BSG Deadlock - Dev Diary #6 "The Broken Alliance"

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AlbertoC
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BSG Deadlock - Dev Diary #6 "The Broken Alliance"

Post by AlbertoC » Tue May 15, 2018 9:59 am

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

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

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

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

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

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



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


Blueprint For Success

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

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To start with, under the wireframe we have the basic data; hull points, armour and available slots. Easy on-hand information to determine which ships have the better armour ratings, and which units provide the firepower or squadron support.

However, it’s the new information panel on the right that gives us the deep dive on each individual ship. Here we display a breakdown of every bit of info a Commander needs, including build data, turret battery placements, and a quick reference for all of the unit’s unique subsystem advantages and penalties.


Pieces On The Board

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


Squadron Updates

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

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

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On the other hand, Clothos has been improving the field ECM technology of the Wardriver units. While not hacking, these agile tech utilities can activate jamming mode, which disrupts the navigation systems of all hostile squadrons in its local area. Additionally, the Wardriver can attempt to hack any guided munition that enters its jamming radius, giving it a chance to redirect the munition back at the cruiser that originally launched the missile.

That’s everything for now, nuggets. We can’t wait to share all of these updates with you, and appreciate your patience. So say we all!

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