Update 1.3.0

Update 1.3.0 is the third major update for Total War: Warhammer III, released on 30 June 2022.
It contains numerous bug fixes and balance changes, and adds the second Regiments of Renown for the playable factions in the game.
== Regiments of Renown II ==
*Oath-Brothers of Tor (War Bear Riders) (Kislev)
*Righteous Lances of Wei-Jin (Great Longma Riders) (Grand Cathay)
*Heralds of Khorne's Fury (Bloodcrushers of Khorne) (Khorne)
*Knights of Immolation (Doom Knights of Tzeentch) (Tzeentch)
*Barons of the Bog (Pox Riders of Nurgle) (Nurgle)
*Eternal Entourage (Heartseekers of Slaanesh) (Slaanesh)
*Sky-Striders (Crushers - Great Weapons) (Ogre Kingdoms)
== Patch notes ==
=== Game ===
*Improved how UI assets are loaded over extended sessions in an effort to reduce stuttering and frame drops. We will continue to investigate performance optimizations when navigating the UI to address alongside future updates while also empowering the use of UI skins and mods created by the community.
*Disabled the cursor in benchmarks to prevent results from being skewed by highlighting onscreen elements.
*Fixed an issue where certain character resources were being loaded during campaign gameplay, causing framerate spikes.
*Fixed a rare crash triggered by the AI when defending in battle.
====Graphics====
*Fixed the alpha fade-out at death for Blue Horrors to ensure their bodies are cleared from the battlefield upon their death.
==== UI ====
*Fixed several instances where the descriptive text of buildings failed to account for the latest balance changes.
*Fixed the descriptive text and iconography of the Ogre Monsters building chain of settlements to match the version built in camps.
*Removed the white bar displayed on the top panel upon entering a Battle where Dark Elf units were included in the army of a different faction (such as when seduced to join the army).
Several changes have been made to the Character Details panel:
*The list of characters at the top of the Character Details panel now uses the same sorting as the Lords & Heroes dropdown: Lords are displayed first alongside their embedded heroes, and then the rest of the heroes are included at the end of the list.
*Lords are now displayed with a different frame to differentiate them from heroes.
*Embedded heroes are now displayed with smaller icons and lines drawn to the Lord they serve.
===Gameplay===
====General====
*To prevent instances where ranged units hold their fire because a friendly unit is in their line of fire, overlapping units are now considered (by the game as) part of the same unit. This should ensure that ranged units can more consistently carry out firing orders.
*Small or multiple-entity artillery and chariot units will no longer have collision when killed. This will help alleviate issues where larger entities (such as the Ogre Mournfang Cavalry) were having trouble pathing around destroyed artillery pieces.
*The Tzeentch, Nurgle and Slaanesh technologies which previously provided lore passive abilities to Greater Daemon units now (instead) provide additional uses of the bound spells granted by other technologies.
*Armies fleeing from Bastion gates are now prevented from making attacks of opportunity. This also prevents a progression-blocking bug that could occur during Battles.
*Autonomous riders and other entities are now properly reset after resurrection. This allows Burning Chariots to continue shooting where they were previously prevented from doing so.
*Fixed a bug where matched combat was not triggering for infantry units.
*Fixed a bug which would prevent certain items from expanding the Winds of Magic reserve.
*Fixed a bug which caused some entities in flying cavalry units (such as Great Long-Ma Riders) to remain airborne after the unit previously charged an enemy ground unit.
*Fixed a bug where flying units would wander aimlessly after abandoning melee combat.
*Fixed a bug where units would refuse to enter settlements until issued multiple attack orders.
*When ordered to attack, groups of units which include ranged units will now move to a valid position where the ranged units can fire on the enemy rather than to a position in the same zone but too far away from the target.
The attrition from plagues could become very frustrating to deal with in the game, so we’ve made some adjustments to make it less burdening:
*Nurgle: Reduced the base duration of the Ague plague from 3 to 2
*Nurgle: Replaced the attrition effect of The Flux with an increase in the casualties from attrition.
*Daemon Prince: Removed the attrition effect from Bowelsteep and increased the Nurgle corruption it provides.
*Daemon Prince: Replaced the attrition effect from The Red Ague with an increase in casualties from attrition.
We noticed that the Tzeentch AI factions’ use of Changing of the Ways could become quite irritating. As such, two changes are being made:
*Minor Tzeentch factions can no longer use Changing of the Ways in the Realm of Chaos campaign.
*Increased the cooldown applied to AI factions using the ability by ~70%.
====AI====
*Improved how the AI scouts forests to generate more informed and decisive AI actions.
*Improved how the AI utilizes summoned units in Battles.
*Fixed several issues which allowed the AI to use abilities when it shouldn’t, including after the conclusion of a Battle.
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-controlled units will no longer try to push through frontline units just to attack a back line unit.
====Spells====
*Direct damage spells now deal magical (non-physical) damage, meaning that Physical Resistance will no longer serve as a layer of defence as it did previously.
====Exploit fixes====
*Mana reserve effects (such as those provided by the Jade Amulet) are now correctly applied, preventing an issue which could result in infinite magic reserves.
===Factions & Balance===
====General Updates====
*We've increased the power of the Legendary Lords? innate character traits based on feedback from the community.
We’ve also made changes to the traits granted upon defeating a Legendary Lord:
*Upon defeating The Daemon Prince: The Attrition effect now applies to all forms of attrition
*Upon defeating Katarin: Enables Frostbite attacks for the victorious Lord
*Upon defeating Kostaltyn: Enables Flaming attacks for the victorious Lord
*Upon defeating Ku’gath: Further reduces the ability of a plague to spread from -20% to -80%; Increases Growth from +10 to +30
*Upon defeating Skarbrand: Charge and Weapon Strength trait bonuses now also apply to the Lord’s whole army
*Upon defeating Greasus Goldtooth: Increases the Income from all buildings to +20%
*Upon defeating Skrag the Slaughterer: Replaces the “Winds of Magic increases when changing” trait with “Winds of Magic power reserve capacity: +8”
*Upon defeating N'kari: Added: “Speed: +6% for Lord’s army”
*Upon defeating Kairos: Added: “Winds of Magic power reserve capacity: +5”; Removed the “When fighting Tzeentchian factions” context from spell
====Daemons of Chaos====
=====Skills=====
*Plague Troopers: Replaced the charge bonus effect with: “Up to Melee defence: +6 for Nurglings, Plaguebearers of Nurgle, Exalted Plaguebearers of Nurgle, and Forsaken of Nurgle units”
====Grand Cathay====
=====Units=====
*Crane Gunner: Reduced bullet penetration from 2 to 1 (originally 0 before Update 1.2)
*Crane Gunner: Multiplayer cost reduced from 1200 to 1000 gold
*Fire Rain Rocket: Increased range increased from 360 to 400
*Fire Rain Rocket: Multiplayer cost reduced from 1200 to 1100 gold
*Sky Lantern: Increased hit points from 5048 to 6048
*Sky Lantern: Multiplayer cost reduced from 900 to 800 gold
*Zhao Ming: Multiplayer cost reduced from 2000 to 1800 gold
=====Abilities=====
*Fixed an issue which prevented Miao Ying from using her Eye of the Storm ability in combat.
*Formation Attack: Soldiers who have activated the ability will now more actively seek out combat, making it far more effective in frontal engagements.
*Yang Harmony: Now provides Melee Attack (+4 to +8)
*Yin Harmony: Now provides Speed (+6% to +12%)
The following changes have been made to the Lord Magistrate’s abilities:
*Inspired Defence, Inspired Marksmanship, and Inspired Assault are no longer mutually exclusive; all three abilities can now be selected at the same time.
Added two new mutually exclusive abilities to the Lord Magistrate’s arsenal:
*Excellent Administrator: Control: +2 (local province), Income from all buildings: +15% (local region)
*Astute General: Unit experience gain per turn: +100 (Lord’s army), Recruit rank: +1 (Lord’s army)
=====Skills=====
*Blades of the Bastion: Replaced the charge bonus effect with: “Melee defence: +5 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, and Jade Warriors (Halberds) units (Rank 7 and above)”
*Blades of the Bastion: Added: “Spell resistance: 10% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, and Jade Warriors (Halberds) units (Rank 7 and above)”
*Caravan Master: Fixed the ordering of skills in the first line that resulted in the Immortality skill being hidden.
*Fast Hands: Added: “Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbowmen, Jade Warrior Crossbowmen, Iron Hail Gunners, Crane Gunners, Grand Cannon, and Fire Rain Rocket units (Rank 7 and above)”
*Looming Lanterns: Added: “Range: +15% for Sky Lantern and Sky-junk units (Rank 7 and above)”
*Unified Charge: Added: “Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, and Wu Xing War Compass units (Rank 7 and above)”
The following changes have been made to Miao Ying’s skills:
*Harmonius: Increased the diplomatic relations with Cathay from +20 to +40
*Persistent Fire: No longer applies its effects twice.
The following changes have been made to Zhao Ming’s skills:
*Desert Armour: Now applies +10 armour to melee units in Zhao Ming’s army in addition to Zhao Ming himself
*Lord of Shang-Yang: Added: “Diplomatic relations with Cathay: +20”
=====Technology=====
*The Cathayan technologies Dragon Fleet Aegis and Sea Dragon’s Edict now apply to the faction’s capital rather than Hanyu Port, specifically.
*Harmonic Balance – Yang: Reduced the income effect from 40% to 15%
=====Items=====
*Shield of the Nan-Gau: No longer requires the “grounded” state.
*Alchemist’s Elixir of Puissance: Increased the number of uses from 1 to 2
*Alchemist’s Elixir of Iron Skin: Increased the number of uses from 1 to 2
====Khorne====
=====Units=====
*Bloodreaper: Multiplayer cost reduced from 800 to 700 gold
*Flesh Hounds of Khorne: Multiplayer cost increased from 700 to 750 gold
=====Abilities=====
*Gate of Khorne: Now starts with a 60 second cooldown that will only count down when in melee combat.
*Greater Gate of Khorne: Now starts with a 120 second cooldown that will only count down when in melee combat.
=====Skills=====
*Khorne’s Chosen: Replaced the leadership effect with: “Melee attack: +5 for Bloodletters of Khorne, Exalted Bloodletters of Khorne, and Chaos Warriors of Khorne units (Rank 7 and above)”
====Kislev====
=====General updates=====
*Fixed an issue which prevented Ataman bonuses from applying the turn they came into effect.
=====Units=====
*Boris Ursus: Now deals Frostbite attacks.
*Armoured Kossars (Great Weapons): Increased their charge bonus from 16 to 20
*Armoured Kossars (Great Weapons): Increased their melee defence from 30 to 32
*Dazh’s Hearth-Blades (Tzar Guards Great Weapons): Increased fire resistance from 20% to 40%
*Elemental Bear: Are now granted the Chilling Aura passive ability
*Elemental Bear: Multiplayer cost reduced from 2000 to 1900 gold
*Ice Guard (both variants): Are now granted 15% spell resistance
*Ice Guard (both variants): Increased armour from 40 to 50
*Ice Guard (Glaives): Multiplayer cost reduced from 1200 to 1150 gold
*Winged Lancers: Increased the charge bonus from 60 to 70
=====Skills=====
*Skills in the first group now only offer one effect at level 1, thus matching the format of skills provided to other races. Higher skill levels still provide multiple effects, as before.
*Skirmisher Traditions: The missile resistance effect now properly affects Rank 7 units and above.
=====Technology=====
*reechloaders: No longer applies its benefits to the basic and spear versions of Kossars, only Armored Kossars and Streltsi.
=====Items=====
*Dazh’s Brazier: Multiplayer cost increased from 100 to 150 gold
====Nurgle====
=====Units=====
*Festering Stooges (Exalted Plaguebearers of Nurgle): Multiplayer cost increased from 1450 to 1550 gold
*Plague Drones of Nurgle: Multiplayer cost decreased from 1200 to 1100 gold
=====Abilities=====
*Gate of Nurgle: Now starts with a 30 second cooldown that will only count down when below 75% hit points.
*Greater Gate of Nurgle: Now starts with a 60 second cooldown that will only count down when below 50% hit points.
=====Skills=====
*Airborne Agues: Added: “Melee attack: +5 for Chaos Furies, Rot Flies, and Plague Drones of Nurgle units (Rank 7 and above)”
*Armour of Malady: Fixed an issue which would prevent the melee defence benefit from being applied to Plaguebearers of Nurgle.
*Cankerous Spread: Added: “Melee defence: +5 for Pox Riders of Nurgle, Plague Toads of Nurgle, and Spawn of Nurgle units (Rank 7 and above)”
*Putrid Resistance: Added: “Missile resistance: 15% for Beast of Nurgle, Soul Grinder, and Great Unclean One units (Rank 7 and above)”
*Virulent Contagion: Added: “Speed: +10% for Nurglings, Plaguebearers of Nurgle, Exalted Plaguebearers of Nurgle, and Forsaken of Nurgle units (Rank 7 and above)”
=====Technology=====
*Locus of Virulence: Now also grants +100% ammo to Soul Grinders of Nurgle
====Ogre Kingdoms====
=====Campaign=====
We’re increasing the rewards granted by Ogre Kingdoms contracts:
*All three missions now offer a bonus reward: meat, growth from camps, or a rare magic item.
*Roughly doubled the amount of gold granted by treasury rewards.
*Increased the minimum reward from 500 to 1500 gold. The exact amount is determined by the issuing faction’s treasury.
=====Battles=====
*Modified the splash attacks of Ironguts and Maneaters to hit smaller entities more consistently.
=====Units=====
*Stonehorn: Reduced their missile resistance from 35% to 20%
=====Skills=====
*The combat skills for Greasus Goldtooth and Tyrants now only have two levels as opposed to three, as is the case with other Lords. The first level is equivalent to the second level of other characters.
*Skills in the first group now only offer one effect at level 1, thus matching the format of skills provided to other races. Higher skill levels still provide multiple effects, as before.
*Continuous Volley: Added: “Speed: +10% for Gnoblar Trappers, Leadbelchers, Gnoblar Scraplauncher, and Ironblasters units (Rank 7 and above)”
*Richly Rewarded: Added: “Weapon strength: +12% for Ironguts, Gnoblars. and Ogre Bulls units (Rank 7 and above)”
*Trained Beasts: Added: “Leadership: +5 for Mournfang Cavalry, Crushers, Stonehorn, and Sabretusk Pack units (Rank 7 and above)”
*Ravenous Fighters: Added: “Missile resistance: +15% for Maneaters, Gorgers, and Giant units (Rank 7 and above)”
====Slaanesh====
=====General updates=====
*Fixed an issue which prevented Slaanesh’s Wanton Destruction ability from properly increasing the income generated by razing settlements.
*Fixed an issue which prevented Slaaneshi factions from forming pacts with Beastmen factions via diplomacy.
=====Units=====
*Daemonettes of Slaanesh: Increased the hit points per model from 65 to 68
*Daemonettes of Slaanesh: Increased the base damage from 8 to 12
*Daemonettes of Slaanesh: Increased the charge bonus from 20 to 30
*Exalted Daemonettes of Slaanesh: Increased the charge bonus from 28 to 35
*Exalted Daemonettes of Slaanesh: Increased the base damage from 10 to 15
*Exalted Daemonettes of Slaanesh: Increased armour piercing damage from 28 to 35
=====Abilities=====
*oulscent: Increased the bonus armour-piercing damage cap from +25% to +50%
*Gate of Slaanesh: Now starts with a 15 second cooldown that will only count down when winning in melee.
*Greater Gate of Slaanesh: Now starts with a 30 second cooldown that will only count down when winning in melee.
=====Skills=====
*All Lords now have a campaign skill that increases the replenishment rates of their troops.
====Tzeentch====
=====Units=====
*Blue Horrors: Reduced their ammunition from 5 to 4
=====Abilities=====
*Gate of Tzeentch: Now starts with a 60 second cooldown that will only count down when the Winds of Magic reserve exceeds 15.
*Greater Gate of Tzeentch: Now starts with a 120 second cooldown that will only count down when the Winds of Magic reserve exceeds 15.
=====Skills=====
*All Lords now have a campaign skill that increases the replenishment rates of their troops.
*Accursed Horrors: Increased the missile strength benefit from 4/6/8% to 8/12/16% for each skill level.
=====Technology=====
*Exalted Locus of Conjuration: Now grants +25% weapon strength for Horrors rather than +6 armour-piercing damage.
=====Items=====
*Wand of Whimsy: Multiplayer cost increased from 100 to 150 gold
===Campaign===
====General updates====
*Fixed an issue where non-Chaos factions would not start new campaigns at war (by default) with nearby Daemon factions—such a when playing as Miao Ying or Sarthorael’s Watchers.
====The Realm of Chaos====
*Fixed an issue where AI factions would continue to interact with a subset of rifts after a faction had already won the game.
Changes have been made to counteract the need to proactively camp the Forge of Souls once an AI has collected four souls and teleports to the Forge of Souls:
*When an AI teleports to the Forge of Souls, players will now be prompted to teleport and confront them. Note that this dilemma will only appear if the player’s faction leader is in a state where they can teleport.
Several changes have been made to prevent Kurgan Warband armies from continuously spawning at the Great Bastion:
*Reduced the rate at which the threat meter fills.
*When the threat meter is not full, Kurgan Warband armies will only spawn at each bastion gate when it is razed.
*The threat meter now reduces when ANY faction attacks and defeats a Kurgan Warband army, rather than just the Cathayan player.
*Improved visibility into when and why the threat meter is increasing or decreasing at any given time.
Several issues have been fixed in Tzeentch’s realm:
*Sigils are now revealed upon entering and exiting a teleport locus.
*Action points are no longer removed when the player interacts with a point of interest in the realm.
*AI factions must now teleport eight times before they can access the final area.
Finally, several adjustments have been made to the final encounter with Be’lakor to make it less time-consuming and punishing:
*Reduced the rate at which units enter from the base of the map.
*During the final wave, killing Be’lakor will now cause the remaining daemons to crumble and conclude the battle.
*Reduced the number of Soul Grinders that accompany Be’lakor in the final wave. Killing them is no longer required to complete the wave.
*Fixed several issues which prevented Be’lakor from utilizing all of his spells and abilities during the encounter.
====Quest Battle====
*Frozen Falls: Fixed several issues which would result in the battle being lost despite slaying all the mages.
===Battles===
====General updates====
*Damage dealt to buildings now properly considers damage modifiers to both base damage and armour-penetrating damage in its calculations.
*Fixed a bug which prevented army abilities from using the current Winds of Magic and magic reserve levels. This also addresses an issue with Arcane Surge.
*Fixed an issue which prevented towers from being built at the end of the construction timer.
*Fixed a terrain bug which prevented certain towers from firing.
*Improved articulated vehicle movements (i.e. chariots and artillery pieces) to avoid sudden deaths or areas which would float units when moving through terrain with a range of elevations.
====Ambush battle====
*AI armies will no longer disregard enemy units in melee when retreating from an Ambush Battle.
====Domination battles====
*Removed the comeback mechanic from the Domination game mode.
*Battle of Itza: Added 2 additional normal reinforcement points.
====Major settlement battles====
*Updated the reinforcement lines in the Black Fortress – Greenskins settlement map to prevent attackers from spawning within the settlement.
===Multiplayer===
====General====
*Fixed a bug that could prevent the multiplayer game list from refreshing.
== External links==
Total War: WARHAMMER III – Update 1.3.0 blog
Category:Patches