Templar Battleforce - Trese Brothers


This week we've wrapped up our planned work on the Berserk with a final new Relic -- the Roavin Detonator. Named after a siege of a famous Templar fortress world, the Roavin Detonator causes every Assault Grenade thrown by your Berserk to automatically score a Penetrating Hit, cutting the enemy armor by 50%+.

We've made a number of updates to the status displays -- getting your Templar's final Armor and Deflection easily visible, as well as fixing some issues in the on-map status screen related to the new Dual Wielding rules.

To help players pick, we've clarified the description of Hell Difficulty -- the major difference is that you do not have the option to Abort and retry a level.

In the balancing department, we have made a number of adjustments (both up and down) to the Supply Point cost of Ordnance. We've rebalanced the Max Use count for Battlefield Enhancers to be better in line with the rest of the Talents in the game, as well as fixing an error in the Parry bonus for Glance Field.

Thank you for your support, your reviews, and for helping us to share the game! If you like updates for free with no paid DLC ever, leave a review!

v2.4.5 - 8/16/2016
- New Relic: Roavin Detonator - auto-penetrating Assault Grenades for Berserker
- Status screens now show final Armor and Deflection stats
- On map Templar status shows Dual Wielding stats correctly
- Clarified description of Hell Difficulty
- Updated SP cost on many Ordnance, rebalanced Battlefield Enhancers
- Fixed issues with Hive Mind and fire and dialog
- Fixed balance of Glance Field gear



Templar Battleforce - Trese Brothers


This week we've wrapped up our planned work on the Berserk with a final new Relic -- the Roavin Detonator. Named after a siege of a famous Templar fortress world, the Roavin Detonator causes every Assault Grenade thrown by your Berserk to automatically score a Penetrating Hit, cutting the enemy armor by 50%+.

We've made a number of updates to the status displays -- getting your Templar's final Armor and Deflection easily visible, as well as fixing some issues in the on-map status screen related to the new Dual Wielding rules.

To help players pick, we've clarified the description of Hell Difficulty -- the major difference is that you do not have the option to Abort and retry a level.

In the balancing department, we have made a number of adjustments (both up and down) to the Supply Point cost of Ordnance. We've rebalanced the Max Use count for Battlefield Enhancers to be better in line with the rest of the Talents in the game, as well as fixing an error in the Parry bonus for Glance Field.

Thank you for your support, your reviews, and for helping us to share the game! If you like updates for free with no paid DLC ever, leave a review!

v2.4.5 - 8/16/2016
- New Relic: Roavin Detonator - auto-penetrating Assault Grenades for Berserker
- Status screens now show final Armor and Deflection stats
- On map Templar status shows Dual Wielding stats correctly
- Clarified description of Hell Difficulty
- Updated SP cost on many Ordnance, rebalanced Battlefield Enhancers
- Fixed issues with Hive Mind and fire and dialog
- Fixed balance of Glance Field gear



Templar Battleforce - Trese Brothers


Big releases often drive a quick round of patches. Thanks to everyone sending in crash reports and posting screenshots of things -- we've fixed all reports in this quick patch release.

First, we've fixed crashes related to the Hive Core level. Sorry about that.

We've fixed some issues with the Scout armor design, including issues with the Needler rifle skin.

Finally, thanks to @dabor for reporting a bug with Talent over-training, which is now resolved!

v2.4.3 - 8/10/2016
- Fixed crashes with Hive Core scenario
- Fixed Scout armor design for Needler rifles, improved punching animation
- Fixed bugs with training Talents locked by Requisition level
Templar Battleforce - Trese Brothers


Big releases often drive a quick round of patches. Thanks to everyone sending in crash reports and posting screenshots of things -- we've fixed all reports in this quick patch release.

First, we've fixed crashes related to the Hive Core level. Sorry about that.

We've fixed some issues with the Scout armor design, including issues with the Needler rifle skin.

Finally, thanks to @dabor for reporting a bug with Talent over-training, which is now resolved!

v2.4.3 - 8/10/2016
- Fixed crashes with Hive Core scenario
- Fixed Scout armor design for Needler rifles, improved punching animation
- Fixed bugs with training Talents locked by Requisition level
Templar Battleforce - Trese Brothers


Berserkers are stepping to the fore in this weeks update as they gain the option to pick up a secondary axe and go full aggro. The completely new fighting style differentiates itself from the axe-and-shield style with two new unique Talents, Wrathful Defense and Hacking Blows. The axe-and-shield style has claimed Indomitable Defense and Warding Shield as

Both Indomitable Defense and Wrathful Defense now give Berserks a completely unique ability -- they can make unlimited counter-attacks while these Buffs are active. Let the hordes of xeno pour forth, the Berserk will cut them down (but ... be sure to get a lot of Auto-Block before the pouring begins!)



Seven new Requisition levels have been added to facilitate this new style, including 3 new Talents, 3 hand axes, a new assault armor, and two relics -- both a hand axe and assault armor.

One of the new Talents -- Kill Strike -- is available for either fighting style, and allows a Berserk to discharge plasma down his or her blades, doing a single mighty blow. Kill Strike, like the Hydra's Napalm Talents, is max use limited and can only be done a few times per scenario, so use it on the big targets.



When dual wielding two weapons, the better Accuracy and Parry value is picked from either weapon and used. Their Damage values are simply summed. Their Penetration values are summed, but the lower Penetration weapon has its value cut in half during the sum. There is a new library entry detailing these rules, and the status screens are all updated to show the weapon combination rules.

Part of this upgrade was to rebalance shields to be sure that they are competitive against the dual wielding option, so some of their stats have been bumped a little.



But seriously, that's not all! We've also included a re-skin for the Scout armor design, adding a newly design set of pauldrons.

In the balancing department, we've reduced the cost of the Captain's Crippling Orders to 1 AP instead of 2, allowing you to have wider effect across a larger battlefield. The Captain's Grenades also gained a small bump in Max Use count across their progression.

Please leave a review to encourage new features, content, and weapon combinations for your favorite Templars!

v2.4.1 - 8/8/2016
- Added new weapon combo for Berserk -- Dual Wielding Axess
- Added 7 new Requisition Levels for Berserk
- Added 3 new Talents for Berserk: Kill Strike, Wrathful Defense, Hacking Blows
- Added 3 new Hand Axe Weapons, 1 new Armor, 2 new Relics
- New Library entry on Dual Wielding
- Rebalanced Shields, increased Parry and Auto-Block
- Rebalanced Max Use counts on Captain's grenades
- Reduced Captain's Discerning Eye and Fire Commander to 1 AP
- Fixed bugs applying bonus Deflection in combat
- Updated Scout armor design


Templar Battleforce - Trese Brothers


Berserkers are stepping to the fore in this weeks update as they gain the option to pick up a secondary axe and go full aggro. The completely new fighting style differentiates itself from the axe-and-shield style with two new unique Talents, Wrathful Defense and Hacking Blows. The axe-and-shield style has claimed Indomitable Defense and Warding Shield as

Both Indomitable Defense and Wrathful Defense now give Berserks a completely unique ability -- they can make unlimited counter-attacks while these Buffs are active. Let the hordes of xeno pour forth, the Berserk will cut them down (but ... be sure to get a lot of Auto-Block before the pouring begins!)



Seven new Requisition levels have been added to facilitate this new style, including 3 new Talents, 3 hand axes, a new assault armor, and two relics -- both a hand axe and assault armor.

One of the new Talents -- Kill Strike -- is available for either fighting style, and allows a Berserk to discharge plasma down his or her blades, doing a single mighty blow. Kill Strike, like the Hydra's Napalm Talents, is max use limited and can only be done a few times per scenario, so use it on the big targets.



When dual wielding two weapons, the better Accuracy and Parry value is picked from either weapon and used. Their Damage values are simply summed. Their Penetration values are summed, but the lower Penetration weapon has its value cut in half during the sum. There is a new library entry detailing these rules, and the status screens are all updated to show the weapon combination rules.

Part of this upgrade was to rebalance shields to be sure that they are competitive against the dual wielding option, so some of their stats have been bumped a little.



But seriously, that's not all! We've also included a re-skin for the Scout armor design, adding a newly design set of pauldrons.

In the balancing department, we've reduced the cost of the Captain's Crippling Orders to 1 AP instead of 2, allowing you to have wider effect across a larger battlefield. The Captain's Grenades also gained a small bump in Max Use count across their progression.

Please leave a review to encourage new features, content, and weapon combinations for your favorite Templars!

v2.4.1 - 8/8/2016
- Added new weapon combo for Berserk -- Dual Wielding Axess
- Added 7 new Requisition Levels for Berserk
- Added 3 new Talents for Berserk: Kill Strike, Wrathful Defense, Hacking Blows
- Added 3 new Hand Axe Weapons, 1 new Armor, 2 new Relics
- New Library entry on Dual Wielding
- Rebalanced Shields, increased Parry and Auto-Block
- Rebalanced Max Use counts on Captain's grenades
- Reduced Captain's Discerning Eye and Fire Commander to 1 AP
- Fixed bugs applying bonus Deflection in combat
- Updated Scout armor design


Templar Battleforce - Trese Brothers


This weeks update brings new utility and power to the Engineer on your squad. The Repair Talent, once exclusively able to repair Tact Points, can now be used to fix damaged Sentry Turrets. Now, your defensive lines can hold even stronger with a well equipped Engineer behind them to help mend battle damage. The repaired amount is based on your Engineering Skill x Talent level, so it isn't too powerful if both are low -- rank up your Engineers and you can completely mend a Sentry Turret in a single go. To keep things balanced, that means that Repair now has a max use count as well.

In addition, the your Engineer's skill score in Engineering now has a more direct impact on the damage your Engineering strikers do against enemy Tact Points. The higher the Engineering skill, the more likely you will roll in the higher registers of possible Damage on your attacks. Reaching 16 Engineer guarantees that your damage against Tact Points will always be boosted.

We've added cross-fading between the animations for Templars, Turrets, Lev Rigs, and Tact Points to smooth out animation quality. We've also fixed the Talent description of Uncappd Fury which was incorrectly mentioning Medic Skill, clarified that Max Squad Cap is set by the individual scenario you are playing (6, 9, or 12) and fixed a few visual issues with Talent icons.

Vae Victus, Templars! Leave a review if you like the updates, new content, features, and all the rest!

v2.3.15 - 7/28/2016
- Engineer Repair Talent now can repair Sentry Turrets or Tact Points
- Higher Engineering improves curve of Damage against Tact Points
- Improved animation quality for Templars
- Fixed print out of Uncapped Fury
- Improved Library entry about Squad Cap
- Fixed glitches with Talent Icons
Templar Battleforce - Trese Brothers


This weeks update brings new utility and power to the Engineer on your squad. The Repair Talent, once exclusively able to repair Tact Points, can now be used to fix damaged Sentry Turrets. Now, your defensive lines can hold even stronger with a well equipped Engineer behind them to help mend battle damage. The repaired amount is based on your Engineering Skill x Talent level, so it isn't too powerful if both are low -- rank up your Engineers and you can completely mend a Sentry Turret in a single go. To keep things balanced, that means that Repair now has a max use count as well.

In addition, the your Engineer's skill score in Engineering now has a more direct impact on the damage your Engineering strikers do against enemy Tact Points. The higher the Engineering skill, the more likely you will roll in the higher registers of possible Damage on your attacks. Reaching 16 Engineer guarantees that your damage against Tact Points will always be boosted.

We've added cross-fading between the animations for Templars, Turrets, Lev Rigs, and Tact Points to smooth out animation quality. We've also fixed the Talent description of Uncappd Fury which was incorrectly mentioning Medic Skill, clarified that Max Squad Cap is set by the individual scenario you are playing (6, 9, or 12) and fixed a few visual issues with Talent icons.

Vae Victus, Templars! Leave a review if you like the updates, new content, features, and all the rest!

v2.3.15 - 7/28/2016
- Engineer Repair Talent now can repair Sentry Turrets or Tact Points
- Higher Engineering improves curve of Damage against Tact Points
- Improved animation quality for Templars
- Fixed print out of Uncapped Fury
- Improved Library entry about Squad Cap
- Fixed glitches with Talent Icons
Templar Battleforce - Trese Brothers


This week, we're rolling out a new set of enhancements. We've taken some time to re-balance and improve some of the starting war gear in the game, switching the Multi-Target Ocular with the Security Ocular, which better fits its Templar classes. We've improved some of the late-game gear for Scouts and your Captain, including the Pilot Sensorkit.

After last weeks update to make Tact Point turrets animate and fire, we've given new excitement to the Flame Defenses on your Tact Points -- they now spew persistent napalm attacks against your targets. If the original damage doesn't kill them, its possible the follow-up flame damage will!

Finally, we've improved the defensive Ordnances that buff your armor and special types of resistance.

Please leave a review to help us continue updates, features, and new content!

v2.3.13 - 7/16/2016
- Flame Turret on Tact Point spews napalm flame
- Added new starting Gear: Scoped Pilot Kit
- Improved War Gear: Prescience Sense, Pilot Sensorkit, replaced Multi-Target Ocular with Security Ocular
- Improved effect of Radiation/Flame/Deflect/Irid Field Kit Ordanances
- Improved challenge of level 20+ enemies
Templar Battleforce - Trese Brothers


This week, we're rolling out a new set of enhancements. We've taken some time to re-balance and improve some of the starting war gear in the game, switching the Multi-Target Ocular with the Security Ocular, which better fits its Templar classes. We've improved some of the late-game gear for Scouts and your Captain, including the Pilot Sensorkit.

After last weeks update to make Tact Point turrets animate and fire, we've given new excitement to the Flame Defenses on your Tact Points -- they now spew persistent napalm attacks against your targets. If the original damage doesn't kill them, its possible the follow-up flame damage will!

Finally, we've improved the defensive Ordnances that buff your armor and special types of resistance.

Please leave a review to help us continue updates, features, and new content!

v2.3.13 - 7/16/2016
- Flame Turret on Tact Point spews napalm flame
- Added new starting Gear: Scoped Pilot Kit
- Improved War Gear: Prescience Sense, Pilot Sensorkit, replaced Multi-Target Ocular with Security Ocular
- Improved effect of Radiation/Flame/Deflect/Irid Field Kit Ordanances
- Improved challenge of level 20+ enemies
...