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Warhammer Total War: Warhammer III

copebot

Learned
Joined
Dec 27, 2020
Messages
387
is this game more boring the warhammer 2 or does it actually do something more interesting than the previous ones?
The base campaign is not good compared to IE. However, the new factions and new units are generally very good. There's really only one sucky faction (Chaos Undivided) but it also has some neat ideas, received some fixes since launch, and really isn't as weak as people make it out to be. Multiplayer is better than WH2. That makes it a little tough to evaluate.

Most of the new campaign mechanics for the factions are pretty balanced apart from Khorne, and even that's not necessarily that out of bounds compared to standard practice for Dark Elves or High Elves in WH2. The thing with Khorne is that there are no hard limits on how fast you can push it, you aren't constrained by normal settlement growth timelines, and you can balloon your effective faction strength beyond what your economy would otherwise be able to support with the bonus armies.

WH3 also has the siege and AI reworks which are overall good things. I was on the fence about minor settlement battles, but now that I have a better grasp of how to micro them efficiently, I like them a lot -- they make both defending and attacking way more engaging than the WH2 "put on a podcast and cheese it for an hour) experience.

Essentially, you cannot micro siege battles well by using alt drag or by painting the formations with drag right click. The way that you do it is just to position all the units you want to move down lanes with the appropriate spacing and speeds and then just normal right click. They selection will path appropriately to the area and then you can just micro each individual unit once they get close to enemies for charges. You divide up the units during deployment so that they are distributed down the lanes you want them to move, right click once on the area where you want them to fight, and then done. This works very well with a reinforcing army: you position the attacking force just out of range, wait for the reinforcement, then send the reinforcing army to the middle at the same time as you attack with the primary army. Just using the normal right click and some thoughtful pre-positioning avoids the nightmare retard pathfinding traffic jams that occur otherwise. Mixing units of different speeds across different lanes also tends to have bad results because the fast guys will get stuck on the slow guys and vice versa. It also gets a lot easier once you are familiar with all the different map types and understand how they flow.

Although the reworks are somewhat controversial, on balance I like them. The way that the deployables work is also more interesting than in 3K. The rework also effectively soft-nerfs ranged units just because it's impossible on many maps to concentrate as much ranged fire as you were able to in WH2. The fact that the AI no longer passively allows itself to be shot without withdrawing further into the settlement also makes it tougher to cheese and makes melee relatively more useful.

Single entities are also somewhat nerfed because of the wounds mechanic. On balance, cavalry is more useful overall particularly because it has a real role now in siege battles.

IE will probably be good eventually, but there will probably be lots of issues akin to the ones that ME had during its life cycle. WH2 as it is now is probably the best it's ever been apart from the ambush AI bug, and that's something you can just decide not to exploit. It took a ton of iteration to make ME good and it wouldn't be surprising if it takes a while for IE to bake.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,705
Pathfinder: Wrath
is this game more boring the warhammer 2 or does it actually do something more interesting than the previous ones?
The battles are still essentially retarded and there's no hope for them in the foreseeable future.
 
Joined
Jan 7, 2012
Messages
15,205
Slaanesh and Nurgle are both kind of shit to play in terms of the armies you can make. Slaanesh because light cavalry still sucks and chariots suck unless you want to spend 300 APM like a korean SC pro for 20 mins straight cycle charging in order to make a usable army of them. And Slaanesh has to fight Khorne first, heavily armored warriors being the worst matchup for their units. Nurgle because their primary gameplan is basically anti-strategy, sit there and take hits. Both of their armies also suck at settlement fights compared to factions that can spam ranged or Khorne that can just charge in like a boss and kill everything in seconds before the towers deal much damage.
 
Joined
Jan 7, 2012
Messages
15,205
Just noticed, it does look like the Dragon Isles province will be 4 settlements this time. That's a huge buff to Malus.


VIFtJz0.png
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Hmm just realized that both the Great Desert of Araby and the Eastern Colonies seem to be un-organized, i.e. without inner borders or roads.
IaeOLMH.jpg
Unfinished beta map or will they be inaccessible like Ind and Kuresh?
Even if Araby is inaccessible it might not mean that Arabv the faction will come sometime in the future. It might mean they will be another possible location for a Dogs of War LL....
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Patch 1.3 coming next week with bug *fixes*:
https://www.totalwar.com/blog/developer-diary-a-preview-of-update-1-3/

DEVELOPER DIARY: A PREVIEW OF UPDATE 1.3​

BEHIND THE SCENES

Evan Teicheira
June 23 2022

G’day Total War: WARHAMMER III fans! We hope you’ve been enjoying the first few weeks of Immortal Empires news coming your way! That said, there’s PLENTY more to come before August, including the NEXT actual release coming to WARHAMMER III: UPDATE 1.3—which is what we’ll be talking about today!

UPDATE 1.3 PREVIEW​

Compared to its predecessors, Update 1.3 is going to be smaller than what Update 1.1 or 1.2 introduced to the game. As most of our development resources (and QA time) are focused on getting Immortal Empires (and the rest of Update 2.0) prepped and ready for its debut, 1.3 is aimed at addressing a variety of outstanding issues, player-reported frustrations, and other areas that will help lay the foundation for the release of the major update coming this August.
Here’s a *brief* (and far from complete) look at some of the key features—many of which are based on player feedback—coming to 1.3:

REGIMENTS OF RENOWN II​

Seven new Regiments of Renown units are joining the roster in our second official unit pack. Like the first, units will be joining each of the game’s core races to provide new, elite variants for any army you field.
(We’ll take a closer look at each when 1.3 arrives. In the meantime, we welcome your guesses as to what units you’d like to see in the coming release.)

CHARACTER TRAIT & SKILL TREE REWORKS​

A popular topic since the launch of WARHAMMER III: the traits received upon defeating Legendary Lords will be seeing some adjustments to feel more rewarding when you stomp a big baddie.
Several skill trees will also be seeing updates. This should not only improve the efficacy of your Lords and Legendary Lords, but will help factions who have historically struggled with replenishing their armies. We’ll share the specific changes in the 1.3 release notes, so watch for them then!

REALM OF CHAOS​

As we continue to tweak the Realm of Chaos campaign, several new changes are being implemented to address some of the more frustrating aspects identified by players:
  • When an AI teleports to the Forge of Souls, players will now be prompted to teleport and confront them (if they are in a position to do so). This should counteract the need to proactively camp the Forge of Souls until the AI appears.
  • The final encounter with Be’lakor has been adjusted to be less time-consuming and punishing.
Several tweaks are also coming to Tzeentch’s realm, specifically:
  • Sigils will now be revealed when the player enters/exits a teleport locus.
  • Action points used to move and position your armies will no longer be lost by interacting with a point of interest.
  • The AI now must teleport eight times before accessing the final area.

AI USE OF ‘CHANGING OF THE WAYS’​

The AI’s use of Changing of the Ways (Tzeentch) has been a notable pain point since the launch of the game. As such, two key changes are being made:
  • Minor Tzeentch factions will no longer be able to use Changing of the Ways.
  • The cooldown is being increased to prevent it from being abused by AI factions.

CATHAYAN FORMATION ATTACK​

As promised earlier in the year, adjustments have been made to improve Cathay’s Formation Attack ability: both by adding additional melee defence and by updating the entity behaviour so that soldiers will more actively seek out engagements.

KURGAN SPAWN RATES​

Several changes are being made to prevent Kurgan Warband armies from spawning continuously—offering vigilant Cathayan players a chance to enjoy some well-earned moments of peace.

MIAO YING NOW HAS “EYE OF THE STORM”​

A much-requested fix, Miao Ying will now be able to access her Eye of the Storm ability when in dragon form, as intended!

UNIT RESPONSIVENESS​

Several changes have been made to improve unit responsiveness in the game: from how units navigate settlement entrances and react to retreat orders, as well as how large units and heroes interact via synced animations.

AI FOCUS ON THE BACK LINE​

An issue where AI armies would focus (almost exclusively) on backline units is being addressed to encourage more meaningful tactics on the battlefield. This should also address an issue during Siege Battles which would compel the AI to scale walls and march through defending units to enter the city.

AI USING ABILITIES WHEN THEY SHOULD NOT​

There are a handful of instances where the AI would utilize abilities where the player could not; that is not intended, so we’re ensuring that abilities are limited in the same way as they are for the player.

PLAGUE ATTRITION​

Plagues have been noted as exceptionally difficult to deal with, so we’re making some adjustments to the duration and strength of attrition effects.

LAND & DOMINATION BATTLES ARE NOW IN RANKED​

Matchmaking will now allow for both Land and Domination battles in ranked: more variety to test your skills!

MOVED FROM 1.3​

While there is plenty more fixes and features coming with 1.3 (all of which will be captured in the release notes) there’s one project noted previously which has been bumped from the release. As with any project, we will continue to work on developing, testing, and implementing it as soon and safely as possible:

INCREASING THE FREQUENCY OF FIELD BATTLES (CAMPAIGN)​

We still want to ensure that there is a healthy mix of land, siege, and minor settlement battles as you play through the campaign—particularly based on player feedback about the number of siege and settlement battles. This will be fixed in a future update, and we’ll let you know when we have an updated timeline as to when it will be ready.

COMING JUNE 30!​

Finally, it’s time to address the big question: when can you expect Update 1.3?
We promised that it would be kicking off Q3, and we are going to do just that: releasing it next Thursday, June 30th to usher in the new quarter!
Don’t worry: we still have plenty of news about Immortal Empires even as we prepare and release 1.3. We hope you enjoy these latest additions to Total War: WARHAMMER III as you wait, and we’ll see you next week as we share more about both Immortal Empires and Update 1.3!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,705
Pathfinder: Wrath
Just remove the RoC campaign mechanics and make it into a sandbox with adequate victory conditions for each faction. This constant myopic nerfing is pointless when the whole core is rotten. Toss in a daemon invasion with Be'Lakor at the helm as an end-game crisis and voila.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Hmm just realized that both the Great Desert of Araby and the Eastern Colonies seem to be un-organized, i.e. without inner borders or roads.
IaeOLMH.jpg
Unfinished beta map or will they be inaccessible like Ind and Kuresh?
Even if Araby is inaccessible it might not mean that Arabv the faction will come sometime in the future. It might mean they will be another possible location for a Dogs of War LL....

In the game files there are all the immortal Empires settlements and the eastern colonies have settlements called "Tor something", so I think they are playable and home to high elves
 

copebot

Learned
Joined
Dec 27, 2020
Messages
387
Just remove the RoC campaign mechanics and make it into a sandbox with adequate victory conditions for each faction. This constant myopic nerfing is pointless when the whole core is rotten. Toss in a daemon invasion with Be'Lakor at the helm as an end-game crisis and voila.

The end mission definitely didn't need to be nerfed. I completed it the other day in about 30 minutes without much trouble at all. It's not as mega-easy as the Vortex Battle, but it's not that much more challenging. I think that they missed that the problem isn't really the specifics but the way that the whole thing works in the campaign with it breaking the AI. The lame nature of the actual realms isn't really the primary issue. If the realms were more like an arena where you went to get a bonus, that'd be different.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,705
Pathfinder: Wrath
Any individual battle isn't a problem, it's the entire structure of the campaign, that's why individual nerfs are myopic, but we've been over this a million times.
 

Mitleser2020

Scholar
Joined
Aug 6, 2020
Messages
1,688
Hmm just realized that both the Great Desert of Araby and the Eastern Colonies seem to be un-organized, i.e. without inner borders or roads.
IaeOLMH.jpg
Unfinished beta map or will they be inaccessible like Ind and Kuresh?
Even if Araby is inaccessible it might not mean that Arabv the faction will come sometime in the future. It might mean they will be another possible location for a Dogs of War LL....

In the game files there are all the immortal Empires settlements and the eastern colonies have settlements called "Tor something", so I think they are playable and home to high elves

Game files show four settlements in the Great Desert of Araby (Black Tower of Arkhan, El-Kalabad, Pools of Despair and Zandi) and three in the Eastern Colonies (Tower of the Sun, Tor Elasor and Tower of the Stars).

192 provinces/508 settlements are in the game file of TWW3, according to reddit.
Sounds too good to be true, as it means a proper Lustria/Southlands like in the Vortex map.

p7toraxgtci81.png

mp8wqaxgtci81.png

mroklbxgtci81.png

e9u60exgtci81.png

yy4v4exgtci81.png
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,646
UPDATE 1.3 PREVIEW
Compared to its predecessors, Update 1.3 is going to be smaller than what Update 1.1 or 1.2 introduced to the game. As most of our development resources (and QA time) are focused on getting Immortal Empires (and the rest of Update 2.0) prepped and ready for its debut, 1.3 is aimed at addressing a variety of outstanding issues, player-reported frustrations, and other areas that will help lay the foundation for the release of the major update coming this August.

Here’s a *brief* (and far from complete) look at some of the key features—many of which are based on player feedback—coming to 1.3:

REGIMENTS OF RENOWN II
Seven new
Regiments of Renown
units are joining the roster in our second official unit pack. Like the first, units will be joining each of the game’s core races to provide new, elite variants for any army you field.

(We’ll take a closer look at each when 1.3 arrives. In the meantime, we welcome your guesses as to what units you’d like to see in the coming release.)


CHARACTER TRAIT & SKILL TREE REWORKS
A popular topic since the launch of
WARHAMMER III:
the
traits received upon defeating Legendary Lords
will be seeing some adjustments to feel more rewarding when you stomp a big baddie.

Several skill trees will also be seeing updates. This should not only improve the efficacy of your Lords and Legendary Lords, but will help factions who have historically struggled with replenishing their armies. We’ll share the specific changes in the 1.3 release notes, so watch for them then!

REALM OF CHAOS
As we continue to tweak the
Realm of Chaos
campaign, several new changes are being implemented to address some of the more frustrating aspects identified by players:
  • When an AI teleports to the Forge of Souls, players will now be prompted to teleport and confront them (if they are in a position to do so). This should counteract the need to proactively camp the Forge of Souls until the AI appears.
  • The final encounter with Be’lakor has been adjusted to be less time-consuming and punishing.

Several tweaks are also coming to Tzeentch’s realm, specifically:
  • Sigils will now be revealed when the player enters/exits a teleport locus.
  • Action points used to move and position your armies will no longer be lost by interacting with a point of interest.
  • The AI now must teleport eight times before accessing the final area.

AI USE OF ‘CHANGING OF THE WAYS’
The AI’s use of
Changing of the Ways
(Tzeentch) has been a notable pain point since the launch of the game. As such, two key changes are being made:
  • Minor Tzeentch factions will no longer be able to use Changing of the Ways.
  • The cooldown is being increased to prevent it from being abused by AI factions.

CATHAYAN FORMATION ATTACK
As promised earlier in the year, adjustments have been made to improve
Cathay’s Formation Attack ability
: both by adding additional melee defence and by updating the entity behaviour so that soldiers will more actively seek out engagements.

KURGAN SPAWN RATES
Several changes are being made to prevent
Kurgan Warband
armies from spawning continuously—offering vigilant Cathayan players a chance to enjoy some well-earned moments of peace.

MIAO YING NOW HAS “EYE OF THE STORM”
A much-requested fix, Miao Ying will now be able to access her
Eye of the Storm
ability when in dragon form, as intended!

UNIT RESPONSIVENESS
Several changes have been made to improve unit responsiveness in the game: from how units navigate settlement entrances and react to retreat orders, as well as how large units and heroes interact via synced animations.

AI FOCUS ON THE BACK LINE
An issue where AI armies would focus (almost exclusively) on backline units is being addressed to encourage more meaningful tactics on the battlefield. This should also address an issue during Siege Battles which would compel the AI to scale walls and march through defending units to enter the city.

AI USING ABILITIES WHEN THEY SHOULD NOT
There are a handful of instances where the AI would utilize abilities where the player could not; that is not intended, so we’re ensuring that abilities are limited in the same way as they are for the player.

PLAGUE ATTRITION
Plagues have been noted as exceptionally difficult to deal with, so we’re making some adjustments to the duration and strength of attrition effects.

LAND & DOMINATION BATTLES ARE NOW IN RANKED
Matchmaking will now allow for both Land and Domination battles in ranked: more variety to test your skills!

MOVED FROM 1.3
While there is plenty more fixes and features coming with 1.3 (all of which will be captured in the release notes) there’s one project noted previously which has been bumped from the release. As with any project, we will continue to work on developing, testing, and implementing it as soon and safely as possible:

INCREASING THE FREQUENCY OF FIELD BATTLES (CAMPAIGN)
We still want to ensure that there is a healthy mix of land, siege, and minor settlement battles as you play through the campaign—particularly based on player feedback about the number of siege and settlement battles. This will be fixed in a future update, and we’ll let you know when we have an updated timeline as to when it will be ready.


COMING JUNE 30!
Finally, it’s time to address the big question:
when can you expect Update 1.3?


We promised that it would be kicking off Q3, and we are going to do just that: releasing it next
Thursday, June 30th
to usher in the new quarter!

Don’t worry: we still have plenty of news about Immortal Empires even as we prepare and release 1.3. We hope you enjoy these latest additions to
Total War: WARHAMMER III
as you wait, and we’ll see you next week as we share more about both Immortal Empires and Update 1.3!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,705
Pathfinder: Wrath
I don't think it's dumb. The fanatical cleric sandwiched between two demon lords sounds cool. Khorne getting to fight the orcs is also pretty cool. N'Kari starting near the elves is dubious, however. I like the idea on paper, but I have a feeling he will die very fast every time. Cathay has even less threats near them now, but who cares about them.
 
Last edited:

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,646
Making use of Sudenburg is fine. Putting Daemons all over the place is stupid.
But we'll see more stupid decisions before this is over.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,796
rip so which faction i should try in wh2? I only really played dark elves and bretonia(bretonia in warhammer 1 and dark elves when the warhammer 2 came out)
Assuming you have the relevant dlc, Wulfhart’s campaign is pretty fun imo: you are on a colonisation mission conquering new lands for the empire and purge the natives whilst you are at it. To help you deal with unruly savages, you have early access to fun late game toys like steam tanks and helstorms to show those primitives the might of progress and technology.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,589
Strap Yourselves In Pathfinder: Wrath
rip so which faction i should try in wh2? I only really played dark elves and bretonia(bretonia in warhammer 1 and dark elves when the warhammer 2 came out)
As already mentioned, Wulfheart is a change of pace from the other campaigns. The heroes have side quests that lead to upgrade options (reminded me of FO:New Vegas with the companion upgrades). The hostility/reinforcement can either be interesting or annoying depending on your play style.

Although imperfect, I would also recommend Malus. He does not have the benefit of being surrounded by DE allies, and you have to kill your way through the continent. If you acquire the Sword of Khaine alongside other items/traits, Malus is virtually unkillable.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
rip so which faction i should try in wh2? I only really played dark elves and bretonia(bretonia in warhammer 1 and dark elves when the warhammer 2 came out)
Assuming you have the relevant dlc, Wulfhart’s campaign is pretty fun imo: you are on a colonisation mission conquering new lands for the empire and purge the natives whilst you are at it. To help you deal with unruly savages, you have early access to fun late game toys like steam tanks and helstorms to show those primitives the might of progress and technology.
Wulfhart in the mortal empires campaign or in the vortex campaign?
 

Mitleser2020

Scholar
Joined
Aug 6, 2020
Messages
1,688
rip so which faction i should try in wh2? I only really played dark elves and bretonia(bretonia in warhammer 1 and dark elves when the warhammer 2 came out)
Assuming you have the relevant dlc, Wulfhart’s campaign is pretty fun imo: you are on a colonisation mission conquering new lands for the empire and purge the natives whilst you are at it. To help you deal with unruly savages, you have early access to fun late game toys like steam tanks and helstorms to show those primitives the might of progress and technology.
Wulfhart in the mortal empires campaign or in the vortex campaign?
His faction is made for Vortex, not so much for ME.
It's short campaign on vortex is a pretty tightly designed challenge with some out of build order units and powerful heros keeping things fun. Short campaign on ME is focused entirely on Lustria which may be tolerable. Long campaign on ME deserves a rating of "trash" below D due to the non-stop lizard attacks. In short. Huntsmarshal is at the most fun vortex short campaign. Beyond that it gets progressively less fun approaching trash.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,796
Vortex the best to start with so you get a big lustria and a focused campaign waging war in the jungles with optional expedition north to beat the dark elves, but ME is fine too if you want to continue your game past that and get involved in international affairs.

Whilst it’s true that lizardman spawns keep happening even after you wiped every lizard from the map I don’t see it as that big of a deal: by the time you own most of lustria you should easily have the economy to field the necessary extra armies to act as garrison in conjunction with walls.
Granted i play with SFO and things like ash’s 33 skills mod which adds forced march skill (+30% campaign movement when fully maxed which needless to say is damned helpful) so i’d possibly be singing a different tune if i played it vanilla.
 

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