Total War: WARHAMMER III

Total War: WARHAMMER III

Community Bug Fix Mod - Game v7, Batch 0
1,950 Comments
Cú Carrmine 3 hours ago 
kairos's non-tzeentch spells are bugged
Khazukan Kazakit-ha! 14 hours ago 
@Dux
okay, thanks for testing all of this it out yourself!

then the banner effects for these abilites are bugged out i guess?

because when you use any of these abilites, there will be visual effects applied to the unit's banners that are affected by these abilites...

and atleast for me, these visual effects only happened on the unit's i pressed/started the ability on, weirdly enough...

or i just didn't see t right but i could've sworn that these visual effects were only on the unit's banner where the ability was started on... who knows?
Khazukan Kazakit-ha! 14 hours ago 
my god...
has this game ever been so bugged out after a big update and content release before?
jesus christ!
Smartie 16 hours ago 
Not sure if this has been reported yet but I played a Wulfrik campaign when 7.0 dropped and got to capture Kislev very late only after the hotfixes dropped (stayed in lustria and fought my way back through High Elves, Bretonnia and the Empire) and it doesn't unlock the technology in the Conquest tab of the tech tree specific for fighting Kislev 10 times or capturing the settlement.

I captured Kislev shortly after 7.0.2 dropped but to make sure it wasn't an issue coming from the hotfixes I started new campaigns (as Wulfrik, Throgg and Sayl) with only the console command mod active to give myself the settlement turn 1, to check if the tech now unlocks and the issue is still there. Even at Turn 2 I still didn't have access to the tech
FlowerbasketwithBread 18 hours ago 
SAYL has captured ten altars, yet remains unable to summon new troops. Moreover, SAYL's new loot system cannot progress to the second stage? The monster hunting mechanism also cannot advance to the second stage. POOR ENGLISH FORGIVE ME.DANM CA
太深 Dec 10 @ 9:18pm 
Kairos‘ non-Tzeentch spells don't show in battle.
Dux  [author] Dec 10 @ 10:14am 
I have confirmed that the reported issues with chain (spreading) abilities is limited to army-wide abilities. There is something inherent about using these abilities from the army ability menu that is broken in 7.0, because if you clone an ability like Fecundity and give it to a unit as a regular special ability, it will spread correctly.

Spreading abilities that originate from units (like spells) still work. I am not sure that we can fix the army-wide problem, as it's probably code-related.
Dux  [author] Dec 10 @ 9:25am 
@Khazukan:
Tears of Nurgle works just fine, as do all of the chain hex abilities I've tried. The chain buff Fecundity does appear to be broken, but nothing about its DB entries changed in 7.0, so I can only assume it's an underlying code problem. Still investigating.
Khazukan Kazakit-ha! Dec 10 @ 8:36am 
I don't know if its been mentioned yet, but several chain hex abilities are broken. Two notable examples being fecundity (nurgles army healing and vigour ability) does not spread, and tears of nurgle (pestigor ability).

the curse of the slug is broken too.
it's not spreading anymore...
this severely impacts nurgle's playstyle!
Dragon32 Dec 10 @ 7:57am 
@Echo
Is that still a thing? I saw some changes to those quests in the change log for 7.0.2, admittedly not what you describe but CA often don't list all they fix.
Khazukan Kazakit-ha! Dec 10 @ 4:15am 
kairos's non-tzeentch spells are completely bugged out.
Echo Dec 10 @ 3:57am 
Has anyone else encountered an issue being unable to recruit Monstrous Arcanum units despite completing the missions?
Khazukan Kazakit-ha! Dec 9 @ 11:01pm 
@Dux
thank you for the explanation and yes, i meant to ask if the mod manager programs were able to detect if the installed mods have missing data/files or not; making the mods corrupted if that would be the case.
Khazukan Kazakit-ha! Dec 9 @ 10:58pm 
@Cruzader
maybe use this mod here as a work around for now atleast.
i don't seem to notice any issue with that bug that you are currently describing while using this mod i linked here.
maybe it won't fix it too; i have no idea to be honest.
just try it out i guess, it's better than nothing...
https://steamcommunity.com/sharedfiles/filedetails/?id=3548112471&searchtext=line+of+sight
BigBoyEmp Dec 9 @ 6:51pm 
Is Ketzak Fimdirach Turmakhan chieftain skill tree bugged or changed on purpose? He used to have a bound spell?
Dux  [author] Dec 9 @ 6:47pm 
@sinh:
We are aware of it and have a fix in testing.
Imperator Blaze Dec 9 @ 4:14pm 
Does this mod fix the Kairos bug where his non-Tzeentch spells don't show in battle?
Cruzader Dec 9 @ 2:34pm 
Notable bug report: Fire at will seems bugged, and in order to get a volley off you have to right click for them to shoot, then move them, and over and over again. Sometimes if you right click the enemy they will attack them like they are going into melee
sinh Dec 9 @ 12:34pm 
Hey just a quick question. Are you guys aware of elspeth tier 4 gunnery school being bugged/is it fixable or only up to CA to do it?
Dux  [author] Dec 9 @ 4:06am 
@Khazukan:
The visual bugs may be fixable (whether or not they'd be worth the effort is another question), but stuff like retreat behavior is done in game code and therefore is not fixable with mods.

Mod managers, assuming you mean the program to manage mods, like the one CA just released, have no way of knowing whether or not a mod works as intended; all they can tell you is if a mod has received an update since the last main game patch or not. You just have to try it and see.
Khazukan Kazakit-ha! Dec 8 @ 8:15pm 
and an off topic question but:

do the mod managers know if the installed mods are working as intended/are corrupted or not?
do they know if the installed mods have files missing or not?
Khazukan Kazakit-ha! Dec 8 @ 8:15pm 
the thunderbarge's thunderburner ability is positioned the wrong way around.

the booster are going into the ship and not away from the ship; it's very noticable and very weird too.

when you retreat units before a battle even starts then they will not retreat and you have to retreat them again for it to start working.

you can also give broken/shattered retreating units unit abilities even when they cannot be selected for that unit abilitiy via the unit cards at the bottom position of your screen, in the middle...

and you got to take a look at the dwarven cannon units aswell.

their idle animations for the units behind the cannons are completely gone when comparing them with other artillery units in the game and one model in particular doesn't even have a beard anymore!

that dwarven model has a big steel cover for his beard that looks comparetively speaking like the one that the irondrakes or the ironbreakers have.

if the ironbreakers even haven one to begin with...
Grayble's Gringus Dec 8 @ 8:00am 
I don't know if its been mentioned yet, but several chain hex abilities are broken. Two notable examples being fecundity (nurgles army healing and vigour ability) does not spread, and tears of nurgle (pestigor ability).
Dux  [author] Dec 8 @ 6:28am 
@Ragnar:
I can't imagine how CBFM would be affecting either of those. We will investigate. If anyone else can confirm this report or provide a save on our Discord channel, that would be helpful.
Ragnar Dec 8 @ 4:16am 
Two bug reports: I added this mod a few turns into a Dechala campaign. The mechanic to corrupt units before battle stopped working, or at least the corrupted units did not display modified stats on the battlefield, but appeared unaffected. On the campaign map, cult buidings stopped spreading Slaanesh corruption. Removing the community patch immediately fixed both issues.

The only other mods I have are "Better Camera" and "Disable Startup Splash Screens".
Khazukan Kazakit-ha! Dec 7 @ 11:38pm 
okay, thank you for the clarification!
Dux  [author] Dec 7 @ 7:57pm 
@Khazukan:
The Cockatrice fix is in the current beta on Discord (at this point, this is the only difference with the beta), but it's not in the Steam version yet. The next Steam update will take place once we have enough fixes to warrant a proper "Batch 1" for 7.0.
Khazukan Kazakit-ha! Dec 7 @ 7:50pm 
is the cockatrice fix in the newest update on the steam version aswell?
the changelog didn't mention anything about that topic.
just making sure.
Khazukan Kazakit-ha! Dec 7 @ 7:23pm 
@Groove Wizard
than you very much for that in depth explanation!:KneelingBow:
and for the work all of you guys are doing too!:steamthumbsup:
Beat Dec 7 @ 9:37am 
Cheers for the quick fix guys! Just tested and everything is working great
nicollas.poleto Dec 7 @ 7:00am 
Resistant High Elf trait is not applying to the army
Kabalis Dec 7 @ 6:32am 
Thank you for the updates!
Groove Wizard  [author] Dec 7 @ 6:22am 
Animations issue has been fixed, at least confirmed on my end with Outriders. Let us know if there are still issues.

@Khazukan - We don't keep redundant bug fixes in (as in, edits for things that were bugged in the game but no longer are bugged in the game due to a CA fix) because CBFM is intended to have minimum impact on the game as a whole. Every patch we do is another thing for the computer to load when the game starts up, it's another thing that can conflict with another mod's edits, whatever. And depending on the patch, it can then cause a bug in the *other* direction (i.e., if CA fixes some effect that was supposed to give +10 Melee Attack to some units but didn't work, depending on implementation, that unit may now have +20 Melee Attack, from the double-dipped fixes from CA and CBFM).
Dux  [author] Dec 7 @ 2:16am 
@Beat:
That should have been fixed in the current Steam version, but it looks like it's still an issue. A beta will be released on Discord shortly (within the hour) that addresses this, and we will hopefully have it fixed on the Stream version very soon.
Beat Dec 7 @ 1:52am 
Outriders and engineers that are on a mount are no longer shooting
Khazukan Kazakit-ha! Dec 6 @ 5:28pm 
crossbowmen of the empire do not shoot at all anymore!
FailedImperfection Dec 6 @ 1:22pm 
hi authors nice mod! im here to report another bug with kairos fateweaver where his spells you have chosen dont load when in battle and thus are unable to use them. i have tested that only some light spells and the lore of tzeentch work from my testing. hope this can get fixed
819468242 Dec 6 @ 1:12pm 
After 7.0 update Elspeth needs 2500 Nuln Gunnery School buildings to unlock LV4 Empire Gunnery School which is impossible. Tested with only Console Command Tool on to quickly obtain research resources.
Khazukan Kazakit-ha! Dec 6 @ 12:45pm 
would be redundant because of what exactly?
and floskan on discord meant the ame thing too right or what?
Here's a pack where i removed stuff that i could confirm to be fixed. Hopefully it works well until we can get an actual update out.
Wazuuf Dec 6 @ 12:27pm 
because the bug fix would be redundant @Khazukan
Khazukan Kazakit-ha! Dec 6 @ 12:20pm 
- Removed a handful of CA-fixed bug-fixes.
why did you do that?
Khazukan Kazakit-ha! Dec 6 @ 12:18pm 
@dive or trash
so shouldn't we be using this mod then?
that's a big issue i think!
Khazukan Kazakit-ha! Dec 6 @ 12:17pm 
@Dragon32
whoops, sorry!:KneelingBow:
RedMagueule Dec 6 @ 9:35am 
You were fast with the update, thank you again for your hard work to deliver this essential mod.
WitcherHammer Dec 6 @ 8:51am 
PRAISE BE THIS MOD
Ligma Bababooey Dec 6 @ 8:14am 
is it save game compatible ?
Dux  [author] Dec 6 @ 8:03am 
@dive or trash:
Thanks for the report. This is an animation-based issue that is only affecting Outriders currently. We are aware of it and have a fix that will be rolling out soon.
dive or trash Dec 6 @ 7:26am 
After using this mod, some long-range units are unable to shoot, such as the Imperial gunpowder cavalry
Stephince Dec 6 @ 6:58am 
Many thanks for your hard and speedy work. An essential mod.
Dragon32 Dec 6 @ 2:45am 
@Khazukan Kazakit-ha!
Check the top right of a Steam Workshop mod's page to see the date and time it was last updated.