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Templar Battleforce screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Templar Battleforce

Update #69: Combat Log First Release



With this release, we've introduced a combat log to the game that is happy to share all the game's internal numbers with you. It currently contains all attack, damage, special damage rolls (Fire, Bio-Poison, etc), and Critical Multipliers on damage. Thanks to all of the community members who suggested formats and data they wanted to see! We're not done with the log, but we wanted to get this first and extremely valuable piece out and in place. We know we're going to be adding:
- All Tact Point activities (attack, defense upgrades)
- Penetration and Deflection numbers with each attack
- Your suggestions!

During building out the combat log, we found a few bugs with armor, ranged attacks, and penetration % from Buffs and Gear. Damage against high level targets with tougher armor will be slightly lower, unless you're scoring penetrating hits.

We've also fixed issues with the Reactor Jolt Ordnance and the Deep Cover Operative Resupply Ordnance. Thanks to our players who reported!

Thanks to everyone leaving a review and sharing the game!

v2.6.25 - 6/10/2017
- Added full combat log, showing all attack, damage, critical hit numbers
- Fixed issues with enemy armor in ranged attacks and Penetration bonuses
- Fixed bug with Reactor Jolt Ordnance used at low AP/MP levels
- Fixed bug with Deep Cover Operative Resupply

Update #68: Community Feedback Improvements



This week, we've dedicated the release to catching up on feedback from the community. We've fixed a number of bugs that were reported -- issues with the Turret counts reported on the map, issues with Reactor Jolt providing too much +MP in some cases, and fixing some scrolling issues that were making the Talent table annoying to use in some cases.

Also, we've rebalanced the starting SP cost of Scouts to 400. This has a lot of different effects -- it means that they will be a little more expensive to deploy from a Tact Point, but when it comes to Swap it means that they will be 1-for-1 with Soldiers and they carry a little more SP currency if you are planning to swap up to a Hydra, Neptune, Paladin or Berserk. It's a small change, but from the testing we've done here, it has a very positive effect on the Swap economy.

Finally, we've added a line to your Templar's status that summarizes all of the Fire / Plasma / Radiation resistances that you gain from your Armor, Gear, and Buffs.

Our Patreon raffle ran this morning and Jewel and Ozwryx won an invitation to join the ranks of the Templar Militant. Keep an eye out of their faces coming soon.

Thanks to all of our supporters and especially to everyone leaving a review!

v2.6.23 - 5/12/2017
- Increased SP cost of Scouts to 400 to match Soldiers
- Added details on Fire / Radiation / Plasma Res to Templar status
- Added unused MP to the Confirm End Turn message
- Fixed messages about turret counts
- Fixed scrolling issues in Talent tables

Update #67: New Faces, RQ Tree Fixes



This week, we've added 2 more faces to the roster of Templars, bringing the total options count up to 44. We're planning to add another two characters in the coming weeks, and are going to use the faces of two lucky Patreons! If you want to see your face driving a Leviathan mech, or want to support our continuous game development efforts, check out our Patreon and consider supporting us -- and score fun rewards.

https://www.patreon.com/posts/9732979

We've also fixed some issues on the RQ tree. The Pyro Turret Talents were showing up within the Hydra tree accidentally, and the Sensorkit Scan talents levels 8-10 simply weren't working as expected.

A number of the Terrox xeno variations (Siege Goliath, Plated Hunter) have seen a slight up-balance in their higher levels.

Thanks to everyone leaving a review on the game!

v2.6.21 - 5/1/2017
- Added 2 new Faces to the Templar Designer - now pick among 44 faces and helmets!
- Fixed issues with Pyro Turrets Talents showing up on RQ Tree
- Fixes issues with Sensorkit Scanner Talent levels 8-10
- Improved balance of Terrox xeno variations
- Fixed map bugs

Save 50% + Update 67: New Relic and Ironman Permadeath Option

This week, we're jumping in on a weeklong sale to give you 50% off savings on Templar Battleforce. And we're pairing that with a juicy update -- our 67th update since launch.



With this update, we've introduced a new and very unique Relic for your Scouts and Engineers. Usually, the Sensorkit Scan Talent cannot be used when Overheated and causes +6 Heat. The new Typhoon Scanner Relic changes both of those rules -- you can use Sensorkit Scan at any time regardless of Heat, and the Talent does not cause any Heat. Adding an extra +6% Critical as well, the Typhoon Scanner is perfect for speed operations, looking ahead and keeping an eye on your flanks.



In addition, we've upgraded the Permadeath option for new games to allow it to turn on Ironman Permadeath. The more we talked to our gamers, the more we found the players wanted a way to play the game with the hardest possible permadeath option, but at any difficulty. So, we've made some changes and are rolling out a new update to allow this. As you know, Shalun favors the brave!

We've also improved the Captain's model when carrying a Needling Sidearm to look like a Needler. And, your Overwatching Templars and Turrets now fire a more impressive burst of shots when defending territory.

Thanks to all of our supporters and for everyone leaving a review!

v2.6.19
- Added new Relic: Typhoon Scanner allows Scouts / Engineers to use Scan without Heat cost
- Option in new game to enable Permadeath turns on Ironman Permadeath (no retreat, all deaths permanent)
- Updated Overwatch firing animation to shoot a burst of bullets
- Updated model for Captain's Needling Sidearm to look and act like Needler

Update #66: More Permadeath Options + New Faces



Of course, permadeath is always on for higher difficulties. However, this week we've enabled permadeath option for Normal and Easy difficulties. We're excited to deliver on this highly requested feature from the player base. This allows you to play any difficulty in the game with permadeath enabled, and enjoy the unforgiving nature of Templar Battleforce regardless of difficulty. Thanks to all of our players who have requested this!

We have also tweaked the timing on the End Turn confirmation button. It was a little too tight in its loop which could cause you to have to spam the button sometimes to end your turn.

In additional, we have added two more faces to the roster, bringing the total of faces and helmets now up to 42.



Thanks to everyone for their support and especially for those leaving reviews!

v2.6.17 - 3/25/2017
- Added 2 new Faces to the Templar Designer - now pick among 42 faces and helmets!
- Added option in New Game to enable Permadeath for Easy and Normal Difficulties
- Play with Permadeath enabled on any difficulty level!
- Improved timing and handling of Confirm End Turn with 50% unspent AP
- Fixed occasional crash in story scenes

Update #65: New Faces, End Turn Confirm, SP per Turn Display



This week's update, we've dropped two new awesome faces into the game for your squads. You can now pick from over 40 helmets and faces to build a completely unique character for every Templar in your Battleforce.

Upon player request, we've added a safeguard to the End Turn button. If you try to end your turn with less than 50% of your squad's AP spent, a confirmation will appear, asking you to click again to confirm the action. This can help you avoid ending your turn accidentally.

We've improved the data shown on the Objectives screen. We've now included the +SP you are gaining every turn from Tact Points so you can do precision calculations about when you can deploy new Templars or call in Ordnance.

Thanks to everyone leaving a review for helping to spread the word about Templar Battleforce. We really appreciate the players who made these suggestions -- you're helping us continually improve the game!

v2.6.15 - 3/16/2017
- Added 2 new Faces to the Templar Designer - now pick among 40 faces and helmets!
- End Turn now requires confirmation if your squad has spent less than 50% of its AP
- Improved Objectives Screen, +SP per Turn from Tact Points now displayed
- Fixed issues with overlapping achievements

Update #64: New Faces & Relic Rebalance



This week's release brings two new faces to the Templar rosters -- the hardened soldier with a mustache and a stalwart soldier in her pilot's helmet. Always excited to add more variety to the list, bringing the total up to 38 faces and helmets now.

We've rebalanced some of the cost of the early game Relics to make them easier to snag. This helps, as they aren't something you'll probably keep to the end game, so a big RP investment can feel like a waste a little while later.

We've fixed some missing SFX and a few display bugs in the RP tree to make sure everything you're browsing is consistently labeled.

Thanks for your support and your reviews!

v2.6.13 - 2/25/2016
- Added 2 new Faces to the Templar Designer - now pick among 38 faces and helmets!
- Reducing some of the early game Relic RP costs to be more inviting
- Fixed bugs with the RQ tree display
- Fixed some missing SFX in the HQ screens

Update #63: Revving back up



Templars, prepare your weapons! We took a bit of a break from Templar Battleforce updates this month, as we've launched our closed alpha for Star Traders 2, our next game coming to Steam. Now that the alpha is full steam ahead, and we've gotten through the first buggy stretch, we're going to get back to some Battleforce, Heroes, and Star Traders 4X Empires updates.

For Battleforce, this week, we've fixed some bugs in the last boss show down, as well as added a bunch of valuable clarifications to Talent descriptions. Where previously we were relying on icons to indicate specific restrictions, we've added text clarification everywhere ("Flame Tank armor only", etc).

Also, thanks to the players who pointed out some issues with Sensorkit scan -- we've improved it as well as clarified some of the bonuses you get over its 10 level arc.

Martin, our artist and youngest brother, is back on the case this month as well and we will see some new character portraits coming up soon.

v2.6.10 - 2/13/2016
- Fixed bug with boss causing invuleranbility to return too quickly
- Clarified all rules about Talents that require special armor or weapon combinations
- Improved balance of Sensorkit Scan and made size of fog reveal clear
- Fixed map bugs and typos

Update #62: Happy New Year!



This week, we've focused on delivering some highly requested features from the player base, as well as a number of quality of life fixes in and around hovers.

You can now see a running total of how much Heat your Templar will burn at the end of the turn in their mouse hover, as well as in their status screen. It ticks down with every move or action you take, so its very helpful for heat planning. Thanks to everyone who requested this.

We've also added buffing effect icons to the Templar's hover, and ensured that the include the duration once a buff drops below 3 turns left. A new quick way to survey your forces!

There was a bug that was causing ranged attack Talents that added Critical % (such as Headshot) to add twice their value in Critical. Once you got Headshot up high enough, it was going to be 100% critical. Thanks to the player who reported this -- now fixed.

We've improved the RQ tree confirmation box to show you exactly how many RP you are going to spend and how many you have. Both numbers are now always visible.

v2.6.7
- Templar displays Heat that will be reduced at end of turn in status and hover
- Improved Requisition display to make sure current RP always visible
- Fixed bug with Critical % on ranged attacks being too high
- Hovering over Templar now shows active Buffs
- Duration of crippling effects and buffs shown in Templar hovers
- Fixed bugs with hover text overruns

50% Winter Sale + Update #61



We're still in the middle of the Winter Sale, offering the best price you'll see on Templar Battleforce all year. Save 50% now and pick up this tactical RPG for yourself or for a friend!

This week's update returns to empowering and balancing the enemy forces. The meta changes come in on the coat tails of two months of updates to add Dual Axes, 2H Hammers, and Pyro Engineers.

We've added a deadly Sniper to the human enemies you will face. Packing a longer ranged rifle and a nasty Penetration %, the Sniper will challenge your ability to stand and hold against rogues, traitors, and any human forces. You'll need to push forward to take out these rangey enemies. They are rare among the forces, but when you hear the loud, single shot of a sniper rifle, you know what you're facing.

In prep for the sniper, we've made improvements to the SFX & animations improvements for the standard rifle-carrying human, as well as Neptunes and Soldiers.

Finally, we've rebalanced the human stats for all enemies above level 10. You'll find that they are tougher, more accuracy, and will pack a more significant punch. Humans simply were not scaling very well throughout the 20+ levels, but now you'll find them more challenging in later levels.

v2.6.5 - 12/28/2016
- New Enemy Type: human sniper fires at long distance, high penetration
- Rebalanced all human enemies at level 10+, now hitting harder, moderately tougher
- Improved human enemy attack animations and SFX
- Fixed issues with Full Auto and Shredding Fire SFX on large AoE levels