Amendments:
- Hotfix 6.0.1 [16/12/2024]
- Hotfix 6.0.2 [Scheduled for 20/12/2024 - available now as Steam opt-in Beta]
Greetings folks,
The day is nearly upon us - Omens of Destruction launches tomorrow!
Get ready for a feast of exciting new content coming to Total War: WARHAMMER III, featuring fresh additions for Khorne, Ogre Kingdoms, and Orcs & Goblins.
Check out the links below to catch up on everything that's coming in this DLC and Update 6.0, then jump over to Steam to pop them on your Wishlist!
Introducing: Golgfag WISHLIST NOW | Introducing: Skulltaker WISHLIST NOW | Introducing: Gorbad WISHLIST NOW | Introducing: Arbaal (Free-LC) |
Here’s a quick look at the key highlights of Update 6.0:
- Skulltaker, Golgfag Maneater and Gorbad Ironclaw are available for purchase as of tomorrow's Omens of Destruction update.
- Undefeated for millennia, Arbaal the Undefeated – Khorne’s Destroyer – makes his debut in WARHAMMER III as a new FLC Legendary Lord, unleashing a storm of fury and destruction.
- Experience revitalized campaigns with changes and faction updates to Khorne, Ogres, and Orcs & Goblins.
- Numerous bug fixes and changes have been made to the game to freshen up your experience.
Please do note that with this update, we are expecting that players on Steam will experience a longer than normal patching time. The download size for this update is anticipated at around 16GB, however it will need to manage around 106GB of your current install in order to apply the update. This often causes confusion that the download itself is quite large, which isn't the case in this instance. Players with lower Hard Disk speeds may experience longer install times while the update is applied.
Conversely, players on the Microsoft store can anticipate a full redownload of the game, expected at around 119GB.
With that said, let's dive into the full details!
RELEASE SPOTLIGHT
Total War: WARHAMMER III – Omens of Destruction
Embark on campaigns of hero-slaying, mercenary conflict, and brutal tactics in the OMENS OF DESTRUCTION DLC for Total War: WARHAMMER III. Introducing three hellraising Legendary Lords for Khorne, Orcs & Goblins and the Ogre Kingdoms, as well as a host of new battle units and gameplay features to be experienced in the immense Immortal Empires campaign.
SKULLTAKER, THE HERO SLAYER (KHORNE)
Khorne’s immortal champion and the greatest of all Bloodletters, Skulltaker is ever seeking worthy skulls for his master. Scanning the battlefield for the enemy’s greatest champion, he bellows his challenge before moving in to end yet another storied life.
GOLGFAG MANEATER, THE MERCENARY (OGRE KINGDOMS)
One of the most successful Ogre mercenaries of all time, Golgfag Maneater forged a reputation for the Ogres as fearsome killers for hire long before they became a relatively common sight in the mercenary armies around the world.
GORBAD IRONCLAW, THE BRUTAL TACTICIAN (ORCS & GOBLINS)
One of the most infamous of all Orc Warbosses, Gorbad Ironclaw knows but one language and that is war. Unique amongst his race due to his rare mix of brain and brawn, he has become an inspiration amongst his kind for "invasions done propa".
NEW CONTENT OVERVIEW
- 3 Legendary Lords
- 4 Legendary Heroes
- 5 Lords & Heroes
- 15 Battle Units
- 9 Regiments of Renown
- New Gameplay Mechanics and Features
ARBAAL – FREELC
Arbaal stands as one of Khorne’s most loyal champions, wielding the formidable one-handed axe known as the Destroyer - a reward for his steadfast devotion. This honor is reserved only for those who have earned great acclaim and favour under the Blood God’s fierce, watchful gaze.
Available tomorrow as a free addition, alongside the launch of Update 6.0 and Omens of Destruction DLC.
UPDATE 6.0.0
IMPROVEMENTS AND ADJUSTMENTS
CAMPAIGN - GENERAL
Note: The following provides a summary and highlights of these improvements. Detailed descriptions and the rationale behind most of them are available in the linked blogs at the top of this document.
Content availability
As with some of our previous DLC releases some units and characters from our DLC are also available to other in-game factions. Below is a breakdown of Khorne units/characters and the factions that can access them.
- Scyla Anfingrimm
- Daemons of Chaos
- Warriors of Chaos - Archaon, Sigvald, Kholek, Belakor, Valkia
- Norsca
- Skarr Bloodwrath
- Daemons of Chaos
- Warriors of Chaos - Valkia
- Bloodspeaker
- Warriors of Chaos - Valkia
- Skullreapers & Wrathmongers
- Daemons of Chaos
- Warriors of Chaos - Valkia
- Khorngors
- Daemons of Chaos
- Warriors of Chaos - Archaon, Sigvald, Kholek, Belakor, Valkia
- Beastmen
- Bloodbeasts of Khorne & Slaughterbrute
- Daemons of Chaos
- Warriors of Chaos - Archaon, Sigvald, Kholek, Belakor, Valkia
Immortal Empires - Campaign Map Updates
A new province, the Cathayan Hinterlands, has been added south of Cathay, occupied by a new minor Orcs & Goblins faction, the Cluster-Eye Tribe.
The four regions in this province are: Gateway to Khuresh, Mountain Pass, Southern Outpost, and Hidden Landing (a port settlement). This new province provides our factions with more space in this corner of the map.
Dev Note: This addition isn't indicative of future content; we just wanted to take the opportunity to create some extra playspace on the map. Have fun!
Additionally, Wurrzag has been relocated to the Southlands, now starting in the region of Cuexotl within the Central Jungle province. More details can be found in the Campaign - Orcs & Goblins section!
Daemonic Reforging
Over the lifetime of the game, Daemons have generally seen lower uptake than mortal units, as the campaign favours longevity over explosive action. Heavily armoured mortals can fight more battles back-to-back while the more aggressive Daemons tend to run out of steam due to battle casualties caused by daemonic instability and banishment.
To help bridge this gap, Daemon units with the Daemonic attribute can now be 'Reforged' after dying in battle, similar to "The Dead Rise Again" for the undead. Reforging chances and restored health depend on unit value, local corruption (favouring Daemonic or Undivided), Winds of Magic levels, and modifiers from skills, tech, and Daniel's devotion. This feature is available for all Daemonic factions and the Warriors of Chaos.
Dev Note: This doesn’t apply to the Bound Fire Daemons on the Chaos Dwarfs roster - that’s a smith’s job!
Landmarks
- Added 4 Khornate versions of existing landmarks in Lustria.
- Added 2 Orcs & Goblins versions of existing landmarks in the Old World.
- Introduced 3 new Orcs & Goblins landmarks inspired by Wurrzag's 8th edition journey to the Badlands.
Victory Condition Changes
The number of settlements required to Occupy, Sack, Loot, or Raze has been reduced to 30 for Short Victory conditions and 60 for Long Victory conditions. Please note that players will need to start a new campaign to see these changes reflected.
This adjustment addresses the overly long requirements, ensuring they align better with thematic goals and preventing campaigns from dragging on unnecessarily.
CAMPAIGN – KHORNE
Skull Throne
Redesigned with 10 unique actions and tiered rewards, offering bonuses like army boosts, growth, corruption stats and control. Spend skulls to progress and unlock higher-tier benefits.
Unholy Manifestations Update
Godly powers now offer improved rewards and a streamlined UI.
- Eternal War: Spawns an army. Upgrade: Adds +25% campaign movement after battle.
- Khorne’s Glare: Claims unoccupied ruins. Upgrade: Occupied ruins become tier 2.
- Slaughter Incarnate: +150% character XP gain (3 turns). Upgrade: +300% XP gain.
- Call of Battle: Razes settlements. Upgrade: Fully corrupts the province with Khorne.
Economy Adjustments
- Passive income now comes only from recruitment buildings, landmarks, and resources.
- Economy focuses on boosting global sacking and looting gains.
- Blood Hosts no longer have upkeep costs. Upkeep reduction buildings and Bloodletting improvements simplify management.
Previously, Khorne’s recruitment costs were set at twice the baseline values (e.g., Exalted Bloodletters cost 2400 for Khorne but only 1200 for Daniel). Following a review of the economy, Khorne now pays the standard baseline cost for its units.
Blood Hosts Update
Blood Hosts now cost skulls to spawn but have no upkeep, encouraging more diverse army recruitment.
Bloodletting Update
Rewards are now tied to specific forces, offering bonuses for replenishment, upkeep, and recruitment. Thresholds have been adjusted to help new forces build momentum more easily.
Buildings Update
New infrastructure effects added. Mortal units can only be recruited in Mortal settlements, and Daemonic units in Daemonic ones. Resource buildings now have unique effects, replacing standard Skulls and income bonuses.
Technology Tree Update
The Khorne tech tree now has two tabs: Pillars (campaign bonuses, unlocked by battle victories) and Armoury (battle bonuses for specific units). Blood Host upgrades are grouped for clarity, with new and improved effects throughout.
Skill Tree Updates
- Skarbrand’s skill tree updated.
- New unique skills added for:
- Bloodreaper
- Cultist of Khorne
- Exalted Herald of Khorne
- Exalted Bloodthirster of Khorne
Re-Occupation Immunity
Regions razed by Khornate factions now have a three-turn re-occupation immunity, preventing any faction from recolonising them during this period.
While Khorne cannot settle these ruined settlements directly, they remain valid targets for Khorne’s ruin-spreading mechanic.
Additionally, Beastmen faction ruins that cannot be colonised now display a distinct flaming ruin icon for improved clarity.
CAMPAIGN – OGRES
Meat Resource Update
The Meat resource has been enhanced to play a greater role in Ogre identity, with increased gains from all sources for more frequent use.
A new Hunger mechanic replaces attrition at zero Meat, scaling army abilities and mass based on Meat levels. Pre-battle Meat purchases are now integrated into the Hunger bar. Meat can be transferred from forces to Camps for construction, spent on Offers to the Great Maw, or hoarded to empower armies. It cannot be transferred between Camps or directly between forces.
Ogre Camps Update
Ogre Camps now better reflect the nomadic Ogre lifestyle, where camps can be packed up and redeployed in new locations at a Meat cost.
Camps no longer rely on Horde Growth; buildings require Meat to construct, offering more flexibility.
Meat can be transferred to Camps from forces, which sack and raid to gather Meat for building upgrades and unlocking powerful units. Camps can’t exchange units with armies, but Camp lords now have skill trees, enhancing their role.
This rework shifts focus to Sacking and Razing rather than Occupying settlements. Settlements are now strategic assets - key strongholds or disposable outposts - based on player goals.
Technology Tree Update
The reworked Ogre technology tree now features two tabs: Tribes, which enhances nomadic Camps or settled gameplay, and Hordes, which provides a variety of force improvements.
Skills Update
All Ogre Kingdoms character skill trees have been updated. Some received minor rebalancing, while others underwent larger overhauls. Additionally, a new skill tree has been added for Camp Tyrants, who previously had no skills.
Additional Spell Lores
The Heavens and Death spell lores from the Ogre Kingdoms tabletop have been added to the Slaughtermaster and Butcher characters.
Ogre Big Names
Ogre Big Names now apply to all Ogre Lords & Heroes, not just Legendary Lords, with multiple Big Names active at once. We've also made minor balance adjustments to their effects and how they are earned.
Offerings to the Great Maw
We’ve revamped Offerings to the Great Maw to be more interactive. Instead of a single 10-turn effect, Offerings now provide a passive bonus that increases Meat upkeep. These can be toggled on and off with a cooldown, allowing multiple Offerings to be active or disabled if upkeep becomes too challenging.
Tyrant's Demands
Greasus Goldtooth now has new campaign actions reflecting his wealth and greed. These actions, powered by Treasury, include blocking enemy movement, disbanding enemy units, ranking up his forces, replenishing action points, dealing attrition damage and others. This feature encourages players to amass and spend gold, offering a distinct playstyle that reinforces Greasus as a powerful Legendary Lord alongside Golgfag and Skrag.
Path of the Butcher
Skrag the Slaughterer now gains scaling bonuses based on active Offerings to the Great Maw. These bonuses reduce Winds of Magic and camp construction costs, increase post-battle captives, and grant unique abilities. This feature encourages a distinct playstyle focused on gathering Meat and maintaining Offerings, setting Skrag apart from Golgfag and Greasus.
Confederation on Faction Leader Defeat
Ogre Kingdoms factions can now confederate after defeating another Ogre Kingdoms faction leader, similar to Orcs & Goblins and Norsca.
CAMPAIGN – ORCS & GOBLINS
Skarsnik Changes
Skarsnik’s recruitment now aligns with other Orcs & Goblins factions but keeps Orc recruitment buildings locked until Karak Eight Peaks is captured.
- Before Karak Eight Peaks: Orc recruitment buildings are unavailable and will be demolished if built, including in settlements that are captured with these buildings already completed.
- After Capturing Karak Eight Peaks: Orc recruitment buildings unlock across all settlements, enabling local Orc recruitment. Losing Karak Eight Peaks demolishes these buildings again.
- Landmark Rebalance: The Karak Eight Peaks landmark no longer provides exclusive recruitment but has enhanced effects across its three levels.
Wurrzag Da Great Green Prophet
- Wurrzag starting position – relocated to the Southland Jungles
- A new tier 2 building, Effigies of Gork and Mork, is now exclusive to Wurrzag and can be built in Savage Orc locations such as Darkhold, Galbaraz, and Pahuax. It provides:
- Effects:
- -5% cooldown for Lore of Big Waaagh spells (all characters).
- +5 Diplomacy with Orcs & Goblins (faction-wide).
- +2 Savage Orc recruit rank (local province).
- -3 Corruption (local province).
- Additional Effect:
- If Wurrzag has the Da Tru Prophet effect, it also increases Winds of Magic capacity by +5.
- Garrison Units:
- Savage Orc Big 'Uns x2.
- Savage Arrer Boyz x2.
Wurrzag also gains three unique landmarks in his campaign: Bone Nose Idols (Cuexotl), Bonewood Totems (Springs of Eternal Life), and Iron Penz (Stormhenge).
Technology Tree
The Orcs & Goblins tech tree had a solid foundation but lacked clear focus, with some techs affecting mixed unit types. We've restructured and reviewed it to ensure a more cohesive and thematic design.
Skills
Most Orcs & Goblins skill trees have been reworked, adding unique skills to characters and unifying themes across similar lords and heroes while preserving their individuality.
Scrap
Scrap upgrades have been rebalanced, allowing units to have multiple upgrades at increasing costs. Scrap income has been adjusted to support this, and the system UI has been overhauled for improved usability.
WAAAGH!
WAAAGH! improvements offer more choices and rewards. Completing a WAAAGH! grants a dilemma to choose units or alternative benefits like treasure or scrap. Stronger WAAAGH! targets yield better rewards, with elite options unlockable via the tech tree. WAAAGH! units now have a dedicated recruitment pool, separate from Regiments of Renown.
BUILDINGS
Recruitment tiers for Orcs & Goblins units have been adjusted to better align with their tiers. Goblins and Orcs now have separate building chains for clearer progression.
BATTLE
VFX
Spell Lore Visuals
The Lore of Little and Big Waaagh! spells have received new and updated VFX and audio, including refreshed effects for Curse of da Bad Moon and Foot of Gork.
UI
Lord Unit Categories
Lord unit categories have been streamlined for better clarity. Previously, Lords shared icons with other infantry types, but now their categories are more distinct. When multiple Lords are present in skirmishes or reinforcing another army, extra Lords are marked with a 4-pointed star, while the main Lord retains the 8-pointed star.
In the example below, Skarsnik is the main Lord, and the Warbosses + Grimgor are the extra Lords, denoted by a 4-pointed star. There's also a Goblin Great Shaman using the Little Waaagh Spell icon, clearly identifying him as a wizard.
This is how the units now appear when selected from the unit browser.
This change marks a return to how Lord unit category icons were displayed in the custom battle menu in Warhammer 1 and 2.
Vigour & Terrain Effect Display
Stats affected by Vigour and Terrain type are now displayed when hovering over the stats in the unit info panel.
These mechanics are now more visible, allowing players to easily see the factors currently influencing a unit's performance.
Display of Kills Needed for Max Intensity
Abilities that are based on intensity and require kills now display the number of kills needed to max out their benefits.
MULTIPLAYER BATTLES
Unit Caps
The "Units with a Mark of Chaos" MP cap has been increased from 4 to 5 on the Warriors of Chaos roster (the Beastmen roster remains at 4).
Conquest Mode
The Default Ticket Limit in ranked battles has been reduced from 650 to 600.
RACES & BALANCE
Complex Stat Changes
Splash Attack Targets
To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.
For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1).
For example, a unit with 500 weapon strength will have 5 splash attack targets, distributing damage evenly across them.
This change optimises splash attacks to ensure that units are operating at peak performance with a measure of gameplay consistency. For example, when you send a large monster into a line of infantry, the engagement will be a little more consistent.
Chariot Collision Attacks
The collision attack profiles of multi-entity chariot units have been improved from 1/1 to 2/2. This means that chariots will now divide their total weapon strength across two targets when making a collision attack.
This change has the most impact on higher-tier chariots and should enhance the performance difference between chariots with multiple entities across all tiers.
Looking for the full list of battle balancing adjustments? Head to our forum post for the full breakdown. |
MODDING
With Omens of Destruction (and the accompanying free updates), we would like to take a moment to thank those in the modding community who have, in some way, attempted to implement ideas that we are exploring with this next update.
Thanks again for the awesome work! We've tried to compile a list of names to give a shoutout to - apologies if we didn’t catch everyone!
General Ogrehaul including moving camps: ADP
Bolt Throwa: Decomposed | Lost2Insanity & the Wez Special Team
Colossal Squig: Decomposed | Lost2Insanity & the Wez Special Team
Savage Orc Great Shaman: Lost2Insanity & the Wez Special Team
Night Goblin Big Boss: Lost2Insanity & the Wez Special Team
Black Orc Shields: Lost2Instanity & the Wez Special Team
Bragg the Gutsman: Mixu | Lost2Insanity | Calm&NormalTime | Dead Baron
Pigback Riders: Mixu | Lost2Insanity | Calm&NormalTime | Dead Baron
Yhetees: Lost2Insanity
Skulltaker: Xoudad | Poljanan | X-T | Stratovarius
Scyla: Deadbaron | Stratovarius
Skarr Bloodwrath: Shawmuscle | Kysarao | Stratovarius
Gorbad Ironclaw: Frob | Moon | Parte | HKrul
Khornegors: The Beasts Most Foul Team
Blood Vultures: The_Inquisitor.
Bruiser: Calm&NormalTime
Thundertusks: Nemmy Wemmy | Dilaguna
Slaughterbrute: Pwner1
Arbaal the Undeafeated: The SCM LCCP team.
Modding Tech
Negative ability intensity
Scaling intensity abilities now support negative intensities, allowing abilities to start negative and go positive
- For example
- Your ability phase says +10 Melee Attack.
- It has scaling intensity based on number of kills, with minimum value of -100 and maximum of 100
- The ability will initially provide -10 Melee Attack and after 200 kills go up to +10 Melee Attack.
Initiative changes
- Initiatives now support cooldowns on the initiatives themselves, previously the only cooldown was from the initiative_set they were linked to
- Initiatives can now also support unit set requirements, meaning an initiative is only valid if the units in the linked unit sets are available to the linked force
Recruitment from camp source in script
You can now get origin character of a recruitment when the recruitment source is provided by a character instead of a region/global recruitment source.
This is particularly useful for identifying which character facilitated the recruitment of a unit - for instance, when camps or black arks provide recruitment to other forces.
The function is called origin_character() and is accessed via the unit script interface. It returns a character script interface
Note: Do not use if the recruitment source is a region or global (will return null and likely cause script error).
Stance BV unlocking
We've deprecated the old campaign_stances_factions_junctions table and replaced it with bonus-value-driven stance unlocks. Currently most of these are found in the faction group effect bundles.
Worth noticing here is that if a force given a disable value of 0<, the stance will show in the stance holder but remain in a disabled state.
This allows greater flexibility in assigning stances within a faction. For example, it enables lord-specific stances or skill-driven stance unlocks - such as those seen with Skarsnik!
BUG FIXES
Dev Note: Below, we've listed all of the key fixes that are coming with Update 6.0, however, this is not a complete list of all game fixes featuring as part of this update. There are some additional fixes which aren't listed here due to our teams working at a rapid rate and focusing on making the build as good as it can be in time for release. If you have previously reported an issue over on our Bug Forums, it may be that you see it acknowledged as fixed before you see it detailed here on the patch notes. We want to thank everyone right across our commuity for helping us to squash as many bugs as we have this year. If you encounter any issues with this update, please do help us to fix them by reporting them on our Official Bug Forums here.
PERFORMANCE
- Fixed a crash related to completing Ice Court recruitment after loading a save from an older version.
- Fixed an issue where, when running the game in windowed mode, minimizing and reopening the game would cause the game window to reset to the centre of the screen.
CAMPAIGN
GENERAL/GAMEPLAY
- Fixed several issues with the objective in Malakai's 'The Skaven Scheme,' which required the player to use the Spirit of Grungni ability five times.
- Fixed an issue where Dwarfs would receive certain post-battle captive bonuses when capturing a settlement.
- Fixed an issue where Balthasar Gelt's armies would still receive Arcane Essays when fighting battles without any wizards in the army.
- All Ogre Kingdom factions are now immune to trespassing penalties.
- Fixed a bug that disbanded the entire Waaagh army when the player disbanded the first unit.
- The -10 aversion between Khorne factions in diplomacy has been removed to better align with the intended design.
- Fixed an issue where Gold Wizards would not apply the extra Winds of Magic capacity when embedded in an army while playing as Balthasar Gelt.
- Fixed an issue where Ungrim Ironfist would receive two missions to capture an enemy settlement at the start of the game.
- When entering a settlement, Repanse de Lyonesse's armies will no longer receive the Water Supplies effect if they are already immune to desert attrition (e.g., from a building's effect).
UNITS
- Fixed an issue where Ikit Claw appeared to be missing a leg in his Character Details view.
- Updated the 'Orrible trait for Oglok the 'Orrible to affect more specific unit groups.
SKILL TREE
- Fixed an issue where the Elven Steeds in the Wood Elf character skill trees had incorrect names.
- The Nurgle Lord skill 'Renowned & Feared' now provides the recruit rank bonus only to the Lord's army, rather than faction-wide.
- The Feral Wyvern and Feral Hydra units now receive bonuses from the Orcs & Goblins Lord skill trees.
ANCILLARIES/MAGIC ITEMS
- Unique items (those gained from standard battles) can now be destroyed and will no longer be automatically equipped to characters when gained.
Fixed an issue where Malakai would not receive magic items from completing adventures when under AI control.
TECHNOLOGY TREE
- Fixed an issue where the Vampire Coast technology 'The Pirate Code' would not reduce the Lord recruitment cost when replacing Lords.
UI/UX
- Fixed an issue where Louen Leoncoeur could be renamed in campaign.
- Fixed an issue where Empire politics dilemmas using male pronouns would incorrectly assign female characters as possible targets.
- Renamed the Kislev 'Walls' building to 'Stanitsa Defences' to avoid confusion, as it does not actually provide walls to the settlement.
BATTLE
GENERAL/GAMEPLAY
- Fixed an issue where chariots and some other entities were being hit by the same projectile multiple times, taking more damage than intended.
- Fixed an issue where certain units, including Bull Centaurs, Norscan Giants, and others, did not receive the 20% movement debuff when moving through trees, in cases where they were marked to do so.
- Fixed an issue in Archaon's quest battle, 'Slayer of Kings', where a capture point appeared in the battle when played via the campaign.
AI
- Fixed an issue where units that broke the gate would remain idle instead of entering the settlement.
- Fixed an issue where AI melee units would force path through archers on walls and become stuck, repeatedly switching between re-engaging and moving to a point. Melee units will now keep fighting if engaged on the wall.
- Resolved an issue where, when the AI settlement attacker's units entered the fort, they would return to attack the player's units on the wall instead of focusing on capturing the victory points.
- The behaviour of flying lords has been slightly changed; they will now be more likely to attack in melee if they are the last unit standing or under fire.
- Resolved the issue where missile infantry would engage in melee if they didn't have a clear line of fire, or when they fired at targets outside of range and accidentally entered melee with another unit.
- Fixed an issue where the AI-controlled Hawk Riders unit prioritised attacking the player in melee mode instead of using its missile attack.
- Fixed an issue where the AI-controlled enemy army of Templehof used the Invocation of Nehek on its own units at the beginning of battle, before taking any damage or even engaging the player.
- Fixed an issue where battering rams would get stuck when approaching the gates at extreme angles.
UI/UX
- Unit stats affected by Fatigue are now displayed as modified in the unit information panel and the breakdown tooltips for the relevant stats.
- Resolved an issue where the Dreadquake Mortar artillery unit of the Chaos Dwarfs was incorrectly showing that it fired in only a 180-degree angle, when it actually fires in all directions (360 degrees).
- Leadbelchers can now attack buildings with their missile weapons. The Wallbreaker has been removed from Leadbelchers, so they can no longer destroy walls by striking them with their cannons.
UNITS/MODELS
- Fixed an issue where the yoke of the Slaanesh Chaos Chariots was positioned too far back on the horse.
- Fixed an issue where Greatswords lacked textures for their severed limb stumps. The geometry has been adjusted to ensure the texture is now properly applied.
- Fixed the shield colour of Eternal Guards (Shields) to change according to the faction colours.
- Fixed an issue where part of the Beastlord's clothing texture was not displaying correctly at different levels of detail (LOD3 and LOD4).
- Fixed an issue where the cloth of Tzaangors appeared black when viewed from too close (LOD2).
- Fixed an issue where the cloth of Prestigors appeared black when viewed from too close (LOD2).
- Fixed an issue where the War Lion's transparency layer was too intense.
- Fixed an issue with the Damsel's hair texture at LOD3.
- Fixed an issue with the metal texture under the Minotaurs' armpits.
- Fixed an issue where the Greatsword units had incorrect beard textures at LOD1 and LOD2.
- Fixed an issue where a black texture appeared on Sigvald's hair.
- Fixed several LOD issues with the wings of the Exalted Bloodthirster.
- Fixed an issue with the axe texture of Chaos Dwarf Warriors (Great Weapons).
- Fixed an issue preventing Ku’gath's projectiles from appearing at greater camera distances.
- Fixed an issue where the Chaos Lord of Nurgle was missing leg textures.
- Fixed an issue where the Warrior Priest's chainmail was clipping through his chest armour and an incorrect texture was applied around his neck.
- Fixed an issue where the Steam Tank's (Volley Gun) scarecrow had black textures on the edges.
- Fixed an issue where the decorations on both sides of the Steam Tank (Volley Gun) had graphical issues, with the edges of the parchments appearing black and non-transparent.
- Fixed an issue where the Ancestral Warriors for the Grand Cathay Lord spell were missing some colours and entire body parts.
- Fixed an issue where the armour used by the Centigors - Throwing Axes (Regiment of Renown) was using the wrong textures, causing it to disappear when hovered over.
- Fixed an issue where parts of the Chaos Marauders' armour would disappear when zooming out the camera, affecting both the standard and Great Weapon versions of the unit.
- Fixed several graphical issues with the Land Ship model.
- Fixed an issue where the 3D model of the Eagle Claw Bolt Thrower did not fit properly in the porthole after the player selected Drop the Artillery or Engines.
- Fixed an issue where the porthole for Ulrika was zoomed out when the unit was selected.
- Fixed several visual issues with the unit porthole of The Tithe.
- Fixed an issue where the Great Axe handles were all white instead of using their textured handles.
ANIMATIONS
- Fixed an issue where the Gold Wizard flew in the wrong direction during knock-back flying animations.
- Fixed an issue where the Plague Drones of Nurgle were slowly shifting to the side during the deployment phase.
- Fixed an issue where the Changebringer did not disappear after being killed.
- Fixed an issue where Hertwig van Hal's arm appeared stretched after being killed.
- Fixed a bug where the bulls of the Wu Xing War Compass were glitching during the run animation.
- Resolved issues with incorrect animations during knockback actions.
VFX
- Fixed an issue where the persistent VFX for the Chaos Lord of Khorne were not displayed on all mounts.
- Fixed an issue that caused the persistent fire VFX on the Marauder Horsemen of Khorne's weapons to remain after an axe had been thrown.
- Fixed an issue causing the persistent effects for the Chaos Lord of Khorne to not show up in campaign.
ENVIRONMENT
- Fixed an issue on the Immortal Empires campaign map, north of Karak Eight Peaks, where characters could clip into the mountains.
MISCELLANEOUS
AUDIO
- Reworked the sounds of the 'Volley of Kurnous' special ability to better align with the design.
- Fixed the voice-over for lords when they lack sufficient action points to reach the targeted point on the map, ensuring it correctly reflects that the destination is unreachable.
- Fixed an issue where Beastmen ships in the campaign were not using their bespoke sounds.
BLOOD PACK
- Fixed an issue where the Feral Troglodon's blood spurt effect was not properly docked.
Phew, kudos if you made it all the way down here! Don't forget, we have a separate post available to read over on the official Total War: WARHMAMMER III forums covering all of the balancing changes that we've made as part of Update 6.0. If you love your numbers, head on over to this post to read all of the further changes.
As always, if you run into any issues after updating to 6.0.0 tomorrow, be sure to report them over in our dedicated bug reporting area, where our hard-working QA teams can continue to investigate and feed them through.
See you on the battlefield!
—The Total War Team
⚠ IMPORTANT
If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.
If the issues persist, please visit our support site for additional troubleshooting steps and assistance.
🧱 MOD WARNING
Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.