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Age of Gladiators News

Age of Gladiators II: Few Hours To Launch!

Just a quick update to let everyone know we will be launching in a few hours! It's been a heck of a grind, but I'm now very excited about the release. Will keep everyone posted with another update once I've hit the green launch button.

Age of Gladiators II: Combat!

Thought I would take a moment to provide a brief overview of the new combat system in Age of Gladiators II.



Combat Dynamics


The number of combatants that are possible for each match are as follows:
  • 1 vs 1
  • 2 vs 2
  • 3 vs 3

For the 2 vs 2 and 3 vs 3 battles, group tactics should be considered and there are many approaches an owner can take toward this.

Perhaps having one of your gladiators engaging in crowd control through the use of special equipment (weapons jammers, sensory scramblers) is one way of approaching a battle. Or perhaps utilizing a gladiator that constantly heals using special equipment (trauma injectors, nano-leeches), stims (vitality and stamina), and species abilities (Karthaarn with fast coagulating blood).

Or maybe you simply want to roll in three damage-dealing heavies with no special capabilities, that is an option as well!

Action Points


Each gladiator has a specific number of Action Points based on their physical attributes and armor. A gladiator can either boost their Action Points through species abilities (the Skeel with their Hyper ability), combat stims (speed and aggression modifiers), or special equipment (adrenal boosters).
Action Points allow a gladiator to move, take actions, and attack. Once a gladiator’s Action Points are done, they cannot do anything more for that turn.



Hit Points


Each gladiator also has a set number of Hit Points. Once they lose all their Hit Points, they are defeated. The chance of them being killed is determined by their opponents killer instinct. The higher the killer instinct, the higher the chance the losing gladiator will die.

As with Action Points, Hit Points are determined by a gladiators physical attributes as well as the armor they are wearing. Hit Points can also be boosted with combat stims (vitality and stamina) during battle.



Hit Chance & Damage


A gladiator can issue either melee or ranged damage during battle depending on the weapon they have been issued before combat. The amount of damage is determined primarily by the gladiators physical attributes – ranged damage is determined by Vision and Aim while melee damage is determined by Strength and Coordination. The weapon equipped by the gladiator also contributes to their overall damage as well.

Hit Chance is determined also by a gladiator’s physical attributes (Aim and Perception for ranged, Coordination and Reflexes for melee.) A gladiator’s equipped weapon will also carry bonuses boosting the overall hit chance of a gladiator as well.

As with the previous combat stats, both ranged/melee damage and ranged/melee hit chances can also be boosted through the use of combat stims.

One thing I did away with is misses. I don't think anyone likes to see their fighter keep swinging and missing, especially when they are at point-blank range. So what I did instead was add glancing blows in place of missing - each attack will do some damage, just not the full or critical amount if attacker doesn't squarely hit their target.



Initiative


Initiative determines which gladiators move first. Initiative is determined by gladiators physical attributes, as well as their overall morale. Initiative can also be boosted at the beginning of battle through the percentage of the fight purse you choose to share with your gladiator.

It’s critical to gain the first turn in battle, so make sure you keep a close eye on your squad’s initiative before committing them to the arena.

Combat View


The combat system has two views isometric and birds-eye. You can select which one you like while in the arena.



Arenas


There are currently four arenas in the game, but I intend to release more in the coming months!

Age of Gladiators II: Combat!

Thought I would take a moment to provide a brief overview of the new combat system in Age of Gladiators II.



Combat Dynamics


The number of combatants that are possible for each match are as follows:
  • 1 vs 1
  • 2 vs 2
  • 3 vs 3

For the 2 vs 2 and 3 vs 3 battles, group tactics should be considered and there are many approaches an owner can take toward this.

Perhaps having one of your gladiators engaging in crowd control through the use of special equipment (weapons jammers, sensory scramblers) is one way of approaching a battle. Or perhaps utilizing a gladiator that constantly heals using special equipment (trauma injectors, nano-leeches), stims (vitality and stamina), and species abilities (Karthaarn with fast coagulating blood).

Or maybe you simply want to roll in three damage-dealing heavies with no special capabilities, that is an option as well!

Action Points


Each gladiator has a specific number of Action Points based on their physical attributes and armor. A gladiator can either boost their Action Points through species abilities (the Skeel with their Hyper ability), combat stims (speed and aggression modifiers), or special equipment (adrenal boosters).
Action Points allow a gladiator to move, take actions, and attack. Once a gladiator’s Action Points are done, they cannot do anything more for that turn.



Hit Points


Each gladiator also has a set number of Hit Points. Once they lose all their Hit Points, they are defeated. The chance of them being killed is determined by their opponents killer instinct. The higher the killer instinct, the higher the chance the losing gladiator will die.

As with Action Points, Hit Points are determined by a gladiators physical attributes as well as the armor they are wearing. Hit Points can also be boosted with combat stims (vitality and stamina) during battle.



Hit Chance & Damage


A gladiator can issue either melee or ranged damage during battle depending on the weapon they have been issued before combat. The amount of damage is determined primarily by the gladiators physical attributes – ranged damage is determined by Vision and Aim while melee damage is determined by Strength and Coordination. The weapon equipped by the gladiator also contributes to their overall damage as well.

Hit Chance is determined also by a gladiator’s physical attributes (Aim and Perception for ranged, Coordination and Reflexes for melee.) A gladiator’s equipped weapon will also carry bonuses boosting the overall hit chance of a gladiator as well.

As with the previous combat stats, both ranged/melee damage and ranged/melee hit chances can also be boosted through the use of combat stims.

One thing I did away with is misses. I don't think anyone likes to see their fighter keep swinging and missing, especially when they are at point-blank range. So what I did instead was add glancing blows in place of missing - each attack will do some damage, just not the full or critical amount if attacker doesn't squarely hit their target.



Initiative


Initiative determines which gladiators move first. Initiative is determined by gladiators physical attributes, as well as their overall morale. Initiative can also be boosted at the beginning of battle through the percentage of the fight purse you choose to share with your gladiator.

It’s critical to gain the first turn in battle, so make sure you keep a close eye on your squad’s initiative before committing them to the arena.

Combat View


The combat system has two views isometric and birds-eye. You can select which one you like while in the arena.



Arenas


There are currently four arenas in the game, but I intend to release more in the coming months!

Age of Gladiators Bundle

The Age of Gladiators community has been amazing. As a thank you toward fans of the first Age of Gladiators game, I have released a bundle of both Age of Gladiators and Age of Gladiators II at a 10% Discount.

The bundle can be found here!
Age of Gladiators: Franchise Bundle


What If I Already Own The First Game?


How Steam bundles work is you only pay for the games in the bundle that you don't already own. So that means previous owners of the first Age of Gladiators will not be required to re-purchase the game again - which translates effectively into a 10% Direct Discount toward Age of Gladiators II!

Will keep you all posted!



Age Of Gladiators II: Missions

As a gladiator owner, it seems a waste to have such highly trained and equipped fighters sitting around for long periods of time. So the option now exists to send them on missions.



Missions can be a rewarding in a variety of ways, from credit infusions, extra cloning tissue for your labs, accelerated research, new gladiators, and more. Before you are able to send gladiators on missions, you must first build a mission center for your headquarters. This is where your gladiators prepare, strategize, and equip themselves for the operation.

About Missions


Once the mission module is constructed, you will have access to the various missions posted on the mission board.

Missions are categorized as either lawful and unlawful.



Gladiators with a lawful alignment cannot be assigned to unlawful missions and vice versa. So if you want to engage in a variety of missions, it is a good idea to recruit both lawful and unlawful gladiators. You will find that most gladiators fall under the lawful alignment, however unlawful ones can also be found if you send your scouts to recruit from the prisons.

Be cautious though, if the league catches wind that you are engaging in unlawful activity, you may be fined a substantial amount of credits


Mission Selection


There are close to a hundred different missions in Age of Gladiators II.



Here are some examples of both lawful and unlawful missions available:

  • Assassinate a competing gladiator
  • Hijack a convoy of clones
  • Attack a remote village and send them to the cloning vats
  • Send gladiators to erase files of a local credit lender
  • Recover stolen research from a band of pirates
  • Blackmail an old gladiator trainer
  • Recover an ancient weapon from a dangerous temple
  • Hijack a freighter transporting combat stims
  • Steal a rare art piece from a rich collector


Once you have selected a mission, you will next need to assign a maximum of three gladiators to the operation. The stronger a gladiator's stats are overall, the more that gladiator will contribute to the chance of a mission succeeding.



As your gladiators level up and gain power, they will also be more effective in successfully completing the operations they are tasked with.

It is important to note that gladiators will not be available to fight when assigned to a mission and may also suffer from fatigue and injuries - so manage your roster and consider the missions very carefully before assigning gladiators to them.