaanesh (Javelins)
  • Marauder Horsemen of Tzeentch (Javelins)
  • Chaos Knights of Khorne
  • Chaos Knights of Khorne (Lances)
  • Chaos Knights of Nurgle
  • Chaos Knights of Nurgle (Lances)
  • Chaos Knights of Slaanesh
  • Chaos Knights of Slaanesh (Lances)
  • Chaos Knights of Tzeentch (Lances)
  • Chaos Chariots of Khorne
  • Chaos Chariots of Nurgle
  • Chaos Chariots of Slaanesh
  • Chaos Chariots of Tzeentch
Regiments of Renown (Champions Edition)

In addition to the above forces, four new Regiments of Renown units will be joining the game: each of which aligns to a different Chaos God.
[h3]KNIGHTS OF THE BRAZEN THRONE (Skullcrushers of Khorne)[/h3]Alignment: KHORNE

These Skullcrushers are outfitted with jet-black armour and dual axes. They gain bonuses to their combat prowess when charging and are a strong counter to infantry units.
[h3]BILIOUS THUNDERGUFF (Chaos Giant)[/h3]Alignment: NURGLE

Bilious Thunderguff is a Giant that has been tainted by the gifts of Nurgle. Bilious used to experience extreme bouts of indigestion; now, with his newfound gifts, he is now able to channel his trapped wind and harness it against his opponents.
[h3]THE SIBILANT SLAUGHTERCADE (Chaos Chariots)[/h3]Alignment: SLAANESH

Those Chaos Charioteers who catch the peripheral gaze of the Dark Prince are offered a place within the Sibilant Slaughtercade. Pulled by Steeds of Slaanesh, these maligned Chaos Chariots have a wealth of additional attributes as they thirst for the souls of their enemies.
[h3]THE SEVERED CLAW (Aspiring Champions)[/h3]Alignment: TZEENTCH

The Severed Claw is a unit of Aspiring Champions aligned to Tzeentch. These fearsome Warriors are protected by a barrier and armed with magically imbued Halberds, making them formidable hunters of larger targets.
OLD WORLD UPDATE: WARRIORS OF CHAOS

Finally, an Old World Update for the Warriors of Chaos will be free to all owners of the Chaos Warriors Race Pack—originally released alongside Total War: WARHAMMER in 2015. This update significantly overhauls how the race plays: gifting them with the brand-new gameplay mechanics available to the Champions of Chaos, above (Chaos Gifts, Dark Fortresses, Warbands, Path to Glory).

https://store.steampowered.com/app/404010/Total_War_WARHAMMER__Chaos_Warriors/

A separate Marked Chaos Warriors (free DLC) will also be available for download, further expanding the ranks of your Northern kin. Those units include three Warriors of Chaos variants:
  • GREAT WEAPONS for Nurgle
  • HELLSCOURGES for Slaanesh
  • HALBERDS for Tzeentch

Watch for all of this when Immortal Empires drops on August 23!

UP NEXT

Over the next three weeks, we’ll introduce you to the remaining three Champions joining the Chaos ranks! Look for their reveals alongside their exclusive trailers, in addition to tips and tricks on how to get started with the new Warriors!

Total War: WARHAMMER III - Hotfix 1.3.2



Good day, WARHAMMER III fans! Today’s hotfix comes with a fix for a major issue highlighted by the community following our last game update: a performance problem which scales based on the number of mods being run in the game.

In a recent hotfix, it appears that we inadvertently removed some data that the game was continuing to search for—a search that would end up being run more often as you added mods. While recent changes made this an issue for Steam users, today’s fix should result in small performance gains during Battles on ALL PC platforms where Total War: WARHAMMER III is available!

As always, thanks to the individuals and communities who dug into the issue, provided the details that helped narrow down the problem, and brought it to our attention! Your persistence (and patience) will continue to lead to gains on the performance front, so keep the feedback coming!

See you on the battlefield!

— The Total War Team

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📃 HOTFIX 1.3.2
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  • The game will no longer search for files which do not exist and will no longer scale the number of searches based on the number of mods being run by the game.