We are releasing a new update for Gladius. This version adds the option to rebind keys and show cliff highlights. It also includes a large amount of balance changes and bug fixes. Special thanks go to everyone who provided feedback, error reports and save games on Discord and on the forums. Please let us know what you think of these changes, we’re looking forward to reading about it!
New
- Added the ability to rebind controls through a new Controls tab in the settings screen. - Added video setting to show cliff highlights.
Balance
- Decreased Immortals cost by 25%. This is to make them a more viable alternative to Necron Warriors. - Increased Tomb Blades cost by 33%. - Moved Shield Vanes upgrade from tier 2 to 6. Being able to remove Tomb Blades' only downside (low resiliance) so early made them too powerful. - Canoptek Spyders now come with the Fabricator Claw Array without requiring an upgrade. This should make Necron vehicle builds more viable and reduces the high number of Canoptek Spyder upgrades. - Triarch Stalker's Targeting Relay now also affects vehicles. Annihilation Barges really struggled with synergies and this gives the Necron vehicle lineup more options. - Reduced Dimensional Corridor cost from 40 to 30 influence. Dimensional Stability reduces the cost further to 20. - Reduced Prey Adaptation research from 3 to 2, up to 3 with upgrade. Tyranids had it a bit too easy with research due to this passive stacking throughout the mid-game. - Increased Tyranid Warriors group size from 2 to 3. This it to make Tyranid Warrior builds a more viable alternative to gaunt builds. - Increased Tyranid Warriors cost from 40 to 60. - Moved Tyranid Warriors research from tier 1 to tier 2. - Moved Gargoyles research from tier 2 to tier 1. - Malanthropes can no longer consume tiles in enemy cities. - Reduced Malanthrope hitpoints from 16 to 12. Malanthropes were used to tank too many overwatch shots, which is contrary to their supportive role. - Reduced Malanthrope Toxic Miasma cooldown from 10 to 5 - Increased Malanthrope Grapsing Tail cooldown from 1 to 3. - Spore Mines no longer give experience when suiciding. - Spore Mines are no longer reclaimable. - Space Marines' Fortress Expansion, Advanced Redoubts and Fortress Supreme upgrades now also increase resources from features by 25% and reduce Deploy Fortress of Redemption cooldown by 1. Space Marines needed some gradual economic boosts throughout their research to keep them competitive in the mid- and late-game. - Increased Scavenger ore per kill value from 2 to 3. Orks' economy needed some love. - Reduced Big Mek cost by 33%. Now costs ore and energy instead of food and ore. Energy upkeep instead of food upkeep. The Big Mek was slightly too costly and his resources did not match his role. - Halved Noctilith Crown's attacks from 6 to 3. Noctilith Crown's damage surpassed Imperial Bastion's while also giving invulnerable damage reduction. - Void Shield Generator now costs half ore and half energy with energy upkeep. Energy matches its supportive role better. - Changed Fear from -50% circumstance melee damage to -33% melee accuracy. Fear incorrectly scaled high-damage weapons due to squad members dying, by scaling accuracy the results are more consistent across weapons. - Noctilith Crown now costs half ore and half energy with energy upkeep. Energy matches its supportive role better. - Increased Chaos Cultist construct Noctilith Crown cooldown from 5 to 10. - Invulnerable damage reduction no longer stacks. - Lictors now require the Flesh Hooks upgrade to receive the additional weapon. - Lictors' Chameleonic Skin now allows them to overwatch with melee weapons instead of increasing ranged damage reduction. - Moved Tyranid Megafauna Sac from tier 5 to 4. - Moved Tyranid Ripper Dispersion from tier 4 to 5. - Changed Fear from decreased melee accuracy to lose 2 morale each turn. Fear was too hard of an immediate counter to Orks. - Changed Stealth to only work if the unit has actions remaining. This models the flavor of Stealth better and gives Lictors a more interesting dynamic. - Items now go on a 1 turn cooldown when assigned to a new hero.
Bug Fixes
- Fixed sporadic unit state crashes. - Fixed ground transports being able to deploy across cliffs. - Fixed Ram Raider achievement sometimes not unlocking. - Fixed disband confirmation prompt showing up for other players' units. - Fixed a crash that would sometimes occur when using Jokaero Digital Weapons. - Fixed tile resources sometimes showing 0%. - Fixed rivers adding +10% food bonus on coast tiles. - Fixed flying units capturing outposts when a city is destroyed. - Fixed fortifications not capturing outposts when a city is destroyed. - Fixed a crash that would sometimes occur when destroying a city. - Fixed attack estimate weapon damage sometimes being incorrect because it showed the damage of each weapon independently instead of simulating hitpoint loss and squad member death. - Fixed multi-weapon combat being dependent on weapon order and sometimes doing less damage after buffs because of squad members dying before a blast-weapon does damage. Now all weapon damage is calculate before any members are killed off so weapon order no longer maters. - Fixed Ammo Runt research missing Big Mek requirement. - Fixed several typos. - Removed inconsequential trait Slow and Purposeful from Gargantuan Squiggoth. - Fixed Tyranid buildings not having a team color. - Fixed Waaagh! description. - Fixed Waaagh! feel no pain damage reduction not stacking properly with other feel no pain damage reductions.. - Fixed Spectators getting the Explore Map Steam achievement. - Fixed buildings not being visualized properly in multiplayer when first built. - Fixed a visualization issue with units that have healed in a transport and are afterwards disembarking. - Fixed Swarms trait not showing on Canoptek Scarabs. - Fixed Big Mek missing a Mek's Tools animation.
The Fortification Pack DLC for Warhammer 40,000: Gladius is out!
Warhammer 40,000: Gladius is expanded with a new DLC, the Fortification Pack, introducing six new defensive units, one for each faction.
The Space Marines see the addition of the Aquila Macro-Cannon, a massive turret on top of a munitions silo, able to unleash devastating firepower on the enemies of the Imperium. The Astra Militarum can now deploy the Void Shield Generator, which can protect and shield whole brigades of brave guardsmen. Thanks to the Noctilith Crown the Chaos Space Marines can now make use of enormous psychic energy fields to enhance their own defenses and harm all enemy psykers, while the Necrons are now able to erect huge Gauss Pylons, which will devastate any foe who is foolish enough to get in range of it. The Tyranids bolster their ranks with the inclusion of the Biovores, horrid creatures able to lay Spore Mines, living bombs that blanket enemies in acids, poisons and shrapnel-sized pieces of chithin. As for the Orks, they can now field the infamous Big Mek, the craziest and most skilled of all Ork engineers, with an unparalleled knowledge of shokk attack guns, force field technology and tellyporta rigs.
You can now buy the Fortification Pack DLC for $4.99, available on PC and Linux. For more information on the DLC, have a look at the product page.
We’re also going to showcase the new DLC on our release stream on Twitch today at 6 pm BST.
We are releasing the patch accompanying today's DLC, the Fortification Pack, which will be released later this afternoon.
It contains a number of balance changes which were introduced thanks to players' feedback. We are very eager to hear what you think of this, and of course we are looking forward to hearing if you like the DLC later today, so don't forget to let us know!
Version 1.4.0 Changelog:
## New Units (Fortification Pack DLC) * Aquila Macro-Cannon (Space Marines) [Tier 10] - massive fortification with a devastating long-range cannon. * Big Mek (Orks) [Tier 5] - heavily armoured infantry unit that protects its allies. * Biovores (Tyranids) [Tier 5] - artillery unit that creates Spore Mines which explode on contact with the enemy. * Gauss Pylon (Necrons) [Tier 10] - powerful defence turret that shields allied Necron units. * Noctilith Crown (Chaos Space Marines) [Tier 4] - fortification that shields allied Chaos units and damages enemy psykers. * Void Shield Generator (Astra Militarum) [Tier 5] - fortification that shields units in range.
## Balance * Cities, Imperial Bastions, Fortersses of Redemption and Aquila Macro-Cannons are now transports. * Added Prince of Chaos ability to Daemon Prince: "Increases the accuracy of adjacent allied Chaos units.". * Lictors no longer gain Hammer of Wrath. * Reduced Signum cooldown from 10 to 5. * Changed Predator Heavy Bolters upgrade to Additional Heavy Bolters: Grants Fortresses of Redemption, Predators and Acquila Macro-Cannons extra heavy bolters. * Reduced Ammo Runt cooldown from 10 to 5.
## General * Added player-required confirmation when disbanding a unit and deleting or overwriting a save game. * Improved some unit descriptions. * Improved bio-plasmic explosion sounds. * Updated mod screen icons. * Updated localization files.
## Bug Fixes * Fixed Summary Execution missing fire effects. * Fixed Mushling Bloom always showing in the Construct Orkoid Fungus hint. * Fixed a crash that could occur when using Captain's Orbital Strike. * Fixed Stinger Salvo research implying it affects Tervigons and Tyrranofexes due to requirements. * Fixed higher ranks of Tank Commander's "Roll Over Them!" not doing increased damage. * Fixed a crash that could occur at the end of the turn. * Fixed Outpost city damage reduction not showing correctly in damage estimations for non-host players. * Fixed a crash that could occur when clipboard text could not be pasted. * Fixed neutral units not taking damage from Wire Weed. * Fixed attack estimate overriding action points and movement remaining under certain circumstances, causing Doomsday Ark estimates to be wrong after attacking. * Fixed building die sounds. * Fixed cargo panel size when a unit does not have morale.
With a total of six new units, this DLC is a must-have and will enlarge the strategic options to all players.
As war rages on, all the factions engaged in a fierce struggle to dominate Gladius Prime resort to erecting mighty bulwarks and deploying new state-of-the-art defensive weapons.
Warhammer 40,000: Gladius - Fortification Pack will be available next Thursday, October 17th.
You can check the product page to have a look at all the new units and read more about them.
We will be showcasing the new Fortification Pack DLC on an exclusive live preview stream on Tuesday October 15 at 6 pm BST on our Twitch channel!
We are releasing a new update for Warhammer 40,000: Gladius.
It includes big improvements to the AI in handling economy, health and morale bars for transported units, and more fixes.
You can read the full changelog down below.
In the meantime the team is working on extra content, and we'll soon be ready to tell you more about it! Stay tuned.
Version 1.3.8 Changelog:
## General * Major refactoring of economy AI. * Added health and morale bars to transported units. * Research is now scrolled to the beginning each time a new game is started.
## Bug Fixes * Fixed a rare occurance of Destruction Protocols crashing the game when completing a quest. * Fixed incorrect Stinger Salvo upgrade description. * Fixed Tyranid AI not consuming tiles with Malanthropes. * Fixed passive unit traits like Quantum Shielding permanently applying to the headquarters unit in which a unit is produced.
This is a minor one, and it's mainly fixes and a few optimization tweaks, but in the meantime we have been working on an update which will make a lot of people happy! We hope to be able to announce it soon, so stay tuned!
As usual, you can find the changelog below.
Version 1.3.6 Changelog:
## General
* World loading is now multi-threaded to improve responsiveness and to avoid overloading the GPU.
* Material used for Imperial Ruins can now be specified via XML.
* Log configuration when exiting settings.
* Tweaked generic error message to include user data path.
* Toxin Sacs now shows on the unit instead of each weapon.
* Loosened warning for outdated graphics drivers.
* Disabled multi-threaded rendering check box for AMD on Windows.
* Gladius.exe is now SHA256 signed by Proxy Studios GmbH.
* Items now show cooldown on the icon.
## Bug Fixes
* Fixed a bug that could result in a failed to submit to queue error.
* Fixed Steam friend invites not working.
* Fixed a pathing issue that could cause units to stop moving before entering the enemy zone of control.
* Fixed a potential synchronization issue.
* Fixed Stinger Salvo upgrade icon.
* Fixed overlay not fading out smoothly.
* Removed frame duration cap, which resulted in wrong fps numbers being reported when the frame rate dropped below 20.
* Fixed autocycle moving to the next unit when an item starts being dragged, is placed on a different slot, activated or deactivated.
* Fixed items on cooldown being enabled when moved.
* Added checks to prevent abilities being leveled past the amount of available points due to things like quick multi-clicking and multiplayer lag.
* Fixed crash when exiting a game with a unit in a transport.
* Fixed passive buffs of units in a transport applying to the transport itself.
* Fixed passive buffs working while a unit is in a transport.
* Vulkan-Loader: Check JSON API version in create instance #228.
* Vulkan-Loader: Ignore old driver registry entries #231
Warhammer 40,000: Gladius - v1.3.5 Update
We are releasing a new update for Gladius!
The work to improve the game is never over, and once again thanks to your feedback we are able to deliver some of those requested fixes.
Version 1.3.5 Changelog:
## Bug Fixes
* Loosened memory requirements.
* Fixed incorrect sample count for stereo cached sounds causing them to not play properly.
* Fixed unit-city boni applying twice.
* Fixed a rare crash that could occur when a unit tried to move onto a blocked tile without having vision.
* Fixed several disabled weapons being in the compendium.
* Fixed max tick rate under certain circumstances not getting set properly when disabling vertical synchronization
Warhammer 40,000: Gladius - v1.3.4 Update
Hi everyone!
We're releasing a new update for Gladius, introducing some balance tweaks plus several fixes recently implemented thanks to your constant feedback and suggestions.
Let us know what you think in the comments section down below or on the forum!
Version 1.3.4 Changelog:
## Balance
* Exalted Strike now performs a Thunder Hammer attack at +150% accuracy against units with hitpoints below 50%.
* Replaced Daemon Prince's Furious Charge with Shrouded to better reflect the fact that he's a Psyker.
* Halved the cost of unit clear tile.
* Increased Chaff ranged damage reduction from +17% to +33%.
* Reduced Dispense Chaff cooldown from 10 to 5 and duration from 2 to 1.
* Reduced Jink ranged damage reduction from +33% to +17%.
* Changed Siren Caster from +4 loyalty to +2 loyalty and +10% requisitions.
* Changed Waaagh! from +5%...+25% damage to +4%...+20% damage and +2%...+10% feel no pain damage reduction.
* Changed Warpath to "Increases the number of melee attacks (+15%...+45%) of the Weirdboy and adjacent Mob Rule allied units."
* Increased Channel Mental Emissions research from +3...+9 to +4...+12.
* Increased Lord cost by 33%.
* Battlewagon now starts with Big Shoota weapons.
* Moved Battlewagon Rokkit Launchas from tier 8 to 7.
* Moved Grabbin Klaw from tier 7 to 6.
* Increased Red Paint Job damage from +10% to +25%.
* Moved Red Paint Job from tier 5 to 8.
## General
* Improved video memory usage on UMA systems.
## Bug Fixes
* Fixed crash when a player with outposts remaining is defeated and has a Spectator ally.
* Fixed crash that could occur when exiting a hotseat game.
* Fixed traits that have a longer remaining duration not showing over other identical traits that were applied previously.
* Fixed traits like Alpha Warrior not expanding their range on level up before being reactivated.
* Fixed Extra Bitz sometimes not working.
* Fixed Tyranids found city costing biomass for the first city.
* Fixed Tyranids found city not scaling biomass for non-first cities.
* Fixed loading of sounds from unicode paths on Windows.
* Fixed language files not being loaded from mods.
* Fixed Soul Blaze kills not granting experience.
* Fixed transported units keeping a queued order if the transport moves before the unit fully embarks.
* Fixed unit auto-cycle moving forward while a unit is still moving into a transport.
* Fixed Blood Rage not granting +1 movement correctly.
* Fixed crash when teleporting into a tile with an enemy city.
* Fixed Toxin Sacs trait not showing on weapons.
* Fixed Cast visualization crash.
* Fixed Ctrl key not showing melee attack prediction.
* Fixed top bar resources "from units" not taking into account +% items.
* Fixed some issues related to Vulkan.
* Fixed unicode text issues.
Warhammer 40,000: Gladius - v1.3.3 Update
We are rolling out a new update for Gladius!
It's a smaller one, and it's been tested in Beta all of yesterday.
Thank you for your constant feedback and support! We are planning even greater things for Gladius, and we can't wait to tell you more!
Version 1.3.3 Changelog:
## Balance
* Moved Mark of Nurgle back from tier 1 to 2.
* Moved Rite of Change back from tier 2 to 1.
## General
* Mods are now disabled if the game crashes on startup, world creation or when loading a save game. Set "General/TerminateWithDisableMods" to "0" in the config file to disable this behavior.
## Bug Fixes
* Fixed crash when the game is started with a disconnected audio output device that has been previously chosen to be used.
* Fixed potential rendering race conditions.
* Fixed Data/Core files not being loaded from mods.
Warhammer 40,000: Gladius - v1.3.2 Update
We are releasing a new update for Gladius. It is focused on balance and bugfixes.
You can find the full changelog below. As usual, let us know what you think of the update by commenting below or on the forum.
Version 1.3.2 Changelog:
## Balance
* Reduced Chaos Rhino squad size from 2 to 1.
* Reduced Chaos Rhino cost by 25%.
* Added Jink to Heldrake.
* Meteoric Descent is now part of the Heldrake's regular attack.
* Reduced Gift of Contagion cooldown from 5 to 3.
* Increased Gift of Contagion range from 1 to 3.
* Sensory Overload now scales attacks instead of cooldown (now: cooldown 3, attacks +0%...+100%).
* Added missing Monstrous Creature trait to Daemon Prince.
* Moved Mark of Nurgle from tier 2 to 1.
* Moved Rite of Change from tier 1 to 2.
* Moved Havoc from tier 2 to 3.
* Moved Khorne Berzerker from tier 3 to 2.
* Tentaclids are now part of the Hive Crone's regular attack.
## General
* Added an exclamation mark to the population display when the required population exceeds the available.
* Improved Chaos Space Marines Grenades descriptions to note which units they apply to.
* Added Sensory Overload description.
* Log world seed when loading game.
## Bug Fixes
* Fixed crash that could occur due to a non-UTF user locale.
* Fixed not being able to load games through the load game screen's load button under rare circumstances.
* Fixed crash that could occur due to the pathfinder not having a valid goal.
* Fixed crash that could occur when cycling autosaves or quicksaves.
* Fixed some issues related to Vulkan.
* Fixed No Escape trait not showing on weapons.
* Fixed Poisoned trait not showing on weapons.
* Fixed experience value of units on Orkoid Fungus being reduced to 0.6.
* Fixed Gift of Contagion consuming the Daemon Prince's action points until the Blighted effect ends.
* Fixed enemies gaining experience when a Champion of Chaos transforms.
* Fixed allies losing morale when a Champion of Chaos transforms.
* Fixed unit weapon upgrades not showing in the compendium.
* Fixed Shatter Defences not showing the amount of ranged damage reduction.
* Fixed Features in the compendium not showing trait properties.
* Fixed weapon effect in the portrait rendering through the unit.