There has been a good deal of feedback about both the tech and skill trees, so we’re focusing on improving the impact and power of the technology trees first. We’re aiming to improve their behavior to ensure that they properly engage with enemies and make their presence truly felt. Many players have noted issues when their large/hero units engage with other heroes on the battlefield. IMPROVEMENTS TO SINGLE-ENTITY UNITS DUELING WITH OTHER SINGLE-ENTITY UNITS This includes ensuring that units don’t go to sleep when they should be contributing to a very ongoing battle. This will be a long-term project, but we hope to make further improvements to the reactivity of units when they are issued orders and engaging with enemy units. The difficulty scaling of auto-resolve has been reduced on the harder difficulty settings and will now be determined by the Battle difficulty setting rather than the Campaign difficulty setting. These are aimed at improving the game experience based on feedback collected in these first few months of play: AUTO-RESOLVE IMPROVEMENTS In addition to bug fixes, there are also several gameplay changes in the works that will change the way the game is played. We’ve made some adjustments and will be watching for feedback following the update. The visual glow of snow is far too intense when running the game using certain settings. We hope to implement the first fixes for this issue in the release. AI FACTIONS WITH AN ANTI-PLAYER BIASĪs has been reported widely, the AI will often focus on the player despite having more dangerous foes to deal with. In certain circumstances, the player can get trapped in the Slaanesh realm: something we’re working to fix. FIX FOR ISSUES THAT RESULT IN PLAYERS GETTING STUCK IN THE SLAANESH REALM This causes a diplomacy imbalance in the game that affects both the AI and player, and is something we’re working to resolve. DAEMON FACTIONS AUTOMATICALLY DECLARE WAR ON SLAANESH VASSALS RANGED UNITS FAIL TO ENGAGE VALID ENEMY TARGETSĪnother issue noted is that ranged units will sometimes go idle despite having a clear shot on their enemies we’ll be sending all ranged units through boot camp to teach them how and when to engage. ISSUES WHEN FLYING UNITS ATTACK GROUND UNITSįlying units can encounter a few different issues when engaging with land-based units-the worst of which can result in them getting stuck and unresponsive for the remainder of the battle. With May rapidly approaching, we are working hard on several key issues that we’re looking to include with this release: AI FACTIONS REBUILD TOWERS TOO QUICKLYĪn important complaint about the settlement battles is the rate at which the computer players can build (and rebuild) their towers to defend against the player’s army. builds which update the first version number of the game) as we work to make the game better and better. This will be a common theme with the regular releases following a major milestone (i.e. As we’re still in the early months since the game’s launch, May’s release will continue the focus on implementing fixes for community-reported issues while improving areas of the game where both the players and dev team would like to see tweaks. Later next month, we will be delivering UPDATE 1.2. These releases not only aim to include key fixes based on the priorities of our players, but also introduce new features and tools to continue expanding your battlefield arsenal over time. Thank you!īut for now, let’s take a look at Total War: WARHAMMER III in 2022-starting with what’s on the way next month!įollowing our massive 1.1 update, we have a steady cadence of releases planned to deliver continuous change to the game. We appreciate all of you who supported us over the past six years-since the first Total War: WARHAMMER released-and to everyone just now joining us as we create our most expansive game to date. The roadmap outlines the brand-new content and updates coming your way over the course of the year: including new DLC packs, Old World Updates, and more releasing alongside a steady cadence of bug fixes and patches to the game.Īs with any timeline, projects may shift in scope or timing so, to keep you in-the-know, we will be working to deliver a regular development update at least once every quarter: a STATE OF THE GAME post that will let us revisit what we’re working on, update you with any changes to the content or schedule, and look further forward to future releases.Īnd a final note: the launch of Total War: WARHAMMER III is only the beginning of the journey you can expect to see this latest instalment evolve, improve, and continue to grow in both scale and content in the years to come. Today we’re excited to provide a window into what lies ahead for WARHAMMER III and the rest of 2022.
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