Warhammer 40,000: Gladius - v1.4.3 Update

Warhammer 40,000: Gladius Relics of War brings you to a world of terror and violence. Four factions will engage in a brutal war for dominance over the planets resources.
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AlbertoC
Slitherine
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Joined: Wed Mar 09, 2016 5:22 pm

Warhammer 40,000: Gladius - v1.4.3 Update

Post by AlbertoC » Wed Nov 27, 2019 3:22 pm

We’re rolling out a new update for Gladius! It’s been in beta for a couple of weeks, and we’d like to thank all those who have given us feedback and suggestions.

This update addresses the costs of several units that were performing too well compared to their counterparts of other factions, as well as buffing some underused upgrades. We also doubled the regeneration of Necrons as well as Orks in Orkoid Fungus, because these are iconic concepts and simply were too weak considering the prevalence of focus fire.

We are eager to hear what you think. You can download the update from the Members' Area.

Version 1.4.3 Changelog:

## Balance
* The Maulerfiend's Lasher Tendrils now reduce attacks by 33% instead of 1.
* The Venomcrawler's Devourer of Souls now grants +2 hitpoints instead of +10%, keeping it in line with other regeneration.
* Increased Heldrake cost and upkeep by 50%.
* Increased Defiler cost and upkeep by 33%.
* Reduced Daemonforge damage bonus from +33% to +25%.
* Increased Tyranid Prime Adaptive Biology from +15...+45% to +20...+60%.
* Increased Vindicator cost and upkeep by 33%.
* Changed Captain's Deeds of Glory influence gain from +4...+8 to +2...+6. The skill provided too much influence and with the improved Space Marines economy they are less dependent on it.
* The Captain's Orbital Bombardment is no longer affected by the Captain's level, items and status effects.
* Removed Fortress of Redemption cooldown getting slightly reduced by city tier upgrades.
* Increased Orkoid Fungus healing from 1 to 2.
* Increased Fear Da Orks influence bonus from +25% to +33%.
* Increased Grot Scavengers ore bonus from +25% to +33%.
* Increased The Lord's Command influence cost reduction from -25% to -33%.
* Increased Reanimation Protocols and Living Metal healing from 1 to 2.
* Increased Reanimation Protocols and Living Metal healing bonus from +25% to +33%.
* Increased Accelerated Regrowth healing bonus from +25% to +33%.
* Increased Tesla attacks from +33% to +50%.
* Increased Immortals cost and upkeep by 33%. With the Tesla and Reanimation Protocols changes these need to be a bit costlier again, which also goes with their status as elite troops.
* Mindshackle Scarabs now directly reduce the morale of the target enemy unit by 4/8/12 instead of causing Fear.
* Tiles with Necron Tombs are now guaranteed to have at least +20% resources in total (production and loyalty count double).
* Slightly increased Necron Tomb density.
* Increased Regeneration healing from 1 to 2.
* Reverted Stealth only granting ranged damage reduction if the unit has action points left.
* Increased Void Shield Generator cost and upkeep by 33%.
* Reduced Void Shield Generator hitpoints from 32 to 16.
* Reduced Noctilith Crown hitpoints from 36 to 24.
* Changed Void Shield, Kustom Force Field and Telekine Dome from stacking ranged damage reduction to non-stacking ranged invulnerable damage reduction.
* Halved death morale gain and loss from 1 per experience value to 0.5 per experience value to make morale less swingy.
* Halved morale regeneration from 20% to 10%.

## General
* Unit action buttons, item buttons and cargo buttons now show their keyboard hotkey in their hint.
* Spectators no longer see "Enemy Turn" in the center of the screen and "Please Wait" on the end turn button.
* Unit overlay now shows the amount of cargo a transport is carrying -- white if any units can be unloaded, gray otherwise.

## Bug Fixes
* Fixed Void Shield Generator cost increase not working properly.
* Fixed Big Mek benefitting from 'Eavy Armour (they already have Mega Armour).
* Fixed debug panel cooldown button not affecting items.
* Fixed Warboss dying when increasing Big Boss level.
* Fixed a crash that would happen when two cities try to acquire the same tile at the same time.
* Fixed Quantum Shielding going on cooldown when toggled off.
* Fixed wildlife unleashing when damaged by Wire Weed.
* Fixed spectators unlocking "Life, But Not As We Know It".

## Modding
* Percentages in the WorldParameters.xml now count against total land tiles instead of remaining placement candidates. Some values have been adjusted to give similar worlds as before.

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