Battlefleet Gothic: Armada 2 - Jellyfoosh


Greetings Admirals,

It’s been a bit more than two months since the release of the game and we’ve released our third major content update two weeks ago. This was a first milestone in our post-launch support and we’re excited to announce today that Battlefleet Gothic: Armada 2 will host a brand new competitive season system!

The official multiplayer leagues (Bronze, Silver, Gold, Adamantium, Epic, Legendary) will go through seasons of several weeks. Leaderboards will be reset at the start of each season.

All players will get exclusive portraits and achievements depending on their rank at the end of a season. Here is a sneak peek at some of the rewards:





For our first season, the champion at the top of the Legendary league leaderboard will be rewarded an exclusive prize: a weekend to Warhammer Fest with all expenses paid!

Warhammer Fest is Games Workshop’s biggest event of the year and is simply the ultimate Warhammer experience. An annual gathering of like-minded fans celebrating their passion for Games Workshop’s creations. The event takes place May 11-12, 2019.

You can find the complete rules and details here. The first season just started and ends on Wednesday April 24th 12:00 PM CET. The Terms & Conditions of the Warhammer Fest reward are also available.

Please continue to share your suggestions - 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

Admirals, prepare for battle as Battlefleet Gothic: Armada 2’s first competitive season starts now!
Apr 1, 2019
Battlefleet Gothic: Armada 2 - chaton


Greetings, Admirals!

We released our third post-launch update towards the end of last month. We’ve been focusing on monitoring your feedback and suggestions over the past couple of weeks. Today we’re releasing a hotfix that addresses some issues.

You can find the changelog below.

Changelog

Battle
  • [General] Fixed an issue where deploy zones did not entirely fit the required area.
  • [MP] Fixed a rare crash when playing against Tyranids.
  • [Balancing] The cooldown of Ordnance skills will now be activated once used. The skill will not be usable until the return of the first Ordnance group.
Campaign
  • Fixed an issue sending players back to the main menu in the endgame of a co-op campaign in some rare cases.
Structure
  • Fixed a crash at launch linked with monitor displayed in some rare cases.
The Battlefleet Gothic: Armada 2 Team
Battlefleet Gothic: Armada 2 - Valve
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Battlefleet Gothic: Armada 2 - Jellyfoosh


Greetings admirals!

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

It features the full release of the campaign co-op mode, new Necron ships, including a brand new one that will breathe terror into even the most battle-hardened admiral, and a massive number of bug fixes and balancing tweaks based on your feedback. As always, you’ll find a detailed patch log at the end of this post.

It’s been two months since the release of the game and we’d like to thank you once again for your enthusiasm! This new patch is an important milestone in our post-launch support. You can read more about the past updates here, and find our post-launch roadmap below as a reminder of what’s to come.



Next on the list is the release of 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!

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

PATCH 3 CHANGE LOG

Added:
  • New Necron ship: Grand Cruiser Scourge
  • New Necron ship: Cruiser Scythe Ruiner
  • New Necron ship: Cruiser Scythe Harrower
  • New Necron ship: Light Cruiser Sekhem
  • The AI should now show its flank when front weapons are destroyed and show its front when lateral weapons are destroyed.

Reworks:
  • Nova Cannon blocks all skills while launching (instead of maneuver skills)
  • Added new FX reskin to the following skills:
    • Chaos
      • Plasma Bomb
      • Bomb Disrupt Charge
      • Augur Disruptor
    • Orks
      • Plasma Bomb
      • Bomb Disrupt Charge
      • Augur Disruptor
    • Imperium
      • Bomb Disrupt Charge
    • Tau
      • Plasma Bomb
      • Bomb Disrupt Charge
  • Shadow Field starts to decrease after 2 sec of no-max speed
  • Residual Absorption works with Asteroid field

Battle/Balancing:
  • Ordnance skill cooldown begins when the ordnance is destroyed or upon return to the ship. It’s now possible to recall them at will
  • Number of skill charges is now related to a ship’s class (LC have 1 less, and GC/Titans have one more load for each step)
  • Running Silent stance moved to the end of the stances ability bar
  • Plasma projectiles’ speed increased from 2000 to 2500
  • Tyranid Synaptic Relay now applies to Hiveships (not on Battleships)
  • Capping system: Adjusted cap speed based on tonnage. Escort caps at speed "x0.5", LC at "x1" (speed reference), CR at "x2" BC at "x3", GC at "x4", BS at "x5". Ships beyond the heaviest one count as 50%.
  • Tyranid Overload Cavities now costs 3 crew per charge instead of one
  • Mass Recall now uses loads specific to the ship’s tonnage (LC = 1, C = 2, BC = 3)
  • Ramming damage has been reduced by 9.333%
  • Spur attribute’s ram damage decreased from +50% to +40%
  • Chaos prow Lances damage on cruiser and battlecruiser increased from 8 to 12
  • Shock Attack Mega Kanon assault actions increased from 2 to 4
  • Living metal substructure bonus increased from 25% to 30%
  • Gravity wave projector cooldown reduced from 60 seconds to 35 seconds
  • Marked duration increased from 30 seconds to 45 seconds
  • Tau Double Barrel Super Heavy Railgun Turret range increased from 9000K to 13500K
  • Wraithbone reinforcement armor value increased from 75 to 83
IMPERIAL NAVY:
  • Light Cruiser “Dauntless” cost has been decreased from 128 points to 116 points
  • Light Cruiser "Dauntless MK2" cost has been increased from 116 points to 120 points
  • Light Cruiser "Endeavour" cost has been decreased from 107 points to 94 points
  • Light Cruiser "Endurance" cost has been decreased from 105 points to 90 points
  • Light Cruiser "Defiant" cost has been decreased from 153 points to 138 points
  • Cruiser "Dictator" cost has been decreased from 206 points to 181 points
  • Cruiser "Gothic" cost has been decreased from 162 points to 154 points
  • Cruiser "Dominator" cost has been decreased from 188 points to 178 points
  • Cruiser "Tyrant" cost has been decreased from 178 points to 169 points
  • Cruiser "Lunar" cost has been decreased from 165 points to 157 points
  • Battlecruiser "Mars" cost has been decreased from 260 points to 230 points
  • Battleship "Retribution" cost has been decreased from 306 points to 293 points
  • Battleship "Emperor" cost has been decreased from 367 points to 351 points
  • Battleship "Apocalypse" cost has been decreased from 284 points to 271 points
  • Battleship "Oberon" cost has been decreased from 334 points to 293 points
ADEPTUS ASTARTES:
  • Light Cruiser "Vanguard MK1" cost has been increased from 171 points to 180 points
  • Light Cruiser "Vanguard MK2" cost has been decreased from 184 points to 175 points
  • Light Cruiser "Vanguard MK3" cost has been decreased from 172 points to 163 points
  • Cruiser "Strike Cruiser MK2" cost has been increased from 188 points to 194 points
  • Cruiser "Strike Cruiser MK3" cost has been decreased from 194 points to 188 points
  • Battleship "BattleBarge MK1" cost has been decreased from 500 points to 490 points
  • Battleship "BattleBarge MK2" cost has been decreased from 535 points to 470 points
  • Titan "Maccrage Honour" cost has been decreased from 1159 points to 728 points
  • Titan "Phalanx" cost has been decreased from 1618 points to 1016 points
ADEPTUS MECHANICUS
  • Light Cruiser "Defiant" cost has been decreased from 139 points to 121 points
  • Light Cruiser "Endurance" cost has been decreased from 108 points to 103 points
  • Light Cruiser "Endeavour" cost has been decreased from 104 points to 99 points
  • Cruiser "Gothic" cost has been decreased from 218 points to 213 points
  • Cruiser "Lunar" cost has been decreased from 215 points to 209 points
  • Cruiser "Tyrant" cost has been decreased from 221 points to 215 points
  • Cruiser "Dictator" cost has been decreased from 229 points to 212 points
  • Battleship "Ark Mechanicus" cost has been decreased from 368 points to 332 points
CHAOS:
  • Light Cruiser "Hellbringer" cost has been decreased from 169 points to 146 points
  • Light Cruiser "Hellbringer MK2" cost has been decreased from 143 points to 136 points
  • Cruiser "Slaughter" cost has been increased from 178 points to 187 points
  • Cruiser "Devastation" cost has been decreased from 218 points to 203 points
  • Battleship "Desolator" cost has been decreased from 278 points to 265 points
  • Battleship "Despoiler" cost has been decreased from 379 points to 347 points
  • Battleship "Planet Killer" cost has been decreased from 745 points to 709 points
  • Titan "Vengeful Spirit" cost has been decreased from 1138 points to 710 points
ORKS:
  • Escort ship "Ravager" cost has been decreased from 29 points to 27 points
  • Light Cruiser "LOTSA GUNS" cost has been decreased from 102 points to 95 points
  • Light Cruiser "Fly BOYZ" cost has been decreased from 146 points to 122 points
  • Cruiser "Killa Torpedoes" cost has been decreased from 138 points to 133 points
  • Cruiser "Terror" cost has been decreased from 186 points to 162
  • Cruiser "Terror Torpedoes" cost has been decreased from 186 points to 157 points
  • Battlecruiser "Hammer" cost has been decreased from 173 points to 158 points
  • Battlecruiser "Hammer Torpedoes" cost has been decreased from 173 points to 153 points
  • Battlecruiser "Hammer Zap" cost has been decreased from 153 points to 150 points
  • Battleship "Deadnot" cost has been decreased from 210 points to 196 points
  • Battleship "Deadnot FlyBoys" cost has been decreased from 321 points to 311 points
  • Titan "Space Hulk" cost has been decreased from 810 points to 607 points
AELDARI CORSAIR:
  • Escort ship "Nightshade" cost has been increased from 58 points to 59 points
  • Escort ship "Aconite" cost has been increased from 69 points to 71 points
  • Light Cruiser "Solaris" cost has been decreased from 166 points to 141 points
  • Cruiser "Shadow" cost has been increased from 171 points to 196 points
  • Cruiser "Shadow Kurnous" cost has been decreased from 232 points to 215 points
  • Cruiser "Eclipse" cost has been decreased from 293 points to 268 points
  • Cruiser "Eclipse Vaul" cost has been increased from 232 points to 261 points
  • Battleship "VoidStalker" cost has been increased from 472 points to 478 points
  • Defence Space Station cost has been increased from 544 points to 571 points
T’AU PROTECTOR FLEET:
  • Light Cruiser “Il’Porrui Emissary Dal’yth” cost has been decreased from 235 points to 185 points
  • Light Cruiser “Il’Porrui Emissary Bork’an” cost has been decreased from 193 points to 168 points
  • Cruiser ”Lar’Shi’Vre Protector T’olku” cost has been decreased from 199 points to 187 points
  • Cruiser ”Lar’Shi’Vre Protector Vior’la” cost has been decreased from 197 points to 185 points
  • Cruiser ”Demiurg Bastion” cost has been decreased from 231 points to 207 points
  • Battleship ”Demiurg Stronghold” cost has been decreased from 347 points to 330 points
  • Battleship ”Or’Es El’Leath Custodian” cost has been decreased from 502 points to 468 points
T’AU MERCHANT FLEET:
  • Light Cruiser “Il’fannor Ke’lshan” cost has been decreased from 153 points to 135 points
  • Light Cruiser ”Il’fannor Dal’yth” cost has been decreased from 107 points to 92 points
  • Cruiser ”Lar’shi Vash’ya” cost has been decreased from 205 points to 185 points
  • Cruiser ”Lar’shi Tolku” cost has been decreased from 202 points to 182 points
  • Cruiser ”Demiurg Bastion” cost has been decreased from 231 points to 207 points
  • Battleship ”Demiurg Stronghold” cost has been decreased from 347 points to 330 points
  • Battleship ”Gal’leath Vash’ya” cost has been increased from 294 points to 298 points
  • Battleship ”Gal’leath Bor’kan” cost has been decreased from 281 points to 275 points
NECRONS:
  • Light Cruiser “Sekhem” cost has been increased from 128 points to 140 points
TYRANIDS:
  • Light Cruiser "Acid Voidprowler” cost has been decreased from 133 points to 118 points
  • Light Cruiser "Bio Projectile Voidprowler” cost has been decreased from 117 points to 102 points
  • Light Cruiser "Bio Strangler Voidprowler” cost has been decreased from 121 points to 106 points
  • Light Cruiser "Corrosive Clutch Voidprowler” cost has been decreased from 115 points to 105 points
  • Light Cruiser "Bio Clutch Voidprowler” cost has been decreased from 114 points to 104 points
  • Light Cruiser "Corrosive Strangler Voidprowler" cost has been decreased from 122 points to 107 points
  • Light Cruiser "Bio Acid Voidprowler" cost has been decreased from 132 points to 117 points
  • Light Cruiser "Corrosive Projectile Voidprowler" cost has been decreased from 118 points to 103 points
  • Cruiser "Bio Infestation Razorfiend” cost has been increased from 187 points to 190 points
  • Battlecruiser "Corrosive Clutch Devourer" cost has been increased from 203 points to 207 points
  • Battlecruiser "Bio Tentacles Devourer" cost has been increased from 218 points to 221 points
  • Battlecruiser "Infestation Devourer" cost has been increased from 220 points to 259 points
  • Cruiser "Corrosive Infestation Razorfiend" cost has been increased from 174 points to 178 points
  • Battleship "Bio Tentacles Hiveship" cost has been increased from 309 points to 329 points
  • Battleship "Acid Infestation Hiveship" cost has been increased from 359 points to 380 points
  • Battleship "Bio Acid Hiveship” cost has been increased creased from 340 points to 343 points
  • Titan “Ancient One” cost has been increased from 528 points to 565 points
DRUKHARI / DARK ELDAR:
  • Escort “Sigil” cost has been decreased from 57 points to 54 points
  • Escort “Immortality Denied” cost has been decreased from 68 points to 64 points
  • Escort “Venom Blade” cost has been decreased from 70 points to 66 points
  • Escort “Talon Cyriiix” cost has been decreased from 62 points to 59 points
  • Escort “Lost Hatred” cost has been decreased from 74 points to 70 points
  • Light Cruiser “Dark Mirror“ cost has been decreased from 161 points to 148 points
  • Light Cruiser “Burning Scale“ cost has been decreased from 193 points to 179 points
  • Light Cruiser “Baleful Gaze cost has been decreased from 155 points to 142 points
  • Light Cruiser “Bladed Lotus“ cost has been decreased from 152 points to 139 points
  • Cruiser “Flayed Skull“ cost has been decreased from 229 points to 205 points
  • Cruiser “Fiend Ascendant“ cost has been decreased from 293 points to 256 points
  • Cruiser “Bleak Soul“ cost has been decreased from 235 points to 185 points
  • Cruiser “Bloodied Claw“ cost has been decreased from 207 points to 197 points
  • Battleship “Obsidian Rose“ cost has been decreased from 352 points to 334 points
  • Battleship “Iron Thorn“ cost has been decreased from 448 points to 400 points
  • Battleship “Dying Sun“ cost has been decreased from 332 points to 316 points
  • Battleship “Falling Moon“ cost has been decreased from 350 points to 334 points
ASURYANI / CRAFTWORLDER:
  • Escort “Shadowhunter“ cost has been decreased from 79 points to 74 points
  • Escort "Shard Shadowhunter“ cost has been decreased from 85 points to 80 points
  • Light Cruiser "Ghost Wraithship" cost has been decreased from 206 points to 196 points
  • Light Cruiser "Firestorm" Wraithship" cost has been decreased from 176 points to 172 points
  • Light Cruiser "Moonray Wraithship" cost has been decreased from 209 points to 196 points
  • Cruiser "Starfall Dragonship" cost has been increased from 228 points to 242 points
  • Cruiser "Ghost Dragonship" cost has been decreased from 292 points to 274 points
  • Cruiser "Firestorm Dragonship" cost has been increased from 219 points to 229 points
  • Cruiser "Moonray Dragonship" cost has been decreased from 284 points to 265 points
  • Battlecruiser “Flame of Asuryan” cost has been decreased from 419 points to 399 points
  • Battlecruiser "Phoenix Ship” cost has been decreased from 419 points to 370 points

General/Campaign Fixes:
  • Alt-F4 exploit fixed.
  • Warp risk: destroyed ships were not properly displayed on the score screen
  • The Unsustainable World bonus was wrong
  • A crash happened sometimes when opening the Ship Viewer panel
  • The All POI Devoured achievement couldn’t be unlocked
  • The prologue completion achievement couldn’t be unlocked
  • When losing a battle, the player now gains a lot less points than before
  • The Tremor Cannon and OsTara Cannon skills were not functioning properly
  • Ships without body parts cannot get the warp risk Daemon Sabotage
  • The Living Metal Substructure upgrade wasn’t functioning properly
  • After loading a saved game, the mouse cursor was not displayed
  • Several rewards were not displayed in the renown menu
  • The player lost control of their fleets if they left their mouse on a map while closing the battle result panel
  • The Doom Scythe Squadron skill had a wrong description
  • Bugs on 1440p screens on the campaign map Galaxy view
1. Imperium Campaign Fixes
  • The bravery bonus on the Cardinal World POI couldn’t be cumulated
  • The critical bonus on the Training Outpost POI couldn’t be cumulated
  • In The Dark Throne mission, the domination area GUI wasn’t visible guest-side
  • There was no feedback when the player was trying to buy a Leader without the required resources
  • A crash happened in the Rise of Cadia mission if the player had only Spire’s fleet alive and its two other fleets destroyed
  • While finishing the Imperium campaign in Hard mode, the player unlocked the “Finish the Necron campaign in Easy mode”' achievement
  • In The Dark Throne mission, the half-mission cutscene was running at the same speed as the current game speed
  • In Stopping the Harvest mission, the Training Outpost was outdated
  • The Death World bonus effect wasn’t working properly. It now applies to every faction of the Imperium
  • Evacuation mission: It was impossible to load a previous save of this mission
  • Evacuation mission: the turn number wasn’t properly displayed
  • In the Repentance mission, the game system considered the player to have chosen the Osmadiel side in the rewards, if Korahael had died
2. Necron Campaign Fixes
  • In the Rebellion mission, The defense platforms and ship destruction objectives are now triggered separately
  • The Veil of Shadows skill wasn’t working properly
  • In the Star makers mission, The Blackstone Fortress sometimes didn’t spawn
3. Tyranid Campaign Fixes
  • In the Slip through the Net mission, the two named ships didn’t have associated names in the fleet panel
  • The Deployment Order panel wasn’t functioning during a scripted mission
  • The Unviable World POI attribute wasn’t working
  • In the Wounded Prey mission, the Light Casualty objective wasn’t validated when executing a Boarding Action
  • In the Slip through the Net mission, The Escort objective was failing if the player finished the mission too quickly.
  • When the player was selecting a fleet in the fleet selection panel, the camera couldn’t be moved with the directional arrows.
  • The deployment order panel localization was wrong
  • A tooltip on the Deployment Order panel was empty
  • Some texts were exceeding the limits of the right side informative panels
  • The reward of the mission The Stronghold was bugged
  • The Fungus Repulsor Chemicals attribute was displayed with a green color, like an upgrade
  • Warp risk: The destroyed ships were not highlighted as such in the scorescreen
  • The player could get stuck in the first mission of the Prologue after the Blackstone Fortress’ destruction
  • If the player was destroyed the Vengeful Spirit ship too quickly, the game was paused
  • The Menshiro Trench POI was visible and selectable as well as being in a hidden system
  • The GUI was still displayed after a lost game
  • Natural Biotoxine attribute was not applied to the sector if this sector was not controlled by the player
  • The Genestealer Cult description was not correct

Co-op Mode Fixes
  • Added Feedback on the End Turn button informing the player that their teammate is ready to end the turn
  • The fleet selection feedback was disappearing after a move
  • The Spirit gate mission: The guest was crashing when landing in the host game
  • Apostle of Destruction mission: The guest was crashing after using the Eye of the Omnissiah
  • The objectives descriptions for foreign saves were not updated after a fix
  • The players’ ships were displayed in the wrong color on the minimap
  • There was no feedback highlighting which allied player was controlling which ship
  • Indigestible mission: the guest wasn’t seeing any drop zones nor their countdown
  • The Pyre mission: In the Abbadon introduction cinematic, the Vengeful Spirit ship had no torpedoes launcher
  • The Stronghold mission: the Trionic Activator icon wasn’t properly displayed guest-side
  • The Giant Asteroids were not functioning properly
  • Giant Asteroid/Solar Eruption/Wave Radiation: the announcement messages were not displayed guest-side
  • Devourer Wake mission: The reward of the mission was not unlocked for both of the players
  • The Plasma Storm FXs were not displayed guest-side
  • The ships in the Ship Viewer were not properly displayed guest-side
  • After a battle, the host couldn’t get access to the Ship Viewer
  • The guest was not able to recruit Leaders
  • A Warp Risk happening at the end of a battle wasn’t displayed guest-side
  • When switching which player controls a ship while the ship is about to launch a skill, the player wasn’t able to cancel this skill
  • The credits at the end of a campaign were not displayed guest-side
  • During a battle, the fleet’s shield in the fleet panel wasn’t displayed guest-side
  • When the host was creating a fleet, the admiral picture and its name were not properly displayed
  • During a battle, the admiral names were not displayed guest-side
  • The camera was not functioning properly (campaign map, mission introduction, scripted movements) on guest-side.
  • End of a Billion Souls mission: The mission outro was displayed into the Craftworld on guest-side
  • Star makers mission: The GUI wasn’t displayed after the Dark Throne cutscene.
  • Wrath of the Primarch mission: The grid wasn’t displayed after the Guilliman introduction cutscene
  • The guest crashed while joining a host that was moving a fleet on the campaign map
  • The POI upgrades sound feedback were not played on guest-side
  • The retargeting feature when double-clicking on an objective wasn’t working on guest-side
  • The guest encountered an infinite loading screen if he left while loading one of his saves
  • The guest was able to click several times on the POI upgrade button while the host was opening the Shipyard
  • The guest was kicked when executing the exact same action that the host at the same moment
  • A bug was preventing the guest from unlocking systems with battleplans
  • The guest was able to buy Tendrils Developments but then wasn’t able to change it
  • The Devourer Wakes mission: the Ancient Psychic Scream VFX/SFX were not properly displayed on guest-side
  • The camera guest-side was sometimes stuck after a battle
  • The Fleet Deployment status was not taken into account guest-side
  • The defense platforms shipcards were displayed twice under the minimap guest-side
  • No skill cooldown was displayed on guest-side when the host was using them
  • The guest was not able to select all its ships with the Ctrl+A shortcut
  • The allied pings were displayed in a red color
  • The Overloading Cavities skill was displaying a circle but only the active ship was affected
  • The Ork Nova Kannon was not dealing the expected damages
  • Optimisation on Black Hole Cannon FX
  • Some collisions when a ship exploded were bugged
  • Tau LarshiVashya and Larshi Tolku ships load sometimes caused crashes
  • Call to Arms does not cancel the currently activated stance anymore
  • Imperial Admiral now also has the Commissar encouragement order
  • The Battleships Gal'leath vash'ya et Gal'leath tolku had the wrong weapons
  • Shock Attack Mega Cannon damage was wrong
  • A game exploit in custom game against the AI was allowing an instant win with a fleet power of 2
  • In the fleet creation panel, every ship of every faction had a shield and a hull value of 75
  • The Tyranids Battery weapons were stuck firing when taking a second Light Critic
  • The selected skills and upgrades by the guest at the deployment phase were not saved if the countdown reached 0
  • The Capitulate pop-up display was time-limited but there was no feedback on the remaining voting time
  • The Wych Cult upgrade was not updating the tooltip weapon
  • The Necron ships were recovering troops even in Drifting Hulk state
  • The guest was crashing if an Ork Kannon was in a critical state
  • The Tau torpedoes had no pierce armour
  • The Multi-Spectrum Probe upgrade was not applied on the Light cruisers
  • The guest was sent back to the main menu while playing a 1v1 skirmish with Space Titans
  • The player couldn’t select their stance during the deployment phase
  • The Repulsive Great Cruiser didn’t have the same amount of Mega Heavy Macros in different subfactions
  • The Eldar Probes did not stop at the targeted place
Structure
  • The game now detects the main screen of the computer in a multi-screen configuration
  • The Necron and Tyranids campaign tips are displayed in the Battle section of the game help menu
  • A specific crash happened at the game launch
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.

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