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Wood elves mortal empires campaign victory conditions
Wood elves mortal empires campaign victory conditions









wood elves mortal empires campaign victory conditions

Roxburgh: We've always wanted to be able to release content beyond release that enriches and refines the world and fine-tunes the world that was available at release.

WOOD ELVES MORTAL EMPIRES CAMPAIGN VICTORY CONDITIONS SERIES

This is part of a series of free updates that will stretch to the next game? We get external feedback as well before release and we also feedback post-release and continually evolve and tweak as we release new DLC and new patches and stuff. We have internal systems here for testing and balancing. We have built new systems right from the beginning of this entire trilogy and dedicated more time on the project from the beginning to get this balance right.Īs you can imagine the nature of the asymmetry of the design of each of these races makes that even more complicated. Roxburgh: Yes, obviously we have to be concerned about that right from the beginning of the project, and to be honest we've been that way with Warhammer 1 and Warhammer 2 and it's no different with this. With all those factions on one map, are you concerned about balancing between factions? We don't want people to sit on one small landmass and be able to win the game that way. As Jim said there it's designed to encourage you to go out into the world and mingle with all those new races because that really is what this is about. There may be objectives to capture a certain amount of settlements from each area of the map so that you can fine tune and just take out a capital of the enemy race to fulfill the victory condition, rather than just have 50 regions by the end of it or something. There's a whole range of things, and as I say they're all tailored to each of the races. The Chaos invasion that you saw in the first game, we've tweaked the gameplay for that, so that's present as well. Whitson: There are 'capture certain number of territories', there are more exotic ones. What sort of objectives will they have other than 'go to this part of the world', will you be fighting to capture a certain number of territories, anything more exotic? It's really about encouraging the player to experience the scale of the content that's available there. Playing as Empire you'll have a victory condition that takes you to Lustria, another one that will take you to Ulthuan and so on. Ian's mentioned the sheer wealth of content that we've got now with the content from both of the games and the DLCs and 'freeLCs', so one of those victory conditions for each of the races, instead of turtling in your starting position and really maxing out there and not really going out and experiencing the rest of this vast world one of the victory conditions actually forces you to go out into that world. Instead the races have got a wide variety of victory conditions that they're trying to meet, and they are tailored to suit the flavour of each of those races.

wood elves mortal empires campaign victory conditions

Jim Whitson: We don't have the vortex that we saw in Total War: Warhammer 2. How will objectives change in the new campaign? If we threw too many new things in the end turn times would just become too long, so we're balancing up all these things and creating the perfect mix, in our eyes, of the gameplay and the design and all the content in there. We've played around with it and adjusted it to maximise the design of the gameplay. If Lustria was exactly the same as it was in the vortex then you'd still spend potentially hundreds of turns just fighting in that one area of the map. We wanted to make sure that the new areas of map that we're adding into this whole world, such as the new world stuff-Lustria, the Southlands-has got that same intensity of gameplay and is designed to help you to mingle with races in other parts of the map as well. Think of the area that covers the old world, that's already very densely populated with lots and lots of content and DLC as well from the last year or so. For gameplay reasons that's desirable for us. We've designed the new map to be optimal in terms of gameplay with such a massive vast area, so some areas will be slightly smaller than their equivalent on the vortex map. There are way more regions and places to conquer than any of the maps we've done previously, but we've played around a bit with the landmasses to make the gameplay better and more refined, because this campaign really is more about these races from different parts of the world mingling and fighting against each other, so that you'd have the high elves fighting against the empire or the vampire counts or something. Roxburgh: It's both areas of landmass, but we've changed them slightly for design reasons primarily, and a for technical reasons as well.











Wood elves mortal empires campaign victory conditions