Warhammer 40,000: Battlesector

Warhammer 40,000: Battlesector

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FremboT3  [developer] Oct 3 @ 6:08am
3
Warhammer 40,000: Battlesector - 1.4.95 - Patch Notes
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.

Changes since 1.4.82

General
  • Added ability to select whether you will be Player 1 or Player 2 in a single-player Skirmish match or Hotseat game
  • Updated layout of units in Army Management so that units of the same class (e.g. HQ, Elites) are grouped together
  • Updated default settings when creating Skirmish and Multiplayer games to [Strategic Command; 8 turns; 80 target score; 2000 army points; Require Cohesive Armies]. Reflecting the standard settings for tournament play.
  • Found and fixed an issue with the Graze and Crit system that meant that units with low accuracy (e.g. many Ork ranged units) were getting more Graze results than the odds suggested, lowering their damage output.
  • When a player has their army destroyed, they will lose the battle and their opponent will be given points equal to the target score for the battle.
  • If a battle reaches its turn limit without either player reaching the target score, the winning player (who has the most points) will have their score increased to be equal to the target score. Fixes an issue in Tournaments where players could be disadvantaged.
  • If a battle ends in a tie then the loser of the tie-breaker will have 1 point reduced from their score. E.g. an 80-80 score would become 80-79. Addresses an issue in tournaments where the tie-break winner wasn’t obvious.
  • Updated shadow rendering for the Planetary Supremacy base map. Lowering shadow quality in settings will reduce the amount of shadows cast, greatly increasing frame rate for users who have issues here.
    • (PS4 Only) Shadow detail automatically reduced to help prevent memory issues & frame rate issues on this screen
  • (PC Only) Added Bug Report tool. Press F11 to bring up the dialogue to submit a bug report to the development team
Balance
Previous values in ()

Orks
  • Warboss
    • Shoota - Damage 8 (7), gains Splash x 2 @ 4 damage, gains Pistol trait
    • Power Klaw - Damage 125 (100)
    • Kombi-Rokkit - Min Range 2 (1), Damage 80 (30), AP 6 (3), Splash x 4 (8) @ 40 damage (27), Reload Time 2 (3)
    • Cost - 205 (220)
    • HP - 315 (300)
  • Big Mek
    • Kustom Mega-Blasta - Damage 95 (70), AP 7 (6), Splash x 1 (2) @ 38 damage (28)
    • Health - 250 (180)
  • Meganobz
    • Shoota - gains Pistol trait
    • Kombi-Rokkit - Min Range 2 (1), AP 6 (4), Splash x 1 (5) @ 16 damage (24), Ammunition 2 (1)
    • Armour - 8 (7)
    • Cost - 165 (155)
    • Hit ‘em Harder - Gains “Cannot Be Suppressed”
  • Nobz
    • Choppa - Damage 10 (16), Attacks 3 (2), gains Splash x 1 @ 4 damage
    • Big Choppa - Damage 22 (18)
    • Power Klaw - Damage 50 (45), removed Splash, AP 7 (6)
    • Armour - 4 (3)
    • HP - 115 (100)
    • Hit ‘em Harder - Gains “Cannot Be Suppressed”
  • Stormboyz
    • Choppa - Damage 10 (16), Attacks 3 (2), gains Splash x 1 @ 4 damage
  • Boyz
    • Big Shoota - Cost 15 (20)
    • Rokkit Launcha - Min Range 2 (1), Damage 30 (20), AP 5 (3), Splash x 1 (4) @ 9 damage (12)
  • Flash Gitz
    • Snazzgun - Accuracy 79 (70), Accuracy Falloff 9 (15), Damage 9 (10), Attacks 9 (8)
    • Armour - 4 (3)
    • HP - 105 (95)
    • Model Scale corrected (theyz Nobz, not Boyz)
  • Lootas
    • Shooty Deffgun - Optimal Range 6 (5)
    • Beamy Deffgun - Optimal Range 6 (5), Damage 20 (32), Shots 2 (1), All Units target single enemy (like Heavy Hellblasters do)
    • Trukk Smasha - AP 1 (2), Damage Bonus 20% (25%)
  • Gretchin
    • HP - 25 (40)
    • Evasion - 10 (20)
    • Cost - 30 (35)
    • Added Mob Rule ability
  • Deffkopta
    • Kustom Mega-Blasta - Damage 95 (70), AP 7 (6), Splash x 1 (2) @ 38 damage (28)
    • Kopta Rokkits - Min Range 2 (1), Damage 55 (45), AP 5 (3)
  • Warbiker
    • Set to solely Mechanical for gameplay purposes (i.e. Cannot be poisoned)
  • Deff Dread
    • Big Shoota - Attacks 40 (32), Added Splash x 2 @ 3 Damage
  • Command Abilities
    • More Dakka - Shots Multiplier 45% (25%), AoE 3 tile radius (5)
      • Fixed issue where it was also giving more melee attacks
  • Faction Skills
    • Mob Rule - Range 3 (2), Max Stacks 6 (4), Momentum per stack +5% (10%)
  • Planetary Supremacy
    • Updated Tech Tree
Sisters of Battle
  • Hospitaller’s Medicus Skill
    • Fixed issue where many negative status effects were not being removed by the skill
    • Can now be used on a unit on full health, to remove negative status effects
T’au
  • Commander
    • Cost - 240 (220)
  • Ethereal
    • Honour Stave - Damage 40 (35), Splash x 2 (1)
    • Sense of Stone - Action Points 2 (1), +20% Bonus HP (15), Duration 1 turn (3)
    • Zephyr’s Grace - Duration 1 turn (2), Range 1 (2)
  • Riptide
    • Movement - 5 (4), Health 375 (400)
    • Twin Plasma Rifles - Cooldown 1 (2)
Blood Angels
  • Lieutenant
    • Chainsword - Splash 3 (2)
  • Sanguinary Priest
    • Chainsword - Splash 3 (2)
  • Furioso Dreadnought
    • Furioso Fist - Damage 90 (75)
Necrons
  • Overlord
    • Staff of Light - Cost -25 (-40)
    • Hyperphase Glaive - Cost -35 (-60)
  • Tomb Blade
    • Movement - 5 (6)
  • Triarch Praetorians
    • Melee Accuracy - 90 (85)
    • Gravity Displacement Pack - Movement bonus 2 (3)
  • Royal Warden
    • Cost 175 (160)
  • Hexmark Destroyer
    • Cost 150 (160)
  • Lokhust Heavy Destroyer
    • Gauss Destructor - Cost 30 (20)
  • Skorpekh Destroyer
    • Movement 4 (3)
Bug Fixes
  • Added blocking terrain to Feeding Grounds on location where Line of Sight was causing confusion
  • Seize and Control objective could disappear on reload
  • T’au Markerlight could be used at infinite range if units had zero AP
  • When loading a game, some units were spawning with their models overlapping
  • Game could hang if you loaded a Planetary Supremacy campaign save that was using Custom Maps that you had previously removed from your system
  • Tweak to Assault Marine AI to reduce instances of them jumping in with no AP to attack with
  • Warboss had a 1 damage “Squig Bite” weapon that should not have been there (Warboss retains the correct “Squig Attack” ability)
  • Fixed text description of Sense of Stone & Zephyr’s Grace (duplicated words)
  • Fixed translations for some skills where data was appearing in the wrong place in the description
  • Armour can no longer be reduced below zero
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Showing 1-15 of 21 comments
Love the changes keep up the good work
Aedwynn Oct 3 @ 8:21am 
What about Supremacy bug that loads maps without textures?
It seems the issue is fixed.
Last edited by Aedwynn; Oct 3 @ 8:25am
mpc Oct 3 @ 9:10am 
Originally posted by FremboT3:
  • When a player has their army destroyed, they will lose the battle and their opponent will be given points equal to the target score for the battle.

Would this be true on exterminatus only?

Makes sense for these types of battle although less so on strategic command, conqueror, etc as opponent could ignore primary objective in favour of eliminating the opponent only.
Would be nice if you explained game mechanics more. Maybe in form of additional tutorial or just something info to read. There are many theories about grazed and blocked but nothing seems to be sure. Also it would be easier to have it in game and not scrapping many reddit pages.
FroBodine Oct 3 @ 12:26pm 
2
I must admit this is pretty disappointing to me. All the hoopla a while back about huge changes coming to the game, including more campaigns, improvements to planetary supremacy, etc., yet all we get is yet another new faction to play in skirmish mode, and some bug fixes.

What happened to the big changes including new campaigns and big improvements to planetary supremacy?
1hp Oct 3 @ 1:01pm 
Is the problem with AI not using overwatch still not fixed?
dantejrl Oct 3 @ 1:09pm 
no option for speed up animations units ==> useless update
I still think the game would be better if we had NG+ basically. Allow free choice of recruiting units on the campaign we have, just to tide people over...
mpc Oct 3 @ 3:37pm 
Originally posted by FroBodine:
I must admit this is pretty disappointing to me. All the hoopla a while back about huge changes coming to the game, including more campaigns, improvements to planetary supremacy, etc., yet all we get is yet another new faction to play in skirmish mode, and some bug fixes.

What happened to the big changes including new campaigns and big improvements to planetary supremacy?

All this is still in the pipeline, suspect both the new campaigns and planetary supremacy overhaul will take some time. Hopefully we'll receive an update regarding later in the year.

Who knows, some of these new elements may even take place either when the imperial guard DLC is released or shortly afterwards.

My preference is they continue to take their time and deliver really impressive outputs rather than being pressurised to release earlier than when ready/they are happy with. Don't get me wrong, like all of us I would like all of this yesterday. I suspect we've all experienced the other end of the spectrum elsewhere with rushed releases not quite meeting expectations.
Last edited by mpc; Oct 3 @ 3:38pm
rkivs Oct 3 @ 3:57pm 
bug report in game hell yeah
Skorpek destroyers movement 4, finally!
very good, keep it coming! :steamthumbsup:
BaZooKa Oct 4 @ 1:01am 
Where is ability to create Async games as a second player that you promised to implement in this update?

Why only "a single-player Skirmish match or Hotseat game" ? It is useless for most players
Last edited by BaZooKa; Oct 4 @ 1:07am
BaZooKa Oct 4 @ 1:21am 
Necrons
  • Tomb Blade
    • Movement - 5 (6)
  • Triarch Praetorians
    Melee Accuracy - 90 (85)
  • Gravity Displacement Pack - Movement bonus 2 (3)

    Now player forced ALWAYS take Overlord, because in other case you can't get Stategy Points as it was before.

    So it means that any other HQ in Necron army will not be picked, because you can't reach Strategy points on second turn without Overlord passive ability.

    You broke entire game for the Necrons, good job Devs !!!
Last edited by BaZooKa; Oct 4 @ 4:22am
What are you talking about? All this talks about is changing movement speed and increasing accuracy.
Last edited by FroBodine; Oct 4 @ 7:01am
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