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We’ve adjusted our hotfixing plans slightly to prioritise the splash attack issues that have been present since the release of Update 6.0. We have just rolled out Hotfix 6.0.1, which addresses these issues:
Reverted various splash attack max target counts to match at least the minimum number of splash zones units have in metadata.
Dev note: In 6.0.0 we made a change to the maximum number of targets a splash attack can hit based on a weapon strength ratio, this change was originally intended to apply to single entity units only and inadvertently was applied to monstrous infantry, cavalry and infantry units. This caused a series of issues with how our splash attacks are calculated, we have reverted the changes to these units while maintaining the single entity splash attack changes. After this hotfix you will see monstrous infantry, cavalry and infantry return to their pre-patch 6.0.0 state. There is a chance this may still affect some units, so please do keep reporting any issues you come across so we can investigate further.
Added missing text strings from a small number of tooltips.
Dev note: Whilst we're aware of other issues present in the game at the moment, currently set to be addressed in a further Hotfix releasing later this week, we had the opportunity to include this one as part of today’s fix, and isn't representative of our current prioritisation of certain issues.
By implementing these necessary changes today, it has also rolled out some additional battle balancing adjustments that we’ve been working on. A full list of these changes can be found as an addendum to our 6.0 Battle Balance Details thread.
Please note: Hotfix 6.0.1 will roll out for Microsoft Store owners tomorrow, apologies for the slight delay.
Although today's hotfix does not include any of the items originally disclosed in our known issues post, please rest assured that we will be back later this week with an additional hotfix to address those and more.
As always, thank you for your ongoing feedback and for your patience while we investigate and address these issues. If you encounter any new problems after updating to version 6.0.1, please let us know in our dedicated bug reporting sub-forum.
Fixed a bug where, if the Ogre Camp ranks up, its stance reverts to Raiding stance.
Fixed a bug where, if an Ogre Camp recruits units from within itself, it drops out of Encamp stance and switches to Raiding stance.
Fixed an issue where Vampire Counts were missing the ambush stance.
Added Lightning Strike to Skarsnik's 'Ready & Waitin'' skill.
Slightly adjusted Golgfag's victory conditions – gifts to clients now count as occupied settlements (see the dev note in the Victory Conditions section below).
A thing I didn't understand for Ogres, does it not generate any meat over time so you have to funnel meat into the camp for it to grow and be effective? That wouldn't be such an issue if it didn't take 250 to put your first one down.
A thing I didn't understand for Ogres, does it not generate any meat over time so you have to funnel meat into the camp for it to grow and be effective? That wouldn't be such an issue if it didn't take 250 to put your first one down.
Yes. Per the rework blog:
OGRE CAMPS
We felt that the current Ogre Camps didn’t fully capture the fantasy of wandering nomadic Ogre tribes, and their playstyle was too similar to other factions, with only the addition of a static Camp.
What's Changing?
Ogre Camps can now move around the campaign map, though movement is limited and incurs a Meat cost. While it's encouraged to place Camps strategically to minimize movement, they’re no longer locked in one spot. Additionally, Ogre Camps no longer rely on Horde Growth; all buildings now require Meat to construct, giving you more flexibility in prioritizing buildings and reducing idle turns waiting for growth.
As previously mentioned, Meat can now be transferred to Camps from armies. The intended gameplay flow encourages Sacking and Raiding with armies to gather Meat, which they then send back to an Ogre Camp. Camps can then use this Meat to construct and upgrade buildings, gaining access to more powerful units, and then send upgraded armies out to gather even more Meat.
Ogre Camp lords now feature skill trees, and while Camps have no upkeep, units cannot be exchanged between Camps and other armies.
I haven't checked the reworked Ogres yet but I think Camps should still generate Meat if you have them on Raiding stance? Not sure.
0
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
First Nurgle plagues now ogre camps, I know once they get going they can be powerful but starting out is just a drag.
For what it's worth, not all of the unique mechanics are created equal as far as involvement required and depth of complexity.
If you feel like you have to learn too much weird stuff, there are factions that are simpler than having to deal with Nurgle plagues or the new Ogre stuff.
Tzeentch (Kairos) is pretty damn easy to understand, as a counter-example. You get your fancy knowledge books, you spend the fancy knowledge books on a set of pretty fun and sometimes OP feeling campaign actions. Give your lord an extra turn, cause revolts in your enemy's territory, force a peace treaty -- all pretty straightforward and easy to understand on the efficacy side.
A thing I didn't understand for Ogres, does it not generate any meat over time so you have to funnel meat into the camp for it to grow and be effective? That wouldn't be such an issue if it didn't take 250 to put your first one down.
Yes. Per the rework blog:
OGRE CAMPS
We felt that the current Ogre Camps didn’t fully capture the fantasy of wandering nomadic Ogre tribes, and their playstyle was too similar to other factions, with only the addition of a static Camp.
What's Changing?
Ogre Camps can now move around the campaign map, though movement is limited and incurs a Meat cost. While it's encouraged to place Camps strategically to minimize movement, they’re no longer locked in one spot. Additionally, Ogre Camps no longer rely on Horde Growth; all buildings now require Meat to construct, giving you more flexibility in prioritizing buildings and reducing idle turns waiting for growth.
As previously mentioned, Meat can now be transferred to Camps from armies. The intended gameplay flow encourages Sacking and Raiding with armies to gather Meat, which they then send back to an Ogre Camp. Camps can then use this Meat to construct and upgrade buildings, gaining access to more powerful units, and then send upgraded armies out to gather even more Meat.
Ogre Camp lords now feature skill trees, and while Camps have no upkeep, units cannot be exchanged between Camps and other armies.
I haven't checked the reworked Ogres yet but I think Camps should still generate Meat if you have them on Raiding stance? Not sure.
Camps generate meat and the obligatory camp tyrant had skills that both passively generate meat and vastly increase meat gains within radius
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Empire / Brettonia are some of the most simple factions to play if you need to ease into total war play
And further for Empire, if you don't want to deal with the Empire itself and the giant headache the Electors can represent, you can play Markus Wulfhart or Volkmar and just Be Elsewhere.
Markus Wulfhart's campaign is pretty tough though. I haven't done much of Volkmar's but I assume it's also pretty difficult since you've got Manny right next door.
Markus Wulfhart's campaign is pretty tough though. I haven't done much of Volkmar's but I assume it's also pretty difficult since you've got Manny right next door.
I didn't think it was particularly bad, because his adventuring party is strong and his buffs to basic units really puts in a lot of work while you work your way up towards the special units. Just keep Alberic alive and happy and you're in good shape.
0
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
Empire / Brettonia are some of the most simple factions to play if you need to ease into total war play
And further for Empire, if you don't want to deal with the Empire itself and the giant headache the Electors can represent, you can play Markus Wulfhart or Volkmar and just Be Elsewhere.
Empire / Brettonia are some of the most simple factions to play if you need to ease into total war play
And further for Empire, if you don't want to deal with the Empire itself and the giant headache the Electors can represent, you can play Markus Wulfhart or Volkmar and just Be Elsewhere.
Or Gelt
"But... Gelt can go back to the empire with several turns of no upkeep and take turf?!?"
"...but he doesn't have to"
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Cathay is indeed a land of milk and honey compared to the Old world thunderdome.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
-Our approach to Blood Packs will change: If a future Total War game, thematically, requires blood then we will include it within the base game without the need for a separate purchase. This might mean an increase in our age ratings for future titles and how we potentially market our games, but we want the franchise to be as thrilling, immersive and authentic as possible.
-The Total War ‘launcher’ will be removed: I believe we all want a seamless Total War experience, and the launcher is a hindrance to that. We’re working on a plan to remove its requirement but want to ensure we have a Mod Management system in place before doing so. I’m not sure when this is coming but we are actively working on it.
-Factions will no longer be an early-adopter bonus: This has been a divisive inclusion for past releases, so we want to ensure that what we're offering appeals to more players. If you like to support us through pre-orders, we will still ensure some form of bonus such as discounts, but as always, we are interested in hearing your suggestions through our community forums.
-Shadows of Change will offer individual purchase options alongside updates to its featured races: We’re working on a plan for next year which brings key campaign changes to Kislev’s content alongside some smaller improvements for Tzeentch and Grand Cathay, while also providing anyone who hasn’t purchased Shadows of Change with the ability to buy each pack individually like Thrones of Decay.
Legit just happy to see the good decisions and resulting goodwill have returned.
I complained a lot about TWW3 at launch -- I still think it absolutely deserved that critique -- but I wanted to love it and now I do. It was from a place of passion and loving the prior entries, and knowing they had the capability to do much better than what they showed us at launch (because I saw the "much better" first hand with the launches of TWW1 and TWW2).
It's awesome to be able to enjoy and recommend the series to people again.
If they're removing the launcher, hopefully however they integrate mod support is as good or better than just toggling stuff in your launcher.
Ideally it'd be within the game itself so you could toggle stuff for multiplayer without backing out of the whole game.
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Finished Satisfactory so came back in for a quick campaign before going back to the backlog
Mother Ostankya short victory down, but it's so short it's barely a win there.
Knocked out the opening enemy then naturally went in on Morathi. Stalked her army for a turn as she was finishing off her initial enemy and caught her damaged just as she took their last settlement and isolated from her secondary stack, so it was easy after that.
After that, Noctilus had declared a few turns before because of wandering up and also because of good relations with Tiranoc. Sent Mother O into Ulthuan to clear him out, then came back to upgrade the army and do all the quest battles that had popped up. Secondary stack had buffed out and then took out the remains of the Skaven minor in the isthmus as they were being pushed by Khatep. Afterwards I brought them into Ulthuan to also sweep Cylostra out and eliminate N'Kari, then eventually across the sea to Cylostra's core territories. When Mother O finished up, I declared on Khatep (who had slowly been losing against the Sisters in an uncommon diplomatic development) to get the rest of the province down there.
Because the victory is so short, I played a few more turns and teleported Mother O into the Gryphon Wood. I would've immediately gone against her but she had positive diplomacy with Karl, so I opted to just book it into Kislev proper, getting there just in time to see Katarin had been reduced to 2 regions. It was an easy Military Alliance by joining war against Azazel (but not Throt) and I kicked him in the teeth shortly after by eliminating 3.5 stacks over the next few turns and retook Kislev and Praag. Unfortunately I had been running lean on armies and so while Katarin was desperately weak, I only came as close as about -3.5 for Confederation. I can afford 2 more stacks easily so that'll bulk out and if I kept playing, there would hopefully be another opportunity. But I was getting a little bored and the Long Victory, by rate of spending, was like another 70-100 turns away and I didn't feel like pushing more.
Mother O is still about as grossly strong and powercreep-y as she felt on launch. Curses are absolutely unfair and cripple the enemy army if you can just stall a little bit. And Akishina Ambushers being a T2 archer with Stalk+Snipe is ???. Sure they're frontal arc only and don't have shoot while moving but do you really need anything else? Her monsters aren't awful but feel like you barely get to them/need them. I guess that's a little bit of a trade for Kislev's economy having low ROI and needing to get by on their better Battle Loot for awhile. And then her enhanced Hexes seem even stronger. You can just banish an enemy stack to the other side of the world every 5 turns, so the LL is still in play but stuck over there and they have to pay upkeep? How is that fair?
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
This was just a random vampire lord, surround by my full 20 stack taking no damage while his army was destroyed, casting invo on himself and taking about no damage anyways.
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
This was just a random vampire lord, surround by my full 20 stack taking no damage while his army was destroyed, casting invo on himself and taking about no damage anyways.
I think I'm just done sadly.
The principle is the same. Ku'gath's starting army and what you can build don't have anything else you can do to single entities.
The only other thing is that if it's down to solo Lord, you don't want to actually have everyone crowd them because they can't all swing and just get in the way and fatigue themselves. 1, maybe 2 units of regular infantry and cycle them out as they get low, then try and use the crowd to sneak Lord/Heroes/monstrous infantry in to actually do damage without taking much back.
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
This was just a random vampire lord, surround by my full 20 stack taking no damage while his army was destroyed, casting invo on himself and taking about no damage anyways.
I think I'm just done sadly.
The principle is the same. Ku'gath's starting army and what you can build don't have anything else you can do to single entities.
The only other thing is that if it's down to solo Lord, you don't want to actually have everyone crowd them because they can't all swing and just get in the way and fatigue themselves. 1, maybe 2 units of regular infantry and cycle them out as they get low, then try and use the crowd to sneak Lord/Heroes/monstrous infantry in to actually do damage without taking much back.
I appreciate it, but it just makes it even worse.
The joy of seeing elves beat up orks is sabotaged by having models that have to jocky around to do their job.
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
Exalted champion of Nurgle
Chaos sorceror/Plagueridden (death with spirit leech. Nurgle with rancid visitations)
Marauder horsemen (w/ Throwing axes)
Kugath himself is also fairly mean in melee. Certainly meaner than Ghorst. And he can use rancid visitations to give himself an edge. You could also recruit a chaos lord of nurgle just to use him to challenge Ghorst.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Figured I'd give Nurgle a go, see how my plague boys are doing.
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
That one's a little tricky. What you generally need to do to win that early is have your Death's Heads shoot Ghorst immediately on battle start, or else you'll run into what you experienced. Nothing else you'll carry early can do damage to single targets.
Exalted champion of Nurgle
Chaos sorceror/Plagueridden (death with spirit leech. Nurgle with rancid visitations)
Marauder horsemen (w/ Throwing axes)
Kugath himself is also fairly mean in melee. Certainly meaner than Ghorst. And he can use rancid visitations to give himself an edge. You could also recruit a chaos lord of nurgle just to use him to challenge Ghorst.
I have found that you should use the death heads specifically for ghorst. It will knock half his health down with the starters.
Seems to be a nasty bug in the latest patch, not sure if limited to Golfag or whether this affects any lord. Basically, at the end of a battle, rather than bringing me back to the campaign map, it dumps me to the main menu. With no evidence that I even fought the battle I just fought; the pre-battle quicksave is also missing. Really annoying.
*edit*
Seems this is not in fact a new issue, and can happen if the drive your saves are kept on is full or nearly full. Welp.
Oh super. I have the Xbox store versions of warhammer, and with 2 all my saves are gone. And every time I load into the game it has to reaquire my dlc characters by me clicking “client page” for some reason. Super fun thanks Xbox. Anything’s an Xbox guys!
Oh and I can’t start campaigns! Fun! I click it, it plays the cutscene, loads, and then goes back to the main menu
Given that this is the Xbox store version I’m sure it’ll get resolved asap…
Posts
Although in general, your cav will last longer in sustained conflict than theirs
I guess Total Warhammer is just not for me.
tl;dr 6.0.1 Hotfix was adjustments almost entirely to Greenskins, Khorne, Ogre units.
--
6.0.2 Preview: https://community.creative-assembly.com/total-war/total-war-warhammer/forums/7-patch-notes-amp-announcements/threads/8367-total-war-warhammer-iii-hotfix-6-0-2-scheduled-for-friday-20th-december?page=1
First Nurgle plagues now ogre camps, I know once they get going they can be powerful but starting out is just a drag.
For what it's worth, not all of the unique mechanics are created equal as far as involvement required and depth of complexity.
If you feel like you have to learn too much weird stuff, there are factions that are simpler than having to deal with Nurgle plagues or the new Ogre stuff.
Tzeentch (Kairos) is pretty damn easy to understand, as a counter-example. You get your fancy knowledge books, you spend the fancy knowledge books on a set of pretty fun and sometimes OP feeling campaign actions. Give your lord an extra turn, cause revolts in your enemy's territory, force a peace treaty -- all pretty straightforward and easy to understand on the efficacy side.
Camps generate meat and the obligatory camp tyrant had skills that both passively generate meat and vastly increase meat gains within radius
-Antje Jackelén, Archbishop of the Church of Sweden
Gun lines are my bane.
My problem is I can't seem to find a sweet spot. Warriors of chaos having an upgrade and horde recruit is great but becomes too easy.
Other campaigns just generally feel too hard. I dunno, like maybe I'll do chaos dwarfs or something again. Or just keep battle difficulty to normal.
Or Gelt
"But... Gelt can go back to the empire with several turns of no upkeep and take turf?!?"
"...but he doesn't have to"
-Antje Jackelén, Archbishop of the Church of Sweden
Cathay is indeed a land of milk and honey compared to the Old world thunderdome.
-Antje Jackelén, Archbishop of the Church of Sweden
I complained a lot about TWW3 at launch -- I still think it absolutely deserved that critique -- but I wanted to love it and now I do. It was from a place of passion and loving the prior entries, and knowing they had the capability to do much better than what they showed us at launch (because I saw the "much better" first hand with the launches of TWW1 and TWW2).
It's awesome to be able to enjoy and recommend the series to people again.
Ideally it'd be within the game itself so you could toggle stuff for multiplayer without backing out of the whole game.
Mother Ostankya short victory down, but it's so short it's barely a win there.
Knocked out the opening enemy then naturally went in on Morathi. Stalked her army for a turn as she was finishing off her initial enemy and caught her damaged just as she took their last settlement and isolated from her secondary stack, so it was easy after that.
After that, Noctilus had declared a few turns before because of wandering up and also because of good relations with Tiranoc. Sent Mother O into Ulthuan to clear him out, then came back to upgrade the army and do all the quest battles that had popped up. Secondary stack had buffed out and then took out the remains of the Skaven minor in the isthmus as they were being pushed by Khatep. Afterwards I brought them into Ulthuan to also sweep Cylostra out and eliminate N'Kari, then eventually across the sea to Cylostra's core territories. When Mother O finished up, I declared on Khatep (who had slowly been losing against the Sisters in an uncommon diplomatic development) to get the rest of the province down there.
Because the victory is so short, I played a few more turns and teleported Mother O into the Gryphon Wood. I would've immediately gone against her but she had positive diplomacy with Karl, so I opted to just book it into Kislev proper, getting there just in time to see Katarin had been reduced to 2 regions. It was an easy Military Alliance by joining war against Azazel (but not Throt) and I kicked him in the teeth shortly after by eliminating 3.5 stacks over the next few turns and retook Kislev and Praag. Unfortunately I had been running lean on armies and so while Katarin was desperately weak, I only came as close as about -3.5 for Confederation. I can afford 2 more stacks easily so that'll bulk out and if I kept playing, there would hopefully be another opportunity. But I was getting a little bored and the Long Victory, by rate of spending, was like another 70-100 turns away and I didn't feel like pushing more.
Mother O is still about as grossly strong and powercreep-y as she felt on launch. Curses are absolutely unfair and cripple the enemy army if you can just stall a little bit. And Akishina Ambushers being a T2 archer with Stalk+Snipe is ???. Sure they're frontal arc only and don't have shoot while moving but do you really need anything else? Her monsters aren't awful but feel like you barely get to them/need them. I guess that's a little bit of a trade for Kislev's economy having low ROI and needing to get by on their better Battle Loot for awhile. And then her enhanced Hexes seem even stronger. You can just banish an enemy stack to the other side of the world every 5 turns, so the LL is still in play but stuck over there and they have to pay upkeep? How is that fair?
S'alright, doing better than usual. Time to take on Ghorst.
Okay, easy battle, took out the army, just the vamp lord remaining, army losses any second now...any second now...
*siiigh*
Wouldn't be bad if my guys were actually doing some damage to him.
This was just a random vampire lord, surround by my full 20 stack taking no damage while his army was destroyed, casting invo on himself and taking about no damage anyways.
I think I'm just done sadly.
The only other thing is that if it's down to solo Lord, you don't want to actually have everyone crowd them because they can't all swing and just get in the way and fatigue themselves. 1, maybe 2 units of regular infantry and cycle them out as they get low, then try and use the crowd to sneak Lord/Heroes/monstrous infantry in to actually do damage without taking much back.
I appreciate it, but it just makes it even worse.
The joy of seeing elves beat up orks is sabotaged by having models that have to jocky around to do their job.
Exalted champion of Nurgle
Chaos sorceror/Plagueridden (death with spirit leech. Nurgle with rancid visitations)
Marauder horsemen (w/ Throwing axes)
Kugath himself is also fairly mean in melee. Certainly meaner than Ghorst. And he can use rancid visitations to give himself an edge. You could also recruit a chaos lord of nurgle just to use him to challenge Ghorst.
-Antje Jackelén, Archbishop of the Church of Sweden
I have found that you should use the death heads specifically for ghorst. It will knock half his health down with the starters.
*edit*
Seems this is not in fact a new issue, and can happen if the drive your saves are kept on is full or nearly full. Welp.
Oh and I can’t start campaigns! Fun! I click it, it plays the cutscene, loads, and then goes back to the main menu
Given that this is the Xbox store version I’m sure it’ll get resolved asap…