Community Announcements - iggy


Beta 1.32 is up for both platforms! The big idea with this update is story. There's more story, more narrative elements, character interaction, voiceover, and other story elements in place.

The story itself isn't quite complete yet. What is there is a complete structure for the game minus a few bits. But the good news is all of those story bits will come online this month. So by the end of February you can expect to see a complete story in the game in almost every way.

March will tackle the remaining elements, which can be largely summarized in 3 categories to completion:
  • Graphics and Animation. This is an all encompassing category of stuff to visually fix up. Some graphics in the game are temp and will be detailed up and finalized. Both gameplay and cinematic animation needs to be finalized.
  • Final gameplay. This includes the upgrades you can do from collected glyph fragments, steam achievements, ability finalization, 1st and 2nd playthrough easter eggs, boss fights, training, and other gameplay related fixes.
  • Bug fixes and saved game persistence. This is more the technical stuff, unlocking levels properly, saving and loading unlocked gameplay properly, final optimization pass, etc.

So this will mean that the final release candidate for Abducted will be right around Beta 1.35. That version would be released near the end of March, and would be very close to ready for a wide release. As we get closer to that date I'll be looking for more Beta testers who can help give feedback on a range of issues and help make sure all the bugs are squashed.

At the end of the day, I want to make sure that Abducted is a solid, unique adventure game that looks and plays great. The story is different, and will hit most players out of left field- not anticipating where this will go. The game is full of surprises and has a vast amount of content to explore.

Thanks for playing, giving feedback and of course always have fun!
Crossroads Inn Anniversary Edition - Marcin_Klabater
Crossroads Inn not only mixes sim management with RPG genre. Kraken Unleashed knows that there is no decent inn without proper, atmospheric music. That's why Crossroads Inn will be seasoned with music made on unique instruments from the epoch, and composed and produced by Marcin Przybyłowicz, the author of music in numerous games - including The Witcher 3: The Wild Hunt.

Music in Crossroads Inn is a combination of two worlds. On the one hand, classical and illustrative music with symphonic elements, which perfectly matches the history of fantasy, and on the other hand, a mixture of sounds played on instruments typical of the late European Middle Ages. All this will translate into a better immersion of players in the world of Delcrys.

Crossroads Inn takes place in times close to the late Middle Ages or early Renaissance, so we couldn't deny ourselves the pleasure of gathering in one place a very interesting instrumentarium. Among others, fiddle, suka bilgorajska, classical lira, sarangi, or famous classical cello - these and many other original instruments will hear the attentive ear in the background while playing Crossroads Inn. Our musical arsenal is very rich, we wanted to disenchant these long forgotten instruments, so players will hear them in completely new arrangements - says Marcin Przybyłowicz, the composer of music.

https://www.youtube.com/watch?v=V_IMHY2nRNA

The world of Delcrys is made up of three completely different kingdoms. Utermarchy, Yorevale and Sambria are inhabited by different peoples who have their own culture and customs - this is also reflected in music. An additional taste is also the emphasis on musical motifs of various social groups and castes.

Currently there is a crowdfunding campaign Crossroads Inn on Kickstarter. The creators have already collected nearly 30% of the expected goal. One of the goals of the action is to further expand the music layer with new songs. All this in order to maximize immersion and enjoyment of the game. After all, every player knows that the soundtrack is an indispensable element of a successful production. There are only 27 days left until the end of the action.

If you haven't backed us yet, here is the link:
http://kck.st/2WYth0H


Allods Online RU - Gelikan
Друзья!

Уже на следующей неделе будет установлено обновление, открывающее перед игроками «Край Мира»!



Узнайте о судьбе выживших после падения Сарнаута перед Тьмой Нихаза и окунитесь в атмосферу неизведанного и опасного континента. Три новых класса, улучшения графической части, PvP и PvE-экипировка, различные активности и многое другое!



Подробности

Обновление будет установлено в следующий четверг (21 февраля). Доступ к игре будет открываться согласно следующего расписания:
  • 21 февраля — для игроков, предзаказавших коллекционные издания «Исход» и «Край Мира»;
  • 23 февраля — для игроков, предзаказавших только коллекционное издание «Край Мира»;
  • 25 февраля — для игроков, предзаказваших только коллекционное издание «Исход»;
  • 26 февраля — для всех остальных.
Коллекционные издания останутся в продаже до 12:00 26 февраля, после чего исчезнут из Магазина.

До встречи на «Краю Мира»!
Feb 15, 2019
Something is wrong/有毛病 - 我的天
Divinity: Original Sin 2 - Definitive Edition - Jess_Larian
Hi Everyone,

We have some good news for our Italian players - from now on you can all play in your first language!

First of all, we’d like to thank you for your patience. We've been working hard with our friends from TIGER - Gruppo Traduzioni Amatoriali to deliver this localisation. You can be sure that lots of heart and love was put into this project, as TIGER are big fans of Divinity: Original Sin 2, so it was very personal to them.

Along with adding Italian, we have also addressed some issues with the AI not starting combat in certain instances and you can now close empty containers by using the space bar.

Happy adventures through Rivellon!

-Larian Team

Full patch notes below:

Updates:
  • Italian added as a language

Bug Fixes:
  • Fixed empty containers not closing with space bar
  • Fixed certain NPCs not entering combat when attacked from a distance

Mac Specific Bug Fixes:
  • Fixed visual issue with journal pages
  • Fixed scrolling issue when using a mouse wheel
Wolcen: Lords of Mayhem - calistaen


[DE translation]
[RU translation]

Hello everyone!

This week, we want to present the new Active Skill Tree in our new video. This improved system will offer you more options and freedom for your skills customization, take a peek!

https://www.youtube.com/watch?v=yNe-ci6Wc6c

We are still working on the Beta transition, you can track our progression on the latest Trello Roadmap.
Each week the status of the tasks are updated, you will also find there a weekly update on the game's progression, for the Beta and the final release.

This week, we finalized the new Passive Skill Tree for the Beta and we are currently testing it, along with a "mercenary mode" that will be available for the Beta. This mode will allow you to explore the Act I environments and slash Act I creatures, with various objectives and awesome rewards upon completion.
We are now working on the second game mode that will be available for higher challenges, we will tell you more about this mode later.

Finally, we know you're waiting for this transition, we are working hard to make it happen as soon as possible, so hold on just a little longer, we're getting close!

And as always, thank you for your support :)

Useful links :
Wolcen's Official Website
Wolcen's 2019 Roadmap
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
Lovecraft's Untold Stories - Blini games
Dear investigators,
The new version 1.1 comes with a lot of fixes, new content, and surprises. Take a good look at the patch notes:

  • We have improved the shooting system in the game.

  • Balance improved: We have improved the balance of the Professor up to the Library location. We have reduced the stamina cost of the Explosive shot, but we have increased its delay.

  • New enemies and traps: We have added new traps and enemies in the Professor's cemetery level and other locations.

  • New animations and visual elements: Now the plants in the game react when you run through them.

  • New items: We have added items that give immunity to certain effects like Bleeding, Stun, Traumas, etc...

  • New sound effects: We have added sound effects to certain consumable objects.

  • Quest fixed: We have fixed the quest of the mother & child in the Detective's Pogost.

  • Necronomicon: Now you can find in the levels of the game, and in the shops, different copies of the Necronomicon. Use them wisely and they may grant you valuable objects, access to a secret location, or a certain and terrible death.

  • Eye of Azathoth: Fixed the issue that hides the map if you use two Eyes of Azathoth in the same location.

  • Night hunter: Fixed the problem with the Night hunter in the Professor's Cemetery, that appeared frozen if you had already saved the Witch previously.

As you can see, we continue as hard as ever improving, fixing, and adding new things to our game. Please continue being as awesome, and inform us of any issue that you find. We promise to continue giving you all as much support as possible and improving our game.

The Devs
Stronghold Kingdoms - NickTvsTheWorld
https://www.youtube.com/watch?v=kdag6-bTyfg
This week Firefly co-founders Simon Bradbury and Eric Ouellette shed light on the origins and future of our newly-announced online city builder! Tracing their professional roots back to past studios and a certain roman city sim that started it all, Simon and Eric discuss how all roads have led to Romans. Having coded, designed, produced, composed music and created art for all three entries in the classic Caesar series, many of Firefly’s current staff and collaborators are mining this rich strategy heritage for our new MMO. Add this to Firefly’s experience developing CivCity: Rome and you have the perfect team to take this classic gameplay online in Romans: Age of Caesar!



Developed by a new internal team, Romans: Age of Caesar is our spiritual successor to Stronghold Kingdoms and a completely new strategic challenge for fans of Firefly Studios games. We’ll be levelling up the city builder with Romans by introducing shared roman cities and a single world map on which all players can trade, battle barbarians and explore the empire! Governors will work together to share resources and defeat common threats as they contribute toward the prosperity of their central city. With each new city built players will be able to explore further out, discover new resources and restore the empire to its former glory.



Planned for PC and mobile with full cross-platform play, Romans: Age of Caesar is scheduled to release later this year.

Want More?
  1. Play Romans: Age of Caesar early by pre-registering for the Alpha.
  2. Check out our Romans: Age of Caesar playlist on YouTube to learn more about the game.
Hell Let Loose - Jonno
Welcome to Role Guide #3!

This week we’re laying down suppressive fire with one of the hardest hitting roles in Hell Let Loose – the Machine Gunner.


The Machine Gunner

As a Machine Gunner, your main responsibility will be to provide heavy suppression on enemy units and positions. With a high rate of fire and a large ammo count, this role excels at holding down a field of fire from a fixed position whilst their unit pushes forward.



Key Duties

Suppressing Fire

Machine gunners are unparalleled amongst the 14 infantry roles when it comes to zone control and suppressive fire. However, in order to achieve this, you must first set yourself up by deploying your bipod. Deploying your bipod will leave you immobile, but will allow you to aim down sight, increasing accuracy and lowering recoil. To deploy your bipod, simply approach any hard object (including the ground) and press F when prompted.

When engaging the enemy with your unit, you should aim to be set up on your bipod before the main encounter begins. A unit that manages to stop the opposition from setting up their own Machine Gunner in a prime location will have a significant advantage. In the likely scenario that you’re not afforded this opportunity, you should quickly seek out a suitable bipod position that gives you the most beneficial firing options and return fire.


Officer’s Wrath

When playing as the Machine Gunner, you’ll be packing a large portion of your unit’s firepower. Because of this, it’s important to work closely with your Officer to ensure that their strategy is seen through.

For example, when looking to defend a strongpoint your Officer will likely base their defensive strategy around you. It’s vital that you listen to your Officer’s plan, failure to do so could leave an exploitable gap in your unit’s defences and your allies being overrun. That being said, if you have an alternative strategy, make sure to discuss it with your Officer as it may be the better option!


American Machine Gunner Loadout
  • Browning M1919 (Machine gun)
  • Colt M1911 (Pistol)
  • Bandage


German Machine Gunner Loadout
  • MG42 (Machine gun)
  • Walther P38 (Pistol)
  • Bandage


Combat Tips

Brace yourself – Whilst Machine Gunners are most effective when holding down a field of fire, in a desperate situation they can hold the RMB to brace fire. This fires their weapon from the hip, limiting accuracy and making you an easy target, so use it sparingly… Or if you’re clearing a building.

Know your surroundings – Machine Gunners will find themselves relatively stationary for a large portion of their combat time, therefore it’s important to know what’s around you. Unlike other infantry roles, your mobility is severely hampered when you’re aiming, so make a mental note of where you can be flanked, shot from or penned in from. Whilst you’re at it, have an escape route planned too!

Patience is a virtue – If you’ve set-up your bipod and found yourself watching a chokepoint or contested path, patience can have big rewards. If you see an enemy soldier emerge from cover, unaware of your presence, it can pay off to wait a few seconds before opening fire. Why? Because where there’s one soldier, there’s normally their unit too! This can make the difference between one elimination and a unit wipe.

Light them up – When firing your machine gun, you’ll notice that some of your rounds are tracer rounds! These are an effective way to highlight enemy positions, not only for your unit, but surrounding allies. Whilst you’re suppressing an enemy position, your allies will be able to focus in on where you’re shooting to aid in taking out the opposition.


Hell Let Loose is available to Wishlist now:

https://store.steampowered.com/app/686810/Hell_Let_Loose/

Follow Hell Let Loose on Twitter.
Like Hell Let Loose on Facebook.
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
...