
We changed how it works quite fundamentally in WARHAMMER III, and we’re doing even more to improve it in Immortal Empires. Achieving parity across other details-such as the UI, character models, VFX, audio, and general game balance-will be a gradual process that continues over time.Lighting across battle maps is more advanced in WARHAMMER III, so it takes time to get all the older environments re-authored to meet the same current standards.

Here are a few examples of what’s still being done as we speak:

In short: Immortal Empires isn’t just a “port” of content from one game to another it’s a mountain of phenomenally change-sensitive, technical work. Even after the technical implementations are done, there are still bugs to find and fix, as well as a significant amount of playtesting to ensure that (as an example) one race isn’t ridiculously under- or over-powered or that each race’s unique features and mechanics are working as intended.
Empire total war campaigns code#
Now, taking big chunks of content, data, and code from one game and porting them into another is always a challenge-speaking from experience in this regard-and takes a significant amount of time and tailoring to get all the pieces to play nice with each other and work properly. In order to create the game mode, the development team had to collect and combine the content, features, mechanics, systems, and code from three different codebases into a single mega-campaign. To begin, we need to talk a little about how Immortal Empires is built…

These are all fair questions in the absence of the proper context, so we want to take a moment to explain why we made this choice and what you can expect from Immortal Empires when it actually arrives later this year. Will Immortal Empires be “finished” when it launches? Will it be implemented in smaller parts over time? How long do we have to wait until it’s *fully* playable? When we first mentioned this earlier this year, we noted some of the concerns being raised within the community about the decision: When Immortal Empires arrives this August, you’ll notice that it initially appears with a BETA tag until such time as we feel it no longer applies. Friends who only own WARHAMMER III will still be able to join the campaign, though their Legendary Lord choices will (naturally) be limited to the ones they own.Īs you can see, on top of the enormous collection of content, there are plenty of new features and improvements on the way, including a new lease on life for many of the older Legendary Lords! (We’ll be talking about each of these points in the weeks to come, so watch out for more deep dives into them in the future.) And as a bonus, only the host of an Immortal Empires multiplayer campaign needs to own all three games. Small amounts of natural reduction will also be available to uncorrupted factions. Players will have new tools for spreading (or reducing) corruption through more active usage of their armies. As such, we’ve simplified the victory requirements into more meaningful objectives while avoiding any arbitrary playstyle requirements. Most players don’t end up finishing campaigns, and we want to give them better reasons-and a greater level of satisfaction-for doing so. Think Greenskin invasions or resurgences of the undead, as a few examples… New dynamic end-game scenarios: randomised mid- to late-game challenges we’re introducing to challenge the late-game steamroll-where the player is so powerful that there’s little-to-no challenge left and less of a reason to complete the campaign.A new ‘ Sea Lanes’ feature, which allow you to move armies between distant lands and continents-from one side of the map to the other-without leapfrogging them all the way across the map.Improved personal faction mechanics for a selection of the older Legendary Lords (such as Volkmar the Grim).

