Warhammer 40,000: Gladius - Relics of War - Alberto
On Tuesday January 15th we will be releasing the new DLC, Tyranids.
The new expansion focuses on a brand new race with new gameplay mechanics, a range of new units, a new research tree and much more. We are looking forward to seeing how players will react to the addition of such a unique race.
Tyranids will be accompanied by a free update. It will contain many tweaks and improvements, but chief among them is something many players asked for.
Well, without further ado... Steam Achievements are coming to Warhammer 40,000: Gladius!
55 achievements have been added, covering unique goals for each of the five races. We can't wait to hear what you think of them.
What else is there to say? Tomorrow we will have a thorough look at Tyranids, live on Twitch! Tune in at 7 pm CET on our Twitch channel for our preview Stream. On Monday we will post a new article, detailing the new Tyranid units. And on Tuesday, Emperor preserve us, the Tyranids will invade!
Warhammer 40,000: Gladius - Relics of War - Alberto
We said this week we would show everything of the new DLC for Warhammer 40,000: Gladius, Tyranids.
We already spoke at length of the new gameplay mechanics yesterday, and we'll follow up every day with news about the new DLC.
Today we have very interesting news in store for you. We are going to stream the new expansion on Friday January 11th live on Twitch, for the first time ever!
Don't miss this exclusive first-look preview stream - Agrippa Maxentius will lead his very own Tyranid swarm. We'll see if he manages to conquer Gladius Prime at 7 pm CET, this Friday, on our Twitch channel.
Warhammer 40,000: Gladius - Relics of War - Alberto
The Tyranids are an extremely original and unique race. Their playstyle is rather different compared to the other factions: they field large numbers of cannon-fodder infantry which is best employed to cover for very powerful heavy infantry. They have access to highly specialised units (more on them in a units diary later this week) as well as flying monstrous creatures!
They are an aggressive, expansionist race. If you play against a Tyranid AI and you find yourself bordering a ‘nids infestation, best to prepare your defenses. If you are playing as Tyranids, don’t refrain from going on the offensive and don’t worry about losing a few units. It’s not a faction for the faint of heart.
Let’s have a look at the specifics of their gameplay mechanics.
Biomass
Food and ore are replaced by a single biomass resource. This is the Tyranids’ most important resource, as it’s used to build new buildings, produce and maintain units as well as sustain your population. There are several ways to increase your biomass (more on that below).
No Energy
Tyranids don’t make use of Energy, either. Instead, their buildings are sustained with Influence, which becomes even more important to Tyranids players.
The Ravening Swarm
Tyranid cities are more restricted in size, but less penalized by quantity. Cities cost less, and you’re encouraged to follow a decentralized playstyle. Tyranids spread all across the world when played effectively!
Reclamation
Production buildings can reclaim units to regain biomass and production. This is part of what makes your Biomass pool dynamic. If you don’t have a use anymore for a certain unit, get rid of it and dissolve it into the Biomass pool!
Feed Upon The Planet
Cities (when acquiring new tiles) and Malanthropes consume tile biomass and strip the ground down to bedrock. It is a one-time action which strips the terrain tile of all resources in order to add to your biomass pool. This mechanic is a strong encouragement for Tyranids players to keep expanding for new terrain to consume. Even if you are forced back, you will leave a wasteland behind you.
Prey Adaptation
By defeating and consuming enemies, Tyranids evolve better ways of beating them next time. Enemies defeated in the area of a Malanthrope generate research points. This bonus can be further enhanced with specific technologies. If you playing as the Tyranids you want to keep a Malanthrope where fighting is thick, to better learn from your enemies’ tactics and communication patterns. Needless to say, if you are playing against the Tyranids it will be wise to eliminate a Malanthrope if you spot one.
Instinctive Behaviour
Units outside the range of a synapse creature revert to their instinctive behaviour until contact is re-established whereas whilst in range of a synapse link Tyranid units are immune to morale effects. The Hive mind’s attention can be focused to temporarily override a unit's instinctive behaviour. Each unit type reacts differently when reverting to instinctive behaviour. This is possibly the most unique gameplay mechanic: the malus for reverting to instinctive behaviour can be very harsh. You need to keep your swarm effective by spreading synapse units evenly and intelligently.
Poisoned Weapons
Many Tyranid monstrosities possess the ability of executing poisonous attacks. This means that certain weapons do addictional damage to enemy infantry units. Bear that in mind – when fielding a line of Guardsmen there is a high chance they will be slaughtered!
Acid Blood
The alien blood spilt from certain Tyranids is so corrosive that it can eat through ceramite armour and dissolve flesh in mere moments. When certain Tyranid units are attacked in melee they automatically damage their attackers. You can use this to your advantage by dragging your enemies in melee combat, and watch acid do the rest…
Broodhives
Where the Tyranids arrive, the plants that constitute the Broodhive travel with them. Rapidly proliferating from seeds left by the Tyranid swarm as they pass, these plants burrow their giant hollow roots through soil, metal or stone, enabling Tyranids to pass undetected between areas. In gameplay terms, Trygons can build Broodhives across the map, and then Tyranid units can perform subterranean movements between Broodhives. This makes Tyranids potentially extremely mobile, but only if you prepare a network of Broodhives. If you are playing against the Tyranids and they manage to deploy a Broodhive next to your capital, be very afraid.
These mechanics are only part of what makes the Tyranids unique and fun to play as. Everything (units, technologies, buildings, quests…) about them is completely new and different compared to what you are used to. We will describe the Tyranid units in a Dev diary later this week. Until then, we’d like to hear what you think in our forum!
Warhammer 40,000: Gladius - Relics of War - Alberto
If you are a Warhammer 40,000 fan, chances are you have heard of the new expansion coming for Warhammer 40,000: Gladius, Tyranids. We are now ready to announce its release date: the Tyranids are coming to Gladius on January 15th!
The Tyranids are an expansionist and aggressive race, always ready to unleash their ravenous hordes on their terrified enemies...
Just like the other factions, the Tyranids come with their own unique set of units, technologies, heroes and buildings. Their behaviour is faithfully represented through new unique and original gameplay mechanics and they play like no other faction in the game.
We will cover their gameplay and their units roster later on during the week as well as announce some preview streams, so stay tuned!
Warhammer 40,000: Gladius - Relics of War - Alberto
On Gladius Prime there is only war. Orks, Necrons and Men vie for control of a dying world. But something worse lurks in the shadows. Feral Tyranids now roam the surface of the planet, escapees from an Imperial research facility. All life on Gladius will shudder in fear.
Warhammer 40,000: Gladius - Tyranids has been announced!
The first major DLC for Warhammer 40,000: Gladius will be released in January and will add for the first time a new playable race: the Tyranids.
The Tyranids will have their own unique gameplay mechanics, faithfully recreating their rapacious nature. Adaptable, vicious, terrifying, they strive to consume everything in their everlasting hunger. You can find more about the new race and how they'll play on the DLC's product page.
Stay tuned for further news and more information. Tyranids will be released on Slitherine and on Steam on January 2019. In the meantime, we would like to hear what you think on our forum!
Warhammer 40,000: Gladius - Relics of War - Alberto
We are releasing a new update, version 1.1.5!
As usual we are improving and constantly finetuning both the gameplay balance and AI performance. We would like to thank all who took part in the beta testing and provided us with extremely useful feedback.
And it's just a matter of a few days before we unveil what is coming next...
Changelog Version 1.1.5
### Balance * Changed loyalty resource output modifier from +/-2% to +1% for positive and -2% for negative loyalty. * City tiles no longer exhibit zone of control. * City tiles now obstruct vision. * City tiles now provide ranged damaged reduction not only to allied units. City damage reduction is still only affecting allies.
### AI * AI will now generally use their units in a more aggressive fashion when they think they have an edge over their opponent. * AI now only considers retreating army to defend if the threat cannot be handled by the city alone. * AI units that are too far away from the main army will now act on their own and try to accomplish things in the area where they are instead of joining up with the main army at all costs. They will still join the main army if they don't find anything else to do in their proximity. * AI no longer disbands units. * Librarian no longer uses Shockwave on artifacts. * Fixed a bug that caused AI to not use their support units properly and also caused some other unintended behavior. * Fixed an issue that prevented invading enemies spawned by quests to act as intended. * Fixed a recent regression that could cause natives to not do nothing under certain circumstances.
Warhammer 40,000: Gladius - Relics of War - Alberto
We have released a patch for Gladius, previously on open beta and now pushed to the main branch. We would like to thank all who took part to testing it, as usual. You guys rock!
You can find the full changelog below. The 1.1.4 mostly focuses on balance, with some fairly important changes to city tile acquisition radius and Astra Militarum edicts.
Changelog Version 1.1.4
We have reduced the city tile acquisition radius to make the respective upgrades more meaningful and not let endgame cities get out of hand. We also adjusted the Astra Militarum edict outputs to make sure they can afford to power their production as well as increased the cost of the Necron Monolith (it was just too strong compared to other units of the same tier).
### Balance * Cities now start with 1 tile acquisition radius instead of 2. * Reduced Astra Militarum edicts from +50% production to +33% production. * Increased Astra Militarum edicts from +25% resources to +33% resources. * Increased cost for Necron Monolith by 50%.
### AI * Fixed an issue that prevented Neutrals from retreating. * Improved AI tile evaluation (and tiles recommended for founding cities). * Fixed an issue where AI units would still heal instead of defending their city with their lives. * AI will now only make room for more population when they actually have a need for that population because maintaining unused population just puts too much of a strain on the economy.
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.