Tomb Kings will hit Total War: Warhammer 2 but not yet


Creative Assembly is still working on Total War: Warhammer 2 and the Mortal Empires post-launch updates, but things are going slower than anticipated. In a blog post published yesterday, the team explains, candidly, what the issues are and when we can expect new campaign packs, like the Tomb Kings, as well as the addition of Norsca to Mortal Empires.

At the heart of the problem is something pretty obvious: Mortal Empires is huge. It’s the most monumental campaign Creative Assembly has worked on, they say, and that brings with it a bunch of new challenges and issues.

“There are rather more moving parts to the Mortal Empires campaign than we’d first anticipated, that’s for sure,” says brand director Rob Bartholomew. “At present, we do feel it’s playable and enjoyable, though not under all circumstances.”

One of the problems that has arisen is that the Norsca, the monster-hunting barbarians with whom I am smitten, won’t be appearing in the game until May next year. We knew that the faction wasn’t going to be included at launch since it was developed after the developers had started work on Warhammer 2. But the team hoped that they’d be able to reintroduce the faction soon after. It hasn’t worked out that way.

“The truth is we screwed up,” says creative director Mike Simpson.

It’s not been a matter of just slotting the faction into the new game, they explained, as that only ended up introducing bugs thanks to all the bespoke code that was used for Norsca. Here’s a bit of Simpson explaining:

“The first attempt to integrate Norsca in the routine way caused an immediate tsunami of bugs. We smacked our heads against it, realised it was unsolvable in a short span, and had to back out. We started on a second, more careful approach, which has been glacially slow, with deeper and deeper issues with the integration tools and process becoming apparent at each stage.”

It’s still being worked on but altogether Creative Assembly is a bit behind schedule. Although new updates and expansions are on their way soon, they say.

This month will see the arrival of the Reprisal update, for example, which will finally apply the Foundation patch and equivalent improvements to the Old World leaders. Some Mortal Empires-specific tweaks are being worked on too, along with an “experimental game mode” that Creative Assembly is keeping in its back pocket until they spill the beans later this week.

In January, we’ll be getting the Tomb Kings. Probably. Almost definitely. The first campaign pack for Warhammer 2 was meant to be out in December, but it’s slipped back a little too. And it looks like the Tomb Lords will be getting to take part in the Vortex campaign as well as Mortal Empires.

Given that the first Total War: Warhammer was only launched last year, Creative Assembly’s progress on the series has been blisteringly fast, and I think there’s no need for a mea culpa. However, the extra information and the road map are still welcome. I got along with Mortal Empires very well, after the first patch sorted some major issues with Chaos invasions. That surprised me, given how much is going on at any given time (if you want to know more, here’s my Mortal Empires review). However, some factions are definitely better than others.

And to save you pointing it out: I know the screenshot is a Dark Elf army facing the Vampire Counts. But vampires live in tombs, right?


  1. Loken Mordeus says:

    My only problem with ME right now is the turn time. I have a good pc, installed it on an SSD and i have enough time to browse the web between each turn. I don’t know if they plan to improve those at all or if its just something that we are just going to have to deal with for ever. I wonder sometime if a smaller overall map would have been a better experience in the end. Love the scale but you can’t help wonder.

    • wombat191 says:

      The turn times don’t bother me, but then again I’ve played Pride of nations where the turn times are 5 minutes +

    • MaxMcG says:

      Has there been any comparison of turn times with different CPUs I wonder? My 4770K still seems perfectly fine to me but with all of these fancy new cpus coming out lately I’m wondering whether an upgrade is warranted…

      • robinwak says:

        Got a 6700K, 16GB of RAM and the turn times are sloooowwww. But honestly considering the map and the factions involved I find them OK.

        • Loken Mordeus says:

          I have a 6600k and 16gb of ram and its slow. I agree with the quantity of the content but in this case i feel it interferes with the quality of the experience. But if some have faster turn times then things could better with later patches.

  2. Michael Johnson says:

    I appreciate the scale of the Mortal Empires experiment to the point where transparency with implementation is interesting to me.

    In a few years time when TW:W 3 is out, bugs in Mortal Empires are less prevalent and it’s a more balanced experience (though the asymmetry is a positive in many respects), it could be something really special. I don’t envy the long fucking road that the devs need to walk to get there though, as much as i admire it.

  3. Chem says:

    I just want a game mode where I pick as many factions as I want and toss them on the map as I see fit and play it like an amalgamation of Civ and TW. Mortal Empires is neat but it’s just too much crap going on and waiting between turns for me to have fun.

  4. SaintAn says:

    Tomb Kings are great as far as I know from reading the novels about the events with Nagash before he killed them all and raised them, but I really really want Alith Anar and Malus Darkblade (with his Cold One, Spite) first. They are the two best characters in the New World part of the lore, and two of my favorite.

  5. TotallyUseless says:

    Tomb Kings are like the Necrons of the old world yes? I’d sure love to play Necrons without steroids. =))

    • robinwak says:

      Yep they kind of are. Elders of the Vampire counts and incredibly powerful, unleashing massive undead armies and powerful necromancy spells.

    • SaintAn says:

      Necrons are a civilization that went to war with the Old Ones and got wiped out, but before their end they uploaded their minds into machines. And they have an Undead Egyption theme.

      Spoilers for the Rise of Nagash novels that are worth reading.

      Tomb Kings were an Ancient Egypt-like civilization whose gods turned the desert into a habitable lush garden until a priest named Nagash’s lust for power and his brothers beautiful holy wife who was part of a pact with the gods, created Necromancy in a way to gain the kingdom he felt should have been his and the wife he believed should have been his, then went to war with the rest of his people with his army of living and undead.

      In that civil war Nagash attacked the holy city and defiled it to break the pact with the gods and his people, but was also defeated in that battle barley escaping and keeping himself alive with necromancy and hiding in the human lands and enslaving tribes of humans to mine warpstone to give him more power while warring with the Skaven underground in the mines.

      So when the pact was broken the life in the desert granted by the gods slowly decreased over time making it more and more inhospitable. Meanwhile one of Nagash’s immortal minions, Arkhan the Black, was captured by Neferata who wanted to learn more about Nagash’s power, Neferata was betrayed by her brother out of greed shortly after and was poisoned with magical poison that was used on Nagash, and so Arkhan the Black used Necromancy to revive her and she became the first vampire, and she went on to create the lines of vampires from the first people she turned.

      Meanwhile in the north, Nagash had beat the Skaven, had them working for him and paying tribute from Skavenblight with slaves and warpstone. So he built up enough power to attack the desert kingdom again, and so he sent his armies, led by Arkhan the Black who was killed by Neferata’s brother when he attempted to save her, but was revived again by Nagash later, to attack the desert kingdoms while he sent the Skaven with a powerful poison to go poison the source of the river that gave the desert kingdom all its water.

      The poison and Nagash’s army wiped everyone out and as the died they were all raised as undead due to a spell Nagash cast that raised all the ancient kings from their tombs, along with their servants, and any bodies still able to fight. And so it was complete genocide of the desert kingdom except for one king that rose to power and created peace and prosperity for a while before Nagash’s return.

      That king’s family, friends, and people died in front of him and so he was captured and sent to Nagash so Nagash could make him suffer for being king or something. And so the Skaven sensing a way to betray Nagash gave a powerful sword that would drain the life from the user or something to that king and unlocked his cell knowing he would go get vengence on Nagash.
      I think the Skaven may have blessed him with magics and helped him fight Nagash, but it’s fuzzy, but Nagash was killed by that king, who then wondered into the wastes never to be seen again. When Nagash died the spell over the undead in the desert kingdom was broken and many died, and the much older dead, like the old kings that were raised gained free will. After that I have no idea about the Tomb Kings.

      • Denethor says:

        To add more to your story: Nagash intentions were to raise the largest army the world ever saw, he had the skaven work for him for decades just so he could put together knowledge and power for his final goal. If not for the innate paranoia each skaven harbors, even more council members, they would never have discovered the hidden away armies of deads, growing endlessy in numbers at the fringes of the world.

        The whole plan to kill Nagash was something desperate. Not only the skaven rushed the making of a god killer sword of immense power, out of the most pure and powerful warpstone they ever mined; not only they admitted not being able to wield such a sword to deliver the killing blow, and that the champion had to be someone else; not only that, but they were willing to channel their unholy powers into that sword during the final confrontation, despite all the risks implied into pitting themselves against Nagash immensely powerful necromancy… and they were right fearing it, cause Nagash rebuff before being finally cut down by the sword, was so powerful that to protect the wielder, few Clan Headmasters died from the recoil… despite being thousands of kilometers away.

        Of all the most powerful beings of the “mortal” world, Nagash was probably the closest one to obtain complete domination over the old world.