What hasn’t changed is the frequency of the new minor settlement battles, exacerbated by AI that vastly prefers turtling over meeting you in an open field. The hilariously overconfident autoresolve has taken another balance pass and seems much more sensible now. Part of me wonders if some AI complexity wasn’t sacrificed to achieve this sorcery, but it’s hard to get too conspiratorial during such negligible downtime. The words ‘End Turn Times’ spur similarly strong reactions in Total Warhammer players as the words ‘End Times’ do for Warhammer Fantasy players, so allow me to soothe your fractured nerves: they’re fine. There’s a breadth of technical and balance issues still to solve, but the Immortal Empires beta is substantially more stable, playable, and enjoyable than I dared to hope it would be for at least another six months. For now, we have one very big map stuffed with each faction and lord from three massive strategy games, creaking and occasionally buckling under the weight of its own promise. Creative Assembly have already dug deep into dusty stacks of White Dwarf to flesh out footnotes into full factions, and as the list of obvious additions dwindle, things can only get wilder and more creative. Fish for the fish throne.Įvil penguins or not, all things seem possible with Immortal Empires, the combined landmass of the Total War: Warhammer trilogy into a single sandbox map, vast and varied in its climates, landmarks, and inhabitants. Noot for the noot god, the blasted crags seem to whisper. No ping-gors show themselves as I trawl the southern wastes as stealthy chameleon-skink Oxyotl, but I find myself thinking about them all the same. The theory is based on a world with similar geography to our own, and the tendency of the ruinous powers to morph local fauna into mockeries of their previous forms. There’s a long-standing theory among the Warhammer community that the chaos wastes at the globe’s south pole house a peculiar breed of beastmen in the form of evil, monstrous penguins.
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