Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 30, 2018, 03:37:26 PM

Title: Adeptus Titanicus: Dominus
Post by: Asid on July 30, 2018, 03:37:26 PM
(https://steamcdn-a.akamaihd.net/steam/apps/853140/header.jpg?t=1532237184)

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 (http://adeptustitanicus-dominus.com/)
Steam: Here (https://store.steampowered.com/app/853140/Adeptus_Titanicus_Dominus/)
Official forum: Here (https://steamcommunity.com/app/853140/discussions/)
YouTube: Here (https://www.youtube.com/channel/UC3n7qMquDmgokaGlg_LGZNw/videos)



Single-player / Online Multi-Player


Adeptus Titanicus: Dominus - EA Launch Trailer

https://youtu.be/yiA6hyRrvxA

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).

(https://steamcdn-a.akamaihd.net/steam/apps/853140/extras/Aquila_sword-1.png?t=1532237184)

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.


(http://adeptustitanicus-dominus.com/wp-content/uploads/2018/04/bigA4_Dominus-Game-Logo-Early-Access-tinted-PNG.png)


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!


(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_f07733e4489f8098b7cdfaa9263e4324af8bce90.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_688a81e03e77c0412d1ddada91402984091b99e5.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_7d3b48b33969606870314f16434ada2db9802c15.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_f1e389c31bede1af6e317eff409f548a4b3c6b5a.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_339d6339fbdfdf2b1f38c2ad4d7d26ef488ae95e.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_fdac210c2c76095f1a65cd10f46d04a57f01bb45.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_3f73eed1ec835c98480745163227fbe2aeb59a4f.1920x1080.jpg?t=1532237184)

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_b4abde18636d6c752ad4f657db6d05676eb46c3c.1920x1080.jpg?t=1532237184)
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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.
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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.
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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.

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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!!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32699322/68c52bd28dc73a0080b7467cd04cc231d7c8eca9.jpg)
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32699322/0491c5e01c155de37989437a9c47d92c7739b770.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32699322/5195ae3be2497512d3baff023705ba454645a840.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32699322/cae0d26c69e7652c231e9bd71d1c5b867dcd7047.png)

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
Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid 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

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on April 20, 2020, 01:45:41 PM
Fixes for Sliding Titans, Close Combat AI and more
Mon, 20 April 2020

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_920940274bf4afde32b835d3a6e06badc3e37256.1920x1080.jpg?t=1572347583)

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.

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on May 29, 2020, 12:57:17 AM
Skulls for the Skull Throne 4 - Special Khorne-inspired scenario released!
Thu, 28 May 2020


Hi everyone! It's Glenn and Mark here with a couple of news-worthy announcements for Adeptus Titanicus: Dominus!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32699322/91cb29e9c08a1ccadc4ddc99112bd543a3dc7238.png)

SKULLS FOR THE SKULL THRONE!!

Yes, the festival of Warhammer gaming that is the SKULLS FOR THE SKULL THRONE sale has arrived!

In celebration of Skulls For The Skull Throne 4, we have not only discounted Adeptus Titanicus: Dominus by a massive 50%, but we've also added a new Khorne-inspired environment and battlefield, featuring an epic set of Chaos fortifications!

This map can now be selected in the new Skulls For The Skull Throne Special Scenario, and it will also appear randomly in your Skirmish and Multi-Player games.

The Skulls For The Skull Throne Special Scenario is our biggest yet, with a whopping 10,000 points for each side!

Because of the much larger scale of the Skulls scenario compared with other scenarios, we'll be keeping a keen eye on our Steam forums in case anyone's PC struggles under the weight of so many Titans all at once, so let us know if you do have difficulties with it. Our internal testing indicates the performance adjustments we've been working on are doing their jobs and keeping performance reasonable, but please do let us know in the forums if you experience difficulties with the increased force sizes.

Thank you!

Glenn and I very much hope you enjoy the new Skulls battlefield and its scenario. We 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

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on July 23, 2020, 01:23:20 AM
Development Update
Wed, 22 July 2020

(https://steamcdn-a.akamaihd.net/steam/apps/853140/ss_fcf1ef39e065f358a4239c5df93834991bdace09.1920x1080.jpg?t=1591187526)

What's coming in the next update?

Hi everyone! Mark here with a Development Update news post about what's coming for Adeptus Titanicus: Dominus!

Players who have been keeping tabs on us or chatting with Glenn and me in our Steam Discussion forums already have a good idea of what we're currently working on (and that's definitely the best way to stay abreast of what we're up to), but we know not everyone has the time to hang around and chat with us—and it's been a while since our last formal update—so we wanted to do a Development Update news post to let you know what we're working on and what you can look forward to in the next update.

Parallel works
There are some things we're both working on together, in parallel with things we're working on individually.

Single-player Campaign
The first and foremost of these parallel works is a massive bucket of work that we tend to refer to as the Single-player Campaign work—broadly speaking, Glenn is working on 3D art assets for the campaign while I'm working on delivery of the story elements and mission structure.

The single-player campaign is not yet ready for release. This will be the focus of the next Major Update, which will most likely be the last Major Update before we hit Version 1.

Campaign story and artworks
While we're discussing the single-player campaign, I can let you know our story and script were approved a while back (and we're REALLY happy with how both of those have turned out!). At that time, we engaged a fantastic artist for the campaign story art, Tazio Bettin, who many of you will know from his work in the 40K comics arena. Tazio is an extremely talented artist and we're really enjoying working with him.

We can't wait for you to experience the story and its art when the campaign is ready to play!

Individual works
Final iterations of Reaver and Warhound
One of Glenn's major efforts over the past few months has been in finalising the Reaver and Warhound, in order to bring those models into line with the quality of the final Warlord and Banelord, which have been in the game for a good while now.

The process of finalising Titan models is a painstaking one and not something that can be rushed, so we very much appreciate the patience you have all shown in waiting for these.

The good news, then, is that the next update will feature the final Reaver model, and I know Glenn can't wait for you to see it in all its glory!

The final Warhound model will be featured in a later update—most likely the one following.

Improved Multi-player Lobby
One of the most requested feature improvements we see in the Discussion forums is for an improved Multi-player Lobby system that allows players to choose the battlefield on which they play. For me, this has been a major focus for the next update, and I'm very happy to say that this feature improvement is now in internal release testing!

In the next update, you will be able to set up your game in a New Game dialog, which allows selection of the battlefield from a dropdown list.

User-defined keybindings
Another often-requested feature, particularly for those playing in non-English countries, is user-defined keybindings. This has been my second major focus for the next update, and I'm again very happy to say that this feature is now in internal release testing!

In the next update, from the Options dialog, you will be able to open the Keybindings dialog. In this dialog, you will be able to review default keybindings and re-bind any of them to suit your keyboard layout or just your personal preference.

This feature has been a long time coming (mainly because it was really hard to get right!), so I'm particularly happy that this is included in the next update. For those of you playing in non-English languages, I hope you will accept my heart-felt apology that this has taken so long—I am extremely grateful for the patience you have shown me.

And I haven't forgotten about content localisation, by the way—that feature is coming in a future update.

Localisation!
Yes, I have fiiiiiinally implemented localisation, adding German, French and Spanish language support, and this will be an important feature of the next update.

We will discuss our plans for other languages a bit further into development.

Bug-fixes
Of course, the next update will have as many bug-fixes as I can squeeze into it.

The focus of this update is on Multi-player issues, so the majority of the bug fixes are for that mode; however, there are also fixes for a few of the more serious issues that have impacted single-player games, most notably an issue that was affecting the turn sequence.

Lots to look forward to!
So that's it for this update. We hope you're looking forward to the updates discussed above, and we'll of course be keeping an eye on your feedback.

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


Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on September 05, 2020, 02:30:29 AM
LOCALISATION, FINAL REAVER MODEL ITERATION AND MULTI-PLAYER IMPROVEMENTS!
Fri, 4 September 2020

Hi everyone! Mark and Glenn here with a hefty update that FINALLY brings in localisation, the final of the Reaver model, and numerous multi-player improvements!

Localisation
We've added French, German and Spanish language support!

You can set your desired language in the Options dialog by clicking on the relevant flag icon.

Final Reaver Model
We have implemented the final iteration of the Reaver model. This update brings the Reaver up to the standard set by the Warlord and the Banelord models, adds a plethora of visual options, and even adds two new close combat weapon systems.

Improved Multi-Player Lobby
An oft-requested feature that we've now added is an improved multi-player lobby experience, where you can choose the battlefield. This new lobby system will also enable you to find your friends' games more easily.

User Key-Binding System
Another frequently requested feature is the ability for players to determine their own keybindings, which we have now added.

Click the Keybindings button in Options to access the Keybindings dialog. You can then click on a key you want to re-bind and press the new key to bind the new key.

Numerous other improvements
This update has other improvements, ranging from significant to minor. Multi-player has particularly benefited in this update.

Thank you!
Glenn and I sincerely hope you enjoy the changes in this update. The next update will feature the final Warhound, and from there our focus will be 100% on completing the single-player campaign.

We 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


Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on March 14, 2021, 08:56:30 PM
Adeptus Titanicus: Dominus Leaving Early Access March 26
Fri, March 12, 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32699322/5f573b62e59f6e6666a45cd74c6214baf474716b.png)


Hi everyone! Mark and Glenn here with Adeptus Titanicus: Dominus development news.

The v1.0 release
Yes, the v1.0 release of Adeptus Titanicus: Dominus is almost here. At time of writing, we are on-track to deliver the v1.0 release and leave Early Access on 26 March 2021.

The arrival of the v1.0 release of Dominus will mean the game is feature-complete and ready to leave Early Access. Here's what you can look forward to in the final Early Access update.

Single-player campaign
The single largest new feature is of course the long-awaited single-player campaign. We have been working feverishly over the past months to create and polish up the single-player campaign—with its many, many new art assets—to make it ready for players to enjoy.

You'll be playing as Princeps Maxim, a maniple leader of Legio Astorum. You will complete a series of missions, battling the forces of Chaos to liberate the Forge World of Kalin IX.

We think you'll love the graphic-novel art style of the campaign's story cutscenes, which feature art by Tazio Bettin. Tazo's art has, for us, brought the 40K universe, its Titans and our characters to life.

We think you'll enjoy playing through the story as much as we enjoyed creating it.

Final Warhound iteration
The v1.0 release also brings the in final iteration of the Warhound Titan, which brings that model up to the standard of the other Titans in the game, including the customisation options you currently enjoy with your Warlord and Reaver Titans.

New Cinematic Camera
We weren't happy with the old approach to the Cinematic Camera, which never really gave us what we wanted from it. So we threw that out and started anew with a different approach that is more action-centric. We think you'll like it. :)

A metric ton of bug-fixes and quality-of-life improvements
While the bulk of our time has of course been dedicated to putting the single-player campaign together, we have nonetheless also made great strives in improving many quality-of-life elements within Dominus. We have tightened up key areas like performance, weapons targeting, weapons balancing (we're looking at you, Vulcan Megabolter!), unit selection timing, activation management and multi-player issues, to name just some of the areas that have received significant attention.

Continuing support
Don't worry, we're not going anywhere—the transition from Early Access to Full Version release is an important milestone on our development journey, but it is not the end. We'll still be here, working on any fixes that might be needed, any improvements we think are worthy, and any new content we want to add. :)

Price rise
In-line 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$29.99 upon exiting Early Access with the v1.0 release.

The previous price during Early Access was commensurate with the amount of content available in the game at that time. We feel that raising the price upon the v1.0 release of Dominus appropriately rewards 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. :)

THANK YOU!
We want to again say thank you to all of our players. We thank you for all the support you have shown for us and Adeptus Titanicus: Dominus throughout our Early Access journey—and beyond.

We thank you for your feedback, your Steam reviews and your enthusiasm, which has always been a fantastic motivator for us and very much appreciated. It's been a very hard road on occasion, and it was more than once that your kind words, constructive criticisms and general awesomeness helped us keep going. We could not have achieved what we have achieved without you—thank you so much.

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 Adeptus Titanicus: Dominus now and into the future.
— Mark & Glenn


Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on March 26, 2021, 11:46:13 PM
Version 1.0 Build 9121064CB8108934474DA4EC16207021 Update Notes
Fri, 26 March 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/853140/ss_f936167c8d66bce074f6998cc88d3e029929ca8b.1920x1080.jpg)

Hi everyone! Just a small update to fix a couple of things that players picked up in the first couple of hours after launch. :)

UPDATES

•   Fixed tutorial text that was still discussing the Early Access phase of development.
•   Fixed the Simple Skirmish battlefield, which was not rendering correctly.

We'll be watching closely for any other issues you may find, so please do post about them in our Discussion forums and we'll fix them as soon as we can. :)

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on March 26, 2021, 11:48:27 PM
Adeptus Titanicus: Dominus v1.0 and future updates
Fri, 26 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32699322/5f573b62e59f6e6666a45cd74c6214baf474716b.png)

What's next for Dominus?
Adeptus Titanicus: Dominus v1.0 is available now, ending the Early Access phase of our development journey. Glenn and I thoroughly enjoyed the process of telling the story of your liberation of Kalin IX from the forces of Chaos—including the privilege of working with artist Tazio Bettin!—and we very much hope you're enjoying playing through the single-player campaign. :)

This is not where the Dominus development journey ends, though—Glenn and I are already working on the first set of free content updates!

Here are some of the additions you can look forward to in the near future:
•   New weapon systems!
We'll be adding weapon systems like the Gatling Blaster and the Melta Cannon, to expand on the arsenal available to you in the Maniple Builder. (We will also be updating the army lists used by the single-player campaign and scenarios from time to time in order to incorporate these new weapon systems, and in so doing the challenge of those modes will be refreshed for you.)
•   New Skirmish/Multi-Player battlefields!
We'll be adding new battlefields to expand the available roster for both Skirmish and Multi-Player games.
•   New environments!
The single-player campaign has several additional environment types from which new battlefields will also benefit—including high-density urban environments, which is something many of you have requested!

THANK YOU
Thank you playing Adeptus Titanicus: Dominus. We are grateful for your feedback, your Steam reviews and your enthusiasm for what Glenn and I have tried to achieve with Dominus.

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 Adeptus Titanicus: Dominus—now and into the future. :)
A CALL TO ARMS
Finally, a call to arms! Glenn and I have many, many other things planned for Dominus downstream—most of which hinge to a large extent on our initial success.

So if we can ask one favour from you, our players, it's that you, if you like Adeptus Titanicus: Dominus and want to see us add more and more content, please tell your friends about it!

In this day and age, word-of-mouth and social media (including Steam reviews!) are by far the best ways for prospective players to learn about our game, so we hope you will consider sharing your opinion—hopefully positive!—of Dominus, and Glenn and me as developers, with your friends.

— Mark & Glenn

Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on April 08, 2021, 11:31:49 PM
04/8/21 Build 1 Update Notes
Thu, 8 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/853140/ss_f936167c8d66bce074f6998cc88d3e029929ca8b.1920x1080.jpg)

Hi everyone! A small but important update today.

•   Update dialogue to fix an error.
•   Updated Cinematic Camera to improve brightness.
•   Improved text displayed at the start of Scenario battles for greater clarity.


Title: Re: Adeptus Titanicus: Dominus
Post by: Asid on April 20, 2021, 11:31:57 PM
04/20/21 Build 1 Update Notes
Tue, 20 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/853140/ss_f936167c8d66bce074f6998cc88d3e029929ca8b.1920x1080.jpg)

Hi everyone! Another small update to fix something I missed for the last update. I apologise for my idiocy. The Maniple Builder screen's Unit Data weapon "specials" icons are now working as correctly. :)
— Mark