Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Death Guard - New Faction
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Update: 15 Aug @ 11:48am

Update: 21 Jun @ 1:55am

  • Removed the upgrade requirements for the upgrades 'Extra Vehicle Armour' and 'Smoke Launcher'.

Update: 18 Jun @ 7:14am

  • Added missing tooltip.

Update: 13 Jun @ 8:14am

Update: 14 Apr @ 12:39pm

Update: 14 Apr @ 12:35pm

  • Fixed an animation error with the Plaguereaper that crashed the game.

Update: 4 Apr @ 3:45am

  • Added the units affected by "Ground Flyers" to the upgrade tooltip.

Update: 29 Mar @ 5:43am

  • Added "Aura of Pestilence" to "Plaguereaper.
  • Changed cost of vehicles form pure ore to a mix of ore and biomass.
  • Moved cost of Astartes units more towards biomass.

Update: 2 Mar @ 4:47am

  • General AI improvements.
  • Added simple custom icons to every unit.
  • Added missing Armour Penetration boost for "Twin-Linked Assault Cannon".
  • "Miasmic Odour" now correctly decreases accuracy.
  • "Nurgles Gift" now reduced damage dealt by enemies, instead of increasing damage taken by enemies.
  • Corrected the Armour Penetration of the "Rusteater" trait for Power Swords.
  • Reduced damage of various Plagueweapons.
  • Reduced cargo slots for "Land Raider Pestilence".
  • Increased cargo slots for "Land Raider Venom".
  • Replaced "Plagueburst Crawler" with "Plague Crawler". A new midgame transport vehicle.
  • City growth now scales with the number of active blessings.
  • City production now scales with the number of active curses.
  • Added a custom model for "Rusteater".
  • Added new lategame unit "Plaguereaper".
  • "Slay the SIck" no longer increases damage against diseased targets, but increases the damage of diseases.
  • Added new researchable trait "Leechspore Casket". When infantry kills an enemy unit, nearby Deathguard vehicles get healed.
  • Added new researchable trait "Symbiotic Existence". While infantry is embarked on a transport vehicle, both the vehicle and the infantry gain additional healing.

    Previously Deathguard vehicles had no specific role or purpose and were an afterthought to infantry. Now they gain new strength when fielded alongside infantry. From the beginning the Deathguard was envisioned as an infantry focused faction and with this vehicles gain a niche of their own that still relies on infantry units.

    The changes to traits such as "Slay the Sick" result from a goal of turning the Deathguard into a resilent army that slowly outlasts its enemies. This changes reduce the direct damage of the Deathguard, but increase their longevity.

    Linking city growth and production to active blessings and curses is another way to move more of the factions focus into these mechanics. The Deathguard is to steadily grow in strength with each blessing and curse of Nurgle.

Update: 20 Feb @ 11:07am

  • Reduced armour penetration of "Plague Assault Cannon" and "Plague Pistol"
  • Removed "Disgustingly Resilient" from all marines units.
  • Reduced armour of all marine units by 1.
  • Reduced healing from "Gifts of Decay" from 3 to 2.
  • Moved Contagion Range Upgrades to research tiers 5 and 9.
  • Moved "Gifts of Decay" to research tier 5.
  • Moved "Cloud of Flies" to research tier 1.
  • Moved "Verminous Haze" to research tier 3.
  • Moved the loyalty building from research tier 3 to research tier 2.
  • Moved the housing building from research tier 2 to research tier 3.
  • Activating any blessing of Nurgle now grants damage reduction.
  • The cost of blessings of Nurgle now scales with the amount of active blessings.
  • Activating any curse of Nurgle now increases enemy damage intake.
  • The cost of curses of Nurgle now scales with the amount of active curses.
  • "Nurgles Gift" no longer grants passive armour for allies and armour reduction to enemies.
  • Cities are now limited to a range of 2 city tiles.
  • Loyalty penalty for additional cities has been reduced from 4 to 3.
  • Headquarter buildings of cities now produce less ressources.
  • The first 2 cities are now free to build.
  • The growth rate of cities has been heavily reduced.
  • The production speed of the construction building has been reduced. It now takes longer to build new buildings in a city. Additionally the construction buildings cost have been reduced.
  • Added a new tech to reduce loyalty penalty per city further.
  • Changed cost of "Plaguemarine with Plague Belcher" to pure biomass.
  • Changed cost of "Plaguemarine with Meltagun" to a mix of biomass and ore.
  • Increased number of "Nurgle Cultists" at the start of the game from 1 to 2.
  • Reduced number of "Plaguemarine" at the start of the game from 2 to 1.
  • Reduced the group size and health of "Risen Poxwalker"
  • "Aura of Pestilence" no longer increases disease duration, but now increases their damage.
    Some issues with previous versions of this ability caused the game to crash. As a result the ability has been revamped and received a new effect.
  • "Foul Constitution" now grants 10% of "Feel no Pain"
  • "Miasmic Odour" now reduces accuracy by 10% instead of 1.
  • "Inescapable Corruption" now increases damage to enemies by 10% instead of 20%.
  • Reduced the damage boost of "Slay the Sick".

    Overall the Deathguard was to strong previously and received nerfs and balance shifts across the board.

    Additionally the buffs and debuffs granted through "Nurgles Gift" have been reworked. Their cost now scales with the amount of active effects, making it more difficult to keep up all effects. Several effects also have been changed from flat modifiers to multipliers. Flat modifiers had the disadvantage of being of various strength through the different stages of the game and in different matchups. The new multipliers are more consistent in their effects across all stages of the game.

    From the very beginning the Deathguards economy was aimed at a larger number of cities with smaller population per city compared to other factions. The Deathguard now has only half the loyalty penalty compared to other factions, but their cities also only grow half as fast. As a result the Deathguard should now aim to have double the city amount to reach an comparable overall growth rate.

    One of the factions primary goals is to focus more power into its various blessings and curses and going forward expect more power to be shifted towards them if additional changes become neccessaty.
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