++ Initiating new Vox Channel ++
++ Awaiting Broadcast ++
++ … ++ … ++ … ++
++ Broadcast commences ++
It has been a while since we updated you on how Battlesector is proceeding and we are aware that you would like to know more.
Our last transmission was alongside the Warhammer Skulls festival where we let you know some more about how we would be moving forward with Battlesector, building on the amazing foundation that Black Lab Games have laid. There will be more news in the coming weeks and months about new armies, campaigns and game modes. Today, I’m here to tell you about what we’ve been up to recently and what to expect in the very near future.
The update which added the Tyranid Biovore and Pyrovore and the Necron Royal Warden was our first with Slitherine staff as the main developers. Our team at that point was a very small strike force with a simple remit to learn how to work with the Battlesector engine, add the new units and work with the team at Black Lab to complete the handover. We also released a small balance and bug fix patch (1.4.82) to react to the community experience of the new units.
Since then we’ve been hard at work taking the knowledge and experience that we have gained and using it to grow out “Team Battlesector”. We now have many more hands on deck, with specialists focussing on key areas of the game and working hard making the new content that we’ve told you about.
In the very near future we’ll be releasing our latest incremental “balance” patch. This is our first release for this new team and we’re really looking forward to seeing how it shakes up the current gameplay meta strategies for both Single Player game modes and the Multiplayer Community.
The main balance focus has been on the Ork Faction. They are already great fun to play with, but quite a few of their units ended up stumbling over each other when players were looking to build armies. Our approach has been to look to ensure that each unit has a purpose and that the faction as a whole has enough tools to take on their opponents. For example, the Orks really lacked a cheap Anti Armour option, so we’ve converted the Boyz Rokkits from their current “frag” stats to a more focussed “krak” style profile.
We’ve also been looking at addressing a few bits of the game interface that hadn’t kept up to date with the growth of the game. So we’ve re-arranged the units on the Army Management screen so similar types are now grouped together (rather than the new free units always being stuck at the bottom) and we’ve expanded the options for setting up a new game to allow players to choose if they want to be “player 1” or “player 2” so you can get a real feel of what it’s like to be on the other side of the battlefield.
There’s plenty more in there too, and we’re really looking forward to getting this patch into your hands so you can see what you think.
Expect to hear more from us soon.
The Battlesector Team
Warhammer 40,000: Battlesector | Dev Diary #13
In the grim darkness of the far future, there is only war. Experience every bone-rattling explosion and soul-crushing charge in Warhammer 40,000: Battlesector, the definitve battle-scale game of turn-based strategy and fast-paced combat that takes you to the battlefields of the 41st Millenium.
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