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— The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
In today's blog I have Rado back with me to catchup with you all on how our recent Campaign AI Beta went, what we’ve learned, and what we’re already working on for the next edition of that Beta.
Before we get to that, a heads up that we’ve moved back our planned release of Patch 6.1 from mid-March to Tuesday, March 25. As always, we want to ensure that our updates are as solid as they can be, and as shared in our recent 6.1 Dev Blog, we’ve got plenty of big updates coming to Kislev and Tzeentch, plus new free units on the way, and want to make sure they get the full love and care they deserve before landing in-game!
On which note, William asked us to pass on his thanks to you all for the love shown to our placeholder art!
As a follow-up to the 6.1 preview blog, we wanted to let you know that we heard your feedback around Mother Ostankya’s campaign starting position. The team have added a new option to her campaigns that allows you to return to Kislev if you wish to do so.
We’ll have more on that in the coming weeks, but for now, head to the full blog to get the latest from Rado on the Campaign AI beta:
The time has come for us to talk more about what’s coming to Total War: WARHAMMER III in Patch 6.1, and today we have one of our talented Designers here to shed some light on the changes and additions you can expect to see when it arrives in mid March.
Before we hand over the mic, we’d like to say a huge thank you to everyone who has opted in to our Campaign AI Beta on Steam over the past few weeks. We’ve had some great feedback that we’re already hard at work parsing through, and will be closing this current round of Beta testing this Friday 28th February at 11:00 GMT. The Beta feedback survey will remain open until Sunday 2nd March at 21:00 GMT, so if you haven’t already, please do take a few minutes to share your thoughts with us and have your voice heard to help shape the future of Campaign AI. We’ll be in touch in the near future with an update on our next steps, and hopefully set a date for the next Beta round.
With that said, it’s time to hand over to Will to talk more about what’s coming with 6.1 in mid March.
To celebrate Total War: WARHAMMER III turning 3 the other day, you can now grab a selection of Total War: WARHAMMER titles with up to 75% off until 27th Feb!
Hotfix 6.0.5 has just dropped for Total War: WARHAMMER III, bringing with it a suite of improvements and fixes. Here are some highlights:
Azhag now has access to his missing spells ‘Spirit Leech’ and ‘Aspect of the Dreadknight’
AI with multiple reinforcements are now less idle in battle, attacking the player rather than waiting for all reinforcements to arrive
Camera movement is faster and more responsive on the Campaign map (particularly noticeable in late-game scenarios)
If you're currently opted-in to the Campaign AI Beta branch on Steam, these changes will arrive tomorrow (19/02) so that you can take advantage of the improvements alongside the Campaign AI changes included in the Beta.
Now let’s jump into the full list…
PERFORMANCE
Fixed a rare VFX-related crash that occurred during battle.
CAMPAIGN
General/Gameplay
Fixed a bug where Nurgle factions did not receive Infection rewards when sacking or razing a settlement.
Fixed a bug where the Blood Pilgrimage mission was completed when recruiting any unit, instead of only the specified ones.
Skill Tree
Fixed a bug where Azhag didn’t start with access to Spirit Leech and Aspect of the Dreadknight.
UI/UX
Enhanced performance when moving the camera on the campaign map, particularly noticeable in late-game scenarios when most of the shroud is uncovered. This improvement ensures smoother and more responsive camera movement, providing a better user experience.
Fixed a bug where the 'Undo assigned skill points' button remained clickable in the Character Details panel when switching to the Details tab.
Fixed a bug where the 'Collect income' checkbox in the UI was not displayed properly.
Stuttering when rapidly hovering over different unit cards in the Campaign and Battle UI should now be reduced.
BATTLE
General/Gameplay
Fixed a bug where, when repositioning ranged units in a different direction, they clumped together and got stuck.
Fixed an issue causing The Forbidden Fens vegetation VFX to appear red.
AI
Fixed a bug where the attacking AI remained stationary for too long during battles with multiple reinforcements, waiting for all of them to arrive instead of attacking the player.
Animations
Adjusted the maximum number of splash attack victims the Terracotta Sentinel can hit with its attacks.
Fixed a bug where the Terracotta Sentinel’s weapon visibly snaps while transitioning between animations.
Fixed an issue where Ushabti Great Bows would not show the proper equip/unequip animation when switching between ‘turn’ and ‘melee attack’ animations.
Bonebreaker and Terrorgeist mounts now use their matched combat animations against Cathayan units.
UI/UX
Fixed a bug in Skirmish mode where the AI stats modifier would reset as the player navigated away from the relevant menu.
MULTIPLAYER
Fixed a bug that occurred in a multiplayer game with Golgfag, where the Mercenary Contracts mechanic stops working after Save/Load.
AUDIO
Added missing audio to water features on the Greed Grove battle map and to some corruption pools on the campaign map.
Fixed an issue where the SFX of the floating pyramid during the Black Pyramid end-game scenario sounded low quality.
Fixed an issue with environmental audio on the Thundering Falls subterranean battle map.
Fixed an issue where the SFX for sinking ships would include human voices for non-human factions.
If you run into any new issues or bugs after updating to 6.0.5, please be sure to raise them over in our dedicated bug reporting sub-forum so our wonderful QA teams can investigate.
See you on the battlefield!
— The Total War Team
âš 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.
Total War: WARHAMMER III is 3 years old today! Thank you to all of you who have been a part of this journey so far, whether you joined on day 1 or day 1095! 🎉
— The Total War Team
For the latest news and announcements, don't forget to visit our official social channels.
At the tail end of last year, you saw us run a few of our Hotfixes out for Total War: WARHAMMER III via the Beta function on Steam. This was invaluable for our teams as we readied some necessary game updates during the rollout of Omens of Destruction, and helped us catch some last minute feedback from you and ensure our updates were on point. Whilst we haven’t needed to pull on that lever quite so much since we got back into the swing of things in 2025, it has encouraged us to think about even more ways that we can involve you in some of our more complex game changes, and work closer with you all to bring more improvements to the game.
To that end, tomorrow (February 13th) we will launch a new public Beta Branch for Total War: WARHAMMER III via Steam. This Beta will allow you to experience and provide feedback on the latest improvements to our Campaign AI, where your insights and experiences will help us refine and enhance the game. To understand what changes we’re making, you’ll read about all of the science from Principal Technical Designer Radoslav Borisov down below, and if you check back on this post tomorrow, you’ll find detailed instructions on how to access the Beta at the foot of this post.
We’ll run this Beta for around two weeks initially, bringing it to a close around February the 26th. It’ll be running on a modified version of the live game that you’re already playing today, so this Beta won’t be used to test any additional upcoming changes to the wider game, and we’ll be encouraging folks to start fresh Campaigns for this test in order to check best on how our changes are performing.
Tomorrow, we’ll be opening a new sub-forum over on the Total War Forums to gather your feedback on the Campaign AI fixes and improvements that we’re looking to make, alongside a survey that will run throughout the Beta that will invite players to share their feedback directly with us. We’ll post that survey link in the news feed of the Beta version of the game itself, but if you check back tomorrow, we’ll have updated our posts so that you’ll have direct access to it on your other devices, in case you’re looking to complete it after spending more time with your thoughts.
At the conclusion of this first Beta at the end of February, we’ll comb through all of your feedback, pour over the data our side, and come back to you to talk more about where we’ll be looking to make improvements and to bring further changes. If all goes well, we’re planning a second round of testing with an updated Beta sometime later in the Spring. Please keep in mind that this is our goal, and to expect direct comms from us if this timeframe has to shift. Campaign AI improvement is a big, and complex topic, and our goal is to break it down into smaller pieces and address them with player feedback front of mind so we can deliver improvements that you want in a sustainable way.
To those who do look to get involved, thank you in advance for your participation in this Beta!
As alluded to earlier in January, we're back with another hotfix for Total War: WARHAMMER III. Hotfix 6.0.4 introduces a plethora of fixes and tweaks to improve your gameplay experience. Here's a couple of highlights from this hotfix:
Fixed a bug where Lords would not disengage from a settlement after selecting certain post battle options. This includes, but is not limited to, The Changeling when establishing a Trickster Cult and the Vampire Coast when establishing a Pirate Cove.
Ogre armies can now recruit Regiments of Renown when they are within the circle of influence of an Ogre Camp.
Fixed an issue where reinforcing AI units will be given the same order location and will clump together as they all try and pile on to complete their order.
Read on for the full list of changes...
PERFORMANCE
Fixed a crash that occurred when attempting to reset skill points for female characters.
Fixed a crash that occurred when changing the factions on the left side of the Intrigue of the Court panel while playing as the High Elves.
Fixed a possible crash that could occur when saving and reloading a save file after a manual battle.
Fixed a crash that occurred when trying to imprison a Military Convoy Lord.
Fixed a crash that would occur when trying to select an Ogre Lord with over 100,000 Meat resource.
Fixed a crash that occurred when using Eltharion’s Athel Tamarha imprisonment mechanic on an Ogre Tyrant or a Caravan Master.
Fixed a very rare crash caused by a frame-based issue that would occur when triggering a VFX particle system e.g. artillery demolishing a structure during a siege.
Fixed a crash in The Lost God Prologue campaign caused by selecting Spartak Matrosov in the Beacon settlement and pressing attack target.
Fixed a crash that occurred when clicking or hovering over the zoom to army location button in the Challenges of Khorne screen while dragging the map.
CAMPAIGN
GENERAL/GAMEPLAY
Fixed a bug where Lords would not disengage from a settlement after selecting certain post battle options. This includes, but is not limited to, The Changeling when establishing a Trickster Cult and the Vampire Coast when establishing a Pirate Cove.
Resolved an issue where Concealment Bombs were granted innately in the campaign, ensuring that the skill to grant them is now relevant/useful.
Fixed a bug where armies obtained via Allegiance (borrowed from allied factions) with Scrap/Aspect/Mutation upgrades had access to those upgrades. Viewing the upgrades is now limited to cases where they exist, are not locked/excluded, or the army is loaned.
Fixed an issue so that AI factions will now hire mercenaries from your Ogre camps.
Eternal War spawned armies no longer trigger Daemons Reforged, aligning with the intended design.
Ogre armies can now recruit Regiments of Renown when they are within the circle of influence of an Ogre Camp.
Fixed an issue where WAAAGH! armies would erroneously execute underway interceptions.
UI/UX
Fixed the Manufactory panel being inaccessible if no further upgrades were available.
Fixed a bug for Orcs & Goblins where the Scrap Upgrades button would grey out when a unit is instantly recruited.
Fixed an issue where a tooltip explaining that settlements razed by Khornate factions are blocked from occupation wouldn’t appear.
Fixed a bug where Orcs & Goblins or Wood Elves could access Scrap or Aspects on Skaven units, causing Throt's Lab UI to appear broken.
Fixed an issue with Challenges of Khorne battles where Challenge armies on the campaign minimap didn’t have icons.
Fixed an issue with Challenges of Khorne battles so that players can now know if the Challenge army will be reinforced beforehand.
Fixed a bug where Recruitment cost reduction rewards for Arbaal's Challenges were missing from event notifications, despite appearing in the Challenges of Khorne screen. Notifications now correctly display all rewards when receiving or completing a Challenge.
BATTLE
GENERAL/GAMEPLAY
Resolved some instances where ranged units will clump while reforming but we're still looking into further issues with this.
Improved Gotrek and Felix’s initial survivability in ‘The Adventures of Gotrek and Felix’ quest battle (to Gotrek’s dismay).
Fixed a bug where replays wouldn’t have projectile upgrades saved into them e.g. Elspeth’s Helstorm rocket batteries upgraded in the Imperial Gunnery School would fire 3 instead of 4 rockets in a volley.
Fixed a bug where Unyielding Assault failed to prevent Melee Attack reductions from Fatigue.
AI
Fixed an issue where reinforcing AI units will be given the same order location and will clump together as they all try and pile on to complete their order.
AUDIO
Fixed an issue where Kholek was missing persistent VFX sounds in campaign.
Fixed an issue where Vampire Counts Corpse Carts were missing sound effects.
Fixed a bug where the Foundry of Bones - Chaos was missing the lava lake and river sounds.
Fixed a bug where certain environmental loops did not stop after a cutscene.
As always, if you run into any new issues or bugs after updating to Hotfix 6.0.4, please report them over in our dedicated bug reporting sub-forum.
See you on the battlefield!
— The Total War Team
âš 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.
We hope you all had a fantastic festive break and New Year celebration!
At the end of 2024 we rolled out Hotfix 6.0.3 as an opt-in Beta for you to try over the holiday period. We're pleased to announce that we've now rolled this hotfix out to all players, including one additional fix:
Resolved a script error that prevented events from triggering after completing missions as Gorbad Ironclaw.
Our original plan was to release this in late January but we wanted to get these changes out to you all as quickly as possible so you could all enjoy them. We're now working on Hotfix 6.0.4 which is currently aiming for the end of January, but if this changes we'll be sure to let you know!
For those who didn't opt-in to the Beta, here's a full list of changes in 6.0.3:
Hotfix 6.0.3 Release Notes
SKULLTAKER UPDATES AND FIXES
Adjusted Blood Hosts and Disciple forces so they no longer benefit from the Daemonic Reforging chance.
Adjusted the effects of the Cloak of Skulls so that they now only apply when Skulltaker himself defeats a Lord.
When playing as Skulltaker, the Legendary Lord 2x bonus for Champion’s Essence will now only be applied once. After defeating a Champion in battle, the bonus will no longer stack.
Blood Hosts now increase the cost of the ‘Blood for the Blood God’ occupation option while they are on the map. This means that the more active Blood Hosts there are, the more costly it becomes to create new Blood Hosts. This change addresses the over-reliance of Khorne factions on excessive Blood Host forces.
Reduced the XP gain bonus from the Cloak of Skulls on the ‘Dubois the Prescient’ skull, from 25/50 to 20/40.
Fixed an issue where Bloodspeakers lacked mounts when playing as Valkia.
Fixed an issue where Heralds of Khorne and Bloodreapers on Blood Throne mounts were missing Siege Attacker.
Fixed the 2D porthole for The Slaughtergard (Chosen of Khorne - Halberds) using the wrong image.
Fixed a text inconsistency in the description of the Daemons Reforged effect for the Skulltakers faction.
PERFORMANCE
Resolved a rare crash that could occur during VFX rendering.
Fixed a crash that occurred when loading saved Savage Orc Great Shaman lords.
Fixed a potential crash when loading a battle in certain cases.
Fixed a crash that occurred when loading the Black Orc Big Boss character.
Fixed a crash that occurred when teleporting to the Great Drill of Hashut quest battle.
CAMPAIGN
GENERAL/GAMEPLAY
Erd Mentality Rebalance:
Melee Defence: 40 > 20
Ward Save: 40 > 20
Number of Squig Herds in range for maximum value: 10 > 5
Fixed an issue where Da Acid Burpa (Colossal Squig RoR) was not counting towards the unit requirements for the ‘Splode Da Big One Tactik’ in Da Plan.
Ogre Camps now take only 3 turns to be redeployed, instead of 5.
Removed Destroy ‘Kraka Drak’ from Throgg and Astragoth’s victory conditions and replaced it with Malakai’s faction
Nasty Skulkers, Rogue Idol, River Trolls, and Snotling Pump Wagon (base unit) have been added to Gorbad - Omens of Destruction DLC for use in his Da Plan feature.
Resolved a script error that prevented events from triggering after completing missions as Gorbad Ironclaw.
TECHNOLOGY TREE
The Hammer of Gork’s Blinded contact effect is no longer replaced by Dazed from the Orcs & Goblins’ Avalanche Smash technology.
Eshin Maneater’s Weeping Blade effect is no longer replaced by Armour Sundering from the Ogres’ Betta Plunda technology.
SKILL TREE
Fixed an issue where Snagla's ‘Beneath the Gloomy Canopy’ skill would lose its Stalk effect when upgraded.
Removed the ‘Immune to Contact Effects’ from the Slaughtermaster's Poisonmaster skill, as they possess that attribute innately.
Removed the Thundertusk and Stonehorn from the Hunter skill effects that provided Vanguard, Frenzy, and Stalk Hunter skills.
Fixed the missing Idol of Gork Scrap upgrade for Savage Orc units.
Fixed the Divinatory Authority skill incorrectly reducing cooldowns for Cold-Blooded instead of Focus Instincts.
UNITS
Fixed an issue where Markus Wulfhart’s Imperial Regiments of Greatswords had a different tier to regular Greatswords.
UI/UX
Fixed a UI issue with the Ogre’s army ability ‘Meat Feast’, which incorrectly stated it affected multiple units when it only affects a single unit.
BATTLE
UNITS
Fixed an issue where Colossal Squigs were missing Siege Attacker.
Added missing MP unit caps to the following: Colossal Squig, Da Acif Burpa, Snagla Deff Throwa, Piggyback Knights, Slaughterbrute, Eshin Maneater, Skullcannon, Hellforged Bellowers, and Arachnarok Flinger.
Fixed an issue where Khorngors were still available for Warriors of Chaos when unit caps were active.
Fixed the abilities ‘Bathed in Blood’ and ‘Blinding Radiance’ being incorrectly labelled as active abilities.
​Thanks to everyone who’s shared their feedback with us since the launch of Omens of Destruction and Update 6.0. If you run into any new issues after updating to 6.0.3, please let us know over in our dedicated bug reporting sub-forum.
See you on the battlefield!
— The Total War Team
âš 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.