Total War Warhammer 3 Update 2.2 Patch Notes, Check Total War Warhammer 2.2 Patch Notes From Here

Total War Warhammer 3 Update 2.2 Patch Notes

Total War: Warhammer III, developed by Creative Assembly and released by Sega, is a turn-based strategy & real-time tactics game. It is the Total War series’s third installment and the third in Games Workshop’s Warhammer Fantasy fictional universe after Total War: Warhammer and Total War: Warhammer II. The game was officially announced on February 3, 2021, and on February 17, 2022, it was launched. With that being said, let’s look at the recent patch notes and gameplay.

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Warhammer 2.2 Patch Notes

RELEASE SPOTLIGHT

REGIMENTS OF RENOWN III

In Update 2.2, we’re introducing our third Regiments of Renown unit pack, free for all players of WARHAMMER III. Monsters rise up this month as we focus on some of our factions’ most vicious units, blessed with a few extra nasty tricks that make them more powerful than ever!

Regiments of Renown III unleashes the following units:

THE GREEN GUARDIAN – Terracotta Sentinel
GRAND CATHAY

Centuries of silent sentry duty at the edge of the Warpstone Desert has been broken by a stunning display of choreographed violence. Foes stand little chance against the enchanted behemoth towering above them.

  • ABILITY: Redirecting Aura – Enemy units within range of the aura will have their projectiles redirected back at themselves.

  • STAT ADJUSTMENT: Increased Missile Resistance

KHORNE’S BLOODY FIST- Bloodthirster
KHORNE

Even by Bloodthirster standards, the Bloody Fist stands apart. With every savage-yet-precise blow, it grows stronger, while its enemies are pounded to a gory blot on the landscape.

THE FROZEN HEART OF WINTER – Elemental Bear
KISLEV

More than a mere bear, this elemental creature has all the pride and rage of its beleaguered Motherland distilled into its colossal, icy form.

UNCLE FURUNCLE – Great Unclean One
NURGLE

Those who’ve heard of Uncle Furuncle know to steer well clear of his gaseous girth, lest a torrent of putrid filth descend upon them from gods know where.

  • ABILITY: Defiling Deluge (Active) – Uncle Furuncle heals himself while damaging enemies around him.

  • SPELL UPDATE: Miasma of Pestilence → Spirit Leech

THE SNOWHORN OF MOURN – Stonehorn
OGRE KINGDOMS

Used to living in the sub-polar temperatures of the Granitetooth Graveyard, this characteristically vicious Stonehorn knows how to use the icy cold to its best advantage, bringing far more than mere heft to the fight.

  • ABILITY: Glacial Defence (Active) – Stonehorn gains increased armour and missile resistance, at the expense of some speed.

  • ABILITY: Frostbite – Reduces the speed of enemies this unit strikes in melee.

THE MARQUIS OF MASOCHISM – Keeper of Secrets
SLAANESH

“I have such sights to show you!”

  • ABILITY: Feasting on Fear (Passive) – Regenerates health based on number of enemies who have had their morale break around the Keeper of Secrets.

  • SPELL UPDATE: Lash of Slaanesh → Phantasmagoria

  • SPELL UPDATE: Acquiescence → Enfeebling Foe

THE GOLDEN GRIFFIN OF THEURGY – Lord of Change
TZEENTCH

The most powerful of the Changer’s chosen confuses and beguiles before swooping in to give his enemies a bloody, merciless mauling.

  • ABILITY: Increased Armour (permanent Glittering Robe)

  • SPELL UPDATE: Blue Fire of Tzeentch → Searing Doom

  • SPELL UPDATE: Pink Fire of Tzeentch → Gehenna’s Golden Hounds

SKAVEN ENDGAME CRISIS: VERMINTIDE

STABILITY & PERFORMANCE

Improvements made to the overall stability and performance of the game.

  • Fixed an end-of-turn crash that could occur when a default rebel faction was set to another faction omitted from the Campaign.

  • Fixed a rare crash when characters would trigger post-battle voiceover lines in a Campaign.

Below are changes made to the gameplay rules, AI, and other mechanics that dictate how the game is played.

RULES, SYSTEMS & GENERAL UPDATES

  • How They Play events on campaign starts have been rewritten to cover core gameplay elements for every faction.

  • Removed a number of starting wars between factions who were not their intended starting opponents. (This is unlikely to affect player experience directly, but will improve the performance of AI factions such as the Daemon Prince.)

  • Updated reinforcement locations within various faction settlements to prevent unintended enemy behaviour.

  • Effects that increased healing caps are no longer 100x stronger than intended.

  • Settlement and deployed towers have had their damage reduced to be consistent with WARHAMMER I and WARHAMMER II towers.

  • When colonising ruins, you now take a temporary vigour penalty instead of a massive manpower loss.

  • Fixed some quest items that provided magical attacks despite the Legendary Lord having magical attacks by default.

  • Fixed an issue where Sword of Khaine didn’t correctly transfer post battle if its owner died, resulting it equipping to another Lord/Hero.

  • Fixed an issue where vassalized factions would lose objective completion upon re-loading a save file.

  • Fixed an issue where auto-resolve battle results would change after loading a quick save.
    Removed the cap for income provided by tribute from vassals.

  • Endgame ultimate victory objectives now support vassalizing factions as an alternate option to confederating or destroying them.

  • Endgame scenarios now trigger the research of all technologies for the respective factions automatically.

  • The free upkeep effect on endgame scenario armies is now visible to the player.

  • Mounted Marauder variants will no longer fire autonomously in melee, though it is still possible to manually order the unit to fire (we are investigating other cases of units that gain large amounts of performance from similar behaviours).

  • Allied recruitment will now provide access to all units offered by the requisite DLC (if owned). As before, there is a subset of units available to non-DLC owners.

  • Added and increased trade-focused benefits to the ports of Marienburg, Lothern, Erengrad and Bordeleaux.

  • Campaign reductions to the Winds of Magic cost should now properly affect overcast spells.

  • Dragon Fang Mounts are now properly available to the intended WARHAMMER III factions.

We’ve implemented additional fixes for instances of flying units being able to capture points, this time affecting:

  • Mage (Fire) – Dragon Mounted (High Elves)

  • Phoenix Mounted (Teclis)

  • Glade Captain – Eagle Mounted (Wood Elves)

  • Adjusted the timing of Blood Pack Incidents so that they’re more regularly spaced out.

  • Reduced the duration of Blood Pack Incidents to five turns.

EXPLOIT FIXES

GENERAL

  • Each Allied Outpost in Tomb King or Beastmen settlements will now grant +1 Unit Capacity for all of that faction’s units.

  • Added missing UI tooltips to Giant Spiders, Feral Bears and Feral Ice Bears units.

ABILITIES

CRUMBLING (Tomb Kings, Vampire Coast, Vampire Counts)

CHANNELLING & WINDS OF MAGIC REPLENISHMENT

Several races lacking the Channelling stance now have their own unique method for replenishing Winds of Magic.

BEASTMEN

It gets spicy after hours! This faction now benefits from greatly increased Winds of Magic replenishment during Full Moon events:

In addition, Beastmen now gain +10 Winds of Magic per turn when in a Raiding stance.

GREENSKINS

LIZARDMEN

NORSCA

VAMPIRE COAST

The Flagship Expansion stance (only available at sea) now offers the following Winds of Magic options:

WOOD ELVES

  • Wood Elf Major Settlement buildings now grant 3/6/9/12/15 Winds of Magic Reserve per turn to local armies (they are magical forests, after all).

  • Abduct Captives Post-Battle options now offers +5 Winds of Magic Reserve.

GENERAL UPDATES

TAUROX THE BRASS BULL

  • Taurox now gains +1 Momentum from the first battle he fights each turn. 

  • Momentum will no longer decay after concluding a Rampage; only when Taurox fights another battle.

  • Momentum granted at the start of a new Rampage: 1 → 3

CAMPAIGN

  • The Eye of the Gods (event): No longer targets an army that does not belong to the player’s faction.

  • Oak of Ages settlements will now correctly provide a unique Herdstone building chain when occupied.

BATTLES

  • Fall of Man (quest battle): Karl Franz will now spawn during the battle, as intended. 

  • Fall of Man (quest battle): Updated the intro camera height.

UNITS

CHAOS SPAWN (BEASTMEN)

  • Base Weapon Damage: 90 → 100

  • Multiplayer Cost: 900 → 1,000 gold

GIANT (BEASTMEN)

  • Armour: 30 → 50

  • Base Weapon Damage: 150 → 200

  • AP Weapon Damage: 450 → 500

  • Multiplayer Cost: 1,500 → 1,400 gold

MINOTAURS (SHIELDS)

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,250 → 1,200 gold

MINOTAURS

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,250 → 1,200 gold

MINOTAURS (GREAT WEAPONS)

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,350 → 1,200 gold

BUTCHERS OF KALKENGARD (MINOTAURS – SHIELDS)

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,700 → 1,500 gold

SKILLS

CROWFATHER (Malagor)

TECHNOLOGY

BEASTMEN

CAMPAIGN

  • Fixed Battle Pilgrim unit cards not showing on buildings for Bretonnia.

  • rare softlock that could occur during AI Bretonnia faction turns has been fixed. 

  • Fixed the unavailability of the Bretonnia Brothel building.

  • The Fay Enchantress’s quest for Morgianna’s Mirror will no longer auto-complete when constructing any building rather than the specified Tower of the Enchantress.

  • Fixed Repanse’s starting mission for Pierre d’Arden’s banner not completing.

BATTLES

  • Updated character abilities in the Chalice of Potions, Guardian of Lyonesse and Sword of Lyonesse quest battles.

  • Enabled the missing army in Repanse’s Sword of Lyonesse quest battle, meaning players can now complete it.

UNITS

Chop chop! Update 2.2 delivers the following speed buffs:

BRETONNIANS

REPANCE DE LYONESSE

KNIGHTS ERRANT

KNIGHTS OF THE REALM

QUESTING KNIGHTS

GRAIL KNIGHTS

GRAIL GUARDIANS

ABILITIES

DOLOROUS BLADE (Green Knight)

GENERAL UPDATES

CAMPAIGN

The Daemon Prince’s deity-specific, post-battle captive options now offer an additional effect in addition to Glory gain:

UNITS

CHAOS FURIES

SKILLS

FREAKISH MUTATIONS

GENERAL UPDATES

SLAVES (Dark Elf Racial Mechanic)

  • Starting number of Slaves reduced: 200 → 100

  • Slave Rite cost: 400 → 800 gold

  • Diktat cost: 400 → 600 (Open Market), 200 → 400 (elsewhere)

  • Diktat cooldown (Open Market): 5 → 0 turns

Several adjustments have been made to the slave drain in relation to public order:

  • If Public Order is Insecure, Wavering or Weak, the slave drain rate from buildings now increments to 10%/25%/100% accordingly.

The slave capacity brackets have also been adjusted as follows:

  • Tier 1: 0-500 → 0-800

  • Tier 2: 501-5,000 → 801-2,000

  • Tier 3: 5,001-10,000 → 2,001-5,000

  • Tier 4: 10,001-20,000 → 5,001-10,000

  • Tier 5: 20,001-50,000 → 10,001-100,000

CONSTRUCTION COSTS

  • Construction costs changed 0/-2/-5/-7/-10 → -2/-5/-10/-15/-25

  • Construction time reduction per turn (instead of %) → 0/-1/-2/-3/-4

  • Public Order increased 0/-1/-2/-3/-4 → -1/-2/-3/-4/-6

  • Added income % from all buildings → 1/2/5/10/20

COMMANDMENTS

The Increase Production Commandment now has the following effects:

Sacrifices for Khaine’s Slave effects have changed:

ROADS

BUILDINGS

INDUSTRY (CHAIN)

BLACK ARKS SLAVE BUILDING

FARM

  • Provide half their growth based on Slave availability.

  • Added small slave capacity increase → 20/40/80

  • Added 5%/10%/20% Slave Income increase in region.

MINOR SETTLEMENT

PORTS

PUBLIC ORDER

SLAVE BUILDING

  • Added public order penalty → -2/-4

  • Slave capacity decreased 500-1,000 → 300-600

CAMPAIGN

  • Rakarth’s Whip of Agony quest battle now correctly offers a recruitable Black Ark as a reward.

  • Malus’s rite Gift to the Witch King now gives experience to the spawned Hero. The number of settlements in Malekith’s faction is now displayed when performing the rite.

  • The Dark Elf long victory reward now grants +15% income from slaves.

  • Fixed Lokhir being wrongly affected by loyalty.

BATTLES

ABILITIES

SKILLS

TRAITS

TECHNOLOGY

ITEMS

Dwarfs

GENERAL UPDATES

  • Rebalanced the starting severity of some starting Grudges for the Dwarf Legendary Lords.

  • Fixed issue where the Grudge severity was increasing far more quickly than intended.

  • Moved Belegar’s Vanguard deployment benefit from his Lord effects to his Faction effects.

  • Dwarfs no longer retain their mohawks after losing their heads (which, let’s be honest, was quite the skill…)!

CAMPAIGN

  • Dwarfs no longer declare war on other AI dwarfs during the Grudge Too Far endgame scenario. 

  • Fixed an issue where Gotrek could not equip Dwarf runes. 

  • Thorgrim Grudgebearer’s starting engineer now has his unique starting trait, as does Kazador.

ABILITIES

ITEMS

Grand Cathay

GENERAL UPDATES

Both Miao Yin and Zhao Ming no longer have access to active spells or abilities when in their dragon transformation, with the exception of the following:

  • Dragon’s Breath

  • Talons of the Night

  • Eye of the Storm

CAMPAIGN

  • The Caravan Encounter, A Gift from Ind, will now only offer units that will fit within the 20 unit cap of the caravan army (e.g. if the army has 20 units already, no units will be offered).

ABILITIES

Green Skins

GENERAL UPDATES

  • When an AI Greenskin faction’s WAAAGH! completes, the event message will now display the faction in question, and will only display if the player has met the faction through diplomacy.

CAMPAIGN

GRIMGOR IRONHIDE

Grimgor’s short victory underwent some tweaks to bring it inline with other short victories:

  • Grimgor’s short victory description is now more accurate. 

  • Added The Tower of Torment and The Challenge Stone regions to Grimgor’s short victory region objectives. 

  • Reduced Grimgor’s short victory requirements 6 → 5.

GROM THE PAUNCH

  • Fixed Grom’s cooking ingredients not unlocking when completing his quest battle, or when getting certain character types to Rank 15.

  • Fixed Grom the Paunch’s Lord defeat trait not applying the Causes Terror attribute.

SKARSNIK

WURRZAG

UNITS

GIANT

  • Armour: 30 → 50

  • Base Weapon Damage: 150 → 200

  • Armour-Piercing Weapon Damage: 450 → 500

  • Multiplayer Cost: 1,500 → 1,400 gold

GOBLIN WOLF CHARIOTS

High Elves

GENERAL UPDATES

CAMPAIGN

  • Legendary Lord quests granting unique items will now grant the ancillary if the mission is cancelled.

  • The High Elf Noble’s Gain Influence agent action now grants influence over time, as in WARHAMMER II.

  • Fixed an issue where the Cult of Pleasure was not getting the correct Elven Building, removing garrisons. 

ALITH ANAR

  • Alith Anar will now receive a Shadow Mage at the start of a campaign. 

  • Plus, his starting position has been changed—starting in Karond Kar made it harder to convincingly brood, so they are now encamped in The Monoliths.

ELTHARION THE GRIM

  • Eltharion’s long term goals no longer mimic other High Elf goals. Instead, he will need to deal with his rival, Grom the Paunch, ensure Tor Yvresse is in safe hands, and deal with other nearby Greenskin and key Skaven threats.

  • Increased the strength of Eltharion’s second starting army and changed its Lord to an Archmage with a custom trait.

  • Added unit capacity for Mistwalker units to the Tor Yvresse main settlement building, and removed the ability to build the Mistwalker building in this settlement.

  • Eltharion’s Mistwalker dilemma will no longer trigger for Legendary Lords who have been confederated.

IMRIK

  • Imrik’s victory objectives have seen minor tweaks to better suit his starting position. Rather than, migrating back to Ulthuan, he now needs to encounter all the dragons, as well as destroy nearby major Skaven, Chaos, and Greenskin factions.

  • Fixed an issue where Imrik’s dragon encounter markers wouldn’t produce a generic dragon army to fight against.

  • Clicking Imrik’s dragon encounter button will no longer move the camera to the bottom left of the map.

TECLIS

  • Teclis’ starting position has been changed, having emerged from the jungles and reclaimed the Fortress of Dawn for the High Elves.

  • His victory objectives have seen minor tweaks to better suit his new starting position—he now needs to gain control of the majority of the Elven colonies, rather than taking full control of Ulthuan.

BATTLES

  • Updated the character model in the Talisman of Hoeth quest battle.

  • Assigned the correct deployment positions for the Lamoureux quest battle.

  • Rotated reinforcement armies to closer match their entry locations from WARHAMMER II in the Shackolot Dragon battle.

  • Updated the map for the Armour of Caledor quest battle to fix the intro camera.

UNITS

ARCHERS

ARCHERS (LIGHT ARMOUR)

ELLYRIAN REAVERS

EVERQUEEN’S COURT GUARD (SISTERS OF AVELORN)

HERALDS OF THE WIND (ELLYRIAN REAVERS)

KEEPERS OF THE FLAME (PHOENIX GUARD)

LOREMASTER OF HOETH

LOTHERN SEA GUARD

LOTHERN SEA GUARD (SHIELDS)

PHOENIX GUARD

SHADOW WALKERS

SWORDMASTERS OF HOETH

  • Passive Ability: Martial Prowess → Martial Mastery

  • Multiplayer Cost: 1,250 → 1,300 gold

TALONS OF TOR CALEDA (ARCHERS – LIGHT ARMOUR)

THE FIREBORN (DRAGON PRINCE)

THE GREY (SHADOW WARRIORS)

THE PUREMANE COMPANY (WHITE LIONS OF CHRACE)

THE SCIONS OF MATHLANN (SPEARMEN)

THE STORM RIDERS (LOTHERN SEA GUARD)

TRAITS

  • High Elf Influence traits have been rebalanced, bringing the weaker ones up to par and reducing a few outliers, while some have had their effects adjusted to make use of new possibilities introduced in WARHAMMER III.

  • Fixed Alith Anar’s Lord trait not reducing the upkeep for Shadow Warriors.

TECHNOLOGY

ITEMS

Khorne

GENERAL UPDATES

  • The Gorebeast Chariot of Khorne now uses the correct icon in the Daemonic Glory panel. 

  • Fixed Khorne Blood Hosts counting towards Supply Lines calculations. 

  • Fixed the Skullcrusher Leader Boon of Chaos only applying to the character instead of all Skullcrushers in the army.

CAMPAIGN

UNITS

BLOODTHIRSTER

CHAOS KNIGHTS OF KHORNE

CHAOS KNIGHTS OF KHORNE (LANCES)

CHAOS SHRINE OF KHORNE

CHOSEN OF KHORNE (DUAL WEAPONS)

DAEMON PRINCE (KHORNE)

KNIGHTS OF THE BRAZEN THRONE (SKULLCRUSHERS OF KHORNE)

MINOTAURS OF KHORNE

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,450 → 1,300 gold

MINOTAURS OF KHORNE (GREAT WEAPONS)

  • Hit Points: 8,224 → 8,704

  • Multiplayer Cost: 1,550 → 1,300 gold

SKULLCRUSHERS OF KHORNE

SOUL GRINDER (KHORNE)

SPAWN OF KHORN

ABILITIES

GIVER OF FURIOUS GLORY (CHAOS SHRINE OF KHORNE)

HORN OF KHORNE

MANTLE OF IMMOLATION (BLOODCRUCHERS OF KHORNE)

ITEMS

Kislev

 

GENERAL UPDATES

  • Replaced Mammoths with Marauder Hunters in both of Katarin’s starting enemy armies.

  • Added Sleds and Little Grom to Erengrad Frosthome special building.

  • Reduced Port cost of Erengrad from 2,000/4,000/6,000/8,000/10,000 → 500/1,000/2,000/4,000/6,000 gold.

  • Fixed campaign settlement visuals for the Southern Oblast region to properly display as Kislev.

TECHNOLOGY

  • Katarin now starts with the Ice Sculpting technology already unlocked, granting faster access to the Ice Court training mechanic.

  • Changed Kislev Technologies that require ownership of settlements to also allow for allies/vassals ownership of the settlements.

ITEMS

  • The tooltip to acquire Katarin’s unique weapon, Frost Fang, has been updated to better reflect how to obtain it.

Lizardman

GENERAL UPDATES

  • Fixed a bug where the Alignment of Monuments commandment was providing global construction time reduction instead of provincial.

  • Nakai is no longer too zoomed in on the character details panel.

  • A broken visual link in Nakai’s technology tree has been fixed.

  • Fixed an issue where Coatl units would not be recruitable if you owned the Silence & the Fury DLC but not the Prophet & the Warlock DLC.

CAMPAIGN

TIQ’TAQ’TO

KROQ-GAR

  • Kroq-Gar’s long victory objectives no longer target Lustria and instead focus on eliminating the forces of destruction and chaos nearby, as well as ensuring nearby jungles are in safe hands. 

  • His short victory objectives have been slightly tweaked to better suit his starting position.

  • Fixed an issue where razing or sacking a Skaven settlement would not count towards Gor-rok’s Mace of Ulumak quest. 

NAKAI

  • Nakai’s long victory objectives now mainly focus on dealing with the servants of darkness in the east, with the exception being Clan Pestilens in Lustria.

  • If Clan Pestilens is still alive once Nakai reaches his short victory, he’ll receive a dilemma allowing him to spawn a wandering army to aid the lizards in Lustria.

  • Added the total Old One’s Favour value to Nakai’s Temples of the Old Ones panel.

  • Removed the duplicated experience effect on Nakai’s Sentinel Hall building.

OXYOTL

  • Fixed Oxyotl’s Visions of the Old Ones spawning extremely strong enemy armies in the early game.

  • Fixed Oxyotl’s teleportation cooldown; he is now limited to teleporting once per turn.

  • Oxyotl’s long victory no longer targets Lustria. Instead, it requires the completion of 25 medium/hard Visions of the Old Ones missions (previously Oxyotl’s pre-2.2 short victory condition).

  • Oxyotl’s short victory objective, the completion of medium/hard Visions of the Old Ones missions, has been reduced 25 → 6.

SPELLS

DELIVERANCE OF ITZA (Lord Kroak)

These spells now have cooldowns of:

  • Level 1: 0 → 15 seconds

  • Level 2: 0 → 20 seconds

  • Level 3: 0 → 25 seconds 

Norsca

GENERAL UPDATES

SMITH CHAIN EFFECTS

  • Recruitment cost reduction: 5%/10%/15%

  • Local recruitment capacity: 1/2/2

  • Global recruitment capacity: 0/0/1

OFFERINGS CHAIN EFFECTS

NORSCAN INCOME CHANGE

CAMPAIGN

  • Fixed the map position of the Norsca Monster Hunt quest battles.

  • Skeggi’s settlements in Southern Naggarond have been removed and returned to the neighbouring Dark Elf factions.

UNITS

BEASTS OF TASHNAR (NORSCAN WARHOUNDS)

 NORSCAN GIANT

  • Armour: 30 → 50

  • Base Weapon Damage: 150 → 200

  • AP Weapon Damage: 450 → 500

  • Multiplayer Cost: 1,500 → 1,400 gold

NORSCAN ICE WOLVES

  • Melee Attack: 26 → 30

  • Base Weapon Damage: 29 → 32

  • Armour-Piercing Weapon Damage: 13 → 16

  • Multiplayer Cost: 650 → 600 gold

NORSCAN ICE TROLLS

NORSCAN TROLLS

WAR MAMMOTH

SKILLS

Nurgle

GENERAL UPDATES

UNITS

BILIOUS THUNDERGRUFF (CHAOS GIANT)

CULTIST OF NURGLE

DAEMON PRINCE (NURGLE)

CHAOS KNIGHTS OF NURGLE

CHAOS KNIGHTS OF NURGLE (LANCES)

CHAOS WARSHRINE OF NURGLE

GREAT UNCLEAN ONE

SOUL GRINDER (NURGLE)

SPAWN OF NURGLE

ABILITIES

CHILDREN OF NURGLE (PASSIVE)

Ogre Kingdoms

 

CAMPAIGN

  • Having found the open air and sea breeze of Myrmidens a little too overwhelming, Skrag the Slaughter’s starting position is being updated to the more familiar (and cramped) tunnels of Karak Angazhar.

BATTLES

UNITS

GIANT

  • Armour: 30 → 50

  • Base Weapon Damage: 150 → 200

  • Armour-Piercing Weapon Damage: 450 → 500

  • Multiplayer Cost: 1,500 → 1,400 gold

MONSTROUS INFANTRY UNITS

MONSTROUS MISSILE INFANTRY UNITS

TECHNOLOGY

SKY-TITAN PLATEAU

Skaven

GENERAL UPDATES

  • Warlock Engineer heroes once again experience a 10-turn cooldown when establishing undercities.

  • Added missing settlement icons for resource and strategic locations for Crookback Mountain.

  • Improved Skaven AI construction to reduce the amount of Skavenslave armies (especially for Clan Eshin.)

  • Fixed an issue where the Plague Priest from the Pestilent scheme was not spreading plagues to settlements.

FACTION AND LORD EFFECT UPDATES

QUEEK HEADTAKER

  • The 50% upkeep reduction for Clanrats and Stormvermin (Lord’s army) has been removed.

  • Added: -20 Leadership for enemy Lords and Heroes in the local region.

  • Weapon Strength and Melee Attack buffs when fighting Dwarfs and Greenskins now apply map-wide.

  • Melee attack buff when fighting Dwarfs and Greenskins changed +10 → +10%.

Karak Eight Peaks changes:

TRETCH CRAVENTAIL

The Betrayal Bonus has been reworked; Tretch’s faction now gains the following bonuses to all armies for three turns whenever he declares war:

Other Faction Effect changes include:

  • +3 Recruit Rank for Stormvermin has been removed.

  • +1 Armour and Base Weapon Damage Attack per unit experience rank for Clanrats and Stormvermin has been added.

And Lord Effects:

CAMPAIGN

  • Throt’s Flesh Laboratory upgrades 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.

  • The Warlock Engineer’s model is no longer offset on the campaign map after a quick save is loaded. 

BATTLES

UNITS

TRETCH CRAVENTAIL

DOOMWHEEL

Slaanesh

GENERAL UPDATES

UNITS

CHAOS KNIGHTS OF SLAANESH

CHAOS KNIGHTS OF SLAANESH (LANCES)

CHAOS SORCERER OF SLAANESH

CHAOS WARRIORS OF SLAANESH (HELLSCOURGES)

  • Base Weapon Damage: 32 → 20

  • Armour-Piercing Weapon Damage: 0 → 10

  • Campaign cost: 950 → 850

  • Upkeep cost: 238 → 213

  • Multiplayer Cost: 950 → 850

  • Removed: Weak Against Armour

CHAOS OF WARSHRINE SLAANESH

CHOSEN OF SLAANESH (HELLSCOURGES)

  • Base Weapon Damage: 44 → 26

  • Armour-Piercing Weapon Damage: 0 → 13

  • Campaign Cost: 1,600 → 1,400

  • Upkeep Cost: 400 → 350

  • Multiplayer Cost: 1,600 → 1,400

  • Removed: Weak Against Armour

CULTIST OF SLAANESH

DAEMON PRINCE (SLAANESH)

DEVOTED MARAUDERS OF SLAANESH (HELLSCOURGES)

  • Base Weapon Damage: 24 → 18

  • Armour-Piercing Weapon Damage: 0 → 9

  • Campaign Cost: 525 → 500

  • Upkeep Cost: 131 → 125

  • Multiplayer Cost: 525 → 500

  • Removed: Weak Against Armour

KEEPER OF SECRETS

  • Multiplayer Cost: 2,000→1,800 gold

  • Removed: Blissful Rapture (Passive)

MIRROR GUARD

HELLSTRIDERS OF SLAANESH

  • Campaign Cost: 600 → 650 gold

  • Multiplayer Cost: 600 → 650 gold

  • Upkeep Cost: 150 → 175 gold

HELLSTRIDERS OF SLAANESH (HELLSCOURGERS)

  • Base Weapon Damage: 27 → 33

  • Armour-Piercing Weapon Damage: 13 → 7

  • Campaign Cost: 700 → 650 gold

  • Multiplayer Cost: 700 → 650 gold

SOUL GRINDER (SLAANESH)

SPAWN OF SLAANESH

ABILITIES

  • Disciple Armies that are summoned via Slaanesh’s Unholy Manifestation will now scale in size based on the local Slaanesh corruption. 

  • The max damage of Giver of Torturous Glory (Chaos Shrine of Slaanesh) has been reduced from 16-32 → 12-24.

The Empire

GENERAL UPDATES

  • Some padding has been added between the Empire technology groups so they appear nice and neat.

  • Empire factions can no longer bypass the five turn cooldown on confederation through their faction mechanics.

ELECTOR COUNT TWEAKS

  • Elector Counts can now be invited to join wars.

  • Greatly reduced the reinforcement delay and removed the cost for moving the reinforce point in Empire Elector reinforcement battles.

  • Added extra cavalry units to Empire Elector reinforcement battles to help with larger map sizes.

REGION TAGGING

Elector Counts now use the Region Tagging system present in Champions of Chaos.

  • Players now gift a broader set of regions to the relevant Electors, including ones not owned by an Elector at campaign start that they might have a claim to.

  • Authority is now gained by returning an Elector’s capital, rather than reviving them from death – this removes situations where it was better to allow an Elector to die rather than save them.

Note that players will need to start a new campaign for these changes to be implemented.

CAMPAIGN

  • Fixed an issue where Karl Franz’s short victory objective would sometimes abort.

  • Karl Franz will now receive a guaranteed Wizard of a random type at the start of his second turn.

  • Added a missing garrison building chain to Altdorf. 

  • Reduced the unlock of Castle Reik in Altdorf to Tier 3.

  • Markus Wulfhart’s long victory objective now targets Lustria instead of the Empire.

  • Armies spawned from Markus Wulfhart’s Hostility mechanic will now only spawn from certain specific locations in Lustria (if Wulfhart or his ally occupy these regions, the armies will no longer spawn).

  • The Altdorf Conclave of Wizards has been reduced to Tier 3 to match the generic chain it replaces. It now also grants an additional +1 Battle Wizard capacity over the generic version.

  • The player-controlled Empire can now do full diplomacy with Marienburg, including diplomatic confederation.

  • Confederating Empire minors through the Empire politics changes now properly obeys the five-turn cooldown on confederation (the event giving you the option to confederate will be delayed until these five turns have expired).

  • Volkmar has increased baseline aversion with undead factions: Tomb Kings, Vampire Counts, and Vampire Coast.

BATTLES

  • Prestige gained from battles is now visible in the post-battle screen.

  • Updated the reinforcement location for the player’s allies during the Amber Bow quest battle.

  • Multiple buildings in the Amber Bow quest battle are no longer incorrectly marked as destructible.

UNITS

BORIS TODBRINGER

KARL FRANZ

  • Faction effect now grants +25% Prestige from all battles.

  • The Best of the Empire skill that used to grant a+5 Leadership bonus for various units has been replaced by a +20% Experience gain for all units (lord’s army).

Lord effect has also undergone some tweaks:

ITEMS

  • Ghal Maraz now grants sundering attacks and +75 flat Armour-Piercing, instead of +10% Weapon Strength.

  • Also grants an additional +15% Weapon Strength when fighting against Chaos.

Tomb Kings

GENERAL UPDATES

  • Removed Vampiric Corruption from Level 3 of the protection chain for Tomb Kings.

  • Added a bespoke overlay for the Defeat panel for Tomb Kings.

  • Fixed a discrepancy between porthole and unit card for Dire Wolves unit.

CAMPAIGN

  • There are some slight tweaks to Khalida’s short victory to make them more Vampire-centric. 

  • Settra will now receive a Tomb Prince with a unique trait at the start of a campaign. 

  • Tomb Kings can now increase hero capacity repeatedly via the Mortuary Cult.

BATTLES

ITEMS

Tzeentch

GENERAL UPDATES

CAMPAIGN

UNITS

CHAOS KNIGHTS OF TZEENTCH

CHAOS KNIGHTS OF TZEENTCH (LANCES)

CHAOS WARSHRINE OF TZEENTCH

DAEMON PRINCE (TZEENTCH)

DOOM KNIGHTS OF TZEENTCH

KNIGHTS OF IMMOLATION (DOOM KNIGHTS OF TZEENTCH)

LORD OF CHANGE

  • Multiplayer Cost: 1,700 → 1,500 gold

  • Removed: Fires of Tzeentch (passive)

MARAUDER HORSEMAN OF TZEENTCH

SOUL GRINDER (TZEENTCH)

SPAWN OF TZEENTCH

THE SEVERED CLAW (ASPIRING CHAMPIONS)

WYRD SPAWN (CHAOS SPAWN)

ABILITIES

SWORD OF CHANGE (CHAOS SORCERER LORD OF TZEENTCH)

  • Initial cooldown: 0 → 60 seconds

  • Recharges when Winds of Magic is over 15

  • Wind-up time: 0 → 5 seconds

  • Multiplayer Cost: 150 → 200 gold

GIVER OF ARCANE GLORY (CHAOS WARSHRINE OF TZEENTCH)

Vampire Coast

GENERAL UPDATES

  • Vampire Coast artillery crews now play context sensitive VO.

  • Fixed Vampire Coast armies building Vampire Counts siege towers

  • Added a bespoke overlay for the Defeat panel for the Vampire Coast.

  • Fixed an issue where Zombie Resurrection sound effects could be spammed if multiple entities were brought back to life at once.

ABILITIES

Vampire Counts

GENERAL UPDATES

  • Fixed an issue where Chillgheists were not healing from effects as expected. 

  • Removed some unnecessary penalties from Kemmler’s AI.

  • Fixed an issue where the Balefire Aura from the Balefire Corpse Cart would not apply.

BATTLES

UNITS

BANSHEE

Being an ethereal unit, we want to make the damage Armour-Piercing vs normal damage output ratios consistent with other ethereal units.

ABILITIES

Warriors Of Chaos

GENERAL UPDATES

  • Fixed an issue where Arcane Wisdom was not granting Warpflame attacks to all units with the Mark of Tzeentch.

  • Warriors of Chaos can now choose to destroy or subjugate targets to satisfy their short victory objectives.

  • Fixed a variety of skills not applying correctly for Champions of Chaos army lines.

  • Fixed an issue where Valkia’s shield would T-pose after the death animation.

  • Festus, Azazel, Valkia, and Vilitch can now upgrade Daemonic infantry into their Exalted variants.

  • The Chaos Sorcerer Lord’s cape no longer has a mind of its own after the unit’s death.

CAMPAIGN

  • Fixed an issue that was causing Warriors of Chaos factions to gain much higher post-battle loot values than intended.

  • Sigvald’s buildings and commandments now spread Slaanesh corruption rather than Chaos Undivided corruption.

  • Valkia’s Bloodletting ability at max level now allows casualty replenishment in foreign territory.

  • Fixed Valkia’s soul gain from post-battle sacrifices not being increased by her faction trait.

  • Fixed a number of rifts that can be opened by Be’lakor in Immortal Empires that were positioned within impassable terrain.

UNITS

ASPIRING CHAMPIONS

CHAOS GIANT

  • Armour: 30 → 50

  • Base Weapon Damage: 150 → 200

  • Armour-Piercing Weapon Damage: 450 → 500

  • Multiplayer Cost: 1,500 → 1,400 gold

CHAOS KNIGHTS

CHAOS KNIGHTS (LANCES)

CHAOS SPAWN

CHAOS TROLLS

CHAOS TROLLS (ARMOURED)

CHAOS WARSHRINE

DAEMON PRINCE (UNDIVIDED)

PRINCE SIGVALD THE MAGNIFICENT

SWORDS OF CHAOS (CHAOS KNIGHTS)

ABILITIES

GIVER OF GLORY (CHAOS WARSHRINE)

SHADOW SHROUD (BE’LAKOR)

LORD OF TORMENT (BE’LAKOR)

SKILLS

SIGVALD

  • The Innate trait now grants the Fascination army ability to Sigvald’s army if he is your faction leader.

  • Egomaniacal now grants the Narcissism army ability to Sigvald’s army if he is your faction leader.

  • Born to Serve now grants the Sweet Sorrow army ability to Sigvald’s army if he is your faction leader.

  • Favoured Son now grants +4 Armour-Piercing Melee Damage to Marauders, Warriors and Chosen of Slaanesh.

  • Marked By Slaanesh now grants +5 Melee Defence to Marauders, Warriors and Chosen of Slaanesh.

TECHNOLOGY

  • Sigvald now has access to the Vicious Lash technology.

  • Fixed an issue where the technology requirements for Nurgle and Slaanesh Forsaken unit upgrades were the wrong way around.

ITEMS

SCARLET ARMOUR (Valkia)

Reduced the intensity settings of the item:

Wood Elves

GENERAL UPDATES

  • Added missing Wood Elf units to allied recruitment. 

  • Removed description that states special Wood Elf outposts reward Amber.

  • Added missing garrison buildings to Wood Elves settlements.

  • Added a starting development/Kindred point for Orion and Durthu.

FACTION AND LORD EFFECT UPDATES

ORION

Changes made to his Faction Effects:

  • New effect: +50% movement range in Worldroots stance

  • New effect: -8% upkeep for each active war (Orion’s army)

  • New effect: -4% upkeep for each active war (all other armies)

  • Removed: +10 leadership in forest battles

  • Removed: -15% upkeep for cavalry units

Changes made to his Wild Hunt:

  • Duration: 10 → 5

  • Cooldown: 20 → 10

  • Now starts with the Wild Hunt already active turn 1.

  • Orion now gets +50% battle movement speed when the Wild Hunt is active so he can keep up with his Wild Riders. Zoom zoom.

  • All characters get +25% movement range after razing a settlement during the Wild Hunt.

  • No cooldown on Deeproots teleportation during the Wild Hunt.

Changes made to his Lord Effects:

  • Weapon Strength and Charge Bonus buffs now effect all cavalry units, not just Wild Riders and Stag Knights.

  • Removed +5% faction-wide missile damage

Changes made to his Neverending Hunt Skill:

Other changes:

DURTHU

Changes made to his Faction Effects:

  • New: Attribute: Wallbreaker for all Treemen and Ancient Treemen.

  • New: Attribute: Mastery of the Elemental Winds for all Ancient Treemen and embedded Spellsinger heroes.

  • New: Passive Ability: Wrath of the Wood (mapwide missile damage buff when casting) for Ancient Treemen.

  • Removed: -50% recruitment cost for Branchwraiths

  • Removed: +10 melee attack in forest battles

Changes made to his Lord Effects:

  • Removed: +5% weapon strength factionwide

  • Removed: +10 charge bonus for tree spirit units

  • Added: Passive ability: Resplendence of Luminescents (AoE melee buff) to all Treekin units

  • Added: Passive ability: Annoyance of Netlings (AoE melee debuff) for Treemen units

Other changes:

  • Durthu now starts with a Spellsinger instead of a Branchwraith.

  • Durthu now has access to Drycha’s alternate version of the Forest Spirits chain.

  • Level three of the Drycha/Durthu Forest Spirit chain now requires a Tier 4 settlement (was Tier 3.)

CAMPAIGN

  • Wood Elves no longer declare war on other AI Wood Elves during The Wild Hunt endgame scenario.

  • Fixed the Spirits of the Elder dilemma – offering to confederate the Wood Elf faction Spirits of Shanlin – lacking rewards under each option.

  • Fixed cases where a Wood Elf army couldn’t teleport in or out of The Haunted Forest or Jungles of Chi’an forest regions.

BATTLES

UNITS

HAWK RIDERS

TRAITS

  • Removed the Wood Elf Talon of Kurnous innate trait from the Spellsinger and Spellweaver trait pool as the effects (Missile Range/Strength) would have no effect on them.

  • Fixed the Sisters of Twilight not gaining a unique trait when completing the quest battle for their dragon mount.

TECHNOLOGY

(Check the rest of the patch notes from the official website)

Warhammer Gameplay

Total War: Warhammer III combines turn-based strategy and real-time tactical gameplay. Players take turns marching troops around the battlefield and controlling villages over the campaign. Players negotiate with and fight against AI-controlled factions. When armies engage, the battle takes place in real-time. In addition, the game will include a custom fighting option in which players may create real-time conflicts and online multiplayer bouts. Owners of the first two games’ races will be able to play them in multiplayer in the third game, and a merged global map will be developed for them, akin to the “Mortal Empires” campaign in Total War: Warhammer II.

What Are Patch Notes?

Patch Notes are the control files that provide the fixes for the vulnerabilities and bugs your game has previously dealt with. Usually, the inventor of the game publishes the patches for the game in a timely order to provide fixes for the bugs. In the quick term, patch notes help your game run glitchless and are reasonably compatible. The patches are nothing but the recently added game changes, which entirely affect the in-game features and algorithms.

Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.

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