It’s the day we’ve all been waiting for. Alongside the Chaos Dwarfs DLC, we’re getting a big juice update. Here’s everything laid out in its pure, untouched glory: Total War: WARHAMMER III Update 3.0: Full Patch Notes Listed.
Total War: WARHAMMER III Update 3.0: Full Patch Notes Listed
The update for Total War: Warhammer 3 runs alongside the much anticipated Chaos Dwarfs DLC. This patch also includes some free content, like Mirror of Madness, which releases today for all players. Complete these series of challenging trials, and you’ll unlock the Daemon Prince gear.
But let’s cut to the chase, here’s the full set of patch notes listed.
RELEASE SPOTLIGHT
MIRROR OF MADNESS (FREE DLC)
Take on the role of a Daemon Prince of Tzeentch and survive against unending nightmares in Mirror of Madness.
This mighty collaboration comes from the minds at Intel and Creative Assembly and is free for all owners of WARHAMMER III!
Launching today, The Trials of Fate pits you, a newly ascended Daemon Prince, against ever-growing hordes of enemies as you reach back through time to engage in some of the most infamous battles ever fought in the Known World. Slaughter your foes, utilise bespoke abilities and spells, and score high to acquire a unique Tzeentch-themed gear set for use in your Daemon Prince Realm of Chaos and Immortal Empires campaigns.
But don’t rest quite yet, for Kairos Fateweaver awaits you in the Realm of Tzeentch.
ULRIKA MAGDOVA (FREE DLC)
Transformed into a vampire against her will, Ulrika Magdova of Kislev is the ultimate hybrid combatant. Proficient in melee combat, deadly at range, and a spellcaster, Ulrika can fill any role on the battlefield, boasting the best traits from Kislev and the Vampire Counts.
Now available as a free addition to the Kislev and Empire races in WARHAMMER III with a CA Account, be sure to create an account of your own so Ulrika is ready for battle, and then add her to your roster by completing her personal quest chain.
RACE RANDOMISATION IN IMMORTAL EMPIRES (FREE)
Feeling a bit bedazzled by the number of options when kicking off a new Immortal Empires campaign?
We’ve all been there. But let befuddlement be no more – we’ve added an extra button to the Campaign Selection menu that does the choosing for you, picking a random race and Legendary Lord to take into your next campaign.
STABILITY & PERFORMANCE
GENERAL UPDATES
RULES & SYSTEMS
AI RULES & LOGIC
Walled settlement battles, and battles in general, have received some improvements in the form of AI adjustments.
We’ve been monitoring the feedback closely following the settlement changes we made in Update 2.2, and we hear your concerns. With the following we hope to alleviate some of the responsiveness issues you may be experiencing. We’ll be keeping a close eye on how the changes work out.
While it is true that Skaven aren’t known for caring about the lives of their subordinates, war losses are an important part of the peace evaluation calculation and it was detrimental for them to ignore them.
Skaven leaders, of course, do care about losing battles, as such a thing is clearly evidence of plots against them.
CAMPAIGN AI
LINE OF SIGHT
Line of Sight has long been a sticking point in WARHAMMER III’s overall battle responsiveness, and we’re making some adjustments with Update 3.0. As you’ll see below, many of the issues came from various objects and props in the environment, which would sometimes lead to units attempting to walk through a destructible object rather than shoot over it.
We’re continuing to iterate this work, but please keep the feedback coming in as we continue to tweak the many, many facets that can prevent your units from firing when they should.
We’ve updated and corrected the logic on various prop buildings to work better with line of sight issues across battle maps game-wide, including but not limited to:
FURTHER TWEAKS
RACES & BALANCE
With the Chaos Dwarfs here, we’re adamant about improving the quality-of-life of some other factions who’ve been struggling from the outset. Therefore some adjustments have been made to their starting positions, or the strength of nearby settlements to allow them to take a second settlement on their first turn, bringing them in-line with the other factions of Immortal Empires:
SPELLS (GENERAL)
Spells and Non-Spell Skills have received an adjustment to their miscast chance modifiers, making it a single direct sum (as opposed to the previous system which calculated a direct percentage alongside a separate percentage modifier).
USIRIAN’S INCANTATION OF VENGEANCE
USIRIAN’S INCANTATION OF VENGEANCE UPGRADED
VANGHEIST’S REVENGE
VANGHEIST’S REVENGE UPGRADED
KRAKEN’S PULL
KRAKEN’S PULL UPGRADED
PLAGUE UPGRADED
FLAME STORM
FLAME STORM UPGRADED
THE GEM OF SUNFIRE
TOOTHCRACKER
TOOTHCRACKER UPGRADED
DEATH FROST
DEATH FROST UPGRADED
CURSE OF THE LEPER
CURSE OF THE LEPER UPGRADED
RANCID VISITATIONS
RANCID VISITATIONS UPGRADED
TALONS OF NIGHT
TALONS OF NIGHT UPGRADED
DOOM & DARKNESS
INVOCATION OF NEHEK
THE DWELLERS BELOW
THE DWELLERS BELOW UPGRADED
PIT OF SHADES
PIT OF SHADES UPGRADED
FINAL TRANSMUTATION
DOOM & DARKNESS UPGRADED
CURSE OF THE MIDNIGHT WIND
CURSE OF THE MIDNIGHT WIND UPGRADED
WIND BLAST
WIND BLAST UPGRADED
LIGHT OF BATTLE
LIGHT OF BATTLE UPGRADED
GORK’LL FIX IT
NIGHT SHROUD
NIGHT SHROUD UPGRADED
FINAL TRANSMUTATION UPGRADED
INVOCATION OF NEHEK UPGRADED
RAISE DEAD
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MASTER OF THE DEAD
MISTWALKERS’ BARRAGE
SHADOW SHROUD
LORD OF TORMENT
THE DARK MASTER
WHISPERS IN THE DARKNESS
MASTER OF THE SACRED PLACES
SOUL HUNTERS
THE RELIQUARY BINDING
The Reliquary Binding now heals half as quickly, but also now imbues magical attacks to friendly units within the ability range.
UNHOLY LODESTONE
Unholy Lodestone now heals half as quickly, but also buffs the Leadership of friendly units within the ability range.
BLADE OF SHADOW
There’s not too many changes for the Beastmen this time around, although they should benefit quite nicely from the upgrades to articulated vehicles that have been made. We’ve given Bestigors a nice buff, too, as they were underperforming across the board. This should improve their combat potential as Elite Infantry.
BESTIGOR HERD
KHORROK’S MANRIPPERS (BESTIGOR HERD)
RAZORGOR CHARIOTS & MOUNTS
TUSKGOR CHARIOTS
THE EYE OF MORRSLIEB (CYGOR)
MINOTAURS (GREAT WEAPONS)
TECHNOLOGY
Bretonnia’s had a rough time lately, so to help a little their late-game cavalry has been given a few sturdy buffs.
In the future, we hope to bring Bretonnia’s battle capabilities up a notch to meet some of the newer factions, but in the interest of not over-egging that particular pudding, we’ll be keeping a close eye on how they progress in the present after this update.
BATTLE PILGRIMS
GRAIL KNIGHTS
GRAIL GUARDIANS
HIPPOGRYPH MOUNTS
PEGASUS KNIGHTS
ROYAL HIPPOGRYPH KNIGHTS
ROYAL PEGASUS KNIGHTS
ROYAL PEGASUS MOUNTS
THE HOLY WARDENS OF LA MAISONTAAL (BATTLE PILGRIMS)
UNICORN MOUNTS
DAEMONS OF CHAOS
While it looks like Daemons of Chaos haven’t received that many changes at first glance, they do benefit from the changes to the monogod rosters.
Our changes here centre mostly around Be’lakor, who has received a few nerfs after our data showed him to be overperforming in most cases.
ARCALUX, PRINCE OF FURY
CARESS, THE DARKLING PRINCE
GRAND VOMITUS, PRINCE OF BUBOES
RED ULGOR, PRINCE OF SLAUGHTER
ZARRIVYK, FEATHERED-PRINCE
DARK ELVES
Dark Elves are in a pretty good place right now battle-wise, but they have been indirectly hit thanks to a bug fix where riders on their War Machines were firing more projectiles than intended. This issue was was skewing the performance of Scourgerunner Chariots and Bloodwrack Cauldrons quite significantly.
We’ve also made a notable buff to Shades which should help to diversify the weapon variants a little bit more and reduce their recruitment time in campaign.
BLACK ARK CORSAIRS (HANDBOWS)
BLEAKSWORDS
CRONE HELLEBRON (MOUNT: MANTICORE)
COLD ONE CHARIOTS & COLD ONE CHARIOT MOUNTS
DARK PEGASUS MOUNTS & RAVEN HERALDS (REPEATER CROSSBOW)
HIGH BEASTMASTER (MOUNT: SCOURGERUNNER CHARIOT)
LOKHIR FELLHEART (MOUNT: MAELSTROM)
MALEKITH (MOUNT: SERAPHON)
MORATHI (MOUNT: SULEPHET)
RAKARTH (MOUNT: BRACCHUS)
RAVAGERS OF RAKARTH (SCOURGERUNNER CHARIOTS)
SHADES (DUAL WEAPONS)
SHADES (GREATSWORDS)
Now that the great shame has finally reared its fiery bovine head, the Dwarfs have upgraded the shields for their melee Lords, Heroes and infantry, along with having their recruitment costs tweaked.
FLAME CANNONS
MINERS (BLASTING CHARGES AND REGIMENTS OF RENOWN)
RUNELORD (MOUNT: ANVIL OF DOOM)
LORD, THANE, DWARF WARRIORS, LONGBEARDS, IRONBREAKERS & ALL ASSOCIATED REGIMENTS OF RENOWN
THOREK IRONBROW (MOUNT: ANVIL OF DOOM)
GRAND CATHAY
Cathay are generally doing pretty good at the moment, but there were some cost corrections needed for their lords in multiplayer. Jade Warriors have also received some tweaks to bring them in line with comparable units on other factions.
ASTROMANCER (MOUNT: WU XING WAR COMPASS)
DRAGON-BLOODED SHUGENGAN LORD (YANG)
DRAGON-BLOODED SHUGENGAN LORD (YANG) (MOUNT: WARHORSE)
DRAGON-BLOODED SHUGENGAN LORD (YANG) (MOUNT: JADE LONGMA)
DRAGON-BLOODED SHUGENGAN LORD (YIN)
DRAGON-BLOODED SHUGENGAN LORD (YIN) (MOUNT: WARHORSE)
DRAGON-BLOODED SHUGENGAN LORD (YIN) (MOUNT: JADE LONGMA)
FIRE RAIN ROCKET BATTERY
GRAND CANNON
JADE WARRIOR CROSSBOWMEN (SHIELDS)
JADE WARRIORS
JADE WARRIORS (HALBERDS)
MIAO YING, THE STORM DRAGON (HUMAN FORM)
MIAO YING, THE STORM DRAGON (DRAGON FORM)
WU XING WAR COMPASS
ZHAO MING, THE IRON DRAGON (HUMAN FORM)
ZHAO MING, THE IRON DRAGON (DRAGON FORM)
GREENSKINS
Greenskins have benefitted greatly in this patch and have lots of lovely changes to talk about.
Savage Orcs, Savage Orc Boar Boyz and all of their associated Big ‘Uns have received some melee defence buffs which should increase their staying power in combat. Pump Wagons were severely underperforming, so they have received a bit of a redesign to help them stand out a bit from the other War Machines on the roster. Now sporting 12 entities per unit on Ultra unit size instead of 4, they should be even more chaotic than before. Finally, we’ve given Aracharok Spiders a bit more Leadership and buffed their damage slightly, as they were also underperforming.
ARACHNAROK SPIDER & REGIMENT OF RENOWN
AZHAG THE SLAUGHTERER (MOUNT: SKULLMUNCHA)
DA SWAMP FINGS (RIVER TROLLS)
FERAL WYVERN
GOBLIN GREAT SHAMAN (MOUNT: ARACHNAROK SPIDER (CATCHWEB SPIDERSHRINE))
GROM THE PAUNCH
GOBLIN WOLF RIDER ARCHERS, FOREST GOBLIN SPIDER RIDER ARCHERS, LAVA SPIDER RIDER ARCHERS & REGIMENTS OF RENOWN
GOBLIN WOLF CHARIOTS & REGIMENT OF RENOWN
LAVA ARACHNAROK SPIDER
LOGEY BOGEY’S SPORE ‘SPLODAZ (SNOTLING PUMP WAGONS)
ORC BOAR BOYZ
ORC BOAR BOY BIG ‘UNS & REGIMENT OF RENOWN
ORC WARBOSS (MOUNT: WYVERN)
ORC BOAR CHARIOTS
SAVAGE ORCS
SAVAGE ORC ARRER BOYZ
SAVAGE ORC BIG ‘UNS
SAVAGE ORC BOAR BOYZ
SAVAGE ORC BOAR BOY BIG ‘UNS
SNOTLING PUMP WAGONS
SNOTLING PUMP WAGONS (FLAPPAS)
SNOTLING PUMP WAGONS (SPIKY ROLLERS)
STONE TROLLS
HIGH ELVES
A few corrections and changes for High Elves this time around, but overall they are performing quite well. Lothern Sea Guard and chariots mounts have received a cost correction (with chariots also benefiting from a mass increase), War Lions have received a chunky buff and the Fire Resistance of units of Caledorian nobility have been reduced slightly. With the coming of the Chaos Dwarfs, we’ve also removed Flaming Attacks from dragon melee weapons, so that they remain competitive against this new race of fire resistant units (the Breath attack, however, is still considered to be a Flaming Attack, as it was in tabletop).
ALASTAR THE WHITE LION (MOUNT: LION CHARIOT OF CHRACE)
ARCHMAGE (MOUNT: ITHILMAR CHARIOT)
DRAGON PRINCES & REGIMENT OF RENOWN
ITHILMAR CHARIOTS
LOTHERN SEA GUARD
LOTHERN SEA GUARD (SHIELDS)
LION CHARIOTS OF CHRACE
MAGE (MOUNT: ITHILMAR CHARIOT)
NOBLE (MOUNT: ITHILMAR CHARIOT)
RAHAGRA’S PRIDE (WAR LIONS OF CHRACE)
SUN DRAGON, MOON DRAGON & STAR DRAGON (INCLUDING MOUNTS)
Flaming melee attacks have been removed.
TIRANOC CHARIOTS
WAR LIONS OF CHRACE
Khorne has received only minor changes this time around, though we will be watching these closely since they target some of Khorne’s key units. Flesh Hounds and Minotaurs have been over-performing, so they have been rebalanced. Bloodletters and Forsaken of Khorne have received a small buff, while Chosen of Khorne have been made slightly cheaper to make them more accessible options.
DAEMONIC UNITS
BLOODCRUSHERS OF KHORNE
BLOODLETTERS OF KHORNE
EXALTED BLOODTHIRSTER
EXALTED BLOODLETTERS OF KHORNE
FLESH HOUNDS OF KHORNE
SKARBRAND THE EXILED
MORTAL UNITS
CHOSEN OF KHORNE
CHOSEN OF KHORNE (DUAL WEAPONS)
CHAOS KNIGHTS OF KHORNE
CHAOS KNIGHTS OF KHORNE (LANCES)
EXALTED HERO OF KHORNE (MOUNT: GOREBEAST CHARIOT)
FORSAKEN OF KHORNE
MINOTAURS OF KHORNE
MINOTAURS OF KHORNE (GREAT WEAPONS)
Kislev hasn’t been doing great in battle recently, so these changes act as a first step towards improving things. Armoured Kossars and Tzar Guard have received some melee buffs to boost their frontline staying power, while all Kislev Cavalry units get a mass boost to match some of their contemporaries from other races. Ice Guard have also gained some additional missile penetration.
ARMOURED KOSSARS
ARMOURED KOSSARS (GREAT WEAPONS)
DAZH’S HEARTH-BLADES (TZAR GUARD – GREAT WEAPONS)
GRYPHON LEGION
HEAVY WAR SLEDS
HORSE ARCHERS
ICE GUARD (BOTH VARIANTS)
Despite having a magical missile weapon, the penetration of the Ice Guard’s projectile was relatively low. Therefore:
KOSSOVITE DERVISHES
LIGHT WAR SLEDS
LITTLE GROM
TZARINA KATARIN (MOUNT: WAR BEAR)
TZAR GUARD
TZAR GUARD (GREAT WEAPONS)
WARHORSE MOUNT
WINGED LANCERS
Lots of cost changes for Lizardmen, with most of their big dinos getting a slight discount! We have also buffed up Kroxigors a bit so that they are a lot sturdier in combat. Ancient Salamander has also received a recruitment time reduction (among others buffs) which should help it thrive in campaign. The Spirit of Tepok Coatl has also had its bound spells switched out to make it a more viable pick.
ANCIENT STEGADON (ENGINE OF THE GODS)
BASTILADON (SOLAR ENGINE)
BLESSED BASTILADON (SOLAR ENGINE)
BLESSED CARNOSAUR
BLESSED SAURUS SPEARS (SHIELDS)
CHAMELEON STALKERS
COHORT OF HUATL (SACRED KROXIGOR)
FERAL CARNOSAUR
FERAL TROGLODON
GELTBLOM’S TERROR (FERAL CARNOSAUR)
KROQ-GAR (MOUNT: GRYMLOQ)
RED CRESTED SKINK CHIEF (MOUNT: ANCIENT STEGADON)
SKINK CHIEF (MOUNT: STEGADON)
SKINK CHIEF (MOUNT: ANCIENT STEGADON)
SKINK PRIEST (MOUNT: ANCIENT STEGADON)
SKINK PRIEST (MOUNT: STEGADON)
SKINK PRIEST (HEAVENS) (MOUNT: ANCIENT STEGADON)
SKINK ORACLE
SAURUS OLDBLOOD (MOUNT: CARNOSAUR)
SAURUS SCAR-VETERAN (MOUNT: CARNOSAUR)
TEHENHAUIN (MOUNT: ANCIENT STEGADON (ENGINE OF THE GODS))
THE THUNDEROUS ONE (ANCIENT STEGADON)
THE PALE DEATH (FERAL TROGLODON)
BLESSED KROXIGOR
SACRED KROXIGOR
ANCIENT SALAMANDER
SALAMANDER HUNTING PACK & REGIMENT OF RENOWN
SPIRIT OF TEPOK (COATL)
DREAD SAURIAN
Norsca have received a few targeted buffs to some of their underperforming units. Mammoths are cheaper, Fimir now get their scaly skin bonus from tabletop and Marauder Champions with Great Weapons have been ironed out a bit. Ice Wolf Chariots have also received a considerable buff to their missile weapon.
MARAUDER CHIEFTAIN (MOUNT: WAR MAMMOTH)
FERAL MAMMOTH
WAR MAMMOTH
SOULCRUSHER (WAR MAMMOTH)
WAR MAMMOTH (WARSHRINE)
FIMIR BALEFIEND (FIRE)
FIMIR BALEFIEND (SHADOWS)
KIHAR THE TORMENTOR
MARAUDER CHAMPIONS
MARAUDER CHAMPIONS (GREAT WEAPONS)
MARAUDER ICE WOLVES CHARIOTS
FIMIR WARRIORS
FIMIR WARRIORS (GREAT WEAPONS)
MIST STALKERS (FIMIR WARRIORS)
FROST-WYRM
THE COLD-VOIDER (FROST-WYRM)
Nurgle haven’t been feeling great for a while, so we’ve target some changes at some problem units. Rot Flies, Plague Drones, Plague Toads and Pox Riders have all received some pretty considerable buffs. Also the -5 speed reduction from the Mark of Nurgle has been removed, making the marked mortal units of Nurgle more effective at reaching their destinations on time.
BARONS OF THE BOG (POX RIDERS OF NURGLE)
HERALD OF NURGLE (MOUNT: ROT FLY)
PLAGUERIDDEN (MOUNT: ROT FLY)
PLAGUE DRONES OF NURGLE
PLAGUE DRONES OF NURGLE (DEATH’S HEADS)
POX RIDERS OF NURGLE
PLAGUEBEARERS OF NURGLE
PLAGUE TOADS OF NURGLE
Mortal Units of Nurgle have had the -5 speed trait from the Mark of Nurgle removed.
CHAOS SORCERER LORD OF NURGLE
CHAOS SORCERER LORD OF NURGLE (MOUNT: CHAOS STEED)
CHAOS SORCERER LORD OF NURGLE (MOUNT: CHAOS WARSHRINE)
CULTIST OF NURGLE (MOUNT: CHAOS STEED)
CULTIST OF NURGLE (MOUNT: CHAOS WARSHRINE)
CHAOS WARRIORS OF NURGLE
CHAOS WARRIORS OF NURGLE (GREAT WEAPONS)
CHOSEN OF NURGLE
CHOSEN OF NURGLE (GREAT WEAPONS)
CHAOS CHARIOTS OF NURGLE
CHAOS KNIGHTS OF NURGLE
CHAOS KNIGHTS OF NURGLE (LANCES)
CHAOS WARSHRINE OF NURGLE
EXALTED HERO OF NURGLE
EXALTED HERO OF NURGLE (MOUNT: CHAOS CHARIOT)
EXALTED HERO OF NURGLE (MOUNT: CHAOS STEED)
FORSAKEN OF NURGLE
MARAUDERS OF NURGLE
MARAUDERS OF NURGLE (GREAT WEAPONS)
MARAUDER HORSEMEN OF NURGLE (THROWING AXES)
SPAWN OF NURGLE
OGRE KINGDOMS
Ogres haven’t been doing too great in battle as of late, so some work is needed to bring them up to scratch. Greasus has had a few token buffs, although we still recognise that we’ll likely have to go further. Ogre Pistols and Cavalry have received some attention to give them a bit more impact across the board. Artillery have received a manoeuvrability nerf in exchange for a mass buff to emphasise their role a bit better.
CRUSHERS (IRONFIST)
CRUSHERS (GREAT WEAPONS)
GREASUS GOLDTOOTH
GNOBLAR SCRAPLAUNCHER
IRONBLASTER
MANEATERS (OGRE PISTOL)
MOURNFANG CAVALRY
MOURNFANG CAVALRY (IRONFISTS)
MOURNFANG CAVALRY (GREAT WEAPONS)
POWDER-GUTS (MANEATERS – OGRE PISTOLS)
SKY-STRIDERS (CRUSHERS – GREAT WEAPONS)
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These changes don’t exist, but if they did, they’d go something like this. Poison Wind Globadiers and Mortars have had their AP ratio flattened out a bit, while Doomwheels, Plague Monks and Censer Bearers have received some buffs to make them more viable.
BLIGHTSCAB’S PLAGUEPACK (PLAGUE MONK CENSER BEARERS)
POISONED WIND MORTARS
PLAGUE MONK CENSER BEARERS
PLAGUE MONKS
THE AVALANCHE MORTARS (DEATH GLOBE MORTARS)
WHEELZ OF DOOOM (DOOMWHEEL)
WARPFIRE’S WHEEL (DOOMWHEEL)
Slaanesh has been performing really well for a while thanks to a few cornerstone units. Devoted Marauders and Hellstriders have been calmed somewhat, while Daemonettes and the Keeper of Secrets have been buffed. Perhaps the biggest change on the Slaanesh roster, however, is the reduction of the Physical Resistance bonus on all units with the mark of Slaanesh from 10% down to 5%. This should make their mortal frontline a bit less oppressive.
DEVOTED MARAUDERS OF SLAANESH
DAEMONETTES OF SLAANESH
DAEMON PRINCE OF SLAANESH
EXALTED KEEPER OF SECRETS
FIENDS OF SLAANESH
HELLFLAYERS
HELLSTRIDERS OF SLAANESH
HELLSTRIDERS OF SLAANESH (HELLSCOURGES)
KEEPER OF SECRETS
SPAWN OF SLAANESH
SEEKER CHARIOT
THE MARQUIS OF MASOCHISM (KEEPER OF SECRETS)
CHAOS LORD OF SLAANESH
CHAOS SORCERER OF SLAANESH
CHAOS WARRIORS OF SLAANESH
CHAOS WARRIORS OF SLAANESH (HELLSCOURGES)
CHOSEN OF SLAANESH
CHOSEN OF SLAANESH (HELLSCOURGES)
CHAOS KNIGHTS OF SLAANESH
CHAOS KNIGHTS OF SLAANESH (LANCES)
CHAOS WARSHRINE OF SLAANESH
DEVOTED MARAUDERS OF SLAANESH (SPEARS)
DEVOTED MARAUDERS OF SLAANESH (HELLSCOURGES)
FORSAKEN OF SLAANESH
MARAUDER HORSEMEN OF SLAANESH
MARAUDERS OF SLAANESH
MARAUDERS OF SLAANESH (HELLSCOURGES)
THE EMPIRE
The Demigryph Knights have been the focus of The Empire’s changes in this patch. Our metrics show they were underperforming, and the community-sourced peer-reviewed suggestions agreed (good catch friends!). Buffs were therefore in order. Plus, the Luminark has received aconsiderablebuff, with its reload time now halved. Also note that War Wagon ammunition has been slightly tweaked. War Wagons have six gunners, and the unit info panel divides the ammunition by six to represent a single volley. The raw ammo number is now also displayed for all of you budding gunnery students out there.
BALTHASAR GELT (MOUNT: QUICKSILVER)
BRIGHT WIZARD
DEMIGRYPH KNIGHTS
DEMIGRYPH KNIGHTS (HALBERDS)
HELBLASTER VOLLEY GUNS
IMPERIAL PEGASUS MOUNTS
LUMINARK OF HYSH & TEMPLEH OF LUMINARK (LUMINARK OF HYSH)
THE BLACK LIONS (WAR WAGONS – HELBLASTERS)
THE ROYAL ALTDORF GRYPHITES (DEMIGRYPH KNIGHTS)
VOLKMAR THE GRIM (MOUNT: WAR ALTAR OF SIGMAR)
WAR WAGONS
WAR WAGONS (MORTARS)
WITCH HUNTER
TOMB KINGS
There aren’t many changes for the Tomb Kings this time around. Aside from the chariot rework, which should help them out a bit across all of their chariot unit and mounts, most of the changes are cost or mass related.
SETTRA THE IMPERISHABLE (MOUNT: CHARIOT OF THE GODS)
SKELETON CHARIOT MOUNTS
SKELETON CHARIOTS
SKELETON ARCHER CHARIOTS
THE KHEPRA GUARD (TOMB GUARD)
BONE GIANT
SCREAMING SKULL CATAPULTS
Tzeentch is another faction that is doing relatively ok across both Land Battle and Domination. There’s a few targeted changes here with Discs receiving more mass, Flamers receiving more projectile velocity and Chosen becoming a bit cheaper.
DISC OF TZEENTCH MOUNTS
BURNING CHARIOT OF TZEENTCH MOUNTS
PINK HORRORS OF TZEENTCH
FLAMERS OF TZEENTCH
EXALTED FLAMER OF TZEENTCH
BURNING CHARIOT OF TZEENTCH
CHOSEN OF TZEENTCH
CHOSEN OF TZEENTCH (HALBERDS)
CHAOS KNIGHTS OF TZEENTCH
CHAOS KNIGHTS OF TZEENTCH (LANCES)
DOOM KNIGHTS OF TZEENTCH
KNIGHTS OF IMMOLATION (DOOM KNIGHTS OF TZEENTCH)
VAMPIRE COAST
Vampire Coast have been doing fairly well, so the changes are focused only on some of their overperforming units. Gunnery Mob now have the standard 90 range for a Handgun unit, Animated Hulks have received a considerable change and Cylostra’s Knights Errant Summon no longer uses Lance Formation. Mournguls have received a bit of a buff across the board though, with some additional attributes to improve their utility.
CYLOSTRA DIREFIN
ZOMBIE PIRATE GUNNERY MOB
ZOMBIE PIRATE GUNNERY MOB (BOMBERS)
DECK DROPPERS
DECK DROPPERS (BOMBERS)
DECK DROPPERS (HANDGUNS)
SALT LORD SCUTTLERS (DECK DROPPERS – BOMBERS)
MOURNGUL HAUNTER
NIGHT TERRORS (MOURNGULS)
ANIMATED HULKS
DAMNED KNIGHTS ERRANT
VAMPIRE COUNTS
Vampire Counts have been overperforming across the board. These tweaks mainly target healing abilities and Crypt Horrors, as their combination of regeneration and high HP pool made for a truly formidable unit. Grave Guard and Black Knights have also had their Magical Attacks removed, meaning that Vampire Counts need to rely more on AoE abilities in order to deal with Physical Resistance.
GRAVE GUARD
GRAVE GUARD (GREAT WEAPONS)
THE STERNSMEN (GRAVE GUARD)
BLACK KNIGHTS
BLACK KNIGHTS (LANCES & BARDING)
VEREK’S REAVERS (BLACK KNIGHTS – LANCES & BARDING)
CRYPT HORRORS
WARRIORS OF CHAOS
Not too many changes for the Warriors of Chaos undivided units in this update (although changes to mortal units on the other monogod rosters also apply to them). The main change here is that the base stats of Chaos Knights have been improved, as they were underperforming slightly. Dragon Ogres and Shaggoths have also received some buffs so that they are a bit more viable.
CHAOS DRAGON MOUNT
CHAOS KNIGHTS
CHAOS KNIGHTS (LANCES)
SWORDS OF CHAOS (CHAOS KNIGHTS)
THE SIBILANT SLAUGHTERCADE (CHAOS CHARIOTS)
THE DAEMONSPEW (FORSAKEN)
DRAGON OGRES
SUMMONERS OF RAGE (DRAGON OGRES)
DRAGON OGRE SHAGGOTH
BILIOUS THUNDERGUFF (CHAOS GIANT)
WOOD ELVES
The big changes to Wood Elves this time around revolve around Treemen, who are currently underperforming. Treemen have received a buff to their weapon strength, HP and knockback multiplier, which means that they should be a bit more effective in prolonged fights and clear enemies out a bit better. Wild Riders have also received a mass buff along with some changes to Hawk Riders which should make them a little bit less paper-thin in melee.
Fixed an issue where Glade Guard buffs weren’t being applied to fire and poison variants.
ANCIENT TREEMAN & MALEVOLENT ANCIENT TREEMAN
TREEMAN & MALEVOLENT TREEMAN
Unicorn mounts were incorrect entity settings, so this has now been corrected.
GLADE LORD (MOUNT: GREAT STAG)
GLADE CAPTAIN (MOUNT: GREAT STAG)
GREAT STAG KNIGHTS
LOST SYLVAN KNIGHTS (GREAT STAG KNIGHTS)
LOEC’S TRICKSTERS (WARDANCERS – ASRAI SPEARS)
WILD RIDERS
WILD RIDERS (SHIELDS)
WILD HUNTERS OF KURNOUS (WILD RIDERS – SHIELDS)
SISTERS OF THE THORN
HAWK RIDERS
GREAT HAWKS
ENIGMAS OF GHYRAN (ZOATS)
Related:Can You Sell or Salvage Weapons in Warhammer 40K: Darktide? – Answered
PROLOGUE (THE LOST GOD)
THE REALM OF CHAOS
NEW ENDLESS SURVIVAL BATTLES
Hold out against growing waves of enemies in 25 new Endless Survival Battles. It’s a more casual, cooperative battle experience. Each one represents a different race and can be accessed from the custom battle and multiplayer menus.
Here we see the Pillar of Bone Endless Survival Battle vs the Greenskins:
We’re always looking at how our battle maps can be improved. To do this, we had a quality assurance sweep of the many, many maps in WARHAMMER III and have tracked down some of the problems afflicting these play spaces. Below is a comprehensive list of the changes made so far; some deal with graphics and audio, while others tackle collisions that were causing units and/or even the camera to get stuck.
As always, we’ll be keeping a close eye on these areas of the game, so please keep your feedback coming!
AMBUSH BATTLES
CHOKEPOINT BATTLES
DOMINATION BATTLES
FREE-FOR-ALL BATTLES
LAND BATTLES
SETTLEMENT BATTLES
SIEGE BATTLES
SUBTERRANEAN BATTLES
SURVIVAL BATTLES
OTHER SIGNIFICANT BATTLE CHANGES
MULTIPLAYER
QUICK BATTLE MAP ROTATION CHANGES
We’ve shifted around the quick battle map pool for Land Battles in Update 3.0, removing problematic maps such as Steps of Isha and replacing them with a number of old fan favourites. The total number of maps within the pool has also been increased, which should offer much more variety within the game mode.
The following maps have been added:
And these have been removed:
Below are changes to the systems that support and enhance the gameplay ofTotal War: WARHAMMER III.
ARTICULATED VEHICLE COLLISION OVERHAUL
Articulated vehicle collision is getting a rework. This affects all units that pivot when turning, such as chariots and war wagons.
Previously, the effective collision of an articulated vehicle was governed by a single collision volume (the area or block that other blocks can collide with). This meant that when an articulated unit such as a chariot was turning or colliding with enemies, the logical collision was not represented by the actual 3D unit visuals.
The long-time players reading this may remember that we attempted to fix this back in WARHAMMER II during the Silence and the Fury DLC, temporarily leading to some very overpowered Tuskgor and Razorgor Chariots!
SO, WHAT WAS THE ISSUE?
To explain the new behaviour, it’s first important to explain how articulated vehicle collision worked prior to this change and the problems this caused.
First off, these vehicles are split into four main components:
Prior to this change, the articulated entity alone was colliding with friendly and enemy units. This meant that the collision block had to be relatively large and encompass the entire unit to make the collision ‘fair’. The other collision volumes of the mount, rider and engines were only used for colliding with incoming projectiles.
The large white box in this image is the articulated entity collision area. Because this was the only part of the vehicle that collided with other units, these units experienced difficulties when turning while surrounded in melee – ultimately leading to situations where they would get stuck.
SO, WHAT HAVE WE DONE?
In Patch 3.0, the articulated entity, mount and engine collisions all work in conjunction when colliding with enemy units.
To illustrate, here is a comparison of the effective collision setup of a Cold One Chariot in 3.0 compared to the previous iteration.
As you can see, the vehicle is a lot more representative of its visual model when executing a turn. This helps articulated vehicles out when moving through enemy units, but also presents more opportunities for enemies to attack as well, since they are also now able to attack any part of the effective collision, instead of attempting to crowd around and hit a single collision block.
As part of this change, every articulated vehicle in the game has had its collision and articulation properties overhauled to fit the mould of the new logic.
Overall, this change is far-reaching in scope, but it solves a long-standing invisible and, overall, negative element for articulated units. We will of course monitor how it works and tweak where necessary.
LORD OF FIRE VISUAL UPDATE
The Lore of Fire has been completely overhauled, with every spell in the lore receiving new visual effects and audio treatments.
Highlights include Flaming Sword of Rhuin (which now features an actual sword) and the towering Flame Storm, which trundles around the battlefield dealing a fiery welcome to anything that crosses its path.
FLAMING & MAGICAL ATTACK VISUALISATION
If a unit has flaming or magical attacks imbued on either their melee or missile weapon, they will now spawn minor VFX on afflicted enemies to telegraph it.
NEW MISSILE BLOCK ICON
The icon for missile block has been improved. It now uses a single unified icon that better fits the game’s overall style.
Check it out in the image below (next to the Armour value):
Bronze, Silver and Gold Shields will still be displayed separately.
Sticky tooltips have been added to a large number of game elements!
Most notably: Technology, Skill, Building and Unit cards. These new tooltips allow you to inspect their elements once they have stuck. Inspectable elements within these tooltips will denoted with an eye icon. The timings for sticky tooltips appearing, sticking and hiding can be modified in the options menu.
Plus, Tooltips for effects that apply to specific units now display the unit cards of the relevant units.
ACHIEVEMENTS
TEXT & TRANSLATIONS
If you like Warhammer games, why not check out all the Darktide weapon perks here?:All Warhammer 40K: Darktide Weapon Perks.
Daphne Fama
A Staff Writer at Prima Games since 2022, Daphne Fama spends an inordinate amount playing games of all stripes but has a soft spot for horror, FPS, and RPGs. When she’s not gaming, she’s an author and member of the Horror Writers Association with a debut novel coming out in 2025. In a previous life, she was an attorney but found she preferred fiction to contracts and forms