Total War Warhammer 3 Update 2.2 Patch Notes

A new Total War Warhammer 3 update 2.2 is rolling out on PC. According to the official Warhammer 3 patch notes, the latest update brings introduces free third Regiments of Renown unit pack for all players. Apart from this TWW3 update 2.2 also includes Settlement Battle changes and AI improvements.

Previously, Warhammer 3 update 2.0 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 2.2 will fix a few of these issues.

Check out more details below.

Total War Warhammer 3 Patch 2.2 Notes – October 18, 2022

  • Changes to settlements and garrisons to reduce the frequency of settlement battles.
  • Additional flavour for some of the special settlement garrisons—including Karak 8 Peaks, Black Pyramid, Skavenblight and more—by allowing them to use additional units.
  • A character experience rebalance, reducing the importance of victory types and focusing on enemy unit destruction.
  • Tweaks to the victory objectives of several legendary lords, including those of the Lizardmen, High Elves and Empire.
  • A game mode split option has been added to ranked multiplayer, letting you join separate queues and giving you greater control of your online experience.
  • Adjustments to AI aggression, strategy and overall game difficulty.
  • Plus, monsters are invading the old world in the form of Regiments of Renown III, and a new endgame crisis brings ruin-death to all.

STABILITY & PERFORMANCE

Improvements made to the overall stability and performance of the game.

  • Fixed an end-of-turn crash that could occur when a default rebel faction was set to another faction omitted from the Campaign.
  • Fixed a rare crash when characters would trigger post-battle voiceover lines in a Campaign.

GAMEPLAY

Below are changes made to the gameplay rules, AI, and other mechanics that dictate how the game is played.

RULES, SYSTEMS & GENERAL UPDATES

  • How They Play events on campaign starts have been rewritten to cover core gameplay elements for every faction.
  • Removed a number of starting wars between factions who were not their intended starting opponents. (This is unlikely to affect player experience directly, but will improve the performance of AI factions such as the Daemon Prince.)
  • Updated reinforcement locations within various faction settlements to prevent unintended enemy behaviour.
  • Effects that increased healing caps are no longer 100x stronger than intended.
  • Settlement and deployed towers have had their damage reduced to be consistent with WARHAMMER I and WARHAMMER II towers.
  • When colonising ruins, you now take a temporary vigour penalty instead of a massive manpower loss.
  • Fixed some quest items that provided magical attacks despite the Legendary Lord having magical attacks by default.
  • Fixed an issue where Sword of Khaine didn’t correctly transfer post battle if its owner died, resulting it equipping to another Lord/Hero.
  • Fixed an issue where vassalized factions would lose objective completion upon re-loading a save file.
  • Fixed an issue where auto-resolve battle results would change after loading a quick save.
    Removed the cap for income provided by tribute from vassals.
  • Endgame ultimate victory objectives now support vassalizing factions as an alternate option to confederating or destroying them.
  • Endgame scenarios now trigger the research of all technologies for the respective factions automatically.
  • The free upkeep effect on endgame scenario armies is now visible to the player.
  • Mounted Marauder variants will no longer fire autonomously in melee, though it is still possible to manually order the unit to fire (we are investigating other cases of units that gain large amounts of performance from similar behaviours).
  • Allied recruitment will now provide access to all units offered by the requisite DLC (if owned). As before, there is a subset of units available to non-DLC owners.
  • Added and increased trade-focused benefits to the ports of Marienburg, Lothern, Erengrad and Bordeleaux.
  • Campaign reductions to the Winds of Magic cost should now properly affect overcast spells.
  • Dragon Fang Mounts are now properly available to the intended WARHAMMER III factions.

We’ve implemented additional fixes for instances of flying units being able to capture points, this time affecting:

  • Mage (Fire) – Dragon Mounted (High Elves)
  • Phoenix Mounted (Teclis)
  • Glade Captain – Eagle Mounted (Wood Elves)

DEV NOTE:

The Blood Pack Incidents would regularly all fire between turns 10 and 20. Given the duration of most campaigns, this meant that around 20% of campaign battles were actually being fought with a completely different pace and balance than intended.

  • Adjusted the timing of Blood Pack Incidents so that they’re more regularly spaced out.
  • Reduced the duration of Blood Pack Incidents to five turns.

EXPLOIT FIXES

  • Fixed an exploit where certain Legendary Lords from WARHAMMER II could be duplicated in a single campaign.
Pramod Singh
Pramod Singhhttps://updatecrazy.com
I am passionate about Web development and networking. When i am not hacking away on my computer, i enjoys exploring new places, watching movies and biking.

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