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Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/04/13 15:31:08


Post by: Bran Dawri


A little disappointed with the dwarf content.
Airship supercool. Slayer stuff, OK I guess. Malakai - meh, we've already got a Slayer lord.

I'd have preferred a dedicated engineer lord, and I dunno, mining golems as either monstrous infantry or monster units for a bit more variety in the roster.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/01 16:31:52


Post by: nels1031


Having a blast with Tamurkhan's campaign, having briefly started last night. Going to try to follow the path that his Warhammer Forge book laid out, rather than his objectives being to eliminate Kholek, Goldtooth and a third faction that I can't recall at the moment.

His chieftain recruitment tactic is pretty neat and really adds some roster diversity.

Didn't try Elspeth or Makaisson yet. Feel like Elspeth's campaign will be easy, with Nuln cushioned as it is between the mountains and Karl Franz and various other Elector Counts.

Makaisson's campaign might be wild fun,being more or less surrounded by Demons, Norsca and Skaven, with only minor Kislev factions on his border.

Debated starting a Epidemius campaign, but I've do so many campaigns in that area that its kind of played out for me.

Interested in trying out a Slayer-King campaign as well, since they just got so many Slayer upgrades.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/01 16:39:27


Post by: Grey Templar


You know, I really wish they had campaign mode where you could start as a custom legendary lord for each faction. Make the normal legendary lords recruitable by defeating/confederating them as normal.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/02 03:17:45


Post by: nels1031


 Grey Templar wrote:
You know, I really wish they had campaign mode where you could start as a custom legendary lord for each faction. Make the normal legendary lords recruitable by defeating/confederating them as normal.


You kind of can with Mods :

1. Mixu’s Faction Unlocker- Makes all minor factions playable.

2. Recruit defeated Legenday Lords - Allows the recruitment of Legendary lords of your faction that have had their faction destroyed.

But yeah, I understand the sentiment. Total War has been character focused since 2015’s Attila, possibly to its detriment in some cases.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/02 10:03:28


Post by: Overread


I'd love to see a campaign that just has 1 of each race on the campaign map with fewer regions. Something that's grand but more "I can actually complete this and fight most races without giving up half my life to do so"


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 02:53:52


Post by: AllSeeingSkink


Meh, I was kind of excited for the DLC, but when it was broken into 3 separate packs that cumulatively are reasonably expensive, I think I'll sit it out until they're in the bargain bin

 Overread wrote:
I'd love to see a campaign that just has 1 of each race on the campaign map with fewer regions. Something that's grand but more "I can actually complete this and fight most races without giving up half my life to do so"


I'd like to see a campaign where things are a bit more lore friendly for the AI races, give them the ability to power up without conquering half the map. It's always been weird to me that the map starts out with everyone where they should be, then within a few turns everyone has gone insane in conquering everything and you have things like Drycha randomly owning half of the Empire.

So maybe the AI races focus more on economy and alliances rather than conquering and confederation, so that when you as the player start to conquer them they aren't a pushover but also haven't expanded in a way that feels weird.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 03:58:28


Post by: Eumerin


AllSeeingSkink wrote:
Meh, I was kind of excited for the DLC, but when it was broken into 3 separate packs that cumulatively are reasonably expensive, I think I'll sit it out until they're in the bargain bin


I'm not sure I follow.

You can buy the three parts of the DLC as a single package for significantly less (15% discount on the price of all three individually). And if you buy one part of it, and want to buy the other two later, you can get them at a discount. It's $9 for the individual packs, or $23 for the combined package, which is less than the other large DLC packages.

What exactly do you not like about the way that the prices are structured?


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 05:02:33


Post by: AllSeeingSkink


Eumerin wrote:
AllSeeingSkink wrote:
Meh, I was kind of excited for the DLC, but when it was broken into 3 separate packs that cumulatively are reasonably expensive, I think I'll sit it out until they're in the bargain bin


I'm not sure I follow.

You can buy the three parts of the DLC as a single package for significantly less (15% discount on the price of all three individually). And if you buy one part of it, and want to buy the other two later, you can get them at a discount. It's $9 for the individual packs, or $23 for the combined package, which is less than the other large DLC packages.

What exactly do you not like about the way that the prices are structured?


Maybe it's an Australian pricing thing? The individuals are $15AUD, the combined is $38AUD, it just doesn't feel to me like a 3 lord DLC is worth that much, so if I loved one of the other races maybe I'd be excited enough to buy an individual lord for $15 but I don't have a great deal of excitement about it. The Chaos Dwarfs DLC was $35 and brought with it an entire new race. Champions of Chaos was $25 and brought 4x Lords. It also doesn't feel like a Warden and the Paunch which turned O&G from boring to fun, or a Silence and Fury that brought a whole new flavour to Lizardmen and made Beastmen interesting.

Maybe I'm missing what is so great about this DLC? Happy to be proven wrong, I haven't been paying a great deal of attention to Warhammer 3 recently so maybe I'm just not seeing it.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 05:36:53


Post by: Eumerin


It looks like the Aussie pricing was screwed up.

Chaos Dwarfs and Shadows of Change were both $25US. The combined version of this new one is $23US, and the individual packs are $9US.

There doesn't appear to be a direct correlation between the US prices, and the Aussie prices. Odd.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 05:45:58


Post by: AllSeeingSkink


I guess it's not a huge difference, they're both similar in price to the Chaos Dwarfs, over here TOD is a couple of bucks more expensive than Chaos Stunties, over there it's a couple of bucks cheaper. What was Champions of Chaos over there? As TOD seems (to me at least) be more similar to Champions than it is to Evil Stunties.

Does TOD change much in how those races play? I guess I was most interested in how it changes Dwarfs, as I like Dwarfs but find them boring to play a campaign with. But I was expecting a $25-ish dollar DLC rather than something that's $38 and that put me off.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 10:48:59


Post by: Overread


AllSeeingSkink wrote:

So maybe the AI races focus more on economy and alliances rather than conquering and confederation, so that when you as the player start to conquer them they aren't a pushover but also haven't expanded in a way that feels weird.


The problem is that at its core Total War has always been a conquest game.

It's always been about being a game where you get into fights and come into the 3D battleworld to play out those fights. The other issue is if you stop the AI expanding and have it focus on other areas, you have to stop the player expanding too. Otherwise the player will conquer a few provinces and then be nigh unstoppable very early on in the game.

The other thing is game complexity, if you try and build a super detailed combat game; and political game; and empire building game all into one you can end up with something that has a LOT of simulation going on, but which is so complex its overwhelming to some and creates a very different play experience.


Honestly I think if you want a more political game you'd be looking closer to a Crusader Kings engine and setup. Where combat is a side element and politics and other elements come to the fore. Though even that can be tricky with a fantasy game where some factions are 100% against others and will not come ot the table to discuss things at all. IF a barbarian tribe comes out of the Chaos Wastes, they won't be politically allying with anyone save for those that are already attuned to Chaos; otherwise they will steamroll through everyone with combat as their main focus.



Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/04 11:50:53


Post by: AllSeeingSkink


Conquest game for the player, but the basics are there for it to be more nuanced for the AI.

Like, instead of random small AI lord conquering all the land around them become your primary enemy, they could build a strong economy and strong alliances and trade which lets them build their settlements to a higher tier than the player with a more expansionist focus, thus making them harder to conquer. Their alliances will mean that instead of the player just fighting them and wiping them out in 2 turns, they can get meaningful support from their nearby allies (which kind of already happens but it is never central to the AI's strategy). Then once you've wiped them out, they can come back in the form of rebellions.

An AI with a single province could be quite hard to conquer if they had a few high tier armies spread across the province with high tier settlements that have solid garrisons and surrounding allies that will come to help them when you attack.

These features already exist in the game, but in reality what happens is a few AI factions snowball so that by turn 50 it's gone from 250 factions down to less than 100 and you have factions taking over swathes of land where lore wise they shouldn't be.

I'm not even saying that should be the main campaign mode, just saying to have it as an option the same way we have 10 different end game crisis as an option. It'd be nice to get to location X and have the expected faction in location X instead of being conquered by Grimgor or Thorgrim or whatever.

I'd even be totally fine if the AI cheated to make it more lore friendly, it's not like the AI doesn't cheat already.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/07 11:33:09


Post by: Bran Dawri


AllSeeingSkink wrote:
I guess it's not a huge difference, they're both similar in price to the Chaos Dwarfs, over here TOD is a couple of bucks more expensive than Chaos Stunties, over there it's a couple of bucks cheaper. What was Champions of Chaos over there? As TOD seems (to me at least) be more similar to Champions than it is to Evil Stunties.

Does TOD change much in how those races play? I guess I was most interested in how it changes Dwarfs, as I like Dwarfs but find them boring to play a campaign with. But I was expecting a $25-ish dollar DLC rather than something that's $38 and that put me off.


By all accounts the dwarfs at least received a major overhaul. Lots of new Slayer units (dragonslayer hero, demonslayer lord, legendary hero, legendary lord (Malakai Makaisson), goblinhewer, doomseekers, and Long Drong's Slayer Pirates), finally a proper centerpiece unit with the battle zeppelin, and a major overhaul of the Grudge system that encourages a more active playstyle. Oh, and Gotrek and Felix got updated.
Apparently you can make a (regular) cannon doomstack with grapeshot now, as well.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/20 17:41:07


Post by: nels1031


Not sure if its a mod I'm running, or this patch made them super powerful(it certainly buffed them), but Dwarfs of the non-Chaos variety are dominating the map in my most recent campaigns.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/20 19:37:25


Post by: Voss


That was somewhat true in mine. Malaki seems to struggle (though I'd put that at map position).

Belegar tends to confederate the lesser dwarf factions, while Ungrim and the High King consolidate their local area well, but eventually slog into a grinding stalemate against chaos dwarfs and/or skaven (down south). Greenskins and ogres just evaporate.

Though in my Empire campaign Belegar got stuck in Athel Loren- took out Durthu and the Oak of Ages, but ended up in an attrition war in southern Bretonnia against Orion. Unfortunately for him he took Grenstat from the Bloody Hands (who declared war on me early and would send an army every 20-30 turns), and to solidify my claim on the Empire I had to conquer it back.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/24 04:21:28


Post by: Bran Dawri


Voss wrote:
That was somewhat true in mine. Malaki seems to struggle (though I'd put that at map position).

Belegar tends to confederate the lesser dwarf factions, while Ungrim and the High King consolidate their local area well, but eventually slog into a grinding stalemate against chaos dwarfs and/or skaven (down south). Greenskins and ogres just evaporate.

Though in my Empire campaign Belegar got stuck in Athel Loren- took out Durthu and the Oak of Ages, but ended up in an attrition war in southern Bretonnia against Orion. Unfortunately for him he took Grenstat from the Bloody Hands (who declared war on me early and would send an army every 20-30 turns), and to solidify my claim on the Empire I had to conquer it back.


Yeah Malakai is in a target-rich environment.
Throt, Throgg, Azazel, Wulfrik, Daniel, Epidemius, Archaon, and that Chaos Dwarf are all right next-door. That plus anti-player bias all mean you get stuck in right away.
At least if you take out Throt right away your south flank is reasonably secure with Kislev guarding it pretty well so you can focus on taking over Norsca and defend in the east/north.

You can get the Bill King Band back together pretty easily though (except Snorri who's not in the game - just rename a generic slayer character I guess?), which is kinda cool.
Oh, and cannon grapeshot doomstack really is a thing, only slightly overshadowed because battle zeppelins are stupid good.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/05/24 11:04:13


Post by: Not Online!!!


Doggo.

We get a dog. Meanwhile in WHTW 1 we got bretonia...

Would've been nice if we would've gotten Tilea /Estalia...


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/06/13 15:02:04


Post by: nels1031


Facebook post on the Total War page : " Khorne, Ogre Kingdoms, Greenskins- 2024. Thanks for attending our E3 Press Conference. Learn more, June 26th."

Karanak coming June 25th to all players. Not sure if its something where you have to have a Total War account or it will just show up on Steam or whatever other platform as a free DLC


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/06/26 17:26:44


Post by: nels1031





TLDR :

Ogres: Golgfag and an unnamed legendary hero, some sort of vultures and thundertusk

Khorne: Skulltaker, an unnamed Legendary lord, Slaughterbrute

O+G’s : Gorbad Ironclaw

Every faction will get reworked at some point and there is supposedly a lot still in development.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/28 16:51:27


Post by: Bran Dawri


TWW3 is their cash cow right now. As long as they keep putting out quality content like they have and don't backslide into Shadows bs, that's OK by me.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/28 20:26:35


Post by: Mr Morden


Bran Dawri wrote:
TWW3 is their cash cow right now. As long as they keep putting out quality content like they have and don't backslide into Shadows bs, that's OK by me.


Pretty sure Total War is their only real income generator?


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/29 08:17:06


Post by: Not Online!!!


 Mr Morden wrote:
Bran Dawri wrote:
TWW3 is their cash cow right now. As long as they keep putting out quality content like they have and don't backslide into Shadows bs, that's OK by me.


Pretty sure Total War is their only real income generator?


Shouldn't have wasted millions on hyenas then...

But then again CA is not very bright as a company, nor in it's behaviour.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/29 10:05:11


Post by: Overread


I can understand how they would invest in something like Hyenas. The money you can get from online competitive shooter games is insane. The return on investment IF you get it right is big big money. Way more than RTS/TBS hybrids can generate.

Sure in the end Hyenas didn't work and they canned the project, but I can see how it would get approval if they were looking to expand into a more lucrative market using the income that the Warhammer games (and others) have secured for them over the last few years.

It's a shame that they couldn't have sunk the money into a brand new engine for TW games; but at least they didn't sink everything into Hyenas and it appears they still have a core who can work on further TW games and keep the company going.





It's similar to how EA had their regular income from sports games and in their day used that to buy up other studios - expanding into other markets to grow.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/29 18:32:52


Post by: Not Online!!!


 Overread wrote:
I can understand how they would invest in something like Hyenas. The money you can get from online competitive shooter games is insane. The return on investment IF you get it right is big big money. Way more than RTS/TBS hybrids can generate.

And requires actual talent in coding, netcode and you know shooter knowledge, NVM beeing so good that they would need to be able to beat a lot of big names. A company that has leaked massivly talent mind you.

Sure in the end Hyenas didn't work and they canned the project, but I can see how it would get approval if they were looking to expand into a more lucrative market using the income that the Warhammer games (and others) have secured for them over the last few years.

It's a shame that they couldn't have sunk the money into a brand new engine for TW games; but at least they didn't sink everything into Hyenas and it appears they still have a core who can work on further TW games and keep the company going.

It's similar to how EA had their regular income from sports games and in their day used that to buy up other studios - expanding into other markets to grow.


And look how many of those studios are still around, NVM that EA has the money only because they do what is in essence illegal gambling in their sports games.

And CA, dear little CA would've needed an engine update since RTW 2 the latest.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/07/30 10:36:57


Post by: Mr Morden


Not Online!!! wrote:
 Mr Morden wrote:
Bran Dawri wrote:
TWW3 is their cash cow right now. As long as they keep putting out quality content like they have and don't backslide into Shadows bs, that's OK by me.


Pretty sure Total War is their only real income generator?


Shouldn't have wasted millions on hyenas then...

But then again CA is not very bright as a company, nor in it's behaviour.


Also like many game companies it seems to have thought the Covid boost to them was sustainable when people went back to work and kept spending money on expanding.

Now they are under strict control - which could be good or bad.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/08/19 20:48:58


Post by: nels1031


Spoiler:
This patch also includes a number of bug fixes and quality-of-life improvements, including a rework of the definitions for our rollback builds on Steam, which will make it easier to identify and select the version you need, should you need it.


Here’s a glimpse of what’s new:

A new feature for the Dwarfs: The Deeps
A rework of the Chaos Cult feature
A new small 'global' feature: Unusual Locations
An update to the Cathay's Ivory Road feature

Now let's dive in to the nitty-gritty!


Full notes :

https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/30-total-war-warhammer-iii-patch-5-2-0


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/09/10 22:53:33


Post by: nels1031





Ogres : Yhetees, Golgfag mechanics
Khorne : A new generic lord, 2 Legendary Heroes - Scylla Anfingrimm and Skarr Bloodwrath, with an insinuation of Skullreapers/Wrathmongers

Next major patch after 5.3 : Bretonnia rework, Kislev rework, smaller plans with an ancillary item system, chaos invasion end content, plans subject to change. Egrimm Van Horstman mentioned.

Missed anything about Orcs, but there is a FW Gargantuan squig miniature on the table, if that means anything. Couldn’t make out anything else on the table or if it pertains to any clues about whats coming.

Edit: Gorbad can experiment with different units in his army, unlocking new abilities. Savage Orc Shaman coming and Wurzzag starting further south now with some sort of new mechanic/playstyle.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/10/23 19:36:07


Post by: nels1031


5.3 Dev Blog :

Special note from this small novella, spoilered below:
Special thanks to CatholicAlcoholic
That's not my gamer tag, but I definitely feel seen. Thank you for the representation, Creative Assembly.

Also, Grave Guard with Halberds finally getting added!!

Also, Also :
Additionally, we're introducing the concept of randomly dropped unique ancillaries, which are extra rare and come with particularly zesty effects such as a map that grants massively increased campaign movement at the cost of a small chance to get lost and warp to nearby random regions - in total 6 new unique items will be coming in 5.3 alongside the generic ancillaries."


That sounds fun.

Spoiler:
Hello everyone, Mitch here, Design Director on Total War: Warhammer III, back with another dev blog - this time for patch 5.3!

Having now seen your reaction to patch 5.2 I can say it’s been really wonderful; it was inspiring to see all of your reactions to the new content, reworks and fixes and in particular your excitement for the future of the game. Speaking of the future, we’re already well underway with patch 5.3 and so I’ll walk you through the changes and additions coming as part of our next patch, before that touching on the topic of game balance as well as taking the chance to acknowledge some of the feedback we’ve seen following 5.2 and our recent Dev Chat video where among other things we asked for more of your thoughts.

Your Feedback

We've asked a few times and in a few places for more of your feedback because it helps us shape what we do and I think we owe it to you where possible to highlight where this impacts us and what decisions we actually make because of your feedback. I called out in the Dev Chat video a few things that are "on the list". These are high priority items that we've seen a lot of feedback on, or feel quite strongly about ourselves. It's important to note that that list wasn't exhaustive, just illustrative, of some of the things we'd like to tackle. Something else we noted in the video was that not everything you ask for is going to be possible in the patches, with the notable example being new characters - these take a huge amount of time and effort and a much greater portion of the team's involvement to create compared to anything else we do, that's why you'll find new lords and characters in our DLC's and also released for free alongside them - just as you will for our next release! Creating them as part of the DLC allows us the lead time we need to do all of the work to model and animate them, bring in the voice actors, etc. It's just not feasible for patches and that's why we wanted to set your expectations with this for our interim updates.

Moving back to the topic of your feedback, one of the major points we see consistently is game balance. This topic is multi-faceted and can really apply to most aspects of the game, but in particular I want to let you know we have heard your feedback loud and clear on both the Control (Public Order) and the Corruption systems, and we agree with you. When such core systems aren't performing like we want them to it can understandably have a big impact on the challenge the game provides (another topic we do hear your feedback on), and so both these items are high priority for us to tackle going forward - albeit not in Patch 5.3.

I don't have too much information to share just yet on what our plans are with these features, but the complexity of dealing with both of these mechanics is larger than you might think. They are both core game systems that affect every single race in the game, and each faction's relationship with these systems can be, and often is, unique. So it’s not enough for us to just say "Control is too easy a system to manage" and that we’ll increase all negative sources, for example - that might improve one faction's situation and make the system more challenging, but may ruin another’s. Each race, and in some cases specific factions, needs to be considered in how they currently interact with these systems and then balanced accordingly; for one faction that might mean too many positive sources from their technology tree, for others it may mean their building tree provides too many bonuses, and so on. So without going in to too much detail, I want us to be thorough and take a really deep look at both of these systems. They're long standing Total War features and I think they suffer from a legacy of being carried from game to game without a real deep dive into what their place in the game actually entails. I could (and probably will) write further Dev Blogs on these topics closer to when we begin to make progress, as they can certainly fill up an entire blog with just me generating some initial design thoughts, let alone a detailed overview. So in summary, there is a lot of work required to tackle these issues across the whole game. It’s a challenge we’re up for and I want to thank you for your feedback in asking us to make these a high priority, so stay tuned for more on that in future patches.

Just one last thing on the topic of game balance before we dive into the Patch 5.3 changes, I want to mention quickly the ancillary rebalance I have talked about in our previous developer video. We intended for this to be a part of Patch 5.3, but it now won't be. I know that may be disappointing to hear but in the interest of transparency we wanted to let you know not only what we are releasing for you, but also the work we're doing that doesn't make the cut, so you can better understand our priorities and that we are working towards things that may not always be visible. This is a normal part of game development, it's very common and many pieces of work we start won't make the final cut for a number of reasons. One of our designers Will has written in more detail below about what we've tried so far with the ancillary system and where we might take it going forward. Ordinarily you don't always see the work we do that doesn't make the release, but particularly where it pertains to elements of your feedback that we're actively asking for I think it's really important to let you know what work is ongoing towards addressing your points. This is an example of us hearing your feedback on things like balance and game challenge, before making moves to address it (at least in one smaller area). However the ancillary rebalance just hasn't hit our quality threshold where we're happy to release it yet, so stay tuned for more on it in future.

Patch 5.3

I’ll share with you now a look at our next patch. The first thing you’ll notice below is that we’ve made changes and additions to two core Ogre Kingdom’s features. As you’ll likely be aware we have Ogre Kingdom’s content coming in our next DLC. So with that in mind we wanted to take the chance now to improve certain aspects of the race ready for when more content arrives. As I mentioned we'll talk briefly about what we've been doing with the ancillary system, and that we're adding in some new interesting items. On top of all that we’ll be continuing our work on improving battle maps in our second tree cluster update, we’ve also got a fairly big balance update to battle coming, and last but not least we've heard you really enjoyed the new units in Patch 5.2, so we’ve added another one - and this time for Vampire Counts.

Ogre Kingdoms – Mercenary Recruitment Rework

The way the mercenary system works for Ogres in WH3 as opposed to WH2 came with certain improvements, however also missed the mark in a number of ways and we saw a lot of feedback asking for certain aspects of how it worked in WH2 to return, but with the additional UI/UX improvements WH3 brought. As such we’ve made a number of changes and additions to how Ogre mercenary recruitment now works:

Increased the Ogre mercenary unit cap per army to 3 from 1
Ogre mercenary pools now replenish at a rate of 1 unit every 5 turns
The quality of mercenary units available now depends on the tier of the Ogre camp
More mercenary units are now available from Ogre camps, including:
Ogre Bulls
Ogre Bulls (Dual Weapons)
Maneaters (Ogre Pistols)
Mournfang Cavalry
Ogre Giant

Ogre Kingdoms – Bounties

We’ll be taking the theme of “Mercenary Contracts” and doing much more with it in the DLC, as such we’ve renamed the existing Contracts feature to “Bounties” ready for when that happens. Along with that we’ve made a number of changes and improvements:

We’ve added a new more thematic UI, as seen below!
We’ve changed the 10 turn generation into a rolling objective "Bounty" system
The feature was previously only available every 10 turns which wasn’t very interactive, instead we’ve now made it so that Bounties are more of an interest more consistently
All objectives are now available continually, instead of only being able to select a single one
The gameplay for Bounties is now more opportunistic in nature and you don’t have to accept a single mission but instead can tackle any and all Bounties at your leisure

Ancillary System Rebalance & New Items

"Originally, as part of this patch, we wanted to release our first cycle of re-balanced ancillaries alongside a selection of brand new ancillaries to round out the item pools. We approached this idea from a systemic angle, defining new backend tools to help us start the long process of cracking away at the balance of the hundreds of ancillaries found across the game. With our goal being to set sustainable practices that allow us to simultaneously work through our backlog as well as assist in balancing upcoming content.

We built this primarily around a power budgeting matrix, where we spent an item's budget (derived from how rare it is) on effects to ensure that an item always had a value consummate with its rarity. Alongside this, we added modifiers that allow us to deliberately create outliers following specific design restrictions. This allowed us to track down items that were far more or less rare than expected, and massage them into more appropriate brackets. Alongside adjusting the effects of the items, we had the goal of bringing in some of the new tech the game has seen since its inception (Barrier as a defensive stat? Yes please!).

The first part of this re-balance was planned to be released as part of Patch 5.3, but when we presented it to our internal feedback channels, the message we got back was loud and clear. We hadn't hit the mark. We take that kind of feedback seriously, so we've made the decision to delay this content while we take that feedback and interrogate our approach.

Here are some of the key things we found in the feedback.

The difference between a high value common and a low value uncommon could be far too slim
In that system, an item valued at 29 uniqueness (highest value common) and 30 uniqueness (lowest value uncommon) was only a single point. We're interrogating leaving larger "air gaps" in the values we assign to rarities, to ensure that each jump in quality is a notable increase in power.
The value of specific effects was out of proportion with what they perceived as valuable.
We've got a list of effects to re-review on this topic.
Some effects don't feel good standing alone (spell resistance)
We're finding effects like these some "partners" in other effects to help make more universally useful items.
There are certain items that were considered iconic (partially due to having very powerful effects) that were brought too low by the balance adjustments.
We're interrogating how high we're willing to go within our existing categories and considering the potential impact of a new tier of rarity.

That doesn't mean we're leaving you empty handed however.

Patch 5.3 will still contain 18 new generic ancillaries, which drop only for relevant factions. To help you outfit your gun-toters, bow-slingers and blowpipe-blasters with improvements to their ranged performance. Additionally, we're introducing the concept of randomly dropped unique ancillaries, which are extra rare and come with particularly zesty effects such as a map that grants massively increased campaign movement at the cost of a small chance to get lost and warp to nearby random regions - in total 6 new unique items will be coming in 5.3 alongside the generic ancillaries."

- Will

Battle Map Tree Cluster Update (Continued)

As you will have seen in patch 5.2 we’ve started the initiative to update the trees in certain battle maps making them look more natural and offering better tactical options, or removing them entirely where they were not needed. We’re continuing this effort into 5.3 and have made a number of changes to an additional 46 battle maps, and as we’ve mentioned previously this will be an ongoing improvement to our maps.

Battle Balance Update

We're making a number of changes to battle balance, so now a word from our battle designer Ben on what to expect:

"In patch 5.3 we're shifting the multiplayer meta slightly by introducing some small (and not so small) changes to just about every faction in the game. These tweaks aim to correct outlying units in various rosters and bring them back in-line with what both we and the community expect to see. Beyond this, our aim is to keep the experience feeling fresh by shifting the faction meta around slightly.

Special thanks to CatholicAlcoholic and the rest of the team who puts together the community sourced balance thread, as it's a brilliant way for us to temperature check the meta of the battle side of the game alongside our own balance tests, feedback, opinions and metrics. Also special thanks to our affiliated content creators for putting out videos and sending in feedback that highlight where our battle balance could be improved.

Some highlights include:

Several changes to Nakai's innate attributes and army effects in campaign (Vanguard Deployment, Woodsman, Terror)
A small rework to the Black Coach's abilities (the now intensify based on how many nearby enemies have been killed)
Additional effects for the spell "Glean Magic" (Spell Mastery on self, Silence for the enemy)
Buffs to the Skullcannon and Blood Shrine to make them more credible threats
A rework to the Wildwood Rangers' "Guardians of the Wildwood" ability
Nerfs to Kislev, specifically some gentle MP cost increases and a reduction to the War Sleds' collision power
Daemonic locus abilities have been increased to 55m range to work better on Ultra unit size
Small rework on how the Ark of Sotek deals it's damage
More leadership for Ghost-type units
More large units feature collision attacks (Tomb Scorpion, K'daii Destroyer, Toad Dragon and more)
Even more buffs for the Chariot of the Gods.

As ever, if you have any feedback regarding battle balance, be sure to hit up our forum. We are always lurking and reading.

- Ben"

New Unit - Grave Guard (Halberds)

We know everyone really enjoyed when we added the new Orcs & Goblins units with weapon variants in patch 5.2 and adding small new additions like that is something we’d like to continue doing where possible. As such we’ve now added a new unit for Vampire Counts, the Grave Guard with Halberds! Ready to shore up the undead against the relentless onslaught of cavalry, dragons and everything in-between (and at a much more reasonable price point than those haughty Blood Knights).

That's all from me today, once again thanks for reading and please do continue providing us with your feedback. We're looking forward to when you can get your hands on Patch 5.3 which is coming this October.

Cheers,

Mitch


Youtuber Video Summary:




Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/10/23 21:27:23


Post by: Grey Templar


I hope they make the Ogre contracts more doable. Always seems like the contracts I get are way way too far away to make them worthwhile to do.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/10/24 20:03:06


Post by: nels1031


 Grey Templar wrote:
I hope they make the Ogre contracts more doable. Always seems like the contracts I get are way way too far away to make them worthwhile to do.


Yeah,

They were pretty underwhelming, and rarely made sense.

Meanwhile, the contracts that a Bandit faction could get in Three Kingdoms were pretty damn lucrative, from what I remember. Could even net you rare items if you chose the right options.

These are like "Start a war with Grimgor Ironhide for 1500 gold!". Meanwhile, Grimgor is doing Grimgor things with the top half of the Mountains of Mourns firmly under his control with a half dozen full stacks and I've been careful with diplomacy to not poke that green bear until my armies are ready.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/10/25 00:07:31


Post by: Grey Templar


2 main issues. The rewards do NOT scale. And seems like the missions have a minimum of like 3-4 turns marching distance from any of your armies.

Also feels like they need to seriously buff the Ogre lords skill trees. They just don't have the insane stacking buffs that other factions do. Other factions can get basically free upkeep on most units as well as massive boosts with proper lord progression. Ogres seem to cap out at 20-30% stat buffs.

They also need way more regiments of renown and heroes. Bruisers would be a nice addition, a proper melee hero. Ogre Lords also need mounts. I feel like Ogre unit sizes could go up too.

We also need Ghark Ironskin and Golfag Maneater as LLs.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/06 00:43:14


Post by: nels1031





For the TLDR’s amongst you:

-Ogre paymaster support lord, Gnoblar piggyback riding another Gnoblar as a unit, with a Bretonnian themed Regiment of Renown variant. Reginment of Renown “Eshin” Maneater. Great Maw Offerings overhaul.

-Snagla Gobspit Legendary Hero Goblin Spider Rider. Night Goblin Big-boss. Black Orcs with shields. Update Scrap System.

-Khorne Bloodspeaker. Khorngors. Slaughterbrute. Skull Throne currency mechanic, timed buffs based on how many skulls have been collected. Arbaal the Undefeated FLC Legendary Lord with unique campaign mechanic, bringing the LL count to 100!

Official trailer coming later this month


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/06 01:37:47


Post by: chaos0xomega


The pig back riders are a nice callback to one of the best WHFB army list - Gnoblar Horde


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/06 01:53:36


Post by: nels1031


Yeah, was pretty funny to see that brought into the game.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/07 21:13:53


Post by: Grey Templar


Ninja Maneaters is cool. That was one of the cooler Maneater models. He even had a gnoblar ninja buddy





Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/07 21:27:51


Post by: nels1031


Indeed. Would be cool if they have a "throwing star" missile attack. Vanguard Deployment would be funny as hell too.

The "Paymaster" art for the new lord looked to be one of the classic Maneater variants as well. Wonder if they will continue that theme with some of the Maneater sculpts that we haven't seen yet, like the Araby and Mustached Female Maneater with the cooking roller.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/08 17:37:55


Post by: Not Online!!!


chaos0xomega wrote:
The pig back riders are a nice callback to one of the best WHFB army list - Gnoblar Horde


Give me a gnoblar lord option aswell and some heros and i'll be a happy gnoblar.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/09 03:47:48


Post by: nels1031


All these goodies, and I’m most excited about the Night Goblin Bigboss. The Skarsnik/Night Goblin purist in me is going to get alot of use out of them in my new Night Gobbo campaigns and just save the regular Gobbo hero for standard Goblin/Spider armies, as befits lore.



Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/26 19:18:28


Post by: nels1031





Gorbad looks naked without his boar :(

Mangler Squigs look insane in action.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/30 18:24:17


Post by: Voss


Honestly, the mangler squigs look like they're just skipping entire segments of animation frames. A full 'rubber-band' snap to a new position. (highlighted in the video as one hangs in the air and tries to run)


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/11/30 19:38:27


Post by: Overread


I think they sped up the action in that video as the spiders seem to move much faster than normal. It just really shows with the Manglers


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/03 18:53:21


Post by: nels1031


Details on the Ogre Kingdoms rework+additions :




Ogre Camps can move!!!!


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/04 05:36:20


Post by: Grey Templar


Finally. That was the best mod for Ogres. Moving camps is basically a necessity.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/05 15:54:04


Post by: Grey Templar






Heck yeah


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/06 06:46:08


Post by: nels1031


Ha! Golgfag’s start position makes me dread trying another Kislev campaign. They look to be putting him in the one direction where the two main Kislev factions weren’t getting invaded from.

If he gets belligerent, you got him, Azhag, Azazel, Throt the Unclean, various Norscans, potentially hostile Drycha, and after a few turns Astragoth all up in your business from pretty much every compass point.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/06 08:51:50


Post by: Not Online!!!


 nels1031 wrote:
Ha! Golgfag’s start position makes me dread trying another Kislev campaign. They look to be putting him in the one direction where the two main Kislev factions weren’t getting invaded from.

If he gets belligerent, you got him, Azhag, Azazel, Throt the Unclean, various Norscans, potentially hostile Drycha, and after a few turns Astragoth all up in your business from pretty much every compass point.


You have winged hussars, armored cossars and streltsi for a reason. Also ogres literally get hardcountered by the "i have hybrid infantry only" faction. At most he is just bonus experience, at best he is a usefull tool to whack some slaaneshi


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/06 22:31:57


Post by: nels1031


Arbaal looks fun, though it feels like he got one mechanic that Wulfrik the Wanderer should've got :

https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/40-omens-of-destruction-introducing-arbaal-the-undefeated

According to a screenshot on facebook, if he's defeated, he becomes Arbaal the Defeated and loses some buffs it seems, or you're given the option to end the campaign.

He starts near Archaon, slightly to the southwest on the campaign map, where minor Skaven and Slaanesh factions hold sway.

ARBAAL THE UNDEFEATED

FREE LEGENDARY LORD

Arbaal stands as one of Khorne’s most loyal champions, wielding the formidable one-handed axe known as the Destroyer - a reward for his steadfast devotion. This honor is reserved only for those who have earned great acclaim and favour under the Blood God’s fierce, watchful gaze.

However, with such favour also comes Khorne’s strictest judgment; should Arbaal ever falter, he would lose the Blood God’s blessing entirely, becoming as insignificant among Daemonic aberrations as he was once triumphant—and perhaps even worse. After long decades of battlefield supremacy, this fate remains unthinkable, both for Arbaal and for his enemies, who find themselves at a loss for any means to bring him down.

MOTIVATION
Driven to prove himself and retain Khorne's favour, Arbaal relentlessly seeks out battles that test his strength—not only against famed champions but in any clash that promises glory. To him, facing monstrous beasts or thousands of enemies is as fulfilling as dueling a single powerful warrior, for each is a chance to honor the Blood God through carnage on a grand scale.

CAMPAIGN MECHANIC: CHALLENGES OF KHORNE

Arbaal the Undefeated is a cursed champion bound to respond to the Challenges of Khorne. To accept these challenges, Arbaal can instantly transport himself to the worthiest battles, gaining Khorne's Favour and Blessings in return to support his warmongering endeavors.

Using the Challenges of Khorne map, Arbaal can choose from battles of varying difficulty—Worthy Battles, Perfect Challenges, and Ultimate Bloodbaths, which he may travel to and complete.

Winning battles earns Khorne's Favour, which are used to activate powerful effects called ‘Khorne's Blessings’ within the Challenges of Khorne mechanic. This can be spent on instantly travelling to challengers for Arbaal to fight as well as battles.

Khorne's Blessings remain in effect until they are toggled off, costing a set amount of Khorne's Favour each turn they are in effect.

Any of Arbaal's armies can complete the challenges found within the mechanic, but only Arbaal can use the map to instantly travel to these battles and to his capital.

BATTLE PLAYSTYLE

Arbaal's battle playstyle focuses on quantity over quality; while most lords might struggle when overwhelmed by numbers, he thrives when facing greater odds. He is the champion to throw into situations where others would falter. He possesses the following abilities that enhance his effectiveness on the battlefield:

‘Thirst for Challenge’: A passive ability that enhances his weapon strength and melee attack based on the number of enemies nearby.
‘Gaze of Khorne’: An explosion centered on him that deals significant damage and disrupts enemy formations in the vicinity.
‘Eye of Khorne’: An active ability that inflicts massive damage on an enemy unit, killing it and transforming it into a Chaos Spawn of Khorne.
‘Destroyer of Khorne’: His powerful weapon, which buffs his weapon strength, attack, and charge bonus based on the number of enemies he has killed.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/13 05:26:21


Post by: nels1031


Well, my Arbaal the Undefeated campaign ended in… defeat. Attacking Gorth the Cruel who was shacked up in Zharr-Naggrund with another stack reinforcing. I took out about half the enemy before things went south. Towers and artillery took too big a toll.

Chose to end the campaign instead of taking the name “the Defeated”. Back to the drawing board!


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/13 05:48:52


Post by: Grey Templar


Seems like the Arbaal meta strat might be to NOT use him except in battles and situations you can ensure he always wins


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/13 06:33:59


Post by: nels1031


 Grey Templar wrote:
Seems like the Arbaal meta strat might be to NOT use him except in battles and situations you can ensure he always wins


Meh, I was just tooling around, figuring him out and bit off more than I could chew. It was the hardest Challenge on the map and I went all in, not expecting to win, being outnumbered 4 to 1. Arbaal was the last man standing, dude is an absolute unit and in this case, he wasn’t particularly leveled up in a combat heavy spec.

edit: 2nd attempt at a campaign and specced him to be the combat monster that he can be. Lightning-struck the support army, which was also a Challenge of Khorne, and took out Gorth the Cruel in the next battle.

He's fun to hunt down characters across the map and get their defeat bonuses.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/13 20:26:36


Post by: trexmeyer


I've gotten CTD on an IE Gelt campaign twice after the update.
First came immediately after teleporting back to the Empire after being given the option. Reloaded and got a CTD a couple turns later on the campaign map.

It's pretty annoying. I haven't bought a DLC since Chaos Dwarves and I doubt I will again because the bugs and performance issues are so random. I played Morathi on IE up to turn 50ish with zero issues pre-update. I don't get it.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/14 17:14:24


Post by: trexmeyer


Turn 60+ in IE as Gelt and the game basically crashes every time the camera pans across the world. It functions mostly fine outside of that, but you literally can't engage in diplomacy with distant factions without crashing.

Never had anything close to this issue in Warhammer 2. People cried about CP2077 being trash at launch, but I've had more CTDs in the last two days from WH3 than I've had from any single game EVER.

Edit: Gave up and uninstalled. Performance wasn't great in ROC at launch, but when I played Chaos Dwarves in IE it wasn't even close to this bad. I'm assuming the patch broke something because it's never been close to being this bad before.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/14 17:41:16


Post by: Overread


Were you running any mods or did you have any installed before the updates? Mods are a big area where new patches will break them and cause issues.

Otherwise I tend to find it more productive to reach out to their support channels and provide pc info and see if the problem can be resolved


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/15 04:58:15


Post by: trexmeyer


 Overread wrote:
Were you running any mods or did you have any installed before the updates? Mods are a big area where new patches will break them and cause issues.

Otherwise I tend to find it more productive to reach out to their support channels and provide pc info and see if the problem can be resolved


All of my mods are updated or otherwise untouched by the patch.

There's no reason to reach out to support because the performance drop from WH2 to WH3 has never and will never be addressed. Reinstalled and messed around in WH2 this evening and it's a night and day difference. WH2 performs better while looking better, both on the campaign map and in the battle map. I don't know why CA decided to add unneeded FX everywhere or why the new UI by itself is a resource hog.

It's not even a system issue. I've run it on a crap system that gets 40 FPS and one gets 60 FPS maxed out. It still stutters and randomly CTDs on both with updated drivers.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/15 13:35:43


Post by: Overread


I dunno whilst new patches can create instabilities and crashes with any game, if I were running a bunch of mods and got crashes the first thing I'd do is turn them all off and see if the crashes keep happening.

Sometimes updates cause mods to braek even if you think they shouldn't; other times it could be two mods that are creating a conflict within the game.

Just standard problem solving of an error to turn them off; test and if it keeps working fine then you know the issue is somewhere in mods/mod conflicts.
If it keeps crashing then you can file a report with support to see if data from your system can be used to work out why the crashes happen.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/17 21:40:25


Post by: nels1031


Playing with Golgfag's faction is fun, but it seems like it is another mechanic that means you can't lose.

Get a contract, go to war with a faction. Complete the contract, force peace with the faction(or not, but it seems beneficial to make peace). Rinse, Repeat. No one really seems outright hostile to Golgfag, so there haven't been any war declarations out of the blue while I was over extended or already embattled. Could well be the AI mod that I use interfering with the stock AI script, but it seems like I'm dictating when and where the wars start with nothing really impeding me. Its definitely fun and adds some urgency to making war, but seems too easy/rewarding.

At least with Arbaal, there's a possibility that you warp into an absolute hornets nest to complete your challenges and bite off more than you could chew in the mid/late game, leaving you stranded with no support.

Might give Gorbad Ironclaw a shot tonight.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/18 17:58:14


Post by: trexmeyer


I wish they'd fix autoresolve.

DE vs Khorne overwhelmingly favors Khorne unless you pull of an ambush. I've had multiple AR Valiant Defeats turn into manual Decisive Victories that weren't even that close.
I still really dislike the settlement battles change. It's arguably better for settlements without walls and it's definitely better if you're outmatched in that scenario, but walled settlement battles are effectively unchanged on either end in my experience.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/18 18:13:15


Post by: Overread


They've put a huge amount into Auto resolves in Warhammer. Partly cause at one time it was the only way to resolve combat at sea.

But in the end it still has so many variables that its really hard to make it work fully. It's basically there, IMO to resolve automatic win/loss situations where there really is no point in playing the battle. Otherwise the game expects you to load in and play the battles outright.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/19 06:04:23


Post by: Grey Templar


Its always going to be difficult since some of the mechanics and unique interactions of abilities just can't be factored in. So auto-resolve is always going to be highly inaccurate and have some sort of cheese.

I def agree that its true intended purpose is for the player to skip battles that would just be tedious.

Of course this isn't necessarily the problem, its that auto resolve is how the AI fights itself and that is what shapes the game map around the player.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/19 10:43:30


Post by: Overread


True but in a general sense so long as the AI doesn't have one faction wipe everyone out exactly the same way each run or such then it should be good for the player.

It's also important to note that armies in Warhammer are strange too. Eg Khorne has almost no ranged options compared to most other armies. Meanwhile armies like Lizardmen can be entirely beasts/monsters.

When you've got skews like that its REALLY hard to make an Auto resolve that's perfect. Plus lets not forget different play styles can make a dramatic difference

Two people with the same army against the same opponent can have drastically different end results based on how they play. There are some really "gamey" things you can do and even if you're not doing them, basic solid tactics can make a huge difference.
So two different people will go into the same battle expecting two different end-results and thus expecting Auto resolve to match those results (or do better).

So in a sense what people might often expect is an auto-resolve that isnt just running the numbers but also tailoring to their own playstyle - way too complex!


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/20 15:39:32


Post by: trexmeyer


Playing a Dark Elf campaign on IE and apparently the bloody White Dwarf wiped out Malekith and the Hag Queen fell to someone as well.
So now I have to respawn him or them if possible.

Edit: I got The Witch King achievement and I'm surprised it's under 2% on Steam. It was like turn 70~, the long campaign victories are reasonable.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/20 16:01:37


Post by: nels1031


trexmeyer wrote:
Playing a Dark Elf campaign on IE and apparently the bloody White Dwarf wiped out Malekith and the Hag Queen fell to someone as well.
So now I have to respawn him or them if possible.

Edit: I got The Witch King achievement and I'm surprised it's under 2% on Steam. It was like turn 70~, the long campaign victories are reasonable.


If you get the "Recruit Defeated Legendary Lords" mod you'll get an option to take them into your faction should they get wiped out.

And yeah, the White Dwarf usually seems to steamroll if he's not knocked out early. The benefits to having no threats from 1 entire direction of the map.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/22 02:07:04


Post by: trexmeyer


I'm not a fan of that mod.
I could also use console commands to spawn him, but at that point, I might as well set the setting to easy and turn on god mode and infinite money.

For anyone that doesn't have it, Thrones of Decay bundle is down to $15 US on Steam right now. I put off on buying it until now since none of the lords really struck my fancy, but apparently it's required for Sorcerors of Nurgle...also Thunderbarges and stuff.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/22 11:51:52


Post by: Mr Morden


trexmeyer wrote:
Playing a Dark Elf campaign on IE and apparently the bloody White Dwarf wiped out Malekith and the Hag Queen fell to someone as well.
So now I have to respawn him or them if possible.

Edit: I got The Witch King achievement and I'm surprised it's under 2% on Steam. It was like turn 70~, the long campaign victories are reasonable.


I tend to finish easy campaigns on about turn 80 and harder one (for me) about 110 but they are usually just grinding out the number of settlements - 70 was tedious - 60 is better but I still find you do all the narrative elements way before then and its just grinding through to get to 60.

I play VH/VH - but tend to avoid exploits and doomstacks


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/23 18:23:13


Post by: nels1031


New Total War titles getting announced late next year, changes to business models in various ways, and ongoing DLC for Warhammer 3:

Dear Total War fans,

First, I just want to say thank you. Thank you.

This week our team has been working tirelessly to resolve issues with Omens of Destruction. It’s a tough balance (literally) that we dance as we work towards getting WARHAMMER III in the right place for everyone. A big challenge in game making is trying to please everyone without watering things down so much that you basically ruin what's special. The truth of the matter is that it will be impossible to please everyone. Instead, we’ll always strive to make the best decisions we can which make the game as good as we hope it can be. We’ll always be heavily guided directly and indirectly by all of you. It’s why we’ve put the latest patch out as a beta first.

That said, we’re privileged to make video games so it’s a nice challenge to have.

It was around this time last year that I wrote to all of you for the first time, acknowledging where we had gone wrong as a franchise and lost sight of what’s important. Understandably that message was received with a mix of hope and a heavy dose of scepticism.

I said that we wouldn’t be able to fix these issues overnight and that it would take time and effort. We’re still very much on that journey. You’ve been patient while we adjusted our focus on what really matters to you. This gave us space and time to deliver on some of the things that you’ve told us you value the most such as greater transparency and consistency in the quality and the value you get across our games.

I think we’ve made some solid first steps towards delivering on those pledges, and we’ve tried very hard to put ourselves out there as honestly and plainly as possible. I’m eager to hear if you agree and get more of your ideas for what we could do.

This last year included releasing our big Dynasties expansion and High Tides DLC as free updates for PHARAOH. Updating Shadows of Change with more content to make it the size it should have been, as well as splitting up Thrones of Decay to give you more choice. We introduced more frequent WARHAMMER III patches to continually improve such a massive and complex game, and explored new ways to talk to you through blogs and videos directly from the teams. Most recently brought to you by Steve, Rich, Sean, Todor, Mitch, Victor, Josh, Chris, Milcho, and many people behind the scenes with our What’s Next series.

There are so many people that help to make the things you see happen, from QA, the development team, facilities, IT, Creative, Brand, Core Technology, and many more.

It hasn’t been a perfect year by any stretch, but we hope that you can see the efforts we’re making. We are listening, learning and striving to deliver to the standards you expect of us. I’d also be a fool if I didn’t say how proud I am of the team in the United Kingdom and Bulgaria, as they’ve worked so hard and so passionately across each game as one big team.

Looking to the future, we’re determined to keep our momentum delivering on our pledges and actively look for new ways to make more positive change:

-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.

In 2025 Total War celebrates a monumental landmark, our 25th Anniversary! Throughout the year we’ll have new free and DLC content for WARHAMMER III. We also want to look to the past as we celebrate our storied catalogue of releases; journeying through each title that has been released since 2000.

And yes, we hope to unveil some new projects too - we’ll share more when we’re ready at the tail-end of next year.

As our teams begin to depart to enjoy a well-deserved holiday, we look forward to the new year and continuing this journey together. I wish them and you a great end to the year and start to 2025.

Total War is part of Creative Assembly’s identity, it is who we are, and your support is what makes everything we do possible.

Here's to you and many more years of incredible strategy games.

Happy Holidays and a Happy New Year.

—Roger Collum, Vice President of Total War


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2024/12/26 02:52:06


Post by: trexmeyer


Elspeth - Empire Campaigns (in the Empire, not overseas) are easy to begin with and incredibly exploitable...even if you don't intend to do so. For example, just running a lot of heroes can lead to 100% ambush chance armies thanks to the Hunter ancillary. Along with crazy amounts of WoM, trade tariffs, etc.
So throw in buffs to your strongest units, a teleport mechanic, and a 9 WoM Purple Death Ball (I forget the name) for Elspeth and you either faceroll on the campaign map or faceroll in battle.
And you get access to Ulrika, Gotrek and Felix as well.

Tamurkhan - Even dumber than Elspeth because he reaches a point where he literally won't die against the AI in manual battles due to LR and regen. I like his campaign mechanics, but it makes sense to either vassalize or ally with the Chaos Dwarfs in order to run a buffed up Chieftain+Ally Chaos Dwarf stack and at that point you have no immediate enemies.

Malakai - The only thing that saves this campaign is the fact the Deeps are completely broken. I gave up on trying to conquer Chaos because traversing that area sucks. Defended my starting province with maxed out Deeps and retook all the lost OG Dwarf Holds. I STG I've killed Tamurkhan at least 10 times now.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/22 21:54:14


Post by: trexmeyer


This is dumb, but disabling the sound in Warhammer 3 eliminates 99% of the crashing and dramatically improves the campaign map performance.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/22 22:22:34


Post by: Overread


Sounds (excuse the pun) like it could be something with your audio drivers or setup that's causing a strange conflict in the game.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/22 22:39:26


Post by: Lathe Biosas


I cannot imagine playing without sound, Richard Reed as Settra is what makes me keep playing.

"Settra does not serve! Settra rules!"


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/23 03:23:05


Post by: Grey Templar


The biggest stability problem is probably the utterly unnecessary amount of random animated garbage around the map. You know, the various monsters and oversized ruins, bones, etc... The stuff that turns the whole map into a maze.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/23 11:00:01


Post by: trexmeyer


 Overread wrote:
Sounds (excuse the pun) like it could be something with your audio drivers or setup that's causing a strange conflict in the game.


I don't have this issue with any other game and I checked the drivers.
I think it's a byproduct of Warhammer 3 simply having too much going on in terms of sound and animations on the campaign map. You can't disable animations, but disabling sound stops the game from attempting to even read those files to begin with and saves a bunch of memory. Even saving and loading into campaigns and battles is probably 25% faster with sound disabled.



Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/23 12:24:14


Post by: Overread


I wonder if you got a sound card if that would have a marked improvement on things?


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/28 05:14:43


Post by: trexmeyer


Some random thoughts.

Dwarfs might be the most broken race on the campaign map outside of Khorne's complete BS. There are some specific legendary lords that top dwarf lords (Gelt, Elspeth), but the addition of The Deeps flat out ruins any semblance of balance. You can hit 0 Upkeep on all armies if you so desire.

Chaos Dwarfs are more fun to play in battle, but their start locations are not fun. I want to fight Order factions, not Greenskins and Skaven. It's not even hard to beat them, it's tedious. Especially with the damned Skaven. God forbid you want to actually confederate the other factions because then you'll have to go out of your way to keep them from being overrun by freaking Skaven, Grimgor, or Imrik.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/01/30 07:19:16


Post by: Grey Templar


Yeah, the bonuses lords can get to are absolutely NOT balanced across factions. Its a good thing this is mostly a single player game and the AI is already cheating, but not in a way that actually takes advantage of the maximum potential of certain factions.

It would be nice if they would at least give everyone similarly powerful cheese like the Dwarves can get. Doesn't have to be perfectly analogous or the same, just at least close.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/02/27 19:31:38


Post by: nels1031


Kislev, Tzeentch changes coming :

https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/67

TLDR :

Alot of my complaints with Kislev get addressed. Not much of a Tzeentch player, so I don't know what to make of their changes.

Cathay gets some grenadiers and Gnoblar Flingers coming as a unit for Ogre Kingdoms. The march toward Gnoblar Horde continues.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/03/28 18:30:59


Post by: nels1031





Really not much concrete info in this video, aside from the announcement of new Legendary Lord.

Dechala The Denied One (Elf princess who was betrayed by her family and corrupted by Slaanesh) is coming in the next DLC, which will obviously include new Slaanesh rework/goodies as they are one of the 3 factions. No mention of the other 2 factions yet.

Apparently, I've been pronouncing her name wrong for years: Deck-ah-lah(correct) instead of Dech-ah-lah(wrong) that I've always thought it was.

A few units :

Champions of Slaanesh (Chosen, mutated with serpentine lower half and 4 arms, a bit like Dechala with less arms)

Pleasureseekers: Daemonette on snake-like Slaanesh mount(picture the old Slaanesh lord on demonic steed)

Dechala's faction(The Tormentors) seems to be described as mobile, not sure if it will be a horde type or traditional land grabbing faction with an Arbaal like teleport mechanic where they search out different kinds of pleasure. Very few details as they seem to be early in developing.







Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/04/24 19:07:52


Post by: nels1031


Dechala in action!




Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/05/22 16:25:42


Post by: nels1031


Tides of Torment teaser, full reveal tomorrow I believe.

Looks to be the Warhammer Forge Tzeentch sorcerer guy who had a pretty excellent chaos spawn companion, whose name I'm forgetting. I still own the chaos spawn, but the sorcerer was lost to wear and tear unfortunately. Edit:Thats Sayl the Faithless, before going full Chaos/Tzeentch form that his mini represents.




Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/05/23 16:01:29


Post by: nels1031





Sayl the Faithless with Nightmaw
Fimir Noble hero
Chimera as recruitable unit
Monstrous Arcanum re-work + fix
Wulfriks Seafang ship will allow faster port to port movement, so that Wulfrik the Wanderer can actually wander
Overall rework of the Norscan faction, along with specific reworks to make Throggg + Wulfrik + Sayl play differently.
New voice lines for Throgg + Wulfrik


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/05/30 01:44:57


Post by: McDougall Designs


Throgg no longer being an idiot will be a nice change.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/05/30 03:53:16


Post by: nels1031


 McDougall Designs wrote:
Throgg no longer being an idiot will be a nice change.


I predict he’ll sound like Brain Gremlin from Gremlins 2 : The New Batch.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/06/12 14:31:36


Post by: nels1031


Devblog featuring a magic item rework, new magic items, 8 Burning books of Khorne looks wildly interesting(see below), and 2 new units (Hobgoblin Bolthrower and Sword/Shield Blood Knights) coming!

https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/74


The Eight Burning Books of Khorne

Legend tells of Eight Burning Books of Khorne spread across existence, with any who may one day hold all of them able to access an immense power of destruction unlike any other. Should fate ever curse you enough that you stumble across one of the 8 volumes of this dreaded Book then a fateful choice awaits, should you pursue all further volumes at immense risk and cost to your faction, with an aim to eventually combine them all into one complete all-powerful book? Or simply play it safe and let this legend remain just that?

The first of these 4 new magical items (each constituting 2 volumes of the eight burning books) can be discovered with an extremely low chance in your campaign, and each item offers the ability to discover the subsequent volumes of the book when equipped. When all 8 volumes have been collected then they can be combined and, providing you are not a Khornate faction, a big decision awaits as you will have the ability to decide what exactly to do next. Be aware however that each volume will take a terrible toll on your faction, only growing more difficult to manage as you discover each volume - it is up to you alone to decide if the risk and cost is worth what lay at the end.

Note: As a Khornate faction you can of course still find and combine the books, however certain gameplay elements will be different, with some negatives naturally being positive given your links to Khorne.



Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/06/22 14:01:57


Post by: trexmeyer


Trying to load a saved game created post-patch and it freezes at 95%.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/06/22 14:10:11


Post by: Overread


trexmeyer wrote:
Trying to load a saved game created post-patch and it freezes at 95%.


Are you running any mods/were you in the save? In general either trying to load a save/game made in a previous version or with mods can be common sources for fails like that.

Even if you had a game in an earlier version that loaded up and which you then saved can then glitch out later.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/06/22 14:33:59


Post by: trexmeyer


It was a save created AFTER the update. I know to expect saves created before updates to fail.

Tried to start a new game twice, and that failed at 95% as well, but it worked yesterday. Disabled all mods, new game still failed to start.


Total War :Warhammer 3 - (Tides of Torment DLC teaser pg 53) @ 2025/06/23 22:34:59


Post by: Overread


I mean those two reports contain almost no actual information. There's no detailing on if they have mods; if those games were created either side of the patch; detailed breakdown of system gear/drivers or anything.


All things that software developers need to be able to understand the problem; replicate it, or at least understand what might be causing it; so that they can then work out how to fix it.