Total War Warhammer 3 Update 2.1 Patch Notes

Total War Warhammer 3 update 2.1 is available to download on PC players. According to the official Warhammer 3 patch notes, the latest update introduces several critical fixes, changes, and additions. Apart from this TWW3 update 2.1 also includes a massive changelog of improvements to nearly every area of the game.

Previously, Warhammer 3 update 2.1 added brand-new Immortal Empires game mode, Blood for the Blood God, and more. Unfortunetly, since the last patch, players are experiencing problems with the game. Today’s Total War Warhammer 3 patch 2.1 will fix a few of these issues.

Check out more details below.

Total War Warhammer 3 Patch 2.1 Notes – September 6, 2022

  • The Total War: WARHAMMER III Assembly Kit has arrived for our amazing modding community!
  • The High Elf Archmage is no longer unstoppable when mounted on a dragon.
  • The Warriors of Chaos can now subjugate all human and elven races.
  • Archaon and Be’lakor can now confederate other Warriors of Chaos factions upon capturing their final settlement.
  • Added an Ultimate Crisis setting to trigger ALL endgame scenarios in the same playthrough (only for the strong-willed and stout of heart).
  • All Legendary Lords now begin with the Siege Attacker trait.
  • Improvements to the Dwarfs—they are gaining spell resistance, additional movement options, and buffs to their Hammerers.
  • Stationary vortex spells have been rebalanced so that targets have a chance to react.
  • Helman Ghorst is getting some necessary tweaks to bring him into balance with the rest of the battlefield.
  • Domination Battles will see rule changes to help them last longer (and will continue to see changes in future updates).
  • The Empire will receive reduced penalties to their Imperial Authority when they incur their first losses.
  • Regiments of Renown units are now available to the appropriate factions, and costs have been reduced for units that were asking for far too much.

Battle Changes

GENERAL UPDATES

  • Be’lakor is now playable in Custom and Multiplayer Battles without the need to complete the Realm of Chaos campaign.
  • Removed certain decorative elements of Slaaneshi walls which could block artillery damage.
  • The Galleons Cove area will now properly load the Island Battle map.
  • The Al Haikk area now properly loads a Vampire Counts settlement to match the Campaign settlement model.
  • Updated instances where unintended buildings could be targeted in certain Battle maps.
  • Updated instances where deployment borders were inconsistent in some Battle maps.
  • Removed corpse collision from the final units that still had it enabled; this is a small change that should further improve the pathfinding and responsiveness of units in Battles.
  • Nurgle floating islands have been changed to props to prevent colliding with flying units.
  • Updated the hard collision on the Bloodfire Falls Battle map.
  • Removed some floating scenery in the Lustria Hills Ogre Camp.
  • Fixed an issue which caused dismembered artillery crews to remain active after their death.
  • Fixed a positioning issue which would result in some matched combat animations to be misaligned.

AI BATTLES

  • Due to several functional and balance issues, Isabella and Vlad can no longer be purchased as Heroes in Custom Battles.

AMBUSH BATTLES

  • Characters will no longer gain bonus experience when the ambush is initiated from a default stance (i.e. for Skaven and Beastmen armies).

Campaign

GENERAL UPDATES

  • The Regiments of Renown units added in Update 1.3 are now available to the relevant factions in new Campaigns. (Note that they will not be retroactively added to existing saves.)
  • All Legendary Lords now have the Siege Attacker trait, enabling immediate siege attacks against walled settlements regardless of whether Siege Equipment has been built.
  • Reduced the likelihood of heroes being pushed out of garrison forces if garrisons exceed 20 units.
  • The leader of the Dimmed Sunz minor faction no longer begins mounted on a Wyvern.
  • Fixed an issue where rebels could prevent invasion factions (such as those created by endgame events) from spawning correctly.
  • Fixed an encounter at sea marker which spawned outside of the navigable map.
  • Fixed several areas where green vegetation was incorrectly appearing at several locations around the map.
  • Fixed several areas where trees in the Naggaroth area were being displayed as shrubs.

We’ve adjusted several instances of Norscan faction-wide bonuses which were leading to exploitative gameplay:

  • Removed additional faction-wide income effects from the Income building
  • Removed research faction-wide scaling from the Growth building
  • Added post-battle loot from adjacent regions to the Growth building
  • The global scaling effect now only affects Port buildings

In addition to Vampire Coast faction-wide bonuses leading to similar issues:

  • Removed faction-wide scaling effects from the Income building
  • Added faction-wide scaling effect for Ports: 1% (T1 and T3) and 4% (T5)
  • The Treasurer Minister position now increases Port income instead of all income
  • Updated the AI construction setup to reflect the above changes

BUILDINGS

  • Fixed the Warriors of Chaos and Daemons of Chaos garrisons at Fortress GatesEmpire Forts, and Bastions, as they were granting access to all Chaos-related units.

DILEMMAS

  • Updated the Skaven and Dark Elf loyalty dilemmas to award the intended amounts of Loyalty.
  • Fixed a rare case where Wood Elf forest encounters could spawn then immediately despawn.
  • Fixed several instances where certain WARHAMMER I dilemmas would unintendedly trigger for WARHAMMER II races.

MISSIONS

  • Settlement names are no longer displayed twice in Raze or Conquer Settlement missions.

SETTLEMENTS

  • Chantillon: Is now considered a minor settlement, as intended.
  • Karak Dum: Adjusted the rotation of the settlement to align properly with the surrounding mountains.
  • Mine of the Bearded Skulls: Resource buildings are now available, as intended.
  • Teotiqua: Fixed an issue where the settlement would be displayed as a ruin rather than a Lizardmen settlement.

The following settlements can now (properly) construct Elven Colony buildings:

  • Citadel of Dusk
  • Fortress of Dawn
  • Tor Elasor

PROLOGUE (THE LOST GOD)

  • Mine of the Bearded Skulls: Added missing defence buildings for a major settlement,

DARKNESS & DISHARMONY (MULTIPLAYER)

  • Players who have disconnected from the game will no longer gain victory points and potentially end the game by winning.

IMMORTAL EMPIRES

  • Fixed instances where certain buildings would claim that they “prevent Chaos Rifts from opening in the local province” in the Immortal Empires game mode, where Rifts aren’t much of a concern.

VICTORIES

  • Added a new event informing the player when they’ve completed their Short and Long Campaign Victories.
  • The Long Victory conditions have been updated to provide a more focused experience for the following lords: N’kariSkarbrandKu’GathThe Daemon Prince, and Kairos Fateweaver.
  • Updated the Short Victory conditions of the Champions of Chaos (AzazelValkiaFestus, and Vilitch) to be unique and more achievable to each Lord.

ENDGAME SCENARIOS

  • Added an optional setting which enables ALL available endgame scenarios to fire in the same campaign. This is disabled by default, as it’s an extra level of difficulty for players who want to embrace the chaos!
  • Adjusted the Pyramid of Nagash endgame scenario to prevent it from spawning more armies than intended.
  • Fixed an issue which would prevent endgame scenarios from triggering on the correct turn when the turn delay setting was set to 0 turns.
  • Endgame scenarios will no longer trigger if the player has confederated all possible targets or otherwise invalidated the scenario conditions.
  • Added a camera pan over endgame scenario points-of-interest when the scenarios commence.
  • Corrected some misleading text in the A Grudge Too Far and Wild Hunt endgame-event descriptions

GAME BUG FIXES

Below are changes to the systems that support and enhance the gameplay of Total War: WARHAMMER III.

GRAPHICS

  • Fixed several instances where Dwarf shields would not load correctly when viewing the equipment from a distance.
  • Fixed a visual bug in Minor Settlement Battles where green boxes would appear where enemies had built towers/barricades after capturing a point.

AUDIO

  • Certain Gorebull and Doombull campaign vocalisations have been reduced in volume.
  • Fixed an issue which would result in music occasionally stopping and restarting throughout the Campaign.
  • Fixed instances where reverb was being applied to certain characters’ voice lines.
  • Fixed an issue where the incorrect Lord dialogue would play after transitioning from the Lord Select screen > Campaign select > Change Campaign > and then back to the Lord Select screen.

UI

  • Unit cards in the Campaign Select screen no longer have modifiers applied which resulted in the display of massively boosted stats.
  • For all new save games, the ‘Continue’ button now displays the Legendary Lord’s portrait rather than their faction banner.
  • The front-end version of the Beast Slayer item quest (Karl Franz) is no longer erroneously titled, “The Reikland Runefang.”
  • Increased the interaction zone for all buttons in the main menu.
  • Updated the FLC and DLC banners on the Race dropdown to display all available products rather than products required for only one of the Lords.
  • Fixed an issue where the authority display in the Warbands panel was using the pending authority rather than the current authority. The display of authority should now be consistent across the board.
  • Fixed an issue where the authority of a previously selected Lord would be displayed for a newly selected Lord.
  • The background colour in the global recruitment section in the unit recruitment panel is now blue for all UI themes. This matches the turn-banner displayed on unit cards.
  • The background colour of the local recruitment section has been updated from red to green to match the improved banners we now display on unit cards. This removes any negative implication from the panel—since red is generally used as a warning and for negative effects.
  • Separated the display of slaves consumed and generated by Dark Elf buildings to display both at all times.
  • Fixed instances where the Strategic Location icon of city labels would display the wrong icon when playing as a WARHAMMER II race.
  • Added a missing icon for the Fimir Linebreakers ancillary.
  • The Mark of Chaos: Khorne icon in Custom Battles now utilizes the correct icon.
  • Updated Oxyotl’s faction icon form a teeny-tiny to regular size image.
  • Corrected inaccurate effect icons for the Monstrous Strength skill.
  • Corrected the magic fire effect in the Diplomacy character porthole.
  • Updated the position of Eltharion’s army on the map view of the Campaign Select screen.
  • The tooltip on Be’lakor’s rifts now clarifies that they can be used by Heroes.
  • The Wood Elf “occupy settlement option” tooltip no longer mentions amber gain.
  • Updated the text of Nurgle’s March-stance to clarify that units can, in fact, be recruited while Marching.
  • Added a missing Anti-Infantry tooltip to the Marauders of Khorne (Dual Weapons)
  • Fixed a bug which would prevent the tooltip from displaying for the Murderous Prowess ability.
  • Updated the speed at which subtitles are displayed in several Quest Battles to be consistent across the board.
  • Fixed instances where certain campaign advice notes would prevent consecutive notes from displaying properly.
  • Fixed several instances where certain items would state that they require a Quest Battle as opposed to a regular mission.
  • Added the missing Repanse Quest Battle to the front-end menu.
  • The introductory cutscene will now play for the Liber Bubonicus Quest Battle.
  • Center-aligned the versus icon in the Battle Replays screen.
  • Removed duplicate text on the help page for Beast-Paths.
  • The Wood Elf Offices help page now correctly opens when the ? button is clicked.

Read full patch notes here.

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.

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