Big changes are coming to Total War: Warhammer 3 in Update 1.1

Ahead of its arrival next month, Creative Assembly has detailed what we can expect from Total War: Warhammer 3’s first major update, 1.1, which includes some significant changes to the Chaos Realm and the factions that fight for the demonic souls contained therein.

The Realm of Chaos is probably the most experimental campaign hook Creative Assembly has tried, tasking players with making trips to the realms of the Chaos Gods at regular intervals. Instead of conquest and expansion, the objective in these maps is to clear the way for a climactic survival battle, with many obstacles in the way.

It’s a novelty, and in my first few campaigns I was really interested in that, but it can also be hard work, especially with all the negative traits that each domain burdens you with. It seems like many players feel the same way, and with that in mind, Creative Assembly will make it a slightly less punishing experience. Here are the changes being introduced with the next patch:

  • The strength of the Kingdom’s negative traits has been reduced by approximately 50%.
  • Legendary Daemon Lords will no longer be burdened by the negative traits of their respective patron god.
  • Traits obtained in the Chaos Realm will now be removed when a Legendary Lord completes the battle for survival in that realm.
  • When a player intercepts an AI Lord in the Forge of Souls, their souls will now be lost, forcing them to restart their collection. That should make it easier to stop the soul rush.
  • The protection build chain can now be used to prevent rifts from spawning in the province they were built in.
  • Rewards for winning souls have been improved by providing additional bonuses for a limited period of time.

Allowing characters to avoid the negative traits of their patron god is an especially welcome change, as it made absolutely no sense for your greatest champions to suffer from visiting what is effectively their home.

I’m less sure about the switch to clashes in the Forge of Souls, however. This is how you stop a rival who has beaten you in the race for demonic souls. You have to meet them in battle to stop them from claiming the power of the bear god Ursun for themselves, after which they have to lick their wounds for 15 turns before making another attempt. I only got to this position once, and it only took me a few laps to win, so it felt like a long time. If I were beyond victory, however, I could see how it could become a pain in the ass to be forced to intercept them again and again, but stripping them of all their souls feels like an over-correction, effectively kicking their asses off. biggest rival to the latter. place with a single fight.

That said, Creative Assembly’s goal here is one I can support. “These changes are intended to make running Souls less urgent and give you a chance to approach the battlefield in different ways,” reads the developer diary. “Of course, we will continue to tweak the mechanics in the future, but we look forward to seeing how these changes affect your experience as you progress beyond 1.1.”

(Image credit: Sega)

Another area Creative Assembly is fiddling with is faction balancing, specifically when it comes to real-time brawling. Looking at win rates in ranked matchmaking and Domination multiplayer, there is a clear leader: the Ogre Kingdoms. These big guys quickly became one of my favorite Total War factions when I was reviewing Warhammer 3, and despite the lack of decent combat units – aside from the Leadbelchers with cannons – I always felt like I could crush absolutely anything that came my way. path. Unfortunately, they will be toned down, with “significant tweaks” coming with the update. Cathay, Kislev and Slaanesh will also be adjusted, though not to the same extent. We will have to wait and see what form the changes will take.

Bug fixes will also be included, of course, like the annoying ALT+tab crash bug, and there are a bunch of things that Creative Assembly is still testing before it’s ready to commit to adding them to 1.1.

Due to the scope of fixes and improvements, the team reprioritized DLC as Immortal Empires and the blood pack nobody cares about. He wants to make sure Warhammer 3 has a solid foundation before starting to throw new stuff into the mix. In the meantime, however, there is good news for modders. While the Assembly Kit is still being assembled, a mod manager and Steam Workshop support should appear with 1.1.

Creative Assembly is also promising more major updates between DLC releases, “allowing us to address bugs, balance concerns, and other tweaks at a faster cadence than previous games.”

It certainly wasn’t a flawless release, but I was impressed by how communicative Creative Assembly was and how quickly it addressed the performance issues that were introduced with version 1.0 (and strangely absent in the review version) and carried over to the built-in player. comments. This big patch preview is a good way to put the community at ease. And we’ll have an even clearer idea of ​​what’s to come. After version 1.1 is released, we’ll be able to take a look at the “long-term” roadmap and hopefully get some clues about the DLC factions.

Update 1.1 has not yet been dated, but is expected to appear in early April.

Leave a Comment