After a period of waiting, we are finally ready to share with you that the highly anticipated Warhammer 40,000: Armageddon is releasing on the 26th of this month!
With the beta well underway, we are currently making the final changes to the game based on community feedback. Developed by Flashback Studio and the Lordz Games Studio, Warhammer 40,000: Armageddon is designed to bring the Warhammer 40,0000 universe to life in a deep and rewarding strategy gaming experience.
In “Armageddon”, you will be able to take part in the brutal second war for the planet in a fully narrated campaign, or one of the many multiplayer skirmish challenges. Fans will finally be able to lead the Imperial forces of the Armageddon Steel Legion and Space Marines from a variety of Chapters against the Ork invasion through over 30 scenarios, on the hostile terrain of the planet and its gigantic Hive Cities.
Click here to find out more on Warhammer: 40,000: Armageddon:
Please tell me this will have Orks as one of the multiplayer armies, and not just various imperial forces fighting one another.
I can't seem to find that detail anywhere.
Omg!!! Might the 40k universe move forward in its timeline? Nothing has really changed since the 13th black crusade campaign. That was so cool, I wish GW would do something like that again :(
Looking at the screenshots I'm really impressed by the unit variety; Stormeagle, Land Raider Helios and Tauros are all Forgeworld units and if even half the FW stuff available for all the factions is in game this could be really cool.
I too have fond memories of Rites Of War, will be looking out for this when it's released.
sockwithaticket wrote: Looking at the screenshots I'm really impressed by the unit variety; Stormeagle, Land Raider Helios and Tauros are all Forgeworld units and if even half the FW stuff available for all the factions is in game this could be really cool.
Yeah, its great seeing all those FW units.
Easy to mod they say? Looking forward to the Siege of Vraks mod
The PC version is coming now. iPad will be after Christmas but date TBD. Other platform may follow, but this still has to be decided.
You get a Steam key if you purchase from us direct, this counts for all games we have available on Steam.
So you don`t need Steam just a PC, but if you buy it on PC you get a Steam key for free.
Games are digital download, but we also offer DVD on Demand, so you can download and play the game direct and a boxed DVD version will be posted to you personally with a full colour manual and personalized DVD with printed name and serial number.
We also have no DRM, so you can install and play the game on as many devices you prefer, you just need your serial number.
I hope this answers some of the questions raised above.
Brother SRM wrote: Do you play games on a computer? It's kind of a necessity to, and super handy to boot.
Unfortunately I only have a dongle with which to access the internet and the ports for Steam are blocked for some reason. Financial reasons mean I cannot currently afford to set up proper broadband so, no Steam, no games, not much of anything really...
When we get a proper 40krts of epic or 40k, I'm in, but some old out of date game engine with new models tacked on (although done well) sadly I'm not interested.
Formosa wrote: When we get a proper 40krts of epic or 40k, I'm in, but some old out of date game engine with new models tacked on (although done well) sadly I'm not interested.
It looks like a really beautiful game, but it's definitely no Final Liberation. I would say for those who haven't played them, that as a Panzer-Corps style game it's more like a computerized version of a hex-and-counter WWII wargame. The terrain in each hex will just be giving a set modifier to the defense of the fighters that are sliding around on top, rather than true interaction where you are actually sheltering behind buildings and terrain. You could basically do this same thing with sprites for Steve Jackson Game's OGRE, and it would play exactly like the boardgame does in real-life.
Spoiler:
Final Liberation was awesome because it was like watching your Epic models come to life and move around the table. I can't believe another company has not been able to replicate that in the decades since then- even just in a generic sci-fi game if they can't get the 40K IP!
I'm a big fan of commands and colours and other hex-based wargame systems, so having a 40k flavoured hex game, on the PC, appeals to me on a depth I don't think words can really describe... it's primal. But, no, it's not an RTS - we've got Dawn of War 1 and 2 - and no, it's not Final Lib reheated either...
It's true. I will want to play a game involving my favorite IP, but I think that in current video games terms, the Battlelore tablet game coming out from Fantasy Flight Games is more like I really want a miniatures game-into computer game involving 40K to function like.
AegisGrimm wrote: It's true. I will want to play a game involving my favorite IP, but I think that in current video games terms, the Battlelore tablet game coming out from Fantasy Flight Games is more like I really want a miniatures game-into computer game involving 40K to function like.
Formosa wrote: When we get a proper 40krts of epic or 40k, I'm in, but some old out of date game engine with new models tacked on (although done well) sadly I'm not interested.
You'll have to eexplain the facepalm as nothing I said was unreasonable
Formosa wrote: When we get a proper 40krts of epic or 40k, I'm in, but some old out of date game engine with new models tacked on (although done well) sadly I'm not interested.
You'll have to eexplain the facepalm as nothing I said was unreasonable
I was trying to be subtle, I definitely don't want to have it out with you but since you've asked for an explanation: no I don't think it's particularly reasonable to jump into the thread discussing a turn-based game and pronounce that it doesn't interest you because it isn't an RTS - no other meaningful criticisms than that, just some twaddle about the engine being "out of date" and the models looking "tacked on".
Imagine if everyone felt the need to flatly state their disinterest in every thread that doesn't interest them? "When we get a new Blood Angels codex, I'm in, but some old out of date Nids codex with new units tacked on sadly I'm not interested." Imagine writing that post in the nids rumour thread.
Good grief. Late 90s called and they want their graphics engine back. Retro nostalgia is so overrated.
Still, it's something I can probably play on my work/travel laptop and it's got shiney 40K units... if it is sufficiently cheap on Steam, I think I'll be getting it.
Hey guys, I signed up for the Beta Program, I got the little e-mail for signing-up, but I didn't get a little beta key. Is there something that I missed?
Nope sorry... I hated Rites of War with a passion. I found it an awful, terrible game with the only redeeming qualities being the cutscenes and seeing the Eldar come alive properly for the first time for me.
Now, Final Liberation on the other hand that was... Wait for it...
I also loved Chaos Gate, when it wasn't being a buggy, crashy mess.
However, I could never figure out how people could actually win the game. You never really seemed to be able to carry enough ammo to actually take down the number of enemies that appeared on a map. But then, I suppose I was quite young at the time and less experienced with strategy pc games.
AegisGrimm wrote: It's true. I will want to play a game involving my favorite IP, but I think that in current video games terms, the Battlelore tablet game coming out from Fantasy Flight Games is more like I really want a miniatures game-into computer game involving 40K to function like.
I didn't even know that was a thing. Android?
It's coming out on iOS, Android, and PC. As far as I can tell it's a computerized version of the current version of Battlelore, with a campaign mode and same-network wireless multiplayer, so I can play it with the wife or my buddy.
AegisGrimm wrote: It looks like a really beautiful game, but it's definitely no Final Liberation. I would say for those who haven't played them, that as a Panzer-Corps style game it's more like a computerized version of a hex-and-counter WWII wargame. The terrain in each hex will just be giving a set modifier to the defense of the fighters that are sliding around on top, rather than true interaction where you are actually sheltering behind buildings and terrain. You could basically do this same thing with sprites for Steve Jackson Game's OGRE, and it would play exactly like the boardgame does in real-life.
Spoiler:
Actually try Panzer General series. I've been playing the original Panzer General for some time and the campaign system was quite a dynamic one. Innovative by the standard of the day. each unit has 'member points' counter.. that is a unit combat strengh does drop should a unit lose its member in combat. not a generic hit points system found in RTS. yet there's one lil question. How 'big' one game unit represents an actual military units in real life? what does one 'Infantry' unit in game represents?
A. One infantry squad (ten men)
B. One infantry platoon (25-55 men)
C. One infantry company
Final Liberation was awesome because it was like watching your Epic models come to life and move around the table. I can't believe another company has not been able to replicate that in the decades since then- even just in a generic sci-fi game if they can't get the 40K IP!
Spoiler:
It uses classic Epic rules not the modernized one I think.
Formosa wrote: When we get a proper 40krts of epic or 40k, I'm in, but some old out of date game engine with new models tacked on (although done well) sadly I'm not interested.
You'll have to eexplain the facepalm as nothing I said was unreasonable
It's like going into an announcement about Civ V and slagging it off as outdated because you can't control the battles like in Rome: Total War. It's a different type of game altogether.
It's a hex based war game. So it will not do things that you would not find in a hex based war game. As a type of game, it's no more outdated than chess is outdated as a board game. Maybe this particular game isn't innovative or well executed, but you couldn't judge that just based on the genre.
The PC version is fun, but the 3rd edition tabletop version wasn't well recieved and is probably the worst of them. The later Epic: Armageddon fixed its problems but that was far after Final Liberation
Actually Final Liberation used the Steel Panthers engine for the game. GW never lets computer games use all their minis rules for fear that we would stop buying minis.
Personally since they don't really make epic anymore, I would love an honest, accurate computer version.
I hope this is more Final Liberation than Rites of War. Again, as a previous poster stated, I loved the cut scenes in that game, but the game itself was nigh on impossible to play. Final Liberation was one of the best games I've ever played. I read a review from 2011 (note that the game was released in 1997) which rated the game at 8.2/10. How many other games have stood the test of time like that?
Chaos Gate was also incredibly enjoyable but so so difficult.
The PC version is fun, but the 3rd edition tabletop version wasn't well recieved and is probably the worst of them. The later Epic: Armageddon fixed its problems but that was far after Final Liberation
Nope!
FINAL LIBERATION was based on Space Marine/Titan Legion - and in no way on the bland 'game' that was 3rd edition!
vadersson wrote: Actually Final Liberation used the Steel Panthers engine for the game. GW never lets computer games use all their minis rules for fear that we would stop buying minis.
Personally since they don't really make epic anymore, I would love an honest, accurate computer version.
Thanks,
Duncan
Is this the reasons why weapon lists seen in FL is very coarse compared to ones seen in tabletops? For example 'Bolters in FL refers to ANY bolt weapons in 28mm 40k games and Ork shootas of any grade' right?
I'm interested in this because I can play it on the iPod. But, will I only be allowed to play the 30 missions in the campaign or can I make custom missions or play as Orks? If not then I'll pass.
Did anyone else get a beta key? I hear some people did, but I don't know if everyone is supposed to get one...
Is that the case? Some people get it, some people don't? I asked earlier if there was some mistake that I didn't get the beta key, but no one said anything.
Get ready to fight for the planet of Armageddon. Follow closely the words of the Imperial Inquisitor Horst. In his transmission, he introduces you to the Warhammer 40,000 universe and the mineral-rich planet of Armageddon. This is indeed a well protected planet, but how will the Steel Legion fare against a massive Ork invasion?
Warhammer 40,000: Armageddon is releasing next week on the 26th of November.
The gameplay trailer will include the gameplay. Coming soon!
We had to get the final impact explosions in to record that and we only integrated them a couple of days ago
oh yeah I see that now ! never even heard of that game, but it does look like a mirror of it... I may have not read previous posts cover to cover but I hope its a facebook/iPad game.
I'm seriously disappointed in the lack of animations between units, and units traversing the landscape. Huge missed opportunity, I was really hoping for something closer to Advanced Wars I suppose. I'll give the demo a try if there is one but it is quite a disappointing result :(
It looks alright but yeah, I definitely wish there was some animation going on. The real life explosions look kinda cheesy too. Hopefully there's music in the full version, as that's sorely lacking here. That being said I'm still looking forward to this game.
Scrub wrote: I'm seriously disappointed in the lack of animations between units, and units traversing the landscape.
Yeah same here. It all looks too static. Final Liberation had more animation than this and it is nearly twenty years old. Still, will give it a go - might be fun to play if not so nice to look at.
I would urge you to immediately remove the above link.
As it illegal footage of very incomplete early Beta builds.
These testings are under strict NDA and this illegal footage has been reported to Games Workshop, Slitherine and YouTube.
And will be removed asap and legal actions will be implemented to anyone who distributes for copyright infringements.
Moderators we urge you to immediately remove this link....
So again remove the link, it is also very damaging as people might consider this as close to final and this is far from it. Animations are missing or largely placeholders, terrain is unpolished, music and SFX are missing, placeholder art shown... this is not how the game will look on release.
We will in the coming week show video footage of the final product.
Begel Dverl wrote: Did anyone else get a beta key? I hear some people did, but I don't know if everyone is supposed to get one...
Is that the case? Some people get it, some people don't? I asked earlier if there was some mistake that I didn't get the beta key, but no one said anything.
Begel Dverl wrote: Did anyone else get a beta key? I hear some people did, but I don't know if everyone is supposed to get one...
Is that the case? Some people get it, some people don't? I asked earlier if there was some mistake that I didn't get the beta key, but no one said anything.
Begel Dverl wrote: Did anyone else get a beta key? I hear some people did, but I don't know if everyone is supposed to get one...
Is that the case? Some people get it, some people don't? I asked earlier if there was some mistake that I didn't get the beta key, but no one said anything.
As Iain from Slitherine publishing stated on Steam Warhammer 40,000: Arnageddon is absolutely the start of a series and we expect it to be one of if not the biggest we've ever created.
The initial contract with Games Workshop is a 3 year plan with multiple releases.
So there will be plenty more coming in the future and we plan to support, improve and expand this series for some years to come.
For sure there will be video AAR`s, a whole bunch of reviews and more PR coming in the coming days and weeks ahead...
That is complete and utter bull; 240 by 320 all square pixels compared to our 5000-25.000 polies high res 3D renders...
You have no idea 350 units each taken 7-8 days to create in 3D, textured,rigged and rendered. This not counting research, GW approval and correction time that each individual unit has gone through.
With all due respect, you have no idea what you are talking about, have a good look when you have the game and put it next to your `90`s units.
But hell yeah, it is turnbased strategy, with solid and fun gameplay, but it has no GTA V graphics, so it must be terrible....!!!
Try it out for once and you will be converted, instead of being prejudice... ;-)
Looks Please don't bypass the language filter like this. reds8n final liberation looked far better and that was in the 90s. This has no real scale troops are as big as a tank what a fecking joke no effort has been put in the game design let's churn out crap and there is bound to be some people that will buy it. At the very least it should have been like final lib seriously a lazy dumb approach to a game let's make a game that's worse graphics worse engine than a game 2 decades ago.
Fantastic rather sick of utter crap game design and people praising it
Automatically Appended Next Post: Watched that trailer posted the guys voice is fecking awful
My apologies, we have them on all forums and in this business now for 14 years, so my mistake, sleep deprivation got the better of me...
I will post again when I have some new stuff to show, all I can say that the team behind the game worked their bullocks off with a great passion and respect for the amazing WH40K lore, I hope it shows in the end and a lot of you will enjoy the game.
It might be the fact that I only really played computer games between about 1999 and 2005, with the odd 40k game since, but I really see no problem with anything that's been shown in the screen shots so far and I look forward to the stuff you said you'd post over the next week.
pretre wrote: Looks a lot like Final Liberation to me.
The only similarity is that the Imperal forces are under the leadership of a tough Commissar (In FL. Commissar Holt led the Imperial Forces, in Wars of Armageddon (2nd and 3rd). Yarrick led the Imperial military to his feud against Ghazgull. As I.. and some has said before. the gaming is different. the FL follows Steel Panther gameplay, Armageddon plays like Panzer General series.
Get ready to fight for the planet of Armageddon. Follow closely the words of the Imperial Inquisitor Horst. In his transmission, he introduces you to the Warhammer 40,000 universe and the mineral-rich planet of Armageddon. This is indeed a well protected planet, but how will the Steel Legion fare against a massive Ork invasion?
Warhammer 40,000: Armageddon is releasing next week on the 26th of November.
1. Armageddin is located naer the middle of Galaxy.. actually Segmentum Solar. NOT FAR from Capitol world of Terra. (but not as near as Catachan). I'm not convinced that the Tau can set foot on it. their warp tech was not as advance as what human race has. Necrons and Nids are more likely to reach this world because the two had different 'Faster than light' travel tech/methods. Eldar already had webway gates there... but Tau???? why narrator added this race to the contendor for Armageddon?
2. Lil Reviews.... Brit English narration sucks! Why the studio chose british accent over Americans (Which i'm more familiar with it... actually DoW narrator speaks American english)??
Here are some teaser videos about the different weapon systems we have in the game Warhammer 40,000: Armageddon.
Units can have a maximum of three different weapons systems in this game, each with their own combat statistics and characteristics.
We have given each weapon it`s own unique visual, sound and impact effect. And this has all been done with approval and guidance by Games Workshop.
So the weapon systems should sound, fire and explode as intended within the fantastic lore of Warhammer 40,000 created by Games Workshop.
Chosing to use the right weapon system against your foe is a big part of gameplay, especially as we have ranged weapons, mastering the game will require to study this more closely.
Not everybody may have a big knowledge of all the main weapon sytems used within the Warhmmer 40,000 fantasy lore, so also for them these videos might be useful.
Underneath two weapon system video`s:
and
Next we are working on some cool ingame gameplay video`s and some more stuff is coming prior to release upcoming November the 26th 2014!
Have fun watching,
Tim aka LZ
P.S. There were some slight amendments done on the final GFX that are in the game...so the final versions in the actual game might vary slightly from these test video`s.
There were some changes made and requested based on these test video`s, I cannot recall out of my head which ones, but be sure the final ones that are in the game were all approved one by one by Games Workshop.
The same counts for the 325+ units, the terrain, the sound effects, all concept art, in fact everything in the game has been consulted and approved piece by piece, of course with such a massive amount of detail we or even Games Workshop could have overlooked something... we are human after all...
But the research, quality control and strict Games Workshop approval and fantastic guidance should hopefully result in a smile on the face of every true Warhammer 40,000 lore fan.
But if you spot stuff in the game, report it and we will look at it, consult with Games Workshop, and if needed correct or replace any mistake that is spotted.
^ it looks like that the gameplay may looks rather like Steel Panther than Panzer General?
ALSO the Autocannon sound effect in this game sounds like it fires three shots per turn rather than two! In the actual game AC serves the function of 37mm repeating cannon or anti-aircraft weapon (Hydra is an actual AAA)
Slitherine just sent out an email entitled "Warhammer 40k Armageddon Beta Test", but it was a "sorry, the beta is over and you didn't get in" message rather than an invite. You raised my hopes and dashed them quite expertly! Bravo!
I hope those weapon animations are meshed better with the actual unit that is firing the weapon, currently it looks like the unit is just a static 2D image with an effect coming out of it. -_-
In comparison, in Final Liberation each units firing animation was incredibly detailed as weapons lit up the firing vehicles hull and recoiled on the actual unit animation. Infantry squad members animated when the fired weapons and were sometimes lit up as they fired there weapons in a brilliant display of sprite work at such a small scale, these effects differed depending on what direction of the 8 available that the unit was facing. As I recall units like Titans could have as much as 5 different weapons, with lifta-droppa's actually moving a unit around the map.
I'm afraid I'll have to pass on this one if the animations remain dull in the demo version of the game.
Bull0 wrote: Slitherine just sent out an email entitled "Warhammer 40k Armageddon Beta Test", but it was a "sorry, the beta is over and you didn't get in" message rather than an invite. You raised my hopes and dashed them quite expertly! Bravo!
Final Liberation was awesome because it was like watching your Epic models come to life and move around the table. I can't believe another company has not been able to replicate that in the decades since then- even just in a generic sci-fi game if they can't get the 40K IP!
Not sure if serious. Final Liberation was played out on a square grid, with the exact same rules as normal hex and counter games that you decry (incidental "cover" just reducing your probability to be hit, etc)
RedSarge wrote: I hope those weapon animations are meshed better with the actual unit that is firing the weapon, currently it looks like the unit is just a static 2D image with an effect coming out of it. -_-
In comparison, in Final Liberation each units firing animation was incredibly detailed as weapons lit up the firing vehicles hull and recoiled on the actual unit animation. Infantry squad members animated when the fired weapons and were sometimes lit up as they fired there weapons in a brilliant display of sprite work at such a small scale, these effects differed depending on what direction of the 8 available that the unit was facing. As I recall units like Titans could have as much as 5 different weapons, with lifta-droppa's actually moving a unit around the map.
I'm afraid I'll have to pass on this one if the animations remain dull in the demo version of the game.
On the 26th of November, the day of its release, we will be playing Warhammer 40,000: Armageddon live during our weekly Twitch streaming session! Our very own Iain McNeil, will guide you through the game, playing one of the over 30 nail biting scenarios as he tries to save Armageddon from the Ork invasion. This will be the first time we are showing live gameplay of the game, so be sure to drop by on the 26th at 20:00 CET / 14:00 EST!
Final Liberation was awesome because it was like watching your Epic models come to life and move around the table. I can't believe another company has not been able to replicate that in the decades since then- even just in a generic sci-fi game if they can't get the 40K IP!
Not sure if serious. Final Liberation was played out on a square grid, with the exact same rules as normal hex and counter games that you decry (incidental "cover" just reducing your probability to be hit, etc)
Actually.....pretty serious. Final Liberation was absolutely not the same as playing games like Panzer General, which I also played back then.
The field may have functioned the same as hex-and-counter games, but the unit interaction (or at the very least an illusion therof) is much different.
I remember getting really annoyed with RoW because I just did not understand why, considering the huge size of the maps and the speed some units could move, the Max range for an artillery piece was like... 3 hexes and 90% of units had to stand next to each other before they could attack.
Final liberation had whole tank squadrons zooming around while titans with custom weapons fired at each other across the length of the map. It was glorious
Well its not on iPad yet. After watching some gameplay, 30$ is crazy for it. I wouldnt spend more then 3$...maybe. I'll stick to the Epic 40k Armageddon minis
"Humies is all weak scum that deserve ta get stomped.” (Ghazghkull Mag Uruk Thraka – Prophet of the Waaagh!)
A massive Space Hulk is drifting towards Armageddon with a fearsome Ork army on board. Led by the infamous and megalomaniacal Ork Warlord of Waaagh! Ghazghkull, the Orks are prepared to land on the planet and invade this precious Imperial Hive World. This colossal conflict for dominance of the planet is known as the Second War for Armageddon! In Warhammer 40,000: Armageddon, you have the opportunity to relive this epic fight between the Orks and Imperial forces including the troops of the Armageddon Steel Legion and three chapters of Spaces Marines: the Salamanders, Blood Angels and Ultramarines.
Today we are overjoyed to announce that the game is finally released and available on both our sites and Steam! In this hex-based, turn-based strategy game developed by Flashback Games and The Lordz Games Studio, players will fight alongside iconic characters such as Commander Yarrick and Lord Dante to repel the Ork invasion, protect the hives, and eventually liberate the planet from this perfidious alien attack. But the Orks are well equipped and hard-boiled soldiers, therefore only those commanders able to expertly combine their units, take advantage of their special traits and abilities, and understand the assets and dangers of their environment will have a chance to save Armageddon!
Thanks to its epic story-driven campaign with more than 30 scenarios, over 300 unit types, a multiplayer mode in which players can command both Ork and Imperial forces, and a powerful map editor, fans of Warhammer 40,000 should prepare themselves for a long and heroic journey across the surface of Armageddon!
We are offering a $10 discount to the early adopters during the week of the launch! We are also going to offer a free Steam key to anyone who bought a copy of the game from the Matrix Games or Slitherine store. You can grab your steam key by registering your copy here (Slitherine account required).
Get more information on Warhammer 40,000: Armageddon from the official website.
The iPad version is coming after the holidays, price to be decided but as our other iPad games they are full blown ports, we don`t dumped down ports, so the exact same game as on PC and with crossplatform multiplayer... I will keep you updated.
On a side note we just have this weeks our iPad games in a 50% sale... may soften up the waiting.
That is complete and utter bull; 240 by 320 all square pixels compared to our 5000-25.000 polies high res 3D renders...
You have no idea 350 units each taken 7-8 days to create in 3D, textured,rigged and rendered. This not counting research, GW approval and correction time that each individual unit has gone through.
With all due respect, you have no idea what you are talking about, have a good look when you have the game and put it next to your `90`s units.
But hell yeah, it is turnbased strategy, with solid and fun gameplay, but it has no GTA V graphics, so it must be terrible....!!!
Try it out for once and you will be converted, instead of being prejudice... ;-)
Sorry, all I see is this:
If I want TBS, i'll install HOMM. Even the second to last iteration looks way better than this. Seriously, a bunch of interns could've hacked this together. 7-8 days per model? For these 20-poly-blocks? yeah, good laugh. More like 7-8 days per whole faction, including textures. Nice enough for a mobile game or something you stick in a gameboy, but nothing I care to reserve hard drive space for.
I bit the bullet and am trying to learn the game... I will say, I LOATHE games with hidden information.
Using the math as the tutorial teaches, my estimated number of hits/wounds never remotely align with the game's estimates when I mouse over a unit I plan to attack... I mean, not even close.
The manual is just horrid, and as someone who writes manuals, and has been designing games all year, and in the past, I could never release so incomplete a test and call it a "manual".
The tutorials seem value rich, but as I said, their logic doesn't seem to align with real-game execution. The game for example will say a unit has 50 attack, and your target 50 defense. The tutorial tells you when the two are a wash, you have exactly 50% chance to wound.
So looking at number of times a weapon will shoot, and number of "models" represented alive in the unit, and taking into account cover and armor-piercing as the game teaches, should give you a broad stroke idea of what you will do.
So when I mouse over the target, why does it then tell me i'll suddenly kill approximately two or three times more?
Automatically Appended Next Post: I say all that, incidentally, meaning no disrespect.
I have worked in the video-games industry for a decade plus... I appreciate how hard the work is, and certainly know it is hard to not take criticism personally. I am in no way suggesting the team is anything but cool, hard-working folks.
But in this day and age, players do have expectations of production values, which include things like completeness of information, usability, etc... and for a $30 (normally $40!!!) game to feel so woefully incomplete at launch, is troubling.
I obviously bought this looking to support the team, and the IP and don't regret that, but I would say this game is a good many content patches away from remotely justifying the asking price.
The combat is a bit unpredictable at the moment but that's my only criticism, I've been having a blast with it. I'm used to getting roundly fethed by the RNG in turn-based games, it doesn't really bother me, but I don't fully understand how the combat resolution works and the manual isn't much help either so I'm pretty much going by wit and I shouldn't have to. Still, the fact that going by wit is working is a good sign for the strength of the sim, but there's more to be done. Even so, "woefully incomplete" is a bit dramatic, imo. Don't even know what to say about Kosake's KKND screenshot, I think it's pretty self-evident that the two don't really compare visually. Sure, if you like cartoon graphics, KKND looked great, particularly for its' time. The technical gulf between the two implementations is so large, though, that it's very hard to take the comparison seriously, if that was in fact the intention.
That is complete and utter bull; 240 by 320 all square pixels compared to our 5000-25.000 polies high res 3D renders...
You have no idea 350 units each taken 7-8 days to create in 3D, textured,rigged and rendered. This not counting research, GW approval and correction time that each individual unit has gone through.
With all due respect, you have no idea what you are talking about, have a good look when you have the game and put it next to your `90`s units.
But hell yeah, it is turnbased strategy, with solid and fun gameplay, but it has no GTA V graphics, so it must be terrible....!!!
Try it out for once and you will be converted, instead of being prejudice... ;-)
Some of you might be acquainted with my resume, including the fact that my first degree was for CG from AIP. This looks an awful lot like Panzer General 40k edition. I highly doubt that they took a week each, since many of them have resources that can be reused with other models. As far as getting GW approval, I can agree that takes a lot of time, even when working directly for them. I can't say I expect much by way of graphics, but I would expect you to do better than the Steel Legion mod team for Dawn of War 1. Instead, I'd say they did a much superior job than you, years ago, with no budget.
BaronIveagh wrote: This looks an awful lot like Panzer General 40k edition.
Kinda looks exactly like that, since that's basically what it is. I guess I don't really understand why that's a problem. I'm definitely no expert on CG, in fact I don't even know what an AIP is, but I'm enjoying the game and think it looks pretty enough. Not sure when hating on 2D turn-based PC games from small studios for their graphics became a cool thing to do. I clearly can't interface with this discussion at all so I'll bow out and enjoy my game in peace.
BaronIveagh wrote: This looks an awful lot like Panzer General 40k edition.
Kinda looks exactly like that, since that's basically what it is. I guess I don't really understand why that's a problem. I'm definitely no expert on CG, in fact I don't even know what an AIP is, but I'm enjoying the game and think it looks pretty enough. Not sure when hating on 2D turn-based PC games from small studios for their graphics became a cool thing to do. I clearly can't interface with this discussion at all so I'll bow out and enjoy my game in peace.
ah, you misunderstand. I wasn't saying the game was actually bad (I loved Panzer General 2), though it IS overpriced for what it is, but instead that his reply to criticism about the game's graphics was a big pile of BS. If what he said is true, then his art department is run by trained chimps.
For the record, I am not saying the game is bad either. In fact, with some expanded communication of mechanics, I expect it'll be downright awesome.
But defending my "woefully incomplete"... If your .pdf instruction manual conveys none of the meaningful knowledge for combat resolution, yes, you're incomplete.
Complex games need to convey their ideas. They don't need to hold your hand, but it is still important enough that every AAA studio i've worked at has dedicated a whole staff spot to an individual who makes sure the gamer understands the interface and mechanics. Its a core tenet of modern game design, period.
If I can go through the commitment of a two-hour tutorial, and still come out the other side without the information needed to vaguely know how the game is calculating certain outcomes, it is a failure.
In table-top 40k, we know how to do the "math" of to-hit, to-wound, saves, etc... and thus can kinda guess outcomes. Here that is, theoretically in play, but then you mouse-over a target and get wildly different information than what the game just taught you.
However, I would have to echo that the combat interactions are a bit baffling.at times, especially between tanks.
For example I'll point a Leman Russ Vanquisher at some Ork tank and be told that I will knock off 5 unit strength from them but lose one myself. Fine, except that's rarely what happens.which makes planning almost impossible. When you're as outnumbered as you usually are in these scenarios not being able to rely on the information you're given makes the scenarios incredibly difficult to win.
Some extra information in the manual about individual weapons and what they are most effective against would be helpful, currently I'm going by what I know from 40k which is an ok rough guide, but no sufficient.
I just picked it up for the early adopter price, as this is a game I've been looking forward to for a while. I can't wait to get back home and play it! Turn based strategy is a great genre for this kind of game, and I'm glad you guys are keeping that old school gameplay style alive.
It was a little more expensive than I was expecting but I picked it up as turn based strategy is my favorite genre and I liked what I saw during the live stream.
I remember getting really annoyed with RoW because I just did not understand why, considering the huge size of the maps and the speed some units could move, the Max range for an artillery piece was like... 3 hexes and 90% of units had to stand next to each other before they could attack.
Final liberation had whole tank squadrons zooming around while titans with custom weapons fired at each other across the length of the map. It was glorious
I think you have a fundamental misunderstanding of what these games are. RoW, PzG, and similar games (including this one) use a marker to indicate where a formation is on the battlefield. It's why you often have infantry, vehicles, and terrain that are presented in three different scales, moving on a big, coarse grid, and why infantry might have to be one space away to affect each other - they're all only representative of larger units maneuvering on a large map. When they engage, it's an entire firefight, not just "this gun shoots twice like in the animation".
It's at a completely different scale to something like Final Liberation (which was a sort of 1:1 game, at least in terms of unit sizes and "tabletop" weapon ranges).
Games like this may not be your cup of tea, but at least understand what you're criticizing.
Bull0 wrote: Not sure when hating on 2D turn-based PC games from small studios for their graphics became a cool thing to do.
The moment said small studio decided to throw something that looks good by 1999 standards out for 40€ (so, 2/3rds of an tripple-A blockbuster game). Take a look. There are so many good and nice-looking games out there (Loadout, POE to name but two) who are completely free to play and yet manage to look pretty good. So don't even try to convince me this is a decent deal.
Bull0 wrote: Not sure when hating on 2D turn-based PC games from small studios for their graphics became a cool thing to do.
The moment said small studio decided to throw something that looks good by 1999 standards out for 40€ (so, 2/3rds of an tripple-A blockbuster game). Take a look. There are so many good and nice-looking games out there (Loadout, POE to name but two) who are completely free to play and yet manage to look pretty good. So don't even try to convince me this is a decent deal.
Comparing the graphics in a 2D turn-based strategy game to a shooter and a diablo clone. And using this as the basis for judging the game's value. I despair, I really do. There's so much more to a game than the visuals.
Anyway, the thing with the art is both sides seem to be pretty extreme - they're saying 9 days per unit, that's obviously crap, but on the other hand you've got people saying they're low-poly or fuzzy (straight up lie if you've played the game, they're sharp even if you zoom in really close) or that they look like a "gameboy game" or a PSX game, which is also self-evidently bogus. Legitimate criticisms - weapon effects don't always line up with the models, it could use some lighting on the weapon effects, I get all this. If you want animated units too, well, fair enough I guess, but that wasn't ever on the table, so what are you complaining about really
Bull0 wrote: Legitimate criticisms - weapon effects don't always line up with the models, it could use some lighting on the weapon effects, I get all this. If you want animated units too, well, fair enough I guess, but that wasn't ever on the table, so what are you complaining about really
This disappoints me the most because a few days ago when the linked gameply vid was leaked ahead of time:
Scrub wrote:I'm seriously disappointed in the lack of animations between units, and units traversing the landscape. Huge missed opportunity, I was really hoping for something closer to Advanced Wars I suppose. I'll give the demo a try if there is one but it is quite a disappointing result :(
Lord Zimoa wrote:@nettraper
I would urge you to immediately remove the above link.
As it illegal footage of very incomplete early Beta builds.
These testings are under strict NDA and this illegal footage has been reported to Games Workshop, Slitherine and YouTube.
And will be removed asap and legal actions will be implemented to anyone who distributes for copyright infringements.
Moderators we urge you to immediately remove this link....
So again remove the link, it is also very damaging as people might consider this as close to final and this is far from it. Animations are missing or largely placeholders, terrain is unpolished, music and SFX are missing, placeholder art shown... this is not how the game will look on release.
We will in the coming week show video footage of the final product.
Which strikes me as intimating that the units would be animated when clearly they are not and are, in fact, the same as in the leaked video.
I had stated previously that I would not bet getting this game if the unit animations did not meet an interactive and creative bar that I would have liked to see.
Sadly, despite claims from Lord Zimoa that the footage in the weapons "test" video* was not final, I watched several different Let's Plays up on Youtube today. It showed static units that just sit there as an effect flies from there 2D static image, this appears to be the reality.
The units do not move around the map, they slide, again very disappointing and frankly lazy. The joy of seeing infantry actually slog it across the Armageddon wastes is really lost, the rotation of tires and grind of tracks, gone.
The units do not appear to have any voice activation when selected, which makes this aspect feel very lifeless. ["Commissar?"]
As a plus - The narrated mission segments are a nice touch.
This is more suited to a mobile game platform, using limited assets to make the most of a not-quite gameboy style gameplay.
*PS: it strikes me as odd that a 'weapons test' video would be released only days from the actual release of the game.
Bull0 wrote: Not sure when hating on 2D turn-based PC games from small studios for their graphics became a cool thing to do.
The moment said small studio decided to throw something that looks good by 1999 standards out for 40€ (so, 2/3rds of an tripple-A blockbuster game). Take a look. There are so many good and nice-looking games out there (Loadout, POE to name but two) who are completely free to play and yet manage to look pretty good. So don't even try to convince me this is a decent deal.
Comparing the graphics in a 2D turn-based strategy game to a shooter and a diablo clone. And using this as the basis for judging the game's value. I despair, I really do. There's so much more to a game than the visuals.
Anyway, the thing with the art is both sides seem to be pretty extreme - they're saying 9 days per unit, that's obviously crap, but on the other hand you've got people saying they're low-poly or fuzzy (straight up lie if you've played the game, they're sharp even if you zoom in really close) or that they look like a "gameboy game" or a PSX game, which is also self-evidently bogus. Legitimate criticisms - weapon effects don't always line up with the models, it could use some lighting on the weapon effects, I get all this. If you want animated units too, well, fair enough I guess, but that wasn't ever on the table, so what are you complaining about really
Hey, I'm not judging a game by it's graphics alone. Provide a well-enough game mechanic and I'll play it. The thing is, if you want me to shell out hard cash, I expect that some work has been done to actually make that game. Taking something that existed before (and the devs have like a dozen or so similar games in their portfolio allready), doing some reskinning and maybe the odd new model or two just does not constitute enough work to justify a 40€ price tag.
For 40€ I can get borderlands pre sequel, and more work has been put into it's intro video than into this entire game here.
It may be that the game mechanics are really rad. It may be that it's fun to play. I'm a fan of RTS usually but I did love meself some Heroes of Might and Magic too. However, I'm not willing to pay more for this pile of pixels than I would for some mobile game, which is 5$ at the best of times.
Got the game graphics are a bit worse than civ when your battling . the stats for things are bit off for instance the leman Russ cannon that ignores cover (nova one i think) doesn't seem to, the punisher cannon is less effective than a hellhound and the list goes on.
The game is bit of the same over and over bare in mind not played it to long on 3rd real mission The tutorial is as always pointless helped with nothing.
The only plus is the game is tuff enough where that is just the flaws with weapons making it so or not is to be seen but the ai is woeful they will sit there and let you blow them away until a unit reaches a certain point on the map so no real ai but more a trigger event system rather blaten one at that but this being said the limited turns helps to force you forward
All in all would be around a 6/10 and that is only because it is 40k if it wasn't it would be around the 4/10 mark not worth the money but if you can get it free (gift card or what not) then it could be entertaining not tryed multiplayer not even sure it has one never looked but if it does it may be bit better
10penceman wrote: Got the game graphics are a bit worse than civ when your battling . the stats for things are bit off for instance the leman Russ cannon that ignores cover (nova one i think) doesn't seem to, the punisher cannon is less effective than a hellhound and the list goes on.
The game is bit of the same over and over bare in mind not played it to long on 3rd real mission The tutorial is as always pointless helped with nothing.
The only plus is the game is tuff enough where that is just the flaws with weapons making it so or not is to be seen but the ai is woeful they will sit there and let you blow them away until a unit reaches a certain point on the map so no real ai but more a trigger event system rather blaten one at that but this being said the limited turns helps to force you forward
All in all would be around a 6/10 and that is only because it is 40k if it wasn't it would be around the 4/10 mark not worth the money but if you can get it free (gift card or what not) then it could be entertaining not tryed multiplayer not even sure it has one never looked but if it does it may be bit better
There's some good honest feedback. If you want to pay 40€ for ~that~, go ahead, by all means...
Thank you guys was great to watch this, as you understand the game, love, research and work we all put into it:
they're saying 9 days per unit, that's obviously crap
>>>Within the game, this includes units for AI as Orks, all units in the editor and the units for planned for the expansions, we are now at 425+ units, not all of these are in the game YET, but eventually will be. And if GW allows we do some more....
Process how we worked. With a 10+ team on the units over the whole line, for a good 18 months per individual unit:
Initial intern research, collecting examples, going to GW for approval on examples and feedback, build 3D model, build texture, rig the unit. Internal check and corrections if needed, send unit to GW for approval. Pose the units in three mirrored poses for in game (battle view), render them out, check intern, do corrections, sign off intern, send to GW for final approval. Apply and test in game. Pose and render out the big units and side views ( eg. for purchase menu), check intern and correct, sign off intern, send to GW for approval. Apply and test in game.
Sure we talk crap here.... no problem if people don`t like the game, have comments, don`t like the art, freedom of opinion forever, but sick and tired of the insults and unfounded insinuations... have a nice weekend.
10penceman wrote: Got the game graphics are a bit worse than civ when your battling . the stats for things are bit off for instance the leman Russ cannon that ignores cover (nova one i think) doesn't seem to, the punisher cannon is less effective than a hellhound and the list goes on.
The game is bit of the same over and over bare in mind not played it to long on 3rd real mission The tutorial is as always pointless helped with nothing.
The only plus is the game is tuff enough where that is just the flaws with weapons making it so or not is to be seen but the ai is woeful they will sit there and let you blow them away until a unit reaches a certain point on the map so no real ai but more a trigger event system rather blaten one at that but this being said the limited turns helps to force you forward
All in all would be around a 6/10 and that is only because it is 40k if it wasn't it would be around the 4/10 mark not worth the money but if you can get it free (gift card or what not) then it could be entertaining not tryed multiplayer not even sure it has one never looked but if it does it may be bit better
I agree whit this.
4/10 seems about right.
But then again i find the whole Imperial guard vs Orcs a bit boring and generic. First war for Armageddon wold have been more interesting.
they're saying 9 days per unit, that's obviously crap
>>>Within the game, this includes units for AI as Orks, all units in the editor and the units for planned for the expansions, we are now at 425+ units, not all of these are in the game YET, but eventually will be. And if GW allows we do some more....
Process how we worked. With a 10+ team on the units over the whole line, for a good 18 months per individual unit:
Initial intern research, collecting examples, going to GW for approval on examples and feedback, build 3D model, build texture, rig the unit. Internal check and corrections if needed, send unit to GW for approval. Pose the units in three mirrored poses for in game (battle view), render them out, check intern, do corrections, sign off intern, send to GW for final approval. Apply and test in game. Pose and render out the big units and side views ( eg. for purchase menu), check intern and correct, sign off intern, send to GW for approval. Apply and test in game.
Sure we talk crap here.... no problem if people don`t like the game, have comments, don`t like the art, freedom of opinion forever, but sick and tired of the insults and unfounded insinuations... have a nice weekend.
So, 18 monts * 30 days = 540 days, divided by 425 units that's 1.3 days per unit. Yeah, that sounds about right. As for your process:
Initial research + collecting samples = we call that google picture search
gw approval = email "shall/can we use this one as reference?"
build model, texture, rigging, corrections.... = yeah, that's your work. Looks pretty nice for a mobile game i'd say.
gw approval = email "here, take a look, nice enough for you?"
Since you can work batches, I'm sure you don't have to wait for approval to start working on the devastator team once the basic space marine model has been approved. The way you write it, it sounds like you have to wade through an ocean of blood of slain bureaucrats and fallen programmers for every single unit. I understand that GW is a pain in your backside, but really, the 1.3 day average says it all.
Not going to argue anymore, you have no idea,,, really no idea at all. Waste of my time... you don`t like the game, no problem with that. Just don`t pretend you know anything about game development or licencing processes... but I`me sure you will keep on going.
I watched TB's videos. The lack of animations is a big turnoff for me. Final Lib came out years ago, you could select what weapons to fire (so you wouldn't be wasting Lascannon shots against infantry, for example), and when things died people within units fell over, and tanks exploded, and so on. They didn't vanish. And they didn't slide around - the walked/drove.
The actual sprites themselves, the terrain and everything looks great, and the unit variety is borderline obsessive with its depth. The weapon effects look really good. But the rest of it just looks so... sterile.
Just don`t pretend you know anything about game development or licencing processes... but I`me sure you will keep on going.
Zimoa, that might work over in Whineseer, but bluntly that really doesn't wash here.
Just FYI: you see HBMC over there posting how he thinks it's sub par. Yeah, that guy? Guess what, his real name is in more GW licensed products then you have employees in your art department. Mine is in one of GW's in house products.
Telling us that we know nothing is actually a bit laughable.
I did NOT address this as a general statement to all posters or let alone this community, you twist my words. Please don`t.
It was in response to a specific poster who claimed I was a liar. I did not address this to anyone else nor is it a general statement.
Have a nice weekend.
Automatically Appended Next Post: Hi guys,
Apparently some of you may have missed the day one patch 1.0.1 for Warhammer 40,000: Armageddon.
Steam users are all fine as the release version was already 1.0.1.
If you purchased from Slitherine or Matrix and you are playing the non-Steam version, please check on your main menu screen in the right bottom corner what the game version number is. It should say v1.0.1.
If NOT I advise you to hit "check for update" in the launch menu and follow the instructions or download and install the patch 1.0.1 manual and direct from here:
Automatically Appended Next Post: 1.00 to 1.01 Changelog:
Bugs Fixed:
- [BUG] Restarting scenario during AI turn can lead to some strange effects (like AI playing your units).
- [BUG] Purchase: select All factions, Artillery and Titan classes will be disabled, even though they are active when only Steel Legion is selected.
- [BUG] Under some unknown circumstances Upgrade button behaves odd
- [BUG] When choosing to upgrade a unit with transport, transport is not selected by default.
- [BUG] FoW and Undo check boxes do not work when starting a campaign (work fine in single scenario mode)
- [BUG] In MP first tab, click empty space where "Play" button normally appears. This will trigger scenario selection, and the program may get into bad state and crash.
- [BUG] Entering non-ASCII characters into edit boxes results in unpredictable behaviour, from garbage in edit box to crash. Need to filter non-ASCII characters.
- [BUG] It is possible to enter Tab symbol into login edit box. Login will succeed, but then MP flow will be broken.
- [BUG] Items in accept challenge list overlap list bounds. See "too many mp games up overwrites text.jpg" in root folder. Need to check other MP lists as well.
- [BUG] After surrendering a mission in MP, one can restart it via victory screen. This must not be possible,
- [CTD] During deployment phase, select any unit in the list, press P.
- [CTD] Start first scenario (Opening faults), open unit list, click transport icon of any non-selected unit
- A number of issues on 1280x1024 resolution.
New Functionality:
- Added version to starting screen
- Added caret to all edit boxes
- Added a number of new hotkeys
- Clicking stat and ability icons displays information about them
- Added tooltips to difficulty levels
- Added unit special ability icons to the UI sidepanel
- Improved presentation of AI moves
- Added custom strength plates to special units
- Added killed unit list
Unit Balance Changes:
Ork Kommandos have got their stickbombs back
Tankbustas gained Assault trait for their Tankbusta bombs
Skullhamma BattleFortress movement increased to 5 to better represent it's "supercharged triple-over-pressure turbo engine"
Deathrolla Battlefortress has had its Deathrolla weapon and Assault trait reinstalled
Price of many Ork Super Heavy tanks reduced slightly.
Traits 'notransport', 'titan', 'heavypull', and 'amphibious' have been added.
Notransport has been added to Rough Riders, Terminators, and Centurions
Amphibious has been added to Land Raiders
Land Raiders Hyperious and Helios have had their double quad Lascannons reduced to double doubles
Ork stormboyz have lost their ability to fly, but have gained increased movement speed to compensate
Titans can no longer enter Water hexes
Imperial Titans increased in cost
Stormsword and its 'upgrade' have been reversed for more logical unit progression.
Weapon file changes
All assault weapons now have a minimum Rate of Fire of 2. Some penetration weapons on assault weapons reduced to compensate.
Quake cannon gained indirect, bulky, and siege traits
Apocalypse Missile Launcher increased to rate of fire 6
Modified Bolter renamed to Combi Bolter
Gut buster Mega cannon increased to rate of fire 2
Volcano cannon range down to 4
Heavy Bolter Support and Shoota Support increased to Rate of Fire 4
2 Lascannons increased to Rate of Fire 2. Power, penetration, and weapon accuracy ratings all reduced
6 Lascannons increased to Rate of Fire 3
Demolisher cannon Rate of Fire increased to 4. Power reduced.
2 Flamers power reduced
Heavy Flamer power increased
Captain Tycho's Bloodsong now has proper ranged weapon stats
Grot Guided missile power and penetration increased
Scenario Changes:
CampScen4
Added river graphic
Campscen6B
Second AI Trigger now affects AI units on the entire map instead of just zone 2
Campscen7B
Fixed invisible settlement graphic
CampScen11
Named one Warboss unit
CampScen14
Added bridge graphics
CampScen15
Removed invalid unit
CampScen19
Changed Escort AI from ‘Move To’ to ‘Attacker’
Added one enemy Titan and some escorts
CampScen24
Fixed invisible settlement graphics
Multiscen8
Scenario now displays proper objectives when objectives are called up
MultiScen9
Scenario now displays proper objectives when objectives are called up
Gargantuan Squiggoth has lost his wheels
Other Changes:
Fixed Land Raider Achilles primary attack animation
not all of these are in the game YET, but eventually will be. And if GW allows we do some more....
Correct me if I'm wrong but doesn't Slitherine only have the license for Second War for Armageddon? If so that wouldn't leave that much room to expand.
According to the current official GW licence, we are allowed to work within the WH40K lore with material that has to do with the the Wars on Armageddon.
So this first release is the start of a games series, over the coming three years there will be much more content/updates/expansions/ etc. coming, but limited to the Armageddon Wars.
I cannot comment on what still is coming at this point just that this is the end of the beginning not the beginning of the end for this game series.
And we always try, listen and add anything the community desires for as extra, missing or lacking features and ideas, like we did in the Panzer Corps series. If we can and get enough time this series will become better and bettter, there is is much we still want to add, improve and do.
Little by little ones travels far...
But, yes you are right for races not covered within the Armageddon Wars... we cannot do anything official unless GW would eg. grant a new or extended licence.
The WH40K lore is so deep rich and fun to work in, we would consider it again an honor and privilege and with great pleasure would love to cover much more officially.
Of course modders can do what they want and I`me pretty sure we will see soon some quality free community mods covering more exotic races.
I just played through the tutorial missions. There's a dizzying amount of units to choose from! As someone who played Panzer General and Rites of War back in the day, this game's a welcome throwback to those old school games. I don't think it'll get as much love from me as Dawn of War, but I'm really enjoying it so far. The voiced conversations between missions are nice too, and fittingly acted. I'm looking forward to playing more, and seeing where this franchise can go!
I downloaded the game a couple of weeks ago, and I am currently about five or six missions into the first campaign.
First of all, I love the 40K universe, and am a big fan of the panzer general engine, so this was of course a no-brainer for me. I am glad that I lurk this site and stumbled onto this thread, otherwise I probably would have never known about this game.
The download and installation went smoothly. The game's graphics are crisp and pretty detailed considering the size of the units. The maps are highly detailed and really bring the world of Armageddon to life. There is a great selection of units from the guard and the marines. The missions are challenging, but fun. And I haven't bumped into any glitches.
I don't have anything negative to say about this game. It is a great value for the money, and I look forward to many, many hours of fun.
Keep up the great work! I will definitely be a returning customer.
we are pleased to announce v1.02 is now available. It contains a very long list of fixes. More than we though and were planning! The update is propagating so if your update button doesn't work now it should in 30-60 minutes!
Please note that some balance changes will only take effect when you start a new campaign. For example infantry unit size changes. If you want to continue an existing game you can work around this by upgrading your infantry to a different type and then back again and it will reset all your stats and you can continue with new fully sized squads.
You can see the full list below.
1.01 to 1.02 Changelog
Fixed bugs:
• Game screen sometimes goes black after Alt-Tabbing out of the game, changing desktop resolution or suspending the PC.
• Upon exiting and restarting the game, the voice volume slider resets to default.
• Some edit boxes miss caret.
• The description for Max Hit Points is missing.(IDS_HELP_MAX_HIT_POINTS)
• On square monitors main menu background image is cropped correctly now, but in Loading screen it is still distorted
• Killed unit list does not work
• The game now correctly displays custom scenarios from %My Documents%\My Games\ Warhammer 40,000 Armageddon\Scenario folder in scenario list. Both in single player and multiplayer mode.
New Features:
• Changes in unit panels in main UI:
o Added unit’s faction icon
o Added tooltip to experience bar
o Added health bar (like in unit list)
o Improved name and type presentation: now, if unit name includes type (as in all auto-generated names), type is not shown and name occupies two lines, and so is never truncated.
o Range now always shown as Min-Max.
o Replaced strength and health stats with cover and morale
o Combat prediction is indicated with blinking red on attacker’s and defender’s health bars.
o Added per-weapon combat prediction (weapon status, firing accuracy and damage).
• Unit which will provide support fire is marked on the map with “support” symbol next to its strength plate.
• Melee impact animations and audio effects have been integrated.
• Added hot seat mode via MP interface (accept your own challenge)
• Added chat screen (accessible via Enter key, also appears automatically at the end of the turn and at the beginning if there are new messages)
• Added FPS limitation (50 FPS max)
• Setting volume to zero disables sound completely, not just sets volume to zero
• Mouse cursor no longer depends on game frame rate – should move smooth on all systems
• Mouse cursor is confined to game’s window (on multi monitor systems)
• Mouse cursor turns to arrow with ? on icons which can be clicked for more info.
Editor changes:
• Added automated tile placement (Tools->Generate Tiles)
• Added firing effects editor (Edit->Efx Editor…)
• Fixed Tools->Validate Scenario command
• Fixed Tools->Show Statistics command
• The Editor should no longer display “invalid scenario” message when saving valid playable scenarios.
• Removed Tools->Options command as it is not used by the Editor.
Unit Balance Changes:
Many infantry teams with only one range weapon have gained increased formation sizes for all factions.
Hive Militia units defense lowered.
Bomber units now have a new 'bomb' weapon to help them destroy Ork Siege weaponry.
Steel Legion support units no longer have 2 HP each, but have gained increased squad size.
Lasgun secondary weapon removed from all Steel Legion support teams.
Leman Russ Demolisher gained a heavy flamer weapon and a slight price increase
Sentinel units have had their base accuracy ratings raised.
All Titan units for all factions price raised again
Nobz are now 2 HP units, but squad size has been reduced
Gretchin returned to size 50 formation
Squiggoth and Gargantuan Squiggoths have had their HP values increased
Several Ork Mechanized units gained increased formation sizes
Ork Weirdboyz have gained a new weapon called Deff Wave
Added Deathrolla weapon and Assault Trait to BattleFortress with Supa Kannon
Space marine bike units now have more varied stats
Basic land raiders are now transport units for heavy space marine infantry
Centurion squad size reduced to 8 maximum.
Increased movement speed for all space marine transports
Weapon file changes:
Flamer Rate of Fire reduced from 4 to 3
Bomb weapon added for Bomber units
Deff Wave weapon added for Ork Weirdboyz
Shoota armor piercing rating reduced to 10
Scenario Changes:
Campscen2B.
Scenario can only be played from the Imperial side in single scenario mode.
Campscen3B.
Blood Angel flags no longer appear on this map.
Campscen4.
Scenario can only be played from the Imperial side in single scenario mode.
Campscen5.
Mannheim's Titan unit is now named Steel Hammer.
Message to retreat has extra text to help guide the player and now reads:
" Multiple Ork Gargants detected inbound, evacuate your forces from the area immediately! Mannheim's Steel Hammer Titan must continue towards the Victory Hex alone!"
Campscen11
Name of all units to destroy in this scenario set as 'Ork Siege Battery' to better match the briefing
Bomber units have transports and a new weapon to make them more useful when destroying Ork Siege Battery units
A pop up message now appears when you have destroyed the first Ork Siege battery
" First Ork Siege Battery Destroyed!"
A pop up message now appears when you have destroyed the second to last Ork Siege Battery
" Almost all Ork Siege Batteries have been destroyed! Find the last one take it out!"
Campscen12
Von Strab's Former Bodyguards AUX unit returned to scenario.
Triggers changed so that Von Strab's Former Bodyguards unit does not break the scenario.
CampScen17
Two auxiliary helper titans have been added to this scenario to compensate for the loss of player owned Titans
Tu'Shan and several Salamander Space Marine units added as auxiliaries to assist in this battle
Campscen19
Von Strab unit AI settings
changed Von Strab's Titan forces have abandoned him and have been replaced by extra Baneblade tank variants
Campscen24
Adjusted some terrain for better graphical appearances
CampScen25
Thraka's personal unit has been made bigger and stronger
Other Changes:
Fixed availability file issues so that units available during the tutorial are now also available at the start of Act 1
Imperial titan availability has been significantly pushed back. Scout titan only available from the middle of act2, reaver titan only available from the start of act3.
Sound files have been added for Assault Impacts
Attack file has been updated for Assault Impact graphics and audio
Leman russ Demolisher gained a flamer weapon
Hive wall turret has animation and sound
Bombers, Ork Weird Boyz, and kommandos had entries added for their new weapons
Stormeagles had entries added for their missing weapons
Changed deathstrike and grot launcher animations
Deathrolla battlefortress entry added for melee weapon
Modify message
Slitherine have not made an official announcement yet (I'm sure this is coming soon), but the 1.03 patch is available. Steam version will update automatically, and for non-Steam version you can use this link to download or use the check for update option within the game launcher:
Before all offices close for the holidays and patching becomes very difficult, please post in this topic any critical issues in the new patch (critical means "makes playing impossible"). Time is very short, but we may still have a chance to fix them.
PS. Change log for the new patch.
Issues fixed:
- Fixed zero range weapons showing 48 as their range.
- Fixed combo box in Options screen.
- Changed FPS limit to 60 fps - Fixed wrong strength of unit if it ended previous scenario in transport.
- Fixed AI issue where AI units remained stationary and did not attack player’s positions.
- Fixed handicap slider not working correctly in Multiplayer
- Added manual writer to Credits
New features:
- Added unit details screen. Right-click a unit on the map or in unit list to invoke.
- Map can be zoomed using +/- and PgUp/PgDown hotkeys. * restores 1:1 zoom level.
- WASD can be used to scroll the map in addition to arrow keys. Disband has been rebound to Del hotkey.
- Added Ctrl+S/L hotkeys for save/load
- Added quick save/quick load via F5/F8 hotkeys
- Each UI button tooltip now includes the corresponding keyboard combination.
- In confirmation popups it is now possible to use Enter for OK/Yes and Escape for Cancel/No.
- Added tooltip to Replacements showing replacements count, cost and experience change.
- Added tooltip to Rest and Refit button, showing hit points and morale effect.
- Added tooltip to health bars showing numbers for current/max strength and hit points.
- Added unit rename: select a unit and click its name.
- Added cheat interface (single player only). Press Alt+Ctrl+Shift+C to invoke cheat box.
- Added final credits screen.
Unit Balance Changes:
Imperial units:
Re-introduced Ogryn squads and Veteran Ogryn squads to help fill the gap in early game, Imperial assault troops with decent durability and staying power
Price of the Hive Militia Autopistol and Autogun squads reduced
Price of Leman Russ and Leman Russ (armor upgrade) reduced
Leman Russ Conqueror price lowered and speed reduced to better represent the Conqueror cannon with less firepower but more perks like increased speed and accuracy
Basic models of Imperial Super Heavy tanks made slightly cheaper (Macharius, Baneblade, Banehammer, Shadowsword, Stormsword, Stormblade, Bandesword)
Space Marine units:
Venerable Dreadnoughts have gained the Leadership trait, increased stats, and increased prices
Salamander Firedrakes now behave like Terminator units for transportation purposes.
Ultramarine Terminators in Act2 have access to proper Land Raider transports.
Damocles unit reduced in price considerably
Price of normal Land Speeders, armed only with 1 heavy bolter, reduced considerably
Price of all Ironclad Dreadnoughts reduced
With all the infantry team improvements, Space Marine Assault teams no longer need their 3 HP per strength point bonus so it has been reduced to 2 HP
Weapon file changes:
Added Ripper Weapon
Added Ripper Club
Vanquisher Cannons and Baneblade Cannons now have Rate of Fire of 2 up from 1
Medusa Siege gun minimum and maximum range both increased by 1 (2-3 now 3-4)
Medusa Siege gun rate of fire increased from 2 to 3
Medusa Siege gun gained the trait 'bulky'
Ork Zzap gun gained 20 penetration rating (up from 0)
2 Big Lobba increased from 3 to 5 rate of fire
Gargant Soopa gun redesigned for better artillery type stats: Range is now 2-4, power is 50, penetration is 0, rate of fire is 4
Scenario Changes:
Scen3B
Added a hint message to help explain this mission's mechanics.
"IDS_MESSAGE7 Scenario Hint: To determine if a location contains any survivors, move one of your units on top of the Victory Hex markers. Not all of these locations will contain survivors and generate an ownership marker, so be prepared to inspect more than one location!"
Removed some invisible cliffs.
Triggers have been changed to check at different intervals for survivor presence
Scen4:
"Scenario Objective: Control all three Victory Hexes while and wait for additional orders."
changed to read
"Scenario Objective: Control all 3 Victory Hexes until new orders arrive."
Scen6B:
Added a few Ork scout units to incite the advancing Orks to continue their assaults
Added a few Ork infantry to the attack waves
Changed an attack trigger from 'all map' to 'zone 2' to better control Ork behavior
Greatly expanded the size of zone 2
Scen12:
Objective text updated to match victory triggers:
" IDS_MESSAGE0 Scenario Objective: Control at least 5 Victory Hexes at the end of the scenario."
Fixed space marines drop pods which could switched using Mount button and get to zero strength when switched. This fix will only appear in new games, not saved old ones.
Scen13: Updated mission text to reflect 3 Victory Hexes present on the map, not 4
Other Changes:
Wyvern mortars no longer appear to aim horizontally. Attack graphic adjusted to match.
Updated tiles for Editor have been integrated.
From that review wrote:Under the "guidance" of THQ, the Warhammer franchise really lost its way in the world of videogames, becoming laboured with useless pew pew button masher action games that may have had "Warhammer" slapped on the box title, but really wanted to be Generic Action Game 101, 102, 103... and so on.
And it links to the twin-stick fighter, Kill-Team.
Did the reviewer forget that THQ also published all the DoW games? And Space Marine?
From that review wrote:Under the "guidance" of THQ, the Warhammer franchise really lost its way in the world of videogames, becoming laboured with useless pew pew button masher action games that may have had "Warhammer" slapped on the box title, but really wanted to be Generic Action Game 101, 102, 103... and so on.
And it links to the twin-stick fighter, Kill-Team.
Did the reviewer forget that THQ also published all the DoW games? And Space Marine?
And it links to the twin-stick fighter, Kill-Team.
Did the reviewer forget that THQ also published all the DoW games? And Space Marine?
It's like claiming that Bioware is only known for The Last Court. Kill Team was nothing more than basically a sideshow minigame for people to play while one of the DOW's were being worked on.
Oh, and I got more genuine "fun" out of even the simple Kill Team, than the grossly priced, filled with esoterica, mess that was 40k Armageddon, at launch.
Patching has cleaned up a lot, but it is still a VERY pricey proposition for a game with so few maps, and a very iOS production-value sensibility.
And highlighting reviews which put down other (largely well regarded) products from your same family of products, just seems like poor form.
I don't know. Only person keeping this thread alive is one of the devs... and everyone else has either played the game and moved on, or doesn't care.
It's a fair price for such a product if you are inclined to play such a game. That said, there are also free games for you mobile phone out there and there are certainly much better games for your PC in the price category they ask. There are also much better free PC games, for that matter...
^ 'There are 'superior products' in the market yes. but is it the superior product of the same category? (In this case. a hex-based TBS similar to Panzer General series) if so tell what do you recommend? Civ V? and Civ: Beyond Earth??
Lone Cat wrote: ^ 'There are 'superior products' in the market yes. but is it the superior product of the same category? (In this case. a hex-based TBS similar to Panzer General series) if so tell what do you recommend? Civ V? and Civ: Beyond Earth??
Armageddon basically is a Panzer General (super) light. It is not as deep as the original game, far from it actually, and balance is barely there. Civ V is not fully comparable as the latter is more about building a nation instead of pure battles, but Civ 5 is so much superior, it's not even funny. It's like comparing a bike with flat tires to a Tesla.
There is a "newish" game from 2011 that's in the same category called "Panzer Corps" that is wiiiiiidely superior to Armageddon.
Panzer Corps is by the exact same people as Armageddon. It's the same engine and basically the same game, but without titans in it. I'm not saying that's a bad thing.
On the other hand, Dragon Age 2 was made by the same developer as Dragon Age: Origins - you get my point?
Panzer Corps is far, far more in depth and far better balanced and complex than Armageddon. If you want to get anywhere, you better read that manual. A lot. It's thick.
Lone Cat wrote: ^ 'There are 'superior products' in the market yes. but is it the superior product of the same category? (In this case. a hex-based TBS similar to Panzer General series) if so tell what do you recommend? Civ V? and Civ: Beyond Earth??
I have not played that much TBS, so i'm sorry that I can not offer you anything new here, but let's take the older games allready present: Civ V and Heroes of Might and Magic 5/6/...i dunno, is a 7th allready under way?
You might say that those were double or tripple-A-Titles that cost 50-60€ on release, true enough, but right now you can get either one with all expansions for much less than 40€ Armageddon is pushed for, so you'll not only get a technically better game, but also much more content, nicer graphics, polished interface etc. etc.
A quick google search revealed Mechwarrior Tactics, that - from the one-page-review i've read about it - sounds allready much nicer than Armageddon and is free to play.
Steam's got Warmachine Tactics and a Mordheim for 30 or less.
And moving away from the hex requirement there's XCom. A complete pack of the Enemy Unknown currently for 30 on steam.
So yeah, if you want TBS, you'll find a lot of better stuff for less money.
Had they made a game that was essentially a re-skinned Red Alert 2, I'd pay up. Looking at a few gameplay videos for this and it's just irritating to me as a 40K fan. Doesn't bring the miniatures to life like DoW did.
Lone Cat wrote: ^ 'There are 'superior products' in the market yes. but is it the superior product of the same category? (In this case. a hex-based TBS similar to Panzer General series) if so tell what do you recommend? Civ V? and Civ: Beyond Earth??
I have not played that much TBS, so i'm sorry that I can not offer you anything new here, but let's take the older games allready present: Civ V and Heroes of Might and Magic 5/6/...i dunno, is a 7th allready under way?
You might say that those were double or tripple-A-Titles that cost 50-60€ on release, true enough, but right now you can get either one with all expansions for much less than 40€ Armageddon is pushed for, so you'll not only get a technically better game, but also much more content, nicer graphics, polished interface etc. etc.
A quick google search revealed Mechwarrior Tactics, that - from the one-page-review i've read about it - sounds allready much nicer than Armageddon and is free to play.
Steam's got Warmachine Tactics and a Mordheim for 30 or less.
And moving away from the hex requirement there's XCom. A complete pack of the Enemy Unknown currently for 30 on steam.
So yeah, if you want TBS, you'll find a lot of better stuff for less money.
For TBS fans though, it's not a question of A or B, it's A and B. XCom is great -- it's fantastic -- just like Heroes of Might and magic. Civilization is really a different kind of game (it's a world building TBS, rather than a combat TBS)... it's really my favorite game ever written. Remember that all of these games when they first launched were premium priced titles. If you wait a year, you can pick them up on boxing day for nearly nothing, and then after that, they're permanently discounted, with things like bundled DLCs.
Armageddon was just released, though.
Automatically Appended Next Post:
Davylove21 wrote: Had they made a game that was essentially a re-skinned Red Alert 2, I'd pay up. Looking at a few gameplay videos for this and it's just irritating to me as a 40K fan. Doesn't bring the miniatures to life like DoW did.
DoW 2 is a RTS, though, not TBS. TBS games are a closer reflection of the 40k tabletop, IMO. I enjoy both, but my preference is TBS for single player, RTS for multiplayer.
Talys wrote: For TBS fans though, it's not a question of A or B, it's A and B. XCom is great -- it's fantastic -- just like Heroes of Might and magic. Civilization is really a different kind of game (it's a world building TBS, rather than a combat TBS)... it's really my favorite game ever written. Remember that all of these games when they first launched were premium priced titles. If you wait a year, you can pick them up on boxing day for nearly nothing, and then after that, they're permanently discounted, with things like bundled DLCs.
Armageddon was just released, though.
If you are so starved for TBS games, go to the dev's page. I think I saw a whole bunch of similar games there, not one of which caught my eye or sounded even vaguely familiar. I'm pretty sure this is pretty much a re-skin of some of their previous work with "WARHAMMER 40K" painted over it to get some publicity - not because of the game quality but simply because of the established brand.
And as I said - I aknowledge the fact that the discussed titles were (in some cases) major releases, but i've found other new titles for cheaper or even free as well. All the other games by this dev - and they have allready about 130 titles - are pretty much unknown, low budget strategy games. Why do you think this one is better or worth more than their "Frontline - the longest day" for 2,5€ ?
Lone Cat wrote: ^ 'There are 'superior products' in the market yes. but is it the superior product of the same category? (In this case. a hex-based TBS similar to Panzer General series) if so tell what do you recommend? Civ V? and Civ: Beyond Earth??
I have not played that much TBS, so i'm sorry that I can not offer you anything new here, but let's take the older games allready present: Civ V and Heroes of Might and Magic 5/6/...i dunno, is a 7th allready under way?
You might say that those were double or tripple-A-Titles that cost 50-60€ on release, true enough, but right now you can get either one with all expansions for much less than 40€ Armageddon is pushed for, so you'll not only get a technically better game, but also much more content, nicer graphics, polished interface etc. etc.
A quick google search revealed Mechwarrior Tactics, that - from the one-page-review i've read about it - sounds allready much nicer than Armageddon and is free to play.
Steam's got Warmachine Tactics and a Mordheim for 30 or less.
And moving away from the hex requirement there's XCom. A complete pack of the Enemy Unknown currently for 30 on steam.
So yeah, if you want TBS, you'll find a lot of better stuff for less money.
For TBS fans though, it's not a question of A or B, it's A and B. XCom is great -- it's fantastic -- just like Heroes of Might and magic. Civilization is really a different kind of game (it's a world building TBS, rather than a combat TBS)... it's really my favorite game ever written. Remember that all of these games when they first launched were premium priced titles. If you wait a year, you can pick them up on boxing day for nearly nothing, and then after that, they're permanently discounted, with things like bundled DLCs.
Armageddon was just released, though.
Automatically Appended Next Post:
Davylove21 wrote: Had they made a game that was essentially a re-skinned Red Alert 2, I'd pay up. Looking at a few gameplay videos for this and it's just irritating to me as a 40K fan. Doesn't bring the miniatures to life like DoW did.
DoW 2 is a RTS, though, not TBS. TBS games are a closer reflection of the 40k tabletop, IMO. I enjoy both, but my preference is TBS for single player, RTS for multiplayer.
Does the same rule applies to WH40k : Armageddon ??
sockwithaticket wrote: Looking at the screenshots I'm really impressed by the unit variety; Stormeagle, Land Raider Helios and Tauros are all Forgeworld units and if even half the FW stuff available for all the factions is in game this could be really cool.
I will give it that: The guys that made this put friggin' everything into it. There are variants of variants of variants in this game. They're also streamlining and fixing a few of the more obtuse aspects of the game via patching, and they're adding Ogryn in.
If you are so starved for TBS games, go to the dev's page. I think I saw a whole bunch of similar games there, not one of which caught my eye or sounded even vaguely familiar. I'm pretty sure this is pretty much a re-skin of some of their previous work with "WARHAMMER 40K" painted over it to get some publicity - not because of the game quality but simply because of the established brand.
Even if it was only a re-skin of Panzer Corps (It's not) I'd still buy it. Panzer Corps was terrific!
We are looking for more WH40K: Armageddon Beta testers to test new fresh future content, register here if interested:
http://www.slitherine.com/beta_test
We cleaned up the old Beta database.
We have a lot new content coming, as a teaser for the first one be prepared to fight as the Orks.
Heh. About hex based games from Slitherine. anyone ever play ' Commander The Great War' .. yet?
It's considerably hard WW1 game. I've tried playing as The Central Powers and The Austria can't really conquers Serbia so easily (and even worse. Russian participations made matters even worse) .