Warhammer 40,000: Gladius - Relics of War - Alberto
This weekend we will be in Nottingham at the Games Workshop headquarters - that's right, at Warhammer World!


We will be there as part of the Warhammer Open days on Saturday and Sunday. You'll be able to play Warhammer 40,000: Gladius - Relics of War as well as speak with us and get an exclusive sneak peek of what is about to come for Gladius.

You can find more information at this site. So see you in Nottingham!
Warhammer 40,000: Gladius - Relics of War - Alberto
Hi all!

We are releasing a new patch today, one that's been in testing for a few days.
As usual you can find the full changelog below.

Stay tuned, there will be some real juicy news soon!


Patch Notes:


These are mainly AI improvements as well as a fix to the AI performance drop that was introduced with a recent version. We're currently in the crunch phase for the new faction, so balance changes are postponed to the upcoming big update.

AI
- AI will now be more aggressive when fighting other factions. This might slightly weaken them in FFA scenarios but should be more fun to play against.
- AI will no longer retreat its units when their cities are under attack and take damage. Instead it'll also fight with the damaged units.
- AI now tries to keep support units units behind other units and out of harms way.
- AI is now less likely to shoot their own enslaved units when there's other units around (like an Enslaver).
- Targets for capturing and exploring will now always be picked considering the distance form the AI's army. Targets for attacking will be picked considering the distance from the cities. That way the AI still prioritizes defending but will not waste so much time going back and forth with their army for recapturing and exploring.
- When retreating a unit to heal, the AI will now not just go out of immediate attack range of the enemy but also further back in general to make it harder to chase the retreating unit down.
- AI is now more afraid of Enslavers.
- Added AI flags to a lot of technologies so the AI knows what they are good for and can choose research accordingly.
- AI shall now prefer targets it can deal a lot of damage to over targets that are safest to attack.
- AI shall no longer leave an important frontline where it still feels it has the upper hand in order to chase some easy targets.
- AI will no longer build a colonizer production building in every single city when it already has one.
- AI now will no longer completely disregard important techs it might not need right now but later.
- AI now takes the lacking resources into account that it saves by disabling buildings when it calculates which resource buildings it needs.
- AI no longer considers to let a unit heal when it hasn't lost at least 10% of its health. This helps against "stunning" Ork melee units via miniscule damage caused by morale loss.
- Whether AI tries to keep their population growth maximized now depends on whether they have enough production capabilities to keep up with the population growth.
- Ammo Runt and Signum abilities are now used by the AI.
- AI Weirdboy should no longer cast warpath on himself and shall prefer more expensive units as targets instead of random ones.
- AI shall now prioritize units to which they deal the most damage overall rather than the highest damage percentage (still taking into account if a target has lower health).
- Fixed Librarian using Telekine Dome when there were no enemies nearby.
- Fixed an issue with potential division by 0 in score evaluation for Neutrals.

Bug Fixes
- Fixed AI slowdown.
- Fixed an issue that caused recommended tiles for founding a city only being the tile the builder was on.
Warhammer 40,000: Gladius - Relics of War - SlithFox
Hi everybody!

Version 1.1.02 has been officially released!

Patch Notes

AI
• AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are.
• Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units.
• AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does.
• AI now puts more emphasis on not getting their population growth reduced. • Area of Effect is now properly taken into consideration for AI unit selection.
• Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances.
• AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways).
• AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable.
• Evaluation of how good a city location is now depends on distance from own army.
• Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available.
• AI is now capable of planting orkoid fungus.
• AI now can handle severe resource shortages via disbanding excess units.
• AI should no longer overrule the order to found a city with another order.
• Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters.
• Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city.


General
• Adjusted difficulty names for the improved AI.
• Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description. • Tweaked Land Raider model and animations.
• Tweaked color intensity of some Space Marine vehicles.

Bug Fixes
• Fixed unit health bars not refreshing when a unit has a wait order.
• Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground.
• Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2.
• Fixed quest screen not closing by keyboard shortcuts like other screens.
• Fixed crash when closing the settings screen after opening it with Ctrl+E.
• Fixed outposts not being captured when the player control of a unit changes.
• Fixed Stormraven Gunship research not requiring Launch Pads to be researched.
• Fixed Dimensional Sanction research description not mentioning action cost reduction.
• Fixed several English typos.
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!

https://store.steampowered.com/app/961840/Warhammer_40000_Gladius__Reinforcement_Pack/

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!


https://store.steampowered.com/app/961840/Warhammer_40000_Gladius__Reinforcement_Pack/
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.

Check them out!

https://store.steampowered.com/app/870540/Warhammer_40000_Gladius__Relics_of_War__Lord_of_Skulls_exclusive_unit/

https://store.steampowered.com/app/870530/Warhammer_40000_Gladius__Relics_of_War__Soundtrack/

https://store.steampowered.com/app/870550/Warhammer_40000_Gladius__Relics_of_War__Wallpapers/
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