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Developer Diary: Looking forward to Update 1.1 and Beyond
For those of you looking for details about the combined WARHAMMER map (Immortal Empires), the Blood Pack, or any other DLC youre waiting to see added to the game, Ill note in advance that we WONT be covering those subjects in any great depth or detail today. We know these are important topics to many of you who have been asking about them; unfortunately, the timelines of these projects are currently in flux as we reprioritize our work to establish a strong foundation for the game upon which we can build. The game needs to be in a solid place before we consider adding new content and features to the mix, so were in the process of reviewing the release timing of both Immortal Empires and the Blood Pack. When we know more, well take the time to spotlight the cool new content we have planned at that time. Until then, rest assured that well share what we know as soon as we have a more concrete timeline in place!
Here we go! Update 1.1 is the first of our large updates to the game. Currently slated for early next month, the build will introduce a swatch of changes across a variety of areas: design improvements, gameplay fixes, and fundamental changes prioritized and based on the feedback weve seen since launch. Here are some of those changes:
The Realm of Chaos has been one of the most prevalent discussion points amongst the community, and were using this update to implement several bug fixes and gameplay tweaks that change how it fits into the mechanics of the game. This includes several key changes:
A prevalent issue reported by the community: a fix to address the bug where the upkeep cost of the Supply Lines mechanic would fail to update after disbanding your armies will be included in Update 1.1.
Another noteworthy topic is how infantry units turn and respond on the battlefield. While changes have been made that should improve the rate of responsiveness to (roughly) match that in Total War: WARHAMMER II, we still have work to continue improving the AI behavior in combat. Well have more news about this in future updates that well share with you later!
As mentioned previously, the team will be making various tweaks to the different factions based on your feedback and the win rates of the different factions. There is a fine balance to walk between how strong a faction is perceived vs. how they perform on the battlefield, but we hope to learn from both as we buff or reduce a faction or specific unit(s). For perspective, heres a look at the win rates in ranked matchmaking and the multiplayer Domination mode:
Here are some quick notes from the balance team as to how theyve chosen the initial balance tweaks of the different factions in 1.1:
With every build, we will be looking to fix, test, and package as many bug fixes into the build as possibleagain, working towards that strong baseline for Total War: WARHAMMER III. Update 1.1 certainly gives us the opportunity to tackle some of the key issues youve helped us identify; if all goes according to plan (i.e. everything passes testing and is confirmed to not have any side effects) heres a taste of some of the key fixes coming your way:
While the Assembly Kit is still in the works as we prioritize our fixes to the core game, we are excited to share that well be aiming to release the mod manager and enable Workshop support alongside Update 1.1. We plan to continue expanding the toolset and options at your disposal in the months and years to come, but we hope this will kick-start the modding efforts of the community as we continue to work on official updates to the game.
What comes after Update 1.1? Well, this is only the beginning As weve mentioned throughout our posts, the goal at this very moment is to iron out the technical wrinkles, improve the stability and performance of the game, and adjust the balance and gameplay based on ongoing commentary from the community. This is all with the very specific goal of establishing a strong baseline for Total War: WARHAMMER III: one that supports the ongoing growth of the game with new content, new factions, and new modes for you all to explore. Like WARHAMMER II, our plan is to eventually pair large content drops with regular game updates: bug fixes, balance changes, and the sort. However, we are also looking to raise our game above WARHAMMER II by introducing major patch updates between our key DLC releases: allowing us to address bugs, balance concerns, and other adjustments on a quicker cadence than previous games. All of this is aimed at establishing a more reliable cadence of releases once weve established a strong foundation for the game and its future.
We know that many of you are eager for a long-term roadmap of whats coming down the line, which very much includes many devs here at Creative Assembly who are excited to share our plans. We read you all loud and clear. Were in the process of pulling together a look at the year ahead that we hope to share you after the release of Update 1.1. Things are in flux at the moment as we rebalance the work on WARHAMMER III with future projects; so, once things settle and cement a bit, well be sharing more about the year ahead and a general what and when things will be coming to the game. Well let you know when we have that ready to go!
*Whew* Thanks for making it through this wall of information! We hope these posts are helpful for those of you looking to understand what were working on and working towards with the game. Well keep the information flowing and will continue adjusting how and when we communicate based on your reactions, feedback, and expectations! And again: thank you all for your ongoing support and passion to see WARHAMMER III reach its FULL potential! Theres certainly room to grow, but were confident well get there: with your feedback serving as guidance, and with all we have planned to expand and grow the Total War: WARHAMMER universe. Thanks to all of you who continue to be a part of the conversation, offer feedback with the quality of the game at heart, and help others who are having trouble playing the game. You are the core of this community, and we will continue to be your biggest fans as we work to improve your game!
[ 2022-03-18 12:00:37 CET ] [ Original post ]
Good day, commanders! We wanted to side-step for a moment and talk a little bit about our first major gameplay update coming early next month: Update 1.1. This is the first release to include a variety of fixes, gameplay balance changes, and adjustments to mechanics that have been at the heart of discussion in the public space. So today, were going to highlight some of these topics, provide some insight into our short-term plans over here at Creative Assembly, and look ahead to our long-term roadmap following the update.
A Foreword
For those of you looking for details about the combined WARHAMMER map (Immortal Empires), the Blood Pack, or any other DLC youre waiting to see added to the game, Ill note in advance that we WONT be covering those subjects in any great depth or detail today. We know these are important topics to many of you who have been asking about them; unfortunately, the timelines of these projects are currently in flux as we reprioritize our work to establish a strong foundation for the game upon which we can build. The game needs to be in a solid place before we consider adding new content and features to the mix, so were in the process of reviewing the release timing of both Immortal Empires and the Blood Pack. When we know more, well take the time to spotlight the cool new content we have planned at that time. Until then, rest assured that well share what we know as soon as we have a more concrete timeline in place!
Patch 1.1 Preview
Here we go! Update 1.1 is the first of our large updates to the game. Currently slated for early next month, the build will introduce a swatch of changes across a variety of areas: design improvements, gameplay fixes, and fundamental changes prioritized and based on the feedback weve seen since launch. Here are some of those changes:
REALM OF CHAOS
The Realm of Chaos has been one of the most prevalent discussion points amongst the community, and were using this update to implement several bug fixes and gameplay tweaks that change how it fits into the mechanics of the game. This includes several key changes:
- The strength of the negative Realm traits has been reduced by roughly ~50%.
- Daemon Legendary Lords will no longer be burdened by the negative traits of their respective patron god.
- Traits gained in the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm.
- When a player intercepts an AI Lord at the Forge of Souls, their souls will now be lostforcing them to restart their collection. This should make it easier to disrupt the Souls race.
- The Protection building chain can now be used to prevent rifts from spawning in the province in which they're built.
- The rewards for gaining Souls have been improved by providing additional bonuses for a limited period of time.
SUPPLY LINES
A prevalent issue reported by the community: a fix to address the bug where the upkeep cost of the Supply Lines mechanic would fail to update after disbanding your armies will be included in Update 1.1.
INFANTRY RESPONSIVENESS
Another noteworthy topic is how infantry units turn and respond on the battlefield. While changes have been made that should improve the rate of responsiveness to (roughly) match that in Total War: WARHAMMER II, we still have work to continue improving the AI behavior in combat. Well have more news about this in future updates that well share with you later!
FACTION BALANCE
As mentioned previously, the team will be making various tweaks to the different factions based on your feedback and the win rates of the different factions. There is a fine balance to walk between how strong a faction is perceived vs. how they perform on the battlefield, but we hope to learn from both as we buff or reduce a faction or specific unit(s). For perspective, heres a look at the win rates in ranked matchmaking and the multiplayer Domination mode:
Here are some quick notes from the balance team as to how theyve chosen the initial balance tweaks of the different factions in 1.1:
- The Ogre Kingdoms, in general, are overperforming heavily in both ranked matchmaking and tournaments. We are making some significant adjustments to the units based on community feedback and our metrics.
- Grand Cathay is currently (by far) the biggest underperformer in ranked matchmaking and in Domination tournaments. We think that Cathay is best when their army is largesuch as in land battleswhich is why we are increasing the size of all starting armies in Domination. Well be monitoring these changes to see how the meta progresses in the months ahead.
- While Kislev is slightly underperforming in ranked matchmaking (according to our metrics), they seem to be performing adequately in the tournament environment. There are a few units that particularly stand out, and so we are looking to make smaller tweaks while observing the effects of other changes and bug fixes.
- Nurgle has been doing well in ranked matchmaking, however we know they don't do well in the tournament environment. We are also concerned that the slowness of most Nurgle units make them vulnerable to larger armies with ranged firepower, which can result in heavy losses before the Nurgle units are able to engage in melee combat.
- In Update 1.1, we are fixing several issues with charges, bracing, and impact damage. We feel its too risky to touch the Slaanesh units without having a good understanding of what effect these will have, so well keep an eye on things and make adjustments in the future based on feedback.
- We are currently happy with the state of Khorne and will continue monitoring how they perform in relation to the other balance changes made this month. Our systemic changes should not be shifting the faction much in either direction, but we will watch closely!
BUG FIXES
With every build, we will be looking to fix, test, and package as many bug fixes into the build as possibleagain, working towards that strong baseline for Total War: WARHAMMER III. Update 1.1 certainly gives us the opportunity to tackle some of the key issues youve helped us identify; if all goes according to plan (i.e. everything passes testing and is confirmed to not have any side effects) heres a taste of some of the key fixes coming your way:
- ALT+Tab Crash Fix: Were aiming to have a Steam Beta in your hands next week, and will let you know as soon as it is available. Depending on its success, well bundle and share this with the rest of the community in Update 1.1.
- Gift of Slaanesh: A conflict between the Everlasing Gift tech and Gift of Slaanesh upgrade will be resolved in the update.
- Prologue Sticks after the Battle of Fort Devingard: Not after 1.1, it won't!
- Soft Lock when ending your turn after losing Yuri: Not anymore; also fixed in 1.1.
- Crash fixes: Several crash fixes have been implemented based on your reports both here and with our Support Team. This will be an ongoing effort as we work to get everyone in and playing the game!
- Shadow Shroud: Belakors ability Shadow Shroud is now associated with his unique trait.
- Corrupted By: Factions will now be able to remove negative corrupted by traits when in a region dominated by their favored corruption.
- Achievement Issues: Whether unlocking achievements the wrong way, not unlocking achievements at all, or unlocking duplicate achievements, were implementing fixes for many of the achievements available in the game.
- ...and more!
But waittheres more!
While the Assembly Kit is still in the works as we prioritize our fixes to the core game, we are excited to share that well be aiming to release the mod manager and enable Workshop support alongside Update 1.1. We plan to continue expanding the toolset and options at your disposal in the months and years to come, but we hope this will kick-start the modding efforts of the community as we continue to work on official updates to the game.
Beyond 1.1
What comes after Update 1.1? Well, this is only the beginning As weve mentioned throughout our posts, the goal at this very moment is to iron out the technical wrinkles, improve the stability and performance of the game, and adjust the balance and gameplay based on ongoing commentary from the community. This is all with the very specific goal of establishing a strong baseline for Total War: WARHAMMER III: one that supports the ongoing growth of the game with new content, new factions, and new modes for you all to explore. Like WARHAMMER II, our plan is to eventually pair large content drops with regular game updates: bug fixes, balance changes, and the sort. However, we are also looking to raise our game above WARHAMMER II by introducing major patch updates between our key DLC releases: allowing us to address bugs, balance concerns, and other adjustments on a quicker cadence than previous games. All of this is aimed at establishing a more reliable cadence of releases once weve established a strong foundation for the game and its future.
Looking Ahead to the WARHAMMER III Roadmap
We know that many of you are eager for a long-term roadmap of whats coming down the line, which very much includes many devs here at Creative Assembly who are excited to share our plans. We read you all loud and clear. Were in the process of pulling together a look at the year ahead that we hope to share you after the release of Update 1.1. Things are in flux at the moment as we rebalance the work on WARHAMMER III with future projects; so, once things settle and cement a bit, well be sharing more about the year ahead and a general what and when things will be coming to the game. Well let you know when we have that ready to go!
Closing Out
*Whew* Thanks for making it through this wall of information! We hope these posts are helpful for those of you looking to understand what were working on and working towards with the game. Well keep the information flowing and will continue adjusting how and when we communicate based on your reactions, feedback, and expectations! And again: thank you all for your ongoing support and passion to see WARHAMMER III reach its FULL potential! Theres certainly room to grow, but were confident well get there: with your feedback serving as guidance, and with all we have planned to expand and grow the Total War: WARHAMMER universe. Thanks to all of you who continue to be a part of the conversation, offer feedback with the quality of the game at heart, and help others who are having trouble playing the game. You are the core of this community, and we will continue to be your biggest fans as we work to improve your game!
[ 2022-03-18 12:00:37 CET ] [ Original post ]
Total War: WARHAMMER III
CREATIVE ASSEMBLY
Developer
SEGA
Publisher
2022-02-16
Release
GameBillet:
21.10 €
Game News Posts:
164
🎹🖱️Keyboard + Mouse
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(78063 reviews)
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Buy now to get the Ogre Kingdoms Race Pack for free! Enjoy two new Legendary Lords, new Lords and Heroes, and 20+ units!
The last roar of a dying god ruptures the boundary between worlds, opening a portal to the Realm of Chaos. From this maelstrom, the four Ruinous Powers – Khorne, Nurgle, Tzeentch and Slaanesh – emerge, spreading darkness and despair.
The stern warriors of Kislev and the vast empire of Grand Cathay stand at the threshold, as a vengeful Daemon Prince vows to destroy those who corrupted him. The coming conflict will engulf all. Will you conquer your daemons? Or command them?
With seven unique races and hundreds of units under your command, raise an army and dominate in epic real-time battles across a world of breathtaking scale and spectacle.
In the most ambitious and groundbreaking Total War title to date, dive into a captivating narrative that will take you to the mind-bending Realm of Chaos and back again. Forge your empire in a strategy sandbox that ensures no two campaigns are ever the same.
Play as 10 Legendary Lords! Will you side with the Chaos Gods and take one of their Daemonic Champions, play as an ancient transforming Dragon from Grand Cathay, defend the frozen nation of Kislev with the Ice Queen or play the ultimate villain as the Daemon Prince?
Customise the Daemon Prince to your own unique design with a huge suite of body parts and powers, creating billions of potential combinations to suit your own playstyle.
Multiplayer is now bigger than ever. With the vast 8-player Realm of Chaos multiplayer campaign, the intense 1 v 1 Domination mode, the story-driven multiplayer campaigns built around Kislev and Grand Cathay and ranked & custom battles, there’s no shortage of ways to cause chaos with friends.
RECOMMENDED SETUP
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- Memory: 8 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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