

It’s not easy to conquer someone across the ocean. GamesBeat: Whenever you have a big ocean to cross, that seems like a substantial barrier. Do I want to just colonize this place, or do I take a risk and delve for some treasure? Something good may happen – maybe you find some treasure, maybe you get some ritual currency, maybe it heals your army – or you might find something bad that damages you. They work congruously to the treasure hunting in the ruins on land. When you’re traveling across the sea, you may encounter these things on your way to make your invasion that will help you once you get over there. There are positive things for you to find. There are things like shipwrecks, treasure islands, things like that. You have encounters as well, which are really cool. You have the reefs as well to watch out form, maelstroms at sea, big whirlpools. Miller: They move around, and they can be of varying strengths, one to five. It looks like that can cause a lot of trouble. GamesBeat: At sea you have those big storms. Not only do we make Warhammer II new and exciting, but we fulfill that idea we had of the trilogy – creating, at the end of it, one gigantic game. Going back to play the Empire again, it’s a new campaign. You have all the improvements we’ve made across the UI. If you own both games and you’re playing on the combined map and you go back to play as the Empire, suddenly you have rogue armies and treasure hunting to contend with.

We want to improve the Warhammer one experience. The thing that’s important with those features is that we wanted to make sure-like I say, it’s a trilogy. We have lots of new features on the campaign map, like rogue armies and treasure hunting. We wanted to make sure the game remains tense and climactic right to the end. They’re still not a huge threat because it will take so long for them to take over your empire. We’re trying to deal with the problem Total War has had for a long time now, where you get quite late into the game and you own so much of the world that you’re an unstoppable force, even if someone else is of equal size to you. The fact that there’s still that race to the very end - you can lose a campaign at the end. You can try to stop the other factions from being able to do their rituals. You need to collect this ritual currency to perform rituals. One is trying to go for some new things, some new ideas, like the Vortex and the rituals and the way in which there’s a race in the campaign. Miller: There are two main strands we’ve gone for. GamesBeat: What were some things you tried to improve or expand on or just make bigger? But when they combine it’s obviously bigger than either. Miller: It’s roughly the same size, going from the Old World to the New World. Is it as big as the previous space, or bigger? GamesBeat: The area involved looked like a new set of continents. We can’t go too far, into a new engine or anything like that, because we want to ultimately fit all three of these games together. Once we have the core we want-it’s important to us that what we do with Warhammer II connects with the first game. That makes it a lot easier for us to then build on that and add in the new systems. Miller: Because it’s a trilogy of games, we built the foundation in the first one. GamesBeat: So the sequel has come pretty quickly. We jumped on that immediately after the first game, which was in May of 2016, I want to say.
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But there was a lot of time in the first two years spent working out what we wanted to do, how to best merge the Warhammer world with Total War, and then about two years of actual production. Also, the recommend specs are kind of weak.Sam Miller: We started the idea about four years before the first Warhammer came out. You didn't post your specs, but having 16gb of ram really helps this game, even though it says only 8gb. Turning off blood effects will get you more frames. Turning on AA through your graphics card instead of ingame *might* get you a few more frames. Most of these things don't make much of a difference to quality imo. You can do the usual stuff, lower shadows to medium, water effects to low, set AA to 1x or turn it off, use trilinear texure filtering instead of anisotropic, and turning off image sharpening. Originally posted by THE_RaBiD_CanuK:Well, to be honest, the game is already more optimized than it was on release, but it's still pretty demanding.
