Warhammer 40,000: Battlesector - 1.2.49 - Patch Notes

Warhammer 40,000: Battlesector

Warhammer 40,000: Battlesector is a fast-paced turn-based strategy game set in the grimdark universe of the 41st Millennium. Pick your force, develop your army, field mighty heroes and fight for victory using superior strategy, awesome abilities, and devastating weaponry.

We'll be releasing a new update for Battlesector [b]on Monday April 17th[/b]. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game. The team is currently hard at work. We'll have news about new content soon. [i]Changes since 1.2.46[/i] [b]Changes[/b] Below is a summary of changes made to Planetary Supremacy. [b]Note that existing save game files from prior versions are unlikely to load with this build[/b]. A legacy branch with the current live version of the game (with the Preview version of Planetary Supremacy) will be kept available as a legacy branch/build on Steam, GOG and Slitherine Standalone. [list] [*] Doubled the number of tiles to battle over on the Overworld Map. [*] Some tiles are vacant and can be claimed without a battle. [*] Removed the starting battle. When the campaign states, the opening animation is played. Then, the first moves occur on the overworld map. [*] The 3 main armies now start at 1500 or 2000 points (depending on difficulty settings) [*] Neutral faction armies now have more unit types in them and are larger - either 1250 or 1500. [*] The resource tiles have been renamed, and are no longer themed as Imperial assets.[list] [*]Auxillary Force (formerly Vox caster relay) gives a 300-point bonus to the army cap. [*]Expanded Authority (formerly Manufactorum) potentially gives +1AP[list] [*]The Expanded Authority resource now works by building up charge from performing actions on the Overworld Map. When fully charged, an extra Action Point is awarded for 1 turn. Once the Action Point is used, the resource must recharge again to provide the next Action Point.[/list] [*] Rapid Resupply (formerly Munitions Depot) reduces unit cooldowns by 1.[/list] [*] Fighting for resource tiles uses a new objective type 'Sieze and Control'.[list] [*]The attacker gains points for each unit in a zone near a resource asset on the map. [*]The defender gains points for killing the attackers' units.[/list] [*] In Planetary Supremacy battles, all AI units are now activated when the battle starts. [*] Added a difficulty setting to control requisition cost for the enemy, separately from the player. [*] Revised the AI that controls the two AI opponents. The AI should now be more aggressive in attacking the human player. [*] Ensured that Neutral factions will always have an HQ Commander unit in their army. [*] All of the procedural maps configurations used in Planetary Supremacy have been adjusted to reduce chokepoints and support bigger armies. [*] The “Preview” label has been removed. [/list] [b]Other changes:[/b] [list] [*] Added ‘Sieze and Control’ as a new objective type in single-player skirmish mode, and multiplayer. [*] Added an option to enable using melee weapons by default when attacking a unit on an adjacent tile. [list] [*]Enable this setting in the Options menu under Controls/UI.[/list] [*] In all non-narrative battles, the HQ Commander can now be chosen from available HQ units in the army loadout phase.[list] [*]Click on the HQ Commander icon next to an HQ unit to make it the HQ Commander.[/list] [*] Implemented a new battlefield promotion system. If your HQ Commander is killed in battle, and another HQ unit is available, they become the HQ Commander at the start of the next turn. Command Points are reset to zero.[list] [*]This system is available in all game modes except the Age of Crimson Dawn campaign.[/list] [*] All weapon options are now displayed when inspecting a unit type in the army management UI. [*] Added the amount of momentum gained per model killed to the targeting tooltip. [*] Added support for customizing army names via the onscreen keyboard when using a gamepad. This mostly impacts consoles. [*] Improved performance of the larger Planetary Supremacy hex map on consoles. [*] Improvements to AI for transport mechanics. [*] Improvements to AI for using Adepta Sororitas HQ Commands. [/list] [b]Balancing[/b] [list] [*] Changed the temporary stat modifiers apply when performing a Fallback action:[list] [*]Evasion: 10 (35) [*]Damaged Received: -50% (0%) [*]Accuracy: -5 (-10) [*]We noticed that the fallback action was inconsistent as to when the combatants were able to score hits. These changes should make falling back more consistent and visceral.[/list] [/list] [b]Bug Fixes[/b] [list] [*] FIX: Surge button can be spammed for more AP [*] FIX: Memory use is too high when loading the entire faction's Blood Angels and Daemons [*] FIX: Replay Campaign Missions not working [*] FIX: [BUG] Units can walk on props they shouldn't be able to in 'Breach in the Heavenwall' [*] FIX: Action Point cost is always highlighted in tooltip for weapon abilities. [*] FIX: Surge tooltips flicker in and out of view even while UI is disabled. [*] FIX: Models do strange twitching when on a slight slope in 'Genestealer Broods' level [*] FIX: Planetary Supremacy AI tries to capture a tile they already have. [*] FIX: Units face the wrong way when playing death animation [*] FIX: Mouse over enemy shows melee damage but should show ranged damage [*] FIX: Sisters 2CP ability (+2MP) is the first ability to research on the PS Tech Tree. [*] FIX: Might bonus not being applied appropriately in tournament scoring [*] FIX: Twin Tesla Destructor is using 'default melee attack' when on an adjacent tile [*] FIX: Possible to give units move commands while saving with gamepad. [*] FIX: AI sometimes reinforces over the point cap in PlanSup [*] Fixed bug where kills from friendly fire were tracked incorrectly, now attributed to enemy team [*] Fixed bug where resyncs in PBEM would track unit kills incorrectly causing incorrect values displayed in the post-match UI [*] FIX: Unit clipping into terrain on Tyranid map [*] FIX: Units sometimes not spending movement points while charging. [*] FIX: "Surprise Me" button in Singleplayer Skirmish UI sometimes can pick invalid matches (which requires clicking the button again) [*] FIX: Several barks audio files play simultaneously [/list]