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Genre: Real Time Strategy (RTS), Strategy

Total War: Warhammer III

Steam Summer Sale Now On!




STEAM SUMMER SALE NOW ON!




The Steam Summer Sale is now on until 11th July! Grab big savings on a selection of Total War: WARHAMMER games and DLCs!

https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/

https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/

https://store.steampowered.com/app/364360/Total_War_WARHAMMER/

👉 Check out all the deals here 👈

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.

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Total War: WARHAMMER III - What's Next?

​Hey Folks,

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

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Patch 5.1 and Karanak OUT NOW!



Greetings everyone!

Patch 5.1 is live and Karanak is ready to join you on the battlefield! ⚔️ (Just don't forget the pats and treats)

👀 Find out how to claim Karanak here:

How to claim Karanak FAQ

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.

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Total War: WARHAMMER III - 5.1.0 Patch Notes



Greetings folks!

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.

Read Patch Notes 5.1.0

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.

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Karanak is coming to WARHAMMER III on June 25th!



Karanak picked up the scent! There's no more hiding... 🐕

Our latest free WARHAMMER III Legendary Hero slips his leash (leashes?) on June 25th!

Are you adding Karanak to your roster?

—The Total War Team

For the latest news and announcements, drop by our official social channels.

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Hotfix 5.0.5



Hey everyone,

We've got a couple of quick fixes for you today in Hotfix 5.0.5, focused on Black Arks.


  • Fixed an issue where executing the Sacrifice to Mathlann would unintentionally spawn multiple Black Arks, leading to spam. The fix ensures that characters are only added to the recruitment pool without spawning, preventing the spam.
  • Minor adjustments to AI-controlled Black Ark behaviour, improving end-turn performance.


We'll also be looking at adding further improvements to Black Arks in future updates to help them move more meaningfully within the AI framework.

Thanks for your ongoing feedback and bug reports. If you experience a bug or issue while playing, remember to report it over 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.

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Hotfix 5.0.4



UPDATE 04/06/24 @ 14:35 BST:
We're aware that the fix to Anvil of Doom melee attacks seems to have slipped through during the hotfix deployment, and are investigating. Thanks for your reports and patience while we look into it, and sorry for any confusion caused!


Greetings!

We've just rolled out Hotfix 5.0.4.

Here's what we've got today:


  • Confederating minor factions will no longer increase the cost of confederating Legendary Lords in the Great Book of Grudges
  • Fixed an issue where the Nurgle Plagues button could sometimes become permanently disabled in multiplayer campaigns
  • Fixed an issue preventing Anvil of Doom characters from performing melee attacks under certain circumstances
  • Added some missing VFX and audio to Thorek's Anvil of Doom melee attacks, including a fresh new effect where his anvil runes glow brighter when making a strike!
  • Made Malakai's gun a tiny bit less eager - it now fires its bullets in sequence instead of firing every bullet immediately on the first shot
  • Added audio to Malakai's third shot in his firing sequence
  • Fixed an issue where several different Legendary Heroes (I've got my eye on you, Ghoritch!) could spawn at a random character that did not belong to the player
  • Fixed health bar not filling correctly on unit information panel in campaign
  • Fixed an issue where Hero character names and icon outline did not match the player's colour
  • Fixed an issue in multiplayer campaigns where the Tomb Kings Mortuary Cult HUD button was locked if another player was Dwarfs
  • Fixed an issue where Chaos Lords of Nurgle and Chaos Sorcerer of Nurgle variants were missing their Nurgle Authority skills
  • Fixed the bandits caravan event not triggering
  • Fixed an issue where some generic combat skills in the Daemon Slayer's skill tree used the hero variants (three levels instead of two that lords usually require)
  • Fixed crash when loading a saved character in the army setup
  • Fixed an issue where horde factions could infinitely recruit capped units by creating and loading a save immediately after recruiting them


As always, thanks for your ongoing feedback and bug reports. We'll be back in the coming weeks with Patch 5.1. 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.

Steam Discussions X Facebook Instagram Discord

Skulls Sale now on until 31st May!



Warhammer's Skulls event is back with its annual Steam sale! 💀

Grab up to 75% off the Total War: WARHAMMER franchise and DLC until Friday, May 31st @ 10AM PST/6PM BST!

https://store.steampowered.com/app/364360/Total_War_WARHAMMER/

https://store.steampowered.com/app/594570/Total_War_WARHAMMER_II/

https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/

👉 Check out all the deals here 👈

🕙 Sale ends Friday 31st May @ 10AM PST/6PM BST



—The Total War Team

For the latest news and announcements, drop by our official social channels.

Steam Discussions X Facebook Instagram Discord

Free Legendary Hero Coming Soon: Karanak, the Hound of Vengeance!

Who let the dogs out? 🐶🐶🐶

Karanak, the three-headed Hound of Vengeance, is coming soon to Total War: WARHAMMER III as a free Legendary Hero!



—The Total War Team

For the latest news and announcements, drop by our official social channels.

Steam Discussions X Facebook Instagram Discord

Hotfix 5.0.3



Greetings!

We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!

Here's what we've got:

Age of Reckoning



We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle:


  • Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.
    • While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. We will continue to monitor the situation with the above change.

  • The second reward bracket (Skruff) no longer provides negative Control and Growth and the first reward bracket (Elgi) has had it's negatives slightly reduced. This should make the system feel less punishing if you only manage to reach the second bracket as it acts more like a neutral stage now.
  • Age of Reckonings and their subsequent rewards now last for 15 turns (from 10), however we have increased the percentage of grudges required from your local area each cycle to ensure it's still challenging.
  • Grudge targets now scale based on campaign difficulty.
  • We have squished the amount of grudges in the world along with how many grudges are gained by hostile actions, while this shouldn't create too much of a gameplay difference as the Grudge Targets will scale to match, it should make swings in Grudge Targets feel significantly less drastic.
  • Following the number squish, we've reduced the base cost of confederating to 7.5k settled grudges (From 15k)
  • Additional starting grudges have been added to the world (especially around the Darklands/Chaos Dwarfs)
  • We fixed an issue with sacking settlements not fully clearing the grudges from the target, allowing you to double dip.
    • This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).


We've also made the following adjustments to the Grudge Settler units and army rewards granted by the Age of Reckoning to smooth out its impact on the early and late game:


  • Base size of Grudge settler army has been changed from 15 -> 10
  • Added a further +3 grudge settler army size to the "Way of The Clans" technology (for a total of +5)
  • Added a further +2 grudge settler army size to Thorgrim's "High King" skill (for a total of +5)
  • The cap for maximum units reserved in your grudge settler unit pools has been reduced from 20 -> 2
  • The cap for grudge settler units in your army has been reduced from 5 -> 3
  • Added +1 to the unit cap in army to the warrior guild tech.
  • Added a further +1 to the unit cap in army to the Call Upon Oaths of Old tech (for a total of +2)
  • Grudge Settler units are no longer free to recruit.
  • Added -20% grudge settler unit recruitment cost to the warrior guild tech


Frost Wyrm Rescaling



As part of 5.0.3 we're making a pretty significant change to the Frost Wyrm by reducing its size by roughly a third. (See below)



Envisioned as a mid-tier fast mover, the Frost Wyrm was placed roughly in the brackets of large fast creatures like the Carnosaur, but the unit was also around the size of a Dread Saurian. We've heard your thoughts on the unit's performance since its release and concluded that the Frost Wyrm's concepted role and performance bracket was unworkable at its current size.

Size is an important balancing factor for our entity level simulations. Generally speaking, being larger exposes you to more potential attackers at the same time, owing to a larger attackable surface area, and so particularly large monsters must be paired with massive health pools, powerful defensive layers or dangerous abilities to survive. The Frost Wyrm was a mid-tier monster stuck in the body of a top-end supremacy-monster. Our reduction instead scales it similarly to a Carnosaur, compacting its stats into a less vulnerable package.

Additionally, we're making the following stat changes to the Frost Wyrm:


  • Armour: 80 -> 110
  • Bonus vs. Large: 0 -> 25
  • Max Entities Hit by Splash Attack: 6 -> 5 (this concentrates the weapon strength of the unit on fewer targets, improving its lethality)

Give the unit a spin and tell us what you think!

General Fixes




  • Fixed oneshot group vocalisations not triggering, particularly on unit selections and order responses ("Chosen of the Gods!" and all that good stuff)
  • Fixed 'Channel Magic!' always resulting in a loss of Winds of Magic. They say the house always wins but we're here to make that statement a bit less absolute.
  • Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon
  • Fixed an issue where certain plague symptoms could disappear/become unavailable when playing as Festus the Leechlord
  • Fixed an issue where Chaos Lords of Nurgle would not ascend to Daemon Princes when playing as Nurgle factions
  • Fixed an issue where Chaos Lords of Nurgle would not gain a trait when ascending to Daemon Princes
  • Pestigors now have 0 recruitment cost for Beastmen
  • Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
  • The Dwarf Dragon Slayer has found his unique axes stashed away under 2000 dead goblins and stopped stealing clothes from the Doomseekers. No wonder he's a Slayer.
  • Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
  • Fixed the effects provided by Miao Ying's quest item set
  • Balthasar Gelt's unique skill "Will of the Patriarch" now correctly increases Battle Wizard recruit rank
  • Fixed Chaos Sorcerer Lords and Heroes missing certain Marks of Chaos upgrades
  • Fixed the Gunnery School upgrade "Ballistics Plating" not functioning
  • Reverted oversight causing final transmutation to deal about a quarter the intended damage when not overcast
  • Fixed the Runesmith skill "Learned Intuition" having a lord's army scope instead of a hero's army scope.
  • Fixed an issue where some mounts could be stolen post-battle, sorry Bubebolos.
  • Fixed an issue that caused the Rot Beast to be available to all players, regardless of ownership. (Consider it a moldy, rotting taster.)
  • Fix reinforcement popup opening whenever the list of reinforcement updates.
  • The "Righteous Fury" skill shared by Warpriests and Arch Lector's now provides different effects.
    • For Arch Lectors:
      • Weapon Strength for flagellants: +10% -> +15%
      • Frenzy

    • For Warpriests:
      • Weapon strength for flagellants: Removed
      • Frenzy

  • Reduced the number of uses for the "Call of the Wild" amber college ability from 3 to 1.
  • The Beacon of Dawn Landmark now generates Slaanesh corruption for Morathi and the favoured corruption for all Daemon and Warriors of Chaos factions instead of always granting undivided corruption.
  • Fixed assembly_kit_example.pack presence in mods folder for Assembly Kit on Microsoft Store.
  • Cathay - fix Dragon Emperor's Wrath button notification still showing after the action has been performed
  • Fleshounds of Khorne were playing the wrong vocalisation tags, resulting in vocalisations cutting out - fixed
  • Fixed campaign conversational VO being able to trigger when multiple panels are open and one of them closes and also stopped the lord/hero panel that appears when selecting a lord/hero in campaign from blocking conversational VO
  • Fixed an issue where Gyrobombers were still being handled as single entities on the campaign, causing health inconsistencies.
  • Fixed an issue where the Lord Magistrate's unit card's colours were being tinted the wrong colour depending on your faction
  • Fixed an issue where unique herdstone settlements (Altdorf, Kislev etc.) weren't using the herdstone battle map when attacked
  • Fixed an issue where certain event feed notifications had a chance to cause a crash.
  • Fixed the tooltip in the Greenskin technology tree for Oglok the 'Orrible's trait displaying the wrong effects
  • Fixed an issue where Khalida's frontend poison attack benefit would simply state "phase name" when hovered over. Not very helpful, Khalida!
  • The Gate Master no longer misplaces his sword and shield when toggled into melee mode.
  • Added clearer collision impact sounds for land ship and steam tank
  • Where an effect applied only to Flamers and Exalted Flamers of Tzeentch (and sometimes Changebringers), it now always applies to Changebringers and Burning Chariots of Tzeentch as well
  • Fixed the portholes on dragon units being too zoomed in
  • Fixed an issue where mousing over spell lore selections in the custom battle menu would display the wrong text.
  • Reduced clipping of the chaos lord of Nurgle's arm and shield
  • Miners weapons are fixed ( now receiving blood properly )
  • Fixed some weapons that were appearing too blurred with TAA on.
  • Fixed the Gate Master and Exalted Hero of Tzeentch Heroes having the wrong "Mentor" skill
  • Beastment Rewards of dread will now always maintain the same original order instead of changing order based on the cost (this is to avoid an issue where sometimes the rewards will go on a third line instead of maintaining 2)
  • When playing a battle in multiplayer, battle speeds selected by the other players will now be highlighted.
  • Fixed an issue where confederated lords that had a loyalty rating (dark elves, skaven) would immediately drop to zero loyalty and rebel if confederated while that lord was in the pool or wounded
  • Fixed an issue where the Huntsman General's "Experienced Hunter" skill was giving regular empire archers upgraded crossbow bolts from crossbowmen instead of upgraded arrows.
  • Added modifier preview to buildings that provide factionwide resources (such as oathgold)
  • Mother Ostankya - fix curses showing in prebattle when reinforcing an ally instead of blessings
  • Individual entities will no longer attack while the unit is routing. This was particularly pronounced with Katarin on her sled.
  • Fix a placeholder army ability showing in multiplayer if one player takes control of daemon armies spawned from Malakai adventures
  • Fix funds field in multiplayer battles not being coloured red when the game version doesn't match
  • Fixed some abilities and attributes not being grouped together in the expanded view of the unit information panel
  • Fix war coordination button sometimes becoming active after a quest battle even when having no allies
  • Fix trade resources appearing as dy_resource after using the Slaanesh dominate mechanic in multiplayer
  • Fix mount icon in item set tooltip showing as weapon instead of the correct icon
  • Made Grom's Recipe UI top bar behave like it did in wh2, where it opens the panel when clicked
  • Fixed a rare crash caused by a lord gaining a mount while the army contains 21 units. (A rare occurrence itself, caused by armies which have lost their lord without replacing them yet recruiting up to fill all 20 slots with units before a replacement returns)
  • Fix some units in frontend lord selection not showing in the correct order
  • Fix selecting the 'show only unequipped item' checkbox in magic item panel and then switching to ancillary tab causing the ancillary tab to not filter out equipped items
  • Added diplomatic relations icon and tooltip to dilemma faction element, so it's easier to tell the relation with the faction from the dilemma (especially useful for dilemmas that give diplomatic relation)
  • Added stricter controls on rebel faction to prevent them generating invalid characters that can cause further issues.
  • Fixed Multiplayer Chaos Dwarf Ownership flag.
  • Fix chaos dwarfs technology notification appearing after all technologies have been researched
  • Fixed Skrag the Slaughterer has matched combat animation that leaves enemy body on battlefield
  • Fixed Vampire Coast Raise Dead marker not having a tooltip when attached to a settlement
  • Fix Visions of the Old Ones unit details tooltip appearing in an odd location that was causing parts of it to go out of screen
  • Fix corruption preview for agents entering a region not showing increased values from technologies


Battle Balance



Beastmen



Pestigors:

  • Recruitment Cost (SP): 650 -> 0

Gor Herd

  • Recruitment Cost (MP): 700 -> 600


Daemons of Chaos



Chaos Furies

  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250


Dwarfs



Malakai Makaisson

Malakai has had his missile weapon adjusted from a triple shot scattergun to a triple shot rifle, in order to maintain consistency with his lore.

  • Projectile number: 3 -> 1
  • Spread: 1 -> 3
  • Armour Piercing missile damage: 70 -> 100
  • Base missile damage: 30 -> 50
  • Penetration: 3 -> 4
  • Bullet Mass: 20 -> 25

Thunderbarge

  • Additional Hit Points: 12820 -> 11320
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20

The Spirit of Grungni

  • Additional Hit Points: 14840 -> 12340
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20

Flame Cannons

  • Effective Range: 200 -> 240

Grudge Throwers (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 700

Flame Cannons (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 1200
  • Upkeep Cost: 325 -> 300
  • Effective Range: 200 -> 240

Hammerers (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 1200

Irondrakes (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 700

Longbeards (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 750

Quarrellers (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 600

Slayers (Grudge Settlers)

  • Recruitment Cost (SP): 0 -> 900

Gyrobombers

  • Additional Hit Points: 812 -> 1054

Gyrocopters

  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 6 -> 8
  • Armour Piercing Missile Damage: 16 -> 18
  • Miniminum Range: 10 -> 0

Gyrocopters (Brimstone Guns)

  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 12 -> 14
  • Armour Piercing Missile Damage: 2 -> 4
  • Miniminum Range: 10 -> 0

Gyrocopters (Trollhammers (Grudge Settlers))

  • Recruitment Cost (MP): 800 -> 1000
  • Recruitment Cost (SP): 0 -> 1000
  • Upkeep Cost: 200 -> 250
  • Additional Hit Points: 312 -> 346
  • Miniminum Range: 10 -> 0


Empire



Hochland Long Rifles

  • Recruitment Cost (MP): 850 -> 900
  • Recruitment Cost (SP): 850 -> 900
  • Upkeep Cost: 213 -> 225

Nuln Ironsides

  • Recruitment Cost (MP): 950 -> 875
  • Recruitment Cost (SP): 950 -> 875
  • Upkeep Cost: 238 -> 218

Amethyst Ironsides

  • Recruitment Cost (MP): 1250 -> 1075


Khorne



Chaos Furies (Khorne)

  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250


Nurgle



Toad Dragon

  • Recruitment Cost (MP): 2400 -> 2100
  • Recruitment Cost (SP): 2400 -> 2100
  • Upkeep Cost: 600 -> 525
  • Morale: 85 -> 75
  • Turn Speed: 60 -> 90

Chaos Furies (Nurgle)
Number of Entities: 40 -> 60

  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250


Slaanesh



Chaos Furies (Slaanesh)

  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250


Tzeentch



Chaos Furies (Tzeentch)

  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250


Campaign Only



Obsinite Gyrocopters

  • Additional Hit Points: 330 -> 366
  • Base Missile Damage: 18 -> 10
  • Armour Piercing Missile Damage: 8 -> 20
  • Miniminum Range: 10 -> 0
  • Projectile Velocity: 45 -> 60
  • Base Reload Time (Seconds): 9 -> 8
  • Calibration Area: 13 -> 3
  • Projectile Mass: 3 -> 4


Warriors of Chaos



Chaos Sorcerer Lord of Nurgle (Death)

  • Additional Hit Points: 4622 -> 4180

Chaos Sorcerer Lord of Nurgle (Death) [Mount: Chaos Steed]

  • Additional Hit Points: 4960 -> 4708

Chaos Sorcerer Lord of Nurgle (Nurgle)

  • Additional Hit Points: 4622 -> 4180

Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Chaos Steed]

  • Additional Hit Points: 4960 -> 4708

Chaos Sorcerer Lord of Nurgle (Death) [Mount: Rot Beast]

  • Additional Hit Points: 5786 -> 5486

Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Rot Beast]

  • Additional Hit Points: 5786 -> 5486


Abilities



Army Abilities



Call of the Wild

  • Number of Uses: 3 -> 1


Character Abilities



Hurricane of Death

  • Recharge Time (Seconds): 90 -> 120
  • Initial Recharge Time (Seconds): 90 -> 120
  • Delay until damage is dealt (Seconds): 0 -> 1

Mistwalkers’ Barrage
S

  • pread: 0 -> 10

Feast of the Maggot Lord

  • Target Intercept Range: 100 -> 30


Spells



Soul Stealer

  • Winds of Magic Cost: 16 -> 18

The Fate of Bjuna

  • Active Time (Seconds): 20 -> 18

Traitor-Kin Upgraded
Phase Stats:

  • Direct Damage Amount: 133 -> 100

The Dwellers Below

  • Armour Piercing Vortex Damage: 1 -> 4
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20

Dwellers below and its upgrade's performance was too volatile after our previous round of changes. So we've elected to return its damage application to a more standard vortex arrangement, but leave the new randomized flailing branches imparting forces for spectacle.

The Dwellers Below Upgraded

  • Armour Piercing Vortex Damage: 4 -> 6
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20
  • Expansion Speed (Per Second): 40 -> -20

The Fate of Bjuna

  • Active Time (Seconds): 20 -> 18

Final Transmutation
Phase Stats:

  • Direct Damage Amount: 33 -> 133
    • This is a reversion to the accidental overwrite of this in 5.0



Unit Abilities



Coruscating Blast

  • Base Missile Damage: 75 -> 50
  • Armour Piercing Missile Damage: 175 -> 125
  • Radius: 5 -> 4

Spear of Grungni

  • Base Explosion Damage: 75 -> 15
  • Armour Piercing Explosion Damage: 15 -> 75

Thunderburner

  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: ~50 per second -> ~150 per second

Thunderburner Upgraded

  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: 0 -> ~50 per second

Whirlwind of Death

  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100

Whirlwind of Death Upgraded
Duration (Seconds): 6 -> 4

  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200

Endless Whirlwind of Death

  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100

Endless Whirlwind of Death Upgraded

  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200


Once again, thank you all for your bug fixes and feedback since the release of 5.0 and Thrones of Decay. As always, please keep talking to us about your experiences over in the CA Community or the Total War Discord server, and keep reporting your bugs over in our dedicated bug report 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.

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