We are releasing a sizeable update today, and you can read the full changelog below as usual. It includes some new options, many balance changes, bug fixes, and more.
Work continues on the game as the team keeps polishing it, but we'll soon have news on future additions!
You can download it from the Members' Area.
Version 1.0.8 Changelog (7th August, 2018)
**NOTE: Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.**
New
* Lord of Skulls quest now shows the turns until Khorne goes inactive again.
* Added warp in and out effect for Lord of Skulls.
* Added setting for orkoid fungus density.
* Added non-destructive mod support: mod data is loaded from "%USERPROFILE%\Documents\Proxy Studios\Gladius\Mods\<ModName>\Data\" on Windows and "$HOME/.config/Proxy Studios/Gladius/Mods/<ModName>/Data/" on Linux.
Balance
* Rescaled all influence costs to match the default cost scheme (25/50/100/200 to 20/40/80/160).
* Fortresses of Redemption now costs 40 influence.
* Fortresses of Redemption no longer gain the percentage bonus from tiles controlled by cities.
* Increased Fortress of Redemption upkeep from 2 to 3.
* Increased Orbital Bombardment cooldown from 0 to 1.
* Increased Orbital Scan cooldown from 0 to 1 and increased its radius from 1 to 2.
* Aircraft and jump / levitate now only ignore zone of control of enemy ground units (but are still affected by other aircraft).
* Ere We Go now requires movement (but does not consume movement) to prevent exploiting its use to cross wire weed or zone of control in 1 turn and still attack after.
* Deffkopta's big bomm no longer consumes an action (7th edition bombing run Orks errata).
* Reduced Apothecaries group size from 5 to 3.
* Reduced Apothecaries cost by 50%.
* Fixed Dreadnought conversion typo: increases Dreadnought armor from 7 to 8 and hitpoints from 24 to 36.
* Increased Dreadnought cost by 50%.
* Fixed Gorkanaut's Klaw of Gork typo: increases damage from 6 to 12 and armor penetration from 0 to 8.
* Reduced Gorkanaut attacks from 3 to 1.
* Reduced Gorkanaut Rampage bonus attacks from 2 to 1.
* Fixed Gorkanaut gaining Rampage even when the number of enemies was even.
* Medi-Pack research moved from tier 2 to tier 3.
* Heavy Weapons Squad research moved from tier 3 to tier 2.
* Increased Cryptek's Resurrection Orb range from 1 to 2.
* Canoptek Spyder and Kastelan Robot now have Vehicle traits, allowing them to be repaired.
* Killshot now also increases damage against Fortifications.
* Machine Empathy now also heals Fortifications.
* Ordnance now also has increased damage against Fortifications.
* Dok's Tools, Extra Bitz, Experimental Procedure, Narthecium, Roll Over Them, Summary Execution and The Flesh Is Weak no longer work on Fortifications.
* Awaken the Machine, Blessings of the Omnissiah, Fabricator Claw Array, Mek's Tools and Objuration Mechanicum now work on Fortifications.
* Fermentation pool now gives +1 energy and +1 influence instead of +2 influence for Necrons.
* Grox pasture now gives +1/+10% infuence and +1/+10% ore instead of +2/+20% influence for Necrons.
* Recaf leaf now gives +1 influence instead of +1 energy for non-Necron factions.
* Tweaked some special features adjacency bonuses for Necrons.
* Lord's Royal Guard summon duration increased from 3 to 5 turns.
Modding
* Added XML support for specifying if only one conditions needs to match before effect is applied. That is, \<conditions> and other block conditions tags such as \<unit> can now have the attribute match="Any". Defaults to match="All".
* Revert to random faction instead of crashing if config faction is invalid.
General
* All relevant technologies are now linked with requirements.
* Level up selection now stays up until all points have been spent.
* Tweaked Tactical Space Marines death animations.
Bug Fixes
* Fixed mouse cursor not showing when mouse pointer trails is enabled on Windows.
* Fixed item cooldowns not decreasing.
* Fixed a crash when immediately founding a city on a tile where a city was just destroyed.
* Fixed experience not being awarded when a unit is disbanded or killed with an ability such as Shockwave and Orbital Bombardment.
* Fixed cleared tiles still obstructing vision.
* Fixed being able to move items to units across the map.
* Fixed trait rank not going up with ability rank (e.g. Cybork Implants).
* Fixed capturing artefacts not refreshing resources before the end of the turn.
* Fixed clicking on an item while leveling a hero wrongly spending level up points.
* Fixed drop pods not being player colored.
* Fixed orbital deployment and teleporting to a tile not triggering explore/capture/overwatch.
* Fixed outposts of a destroyed city not being immediatelly reclaimed.
* Fixed Astra Militarum energy, food, loyalty, ore and research edicts accidently increasing the upkeep of buildings.
* Fixed Fear, Furious Charge and Zealot applying less melee damage change than intended (adds Circumstance Melee Damage).
* Fixed units being affected by heavy and not healing if their max movement increased.
* Fixed aircraft not being able to fly over enemy ground units.
* Fixed bolt damage upgrade having no effect for Orks.
* Fixed destruction protocols trait not being red.
* Fixed heresy in an Astra Militarum bark.
Version 1.0.8 is now available!
Warhammer 40,000: Gladius Relics of War brings you to a world of terror and violence. Four factions will engage in a brutal war for dominance over the planets resources.
Re: Version 1.0.8 is now available!
on hold atm and has been returned on steam to the beta branch so rolled back to V7 for none beta users
will be re done asap, hopefully tomorrow
will be re done asap, hopefully tomorrow
[developer] 9 minutes ago
Hey guys, we've rolled back to 1.0.7 due to a few problems people have been experiencing. We hope to have a fixed 1.0.8 out tomorrow. Until then you can find 1.0.8 under "Open Beta" in the betas tab.
Sorry for the inconvenience. In the future we will release new patches to a beta branch before making it the default for everyone.
Re: Version 1.0.8 is now available!
Some great and interesting changes. Happy to see Dreadnaughts receiving some much needed love. I am interested to try out the adjustment to the "Ere we go" ability for Ork. I found myself closing so many gaps with the 1 additional tile movement after talking my first move and then attacking. Heavy Weapon squads on t2 is going to be pretty strong. Some great adjustments made to the special recourse tiles for Necrons. Really excited to get this new patch a go tonight with the buddies. We have all really been enjoying the game so far and are eager for more.
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