With Rise of the Republic out August 9th, modders will have access to more unit parts, more scripting options as well as the Mod Filter we brought into ROME II with Desert Kingdoms back in March.
It’s now been a few days since we deployed the first balance update for Thrones of Britannia.
Many of the changes were put in as a response to community feedback calling for campaigns to be a bit more challenging, and so we’re hoping that the systems should now give you challenge aplenty to get stuck into.
They are, however, best experienced within a new campaign. The further into an existing campaign you are, the more significantly the changes may throw your economy, food, and faction mechanics.
If you’re not ready to jump into a new campaign just yet, though, fear not – you do have a couple of options.
A few words from our Game Director, Jack Lusted, on what’s next for A Total War Saga: THRONES OF BRITANNIA.
Thrones of Britannia released just over a week ago today and we’ve been really pleased to see so many people playing and discussing our first Total War Saga title. And there has been a lot of discussion.
We did expect that Thrones might be divisive. Our design approach was to question Total War’s standard formula and to try some things. This really paid off in some areas, like the changes we made to Recruitment for instance, this seems to have gone down really well with the vast majority of players.
Every change we made in Thrones was considered, debated and agonised over but ultimately, it’s your opinions that count, and we know that the game is currently not pleasing everyone as much as it should. I want to respond to some of the issues being raised and talk about what we have planned for the game going forwards.
One problem we’ve been wrestling with at CA for a while now is the interaction of mods with our games when an update lands. As nearly a third of users use mods for ROME II, there’s quite a high chance of an out-of-date mod causing issues within the newly updated game.
Frequently, players can sort it out themselves; and if you’re reading this you’re quite likely to be someone who would realise this, disable/uninstall the problem mod and reinstall it when an update for it is released by the mod maker.
Hello and welcome to the third Thrones of Britannia blog, and it’s time to talk about story. Or more accurately, how we’re working story into the sandbox nature of the campaign, and how we’re illustrating the adventures and predicaments you’ll face. Here’s Game Director Jack Lusted to tell you more
Welcome to the second Thrones of Britannia blog from Lead Developer, Jack Lusted, and it’s a big one. Today we are revealing the campaign map, showing you all the factions, provinces, and settlements of the British Isles in 878 AD. But first off, it’s time to talk size.
When the Total War Saga brand was announced, there was a lot of discussion about what kind of size the games would be. Some assumed we were talking about something similar to a Campaign Pack DLC, or that the campaigns in Saga titles would be smaller than in our other games.
The best way to illustrate how this isn’t the case and to show how big the campaign map for Thrones of Britannia will be is to do a side by side comparison. Here we compare the size of the British Isles in the Thrones to how they appeared in Total War: ATTILA
It’s been a very busy year at CA, what with WARHAMMER II’s launch, a string of announces for new historical games, and not forgetting Halo Wars 2 in February as well. In line with our long-term plans to make more games in parallel, we’ve also welcomed many new members to the CA family. It’s going to be another interesting year ahead.
It’s quite exciting to go back to ROME II with Empire Divided. We’ve seen pleasantly surprised reactions from Total War players across the board, especially from historical fans who may have been feeling a little left out over the course of WARHAMMER I and II. This is precisely why Empire Divided exists; to provide some hearty historical snacking for players to enjoy between main meals…
Hello and welcome to the first in a series of blogs that will talk about the core decisions behind the design and direction of A Total War Saga: Thrones of Britannia. As this is the first blog, it feels best to start with the first question that will come to mind for those familiar with the history of this era.
Why 878 AD?
Mortal Empires is on the way! To follow up on our recent design blog about it (which you can read //here//), we sat down with Ian Roxburgh, Game Director on the TWWH series to ask him the HARD QUESTIONS.