Posts made by chaton
posted in A Plague Tale: Innocence read more

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Welcome back to our devblog series where we unveil a wealth of details about the making of A Plague Tale: Innocence, Asobo Studio’s upcoming adventure game coming 2019 to PlayStation 4, Xbox One, and PC. Today, we’re excited to continue to share more info about a “protagonist" that you will have to face in our game: The Inquisition!

Let’s welcome our Game Director Kevin Choteau who will continue our discussion about the creation of the Inquisition in A Plague Tale: Innocence, started with Narrative Designer Sébastien Renard last week.

The Inquisition, a Perfect Antagonist


The Inquisition seemed like a logical choice for an antagonist once we decided on setting the story during the Great Plague. We were also aware of the already existing mythology surrounding them. There’s a wide set of narratives (such as witch hunts and burnings at the stake) depicting them as the bad guys. Their disproportionately threatening presence beside two children made them a natural choice as an antagonist.

What was also interesting about this time period for us was that by then the Inquisition was almost at an end, as a result of the general and gradual decay of organized institutions. Everything was falling to pieces. Some factions of the Inquisition were deeply aware of it as they desperately tried to hold on to their power. In A Plague Tale, we meet a stronger Inquisition led by the Great Inquisitor Vitalis. Actively looking for a way to end the plague, Vitalis is also hunting Amicia and Hugo for unknown reasons.

Creating an original Inquisition for A Plague Tale: Innocence

0_1550742895972_Kevin-5.jpg Kevin Choteau

It was quite tricky to research the Inquisition since there aren’t a lot of sources documenting their armed forces. You will find way more information on the Crusades than on the Inquisition, so we supplemented the already existing imagery around the Inquisition with our research into the Crusades and knights from the era. This melting pot of influences results in knights wearing bulky and very heavy armour. This directly influenced our gameplay as the Inquisition members are not as nimble as Amicia and Hugo, and can have trouble catching them. This aspect of gameplay directly helps Amicia and the player.

One of the coolest aspects about developing the Inquisition was creating great contrasts within the Inquisition. They project a confident and strong image, yet when the rats threaten them, even the most charismatic Inquisition members can succumb to terror. As soon as they notice the rodents, they lose all their charm.

The Inquisition has its own ways of fighting off the rats. The story is set only a few months after the beginning of the pandemic. At this point the Inquisition is trying to resist its spread the best it can since it hasn’t found the a great solution yet. The guards add spikes to their leg guards to stop the rats from climbing them, and safe spaces are created by lighting torches near their chariots. All the while, their alchemists work on developing new tools to make the Inquisition stronger than the rats.

A villain out of a tale: The Big Bad Inquisition

A Plague Tale is not a historical game, so don’t expect to see historical figures. As you have probably gathered by now, while A Plague Tale gets a lot of inspiration from real life, it is a fictional tale at heart.


The Inquisition that was present in Bordeaux at the time isn’t remembered as very violent or even aggressive. Once we noticed that Bordeaux didn’t suffer a lot from the Inquisition’s presence, we got turned to the English and the Spanish Inquisition for inspiration, due to their far more brutal ways.

We also pondered how to present religion since the Inquisition is historically linked to it. It does come up in the game since we wanted to portray how the Pope and the Church react to the excesses of the Inquisition and the Great Inquisitor Vitalis himself. After all, at the time, several Inquisition members were excommunicated because they went too far. But history isn’t what we want to recreate through our game: it’s only a setting.

See you soon for more behind-the-scenes information and anecdotes about the creative process behind A Plague Tale: Innocence!

A Plague Tale: Innocence releases May 14th on PlayStation 4, Xbox One and PC.

posted in Insurgency - General Discussion read more

Hey all,

Thanks for bringing this to our attention. I'll forward the feedback to the team!

posted in Battlefleet Gothic: Armada read more


Greetings Admirals!

We’re excited to announce that our second update for Battlefleet Gothic: Armada 2 will be available in a few hours for testing on the Beta branch.

This new patch features various balance changes and bug fixes, including a rework of the boarding mechanics based on your feedback, various balancing tweaks, and stability improvements to the campaign co-op mode. Please find more details and the full patch notes at the bottom of this post.

To access the next patch in the Beta branch, 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.

As always with a beta, we recommend you to backup all your saves before trying out the next patch. You can find your save in the following folder: C:\Users*yourusername*\AppData\Local\BattlefleetGothic2

Please test the latest changes and let us know on what you think our Steam community hub and official forum. Make sure to specify that you’re posting about the Beta branch when posting feedback. You can also join our Discord to meet fellow players and get the latest news from the team:

IMPORTANT - PLEASE READ: Keep in mind that this is a Beta version and you’re likely to encounter bugs and technical issues. That’s precisely why we release the patch in the Beta branch first. We’ll improve the version based on your feedback.

As the team works hard on improving the game with features and balancing based on your reports, you can find more info about our long term plans in our previous announcement.

We’ve also seen the feedback that some of you miss the persistent fleets from the first game. We wanted you to know that it’s been noted on our side. We’ll be looking at what could be done to improve that aspect and keep you updated in future posts.

Stay tuned next week for the full release of the patch, as well as news about our upcoming competitive system.

Some words about mechanics changes and balancing from game director Romain ‘Ravensburg’ Clavier


Boarding in BFGII is a tricky thing to design and we already tried several different solutions for it during the various phases of production. We’re happy that we have something solid now that gives alternative gameplay for brawling factions. But, to be honest, the “alpha strike” feeling of boarding doesn't quite simulate the combat intensity aboard ships of the 41st millenium and creates useless frustration in some situations, as many of you have pointed out.

We have decided to add a delay to the boarding mechanic resolution, as well as a way to slightly counter the assault action.

Boarding redesign:

  • Each boarding action puts a boarding stack on the targeted ship.
  • The number of stacks depends on the ship tonnage, same as the current damage multiplier.
  • Boarding stacks on a ship are resolved one by one starting with the first received.
  • It takes 5 seconds for a boarding stack to be resolved.
  • Each boarding stack deals damage depending on the boarding efficiency attribute of the faction.
  • Each boarding stack has a chance to deal an additional troop damage depending on the critical boarding attribute of the faction.

An Imperial cruiser will put 3 boarding stacks on an enemy ship
Each stack will deal 1-2 damage with a 10% chance to crits due to the brutal strike attribute (giving +1 damage). So basically between 1-3 damage, but with an uneven spread chance.

Call to Arms redesign:

  • While on call to arms stance the following modifications apply to the ship:
    • All boarding damage received is reduced by 1
    • Ship speed is halved
    • Weapon’s cadency is halved
    • All skills are frozen except for cancel order and formation.
    • All skill cooldowns are frozen except for cancel order and formation.
    • All maneuvers are frozen
    • Maneuver gauge is frozen
    • Shield regeneration is disabled
    • Holoshields are disabled
    • Shadow field is disabled
    • Player may click on a button above the ship to exit call to arms state.

Based on the previous example, under call to arms, the damage of each stack would be between 0 and 2.

Transfer crew, new boarding skill

  • Can be launched at a targeted friendly ship at the cost of 1 troop to heal 1 troop.
  • A ship must have suffered at least 1 troop damage to become an eligible target.
  • Usable by all factions except Tyranids.
  • Usable by all tonnages of ships.
  • Will work on any allied faction except Tyranids.
  • Other boarding actions can no longer be launched on friendly ships, only transfer crew.

We feel like it was quite frustrating in multiplayer to select skills and upgrades before knowing which opponent you are going to face and the battlefield configuration. For this reason, players are now allowed to set their skills and upgrades during the deployment phase. It will probably radically change the whole meta of the game, and we’re excited to see what effect it has on winrates.


Based on your feedbacks, we feel the need in campaign to give more control over the reinforcement mechanics.

Players can now set before a battle which ships will be deploy first from all of their engaged fleets.

Also, the in-battle reinforcement mechanics has been improved by giving you control of when a reinforcement ship will enter the battlefield. Reinforcement ships no longer enter the battlefield automatically but stay in reserve. Players may now click on the card of a ship in reserve to gives a direct order to that ship. The ship will enter the battlefield from the closest deployment zone to the given order.


Matchmaking was initially set to favor finding matches very quickly at the cost of potentially matching players of very different skill levels. Naturally, some of you expressed their frustration of matching with a player that was too powerful or too weak.

So from now on matchmaking will tend more to match players of the same league, but matchmaking search time may be a bit longer. We’ll continue to monitor both match quality and matchmaking time and make adjustments as necessary.

We decided to temporarily remove 2v2 from ranked as it was having an adverse affect on the leaderboard through quitter abuse and other issues. We’re already working on a separate and cleaner 2v2 leaderboard which we hope to deploy in an upcoming patch.


  • Imperial Navy are in a pretty bad shape at the higher ranks, so we’ve reworked the “Encouraging Speech” ability, now called “Commissar Encouragement.” It gives awesome bonuses to the ship at the cost of 1 crew point. Also, max fires on a ship has been increased from 4 to 10 - heretics and xenos will burn much better this way.
  • Some players point out the fact that the Adeptus Mechanicus feels too similar to the Imperial Navy regarding their gameplay. We agree with that and have explored new ways to give them the feeling of a truly unique faction that uses ancient and valuable technologies. The Adeptus Mechanicus “Emergency Repair” is replaced by a more powerful “Prayer of the Omnissiah” and their Nova Canons now have a second type of ammunition, the “Grav Cannon Shot”. All their lances deal more damage and all their ships now have the “exceptional accuracy” attribute.

alt text Grav Cannon Shot

  • Tyranids once again received a lot of attention as they still get ripped apart at higher ranks. All their orders have been replaced by new and better ones. The new “Breeding Pool” gives back crew points up to the current step limit, making them very hard to kill by boarding actions. “Overloading Cavities” replaced “Swarm Mutation” and gives back 1 charge to every skill at the cost of 1 crew per charge, creating a great synergy between these two orders. Finally “Enhancing Chase” order clears the rush cooldown. We truly hope to see more Tyranids in legend with those new tools!
  • Necrons will be back as they now regenerate 1 crew point every 60 seconds. Also their squadron benefit from extra Doom Scythe!
  • “Honor the Chapter” now scales its damage depending on the ship’s tonnage, giving a better incentive to deploying the Space Marine Battle Barge.
  • Asuryani are still monsters on the leaderboard, especially due to their torpedo runs. We decided to be a bit drastic and limit their torpedo charges to 1. In the meantime they and the Corsairs now deal more damage with their lances, to encourage fleet diversity.
  • Aeldari in general no longer ignore the effects of pierce armor weapons, as they became a flat reduction of 25 armor points instead of automatically setting the enemy armor to 50.

Patch 2 Known Issues

  • Potential crash in multiplayer with the Grav Cannon (new Adeptus Mechanicus Nova Cannon ammunition)


Change log Patch 2 Battlefleet Gothic Armada II

New feature/Retakes

  • The boarding mechanic, a core feature of the game, has been reworked.
  • Improvement and rework of the reinforcement feature. It now gives more control over the way fleets are deployed in campaign mode. Allows the player to choose which ship will be deployed just before mission launch and reinforcement flow
  • Rework of the deploy feature in multiplayer (skills and upgrades can now be picked in deploy mode)
  • 2v2 mode fleet capacity is now 1000 points by default
  • Rework of the warp risk GUI: different display if the warp risk is new or older in the GUI score screen + display of the warp on ships in campaign
  • Added a security step for the client’s disconnection during the AI turn in campaign
  • Updated escort ship limitation number in multiplayer: 1/LC, 2/C - BC, 3/GC - BS + add a function to retrieve unit cost without getting all the body part from the unit
  • Added tutorial tip on how to switch between galaxy and sector view (All campaigns)
  • Clicking on an objective now centers the camera on the concerned system
  • Added the upgradable POI number of each sector in galaxy view
  • Added feedback when trying to buy a leader without enough fleet value available
  • Added a “Retreat” skill on all ships that forces the ship to leave the battlefield by the closest edge. Counts as a classic disengage regarding score


  • Spore Field skill radius increased from 1650 to 2000
  • Pressure Spines upgrade now applies to all spore fields
  • Necrons now regen 1 crew every 60 seconds up to the actual step limit, linked to Reactive Hull
  • All Addmech ships now have exceptional accuracy
  • Maximum accumulated fire number on a ship increased from 4 to 10
  • Overcharged Lances trait now gives +9000 range instead of +4500
  • Space Marines’ boarding torpedoes cost has been upgraded
  • Adeptus Mechanicus lances damage increased by 50%
  • Pulsar damage increased from 30 to 35
  • Tyranid escort cost has been reduced
  • Heavy Rail Guns’ angle reduced from 270 to 90
  • Blood Letter Parties now apply 10 boarding charges with a 120 second cooldown
  • Honour the chapter now deals boarding damage depending on the ship’s tonnage - ES/LC: 1, CR: 2, BC: 3, GC: 4, BS: 5
  • Craftworld torpedoes’ loads reduced from 3 to 1
  • Armour piercing ammunition upgrade is now a flat armour reduction of 10 points
  • Armour piercing is now a flat reduction of 25 points instead of an armour set to 50 points
  • Canticle of Omnissiah: boosts by X maneuver gauge/Boost by X Shield
  • Commissar skill: Boost by X Morale/Boost by X maneuver gauge/Boost by X Shield
  • Add an alternative ammunition to Adeptus Mechanicus ships on 1 charge skill Gravity Cannon Shot
  • Feeder Tentacle skill now has various boarding values depending on the ship's tonnage
  • Boarding critical now deals 1 damage, whatever the ship’s tonnage is. (the critical probability depends on the ship’s tonnage)

Co-op mode

Some progress has been made on the Coop mode. Please note that the co-op mode will be the main focus of Patch 3.

  • Fixed the stop co-op button that was kicking the host to the main menu
  • Fixed the score screen that wasn’t displaying when the client reconnects after a game
  • Fixed the guest camera that wasn’t focusing a system under attack just after a battle
  • Fixed players being stuck at the end of their second battle
  • Fixed upgrade button animation for the client
  • Fixed some elements of the client UI
  • Updated co-op achievements
  • Fixed several crashes in co-op
  • Updated game over screen
  • Removed the reload button for the client
  • Fixed background faction cinematics
  • Added a protection against a crash for null body part
  • Fixed the blocked connection panel that now disappears if the client connection fails
  • Fixed data representing Seglei that wasn’t changing ship client-side in the Necron mission The Prize
  • Fixed the guest that couldn’t see which general was the main hero during campaign battles
  • Fixed the bug that was allowing skill cancellation if the ship possession changed when a player was about to launch a skill
  • Fixed client being disconnected ingame, server should not considered the game as lost anymore
  • Fixed the white squares on the faction icons

General Fixes

1/ Campaign fixes :

  • Fixed an error that wasn’t granting campaign effects to ships
  • Fixed fleet selection panel (pre-engagement) that wasn’t working properly if the player was opening a new one without launching a battle
  • Protection added on the Blackstone shoot trigger if this one is not destroyed during the shot in the mission Star Makers
  • Fixed a bug that created a defeat when one of the player’s flagships was destroyed in the mission The Stronghold
  • Fixed the absence of an objective when introducing the Ancient One (informing the player that it must not die) in the mission Last Gasp
  • Fixed a bug that was displaying an empty map when launching a campaign introduction mission with the skill selection feature
  • Fixed a bug that was displaying the reinforcement ships over the map when selected
  • Fixed Ancestral Genome Panel display
  • Improved mine visual on the campaign map
  • Fixed incorrect display of upgrades in fleet viewer when above 12
  • Fixed the Space Station’s name (Magnis Dominum) in the Tyranid mission The Flesh Is Weak
  • Fixed the achievement “Natural Selection” that couldn’t be unlocked
  • Fixed the Tyranids crash on Belis Corona
  • Fixed the position of the fleets obtained as reward. Can’t spawn in a locked or hidden sector anymore
  • Fixed a crash linked to the achievement of an objective, where the player loses Spire’s fleet
  • Fixed a bug that was allowing the player to save a game during the enemy’s turn
  • Fixed the achievement “The End of an Immortal Race” that couldn’t be unlocked at the end of the mission “Protector Of The Seventh Path”
  • Fixed a bug that allowed the player to deploy their ship in the monuments areas in the mission Chosen of Abaddon (Nurgle)
  • Fixed a bug that was hiding objectives if some of them were already completed
  • Fixed a bug that was preventing the ship hull value to update when repairing this ship in the Ship Viewer (campaign)
  • Fixed a text that was not translated in the mission Protector of the seventh path / Imperial Truth
  • Fixed an error of cinematic trigger in the mission Apostle of Destruction, if the Vengeful Spirit is destroyed during a dialogue
  • Fixed the Death Guards Admiral ship that had no name
  • Fixed the Space Station’s name that didn’t match with the name presented in the dialogue
  • Fixed an incorrect mission name (The prize Part 2 > 1) in the mission summary
  • Fixed the fleet power value that was able to show a number of 0 and was creating blocking situations
  • Fixed the Imperial Pirates’ ships’ names that were not translated
  • Fixed an error of warp risk display if there were several of them
  • Fixed an incorrect reward description of the Imperial Truth mission objective
  • Fixed a wrong name feedbacked when clicking on the F5 input (auto-save > quicksave)
  • Fixed POI bonuses in the Necron campaign giving battleplans
  • Fixed the Disengage skill for AI that should now be launched during scripted missions
  • Fixed the bug that was blocking the camera movement in the sector/galaxy view when an on-map element was selected
  • Fixed a bug that prevented an objective validation when the player had to execute a Lightning Strike on the Phalanx with Trazyn during the Necron mission The Stronghold
  • Fixed a bug that didn’t display Turrets/Space Stations on enemy systems in the system overview
  • Fixed the Biomass reward icons
  • Fixed a bug that was activating the Plasmic Medusae event instead of the Plasma Storm when the player finishes the mission Slip Through the Net
  • Fixed a bug that prevented some rewards to be properly displayed in the renown panel
  • Fixed the fleet creation button that was appearing when the player was moving a fleet on a possessed system
  • Fixed the objective Flesh is Weak that didn’t unlock the environmental effect Giant Asteroid
  • Fixed the bug that was allowing player to select a system during the AI turn.
  • Fixed the Repair Troops replacement values in the Game Help

2/ Battle fixes

  • Fixed ships disengaging on the edge of the map (retreat) that weren’t taking warp risks
  • Fixed the revoke button on the flag ship that wasn’t displayed in the Fleet builder (multiplayer)
  • Fixed criticals calculation system on Runic Targeted Node
  • Fixed Tooltip on the Boarding skill
  • Fixed the Sooper Zzaps that wasn’t giving a 50% chance to avoid the holofield
  • Added a ping button on the minimap
  • Updated skin on speed buttons
  • Updated the ship overlay: boarding widget + reworked stance/fire graphics
  • Added a blood FX for Tyranids’ collisions
  • Updated: thicker Dark Eldar missile trail
  • Added cast FX to Augur Disrupt skill
  • Improvements to Chaos macro FX
  • Added trail to Tyranids’ ordnance
  • Added new FX for Ork Plasma Bomb
  • Improved feedback for ship part criticals
  • Improved highlight on stealthed ships when hovering over it with mouse
  • Fixed light macrocannon that was using heavy macrocannon impact explosion FX
  • Reduced size of Defence Platform minimap symbol
  • Selected skills and upgrades are now still selected after a battle
  • Fixed a bug that allowed the player to change his own skills and upgrades by selecting enemy skills and upgrades in the battle menu
  • Fixed the Holo/Shadow FX that wasn’t disappearing before a Microwarp Jump
  • Fixed a bug causing maneuvers buttons to be disabled for no reason
  • The achievement "Survival of the Fittest" can now be unlocked
  • Added new skills icons for Chaos, Imperium and Tyranids
  • Enhanced Chase skill
  • Fixed Necron Boarding skill FX
  • Fixed repair troop FX over time
  • Fixed a bug that hid the Call to Arms stance icon while it’s still active
  • Fixed the dust FX in the medium/large asteroid fields that were not centered
  • Fixed a bug that was switching enemy stealth ships into bleeps when the player was taking back control of a Drifting Hulk
  • Added FX to Dolmen Gate skill
  • 2v2 Capitulation now asks for confirmation from the 2nd player
  • Fixed the Elo gain that was displayed on the scorescreen after a 2v2 game
  • Fixed the Ork upgrade Ded Big Gunz that wasn’t working for some weapons
  • Fixed the Spore Field range circle that was the wrong size
  • Fixed Tyranids’ macro weapons accuracy
  • Fixed the Call to arms button on ally
  • Fixed the AI Tau faction that can now select a Warefare
  • Fixed the auto-engagement that now is priority before Retreat
  • Fixed the Overload lances attribute tooltip.
  • Fixed the bomb range GUI that wasn’t displayed around ships.
  • Fixed the Micro Warp Jump skill that wasn’t displaying the ship ghost (feedbacking the new position).
  • Fixed the Power Ram upgrade.
  • Fixed the 2v2 vs AI game launch issue.

3/ Structure fixes

  • Added a security check validating the name when a new save is made
  • Fixed the right click (on an enemy ship) Sound FX that wasn’t influenced by any of the audio settings
  • Fixed the phantom lance attribute that now works on Tracking Sense instead of Lock On
  • Fixed a bug that was granting invulnerability to Tau ships (guest player side) when canceling a Warp Out at the last moment + the warp out FX was displayed indefinitely
posted in World War Z read more

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Today, we’ve got exciting news - World War Z will launch April 16 on PS4, Xbox One and PC!
Pre-order now and get additional weapons:

Youtube Video

All pre-orders of World War Z will come with the Lobo Weapon Pack. This special in-game loot drop features golden skins for three weapons – the ARK-103 assault rifle, Keris V10 SMG and 1911 Protector – as well as the Lobo melee weapon, a dual-bladed spade perfect for making mincemeat of the undead.


Powered by Saber’s dynamic Swarm Engine, World War Z unleashes hundreds of fast-moving, bloodthirsty zombies at a time for a one-of-a-kind action experience. Outlive the dead through intense four-player co-op campaign missions around the world and battle both zombies and real human opponents in competitive, team-based Players vs Players vs Zombies (PvPvZ) multiplayer. Play in co-op with up to 3 friends using six distinct classes and an arsenal of deadly weapons, explosives, turrets, and traps to decimate the undead and live to fight another day.

World War Z will launch April 16, 2019 on PS4, Xbox One and Windows PC via the Epic Games store.

Follow us on our social networks to get first-hand information about the game!
Twitter: @WWZTheGame
Instagram: @WWZGame

posted in World War Z read more

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Face Off Against Other Players and the Undead in a Range of Bloody Modes and #OutliveThemAll Later This Year on Consoles and PC

World War Z is a multiplayer game inspired by Paramount Pictures’ blockbuster action film. In the game, you’ll be fighting against relentless swarms of zombies with 3 other teammates. While in Players v Players v Zombies (PvPvZ), you can experience a unique gameplay that challenges you to outlive both the living and the dead across a variety of competitive modes designed for 4v4 combat.

Watch our brand new trailer showcasing the fast-paced and exciting gameplay of PvPvZ in World War Z!

Youtube Video

What’s unique in PvPvZ of World War Z is the zombie swarm, which storms the arena throughout the match, forcing players to battle both each other and the undead and allowing the tide of the fight to turn in an instant. The following multiplayer modes will be available at launch:

  • Scavenge Raid: Players race to secure resources across the map to win.
  • Vaccine Hunt: Players must pick up and hold an object to earn point for the team.
  • Team Swarm Deathmatch: Two teams go head to head in a bitter fight to the end.
  • Swarm Domination: Capture zones to earn points and win a team victory.
  • King of the Hill: Capture a single hill, then control it to earn victory points.
  • Scavenge Raid: Players must race to secure resources across the map to win.


Powered by Saber’s dynamic and unique Swarm Engine, World War Z unleashes hundreds of fast-moving, bloodthirsty zombies at a time on players in a nail-biting action experience around the world, including New York, Moscow, Jerusalem and more. Play in co-op with up to with 3 friends using six distinct classes and an arsenal of deadly weapons, explosives, turrets and traps to demolish the undead menace and survive another day.

World War Z releases in 2019 on PS4, Xbox One and Windows PC via the Epic Games Store. We’ll be revealing the official release and preorder dates soon!

Follow us on our social networks to get the first-hand information about the game!

Twitter: @WWZTheGame
Instagram: @WWZGame

posted in Battlefleet Gothic: Armada read more

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Greetings Admirals,

Today, we'd like to extend a huge thanks to all of you supporting Battlefleet Gothic: Armada 2! We're incredibly excited by the response it’s gotten from the press and players!

Join us in celebrating the praise heaped on the game in our new Accolades Trailer!

Youtube Video

Over the past week, we’ve announced and released the first major patch for the game. It includes the usual balance and bug fixes alongside a brand new gamemode - Battlegroups. These battles allow for larger fleets in 2v2, making it a chaotic and powerful game mode of titanic proportions.


This is also on top of longer-term plans announced that include the creation of an entire new grand campaign for the game. There will also be another 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).

In addition, competitive seasons, tournaments, and a new boarding system are on the way. Read all about it here. This was all possible thanks to your incredible dedication and support, and we’ll be continuing to improve Battlefleet Gothic: Armada 2!

As always, we appreciate any feedback regarding the game. 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:

We’ll also reveal further information about future content updates in the coming months!

See you in-game,
Tindalos Interactive & Focus Home Interactive

posted in A Plague Tale: Innocence read more

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Welcome back to A Plague Tale Webseries. We’re happy and thankful that many of you appreciate the work of our team. Plunge today into the creative process behind A Plague Tale: Innocence in our third and final episode, Children of the Plague!

Youtube Video

With the first and second episodes introducing you to the characters and the unforgiving world they share, episode 3, Children of the Plague, focuses on their nemeses: the unnatural rat plague that swarms across medieval France and the Inquisition relentlessly hunting Hugo and his sister Amicia.


Death and disease follow in the wake of the plague rats, and not one person - clergy, persecutor, royalty, or peasant - is safe. While for Asobo Studio, rats were second to the main characters and the narrative focus, they became an integral part to the game’s structure and a core part of the experience, influencing every aspect of the design. The inquisition has begun to fight back, and their equipment is tailored towards stopping the plague, using modified armor and light to keep the rats at bay.

A Plague Tale: Innocence releases May 14, 2019 on PS4, Xbox One, and PC.

posted in FTW - General Discussion read more

Hey @Commanderp,

Thank you for this feedback. We appreciate it! I'll pass this on to the team!

posted in Insurgency: Sandstorm Pre-Order Beta read more

Hey @LazyTest,

Thanks for pointing this out! The team is working on this issue!

posted in Insurgency - Technical Feedback read more

Hey @MI6T9,

Thanks for pointing this out. The team is aware of this issue, and is working on it!

posted in Insurgency - Technical Feedback read more

Hey @Dutchxarms,

Thank you for bringing this to our attention. I'll forward this issue to the team!

posted in Insurgency - Technical Feedback read more

Hey @WhitEvah,

Thanks for pointing this out! Can you please follow the instructions here?

Have a nice day!

posted in Insurgency - Technical Feedback read more

Hey @rateX,

If some players do something that feels unfair (but they’re not necessarily using hacks), please take a screenshot or video along with an explanation of what is happening, and send it to so that our team can recreate and address the issue.

Thank you!

posted in Insurgency: Sandstorm Pre-Order Beta read more

Hey @sniperdoodle,

Thanks for pointing this out. Do you remember on which map you have encounterd this issue?

posted in Insurgency - Technical Feedback read more

Hey @meowmixmastah,

Thanks for pointing this out! I've passed it on to the team!

posted in Fear The Wolves read more

Greetings, Folks!

We’re excited to announce that Fear The Wolves officially leaves early access today. We’ve also released the sixth major patch that introduces massive new additions to the game, such as the artifact system, a new mutant, anomalous lockdown areas, and more.

The free week should start around 6PM CET / 5PM GMT / 12PM EST / 9AM PST / 8PM MSK.

We’d like to extend a huge thanks to everyone who played Fear The Wolves in Alpha, Beta, and Early Access. Your continuous feedback and support have been the grass roots of our work on six massive patches to improve the game.

As part of celebrations, Fear The Wolves introduces the “First Hunter Week”: From tonight until February 12th, the game can be played for free, and can be purchased at a 50% discount to keep for good.

Youtube Video

Over the past months, we’ve read a lot of feedback from the community. We’ve also added many features to the game, as well as performance improvements and bug fixes. Below is a short recap of what has been changed throughout early access.

Fear The Wolves Early Access Improvements

Game flow

  • Added the possibility to start a match with fewer players using a smaller map
  • Spectator matchmaking
  • Improved shooting
  • Improved wolf behavior
  • Rooftop extractions
  • Unified mode (Duos as default, with friends or strangers / Solo available)
  • New pre-match system (enter the map immediately & vote to force starting a match while waiting for the minimum number of players)
  • Anomalous lockdown areas
  • Wolves can break doors

Game content

  • Three new customization sets
  • Lot of new or improved points of interest and environments on the map
  • New weapon, the SOK-94
  • Hidden stashes around the map with high tier loot (treasure map system)
  • Axe item allowing access to boarded up rooms with high tier loot
  • Vaulting
  • Voice chat available for squad
  • New deployment system
  • On boarding elements: Dynamic tooltips and tutorial loading screens added
  • Artifact system
  • A new mutant: the Wolf Matriarch
  • Wolf Matriarch Heart
  • Spore Artifact
  • New point of interest: Stadium


  • Updated anomaly effects, weather effects, and a variety of new shooting VFX
  • Improvement of heat VFX weather
  • Improved textures on specific elements
  • Reduced texture quality difference between level of settings

Performances improvements

  • Client performance improvements
  • Auto settings
  • Various client crash fixes
  • Performance optimization: huge work on LODs
  • Sounds improvements
  • Improved server capacity and reworked server re-partitioning

Quality of life improvements

  • Added Ultrawide support for 21:9 monitors.
  • Rebalanced the mouse sensitivities, allowing players to better manipulate their settings.
  • A lot of new settings
  • Compass added
  • More sounds
  • Nvidia Highlight feature
  • Auto attachment


  • 13 new languages (Russian, Simplified Chinese, Ukrainian, French, Italian, German, Czech, Hungarian, Polish, Portuguese, Traditional Chinese, Turkish, Spanish)

Most of the new content and game improvements listed above are based on your feedback! That’s why we’d like to thank you for playing the game and posting feedback as well as reports on our community hub and official forum. Without this small but dedicated player base who supported us over the past months, we couldn’t have done it.

Therefore, those who have played Fear the Wolves during Alpha, Beta, or Early Access will be receiving 5000 in-game currency as a gift. If you haven’t played the game recently, there’s never been a better time to come back and give it a new shot!


Below is the full change log of this sixth major update.

Change log

New Features

  • Anomalous Lockdown areas:

    • When you don’t collect all Spore artifacts in Anomalous Lockdown areas, you will be hit by the permanent radiation ( 3-5 DPS, depending on the radius to an artifact)
    • Fungal Anomaly:
      • Will attack players trying to find a Spore artifact:
        • Largest radius will attack players who are sprinting
        • Medium radius will attack players who are walking
        • Smallest radius will attack players who are crouching
      • Anomaly needs some time to recharge after attacking a player
      • The damage and range will be affected by player’s radiation protection
    • Spore Artifact:
      • You can collect up to 3 Spore Artifacts in a stack.
      • It allows you to see hidden players through walls and landscape for 7 seconds. (Note that you can’t use any weapons during these 7 seconds.)
  • Wolf Matriarch:

    • Wolf Matriarch is the leader of several wolves and will spawn near the end of the match
    • Can summon new wolves
    • The Wolf Matriarch will keep her distance from players. If you manage to get close, she won’t hesitate to defend herself and will begin attacking you
    • The Wolf Heart Artifact can be collected once the player defeated a Wolf Matriarch. The Wolf Heart Artifact has three functions:
      • Protect its owner in a passive mode (You won’t be detected by wolves, except for Wolf Matriarch.)
      • Apply passive mode to teammates in a limited radius
      • Can summon a pack of wolves (2 charges)
  • Wolves knocking down doors:

    • If a player hides behind a closed door, a wolf will knock it down.
    • After being knocked down, the door will be broken and can no longer be used.
  • New customization set: Airborne Forces, including 11 items

  • Revamped UI

    • New Inventory
    • New in-game Map
  • Added 22 Steam Achievements

UI Improvements

  • New dynamic tooltip (Spore Artifact, Heart Artifact, Fungal Anomaly, Anomalous Lockdown, Pre-match, etc…)
  • “Hide/Show items highlight” option is available in settings for more advanced players who would like to lighten the UI of the game
  • New Loading screens (Wolf Matriarch, Anomalous Lockdown)
  • New background for Loading screen with Wolves
  • Credits are now available in the Lobby


  • Optimized the Evacuation stage


  • Following new standard of map size, the number of vehicles has been reduced by two

Artwork on the map

  • Added a new point of interest: Stadium
  • General polishing of all new points of interest

Bug fixes and polishing

  • Fixed an issue where if the door has been opened during the pre-match, it would stay open, and players would be able to pass through at the beginning of the match
  • Fixed an issue where the game would be blocked if the player presses the button "Open one more for 500$" without enough money
  • Fixed an issue where Alive Counter didn’t work properly
  • Fixed an issue with grenades not landing in the targeted place
  • Fixed an issue where even if the “Force Start Accepted” message has been displayed, the countdown would restart
  • Fixed an issue where the weapon would shoot automatically if the player presses the shoot button while opening the map
  • Fixed an issue where loot boxes would fall through objects on which players were standing
  • Fixed an issue where the UI would still remain on the screen if the item tooltip has been displayed in pre-match, and then the match started
  • Fixed the “twitching” effect of rivers
  • Fixed an issue where players wouldn’t receive any “kill” credits when a player in knockdown state used the “EXIT TO LOBBY” button
  • Fixed an issue where the head position while vaulting was unnatural
  • Fixed an issue where some rocks all around the map didn't have any collision
  • Fixed an issue where the DOWNED debuff icon would stay on the screen after a player has been revived
  • Fixed an issue with equipment not displaying properly when a player exchanged a piece of armor for another one
  • Drinking Vodka now adds a layer of fun to the player's screen
  • All menus should be functional now
  • Fixed an issue where squad members that loaded slower would spawn far away from their teammates
  • Fixed an issue where squads were made with existing players in a game and not new players connecting to the game
  • Fixed an issue that the keybind didn’t display properly for "You have low health, press "J" to use your medkit"
  • Improved the in-game map
  • Fixed an issue where if the character fell from a higher place while reloading, the reloading animation would continue
  • Fixed an issue where the deployment map didn’t adapt to resolution changes that prevented players at lower resolutions from picking villages on the right side of the map
  • Fixed various localization and UI formatting issues
  • Fixed an issue that players staying in a vehicle were not able to click on the deployment map during pre-match
  • Fixed an issue that caused the background to flicker
  • Fixed an issue with backpack dropping into any loot container, extended slots would duplicate contained items
  • Fixed some issues related to dynamic hints
  • Fixed an issue where some blocked buildings didn't have a board in the entrance door
  • Fixed many invisible collisions

As always, don’t hesitate to bring to our attention any feedback you may have in regards to the changes!

Fear The Wolves is FREE until February 12th! Spread the words, bring your friends, and drop into the radioactive wasteland!

See you in the game,

The Fear The Wolves Team

posted in A Plague Tale: Innocence read more

0_1549367038804_header (1).jpg

Welcome back to our devblog series where we unveil a wealth of details about the making of A Plague Tale: Innocence, Asobo Studio’s upcoming adventure game coming 2019 to PlayStation 4, Xbox One, and PC. Today, we’re excited to share more info about a “protagonist" that you will have to face in our game: The Inquisition!

Let’s welcome our Narrative Designer Sébastien Renard who will cover the creation of the Inquisition in A Plague Tale: Innocence, as well as the many challenges the team faced during development.

The Inquisition, a Constant Threat

The Inquisition you encounter in the game is a combination of historical research and our own idea of the medieval organization. In A Plague Tale: Innocence, they are trying to stop the rats and ultimately the plague from spreading, so you could say that their goal is rather noble. Their methods, on the other hand, are extremely harsh and cruel. The inquisition wasn’t known for caring for the common people.


A Plague Tale’s version of the Inquisition is a progressive one. Driven by a particular and personal faith, the leader of the Inquisition, Vitalis, sees beyond contemporary dogmas. While his army is combating the spread of the Black Death, he attempts to find an answer through alchemy. Vitalis is convinced that he is working for the common good, and is prepared to commit the most heinous acts in its name.

Creating an Original Inquisition

We wanted to depict our Inquisition as having its own identity (made possible thanks to the art direction). The Inquisition was very powerful at the time, and we show this partly through how they continuously develop new technology to deal with the rats. We also wanted to show the great discrepancies between the Inquisition and the Church. The Inquisition is visionary: it understands the new danger faster than the Church, which is too busy hiding. Vitalis himself is at odds with the Church and wants no ties to it.

You will quickly come to realize that the Inquisition has a veritable army at its disposal. This is a good way to convey their power at a mere glance. It’s also a direct reference to how the Inquisition used to seize goods from nobles who had supposedly run foul of the law. By these practices, they grew as a direct rival to the Church.

0_1549367180213_EP.1.Seb.jpg Sébastien Renard

During the Great Plague, the Church was ready to dismantle the Inquisition. However, in A Plague Tale, we chose to portray an Inquisition that is managing to dodge the Church’s attacks. It’s far more powerful under the Great Inquisitor Vitalis, and as a result, it’s also the only force able to fight the plague.

To counter the animalistic danger represented by the rats, we needed a great human threat. We first thought of other figures, such as heretics, but the Inquisition felt like the right choice. What was incredibly useful about the Inquisition was that we could give it a proper visual identity thanks to their armour and banners. These are symbols of the era and reminders of how religion influenced every aspect of society. The Inquisition therefore brings something new to the table: a human opponent with deeply human behaviour. It also helps to shine a light on the constant clash between innocent children and corrupted adults.

The stealth gameplay comes through as a result of The Inquisition forcing Hugo and Amicia to be wary and stay out of sight as they travel. Amicia can fight the Inquisition, but in order to do so, she must develop her skills over time. At the start of our story, our protagonists are cautious, but gradually, they learn to use the rats in their favour. For both Amicia and the players, the main goal is to understand the Inquisition’s new “technology”, and to either choose to stop it or use it to fight back.

The Inspirations for our Inquisition

The Inquisition is a rather grim symbol of the Middle Ages, and best known for the terrible Spanish Inquisition, which was far more violent than the one present in Bordeaux at the time. There, the Inquisition seemed quite reluctant to severely punish people, with the exception of state criminals.


To create the Inquisition, we were particularly influenced by various works in popular culture. Movies such as The Name of the Rose and Black Death, TV-shows like Inquisitio (a french show) and even the manga Berserk (mostly due to its dark aspects).

See you soon for more behind-the-scenes information and anecdotes about the creative process behind A Plague Tale: Innocence!

A Plague Tale: Innocence releases May 14th on PlayStation 4, Xbox One and PC.

posted in BB2 - Technical Support read more

Hello all,

Thanks for bringing this to our attention. We've already passed this on to the devs.

Edit: It should be fixed now. Can you try to launch the game again?

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