Трябва да изтеглите цели 55 GB, за да патнете Total War: Warhammer 3 до версия 6.2. Предимството е, че играта става по-малка. Имаме пълните бележки за пача.
От 17 юни 2025 г. можете да изтеглите толкова голям ъпдейт за Total War: Warhammer 3, че дори Call of Duty би се поклонило с уважение: планирани са 55 GB промени, сред които обширни промени в предметите в Warhammer 3, промени в изкуствения интелект и, което е особено важно: компресирането на самите файлове ще бъде значително подобрено.
Последната промяна води до намаляване на общия размер на Total War: Warhammer 3 с около 30%. Ако искате да инсталирате играта наново, в бъдеще ще трябва да изтеглите по-малък пакет. И още нещо: благодарение на тази компресия се очаква и подобряване на времето за зареждане. В бележките към пача се споменава за съкращаване от 5 до 42% при преминаване към битка.
По-долу очертаваме най-важните промени в мега патча 6.2, а пълните бележки към патча можете да намерите на страница 2 на тази статия.
Най-важните подобрения в актуализация 6.2
И така, да обобщим забавлението:
- По-добро развитие на предметите: Патчът почиства броя на предметите за вашите лордове. Сега има по-малко, но за сметка на това те трябва да са по-смислени и адаптирани към нивото ви на сила.
- Нови единици: Хаос джуджетата получават нова достъпна обсадна единица – хобгоблинските болт хвъргалки, а вампирите – тежка кавалерия с новите кръвни рицари. Старите кръвни рицари се преименуват на кръвни рицари (копи).
- Споменатотокомпресиране на файловеосигурява, че играта като цяло се смалява с около 30 процента и времето за зареждане се ускорява.
- Има две нови опции закампания-AI Когато ги активирате, малките фракции действат значително по-умно в своята среда и шансовете им да оцелеят до средата и края на играта се увеличават. Освен това големите фракции реагират по-динамично на заплахи и нови срещи.
- Така нареченитеPortholesса преработени, т.е. малките графики на единиците, когато кликнете върху дадена единица. Сега те изглеждат по-добре.
- Освен това, разбира се, има и многопоправки на бъгове и подробни настройки, които можете да намерите на страница 2.
Какво мислите за актуализацията или за текущото състояние на Warhammer 3 като цяло? Можете да пишете в коментарите, може би ще прегледаме отново тази огромна стратегическа игра, ако има достатъчно интерес. А сега преминаваме към страница 2 и бележките към актуализацията.
Пълните бележки към актуализация 6.2 на Warhammer 3
ПРЕРАБОТКА НА МАГИЧЕСКИТЕ ПРЕДМЕТИ
Системата на магическите предмети беше основно преработена, за да се унифицира дизайнът на предметите, да се изравни силата им и да се разчисти инвентара. Общо над 600 помощни предмета (всички обикновени, необичайни и редки предмети) бяха коригирани по отношение на ефекта и редкостта си, за да се приспособят към новата ни концепция за балансиране.
Основни промени
Нова система за балансиране на силата: Всички предмети вече следват матрица за уникалност/цена, за да се гарантира, че редкостта съответства на силата на предмета.
Балансирани нива на редкост:
По-ясни разлики в силата между обикновени, необичайни и редки предмети.
Пребалансирани прагове на редкост (например обикновените предмети сега са 35–50, необичайните предмети започват от 80).
Разширени ефекти на предметите: Изцяло нови ефекти (например обща бариера, ограничение на лекуването) за повече разнообразие.
“Status quo” approach: Powerful items will now be adjusted to their performance level instead of being weakened.
Smarter item management
Fewer but more powerful items to reduce clutter in the user interface.
Items tailored to your current collection and playstyle provide more variety.
Item fusion update:
Fused items now correspond to their category (e.g., armor fuses into armor).
Rare → Unique fusions are now possible (low chance of success, risk of failure).
What we haven’t changed
Updates to unique character items
These follow a slightly different paradigm and have a much wider pool of effects than standard accessory items.
We will likely need to make adjustments here, as some weaker unique items will likely struggle to keep up with the new top-tier rare items. However, this will be decided on a case-by-case basis in the future.
Wherever possible, we want to focus on their imagination and give them powerful thematic effects to reduce the current trend towards a collection of good but thematically incoherent stats.
Banners
These are set to be changed following the same paradigm as our approach to standard items in this patch, but didn’t quite make it into this version. After some further fine-tuning, they will be available soon!
Changes to banners
You can now equip multiple banners of the same type on different characters.
New Unique Items
Wyrmslayer Sword – A weapon for fighting large enemies.
Sparkling Shield – Reflects attacks and magic.
Cursed Armor – Strong defense with a curse.
Briarsheath – Stealth-focused armor.
The Fur Blade – Upgraded to a unique level; powerful but deadly.
Eight Burning Books of Khorne – Risk-reward chain of extremely rare magical books with a major impact on gameplay.
New Units
Hobgoblin Bolt Thrower – Affordable ranged siege unit for Chaos Dwarfs.
Blood Knight – Anti-infantry vampire cavalry variant with high endurance.
DEV NOTE:
The unit is called “Blood Knight,” not “Blood Knight (Sword & Shield),” as was incorrectly stated in last week’s dev blog. The old unit has been renamed “Blood Knight (Lance)” to match our naming conventions.
COMPRESSION
General compression with fast decompression speed implemented and applied to most files in the game packages:
The game memory size has been reduced by 27%.
Loading times when entering battles have been improved, with reductions ranging from 5% to 42%, depending on the battle.
Loading times when starting the campaign have been improved, with an average speed increase of 9%.
Game packages have been reorganized to reduce and minimize patching time for future updates.
Can modders also use compression?
We have informed the author of RPFM (Frodo) about how to support the new compression method within RPFM. Compression with the assembly kit is available, although some files, such as audio and video files, should not be compressed. Please note that the download size of this patch is larger than usual: 55 GB (may vary slightly depending on the platform). This is due to compression, which reduces the total size of the game by 27%, and to the reorganization of packages in order to streamline and lighten future patches and urgent fixes.
CAMBIOS EN LA IA DE LA CAMPAÑA
Two new customization options have been added:
AI Strength and Threat Assessment: default ON. When enabled, campaign difficulty settings are overridden so that AI factions are always better at assessing threats based on the strength and proximity of their rivals, in addition to having a general hostility towards unknown factions. Enabling this setting will produce the same result as the CAI BETA 1 setting.
Minor faction potential: disabled by default. When enabled, minor factions make better decisions in the campaign, increasing their tendency to survive longer and have a greater impact on campaigns. Enabling this setting will produce the same result as the CAI BETA 2 setting.
2D WINDOW UPDATE
As part of version 6.2, we have regenerated over 1200 2D windows throughout the game. Most of them were only generated during the initial implementation of units, and over time the game engine has changed significantly, going through rendering and lighting adjustments (some were generated during the dark age of shiny metal and were quite bright). They were also generated at different times in our approach to the generation process itself: how much anti-aliasing, what type of ambient lighting do we use?
All normal units (except characters, which use a different process) have been regenerated with a unified look and quality level, with consistent antialiasing and environments.
BUG FIXES
HIGHLIGHTS
The abilities granted by effects to summoned units (Summoned Skink Priest, Krell, and Summoned Guardian of Secrets) now activate correctly.
The radio range of units mounted on Slaanesh steeds (Slaanesh Seekers, Slaanesh Heart Seekers, Slaanesh Hellriders, and Slaanesh Hellriders (Hell Whips)) has been increased to slightly reduce their performance when fewer units are fighting in close combat at the same time.
The effects granted by Sniper and Assassin have been removed.
PERFORMANCE
Fixed a potential crash when opening a user interface panel for the first time.
Fixed a potential crash related to traversing the settlement in the prologue campaign.
Added restrictions to battle camera movement to prevent a potential crash during the unit positioning tutorial.
Fixed a potential crash during the skill guide.
Fixed a potential soft crash that could occur after teleporting the character and rejecting a mission battle. Fixed a potential campaign crash caused by the presence of a Skaven war machine during a match.
CAMPAIGN
GENERAL/GAMEPLAY
The wear immunity effects of vampires in Nagashizzar and Azhag’s Crown of Sorcery have been replaced, as they already benefit from them as a faction effect.
Azhag the Butcher’s Butcher trait now correctly grants immunity to psychology to his army.
The missing characters have been added to the “Characters of Tzeentch” category, so they are now affected by effects such as the Chaos Gift Arrows of Destiny.
The Chaos Lord of Tzeentch now unlocks Gate of Tzeentch from the Deadly Supremacy advantage instead of Gate of Khorne.
Grom’s trait now applies the Leadership effect only to normal goblins, matching the Physical Resilience effect.
Blood Speakers are now affected by Annihilator Armor, as they also lead armies.
Siege Attacker has been removed from Daemon Slayer Lords, as they are not legendary characters and do not have battering ram-sized axes.
Malakai’s Encamp stance now provides a chance to defend against ambushes.
Karak Kadrin now starts with the correct amount of treasury for his faction.
The “Caress the Female” and “Feed the Male” options now affect all Yin/Yang units instead of just a small selection.
Norsca can now recruit the Norscan Warhounds (Poison) unit in the campaign, instead of being exclusive to custom battles.
The Indisputable Champion advantage for Chaos Lords of Tzeentch now correctly grants experience gains to Tzeentch units.
SKILLS
Arkhan’s skill, “Legions of Death,” now provides a leadership boost at its second level.
The skill “Bloodlust” now more accurately describes which units benefit from its effects.
Overlapping abilities in Khargan the Mad’s ability tree have been resolved.
The ability “Plague Feeder” has been added to Khargan the Mad’s ability tree.
A Resist effect has been added to “Beastlord’s Presence” to reflect “Beastlord’s Gaze of the Beastlord”; Rakarth’s subsequent ability is now a true upgrade!
The Demon Prince now affects Nurgle’s Beasts with the ability “Rancid Menagerie.”
The Flesh-bound Elemental of the Beasts is now affected by the unique abilities of Great Shaman Bray, “Bellows of Discord” and “Hardened Skins.” Pelts.
TECHNOLOGY
Cockatrices are now affected by “Gaze of the Dark Gods” when played with any Beastmen Lord.
Imperial land ships are now affected by the “Reinforced Armour Plating” technology.
ANCILLARIES/ MAGICAL ITEMS
Mother Ostankya’s faction, Daughters of the Forest, can now acquire the “Priest of Taal” and “Priest of Ursun” ancillaries.
The effects that granted Assassin in addition to Assassin have been removed.
Witch engineers now have a slot for arcane items.
Sacred incense now correctly grants projectile resistance to friendly units within range.
BUILDINGS/SETTLEMENTS
Nurgle outposts now provide garrison units where they are built.
The Spirit Leech and Soulblight spells have been added to the Amethyst Wizard that Elspeth can obtain in the Amethyst College building.
Pigbarter now functions correctly as a minor settlement in RoC campaigns.
The iconic Throne of Chaos building is now available for Chaos Demons.
Settlement effects have been added to Konquata when occupied by Lizardmen, as it previously only reduced corruption.
IU/UX
The recruitment effects of the “Exotic Animals” building chain now correctly indicate where they apply.
The Gorefeast abilities of Taurox and Karanak now use the correct icon.
The “Shroud of Darkness” ability of Khainite Assassins no longer displays the vanguard deployment icon.
ENVIRONMENT
Plaguidosos, Cultists of Nurgle, and Cultists of the Plague now use the correct naval model when at sea.
BATTLE
GENERAL/PLAYABILITY/UNITS
Khorne Minotaurs and Khorne Minotaurs (Great Weapons) now have Woodcutter and Wood (forest).
Alarielle the Radiant now has Martial Proficiency when riding a Great Eagle, as it is not considered a monstrous mount.
Mournhowl has received the “Striding” attribute and his weapon strength has been adjusted to better match that of a werewolf, since, after all, he is a werewolf… although not exactly. (He now has a bonus against infantry instead of a bonus against large units).
The mark of Slaanesh has been added to Caress, the Dark Prince, and the mark of Tzeentch to Zarrivyk, Winged Prince.
The Cultist of Tzeentch in the War Shrine now has the correct health value.
The abilities granted by effects to summoned units (Summoned Skink Priest, Krell, and Summoned Keeper of Secrets) now activate correctly.
Fixed the Celestial General not having Fear when riding a Longma.
The Druzhina can now shoot while moving when riding a warhorse.
Skirmish mode has been added to the Druzhina on warhorses so they can fight… to flee.
Thundertusk and Amblepeak Greybacks now cause both Fear and Terror.
The melee attack and melee defense of Slaanesh Seekers and Heartseekers have been reduced by 2.
The armor piercing damage of Slaanesh Seekers has been reduced by 4 and their base weapon damage has been increased by 4.
The radius of units mounted on Slaanesh steeds (Slaanesh Seekers, Slaanesh Heartseekers, Slaanesh Hellstriders, Slaanesh Hellstriders (Hellscourges)) has been increased to slightly reduce their performance when fewer of them are fighting in close combat at the same time.
The Eshin Maneater now has the Ogre Charge attribute.
Fixed a bug where single-entity units could stop fighting during duels.
Master Engineers’ Grudge-Rakers now match the range of the unit variant.
Iksha Triads now correctly gain the “Undetectable” attribute when using their ability.
ENVIRONMENT/UNIT MODELS
Fixed areas along rivers on the Obsidian Path map where shallow water was too deep in some spots.
Fixed an issue where pestigors were noticeably taller than their counterparts aligned with other Chaos gods.
The Twilight Sisters now have a defined main uniform color.
IU/UX
Some abilities that increased magical winds (such as wizard weapons) and were not displayed in the user interface have been corrected.
Goblins (spears) now have green text indicating that they are anti-large, like all spear infantry.
MULTIJUGADOR
The Blue Vipers, Dimned Sun, Skull Takerz, and Top Knotz factions now have the WAAAGH army ability in multiplayer battles.
The Stonehorn (harpoon thrower) now shares the same unit limit as other variants of the Stonehorn.
We would also like to thank everyone who has provided us with their feedback and suggestions, as well as those who have helped introduce many of the improvements detailed above by reporting bugs. As always, if you encounter any new issues after updating to version 6.2, please be sure to report them in our dedicated bug report subforum.
See you on the battlefield!
— The Total War Team