Warhammer 40,000: Regicide - Hammerfall: Surplus


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Greetings Kingslayers!

We've got some big balance changes coming to you this week, affecting both Orks and Space Marines. Make sure to jump in and check them out.

Changes

+ The Artillery ability can no longer critically strike.
+ Deffgun Volley IP cost increased to 2. Deffgun Volley now has a fixed Strength score.
+ Tactical Marine WS down to 4 from 5.
+ Cybork Body cooldown down from 8 to 6. IP cost increased to 2 from 1.
+ Go Fasta warmup time has been reduced from 4 rounds to 2 rounds.
+ Null Zone IP cost now 1; Null Zone no longer affects allied units.
+ Rokkit Slam bug has been fixed, it now correctly hits itself at Strength 4 and enemies at Strength 6.

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First up in our line of changes is the infamous Ork Artillery. The powerful combination of Artillery, Green Is Best and Iron Gob was an oppressive force in multiplayer matches, where an unsuspecting player could find their king taking upwards of 10 points of damage in a single turn.

Though this tactic was not infallible (and indeed could be counterplayed without too much trouble by a skilled player), it dictated the pace of the game too easily with very little effort from the Ork player. To this end, we've removed the ability to critically strike with Artillery. While it can still be a punishing alpha-strike, it will no longer be as brutal as it was previously.

Next up is Deffgun Volley. Deffgun Volley is going through a few changes - Firstly, it now has a fixed Strength score, so it hits at a Loota's base strength regardless of any buffs. Secondly, it is now slightly more accurate but costs 2 IP.

Tactical Marine Weapon Skill has returned to its original value of 4. We want to increase the value of moving out your specialist units vs. turtling up and whittling down the enemy with Tactical Marines. Firing lines are still completely valid (especially with Chapter Banner), but now there's more incenctive to bring the back-line units forward and into the fray.


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That's all for this week - stay tuned for more updates in the future.

Hammerfall: Surplus

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Warhammer 40,000: Regicide - Hammerfall: Surplus


++ TRANSMISSION BEGINS ++

Greetings Kingslayers!

We've got some big balance changes coming to you this week, affecting both Orks and Space Marines. Make sure to jump in and check them out.

Changes

+ The Artillery ability can no longer critically strike.
+ Deffgun Volley IP cost increased to 2. Deffgun Volley now has a fixed Strength score.
+ Tactical Marine WS down to 4 from 5.
+ Cybork Body cooldown down from 8 to 6. IP cost increased to 2 from 1.
+ Go Fasta warmup time has been reduced from 4 rounds to 2 rounds.
+ Null Zone IP cost now 1; Null Zone no longer affects allied units.
+ Rokkit Slam bug has been fixed, it now correctly hits itself at Strength 4 and enemies at Strength 6.

++ACCESS GRANTED++
BEGIN CODED MESSAGE

First up in our line of changes is the infamous Ork Artillery. The powerful combination of Artillery, Green Is Best and Iron Gob was an oppressive force in multiplayer matches, where an unsuspecting player could find their king taking upwards of 10 points of damage in a single turn.

Though this tactic was not infallible (and indeed could be counterplayed without too much trouble by a skilled player), it dictated the pace of the game too easily with very little effort from the Ork player. To this end, we've removed the ability to critically strike with Artillery. While it can still be a punishing alpha-strike, it will no longer be as brutal as it was previously.

Next up is Deffgun Volley. Deffgun Volley is going through a few changes - Firstly, it now has a fixed Strength score, so it hits at a Loota's base strength regardless of any buffs. Secondly, it is now slightly more accurate but costs 2 IP.

Tactical Marine Weapon Skill has returned to its original value of 4. We want to increase the value of moving out your specialist units vs. turtling up and whittling down the enemy with Tactical Marines. Firing lines are still completely valid (especially with Chapter Banner), but now there's more incenctive to bring the back-line units forward and into the fray.


END CODED MESSAGE

That's all for this week - stay tuned for more updates in the future.

Hammerfall: Surplus

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Warhammer 40,000: Regicide - Hammerfall: Savark


If you enjoy shopping in a perhaps Orkier store you can go to Green man Gaming right now and pick up a copy of Warhammer 40,000: Regicide!
Start playing as soon as you get your key and enjoy the brutal animations and tactical play of Regicide.
Check out the store page here!!
Warhammer 40,000: Regicide - Hammerfall: Savark


If you enjoy shopping in a perhaps Orkier store you can go to Green man Gaming right now and pick up a copy of Warhammer 40,000: Regicide!
Start playing as soon as you get your key and enjoy the brutal animations and tactical play of Regicide.
Check out the store page here!!
Warhammer 40,000: Regicide - Hammerfall: Savark


Hail loyal Imperial Citizens!
It's time for our first DOUBLE REXP WEEKEND of the new year!
Every victory will provide you with double the normal amounts of both Requisition and Exp, so it's time to get to kingslaying!

How many victories did you earn this weekend?


Warhammer 40,000: Regicide - Hammerfall: Savark


Hail loyal Imperial Citizens!
It's time for our first DOUBLE REXP WEEKEND of the new year!
Every victory will provide you with double the normal amounts of both Requisition and Exp, so it's time to get to kingslaying!

How many victories did you earn this weekend?


Warhammer 40,000: Regicide - Hammerfall: Otakua


Greetings Kingslayers!

Once again our big double REXP long weekend has gone live!

Earn twice the requisition and experience for wins (req) & kills (xp) all weekend in Online Ranked and Skirmish AI matches!

Lasts till 9 a.m Tuesday (+10 UTC).

Cheers,
Otakua | Game Designer
Warhammer 40,000: Regicide - Hammerfall: Otakua


Greetings Kingslayers!

Once again our big double REXP long weekend has gone live!

Earn twice the requisition and experience for wins (req) & kills (xp) all weekend in Online Ranked and Skirmish AI matches!

Lasts till 9 a.m Tuesday (+10 UTC).

Cheers,
Otakua | Game Designer
Warhammer 40,000: Regicide - Hammerfall: Larkin
Greetings Kingslayers!

We're pleased to bring you the latest balance update to Warhammer 40,000: Regicide, just in time for our Get Req'd Weekend! You can earn double Requisition on all ranked multiplayer and skirmish vs the AI matches you play until 3PM Monday, December 14th PST.

++ Patch Notes ++

Player Abilities
+ No Matter The Odds radius increased to 2 from 1.
+ Angels of Death radius increased to 2 from 1.
+ Kunnin' Gits IP cost down to 1 from 2.
+ Chapter Banner duration reduced by 1.

Unit Abilities
+ Shockwave damage increased to 3.
+ Shockwave stun chance increased to 75% from 66%
+ Frag Grenade accuracy up to 90% from 75%
+ Rokkit Slam self damage down to 4 from 6.

tl;dr Space Marine close combat improved, some Ork abilities cost less.

This week's balance changes brings us changes to the Librarian, Space Marine close-combat abilities and a couple of tweaks to Ork abilities.

We wanted to open up a few more close-combat options for the Space Marines, as they typically fall into the same defensive strategies each game. To this end, we've increased the range of a few Space Marine close-combat abilities in order to help them get up close and personal with the enemy. Let's start with the Librarian.

Shockwave (Librarian Unit Ability)
+ Shockwave damage increased to 3.
+ Shockwave stun chance increased to 75% from 66%

With a suite of powers geared around surviving in close-quarters, the Librarian should be able to thrive whilst diving deep into the enemy lines, so we've increased the potency of his Shockwave ability in order to increase the efficacy of risky plays and captures.

These changes will give the Librarian more clout when making captures close to enemy lines, allowing the Space Marine player to take more offensive tactical maneuvers whilst still being able to keep themselves relatively safe.

Next up are the Angels of Death and No Matter The Odds player abilities.

No Matter the Odds (Space Marine Player Ability)
+ Radius increased to 2 from 1.

Angels of Death (Space Marine Player Ability)
+ Radius increased to 2 from 1.

Each of these are a close-combat ability that target a radius around a friendly unit. No Matter The Odds increases a unit's toughness for every two enemy unit within a certain radius, whilst Angels of Death causes enemy units within a certain radius to double the IP cost of their abilities.

Previously these abilities required a Space Marine unit to be adjacent to multiple enemy units in order to use these abilities. Theoretically, No Matter The Odds could boost a Space Marine to a whopping 8 toughness when adjacent to 8 enemies, rendering him practically immune to anything the enemy could throw at him. Realistically this situation would never happen in-game, usually only capturing 2 or 3 enemies at most. Weighed against the risk of being surrounded by bloodthirsty Orks eager to assault or capture, it never really turned out to be worth it. An increase in the effect radius definitely helps shore up the numbers, turning those two or three units into five or six.

Other Changes
+ Frag Grenade accuracy up to 90% from 75%
+ Rokkit Slam self damage down to 4 from 6.
+ Kunnin' Gits IP cost down to 1 from 2.
+ Chapter Banner duration bug fix.

Frag Grenade is most often used as a shield-buster, rather than for damage. We’ve increased its accuracy to help solidify that fact, as well as to get those hot gibs when we need them.

Rokkit Slam suffered from the same problems as the Angels of Death and No Matter the Odds - whilst its value could skyrocket when next to a large amount of units, in reality it would quite often only hit two or three. Because of this, we've lowered the self-damage, making it less painful to use on lower numbers of units.

Kunnin' Gits IP cost has been set to 1, down from 2, fixing an oversight that occurred when we set its range to within 2 units of a friendly unit. Similarly, Chapter Banner’s duration has been fixed, as it was lasting longer than intended.

That’s all for this week, post your thoughts and comments below, and enjoy earning double Requisition for online multiplayer and skirmish vs AI wins this weekend!

Cheers,
The Regicide Team!
Warhammer 40,000: Regicide - Hammerfall: Larkin
Greetings Kingslayers!

We're pleased to bring you the latest balance update to Warhammer 40,000: Regicide, just in time for our Get Req'd Weekend! You can earn double Requisition on all ranked multiplayer and skirmish vs the AI matches you play until 3PM Monday, December 14th PST.

++ Patch Notes ++

Player Abilities
+ No Matter The Odds radius increased to 2 from 1.
+ Angels of Death radius increased to 2 from 1.
+ Kunnin' Gits IP cost down to 1 from 2.
+ Chapter Banner duration reduced by 1.

Unit Abilities
+ Shockwave damage increased to 3.
+ Shockwave stun chance increased to 75% from 66%
+ Frag Grenade accuracy up to 90% from 75%
+ Rokkit Slam self damage down to 4 from 6.

tl;dr Space Marine close combat improved, some Ork abilities cost less.

This week's balance changes brings us changes to the Librarian, Space Marine close-combat abilities and a couple of tweaks to Ork abilities.

We wanted to open up a few more close-combat options for the Space Marines, as they typically fall into the same defensive strategies each game. To this end, we've increased the range of a few Space Marine close-combat abilities in order to help them get up close and personal with the enemy. Let's start with the Librarian.

Shockwave (Librarian Unit Ability)
+ Shockwave damage increased to 3.
+ Shockwave stun chance increased to 75% from 66%

With a suite of powers geared around surviving in close-quarters, the Librarian should be able to thrive whilst diving deep into the enemy lines, so we've increased the potency of his Shockwave ability in order to increase the efficacy of risky plays and captures.

These changes will give the Librarian more clout when making captures close to enemy lines, allowing the Space Marine player to take more offensive tactical maneuvers whilst still being able to keep themselves relatively safe.

Next up are the Angels of Death and No Matter The Odds player abilities.

No Matter the Odds (Space Marine Player Ability)
+ Radius increased to 2 from 1.

Angels of Death (Space Marine Player Ability)
+ Radius increased to 2 from 1.

Each of these are a close-combat ability that target a radius around a friendly unit. No Matter The Odds increases a unit's toughness for every two enemy unit within a certain radius, whilst Angels of Death causes enemy units within a certain radius to double the IP cost of their abilities.

Previously these abilities required a Space Marine unit to be adjacent to multiple enemy units in order to use these abilities. Theoretically, No Matter The Odds could boost a Space Marine to a whopping 8 toughness when adjacent to 8 enemies, rendering him practically immune to anything the enemy could throw at him. Realistically this situation would never happen in-game, usually only capturing 2 or 3 enemies at most. Weighed against the risk of being surrounded by bloodthirsty Orks eager to assault or capture, it never really turned out to be worth it. An increase in the effect radius definitely helps shore up the numbers, turning those two or three units into five or six.

Other Changes
+ Frag Grenade accuracy up to 90% from 75%
+ Rokkit Slam self damage down to 4 from 6.
+ Kunnin' Gits IP cost down to 1 from 2.
+ Chapter Banner duration bug fix.

Frag Grenade is most often used as a shield-buster, rather than for damage. We’ve increased its accuracy to help solidify that fact, as well as to get those hot gibs when we need them.

Rokkit Slam suffered from the same problems as the Angels of Death and No Matter the Odds - whilst its value could skyrocket when next to a large amount of units, in reality it would quite often only hit two or three. Because of this, we've lowered the self-damage, making it less painful to use on lower numbers of units.

Kunnin' Gits IP cost has been set to 1, down from 2, fixing an oversight that occurred when we set its range to within 2 units of a friendly unit. Similarly, Chapter Banner’s duration has been fixed, as it was lasting longer than intended.

That’s all for this week, post your thoughts and comments below, and enjoy earning double Requisition for online multiplayer and skirmish vs AI wins this weekend!

Cheers,
The Regicide Team!
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