![]() Unless seven new Warhammer 40k games are announced this afternoon, which doesn't seem unlikely. ![]() This concludes today's Games Workshop news. The Games Workshop license was the likely hurdle - history is much more malleable than the rules and regulations regarding officially licensed monsters and maps. When the studio stated that they wouldn't be supporting modding, they did so with reference to the fact that "this isn't just a CA game". Reading between the lines, the lack of modding tools had never been Creative Assembly's intention. Magnar is designing a Legendary Lord Start Position Mod customising start positions so that Legendary Lords will start in different locations from Race Leaders, while Dresden is engineering a Regional Occupation Mod altering the settlement rules to enable each race to settle every region. Also, well-known modders Magnar and Dresden will receive specific help from the dev team to produce certain mods. Further support, including battle map editing, is planned for later in the year.Īs well as those tools for post-launch creativity, there will be mods ready to run on launch day.Īttendees to CA’s Mod Summits over the last three years will be supplied early access to the game, to help populate the Steam Workshop from day one. Though it was announced previously that the title would not benefit from official mod and Workshop support, CA and Games Workshop have been working away on the paperwork to make this much-demanded fan feature a reality.Īt launch, there'll be full Steam Workshop support for browsing and managing mods, as access to the Assembly Kit used in previous Total War titles and "the Database Editor and BOB for modifying and exporting database tables and campaign start positions". ![]() Total War: Warhammer is so close now that I didn't expect any more announcements that would catch my attention before release, but developers Creative Assembly have just announced that they'll be including robust modding support for their fantasy battler.
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