Total war warhammer 2 last battle. Who is who
The release date is the point in time after which the game is considered released, which usually means that it can already be downloaded and tested if you purchase a licensed copy. For example, release date total war: Warhammer 2 - September 28, 2017.
Recently, more and more developers allow you to buy the game in advance - to make a pre-order. In response to the support from potential buyers, who believe so much in the success of the project that they give money for it even before the release, the developers share various bonuses and exclusive materials. It can be a soundtrack, an artbook, or some mini-addons for the game.
Thus, a pre-order actually allows you to buy the game before its official release, but this does not mean that the announced release date loses its meaning, since you can fully play only after the release.
Why do you need to know release dates for games?
If only because it is more convenient to plan your time and finances. If you know, for example, when Total War: Warhammer 2 will be released, then it will be easier for you to navigate: set aside money to buy it in advance, plan things so that you can immerse yourself in the game as soon as it comes out.
A lot of gamers keep track of game release dates with special calendars and feature articles about the most important releases of the month or season. You can find both on our game portal site.
How do developers choose when to release?
They are guided by many factors at once. First, they need to know what their the target audience will be able to immediately join the gameplay, so games are less likely to be released during the holiday season, as well as in those months when work is usually all hands on deck, and students have a session.
Secondly, for a successful release, developers are trying to compare their plans with the announcements of potential competitors. For example, if we are talking about a shooter, then releasing it simultaneously with the new Battlefield or Call of Duty is not very reasonable.
Thirdly, the release date indicates the so-called deadline - the very line after which the game is already ready. This means that it must be completed within the stated time. Alas, this does not always work out, and therefore the release date of the game can be shifted one or even several times.
In addition to this, the release of Total War: Warhammer 2 on PC and consoles may differ - often developers try to release one version first, and only then move on to the next.
Forget old light, as you knew it before: we're heading west, where carnosaurs roam and toad-like mage-priests levitate on their palanquin thrones. Total War: Warhammer II is sent to a new continent.
Below you can read everything we know so far about the sequel to Total War: Warhammer
Total War: Warhammer II dateexit
Total War: Warhammer II will release on September 28, 2017. And that's not surprising when you consider that two separate teams are working on Warhammer at the studio: the new content team, and the "core" team responsible for the production of the Total War trilogy, in partnership with Games Workshop.
The game will be available in three versions: a standard game, a limited edition and a collector's edition called the Serpent God. The latter comes bundled with Warhammer-themed items such as a puzzle stone sphere and some carved teeth (!?).
Setting
The Creative Assembly emphasizes that the continents in Warhammer II are "mysterious", but they're not so mysterious that we don't know what they are at all.
If you've been following the countdown that preceded the game's announcement, you may have already caught a glimpse of Lustria, the jungle of the Lizardmen empire." These lands are notorious, not to mention that they are filled with lizards of all stripes, so it should be interesting to conduct reconnaissance there.
We also saw the islet of Ulthuan, geographically it represents strange looking ring, this lands partially sank during the Sundering - a great civil war that divided the native population of these territories into High Elves and Dark Elves. To the east of Ulthuan lies the Shifting Isles, a labyrinth of mists and magically shifting shoals. And under the volcanic mountains lives most of the dragons surviving in the world of Warhammer. At the center of this ring is the Isle of the Dead, where the great elven mage Caledor Dragontamer conjured a whirlwind that sucked magic from the world. More on this later.
Naggarotha, or "Land of Cold", where the Dark Elves settled. They live in the northeastern quarter of the continent, although their influence is felt throughout the icy lands. And finally, the Southlands is the part of the Total War: Warhammer II map that is the least described by the Games Workshop sheep. It is believed that these lands were once connected with Lustria, in this jungle there are many cities of Lizardmen, and there are also guard posts of Dwarves and High Elves. The most notable inhabitants of these lands are the Skaven, the Pestilens Clan, who drove their rivals from these lands in a brutal civil war, and whose ultimate dominance of the continent gave them a place in ruling council Thirteen. Finally, the jungle is teeming with Greenskins, and the savage orc tribes that live here are considered cruel even by ork standards.
Races
Considering the lands described above, the new playable factions for Warhammer II will not come as a surprise to you: High Elves, Dark Elves and Lizardmen will defend their lands and fight with their neighbors. For the story campaign, each race will get unique mechanics, and armies with a variety of troops, monsters, sorcerers, and siege weapons, plus class characters: Heroes, Lords, and Legendary Lords.
The fourth faction has not yet been named, but the fact that Skaven are present on one of the four new continents, according to the lore of the world, suggests appropriate assumptions.
High Elves
"High Elves are a rather insular race," says Game Director Ian Roxburgh. Long ago, the elves were the favorite (but not the first) creations of the Old Ones, the true gods of the Warhammer world, who built them, among other things, idyllic islands called Ulthuan. Thousands of years later, this has become one of the reasons why their descendants think they owe everything; they only care about themselves, however, since the high elves consider themselves the rightful rulers of the world, they still poke their noses into the affairs of others.
"They have elaborate spy networks," says Roxburgh. “They trade all over the world with other countries, just to keep abreast of what is happening around, and not because they need or want money - they have it in abundance. We modeled them on the board game, as we do with all other races, so they have their own set of features and mechanics that capture the spirit of the High Elves."
The desktop version of the High Elves is a disciplined, elite army. Think back to that cool scene at the beginning of the Lord of the Rings movie when the glittering ranks of the elves hold back the orcs, slicing them with icy efficiency, and you'll get an idea of them. They have one of the best elite units in the game, the Phoenix Guard (Phoenix Guard), their fighters get an eternal magical protector that makes them incredibly "resistant", without it they are just fragile elves; and the high elves have a longstanding alliance with dragons, so expect to see at least one of them in the game.
They also brilliantly master magic and it seems that from the very start of the game they will have the “big gun” at their disposal. Remember the Elven mage in the trailer? This isn't some run-of-the-mill mage until someone steals Lilith's Moon Staff of Lileath from his room, this is Teclis, one of the most powerful mages in Warhammer. It is expected that in new game he would become one of the legendary High Elf lords.
Dark Elves
The Dark Elves are the twisted cousins of the High Elves, separated from their brethren during a brutal civil war known as the Sundering. The flames of the corrupting forces of Chaos took root in Ulthuan, and then flared up (literally flared up) when a prince named Malekith was rejected and burned by the flames that he had to pass through to confirm that he was the new king of the elves. See what the elven confidence that everyone owes you brings to? The burns have ravaged his once beautiful body, and now he's sealed in armor, as you can see from the trailer, Malekith is the guy who leads the Dark Elves, hiding his burnt face behind a golden mask. We expect him as one of the legendary lords.
In any case, he rejected the verdict of the holy fire and went to war with those who defended their integrity. He lost, and was exiled from Ulthuan, and now sits resentful in the dark and harsh lands of Naggaroth, with his mother as crazy as he is, Morathi, ridiculed by all Warhammer fans for being the world's largest child. . He and his followers plague Ulthuan and dream of finding a way to return the throne to Malekith, because the kid wants his toy.
"We can't talk about them," says Roxburgh, "but they do have some unique mechanics." can be cute. For example, the Dark Elves have several traits unique to their race. Their currency is not coins, but slaves, and the emphasis is on naval battles thanks to their fame as notorious raiders and pirates. We will likely see their Black Arks, huge floating fortresses built on the backs of summoned sea monsters, used to kidnap slaves.
Tabletop Dark Elves have many troops that mimic their "Higher" cousins, but are more aggressive and have obnoxious tendencies: their knights ride velociraptors, their dragons are black, their elites are better at killing than defending. And they have a terrifying cult of rabid female killers who literally bathe in cauldrons of blood to stay forever young.
lizardmen
Remember how we said that the elves were not the first creations of the Ancients? They were Lizards. They are "the oldest of all races," says Roxburgh. They are the only faction that remembers and has faith in the Ancients, and the Creative Assembly "built the mechanics for them around this feature." He mentions the Geomantic Grid, which is a grid of Earth energy that spans the planet, with lizard temple cities as focal points. Slann Mage-Priests (that giant red frog on the floating platform, one of them) could connect to this network like the ancients and cast incredibly powerful spells. One such spell, cast by Lord Mazdamundi, caused the destruction of the Dwarven Empire. The Slann we saw in the trailer is Mazdamundi, but he usually drives a Stegadon (see below), so we're a bit puzzled.
Also, the Lizardmen are a damn cool dinosaur army. Their front line troops, Saurus warriors, are some of the meanest foot soldiers in the board game. Carnosaurus - the one that crushed the elves in the trailer (six-horned saddle tied to his back suggests that his rider is Saurus Oldblood Kroq-Gar, very likely one of the legendary lords) Stegadons are the size of a house, capable of carry huge war machines or baskets full of skinks (small lizards) firing poison darts. And with rare exceptions, the best mages of the Slann.
"The idea is to take what we did with Total War: Warhammer, which did really well, and make all the playable races very different, and with new mechanics," says Roxburgh. "We want them to be diverse so that you choose not what kind of race you want to play, but what style of wargame you want to play."
Skaven (not confirmed)
The Skaven are a vile race of gigantic humanoid rats, supposedly created hundreds of years ago when a mysterious alien (possibly the same one that appears in some of the pop-up events from the first game) summoned Chaos - raining tainted rain on the decaying city. Now, where this city used to be, stands the Skaven capital of Skavenblight, located in the swampy area east of Tilea on the current campaign map.
When creating Skaven, CAs can get headaches because most of their territory is underground. From Skavenblight, tunnels radiate out, invading Dwarfholds under the World's Edge Mountains, burrowing under the human empire, there are even tunnels under the ocean, That's why the annexation of Southland as a continent gives us confidence that Skaven will appear; this is practically the only adjacent territory over which the Skaven have any control. The rest of their empire is tunnels with the occasional city popping up from the ground like pimples on a teenager's oily skin.
Anyway, the Skaven are probably the same as the Dark Elves. They worship the god of Chaos: a disease deity called the Great Horned Rat. His children help him achieve his goal of bringing down civilization by creating and spreading terrible disasters that have devastated the cities of the world many times, and the Plague Clan (predominant in the Southern Lands) is most focused on this mission. The Skaven are divided into many clans whose habit of feuding is the only reason they haven't taken over the world yet: Clan Eshin, spies and assassins whose agents are equipped to kill enemy characters. Clan Skryre, cowardly engineers who invent magical weapons such as the warp-lightning cannon that are as dangerous as they are unreliable. And Clan Moulder, famous for their ingenuity with living beings, using the mutagenic properties of warpstone (warpstone), create Frankenstein-like monsters, such as Rat Ogre (Rat Ogres) and Hell Pit Abomination, which represent are giant chunks of flesh with fists attached to them.
All this should make the Skaven one of the most distinctive factions. Expect a lot of infighting if you decide to try and unite the clans, a varied and fun faction roster, and some truly unique strategic mechanics focused on tunnels, ambushes, and spreading plague.
New game
So, we met new players, now let's look at the game. In line with its ever-increasing ambition, and inspired by the impending chaos invasion from the first game, CA is implementing a goal that "accelerates the pace and brings you to the end of your story campaign in a way we haven't tried before," says Communications Manager Al Bickham.
Look, the Ancients traveled between planets using stargates, only the gates on the planet Warhammer collapsed, and Chaos began to penetrate the world. This was around the time the Ancient Ones left the Lizardmen and the High Elves. To restore order, the elven mage Caledor Dragontamer creates a vortex to drain Chaos.
This vortex, located on the Isle of the Dead in the center of Ulthuan, is the main objective story campaign Total War: Warhammer II. “Something happened and destabilized the Vortex,” Roxburgh says, “and every race in the world wants to take advantage of it. A couple of races want to stabilize it and, by maintaining the status quo, keep chaos under control. It's safe to assume that they are Lizards and High Elves, both races good guys(or as close to that notion as is possible in the Warhammer universe).
"Others want to destabilize him to take advantage of the carnage that follows," these others: Dark Elves and Skaven. “So now we've built a custom narrative around each of the races and their interactions with the Vortex. Each of them got their own storyline."
CA says that the player will interact with the vortex through "rituals" that include quest lines. Each race will have "different requirements to get to the point where they have to perform the ritual," says Roxburgh. “The storyline of each race will tell you what happens and why. As you progress through the game, you will get the opportunity to perform rituals that will reveal a little more of the plot, and unlock your powers and control over the vortex.
"Now you can actually be defeated by vortex effects created by other races," says Roxburgh, in which case you'll lose the game even if you've conquered half the world. The idea is “to do something with the end game so it's exciting and challenging until the very end. You should never take your hand off the pulse, start the automatic calculation of the battle and play automatically.
One of the problems with the island in the middle of your campaign map is that it's surrounded by ocean. This raises the question of naval battles, which are not new to Total War games and are possible in a Warhammer setting - there is a lore describing the universe's navy, and there have been games on this topic, either made or licensed by Games Workshop. But there will be no naval battles.
"Our game won't have naval combat, I'll be clear, we don't have a full simulation of naval combat yet," says Bykham. “We decided from the beginning that Warhammer, board game takes place on land, and in this direction we will focus all our efforts.”
But the island is still in place, and yes, "a dangerous ocean will need to be crossed," Bickham admits. "Suffice it to say that there will be gameplay built around crossing the map by sea", we just don't know what it will look like. Roxburgh sees this as an opportunity: “How can we make traveling across this area more interesting than just getting from point A to point B? It will be another part of Warhammer II that is not like what we have done before."
story campaign inTotalwar:WarhammerII
This is where Warhammer II gets really interesting in a couple of ways.
First, the goal of the story campaign in Total War is not territorial conquest. More precisely, not only it. We are arriving at New World during a period of crisis - when the Great Vortex, which has swirled over Ulthuan for millennia, begins to subside.
The whirlwind is a wonderful drain hole for bad magic (essence of Chaos) from this world. Each race has a personal interest in maintaining or disrupting this process. Promotion through the company is accomplished by performing a series of arcane rituals, and the Creative Assembly says that this struggle will lead to a "catastrophic" ending that will determine the fate of the Warhammer world.
The second point of interest, the prospect of combining campaign maps. If you own Total War: Warhammer I and II, you will receive a free update shortly after release, allowing you to play both maps stitched together with any of the existing playable races.
As always, the game campaign is hundreds of hours of empire expansion, city development and large-scale battles in real time. So not much will change.
Tied together
From the beginning of the project, we were promised that one day, you would be able to play on a single campaign map, with all fifteen armies from the eighth edition of the board game rulebook, CA said they would achieve this by allowing players to connect each new campaign map, as well as play in them separately. Total War: Warhammer II has its own map (which is "slightly bigger" than the Old World map from the first game), with Naggaroth, Ulthuan, Lustria and a fourth continent, the Southlands. You won't need any pre-existing continents to play this new map into a campaign with four starting factions. However, if you own the original Total War: Warhammer, you'll get a free update "soon" after the sequel's release. And you will be able to play the Old World and New World campaign maps from both games independently, but there will also be a third campaign, with both maps, and your other content, combined with this mega map.
"It's free," says Roxburgh. “Mostly because we want to make a game like this, and we know our fans want to play a game like this, so this is going to be simply the biggest and most diverse and richest campaign we've ever made for Total War.”
Curious how these two campaigns will affect each other in a combined campaign, what will happen to the old factions, say what updates related to the Whirlwind the Empire will receive. Not much is being said in CA, but what is being said is that it sounds like some of the new campaign's story richness will be thrown overboard so that all the old races can be accommodated. “A well-thought-out mega-campaign will become more of a sandbox game with less individual storytelling associated with each of the races,” says Bykham. But some changes from Warhammer II will apply to Warhammer I, such as improved user interface and some unnamed gameplay features.
Looking back
It raises interest Ask regarding how CA tend to revisit past projects now that they've come this far in less than a year since release original game. With each new DLC, the ambitions of the developers seem to only increase: Beastmen were actually a mixture of Greenskins and Chaos mechanics, but the Wood Elves have deviated greatly from the standard. Bretonnia, as a human faction, was completely ordinary as an Empire, but in return, CA gave them some really impressive and idiosyncratic mechanics, chivalry, and a peasant economic system. Do they want to go back to the original factions and teach them a couple of new tricks?
"I'll risk telling you what I shouldn't about the trilogy, what we're doing," says Roxburgh cautiously. "So by the time we're done, we'd like to go back and preen most of the races."
He mentions the lords as an option, and Bykham points out that “we've already done something. We've tweaked Balthazar Gelt a bit, and Isabella and Vlad, who are now essentially a sub-faction of the Vampire Counts... Having live play, which will be true throughout all three parts of the trilogy, continually gives us the opportunity to go and tweak here or tweak there." .
Total War: Warhammer II trailer
If none of the above is in your head, just take a look at the amazing trailer from Creative Assembly. Here you will see High Elves, Dark Elves and Lizardmen clashing in a magically charged conflict that reflects the essence of the entire campaign.
Total War: Warhammer II is a turn-based strategy and real-time strategy game developed by the British company Creative Assembly and published by Sega. This is a sequel to TotalWar: Warhammer(2016) and part of a series Total War . It takes place in a fictional version of Warhammer Fantasy by Games Workshop.
Gameplay
Total War: Warhammer II is set in the fictional Warhammer Fantasy, across four continents: Ulthuan, Naggaroth, Southlands, and Lustria. The game revolves around controlling the Great Vortex in Ulthuan. The campaign contains a narrative storyline for each of the 4 races performing rituals to stabilize or control the Great Vortex.
Like other installments in the series, Total War: Warhammer II features turn-based strategy and real-time tactical combat. The races of the High Elves, Lizard Men (lizardmen), Dark Elves and Skaven races participate in the campaign. Those with their own races from the first game will get the same races in multiplayer. After the release of the game, a grand campaign map will be released, covering the campaign maps of the first and second games. The game's campaign is more narrative-driven than the previous game's sandbox-style campaign. Each race fights to save or destroy the Great Vortex above Ulthuan.
Plot
Many thousands of years ago, the mysterious space wanderers The Ancients visited the world of Warhammer. They redesigned it to their own needs and created several types for use in combat with the Forces of Chaos. The first creation of the Ancients or lizard people. They were helped by the owners to develop a big plan. However, the star gate through which the Ancient Ones entered the world collapsed. The daemonic legions of Chaos rushed into the world. The ancients disappeared, and the lizard people were left to fight the onslaught of demons.
On the island continent of Ulthuan - the homeland of the elves - the Demons of Chaos staged a rampage. Out of the chaos emerged two heroes, Aenarion the Protector (the first of the Phoenix Kings) and Caledor the Dragontamer. Aenarion led armies into battle against the demons, and Caledor devised a plan to exterminate the forces of chaos. Together with a cabal of magicians, he used ancient waystones (points of concentration of magical energy) in Ulthuan to drain the energy of Chaos from the Ether. This energy went into the world through the destroyed chaotic gates, allowing the demons to manifest in the physical world.
Caledor, with the secret help of the Slaan (mages ruling the lizard men), created the Great Vortex. The whirlwind was meant to draw the winds of magic and chaotic energy from the world. However, the plan is only partially working: although the chaotic energy is depleted, it continues to flow from the Kingdom of Chaos and, especially, in the Chaotic Wastes. Caledor and the mages experience something worse than death: they fall into the Vortex. It is necessary to continue to conjure the whirlwind in order to stabilize it - otherwise the world will end.
A two-tailed comet is currently passing through the world. She breaks the Great Vortex. The weakness of the Vortex is felt by 4 factions: Lizard Men, High Elves, Skaven and Dark Elves. The Lizard Men and the High Elves want to stabilize the Whirlwind, the Dark Elves and the Skaven want to control its power. During the campaign, they initiate 5 rituals in an attempt to bend the Vortex to their will. As they come close to the end, it is revealed that the comet was in fact a skaven-made rocket ship. They made a fake comet to provoke other races into unwittingly adding ritual power to their bell. When the bell rings 13 times, the skaven god - the Great Horned Rat - will come to the physical world. After the completion of the last, fifth ritual, the player chooses the race with which they will fight in the final battle on the Isle of the Dead to determine the fate of the world.
Winning the campaign of different races leads to different results. If the high elves win, they will stabilize the Vortex. If the lizard people win, they stabilize the Vortex and become its new guardians. If they win dark elves, their leader Malekith captures Ulthuan and becomes a god with the power of the Vortex. If the skaven win, the Horned Rat is summoned and the skaven conquer the world.
Reception
On Metacritic, a month and a half after the release, the game had scores of 86% (62 reviews) and 78% (152 ratings), on Steam - 6,911 reviews, 6,080 positive and 831 negative.
System requirements
- OS: 64-bit Windows 7
- CPU: Intel Core 2 Duo 3.0 GHz, Intel Core i5-4570 3.20 GHz recommended
- Memory: 5 GB RAM, 8 GB recommended
- video card: NVIDIA GTX 460 1GB or AMD Radeon HD 5770 1GB or Intel HD4000 @720p, NVIDIA GeForce GTX 770 4GB or AMD Radeon R9 290X 4GB @1080p recommended
- Disk space: 60 GB
Total War: Warhammer II is the second part of the popular fantasy strategy game from the Creative Assembly series of the same name. In it, the player will have access to a new, exciting campaign in the New World, improved gameplay and balance, as well as new, unusual mechanics for each of the eight commanders who lead the four races (2 commanders per race).
According to the plot, the forces of Chaos that invaded millennia ago forced the great magicians from the race of high elves to create a giant magical vortex. It was supposed to draw out the Winds of Magic forever and thereby force the demonic army to return back to their realm. And now, after thousands of years, the vortex began to lose its stability, putting the world at risk of destruction.
In addition to new, unusual mechanics, units, schools of magic and other aspects, the game will have the opportunity to participate in a unique campaign, on a combined map from two Total War: Warhammer games, which will connect the Old and New Worlds. Also, in this campaign, all races that are available in the first and second parts of "total war" will be available.
In general, it seems that we are waiting for a wonderful continuation of the cult fantasy strategy, expanding the horizons of gameplay to new, interesting heights. This miracle will be available on September 28th.
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