Mar 7, 2019
Battlefleet Gothic: Armada 2 - Jellyfoosh


Greetings Admirals!

It has now been a little over a month since we launched Battlefleet Gothic: Armada 2. With the help of your excellent feedback, we’ve released two major updates (Patch notes: Patch 1, Patch 2), including:
  • A ton of balancing and tweaks
  • Several tons of fixes and quality of life adjustments
  • A reworked boarding mechanic
  • A larger 2v2 mode with 1000 fleet points
  • Larger battles in Campaigns’ late game (1650 fleet points)
  • Continuous improvements to the early access co-op mode
  • Major changes to the reinforcement system
  • A new deployment phase in ranked matches
  • Several new or improved abilities, such as
    • Summary Execution (IMP)
    • Canticle of the Omnissiah (AM)
    • Eye of the Omnissiah (AM)
    • Adrenal Glands (TYR)
    • Reclamation Pools (TYR)
    • Spawning Sacs (TYR)
    • Boarding Action (ALL)
    • Retreat (ALL)
    • Transfer Troops (ALL)
    • Call to Arms (ALL)
And we’re only getting started - we’re very excited to announce our Post-Launch Roadmap!


(Click the image for full size)

With your continued support, we look forward to releasing more content, starting in the end of March with the completion of the co-op mode, new variants to Necron ships, and a brand new Necron ship that will breathe terror into even the most battle-hardened admiral.

In April, we will release our Competitive System, allowing all you admirals to compete for the glory of being the best, as well as other rewards. Keep an eye out for more details to come!

Next will be our new game mode with truly gigantic fleets, including the Titan ships, for unbridled chaos. And finally, our new Grand Campaign will be unveiled.

We can’t wait to share these updates with you, and look forward to releasing even more content beyond the scope of this Roadmap. Please continue to share your suggestions and report technical issues - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D

Thank you once again for your support, feedback, and passion.

Tindalos Interactive & Focus Home Interactive
Feb 26, 2019
Battlefleet Gothic: Armada 2 - chaton


Greetings Admirals,

We’re happy to release our second update for Battlefleet Gothic: Armada 2 today!

This new patch features various balance changes and bug fixes, including a rework of the boarding mechanics based on your feedback, various balancing tweaks, and stability improvements to the campaign co-op mode. Please find more details in our Beta news.

Thanks to everyone who tried this update in our Beta branch and posted their feedback. The changes are now live in the official version of the game. Please continue to share your suggestions and report technical issues - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D

As the team works hard on improving the game with features and balancing based on your reports, you can find more info about our long term plans here.

We’ve also seen the feedback that some of you miss the persistent fleets from the first game. We wanted you to know that it’s been noted on our side. We’ll be looking at what could be done to improve that aspect and keep you updated in future posts.

Change log Patch 2 Battlefleet Gothic Armada II

New feature/Retakes
  • The boarding mechanic, a core feature of the game, has been reworked.
  • Improvement and rework of the reinforcement feature. It now gives more control over the way fleets are deployed in campaign mode. Allows the player to choose which ship will be deployed just before mission launch and reinforcement flow
  • Rework of the deploy feature in multiplayer (skills and upgrades can now be picked in deploy mode)
  • 2v2 mode fleet capacity is now 1000 points by default
  • Rework of the warp risk GUI: different display if the warp risk is new or older in the GUI score screen + display of the warp on ships in campaign
  • Added a security step for the client’s disconnection during the AI turn in campaign
  • Updated escort ship limitation number in multiplayer: 1/LC, 2/C - BC, 3/GC - BS + add a function to retrieve unit cost without getting all the body part from the unit
  • Added tutorial tip on how to switch between galaxy and sector view (All campaigns)
  • Clicking on an objective now centers the camera on the concerned system
  • Added the upgradable POI number of each sector in galaxy view
  • Added feedback when trying to buy a leader without enough fleet value available
  • Added a “Retreat” skill on all ships that forces the ship to leave the battlefield by the closest edge. Counts as a classic disengage regarding score
Balancing
  • Spore Field skill radius increased from 1650 to 2000
  • Pressure Spines upgrade now applies to all spore fields
  • Necrons now regen 1 crew every 60 seconds up to the actual step limit, linked to Reactive Hull
  • All Addmech ships now have exceptional accuracy
  • Maximum accumulated fire number on a ship increased from 4 to 10
  • Overcharged Lances trait now gives +9000 range instead of +4500
  • Space Marines’ boarding torpedoes cost has been upgraded
  • Adeptus Mechanicus lances damage increased by 50%
  • Pulsar damage increased from 30 to 35
  • Tyranid escort cost has been reduced
  • Heavy Rail Guns’ angle reduced from 270 to 90
  • Blood Letter Parties now apply 10 boarding charges with a 120 second cooldown
  • Craftworld torpedoes’ loads reduced from 3 to 1
  • Armour piercing is now a flat reduction of 25 points instead of an armour set to 50 points
  • Armour Piercing ammunition armour reduction improved from -10 to -15
  • Canticle of Omnissiah: boosts by X maneuver gauge/Boost by X Shield
  • Commissar skill: Boost by X Morale/Boost by X maneuver gauge/Boost by X Shield
  • Add an alternative skill to Adeptus Mechanicus ships on 1 charge skill Eye of the Omnissiah
  • Feeder Tentacle skill now has various boarding values depending on the ship's tonnage
  • Boarding critical now deals 1 damage, whatever the ship’s tonnage is. (the critical probability depends on the ship’s tonnage)
  • Triggering the order "Call to Arms" disables the stances for its duration only, then the current stance is re-applied after the end of its effect.
  • Imperial Admirals now have the "Summary Execution" order.
  • Space Marines torpedoes price has been increased from 1.5 to 2.5 points per barrel.
  • "Honour the Chapter" order has been removed from escort ships.
  • "Pulsars" weaponries cost has been decreased.
  • "Falling Moon" Drukhari Battleship cost has been increased to 350 points.
  • "Impaler" ordnances health points have been increased from 10 to 12.
  • The tyranid skill, "Reclamation Pool" now costs 3 crew per charge instead of 1.
  • "Rush" distance has been reduced from 5k units to 4K units.
  • "Goff'Ardboyz" upgrade critical assault chances are increased from +5% to +10%.
  • "Sneaky Lootas" upgrade buff damages are raised from 5 damages per assault action to 20 damages.
  • Wych Cult upgrade critical chances are raised from +10% to +20%.
Co-op mode
Some progress has been made on the Coop mode. Please note that the co-op mode will be the main focus of Patch 3.
  • Fixed the stop co-op button that was kicking the host to the main menu
  • Fixed the score screen that wasn’t displaying when the client reconnects after a game
  • Fixed the guest camera that wasn’t focusing a system under attack just after a battle
  • Fixed players being stuck at the end of their second battle
  • Fixed upgrade button animation for the client
  • Fixed some elements of the client UI
  • Updated co-op achievements
  • Fixed several crashes in co-op
  • Updated game over screen
  • Removed the reload button for the client
  • Fixed background faction cinematics
  • Added a protection against a crash for null body part
  • Fixed the blocked connection panel that now disappears if the client connection fails
  • Fixed data representing Seglei that wasn’t changing ship client-side in the Necron mission The Prize
  • Fixed the guest that couldn’t see which general was the main hero during campaign battles
  • Fixed the bug that was allowing skill cancellation if the ship possession changed when a player was about to launch a skill
  • Fixed client being disconnected ingame, server should not considered the game as lost anymore
  • Fixed the white squares on the faction icons
General Fixes
1/ Campaign fixes :
  • Fixed an error that wasn’t granting campaign effects to ships
  • Fixed fleet selection panel (pre-engagement) that wasn’t working properly if the player was opening a new one without launching a battle
  • Protection added on the Blackstone shoot trigger if this one is not destroyed during the shot in the mission Star Makers
  • Fixed a bug that created a defeat when one of the player’s flagships was destroyed in the mission The Stronghold
  • Fixed the absence of an objective when introducing the Ancient One (informing the player that it must not die) in the mission Last Gasp
  • Fixed a bug that was displaying an empty map when launching a campaign introduction mission with the skill selection feature
  • Fixed a bug that was displaying the reinforcement ships over the map when selected
  • Fixed Ancestral Genome Panel display
  • Improved mine visual on the campaign map
  • Fixed incorrect display of upgrades in fleet viewer when above 12
  • Fixed the Space Station’s name (Magnis Dominum) in the Tyranid mission The Flesh Is Weak
  • Fixed the achievement “Natural Selection” that couldn’t be unlocked
  • Fixed the Tyranids crash on Belis Corona
  • Fixed the position of the fleets obtained as reward. Can’t spawn in a locked or hidden sector anymore
  • Fixed a crash linked to the achievement of an objective, where the player loses Spire’s fleet
  • Fixed a bug that was allowing the player to save a game during the enemy’s turn
  • Fixed the achievement “The End of an Immortal Race” that couldn’t be unlocked at the end of the mission “Protector Of The Seventh Path”
  • Fixed a bug that allowed the player to deploy their ship in the monuments areas in the mission Chosen of Abaddon (Nurgle)
  • Fixed a bug that was hiding objectives if some of them were already completed
  • Fixed a bug that was preventing the ship hull value to update when repairing this ship in the Ship Viewer (campaign)
  • Fixed a text that was not translated in the mission Protector of the seventh path / Imperial Truth
  • Fixed an error of cinematic trigger in the mission Apostle of Destruction, if the Vengeful Spirit is destroyed during a dialogue
  • Fixed the Death Guards Admiral ship that had no name
  • Fixed the Space Station’s name that didn’t match with the name presented in the dialogue
  • Fixed an incorrect mission name (The prize Part 2 > 1) in the mission summary
  • Fixed the fleet power value that was able to show a number of 0 and was creating blocking situations
  • Fixed the Imperial Pirates’ ships’ names that were not translated
  • Fixed an error of warp risk display if there were several of them
  • Fixed an incorrect reward description of the Imperial Truth mission objective
  • Fixed a wrong name feedbacked when clicking on the F5 input (auto-save > quicksave)
  • Fixed POI bonuses in the Necron campaign giving battleplans
  • Fixed the Disengage skill for AI that should now be launched during scripted missions
  • Fixed the bug that was blocking the camera movement in the sector/galaxy view when an on-map element was selected
  • Fixed a bug that prevented an objective validation when the player had to execute a Lightning Strike on the Phalanx with Trazyn during the Necron mission The Stronghold
  • Fixed a bug that didn’t display Turrets/Space Stations on enemy systems in the system overview
  • Fixed the Biomass reward icons
  • Fixed a bug that was activating the Plasmic Medusae event instead of the Plasma Storm when the player finishes the mission Slip Through the Net
  • Fixed a bug that prevented some rewards to be properly displayed in the renown panel
  • Fixed the fleet creation button that was appearing when the player was moving a fleet on a possessed system
  • Fixed the objective Flesh is Weak that didn’t unlock the environmental effect Giant Asteroid
  • Fixed the bug that was allowing player to select a system during the AI turn.
  • Fixed the Repair Troops replacement values in the Game Help
2/ Battle fixes
  • Fixed ships disengaging on the edge of the map (retreat) that weren’t taking warp risks
  • Fixed the revoke button on the flag ship that wasn’t displayed in the Fleet builder (multiplayer)
  • Fixed criticals calculation system on Runic Targeted Node
  • Fixed Tooltip on the Boarding skill
  • Fixed the Sooper Zzaps that wasn’t giving a 50% chance to avoid the holofield
  • Added a ping button on the minimap
  • Updated skin on speed buttons
  • Updated the ship overlay: boarding widget + reworked stance/fire graphics
  • Added a blood FX for Tyranids’ collisions
  • Updated: thicker Dark Eldar missile trail
  • Added cast FX to Augur Disrupt skill
  • Improvements to Chaos macro FX
  • Added trail to Tyranids’ ordnance
  • Added new FX for Ork Plasma Bomb
  • Improved feedback for ship part criticals
  • Improved highlight on stealthed ships when hovering over it with mouse
  • Fixed light macrocannon that was using heavy macrocannon impact explosion FX
  • Reduced size of Defence Platform minimap symbol
  • Selected skills and upgrades are now still selected after a battle
  • Fixed a bug that allowed the player to change his own skills and upgrades by selecting enemy skills and upgrades in the battle menu
  • Fixed the Holo/Shadow FX that wasn’t disappearing before a Microwarp Jump
  • Fixed a bug causing maneuvers buttons to be disabled for no reason
  • The achievement "Survival of the Fittest" can now be unlocked
  • Added new skills icons for Chaos, Imperium and Tyranids
  • Adrenal Glands skill
  • Fixed Necron Boarding skill FX
  • Fixed repair troop FX over time
  • Fixed a bug that hid the Call to Arms stance icon while it’s still active
  • Fixed the dust FX in the medium/large asteroid fields that were not centered
  • Fixed a bug that was switching enemy stealth ships into bleeps when the player was taking back control of a Drifting Hulk
  • Added FX to Dolmen Gate skill
  • 2v2 Capitulation now asks for confirmation from the 2nd player
  • Fixed the Elo gain that was displayed on the scorescreen after a 2v2 game
  • Fixed the Ork upgrade Ded Big Gunz that wasn’t working for some weapons
  • Fixed the Spore Field range circle that was the wrong size
  • Fixed Tyranids’ macro weapons accuracy
  • Fixed the Call to arms button on ally
  • Fixed the AI Tau faction that can now select a Warefare
  • Fixed the auto-engagement that now is priority before Retreat
  • Fixed the Overload lances attribute tooltip.
  • Fixed the bomb range GUI that wasn’t displayed around ships.
  • Fixed the Micro Warp Jump skill that wasn’t displaying the ship ghost (feedbacking the new position).
  • Fixed the Power Ram upgrade.
  • Fixed the 2v2 vs AI game launch issue.
3/ Structure fixes
  • Added a security check validating the name when a new save is made
  • Fixed the right click (on an enemy ship) Sound FX that wasn’t influenced by any of the audio settings
  • Fixed the phantom lance attribute that now works on Tracking Sense instead of Lock On
  • Fixed a bug that was granting invulnerability to Tau ships (guest player side) when canceling a Warp Out at the last moment + the warp out FX was displayed indefinitely
Tindalos Interactive & Focus Home Interactive
Battlefleet Gothic: Armada 2 - Netheos


Greetings Admirals,

We just released an update for the Beta branch, featuring balancing tweaks and bug fixes based on your feedback since last week.

More info about the Beta update in our announcement from last week.

To access the next patch in the Beta branch, 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.
We plan to fully release the update on the main branch next week, with more info about our new competition system as well - stay tuned!

Change log Beta Update Battlefleet Gothic Armada II - 22nd February 2019
  • Armour Piercing ammunition armour reduction improved from -10 to -15.
  • Triggering the order "Call to Arms" disables the stances for its duration only, then the current stance is re-applied after the end of its effect.
  • Imperial Admirals now have the "commissar encouragement" order.
  • Space Marines torpedoes price has been increased from 1.5 to 2.5 points per barrel.
  • "Honour the Chapter" order has been removed from escort ships.
  • "Pulsars" weaponries cost has been decreased.
  • "Falling Moon" Drukhari Battleship cost has been increased to 350 points.
  • "Impaler" ordnances health points have been increased from 10 to 12.
  • The tyranid skill, "Overload cavities" now costs 3 crew per charge instead of 1.
  • "Rush" distance has been reduced from 5k units to 4K units.
  • "Goff'Ardboyz" upgrade critical assault chances are increased from +5% to +10%.
  • "Sneaky Lootas" upgrade buff damages are raised from 5 damages per assault action to 20 damages.
  • Wych Cult upgrade critical chances are raised from +10% to +20%.
Feb 15, 2019
Battlefleet Gothic: Armada 2 - chaton


Greetings Admirals!

We’re excited to announce that our second update for Battlefleet Gothic: Armada 2 will be available in a few hours for testing on the Beta branch.

This new patch features various balance changes and bug fixes, including a rework of the boarding mechanics based on your feedback, various balancing tweaks, and stability improvements to the campaign co-op mode. Please find more details and the full patch notes at the bottom of this post.

To access the next patch in the Beta branch, 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.

IMPORTANT - PLEASE READ: Keep in mind that this is a Beta version and you’re likely to encounter bugs and technical issues. That’s precisely why we release the patch in the Beta branch first. We’ll improve the version based on your feedback.

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

Please test the latest changes and let us know on what you think our Steam community hub and official forum. Make sure to specify that you’re posting about the Beta branch when posting feedback. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D

As the team works hard on improving the game with features and balancing based on your reports, you can find more info about our long term plans in our previous announcement.

We’ve also seen the feedback that some of you miss the persistent fleets from the first game. We wanted you to know that it’s been noted on our side. We’ll be looking at what could be done to improve that aspect and keep you updated in future posts.

Stay tuned next week for the full release of the patch, as well as news about our upcoming competitive system.



Mechanics changes and balancing details
Game Director Romain ‘Ravensburg’ Clavier

BOARDING

Boarding in BFGII is a tricky thing to design and we already tried several different solutions for it during the various phases of production. We’re happy that we have something solid now that gives alternative gameplay for brawling factions. But, to be honest, the “alpha strike” feeling of boarding doesn't quite simulate the combat intensity aboard ships of the 41st millenium and creates useless frustration in some situations, as many of you have pointed out.

We have decided to add a delay to the boarding mechanic resolution, as well as a way to slightly counter the assault action.

Boarding redesign:
  • Each boarding action puts a boarding stack on the targeted ship.
  • The number of stacks depends on the ship tonnage, same as the current damage multiplier.
  • Boarding stacks on a ship are resolved one by one starting with the first received.
  • It takes 5 seconds for a boarding stack to be resolved.
  • Each boarding stack deals damage depending on the boarding efficiency attribute of the faction.
  • Each boarding stack has a chance to deal an additional troop damage depending on the critical boarding attribute of the faction.
Example:
An Imperial cruiser will put 3 boarding stacks on an enemy ship
Each stack will deal 1-2 damage with a 10% chance to crits due to the brutal strike attribute (giving +1 damage). So basically between 1-3 damage, but with an uneven spread chance.


Call to Arms redesign:
  • While on call to arms stance the following modifications apply to the ship:
    • All boarding damage received is reduced by 1
    • Ship speed is halved
    • Weapon’s cadency is halved
    • All skills are frozen except for cancel order and formation.
    • All skill cooldowns are frozen except for cancel order and formation.
    • All maneuvers are frozen
    • Maneuver gauge is frozen
    • Shield regeneration is disabled
    • Holoshields are disabled
    • Shadow field is disabled
    • Player may click on a button above the ship to exit call to arms state.
Example:
Based on the previous example, under call to arms, the damage of each stack would be between 0 and 2.

Transfer crew, new boarding skill
  • Can be launched at a targeted friendly ship at the cost of 1 troop to heal 1 troop.
  • A ship must have suffered at least 1 troop damage to become an eligible target.
  • Usable by all factions except Tyranids.
  • Usable by all tonnages of ships.
  • Will work on any allied faction except Tyranids.
  • Other boarding actions can no longer be launched on friendly ships, only transfer crew.
SKILLS AND UPGRADES SETTINGS

We feel like it was quite frustrating in multiplayer to select skills and upgrades before knowing which opponent you are going to face and the battlefield configuration. For this reason, players are now allowed to set their skills and upgrades during the deployment phase. It will probably radically change the whole meta of the game, and we’re excited to see what effect it has on winrates.

CAMPAIGN REINFORCEMENT

Based on your feedbacks, we feel the need in campaign to give more control over the reinforcement mechanics.

Players can now set before a battle which ships will be deploy first from all of their engaged fleets.

Also, the in-battle reinforcement mechanics has been improved by giving you control of when a reinforcement ship will enter the battlefield. Reinforcement ships no longer enter the battlefield automatically but stay in reserve. Players may now click on the card of a ship in reserve to gives a direct order to that ship. The ship will enter the battlefield from the closest deployment zone to the given order.

MATCHMAKING

Matchmaking was initially set to favor finding matches very quickly at the cost of potentially matching players of very different skill levels. Naturally, some of you expressed their frustration of matching with a player that was too powerful or too weak.

So from now on matchmaking will tend more to match players of the same league, but matchmaking search time may be a bit longer. We’ll continue to monitor both match quality and matchmaking time and make adjustments as necessary.

UNRANKED 2V2

We decided to temporarily remove 2v2 from ranked as it was having an adverse affect on the leaderboard through quitter abuse and other issues. We’re already working on a separate and cleaner 2v2 leaderboard which we hope to deploy in an upcoming patch.

BALANCING:
  • Imperial Navy are in a pretty bad shape at the higher ranks, so we’ve reworked the “Encouraging Speech” ability, now called “Commissar Encouragement.” It gives awesome bonuses to the ship at the cost of 1 crew point. Also, max fires on a ship has been increased from 4 to 10 - heretics and xenos will burn much better this way.
  • Some players point out the fact that the Adeptus Mechanicus feels too similar to the Imperial Navy regarding their gameplay. We agree with that and have explored new ways to give them the feeling of a truly unique faction that uses ancient and valuable technologies. The Adeptus Mechanicus “Emergency Repair” is replaced by a more powerful “Prayer of the Omnissiah” and their Nova Canons now have a second type of ammunition, the “Grav Cannon Shot”. All their lances deal more damage and all their ships now have the “exceptional accuracy” attribute.


    Grav Cannon Shot

  • Tyranids once again received a lot of attention as they still get ripped apart at higher ranks. All their orders have been replaced by new and better ones. The new “Breeding Pool” gives back crew points up to the current step limit, making them very hard to kill by boarding actions. “Overloading Cavities” replaced “Swarm Mutation” and gives back 1 charge to every skill at the cost of 1 crew per charge, creating a great synergy between those 2 orders. Finally “enhancing chase” order clear the rush cooldown. We truly hope to see more tyranids in legend with those new tools!
  • Necrons will be back as they now have the joy to regenerate 1 crew point every 60 seconds. Also their squadron benefit an extra doom scythe!
  • “Honor the Chapter” now scale it’s damage depending of the ship’s tonnage giving a better incentive over the Space Marine battle barge.
  • Asuryani are still monsters on the leaderboard especially due to their Torpedoes run, we decided to be a bit drastic and limit their torpedoes charge to 1. In the meantime they and the the Corsairs now deal more damage with their lances, to encourage fleet diversity.
  • Aeldari in general no longer ignore effects of pierce armor weapons as it become a flat reduction of 25 armor points instead of automatically setting the enemy armor to 50.

Patch 2 Beta Known Issues
  • Potential crash in multiplayer with the Grav Cannon (new Adeptus Mechanicus Nova Cannon ammunition)



Change log Patch 2 Battlefleet Gothic Armada II

New feature/Retakes
  • The boarding mechanic, a core feature of the game, has been reworked.
  • Improvement and rework of the reinforcement feature. It now gives more control over the way fleets are deployed in campaign mode. Allows the player to choose which ship will be deployed just before mission launch and reinforcement flow
  • Rework of the deploy feature in multiplayer (skills and upgrades can now be picked in deploy mode)
  • 2v2 mode fleet capacity is now 1000 points by default
  • Rework of the warp risk GUI: different display if the warp risk is new or older in the GUI score screen + display of the warp on ships in campaign
  • Added a security step for the client’s disconnection during the AI turn in campaign
  • Updated escort ship limitation number in multiplayer: 1/LC, 2/C - BC, 3/GC - BS + add a function to retrieve unit cost without getting all the body part from the unit
  • Added tutorial tip on how to switch between galaxy and sector view (All campaigns)
  • Clicking on an objective now centers the camera on the concerned system
  • Added the upgradable POI number of each sector in galaxy view
  • Added feedback when trying to buy a leader without enough fleet value available
  • Added a “Retreat” skill on all ships that forces the ship to leave the battlefield by the closest edge. Counts as a classic disengage regarding score
Balancing
  • Spore Field skill radius increased from 1650 to 2000
  • Pressure Spines upgrade now applies to all spore fields
  • Necrons now regen 1 crew every 60 seconds up to the actual step limit, linked to Reactive Hull
  • All Addmech ships now have exceptional accuracy
  • Maximum accumulated fire number on a ship increased from 4 to 10
  • Overcharged Lances trait now gives +9000 range instead of +4500
  • Space Marines’ boarding torpedoes cost has been upgraded
  • Adeptus Mechanicus lances damage increased by 50%
  • Pulsar damage increased from 30 to 35
  • Tyranid escort cost has been reduced
  • Heavy Rail Guns’ angle reduced from 270 to 90
  • Blood Letter Parties now apply 10 boarding charges with a 120 second cooldown
  • Honour the chapter now deals boarding damage depending on the ship’s tonnage - ES/LC: 1, CR: 2, BC: 3, GC: 4, BS: 5
  • Craftworld torpedoes’ loads reduced from 3 to 1
  • Armour piercing ammunition upgrade is now a flat armour reduction of 10 points
  • Armour piercing is now a flat reduction of 25 points instead of an armour set to 50 points
  • Canticle of Omnissiah: boosts by X maneuver gauge/Boost by X Shield
  • Commissar skill: Boost by X Morale/Boost by X maneuver gauge/Boost by X Shield
  • Add an alternative ammunition to Adeptus Mechanicus ships on 1 charge skill Gravity Cannon Shot
  • Feeder Tentacle skill now has various boarding values depending on the ship's tonnage
  • Boarding critical now deals 1 damage, whatever the ship’s tonnage is. (the critical probability depends on the ship’s tonnage)
Co-op mode
Some progress has been made on the Coop mode. Please note that the co-op mode will be the main focus of Patch 3.
  • Fixed the stop co-op button that was kicking the host to the main menu
  • Fixed the score screen that wasn’t displaying when the client reconnects after a game
  • Fixed the guest camera that wasn’t focusing a system under attack just after a battle
  • Fixed players being stuck at the end of their second battle
  • Fixed upgrade button animation for the client
  • Fixed some elements of the client UI
  • Updated co-op achievements
  • Fixed several crashes in co-op
  • Updated game over screen
  • Removed the reload button for the client
  • Fixed background faction cinematics
  • Added a protection against a crash for null body part
  • Fixed the blocked connection panel that now disappears if the client connection fails
  • Fixed data representing Seglei that wasn’t changing ship client-side in the Necron mission The Prize
  • Fixed the guest that couldn’t see which general was the main hero during campaign battles
  • Fixed the bug that was allowing skill cancellation if the ship possession changed when a player was about to launch a skill
  • Fixed client being disconnected ingame, server should not considered the game as lost anymore
  • Fixed the white squares on the faction icons
General Fixes
1/ Campaign fixes :
  • Fixed an error that wasn’t granting campaign effects to ships
  • Fixed fleet selection panel (pre-engagement) that wasn’t working properly if the player was opening a new one without launching a battle
  • Protection added on the Blackstone shoot trigger if this one is not destroyed during the shot in the mission Star Makers
  • Fixed a bug that created a defeat when one of the player’s flagships was destroyed in the mission The Stronghold
  • Fixed the absence of an objective when introducing the Ancient One (informing the player that it must not die) in the mission Last Gasp
  • Fixed a bug that was displaying an empty map when launching a campaign introduction mission with the skill selection feature
  • Fixed a bug that was displaying the reinforcement ships over the map when selected
  • Fixed Ancestral Genome Panel display
  • Improved mine visual on the campaign map
  • Fixed incorrect display of upgrades in fleet viewer when above 12
  • Fixed the Space Station’s name (Magnis Dominum) in the Tyranid mission The Flesh Is Weak
  • Fixed the achievement “Natural Selection” that couldn’t be unlocked
  • Fixed the Tyranids crash on Belis Corona
  • Fixed the position of the fleets obtained as reward. Can’t spawn in a locked or hidden sector anymore
  • Fixed a crash linked to the achievement of an objective, where the player loses Spire’s fleet
  • Fixed a bug that was allowing the player to save a game during the enemy’s turn
  • Fixed the achievement “The End of an Immortal Race” that couldn’t be unlocked at the end of the mission “Protector Of The Seventh Path”
  • Fixed a bug that allowed the player to deploy their ship in the monuments areas in the mission Chosen of Abaddon (Nurgle)
  • Fixed a bug that was hiding objectives if some of them were already completed
  • Fixed a bug that was preventing the ship hull value to update when repairing this ship in the Ship Viewer (campaign)
  • Fixed a text that was not translated in the mission Protector of the seventh path / Imperial Truth
  • Fixed an error of cinematic trigger in the mission Apostle of Destruction, if the Vengeful Spirit is destroyed during a dialogue
  • Fixed the Death Guards Admiral ship that had no name
  • Fixed the Space Station’s name that didn’t match with the name presented in the dialogue
  • Fixed an incorrect mission name (The prize Part 2 > 1) in the mission summary
  • Fixed the fleet power value that was able to show a number of 0 and was creating blocking situations
  • Fixed the Imperial Pirates’ ships’ names that were not translated
  • Fixed an error of warp risk display if there were several of them
  • Fixed an incorrect reward description of the Imperial Truth mission objective
  • Fixed a wrong name feedbacked when clicking on the F5 input (auto-save > quicksave)
  • Fixed POI bonuses in the Necron campaign giving battleplans
  • Fixed the Disengage skill for AI that should now be launched during scripted missions
  • Fixed the bug that was blocking the camera movement in the sector/galaxy view when an on-map element was selected
  • Fixed a bug that prevented an objective validation when the player had to execute a Lightning Strike on the Phalanx with Trazyn during the Necron mission The Stronghold
  • Fixed a bug that didn’t display Turrets/Space Stations on enemy systems in the system overview
  • Fixed the Biomass reward icons
  • Fixed a bug that was activating the Plasmic Medusae event instead of the Plasma Storm when the player finishes the mission Slip Through the Net
  • Fixed a bug that prevented some rewards to be properly displayed in the renown panel
  • Fixed the fleet creation button that was appearing when the player was moving a fleet on a possessed system
  • Fixed the objective Flesh is Weak that didn’t unlock the environmental effect Giant Asteroid
  • Fixed the bug that was allowing player to select a system during the AI turn.
  • Fixed the Repair Troops replacement values in the Game Help
2/ Battle fixes
  • Fixed ships disengaging on the edge of the map (retreat) that weren’t taking warp risks
  • Fixed the revoke button on the flag ship that wasn’t displayed in the Fleet builder (multiplayer)
  • Fixed criticals calculation system on Runic Targeted Node
  • Fixed Tooltip on the Boarding skill
  • Fixed the Sooper Zzaps that wasn’t giving a 50% chance to avoid the holofield
  • Added a ping button on the minimap
  • Updated skin on speed buttons
  • Updated the ship overlay: boarding widget + reworked stance/fire graphics
  • Added a blood FX for Tyranids’ collisions
  • Updated: thicker Dark Eldar missile trail
  • Added cast FX to Augur Disrupt skill
  • Improvements to Chaos macro FX
  • Added trail to Tyranids’ ordnance
  • Added new FX for Ork Plasma Bomb
  • Improved feedback for ship part criticals
  • Improved highlight on stealthed ships when hovering over it with mouse
  • Fixed light macrocannon that was using heavy macrocannon impact explosion FX
  • Reduced size of Defence Platform minimap symbol
  • Selected skills and upgrades are now still selected after a battle
  • Fixed a bug that allowed the player to change his own skills and upgrades by selecting enemy skills and upgrades in the battle menu
  • Fixed the Holo/Shadow FX that wasn’t disappearing before a Microwarp Jump
  • Fixed a bug causing maneuvers buttons to be disabled for no reason
  • The achievement "Survival of the Fittest" can now be unlocked
  • Added new skills icons for Chaos, Imperium and Tyranids
  • Enhanced Chase skill
  • Fixed Necron Boarding skill FX
  • Fixed repair troop FX over time
  • Fixed a bug that hid the Call to Arms stance icon while it’s still active
  • Fixed the dust FX in the medium/large asteroid fields that were not centered
  • Fixed a bug that was switching enemy stealth ships into bleeps when the player was taking back control of a Drifting Hulk
  • Added FX to Dolmen Gate skill
  • 2v2 Capitulation now asks for confirmation from the 2nd player
  • Fixed the Elo gain that was displayed on the scorescreen after a 2v2 game
  • Fixed the Ork upgrade Ded Big Gunz that wasn’t working for some weapons
  • Fixed the Spore Field range circle that was the wrong size
  • Fixed Tyranids’ macro weapons accuracy
  • Fixed the Call to arms button on ally
  • Fixed the AI Tau faction that can now select a Warefare
  • Fixed the auto-engagement that now is priority before Retreat
  • Fixed the Overload lances attribute tooltip.
  • Fixed the bomb range GUI that wasn’t displayed around ships.
  • Fixed the Micro Warp Jump skill that wasn’t displaying the ship ghost (feedbacking the new position).
  • Fixed the Power Ram upgrade.
  • Fixed the 2v2 vs AI game launch issue.
3/ Structure fixes
  • Added a security check validating the name when a new save is made
  • Fixed the right click (on an enemy ship) Sound FX that wasn’t influenced by any of the audio settings
  • Fixed the phantom lance attribute that now works on Tracking Sense instead of Lock On
  • Fixed a bug that was granting invulnerability to Tau ships (guest player side) when canceling a Warp Out at the last moment + the warp out FX was displayed indefinitely
Battlefleet Gothic: Armada 2 - chaton


Greetings Admirals,

Today, we'd like to extend a huge thanks to all of you supporting Battlefleet Gothic: Armada 2! We're incredibly excited by the response it’s gotten from the press and players!

Join us in celebrating the praise heaped on the game in our new Accolades Trailer!
https://www.youtube.com/watch?v=ZtakP8MFBvU
Over the past week, we’ve announced and released the first major patch for the game. It includes the usual balance and bug fixes alongside a brand new gamemode - Battlegroups. These battles allow for larger fleets in 2v2, making it a chaotic and powerful game mode of titanic proportions.



This is also on top of longer-term plans announced that include the creation of an entire new grand campaign for the game. There will also be another 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).

In addition, competitive seasons, tournaments, and a new boarding system are on the way. Read all about it here. This was all possible thanks to your incredible dedication and support, and we’ll be continuing to improve Battlefleet Gothic: Armada 2!

As always, we appreciate any feedback regarding the game. 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

We’ll also reveal further information about future content updates in the coming months!

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

https://store.steampowered.com/app/573100/Battlefleet_Gothic_Armada_2/

Battlefleet Gothic: Armada 2

In a blazing purple storm of energy, my capital ship emerges from the alternative universe that vessels use for faster-than-light travel in Battlefleet Gothic. To get anywhere fast in the 41st millennium, spaceships have to go to space-hell and back, risking eternal damnation with every jump. To use a jump to hop halfway across a map and nuke an enemy ship point-blank is audacious, even foolish, but it captures everything that’s good about Battlefleet Gothic: Armada 2. It’s an indulgent strategy game wrapped in preposterous, exciting space nonsense.

Armada 2 is a real time tactics game about giant spaceships clashing in the Warhammer 40,000 universe. Battles take place on a 2D plane populated by capture points and asteroid fields. The ships handle like cruise liners, and each vessel has a whole dashboard of special abilities. Smaller escorts can scan the map and identify enemy vessels. Cruisers and larger battleships can unleash fighter and bomber squadrons, torpedo barrages, laser attacks, and boarding actions.

In order to complete my bold jump attack I need to pause the fight. Then, after enjoying the spectacle for a moment and taking the screenshot at the top of this review, I give my flagship vessel some commands. You can give ships special manoeuvre orders like ‘all ahead full’ to burst forward quickly, but for this attack I need mobility. I select an order that essentially allows my city-sized capital ship to do a drifting turn. The Chaos ship fires boarding vessels directly into my flank as a last-ditch defensive measure, but it is certainly doomed. 

As the Chaos ship powers away I order my capital ship to fire a brace of torpedoes right up its tailpipe. The Chaos ship’s hull bar melts away. A series of small messages announce fires on board. Then the crew on board mutiny. As the enemy sails towards a nearby asteroid field I’m left to imagine the crew tearing itself apart, moments before a final catastrophic explosion ends them. 

Battles swing on these precise bursts of micromanagement, but Battlefleet Gothic 2 smartly blends directed automation and micromanagement to create a satisfying fleet commander simulator. An autopilot function orders ships to keep sensible range while firing. You can order enemy ships into a priority list that your fleet will strike ship-by-ship, and you can even target enemy subsystems to attack shields, crew, engines and weapons. That frees you up to manage special abilities and skillshot abilities like the plasma bomb, which procrastinates for ten seconds before erupting into a ball of deadly blue energy. 

I almost don’t need the three included campaigns to get the most out of the game, but they provide a fun framework for skirmishes. As the Imperium, the immortal robot Necrons, or the monstrous Tyranids you conquer sectors of the galaxy by shuffling fleets around turn-based sector maps. When you move into a sector occupied by the enemy, you launch a real time battle to decide who claims it. There are light building systems that let you develop planets to generate resources and buy more ships, but it isn’t too detailed. If you’re after a serious 4X game, this isn’t it, but there’s enough structure there to give battles context and create consequences for losing.

There are some pretty good directed missions (and be sure not to miss out on the glorious spectacle of the prologue campaign), but you’re frequently playing set scenarios that are a bit of a let down. Capture points spread wide across a map can create scattered and messy battles. There are minor presentation issues too. The vivid backgrounds can make battlefields hard to read, and interface icons aren’t distinct enough to be quickly readable to me, even now I’ve learned what they all are. 

In spite of the niggles, it’s an absorbing space strategy game, and we don’t get enough of them. The many featured factions as varied and characterful as you would expect from the 40K universe. Tyranids infect enemy vessels with swarms of hungry monsters, and latch onto enemies with long space tentacles. The Eldar are fast and near-invisible at the start of a fight. The Orks, well, they crash into stuff. If  you’re a fan of the universe there is even more to enjoy here. The voice acting sometimes goes full ham, but this is one of the most authentic attempts to capture the grandiosity of Warhammer 40,000. Emperor knows, many have tried.

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.

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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.

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