The following information is posted by CA themselves on TWC and in the youtube comment section.
Reminder; Everything is subject to change (as usual). Nothing is finalized.
What details do we know about Total War: Warhammer?LATEST:Clarifications on the The Battle of Black Fire Pass Developer Walkthrough
It's a placeholder track that we borrowed from Viking: Battle for Asgard, if you've ever played that, but hopefully you'll like the final music just as much.
As we mentioned, the action is scripted to show off the battle action. Wait till we get to live streaming gameplay, you'll get a better idea of balance/mechanics then.
**For those who remain skeptical on the soundtrack bit, Richard Beddow was the lead composer for Viking: Battle for Asgard.CA Q/A on the Steam community. Questions answered by Joey CA.
Q) Diplomacy between certain races in warhammer barely happens. Will alliances between certain factions be prohibited because of this?
A) Total War is fundamentally a sandbox game – and this is sacrosanct to us. Accordingly, we’re loathe to place too many restrictions on the player’s ability to affect the world and forge agreements and alliances in whatever manner they choose. Having said that, there are some hard barriers (there are some alliances that you’d rightly think are just impossible, for example). We’re also heavily weighting diplomatic options and attitudes between races to reflect the IP (eg Dwarfs and Greenskins will hate each other) but, in a sandbox environment, if Dwarf players desperately want to reach a non-aggression pact with Orcs it shouldn’t necessarily be impossible – just very, very hard.
Q) will special events occur so the story will correspond with tabletop events and heroes there ?
A) Fundamentally this is still a sandbox game. The player’s story will unravel as they play through the campaign in their own way as is usual with a TW game. However, TW:WH will draw from the rich Warhammer lore and introduce more narrative and storyline than previous games in a few ways. One such example is with the new feature we call ‘quest battles’. Basically, Legendary characters (Karl Franz, Grimgor Ironhide etc) will be able to unlock quests to gain their special unique magic items and mounts through their skills trees. Unlocking these quests will involve a narrative-driven series of missions that draw heavily from the lore and that culminate in a cool set-piece bespoke battle. Of course, players don’t have to undertake and complete these quests in order to win the game. In this way, the cool stories and histories of these characters can be told without breaking the sandbox nature of a TW game.
Q) will there be special movement ways such as army teleport on the world map depending on hero ?
A) Certain armies will have unique ways to move across the map to reflect their character and race.
Q) Can you force a religion onto different factions or your own cities, like in sid meirs civ 5?
Q) I’m a huge fan of the Total War series and I really want to know how the different factions will work on the campaign map -- will all of the races be run in the same way?
A) Each race will give you a unique campaign experience. We’ll be talking about all of them as we get closer to release.
Q) Naval combat?
A) Naval will be map based- the focus of the game is massive epic battles and fantastical terrain.
Q) Will standalone expansions integrate with the first game similarly as FotS did with Shogun2?
A) Expansions will integrate with the main game to create the biggest Total War experience ever
Q) Story based campaign (possibly in cooperation with Black Library authors) or will the game feature a more traditional TW sandbox campaign?
A) It’s a sandbox campaign interwoven with story elements and quests which will in turn develop your army and Lords and Heroes.
Q) Will there be an attachment option ? Meaning will players be able to recruit champions and attach them to a unit squad apart from generals for example an option added to unit like the way you can upgrade weapons and armor in rome 2 ?
A) No, afraid not.
“There’s a lot of work we’ve done on the animations, to make the combat seem more dynamic and responsive.” says Roxburgh. “The sheer amount of animations is huge—even down to the amount of different skeletons, 30 types as opposed to 5 or 6 in previous total war games.”
Here heroes and Lords appear as traditional Total War agents, with campaign-level powers—but attach them to an army, and they’ll appear in battle. Be careful though, while named heroes like Karl Franz only ever get injured in battle, your newly levelled-up Wizard Lord can just die.
Some traditional Total War elements—city-building, diplomacy, unit-building—will work the normal way, for the Empire at least. Other campaign elements are unique to Warhammer and unique to each faction. For example, the Greenskins will have their own system of Waaagh, which pushes them on faster when they’re fighting but penalises them heavily for peace.
spellcasting units can unleash extremely powerful area-of-effect attacks and other spells that can turn the tide of battle completely, like a Celestial Wizard invoking the Comet of Casandora to engulf entire armies or an Orc Shaman casting Foot of Gork smashing everything in its path. Even traditional roles like cavalry are highly differentiated, from demigryph knights to spider riders.
Further information from the recent articles summarized by hep here On Naval Battles
Watching everything unfold as a manually operated (player controlled aiming and firing) Goblin Doom Diver catapult launches an unfortunate goblin into a stack of unwary footmen is fairly awe inspiring as Total War scenarios go.
No Family Tree and Why
- Just a bit of insight on the naval questions. Naval will be map based- the focus of the game is massive epic battles and fantastical terrain.
- Total War: WARHAMMER won’t have a family tree as it would not fit the lore or the game: your Lords do not age as such, therefore they won’t be succeeded by their offspring.
However each characters your control in Total War: WARHAMMER has an extensive RPG-like progression system
. In the case of playable Lords, you will have a narrative branching quest chains
, unique items, weapons, armour and plenty for customisation
As we mentioned before, new and existing features of Total War games cycle in and out of games’ design as they are needed and appropriate for the period and context depicted.
Sandbox & narrative
-As with previous Total War titles, Total War: WARHAMMER will be primarily single player-focused, you can expect the same level of multiplayer features that ATTILA featured.
Translated (Original: German)
"We're using the fantastisc characters as a template to work more story into the game. Nonetheless, the totalwar's sandbox-gamemechanics are sacred to us; the player tells his own story through his actions in a living world. The rich Warhammer-lore helps us to breath life into this world - more so than its otherwise possible with a historic scenario."
- In Total War: WARHAMMER you’ll have four races
to choose from, Greenskins, The Empire, Dwarfs and Vampire Counts. Each race has a legendary lord character , who is the leader of a faction within your chosen race.
Source: Youtube - Each legendary character has a quest arc, unique abilities, armour, weapons and in some cases, access to mounts. Each race will play very differently from each other; to master them all will require massive variation in campaign and battle strategy. Greenskins aren’t going to behave the same way as the Empire for example, and will have access to different playstyles and features.
- The races in Warhammer are massively different in variation and content compared to factions we’ve depicted in our games before
. Given the huge variety in creatures, characters and machines in the Warhammer world, we’ve decided to go deep rather than wide.
Source: Youtube - We’ll be putting as much unit and content variation as we can into the main game to best represent the incredibly detailed races we’ve chosen first. The game will provide just as many hundreds of hours of gameplay as any other Total War game. Probably more as the sides you choose won’t be as similar to each other, so you’ll experience far greater variation in campaigns than before.
End Times or not?
- To compare, ATTILA has 6 model skeletons
underlying all the units used in the game (human, horse, elephant, dog,etc). In Total War: WARHAMMER, there’s 24 in the first game alone
, each representing a different creature or machine type.
- It's not set during the End Times, Total War: Warhammer will take place before.
Source: Youtube - Total War: Warhammer has been in development for a number of years already.
Source: Youtube - We’re planning full game follow-ups, DLC content packs and Free-LC to follow the main release.
These will include new playable Lords, units, races and more. We’ll talk about these in time, but for now, our focus is on crafting a deep, rich and content-heavy main game.
On Blood & Gore
- Future instalments of the trilogy will expand the world-map
, bringing unique new terrain and introducing new playable Lords and their races. We’re planning these to be massive standalone follow-ups to the main game (like ATTILA to ROME II). You’ll be able to get just these and play them on their own if you like or, if you have the main game too, you’ll eventually be able to play across an expanded campaign map that includes all available areas of the Old World.
- As with previous Total War titles, the age rating of the game is planned to be 16+ PEGI or Teen rated. We’ve no interest in making a mature-only title and excluding fans who don’t make it into that age category.
We haven’t announced a Blood Pack-style DLC, but if we do, we will let you know via the forums and Facebook.
On Beta/Early Access
-As this isn’t just a CA game, regretfully there are no plans to support modding for Total War: Warhammer. An Assembly Kit is will be available very shortly for Total War: ATTILA however, and we will continue to support modding for that title and plan to for future historical Total Wars.
Historical Total War games
-We’ve no plans to make an open beta available before launch.
- Total War was built on a tradition of historical eras, and we’ll continue to do exactly that. Total War: Warhammer is being developed in parallel with our historical titles by a dedicated team.
We have no plans to abandon ATTILA. I'm sorry I can't say much, but Total War: ATTILA is far from done.
My overall thoughts;
I think the 4 races on release is in fact a good thing. Unlike most factions in previous Total War games, the races are drastically different. I'd rather want them to fully develop all 4 playable races instead of releasing 12 unfinished playable races at once. This reminds me a lot of Dawn of War's approach, which also started with 4 fully developed races on launch.
This is pretty much a full quality > quantity approach.
I am also very hyped about the possiblility of asymmetrical warfare. It's no longer going to be cavalry focussed factions or spear focussed factions. This is going to very interesting to see how the difference between races will be translated in game play elements such as battle tactics and faction management.
Modding wise I am dissapointed, but I imagine there's a lot of influence from Games Workshop here which led to the decision. If it was solely up to CA, I am sure modding support would've gotten the same attention as the modding tools for the historical TW games.
It is important to remember that without modding support, there's a large chance the game can still be modded. We'll just have to mod without any official tools.
So, what are your thoughts?