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Total War: WARHAMMER III - Update 2.1.0

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The excitement never ends, WARHAMMER fans, and nor do the efforts of the Total War development team! Alongside some critical fixes, Update 2.1 introduces several additions that weren’t quite fully formed enough for inclusion in the mammoth 2.0 release. Plus, there’s also lots of great improvements based on the feedback received thus far!

Here’s a quick look at some of the major changes:
  • The Total War: WARHAMMER III Assembly Kit has arrived for our amazing modding community!
  • The High Elf Archmage is no longer unstoppable when mounted on a dragon.
  • Do thy bidding! The Warriors of Chaos can now rightly subjugate all human and elven races.
  • Upon capturing their final settlement, Archaon and Be'lakor can now confederate other Warriors of Chaos factions.
  • For the iron-willed among you, an Ultimate Crisis setting to trigger ALL endgame scenarios in the same playthrough has been added.
  • There’s some love for the Dwarfs, who are are gaining spell resistance and additional movement options, along with buffs to their Hammerers.
  • Thanks to some rebalancing, targets now have some time to react to Stationary Vortex spells.
  • Rejoice! Helman Ghorst has been rebalanced to bring him into line with the rest of the battlefield.
  • All Legendary Lords now boast the Siege Attacker trait from the off.
  • There have been some rule changes to Domination Battles so they last a little longer—expect further changes in future updates, too.
  • There are reduced penalties for the Empire’s Imperial Authority when their first losses are incurred.
  • Regiments of Renown units are now available to the appropriate factions, and units that were priced too high have seen their costs reduced.

Plus, you can also expect another build to drop this week that will fix the critical issue of those pesky immortal elven units! But for now, check below for a full run down of everything 2.1.0 has to offer.

[h3]📜 Read the Full Update 2.1.0 Release Notes...[/h3]
UP NEXT...

We’re really keen to hear everything you’ve got to say about Immortal Empires and 2.1.0 as we prepare for a major batch of tweaks and improvements coming with Update 2.2 this October. Please reach out to us through all the normal channels to help us ensure 2.2 is the best it possibly can be.

[h4]💬 Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4]💬 Feedback: Immortal Empires Public Beta (Official Forum)[/h4]
[h4]🐞 Bugs: Total War: WARHAMMER III – Game Bug Reports (Steam)[/h4]
[h4]🐞 Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]

As a taster, we can confirm that 2.2 will tweak the starting positions for Teclis, Skrag, Kairos, and Alith Anar, as well as address activation problems with ‘Spirit of the Jungle’ AI factions, and lots more besides.

As always, we look forward to facing you in battle!

— The Total War Team

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

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Total War: WARHAMMER III 2.0 out with Immortal Empires, Linux update 'as soon as possible'

Creative Assembly and SEGA have announced the massive Total War: WARHAMMER III 2.0 patch which comes along with a Beta version of Immortal Empires.

Read the full article here: https://www.gamingonlinux.com/2022/08/total-war-warhammer-iii-2-0-immortal-empires-linux-update-as-soon-as-possible

Total War: WARHAMMER III - Update 2.0.0

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The much-anticipated Update 2.0 is here, and it’s a biggie...

Actually, scratch that…it’s HUMUNGOUS! On top of introducing the brand-new Immortal Empires game mode to WARHAMMER III, it also rolls in a massive changelog of improvements to nearly every area of the game—from the campaigns and multiplayer settings to the UI and visuals of the game. With the arrival of the WARHAMMER I and II Legendary Lords and Factions, the bulk of them have also been lovingly re-engineered for their inclusion in Immortal Empires, as have a huge number of Battle maps also being introduced from the previous games.

Here's just a small sampling of the big improvements coming with Update 2.0:
  • Daemon factions will no longer automatically declare war on non-Daemon factions
  • Alongside Attack and Defend requests, you can now ask Allies to Occupy settlements (including colonising ruins)
  • We’ve rebalanced Confederation, so it’s harder to confederate minor factions but easier to confederate major ones
  • We’ve completely overhauled the front-end and faction-select UI for improved usability
  • On the Battle side, we’ve improved the Battle AI’s capture-point behaviour, its target priority regarding barricades and enemy units, and the effectiveness of its melee and ranged-unit positioning
  • We’ve adjusted reload-time reductions for ranged units so they’re easier to understand and don’t scale to the point where stacked reload-reduction buffs make ranged units overperform outrageously
  • Most WARHAMMER I and II factions have undergone some level of overhauling for Immortal Empires—some to a lesser and some to a greater extent—with years of tweaks and balance ahead for the game mode!

Two new DLC packs are also available to enhance your experience with new Lords, new Campaigns, new unit rosters, and new visual effects for the game:

https://store.steampowered.com/app/1824060/Total_War_WARHAMMER_III__Champions_of_Chaos/
https://store.steampowered.com/app/1374300/

You can check out all ~18,000 words of the 2.0 release notes on the official Total War blog:

[h3]📜 Read the Full Update 2.0.0 Release Notes...[/h3]
UP NEXT...

This release represents a huge step forward for Total War: WARHAMMER III, and we will be working alongside the community to determine the areas where it can continue to evolve and grow in the months and years to come. We want to understand your impressions on things like the balance between factions, trends you’re spotting across the campaigns you play, or anything that just rubs you the wrong way. Our official channels are open to (healthy) discussion, debate, and (yes, even) criticism, so take the time to play with the changes, organize your thoughts, and then work with others to build consensus around what you'd like to see evolve in the game.

To that end, there are a few key places where we’ll be looking for your commentary and reports:

[h4]💬 Feedback: Total War: WARHAMMER III Discussions Forum (Steam)[/h4]
[h4]💬 Feedback: Immortal Empires Public Beta (Official Forum)[/h4]
[h4]🐞 Bugs: Total War: WARHAMMER III – Game Bug Reports (Steam)[/h4]
[h4]🐞 Bugs: Total War: WARHAMMER III Support Forum (Official Forum)[/h4]

While there will be room for Hotfixes in the event of any critical issues, the first planned release is UPDATE 2.1, which is already scheduled to arrive two weeks (September 6). Note that this WILL NOT include any fixes or responses to any immediate reports we receive; rather, it includes several critical changes and fixes based on early access feedback that we want to implement sooner than later. Due to testing and release timelines, they unfortunately could not be included in Update 2.0; nonetheless, you can look for them in their own build soon.

Come early October, you can look forward to UPDATE 2.2: the first planned release to include adjustments based on your feedback and reports. We’re less certain what this build will include—since it will be based on your experiences in this first month—but we’ll be watching closely to see where the most impactful tweaks can be made for the most people. We do know we'll be adding some startpos adjustments for a few Legendary Lords such as Teclis, Skrag, Kairos and Alith Anar based on initial feedback.

HAVE FUN!

We hope you enjoy Immortal Empires, the Champions of Chaos, Blood for the Blood God, and everything Update 2.0 has to offer! Remember to let us know if you encounter any issues and to follow our social channels (below) for the latest about Total War: WARHAMMER III.

See you on the battlefield!

— The Total War Team

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

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