

You can of course opt-out of the beta at any time, revert to the current version of the game, and pick up where you left off with your previous saves.

Please do note that it’s going to have some dramatic and probably messy impacts on any campaigns you’re midway through! In fact, we recommend you don’t continue any campaigns you’re currently enjoying, but instead begin a new campaign with your chosen race to experience the changes from the start. If you want to be part of this process, you can sign into the Proving Grounds beta and download our latest experimental balance-tweaks to your game client. You can find full details in the notes below. We’re specifically trialling a new campaign difficulty setup to provide different pacing options and more clarity. The Proving Grounds is more of a learning tool to help us improve our balancing approach a testbed for new ideas that doesn’t threaten to upend the live game, and an opportunity for players to experience the game in a new light.

Neither is it a replacement for such update betas – they’re an important part of our update process and will continue to happen before future content additions. This isn’t like one of our conventional update betas, where everything on the list is ultimately intended to go into the live game. To be crystal clear, we can’t guarantee that ANY of the changes in the Proving Grounds will make it into the main game. This beta will run for a limited time, while it continues to generate useful feedback. There’ll be some extreme changes, designed to push the limits of our balance understanding, and maybe we’ll find some that players enjoy enough for us to implement in the main game. We’ve created an experimental beta called the Proving Grounds, where we’ve tinkered with various aspects of balancing across all the races, safely away from the main game. On the other hand, changing everything at once is waaay too risky for the live game. Changing things marginally with each patch would take a long time to manifest as improvements for you and could easily be undone by the next content release. However, with the influx of so many new legendary lords, races, units, mechanics and more throughout Warhammer II’s life, it’s become an absolute hell-pit abomination to keep everything balanced with each successive content addition. Now that’s out of the way, we want to tackle some of the longer-standing balance problems. We’ve been relatively quiet about campaign balance lately, as our big focus on delivering faster end-turn times would undoubtedly have mucked around with any substantial balance changes.
