Best posts made by chaton
posted in Insurgency: Sandstorm read more

Dear community,

Today we are announcing the delay of Insurgency: Sandstorm from its originally planned release date on September 18th 2018 for Windows PC. The game will now be releasing for Windows PC on December 12th 2018, and the Pre-order Beta will continue until the release of the game.

This was one of the hardest decisions our team has ever had to make and not one taken lightly. However, we feel it is in the best interest of the game and our community to spend more time working to ensure we deliver the best possible experience.

During Pre-order Beta 2 thousands of players took to the game and gave us great feedback on dozens of topics. Our small, but highly dedicated team has been working around the clock to respond to and address as much feedback as possible; releasing two hotfixes over the first weekend and a significant patch last Thursday. We’ve already seen your positive feedback, as our team have started to address priority areas such as performance, hit registration, and player movement.

Despite the game’s improvement, we are acutely aware that not all of you are having the ideal experience we want to deliver. By extending the beta and moving our launch date to December, the additional time will allow us to make significant improvements to the game with continued input from you. The additional time allows us to target a lower minimum system requirement, address more bugs, work on overall polish, gather additional feedback from the community to refine gameplay, and ensure that highly requested community features which may otherwise have had to be added post launch (such as community servers and custom games) are ready for day 1.

The major goals we aim to achieve with this extra time are as follows:

  • Upgrade to Unreal Engine 4.20 and continue optimizing
  • Improve the character models, textures, and animations in the game
  • Improve the “scoped” experience for both high and low-quality scope settings
  • Improve the level visuals, gameplay and optimization
  • Add more cosmetic item variations and a new forearm tattoo cosmetic type which can also be seen in first person
  • Expand in-game server options to include a server browser, community-run server support, and a custom games system allowing users to specially configure games hosted by our server infrastructure.
  • Refine the game to the point it has far less bugs, glitches, visual inconsistencies and other issues.

We appreciate that these improvements may mean you have to wait a little longer; however we feel it is important that we deliver a game that lives up to your high expectations and that Sandstorm can be deemed a true successor to Insurgency. Those of you who have been supporting us during the Pre-order Beta tests will be able to continue playing until the release of the game, and we look forward to more of your feedback.

The pre-order discount will be extended until the new release date and we will continue to grant pre-purchasers instant access to the ongoing beta along with the 10% pre-order discount. The additional 10% loyalty discount for owners of the original Insurgency will continue to run until the end of March 2019.

We thank all of you for your passion and support, and look forward to continuing to test with you over the coming weeks ahead of our launch in December.

Sincerely,
New World Interactive

posted in Battlefleet Gothic: Armada read more

Welcome back to our devblog for Battlefleet Gothic: Armada 2! This week we will introduce you to the game’s backstory and explain what to expect from the three faction campaigns.

Working as tutorial as well as introduction, the prologue to Battlefleet Gothic: Armada 2 kicks off during the Gathering Storm storyline of the Warhammer 40,000 universe. The great fortress world Cadia is under siege from Abaddon the Despoiler’s 13th Black Crusade: the Imperium buckles under the largest invasion it has ever seen as fleet after fleet of Chaos ships filled with foul daemons and irredeemable renegades flood from the Eye of Terror in search of death and destruction.

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As the Imperium barely holds Cadia, it also finds a way to close the Eye of Terror, home of the largest concentration of Chaos forces. Abaddon, furious at this defiance, launches the Blackstone Fortress in a collision course with Cadia’s surface, piercing the planetary shields and tectonically destabilising the planet. Cadia falls despite the combined efforts of the Adeptus Mechanicus, Space Marines, and Imperial Navy, even with the help of some Necron allies. This is a tremendous blow from Abaddon’s forces.

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The story can go in three very different directions from here, depending on your choice of campaign.

For the Imperium, Admiral Spire returns from the Warp, translating back into real space hundreds of years after the Gothic War to discover his efforts to protect the Imperium were almost in vain. Arriving after the Battle of Cadia, his desire for retaliation is immense and he is ordered to take back control of the highly symbolic ruins of Cadia. Taking command of the Imperial Navy, Adeptus Mechanicus, and Space Marine forces, this campaign follows Spire as he safeguards the galaxy against Chaos and all lurking xeno races of the 41st Millenium.

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In the Necron campaign, you play as Amarkun the Gatherer, right-hand of Kephrekh the Unbroken, one of the dynastic lords of the Necrons. You begin by awakening the great tomb planets of the Sentinel Worlds sector, but are quickly embroiled in wars against other races. With the 13th Black Crusade raging each Necron dynasty has its own schemes and you will discover how Trazyn the Infinite has his own suggestions for how Amarkun should assist Kephrekh.

Finally, as the Tyranids, the Great Devourer continues to hunger and finds its way to the Aegis Ocularis. All narrative elements come from how the other races respond to the ever-spreading Tyranid fleet and its never-satiated jaws. Devour every one of them until all of the galaxy is consumed, and help them to find a peaceful end in the belly of the Beast.

Youtube Video

Hopefully that gives you a small taste of what to expect from our take on the future of the galaxy in Battlefleet Gothic: Armada 2. Which side will you bring to glory, and who are you most looking forward to ruining? Next time, we’ll go in-depth on how a game of Armada 2 is played.

Battlefleet Gothic: Armada 2 releases on Steam in January 2019. You can already pre-order for Beta Access before the release of the game, and a 10% discount!

Returning Battlefleet Gothic: Armada players on Steam instead benefit from a 25% loyalty discount on their preorder of Battlefleet Gothic: Armada 2.

http://bit.ly/BFG2Steam

posted in Insurgency: Sandstorm read more

As we've announced a few days ago, Insurgency: Sandstorm’s major update on November 8 will bring many much-requested changes as we prepare for launch on December 12. This update includes a brand new map, Precinct, a new Insurgent weapon, as well as various options, tweaks, and fixes.

Youtube Video

The new update teaser trailer showcases Precinct, a large scale urban map set within the fictional, contemporary conflict of Insurgency: Sandstorm. Tight corners, broken barricades, destroyed streets of burnt-out cars and makeshift roadblocks epitomize this map, bringing the frenetic action and tactical squad-based play of Insurgency to a brand new, urban locale.

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Other improvements include graphical options, anti-aliasing, animation and character models, plus related optimization improvements to help the game run better on more systems, along with additional cosmetics. These, plus additional server browser improvements, will continue to see changes in the run up to release.

Finally, gameplay changes will target everything from hundreds of improvements and bug fixes to the specifics of movement speeds, weapon statistics, map layouts, an Unreal Engine update to version 4.20, and more. A full changelist will be available upon release.

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Insurgency: Sandstorm releases on December 12 for PC. Steam pre-orders are available now and give instant access to the ongoing beta testing phase. Insurgency: Sandstorm will come to consoles in 2019. http://insurgency-sandstorm.com/shop

posted in Space Hulk: Tactics read more

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Hello everyone,

It’s been nearly two months since the release of Space Hulk: Tactics. First of all, we want to thank you for your continuous support and feedback.

Today, we’re very happy to share with you the Second Major Update for consoles. This patch includes various features, bug fixes and game improvements, such as game speed adjustment, AI improvements, and so on. This patch also fixes the issue where Asian PS4 players could not finish the tutorial in the Terminator campaign due to a control issue.

Please feel free to contact us if you encounter any issues regarding these changes.
You can find below the full changelog.

Changelog

Features

  • Added 2 additional animation speeds for the game: Fast and Very Fast. Speed is locked to "Very Fast" in Quick Match and can be changed in the lobby for other multiplayer modes, and can be changed in-game for single player games (right stick click by default). Default speed can be changed in the options menu.
  • Added campaign new mini Skirmish maps (30 total)
  • The name of the map is now displayed when opening the extended map and objectives in Skirmish
  • The turret description now fully explains its behavior
  • Added new dialogue during Genestealer Mission 5, Mission 6 , Mission 8, Mission 9, and Terminator Mission 13 and Secret Relic Mission

AI Improvements

  • [AI] Improved the AI handling of locked doors
  • [AI] Fixed a number of edge cases not being supported by the AI
  • [AI] Made the Genestealers more aggressive
  • [AI] Fixed a case of Genestealers not attacking Terminators in melee
  • [AI] Fixed a case of Genestealer AI not attacking a Terminator when starting next to it
  • [AI] Fixed the Genestealer AI not handling rubbles in diagonals
  • [AI] Genestealer AI should now commit more when it decides to launch a suicide attack
  • [AI] Fixed a case of Terminator AI stopping when a Genestealer objective is failed
  • [AI] Fixed the Terminator AI spreading too thin when it has to survive
  • [AI] Improved the behavior of Terminator AI when it has to survive and protect a console
  • [AI] The Terminator AI should place its Force Barriers in better locations

Bugfixes

  • Fixed the issue that Asian PS4 players could not finish the tutorial in the Terminator campaign due to a control issue.
  • Fixed a case of Overwatch overlay not disappearing at the beginning of the next Terminator turn
  • Fixed the AP counter not updating after unjamming
  • Fixed ammunition and psy points counter not refreshing properly
  • Fixed the Jam icon not refreshing immediately after unjamming
  • Fixed the AP counter for Genestealers not refreshing properly with the special rule “slow start”
  • Fixed the leaderboard not displaying properly
  • Fixed the Terminator Campaign "clues" icon being in low resolution
  • Fixed a graphical issue during the cinematic if the sergeant was planting the bomb during Terminator Mission 5.
  • Fixed the first Terminator Mission secondary objective not giving its reward
  • Fixed text error for several campaign events
  • Fixed the view not switching to Isometric when using a warp bubble in FP view
  • Fixed the Reaperfex not being able to cross a diagonal blocked by an obstacle
  • Fixed an issue where activating cards would cancel sustained fire
  • Fixed consoles being indestructible by default
  • Fixed emblems not displaying properly if the Terminator was too far away
  • Fixed a graphical glitch with a Space Wolf emblem
  • Fixed an issue with emblems on Stormbolters
  • Fixed some vanilla customization options not being available due to the preorder DLC
  • Fixed various typos and text mistakes throughout the game
  • Fixed a roster desync if the host changed his roster before the client joined
  • Fixed a case of sounds not playing after loading a save
  • Fixed a case where rank points were not gained after a victory
  • The Scorpion turret Overwatch colour now update immediately when being changed by activating the linked console
  • Fixed Genestealer Biomorphs playing the wrong animation when being killed in melee
  • Fixed the extended map legend being displayed behind the map
  • Playing a card no longer removes the free shot after a movement
  • We can no longer cancel a bomb deployment by toggling “move and shoot”
  • Removed an obsolete reward when losing a “samples” optional mission
  • Fixed wrong flow when exiting the campaign screen
  • Fixed an issue when trying to exit the leaderboard screen
  • Fixed a case where the player could get stuck in an invalid state during the tutorial
  • Fixed not downloaded maps causing freezes in the session browser
  • Fixed roster not being synchronized when inviting a friend in a private session
  • Fixed not loading gameplay speed correctly when loading a save from main menu
  • Fixed Terminators facing an incorrect orientation upon waking up
  • Fixed cinematics playing on the wrong character (e.g. playing "reveal" cinematic of the 2nd genestealer on the 1st Genestealer; who is standing still)
  • Fixed interrupted move & shoot animations during AI turns causing AI to visually slide on the floor
  • Fixed Miasmic Biomorph so that it ragdolls when dying instead of awkwardly switching to death pose

Balance changes

  • We can no longer place a rubble inside the line of sight of a Terminator. The card cost has been decreased from 2 to 1 CP.
  • It’s no longer possible to stack card effects that give CP or Psy Points per kill.
  • Genestealer Mission 5 is now a bit easier
  • Increased the threat of flames during Terminator mission 13
  • The Wolflord in Genestealer Mission 9 is now immune to flames
  • Range modifier cards don't stack anymore: only 1 shoot range modifier and 1 overwatch range modifiers are allowed on a single Terminator
  • Changed the "slash" special attack to a 4+ test (instead of specific 1D6>1D6 roll)
  • Increased the effect of cards that reduce genestealer AP: reduction increased by 2 AP (3->5 and 4->6)
  • Increased required distance for spawning blips from the broodlord by 1 (6->7)
  • Removed the distance limitation for vanishing the broodlord close to an extract point
  • You can now choose any of the 4 tiles adjacent to the Broodlord when using it to spawn a blip, but can still spawn only 1 blip.
  • Interactive object cell triggers can now have more than 1 orientation (can open door while not facing them, but being 90° from them)
  • Change victory ratio on unplayed maps => 50/50 by default

Stability

  • Following player reports we were able to fix more than ten crashes related to AI and other things, improving greatly the game’s stability.

As always, please feel free to give us feedback regarding these changes.

The Space Hulk: Tactics Team

posted in Fear The Wolves read more

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Hello everyone,

We’re happy to see a lot of positive feedback after this week’s update and we’re committed to keep working hard on bug fixes, performance optimizations and gameplay improvement.

Here, we would like to share with you some highlights of next week’s patch. Please find below several main points of this upcoming update patchlog!

  • Map optimization to increase client performances and improve FPS stability.
  • New landmarks on the map for a deeper immersion into the radioactive lands of Chernobyl.
  • The Reward system will be refined to give more credits for skilled in-game actions.
  • You’ll now be able to queue for a new game while spectating another one.
  • 10 new languages will be available for the interface:
    • French
    • Spanish (LATAM)
    • Portuguese- Brasil
    • German
    • Italiano
    • Traditional Chinese
    • Polish
    • Hungarian
    • Czech
    • Turkish
  • Many quality of life improvements:
    • Toggle options
    • ADS logic
    • Inventory use
    • Matchmaking flow
  • Additional sounds and sound effects.
  • Bug fixing.

See you next week for the deployment of this new update - we’re currently aiming at the middle of next week!

The Fear The Wolves Team

posted in SHT - Map Editor read more

Dear all,

Thank you for participating in Space Hulk: Tactics Map Editor Contest - we've received dozens of awesome maps!

Today, we're honoured to announce the final winners of this competition. The winners go to Sammi79's Left Behind, following Rick Huddy's The Final Purge and Gabyro's BielTan Cleanse!

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Here is the full prize list for each winner:

First place winner: Left Behind by Sammi79

  • A copy of Space Hulk board game
  • A copy of Space Hulk: Tactics
  • A copy of Blood Bowl 2: Legendary Edition
  • Chapter Master Valrak will be playing this map in a dedicated live stream!

Three runner's up: Order 221 Purge by Rick Huddy, BielTan Cleanse* by Gabyro, The Final Purge by Corius

  • A copy of Space Hulk: Tactics
  • A copy of Blood Bowl 2: Legendary Edition

Congratulations to the winners!

posted in Space Hulk: Tactics read more

Dear all,

It’s been a week since we deployed Space Hulk: Tactics’ Pre-Order Beta. Thank you for all your feedback and support! We’ve taken into consideration your reports and suggestions to provide a better experience, optimize and balance the gameplay.

We’re happy to deploy today a new update based on your feedback, including gameplay balance, winrate system and bugfixes. Please find below the details.

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Gameplay balance:

  • One additional action point for every card when converted
  • Terminator AI updated on Khitor
  • Rebalancing the level design of maps.
    • Osulas - Reducing the spawn ability considering the “Limited blips” rule.
    • Eratrius - Removing the “No bluff” rule (a 26% decrease in the number of Genestealers)
    • Darakin - Removing the “Countless” rule (a 50% decrease in the number of Genestealers)

Winrate system:

Old System

  • Percentages shown in the winrate system would include every game played (against AI, games left after only two turns, even disconnections).

New System

  • Reset the winrate percentage using a new algorithm to be closer to real records.
  • The winrate will now only take PvP maps, ranked matches and skirmish into account.

Bugfixes

  • Fixed a crash that would occur at launch
  • Fixed a bug that would prevent the card Persistence (+4 AP on a pawn) from activating
  • Fixed a graphical glitch with emblems on Powerfists
  • Fixed an issue with missing icons in the log when using the warp bubble
  • Fixed a case where Genestealers would spawn with Terminator customization elements
  • Fixed a missing animation when a Reaperfex or Bulwark attacking a Terminator would result is a draw
  • Tweaked visuals on the disengage Genestealer botton
  • Polished log texts
  • Added feedback on the Genestealers affected by the Neurotoxin special rule
  • The card Feeding Frenzy (+2 dice to a genestealer, then die) now clearly states that it cannot be activated on Biomorphic Genestealers
  • Added transparency to overwatch overlay
  • Improved Terminator AI
  • Fixed several issues that would lead to crashes
  • Fixed typos in various texts and languages

We look forward to your feedback about this new update for the Beta. Feel free to contact us if you have any questions about what you play, and as always please let us know if you encounter any technical issues.

Space Hulk: Tactics Team

posted in MudRunner - General Discussion read more

@lelandinutah Hi, the Russian trucks will totally be available on American Wilds and vice versa.

posted in Fear The Wolves read more

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Dear all,

As we announced last week, Fear the Wolves expands today with the release of the massive Treasure Map Update. We’re really happy to share with you the change log for this update which includes multiple new features, including a new weapon and enhancements to existing systems.

Added in this patch are a number of new looting rules and mechanisms to keep players discovering new elements of the map. Secret Stashes are now hidden throughout the ruins, containing high-tier loot that will give you an advantage over other scavengers, unlockable only with a treasure map findable in the wilderness.

Some buildings are also now boarded up, requiring the fire axe to break down the door and gather the goods inside. Waiting inside may be the new DMR SOK-94 sniper rifle, optimal at medium to long range.

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Upgrades have also been applied to many of the game’s premier features. A full pass has been made on wolf behaviour and balancing, making them far more dangerous to players and a true PvE challenge.

Singular wolves will now attempt to sneak up on players, and packs are much more aggressive at protecting their territory and chasing down fleeing players, with more health and enhanced attack patterns. This joins tweaks to weapon balance, shooting feeling, and the addition of rooftop helicopter extractions to make Fear the Wolves better than ever before.

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These changes join a host of quality of life tweaks, bug fixes, and minor additions - such as new end and tutorial screens, an improved drop experience, and additional sounds - to answer player demands and improve the game for everyone.

The NVIDIA Highlight system has also been integrated, allowing for automatic recording of big plays and huge kills for easy sharing on various platforms.

As always, please feel free to contact us if you have any feedback or technical issues that you want to alert us to. You can find the details of this patch below.

Features

  • Reworked shooting feeling
    • Improved the transition from hipfire to ADS to make it smoother.
    • Fixed mouse smoothness
  • Improved wolf behavior
    • Improved wolf movement (in narrow spaces, such as corridors or between objects, and on the stairs)
    • Wolves are now able to attack players standing on a raised surface, for example, a table or chair
    • Fixed wolves being stuck after spawn
  • New Weapon: DMR SOK-94 for mid to long range combat
  • Locked buildings that need to be broken open with an axe
    • Axes will now only spawn on special Fire Shields attached to buildings
    • Loot spawn has been balanced to take this new looting mechanics into account
  • Hidden stashes around the map, accessible through the discovery of treasure maps
  • Added a new extraction location in points of interest: building rooftops
  • Added new points of interest
    • Loading Station
    • Anomalous Forest
  • Reworked areas
    • Old Dam
    • Quarry
    • Security Checkpoint
    • RLS Vostok
  • Reworked loading screens
    • Show 4 tutorial hints, addressing the most important and critical parts of the game
      • Zone shrinking
      • Wolf tutorial
      • Anomaly tutorial
      • Extraction tutorial
  • Added Nvidia Highlight (for Nvidia GPU owners)
    • The game will automatically be recorded based on your in-game actions.
  • Reworked the screen error log
  • Added a delay to gameplay effects related to weathers
  • Added an additional warning for Adrenaline
  • When hovering over objects in the inventory, the category will now be highlighted
  • You can now see the oxygen level of players in spectator mode
  • Reduced the VFX intensity of Heat water
  • Added vehicles in the new locations
  • Weapons now generate shells falling on the ground.

Game Balancing

  • Tweaked weapon parameters
  • Increased fire rate for semi-automatic weapons
    • CZ-75 (400 -> 450)
    • Fort-17 (450 -> 500)
    • TOZ-34 (400 -> 450)
  • Increased wolf resistance: be sure to shoot for the head!

Sound

  • Fixed the sound effects that weren’t added in-game
  • Added the sound of shells hitting the floor after shooting
  • Added a sound for killing people by ramming them with a vehicle
  • Added a special sound when killing another player

Level Design

  • Improved Quarry location to make it an Orange location
  • Old Dam has been improved
  • Security checkpoint expansion
  • Added new props and improved the quality of some existing props

Bugfixes

  • Improved the helicopter phase
  • Fixed an issue with incorrect particle distance with the airplane
  • Fixed the Downed debuff icon remaining on screen after a player has been revived
  • Fixed an issue in which the heat weather VFX remained on screen for longer and affected other weather patterns.
  • Fixed the incorrect timer notification after being knocked down
  • Added a interaction zone with knocked down players
  • Fixed the case that jacket with long sleeves would obscure the player’s view
  • Multiple localization fixes
  • Fixed the case that players would lose player collision when being revived by a person who standing directly above their corps.
  • Fixed a case in which RGO and F1 didn’t do any damages on players in close range.
  • Fixed some incorrect information displayed on the endgame screen
  • Fixed some cases that the scope and weapon were duplicated
  • Removed the 3rd person particle effects for the BLEEDING status effect.
  • Fixed water visibility while parachuting
  • Fixed the case that the bullet trails wouldn’t come from the weapon, but from around the player

Known Issues

  • Nvidia Highlight will record when the player kills a wolf
  • Terrain bug near the loading station
  • Weapons other than pistols taken from loot crate (or secret stashes) will disappear if player drags them to pistol slot in the inventory.
  • If you close a door while being followed by wolves, they can achieve their jump animation through the door if you stay really close to it. If chased by wolves, keep a few meters from the closed door.
  • While loading your characters in the waiting room, they will fall through the ground for a second since the map is still loading.
  • The green boxes with Fear the Wolves written on them have a collision issue, and loot above them could be semi-hidden. Loot can still be taken if player comes close to the box.
  • Some minor issues regarding the blocked buildings may appear.

We look forward to receiving your feedback and meeting you in-game. Feel free to contact us if you have any issues.

Fear the Wolves Team

posted in Battlefleet Gothic: Armada read more

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Greetings, Admirals, and welcome back to the devblogs for Battlefleet Gothic: Armada 2. Today we’re talking customisation - how your fleet is your own, both in gameplay terms and the aesthetics of your ships. Significant changes have been made since the first game, so read on!

The first and clearest way to customise your fleet is, of course, to change which ships are in it. There are six classes of vessel in total, with multiple configurations of each hull usually available. However, not every faction has access to every class - the Adeptus Mechanicus have lighter ships plus the massive Ark Mechanicus Battleship, while the Imperial Navy can field vessels of any weight category. Your custom fleet is only limited by the points allowed in the match you’re going to play - the composition, weapon choices, abilities, admiral skills, and more are all yours to choose.

Each faction has eight Admiral Skills and ten Fleet Upgrades to choose from. Admiral Skills are special abilities given to your flagship only, making them limited but extremely powerful, able to flip a battle on its head with the correct timing. Fleet Upgrades affect all or a sub-section of your ships, changing weapons, engines, stealth, or some other element to let you play your way. The difference in building a fleet around the correct upgrades and skills can be significant.

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Faction selection also governs your admiral portrait, of which there are hundreds in the game, unlocked through victories. You can pick from those you’ve unlocked for a faction and it will be displayed in multiplayer matches. You must also pick a subfaction to assign to your fleet.

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Subfactions govern the colour scheme of your ships, with plenty to choose from for each faction, picked from recognisable Warhammer 40,000, chapters, traitor legions, septs, craftworlds, and so on. Over 80 subfactions are available in total, with at least six per faction, so some are brand new to the universe, added to help flesh out our single-player campaigns.

Each is different, not only in the colour schemes of your ships, but some also bestow new admiral skills to choose from as well. This is not true of every subfaction - the balancing and complexity of more than 80 new admiral skills would be impossible - but allows for a light sprinkling of additional flavour where it seemed most appropriate. Every subfaction is available from the start of the game, so you’re free to match your tabletop army or try something new.

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We hope you enjoy all the cool ways to customise your fleet in Armada 2, alongside the 12 factions and the unique elements of the three massive campaigns that make designing and fielding your fleets there totally different.

Battlefleet Gothic: Armada 2 releases on Steam 24 January 2019. You can already pre-order for Beta Access December 5 to 12, and a 10% discount!

Returning Battlefleet Gothic: Armada players on Steam instead benefit from a 25% loyalty discount on their preorder of Battlefleet Gothic: Armada 2.

http://bit.ly/BFG2Steam

posted in Fear The Wolves read more

Dear Community,

Thank you for all your feedback on yesterday's update.

Today, we're launching a hotfix that addresses some issues that you've raised to us since the patch released.

You can find the details of this hotfix below:

Included in the hotfix:

  • Additional loot has been added Coolers
  • Fixed an issue with the parachute of Air Drops
  • Fixed an issue with the placement of anomalies near Yanov
  • Fixed an issue where some localized lines weren't updated properly
posted in Call of Cthulhu read more

Walk the path of madness in Call of Cthulhu’s latest gameplay trailer!

Youtube Video

Call of Cthulhu, the official videogame adaptation of Chaosium’s tabletop RPG, will release October 30 on PlayStation 4, XBOX One and PC. Today, we invite players to tread further down the path of madness in this new Gameplay Trailer, as the Darkwater investigation begins to spiral out of control in the midst of unsettling conspiracies, bizarre cults and even the Old Ones themselves.

In Private Investigator Edward Pierce's quest to unveil the truth, players will need to rely on a variety of upgradeable Skills to escape the clutches of madness and death. The Spot Hidden and Investigation skill paths let players uncover more clues and draw more meaningful conclusions, unlocking more topics to question in dialogues. Convincing the distrustful locals of Darkwater to reveal what they know will require proficiency in Eloquence and Psychology. Pierce's Strength skill may also come in handy for when brute force is necessary, or to intimidate impressionable people into offering whatever they’re hiding. Expertise in Medicine and Occultism, improved only through discovering unique books and artifacts throughout the investigation, may grant additional insight – but knowledge can be a curse in Call of Cthulhu. The more aware Pierce is made of the horrors that dwell beyond the fabrics of reality, the more he will fall to insanity, impeding his ability to draw logical conclusions.

Pierce is but a mortal man, with few allies in a remote, unfriendly environment. Whether outnumbered by mortal adversaries or facing foes whose mere existence is beyond human comprehension, offering physical resistance is usually not an option. Making the most of Pierce’s extensive set of skills, along with subterfuge and stealth, is paramount… though escaping the gaze of the Great Dreamer may ultimately prove futile.

Call of Cthulhu releases for PlayStation 4, Xbox One and PC on October 30. Digital and retail preorders are available on PC and consoles.

posted in Space Hulk: Tactics read more

@cloud-runner Hello, there will not be an early access for PS4. Have a nice day.
@DaxTheDestroyer @Aymanoir Thank your for reporting this to us. We'll soon fix it.

posted in SHT - General Discussion read more

Bonjour,
Merci pour cette remarque. On va corriger ça très rapidement. N'hésitez pas à nous envoyer des erreurs d'orthographe s'il y en a d'autres.

posted in Space Hulk: Tactics read more

Learn all about the Space Hulk: Tactics mission editor in a new gameplay video!

Space Hulk: Tactics, the official adaptation of the classic boardgame from Games Workshop, embraces its heritage with the easy to use but incredibly powerful Mission Creator tool! Available now in beta for anyone who pre-orders on Steam, it can be used to create an infinite combination of layouts and tilesets, and you have already gotten to grips with designing amazing things using it.

Youtube Video

In our new trailer, learn the ins and outs of making your own missions quickly and easily. Changing layouts and looks, adding logic, and linking elements is just a single button press away, with testing done on the fly from within the editor itself. Custom Terminator squads and Genestealer swarms can be designated for each map, as well as unique rulesets, restrictions, and opportunities for either side. Plus, set an objective for the Terminators - one of twenty which range from annihilation to escape.

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Once your masterpiece is complete it can be uploaded online and shared. We’ve created specific forums for players to talk about their creations, creating threads for everything from asking for advice to providing a space for narrative to link a selection of maps that they’ve made. Maps can be found easily in-game through various search and filter tools, including for map creators.

The Space Hulk: Tactics pre-order beta has begun, pre-order now on Steam to play. The game releases on Xbox One, PS4, and PC on October 9. http://spacehulk-tactics.com/shop

posted in Fear The Wolves read more

@uwagacyjanki Hey, we're working on a community update. We'll post it soon!

posted in SHT - General Discussion read more

Merci @aymerix ! On va fixer ça rapidement !

posted in Space Hulk: Tactics read more

Dear Community,

We’re very thankful for your feedback and support since the First Update Patch. We continue to work on game balance, bugfixes and gameplay improvements, to provide the best experience possible when the game launches on October 9th.

You can see the launch trailer here:

Youtube Video

Today, we’re happy to share with you the details of the Pre-Order Beta Second Update Patch. It features plenty of balance changes, bugfixes and gameplay improvements. Please find the details below.

Balance changes:

  • All cards that affect “the next action” won’t expire at the end of your turn. The effect stays active until consumed by an action.
  • The Apothecary “Lock door” ability now costs 0 AP (Action Point).
  • The Axe Challenging psy power now costs 1 PP (Psy Point) instead of 2, according to the description displayed on the action tooltip for Librarian.
  • Re-added the console and its links on Darakin
  • Re-added the links between the console and the door on Khitor

Features:

  • Pre-Order DLC is now available
  • Auto-camera handling during opponent’s turn has been improved.
  • Special rules from the current map are now displayed in-game below the objectives.
  • In-game objective display has been improved.
  • The map legend that appears when your hand of cards is displayed has been improved
  • Tweaked the “Disengage Genestealer” button
  • Improved AI to better handle Console-Door links
  • Added icons for all interactive objects when an action is prepared, instead of only using the door one.
  • Added a new dodge animation for Genestealers.
  • Improved the Genestealer campaign intro cutscene.

Bugfixes:

  • Fixed the warp bubble not activating in certain situations
  • Fixed a crash due to corrupted customisation save data
  • Fixed the Guard stance gained from a card not showing in the info tab
  • Bonuses to shooting will now also affect move and shoot actions.
  • Fixed certain cards using incorrect icons
  • Fixed decoy blips not gaining 2 AP with the Screamer Killer card.
  • Fixed typos and overlap in various texts and languages
  • The “Next frontal attacker is killed” card will now display the correct icon on the ground.
  • Fixed an issue where actions wouldn’t correctly display in the gameplay log
  • Fixed an issue where text was missing in the gameplay log
  • Fixed an issue where icons were missing in the gameplay log
  • Tutorial tooltips will no longer display during cutscenes
  • Fixed the Terminator card UI breaking when playing a card
  • Fixed patterns and emblems not correctly displaying on Hands, Lightning, Claws and Bolters.
  • Mission Editor: Removed the option to set Doors, Consoles, Turrets and Rubble as indestructible
  • Fixed the Genestealer animation when running under Assault Cannon overwatch
  • Corrected an issue where the Dark Angel heavy was able to remove his Eye implant

We look forward to your feedback about this new update for the Beta. Feel free to contact us if you have any questions about what you play, and as always please let us know if you encounter any technical issues.

Space Hulk: Tactics Team

posted in The Architect: Paris read more

Focus Home Interactive and Enodo Games partner for the release of The Architect: Paris

We are happy to announce our partnership for development of The Architect: Paris on PC. Offering a unique take on the City Builder genre, the game will ask you to become the Architect of the entire city of Paris. This doesn’t simply mean building a city from an assets catalogue – you will imagine, design, and create original buildings that they must manage individually. The Architect: Paris challenges you to carry out your vision of how the City of Light is developed, while responding to modern challenges such as design, demographics, politics, and pollution.

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Jean-Baptiste Reynes, President and Creative Director of Enodo Games:

“The Architect: Paris is an out of the box, innovative game that aims to shake the foundations of the genre. We are convinced that Focus Home Interactive is the ideal publisher to help us develop and promote our game. We look forward to working with their teams and benefitting from their long-time experience and expertise”.

Luc Heninger, Production Director of Focus Home Interactive:

“We are delighted to partner with Enodo Games. With The Architect: Paris, they’re bringing a title that fits perfectly with the Focus Home Interactive catalog, as it goes far beyond the classical borders of its genre. We are always happy to work with ambitious partners developing innovative and fun concepts, and that’s exactly what Enodo Games is doing here.”

posted in FTW - General Discussion read more

@jojo20 Thank you for this message! We're working on a community post with some info of the upcoming update. We'll publish it soon!

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