Warhammer 40,000: Gladius - Relics of War - Alberto
It's time! New units are deployed on Gladius and battle lines are drawn. The carnage has begun: the Reinforcement Pack is out!
The Reinforcement Pack is the first DLC to Gladius and it adds five brand new units, filling new roles on the battlefield!
Make use of the Flash Gitz and the Immortals to unleash devastating firepower, while the Astra Militarum's Tempestus Scion elite troops are perfect for executing surgical and precise attacks on vulnerable enemy positions. The mighty Land Raider can transport the battle brothers of the Adeptus Astartes under the thickest enemy fire. But beware of a new dangerous enemy, ready to strike from the shadows... the Neophyte Hybrids!
The Reinforcement Pack is now available on PC and Linux for $4,99!
This is but the first DLC, and we have bigger expansions coming. Stay tuned, this is just the beginning!
The DLC is accompanied by a free update, for which you can find the changelog below.
Change History: v1.1.0 – 17th October, 2018
NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.
Reinforcement Pack (DLC) - New Units - Flash Gitz (Orks) - a versatile ranged infantry unit. - Immortals (Necrons) - a medium-range armoured infantry unit. - Land Raider (Space Marines) - a massively armoured transport unit. - Neophyte Hybrids (Neutral) - a ranged infantry unit specialized in ambushes. - Tempestus Scions (Astra Militarum) - an elite shock infantry unit.
Balance - Reduced ranged damage reduction for city, forest and imperial ruins from 50 to 33%, for outposts from 25 to 17%. - Reduced Devastator Space Marines squad size from 4 to 3. - Rebalanced Artefact boni: reduced damage bonus from 20% to 10%, healing bonus from +1 to +0.5, hitpoints bonus from 20% to 10% and loyalty bonus from 4 to 3, removed sight boni. - Increased Canoptek Scarabs group size from 3 to 4. - Reduced Canoptek Scarabs attacks from 4 to 3. - Added Power of the Machine Spirit ability to Stormraven Gunship. - Jokaero Digital Weapon now has a cooldown of 3 turns, 1 attack, 12 damage, 8 armor penetration, 100% accuracy and range 2. - Mourning Blade of Lazaerek now cleaves 0.75 additional members instead of 1.5. - Tweaked research trees. - Starting resources now scale with game pace.
AI - AI now gathers intelligence data on enemy units to take into consideration which units to build to best counter them. - AI now takes a look at the units it can build in each building and prioritizes buildings for units that are assumed to fare the best. - AI now researches all units for the buildings it already has constructed with high priority. - Improved the AI evaluation of units in relationship to group sizes, blast effects and amounts of attacks. - Changed algorithm that determines when the AI expands, now being tied to loyalty. This way the AI will expand quicker on higher difficulty levels. - Added AI support for Tank Commander abilities. - Added AI support for Chaplain abilities. - Added AI support for Warboss abilities. - Added AI support for Lord elite. - Added AI support for Destroyer Lord elite. - AI Librarian now uses Shockwave. - AI Lord Commander will now only use Bring it Down when there is at least one friendly adjacent unit. - Improved AI usage of Captain, Cryptek and Primaris Psyker. - AI now only uses Necrodermis Repair in rare cases instead of wasting influence on it whenever it can. - AI no longer puts their economy in jeopardy by making too many heroes. - AI considers military buildings more valuable when it doesn't have any. - Water neighbor tiles are also no longer considered interesting for scouting. - Fixed inconsistency in behavior between attacking and using abilities like Throw Grenade and Void Strike. - AI now values tiles with wire weed less when deciding what to acquire. - AI now considers maintainance cost of potential heroes. - AI now takes into consideration how much the need for food, ore or requisitions will increase as its population grows. - Fixed an issue that prevented the AI from stepping inside an opponent's city with ground units unless they could target an enemy.
Modding
- Removed damageByGroupSizeFactor attribute. - Renamed damageByGroupSizeMaxAffected attribute to additionalMembersHit.
General - Added Alexander Stumpp (Additional Programming) to the credits screen. - Improved performance for all calculations involving modifiers. - UPnP initialization is now performed threaded to prevent stalling.
Bug Fixes - Fixed a crash related to Mob Rule. - Fixed an issue with Catachan Devils spawning on top of the lair. - Fixed blast weapons doing incorrect damage in certain situations. - Fixed accuracy of items and Orbital Bombardment scaling with unit accuracy instead of being fixed at 100%.
Warhammer 40,000: Gladius - Relics of War - Alberto
Since Warhammer 40,000: Gladius has been released players have been enthralled with it: for the first time ever it was possible to play a 4X strategy game set in the Warhammer 40,000 universe, and we are glad to see that it was so well received.
Proxy Studio, developers of Gladius, haven't been idle since then.
We are ready to announce its first DLC, which will be released on Friday October 19th!
With the Reinforcement Pack new units join the fight on Gladius Prime!
With one new unit per faction, plus one for the Neutral faction, the expansion will widen the strategical options for all commanders.
You can now lead the Tempestus Scions elite troops for rapid-insertion strike tactics, for the greater glory of the Imperium of Man. Or perhaps you want more dakka (can't ever have enough dakka) and would rather field your new Flash Gitz, ready to unleash cataclysmic fire on their enemies?
What is this noise I hear? That's the new Land Raider, a mighty and unstoppable war machine, ready to deploy its Astartes passengers wherever they're most needed. And what of the elite warriors of the Necrons, the Immortals? Heavily armed and armoured, they will stop at nothing in the completion of their masters' goals.
On top of that, there is a new threat lurking in the shadows, biding their time and ready for an insurrection... the Neophyte Hybrids!
This is just the first of a series of planned expansions for Gladius. In the past month the team has been working hard to implement a brand new playable race, one which will be played in a drastically different way. Stay tuned, for there will be more news soon!
Warhammer 40,000: Gladius - Relics of War - Alberto
As announced a few days ago, we have been working on a new massive free update for Gladius.
The changelog is enormous, but its main features are the new World Builder settings and the revamped and improved AI.
We received some tremendous feedback from testers, and we're really glad with how the update turned out.
You can now completely customize the map you'll play in to your liking. Set the region sizes, as well as their density. You can now make the planet entirely volcanic, if you wish, or desertic. It's up to the player.
The AI revamp is truly massive, as you can read in the changelog below. There have been many improvements in key areas, and you'll find that the AI is now tougher than ever. We are eager to hear what you think of the new AI in particular.
With 1.0.10 now live, Proxy Studios is moving ahead on the next milestone for Gladius. You'll be thrilled to know that the announcement of the first DLC is imminent, so stay tuned!
Changelog:
New
- Added world parameters for general region size and density as well as arctic, desert, tropical and volcanic region densities. - Fortifications now capture and keep control of adjacent outposts. - Fortress of Redemption now only gains percentage and flat resources from a controlled outpost.
AI
- AI will now prefer building units with a cost profile that fits its resource pool and income. - AI will now cease producing units if this would slow the economic buildup. - AI will now cease producing units if this would lead to going bankrupt in one of the resources. - AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings. - AI is now better at stockpiling the right amount of resources based on its expenditure. - AI will now make sure to have at least one colonizer unit in case it wants more cities. - AI now knows the true value of loyalty and constructs this building when it makes sense. - AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required. - AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly. - AI will no longer add more research buildings once it reaches the highest research tier. - AI units now prefer moving through forests and imperial ruins in order to gain combat advantages. - AI now considers their production capabilities when choosing what units to research. - AI now chooses better tiles for healing its units. - AI no longer has the urge to explore water tiles. - AI now assumes there are unseen enemies near visible ones. - AI no longer spams colonizer units. - AI is now a signficantly better in grouping its units. - AI now performs more organized retreats. - AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population). - Fixed Space Marines AI placing several fortresses of redemption on the same resource node. - Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5. - Fixed an issue with AI operating on outdated strategy data. - Fixed AI stopping exploration under certain circumstances.
General
- Made regions more pronounced. - Improved multiplayer UPnP connectivity. - Updated French, German, Russian and Simplified Chinese translations.
Bug Fixes
- Fixed crash when using an operation after having selected a transport unit. - Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void. - Fixed Ctrl+Y showing unexplored tiles.
Warhammer 40,000: Gladius - Relics of War - Alberto
Just like we announced the other day, we are about to start a new open beta. We would like to test the new features and changes, to make sure everyone has the best gameplay experience, before fully releasing it.
You can opt in for the beta simply by right clicking on Gladius in your library, clicking on Properties -> Betas and then selecting "open beta" from the scroll-down menu.
This update will contain the new options for world customization as well as a revamped and improved AI. We're really eager to hear what you think of it.
Changelog:
NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.
New - Added world parameters for general region size and density as well as arctic, desert, tropical and volcanic region densities. - Fortifications now capture and keep control of adjacent outposts. - Fortress of Redemption now only gains percentage and flat resources from a controlled outpost.
AI - AI will now prefer building units with a cost profile that fits its resource pool and income. - AI will now cease producing units if this would slow the economic buildup. - AI will now cease producing units if this would lead to going bankrupt in one of the resources. - AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings. - AI is now better at stockpiling the right amount of resources based on its expenditure. - AI will now make sure to have at least one colonizer unit in case it wants more cities. - AI now knows the true value of loyalty and constructs this building when it makes sense. - AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required. - AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly. - AI will no longer add more research buildings once it reaches the highest research tier. - AI units now prefer moving through forests and imperial ruins in order to gain combat advantages. - AI now considers their production capabilities when choosing what units to research. - AI now chooses better tiles for healing its units. - AI no longer has the urge to explore water tiles. - AI now assumes there are unseen enemies near visible ones. - AI no longer spams colonizer units. - AI is now a signficantly better in grouping its units. - AI now performs more organized retreats. - AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population). - Fixed Space Marines AI placing several fortresses of redemption on the same resource node. - Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5. - Fixed an issue with AI operating on outdated strategy data. - Fixed AI stopping exploration under certain circumstances.
General - Made regions more pronounced. - Improved multiplayer UPnP connectivity. - Updated French, German, Russian and Simplified Chinese translations.
Bug Fixes - Fixed crash when using an operation after having selected a transport unit. - Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void. - Fixed Ctrl+Y showing unexplored tiles.
Warhammer 40,000: Gladius - Relics of War - Alberto
We have great news for all Gladius fans!
The team got some vacation and they are now back at work, really busy finalizing some exciting features.
First off, they have been working on a new free update which will go into open beta any day now.
Among the usual balance changes and minor fixes, that'll bring two major changes that we feel will greatly please players.
First off, the world builder has been greatly improved. You can now customize your maps to a much higher degree, to the extent that you can control the biome size and density. Do you want to play on a desert planet? You can. Would you rather play on a completely arctic world? You can definitely do that now. It is extremely flexible.
Secondly, the AI has been completely revamped. It is now much better than before. It's been improved decisively in several areas: resource collection, building priorities, combat... you'll see that the AI will be much tougher than it ever was.
But that's not all...
There are DLCs with more content in the pipeline. We will announce the first one very soon, and it'll be a smaller one while we prepare for bigger things. The team from Proxy Studios is working hard on implementing a new race, one that'll have a completely new type of gameplay... but all in due time.
We are excited to see that so many people liked Gladius. It's been a success for us and we are looking forward to expanding the game. This is just the beginning. There are many directions where we can go from here, and we can’t wait to hear your feedback about it. Please let us know what you would like to see added in the game.
Warhammer 40,000: Gladius - Relics of War - Alberto
Today's the time for a new big update for Gladius.
This time we are adding a much requested feature: keyboard hotkeys! You can read the full list of hotkeys down below.
We are also including a new special screen shake effect when a drop pod is landing, plus many bug fixes and balance improvements.
This update has been fine tuned and tested during a few days beta, so we'd like to thank everyone who took part in it. Please let us know if you have any feedback: your suggestions are always very handy in helping us improving the game.
Version 1.0.9 Changelog (21st August, 2018)
New * Added drop pod landing screen shake effect. * Added new keyboard hotkeys.
Balance * Reduced the maximum effective armor (after applying armor penetration) from 11 to 10. This effectively doubles the minimum damage against certain units with very high/stacked armor (namely Captain and Chaplain). * Melta Bomb and Tankbusta Bomb can now only target Vehicles, Monstrous Creatures and Fortifications. * Melta Bomb and Tankbusta Bomb now have Bomb traits. * Bomb trait now fixes accuracy to 6. * Blast trait now gives +2 accuracy. * Reduced Frag Grenade and Stikkbomb damage by 33% to compensate the accuracy buff from Blast weapons. * Reduced Killa Kans cost by 33%. * Reduced Assault Space Marine melee attacks from 2 to 1. * Increased Space Marines doctrine costs from 40 to 80 influence.
Bug Fixes * Fixed a crash bug that was caused by loading a game with certain quests active. * Fixed being able to remove hero items of other players. * Fixed language \<string> references being resolved after each individual mod is loaded instead of at the end of loading all language.
Hotkeys * Q Unit ability 1 * W Unit ability 2 * E Unit ability 3 * R Unit ability 4 * T Unit ability 5 * A Unit ability 6 * S Unit ability 7 * D Unit ability 8 * F Unit ability 9 * G Unit ability 10 * Y Unit ability 11 * X Unit ability 12 * C Unit ability 13 * V Unit ability 14 * B Unit ability 15 * 1 Unit item 1 * 2 Unit item 2 * 3 Unit item 3 * 4 Unit item 4 * 5 Unit item 5 * 6 Unit item 6 * 7 Unit item 7 * 8 Unit item 8 * 9 Unit item 9 * 0 Unit item 10 * Alt+1 Cargo 1 * Alt+2 Cargo 2 * Alt+3 Cargo 3 * Alt+4 Cargo 4 * Alt+5 Cargo 5 * Alt+6 Cargo 6 * Alt+7 Cargo 7 * Alt+8 Cargo 8 * Alt+9 Cargo 9 * Alt+0 Cargo 10 * Ctrl+1 Player ability 1 * Ctrl+2 Player ability 2 * Ctrl+3 Player ability 3 * Ctrl+4 Player ability 4 * Ctrl+5 Player ability 5 * Ctrl+6 Player ability 6 * Ctrl+7 Player ability 7 * Ctrl+8 Player ability 8 * Ctrl+9 Player ability 9 * Ctrl+0 Player ability 10 * Ctrl+E Settings screen * Ctrl+N Next music track * Ctrl+U Unit overlay * Ctrl+Y Yield overlay
Warhammer 40,000: Gladius - Relics of War - Alberto
The content of the Deluxe Edition is being repackaged and is now available for purchase separately! You can now get your hands on the Lord of Skulls extra unit, on the Wallpapers and the Soundtrack as they are all on sale as separate items. You can receive more information on each individual DLC product page.
Warhammer 40,000: Gladius - Relics of War - Alberto
We are releasing a sizeable update today, and you can read the full changelog below as usual. It includes some new options, many balance changes, bug fixes, and more.
Work continues on the game as the team keeps polishing it, but we'll soon have news on future additions!
Version 1.0.8 Changelog (7th August, 2018)
**NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.**
New * Lord of Skulls quest now shows the turns until Khorne goes inactive again. * Added warp in and out effect for Lord of Skulls. * Added setting for orkoid fungus density. * Added non-destructive mod support: mod data is loaded from "%USERPROFILE%\Documents\Proxy Studios\Gladius\Mods\<ModName>\Data\" on Windows and "$HOME/.config/Proxy Studios/Gladius/Mods/<ModName>/Data/" on Linux.
Balance * Rescaled all influence costs to match the default cost scheme (25/50/100/200 to 20/40/80/160). * Fortresses of Redemption now costs 40 influence. * Fortresses of Redemption no longer gain the percentage bonus from tiles controlled by cities. * Increased Fortress of Redemption upkeep from 2 to 3. * Increased Orbital Bombardment cooldown from 0 to 1. * Increased Orbital Scan cooldown from 0 to 1 and increased its radius from 1 to 2. * Aircraft and jump / levitate now only ignore zone of control of enemy ground units (but are still affected by other aircraft). * Ere We Go now requires movement (but does not consume movement) to prevent exploiting its use to cross wire weed or zone of control in 1 turn and still attack after. * Deffkopta's big bomm no longer consumes an action (7th edition bombing run Orks errata). * Reduced Apothecaries group size from 5 to 3. * Reduced Apothecaries cost by 50%. * Fixed Dreadnought conversion typo: increases Dreadnought armor from 7 to 8 and hitpoints from 24 to 36. * Increased Dreadnought cost by 50%. * Fixed Gorkanaut's Klaw of Gork typo: increases damage from 6 to 12 and armor penetration from 0 to 8. * Reduced Gorkanaut attacks from 3 to 1. * Reduced Gorkanaut Rampage bonus attacks from 2 to 1. * Fixed Gorkanaut gaining Rampage even when the number of enemies was even. * Medi-Pack research moved from tier 2 to tier 3. * Heavy Weapons Squad research moved from tier 3 to tier 2. * Increased Cryptek's Resurrection Orb range from 1 to 2. * Canoptek Spyder and Kastelan Robot now have Vehicle traits, allowing them to be repaired. * Killshot now also increases damage against Fortifications. * Machine Empathy now also heals Fortifications. * Ordnance now also has increased damage against Fortifications. * Dok's Tools, Extra Bitz, Experimental Procedure, Narthecium, Roll Over Them, Summary Execution and The Flesh Is Weak no longer work on Fortifications. * Awaken the Machine, Blessings of the Omnissiah, Fabricator Claw Array, Mek's Tools and Objuration Mechanicum now work on Fortifications. * Fermentation pool now gives +1 energy and +1 influence instead of +2 influence for Necrons. * Grox pasture now gives +1/+10% infuence and +1/+10% ore instead of +2/+20% influence for Necrons. * Recaf leaf now gives +1 influence instead of +1 energy for non-Necron factions. * Tweaked some special features adjacency bonuses for Necrons. * Lord's Royal Guard summon duration increased from 3 to 5 turns.
Modding * Added XML support for specifying if only one conditions needs to match before effect is applied. That is, \<conditions> and other block conditions tags such as \<unit> can now have the attribute match="Any". Defaults to match="All". * Revert to random faction instead of crashing if config faction is invalid.
General * All relevant technologies are now linked with requirements. * Level up selection now stays up until all points have been spent. * Tweaked Tactical Space Marines death animations.
Bug Fixes * Fixed mouse cursor not showing when mouse pointer trails is enabled on Windows. * Fixed item cooldowns not decreasing. * Fixed a crash when immediately founding a city on a tile where a city was just destroyed. * Fixed experience not being awarded when a unit is disbanded or killed with an ability such as Shockwave and Orbital Bombardment. * Fixed cleared tiles still obstructing vision. * Fixed being able to move items to units across the map. * Fixed trait rank not going up with ability rank (e.g. Cybork Implants). * Fixed capturing artefacts not refreshing resources before the end of the turn. * Fixed clicking on an item while leveling a hero wrongly spending level up points. * Fixed drop pods not being player colored. * Fixed orbital deployment and teleporting to a tile not triggering explore/capture/overwatch. * Fixed outposts of a destroyed city not being immediatelly reclaimed. * Fixed Astra Militarum energy, food, loyalty, ore and research edicts accidently increasing the upkeep of buildings. * Fixed Fear, Furious Charge and Zealot applying less melee damage change than intended (adds Circumstance Melee Damage). * Fixed units being affected by heavy and not healing if their max movement increased. * Fixed aircraft not being able to fly over enemy ground units. * Fixed bolt damage upgrade having no effect for Orks. * Fixed destruction protocols trait not being red. * Fixed heresy in an Astra Militarum bark.
Warhammer 40,000: Gladius - Relics of War - Alberto
Hi guys, the team have been busy fixing bugs and making balance changes. We continue our work on the game, continuing our balancing and polishing it further. Enjoy this long list of changes and as usual let us know your thoughts!
Thanks!
Changelog v1.0.7:
Balance
* Flyers can no longer capture or hold artefacts. * Bomb trait: bombs from aircrafts and skimmers now have set 50% accuracy and cannot target air units. * Melta bombs and tankbusta bombs now use melee instead of ranged accuracy (abstracts that they are deployed in close combat). This fixes tankbusta bombs being ineffective. * Fixed heavy bomb clusters of the Marauder Bomber having only 1 instead of the correct 8 attacks. * Increased Burna Bommer burna bomb count from 1 to 2. * Decreased Burna Bommer burna bomb cooldown from 5 to 3. * Increased Burna Bommer skorcha missile count from 1 to 2. * Increased Thunderbolt skystrike missile count from 1 to 2. * Increased Mek Gunz traktor kannon range from 2 to 3. * Reduced Fortress of Redemption influence upkeep from -3 to -2.
General
* When finishing production and research, any progress left over is no longer lost but preserved until the end of the turn. * Reveal map when player has no sighted tiles instead of when he is defeated. This allows fairer team play. * Don't allow sending chat messages to teams you are not part of. * Stretch basic and advanced parameters buttons to full size when chat is not there. * Don't clear chat when going from lobby to world. * Improved resolution handling. * Updated French translation.
Bug Fixes
* Fixed an issue with fog of war and water not covering the entire screen when the viewport size was exceeding the framebuffer size. * Fixed an issue with turns being stuck in multiplayer when a player connects or leaves the game. * Reducing world size no longer removes players if they are human. * Fixed player joined message appearing multiple times on the server. * Added missing vectored afterburners effect. * Added missing effect for signum and ammo runt.
Warhammer 40,000: Gladius - Relics of War - Alberto
The release of Warhammer 40,000: Gladius was a huge event for us, and we are really happy with how it went. We’re also very happy with how the game has been received so far: we’ve heard a lot of enthusiastic comments and opinions, from both the public and influencers. We’re really glad to see you guys like the game.
Naturally, we’ve also received some exceptional feedback: lots of good ideas, suggestions and criticism. We are really grateful for all kinds of feedback. We have been doing our best to gather all of this feedback and process it. It was particularly useful for all the updates we have worked on so far.
In fact, we’ve released several updates in just a few days, with the team working non-stop to keep improving the game and making it better and better, following this feedback. Balance changes, bug fixes as well as some much requested new features like UI scaling and MP chat were introduced in a short time – and we won’t stop here. In fact we have just released a new patch today bringing several new tools for multiplayer.
We’ve received a lot of questions about Gladius and its future, and today we’ll try to answer to the most common ones.
Do you plan to add more content?
Yes. We’re already working on it. Gladius will be a long journey, one that has just begun. You can expect news soon. To give a more detailed answer, we plan to keep polishing the game and our support will be constant and frequent. Alongside frequent updates, we have plans to expand the game and add lots of new content. We have so many ideas ourselves, and many more that you guys gave us.
Do you plan to add more races?
Yes :) we do. There are several races that we plan to add in Gladius. They will definitely come. Needless to say, each one of them will have a unique approach to the gameplay, just like the existing playable factions. We know you guys would love to have your favourite faction added to the game, and we’ll do our best not to disappoint you.
I have a great idea that I think would make the game better and should be implemented.
That’s great! We love to hear your thoughts. Please do post about it on our Steam forum, Slitherine forum or our social media. We can’t promise that we’ll implement it: some we might not agree with, or it might not integrate well with the other systems. We might have other plans. Or maybe there won’t be enough time or resources. But we’ll certainly listen.
I have found a bug! Help me please!
We’re a small team and we don’t have a huge QA department, but we’re doing our best to give you as smooth an experience as possible. As we already mentioned above, we’ve already released plenty of updates so far, and we’ll continue to do so, so if you find a bug please report it on the Slitherine Support Forum or Steam Support forum.
I’m slightly confused about a specific feature of the game, what can I do?
Gladius is a deep game and some players sometimes have trouble understanding all the game’s mechanics and thus have trouble at formulating an optimal strategy. The best way to learn the game is to play the introductory scenario as the Space Marines and then read the help tips. The in game Compendium is also extremely useful as it contains all info about the game’s mechanics. Two other great places where you can find lots of useful info are the manual and the Wiki page.
Where can I find an opponent for multiplayer?
The best place would be the fans Discord group! It’s a great place to meet and chat with other Gladius fans, and you’ll have no trouble finding other players for multiplayer and you can also make new friends.
Let’s conclude this update by saying a big Thank you for your constant support. We’re really happy and we are looking forward to announce what the future holds for Gladius. Stay tuned!