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TBS Battlestar Galactica: Deadlock - simultaneous turn-based space fleet strategy from Slitherine

Taka-Haradin puolipeikko

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One question about fighters.

Are those just extra assets that one deploys at the start of the battle or is there some carrier warfare styled mechanics where you have to call them in for maintenance?
 

Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2410/Battlestar.Galactica.Deadlock.-.Console.Release.Date.Announced!

Battlestar Galactica Deadlock - Console Release Date Announced!

Only one month to go and fans around the world will be able to play the "epic Battlestar Galactica strategy game they always wanted" on their PlayStation4 and Xbox One.

The game is set to release on December 8th on the PlayStation Store and Xbox Marketplace.

Here are some images for your eyes only.
Here's the PS4 version:













And here's the Xbox One version:










 

Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2455...scalates....the.Reinforcement.Pack.is.coming!

Get ready to face new challenges and adopt new strategies with the upcoming Battlestar Galactica Deadlock™ DLC Reinforcement Pack.



Reinforcement Pack is the first DLC for Battlestar Galactica Deadlock™. It expands on the roster of available ships, adding two per faction. Four new ships filling new roles on the battlefield, bringing innovative cutting edge technology and new ways to wage war.

The Cylons can now surprise the Colonials with short-range FTL jumps using the Phobos Tech-Cruiser and suppress their Viper wings with Cerastes Gunships.

The Colonial fleet is bolstered by the addition of the tough Janus Heavy Cruiser with its three missile slots and also gains added versatility with the Berzerk pocket-sized Assault Carrier, ready to unleash hell with Heavy Turret broadsides!

That’s not all: both the Cylon and the Colonials are now able to deploy and make use of several types of mines. This radically changes your tactical experience, as clever deployment of minefields can disrupt the enemy formation and their attack plan, and allow for extremely effective ambushes.

The Reinforcement Pack DLC will be out on December 8th on PC, PS4 and Xbox One, on the same as the console release of Battlestar Galactica Deadlock™! Are you ready, Admiral?

http://www.slitherine.com/products/product.asp?gid=715
 

Hellraiser

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The screenshot with the Phobos implies either a new mutliplayer game mode with objectives or a Cylon campaign. I hope it is the latter. The devs mentioned there will be a major free update to the base game when the DLC and console ports are released (on the 8th).

Both the Phobos and Cerates sound good.
 

Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2585...dlock.an.exclusive.first.look.at.the.new.DLC!

We have exciting news for all Battlestar Galactica Deadlock fans out there: this Thursday we will be streaming and announcing the new expansion!



They have been months of hard work for the developers Black Lab Games. They kept releasing a steady stream of dev diaries showcasing free updates, but we're now able to show you something completely new, and something much more ambitious.

Be with us this Thursday: we will be announcing the brand new expansion for Battlestar Galactica Deadlock and Spacedock, the one and only, will stream it live in an exclusive preview stream on Twitch! Live on his Twitch channel at 9 pm CEST on Thursday May 10th!

Don't miss it, Spacedock will show some really cool things coming with the expansion.

So say we all!



1103_image.jpg
 

Hellraiser

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They already hinted working on an expansion but it is good to hear there will be one. I hope it focuses on a later part of the war and adds at least 5 new ships per side and adds deeper strategic layer mechanics (deeper resource management, research/reverse engineering of cylons stuff) plus some new mission types (invasion escort/defence?, pursuit?). Or a Cylon campaign.

The tactical part of this game is really good and I had fun in multiplayer, but the rather shallow campaign mechanics and low ship number (especially for the Cylons) were it's flaws. Well, also the storytelling could be better but that is secondary to gameplay mechanics/content.

I have been recently thinking of this game in the context of the HBS Battletech, before BSG:D got released they touted the ship blueprints as god-knows-what major feature fantastic mechanic for ship design. When in reality it only munitions/squadron customization and a research mechanic. One thing I miss in this game that Battletech has (despite Battletech's other shortcoming) is that the battlemechs are more customizable. If BSG:D allowed us to at least swap the guns and maybe their positions on the ships, it would be major incline. If we could do more, such as add/remove armor from ship sides, engines, FTL drives, sensors - it would be even better.
 

agris

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Hellraiser Ok, so BSG doesn't have as much customization in load-out of ships as BT. What about the actual tactical gameplay, is it better than HBS's BT? Is there a strategic layer, and if so, what do you think of it?
 

Hellraiser

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Hellraiser Ok, so BSG doesn't have as much customization in load-out of ships as BT. What about the actual tactical gameplay, is it better than HBS's BT? Is there a strategic layer, and if so, what do you think of it?

Hard to compare the two on the tactical layer. One is a simultanous turn-based system with a planning and execution phase, not that far off from a real-time with pause only without you having control over the pausing. The other is a rather typical turn-based tactical system.

The strategic layer in BSG-D is very simplistic. There are two resources. Tylium which you use as a currency to buy ships and armaments/refits, fuel for moving (fleets can jump for free but it takes more time). Requisition points which you use to upgrade officers, buy officers and unlock tech (note that the tech available to unlock depends on what story missions you did so far - this is linear). You get Tylium from making sure the Colonies are garrisoned and no Cylons blockade a Colony, if the Cylons park in orbit of a Colony or maybe if they fly around the un-inhabited worlds around the same star as Colonies, morale drops. Colony morale is tied to income from the colony. A very demoralized colony will leave the Quorum of 12 (depriving you of income) and you will lose the campaign if too many leave. However unlike X-Com they can join back if you garrison the colony again and some time passes.

RP is granted by story missions and random secondary missions. The latter are usually skirmish with an extra objective or supposedly extra difficulty (often it is just "remove toaster from premises" only there's a basestar or two that usually appear later in regular Cylon fleets), I think they might also raise morale. They are only available for a couple of turns and not taking them I think is a morale hit.

Officer mechanics are rather flat. Practically the only meaningful skill is raising the fleet point cap which every officer has luckily (this is actually very crucial or maybe was because Cylons quickly gaining fleet cap was addressed in one of the patches). The others are more or less useless (better marines? faster sub-system repair? Flag-ship only bonuses? honestly?) except for maybe the income increase from garrisoned Colony.

There are regular skirmish fights (no rewards, but they stop the Cylons from blocking the Colonies), optional random missions (not a whole lot of variety there but they give RP and Tylium rewards) and story missions. You cannot build defensive stations, resource outposts, sensor outposts or anything else that could be useful for the war effort on the strategic map. It is just fleet placement and picking what to garrison/liberate with what fleet. Cylons just spawn from off-map and have no outposts which you could raid to reduce the spawn-rate or anything.

There is no diplomacy or political in-fighting. There should be given the setting, no reason Virgon and Leonis shouldn't bitch at each other accusing the fleet of favouritism for the other.

Battletech has better "officer" (mechwarrior) development, by which I mean that the skills are not utterly useless despite being also simple, although I think they are less simple than in BSG:D.

The tactical layer is hard to compare. Battletech could have been better, just look at the post from yesterday from I forgot who in the battletech topic about melee in the tabletop versus HBS' game. But it has better customization for your units, actual terrain (affecting LOS/LOF which is IMO great) and maybe not the best mechanics in the world (nu-xcom style 2 move turns instead of action points, only one melee attack type, no reaction-shots/overwatch, useless light mechs) but despite some balancing issues (and simplifications compared to the tabletop from what I understand) the evasions, stability damage, heat, pilot damage and being able to blow off chunks of mechs make for a decent although not spectacular tactical gameplay.

BSG might seem simpler but it's simultaneous turn system with 3D space movement and 3D firing arcs is fun and seemed fresh. I had a blast in multiplayer. Also fighter squadrons deployment was nice. You could use them as scouts, you could use them to shoot down missiles (and nukes, which are pretty much useless). In fact I think what BSG:D did best was that despite the not so big unit variety it made you think not so much how to construct your fleet but how to use it's resources and of the timing.

Do you fire your missiles now or wait? Maybe you want to send your fighters to the flank of the battlestar and force it to turn on flaks on that side rendering the other without a flak field and thus open to your missile salvo (my favourite tactic). You wait to much and his fighters or his guns blow up your missile ships. Or you get simply outdamaged by his fleet in a slugfest. You fire at the wrong moment and his fighters turn to intercept your missiles or he turns on flaks and the missile fly straight into shrapnel. Maybe you use the fact you have missiles to intimidate your opponent, make him paranoid with flaks up all the time so you can outgun him.

Then you have fighters. Do you intercept his fighters/missiles? Do you try to flank his weak ships avoiding flak zones? Do you scout his fleet to know which blip is what ship? Maybe you park them directly above his battlestar and have them shoot the top armor safe from flaks (another tactic I like) or fly near to force him to use flaks?

Movement, despite the lack of terrain features (besides asteroids you can crash into, fun) seems also to matter more. In Battletech it is fairly easy to turn and flank at close range (no attack of opportunity, so only a movement range issue). Terrain matters, although the game needs forest fires as forests are a no brainer. In BSG-D you have to consider the slow turning rates, firing arcs during the manoeuvre (in HBS Battletech it is almost a non-issue as your target is static, if the game had reaction shots dependent on facing it would be better), any torpedo flying your way (torps are unguided and can be dodged or rather should be as they hurt like hell), any enemy fighters on approach vector (do you turn and fire flaks to face them? Do you hide ships behind that flak zone?), possible ramming attempts or collision courses (or ramming opportunities) and of course enemy enemy firing arcs and the damage to your armor side(s).

Overall I think Battletech has more/deeper mechanics but BSG-D utilizes its mechanics better for meaningful tactical choices during combat. Maybe it could be because I played Battletech maybe for a week and I played BSG longer and also online so I had more opportunities to use (or be forced to use) brainpower to make choices in BSG and Battletech is easier, even after I modded some additional difficulty.
 

agris

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Hellraiser Thanks for the lengthy write-up. :salute: It sounds like, all things considered, you found the BSG tactical fights more challenging and the game more enjoyable than HBS's BT. I understand all the shortcomings you've mentioned, and surely both games would be better if those issues were addressed.

BT is scratching two itches for me right now: tactical combat, and the tweaker-side who enjoys messing with the load outs. It sounds like BSG will be more reward on the combat side, but much less so on the tweaker side.

In BT, I would love to see forest cover begin to burn wherever missiles land, be it your hex or the hex(es) where errant shots land. Those locations being the nexus for a turn-by-turn progression of 'forest fire' that both strips the cover bonus and imposes a heat sink malus is a great idea.
 

LESS T_T

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Codex 2014
New expansion:



Tensions are rising during the First Cylon War.

Anti-Caprican sentiment threatens the Quorum alliance. Discontent and pessimism spreads throughout the colonies. While politicians and diplomats frantically negotiate to keep the alliance together, Colonial Fleet receives a strange request from Aquaria. It’s the start of a chain of events that could change the tide of the war…

New Quorum campaign
“The Broken Alliance” presents players with 8 new story missions that are integrated seamlessly into the single player campaign, and linked together into a brand new plot that explores the intricate maze of Colonial politics. New characters enter the fray, disrupting old pacts and forging new partnerships. The Broken Alliance expands the lore of the Battlestar Galactica universe, and brings a new story of intrigue and backstabbing to Deadlock.

New ships
The expansion comes with four brand new capital ships and two new squadrons, bringing new functionality and tactics to the First Cylon War.

Minerva-class Battlestar – The precursor of the Mercury-class Battlestar, the Minerva is a new addition to Colonial Fleet that concentrates artillery, firepower and life support into a compact hull. Although it has less staying power than other battlestar classes, the Minerva’s versatile gun placements and expanded missile capabilities have provided it with a reputation as a devastating capital destroyer.

Celestra-class resupply ship - The Celestra class is a Colonial research ship that uses a suite of drones to apply ablative armour plating to friendly units. A resupply depot has been retrofitted into the hangar, allowing Raptor crews to make supply runs mid-mission to fleet cruisers and battlestars.

Assault Raptors – Assault Raptors are an aggressive variant of the trusted Colonial utility vehicle. The external rocket pods on these ships are capable of significant anti-capital support, and the crews are trained in live combat support, at the expense of their usual ECM suites.

Argos-class Basestar - As Colonials continue to push fighter space supremacy as a force in the war, the Cylons continue to reply with their intent to overwhelm with numbers. Larger than the Cerberus and Basestar Mk I, the Argos contains an overwhelming array of hangars and missile tubes, but hosts little in the way of self-defense.

Hydra-class resupply ship - The Hydra is a Cylon resupply ship equipped with repair drones that are launched and attached to friendly units. Despite having no armaments of its own, the Hydra has a complex Fire Control system that is heavily integrated with its Tech Bay. This system allows it to coordinate missile strikes with nearby friendly units, significantly increasing the efficiency of the Cylon’s deadly missile tactics.

Scorpion Sentry – The Scorpion is a defensive sentry drone with high calibre guns and pin-point accurate anti-missile capabilities. Although they excel at area control, they are unable to operate until they have been stabilized after moving.
 

Hellraiser

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So we get heal boats now? Not sure if I like the idea. The cap ships and squadrons are ok. Well, the raptors is a much needed addition and the scorpion, if it can be used against fighters as well is good. Then again the other DLC added a proper anti-fighter ship for the Cylons so maybe this one just covers the missile gap.

They should scrap the ship number cap (not sure why it is in place, console memory being a limit maybe?) to make lighter ships more viable.

I hope they add some new campaign mechanics besides just the story missions. I know they added persistent damage along the way in a patch. I'll check out the stream to see if it has more details than just new-ship/story wank.
 

Hellraiser

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Ok, so the devs either want to hide features until later or there's nothing more to this new expansions than the 4 ships and 2 squadrons and 8 missions, however it was confirmed some free updates/improvements are coming and will be announced next week:

2 new heavy capital ships - the Colonial one is a glass cannon battlestar with lots of firepower, the Cylon one is a proto-second war basestar that has only fighters and missiles and for now can do tactical jumps (they should keep this ability, it sounds amazing due to "jump-torp salvo" and would solve the main problem the classical basestar has, namely being a sitting torpedo target)

2 new support ships - both unarmed, the Colonial one can add additional armour (seems to be 20-ish) to any side of a given ship and restock guided missiles of any other ships via a raptor supply run. The latter is definitely supply-limited, not sure about the first. The Cylon one seems slightly better, it can repair hull and it can somehow increase missile salvo effectiveness of nearby ships. Not sure how that works, damage buff?

The mission showed on the stream included minefields which had to be disarmed by raptors or navigated around, with mines being an addition from the first DLC.

One improvement noticed that will probably come in a patch anyway is that it shows the Cylon fleet markers sliding on the campaign map board when their fleets move, so now you know which fleet moved where. If the damage is also persistent for Cylon fleets, and the retreating options aren't too prohibitive (they added it at some point), this would make for better strategic play with hit and run attack options and chasing down battered toaster fleets.

No sign of any other campaign mechanic improvements though :/
 
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Hellraiser

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They gave some details on the free patch update that will be coming at some point in the future:

https://steamcommunity.com/games/544610/announcements/detail/3783465501594785178

Basically besides raptors being able to board ships and wardriver squadrons getting a jamming ability, it is a whole bunch of nothing.

Oh sure, they re-did the ship blueprint screen and added some extra info, fixed some UI issues and added moving pieces.

Well ok, that will come in a patch so it is ok for a patch I guess, but the expansion pack content really seems lacking. We will see what the price will be, more than 50 potato I am not willing to pay, unless they add some new mechanics.
 

Hellraiser

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I know I am pulling an infinitron here with being the only one to post in this topic for a while, but there's an update on the update that will be release parallel to the DLC.

https://steamcommunity.com/games/544610/announcements/detail/1643131131189912173

Very nice and much needed campaign difficulty changes, especially the officer starting cap change, but also Cylons having some limitations. Also the support slot which will makes life easier.

The Atlas gets a buff as it gains some guns. The Jupiter gets a bit more plating but probably it is still a point sink unless they buffed the firepower or something. We'll see the exact numbers tomorrow when it releases.

BTW I will LP the campaign, link is in the signature.
 

Hellraiser

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is this game worth it at 50% off? I have been watching it for awhile,

Price is fair at 50% off. It's a AA title with a costly (I guess) license attached. But I wouldn't get it without the DLC, the extra ships added much needed variety. The first DLC costs less than a pizza anyway, the second one is a bit more than a large pizza. The strongest side of this game are the tactical battles and the new ships add more options to them. The strategic campaign layer is lacking mechanically I would say but not without challenges.

Multiplayer is not as lively as it should be.
 
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Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2652/Battlestar.Galactica.Deadlock.-.Dev.Diary.#8.Not.Done.Yet

Welcome!

It’s been a while since the launch of The Broken Alliance and the Endurance update, and we wanted to stay a huge thanks to everyone who has bought and played the game recently. Seeing an influx of new players is very motivating to us as developers, and we are really excited to be able to continue to working on improvements and new features for the game.

After each update, we always look at the feedback and requests, and use that information to inform what changes and improvements to work on next. We are already hard at work on a new update.

The theme for the next update is increasing replayability. Battlestar Galactica Deadlock is a game of space battles at its core, and we’ll never move away from that as a focal point. We are looking at ways to make the random encounters, resource missions and skirmish modes more varied and interesting. Our aim is to make each battle be have a unique twist, so that no two battles are ever quite the same.

We’ll share more details about how we will do this as we progress through development.







AI

We are also making some improvements to the tactics used by the AI. From talking with players and checking some of the autocam footage that has been posted online, we’ve seen a number of tactics develop. We hope that creating possible counters for the AI will increase the challenge and interest for veteran players. The Cylons will evolve. They have a plan. Until next time, keep your Vipers in the air, and the Cylons out of your kill slot!
 

Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2681...Deadlock.-.Dev.Diary.#10.Hostile.Environments

We are well into development of the next update for Battlestar Galactica Deadlock, and have some great new additions coming to the game. Today we want to share some information about one of the new additions - environmental hazards.

As the game is now, the locations where battles take place have a limited impact on the result. There are asteroids and gas clouds, but they are mostly cosmetic, and unless your ships collide with an asteroid, the environment has little bearing on who wins the battle.



With the next update, that will change. We will be introducing a number of environment elements that will open up new strategic possibilities when engaging the enemy.



Dust Nebula

Dust nebula interfere with guidance systems on missiles, and targeting systems of capital ships. A capital ship that enters a dust nebula can’t be targeted with guided munitions, and might be harder to hit with guns. However whilst inside the Nebula that same ship can’t target enemies and has reduced accuracy firing with its own weapons.



Asteroid Clouds

Asteroid clouds are clusters of tiny rocks that aren’t big or dense enough to affect capital ships, but will impede squadrons and missiles. Squadron speed and evasion is reduced, and missiles can potentially detonate prematurely.



asteroids.gif






Ionized Nebula

Somewhat similar to the storm clouds of Ragnar, ionized nebula crackle with lightning and ionised gas. A more dangerous version of the dust nebula, ionized nebula will damage subsystems on capitals, and cause hull damage to squadrons.



nebula.gif






Satellites

In more colonised locations, operational satellites networks may still be present. A networked satellite can be captured to give a subsystem boost to ship that secures it, but be aware; the Cylons are just as capable of securing the satellites themselves, and can use the network to coordinate their reinforcements sooner.



These new environmental elements will be present in the random encounters and resource missions, as well as in single-player and multiplayer skirmishes.

Making the environment (space) a more active element adds another dimension to the battles of Battlestar Galactica Deadlock. They will add to the dynamism of even the simplest encounters, and throw new opportunities and threats into the mix. There will be a lot more for commanders to take into account when slugging it out against the Cylons in the coming update. Until next time.

So say we all!
 

LESS T_T

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Codex 2014
http://www.slitherine.com/news/2702/Battlestar.Galactica.Deadlock.is.back.with.a.new.expansion!.

Battlestar Galactica Deadlock is back with a new expansion!

A siginificant new expansion for Battlestar Galactica Deadlock is launching later this month. Battlestar Galactica Deadlock: Anabasis introduces a new game mode, 11 new skirmish maps, four new munition types and 12 new resource missions.

In the new skirmish mode, players will be in command of a single fleet, comprising of both military and civilian ships. Their task is to flee and survive while leading their soldiers and colonists back to Caprica. Players will be hunted relentlessly and find no reprieve.

Resources will be limited, but players have the option to repair their ships and salvage resources after every jump. Each playthrough will be unique and completely randomized: players can choose the location of their next jump and every location will have a different set of potential bonuses and penalties. Players can customize their fleet, but they must remember: to flee is to survive, and time is working against them. The Cylons will keep coming.


Details about the other new features are below:

- 11 new thematic maps: Available in all single player and multiplayer modes.

- 4 new munition types: To increase the number of tactical options,these new munition types have been added providing Colonial and Cylon admirals with more tools at their disposal than ever before.

- 12 new resource missions: Compelling new missions are now available in the campaign.


Battlestar Galactica Deadlock: Anabasis will be released on Steam, PlayStation 4 and Xbox One on October 18. So say we all!

 

Taka-Haradin puolipeikko

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http://www.slitherine.com/news/2794....back.with.a.new.expansion.Sin.and.Sacrifice!
Battlestar Galactica Deadlock is back with a new expansion: Sin and Sacrifice!

In Battlestar Galactica Deadlock: Sin and Sacrifice, the epic story of Battlestar Galactica Deadlock continues, and brings with it an exciting new chapter of the First Cylon War.

Lucinda Cain, the Agathon sisters and all the other protagonists of Battlestar Galactica Deadlock will need to face their greatest threat yet: Lachesis has awakened, and nothing will be the same.

Battlestar Galactica Deadlock: Sin and Sacrifice comes with a brand-new story campaign with 11 story missions set after the original Battlestar Galactica Deadlock campaign and Battlestar Galactica Deadlock: Anabasis. They are new pages in the lore of theBattlestar Galactica universe and tell the story of one of the most critical junctures of the First Cylon war.







The expansion also comes with new features and content, including:

Colonial Fleet radio chatter voice pack

A new radio chatter system featuring over 1,100 unique recordings injects more drama and tension into the combats of Battlestar Galactica Deadlock, bringing knife-edge encounters to life. Radio chatter is present both in combat, and during cinematic replays, making the Battlestar Galactica fleet experience even more immersive.

New ships

The Colonial Heracles - It is a heavy warship that emphasizes power over finesse. Where it isn’t covered in layers of armor plating, it’s lined with point defense turrets capable of sustaining high volume flak fields.

The Cylon Gorgon– This mobile support carrier features advanced squadron repair and support functions. It is a sophisticated ship perfect for Cylon squadron tactics.







Battlestar Galactica Deadlock: Sin and Sacrifice will be released alongside the free Veterancy Update. this update includes free content for anyone who owns the base game Battlestar Galactica Deadlock, which includes the new crew Veterancy system, the new Ships Inspector tool, the new Jukebox mode, and more. Internet connection is required for download.

Battlestar Galactica Deadlock: Sin and Sacrifice will be released on PC, Xbox One and PlayStation 4 on March 19.
 

Hellraiser

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I noticed they were teasing an announcement but forgot to check if they revealed it yet until today.

That campaign better have strategic layer mechanics that make it worth the money. Since it is later in the war we should see a new map in the systems outside of the 12 colonies and some new mechanics to support it, instead of copy-pasting the colony morale/support system tied to tyllium stipends for abstracting logistics and industry. If not then the devs are just wasting time and potential which could go into a proper expansion pack or sequel. The fact they are not revealing such a thing so close to release means its probably just story missions and nothing else.

Also still no Cylon campaign, but I guess the reason might be because Universal is strangling them over canon wanting to keep Cylon motives etc. a mystery to maybe one day revisit it in a new TV show or other media (which will never happen most likely).
 

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I noticed they were teasing an announcement but forgot to check if they revealed it yet until today.

That campaign better have strategic layer mechanics that make it worth the money. Since it is later in the war we should see a new map in the systems outside of the 12 colonies and some new mechanics to support it, instead of copy-pasting the colony morale/support system tied to tyllium stipends for abstracting logistics and industry. If not then the devs are just wasting time and potential which could go into a proper expansion pack or sequel. The fact they are not revealing such a thing so close to release means its probably just story missions and nothing else.

Also still no Cylon campaign, but I guess the reason might be because Universal is strangling them over canon wanting to keep Cylon motives etc. a mystery to maybe one day revisit it in a new TV show or other media (which will never happen most likely).

Can you say anything about the Anabasis DLC? Is it worth it to buy the game for this? Is it good for longterm play? What I actually really want to play is managing a fleet while fleeing through space, trying to gather ressources on the way, doing repairs and managing crew.
 

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