We're back with a small but important update for Total War: WARHAMMER III. Today, we're rolling out Hotfix 5.2.4 to address a specific issue that has been affecting some of you during your Warriors of Chaos campaigns.
Resolves a crash to desktop (CTD) that could occur when pressing the 'Choose Path' button in the 'Path to Glory' panel.
We know how frustrating crashes can be, especially when you're deep into the chaos of battle, and we appreciate your patience while we worked to get this fix out to you.
Additionally, we want to provide some clarity regarding a note from Hotfix 5.2.3: "The AI-controlled Lord will no longer withdraw when ambushed if it has a good chance of winning." The change is not specific to Lords. The correct information is that the battle AI will not withdraw when ambushed if its army has at least 75% of the attacker's army strength. Army strength is calculated by the sum of its units' strength. While this unit strength value is not visible to players, it is a key factor in AI decision-making, greatly enhancing its battle strategies in many situations.
We are also aware of a separate issue, not addressed in this fix, where an army may retreat in battle after already retreating earlier in the same turn, causing the entire army to be wiped out. We are actively investigating this and appreciate your reports and feedback on the matter.
As always, thank you for your continued support and feedback—it helps us keep improving the game. If you run into any new issues after updating to 5.2.4, please report them in our dedicated bug reporting sub-forum.
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.
Dev Chat on 6.0 and Interim Patches - What's Next?
Greetings folks!
Back in June I sat down with Rich, Sean and Victor from the WARHAMMER III development team to share some juicy new details on what's coming to the game in the next DLC, as well as our approach to interim patches coming between now and the next DLC's arrival. In case you've been living under an Ogre-sized rock these past couple of months, you can check it out right here.
Recently I hopped back on the sofa to chat with Rich and Sean, plus Design Director Mitch Heastie, to chat more about what's coming in 6.0 get some insight on what sort of content you can also expect to see in our future interim patches.
Allow your eyes to absorb it here:
As with last time, this is a pretty new format for us, so please do share your thoughts with us along with any suggestions on what you'd like to see more of next time!
You can also head over to the official Discord server and the CA Community to share your hopes and dreams regarding future refreshes and reworks. Who knows, maybe Mitch will agree with you and make some magic happen!
We aim to be back with more news on our next major patch, 5.3, towards the end of October, so until then, we'll see you on the battlefield!
— Steve // Senior Community Manager
For the latest news and announcements, don't forget to visit our official social channels.
We’ve just rolled out Hotfix 5.2.3 which brings a pretty hefty number of fixes and tweaks to the game.
Let's see what we've got today:
GENERAL
Tweaked the porthole lighting in both campaign and battle to eliminate a slight red hue caused by sunlight.
PERFORMANCE
Fixed a rare crash where a previously resolved dilemma remained in the event feed, causing the game to crash if the related character died later in the campaign.
Fixed a freeze/crash that occurred when creating more than 254 settlements to one of the old ones with Nakai.
Fixed a crash that occurred when disbanding a unit from a Waaagh army.
CAMPAIGN
GENERAL/GAMEPLAY
Fixed a bug where characters occasionally moved large distances after razing settlements, resulting in them being in different regions than the one they just razed. Now, after razing, an attacking army will move away one hex beyond the zone of control radius, while a surviving army will move three hexes away from the settlement.
Fixed an issue where playing as Slaanesh and using the ‘Pleasure Hunt’ pleasurable activity could sometimes apply its effects multiple times.
The Star-Metal Talons upgrade in Ikit Claw's Forbidden Workshop no longer grants vanguard deployment to Warp Grinder units, as they already have this attribute.
Fixed an issue where effects providing immunity or damage resistance to attrition also affected desertion, such as in cases of bankruptcy.
The Elector Count of Hochland position no longer provides a movement range bonus twice.
ABILITIES/SKILLS/TRAITS
Hero units that join Cathay caravans will now have spells or abilities where appropriate.
Fixed an issue where upgrading a Chaos Sorcerer (Death) to a Nurgle Chaos Sorcerer (Death) would result in gaining the wrong trait.
Fixed an issue where some effects meant for Nurgle characters were incorrectly applied to the Slaanesh Chaos Sorcerer.
ANCILLARIES
The Experimental Explosive item gained from Cathay caravans can now be transferred to other characters.
TECH TREE
Fixed an issue where researching the ‘Grand Throne Chamber’ technology would unlock the Dwarf Lord ‘Mikael Leadstrong,’ who is meant to be obtained through legendary grudges.
RECRUITMENT
The effects of different levels of province control no longer impact recruitment costs for Tomb Kings, as they do not incur recruitment costs.
Character recruitment from buildings like The Deeps & Gardens of Morr was overriding normal character recruitment. Now, only the recruitment option with the highest lord rank will be displayed.
MISSIONS/VICTORY CONDITIONS
Fixed an issue where some missions would double their settlement count when reloading saves.
CAMPAIGN UI/UX
Fixed an issue where Harmony effects on buildings would display as a negative value when adding Yin.
Added help page buttons to the Nurgle Plagues and Tamurkhan's Chieftains panels.
Fixed a bug where players couldn't undo spent skill points for heroes.
Fixed a bug where the Spices UI panel displayed landmarks alongside resource buildings at the Fortress of Dawn.
Removed text references in the help pages to Chaos factions automatically declaring war to align with the intended design.
Fixed an issue where the help pages would open behind the Bloodlines panel when playing as Vampire Counts.
Fixed a display issue with army zone of control where old VFX instances remained after moving an army in ambush stance.
Fixed an issue where the scroll position in the Allied Recruitment panel would reset when selecting a unit from an outpost as the first unit to be recruited; the scroll now stays in its correct position after selecting a unit, improving the recruitment flow.
Clicking on the pin of a recruitable unit card should now correctly pin/unpin the card.
Tweaked the entry in the effect lists of the Item Gained event popup to resolve occasional text bleeding issues in the UI.
Fixed an issue where the Athel Loren landmark buildings did not display the landmark icon or tooltip.
Resolved an issue where clicking on Pieces of Eight mission scrolls as the Vampire Coast incorrectly navigated to the Missions panel. The scrolls now correctly direct players to the Pieces of Eight panel, ensuring smoother navigation during treasure hunts.
CAMPAIGN ENVIRONMENT
Fixed an issue on the campaign map where a horse in the Tor Saroir region (Averlorn start position) was clipping through an altar, improving visual consistency in the area.
BATTLE
GENERAL/GAMEPLAY
Fixed an issue where High Elf towers and some of the walls behind them would disappear after being destroyed in siege battles, while still functioning as intact barriers. Towers now leave rubble behind, and walls remain visible post-destruction. DEV NOTE: We are aware of ongoing related issues with other High Elves siege map destruction and are continuing to investigate.
Fixed an issue where the enemy reinforcements displayed in the Event Message did not match those shown in the Objectives Panel for the Battle for the Armour of Glimril Scales quest battle.
Fixed an issue where the Altar of Spawns settlement was not using the Norsca minor settlement battle map.
BATTLE AI
The AI is now less likely to use the General unit for solo harassment or outflanking.
The AI-controlled Lord will no longer withdraw when ambushed if it has a good chance of winning.
Fixed pathfinding on certain river maps to prevent the AI from attempting to cross through the water.
Fixed a rare bug where enemy units were routing toward the player's units.
Now, the reinforcements AI will join the fight more quickly if the main army is engaged in melee.
Fixed a bug where the AI was attempting to go to the river while the enemy was already on the same side.
Fixed a bug where the defending AI was constantly reforming in land battles.
Now, the AI will attempt to synchronize the river assault groups based on the player’s positioning when passing through different crossings. DEV NOTE: Previously, if the player was defending at only one location, the AI would lose units while those crossing at another location did not engage in combat. Now, the first group will wait until the second group crosses the river, allowing them to attack together.
UNITS GENERAL / ANIMATIONS
Fixed a bug where Razorgor would move too far from the chariot during one of the attack animations.
Fixed a bug where the Daemon Prince of Khorne was missing one of the weapons during flying attack animations.
Hans Valhirsson, the ghost dwarf, is no longer allowed to appear in ranked armies.
Resolved an issue where parts of the Reiksguard and Empire Knights' helmets would disappear when viewed from behind at different levels of detail (LODs) during battles.
Resolved an issue with the High Elf Princess's torso and arm armor textures distorting at certain LOD, ensuring consistent visual quality at different camera distances.
Fixed the missing arm and blackened cape of High Queen Khalida at LOD3 and LOD4 levels.
Fixed the visual problems with the leg armor of the Steed of Slaanesh model at different LODs.
Fixed a bug where the Lahmian Vampire Lord's head texture does not appear correctly at certain LOD levels.
ENVIRONMENT
Addressed several visual issues, including missing objects, texture problems, floating objects on the Badlands Wastelands map and Ice Witch Mountains – Kislev Mountains map, misplaced assets in the Haunted Forest, Dragon River Run, Black Ark, and pixelated fallen trees on the Baron’s Bluff map, among others.
Moved certain objects out of the playable area on the Parched Pass - Southlands Mountains map to align with the intended design.
Fixed an issue where an ogre camp battle map would occasionally load incorrectly in the Badlands marsh area of the campaign map.
Fixed a lighting issue in the Battle of the Great Hall of Greasus.
Fixed an issue where ground units could be deployed mid-air on the Karak Azgaraz – Dwarfs map.
Fixed camera collision issues with certain assets, including those in multiplayer maps.
BATTLE UI/UX
The unit card for 'The Big One' in Thorek Ironbrow's quest battle, 'Klad Brakak,' is now correct.
Fixed an issue where the Unit Info UI element would not appear during replays if it had been disabled during the actual battle; players can now toggle unit details in replays, so they are no longer stuck with the settings from the most recent battle.
MULTIPLAYER
Fixed a bug where the battle difficulty selected in the multiplayer campaign lobby would change by one tier for each player when the campaign started.
It is no longer possible to issue orders to a military force while a player is selecting a new general for the orphaned army.
As always, thanks for your bug reports and feedback. If you run into any new issues after updating to 5.2.3 please report them over in our dedicated sub-forum.
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.
We’ve just rolled out Hotfix 5.2.2 which addresses a number of issues identified in the wake of Patch 5.2.
Before that, here’s a note from our developers:
With the release of the new Deeps feature, we’ve received continued feedback regarding the Age of Reckoning and how some players expected it to interact with the Deeps in some way. While we were initially hesitant to have these features interact with each other, we’ve decided to add a new building chain to the Deeps, available at the three unique Deeps locations.
This new building, the Halls of Remembering, allows you to either permanently pause the Age of Reckoning at a significant initial cost or to enhance the feature by increasing Grudge requirements in exchange for various Grudge Settler-related bonuses. However, it’s important to note that we intend to preserve the unique rewards of the Age of Reckoning, such as access to Grudge Settler units. Therefore, if you choose to bypass the Age of Reckoning, you should not expect to receive its rewards; we believe this is a fair trade-off.
Ultimately, more player choice is always a good thing, and we hope this addition will allow you to better customize your gameplay experience for those who wish to do so.
Now, let’s dive into the full list of what's been implemented:
PERFORMANCE
Fixed a rare crash that occurred after hitting End Turn following the construction of the Ritual of Cults building.
Fixed a game freeze or unresponsiveness that occurred when starting The Great Drill of Hashut quest battle.
GAMEPLAY & CAMPAIGN
Fixed an issue where, when multiple caravans or convoys were active, the first one dispatched would receive all the events. Now, the caravan or convoy that receives an event each turn is randomly selected.
Fixed an issue where the Ritual of Cults could cause Cults to spawn in your own settlements.
Fixed an issue where a Warpstone Cache building in The Deeps would not be demolished when a Master Engineer was present.
Fixed an issue where the Old Doomsphere building would not detonate when removed if a Master Engineer was not present.
Fixed an issue where events associated with previously destroyed Unusual Locations would still trigger after they were removed.
We have also addressed several text inconsistencies, description issues, and bugs in tooltips and user interfaces, including:
Fixed incorrect text on the settlement panel that showed income from The Deeps as Foreign Slot Income instead of Deeps Income.
Updated the Cult of Ranald Unusual Location building description to better reflect its actual function.
Updated the Beached Black Ark Unusual Location building description to better align with its actual function.
Redesigned the 'News from the Sewers' event from the Cult of the Yellow Fang Unusual Location to remove any reference to the Cult of Ranald. Instead, the event now provides a Skaven-themed item, and the event text has been updated to match this change. The new item, the 'Under-Empire Map,' allows you to instantly reveal any Under-Cities in the region where this item is equipped.
As always, thanks for your bug reports and feedback! If you run into any new issues after updating to 5.2.2 please report them over in our dedicated sub-forum.
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.
We'd also like to highlight several additional fixes that were implemented in version 5.2, but were previously not communicated within the original patch notes. Some of you may have already encountered these improvements, so hopefully this will help clear up any confusion. We apologise for the oversight and appreciate your understanding.
PERFORMANCE
Fixed a softlock that occurred when declaring war while another player was watching a cinematic or flyby in multiplayer.
Fixed a rare crash when reloading character models in the campaign.
CAMPAIGN
Fixed a bug where the Black Tower was not providing secondary effects when Elspeth was present in the region.
Fixed a bug where bankruptcy attrition was not displayed on the army or unit cards affected by it.
Fort Jakova is now facing the correct direction on the campaign map.
Fixed the death animation for the Chaos Lord of Tzeentch on a Disc mount.
Fixed a bug in the text for Cylostra's Emerging Terror ability, which incorrectly referred to the Mourngul Haunter hero instead of the Mourngul unit.
Fixed a bug with the Red Duke's textures on the campaign map.
The Bray-Shaman's Familiar follower can now be equipped by both Great Bray-Shamans and regular Bray-Shamans.
Fixed a bug where Malagor appeared too zoomed out in the character details panel
Fixed a bug where attacking a garrison that had only an army and no characters would prevent the battle panel from appearing.
Fixed a bug where Durthu's spell skills were using the wrong colours.
CAMPAIGN AI
Changed the unit group of the RoR Doomseekers so the CAI correctly classifies them as melee units.
BATTLE
Fixed a couple of instances where players could not interact with the pre-battle menu.
Based on community feedback, Dwarf Warriors, Longbeards, and Giant Slayers no longer have their axes tinted by faction colour.
Fixed an issue with the positioning of some body part assets for the Minotaurs of Khorne; they no longer have gaps in their necks.
Fixed a bug where the unit cards of some units with shrapnel projectiles displayed the shrapnel range instead of their actual range.
Fixed a bug with the Beastmen faction colours.
War Wagons now use the correct textures for both regular and RoR versions.
The Silver Bullets and Sigmar's Sons now have the correct coloured clothing.
Fixed a bug where the Sarthorael the Everwatcher model was missing in battle.
Fixed a bug where the Empire Knights had black colouring on their head and leg armor pieces, in contrast to the rest of their silver armor.
Fixed an issue where the wrong battle map would load when fighting near mountains in Ulthuan.
BATTLE AI
Fixed a bug where AI-controlled armies would not attack each other when the player was reinforcing one of them in battle.
Improved the AI's use of high ground.
Adjusted AI decision making when defending during an ambush battle to increase priority of fleeing the field.
Increased the priority of vulnerable artillery pieces when the AI selects targets in battle.
BATTLE ANIMATION
Fixed a bug where the root of the Orc Labourer's defense animation was misaligned.
The Grace of Quai Yin (Celestial Dragon Crossbows) now display their crossbows while moving.
Greenskin Trolls now hold their weapons correctly in walking and attack animations.
Fixed a bug where the Hochland Long Rifles sword did not disappear when sheathed.
AUDIO
Added crackle audio for the Chaos Lord of Tzeentch when mounted on a warhorse or chariot.
Until next time, we'll 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.
Patch 5.2.0 is here, bringing a wealth of new content to Total War: WARHAMMER III. This update is the first to include some little "refreshes" of legacy content, as detailed in Mitch's 5.2 dev blog we shared last week.
This patch also includes a number of bug fixes and quality-of-life improvements, including a rework of the definitions for our rollback builds on Steam, which will make it easier to identify and select the version you need, should you need it.
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.
I'm Mitchell Heastie, Design Director on Total War: WARHAMMER III, and today I want to share with you some of the things I've been working on. This will be a developer diary that gives you a look into what is coming as part of Patch 5.2 and this time around I'll also talk a little bit wider than that about what to expect going forward for our updates and how you can help shape them.
First though a bit of backstory. When I think back to the very first DLC we ever made for the Total War: WARHAMMER trilogy, Call of the Beastmen, there was a moment where Rich and I discussed adding the moon cycle mechanic to the race. At the time this seemed like a tiny addition, and indeed it was compared to the kind of features we do now, but I always consider that moment monumental as for me it was the first instance of us pushing a boundary, trying to do something a little bit different that we hadn't done before, to add more than was originally planned, and we did it just because it was cool, we thought players would like it and we wanted the DLC to be as special as it could be.
I think it's that moment that set us on a path to try to do more for all new content, to keep pushing our own expectations for what new content for the game could be, to always be on the lookout for what special idea we could do next, and I really do believe it's that precedent that created a mindset for what got us here now with the absolutely insane scale of content we have. This way of working, to always be pushing, meant that over the years we tried a lot of new things, some that didn't work so well, others that were massive successes, but all the while our content was growing in scope and complexity, and we were learning.
This you will all know by now has had a few effects; I think our content got better over time, which is fantastic, but this improvement has meant that the content we created in the past grows more outdated as time progresses, either because it was made without the knowledge, lessons, or technology we now have. This is where your, and our, desire for the old content to be reworked or updated comes from - not failure, but progress and success. It's something we've been cognizant of for a long time, hence our many reworks and updates, and it's something we want to continue to do going forward.
I think it's a blessing to be able to have such a vivid view of how you as a designer, and as a team, have improved in your craft over the better part of a decade, but of course that does mean we have some work to do. Let's talk about that work.
We've just rolled out Hotfix 5.1.3, bringing with it a pretty hefty range of bug fixes and tweaks.
Read on for the full rundown of what's included:
Gameplay:
Fixed an issue in some Dwarf siege maps (Custom Battle and Campaign) where attacking units would end up floating in the air in their deployment zone
Warlock Engineers now have the passive ability "Musk of Fear" in their skill tree
The "Draftmaster" skill used by Nakai's secondary Lords now increases the global recruitment capacity
Fixed some inconsistencies with Khorne unit recruitment costs
Fixed the Exalted Keeper of Secrets gaining the passive ability "Feasting on Fear" twice from their skill tree
Fixed Oxyotl's Silent Sanctum army abilities not always being enabled in adjacent regions
The Axe of Khorne and Armour of Khorne magic items can now be equipped by Warriors of Chaos, Daemons of Chaos and Khorne factions
Fixed an issue where some Legendary Heroes had upkeep costs
Playing as Warriors of Chaos, upgrading a Chaos Trolls unit to Bile Trolls now requires the Rusted Branding Iron technology
Fixed the major Nurgle settlement level 3 building costing 3 population surplus rather than 2
Aligned the global recruitment durations for secondary Lords under Nakai (when their buildings are maxed out) with the local recruitment durations for Nakai himself
Yuan Bo now starts the campaign with the technology "Seasoned Trackers" unlocked, as with other Cathayan factions
Fixed an issue where some Regiment of Renown units could gain experience during battles and rank up
Fixed a number of effects not applying to Carnosaur units
Fixed issue where checks for bankruptcy were being calculated in the wrong way
Additional adjustments to how attrition is calculated at end of turn
Fixed issue where bankruptcy prediction for attrition was not considering raid income
Fixed the Legendary Red Crested Skink Chief Lord not having the Immortality skill
Fixed an issue where the mission "A Hero Becomes a Legend" would sometimes update with the wrong number of battles won by Heroes
Fixed an issue in domination mode battles where AI units continued to be issued orders after being ordered to unsummon, overriding that order and preventing the units from successfully being unsummoned
Fixed issue when playing as Empire, Kislev city walls were not displaying wall improvement effects
Fixed Autoresolver inaccuracies with how single entities units (Land Ship, Steam Tanks etc.) behave when damaged in the context of the Autoresolver
Fixed the Empire Captain skill 'Admired Infantryman' applying to Free Company Militia units
Daemon Prince Lords can now be saved in Campaign in order to be loaded in Skirmish battles
Fixed an issue where Malakai Makaisson's long victory condition would not trigger due to a Legendary Battle not being counted towards the total count of battles completed
The player can no longer lose the Nemesis Crown to rebel armies, losing the crown altogether
The Nemesis Crown can no longer be picked up by a character leading an army that has been loaned to the player
Fixed the Infernal Castellan Chieftain missing the Increase Mobility skill
Fixed Tamurkhan's Long victory condition stating it requires 3 chieftain devoted battles, when it actually requires 6
Fixed an issue where Karl Franz was unable to confederate Balthasar Gelt's faction
Added Siege Attacker to Ice Witches mounted on Frost Wyrms
The Gunnery School building now unlocks one tier of Acclaim earlier when playing as Markus Wulfhart
Multiplayer battle lobbies now auto-add the correct number of player slots for the battle type selected, and auto-adding Ais in Skirmish vs. AI
Fixed the weapon profiles for the mount versions of Scourgerunner Chariots
Fixed an issue where when fighting Thorgrim Grudgebearer's quest battle "The Axe of Grimnir" in the Realm of Chaos campaign would result in the wrong battle type
The Khorne Unholy Manifestation "Call of Battle" can now be used on armies that are at sea
Fixed an issue where completing a long campaign victory and gaining an effect that increases Lord recruit rank, would not apply when replacing a Lord
Fixed an issue where Wood Elf skills intended to give bonuses to Spellsingers mounted on eagles were applying to Spellsingers mounted on unicorns
The Electoral Machination "Requisition" now fully replenishes the state troop units rather than adding 1 unit, as the pool size can be increased by Karl Franz's unique skill
Fixed an issue in Chokepoint Battle - High Peak Pass - Bretonnian Hills where defending players could deploy vanguard units in the attacker's deployment zone but could not place the same unit in their own To solve this issue the position of the attacker's guerilla deployment exclusion zone had to be inverted. Now both sides can correctly deploy their vanguard units within their respective deployment zones.
Fixed missing hard collision in a Bretonnia river crossing battle map
Fixed some Ethereal units not being set to the Ethereal ground type
Fixed Marauder recruitment cost reduction from Norscan Iron resources not applying properly
Improved the hard collision around the rocks in the Black Ark map (used in quest battles and domination battles)
Fixed an issue where barricades would give units a 10% ammunition replenish each time the unit docked to them
Fixed Ripperdactyl mount animation and hitbox being misaligned whilst flying
UI:
Fixed issues within the Warriors of Chaos red line skills that apply to rank 7 and above units where some Regiment of Renown units were affected twice
Fixed a number of effects that weren't applying to Giant Slayers
Fixed various issues with the Steam Tank portholes
Fixed issue where some UI elements could be dragged outside their intended position
Fixed the toggle overcast spells button displaying over the channel Winds of Magic UI
Fixed missing example Lord and Hero portraits in Overlay UI in battle
Fixed issue where clicking Esc when the Replace Lord menu was open would deselect the character, leaving the window open and making some features of the panel not work
Fixed hidden missions showing on army banners if the missions target was that character
Added the correct image to Conquest battle mode under options menu
Fixed error where Wood Elves 'Recruit Wild Spirits' marker on settlements opened tooltip about Raise the Dead instead
Fixed quest battle pins showing on top of characters if the character was in the same region as the quest pin
Fixed an issue where the Forge button would not always unlock for all Dwarf players in a multiplayer campaign
Fixed travel button for Oxyotl being active when he was recruiting even though he couldn't actually teleport
Fixed some effects not showing when hovering over the resource bar effect bundle tooltip
When playing as the Changeling, an icon now shows when an army is visible to enemy armies
Fixed an issue where the help pages panel would open behind the Elector Counts panel
Fixed some characters displaying with unit tiers
Fixed the help page for Tribal Confederation (Norsca) displaying the same paragraph twice
The help page button in the Recruit Wild Spirits panel (as Drycha) now correctly opens the Wild Spirits page
Fixed an issue where the help pages panel would open behind the Forge of Daith panel
Added the missing scripted objective in Rakarth's quest battle "Whip of Agony"
Fixed UI issue where resources required would overlap with building chain name
Fix auto unlocked skills not using the greyed out text when in the locked state
Fixed the enemy lord in Kayzk's Chieftain battle not displaying the correct portrait
Graphics/Animation:
Fixed issue where Chaos Lord is holding his axes with open hands while mounted on the Chaos Steed
Fixing a bug where Chaos Lord of Khorne would rotate 90 degrees while on his Chaos Steed during certain attack animations
Fixed a bug where Thorek and Thorgrim, on the Anvil of Doom mount, would stand up in a sitting position when selected on the Campaign map
Fixing bug where Herald of Nurgle on Palanquin mount has several missing animations
Fixed several missing animations in Campaign
Fixed bugs where Waywatchers & Hawkeyes of Drakira (Waywatchers) do not hold swords in their left hand during idle animations
Fixing a bug where the walk animations of the Forsaken of Tzeentch are not restarting seamlessly
Fixed various units not displaying stumps when dismembered:
Nasty Skulkers
Reaper Bolt Thrower
Amethyst Wizard
Festering Stooges (Exalted Plaguebearers) RoR
Chaos/Norsca Charioteers
Hellforged Host (Exalted Bloodletters) RoR
Spellweaver
Night Goblin Warboss
Fixed bug where the Herald of Slaanesh's leg rotates strangely during an idle animation when on a steed
Fixed some Be'lakor animations where he is holding a whip when he shouldn't
Fixed an issue where the two-handed hammer used by the Bretonnia Peasant Mob unit was not fully textured
Fixed combat ready animation issues on High Elves Spearman
Fixed an issue with jumping attack animations for Goblin variants
Resolved rendering issues with Sons of Ghorros (Centigor - Great Weapons) unit which would result in different model parts not being visible
Addressed some skin issues on LODs to ensure proper rendering LOD means "level of detail", and refers to the models and textures used for units depending on their distance from the camera. For example, units in the far distance will use less-defined models than units that are closer to the camera.
Fixed bug where Daemon Prince attack visual effects are played a few meters in front of him
Fixed a bug with Chaos Lord of Nurgle's sword, which had the wrong orientation
Empire Outriders are no longer missing their rifles on their back in idle and running animations
Added several missing Plagueridden on Palanquin mount animations
Fixed bug where Repanse on Suleman was not playing original WH2 idle animations
Fixed various animation issues with the Ripperdactyl mount
Morathi's animations on the campaign map now match her unique battle animations, and she now holds her sword when mounted on the campaign map
Audio:
Cathay War Drums will once again be audible on executing their abilities
Performance/Stability:
Fixed a crash that could occur when cancelling unit recruitment in Campaign
As always, we'd like to say a big thank you to everyone who submitted bug reports over in the CA Community. These reports go a long way in helping us shorten the gap between identifying an issue and resolving it, so if you run into any issues after updating to 5.1.3, please be sure to let us know in our dedicated bug reporting sub-forum.
If you caught our "What's Next?" video back in June you'll remember we mentioned smaller pieces of new content coming alongside our regular patching, and we're excited to announce that patch 5.2, which is currently targeting a late August release, will be the first to include some extra bits and pieces. We'll be sharing a blog in the coming weeks from Design Director Mitchell Heastie, who's been heading up this project, to tell you more about what you can expect.
Until then, we'll 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.
We've just rolled out Hotfix 5.1.2, addressing a number of issues identified in the wake of Patch 5.1.0 and Hotfix 5.1.1.
Here's what we've got today:
Fixed an issue where vassal income would significantly reduce after loading a save following the removal of a vassal due to endgame objectives. This was caused by the game subtracting the previous tribute from the income without resetting the tribute value, leading to repeated incorrect deductions. We missed this specific issue initially, but we believe this updated solution resolves all related problems.
Fixed an issue with the 'Continue Campaign' button in Launcher not continuing the campaign, and instead redirecting to the main game screen.
Fixed a crash that occurred when players overcast a spell while commanding a unit with multiple shot types in battle. This issue was identified and resolved thanks to detailed reports from our community forums!
Fixed the following abilities not affecting units that were not nearby when the battle began:
Rune of Stoicism
Ancestor Rune
Rune of Courage
Spirit Conduit (Hierotitan)
Fixed an issue when the general was removed from the military force, the unit would become a colonel and be treated by the UI like a hero rather than a normal unit.
Fixed an issue where river crossing battle maps would not trigger when fighting on river crossings or alongside rivers on the Immortal Empires campaign map.
Fixed rendering issues with Pistoliers unit which would result the rider model not being visible.
Fixed an issue where playing custom battles as Daemons of Chaos, using the Shadow Legion colour scheme, the army abilities would be missing.
Fixed plate armor opacity issues with several Empire units.
Fixed a bug when moving Thorek on Anvil mount in campaign, which would lead to his model tilting backwards during the move animation.
Explosive ammunition for Hochland Long Rifles no longer reduces penetration value from 1 to 0.
Tempest from the Lore of High Magic now matches its visual duration at 17 seconds for both regular and overcast.
Fixed an issue where Dark Elf buildings that reduce slave count only functioned correctly when constructed by the player. Captured settlements with pre-existing economic buildings did not reduce slave count until these buildings were upgraded or replaced. This fix ensures that the slave count reduction feature works as intended immediately upon acquiring such buildings.
Fixed a crash in multiplayer campaign games where completing the Changeling Cult building "Ravaging Host" in another player's settlement would cause the game to crash. This was due to a Lua error in the script that was meant to trigger a dilemma for the player upon discovering the cult.
Fixed some instances of skills that penalise enemy hero success chance instead being granted to the enemy, making them penalise your success chance.
Fixed issue where a placeholder icon would show on some Shadowy Dealing actions.
Fixed a bug where a military force with plague was able to get infected and lost its ability to use the switching plagues mechanic.
Fixing an audio issue with the Mechanical Steed mount which was not triggering surface appropriate footsteps.
After a long tug-of-war with his rot beast, Kayzk has finally recovered his blade, which he now wields in all its disgusting glory.
One player watching the Immortal Empires flyby will no longer block the other players' actions, sometimes causing desync.
Fixed an issue where the chance of a magic item dropping or being stolen was not being correctly modified by effects on Heroes embedded in the army.
The Black Staff item's bound power of darkness now matches regular power of darkness.
+0.3 winds per second.
+does equivalent self damage.
Added missing page-turning sound effects for Blue Scribes.
Fixed a bug where armies would get replenished to 100% after being defeated and sacked. Now they will be replenished only by the desired amount of 25%.
Added missing lava and portal sound effects to Bleeding Spire map.
Thanks for all of your bug reports and feedback, all of which have been extremely valuable in helping our teams investigate and resolve issues as quickly as possible! If you run into any issues after updating to 5.1.2, please be sure to report them in our dedicated bug reporting sub-forum.
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.
Today we're rolling out Hotfix 5.1.1, addressing a number of issues that have come to light since the launch of Patch 5.1, as well as some additional balancing.
Here's what we've got for you today:
General:
Fixed an issue where vassals did not provide income after reloading a save. Vassals will now correctly provide income as intended.
Fixed an issue where some unit faction colours were too dark, resulting in their base materials not rendering correctly. Notably affecting empire units.
Fixed rendering issues with Empire Outriders' guns which would result in either not rendering the gun or textures appearing weirdly.
Fixed an issue where Eldred's Guard weren't using the correct colours.
Fixed UI issue where Tower of Zharr district completions effects were missing.
Fixed lag in matchmade lobbies, and inability to change spell lores after locking in factions.
Increased the Stegadon armour piercing missile damage from 150 to 350, as originally intended.
Fixed Legendary Heroes not spawning if your faction capital is besieged, causing you to lose them in a given campaign.
Fixed required resource bar in Chaos Gifts panel showing incorrect state.
Fixed various character skills that were hidden from certain characters due to being overlapped by other skills.
Updated Arkhan the Black's lord select movie to include eye VFX.
Fixed an issue where Boris Todbringer was missing some skills in his skill tree.
Fixed a number of effects meant to apply to all Nurgle marked units not applying to Bile Trolls units.
Fixed an issue with the unique Dwarf Lord Mikael Leadstrong where his unit card would not display correctly.
Fixed the timer tooltip in Conquest battle mode showing the wrong winner/loser when the timer runs out.
In Realm of Chaos campaign, fixed an issue where armies would teleport if they marched over a Teleport Locus while retreating from a battle in the Tzeentch realm.
Removed the Mentor skill from the Legendary Heroes that had it. This was misleading in most cases where other Heroes gained experienced (e.g. Saytang the Watcher would give experience to Gate Master Heroes) and in some cases, there would be no characters to give experience to. This now makes it consistent across all Legendary Heroes, as some did not have this skill.
Fixed the counter on Book of Nagash showing the wrong values in multiplayer.
Fixed slight hang when opening multiplayer campaigns or battles if the player had a lot of multiplayer saves.
Fixed settlement label showing temporarily in between pre- and post-battle when autoresolving.
Moved the button to swap between lores to the left hand side of the spell UI to give more space to the overcast toggle button.
The Empire technology "Protection of the Patriarch" now also applies the ward save bonus to Battle Wizards that are part of garrisons.
The Wood Elf technology "Hukon, the Sunderer" now also affects the Enigmas of Ghyran (Zoats) Regiment of Renown unit.
The Altdorf College of Forbidden Magic and Altdorf Conclave of Forbidden Magic buildings for Vampire Counts now provide recruitment of the Mortis Engine and Terrorgheist units.
Fixed the growth element on horde armies disappearing when selecting a hero inside that army.
Improved the visuals of the Chaos Warhounds 2D porthole image.
Fixed path of glory contact effects showing placeholder text instead of the correct contact tooltip.
Fixed plague immunity icon on settlements not updating its tooltip on turn start.
Fixed issue where selecting Gotrek after Felix would make the empty rune slots disappear on Gotrek.
Fixed events showing in Mortuary Cult and Forge panels after crafting an item, causing the panel to disappear until the event was dismissed. Events will now only pop after the panel is closed by the player.
Fixed an issue in multiplayer campaigns where upon completing the mission to gain Karanak, the dilemma would appear for players rather than just the player completing the mission.
Character type restrictions on ancillaries and magic items tooltip now always show, instead of only showing when trying to equip on an invalid type. (When valid, the text will show yellow instead of red.)
Unit upgrades, such as the Wood Elf Aspect Upgrades, are now displayed in a consistent order.
The enemy Skaven undercities UI panel no longer goes offscreen when there are multiple entries.
Shadowy Dealings will now no longer discover your own Skaven undercities.
Cost requirements will now no longer show on horde buildings you have already constructed.
The "Warpstone Detonation" ability for Doom Flayer characters in Ikits Workshop no longer erroneously blasts targets with the "kill_self" phase from the Warpstone Detonation army ability, causing the user to instantly die.
Fixed a material error for Malekith on Seraphon that caused invisible wings.
Fixed a material error on the Knights of the Blazing Sun's shields.
Additional balancing:
Karanak:
Prey Of The Blood God
Damage per tick: 67 -> 33
Max number of uses: infinite -> 3
Karanak was intended to get roughly the effect of a spirit leech alongside his net. Currently his damage per tick is identical spirit leech but it lasts twice as long, we've normalized this.
Deepwood Scouts (Swiftshiver Shards):
Range 180 -> 155
Calibration distance 120 -> 100
At identical range to the regular deepwood scout arrows, swiftshiver shards outcompeted the regular arrows in every way, we're pushing this back a little to the midway point between the old and new value.
Warshrine of Tzeentch:
Giver of Arcane Glory:
Reserve winds generated per second at maximum intensity: 0.2 -> 0.15
Winds regeneration and reserve bonus only applies to the shrine itself. (No longer multiplies the bonuses to winds based on the number of nearby units.)
Mastery bonus still applies to all nearby allies.
While the dark gods are fickle, the gameplan we saw of players obliterating their own units with vortexes to kickstart an ultra rapid infinite mana engine wasn't quite intended. The intention is that your shrine itself is a generator that gets powered up by nearby deaths, not that nearby units become generators themselves, multiplying the payoff many times over. Keep your wizards close, and your forces close but not that close.
Modding:
Generated new up to date scripting documentation for modders including model hierarchy documentation. This can be found by heading to the Steam folder on your PC and navigating to 'steamapps\common\Total War WARHAMMER III\assembly_kit\documentation\script\script'.
Alongside the above points, we are temporarily removing the ‘Bordeleaux Landing’ map in order to make some improvements. In Patch 5.1.0 we added a number of new maps originating from some of those made by our top community map creators, and after discussion with the original creator of this map, we agreed that it was badly implemented on our part. Our aim is to bring Bordeleaux Landing back in line with the creator’s original vision, and look forward to re-introducing it in a future update. If you’d like to check out the original, you can do so here.
As always, thanks for your feedback and bug reports. Should you experience any issues after updating to 5.1.1 please remember to let us know over in our dedicated bug reporting sub-forum so we can get them logged and investigated.
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.