We are excited to announce that this Thursday, May 30th at 3pm Eastern (12pm Pacific) we will be hosting a Templar Battleforce race between a handful of our veteran players over on our Discord. Each of them will be highlighting a different style of play as they see how fast they can move through the game. The event will start before Ferarai and Galantia and we will see who gets furthest!
Come hang out with us, chat about Templar Battleforce and your favorite strats, and check out what we're up to these days at Trese Brothers Games. To find the event, join our Discord and check out the events at the top of the channel bar.
A big thanks to the community champs who pulled this together and let's show up to see what these Templars can do. As they say, Shalun favors the fast (and the brave!)
Templars! We are once again back with a new Relic, some new HP rules for Berserks and a pile of weapons, armor, gear and Talent rebalances as well as some bug fixes from community posts. A huge thanks to everyone helping keep sharing and review this game over all the years.
Our new turn-based tactics RPG!
Cyber Knights: Flashpoint, our stealth & squad tactics heist RPG, launched into Steam Early Access and has now passed Update #60 as it battles through its ambitious public roadmap. We've now completed the six major roadmap milestone with the Hacker's Nest, Proc-Gen Missions for endless play, Custom Difficulty (and the ability to change difficulty during play), the Scourge an all new class, the refreshed tutorial and the new Hype/Stress mutation system. If you're looking for a story rich, squad-based RPG, take a minute to follow, wishlist or try Cyber Knights! For anyone asking about a Templar Battleforce sequel, any sequel would be built upon the back (and engine!) of Cyber Knights: Flashpoint so we appreciate your support and checking out the game. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Paladin's Chain
We've added a new relic to the captain's tree - the Paladin's Chain. This famous relic also appears in Star Traders: Frontiers where the Templar Knight and veteran of the action of Templar Battleforce can join your Star Trader captain in a bloody and desperate attempt to stop another alien force. Set 200 years later, James Fairfield is willing to gift the Paladin's Chain to your captain as a reward for successful support in his time of need but here in Templar Battleforce, it is a powerful relic carried by mighty Templar Paladins and Captains.
Tougher Zerks
With this update we've changed a rule to how Berserker calculate their maximum HP. Where all other Templars gain +1 HP per level, the Berserks now gain +3 HP per level, helping them further embody their front-line tank role.
Engineer's Repair Talent
The Engineer's Repair Talent now grows in range, up to range 5 at maximum across its 10 levels.
Gear and Armor Rebalance
Check the release notes, but we've made improvements to a number of weapons, armor and gear that were lackluster for their Gear Level and needed a boost to be properly competitive, including the Warpath Leviathan, X-Jacket Ammo, Watchdog Whisper and the Burning Cutter.
Cheaper Meditech Ordnance
To help make the Meditech Ordnance worth the purchase, we've dropped the SP cost by 50 to 550 SP, making it a better bargain versus the purchase of more, smaller healing kits.
A big thanks to @DrSpendLove
A special shout out to Dr. SpendLove (our wiki and community champion) for sharing so many of the ideas that fueled this update.
v2.7.17 - 3/17/2024
- Added new Tact System Relic "Paladin's Chain" as carried by Templar James Fairfield in Star Traders: Frontiers - Berserkers now gain +3 HP per Level instead of standard +1 - more tank! - Engineer's Repair Talent grows in range up to 5 at maximum - Increased Warpath Leviathan bonuses to +4 Accuracy / +10 Dmg from +2 Accuracy / +6 Dmg - Increased damage bonus of X-Jacket Ammo to +10 Dmg (from +8 Dmg) - Watchdog Whisper gains +1 Parry for +5 total Parry - Boosted Burning Cutter from +10 to +18 Fire Dmg - SP cost of Meditech ordnance to 550 SP from 600 SP - Fixed bug with random large numbers for Grenade Damage for shields and armor
Exciting news all! Cyber Knights: Flashpoint - our squad tactics heist RPG - launched on Steam this week! It's our first 3D game and a big step up for our studio; we'd love for you to check it out.
Like Templar Battleforce, Cyber Knights offers in-depth squad tactics with a ton of replayability, endless character build possibilities, and even more RPG elements.
Come take a look and see if Cyber Knights' stealth mechanics, independent enemy AI, heist strategy layer, and unique 23rd-century cyberpunk looks fun to you. If all goes well, we're very excited about the possibilities of using all the skills we've gained in creating this game to a potential future Templars game! Hope you'll check it out and support us in it; even just spreading the word helps a ton!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Templars! We are back again with the double drop of 4 new Relics in Update #93 just because we can't leave the other Templar classes out of the good fun. This time, we've got a Armor Plating, Reactor System, Expert-Proc and Weapon Mod to round out the set of Gear Level 8 Relics.
But first - a quick note about our upcoming game:
Play Cyber Knights Demo in Steam Next Fest
Our next tactical turn-based RPG draws upon everything we learned from creating Templar Battleforce - so we hope you'll come check out the world of Cyber Knights: Flashpoint. You can play its demo now, for free in the Steam Next Fest! If you're not up for a demo today, the demo will still be up next week - so check out the next game and add it to your wishlist! Explore the dark future of 2231 as you run your crew of underworld mercenaries, pulling off high-stakes heists you choose from faction power players to survive. Cyber Knights wraps a world full of consequential story choices and character development around an extensive core of classic and new tactical RPG mechanics. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
4 New Relic Wargear
With Update #93, we've added another 4 new relic wargears which match the last 4 added and all hit the new high of Gear Level 8 for wargear. You may have to adjust your gear, weapon and armor carry to make space for these mighty relics, but they come at the power level that is going to justify it. The new Steelbone-Plating for Hydra, Neptune and Paladins .... The Vulcan Burner Reactor System for Engineer and Hydras ... The D-Sense Proc for mighty Berserkers only ... And finally the Bezgao Strike Kit for Soldiers and Neptunes ... Across the board, the entire set also all add +22 HP or more, a nice bonus for their high Gear Level.
On-Going Mac OS Issues
While we had hoped that the last update would put put the mac OS issues behind us, they have not. We are not waiting on technical assistance from the Mac Team on how to resolve a app signing issue that is preventing the game from running on any version of mac OS. We will get it sorted - apologies for the delay.
v2.7.15 - 6/25/2023
- Added Steelbone-Plating (RELIC) gear level 8 Armor Plating for Hydra, Neptune and Paladin - Vulcan Burner (RELIC) gear level 8 Reactor System for Hydra and Engineer - D-Sense Proc (RELIC) gear level 8 Expert System for Berserks - Bezgao Strike Kit (RELIC) gear level 8 Weapon Mod for Soldier and Neptunes - Fixed mixed up Requisition requirements for Pingback Sensor
Templars! We ride to war once again with Update #92 which brings in 4 new Relic Wargear and a pile of fixes for Mac OS launch issues, latest version and fullscreen.
Play Cyber Knights Demo in Steam Next Fest
Our next tactical turn-based RPG draws upon everything we learned from creating Templar Battleforce - so we hope you'll come check out the world of Cyber Knights: Flashpoint. You can play its demo now, for free in the Steam Next Fest! If you're not up for a demo today, check out the next game and add it to your wishlist! Explore the dark future of 2231 as you run your crew of underworld mercenaries, pulling off high-stakes heists you choose from faction power players to survive. Cyber Knights wraps a world full of consequential story choices and character development around an extensive core of classic and new tactical RPG mechanics. https://store.steampowered.com/app/2059870/Cyber_Knights_Flashpoint_Demo
4 New Relic Wargear
With Update #92, we've added 4 new relic wargears which are all hitting the top rank of wargear at Gear Level 8. You'll have to adjust your gear to make space for these high Gear Level new carries but they come with the power level to demand it. The new Zombra Lock for Berserker and Soldiers adds an entirely new type of buff, adding extra Damage to any grenade thrown. The Swae-Suit brings an excellent mix of both offensive and defensive capabilities, while the Pingback adds +10% Critical with defensive options on the side. Finally the Tri-Kit Ocular adds both ranged and melee accuracy and Auto-Block. Across the board, the entire set also all add +22 HP, a nice bonus for their high Gear Level.
Mac OS / Fullscreen Fixes
For all of our Mac OS players out there, this update should resolve your issues launching the game with latest Mac OS or if you were having issues with getting the game into fullscreen. Thank you for your patience with this one, we always feels like we're chasing some unexpected change in this arena.
v2.7.13 - 0/6/22/2023
- Added Swae-Suit (RELIC) gear level 8 Pilot Suit for Scouts and Captains - Pingback Sensor (RELIC) gear level 8 Sensorkit for Scouts and Engineers - Zombra Lock (RELIC) gear level 8 Targeting System for Berserk and Soldier - Tri-Kit Ocular (RELIC) gear level 8 Tact System for Captains and Paladin - Fixed mac OS fullscreen issues and crashes
Templars! Are you ready to be Knights for the first time?
We have a very early demo up just this weekend for our upcoming game, Cyber Knights: Flashpoint, as part of our participation in PAX Rising Online. As its focused primarily on the stealth & tactical gameplay, we think youd have some excellent feedback to offer if youd like to play it.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Its only online until tomorrow (Sunday) night, so hop in if you want to give it a shot. You can join us in our Discord community if you have any questions, and can share feedback there, on the Steam Forums, or by pressing F10 in-game.
Hope youll enjoy this first look at our next great squad tactics RPG!
Hello Templars! It's been a while, but this game remains close to our hearts, and with recent OS changes, we wanted to make sure we not only made an update to keep things running, but bundle in a few goodies for everyone.
Update #91 touches down on the war-torn fields of Templar Battleforce with 4 new Relics, some major platform support improvements to keep the game running on all the latest OS and a juicy pile of smashed bugs. We're excited to provide this update to all of our Templar mech pilots and thank you all for the support over the years! To war, once again!
Our NEXT Turn-Based Tactics Evolution
Our next game, Cyber Knights: Flashpoint successfully kickstartered last year, has been under development for almost 2 years and is coming to Steam in early 2022. Have you wishlisted it? https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/ Like Templar Battleforce, Cyber Knights has rich turn-based tactical combat and squad-building gameplay we've taken even further from all of your excellent feedback on this game. Now in the cyberpunk future of 2231, you'll recruit, train and kit out your underworld mercenary company for illicit missions that you'll be able to strategize & prepare for with even greater freedom using our unique heist RPG system. Mix and match your squad's powerful abilities and cybernetic enhancements to fight, sneak, bribe and hack your way to your objectives and get out before the off-site security starts pouring in. Learn more about the setting and other gameplay elements of Cyber Knights: Flashpoint on its Steam page, or wishlist it right here.
Capstone Relics
The sprawling requisition tree has gained 4 new Relics for your core squad members -- a new blade, a new Leviathan Rifle, a Repeater for your Neptune and a Relic Incinerator for your Hydra! These Relics are exciting for squads both old and new, boasting some impressively high RP cost of 250 and some impressively powerful stats. Each weapon offers a unique alternative to other top tier weapons but we know you'll find them useful in your end game squads against the toughest of enemies.
Platform Updates
The endless forward march of platforms demands updates for even highly stable games like Templar Battleforce. With Update #91, we've improved our Mac and Linux support for their latest revisions and versions, especially fixing some bugs with Big Sur, Mac OS fullscreen and Linux sound.
Community Bug Fixes
We sorted through the highest-priority community bug fixes and worked our way down the list, knocking off a nice round 6 issues. We fixed a widespread bug with the "View Req" button taking you to the wrong node tree in the Requisition Tree, clarified some Talent language, fixed "Headshots" Scout Talent not reporting its ranged was capped by your weapon. The Hydra's "Heatwaves" Talent debuff duration has been corrected to 3 and we fixed some odd displays of Landmine stats in their mid-mission status screen. A huge thanks to everyone posting feedback, bugs and suggestions! You're always welcome to swap tips & tactics in the #battleforce channel of our Discord, or join the hype and build-brainstorming for Cyber Knights: Flashpoint.
v2.7.7 - 4/19/2021
- Added 4 new capstone Relics -- new Blade, new Incinerator, new Repeater and new Leviathan Rifle - Improved support for Mac OS and Big Sur - Improved support for Linux - Corrected Hydra's Heatwaves debuff to be 3 turns in duration - Fixed bug causing some Talents to highlight the wrong RQ Tree node when checking their prerequisites - Fixed misleading use of "adjacent" in area of attack Talent descriptions to "close by" - Fixed incorrect display of weapon Penetration details for Landmines - Fixed incorrect details in Library entry for Hit Points - Fixed Scout Talent "Headshot" Talent incorrectly reporting max range 8 instead of weapon's range
Update #90 fixes some of the last little issues in the game that have been reported from the player base. We've also notarized the game to improve our Mac OS support.
Reinforced Structures no longer gives more Tact Point HP than listed in the description.
On the Relic front -- two weapons have had their icon updated to the relic art and one relic armor that was allowing multiple equips is now working as intended.
We've fixed one Talent description and also fixed an issue that was preventing two of the Captain's debuff Talents from ever stacking.
A huge thanks to everyone playing, leaving a review and leading the charge against the xeno!
v2.7.5 - 3/29/2020
- Mac OS Catalina and Notarization support - Fixed bugs with Reinforced Structures giving more Tact Point HP than advertised - Fixed weapon icon for Dragoon Mk21 and Vright's Mk23 Neptune Relics - Fixed issue where Exemplar Command (RELIC) Armor could be equipped multiple times - Fixed incorrect description of Heat Sink Talent level 1 - Fixed bug preventing debuffs from Discerning Eye and Fire Commander from stacking
Following on the major milestone CLAYMORE release last week, we've got a balancing update for landmines and everything associated with them. We've received awesome energy from the community about how much fun landmines are but also reservations that they just lack the BOOM power that they deserve.
We've gone through another round of testing and simulated a gross number of landmines exploding into different types of xeno faces at different levels. In the end, we've agreed. More BOOM is needed!
With Update #89, we've increased the Damage and Penetration % for all landmine explosives at all levels. We've also greatly reduced the Heat generated by dropping a landmine from 30 to 12.
In the bug department, we fixed an issue with the "All Engineer RQ" achievement, removed the secondary (and way too expensive) Ordnance for resupplying landmines and corrected some of the display in the RQ tree about landmines and its levels.
A huge thanks to everyone who jumped in, blew something up and enjoyed the major new Engineer expansion!
v2.7.3 - 2/6/2019
- Increased damage and penetration of Landmine explosives at all levels - Reduced Heat for "Deploy Landmine" Talent to 12 from 30 - Fixed issue with duplicate Ordnance for Landmine Resupply - Fixed icon of Landmine Ordnance in RQ tree - Fixed issue with All Engineer Requisitions achievement
The major milestone CLAYMORE introduces a new style of play for Templar Engineers who can now drop landmines onto the field of battle to bait, slow and detonate oncoming enemies. This new style of defensive play is best matched with other Engineering abilities like Sentry Turrets and can be used by both Flame Engineers and standard Engineer Templars. They can be useful to both hold a defensive perimeter or slow down pursuing enemy forces as your elite strike force of mechs powers forward to an objective.
Two turrets and two landmines form a defensive perimeter around the first Tact Point at Tundeer
Self Destruct Initiated!
Unlike a conventional landmines, the Templar landmine is remote detonated by the command of its Engineer to ensure the most devastating effect. If the landmine's internal systems are compromised beyond a point, it will automatically self-destruct to attempt to take out its attacker as its final action.
Access to the Landmines and their Talents and resupply Ordnance are controlled through a new branch of the Requisition Tree from the Engineer's main trunk. Each level of the Deploy Landmine Talent will increase the total number that can be dropped as well as better their explosive weapon and armor. The landmines' greatest weakness is those xeno and enemy that can hurl ranged attacks, standing out of their explosive radius and raining down attacks until they self destruct. For these situations, a Landmine's last defense is its Bolt-Seal Talent, a buff that increases its armor and ability to survive hits in trade for some of its Penetration % when it does explode. Landmines will be most effective when they can survive a few hits and allow a crowd of melee enemies to get in close enough for one big detonation. The battlefield awaits, captain!
v2.7.1 - 1/28/2018
- Engineers can now drop landmines as a defense perimeter -- boom boom! - Added 5 new levels to the Requisition Tree for Engineers - Control your landmines to bait and self-destruct against incoming enemy - Use Landmine's Self-Destruct Talents to inflict devastating damage to nearby enemies - Used Landmine's Bolt-Seal Talent to lock the mine down and weather the storm from ranged enemies - If destroyed, landmines self-destructs into the attacking enemy's face - Added Ordnance for Landmine Resupply - Grenades now prevent you from throwing them at empty space with no targets
Update #87 roars onto the field with two new Neptune Relic weapons -- the Dragoon Mk21 and Vright's Mk23. Combined with new Engineer cutter gauntlet and new ordnance that can raise maximum Heat, #87 provides some new options for you precious RQ spend as well as some new strategies for the battlefield.
Neptune Relics
Two new high power and high Gear Level Relics have been added to the RQ tree, each with their own new Requisition node. These newest Repeaters can only be carried by a single Templar but they make up for their rarity in sheer and raw power. The Mk21 drops the mightiest damage while Vright's Mk23 will punch through any enemy deflection!
Engineer Options
The new Engineering Requisition level adds the Burning Cutter, a gauntlet that drops flame damage, capable of leaving spitting and burning napalm in its wake. In addition it includes the Coolant X-Kit, a new Ordnance that packs both Flame Res and +Max Heat Buff. Finally, we've further balanced a few levels based on player feedback -- Southbound Trail is harder, Mok Prime: Drop Zone and Starport Breach both start with more Supply Points for your first Ordnance purchases or immediate swapping. Thanks to all of our captains for playing and posting!
v2.6.65 - 10/31/2018
- Added 2 new Requisition levels for Neptune, including 2 new relic weapons - Dragoon Mk21 (RELIC) delivers untold damage at 6 range while Vright's Mk23 packs unstoppable Penetration % - Added new Requisition level for Engineer, Transition Engineer - New Burning Cutter gauntlet weapon for Engineer -- flame damage, melee build - New Ordnance from Transition Engineer: Coolant X-Kit adds Flame Res (+24) and Max Heat (+20) - Increased xeno spawning and resistance to march in Southbound Trail - Adjusted spawn rates and max enemy caps in Mok: Drop Zone for fairer start - Increased starting Supply Points (SP) in Mok: Drop Zone and Starport Breach - Improved routes and paths through hills in Mok Drop Zone scenario - Neptune's Concentrated Fire Talent now animates multiple shots as if AoE - Fixed inconsistencies in the RQ tree
Update #86 brings together a big package of improvements of finer tuned balancing, small AI improvements on certain levels, fixed map bugs and improved dialog. A lot of the changes in this package are very specific and gathered and evaluated from our player-base.
First, we've buffed and rebalanced a number of things on the Templar side. Tactical Point durability bonuses are now slightly higher for their SP cost, we've improved two of the Engineer's Revolvers and ensured fair balance for the Mk18 Dominant.
Much of the AI changes and improvements comes from working directly with players who were finding issues on levels, exploiting AI pathing or seeing the AI doing suboptimal routing. To increase the danger of Narvidian flying units, we've upped their damage moderately and increased the Narv's hunting routines to better seek out your Templars, especially if they scatter. In the New Game+ and New Game++ mods, we've doubled down on defensive turrets to make sure they can still shred your high level armor -- those things should never be something you can ignore.
Enjoy the newest updates and balancing tweaks. These will, as always, be most felt on higher difficulties!
v2.6.63 - 9/8/2018
- Improved Tactical Point Durability Bonuses granted by Reinforced Structures (1-3) by 20% - Buffed Penetration scores for Scoped Revolver and Cannon Revolver - Reworked Mk18 Dominant Neptune weapon to Range 6, lower Penetration - Buffed Scout Relic, Null-Storm Armor - Reduced purchase price for Irid Field Kit and Grenadier's Resupply Wargear - Slightly increased purchase price for Flame Coat Kit Wargear - Moderate buffs for Narvidian Flying Unit Damage - Improved Narvidian enemy hunting AI to better predict player movement - Damage buffs for New Game+ enemy turrets and AA Turrets - Buffed traitor human soldier rocket damage and penetration - Increased Xeno defenders in "Kaldun: Factory Core South" level - Improved enemy AI pathfinding in "Trench Warfare" level - Rebalanced Xeno spawning rates in "Leo Drop Zone" - Fixed dialog typos, map visual glitches and reported crashes
This week, we've got an exciting revamp of the game's scoring system to better handle New Game+ mode, improved balance for swapping Scouts and Soldiers and a final round of combat log fixes.
Updated Scoring System
Looking back over 3 years of support, improvements and new features -- sometimes we find an excited feature which was added to the game (New Game+ mode) after release (but very early on!) which had some unforeseen impact on other parts of the saved game system. Templar Battleforce's record keeping system previously discarded your score for the original level when you replayed it on New Game+ or New Game++ (a third play through). With this update, we have finally enabled truly legendary records for squads by separate the scores for each play through. This allows historical comparison between your squad's first, second or third run at a level as well as making it possible to get the really big Master Template achievement, which requires 10,000 kills.
Smoother Swaps
With the help of some players, we found a bug that was causing less Supply Points to be granted to starting Scouts in a level. This made swapping scouts, soldiers and other Templars harder in levels where you started with more Scouts than not. This is now fixed and while it is pretty minor really helps on levels like the Dread Falcon. Thanks to everyone reporting bugs and requesting features! We've got a few other great fixes in the list below, all thanks to our great Templar captains!
v2.6.61 - 6/12/2018
- Rebalanced starting SP in closed deployments to ensure that Scouts/Soldiers swap at the same values - Improved Scoring system to keep separate records for levels defeated in standard campaign, New Game+, New Game++ - Compared scores on the same level between the first, second and third play throughs! - Now possible to unlock the Master Templar, kill 10,000 enemies achievement! - Rebalanced Turn Goals in some end game levels -- Hive Mind, Stratos Defense Relay and Elevator Complex - Fixed issue with 2 secondary objectives on Righteous Fallen: Bridge level not being properly counted - Fixed bug with combat log not reporting +Penetration % from Talents like Incinerator
In the on-going clash of the meta between the Templars and their mighty enemies, this one probably swings in the favor of their enemies. With the last update buffing shieldbearers and giving even great team build flexibility to lower
We've made some map modifications -- better marking spawning locations in Tundeer but also adding few more low-rate spawning spots. Beware of new attack vectors. We've balanced the Hive Mind level's turn goal, as a lot of captains are crushing the level far too quickly. Playing through the Stratos deployment will now give you some better rewards, focused on the fact that you're in the late, after-end-game content.
The warriors of Shelgeroth got another boon this update with their rocketeer troops gaining even more range and penetration in trade for lower HP.
Last week, we were very excited to have landed on Rock, Paper, Shotgun post a great review of our latest game in the Templar Battleforce universe -- Star Traders: Frontiers. If yo haven't seen it yet, do check this game out! The title says it all: "Star Traders: Frontiers is the best space game I've played in ages"
https://steamcommunity.com/news/post/2394104285096340478
v2.6.59 - 5/8/2018
- Improved spawn markings on 'Siege at Tundeer' map - Added additional low proc-rate spawns to 'Siege at Tundeer' - Revised 'Rychart Prime: Patrol Route' map to include a high-ground section - Increased tier-2 Human Soldier: Rocket range from 4 to 5 - Increased 'Human Soldier: Rocket' damage and penetration - Reduced 'Human Soldier: Rocket' HP, increased rocket spawns - Reduced turns bonus goal to 28 Turns for "Hive Mind" - Rebalanced Experience awards for Stratos: Command Center / Reactor Core - Increased hardness for "Flameweave Plating" armor - Fixed some AI routing issues on "Ferarai : Atmo Reentry" map - Rebalanced RP costs for "Assault Grenadier" tree
Update #83 brings a series of exciting balances changes to the SP and Swap system as well as empowering those shieldbearing Templars on the field of battle! Forward, Templars, for Shalun favors the brave!
Starting SP by Modified by Difficulty
For closed deployments where you only start with a squad of Templars, we've added a modifier to the starting Supply Points (SP) by difficulty. While high level difficulties won't see any change, anything from Hard and below will gain more SP at the start of a closed deploy level, which will increase your options when Swapping your starting units. At the high end, Basic Difficulty gains +40% SP.
Shieldbearers
Shields are large defensive bulwarks designed to catch any type of attack. To honor that, shields now grant their Parry rating as standard dice against ranged attacks, where in the past they gave no bonus. This further improves a shieldbearer's ability to tank into deadly situations. We've also fixed a few small bugs related to shields and dual wielding axes and how their stats were logged during combat. Thanks to the players who reported these issues! Watch out however, the human enemies carrying heavy weaponry have had their Penetration % values buffed to balance out some of the new shield parry. Those rockets and plasma cannons will dent your armor even more now.
v2.6.57 - 4/9/2018
- Improved Difficulty level's effect on starting SP for Closed Deployment levels - Improved calculation of turn and kill rate goals to be fairer (exactly 40% faster gains highest bonus) - Shields now grant their Parry as standard dice versus ranged attacks - Fixed issues with combat logging of both dual wielding axes and carrying shields - Increased Penetration % for human enemies carrying heavier weapons (Plasma, Rockets) - Fixed issues with level intros and swap bugs
Update #83 brings a series of exciting balances changes to the SP and Swap system as well as empowering those shieldbearing Templars on the field of battle! Forward, Templars, for Shalun favors the brave!
Starting SP by Modified by Difficulty
For closed deployments where you only start with a squad of Templars, we've added a modifier to the starting Supply Points (SP) by difficulty. While high level difficulties won't see any change, anything from Hard and below will gain more SP at the start of a closed deploy level, which will increase your options when Swapping your starting units. At the high end, Basic Difficulty gains +40% SP.
Shieldbearers
Shields are large defensive bulwarks designed to catch any type of attack. To honor that, shields now grant their Parry rating as standard dice against ranged attacks, where in the past they gave no bonus. This further improves a shieldbearer's ability to tank into deadly situations. We've also fixed a few small bugs related to shields and dual wielding axes and how their stats were logged during combat. Thanks to the players who reported these issues! Watch out however, the human enemies carrying heavy weaponry have had their Penetration % values buffed to balance out some of the new shield parry. Those rockets and plasma cannons will dent your armor even more now.
v2.6.57 - 4/9/2018
- Improved Difficulty level's effect on starting SP for Closed Deployment levels - Improved calculation of turn and kill rate goals to be fairer (exactly 40% faster gains highest bonus) - Shields now grant their Parry as standard dice versus ranged attacks - Fixed issues with combat logging of both dual wielding axes and carrying shields - Increased Penetration % for human enemies carrying heavier weapons (Plasma, Rockets) - Fixed issues with level intros and swap bugs
Last week's weeklong sale brought an influx of new Templars to the on-going battle for the Cirm Quadrant. We're thankful that some of those new players took time to post crash reports and send in feedback. We've put together quick patch to cover all the reported issues.
Shalun favors the brave! Thanks to all those leaving a review and helping to share the game!
v2.6.55 - 3/19/2018
- Fixed reported crashes - thanks new Templars!
Last week's weeklong sale brought an influx of new Templars to the on-going battle for the Cirm Quadrant. We're thankful that some of those new players took time to post crash reports and send in feedback. We've put together quick patch to cover all the reported issues.
Shalun favors the brave! Thanks to all those leaving a review and helping to share the game!
v2.6.55 - 3/19/2018
- Fixed reported crashes - thanks new Templars!
This week's update brings a new monster variation to the Narvidian forces as well as making some improvements to different enemies and Talents in regards to special damage values such as Radiation, Plasma and Fire.
Carrion-Hunter
A larger, slightly slower and slightly easier to hit drone has been deployed by the Narvidian forces. While the previous Hunter drones closed to melee to engage their burner beams the Carrion-Hunter has a 3 range radiation beam attack. Their seeking sensor beams sweep the area as they move, reading constantly for targets. While a bit spastic on repeat, the animation below shows the drone dodging out of the way of an incoming attack, all of its sensor beams on alert.
We've made a number of tweaks to the balance of Talents and enemies. All Radiation-specific type enemies have gained additional Radiation Damage. The value of Radiation Res gear and Talents just ticked up another notch. In response, the Soldier's Lock-Down Talent has gained additional Resistance points at higher levels. If you raise your Engineer's Capture talent to level 6 or higher, the Heat cost drops to 9 now from 15. Finally, the Berserk's Kill Strike Talent has gained even more Plasma Damage across all of its levels. We're looking forward to some more exciting developments over the weekend. Thanks to all of our Templar captains and new players! Welcome to the on-going update stream, all free, no DLCs.
v2.6.53 - 3/8/2017
- Added new Narvidian drone monster variation -- Carrion-Hunter with short-range beam attack - Increased Radiation Damage of Radiation-type monsters (Irradiated Goliath, etc) - Reduced Heat cost of Engineer's Capture Talent level 6+ to 9 from 15 - Buffed Plasma Dmg on Berserk's Kill Strike Talent - Buffed Radiation/Flame/Plasma Resist values for Lock-Down Talent level 6+
This week's update brings a new monster variation to the Narvidian forces as well as making some improvements to different enemies and Talents in regards to special damage values such as Radiation, Plasma and Fire.
Carrion-Hunter
A larger, slightly slower and slightly easier to hit drone has been deployed by the Narvidian forces. While the previous Hunter drones closed to melee to engage their burner beams the Carrion-Hunter has a 3 range radiation beam attack. Their seeking sensor beams sweep the area as they move, reading constantly for targets. While a bit spastic on repeat, the animation below shows the drone dodging out of the way of an incoming attack, all of its sensor beams on alert.
We've made a number of tweaks to the balance of Talents and enemies. All Radiation-specific type enemies have gained additional Radiation Damage. The value of Radiation Res gear and Talents just ticked up another notch. In response, the Soldier's Lock-Down Talent has gained additional Resistance points at higher levels. If you raise your Engineer's Capture talent to level 6 or higher, the Heat cost drops to 9 now from 15. Finally, the Berserk's Kill Strike Talent has gained even more Plasma Damage across all of its levels. We're looking forward to some more exciting developments over the weekend. Thanks to all of our Templar captains and new players! Welcome to the on-going update stream, all free, no DLCs.
v2.6.53 - 3/8/2017
- Added new Narvidian drone monster variation -- Carrion-Hunter with short-range beam attack - Increased Radiation Damage of Radiation-type monsters (Irradiated Goliath, etc) - Reduced Heat cost of Engineer's Capture Talent level 6+ to 9 from 15 - Buffed Plasma Dmg on Berserk's Kill Strike Talent - Buffed Radiation/Flame/Plasma Resist values for Lock-Down Talent level 6+
A new deadly breed of xenomorph has been reported spotted in the Cirm Quadrant. Where most xeno of the Carapace line have a short ranged melee attack, the Carapace Tusk is a melee powerhouse. Protected by high Armor and Deflection all Carapace are tanks capable of taking heavy punishment. The Carapace Tusk sports immense cleaning mandibles, capable of cracking open the hardest armor with extremely high Penetration values. Slow them down, bathe them in fire, block them with Overwatch -- just don't let the jaws of the Tusk reach your Templars!
We've also fixed some balancing issues with the standard Carapace line, in which their statistics dropped after level 20.
We've up-balanced the Watchdog Whisper to have +4 Dodge and +4 Parry to justify its Gear Level cost.
Finally, we fixed a bug that was letting Nyra and Luthor's unique relics appear (albiet locked) in the gear selection screens.
v2.6.51 - 3/8/2018
- Added new monster variation the Carapace Tusk: extreme high Penetration melee tank - Rebalanced high level Carapace which were inexplicably weak - Improved war gear Watchdog Whisper by +1 Dodge / +1 Parry - Fixed issue with Nyra and Luthor's unique gear appearing in locked gear list
A new deadly breed of xenomorph has been reported spotted in the Cirm Quadrant. Where most xeno of the Carapace line have a short ranged melee attack, the Carapace Tusk is a melee powerhouse. Protected by high Armor and Deflection all Carapace are tanks capable of taking heavy punishment. The Carapace Tusk sports immense cleaning mandibles, capable of cracking open the hardest armor with extremely high Penetration values. Slow them down, bathe them in fire, block them with Overwatch -- just don't let the jaws of the Tusk reach your Templars!
We've also fixed some balancing issues with the standard Carapace line, in which their statistics dropped after level 20.
We've up-balanced the Watchdog Whisper to have +4 Dodge and +4 Parry to justify its Gear Level cost.
Finally, we fixed a bug that was letting Nyra and Luthor's unique relics appear (albiet locked) in the gear selection screens.
v2.6.51 - 3/8/2018
- Added new monster variation the Carapace Tusk: extreme high Penetration melee tank - Rebalanced high level Carapace which were inexplicably weak - Improved war gear Watchdog Whisper by +1 Dodge / +1 Parry - Fixed issue with Nyra and Luthor's unique gear appearing in locked gear list
Join us in the Lunar Near Year Sale and save 50% on Templar Battleforce today!
To kick off the new sale, we've got an exciting new update. This one refreshes the Fortify Position buff from your Engineers, giving it far more stopping power in terms of Armor, Deflection, Critical Chance and Auto-Block but also tagging it with small Movement penalties. It is perfect for Sentry Turrets or other hold-your-ground tactics.
Filling out the Gear Level roster for Assault Armors, we've added a new GL 5 and GL 9 armor. The Giltwing comes straight from our community paragon and wiki editor, @drspendlove whlie the Calvary is designed for fast moving Templars with a Move Bonus.
Thanks to all of our Templar captains joining us in the fray against the endless tide of xeno. If you've enjoyed Battleforce, be sure to pick up our newest title, Star Traders: Frontiers which is 20% off during the sale as well! Set in the same universe, you can even visit the Cirm Quadrant and the Righteous Fallen.
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
v2.6.49 - 2/15/2018
- Rebuilt Fortify Position Buff from Engineer, reduced to 2 AP - slow but steady - Added new Giltwing Assault armor for 2H Hammer Paladins, Gear Level 9 - Added new Calvary Assault armor for fast moving Berserks and Paladins, Gear Level 5 - Fixed mismatches in RQ tree, Acrum's Anchor now requires RQ node - Updated library entries on Supply Points, Leveling Talents
Join us in the Lunar Near Year Sale and save 50% on Templar Battleforce today!
To kick off the new sale, we've got an exciting new update. This one refreshes the Fortify Position buff from your Engineers, giving it far more stopping power in terms of Armor, Deflection, Critical Chance and Auto-Block but also tagging it with small Movement penalties. It is perfect for Sentry Turrets or other hold-your-ground tactics.
Filling out the Gear Level roster for Assault Armors, we've added a new GL 5 and GL 9 armor. The Giltwing comes straight from our community paragon and wiki editor, @drspendlove whlie the Calvary is designed for fast moving Templars with a Move Bonus.
Thanks to all of our Templar captains joining us in the fray against the endless tide of xeno. If you've enjoyed Battleforce, be sure to pick up our newest title, Star Traders: Frontiers which is 20% off during the sale as well! Set in the same universe, you can even visit the Cirm Quadrant and the Righteous Fallen.
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
v2.6.49 - 2/15/2018
- Rebuilt Fortify Position Buff from Engineer, reduced to 2 AP - slow but steady - Added new Giltwing Assault armor for 2H Hammer Paladins, Gear Level 9 - Added new Calvary Assault armor for fast moving Berserks and Paladins, Gear Level 5 - Fixed mismatches in RQ tree, Acrum's Anchor now requires RQ node - Updated library entries on Supply Points, Leveling Talents
The Templar mechs march to war and they demand the very best weaponry and armor! Update #79 fills in some of the Gear Level gaps with new and improved weaponry for Captains, Berserks, Soldiers and Paladins.
The Soldier's new Battalion Mk3 Rifle is a Gear Level 7 powerhouse, found under the Grenadier branch of the Soldier's tree. The Warstar Leviathan is a heavy Gear Level 9 armor found under the Leader in the Ranks branch of the Soldier's tree. Finally, the new Dhragen Hammer is a Gear Level 9 alternative to the Obliterator Maul which weighs in at GL 12. Arm up, and release the mechs of war!
We've also fixed a longstanding issue that cause enemy levels to display incorrectly, not taking difficulty into account. That is now resolved in all hovers and right clicks to bring up monster details.
Thanks to the player who pointed out the swap bug in Starport Breach level -- now fixed! We're down to one last level that prevents swapping and we're working to resolve that still.
v2.6.47 - 1/25/2017
- Corrected enemy level display issues - Fixed Swap exploit in Starport Breach level - Added new Soldier Armor 'Warstar Leviathan' - Added new weapon 'Battalion Mk3 Rifle' - Added new weapon 'Dhragen Hammer' 2H Maul - Fixed dialog issues in Tundeer - Fixes bugs with menus and right clicks
The Templar mechs march to war and they demand the very best weaponry and armor! Update #79 fills in some of the Gear Level gaps with new and improved weaponry for Captains, Berserks, Soldiers and Paladins.
The Soldier's new Battalion Mk3 Rifle is a Gear Level 7 powerhouse, found under the Grenadier branch of the Soldier's tree. The Warstar Leviathan is a heavy Gear Level 9 armor found under the Leader in the Ranks branch of the Soldier's tree. Finally, the new Dhragen Hammer is a Gear Level 9 alternative to the Obliterator Maul which weighs in at GL 12. Arm up, and release the mechs of war!
We've also fixed a longstanding issue that cause enemy levels to display incorrectly, not taking difficulty into account. That is now resolved in all hovers and right clicks to bring up monster details.
Thanks to the player who pointed out the swap bug in Starport Breach level -- now fixed! We're down to one last level that prevents swapping and we're working to resolve that still.
v2.6.47 - 1/25/2017
- Corrected enemy level display issues - Fixed Swap exploit in Starport Breach level - Added new Soldier Armor 'Warstar Leviathan' - Added new weapon 'Battalion Mk3 Rifle' - Added new weapon 'Dhragen Hammer' 2H Maul - Fixed dialog issues in Tundeer - Fixes bugs with menus and right clicks
If you have not stepped into a Leviathan mech and led the Templars to war, nos is the time to join the fight. The battle rages on and the Templars need you! Save 50% on Templar Battleforce today, Captain!
Thanks to all of our players leaving reviews and helping us spread the word!
With this release we've done some rebalancing of the Flame Engineer tree. All the Flame Pistol weapons have had their range increased by +1 to help them stay more mobile on the battlefield.
For those weapon combinations that do not work with certain Talents, the Talents are more clearly marked as not valid. We've also stacked multiple Ordnance in the selection screen to make it quick and easy to find the Ordnance you need.
More hovers have been added explaining rules and stats, and we'll keep pressing forward on that front. Across the game we've tweaked the balance and setup of certain levels to increase their challenge and help the AI plan best for the given terrain.
v2.6.45 - 12/29/2017
- Increased range of all Flame Engineer weapons by +1 - Improved display of Talents that cannot be used with Templar's weapon setup - Multiple Ordnance stack when browsing for use - Reduced cost of 'Turret Defense' TP Upgrades by 25% - Reduced cost of 'Supply Booster 3' TP Upgrade by 10% - Added 12 new hovers explaining rules and buttons - Fixed reported typos and spelling errors in Lore Library - Increased Xeno spawning rates in 'Dread Falcon' map - Repositioned several spawning sites on 'Extermination Protocol' map - Moved starting locations, increased Xeno AI on "Prime: Drop Zone" - Bearheart Relic now grants 16% Critical
If you have not stepped into a Leviathan mech and led the Templars to war, nos is the time to join the fight. The battle rages on and the Templars need you! Save 50% on Templar Battleforce today, Captain!
Thanks to all of our players leaving reviews and helping us spread the word!
With this release we've done some rebalancing of the Flame Engineer tree. All the Flame Pistol weapons have had their range increased by +1 to help them stay more mobile on the battlefield.
For those weapon combinations that do not work with certain Talents, the Talents are more clearly marked as not valid. We've also stacked multiple Ordnance in the selection screen to make it quick and easy to find the Ordnance you need.
More hovers have been added explaining rules and stats, and we'll keep pressing forward on that front. Across the game we've tweaked the balance and setup of certain levels to increase their challenge and help the AI plan best for the given terrain.
v2.6.45 - 12/29/2017
- Increased range of all Flame Engineer weapons by +1 - Improved display of Talents that cannot be used with Templar's weapon setup - Multiple Ordnance stack when browsing for use - Reduced cost of 'Turret Defense' TP Upgrades by 25% - Reduced cost of 'Supply Booster 3' TP Upgrade by 10% - Added 12 new hovers explaining rules and buttons - Fixed reported typos and spelling errors in Lore Library - Increased Xeno spawning rates in 'Dread Falcon' map - Repositioned several spawning sites on 'Extermination Protocol' map - Moved starting locations, increased Xeno AI on "Prime: Drop Zone" - Bearheart Relic now grants 16% Critical
Whenever we release a new game, we are always pushed to improve our underlying engine and platform support. Templar Battleforce helped us level up in many ways and now, our latest title Star Traders: Frontiers has some goodies to share with all of our other games.
With this release, we've backported the improvements from STF including Linux tooltips, fixing issues with stuck tooltips, improved hover speeds, icons for your taskbar and better resolution support!
We've also made a series of balancing updates to monster types, made the litch smarter (watch out!) and down-balanced the cost of some ordnance, based on player feedback and suggestions.
Please, leave a review this holiday season to help spread the cheer, mechs and squashed xeno!
Oh, and play Star Traders: Frontiers!
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
v2.6.43 - 12/1/2017
- Fixed issue with tooltips getting stuck
- Win32: Improved Taskbar and Window Icons
- Win32: Boosted mouse hover speed by 100ms
- Linux: Added mouse hover support, Improved 3rd Button
- Mac OS X: Improved mouse hover performance
- Improved Pipeline levels and fixed map bugs
- Improved resolution and scaling for very large and very small screens
- Fixes reported game crashes and text typo cleanups
- Buffed Monster Resistance for Sniper, Flamer Cultists
- Increased Accuracy and reduced resistance for Narvidian Flier
- Improved Litch's tactical AI routines
- Increased cost of 'Turret Perimeter Resupply' from 200 to 250
- Reduced price of 'Flame Coat Kit' from 150 to 100
- Increased base Armor for Pyro Turrets
This afternoon, we were proud to announce the launch of Star Traders: Frontiers here on Steam, including a 20% sale for the first week.
You've gone to war in the pilot seat of a Leviathan battle mech, now step onto the bridge of a Star Trader's vessel and ply the quadrants as a Captain. Visit the Cirm Quadrant, learn about the other Zendu sects and experience the universe of Templar Battleforce from a completely different perspective.
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
This week, your mighty Templars can throw grenades at any spot of open ground that they choose. It seems like a simple thing, but without it, grenades have been restricted for too long. Free the grenades! This new improvement makes grenadier Templars far more powerful and versatile, especially as all grenade attacks only cost 1 AP.
We've also made some tweaks to the balance two shields (thanks @drspendlove). To help sweeten the deal with the story characters Luthor and Nyra, both have received a special relic that they carry into battle. Nyra carries the mighty Renown Kit and Luthor the Bearheart Tact which grants him endless counterattacks.
Finally, we made some more fixes in the combat log to get all the values properly printed and fixed some issues with some of the big bosses in the late game.
Thanks to everyone leaving a review!
v2.6.39 - 9/15/2017
- Grenade Talents can target emtpy ground squares - vae victus, Templar!
- Shield Rebalance: improved Carapace Shield renamed to Orion
- Shield Rebalance: reduced Defender Shield Auto-Block to 26%
- Paladin Nyra Ridaan carries the Renonwn Kit Relic to battle
- Major Luthor carries the Bearheart Tact Relic to battle - endless counters
- Fixed combat log reporting incorrect Attribute on ranged weapon attack
- Hive Mind boss now correctly invulnerable to flames
Thanks to all of our players making suggestions, commenting on balance and asking great questions this week! We've pulled together a weapons focused update, including a new Gear Level 7 Needle Viper for Scouts. The new Needle Rifle cause a ripple of improvements up to the Rubicon Needler, the relic in the class, making it a more impressive weapon for its Gear Level 9 cost. To match the rebalance, the Stealth Naga Rifle has also shifted up to Gear Level 9, where it belonged, with a small increase in stats to compensate for its additional GL cost. The new Needle Viper is in Stealth Operative 4.
We've added a new Ordnance for the Berserk class, which will resupply the three new Talents that were added at the time that Berserks picked up Dual Axe wielding. This one has been added to "Wrath 5" RQ level.
We've improved consistency with the application of debuffs that drive an enemy's armor negative. If an enemy's armor rating is negative, they recieve an additional +50% Negative Armor in damage (-8 Armor = +4 Dmg). Before this patch, this rule was being skipped for Penetrating hits. Now fixed, always applied! Even better!
Thanks to all of our players and thanks for leaving a review!
v2.6.37 -
- New Weapon: new Needler Viper for Scouts, Gear Level 7 Needler
- Rebalanced Weapon: Increased gear level of Stealth Ops Naga Rifle to GL 9
- Improved Weapon: Rubicon Needler Relic for Scouts more impressive
- New Ordnance: Fury Resupply to resupply Berserk's Wrathful Defense, Kill Strike and Hacking Blows
- If enemy armor debuffed below 0, takes extra Dmg equal to 50% of negative Armor score
- Fixed Mag-Core Leviathan to be Hydra-only
This week's update includes a number fixes and updates suggested by the community, as well as some important work on the game's internals. Here at TB headquarters, we've broken ground on the first steps to support official modding that would allow creation of your own levels. It will be a long road to get there, but if this update seems a little slim, it is because of the work we did under the hood.
If you think that is exciting, please leave a review!
We also finished a bit of armor juggling in this release. The Hydra's Mag-Core Leviathan was not moved from its spot at Hydra Specialist 3, but it was converted to be a Hydra-only armor We have also slightly improved its stats to justify the Gear Level 7. To replace the Mag-Core for Soldiers, Captains and Berserkers, we've added a new Heavy Armor, the Mammoth Leviathan, under Leader-in-the-Ranks 3. The Mammoth is close to the original Mag-Core with some new stat improvements as well.
The details of damage caused by Tact Point defenses is now displayed in their RQ entries. And, we added another library entry clarifying the rules on debuffs and stacking them.
v2.6.35 - 8/17/2017
- Armor Swap: Improved Mag-Core Leviathan, but now only for Hydra's
- Armor Swap: Added Mammoth Leviathan, Heavy for Captain, Soldier, Berserker
- Added details about Tact Point defenses damage to RQ tree
- Fixed display of Buffing Attacks in Templar load out screen
- Fixed issues with level intros
- Added library entry about Debuffs
Welcome new players! After the Steam Summer Sale, we've had a big influx of new Templar Captains on the ground and fighting for the cause. That always brings out some new and helpful balancing discussions and finds a few more bugs that had still been hiding in the shadows. This week's release is out to address those!
Turns out the amazing Strikepoint Kit Relic (which doubles Fire/Plasma Damage if your attack is Penetrating) was not working on Overwatch. Now fixed!
Another good discussion about Supply Boosters on the Steam boards has helped us tweak the RIO rate for these Tact Point upgrades. They now pay for themselves in 8 turns instead of 10, which is a small tweak, but also means that once they are paid off you are earning faster. They are still clearly intended for extended levels in which you're squad is planning to stick around for well more than 8 turns.
Another round of scrubbing on the combat log has fixed a few text generation issues there. As with the bugs before, these were simply misprints in the log, and not issues with the actual combat system.
Thanks to our players who reported some issues with the Power Relay Grid! We fixed a few node connections that were giving incorrect dialog or prompts about the direction of the flow of power.
And finally, we fixed the end turn confirmation prompt. It was popping up a lot more than it needed to, because it was counting Templars who were in Overwatch mode as 6 MP and 5 AP. That makes your team look like its standing around doing nothing! Not so, busy shooting xeno here!
Please leave a review to help us spread the word about Battleforce!
v2.6.33 - 7/22/2017
- Strikepoint Kit Relic deals double Fire/Plasma Damage in Overwatch
- Reduced RIO rate on Tact Point Supply Boosters to 8 turns
- Fixed issues with combat log - monster level and Templar defensive dice
- Fixed minor bugs with connections in Power Relay grid
- End Turn confirmation no longer miscounts Overwatched Templars
- Fixed bug with overflowing level squad cap in some circumstances
First, we fixed the low damage bug on Critical Hits. They have been restored to their deserved glory, and your Templars can once again hope to see Critical! flash across the screen.
Second, this week, we've knocked off a number of patches and RFEs based on player feedback. We've added the count of secondary objectives to the objective list so that you can see how many SOs are present while you are playing the level, not only afterwards.
The combat log was dropping damage rolls that turned up 0 -- where the armor out-rolled the damage. But, these were some of the most interesting rolls in the game, so we've corrected that issue.
We've improved the display of many AoE Talents that were failing to list the Skill used to determine their max targets (Medic, Engineer, Tactics). Also, we've put in a max targets number for grenade attack Talents to make it clear that grenades always have a chance to hit any enemies under the AoE template.
For debuffing accuracy and defense, if you over-curse a target's strong dice, the remaining negative points transfers down to their standard dice. This gives high level debuffing a definite boost.
Please be sure to post on the discussion boards with your feedback or suggestions to see improvements to the game. And, remember to leave a review!
v2.6.31 - 7/5/2017
- Added count of Secondary Objectives to the Objectives screen during levels
- Improved combat log to show damage and armor rolls even when final damage is 0
- Fixed the issue with the extremely low Critical Damage
- Overflow from debuffs on strong dice reduce weak dice
- Clarified "max targets" in all Talent displays
- Fixed issue with AoE attacks treating ties as misses, fixed related log issues
In honor of the Summer Sale launch, we're rolling out the red carpet and our 71st update for Templar Battleforce on Steam. Who doesn't love a well-supported game?
This update brings two new faces to the Templar designer, allowing you to design your squad from among 46 different characters and helmets. These good looking faces are special to us -- they come from our awesome supporters on Patreon who won a raffle to join the Templar squads. Welcome to the party, and roast some xeno for us!
We've fixed the bug that was making critical damage go crazy! No more 1800+ damages!
We've also made some small improvements to the amount of SP you'll start with on some levels where you have story characters or any specialized Templar which will help improve swapping. We've fixed the long standing challenge that you couldn't swap at the start of Mok Prime: Starport Breach. It's about scenario #40, so its important to have your best Templars on the ground at the start of that challenging battle for the Starport.
v2.6.29 - 6/22/2017
- Added 2 new Faces to Templar Designer - now pick among 46 faces and helmets!
- Small up balance to starting SP for swap on some levels
- Added ability to Swap in Mok Prime Starport Breach level
- Fixed issue with extremely high Critical Dmg Multiplier
- Fixed Weapon damage display which were off by 1 in EQ screens
If you love your melee Captain, or have an unstoppable Auto-Block Paladin on your team, today is your day. This week's release includes the new Cascading Tact Relic. This superior Tactical System allows either a Captain or a Paladin to have unlimited counter-attacks against enemies! It comes at a hefty price of 7 Gear Levels, but its a worthy trade-off.
A big thanks to all of our players who have made suggestions and pointed out issues in the combat log. This first update fixes a ton of little issues, clarifies some things, and adds a new line that includes the exact Deflection and Penetration numbers, so you can see the exact numbers used when rolling for Penetrating hits.
Please share a review if you are enjoying the game and the updates!
v2.6.27 - 6/19/2017
- Added new Relic: Cascading Tact for Paladins and Captains, unlimited counter-attacks
- Fixed combat log position on mobile screens
- Fixed issue with Templar melee defense showing as 0s in combat log
- Fixed issues with rounding errors in Critical Multiplier (6%) in combat log
- Fixed issue damage and armor ranges being off by 1 in combat log
With this release, we've introduced a combat log to the game that is happy to share all the game's internal numbers with you. It currently contains all attack, damage, special damage rolls (Fire, Bio-Poison, etc), and Critical Multipliers on damage. Thanks to all of the community members who suggested formats and data they wanted to see! We're not done with the log, but we wanted to get this first and extremely valuable piece out and in place. We know we're going to be adding:
- All Tact Point activities (attack, defense upgrades)
- Penetration and Deflection numbers with each attack
- Your suggestions!
During building out the combat log, we found a few bugs with armor, ranged attacks, and penetration % from Buffs and Gear. Damage against high level targets with tougher armor will be slightly lower, unless you're scoring penetrating hits.
We've also fixed issues with the Reactor Jolt Ordnance and the Deep Cover Operative Resupply Ordnance. Thanks to our players who reported!
Thanks to everyone leaving a review and sharing the game!
v2.6.25 - 6/10/2017
- Added full combat log, showing all attack, damage, critical hit numbers
- Fixed issues with enemy armor in ranged attacks and Penetration bonuses
- Fixed bug with Reactor Jolt Ordnance used at low AP/MP levels
- Fixed bug with Deep Cover Operative Resupply
This week, we've dedicated the release to catching up on feedback from the community. We've fixed a number of bugs that were reported -- issues with the Turret counts reported on the map, issues with Reactor Jolt providing too much +MP in some cases, and fixing some scrolling issues that were making the Talent table annoying to use in some cases.
Also, we've rebalanced the starting SP cost of Scouts to 400. This has a lot of different effects -- it means that they will be a little more expensive to deploy from a Tact Point, but when it comes to Swap it means that they will be 1-for-1 with Soldiers and they carry a little more SP currency if you are planning to swap up to a Hydra, Neptune, Paladin or Berserk. It's a small change, but from the testing we've done here, it has a very positive effect on the Swap economy.
Finally, we've added a line to your Templar's status that summarizes all of the Fire / Plasma / Radiation resistances that you gain from your Armor, Gear, and Buffs.
Our Patreon raffle ran this morning and Jewel and Ozwryx won an invitation to join the ranks of the Templar Militant. Keep an eye out of their faces coming soon.
Thanks to all of our supporters and especially to everyone leaving a review!
v2.6.23 - 5/12/2017
- Increased SP cost of Scouts to 400 to match Soldiers
- Added details on Fire / Radiation / Plasma Res to Templar status
- Added unused MP to the Confirm End Turn message
- Fixed messages about turret counts
- Fixed scrolling issues in Talent tables
This week, we've added 2 more faces to the roster of Templars, bringing the total options count up to 44. We're planning to add another two characters in the coming weeks, and are going to use the faces of two lucky Patreons! If you want to see your face driving a Leviathan mech, or want to support our continuous game development efforts, check out our Patreon and consider supporting us -- and score fun rewards.
https://www.patreon.com/posts/9732979
We've also fixed some issues on the RQ tree. The Pyro Turret Talents were showing up within the Hydra tree accidentally, and the Sensorkit Scan talents levels 8-10 simply weren't working as expected.
A number of the Terrox xeno variations (Siege Goliath, Plated Hunter) have seen a slight up-balance in their higher levels.
Thanks to everyone leaving a review on the game!
v2.6.21 - 5/1/2017
- Added 2 new Faces to the Templar Designer - now pick among 44 faces and helmets!
- Fixed issues with Pyro Turrets Talents showing up on RQ Tree
- Fixes issues with Sensorkit Scanner Talent levels 8-10
- Improved balance of Terrox xeno variations
- Fixed map bugs
This week, we're jumping in on a weeklong sale to give you 50% off savings on Templar Battleforce. And we're pairing that with a juicy update -- our 67th update since launch.
With this update, we've introduced a new and very unique Relic for your Scouts and Engineers. Usually, the Sensorkit Scan Talent cannot be used when Overheated and causes +6 Heat. The new Typhoon Scanner Relic changes both of those rules -- you can use Sensorkit Scan at any time regardless of Heat, and the Talent does not cause any Heat. Adding an extra +6% Critical as well, the Typhoon Scanner is perfect for speed operations, looking ahead and keeping an eye on your flanks.
In addition, we've upgraded the Permadeath option for new games to allow it to turn on Ironman Permadeath. The more we talked to our gamers, the more we found the players wanted a way to play the game with the hardest possible permadeath option, but at any difficulty. So, we've made some changes and are rolling out a new update to allow this. As you know, Shalun favors the brave!
We've also improved the Captain's model when carrying a Needling Sidearm to look like a Needler. And, your Overwatching Templars and Turrets now fire a more impressive burst of shots when defending territory.
Thanks to all of our supporters and for everyone leaving a review!
v2.6.19
- Added new Relic: Typhoon Scanner allows Scouts / Engineers to use Scan without Heat cost
- Option in new game to enable Permadeath turns on Ironman Permadeath (no retreat, all deaths permanent)
- Updated Overwatch firing animation to shoot a burst of bullets
- Updated model for Captain's Needling Sidearm to look and act like Needler
Of course, permadeath is always on for higher difficulties. However, this week we've enabled permadeath option for Normal and Easy difficulties. We're excited to deliver on this highly requested feature from the player base. This allows you to play any difficulty in the game with permadeath enabled, and enjoy the unforgiving nature of Templar Battleforce regardless of difficulty. Thanks to all of our players who have requested this!
We have also tweaked the timing on the End Turn confirmation button. It was a little too tight in its loop which could cause you to have to spam the button sometimes to end your turn.
In additional, we have added two more faces to the roster, bringing the total of faces and helmets now up to 42.
Thanks to everyone for their support and especially for those leaving reviews!
v2.6.17 - 3/25/2017
- Added 2 new Faces to the Templar Designer - now pick among 42 faces and helmets!
- Added option in New Game to enable Permadeath for Easy and Normal Difficulties
- Play with Permadeath enabled on any difficulty level!
- Improved timing and handling of Confirm End Turn with 50% unspent AP
- Fixed occasional crash in story scenes
This week's update, we've dropped two new awesome faces into the game for your squads. You can now pick from over 40 helmets and faces to build a completely unique character for every Templar in your Battleforce.
Upon player request, we've added a safeguard to the End Turn button. If you try to end your turn with less than 50% of your squad's AP spent, a confirmation will appear, asking you to click again to confirm the action. This can help you avoid ending your turn accidentally.
We've improved the data shown on the Objectives screen. We've now included the +SP you are gaining every turn from Tact Points so you can do precision calculations about when you can deploy new Templars or call in Ordnance.
Thanks to everyone leaving a review for helping to spread the word about Templar Battleforce. We really appreciate the players who made these suggestions -- you're helping us continually improve the game!
v2.6.15 - 3/16/2017
- Added 2 new Faces to the Templar Designer - now pick among 40 faces and helmets!
- End Turn now requires confirmation if your squad has spent less than 50% of its AP
- Improved Objectives Screen, +SP per Turn from Tact Points now displayed
- Fixed issues with overlapping achievements
This week's release brings two new faces to the Templar rosters -- the hardened soldier with a mustache and a stalwart soldier in her pilot's helmet. Always excited to add more variety to the list, bringing the total up to 38 faces and helmets now.
We've rebalanced some of the cost of the early game Relics to make them easier to snag. This helps, as they aren't something you'll probably keep to the end game, so a big RP investment can feel like a waste a little while later.
We've fixed some missing SFX and a few display bugs in the RP tree to make sure everything you're browsing is consistently labeled.
Thanks for your support and your reviews!
v2.6.13 - 2/25/2016
- Added 2 new Faces to the Templar Designer - now pick among 38 faces and helmets!
- Reducing some of the early game Relic RP costs to be more inviting
- Fixed bugs with the RQ tree display
- Fixed some missing SFX in the HQ screens
Templars, prepare your weapons! We took a bit of a break from Templar Battleforce updates this month, as we've launched our closed alpha for Star Traders 2, our next game coming to Steam. Now that the alpha is full steam ahead, and we've gotten through the first buggy stretch, we're going to get back to some Battleforce, Heroes, and Star Traders 4X Empires updates.
For Battleforce, this week, we've fixed some bugs in the last boss show down, as well as added a bunch of valuable clarifications to Talent descriptions. Where previously we were relying on icons to indicate specific restrictions, we've added text clarification everywhere ("Flame Tank armor only", etc).
Also, thanks to the players who pointed out some issues with Sensorkit scan -- we've improved it as well as clarified some of the bonuses you get over its 10 level arc.
Martin, our artist and youngest brother, is back on the case this month as well and we will see some new character portraits coming up soon.
v2.6.10 - 2/13/2016
- Fixed bug with boss causing invuleranbility to return too quickly
- Clarified all rules about Talents that require special armor or weapon combinations
- Improved balance of Sensorkit Scan and made size of fog reveal clear
- Fixed map bugs and typos
This week, we've focused on delivering some highly requested features from the player base, as well as a number of quality of life fixes in and around hovers.
You can now see a running total of how much Heat your Templar will burn at the end of the turn in their mouse hover, as well as in their status screen. It ticks down with every move or action you take, so its very helpful for heat planning. Thanks to everyone who requested this.
We've also added buffing effect icons to the Templar's hover, and ensured that the include the duration once a buff drops below 3 turns left. A new quick way to survey your forces!
There was a bug that was causing ranged attack Talents that added Critical % (such as Headshot) to add twice their value in Critical. Once you got Headshot up high enough, it was going to be 100% critical. Thanks to the player who reported this -- now fixed.
We've improved the RQ tree confirmation box to show you exactly how many RP you are going to spend and how many you have. Both numbers are now always visible.
v2.6.7
- Templar displays Heat that will be reduced at end of turn in status and hover
- Improved Requisition display to make sure current RP always visible
- Fixed bug with Critical % on ranged attacks being too high
- Hovering over Templar now shows active Buffs
- Duration of crippling effects and buffs shown in Templar hovers
- Fixed bugs with hover text overruns
We're still in the middle of the Winter Sale, offering the best price you'll see on Templar Battleforce all year. Save 50% now and pick up this tactical RPG for yourself or for a friend!
This week's update returns to empowering and balancing the enemy forces. The meta changes come in on the coat tails of two months of updates to add Dual Axes, 2H Hammers, and Pyro Engineers.
We've added a deadly Sniper to the human enemies you will face. Packing a longer ranged rifle and a nasty Penetration %, the Sniper will challenge your ability to stand and hold against rogues, traitors, and any human forces. You'll need to push forward to take out these rangey enemies. They are rare among the forces, but when you hear the loud, single shot of a sniper rifle, you know what you're facing.
In prep for the sniper, we've made improvements to the SFX & animations improvements for the standard rifle-carrying human, as well as Neptunes and Soldiers.
Finally, we've rebalanced the human stats for all enemies above level 10. You'll find that they are tougher, more accuracy, and will pack a more significant punch. Humans simply were not scaling very well throughout the 20+ levels, but now you'll find them more challenging in later levels.
v2.6.5 - 12/28/2016
- New Enemy Type: human sniper fires at long distance, high penetration
- Rebalanced all human enemies at level 10+, now hitting harder, moderately tougher
- Improved human enemy attack animations and SFX
- Fixed issues with Full Auto and Shredding Fire SFX on large AoE levels
Welcome to the Steam holiday sale! Pick up any Trese Brothers games and save 50% or more!
For this week's update, we've added a new armor design to the game -- the cold-iron blue and gray. With eight armor design options, color code your fire teams to speed your command.
We've improved the status display for Templars, making sure to display 0% counter-attack for all non-melee Templars, who are unable to counter-attack due to their weapon configuration.
We've improved the consistency of Talent display on the map view -- hover any time, even without enough AP, to see the full Talent details.
We've fixed bugs reported by players -- thanks for those! Issues with zooming and scrolling as well as Requisition Achievements.
Enjoy the holidays and the great deals on the sale!
v2.6.3 - 12/16/2016
- New armor design: gray and cold-iron blue
- Clarified Counter-attack for non-melee templars (0%)
- Improved hover over Talents regardless of selected / lack of AP
- Fixed issues with All RQ Achievements
- Fixed issue with zooming/scrolling while modal windows open
For some time now, new amazing abilities have been showered down upon your Templars -- Dual Axe wielding Berserkers, the war machine of a 2H Hammer Paladin, and the flaming wrath of the Pyro Engineer.
The v2.6.x family is giving us a chance to add new terrors to the arsenal of your enemies. The first round goes out to the Terrox xeno, adding two new enemy types who will appear in later levels.
First, the Spiked Goltank is perhaps the worst variant of the Goliath to date. With nearly impenetrable plating and a deadly punch that packs a lot of Radiation Damage, you may want to try to slow the Goltank down before it gets too close.
Second, the Brood Lance is a horrendous new addition to the xeno biology. Capable of firing a folded up Scittering up to 5 squares, the Brood Lance acts as a mobile artillery and spawning tower at the same time. If your Templar suffers damage, the Scittering will land, unfold and leap into deadly action next to the target.
Be on guard Templars, the new xeno have arrived! The rest of the 2.6.x family will add new types of monster variations to other enemy races (Narvs, humans) as well. Then, we are coming back around to adding new Templar abilities, and will hit the Neptune up first!
v2.6.1 - 12/12/2016
- Terrifying new xeno deployed!
- New xeno type - Spined Goltank - mighty radiation damage Goliath
- New xeno type - Brood Lancer - spitting xeno grenades that summon Scittering
- Rebalanced some monster variations for better Deflection / Penetration
- Fixed mismatched info in Requisition tree
- Memory consumption improvements
Happy Black Friday to all! Welcome to the best deals you'll see all year. Don't miss deals on our entire catalog and the amazing deal on our Trese Brothers Bundle!!
This weeks' update brings two new unique Relics to the Requisition Tree. Gear up with the Strikepoint Kit to double your Plasma and Fire Damage whenever you get a Penetrating Hit. Be sure to stack buffs and other gear to maximize your benefits of this unique Weapon Mod Relic.
Second, equip the Spearpoint Ocular to increase the duration of any Buffs you use by +1 Turn. For both Soldiers and Berserks, get an extra bang for every one of your Buffs, which can be especially powerful for your Leader-in-the-Ranks Soldiers.
We've also fixed some bugs related to the recently released Pyro Engineer, Overwatch, and Gear Levels.
v2.5.7 - 11/21/2016
- New Relic Wargear: Strikepoint Kit doubles Fire/Plasma damage on Penetrating Hit (Neptune Tree)
- New Relic Wargear: Spearpoint Ocular extends Buff's used by +1 Duration (Soldier tree)
- Two new Requisition levels for new Relics
- Fixed sound effect for Pyro Turret's firing
- Fixed Overwatch bug that was adding heat when repositioning template
- Fixed issue with Engineers Gauntlet equips and Gear Level
Every great and fiery update needs a patch to follow! The Pyro Engineer has rolled onto the scene with great success, but we've closed a few bugs in this follow-up patch.
We've fixed the Pyro's attack animation to be more flamey. We've fixed the labeling of the Flame Tank armor to correctly read "Engineers and Hydras Only". We fixed a bug with the Achievement for getting all of an Engineer's Requisition levels -- you'll need to get all of the Flame Tank levels now as well.
We've cleaned up an issue reporting 0 Secondary Objectives on The FLance Boarding March, an odd bug you could get renaming Templars, and some issues with the options screen being finicky.
All set -- patches away! Burn baby burn!
v2.5.3 - 11/12/2016
- Fixed bug mis-labeling Flame Tank Armor as Heavy
- Fixed issue with Engineering All-Tech Achievement
- Fixed Secondary Objective count in Ferarai Lance Boarding March
- Improved animation for Pyro Engineer firing hand flamer
- Fixed issues with designer and renaming Templars
- Fixed issues with option menu
It starts with a popping and a crackling noise and then a huge gout of flame envelopes the battlefield. Through the stench of sizzling xeno strides the Pyro Engineer, heaving a Pyro Turret into the fray.
This week's update rolls out 8 new Requisition levels in the Engineer branch of the Requisition, unlocking Flame Tank Armor, Hand-Flamer weapons, and 4 new Talents for your Engineers.
With four new Talents, you're Engineers have new capabilities to bring to the strike team. Deploying a Pyro Turret requires Flame Tank Armor and trades the Overwatch of a Sentry Turret for raging napalm on the field of battle.
Manual Vent is the Flame Tank Engineer's replacement for Heat Sink, an Area of Effect heat reduction that trades mobility for offensive power.
Scorch Order helps a Templar Engineer synchronize better with Hydras and their own Pyro Turrets. This Crippling Order doesn't require Flame Tank armor, but does make enemies more vulnerable to Fire Damage!
Finally, Turret Stance is the ultimate defensive stand -- completely preventing all movement but trading up for powerful offensive punch. Useful for Templars and Turrets alike, in the right situation it can double down on devastating firepower.
With new weapons, armor types, and relics juicily hanging off the new branch of the Requisition tree, you'll want to get out there and scoop them up quickly. To increase their allure, Flame Tank Armor can also be equipped by Hydras -- so if your squad already includes a flamey or two, don't miss this upgrade. Flame Tank Armors are lighter and more offensive focused than Hydra's existing Heavy Armor, but giving the scenario and your build, you may find them to your liking -- nothing like a piece of armor to add +Fire Dmg!
If you enjoy the free upgrades and new content, please leave a review and tell some friends. 57 Updates in a year and no DLC!
v2.5.1 - 11/4/2016
- Added new weapon / armor combo for Engineer: Pyro!
- Added 8 new Requisition Levels for Engineers
- Added 4 new Talents for Pyro Engineers: Pyro Turret, Scorch Order, Manual Vent, Turret Stance
- Deploy flame-spewing turrets to the field of battle!
- Added 3 new Hand-Flamer Weapons + 1 Relic, 3 Flame-Tank Armors + 1 Relic
- Added Ordnance for Pyro Engineer resupply
- Hydra Templars can wear Flame Tank Armor
- New Talents limited by armor type worn - some talents require standard / flame-tank armor
The latest update sends the already sprawling Requisition Tree to a new level of packed. More coming too, btw!
With major updates come small bugs. Dedicated to fixing them quickly, we've dropped a patch tonight to clean up a few things after update #55.
First, we introduced a bug with the Detonation Site that was causing your Engineer not to arrive on turn 6. We've fixed this and you should be able to play forward -- your Engineer will arrive next turn. If you are not on a higher end difficulty, you might want to restart the level.
Second, we've fixed a set of levels that were all under-reporting their secondary objectives. Levels like Kaldun Factory South, Deck 14 Alta Sector, Siege of Tundeer - fixed up!
Thanks to all of our Templar Captains, especially those leaving reviews!
v2.4.27 - 10/23/2016
- Fixed bug in Detonation Site with no Engineer arriving
- Fixed incorrect Secondary Objective counts
- Fixed map bugs
This week's update features some major improvements to the levels of the Rubic 5 deployment, as well as some exciting quality of life improvements for any level.
First, we've beefed up the regimen of secondary objectives throughout the Rubic 5 deployment. They aren't always easy to reach, but they are now available across the level set.
While we are on the subject of Secondary Objectives, we've improved the victory screen to list the total possible objective count, showing something like 3/3 Secondary Objectives (+15 XP) or 0/3 Secondary Objectives if your Templars were feeling lazy.
Next up, we've removed the Swap limitations that were in place on the two Rubic 5 levels -- Infiltration and Detonation Site. For both levels, there is still a limitation in place that you cannot Swap in an Engineer, as both levels are built around achieving an objective to bring in an Engineer through a story event. Still, you can now swap out the Scouts or Soldiers for other any other Templar you want to bring in.
We've made a nice improvement for Ordnance, where the purchasing screen from your Tact Point will list the number of Ordnance you already have in your inventory. This can help your precision when buying and avoid accidental duping.
To mix things up, we've also added new spawning towers to maps across the Rubic campaign. This will give you more control over the spawning map in the levels, having some influence and ability to shut down different spawning vectors.
If you enjoy all the updates, improvements, and continued stream of new content for the game, please leave a review! 55 updates in a year, no paid DLC ever!
v2.4.25 - 10/21/2016
- Improved Rubic 5 deployment maps
- Added 7 new Secondary Objectives throughout deployment
- Added spawning towers to 5 maps across campaign
- When buying Ordnance, count of currently owned Ordnance is shown
- Total possible Secondary Objectives displayed in Victory screen (2/3)
- Fixed Infiltration Site and Detonation Site preventing Swap at start
This week's Battleforce release focuses on a set of balancing patches. As we ramp up toward the release of the Flame-Engineer, we're tightening up some knobs and bolts to make sure everything is ready. This war mech has to be shine up and ready to ride when the new pyro arrives.
We've increased difficulty in a few levels by preventing humans from using Reactor Jolt Ordnance. Simply put, do not try this at home without a void reactor.
If you are firing the Roavin MK9 Relic on Overwatch, it will now cause Bio-Poison damage on following turns. Even better than before! Full-Vent 7 no longer costs 3 Heat, oddity resolved. We've improved the starting spawn setups and turn goals for a few levels. Careful out there. We squashed a bug that let you swap your Engineer even after Capturing a Tact Point. Green recruits to your Templar squad were reporting 1 Kill, now they report "No Career Kills" correctly.
We fixed a few little issues to tighten up controller support as well. We're continuing to make progress here and great to hear all the feedback from teh community. We sunk a few hours into looking at XBox 360 controller support and hope to keep learning more there.
v2.4.23 - 10/13/2016
- Humans can no longer use +MP Reactor Jolt Ordnance
- Improved balance and starting spawns for multiple levels
- Fixed bug with Swapping after Tact Point capture
- Fixed issue with scrolling while status / ordnance / objectives open
- Fixed issues with Roavin MK9 and Overwatch, fixed issue with Full-Vent 7
- Fixed bug with score for Templars with 0 kills
This week, we've got our hands on some Steam controllers and are making strides to adding full Steam controller support. The first step has been to add missing keybindings -- you can now bind to Prev Templar (Ctrl) and Prev Talent (Z) and Next Talent (X). These new bindings let a controller setup work much smoother, paging backward and forward through ready Templars, as well as moving through a Templar's Talents without having to bring the mouse / controller anywhere near the Talent bar. It's a great QoL improvement for anyone playing with a controller or even a mouse. We're working toward official controller support, so stay tuned as we keep making improvements.
To help anyone who wants to try out a controller, we've published a controller config called "Trese Bros: October Best". Once we get full support, we'll publish a recommended config.
We've also added an internal setting that remembers the sort setting on your Templar list. We fixed the balance of Wrathful Defense 4-7.
We've made some balance changes to Stacking Buffs for the Paladin. First up, Stacking Buffs were never intended to be affected by Ordnance that increased Buff duration -- that bug is now fixed. Second, we've increased the duration of the stackable Buffs -- up to 3 and 4 for the higher level ones. We also fixed a bug where no buffs were applied if you killed lots of enemies (4+).
v2.4.21 - 10/3/2016
- Increased duration of higher level Embrace stacking buffs
- Added new hotkeys for Prev Templar, Next / Prev Talent
- Veteran sorting preference remembered
- Adjusted benefits of Wrathful Defense 4-7
- Fixed bug where Righteous Embrace was not Stacking Buffs on 4+ Kills
- Fixed bug where Stacking Buffs were effected by Ordnance
- Fixed bug with Tact Point defenses killing enemy bosses
This week's update sees some bug patches as well as some improved balance for Neptune and Grenades.
First, last week we fixed some issues with the Stratos Elevator Complex, but we also introduced a new bug that could get you stuck if you attempted to switch the elevator switches in a certain manner. If you're stuck, you need to install this update, end one turn in Stratos, and then try again on the next turn and you'll be all set.
Second, we've added new Gear Level 1 gear for Neptunes (and Hydras, Paladins) that adds +20 Max Heat to give Neptunes a nice Heat bonus out of the gate. On top of that, we've reduced the high end of the penalties around the Full-Vent Talent, keeping the -Move penalty to -2 and reducing the -Deflection penalty as well.
For a long time, the maximum number of targets hit by a Grenade was defined by your Grenades skill. This wasn't intentional, and it is now fixed. When a Grenade is thrown, any number of targets under the AoE template can be hit. As always, every target gets an Accuracy roll.
v2.4.19 - 9/27/2016
- Added new Thermal Enclosure gear for Neptunes: Gear Level 1 adds +20 Max Heat
- Reduced penalties from higher level Neptune's Full-Vent Buff
- Max targets by grenade attacks is no longer limited by Grenade Skill
- Fixed animation issues with Dual Axes + Grenades
- Fixed bugs in Stratos Elevator Complex victory conditions
- Fixed map and dialog bugs
This weeks' follow-up release to the major Shock Hammers update last week brings patches and a new Ordnance.
We've added a specific Ordnance, Shock Resupply, to handle resupply orders for the newest Paladin Talents.
We've also modified your Battleforce Record to include the full count of all RQ you've spent throughout your squad's history. Check it out, how high can you go?
There was a bug with the new Command Relic armor that could cause a crash, now fixed. We had a few bugs reported about the victory conditions on the Stratos Elevator complex, which are all fixed now. Finally, there was a typo that caused the Adept-Proc war gear (which is Gear Level 1) to get the stats of the Gear Level 4 Irid Sheathe. Now fixed!
We've also made sure that your Paladin doesn't Respec with any Talents that require shields, so that you can really focus down on the hammer if you want!
Thanks for your support as we hit our one year annivesary of Templar Battleforce! If you've enjoyed the FULL YEAR of updates and no paid DLC, please leave a review!
v4.2.17 - 9/23/2016
- Added new Ordnance: Shock Resupply to resupply new Paladin Talents
- Battleforce Record now states total Requisition spent
- Fixed bug with Relic Command Armor causing crashes
- Fixed bugs in Stratos Elevator Complex victory conditions
- Fixed mix-up between Irid-Sheathe and Adept-Proc War Gears
- Improved Respec routine for Paladin
This week, Paladins are leading the charge with the release of the new Shock Hammer weaponry. When picking up such a mighty two-handed hammer, a Paladin foregoes a shield altogether for battle prowess and staggering plasma damage.
Powered by 7 all new Requisition levels, Shock Hammers are accompanied by a parade of new Talents and capabilities for the class. The new Talents, Staggering Blows gives Hammer-wielding Paladins an AoE attack while the Righteous Embrace Talent introduces a new set of rules: Stacking Buffs. An aggressive self-buff in its own right (adding +Dmg and +Accuracy), Righteous Embrace doubles-down on Buffs whenever your Templar makes a kill with it active. If you kill a target with an attack with Righteous Embrace active, it will drop the Death's Embrace Buff (+1 MP, +20 Dmg, +16% AutoBlock, +16% Pen). If you kill 2 targets in single attack, it will stack Death's Embrace and Militant Embrace (+6 Accuracy, +12 Dmg, +12% Crit, +12 Plasma Dmg), and finally killing 3 targets in a single attack will stack Death's, Militant, and Ultra Embrace (+24% Crit, +32 Plasma Dmg, +16% Pen). Needless to say, stacking these buffs together will require an investment in Staggering Blows (AoE for 3 kills!) but can turn your Paladin into an unstoppable machine of war.
Speaking of War Machine -- that's the 3rd new Talent! Granting powerful self-only healing, increasing maximum Heat, and increasing both Auto-Block and Deflection %, the War Machine buff is one more weapon in your arsenal to help a Paladin stand tall in the thick of a battle.
You'll find Shock Hammers have high Gear Levels, as they replace both your Blade and Shield, but they are mighty, and both Staggering Blows and Righteous Embrace require a Hammer to use.
Another balancing change with Paladins reduces the bonus to healing granted to AoE healing Talents -- specifically, Battlefield Enhancers. Where the bonus used to be (Talent Level x Medic) the bonus is now reduced to Medic, making the Talent far more balanced and fair within the game's system.
The 7 new requisition levels come with 2 new Relics, and 1 new war gear. We've also fixed some bugs related to filtering on Dead Templars.
Please leave a review to encourage new features, content, and weapon combinations for your favorite Templars!
With 50 major updates under our belt, we hope you can help us spread the word and there will be only more to come!
v4.2.13 - 9/17/2016
- Added new weapon combo for Paladin -- 2-handed Shock Hammer
- Added 7 new Requisition levels for Paladin
- Added 3 new Talents for Paladin: Staggering Blows, Righteous Embrace, War Machine
- New Stacking Buff rules with Righteous Embrace - kill more for additional powerful Buffs!
- Added 3 new Shock Hammer Weapons, 1 Relic Command Armor, 1 Relic Shock Hammer
- Rebalanced Battlefield Enchancers Healing bonus to just +Medic
- Improved Neptune Overwatch effect and reduced Heat of firing in OW to 5
- Fixed crashes with Filter by Dead Templars
As we prep to move onto the next release of new weaponry and Talents, we've doubled-back to make some improvements to the Captain's single-target attack Talents and fix some issues within Overwatch.
We've up-balanced the Captains' Slash by adding Penetration % after level 5, and increased the damage bonuses to Precision Fire at every level of the Talent. These two now better line up against other options for attacks, especially as their Heat cost is still low.
Within Overwatch, we've made a few important fixes. The Overwatch Talent no longer applies a Buff. There were some issues with that Buff timing out or not being applied in certain circumstances, and an exploit related to that Buff and Ordnances that increased duration. However, while it no longer displays as a Buff, the bonuses are applied to every Overwatch attack. We've updated the Talent's text display to make this more clear.
v4.2.11 - 9/2/2016
- Improve Captain's attack Talents: Slash (+Pen %) and Precision Fire (+Dmg)
- Fixed bugs applying full benefit of Overwatch attack bonuses from higher levels
- Display of Overwatch attack bonuses no longer displayed as Buff
- Fixed bug with Ordnance extending Overwatch buffs
Coming soon ...
We're putting out a quick patch release to improve the UI pattern of Overwatch, but still keep the new features. The pattern has reverted to the previous pattern -- if you are moving the OW template around and you click on another Templar, it will select that Templar. This removes the "stuck like glue" feeling of the OW template that got introduced in the last release.
Now, if you would like to place the OW template on top of a Templar, you can re-activate the Overwatch Talent (its enabled in your Talents bar) and then click to drop the template on a Templar.
We've also added a cue to dialogs to indicate the name of who is talking, fixed a number of typos in the library, and resolved all reported crashes!
v2.4.9 - 8/27/2016
- Improved Overwatch UI pattern, click another Templar to select
- To put Overwatch on another Templar, reselect Talent
- Improved dialog labeling with character cues
- Fixed reported crashes
- Fixed typos, improved library entries
This week, we've got an important patch plus a whole log more fun.
If you were starting a New Game+ since the last update, you might have ended up in a situation on the Righteous Fallen where no one will talk to you. If that is the case, go talk to Major Luthor after this update, and he will help you get back on track.
We've added a new Library entry extolling the benefits of -MP armor and buffs in regards to Heat reduction and how they can double-down on burning off Heat.
A new sorting option has gone in to sort your Templars by their type (Captain, Scouts, Soldiers ...) in the HQ.
We've cleaned up a few UX issues to improve the game. At the start of a turn, if you have auto-centering option enabled, the game will center on the current Templar.
If you're using Overwatch (... I'd recommend it ;] ) you can now drop it directly on a Templar or an enemy. To switch out of a Templar with Overwatch active, use the Next Templar button, Templar list, or double click on a Templar under the OW template. We'll keep working to improve in this area, let us know how the new scheme works for you!
High level Swords (GL 7+) have gotten some rebalancing, so be sure to check your weaponry.
We've also fixed animation bugs that made Luthor and Nyra look like they were throwing punches instead of swinging their weapons.
v2.4.7 - 8/24/2016
- Fixed issues with New Game+ games: Talk to Luthor
- New Library entry on -MP Armor and Buffs
- New "sort by type" in HQ Veterans list
- Overwatch directly on top of Templar or enemy
- Improved high Gear Level Swords
- Fixed centering on active Templar at start of turn
- Fixed attack animation bugs for Luthor and Nyra
- Fixed formatting issues in HQ New Recruit Screen
This week we've wrapped up our planned work on the Berserk with a final new Relic -- the Roavin Detonator. Named after a siege of a famous Templar fortress world, the Roavin Detonator causes every Assault Grenade thrown by your Berserk to automatically score a Penetrating Hit, cutting the enemy armor by 50%+.
We've made a number of updates to the status displays -- getting your Templar's final Armor and Deflection easily visible, as well as fixing some issues in the on-map status screen related to the new Dual Wielding rules.
To help players pick, we've clarified the description of Hell Difficulty -- the major difference is that you do not have the option to Abort and retry a level.
In the balancing department, we have made a number of adjustments (both up and down) to the Supply Point cost of Ordnance. We've rebalanced the Max Use count for Battlefield Enhancers to be better in line with the rest of the Talents in the game, as well as fixing an error in the Parry bonus for Glance Field.
Thank you for your support, your reviews, and for helping us to share the game! If you like updates for free with no paid DLC ever, leave a review!
v2.4.5 - 8/16/2016
- New Relic: Roavin Detonator - auto-penetrating Assault Grenades for Berserker
- Status screens now show final Armor and Deflection stats
- On map Templar status shows Dual Wielding stats correctly
- Clarified description of Hell Difficulty
- Updated SP cost on many Ordnance, rebalanced Battlefield Enhancers
- Fixed issues with Hive Mind and fire and dialog
- Fixed balance of Glance Field gear
Big releases often drive a quick round of patches. Thanks to everyone sending in crash reports and posting screenshots of things -- we've fixed all reports in this quick patch release.
First, we've fixed crashes related to the Hive Core level. Sorry about that.
We've fixed some issues with the Scout armor design, including issues with the Needler rifle skin.
Finally, thanks to @dabor for reporting a bug with Talent over-training, which is now resolved!
v2.4.3 - 8/10/2016
- Fixed crashes with Hive Core scenario
- Fixed Scout armor design for Needler rifles, improved punching animation
- Fixed bugs with training Talents locked by Requisition level
Berserkers are stepping to the fore in this weeks update as they gain the option to pick up a secondary axe and go full aggro. The completely new fighting style differentiates itself from the axe-and-shield style with two new unique Talents, Wrathful Defense and Hacking Blows. The axe-and-shield style has claimed Indomitable Defense and Warding Shield as
Both Indomitable Defense and Wrathful Defense now give Berserks a completely unique ability -- they can make unlimited counter-attacks while these Buffs are active. Let the hordes of xeno pour forth, the Berserk will cut them down (but ... be sure to get a lot of Auto-Block before the pouring begins!)
Seven new Requisition levels have been added to facilitate this new style, including 3 new Talents, 3 hand axes, a new assault armor, and two relics -- both a hand axe and assault armor.
One of the new Talents -- Kill Strike -- is available for either fighting style, and allows a Berserk to discharge plasma down his or her blades, doing a single mighty blow. Kill Strike, like the Hydra's Napalm Talents, is max use limited and can only be done a few times per scenario, so use it on the big targets.
When dual wielding two weapons, the better Accuracy and Parry value is picked from either weapon and used. Their Damage values are simply summed. Their Penetration values are summed, but the lower Penetration weapon has its value cut in half during the sum. There is a new library entry detailing these rules, and the status screens are all updated to show the weapon combination rules.
Part of this upgrade was to rebalance shields to be sure that they are competitive against the dual wielding option, so some of their stats have been bumped a little.
But seriously, that's not all! We've also included a re-skin for the Scout armor design, adding a newly design set of pauldrons.
In the balancing department, we've reduced the cost of the Captain's Crippling Orders to 1 AP instead of 2, allowing you to have wider effect across a larger battlefield. The Captain's Grenades also gained a small bump in Max Use count across their progression.
Please leave a review to encourage new features, content, and weapon combinations for your favorite Templars!
v2.4.1 - 8/8/2016
- Added new weapon combo for Berserk -- Dual Wielding Axess
- Added 7 new Requisition Levels for Berserk
- Added 3 new Talents for Berserk: Kill Strike, Wrathful Defense, Hacking Blows
- Added 3 new Hand Axe Weapons, 1 new Armor, 2 new Relics
- New Library entry on Dual Wielding
- Rebalanced Shields, increased Parry and Auto-Block
- Rebalanced Max Use counts on Captain's grenades
- Reduced Captain's Discerning Eye and Fire Commander to 1 AP
- Fixed bugs applying bonus Deflection in combat
- Updated Scout armor design
This weeks update brings new utility and power to the Engineer on your squad. The Repair Talent, once exclusively able to repair Tact Points, can now be used to fix damaged Sentry Turrets. Now, your defensive lines can hold even stronger with a well equipped Engineer behind them to help mend battle damage. The repaired amount is based on your Engineering Skill x Talent level, so it isn't too powerful if both are low -- rank up your Engineers and you can completely mend a Sentry Turret in a single go. To keep things balanced, that means that Repair now has a max use count as well.
In addition, the your Engineer's skill score in Engineering now has a more direct impact on the damage your Engineering strikers do against enemy Tact Points. The higher the Engineering skill, the more likely you will roll in the higher registers of possible Damage on your attacks. Reaching 16 Engineer guarantees that your damage against Tact Points will always be boosted.
We've added cross-fading between the animations for Templars, Turrets, Lev Rigs, and Tact Points to smooth out animation quality. We've also fixed the Talent description of Uncappd Fury which was incorrectly mentioning Medic Skill, clarified that Max Squad Cap is set by the individual scenario you are playing (6, 9, or 12) and fixed a few visual issues with Talent icons.
Vae Victus, Templars! Leave a review if you like the updates, new content, features, and all the rest!
v2.3.15 - 7/28/2016
- Engineer Repair Talent now can repair Sentry Turrets or Tact Points
- Higher Engineering improves curve of Damage against Tact Points
- Improved animation quality for Templars
- Fixed print out of Uncapped Fury
- Improved Library entry about Squad Cap
- Fixed glitches with Talent Icons
This week, we're rolling out a new set of enhancements. We've taken some time to re-balance and improve some of the starting war gear in the game, switching the Multi-Target Ocular with the Security Ocular, which better fits its Templar classes. We've improved some of the late-game gear for Scouts and your Captain, including the Pilot Sensorkit.
After last weeks update to make Tact Point turrets animate and fire, we've given new excitement to the Flame Defenses on your Tact Points -- they now spew persistent napalm attacks against your targets. If the original damage doesn't kill them, its possible the follow-up flame damage will!
Finally, we've improved the defensive Ordnances that buff your armor and special types of resistance.
Please leave a review to help us continue updates, features, and new content!
v2.3.13 - 7/16/2016
- Flame Turret on Tact Point spews napalm flame
- Added new starting Gear: Scoped Pilot Kit
- Improved War Gear: Prescience Sense, Pilot Sensorkit, replaced Multi-Target Ocular with Security Ocular
- Improved effect of Radiation/Flame/Deflect/Irid Field Kit Ordanances
- Improved challenge of level 20+ enemies
This week, we've updated the visuals for Tact Point defenses, allowing them to both animate their return attacks against encroaching enemies, as well as clearly printing out the Damage done by the defensive upgrades on the screen. With this development in, we will now look to expand the variety of defensive upgrades a bit more in future releases.
We've also added a new Ordnance, the Paladin Resupply, which will resupply the Warding Fire, Inspiration and Shieldbearer Talents. All 3 are very powerful Talents, so the Ordnance is well worth its 400 SP cost!
Thanks to @lurker for pointing out some issues with the scoring system that have been now been resolved!
v2.3.11 - 7/12/2016
- Tact Point Defenses animate their attacks against enemies
- Damage from Tact Point defenses against enemies shown
- Added new Ordnance, Paladin Resupply - Warding Fire, Inspiration, Shieldbearer
- Fixed bugs with enemy kill-count in scoring system
- Fixed reported map bugs
This week, we are catching up on a backlog of bugs and issues in scenarios, mostly smaller issues. We've fixed some oddities in the Ferarai: Power Relay where the energy couldn't flow to the right places ad fixed a few secondary objectives. In some cases, Nyra would disappear on the Righteous Fallen in the later stages of the campaign, which we have resolved. Just cleaning up! Thanks to everyone for reporting :D
Newly recruited Templars will now make more interesting choices with their armor design -- looking good, pilots!
We've fixed the Strike Scanner which had a +Counter-Attack % its wearers' could not use. We fixed issues on some smaller screens or resolutions, where the new Talent detail box was overflowing.
v2.3.9 - 7/8/2016
- New Recruits pick armor designs other than green
- Fixed Strike Scanner gear for Scout / Engineer, now adds + Pen %
- Fixed bugs in Ferarai: Power Relay Grid, Mok Prime: Drop Zone, Stratos Research Hall
- Fixed issues with invisible Nyra on Righteous Fallen Aftermath
- Fixed screen resolution bugs with new Talents detail box
This weekend, we've released a big patch to improve the level of detail you can see in the talent detail box. You can now get the full read out of all damage, penetration %, critical % and accuracy combine. This roll-up includes the weapon, all war gear, and all active buffs, as well as the Talent -- its 100% of the numbers going into the combat rules.
We've added our second mod feature and another example mod to download and try -- this one is the blue armor mod (seen below), and an invitation for modders to create and share their own armor designs for the Templar Leviathan mechs.
A longstanding issue around Swap has been fixed -- previously, if you had swapped a Soldier to an Engineer, you'd be locked into an Engineer for that slot. Now, you can swap back out again to a Soldier or another class.
We've also improved the read out on Talents that involve the Medic skill, making it clear just how impactful Medic can be on your HP recovery.
Please leave a review to encourage more features, upgrades, and content!
v2.3.7 - 6/30/2016
- Improved Talent Detail box to give full summary of attack damage and accuracy
- Swap now allows swapping in and out of Hydra or Engineer if not required
- New modding feature on Steam -- add new armor designs
- Improved hover for average Damage to include avg Dmg on penetrating hit
- Improved display of all Talents relying on Medic to increase HP healing
Every journey starts with a first step. This journey starts with one, huge, mechanized, crunching step of a Leviathan war mech. Hopefully a xeno skull was under our boot! We've added the very first mod-able feature to Templar Battleforce. While modding is very limited, and we don't have full support for Steam Workshop, we've started down the path.
If you are excited about creating or playing mods in Templar Battleforce, please share your interest, excitement and post about it, tell us what you'd like to see, and leave reviews on the game.
This week, we've added the ability to add more faces to the game. But loading a small mod configuration file and some new art, you can extended the list of faces that the game supports.
We've detailed that in our new Steam Guide on Modding:
http://steamcommunity.com/sharedfiles/filedetails/?id=713586080
A common request we have received is to be able to use the story faces from the game as your Templars. Our sample mod for this feature basically allows that -- letting you use Nyra, Marielle, the cult leader, or Luthor as a Templar.
Yes, it is a very small step forward, with only one mod feature. However, you've seen our penchant for post-release support and expansion for a game, so expect more exciting things coming down the pipe. Post your questions, requests, and ideas for what we could add that would help expand the game and bring you back for another round of xeno-vs-mech deathmatch!
v2.3.5 - 6/29/2016
- New modding feature added for Steam, first mod published
- Fixed bugs with library entries appearing off screen
- Improved maps and fixed dialog typos
First - it is Steam Summer sale! Pick up a copy of any of our games on discount, or complete the set with our Trese Brothers bundle.
We'd like to extend a big "thank you" the thousands of players who have helped us to continually improve and expand the features and content set for Templar Battleforce. As we approach update #40, we're excited to have some big things in the works!
This week, we dug down deep into the core of our engine and have squeezed out a significant performance boost across the board -- improving the speed of enemy turns, movement, story cut-scenes, basically everything.
Wrapping up on the Status screen improvements, you can now see the name of the "offending" Templar if you are trying to use a Relic that someone else is carrying. We've improved the cycle and focus events when you're hopping out into the Requisition Tree to look at locked items.
Thanks to the players who reported bugs and crashes -- we've fixed everything that came in this week!
v2.3.3 - 6/23/2016
- Major performance boost to game map across the board
- Alert about relic already in uses lists Templar's name
- Improved viewing specific locked Equip / Talent on RQ tree
- Duration Hindering Effects, like Full Vent, no longer extended by Ordnance
- Fixed defog bug during story sequences when Skip All enabled
- Fixed Status screen bugs, crashes
As promised, we've doubled-down on the UI improvements to the HQ and status screens. This is definitely the biggest wave of improvements that we have planned, but they make a huge difference in your ability to see, level, train and equip your squad quickly and with precision!
We've basically rebuilt the status screen stack!
- You can now level your Talents with a few clicks - no more flipping around. Respec'ing Talents FTW!
- You can now jump to the RQ tree from any screen viewing a veteran, quickly buy the RQ levels you need and back to the mix.
- You can now next / previous between Templars from any status screen, including EQ and design. Want to re-design your whole squad, just flip next-next-next on the Design screen.
- We've split the library screen into a dual screen, allowing you to page through the content way faster. Enjoy the reading!
Please leave a review to encourage additional updates, features, and UX improvements!
v2.3.1 - 6/15/2016
- Improved Status screen, paging between Templars, Talent leveling
- Improved Library viewer
- Added return to RQ shortcut in status screen
- Improved tutorial elements around Overwatch
- Fixed crashes in Kaldun Factory South
With the v2.2.5 update, we are continuing the push to improve the HQ and all the management UIs under it. v2.2.3 brought in the notices about RQ & levels to add to the main HQ screen, and this update we've deployed new sorting abilities into the Veterans List and improved the visualization of Attributes & Skills. We are entering a focused period of working on the HQ, its sub-screens, and the navigation between them, so expect a couple more updates of back-to-back improvements.
We've also added a new Achivement for beating the Stratos deployment (sorry it is late), added the number of enemies killed to the ticker in the bottom of the Objectives screen (extra helpful in levels where you are counting kills) and fixed a bug that was causing enemies spawned from Tact Points on the first turn of a map to be low level, regardless of how beasty they should have been. So, watch out on that one.
v2.2.5 - 6/8/2016
- Added sorting by name or level to Veterans list
- Improved display of Attributes & Skills in Status screen
- Added new achievement for Stratos Orbital deployment
- Added number of enemies killed to Objectives screen
- Fixed bug with improperly leveled enemies spawning from Tact Point at level start
Tonight, update 34 rolls out a new options, an improved HQ and a number of fixes thanks to community input.
The new option to disable Auto-Centering can be found in the options menu. If you turn it off, the screen will not recenter as you move and select Templars. This one has gone in due to community demand -- enjoy!
The improved HQ now has a register for displaying both your RQ points and the number of Templars who have leveling points to spend, directly from the main screen. So, you can know if you need to pop into either of subscreens to do some work before deploying.
Thanks to our awesome fans here on Steam, we've uncovered 2 nice bugs about how long fire was staying on the map (really, really long) and that it was suddenly disappearing if you left and then reloaded the game. Now, both fixed! Of course, the higher level the Napalm Talent you are using, the longer the flames will stay -- so for high level talents, they can still stick around for a very long time.
v2.2.1 - 5/24/2016
- Improved HUD with RQ and +Level display
- Added Option to disable Auto-Centering
- Fixed issues with enemy rotation during attacks
- Fixed issue with high level flame staying forever
- Fixed issue with flame restoring between game loads
We've put out a quick hot fix for v2.1.19 to fix an issue that could cause the game to start in a locked demo mode again. If you get the latest update, and restart the game, it will unlock. Our apologies that this slipped through testing. Note that the version number did not change for this update -- still v2.1.19. Along with that, we've included a number of other quality of life improvements with the re-release of v2.1.19. We've improved the HUD, the movement confirmation selector, further improved the introductory cinematic and fixed some issues in the tutorial. Vae Victus, Templars! And sorry for the bug. v2.1.19 - 5/20/2016 - Fixed bug where game loaded as locked demo version - Improved movement confirmation selector - Improved HUD to read AP / MP instead of A/M - Improved new introductory cinematic
We are in the pursuit of continuous improvement, and toward that end, wea re working across the entire game to keep raising our bar.
This week, we've released a new introductory cinematic for new games. While the structure and the story will be very familiar, we've upgraded the scale and quality of the graphics and animations to capture the epic feel of the scene. We hope you enjoy it, Templars!
We've also worked across the entire game to reinforce enemy Tact Points that were lacking. In some levels, if you rushed, you could catch the enemy early in a level with weak Tact Points that were very easy to capture. You'll find that early no longer means low defenses in many situations, so be sure to support your Engineers if they are rushing.
We've also worked through a big chunk of list of reported level bugs -- from the wreck of the Ferarai Lance to the war zone on Mok Prime!
v2.1.19 - 5/19/2016
- Updated introductory cinematic for new games
- Rebalanced difficulty of enemy Tact Points throughout game
- Fixed objective ordering issues in Trench Warfare level and Starport Breach
- Fixed typos and improved Ferarai Lance maps, repetitive open-close of airlock doors
- Corrected library entries (Quickness, Stealth) about Critical Multipliers
Over night, we released v2.1.15 which had an issue for all new players. It came out with a locked set of features and a demo banner slapped on the front. We are very sorry that we missed this in testing! But, we fixed it fast -- it's the least we can do. Version 2.1.17 is now out, and when you update it will automatically revert to the full game experience. The demo banner will disappear, and 55 levels of glorious tactical combat, blood, and strife will spread out before you like an open road. Vae Victus, Templars! And sorry for the bug. v2.1.17 - 5/11/2016 - Fixed bug where game loaded as locked demo version
This week, we've released a new over-the-top difficulty as well as 4 new exciting types of Ordnance that your specialists can deploy in the field.
If you choose to play Templar Battleforce on the Ironman difficulty, you already know the exacting requirements. It requires precision at every turn, masterful tactics, luck, and sheer grit. Templars will die, and you will honor their memories by fighting on to both avenge their Lineage and complete the mission. By popular demand, we've added something even worse: Ironman Hell. A step above Ironman, this insane difficulty can only be accessed by beating the campaign and then opting in to it through the New Game+ mode. If you're looking for punishment, look no further.
We've also tucked 4 new Ordnance into the sprawling Requisition tree today -- one each under Captain, Hydra, Berserk, and Engineer. These Ordnance go for 200 SP and give 3 turns of Buffs to a variety of powerful defensive stats, from Radiation Res to Fire Res, Armor or Deflection. Use them in a pinch when the hits are about to start coming, or a Templar needs to lunge across a wall of napalm flame left by his Hydra.
We've also improved the display of all Ordnance in the RQ tree, fixed a few display bugs with odd grenade cases, and tidied up a few maps based on user feedback.
If you enjoy Templar Battleforce, please leave a review to help power more updates, features, and content!
v2.1.15 - 5/9/2016
- By popular demand: New "Ironman Hell" difficulty added, the ultimate uphill battle
- Enter Ironman Hell by changing difficulty in New Game+
- New Achievement: Campaign Victory on Ironman Hell
- Added 4 new types of short-term Buff Ordnance to Requisition Tree!
- Flame Coat Kit under Hydra branch
- Deflection Core Kit under Berserk branch
- Radiation Shield Kit under Engineer branch
- Irid Field Kit under Captain branch
- Improved display of Ordnance in Requisition Tree
- Fixed issues with grenade explosion not always showing
- Fixed typos and map issues
This week, we've focused our efforts on Ordnance, an area of the game that continues to cause some confusion to new players, or can too easily be forgotten as a tool to use in high challenge situations. While it is small (and hard to see in the screenshot), we've added a constant reminder to the HUD when you have Ordnance ready to use (1, 2, 3+). We've also improved the UI cycle on buying Ordnance and the feedback given in the UI.
Reactor Jolt Ordnance now give their full promised +2 MP on the turn they are used -- you used to get docked 1 MP as using an Ordnance costs 1 AP. We've improved the order of operations on that one.
On the continued kick of smoothing out the curves for Hydra, we've improved Incinerator and helped clarify its extremely limited range.
We've got a lot kicking around in the pipeline, including some new weapon combinations and options for melee Templars, as well as the return to Moklumnue Prime. And, we're also working on tearing down and rebuilding the status-screen stack. So, stay tuned for more big news and we hope you'll help us share the game!
Please leave a review to help encourage more features, content, and updates!
v2.1.13 - 4/27/2016
- Ready-to-Use Ordnance count now shown in the HUD
- Improved Hydra Talent Incinerator (+Crit %, +Pen), clarified range restrictions
- Reactor Jolt Ordnance gives full +2 MP on turn it is used
- Improved Purchasing Ordnance UI with better feedback on actions
- Fixed issue with Heat Waves showing incorrect range, increased max use counts
- Fixed overflow on monster detail box, fixed issues with character list staying open
- Fixed cut-scene issues with turrets, bugs with Swap
Just a quick patch release today - there was an issue with the game crashing if you opened the character's status from the map, if you were carrying a shield. Pretty specific, but we hate crashes! Fixed! v2.1.11 - 4/25/2016 - Fixed reported crashes
This week's update focuses on a lot of small improvements that will go a long way, as well as adding clarity to a number of areas of the game for new players.
We've made some improvements and fixes to Talents -- making the Paladin's Devastating Strikes more powerful, and fixing the Hydra Heat Waves Buff to increase all Accuracy, not just melee.
We've improved the text alerts that are shown whenever you select a Templar, making it far more clear as you overheat, approach shutdown, and then in fact go over the brink.
We've added a number of small points of useful clarity to Talent descriptions. For those Talents that have a minimum range (Shredding Fire, Concentrated Fire), we are clearly marking that these are "limited range" Talents. We've added improved language around Crippling and Buffing Attacks to be clear they only give their secondary effects on a hit, and added Library entry on them.
We've given Engineers their full due in the individual and Battleforce record, noting total Tact Points captured.
If're using +Penetration gear, check the status screen for your final total scores on any weapons you are carrying.
Turrets will no longer take Bio-Poison Damage. Killing them from out of range will be a little more time consuming now.
A big thanks to @dabor and @vaevictus this week for helping to point out many of these improvements and or bugs. We couldn't do it without you all!
v2.1.9 - 4/22/2016
- Improved Crippling effect of Paladin's Devastating Strikes Talent
- Improved map alerts about: Templar death, nearing shutdown and shutdown state
- Improved display of min and max ranges for Talents with limits
- Added final Penetration % to status screens
- Fixed Hydra Heat Waves Talent to Buff all Accuracy
- Improved Records for Engineers to better show Tact Point score
- Fixed bug with -MP display in enemies, Turrets taking Bio-Poison
In recent weeks a very exciting community challenge was hosted on our forum by some veteran players. The grueling 12 level challenge pitted Neptunes directly against Hydras. The outcome of the challenge was some lessons learned about how we could make Hydras more competitive, more fun to play ... and how to fix some bugs we found in both the weapon balancing and the rules about standing napalm.
So, without further ado, let the Hydra's light the world up! We've rebalanced the equations of standing napalm, which was accidentally capped at "level 2" and now is equivalent to your Talent level. This is a warning to xeno and Templars alike -- Napalm Fire will really burn you. Be careful out there!
We've also rebalanced all of the Hydra weapons to be in line with other heavy classes in the game, and added two new Gear Level 11 weapons that will be of interest to Hydra squads. Once everything is on fire, it was hard to stop, so we improved the crippling effect of Heat Waves to slow enemies down, much like a Scout's Crippling Fire.
Since fire is burning so hot, we took a moment to improve the fine points of the Resistance stat multiplier, making sure that Hydra's, Berserks, and Captains stood out.
v2.1.7 - 4/15/2016
- Re-balanced and improved Hydra napalm flame's lasting damage
- Beware, more dangerous to Templars without Fire Res
- Re-balanced and improved all Hydra weaponry
- Added two new Hydra Requisition Levels + two new GL 11 Weapons
- Improved Heat Waves crippling effect to reduce enemy Move Points
- Balanced Resistance multiplier for different Templar classes
We are excited to bring custom keybinding feature to Templar Battleforce with this week's update. If we're not adding new content, we're working on hotly requested features. Thanks to everyone who cast a vote for this feature.
To change the keybindings, go into your Options screen and pick Keybinds. From there, click on a function you'd like to change and then strike the new key.
We will be continuing to improve our key recognition system to handle all key types -- Mac OS, Linux, and Windows. If you hit a key that isn't recognized as something like A, B, Enter, Shift, etc then you will see the UI say "Custom (172) Key". We'll keep working on getting this to 100% coverage, but we wanted to get this feature out asap!
If you mess it up so bad its unusable, you can always go back to the beginning with the Defaults button.
If you are enjoying the game or the continued stream of updates, we hope you will leave a review to help us share Battleforce!
v2.1.5 - 4/7/2016
- Custom keybinding support for desktop
- Added Library entries for Toughness and Resistance
- Added class multipliers for Toughness and Resistance to status display
- Added Library entries for special damage types - Fire, Plasma, Radiation
- Added Library entries to explain how war gear bonuses work
- Fixed issues with Skip Tutorial deployment
Tonight's update is a patch release to fix some bugs after this weekend's big release. We've fixed a number of map bugs in other parts of the game, as well as marking a few last lingering spawn points.
This patch is primarily to address an issue that was baked into the Stratos campaign. Certain actions you might take on the map in the second level of Stratos (Defense Relay) had the potential to change the difficulty of your game to Easy. This is now fixed as of v2.1.3.
If you have been affected by this issue, there are two ways to resolve it:
(1) Beat the Stratos and return to the end-game zone and then New Game+ and pick the Difficulty you want.
(2) Email me your saved game and tell me which difficulty you were on, and we will be prompt in resolving all issues. Andrew@TreseBrothers.com
Our apologies for this and any bug! We are a small team and do everything we can with quality control, but sometimes things slip through.
v2.1.3 - 4/3/2016
- Fixed issues with Stratos: setting Difficulty to Easy bug
- Fixed issues with drop ship appearing in Leo Drop Zone and Southbound Trail
- Fixed map issues in Comms Bunker
- Fixed a few last unmarked spawns across game
This weekends update launches a new chapter for Battleforce with an all new campaign arc -- aboard the fabled Stratos Orbital Station. Adding to the already lengthy campaign, this new deployment includes 6 new high tension levels and rounds out the game at 55+ scenarios! Take to the battlefield once again and lead your Templar Knights against enemies unknown.
In the years following the Second Battle for Cirm, Templars are needed more than ever throughout the Quadrant. Now, you're invited to step back into the fray years later and continue your Battleforce's story.
The Stratos is one of the first of new, optional, and very challenging deployments that are coming to the final stage of the game. The Stratos can be reached from the Righteous Fallen: Aftermath, the end-game Secure Zone. Talk to Major Luthor to get your assignments.
This is not an April Fool's joke - it's just a big expansion to the game with no charge and no DLC. Thank you for leaving a review!
v2.1.1 - 4/1/2016
- Added Stratos Orbital deployment - continue the story from the Righteous Fallen
- Added 6 new challenging and unique levels, new objectives, new enemies
- Start the Stratos from the end-game Secure Zone, the Righteous Fallen: Aftermath
- Enemy detail or hover now shows enemy's range with range finder
- Fixing bug with Skip All that was not defogging areas
- Fixing bugs Templar animations (Hydra, Engineer)
- Improved maps (Leo Drop Zone, Power Relay)
The honorable 25th update responds to the community request to be able to change difficulty when entering the New Game+ mode of the game. After you beat the full campaign, when you start to replay, you now have the option to increase or reduce your game's difficulty. For fairness reasons, if you do so, your game score will not be posted to leaderboards anymore.
We've also greatly simplified what happens in cut-scenes when you choose to Skip All. What might have taken 30 seconds before as the cut-scene scrolled around and showed objectives, we've decided that you really mean it -- skip it all. Skip all will now go by in a flash.
In other areas, we've fixed a number of bugs and crashes! Vae Victus, Templar.
Please leave a review to help share the game and encourage more features and content!
v2.0.7 - 3/11/2016
- When starting New Game+, now change your game's difficulty (replay harder or easier!)
- If you change difficulty, Leaderboard scores are no longer posted
- Increased speed of cut-scenes when using Skip All
- Fixed bug with Army Cap display in Tact Point UI
- Fixed bugs in Templar Studio
- Fixed bugs allowing Nyra to be swapped on some levels, causing crashes
The v2.0.5 release of Templar Battleforce brings a host of updates to the Tact Point defenses and the rules surrounding them. First, we've upgraded their visual display so that the critical defense upgrades are visible in their two forms.
The Tact Point upgrades also do more damage, including an additional boost for Flame Defense.
While the new skins aren't yet animating their return fire against the xeno, that is the next step!
And to top it all off, Templar Battleforce is 30% off for the week! Tell a friend :D
Please leave a review to encourage updates, new features, and new content!
v2.0.5 - 3/9/2016
- Improved Tactical Point Viewer UI
- New Tactical Point Skins: Defense & Flame Defense
- Increased Damage done by Defense Upgrades
- 150% Increase in Damage done by Flame Defense
- Improved Xeno anti-TP AI Logic
This midweek release brings a major boost to screen-loading performance. The game is really flying now as you move through different HQ screens, as well as deploying to the map. We've also cleaned up a set of small, but noticeable bugs related to the major UI overhaul from last week.
We're excited to add the 7th armor design to Templar Battleforce! With 36 available faces and 7 armors, we feel like we've delivered on the ability to really customize every Templar. And, we're not going to stop there.
Another big win this week is a change allowing Senty Turrets to match the armor type of their Engineer. No longer only a dull gray brown, if your Engineer is rocking the deep blue armor, then your Sentry Turret wants in on the fun too.
Please leave a review to help encourage more updates, more content, and more features! No DLCs here.
v2.0.3 - 2/22/2016
- Major Performance Improvements
- Added new armor design to Templar Designer - all new dark green and gray design
- Sentry Turret armor designs now match Engineer's armor
- Tweaks to further improve the game UI
- Fixed bugs in new game screen, Designer, HQ
With the 22nd major update to Steam, we've completed a major art upgrade for the game's entire UI. Almost every screen and element has been improved with an all new, cohesive look.
We've also taken this chance to inject some higher res versions of the character's faces into the game as well, in the story dialogs and the designer.
Finally, we've packed a few more tidbits of information into the hovers on enemies, Templars, and Tact Points to make sure the most important details are readily available.
Now that we've finished a visual overhaul of the UI, we're going to be getting back to some improvements in the behaviors and screen transitions that were on hold while we finished this big project.
We hope you like the new look!
Thanks to everyone supporting the game with reviews, shares, and by telling a friend!
v2.0.1 - 2/19/2016
- Major UI overhaul, all UI elements improved
- Improved use of character faces, added HD faces to dialog and designer
- Added more fields to mouse hover on enemies, Templars and Tact Points
- Fixed Reported Crashes
What could be better than the Lunar New Year 30% off sale? A new update and a new armor skin for your Leviathan mechs!
With this update, we've also pumped up the reliability of Hydra's Napalm Damage. We suggest caution for both xeno (good luck!) and your own Templars, as the Fire Damage caused by lasting Napalm is going to be higher and more consistent. Consider adding some +Fire Res buffs, Gear or Armor if you are playing a fire-happy Hydra who is blanketing the entire field of battle in flames.
Please leave a review to help encourage more content, updates and deployments!
v1.2.27 - 2/6/2016
- Added new armor design to Templar Designer - check out the orange and gray mech design
- Fire Damage from napalm flame follows rules of standard Fire Dmg (30% minimum); be careful--more Dmg for enemies and Templars
- Small increases to Max Use count for Napalm Charge and Napalm Lance levels 1-10
- Fixed Reported Crashes
Today's update drops a new design for your Leviathan mech's armor -- blue on blue. With even more customization options, you can make every squad member unique, or color code your fire teams for the best strategic plan.
We've also modified the Swap rules to allow you to Swap Engineers and Hydras within their class. Where before, you could not Swap these classes, now you can Swap one Hydra for another -- still meeting the level requirements, but bringing in a Hydra-in-training or one with a different build.
As always we are working on improving maps and spawn locations and have made some good improvements on player feedback!
Please leave a review to help spread the word and encourage more updated!
v1.2.25 - 1/28/2016
- Added new armor design to Templar Designer - check out the newest mechs design
- Swap now allows you to swap Engineers and Hydras for other Templars within their class
- Fixed issues with maps and improved some spawning locations
- Fixed Reported Crashes
Templar Battleforce
Trese Brothers
Trese Brothers
2015-09-21
Action Indie Strategy RPG Singleplayer
Game News Posts 92
🎹🖱️Keyboard + Mouse
Very Positive
(879 reviews)
https://www.tresebrothers.com/#tbf
https://store.steampowered.com/app/370020 
The Game includes VR Support
Templar Battleforce Depot Linux 32-bit [178.02 M]Templar Battleforce Depot 64-bit [185.93 M]
Armored in the Leviathan battle mechs, your mighty Templars will face hordes of terrifying Xenos, rogue human factions, and the ancient Narvidian threat. Slash and blast your way across a deep and deadly sci-fi universe -- waging war with cunning Scouts, righteous Soldiers, flamethrowing Hydras, specialized Engineers, deadly Sentry Turrets, and the indomitable Berserks.
Lead your squad as they blast, hack, and burn their way through the galaxy!
- Command your Templars in turn-based tactical warfare across 55+ unique scenarios
- Face diverse challenges in every deployment: corridor-to-corridor, open desert warfare, territory control (capturing tactical points), defensive last stands, scorched-earth retreats, infiltration deep behind enemy lines, and complex puzzles
- Lead your squad in battle against immense and mighty bosses
- Immerse yourself in a branching sci-fi storyline and explore a vast sci-fi lore
- Deploy specialist Templars and discover unique fireteam combinations with stealth, grenades, defensive overwatch, scorching flamethrowers, hindering attacks, and sentry turrets
- Face 25+ diverse enemy units: the Xeno, the Narvidians, and rogue human factions
- Build your unique battleforce with exacting precision, recruit and design every squad member
- Customize the appearance, armor design, talents, and equipment of your veteran Templars
- Endless combinations of squads, soldiery, and tactics will keep you coming back for more!
- Replay the campaign with your victorious squad in a New Game+ mode
The Templar Knights are a revered and storied martial order who were the elite forces for the Star Traders during their most challenging conflict: the Galactic War against the Guild.
Their unchallenged prowess derives from two key factors:
- Leviathan Battle Suits - They pilot 10 foot tall battle mechs known as Leviathan Battle Suits. Once designed for high-pressure environments and exploring gas giants and deep space, these mechs have been adapted for war.
- Templar Lineage - Templars descend from a Zendu bloodline -- a unique heritage that gives them the ability (with proper training and ritual) to pass all of memories from their lives (and any memories passed down by their ancestors) to a newly born child. This memory gift is known as a Templar’s Lineage – and it is what gives Templars their immense advantage in combat, tactics, engineering, and the ability to drive the hulking Leviathan Battle Suits. The player takes on the role of a Templar Captain who hails from a storied Lineage reaching back 87 Templars -- and who pages back through the memories to help cope with the dire situation at hand.
The Templar Knights are a martial order sworn to protect the Star Traders – the last known free humans. Under the guidance of the Templars and the prophet Shalun, the Star Traders departed the ruins of the Galactic Core, leaving behind desolation wrought by the great Galactic War. Guided by the prophet, the Star Traders sought a new home among the stars. Across the multi-generational journey of the Great Exodus, many ships have been lost, fallen behind, or splintered from the main fleet -- scattering the Star Traders to the galactic winds.
With the Great Exodus coming to an end, the Star Traders founded new colonies on the few remaining habitable worlds. The Templar Knights are called upon once again to defend the Star Traders and their new colonies from an ancient threat.
Templar Battleforce is the fourth Trese Brothers title set in the Star Traders universe. The game follows Templar Assault, the Trese Brothers’ original squad-based warfare game in which players lead squads of Templar Knights against the Xeno threat. Templar Battleforce inherits not only the rich story of its predecessor, but the game’s high tension and corridor-to-corridor combat style. Games created by the Trese Brothers are known for challenging difficulty progressions, so you’ll have the option to play on easy and normal difficulties -- or crank it up into multiple gears of insanely challenging combat!
Trese Brothers Games is one of the premier indie game development studios for desktop and mobile RPG and strategy games. Andrew and Cory Trese founded Trese Brothers Games in 2010 from a shared passion for challenging, highly replayable games. With more than six games on major game platforms and markets, Trese Brothers Games has more than 2.5 million customers . . . and counting.
Come join the family! We’re an indie studio built on the mixed skills of three brothers: Cory is the oldest and our engineering ninja, Andrew is the middle brother who both codes and draws, and Martin is the youngest and the artistic talent behind Templar Battleforce. You can find our team interacting with gamers every day on our forum about everything from features to new content.
We make games we love -- and we hope you’ll love them, too!
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: Requires OpenGL 2.0 or higher
- Storage: 250 MB available space
- OS: Ubuntu 20
- Processor: 2.0 Ghz (32 or 64-bit)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: Requires OpenGL 2.0 or higher
- Storage: 250 MB available space
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