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Total War: Warhammer Wiki
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pages
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Warhammer I
Warhammer II
Warhammer III
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Battle
Multiplayer
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The Realm of Chaos
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The Empire
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Vampire Counts
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Wood Elves
Bretonnia
Norsca
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Dark Elves
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Skaven
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Vampire Coast
Kislev
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'''Update 1.1.0''' was the first major [[patches|update]] for [[Total War: Warhammer III]], released on 5 April 2022. There were some minor patches that preceded the update. It contains numerous bug fixes and balance changes. ==Highlights== * Numerous crash fixes and performance optimizations * A major overhaul of the [[Realm of Chaos]] mechanics * A much-anticipated fix for a bugged interaction between the Everlasting Gift tech and Gift of Slaneesh upgrade * A fix to ensure that Supply Lines values update properly when disbanding a Lord * Fixes for numerous issues blocking players from completing the Prologue * A one-on-one training montage to bulk up [[The Daemon Prince]] (aka “Daniel”) * Major adjustments to the [[Daemons of Chaos]] [[Gifts]] and Gift Sets * The first improvements to unit responsiveness (with more coming later) * Units must now brace against a charging attacker for [[Charge Reflection]] to take effect * Balance updates for most factions and several faction-specific units * Two returning [[Domination]] battlefields: Arnheim and Battle for Itza * Major updates to the Domination multiplayer mode: including larger starting armies and an update to supply mechanics ==Full patch notes== = Update 1.1.0 = '''⬥ ⬥ ⬥''' Contents: * Game * Gameplay * Campaign * Battles * Factions * Multiplayer * Localization * Known Issues '''⬥ ⬥ ⬥''' = GAME = As mentioned previously, the '''stability''' and '''performance''' of the game continues to be fundamental to a great experience as we work to ensure that everyone can play and enjoy ''Total War: WARHAMMER III''. This is a long-term process that will continue to be a priority throughout the lifespan of the game—even while the campaign, factions, and multiplayer setting begin to see their own adjustments, and especially as new mechanics, features, and content are added on top of the base game. === Stability & Performance === * Fixed a crash when the game window lost focus, such as when ALT+Tabbing to another window. * Fixed a crash triggered after losing a Caravan, saving the next turn, and then re-loading the file. * Fixed a crash triggered when selecting a Hero within an Army while moving that Army to merge with another. * Fixed a crash that could occur when, in a multiplayer campaign set to allow simultaneous turns, a player exited the match during another team’s turn. * Fixed a crash triggered when a player-queued movement command initiated a siege battle after ending the turn. * Fixed a crash when attacking a sieging army. * Fixed a severe performance hit when viewing steam visual effects during a custom battle. * Fixed visual stuttering when vassalizing the Legion of Chaos as Slaanesh. * Implemented several optimizations to distance and overdraw in the game. === Graphics === * Fixed an issue where vegetation would appear dark when adjusting the game’s graphics settings. * Fixed an issue which would result in white flickering lines appearing around mountain models on the campaign map. * Fixed a visual issue when selecting '''Kislev War Sleds'''. * '''Tzeentch Realm:''' Fixed a stretched texture that appears on the background geometry during the ambush battle. * '''Tzeentch Realm:''' Added a missing skybox to the pre-battle loading screen. === Audio === * Updated the unit audio of '''Leadbelchers''' and '''Ironblasters''' for a bigger PUNCH! === UI === * Fixed an issue which prevented accents from displaying properly in the lobby news feed. * Added a missing icon for an effect in the '''Wood Elf''' building tree. * Added the correct category icon for the '''Herald of Slaanesh (Shadow)''' = GAMEPLAY MECHANICS = We’ve changed how '''“Corrupted”''' traits are removed in ''Total War: WARHAMMER III:'' * '''Corrupted traits''' are now removed as the corrupted character spends time in a province with lower levels of that particular type of corruption. (This is indifferent to any other types of corruption in that province.) Other changes to the gameplay mechanics: * Fixed a issue where the '''Everlasting Gift''' [technology] would remove some of the effects of the '''Gift of Slaanesh''' [upgrade] rather than applying the correct bonuses. * The '''Supply Lines''' values will now update properly when disbanding Lords. * Fixed an issue where units docked in dockable areas would not adjust their firing arc so they could continue firing at enemy units. * Fixed an issue where handing off control of a second Army joining a battle to the AI would prevent them from joining and prevent the battle from concluding. * Fixed an issue where Heroes would no longer gain skill points after progressing past Rank 40. * Fixed an issue where the '''Fire Mouth''' settlement would provide the option to construct major settlement buildings rather than minor settlement buildings. * Fixed a bug where units stationed at an '''Ogre Camp''' located in hostile territory could not replenish their Army. * Removed several obstructions to the line-of-sight around tower construction points on the '''Grissenwald Empire''' * Implemented fixes for several deployment and vanguard deployment zones in several maps. * Fixed an issue where losing a '''Caravan''' would result in an inactive “Recruit Caravan” button for the following turn. * Fixed an issue with '''Auto Resolve''' where attacking an enemy Army in a settlement resulted in better outcomes than when an enemy Army attacked the player. * Fixed issues in which Hero buffs and recruitment rank buildings would fail to properly apply their bonuses. * Fixed an issues where infinite '''Winds of Magic''' could be generated due to a rounding error with reserves and recharge rates. * Fixed issues with Be’lakor’s skill tree which resulted in certain skills unlocking the incorrect abilities. * Fixed an issue where the '''Battle Speed''' would switch to '''“Slow Motion”''' without any input during replays. = CAMPAIGN = === Prologue === We’ve implemented numerous fixes to issues encountered in the game’s Prologue. * Fixed an issue where the Prologue could get stuck after the '''Battle for Fort Devingard'''. * Players should no longer be unable to progress when ending a turn immediately after losing Yuri. * Yuri will no longer hop in place following the scream chasm trigger. * Players should no longer have their progression blocked by accidentally deselecting the settlement before completing the Lord recruitment guide. * Players should no longer have their progression blocked by selecting a settlement during the Daemon Encounter guide. * Fixed an issue which would prevent the player from progressing after capturing the '''Claw Reach'''. * Fixed an issue which would prevent the player from progressing upon completing their battle with '''The Wolf'''. * Fixed a crash when trying to skip the camera flythrough at the start of the campaign. * Added a link to the “Shields” tooltip that appears during the first battle with Tzeentch. === The Realm of Chaos === Numerous changes have been made to the Realm of Chaos souls race to allow for more flexibility in how you approach the race, counteract enemies as they pursue souls, and the conditions inflicted upon lords who enter the realm. * Reduced the effect of '''negative traits''' inflicted upon entering the Realms of Chaos by '''~50%'''. * Daemon Legendary Lords will no longer be afflicted by the negative traits within the realm of their respective Chaos God. * '''Negative traits''' inflicted by the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm. * Upon intercepting an AI faction at the Forge of Souls, the Legendary Lord will now lose all of their souls rather than being wounded for 15 turns. This will force them to collect the souls over again. * The '''“Protection”''' chain of buildings can now be constructed to prevent rifts from spawning in the province in which they’re built. Completing a survival battle will now also provide the winning faction with the following benefits for '''10''' turns: * '''(+ or -) 5''' of the winning faction’s '''corruption''' across all provinces * '''+8 control''' across all provinces * '''+15 growth''' across all provinces * '''+10% income''' across all provinces Additional adjustments made to the following realms: * '''Tzeentch Realm:''' Options offered during dilemmas triggered at “points of interest” will now provide replenishment * '''Tzeentch Realm: Boon from Tzeentch:''' This option offered by the dilemma now properly displays its rewards when it appears. * '''Nurgle Realm:''' The attrition resistance effects granted by “points of interest” now last '''20 turns''' instead of for the duration spent in the realm. This means that the boon can now also be carried back to the mortal world. * '''Nurgle Realm:''' Flying units can no longer be deployed atop of the Nurgle island environment prop. * Players can no longer replace the Legendary Lord of an army with a regular Lord when at the Forge of Souls. * Fixed a rare issue which would result in the Forge of Souls rift being closed despite having access to the final battle. === Be’lakor === After completing the campaign, the player will now be given the option to banish Be’lakor. This will provide the following permanent benefits: * '''+3 Hero Capacity''' for all Heroes * '''+14 Hero and Lord recruit rank''' * '''+5 Winds of Magic''' per turn for all armies * '''+7 Control''' across all provinces * '''+25 Growth''' across all provinces * '''+15% Income''' across all provinces One additional change made to the Lord: * Be’lakor now has a starting trait that grants access to his unique battle ability, '''Shadow Shroud''', rather than it being granted by default. And an additional fix for the campaign: * Fixed an issue where completing a campaign and clicking '''“continue to the records”''' would re-play Be’lakor’s first voiceover line rather than the proper line. === Daemons of Chaos === We felt that '''The Daemon Prince''' (aka “Daniel”) was underperforming in battles against enemy lords, so we’ve adjusted his base stats and moved some other values around to bolster his terrifying presence on the battlefield. * '''Melee Attack''' increased from '''25''' to '''50''' * '''Melee Defence''' increased from '''20''' to '''45''' * '''Base damage''' increased from '''200''' to '''225''' * '''Armour Piercing Damage''' increased from '''200''' to '''225''' * '''Armour''' increased from '''10''' to '''20''' * '''Charge Bonus''' increased from '''30''' to '''40''' To accommodate for his higher base stats, we’ve reduced the effect values of the starting gifts available to The Daemon Prince when starting a new campaign: * '''Mark of Chaos (Torso):''' Reduced '''Melee Defence''' from '''+10''' to '''+5''' * '''Muscular Arms (Left Arm):''' Removed '''Melee Attack +15''' * '''Muscular Arms (Right Arm):''' Removed '''Base Weapon Damage +10%''' * '''Daemon Legs (Legs):''' Removed '''Charge Bonus +15%''' * '''Daemon Tail (Tail):''' Removed '''Melee Defence +5''' * '''Deathbringer Blade (Hand Weapon):''' Increased '''base damage''' from '''+15%''' to '''+20%''' * '''Deathbringer Blade (Hand Weapon):''' Increased '''Armour Piercing Damage''' from '''+10%''' to '''+15%''' === Daemons of Chaos: Daemonic Progression Offerings === We’ve increased the values of the pre-dedication '''Daemonic Progression Offering bundles''' to keep them all balanced. The post-dedication '''Offerings''' have also been buffed with some extra power as you dedicate yourself to your chosen Chaos God: including buffs to the God-specific recruitment ranks of units, agents, and Lords. This should shorten the time it takes for your Lords to reach their exalted forms. * '''Offering VIII (All Gods):''' Increased the dedicated God-specific Lord recruitment rank from '''+3''' to '''+10''' * '''Offering VIII (All Gods):''' Increased the dedicated God-specific agent recruitment rank from '''+3''' to '''+10''' * '''Offering VIII (All Gods):''' Reduced the dedicated God-specific unit recruitment time by '''2 turns''' * '''Khorne Offering VIII:''' Removed the '''+10% casualty replenishment''' bonus * '''Khorne Offering VIII:''' Added a '''+25%''' buff to '''campaign movement range''' after winning a battle * '''Nurgle Offering VIII:''' Removed the building cost reduction bonus * '''Nurgle Offering VIII:''' Added a '''+20%''' '''global replenishment bonus''' to Nurgle units * '''Slaanesh Offering VIII:''' Increased the diplomatic relations with all factions from '''+10''' to '''+25''' * '''Tzeentch Offering VIII:''' Removed the chance to increase the strength of the '''Winds of Magic''' when changing * '''Tzeentch Offering VIII:''' Increased the chance to strengthen the '''Winds of Magic''' skill from '''+10%''' to '''+25%''' * '''Offering IX (All Gods):''' Increased the dedicated God- specific unit recruitment rank for all armies from '''+3''' to '''+6''' === Daemons of Chaos: The Daemon Prince’s Gift Sets === We’ve not only added a missing upgrades ability to the Undivided sets, but made some additional adjustments to balance these sets alongside the other balance changes to the Daemons of Chaos. * '''The Armoured Prince of Chaos:''' Equipping the set now grants an upgraded version of the '''Mortal Blow''' ability * '''The Armoured Prince of Chaos:''' Removed the '''+10% glory gain''' bonus * '''The Armoured Prince of Chaos:''' Increased the '''Leadership Aura Size''' from '''+25%''' to '''+50%''' * '''The Scorched Prince of Chaos:''' Equipping the set now grants an upgraded version of the '''Mortal Blow''' ability * '''The Scorched Prince of Chaos:''' Removed the '''+10% glory gain''' bonus * '''The Adorned Prince of Slaanesh:''' Reduced the recruitment rank for Slaanesh units from '''+4''' to '''+3''' === Daemons of Chaos: Daemon Prince Gifts === * Fixed a bug where the Tzeentch Head items had '''Transmutation of Lead''' instead of '''Final Transmutation''', which resulted in certain Arm and Head upgrades offering the same spell. As The Daemon Prince only had access to minor spell variants, we’ve added the '''overcast''' variants to gifts that already provided the base spell. Numerous balance tweaks have also been made to the gifts offered upon dedicating to one of the Chaos Gods: ==== LEFT ARM ==== * '''Adorned Scythes:''' Increased '''base damage''' from '''+30%''' to '''+45%''' * '''Avian Arms:''' Replaced '''Blue Fire''' with '''Infernal Gateway''' * '''Avian Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Bejewelled Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Blazing Gauntlets:''' Increased '''Melee Defence''' from '''+7''' to '''+10''' * '''Corpulent Arms:''' Increased '''Melee Defence''' from '''+7''' to '''+10''' * '''Daemonic Arms:''' Increased '''Melee Attack''' from '''+3''' to '''+8''' * '''Daemonic Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Daemonic Scythes:''' Increased '''base damage''' from '''+30%''' to '''+45%''' * '''Decorated Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Decorative Bracers:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Heavy Gauntlets:''' Increased '''Melee Defence''' increased from '''+5''' to '''+8''' * '''Scorched Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+10''' * '''Scorched Arms:''' Increased '''base damage''' from '''+5%''' to '''+8%''' * '''Serrated Scythes:''' Increased '''Armour Piercing''' damage from '''+45%''' to '''+60%''' * '''Shattered Gauntlets:''' Increased '''Melee Attack''' from '''+15''' to '''+18''' * '''Shattered Gauntlets:''' Increased '''Melee Defence''' increased from '''+15''' to '''+18''' * '''Shattered Oversized Gauntlet:''' Increased '''Melee Defence''' from '''+15''' to '''+18''' * '''Spiked Corpulent Arms:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Spiked Corpulent Arms:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+8%''' * '''Spiked Scythes:''' Increased '''Piercing damage''' from '''+30%''' to '''+45%''' ==== RIGHT ARM ==== * '''Adorned Scythes:''' Increased '''base damage''' from '''+60%''' to +'''75%''' * '''Corpulent Arms:''' Increased '''Melee Attack''' from '''+7''' to '''+10''' * '''Daemonic Arms:''' Increased '''Melee Attack''' from '''+7''' to '''+10''' * '''Daemonic Scythes:''' Increased '''base damage''' from '''+60%''' to +'''75%''' * '''Decorated Arms:''' Replaced '''Infernal Gateway''' with '''Gate of Chaos''' * '''Scorched Arms:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Serrated Scythes:''' Increased '''Armour Piercing''' damage from '''+75%''' to '''+90%''' * '''Shattered Gauntlets:''' Increased '''Melee Attack''' increased from '''+10''' to '''+12''' * '''Shattered Gauntlets:''' Increased '''base damage''' from '''+10%''' to '''+15%''' * '''Shattered Oversized Gauntlet:''' Increased '''Melee Attack''' from '''+15''' to '''+18''' * '''Spiked Corpulent Arms:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Spiked Corpulent Arms:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+8%''' * '''Spiked Scythes:''' Increased '''Armour Piercing''' damage from '''+60%''' to '''+75%''' ==== HEAD ==== * '''Branching Horns:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Feathered Helm:''' Increased '''Melee Defence''' from '''+7''' to '''+10''' * '''Infernal Horns:''' Replaced '''Melee Defence''' with '''Melee Attack +8''' * '''Infernal Khornate Horns:''' Increased '''Melee Attack''' from '''+10''' to '''+12''' * '''Plumed Helm:''' Increased '''Melee Attack''' from '''+7''' to '''+10''' * '''Sharp Beak:''' Increased '''Armor Piercing''' damage from '''+7%''' to '''+10%''' * '''Shattered Beak:''' Increased '''base damage''' from '''+7%''' to '''+10%''' * '''Trophied Horns:''' Increased '''Melee Attack''' from '''+15''' to '''+18''' ==== LEGS ==== * '''Avian Legs:''' Increased '''Speed''' from '''+7%''' to '''+10%''' * '''Bestial Legs:''' Increased '''Speed''' from '''+10%''' to '''+12%''' * '''Bubonic Legs:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Chained Legs:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Daemonette Leg Straps:''' Increased '''base damage''' from '''+7%''' to '''+10%''' * '''Daemonette Legs:''' Increased '''Speed''' from '''+10%''' to '''+12%''' * '''Decorated Legs:''' Increased '''Speed''' from '''+10%''' to '''+12%''' * '''Diseased Leg Spikes:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+8%''' * '''Heavy Leg Armour:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Medium Leg Armour:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Spiked Avian Legs:''' Increased '''Speed''' from '''+7%''' to '''+10%''' * '''Spiked Avian Legs:''' Increased '''Armour Piercing''' damage from '''+7%''' to '''+10%''' * '''Spiked Daemonette Legs:''' Increased '''Armour Piercing''' damage from '''+7%''' to '''+10%''' * '''Trophied Daemonette Legs:''' Increased '''Melee Attack''' from '''7''' to '''10''' ==== TAIL ==== * '''Armoured Fiendish Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Armoured Fiendish Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Armoured Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Armoured Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Bladed''' '''Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Bladed''' '''Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Bloodthirsty Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Chained Fiendish Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Chained Fiendish Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Chained Fiendish Tail:''' Increased '''base damage''' from '''+10%''' to '''+15%''' * '''Diseased Tail Spurs:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+8%''' * '''Ornate Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Ornate Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Scorched Tail:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Scorched Tail:''' Increased '''base damage''' from '''+7%''' to '''+10%''' * '''Sentient Tail:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' ==== TORSO ==== * '''Adorned Body:''' Increased '''Melee Defence''' from '''+15''' to '''+18''' * '''Adorned Body:''' Increased '''Speed''' from '''+10%''' to '''+12%''' * '''Bestial Light Armour:''' Increased '''Melee Defence''' from '''+15''' to '''+18''' * '''Carved Body:''' Increased '''Melee Defence''' from '''+15''' to '''+18''' * '''Collar & Straps:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Flexible Body:''' Increased '''Melee Defence''' from '''+15''' to '''+18''' * '''Horned Corpulent Body:''' Increased '''Melee Defence''' from '''+7''' to '''+10''' * '''Mark of Khorne:''' Increased '''Melee Attack''' from '''+10''' to '''+12''' * '''Mark of Khorne:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Mark of Khorne:''' Increased '''base damage''' from '''+20%''' to '''+25%''' * '''Mark of Nurgle:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Mark of Slaanesh:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Mark of Slaanesh:''' Increased '''Speed''' from '''+7%''' to '''+10%''' * '''Mark of Tzeentch:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Moulded Armour:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Plate Armour:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Revealing Armour:''' Increased '''Melee Defence''' from '''+10''' to '''+12''' * '''Spiked Corpulent Body:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+8%''' * '''Trophied Corpulent Body:''' Increased '''Melee Attack''' from '''+7''' to '''+10''' ==== WEAPONS ==== * '''Arcane Dagger:''' Increased '''Armour Piercing''' damage from '''+15%''' to '''+25%''' * '''Arcane Dagger:''' Increased '''base damage''' from '''+10%''' to '''+20%''' * '''Axe of Fury:''' Increased '''Armour Piercing''' damage from '''+25%''' to '''+35%''' * '''Axe of Fury:''' Increased '''base damage''' from '''+40%''' to '''+50%''' * '''Axe of Rage:''' Increased '''Armour Piercing''' damage from '''+35%''' to '''+45%''' * '''Axe of Rage:''' Increased '''base damage''' from '''+30%''' to '''+40%''' * '''Axe of Wrath:''' Increased '''Armour Piercing''' damage from '''+45%''' to '''+55%''' * '''Axe of Wrath:''' Increased '''base damage''' from '''+20%''' to '''+30%''' * '''Bilesword:''' Increased '''Armour Piercing''' damage from '''+15%''' to '''+25%''' * '''Bilesword:''' Increased '''base damage''' from '''+10%''' to '''+20%''' * '''Blighted Bell:''' Increased '''base damage''' from '''+35%''' to '''+55%''' * '''Blood-Halberd:''' Increased '''Armour Piercing''' damage from '''+65%''' to '''+75%''' * '''Blood-Halberd:''' Increased '''base damage''' from '''+15%''' to '''+25%''' * '''Blood-Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Daemonhide Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Decadent Shield:''' Increased '''Melee Attack''' from '''+3''' to '''+5''' * '''Decadent Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Eldritch Dagger:''' Increased '''Armour Piercing''' damage from '''+15%''' to '''+25%''' * '''Eldritch Dagger:''' Increased '''base damage''' from '''+10%''' to '''+20%''' * '''Ensorcelled Great Lance:''' Increased '''Armour Piercing''' damage from '''+10%''' to '''+20%''' * '''Ensorcelled Great Lance:''' Increased '''base damage''' from '''+20%''' to '''+30%''' * '''Ensorcelled Jagged Lance:''' Increased '''Armour Piercing''' damage from '''+30%''' to '''+40%''' * '''Ensorcelled Jagged Lance:''' Increased '''base damage''' from '''+5%''' to '''+15%''' * '''Ensorcelled Skull Lance:''' Increased '''Armour Piercing''' damage from '''+20%''' to '''+30%''' * '''Ensorcelled Skull Lance:''' Increased '''base damage''' from '''+15%''' to '''+25%''' * '''Feasting Spear:''' Added the '''Charmed''' weapon contact effect * '''Feasting Spear:''' Increased '''Bonus vs Large damage''' from '''+20''' to '''+40''' * '''Feasting Spear:''' Increased '''Armour Piercing''' damage from '''+30%''' to '''+40%''' * '''Feasting Spear:''' Increased '''base damage''' from '''+15%''' to '''+20%''' * '''Gilded Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Gore-Halberd:''' Increased '''Armour Piercing''' damage from '''+55%''' to '''+65%''' * '''Gore-Halberd:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Gore-Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Great Axe of Fury:''' Increased '''Bonus vs Large damage''' from '''+10''' to '''+40''' * '''Great Axe of Fury:''' Increased '''Armour Piercing''' damage from '''+60%''' to '''+70%''' * '''Great Axe of Fury:''' Increased '''base damage''' from '''+40%''' to '''+50%''' * '''Great Axe of Rage:''' Increased '''Bonus vs Large damage''' from '''+10''' to '''+40''' * '''Great Axe of Rage:''' Increased '''Armour Piercing''' damage from '''+50%''' to '''+60%''' * '''Great Axe of Rage:''' Increased '''base damage''' from '''+50%''' to '''+60%''' * '''Great Axe of Wrath:''' Increased '''Bonus vs Large damage''' from '''+10''' to '''+40''' * '''Great Axe of Wrath:''' Increased '''Armour Piercing''' damage from '''+70%''' to '''+80%''' * '''Great Axe of Wrath:''' Increased '''base damage''' from '''+30%''' to '''+40%''' * '''Hellforged Blade:''' Increased '''Armour Piercing''' damage from '''+25%''' to '''+35%''' * '''Hellforged Blade:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Hungering Daemonblade:''' Increased '''Armour Piercing''' damage from '''+15%''' to '''+25%''' * '''Hungering Daemonblade:''' Increased '''base damage''' from '''+30%''' to '''+40%''' * '''Jagged Daemonblade:''' Increased '''Armour Piercing''' damage from '''+35%''' to '''+45%''' * '''Jagged Daemonblade:''' Increased '''base damage''' from '''+10%''' to '''+20%''' * '''Marked Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Mystical''' '''Dagger:''' Increased '''Armour Piercing''' damage from '''+15%''' to '''+25%''' * '''Mystical''' '''Dagger:''' Increased '''base damage''' from '''+10%''' to '''+20%''' * '''Ornate Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Plague Club:''' Increased '''Armour Piercing''' damage from '''+10%''' to '''+20%''' * '''Plague Club:''' Increased '''base damage''' from '''+20%''' to '''+30%''' * '''Plagueblade:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+15%''' * '''Plagueblade:''' Increased '''base damage''' from '''+20%''' to '''+30%''' * '''Reaper’s Hellblade:''' Increased '''Armour Piercing''' damage from '''+45%''' to '''+55%''' * '''Reaper’s Hellblade:''' Increased '''base damage''' from '''+55%''' to '''+65%''' * '''Reinforced Shield:''' Increased '''Melee Attack''' from '''+3''' to '''+5''' * '''Reinforced Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Rot Club:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+15%''' * '''Rot Club:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Rotcleaver:''' Increased '''Armour Piercing''' damage from '''+10%''' to '''+20%''' * '''Rotcleaver:''' Increased '''base damage''' from '''+15%''' to '''+25%''' * '''Slaughter-Halberd:''' Increased '''Armour Piercing''' damage from '''+45%''' to '''+55%''' * '''Slaughter-Halberd:''' Increased '''base damage''' from '''+35%''' to '''+45%''' * '''Slaughter-Shield:''' Increased '''Melee Attack''' from '''+3''' to '''+5''' * '''Slaughter-Shield:''' Increased '''Melee Defence''' from '''+3''' to '''+5''' * '''Slaughterer’s Hellblade:''' Increased '''Armour Piercing''' damage from '''+25%''' to '''+35%''' * '''Slaughterer’s Hellblade:''' Increased '''base damage''' from '''+75%''' to '''+85%''' * '''Slayer’s Hellblade:''' Increased '''Armour Piercing''' damage from '''+35%''' to '''+45%''' * '''Slayer’s Hellblade:''' Increased '''base damage''' from '''+65%''' to '''75%''' * '''Staff of Riddles:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+15%''' * '''Staff of Riddles:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Staff of the Watcher:''' Increased '''Armour Piercing''' damage from '''+5%''' to '''+15%''' * '''Staff of the Watcher:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Sword of Allure:''' Added the '''Charmed''' weapon contact effect * '''Sword of Allure:''' Increased '''Armour Piercing''' damage from '''+20%''' to '''+30%''' * '''Sword of Allure:''' Increased '''base damage''' from '''+25%''' to '''+35%''' * '''Sword of Excess:''' Added the '''Charmed''' weapon contact effect * '''Sword of Excess:''' Increased '''Armour Piercing''' damage from '''+10%''' to '''+20%''' * '''Sword of Excess:''' Increased '''base damage''' from '''+35%''' to '''+45%''' * '''Sword of Sin:''' Added the '''Charmed''' weapon contact effect * '''Sword of Sin:''' Increased '''Armour Piercing''' damage from '''+30%''' to '''+40%''' * '''Sword of Sin:''' Increased '''base damage''' from '''+15%''' to '''+25%''' * '''Unholy Daemonblade:''' Increased '''Armour Piercing''' damage from '''+25%''' to '''+35%''' * '''Unholy Daemonblade:''' Increased '''base damage''' from '''+20%''' to '''+30%''' ==== WINGS ==== * '''Chained Bestial Wings:''' Increased '''Melee Defence''' from '''+5''' to '''+8''' * '''Chained Pestilent Wings:''' Increased '''base damage''' from '''+5%''' to '''+8%''' * '''Scorched Wings:''' Increased '''Melee Attack''' from '''+5''' to '''+8''' * '''Spiked Avian Wings:''' Increased '''Armour Piercing''' damage from '''+7%''' to '''+10%''' * '''Spiked Aged Wings:''' Increased '''Armour Piercing''' damage from '''+7%''' to '''+10%''' * '''Wingless:''' Increased '''Speed''' from '''+10%''' to '''+12%''' * '''Wingless:''' Increased '''Weapon Strength''' from '''+10%''' to '''+15%''' === General Fixes === * Fixed an issue where narrative events would continue to trigger after completing a campaign—including rifts re-opening in the world. * Fixed an issue where Boris would not be created as a new faction and does not appear in the lords recruitment pool after completing the '''Frozen Falls'''. = BATTLES = === Spells === In ''Total War: WARHAMMER III'', we’ve heavily reworked how vortex, wind, breath, and similar spells work from earlier games in the series. One of the biggest changes relates to the '''damage reduction applied over distance''', which has been removed entirely in ''WARHAMMER III''. This results in *drastically* increased damage potency across the board, which (naturally) required a rebalance of every spell in the game. Unfortunately, there was one spell which was missed when implementing the new system—the effects of which have now been reduced to bring it into line with the rest of the spells: * '''Penumbral Pendulum (Base):''' Reduced damage dealt from '''72''' to '''36'''. AP percentage remains at 50%. * '''Penumbral Pendulum (Overcast):''' Reduced damage from '''108 (66% AP)''' to '''45 (60% AP)'''. === Unit Responsiveness === The responsiveness of units as they join and engage with enemies on the battlefield is a notable pain point for players. As a starting point, we’ve included several bug fixes with today’s build which should begin to improve the responsiveness of melee and ranged units: * Improved how '''infantry units''' react to orders and turn to face enemies. Their behavior should now match the responsiveness of infantry units in ''Total War: WARHAMMER II''. * Fixed an issue which caused '''ranged units''' to fire slower when docked on a siege wall or similar structure. * Fixed an issue which would cause '''ranged units''' to reset their animations without having fired. * Locked control groups will no longer enter '''guard mode''' when receiving an attack order. There are still a handful of issues we’ll be looking to solve in future updates, including the responsiveness of airborne units transitioning to the ground, how units disengage from combat, and knockdown behavior. For now, let us know what you think about the above fixes and if anything else appears off. === General Fixes === * The '''Charge Reflection''' [attribute] will now require units to be braced against the charging attacker in order to take effect. * Fixed an issue where defending units would use the attacker’s mass rather than their own mass for impact damage calculations. * Fixed an issue where attacker reinforcements would enter from within the defenders’ city. * Army reinforcements should now correctly enter a battle according to their position on the campaign map relative to the battle. * In Domination and Survival battles, summoned units will no longer offer a refund after being teleported away from the battlefield. = FACTIONS = === General Fixes === * '''Exalted Lord of Change''' lords now have access to the '''Greater Arcane Conduit''' [ability] in their skill tree, as intended. === Ogre Kingdoms === ==== IRONBLASTERS ==== We envisioned this unit to be a bit more of a mobile shotgun platform rather than a sniper artillery piece. For example: flanking followed by shooting down the length of infantry units. The below changes aim to push it more in this direction. * Increased '''projectile spread''' from '''7''' to '''3''' * Reduced the damage dealt by each projectile from '''84''' to '''75''' * Reduced the '''AP damage''' dealt by each projectile from '''336''' to '''300''' ==== GORGERS ==== Gorgers are expected to quickly smash through light and medium infantry, though we expect them to be vulnerable to ranged file, beaten handily by anti-large large units, and trade moderately with anti-large heavy infantry. Reducing the AP damage and entity count should help them reach this balance. * Reduced the '''AP damage''' dealt from '''70''' to '''50''' * Reduced the total '''entity count''' per Gorger unit from '''16''' to '''12''' ==== GENERAL FIXES ==== * Fixed an issue where garrisoned '''Firebelly Heroes''' would not receive their spells in battle. === Ogre Kingdoms (Multiplayer Only) === On the multiplayer front, the Ogre Kingdoms have been overperforming in both the matchmaking and tournament settings. We’re having a tough time gauging the power level of other units while Gorgers and Ironblasters control the meta—even forcing the creation of tournament rules to account for their power. * '''Ironblasters:''' Multiplayer cost increased from '''1400''' to '''1750 gold''' * '''Ogre Giants:''' Now count as a rare single entity for the sake of unit caps We’ll be continuing to monitor the power of the Ogre Kingdoms following these changes and will adjust accordingly. === Grand Cathay === We found that Grand Cathay has several underperforming units that seem to struggle in most situations: '''Sky Junks''', '''Sky Lanterns''', and '''Wu Xing War Compasses'''. We’ve made some adjustments to the first two units across the board, and have reduced the multiplayer cost of Wu Xing War Compasses (see further down the notes) so they can be deployed more effectively. We’ve also increased the range within which '''Harmony''' activates to provide players with more flexibility when deploying their army. ==== HARMONY ==== * Increased '''effect radius''' from '''45''' to '''60''' ==== SKY-JUNK ==== * Increased '''ammunition''' from '''15''' to '''20''' * '''Sky-Junk Bomb [ability]:''' Cooldown reduced from '''60''' to '''30 seconds''' ==== SKY LANTERN ==== * Shots now apply the '''Shieldbreaker''' effect * Speed increased from '''30''' to '''35''' ==== GENERAL FIXES ==== * '''Stone Gaze [skill]:''' Now increases '''armor''' instead of '''leadership''' for Terracotta Sentinels and Wu Xing War Compass units. === Grand Cathay (Multiplayer Only) === Grand Cathay is currently (and by far) the biggest underperformer in both ranked matchmaking and in Domination tournaments. We think that Cathay is best when their army is large—such as in land battles—and the small starting armies in Domination seem to be a key to the struggles of the faction. With the changes to Domination mode (below) increasing the size of starting armies, we’ll be monitoring how the meta progresses as they are able to create more solid, harmonious battle lines and/or artillery boxes. We’ve also targeted the most underperforming units with fixes for their cost efficiency—the first of many changes we’re considering for the future: * '''Wu Xing War Compass:''' Multiplayer cost reduced from '''1100''' to '''800 gold''' * '''Astromancer:''' Multiplayer cost of adding a '''Wu Xing War Compass''' mount reduced from '''950''' to '''400 gold''' Lastly, to further boost the benefits of '''Harmony'''—and the faction’s overall performance—we are slightly reducing the cost of Peasant Archers, who are slightly too expensive in relation to how they’re performing: * '''Peasant Archers:''' Multiplayer cost reduced from '''450''' to '''400 gold''' === Tzeentch === ==== BARRIERS ==== When it comes to barriers, we know the community is concerned that heavy changes could have drastic consequences on Tzeentch’s viability on the battlefield. So, for now, we’re only adjusting the recharge delay. When cycling units to restore their barriers, Tzeentch players will now have to spend significantly more time doing so. * Increased the '''recharge delay''' of restoring barriers from '''15''' to '''30 seconds''' ==== ARCANE SURGE ==== With fixes to the '''Winds of Magic''' reserves, the ability to endlessly cast cheap spells such as '''Blue Fire of Tzeentch''' was drastically reduced—but not completely fixed. To correct this, we’re reducing the values of the '''Arcane Surge''' army ability. * Reduced the '''Winds of Magic''' reserves generated per second from '''+0.3''' to '''+0.15''' ==== WARPFLAME! ==== * Lowered the '''Armor Reduction''' debuff from '''-15''' to '''-10''' * Reduced the '''Weakness to Fire''' debuff from '''-11%''' to '''-10%''' ==== FORSAKEN OF TZEENTCH ==== As the unit has a significant barrier already, we’ve decided to remove the Spell Resistance enjoyed by the Forsaken of Tzeentch. This should bring them more in-line with their counterparts from other Chaos factions. * Removed the inherent '''Magic Resistance''' from the unit (from '''40%''' to '''0%''') ==== EXALTED FLAMER OF TZEENTCH ==== Finally, we are looking to differentiate the Exalted Flamer of Tzeentch from the non-exalted version by making the unit more capable in ranged combat. To do this, we’ve increased both their ammo and attack range. * Increased the base '''ammunition''' count from '''10''' to '''15''' * Increased the '''range''' of the unit from '''90''' to '''150''' === Tzeentch (Multiplayer Only) === Along with the Ogre Kingdoms, Tzeentch has been dominating both in ranked matchmaking and Domination tournaments. We expect the above changes paired with an increased in the cost to recruit the Exalted Flamer of Tzeentch (to prevent it from becoming too cost-effective) will help bring the faction in line with the rest. * '''Exalted Flamer of Tzeentch:''' Multiplayer cost increased from '''1100''' to '''1300 gold''' === Kislev === In addition to the global responsiveness improvements we’ve made to infantry units, we’re also increasing the acceleration of the heavier Kislev infantry units, specifically, which were an outlier in this area compared to other units. Today, we’re adjusting the following three units: ==== ARMOURED KOSSARS ==== * Unit '''acceleration''' increased from '''20''' to '''30''' ==== STRELTSI ==== * Unit '''acceleration''' increased from '''20''' to '''30''' ==== TZAR GUARD ==== * Unit '''acceleration''' increased from '''20''' to '''30''' ==== LIGHT WAR SLEDS ==== In their current state, Light War Sleds are nearly matching the performance of their heavy counterparts at a significantly lower cost. As such, we are making tweaks to their armor across the board and their cost in the multiplayer setting (see below). * Reduced the unit’s '''Armor''' from '''70''' to '''50''' ==== ELEMENTAL BEAR ==== We’d like to boost the pick and success rate of the Elemental Bear, so we’re giving it slightly more melee defence to guard against its main weakness. * Increased '''Melee Defence''' from '''20''' to '''30''' ==== LITTLE GROM ==== Little Grom units have a comparatively low play rate to others, so we’ve adjusted a few numbers to make them more viable on the battlefield. * Increased '''Ranged Damage''' from '''145''' to '''160''' * Increased '''AP Damage''' from '''580''' to '''600''' === Kislev (Multiplayer Only) === While Kislev is slightly underperforming in ranked matchmaking (according to our metrics), they seem respectably balanced in the tournament environment. There are a few units that do stand out, so we are looking to make smaller tweaks while observing the effects of the Domination mode economy changes (see below). * '''Light War Sleds:''' Multiplayer cost increased from '''950''' to '''1100 gold''' * '''Elemental Bear:''' Multiplayer cost reduced from '''2200''' to '''2000 gold''' === Nurgle === Feedback from the community highlighted that Nurgle units are too slow, making them vulnerable to larger armies with ranged firepower. To account for this, we’ve improved the mobility options of several units alongside some additional tweaks. ==== EXALTED PLAGUEBEARERS OF NURGLE ==== * Increased '''ammunition count''' from '''2''' to '''3''' * Increased '''Speed''' from '''23''' to '''27''' ==== PLAGUEBEARERS OF NURGLE ==== * Increased '''Speed''' from '''23''' to '''27''' ==== PLAGUE DRONES OF NURGLE (DEATH’S HEADS) ==== * Increased '''ammunition count''' from '''7''' to '''10''' ==== KU’GATH PLAGUEFATHER ==== Kugath has also seen relatively little use, so we’re boosting a few stats to help him live up to his legendary status. * Increased '''ammunition count''' from '''22''' to '''35''' * Increased the healing rate provided by the '''Nurgling Infestation''' ability from '''0.1%''' to '''0.2% health per second''' === Nurgle (Multiplayer Only) === Nurgle has been doing well in ranked matchmaking, however they’ve struggled in the Domination tournament environment. We are looking to increase the size of Nurgle’s armies in two ways: * Through the changes to Domination mode (listed below) * By reducing unit costs We believe this will improve their efficacy versus heavily ranged armies. * '''Plague Drones of Nurgle:''' Multiplayer cost reduced from '''1300''' to '''1200 gold''' * '''Plague Drones of Nurgle (Death’s Heads):''' Multiplayer cost reduced from '''1600''' to '''1500 gold''' * '''Plaguebearers of Nurgle:''' Multiplayer cost reduced from '''750''' to '''700 gold''' * '''Exalted Plaguebearers of Nurgle:''' Multiplayer cost reduced from '''1250''' to '''1100 gold''' * '''Great Unclean Ones:''' Now count as a rare single entity for the sake of unit caps === Slaanesh === In Update 1.1, we are fixing several issues with charges, bracing, and impact damage. We feel it’s too risky to touch the Slaanesh units without having a good understanding of what effect these will have, so we’ll be revisiting this faction after we’ve reviewed the live impact and player feedback based on those other changes. === Slaanesh (Multiplayer Only) === As with above, we will continue observing Slaanesh to see how the faction performs moving forward. We expect that various bug fixes will increase overall Slaanesh performance, however the larger starting armies in Domination will help opposing armies cover their flanks more effectively. === Khorne === We are currently happy with the state of Khorne (outside of the changes made to The Daemon Prince) and will continue monitoring how the faction performs after the other balance changes made this month. One small change added with this update: * '''Dog Fighting [technology]:''' Now provides the '''Strider''' attribute to Flesh Hounds while increasing their charge bonus. = MULTIPLAYER = === Domination (Game Mode) === As the Domination mode is new to ''Total War: WARHAMMER III'', we’ve been eagerly waiting to see how it’s received and how it can continue to evolve from where it is now. We’re already working from the notion that the Domination mode available now will be ''drastically'' different from the Domination mode that exists years from now, and have included several changes in 1.1 to start the journey down that path. There are a few areas of feedback where we’re beginning: * '''Low Map Count:''' we’ve added two new maps and will continue working to include other existing maps in the very near future. * '''Comeback Mechanic:''' We want there to be opportunities to come back after the first engagements, so we’re removing the damage-based income mechanic to support that goal. * '''The Supply Resource:''' We want to reduce the “farming” of enemies in lieu of seizing and holding the capture points in the early game, so we’re increasing the supply trickle and adjusting how supplies are obtained in the game mode. Another large-scale change we’re looking to make (based on feedback) is to speed up the game mode as a whole. To do this, we’re focusing on a few changes to the number of '''starting units''' initially available: * We can see how having so few units to start doesn’t feel as epic as Land Battles. * Factions which rely on larger formations or static styles of play end up being hurt by low starting numbers—particularly against highly-mobile forces. * We are increasing the main army budget, starting supplies, and base income to help address the above problems. Finally We also introduced a bug fix to take away refunds from withdrawn summoned units. This will allow us to more accurately monitor the balance of summoner units, such as Cultists, seeing as the income exploit will be gone. ==== DOMINATION: NEW MAPS ==== Two land battle maps are returning from ''Total War: WARHAMMER II'' to be used in Domination: *'''ARNHEIM''' *'''BATTLE FOR ITZA''' ==== DOMINATION: GAMEPLAY ==== * The army fund distribution between the main army and reinforcements has been rebalanced from '''40% (main army)/60% (reinforcements)''' to '''50%/50%'''. We’ve adjusted the additional supplies a player gains when they are trailing in a Domination match: * '''+5 supplies per second''' when trailing by 1000+ tickets * '''+10 supplies per second''' when training by 2000+ tickets Other changes to how supplies are gained: * Added '''500''' initial supplies to the default stockpile * Increased the base '''supply income''' from '''16''' to '''20 per second''' * Removed the supply income provided via damage to enemy units === General Fixes === * We’ve temporarily disabled the ability to use the '''manual targeting system''' in multiplayer battles, seeing that it can be exploited to ignore the reload times of certain units. We are reviewing this system in greater depth and will look to restore it later on. * Players in ranked battles will no longer be able to load an army from the '''Daemons of Chaos''' * Fixed an issue where Be’lakor’s '''Blade of Shadow''' [ability] did not have an associated cost in custom/multiplayer battles. * '''The Palace of Slaanesh [Survival Battle]:''' Fixed an issue where all players would lose connection following the Courtesan cutscene. * '''The Palace of Slaanesh [Survival Battle]:''' Fixed an issue where players would lose connection after completing the battle. = LOCALIZATION = * '''Brazilian-Portuguese:''' Fixed a line during the first mission of the '''Something Rotten in Kislev''' multiplayer campaign that displayed in Spanish. = KNOWN ISSUES = Below are issues which have been identified that are either new with the update or relevant to the changes above. This is by no means a comprehensive list of issues being worked on, but are important notes to keep in mind as you re-join the battlefield. * '''Soft lock if your army is placed on top of (or behind) the Final Battle quest marker.''' Following the change to the Forge of Souls mechanics, there are two issues we’ll be working to solve in a future update—both of which involve the Final Battle quest marker on the Forge of Souls island. First, by placing an army adjacent to the marker, the AI will enter both the player’s zone of control and the zone of the quest marker, meaning that the game will end in an AI victory if the player is unable to stop the army. Likewise, if the you win the battle within the radius of the quest marker, the game will hang indefinitely as the AI has both won and is no longer present to conclude the game. To circumvent these issues until we can implement a fix, you should avoid placing your Lord and army in the same space as the Final Battle quest marker. == External links == * [https://www.totalwar.com/blog/tw-warhammer3-update110/ TOTAL WAR: WARHAMMER III – UPDATE 1.1.0] [[Category:Patches]]
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