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We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.14.3
The Primaris are ready to step in the battle for the God Emperor and the Holy Throne. Eight new units and unique gameplay mechanics will give you more options for the fight for Gladius Prime. These new units are available now:
Get ready to be the first to discover the new DLC for Warhammer 40,000: Gladius, Ultima Founding. Join us for Slitherine Next event December 10th at 6:00 PM CET. Make sure to save the date: https://www.youtube.com/embed/bNMPY51noiw?si=FTa3mq0ivM2Uso6K
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.14.1
As already announced a few weeks ago, Ultima Founding DLC will launch on December 10th during our annual Slitherine Next event. Featuring 8 new units, the Primaris are ready to step in the battle for the God Emperor and the Holy Throne.
Stay tuned for more and make sure to save the date:
https://www.youtube.com/embed/bNMPY51noiw?si=2s6i3VUZcPueCk6U
To celebrate Warhammer Day, we are really excited to share some really important news about Warhammer 40,000: Gladius. As part of the celebration, all our Warhammer games have joined a special sale. Please check our steam page to see all the details: https://store.steampowered.com/publisher/Slitherine
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.13.03
Battlesector and Gladius are taking part in the Warhammer Skulls Festival, with a major free update for Battlesector and a DLC release for Gladius.
Battlesector and Gladius are taking part in the Warhammer Skulls Festival, with a major free update for Battlesector and a DLC release for Gladius. But let's take a look at it, shall we?
Battlesector and Gladius are taking part in the Warhammer Skulls Festival, with a major free update for Battlesector and a DLC release for Gladius.
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.13.03
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.12.03
Drukhari, the latest DLC forWarhammer 40,000: Gladius, is now available. After the Tyranids, Chaos Space Marines, Tau, Craftworld Aeldari, Adeptus Mechanicus and Adepta Sororitas, its time to conquer the forsaken planet of Gladius Prime with the new Drukhari faction. [previewyoutube=G9fQztif1kE;full][/previewyoutube] The Drukhari are an ancient race that fell into degeneracy and depravity, with their remnants only surviving in immense Webway cities. Though they have suppressed the psychic power of their Aeldari kin, they have replaced it with preternatural agility and rapacious cruelty. Their lighting raids from the Webway carry off wealth and captives to dark Commorragh where they suffer intensely throughout their short lives The faction has a full new roster of units, including Archon, Razorwing Jetfighter and Voidraven Bomber, and unique abilities as Combat Drugs and Raider Fortress. You can find more information on the product page below: https://store.steampowered.com/app/2668040/Warhammer_40000_Gladius__Drukhari/ You can also take advantage of a sale on the whole Warhammer 40,000: Gladius franchise. Click belowto view the details: https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/ Last but not least, on December 23rd, Yogdog, Hexaboo, StZdog, Das Tactic and Richard Yorke will fight each other for the supremacy of Gladius Prime. During this special stream, we will give away some keys of Gladius' DLCs. You don't want to miss that!
The Drukhari are an ancient race that fell into degeneracy and depravity, with their remnants only surviving in immense Webway cities. Though they have suppressed the psychic power of their Aeldari kin, they have replaced it with preternatural agility and rapacious cruelty. Their lighting raids from the Webway carry off wealth and captives to dark Commorragh where they suffer intensely throughout their short lives
The Drukhari will be joining the battle for Gladius Prime onNovember 30thas a fully realised and playable faction.
Featuring 19 units Power from Pain, Soul Hunger, Combat Drugs, Betrayal Culture, Raid from the Webwayand much more, the Drukhari is a powerful new force in the battle for Gladiuss supremacy.
https://store.steampowered.com/app/2668040/Warhammer_40000_Gladius__Drukhari/
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.12.02
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.12.1
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.12.0
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.11.4 They are coming. Kill them all. Rogal Dorn, primarch of the Imperial Fists
Battlesector and Gladius are taking part in the Warhammer Skulls Festival, with releases and major updates for both games, as well as a sale across the whole franchise. But let's take a look at it, shall we?
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.11.3 Bug Fixes
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.11.2 Bug Fixes
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. Changes since 1.11.1 New:
From March 30th till April 1st we will be showcasing some of our most popular titles at WASD exhibition in London. Attendees will have the chance to play some of our greatest games, including Warhammer 40,000: Battlesector, ICBM, Starship Troopers: Terran Command, and Panzer Corps 2. If you don't own these games yet, they will be joining WASD Sale on Steam. Whether you're a fan of turn-based strategy, sci-fi warfare, or historical battles, our lineup has something for you. We're excited to give gamers a chance to experience our games and get a taste of what makes Slitherine titles so unique and engaging. Our colleagues Giulia, Sara, Paolo and Edmond, will be there in person to provide guidance and answer any questions you may have. So don't miss this opportunity to join us at WASD: We can't wait to see you there! You can access the exhibition from 10 am until 6 pm: buy tickets https://www.wasdlive.com/tickets.
We are glad to announce that two new DLCs are available from today for both Warhammer 40,000: Battlesector and Warhammer 40,000: Gladius, each introducing a new playable faction: the Adepta Sororitas, also known as the Sisters of Battle.
Warhammer 40,000: Battlesector - Sisters of Battle
[previewyoutube=QpnSxSgTuTc;full][/previewyoutube]
A long-standing order with a rich history, the Adepta Sororitas have always lived in service of the Emperor. Their unrelenting faith and rigorous training provides them with a mental fortitude rare among those that serve the Imperium. This divine protection, perhaps from the very spirit of the Emperor himself, makes every sister an incorruptible fortress that turns aside the profane, the blasphemous, the heretic. 15 units of the Order stand ready to turn back the unworthy on Baal.
https://store.steampowered.com/app/2011980/Warhammer_40000_Battlesector__Sisters_of_Battle/
The release of the Sisters of Battle DLC will also include a new single-player mode: Daemonic Incursion.
Daemonic Incursion
Daemonic Incursion is an entirely new single-player mode that will be available to all Battlesector players as part of a free update that well be launching alongside the Sisters of Battle Faction Pack.
In Daemonic Incursion, waves of Khornate daemons enter realspace to spill blood, collect skulls and overrun your forces. This is a last-stand mode, in which your objective is simple:
Survive!
Warhammer 40,000: Battlesector - Sisters of Battle Tournament
We are really excited to announce our first competitive tournament of Warhammer 40,000: Battlesector. The sign-ups for the tournament opens today, so do not miss the chance to sign-up and join the fun.
Players will be able to take part in it and get the chance to win some amazing physical goodies with a Sisters of Battle theme. Stay tuned for the official reveal of the amazing prizes you can win.
The Sisters of Battle tournament will begin in February 2023, but you can sign-up now.
Warhammer 40,000: Gladius - Adepta Sororitas DLC
[previewyoutube=sV3E3ssWIoM;full][/previewyoutube]
Just like Battlesector, Warhammer 40,000: Gladius expands with the Sisters of Battle as a new playable faction.
A new faction joins the war for Gladius Prime: the Adepta Sororitas, with eighteen new units, new heroes, unique gameplay mechanics, city buildings, a new questline and a new tech tree.
The Adepta Sororitas, also known as the Sisters of Battle, are the militant arm of the Adeptus Ministorum. Pure of heart and fanatical of devotion, they place the worship of the Emperor above all other concerns. They maintain holy places anywhere where His subjects might be served, tending to the needs of the poor and the sick as well as spreading the word of His glory to all that might listen. But not all are worthy, and for those that arent - only merciful death can be granted.
https://store.steampowered.com/app/2130960/Warhammer_40000_Gladius__Adepta_Sororitas/
The new Sisters of Battle DLCs for both Warhammer 40,000 Gladius and Warhammer 40,000 Battlesector will be released on December 13th, the same day of Slitherine Live show, Slitherine Next.
As part of our Slitherine Next event, we are going to release a new DLC for Warhammer 40,000: Battlesector and one for Warhammer 40,000: Gladius. Both are going to add in a new playable faction: the Sisters of Battle, the first women-only faction in Warhammer 40,000, will join the game with fifteen new units and special gameplay mechanics.
Warhammer 40,000: Battlesector - Sisters of Battle DLC
A long-standing order with a rich history, the Adepta Sororitas have always lived in service of the Emperor. Their unrelenting faith and rigorous training provides them with a mental fortitude rare among those that serve the Imperium. This divine protection, perhaps from the very spirit of the Emperor himself, makes every sister an incorruptible fortress that turns aside the profane, the blasphemous, the heretic. 15 units of the Order stand ready to turn back the unworthy on Baal.
During the live streaming at Slitherine Next, we will show for the very first time 3 videos, about the new Sisters of Battle units and their unique mechanics as well as gameplay footage of the new Daemonic Incursion mode.
Daemonic Incursion
Daemonic Incursion is an entirely new single-player mode that will be available to all Battlesector players as part of a free update that well be launching alongside the Sisters of Battle Faction Pack.
In Daemonic Incursion, waves of Khornate daemons enter realspace to spill blood, collect skulls and overrun your forces. This is a last-stand mode, in which your objective is simple:
Survive!
Warhammer 40,000: Gladius - Adepta Sororitas DLC
Just like Battlesector, Warhammer 40,000: Gladius expands with the Sisters of Battle as a new playable faction.
A new faction joins the war for Gladius Prime: the Adepta Sororitas, with eighteen new units, new heroes, unique gameplay mechanics, city buildings, a new questline and a new tech tree.
The Adepta Sororitas, also known as the Sisters of Battle, are the militant arm of the Adeptus Ministorum. Pure of heart and fanatical of devotion, they place the worship of the Emperor above all other concerns.
Dont miss the opportunity to see the Sisters of Battle in action during Slitherine Next, on December 13th.
See you then!
Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon. Save the date: December 13th at 16 pm GMT on Twitch It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers. It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers. Stay tuned for the full schedule!
Hello everyone, today we are releasing a new update, here is the changelog. Change History: v1.10.01 New Simultaneous turns can now be enabled or disabled during a game. General Introduction game is now played on high land mass. Options associated to non-installed DLC no longer appear. Unit DLC check boxes are now by default checked after the associated DLC is installed, even if previously games were started without the DLC. Researching locked technologies is no longer necessary to unlock the "An STC?!" achievement. Research costs no longer scale with the amount of technologies unlocked. Updated German translation. Updated French translation (thanks to Jey). Balance Added additional Burst Cannon to Tiger Shark. Increased Tiger Shark movement from 4 to 5. Removed Jink from Tiger Shark. Added Assault Vehicle to Ghost Ark. Limited Ghost Ark's Repair Barge to only be able to target Necron units. Moved Ghost Ark research from tier 2 to 4. Increased Ghost Ark cost and upkeep by 33%. Increased Nose Drill damage from 0.75 to 6. Added Relentless to Skitarii Rangers. Reduced Skitarii Rangers morale from 10 to 6. Reduced Skitarii Rangers' Transuranic Arquebus damage from 2 to 1.5. Increased Skitarii Rangers cost and upkeep by 50%. Added Kraken Bolts upgrade to Sniper Rifle and Space Marine Shotgun. Added an additional Hornet Pulse Laser to Hornet. Increased Hornet cost and upkeep by 50%. Moved Hornet upgrade from tier 2 to 3. Moved Vaul's Wrath Support Battery upgrade from tier 3 to 2. Increased Vaul's Wrath Support Battery cost and upkeep by 50%. Removed Jink from Marauder Bomber. Reduced Marauder Bomber movement from 6 to 5. Reduced Marauder Bomber cost and upkeep by 33%. Removed Move Through Cover from Forgefiend. Increased Forgefiend cost and upkeep by 50%. Reduced Scouts morale from 10 to 8. Increased Scouts cost and upkeep by 33%. Changed Sniper armour penetration bonus from +6 to min 4. Removed Rapid Fire from Phosphor Serpenta. Added Precision Shots to Ironstrider Ballistarius. Halved Power Surge production bonus. Increased Hive Guards' Impaler Cannon armour penetration from 2 to 4. Reduced Khorne Berzerkers' cost and upkeep by 33%. Reduced Khorne Berzerkers' melee accuracy from 10 to 8. Increased Canoptek Wraiths' attacks from 2 to 3. Changed Mark of Tzeentch from invulnerable damage reduction to feel no pain damage reduction. Reduced Hive Guards morale from 8 to 4. Reduced Krootox Riders morale from 8 to 6. Reduced Serberys Sulphurhounds morale from 8 to 6. Increased Lictor cost and upkeep by 50%. Bug Fixes Fixed missing library libcrypt.so.1 on Linux. Fixed Warlock barks referencing Witchblade. Fixed Devil Dog not being a prerequisite for Dozer Blade. Fixed Ghost Ark not being a prerequisite for Quantum Shielding. Fixed Veterans of the Long War description. Fixed Runtherd Groundz description. Fixed a crash that could occur during gameplay. Fixed a rare crash with a Catachan Devil Lair not being able to spawn a Catachan Devil. Fixed Scattershield description. Fixed issues reordering mods. Modding `LobbyHUD.xml` changed. If you modify it, please integrate the new changes to avoid bugs. Research cost scaling with amount of unlocked technologies (`costCompletionFactor * researchedTechnologies / researchableTechnologies`) can now be defined with `costCompletionFactor` in `UpgradeManager.xml`: a value of 1.0 doubles the research cost once all technologies are unlocked (this is the previous behavior).
Battlesector and Gladius are taking part in the Warhammer Skulls Festival, with quite a few announcements and releases, as well as a sale across the whole franchise. But let's take a look at it, shall we?
We're releasing a new update for Gladius, accompanying the release of the new Escalation Pack DLC.
As usual, let us know what you think please. You can find the full changelog down below.
Changelog:
New Units (Escalation Pack DLC)
Devil Dog (Astra Militarum) [Tier 4] - Fast tank unit with a deadly armour-melting cannon.
Scouts (Space Marines) [Tier 1] - Infantry unit specializing in reconnaissance and infiltration.
Ghost Ark (Necrons) [Tier 2] - Transport vehicle with healing abilities.
Megatrakk Scrapjet (Orks) [Tier 2] - A metal tube covered in things that make enemies die.
Hive Guards (Tyranids) [Tier 4] - Tough ranged infantry unit.
Forgefiend (Chaos Space Marines) [Tier 6] - Fast walker unit with twin rotary guns.
Tiger Shark (T'au) [Tier 10] - Flying super-heavy fighter-bomber unit equipped with maximum
firepower.
Hornet (Craftworld Aeldari) [Tier 2] - Fast reconnaissance skimmer unit.
Skitarii Rangers (Adeptus Mechanicus) [Tier 1] - Doctrina Imperatives infantry unit with a sniper
weapon and move through cover.
New
Added more flavor and bark entries.
General
Improved save file name handling.
Updated translations.
Balance
Tau overcharged weapons now use Blast Phasing upgrade instead of Mor'tonium Accelerators.
Grot Gunners now increases the accuracy only of Big Shootas and Twin-Linked Big Shootas.
Bug Fixes
Fixed world seed and game name not showing.
Fixed quests in rare cases asking the player to visit a tile with an artefact.
Fixed a potential issue in the Tyranid quest line asking the player to found a city on top of an ally's
city.
Fixed crash when regional format is set to United States and decimal symbol is set to ",".
Fixed crash when finishing Adeptus Mechanicus quest "Chapter 3: TestingUncertain Inputs" in
German ("Kapitel 3: Testphase Unergiebige Informationsquellen").
Fixed a crash that occured under certain circumstances when using the Weird Boy's teleport.
Fixed potential crash.
Modding
Added support for specifying multiple action interface sounds via `
We are about to publish a new update for Warhammer 40.000: Gladius, called the Community Update.
We're adding a few new traits to increase the uniqueness of some units along with a very large balance update. Game performance and GUI scaling have also been improved.
This update is bigger than usual, it contains considerable changes to the game balance. These changes have been made possibile thanks to the involvement of our community, and that's why this update is called Community Update.
You can find the full changes down below.
We want to thank our community for their feedbacks, ideas and suggestions that led to the realization of this update.
Last but not least, stay tuned: Gladius has been out for years, but it doesn't mean we're done with it yet. The team is hard at work on new content. We think you will like it...
## New
Added Malicious Volleys to Chaos Space Marines: If the unit remains stationary, they fire Rapid Fire weapons with increased attacks at all ranges. To a Heretic Astartes the boltgun is far more than a weapon, it is an instrument of his anger and the bringer of death to his foes.*
Added Bolter Discipline to Tactical Space Marines: If the unit remains stationary, they fire Rapid Fire weapons with increased attacks at all ranges. To a Space Marine, the boltgun is more than a weaponit is an instrument of Mankinds divinity, the bringer of death to his foes.*
Added Stronghold Shielding research option at tier 5 that grants Fortress of Redemption 50% invulnerable damage reduction. Fortresses of Redemption are an essential part of Space Marines' economy, but do not get any harder to destroy as the game progresses, unlike cities. This addition is aimed at rectifying that. Gladius Prime is already proving far more hostile than the Adeptus Administratum's worst forecasts. With the Fortress' physical defenses under almost constant assault, the Techmarines approve installation of a void shield. Once constructed, this shimmering dome of power is sufficient to warp away the firepower of entire battalions (or even a rogue Imperial Knight) before collapsing.*
* Astra Militarum city headquarters can now cycle from Krak Missile Launchers to Frag Missile Launchers.
* The GUI can now be scaled from 50% to 300%, in steps of 25%, or even custom values through the Gladius.xml configuration file or by modding SettingsHUD.xml.
## General
* Improved performance on Windows by up to 45%.
* Improved unicode support.
* Improved text box rendering.
* Name text input is now limited to 50 characters.
* Chat messages are now limited to 500 characters.
* Added option to choose graphics device under video settings.
* Increased Malanthrope visual size by 20%.
* Updated translations.
## Balance (General)
* Clear tile abilities can now be used to remove enemy cluster mines. This is the first thing removed. Previously, it was impossible to remove enemy cluster mines except walking on them.
Tweaked Graviton trait so that damage buffs and debuffs uniformly scale the final damage independent of target armor. The formula is now: `damage 0.4 + targetArmor / 10`.
* Fortifications can no longer be constructed on enemy city tiles.
* Gargantuan units and Super-Heavy Walkers units can now overwatch again. This was taken from tabletop rules, but was confusing and not justified very well (why can other Super-Heavy Vehicles overwatch?).
## Balance (Adeptus Mechanicus)
* Reduced Cybernetica Datasmith cost by 33%. Adeptus Mechanicus expansion was a bit slow to be competitive.
* Cybernetica Datasmith Reprogram Kastelan Robot now costs 20 influence. It continues to be free for neutral Cybernetica Datasmiths.
* Archaeopter Transvector now has energy instead of ore upkeep.
* Moved Kataphron Destroyer research from tier 8 to 7.
* Moved Skorpius Disintegrator research from tier 7 to 8.
* Increased Onager Dunecrawler cost by 33%.
* Increased Scorpius Disintegrator cost by 50%.
* Reduced Tech-Priest Manipulus hitpoints from 9 to 6.
* Reduced Tech-Priest Manipulus Galvanic Field armour penetration from 26 to 13 and increased duration from 1 to 2 turns.
* Reduced Tech-Priest Dominus, Tech-Priest Manipulus and Cybernetica Datasmith armour from 10 to 8.
* Reduced Tech-Priest Dominus Volkite Blaster damage from 6 to 4.
* Monolithic Buildings now consider themselves as a building of the same type, thus gaining a +5% bonus. Previously, any building built on the initial tile incurred a -5% on both existing buildings, now both buildings get +0%.
* Reduced Power Surge cooldown from 10 to 6.
* Reduced Power Surge duration from 10 to 6.
* Reduced Power Surge cost from 40 to 20.
* Increased Power Surge resource effect from +10% to +25%.
* Thermo-Exchange Efficiency now increases Power Surge resource effect from +3.3% to +10%.
* Changed Terran Generalism from removing Monolithic Buildings malus to increasing the production output for each building in an adjacent tile.
* Added Move Through Cover to Pteraxii Sterylizors.
## Balance (Astra Militarum)
* Reduced Tech-Priest Enginseer cost by 33%. Astra Militarum expansion was a bit slow to be competitive.
* Increased Tech-Priest Enginseer Power of the Machine Spirit cooldown from 1 to 2.
* Increased Tech-Priest Enginseer Construct Imperial Bastion cooldown from 5 to 10.
* Increased Tech-Priest Enginseer Construct Void Shield cooldown from 5 to 10.
* Reduced edict cost by 25%.
* Changed Labour Corps resources from +2 food to +2 research.
* Changed Imperial Barracks resources from +1 loyalty to +2 food.
# Balance (Chaos Space Marines)
* Reduced Dark Disciples Deferred Absolution invulnerable damage reduction from 33% to 17%. Dark Disciples made Noctilith Crowns irrelevant.
* Reduced Dark Disciples cost by 25% To compensate for the lower damage reduction.
* Changed Master of Possesions Possession from 19 Chaos Spawn level to 51 cooldown. The rush-ability was a little too high on this one.
* Reduced Bloated from 100% to 50% heal. This makes it less oppressive when rushing.
* Moved Daemon Prince research from tier 9 to 5.
* Reduced Helbrutes Fire Frenzy speed reduction from 0 to 1.
## Balance (Craftworld Aeldari)
* Reduced Webway Redoubt cost by 25%. Craftworld Aeldari expansion was a bit slow to be competitive.
* Reduced Webway Gate hitpoints from 32 to 16. The AI will now try to not take over gates it cant defend. This should make countering webway teleportation easier.
* Increased Transcendent Bliss loyalty from 2 to 3.
* Increased Doom of the Aeldari loyalty from 2 to 3.
* Increased Rangers cost by 33%.
* Increased Howling Banshees War Shout morale from -2 to -3.
* Reduced Warlocks Cleansing Flame attacks from 7 to 5.
* Warlocks Gate of Infinity now costs 10 influence.
* Moved Craftworlds Pledge research from tier 9 to 8.
* Changed Shining Spears cost and upkeep to ore only.
* Changed Vauls Wrath Support Battery cost and upkeep to ore only.
# Balance (Necrons)
* Monoliths Gauss Flux Arc now has rapid fire. This is an addition from 9th edition tabletop rules.
* Increased Obelisk Gravity Pulse radius from 1 to 3.
* Changed Quantum Shielding from +2 armour to 17% invulnerable damage reduction. To make the performance similar against low and high armour penetration weapons.
* Increased Cryptek Mindshackle Scarabs range from 2 to 3.
* Reduced Gauss Pylon Phase Shift Generator invulnerable damage reduction from 33% to 17%.
* Increased Efficient Reanimation Protocols hitpoints per turn from 0.67 to 2.
* Increased Immortal Forms hitpoints per turn from 0.67 to 2.
* Changed Lords Defensive Protocols from +2+6 armour on Necron infantry to +2 armour, 1..3 radius on all Necron units.
* Moved Efficient Reanimation Protocols research from tier 3 to 6.
* Moved Immortal Forms research from tier 5 to 3.
* Moved Viridian Discharge research from tier 9 to 4. To make early Tesla units more viable.
* Moved Atomic Flayers research from tier 4 to 5.
# Balance (Orks)
* Reduced Mek cost by 25%. Orks expansion was a bit slow to be competitive.
* Changed Waaagh! from +3+30% attacks to +2+20% attacks and +2+20% loyalty.
* Changed Animosity from -3-30% attacks to -2-20% attacks and -2-20% loyalty.
* Changed Pile O Dakka resources from +4 influence to +1 food, +1 influence, +1 loyalty.
* Changed Kult ov Speed resources from +2 influence, +2 research to +1 ore, +1 influence, +1 loyalty.
* Moved Runtherd Groundz research from tier 10 to 9.
* Moved Big Shinies research from tier 9 to 10.
* Ere We Go! can now be used in transports.
## Balance (Space Marines)
* Space Marines can no longer deploy Fortresses of Redemption and Acquila Macro Cannons into enemy city tiles.
* Hammer of Wrath no longer affects Bomb weapons.
* Reduced Vindicator cost by 25%.
* Increased Hunter cost by 50%.
* Increased Hunters Savant Interlocution ranged accuracy from +2 to +4.
* Changed Signum to give Relentless (negates penalty for heavy weapons) instead of +2 accuracy.
* Added Devastator Centurion to the Devastator Doctrine requirements so it can be researched without Devastator Space Marines.
* Scout Bikers Cluster Mines ability no longer consumes movement.
# Balance (Tau)
* Markerlight no longer works on fortifications.
* Reduced Vespid Stingwings cost by 33%.
* Increased Convert Auxiliary cost by 50%. Converting Kroot Hounds was too cheap.
* Increased XV25 Stealth Battlesuits accuracy from 6 to 8.
# Balance (Tyranids)
* Reduced Venomthropes cost by 33%.
* Reduced Venomthropes Toxic Miasma cooldown from 5 to 2.
* Added Move Through Cover to Gargoyles, Venomthropes and Zoanthropes.
* Removed Spore Cloud and Fleet from Malanthrope.
* Increased Malanthrope hitpoints from 12 to 16.
* Increased unit upkeep reduction research from 10% to 17%.
* Added Strikedown to Haruspex. Trying to give them more of a rolea sturdy defender that slows enemies.
* Increased Thresher Scythe damage from 3 to 6. Increases Haruspex viability with limited balance downsides.
* Changed Brood Nest resources from +4 biomass to +2 biomass, +1 loyalty.
## Bug Fixes
* Fixed game sometimes not starting on Windows when the user data folder or game folder included non-ANSI characters and did not have "Use Unicode UTF-8 for worldwide language support" turned on.
* Fixed crash when entering a non-ANSI character for the save name.
* Fixed Canoptek Wraiths having a power effect below them.
* Fixed Helbrute and Wraithblades having a glowing orb at their bases.
* Fixed Craftworld Aeldari music not playing while playing as Craftworld Aeldari unless the Assault Pack DLC is installed.
* Fixed being able to give found city orders on target tiles with stationary units.
* Fixed hero skills being leveled past the maximum under rare circumstances.
* Fixed crash when infiltrating camps or exploring depths in quests with a unit in a transport.
* Fixed Avatar of Khaine taking damage from Warp Smith's Mechatendrils.
* Fixed Tomb Blades being able to use Hammer of Wrath without an action left.
* Fixed text boxes not being cut off properly when fallback font glyphs are used.
* Fixed some words in the menu in the Russian language being cut off.
* Fixed many typos.
* Fixed sometimes not being able to cycle weapons.
## Modding
* Added ability to specify minimum distance between two cities via the foundCity action: `
Hello everyone, here it is the new patch for Gladius. Let us know what do you think about it. You can find the full changelog below. Changelog: ## General * Show more factions in faction quick-select. * The Space Marine fortress in chapter 5 of the Adeptus Mechanicus questline is now invulnerable until infiltrated to prevent players from accidently destroying it. ## Bug Fixes * Fixed avoid duplicate random factions working when unchecked. * Fixed Control Edict applying to enemies and non-Adeptus Mechanicus factions. * Fixed too many building slots showing when inspecting a different faction's city as Adeptus Mechanicus. * Fixed Relentless description. * Fixed Super-Heavy trait. * Fixed Terran Generalism description. * Fixed audio initialization crash that could occur under rare circumstances. * Fixed memory not being released under some circumstances under Linux due to the default glibc malloc design. * Fixed some typos. ## Modding * .ext files of mods highest in the mods list will now have priority.
We released a new patch for Gladius. Following the release of Adeptus Mechanicus, it fixes some issues that were reported. You can find the full changelong below. Changelog: ## General * Transport experience value now includes its cargo. * AI now considers the strength of units inside transports. * Camera no longer scrolls to action if mouse buttons are pressed over the map or minimap, if currently scrolling, or if playing a spectator and have a unit or city selected. * Selecting a unit or city as a spectator now gives you the vision of that player. * Don't deselect unit when new turn starts if spectator. * Chaplain now also uses new Terminator move sound. * Big Mek now also uses new Meganob move sound. ## Balance * Increased Skitarii Vanguard armor from 2 to 6. * Added Stomp to Knight Crusader. * Skorpius Dunerider is now an Assault Vehicle. * Skorpius Dunerider and Disintegrator are now skimmers. * Relentless now removes the move penalties of salvo weapons (affects Kataphron Destroyers). * Gargantuan units and Super-Heavy Walker units can no longer overwatch. * Increased Umbra damage taken from Flame and Melta from +50% to +100%. ## Bug Fixes * Fixed a crash that could occur for the research upgrade tier objective. * Fixed a crash that could occur when continuing play after losing in Adeptus Mechanicus quest 5. * Fixed Adeptus Mechanicus not suffering a loyalty penalty for having multiple cities. * Fixed sometimes not being able to cycle weapons. * Fixed Sicarian Infiltrator's Voices in the Code affecting allied units. * Fixed Sicarian Infiltrator's Voices in the Code being classified as a buff. * Fixed Skitarii Marshal's Control Edict not working. * Fixed Tech-Priest Dominus' Lord of the Machine Cult not working. * Fixed Tidewall Shieldline showing on neutral units. * Fixed weapons and traits hints sometimes drastically reducing the framerate. * Fixed quest crash while playing in German. * Fixed Command Uplink showing on enemy units. * Fixed Kastelan Robots not getting weapon upgrades. * Fixed Datasmith's Gamma Pistol not getting assault weapon upgrade. * Fixed Space Marines' Frag Grenades and Krak Grenades upgrade descriptions. * Fixed some typos.
We're releasing a new update for Gladius, bringing the game to 1.9.0. This update accompanies the release of the Adeptus Mechanicus. The DLC itself will be released later today, at 4 pm GMT.
The Adeptus Mechanicus are an empire within the Imperium, with their own fanatical purposein the name of the Omnissiah they seek to rediscover ancient and powerful technologies. Jealous guardians of the knowledge required to maintain and construct the Imperium's technology, they also possess their own elite armies of bionically-augmented soldiers and terrifying weapons of war. Xenos or man, stand in their way and they will annihilate you.
Now, they will be joining the battle for Gladius Prime on November 22nd as a fully realised and playable faction.
Featuring 17 units, Hive Cities, Monolithic buildings, Doctrina Imperatives, Power Surges and the Canticles of the Omnissiah and much more, the Adeptus Mechanicus is a powerful new force in the battle for Gladiuss secrets.
If you would like more information about the Adeptus Mechanicus and its new unique mechanics, you can find it on our store page.
https://store.steampowered.com/app/1788210/Warhammer_40000_Gladius__Adeptus_Mechanicus/
New update went out for Gladius mainly balance changes and some bug fixes, let us know what you think here or on the Discord server. Version 1.8.4 Changelog: ## General * Dying units now pay back queued costs. * Units that need to be recovered in quests can no longer spawn in wire weed. ## Balance * Gargantuan Squiggoth is now Assault Vehicle. * Gargantuan Squiggoth's Supa Lobba now has Massive Blast. * Stormraven Gunship is now Assault Vehicle. * Stormtalon Gunship now has Strafing Run. * Lord Commissar now has Stubborn. * Bullgryn's Brute Shield now also increases damage by 10%. * Combi-Bolters are now Twin-Linked. * Venomcrawler now has Fleet. * Tesseract Vault's C'tan abilities now have 10 instead of 8 accuracy. * Kroot Hounds and Vespid Stingwings are now considered Tau units. ## Bug Fixes * Fixed crash in Hotseat mode if a player had a "<" in his name. * Fixed double-clicking on disband unit then OK crashes the game. * Fixed Deathshriek mentioning a max range of 1. * Fixed Venomthrope missing Override Instinctive Behaviour. * Fixed Gargantuan Squiggoth having 2 Suppa Lobbas instead of 1, compensated with giving Suppa Lobba 2 attacks instead of 1. * Fixed Cybork Implants not mentioning you can target monsters. * Fixed Tau Headquarters overcharged mode firing effect being incorrectly placed. * Fixed units that are in the process of dying from gaining or losing traits. This could result in ghost units. * Fixed turn timer forcing the turn to end while there are actions in progress. This could result in overwatch happening on the opponent's turn. * Fixed being able to give orders while the turn timer is at 0. ## Modding * Added ability to specify `faction` in unit type. See KrootHound.xml.
Slitherine (Warhammer 40,000: Gladius - Relics of War, Warhammer 40,000: Sanctus Reach and Warhammer 40,000: Armageddon) and Black Lab Games (Battlestar Galactica Deadlock and Starhammer) are proud to announce the release of the newest turn-based strategy game set in the world-renowned sci-fi setting imagined by Games Workshop: Warhammer 40,000: Battlesector.
The game releases today on PC on the major online stores, the console version (Xbox One and PlayStation 4) will follow soon.
[previewyoutube=nVsCATpZloc;full][/previewyoutube]
About the game:
Warhammer 40,000: Battlesector is a fast-paced turn-based strategy game set in the grimdark universe of the 41st Millenium. Pick your force, develop your army, field mighty heroes and fight for victory using superior strategy, awesome abilities, and devastating weaponry.
Age of Crimson Dawn
Experience an epic twenty mission single-player campaign that explores the aftermath of the Devastation of Baal. Help Sergeant Carleon and his allies purge the Tyranid infestation on Baal Secundus, and preserve the honour of the noble Blood Angels.
Skirmish Mode
Fight across the surface of Baal on maps of your choosing and select either the Blood Angels or the Tyranids in the Skirmish mode. Completely customize your army list by picking your units, heroes and their loadouts.
Forge Your Armies
Command iconic units like the Sanguinary Priest, the Librarian Dreadnought, and the Hive Tyrant to annihilate your foes. Use over 60 abilities and 50 weapons to orchestrate your opponents bloody demise.
Build Momentum
Each faction has a unique Momentum system that can result in a Surged unit. Units that Surge are able to string together superhuman chains of actions, or use the opportunity to further upgrade their abilities.
Call In Air Support
Use Command Points to call in faction-specific air support abilities. The Blood Angels Stormraven can obliterate xenos with a missile barrage, or deep strike a unit of veteran Assault Marines behind enemy lines. Meanwhile, the Tyranid Harpy can devastate the enemy defenses with its Sonic Screech, or scatter the battlefield with its deadly Spore Mines.
Face Your Friends On The Battlefield
With live and asynchronous multiplayer, and hotseat modes available, theres no excuse not to take your friends to war. Asynchronous multiplayer will be only available on PC.
[previewyoutube=nMZvdzzMreY;full][/previewyoutube]
The release of Battlesector is just the beginning. Those of you who followed the game's development will know that we have plans to expand the game. Warhammer 40,000 is a vast universe, and right now, Battlesector is just scratching the surface. Weve built a solid foundation and set of gameplay systems for really great battles, but there is a lot of room for expansion. We definitely have plans to extend the game in the coming years, and we hope youll join us for the ride.
In order to show you what our plans for the first year of development are, we've just published a roadmap image.
https://store.steampowered.com/app/1295500/Warhammer_40000_Battlesector/
Hi everyone, we're about to release a minor update for Warhammer 40,000: Gladius. It consists of two fixes. Please let us know if you encounter any technical issue. Changelog: ## Bug Fixes * Fixed a map generator issue that could result in not all accessible land tiles being connected. * Fixed audio not playing in rare circumstances.
Our first Discord AMA blew way past our expectations! Simultaneous, we also revealed the Steam page of our upcoming full-blown 4X strategy game: ZEPHON. https://store.steampowered.com/app/1481170/ZEPHON/ Wishlist and follow it to be notified of betas and release dates! Thanks to everyone that tuned in and asked questions. We extended the AMA to almost an hour, but still didnt get to all of you. For everyone else, enjoy the recording. We will do this again soon! [previewyoutube=WRr3zxxDKgo;full][/previewyoutube] Join our Discord community and our newsletter to receive news before everyone else. Stay great! Rok
The Warhammer Skulls Festival has begun. Experience seven days of festival and plenty of new announcements and discounts for all Warhammer games.
Warhammer 40,000: Gladius takes part in the Warhammer Skulls Festival with the release of a new DLC: the Specialist Pack.
The Specialist Pack introduces new units, one for each faction, greatly expanding your strategic options. You can now field Ratlings, Dark Disciples, Warlocks, Canoptek Wraiths, Kill Burstas, Devastator Centurions, Krootox Riders and Venomthropes!
In addition, Gladius sees the introduction of a new hero item, the Dimensional Key, which allows heroes to teleport across the map.
https://store.steampowered.com/app/1640850/Warhammer_40000_Gladius__Specialist_Pack
Warhammer 40,000: Battlesector sees the arrival of the Adepta Sororitas on Baalfora. That's right, the Sisters of Battle will join the Blood Angels in their fight for Baal Secundus!
You will be able to field new Sister of Battle units, including a brand new hero, Sister Verity, with her own unique perks tree.
[previewyoutube=2QO0CDLA4Hk;full]https://youtu.be/2QO0CDLA4Hk[/previewyoutube]
Warhammer 40,000: Battlesector is now available on pre-order and will be released on July 15. Stay tuned for more reveals in the coming weeks.
https://store.steampowered.com/app/1295500/Warhammer_40000_Battlesector/
Furthermore, you can take advantage of a number of discounts across our entire Warhammer franchise. The Warhammer Skulls Festival will last for 7 days, until June 10.
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
https://store.steampowered.com/app/502370/Warhammer_40000_Sanctus_Reach/
https://store.steampowered.com/app/312370/Warhammer_40000_Armageddon/
https://store.steampowered.com/app/455340/Warhammer_40000_Armageddon__Da_Orks/
Don't forget to check the other amazing announcements and reveals from other publishers and developers. The Warhammer Skulls Festival is a feast to all things Warhammer and there are some great games there, so go check them out here: http://store.steampowered.com/sale/skulls/
We're releasing a new update, accompanying the new Specialist Pack DLC.
It introduces a new hero item: the Dimensional Key. It allows heroes ot teleport across the map.
On top of that, we're releasing the new units DLC. Ratlings, Devastator centurions, Kill Burstas... a new unit for each faction. This -does not- conclude our plans for Gladius. We have plans for more content, so stay tuned and game on.
Changelog:
## New Units (Specialist Pack DLC)
* Ratlings (Astra Militarum) [Tier 1] - Sniper infantry unit that can move after shooting.
* Devastator Centurions (Space Marines) [Tier 9] - Very bulky infantry unit with massive armaments.
* Canoptek Wraiths (Necrons) [Tier 5] - Extremely mobile infantry unit that passes through terrain and enemies with equal ease.
* Kill Bursta (Orks) [Tier 9] - Super-heavy vehicle with a big kannon and transport assault capacity.
* Venomthropes (Tyranids) [Tier 3] - Infantry unit with poisonous attacks and a protective spore cloud.
* Dark Disciples (Chaos Space Marines) [Tier 2] - Infantry unit that increases the defenses of Chaos units.
* Krootox Riders (T'au) [Tier 3] - Sneaky infantry unit with both ranged and close combat capabilities.
* Warlocks (Craftworld Aeldari) [Tier 5] - Psyker infantry unit that can teleport around the battlefield and cleanse their foes.
## New Item
* Dimensional Key (Artefact) - Item that allows the hero to teleport to an explored tile.
## General
* Heavy Weapons Squad can now cycle from Krak Missile Launchers to Frag Missile Launchers.
* Transcendent C'tan's Immune to Natural Law now allows him to move through enemy units.
* Research screen now support 7 techs per tier on minimum resolution.
* Updated translations.
## Balance
* Increased Grot Gunner accuracy from +1 to +2.
* Increased Swiftstrike from +17% to +33% attacks.
* Reduced Runtherd Groundz cost.
* Runtherd Groundz no longer provide influence.
## Bug Fixes
* Fixed Master of Possession's Possession skill creating Chaos Spawn on water.
* Fixed items not triggering enemy killed modifiers (fixes Master of Possession's Possession skill not creating Chaos Spawn when killing a unit with Jokaero Digital Weapon).
* Fixed many potential threading data races.
* Fixed undefined behavior when destroying temporary entities.
* Fixed several memory leaks.
* Fixed several memory use-after-free on quit.
* Fixed Where There's A Web, There's A Way achievement not unlocking.
* Fixed spectators end turn button being enabled.
* Removed Dispersed Targetting from Doom Scythe's Death Ray weapon since it does nothing.
* Fixed Farseer's Summons and Craftworlds' Pledge not showing in the hint of Asuryani Arrivals.
* Fixed lots of typos.
## Modding
* Added
June 2nd @ 6:00 pm CEST we will be running a 30 minute live AMA on Discord to discuss Warhammer 40,000: Gladius and a brand new unannounced game!
You are very welcome to join us, to hang out, discuss games for half an hour and ask any questions you may have.
Please note that the AMA will be recorded. We'll be sending it to our newsletter subscribers after the event, so youll be able to listen to it at a later date if you aren't available at the time of the AMA: https://newsletter.proxy-studios.com/.
Looking forward to chatting with you!
We are pleased to announce that we will be taking part in the Warhammer Skulls festival. The Warhammer Skulls festival is a yearly event dedicated to all games set in the Warhammer universe. You can expect discounts, new content, announcements, reveals, live streams and more for the whole range of Warhammer games. We can't wait to show you what is coming: Warhammer Skulls will begin on Thursday June 3rd, and last for a whole week until Thursday June 10th. Games Workshop is going to kickstart the festival with a show on their Twitch channel. It will be a live stream filled with surprises, so make sure to tune in on https://www.twitch.tv/warhammer at 6 pm BST on June 3rd.
Time for a new update for Gladius. We're just about to release Update 1.7.6. Thanks to everyone who gave their feedback and helped us come up with the full list of changes, which you can find below. In the meantime, Proxy keeps working on new content. Stay tuned for further news. Changelog: ## General * Unit descriptions now say if a unit can clear tiles. * Added User Data option to the Extras menu for easy access to the game's configuration, logs and saved games. ## Balance * Reduced Umbra attacks from 6 to 4. ## Bug Fixes * Fixed shaken and broken traits not taking into account morale increase from levels for the thresholds. * Fixed Hemlock Wraithfighter not consuming all movement when using Shrouding or Dominate. * Fixed units being able to interfere with queued overwatch attacks. * Fixed some typos in the French translation. * Fixed Slitherine Launcher sometimes not starting. * Fixed Flyboss trait not showing. * Fixed Stun Grenade notification missing an icon. * Fixed units not being able to do any actions in rare circumstances when their movement would drop below 0. * Fixed world data checksum calculation being dependent on the selected language. * Fixed unit selection hitpoints display sometimes rounding up too far. * Fixed Spore Mines giving experience to the enemy when suiciding. * Fixed a rare crash that could occur on quit. * Fixed a crash that could occur after clicking on a unit icon after the unit died. * Fixed camera continuing to scroll if a different screen is opened while holding down a scroll key. ## Modding * Added texture support for Glossiness. * Faction actions now play specified voiceSound. * Fixed select faction list going out of the screen if there's too many factions.
Would you like to know more? is the most frequent comment we received on anything we posted in the last twelve months. Alongside Desire to know more intensifies, of course.
Heres a way to satisfy your craving for hexes and turns and cunning plans. Were going to give you a full day of insights, figures, announcements, gameplay sessions, and more. You asked for it; were giving it to you, and more.
Tune in on our Twitch channel next May 11th for a full day of presentations. Take a look at the future of Slitherine, its games and take a glance at what is coming next and after.
At Home of Wargamers 2021 Live+ well be showing you all of our games scheduled for release in 2021, including the highly anticipated Warhammer 40.000 Battlesector, Starship Troopers: Terran Command, and Distant Worlds 2.
But, as you know, many other things are brewing for you. We have 15 unannounced games, and well be unveiling 4 of them on May 11th. Make sure not to miss out!
If you want more details, check out yesterdays Tea Time, where Marco shared the first information about this big event. Also, dont forget to follow us on Twitter; where well be revealing more of the program in the next few weeks.
#HowLivePlus
Time for a new update for Gladius. We're just about to release Update 1.7.5. Thanks to everyone who gave their feedback and helped us come up with the full list of changes, which you can find below. In the meantime, Proxy keeps working on new content. Stay tuned for further news. Changelog: ## General * Units now die at 0 hitpoints instead of when below 0.5. * Unit hitpoints display is now always rounded up in the selection panel. * Unit hitpoints and morale bars now always show one pixel if the unit has any hitpoints or morale left. * Asuryani Arrivals and Remnants of the Fall only show on buildings that are affected by them. * Improved Vulkan device detection on system with both an AMD and Nvidia graphics card by disabling AMD and Nvidia's buggy implicit layers (https://github.com/KhronosGroup/Vulkan-Loader/issues/552). * Improved multiplayer connectivity. ## Balance * Increased Webway Travel influence cost from 10 to 20. * Increased Found Webway Redoubt ore and influence cost from 60 to 80. * Changed Bonesinger Chantry from +4 ore to +2 ore and +0.7 growth. * Changed Shrine of Khaine from +1 loyalty to +2 research. * Reduced Transcendent Bliss and Doom of the Aeldari loyalty bonus from +3 to +2. * Reduced Bladestorm bonus damage from +25% to +17%. * Reduced Command accuracy from +10%...+30% to +5%...+15%. * Reduced Autarch's Assault damage from +10%...+30% to +5%...+15%. * Reduced Doom damage taken from +33%...+100% to +25%...+75%. * Changed Void Strike to 3 cooldown with +6...+12 attacks instead of charges. * Photon Grenades now consume an action. ## Bug Fixes * Fixed Seeker Missile not checking range 4 for attackable targets. * Fixed Tyranids Hammer of Wrath requirements. * Fixed Blacksun Filter requirements. * Fixed Laurels of Command notification missing icon. * Fixed issue when killing Lord Commissar with Iron Will with a Master of Possession with Possession. * Fixed spectators that are in a team having to end the turn. * Fixed drop lists sometimes not showing hints. * Fixed canceling orders increasing resources accumulated. * Fixed being able to level up an ability multiple times without spending points by clicking quickly in multiplayer. * Fixed a crash when auto-focusing on a destroyed unit. * Fixed an instance of the camera jumping around the edges of the map due to scroll acceleration. * Fixed Twin-Linked Pulsar from Blast to Large Blast to be consistent with the tabletop. * Removed Unwieldy from Wailing Doom to be consistent with the tabletop. * Fixed Proselytize missing visual and sound effect. * Fixed preferring the wrong graphics device when its graphics driver wrongly reported an insane amount of memory.
Slitherine (Warhammer 40,000: Gladius - Relics of War, Warhammer 40,000: Sanctus Reach and Warhammer 40,000: Armageddon) and Black Lab Games (Battlestar Galactica Deadlock and Starhammer) announce a new turn-based strategy game set in the world-renowned sci-fi setting imagined by Games Workshop. [previewyoutube=ZIZILTdExNQ;full][/previewyoutube] Experience every bone-rattling explosion and soul-crushing charge in Warhammer 40,000: Battlesector, the definitive battle scale turn-based strategy game that takes you to the battlefields of the 41st Millenium. Pick your force, develop your army, field mighty heroes and fight for victory using superior strategy, awesome abilities, and devastating weaponry, turn by turn on grid-based maps. Warhammer 40,000: Battlesector will be released on PC in May 2021; a console version (Xbox One and PS4) will follow in the summer. You can sign up for the beta here. More information on the game on the game's store page below. https://store.steampowered.com/app/1295500/Warhammer_40000_Battlesector
We're releasing a new update for Gladius. It's a fixes update, so let us know if you spot more issues which are in need of dev intervention. Changelog: ## Balance * Asyuran's Crucible now gives +1 loyalty instead of +2 food. ## Bug Fixes * Added missing language string for "or" used by technology requirements. * Fixed Destructor not damaging targets without line of sight to. * Fixed being able to teleport into a city with Dimensional Corridor. * Fixed Malanthrope being able to consume map boundary tiles. * Fixed kills not counting for achievements for non-host players. * Fixed resources not reflecting the change from a newly captured outpost right away. * Fixed Fleshbane trait not showing. * Fixed kills from returned or reflected damage resulting in incorrect morale and experience change. * Fixed a Vulkan error reported by new validation layers. ## Modding * Fixed Webway Travel not working on new modded factions. * Extensions without the base file will now produce a warning instead of an error. * Added the ability to specify the image to show when a resource is selected in the compendium and when an upgrade is researched with image="" in xml resources, similarly to icon="".
We're releasing a new update for Gladius. We hope you'll like it. You can find the full changelog down below. Let us know what you think and if you have suggestions please tell us. Changelog: Balance Reduced Pinned ranged accuracy reduction from -50% to -17%. Increased Montka damage bonus from +20%...+60% to +25%...+75%. Primaris Psyker's Life Leech now spreads gained hitpoints to all adjacent allied infantry units, giving more hitpoints to more wounded units. Reduced Dusk Blade life steal from 25% to 20%. Deploying Webway Redoubts now requires a newly added tier 3 technology. Reduced Wraithknight hitpoints from 72 to 56. Reduced drone hitpoints by 33%. Moved The Spiders' Parlour technology from tier 10 to 1. Moved Biogenesis Organelles technology from tier 9 to 10. Increased the headquarter weapons of Astra Militarum, Orks, Space Marines and Tyranids to be more in line with the other factions. Increased cost and upkeep of Shining Spears by 33%. Bug Fixes Fixed Target Acquired trait not showing. Fixed a rare occurance of AI units moving in another player's turn. In case of multiple dedicated or integrated graphics cards with presentation queues, the game now chooses the one with the most video memory. Fixed some tips not showing action highlights for T'au and Craftworld Aeldari. Fixed a crash that could occur for non-host in multiplayer when certain tips are displayed. Fixed game not starting on Linux if libkeyutils.so.1: version `KEYUTILS_1.5' is not found. Fixed empty line in morale hint if a unit has no morale barks. Fixed "Haru, Is It Me You're Looking For?" not unlocking if artefacts are captured. Capturing units no longer counts towards Units Created or Units Lost statistics. This is not retroactive and requires a new game to work. AI players that have Craftworld Aeldari allies on their team will no longer attack neutral webway gates. Fixed allies not preventing artefacts from being captured. Fixed Strafing Run, Siege Crawler, Toxic Haemorrhage and Target Relayed traits not showing. Fixed Ripyka'Va applying without unlocking it. Fixed being able to get infinite movement with Endurance Implant. Fixed Rapid Fire not working above range 1. Fixed preview of Destroyer Missile on Stormsurge being incorrect after attacking with the main weapon without moving. Don't show "Hold ctrl for max damage." if right mouse is not being held. Fixed Destroyer Blades not mentioning they can only target infantry. Fixed hero levelable abilities not showing stats in the compendium. Fixed Target Acquired trait disappearing when the unit attacks. Non-host spectators can no longer pause or unpause the timer. Fixed supporting fire damage increase showing in attack estimate when the unit attacking is the only unit adjacent to the enemy. Fixed Twin-Linked Shuriken Catapult wrongly having the Rapid Fire trait. Fixed incorrect normals for the Spiritseer model. Modding Added `lifeStealRadius` modifier effect. Added `startingCity` bool faction attribute to signal that the faction should start with a prebuilt city instead of the first unit (see Eldar.xml). Added `webwayGate` string faction attribute to signal which unit to have sight over and for the AI to avoid attacking (see Eldar.xml).
We've released a new update for the game, introducing new fixes and balance changes. Do let us know what you think, please. Your feedback is important as ever. Changelog: Balance Scattershield now only blinds melee attackers. Increased War Walker Power Field invulnerable damage reduction from 17% to 33%. Reduced Craftworld Aeldari starting Guardians from 3 to 2. Reduced Howling Banshees squad size from 7 to 6. Reduced Howling Banshees War Shout from -3 to -2 morale. Reduced Man Catcher cooldown from 3 to 2. Moved Craftworld Aeldari Hammer of Wrath research from tier 5 to 6. Moved Wraithblades research from tier 6 to 7. Increased Vespid Stingwing cost by 50%. Increased Bonsingers Chantry ore from 2 to 4. Reduced Remnants of the Fall growth rate from -25% to -33%. Increased Asuryani Arrivals growth rate from +50% to +67%. Reduced Rangers squad size from 6 to 5. Changed Autarch's Command from +1...+3 to +10%...+30% accuracy. Command and Autarch's Assault now only work on Craftworld Aeldari units. Reduced Khaine Awakaned from +50% melee attacks and +10% melee damage to +17% melee attacks and +17% melee damage. Linked Fire now only affects the Prism Cannon. Bug Fixes Morale loss reduction can now go to a maximum of 83%. Sniper trait now adds 6 armour penetration instead of min 6, so that weapon upgrades work. Fixed Fleshbane always adding damage instead of only against infantry. Fixed Holo-Fields research mentioning War Walker. Fixed a Craftworld Aeldari quest crash that could occur under certain circumstances. Fixed Webway Gates being able to capture and hold Artefacts. Fixed pressing on some unit dicovered entries not showing the right compendium entry. Fixed Slowed trait description. Fixed Icon of Despair trait not showing. Fixed being able to use Icon of Despair and Icon of Flame on units that already have it. Fixed being able to use Dimensional Corridor while in a city's cargo. Fixed Webway Constriction description. Fixed a rare multiplayer crash that could occur when a city is destroyed. Fixed debug panel's complete action temporarily leaving a city in an inconsistent state for non-host players in multiplayer. Fixed a Steam crash that could occur when connection to the master server is restored Fixed being able to found Craftworld Aeldari cities within a 4 tile radius of another city.
[previewyoutube=vlsq_pVmgso;full][/previewyoutube] Craftworld Aeldari, the latest DLC for Warhammer 40,000: Gladius, is now available on Steam. With its release the roster of playable factions has been expanded: the Craftworld Aeldari enter the fray with 19 new units and unique gameplay mechanics. Their selection of units is extremely versatile: Aeldari units are absolutely lethal from a distance, but you won't lack for deadly close combat options either. Exploit the Webway Gates to achieve incredible mobility on the battlefield, but be wary, for Aeldari lives are rare and precious and any loss will be felt greatly. https://store.steampowered.com/app/1425820/Warhammer_40000_Gladius__Craftworld_Aeldari/ We will be streaming the new DLC later today at 8 pm GMT on our Twitch channel. Furthermore, we are discounting Warhammer 40,000: Gladius at 60% off for one week, and its DLCs are discounted up to 40% off. https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
Ask not the Aeldari a question, for they will give you three answers, all of which are true and terrifying to know.
Inquisitor Czevak
This update will add the Craftworld Aeldari to the world of Gladius Prime -- a new fully-featured faction with their very own unique playstyle and storyline once the DLC has launched at 5PM GMT. To bring the existing factions more in line with each other and improve gameplay, it also contains a wide array of balance changes as well as a new neutral unit, new items, new colors, UI improvements, improved post-game stats, bug fixes, new Steam achievements and optional Epic Games Account social integration.
New Faction (Craftworld Aeldari DLC)
* Children of Asuryan
* Initial Challenge: Medium
* Webway Gate: Exploit your knowledge of webway gates to activate them and move swiftly across the battlefield.
* Webway Redoubt: Found a city on top of an activated webway gate to fortify Craftworld Aeldaris presence on Gladius.
* Remnants of the Fall: Reduced city growth rate. The last remnants of a people whose mere dreams once overturned worlds and quenched suns.
* Asuryani Arrivals: Call upon offworld Asuryani to join you and temporarily boost your growth rate.
* Transcendent Bliss: Focus the Aeldaris spiritual consciousness to experience a period of increased loyalty towards your cause.
* Spirit Preservation: Gain energy for every fallen Aeldari unit.
* Battle Focus: Many Craftworld Aeldari units can move after using their actions.
* Ancient Doom: The Aeldari loathe and fear She Who Thirsts above all else, increasing their accuracy, but also the damage taken when fighting the forces of Chaos.
New
* Added a new neutral unit: Umbra (terrifying flying monstrous creature that is vulnerable to light).
* Added 3 new items: Entropic Locum [Common] (increases the armour penetration), Laurels of Command [Uncommon] (restores the morale of adjacent allied units), Faolchu's Wing [Artefact] (consumes action to increase movement).
* Added a new Ork research: Kraklin Gubbinz [Tier 8] (Increases the energy output of Ork cities).
* Added 32 new Steam achievements.
* Transports can now carry allied units.
* Units in transports can now be selected to inspect their status such as ability cooldowns. Disembarking is done by right-clicking on the destination tile.
* Added details tab to the stats panel, listing the resources accumulated, units created, units lost, units killed, damage dealt, damage taken and buildings constructed for each player.
* Improved stats economy graph to more accurately reflect total resource income.
* Added mark tile button to the world hud.
* Added stats button to the world hud on game over and for spectators.
* The selected unit's armour, hitpoints and morale hints now show additional details: the unit's damage reductions, exact hitpoints and morale decimal values, total group size, and healing and morale regeneration rates.
* A building's production hint now says how much production has been accumulated.
* Added 7 new colors.
* Added the ability to connect an Epic Games Account with Gladius to invite Epic Games friends to multiplayer games. Cross-play and cross-invite support with Steam and standalone versions is fully supported.
General
* Victorious players now get the map revealed.
* Once all non-AI players have been defeated, only the host has to end the turn.
* Improved building hints to say "total" and "limit" instead of "per turn" for loyalty and population limit.
* Improved performance.
* Improved Dakkagun, Reaper Autocannon and Vespid Stingwings jump pack sounds.
* Lowered the volume of some excessively loud sound effects.
* Malanthropes can now consume tiles that have an Artefact.
* Changing the overall difficulty setting now changes non-AI player difficulties to medium to reduce the confusion about achievements that are tied to difficulties.
* Updated some icons to be more distinguishable.
* Updated localizations.
Balance
* Moved Apothecaries research from tier 6 to 5.
* Moved Thunderfire Cannon research from tier 5 to 6.
* Moved Bolster Defences research from tier 6 to 8.
* Moved Space Marines Multi-Melta weapon research from tier 8 to 7.
* Moved Space Marines Dozer Blade research from tier 7 to 6.
* Added Assault Vehicle trait to Battlewagon and Tidewall Gunrig (all open-topped transports are assault vehicles).
* Increased Tidewall Gunrig cost by 33%.
* Moved Tidewall Gunrig research from tier 4 to 5.
* Icon of Despair now works against units with And They Shall Know No Fear.
* Increased Tomb Blades cost by 33%.
* Increased morale regeneration rate from 10% to 20%.
* It is no longer possible to use Stomp on fortifications.
* Changed Rapid Fire from adding +1 attacks to doubling the attacks. This primarily fixes Chimera's Lasgun Arrays, but also affects attack buffs on Rapid Fire weapons, such as Skull Altar's Blood Blessing.
* The first use of Deploy Fortress of Redemption is now free.
* Markerlight now requires line of sight.
* Jink is no longer usable if the unit has attacked this turn, even if it attacked with free action weapons.
* Skyfire no longer has reduced accuracy against jetbike and jet pack units.
* Moved Sky Ray Gunship research from tier 5 to 6.
* Moved Hammerhead Gunship research from tier 6 to 5.
* Master of Possession can no longer heal himself.
* Builder Drones can now heal themselves.
* Painboy can now use his abilities on himself.
* Reduced Tervigon's Catalyst range from 2 to 1.
* Tervigon's Catalyst now only works on Tyranids units.
* Space Marines Orbital Deployment can now only be done from Space Marines cities.
* Tyranids outposts now grant Instinctive Behaviour Override.
* Reduced Birthing Canals influence upkeep reduction from -50% to -25%.
* Reduced Spore Mines group size from 6 to 5.
* Increased Spore Mines cooldown from 3 to 5.
* Reclaim Unit's production returned now increases by 2.5% with each unit level.
* Deffkoptas now have ore upkeep.
* Land Speeders now have requisitions upkeep.
* Mek Gunz no longer cost energy and now have ore upkeep.
* Apothecaries now have requisitions upkeep.
* Thunderfire Cannon now has requisitions upkeep.
* Venomcrawler now has ore upkeep.
* Warpsmith now has ore upkeep.
* Chaos Spawns now have food upkeep.
* Techpriest Enginseers how have ore upkeep.
* Meks now cost food and ore and have ore upkeep.
* Builder Drones now have ore upkeep.
* Increased Daemon Prince hitpoints from 16 to 20.
* Reduced Grey Matter Dispersion from +2 to +1 loyalty from amount of cities.
* Possession now has a cooldown of 3, Chaos Spawn level scales from level 1 to 7.
* Proselytise cost now scales with game pace.
* Increased Adaptive Biology feel no pain damage reduction from +20%...+60% to +25%...+75%.
* Chaos Space Marines heroes can no longer transform.
* Reduced Daemon Prince influence cost and upkeep by 25%.
* Increased Chaos Rising city found cost reduction from -33% to -50%.
* Changed Stabilising Anchors to work if the unit has not moved instead of having movement remaining. Using melee weapons such as Stomp counts as having moved.
* Increased Destroyer Lord Jet Charge invulnerable damage reduction from +10%...+30% to +15%...+45%.
* Changed Heavy, Salvo and High Power weapons to reduce accuracy if the unit has actually moved this turn rather than having 0 movement.
* Increased all Chaos Rite bonuses from +25% to +33%.
* Increased all Ork and Necron economic upgrade bonuses from +10% to +17%.
* Reduced Necron population limit upgrade from +2 to +1 per housing building.
* Changed Objuration Mechanicum damage from 8...16 to 6...18.
* Changed Veterans of the Long War from +2 morale to -33% morale loss.
* Mark, Icon and Install Support System influence cost now scales with unit strength (death experience value * 3).
* Changed Targeting Relay to cause a debuff on attack that increases the ranged accuracy of Necron units against the target unit by 2 for 1 turn.
* Markerlight Target Acquired now increase the accuracy against the unit marked by 1 instead of increasing damage taken by 10%.
* Markerlight Target Acquired now only works for Tau.
* Networked Markerlight now increases the accuracy against the target unit by 1 instead of increasing damage taken by 10%.
* Increased Vaul Sentry movement from 1 to 2.
* Reduced Stomp damage by 3.
Bug Fixes
* Fixed a pathing issue for units not moving around artefacts in explored but unsighted tiles.
* Fixed a crash that could occur after playing with a mod that increases the amount of difficulty options.
* Fixed a crash that could occur while dragging a unit in cargo.
* Fixed spectators having to end the first turn.
* Fixed resource hints having a blank line for total if the total is 0.
* Fixed an issue that could cause the camera to permanently continue to scroll in a direction if the camera was being scrolled with the keyboard when mouse scrolling began.
* Fixed an issue that could cause the camera to permanently continue to scroll in a direction if the display mode was changed while scrolling.
* Fixed Lord Commissar's Summary Execution affecting enemy units.
* Fixed an issue with units being incorrectly positioned when coming out of transports.
* Fixed The Sound of Unsilence achievement not working correctly.
* Fixed Cluster Mines not preventing movement on outposts.
* Fixed a threading crash that could in a variety of circumstances.
* Fixed item hints not showing the effects of the unit's modifiers.
* Fixed Super-Brolly 2000 getting unlocked when other players use the Big Mek's shield.
* Fixed city trait description saying movement cost is reduced only for allied units instead of all units.
* Fixed rapid rise cost scaling twice with game pace.
* Fixed actions that require line of sight not working correctly.
* Fixed unit hitpoints being clamped too soon, resulting in very rare order-dependence when an individual action had multiple effects or weapons that both increased hitpoints past max hitpoints and also decreased hitpoints at the same time.
* Fixed explosion sound not playing when Kastelan Robot dies.
* Fixed items hints not showing "On cooldown.".
* Fixed Override Instinctive Behaviour cost scaling with unit level.
* Fixed some font glyphs rendering as boxes.
* Fixed an battle estimate error that could occur for weapon actions after the unit has moved.
* Fixed Pulse Driver Cannon and Twin-Linked Pulse Carbine using Brachyuran Assemblies instead of Mor'tonium Accelerators.
* Fixed language mods having to include English language files.
* Fixed faction DLC units not spawning as neutrals when specified in Wildlife.xml.
* Fixed units losing movement in special circumstances when a new turn starts, e.g. Pinned + 'Ere We Go.
* Fixed tile hint with Orkoid Fungus showing incorrect food % when Mushling Bloom has not been researched.
* Fixed being able to have units selected that are on unsighted tiles.
* Fixed if you click found city and click a valid unexplored tile, the settler will settle right where he is currently at immediately.
* Fixed being able to use found city to check where units are under the fog of war.
* Fixed chat button in the lobby sometimes being incorrectly laid out.
* Fixed debug panel position when visibility is toggled.
* Fixed VK_ERROR_DEVICE_LOST due to erroneous TwitchNativeOverlay64.dll by force-disabling Twitch Studio's Vulkan layer (DISABLE_TWITCH_VULKAN_OVERLAY=1).
Modding
* Added `
Slitherine has announced the Warhammer 40,000: Gladius Craftworld Aeldari DLC
"Ask not the Aeldari a question, for they will give you three answers, all of which are true and terrifying to know.
Inquisitor Czevak
Slitherine LTD and Proxy Studios are proud to announce Craftworld Aeldari DLC, the 7th DLC for the award winning Warhammer 40,000 Gladius. After Tyranids, Chaos Space Marines and Tau, its time to conquer the forsaken planet of Gladius with the new faction of the Craftworld Aeldari.
The Craftworld Aeldari enter the fray with 19 new units and unique gameplay mechanics. The Craftworld roster of units is extremely versatile: Aeldari units are absolutely lethal from a distance, but you won't lack for deadly close combat options either. Exploit the Webway Gates to achieve incredible mobility on the battlefield, but be wary, for Aeldari lives are rare and precious and any loss will be felt greatly.
The Craftworld Aeldari DLC will be out on November 12th.
https://store.steampowered.com/app/1425820/Warhammer_40000_Gladius__Craftworld_Aeldari/
https://store.steampowered.com/app/1425820/Warhammer_40000_Gladius__Craftworld_Aeldari/
We are releasing a new update for Warhammer 40,000: Gladius.
This update adds the ability to automatically issue attacks for maximum possible damage and improves the world generation. It also includes a host of balance changes and fixes to minor bugs. Thank you for reporting bugs and expressing your wishes and concerns!
Version 1.6.4 Changelog
## General
* Holding Ctrl when attacking now chooses a tile for maximum damage instead of only forcing melee weapons, thus also working on ranged units and traits such as rapid fire.
* Adjusted the world generator to spread water more evenly across the map and produce shorter cliffs.
* City traits, such as economic boosts like Cultist Sacrifice and edicts, now show in the city's tile hint.
* Tau AI will no longer install support systems into units of allied Tau.
* Produced hero level now scales with game pace.
* Replaced the wording "New" on the multiplayer screen with "Create" because loading games is done after clicking that button.
* Multiplayer game visibility is now taken from the lobby setting instead of the save game setting.
* Installed unit packs are now enabled for the introduction game.
* Killing Joke achievement no longer requires unit to be broken.
* Changed Super-Brolly 2000 achievement to "Use a Big Mek's shield to reduce ranged damage taken by your unit.".
* Engine cleanup, including minor stability and performance improvements.
* Improved scroll bar behaviour.
* Improved resource line wrapping.
## Balance
* Bikes and Jetbikes can no longer be pinned as per 7th edition tabletop rules.
* Teleporting or Orbital Deploying transports no longer allows unloading cargo units in the same turn.
* Increased Heavy Flamer damage by 0.5 and armour penetration by 1. The previous values were incorrectly identical to the Flamer.
* Moved Icon of Vengeance research to tier 6.
* Moved Icon of Flame research to tier 10.
* Reduced Tidewall Gunrig accuracy from 50% to 33%.
* Reduced Tidewall Gunrig costs and upkeep by 25%.
* Added No Escape and Ignores Cover traits to Bio Acid Spray and Gorestorm Cannon.
* Added Psychic Power trait to Psychic Scream.
* Changed Twin-Linked Plasma Rifle from 2 to 1 attack, 2 to 6 armor penetration and 4 to 3 damage. The previous stats were not correctly taken from tabletop.
* Reduced Nova cooldown from 3 to 1 turn.
* Increased Nova Fire attacks from +50% to +67%.
* Changed Blind Grenade from uncommon to common, reducing its cost from 80 to 40 influence.
* Reduced Broadside Battlesuit costs and upkeep by 33%.
* Added Daemonforge to Defiler and Venomcrawler.
* Added new Walker trait to walking vehicles, which reduces the movement cost in forests and imperial ruins by 1 (bringing it to 2 from 3).
* Kastelan Robot is no longer a monstrous creature.
* Increased In Diversity, Unity loyalty bonus from +33% to +100%.
* Reduced Scythed Hierodule hitpoints from 96 to 72.
* Scythed Hierodule now has Instinctive Behaviour.
* Reduced Grey Matter Dispersion loyalty loss reduction from -50% to -33%.
* Added No Escape to Soul Blaze.
* Increased Shred damage from +25% to +33%; affects Flayer Claws and Lightning Claws.
* Added Aura of Fear to Chaos Spawn, Defiler, Heldrake, Master of Possession, Maulerfiend, Obliterator, Venomcrawler, Warp Talon, Gauss Pylon, Obelisk and Tesseract Vault.
* Added Fearless to Chaos Lord.
## Bug Fixes
* Fixed invalid font glyphs in the Chapter 3: Citadel of the Witch objective descriptions.
* Fixed sometimes not receiving the reward for killing the Lord of Skulls.
* Fixed max movement sometimes showing as a negative number.
* Fixed being able to save a game with no name.
* Fixed Orks Extra Vehicle Armour missing upgrade requirements: Killa Kan and Gorkanaut.
* Fixed Gift of Contagion description.
* Fixed being able to teleport with Dimensional Corridor to your own tile, crashing the game.
* Fixed being able to claim the same item multiple times in some circumstances.
* Fixed Astra Militarum Dozer Blade missing Chimera upgrade requirement.
* Fixed cancelling the "Disband unit" function and re-executing it causing disbanding without confirmation question.
* Fixed Space Marines Dozer Blade upgrade description not mentioning Razorbacks.
* Fixed Tyranids Hammer of Wrath upgrade description and requirement missing Scythed Hierodule.
* Fixed damage buffs and debuffs not modfying the damage of some melee weapons correctly.
* Fixed a crash related to marking invalid tiles.
* Fixed Machine Empathy not applying to fortifications.
* Fixed Life Drain damage bonus applying against all units, not just infantry.
* Fixed Snazzy Digs achievement unlocking even if Flash Gitz are not moved.
* Fixed end turn button prompting to select research even after all research has been completed.
* Fixed Assault Cannon not benefiting from Warpborne Bolts.
* Fixed Skorcha not benefiting from Improved Frag Casings.
* Fixed Meteoric Descent not benefiting from Conjoined Weaponry.
* Fixed Heat Ray (Dispersed) not benefiting from Dispersed Targetting.
* Fixed changing action not refreshing yield overlays in some circumstances.
* Fixed missing Shadow In The Warp on Hive Tyrant.
* Fixed Tyranids Hammer of Wrath description not saying it affects Hive Tyrant.
* Fixed a bug related to movement costs resulting in a wrong movement area being shown under certain circumstances.
* Fixed a networking crash that could occur under very limited circumstances.
* Fixed item cooldown being reduced to 1 when moving items to another hero.
* Fixed Launcher preventing Steam invites from working properly when accepting the invite before the game was started.
* Fixed produced hero level being lower than intended on higher difficulties.
* Fixed cargo slots being displayed as floating numbers in the compendium.
* Fixed units dying from self-inflicted health loss not disappearing.
* Fixed attack estimate sometimes being incorrect.
* Fixed transports gaining Hammer of Wrath when using jump pack to land in them.
* Fixed effects that remove action cost, movement cost or cooldown not showing in hints.
* Fixed units not getting rendered properly when jumping into transports.
* Fixed Life Drain trait not being visible.
* Fixed Jetbikes still being pinnable in certain circumstances.
* Fixed passive abilities and items that go off cooldown while the unit is being transported not working when the unit exits the transport.
## Modding
* The GUI now makes full use of the extendable blueprints system and no longer uses skins. This increases flexibility and stability. See Data/GUI/Blueprints for the overhauled xmls.
* Added `
We're releasing a new update for Warhammer 40,000: Gladius. You can find the full changelog below. Please let us know if you have any feedback, it is very useful to us. Changelog: ## General * AI now claims and uses items. * AI is now better at closing in to utilize melee and rapid fire weapons. * Clarified that Blind also applies to monstrous creatures and not only infantry. * Added support for Hangul Syllables. A Unicode block containing precomposed Hangul syllable blocks for modern Korean. ## Balance * Increased Iron Halo invulnerable damage reduction from 33% back up to 50%. * Increased Rosarius invulnerable damage reduction from 33% back up to 50%. ## Bug Fixes * Fixed being able to move units during the enemy's turn. * Fixed a crash that could occur when loading a game. * Fixed a crash that could occur when joining a game. * Fixed crashes that could occur while certain tips are shown and the game is exited. * Fixed crash while in the faction selection screen when you are kicked from a server. * Fixed being able to damage invulnerable units with the debug panel. * Fixed AI building Tidewall Gunrigs in cities. * Fixed not being able to add new languages through mods. * Fixed a crash that could occur when using mods that add unit response sounds. * Fixed not losing 1 movement when Endurace Implants is removed or moved. * Fixed a crash that could occur when building the scene on a machine with very low video memory. * Fixed Tidewall Gunrig cost.
We are releasing a new update for Gladius. It is a smaller one, it includes a few fixes and balance improvements, following up on last week's bigger patch which accompanied the new Assault Pack DLC and the new Skull Altar. Let us know what you think! In the meantime, the team is already at work on future content. Stay tuned. Changelog: ## General * Selecting other players' units and holding the right mouse button now shows their movement and attack estimates. * Multi-threaded rendering is now forced off for AMD graphics cards on Windows to avoid a black screen when changing the graphics card vendor. ## Balance * Aura of Discipline now works only on Astra Militarum infantry. * "Bring it Down!" now works only on Astra Militarum infantry. * Defensive Protocots now works only on Necron infantry. * Sense of Stone, Storm of Fire, Calm of Tides and Zephyr's Grace now work only on T'au infantry and monstrous creatures. * Infernal Power now only works on Chaos Space Marines units. * Increased Consume Tile cost from 20 to 30. * Decreased Necrodermis Repair cost from 80 to 60. * Increased Tidewall Gunrig cost and upkeep by 33%. ## Bug Fixes * Fixed Steam friend invites not working. * Fixed being able to move Tidewall Gunrig multiple times per turn. * Fixed crash when a city with a `<` character acquires a tile. * Fixed Tyranid city tiles not blocking sight. * Fixed not being able to research Space Marines Dozer Blade with only Razorback as pre-requisite. * Fixed attack estimate for the enemy not showing when they do not have sight. * Fixed Ruin of Vaul rewards inversely scaling with game speed. Rewards no longer scale with speed. * Fixed Skull Altar giving multiple non-stacking Blood Blessings in later turns. * Fixed missing Assault Vehicle trait from Chaos Land Raider. * Fixed a crash that could occur when clicking Multiplayer. * Fixed missing upgrade descriptions not mentioning Chaos Land Raiders for Dirge Caster, Smoke Launchers, Havoc Launcher and Warpflame Gargoyles. * Fixed Chaos Land Raider Heavy Bolter not recieving bolter damage upgrade. * Fixed a crash that could occur when attacking.
Slitherine is celebrating the Steam Games Workshop event Skulls for the Skull Throne in the best possible way: brand new DLC content for Warhammer 40,000: Gladius, plus a free content update for both Gladius and Sanctus Reach!
The Skulls for the Skull Throne Steam event is a big festival dedicated to all Warhammer games. From today until Monday, all games set in Warhammer and Warhammer 40,000 as well as other settings created by Games Workshop will receive amazing discounts and see loads of new content released!
Check the Skulls for the Skull Throne event here: http://store.steampowered.com/sale/skulls/
Warhammer 40,000: Gladius, the one and only 4x Civ-like strategy game set in the grim future of Warhammer 40,000, is getting a new DLC. In the Assault Pack DLC, every faction will receive a new, unique unit that will greatly expand offensive power and mobility.
Warhammer 40,000: Gladius also get fulls support on Steam Workshop, so players can find, download and play user-generated mods more easily. Finally, to celebrate the Skulls for the Skull Throne event, a new terrain feature will be added to the base game, free for all players: The Skull Altar, delivering dark powers and rewards to any unit bold enough to venture onto its tile.
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
https://store.steampowered.com/app/1330480
The tactical game Warhammer 40,000: Sanctus Reach is also getting brand new free features. Players will now be able to challenge each other with the new Slitherine Tournament System. This feature handles all the grunt work behind the tournament ladders, pairings, keeping the score of each game and lets the players enjoy the fun part: battling to reach the final. Click here to join: https://www.slitherine.com/tournaments and check the rules here: https://www.slitherine.com/tournaments/rules
Also, Warhammer 40,000: Sanctus Reach now supports Co-op games, allowing players to join forces and fight as allies. Plus, a new challenge arises: can you please the Gods by unlocking 100% of Warhammer 40,000: Sanctus Reachs new, long-awaited Steam Achievements?
https://store.steampowered.com/app/502370/Warhammer_40000_Sanctus_Reach/
And don't forget to check out other amazing discounts on the rest of our catalog!
https://store.steampowered.com/app/312370/Warhammer_40000_Armageddon/
https://store.steampowered.com/app/455340/Warhammer_40000_Armageddon__Da_Orks/
Some of you might have expected this, while for others this will come as a surprise. A new DLC for Warhammer 40,000: Gladius is now available.
The Assault Pack greatly expands your tactical options by introducing a new unit for each faction!
These new units are entirely focused on offensive power and mobility. Enact new tactics and bold new aggressive strategies by fielding them on the wartorn surface of Gladius.
Assault Pack is out now at $4.99.
https://store.steampowered.com/app/1330480
The Assault Pack DLC is accompanied by a massive update, introducing the new Skull Altar. It is part of a broader Steam event, the Skulls for the Skull Throne, a massive sale for all games set in the Warhammer universe, as well as other settings created by Games Workshop. There are plenty of amazing games on discount, and you can check them out here: http://store.steampowered.com/sale/skulls/
Astra Militarum - Chimera
Tyranids - Scythed Hierodule
Chaos Space Marines - Chaos Land Raider
Necrons - Flayed Ones
Space Marines - Razorback
T'au - Tidewall Gunring
Orks - Warbikers
We are releasing a massive patch for Gladius, bringing it to version 1.6.0.
It accompanies the Assault Pack DLC, which introduces new units for each faction! You can find more info on the new DLC on its product page.
https://store.steampowered.com/app/1330480
The highlight for this update is the Skull Altar, a new terrain feature that will provide rewards to all units visiting it. The update also gets the Steam Workshop out of beta, and it is now implemented officially to Gladius. You can now download and install mods directly from Steam, with a simple click. Check it out here, there are already plenty of cool mods available.
The update is released as part of the Skulls for the Skull Throne steam event, a big sale on all games set in the Warhammer universe, as well as in other settings created by Games Workshop. There are plenty of amazing games on discount right now, check it out here: http://store.steampowered.com/sale/skulls/
Change History:
v1.06.00 19th May, 2020
This update adds new units for each faction through the Assault Pack DLC, adds a free new terrain feature and brings Steam Workshop support to Gladius, along with enhanced modding and multiplayer connectivity improvements.
## New Units (Assault Pack DLC)
* Chimera (Astra Militarum) [Tier 1] - Amphibious transport unit with manned weaponry and communication equipment.
* Razorback (Space Marines) [Tier 1] - Tank unit that transports infantry.
* Flayed Ones (Necrons) [Tier 1] - Close combat infantry unit that ignores enemy overwatch.
* Warbiker (Orks) [Tier 1] - Fast skirmish unit with high fire power.
* Scythed Hierodule (Tyranids) [Tier 10] - Agile gargantuan creature unit that shreds entire armies.
* Chaos Land Raider (Chaos Space Marines) [Tier 9] - Massively armoured and heavily armed transport unit.
* Tidewall Gunrig (T'au) [Tier 4] - Heavily armed fortification that can be moved by transporting troops.
## New Terrain Feature
* Skull Altar - Special feature that provides a recurring reward to units entering the tile and increases the influence output of the city when acquired.
## Steam Workshop Launch
* Mods can now be downloaded directly through Steam, simply subscribe to a mod through its Steam Workshop page and the mod will be automatically installed for you for the next time you start Gladius.
* To upload a mod, follow these 4 easy steps:
(1.) Create a directory that represents your mod under "My Documents/Proxy Studios/Gladius/Mods/". To include a preview image, add a "Preview.png" or "Preview.jpg" file to that directory. The preview image must be smaller than 1 MB.
(2.) Restart the game and the mod will appear in-game under Extras > Mods.
(3.) Press the "Upload mod." button next to your mod. You will be required to agree to the modding terms and the upload will begin.
(4.) After a successful upload, the mod will gain an additional button to open the mod's details. This opens the Steam Workshop page for the mod in the Steam client where the player has to agree to Valve's Steam Workshop legal agreement and can then change the description, add additional assets and make the mod public for everyone.
* In addition to mods fully overriding game files, blueprints and world data files from mods can now be loaded as extensions to the game's files through .ext files. For example, Guardsman.xml.ext will load after and in addition to the game's Guardsman.xml so it is no longer needed to copy values from the base game.
* From now on, greater care will also be taken with changes to the engine to preserve mod support.
* Save games now display mods with which the save was made on hover before loading.
* Multiplayer server list now display active mods and if world data or revision differs from local.
* Hero cost scaling is now implemented with `
A few days ago we released the latest DLC, T'au, and a new faction entered the fray for the domination of Gladius Prime! We were overwhelmed with joy to see it so well received, but the team has not been idle. Here is a new update for you, bringing the game up to version 1.5.1. What is next for Gladius, you will ask? Well of course we won't stop here. There is more content to be added. But we're not quite ready to reveal what is coming. Until we do, feel free to speculate on the forum, and let us know what you would like to see added to the game!
Never have the Tau been so close to extinction. Your homeworlds are surrounded. The Swarm, the machines, the barbaric humans. To ensure the survival of the Tau, The Fourth Expansion was launched to claim rich new worlds. Yet the warp swallowed the Tau. Your ship emerged alone near a war-ravaged, alien planet. This was not the paradise promised. But you will conquer it. For the Tau, for the Greater Good. https://www.youtube.com/watch?v=UFGsdu7F-V8&feature=youtu.be After the Chaos Space Marines and Tyranids DLCs, a new faction joins the fight for the domination of Gladius Prime. Driven by a constant ambition to expand and spread the word of the Greater Good across the Galaxy, they will seek to assimilate or eliminate all the other opposition races on the planet. With 31 new units, the Tau can deploy an impressive and lethal army. Between swarms of drones and powerful battlesuits, the Tau player will never have a shortage of tactical options. The Tau warfare doctrine has been carefully represented in Gladius. Their army is a ranged-based force relying on superior technology and devastating firepower. Through subversion, propaganda and assimilation of the indigenous lifeforms, they can find new allies and completely disrupt the enemy morale, paving the way for planetary conquest. The Tau DLC for Warhammer 40,000: Gladius is out now on PC. The Tau arsenal Convert Auxiliaries One of the most powerful weapons of the Tau is their ability to seek new allies. They can spend influence to convert certain neutral units like Kroot Hounds and the brand new Vespid Stingwing to their cause. For the Greater Good The core philosophical concept at the heart of the Tau. Demoralize your opponents and destroy their units morale by spending influence. Proselytize and immediately gain population in your cities. Subversion Turn your enemies servants against their masters. Through precise use of propaganda, you will be able to cripple the loyalty of enemy cities. Battlesuits AT'au Battlesuitis an advanced powered combat exoskeleton that forms an integral part of theT'auFire Caste's military forces. Customize them by upgrading with advanced support systems. Drones and Markerlights Deploy many different designs of drones, miracles of Tau technology that provide offensive, defensive and tactical support. Make use of Markerlights to maximize your firepower. https://store.steampowered.com/app/1239450/Warhammer_40000_Gladius__Tau/
You didn't see this coming, and it is a bit of a surprise, but... we're releasing the new update today. Most importantly, we are releasing the new DLC, T'au! I bet many of you weren't expecting it today. You can find the full changelog below. We will be releasing the DLC later today, so stay tuned! Let us know what you think!
Hello everyone! A new patch for Gladius has been deployed. Other than a few fixes and balance improvements (as usual, your feedback has been great! Thank you!) the 1.4.7 Update includes a minor thematic addition which should increase immersion, as now AI Players will get flavourful names depending on their faction. You can find the full changelog below.
Warhammer 40,000: Gladius - Relics of War has been updated to version 1.4.6! Have a look at the changelog below: ## General * New game player settings, including colors, difficulties, factions and teams, are now saved. * Changing world size no longer automatically changes the amount of players. * Battle estimate traits are now decompressed for increased readability. * Passive actions can no longer be disabled by default. * Added --simulateHighNetworkLatency "Delay network processing to simulate high latency." executable argument. ## Balance * Fearless and Zealot now decrease morale loss by 50% instead of giving morale immunity. * Removed Space Marines city tier upgrades providing resource bonuses to all features. * Reduced Space Marines Fortress of Redemption influence upkeep from 3 to 2. * Fortress of Redemption cooldown now scales with game pace. * Waaagh! now grants +5...+25% attacks instead of +4...+20% damage and +2...+10% feel no pain damage reduction. * Scrolls of Magnus now grants +6 instead of +20% research. * Tantalising Icon now grants +8 instead of +20% influence. * Reduced Gargoyles group size from 9 to 8. * Reduced cost of Gargoyles by 25%. * Moved Shield Vane back from tier 6 to 2. * The Triarch Stalker's Targeting Relay now only affects infantry again. ## Bug Fixes * Fixed crash that would occur when joining a multiplayer game and afterwards hosting a multiplayer game. * Fixed crash when using Warp Blast Lance against a unit with Psychic Block. * Fixed unavailable reason not showing for unit actions. * Fixed crash when activating the same consumable item multiple times. * Fixed Destroyer Lord's Destruction Protocols applying to allies instead of enemies. * Fixed being able to move items between units while there are actions in progress. * Fixed unit state transition inconsistencies that could result in crashes. * Fixed Imperial Bastion tech hint. * Fixed crash when using an operation and afterwards hovering over a unit in a new game. * Fixed Void Strike not being usable until after max charges are accumulated. * Fixed Russian translation typos and errors.
We are back! It is 2020 already, and what way to start the new year than to release a new update? You can find the full changelog below. More balance changes, fixes and quality-of-life improvements have been implemented thanks to our players' enthusiastic feedback. Please let us know what you think about these changes.
We are releasing a new update for Gladius, bringing its version number to 1.4.4. It's focused on fixing some issues which were affecting stability on multiplayer with high pings, as well as a number of balance improvements. More specifically, the Tyranids were buffed to help them in late game. You can find the full changelog down below. Please let us know what you think in the comments or in the forum. In the meantime, the team is hard at work on new content for the game. If you'd like to hear more, tune in tomorrow at 4 pm GMT on www.twitch.tv/slitherinegroup.
Were rolling out a new update for Gladius! Its been in beta for a couple of weeks, and wed like to thank all those who have given us feedback and suggestions. This update addresses the costs of several units that were performing too well compared to their counterparts of other factions, as well as buffing some underused upgrades. We also doubled the regeneration of Necrons as well as Orks in Orkoid Fungus, because these are iconic concepts and simply were too weak considering the prevalence of focus fire. We are eager to hear what you think.
Time to roll a new update out! It consists of yet more fixes and balance improvements. We hope theyll be of your liking. Dont forget to let us know what you think. In the meantime, the team is very busy working for the greater good of Gladius. We have a new race coming, as well as a new free feature which many people will love.
We are releasing a new update for Gladius. This version adds the option to rebind keys and show cliff highlights. It also includes a large amount of balance changes and bug fixes. Special thanks go to everyone who provided feedback, error reports and save games on Discord and on the forums. Please let us know what you think of these changes, were looking forward to reading about it!
Warhammer 40,000: Gladius is expanded with a new DLC, the Fortification Pack, introducing six new defensive units, one for each faction.
The Space Marines see the addition of the Aquila Macro-Cannon, a massive turret on top of a munitions silo, able to unleash devastating firepower on the enemies of the Imperium. The Astra Militarum can now deploy the Void Shield Generator, which can protect and shield whole brigades of brave guardsmen. Thanks to the Noctilith Crown the Chaos Space Marines can now make use of enormous psychic energy fields to enhance their own defenses and harm all enemy psykers, while the Necrons are now able to erect huge Gauss Pylons, which will devastate any foe who is foolish enough to get in range of it. The Tyranids bolster their ranks with the inclusion of the Biovores, horrid creatures able to lay Spore Mines, living bombs that blanket enemies in acids, poisons and shrapnel-sized pieces of chithin. As for the Orks, they can now field the infamous Big Mek, the craziest and most skilled of all Ork engineers, with an unparalleled knowledge of shokk attack guns, force field technology and tellyporta rigs.
You can now buy the Fortification Pack DLC for $4.99, available on PC and Linux. For more information on the DLC, have a look at the product page.
Were also going to showcase the new DLC on our release stream on Twitch today at 6 pm BST.
https://store.steampowered.com/app/1170010/Warhammer_40000_Gladius__Fortification_Pack/
We are releasing the patch accompanying today's DLC, the Fortification Pack, which will be released later this afternoon. It contains a number of balance changes which were introduced thanks to players' feedback. We are very eager to hear what you think of this, and of course we are looking forward to hearing if you like the DLC later today, so don't forget to let us know! Version 1.4.0 Changelog: ## New Units (Fortification Pack DLC) * Aquila Macro-Cannon (Space Marines) [Tier 10] - massive fortification with a devastating long-range cannon. * Big Mek (Orks) [Tier 5] - heavily armoured infantry unit that protects its allies. * Biovores (Tyranids) [Tier 5] - artillery unit that creates Spore Mines which explode on contact with the enemy. * Gauss Pylon (Necrons) [Tier 10] - powerful defence turret that shields allied Necron units. * Noctilith Crown (Chaos Space Marines) [Tier 4] - fortification that shields allied Chaos units and damages enemy psykers. * Void Shield Generator (Astra Militarum) [Tier 5] - fortification that shields units in range. ## Balance * Cities, Imperial Bastions, Fortersses of Redemption and Aquila Macro-Cannons are now transports. * Added Prince of Chaos ability to Daemon Prince: "Increases the accuracy of adjacent allied Chaos units.". * Lictors no longer gain Hammer of Wrath. * Reduced Signum cooldown from 10 to 5. * Changed Predator Heavy Bolters upgrade to Additional Heavy Bolters: Grants Fortresses of Redemption, Predators and Acquila Macro-Cannons extra heavy bolters. * Reduced Ammo Runt cooldown from 10 to 5. ## General * Added player-required confirmation when disbanding a unit and deleting or overwriting a save game. * Improved some unit descriptions. * Improved bio-plasmic explosion sounds. * Updated mod screen icons. * Updated localization files. ## Bug Fixes * Fixed Summary Execution missing fire effects. * Fixed Mushling Bloom always showing in the Construct Orkoid Fungus hint. * Fixed a crash that could occur when using Captain's Orbital Strike. * Fixed Stinger Salvo research implying it affects Tervigons and Tyrranofexes due to requirements. * Fixed higher ranks of Tank Commander's "Roll Over Them!" not doing increased damage. * Fixed a crash that could occur at the end of the turn. * Fixed Outpost city damage reduction not showing correctly in damage estimations for non-host players. * Fixed a crash that could occur when clipboard text could not be pasted. * Fixed neutral units not taking damage from Wire Weed. * Fixed attack estimate overriding action points and movement remaining under certain circumstances, causing Doomsday Ark estimates to be wrong after attacking. * Fixed building die sounds. * Fixed cargo panel size when a unit does not have morale.
With a total of six new units, this DLC is a must-have and will enlarge the strategic options to all players.
As war rages on, all the factions engaged in a fierce struggle to dominate Gladius Prime resort to erecting mighty bulwarks and deploying new state-of-the-art defensive weapons.
Warhammer 40,000: Gladius - Fortification Pack will be available next Thursday, October 17th.
You can check the product page to have a look at all the new units and read more about them.
We will be showcasing the new Fortification Pack DLC on an exclusive live preview stream on Tuesday October 15 at 6 pm BST on our Twitch channel!
Don't miss it!
https://store.steampowered.com/app/1170010/Warhammer_40000_Gladius__Fortification_Pack/
We are releasing a new update for Warhammer 40,000: Gladius. It includes big improvements to the AI in handling economy, health and morale bars for transported units, and more fixes. You can read the full changelog down below. In the meantime the team is working on extra content, and we'll soon be ready to tell you more about it! Stay tuned.
Time for a new update! This is a minor one, and it's mainly fixes and a few optimization tweaks, but in the meantime we have been working on an update which will make a lot of people happy! We hope to be able to announce it soon, so stay tuned! As usual, you can find the changelog below. Version 1.3.6 Changelog: ## General * World loading is now multi-threaded to improve responsiveness and to avoid overloading the GPU. * Material used for Imperial Ruins can now be specified via XML. * Log configuration when exiting settings. * Tweaked generic error message to include user data path. * Toxin Sacs now shows on the unit instead of each weapon. * Loosened warning for outdated graphics drivers. * Disabled multi-threaded rendering check box for AMD on Windows. * Gladius.exe is now SHA256 signed by Proxy Studios GmbH. * Items now show cooldown on the icon. ## Bug Fixes * Fixed a bug that could result in a failed to submit to queue error. * Fixed Steam friend invites not working. * Fixed a pathing issue that could cause units to stop moving before entering the enemy zone of control. * Fixed a potential synchronization issue. * Fixed Stinger Salvo upgrade icon. * Fixed overlay not fading out smoothly. * Removed frame duration cap, which resulted in wrong fps numbers being reported when the frame rate dropped below 20. * Fixed autocycle moving to the next unit when an item starts being dragged, is placed on a different slot, activated or deactivated. * Fixed items on cooldown being enabled when moved. * Added checks to prevent abilities being leveled past the amount of available points due to things like quick multi-clicking and multiplayer lag. * Fixed crash when exiting a game with a unit in a transport. * Fixed passive buffs of units in a transport applying to the transport itself. * Fixed passive buffs working while a unit is in a transport. * Vulkan-Loader: Check JSON API version in create instance #228. * Vulkan-Loader: Ignore old driver registry entries #231
We are releasing a new update for Gladius! The work to improve the game is never over, and once again thanks to your feedback we are able to deliver some of those requested fixes. Version 1.3.5 Changelog: ## Bug Fixes * Loosened memory requirements. * Fixed incorrect sample count for stereo cached sounds causing them to not play properly. * Fixed unit-city boni applying twice. * Fixed a rare crash that could occur when a unit tried to move onto a blocked tile without having vision. * Fixed several disabled weapons being in the compendium. * Fixed max tick rate under certain circumstances not getting set properly when disabling vertical synchronization
Hi everyone! We're releasing a new update for Gladius, introducing some balance tweaks plus several fixes recently implemented thanks to your constant feedback and suggestions. Let us know what you think in the comments section down below or on the forum! Version 1.3.4 Changelog: ## Balance * Exalted Strike now performs a Thunder Hammer attack at +150% accuracy against units with hitpoints below 50%. * Replaced Daemon Prince's Furious Charge with Shrouded to better reflect the fact that he's a Psyker. * Halved the cost of unit clear tile. * Increased Chaff ranged damage reduction from +17% to +33%. * Reduced Dispense Chaff cooldown from 10 to 5 and duration from 2 to 1. * Reduced Jink ranged damage reduction from +33% to +17%. * Changed Siren Caster from +4 loyalty to +2 loyalty and +10% requisitions. * Changed Waaagh! from +5%...+25% damage to +4%...+20% damage and +2%...+10% feel no pain damage reduction. * Changed Warpath to "Increases the number of melee attacks (+15%...+45%) of the Weirdboy and adjacent Mob Rule allied units." * Increased Channel Mental Emissions research from +3...+9 to +4...+12. * Increased Lord cost by 33%. * Battlewagon now starts with Big Shoota weapons. * Moved Battlewagon Rokkit Launchas from tier 8 to 7. * Moved Grabbin Klaw from tier 7 to 6. * Increased Red Paint Job damage from +10% to +25%. * Moved Red Paint Job from tier 5 to 8. ## General * Improved video memory usage on UMA systems. ## Bug Fixes * Fixed crash when a player with outposts remaining is defeated and has a Spectator ally. * Fixed crash that could occur when exiting a hotseat game. * Fixed traits that have a longer remaining duration not showing over other identical traits that were applied previously. * Fixed traits like Alpha Warrior not expanding their range on level up before being reactivated. * Fixed Extra Bitz sometimes not working. * Fixed Tyranids found city costing biomass for the first city. * Fixed Tyranids found city not scaling biomass for non-first cities. * Fixed loading of sounds from unicode paths on Windows. * Fixed language files not being loaded from mods. * Fixed Soul Blaze kills not granting experience. * Fixed transported units keeping a queued order if the transport moves before the unit fully embarks. * Fixed unit auto-cycle moving forward while a unit is still moving into a transport. * Fixed Blood Rage not granting +1 movement correctly. * Fixed crash when teleporting into a tile with an enemy city. * Fixed Toxin Sacs trait not showing on weapons. * Fixed Cast visualization crash. * Fixed Ctrl key not showing melee attack prediction. * Fixed top bar resources "from units" not taking into account +% items. * Fixed some issues related to Vulkan. * Fixed unicode text issues.
We are rolling out a new update for Gladius! It's a smaller one, and it's been tested in Beta all of yesterday. Thank you for your constant feedback and support! We are planning even greater things for Gladius, and we can't wait to tell you more! Version 1.3.3 Changelog: ## Balance * Moved Mark of Nurgle back from tier 1 to 2. * Moved Rite of Change back from tier 2 to 1. ## General * Mods are now disabled if the game crashes on startup, world creation or when loading a save game. Set "General/TerminateWithDisableMods" to "0" in the config file to disable this behavior. ## Bug Fixes * Fixed crash when the game is started with a disconnected audio output device that has been previously chosen to be used. * Fixed potential rendering race conditions. * Fixed Data/Core files not being loaded from mods.
We are releasing a new update for Gladius. It is focused on balance and bugfixes. You can find the full changelog below. As usual, let us know what you think of the update by commenting below or on the forum. Version 1.3.2 Changelog: ## Balance * Reduced Chaos Rhino squad size from 2 to 1. * Reduced Chaos Rhino cost by 25%. * Added Jink to Heldrake. * Meteoric Descent is now part of the Heldrake's regular attack. * Reduced Gift of Contagion cooldown from 5 to 3. * Increased Gift of Contagion range from 1 to 3. * Sensory Overload now scales attacks instead of cooldown (now: cooldown 3, attacks +0%...+100%). * Added missing Monstrous Creature trait to Daemon Prince. * Moved Mark of Nurgle from tier 2 to 1. * Moved Rite of Change from tier 1 to 2. * Moved Havoc from tier 2 to 3. * Moved Khorne Berzerker from tier 3 to 2. * Tentaclids are now part of the Hive Crone's regular attack. ## General * Added an exclamation mark to the population display when the required population exceeds the available. * Improved Chaos Space Marines Grenades descriptions to note which units they apply to. * Added Sensory Overload description. * Log world seed when loading game. ## Bug Fixes * Fixed crash that could occur due to a non-UTF user locale. * Fixed not being able to load games through the load game screen's load button under rare circumstances. * Fixed crash that could occur due to the pathfinder not having a valid goal. * Fixed crash that could occur when cycling autosaves or quicksaves. * Fixed some issues related to Vulkan. * Fixed No Escape trait not showing on weapons. * Fixed Poisoned trait not showing on weapons. * Fixed experience value of units on Orkoid Fungus being reduced to 0.6. * Fixed Gift of Contagion consuming the Daemon Prince's action points until the Blighted effect ends. * Fixed enemies gaining experience when a Champion of Chaos transforms. * Fixed allies losing morale when a Champion of Chaos transforms. * Fixed unit weapon upgrades not showing in the compendium. * Fixed Shatter Defences not showing the amount of ranged damage reduction. * Fixed Features in the compendium not showing trait properties. * Fixed weapon effect in the portrait rendering through the unit.
We are releasing a new patch for Gladius, aiming to fix a few of the technical issues encountered yesterday, as well as balance tweaks. As usual your feedback will be very useful, especially if you're still encountering technical issues, so let us know on the forum. Version 1.3.1 Changelog: ## Balance * Reduced Dark Glory damage reduction from +20%...+60% to +15%...+45%. * Increased Worthy Offering Boon of Chaos chance from +20%...+60% to +25%...+75%. * Reduced Ichor Blood cooldown from 2 to 1. * Increased Ichor Blood returned damage from 50%...150% to 100%...300%. * Possession summons are now permanent. * Increased Master of Mechanisms heal from +6...+18 to +8...+24. * Increased Shatter Defences range from 1 to 2. * Increased Mechatendrils attacks from 1...3 to 2...4. * Increased Infernal Industry energy and ore gain from +9 to +12. * Reduced Daemonforge cooldown from 10 to 3. * Changed Cultist Sacrifice from +2 to +25%. * Summons no longer cost upkeep. ## New * Tiles affected by Shatter Defences are now visually marked. ## Bug Fixes * Fixed Master of Possession's Possession ability making units disappear. * Fixed not being able to load games through the load game screen under rare circumstances. * Fixed crash that could occur when a transport dies with units inside. * Fixed crash when starting a game as a Spectator with cinematics enabled. * Fixed found city cost not increasing from queued orders. * Fixed Adamantium Weave Vest applying to the tile instead of the unit. * Fixed Worthy Offering sometimes not applying. * Fixed Fire Frenzy not increasing the ranged attacks. * Fixed Blood Rage and Fire Frenzy not restoring decreased movement. * Fixed Cultist Sacrifice affecting all cities instead of just one city. * Fixed Chaos Rhino self-repair missing healing effect. * Fixed please wait message appearing when deselecting a transport while it is not your turn. * Improved cancel order handling in multiplayer.
Today's Deal: Save 35% on Warhammer 40,000: Gladius - Relics of War!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
The Chaos Space Marines are here!
Legions of Heretic Astartes are ready to unleash their fury upon Gladius Prime! Neither the lapdogs of the Fallen Emperor nor the Xeno shall withstand their wrath.
https://www.youtube.com/watch?v=mRooRyTz9M0
The Chaos Space Marines DLC introduces a brand new playable faction to Warhammer 40,000: Gladius.
The Chaos Space Marines are hardened warriors, veterans of thousands of battle in the Immaterium and realspace alike. Their style of fighting has been portrayed with new unique gameplay mechanics, a full roster of new units, a brand new technology tree, buildings and quest-chain.
The Chaos Space Marines are a force to be reckoned with: they can field very good infantry, like the Khorne Berzerkers, who will carve through any enemy formation, and the Havocs, ready to unleash devastating fire from afar. Powerful daemon engines, like the Defiler and the Maulerfiend, are able to crush any opposition. And of course esoteric sorcerers like the Master of Possession make full use of their warp-infused powers to gain a decisive edge on the battlefield. For more information on all new units please refer to this page.
The new expansion is accompanied by a massive new free update. It adds a lot of new content, including new items and achievements. You can read the full changelog here.
https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines/
If you still need to get your hands on Gladius and one of its DLCs, this is the perfect occasion! Starting today, until July 22nd, Warhammer 40,000: Gladius will be at 35% off, while its DLCs will be discounted at 25% off! The sale will start at 6 pm BST.
Last but not least, we will be running a release stream later today at 6 pm BST! Tune in on our Twitch channel and watch Chaos Lord Helping Hans as he continues his devastating crusade on Gladius Prime!
**NOTE: Saved games from previous versions are not compatible with this version.**
*Heresy... must be eradicated leaf, brand and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy.*
* Galan Noirgrim, Master of the Ordo Malleus*
Today marks the release of 1.3.0, accompanying the new expansion: Chaos Space Marines!
We like youll enjoy this update. It is massive, as you can see from the changelog below. A lot of the new improvements have been made possible thanks to your constant feedback, support and suggestions.
Unfortunately, the update is not savegame compatible. If youre playing through a game and you would like to continue it, a Legacy branch will be kept active so that you can.
We hope youll have fun with 1.3.0. Let us know what you think, on the forum or in the comments below.
Changelog:
New Faction (Chaos Space Marines DLC)
Death to the False Emperor
* **Initial Challenge:** Medium
* **Chaos Cultists:** Cheap fodder infantry that can found cities and increase city growth.
* **Unholy Rites:** Sacrifice city population to a Dark God to grant the city a significant temporary economic boost based on the god.
* **Boons of Chaos:** When a Champion of Chaos kills an enemy, there's a chance the unit gains a permanent boon.
* **Spawnhood:** Instead of gaining a Boon of Chaos, there's a chance the unit transforms into a Chaos Spawn.
* **Dark Apotheosis:** Instead of gaining a Boon of Chaos, there's a chance the unit transforms into a mighty Daemon Prince.
* **Marks of Chaos:** Brand individual units with a mark from one of the Dark Gods to increase the unit's powers.
* **It Will Not Die:** Daemon engines that regenerate hitpoints each turn and even consume the souls of their enemies.
* **Veterans of the Long War:** Veteran units with increased morale that gain a bonus to melee accuracy against loyal Space Marine units.
New
* Added 4 new items: Axe of Blind Fury, Scrolls of Magnus, Tantalising Icon, Omni-Scope.
* Added 13 new achievements.
* Added 5 new tips.
* Added display of total number of Chaos Cultists killed on Gladius to the menu screen.
* Unit overlay now shows if a unit has actions remaining with a player-colored border around the unit icon.
* Holding Ctrl while giving attack orders now makes the unit go into melee range for the attack if the unit has melee and ranged weapons.
* Added population limit to the city overlay, so you can see at a glance if a city is population-capped.
* Items are now colored by rarity: uncommonturquoise, artefactpurple.
* Elite abilities are now colored purple.
* Research screen can now be scrolled by dragging the mouse left or right while the left mouse button is pressed.
* Added weapons list to the compendium.
* Added compendium faction sub-folders for buildings and units.
* Added Spectator faction for observing games in multiplayer.
* Added setting that controls the audio output device.
* Added a Mods management screen under Extra in the main menu.
Balance
* When a hero unit dies all his items now become unclaimed for the hero's owner. This should reduce the overwhelming impact of losing a hero.
* Damage reduction from traits is now always additive instead of sometimes specifying the minimum. This fixes damage reduction buffs and debuffs applying in a confusing manner.
* A single type of damage reduction can no longer apply past 83%.
* Kastelan Robot's Repulsor Grid now returns 17% of ranged damage done by weapons that are not blast, template or witchfire.
* Neutral units no longer gain upgrades.
* All walkers now have access to Hammer of Wrath, as per 7th edition tabletop rules.
* Mourning Blade of Lazaerek now increases melee damage and melee armour penetration instead of hitting additional enemies.
* Gets Hot now deals 5% of the weapon's raw damage to the unit instead of 2% of the unit's hitpoints per attack.
* Smoke screen now blocks line of sight.
* Teleportation is no longer possible into enemy city tiles.
* Reduced Mob Rule morale loss reduction from -5% to -3%.
* Reduced Mob Rule morale loss reduction cap from -80% to -30%.
* Reduced Bosspole morale loss reduction from -3% to -1.5%.
* Increased Extra Bitz upkeep reduction from 10%...30% to 25%...75%.
* Mek Gunz's Traktor weapon now applies Immobilized instead of Slowed.
* Slowed no longer applies -10% accuracy.
* Smoke Screen is now self-target.
* Canoptek Spyder is no longer erroneously considered a vehicle.
* Added missing Tank trait to Battlewagon, Hunter, Predator and Vindicator.
* Fixed Poisoned rank not working. This correctly increases Toxinspike, 'Urty Syringe and Malanthope damage against infantry.
* Fixed Shockwave not applying Pinned.
General
* 1 turn cooldown weapons that required no action points are now part of the default attack of a unit. This helps with super-heavy unit usage without any significant practical sacrifice.
* Reduced minimum turn number for a new quest appearing if the previous one was completed.
* Increased spawning distance of enemy waves in invasion quests.
* Execute queued orders prompt is now displayed before order unit.
* End turn button now shows the icon of a sand watch instead of unit skip.
* Improved item hints and compendium entries to show cost and rarity.
* Compendium entries now show default stats instead of based on the current player.
* Actions for cycling weapons are now more descriptive.
* Changed key to keep attack estimate visible from Ctrl to Shift.
* Don't show "screen shot saved" message so multiple screenshots can be taken in a row.
* All fonts now support the general punctuation UTF-8 block (e.g. ).
* Added support for non-breaking space in text `
Tomorrow the new expansion for Warhammer 40,000: Gladius is going to be released: Chaos Space Marines!
With a brand new playable faction, the new expansion is a must-have for all Gladius fans.
Of course the Chaos Space Marines come with a full roster of new units. Let's have a look at them!
Chaos Cultists
Mass infantry unit that can found cities and sacrifice itself to the Dark Gods
The cultists of Chaos can be found, in one form or another, almost anywhere the Imperium has spread. At first glance, they are indistinguishable from normal men, but under their clothes, their flesh is tattooed and branded with sigils that hurt the eyes of any faithful who look upon them. When the Chaos Space Marines come to a planet, the true colours of the cultists are revealed. The powers of darkness are ever quick to promise glory, and even the lowliest initiate knows that to fight alongside such legendary warriors is to court the gaze of the gods.
Chaos Space Marines
Versatile infantry unit
Ever since the Horus Heresy, Space Marines have been tempted by the path of Chaos, whether for selfish reasons or great ideals. Sundered from the Imperium, having turned their backs on the Emperor, these warriors know that there can be no peace for them, neither forgiveness nor absolution. They are wholly committed to the path they now tread, for good or ill, and they can expect no quarter from former battle-brothers.
Chaos Spawns
Fast melee infantry unit that mutates each turn
Although physically powerful and extremely resilient, Chaos Spawn are insane, mewling creatures with no mental powers or self-awareness. Their former intelligence has been sacrificed to their failed ambition. Many a champion of great promise has ended up as a seething mound of bone and blubber, monstrous and screaming with lunatic rage.
Chaos Lord
Hero unit that returns damage to attackers and slays units low on hitpoints
A Chaos Lord is a tyrannical warrior king who lives to bathe in the blood of worlds. He strives to bring whole star systems to their knees in the name of his patron deities. Typified by merciless ambition and fierce pride, many of these champions of disorder were once noble Chapter Masters and Captains of the Adeptus Astartes, but long years of unremitting war have twisted their souls beyond recovery.
Khorne Berzerkers
Melee infantry unit
It was the gruesome experiments of Angron, Primarch of the World Eaters, that led to the creation of the first Berzerkers. By the ritual lobotomisation of his warriors, he removed all sense of fear and danger and then heightened the rush his soldiers experienced in combat. When the Legion swore itself to Khorne, the Berzerkers were no longer bound by Imperial battle doctrine and were given full rein to exercise their bloodthirsty skills. They have since become the ultimate close combat shock troops, entering an uncontrollable frenzy in the heat of battle.
Obliterators
Elite infantry unit with cyclable weapons
The monstrous warriors of the Obliterator cults are a blasphemy against nature and Machine God alike. Their forms are so altered, so thoroughly conjoined with the tools of war, that every cell in their bodies thrills with a spark of mechanical life. Only the Dark Mechanicum have mastered the complete fusion of metal and flesh, melding the inert and the animate together on a spiritual level in order to form something far greater than mere cybernetics. Because of their Chaos-born powers, Obliterators are capable of not only absorbing weaponry into themselves, but also of manifesting munitions from their titanium-laced flesh.
Daemon Prince
Monstrous hero that cripples foes with psychic powers before clawing them to death
Daemon Princes are infernal monsters that tower over the mortals they lead to battle. These paragons of evil take many forms, though all exude a palpable aura of terror and power. In battle, a Daemon Prince strides through the pitiful bullets of the enemy without pause, his unnatural laughter driving men to the edge of fear. Warp energy sizzles from his eyes, and black flames curl from his mouth as he speaks dread phrases that kill as sure as any blade. These are creatures of nightmarea living expression of Chaos given form.
Master of Possession
Psyker hero unit that summons Daemons and supports allies
Masters of Possession lead warbands of devoted warriors in pursuit of untold power. These sorcerous figures have mastered the darkest and most blasphemous lore: the art of using hosts of living flesh to house daemonic spirits. It is they who perform the profane ceremonies of binding that imbue the Daemonkin with their warp-born power. Gouging a breach in the fabric of realspace, the Master of Possession draws a willing entity from the immaterium, channelling its terrible energies into the body of a supplicant or the chassis of a war machine. So thoroughly are these dread figures steeped in blasphemous sorcery that where they walk, reality itself recoils.
Havocs
Long range infantry unit that is more accurate while stationary
Some Chaos Space Marine squads carry a high proportion of heavy weapons, the better to annihilate the hated foe. Known as Havocs, these squads provide devastating anti-infantry and anti-armour firepower, dominating large swathes of the battlefield with volley after punishing volley.
Warp Talons
Melee infantry unit that can warp across difficult terrain and blind unsuspecting enemies
When a pack of Warp Talons emerges from the warp, it appears to those on the battlefield below as if daemonic warriors have burst out from nothingness into fiery, vengeful life. Like the stuff of nightmares, they plummet downwards in an explosion of warp fire, tearing into the foe with murderous intent.
Warpsmith
Hero unit that supports vehicles and boosts the economy
Warpsmiths are the masters of the machine. Most can trace their origins back to the priesthood of Mars, whether through the schisms of the Magi or the rigid doctrine of the Techmarines. However, where the Adeptus Mechanicus regard technology as sacrosanct, the Warpsmiths seek to subjugate and control it.
Rhino
Armoured transport vehicle with many upgrades
The Rhino is the most common transport of the Space Marines, and the same can be said of the Heretic Astartes, for this machine is so ruggedly constructed it can see hundreds of years of warfare and still function at peak efficiency. The tank's chassis is based upon a Standard Template Construct, meaning that it is relatively simple to build, maintain and repair. Over the ten thousand years since the Long War began, the Rhino has seen continued use as the favoured transport of the Chaos Space Marines. They will even go so far as to loot them from defeated Imperial armies, though they will burn them clean of Imperial insignia as quickly as possible and festoon the stolen vehicles with spikes, blades and gory trophies taken from the dismembered bodies of their previous owners.
Defiler
Enormous walker unit with devastating melee and ranged weaponry
Defilers are truly massive beasts of war, twice the size of most other Daemon Engines and with a temperament to match. The ground shivers and melts as they stalk towards their foes on six massive, segmented legs, their great pincer-arms twitching and snipping with an impatient need to slice through warm flesh. The Defiler's crab-like body supports a daemonic torso that carries an array of deadly weaponry, ranging from reaper autocannons to racks of highly explosive missiles. It is the battle cannon mounted in its chest turret, however, that is undoubtedly its most potent armament. Each hell-forged shell that thunders out from its growling muzzle is capable of crippling a squad of Space Marines in a single earth-shaking blast.
Helbrute
Walker unit that goes crazed when damaged
Helbrutes are twisted mockeries of the Space Marine Dreadnoughts they used to be, combining the firepower of a small tank with the mind of a frenzied maniac. Each Helbrute holds a living creature within its plated metal chesta Chaos Space Marine driven over the edge of madness by a never-ending cycle of war.
Maulerfiend
Fast walker unit that reduces the melee attacks of adjacent units
The Daemon Engines known as Maulerfiends thunder towards the foe like monstrous attack dogs loosed from the leash. Their eyes glow with balefire as ectoplasmic drool drizzles from their fanged maws. Their thick front limbs end in articulated claws powerful enough to tear a Dreadnought limb from limb. Should they catch a squad of infantry, they will scissor them apart or crush them into paste with a flex of their massive talons.
Venomcrawler
Terrifying walker unit that consumes the souls of its enemies to restore its hitpoints
Pounding forwards upon bladed limbs come the horrors known as Venomcrawlers. Grotesque amalgams of metal, flesh and daemonic entities, these monstrosities hiss and snarl as they scuttle towards their prey. Fleshy tongues flap from snarling maws and soulflayer tendrils lash back and forth, all tasting the air for the scent of their enemies' fear. As the Venomcrawlers continue to butcher, their fanged mouths gape ever wider, drawing the souls of those slain into their vast mechanical abdomens.
Heldrake
Flying vehicle that excels against enemy aircraft
Heldrakes are winged Daemon Engines that plummet out of the skies like living comets, hurtling towards enemy aircraft and crashing claws-first into them from above. Each is a vicious, hell-forged predator; a Heldrake takes cruel joy in diving down upon the unsuspecting air support of the enemy in order to shred them to pieces with its scything wings and rune-carved talons.
https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines/
Tune in later today at 6 pm BST on our Twitch Channel for an exclusive first look at the upcoming new DLC: Chaos Space Marines!
Warmaster Helping Hans will unleash his unholy hordes on the surface of Gladius Prime!
Don't miss it!
https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines/
We have some great news for all Warhammer 40,000: Gladius fans out there!
As promised, here's the new story trailer for the Chaos Space Marines!
https://www.youtube.com/watch?v=mRooRyTz9M0
But that's not all.
For all of you who are wondering how the new faction plays we have planned a live stream preview! Stay tuned for the official announcement and when & where!
You can currently pre-order Chaos Space Marines at 10% discount. The full release of the expansion is going to happen on July 18th.
https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines/
We are pushing out a new update for Gladius, bringing it to version 1.2.7. In order to make our engine future-proof and equalize performance across different graphics card vendors, we have transitioned from OpenGL to the Vulkan graphics API. Please note that unfortunately the minimum hardware requirements for the game have increased (the vendors don't provide Vulkan drivers for 8+ year old cards), but we are keeping up a legacy OpenGL Steam branch. IMPORTANT! This means that you might need to update your GPU drivers in order to run Gladius. In general it is recommended that you do. On the plus side, the game now uses 1 GB less physical memory and, while NVIDIA performance should be roughly identical, run at more than double the frame rate for AMD cards. There are also further performance improvements planned. Changelog: General * Migrated from OpenGL to Vulkan renderer. * Improved cinematic playback performance. Bug Fixes * Fixed compatibility with Ubuntu 18.04. * Fixed getBuildingSlotsRemaining crash that could occur when a city was built at the location of a previously destroyed city. * Fixed crash that could occur after loading a game in which a city was built at the location of a previously destroyed city. * Fixed movement area and target highlights of selected enemy units giving away targets not visible to the player. New Minimum System Requirements * Operating System: Windows 7 (64-bit) or Ubuntu 18.04 (64-bit) * Processor: Intel Core i3 or equivalent * Memory: 4 GB RAM * Graphics: Vulkan support (Nvidia GeForce 600 series / AMD Radeon HD 7000 series / Intel HD Graphics 500 series) and up-to-date graphics drivers * Hard Disk: 4 GB available space * Display: 1280x720 New Recommended System Requirements * Operating System: Windows 10 (64-bit) or Ubuntu 18.04 (64-bit) * Processor: Intel Core i5 or equivalent * Memory: 8 GB RAM * Graphics: Vulkan support with 3 GB VRAM (Nvidia GeForce 900 series / AMD Radeon RX 400 series) and up-to-date graphics drivers * Hard Disk: 8 GB available space * Display: 1920x1080 IN CASE YOU ARE HAVING TECHNICAL ISSUES: If you are experiencing technical issues, please report them and we'll sort them out. While we work on fixing these, you can keep playing by reverting to the previous version of the game by accessing the legacy3 branch. You can do that by clicking on your Steam Library and right clicking on Warhammer 40,000: Gladius - Relics of War -> Properties -> Beta -> legacy3 - v1.02.06 (OpenGL 3.5), and wait for Steam to update the game.
Some of you might have noticed already, but it's official: we are going to release Chaos Space Marines on July 18th! Chaos Space Marines is the new expansion for Warhammer 40,000: Gladius - Relics of War. A brand new faction enters the fray, ready to wage a cruel war for total control of Gladius Prime. The Chaos Space Marines are relentless ancient warriors. Relying on their superior Astartes training, bolstered with the arcane power of the warp and making use of daemonic machines, they are a force to contend with, and will stop at nothing. All of Gladius Prime will be theirs, in the name of the Ruinous Powers! You can currently pre-order Chaos Space Marines on Steam, at a 10% discount. Chaos Space Marines adds a plethora of new units, techs, buildings, and of course brand new gameplay mechanics. We will be showing and telling more in the weeks to come, so stay tuned! https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines
Hi all, We are releasing a new update for Gladius. It's a small one, containing only some balance tweaks and bug fixes, following the feedback you have given us. In the meantime, work continues on the upcoming Chaos Space Marines DLC! Stay tuned, we'll have news soon.
Sometimes, our battle seems eternal. We fought with Horus at Terra and with Abaddon at Cadia. A handful of ancients even remember the pacification of Luna, fighting alongside the False Emperor as we crushed the gene-cultists.
Yes, we have fought a long, long war. Yet, these ten thousand years, our Warband has been undivided in its faith, even though the Imperium still stands.
When Cadia fell, we were there. We made our prayers to the Dark Gods for guidance and entered the Warp behind Abaddons fleet, and there we stayed, stuck like insects in some dead gods amber.
We wandered dark corners, lost to the warps delights, until our craft found an entryway to this dead planet. This pathetic world that stinks of the Corpse Gods Empire and more.
Why have we been brought here? Something is here, something the Dark Gods need us to claim. We will find it and make it our own.
Warhammer 40,000: Gladius is back with a new playable faction, the Chaos Space Marines.
Fueled by their hatred for the Imperium, they will stop at nothing before they exact their revenge. Fielding hellish machines, wielding Warp powers and possessing the experience of a thousand wars, these ancient warriors are ready to conquer Gladius Prime, killing and enslaving all who oppose them. In the name of the Warmaster, and their Dark Gods.
The new DLC Chaos Space Marines introduces a brand new faction, with new unique mechanics and 18 new units. The new gameplay mechanics are tailored around the unique nature of the Chaos Space Marines faction. They can sacrifice their own population to please the Dark Gods and obtain their benevolence in the form of boons bestowed upon them. They can also benefit from the Dark Gods generosity to upgrade their units with powerful Marks of Chaos. And of course, they units can either become Daemon Princes if they perform well on the battlefield or, if they are unlucky, they can be demoted to Chaos Spawns.
Naturally, the new faction comes with a whole new set of units, technologies, buildings and quests!
Chaos Space Marines is now available for pre-order on Steam, at 10% off discount! You can pre-order it here.
https://store.steampowered.com/app/1084820/Warhammer_40000_Gladius__Chaos_Space_Marines
Accompanying today's Skull for the Skull Throne sale and the opening of pre-orders for the new Chaos Space Marines DLC, we are releasing a new patch.
The highlights:
Hotseat mode is here! Play with friends on the same device or send them your saves to play asynchronously! This update adds a new neutral unit, enhances notifications and improves item and early unit balance.
A new neutral Cultist unit! "The cultists of Chaos can be found, in one form or another, almost anywhere the Imperium has spread. At first glance, they are indistinguishable from normal men, but under their clothes, their flesh is tattooed and branded with sigils that hurt the eyes of any faithful who look upon them."
We hope you like it! You can find the full changelog here on the Steam forum.
Skulls for the Skull Throne!
In order to please the Dark Gods there is a big discount on all our Warhammer titles lasting until Monday May 20th.
Warhammer 40,000: Gladius - 40% off
Warhammer 40,000: Sanctus Reach - 70% off
Warhammer 40,000: Armageddon - 80% off
Warhammer 40,000: Armageddon - Da Orks - 80% off
Including all their DLCs!
The sale is only available on Steam, and it's part of a broader promotion involving all other games licensed by Games Workshop. It's a great weekend for all Warhammer fans, so what are you waiting for? Check it out!
We're also celebrating this occasion with the start of pre-orders for the new DLC of Warhammer 40,000: Gladius, called Chaos Space Marines!
You can pre-order it on Steam, so check it out.
Moreover, we are releasing new free content for both Gladius and Sanctus Reach.
Time for a new update!
This update is primarily aimed at rebalancing Tyranid and Astra Militarum economies, and fixing a variety of outstanding bugs.
In the meantime, the team is also working on amazing new content. We're really looking forward to showing you more. Soon!
Changelog:
Special resource features now value biomass percentage bonuses as double to offset the disproportionately higher biomass output of Tyranid buildings. To reduce the irregularities of map generation for Tyranids, more features now have a biomass bonus.
### Balance
* Reduced Grox Pasture from +20% biomass to +10% biomass.
* Changed Trader Encampment for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass.
* Changed Promethium Relay Pipes for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass.
* Changed Recaf Leaf for Tyranids from +2 influence to +1 influence and +1 biomass.
* Increased Zoanthrope cost by 33%.
* Astra Militarum resource edicts now only increase the output of the associated resource buildings to prevent tilting edict efficiency towards certain resources that appear more frequently on buildings, such as Labor Corps and Manufactorum ore.
* Spawning units now triggers overwatch.
* Spawning units now capture outposts.
* Smoke Screen can now be used on adjacent tiles.
* Reduced Hunter-Killer Missile damage from 12 to 8 and armor penetration from 8 to 6.
* Fixed Triarch Praetorians gaining Hammer of Wrath when using Jump Packs without having Hammer of Wrath researched.
* Bolster Defences can now be used on its own tile.
* Bolster Defences now gives invulnerable damage reduction instead of ranged damage reduction.
* Reduced Siren Caster from +5 to +4 loyalty.
### General
* The world generator now tries to place players of the same team closer together.
* Added Space Marine Shotgun flavor.
* Clarified in trait descriptions that Barrage and Melee cannot overwatch.
* Clarified in trait description that Pinning only works on fearful infantry.
### Bug Fixes
* Fixed Reclaim Unit target selection sometimes not showing a unit's value.
* Fixed trait conditions sometimes matching wrongly if the unit has multiple instances of the same trait type, for example when being adjacent to a friendly and an enemy Synapse Creature simultaneously.
* Fixed Flyers capturing outposts when a Fortress of Redemption is destroyed.
* Fixed Ammo Runt not having Flash Gitz as requirement.
* Fixed extraneous Stormraven Gunship requirement from Ceramite Plating.
* Fixed Orbital Strike being usable on Headquarters under fog of war.
* Fixed Malanthropes being able to consume water tiles.
* Fixed an issues with units in transports becoming visible upon healing.
* Fixed Bolster Defences being usable on tiles without units.
* Fixed missing effect for bolster defences.
* Fixed Gorkanaut effect visualization being off-center.
* Fixed animation speed not applying to various effects.
* Fixed Orbital Deployment having no sound.
* Fixed several typos.
* Fixed crash on quit.
### Modding
* Added \
We are releasing a new update for Gladius. Next to various tweaks and fixes, this update adjusts the resource output of some Ork buildings to give them more viable opening strategies and help with their early game. Thanks for your feedback on the forum and on comments. Let us know what you think of this update! In the meantime, the team is hard at work on new content. We are looking forward to showing you more... soon. Changelog: ### Balance * Scrap Shedz now generates 2 ore, 2 influence and 1 population limit. * Pile O' Dakka now generates 4 influence and has a -2 energy upkeep. * Kult ov Speed now generates 2 influence and 2 research. * Runtherd Groundz now generates 2 food, 2 influence and 1 loyalty. * Increased Cybork Implants damage bonus and damage reduction from 3% to 5%. * Increased Cybork Implants cooldown from 1 to 3. * Rending now grants +10% damage and +1 armour penetration instead of +25% damage (making it slightly stronger against medium and heavy armoured targets). * Paroxysm now reduces accuracy by -50% instead of -4. * Blind now reduces accuracy by -50% instead of -4. * Accuracy can no longer drop below 2 from debuffs. ### General * Overhauled netcode backend; simplified connection handling and improved memory safety. * Doubled duration before a network timeout occurs. * Improved menu screen performance. ### Bug Fixes * Fixed certain special features not granting the city percentage bonus when acquired by Necrons or Tyranids. * Fixed hint for Mass Incubation. * Fixed Hive Commander hint to state that it only works on allied Tyranid units. * Fixed Hive Crone hint wrongly stating it being a synapse creature. * Fixed multiplayer crashes that could occur when a player tries to connect to a server, especially while the host is loading, because the connecting player would start receiving world data before fully joining the game. * Fixed players not matching to their name when multiple players connect at the same time. * Fixed invalid world parameter in the configuration xml crashing the game. * Fixed invalid faction in the configuration xml crashing the game. * Fixed buildings in the compendium not displaying upkeep. * Fixed Catachan Devil Lair not having the Fortification trait. * Fixed current research icon not having a shadow. * Fixed current quest icon not having a shadow. * Fixed missing flavor for Extra Monstrous Creature Armour. * Fixed typo when Tyranids encounter Orks. * Fixed Tyranids quest typo.
A new update is being released today. It includes a number of tweaks and fixes, as well as more functionalities for modders.
You can find the full changelog below.
Changelog:
### General
* Whenever possible, instead of erroring when data is not found, use fallback data instead. Not found data is logged on first access and on program exit.
* Tweaked mixer distance attenuation.
### Bug Fixes
* Fixed an animation crash with a destroyed player becoming neutral and losing upgrades.
* Fixed a crash that could occur when a turn ends and a trait is removed.
* Fixed death sounds sometimes playing multiple times.
* Don't allow accuracy to go below 0%.
* Halved Fleshborer fire volume and Warbuggy move volume.
* Don't modify voice sound pitch by animation speed.
### Modding
* Fallback data name can be specified in each manager's blueprint with fallback="".
* Added support for unit response sounds:
\
We are releasing a new update for your favourite Warhammer 40,000 4x game!
This update adds new floating text to improve battlefield awareness. It also improves the readability of icons, rebalances problematic units and fixes several outstanding bugs.
You can find the changelog down below. As usual, please let us know your feedback on our forum.
Changelog:
### New
* Added floating text when a unit gains a trait, overwatches, infiltrates or causes resource gains.
* Added shadows to icons through dynamic glow rendering for improved readability.
### Balance
* Increased Hive Crone morale from 6 to 12.
* Increased Haruspex armor from 6 to 8.
* Increased Haruspex hitpoints from 20 to 30.
* Reduced Haruspex morale from 12 to 6.
* Fixed Carnifex Bio-Plasma missing Blast.
* Increased Carnifex Spine Banks damage from 1 to 2.
* Fixed Hive Tyrant, Tyranid Prime and Tervigon not gaining Acid Blood upgrade.
* Fixed Strikedown trait not working.
* Fixed Mushling Bloom not working for Orkoid Fungus that has not been planted by the player with the upgrade.
* Increased cost of Astra Militarum city edicts from 20 influence to 40.
* Smoke Screen now consumes action and movement.
* Moved Basilisk research from tier 4 to 5.
* Moved Leman Russ Battle Tank research from tier 5 to 6.
* Moved Imperial Bastion research from tier 5 to 4.
* Reduced Tomb Blade cost by 25%.
* Reduced Canoptek Scarab's Entropic Strike max damage from hitpoints from 2.4 to 1.2, bringing it in line with Gauss.
### General
* Improved bark triggers.
* Cities now no longer give Synapse Link on acquired tiles, but gain a synapse range of 2 when upgraded with Ripper Dispersion (tile acquisition radius upgrade).
* Don't show "Achievements disabled." message for standalone version.
* Improved font rendering: faster game start, lower memory requirements, faster rendering.
* Now requires OpenGL 4.0.
* Updated localization files.
### AI
* Improved Tyranid AI hero ability usage.
### Bug Fixes
* Fixed a crash that would sometimes occur when a city is destroyed.
* Fixed a crash that would occur when a unit would gain a weapon upgrade in the same frame as its animation changes.
* Fixed a crash related to a Fortress of Redemption missile effect.
* Fixed active order cancelling when a unit is healed by a trait or ability. This fixes Necrons hold position until healed cancelling each turn.
* Fixed some abilties not playing sound effects.
* Fixed some items not playing sound effects.
* Fixed sound effect not playing when capturing an artefact.
* Fixed some barks never appearing.
* Fixed neutral Orkoid Fungus receiving free Mushling Bloom upgrade after a certain amount of turns.
* Fixed Psychneuein infesting attackers.
* Fixed Synapse Link trait showing multiple times.
* Fixed Tyrannofex research not requiring Brood Haunt research.
* Fixed trait "turn" not being localized.
* Fixed trait duration greater than 1 not being plural.
* Fixed effect for Malanthrope Grasping Tail.
* Fixed effect for Malanthrope Toxic Miasma.
* Fixed Malanthrope melee attack animation.
* Fixed effect for Jokaero Digital Weapon.
* Fixed effect for Combat Stimulant.
* Fixed effect for Forbidden Knowledge.
* Fixed Vaul Sentry attack animation.
* Fixed Rapid Rise not costing any influence.
* Fixed AttainMaxUnitLevel achievement being unlocked when capturing a unit that has no levels, e.g. an artefact.
* Fixed several typos.
### Modding
* Added \
Last week we released the latest DLC for Warhammer 40,000: Gladius, Tyranids. We are really glad to have read such favourable comments from players on Steam and on online forums. As usual your feedback is very important, so please let us know on our forum if you have suggestions or criticism. The press also spoke at length of this new expansion. PC Gamer felt it's a really good addition to the game, while Gamewatcher highly recommends it to any Gladius fan. 4X strategy site Explorminate awarded Gladius the title of 4X Game of the Year and also reviewed the Tyranids' unique mechanics in this video. If you'd rather listen to a podcast, the guys at Three Moves Ahead ran an episode about the Tyranids just yesterday. If you belong to the francophone audience you might want to read Wargamer France's AAR while if you are an Italian native speaker don't miss the review from Tom's Hardware. These are just a few of the magazines and online sites which reviewed this DLC. Which one did you like most? https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
Today's Deal: Save 25% on Warhammer 40,000: Gladius - Relics of War!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
War spares no one: Orks, Necrons, Astra Militarum, Adeptus Astartes. All are spilling blood. But no one expected this.
It started as a rumour: xeno test subjects escaping from an Adeptus Mechanicus research facility. Then it turned into something more sinister... word of something lurking in the remote corners of Gladius Prime, ever growing, driven by an insatiable hunger.
Now everything has changed: the Tyranids are here!
https://www.youtube.com/watch?v=hM3E0fNUeNg
Tyranids is the new DLC for Warhammer 40,000: Gladius. Lead a brand new faction, the Tyranids, in their effort to conquer Gladius!
With new gameplay mechanics, new units, research tree and questline, the Tyranids are a unique addition to Warhammer 40,000: Gladius. Tyranids is available on PC and Linux. You can buy it by visiting its product page.
Tyranids is being released alongside a sizeable update to Warhammer 40,000: Gladius, which introduces a highly requested feature: Steam Achievements! You can read the full changelog here.
We will be streaming the new DLC live on our Twitch channel today at 6 pm GMT. Richard Yorke will be the Hive Mind: will he manage to consume his foes?
Last but not least: to celebrate the Tyranid invasion we will be discounting Warhammer 40,000: Gladius at 25% off for today, starting at 6 pm GMT! What are you waiting for?
https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
Warhammer 40,000: Gladius - Tyranids is coming out tomorrow!
We know many of you cannot wait, but it's almost there. While you wait, why not have a look at the new Tyranid units?
Hormagaunts
Basic close combat infantry unit
Hormagaunts are vicious and extraordinarily single-minded predators that will pursue their victims without pause or respite. With powerful hind legs, Hormagaunts dart across the battlefield in a series of bounding leaps, ignoring injury and tiredness until they have run down their exhausted quarry and torn it apart with frenzied strikes of their scythe-like claws.
Termagants
Basic infantry unit
Termagants are agile and cunning creatures. They are amongst the smallest of the Hive Mind's warriors and were originally created to roam the arterial passages of bio-ships in search of intruders. In planetary invasions, Termagants scuttle forwards on four legs whilst unleashing torrents of fire from the anti-personnel bio-weaponry - commonly fleshborers - clutched in their clawed forelimbs.
Gargoyles
Jump infantry unit
A Tyranid attack is preceded by the beating of thousands of membranous wings as Gargoyle broods descend upon the foe, blotting the sun and spitting death from their fleshborers. Their winged manoeuvrability gives Gargoyles a distinct hunting advantage. Wherever Tyranids attack a planet, the defenders look fearfully to the skies, for they know that every sky-borne shadow could be a flock of Gargoyles about to attack.
Tyranid Warriors
Versatile synapse infantry unit
Tyranid Warriors are the most adaptable of all the Hive Mind's bioforms. They are creatures from the blackest of nightmares, unstoppable killing machines with pulsing ichor for blood, needle-sharp teeth and darkly gleaming eyes that reveal a terrible intelligence at work. A Tyranid Warrior stands twice the height of a man, its carapace protected by a thick chitin. One might expect such a creature to be slow in its actions, but a Tyranid Warrior is lithe, with reactions as swift as a whip.
Raveners
Fast beast unit bred for close combat
Raveners are voracious predators, their clawed and snake-like bodies driven onwards by an all-consuming hunger. Twisted musculature grants these beasts a terrifying turn of speed. Raveners can bound over small obstacles in an eye-blink, dart between larger obstructions and even slither through flooded marshland with bewildering swiftness. The power house within the Raveners' wiry forms allows them to burrow long distances beneath a world's surface, before emerging in a spray of earth right in front of an enemy position, claws eviscerating their ambushed prey whilst their thorax-mounted weapon symbiotes spit death.
Zoanthropes
Synapse infantry unit with devastating psychic abilities
Zoanthropes are created solely to harness the psychic potential of the Hive Mind, and their bodies are perfected towards such a function. If necessary, a Zoanthrope can be used to extend the range of the Hive Minds synaptic control, utilising the beasts vast cerebral capacity to relay its instructions to lesser creatures. A Zoanthropes link to the synaptic web is such that, by flexing the merest part of its mind, it can rain incandescent power on the enemy, projecting destructive bolts of energy that boils through adamantium plate and disintegrates flesh with equal ease.
Lictor
Stealth infantry unit
The Lictor is a highly specialised development of the Tyranid Warrior bioform, specifically adapted to fill a scout role in the vanguard of the Tyranid advance. Lictors rove ahead of the main body of a swarm, seeking out pockets of resistance to be eradicated and native life forms to be absorbed. Able to move swiftly and without sound through even the densest terrain, and concealed by a chameleonic carapace that renders it all but invisible to the naked eye, a Lictor can remain hidden until it chooses to strike. It can wait motionless for days, unnoticed by its victims, an unseen herald of approaching disaster.
Malanthrope
Support unit that consumes tiles and founds new cities
Malanthropes are rarely seen Tyranid creatures. This is because they are not truly warrior organisms, and so are not usually encountered by a prey worlds defenders. Instead, these floating creatures follow behind the Tyranid attack; they are typically created only after a prey worlds protectors have been defeated and the swarm is in the process of devouring the planets biomass. On those few occasions that a survivor has seen a Malanthrope and somehow escaped, they have brought with them a tale of horror. They report seeing these giants drift across corpse-strewn battlefields, but unlike other Tyranids, which mindlessly devour everything in their way, Malanthropes seem to selectively search through the slain as to what they are searching for, none can say.
Hive Crone
Synapse flyer unit that excels against airborn targets
The Hive Crone is a flying monstrosity used by the Tyranids to establish air superiority over prey worlds. It is a creature perfectly adapted to aerial combat, able to wrestle enemy aircraft out of the skies as proficiently as any daredevil pilot at the control of a sophisticated jet-fighter.
Haruspex
Monstrous creature unit with a grasping tongue
The Tyranid Haruspex is a ferocious beast created to consume biomass at a sickening pace. It is possessed of a rapacious appetite, driven by the need to sate an infinite hunger. Few foes are foolish enough to stand before a feeding Haruspex, for it can devour an entire platoon of soldiers in a matter of moments, shovelling victim after victim into its craw without ever slowing down. Any morsel that proves too large to be swallowed in one gulp is seized with the Haruspexs gargantuan claws and ripped, crushed or battered apart with negligent ease.
Carnifex
Monstrous creature unit with devastating close combat capabilities
Carnifexes are living engines of destruction, towering monsters of unyielding armoured chitin and knotted alien musculature. They are one of the toughest and deadliest of all of a hive fleets warrior creatures, created to spearhead assaults in massed battles. Though the Hive Minds has since created larger warrior-organisms, few are the Carnifexs equal in terms of size to strength, nor in terms of sheer destructive potential.
Trygon
Monstrous creature unit that can initiate subterranean assaults
The Trygon is a vast serpentine creature, so colossal that it towers over even the mighty Carnifex. It is a heavily armoured monster, covered from head to tail with a thick carapace of shifting plates. As the Trygon moves, these plates generate a potent bio-static charge that courses along the length of the beasts body and wreathes its bladed forelimbs with crackling power. The Trygon can direct this energy as a lethal high-voltage discharge unleashing pulsing arcs of lightning that leave its prey as little more than a charred pile of scorched bone.
Exocrine
Monstrous artillery unit
Exocrines are feared for their ability to deal death from afar. The most distinctive feature of an Exocrine is its dorsal bio-cannon, which emits a high-pitched hiss a second before firing, giving its prey just enough time to realise the danger they are in before searing plasma scours them into atoms.
Tyrannofex
Monstrous creature unit with long-range weaponry that annihilates evne the heaviest vehicles
There can be little doubt that the massive Tyrannofex exists purely for destruction it is a monster created for the most apocalyptic and gruelling of battlegrounds. Striding ominously towards their prey, these alien giants deal death from afar, shattering enemy battle lines with merciless salvos of bio-weapons fire. The only way to stop the unrelenting slaughter is to slay the beast, but a Tyrannofex has the fortitude of a living battle fortress and is heedless of all but the heaviest enemy ordnance. Clad in ablative layers of chitinous armour, a Tyrannofex is as unyelding as any war engine built of steel and born of conventional technology.
Tyranid Prime
Fearsome synapse hero unit that boosts allied Tyranid Warriors
Tyranid Primes are the apex of the Tyranid Warrior strain, faster, stronger and smarter than the other Warriors they lead to battle, who instinctively emulate their deadly skills. Armed with deadly boneswords and a deathspitter, the Tyranid Prime mows through enemies with horrendous speed and strength.
Hive Tyrant
Flying synapse hero unit with terrifying psychic powers
Hive Tyrants are the commanders of the Tyranid swarms and enact the Hive Mind's will on the field of battle. Though individuals display a wide variety of physical characteristics, all Hive Tyrants are fearsome hulking monsters that tower over even a Dreadnought. They are brutally strong, able to shatter ferrocrete with sickening ease. Every part of such a beast's body is perfectly created to kill, even the layers of chitinous plating that protect them. A Hive Tyrant is a formidable opponent at any distance, as deadly with ranged weapons as it is with boneswords or claw.
Tervigon
Synapse hero unit that spawns armies of Termagants
The Tervigon is a massive synapse creature whose towering carapace shields a swollen abdomen. Though possessed of a formidable array of bio-weapons, from monstrous claws that crush any prey that ventures too close, to banks of razor-tipped spines that can be fired a considerable distance, the Tervigon's true threat lies within... Every Tervigon serves as a living incubator, within whose bloating form dozens upon dozens of Termagants slumber in a state of near-life. The Tervigon can spawn its dormant broods at will, jolting their minds into wakefulness.
Broodhive
Allows units to tunnel from one Broodhive to another
Where the Tyranids arrive, the plants that constitute the Broodhive travel with them. Rapidly proliferating from seeds left by the Tyranid swarm as they pass, these plants burrow their giant hollow roots through soil, metal or stone, enabling Tyranids to pass undetected between areas.
https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
On Tuesday January 15th we will be releasing the new DLC, Tyranids. The new expansion focuses on a brand new race with new gameplay mechanics, a range of new units, a new research tree and much more. We are looking forward to seeing how players will react to the addition of such a unique race. Tyranids will be accompanied by a free update. It will contain many tweaks and improvements, but chief among them is something many players asked for. Well, without further ado... Steam Achievements are coming to Warhammer 40,000: Gladius! 55 achievements have been added, covering unique goals for each of the five races. We can't wait to hear what you think of them. What else is there to say? Tomorrow we will have a thorough look at Tyranids, live on Twitch! Tune in at 7 pm CET on our Twitch channel for our preview Stream. On Monday we will post a new article, detailing the new Tyranid units. And on Tuesday, Emperor preserve us, the Tyranids will invade! https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
We said this week we would show everything of the new DLC for Warhammer 40,000: Gladius, Tyranids.
We already spoke at length of the new gameplay mechanics yesterday, and we'll follow up every day with news about the new DLC.
Today we have very interesting news in store for you. We are going to stream the new expansion on Friday January 11th live on Twitch, for the first time ever!
Don't miss this exclusive first-look preview stream - Agrippa Maxentius will lead his very own Tyranid swarm. We'll see if he manages to conquer Gladius Prime at 7 pm CET, this Friday, on our Twitch channel.
https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
The Tyranids are an extremely original and unique race.
Their playstyle is rather different compared to the other factions: they field large numbers of cannon-fodder infantry which is best employed to cover for very powerful heavy infantry. They have access to highly specialised units (more on them in a units diary later this week) as well as flying monstrous creatures!
They are an aggressive, expansionist race. If you play against a Tyranid AI and you find yourself bordering a nids infestation, best to prepare your defenses. If you are playing as Tyranids, dont refrain from going on the offensive and dont worry about losing a few units. Its not a faction for the faint of heart.
Lets have a look at the specifics of their gameplay mechanics.
If you are a Warhammer 40,000 fan, chances are you have heard of the new expansion coming for Warhammer 40,000: Gladius, Tyranids. We are now ready to announce its release date: the Tyranids are coming to Gladius on January 15th!
The Tyranids are an expansionist and aggressive race, always ready to unleash their ravenous hordes on their terrified enemies...
Just like the other factions, the Tyranids come with their own unique set of units, technologies, heroes and buildings. Their behaviour is faithfully represented through new unique and original gameplay mechanics and they play like no other faction in the game.
We will cover their gameplay and their units roster later on during the week as well as announce some preview streams, so stay tuned!
https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
On Gladius Prime there is only war. Orks, Necrons and Men vie for control of a dying world. But something worse lurks in the shadows. Feral Tyranids now roam the surface of the planet, escapees from an Imperial research facility. All life on Gladius will shudder in fear.
For the Great Devourer comes.
https://www.youtube.com/watch?v=oFgywG9A7jo
Warhammer 40,000: Gladius - Tyranids has been announced!
The first major DLC for Warhammer 40,000: Gladius will be released in January and will add for the first time a new playable race: the Tyranids.
The Tyranids will have their own unique gameplay mechanics, faithfully recreating their rapacious nature. Adaptable, vicious, terrifying, they strive to consume everything in their everlasting hunger. You can find more about the new race and how they'll play on the DLC's product page.
Stay tuned for further news and more information. Tyranids will be released on Slitherine and on Steam on January 2019. In the meantime, we would like to hear what you think on our forum!
https://store.steampowered.com/app/995860/Warhammer_40000_Gladius__Tyranids/
We are releasing a new update, version 1.1.5! As usual we are improving and constantly finetuning both the gameplay balance and AI performance. We would like to thank all who took part in the beta testing and provided us with extremely useful feedback. And it's just a matter of a few days before we unveil what is coming next... Changelog Version 1.1.5 ### Balance * Changed loyalty resource output modifier from +/-2% to +1% for positive and -2% for negative loyalty. * City tiles no longer exhibit zone of control. * City tiles now obstruct vision. * City tiles now provide ranged damaged reduction not only to allied units. City damage reduction is still only affecting allies. ### AI * AI will now generally use their units in a more aggressive fashion when they think they have an edge over their opponent. * AI now only considers retreating army to defend if the threat cannot be handled by the city alone. * AI units that are too far away from the main army will now act on their own and try to accomplish things in the area where they are instead of joining up with the main army at all costs. They will still join the main army if they don't find anything else to do in their proximity. * AI no longer disbands units. * Librarian no longer uses Shockwave on artifacts. * Fixed a bug that caused AI to not use their support units properly and also caused some other unintended behavior. * Fixed an issue that prevented invading enemies spawned by quests to act as intended. * Fixed a recent regression that could cause natives to not do nothing under certain circumstances.
We have released a patch for Gladius, previously on open beta and now pushed to the main branch. We would like to thank all who took part to testing it, as usual. You guys rock! You can find the full changelog below. The 1.1.4 mostly focuses on balance, with some fairly important changes to city tile acquisition radius and Astra Militarum edicts. Changelog Version 1.1.4 We have reduced the city tile acquisition radius to make the respective upgrades more meaningful and not let endgame cities get out of hand. We also adjusted the Astra Militarum edict outputs to make sure they can afford to power their production as well as increased the cost of the Necron Monolith (it was just too strong compared to other units of the same tier). ### Balance * Cities now start with 1 tile acquisition radius instead of 2. * Reduced Astra Militarum edicts from +50% production to +33% production. * Increased Astra Militarum edicts from +25% resources to +33% resources. * Increased cost for Necron Monolith by 50%. ### AI * Fixed an issue that prevented Neutrals from retreating. * Improved AI tile evaluation (and tiles recommended for founding cities). * Fixed an issue where AI units would still heal instead of defending their city with their lives. * AI will now only make room for more population when they actually have a need for that population because maintaining unused population just puts too much of a strain on the economy.
This weekend we will be in Nottingham at the Games Workshop headquarters - that's right, at Warhammer World! We will be there as part of the Warhammer Open days on Saturday and Sunday. You'll be able to play Warhammer 40,000: Gladius - Relics of War as well as speak with us and get an exclusive sneak peek of what is about to come for Gladius. You can find more information at this site. So see you in Nottingham!
Hi all! We are releasing a new patch today, one that's been in testing for a few days. As usual you can find the full changelog below. Stay tuned, there will be some real juicy news soon! Patch Notes: These are mainly AI improvements as well as a fix to the AI performance drop that was introduced with a recent version. We're currently in the crunch phase for the new faction, so balance changes are postponed to the upcoming big update. AI - AI will now be more aggressive when fighting other factions. This might slightly weaken them in FFA scenarios but should be more fun to play against. - AI will no longer retreat its units when their cities are under attack and take damage. Instead it'll also fight with the damaged units. - AI now tries to keep support units units behind other units and out of harms way. - AI is now less likely to shoot their own enslaved units when there's other units around (like an Enslaver). - Targets for capturing and exploring will now always be picked considering the distance form the AI's army. Targets for attacking will be picked considering the distance from the cities. That way the AI still prioritizes defending but will not waste so much time going back and forth with their army for recapturing and exploring. - When retreating a unit to heal, the AI will now not just go out of immediate attack range of the enemy but also further back in general to make it harder to chase the retreating unit down. - AI is now more afraid of Enslavers. - Added AI flags to a lot of technologies so the AI knows what they are good for and can choose research accordingly. - AI shall now prefer targets it can deal a lot of damage to over targets that are safest to attack. - AI shall no longer leave an important frontline where it still feels it has the upper hand in order to chase some easy targets. - AI will no longer build a colonizer production building in every single city when it already has one. - AI now will no longer completely disregard important techs it might not need right now but later. - AI now takes the lacking resources into account that it saves by disabling buildings when it calculates which resource buildings it needs. - AI no longer considers to let a unit heal when it hasn't lost at least 10% of its health. This helps against "stunning" Ork melee units via miniscule damage caused by morale loss. - Whether AI tries to keep their population growth maximized now depends on whether they have enough production capabilities to keep up with the population growth. - Ammo Runt and Signum abilities are now used by the AI. - AI Weirdboy should no longer cast warpath on himself and shall prefer more expensive units as targets instead of random ones. - AI shall now prioritize units to which they deal the most damage overall rather than the highest damage percentage (still taking into account if a target has lower health). - Fixed Librarian using Telekine Dome when there were no enemies nearby. - Fixed an issue with potential division by 0 in score evaluation for Neutrals. Bug Fixes - Fixed AI slowdown. - Fixed an issue that caused recommended tiles for founding a city only being the tile the builder was on.
Hi everybody! Version 1.1.02 has been officially released! Patch Notes AI AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are. Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units. AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does. AI now puts more emphasis on not getting their population growth reduced. Area of Effect is now properly taken into consideration for AI unit selection. Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances. AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways). AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable. Evaluation of how good a city location is now depends on distance from own army. Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available. AI is now capable of planting orkoid fungus. AI now can handle severe resource shortages via disbanding excess units. AI should no longer overrule the order to found a city with another order. Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters. Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city. General Adjusted difficulty names for the improved AI. Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description. Tweaked Land Raider model and animations. Tweaked color intensity of some Space Marine vehicles. Bug Fixes Fixed unit health bars not refreshing when a unit has a wait order. Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground. Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2. Fixed quest screen not closing by keyboard shortcuts like other screens. Fixed crash when closing the settings screen after opening it with Ctrl+E. Fixed outposts not being captured when the player control of a unit changes. Fixed Stormraven Gunship research not requiring Launch Pads to be researched. Fixed Dimensional Sanction research description not mentioning action cost reduction. Fixed several English typos.
It's time! New units are deployed on Gladius and battle lines are drawn. The carnage has begun: the Reinforcement Pack is out!
The Reinforcement Pack is the first DLC to Gladius and it adds five brand new units, filling new roles on the battlefield!
Make use of the Flash Gitz and the Immortals to unleash devastating firepower, while the Astra Militarum's Tempestus Scion elite troops are perfect for executing surgical and precise attacks on vulnerable enemy positions. The mighty Land Raider can transport the battle brothers of the Adeptus Astartes under the thickest enemy fire. But beware of a new dangerous enemy, ready to strike from the shadows... the Neophyte Hybrids!
The Reinforcement Pack is now available on PC and Linux for $4,99!
This is but the first DLC, and we have bigger expansions coming. Stay tuned, this is just the beginning!
https://store.steampowered.com/app/961840/Warhammer_40000_Gladius__Reinforcement_Pack/
Since Warhammer 40,000: Gladius has been released players have been enthralled with it: for the first time ever it was possible to play a 4X strategy game set in the Warhammer 40,000 universe, and we are glad to see that it was so well received.
Proxy Studio, developers of Gladius, haven't been idle since then.
We are ready to announce its first DLC, which will be released on Friday October 19th!
With the Reinforcement Pack new units join the fight on Gladius Prime!
With one new unit per faction, plus one for the Neutral faction, the expansion will widen the strategical options for all commanders.
You can now lead the Tempestus Scions elite troops for rapid-insertion strike tactics, for the greater glory of the Imperium of Man. Or perhaps you want more dakka (can't ever have enough dakka) and would rather field your new Flash Gitz, ready to unleash cataclysmic fire on their enemies?
What is this noise I hear? That's the new Land Raider, a mighty and unstoppable war machine, ready to deploy its Astartes passengers wherever they're most needed. And what of the elite warriors of the Necrons, the Immortals? Heavily armed and armoured, they will stop at nothing in the completion of their masters' goals.
On top of that, there is a new threat lurking in the shadows, biding their time and ready for an insurrection... the Neophyte Hybrids!
This is just the first of a series of planned expansions for Gladius. In the past month the team has been working hard to implement a brand new playable race, one which will be played in a drastically different way. Stay tuned, for there will be more news soon!
https://store.steampowered.com/app/961840/Warhammer_40000_Gladius__Reinforcement_Pack/
As announced a few days ago, we have been working on a new massive free update for Gladius. The changelog is enormous, but its main features are the new World Builder settings and the revamped and improved AI. We received some tremendous feedback from testers, and we're really glad with how the update turned out. You can now completely customize the map you'll play in to your liking. Set the region sizes, as well as their density. You can now make the planet entirely volcanic, if you wish, or desertic. It's up to the player. The AI revamp is truly massive, as you can read in the changelog below. There have been many improvements in key areas, and you'll find that the AI is now tougher than ever. We are eager to hear what you think of the new AI in particular. With 1.0.10 now live, Proxy Studios is moving ahead on the next milestone for Gladius. You'll be thrilled to know that the announcement of the first DLC is imminent, so stay tuned! Changelog: New - Added world parameters for general region size and density as well as arctic, desert, tropical and volcanic region densities. - Fortifications now capture and keep control of adjacent outposts. - Fortress of Redemption now only gains percentage and flat resources from a controlled outpost. AI - AI will now prefer building units with a cost profile that fits its resource pool and income. - AI will now cease producing units if this would slow the economic buildup. - AI will now cease producing units if this would lead to going bankrupt in one of the resources. - AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings. - AI is now better at stockpiling the right amount of resources based on its expenditure. - AI will now make sure to have at least one colonizer unit in case it wants more cities. - AI now knows the true value of loyalty and constructs this building when it makes sense. - AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required. - AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly. - AI will no longer add more research buildings once it reaches the highest research tier. - AI units now prefer moving through forests and imperial ruins in order to gain combat advantages. - AI now considers their production capabilities when choosing what units to research. - AI now chooses better tiles for healing its units. - AI no longer has the urge to explore water tiles. - AI now assumes there are unseen enemies near visible ones. - AI no longer spams colonizer units. - AI is now a signficantly better in grouping its units. - AI now performs more organized retreats. - AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population). - Fixed Space Marines AI placing several fortresses of redemption on the same resource node. - Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5. - Fixed an issue with AI operating on outdated strategy data. - Fixed AI stopping exploration under certain circumstances. General - Made regions more pronounced. - Improved multiplayer UPnP connectivity. - Updated French, German, Russian and Simplified Chinese translations. Bug Fixes - Fixed crash when using an operation after having selected a transport unit. - Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void. - Fixed Ctrl+Y showing unexplored tiles.
Just like we announced the other day, we are about to start a new open beta. We would like to test the new features and changes, to make sure everyone has the best gameplay experience, before fully releasing it. You can opt in for the beta simply by right clicking on Gladius in your library, clicking on Properties -> Betas and then selecting "open beta" from the scroll-down menu. This update will contain the new options for world customization as well as a revamped and improved AI. We're really eager to hear what you think of it. Changelog: NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes. New - Added world parameters for general region size and density as well as arctic, desert, tropical and volcanic region densities. - Fortifications now capture and keep control of adjacent outposts. - Fortress of Redemption now only gains percentage and flat resources from a controlled outpost. AI - AI will now prefer building units with a cost profile that fits its resource pool and income. - AI will now cease producing units if this would slow the economic buildup. - AI will now cease producing units if this would lead to going bankrupt in one of the resources. - AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings. - AI is now better at stockpiling the right amount of resources based on its expenditure. - AI will now make sure to have at least one colonizer unit in case it wants more cities. - AI now knows the true value of loyalty and constructs this building when it makes sense. - AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required. - AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly. - AI will no longer add more research buildings once it reaches the highest research tier. - AI units now prefer moving through forests and imperial ruins in order to gain combat advantages. - AI now considers their production capabilities when choosing what units to research. - AI now chooses better tiles for healing its units. - AI no longer has the urge to explore water tiles. - AI now assumes there are unseen enemies near visible ones. - AI no longer spams colonizer units. - AI is now a signficantly better in grouping its units. - AI now performs more organized retreats. - AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population). - Fixed Space Marines AI placing several fortresses of redemption on the same resource node. - Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5. - Fixed an issue with AI operating on outdated strategy data. - Fixed AI stopping exploration under certain circumstances. General - Made regions more pronounced. - Improved multiplayer UPnP connectivity. - Updated French, German, Russian and Simplified Chinese translations. Bug Fixes - Fixed crash when using an operation after having selected a transport unit. - Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void. - Fixed Ctrl+Y showing unexplored tiles.
We have great news for all Gladius fans!
The team got some vacation and they are now back at work, really busy finalizing some exciting features.
First off, they have been working on a new free update which will go into open beta any day now.
Among the usual balance changes and minor fixes, that'll bring two major changes that we feel will greatly please players.
First off, the world builder has been greatly improved. You can now customize your maps to a much higher degree, to the extent that you can control the biome size and density. Do you want to play on a desert planet? You can. Would you rather play on a completely arctic world? You can definitely do that now. It is extremely flexible.
Secondly, the AI has been completely revamped. It is now much better than before. It's been improved decisively in several areas: resource collection, building priorities, combat... you'll see that the AI will be much tougher than it ever was.
But that's not all...
There are DLCs with more content in the pipeline. We will announce the first one very soon, and it'll be a smaller one while we prepare for bigger things. The team from Proxy Studios is working hard on implementing a new race, one that'll have a completely new type of gameplay... but all in due time.
We are excited to see that so many people liked Gladius. It's been a success for us and we are looking forward to expanding the game. This is just the beginning. There are many directions where we can go from here, and we can’t wait to hear your feedback about it. Please let us know what you would like to see added in the game.
Today's the time for a new big update for Gladius.
This time we are adding a much requested feature: keyboard hotkeys! You can read the full list of hotkeys down below.
We are also including a new special screen shake effect when a drop pod is landing, plus many bug fixes and balance improvements.
This update has been fine tuned and tested during a few days beta, so we'd like to thank everyone who took part in it. Please let us know if you have any feedback: your suggestions are always very handy in helping us improving the game.
Version 1.0.9 Changelog (21st August, 2018)
New
* Added drop pod landing screen shake effect.
* Added new keyboard hotkeys.
Balance
* Reduced the maximum effective armor (after applying armor penetration) from 11 to 10. This effectively doubles the minimum damage against certain units with very high/stacked armor (namely Captain and Chaplain).
* Melta Bomb and Tankbusta Bomb can now only target Vehicles, Monstrous Creatures and Fortifications.
* Melta Bomb and Tankbusta Bomb now have Bomb traits.
* Bomb trait now fixes accuracy to 6.
* Blast trait now gives +2 accuracy.
* Reduced Frag Grenade and Stikkbomb damage by 33% to compensate the accuracy buff from Blast weapons.
* Reduced Killa Kans cost by 33%.
* Reduced Assault Space Marine melee attacks from 2 to 1.
* Increased Space Marines doctrine costs from 40 to 80 influence.
Bug Fixes
* Fixed a crash bug that was caused by loading a game with certain quests active.
* Fixed being able to remove hero items of other players.
* Fixed language
The content of the Deluxe Edition is being repackaged and is now available for purchase separately!
You can now get your hands on the Lord of Skulls extra unit, on the Wallpapers and the Soundtrack as they are all on sale as separate items. You can receive more information on each individual DLC product page.
Check them out!
https://store.steampowered.com/app/870540/Warhammer_40000_Gladius__Relics_of_War__Lord_of_Skulls_exclusive_unit/
https://store.steampowered.com/app/870530/Warhammer_40000_Gladius__Relics_of_War__Soundtrack/
https://store.steampowered.com/app/870550/Warhammer_40000_Gladius__Relics_of_War__Wallpapers/
We are releasing a sizeable update today, and you can read the full changelog below as usual. It includes some new options, many balance changes, bug fixes, and more.
Work continues on the game as the team keeps polishing it, but we'll soon have news on future additions!
Version 1.0.8 Changelog (7th August, 2018)
**NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.**
New
* Lord of Skulls quest now shows the turns until Khorne goes inactive again.
* Added warp in and out effect for Lord of Skulls.
* Added setting for orkoid fungus density.
* Added non-destructive mod support: mod data is loaded from "%USERPROFILE%DocumentsProxy StudiosGladiusMods
Hi guys, the team have been busy fixing bugs and making balance changes. We continue our work on the game, continuing our balancing and polishing it further. Enjoy this long list of changes and as usual let us know your thoughts! Thanks! Changelog v1.0.7: Balance * Flyers can no longer capture or hold artefacts. * Bomb trait: bombs from aircrafts and skimmers now have set 50% accuracy and cannot target air units. * Melta bombs and tankbusta bombs now use melee instead of ranged accuracy (abstracts that they are deployed in close combat). This fixes tankbusta bombs being ineffective. * Fixed heavy bomb clusters of the Marauder Bomber having only 1 instead of the correct 8 attacks. * Increased Burna Bommer burna bomb count from 1 to 2. * Decreased Burna Bommer burna bomb cooldown from 5 to 3. * Increased Burna Bommer skorcha missile count from 1 to 2. * Increased Thunderbolt skystrike missile count from 1 to 2. * Increased Mek Gunz traktor kannon range from 2 to 3. * Reduced Fortress of Redemption influence upkeep from -3 to -2. General * When finishing production and research, any progress left over is no longer lost but preserved until the end of the turn. * Reveal map when player has no sighted tiles instead of when he is defeated. This allows fairer team play. * Don't allow sending chat messages to teams you are not part of. * Stretch basic and advanced parameters buttons to full size when chat is not there. * Don't clear chat when going from lobby to world. * Improved resolution handling. * Updated French translation. Bug Fixes * Fixed an issue with fog of war and water not covering the entire screen when the viewport size was exceeding the framebuffer size. * Fixed an issue with turns being stuck in multiplayer when a player connects or leaves the game. * Reducing world size no longer removes players if they are human. * Fixed player joined message appearing multiple times on the server. * Added missing vectored afterburners effect. * Added missing effect for signum and ammo runt.
The release of Warhammer 40,000: Gladius was a huge event for us, and we are really happy with how it went. We’re also very happy with how the game has been received so far: we’ve heard a lot of enthusiastic comments and opinions, from both the public and influencers. We’re really glad to see you guys like the game.
Naturally, we’ve also received some exceptional feedback: lots of good ideas, suggestions and criticism. We are really grateful for all kinds of feedback. We have been doing our best to gather all of this feedback and process it. It was particularly useful for all the updates we have worked on so far.
In fact, we’ve released several updates in just a few days, with the team working non-stop to keep improving the game and making it better and better, following this feedback. Balance changes, bug fixes as well as some much requested new features like UI scaling and MP chat were introduced in a short time – and we won’t stop here. In fact we have just released a new patch today bringing several new tools for multiplayer.
We’ve received a lot of questions about Gladius and its future, and today we’ll try to answer to the most common ones.
Hi guys, the first few patches focused on resolving crashes and serious game breaking issues. This patches gives multiplayer some love. We've also looked at the city spawn rate and made some changes to keep SM competitive in mid to late game. We've added chat in game, team chat, individual chat and broadcast to all. You can now trash talk your opponents whilst destroying them! We've also added the much requested turn by turn multiplayer. When setting up a game you can now select to play each team as a group and then pass the turn to the next team. This avoids any simultaneous movement. Just bear in mind there is a lot more waiting so its more suited to a 2 team game than 8 players or you will do a lot of waiting! Enjoy the changes and let us know what you think! New * Added lobby setting for simultaneous turns. If disabled, only players of the same team will act simultaneously. If a team contains human as well as AI players, the AI players will act after the human players but still before the next team. * Added multiplayer chat. * Added 3dsMax exporters and other scripts to Resources/ folder for modding support. Balance * Increased the loyalty penalty from additional cities from -3 to -6 per city. This makes large empires more costly to maintain making the Space Marines more competitive with larger empires. * Halved resource cost for Space Marines fortress of redemption. * Slightly increased influence cost of orbital scan. * Improved spreading of special features, necron tombs, artifacts and wild life. * Reverted reduction of Necron tomb density. General * Space Marines AI now always deploys in their starting area instead of potentially adjacent to allies. * Quests that spawn units now prefer unpopulated areas. * Halved the rate at which a new wave of enslavers appears in Astra Militarum quest 5. * Ambulls can no longer be awarded from Ruins of Vaul. * Tweaked tile colonization score evaluation. * Language tweaks. Bug Fixes * Fixed a crash issue caused by two fortresses of redemption being deployable on the same tile. * Fixed enemy units sometimes moving during the players turn instead of performing an overwatch attack. * A corrupted configuration file should no longer crash at startup. * Improved error logging to help track down some bugs that have been hard to find.
The first ever 4X turn-based strategy game set in the Warhammer 40,000 universe is now available on PC (Windows and Linux)!
Purge the Xenos! Gladius Prime is a newly rediscovered planet: once it was a prosperous Imperium Colony, but then they discovered something weird, powerful and terrible. Forsaken for centuries, it is now an endless battlefield littered with skeletons of Imperium cities and crawling multi-legged horrors. Four factions want to claim back Gladius Prime: the mighty Space Marines, the warmonger Astra Militarum, the steel legions of the Necrons and the green tide of the Orks.
Warhammer 40,000: Gladius - Relics of War is a turn based 4X strategy game: you need to eXplore the planet, eXpand your dominions, eXploit the forgotten artefacts and - above all - eXterminate your enemies, as in Warhammer 40,000 universe there is no space for diplomacy. You can simply crush any opposing force you will meet with your growing army, or you can try to undertake the quests you will be assigned. Whatever you choose, beware - Gladius Prime itself is a dangerous opponent.
Warhammer 40,000: Gladius - Relics of War is now available on PC and Linux. You can decide to buy either the normal edition of the game as well as the Deluxe Edition, containing the base game plus the digital soundtrack, 7 amazing digital wallpapers and one extra neutral unit, the fearsome Lord of Skulls!
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
Time for the second video depicting the playable factions in Warhammer 40,000: Gladius - Relics of War!
This time it's the turn of the most vile and most green xenos race. Enjoy!
https://www.youtube.com/watch?v=DT383Lq3mAw
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
We are publishing the first of a series of videos describing the strengths and unique features of each playable faction in Warhammer 40,000: Gladius - Relics of War.
The first of the featured factions will be the heroical Astra Militarum.
https://www.youtube.com/watch?v=98CVWr6haxs
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
Heavily-muscled, aggressive, eight-foot-tall fungal thugs with a love of warfare, the Orks were a spacefaring peril long before the human Imperium entered the galactic scene. Spread evenly across the galaxy, for the most part they are an irritant to any other inhabitants, like lazy, belligerent neighbours. But occasionally, as a swarm of locusts, the scattered tribes and clans form into a Waaagh! – something between a crusade and a riot – and devastate entire sectors until they run out of things to fight and fall instead into internecine warfare.
Infantry
Ork Boyz are the heart and soul of any warband. They charge into battle in a great mass, crashing into the enemy like a green landslide. The average Ork Boy is mean-tempered and exceptionally tough, more than compensating for his lack of intellect with a talent for violence.
The richest and most battle-hardened nobz can become Meganobz by paying a Mek to build them a suit of mega armour. Though other Orks mock the Meganobz for wearing such armour, only the dullest would do so within earshot. Even a direct hit from a tank is unlikely to do more than knock a Meganob over, worsening his already foul temper.
An Ork Warboss is the strongest, toughest, loudest and most violent Ork in his tribe. These massive greenskins seize the lion’s share of the loot from every fight, meaning they are usually armed and armoured better than any of their followers.
Tankbustas are Orks who have become completely addicted to the thrill of destroying the armoured fighting vehicles of their foes. Their desire to hunt down and slay the biggest, most dangerous tanks they can find echoes the primal instinct of the big game hunter.
Whenever an Ork needs something building, be it a shiny new shoota or the boss’ new ride, they go straight to the Meks. Without Mekboyz, Orks would lack for light, power, transport, and even guns (they lack for sanitation regardless, but that’s another story).
Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds.
Often referred to by other Orks as Doks, Painboyz are the greenskin equivalent of both surgeons and dentists. They are driven to perform exploratory surgery on living creatures just as Mekboyz are driven to fiddle with machinery.
Vehicles
Ork Battlewagons rumble to war on a collection of tracks, tyres and massive spiked rollers. Whether lumbering gun-fortresses, bright red speedsters or gaudy rust buckets smeared with Ork glyphs, Battlewagons are massive slabs of motorised junk built to carry big mobs of greenskins into battle.
What they lack in survivability, Warbuggies make up for in speed, numbers and dakka. They encircle the enemy in speeding squadrons, guns blazing wildly while their crew throw their heads back and howl like Madboyz.
The Killa Kans’ grot pilots put their relative skill with firearms to good use, blowing the zog out of anything unlucky enough to cross their path. Despite being hardwired into a ten-foot tall killing machine, Killa Kan pilots still retain a good degree of Gretching cowardice. As a result they still believe in safety and numbers, and have a bad habit of losing their nerve under fire.
Streaking into battle through war-scorched skies, a Dakkajet’s massive thruster leaves an oily contrail of black smoke in its wake even as its guns spit streams of bullets at the foe. Though not as nimble as the aircraft of some other races, Dakkajets are capable of an incredible turn of speed that makes them a fearsome enemy to face in aerial combat. It also helps that Orks fly like complete headcases.
Burna-bommers are the inevitable by-product of the Orks’ love for speed, fire, and the desire to combine these things while killing something. Strapped with as many incendiary bombs and rockets as is physically feasible, Burna-bommers streak low over the battlefield, raining conflagrant death down on tightly-packed enemy infantry.
Deffkoptas buzz across the battlefield, weaving through the sky on a trail of foul-smelling smoke. As they swoop low over the heads of the enemy, the fiendish Ork flying machines fire punishing salvoes of shot, rokkits and bomms into their midst.
The roar of Mek Gunz has heralded the end for many a hapless foe. Spitting out blasts of crackling energy, swatting planes out of the air or crushing their victims in fists of bright green force, these big, clanky field guns have enough dakka to stomp even the toughest target.
Squiggoths are Orkoid monstrosities, towering hulks made of little more than muscle and bad temper. They are distantly related to Squigs and have all savagery and single-mindedness of their smaller cousins, but Squiggoths can grow so large that they dwarf tanks and even buildings.
A Gorkanaut is everything an Ork aspires to be. Massive, tough, loud and destructive, its blocky silhouette looms menacingly over friend and foe alike. From its hulking, orkoid shape to the brutal weapons it wields, a Gorkanaut epitomises the unsubtle brutality of Gork and hi no-nonsense way of war. Every Gorkanaut is essentially a massively overbuilt armoured war suit bristling with dakka and packing an armoured claw the size of a Killa Kan.
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
An eternity ago, the Necrons forsook the frailties of flesh for deathless bodies wrought from cold metal, in their subjugation to the star-gods know as the C’tan. In their new immortal form, they took on the then-masters of the galaxy – the Old Ones – and in aeons-long battle they defeated them. In their desperation, the Old Ones seeded the galaxy with psychic races, thus awakening the horrors of the warp, and the Necrons – weakened by a simultaneous battle of liberation from the C’tan – retreated to their homeworlds.
There, falling into hibernation, they slumbered for untold time. As other races were born and drove themselves to extinction, they lay deep and undisturbed in multitudinous worlds, tended and defended in their not-sleep by their monstrous Canoptek automata.
Now, across the galaxy, they are awakening. Even here, this Crownworld’s master circuits are stirring. The Necrons – now unthinking machines, save for their few Lords and Triarchs – are arming themselves for war again. Their technology is millennia ahead of that of the galaxy’s younger races. Soon, legions of sinister, advanced war machines will pour from the tombs buried beneath the planet to conquer and enslave – nothing mortal is safe.
With bolters blazing, the Battle-Brothers of the Adeptus Astartes crush the foes of the Imperium wherever they may be found. Each Space Marine is an elite genetically-engineered super-soldier, a mighty and fearless hero worth a hundred lesser men.
Each Space Marine is recruited into a thousand-man Chapter, before they are extensively modified, with nineteen extra organs and the crucial Chapter gene-seed. From the numerous Ultramarines and mysterious Dark Angels to the fierce Space Wolves and tormented Blood Angels, each chapter has its own traditions and style of combat.
Armed with the finest weapons the Imperium can provide, clad in suits of intimidating power armour and borne to war aboard swift and deadly fighting vehicles, they are the Imperium’s ultimate weapon. Though relatively few in number, it is the Adeptus Astartes who represents Humanity’s best hope for survival – for they are the greatest warriors the galaxy has ever known.
The Astra Militarum, commonly known as the Imperial Guard, is the primary fighting force of the Imperium of Man. Across a galaxy of a hundred billion stars, there must be billions of Guardsmen at least – yet even the Departmento Munitorum on Terra, which oversees this immense force, has no real idea of how many troops there are at any one time. A safe estimate is to say that there are millions of regiments.
In Warhammer 40,000: Gladius the Astra Militarum is one of the four factions you can play as. Its strengths are, of course, its huge numbers, its mighty vehicles and its fortifications.
Infantry
The Astra Militarum can field inexpensive ranged infantry. They can field a lot of Guardsmen who suffer from low morale, but who cares about low morale when you can just overcome any enemy with your sheer numbers? And you can always use your Lord Commissar to remind them of their duty…
If you need more punch you can decide to send in the Heavy Weapons Squads which will pierce enemy armour with krak missile launchers, or you might want to deploy some Bullgryns: carrying shields and power mauls they are mighty melee units.
The Astra Militarum on Gladius has the assistance of the Adeptus Mechanicum. The Techpriest Enginseers can be used to found new bases as well as to repair vehicles on the field.
The Astra Militarum also makes extensive use of psykers. You can use the powers of the Wyrdvane Psykers to directly cause damage on enemy units by engulfing them with a torrent of psychic flames as well as debuff them by sapping their strength. Then there are Primaris Psykers, hero unit with an extensive array of powerful psychic powers.
Vehicles
But where the Astra Militarum truly shines is in its vehicles range.
First off you can use Scout Sentinels for recon duties and to support infantry.
The Leman Russ Battle Tank is the mainstay of the Imperial Guard’s armoured forces. Those tanks have won countless battles for the Imperium and will no doubt continue to do so! Make wide use of them.
Then there is the mighty Baneblade, an unmistakable icon of the Imperium’s armoured supremacy. Possessed of overwhelming firepower, exceptionally thick armour, and a roaring power-plant that allows it to surge into battle with surprising speed, the Baneblade is a truly deadly foe in any conflict.
Armoured groups give their best when they are led by a Tank Commander, a special hero unit with a great synergy with other Tank allied units by boosting their speed and damage.
The Astra Militarum also possesses devastating long range firepower. When the Imperial Guard go to war, they march to the thunderous report of batteries of Basilisks whose guns can flatten entire cities.
Should you be struck from above, fear no more, the Hydra is here! Whether faced by lightning-fast xenos fighters or daemonic, leather-winged monstrosities, the Hydra Flak Tank is ideally equipped to blow aerial foes out of the sky.
Speaking of aerial power… use your powerful Marauder Bombers to raze enemy bases to the ground from the sky. Protect them and conquer aerial superiority with the fast Thunderbolt Heavy Fighters, and make lightning strikes with your Valkyries, which are able to transport your troops anywhere on the map!
Last but not least, the Astra Militarum can erect mighty field fortifications, the Imperial Bastions, fortresses that can withstand even the most fierce of punishments!
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
As part of the Skulls for the Skull Throne sale we are happy to announce that we are opening pre-orders on Warhammer 40,000: Gladius - Relics of War!
By pre-ordering now you get access to exclusive content:
- A new Lord of Skulls unit;
- The original soundtrack;
- 7 amazing digital wallpapers.
For more information on the pre-order and its contents please click on the image below:
The Skulls for the Skull Throne sale is a big event on all games set in the Warhammer and Warhammer 40,000 universe. We're proud to be part of that big family and we're happy to announce that our other games (and their DLCs) are also getting a nice discount as well as getting new free content. Check our new content for Warhammer 40,000: Armageddon and Warhammer 40,000: Sanctus Reach!
Click here to get more information about the Skulls for the Skull Throne sale:
https://store.steampowered.com/sale/skulls/
We’re happy to announce that today we’re opening the pre-orders for Warhammer 40,000: Gladius – Relics of War!
Starting from today you’ll be able to pre-purchase the Deluxe Edition of the game on Steam at a price of $39,99.
What does the Deluxe Edition contain?
- An exclusive neutral unit: the Lord of Skulls!
This massive behemoth of Chaos will prowl the battlefields of Gladius Prime and wreak havoc amongst your ranks. It is a formidable opponent for all of the factions competing for planetary dominance.
- The game’s stunning original soundtrack composed by Dan Bewick. 12 amazingly thematic tracks which bring the universe of Warhammer 40,000 to life.
- Digital Wallpapers. 7 awesome pieces of art depicting the battlefields of Gladius Prime and the factions engaged in a deadly struggle for control of the planet.
If you pre-order the Deluxe Edition you will get your hands on all of this at the same price as the launch price of the standard edition of the game.
Warhammer 40,000: Gladius is going to be released on Steam later this summer. Necrons, Orks, the Astra Militarum, the Space Marines… four factions are ready to wage a total war for control of the planet Gladius Prime.
In the first 4X strategy game ever made set in the Warhammer 40,000 universe you will need to be ruthless and clever. The enemy will show no mercy, and you shouldn’t either. In the grim darkness of the far future, there is only war…
https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/
You might have heard some rumours about it, and it's absolutely true: we are opening pre-orders for Warhammer 40,000: Gladius - Relics of War on May 31st! Be with us on that day, we'll have lots of news you'll certainly be interested in. Until then you can kill time by watching Gladius live on Twitch.
We are preparing a super busy week for all the Warhammer 40k fans out there!
Gladius - Relics of War, the first 4x strategy game set in the grim future of the Imperium of Man, will be previewed in multiple live sessions, both on YouTube and on Twitch!
Famous and renowned streamers have volunteered for this epic task, so make sure to mark the dates and not miss any appointments!
Check the Preview Calendar below!
Twitch: https://www.twitch.tv/slitherinegroup
We are glad to announce that we are going to be at Warhammer Fest 2018! Taking place this weekend on Saturday and Sunday at the Ricoh Arena in Coventry, the Warhammer Fest is the number one event for all Warhammer fans in the United Kingdom. We are looking forward to be there for we are going to show two of our upcoming Warhammer 40,000 games: Gladius and the expansion for Sanctus Reach, Horrors of the Warp. In Warhammer 40,000: Gladius - Relics of War, the brand new 4X game by Proxy Studio, players will need to lead one out of four playable factions on the planet Gladius Prime. It'll be brutal - war is the only way to complete planet domination! We are eager to hear what you think of these upcoming titles. If you happen to be in Coventry, don't refrain from stopping by and come to our stand. You can then try both games and maybe get a glimpse of what is coming next.
We have an important announcement to make today: Slitherine will be at the PC Gamer Weekender 2018. It is a yearly event which draws many thousands gamers and visitors, all eager to try the latest sensation in the videogames industry. Come visit our booths (B12-B19) and get an exclusive chance to try our games currently in development, Warhammer 40,000: Gladius - Relics of War and Empires Apart. We'll be there with the developers, the games' authors themselves, who will be more than happy to show you the game, talk with you and answer all your questions. The event will take place at the Olympia exhibition centre in London on February 17th-18th. Don't forget to use the coupon code "SLITHERINE20" to get a 20% discount on the tickets. Just click on "Enter promotional code" and enter "SLITHERINE20".
Last week we held an iAMA on Reddit about our upcoming Warhammer 40,000 4x strategy title, Gladius - Relics of War.
We were really happy with all the attention: the number of questions was staggering. We did our best to answer all of them but unfortunately we missed a few. You can still read the iAMA on Reddit here , but we also selected some questions & answers for you to read, down below. If you have further questions, don't hesitate and ask away on our forum.
Q: Hi guys! When is the game coming out??
A: While we have not announced an exact date yet we can say its coming Q2 2018 :)
Q: Where in the galaxy is Gladius Prime? Is the Astra Militarum faction a PDF regiment? Can you confirm which space marine chapter/ork tribe/necron dynasty the other factions will be?
A: Our loremaster says: "It's the main planet of the Gladius System, Segmentum Obscurus, Ixaniad Sector. It was first colonised late in 997.M41." The factions are not of a specifically named regiment/chapter/tribe/dynasty. That allows us to have freer hands in coloring them and including both more generic and more chapter-specific units. Essentially we had to make a compromise in how far out to abstract a faction -- Imperium of Man / Space Marines / Ultramarines -- and we went with the middle ground.
Q: What are your plans regarding DLC? Will there be day 1 DLC sold at a separate price or will we get the full game at launch and maybe DLC down the road?
A: There are no plans for Day 1 DLC. Everything we have built will be in the released game and we wont hold anything back. However we will have started work on DLC by the time of release. It takes so long to put a faction together you have to be building it long before you release it.
Q: What has been the most challenging aspect of adapting the 40K universe to a Civilization-style game format?
A: Instead of there being one really major aspect it was more about many smaller ones that made it a real challenge. Warhammer 40K is an extremely rich world and Games Workshop cares very much about the lore and feel (e.g. we couldn't use Food as a resource for Space Marines), but that in turn resulted in us getting out of our comfort zone and really push the faction diversity and different game mechanics.
Q: Can I make my own Space Marine chapter?
A: Not out of the box, but you can mod the game, potentially make a new faction after your favourite chapter. You can also of course rename your units as you produce them in-game.
Q: Will a dynamic similar to Leadership/Morale in the tabletop game be a part of this game?
A: Yes morale plays an important factor. Kills and casualties along with buffs and debuffs increase or decrease morale, which in turn causes your units to become shaken or even broken (significantly reducing their combat capabilities).
Q: On the subject of armies, what inspired you to make the Space Marines and Astra Militarum separate factions? Playing devil's advocate for a moment, it is true that the two can fight one another but would it not have been easier to have have them as one army and add another?
A: The Space Marines and Astra Militarum, while it's true that they're both part of The Imperium of Man, have extensively different roles and attributes in their army compositions. They have their own codices, fans and ways of play. We didn't think we would be able to give them enough justice if we had just made one faction out of it -- it would have been too many compromises we weren't prepared to make.
On top of the differences in units, in Gladius, Space Marines are restricted to one city, don't care for the distinction of food and ore and expand their empire and enforce their military prowess through outposts deployed from orbit, chapter tactics and other shock maneuvers, while Astra Militarum play much more conventionally as seen in 4X, relying on multiple cities, slower expansion, city-wide edicts, defenses and ranged firepower.
Q: Do the different races play in significantly different ways, i.e. orcs more horde-like, necrons can be resurrected etc.? And if so could you give us some details on how each one is different and describe the playstyle for each one??
Also in response to your answer to another question earlier, Tyranids would offer a great change in playstyle from the already included races (they could have similar mechanics to creep from StarCraft with their psychic fields, or perhaps all the smaller units have to stay close to elite units or they'll become feral like in the table top, or tunneling could be a big part of their gameplay, as some ideas), and it's definitely not because I'm biased towards them from having miniature army ;)
A: Yes they do! For example, apart from each faction having totally different units, the Necrons can only construct cities on tiles with a tomb, repair their units via necrodermis repair, teleport infantry through dimensional corridors, accelerate production with their rapid rise ability and use energy as a primary resource. Orks are furious melee warriors, become stronger by fighting, can gather resources from killing enemies, regenerate faster and can plant orkoid fungus. Space Marines excel at swift and devastating strikes with special tactics and operations, have a single fortress city and increase their influence radius / gather requisitions by constructing smaller fortresses next to special features. Astra Militarum are very versatile with powerful war machines, imperial bastions, long range weaponry and city edicts that boost resource output.
And yes, Tyranids would be very different indeed hehe.
Q: Hullo there! My first question to kick things off would be to to ask is, "do you have any plans for future armies to be added, either as patches or DLC"? Your choice of having Necrons (when they've only appeared in the video games 3 times before - DoW: Dark Crusade, Legacy of Dorn: Herald of Oblivion and Dark Nexus Arena) was quite interesting; any chance of seeing lesser loved armies in the games such as Dark Eldar?
A: Hello, we do have planned to add additional factions, though they are not decided yet. Whatever factions we decide to go with in the end, we want to make sure that they provide a different and unique playstyle meshing nicely with the Gladius story.
Q: Why no Tau? They always seem to get left out in these new 40k games.
A: I think what you meant to say was "No Tau yet" ;)
Q: Do you plan to address the other traditional pillars of games like these? Diplomacy, Technology... whatever "Culture" would look like in this setting? etc... I appreciate in the grimdark there is only war, but I would be concerned that "only war" would struggle in something like Civ, never-mind this game.
A: Technology is fully-featured, each faction containing 60 unique technologies. There is a resource called "influence" that is largely used differently for each faction. Space Marines use it for Battle Barge operations and Chapter Tactics, Astra Militarum use it for City Edicts, Necrons use it for self-repair, teleportation and rushing production while Orks just want more so they become stronger. You could see that as a spin on culture, but really, in the grim darkness of the far future there is only war.
Q: Looks like this game uses hex tiles on the map? Looks very graphical, but might be difficult to plan future movement. Is there an option to turn on more easily-seen tile division?
A: Yes you can see the grid if you want to.
Q: What kind of map will the game have?
A: A generated world will be a region on the planet Gladius with varying climates (Temperate, Jungle, Arctic, Desert, Volcanic) that is restricted in all four cardinal directions. We considered mapping the whole planet but it was just too unrealistic from a scale point of view. Also, Warhammer 40K provides ground and airborne transport units but not really any ships.
Q: Hey, I saw that you guys said you put a lot of work into the combat, and being an avid multiplayer strategy gamer, I was wondering what kind of counter system you went with? Did you decide on an everything-is-hard-counters rock, paper, scissors style (a la C&C) or a mix of hard and soft counters for units (a la Company of Heroes, where one unit hard counters one other unit type and soft counters another) or something in between?
A: Hey there, we tried very much to approximate the board game in that regard. The various types of units and weapons with their stats like hitpoints, armour, accuracy, number of attacks, damage, initiative etc. result in a counter intensity all across the board. Some units might work reasonably well against most things while others get utterly destroyed or are nearly unkillable by certain enemy units.
Q: Space stuff? Stuff like orbiting ships bombarding the planet (sort of like how Beyond Earth did this with satellites) or something like that. Also how do you plan on balancing Necrons who are arguably the most powerful faction of the entire universe? Less units/more costs I'm thinking?
A: Orbiting Battle Barge is one of Space Marines's unique aspects. The baseline for balance were the codices from the 7th edition Warhammer 40,000. We've derived a ton from there, using our own conversion systems, so you'll be able to identify very familiarly if you've played the 7th edition of the board game -- things like Rapid Fire, Blast, Monstrous Creatures, and of course the relative comparison between the units. Necrons in the abstract, balance out by being more expensive and having restricted city placement. Although if you compare individual units, you'll also note that a Tactical Space Marine is more expensive and stronger than a Warrior (the base units for the corresponding factions in Gladius).
Q: Lots of complaints about the AI in your previous title. What are your plans to improve this time?
A: A good (!) AI is always one of the most time consuming and difficult things in a 4X game and often not very polished due to the iterative nature of game design (e.g. when mechanics change it might make previous AI programming work obsolete and one tends to shove it down the milestone plan). Then it also has to be performant and especially in a tactically complex game like Gladius this is quite some challenge. However, since Pandora we have totally redesigned the AI system. Every possible action (from movement/attacking over abilities to production) is scored utilizing all of your machine's CPU cores (Pandora only multithreaded over the players), so it mainly comes down to properly scoring and comparing all actions. Also the AI has a "memory" now -- e.g. when it spotted units but loses vision, it knows there is a decreasing chance of an enemy stationed at that position.
Looking at other games it feels one can hardly ever satisfy every player in that regard and the Pandora AI definitely lacked polish on release -- but I'm confident our new system is a big step up and will allow us to iterate the AI very rapidly.
Q: Will GNU/linux be supported?
A: Absolutely, we are huge fans and are even developing on Linux!
Two months ago we announced a brand new 4x strategy game set in the Warhammer 40,000 universe. We are talking of course of Warhammer 40,000: Gladius – Relics of War.
Set on the planet of Gladius Prime, the game will pitch four factions against each other in a deadly struggle for survival and domination.
The developers Proxy Studios are currently hard at work to flesh out the game. It is going through Beta as we speak, and if you want you can sign up for it and give us a hand.
In the meantime, we would like to shed some light on the game and give you more details.
Next week in an exclusive event on Reddit, Proxy Studios will answer all questions for 24 hours in a live iAMA! Have all your questions answered by visiting www.reddit.com/r/IAmA/ on January 26th , starting at 1 pm CET!
Our partnership with Games Workshop generated two of our most beloved series so far: Armageddon and Sanctus Reach. We are now announcing our third, ambitious project created in the Warhammer 40,000 setting. Warhammer 40,000: Gladius – Relics of War incorporates the dark, gothic, far future science-fantasy setting in ways never tried before. A brand new, deep storyline has been created to combine elements of 4X gameplay with a combat-focused system. The evolution of technology, construction of infrastructures and exploration of an unknown world, goes hand in hand with the management of military resources, including heroes with special abilities and mighty war machines. Warhammer 40,000: Gladius has been designed to give four totally different gameplay experiences, depending on which factions players choose. Space Marines, Astra Militarum (aka Imperial Guard), Orks and Necrons each have dramatically different characteristics, both in how they develop and expand and in the way they interact with allies and enemies. This gives the game virtually endless replay value and players the chance to play out the same experience in totally divergent ways. In Warhammer 40,000: Gladius there is also a massive difference between playing solo or in multiplayer. The deep storyline was created from scratch to allow players to explore an entire world and lead the expansion of an empire from the ground up. The discovery of ancient artefacts and the custom-crafted quests will reveal the secrets of the planet and its mysterious history as the story progresses. The real-time multiplayer system lets players build their own path to victory while fighting against live opponents, time and the natural perils that Gladius hides. https://www.youtube.com/watch?v=KyvxGl_hKf0 If you happen to be in Nottingham this weekend, you may also be interested in the Warhammer 40,000 Open Days, where you’ll be able to try a preview of Gladius! For those who won’t be able to take a sneak peek in Nottingham, however, we are going to run a live stream on our Twitch channel the 1st of December, 2 PM EST / 7 PM GMT / 8 PM CET, where we will show a preview of this brand new game!
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