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.
Whether you're a Total War: WARHAMMER veteran or want to complete your collection of Total War historical titles, this is the perfect opportunity to grab the ones you're missing!
🕙 Sale ends Thursday 11th July @ 11AM PT/6PM BST
For the latest news and announcements, don't forget to visit our official social channels.
As revealed only a few short weeks ago, our next DLC for Total War: WARHAMMER III brings Khorne, Ogre Kingdoms, and Orcs & Goblins to the centre stage.
Today we’re thrilled to be sharing more insight into what you can expect when this content releases at the end of 2024, the Legendary Lords that are set to lead each faction (alongside some sneak peeks at a couple of key units), and how we’re using this time between now and the launch of this DLC to cast our eyes back onto the core game experience and to ask ourselves, and you, what changes and experiences we can bring to that.
Watch the full conversation with Senior Community Manager Steve Coleman, Senior Game Director Rich Aldridge, alongside DLC Lead designer Sean Macdonald, and Associate Game Director Victor Dosev right here 👇 👀
As talked about by Rich in this Development Update, our next DLC takes place entirely within Immortal Empires, and won’t feature a new campaign for The Realm of Chaos. We’ll continue to support campaigns in The Realm of Chaos regardless in our updates and hotfixes, ensuring that the experience is always fun, balanced, and available to old and new players alike, but we wanted to make sure everyone understood our direction for the game moving forward.
It’s also been a while since we talked to you so directly in this style of content, so please do share your thoughts and feedback on the format of videos like this too as we’d love to hear from you, and love to keep showing up on your screens just like this in the future.
We’ll return in the late summer with another development update from the teams, letting you know how we’re getting on with our work and to lift the curtain some more on the work we have in progress.
Meanwhile, we’ve just launched Update 5.1 for all players, bringing best boi Karanak to the roster alongside a tonne of fixes, balance passes, and improvements to the game. In the coming weeks, we’re looking to release a Hotfix to help tidy up a few latent issues we’ve spotted since the Update went live, and we’ll keep you updated on future our releases as we roll out each one.
We’re otherwise especially keen to hear how you’re feeling about today’s news, so please do join us over on the Official Total War Discord, and the Total War Forums to share your feedback, and pose all-new questions for us to look at answering in the future.
See you on the battlefields, Freeman // Head of Community
For the latest news and announcements, drop by our official social channels.
We've also made some amendments to yesterday's patch notes, with a couple of extra items and some tweaks to the abilities sections to make the changes clearer - for those who missed them yesterday, you can read the full list in our Patch Notes 5.1.0 blog post.
We'll be back soon with more news, so 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.
Patch 5.1 is finally upon us, arriving Tuesday 25th June, and with it comes the baddest good boy there ever was - Karanak, the three-headed Hound of Vengeance - as a FREE Legendendary Hero!
In anticipation of tomorrow's release, you can now check out the full list of changes coming in Patch 5.1.0 in our comprehensive Patch Notes.
Following the release of Update 5.1 tomorrow (we're expecting to release this at 11AM BST, Tuesday 25th June), look forward to us returning to you this Wednesday with a look at What's Next in Total War: WARHAMMER III. We're excited to share with you all more news about our next Update, and to give some more detail around the additions we're making to Khorne, Ogres, and Greenskins.
Until then, we'll see you on the battlefield! (Karanak says woof woof woof)
—The Total War Team
For the latest news and announcements, drop by our official social channels.