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Offline Asid

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Re: Battlestar Galactica Deadlock
« Reply #30 on: December 01, 2017, 03:19:11 PM »
Battlestar Galactica Deadlock - Reinforcement Pack - A look at the Phobos!



Spacedock is back with his series of videos on the ships of Battlestar Galactica Deadlock!

This time he will be focusing on the ships coming with the upcoming DLC, Reinforcement Pack.

In this first video he covered the Cylon Phobos Tech Cruiser, a new ship which can do something unique...



The Reinforcement Pack DLC is going to be released on December 8th! Stay tuned for more videos.
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Re: Battlestar Galactica Deadlock
« Reply #31 on: December 06, 2017, 02:39:50 PM »
The Firepower update is here!





Today we’re releasing the Firepower update for Battlestar Galactica Deadlock – and, surprise surprise, the Reinforcement Pack DLC later during the afternoon!

It is a really massive update - including emergency jumps, the new strategic advisor, squadron groups, new objectives for Skirmish, the option to play against Colonial AI in Skirmish and much more. The developers worked hard to improve the game following feedback and suggestions from players, and it culminated in the Firepower update.

You can download the update from the Members' Area or directly from this link.

You can read the changelog down below. Have fun and good luck, Admiral!


=======

Reinforcement Pack DLC Support


=======

Ships

-----

The following new ships are available when the Reinforcements Pack DLC is installed:


Colonial "Berserk" Assault Carrier

- An assault carrier that focuses on firepower and reactiveness, the Berzerk is a fast and effective force multiplier for Colonial Fleet.


Colonial "Janus" Heavy Cruiser

- Janus is an old Gemenon heavy cruiser with high munitions capacity


Cylon "Phobos" Tech Cruiser

- The Phobos is a large Cylon tech ship that acts as a mobile command centre when a basestar’s immobility would be a liability.


Cylon "Cerastes" Destroyer

- The Cerastes is a new response to the never-ending escalation of space superiority fighter design.

All ships are available in Skirmish (single player) and Multiplayer. In campaign mode, Berserk is available immediately; Janis ships can be unlocked during the campaign.


Mines

-----

The following new munitions are available when the Reinforcements Pack DLC is installed:

 
- Colonial Proximity Mines. Set these up and when an enemy ship gets to close, the mine detonates.

- Colonial EMP Mines. These mines do subsystem damage, instead of armour/hull damage.

- Cylon Homing Cluster Mines.

Mines can be disarmed by fighters.

All mines are available in Skirmish (single player) and Multiplayer. In campaign mode, Colonial Proximity mines are available immediately; EMP mines can be unlocked during the campaign.

 

Changes


------


- Added Cylon Fleets with DLC ships (almost double the amount in most tiers)
- Set DLC saves (saves containing DLC ships) as non interactable in the load game panel when DLC is not enabled.
- When loading a mid-battle save with DLC munitions (but no DLC ships), the munitions are now swapped with guided munitions (instead of getting rid of the entire ship) when DLC is not enabled.
- Updated DLC blueprint descriptions.

 
=======

Changes to Base Game


========

The changes and fixes below are available in the base game, regardless of whether the Reinforcement Pack DLC is installed or not.

 
- Emergency Jump

  > It's possible to do an emergency jump from inside a battle for a Skirmish or Resource mission. There is a Tylium cost.

- Strategic Advisor

  > Completely changed the layout of the Economy Panel to become the strategic advisor panel. This includes a quorum status, colonial fleet priority, COMINT Advisory and Daidalos Bonus section.

- Skirmish - Colonial Fleets

  > Player created Colonial fleets can be used by the AI in a skirmish battle

- Skirmish - Objectives

  > Added several new objectives to Skirmish battles, Defend Civilians and Destroy Facility

- Squadron Groups

  > New system to group fighter squadrons together. Orders given to a single squadron are applied to all squadrons in the group. Assign/de-assign from the Action menu.

- Decreased blueprint costs for most ships
- Only showed this as the title in the story mission briefing if the articles of colonization were disabled: "Colonial Fleet must reinstate the alliance of the Twelve Colonies."
- Deployment height range doubled for all mines
- Used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships (on gamepad). The order was left to right, top to bottom.
- Decreased number of units in reinforcement fleets
- Decreased chances of reinforcement event by 50%
- Increased escalation growth by 50% and decreased wait time by 30% so that reinforcement events occur earlier in battle
- Improvement to target selection using gamepad
  > Allowed camera movement when selecting a target
  > Allowed selecting other targets with the gamepad reticule when moving the camera around. The confirm target prompt only appears if the reticule is over the currently selected ship.
  > Disabled joystick UI selection while selecting a hack target (left stick used for camera movement, d-pad used for subsystem selection)
- Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves
- Refreshed all 3D panels at the start of a turn (including the intelligence screen)
- Refreshed the intelligence screen whenever a new mission marker appeared
- Displayed Tylium while in the war room simulation and battle queue phase
- Displayed Tylium amount after supply costs were removed in the FTL injection panel
- Increased Phobos FPV from 1050 to 1100
- Increased minimum of Pitch and Yaw subsystem controls on most Cylon ships, decreasing the effective ceiling of these stats to prevent "dive" speed
- Increased Cylon Point Defence ROF range and target tracking angles
- Decreased Talon Hull Points and Max Pitch
- Increased Revenant Max Pitch
- Adjusted tutorials to fit around new Intelligence screen
- Renamed Economy button to Intelligence
- Removed prox detonation from one of transports in Chapter 12 (too close to spawn pad)
- Auto-save during a battle if it was won, when the post battle panel appears (only during the campaign). This allows for more convenient campaign resume if the video capture system fails
- Hid the View Replay button if less than 2 rounds were stored in the RecorderAgent
- Increased supply cost of Colonial Torpedoes
- Decreased supply cost of Utility squadrons
- Closed the public lobby panel completely when failing to join a room
- Decreased Arachne broadside armour
- Decreased Arachne Max Velocity
- Made Fighter Squadron AI, as well as Cylon and Colonial fighter AI brains have a 50% less chance of attacking a ship firing flak
- Changed Talon dorsal weapons to Light Dorsal
- Adamant max elevation reduced
- Minotaur max elevation increased
- Cylon ships size class 2 and 3 max pitch decreased
- Revenant and Nemesis Navigation subsystem tweaks
- Alteration to display of values in ship info panel, when between 0 and 1, round up (so zero is not displayed), otherwise round down (so max value is only displayed at 100%)
- Moved the sun in Dark Nebula skirmish4 map
- Swapped positions of battlestar Fire Control and Armory subsystems
- Increased Battlestar Artillery damage
- Increased accuracy of Cylon Heavy gun
- Improved Cylon Heavy gun rate of fire
- Improved Revenant broadside rate of fire
- Increased Tylium and RP yield of most Resource Missions
- Decreased delay between generation of Resource Missions
- Removed 3750FV fleet from Tier 0 in CylonFleetComposer, to prevent this fleet appearing in Easy mode
- When using a gamepad, pressing Left Stick no longer selects the nearest ship (only Button0 can be used) to avoid conflict with Replay Controls using Left Stick to enable Autocam
- When using a gamepad, used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships. The order was left to right, top to bottom.
- Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves
- Added checks to make sure target assets were linked to objectives on resume. This included story mission 11 (Virgon Station), 12 (Caprica Terminal) and 14 (Avalon)
- Standardised spawn point heights in skirmish2 (Frontier)
- Pressing 'Start'/'Menu' button will now pause the simulation on gamepad.
- 'Paused' text appears at the bottom of the screen while the simulation is paused
- Various improvements to FTL Insertion when using a gamepad
- Ship action menu changes and gamepad action menu shortcuts are more consistently positioned


Fixes


=====
 
- FIX: Potential crash when the intro video is finished
- FIX: Made Daidalos not count toward the ship limit of a fleet
- Fixed Bug: [Multiplayer] Ships are not using Yaw in multiplayer
- Fixed BUG: The story mission becomes visible again after doing a roaming or resource mission battle, or when reloading a save. It then goes back to invisible during the next turn. The story mission should update itself during the war room initialisation.
- FIX: Adjustments to Nemesis explosions positioning and model swap timing
- Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading game
- Fixed Bug: Collision zones do not get turned off after a ship is destroyed
- Fixed Bug: Ships are being identified and are appearing again after being destroyed
- Fixed Bug: Transport armour display
- Fixed Bug: Heavy Raiders won't board if target is moving too fast
- Fixed Bug: SIGINT displaying Resource Mission on Avalon
- Fixed Bug: AI Cylons sometimes don't move
- Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus
- Fixed Bug: Multiple planets selected when selecting a jump location
- Fixed Bug: Ship Info panel does not update hull points immediately when the ship is hit with a missile
- Fixed Bug: Enemy and player ship selection is inconsistent
- Fixed Bug: Tooltips don't update when a ship takes damage
- Fixed Bug: Autocam looks at the wrong target during an FTL in
- Fixed Bug: Clicking a planet during the intro walk animation causes the camera depth of field to switch to planet view mode
- Fixed Bug: Back button prompt not visible when selecting a slot
- Fixed Bug: Story Mission 5: Talons are moving
- Fixed Bug: AI Squadrons are targeting docked raptor squadrons
- [BUGFIX] Changed max ship count of MkII squadrons from 10 to 8, so supply costs are calculated correctly
- Fixed Bug: Incorrect error message when Daidalos fleet goes over point cap
- Fixed Bug: Warroom: Fleet model bases are floating
- Fixed Bug: UI elements in Mission Debriefing screen are not centred
- Fixed Bug: Null reference exception when leaving a multiplayer game from the options panel
- FIX: Fixed issue with repairs on Cylon ships not ending when the sub-system processes had been adjusted
- FIX: In Mission 12, Galactica is no longer giving itself commands when it changes side
- Fixed [BUG] Mine deployment height is based on plane height instead of unit's height
- Fixed Bug: Transport armour display
- Fixed Bug: Heavy Raiders won't board if target is moving too fast
- Fixed Bug: SIGINT displaying Resource Mission on Avalon
- Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus
- Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading
- Fixed Bug: Collision zones do not get turned off after a ship is destroyed
- Fixed Bug: Ships are being identified and are appearing again after being destroyed
- Fixed BUG: turret fire does not damage Caprica Terminal
- Fixed bug where story mission 12 and 14 set Caprica Terminal and Avalon to the Cylon faction on turn 1
- Fixed Bug: Chapter 12 sequencing bug
- Fixed Bug: Galactica has 5 slots when loading a mid-battle save in story mission 14
- Fixed Bug: Story mission 8's objective asset list is null when reloading a save while the basestar is visible
- Fixed Bug: Freeze when resuming from a saved game
- Fixed issue where the action menu notification window was overlapping the turrets button
- Fixed action menu button positions for squadrons
- Fixed Bug: [GAMEPAD] Focus Fire shortcut does not display as "Cancel Target" in subsequent turns
- Fixed Bug: [GAMEPAD] Can attempt to assign an officer when not enough fleets exist
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Offline Asid

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Re: Battlestar Galactica Deadlock
« Reply #32 on: December 06, 2017, 02:41:52 PM »
The Reinforcement Pack DLC is out now!




Prepare to face new challenges and adopt new strategies with the new Battlestar Galactica Deadlock™ DLC: Reinforcement Pack.

Reinforcement Pack is the first DLC for Battlestar Galactica Deadlock™. It expands on the roster of available ships, adding two per faction. Four new ships filling new roles on the battlefield, bringing innovative cutting edge technology and new ways to wage war.

The Cylons can now surprise the Colonials with short-range FTL jumps using the Phobos Tech-Cruiser and suppress their Viper wings with Cerastes Gunships.

The Colonial fleet is bolstered by the addition of the tough Janus Heavy Cruiser with its three missile slots and also gains added versatility with the Berserk pocket-sized Assault Carrier, ready to unleash hell with Heavy Turret broadsides!

That’s not all: both the Cylon and the Colonials are now able to deploy and make use of several types of mines. This radically changes your tactical experience, as clever deployment of minefields can disrupt the enemy formation and their attack plan, and allow for extremely effective ambushes.

The Reinforcement Pack DLC is accompanied by a free major update called the Firepower Update! It is massive, with tons of new content, including emergency jumps, the new strategic advisor, squadron groups, new objectives for Skirmish, the option to play against Colonial AI in Skirmish and much more. Check it out! Are you ready, Admiral?
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Re: Battlestar Galactica Deadlock
« Reply #33 on: January 12, 2018, 11:36:01 PM »
Battlestar Galactica Deadlock - A new year is coming...

Battlestar Galactica Deadlock has been out for a few months now. Originally released on PC on August 31st, since then it has seen many free updates, a new DLC and a release on Xbox One and PS4 as well!

We’re particularly proud of all the improvements that Black Lab games brought to the game, addressing player feedback and working hard to keep making the game better and better. Updates like the Armory and Firepower updates brought sizeable additions to the game and plenty of new features, all for free.

Right now, the developers are focused on implementing multiplayer on console, which will be of course part of a free update. It’s on its way, and we’re almost there!

We want to continue on the same path in 2018 but we have even more ambitious plans. We know the game has a lot of potential for expansion and we want to see it flourish. We can’t say much at this stage yet but we are sure you will love what we are preparing!

Furthermore, we’ll have news on a community-oriented event soon, so stay tuned.
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Re: Battlestar Galactica Deadlock
« Reply #34 on: February 13, 2018, 05:17:50 PM »
Battlestar Galactica Deadlock - Dev Diary #4 - Wear & Tear



“There’s an approach to bay C by an unidentified vessel.”

Jacob didn’t even look up from his paperwork. He had to find room for twenty new inmates by tomorrow. No matter how many fingers of whiskey he downed, the numbers would just not line up for him. “It’ll be the supply run. Pass it through.”

“But the distribution agent isn’t due for another few hours--”

“I said pass it through! I swear you newbies are the reason I drink before breakfast.”

There was a pause before the gate officer spoke again. “I suppose I should wave through those centurions coming down the gangway as well, then?”

Jacob looked up at that, and slowly raised his hands above his head. “That... is not the shipment I was expecting.”



Attention, nuggets! It’s been a busy time of year, and we’ve been heads down working on the next set of updates for BATTLESTAR GALACTICA Deadlock. Although there’s not a lot we can share right now, we’ve managed to sneak some previews past the Admiral to share.


Damage Visualisation

A long-time request has been for visual damage to show on the ships throughout the course of combat. We’re currently experimenting with systems that show the wear and tear that ships take while under fire.



No longer will your battlestar be as pristine as it once was, debarking from the Daidalos gantry, all shiny and new with nary a scratch.


Expanding SIGINT and Blueprints
After the success of introducing SIGINT directly to the CIC of the Daidalos, we’re looking to further expand the flow of information to commanders.

We’ve heard plenty of feedback regarding the lack of information present at the point of blueprint purchase. We will be looking at updating this screen to better inform players what their decisions are during the R&D process.

Additionally, we’re looking at options to further expand the usefulness of the SIGINT Advisory. The more data we can provide to the player about their board state, the better their decision making can be.

 
Bugfixes and Updates

As always, we’re on the hunt for bugs, and updating any niggly user experience issues we come across.

Many carrier commanders will be happy to note that default squadron groups will soon be optional, and available in the Options menu.

We’re also stomping on the bug that awarded players DUPLICATE Galacticas after a certain story mission - yes, we all love the big bird, but you just can’t have two of them!

We’ll have more news for you as we get closer to patch date. In the meantime, keep the toasters hungry, and your ships in the air.

So say we all!


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Re: Battlestar Galactica Deadlock
« Reply #35 on: March 13, 2018, 03:58:10 PM »
Live Stream from Agrippa and Slitherine now

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Re: Battlestar Galactica Deadlock
« Reply #36 on: March 26, 2018, 05:08:58 PM »
BSG Deadlock: Dev Diary #5 - The Cost of War



Attention, nuggets! We’ve got fresh intel straight from SIGINT that you might want to cast your eyes over.

Instead of a broad overview of the forthcoming update, today we want to deep-dive into a new feature coming soon to Deadlock. You can find a quick preview down below, while you can click HERE for the whole Dev Diary.


Persistent Damage.
The next time you start up a new campaign of Deadlock with the soon-to-be-released patch, you’ll notice some new features. One of these, as we alluded to in our previous Dev Diary #4 - Wear & Tear, is the concept of persistent damage.

Repairing the Damage

With the new Persistent Damage system, any capital ship that takes damage to armour or hull will have that damage carry over to the next battle if left unrepaired. Luckily for us, Colonial Fleet has one of the most effective mobile shipyards at its disposal.

Hardship Builds Character
As an optional feature for all new campaigns, Persistent Damage adds a new strategic element to the Deadlock campaign. But it’s about more than just keeping your ships afloat.

With this new persistency between battles, you will also be given more historical data about each unit’s performance. Confirmed kills will be recorded, as will each of the missions the unit has partaken in. This will help communicate the veterancy of your ships as you continue your story of Colonial Fleet during the First Cylon War.


We’re really looking forward to the release of this new feature with the next update, along with a whole swathe of bugfixes and balancing updates. In the meantime, keep the torpedoes and bullets flying! So say we all!
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Re: Battlestar Galactica Deadlock
« Reply #37 on: April 14, 2018, 01:21:23 AM »


Battlestar Galactica Deadlock

-50%   29.99   £14.99

https://www.fanatical.com/en/game/battlestar-galactica-deadlock
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Re: Battlestar Galactica Deadlock
« Reply #38 on: May 09, 2018, 04:00:43 PM »
Battlestar Galactica Deadlock: an exclusive first look at the new DLC!




We have exciting news for all Battlestar Galactica Deadlock fans out there: this Thursday we will be streaming and announcing the new expansion!

They have been months of hard work for the developers Black Lab Games. They kept releasing a steady stream of dev diaries showcasing free updates, but we're now able to show you something completely new, and something much more ambitious.

Be with us this Thursday: we will be announcing the brand new expansion for Battlestar Galactica Deadlock and Spacedock, the one and only, will stream it live in an exclusive preview stream on Twitch! Live on his
at 9 pm CEST on Thursday May 10th!

Don't miss it, Spacedock will show some really cool things coming with the expansion.

So say we all!
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Re: Battlestar Galactica Deadlock
« Reply #39 on: May 10, 2018, 04:32:48 PM »
Battlestar Galactica Deadlock The Broken Alliance is announced!
10 May - Alberto



Tensions are rising during the First Cylon War.

Anti-Caprican sentiment threatens the Quorum alliance. Discontent and pessimism spreads throughout the colonies. While politicians and diplomats frantically negotiate to keep the alliance together, Colonial Fleet receives a strange request from Aquaria. It’s the start of a chain of events that could change the tide of the war…


Battlestar Galactica Deadlock™ is back with a new expansion: The Broken Alliance!

With a new story, new missions and plenty new ships The Broken Alliance is a must-have for every Deadlock fan. Explore the new plot coming with the expansion, a story of intrigue and betrayal, and meet new characters taking part in Colonial politics.

Command new ships like the Minerva-class Battlestar and fight against a new powerful Cylon vessel, the Argos-class Basestar. On top of that, the addition of a new class of support ships for both the Colonials and the Cylon broaden your tactical possibilities.

The Broken Alliance is due to release in Q2 2018. Battlestar Galactica Deadlock continues to improve: we’ve only just started! Stay tuned, the best is yet to come.

Last but not least: a very special guest will be streaming The Broken Alliance today, on Twitch: Spacedock! Stay with us at 9 pm CEST on Spacedock's Twitch channel https://steamcommunity.com/linkfilter/?url=https://www.twitch.tv/spacedockhq and don't miss the chance to get an exclusive first look at the expansion.





https://store.steampowered.com/app/726560/Battlestar_Galactica_Deadlock_The_Broken_Alliance/
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Re: Battlestar Galactica Deadlock
« Reply #40 on: May 15, 2018, 01:43:02 PM »
BSG Deadlock - Dev Diary #6 "The Broken Alliance"




“You’d think they’d be better shots,”said Tobias. There were slugs littered throughout the plating beneath him, but the belt armour had taken most of it. It was like the Cylons hadn’t even tried to aim anywhere else. “Y’know, for sentient calculators.”

Emaline crested the hull a few metres further down, the headlamps of her helmet lost in the flood lighting of the yard’s dock. “Why should they be any better? Field ballistics requires intuition just as much as calculations.”

“You’ve seen their fire control systems. That processing power alone--”

“Still doesn’t match gut instinct. Doesn’t matter what they try, the toasters will never be able to rival the power of the human brain.”There was something about the way she sounded so damn patriotic all the time that made him want to groan. “Anyway, no signs of penetration on fore dorsal. I'm ready to pass this one through to the replating team.”

“Yeah, nothing on this side either.”Tobias sighed and kicked off from the hull, aiming for the station’s airlock. “Maybe tomorrow we’ll see a proper repair job come through.”

He winced, and turned to look back at Emaline as he drifted away. She had her hand over her shoulder, her thumb pointing out beyond the glow of the floodlights, feet planted firmly on the scorched hull of the warship. “For their sake, you’d better not mean that.”



Attention, nuggets! By now, you should have all the intel on our next DLC, The Broken Alliance, and the accompanying free update. We look forward to finally sharing everything we’ve been working on, and hope to see some more great stories from the First Cylon War from you all.
We’ve already revealed some big new features in the upcoming patch, but today let’s talk about some more that we haven’t yet had a chance yet to talk about! These features and upgrades will be available to all players as of the patch release.


Blueprint For Success
 
A long awaited request from many members of the community, the Blueprint screen has beengiven a significant update!




To start with, under the wireframe we have the basic data; hull points, armour and available slots. Easy on-hand information to determine which ships have the better armour ratings, and which units provide the firepower or squadron support.
 
However, it’s the new information panel on the right that gives us the deep dive on each individual ship. Here we display a breakdown of every bit of info a Commander needs, including build data, turret battery placements, and a quick reference for all of the unit’s unique subsystem advantages and penalties.
 

Pieces On The Board



We’ve updated the war room table and surrounding UI elements for usability and functionality. The highlighting system is now more intuitive; the Planet Info UI has had some of its troublesome elements refactored for easier reading; and perhaps most importantly, the little fleet pieces move across the table! It’s now much easier to track fleet movements each round, and plan out your strategy for the Twelve Colonies accordingly.


Squadron Updates

Two new abilities have been added to existing squadrons from the base game. Colonial Raptor Squadrons will now have the ability to board enemy ships; and the Cylon Wardrivers can actively jam the area around them.



Similar to the Heavy Raider, the Colonial Raptor board command deposits a team of marines on the enemy ship, which starts the process of boarding combat. Unlike Cylon centurions, however, the Colonial marine squadrons are accompanied by an ECM tech team that use their proximity to the enemy to wreak havoc with their systems. While an enemy ship has a Colonial marine presence on board, the ship suffers penalties to subsystem repair speed and turret accuracy. Additionally, if the enemy is a Cylon ship, the tech team can disrupt the core processing system, effectively reducing the amount of energy the ship can distribute between subsystems.



On the other hand, Clothos has been improving the field ECM technology of the Wardriver units. While not hacking, these agile tech utilities can activate jamming mode, which disrupts the navigation systems of all hostile squadrons in its local area. Additionally, the Wardriver can attempt to hack any guided munition that enters its jamming radius, giving it a chance to redirect the munition back at the cruiser that originally launched the missile.
 
That’s everything for now, nuggets. We can’t wait to share all of these updates with you, and appreciate your patience. So say we all!
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Re: Battlestar Galactica Deadlock
« Reply #41 on: May 25, 2018, 05:46:41 PM »
Battlestar Galactica: Argos Class Cylon Basestar
- Deadlock Proving Grounds - Spacedock



Published on May 25, 2018
I break down the Cylon's new Argos Class Basestar
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Re: Battlestar Galactica Deadlock
« Reply #42 on: May 29, 2018, 12:31:32 AM »
Dev Diary #7 'The Endurance Update'



“We call it nondestructive testing. It’s a suite of processes to rigorously test a mechanical system for damage or flaws. The entire purpose is to find potential faults without causing any permanent damage to the system.” Piotr Magnus looked up from his lectern, and was met with dozens of faces; serious, sleepless. Someone near the back coughed. “A lot of the tests use processes that would otherwise be hazardous to a person - electrical currents, radiation, liquid submersion - but aren’t supposed to cause any material damage to the machine.”

“So they’re using chemical weapons because they’re robots. We already know this, Piotr. What we need to know is how to prevent further attacks like this.”

“We don’t.”

Exclamations and angry mutterings rippled around the room.

“We won’t see another attack like Aerilon or Sagittaron again,” continued Piotr, wanting to make sure his point was heard before he was inevitably escorted out. He touched his wispy moustache with a finger, a nervous tic he’d developed since growing it. “Those attacks weren’tmade to kill populations; it was to test the system for faults. This ‘Clothos’ isn’t trying to kill us. It’s attempting to calibrate us.”

The room quietened to a raised hand. “To what end?” asked Admiral Cain, her face skeptical. Piotr Magnus took a breath, closed his eyes, and prayed he was right. “Equilibrium.”



Attention, nuggets! Today we’ve got a substantial entry to let you know about some of the balancing updates coming in the new patch, called the Endurance Update, which will launch on PC tomorrow in parallel with The Broken Alliance, our new story campaign DLC. Along with persistent damage, UI updates, damage models, new squadron abilities, war room animations… this is our biggest update yet!


Strategy Layer Balance



One of the most common bits of feedback we receive is regarding the officer fleet point caps in the single player campaign. As of the Endurance Update, the base fleet point cap of all fleets (with or without an officer) will be increased from 2500 to 4000.
This lets new officers field more viable fleets straight away, without needing to explicitly look for opportunities to hunt down those Nemesis and Cerastes strike groups for promotion XP.
 
Officers still have the Command ability to increase this base, however each rank in the ability will only increase the cap by 1000 instead of 1500. This does mean the maximum cap remains at 8000; however, Colonial Fleet will get to take advantage of the new support slot feature. This support slot allows all fleets to bring an additional eighth support class ship for no FPV cost, similar to how the Daidalos is accounted for in its own fleet group.
 
Additionally, Cylons will also have a manufacturing cap on their fleet production, which is limited by the difficulty selected at the start of the campaign. This cap hard limits the number of fleets Clothos can manufacture at any given board state, which in turn makes certain Daidalos Colony bonuses even more effective at slowing the tides of Cylon forces.


Battle Layer Balance

A number of balancing changes have been made to the pre-existing units in the Endurance Update. We’ve already talked about the new abilities brought to the battlefield by the Raptor and Wardriver squadrons in the previous developer diary, however they aren’t the only units to have had their numbers looked at.



The effectiveness of Viper MkII squadrons has been increased, putting their fighter skill further ahead of the curve compared to the larger Raider squadrons. This was a necessary rebalance for both single player scenarios, and multiplayer matches, where Cylon fleets can often outnumber Colonial squadrons. Severely outnumbered Viper squadrons will still struggle to keep their fighters in the air, but in general, dogfights will be more of a balanced playing field.



The larger capital ships have also had some adjustments made, which have fared well in our beta testing. The Jupiter class battlestar will have its hull rating increased from 150 to 165. This increase will give it an extra edge in longevity against the new Cylon tactics introduced in The Broken Alliance.
 
Most dramatically, the Atlas will be given a speed increase to match the Jupiter, and a new battery of ventral Medium Colonial turrets along its underside. This update to the Atlas upgrades the carrier’s performance, and when paired with other Colonial heavies like the Jupiter and Janus, can make for some long-lasting Colonial firepower.
 
This is only a selection of the balancing and bugfixing we’ve undertaken for the Endurance Update. The full patch notes will be released with the launch of the update, alongside our new story DLC, The Broken Alliance.
 
We’ll continue to keep an eye on the game’s balancing going forward with the patch, and look forward to seeing the new fleet compositions and tactics that will arise. In the meantime, keep your mag-cats primed, and Viper pilots on alert. So say we all!
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Re: Battlestar Galactica Deadlock
« Reply #43 on: May 29, 2018, 11:07:51 PM »
Battlestar Galactica Deadlock The Broken Alliance is out!




The latest expansion for Battlestar Galactica Deadlock The Broken Alliance is out!


Watch the trailer!




The Broken Alliance DLC pack for Battlestar Galactica Deadlock™ presents players with 8 new story missions that are integrated seamlessly into the single player campaign, and linked together into a brand new plot that explores the intricate maze of Colonial politics.

The expansion also comes with four brand new capital ships and two new squadrons, bringing new functionality and tactics to the First Cylon War.

The Broken Alliance is being released on PC and Steam, while it will be released on PlayStation 4 and Xbox One at a later date. Please stay tuned for further news!

It is accompanied by a sizeable update called the Endurance Update! Please read the full changelog here.

Last but not least, don't miss today's live stream by Spacedock and the Templin Institute, who will play The Broken Alliance live on Twitch on
at 7 pm BST!
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Re: Battlestar Galactica Deadlock
« Reply #44 on: May 29, 2018, 11:09:03 PM »
Endurance Update for Battlestar Galactica Deadlock!

It accompanies the The Broken Alliance expansion which will be released later today at 4 pm UK time.

We talked at length about it in our Developer Diaries, and it is here now! Read the full changelog down below.

You can download it from the Members Area.


Update 1.0.35 Changelog

Features and General Updates

- Persistent Damage system, available when starting a new campaign; damage persists
between battles, and can be repaired in the war room; repair costs vary based on
location; additionally, units assigned to Fleet Group Daidalos are given an amount of
free repairs each round
- Damage visualisation on damaged units during battles
- New ship info UI in war room; includes ship repairs, battle history and slot management
- Wardriver squadron Jamming ability
- Raptor squadron Boarding ability, and Dock Target renamed to Boost Firewalls
- Fleet models on the war room table animate when moving to a new location
- Auto-assigning a squadron to a squadron group is now optional (configured in Options)
- New SIGINT advisories added to the Intelligence screen
- Ambient soundscape added to the Daidalos war room
- DRADIS sfx added to the tactical minimap
- Dialogue in cinematic scenes is skippable
- Blueprint screen shows significantly more information about unlockable ships
- Ship List in battle is more compact
- Right clicking ships in the Ship List will now open their ship action menu
- Ships can be renamed in Skirmish/Multiplayer by selecting from a (long) list of names
- Munition and squadron slot icons dim when a command has already been given
- Improvements to highlighting behaviour in the war room
- Planets are now highlighted by the current entry in the Battle Queue
- Quantity of flak explosions is based on Armoury subsystem health
- Supply costs mouseover tooltip during FTL Insertion
- Updated Planet Info UI elements for readability
- Fleet location added to Fleet List in war room
- New strategy layer barks
- Resolution slider added for recording autocam replays
- Performance improvements
- General AI improvements

Balancing

Economy
- All colony Steadfast and Concerned income increased.
Officers & Fleets
- Officer base Fleet Point cap raised to 4000. Each rank in the Command ability has been
reduced to +1000 Fleet Points.
- Higher chance to recruit rank 2 and 3 officers in Fleet Academy.
- Fleets now have a "support slot" to accommodate an eighth support ship. Daidalos and
Celestra units will automatically assign themselves to the slot.
- Quantity of Cylon fleets now capped by difficulty.
- Officers aboard a flagship have a higher chance of surviving auto-resolve.
Munitions
- Colonial Torpedo stack size increased to 60
- Colonial AP stack size increased to 21
- Cylon AP stack size increased to 35
- AP Missile speed increased to 65 (Colonial and Cylon)
- Deployment pitch range for mines increased to 400
EMP Mines
- Subsystem damage reduced from 7 to 6.
- Stack size reduced from 10 to 6.
- Trigger range reduced by 15%
Viper MkII
- Hull increased to 34.
- Cannon accuracy increased.
Wardriver
- New Jamming Mode ability decreases hostile squadron speed and evade, and has a
chance to redirect guided munitions.
Raptor
- Dock Target renamed to Boost Firewalls; units with boosted firewalls now show Firewalls
UI without needing to be hacked.
- New Board Target ability initiates combat with centurions. While aboard a hostile ship,
colonial ECM tech teams disrupt the ship's systems, reducing accuracy, subsystem
repair, and processing power.
- Raptors now automatically provide their Boost Firewalls bonus while docked on their
carrier.
Minotaur & Berzerk
- Minor adjustments to Fire Control subsystem values to increase effectiveness at higher
posture levels.
Jupiter
- Hull increased to 165.
Atlas
- Max speed increased from 0.75 to 0.85
- Medium turrets added to ventral sector
Sweepers
- Chaff lifetime decreased from 5 to 4 turns

Fixes

- Fixed a number of issues with restoring mid-battle saves
- Replaced the system used to capture videos during a post-battle replay, so crashes
should no longer occur
- Being awarded two Galacticas after Mission 12 should not longer occur
- Evolution achievement should unlock when DLC is active
- Correct markings and symbols for SDU Vipers and Rangers
- Squardon group settings are saved correctly, so they carry over to future missions
- Low pass filter fixed for all battle sfx
- Fleet models on war room table no longer overlap
- Sweepers stop deploying chaff when destroyed
- Edge panning now disabled when focus is on another application
- Cerastes AI updated to help prevent kiting
- Resupply costs are no longer shown as a negative value
- Selecting ships during a single turn replay no longer confuses selection
- NPC ships are now added to the bottom of the Ship List
- Ship List now ordered by Fleet Point value instead of build value
- More support for special characters on ship nameplates
- Using numeric keys in MP chat no longer selects ships[/quote]
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