First Update & Beta Branch Info

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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 our new beta branch feedback section, 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.

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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!

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Balancing

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.

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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

Fixes:
1. Campaign fixes:

  • 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 critic chances on the Tracking Sense skill

2 Battle fixes:
General:

  • Improved AutoLaunch Scuttle AI (AI will avoid triggering it 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
last edited by Jellyfoosh

first, Please give chaos lances a buff, the current Macro heavy meta is entertaining but Chaos should be focused on lances not Macros.

thank you,
ElRammstein

@elrammstein88 Lances just got a buff to crit chance. It was doubled.

@Bosie I agree they doubled the crit chance, on the other hand they also decreased the chance to suffer system criticals for bigger ships. We will see if the buff is worth it.

@torgen Might be lances are now necesseray to take down these resilient battleships and grand cruisers. We'll see.

Still no word on what the next campaign is going to be, eh? There's only a week left before I have to refund in order to get my money back, was hoping to hear before then.

@torgen said in First Update & Beta Branch Info:

@Bosie I agree they doubled the crit chance, on the other hand they also decreased the chance to suffer system criticals for bigger ships. We will see if the buff is worth it.

It's not, they still suck. 😞

Its nice to have some changes and some comfirmation that overall winrate is not the only data for balancing.
A few comments :

  • On crit, it is OK that bigger ships are less subject but having a engine crit on first hit taken is still boring. Its should be good that ships above 90% HP can t take a crit on engine/deck/generator
  • On lances, so macro deals damage and lances do crit? ok on paper for IN ships that have mixed lances/macro but don t help Chaos with full lances to kill anything

Ran a 2v2 1000pt Chaos lance fleet and didnt suck. Even Vs BB's - from a single game. It looks like Lances are back boyo's

@bosie considering the meta is mass LCs it will make a big difference but if the buff to crit negation is big enough to make big ships viable maybe not. but i dont see the crit mitigation being enough to make big ships really viable so its possible that chaos will see the buff they need. in the long run it liable to be a returning problem as they appear to really want big ships to be viable so another bridge down the road i suppose.

@romeo Really? That's the only criteria you have to keep this game? Seems a bit harsh.

Thanks for upping 2v2 size, this looks like it could get hilariously awesome. Of course I’ll need to find a proper partner for it, but then...

@zucadragon them putting out another campaign would incentivize them to fix all the current problems with the base game that just launched.... we have all seen this dev abandon the first one with glaring problems still impacting the game.

@zucadragon said in First Update & Beta Branch Info:

@romeo Really? That's the only criteria you have to keep this game? Seems a bit harsh.

I've been giving them chances to focus on the singleplayer experience literally since they announced the game (Longer than that if you count supporting them from launch of the first game). So far, haven't seen enough to justify my money. I'm not made of money, so I need to be careful about what I spend my entertainment budget on. I'd love to support Tindalos, and am stating what will get them to keep my money.

Frankly, thought I was being polite.

@romeo Fair enough, it's just that, I've been used to games going for like, 2 - 4 weeks without any significant updates, and one week in, we're already getting a lot of issues dealt with. I just imagine adding a whole new campaign or even saying you're going to add a new campaign when there's so many other issues and content to deal with, is pretty hard.

If they say they're going to add something new, and perhaps plan it in like 2 months, but then miss that deadline over and over, that would ruin it for a lot of people as well.

@imptastic said in First Update & Beta Branch Info:

@zucadragon them putting out another campaign would incentivize them to fix all the current problems with the base game that just launched.... we have all seen this dev abandon the first one with glaring problems still impacting the game.

Yeah, I wasn't here for the first game, at all, so I know nothing of that, but I've heard the same from other people, but with how they're handling this so far, I feel pretty confident about keeping up the support. I'm already enjoying what's there and spent like, 80 hours into it, in just a single campaign, so for me, I've already got my money's worth. But I'm looking forward to more.

I think the devs realize, that if they handle this game the way they did the previous one, and abandon it, that it's going to basically spell out their doom. Fool me once, shame on you, fool me twice, shame on me. No-one is going to want to give them the benefit of the doubt for a third game if they botch this one up!

last edited by Zucadragon

@zucadragon all i know is i put 10 hrs in the imp campaign and cant play it anymore because i have an ork cut scene that cant be ignored or waited out. seems pretty botched to me this is dont release a game that hasnt been played through hundreds of times before launch 101. A very basic beta would have given them the info they needed to deal with 90 percent of the bugs in that list but they refused and now here we are praising them for fixing problems that should have never been. I think we need to step back and really look at the game in its entirety at this point. MP is a dumpster fire in balance, the whole boarding system is broken, The most lackluster faction is a third of the SP content, nids are not even close to swarmy, there is literally a guard function in the game that no one can say what it actually does, tool tips on points of interest are either not worded correctly or not working at all, and every aspect of the game currently has at least 1 game breaking bug. I think this give them to benefit of the doubt argument went out the window when they released the game in this condition.

@imptastic said in First Update & Beta Branch Info:

@zucadragon all i know is i put 10 hrs in the imp campaign and cant play it anymore because i have an ork cut scene that cant be ignored or waited out. seems pretty botched to me this is dont release a game that hasnt been played through hundreds of times before launch 101. A very basic beta would have given them the info they needed to deal with 90 percent of the bugs in that list but they refused and now here we are praising them for fixing problems that should have never been. I think we need to step back and really look at the game in its entirety at this point. MP is a dumpster fire in balance, the whole boarding system is broken, The most lackluster faction is a third of the SP content, nids are not even close to swarmy, there is literally a guard function in the game that no one can say what it actually does, tool tips on points of interest are either not worded correctly or not working at all, and every aspect of the game currently has at least 1 game breaking bug. I think this give them to benefit of the doubt argument went out the window when they released the game in this condition.

I don't agree, there's few players on the forums talking about game breaking bugs like the one you're experiencing. They had an alpha team play through the campaign before release, and many of those have commented on how great it has been in various threads.

Not every problem can be found right away, one player I read can hardly start the game without having major issues, but most players are having a good time, with small little gripes and problems here and there.

MP is not a dumpster fire, look on youtube, at high ranking players talking about how some just don't have the experience yet to really know what they're doing and how to play the game right. A lot of people come in, expecting one thing, and getting another experience from what they expected, but then don't put in the time and effort to learn the system, the pros and cons. It's like with Tyranids ever so often being claimed to be over powered, but then high level players show that a well balanced fleet from pretty much any other race show that they aren't that hard to beat. It just takes experience.

The boarding system isn't right the way it is right now, I completely agree on that one at least, but the devs are working on improving that... And commenting on that within 1 WEEK of the game being launched, I just wonder what players expect from a non-AAA studio. Look at other games that have had years of development behind them, at Battlefront 2, at Destiny, at games like Fallout 76 with massive developers behind them, being botched up significantly worse, and in comparison, I don't see that giving this studio the benefit of the doubt as a bad thing.

Those developers provide excuses and then seem to make things worse and worse, because it's all about marketing, about making money, about milking the playerbase of every single penny. I think, seeing how the developers around here are reacting to things, is a looooooot more promising of future content, updates, fixes, everything.

When you say that the idea of giving them the benefit of the doubt went out the window, you forget all the various other games that were released with worse issues and problems the last few years. Dawn of War 3 comes to mind, which released in a state that just wasn't even fun to play AT ALL. I can understand that your personal situation makes you feel like this wasn't worth it, I can get that, but on a whole, this game has been rather successful. Saying that every 'aspect' of the game has a game breaking bug, means absolutely nothing, that's just words being uttered out of frustration for the specific aspects you have issues with and some other people have issues with.

Yes there are bugs, yes there are problems, yes the developer even has a history of handling things wrong. But so far, they are handling things the right way, listening to feedback, fixing bugs that are being reported and doing their best, that's what I see. No it's not perfect, no it's not great even in many 'aspects', there are problems. But my point is, at the very least, what has been shown so far and HOW the developers have handled things so far, allows someone to give the benefit of the doubt.

If you're so negative though, so against that idea, why even try?

The patch notes mention an upgrade called Nicassar Prescient. Which faction has that? It sounds like it would be a Tau Faction, but I don't see it anywhere.

@zucadragon well for 1 im not trying anymore i was just simply answering you original question to romeo, As for game breaking bugs in every aspect of the game they are absolutely their people having trouble loading up games in scrim and MP, cut scene bugs, after defeating certain objectives in all the campaigns lead to game breaking bugs, to say they arnt their is not realistic. even if 80 percent of the pop havent run into one of these problems, which i doubt highly, its still way to high of a number. As for the previous closed beta on the campaigns they were not nearly as refined as they are now, im sure they lacked the cut scenes or other major objectives this iteration has, even so it was a very small group of about 30 and done in a very limited amount of time. the game was never truly stress tested and as you point out the dev is small so they really need to stress test this stuff because they simply do not have the eyes for it internally. As for what to expect from a triple a or non triple a title, its a moot point, ea is currently in a death spiral over its treatment of players through various practices one of which being forcing out product that arnt done, im looking at you Andromeda. I payed for a product, i expect it to work, when did that become an unrealistic idea?

As for balance its subjective but if boarding is broken which you already admit then 2 of the factions are imbalanced and thats just off the top. the devs are already throwing around the term "current metas" which implies inherent imbalance.

The buff to Chaos lances is laughable.

I can not say about IN lances/zzzaps and others as I haven't tried them yet, though they might have benefited quite a bit due to their starting high crit chance.
But for Chaos who had only 1% crit chance to begin with it's a joke. If Chaos lances got a bigger crit bonus and increased damage, then they'd probably work a lot better. Maybe.

Though I'd rather see the return to the roots, lances as your typical armor piercing weapons with armor reduction to 25.

Please for the love of whatever deity you worship, make this happen.