- Update v1.5.330:
- Bug Fixes
- • Orks
- o Kustom Boosta-blasta
- o Fixed issue with Splash Damage, now splashes to one additional unit (was zero)
- o Fixed issue where Rivetin’ Dakka was unlocked incorrectly in crusade
- General
- • Fixed issue for PlayStation and Xbox players where the second player in Hotseat was not able to
- change their army or use some UI elements
- • Fixed issue where hovering units weren’t able to charge over the top of allies and low obstacles
- • Fixing some issues with initially unlocked techs not being shown as purchased in Tech Trees in
- Crusade mode (partial fix only)
- Update v1.5.328:
- General
- • Added new game mode, Domination
- o A hybrid between Conqueror and Strategic Command, with 3 capture zones to fight over
- o Playable in Single Player and Multiplayer Skirmish games and will also appear as an
- objective type in Crusade
- • Add new unit for the Ork Faction, the Kustom Boosta-blasta
- o Available for free for all players who own the Ork Faction
- Crusade
- • Added better filtering for Exchange events, to put cheaper options earlier in the run and more
- expensive options later
- • Updated balancing of HQ and Requisition gain
- • Updated visuals of some planets
- • Added and Updated some level up options
- Balance
- • Necrons
- o Reanimation Protocol
- â–ª Increased Health on Reanimation to 20% (was 10%)
- o Annihilation Barge
- â–ª Disabled overwatch with Twin Tesla Destructor (it is a weapon with a cooldown
- so should not be overwatch compatible)
- • Orks
- o Warbiker Volatile updated to match other Volatile explosions
- Bug Fixes
- • Fixed issue with Tutorial 3 getting soft locked as the enemy unit was in the place you needed to
- get to
- • Fixed fire speed of Heavy Bolters on Castigator to be more consistent with other similar weapons
- • Reduced the range of the engine noise for the Deffkilla Wartrike
- • Updated the enemy army composer following feedback from last patch, enemy armies should
- stay within Cohesion better.
- • Removed Harpy Spore Mine from random AI armies
- • Updated tilemap on Munitorum to stop clipping through some of the steps on the left flank
- • Fixed issue where Frag Cannon would sometimes not show as unlocked in tech trees
- • Fixed issue where Tech Trees were not working correctly in Custom Campaigns
- Update v1.5.320:
- General
- • Updates to the Crusade Campaign (see below for more info)
- • Added new Skirmish map \- Munitorum
- o Fight over an Imperial Munitorum amongst the cranes, crates and cartways
- • All Tech Trees for all factions are now more spread out and list every unit and upgrade
- o Some have also been reworked to be less linear, giving the player more choice in their
- upgrades
- • Updated Army Generator for AI in Skirmish, Planetary Supremacy and Crusade
- o Aiming to have the enemy armies be more “army likeâ€, with a larger spread of units
- o You should see less instances of “mini officer corps†and more appropriate spreads
- between HQ’s, Elites and Battleline troops
- • Improved the Music Manager to select from a larger variety of the in-game music tracks
- • Added 50 and 75 as target scores for Skirmish and MP
- • Added 3 new default loading screens
- Crusade
- PLEASE NOTE: Save Games are not compatible from previous versions. Too many updates
- have been made to retain compatibility. There is a legacy branch available on some platforms
- which can be switched to should you wish to play older saves.
- • Planets now branch, giving multiple routes across them and with multiple potential boss
- encounters
- o A Crusade is still across 3 planets, but they are now 7 tiles wide (rather than 5-4-3
- previously)
- • Planets now have a choice of multiple start points
- • Added Exchange Events to some tiles, where players can exchange Requisition or Tech Tokens
- for new units, XP or other bonuses
- • Planets can now have Planet Modifiers, which affect all battles on that planet
- • Most battles no longer drop bonus units, players must use their requisitions to buy reinforcements
- • Units no longer gain XP from momentum gained directly from Status Effects (e.g. Ordered,
- Embrace The Blood)
- • Added a “Target Unit Level†system for planets which will help balancing between factions/units
- that are better/worse at gaining XP
- • Increased turn limit for most Crusade battles to 10 turns (was 8\)
- • Reduced target score for Crusade battles to 75 (was 80\)
- Balance
- • Unified splash damage from all Volatile unit abilities, no matter the faction
- • Necrons
- o Updated Reanimation Protocol
- â–ª Models reanimate with 100% chance (was 40%) and reanimate with 10% HP
- (was 50%)
- â–ª Reanimation will not occur if the entire unit is destroyed
- â–ª Units gain a small momentum boost when a model reanimates
- â–ª As before, an individual model can only reanimate once (so if you kill it and it
- comes back in turn 1, it won’t ever reanimate again). This is consistent with
- previous, but much more notable now
- o Added Reanimation Protocol to Tomb Blades
- o Reduced Momentum bonus from Protocol of Unending Will to 50% (was 100%)
- • Sisters of Battle
- o Zephyrim
- â–ª Reduced base Evasion to 5 (was 15), to match Seraphim
- â–ª Power Sword
- • Base Accuracy to 95 (was 100\)
- • Damage to 30 (was 35\)
- o Dominions
- â–ª Increased cost to 85 (was 75\)
- â–ª Storm Bolter
- • Increased AP to 2 (was 1\)
- â–ª Meltagun
- • Reduced cost to 10 (was 20\)
- o Celestians
- â–ª Increased cost to 80 (was 75\)
- o Castigator
- â–ª Increased cost to 220 (was 215\)
- â–ª Reduced Battle Cannon upgrade cost to 0 (was 10\)
- o Rhino
- â–ª Storm Bolter
- • Increased AP to 2 (was 1\)
- o Exorcist
- â–ª Missile Launcher
- • Increased Min Range to 3 (was 2\)
- • Reduced Accuracy to 75 (was 80\)
- • Reduced AP to 5 (was 6\)
- • Increased Splash damage to 60% (was 50%)
- â–ª Devastating Refrain
- • Increased cooldown to 3 turns (was 2\)
- • Added charge time of 2 turns (was 0\)
- • Blood Angels
- o Furioso Dreadnought
- â–ª Reduced cost to 155 (was 165\)
- â–ª Frag Cannon
- • Reduced action point cost to 0 (was 1\)
- • Changed Ammunition to 3 (was 2 at normal, 4 at empowered)
- â–ª Storm Bolter
- • Increased AP to 2 (was 1\)
- • Reduced Accuracy Falloff to 5 (was 10\)
- â–ª Furioso Fist
- • Increased Splash Damage to 70% (was 50%)
- o Librarian Dreadnought
- â–ª Reduced cost to 230 (was 240\)
- â–ª Storm Bolter
- • Increased AP to 2 (was 1\)
- • Reduced Accuracy Falloff to 5 (was 10\)
- â–ª Quickening
- • Reduced Action Point cost to 0 (was 1\)
- • Increased Charge time to 2 (was 0\)
- • Reduced MP bonus to 2/3 (was 3/3)
- • Reduced Evasion bonus to 5/20 (was 10/25)
- • Removed Action Point bonus from Empowered version
- â–ª Shield of Sanguinius
- • Increased status effect duration to 2 turns from 1 turn
- o Baal Predator
- â–ª Storm Bolter
- • Increased AP to 2 (was 1\)
- o Inceptors
- â–ª Cost increased to 110 (was 100\)
- â–ª Assault Bolter
- • Increased Damage to 4 (was 3\)
- â–ª Plasma Exterminator
- • Cost reduced to 10 (was 40\)
- o Invictor Warsuit
- â–ª Invictor Fist
- • Increased Splash Damage to 70% (was 60%)
- • Astra Militarum
- o Basilisk
- â–ª Barrage Ability
- • Increased Cooldown to 3 turns (was 2\)
- o Valkyrie
- â–ª Units disembarking from a Valkyrie gain the Disembarked status effect giving \
- 5% ranged accuracy for one turn
- • Daemons of Khorne
- o Bloodletters
- â–ª Murderous Tide
- • Corrected Murderous Tide to give \+10 Crit Chance, was giving x0.1
- Bug Fixes
- • Crusade Mode
- o Boss units getting massive HP buffs
- o Average Accuracy on the Campaign Complete screen was always showing 1%
- o Seize and Control objective should now always be central
- • General
- o Orbital Ion Strike & Typhoon Missile Strike were not dealing splash damage correctly
- o Castigator and Zephyrim health bars were very hard to see
- o When a unit has 9 models, they will no longer all stand in a circle
- o Rites of Intercession and Grace status effects sometimes did not apply correctly in Async
- play
- o Clarified that abilities that require MP sacrifice will not work without any MP (e.g. Flasky
- Krumpin and Hail of Fire)
- o Units being able to stand inside the building near the centre of Defence of Eonis
- o Penitent Engines should no longer use their Torment Amplifiers at the end of their turn
- o Updated description of Deathstrike Missile
- o Fixed blocking issues in Tutorials and issue in Tutorial 3 if using a gamepad
- o Bonus Health was not always carrying into the opponent turn in Async games
- o Fixed misaligned lights on some Necron buildings in the Necron Ruins maps
- o Updated tooltip for multi-target abilities to make it clearer that the player can press Enter
- to start the ability without all targets selected
- o Suiciding your last unit could sometimes give you an unwarranted victory
- o Fixing Nobz to use the correct weapon when fighting back in melee
- o Entering Tactical Map on Mission 1 of Deeds of the Fallen would cause a strange camera
- transition
- o Updated some area abilities which could have been used to deduce where camouflaged
- units were hidden
- o Fix for rare issue where a hero character could be inside a transport and become stuck
- after using Second Chance