We've been delighted with the response to the Shadows of Change update released in 4.2.0 back in February, and we're jumping back in with a new hotfix to keep polishing things up.
Firstly, to correct an error from the 4.2 patch notes, we mistakenly listed Pavane of Slaanesh as losing access to Rampage, which is not the case. Instead, Rampage was removed from Hysterical Frenzy, and Pavane can continue to cause Rampage to their heart's content.
Now for the rest:
CELESTIAL GENERAL [Mount: CELESTIAL LION]
Hit Points 5868 → 6584
Melee Attack 42 → 50
Weapon Strength 450 → 470
Charge Bonus 46 → 65
CELESTIAL LION
Hit Points 5468 → 6268
Charge Bonus 46 → 65
PATRIARCH
No longer has access to the Brazier of Dazh item in multiplayer battles.
KAIROS FATEWEAVER
Replaced Regrowth with Birona's Timewarp in multiplayer battles.
Fixed an issue where the Chaos Lord of Tzeentch's Mark of Chaos costs were not being reduced with his character rank.
Fixed an instance where the mission chain to unlock the Blue Scribes would sometimes not progress after the first mission.
Added the "Wounds" passive ability to the Frost Wyrm unit.
The Blue Scribes now have access to the Lore of the Hag spells via their skill tree.
Fixed the Chaos Lord of Tzeentch not using one of the head variations in campaign.
Fixed an issue where some newly added ancillaries were being lost during campaign gameplay.
Fixed the Druzhina's skill "Speaks to the Forest" applying Regeneration to all units rather than just Hag Witch Heroes.
The Daemon Prince of Tzeentch will now receive the "Ascended Lord" trait when upgraded from a Chaos Lord of Tzeentch.
Fixed the persistent VFX for Flamers, Changebringers, Exalted Flamers, and The Burning Chariot. Now the blue / pink fire is attached to the correct parts of the model.
Fixed an issue where the Changebringers, Chaos Lord and Exalted Hero of Tzeentch did not have the the Disc of Tzeentch VFX attached to them.
Fixed an issue where the Gate Master could sometimes start a battle with the abilities "Bulwark of the Gate" and "Bastion's Defenders" despite not having them unlocked via the skill tree.
Added an initial 30 and 60 second delay to Feral Rage 1 and 2 becoming active, preventing Rampage from triggering immediately when the battle starts. We have some further improvements to how Rampage interacts with starting health state being planned, so, keep your eyes peeled for those.
Zhao Ming's unique skills that give bonuses to melee units now also apply to the Celestial Lion and Great Moon Bird units.
Fixed an issue preventing the Exalted Hero of Tzeentch from being able to attack other flying units while mounted on a Disc of Tzeentch.
Removed the effects from Yuan Bo's unique skill "Armies of the Celestial Court" that had become innate to some units, e.g. Spell Resistance for Jet Lions and Mastery of the Elemental Winds for Jade Lions.
Yuan Bo's unique skill "Armies of the Celestial Court" now grants Flammable attacks to the Great Moon Bird, and we've also upped the Bonus vs. Infantry on this skill from +8 to +10 for all Celestial Court units.
Fixed an issue where the Celestial Lion was receiving bonuses via Saytang's skill tree that were only intended for Jade and Jet Lion units.
Gate Master had an Arcane item slot despite not being a caster, so he's handed the privilege back to the Shugengan.
To avoid overlap with the Exalted Hero of Tzeentch, the Iridescent Horror Hero's actions have been changed to the following:
Embed Hero - Replenish Troops
Constant Local Effect - Stimulate Growth
Target Settlement - Damage Building
Target Hero - Wound
Target Army - Assault Unit (unchanged)
Fixed the Beastmen skill "Breakneck Charioteers" not applying Fear and Terror attributes to the correct chariot units.
Fixed Rakarth's rite "Convocation of Hunters" not increasing physical resistance for Hydra units.
Fixed the Warriors of Chaos skill "Hammer into Anvil" not applying to Gorebeast Chariot units and erroneously applying to Bloodcrushers of Khorne.
Fixed the Warriors of Chaos skill "Speed & Malice" not applying to Hellstrider units.
Fixed an effect that reduced the recruitment cost of Greenskin Troll units not applying to all types of Troll unit.
Fixed a number of effects that were not applying to all three types of Necropolis Knights units.
Fixed instances of Norsca Monster Hunt chains aborting when capturing a settlement that had a mission to raid the region.
Ostankya's "Whiff of Madness" Hex now only applies as long as the cursed unit remains in melee.
The Hag Witch skill "Wildkeeper" now affects Frost Wyrms.
Fixed a number of building effects that were providing the wrong values when damaged or ruined.
Fixed cases of Norsca faction leaders having blank names.
Fixed Ariel's porthole being too zoomed in.
Fixed an issue in the Sisters of Twilight quest battle "Search for Ceithin-Har" where the enemy reinforcements were entering at the wrong positions at the wrong time.
Fixed an issue where the number of Centigors of Tzeentch in the Warriors of Chaos recruitment pool could get excessively large.
Added missing Assembly Kit html files from Patch 4.1.
Fixed an issue where the audio mixer state could briefly be incorrectly set during AI agent actions.
Fixed an issue that allowed certain units, like Mother Ostankya, to attack buildings outside of their missile range.
Centigors and their variants no longer share the same visuals as their RoR counterparts.
The Changeling is a touch too immortal to play against, so we're making some tweaks to make him easier to catch:
When the Changeling loses a battle, if there is a Trickster Cult within that region, it will be revealed to the settlement owner.
When the Changeling loses all of his armies, all Trickster Cults will be revealed to the settlement owners.
Fixed an issue where the Changeling's armies could become hidden despite being in Raiding stance.
An additional effect has been added to his Raiding stance to make it clear that the army will always be visible when in that stance.
The Protection building chain will now reveal any hidden armies (i.e. armies belonging to the Changeling) in the local region.
That's all for now!
Thank you for your continued input and feedback on Patch 4.2.0 as we continue to implement these new updates. As always, if you come across any new bugs or issues after updating to 4.2.1, please take the time to report them over in our official forums.
We'll see you on the battlefield!
—The Total War Team
For the latest news and announcements, drop by our official social channels.
TOTAL WAR: WARHAMMER III - THINGS IN THE WOOD E-BOOK
Greetings, Total War WARHAMMER III fans!
Join Radyg and his mysterious new companions as they share tales by the firelight of the Witch of Kislev and her harrowing legacy.
📖 Our latest e-book "Things in the Wood" by David Guymer is available to download now from your Total War Access Dashboard: https://dashboard.totalwar.com
—The Total War Team
For the latest news and announcements, drop by our official social channels.
Patch 4.2 Shadows of Change Content Additions - Part 3: Kislev
Hi everyone,
Before I get into all the details about what to expect with Kislev, I'm excited to confirm that Patch 4.2 will launch on Thursday, February 22.
As I alluded to in our last blog on Tzeentch, the team have been working hard to get this exciting new content into your hands and we can't wait to hear what you think. Next week, we're thrilled to say that Black Library author David Guymer is back with a brand new short story on the Witch of Kislev, and on Wednesday, we'll be publishing the full Patch Notes for Patch 4.2 so that you can get caught up on what to expect when this all new content drops for Shadows of Change.
Before we dive straight into things, if you haven't already, check out our [url https://totalwar.com/blog/wh3-soc-update-cathay]Grand Cathay and [url https://totalwar.com/blog/wh3-soc-update-tzeentch]Tzeentch blogs to see what else is coming to Shadows of Change in Patch 4.2.
So, now you’ve heard all about all the new additions, the team wanted to gather together the content in its entirety to show you just what the Shadows of Change offering looks like now in comparison to launch.
BEFORE:
AFTER:
That’s it for now, thank you for your ongoing support and feedback. The team and I are super excited for the future and will be talking to you more on what’s next in the not too distant future for Total War: WARHAMMER III.
For Sigmar!
—Rich Aldridge (Game Director) & the Total War: WARHAMMER Team
For the latest news and announcements, drop by our official social channels.
Patch 4.2 Shadows of Change Content Additions - Part 2: Tzeentch
Hi everyone,
Before I get into the details on the new additions for Tzeentch, I wanted to talk to you about the release date and where we are as of today. The team are still working flat out to finish things up and we found a few things at the start of this week that we need to address before handing things over to you.
I'm really pleased to say that the team is making great progress through these last few changes and we are still on track to release to you later this month, but the release won't be this week (which we had originally been trying really hard to hit). I'll be back later this week with more information on the extra characters and units coming to Kislev, as well as to update you further on the release plans.
Before we dive straight into things, if you haven't read the last blog entry which focused on Grand Cathay, you can do so here.
Tzeentch Additions
Listening to your feedback on characters and units which you have shared with us since the release of Shadows of Change, we have focused on improving the melee offering at Tzeentch’s disposal for their Lords and Heroes. Tzeentch will always be a magic-heavy focused race, but we understand having those hard-hitting frontline generals and heroes are important in balancing out your armies. This is exactly what we have added to the roster for you in the form of the Chaos Lord of Tzeentch and the Exalted Hero of Tzeentch. We have also taken the opportunity to add a further two new units into the DLC for Tzeentch, which are covered in detail in the full blog post linked below.
I’ll be back later this week with my final blog on the great nation of Kislev and the new characters and units that they will be receiving as a part of Patch 4.2.
—Rich Aldridge (Game Director) & the Total War Team
For the latest news and announcements, drop by our official social channels.
Patch 4.2 Shadows of Change Content Additions - Part 1: Cathay
Hi everyone,
I’m Richard Aldridge, Game Director for Total War: WARHAMMER. Today I want to share some news with you on the new content that will be arriving soon for Shadows of Change with Patch 4.2 - free for existing owners, and bolstering the DLC for anyone picking it up post Patch 4.2.
I’ll be covering what you can expect going forward from the Total War: WARHAMMER series, taking a peek behind the curtain as to how we go about planning, creating and making our DLCs, and having a close look at the new additions Grand Cathay will be receiving as a part of the 4.2 update.
Reflecting on Shadows of Change
I’ll cut straight to it, we didn’t give you enough new characters and units to play with at the original release of Shadows of Change.
We believe we can put this right for you, having listened to your feedback these past months to provide you with better and more varied options for your armies. We know that you, our community, are as passionate about the game as we are, and we’re pleased to say that many of your suggestions are being enacted upon. Not all ideas and requests are possible, though. The Era of Karl Franz is, as you’ve come to expect, a rich and exciting setting for Total War, and we work closely with The Warhammer Studio to ensure that the content for this era of Warhammer is as faithfully represented in our game as possible.
All of the forces featured within the Shadows of Change DLC can look forward to a sizable collection of reinforcements, but we won’t be adding Hag Mothers as Generic Lords, as Mother Ostankya is the only Hag Mother of Kislev. Similarly, the relationship between Gospodars and Ungols is taking a back seat as we look less at the tensions of historic Kislevite culture, and more at what defines Kislev as a unified military force in the Era of Karl Franz.
Similarly, we won’t be adding beaks to Tzaangors, as while this avian characteristic occurs in other Warhammer settings, these elite Gors in the Old World represent those Beastmen who have drawn the eye of the Changer of Ways, rather than a totally separate offshoot breed. But as ever, we aim to ensure that whatever we do add to Total War: WARHAMMER III is as authentic an experience of the world of Warhammer as possible.
What to expect moving forward
Looking to the future, the team and I love the Warhammer universe and want to make as much content for it as possible. Whether that be to add further exciting characters like the Golden Knight, spectacular units and creatures (Yes, I’m looking at you mighty “Hotpot”) or other unexplored lore. We still plan to make many more DLCs for Total War: WARHAMMER III, with some of them like Thrones of Decay following the same premise and composition as Shadows of Change where we will add to and develop three existing races from across the Warhammer world. Accompanied by our patches and updates, this will give us the opportunity to go back to some of your most beloved races and give them some attention.
Below I have laid out what you can expect to see for Shadows of Change and Thrones of Decay in terms of the content and features for these products moving forward.
DLC Content – Shadows of Change & Thrones of Decay
3 Legendary Lords – Each playable in the Realms of Chaos and Immortal Empires campaigns
Unique gameplay mechanics for each legendary lord
3 Legendary Heroes – One per race
3 Lords – One per race
3 Heroes – One per race
5 Units (Infantry/Cavalry/Monsters/etc…) per race
3 Regiments of Renown per race
1 FREELC Character (Aekold Helbrass for Shadows of Change and a Legendary Lord for Thrones of Decay)
Potential Further Content
New Spell Lore*
New Mounts*
New Additional FREELC*
*Subject to the IP, theming of the DLC, and where applicable
Thank you again for your invaluable feedback since the release of Shadows of Change, and in particular the thoughts on improving the rosters and having parity across the races with the content we are adding as a part of them.
As mentioned above; each race will now have a Legendary Lord, Legendary Hero, Lord, Hero, 5 units and 3 Regiments of Renown. This, we hope, will allow you to lead thematic armies that are better connected to the Legendary Lords in the DLC, add both lower tier troops and big centrepiece monsters and start to fill some of the gaps and needs of the races in the game that you have asked for.
Where possible, with “Further Content” we will also be adding thematic lores of magic, mounts for new and existing characters to make use of, and making some much-requested FREELC where it makes sense (Cough, cough, Katarin’s Sled).
I hope that everything I’ve mentioned above looks much more in line with your own expectations for the DLC, as we move to significantly bridge the gap to our past products like Chaos Dwarfs in what we will offer moving forwards, starting with Shadows of Change.
Now onto the exciting stuff you’ve all come to see!
It's too much for us to fit into a Steam post, so head over to the full blog post below to find out more about the Celestial Lion (pictured above) and the other new content coming to Grand Cathay, as well as the latest news on when you can expect this content to arrive.
We hope you all had a wonderful holiday season, however long ago it may seem! Now we're firmly planted in 2024, we've rolled out another hotfix for Total War: WARHAMMER III. Let's take a look:
Fixed a bug with defensive formation in deployment that was introduced with Hotfix 4.1.0. The bug caused the AI to misalign the army when the deployment zones were not lined up North to South.
The Channelling stance for Dark Elves and Vampire Counts will now correctly enable replenishment in all foreign territory, not just enemy territory.
Oxyotl will no longer receive Visions of the Old Ones missions that target the Changeling's faction, as his armies could become hidden and not valid to target.
Resolved an issue causing flickering shadows on battle maps when moving the camera particularly when using zoom functions, ensuring smoother visual experience and consistent shadow rendering during battles.
Fixed a crash when cycling through armies with the Warband Upgrades panel open.
Fixed Count Noctilus missing the Encourage attribute when mounted on the Necrofex Colossus.
Astragoth Ironhand and The Fay Enchantress now have a set bonus for their unique items.
Fixed an issue where negative traits for Bretonnian characters would never be removed when they were garrisoned in a settlement with a Worship chain building.
Fixed the Boon of Chaos "Slayer of Champions" not unlocking when defeating an army with 3 or more characters in it.
Fixed Lokhir's skill "Patriarch of the Fellhearts", Astragoth's skill "Infernal Lord", Snikch's skill "Contract Loopholes" and Ariel's skill "Forest's Calling" not increasing Lord recruit rank when replacing Lords.
Fixed Vilitch's technology "Ritual Staff" erroneously applying to Chaos Warriors of Khorne (Dual Weapons). Halberds and Spears only, please!
Drycha's technologies "Wisdom of the Wildwood" and "Wisdom of Addaivoch" now only apply to the Malevolent tree units.
The Bretonnian character trait "Crusader" no longer gives attrition resistance to all owned armies on the map.
Fixed instances of deployable towers clipping on Volksgrad.
The Prophetess's staff, the Skaven Warlord's weapons, and Imrik's spear will now be properly splattered with blood.
Fixed a geometry issue with the Kislev River bridge model where players could see through the bottom of the bridge due to missing geometry.
Thank you once again for your input and patience as we continue to implement these new updates, and please keep sharing your insights with us over in the CA Community.
If you experience any new bugs or issues after updating, please report them in our dedicated support forum HERE.
See you on the battlefield!
—The Total War Team
For the latest news and announcements, drop by our official social channels.
We're back with hotfix 4.1.3 in tow, tackling some more issues on our radar. Let's take a look.
In our attempt to enhance N'kari's jumping attacks in Patch 4.1.0, we encountered an oversight where these changes were inadvertently omitted from the final build. We have rectified this in Hotfix 4.1.3, and players can now experience the intended improvements in N'kari's performance when charging and engaging smaller targets.
In Nakai's Temple of the Old Ones, the first threshold of Xholankha now grants an increased Winds of Magic power reserve capacity for all armies.
Fixed a softlock that could occur when an AI controlled Kislev faction would win the supporters race.
Fixed an issue where the magic item drop rate would get progressively worse until the game was re-loaded.
Fixed outstanding issues with the three new unique Beastmen herdstone buildings. They will now provide the correct unique effect at all 5 levels and provide the correct number of building slots.
For THE WOLFHEARTS (Akshina Ambushers), the ability Pack Trap being able to lock down a single target put Markus Wulfhart to shame, so we've pulled in the duration significantly to make this less overbearing and added a small fatigue drain to the ability to help it find a more reasonable home in bringing down large beasts:
Duration: 25s → 10s
Added 3% fatigue drain per second.
Thanks again for your ongoing input as we implement these new updates. Learning about your experiences with Total War: WARHAMMER III continues to help us improve the game.
If you experience any new bugs or issues after updating, please report them HERE.
See you on the battlefield!
—The Total War Team
For the latest news and announcements, drop by our official social channels.
We're back with more fixes in hotfix 4.1.2, addressing some issues that arose in the wake of Patch 4.1. Let's dig in!
Medusa Missile Refactor; we weren't completely happy with the Medusa's performance following 4.1.1, so we've taken another crack at tightening up the play experience of the unit with the following changes:
Added a new missile animation where she rears up instead of leaning down to fire.
Reduced the collision radius of Medusa projectiles from 0.75 to 0.2 (shockwave size remains the same.)
Added penetration to the projectile (up to 3 small entities.)
Medusa's new attack animation in action:
Main Menu backgrounds now have the appropriate corresponding music.
Fixed the Vault of Nagash landmark building in the Black Pyramid of Nagash settlement not being available to the Vampire Coast.
Sarthorael the Ever-Watcher now uses the Lore of Metal in campaign.
Fixed Sarthorael the Ever-Watcher having the combat stats of a regular Lord of Change instead of an Exalted Lord of Change.
The achievements Man the Wall (capture all three Great Bastion gates), Celestial City Secured (capture Wei-Jin) and Reclaim Your Place (capture all three major Kislev cities) will now unlock in Immortal Empires as well as Realm of Chaos.
The Blood Brute Behemoth (Ghorgon) unit is now correctly tied to a rank requirement for the Daemon Prince faction.
Fixed an issue where the Lileath's Blessing stance icon was showing a very large tooltip on the pre-battle screen.
Fixed an issue where the Lileath, the Maiden technology had no useable effects for Drycha. Effects that are not valid for a faction are now hidden (as they were in WARHAMMER II) - which hides the Spellsinger capacity effect, and an additional effect that increases the minimum Winds of Magic power reserves an army can have has been added to the technology.
Fixed an issue where the number of available rites for Malekith and Morathi were being displayed as double the intended amount on the end turn dial.
Fixed an issue where magic items were being dropped in every battle, rather than with a random chance.
Dwarf Quarrellers no longer wield both their Melee and Missile weapon at the same time when performing certain animations in close combat.
Fixed an issue where dilemmas offering confederation with certain Bretonnia factions would be missing text explaining which faction would be confederated.
Fixed the Hammer into Anvil skill applying its effects twice to certain Warriors of Chaos units.
Fixed Repanse de Lyonesse not having the correct technologies in the Chivalry section of her technology tree (as she had in WARHAMMER II) and fixed a graphical glitch at the beginning of her technology tree that was meant to show a group around the Heraldry section.
Fixed a rare script breakage when the Upgrade Settlement Building mission was completed by upgrading an Ogre camp building.
Fixed a rare soft lock during the Formless Horror tutorial when skipping back and forth between sections.
Fixed Warriors of Chaos being able to construct Altar buildings in the Wei-Jin settlement in the Realm of Chaos campaign.
The technology Ferocious Plans now takes 1 turn to research for Clan Moulder, to bring them in line with the other Skaven factions.
Beastmen will no longer receive events that affect recruitment costs, as they grant no benefit to them.
Fixed Ogre Camps not increasing income from landmark Port buildings.
Task arrows for hidden allied AI armies are now also hidden.
Players will no longer receive multiple battle notifications for the same event, one after another. Building attacked messages should now stay visible until they are no longer relevant.
Fixed an instance where Ogre contracts would fail to be issued.
The Slave Pens building will now correctly reduce the cost of Diktats in the local province.
When using Slave Diktats, they will now be listed under "Diktats" rather than "Rites" in the Slaves tooltip breakdown.
Diktats now show the correct icons and descriptions in the province info panel when used.
Added a preview for the effects granted from certain dilemmas.
Fixed an issue where Flame Cannons would not fire if they had a rune applied to them pre-battle.
Fixed soft locks during the character rank up/skills tutorial when opening the objectives panel or when attacking an enemy.
The Lore of Hashut passive, Killing Fire, now applies its full damage as intended instead of only a single tick.
Fixed the Canopic Jars icon not displaying correctly in the Mortuary Cult panel.
Oxyotl's defeat trait will now correctly appear in the character details panel.
Yuan Bo's unique skill Celestial Administration will now also increase Dragon-Blooded Shugengan's recruit rank when replacing.
N'Kari will now start the campaign with the Harvester of Souls passive ability.
Boris Ursus's unique skill, Grand Builder, now correctly reduces the construction time of religious buildings.
Vilitch will now gain bonuses for high Winds of Magic if an army has more than 100 reserves.
Fixed the icon used by Snikch's From the Shadows skill/ability.
The Vampire Coast technology, Lord Two Toes Adley, is now correctly labelled as a Deep caster in the unit info panel.
Fixed the trait gained by being present in Vampiric corruption not applying replenishment to the entire army.
Fixed skills in magic lines for the Light Archmage and the Tzeentch Daemon Prince not requiring the correct amount of skills in the previous group.
Fixed male Cathay units not playing vocalisations when charging.
Fixed Thorek's defeat trait not increasing magic item drop chance.
Fixed the Bray Shaman Heroes not having the Many Limbed Fiend skills.
Fixed the Fire Mage on Sun Dragon missing the additional 10 missile resistance.
The Shadow Liche Priest on Skeletal Horse is now correctly labelled as a Shadow caster in the unit info panel.
Summoned Ancestral Warriors now have the Strider attribute.
Fixed the 8th Book of Nagash not further reducing construction costs via the Foster Terror commandment.
AI Tomb King factions can now recruit the Casket of Souls after performing the rite.
Handmaidens of the Everqueen now start with the Quicksilver Shot passive ability in campaign.
Thank you all once again for your continued feedback and bug reports. Please do keep letting us know about your experience with Total War: WARHAMMER III so we can keep improving it!
If you experience any new bugs or issues after updating, please report them HERE.
See you on the battlefield!
—The Total War Team
For the latest news and announcements, drop by our official social channels.
We're rolling out a new hotfix to address some issues that emerged following our recent update. Here's a summary of what's been addressed:
Adjusted the Bloodwrack Medusa's targeting. Previously the Medusa had the option to fire their projectile in two ways, an extremely fast straight line and a fallback for blocked line of sight by firing a very slow, high arc. In this hotfix we've limited the medusa to just the straight line shots, similar to how gunpowder weapons work. This should more reliably avoid friendly fire incidents caused by the high arc shot being dragged through allies due to the homing of the projectile. This also improves the consistency of the unit's projectiles, which will no longer greatly vary in velocity depending on battlefield conditions.
Fixed a critical issue where Lord spellcasters utilising Tzeentch magic were incorrectly assigned the Changeling's versions of those spells. This error prevented them from using certain spells such as Blue Flames of Tzeentch in campaign battles. Lord spellcasters now correctly have access to unique spell versions, including the Blue Flames of Tzeentch, ensuring full spellcasting capabilities in your campaigns.
Fixed a "slight" miscalculation where Greasus was zipping around the battlefield faster than a Skaven on a warpstone rush. His speed has been adjusted from a lightning-fast 400 to a more dignified trot of 40. Greasus has agreed to slow down and stop outrunning even the swiftest cavalry, and although he promises to give others a fighting chance to keep up in the future, we'll be keeping a close eye on him.
Go, Greasus Lightning...
Additionally, there were two changes implemented in Patch 4.1 that did not appear in the patch notes. These have now been added, and are as follows:
The Provincial Harmony system now grants escalating penalties depending on how far from harmony the province is. These mirror the bonuses granted when a particular side is strong, with slightly less punitive penalties in the first tier of disharmony.
Replaced the effect that increases the amount of Winds of Magic gained passively with the effect that increases the army's Winds of Magic power reserve capacity across the campaign game.
Thank you for your ongoing feedback and engagement. We value your input and are committed to making continuous improvements. Keep sharing your experiences and thoughts on these latest changes. Your insights are crucial as we work together to enhance the game.
If you experience any new bugs or issues after updating, please report them HERE!
See you on the battlefield!
—The Total War Team
For the latest news and announcements, drop by our official social channels.
After 3 new Legendary faction leaders arrived in Total War: WARHAMMER III with Update 4.0 and Shadows of Change, we've been hard at work to bring out a steady stream of fixes and adjustments in the build-up to Patch 4.1.
But what comes with Patch 4.1, you ask? Well, let's not faff about, and dive right into the patch notes with some juicy highlights:
Tear down those walls and bolster your own with the latest settlements and sieges battle update.
Mix things up on the fly with skill point resets.
Projectiles find their way with Homing 2.0.
Customize your main menu background with 19 additional themes.
Stand sturdy with a massive suite of bug fixes, race tweaks, UI improvements, and more!