fbpx
OPPO Find N3 Flip
HG Logo Main

Total War: Warhammer 3 Update 1.1.0 Patch Notes

Know more about the updates, latest patch, and changes in Total War: Warhammer 3 using this handy page. This page may also contain news about new content and other useful information. As of yet, all platforms of the game, be it on Steam, Game Pass, or Epic Games, share the same content and updates.

Contents
1 Warhammer 3 Update 1.1.0 Patch Notes – April 5, 2022

Warhammer 3 Update 1.1.0 Patch Notes – April 5, 2022

Overall Game

Stability & Performance

  • Fixed a crash when the game window lost focus, such as when ALT+Tabbing to another window.
  • Fixed a crash triggered after losing a Caravan, saving the next turn, and then re-loading the file.
  • Fixed a crash triggered when selecting a Hero within an Army while moving that Army to merge with another.
  • Fixed a crash that could occur when, in a multiplayer campaign set to allow simultaneous turns, a player exited the match during another team’s turn.
  • Fixed a crash triggered when a player-queued movement command initiated a siege battle after ending the turn.
  • Fixed a crash when attacking a sieging army.
  • Fixed a severe performance hit when viewing steam visual effects during a custom battle.
  • Fixed visual stuttering when vassalizing the Legion of Chaos as Slaanesh.
  • Implemented several optimizations to distance and overdraw in the game.

Graphics

  • Fixed an issue where vegetation would appear dark when adjusting the game’s graphics settings.
  • Fixed an issue which would result in white flickering lines appearing around mountain models on the campaign map.
  • Fixed a visual issue when selecting Kislev War Sleds.
  • Tzeentch Realm: Fixed a stretched texture that appears on the background geometry during the ambush battle.
  • Tzeentch Realm: Added a missing skybox to the pre-battle loading screen.

Audio

  • Updated the unit audio of Leadbelchers and Ironblasters for a bigger PUNCH!

UI

  • Fixed an issue which prevented accents from displaying properly in the lobby news feed.
  • Added a missing icon for an effect in the Wood Elf building tree.
  • Added the correct category icon for the Herald of Slaanesh (Shadow)

Gameplay Mechanics

  • Corrupted traits are now removed as the corrupted character spends time in a province with lower levels of that particular type of corruption. (This is indifferent to any other types of corruption in that province.)
  • Fixed a issue where the Everlasting Gift [technology] would remove some of the effects of the Gift of Slaanesh [upgrade] rather than applying the correct bonuses.
  • The Supply Lines values will now update properly when disbanding Lords.
  • Fixed an issue where units docked in dockable areas would not adjust their firing arc so they could continue firing at enemy units.
  • Fixed an issue where handing off control of a second Army joining a battle to the AI would prevent them from joining and prevent the battle from concluding.
  • Fixed an issue where Heroes would no longer gain skill points after progressing past Rank 40.
  • Fixed an issue where the Fire Mouth settlement would provide the option to construct major settlement buildings rather than minor settlement buildings.
  • Fixed a bug where units stationed at an Ogre Camp located in hostile territory could not replenish their Army.
  • Removed several obstructions to the line-of-sight around tower construction points on the Grissenwald Empire
  • Implemented fixes for several deployment and vanguard deployment zones in several maps.
  • Fixed an issue where losing a Caravan would result in an inactive “Recruit Caravan” button for the following turn.
  • Fixed an issue with Auto Resolve where attacking an enemy Army in a settlement resulted in better outcomes than when an enemy Army attacked the player.
  • Fixed issues in which Hero buffs and recruitment rank buildings would fail to properly apply their bonuses.
  • Fixed an issues where infinite Winds of Magic could be generated due to a rounding error with reserves and recharge rates.
  • Fixed issues with Be’lakor’s skill tree which resulted in certain skills unlocking the incorrect abilities.
  • Fixed an issue where the Battle Speed would switch to “Slow Motion” without any input during replays.

Campaign

Prologue

  • Fixed an issue where the Prologue could get stuck after the Battle for Fort Devingard.
  • Players should no longer be unable to progress when ending a turn immediately after losing Yuri.
  • Yuri will no longer hop in place following the scream chasm trigger.
  • Players should no longer have their progression blocked by accidentally deselecting the settlement before completing the Lord recruitment guide.
  • Players should no longer have their progression blocked by selecting a settlement during the Daemon Encounter guide.
  • Fixed an issue which would prevent the player from progressing after capturing the Claw Reach.
  • Fixed an issue which would prevent the player from progressing upon completing their battle with The Wolf.
  • Fixed a crash when trying to skip the camera flythrough at the start of the campaign.
  • Added a link to the “Shields” tooltip that appears during the first battle with Tzeentch.

The Realm of Chaos

  • Reduced the effect of negative traits inflicted upon entering the Realms of Chaos by ~50%.
  • Daemon Legendary Lords will no longer be afflicted by the negative traits within the realm of their respective Chaos God.
  • Negative traits inflicted by the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm.
  • Upon intercepting an AI faction at the Forge of Souls, the Legendary Lord will now lose all of their souls rather than being wounded for 15 turns. This will force them to collect the souls over again.
  • The “Protection” chain of buildings can now be constructed to prevent rifts from spawning in the province in which they’re built.

Completing a survival battle will now also provide the winning faction with the following benefits for 10 turns:

  • (+ or -) 5 of the winning faction’s corruption across all provinces
  • +8 control across all provinces
  • +15 growth across all provinces
  • +10% income across all provinces

Additional adjustments made to the following realms:

  • Tzeentch Realm: Options offered during dilemmas triggered at “points of interest” will now provide replenishment
  • Tzeentch Realm: Boon from Tzeentch: This option offered by the dilemma now properly displays its rewards when it appears.
  • Nurgle Realm: The attrition resistance effects granted by “points of interest” now last 20 turns instead of for the duration spent in the realm. This means that the boon can now also be carried back to the mortal world.
  • Nurgle Realm: Flying units can no longer be deployed atop of the Nurgle island environment prop.
  • Players can no longer replace the Legendary Lord of an army with a regular Lord when at the Forge of Souls.
  • Fixed a rare issue which would result in the Forge of Souls rift being closed despite having access to the final battle.

Be’lakor

After completing the campaign, the player will now be given the option to banish Be’lakor. This will provide the following permanent benefits:

  • +3 Hero Capacity for all Heroes
  • +14 Hero and Lord recruit rank
  • +5 Winds of Magic per turn for all armies
  • +7 Control across all provinces
  • +25 Growth across all provinces
  • +15% Income across all provinces

One additional change made to the Lord:

  • Be’lakor now has a starting trait that grants access to his unique battle ability, Shadow Shroud, rather than it being granted by default.

And an additional fix for the campaign:

  • Fixed an issue where completing a campaign and clicking “continue to the records” would re-play Be’lakor’s first voiceover line rather than the proper line.

Daemons of Chaos

We felt that The Daemon Prince (aka “Daniel”) was underperforming in battles against enemy lords, so we’ve adjusted his base stats and moved some other values around to bolster his terrifying presence on the battlefield.

  • Melee Attack increased from 25 to 50
  • Melee Defence increased from 20 to 45
  • Base damage increased from 200 to 225
  • Armour Piercing Damage increased from 200 to 225
  • Armour increased from 10 to 20
  • Charge Bonus increased from 30 to 40

To accommodate for his higher base stats, we’ve reduced the effect values of the starting gifts available to The Daemon Prince when starting a new campaign:

  • Mark of Chaos (Torso): Reduced Melee Defence from +10 to +5
  • Muscular Arms (Left Arm): Removed Melee Attack +15
  • Muscular Arms (Right Arm): Removed Base Weapon Damage +10%
  • Daemon Legs (Legs): Removed Charge Bonus +15%
  • Daemon Tail (Tail): Removed Melee Defence +5
  • Deathbringer Blade (Hand Weapon): Increased base damage from +15% to +20%
  • Deathbringer Blade (Hand Weapon): Increased Armour Piercing Damage from +10% to +15%

Daemons of Chaos: Daemonic Progression Offerings

We’ve increased the values of the pre-dedication Daemonic Progression Offering bundles to keep them all balanced. The post-dedication Offerings have also been buffed with some extra power as you dedicate yourself to your chosen Chaos God: including buffs to the God-specific recruitment ranks of units, agents, and Lords. This should shorten the time it takes for your Lords to reach their exalted forms.

  • Offering VIII (All Gods): Increased the dedicated God-specific Lord recruitment rank from +3 to +10
  • Offering VIII (All Gods): Increased the dedicated God-specific agent recruitment rank from +3 to +10
  • Offering VIII (All Gods): Reduced the dedicated God-specific unit recruitment time by 2 turns
  • Khorne Offering VIII: Removed the +10% casualty replenishment bonus
  • Khorne Offering VIII: Added a +25% buff to campaign movement range after winning a battle
  • Nurgle Offering VIII: Removed the building cost reduction bonus
  • Nurgle Offering VIII: Added a +20% global replenishment bonus to Nurgle units
  • Slaanesh Offering VIII: Increased the diplomatic relations with all factions from +10 to +25
  • Tzeentch Offering VIII: Removed the chance to increase the strength of the Winds of Magic when changing
  • Tzeentch Offering VIII: Increased the chance to strengthen the Winds of Magic skill from +10% to +25%
  • Offering IX (All Gods): Increased the dedicated God- specific unit recruitment rank for all armies from +3 to +6

Daemons of Chaos: The Daemon Prince’s Gift Sets

We’ve not only added a missing upgrades ability to the Undivided sets, but made some additional adjustments to balance these sets alongside the other balance changes to the Daemons of Chaos.

  • The Armoured Prince of Chaos: Equipping the set now grants an upgraded version of the Mortal Blow ability
  • The Armoured Prince of Chaos: Removed the +10% glory gain bonus
  • The Armoured Prince of Chaos: Increased the Leadership Aura Size from +25% to +50%
  • The Scorched Prince of Chaos: Equipping the set now grants an upgraded version of the Mortal Blow ability
  • The Scorched Prince of Chaos: Removed the +10% glory gain bonus
  • The Adorned Prince of Slaanesh: Reduced the recruitment rank for Slaanesh units from +4 to +3

Daemons of Chaos: Daemon Prince Gifts

  • Fixed a bug where the Tzeentch Head items had Transmutation of Lead instead of Final Transmutation, which resulted in certain Arm and Head upgrades offering the same spell.
LEFT ARM
  • Adorned Scythes: Increased base damage from +30% to +45%
  • Avian Arms: Replaced Blue Fire with Infernal Gateway
  • Avian Arms: Increased Melee Defence from +5 to +8
  • Bejewelled Arms: Increased Melee Defence from +5 to +8
  • Blazing Gauntlets: Increased Melee Defence from +7 to +10
  • Corpulent Arms: Increased Melee Defence from +7 to +10
  • Daemonic Arms: Increased Melee Attack from +3 to +8
  • Daemonic Arms: Increased Melee Defence from +5 to +8
  • Daemonic Scythes: Increased base damage from +30% to +45%
  • Decorated Arms: Increased Melee Defence from +5 to +8
  • Decorative Bracers: Increased Melee Defence from +5 to +8
  • Heavy Gauntlets: Increased Melee Defence increased from +5 to +8
  • Scorched Arms: Increased Melee Defence from +5 to +10
  • Scorched Arms: Increased base damage from +5% to +8%
  • Serrated Scythes: Increased Armour Piercing damage from +45% to +60%
  • Shattered Gauntlets: Increased Melee Attack from +15 to +18
  • Shattered Gauntlets: Increased Melee Defence increased from +15 to +18
  • Shattered Oversized Gauntlet: Increased Melee Defence from +15 to +18
  • Spiked Corpulent Arms: Increased Melee Defence from +5 to +8
  • Spiked Corpulent Arms: Increased Armour Piercing damage from +5% to +8%
  • Spiked Scythes: Increased Piercing damage from +30% to +45%
RIGHT ARM
  • Adorned Scythes: Increased base damage from +60% to +75%
  • Corpulent Arms: Increased Melee Attack from +7 to +10
  • Daemonic Arms: Increased Melee Attack from +7 to +10
  • Daemonic Scythes: Increased base damage from +60% to +75%
  • Decorated Arms: Replaced Infernal Gateway with Gate of Chaos
  • Scorched Arms: Increased Melee Attack from +5 to +8
  • Serrated Scythes: Increased Armour Piercing damage from +75% to +90%
  • Shattered Gauntlets: Increased Melee Attack increased from +10 to +12
  • Shattered Gauntlets: Increased base damage from +10% to +15%
  • Shattered Oversized Gauntlet: Increased Melee Attack from +15 to +18
  • Spiked Corpulent Arms: Increased Melee Attack from +5 to +8
  • Spiked Corpulent Arms: Increased Armour Piercing damage from +5% to +8%
  • Spiked Scythes: Increased Armour Piercing damage from +60% to +75%
HEAD
  • Branching Horns: Increased Melee Defence from +5 to +8
  • Feathered Helm: Increased Melee Defence from +7 to +10
  • Infernal Horns: Replaced Melee Defence with Melee Attack +8
  • Infernal Khornate Horns: Increased Melee Attack from +10 to +12
  • Plumed Helm: Increased Melee Attack from +7 to +10
  • Sharp Beak: Increased Armor Piercing damage from +7% to +10%
  • Shattered Beak: Increased base damage from +7% to +10%
  • Trophied Horns: Increased Melee Attack from +15 to +18
LEGS
  • Avian Legs: Increased Speed from +7% to +10%
  • Bestial Legs: Increased Speed from +10% to +12%
  • Bubonic Legs: Increased Melee Defence from +5 to +8
  • Chained Legs: Increased Melee Defence from +5 to +8
  • Daemonette Leg Straps: Increased base damage from +7% to +10%
  • Daemonette Legs: Increased Speed from +10% to +12%
  • Decorated Legs: Increased Speed from +10% to +12%
  • Diseased Leg Spikes: Increased Armour Piercing damage from +5% to +8%
  • Heavy Leg Armour: Increased Melee Defence from +5 to +8
  • Medium Leg Armour: Increased Melee Defence from +10 to +12
  • Spiked Avian Legs: Increased Speed from +7% to +10%
  • Spiked Avian Legs: Increased Armour Piercing damage from +7% to +10%
  • Spiked Daemonette Legs: Increased Armour Piercing damage from +7% to +10%
  • Trophied Daemonette Legs: Increased Melee Attack from 7 to 10
TAIL
  • Armoured Fiendish Tail: Increased Melee Attack from +5 to +8
  • Armoured Fiendish Tail: Increased Melee Defence from +5 to +8
  • Armoured Tail: Increased Melee Attack from +5 to +8
  • Armoured Tail: Increased Melee Defence from +5 to +8
  • Bladed Tail: Increased Melee Attack from +5 to +8
  • Bladed Tail: Increased Melee Defence from +5 to +8
  • Bloodthirsty Tail: Increased Melee Attack from +5 to +8
  • Chained Fiendish Tail: Increased Melee Attack from +5 to +8
  • Chained Fiendish Tail: Increased Melee Defence from +5 to +8
  • Chained Fiendish Tail: Increased base damage from +10% to +15%
  • Diseased Tail Spurs: Increased Armour Piercing damage from +5% to +8%
  • Ornate Tail: Increased Melee Attack from +5 to +8
  • Ornate Tail: Increased Melee Defence from +5 to +8
  • Scorched Tail: Increased Melee Defence from +5 to +8
  • Scorched Tail: Increased base damage from +7% to +10%
  • Sentient Tail: Increased Melee Attack from +5 to +8
TORSO
  • Adorned Body: Increased Melee Defence from +15 to +18
  • Adorned Body: Increased Speed from +10% to +12%
  • Bestial Light Armour: Increased Melee Defence from +15 to +18
  • Carved Body: Increased Melee Defence from +15 to +18
  • Collar & Straps: Increased Melee Defence from +10 to +12
  • Flexible Body: Increased Melee Defence from +15 to +18
  • Horned Corpulent Body: Increased Melee Defence from +7 to +10
  • Mark of Khorne: Increased Melee Attack from +10 to +12
  • Mark of Khorne: Increased Melee Defence from +10 to +12
  • Mark of Khorne: Increased base damage from +20% to +25%
  • Mark of Nurgle: Increased Melee Defence from +10 to +12
  • Mark of Slaanesh: Increased Melee Defence from +10 to +12
  • Mark of Slaanesh: Increased Speed from +7% to +10%
  • Mark of Tzeentch: Increased Melee Defence from +10 to +12
  • Moulded Armour: Increased Melee Defence from +10 to +12
  • Plate Armour: Increased Melee Defence from +5 to +8
  • Revealing Armour: Increased Melee Defence from +10 to +12
  • Spiked Corpulent Body: Increased Armour Piercing damage from +5% to +8%
  • Trophied Corpulent Body: Increased Melee Attack from +7 to +10
WEAPONS
  • Arcane Dagger: Increased Armour Piercing damage from +15% to +25%
  • Arcane Dagger: Increased base damage from +10% to +20%
  • Axe of Fury: Increased Armour Piercing damage from +25% to +35%
  • Axe of Fury: Increased base damage from +40% to +50%
  • Axe of Rage: Increased Armour Piercing damage from +35% to +45%
  • Axe of Rage: Increased base damage from +30% to +40%
  • Axe of Wrath: Increased Armour Piercing damage from +45% to +55%
  • Axe of Wrath: Increased base damage from +20% to +30%
  • Bilesword: Increased Armour Piercing damage from +15% to +25%
  • Bilesword: Increased base damage from +10% to +20%
  • Blighted Bell: Increased base damage from +35% to +55%
  • Blood-Halberd: Increased Armour Piercing damage from +65% to +75%
  • Blood-Halberd: Increased base damage from +15% to +25%
  • Blood-Shield: Increased Melee Defence from +3 to +5
  • Daemonhide Shield: Increased Melee Defence from +3 to +5
  • Decadent Shield: Increased Melee Attack from +3 to +5
  • Decadent Shield: Increased Melee Defence from +3 to +5
  • Eldritch Dagger: Increased Armour Piercing damage from +15% to +25%
  • Eldritch Dagger: Increased base damage from +10% to +20%
  • Ensorcelled Great Lance: Increased Armour Piercing damage from +10% to +20%
  • Ensorcelled Great Lance: Increased base damage from +20% to +30%
  • Ensorcelled Jagged Lance: Increased Armour Piercing damage from +30% to +40%
  • Ensorcelled Jagged Lance: Increased base damage from +5% to +15%
  • Ensorcelled Skull Lance: Increased Armour Piercing damage from +20% to +30%
  • Ensorcelled Skull Lance: Increased base damage from +15% to +25%
  • Feasting Spear: Added the Charmed weapon contact effect
  • Feasting Spear: Increased Bonus vs Large damage from +20 to +40
  • Feasting Spear: Increased Armour Piercing damage from +30% to +40%
  • Feasting Spear: Increased base damage from +15% to +20%
  • Gilded Shield: Increased Melee Defence from +3 to +5
  • Gore-Halberd: Increased Armour Piercing damage from +55% to +65%
  • Gore-Halberd: Increased base damage from +25% to +35%
  • Gore-Shield: Increased Melee Defence from +3 to +5
  • Great Axe of Fury: Increased Bonus vs Large damage from +10 to +40
  • Great Axe of Fury: Increased Armour Piercing damage from +60% to +70%
  • Great Axe of Fury: Increased base damage from +40% to +50%
  • Great Axe of Rage: Increased Bonus vs Large damage from +10 to +40
  • Great Axe of Rage: Increased Armour Piercing damage from +50% to +60%
  • Great Axe of Rage: Increased base damage from +50% to +60%
  • Great Axe of Wrath: Increased Bonus vs Large damage from +10 to +40
  • Great Axe of Wrath: Increased Armour Piercing damage from +70% to +80%
  • Great Axe of Wrath: Increased base damage from +30% to +40%
  • Hellforged Blade: Increased Armour Piercing damage from +25% to +35%
  • Hellforged Blade: Increased base damage from +25% to +35%
  • Hungering Daemonblade: Increased Armour Piercing damage from +15% to +25%
  • Hungering Daemonblade: Increased base damage from +30% to +40%
  • Jagged Daemonblade: Increased Armour Piercing damage from +35% to +45%
  • Jagged Daemonblade: Increased base damage from +10% to +20%
  • Marked Shield: Increased Melee Defence from +3 to +5
  • Mystical Dagger: Increased Armour Piercing damage from +15% to +25%
  • Mystical Dagger: Increased base damage from +10% to +20%
  • Ornate Shield: Increased Melee Defence from +3 to +5
  • Plague Club: Increased Armour Piercing damage from +10% to +20%
  • Plague Club: Increased base damage from +20% to +30%
  • Plagueblade: Increased Armour Piercing damage from +5% to +15%
  • Plagueblade: Increased base damage from +20% to +30%
  • Reaper’s Hellblade: Increased Armour Piercing damage from +45% to +55%
  • Reaper’s Hellblade: Increased base damage from +55% to +65%
  • Reinforced Shield: Increased Melee Attack from +3 to +5
  • Reinforced Shield: Increased Melee Defence from +3 to +5
  • Rot Club: Increased Armour Piercing damage from +5% to +15%
  • Rot Club: Increased base damage from +25% to +35%
  • Rotcleaver: Increased Armour Piercing damage from +10% to +20%
  • Rotcleaver: Increased base damage from +15% to +25%
  • Slaughter-Halberd: Increased Armour Piercing damage from +45% to +55%
  • Slaughter-Halberd: Increased base damage from +35% to +45%
  • Slaughter-Shield: Increased Melee Attack from +3 to +5
  • Slaughter-Shield: Increased Melee Defence from +3 to +5
  • Slaughterer’s Hellblade: Increased Armour Piercing damage from +25% to +35%
  • Slaughterer’s Hellblade: Increased base damage from +75% to +85%
  • Slayer’s Hellblade: Increased Armour Piercing damage from +35% to +45%
  • Slayer’s Hellblade: Increased base damage from +65% to 75%
  • Staff of Riddles: Increased Armour Piercing damage from +5% to +15%
  • Staff of Riddles: Increased base damage from +25% to +35%
  • Staff of the Watcher: Increased Armour Piercing damage from +5% to +15%
  • Staff of the Watcher: Increased base damage from +25% to +35%
  • Sword of Allure: Added the Charmed weapon contact effect
  • Sword of Allure: Increased Armour Piercing damage from +20% to +30%
  • Sword of Allure: Increased base damage from +25% to +35%
  • Sword of Excess: Added the Charmed weapon contact effect
  • Sword of Excess: Increased Armour Piercing damage from +10% to +20%
  • Sword of Excess: Increased base damage from +35% to +45%
  • Sword of Sin: Added the Charmed weapon contact effect
  • Sword of Sin: Increased Armour Piercing damage from +30% to +40%
  • Sword of Sin: Increased base damage from +15% to +25%
  • Unholy Daemonblade: Increased Armour Piercing damage from +25% to +35%
  • Unholy Daemonblade: Increased base damage from +20% to +30%
WINGS
  • Chained Bestial Wings: Increased Melee Defence from +5 to +8
  • Chained Pestilent Wings: Increased base damage from +5% to +8%
  • Scorched Wings: Increased Melee Attack from +5 to +8
  • Spiked Avian Wings: Increased Armour Piercing damage from +7% to +10%
  • Spiked Aged Wings: Increased Armour Piercing damage from +7% to +10%
  • Wingless: Increased Speed from +10% to +12%
  • Wingless: Increased Weapon Strength from +10% to +15%

General Fixes

  • Fixed an issue where narrative events would continue to trigger after completing a campaign—including rifts re-opening in the world.
  • Fixed an issue where Boris would not be created as a new faction and does not appear in the lords recruitment pool after completing the Frozen Falls.

Battles

Spells

  • Penumbral Pendulum (Base): Reduced damage dealt from 72 to 36. AP percentage remains at 50%.
  • Penumbral Pendulum (Overcast): Reduced damage from 108 (66% AP) to 45 (60% AP).

Unit Responsiveness

  • Improved how infantry units react to orders and turn to face enemies. Their behavior should now match the responsiveness of infantry units in Total War: WARHAMMER II.
  • Fixed an issue which caused ranged units to fire slower when docked on a siege wall or similar structure.
  • Fixed an issue which would cause ranged units to reset their animations without having fired.
  • Locked control groups will no longer enter guard mode when receiving an attack order.

General Fixes

  • The Charge Reflection [attribute] will now require units to be braced against the charging attacker in order to take effect.
  • Fixed an issue where defending units would use the attacker’s mass rather than their own mass for impact damage calculations.
  • Fixed an issue where attacker reinforcements would enter from within the defenders’ city.
  • Army reinforcements should now correctly enter a battle according to their position on the campaign map relative to the battle.
  • In Domination and Survival battles, summoned units will no longer offer a refund after being teleported away from the battlefield.

Factions

General Fixes

  • Exalted Lord of Change lords now have access to the Greater Arcane Conduit [ability] in their skill tree, as intended.

Ogre Kingdoms

IRONBLASTERS
  • Increased projectile spread from 7 to 3
  • Reduced the damage dealt by each projectile from 84 to 75
  • Reduced the AP damage dealt by each projectile from 336 to 300
GORGERS
  • Reduced the AP damage dealt from 70 to 50
  • Reduced the total entity count per Gorger unit from 16 to 12
GENERAL FIXES
  • Fixed an issue where garrisoned Firebelly Heroes would not receive their spells in battle.

Ogre Kingdoms (Multiplayer Only)

  • Ironblasters: Multiplayer cost increased from 1400 to 1750 gold
  • Ogre Giants: Now count as a rare single entity for the sake of unit caps

Grand Cathay

HARMONY
  • Increased effect radius from 45 to 60
SKY-JUNK
  • Increased ammunition from 15 to 20
  • Sky-Junk Bomb [ability]: Cooldown reduced from 60 to 30 seconds
SKY LANTERN
  • Shots now apply the Shieldbreaker effect
  • Speed increased from 30 to 35
GENERAL FIXES
  • Stone Gaze [skill]: Now increases armor instead of leadership for Terracotta Sentinels and Wu Xing War Compass units.

Grand Cathay (Multiplayer Only)

  • Wu Xing War Compass: Multiplayer cost reduced from 1100 to 800 gold
  • Astromancer: Multiplayer cost of adding a Wu Xing War Compass mount reduced from 950 to 400 gold
  • Peasant Archers: Multiplayer cost reduced from 450 to 400 gold

Tzeentch

BARRIERS
  • Increased the recharge delay of restoring barriers from 15 to 30 seconds
ARCANE SURGE
  • Reduced the Winds of Magic reserves generated per second from +0.3 to +0.15
WARPFLAME!
  • Lowered the Armor Reduction debuff from -15 to -10
  • Reduced the Weakness to Fire debuff from -11% to -10%
FORSAKEN OF TZEENTCH
  • Removed the inherent Magic Resistance from the unit (from 40% to 0%)
EXALTED FLAMER OF TZEENTCH
  • Increased the base ammunition count from 10 to 15
  • Increased the range of the unit from 90 to 150

Tzeentch (Multiplayer Only)

  • Exalted Flamer of Tzeentch: Multiplayer cost increased from 1100 to 1300 gold

Kislev

ARMOURED KOSSARS
  • Unit acceleration increased from 20 to 30
STRELTSI
  • Unit acceleration increased from 20 to 30
TZAR GUARD
  • Unit acceleration increased from 20 to 30
LIGHT WAR SLEDS
  • Reduced the unit’s Armor from 70 to 50
ELEMENTAL BEAR
  • Increased Melee Defence from 20 to 30
LITTLE GROM
  • Increased Ranged Damage from 145 to 160
  • Increased AP Damage from 580 to 600

Kislev (Multiplayer Only)

  • Light War Sleds: Multiplayer cost increased from 950 to 1100 gold
  • Elemental Bear: Multiplayer cost reduced from 2200 to 2000 gold

Nurgle

EXALTED PLAGUEBEARERS OF NURGLE
  • Increased ammunition count from 2 to 3
  • Increased Speed from 23 to 27
PLAGUEBEARERS OF NURGLE
  • Increased Speed from 23 to 27
PLAGUE DRONES OF NURGLE (DEATH’S HEADS)
  • Increased ammunition count from 7 to 10
KU’GATH PLAGUEFATHER
  • Increased ammunition count from 22 to 35
  • Increased the healing rate provided by the Nurgling Infestation ability from 0.1% to 0.2% health per second

Nurgle (Multiplayer Only)

  • Plague Drones of Nurgle: Multiplayer cost reduced from 1300 to 1200 gold
  • Plague Drones of Nurgle (Death’s Heads): Multiplayer cost reduced from 1600 to 1500 gold
  • Plaguebearers of Nurgle: Multiplayer cost reduced from 750 to 700 gold
  • Exalted Plaguebearers of Nurgle: Multiplayer cost reduced from 1250 to 1100 gold
  • Great Unclean Ones: Now count as a rare single entity for the sake of unit caps

Khorne

  • Dog Fighting [technology]: Now provides the Strider attribute to Flesh Hounds while increasing their charge bonus.

Multiplayer

Domination (Game Mode)

As the Domination mode is new to Total War: WARHAMMER III, we’ve been eagerly waiting to see how it’s received and how it can continue to evolve from where it is now. We’re already working from the notion that the Domination mode available now will be drastically different from the Domination mode that exists years from now, and have included several changes in 1.1 to start the journey down that path.

There are a few areas of feedback where we’re beginning:

  • Low Map Count: we’ve added two new maps and will continue working to include other existing maps in the very near future.
  • Comeback Mechanic: We want there to be opportunities to come back after the first engagements, so we’re removing the damage-based income mechanic to support that goal.
  • The Supply Resource: We want to reduce the “farming” of enemies in lieu of seizing and holding the capture points in the early game, so we’re increasing the supply trickle and adjusting how supplies are obtained in the game mode.

Another large-scale change we’re looking to make (based on feedback) is to speed up the game mode as a whole. To do this, we’re focusing on a few changes to the number of starting units initially available:

  • We can see how having so few units to start doesn’t feel as epic as Land Battles.
  • Factions which rely on larger formations or static styles of play end up being hurt by low starting numbers—particularly against highly-mobile forces.
  • We are increasing the main army budget, starting supplies, and base income to help address the above problems.

Finally We also introduced a bug fix to take away refunds from withdrawn summoned units. This will allow us to more accurately monitor the balance of summoner units, such as Cultists, seeing as the income exploit will be gone.

DOMINATION: 2 NEW MAPS
  • Arnheim
  • Battle for Itza
DOMINATION: GAMEPLAY
  • The army fund distribution between the main army and reinforcements has been rebalanced from 40% (main army)/60% (reinforcements) to 50%/50%.

We’ve adjusted the additional supplies a player gains when they are trailing in a Domination match:

  • +5 supplies per second when trailing by 1000+ tickets
  • +10 supplies per second when training by 2000+ tickets

Other changes to how supplies are gained:

  • Added 500 initial supplies to the default stockpile
  • Increased the base supply income from 16 to 20 per second
  • Removed the supply income provided via damage to enemy units

General Fixes

  • We’ve temporarily disabled the ability to use the manual targeting system in multiplayer battles, seeing that it can be exploited to ignore the reload times of certain units. We are reviewing this system in greater depth and will look to restore it later on.
  • Players in ranked battles will no longer be able to load an army from the Daemons of Chaos
  • Fixed an issue where Be’lakor’s Blade of Shadow [ability] did not have an associated cost in custom/multiplayer battles.
  • The Palace of Slaanesh [Survival Battle]: Fixed an issue where all players would lose connection following the Courtesan cutscene.
  • The Palace of Slaanesh [Survival Battle]: Fixed an issue where players would lose connection after completing the battle.

Localization

  • Brazilian-Portuguese: Fixed a line during the first mission of the Something Rotten in Kislev multiplayer campaign that displayed in Spanish.

Known Issues

Below are issues which have been identified that are either new with the update or relevant to the changes above. This is by no means a comprehensive list of issues being worked on, but are important notes to keep in mind as you re-join the battlefield.

  • Soft lock if your army is placed on top of (or behind) the Final Battle quest marker. Following the change to the Forge of Souls mechanics, there are two issues we’ll be working to solve in a future update—both of which involve the Final Battle quest marker on the Forge of Souls island.First, by placing an army adjacent to the marker, the AI will enter both the player’s zone of control and the zone of the quest marker, meaning that the game will end in an AI victory if the player is unable to stop the army. Likewise, if the you win the battle within the radius of the quest marker, the game will hang indefinitely as the AI has both won and is no longer present to conclude the game.To circumvent these issues until we can implement a fix, you should avoid placing your Lord and army in the same space as the Final Battle quest marker.

Older Warhammer 3 Patch Notes

1.0.2 – March 14, 2022

Warhammer 3 1.0.2 Patch Notes

Game

  • Improved our build-authoring process, which will reduce the excessive install times required for relatively small patches. We expect to further reduce these install times with the next game update.
  • Fixed a problem where the vertical sync (VSync) setting was being forced on for some players—artificially limiting the framerate regardless of system specs.
  • Resolved game stuttering issues when playing the game in Windows 11 with Intel Alder Lake (12th-generation) processors.
  • Fixed an issue that caused the game to hang on first boot in certain languages.
  • The game will now display an error if installed to a folder path that uses non-English characters. Doing so will cause the game to be unresponsive. To alleviate this, we recommend changing the installation location to a folder or folder path that doesn’t include non-English characters.

Multiplayer

  • Fixed an issue that caused battles in multiplayer campaign to desync.
  • General multiplayer services improvements.

1.0.1 – February 24, 2022

warhammer 3 patch notes

  • Fixed an issue where the multiplayer lobby would refresh too quickly, preventing players from being able to select and join a room.
  • Fixed an issue which prevented invites to a multiplayer lobby from working properly.
  • The game now runs in DirectX 11 compatibility mode for all users by default. This is to prevent instances where users inadvertently ran on the legacy implementation of the DirectX 12 beta.
  • Improved how 12th generation Intel CPUs (aka ‘Alder Lake’ family) interact with the game, providing more consistent framerates when running on these processors.

Patch notes taken from the official website.

Other Total War Warhammer 3 Guides

Check out Total War: Warhammer 3 on Steam here.

    Comments are closed

    About Us

    Since 2016 Hungry Geeks Philippines is your news, gaming, entertainment, and technology website. We provide you with the latest breaking news, video games, and gadget reviews straight from every industry.
    Follow on:

    Contact details

    © 2024 Copyright - Hungry Geeks Ph. All Rights Reserved.