WARHAMMER
Back when we first announced our Warhammer trilogy in early 2015, we explained that we wanted to interpret as much of the Warhammer Fantasy World as we’d be allowed to.
We had a little faith, but I don’t think any of us anticipated the response to the last year’s releases. Vampire pirates, prophets and warlocks, and now hunters and beasts; all have been some of our most successful DLC releases to date, and we can’t thank you enough for your support on this truly epic adventure.
We do want everyone to bear in mind that there’s a lot of content out there that is unofficial and fan-created. We’re working with Games Workshop to realise as much of the Warhammer Fantasy Battles world as we can, but of course there are limits to what is possible given the amount of content that has been officially created over the years. And this content is our source material for the game. The great news is that our collaboration together has already led to amazing things and, rest assured, there’s plenty more to come.
So we have more WH2 DLC on the way and, of course, the third part of our trilogy is deep into production with the largest of our TW project teams revved up.
We’re aiming for our next WH2 DLC and FLC to be out for Festag, and as mentioned in the recent patch notes, we’re planning a number of fixes and improvements rather than revisiting an Old World Race in conjunction with this one. We hope you’ll like what we have planned and not to worry, because yes, Greenskins will be getting updated next year.
Something we’re also experimenting with is talking about upcoming content more and giving you more of a sense of scale as to when you can expect updates. This is risky for us as we’ve seen what happens when people get upset over how long we’re taking, or when we need to move a date back because sometimes things take longer to make (or change) than we expect.
When we announced delays for THREE KINGDOMS, we heard loud and clear from all quarters of the community that you’d prefer to wait for something great out of the gates, rather than getting something sooner that wasn’t quite there and required further updates, and I hope you’ll agree that the result was one of our best-ever launches. So while we’ll always try to aim true with dates, choosing to move a date back is almost certainly going to happen again at some point, or we may decide to change the content we have planned.
This is very much the nature of creative game development and is driven by our desire to make great stuff and do what’s best for the game, and therefore players. We also know that clear communications on these things is what you’re after, so you’re not in the dark about future updates and when they’re coming. We’re going to be more transparent about our updates roadmap – and any potential delays to that roadmap – going forward.
And for what it’s worth, in case you were ever in doubt about how closely we heed player feedback, we’ve blown a stack of skill points on levelling up how your wants and needs translate to tangible in-game changes. We now have a Player Experience Manager on the team whose life’s work it is to scrutinise every channel out there which players use to express their feedback and desire for change. This gets compiled, weighted and prioritised, then goes directly to the designers who figure it into future updates. We hope you’ll already have a sense of how that effort has translated into fixes and content-changes in recent updates like Empire Undivided.