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Adeptus Titanicus: Dominus
« on: July 30, 2018, 03:37:26 PM »


Adeptus Titanicus: Dominus, the 3D turn-based strategy PC game adaptation of Games Workshop’s Titan Legions tabletop game, puts you in control of the greatest weapons available to the Imperium of Man, the mighty Titans of the Adeptus Titanicus!


Homepage: Here
Steam: Here
Official forum: Here
YouTube: Here



Single-player / Online Multi-Player


Adeptus Titanicus: Dominus - EA Launch Trailer



Published on May 24, 2018


About

Adeptus Titanicus: Dominus, the 3D turn-based strategy PC game adaptation of Games Workshop’s classic Titan Legions tabletop game, puts you in control of the greatest weapons available to the Imperium of Man, the mighty Titans of the Adeptus Titanicus!

Coming soon to Steam Early Access, Adeptus Titanicus: Dominus features a Skirmish mode against an AI opponent for single-player and an online multi-player mode. Upon full release, the game will also offer an exciting single-player campaign.

Control a force of Titans
In Dominus, choose to control a force of Titans from the loyalist Legions of Astorum (Warp Runners), Gryphonicus (War Griffons), Crucius (Warmongers) or Osedax (The Cockatrices), or choose from the traitorous Chaos Legions of Mortis (Death Heads), Vulcanum (Dark Fire), Damnosus (Lords of Ruin) and Fureans (Tiger Eyes).


Futuristic warfare
Utilising the tabletop Titan Legions rules system as its foundation, Dominus features an easy-to-play yet deep strategic and tactical experience via its streamlined command system, which sees you and your opponent giving activation orders to your Titans, resulting in fast-paced battles. It successfully marries this strategic play with action sequences as the gargantuan Titans exchange volleys of cannon shots, blistering laser blasts and other epic, super-powered weapons of the far off future!

Easy to play, challenging to master
While luck will play a part as you trade blows with your foe on the futuristic battlefields of the 41st Millennium, your path to victory lies in your army list building and how you manoeuvre your units upon the battlefield. As a commander, you will have access to the most classic, iconic Titan units from the Warhammer 40,000 universe: Warhounds, Reavers and the gigantic Warlord, for both the Imperial and Chaos factions. Each of these Titans will have multiple variants available, featuring different weapon configurations, thereby enabling your Titans to fulfil the battlefield role your strategy demands.

A living battlefield
Adeptus Titanicus: Dominus will feature a "living battlefield" that employs unit and battlefield animations to show players the Warhammer 40,000 universe they know and love.




ABOUT MEMBRAINE

Membraine Studios is a small indie team based in Sydney, Australia. The team is Glenn Osmond-McLeod and Mark Sheppard - both avid tabletop gamers and indie developers with more than 16 years game development experience between them. In recent years, Membraine has focused on the turn-based strategy genre.


CURRENTLY PLAYABLE

The current Early Access build of Adeptus Titanicus: Dominus features the following:
•   A true-to-source adaptation of the Titan Legions tabletop rules, streamlined for PC
•   Twelve Titan variants, three each for the Warlord, Reaver and Warhound
•   Four Loyalist Legios and four Chaos Legios to choose from
•   Three battlefields, each with distinct environments
•   Destructible terrain features - watch buildings collapse as stray weapons fire obliterates their structural integrity
•   Several game modes with multiple victory conditions - there is more than one way to win
•   12 fixed-forces scenarios to challenge your skills as Legate of a Maniple of Titans
•   Discover the strategic depth underlying the game, with points-based army list building in Skirmish and Multi-Player via the Detachment Builder


THE ROAD AHEAD

Over time, we plan to release a series of updates to the game as it progresses towards the full version of the title.
Update One (currently in development)

The first major update planned for Adeptus Titanicus: Dominus focuses on gameplay additions::
•   Stress (suppression mechanics) - an additional layer of tactical concern that adds depth!
•   Close Assault and Fire Fight - engage with your enemy in deadly close-quarters combat!
•   Steam Achievements (first grouping)
•   A loot-drop system (initial implementation)
•   General quality-of-life improvements


Future updates
The scope of the next major updates has not yet been announced. Follow us for news about the next exciting instalment of Adeptus Titanicus: Dominus' Early Access journey!

















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Offline Asid

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Re: Adeptus Titanicus: Dominus
« Reply #1 on: August 20, 2018, 11:11:54 PM »
Updated! AI changes and a new Warhound variant!
19 August - Mark   

Another Warhound variant has been added to Adeptus Titanicus: Dominus, combining a Vulcan Mega-Bolter with the new Turbo Laser Destructor for a mid-tier Scout Titan that packs a decent punch without the pricey points cost of the more powerful variants. The new Warhound TL|VM variant is available for immediate deployment in your single- and multi-player games.

This update also brings a much-needed overhaul of the AI. It selects targets more intelligently, resulting in fewer wasted turns, and it will now use Overwatch. Combined with the new scenarios released in last week's update, we hope veteran Legates will get a fresh challenge.
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Re: Adeptus Titanicus: Dominus
« Reply #2 on: September 16, 2018, 02:05:17 PM »
Update makes Dominus' AI a tougher opponent
26 AUGUST   - MARK

This fortnight's update brings further AI tweaks aimed at improving the challenge it presents to veteran players. There's a lot more work needed on the AI front, but we're happy it's on the right track.

The AI now better prioritises potential targets based on line of sight and proximity. It also makes better, smarter use of Overwatch. From our testing, it uses Overwatch about as frequently as we do, so that's feeling about right.

Thanks to all of you for your feedback, questions and words of encouragement in our Steam Discussion forums as Glenn and I continue the journey of bringing Adeptus Titanicus to your PCs. It's all extremely helpful and very much appreciated.

That's all for now. See you around the Steam Discussion forums!
—Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #3 on: September 16, 2018, 02:05:44 PM »
Updated! New Warlord Battle Titan variant!
2 SEPTEMBER   - MARK

We have added a new Warlord variant today. This new Warlord variant is packing a Sunfury Plasma Cannon and a Volcano Cannon, supported by twin caracace-mounter Laser Blasters, making it a VERY serious beast on the battlefield.
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Re: Adeptus Titanicus: Dominus
« Reply #4 on: March 28, 2019, 01:11:58 PM »
First Major Update for Adeptus Titanicus: Dominus is now available!
22 DEC, 2018 - MAGOS MARK


Hi everyone! Glenn and I have just released the first Major Update for Adeptus Titanicus: Dominus!

Close Combat
We have added the 4th Edition's Close Combat mechanics, along with the first close combat weapon system—the Reaver Power Fist!

Close combat is a MASSIVE game-changer for Dominus. All princeps will have the option of going in for "hand to hand" combat when they find themselves in close-quarters battles, whether armed with close combat weaponry or not, but those crews that have selected close combat weapons for their Titans will RELISH IT and actively seek it out upon field of battle!

Close Combat is DECISIVE—meaning it's frequently deadly. Close combat occurs inside of the Titans' void shields, which means any damage done completely bypasses the combatant's shields, hitting the armour directly.

In an assault, Titans armed with close combat weaponry will have a massive advantage over those without. For example, the Reaver's new Power Fist weapon system is adding THREE EXTRA HITS in any close combat (over and above the Reaver's standard six hits—standard hits are equal to the Titan's starting Damage Capacity) and the Power Fist's extra hits are all TITAN KILLER hits, each of which can do up to THREE DAMAGE with NO ARMOUR SAVES! As you can probably appreciate, even just one Power Fist turns your average Reaver into a close-quarters killing engine—and you can have TWO OF THEM if you're happy to forego most of your ranged shooting capability!

That's the trade-off, of course: carrying more punchy weapons means taking less shooty weaponry—it's up to you to decide what these new close combat weapons are worth to you, and whether or not you want to bring them for your battles.

It's also important to understand that close combat occurs both ways—the engaging Titan will hit its enemy and the enemy will hit it back! This differentiates close combat from normal shooting attacks, where the enemy does not shoot back within the activation (unless it was on Overwatch).

Total Overhaul of the Damage Model
After a lot of community consultation, Glenn and I decided to make a radical change to how damage works in Dominus, taking it further away from the tabletop's abstraction in favour of a more direct action approach that calculates damage as it happens, in real-time.

Combat is now more direct. Each individual shot, if it connects, will have an impact. Every bullet. Every laser. Every missile.

To counter this and ensure shooting stayed true to the effectiveness apparent in the tabletop rules, we have introduced accuracy modifiers. Depending on what Order you have given and intervening terrain, some shots may now go astray. In this way, the tabletop game's inherent balance is retained.

Each shot now has a penetration test against armour. This is founded in the original tabletop rules, so again that inherent balance is retained. Shots that bounce off armour are indicated with an icon that briefly appears on screen. Penetrating hits will, of course, cause damage and a reduction in your damage bar.

Another big change we have made is the effectiveness of weapons against Void Shields. Previously, all weapons had to penetrate the shields in order to reduce them, which meant that anti-personnel (AP)-centric weapons like Vulcan Megabolters were almost always less appealing than anti-tank (AT)-centric weapons like Turbo Laser Destructors. From this first Major Update, however, this has changed. All weapons now reduce shields equally well—not necessarily by the same amount, but penetration tests will not longer be needed for shields.

This will have HUGE implications for weapon selection, as you may now elect to take variants with cheaper, high rate-of-fire weapons purely for use as "shield strippers". We'll be keeping an eye on this aspect to see if it's working as intended and what, if any, points changes are needed, but our internal testing indicates this is a fun and exciting change to army list building and the overall game dynamic.

The new damage model also changes our approach to "friendly fire". If you have placed your Titans so they cannot shoot past each other, they will quite likely hit each other and cause damage.

Cinematic Mode
We have added a new Cinematic Mode (which will be turned on by default, but can be turned off if you don't like it) that selects pseudo-random camera positions around the Titans as they execute their orders.

Stress
The first Major Update brings in the new Stress mechanic, which fans of the 6mm tabletop game will recognise as stemming from the "blast markers" rules. Stress adds a new strategic layer to the game, as you will need to manage how much stress individual Titans are suffering. Here's how it works.

As a battle progresses, your war engines will suffer Stress from the strain that enemy attacks put on the god-machines and their crews. Your Titans can each suffer Stress equal to their starting Damage Capacity, and a new Stress meter/status bar will appear above your other bars (Void Shields and Damage) so you can see at a glance how much Stress your engines are coping with—or not coping with!

Each enemy attack will add to your Stress meter, regardless of whether or not damage was done—as Stress captures everything from the physical to the mental—and any actual damage done further adds to the Stress meter. When the Stress meter hits 100%, the war engine will temporarily shut down, becoming completely ineffectual—in game terms, this means that if it has not already been activated that turn, it will be set activated.

At the end of each turn, in the End Phase, each Titan will shed just over half the Stress it is carrying and return to a fighting stance, so Titans that were forced to shut down in the previous turn will return to active duty in the new turn.

Total Overhaul of the Battlefields
We have completely redone the first three battlefields for this update. In response to feedback received about the look and feel of the battlefields, Glenn has painstakingly recreated each of the three existing maps to improve and extend Dominus' aesthetics—in doing so, he has also set a new, much higher bar, from which all the battlefields yet to come will likewise benefit. This has taken Glenn a LOT of time, but we think you will agree the new maps were worth the wait when you play on them.

Three New Battlefields
The first Major Update has also shipped with the next three battlefields.

VOLCANIC WALK
A combination of shielded gullies, uncovered walk-ways and open areas calls for flexible tactics.

RESEARCH FACILITIES
Dual facilities sit at either end of this battlefield, with plenty of obstructions to cover your approach.

TWISTING CANYONS
A plethora of shielded gullies means cat-and-mouse tactics are the order of the day.

We intend to release new battlefields (and environment art assets) over time via minor updates.

Optimisations and Performance Improvements
We have done a lot of work to improve the game's overall performance, which will particularly benefit those of you playing on older hardware.

The Future
We hope you agree there is plenty to enjoy in this first Major Update, but of course that's not where the story of Adeptus Titanicus: Dominus' development ends. There's more to look forward to as Dominus comes together, most notably new battlefields and environments, new weapon systems, new variants, and of course the single-player campaign!

On behalf of Glenn and myself, THANK YOU for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm has been fantastic and is very much appreciated. We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve. It all helps us a great deal.

Happy holidays!
— Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #5 on: March 28, 2019, 01:13:45 PM »
New bug-fix update now available
10 JAN - MAGOS MARK


A snall update has just been released for Adeptus Titanicus: Dominus that focusses on fixing some key bugs and other issues affecting enjoyment of the game.

The biggest changes are an adjustment to how soon Close Combat is detected, an adjustment to how targets on the periphery of maximum range are treated, and lighting changes across all maps to accommodate the shift from Forward Rendering (which was causes crashes for some players) back to Deferred Rendering

The change to Close Combat detection should make it easier to initiate Close Combat. This is likely to be just the first such adjustment to the Close Combat mechanics, with more changes needed as player feedback is received, but we think this change will markedly improve the Close Combat experience.

The change to shooting should alleviate the situation where your Titans would occasionally fail to shoot at targets when tthey were on the periphery of your maximum range. Now, targets right on maximum range should suffer at least one volley of your righteous fire. The Emperor protects*.

*Unless you're playing as Chaos, of course. In which case...not so much.

New mode added to Multi-Player
We have added a new mode to Multi-Player called "Poison Chalice". When this new mode is selected at load, each player's BTS will explode at the start of the game, leaving you both without your most expensive Titans! Adapt and recover! And remember the Emperor's wisdom: Losses are acceptable. Failure is not.

We will be adding this mode to the single-player Skirmish mode as part of our next update.

Scenarios revised
We have revised the scenarios to incorporate the new battlefields, so there are now two scenarios for each battlefield and new challenges for veteran players to overcome.

Price rise
As discussed in a recent news post, and in-lne with our stated pricing adjustment policy in the Early Access section of our Steam store page, we are increasing the price for Adeptus Titanicus: Dominus to US$14.99.

The price at Early Access launch was commensurate with the amount of content available in the game at that time—which was the first three Titan variants, a Single-player Skirmish mode, Multi-player and three battlefields. Since then, we've added many new Titan variants and a Single-player Scenarios mode, and the first Major Update added new Close Combat mechanics and weapons, the new Stress mechanics and a complete overhaul of the game's damage model—not to mention revitalised visuals.

Further to this and in-line with our stated pricing policy, we've today announced that we have raised the price from USD9.99 to USD14.99.

We feel that this approach of raising the price upon release of Major Updates will appropriately reward those gamers who have joined us on our Early Access journey—and we are particularly happy that it rewards those of you who joined us from the very beginning.

Glenn and I remain incredibly grateful for the support and enthusiasm you have shown. THANK YOU for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm has been fantastic and is very much appreciated. We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.
— Mark & Glenn

The full update notes appear below.
Early Access Alpha v0.9.4.2.3 update notes

•   Added new mode to Multi-Player called "Poison Chalice", where each player's BTS will explode at game-start, leaving you both without your most expensive Titans!
•   Revised the scenarios to incorporate the new battlefields.
•   Close combat was not initiating consistently. This was most noticeable in Multi-Player mode, but also affected Single-Player games. We have increased the detection radius by 30% to make close combat trigger more consistently; however, it remains important that you get as close as possible to the target enemy Titan (it's still best practice to position the hologram on the toes of the target). We will be reviewing player feedback to see if this needs to be further revised—or indeed if the mechanics for initiating Close Combat need to be reconsidered.
•   When Titans were just out of range at the end of their movement, it would appear like the Titan had failed to shoot. This was intended behaviour; however, as it was causing confusion, we have modified shooting such that complete non-firing at the periphery of maximum range should now occur much less frequently.
•   Titan weapon barrels were lifting into the air upon target destruction. This has been fixed.
•   Following a change to deferred rendering, battlefield lighting was not as intended. We have revised each battlefield to now have the intended lighting.
•   Lost Void Shield, Hit (damage) and Armour Save icons were not spawning correctly. This has been rectified.
•   An unintended delay was occurring between the point where a Titan's Void Shields failed completely and the armour started receiving hits. This has been rectified.
•   In multi-player, the Warlord Plasma Annihilator's Recharge icon was not being displayed as intended. This has been rectified.
•   It was difficult to position Titans on the bridge in the Industrial Sector battlefield. This has been addressed and you should now be able to position units upon the bridge as intended.
•   Some battlefields were intermittently not instantiating Titans correctly at game start. This has been rectified.

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Re: Adeptus Titanicus: Dominus
« Reply #6 on: March 28, 2019, 01:14:42 PM »
New Adeptus Titanicus: Dominus update brings major changes to Titan configuration
2 FEB - MAGOS MARK


Hi everyone! It's Mark here with some news about important changes Glenn and I have made to Adeptus Titanicus: Dominus in the latest update.

Titan configuration has replaced variants-based system
The most often requested change to Adeptus Titanicus: Dominus was that we replace the variants-based system with one that allowed players to customise their Titans by choosing their our configurations.

Today, we have taken the first step in giving you greater customisation by replacing the variants-based system with one that offers greater customisation, and that we can further expand as development continues.

At launch, we deliberately limited the Detachment Builder to a system based on pre-configured variants. We did this because the original 6mm rules were variant-based and following suit allowed us to continue to benefit from the original system's inherent balance.

This design decision did not resonate with many players, however, and—following a long review and due consideration—we have changed direction and replaced the Detachment Builder screen with a new Maniple Builder screen that allows players much greater control over Titan configuration.

Chaos Skirmish mode now available
We have made it possible to play as Chaos in the single-player Skirmish mode.

This feature was requested almost as frequently as Titan configuration. We hope Chaos players will enjoy this addition.

Looking forward
For the next few updates, Glenn and I will be focussing on adding the remaining Titan weapon systems. Following that, we will shift our focus to implementing the single-player campaign, which will come in as part of the second Major Update.

There are other as-yet-unannounced things that we cannot yet discuss. Look for formal announcements about these things as development progresses.

Glenn and I want to thank all players in the Adeptus Titanicus: Dominus community for your continued support for us and for Dominus as we undertake our Early Access journey. Your feedback, your Steam reviews and your enthusiasm is always greatly appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can improve the game and as a team.
— Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #7 on: March 31, 2019, 12:15:35 AM »
Adeptus Titanicus: Dominus shooting model and other behind-the-scenes changes
30 MAR @ 11:17PM   - MAGOS MARK


Hi everyone! It's Mark here with news about a significant change Glenn and I have made to how shooting works in Adeptus Titanicus: Dominus.

Changes to how shooting works
We have reviewed our approach to weapon shooting and implemented a better, more visceral approach where shooting always occurs regardless of range or target, yet retains the same chances of causing damage.

All weapons will now fire regardless of range or intervening terrain, except where friendly targets are in the way; however, objects in the way will of course block your shots, and if your target is beyond the weapon's range, the shots are almost guaranteed to miss. In effect, a weapon's range is no longer its maximum range, but rather an effective range.

This should make shooting feel more epic, with a greater chance for terrain to be destroyed by errant fire—buildings should collapse more often, and in fact deliberately targeting units just to clear intervening buildings is a valid and often useful tactic.

This should also stop the situation where players felt weapons should have fired but they did not, as this was seemingly the result of unperceived intervening terrain.

There are many changes in this update that might (and probably will) need further change, but for now we are happy this is a good first step. We will be eagerly reading your feedback to see what you think of the direction we have taken.

Power Fist fixes and improvements
Our initial implementation of the Reaver Power Fists had some issues that took us a while to spot, but the net effect of these was that Power Fists were not as potent as they should have been in single-player (they worked properly in multi-player, but have been tweaked there also). This has now been rectified, so you should find Power Fists are now more deadly than ever.

Upgrade to Unity version
We have updated to a later version of Unity in order to improve our overall efficiency. While this unplanned-for exercise derailed development by a couple of weeks, development will be smoother and faster going forward as a result, so the time spent is not lost time and is very worthwhile.

Updating Unity required extensive reworking on pretty much everything in the game to ensure nothing was broken. At this point, it seems nothing is broken, but we'll be keeping a keen eye on it in case we've missing anything. From a player's perspective, everything should look and feel much the same, but frame-rate may have improved for players with lower-spec PCs.

No longer supporting DirectX9
As part of our Unity upgrade, we have been forced to abandon support for DirectX9. Impact to players should be non-existent, however, given less than 1% of Windows users are still running Windows XP and DirectX9, and almost all of these are business users forced to remain on XP for various, non gaming-related reasons.

One immediate benefit of this change is that players with more recent video cards may perceive visual improvement, as Dominus is now able to make greater use of the latest versions of DirectX.

Thank you!
Glenn and I remain extremely grateful to all players in the Adeptus Titanicus: Dominus community for your continuing feedback and support for Dominus as we undertake our Early Access journey. Your Steam reviews and enthusiasm for 40K and Dominus is very much appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can improve the game and as a team.
— Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #8 on: May 17, 2019, 12:30:14 AM »
Skulls for the Skull Throne 3 - Banelord!
16 May @ 6:14pm - Mark @ Membraine

Games Workshop's Skulls for the Skull Throne 3 sale is now on, and to celebrate this great festival of Warhammer gaming, we have made the mighty Banelord Chaos Titan of Khorne available to Adeptus Titanicus: Dominus Chaos players!

The Banelord is a possessed Warlord-class Battle Titan armed with the terrifying Hellstrike Cannon and the Doom Fist for epic close-quarters destruction.

The Banelord is now available for selection by all Chaos players in both single- and multi-player games.

BLOOD FOR THE BLOOD GOD!! SKULLS FOR THE SKULL THRONE!!

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Re: Adeptus Titanicus: Dominus
« Reply #9 on: May 26, 2019, 12:01:30 AM »
News! Flanking bonuses and weapon destruction incoming!
25 MAY @ 7:19AM   - MARK @ MEMBRAINE


While we were very busy for the past couple of months preparing the Banelord for Games Workshop's Skulls for the Skull Throne 3 event, Glenn and I were also spending time in review. Two key changes that were often requested are to introduce flanking mechanics and to make it possible to destroy weapons.

Today, we can let you know that the next update will bring in both of these features!

FLANKING BONUS
If you're able to get behind your target, your Titans will gain a significantly improved chance to hit and penetrate. This flanking bonus will make your nimble Scout Titans more dangerous to their larger Battle Titan cousins—IF you can sneak them around for shots on the rear!

WEAPON DESTRUCTION
Titans' weapons will be destructible! If a weapon is struck by weapons fire, there is a chance it will penetrate and cause catastrophic damage, destroying the weapon.

As always, we are extremely grateful for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm for what Glenn and I are trying to achieve with Dominus constantly amazes us and is ALWAYS appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.

— Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #10 on: June 08, 2019, 12:21:23 AM »
Long-range attacks! Flanking bonuses! Weapon destruction! Expanded deployment options! Oh my!
7 JUN @ 1:12PM   - MARK @ MEMBRAINE



You are likely already aware that Glenn and I have been reviewing the feedback received to-date and making changes to game play when we decide it is a good idea to do so. Today's update is focussed on implementing a variety of changes based on your feedback. We hope you enjoy the changes.

SHOOTING CHANGES: LONG RANGE ATTACKS
Further to our last round of changes to how shooting works, we received generally supportive feedback, but also some useful criticisms that have caused us to review shooting again.

In today's update, we have made some key changes that should further improve your experience with shooting in Dominus. In addition, today's update of course also brings in the flanking bonuses and weapon destruction mechanics we announced in our last news post.

You can now shoot with reasonable accuracy at ANY range. While accuracy is now good at long range, shots made at longer than optimum range will suffer a significant penetration penalty as the power of the shot falls off, making it very hard for these shots to do damage against a Titan's awesome armour (but not impossible).

This change makes it possible to engage from Turn 1, if your Titans can pick a line of fire to their target. You will discover there are both advantages and disadvantages to doing so, however.

FLANKING BONUS
We have again revised how damage works, this time adding differentials between front and rear armour values. In practical terms, you can now out-flank your opponent's Titans to gain a significant penetration bonus against their rear armour. If you're able to get behind your target, your Titans now gain a significantly improved chance to hit and penetrate.

This flanking bonus makes your nimble Scout Titans more dangerous to their larger Battle Titan cousins—if you can sneak them around for shots on the rear!

This has potential to be a real game-changer as, with careful manoeuvring, faster Titans can potentially exploit rear armour vulnerabilities. We will be watching our Steam Discussion forums for your feedback, so please let us know what you think of this change.

WEAPON DESTRUCTION
Titans' weapons are now destructible! Weapons fire that strikes the actual weapons now has a chance to inflict catastrophic damage, to the point where the weapon is completely destroyed. This chance is increased for Macro Weapons—and particularly Titan Killers.

EXPANSION OF DEPLOYMENT OPTIONS
We have expanded your deployment options from 9 to 18 positions in Maniple Builder. In addition, the new deployment positions are further forward on the map, starting closer to the front line. The extra deployment points mean you can properly enable strategies like a refused flank.





Combined with the shooting changes discussed above, these deployment changes mean combat is likely to be initiated on Turn 1!

SCENARIO AND SKIRMISH ARMY LISTS RECREATED
All scenario army lists have been recreated to take advantage of the deployment changes, so the scenarios now offer veteran players all-new tactical challenges!

WHAT'S NEXT?
Recently, you have probably noticed our focus has been on improving the player experience within Dominus, and this will certainly continue throughout Early Access—and beyond, in all likelihood—but you will increasingly see new content coming online in future updates. In part, this will flow from our iterating of existing assets like the Titans themselves, which will be getting new weapon systems, new assets like weapon systems, but also environment palettes and of course new battlefields using those palettes.

We remain extremely grateful to our player community for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm for what Glenn and I are trying to achieve with Dominus is always greatly appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.

— Mark & Glenn
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Re: Adeptus Titanicus: Dominus
« Reply #11 on: October 05, 2019, 02:05:55 PM »
Dev Update
Sat, 5 October 2019


New Warlord model coming soon!

Hi everyone! Mark here with a development update. It's been a while since our last update, so we wanted to fill you in as much as we're allowed to about what we've been working on.

You are likely already aware that Glenn and I regularly review the feedback we've received and make changes when we decide requested features are something we can and should implement. Most recently, the features we decided to implement based on your feedback involved greater customisability to the look-and-feel of the Titans, namely things like a variety of heads and armour plates, so you can give your Titans greater individuality, so this is what the next update will bring as part of the brand-new Warlord model.

We think you'll like it when you get to play around with it. :steamhappy:

FINAL TITAN ITERATIONS

WARLORD
The above-mentioned customisability enhancements have been done as part of our already planned final iterations for each Titan, starting with the Warlord, so the next update will provide a brand new Warlord model with new textures and much greater customisability, resulting in an enhanced visual overall.

We have also added the first of the new weapon systems to the Warlord—we have added Warlord Power Claws!—so you will get to play with those in the next update.  :steamhappy:

A NOTE ON TIMEFRAMES
The Warlord updates have been a significant effort, especially as there were all-new lessons Glenn and I had to learn, which is why the gap between updates has been so long. We would of course have liked this to take much less time, but we are extremely happy with the end result, so we know that time has been well spent.

And there is good news in that the tools and processes we have developed as part of the Warlord works will greatly improve the timeframes for the Reaver and Warhound redevelopments, so the final iterations of those Titans should not take anywhere near as long.

REAVER AND WARHOUND
Once the Warlord is done, we will do the same thing with the Reaver and the Warhound—improving the models and textures, enhancing them with custom options and adding new weapon systems. We will most likely release each Titan update as a separate update, as we want to avoid large gaps going forward.

ADDITIONAL WEAPON SYSTEMS

As discussed above, we will be releasing new weapon systems alongside the final iterations of each Titan, and then expanding the available weapons further over time. The first new weapon system will be the Warlord Power Claws, as mentioned, and then others will follow. The most advanced of these are the Reaver Gatling Blaster and the Warhound's top-mounted Plasma Blastgun, and there are more in the pipeline to give you more and more options for how you configure your Titans for battle.

We had actually intended to release new weapon systems before now; however, the increased scope in the redevelopment of the Titans (the improved textures art and the customisability) meant that we had to do the final Titan iterations first, and then release new weapon systems for the new models (because the approaches between how we did them last iteration and these final iterations is very different).

SINGLE-PLAYER CAMPAIGN

We have also continued our work on the campaign in parallel with the Titan updates discussed above. There is still not much we are able to tell you about the campaign at the present time, but I can say we have settled on the plotline and the story artwork is coming together. We will talk more about the campaign when we can.

A BRIEF ONE-WEEK HOLIDAY

School holidays are upon us here in Australia right now, and Glenn and I are taking next week off to recharge the batteries and remind our families who we are. (That's right, kids! Dad isn't actually dead—he just looks that way!) :steamhappy:

We'll be back in the office refreshed and ready for more Titan-on-Titan combat goodness from 14 October, though!

THANKS FOR YOUR PATIENCE!

Glenn and I are always extremely grateful to our player community for your patience and your continuing support for us and Adeptus Titanicus: Dominus through this Early Access journey. We remain greatly appreciative of the feedback you share with us, via your Steam reviews and Discussions forum posts, as well as for your enthusiasm for what Glenn and I are trying to achieve with Dominus. Thank you.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.

— Mark & Glenn

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Re: Adeptus Titanicus: Dominus
« Reply #12 on: October 19, 2019, 12:24:26 AM »
New Warlord Titan model released—with Powerfists!
Fri, 18 October 2019

WARLORD TITAN: FINAL ITERATION NOW AVAILABLE

Hi everyone! Glenn and I are very happy to let you know we have released the long-awaited final iteration of the Warlord Titan.

You are likely already aware that Glenn and I regularly review the feedback we've received and make changes when we decide requested features are something we can and should implement. Your feedback told us you wanted greater customisability to the look-and-feel of the Titans, namely things like a variety of heads and armour plates, so you can give your Titans greater individuality.

And you also told us you wanted Powerfists for your Warlords.

So here it is! The final iteration of the Warlord model brings this level of customisability AND Powerfists!

The above-mentioned customisability enhancements have been done as part of our already planned final iterations for each Titan, starting with the Warlord, so today's update provides a brand new Warlord model with new textures and much greater customisability, resulting in an enhanced visual overall.

The Warlord is the first of the Titans to get its final model, and the fact the other Titans still have the out-dated look-and-feel will mean that the difference in visual fidelity will be quite stark. Of course, the Reaver and Warhound will be getting their own final iterations soon—a much quicker exercise now thanks to the tools and processes we established in redeveloping the Warlord—so there's good news in that you won't have to put up with the marked difference in visual quality for very long. :steamhappy:

As mentioned, we have also added the first of the new weapon systems to the Warlord—the Warlord Powerfist! More weapon systems will follow, along with the final iterations of the Reaver and Warhound.

Glenn and I are always extremely grateful to our player community for your patience and your continuing support for us and Adeptus Titanicus: Dominus through this Early Access journey. We remain greatly appreciative of the feedback you share with us, via your Steam reviews and Discussions forum posts, as well as for your enthusiasm for what Glenn and I are trying to achieve with Dominus. Thank you.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.
— Mark & Glenn

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Re: Adeptus Titanicus: Dominus
« Reply #13 on: March 19, 2020, 10:43:44 AM »
A small update that is part of paving the way to the campaign
Wed, 18 March 2020

Changes to AI in CC, Cinematic Mode, Snap-To Camera, and the back-end
Hi everyone! Today, we have released a small, but important, update.

A while between drinks

Firstly, we realise it's been a while since our last update, for which we can only apologise. The reasons are mainly due to Mark being busy with rebuilding his house (which took a year!) after a nasty storm at the end of 2018 caused most of it to fall down.

As of this month, Mark's home is now rebuilt, which is good news! :steamhappy:

Changes to AI in Close Combat

Several players reported in our Steam Discussions forums that AI Titans were not behaving correctly in Close Combat—notably, being able to shoot in Close Combat and/or being able to walk out of Close Combat. We have fixed this, so AI Titans should not be able to shoot after you've engaged them in Close Combat—and they can only leave Close Combat with a March order, same as players. We apologise for these bugs.

Cinematic mode is no longer the default

We received a lot of feedback that made it clear Cinematic Mode was confusing some players, who thought that was the ONLY mode available.

While you can of course (for those who noticed it) turn Cinematic Mode off in the Options menu or the Options dialog in-game, nonetheless to help those players who prefer a more strategic view, we have defaulted Cinematic Mode to off in this build.

If you DO like Cinematic Mode, you can turn it back on in the Options menu (from Main menu) or the Options dialog in game again, and thereafter it will remain on (until you toggle it of, that is). :steamhappy:

Snap-To Camera now stops after first activation

A number of players let us know that the camera snapping to an available unactivated Titan at the start of each activation opportunity was annoying.

We have removed this feature for the time being to see if that is preferable, so snap-to now only happens once, at the start of your first activation opportunity.

Back-end changes needed for single-player campaign

We have made a large number of back-end preparations for the single-player campaign. These should not affect your playing experience, but please notify us in our Steam Discussion forums if you notice anything that is no longer working as expected.

Thank you!

Glenn and I are always extremely grateful to our player community for your patience and your continuing support for us and Adeptus Titanicus: Dominus through this Early Access journey. We remain greatly appreciative of the feedback you share with us, via your Steam reviews and Discussions forum posts, as well as for your enthusiasm for what Glenn and I are trying to achieve with Dominus. Thank you.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.
— Mark & Glenn

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Re: Adeptus Titanicus: Dominus
« Reply #14 on: April 20, 2020, 01:45:41 PM »
Fixes for Sliding Titans, Close Combat AI and more
Mon, 20 April 2020



Hi everyone! Mark here with another update, this time aimed at fixing up a few of the more annoying issues in Dominus—some of which, embarrassingly, have been with us since we launched into Early Access!

AI Still Misbehaving in Close Combat

The first and more important fix we've implemented is to the AI in Close Combat, as the AI Titans were STILL misbehaving even after the last update.

We finally identified that there were several issues working together. Independently, each issue did not do anything all that terrible and went largely unnoticed; however, when they occurred simultaneously, the results could be rather annoying, and see the AI Titans seemingly cheat their way out of Close Combat.

The good news is that these issues have now been tracked down and rectified. You should no longer see the AI Titans escaping your clutches by walking out of Close Combat (although they can still choose to flee with a March order, as can your Titans, as this is actually something we would encourage where necessary—say, when your poor Warlord has been cornered by a Banelord!).

Sliding Titans

The next fix is one that has annoyed many of you for far too long—Titans sliding across the terrain instead of animating properly with a walk or a run.

This particularly issue has taken me a long, looong time to track down, but I am very happy to say that I finally spotted where the error was occurring.

For what it's worth, the cause was a stupid, STUPID logic error on my part. I have appropriately berated myself—A LOT—for my apparent idiocy. When I realised what I'd done and where the error was...suffice to say, I was "a tad chagrinned" and called myself many, many bad things. All of which were well deserved. But I'm ecstatic now that the problem is finally resolved. :steamhappy:

Cinematic Camera

We've also fixed an issue that was impacting certain Cinematic Camera positions. This too turned out to be a very silly mistake on my part (a rookie syntax error) that should have been picked up AAAAGES ago. More berating of self has since occurred, but again it's good to know it is fixed.

While fixing this issue, we also took the time to add a requested camera position, which is a "pilot's point of view" perspective.

We know the Cinematic Camera still needs more attention to get to where it should be, but this will likely need to wait now until after our final Major Update, as we need to focus on completing the single-player campaign and the final iterations of the Reaver and Warhound Titans.

Thank you

We hope you enjoy Dominus that little bit more with these fixes, and we of course hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.

Glenn and I are always extremely grateful to our player community for your patience and your continuing support for us and Adeptus Titanicus: Dominus through this Early Access journey. We remain greatly appreciative of the feedback you share with us, via your Steam reviews and Discussions forum posts, as well as for your enthusiasm for what Glenn and I are trying to achieve with Dominus.

Thank you.

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    Dominus Galaxia

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    Last post October 26, 2019, 11:11:56 PM
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