It's been a few months since we've done a news update for you all, figured you'd want to know we're not dead. And there are a couple of different things going on as well to talk about!
0.5b3 So Far:
So here are a few things we've gotten done since February:
- Tested alternate versions of Synapse to see what's most effective for keeping your gaunts moraled up (looks like we're keeping it as is, don't worry)
- Tested out some new unit abilities, including for the Trygon and Broodlord (making that T1 commander look a bit more useful and a bit less like a meatstick)
- Made numerous unit tweaks (like allowing Lictors to de-capture and changing the pop cost for various units)
- Added new weapon and miasma FX so it's easier for you to know where the edge of your toxic miasma is
- And added new building animations - so you can let your freak fronds fly
And there are several other changes we think you'll like we've been discussing as well. It's very likely for example, that Spinegaunts and Termagants are going to get merged into the generic Gaunt - which will allow us to make extra weapon options more interesting.
So it looks like the next major 40k tabletop release is probably going to be Tyranids and there are a lot of rumours going around as to what's happening with it. I think this is the third time we've had to deal with a new codex since we started (we've been working through four editions now I think, and we've got in-game references that even go back to the original Tyranid codex), and I just wanted to remind folks how we deal with this sort of thing:
First, we get the new codex the day it comes out.
Next, we read it.
Then we decide what will make Dawn of War better.
So what does that mean for the mod? Well, let's start with some of the current rumours to give examples.
There are rumours of two new units (the Erinye and an as yet unnamed unit) coming with the next codex. We're probably not going to add them, because there are quite a lot of units in the mod at the moment - giving us a space issue button-wise, and a learning-curve issue for new players. It's not likely they'll add much to strategic flexibility or flavour, so the benefits are likely to be outweighed by the drawbacks.
There are also rumoured to be new psychic power sets. It's quite likely we'll convert some of those over or make some sort of reference to them - because that's flavour we can pack into units we already have to make them more interesting and useful.
Those have always been our measures for adding new content: Does it make things easier or harder? Does it make gameplay more interesting? Is it clever enough to be worth it?
So what does all this mean for you? Well, it means we'd really like it if you didn't ask for those new units. :P
But seriously, new codex means new inspirations. So we're looking forward to seeing what GW give us all.
And now it's time for the...
As always, there are a few basic questions people keep asking about 0.5b2 - and here are their answers:
Why don't I have a builder?!
Click the button at the centre-top of the UI bar across the bottom.
Why does my build menu go away when I select a unit?! Why doesn't it come back when I de-select that unit?!
Because selecting a unit de-selects the hivefleet - exactly the same as when you click a unit that isn't your builder, you won't have your builder selected.
Why is the AI not doing anything?!
Have you installed the CPU player patch yet?