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Total War Warhammer 3 5.1 Patch Notes and More

Discover the latest updates for Total War Warhammer 3 in the 5.1 patch notes. Learn about new features, fixes, and improvements. Find out which platforms you can play the game on and more exciting details.

by Sneha

Updated Jun 25, 2024

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Total War Warhammer 3 5.1 Patch Notes and More

Total War Warhammer 3 5.1 Patch Notes

Karanak, The Hound of Vengeance

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Following the announcement at Games Workshop's Skulls for the Skull Throne event, Karanak will be joining the fray in update 5.1 for Skarbrand, Archaon, Valkia, Kholek, Bel'akor and the Daemon Prince in the campaign.

The Hound of Vengeance: Explained

Karanak is the three-headed Flesh Hound that prowls Khorne’s grand throne room. He never sleeps, for like the Blood God’s unreasoning vengeance Karanak is ever watchful. Each of his heads tracks his quarry in a different fashion: The first head can follow the trail through physical space, tracking the victim over plains, forests, mountains, and all environments too bizarre to describe. The second can follow the scent through time, back into the past to the very creation of everything that is, or forward to the end of the universe. The third head tracks the quarry via its own thoughts, pursuing through dreamscapes and delusions. Of the three heads it is the last that is most dangerous, for the other two can be fooled by those with the wit to do so, but only the insane can run beyond the trace of their own mind.

In Warhammer 3, Karanak moves fast, hits hard and is very proficient at picking off unguarded soft targets, for example: artillery, missile units and spellcasters.

Abilities

Prey of the Blood God - Active Ability

With the odour of his victim thick in his nostrils, Karanak's prey draws closer, the blood scent stronger, until there is no escape…

This ability nets a Lord or Hero character to prevent their movement, whilst dealing a decent chunk of direct damage to them.

Karanak's Howl - Active Ability​

As leagues untold fall away beneath his clawed feet, Karanak’s bestial howls echo through the void, drawing other Flesh Hounds to his presence.

Karanak's Howl can summon a unit of Flesh Hounds to join the battlefield

Talon of the Skull Throne - Passive Ability

Karanak's kills are quicksilver perfection, the better to swiftly feed his hunger and his master's need for spilt blood.

When nearby enemy units are routing, Karanak's Melee Attack and Weapon Strength is boosted, turning him into an even fiercer pursuer

Endless Hunter - Passive Ability

Karanak tracks the blood scent across space and time, until the battlefield offers no hiding place from Khorne’s chosen hunter.

Karanak makes it extremely difficult (if not impossible) for units to take advantage of their Hide Forest, Stalk and Unspottable attribute, as he can reveal any unit within his radius

Items

Brass Collar of Bloody Vengeance - Passive Ability

Thicker and heavier than those of his pack, Karanak’s Collar of Khorne is enchanted with spite and abjuration, immunising the hound against callow sorcery.

This passive ability can prevent his prey from using active abilities and casting spells by silencing them

The Collar also removes the enemy's ability to perform Magical Attacks

Conquest Mode

Patch 5.1 introduces a new competitive battle mode that might be a little familiar, this is Conquest mode.

Conquest mode is essentially a Land Battle but with one key twist! Players are still primarily encouraged to annihilate the opponent's army, but there is also a capture point in the centre of the map which unlocks 1 minute after the game starts.

Conquest is different from the Land Battles that feature capture points in Rome II, as the player holding the capture point must hold it until they generate 500 victory tickets in order to win.

Also to be clear, Conquest mode will not be replacing Land Battles in campaign. It is mode that is designed primarily for multiplayer, so it will not be featured in campaigns.

We implemented this game mode to create a more competitive multiplayer friendly version of Land Battle. Classic Land Battle, as it stands, is plagued by several degenerate strategies, such as corner camping (where one player boxes up their army into a corner and cannot be flanked), so with the addition of a capture point that serves as an alternate win condition, we incentivise players to fight in the centre of the map; rendering some of the more egregious degenerate strategies ineffective.

As in Land battle, the Army Losses mechanic is also enabled for Conquest mode, so the battle will come to more of a natural conclusion if one force vastly overwhelms another.

On launch, Conquest mode will ship with 42 re-purposed Land Battle maps that have been picked by players from the competitive MP community as well as internally by our team.

These maps are:

Alpine Ridge*

Altdorf Outskirts

Ash Plains*

Black Ark*

Blasted Lands*

Blue Reach River*

Choking Pits*

Cliff of Beasts*

Crossroads*

Dok Karaz*

Eschen*

Forest of Shadows

Galbaraz*

Glacier Lake*

Gor Gazan*

Grey Mountain Stables

Heorot Ridge*

Horned Hills*

Isle of the Crimson Skull*

Knights' Run

Mortis Wastes*

Peak Pass*

Peasants Pasture*

Pillar Of Bone*

Plains of the Dead

Praag*

River Amaxon*

Schwartzhafen*

Shimmersward

Southern Chaos Wastes*

Sword of Torgald*

The Bitter Dunes*

The Dead Wood

The Flats of Kislev*

The Lost Crater*

The Reikland Estates

The Tourney Grounds

Toothgrass Hill

Tower of Hoeth*

Troll Run

Valley of Thieves

Wyvern Lake*

* These maps will be in the Quick Battle rotation at launch. We'd love to hear your feedback on which maps should be cycled in and out of the rotation moving forwards!

Special thanks to Eumaies, Gojira, Alfare, the competitive Land Battle community and everyone else who contributed to the Land Battle with Capture Point mod. It was your passion and dedication to making Land Battles more competitively viable that inspired us to support the mode in more of an official capacity. Whilst the mode is not a straight up 1:1 conversion of the mod, we hope that it serves to drastically improve the quality of matches found within Quick Battle matchmaking and can be used as a base to improve the experience in future updates.

One final note, we will be leaving classic Land Battle as a quick battle option for now in order to make the transition for players to Conquest mode a bit smoother, but our future intention is to remove Land Battle from the list of Quick Battle options once this transitionary period has concluded. This will make Conquest and Domination the only modes that are available for Quick Battle in the long term.

Please let us know what you think of Conquest mode and we hope to see you all on the battlefield.

Click here to check out the full patch notes on the Official Website.

Total War Warhammer Gameplay

In Total War: Warhammer, you can command armies and fight battles. Because it takes place in a fantastical setting with humans, vampires, orcs, and dwarfs, it differs from other Total War games. Karl Franz becomes Emperor at the beginning of the story, but his empire is split up, and foes like orcs, vampires, and chaos warriors cause havoc. As several groups, including humans, orcs, dwarfs, and undead, you can play as them.

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Every faction possesses unique soldiers and abilities. Orcs, for instance, have a Waaagh power that increases their fighting energy. There are mountains, deserts, seas, and snowy areas all around the massive game globe. You engage in group conversations, construct cities, and move armies. Agents are also available to help your forces in battle.

Warhammer has included new features like as flying dragons and powerful magic that can alter the course of battle. The unique magic of each group adds to the excitement of the game. In general, Total War: Warhammer is a fantasy game in which you command armies, construct cities and participate in major combat with magical creatures.

Available Platforms

These are the Available Platforms :

  • Windows
  • Linux
  • macOS
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