Creative Assembly has just rolled out an update for Total War: Warhammer 3. Focusing primarily on improvements for Immortal Empires, it also contains a host of balance changes, content updates, and bug fixes. Here is an overview of the highlights.
If you’re like me and had a love affair with da green boyz before there were cell phones, you’ll be pleased to see that the original eight legendary lords of the first Total War Warhammer have been given de new intro videos. Emperor Karl Franz looks majestic I guess, but the real highlight is seeing Grimgor Ironhide and Azhag the Slaughterer with updated graphics. Waaaagh!
The scope of Immortal Empires is massive, there’s no debating that, but sometimes comparing it to some of the previous campaign maps I wondered where all the Things has been. Playing through the main storylines of Total War: Warhammer 2 felt like discovering a cool new landmark everywhere I turned, but sometimes Immortal Empires’ massive map felt a little barren. CA addresses this by reintroducing some of the major settlements and landmarks from those earlier maps, such as Karak Eight Peaks and the Royal Stables of Ellyrian.
Additionally, they’ve added new landmarks focused on the more recent Chaos factions. There’s a new one just down the street from the Skarbrand starting area that provides 100 skulls per turn, which is great news for anyone looking to adorn the throne of Khorne.
The balance changes include a small nerf to the ruined armies of the Vampire Counts and Tomb Kings, which is probably a good thing. They also tweaked the script for dodging projectiles – on easier difficulties the AI will still eat your goblin divers right at the nugget, but they’ll dodge away on Legendary. When they shoot at you, on these higher difficulties, the computer will stop aiming at everything in range first and start picking softer targets. Watch out for the cannon.
Adjusting some of the campaign objectives for factions is also in the maps, aligning them a bit more with the mixed starting locations that come with IE. Plus, they’re adding the endgame scenarios to multiplayer, so just when you start getting the better of your friends, you can expect a swarm of pissed off dwarves to come over for your lunch.
This is probably the last update before the end of the year, but CA has announced that another State of the Game article will be released before the holidays. Here are the full patch notes (opens in a new tab)but if you’re just interested in general gameplay updates, you’ll find them below.
- GENERAL UPDATES
- Added a large number of landmarks found in Mortal Empires and the Realm of Chaos map to Immortal Empires, and made them available to WARHAMMER III factions where applicable.
- Added several new landmark variants for Monogod factions near their Immortal Empires starting locations.
- Added a number of 10-slot settlements to Immortal Empires that had not yet transferred from Mortal Empires or Realm of Chaos.
- Introduced new landmarks for Nurgle in Pigbarter, Tzeentch in Golden Tower, Khorne in Galbaraz, and Slaanesh in Tor Elyr.
- Fixed an issue where Savage Orc garrison buildings would not allow minor settlement battles.
- Fixed an issue where environment types would sometimes display incorrectly in battle (this includes Dark Elves, Greenskins, Ogre Kingdoms, and Skaven types appearing when they shouldn’t) .
- Fixed an issue where Bretonnia’s unique resource (Chivalry) would appear as if granted to other non-Bretonnian factions.
- Attacking an army in Ambush position will no longer prevent your opponent from providing reinforcements.
- The Sires of Mourkain faction is no longer limited to one army.
- Fixed an issue causing the leader of the Blood Keepers faction to be mysteriously absent in Immortal Empires on the first turn.
- Improvements have been made to unit coordination when queuing to enter a single breach.
- Columns of units are now better spaced to prevent units from adjacent queues from clustering together.
- Improved the way units move to prevent them from bunching up when trying to enter a settlement.
- Late game multiplayer victory objectives in Immortal Empires now require capturing the capital of all other players not on your team (this fixes the issue of receiving the victory and loss screen simultaneously).
- Fixed an issue where one faction’s currency would change to another’s when reloading a save.
- RULES AND SYSTEMS
- Offering to join a war alongside a final faction to fight a hated enemy will now always grant a positive effect to said faction’s opinion on that deal.
- Vassal factions will now join their master’s wars as intended.
- Sword of Khaine dilemmas will now correctly display the Sword of Khaine item details in the dilemmas panel.
- Fixed a script error that could occur with the Black Pyramid endgame if the pyramid was controlled by vampires.
- Addressed an oversight where some Dark Fortresses were unable to build walls, resulting in unintended field battles.
- Dilemmas that target a loyal character will now show the character’s loyalty with the character’s portrait (thanks, ShadowStorm1985!).
- AI RULES AND LOGIC
- AI is now more likely to accept a peace treaty when away from the player.
- The AI selection of provinces in which to build allied outposts has been improved in some cases.
- LEVERAGE FIXES
- Fixed an exploit where Underway/Teleport/Tunnelling stances could be used to bypass the Grand Bastion in Immortal Empires.