To access the next patch in the Beta branch, please follow these steps:
In your Steam Library, right-click on Battlefleet Gothic: Armada II and go to Properties.
Go to the BETAS tab and select this branch: beta_nextpatch
Confirm and click on PLAY to update your game (you might need to restart Steam to see the update).
Once the game is updated, you have access to the beta of the next_patch of Battlefleet Gothic: Armada II.
We plan to fully release the update on the main branch next week, with more info about our new competition system as well - stay tuned!
Change log Beta Update Battlefleet Gothic Armada II - 22nd February 2019
Armour Piercing ammunition armour reduction improved from -10 to -15.
Triggering the order "Call to Arms" disables the stances for its duration only, then the current stance is re-applied after the end of its effect.
Imperial Admirals now have the "commissar encouragement" order.
Space Marines torpedoes price has been increased from 1.5 to 2.5 points per barrel.
"Honour the Chapter" order has been removed from escort ships.
"Pulsars" weaponries cost has been decreased.
"Falling Moon" Drukhari Battleship cost has been increased to 350 points.
"Impaler" ordnances health points have been increased from 10 to 12.
The tyranid skill, "Overload cavities" now costs 3 crew per charge instead of 1.
"Rush" distance has been reduced from 5k units to 4K units.
"Goff'Ardboyz" upgrade critical assault chances are increased from +5% to +10%.
"Sneaky Lootas" upgrade buff damages are raised from 5 damages per assault action to 20 damages.
Wych Cult upgrade critical chances are raised from +10% to +20%.
Second Update Beta
Greetings Admirals!
We’re excited to announce that our second update for Battlefleet Gothic: Armada 2 will be available in a few hours for testing on the Beta branch.
This new patch features various balance changes and bug fixes, including a rework of the boarding mechanics based on your feedback, various balancing tweaks, and stability improvements to the campaign co-op mode. Please find more details and the full patch notes at the bottom of this post.
To access the next patch in the Beta branch, please follow these steps:
In your Steam Library, right-click on Battlefleet Gothic: Armada II and go to Properties.
Go to the BETAS tab and select this branch: beta_nextpatch
Confirm and click on PLAY to update your game (you might need to restart Steam to see the update).
Once the game is updated, you have access to the beta of the next_patch of Battlefleet Gothic: Armada II.
IMPORTANT - PLEASE READ: Keep in mind that this is a Beta version and you’re likely to encounter bugs and technical issues. That’s precisely why we release the patch in the Beta branch first. We’ll improve the version based on your feedback.
As always with a beta, we recommend you to backup all your saves before trying out the next patch. You can find your save in the following folder: C:\Users\*yourusername*\AppData\Local\BattlefleetGothic2
Please test the latest changes and let us know on what you think our Steam community hub and official forum. Make sure to specify that you’re posting about the Beta branch when posting feedback. You can also join our Discord to meet fellow players and get the latest news from the team: https://discord.gg/fqpAG2D
As the team works hard on improving the game with features and balancing based on your reports, you can find more info about our long term plans in our previous announcement.
We’ve also seen the feedback that some of you miss the persistent fleets from the first game. We wanted you to know that it’s been noted on our side. We’ll be looking at what could be done to improve that aspect and keep you updated in future posts.
Stay tuned next week for the full release of the patch, as well as news about our upcoming competitive system.
Mechanics changes and balancing details
Game Director Romain ‘Ravensburg’ Clavier
BOARDING
Boarding in BFGII is a tricky thing to design and we already tried several different solutions for it during the various phases of production. We’re happy that we have something solid now that gives alternative gameplay for brawling factions. But, to be honest, the “alpha strike” feeling of boarding doesn't quite simulate the combat intensity aboard ships of the 41st millenium and creates useless frustration in some situations, as many of you have pointed out.
We have decided to add a delay to the boarding mechanic resolution, as well as a way to slightly counter the assault action.
Boarding redesign:
Each boarding action puts a boarding stack on the targeted ship.
The number of stacks depends on the ship tonnage, same as the current damage multiplier.
Boarding stacks on a ship are resolved one by one starting with the first received.
It takes 5 seconds for a boarding stack to be resolved.
Each boarding stack deals damage depending on the boarding efficiency attribute of the faction.
Each boarding stack has a chance to deal an additional troop damage depending on the critical boarding attribute of the faction.
Example:
An Imperial cruiser will put 3 boarding stacks on an enemy ship
Each stack will deal 1-2 damage with a 10% chance to crits due to the brutal strike attribute (giving +1 damage). So basically between 1-3 damage, but with an uneven spread chance.
Call to Arms redesign:
While on call to arms stance the following modifications apply to the ship:
All boarding damage received is reduced by 1
Ship speed is halved
Weapon’s cadency is halved
All skills are frozen except for cancel order and formation.
All skill cooldowns are frozen except for cancel order and formation.
All maneuvers are frozen
Maneuver gauge is frozen
Shield regeneration is disabled
Holoshields are disabled
Shadow field is disabled
Player may click on a button above the ship to exit call to arms state.
Example:
Based on the previous example, under call to arms, the damage of each stack would be between 0 and 2.
Transfer crew, new boarding skill
Can be launched at a targeted friendly ship at the cost of 1 troop to heal 1 troop.
A ship must have suffered at least 1 troop damage to become an eligible target.
Usable by all factions except Tyranids.
Usable by all tonnages of ships.
Will work on any allied faction except Tyranids.
Other boarding actions can no longer be launched on friendly ships, only transfer crew.
SKILLS AND UPGRADES SETTINGS
We feel like it was quite frustrating in multiplayer to select skills and upgrades before knowing which opponent you are going to face and the battlefield configuration. For this reason, players are now allowed to set their skills and upgrades during the deployment phase. It will probably radically change the whole meta of the game, and we’re excited to see what effect it has on winrates.
CAMPAIGN REINFORCEMENT
Based on your feedbacks, we feel the need in campaign to give more control over the reinforcement mechanics.
Players can now set before a battle which ships will be deploy first from all of their engaged fleets.
Also, the in-battle reinforcement mechanics has been improved by giving you control of when a reinforcement ship will enter the battlefield. Reinforcement ships no longer enter the battlefield automatically but stay in reserve. Players may now click on the card of a ship in reserve to gives a direct order to that ship. The ship will enter the battlefield from the closest deployment zone to the given order.
MATCHMAKING
Matchmaking was initially set to favor finding matches very quickly at the cost of potentially matching players of very different skill levels. Naturally, some of you expressed their frustration of matching with a player that was too powerful or too weak.
So from now on matchmaking will tend more to match players of the same league, but matchmaking search time may be a bit longer. We’ll continue to monitor both match quality and matchmaking time and make adjustments as necessary.
UNRANKED 2V2
We decided to temporarily remove 2v2 from ranked as it was having an adverse affect on the leaderboard through quitter abuse and other issues. We’re already working on a separate and cleaner 2v2 leaderboard which we hope to deploy in an upcoming patch.
BALANCING:
Imperial Navy are in a pretty bad shape at the higher ranks, so we’ve reworked the “Encouraging Speech” ability, now called “Commissar Encouragement.” It gives awesome bonuses to the ship at the cost of 1 crew point. Also, max fires on a ship has been increased from 4 to 10 - heretics and xenos will burn much better this way.
Some players point out the fact that the Adeptus Mechanicus feels too similar to the Imperial Navy regarding their gameplay. We agree with that and have explored new ways to give them the feeling of a truly unique faction that uses ancient and valuable technologies. The Adeptus Mechanicus “Emergency Repair” is replaced by a more powerful “Prayer of the Omnissiah” and their Nova Canons now have a second type of ammunition, the “Grav Cannon Shot”. All their lances deal more damage and all their ships now have the “exceptional accuracy” attribute.
Grav Cannon Shot
Tyranids once again received a lot of attention as they still get ripped apart at higher ranks. All their orders have been replaced by new and better ones. The new “Breeding Pool” gives back crew points up to the current step limit, making them very hard to kill by boarding actions. “Overloading Cavities” replaced “Swarm Mutation” and gives back 1 charge to every skill at the cost of 1 crew per charge, creating a great synergy between those 2 orders. Finally “enhancing chase” order clear the rush cooldown. We truly hope to see more tyranids in legend with those new tools!
Necrons will be back as they now have the joy to regenerate 1 crew point every 60 seconds. Also their squadron benefit an extra doom scythe!
“Honor the Chapter” now scale it’s damage depending of the ship’s tonnage giving a better incentive over the Space Marine battle barge.
Asuryani are still monsters on the leaderboard especially due to their Torpedoes run, we decided to be a bit drastic and limit their torpedoes charge to 1. In the meantime they and the the Corsairs now deal more damage with their lances, to encourage fleet diversity.
Aeldari in general no longer ignore effects of pierce armor weapons as it become a flat reduction of 25 armor points instead of automatically setting the enemy armor to 50.
Patch 2 Beta Known Issues
Potential crash in multiplayer with the Grav Cannon (new Adeptus Mechanicus Nova Cannon ammunition)
Change log Patch 2 Battlefleet Gothic Armada II
New feature/Retakes
The boarding mechanic, a core feature of the game, has been reworked.
Improvement and rework of the reinforcement feature. It now gives more control over the way fleets are deployed in campaign mode. Allows the player to choose which ship will be deployed just before mission launch and reinforcement flow
Rework of the deploy feature in multiplayer (skills and upgrades can now be picked in deploy mode)
2v2 mode fleet capacity is now 1000 points by default
Rework of the warp risk GUI: different display if the warp risk is new or older in the GUI score screen + display of the warp on ships in campaign
Added a security step for the client’s disconnection during the AI turn in campaign
Updated escort ship limitation number in multiplayer: 1/LC, 2/C - BC, 3/GC - BS + add a function to retrieve unit cost without getting all the body part from the unit
Added tutorial tip on how to switch between galaxy and sector view (All campaigns)
Clicking on an objective now centers the camera on the concerned system
Added the upgradable POI number of each sector in galaxy view
Added feedback when trying to buy a leader without enough fleet value available
Added a “Retreat” skill on all ships that forces the ship to leave the battlefield by the closest edge. Counts as a classic disengage regarding score
Balancing
Spore Field skill radius increased from 1650 to 2000
Pressure Spines upgrade now applies to all spore fields
Necrons now regen 1 crew every 60 seconds up to the actual step limit, linked to Reactive Hull
All Addmech ships now have exceptional accuracy
Maximum accumulated fire number on a ship increased from 4 to 10
Overcharged Lances trait now gives +9000 range instead of +4500
Space Marines’ boarding torpedoes cost has been upgraded
Adeptus Mechanicus lances damage increased by 50%
Pulsar damage increased from 30 to 35
Tyranid escort cost has been reduced
Heavy Rail Guns’ angle reduced from 270 to 90
Blood Letter Parties now apply 10 boarding charges with a 120 second cooldown
Honour the chapter now deals boarding damage depending on the ship’s tonnage - ES/LC: 1, CR: 2, BC: 3, GC: 4, BS: 5
Craftworld torpedoes’ loads reduced from 3 to 1
Armour piercing ammunition upgrade is now a flat armour reduction of 10 points
Armour piercing is now a flat reduction of 25 points instead of an armour set to 50 points
Canticle of Omnissiah: boosts by X maneuver gauge/Boost by X Shield
Commissar skill: Boost by X Morale/Boost by X maneuver gauge/Boost by X Shield
Add an alternative ammunition to Adeptus Mechanicus ships on 1 charge skill Gravity Cannon Shot
Feeder Tentacle skill now has various boarding values depending on the ship's tonnage
Boarding critical now deals 1 damage, whatever the ship’s tonnage is. (the critical probability depends on the ship’s tonnage)
Co-op mode Some progress has been made on the Coop mode. Please note that the co-op mode will be the main focus of Patch 3.
Fixed the stop co-op button that was kicking the host to the main menu
Fixed the score screen that wasn’t displaying when the client reconnects after a game
Fixed the guest camera that wasn’t focusing a system under attack just after a battle
Fixed players being stuck at the end of their second battle
Fixed upgrade button animation for the client
Fixed some elements of the client UI
Updated co-op achievements
Fixed several crashes in co-op
Updated game over screen
Removed the reload button for the client
Fixed background faction cinematics
Added a protection against a crash for null body part
Fixed the blocked connection panel that now disappears if the client connection fails
Fixed data representing Seglei that wasn’t changing ship client-side in the Necron mission The Prize
Fixed the guest that couldn’t see which general was the main hero during campaign battles
Fixed the bug that was allowing skill cancellation if the ship possession changed when a player was about to launch a skill
Fixed client being disconnected ingame, server should not considered the game as lost anymore
Fixed the white squares on the faction icons
General Fixes 1/ Campaign fixes :
Fixed an error that wasn’t granting campaign effects to ships
Fixed fleet selection panel (pre-engagement) that wasn’t working properly if the player was opening a new one without launching a battle
Protection added on the Blackstone shoot trigger if this one is not destroyed during the shot in the mission Star Makers
Fixed a bug that created a defeat when one of the player’s flagships was destroyed in the mission The Stronghold
Fixed the absence of an objective when introducing the Ancient One (informing the player that it must not die) in the mission Last Gasp
Fixed a bug that was displaying an empty map when launching a campaign introduction mission with the skill selection feature
Fixed a bug that was displaying the reinforcement ships over the map when selected
Fixed Ancestral Genome Panel display
Improved mine visual on the campaign map
Fixed incorrect display of upgrades in fleet viewer when above 12
Fixed the Space Station’s name (Magnis Dominum) in the Tyranid mission The Flesh Is Weak
Fixed the achievement “Natural Selection” that couldn’t be unlocked
Fixed the Tyranids crash on Belis Corona
Fixed the position of the fleets obtained as reward. Can’t spawn in a locked or hidden sector anymore
Fixed a crash linked to the achievement of an objective, where the player loses Spire’s fleet
Fixed a bug that was allowing the player to save a game during the enemy’s turn
Fixed the achievement “The End of an Immortal Race” that couldn’t be unlocked at the end of the mission “Protector Of The Seventh Path”
Fixed a bug that allowed the player to deploy their ship in the monuments areas in the mission Chosen of Abaddon (Nurgle)
Fixed a bug that was hiding objectives if some of them were already completed
Fixed a bug that was preventing the ship hull value to update when repairing this ship in the Ship Viewer (campaign)
Fixed a text that was not translated in the mission Protector of the seventh path / Imperial Truth
Fixed an error of cinematic trigger in the mission Apostle of Destruction, if the Vengeful Spirit is destroyed during a dialogue
Fixed the Death Guards Admiral ship that had no name
Fixed the Space Station’s name that didn’t match with the name presented in the dialogue
Fixed an incorrect mission name (The prize Part 2 > 1) in the mission summary
Fixed the fleet power value that was able to show a number of 0 and was creating blocking situations
Fixed the Imperial Pirates’ ships’ names that were not translated
Fixed an error of warp risk display if there were several of them
Fixed an incorrect reward description of the Imperial Truth mission objective
Fixed a wrong name feedbacked when clicking on the F5 input (auto-save > quicksave)
Fixed POI bonuses in the Necron campaign giving battleplans
Fixed the Disengage skill for AI that should now be launched during scripted missions
Fixed the bug that was blocking the camera movement in the sector/galaxy view when an on-map element was selected
Fixed a bug that prevented an objective validation when the player had to execute a Lightning Strike on the Phalanx with Trazyn during the Necron mission The Stronghold
Fixed a bug that didn’t display Turrets/Space Stations on enemy systems in the system overview
Fixed the Biomass reward icons
Fixed a bug that was activating the Plasmic Medusae event instead of the Plasma Storm when the player finishes the mission Slip Through the Net
Fixed a bug that prevented some rewards to be properly displayed in the renown panel
Fixed the fleet creation button that was appearing when the player was moving a fleet on a possessed system
Fixed the objective Flesh is Weak that didn’t unlock the environmental effect Giant Asteroid
Fixed the bug that was allowing player to select a system during the AI turn.
Fixed the Repair Troops replacement values in the Game Help
2/ Battle fixes
Fixed ships disengaging on the edge of the map (retreat) that weren’t taking warp risks
Fixed the revoke button on the flag ship that wasn’t displayed in the Fleet builder (multiplayer)
Fixed criticals calculation system on Runic Targeted Node
Fixed Tooltip on the Boarding skill
Fixed the Sooper Zzaps that wasn’t giving a 50% chance to avoid the holofield
Added a ping button on the minimap
Updated skin on speed buttons
Updated the ship overlay: boarding widget + reworked stance/fire graphics
Added a blood FX for Tyranids’ collisions
Updated: thicker Dark Eldar missile trail
Added cast FX to Augur Disrupt skill
Improvements to Chaos macro FX
Added trail to Tyranids’ ordnance
Added new FX for Ork Plasma Bomb
Improved feedback for ship part criticals
Improved highlight on stealthed ships when hovering over it with mouse
Fixed light macrocannon that was using heavy macrocannon impact explosion FX
Reduced size of Defence Platform minimap symbol
Selected skills and upgrades are now still selected after a battle
Fixed a bug that allowed the player to change his own skills and upgrades by selecting enemy skills and upgrades in the battle menu
Fixed the Holo/Shadow FX that wasn’t disappearing before a Microwarp Jump
Fixed a bug causing maneuvers buttons to be disabled for no reason
The achievement "Survival of the Fittest" can now be unlocked
Added new skills icons for Chaos, Imperium and Tyranids
Enhanced Chase skill
Fixed Necron Boarding skill FX
Fixed repair troop FX over time
Fixed a bug that hid the Call to Arms stance icon while it’s still active
Fixed the dust FX in the medium/large asteroid fields that were not centered
Fixed a bug that was switching enemy stealth ships into bleeps when the player was taking back control of a Drifting Hulk
Added FX to Dolmen Gate skill
2v2 Capitulation now asks for confirmation from the 2nd player
Fixed the Elo gain that was displayed on the scorescreen after a 2v2 game
Fixed the Ork upgrade Ded Big Gunz that wasn’t working for some weapons
Fixed the Spore Field range circle that was the wrong size
Fixed Tyranids’ macro weapons accuracy
Fixed the Call to arms button on ally
Fixed the AI Tau faction that can now select a Warefare
Fixed the auto-engagement that now is priority before Retreat
Fixed the Overload lances attribute tooltip.
Fixed the bomb range GUI that wasn’t displayed around ships.
Fixed the Micro Warp Jump skill that wasn’t displaying the ship ghost (feedbacking the new position).
Fixed the Power Ram upgrade.
Fixed the 2v2 vs AI game launch issue.
3/ Structure fixes
Added a security check validating the name when a new save is made
Fixed the right click (on an enemy ship) Sound FX that wasn’t influenced by any of the audio settings
Fixed the phantom lance attribute that now works on Tracking Sense instead of Lock On
Fixed a bug that was granting invulnerability to Tau ships (guest player side) when canceling a Warp Out at the last moment + the warp out FX was displayed indefinitely
Watch our Accolades Trailer
Greetings Admirals,
Today, we'd like to extend a huge thanks to all of you supporting Battlefleet Gothic: Armada 2! We're incredibly excited by the response it’s gotten from the press and players!
Join us in celebrating the praise heaped on the game in our new Accolades Trailer! https://www.youtube.com/watch?v=ZtakP8MFBvU
Over the past week, we’ve announced and released the first major patch for the game. It includes the usual balance and bug fixes alongside a brand new gamemode - Battlegroups. These battles allow for larger fleets in 2v2, making it a chaotic and powerful game mode of titanic proportions.
This is also on top of longer-term plans announced that include the creation of an entire new grand campaign for the game. There will also be another new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge’s Honour, and other ships you see during the campaign).
In addition, competitive seasons, tournaments, and a new boarding system are on the way. Read all about it here. This was all possible thanks to your incredible dedication and support, and we’ll be continuing to improve Battlefleet Gothic: Armada 2!
As always, we appreciate any feedback regarding the game. please use our official forum. Also don’t forget to join our Discord to discuss with fellow players and get the latest news from the devs: https://discord.gg/fqpAG2D
We’ll also reveal further information about future content updates in the coming months!
See you in-game,
Tindalos Interactive & Focus Home Interactive
We're happy to announce that our first patch is now live! A huge thanks to everyone who provided us with invaluable feedback on both the public and beta branch! Without all of you, many of these fixes wouldn't be here.
The beta branch has now been closed, but expect to see it back for our next update. Read all about the thoughts behind this patch's changes and what we have in store for the future in our original announcement.
For the full patch notes, see below. We've just discovered an issue with naming saves using special characters (for example : ; ! ? . , > < etc.), so please stick to letters and numbers for now. Please be aware that co-op is still in an early access state, so if you run into any issues, or just want to give us your thoughts on the game, don't hesitate to let us know on our Steam community hub and official forum. You can also join our Discord to meet fellow players and get the latest news from the devs: https://discord.gg/fqpAG2D
Now, go blow up some ships!
Tindalos Interactive & Focus Home Interactive
Patch 1 Change log Battlefleet Gothic Armada II
New feature:
Battlegroup: 2v2 A new mode (currently in beta) that increases max fleet points from 600 to 1000 per player in 2v2 mode.
Balancing:
(Campaign) Increased maximum requisition points from 1350 to 1650 for the highest admiral levels
(Campaign) Autobattle results are now more predictable, removing random positive/negative percentages
Lowered fleet power of enemy Space Marines in the Necron mission The Prize
Lowered fleet points of the enemy in the Imperium mission Silver Dawn
Impaler skill damage increased from 2 to 6
Critical chance of Lances/Zap/Pulsar/Shadowlance/Bio plasma/Gauss has been doubled
Ramming damage has been increased by 50%
Ships are now less likely to suffer system critical hit depending on their tonnage.
LC: remain unchanged (no critical reduction)
CR: critical reduction chance modifier reduced from 0.9 to 0.8
BC: critical reduction chance modifier reduced from 0.8 to 0.6
GC: critical reduction chance modifier reduced from 0.7 to 0.4
BS: critical reduction chance modifier reduced from 0.6 to 0.2
Spirit stone targeting node upgrade now applies only to the admiral ship
Drukhari ships' lock-on stance replaced by tracking sense stance
Inertialess drive cooldown reduced from 90 to 75
Tyranids ships’ cost slightly reduced
Tracking sense critical hit chance modifier now properly applies a 100% modifier to critical chance instead of 20%
Disruption bomb channel time increased from 10 to 15 seconds
Disruption bomb cooldown increased from 60 to 90 seconds
Improved augur array/Many-Eyed Prophet/Nicassar Prescient/Multi-Spectrum Sensor upgrades detection range increased from 4500 to 9000
Mechadominator effect duration increased from 10 to 30 seconds
Daemonic infestation now applies to all line ships
Slaanesh promise duration reduced from 10 to 5 seconds
Dark matter cannon speed reduction reduced from 50% to 25%
Lictor brood upgrade now applies to line ships instead of light cruiser only
Resurrection orb now gives back 3 troops instead of 1
Co-op mode:
Stabilized flow system when going in/out of battle
Fixed game loading that didn’t automatically load the auto-save
Fixed end of battle screen
Fixed the result screen that was displaying a defeat on the guest-side and a victory on the host-side
Added:
Beta experience rating added in multiplayer score screen for sharing the player’s feedback with the dev team about the beta mode
Scrollbar on the saves list screen
Confirmation pop-up in the shipyard when revoking a ship
Space Medusae now have a feedback range when exploding
Bug Fixes: 1. Campaign:
Imperium Campaign & Prologue fixes:
Fixed validation of the mission Preparation for the End of Time
Fixed crash at the end of the mission The Chosen of Abaddon
Fixed a Chaos ship that has to be boarded in the prologue. It now has defence turrets to match the dialogue/narration
Fixed feedback of the player’s narrative choice in the mission Repentance
Fixed the Nurgle’s FX that links monuments in the mission The Chosen of Abaddon
Fixed inverted admiral icons on the pre-match screen in Stopping the Harvest
Fixed dialogue that wasn’t triggering at the arrival of the Phalanx
Fixed localisation text on the Aurent Pattern Munitions upgrade
Fixed reinforcement fleets as reward of the mission The Invasion (Tyranid Annihilation)
Fixed achievement “Stick with your Own Kind” (granted after the first Eldar Annihilation Ark mission).
Tyranid campaign fixes:
Fixed deployment areas in the mission Slip Through The Net
Fixed failed secondary objective display in the mission Slip Through The Net
Fixed secondary objective not giving the proper rewards in the mission Slip Through The Net
Fixed secondary objective not giving the proper rewards in the mission Surprise Appetisers
Updated reinforcement system in the mission Gourmet Meal
Updated dialogues in the mission Indigestible
Updated fleet points in the mission Flesh Is Weak
Fixed Infiltration skill so that it can’t be launched on a blocked system
Fixed the reward in the mission Buffet
Fixed a dialogue trigger that was activated in the end of the mission Buffet
Fixed the achievement trigger when destroying the Dark Throne
Fixed objective completion when boarding the Space Station in the mission Wounded Prey
Fixed the possibility to replace the Ancient One in the mission The Devourer Wakes
Fixed Death World POI attribute tooltip
Fixed Spore mine system defence item
Necron campaign fixes:
Fixed a crash in the Necron Campaign if you would capture Agripinaa from a save starting during PreOrderBeta 2 (if your save is from PreOrderBeta 2 and you have already captured Agripinaa you need to reload before that point)
Fixed validation of the mission The Prize
Fixed issue in the mission Star Makers where the player could be blocked after having destroyed the Blackstone
Fixed infinite life for escort ships from a Necron upgrade
Fixed the outro of the mission End of a Billion Souls (the Craftworld now disappears)
Fixed the Shards of Yggra'Nya upgrade effect in the mission Veil of Shadows
Fixed camera that was going through Space Hulks 3D meshes in the mission The Beast’s Last Stand
User Interface fixes:
Fixed Plasma Storm tooltip in Necron and Tyranid missions
Fixed a stuck weapon highlight when mousing over it
Fixed hidden sectors’ names in which the player had no fleet
Corrected text on the fleet details title of the score screen
Updated a currency icon for tyranids (shipyard upkeep)
Updated the visibility of the laurel in the stats screen
Fixed the text display on fleet names that exceeded the pop-up size
Updated urgency gauge display when in disabled mode
Fixed game over sound FX
Fixed Roboute Guilliman’s name in dialogue
Fixed the boarding torpedoes’ keybind in the prologue
Fixed empty tooltips on enemy turrets/space stations’ experience level display
Fixed empty tooltips on the Space Hulk experience level display
General fixes:
Fixed crash linked to engaging fleets with 0 fleet power
Fixed an issue where a cinematic would not display properly in specific cases
Protection added against crashes that may occur when macro projectiles target Interfering Signals
Fixed admiral level-up sound that wasn’t impacted by the audio option settings
Fixed annihilation rewards display
Fixed bonus which added Battle Plan after X turns (Listening Post POI)
Removed the Macragge’s Honour from the Sons of Malice Chaos sub-faction
Fixed a problem where Space Titan kills weren't taken into account
Fixed Annihilation achievement trigger in the Necron and Tyranid campaigns
Fixed Nurgle worshipper POI effect (lowers troops regeneration)
Fixed hidden “buy a fleet” button on a selected system after having bought a new fleet
Fixed End Turn shortcut from not working.
Fixed wrong Chaos Battleship Despoiler’s wreckage
Improved Wind of Change skill FX
Fixed Interfering Signal warning event
Fixed wrong critical chance on the Tracking Sense skill
2. Battle Fixes
General:
Improved AutoLaunch Scuttle AI (AI will avoid triggering scuttle with allies around and will wait a bit less before using it, anyway it will be use at some point to allow AI reinforcement to be deployed on the the battlefield)
Improved Auto Launch skill disengage AI (AI will now try to disengage his ships)
Updated custom fleets’ security check
Fixed localisation error panel in the main menu
Fixed launch bay number on the Despoiler’s prow
Fixed Armour Piercing Ammunition/Blessing of Vaul upgrades when target is close
Fixed Slavetaker attribute
Fixed AI that was firing Nova Cannon on hidden ships
Fixed Gravity Hook number on T’au ships
Fixed Scanner skill (now available on Platform Defences)
Fixed Cruiser Gothic’s torpedoes that had parallel trajectories
Fixed AI that was not following flagship vessels’ rules
Fixed 1vsAI loading screen that was displaying “Waiting player” with a timer
Fixed Defeat text that wasn’t displayed when capitulating at the start of a game
User Interface:
Fixed a tooltip on the Burn Retro skill of the Orks Roks ship
Fixed the Massive Claws skill’s damage text display
New weapon icons for Tyranid Claws + common, light, and heavy launch bay
Updated ship overlay: The Action button now has more space at the bottom
Updated graphic code on ordnance icons
Fixed some manoeuvers that had no tooltip when under cooldown
Updated Ancient Psychic Scream feedback position
Fixed the disengage gauge fulfilment that wasn’t displayed guest side
VFX/SFX:
Updated FX collision between ships for optimisation
Fixed victory/defeat text
Fixed defence turrets’ sound FX
3. Structure Fixes:
Optimization: Dark Eldar, Necrons, Tyranids FXs
Updated localisation for several languages
Updated loading ship screen when going to the ship viewer
Updated ship viewer feature: can now show/hide User Interface
Fixed the space bar that allows you to skip game turn
Increased visibility on checkboxes and sound option settings
Updated credit screen opacity background
First Update & Beta Branch Info
Hey everyone,
It’s been a week since the release of Battlefleet Gothic: Armada 2 and we’d like to extend a huge thanks to all of you battling in the cold space of the Gothic sector!
We’ve received countless messages from loving fans and that’s the best gift the team could have received after years of work on the game - thank you!
Since launch, we have been carefully reading and compiling your feedback and suggestions, and will continue to do so. Today, we’re happy to reveal our next patch, and announce that it is available right now, to everyone, on our new beta branch.
The patch includes new features and a massive list of bug fixes, all based on your reports on our Steam community hub and official forum. Please keep in mind this is still in a beta state, so if you run into any stray issues, please let us know in the new beta branch feedback forum so we can sort it out before the full release. We’re doing our very best to make sure this patch is ready for full release as soon as possible.
To access the next patch, please follow these steps:
In your Steam Library, right-click on Battlefleet Gothic: Armada II and go to Properties.
Go to the BETAS tab and select this branch: beta_nextpatch
Confirm and click on PLAY to update your game (you might need to restart Steam to see the update).
Once the game is updated, you have access to the beta of the next_patch of Battlefleet Gothic: Armada II.
The download itself will not be huge but it will still take a lot of time for your hard drive to copy the changes, so please be patient. You can follow your hard drive progress on the download tab on Steam.
Also as this is a beta, we always recommend you to backup all your savegames before trying out the next patch. You can find your save in the following folder: C:\Users\*yourusername*\AppData\Local\BattlefleetGothic2
This first patch should fix most of the technical issues reported in the last week, as well as bring the co-op mode of the campaign into a better state. Bug fixing is always a continuous process and you can expect more patches to finalize the co-op mode. You’ll find the full patch notes at the end of this announcement.
Post-launch Plans
As we mentioned earlier, we are always listening to your feedback, and one thing we noticed was that not everyone are entirely happy with the current state of boarding. As a result, we are hard at work on a new and improved boarding system. While we can’t go into every detail, the new system will have a stacking mechanic whereby troop damage is dealt gradually over time depending on the number of “boarding stacks”. This will allow players a chance to hold back the invaders using a reimagined Call to Arms ability. We look forward to revealing more details about this in the near future.
We’ll also continue to polish the co-op mode in order to release it fully as soon as possible. This major update will be followed by the development of new ships and continuous work on balancing.
Then the focus will be on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.
“Battlegroup 2v2” Beta mode
We’ve heard players express that the scale of 2v2 battles doesn’t feel epic enough, and we agree. Therefore, we are introducing the new Battlegroup 2v2 mode which allows each player to use 1000 fleet points when preparing their fleets, resulting in bigger, even more frenetic battles! Please keep in mind that this will be in a Beta state and will not be available for ranked play. As always, we appreciate any feedback you can give us on this mode!
Campaign End Game and Massive Engagements
A similar request we heard was for bigger battles in the campaign, particularly towards the end game. As you can see below, we have increased the fleet points for the higher renown ranks significantly (1650 fleet points max now, instead of 1350). May your fleets blot out the sun!
We have plans to introduce competitive seasons and rewards in Battlefleet Gothic: Armada 2. As we’re working on that and hope for a big reveal soon, we’re perfectly aware of how crucial the balancing is in a multiplayer game with competitive seasons. We’ve always planned to closely monitor the balancing of Battlefleet Gothic: Armada 2 and to regularly update the game depending on community feedback and data.
We’ve published a first look at the overall win rates of each faction in a community update on January 18, and we’re happy to share the updated results today.
As you can see, we’re making good progress. And we’re pretty confident this patch will balance things even more. Main issue right now is that Aeldari factions, especially Drukhari and Asuryani, seem to overperform in higher rank. We therefore want to reduce the tools at their disposal to boost their range in order to give the opponent more opportunity to catch them.
Tyranids have received a slight buff in this update but they will have our full attention with the next patch to make them more competitive in higher ranks.
Imperial Navy and Adeptus Mechanicus fleets have pretty good results in almost every league but seem to suffer a bit in the last two. We’re currently working on some ideas to help them there. Necrons have very good results but still get a nice buff regarding their special maneuver because their performance drops significantly in legend rank.
Orks perform very well currently but we prefer to wait before making any changes because their win rate appears to slowly drop as the meta goes on. Current meta seems to focus on bringing a lot of light cruisers in battles and bigger ships are mostly left behind. Now, crit resistance increases as tonnage grows. We aren’t entirely sure it will be enough but it’s a clear first step in favor of bigger ships.
Keep in mind that we monitor more than the win rates with data about match-ups, as well as split by leagues. We'll make good use of them to do regular balance tweaks until we're happy on that front.
As for any potential technical issues, your feedback about the balancing of the game is welcome - please use our official forum. Also don’t forget to join our Discord to discuss with fellow players and get the latest news from the devs: https://discord.gg/fqpAG2D
See you in-game,
Tindalos Interactive & Focus Home Interactive
Patch 1 Change log Battlefleet Gothic Armada II
New feature:
Battlegroup: 2v2 A new mode (currently in beta) that increases max fleet points from 600 to 1000 per player in 2v2 mode.
Balancing:
(Campaign) Increased maximum requisition points from 1350 to 1650 for the highest admiral levels
(Campaign) Autobattle results are now more predictable, removing random positive/negative percentages
Lowered fleet power of enemy Space Marines in the Necron mission The Prize
Lowered fleet points of the enemy in the Imperium mission Silver Dawn
Impaler skill damage increased from 2 to 6
Critical chance of Lances/Zap/Pulsar/Shadowlance/Bio plasma/Gauss has been doubled
Ramming damage has been increased by 50%
Ships are now less likely to suffer system critical hit depending on their tonnage.
LC: remain unchanged (no critical reduction)
CR: critical reduction chance modifier reduced from 0.9 to 0.8
BC: critical reduction chance modifier reduced from 0.8 to 0.6
GC: critical reduction chance modifier reduced from 0.7 to 0.4
BS: critical reduction chance modifier reduced from 0.6 to 0.2
Spirit stone targeting node upgrade now applies only to the admiral ship
Drukhari ships' lock-on stance replaced by tracking sense stance
Inertialess drive cooldown reduced from 90 to 75
Tyranids ships’ cost slightly reduced
Tracking sense critical hit chance modifier now properly applies a 100% modifier to critical chance instead of 20%
Disruption bomb channel time increased from 10 to 15 seconds
Disruption bomb cooldown increased from 60 to 90 seconds
Improved augur array/Many-Eyed Prophet/Nicassar Prescient/Multi-Spectrum Sensor upgrades detection range increased from 4500 to 9000
Mechadominator effect duration increased from 10 to 30 seconds
Daemonic infestation now applies to all line ships
Slaanesh promise duration reduced from 10 to 5 seconds
Dark matter cannon speed reduction reduced from 50% to 25%
Lictor brood upgrade now applies to line ships instead of light cruiser only
Resurrection orb now gives back 3 troops instead of 1
Co-op mode:
Stabilized flow system when going in/out of battle
Fixed game loading that didn’t automatically load the auto-save
Fixed end of battle screen
Fixed the result screen that was displaying a defeat on the guest-side and a victory on the host-side
Added:
Beta experience rating added in multiplayer score screen for sharing the player’s feedback with the dev team about the beta mode
Scrollbar on the saves list screen
Confirmation pop-up in the shipyard when revoking a ship
Space Medusae now have a feedback range when exploding
Bug Fixes: 1. Campaign:
Imperium Campaign & Prologue fixes:
Fixed validation of the mission Preparation for the End of Time
Fixed crash at the end of the mission The Chosen of Abaddon
Fixed a Chaos ship that has to be boarded in the prologue. It now has defence turrets to match the dialogue/narration
Fixed feedback of the player’s narrative choice in the mission Repentance
Fixed the Nurgle’s FX that links monuments in the mission The Chosen of Abaddon
Fixed inverted admiral icons on the pre-match screen in Stopping the Harvest
Fixed dialogue that wasn’t triggering at the arrival of the Phalanx
Fixed localisation text on the Aurent Pattern Munitions upgrade
Fixed reinforcement fleets as reward of the mission The Invasion (Tyranid Annihilation)
Fixed achievement “Stick with your Own Kind” (granted after the first Eldar Annihilation Ark mission).
Tyranid campaign fixes:
Fixed deployment areas in the mission Slip Through The Net
Fixed failed secondary objective display in the mission Slip Through The Net
Fixed secondary objective not giving the proper rewards in the mission Slip Through The Net
Fixed secondary objective not giving the proper rewards in the mission Surprise Appetisers
Updated reinforcement system in the mission Gourmet Meal
Updated dialogues in the mission Indigestible
Updated fleet points in the mission Flesh Is Weak
Fixed Infiltration skill so that it can’t be launched on a blocked system
Fixed the reward in the mission Buffet
Fixed a dialogue trigger that was activated in the end of the mission Buffet
Fixed the achievement trigger when destroying the Dark Throne
Fixed objective completion when boarding the Space Station in the mission Wounded Prey
Fixed the possibility to replace the Ancient One in the mission The Devourer Wakes
Fixed Death World POI attribute tooltip
Fixed Spore mine system defence item
Necron campaign fixes:
Fixed a crash in the Necron Campaign if you would capture Agripinaa from a save starting during PreOrderBeta 2 (if your save is from PreOrderBeta 2 and you have already captured Agripinaa you need to reload before that point)
Fixed validation of the mission The Prize
Fixed issue in the mission Star Makers where the player could be blocked after having destroyed the Blackstone
Fixed infinite life for escort ships from a Necron upgrade
Fixed the outro of the mission End of a Billion Souls (the Craftworld now disappears)
Fixed the Shards of Yggra'Nya upgrade effect in the mission Veil of Shadows
Fixed camera that was going through Space Hulks 3D meshes in the mission The Beast’s Last Stand
User Interface fixes:
Fixed Plasma Storm tooltip in Necron and Tyranid missions
Fixed a stuck weapon highlight when mousing over it
Fixed hidden sectors’ names in which the player had no fleet
Corrected text on the fleet details title of the score screen
Updated a currency icon for tyranids (shipyard upkeep)
Updated the visibility of the laurel in the stats screen
Fixed the text display on fleet names that exceeded the pop-up size
Updated urgency gauge display when in disabled mode
Fixed game over sound FX
Fixed Roboute Guilliman’s name in dialogue
Fixed the boarding torpedoes’ keybind in the prologue
Fixed empty tooltips on enemy turrets/space stations’ experience level display
Fixed empty tooltips on the Space Hulk experience level display
General fixes:
Fixed crash linked to engaging fleets with 0 fleet power
Fixed an issue where a cinematic would not display properly in specific cases
Protection added against crashes that may occur when macro projectiles target Interfering Signals
Fixed admiral level-up sound that wasn’t impacted by the audio option settings
Fixed annihilation rewards display
Fixed bonus which added Battle Plan after X turns (Listening Post POI)
Removed the Macragge’s Honour from the Sons of Malice Chaos sub-faction
Fixed a problem where Space Titan kills weren't taken into account
Fixed Annihilation achievement trigger in the Necron and Tyranid campaigns
Fixed Nurgle worshipper POI effect (lowers troops regeneration)
Fixed hidden “buy a fleet” button on a selected system after having bought a new fleet
Fixed End Turn shortcut from not working.
Fixed wrong Chaos Battleship Despoiler’s wreckage
Improved Wind of Change skill FX
Fixed Interfering Signal warning event
Fixed wrong critical chance on the Tracking Sense skill
2. Battle Fixes
General:
Improved AutoLaunch Scuttle AI (AI will avoid triggering scuttle with allies around and will wait a bit less before using it, anyway it will be use at some point to allow AI reinforcement to be deployed on the the battlefield)
Improved Auto Launch skill disengage AI (AI will now try to disengage his ships)
Updated custom fleets’ security check
Fixed localisation error panel in the main menu
Fixed launch bay number on the Despoiler’s prow
Fixed Armour Piercing Ammunition/Blessing of Vaul upgrades when target is close
Fixed Slavetaker attribute
Fixed AI that was firing Nova Cannon on hidden ships
Fixed Gravity Hook number on T’au ships
Fixed Scanner skill (now available on Platform Defences)
Fixed Cruiser Gothic’s torpedoes that had parallel trajectories
Fixed AI that was not following flagship vessels’ rules
Fixed 1vsAI loading screen that was displaying “Waiting player” with a timer
Fixed Defeat text that wasn’t displayed when capitulating at the start of a game
User Interface:
Fixed a tooltip on the Burn Retro skill of the Orks Roks ship
Fixed the Massive Claws skill’s damage text display
New weapon icons for Tyranid Claws + common, light, and heavy launch bay
Updated ship overlay: The Action button now has more space at the bottom
Updated graphic code on ordnance icons
Fixed some manoeuvers that had no tooltip when under cooldown
Updated Ancient Psychic Scream feedback position
Fixed the disengage gauge fulfilment that wasn’t displayed guest side
VFX/SFX:
Updated FX collision between ships for optimisation
Fixed victory/defeat text
Fixed defence turrets’ sound FX
3. Structure Fixes:
Optimization: Dark Eldar, Necrons, Tyranids FXs
Updated localisation for several languages
Updated loading ship screen when going to the ship viewer
Updated ship viewer feature: can now show/hide User Interface
Fixed the space bar that allows you to skip game turn
Increased visibility on checkboxes and sound option settings
Updated credit screen opacity background
Battlefleet Gothic: Armada 2 is out today!
In the grim darkness of later today, there is only the release of Battlefleet Gothic: Armada 2.
We're thrilled to release Battlefleet Gothic: Armada 2 today! We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected.
A new Launch Trailer will prepare you for battle as all the fury of 12 factions clash for dominance in skirmish and ranked multiplayer, while three full grand campaigns offer hundreds of hours of single-player and co-op content.
https://www.youtube.com/watch?v=KubBn4syAHQ
With a focus on bringing naval battle strategy into the 41st millennium, Battlefleet Gothic: Armada 2 has you considering ship speeds, engagement angles, torpedoes, and strike craft while navigating the fantastical and daemonic special abilities of this dark future. Design and customise your fleet through a fully open points system, picking from one of over 80 sub-factions and dozens of fleet upgrades across seven ship classes and 12 distinct factions.
The team has worked hard on your feedback from the second Beta. As announced in our latest community update, today's full release brings a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. If you're new to the game, make sure to read our Quick Start Guide.
You can also join our Discord to discuss with fellow players and devs: https://discord.gg/fqpAG2D
You'll also be able to finally play the campaign co-op mode today. We'd like to remind you that, as announced at the start of the last Beta, this game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we're forced to release the co-op mode in an early access state today.
This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It is now available, but we will continue to improve it and fix technical issues in this mode after launch. Our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental in making it stable as fast as possible.
Post-Launch plans
Even though the game is now released, we're still interested in getting your feedback about all aspects of the game: balancing, technical issues, and the full Necron, Imperium and Tyranid campaigns. We'll continue to release updates and tweak the game with the help of your reports. Today is only the beginning for Battlefleet Gothic: Armada 2 and we'd like to share more about our post-release plans.
As explained above, our first priority is to polish the co-op mode to release it fully as soon as possible. It will come with a balancing patch, as well as bug fixes and additional polish based on your feedback. We'll also develop the competitive aspect with official seasons and rewards to be announced very soon.
This first major update will be followed by the development of new ships and continuous work on balancing. As you've seen in our last Beta update, we have the data to monitor win rates and match-ups and we'll make good use of them to do regular balance tweaks until we're happy on that front.
After this we will be focusing on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.
We can't wait to share more, but as you can see, we've got plenty on the go in the coming months. Meanwhile, enjoy the full release of Battlefleet Gothic: Armada 2 and let us know what you think!
Release Patch notes
All three Grand Campaigns are now fully playable!
Your Imperial and Necron campaign saves from Beta 2 will still work, enjoy!
Campaign co-op is releasing in an Early Access state. It’s playable and fun, so please try it out and provide feedback, but those who want to enjoy a fully polished and bug-free experience may wish to wait.
All profiles have been reset. This includes multiplayer rank and skill progression.
The game is now available in multiple languages.
Improvements & New Features
Playing skirmish against AI will now grant faction XP
Added Game Option in the campaign to play non-scripted battles in Cruiser Clash mode
There are 3 options available: Cruiser Clash, Domination, and Random
You can choose between these at the start of a campaign or at any time during your campaign by going into the game options
When playing Cruiser Clash, the stationary defenses are placed at random in a square on the battle map
Added possibility to remove the Urgency Threat gauge at a start of a new campaign
The game has been designed with the Urgency Threat in mind, but we understand players wanting to enjoy the campaign at a slower pace
This cannot be changed mid-game, you will need to restart your campaign if you wish to disable or enable it.
Skill keybinds are now displayed properly in battle
Balancing
All Factions
Rally can now be used during a mutiny
Reload stance candency bonus now only applies to macro weapons
Collisions between allied vessels no longer causes morale damage
Corsairs
Ship point cost for all Corsair vessels has been decreased
Tyranids
Ship point cost for all Tyranid vessels has been increased
Tyranid assault boat number per squadron decreased from 4 to 3
Tyranid fighter squadrons decreased from 8 units to 6
Spiky Carapace now ignores armor
T’au
Mont'Ka crit chance bonus decreased from 100% to 50%
T’au Warfare now properly applies to ships with the T’au Warfare attribute
Cutting Beam now ignores armor
Cutting Beam damage increased from 60 to 120
Cutting Beam charge time reduced from 15 seconds to 10
Tau Manta Bomber dodge chance increased from 20% to 40%
Space Marines
Space Marine Torpedoes activate their tracking system earlier
Emperor Tarot can now target visible ships
Imperial Navy
Emperor Tarot can now target visible ships
Drukhari
Burning Scale ship now properly has 1 launch bay instead of 3
Chaos
The Daemon Infestation upgrade now properly applies to all ships
Asuryani
Kin Crewed Battery max cadency bonus reduced from 50% to 25%
Kin Crewed Battery cadency bonus per second reduced from 2% to 1%
AI
In domination mode, the AI will no longer stay in the capture area without reacting to attacks
AI now prioritizes ships that are not drifting hulks or undergoing a mutiny
Bug Fixes
Fixed a memory leak in video playback during game hitches (such as when clicking on the create custom fleet button)
Please note that they will still take some time to load
Several localized crashes have been fixed
Multiple localization fixes and improvements
Custom fleets from the Beta can no longer exceed the point limit before launching a battle
BFGA2 Game Director Romain Clavier here. It’s been three days now since the release of the beta. We’re delighted to see thousands of players jumping into games and providing feedback on everything from faction balance to the campaign flow, and much more.
The Tyranid invasion and the green Krusade may seem unstoppable but do not abandon hope and praise the Emperor, for he is the salvation of mankind. Here’s what we’re currently planning to do in response to all the feedback and data we’ve received during the week.
Campaign update:
Let’s start with the two most common pieces of feedback regarding the campaign gameplay.
“I don’t like the domination mode in campaign.”
Well, It will be pretty easy for us to add a game option that allows the player to remove capture zones during campaign battles in order to play with just the “extermination” win condition. We still believe that domination mode provides a better in-game experience, as it adds a tactical layer to battle as well as improving the game balance, but we understand the desire to annihilate your enemies.
We’ll do our best to deliver this change for the release. If we cannot, it will be implemented with the first patch shortly after launch. We will keep you updated on this as regularly as possible.
“I feel under pressure from the urgency gauge”.
Fair enough, we don’t want anyone to feel anxious during their solo game experience of the grim dark future. We will be adding an option at the start of the campaign that will disable the urgency gauge. For clarity, we would advise against disabling this feature, as we think it provides incentive and pressure for pushing forward as well as offering a good representation of the critical situation in the Cadian Gate, and being part of our difficulty balancing. However, we’d rather it was your choice.
It’s possible we will have this implemented by release, but more likely it will be a part of the first patch.
Skirmish:
The main feedback we’ve received here is that you would all like to be able to level up factions in Skirmish. Well, we don’t see any good arguments that go against this request. We will implement this for release! Portrait rewards will still be exclusive to ranked matches, as they’re purely cosmetic.
We’re also looking at ways to continue to improve the skirmish game in post-release content. We’ll talk more about this in the near future as we start to explain our plans regarding post launch content.
Balancing:
Well, balancing is still not perfect but it’s better than ever. With thousands upon thousands of battles concluded (and with mirror matches excluded), let’s check the stats up to now:
First to talk about this data a bit. Clearly there are two major outliers in Corsairs and Tyranids, which we’ll discuss in a moment, alongside the higher-than-perfect Ork winrate. However, we’re very happy that 10 of our 12 factions are relatively well balanced, especially given we’ve yet to release. Obviously, it’s currently imperfect, so here are our goals going forward.
At first we want to get everyone between 40% and 60% global winrate. Of course the closer to 50% the better, and we’ll continue tweaking beyond that, but it’s our initial aim. It’s important to note these numbers do not represent with perfect accuracy how balanced factions are. For example, some factions may perform better or worse depending on the skill level of the players, the exact fleet compositions being used, and so on. However, we’re happy to use this data alongside your continued feedback to improve things.
As mentioned, the most problematic factions are the Corsairs and Tyranids. Orks are borderline.
Therefore, you should expect in a patch on launch day:
A nerf for the Tyranids. Should be mostly based on ship point cost.
A buff for the Corsairs. Ships will be cheaper and will have access to the shroud hull attribute, which cloaks ships at the start of battle.
A very slight nerf for the Orks.
A lot of small adjustments to make the battle experience less frustrating in some cases or with some factions.
Of course, we’re still finalising the specifics here, and will keep you updated with full patch notes once the patch is ready. We hope to continue sharing matchup data with you in future, and are looking into ways to split the data by league to make sure we’re using it in the best way possible.
Multiplayer:
We have found a way to improve classification of players in the leaderboard, as it’s currently very hard to get out of Bronze league. This update is now live, so please let us know if it seems better and fairer to you (or not!)
Bug:
Ouch! A nasty bug regarding weapon stats modifiers bypassed our vigilance and is present in the beta. A few bonuses are not being applied properly. We will be fixing it for release - we’d like to do it sooner, but ensuring that our release build is as good as possible is our current priority. Post-launch, we hope to patch issues such as this (or, hopefully, more minor ones) quicker. It’s important to note this particular issue will likely have a positive impact on the game balance, also.
Thanks for all the feedback, positive and negative! Continue to help us in making the best game possible for the 24th!
We’re happy to release Battlefleet Gothic: Armada 2 Pre-order Beta 2 today!
We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected. This Beta will last until the full release of the game on January 24.
In case you missed it last week, you can take a look at our new campaign trailer, breaking down every facet of the 100+ hours that can easily be spent in Armada 2’s single-player offering.
https://www.youtube.com/watch?v=rnAEk0Kj8Y4
This second beta features:
The 12 playable factions
The 80+ subfactions
Ranked play
Updated custom map options with special environmental effects from the first beta.
Prologue of the campaign
First sectors of the Imperium and Necron campaigns
The team has worked hard on your feedback from the first Beta and this second Beta will bring a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. Make sure to read our Quick Start Guide and the more detailed How to Start guide to prepare for the Beta.
Much like in the last Beta, we’re really interested in getting your feedback about all aspects of the game: balancing, technical issues, and now also the campaigns, including the Necron and Imperium first sectors.
We’d also like to tackle an important topic as we near the full release of Battlefleet Gothic: Armada 2. This game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we will be forced to release the co-op mode in an early access state on launch. It will also not be available during this Beta phase.
This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It will be available at release but we will continue to improve it and fix technical issues in this mode after launch and our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental to make it stable as fast as possible.
Join us tonight for a campaign livestream on Focus Home Twitch channel to discuss the update and give us your opinion!
1st Sector of the Imperium Campaign is now available
1st Sector of the Necron Campaign is now available
Added Ship Viewer
When you create a custom fleet in skirmish, you can access the ship viewer with the associated button
Added leaderboard
Available from the main menu
Filter by factions and leagues (Bronze, Silver, Gold, Adamantium, Epic, Legendary)
Standard ELO system
Will be reset at full release
Balancing
Reworked armor mitigation calculation
Stronger armor and hull are now more resilient and more in-line with what we originally intended
Board actions:
Surgical Strike (SM, Drukhari, Necron) crit damage chance increased from 30% to 60%
Planned Strike (Tau & Aeldari factions) crit damage chance increased from 20% to 30%
Torpedo hit points increased from 2 to 4
Unstable Pulse Core upgrade bonus decreased from 100% to 50%
Necron Starpulse Wave damage decreased from 300 to 250
Augur Disruptor Bomb reworked:
Now removes the detection zone of all enemy ships on the map for 45s
Scanning range is unaffected
Disruption Bomb damage radius increased to 4500 units from 1500.
Adeptus Mechanicus ships no longer receive melta torpedoes
Imperial Battleship Oberon no longer has a nova cannon
Aeldari Pulsar weapons and Phantom Lances now have a slight angle of fire
Tyranid ships are now vulnerable to lightning strikes even while shielded
Space Marine escort ships armour value increased from 67 to 83
Call to Arms order reduced to one charge
Brace for Impact stance turret accuracy bonus reduced to 50% from 100%
The Mercenary attribute now means the crew of this ship cannot be executed
The Rally order on admiral ships grants 400 morale for itself and 200 for allied ships in range
Multiplayer
All profiles have been reset for Pre-Order Beta 2
The game will allow more time for slower players to connect to a game before invalidating it
Fixed multiple connectivity issues
Improved netcode to reduce desynchronization issues
You can now ping on the map in 2vs2, which will be shown to your ally
Bug Fixes
Multiple localization issues fixed
Fixed and cleaned several issues in the prologue
Added mouse and keyboard input in the prologue
Giant asteroids are now properly displayed and available in custom games
Multiple optimizations on VFX to improve performance
Multiple performance improvements on the battle map
More than 200 bug fixes on gameplay/campaign/graphical settings.
The AI will now properly ignore Asteroid Fields if they are immune to them
You can no longer use burn retro while a ship is in mutiny
Watch our Campaign Trailer !
Battlefleet Gothic: Armada 2 launches January 24, 2019, bringing all the chaos and destruction of Warhammer 40,000 fleet battles .
On top of skirmish and multiplayer, Battlefleet Gothic: Armada 2 comes with three full grand campaigns letting you control humanity’s combined Imperial forces, the ancient re-awakening Necron empire, or the ravenous extra-galactic horde of the Tyranid Hive Fleets.
https://youtu.be/rnAEk0Kj8Y4
Our new campaign trailer breaks down every facet of the 100+ hours that can easily be spent in Armada 2’s single-player offerings. Every campaign is also playable in co-op, with two players controlling a split fleet in each battle.
Prepare for the second pre-order beta, running January 15 up until launch! This will be your first chance to go hands-on with the campaigns as the first sectors of the Imperial and Necron storylines will be available to play.
This second beta will also feature all the multiplayer and skirmish options, including :
The 12 playable factions
The 80+ subfactions
Ranked play
Updated custom map options with special environmental effects from the first beta
The team has worked hard on your feedback from the first Beta and this second Beta will bring a lot of balance tweaks and bug fixes. Expect more details on January 15, and join us for a Dev livestream on Focus Twitch channel to discuss the update and give us your opinion!
Battlefleet Gothic: Armada 2 Campaign Pre-order Beta begins January 15, featuring the start of the Imperial and Necron campaigns. The game launches on January 24.
Today, we'd like to thank you very much for playing Battlefleet Gothic: Armada 2's first Pre-Order Beta!
In this first beta, you were able to play as any of the twelve factions in the game in both single and multiplayer battles, as well as the prologue of the campaign, which introduces you to the story, and shows players the Fall of Cadia for the first time.
Throughout the beta, you provided very valuable feedback about gameplay balance, lore inconsistencies, and other parts of the game. Now, it's our job to dig through this feedback. We can't promise that everything you suggest will be taken on board, but we'll be playing close attention to all suggestions and we will certainly be reading it all.
Please make sure that you post any feedback you still have on either Steam or on the Focus Home Interactive forums. We'll be looking at it whenever you post it, and it's all extremely valuable.
We'll be hard at work on this until the next Pre-Order beta, which currently launches in early January. We'll have more information on that soon!