Creative Assembly just rolled out an update for Total War: Warhammer 3. It mainly focuses on improvements for Immortal Empires, but also has a slew of balance changes, content updates, and bug fixes. Here’s a look at the highlights.
If, like me, you had a love affair with da green boyz before there were cell phones, you’ll be happy to see that the original eight legendary lords from the first Total War Warhammer have received new intro videos. Emperor Karl Franz looks majestic I think, but the real highlight is seeing Grimgor Ironhide and Azhag the Slaughterer with updated graphics. Waaagh!
The scope of Immortal Empires is huge, there’s no arguing with that, but sometimes I wondered by comparing it to some of the previous campaign maps where all stuff used to be. Playing through the main scenarios in Total War: Warhammer 2 felt like discovering a cool new landmark everywhere I turned, but at times the gigantic map in Immortal Empires felt a little bare. CA addresses this by reintroducing some of the key settlements and landmarks from these earlier maps, such as Karak Eight Peaks and the Royal Ellyrian Stables.
In addition, they’ve added some brand new landmarks aimed at the more recent Chaos factions. There’s a new one right down the street from the Skarbrand starting area that yields 100 skulls per turn, which is great news for anyone looking to garnish Khorne’s throne.
Balancing changes include a small nerf for the crumbling armies of the Vampire Counts and Tomb Kings, which is probably a good thing. They’ve also tweaked the script for projectile dodging – on easier difficulties, the AI will still eat your goblin doom divers down to the nugget, but they’ll get out of the way on Legendary. If they shoot you, at those higher difficulty levels the computer will stop targeting whatever comes in range first and start picking softer targets. Watch out for cannons.
Adjusting some of the campaign objectives for the factions is also included, bringing them a little more in line with the shuffled starting locations that came with IE. They also add the endgame scenarios to the multiplayer, so just when you’re starting to get the better of your friends, you can look forward to a swarm of pissed-off dwarfs coming for your lunch.
This will probably be the last update before the end of the year, but CA has announced another State of the Game post before the holidays. Here are the full patch notes (opens in new tab)but if you’re just interested in the general gameplay updates, you’ll find them below.
- GENERAL UPDATES
- Added a large number of landmarks in Mortal Empires and the Realm of Chaos map to Immortal Empires, and made available to WARHAMMER III factions as needed.
- Added several new orientation variants for Monogod factions near their Immortal Empires starting locations.
- Added a number of 10-slot settlements to Immortal Empires that had not yet been transferred from Mortal Empires or the Realm of Chaos.
- New landmarks introduced for Nurgle in Pigbarter, Tzeentch in the 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 appear incorrectly in combat (this includes Dark Elves, Greenskins, Ogre Kingdoms, and Skaven types appearing when they shouldn’t).
- Fixed an issue where Bretonnia’s unique resource (Chivalry) appeared to be awarded to other, non-Bretonian factions.
- Attacking an army while you’re in ambush will no longer prevent your opponent from bringing reinforcements.
- The Sires of Mourkain faction is no longer limited to one army.
- Fixed an issue causing the leader of the Blood Keepers faction in Immortal Empires to be mysteriously absent from the first turn.
- Improvements have been made to unit coordination when lining up to enter a single breach.
- Unit columns are now better spaced to prevent units from adjacent queues from merging.
- Improved the way units move to avoid clumping together while trying to enter a settlement.
- Endgame multiplayer victory objectives in Immortal Empires now require capturing the capital of all other players not on your team (this solves the problem of receiving both the victory and defeat screens simultaneously).
- Fixed an issue where one faction’s currency would be replaced with another when reloading a save.
- RULES & SYSTEMS
- Offering to go to war with an endgame faction to fight a hated enemy will now always have a positive effect on that faction’s opinion of that deal.
- Vassal factions will now rejoin their master’s wars as intended.
- The Sword of Khaine Dilemmas will now correctly display the details of the Sword of Khaine item in the Dilemma panel.
- Fixed a script bug that could occur with the Black Pyramid endgame if the pyramid is controlled by vampires.
- Fixed a bug where some Dark Fortresses couldn’t build walls, resulting in unintended battles.
- Dilemmas targeting a character with loyalty now show the character’s loyalty with the character portrait (thanks, ShadowStorm1985!).
- AI RULES & LOGIC
- The AI is now more likely to accept a peace treaty when far from the player.
- The AI’s selection of provinces to build allied outposts in has been improved in some cases.
- EXPLOIT FIXES
- Fixed an exploit where the Underway/Teleport/Tunnelling modes could be used to bypass the Great Bastion in Immortal Empires.