Patch 6.2 has been deployed in Total War: WARHAMMER III!
Here are some of the highlights:
Abilities granted by effects for summoned units (Summoned Skink Priest, Krell, and Summoned Keeper of Secrets) are now properly enabled.
Increased the Radii Ratio of units mounted on Steeds of Slaanesh (Seekers of Slaanesh, Heartseekers of Slaanesh, Hellstriders of Slaanesh, Hellstriders of Slaanesh (Hellscourges)) to slightly reduce their performance by having fewer of them fight in melee at the same time.
Stopped effects that grant Snipe from also granting Slayer.
...and much more!
In case you missed them yesterday, you can read the full Release Notes 6.2 here.
If you encounter any issues after updating to Patch 6.2, please report them in our dedicated bug reporting area so our QA teams can investigate.
See you on the battlefield!
— The Total War Team
⚠ IMPORTANT
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.
🧱 MOD WARNING
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.
Join us for the Total War 25th anniversary celebrations
Hey Total War fans,
25 years ago, in a small one room office just down the road from where I write this message, Total War was born. The vision was rooted in a love for both history and strategy gaming, with the aim of seamlessly mixing the best parts of grand strategy and real-time tactical battles into a single experience where you truly felt like the commander of a vast empire.
During those early years Total War’s identity formed. The team were focused on authentic recreations of the most pivotal moments in human history from the Age of Antiquity through to the emergence of the great naval empires. As the genre evolved and our teams changed, we expanded into new territory by leaping into the fantastical; meticulously recreating Games Workshop’s iconic Warhammer World as a truly unique strategy experience.
There have been triumphs and tribulations throughout the years, and we’re honoured and humbled to be one of the few video game franchises that get the chance to celebrate such a huge milestone. Without your support this would never have been possible – so a massive thank you from all of us on this special day!
[Early 2000's at the old South Water where games from SHOGUN - MEDIEVAL II were developed]
Some of you may remember from my update last year that we had plans to celebrate this anniversary in a meaningful way. Our teams are hard at work fine tuning a program of content that not only shines a light on past games but builds the foundation for us to begin revealing what we have planned for the future of Total War. And yes, this means the reveal of new games and content.
25 years of Total War will begin with a look back at our legacy. Taking place from August until the end of November, we’ll journey through each series that has been released since 2000. Expect content like retrospective video interviews, developer livestreams, sales across our entire catalogue, as well as fantasy and historical multiplayer tournaments. We also want to make this a celebration you can get involved in, so we'll be hosting giveaway competitions, inviting you to ask questions of our developers, as well as spotlighting your favourite mods and content creators who have helped make the Total War community what it is today.
[2013, the launch of Total War: ROME II]
Beyond celebrating the past, we plan on welcoming the future of Total War in a big way. Behind the scenes, we’re in the early stages of producing the Total War: 25th Anniversary Showcase, the first video presentation of its kind in our history. Taking place in early December, this show will unveil the new games that you can expect to play in the near and distant future, as well as introduce you to the development teams making them. We’ll have more details to share as we approach the end of the year, but whether you’re a fantasy or history fan, there will be plenty to enjoy!
Alongside all of this will be more WARHAMMER III content. Patch 6.2 arrives next week with a focus on Magical Items, Tides of Torment's third and final faction will be revealed in July, and we'll unveil some long-awaited content at the anniversary showcase. It's incredible to think that this series is now in its ninth year, and we look forward to sharing what we have planned for the future.
[2016, the launch of Total War: WARHAMMER]
What’s especially important to me this year is celebrating everyone who has made Total War what it is today. This includes all of you reading this message who have helped create the best community in gaming. Whether you’re playing our games for thousands of hours, watching our trailers, submitting bug feedback, or commenting on our socials, all of this has helped us build a game we all love.
It also takes an army of passionate and talented staff to take our games from concept to completion. Many of them talk about growing up with Total War; how it gave them an interest in history or the deep lore of Warhammer, and how it created a desire for them to work at Creative Assembly. They’re fans making the game they love, and I want to thank each and every one of them, past and present, for their contribution to making this milestone possible.
We hope you’re excited for the future.
Happy anniversary to you all,
— Roger Collum, Vice President of Total War
[2023, pre-launch set created for Total War: PHARAOH]
For the latest news and announcements, don't forget to visit our official social channels.
Next week, we’re expecting to publish the full release notes for Update 6.2, as well as the Update itself. Ahead of its release, we thought we’d give you a heads up on what to expect in this update, direct from William Håkestad, Senior Game Designer on Total War: WARHAMMER III.
In Update 6.2, look forward to extensive revisions to Magic Items, an introduction of the AI Improvements tested in the proving grounds, the introduction of a few new Magic Items, and the arrival of two new units: The Hobgoblin Bolt Thrower, and Blood Knights.
Sit tight for the full release notes next week with all of our improvements and fixes, and more on those two new units, but in the mean time here’s William with the Sports and Weather (and plenty of insight on our revisions to Magic Items).
Today, we’re releasing Hotfix 6.1.5, bringing new fixes and tweaks to Total War: WARHAMMER III including various fixes to maneater psychology, quest battles and how Wood Elves rumble in the jungle.
Without further ado, let’s get into it.
— Anastasija Dolgošejeva // Senior Community Manager // Your friendly neighbourhood penguin
Campaign
General // Gameplay
Fixed a crash to desktop after manually winning Vilitch’s Quest Battle Vessel of Chaos and waiting for the loading back to the campaign map.
Fixed bug where Ogre Camps would move after every battle and every game load.
Marching stance movement extents now should be again shown correctly while the military force is in default stance.
The Rite of Awakening event video now correctly plays rather than the 2D image.
When the user opens and immediately close the UI panel for The Skull Throne the script will be canceled to prevent scripted tour pop-ups.
Fixed an issue where the the campaign camera went under the terrain in some cases..
Chaos Dwarfs when occupying the Galleon's Graveyard now have a garrison.
Jungles now function as forests when applying Wood Elf "during forest battles" effects like the skill for Waystalkers, "The Endless Hunters".
Skills
The Exalted Lord of Change Skill "Impossible Egotist" now correctly give heroes in their army "Silenced".
Snow Leopards are now affected by the Hag Witch's skill "Wildkeeper".
UI
Fix getting "Under-City Discovered!" messages for settlements belonging to other factions.
Fixed a crash when trying to open technology tree from Gorbads Tactics menu on non players turn.
Battle
General // Gameplay
Issue fixed where multiple RoR Gyrobombers attacking in fast forward are causing game crashes.
Fixed an issue where Ulrika Maldova would always be staggered by powerful attacks when mounted on a horse.
Fixed an issue with one of Arbaal’s quest battles so that Vampire Coast armies are no longer visible before the reinforcements to prevent the pop-up message about hidden foes to appear.
Fixed an issue where one of Skulltaker's quest battles could be won without fighting the entire enemy army.
Fixed an issue in the Overtyrant’s Crown quest battle where one of the waves will attack the player armies right after they leave the reinforcement location.
Golgfag & the Eshin Maneater now have Immune to Psychology attribute like other meaneaters.
Battle Maps
Fixed some floating vegetation on The Dragon Isles battle map.
Mopped up invisible shallow water on the Road to Talabheim battle map.
— The Total War Team
⚠ IMPORTANT
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.
🧱 MOD WARNING
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.
Dev Chat on Norsca and Tides of Torment Design - What's Next?
What’s Next is back, revealing the next faction for our upcoming DLC, Total War: WARHAMMER III – Tides of Torment, releasing later this Summer. This episode gives full focus to our next faction, Norsca, and its newest Legendary Lord: Sayl The Faithless.
Creative Director Todor Nikolov, Lead Designer Vasil Nikolov, and Art Director Stoyan Stoyanov sit down with myself, subbing in for KingGobbo who recently welcomed two baby Mangler Squigs to his family and will be spending some well-earned time off whilst we keep the wheels turning. Congratulations to the Colemans from all of us across Total War!
Watch this full episode of What’s Next right here on the Total War YouTube Channel 👇👀
We were thrilled to reveal Sayl alongside our friends across gaming at yesterday's Skulls Showcase, which if you missed you can check it out here.
Unlike past Skulls events, this year we haven’t released a free legendary lord as we’ve shifted our priorities over the past year to introduce more free content through our game updates, but we didn’t want you to think we’d forgotten about you all the same. 6.2 is not too far beyond the horizon, bringing with it some new units:
Blood Knights (Sword & Shield)
Hobgoblin Bolt Throwa
You’ll find an early preview of additional content coming to 6.2 in this episode of What’s Next, and we’ll be back in the next few weeks with more information about our next title update.
And What’s Next will return at the end of June with a look at our third and final faction for Tides of Torment. We’ll have more behind the scenes looks to show and share with you in the mean-time, and until then, let us know what you’ve loved hearing about today, we always enjoy reading through your feedback!
See you on the battlefields,
— Freeman // Head of Community
For the latest news and announcements, don't forget to visit our official social channels.
Today, we’re releasing Hotfix 6.1.4, bringing new fixes and tweaks to Total War: WARHAMMER III. We are bringing to you a variety of improvements including fixes to AI army movement range not displaying correctly, Ogre Camp spawn locations, and some misbehaving skills and traits.
Without further ado, let’s get into it.
— Anastasija Dolgošejeva // Senior Community Manager // Your friendly neighbourhood penguin
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.
🧱 MOD WARNING
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.
We’re back with Hotfix 6.1.3, bringing a host of fixes and tweaks to Total War: WARHAMMER III, from Kislevite supporters to Beastmen’s lost shards.
Let’s get into it!
— Steve Coleman // Senior Community Manager // Squigherd
Highlights
Fixed an issue where The Ice Court and The Great Orthodoxy would get stuck at 100/100 supporters after quest battles without increasing tier
Fixed Beastmen being able to settle without creating a Herdstone, causing them to permanently lose their shards.
Fixed an issue where flying spellcasters would be constantly spinning round in circles.
Known Issues // Still Cooking
Manually abandoning a settlement in a Bloodground as a Beastmen faction results in the 3DUI not updating properly and showing the settlement as not a part of the Bloodground.
When loading a saved game from before version 6.1.3 as a Beastmen faction, the region occupation restrictions get updated on End Turn, not on load.
CAMPAIGN
General // Gameplay
Fixed an issue so that Beastmen can no longer occupy regions in a Bloodground without actually raising a Herd stone. This used to be allowed in error and consumed a shard without providing an avenue to get it back.
Fixed an issue where players could open a panel using hotkeys during the transition from pre to post-battle
Fixed an issue where confederated leaders would not automatically get Followin' Da Plan points if confederated while wounded when playing as the Ironclaw Orcs
Fixed a crash that occurred when losing a settlement while an Ataman is traveling to it.
Added additional negative diplomatic relations between Cathay factions and their enemy rebel factions to stop them finding too much harmony in the early game.
Fixed an issue where Skulltaker's tongue was missing during the intro cinematic to 'The Slayer Sword' quest battle
Fixed an issue where the Cockatrice didn’t have a recruitment cap when being recruited by Beastmen armies (Old saves will likely see some mild confusion, as existing Cockatrice in those saves will technically be the Tzeentch version, which is not capped).
Fixed an issue where The Ice Court and The Great Orthodoxy would get stuck at 100/100 supporters after quest battles without increasing tier.
BATTLE
General // Gameplay
Fixed an issue where Flying casters could spin around when casting spells and moving simultaneously (although spinning is a good trick)
Fixed an issue where Empire War Wagon units would bleed from their wooden // metal parts when hit.
Fixed an issue where blood would spurt out The Vampire Coast’s Deck Gunners unit cannon when hit.
Fixed an issue with how blood VFX displayed for Demigryph Knights.
Battle Maps
Fixed an issue in Zhufbar (Dwarfs) where units could fall through the ground in certain areas of the map.
Fixing some overlapping assets that were visually glitching on the Erengrad (Kislev) battle map.
Fixed shallow water in playable area being too deep on the Troll Country (Kislev) battle map.
Fixed issue on Quenelles (Bretonnia) map where the camera could go inside the river on one side.
Fixed an issue where some buildings would incorrectly float on the Gaen Vale (High Elves) battle map
Fixed issues where some terrain lacked collision and units were able to climb very steep surfaces on the battle map for Kemmler's Chaos Tomb Blade quest
Fixed an issue where water on the battle map wasn’t displaying properly for Mother Ostankya’s ‘Jinxed Land’ quest
Fixed various issues relating to building placement and stretched textures on assorted battle maps
Performed tree surgery by removing trees that were clipping through buildings and tidied various misplaced assets across various battle maps
Fixed an issue where textures weren't placed properly in some areas on The Black Pyramid (Tomb Kings) battle map
Fixed an issue so that rebel rocks now obey gravity on The Pillar of Bone battle map
Fixed an issue where units were passing and clipping through a group of rocks on the Aymara Swamp battle map, they have now been thrown in the river to prevent this.
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.
🧱 MOD WARNING
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.
The time has come for us to talk a little more about Campaign AI, what we’ve been working on in the wake of the first Beta, and how we’ve used your feedback to help steer this big oft-unwieldy ship in the right direction.
We’re pleased to reveal that tomorrow (Thursday 10th April) we’ll be launching our next Campaign AI Beta on Steam, once again giving you the chance to test out our next stage of tweaks and adjustments and provide us with your immensely valuable feedback. If you took part in our last Beta, we’d love to get your thoughts on this latest round of changes, and if you missed out last time, this is the perfect chance to see what we’ve been working on and have your voice heard. You’ll find instructions on how to access the Beta at the bottom if this blog when it goes live tomorrow, so check back when you see us confirm it’s live.
As ever, you’ll be able to discuss these changes and provide feedback in our dedicated Campaign AI Beta forum in the CA Community, as well as via a survey that we’ll be running alongside the Beta. These links will appear here tomorrow, and you’ll also find a link to the survey in-game, on the News Feed when you’re playing the Beta itself.
Before we get into the nitty-gritty of what Rado and the team have been up to, we’d also like to share that this project will henceforth be inducted into our rekindled Proving Grounds initiative. Some of you may recall this initiative from the WH2 days, but for those who don’t, let me give you a brief introduction to what the Proving Grounds are:
The Proving Grounds first debuted back in 2020 and gave our devs the opportunity to explore radical solutions and test systemic changes to core gameplay features, while giving you the opportunity to try out these changes and provide feedback on them.
Of course, there’s no guarantee that these tested changes make it into the main game, but it allows our devs to think outside the box a little and allows you to have your voices heard on what can be some pretty sweeping changes to core parts of the game.
Basically, it’s a chance for us all to work together on improving WH3 for the greater good. The Greater Good.
With this current phase of Proving Grounds, we're quietly confident that these Campaign AI changes are moving in the right direction. These new changes we're now testing for will help to show us what further refinements we need to make before we consider bringing them into the main game, and how that might impact the difficulty of our player experience.
Looking beyond this Proving Ground, we have a team internally starting to explore changes that we think we can make to Sieges, and are hoping to bring you more on that in the summer.
With that admin out of the way, it’s once again time to hand over to the almighty Radoslav. Be sure to check back tomorrow for all the details on how to access this new Campaign AI Beta!
— Steve Coleman // Senior Community Manager // Apprentice (Proving-)Groundskeeper