Aggressors – Dev Interview!

We had the chance to chat a bit with Pavel Kubat, developer of Aggressors, our epic upcoming 4x game set during Ancient Rome!
 
Matrix: First of all, thanks a lot for your time and congrats for the outstanding job with this game so far. What moved you to adopt the Ancient Mediterranean during the period of the rise of Rome as setting?
 
Pavel Kubat: The Aggressors was initially supposed to be released as a multimod game, but I eventually realized that this was simply not possible. Not just because we had a very small development team, but also because the amount of testing required and likelihood of bugs would not let us finish it. 

The Ancient Mediterranean was chosen to be the first mod to finish. Even in this phase I did not want to release just one campaign map. I wanted to give players hundreds of hours of fun straight away. Three different historical periods were attractive for me – the expansion of Rome, the conflicts between Sparta and Athens (and Greek city states in general) and the fall of the Roman Empire. Instead of parallel development of three mods, we started to work on three scenarios in parallel. Eventually we came to a crossroad where a very important question arose. Which is better? Is it three scenarios done well or one scenario polished into finest details? After a long discussion we decided to go for the second option. But not only that. We decided to extend the rules and historical feeling by introducing objectives tailored for each country and other features (which we will reveal soon in one of our upcoming dev diaries). This would simply not be possible to finish for all three scenarios. But don’t worry. They were not cancelled, just suspended, waiting for the day when they come back to life.

So, we decided to go for one polished scenario but which one? Don’t you think that the first release of Aggressors coincides nicely with the rise of Rome as a metaphor?
 
 

Horrors of the Warp – Khorne preview

A new day, a new Chaos god to showcase! Today it’s the turn of the Lord of Battle himself: Khorne.

 

 

Bloodletters

 

 

The Bloodletters form the core of the vast legions of the Lord of Battle. Believed to have been foremost amongst the Blood God’s followers in mortal life, their will is as implacable and blood-hungry as Khorne himself. Festooned with rippling muscles, knotted sinews and driven by an unparallel killing instinct, Bloodletters are fearsome opponents. In Horrors of the Warp they are very tough melee units that can fill an anti-tank role. In fact their Daemonswords can cut through any armor.

 

 

Bloodcrushers

 

 

The Bloodcrushers of Khorne are heavy cavalry from within the Realm of Chaos, massive Juggernauts, ridden into battle by deadly Bloodletters. Beasts of brazen brass and corded muscle, Juggernauts are massively resilient and incredibly strong – their charge powerful enough to smash any battleline in a single earth-shattering stampede. While the mighty Juggernauts trample and gouge at their foes, the Bloodletters whirl about them with their bloody hellblades, claiming ever more skulls for their rage-filled patron Khorne. In gameplay terms they can play havoc behind enemy lines, with the toughness to operate as lone attackers and enough attack power to deal the finishing blow to all but the most elite units.

 

 

Herald of Khorne on Juggernaut

 

The Herald asserts his will over the Juggernaut as a mortal would over a more earthly steed. Such a pairing is far deadlier than the sum of its parts. Should a foe survive the frenzied biting and goring of a Juggernaut, they are likely to be crushed beneath its brass body or cut down by the Jugger’s rider. With extremely high combat skill, attack power and maneuverability the Herald of Khorne specializes in assassinating high value targets, he is particularly good against enemy hero units. A powerful unit which specialty is, of course, killing.

 

Lord of Skulls

 

 

This massive Daemon Engine of Khorne is built in hell forges with the sole purpose of killing, maiming and burning its enemies until they are no more than a sticky paste under its mighty tracks. It is a pure infernal force, one which will sweep away any opposition. If you see a Lord of Skulls on the battlefield, you’ll need to throw everything you have at it, and then more. And even then it might not be enough.

It carries among the most powerful weapons in the game. Its devastating arsenal begins with the Hades Gatling Cannon, a long range anti tank weapon that is equally good against heavy infantry. Next we have the the Ichor Cannon, an extremely large flame weapon, capable of wiping out an entire army on its own. Finally it has a massive Great Cleaver of Khorne, giving it the most powerful melee attack in the game.

 

 

Order of Battle: Sandstorm is out!

The new expansion in the Order of Battle series, Sandstorm, is now out!

 

 

Relive the deeds and battles of Erwin Rommel in North Africa in a new dynamic branching campaign spanning all of the North African theater. Command tons of new units from the Italian army, navy and air force. Learn how to master a new type of battlefield: the desert is merciless and only those who know it well will triumph.

 

This is a big day for the Order of Battle franchise: on top of the release of Sandstorm we’re proud to announce that the whole Order of Battle saga lands on GOG.com!

 

And to celebrate this day, we’re about to launch a new sale on all Order of Battle products! Starting from today until May 23rd, the following games will be discounted:

 

U.S. Pacific – 75% off

Rising Sun – 75% off

U.S. Marines – 50% off

Morning Sun – 50% off

Blitzkrieg – 50% off

Winter War – 50% off

Kriegsmarine – 50% off

Burma Road – 34% off

Panzerkrieg – 34% off

 

Don’t miss this amazing chance to complete your Order of Battle collection! The offer is only valid for a few days, until May 23rd!

Battlestar Galactica Deadlock – Dev Diary #6 ‘The Broken Alliance’

Youd think theyd 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 hadnt even tried to aim anywhere else. Yknow, for sentient calculators.

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

Youve seen their fire control systems. That processing power alone–

Still doesnt match gut instinct. Doesnt 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 stations airlock. Maybe tomorrow well 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!
 
 
 
 
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
 
 
 
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.
 
 
 
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.
 
 
 
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!

Horrors of the Warp – Tzeentch preview

Today we start looking at the first in a series of previews on Horrors of the Warp, the upcoming expansion for Warhammer 40,000: Sanctus Reach.

Each of these previews is dedicated to a different god of Chaos and the new units which serve them. Let’s start with the Changer of Ways, the Great Conspirator, the Architect of Fate: Tzeentch!

 

Horrors of the Warp comes with five units completely and exclusively devoted to Tzeentch.

 

Pink Horrors

 

 

Luminescent daemons, always gibbering nonsense, always flailing and whirling their arms: they are a real threat and shouldn’t be underestimated. They are one of the few ranged units available to Chaos daemons (otherwise a very melee oriented army) and are able to summon and blast unnatural fire on their enemies. They are extremely effective in large numbers. Pink Horrors are cheap and plentiful, so you can swarm your opponent with these. They are Tzeentch’s foot soldiers.

 

 

Flamers of Tzeentch

 

 

Daemons spouting blue wyrdflame on enemy lines. They are the Chaos Daemons only flamer unit, and should be used with caution. They are very fragile and if attacked they will fall rather quickly, but if employed properly they can be devastating, decimating enemy ranks with their AoE flaming attacks. They are a flying unit, meaning they can hover over any obstacle and their movement is not restricted by terrain. Their enhanced mobility is an incredible tactical asset. Position them and then unleash literal hell on the servants of the Imperium!

 

 

Screamers

 

 

Screamers dart in the sky and then descend upon their prey, their wailing cry deafening. They slash with their horns and fins and bite their opponents with their fanged maws. In gameplay terms they are a fast flying unit with the advantage of having great mobility but hindered by their fragility. They are excellent to harass the enemy, and can be employed to strike at specific weak points in the enemy formation.

 

 

Herald of Tzeentch

 

 

No one is safe from a Herald of Tzeentch. Bolting on its Disc wherever the enemy formation is most vulnerable, it will decimate entire ranks of its opponents with its spells and arcane warp powers. In game, it has exceptional mobility due to its hovering Disc, and it is capable of unleashing terrible powers. It can attack from range, buff other Daemons and even use a truly devastating Vortex spell that will deliver great damage to any unit in the area and slow down anyone trying to flee from it. The Herald can turn the tide of any battle. Fear it!

 

 

Soul Grinder of Tzeentch

 

 

A powerful Daemonic entity coupled with a mighty Infernal machine: this killing combination is a threat to be reckoned with. This particular Soul Grinder is devoted to the Lord of Change, and will form the armored spearhead of the daemonic hosts, using its massive firepower to hammer the enemy lines, covering the rank-and-file troops of the Dark Gods as they close in with the enemy. In gameplay terms, the Soul Grinder can certainly take a beating! It’ll take several turns to take it down, and you’d best attack it on the rear. It has devastating firepower and is extremely strong in melee. Beware.

 

This is it for the Changer of Ways… surely He will be pleased with his servants. We hope so at least!