Creative Assembly has released an update for Total War: Warhammer 3. It mainly focuses on improvements to Immortal Empires but also includes balance changes, content updates, and bug fixes. Here are some of the highlights.
If like me, you’ve been attached to Da Green Boys since before there were cell phones. You’ll be excited to see the new video introducing the eight Legendary Lords from the original Total War Warhammer 3. The most exciting part, of course, is the majestic appearance of Emperor Karl Franz. But the best part is that Grimgor Ian Hyde and Asghag the Thrower are featured in the latest graphics. Wow!
Immortal Empires is arguably huge compared to previous campaign maps. It was sometimes hard to tell where things were when playing through the main scenario of Total War: Warhammer 3. Every turn was a new landmark! I felt like I was discovering something new, but the huge map of “Immortal Empires” can feel a bit sterile.
CA addresses this issue by reintroducing major settlements and landmarks from previous maps. Such as Karak Eight Peaks and Royal Ellyrian Stables.
New landmarks focused
In addition, new landmarks focused on the recent Chaos faction have been added. Including a new one right near the start of Skarbrand that offers 100 skulls per turn. Which is great news for those looking to adorn the Khorne Throne.
Balance changes include a slight nerf to the crumbling armies of the Vampire Counts and Tomb Kings, which is probably a good thing. Scripts for dodging projectiles have also been adjusted. On easy difficulty, the AI will still eat your goblin doom-diver straight to the nugget, but on Legendary, it will dodge its way out. When they shoot at you with greater difficulties, the computer will stop aiming at the first one in range and start picking softer targets. Watch out for the cannons.
We will also be adjusting some of the faction campaign objectives to align with the shuffled starting points that come with IE. We will also be adding an endgame scenario to multiplayer, so you can look forward to hordes of pissed-off dwarves coming in for lunch when you can get the upper hand on your friends.
This will probably be the last update for the year, but CA has announced plans to release another State of the Game article before the holiday season. The full patch notes are here (opens in a new tab), but for those interested in general gameplay updates, see below.
- Several landmarks on the Mortal Empires and Realm of Chaos maps have been added to Immortal Empires and made available in each Warhammer 3 faction as appropriate.
- For the Monogod Faction, we have added several new landmarks near the start of Immortal Empires.
- Added a number of 10-slot settlements to Immortal Empires that have not been ported over from Mortal Empires or Realm of Chaos.
- Added the landmarks of Nurgle in Pig Barter, Tzeentch in Golden Tower, Cologne in Garbaratz, and Slaanesh in Tor Aeril.
- Fixed an issue where the Savage Oak garrison was not enabling combat for small settlements.
- Fixed an issue where environment types were not being displayed correctly during combat (this includes Dark Elves, Greenskins, Ogre Kingdoms, and Skaven types not being displayed).
- Fixed an issue where Bretonnia-specific resources (Chivalry) would appear to be granted to non-Bretonnia factions.
Other General Updates
- Attacking an army in an ambush position no longer prevents the opponent from bringing reinforcements.
- The Sires of Mourkain faction is no longer limited to one army.
- An issue where the leader of the Blood Keepers faction in Immortal Empires was mysteriously absent on the first turn has been fixed.
- Unit coordination when forming columns to enter a single breach has been improved.
- The spacing between rows of units has been improved so that units in adjacent queues do not clump together.
- Improved unit movement when trying to enter a settlement so that units do not clump together.
- The endgame multiplayer victory objective in Immortal Empires now calls for capturing the capitals of all players except your own team (this solves the problem of receiving both victory and defeat screens simultaneously).
- An issue where one faction’s currency would be replaced by another faction’s currency when reloading a save has been fixed.
Rules and Systems
- Offering to participate in a war with an endgame faction to fight a hated enemy will now always result in a positive rating for that faction for that transaction.
- Vassal factions now rejoin their lord’s wars as intended.
- The “Sword of Cain” dilemma now properly displays the details of the “Sword of Cain” item in the dilemma panel.
- A scripting error that could occur in the Black Pyramid endgame when the pyramid is controlled by vampires has been fixed.
- An issue has been addressed where some dark forts could not build walls, resulting in unintended field battles.
- Dilemmas targeting loyal characters now display loyalty along with the character’s portrait (thank you, ShadowStorm1985!).
AI Rules and Logic
- AI is now more likely to accept a peace treaty if it is far away from the player.
- Improved in some cases when the AI chooses a region to build an allied outpost.
- Exploit fixes.
- An exploit that could use the Underway/Teleport/Tunnelling stance to bypass the Great Bastion in Immortal Empires has been fixed.
Good day to you. The roller coaster ride of WARHAMMER III continues this month with update 2.3. Aside from potential hotfixes, this will be the last update we will deliver in 2022.
Before I go any further, I would like to mention the State of the Game article we published last month. We are pleased that so many of you were interested, but we are aware that there are concerns and questions that we have not touched on. So, fear not, intrepid adventurers! We can’t always tell you everything we are working on, but we are listening to your input. And before Christmas, we plan to post a “State of the Game” post that will cover a wide range of topics that you have sent in.