Last week we introduced you to Malos Vrykan and Arkrist Vane, the new characters in the Chaos Campaign. Now, we dive into the mechanics that you will encounter in the Expansion. The separate free update arriving with the Expansion will bring improvements to the campaigns across the board, and we’ll take a look at these next week in a final blog post.
Chaos Resources
Corruption: This is the main currency in the campaign, and works similarly to what you’ve seen in previous campaigns. You’ll use it to build and repair ships, build defensive structures, etc.
Gift of Chaos: As you conquer systems, it is prudent to pay tribute to the Gods of Chaos, as pleasing them will earn you their Gifts of Chaos. The Gift of each God is unique, and the power conveyed significant.
Spending a Gift of Chaos will apply the respective God’s curse to a system of your choosing, as follows (exact numbers are not specified since they are subject to change prior to launch):
Khorne’s Anger: Khorne inflames the dormant rage within your enemy into uncontrollable fury. Taunts an enemy fleet and forces it to perform an assault on a random adjacent system (it will only attack enemy fleets, not its allies).
Nurgle’s Rot: Nurgle’s atrophic influence worms its way into the enemy fleet. Reduces the Fleet Power of the fleet in an enemy system.
Slaanesh’s Slavery: Slaanesh undermines the resolve of your enemy with false whispered promises. A random enemy fleet must move to an adjacent allied system.
Tzeentch’s Shifting: Tzeentch pulls the threads of fate and creates an invasion in the selected system.
Marked Fleets: Gifts of Chaos can also be spent to hire a Marked Chaos Fleet, which have four additional skills and four upgrades. Each fleet and its admiral is different depending on the God, which is reflected in the skills and upgrades they have. For example, a fleet marked by Khorne can have the Khorne Berserkers Upgrade, increasing the critical assault chance of boarding actions by 20%.
Due to the power of these fleets, it’s important to pick wisely, depending on what your strategy is... or what God you favour.
Earning Gifts of Chaos
Pleasing the Chaos Gods will grant you their Gift of Chaos. How you do this is up to you. Captured planets can be offered up to the God of your choosing. You can:
Ruin the system for Khorne
Enslave the system for Slaanesh
Torment the system for Tzeentch
Contaminate the system for Nurgle
Performing each of these actions significantly raises the cost of upgrading the planet. Upon making the offering, the God in question will grant you their Gift. The number of Gifts you receive depends on the bonuses and penalties of each planet. Certain bonuses provide extra gifts, while penalties never provide any Gifts. It’s up to you to decide whether upgrading your planets faster is more important than offering it to the Gods.
Secondary Missions
After reaching renown rank 3, secondary missions will start to appear in battle. If you accomplish these missions, you receive Gifts of Chaos. Only one secondary objective may appear in each battle.
Khorne: Blood For The Blood God! The player must kill X troops on enemy ships.
Nurgle: Infectus Mission The player has to deal X ramming damage to enemy ships.
Slaanesh: Dark Ritual A selected player’s vessel (not an Admiral) must not suffer any boarding action.
Tzeentch: Veiled Portal Defend a Chaos Portal throughout the entire mission. The Veiled Portal is a unit that can be targeted by enemy ships.
We hope you enjoyed this taste of the basics of the major new features in the Chaos Campaign! Further changes, including balancing, will arrive in the free Update. Look out for the blog post covering these changes next week! Please keep in mind that the details of the features described are subject to potential change prior to launch.
Thank you,
Tindalos & Focus Home Interactive
Chaos Campaign Expansion
We’re incredibly excited to reveal the new Grand Campaign for Battlefleet Gothic: Armada 2 – the CHAOS Campaign, coming on June 24! Check out our Teaser Trailer!
This paid Expansion, arriving alongside a massive free patch filled with updates to the game’s single-player offerings, delivers the most requested new feature of the game: a fully playable Chaos Grand Campaign, letting you take the role of Malos Vrykan as he razes the galaxy.
https://www.youtube.com/watch?v=gMMc890hQu0
Releasing at the same time as the Chaos Campaign will be the no-less major Campaign Update. Free to all players, this update enriches every campaign with additional secondary objectives on each map, diversifying gameplay significantly.
This is further expanded by new campaign settings, letting you customise every aspect of the campaign to your needs, with massively variable difficulty. This includes larger fleets, economy options, or disabling certain features for a more narrative-focused experience. This is just scratching the surface of everything in the update, details of which will be available on release day.
The Campaign will offer incredible value on dozens of hours of new content, a whole new story, new missions, new campaign mechanics and much more. The Chaos Campaign Expansion is the largest update yet for Battlefleet Gothic: Armada 2, only possible thanks to the dedication and continued feedback of you, our community. In the weeks leading up to launch we will be sharing a lot more details about the new Campaign and update.
Please continue to share your suggestions - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
The Battlefleet Gothic: Armada 2 Chaos Campaign Expansion releases June 24 via Steam. The free Campaign Update will release the same day.
Skulls for the Skull Throne - Discount + New Titan Ship
Blood for the Blood God!
Skulls for the Skull Throne!
The third annual Skulls for the Skull Throne event has begun!
Along with a number of other Warhammer games, Battlefleet Gothic: Armada 2 is now available at a 33% discount, lasting until May 20th. Heralding this offer is a hulking titan of the Chaos - the Planet Killer is now available in the Massive Fleets Mode.
Its cannon is a terror to behold, utterly annihilating anything it fires upon. We hope you will all enjoy wreaking utter havoc with this new ship!
Season 2 is currently underway, and we can't wait to see who will claw their way to absolute victory! The team is currently hard at work on the new Grand Campaign, for which we will soon have more news.
Stay tuned!
Patch 4 Hotfix
Patch 4 Hotfix
Thanks to your excellent feedback, we’re releasing a hotfix with some bug fixes and balancing tweaks for competitive Season 2!
Change log
Campaign Fixes
Fixed an issue with Necron troop regeneration
Fixed the Pyramidal Reconstruction skill for Necron leaders, not being one anymore (That was not replaced by another one)
Fixed an issue in the Tyranid campaign with the repair rate bonus in the Cadia sector
Battle Fixes
Fixed an exploit allowing the use of 1v1 fleets in 2v2 for the guest
Fixed psychic scream inflicting morale damage to the guest’s own ships
Fixed fleet name display not working properly when switching from skirmish to ranked in the battle menu
Fixed the control menu not working as intended when a key binding was assigned to two elements at the same time
Fixed game ending without a vote when a player refuses to capitulate in the pop-up vote and then capitulates by themself
The Vengeful Spirit now has the proper torpedoes
The Blackstone Fortress no longer has the wrong tooltip for burn retro
Fixed localisation key for the skill Wrecking Biomorph Ball
The seasonal rewards portraits no longer reset when leaving the battle menu
Fixed some sub-faction specific upgrades not being locked properly in the deployment phase
Balancing Changes
Orks
Rotation Speed Bonus of the "Red Wunz Go Fasta!" Ork upgrade has been reduced from 5° per second to 2° per second.
Ork Traktor Kannon cooldown has been raised from 40 seconds to 45 seconds
Ork Shokk-Attack Mega Kannon assault action has been reduced from 4 to 3.
Ork Nova Kannon has been heavily modified:
It shoots 5 times instead of 3
Dispersion speed has been increased from 200 to 260 units per second
Its damage has been increased from 50 to 125 minimum damages, and 100 to 250 maximum damage
Necron
Necron Escort and Light cruiser HP regen increased from 0.35 to 0.5
Necron Battle Cruiser HP regen increased from 0.75 to 1
Necron Grand Cruiser HP regen increased from 1 to 1.25
Necron Battleship HP regen increased from 1 to 1.5
Necron Pyramidal reconstruction is no longer tied to the deck
Necron Sekhem Light Cruiser cost has been increased from 140 to 151
Necron Scourge Grand Cruiser cost has been decreased from 402 to 380
T’au
T’au Ion Cannon Coaxial damage has been increased from 4 to 6
T’au Escort Nicassar cost has been decreased from 59 points to 45
T’au Escort Messenger cost has been decreased from 32 points to 27
T’au Merchant Cruiser Larshi Vashya cost has been increased from 185 points to 200
T’au Merchant Cruiser Larshi Tolku cost has been increased from 182 points to 210
Chaos
Siren Cannon upgrade morale damages have been increased from 2 to 3
The Blackstone Fortress in the massive fleet mode, using separate balancing values from the campaign’s version, now deals Damage upgraded from 160 to 800
Adeptus Mechanicus
Ark Mechanicus no longer has low maneuverability (can now use high energy turn), without cost augmentation
Massive Fleet Update & Season 2!
Massive Fleet Update!
Greetings, Admirals!
Today, we’re massively excited to announce the release of our fourth major patch, bringing a new mode to Battlefleet Gothic: Armada 2.
Get ready for the Massive Fleet Mode, allowing players an insane 4000 points to build their fleet! For the first time, players will go head to head using the legendary Titan ships for untold destruction. We can’t wait to see of the kinds of new compositions players will come up with in this mode. Please keep in mind that this mode is not balanced and the minimum system requirements for the game do not apply to this mode.
We also have a huge list of bug fixes and balancing, along with a lot of reworks, to show you! Much of this is thanks to you, our community’s, feedback. It’s been an invaluable help, so thank you all! Please see the patch log below for all the specifics!
As you can see in our development Roadmap, big things are on the way. Our next major update will include a whole new Grand Campaign! We can’t wait to unveil more about this to you all!
Please continue to share your suggestions - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
Livestream Tonight!
To show off the new update, we are holding a livestream tonight at 18:00 CEST on the Focus Home Interactive Twitch Channel. Join the devs and see how they handle 4000 points of power!
End of Season 1
After a long and bloody campaign, a winner for the first competitive season has been declared – Congratulations to Solaire! Well done! He will enjoy a trip to Warhammer Fest, which will take place on the 10-12th of May. We will contact Solaire to let him know of the news. Thank you to everyone who competed! All those who earned them will receive their portrait and frame rewards later today!
But remember: war is eternal, and Season 2 will soon be upon us.
Tomorrow, on the 25th of April at 12:00 noon, the struggle begins anew! Portraits, frames, achievements, and glory await, so ready your fleets, admirals. And don’t forget to check the complete rules.
Update 4 Patch Notes
New Major Feature:
Titan ships / Massive fleets Mode - available in skirmish mode!
Reworks and additions:
Micro Warp Jump now takes time to cast, just like the Warp Out skill
Micro Warp Jump now has charges (standard -1 by tonnage)
Micro Warp Jump can now be cancelled by an assault action
Changed Call To Arms from a flat -1 troop damage to halving troop damage.
Claws, Tentacles, Torpedoes, and Novas are now in the same category as gen/deck/engines rather than weapons one in terms of not being subject to 25% chance of redcrit (Making them more resilient).
Added a new UI element showing which squadron belongs to which ship when hovering over recall skill.
There are now at least 3 Asteroid Fields and 3 Gas Fields on each battle map
Reload now affects the Strikecraft skills cooldown
Asteroid damage increased from 4 to 6
Power ram upgrade reduced from 0.5 to 0.25
Admech Mars Pattern Reactor Fields: has now a longer cooldown, but unlimited charges
Domination mode is now deactivated by default in skirmish
New specific explosion FX for Ael ships
Improvement on Tyranids shields FX and collision blood
Imperium
Increase Plasma Macro Velocity on IN/AM/SM by +25% (2000 to 2500)
Tyranids
Wrecking ball can now target within a 45 degree frontal arc
Bioplasma shots now go through holofields
Escort ships now automatically trigger their "spore explosion" on death
Tyranids/Drukhari
Tracking Sense now gives lances +4.500 range
Orks
Slowing Zzaps skill : the skill can now being stacked, and it’s duration has been decreased from 2 to 1 second
Tractor Beam skill: Make it move ships the same total distance, but do it faster and for a lower duration
Necron
Now have crew regen only in Reactive Hull Shift stance
A Necron version of Vaul’s Maneuver replaces Pyramidal Reconstruction as technical skill (Pyramidal is now given to the Admiral Ship by default)
Hull Cauterization duration is now determined by the ship’s tonnage
Pyramidal reconstruction now only repairs to the very next step (red to yellow, yellow to clear) instead of a full repair
Tau
Castelan upgrade now gives +3 troop damage instead of +1
Gravity Wave Projector now applies the same force whatever the ship’s tonnage and is now also applies to allied ships.
Changed Kauyon effect from "Exceptional accuracy in stealth" to "when stealthed OR inside a nebula or asteroid field, gain +4.500 range on all weapons, and Exceptional accuracy on standard weapons”.
Water Caste now provides a bravery bonus rather than an immunity to mutiny.
Battle Fixes
Fixed crash in Tyranids vs Orks skirmish battles
Fixed a crash at multiplayer battle start if a player had selected a ship equipped with the Kannon or Experimental Railgun skills
Imperial Navy: Fixed a random crash when using the fleets formations
Dark Eldar spawn the correct portal loading FX when using Micro Warp Jump
Necron wreck meshes appearing and disappearing when exploding are now better synchronized
Drukhari: Vaul's maneuver now maintains the ship’s stealth for 2 seconds
Fixed the skill GUI that sometimes had overlapping icons when selecting several fleets
The guest had all their ships’ skills greyed after using a Micro Warp Jump
Changing the ship troops step after canceling an Emergency Warp Jump was reducing its cooldown
Corrected number of stacks on ordnance skills for Space Stations
Asuryani Lascannons were not behaving like Starcannon despite their common FX
A warning was displayed in the Return Ordnance skill
Bastion and Koronus fleet colors were inverted
Demiurg beams don't charge from ship wreckage
The player’s portrait now no longer needs to be reselected between multiplayer battles.
Pyro Acid weapons can only cause fire on full damage and collateral damage crits
Drukhari: Applied a 2 second grace period before maxed Shadowfield starts degrading
Resurrection orb only restores 1 crew to hulked ships
Drukari: The +50% prow ramming upgrade was not working
Tyranid Hiveship Delta & Gamma: Super Heavy Pyroacid Artillery was aiming the wrong way
Tyranid: a skill was allowing the stacking of more than the maximum ship’s ordnance capacity.
Tyranid: Ships with Massive Claws equipped didn’t have their default engagement distance set to 0
In the filter menu, the Domination Areas checkbox wasn’t working properly
The player was able to use the Micro Warp Jump while charging the Nova Cannon or Cannon Grav
Destroying a ship by ramming it was triggering an unexpected FX
Eldar: the Environmental Energy Drain upgrade was not working properly
The Necron Defence Platforms were hard to select (hitbox too small)
Ships using simultaneously Burn Retro + Auto-Engagement were sometimes going forward
Space Marines / Adeptus Mechanicus: the Disruption Overcharge upgrade was not properly working on the Holofields/Shadowfields.
Skirmish: The guest in co-op wasn’t able to identify Interfering Signals
During the intro cinematic, the camera was showing deployment area elements
It was possible to accidentally scuttle by clicking on invisible GUI
Fixed an issue with the required level to pick skills and upgrade in the deployment screen
Screens biggers than 1920x1080 were displaying an incorrect GUI
Orks Nova Cannon did not turn invisible when a ship entered stealth
Tyranid Hook Tentacles skill: Destroying a ship that was using this skill displayed a vertical tentacle on the map
The Fire Aboard skill icon was not automatically disappearing after an Emergency Repair
The Emergency Warp Jump skill was not influenced by the cooldown increase due to the troop steps switch
Eldar: The Spirit Crystal Lenses upgrade was not always working against Holofields
IMPERIAL NAVY:
Imperial Navy Light Cruiser Dauntless cost has been increased from 116 to 120
Imperial Navy Light Cruiser Dauntless MKII cost has been increased from 120 to 126
Imperial Navy Light Cruiser Endeavor cost has been increased from 94 to 97
Imperial Navy Light Cruiser Endurance cost has been increased from 90 to 93
Imperial Navy Cruiser Dictator cost has been decreased from 181 to 176
Imperial Navy Cruiser Dominator cost has been increased from 178 to 188
Imperial Navy Cruiser Tyrant cost has been increased from 169 to 171
Imperial Navy Cruiser Lunar cost has been increased from 157 to 160
Imperial Navy Battle Cruiser Overlord cost has been increased from 216 to 220
Imperial Navy Battle Cruiser Armageddon cost has been increased from 210 to 216
Imperial Navy Grand Cruiser Exorcist cost has been decreased from 308 to 300
Imperial Navy Battleship Emperor cost has been decreased from 351 to 343
Imperial Navy heavy Macro battery weapon damage increased from 18 to 21
Imperial Navy Plasma Macro Battery Weapon damage increased from 15 to 18
Imperial Navy heavy Macro Turret weapon damage increased 18 to 21
Imperial Navy heavy Plasma Macro battery weapon damage increased 18 to 21
Imperial Navy Macro battery weapon damage increased from 18 to 21
Imperial Navy Heavy Macro Turret weapon damage increased from 18 to 21
Imperial Navy Double Barrel Light Macro Turret weapon damage increased from 6 to 7
Imperial Navy Light Macro Battery weapon damage increased from 6 to 7
Imperial Navy Light Macro Turret weapon damage increased from 6 to 7
Imperial Navy Double Barrel Heavy Lance Turret weapon damage increased from 12 to 15 Imperial Navy Heavy Lance Battery weapon damage increased from 12 to 15
Imperial Navy Lance Battery weapon damage increased from 12 to 15
Imperial Navy Lance Turret weapon damage increased from 12 to 15
Imperial Navy Light Lance Artillery weapon damage increased from 12 to 15
Imperial Navy Super Heavy Lance Battery weapon damage increased from 12 to 15
ADEPTUS ASTARTES:
Adeptus Astartes Cruiser Strike Cruiser MK1 cost has been decreased from 242 to 222
Adeptus Astartes Heavy Lance Artillery weapons goes from 24 to 32
Adeptus Astartes Lance Turret weapons goes from 12 to 15
ADEPTUS MECHANICUS:
Adeptus Mechanicus Heavy Lance Battery Weapons goes from 18 to 21
Adeptus Mechanicus Lance Battery Weapons goes from 18 to 21
Adeptus Mechanicus Lance Turret Weapons goes from 18 to 21
Adeptus Mechanicus Light Lance Turret Weapons goes from 18 to 21
Adeptus Mechanicus Macro Battery Weapons goes from 18 to 21
Adeptus Mechanicus Plasma Heavy Macro Battery Weapons goes from 18 to 21
Adeptus Mechanicus Plasma Macro Battery Weapons goes from 15 to 18 damage
CHAOS:
Chaos Cruiser Carnage cost has been decreased from 183 to 178
Chaos Cruiser Murder cost has been decreased from 173 to 168
Chaos Cruiser Devastation cost has been decreased from 203 to 193
Chaos Battle Cruiser Hades cost has been decreased from 200 to 195
Chaos Battle Cruiser Styx cost has been decreased from 279 to 269
Chaos Grand Cruiser Retaliator cost has been decreased from 300 to 280
Chaos Battleship Despoiler cost has been decreased from 347 to 320
Chaos Plasma Double Barrel Heavy Lance Artillery Weapons damage increased from 4 to 5
Chaos Plasma Double Barrel Heavy Lance Battery Weapons damage increased from 4 to 5 Chaos Plasma Double Barrel Lance Battery Weapons damage increased from 4 to 5
Chaos Plasma Double Barrel Lance Turret Weapons damage increased from 4 to 5
Chaos Plasma Light Lance Artillery Weapons damage reduced from 12 to 16
Chaos Plasma Quad Barrel Super Heavy Lance Artillery Weapons damage increased from 8 to 16
T’AU:
Tau Battleship Custodian cost has been decreased from 468 to 467
NECRONS:
Necron Cruiser Scythe Harvester cost has been decreased from 291 to 276
Necron Cruiser Scythe Ruiner cost has been decreased from 359 to 344
Necron Cruiser Scythe Reaper cost has been decreased from 357 to 342
Necron Escort and Light cruiser HP regen goes from 0.75 to 0.35
Necron Battle Cruiser HP regen goes from 1 to 0.75
Necron Grand Cruiser HP regen goes from 1.25 to 1
Necron Battleship HP regen goes from 1.5 to 1
TYRANIDS:
Tyranid Escort Caustic Drone cost has been decreased from 36 to 29.
Tyranid Escort Strangler Drone cost has been decreased from 34 to 27.
Tyranid Escort Bio Plasma Drone cost has been decreased from 36 to 29.
Tyranid Escort Corrosive Vanguard cost has been decreased from 41 to 33.
Tyranid Escort Strangler Vanguard cost has been decreased from 42 to 34.
Tyranid Escort Corrosive Kraken cost has been decreased from 55 to 45.
Tyranid Escort Clutch Kraken cost has been decreased from 42 to 39.
Tyranid Escort Strangler Kraken cost has been decreased from 48 to 38.
Tyranid Escort Bio Projectile Kraken cost has been decreased from 41 to 30.
Tyranid Light Cruiser Acid Voidprowler cost has been decreased from 118 to 114.
Tyranid Light Cruiser Bio Projectile Voidprowler cost has been decreased from 102 to 98.
Tyranid Light Cruiser Bio Strangler Voidprowler cost has been decreased from 106 to 102.
Tyranid Light Cruiser Corrosive Clutch Voidprowler cost has been decreased from 105 to - 101.
Tyranid Light Cruiser Bio Clutch Voidprowler cost has been decreased from 104 to 100.
Tyranid Light Cruiser Corrosive Strangler Voidprowler cost has been decreased from 107 to - 103.
Tyranid Light Cruiser Bio Acid Voidprowler cost has been decreased from 117 to 113.
Tyranid Light Cruiser Corrosive Projectile Voidprowler cost has been decreased from 103 to 99.
Tyranid Cruiser Razorfiend cost has been decreased from 186 to 175.
Tyranid Cruiser Bio Corrosive Razorfiend cost has been decreased from 185 to 171.
Tyranid Cruiser Bio Projectile Razorfiend cost has been decreased from 171 to 161.
Tyranid Cruiser Bio Acid Projectile Razorfiend cost has been decreased from 172 to 159.
Tyranid Cruiser Bio Acid Razorfiend cost has been decreased from 184 to 173.
Tyranid Cruiser Corrosive Projectile Razorfiend cost has been decreased from 173 to 163.
Tyranid Cruiser Corrosive Infestation Razorfiend cost has been decreased from 178 to 171.
Tyranid Cruiser Bio Infestation Razorfiend cost has been decreased from 190 to 178.
Tyranid Battlecruiser Devourer cost has been decreased from 201 to 196.
Tyranid Battlecruiser Bio Tentacles Devourer cost has been decreased from 221 to 205.
Tyranid Battlecruiser Corrosive Tentacles Devourer cost has been decreased from 216 to 200.
Tyranid Battleship Hiveship cost has been decreased from 344 to 316.
Tyranid Battleship Bio Tentacles Hiveship cost has been decreased from 329 to 300.
Tyranid Battleship Acid Infestation Hiveship cost has been decreased from 380 370.
Tyranid Battleship Bio Acid Hiveship cost has been decreased from 343 to 324.
Tyranids weapons firing rate has been increased by 25%
Tyranid Hiveship now has the bio regeneration attribute
DRUKHARI / DARK ELDAR:
Drukhari Battleship Mortalis Obsidian Rose cost has been decreased from 334 to 332
Drukhari Battleship Mortalis Dying Sun cost has been increased from 316 to 333
Drukhari Battleship Mortalis Falling Moon cost has been decreased from 334 to 333
ASURYANI / CRAFTWORLDER:
Asuryani Battlecruiser Phoenix Ship cost has been decreased from 370 to 350
General/Campaign Fixes: IMPERIUM:
Controlling Agripinaa system was granting a Critical Assault Chance bonus to every player’s fleet (instead of only Imperial ones)
In the “Chosen of Abaddon” mission, several elements on some Threxos Hellbreed fleet ships were visible while being in a Gas Cloud
During the interactive cinematic (Prologue), when the Silverdawn group goes out of the Warp, only two ships had their Warpout FX displayed
During the Imperial Truth mission, the objectives were not validated before the victory panel
The Corax-Pattern Plasma Drive POI upgrade (level 3) grants the Running Silent skill, but this skill was not working properly on Space Marines Cruisers
During the prologue (mission 1), it was possible that a Chaos ship spawned at the exact spawn position of the Blackstone.
Imperial campaign: the “BlitzRippa's Madness” end of mission panel was not correctly displaying the rewards
The outro dialogue of the Protector of the Seventh Path was too long
The Time Warp POI had a red icon while having a positive effect
Silver Dawn: the grid had a display issue
The repair bonus when controlling the Medusa sector was not working.
The bonus when controlling the Scarus sector was increasing the Ork critics instead of decreasing it
NECRON:
Controlling the Nemesis Tessera system was granting the player the wrong amount of Critical Boarding Chances
Finishing the Pyre mission was not unlocking the Radiation Perturbation event
Losing control of the Clausten system caused the Cadian sector to lock an incorrect upgrade
TYRANID:
You can now see the Vanguard force level/state with a new UI displayed under each system, without selecting it
Devouring sectors was not affected by the resources bonus/penalty and was incorrectly applied to the whole system
Lick the wounds: The +50% Biomass generation bonus was not affecting the Reclamation polls/Devoured Worlds
Stalked Prey: the grid is no more visible during the outro.
Tyranid: Synaptic Abomination skill is now permanent and maintained
Gestation Nest now displays the correct number of white square
Buffet: Fixed identifying Imperial Navy ships without them engaging the player
GENERAL:
The radiation wave tooltip was not displaying the correct value
The Archeological Site POI was incorrectly upgradable
On a mission success panel, the Renown gauge sometimes disappeared
Executing a quick load during a cinematic was hiding the mouse cursor
Reduced moral loss when chaos control a system
The Cadian system resources bonus was applied even when the player was lost a battle
Mines and Movement slots are now hidden in the Ship Viewer
Several skills in the GUI (Cutting Beam, Tremor Cannon and Os Tara Cannon) were not always grayed when unavailable
Several upgrades tagged as “Applies to all ships” were not affecting Escort ships
Unlocking a system during the AI turn resulted in map without any system
Temporary rewards were still displayed after several turns, even if the reward was finished and inactive
On a Game Over panel (campaign) during a battle, the battle GUI was still displayed on top of the Game Over one
The Radiation Wave event has been added to the Last Gasp mission
The available Escort ships number depending on the line ships number is now the same in multiplayer as in campaign mode
The reinforcement ships were spawning and colliding if sent to the same point on the map
Mechanical Lifeform skill was modifying the standard resources generation, instead of the devouring resource gain
The randomly generated fleet heroes can’t have the same name anymore
Stopping the Harvest mission: saving the Transport ships on Albitern was granting no reward
The “Cleaning the Emperor's Realm” achievement could be obtained without finishing every annihilation arc
The price of Vanguard Forces was not displayed in the GUI when Nemesis Tessera was controlled
The Ancient One / The Dark Throne: the Bravery reward was not working and was not displayed in the renown panel
Plasma Extractor POI: Combustion Gauge was not in every sector
Shadow of the Warp POI attribute is now applied to every adjacent system
Echoes of the Dead POI attribute is now applied to the whole Belial IV sector
Updated the Chinchare bonus sector: now increases the number of turns added by the Spore Mine Field to an invasion by 0/1/2
The POI Void Titan Hunterz has now its bonus effect maintained whether the system is Devoured or not
During dialogue, ships’ overlay GUI was not displayed
Some objectives were not correctly updated in the GUI after loading a save
The Space Marines troops reward when controlling the Medusa sector was not working correctly
The Detailed View option was not impacting the input on the galaxy view
The prebattle ship selection panel is now properly filled with the default fleet
Fixed monuments of Chaos in campaign having a wrong icon and tooltip
When you arrived in a battle with crippled body parts, you could hear a destruction sound during the intro
Fixed the UI for Tyranid spore mines that weren’t re-deployed on linked systems which were already touched by the spread
Fixed Chinchare sector bonus resource applying even after a defeat
Co-op mode Fixes:
IMPERIUM:
Imperial Truth / Protector of the Seventh Path: Fixed the camera position for the guest when finishing the mission
Protector of the Seventh Path: The guest did not have the proper sfx/vfx on the Os tara canon shot
The Spirit Gate: The guest wasn’t seeing the warp effect
Evacuation: Imperial ships had visual glitches for the guest at the beginning of the mission
Imperial Truth: Eldar ships spawning displayed a visual glitch for the guest
NECRON:
Fixed the Dark Throne ending
Lost guardians: Fixed display issue of the warp FX on the iron hands ship for the guest
TYRANID:
Stalked Prey: Fixed a possible crash for the guest during the outro
Last gasp: Fixed display issue on the warping-in fx for the guest
GENERAL:
Added a new panel when a mission required a choice of the guest
The ready button has now two states: On/Off
Client invitation pop up has been reskinned
Adjustments made to co-op shortcuts
Fixed a rare crash in scripted missions for the guest
Fixed a possible crash with Spore Field for the guest
The timer for the radiation waves was triggering too fast for the guest
Fixed the bravery statistic displayed for the guest always showing at 1500
Added a security when clicking multiple times on the battle panel in campaign
Fixed an issue where the camera would sometimes get stuck in place for the guest
Fixed the display on the priority target for the guest
Fixed the feedback of slow down that was always displayed at 0% for the guest
Fixed that the guest could not properly rotate the ships in the ship viewer
Fixed the sound when upgrading a POI that wasn’t played for the guest
Dialogue was sometimes not properly displayed for the guest
Fixed ships staying invisible for the guest after they warped in
Fixed a display issue with spawning zone after the intro in battle for the guest
Fixed the name of the hero for the guest
Wrath of the Primark: Fixed Guilliman ship’s orientation for the guest
Fixed the white arrow when moving a fleet
The guest could get blocked by saving/loading the host’s save. They can no longer save/load during the game
The guest could not select all their ships with ctrl-a
When switching the control of a ship between two players, the tooltips were not available directly
At the end of some missions, the guest was not seeing the objective properly
The tooltip of the Os Tara Cannon is now properly displayed for the guest
Competitive Season 1 Has Started
Greetings Admirals,
It’s been a bit more than two months since the release of the game and we’ve released our third major content update two weeks ago. This was a first milestone in our post-launch support and we’re excited to announce today that Battlefleet Gothic: Armada 2 will host a brand new competitive season system!
The official multiplayer leagues (Bronze, Silver, Gold, Adamantium, Epic, Legendary) will go through seasons of several weeks. Leaderboards will be reset at the start of each season.
All players will get exclusive portraits and achievements depending on their rank at the end of a season. Here is a sneak peek at some of the rewards:
For our first season, the champion at the top of the Legendary league leaderboard will be rewarded an exclusive prize: a weekend to Warhammer Fest with all expenses paid!
Warhammer Fest is Games Workshop’s biggest event of the year and is simply the ultimate Warhammer experience. An annual gathering of like-minded fans celebrating their passion for Games Workshop’s creations. The event takes place May 11-12, 2019.
You can find the complete rules and details here. The first season just started and ends on Wednesday April 24th 12:00 PM CET. The Terms & Conditions of the Warhammer Fest reward are also available.
Please continue to share your suggestions - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
Admirals, prepare for battle as Battlefleet Gothic: Armada 2’s first competitive season starts now!
Hotfix 01/04/2019
Greetings, Admirals!
We released our third post-launch update towards the end of last month. We’ve been focusing on monitoring your feedback and suggestions over the past couple of weeks. Today we’re releasing a hotfix that addresses some issues.
You can find the changelog below.
Changelog
Battle
[General] Fixed an issue where deploy zones did not entirely fit the required area.
[MP] Fixed a rare crash when playing against Tyranids.
[Balancing] The cooldown of Ordnance skills will now be activated once used. The skill will not be usable until the return of the first Ordnance group.
Campaign <*>Fixed an issue sending players back to the main menu in the endgame of a co-op campaign in some rare cases.
Structure
Fixed a crash at launch linked with monitor displayed in some rare cases.
The Battlefleet Gothic: Armada 2 Team
Patch 3 and Co-op 1.0 are LIVE!
Greetings admirals!
We’re happy to release our third major update for Battlefleet Gothic: Armada 2 today!
It features the full release of the campaign co-op mode, new Necron ships, including a brand new one that will breathe terror into even the most battle-hardened admiral, and a massive number of bug fixes and balancing tweaks based on your feedback. As always, you’ll find a detailed patch log at the end of this post.
It’s been two months since the release of the game and we’d like to thank you once again for your enthusiasm! This new patch is an important milestone in our post-launch support. You can read more about the past updates here, and find our post-launch roadmap below as a reminder of what’s to come.
Next on the list is the release of our Competitive System, allowing all you admirals to compete for the glory of being the best, as well as other rewards. Keep an eye out for more details to come!
Please continue to share your suggestions and report technical issues - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
Thank you once again for your support, feedback, and passion.
Tindalos Interactive & Focus Home Interactive
PATCH 3 CHANGE LOG
Added:
New Necron ship: Grand Cruiser Scourge
New Necron ship: Cruiser Scythe Ruiner
New Necron ship: Cruiser Scythe Harrower
New Necron ship: Light Cruiser Sekhem
The AI should now show its flank when front weapons are destroyed and show its front when lateral weapons are destroyed.
Reworks:
Nova Cannon blocks all skills while launching (instead of maneuver skills)
Added new FX reskin to the following skills:
Chaos
Plasma Bomb
Bomb Disrupt Charge
Augur Disruptor
Orks
Plasma Bomb
Bomb Disrupt Charge
Augur Disruptor
Imperium
Bomb Disrupt Charge
Tau
Plasma Bomb
Bomb Disrupt Charge
Shadow Field starts to decrease after 2 sec of no-max speed
Residual Absorption works with Asteroid field
Battle/Balancing:
Ordnance skill cooldown begins when the ordnance is destroyed or upon return to the ship. It’s now possible to recall them at will
Number of skill charges is now related to a ship’s class (LC have 1 less, and GC/Titans have one more load for each step)
Running Silent stance moved to the end of the stances ability bar
Plasma projectiles’ speed increased from 2000 to 2500
Tyranid Synaptic Relay now applies to Hiveships (not on Battleships)
Capping system: Adjusted cap speed based on tonnage. Escort caps at speed "x0.5", LC at "x1" (speed reference), CR at "x2" BC at "x3", GC at "x4", BS at "x5". Ships beyond the heaviest one count as 50%.
Tyranid Overload Cavities now costs 3 crew per charge instead of one
Mass Recall now uses loads specific to the ship’s tonnage (LC = 1, C = 2, BC = 3)
Ramming damage has been reduced by 9.333%
Spur attribute’s ram damage decreased from +50% to +40%
Chaos prow Lances damage on cruiser and battlecruiser increased from 8 to 12
Shock Attack Mega Kanon assault actions increased from 2 to 4
Living metal substructure bonus increased from 25% to 30%
Gravity wave projector cooldown reduced from 60 seconds to 35 seconds
Marked duration increased from 30 seconds to 45 seconds
Tau Double Barrel Super Heavy Railgun Turret range increased from 9000K to 13500K
Wraithbone reinforcement armor value increased from 75 to 83
IMPERIAL NAVY:
Light Cruiser “Dauntless” cost has been decreased from 128 points to 116 points
Light Cruiser "Dauntless MK2" cost has been increased from 116 points to 120 points
Light Cruiser "Endeavour" cost has been decreased from 107 points to 94 points
Light Cruiser "Endurance" cost has been decreased from 105 points to 90 points
Light Cruiser "Defiant" cost has been decreased from 153 points to 138 points
Cruiser "Dictator" cost has been decreased from 206 points to 181 points
Cruiser "Gothic" cost has been decreased from 162 points to 154 points
Cruiser "Dominator" cost has been decreased from 188 points to 178 points
Cruiser "Tyrant" cost has been decreased from 178 points to 169 points
Cruiser "Lunar" cost has been decreased from 165 points to 157 points
Battlecruiser "Mars" cost has been decreased from 260 points to 230 points
Battleship "Retribution" cost has been decreased from 306 points to 293 points
Battleship "Emperor" cost has been decreased from 367 points to 351 points
Battleship "Apocalypse" cost has been decreased from 284 points to 271 points
Battleship "Oberon" cost has been decreased from 334 points to 293 points
ADEPTUS ASTARTES:
Light Cruiser "Vanguard MK1" cost has been increased from 171 points to 180 points
Light Cruiser "Vanguard MK2" cost has been decreased from 184 points to 175 points
Light Cruiser "Vanguard MK3" cost has been decreased from 172 points to 163 points
Cruiser "Strike Cruiser MK2" cost has been increased from 188 points to 194 points
Cruiser "Strike Cruiser MK3" cost has been decreased from 194 points to 188 points
Battleship "BattleBarge MK1" cost has been decreased from 500 points to 490 points
Battleship "BattleBarge MK2" cost has been decreased from 535 points to 470 points
Titan "Maccrage Honour" cost has been decreased from 1159 points to 728 points
Titan "Phalanx" cost has been decreased from 1618 points to 1016 points
ADEPTUS MECHANICUS
Light Cruiser "Defiant" cost has been decreased from 139 points to 121 points
Light Cruiser "Endurance" cost has been decreased from 108 points to 103 points
Light Cruiser "Endeavour" cost has been decreased from 104 points to 99 points
Cruiser "Gothic" cost has been decreased from 218 points to 213 points
Cruiser "Lunar" cost has been decreased from 215 points to 209 points
Cruiser "Tyrant" cost has been decreased from 221 points to 215 points
Cruiser "Dictator" cost has been decreased from 229 points to 212 points
Battleship "Ark Mechanicus" cost has been decreased from 368 points to 332 points
CHAOS:
Light Cruiser "Hellbringer" cost has been decreased from 169 points to 146 points
Light Cruiser "Hellbringer MK2" cost has been decreased from 143 points to 136 points
Cruiser "Slaughter" cost has been increased from 178 points to 187 points
Cruiser "Devastation" cost has been decreased from 218 points to 203 points
Battleship "Desolator" cost has been decreased from 278 points to 265 points
Battleship "Despoiler" cost has been decreased from 379 points to 347 points
Battleship "Planet Killer" cost has been decreased from 745 points to 709 points
Titan "Vengeful Spirit" cost has been decreased from 1138 points to 710 points
ORKS:
Escort ship "Ravager" cost has been decreased from 29 points to 27 points
Light Cruiser "LOTSA GUNS" cost has been decreased from 102 points to 95 points
Light Cruiser "Fly BOYZ" cost has been decreased from 146 points to 122 points
Cruiser "Killa Torpedoes" cost has been decreased from 138 points to 133 points
Cruiser "Terror" cost has been decreased from 186 points to 162
Cruiser "Terror Torpedoes" cost has been decreased from 186 points to 157 points
Battlecruiser "Hammer" cost has been decreased from 173 points to 158 points
Battlecruiser "Hammer Torpedoes" cost has been decreased from 173 points to 153 points
Battlecruiser "Hammer Zap" cost has been decreased from 153 points to 150 points
Battleship "Deadnot" cost has been decreased from 210 points to 196 points
Battleship "Deadnot FlyBoys" cost has been decreased from 321 points to 311 points
Titan "Space Hulk" cost has been decreased from 810 points to 607 points
AELDARI CORSAIR:
Escort ship "Nightshade" cost has been increased from 58 points to 59 points
Escort ship "Aconite" cost has been increased from 69 points to 71 points
Light Cruiser "Solaris" cost has been decreased from 166 points to 141 points
Cruiser "Shadow" cost has been increased from 171 points to 196 points
Cruiser "Shadow Kurnous" cost has been decreased from 232 points to 215 points
Cruiser "Eclipse" cost has been decreased from 293 points to 268 points
Cruiser "Eclipse Vaul" cost has been increased from 232 points to 261 points
Battleship "VoidStalker" cost has been increased from 472 points to 478 points
Defence Space Station cost has been increased from 544 points to 571 points
T’AU PROTECTOR FLEET:
Light Cruiser “Il’Porrui Emissary Dal’yth” cost has been decreased from 235 points to 185 points
Light Cruiser “Il’Porrui Emissary Bork’an” cost has been decreased from 193 points to 168 points
Cruiser ”Lar’Shi’Vre Protector T’olku” cost has been decreased from 199 points to 187 points
Cruiser ”Lar’Shi’Vre Protector Vior’la” cost has been decreased from 197 points to 185 points
Cruiser ”Demiurg Bastion” cost has been decreased from 231 points to 207 points
Battleship ”Demiurg Stronghold” cost has been decreased from 347 points to 330 points
Battleship ”Or’Es El’Leath Custodian” cost has been decreased from 502 points to 468 points
T’AU MERCHANT FLEET:
Light Cruiser “Il’fannor Ke’lshan” cost has been decreased from 153 points to 135 points
Light Cruiser ”Il’fannor Dal’yth” cost has been decreased from 107 points to 92 points
Cruiser ”Lar’shi Vash’ya” cost has been decreased from 205 points to 185 points
Cruiser ”Lar’shi Tolku” cost has been decreased from 202 points to 182 points
Cruiser ”Demiurg Bastion” cost has been decreased from 231 points to 207 points
Battleship ”Demiurg Stronghold” cost has been decreased from 347 points to 330 points
Battleship ”Gal’leath Vash’ya” cost has been increased from 294 points to 298 points
Battleship ”Gal’leath Bor’kan” cost has been decreased from 281 points to 275 points
NECRONS:
Light Cruiser “Sekhem” cost has been increased from 128 points to 140 points
TYRANIDS:
Light Cruiser "Acid Voidprowler” cost has been decreased from 133 points to 118 points
Light Cruiser "Bio Projectile Voidprowler” cost has been decreased from 117 points to 102 points
Light Cruiser "Bio Strangler Voidprowler” cost has been decreased from 121 points to 106 points
Light Cruiser "Corrosive Clutch Voidprowler” cost has been decreased from 115 points to 105 points
Light Cruiser "Bio Clutch Voidprowler” cost has been decreased from 114 points to 104 points
Light Cruiser "Corrosive Strangler Voidprowler" cost has been decreased from 122 points to 107 points
Light Cruiser "Bio Acid Voidprowler" cost has been decreased from 132 points to 117 points
Light Cruiser "Corrosive Projectile Voidprowler" cost has been decreased from 118 points to 103 points
Cruiser "Bio Infestation Razorfiend” cost has been increased from 187 points to 190 points
Battlecruiser "Corrosive Clutch Devourer" cost has been increased from 203 points to 207 points
Battlecruiser "Bio Tentacles Devourer" cost has been increased from 218 points to 221 points
Battlecruiser "Infestation Devourer" cost has been increased from 220 points to 259 points
Cruiser "Corrosive Infestation Razorfiend" cost has been increased from 174 points to 178 points
Battleship "Bio Tentacles Hiveship" cost has been increased from 309 points to 329 points
Battleship "Acid Infestation Hiveship" cost has been increased from 359 points to 380 points
Battleship "Bio Acid Hiveship” cost has been increased creased from 340 points to 343 points
Titan “Ancient One” cost has been increased from 528 points to 565 points
DRUKHARI / DARK ELDAR:
Escort “Sigil” cost has been decreased from 57 points to 54 points
Escort “Immortality Denied” cost has been decreased from 68 points to 64 points
Escort “Venom Blade” cost has been decreased from 70 points to 66 points
Escort “Talon Cyriiix” cost has been decreased from 62 points to 59 points
Escort “Lost Hatred” cost has been decreased from 74 points to 70 points
Light Cruiser “Dark Mirror“ cost has been decreased from 161 points to 148 points
Light Cruiser “Burning Scale“ cost has been decreased from 193 points to 179 points
Light Cruiser “Baleful Gaze cost has been decreased from 155 points to 142 points
Light Cruiser “Bladed Lotus“ cost has been decreased from 152 points to 139 points
Cruiser “Flayed Skull“ cost has been decreased from 229 points to 205 points
Cruiser “Fiend Ascendant“ cost has been decreased from 293 points to 256 points
Cruiser “Bleak Soul“ cost has been decreased from 235 points to 185 points
Cruiser “Bloodied Claw“ cost has been decreased from 207 points to 197 points
Battleship “Obsidian Rose“ cost has been decreased from 352 points to 334 points
Battleship “Iron Thorn“ cost has been decreased from 448 points to 400 points
Battleship “Dying Sun“ cost has been decreased from 332 points to 316 points
Battleship “Falling Moon“ cost has been decreased from 350 points to 334 points
ASURYANI / CRAFTWORLDER:
Escort “Shadowhunter“ cost has been decreased from 79 points to 74 points
Escort "Shard Shadowhunter“ cost has been decreased from 85 points to 80 points
Light Cruiser "Ghost Wraithship" cost has been decreased from 206 points to 196 points
Light Cruiser "Firestorm" Wraithship" cost has been decreased from 176 points to 172 points
Light Cruiser "Moonray Wraithship" cost has been decreased from 209 points to 196 points
Cruiser "Starfall Dragonship" cost has been increased from 228 points to 242 points
Cruiser "Ghost Dragonship" cost has been decreased from 292 points to 274 points
Cruiser "Firestorm Dragonship" cost has been increased from 219 points to 229 points
Cruiser "Moonray Dragonship" cost has been decreased from 284 points to 265 points
Battlecruiser “Flame of Asuryan” cost has been decreased from 419 points to 399 points
Battlecruiser "Phoenix Ship” cost has been decreased from 419 points to 370 points
General/Campaign Fixes:
Alt-F4 exploit fixed.
Warp risk: destroyed ships were not properly displayed on the score screen
The Unsustainable World bonus was wrong
A crash happened sometimes when opening the Ship Viewer panel
The All POI Devoured achievement couldn’t be unlocked
The prologue completion achievement couldn’t be unlocked
When losing a battle, the player now gains a lot less points than before
The Tremor Cannon and OsTara Cannon skills were not functioning properly
Ships without body parts cannot get the warp risk Daemon Sabotage
The Living Metal Substructure upgrade wasn’t functioning properly
After loading a saved game, the mouse cursor was not displayed
Several rewards were not displayed in the renown menu
The player lost control of their fleets if they left their mouse on a map while closing the battle result panel
The Doom Scythe Squadron skill had a wrong description
Bugs on 1440p screens on the campaign map Galaxy view
1. Imperium Campaign Fixes
The bravery bonus on the Cardinal World POI couldn’t be cumulated
The critical bonus on the Training Outpost POI couldn’t be cumulated
In The Dark Throne mission, the domination area GUI wasn’t visible guest-side
There was no feedback when the player was trying to buy a Leader without the required resources
A crash happened in the Rise of Cadia mission if the player had only Spire’s fleet alive and its two other fleets destroyed
While finishing the Imperium campaign in Hard mode, the player unlocked the “Finish the Necron campaign in Easy mode”' achievement
In The Dark Throne mission, the half-mission cutscene was running at the same speed as the current game speed
In Stopping the Harvest mission, the Training Outpost was outdated
The Death World bonus effect wasn’t working properly. It now applies to every faction of the Imperium
Evacuation mission: It was impossible to load a previous save of this mission
Evacuation mission: the turn number wasn’t properly displayed
In the Repentance mission, the game system considered the player to have chosen the Osmadiel side in the rewards, if Korahael had died
2. Necron Campaign Fixes
In the Rebellion mission, The defense platforms and ship destruction objectives are now triggered separately
The Veil of Shadows skill wasn’t working properly
In the Star makers mission, The Blackstone Fortress sometimes didn’t spawn
3. Tyranid Campaign Fixes
In the Slip through the Net mission, the two named ships didn’t have associated names in the fleet panel
The Deployment Order panel wasn’t functioning during a scripted mission
The Unviable World POI attribute wasn’t working
In the Wounded Prey mission, the Light Casualty objective wasn’t validated when executing a Boarding Action
In the Slip through the Net mission, The Escort objective was failing if the player finished the mission too quickly.
When the player was selecting a fleet in the fleet selection panel, the camera couldn’t be moved with the directional arrows.
The deployment order panel localization was wrong
A tooltip on the Deployment Order panel was empty
Some texts were exceeding the limits of the right side informative panels
The reward of the mission The Stronghold was bugged
The Fungus Repulsor Chemicals attribute was displayed with a green color, like an upgrade
Warp risk: The destroyed ships were not highlighted as such in the scorescreen
The player could get stuck in the first mission of the Prologue after the Blackstone Fortress’ destruction
If the player was destroyed the Vengeful Spirit ship too quickly, the game was paused
The Menshiro Trench POI was visible and selectable as well as being in a hidden system
The GUI was still displayed after a lost game
Natural Biotoxine attribute was not applied to the sector if this sector was not controlled by the player
The Genestealer Cult description was not correct
Co-op Mode Fixes
Added Feedback on the End Turn button informing the player that their teammate is ready to end the turn
The fleet selection feedback was disappearing after a move
The Spirit gate mission: The guest was crashing when landing in the host game
Apostle of Destruction mission: The guest was crashing after using the Eye of the Omnissiah
The objectives descriptions for foreign saves were not updated after a fix
The players’ ships were displayed in the wrong color on the minimap
There was no feedback highlighting which allied player was controlling which ship
Indigestible mission: the guest wasn’t seeing any drop zones nor their countdown
The Pyre mission: In the Abbadon introduction cinematic, the Vengeful Spirit ship had no torpedoes launcher
The Stronghold mission: the Trionic Activator icon wasn’t properly displayed guest-side
The Giant Asteroids were not functioning properly
Giant Asteroid/Solar Eruption/Wave Radiation: the announcement messages were not displayed guest-side
Devourer Wake mission: The reward of the mission was not unlocked for both of the players
The Plasma Storm FXs were not displayed guest-side
The ships in the Ship Viewer were not properly displayed guest-side
After a battle, the host couldn’t get access to the Ship Viewer
The guest was not able to recruit Leaders
A Warp Risk happening at the end of a battle wasn’t displayed guest-side
When switching which player controls a ship while the ship is about to launch a skill, the player wasn’t able to cancel this skill
The credits at the end of a campaign were not displayed guest-side
During a battle, the fleet’s shield in the fleet panel wasn’t displayed guest-side
When the host was creating a fleet, the admiral picture and its name were not properly displayed
During a battle, the admiral names were not displayed guest-side
The camera was not functioning properly (campaign map, mission introduction, scripted movements) on guest-side.
End of a Billion Souls mission: The mission outro was displayed into the Craftworld on guest-side
Star makers mission: The GUI wasn’t displayed after the Dark Throne cutscene.
Wrath of the Primarch mission: The grid wasn’t displayed after the Guilliman introduction cutscene
The guest crashed while joining a host that was moving a fleet on the campaign map
The POI upgrades sound feedback were not played on guest-side
The retargeting feature when double-clicking on an objective wasn’t working on guest-side
The guest encountered an infinite loading screen if he left while loading one of his saves
The guest was able to click several times on the POI upgrade button while the host was opening the Shipyard
The guest was kicked when executing the exact same action that the host at the same moment
A bug was preventing the guest from unlocking systems with battleplans
The guest was able to buy Tendrils Developments but then wasn’t able to change it
The Devourer Wakes mission: the Ancient Psychic Scream VFX/SFX were not properly displayed on guest-side
The camera guest-side was sometimes stuck after a battle
The Fleet Deployment status was not taken into account guest-side
The defense platforms shipcards were displayed twice under the minimap guest-side
No skill cooldown was displayed on guest-side when the host was using them
The guest was not able to select all its ships with the Ctrl+A shortcut
The allied pings were displayed in a red color
The Overloading Cavities skill was displaying a circle but only the active ship was affected
The Ork Nova Kannon was not dealing the expected damages
Optimisation on Black Hole Cannon FX
Some collisions when a ship exploded were bugged
Tau LarshiVashya and Larshi Tolku ships load sometimes caused crashes
Call to Arms does not cancel the currently activated stance anymore
Imperial Admiral now also has the Commissar encouragement order
The Battleships Gal'leath vash'ya et Gal'leath tolku had the wrong weapons
Shock Attack Mega Cannon damage was wrong
A game exploit in custom game against the AI was allowing an instant win with a fleet power of 2
In the fleet creation panel, every ship of every faction had a shield and a hull value of 75
The Tyranids Battery weapons were stuck firing when taking a second Light Critic
The selected skills and upgrades by the guest at the deployment phase were not saved if the countdown reached 0
The Capitulate pop-up display was time-limited but there was no feedback on the remaining voting time
The Wych Cult upgrade was not updating the tooltip weapon
The Necron ships were recovering troops even in Drifting Hulk state
The guest was crashing if an Ork Kannon was in a critical state
The Tau torpedoes had no pierce armour
The Multi-Spectrum Probe upgrade was not applied on the Light cruisers
The guest was sent back to the main menu while playing a 1v1 skirmish with Space Titans
The player couldn’t select their stance during the deployment phase
The Repulsive Great Cruiser didn’t have the same amount of Mega Heavy Macros in different subfactions
The Eldar Probes did not stop at the targeted place
Structure
The game now detects the main screen of the computer in a multi-screen configuration
The Necron and Tyranids campaign tips are displayed in the Battle section of the game help menu
A specific crash happened at the game launch
Post-Launch Roadmap
Greetings Admirals!
It has now been a little over a month since we launched Battlefleet Gothic: Armada 2. With the help of your excellent feedback, we’ve released two major updates (Patch notes: Patch 1, Patch 2), including:
A ton of balancing and tweaks
Several tons of fixes and quality of life adjustments
A reworked boarding mechanic
A larger 2v2 mode with 1000 fleet points
Larger battles in Campaigns’ late game (1650 fleet points)
Continuous improvements to the early access co-op mode
Major changes to the reinforcement system
A new deployment phase in ranked matches
Several new or improved abilities, such as
Summary Execution (IMP)
Canticle of the Omnissiah (AM)
Eye of the Omnissiah (AM)
Adrenal Glands (TYR)
Reclamation Pools (TYR)
Spawning Sacs (TYR)
Boarding Action (ALL)
Retreat (ALL)
Transfer Troops (ALL)
Call to Arms (ALL)
And we’re only getting started - we’re very excited to announce our Post-Launch Roadmap!
(Click the image for full size)
With your continued support, we look forward to releasing more content, starting in the end of March with the completion of the co-op mode, new variants to Necron ships, and a brand new Necron ship that will breathe terror into even the most battle-hardened admiral.
In April, we will release our Competitive System, allowing all you admirals to compete for the glory of being the best, as well as other rewards. Keep an eye out for more details to come!
Next will be our new game mode with truly gigantic fleets, including the Titan ships, for unbridled chaos. And finally, our new Grand Campaign will be unveiled.
We can’t wait to share these updates with you, and look forward to releasing even more content beyond the scope of this Roadmap. Please continue to share your suggestions and report technical issues - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
Thank you once again for your support, feedback, and passion.
Tindalos Interactive & Focus Home Interactive
Patch Two is live!
Greetings Admirals,
We’re happy to release our second update for Battlefleet Gothic: Armada 2 today!
This new patch features various balance changes and bug fixes, including a rework of the boarding mechanics based on your feedback, various balancing tweaks, and stability improvements to the campaign co-op mode. Please find more details in our Beta news.
Thanks to everyone who tried this update in our Beta branch and posted their feedback. The changes are now live in the official version of the game. Please continue to share your suggestions and report technical issues - we carefully read our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
As the team works hard on improving the game with features and balancing based on your reports, you can find more info about our long term plans here.
We’ve also seen the feedback that some of you miss the persistent fleets from the first game. We wanted you to know that it’s been noted on our side. We’ll be looking at what could be done to improve that aspect and keep you updated in future posts.
Change log Patch 2 Battlefleet Gothic Armada II
New feature/Retakes
The boarding mechanic, a core feature of the game, has been reworked.
Improvement and rework of the reinforcement feature. It now gives more control over the way fleets are deployed in campaign mode. Allows the player to choose which ship will be deployed just before mission launch and reinforcement flow
Rework of the deploy feature in multiplayer (skills and upgrades can now be picked in deploy mode)
2v2 mode fleet capacity is now 1000 points by default
Rework of the warp risk GUI: different display if the warp risk is new or older in the GUI score screen + display of the warp on ships in campaign
Added a security step for the client’s disconnection during the AI turn in campaign
Updated escort ship limitation number in multiplayer: 1/LC, 2/C - BC, 3/GC - BS + add a function to retrieve unit cost without getting all the body part from the unit
Added tutorial tip on how to switch between galaxy and sector view (All campaigns)
Clicking on an objective now centers the camera on the concerned system
Added the upgradable POI number of each sector in galaxy view
Added feedback when trying to buy a leader without enough fleet value available
Added a “Retreat” skill on all ships that forces the ship to leave the battlefield by the closest edge. Counts as a classic disengage regarding score
Balancing
Spore Field skill radius increased from 1650 to 2000
Pressure Spines upgrade now applies to all spore fields
Necrons now regen 1 crew every 60 seconds up to the actual step limit, linked to Reactive Hull
All Addmech ships now have exceptional accuracy
Maximum accumulated fire number on a ship increased from 4 to 10
Overcharged Lances trait now gives +9000 range instead of +4500
Space Marines’ boarding torpedoes cost has been upgraded
Adeptus Mechanicus lances damage increased by 50%
Pulsar damage increased from 30 to 35
Tyranid escort cost has been reduced
Heavy Rail Guns’ angle reduced from 270 to 90
Blood Letter Parties now apply 10 boarding charges with a 120 second cooldown
Craftworld torpedoes’ loads reduced from 3 to 1
Armour piercing is now a flat reduction of 25 points instead of an armour set to 50 points
Armour Piercing ammunition armour reduction improved from -10 to -15
Canticle of Omnissiah: boosts by X maneuver gauge/Boost by X Shield
Commissar skill: Boost by X Morale/Boost by X maneuver gauge/Boost by X Shield
Add an alternative skill to Adeptus Mechanicus ships on 1 charge skill Eye of the Omnissiah
Feeder Tentacle skill now has various boarding values depending on the ship's tonnage
Boarding critical now deals 1 damage, whatever the ship’s tonnage is. (the critical probability depends on the ship’s tonnage)
Triggering the order "Call to Arms" disables the stances for its duration only, then the current stance is re-applied after the end of its effect.
Imperial Admirals now have the "Summary Execution" order.
Space Marines torpedoes price has been increased from 1.5 to 2.5 points per barrel.
"Honour the Chapter" order has been removed from escort ships.
"Pulsars" weaponries cost has been decreased.
"Falling Moon" Drukhari Battleship cost has been increased to 350 points.
"Impaler" ordnances health points have been increased from 10 to 12.
The tyranid skill, "Reclamation Pool" now costs 3 crew per charge instead of 1.
"Rush" distance has been reduced from 5k units to 4K units.
"Goff'Ardboyz" upgrade critical assault chances are increased from +5% to +10%.
"Sneaky Lootas" upgrade buff damages are raised from 5 damages per assault action to 20 damages.
Wych Cult upgrade critical chances are raised from +10% to +20%.
Co-op mode Some progress has been made on the Coop mode. Please note that the co-op mode will be the main focus of Patch 3.
Fixed the stop co-op button that was kicking the host to the main menu
Fixed the score screen that wasn’t displaying when the client reconnects after a game
Fixed the guest camera that wasn’t focusing a system under attack just after a battle
Fixed players being stuck at the end of their second battle
Fixed upgrade button animation for the client
Fixed some elements of the client UI
Updated co-op achievements
Fixed several crashes in co-op
Updated game over screen
Removed the reload button for the client
Fixed background faction cinematics
Added a protection against a crash for null body part
Fixed the blocked connection panel that now disappears if the client connection fails
Fixed data representing Seglei that wasn’t changing ship client-side in the Necron mission The Prize
Fixed the guest that couldn’t see which general was the main hero during campaign battles
Fixed the bug that was allowing skill cancellation if the ship possession changed when a player was about to launch a skill
Fixed client being disconnected ingame, server should not considered the game as lost anymore
Fixed the white squares on the faction icons
General Fixes 1/ Campaign fixes :
Fixed an error that wasn’t granting campaign effects to ships
Fixed fleet selection panel (pre-engagement) that wasn’t working properly if the player was opening a new one without launching a battle
Protection added on the Blackstone shoot trigger if this one is not destroyed during the shot in the mission Star Makers
Fixed a bug that created a defeat when one of the player’s flagships was destroyed in the mission The Stronghold
Fixed the absence of an objective when introducing the Ancient One (informing the player that it must not die) in the mission Last Gasp
Fixed a bug that was displaying an empty map when launching a campaign introduction mission with the skill selection feature
Fixed a bug that was displaying the reinforcement ships over the map when selected
Fixed Ancestral Genome Panel display
Improved mine visual on the campaign map
Fixed incorrect display of upgrades in fleet viewer when above 12
Fixed the Space Station’s name (Magnis Dominum) in the Tyranid mission The Flesh Is Weak
Fixed the achievement “Natural Selection” that couldn’t be unlocked
Fixed the Tyranids crash on Belis Corona
Fixed the position of the fleets obtained as reward. Can’t spawn in a locked or hidden sector anymore
Fixed a crash linked to the achievement of an objective, where the player loses Spire’s fleet
Fixed a bug that was allowing the player to save a game during the enemy’s turn
Fixed the achievement “The End of an Immortal Race” that couldn’t be unlocked at the end of the mission “Protector Of The Seventh Path”
Fixed a bug that allowed the player to deploy their ship in the monuments areas in the mission Chosen of Abaddon (Nurgle)
Fixed a bug that was hiding objectives if some of them were already completed
Fixed a bug that was preventing the ship hull value to update when repairing this ship in the Ship Viewer (campaign)
Fixed a text that was not translated in the mission Protector of the seventh path / Imperial Truth
Fixed an error of cinematic trigger in the mission Apostle of Destruction, if the Vengeful Spirit is destroyed during a dialogue
Fixed the Death Guards Admiral ship that had no name
Fixed the Space Station’s name that didn’t match with the name presented in the dialogue
Fixed an incorrect mission name (The prize Part 2 > 1) in the mission summary
Fixed the fleet power value that was able to show a number of 0 and was creating blocking situations
Fixed the Imperial Pirates’ ships’ names that were not translated
Fixed an error of warp risk display if there were several of them
Fixed an incorrect reward description of the Imperial Truth mission objective
Fixed a wrong name feedbacked when clicking on the F5 input (auto-save > quicksave)
Fixed POI bonuses in the Necron campaign giving battleplans
Fixed the Disengage skill for AI that should now be launched during scripted missions
Fixed the bug that was blocking the camera movement in the sector/galaxy view when an on-map element was selected
Fixed a bug that prevented an objective validation when the player had to execute a Lightning Strike on the Phalanx with Trazyn during the Necron mission The Stronghold
Fixed a bug that didn’t display Turrets/Space Stations on enemy systems in the system overview
Fixed the Biomass reward icons
Fixed a bug that was activating the Plasmic Medusae event instead of the Plasma Storm when the player finishes the mission Slip Through the Net
Fixed a bug that prevented some rewards to be properly displayed in the renown panel
Fixed the fleet creation button that was appearing when the player was moving a fleet on a possessed system
Fixed the objective Flesh is Weak that didn’t unlock the environmental effect Giant Asteroid
Fixed the bug that was allowing player to select a system during the AI turn.
Fixed the Repair Troops replacement values in the Game Help
2/ Battle fixes
Fixed ships disengaging on the edge of the map (retreat) that weren’t taking warp risks
Fixed the revoke button on the flag ship that wasn’t displayed in the Fleet builder (multiplayer)
Fixed criticals calculation system on Runic Targeted Node
Fixed Tooltip on the Boarding skill
Fixed the Sooper Zzaps that wasn’t giving a 50% chance to avoid the holofield
Added a ping button on the minimap
Updated skin on speed buttons
Updated the ship overlay: boarding widget + reworked stance/fire graphics
Added a blood FX for Tyranids’ collisions
Updated: thicker Dark Eldar missile trail
Added cast FX to Augur Disrupt skill
Improvements to Chaos macro FX
Added trail to Tyranids’ ordnance
Added new FX for Ork Plasma Bomb
Improved feedback for ship part criticals
Improved highlight on stealthed ships when hovering over it with mouse
Fixed light macrocannon that was using heavy macrocannon impact explosion FX
Reduced size of Defence Platform minimap symbol
Selected skills and upgrades are now still selected after a battle
Fixed a bug that allowed the player to change his own skills and upgrades by selecting enemy skills and upgrades in the battle menu
Fixed the Holo/Shadow FX that wasn’t disappearing before a Microwarp Jump
Fixed a bug causing maneuvers buttons to be disabled for no reason
The achievement "Survival of the Fittest" can now be unlocked
Added new skills icons for Chaos, Imperium and Tyranids
Adrenal Glands skill
Fixed Necron Boarding skill FX
Fixed repair troop FX over time
Fixed a bug that hid the Call to Arms stance icon while it’s still active
Fixed the dust FX in the medium/large asteroid fields that were not centered
Fixed a bug that was switching enemy stealth ships into bleeps when the player was taking back control of a Drifting Hulk
Added FX to Dolmen Gate skill
2v2 Capitulation now asks for confirmation from the 2nd player
Fixed the Elo gain that was displayed on the scorescreen after a 2v2 game
Fixed the Ork upgrade Ded Big Gunz that wasn’t working for some weapons
Fixed the Spore Field range circle that was the wrong size
Fixed Tyranids’ macro weapons accuracy
Fixed the Call to arms button on ally
Fixed the AI Tau faction that can now select a Warefare
Fixed the auto-engagement that now is priority before Retreat
Fixed the Overload lances attribute tooltip.
Fixed the bomb range GUI that wasn’t displayed around ships.
Fixed the Micro Warp Jump skill that wasn’t displaying the ship ghost (feedbacking the new position).
Fixed the Power Ram upgrade.
Fixed the 2v2 vs AI game launch issue.
3/ Structure fixes
Added a security check validating the name when a new save is made
Fixed the right click (on an enemy ship) Sound FX that wasn’t influenced by any of the audio settings
Fixed the phantom lance attribute that now works on Tracking Sense instead of Lock On
Fixed a bug that was granting invulnerability to Tau ships (guest player side) when canceling a Warp Out at the last moment + the warp out FX was displayed indefinitely