The reveal of Total War: Warhammer 2 may go down in history as one of the most controversial announcements of the Total War franchise, but that’s no reason it should also go down as one of the worst games entirely. Even as fans of the historical side of the series muttered rebelliously, the developers at Creative Assembly were making progress on some truly innovative features – features that, until quite recently, had been kept under wraps.
Over the past week a number of media outlets have been releasing a slow trickle of details related to Warhammer 2 that, while exciting, have been nonetheless hard to follow. Thanks to the efforts of one Reddit user tw-mahgah however, we now have a compiled list of all confirmed (or at the very least highly likely) features of Total War: Warhammer 2.
I’ve summarized the most notable content below, but if you’re interested in the full compilation you should definitely check out the full list of details above.
A lot of things have changed with the maps of Warhammer 2 in relation to the first game, and we’re not just talking about new towns.
- Fortress gates, a new type of settlement that can be deployed to control narrow chokepoints, has been added.
- Bridge battles have returned to the Total War
- Warhammer 2’s map size has been confirmed to be about the same length as the first, which itself was already quite large (and we remind you that the two are being combined, as well).
- CA has responded to one of the most frequent complaints about factions only being able to settle specific regions in removing the restriction entirely – you can now settle any town, anywhere.
- As one of the key regions of the new area, oceans will have their own specific threats that embarked armies will have to navigate.
- The well-received Bretonnian trait system has been applied to all factions. For example: If Karl Franz has been sitting on his hands in Altdorf for too long, he’ll gain the Procrastinator trait.
Unique Racial Features
Similarly to the first Warhammer, races will have their own distinct traits and gameplay mechanics that hopefully will lend themselves to a fairly unique experience with each faction.
- The cities of the Lizardmen will level up as they continue to connect to a map-wide “web” of temples.
- High Elf Legendary Lords will spawn in different places around their territory.
- They also have access to a unique resource called influence, which High Elves can use to influence diplomatic relations between other factions. Just think of them as that one annoying gossip-girl from High School.
- Dark Elves will have a slavery mechanic, though few details have been reported on how this mechanic will function.
The Combined Map
As we already know, the campaign maps of Total War: Warhammer and Total War: Warhammer 2 will be stitched together to form one massive campaign.
- This feature, while not available at the initial launch, will be accessible through an open beta before the final release as free DLC.
- Some of the changes in Warhammer 2 will also apply to the old factions in the combined map. The Bretonnian trait system is one example already.
More Faction Fluff
- Rogue armies will make an appearance as unique, random forces with their own unique themes. A mercenary army, for example, may field a variety of units from a number of different factions (picture Orks and Beastmen fighting side-by-side)
- Though not new races, the Vampires and Humans will have minor factions in the new world.
There’s a lot more details revealed on the full Reddit post, so be sure to give it a look if you want to read more about the upcoming Total War: Warhammer 2. Special thanks again to tw-mahgah for putting in the effort, without which we’d all know very little.
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