Feb 5, 2019
Battlefleet Gothic: Armada 2 - Jellyfoosh


Greetings Admirals!

We're happy to announce that our first patch is now live! A huge thanks to everyone who provided us with invaluable feedback on both the public and beta branch! Without all of you, many of these fixes wouldn't be here.

The beta branch has now been closed, but expect to see it back for our next update. Read all about the thoughts behind this patch's changes and what we have in store for the future in our original announcement.

For the full patch notes, see below. We've just discovered an issue with naming saves using special characters (for example : ; ! ? . , > < etc.), so please stick to letters and numbers for now. Please be aware that co-op is still in an early access state, so if you run into any issues, or just want to give us your thoughts on the game, don't hesitate to let us know on our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the devs: https://discord.gg/fqpAG2D

Now, go blow up some ships!
Tindalos Interactive & Focus Home Interactive

Patch 1 Change log Battlefleet Gothic Armada II

New feature:
  • Battlegroup: 2v2 A new mode (currently in beta) that increases max fleet points from 600 to 1000 per player in 2v2 mode.
Balancing:
  • (Campaign) Increased maximum requisition points from 1350 to 1650 for the highest admiral levels
  • (Campaign) Autobattle results are now more predictable, removing random positive/negative percentages
  • Lowered fleet power of enemy Space Marines in the Necron mission The Prize
  • Lowered fleet points of the enemy in the Imperium mission Silver Dawn
  • Impaler skill damage increased from 2 to 6
  • Critical chance of Lances/Zap/Pulsar/Shadowlance/Bio plasma/Gauss has been doubled
  • Ramming damage has been increased by 50%
  • Ships are now less likely to suffer system critical hit depending on their tonnage.
    • LC: remain unchanged (no critical reduction)
    • CR: critical reduction chance modifier reduced from 0.9 to 0.8
    • BC: critical reduction chance modifier reduced from 0.8 to 0.6
    • GC: critical reduction chance modifier reduced from 0.7 to 0.4
    • BS: critical reduction chance modifier reduced from 0.6 to 0.2
  • Spirit stone targeting node upgrade now applies only to the admiral ship
  • Drukhari ships' lock-on stance replaced by tracking sense stance
  • Inertialess drive cooldown reduced from 90 to 75
  • Tyranids ships’ cost slightly reduced
  • Tracking sense critical hit chance modifier now properly applies a 100% modifier to critical chance instead of 20%
  • Disruption bomb channel time increased from 10 to 15 seconds
  • Disruption bomb cooldown increased from 60 to 90 seconds
  • Improved augur array/Many-Eyed Prophet/Nicassar Prescient/Multi-Spectrum Sensor upgrades detection range increased from 4500 to 9000
  • Mechadominator effect duration increased from 10 to 30 seconds
  • Daemonic infestation now applies to all line ships
  • Slaanesh promise duration reduced from 10 to 5 seconds
  • Dark matter cannon speed reduction reduced from 50% to 25%
  • Lictor brood upgrade now applies to line ships instead of light cruiser only
  • Resurrection orb now gives back 3 troops instead of 1
Co-op mode:
  • Stabilized flow system when going in/out of battle
  • Fixed game loading that didn’t automatically load the auto-save
  • Fixed end of battle screen
  • Fixed the result screen that was displaying a defeat on the guest-side and a victory on the host-side
Added:
  • Beta experience rating added in multiplayer score screen for sharing the player’s feedback with the dev team about the beta mode
  • Scrollbar on the saves list screen
  • Confirmation pop-up in the shipyard when revoking a ship
  • Space Medusae now have a feedback range when exploding
Bug Fixes:
1. Campaign:
  • Imperium Campaign & Prologue fixes:
    • Fixed validation of the mission Preparation for the End of Time
    • Fixed crash at the end of the mission The Chosen of Abaddon
    • Fixed a Chaos ship that has to be boarded in the prologue. It now has defence turrets to match the dialogue/narration
    • Fixed feedback of the player’s narrative choice in the mission Repentance
    • Fixed the Nurgle’s FX that links monuments in the mission The Chosen of Abaddon
    • Fixed inverted admiral icons on the pre-match screen in Stopping the Harvest
    • Fixed dialogue that wasn’t triggering at the arrival of the Phalanx
    • Fixed localisation text on the Aurent Pattern Munitions upgrade
    • Fixed reinforcement fleets as reward of the mission The Invasion (Tyranid Annihilation)
    • Fixed achievement “Stick with your Own Kind” (granted after the first Eldar Annihilation Ark mission).
  • Tyranid campaign fixes:
    • Fixed deployment areas in the mission Slip Through The Net
    • Fixed failed secondary objective display in the mission Slip Through The Net
    • Fixed secondary objective not giving the proper rewards in the mission Slip Through The Net
    • Fixed secondary objective not giving the proper rewards in the mission Surprise Appetisers
    • Updated reinforcement system in the mission Gourmet Meal
    • Updated dialogues in the mission Indigestible
    • Updated fleet points in the mission Flesh Is Weak
    • Fixed Infiltration skill so that it can’t be launched on a blocked system
    • Fixed the reward in the mission Buffet
    • Fixed a dialogue trigger that was activated in the end of the mission Buffet
    • Fixed the achievement trigger when destroying the Dark Throne
    • Fixed objective completion when boarding the Space Station in the mission Wounded Prey
    • Fixed the possibility to replace the Ancient One in the mission The Devourer Wakes
    • Fixed Death World POI attribute tooltip
    • Fixed Spore mine system defence item
  • Necron campaign fixes:
    • Fixed a crash in the Necron Campaign if you would capture Agripinaa from a save starting during PreOrderBeta 2 (if your save is from PreOrderBeta 2 and you have already captured Agripinaa you need to reload before that point)
    • Fixed validation of the mission The Prize
    • Fixed issue in the mission Star Makers where the player could be blocked after having destroyed the Blackstone
    • Fixed infinite life for escort ships from a Necron upgrade
    • Fixed the outro of the mission End of a Billion Souls (the Craftworld now disappears)
    • Fixed the Shards of Yggra'Nya upgrade effect in the mission Veil of Shadows
    • Fixed camera that was going through Space Hulks 3D meshes in the mission The Beast’s Last Stand
  • User Interface fixes:
    • Fixed Plasma Storm tooltip in Necron and Tyranid missions
    • Fixed a stuck weapon highlight when mousing over it
    • Fixed hidden sectors’ names in which the player had no fleet
    • Corrected text on the fleet details title of the score screen
    • Updated a currency icon for tyranids (shipyard upkeep)
    • Updated the visibility of the laurel in the stats screen
    • Fixed the text display on fleet names that exceeded the pop-up size
    • Updated urgency gauge display when in disabled mode
    • Fixed game over sound FX
    • Fixed Roboute Guilliman’s name in dialogue
    • Fixed the boarding torpedoes’ keybind in the prologue
    • Fixed empty tooltips on enemy turrets/space stations’ experience level display
    • Fixed empty tooltips on the Space Hulk experience level display
  • General fixes:
    • Fixed crash linked to engaging fleets with 0 fleet power
    • Fixed an issue where a cinematic would not display properly in specific cases
    • Protection added against crashes that may occur when macro projectiles target Interfering Signals
    • Fixed admiral level-up sound that wasn’t impacted by the audio option settings
    • Fixed annihilation rewards display
    • Fixed bonus which added Battle Plan after X turns (Listening Post POI)
    • Removed the Macragge’s Honour from the Sons of Malice Chaos sub-faction
    • Fixed a problem where Space Titan kills weren't taken into account
    • Fixed Annihilation achievement trigger in the Necron and Tyranid campaigns
    • Fixed Nurgle worshipper POI effect (lowers troops regeneration)
    • Fixed hidden “buy a fleet” button on a selected system after having bought a new fleet
    • Fixed End Turn shortcut from not working.
    • Fixed wrong Chaos Battleship Despoiler’s wreckage
    • Improved Wind of Change skill FX
    • Fixed Interfering Signal warning event
    • Fixed wrong critical chance on the Tracking Sense skill
2. Battle Fixes
  • General:
    • Improved AutoLaunch Scuttle AI (AI will avoid triggering scuttle with allies around and will wait a bit less before using it, anyway it will be use at some point to allow AI reinforcement to be deployed on the the battlefield)
    • Improved Auto Launch skill disengage AI (AI will now try to disengage his ships)
    • Updated custom fleets’ security check
    • Fixed localisation error panel in the main menu
    • Fixed launch bay number on the Despoiler’s prow
    • Fixed Armour Piercing Ammunition/Blessing of Vaul upgrades when target is close
    • Fixed Slavetaker attribute
    • Fixed AI that was firing Nova Cannon on hidden ships
    • Fixed Gravity Hook number on T’au ships
    • Fixed Scanner skill (now available on Platform Defences)
    • Fixed Cruiser Gothic’s torpedoes that had parallel trajectories
    • Fixed AI that was not following flagship vessels’ rules
    • Fixed 1vsAI loading screen that was displaying “Waiting player” with a timer
    • Fixed Defeat text that wasn’t displayed when capitulating at the start of a game
  • User Interface:
    • Fixed a tooltip on the Burn Retro skill of the Orks Roks ship
    • Fixed the Massive Claws skill’s damage text display
    • New weapon icons for Tyranid Claws + common, light, and heavy launch bay
    • Updated ship overlay: The Action button now has more space at the bottom
    • Updated graphic code on ordnance icons
    • Fixed some manoeuvers that had no tooltip when under cooldown
    • Updated Ancient Psychic Scream feedback position
    • Fixed the disengage gauge fulfilment that wasn’t displayed guest side
  • VFX/SFX:
    • Updated FX collision between ships for optimisation
    • Fixed victory/defeat text
    • Fixed defence turrets’ sound FX
3. Structure Fixes:
  • Optimization: Dark Eldar, Necrons, Tyranids FXs
  • Updated localisation for several languages
  • Updated loading ship screen when going to the ship viewer
  • Updated ship viewer feature: can now show/hide User Interface
  • Fixed the space bar that allows you to skip game turn
  • Increased visibility on checkboxes and sound option settings
  • Updated credit screen opacity background
Battlefleet Gothic: Armada 2 - Jellyfoosh


Hey everyone,

It’s been a week since the release of Battlefleet Gothic: Armada 2 and we’d like to extend a huge thanks to all of you battling in the cold space of the Gothic sector!

We’ve received countless messages from loving fans and that’s the best gift the team could have received after years of work on the game - thank you!

Since launch, we have been carefully reading and compiling your feedback and suggestions, and will continue to do so. Today, we’re happy to reveal our next patch, and announce that it is available right now, to everyone, on our new beta branch.

The patch includes new features and a massive list of bug fixes, all based on your reports
on our Steam community hub and official forum. Please keep in mind this is still in a beta state, so if you run into any stray issues, please let us know in the new beta branch feedback forum so we can sort it out before the full release. We’re doing our very best to make sure this patch is ready for full release as soon as possible.

To access the next patch, please follow these steps:
  • In your Steam Library, right-click on Battlefleet Gothic: Armada II and go to Properties.
  • Go to the BETAS tab and select this branch: beta_nextpatch
  • Confirm and click on PLAY to update your game (you might need to restart Steam to see the update).
  • Once the game is updated, you have access to the beta of the next_patch of Battlefleet Gothic: Armada II.
The download itself will not be huge but it will still take a lot of time for your hard drive to copy the changes, so please be patient. You can follow your hard drive progress on the download tab on Steam.

Also as this is a beta, we always recommend you to backup all your savegames before trying out the next patch. You can find your save in the following folder: C:\Users\*yourusername*\AppData\Local\BattlefleetGothic2

This first patch should fix most of the technical issues reported in the last week, as well as bring the co-op mode of the campaign into a better state. Bug fixing is always a continuous process and you can expect more patches to finalize the co-op mode. You’ll find the full patch notes at the end of this announcement.



Post-launch Plans

As we mentioned earlier, we are always listening to your feedback, and one thing we noticed was that not everyone are entirely happy with the current state of boarding. As a result, we are hard at work on a new and improved boarding system. While we can’t go into every detail, the new system will have a stacking mechanic whereby troop damage is dealt gradually over time depending on the number of “boarding stacks”. This will allow players a chance to hold back the invaders using a reimagined Call to Arms ability. We look forward to revealing more details about this in the near future.

We’ll also continue to polish the co-op mode in order to release it fully as soon as possible. This major update will be followed by the development of new ships and continuous work on balancing.

Then the focus will be on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.

“Battlegroup 2v2” Beta mode

We’ve heard players express that the scale of 2v2 battles doesn’t feel epic enough, and we agree. Therefore, we are introducing the new Battlegroup 2v2 mode which allows each player to use 1000 fleet points when preparing their fleets, resulting in bigger, even more frenetic battles! Please keep in mind that this will be in a Beta state and will not be available for ranked play. As always, we appreciate any feedback you can give us on this mode!

Campaign End Game and Massive Engagements

A similar request we heard was for bigger battles in the campaign, particularly towards the end game. As you can see below, we have increased the fleet points for the higher renown ranks significantly (1650 fleet points max now, instead of 1350). May your fleets blot out the sun!

Player Renown Rank
11 - 1350 -> 1350
12 - 1350 -> 1425
13 - 1350 -> 1500
14 - 1350 -> 1575
15 - 1350 -> 1650
16 - 1350 -> 1650

Balancing

We have plans to introduce competitive seasons and rewards in Battlefleet Gothic: Armada 2. As we’re working on that and hope for a big reveal soon, we’re perfectly aware of how crucial the balancing is in a multiplayer game with competitive seasons. We’ve always planned to closely monitor the balancing of Battlefleet Gothic: Armada 2 and to regularly update the game depending on community feedback and data.

We’ve published a first look at the overall win rates of each faction in a community update on January 18, and we’re happy to share the updated results today.



As you can see, we’re making good progress. And we’re pretty confident this patch will balance things even more. Main issue right now is that Aeldari factions, especially Drukhari and Asuryani, seem to overperform in higher rank. We therefore want to reduce the tools at their disposal to boost their range in order to give the opponent more opportunity to catch them.

Tyranids have received a slight buff in this update but they will have our full attention with the next patch to make them more competitive in higher ranks.

Imperial Navy and Adeptus Mechanicus fleets have pretty good results in almost every league but seem to suffer a bit in the last two. We’re currently working on some ideas to help them there. Necrons have very good results but still get a nice buff regarding their special maneuver because their performance drops significantly in legend rank.

Orks perform very well currently but we prefer to wait before making any changes because their win rate appears to slowly drop as the meta goes on. Current meta seems to focus on bringing a lot of light cruisers in battles and bigger ships are mostly left behind. Now, crit resistance increases as tonnage grows. We aren’t entirely sure it will be enough but it’s a clear first step in favor of bigger ships.

Keep in mind that we monitor more than the win rates with data about match-ups, as well as split by leagues. We'll make good use of them to do regular balance tweaks until we're happy on that front.

As for any potential technical issues, your feedback about the balancing of the game is welcome - please use our official forum. Also don’t forget to join our Discord to discuss with fellow players and get the latest news from the devs: https://discord.gg/fqpAG2D

See you in-game,
Tindalos Interactive & Focus Home Interactive


Patch 1 Change log Battlefleet Gothic Armada II

New feature:
  • Battlegroup: 2v2 A new mode (currently in beta) that increases max fleet points from 600 to 1000 per player in 2v2 mode.
Balancing:
  • (Campaign) Increased maximum requisition points from 1350 to 1650 for the highest admiral levels
  • (Campaign) Autobattle results are now more predictable, removing random positive/negative percentages
  • Lowered fleet power of enemy Space Marines in the Necron mission The Prize
  • Lowered fleet points of the enemy in the Imperium mission Silver Dawn
  • Impaler skill damage increased from 2 to 6
  • Critical chance of Lances/Zap/Pulsar/Shadowlance/Bio plasma/Gauss has been doubled
  • Ramming damage has been increased by 50%
  • Ships are now less likely to suffer system critical hit depending on their tonnage.
    • LC: remain unchanged (no critical reduction)
    • CR: critical reduction chance modifier reduced from 0.9 to 0.8
    • BC: critical reduction chance modifier reduced from 0.8 to 0.6
    • GC: critical reduction chance modifier reduced from 0.7 to 0.4
    • BS: critical reduction chance modifier reduced from 0.6 to 0.2
  • Spirit stone targeting node upgrade now applies only to the admiral ship
  • Drukhari ships' lock-on stance replaced by tracking sense stance
  • Inertialess drive cooldown reduced from 90 to 75
  • Tyranids ships’ cost slightly reduced
  • Tracking sense critical hit chance modifier now properly applies a 100% modifier to critical chance instead of 20%
  • Disruption bomb channel time increased from 10 to 15 seconds
  • Disruption bomb cooldown increased from 60 to 90 seconds
  • Improved augur array/Many-Eyed Prophet/Nicassar Prescient/Multi-Spectrum Sensor upgrades detection range increased from 4500 to 9000
  • Mechadominator effect duration increased from 10 to 30 seconds
  • Daemonic infestation now applies to all line ships
  • Slaanesh promise duration reduced from 10 to 5 seconds
  • Dark matter cannon speed reduction reduced from 50% to 25%
  • Lictor brood upgrade now applies to line ships instead of light cruiser only
  • Resurrection orb now gives back 3 troops instead of 1
Co-op mode:
  • Stabilized flow system when going in/out of battle
  • Fixed game loading that didn’t automatically load the auto-save
  • Fixed end of battle screen
  • Fixed the result screen that was displaying a defeat on the guest-side and a victory on the host-side
Added:
  • Beta experience rating added in multiplayer score screen for sharing the player’s feedback with the dev team about the beta mode
  • Scrollbar on the saves list screen
  • Confirmation pop-up in the shipyard when revoking a ship
  • Space Medusae now have a feedback range when exploding
Bug Fixes:
1. Campaign:
  • Imperium Campaign & Prologue fixes:
    • Fixed validation of the mission Preparation for the End of Time
    • Fixed crash at the end of the mission The Chosen of Abaddon
    • Fixed a Chaos ship that has to be boarded in the prologue. It now has defence turrets to match the dialogue/narration
    • Fixed feedback of the player’s narrative choice in the mission Repentance
    • Fixed the Nurgle’s FX that links monuments in the mission The Chosen of Abaddon
    • Fixed inverted admiral icons on the pre-match screen in Stopping the Harvest
    • Fixed dialogue that wasn’t triggering at the arrival of the Phalanx
    • Fixed localisation text on the Aurent Pattern Munitions upgrade
    • Fixed reinforcement fleets as reward of the mission The Invasion (Tyranid Annihilation)
    • Fixed achievement “Stick with your Own Kind” (granted after the first Eldar Annihilation Ark mission).
  • Tyranid campaign fixes:
    • Fixed deployment areas in the mission Slip Through The Net
    • Fixed failed secondary objective display in the mission Slip Through The Net
    • Fixed secondary objective not giving the proper rewards in the mission Slip Through The Net
    • Fixed secondary objective not giving the proper rewards in the mission Surprise Appetisers
    • Updated reinforcement system in the mission Gourmet Meal
    • Updated dialogues in the mission Indigestible
    • Updated fleet points in the mission Flesh Is Weak
    • Fixed Infiltration skill so that it can’t be launched on a blocked system
    • Fixed the reward in the mission Buffet
    • Fixed a dialogue trigger that was activated in the end of the mission Buffet
    • Fixed the achievement trigger when destroying the Dark Throne
    • Fixed objective completion when boarding the Space Station in the mission Wounded Prey
    • Fixed the possibility to replace the Ancient One in the mission The Devourer Wakes
    • Fixed Death World POI attribute tooltip
    • Fixed Spore mine system defence item
  • Necron campaign fixes:
    • Fixed a crash in the Necron Campaign if you would capture Agripinaa from a save starting during PreOrderBeta 2 (if your save is from PreOrderBeta 2 and you have already captured Agripinaa you need to reload before that point)
    • Fixed validation of the mission The Prize
    • Fixed issue in the mission Star Makers where the player could be blocked after having destroyed the Blackstone
    • Fixed infinite life for escort ships from a Necron upgrade
    • Fixed the outro of the mission End of a Billion Souls (the Craftworld now disappears)
    • Fixed the Shards of Yggra'Nya upgrade effect in the mission Veil of Shadows
    • Fixed camera that was going through Space Hulks 3D meshes in the mission The Beast’s Last Stand
  • User Interface fixes:
    • Fixed Plasma Storm tooltip in Necron and Tyranid missions
    • Fixed a stuck weapon highlight when mousing over it
    • Fixed hidden sectors’ names in which the player had no fleet
    • Corrected text on the fleet details title of the score screen
    • Updated a currency icon for tyranids (shipyard upkeep)
    • Updated the visibility of the laurel in the stats screen
    • Fixed the text display on fleet names that exceeded the pop-up size
    • Updated urgency gauge display when in disabled mode
    • Fixed game over sound FX
    • Fixed Roboute Guilliman’s name in dialogue
    • Fixed the boarding torpedoes’ keybind in the prologue
    • Fixed empty tooltips on enemy turrets/space stations’ experience level display
    • Fixed empty tooltips on the Space Hulk experience level display
  • General fixes:
    • Fixed crash linked to engaging fleets with 0 fleet power
    • Fixed an issue where a cinematic would not display properly in specific cases
    • Protection added against crashes that may occur when macro projectiles target Interfering Signals
    • Fixed admiral level-up sound that wasn’t impacted by the audio option settings
    • Fixed annihilation rewards display
    • Fixed bonus which added Battle Plan after X turns (Listening Post POI)
    • Removed the Macragge’s Honour from the Sons of Malice Chaos sub-faction
    • Fixed a problem where Space Titan kills weren't taken into account
    • Fixed Annihilation achievement trigger in the Necron and Tyranid campaigns
    • Fixed Nurgle worshipper POI effect (lowers troops regeneration)
    • Fixed hidden “buy a fleet” button on a selected system after having bought a new fleet
    • Fixed End Turn shortcut from not working.
    • Fixed wrong Chaos Battleship Despoiler’s wreckage
    • Improved Wind of Change skill FX
    • Fixed Interfering Signal warning event
    • Fixed wrong critical chance on the Tracking Sense skill
2. Battle Fixes
  • General:
    • Improved AutoLaunch Scuttle AI (AI will avoid triggering scuttle with allies around and will wait a bit less before using it, anyway it will be use at some point to allow AI reinforcement to be deployed on the the battlefield)
    • Improved Auto Launch skill disengage AI (AI will now try to disengage his ships)
    • Updated custom fleets’ security check
    • Fixed localisation error panel in the main menu
    • Fixed launch bay number on the Despoiler’s prow
    • Fixed Armour Piercing Ammunition/Blessing of Vaul upgrades when target is close
    • Fixed Slavetaker attribute
    • Fixed AI that was firing Nova Cannon on hidden ships
    • Fixed Gravity Hook number on T’au ships
    • Fixed Scanner skill (now available on Platform Defences)
    • Fixed Cruiser Gothic’s torpedoes that had parallel trajectories
    • Fixed AI that was not following flagship vessels’ rules
    • Fixed 1vsAI loading screen that was displaying “Waiting player” with a timer
    • Fixed Defeat text that wasn’t displayed when capitulating at the start of a game
  • User Interface:
    • Fixed a tooltip on the Burn Retro skill of the Orks Roks ship
    • Fixed the Massive Claws skill’s damage text display
    • New weapon icons for Tyranid Claws + common, light, and heavy launch bay
    • Updated ship overlay: The Action button now has more space at the bottom
    • Updated graphic code on ordnance icons
    • Fixed some manoeuvers that had no tooltip when under cooldown
    • Updated Ancient Psychic Scream feedback position
    • Fixed the disengage gauge fulfilment that wasn’t displayed guest side
  • VFX/SFX:
    • Updated FX collision between ships for optimisation
    • Fixed victory/defeat text
    • Fixed defence turrets’ sound FX
3. Structure Fixes:
  • Optimization: Dark Eldar, Necrons, Tyranids FXs
  • Updated localisation for several languages
  • Updated loading ship screen when going to the ship viewer
  • Updated ship viewer feature: can now show/hide User Interface
  • Fixed the space bar that allows you to skip game turn
  • Increased visibility on checkboxes and sound option settings
  • Updated credit screen opacity background
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

Once bitten, twice shy, is not a good aphorism for zombies. They’re not very shy at all>. In fact, some of them are positively bold. They’ve wreaked havoc with this week’s Steam Charts, taking over nearly half the entries. Which, admittedly, saves me thinking up a bunch of other stupid shit to write.

Yes, click through, read on, for the bunch of stupid shit I did> write.

(more…)

Battlefleet Gothic: Armada 2 - contact@rockpapershotgun.com (Alice O'Connor)

A fourth campaign and dirty gert fleets are in the works for Battlefleet Gothic: Armada 2, which officially launched today, though the first post-launch priority is to, ah, finish its cooperative mode. Right now that’s officially classed as “in an early access state”, basically due to running out of time, with the polished and de-bugged mode expected to follow in a few months. Beyond that, they’re looking at adding a new mode with huge fleets, tweaking balance, and so on. While the unfinished co-op is a bummer, considering Armada II is otherwise pretty decent for spacechurches and meatships blowing each other to heck in an eternal futurewar, the additions sound good.

(more…)

Battlefleet Gothic: Armada 2 - contact@rockpapershotgun.com (Nic Rueben)

In the grim darkness of the far future, there is only war. This is a lie, of course. There s also fancy hats, for example. I know this because I ve seen the admirals of Battlefleet Gothic: Armada 2 wearing them while they command their giant space cathedrals to do a murder at other giant space cathedrals, in a sequel that veers fairly close to the original, but with some vastly updated visuals, and some surprisingly gripping storytelling.

(more…)

Battlefleet Gothic: Armada 2

Grimdark space tactics romp Battlefleet Gothic: Armada 2 tears out of the warp today, launching along with a trailer that you can watch above. It looks quite a bit beefier than it’s predecessor, with a trio of sandboxy grand campaigns and all 12 of the tabletop factions.

An update based on feedback from the second beta is also included, bringing with it balance tweaks and bug fixes. All three grand campaigns are now fully playable, and if you played in the beta, your campaign progress will carry over. There’s campaign co-op, too, though it’s still in development. It’s playable, however, so you a take it for a spin today. 

Take a look at the full patch notes here

Following the launch, developer Tindalos Interactive will continue to work on the co-op mode. New features are also on the docket, including a new game mode that will give players access to skirmishes with massive fleets and legendary ships. Another grand campaign is also in the works, with more details coming later this year. 

During the beta, only first part of the Imperial and Necron campaigns were playable, but Tom played some of Tyranid campaign and shared his impressions. They sound hungry. You can play them yourself today.  

Battlefleet Gothic: Armada 2 - chaton


In the grim darkness of later today, there is only the release of Battlefleet Gothic: Armada 2.

We're thrilled to release Battlefleet Gothic: Armada 2 today! We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected.

A new Launch Trailer will prepare you for battle as all the fury of 12 factions clash for dominance in skirmish and ranked multiplayer, while three full grand campaigns offer hundreds of hours of single-player and co-op content.
https://www.youtube.com/watch?v=KubBn4syAHQ
With a focus on bringing naval battle strategy into the 41st millennium, Battlefleet Gothic: Armada 2 has you considering ship speeds, engagement angles, torpedoes, and strike craft while navigating the fantastical and daemonic special abilities of this dark future. Design and customise your fleet through a fully open points system, picking from one of over 80 sub-factions and dozens of fleet upgrades across seven ship classes and 12 distinct factions.

The team has worked hard on your feedback from the second Beta. As announced in our latest community update, today's full release brings a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. If you're new to the game, make sure to read our Quick Start Guide.

You can also join our Discord to discuss with fellow players and devs: https://discord.gg/fqpAG2D



You'll also be able to finally play the campaign co-op mode today. We'd like to remind you that, as announced at the start of the last Beta, this game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we're forced to release the co-op mode in an early access state today.

This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It is now available, but we will continue to improve it and fix technical issues in this mode after launch. Our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental in making it stable as fast as possible.



Post-Launch plans

Even though the game is now released, we're still interested in getting your feedback about all aspects of the game: balancing, technical issues, and the full Necron, Imperium and Tyranid campaigns. We'll continue to release updates and tweak the game with the help of your reports. Today is only the beginning for Battlefleet Gothic: Armada 2 and we'd like to share more about our post-release plans.

As explained above, our first priority is to polish the co-op mode to release it fully as soon as possible. It will come with a balancing patch, as well as bug fixes and additional polish based on your feedback. We'll also develop the competitive aspect with official seasons and rewards to be announced very soon.

This first major update will be followed by the development of new ships and continuous work on balancing. As you've seen in our last Beta update, we have the data to monitor win rates and match-ups and we'll make good use of them to do regular balance tweaks until we're happy on that front.

After this we will be focusing on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.

We can't wait to share more, but as you can see, we've got plenty on the go in the coming months. Meanwhile, enjoy the full release of Battlefleet Gothic: Armada 2 and let us know what you think!

Release Patch notes
  • All three Grand Campaigns are now fully playable!
    • Your Imperial and Necron campaign saves from Beta 2 will still work, enjoy!
  • Campaign co-op is releasing in an Early Access state. It’s playable and fun, so please try it out and provide feedback, but those who want to enjoy a fully polished and bug-free experience may wish to wait.
  • All profiles have been reset. This includes multiplayer rank and skill progression.
  • The game is now available in multiple languages.
Improvements & New Features
  • Playing skirmish against AI will now grant faction XP
  • Added Game Option in the campaign to play non-scripted battles in Cruiser Clash mode
    • There are 3 options available: Cruiser Clash, Domination, and Random
    • You can choose between these at the start of a campaign or at any time during your campaign by going into the game options
    • When playing Cruiser Clash, the stationary defenses are placed at random in a square on the battle map
  • Added possibility to remove the Urgency Threat gauge at a start of a new campaign
    • The game has been designed with the Urgency Threat in mind, but we understand players wanting to enjoy the campaign at a slower pace
    • This cannot be changed mid-game, you will need to restart your campaign if you wish to disable or enable it.
  • Skill keybinds are now displayed properly in battle
Balancing
  • All Factions
    • Rally can now be used during a mutiny
    • Reload stance candency bonus now only applies to macro weapons
    • Collisions between allied vessels no longer causes morale damage
  • Corsairs
    • Ship point cost for all Corsair vessels has been decreased
  • Tyranids
    • Ship point cost for all Tyranid vessels has been increased
    • Tyranid assault boat number per squadron decreased from 4 to 3
    • Tyranid fighter squadrons decreased from 8 units to 6
    • Spiky Carapace now ignores armor
  • T’au
    • Mont'Ka crit chance bonus decreased from 100% to 50%
    • T’au Warfare now properly applies to ships with the T’au Warfare attribute
    • Cutting Beam now ignores armor
    • Cutting Beam damage increased from 60 to 120
    • Cutting Beam charge time reduced from 15 seconds to 10
    • Tau Manta Bomber dodge chance increased from 20% to 40%
  • Space Marines
    • Space Marine Torpedoes activate their tracking system earlier
    • Emperor Tarot can now target visible ships
  • Imperial Navy
    • Emperor Tarot can now target visible ships
  • Drukhari
    • Burning Scale ship now properly has 1 launch bay instead of 3
  • Chaos
    • The Daemon Infestation upgrade now properly applies to all ships
  • Asuryani
    • Kin Crewed Battery max cadency bonus reduced from 50% to 25%
    • Kin Crewed Battery cadency bonus per second reduced from 2% to 1%
AI
  • In domination mode, the AI will no longer stay in the capture area without reacting to attacks
  • AI now prioritizes ships that are not drifting hulks or undergoing a mutiny
Bug Fixes
  • Fixed a memory leak in video playback during game hitches (such as when clicking on the create custom fleet button)
    • Please note that they will still take some time to load
  • Several localized crashes have been fixed
  • Multiple localization fixes and improvements
  • Custom fleets from the Beta can no longer exceed the point limit before launching a battle
  • Multiple bug fixes and improvements

https://store.steampowered.com/app/573100/Battlefleet_Gothic_Armada_2/
Battlefleet Gothic: Armada 2 - chaton


Admirals,

BFGA2 Game Director Romain Clavier here. It’s been three days now since the release of the beta. We’re delighted to see thousands of players jumping into games and providing feedback on everything from faction balance to the campaign flow, and much more.

The Tyranid invasion and the green Krusade may seem unstoppable but do not abandon hope and praise the Emperor, for he is the salvation of mankind. Here’s what we’re currently planning to do in response to all the feedback and data we’ve received during the week.



Campaign update:
Let’s start with the two most common pieces of feedback regarding the campaign gameplay.
  • “I don’t like the domination mode in campaign.”
    • Well, It will be pretty easy for us to add a game option that allows the player to remove capture zones during campaign battles in order to play with just the “extermination” win condition. We still believe that domination mode provides a better in-game experience, as it adds a tactical layer to battle as well as improving the game balance, but we understand the desire to annihilate your enemies.
    • We’ll do our best to deliver this change for the release. If we cannot, it will be implemented with the first patch shortly after launch. We will keep you updated on this as regularly as possible.
  • “I feel under pressure from the urgency gauge”.
    • Fair enough, we don’t want anyone to feel anxious during their solo game experience of the grim dark future. We will be adding an option at the start of the campaign that will disable the urgency gauge. For clarity, we would advise against disabling this feature, as we think it provides incentive and pressure for pushing forward as well as offering a good representation of the critical situation in the Cadian Gate, and being part of our difficulty balancing. However, we’d rather it was your choice.
    • It’s possible we will have this implemented by release, but more likely it will be a part of the first patch.
Skirmish:
The main feedback we’ve received here is that you would all like to be able to level up factions in Skirmish. Well, we don’t see any good arguments that go against this request. We will implement this for release! Portrait rewards will still be exclusive to ranked matches, as they’re purely cosmetic.

We’re also looking at ways to continue to improve the skirmish game in post-release content. We’ll talk more about this in the near future as we start to explain our plans regarding post launch content.

Balancing:
Well, balancing is still not perfect but it’s better than ever. With thousands upon thousands of battles concluded (and with mirror matches excluded), let’s check the stats up to now:



First to talk about this data a bit. Clearly there are two major outliers in Corsairs and Tyranids, which we’ll discuss in a moment, alongside the higher-than-perfect Ork winrate. However, we’re very happy that 10 of our 12 factions are relatively well balanced, especially given we’ve yet to release. Obviously, it’s currently imperfect, so here are our goals going forward.

At first we want to get everyone between 40% and 60% global winrate. Of course the closer to 50% the better, and we’ll continue tweaking beyond that, but it’s our initial aim. It’s important to note these numbers do not represent with perfect accuracy how balanced factions are. For example, some factions may perform better or worse depending on the skill level of the players, the exact fleet compositions being used, and so on. However, we’re happy to use this data alongside your continued feedback to improve things.

As mentioned, the most problematic factions are the Corsairs and Tyranids. Orks are borderline.
Therefore, you should expect in a patch on launch day:
  • A nerf for the Tyranids. Should be mostly based on ship point cost.
  • A buff for the Corsairs. Ships will be cheaper and will have access to the shroud hull attribute, which cloaks ships at the start of battle.
  • A very slight nerf for the Orks.
  • A lot of small adjustments to make the battle experience less frustrating in some cases or with some factions.
Of course, we’re still finalising the specifics here, and will keep you updated with full patch notes once the patch is ready. We hope to continue sharing matchup data with you in future, and are looking into ways to split the data by league to make sure we’re using it in the best way possible.

Multiplayer:
We have found a way to improve classification of players in the leaderboard, as it’s currently very hard to get out of Bronze league. This update is now live, so please let us know if it seems better and fairer to you (or not!)

Bug:
Ouch! A nasty bug regarding weapon stats modifiers bypassed our vigilance and is present in the beta. A few bonuses are not being applied properly. We will be fixing it for release - we’d like to do it sooner, but ensuring that our release build is as good as possible is our current priority. Post-launch, we hope to patch issues such as this (or, hopefully, more minor ones) quicker. It’s important to note this particular issue will likely have a positive impact on the game balance, also.

Thanks for all the feedback, positive and negative! Continue to help us in making the best game possible for the 24th!

Dismissed!

Ravensburg

https://store.steampowered.com/app/573100/Battlefleet_Gothic_Armada_2/
Battlefleet Gothic: Armada 2 - chaton


Hello everyone,

We’re happy to release Battlefleet Gothic: Armada 2 Pre-order Beta 2 today!

We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected. This Beta will last until the full release of the game on January 24.

In case you missed it last week, you can take a look at our new campaign trailer, breaking down every facet of the 100+ hours that can easily be spent in Armada 2’s single-player offering.

https://www.youtube.com/watch?v=rnAEk0Kj8Y4
This second beta features:
  • The 12 playable factions
  • The 80+ subfactions
  • Ranked play
  • Updated custom map options with special environmental effects from the first beta.
  • Prologue of the campaign
  • First sectors of the Imperium and Necron campaigns
The team has worked hard on your feedback from the first Beta and this second Beta will bring a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. Make sure to read our Quick Start Guide and the more detailed How to Start guide to prepare for the Beta.

Much like in the last Beta, we’re really interested in getting your feedback about all aspects of the game: balancing, technical issues, and now also the campaigns, including the Necron and Imperium first sectors.



We’d also like to tackle an important topic as we near the full release of Battlefleet Gothic: Armada 2. This game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we will be forced to release the co-op mode in an early access state on launch. It will also not be available during this Beta phase.

This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It will be available at release but we will continue to improve it and fix technical issues in this mode after launch and our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental to make it stable as fast as possible.

Join us tonight for a campaign livestream on Focus Home Twitch channel to discuss the update and give us your opinion!



Pre-Order now to receive access today to the Beta until the release of the game on January 24: https://store.steampowered.com/app/573100/Battlefleet_Gothic_Armada_2/

Pre-Order Beta 2 - Changelog

New Content and features
  • 1st Sector of the Imperium Campaign is now available
  • 1st Sector of the Necron Campaign is now available
  • Added Ship Viewer
    • When you create a custom fleet in skirmish, you can access the ship viewer with the associated button
  • Added leaderboard
    • Available from the main menu
    • Filter by factions and leagues (Bronze, Silver, Gold, Adamantium, Epic, Legendary)
    • Standard ELO system
    • Will be reset at full release
Balancing
  • Reworked armor mitigation calculation
    • Stronger armor and hull are now more resilient and more in-line with what we originally intended
  • Board actions:
    • Surgical Strike (SM, Drukhari, Necron) crit damage chance increased from 30% to 60%
    • Planned Strike (Tau & Aeldari factions) crit damage chance increased from 20% to 30%
  • Torpedo hit points increased from 2 to 4
  • Unstable Pulse Core upgrade bonus decreased from 100% to 50%
  • Necron Starpulse Wave damage decreased from 300 to 250
  • Augur Disruptor Bomb reworked:
    • Now removes the detection zone of all enemy ships on the map for 45s
    • Scanning range is unaffected
  • Disruption Bomb damage radius increased to 4500 units from 1500.
  • Adeptus Mechanicus ships no longer receive melta torpedoes
  • Imperial Battleship Oberon no longer has a nova cannon
  • Aeldari Pulsar weapons and Phantom Lances now have a slight angle of fire
  • Tyranid ships are now vulnerable to lightning strikes even while shielded
  • Space Marine escort ships armour value increased from 67 to 83
  • Call to Arms order reduced to one charge
  • Brace for Impact stance turret accuracy bonus reduced to 50% from 100%
  • The Mercenary attribute now means the crew of this ship cannot be executed
  • The Rally order on admiral ships grants 400 morale for itself and 200 for allied ships in range
Multiplayer
  • All profiles have been reset for Pre-Order Beta 2
  • The game will allow more time for slower players to connect to a game before invalidating it
  • Fixed multiple connectivity issues
  • Improved netcode to reduce desynchronization issues
  • You can now ping on the map in 2vs2, which will be shown to your ally
Bug Fixes
  • Multiple localization issues fixed
  • Fixed and cleaned several issues in the prologue
  • Added mouse and keyboard input in the prologue
  • Giant asteroids are now properly displayed and available in custom games
  • Multiple optimizations on VFX to improve performance
  • Multiple performance improvements on the battle map
  • More than 200 bug fixes on gameplay/campaign/graphical settings.
  • The AI will now properly ignore Asteroid Fields if they are immune to them
  • You can no longer use burn retro while a ship is in mutiny
Battlefleet Gothic: Armada 2

Humanity can battle heresy and Chaos for millennia in the Warhammer 40,000 universe, but the last page of the book will just be a couple of lines that say ‘And then the Tyranids ate them all. THE END’. They’re a hive creature with a billion mouths that spreads across the galaxy, reducing worlds to alien soylent so it can make more mouths, and so on, until everything is consumed.

Space RTS Battlefleet Gothic: Armada 2 lets you roleplay the hungriest fleet in the galaxy in one of three singleplayer campaigns. The new campaign structure behaves like a pared-down 4X campaign. You move your ships between sectors and develop planets to create resources, which you then spend on ships. In the Tyranids' case the currency is biomass, and they get it by occupying a sector. It takes only three turns for them to kill and liquify everything in the vicinity.

The Imperium sends battleships to try and stop you, triggering real-time battles. Like the first game, engagements take place on a 2D plane (no Homeworld-style multi-directional laser parties here). You tend to have a few large vessels and a handful of escorts. The emphasis is on micromanaging each ship’s subsystems. Normal ships have special orders that let them boost speed, lock on to enemies, send out bombing runs, scan the area, and board enemy vessels.

Tyranid ships aren’t normal. It feels more like corralling a shoal of squid that wants to run into the nearest enemy vessel and start chewing. The ships are surrounded by swarms of smaller Tyranids that buzz around any enemies close enough. Some of them can spit out spore bombs that serve as ranged attacks, but more than anything they want to use their terrifying two-second speed boosts to get close, and then start boarding with ravenous hordes of genestealer troops.

It’s a chaotic way to play, and very bad news for other factions that need to get close to do damage (RIP Orks). You can do particularly gross things to vessels within a few ship lengths, like extend a sucker tentacle that latches onto the enemy and deals damage over time—it’s better not to think about how exactly that works. Smaller vessels can self destruct, leaving behind a damaging cloud of spores.

The hardest thing about playing as the Tyranids, apart from stopping your ships from crashing into each other as they charge in, is getting them close enough in the first place. They start an encounter stealthed, so there is scope for hiding them in asteroid fields—their adaptive trait means they don’t take damage from detritus like other ships do. You have to be opportunistic and a touch lucky to pull off the perfect Tyranid ambush, but it’s a fun way to play them. The last thing you want is a Chaos fleet popping your squids with artillery as you try to rush them head-first.

The campaigns look like sandboxes, but there’s plenty of story packed into between-mission chats and the occasional cutscene. The prologue mission is particularly heavy on spectacle, and overall the game does a great job of evoking the scale and pomp of the setting within the confines of the battlefields. In addition to the Tyranid campaign, you can also play as the Imperium and the Necrons (near-immortal regenerating robots).

I haven’t had chance to experiment with the Necrons yet, but the Imperial ships behave much as they did in the first game. The UI makes the game look a lot more complicated than it really is. Every ship has a sensible autopilot mode that does a lot of the manoeuvring. Most of the game is about picking targets and focusing them down with the right weapons. It gets complicated when there are a lot of ships involved, and certain matchups can be very challenging. I was thankful for the pause button at points. When space squids clash with Imperial floating cathedrals, things get hectic.

In a galaxy of dodgy Warhammer 40,000 games, the Battlefleet games really stand out. There are elements of the tabletop game that I’d like to see represented—galactic phenomena, gravity wells, and so on—but it’s a solid space RTS at a time when those are in short supply. We gave the first game an 80,  and I wonder if Armada 2 can do even better when it launches on January 24.

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