Today we’re releasing the Firepower update for Battlestar Galactica Deadlock – and, surprise surprise, the Reinforcement Pack DLC later during the afternoon!
It is a really massive update - including emergency jumps, the new strategic advisor, squadron groups, new objectives for Skirmish, the option to play against Colonial AI in Skirmish and much more. The developers worked hard to improve the game following feedback and suggestions from players, and it culminated in the Firepower update.
You can read the changelog down below. Have fun and good luck, Admiral!
=======
Reinforcement Pack DLC Support
=======
Ships
-----
The following new ships are available when the Reinforcements Pack DLC is installed:
Colonial "Berserk" Assault Carrier
- An assault carrier that focuses on firepower and reactiveness, the Berzerk is a fast and effective force multiplier for Colonial Fleet.
Colonial "Janus" Heavy Cruiser
- Janus is an old Gemenon heavy cruiser with high munitions capacity
Cylon "Phobos" Tech Cruiser - The Phobos is a large Cylon tech ship that acts as a mobile command centre when a basestar’s immobility would be a liability.
Cylon "Cerastes" Destroyer
- The Cerastes is a new response to the never-ending escalation of space superiority fighter design.
All ships are available in Skirmish (single player) and Multiplayer. In campaign mode, Berserk is available immediately; Janis ships can be unlocked during the campaign.
Mines -----
The following new munitions are available when the Reinforcements Pack DLC is installed:
- Colonial Proximity Mines. Set these up and when an enemy ship gets to close, the mine detonates.
- Colonial EMP Mines. These mines do subsystem damage, instead of armour/hull damage.
- Cylon Homing Cluster Mines.
Mines can be disarmed by fighters.
All mines are available in Skirmish (single player) and Multiplayer. In campaign mode, Colonial Proximity mines are available immediately; EMP mines can be unlocked during the campaign.
Changes
------
- Added Cylon Fleets with DLC ships (almost double the amount in most tiers) - Set DLC saves (saves containing DLC ships) as non interactable in the load game panel when DLC is not enabled. - When loading a mid-battle save with DLC munitions (but no DLC ships), the munitions are now swapped with guided munitions (instead of getting rid of the entire ship) when DLC is not enabled. - Updated DLC blueprint descriptions.
======= Changes to Base Game
========
The changes and fixes below are available in the base game, regardless of whether the Reinforcement Pack DLC is installed or not.
- Emergency Jump
> It's possible to do an emergency jump from inside a battle for a Skirmish or Resource mission. There is a Tylium cost.
- Strategic Advisor
> Completely changed the layout of the Economy Panel to become the strategic advisor panel. This includes a quorum status, colonial fleet priority, COMINT Advisory and Daidalos Bonus section.
- Skirmish - Colonial Fleets > Player created Colonial fleets can be used by the AI in a skirmish battle
- Skirmish - Objectives
> Added several new objectives to Skirmish battles, Defend Civilians and Destroy Facility
- Squadron Groups
> New system to group fighter squadrons together. Orders given to a single squadron are applied to all squadrons in the group. Assign/de-assign from the Action menu.
- Decreased blueprint costs for most ships - Only showed this as the title in the story mission briefing if the articles of colonization were disabled: "Colonial Fleet must reinstate the alliance of the Twelve Colonies." - Deployment height range doubled for all mines - Used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships (on gamepad). The order was left to right, top to bottom. - Decreased number of units in reinforcement fleets - Decreased chances of reinforcement event by 50% - Increased escalation growth by 50% and decreased wait time by 30% so that reinforcement events occur earlier in battle - Improvement to target selection using gamepad > Allowed camera movement when selecting a target > Allowed selecting other targets with the gamepad reticule when moving the camera around. The confirm target prompt only appears if the reticule is over the currently selected ship. > Disabled joystick UI selection while selecting a hack target (left stick used for camera movement, d-pad used for subsystem selection) - Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves - Refreshed all 3D panels at the start of a turn (including the intelligence screen) - Refreshed the intelligence screen whenever a new mission marker appeared - Displayed Tylium while in the war room simulation and battle queue phase - Displayed Tylium amount after supply costs were removed in the FTL injection panel - Increased Phobos FPV from 1050 to 1100 - Increased minimum of Pitch and Yaw subsystem controls on most Cylon ships, decreasing the effective ceiling of these stats to prevent "dive" speed - Increased Cylon Point Defence ROF range and target tracking angles - Decreased Talon Hull Points and Max Pitch - Increased Revenant Max Pitch - Adjusted tutorials to fit around new Intelligence screen - Renamed Economy button to Intelligence - Removed prox detonation from one of transports in Chapter 12 (too close to spawn pad) - Auto-save during a battle if it was won, when the post battle panel appears (only during the campaign). This allows for more convenient campaign resume if the video capture system fails - Hid the View Replay button if less than 2 rounds were stored in the RecorderAgent - Increased supply cost of Colonial Torpedoes - Decreased supply cost of Utility squadrons - Closed the public lobby panel completely when failing to join a room - Decreased Arachne broadside armour - Decreased Arachne Max Velocity - Made Fighter Squadron AI, as well as Cylon and Colonial fighter AI brains have a 50% less chance of attacking a ship firing flak - Changed Talon dorsal weapons to Light Dorsal - Adamant max elevation reduced - Minotaur max elevation increased - Cylon ships size class 2 and 3 max pitch decreased - Revenant and Nemesis Navigation subsystem tweaks - Alteration to display of values in ship info panel, when between 0 and 1, round up (so zero is not displayed), otherwise round down (so max value is only displayed at 100%) - Moved the sun in Dark Nebula skirmish4 map - Swapped positions of battlestar Fire Control and Armory subsystems - Increased Battlestar Artillery damage - Increased accuracy of Cylon Heavy gun - Improved Cylon Heavy gun rate of fire - Improved Revenant broadside rate of fire - Increased Tylium and RP yield of most Resource Missions - Decreased delay between generation of Resource Missions - Removed 3750FV fleet from Tier 0 in CylonFleetComposer, to prevent this fleet appearing in Easy mode - When using a gamepad, pressing Left Stick no longer selects the nearest ship (only Button0 can be used) to avoid conflict with Replay Controls using Left Stick to enable Autocam - When using a gamepad, used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships. The order was left to right, top to bottom. - Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves - Added checks to make sure target assets were linked to objectives on resume. This included story mission 11 (Virgon Station), 12 (Caprica Terminal) and 14 (Avalon) - Standardised spawn point heights in skirmish2 (Frontier) - Pressing 'Start'/'Menu' button will now pause the simulation on gamepad. - 'Paused' text appears at the bottom of the screen while the simulation is paused - Various improvements to FTL Insertion when using a gamepad - Ship action menu changes and gamepad action menu shortcuts are more consistently positioned
Fixes
=====
- FIX: Potential crash when the intro video is finished - FIX: Made Daidalos not count toward the ship limit of a fleet - Fixed Bug: [Multiplayer] Ships are not using Yaw in multiplayer - Fixed BUG: The story mission becomes visible again after doing a roaming or resource mission battle, or when reloading a save. It then goes back to invisible during the next turn. The story mission should update itself during the war room initialisation. - FIX: Adjustments to Nemesis explosions positioning and model swap timing - Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading game - Fixed Bug: Collision zones do not get turned off after a ship is destroyed - Fixed Bug: Ships are being identified and are appearing again after being destroyed - Fixed Bug: Transport armour display - Fixed Bug: Heavy Raiders won't board if target is moving too fast - Fixed Bug: SIGINT displaying Resource Mission on Avalon - Fixed Bug: AI Cylons sometimes don't move - Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus - Fixed Bug: Multiple planets selected when selecting a jump location - Fixed Bug: Ship Info panel does not update hull points immediately when the ship is hit with a missile - Fixed Bug: Enemy and player ship selection is inconsistent - Fixed Bug: Tooltips don't update when a ship takes damage - Fixed Bug: Autocam looks at the wrong target during an FTL in - Fixed Bug: Clicking a planet during the intro walk animation causes the camera depth of field to switch to planet view mode - Fixed Bug: Back button prompt not visible when selecting a slot - Fixed Bug: Story Mission 5: Talons are moving - Fixed Bug: AI Squadrons are targeting docked raptor squadrons - [BUGFIX] Changed max ship count of MkII squadrons from 10 to 8, so supply costs are calculated correctly - Fixed Bug: Incorrect error message when Daidalos fleet goes over point cap - Fixed Bug: Warroom: Fleet model bases are floating - Fixed Bug: UI elements in Mission Debriefing screen are not centred - Fixed Bug: Null reference exception when leaving a multiplayer game from the options panel - FIX: Fixed issue with repairs on Cylon ships not ending when the sub-system processes had been adjusted - FIX: In Mission 12, Galactica is no longer giving itself commands when it changes side - Fixed [BUG] Mine deployment height is based on plane height instead of unit's height - Fixed Bug: Transport armour display - Fixed Bug: Heavy Raiders won't board if target is moving too fast - Fixed Bug: SIGINT displaying Resource Mission on Avalon - Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus - Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading - Fixed Bug: Collision zones do not get turned off after a ship is destroyed - Fixed Bug: Ships are being identified and are appearing again after being destroyed - Fixed BUG: turret fire does not damage Caprica Terminal - Fixed bug where story mission 12 and 14 set Caprica Terminal and Avalon to the Cylon faction on turn 1 - Fixed Bug: Chapter 12 sequencing bug - Fixed Bug: Galactica has 5 slots when loading a mid-battle save in story mission 14 - Fixed Bug: Story mission 8's objective asset list is null when reloading a save while the basestar is visible - Fixed Bug: Freeze when resuming from a saved game - Fixed issue where the action menu notification window was overlapping the turrets button - Fixed action menu button positions for squadrons - Fixed Bug: [GAMEPAD] Focus Fire shortcut does not display as "Cancel Target" in subsequent turns - Fixed Bug: [GAMEPAD] Can attempt to assign an officer when not enough fleets exist
Today we’re releasing the Firepower update for Battlestar Galactica Deadlock – and, surprise surprise, the Reinforcement Pack DLC later during the afternoon!
It is a really massive update - including emergency jumps, the new strategic advisor, squadron groups, new objectives for Skirmish, the option to play against Colonial AI in Skirmish and much more. The developers worked hard to improve the game following feedback and suggestions from players, and it culminated in the Firepower update.
You can read the changelog down below. Have fun and good luck, Admiral!
=======
Reinforcement Pack DLC Support
=======
Ships
-----
The following new ships are available when the Reinforcements Pack DLC is installed:
Colonial "Berserk" Assault Carrier
- An assault carrier that focuses on firepower and reactiveness, the Berzerk is a fast and effective force multiplier for Colonial Fleet.
Colonial "Janus" Heavy Cruiser
- Janus is an old Gemenon heavy cruiser with high munitions capacity
Cylon "Phobos" Tech Cruiser - The Phobos is a large Cylon tech ship that acts as a mobile command centre when a basestar’s immobility would be a liability.
Cylon "Cerastes" Destroyer
- The Cerastes is a new response to the never-ending escalation of space superiority fighter design.
All ships are available in Skirmish (single player) and Multiplayer. In campaign mode, Berserk is available immediately; Janis ships can be unlocked during the campaign.
Mines -----
The following new munitions are available when the Reinforcements Pack DLC is installed:
- Colonial Proximity Mines. Set these up and when an enemy ship gets to close, the mine detonates.
- Colonial EMP Mines. These mines do subsystem damage, instead of armour/hull damage.
- Cylon Homing Cluster Mines.
Mines can be disarmed by fighters.
All mines are available in Skirmish (single player) and Multiplayer. In campaign mode, Colonial Proximity mines are available immediately; EMP mines can be unlocked during the campaign.
Changes
------
- Added Cylon Fleets with DLC ships (almost double the amount in most tiers) - Set DLC saves (saves containing DLC ships) as non interactable in the load game panel when DLC is not enabled. - When loading a mid-battle save with DLC munitions (but no DLC ships), the munitions are now swapped with guided munitions (instead of getting rid of the entire ship) when DLC is not enabled. - Updated DLC blueprint descriptions.
======= Changes to Base Game
========
The changes and fixes below are available in the base game, regardless of whether the Reinforcement Pack DLC is installed or not.
- Emergency Jump
> It's possible to do an emergency jump from inside a battle for a Skirmish or Resource mission. There is a Tylium cost.
- Strategic Advisor
> Completely changed the layout of the Economy Panel to become the strategic advisor panel. This includes a quorum status, colonial fleet priority, COMINT Advisory and Daidalos Bonus section.
- Skirmish - Colonial Fleets > Player created Colonial fleets can be used by the AI in a skirmish battle
- Skirmish - Objectives
> Added several new objectives to Skirmish battles, Defend Civilians and Destroy Facility
- Squadron Groups
> New system to group fighter squadrons together. Orders given to a single squadron are applied to all squadrons in the group. Assign/de-assign from the Action menu.
- Decreased blueprint costs for most ships - Only showed this as the title in the story mission briefing if the articles of colonization were disabled: "Colonial Fleet must reinstate the alliance of the Twelve Colonies." - Deployment height range doubled for all mines - Used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships (on gamepad). The order was left to right, top to bottom. - Decreased number of units in reinforcement fleets - Decreased chances of reinforcement event by 50% - Increased escalation growth by 50% and decreased wait time by 30% so that reinforcement events occur earlier in battle - Improvement to target selection using gamepad > Allowed camera movement when selecting a target > Allowed selecting other targets with the gamepad reticule when moving the camera around. The confirm target prompt only appears if the reticule is over the currently selected ship. > Disabled joystick UI selection while selecting a hack target (left stick used for camera movement, d-pad used for subsystem selection) - Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves - Refreshed all 3D panels at the start of a turn (including the intelligence screen) - Refreshed the intelligence screen whenever a new mission marker appeared - Displayed Tylium while in the war room simulation and battle queue phase - Displayed Tylium amount after supply costs were removed in the FTL injection panel - Increased Phobos FPV from 1050 to 1100 - Increased minimum of Pitch and Yaw subsystem controls on most Cylon ships, decreasing the effective ceiling of these stats to prevent "dive" speed - Increased Cylon Point Defence ROF range and target tracking angles - Decreased Talon Hull Points and Max Pitch - Increased Revenant Max Pitch - Adjusted tutorials to fit around new Intelligence screen - Renamed Economy button to Intelligence - Removed prox detonation from one of transports in Chapter 12 (too close to spawn pad) - Auto-save during a battle if it was won, when the post battle panel appears (only during the campaign). This allows for more convenient campaign resume if the video capture system fails - Hid the View Replay button if less than 2 rounds were stored in the RecorderAgent - Increased supply cost of Colonial Torpedoes - Decreased supply cost of Utility squadrons - Closed the public lobby panel completely when failing to join a room - Decreased Arachne broadside armour - Decreased Arachne Max Velocity - Made Fighter Squadron AI, as well as Cylon and Colonial fighter AI brains have a 50% less chance of attacking a ship firing flak - Changed Talon dorsal weapons to Light Dorsal - Adamant max elevation reduced - Minotaur max elevation increased - Cylon ships size class 2 and 3 max pitch decreased - Revenant and Nemesis Navigation subsystem tweaks - Alteration to display of values in ship info panel, when between 0 and 1, round up (so zero is not displayed), otherwise round down (so max value is only displayed at 100%) - Moved the sun in Dark Nebula skirmish4 map - Swapped positions of battlestar Fire Control and Armory subsystems - Increased Battlestar Artillery damage - Increased accuracy of Cylon Heavy gun - Improved Cylon Heavy gun rate of fire - Improved Revenant broadside rate of fire - Increased Tylium and RP yield of most Resource Missions - Decreased delay between generation of Resource Missions - Removed 3750FV fleet from Tier 0 in CylonFleetComposer, to prevent this fleet appearing in Easy mode - When using a gamepad, pressing Left Stick no longer selects the nearest ship (only Button0 can be used) to avoid conflict with Replay Controls using Left Stick to enable Autocam - When using a gamepad, used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships. The order was left to right, top to bottom. - Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves - Added checks to make sure target assets were linked to objectives on resume. This included story mission 11 (Virgon Station), 12 (Caprica Terminal) and 14 (Avalon) - Standardised spawn point heights in skirmish2 (Frontier) - Pressing 'Start'/'Menu' button will now pause the simulation on gamepad. - 'Paused' text appears at the bottom of the screen while the simulation is paused - Various improvements to FTL Insertion when using a gamepad - Ship action menu changes and gamepad action menu shortcuts are more consistently positioned
Fixes
=====
- FIX: Potential crash when the intro video is finished - FIX: Made Daidalos not count toward the ship limit of a fleet - Fixed Bug: [Multiplayer] Ships are not using Yaw in multiplayer - Fixed BUG: The story mission becomes visible again after doing a roaming or resource mission battle, or when reloading a save. It then goes back to invisible during the next turn. The story mission should update itself during the war room initialisation. - FIX: Adjustments to Nemesis explosions positioning and model swap timing - Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading game - Fixed Bug: Collision zones do not get turned off after a ship is destroyed - Fixed Bug: Ships are being identified and are appearing again after being destroyed - Fixed Bug: Transport armour display - Fixed Bug: Heavy Raiders won't board if target is moving too fast - Fixed Bug: SIGINT displaying Resource Mission on Avalon - Fixed Bug: AI Cylons sometimes don't move - Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus - Fixed Bug: Multiple planets selected when selecting a jump location - Fixed Bug: Ship Info panel does not update hull points immediately when the ship is hit with a missile - Fixed Bug: Enemy and player ship selection is inconsistent - Fixed Bug: Tooltips don't update when a ship takes damage - Fixed Bug: Autocam looks at the wrong target during an FTL in - Fixed Bug: Clicking a planet during the intro walk animation causes the camera depth of field to switch to planet view mode - Fixed Bug: Back button prompt not visible when selecting a slot - Fixed Bug: Story Mission 5: Talons are moving - Fixed Bug: AI Squadrons are targeting docked raptor squadrons - [BUGFIX] Changed max ship count of MkII squadrons from 10 to 8, so supply costs are calculated correctly - Fixed Bug: Incorrect error message when Daidalos fleet goes over point cap - Fixed Bug: Warroom: Fleet model bases are floating - Fixed Bug: UI elements in Mission Debriefing screen are not centred - Fixed Bug: Null reference exception when leaving a multiplayer game from the options panel - FIX: Fixed issue with repairs on Cylon ships not ending when the sub-system processes had been adjusted - FIX: In Mission 12, Galactica is no longer giving itself commands when it changes side - Fixed [BUG] Mine deployment height is based on plane height instead of unit's height - Fixed Bug: Transport armour display - Fixed Bug: Heavy Raiders won't board if target is moving too fast - Fixed Bug: SIGINT displaying Resource Mission on Avalon - Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus - Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading - Fixed Bug: Collision zones do not get turned off after a ship is destroyed - Fixed Bug: Ships are being identified and are appearing again after being destroyed - Fixed BUG: turret fire does not damage Caprica Terminal - Fixed bug where story mission 12 and 14 set Caprica Terminal and Avalon to the Cylon faction on turn 1 - Fixed Bug: Chapter 12 sequencing bug - Fixed Bug: Galactica has 5 slots when loading a mid-battle save in story mission 14 - Fixed Bug: Story mission 8's objective asset list is null when reloading a save while the basestar is visible - Fixed Bug: Freeze when resuming from a saved game - Fixed issue where the action menu notification window was overlapping the turrets button - Fixed action menu button positions for squadrons - Fixed Bug: [GAMEPAD] Focus Fire shortcut does not display as "Cancel Target" in subsequent turns - Fixed Bug: [GAMEPAD] Can attempt to assign an officer when not enough fleets exist
While in this we look at a fans favourite ship. It was part of the show and it's now coming to Battlestar Galactica Deadlock! We are talking of the Berserk Assault Carrier!
While in this we look at a fans favourite ship. It was part of the show and it's now coming to Battlestar Galactica Deadlock! We are talking of the Berserk Assault Carrier!
Get ready to face new challenges and adopt new strategies with the upcoming Battlestar Galactica Deadlock™ DLC Reinforcement Pack.
Reinforcement Pack is the first DLC for Battlestar Galactica Deadlock™. It expands on the roster of available ships, adding two per faction. Four new ships filling new roles on the battlefield, bringing innovative cutting edge technology and new ways to wage war.
The Cylons can now surprise the Colonials with short-range FTL jumps using the Phobos Tech-Cruiser and suppress their Viper wings with Cerastes Gunships.
The Colonial fleet is bolstered by the addition of the tough Janus Heavy Cruiser with its three missile slots and also gains added versatility with the Berzerk pocket-sized Assault Carrier, ready to unleash hell with Heavy Turret broadsides!
That’s not all: both the Cylon and the Colonials are now able to deploy and make use of several types of mines. This radically changes your tactical experience, as clever deployment of minefields can disrupt the enemy formation and their attack plan, and allow for extremely effective ambushes.
The Reinforcement Pack DLC will be out on December 8th on PC, PS4 and Xbox One, on the same as the console release of Battlestar Galactica Deadlock™! Are you ready, Admiral?
Get ready to face new challenges and adopt new strategies with the upcoming Battlestar Galactica Deadlock™ DLC Reinforcement Pack.
Reinforcement Pack is the first DLC for Battlestar Galactica Deadlock™. It expands on the roster of available ships, adding two per faction. Four new ships filling new roles on the battlefield, bringing innovative cutting edge technology and new ways to wage war.
The Cylons can now surprise the Colonials with short-range FTL jumps using the Phobos Tech-Cruiser and suppress their Viper wings with Cerastes Gunships.
The Colonial fleet is bolstered by the addition of the tough Janus Heavy Cruiser with its three missile slots and also gains added versatility with the Berzerk pocket-sized Assault Carrier, ready to unleash hell with Heavy Turret broadsides!
That’s not all: both the Cylon and the Colonials are now able to deploy and make use of several types of mines. This radically changes your tactical experience, as clever deployment of minefields can disrupt the enemy formation and their attack plan, and allow for extremely effective ambushes.
The Reinforcement Pack DLC will be out on December 8th on PC, PS4 and Xbox One, on the same as the console release of Battlestar Galactica Deadlock™! Are you ready, Admiral?
At least, our journey is over. The Grand Finale of our first Battlestar Galactica Deadlock Tournament comes to an end. It was a lot of fun, and we hope you all had a great time as well, playing awesome battle and meeting new awesome people!
Just 10 days ago, the last match was held, seeing Sproge face DrunkenTyrants for a really, REALLY legendary best of 3 (spoiler alert: last match was really heart attack-worthy!). The only thing we can do is to recommend you to watch the stream and see for yourself what a great match it was. HERE you can find Sproge's point of view, while HERE you can find DrunkenTyrant's one.
Now, here's the most important and interesting thing... THE PRIZE!
First place - Sproge wins: - The first DLC for BSG Deadlock, that will be announced soon, and every DLC we will release for the game - Two free games from our store - His name added to the list of the ships names (boy, what an honor!) - A little gift from Slitherine, that will be sent directly to his home (but we won't tell anyone what it is until he receives it)
Second place - DrunkenTyrants wins: - The first DLC for BSG Deadlock - Two free games from our store Thank you everyone for partecipating, and congratulations to Sproge and DrunkenTyrants. We hope to see you all again for our next tournament!
At least, our journey is over. The Grand Finale of our first Battlestar Galactica Deadlock Tournament comes to an end. It was a lot of fun, and we hope you all had a great time as well, playing awesome battle and meeting new awesome people!
Just 10 days ago, the last match was held, seeing Sproge face DrunkenTyrants for a really, REALLY legendary best of 3 (spoiler alert: last match was really heart attack-worthy!). The only thing we can do is to recommend you to watch the stream and see for yourself what a great match it was. HERE you can find Sproge's point of view, while HERE you can find DrunkenTyrant's one.
Now, here's the most important and interesting thing... THE PRIZE!
First place - Sproge wins: - The first DLC for BSG Deadlock, that will be announced soon, and every DLC we will release for the game - Two free games from our store - His name added to the list of the ships names (boy, what an honor!) - A little gift from Slitherine, that will be sent directly to his home (but we won't tell anyone what it is until he receives it)
Second place - DrunkenTyrants wins: - The first DLC for BSG Deadlock - Two free games from our store Thank you everyone for partecipating, and congratulations to Sproge and DrunkenTyrants. We hope to see you all again for our next tournament!
“Sir, another two DRADIS contacts. We can’t keep this many back.” “We will hold!” yelled the captain. The knuckles of both hands were strained white as he gripped the table edge. “For the people of Gemenon, we will hold!” Kelly Roeburne looked at the man she had loyally served through twenty-three conflicts, and eight years of service. Another clustered detonation rocked the CIC around them. “Gemenon is already lost. We will only add to their casualties if we stay.” Her insubordination was met with a hard stare. “Unless you plan to mutiny, XO, I recommend you return to your station and prepare to engage the enemy.” The thing that would haunt Kelly in the years to come was how easily she lifted her sidearm and pulled the trigger. “The captain has fallen in battle, and I have taken command of Battlestar Atreus. Prepare for FTL on my mark.”
Attention, nuggets! We’ve got a lot to get through with this diary entry, and I don’t want you to miss a single beat of it.
Let’s cut right to the chase. There’s a huge update on the way, with some significant improvements and features added, based on community feedback. There’s some features included that have been popular requests since day one, and some new ideas we’ve had to improve the overall experience.
Intelligence Report Renovations have been ongoing on the Daidalos, and under Helena’s supervision, the CIC has been fitted with a brand new signals and intelligence division.
This is a complete overhaul of the campaign’s economy screen. The Intelligence screen gives commanders a one-stop location for strategic and economic analysis. In addition to tylium income, the screen also gives information about each colony’s Quorum status, any bonuses the Daidalos is receiving, and all current Colonial Fleet objectives.
The most powerful tool on this screen, however, is the SIGINT Advisory. Using all available resources to collect and disseminate signals and communications intelligence, Helena and her team can provide you with up-to-date information on mission objectives, colonies that require help, and sometimes even Cylon movement that would otherwise be hidden behind the fog of war.
With all of these new tools at your fingertips, you will be able to make better, more informed strategic decisions as you defend the Twelve Colonies.
Squadron Groups
This will come as good news to the commanders that love their carriers.
Fighter and utility squadrons will be assignable to Squadron Groups, allowing for single commands to disseminate to multiple squadrons. Use this to customise your fighter tactics on a larger scale, and manage your Raider swarms with the efficiency of a…well, a sentient robot.
Squadrons can be assigned to one of four Squadron Groups - Red Squadron, Blue Squadron, Green Squadron and Yellow Squadron - or unassigned, to maintain its independence.
Keeping these updates to squadron controls in mind, it might also worth keeping an eye out on the subsystem stats of certain carriers…
FTL Retreat
A long requested feature has been the ability to retreat units from the middle of a combat. And while we’ve agreed that the feature would be fantastic, there’s been a lot of design work required to make sure it is implemented correctly without disrupting the campaign’s stability.
As of the Firepower Update, you will be able to give the Retreat command to individual units in resource missions and roaming battles. (The feature is NOT available for Story Missions.) It will take a couple of rounds for the unit’s FTL drives to spool, and in the process use a decent amount of tylium to get the drives up and running so quickly. If the unit survives the wind-up time, then it will FTL out to safety.
Once the battle is completed, the fleet will then regroup all of its units together at a randomised location, minimising the amount of fleet management required to get your forces back into shape.
Also note that officers that flee from battle will not be awarded any Experience Points for events they are not present for! When a fight gets tough, it’ll be up to you to decide whether the officer should stay and risk their life, or jump away to safety.
The Wrap-up
We’re excited to roll this huge update out to our community. It’s been a very busy couple of months for the Black Lab Games team, as we will soon be welcoming our console communities to Deadlock, as well as some future announcements on content updates.
In the meantime, keep your ships in the air, and the toasters out of your systems. So say we all!
“Sir, another two DRADIS contacts. We can’t keep this many back.” “We will hold!” yelled the captain. The knuckles of both hands were strained white as he gripped the table edge. “For the people of Gemenon, we will hold!” Kelly Roeburne looked at the man she had loyally served through twenty-three conflicts, and eight years of service. Another clustered detonation rocked the CIC around them. “Gemenon is already lost. We will only add to their casualties if we stay.” Her insubordination was met with a hard stare. “Unless you plan to mutiny, XO, I recommend you return to your station and prepare to engage the enemy.” The thing that would haunt Kelly in the years to come was how easily she lifted her sidearm and pulled the trigger. “The captain has fallen in battle, and I have taken command of Battlestar Atreus. Prepare for FTL on my mark.”
Attention, nuggets! We’ve got a lot to get through with this diary entry, and I don’t want you to miss a single beat of it.
Let’s cut right to the chase. There’s a huge update on the way, with some significant improvements and features added, based on community feedback. There’s some features included that have been popular requests since day one, and some new ideas we’ve had to improve the overall experience.
Intelligence Report Renovations have been ongoing on the Daidalos, and under Helena’s supervision, the CIC has been fitted with a brand new signals and intelligence division.
This is a complete overhaul of the campaign’s economy screen. The Intelligence screen gives commanders a one-stop location for strategic and economic analysis. In addition to tylium income, the screen also gives information about each colony’s Quorum status, any bonuses the Daidalos is receiving, and all current Colonial Fleet objectives.
The most powerful tool on this screen, however, is the SIGINT Advisory. Using all available resources to collect and disseminate signals and communications intelligence, Helena and her team can provide you with up-to-date information on mission objectives, colonies that require help, and sometimes even Cylon movement that would otherwise be hidden behind the fog of war.
With all of these new tools at your fingertips, you will be able to make better, more informed strategic decisions as you defend the Twelve Colonies.
Squadron Groups
This will come as good news to the commanders that love their carriers.
Fighter and utility squadrons will be assignable to Squadron Groups, allowing for single commands to disseminate to multiple squadrons. Use this to customise your fighter tactics on a larger scale, and manage your Raider swarms with the efficiency of a…well, a sentient robot.
Squadrons can be assigned to one of four Squadron Groups - Red Squadron, Blue Squadron, Green Squadron and Yellow Squadron - or unassigned, to maintain its independence.
Keeping these updates to squadron controls in mind, it might also worth keeping an eye out on the subsystem stats of certain carriers…
FTL Retreat
A long requested feature has been the ability to retreat units from the middle of a combat. And while we’ve agreed that the feature would be fantastic, there’s been a lot of design work required to make sure it is implemented correctly without disrupting the campaign’s stability.
As of the Firepower Update, you will be able to give the Retreat command to individual units in resource missions and roaming battles. (The feature is NOT available for Story Missions.) It will take a couple of rounds for the unit’s FTL drives to spool, and in the process use a decent amount of tylium to get the drives up and running so quickly. If the unit survives the wind-up time, then it will FTL out to safety.
Once the battle is completed, the fleet will then regroup all of its units together at a randomised location, minimising the amount of fleet management required to get your forces back into shape.
Also note that officers that flee from battle will not be awarded any Experience Points for events they are not present for! When a fight gets tough, it’ll be up to you to decide whether the officer should stay and risk their life, or jump away to safety.
The Wrap-up
We’re excited to roll this huge update out to our community. It’s been a very busy couple of months for the Black Lab Games team, as we will soon be welcoming our console communities to Deadlock, as well as some future announcements on content updates.
In the meantime, keep your ships in the air, and the toasters out of your systems. So say we all!