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!
Earlier this week we released Hotfix 4.0.6 which targeted a number of fixes for WARHAMMER III, including an issue where Mother Ostankya's and her Hag Witches would "double-shoot" when standing still.
However, this fix for Mother Ostankya came with the unintended consequence of some visual glitching on her model, which we've addressed in this hotfix.
As a side note, this hotfix will still display as 4.0.6 in-game, but the build number itself has been updated to 23687.3129211. You can verify this update by checking the new build number to ensure you have the latest changes.
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.
When attacked, units should now only ignore orders (especially move orders) and return to combat when the majority of the unit is in danger and not in cases where a low number of entities face trouble. This should make cavalry in particularly feel more responsive when repeatedly charging, withdrawing and charging again.
Fixed an issue where Mother Ostankya and her Hag Witches would shoot twice in quick succession when standing still.
Giant Spiders and Spider Hatchlings can now make use of a selection of attacks while chasing routing enemies (including hops, skips and cute but deadly nibbles!)
Fixed an issue that was causing multiplayer clients to override the `Guard` and `Skirmish` mode on units not under their control based on their local settings, especially when re-summoned in Domination.
The Skaven 'Power Grab' passive will no longer trigger when the lord is teleport withdrawn in Domination and Survival battles.
Changed the requirement of the Chaos Dwarfs end game scenario objective from only 'Control' to 'Raze or Control' settlements, allowing Beastmen to complete the objective.
The Changeling's unique skill 'Adherents of the Trickster' will now correctly increase the Cultist Hero recruit rank.
Fixed an instance preventing a valid battle map loading when fighting a sally out battle in the Athel Loren area.
The Empire Forts and Oak of Ages settlements will now give defensive supplies when under attack.
Fixed an issue in an Ulthuan Lakes battle map where impassable terrain was being created by a plane of water under the map
Fixed a Chaos Wastes mountains battle map not having a valid playable area.
Once again, your feedback helps make these changes possible, so please keep it coming.
If you experience any new bugs or issues after updating to 4.0.6, please report them over on our support forums.
Thanks for your ongoing support and patience!
—The Total War Team
Total War: WARHAMMER III - Hotfix 4.0.5
Greetings!
We're back with hotfix 4.0.5, which brings with it a round of fixes targeting critical Battle AI bugs.
Fixed an issue with Battle AI melee target selection indecisiveness when in contact with multiple opposing units; as a result they should drop attack orders less often.
Fixed an issue where the AI would assign a disproportionate number of units to hunt down opposing outlying units, leaving a skeleton crew to perform the main assault. We've flipped this so the AI should dedicate most of its force to the main engagement and not send its entire force to chase that one pesky outrider.
Fixed an issue where player units with the transformation ability would occasionally trigger the AI's scouting behaviour. The underlying issue stems from how we handle transforming units, which are actually two separate units that swap places. When transforming, the AI would lose track of the original and assume it had gone into hiding, causing it to occasionally swap into scouting mode to search for Yuan Bo (The Human) while Yuan Bo (The Dragon!) was bearing down on it.
Addressed crashes that could occur with certain units in siege battles where the AI is defending and has units that crumble, disintegrate or otherwise reach a microscopic amount of remaining strength.
Fixed an issue with the previous Hotfix's Wood Elf outpost changes where some garrison units and effects were missing on certain buildings.
As always, your feedback helps make these changes a reality, so please keep it coming!
If you continue to experience any bugs or issues after updating to 4.0.5, please report them over on our support forums.
Thanks for your ongoing support and patience!
—The Total War Team
Total War: WARHAMMER III - Hotfix 4.0.4
Greetings!
Thanks once again for all of your ongoing reports and feedback since the launch of 4.0 and its subsequent hotfixes. We've just rolled out hotfix 4.0.4 which addresses the following:
Fixed Wood Elves not having unique outposts in notable capitals e.g. Altdorf, Castle Drakenhof (unique outposts have also been added to Wei-Jin and Zharr-Naggrund).
Fixed Nakai's long victory reward (increased Hero recruitment rank) not functioning properly for his faction.
Fixed an issue that prevented the AI from assigning tasks to units during the deployment phase when defending a settlement. This was being caused by the units' strength being significantly lower than their maximum, causing the game to softlock.
Belegar's unique grudge to re-capture Karak Eight Peaks now gives the reward it did in the initial release (An Oath Fulfilled).
Fixed an issue where Gotrek and Felix would gain their magic items multiple times when first spawning.
Fixed the Chaos Dwarf occupied versions of the Empire Fort buildings not displaying correctly in the building browser, along with the amount of corruption they spread per level.
Fixed the Teleport button in the Ultimate Scheme tooltip/popup not showing as inactive when teleportation was not possible. It now also correctly shows the cost of teleporting in the tooltip.
Fixed the Speed & Malice skill not applying to Doom Knights of Tzeentch units.
Please continue to talk to us about your experience in Total War: WARHAMMER III, positive and negative, so we can continue pushing the game to where we all want it to be.
If you continue to experience any bugs or issues after updating to 4.0.4, please report them over on our support forums.
Thanks for your ongoing support and patience!
—The Total War Team
Total War: WARHAMMER III - Hotfix 4.0.3
Greetings!
Thanks to your valuable feedback, we've just rolled out an additional hotfix that addresses the following:
Fixed an issue where Oxyotl's Visions of the Old Ones missions would target armies belonging to the Changeling while they were hidden.
Fixed an issue that was causing an incorrect modifier to be used in Charge Bonus calculations for the AI on difficulties above Easy.
Fixed an issue where Aekold Helbrass would not spawn with his magic items when controlled by non-Tzeentch factions.
Fixed Nakai not being able to construct allied outpost buildings.
Fixed the mount models of the Bretonnian Wardens of Montfort Regiment of Renown.
Fixed visual issues with the Bretonnian Foot Squire shields.
Fixed missing textures with the Bretonnian Knight's weapons, Knights Errant and Questing Knights.
Fixed an issue preventing Vlad von Carstein from hitting multiple entities with certain melee attacks due to missing splash attack meta data. This solution also resolves similar issues for other related but different units.
Fixed some Scheme objectives not updating their counter until reloading a save.
Fixed a crash when spending a Skill Point on a Mount skill that would automatically unlock (all mount skills now just have one level.)
Fixed Dark Elf technologies that increase Hero recruit rank not applying when Heroes were recruited from a Black Ark.
Fixed the Haichai and Black Pit settlements preventing certain buildings from being constructed in them.
Fixed an issue when using the Invocation of Dazh wherein if the player constructed multiple buildings at the same time, they would only receive one supporter rather than one per building.
Fixed an LUA error that could occur when completing the Changeling's Grand Scheme in the Empire in the Realms of Chaos campaign, which would cause the Elector Counts to not go to war with each other.
Fixed a soft lock that could occur during the Witch's Hut panel scripted tour when jumping to the technology panel.
Clarified text around Nakai's settlement occupation options. When he gifts a settlement, he does in fact sack the settlement as well. The tooltips have been adjusted to make this clearer, as has the effect in his technology 'Sequence of Plunder'.
The Magic Wards of Climate Change commandment for Kislev is now available in any province that contains at least one region that has a Chaotic climate. The effects have also been fixed for Boris Ursus, countering the unsuitable climate penalties rather than the uninhabitable penalties.
Added missing Skaven technologies 'Freaks off the Leash' and 'Brood Breeders'.
Fixed Skaven technologies 'Monstrous Abominations' and 'Unfathomable Horrors' not applying to Mutant Rat Ogre units.
Increased the distance at which Yuan Bo (in dragon form) changes from regular speed to his full charge speed. This was done to help him keep up with faster units which are running away from him, e.g. if Yuan Bo is trying to catch a missile cavalry unit, the increased charge speed will trigger from further away.
Fixed the Changeling building 'Reality Wound' not spawning a hostile army and destroying itself on completion when in an allied settlement.
The Changeling's Grand Scheme in the Empire now causes all Elector Counts to declare war on all other Elector Counts (not just Reikland), even if they're allied. They are also prevented from making peace or confederating each other if controlled by the AI.
The Changeling now gains the forms of Legendary Heroes he recruits during the campaign.
The Changeling no longer gets the form of Ariel for free when defeating the Sisters of Twilight in battle.
The Changeling now gains the forms of Legendary characters in factions he vassalises or confederates.
These speed of these updates is helped massively by your detailed reports and feedback, so thank you! Each time you tell us about your game experiences - both the good and the bad - is an opportunity for us to learn.
You can continue to report and bugs or issues since 4.0 and its subsequent hotfixes on our support forums, where our diligent QA team will be listening and logging.
Thanks for your ongoing support and patience!
—The Total War Team
SEGA Wonderland Sale now on until 21st September!
SEGA SALE NOW ON!
The SEGA Sale is now on Steam until 21st September! Pick up any of the Total War: WARHAMMER franchise or our historical Total War titles for up to 75% off!
Whether you're a Total War: WARHAMMER veteran or want to complete your collection of Total War historical titles, this is the perfect opportunity to grab the ones you're missing!
🕙 Sale ends Thursday 21st October @ 11AM PT/6PM GMT
For the latest news and announcements, don't forget to visit our official social channels.