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rejected creative assemblyTotal War: Warhammer IIIupdate 2.2.0 with patch notes.
There's a lot to unbox this time around, including a new unit pack and lots of balancing and updates to all races and gameplay.
- FURTHER:FINAL FANTASY XIV ONLINE UPDATE 6.25 PATCH NOTES
Total War: Warhammer III | a bloody trailer
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Total War: Warhammer III | a bloody trailer
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key changes
There really is a lot to cover in this update to condense into a short paragraph, so here are some quick notes from Creative Assembly:
- Changes to settlements and garrisons to reduce the frequency of settlement battles.
- Added flavor to some of the special settlement garrisons, including Karak 8 Peaks, Black Pyramid, Skavenblight, and more, allowing them to use additional units.
- Rebalancing character experience, reducing the importance of victory types and focusing on destroying enemy units.
- Tune into the victory goals of various legendary lords, including those of the Lizardmen, High Elves, and the Empire.
- Added a game mode sharing option to ranked multiplayer, allowing you to join separate queues and giving you more control over your online experience.
- Adjustments to AI aggression, strategy, and overall game difficulty.
- Also, monsters invade the old world in the form of Regiment Renown III, and a new crisis at the end of the game brings ruin and death for all of them! Yes Yes…
Total War: Warhammer III Update 2.2.0 Patch Notes
The following Total War: Warhammer III Update 2.2.0 patch notes are taken from the official release.A total war blog:
REGIMENTS OF RENOWN III – Total War: Warhammer III Update 2.2.0 Patch Notes
In Update 2.2, we introduce our thirdRegiment of Renownunit pack, free to all WARHAMMER III players. Monsters make an appearance this month as we focus on some of the toughest units in our factions, blessed with a few extra nasty tricks that make them more powerful than ever!
Regiments of Renown III releases the following units:
GREEN GUARD – Terracotta Sentinel
BIG CATHAY
Centuries of silent sentinel duty on the edge of the Warpstone desert are interrupted by a stunning display of choreographed violence. Enemies stand little chance against the enchanted giant that towers over them.
- SKILL: Aura Redirection– Enemy units within range of the aura will have their projectiles redirected towards them.
- STATISTICAL PRIVILEGE:Increasemissile resistance
KHORNE'S BLOODY FIST- Sanguinario
KHORNE
Even by bloodthirsty standards, Bloody Fist stands out. With each savage but precise strike, he grows stronger, while his enemies are crushed in a bloody smear across the landscape.
- SPOSOBNOST: Goreshell: Krvoloka- Benefitsdamage resistancewhen near large enemy targets.
FROZEN HEART OF WINTER – ElementalBear
KISLEV
More than just a bear, this elemental creature has all the pride and fury of its besieged homeland distilled into its colossal, icy form.
- SKILL: Heart of Winter Magic (limited version)– Create an area thatdamage nearby enemiesover time.
UNCLE FURUNCLO – The Great Uncleanness
NURGLE
Those who have heard of Uncle Furuncle know to stay well out of his gassy belt, lest a flood of rotten filth descend on them from God knows where.
- SPOSOBNOST: Diluvio profanador (aktivno)– Uncle Boilheals himself while damaging enemiesaround him.
- SPELL UPDATE:Plaga Miasma → Spirit Sanguijuela
THE SNOW HORN OF MOURNING – Kameni rog
KINGDOM OF THE OGRES
Accustomed to living in the subpolar temperatures of Granite Teeth Graveyard, this distinctive Stonehorn knows how to use the icy cold to his advantage, bringing much more than weight to battle.
- SPOSOBNOST: ledena obrana (acción)– Stonehorn ganaincreased armorand projectile resistance, at the expense of a certain velocity.
- ABILITY: Freeze– Reduces the speed of enemies in this unithit the shock.
MARQUIS OF MASOCHISM – Keeper of secrets
SLAANESH
"I have such views to show you!"
- SKILL: Ease Fear (Passive)–regenerates healthbased on the amount of demoralized enemies around the Keeper of Secrets.
- SPELL UPDATE:Slaanesh's Whip → Phantasmagoria
- SPELL UPDATE:Docking → Debilitating Enemy
GOLDEN FAUCET OF THEURGY – Lord of Change
TZEENTCH
The mightiest of the Changer's Chosen confuses and seduces before swooping down to mercilessly and bloodily crush his enemies.
- ABILITY:increased armor(permanent gloss coat)
- SPELL UPDATE:Blue Fire of Tzeentch →Searing Rift
- SPELL UPDATE:Pink Fire of Tzeentch → Golden Hounds of Gehenna
SKAVEN ENDGAME CRISIS: VERMINTIDE
Skaven Undercity Erupts!
Buried deep below the surface, the Skaven extended their subterranean empire to the remotest corners of the old world. With Warpbombs ready to turn your settlements to ashes and hordes of vermin sprouting from the ground in the name of the Underfather, the willing factions must compete to wipe the major Skaven factions off the map and stop the Vermintids.
But be careful, because each Skaven clan that has not yet been killed makes the erupting sub-cities even deadlier.
Yes Yes…
STABILITY AND PERFORMANCE – Total War: Warhammer III Update 2.2.0 Patch Notes
General game performance and stability improvements.
- Fixed acrash at the end of the curvethis can happen when the default rebel faction is set to another faction that is left out of the campaign.
- Fixed a rare crash when characters started voice lines after a campaign battle.
GAMEPLAY – Total War: Warhammer III Update 2.2.0 Patch Notes
Below are the changes made to the game rules, AI, and other mechanics that determine how the game is played.
RULES, SYSTEMS AND GENERAL UPDATES
- how do they playthe events at the start of the campaign have been rewritten to cover key gameplay elements for each faction.
- Removed number of starting wars.between factions that were not their initial opponents. (This is unlikely to directly affect the player experience, but will improve performance for AI factions like the Daemon Prince.)
- Updated booster locationswithin settlements of various factions to prevent unwanted enemy behavior.
- Effects that increase the healing properties of the drops.they are no longer 100 times stronger than intended.
- Settlement and distributed towersits damage has been reduced to be consistent with WARHAMMER I and WARHAMMER II turrets.
- Whenruins of the colonization, now suffers a temporary Strength penalty instead of a large manpower loss.
- fixed someQuest items that provided magical attacks.even though the Legendary Lord has magic attacks by default.
- The problem where it is solvedKhaine's Sworddid not transfer correctly after battle if its owner died, resulting in it being equipped to another master/hero.
- The problem where it is solvedthe vassalized factions would lose objective perfectionafter reloading the save file.
- The problem where it is solvedthe results of an auto-resolve battle would changeafter loading quick save.
lid removed fortax revenue of a vassal. - The ultimate goals of victory in the final game.we now support vassal factions as an alternative to confederating or destroying them.
- Endgame scenariosnow automatically triggers research on all technologies for the respective factions.
- Freethe effect of upkeep on endgame scenario armiesit is now visible to the player.
- Cavalry Marauder VariantsIt will no longer fire autonomously in melee, although it is still possible to manually command a unit to fire (we are exploring other cases of units getting a lot of performance with similar behavior).
- Allied recruiting will now provideaccess to all units offered by the requested DLC (if owned). As before, there is a subset of units available to owners that are not DLC.
- added andincreased benefits for trade-oriented portsfrom Marienburg, Lothern, Erengrad and Bordeaux.
- Reduce campaign toWinds of Magicthe cost should now correctly affect cloud spells.
- Dragon Fang Bearersthey are now properly available to preferred WARHAMMER III factions.
We have implemented additional fixes for the examples.flying units that can occupy points, this time it affects:
- Mage (Fire) – Dragon Rider (High Elves)
- Phoenix Montiran (Teclis)
- Glade Kapetan – Eagle Mounted (Elfos Silvanos)
DEVELOPER NOTE:
Heblood bag incidentsregularly, everyone would fire between rounds 10 and 20. Given the length of most campaigns, this meant that about 20% of the battles in the campaign were fought at a completely different pace and balance than planned.
- Adjusted the timing of blood pack incidents so they are more evenly spaced.
- Reduced the duration of blood bag incidents to five turns.
EXPLOITATION ARRANGEMENTS
- Fixed a bug where certain WARHAMMER II Legendary Lords could be duplicated in a single campaign.
RACE AND BALANCE
IN GENERAL
- Any friendly outposts in Tomb King or Beastmen settlements will now grant +1 unit capacity to all units of that faction.
- Added missing UI tooltipsGiant spiders, wild bearsiwild polar bearsunits.
SKILLS
DEVELOPER NOTE:
In Update 2.0, we have significantly improved many units across all undead races. Combined with the change to percentage-based healing in Total War: WARHAMMER III, this significantly reduced the impact that Crumbling has on units whose leadership is broken. As a result, we're upping Crumbled's damage a bit to help clean up crumbling undead enemies.
DEMOLITION (Tomb Kings, Vampire Coast, Vampire Counts)
- Too much:10-21 → 14-28
CHANNELING AND WINDS OF RECHARGING MAGIC
Various races that lack the channeling stance now have their own unique method of restoring Winds of Magic.
BEASTMEN
It's hot after hours! This faction now benefits from a much higher Magical Winds replenishment over time.full moon events:
- +50% during the full moon
- +100% during lunar eclipse
- +150% during solar eclipse
Also, Beastmen now win+10 Magic Winds per turnwhen in aRaidcondition.
THE GREEN SKIN
- Based on your level of WAAAGH! in the integer fraction, profit -3/3/6/9 Winds of Magicby motion for all forces.
LIZARDS
- Like the rest of the Lizardmen race,Nakaiyou now have accessplumbingcondition.
NORSCA
- gain+10 Magic Winds per turnwhen in aRaidcondition.
- Allegiance to the Eagle now grants Winds of Magic a power ability.
VAMPIRE COAST
HeAn emblematic extensionThe Stance (only available at sea) now offers the following Magical Winds options:
- +20 Winds of Magicper turn (own army)
- +10 Winds of Magicby motion (forces within sphere of influence)
WOOD GOBS
- The main settlement of the Wood Elvesbuildings now grant3/6/9/12/15 Rezervat Magical Windsin turn to the local armies (after all, they are magical forests).
- Kidnapping of prisoners after the battle.the possibilities it offers now+5 Winds of Magic Reserve.
beastmen
DEVELOPER NOTE:
In this update, we will be increasing the multiplayer cost of all Chaos Spawn units for all races, as they have been the dominant unit due to their excellent mass and tank potential. In the case of Beastmen, they have significantly less damage than the other variants, so we made up for that.
In all fields,giantsthey were not a popular unit in any race or game mode despite the addition of missile resistance. We're giving them all-round support again - we've increased their armor and the power of their weapons to make them one of the toughest units in the game! They'll still be a massive, slow meta, so we think this should bring them into the meta without making them too oppressive.
minotaursthey are another unit that was bad, especially when Chaos Spawn takes up a similarly designed slot. For now, we're giving their hit points a boost: giving them more time to use their Bloodhreed passive. Combined with the cost reduction for multiplayer, we hope to encourage its inclusion in competitive builds.
GENERAL UPDATES
- Beasts are no longer unlocked.Dark Elf Portswhen lifting the Herdstone.
- They also don't use their home port anymore.Special Port Locations.
TAUROX BRASS BULL
- Taurox now wins+1 hitfrom the first battle fought for each move.
- The impulse will bethey no longer failafter the conclusion of the riot; only when Taurox fights another battle.
- Boost granted at the start of a new rampage:1 →3
CAMPAÑA
- Eye of the Gods (event):No longer targets an army that does not belong to the player's faction.
- Oak of centuries-old settlementswill now correctly provide a unique Herdstone build chain when busy.
BATTLES
- Fall of Man (battle mission):Karl Franz will now appear during the battle, as planned.
- Fall of Man (battle mission):The height of the introductory chamber has been updated.
UNITS
NET OF CHAOS (BEASTS)
- Weapon Base Damage:90 → 100
- Price for multiplayer:900 → 1000 gold
GIANT (BEASTMEN)
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- AP Weapon Damage:450 → 500
- Price for multiplayer:1500 → 1400 gold
MINOTAURS (SHIELDS)
- Hit Points:8.224 → 8.704
- Price for multiplayer:1250 → 1200 gold
MINOTAURS
- Hit Points:8.224 → 8.704
- Price for multiplayer:1250 → 1200 gold
MINOTAURS (BIG WEAPONS)
- Hit Points:8.224 → 8.704
- Price for multiplayer:1350 → 1200 gold
BUTCHERS OF KALKENGARD (MINOTAURS – SHIELDS)
- Hit Points:8.224 → 8.704
- Price for multiplayer:1700 → 1500 gold
SKILLS
FATHER RAVEN (Malagor)
- Now offers projectile resistance instead of projectile damage to your army, based on its WARHAMMER II effect.
TECHNOLOGY
BEASTMEN
- Technologies are now correctly labeled as "Challenges" in the search field.
Brittany
DEVELOPER NOTE:
In the 2.0 update, we changed the speeds of various cavalry formations. However, Bretonnia did not receive this treatment... until now! We'll be closely monitoring the progress of the fastest cavalry units, as well as your feedback as you get time to experiment with them in combat.
CAMPAÑA
- FixedBattle Pilgrim Unit Cardsit is not shown on buildings in Bretonnia.
- Arare soft closethat could occur during Bretonnian AI faction turns has been fixed.
- Fixed inaccessibility.Bretonnia brothel building.
- The quest for the witch Fay bymorgiannino ogledaloIt will no longer auto-complete when constructing any building in place of said Sorceress Tower.
- Fixed the initial Repanse quest forPierrea d'Ardenathe banner is not complete.
BATTLES
- Updated character abilities inChalice of Potions, Guardian of LyonesseiSword of Lyonessesearch battles.
- Gave entry to the disappeared armyRepanseov Marzo Lyonessequest battle, which means players can now complete it.
UNITS
chop chop! Update 2.2 brings the following speed improvements:
Bretons
- Running Speed (on Barded Warhorse mount):75 → 78
LYONESSE REPENTANCE
- Running Speed (at Mount Suleman):70 → 75
TRAVELING KNIGHTS
- Running speed:75 → 78
KNIGHTS OF THE KINGDOM
- Running speed:75 → 78
THE SEARCH OF THE KNIGHTS
- Running speed:75 → 78
KNIGHTS OF THE GRAIL
- Running speed:75 → 78
GUARDIANS OF THE GRAIL
- Running speed:70 → 75
SKILLS
SUMA OŠTRICA (Caballero Verde)
- Enhancement removed on
Basic damage in a pinch(because the Green Knight doesn't need it). - Duration:27 → 33 seconds
chaos demons
GENERAL UPDATES
- Hedemon princenow i can use my basic port in special port locations.
CAMPAÑA
Post-battle captivity options specific to the Daemon Prince deities now offer an additional effect on top of the Fame gain:
- Khorne:unit experience
- Nurgle:Replacement
- Slaanesh:Gracia
- Tzeentch:Winds of Magic
UNITS
RAGE OF CHAOS
- Price for multiplayer:600 → 550 gold
SKILLS
INDICATIVE MUTATIONS
- Now correctly applies its effects onChaos War Shrineunit.
dark elves
DEVELOPER NOTE:
a dark elfstealthe system seemed too passive, so we made things a bit more dynamic by removing the slave cap on smaller settlements. Players can now use global effects at the cost of their public order to target capacity, or instead have the settlement use around 100 slaves to keep their infrastructure bonuses active. Meanwhile, other settlements may maintain a lower capacity and only use slaves when maximum capacity is reached.
Once you get a chance to play with it, let us know what you think: is the system too punishing now, or is it still too passive?
GENERAL UPDATES
- Cleaned up redundant information from the help page regarding Dark Elf thrall mechanics.
SLAVES (dark elf racial mechanics)
- Reduced initial number of slaves:200 → 100
- Slave Rite Cost:400 → 800 gold
- Cost of the dictation:400 → 600(Open market), 200 → 400(elsewhere)
- Dictated Refrigeration (Open Market):5 → 0 revolutions
Various adjustments were made to the removal of slaves in relation to public order:
- IPublic order is uncertain, wavering or weak, the subordinate drain rate of buildings now increases to10%/25%/100%according.
Herobovski capacitythe brackets are also adjusted as follows:
- Level 1:0-500 → 0-800
- Level 2:501-5.000 → 801-2.000
- Level 3:5.001-10.000 → 2.001-5.000
- Level 4:10.001-20.000 → 5.001-10.000
- Level 5:20.001-50.000 → 10.001-100.000
CONSTRUCTION COSTS
- Construction costs have been changed.0/-2/-5/-7/-10 → -2/-5/-10/-15/-25
- Reduced build time per turn (instead of %) →0/-1/-2/-3/-4
- Public order has increased0/-1/-2/-3/-4 → -1/-2/-3/-4/-6
- % of aggregate income of all buildings→ 1/2/5/10/20
DOMAIN
The production increase command now has the following effects:
- Case:+25 → +50
- Arrival of slaves:+10% → +20%
Sacrifices for Khaine's slavethe effects have changed:
- Decrease of slaves:-30 → -50
THE WAY
- Now further reduce dictated slave costs by 10%.
BUILDINGS
INDUSTRY (CHAIN)
- Slave drain is now only active when up100 total slaves.
- Auxiliary Device Discharge Rate:-10/-20/-40 → -20/-40/-80
BLACK ARKS BUILDING SLAVES
- slaves added per turn→ 20.10.40
FARMA
- Provide half of your growth based on slave availability.
- Added a small increase in thrall capacity.→20/40/80
- Aggregate5%/10%/20%Increase the income of slaves in the region.
SMALLEST SETTLEMENT
- removed itslave capacity
LUCAS
- Slave drain is now only active when up100 total slaves.
- Auxiliary Device Discharge Rate:-8/-20/-50 → -10/-40/-100
PUBLIC ORDER
- Provide half of your public order based on the availability of slaves.
EDGE CONSTRUCTION
- Penalty added for public order and peace→-2/-4
- The capacity of goods has decreased.500-1.000 → 300-600
CAMPAÑA
- RakarthaAgony Scourgethe quest battle now correctly offers a Black Ark that can be recruited as a reward.
- here from MalusovA Gift for the Witch Kingnow gives experience to a crafted hero. The number of settlements in Malekith's faction is now displayed when performing a ritual.
- HeDark Elf Long Win Rewardnow gives +15% slave income.
- FixedLokhirbeing wrongly affected by devotion.
BATTLES
- Updated character abilities inKhaine's War Swordsearch battle.
SKILLS
- The problem where it is solvedkill heroismit would not always show itself in battle.
SKILLS
- FixedRakarthove strvine vranea skill that does not disable harpies' upkeep.
CHARACTERISTICS
- Morathi will get no moreIskvario SlaaneshCharacter trait.
TECHNOLOGY
- Morathi Fixed Technologiesruin festivalsiendless debaucheryspread the corruption of Chaos Undivided instead of the corruption of Slaanesh.
STAVKE
- Fixed Morathi quest item.Heartrender and the Dark Swordspreading the corruption of Chaos Undivided instead of the corruption of Slaanesh.
dwarves
GENERAL UPDATES
- Rebalanced the initial severity of some startupscomplaintsfor dwarven legendary lords.
- Solved the problem where is itseverity of angerit was rising much faster than anticipated.
- MovedBelegar's Vanguarddeployment benefit from your master effects to your faction effects.
- Dwarves no longer keep their crests after losing their minds (which, let's be honest, was quite the skill...)!
CAMPAÑA
- Dwarves no longer declare war on other AI dwarves duringresentment too farfinal scenario.
- The problem where it is solvedArticleit could not be equipped with dwarven runes.
- Thorgrim of the Grudge Keeperstarting engineer now also has its own unique starting traitKazador.
SKILLS
- Army added for the entire army.+20% chance to block projectilesManor of Belegar.
STAVKE
- Fixed an icon incorrectly claiming unique items in theForgecan be created multiple times.
Great Cathay
GENERAL UPDATES
- Unwanted cases resolved whereCathayan Yin i Yang zgradecould turn one into the other.
obaMiao Yin y Zhao MingThey no longer have access to active spells or abilities while in dragon form, with the exception of the following:
- dragon breath
- claws of the night
- around the storm
CAMPAÑA
- caravan meeting,A gift from India, will now only offer units that fit the caravan army's 20-unit limit (for example, if the army already has 20 units, no units will be offered).
SKILLS
- He fixed the Dragon EmperorCathayev gnjeva compass ability that does not cause exhaustion of enemy armies in the Immortal Realms.
- FURTHER:MINECRAFT BATMAN DLC RELEASE DATE AND CONTENT
greenskins
DEVELOPER NOTE:
Greenskins will also benefit fromdivisionlovers We will of course monitor progress and your feedback as we make additional changes.
GENERAL UPDATES
- When the AI Greenskin factionWow!completed, the event message will now display the respective faction and will only display if the player has encountered the faction through diplomacy.
CAMPAÑA
- Hepig dealerthe payout chain is now appropriately one big payout chain.
GRIMGOR IRONSKIN
- Grimgor Ironhide Quest ItemBloodforged Armorwill now assign to the AI correctly.
Grimgorsshort victoryhas undergone some changes to align with other short wins:
- Grimgor's Brief Victorydescriptionnow it is more precise.
- AggregateTower of Torment and Stone of Defianceregions to the region of Grimgor objectives short victory.
- Reduced Grimgor short win requirements6 → 5.
THUNDER BELLY
- Fixed Grom cooking ingredients not unlocking when completing a battle mission or when certain character types reach rank 15.
- Fixed Grom the Paunch's defeat function not applying.The reason for the panicattribute.
SHAREHOLDER
- Fixed Skarsnik's faction effect not applying.+100% experience for heroes.
- SkaršnikovaGreenskin Recruitmentthe build chain now starts at level 2.
WURZAG
- Fixed Wurrzag being able to recruit.Renowned Idol Gork Regimentat rank 2 instead of rank 30.
UNITS
DIVOVSKI
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- Armor Piercing Weapon Damage:450 → 500
- Price for multiplayer:1500 → 1400 gold
GOBLIN WOLF CARRIAGE
- Missiles:2 → 1
- Hethieving bitch(RoR – Wolf Chariot) unit now correctly hasmosquito, as opposed to the deprecated and non-functional attribute.
high elves
DEVELOPER NOTE:
While still capable in the campaign, the High Elves have been criticized for their overall poor performance in multiplayer, despite a number of additions introduced in 2.0. Therefore, we are implementing a massive multiplayer cost reduction for all units for ranged and elite units. This will allow the High Elves to bring more troops into multiplayer battles, significantly increasing their overall power level and map presence.
we also addmartial masteryHoeth Swordmasters and Loremasters. As some of the best fighters on the High Elf roster, we feel this is an appropriate buff not only for performance reasons, but also for thematic reasons.
GENERAL UPDATES
- Fixed some text in Athel Tamarha's dashboard where the phrase "Updates Available" was cut off by an ellipsis for multiple languages.
CAMPAÑA
- Legendary Lord quests that award unique items will now award Sidekicks if the quest is cancelled.
- High Elf Noble's Gain influence agent action now grants influence over time, just like in WARHAMMER II.
- Where is the problem solved?cult of pleasurefail to get proper elven building, remove garrison.
ALITH ANAR
- Alith Anar will now get ashadow mageat the start of the campaign.
- Also, their starting position has been changed - starting in Karondu Kar made it hard to think convincingly, so now they are camped inmonoliths.
ELTHARION THE DEADLY
- Eltharion's long-term goals no longer mimic those of other high elves. Instead, he will have to deal with his rival Thunder Belly, make sure Tor Yvresse is in good hands, and deal with other nearby Greenskins and key Skaven threats.
- greater powerEltharion's Second Starting Armyand changed his master to an archmage with a custom trait.
- Added unit capacity for Mistwalker unitsto the main building of the Tor Yvresse settlement and removed the ability to build a Mist Walker building in this settlement.
- EltharionovaThe Mist Walker's DilemmaWill no longer trigger for Legendary Lords that Confederate.
IMRIK
- Imrik's victory objectives have undergone minor changes to better fit his starting position. Instead of migrating back to Ulthuan, he must now face all the dragons and destroy the nearby major factions of Skaven, Chaos, and Greenskin.
- The problem where Imrik is is solved.dragon encounter marksthey would not produce a generic army of dragons to fight against.
- Clicking on Imrikovdragon encounter buttonwill no longer move the camera to the bottom left corner of the map.
TECLIS
- teacupsinitial positionhe was changed, emerging from the jungle and reclaiming the Fortress of Dawn for the High Elves.
- They arewinning goalshe saw minor changes to better suit his new starting position: he now needs to gain control of most of the elven colonies, rather than taking full control of Ulthuan.
BATTLES
- Updated the character model in the Talisman of Hoeth quest battle.
- assignedcorrect deployment positionsfor the search battle of Lamoureux.
- Reinforcement armies rotated to better match their WARHAMMER II entry locations inShackolot Dragon Battle.
- updated map forCaledor Armorintro camera repair battle quest.
UNITS
SAGITTARIUS
- Price for multiplayer:475 → 450 gold
ARCHERS (LIGHT ARMOR)
- Price for multiplayer:525 → 475 gold
ELLYRIAN PUNCHES
- Price for multiplayer:700 → 600 gold
EVERQUEEN'S COURT GUARD (AVELORN'S SISTERS)
- Price for multiplayer:1400 → 1300 gold
ELLYRIAN PUNCHES
- Price for multiplayer:900 → 800 gold
PHOENIX GUARD
- Price for multiplayer:1650 → 1500 gold
LOREMAISTER POR HOETH
- passive ability:
martial power→ Martial Mastery
LOTHERN MARINE GUARD
- Price for multiplayer:650 → 600 gold
MARINE GUARD SERVICE (SHIELDS)
- Price for multiplayer:750 → 700 gold
THE PHOENIX GUARDS
- Price for multiplayer:1400 → 1300 gold
SHADOWCATCHER
- Price for multiplayer:1100 → 1000 gold
SWORDS OF HOETH
- passive ability:
martial power→ Martial Mastery - Price for multiplayer:1250 → 1300 gold
CLAWS OF TOR CALEDA (ARCHERS – LIGHT ARMOR)
- Price for multiplayer:800 → 675 gold
FIRE (DRAGON PRINCE)
- Price for multiplayer:1850 → 1800 gold
GRAY (SHADOW WARRIORS)
- Price for multiplayer:1150 → 1050 gold
PUREMANA COMPANY (WHITE LIONS OF CHRIST)
- Price for multiplayer:1100 → 1000 gold
DESCENDANTS OF MATHLANN (LANCERS)
- Price for multiplayer:850 → 800 gold
STORM RIDERS (LOTHERN SEA GUARD)
- Price for multiplayer:850->800 oro
CHARACTERISTICS
- a high elfInfluence Characteristicshave been rebalanced, bringing underdogs even and reducing some outliers, while some effects have been adjusted to take advantage of new capabilities introduced in WARHAMMER III.
- Fixed the Lord of Alith Anar function not reducing the upkeep of Shadow Warriors.
TECHNOLOGY
- The units that were missing from the High Elf tech tree from the Warden & the Paunch DLC have been returned.
STAVKE
- Teclis quest requirements have been changed.Hoeth's Scrolla quest item to defeat the Tzeentch army instead of the dark elf army.
Khorne
DEVELOPER NOTE:
While the Khorne perform very well in the campaign, their units are often too expensive in a multiplayer setting, even when considering their high power levels designed to make up for the race's lack of magic. As such, we're lowering the multiplayer costs of Khorne's most elite units to allow them to shine in multiplayer.
At the same time,Izrod Khorneaweaker compared to their counterparts, so we increased their armor very slightly.Khorne Minotaurswill receive a significant cost reduction for multiplayer, as well as matching the hit point benefits of the Beastmen variants. This should make them a more attractive option in all game modes.
HeKhorne's Chaos Shrinesthey have a similar issue: their Furious Glory Giver ability is much weaker than the others, so we're increasing the maximum buffs they can offer. Also, we are putting a multiplayer cap of 1 on all Chaos Shrines as we would like it to be a support unit rather than the main parts of the army.
Chaos Knights underperformed in multiplayer for all races, so we are lowering its price globally for multiplayer.
GENERAL UPDATES
- HeChariot of the Gorezvieri of Khornenow uses the correct Daemonic Glory panel icon.
- Fixed Khorne blood hosts being counted for supply line calculations.
- Fixed Skullcrusher Leaderthe grace of chaosit only applies to the character instead of all Skullcrushers in the army.
CAMPAÑA
- Skarbrand's short reward for winning Immortal Empires (Winds of Magic) has been replaced with a chainsword.
UNITS
THE MAN OF BLOOD
- Price for multiplayer:2200 → 2000 gold
KAOSA Knights of KHORNE
- Price for multiplayer:1500 → 1400 gold
CHAOS KNIGHTS OF KHORNEA (SPEAR)
- Price for multiplayer:1600 → 1500 gold
KHORNE SANCTUARY OF CHAOS
- multiplayer limit:2 → 1
CHOSEN OF KHORNE (DUAL WEAPONS)
- Price for multiplayer:1650 → 1500 gold
DEMON PRINCIPLE (KHORNE)
- Price for multiplayer:2,550 → 2,100 gold
KNIGHTS OF THE BRASS THRONE (SKULL CRUSHERS OF KHORNE)
- Price for multiplayer:2200 → 1900 gold
MINOTAURI KHORNEA
- Hit Points:8.224 → 8.704
- Price for multiplayer:1450 → 1300 gold
KHORNEA MINOTAURS (BIG ARMS)
- Hit Points:8.224 → 8.704
- Price for multiplayer:1550 → 1300 gold
Khorne Skullcrusher
- Price for multiplayer:1800 → 1700 gold
MILK OF THE SOUL (KHORNE)
- Price for multiplayer:1900 → 1750 gold
SPAVN DE KHORN
- Armor:20 → 30
- Price for multiplayer:1000 → 1100 gold
SKILLS
GIVER OF FURIOUS GLORY (KHORNE'S SANCTUARY OF CHAOS)
- Basic Weapon Max Damage Effect:+5% → +15%
- Max Weapon Damage AP Effect:+5% → +15%
ROG KHORNEA
- Now play the correct sound.
THE FLASH CLOAK (BLOODWATERS OF KHORNEA)
- now providesweakness against fireinsteadreducing fire resistance.
STAVKE
- Khorne factions can no longer winChrome book Auxiliary book.
Kislev
GENERAL UPDATES
- supersededBeautifulsthief huntersin Catherine's two initial enemy armies.
- Aggregatea sleighilittle Gromto the special building Erengrad Frosthome.
- Reduced cost of Erengrad port of2,000/4,000/6,000/8,000/10,000 → 500/1,000/2,000/4,000/6,000 gold.
- Fixedcampaign clearance imagesso that the Southern Oblast region is correctly displayed as Kislev.
TECHNOLOGY
- Katarin now starts withIcing Technologyalready unlocked, allowing faster accessIce field training mechanic.
- ChangeKislev Technologiesthat require settlement ownership to allow allies/vassals to also own settlements.
STAVKE
- Description of tools to acquire Katarina's unique weapon,icy canine, has been updated to better reflect how to obtain it.
lizards
DEVELOPER NOTE:
Lizardmen is working great since the changes we made in 2.0. We'll keep an eye on them as we consider further adjustments for roster diversity; keep coming comments!
For now, we're just adding cooldowns to Lord Kroak's Release of Itz spells, as they are extremely powerful and should be within our spell system guidelines regardless.
GENERAL UPDATES
- Fixed a bug where ismonument alignmentThe order ensured a global reduction in construction time instead of a provincial one.
- Nakai no longer zooms in too much in the character details panel.
- Fixed a broken visual link in Nakai's tech tree.
- Fixed an issue where Coatla units could not be recruited if you owned the Silence & the Fury DLC but not the Prophet & the Warlock DLC.
CAMPAÑA
TIQ'TAQ'TO
- Tiq'taq'to will now receive askink bosswith a unique feature at the beginning of the campaign.
KROQ-GAR
- Kroj-Garovlong winning goalsThey no longer target Lustri, and instead focus on taking out nearby forces of destruction and chaos, as well as making sure nearby junglers are in good hands.
- They areshort winning goalsthey have been modified a bit to better fit their starting position.
- Fixed an issue where leveling or looting a Skaven settlement does not count towards Gor-rokovoMaza de Ulumaklook for.
NAKAI
- de Nakailong winning goalsthey are now mainly focused on dealing with the servants of darkness in the east, with the exception of the Pestilens clan in Lustria.
- If Clan Pestilens is still alive after Nakai achieves his brief victory, he will be faced with a dilemma that will allow him to establish a roving army to aid the lizardmen in Lustria.
- total addedold man's favorvalue for the Nakai Temples of the Ancients plaque.
- Removed duplicate experience effect onNakai Sentinel Hallbuilding.
OXIOTL
- fixed oxyotlsvisions of the ancientscreating extremely strong enemy armies early in the game.
- fixed oxyotlsteleportation cooldownNow limited to teleporting once per turn.
- Oxyotlovlong winno longer points to Lustria. Instead, it requires completing25 medium/hard visions of the Ancientsquests (previously Oxyotl's short win condition prior to 2.2).
- Oxyotlovshort victorythe objective, to complete medium/hard level Visions of the Old Ones quests, has been reduced25 →6.
SPELLS
ITZA LIBERATION (Lord Croak)
These spells now have a cooldown of:
- Level 1:0 → 15 seconds
- Level 2:0 → 20 seconds
- Level 3:0 → 25 seconds
Norsca
DEVELOPER NOTE:
This time Norsca receives only a few minor changes.Hielo wolvesin particular, they performed significantly worse than Flesh Hounds, even though they were in a similar cost range. As such, we're improving his combat performance and slightly lowering his multiplayer costs.
In addition, we also increased the front end a bit.Norscanichaos trollUnits: Matches the Greenskins variant and allows them to stay in combat a bit longer. We are also lowering the multiplayer cost tax on the more difficult Troll variants.
GENERAL UPDATES
- Removed secondary building requirements for all units.
- Unlocks moved tocar unitsLancu Smith.
SMITH CHAIN EFFECTS
- Reduction of labor costs:5%/10%/15%
- Local employment capacity:1/2/2
- Overall employability:0/0/1
CHAIN EFFECTS OFFER
- Rookie Rank:1/2
- Unit XP Gain:50/100
- Accident replacement:5%/10%
NORSCAN INCOME CHANGE
- Infrastructure:100/200/300 → 50/100/150 gold
- Of the buildings in the settlement:40/80/120/160/200 →20/40/60/80/100zlato
- The connections are not changed.
CAMPAÑA
DEVELOPER NOTE:
We can see that players are enjoying Norsca now, although there have been a lot of comments about the simplicity of its campaign. We want to maintain their pattern of naval expansion and strong focus on naval operations, so we've reduced their land economy. This should also put a bit more emphasis on devoting destruction to the gods without preventing players from building a bit of static economy where needed.
- Fixed Norsca's position on the map.Monster hunting mission battles.
- Skeggi's settlements in southern Naggarond were withdrawn and returned to neighboring Dark Elf factions.
UNITS
BAG BEASTS (NORDIC WAR DOGS)
- Price for multiplayer:700 → 600
NORSCAN DIVISION
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- AP Weapon Damage:450 → 500
- Price for multiplayer:1500 → 1400 gold
NORSCAN ICE WOLVES
- Rose Attack:26 → 30
- Weapon Base Damage:29 → 32
- Armor Piercing Weapon Damage:13 → 16
- Price for multiplayer:650 → 600 gold
NORSCAN ICE TROLLS
- Management:40 → 45
- Price for multiplayer:950 → 900 gold
TROLLS THE NORSKANSKI
- Management:40 → 45
war mammoth
- Fixed incorrect bulk placement.
SKILLS
- Throggovaking of trollsThe ability now applies effects as intended.
Nurgle
DEVELOPER NOTE:
In this multiplayer update for Nurgle, we create yoursChaos Shrinesmore expensive for signs while encouraging inclusionelite monstersiChaos Knightsand when.
GENERAL UPDATES
- Plagueeffects that were designed to increase enemy siege depletion no longer reduce it.
UNITS
BILIOUS THUNDERGRUFF (CHAOS GIANT)
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- Armor Piercing Weapon Damage:450 → 500
NURGLE CULTISTA
- Chaos Warshrine (Mount) Multiplayer Price:800 → 1000 gold
DEMON START (NURGLE)
- Price for multiplayer:2,550 → 2,100 gold
THE NURGLE CHAOS KNIGHTS
- Price for multiplayer:1500 → 1400 gold
NURGLE OF THE KNIGHTS OF CHAOS (SPEARS)
- Price for multiplayer:1600 → 1500 gold
NURGLE SANCTUARY OF CHAOSIC WAR
- multiplayer limit:2 → 1
THE GREAT IMPURE
- Price for multiplayer:2000 → 1800 oro
MILK OF THE SOUL (NURGLE)
- Price for multiplayer:1900 → 1750 gold
SPAVN DE NURGLE
- Price for multiplayer:1000 → 1100 gold
SKILLS
CHILDREN OF NURGLE (PASSIVE)
- It is no longer used in the game.
ogre kingdoms
DEVELOPER NOTE:
In Update 2.0, we went too far by reducing the capture difficulty of all Ogre infantry to 3 in Domination mode, similar to other monstrous infantry. Since this race does not have access to non-expendable regular troops, we will make an exception to upgrade their control capabilities with other races.
CAMPAÑA
- Finding the outdoors and the Myrmidens sea breeze a little too overwhelming,Skrag the Slaughterhousestarting position is updated to more known (and narrow) tunnelsKarak-Angazhar.
BATTLES
- Improved the attacking AI's ability to break down settlement walls.
UNITS
DIVOVSKI
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- Piercing Weapon Damage:450 → 500
- Price for multiplayer:1500 → 1400 gold
MONSTER INFANTRY UNITS
- Dominance Leverage Difficulty:3 → 5
MONSTER ROCKET INFANTRY UNITS
- Dominance Leverage Difficulty:3 → 5
TECHNOLOGY
PLATO SKY-TITAN
- now the daycamp limit +1for each level 5 camp built.
Skaven
DEVELOPER NOTE:
Massa Skavenfatal wheelsA kick was needed, especially since similar cars are much heavier. This should allow them to get through the walking crowd more easily, while ensuring they can still be surrounded and captured.
GENERAL UPDATES
- expert engineerHeroes again experience a 10-turn cooldown when establishing Sub-Cities.
- Added missing settlement icons for resources and strategic locations forcrooked mountain.
- Improved the Skaven AI build to reduce the number of Skavenslave armies (especially for the Eshin clan).
- Where is the problem solved?plague priestof the Pestilent scheme did not spread plagues in the settlements.
FACTION UPDATES AND LORDS EFFECTS
DEVELOPER NOTE:
We continue to iterate on the effects of Faction and Lord of the Elder Lords. The goal is to ensure that each character has their own thematic playstyle that incorporates all the new mechanics and systems added since their original introduction.
QUEEK BOSS
DEVELOPER NOTE:
Clan Mors are known for their non-Skaven-like loyalty, so we're representing this by giving Queek access to cheaper, more common uses of Menace Below, as well as cheaper Clanrats and Stormvermin.
The following changes have been made to faction effects:
- -2 Loyalty for gray psychics.
- Queek no longer steals a percentage of XP from other Lords.
- Cost of food reduced by33%to use Threat Down.
- Players can now purchase up to+5 additional threat uses belowbefore the battle.
- Reduced maintenance forclan ratsistorm bugsafter25%faction-wide.
DEVELOPER NOTE:
We've also added a new reward for conquering Karak Eight Peaks and adjusted the effects of Queek's Lord to make it more versatile.
Queek Lord Effect Changes:
- He50% reduction in maintenance costsforclan ratsistorm bugs(The army of the Lord) has been eliminated.
- Added: -20 Targeting for enemy Lords and Heroes in the local region.
- Weapon power and melee attack buffs against dwarves and greenskins now apply map-wide.
- Changed the melee attack increase when fighting against dwarves and greenskins.+10 → +10%.
Promjene na Karak Eight Peaks:
- Karak Eight Peaks control as Queek now givesFrenzyfor allclan ratsistorm bugs.
COLA DE CRAVEN TRETCH
DEVELOPER NOTE:
Tretch's original breach of contract bonuses weren't really worth the high cost of reliability. We've redesigned them to instead give huge bonuses with every declaration of war: rewarding players for crafting cunning plans and taking out opponents in quick, unexpected attacks. To represent the famous wealth of Clan Rictus, Clanrats and Stormvermin who manage to survive a few battles and gain some experience will receive upgraded armor and weapons. Tretch's own army will now benefit from the Devastating Flanker attribute, making his armies especially ruthless in ganks.
Hebetrayal bonusis processed; Tretch's faction now gains the following bonuses to all armies for three turns each time he declares war:
- +25% Ambush Success Chance
- +50% enemy boost time
- state-of-the-art implementation
- +1 use for threat below
Other faction effect changes include:
- +3 novice rankfor Stormvermin has been removed.
- +1 armoriBasic attack with weapon damageadded experience range per unit for Clanrats and Stormvermin.
I Lord effects:
- Added attribute:devastating flanker(all the unitys)
- Deleted attribute:
state-of-the-art implementation(all the unitys)
CAMPAÑA
- throatMeat Laboratoryupgrades will now correctly apply their effects (such as random mutations for Skaven Slaves units). However, for this to take effect, players must start a new campaign.
- Heengineer warlockthe model no longer moves on the campaign map after loading a quick save.
BATTLES
- Fixed Skaven settlements having their wall turrets replaced with tier 3 and tier 4 shells.
UNITS
COLA DE CRAVEN TRETCH
- skill removed:
By our blood (passive)
THE WHEEL OF THE JUDGE
- Time:1.250 → 2.000
Slaanesh
DEVELOPER NOTE:
Slaanesh has shown near-absolute dominance in multiplayer since the 2.0 update. This is due to many factors, and while we increased the cost of Dedicated Marauders in 2.1, many significant outliers remain.
One such drive with superior performance isChaos Shrine in Slaanesh. We reduce their damageDying Glory Giver, as the Shrine doesn't have to be active in a hurry to trigger this. Lowering the multiplayer limit will also have a significant impact.
Another big winner wasHellstriders de Slaanesha, since they obtained significant statistics thanks toMarka de Slaaneshabut remained at the same price. This will now scale to match the Hellscourge variant.
Regarding Hellscourges, we have a general issue where attached infantry units have no piercing damage. Expensive units need to perform well, so we're giving them 1/3 armor penetration ratio and matching their costs to base variants. Hellscourge units will still be better at holding the line, but only slightly worse at dealing damage than their normal infantry counterparts.
GENERAL UPDATES
- Armies of Slaanesh's Disciplesthey are no longer counted in supply line calculations.
- N'kari can now choose to destroy or subjugate targets to satisfy his short-term victory goals.
UNITS
THE KNIGHTS OF CHAOS OF SLANANEŠ
- Price for multiplayer:1500 → 1400 gold
CHAOS Knights of Slaanesh (LANCES)
- Price for multiplayer:1600 → 1500 gold
SLAANESH'S CHAOS WIZARD
- Chaos Warshrine Multiplayer Mount:800 → 1000 gold
SLAANESH'S CHAOS WARRIORS (HELLSCOOURGES)
- Weapon Base Damage:32 → 20
- Piercing Weapon Damage:0 → 10
- Campaign cost:950 → 850
- Maintenance cost:238 → 213
- Price for multiplayer:950 → 850
- Remote:
weak against armor
CAMISETA WARSHRINE SLANANESH
- multiplayer limit:2 → 1
CHOSEN OF SLANANESH (HELLSCOOURGES)
- Weapon Base Damage:44 → 26
- Piercing Weapon Damage:0 → 13
- Campaign cost:1.600 → 1.400
- Maintenance cost:400 → 350
- Price for multiplayer:1.600 → 1.400
- Remote:
weak against armor
THE CULTIST OF SALT
- Chaos Warshrine Multiplayer Mount:700 → 1000 gold
DEMON PRINCIPLE (SLAANESH)
- Price for multiplayer:2,550 → 2,100 gold
THE HELLS OF SLANANESH
- Weapon Base Damage:24 → 18
- Piercing Weapon Damage:0 → 9
- Campaign cost:525 → 500
- Maintenance cost:131 → 125
- Price for multiplayer:525 → 500
- Remote:
weak against armor
KEEP SECRETS
- Price for multiplayer:2000→1800 gold
- Remote:
Blissful Ecstasy (Passive)
MIRROR PROTECTION
- Price for multiplayer:950 → 1000 gold
HELLSTRIDERS THE SLANANESH
- Campaign cost:600 → 650 gold
- Price for multiplayer:600 → 650 gold
- Maintenance cost:150 → 175 gold
HELLSTRIDERS DE SLANANESH (HELLSCOOURGERS)
- Weapon Base Damage:27 → 33
- Piercing Weapon Damage:13 → 7
- Campaign cost:700 → 650 gold
- Price for multiplayer:700 → 650 gold
MILK OF THE SOUL (SLAANESH)
- payment bonus:50 → 40
- Price for multiplayer:1900 → 1750 gold
SPAIN OF SLANANESH
- Price for multiplayer:1000 → 1100 gold
SKILLS
- Armies of disciples summoned by roadSlaaneshova is not a holy manifestation.will now scale based on local corruption in Slaanesh.
- maximum damage ofGiver of Dying Glory (Slaanesh Shrine of Chaos)is reduced by16-32 → 12-24.
Empire
GENERAL UPDATES
- Added some padding between the Empire tech groups to make them look nice and neat.
- The factions of the Empire can no longer evadefive cooldown turns on confederatethrough its faction mechanic.
MENU COUNTER SETTING
- The voter count can now becalled to join the wars.
- Greatreduced gain lagand eliminated the cost ofmoving reinforcement pointin Empire Elector reinforcement battles.
- Additional cavalry units were added.in Empire Elector boost battles to help with larger map sizes.
DEVELOPER NOTE:
Previously, the player received an Imperial penalty when Elector capitals were leveled, but not when they were captured. This produced strange results; for example, it was considered correct if Festus captured Hochland, but not if he razed it. The penalty will now apply if any faction outside of the Empire controls the capital.
Since Sylvania is taken on turn 1, we have increased the "buffer" when penalties for missing capitals start from1 → 2.
- Fixedinconsistency with Electoral Capitalsflattened vs. busy.
MARKING THE REGION
The voter countsnow use the region designation systemprisutan u Champions of Chaos.
- playersnow gives away a broader set of regions to relevant voters, including those not owned by the selectors at the start of the campaign, which they could claim.
- Authority is now gained by returning the voter's capitalInstead of raising them from the dead, this removes situations where it was better to let the Elector die than save them.
Please note that players will need tostart a new campaignto implement these changes.
CAMPAÑA
- The problem where it is solvedKarl Franz's game-winning short goalsometimes interrupted
- Karl Franz will now get aGuaranteed Random Type Mageat the start of his second round.
- Added athe trim chain is missinguAltdorf.
- reduced itunlock Reik's castle in Altdorfto level 3.
- Markus Wulfhartathe goal of a long victorynow targets Lustria instead of the Empire.
- Armies Came by Markus Wulfhartfeud mechanicThey will now only spawn in certain specific locations in Lustria (if Wulfhart or his ally occupy these regions, armies will no longer spawn).
- Altdorf Wizard Conclaveit is demoted to level 3 to match the generic string it replaces. now also approveadditional ability of +1 Battle Wizardthrough the generic version.
- A player-controlled empirenow capable of conducting full diplomacy with Marienburg, including a diplomatic confederation.
- Juniors of the Confederate Empirethrough policy changes, the Empire now correctly adheres to the five-turn confederation cooldown (an event that gives you the ability to confederationwill be delayed until these five rounds are over).
- Volkmar hasincreased base dislike for undead factions: Tomb Kings, Vampire Counts and Vampire Coast.
BATTLES
- Prestige gained from battlesit is now visible on the post-battle screen.
- Updated the location of boosts for player allies duringQuest for the Amber Bowbattle.
- More buildings inMission Battle with the Amber Bowthey are no longer incorrectly marked as destructible.
UNITS
BORIS TODBRINGER
- Fixed Boris Todbringer's ordercampaign skills.
KARL FRANZ
DEVELOPER NOTE:
The emperor should have dressed up. Your new sir effectsallow it to work more efficiently when it supports menus, and we've buffed Ghal Maraz to better match his legendary status in lore.
- The faction effect now gives+25% prestigeof all the battles.
- HeThe best of the empireability that gave him a+5 leadership bonusfor multiple drives is replaced by a+20% experience gainfor all units (national army).
The Lord effect has also undergone some changes:
- Now grants the Guardian ability to Reiksguard and Greatswords in Charles's army.
- Remote:
+8 Leadership - Aggregate:+10 billing bonus
- The effect can now regenerate in neutral territory.
STAVKE
- Ghal Maraznow approves blaster attacks and+75 flat armor piercing, instead of +10% weapon power.
- also approves+15% weapon powerwhen fighting Chaos.
Kings of Grobnica
GENERAL UPDATES
- Removed Vampire Corruption.of the level 3 chain of protection for Tomb Kings.
- Added a custom layer forDefeat Panel for Tomb Kings.
- Fixed difference between porthole and unit card forscary wolvesunit.
CAMPAÑA
- There are some minor adjustments to Khalida's brief winso they focus more on vampires.
- Settra will now receivea tomb prince with a unique traitat the start of the campaign.
- Tomb Kings can now increase the hero's ability multiple times through the routecult of death.
BATTLES
- Subtitle display speed has been updated.Arkhanov stap Nagashquestaso that the battle is consistent with other mission battles.
STAVKE
- Fixedunique objects in the funeral cultthey incorrectly display an icon representing that they can be created multiple times.
Tzeentch
DEVELOPER NOTE:
Overall, we're happy with how Tzeentch is performing, and these changes are mostly just part of broader passes like Spawn and Chaos Knights.
Lords Chaos SorcerersWe were able to instantly summon Spawn without a cooldown or initial cooldown, and we're bringing it in line with the Cultist summon.
Tzeentch's Chaos War Shrines weren't as effective as their counterparts and forced your spells to stay at close range. This is not very practical, so here we go.Map-wide buff for Arcane Glory Giver, with better spell mastery effect.
GENERAL UPDATES
- Aggregatemissing SFX for Tzeentch Sorcerer Lord on discwhen you do casting animations.
- Half of the increase in the income of the library chain and corruptionnow it depends on Winds of Magic.
CAMPAÑA
- Kairos starting position has been changed. With his mysterious objectives in the Fortress of Dawn now complete,Kairos retreated to the Fateweaver's Rift across the ocean..
UNITS
TZEENTCH'S KNIGHTS OF CHAOS
- Price for multiplayer:1500 → 1400 gold
CHAOS Knights of Tzeentch (LANCES)
- Price for multiplayer:1600 → 1500 gold
THE CHAOSIC WAR OF TZEENTCH
- multiplayer limit:2 → 1
PRINCIPIO DEMONIO (TZEENTCH)
- Price for multiplayer:2,550 → 2,100 gold
DOOM Caballeros de Tzeentch
- Price for multiplayer:1600 → 1500 gold
Immolation Knights (DOOM Knights of Tzeentch)
- Price for multiplayer:1800 → 1700 gold
LORD OF CHANGE
- Price for multiplayer:1700 → 1500 gold
- Remote:
Fires of Tzeentch (Passive)
STEALING RIDER OF TZEENTCH
- Price for multiplayer:600 → 650 gold
MILK OF THE SOUL (TZEENTCH)
- ammunition:10 → 15
- Price for multiplayer:1900 → 1750 gold
SPAIN OF TZEENTCH
- Price for multiplayer:1000 → 1100 gold
THE SHORT CLAW (FUTURE CHAMPIONS)
- Hit Points:7.040 → 9.040
WYRD NETS (CHAOS NETS)
- Price for multiplayer:1,250 → 1,300 gold
SKILLS
SWORD OF CHANGE (CHAOS WIZARD LORD OF TZEENTCH)
- Initial Cooldown:0 → 60 seconds
- Charges when Winds of Magicmore than 15
- Animate time:0 → 5 seconds
- Price for multiplayer:150 → 200 gold
DADOR DE TAZO-CHECKED GLORY (CHAOSIC WARHOME OF TZEENTCH)
- effect radius:35m → Infinito
- Spell Mastery:10% → 20%
vampire coast
GENERAL UPDATES
- Now playing artillery crews from the Vampire Coastcontext sensitive VO.
- Fixed Vampire Coast army buildingVampire Counts Siege Towers.
- Added aquilt on requestfor the record Defeat for the Vampire Coast.
- The problem where it is solvedZombie Resurrection sound effects can get spammedif several entities came to life at once.
BATTLES
- updated hard lock onVladov is a bloodsuckersearch battle.
SKILLS
- Fixed incorrect displayExplosive Unit Phase Skillover bloated corpses.
Vampire Counts
GENERAL UPDATES
- The problem where it is solvedChillghheists no sanaronof the expected effects.
- Removed some unnecessary penalties fromKemmlerova I.A..
- Where is the problem solved?airplane aurafrom Balefire Corpse Cart would not apply.
UNITS
BANSHEE
Since we are an ethereal unit, we want to bring the ratio of armor penetration to normal damage in line with other ethereal units.
- Weapon Base Damage:70 → 0
- Piercing Weapon Damage:240 → 290
SKILLS
- Mannfred von Carstein's economic performance that gave him15 additional magical reservesnow it will no longer return after loading a save file.
Chaos Warriors
DEVELOPER NOTE:
Chaos Warriorsthey work quite well as you can have access to marked units and a large selection of characters. Generally speaking, we're happy with his position, with most of the issues resolved by the monogod race changes.
HeUndivided Chaos Warshrineit wasn't as effective as its labeled counterparts, so we're doubling them downPhysical resistanceeffect ofgiver of glory
further processingambitious championsthey did a better performance than before, but we felt they could use another jump in their points. This should bring them more in line with the entity's 16 units.
GENERAL UPDATES
- The problem where it is solvedmysterious wisdomdid not allow Warpflame attacks to all units withWhen you heard Tzeentcha.
- Warriors of Chaos can now choose to destroy or subdue objectives to satisfy their short-term victory goals.
- Fixed various abilities not applying correctly.chaos championsarmy lines.
- Fixed an issue where Valkya's shield would be in T-position after the death animation.
- Festus, Azazel, Valkia, and Vilitch can now upgrade demon infantry into their exalted variants.
- HeChaos Sorcerer Lordrt no longer has a mind of its own after unit death.
CAMPAÑA
- Fixed an issue that caused Warriors of Chaos factions to receive much higher post-battle loot values than intended.
- Sigvald's buildings and orders have now been expanded.Slaaneshcorruption thatUndivided chaoscorruption.
- of valkyriePhlebotomyThe ability at max level now allows replenishment of losses in foreign territory.
- Fixed Valkya's soul gain from sacrifices after battle not being increased by her faction trait.
- Fixed several open rifts.Be'lakorin the Immortal Realms that were located within the impassable terrain.
UNITS
- Updated Festus's combat behavior to engage more in melee than before.
- Added missing AI usage settings on Festus and Harbringer of Pestilence healing elixirs.
WEIGHT CHAMPIONS
- Hit Points:7.808 → 9.856
CHAOS DIVISION
- Armor:30 → 50
- Weapon Base Damage:150 → 200
- Armor Piercing Weapon Damage:450 → 500
- Price for multiplayer:1500 → 1400 gold
KNIGHTS OF CHAOS
- Price for multiplayer:1400 → 1300 gold
KNIGHTS OF CHAOS (SPEAR)
- Price for multiplayer:1500 → 1400 gold
MAKING CHAOS
- Price for multiplayer:900 → 1000 gold
CHAOS TROLLS
- Management:40 → 45
CHAOS TROLLS (ARMORED)
- Management:40 → 45
- Price for multiplayer:950 → 900 gold
CHAOS WAR HOLE
- multiplayer limit:2 → 1
DEMON PRINCE (NOT PRIZE)
- Price for multiplayer:2400 → 2000 gold
PRINCE SIGVALD THE MAJESTIC
- Price for multiplayer:1050 → 1200 gold
SWORDS OF CHAOS (KNIGHTS OF CHAOS)
- Price for multiplayer:1800 → 1500 gold
SKILLS
DEVELOPER NOTE:
with inclusionBe'lakorin the Warriors of Chaos run, in addition to his frequent appearances in multiplayer events, we noticed that his abilities weren't priced right for a multiplayer setup; today we are taking steps to address this and balance it with the rest of the multiplayer roster.
Besides, hisshadow coverthe duration of the skill is significantly longer than similar skills, and it also offers a significantly stronger +40% damage resistance. Although we want to maintain the power level, we will reduce the activity time to match it.
THE STRAIGHTENER OF GLORY (KAOS WAR TEMPLE)
- Effect of physical resistance:10% → 20%
SHADOW DECK (BE'LAKOR)
- Duration:33 → 20 seconds
- Price for multiplayer:150 → 200 gold
GOSPODAR MUKA (BE'LAKOR)
- Price for multiplayer:100 → 200 gold
SKILLS
- Fixed an issue with Undivided Daemon Prince abilitiesmarked chaosiAtmospherede Ruinhe did the same
SIGVALD
- HeBorntrait now dafascinationarmy skill to Sigvald's army if he is your faction leader.
- egotisticalnow approveNarcissisticarmy skill to Sigvald's army if he is your faction leader.
- born to servenow approvesweet sadnessarmy skill to Sigvald's army if he is your faction leader.
- my own sinnow support+4 close armor damageTo the Marauders, Warriors and Chosen of Slaanesh.
- Marked by Slaaneshnow support+5 Close DefenseTo the Marauders, Warriors and Chosen of Slaanesh.
TECHNOLOGY
- Sigvald now has accessvicious lashtechnology.
- Fixed an issue with the tech requirements for Nurgle and Slaanesh.Left behindunit upgrades were going in the wrong direction.
STAVKE
CRIMSON LOCK (Valkia)
Reduced Element Intensity Settings:
- Max Death Required:500 →100
- Minimum number of kills required:250 → 50
wood elves
GENERAL UPDATES
- Need to addSilvan Elf Unitsto allied recruitment.
- Removed the tooltip indicating a special reward for Wood Elf Outposts.have lunch.
- Added missing garrison buildings in Wood Elf settlements.
- Added a spawn/kinship starting point forOrioniDurthu.
FACTION UPDATES AND LORDS EFFECTS
DEVELOPER NOTE:
We're continuing to iterate on the faction and lord effects of older lords, with the goal of giving each character their own thematic playstyle and incorporating new mechanics and systems added since their original introduction.
ORION
DEVELOPER NOTE:
As the face of the most hostile side of the Wood Elves,we modified the Orionso it focuses much more on the mobility and aggressiveness of the campaign map.Orion is now rewarded for fighting multiple factions at once, and gets improved tools that allow you to circle the map - openingmore expansionist style of playwhich is available to other wood elves.
we also adjustwild Huntto trigger more often, albeit with a shorter duration, meaning it can have a more reliable impact on the Orion campaign.
Changes made to yourFaction Effects:
- New effect:+50% range of movement in Worldroots stance
- New effect:-8% upkeep for each active war (Army of Orion)
- New effect:-4% upkeep for each active war (all other armies)
- Remote:+10 leadership in forest battles
- Remote:-15% upkeep for cavalry units
Changes made to yourwild Hunt:
- Duration:10 → 5
- Take it easy:20 → 10
- now start withWild Huntcircle 1 already active.
- Orion now wins+50% battle movement speedwhen Wild Hunt is active so you can keep up with your Wild Riders. Close close.
- all characters win+25% range of movementafter razing the settlement during the Wild Hunt.
- Does not include refrigerationDeep rootsteleportation during the Wild Hunt.
Changes made to yourEconomic effects:
- weapon poweripayment bonusThe buffs now affect all cavalry units, not just Wild Riders and Deer Knights.
- Remote+5% projectile damage for the entire faction
Changes made to yourInfinite Hunting Skill:
- now support+25% movementafter demolishing the settlement for Orion himself.
Other changes:
- Wild Rider recruitment time is set to1 row for all Wood Elf factions(as in WARHAMMER II).
DURTHU
DEVELOPER NOTE:
With Drycha focusing heavily on the Tree Spirit side of the Wood Elf roster, Durthu was left without a clear niche. Before he got really grumpy, Durthu was the architect of the original alliance between the Wood Elves and the Forest Spirits. As such, we're giving you a lot of tools that open up new synergies between the two halves of the roster.
They areAncient Treemen now improves projectile damage on the mapin the casting, bothSpellsingers and Ancient Treemen will become more powerful when they work together.. On top of that, yourTreemen can now also knock down walls, opening up new avenues of attack for Elf mobile units.
This theme of synergy extends to Durthu's personal army; with his Treemen and Treekin now providing powerful area effects,you are encouraged to combine units to maximize your advantages.
We also felt that Drycha's combination of much stronger Treemen and much earlier access to them was probably too powerful a combination, giving a huge power spike as soon as you build a Tier 3 settlement. As such, we've split the difference between the two Tree Spirit-centric characters: bothDrycha and Durthu now have access to Treemen at level 4, instead of level 3 and 5 respectively..
Changes made to yourFaction Effects:
- New: Attribute:wall breakersfor all Treemen and Ancient Treemen.
- New: Attribute:Mastery of Elemental Windsfor all embedded Ancient Treemen and Spellsinger heroes.
- Novo: passive ability:wrath of the wood(increases map-wide projectile damage when cast) for ancient trees.
- Remote:-50% of employment costsza Branchwraithse
- Remote:+10 to attack in a crowdin the forest battles
Changes made to yourEconomic effects:
- Remote:+5% weapon powerfractional
- Remote:+10 billing bonusfor tree spirit units
- Added: passive ability:The glow of the lamps(AoE melee buff) for all Treekin units
- Added: passive ability:Netlings molestos(AoE melee debuff) for Treemen units
Other changes:
- Durthu now begins with aDryInstead of Branchwraitha.
- Durthu now has access to the alternate version of Drychaforest spiritschain.
- The third level ofMirror/Spirit of the Durthu Forestchain now requires level 4 settlement (previously level 3)
CAMPAÑA
- Wood Elves no longer declare war on other Wood Elves AI duringWild Huntfinal scenario.
- Fixed upGhosts of the Eldersdilemma – offer from the confederation of factions of the Wood ElvesFantasmas de Shanlin– missing rewards for each option.
- Fixed cases where a Wood Elf army could not teleport in or out.Bewitched forestoThe jungles of Chi'anforest regions.
BATTLES
- The main settlements are now controlled by the Wood Elves.have walls in settlement defense battles.
UNITS
HAWK RIDERS
- Added attribute:state-of-the-art implementation
- Working time:2 → 1
CHARACTERISTICS
- Eliminated by Elfo SilvanoKurnous Clawinnate trait from the Spellsinger and Spellweaver trait sets as effects (Missile range/power) would have no effect on them.
- Fixed uptwilight sistersthey don't get a unique trait when they complete the quest battle for their dragon horse.
TECHNOLOGY
- Fixed Drychina TechnologyThe wisdom of the wild forest.without offering physical resistance to the relevant units.
- FURTHER:NEW WORLD SULFIDE UPDATE DATE, TIME AND PATCH NOTES
CAMPAÑA
Update 2.2 brings a number of changes to the ground campaign and world mechanics.
CHARACTER EXPERIENCE
DEVELOPER NOTE:
In WARHAMMER II, the characters' experience in battles was based entirely on the type of outcome of that battle: a heroic victory would award a certain lump sum, and a crushing defeat much less.
In WARHAMMER III, this was changed so that the value of the enemy army played an important role. While this fixed some issues (such as reducing the amount of XP you could get from trivial battles), it didn't fix all of them. In particular, the types of battle outcomes continued to play an important role, although the logic that produced them was unclear; Whether you achieve a heroic, near, or pyrrhic victory can often seem arbitrary and random. This also greatly hurt the progression of the AI, which tends to lose a higher proportion of battles than the player.
Additionally, the system resulted in significantly faster progression compared to WARHAMMER II, especially when fighting high-value armies. While we're happy with the faster experience gain rate than WARHAMMER II, it's also greatly increased the range of XP you can earn in a single battle. This meant that scaling speed could vary wildly based on factors like starting position and playstyle.
As such, we are introducing the following changes:
Victory type is no longer used as part of the experience calculation.. Instead, experience will be awarded based on a combination of the enemy army's value and the proportion of the enemy army that was destroyed, regardless of whether the battle was won or lost.
- In other words, destroying 80% of the enemy army will yield the same amount of experience regardless of whether the battle was a heroic victory or defeat (after all, failure is often the best teacher)!
- If the enemy army is completely destroyed as a result of the battle (for example, if it is trapped inforced marchstance and cannot retreat) will grant a full amount of experience even if some units managed to escape during the battle.
The formula used to calculate experience has been adjusted to narrow the range of possible experience rewards. The experience gain will be almost the same when fighting low and moderate value armies, but less when fighting very high value armies.
- Heroes will now gain around 50% more experience when participating in battles., bringing his rate of progression closer to that of the Lords.
We add to thisa new mentor ability for each lord and hero. This is unlocked at level 30 and can be further upgraded at levels 40 and 50, and allows you to share some of your gained experience between characters of the same type in the faction. Also, Lord's version of the skill.will grant an experience boost to the heroes in your army.
CHANGES OF SETTLEMENTS AND GARRISONS (FREQUENCY OF BATTLES IN SETTLEMENTS WITH OPEN WALLS)
DEVELOPER NOTE:
We are still looking for a comfortable place to fight in a settlement without walls. The following changes will adjust the frequency of the battle type and reduce it; how much will depend on the player's play style and the AI.
Also, we lost some of the more detailed and nuanced pieces of content when we moved from ME to IE, but we're in the process of adding some of these flavors back.
- All the largest settlementsthey will keep their battle settlements walled(made possible by the wall effect in the primary chain).
- Now all smaller settlementsstart the ground battle by default.
- Added an effect that has a chance.turn the default ground battle into a settlement battle without walls(similar to the effect of walls in main settlements leading to battles in walled settlements).
- Effect added to most standard garnish chainsstarting with level 2 and level 3.
The following exceptions should remain as they were before:
- The largest settlements in the homeland of the Nords and Ogres still do not provide walled sieges, butwill switch to unwalled settlement battles.
- Wood Elf glades do not yet provide walled sieges, butwill switch to their version of the unwalled settlement battle.
- Wood Elf outposts do not yet provide walled sieges, butit will change to your version of the worldroot battle.
- Beastmen Herdstones still don't provide masonry sieges, butit will change to its version of the beast fight.
There are also some additional changes:
- Added the Reiksguard unit to Reik's Castle.and adjusted Reiksfort to 1 Reiksguard (was 2).
- Ogres had access to both major and minor garrison chains.now only one is available properly.
Added buffs to siege defense tower projectiles for:
- Kislev
- ogres
- Nurgle
Heroes are added to settlement garrisons from buildings unlocked by heroes:
- Khorne
- Kings of Grobnica
- Bretonnia Tier 3 (was Tier 5)
- Cathay
- demon prince
- Nurgle
- Ogre
- Slaanesh
- A mirror
Also we haveAdded missing spells on garrison heroes.
Finally,additional units at all levels for special settlementswith 3-4 units of higher quality units added to the following:
- Khemri
- Lahmia
- black pyramid
- tor yvresse
- Karak 8 picos
- the pit of hell
- Gaea Valley
- Hexoatl
- itza
- Karaz-a-Karak
- Lothern
- Naggarond
- Plagaskaven
- Altdorf
- Drakenhof
- Corona
- wei-jin
AI AGGRESSION AND GAMEPLAY DIFFICULTY
DEVELOPER NOTE:
We get a lot of feedback about the AI and the difficulty of the game..While we fixed major issues, we also felt this was a good opportunity to increase the aggressiveness of the AI. However, this is a double-edged sword – for players who already have issues with the game, this has the potential to make the experience worse. We'll need a lot more feedback on this thread to decide if these changes balance properly.
Talk about your experience and don't forget to add your difficulty settings.
GENERAL AI UPDATES
- Increased overall army AI aggressiveness to balance current (WARHAMMER III) and previous (WARHAMMER II) values.
- Added additional difficulty scaling for aggressiveness (inVery difficultiLegendary).
- Adjust AI behavior around settlements(Now it's more likely to attack.)
- Faction Potential Bonus Increasedfor more difficulties.
- Aggregateincreased XP gained from AI units.
- Aggregateincreased XP earned for AI characters.
- Reduced artificial intelligence spawned diplomatic targets2 → 1.
- Custom selection of AI skills forKhorne, Tzeentch, Kostaltyn, Kugath, Boris,ifat.
- Adjusted how the AI handles the character.YingiOMSeffects
- Higher priority to build AIgarrison buildings and wall.
- AI behavior withcommandments that consume slavesbalanced.
- settlement AIthey will now be aware of invisible units trying to score victory points.
- bug fixedprevent artificial intelligence from constructing buildings correctly.
- HeAI will now reliably investigate technologieswhat does it cost
- bug removedStop the artificial intelligence from using its changing abilities..
- The AI will no longer be abledirectly declare war on the vassals of the human factions.
- Fixed several cases whereReborn AI factions would become inactive. Now they are more likely to declare war.
- Fixed the bug where it isThe AI would avoid entering the settlementwhen they attack him.
- The AI will no longer hesitateupgrade the last level of the chainif the string was already present in the fraction.
- Attack AI armies in siege battlesthey are no longer required to approach the ladderif there are other easier ways of entry nearby.
- Improved use of agent AIThis should lead to more Agents being embedded in armies and fewer instances of large numbers of Agents from various factions ganging up on each other.
- AI is now usinga new dynamic region indication systemas part of their assessment of when to declare war.This should reduce declarations of war.by distant factionsthat he probably won't come and attack you.
- The different factions had their own.the potential of the base fraction changedas part of the starting position move and other changes.
- legacy annoys melegion of burial moundswhen they were controlled by the WARHAMMER AI they were removed from me as they were no longer needed (thanksmod communityfor bringing this to our attention!)
- The minor factions of Tzeentch wereprevented from using Change of waysboth on the IE map and on the RoC map. This will likely require a new campaign to take effect.
AND CONSTRUCTION CHANGES
IN GENERAL
- Greater incentive for the construction of monuments and special buildings.
- AI version updated forEmpire, Dwarves, Greenskins, Vampires, NorwayiBrittany.
DEMON PRINCE
- encourage outsourcingbruteto a smaller settlement.
KISLEV
- Higher probability ofselect unique buildingsa Kislev.
- avoid constructionBasic construction of barracks and cavalry in cities (Kislev, Erengrad and Prague).
- More opportunities for Boris to buildVerybuilding.
LIZARDS
- encourage outsourcingQuarter of Saurusto a larger settlement (gain accesstemple guard).
PROLOGUE (THE LOST GOD)
- Fixed an issue where Yuri's ax would float after the fight animation.
THE IMMORTAL EMPIRE
- added a new oneAnd murder Skavenfinal scenario.
- Pyramid of Crna Nagashanow it starts to fly when it isNagasha PyramidFinal scenario triggers. This battle is also full.black pyramidin the map
DIPLOMACY
- Low reliability ratingNo longer increases the chance of successfully inviting another faction to join your wars.
- Confederation has been rebalanced, making it easier to achieve. Specifically, the base dislike has been lowered slightly, the player's military strength weight has been increased slightly, and you'll get a confederation bonus if you own regions within the currently active region advisory pool for that AI faction. Additionally, the confederacy penalty for a target that recently conquered a settlement now only applies for seven turns, instead of 10.
- Eltharion y N'karithey now have diplomatic contact at the start of the game.
- Aggregatethe ability to customize the interface to enable diplomacy(peace/confederation) for the factions in the final scenario.
- Encounter with the vassal factionit will automatically count as an encounter with its master.
- The problem where it is solvedthe resurrected factions could not be contacted through diplomacy.However, this requires a new campaign.
- HeA gift to a vassalthe option is no longer available if the vassal is dead and cannot be resurrected.
- Reduced penalty for public order of confederation:-8 →-4
Gameplay – Total War: Warhammer III Update 2.2.0 Patch Notes
It's called 'Total War' though, so of course update 2.2 brings some improvements to the battles themselves!
GENERAL UPDATES
- Added missing army skills to multiple mission battles.
- Fixed missing descriptions for Battle Leader invalid use marks on abilities.
- Neuland has been updated to correctly load barricades in the settlement style in which they are collapsed.
- Fixed missing or not working military skills on minor factions during battle. This means that changing the color of an army's flag (for example, during a multiplayer battle or just a custom battle) will no longer prevent some army abilities from working correctly.
MULTIPLAYER – Total War: Warhammer III Update 2.2.0 Patch Notes
CHOOSE A GAME MODE FOR RANKING COMPARISON
With Update 1.3, we added normal ground battles to the ranked matchmaking queue, which was the first step in providing a richer combat experience within a multiplayer context. In patch 2.2, we not only updated the ticket mechanic for Domination, but also re-implemented the game mode menu for ranked matchmaking.
- Added a selector in Ranked matchmaking to queue for Ground Battles, Dominion Battles, or both.
GENERAL UPDATES
- Fixed an issue that caused multiplayer games to crash when the faction taking their turn was disconnected from the game.
- Denying a threat will no longer cause a ban if an allied player is asked to join the coming war.
- Fixed multiplayer campaign desync issue when playing as Greenskins and starting or ending WAAAGH!
- Players can now play as any faction in the Realms of Chaos sandbox, regardless of faction restrictions in regular Realms of Chaos games.
- Teammates in multiplayer campaigns will now start with a trade deal if it is possible for the factions to trade.
- Added battle basins at river bottlenecks in the Chaos Wastes.
GAMEPLAY – Total War: Warhammer III Update 2.2.0 Patch Notes
Balanced and competitive factions are great and all, but it's important that they look and sound good while going about their business. Here is an overview of all the issues fixed in the 2.2 update:
GRAPHICS
We implemented fixes and adjusted various graphical aspects of the game:
- will shaderHexwraithova kosalooking out the window.
- Aspect ratio of all WARHAMMER III characters inathel tamarhaiThe voter countsdishes.
- Various cases where lords/heroes are mounted and protectedthey did not use their shields against ranged fire.
- An issue where the body of a certain Daemonwould not disintegrate upon death. I'm looking at you, Azazel.
- The problem in whicharnhemthe battle map showed a floating magic pillar.
- Some examplesChaos Knightsnot barking properly
- The problem whereKnights of the Blazing SunSome LODs would be missing textures.
- An issue where lakes appeared as gray dots intactical sight.
- The problem wherelavait would show both Tzeentch corruption and normal textures at the same time.
- Some previously lost art assets now use the WARHAMMER III style.
- All Lords and Heroes 2D illustrations from WARHAMMER I and WARHAMMER II have been updated to match the style of WARHAMMER III.
AUDIO
We've implemented fixes and tweaked various aspects of the game's audio:
- battle replaysdoes not start sounds or update sound settings while paused.
- Construction tower and construction of barricades.repeating soundsafter construction was cancelled.
- various sounds appearexcessively bentwhen the camera is placed near a Master or Hero in battle.
- Number ofVoices of the Demon faction leadernot coinciding with his diplomatic actions.
- error wherethe music stopped sporadicallyplaying during battles.
- Campaign Pending Combat Musicnot triggering on the post-battle screen after a melee battle in single player, as well as a bug in multiplayer where it can repeat itself after exiting the post-battle screen.
- The problem whereMalus would steal Tzarkan's reverbduring campaign lines of conversation.
- Excessive echo on voice linesTehenhauin's sacrifices to Sotek.
- Excessive chatter from Skaven characters.
- Kholekova's campaignchanneling attitudeNow he vocalizes a little less.
- Loyalty Related Dialoguewhile opening character details, even if the character is not using allegiance.
- Minor sync issue between somemusical elements of the campaign.
We have improved the sound of several Lord Select videos:
- A mirror
- ghost
- Gombrindal
- Orion
- Oxiotl
- twilight sisters
- Skarsnik
- Volkmar
- Würzagg
AUDIO – THE SOUND OF THE SETTLEMENT
DEVELOPER NOTE:
The sounds of the legacy faction settlements have been updated, polished and brought to a level similar to the settlements added in WARHAMMER III. All settlements now have custom mob walls and loops with unique unique sounds based on the settlement's temperament. This means that if a settlement is in rebellion or under siege, the player will have a better idea of the faction's current flavor than ever before.
As part of this, you will also be able to hear which faction controls the settlement building. For example: The Empire has a real bustle of activity with farm animals, metal steam engines and old world industry. Gone are the incessant chimes, replaced by a richer soundscape that feels like you're in Empire territory without having to look.
This is an improvement that the sound design team wanted, as it was rare to hear high-quality, detailed sounds from the settlements of Cathay and Tzeentch in contrast to the factions from WARHAMMER I and II.
Settlement sounds for the following factions have recently been updated:
- Empire
- Brittany
- dark elves
- high elves
- wood elves
- Norsca
- beastmen
- greenskins
- Skaven
- Vampire Counts
- vampire coast
- Kings of Grobnica
- dwarves
- lizards
- Chaos Warriors
user interface
Added new fullscreen parallax background art for:
- beastmen
- Brittany
- greenskins
- Kings of Grobnica
- Vampire Counts
Other fixes:
- chaos demonsBackground artwork has been re-exported to fix some visual parallax issues.
- Fixed incorrect displayKhaine's Shadowphase capacity.
- Background ink effect added behindpieces of eightpanel to make text more readable in different color profiles.
- All posture icons have been updatedso that all factions match the art style of WARHAMMER III.
- HeVision of the Ancientsthe tooltip has been updated to be more accurate and translations have been added to reflect this.
- The problem where it is solvedvictory objective clearancedid not update correctly after upload.
- Added different player name screens in the UI for battle replays.
- Added player list to the top left corner when watching Free for All and Domination replays.
- it's easier to seeBeastmen Blood Fieldsicon on city billboards.
- Updated subtitles reveal speed for somebeastmensearchbattles
- settlement art forXingpo,arnhem, iVorag Fortressnow they are suitable for learning.
- Increased the size of the slot for the buffs' action costs.patriaboard so that the numbers fit correctly.
- Changed the behavior of the bonus unit text component to better accommodate different army sizes.
- Fixed various issues with pre-battle screens showing partial black.
- Fixed upa character traitthe tooltip does not show the reason why the character got the trait.
- has been addedSkill Informationa tooltip for buildings that will give the ability when built.
SETTINGS
- Added functionality to use text input boxesspecial items for the playgroundi.e. rotary triggers.
LOCATION – Total War: Warhammer III Update 2.2.0 Patch Notes
- Increased the padding of the description text in the multiplayer campaign lobby to display voiceovers correctly.
Fixed multiple cases of missing translations:
- Queek Headtaker:Mr. details
- bastion entrance gate
- Slaanesh:Renowned Regiments Event
- Great Site of the Maw
- greenskins:reputation description, pause menu
- dwarves:fractional mechanics in the pause menu
- Forest Elves:Help page
- Interrupting Ubersreik:event message
- Sky-Titan Plateaus:the effect of technology
- Imrik:long win condition
- To-gat:mr skills
- Kislev:pause menu
- Khorne:Message How they play
CHANGE – Total War: Warhammer III Update 2.2.0 Patch Notes
- Added the ability for modders to lock/unlock technologies using a Lua script.
In other news,
FAQs
Total War: Warhammer III Update 2.2.0 Patch Notes? ›
Greetings! Total War: WARHAMMER III's first update of 2023 brings the usual bug fixes and visual improvements, but most crucially of all it delivers a huge change – the Great Bastion into Immortal Empires has been breached!
Has Warhammer 3 been patched? ›Greetings! Total War: WARHAMMER III's first update of 2023 brings the usual bug fixes and visual improvements, but most crucially of all it delivers a huge change – the Great Bastion into Immortal Empires has been breached!
How do I update Total War: Warhammer 3? ›Expand the menu for Total War: WARHAMMER III and open the game Options. Select the “Auto-update” box and let the game update. Open the game.
Are chaos dwarfs in Warhammer 3? ›Forge of the Chaos Dwarfs is, as mentioned above, a DLC for the turn-based/real-time strategy hybrid game Total War: Warhammer 3. It introduces the Chaos Dwarfs (or loving called Chorfs by the community) to the game, bringing with them a totally different way of playing the game.
Is Total War: Warhammer 3 moddable? ›Update 3.0 for Total War: Warhammer 3 has brought lots of exciting changes and free content to the strategy game – alongside the highly-anticipated Forge of the Chaos Dwarfs DLC.
Why was Warhammer discontinued? ›But why did Games Workshop get rid of Warhammer Fantasy Battles? The honest answer is just that Warhammer Fantasy Battles wasn't selling very well. The game was stagnating, not bringing anyone new into the hobby. There was also a major issue to do with intellectual property and copyright.
How long will Warhammer 3 be supported? ›Creative Assembly have been clear that Total War Warhammer III will continue to be supported in 2023 and beyond, though at this time the studio is not prepared to reveal further DLC or content plans for the game. You can join the discussion on Total War Warhammer III's 2022 content roadmap on the OC3D Forums.
Why won't Total War: Warhammer 3 work? ›Try launching your Total War game as an Admin.
In some cases, an operating system may not give your Total War game the necessary permissions to work as it should. This might result in the game not starting or running properly. Try enabling the option to run the game as administrator to see if this resolves your issue.
This fusion of unbreakable anvil and devastating hammer makes Azazel one of the strongest Champions of Chaos in battle, with none of the deficiencies of N'Kari's pure-daemon faction. As a bonus, Azazel is just as powerful on the campaign map.
Who is the strongest Chaos god Warhammer? ›Khorne is generally the most powerful, though Nurgle also becomes strong regularly. According to the 3.5 codex, though Slaanesh could challenge Khorne briefly, the very nature of its power would cause it to burn out long before Khorne.
Is Total War: Warhammer 3 noob friendly? ›
“So as a noob, rest assured that if you were to buy and play Warhammer 3 to start with, that's the very best game to learn naturally and with a lot of fun,” Roxburgh concluded.
Will Total War: Warhammer 3 have Skaven? ›Skittering and leap fellow Ratlings, the Empires of the man-things on the surface have gotten larger thanks to the Immortal Empires update for Total War: Warhammer 3. The locations prime for Undercities and Skaven Kingdoms are now more varied and bigger than ever before.
Are old Warhammer models legal? ›This can depend on what the model is, however in most cases older miniatures are permitted ensuring they are still appropriate for organised play. As such, they must adhere to WYSIWYG and be mounted on the base size of the current model.
What are Warhammer fans called? ›Warhammer nerds. Thats how I've been referring to us when I've had to. I've taken to calling the 40something lads from work I got to relapse that and it's never not funny, particularly given that I'm deeper in than they are.
What is the most overpriced Warhammer? ›- 1 The Warlord Titan: $2,000 - $2,800.
- 2 Acastus Knight Porphyrion: $600 - $800. ...
- 3 Mechanicum Ordinatus Sagittar: $540 - $750. ...
- 4 Ork Gargantuan Squiggoth: $450 - $750. ...
- 5 Mortarion, Daemon Primarch of Nurgle: $400 - $730. ...
- 6 Tyranid Hierophant Bio-Titan: $460 - $700. ...
The max Rank for Lords and Heroes has been increased again to 50 in Total War: Warhammer 3, after starting at 30 in the original Total War: Warhammer, and then being increased to 40 in Total War: Warhammer 2.
Is Warhammer 3 more demanding? ›On Steam, Creative Assembly have released the PC system requirements for Total War Warhammer, confirming that Total War Warhammer III will be more demanding than its predecessors. That said, Total War Warhammer III will still be a DirectX 11 title, and the game will be playable on lower-end hardware.
Will Warhammer 3 have Immortal Empires? ›At least two of these changes are especially significant, with the most recent perhaps being the most dramatic: Immortal Empires is now playable by anyone who owns Total War: Warhammer 3. Where previously you needed to own all three games in the series on the same platform, all you technically need now is Game Pass.
What is the average lifespan in Warhammer? ›Making the average life expectancy ~50 - 60 years, but with a very wide range. its safe to say that relictors are the greatest army a man , nay human can own.
Can you play the empire in Warhammer 3? ›Previously, you had to own all three Total War: WARHAMMER games to access Immortal Empires. However, Immortal Empires is now available to all WARHAMMER III owners, regardless of whether they own the other titles.
Why is Total War: Warhammer 3 so laggy? ›
An outdated driver can also trigger the Total War Warhammer 3 FPS drop, lag, and stuttering issues. To update your driver, you can download the latest graphics driver update using the Windows Optional update feature.
Why can't i confederate Warhammer 3? ›Racial similarity: The faction players who want to be Confederate must belong to the same race. Good relationship: Players must have a good relationship with the faction or state they plan on Confederating.
How long do Total War: Warhammer 3 games last? ›How Long Is Total War: Warhammer III If I Mainline The Story? If you're looking for the streamlined, somewhat bare-bones experience of Total War: Warhammer III, you can expect to spend about 31 hours with the game.
Is Warhammer 3 better optimized than 2? ›For warhammer 2 even with some settings turned to medium and texture filtering on 4x, I get 60 fps but if I zoom in during big battles I drop to 50 sometimes, but in warhammer 3, basically everything on ultra other then large unit sizes and medium shadows, I get a constant ultra smooth 60 even when zoomed in on a ...
Is Total War: Warhammer 3 CPU or GPU intensive? ›All in all, Total War: Warhammer III does not require high-end CPUs. However, it does require powerful GPUs, even for gaming at 1080p or 1440p. And, its overall performance feels a bit questionable. The good news here is that since this is a slow-paced strategy game, it feels quite smooth even at 50fps.
What is the average FPS in Warhammer 3? ›The game itself plays great and it holds a surprisingly stable 30fps with Medium to High settings when using the native Linux version.
Who is the weakest Chaos God? ›Slaanesh is the Chaos God of pain and lust. He is the weakest of the four chaos gods and the fastest fighter from his speedster movement. He was created from the Eldar races past carefree nature after getting bored conquering their enemies they deemed themselves superior over.
Is Chaos more powerful than God? ›So while Chaos is infinitely more powerful than Zeus, that is not to diminish the power of the “King of the Gods,” who could be called the most powerful of the corporeal beings in the universe.
Who is the most evil God in Warhammer? ›Slaanesh is most dangerous from the other chaos gods because it has no concept morality.It makes his followers nothing more than a crazed animals who would torture until their deaths at their leisure.
Who is the 5th god of Chaos 40K? ›There is a fifth major Chaos God named Malice who embodies Chaos' tendency to turn in upon itself and who acts against the interests of the other Chaos Gods whenever he can, though he is certainly no ally of the Imperium either.
Who is the youngest Chaos god Warhammer? ›
Slaanesh is the youngest of the four major Chaos Gods, having come to full self-awareness within the Immaterium only during the 30th Millennium.
Who is the strongest enemy in Warhammer? ›The Daemonhost is arguably the strongest enemy in Warhammer 40K: Darktide. Her attacks are incredibly fast and deal a lot of damage.
Who does Khorne hate the most? ›Khorne hates magic and those that use it, thus reserves much of his hatred for tzeench but his true wrath is reserved for Slaanesh - who is his complete opposite and seen as a weakling by the war-god. He is associated with the number eight, and it's reflected in rituals.
Is Archaon stronger than Chaos Gods? ›Currently, Archaon is nearly on the level of a god–it can be argued that he is more powerful than the gods, for he wields the great power of all of them, but also has a corporeal form.
Which chaos god is best? ›- Lord Tzeentch. Hands down. ...
- Lord Khorne. With the 42nd Millenium being plunged to War everywhere,Lord Khorne is at the zenith peak of power in the Warp. ...
- Great Nurgle. ...
- Great Horned Rat is Lord Tzeentch's pet rat that was partially hijacked by Great Nurgle.
The High Elves, in general, are a pretty easy faction to play as but Eataine is arguably the most beginner-friendly of the bunch. You start off with one of the richest settlements on Ulthuan surrounded mostly by allies that you can gradually confederate throughout the game until the entire island is under your control.
What is the easiest Total War to get into? ›This largely depends on your personal preference, however there are four that I would suggest as good starting points, Medieval 2, Empire, Shogun 2, or Rome 2. Medieval 2 is a good place to start because the game is fairly intuitive, the units make sense, and the necessary tactics for victory are not overly complex.
What age should you start playing Warhammer? ›Is there an age limit for Warhammer World? Games Workshop's miniatures and games are intended for age 12 +, but visitors of any age are welcome! Our ticketed events give details for any age guidelines or restrictions where necessary. Visitors 16 and under must be accompanied by a responsible adult at all times.
Are there female Skaven? ›A Rat Mother, sometimes called a Breeder, or Broodmother, is the only known type of Skaven female, a creature birthed only to serve her species as a bloated, baby-making factory. Each Rat Mother weighs at least 700 pounds and measures 10 feet long from snout to tail.
Who is the most powerful Skaven in Warhammer? ›Warlord Queek Headtaker
Raised from birth to be the ultimate Skaven warrior, he's a bloodthirsty savage, renowned for his fiery temper and ability to survive any battle he's thrown into. He has been trained all his life for martial perfection, assassination attempts being used as regular tests.
Who is the oldest Skaven in Warhammer? ›
Throt the Unclean, Master Mutator of Clan Moulder. Throt's lifespan has also been extended far beyond its natural course by the manipulating effects of warpstone. He is one of the oldest living Skaven within Clan Moulder, second only to the Clan's mysterious Lord of Decay.
What is the most demanding setting in Warhammer 3? ›The most demanding graphics option in TW Warhammer 3 is Shadow Detail at a 47.01% FPS cost. Next are VFX Detail and Anti-Aliasing at 26.92% and 26.32% respectively, almost half of Shadow Detail.
How much RAM is recommended for Total War: Warhammer 3? ›Minimum Build It | Recommended Build It | |
---|---|---|
RAM | 6 GB | 8 GB |
OS | Windows 7 64-bit | Windows 10 64-bit |
DirectX | 11 | 11 |
HDD Space | 120 GB | 120 GB |
- ASUS ROG Strix RTX 3080 12GB.
- Gigabyte RTX 3080 Ti Gaming OC 12G.
- Gigabyte RTX 3080 Gaming OC 10G.
- ASUS TUF AMD Radeon RX 6500 XT.
- Sapphire Pulse AMD Radeon RX 6600.
- ASRock Radeon RX 6600 XT.
- Nvidia RTX 3070 Ti.
- ASUS Dual RTX 3050 OC.
Released on the August 23rd 2022, Immortal Empires is a grand-scale campaign mode for Total War: WARHAMMER III that combines the landmasses, Legendary Lords, war units and more from the Total War: WARHAMMER series into one colossal mode, offering the most complete and definitive Warhammer strategy experience ever!
What happened to Warhammer 3? ›Due to declining sales of its Warhammer Fantasy miniatures range, Games Workshop made the tough decision to pull the plug. Not only did model kits and rulebooks vanish from the company's stores, they also destroyed the Warhammer world in a cataclysmic story campaign known as The End Times.
Is Warhammer 3 playable? ›The game released on 17 February 2022 (PC), 5 May 2022 (Mac) and 16 June 2022 (Linux). It is available on 3 online storefronts: Steam, Epic Games Store and Windows Store - an account for one of these stores will be required to play.
Are Skaven in Warhammer 3? ›Skittering and leap fellow Ratlings, the Empires of the man-things on the surface have gotten larger thanks to the Immortal Empires update for Total War: Warhammer 3. The locations prime for Undercities and Skaven Kingdoms are now more varied and bigger than ever before.
Is Warhammer 3 set in Age of Sigmar? ›Is Total War: WARHAMMER III going to be set during the End Times and feature stuff from Age of Sigmar? No, as with Total War: WARHAMMER and Total War: WARHAMMER II, Total War: WARHAMMER III is set around the reign of Karl Franz.
How many people are playing Total War: Warhammer 3? ›Month | Avg. Players | Gain |
---|---|---|
Last 30 Days | 27,485.8 | +2,247.8 |
March 2023 | 25,238.0 | +4,777.7 |
February 2023 | 20,460.3 | +852.7 |
January 2023 | 19,607.6 | +1,705.3 |
Is Warhammer 40k ending? ›
Warhammer 40,000 is closing out the Horus Heresy story after 17 years, kind of. Sixty-ish books, one huge betrayal. Warhammer 40,000 maker Games Workshop has revealed the name and cover art for the final book in one of its longest running fiction series detailing an important and devastating civil war.
What is the strongest army in Warhammer 3? ›The Exiles of Khorne take the prize as the strongest faction in Total War: Warhammer 3. Despite their lack of ranged and magical options, the armies of Khorne sweep the field with their devastating melee abilities.
Did Warhammer 3 sell well? ›"Total War: WARHAMMER III" recorded a high Metacritic score and performed well immediately after its launch in February, but since then, sales have been below expectations.
Who is the strongest melee lord in Warhammer 3? ›Tyrion is the strongest most of the time But if there is plenty of Winds of magic to use archaon and belakor Is the strongest.
Who is the best duelist in Warhammer 3? ›Tyrion in Warhammer lore is a massive powerhouse who turned into a god near the end of the High Elf storyline. In Total War: Warhammer 3, he's also quite arguably the best duelist lord in the game.
What is the easiest race to play in Warhammer 3? ›The High Elves, in general, are a pretty easy faction to play as but Eataine is arguably the most beginner-friendly of the bunch. You start off with one of the richest settlements on Ulthuan surrounded mostly by allies that you can gradually confederate throughout the game until the entire island is under your control.
What is the easiest Warhammer 3 campaign? ›The Lost God - Beginner. The first campaign the game will recommend to you is The Lost God. This sees you take command of Prince Yuri, as he journeys into the Chaos Wastes to search for his lost father, Boris Ursus, as well as find out what happened to the Bear God of Kislev, Ursun.