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Latest revision as of 13:48, 7 August 2024
- Back to: Warhammer 40,000: Dawn of War III.
Contents
- 1 Mac App Store: 1.0.7
- 2 Mac App Store: 1.0.3
- 3 Mac App Store: 1.0.2
- 4 Mac App Store: 1.0.1
- 5 Steam: 2017-10-19
- 6 Steam: 2017-09-26
- 7 Steam: 2017-08-29
- 8 Steam: 2017-07-20
- 9 Steam: 2017-07-11
- 10 Steam: 2017-06-27
- 11 Steam: 2017-06-21
- 12 Steam: 2017-06-20
- 13 Steam: 2017-06-05
- 14 Steam: 2017-05-31
- 15 Steam: 2017-05-10
- 16 Steam: 2017-05-08
- 17 Steam: 2017-05-08
- 18 Steam: 2017-05-02
- 19 Steam: 2017-04-27
- 20 References
Mac App Store: 1.0.7
• Fixes a crash when playing the game on macOS 10.14 (Mojave)
Mac App Store: 1.0.3
• Incorporates the changes from Relic Entertainment Inc.'s 4.0.0.18334 update • Fixes a number of minor issues
Mac App Store: 1.0.2
• Incorporates the changes from Relic Entertainment Inc.'s 4.320.9250.18187 update • Reduces the amount of XP required to level up Elite Units • Removes in-game currency ("Skulls") and unlocks all Elite Units and Doctrines for all players • Fixes a number of minor issues
Mac App Store: 1.0.1
• Adds two new multiplayer modes, Annihilation Classic and Annihilation with Defenses • Adds Mortis Vale, a new multiplayer map • Adds the Engines of Annihilation skin pack • Fixes a number of minor issues
Steam: 2017-10-19
Patch Notes: October 19, 2017 19 October, 2017 - r_tsagora This patch will include the content that we’ve been teasing over the last few weeks: new Elites, new multiplayer maps, and some surprise skins! Additionally, there will be a balance update, the details of which are outlined below. This patch will introduce a 30% health increase for non-heavy infantry, making early game time to kill more forgiving. Some T1 units have had their damage tuned to compensate for the overall boost. To ensure that these units don’t over-scale in the late game, health upgrade effectiveness has been tuned in parallel. As a result, these changes make units healthier, and early game fights last longer. Fights over resource points and open-field skirmishes now have a slightly different feel, but the key takeaway is that we’ve shifted towards a greater focus on tactical decision-making. New New Elites: Ironclad Dreadnought, Wraithseer Kayduin, and the Lifta-Droppa Battlewagon New maps: Shrine of Asuyran (1v1), Serpent Chasm (2v2), and Da Extraktor (3v3) Free skins: Primaris Chaplain Diomedes, Salamander Ironclad Dreadnought, Helmeted Kyre, Deathwing Terminators, and Deathwing Assault Terminators Improved New Custom game options: toggle Elites on or off, toggle doctrines on or off, toggle global abilities on or off Missions 1 to 3 difficulty tuning Gameplay Health and shields of non-Elite infantry increased by 30% Buildable turrets (from doctrines) for all factions have had their damage increased from 7 to 13 Economy Elite point generator cost increased from 80 Requisition / 20 Power to 120 Requisition / 45 Power Elite point generator cost is no longer affected by the scaling of other generators Building an Elite point generator no longer increases the scaling of other generators Buildings Listening Post damage increased from 7 to 9 Listening Post health increased from 2200 to 2500 Power Core turret auto attack damage increased from 12.5 to 16.25 Power Core beam attack increased from 15 to 19 Maps Shrine of Asuyran (1v1) has been added into the Custom match and Quick-Match map lists Serpent Chasm (2v2) has been added into the Custom match and Quick-Match map lists Da Extraktor (3v3) has been added into the Custom match and Quick-Match map lists Tactical Marines Doctrines: Frag Grenade: Damage increased from 15 to 26 Frag grenades were already behind the curve compared to similar abilities, but it needed a substantial boost to maintain relevance in conjunction with the infantry health changes. Scouts Cluster Mines detonation radius decreased from 5 to 2.5 Cluster Mines area of effect increased from 5 to 6 To improve the effectiveness of Cluster Mines, we decreased their detonation radius and the ability’s area of effect to ensure that more units will be hit by the explosion. Scout Snipers Damage increased from 25 to 30 With the sweeping health changes, Scout Snipers would have had to take an extra three or four volleys of shots to kill a squad. We’ve modified the damage so that it only takes one extra volley than it did previously. Though it is overall more forgiving to fight snipers using infantry units, early game Elites will have a tougher time soaking their damage. Land Speeder Ranged damage increased from 7 to 7.25 One big focus for this patch was to examine how the infantry health increase would affect the relationships of early Tier 2 units. In particular, it was important not to change the relationships drastically between early skimmers and their counters. We ran a lot of combat tests to monitor how the relationships changes. The Land Speeder’s DPS was high enough to trade well with its counters, so it only needed a slight tweak. We tested bigger damage increases, but this made them absolutely shred through early game Elites. Chaplain Diomedes Health decreased from 3100 to 2900 Diomedes has quickly risen to be one of the most frequent Space Marine picks in upper skill brackets. After these changes, he was a bit too resilient given all his other benefits, so we scaled him slightly down. Jonah Orion Health increased from 2250 to 2500 Emperor's Light allied damage buff duration increased from 5 seconds to 8 seconds while within Stonewall Emperor's Light allied damage buff duration increased from 7 seconds to 10 seconds while outside of Stonewall Jonah is still a strong Elite unit in terms of his overall potential - he can make great plays, but in many ways felt less effective in the early game. We wanted to slightly increase his resiliency and improve the buffs of his Emperor’s Light. Assault Terminators Health increased from 5400 to 5750 Although Assault Terminators can be quite strong in the right situation, we found that they needed a bit more resiliency considering they are most effective in melee range, and are susceptible to being kited. Additional Changes Orbital Bombardment: Levitation channel time increased from 4 seconds to 6 seconds In-combat reinforcement time for infantry units increased by 60% Level 1 health increase reduced from 15% to 12% Level 2 health increase reduced from 30% to 12% Level 3 health increase reduced from 45% to 12% Dire Avenger Plasma Grenade damage increased from 20 to 26 Doctrines: Improved Plasma Grenade: Damage increased from 40 to 52 Dire Avengers are very dependent on their Plasma Grenades and though they’ve never done as much damage as similar abilities, we’ve tuned them to keep up with the health changes. Ranger Damage increased from 25 to 34 As with Scout Snipers, we needed to increase the damage to ensure that it didn’t take substantially more volleys to kill an enemy squad. We also found in testing that without this increase, Rangers were disproportionately less effective than Snipers in terms of cost. Wraithguard Melee damage increased from 8 to 16 It was intended that Wraithguard could be countered by being tied up in melee combat, but it was far too easy to achieve that with worker units. Of course, the cost effectiveness of sacrificing a worker unit for a squad of Wraithguard was imbalanced, and these changes should make them less susceptible to this tactic. Vyper Twin-linked shuriken catapult damage increased from 3 to 3.5 Twin-linked shuriken catapult shots per second increased from 5 to 8 Twin-linked shuriken catapult cooldown decreased from 1 second to 0.75 seconds Increased targeting width from 5 to 15, meaning it can hit targets for longer before needing to readjust its facing We opted to roughly double the firepower of its twin-linked shuriken catapults so that this change mostly affects its effectiveness versus infantry. Fire Prism Doctrines: Focused Beam: Damage increased from 60 to 120 and now deals reduced objective damage (to the same value as pre-patch) A concern we kept hearing from the community was that the Focused Beam doctrine felt weak. After testing this more thoroughly, we agreed, but we had to reduce its damage versus objectives to compensate. Farseer Macha Psyker Blast damage reduction decreased from 75% to 60% There’s been some discussion about the Psyker Blast damage reduction bonus that Macha applies to allied units. Though it’s correct that you can choose to abdicate the fight, it does last for a substantial amount of time and given the infantry resilience changes, it needed a slight reduction. Ranger Ronahn Health increased from 480 to 576 Shield increased from 720 to 864 Damage increased from 250 to 280 Long Shot damage increased from 275 to 360 Though Ronahn recently received buffs, his health change felt like a big step backwards for him. He went from being viable in some cases to irrelevant in most. Line other snipers, his auto attack needed to be increased but his Long Shot took a dive with the increased health. He was always fragile to begin with, but now that units can survive and pressure him easier, we increased his health to counteract it. Jain Zar Health increased from 960 to 1080 Shield increased from 1440 to 1620 Though she can be quite lethal, Jain Zar also suffers from being kited easily and is lower among Elite Elite picks. This change should help her to find a better niche in the new meta. Autarch Kyre Bug Fixes: Fixed a bug where Kyre was not correctly prioritized on the command crd Fixed a bug where if Kyre was using a skin, he would change back to his default model when using Skyleap Wraithlord Doctrine: Improved Webways: Now properly reduces the cooldown for Webway Holofield and Webway Shield To boost his Improved Webway doctrine, it will not only affect the cooldown of teleport but also other abilities. Additional Changes Eldar will no longer gain full shields when upgrading their shield health; instead, they will gain the difference between their old and new shield values Infinity Portal now starts with one charge of Soul Recall Level 1 shield increase reduced from 25% to 20% Level 2 shield increase reduced from 50% to 20% Level 3 shield increase reduced from 75% to 20% Shoota Boyz Stikkbomb damage decreased from 2 to 1.9 Shoota Boyz always had high damage relative to their cost. With increased survivability, we felt they were just a bit too good and needed a slight tweak. We didn’t want to go too far considering the health change will affect one of their cornerstone abilities - the Stikkbomb. Tankbusta Damage bonus versus skimmers reduced from 40 to 25 Tankbustas have always been very effective versus skimmers because they deal their damage in bursts. We needed to tone down their bonus damage so that it is now equivalent to Lascannon Devastators and Shadow Spectres, which should make it a bit easier for simmers to harass an Ork army. Deffkopta Damage increased from 11.1 to 12.8 Deffkoptas have received near-constant buffs and though we feel that they’re viable, we’ve increased their damage to compensate for the health buffs. This makes them that much more effective as low cost Elite counters. Stormboyz Melee damage reduced from 30 to 25 Critical Strike damage reduced from 90 to 80 Stormboyz have always been strong as a 2-point Elite, with their high burst damage and jumping capabilities. One of the major design intentions for this rebalance is to affect the early Elite units, and we felt that in comparison to Striking Scorpions especially, their base damage was too high. Warboss Gorgutz Bug Fixes Fixed a bug where Gorgutz would get stuck after casting Grapplin’ Klaw when performing a Critical Strike Big Mek Wazzmakka Orbital Scrap damage increased from 350 to 455 Orbital Scrap damage against objectives reduced from 350 to 200 Orbital Scrap outer radius damage increased to 50% of base damage, up from 20% Scrap Turret damage increased from 12 to 15 Although Traktor Beam is really awesome and provides great utility, Big Mek Wazzmakka’s overall toolkit felt underwhelming - especially in comparison to similarly-priced Elites. Due to the design of Orbital Scrap, his damage was inconsistent - so we’ve made that less variable. Orbital Scrap damage will no longer be capped at 1 entity, making it more lethal to squads. Additional Changes In-combat reinforcement time for infantry units increased by 60% WAAAGH Tower damage increased from 6 to 7 Level 1 health increase reduced from 15% to 12% Level 2 health increase reduced from 30% to 12% Level 3 health increase reduced from 45% to 12% Gameplay Fixed a bug where Deployable Energy Shields could be built on top of one another User Interface Fixed a bug where swapping between the Campaign and Army Painter screens would sometimes cause them to overlap Fixed a bug where error message text would appear when targeting a Deffkopta while the Slice ‘Em doctrine was equipped Fixed a bug where error message text would appear while viewing the Vyper Haste tooltip when the ability was on cooldown Art Fixed a bug where the Space Marine Listening Post’s targeting indicator would vanish when the structure caught on fire
Steam: 2017-09-26
Patch Notes: September 26, 2017 26 September, 2017 - r_tsagora Today’s patch will open up the strategic depth of Dawn of War III to ALL players. After listening to how fans felt about the Skull system, and watching how players interacted with it in-game, we’ve decided to unlock all Elites and doctrines for everyone. We had intended for the Skull system to introduce pacing to the multiplayer experience, but we didn’t want this to come at the cost of barring advanced play styles to those ready to tackle them. You’ll still need to unlock Elite level rewards as well as those gained from campaign progress, but this will be a lot easier with an expanded arsenal of Elites at your command! Improved We’ve removed in-game currency (Skulls), which means you no longer need to purchase Elites and doctrines. With the exception of Elite level and campaign progression rewards, all content will be automatically unlocked for both new and veteran players. We’ve made some slight changes to the front end; it’s now much easier to jump into a custom match versus AI after completing campaign missions. General Fixed a crash that sometimes occurred when loading into custom maps Fixed an issue where the experience earned from completing campaign missions on easy difficulty was too low Multiplayer Fixed an exploit where two of the same Elite could be deployed through abusing a bug with the Death From Above doctrine Fixed a bug where turning on Enhanced Battle Focus would undo the Increased Shield Regeneration upgrade from the Soul Shrine Fixed an issue where, on occasion, Jonah’s auto attack projectile wouldn’t disappear if its target was killed before the projectile landed Units & Abilities Fixed a bug where Zappnoggin’s Fist of Gork could bounce back from Gabriel’s Retribution - sometimes without making contact with it Fixed a typo in the Weirdboy’s ‘Ere We Go ability tooltip User Interface Added a mute button to each player’s portrait in the custom game lobby Fixed an issue where the host can change match settings of a Quick Match lobby while viewing the leaderboards, Elite info, or player profile screens Fixed a bug where Manufactorum (3v3) was not being translated Fixed a bug where the Vyper’s Vyper Haste icon would appear as if it were on cooldown, even when the skill was available to use Fixed a display issue where an invalid text error would appear when trying to attack a Deffkopta while it was performing Buzzsaw Blitz Fixed an issue where the tooltip text for the Overwatch doctrine would not display properly Fixed some overlapping elements in the custom game screen Art Fixed a bug where the Madd Dread’s Mad Breaka would create a white sphere artifact when cancelled prematurely Fixed a bug where Orbital Bombardments used by AI players would use their army’s paint scheme colours Fixed a bug where the Big Trakk was missing some audio FX
Steam: 2017-08-29
Patch Notes: August 29, 2017 29 August, 2017 - r_tsagora New Modding tools added Steam Workshop support added for new mod tools Improved Autosave added to campaign Balance update (multiplayer only, balance changes do not apply to the campaign) Gameplay Vehicle health upgrades will now apply to player-made structures Buildable turrets for all factions have had their Power cost decreased from 60 to 50 Diomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects The slowing effect from Devastators, upgraded Lootas, Terminators, and Dark Reapers are now classed as a new status effect: suppression Suppression does not stack with other sources of suppression, but the highest value of suppression will override the other sources Economy Power Generator initial Requisition cost increased from 80 to 100 Power Generator scaling Requisition cost increased from 16 to 50 Power rate per generator decreased from 25 to 20 Power reward from killing enemy Shield Generators decreased from 100 Power to 50 Power Escalation Phases Phase 2: Power generator bonus increased from 50% to 87.5% Phase 3: Power generator bonus increased from 50% to 62.5% Phase 4: Power generator bonus increased from 25% to 30% Tactical Marine Reduced damage of Flamer upgrade from 5 to 3.75 Reduced damage over time of Flamer upgrade from 20 to 8 Reduced cost of Flamer upgrade from 75 Requisition / 50 Power to 75 Requisition / 40 Power Reduced cost of Plasma gun upgrade from 100 Requisition / 50 Power to 75 Requisition / 40 Power Bug Fixes Frag Grenade: Fixed a bug where Frag Grenades would fail to throw when Tactical Marines with plasma guns were overheating Flamers teeter too much on the brink of too powerful or, worse, too risky for their cost. These changes bring their power down a notch, so that it's only that effective if you have another way to keep them stuck in the scorching flames. The intention for flamers was that this ability can be used to make big plays, but not to the extent that simply running through the flame for one second can completely destroy a squad. This is due to the damage over time debuff significantly overperforming. Scout Sniper Doctrines Hidden: This has been changed to an activated ability, and now grants stealth and increases movement speed by 1.5 for 20 seconds Cover Fire: This has been changed to a toggled ability Cover Fire: While active, shots apply a slow (that does not stack with other suppression effects) for 2 seconds Though Scout Snipers themselves are in a good spot - their doctrine choices needed more differentiation. Hidden wasn't picked often and - although we recently buffed it - this didn't have the full impact that we were going for. This patch will convert it to an activatable ability that grants players more agency and allows it to be used defensively as well. Being compatible with Overwatch and the reworked Cover Fire, there's a lot of opportunity to make Scout Snipers quite a force. Cover Fire is also being changed. It is now an activatable, timed ability that causes Scout Sniper shots to slow, but also reduces damage. It can be deactivated at any time if you want to switch back to full damage. Scout Cost increased from 200 Requisition to 250 Requisition Damage increased from 1.15 to 1.44 Blind Grenade's stun duration reduced from 3 seconds to 2.5 seconds When playing Space Marines, strategies against Orks tend to rely on spamming Scouts for hit-and-run attacks and lengthy disables. This strategy can be very frustrating to play against and since this patch addresses the early game effectiveness of Orks - it's time to increase the cost of Scouts. For the Requisition you pay, you'll have that many fewer strikes and stun grenades to lock down your opponents. To compensate, we'll be increasing their ranged damage. Heavy Bolter Devastator New upgrade option added to the Armory: Improved Suppression (60 Req, 60 Power) When researched, Heavy Bolter Devastator’s slow on-hit is increased to -2 speed The slowing property of Heavy Bolters is meant to be used to punish brute force tactics or snare fleeing targets, but because the slow is currently weak and there are many sources of speed to offset it, players are not really able to take advantage of it in a meaningful way. To this end, we are adding a new upgrade that can be researched to increase their slowing property. Lascannon Devastator Beam inteneity 3 damage reduced from 6.5 to 5.42 Beam intensity charges at half speed when firing at infantry units Time to charge to full beam intensity increased from 8 seconds to 9 seconds Lascannon Devastators were a little too good, but they felt they were in a much better place after the last update. After more observation, it's clear that they are over performing against vehicles and infantry. These changes will give them a clearer focus. Land Speeder Doctrines Lone Wolf: No longer deactivates when close to allies; it will only deactivate when too close to your own troops Lone Wolf: Area of effect decreased by half This doctrine was effective, but its conditions made it too hard to use - especially in team games where you don't have any control over where your ally goes. This change should make it much easier to use. Whirlwind Doctrines Inferno Missiles: Initial damage reduced from 45 to 36 Inferno Missiles: Damage over time reduced from 19.2 damage per second to 12 damage per second (per missile) Inferno Missiles: Missile scatter increased from 0 to 15 Whirlwind Inferno Missiles are dealing a bit more damage than is warranted by their cost, but we also discovered a bug that was unintentionally condensing the damage to a tighter area. Their damage will be more consistent and their scatter properties now match that of a regular Whirlwind barrage. Chaplain Diomedes Bug Fixes Fixed a bug where Diomedes could move while casting Liturgies of Battle Fixed a bug where Diomedes' buffs would disappear after casting when he is disabled It turns out that Liturgies of Battle wasn't behaving as we had intended. During its casting phase it could not be cancelled, but Diomedes could still move. While it is meant to be a timed ability, we discovered a bug that would occur when he was disabled after a successful cast - which caused the ability to cancel. Instead - Diomedes will now have to stay put while casting, but the buffs will persist after its cast regardless of status effects applied afterwards. Overall, these are buffs to Diomedes, and ones we believe will be helpful quality of life improvements. Additional Changes Drop pods no longer cause damage to multiplayer objectives (i.e. Shield Generators, Turrets, Power Cores) Blessing of the Omnissiah: Healing per second increased from 6 to 30 and removed the +2 passive health regeneration while in combat Improved Deathstorm: For the first 15 seconds after deployment, Deathstorm drop pods project an aura that grants 250 shields to nearby units. The shield will persist for a short duration even if the units leave the aura or the Deathstorm is destroyed. Multiple Deathstorms do not cause this effect to stack, but they will heal existing shields of the same type. Howling Banshee Quick Strike cost reduced from 75 Requisition / 50 Power to 75 Requisition / 40 Power Quick Strike damage increased from 30 to 45 Doctrines Banshee Rage: Instead of triggering after 6 kills, it now requires 900 damage to be dealt Howling Banshees are a tad under powered, but rather than upping their base stats at the moment, we're giving them more choices. Additionally, players really liked the idea of Banshee Rage, but in practice it was hard to secure enough kills to really benefit from this choice. This doctrine now grants a shield based on damage done, so you don't need to focus on securing kills with your Banshees. Dark Reaper Doctrines Teleport Beacon: Beacon no longer expires after a duration Teleport Beacon: Reduced cast time on Beacon Deploy from 5 seconds to 3 seconds Teleport Beacon: Gain 3 seconds of instant setup and teardown after using Recall; no longer have to teardown if squads are already setup and the beacon is cast within range Reaper Focus: No longer increases line of sight while in heavy cover or stealth cover Reaper Focus: If Dark Reapers are within range of a Webway Gate, their ranged attacks will slow enemy units by -1 Reaper Focus wasn't a popular choice, so we've reworked it to add a conditional slow. Teleport Beacon was also underwhelming because the optimal time window to use it was too limiting. Removing the maximum duration of the beacon should improve this - as well as adding instant setup and teardown - will give players the option of using it as more than just an escape tool. Ranger Cost decreased from 330 Requisition / 20 Power to 330 Requisition / 15 Power Doctrines Ranger Focus: Damage increased by 25% Awhile back, we increased the Power cost to both unlock and build Rangers as a result of the effectiveness of Ranger spam in team games. Though they are still popular in 3v3 games, they're picked less often in 1v1s. Given our intent to slightly reduce Power income in the first escalation phase, we're going to revert them to their original Power cost. The Ranger Focus doctrine did not have a big enough impact, so we're going to add something that increases its value - a damage boost. This should have some good interaction with their other doctrines (Stealth Warp and Vigor). Wraithblade Speed increased from 3 to 4 Increased rate of Fury generation for Vengeance by 50% Doctrines Swift Vengeance: Functionality of this doctrine has been overhauled; Swift Vengeance now causes Wraithblades to move as if they are within range of a Webway Gate when Vengeance is full, although this effect does not stack with Fleet of Foot Despite recent changes that increased their health, weapon range, and mobility - this unit is still under performing. One of their biggest obstacles is getting into melee range and reliably chasing units, so we've opted to increase their base movement speed. This will also make them faster than most infantry units when they have Fleet of Foot. Wraithguard Doctrines Enhanced Battle Focus: Energy drain reduced from 60 per shot to 50 per shot and no longer drains 2 energy per second while active This doctrine is close to being balanced, but it needed to drain a little bit less energy when firing and not pause your energy regeneration while active - which made it look like unintended gameplay behaviour. Vyper Health increased from 375 to 450 Shields increased from 125 to 150 Missile launcher rotation rate increased from 58 to 174 Doctrines Temporal Mine: Casting time is now instant Temporal Mine: Activation time is now instant Temporal Mine: Increased activation radius by 60% Temporal Stun: Stun duration decreased from 3 seconds to 2 seconds Temporal Stun: The stun now occurs when the bomb first explodes Vyper Haste: When attacked, gain 50% movement speed for 5 seconds and reduce damage received by 50% Vyper Haste: Can only trigger once every 20 seconds Vyper Haste: No longer grants a burst of speed when shields are destroyed Bug Fixes Fixed a bug where Temporal Mines couldn't be targeted in the fog of war Vypers are hard to amass and can be easily countered, so we're increasing their health and shields by 20% so they perform better in smaller numbers. We noticed that the Vyper's missile launcher rotation was a bit slow, which wasn't playing well with its quick turn speed. The Temporal Mine doctrine will now function exactly the same if there is an enemy nearby, but planting the mine itself will not only be faster but the mine will also activate quicker. We've also tweaked the timing on the Temporal Stun doctrine to make the stun activate as soon as the slow field triggers. These changes make the Vyper feel a lot more responsive - given how fragile they can be if you're not careful. Finally, the Vyper Haste doctrine gives them more defensive utility, which is something that it had previously lacked. Falcon Doctrines Falcon Haste: Changed to an activated ability that increases movement speed by 3 for 10 seconds The out of combat speed bonus wasn't impactful enough, so we've added an activated speed boost that will give Falcons more utility in combat. Ranger Ronahn Fire rate reduced from 9 seconds to 7 seconds Time to generate a charge outside of stealth cover lowered from 85 seconds to 60 seconds Time to generate a charge inside of stealth cover lowered from 57 seconds to 40 seconds Bug Fixes Fixed a bug where Ronahn had to setup his rifle again after Snapfire had expired In our experience newer players find Ronahn very hard to deal with, but he is quite easy to counter after you've faced him a few times. In order to be more competitive, we feel that he needs to have a more active playstyle, so we want to increase his rate of fire and the rate at which he gains charges of Long Shot. Wraithlord Damage increased from 250 to 350 Glaive Charge damage increased from 200 to 500 Glaive Charge damage type changed from True to Armour Piercing Glaive Charge speed increased from 8 to 10 Ethereal Wall duration increased from 8 seconds to 12 seconds We're increasing the Wraithlord's damage versus single targets to make him more of a threat and increasing Ethereal Wall's duration to improve his resilience. Additional Changes Shield generation upgrade Power cost reduced from 75 to 60 Reinforcement now returns 1/X% of the squad's shields, where X is the number of models left in the squad Vehicle shield upgrades increased in effectiveness from 25% to 50% Deployable Energy Shields: No longer requires Tier 2 Deployable Energy Shields: Power cost reduced from 50 to 30 Deployable Energy Shields: Health decreased from 1500 to 1000 Deployable Energy Shields: Construction time increased from 20 seconds to 30 seconds Boy Doctrines Thump from Da Sky: Boyz now pick a nearby target position and channel, gaining a charge every 1.25 seconds up to a maximum of 3 seconds. At the end of the ability, if the unit is not killed or disrupted, it will deal 20 damage in a 6m radius and knock back enemies. Thump from Da Sky: Channel time reduced from 4.25 seconds to 3.875 ]seconds Thump from Da Sky: Reduced knockback distance by 63% Thump from Da Sky: Removed global cooldown Thump from Da Sky: Can now be interrupted during channeling Thump from Da Sky has a weird history. It actually used to produce scrap and kill the Orks, which resulted in super fast teching. This was part of the reason it had a global cooldown. We've removed the global cooldown and reworked its damage, such that it functions much more like the Waaagh! shout in that it's great at faking out your opponents. Loota Doctrines Magnetz: Decreased the cooldown from 60 seconds to 40 seconds Magnetz: For 10 seconds, Lootas are under the effect of Magnetik Boost - which allows them to instantly setup and teardown Bug Fixes Fixed a bug where Lootas would often try to run back to their original position after using Magnetik Boost Trying to use Magnetz at less than max range often yielded little benefit due to having to setup your weapon again. As a result, we've implemented a change that should make this doctrine more useful for both offense and defense. Tankbusta Squigs can now be auto-targeted by enemy units Squigs have lower attack priority than other units The squig bomb demanded too much micro to counter relative to its ease of use. It will now be auto-targetable, but given a lower attack priority so that it's easier to screen for them. Deffkopta Health increased from 550 to 650 Damage increased from 9.25 to 11.1 Doctrines Warning Grot: Now deals 300 Armour Piercing damage Deffkoptas in great numbers, or when built from scrap, can be quite effective for the investment - however, they aren't great when standing on their own. Given that skimmer units already have a powerful counter, we feel they'll still be kept in check despite these changes. Killa Kan Decreased the max number of rokkit charges after looting from 6 to 5 Doctrines Long Range Rokkits: Now requires a minimum of 3 rokkits to trigger Long Range Rokkits: Triggering the ability costs 3 rokkits Long Range Rokkits: Recharge time lowered from 30 seconds to 25 seconds Long Range Rokkits: Provides vision as they're traveling Bug Fixes Fixed a bug where Long Range Rokkits would sometimes deal damage to allies Killa Kans are built more often than any other Ork vehicle, especially in higher skill brackets. The problem largely lies with the combination of Long Range Rokkits and upgraded Killa Kans. We're making a change that retains the functionality of Long Range Rokkits, but requires the player to sacrifice their burst potential for the super long range poke that it provides. If players want to decrease their downtime, they'll have to sacrifice a doctrine slot to use the Rokkit refill doctrine and aggressive Pile o' Gunz placement. Additionally, we are slightly reducing the maximum burst damage of upgraded Killa Kans. Big Trakk Doctrines Smoke Shells: Grants 35% damage reduction to allied units in the Smoke Shells Players aren't finding enough value in the stealth cover that this doctrine grants. It's a lot more useful now that it also reduces incoming damage. Deff Dread Doctrines Bigga Scrap Shield: Increased cooldown from 45 seconds to 60 seconds Bigga Scrap Shield: Now heals up to 1000 health over 10 seconds Bug Fixes Fixed a bug where Bigga Scrap Shield did not always block ranged damage This ability didn't appear to be working correctly and it has now been fixed. To give it more impact, we're going to add a heal over time component. Weirdboy Zappnoggin Scrap Blast cooldown increased from 20 seconds to 30 seconds Even after a hefty round of nerfs, the Weirdboy is still a dominant pick. We agree that his Scrap Blast, given how good it can be, should be on a longer cooldown. Kommando Health increased from 2500 to 2800 Sneaky speed bonus icnreased from 2 to 3 Bug Fixes Fixed a bug where his shotgun would not knock enemies back if he had attacked from stealth, then used Sneaky to re-stealth Fixed a bug where Stun Trap would not stun units that jump into its radius We recognize that Da Kommando struggles when he has been caught behind enemy lines, so we're going to increase his health and slightly buff his speed boost. Mad Dread Loot (Passive) healing increased from 300 to 475 Rampage (Passive) healing increased from 1375 to 1575 Rampage (Passive) shields increased from 1250 to 1750 New ability added Enables the Mad Dread to charge forward in a line, dealing damage and knocking back enemies Colliding with a vehicle or super unit immobilizes and damages them for a 10-second period For a 7-point Elite, the Mad Dread provides good utility with Tunnel, but doesn't have enough presence when he arrives. We're giving him a new ability that should offer more mobility, crowd control, and damage against high value targets. As an added bonus, it can help him reach a full Fury bar if Rampage has triggered, restoring his health. Additional Changes Waaagh Towers Power cost increased from 75 Requisition / 75 Power to 125 Requisition / 85 Power Waaagh! buff damage bonus reduced from 50% to 35% Waaagh! buff speed bonus decreased from 3 to 2 Fixed an issue where the Waaagh! granted by Gorgutz' Spinnin' Klaw would stack with the original Waaagh! Longa Waaagh! upgrade's Power cost increased from 25 to 75 Longa Waaagh! upgrade's Requisition cost increased from 0 to 75 Longa Waaagh! upgrade now increases the damage buff of Waaagh! to 50% Longa Waaagh! upgrade's speed buff of Waaagh! increased to 3 Pile O' Gunz no longer requires 1 Waaagh Tower to construct Scrap Sight: Renamed to Scrap Shielda Scrap Shielda: Removed old properties and no longer triggers on enemies, allies, or squads Scrap Shielda: Now grants 125 shields in a 15m radius around your own destroyed vehicles and structures Multiplayer Fixed instances where splashing water from super units could be seen through the fog of war on Mortis Vale Multiplayer AI now builds less addons and Listening Posts and is less likely to build addons when owning a smaller army than their opponent Space Marine Standards captured after the healing begins will no longer continue to heal Campaign Fixed an issue that occurred when loading a Mission 9 save file created on a previous game version, which would cause the Destroy Scrap objective to break Units & Abilities Fixed a bug where Assault Marines lost the ability to melee after being caught by Autarch Kyre's Skyleap and Eldritch Winds during a Jump Fixed a bug where the Imperial Knight Paladin's Armour Piercing Shot would destroy Fire Prisms in a single hit Fixed a bug where the Fire Prism wouldn't damage structures or units with attack-ground Keep Trukk'n: Fixed a bug where this ability was working inconsistently, occasionally failing to taunt units User Interface When hovering over equipped doctrines, the description video now appears in the bottom-right corner of the screen Fixed some instances where tooltips on some paints appeared as invalid Fixed a bug where viewing doctrine videos caused an FPS drop each time this action was repeated, which would persist until restarting the game Fixed the display of the Manufactorum minimap icon in the match history screen Fixed a bug where switching between a custom skin and a mastery skin prevented the re-selection of the custom skin Fixed a display issue that occurred when playing in French where some tutorial text was overlapping Art Fixed an issue with the Wraithlord's Glaive Charge where the artwork would not display properly Fixed an issue where the Roks ability was pixelated in places
Steam: 2017-07-20
Patch Notes: July 20, 2017 20 July, 2017 - r_tsagora Hey, everyone! In addition to a new map, we’ve been hard at work on a ton of new skins to provide better customization options for the Elites you bring onto the battlefield. Some of these we announced last week, but there are a couple new skins as well! Four additional Custom skins have been added, as well as the new Chaplain Venerable Dreadnought skin. New New map: Manufactorum (2v2) and (3v3) New Custom skins: Gabriel Angelos, Jonah Orion, Chaplain Diomedes, Imperial Knight Solaria, Macha, Jain Zar, Ranger Ronahn, Wraithknight Taldeer, Warp Spiders, Striking Scorpions, Warboss Gorgutz, and Beauty da Morkanaut New skin: Chaplain Venerable Dreadnought Improved Added campaign completion rewards: Kustom Stormboyz skin and player portrait (Mission 1), Helmeted Jonah Orion skin and player portrait (Mission 4), Codex Macha skin and player portrait (Mission 8), Tartaros Gabriel Angelos skin and player portrait (Mission 17) Updated the visuals of the Imperial Knight Paladin mastery skin Maps Manufactorum (2v2) has been added into the Custom match and Quick-Match map lists Manufactorum (3v3) has been added into the Custom match and Quick-Match map lists Campaign Various health packs were added in Mission 2 to decrease difficulty Amount of scrap generated in Mission 2 increased Encounters tuned in Mission 2 for Normal and Hard difficulties The maximum population cap in Mission 2 has been decreased from 270 to 160 Final encounter in Mission 2 tweaked to reduce enemy spawn timers, increase the amount of melee units faced, and lessened the time it takes to progress in this encounter Resource rates and starting resources increased in Mission 3 based on difficulty Removed some Tankbustas on Easy and Normal difficulty for Mission 3 In Mission 3, only 4 of the 5 towers need to be destroyed in order to complete an objective Campaign Fixed a bug in Mission 6 where you could no longer progress if the communication array was recaptured by enemy units Fixed a bug in Mission 12 where using the Tireless doctrine caused Tactical Marines acquired through mission objectives to move unusually fast User Interface Fixed a bug where changing Image Quality settings would affect Texture Detail as well Fixed a bug where changes to Window Settings were not reverted when changes were canceled Fixed a bug that occurred when the Use Suggested function increased the Image Quality, causing the Texture Detail boz to become blank and limit the available options The Surrender option is now disabled in Tutorial missions Fixed a bug where the Surrender button was locked in the Pause menu while playing Campaign Fixed a display bug where Skulls are shown in two different places when using an ultra-wide screen Fixed a bug where creating a Relic Account for the first time would not complete correctly Fixed a bug where Manufactorum (Nocturne’s Anvil?) was missing the minimap icon in the Match History tab Fixed a bug where match times in the Match History tab were not displayed correctly Fixed a bug where hovering over the player portrait on the Collection tab of the player profile could cause various portraits to pop in and out Fixed a bug where using the Stormboyz’ Kamakazee doctrine would cause the location of the Big Trakk’s artillery mode and self-destruct ability icons to switch places Multiplayer Fixed a bug where loading a save that was created after opening the gate on Mortis Vale caused the gate to appear closed Fixed a bug where the Wraithknight would start to shoot extremely fast if Jump was canceled in the first second of the ability Fixed a bug where Jain Zar’s Dash visual effects would become permanently stuck on enemy heavy cover Gameplay Fixed a bug where on Casual difficulty, the AI was not attacking a second HQ Fixed a bug where allied AI was not building resource generators or resource upgrades on resource points captured by the player Fixed a bug where the AI was not continuing or rebuilding a structure if the worker was killed mid-construction and the in-progress structure was not destroyed We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions!
Steam: 2017-07-11
Hotfix: July 11, 2017 11 July, 2017 - r_tsagora General Fixed a crash that occurred when loading the game while using an Input Method Editor
Steam: 2017-06-27
Patch Notes: June 27, 2017 27 June, 2017 - r_alexm Hey everyone! We heard you loud and clear. In response to your feedback, we’re releasing a balance patch to address top balance concerns this week. Gameplay Listening Post cost increased from 200 to 300 Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one. Pathing Skimmers will now prefer to do shorter reverse-pivot moves instead of curve turns over short distances (these were particularly noticeable with move commands issued slightly behind and to the side of the skimmer) Increasing vertical traverse speed If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available. Overall, the Space Marines versus Ork matchup is very close to dead even, though it varies a bit per skill bracket. Although they’re in a better spot and while we are buffing Eldar, we do still feel there are a few issues that need addressing. We’ve already addressed Tireless in last week’s patch, but we felt that we needed to dig a little deeper, as the Space Marine’s effectiveness doesn’t stem from a single doctrine choice. Assault Marines Reduced passive melee charge range from 30 to 10 Reduced passive melee charge speed bonus from 4 to 3 Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units. Predator Destructor Damage decreased from 200 to 150 Power cost increased from 275 to 300 Population cost increased from 17 to 19 Predator Annihilator Power cost increased from 275 to 300 Population cost increased from 17 to 19 Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational. Diomedes Elite Point cost reduced from 4 to 3 Health reduced from 3600 to 3100 Respawn time reduced from 240 to 200 Reduced melee attack true damage bonus vs. objectives from 50 to 15 Reduced critical strike true damage bonus vs. objectives from 100 to 30 Bug Fixes Fixed a bug where his True damage bonus wasn’t working correctly Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game. Once win rates settled after launch, it became clear that the Eldar were imbalanced. They had a much higher win rate than both Space Marines and Orks, though they were especially strong versus Space Marines. Dire Avengers were overwhelmingly picked over other early game options and the Wraithlord’s Improved Webways doctrine was nearing a unanimous pick rate in the upper skill brackets. However, the combination of our May 31st Eldar changes and the improvements to not only Tactical Marines - but also to resource generation - have exposed the general weakness of the Eldar early game. Since the trading capability of Dire Avengers was weakened, we’ve consequently seen that win rate flip the other direction. General Eldar infantry unit speed increased by 1 across the board Bonesinger increased from 6 to 7 Dire Avengers increased from 6 to 7 Howling Banshees increased from 6 to 7 Shadow Spectres increased from 5.5 to 6.5 Rangers increased from 6 to 7 Webway Gate Requisition cost decreased from 150 to 125 Power cost decreased from 30 to 25 Speed bonus for non-elite infantry decreased from 3 to 2 Speed bonus for Vehicles, Wraith and Elite units remains unaffected Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar? We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value. Dire Avengers Dire Avengers range increased from 30 to 35 Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range. Wraithblades Increased Shields from 1725 to 1890 Increased Health from 1150 to 1260 Added passive melee charge on Wraithblades which has 10 range, a 10 second cooldown, lasts 5 seconds and grants 4 movement speed Increased weapon range from 1 to 2 These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that. Shadow Spectres Power cost reduced from 30 to 15 Increased formation size These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable. Autarch Kyre Reduced speed of Eldritch Winds projectile from 15 to 12 After units are pulled to him, they are now knocked back, scattering them over a 15m area and preventing them from clumping on top of one another when landing We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support. Gretchin Gretchin population cost reduced from 4 to 1 Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units. Shoota Boyz Stikkbomb damage decreased from 90 to 60 Doctrines Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60 Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit Nobz Taunt radius reduced from 20 to 15 Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units. Stormboyz Their upgraded Suicide Bomma from scrap will do less damage versus structures Kommando Stun Trap damage type changed from Armour Piercing to True Stun Trap damage is applied to the squad instead of individual entities Bug Fixes Stun Trap FX have been adjusted to accurately show the blast radius We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 Armour Piercing damage to all units in a squad, it now deals 600 True damage to a squad. This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair. A NOTE ON DOCTRINES We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them! General Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown
Steam: 2017-06-21
Hotfix: June 21, 2017 21 June, 2017 - r_tsagora General Fixed an issue where some instances of translated text would not display properly for clients running in non-English languages
Steam: 2017-06-20
Patch Notes: June 20, 2017 20 June, 2017 - r_tsagora Originally posted by Kat_RE: Hi everyone! Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!! Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities. We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes. As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain! There’s plenty more to dig into below. Take a look and hit up the forums[community.dawnofwar.com] if you have any questions. We’ll be at the ready. Thanks again, and enjoy! New New modes: Annihilation Classic and Annihilation With Defenses New doctrines: Tarantula Turret, Big Shoota Turret, and Shuriken Grav Platform New map: Mortis Vale (3v3) and (2v2) Free skins: House Raven Imperial Knight Paladin, Exalted Wraithknight, and Deathskulls Gorkanaut Gameplay Fixed an issue that makes Elite healing around a player’s HQ and production structures more consistent Maps Mortis Vale (2v2) has been added into the Custom match and Quick-Match map lists Mortis Vale (3v3) has been added into the Custom match and Quick-Match map lists Tactical Marine Doctrines Tireless: Speed bonus decreased from 3 to 1.5 Tireless: Speed bonus will kick in 15 seconds after being out of combat, up from 11 seconds Tireless: Speed bonus now begins 15 seconds after spawning a squad of Tactical Marines, instead of instantly Tireless: A decorator icon now displays your progress towards the speed bonus We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games. Terminators Doctrines Focused Shot: Fixed an issue where slowed targets did not display the slow icon Imperial Knight Paladin Bug Fixes Fixed an issue where Ion Shield sometimes failed to block certain shots Imperial Knight Solaria Bug Fixes Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage Ranger Bug Fixes Changed Sensor Beacon to be single-cast when a group is selected, meaning they won’t all use their ability in the same spot when the order is given Fire Prism Bug Fixes Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment General Fixed an issue where Windows taskbars set to the left or top of the screen would not be hidden Fixed issue where skimmer units that were knocked back onto negative space were instantly killed Fixed issue where WAAAGH! Towers would sometimes stop producing scrap Campaign Difficulty tuning on several campaign missions (1, 11,12, 13), mostly on Normal difficulty Fixed an issue in Mission 2 where loading a saved game could stop Varlock Guard units from moving Fixed an issue in Mission 6 where the mission could stall if the enemy recaptured one of the two arrays from the player Fixed an issue in Mission 9 where loading a saved game could cause Deffkoptas to fail to enter combat, blocking mission progression Fixed an issue in Mission 13 where Elites sometimes wouldn’t gain experience Fixed a terrain issue on Mission 17 which could cause an Elite to become stuck Multiplayer Fixed most common instances of an issue where spamming hotkeys allowed multiple resource add-ons to be constructed on a single resource point; additional instances of this bug are still being investigated Rotated some heavy cover on Stratum P2-8 near the middle of the map to allow for easier access Fixed a spot on Charon’s Rest where an Elite could become trapped User Interface Added support for Exclusive Fullscreen and Windowed display options Changed the placement of several front end components to group player name, icon, and Skulls together Fixed an issue where quitting after a match loss would cause units to change colours Fixed disconnect behavior while on the Elite info screen Fixed an issue where the paint scheme list was cut off for players 3, 4, 5, and 6 in an 3v3 lobby Fixed a rare issue where Quick-Match players would become stuck in a black screen after the game countdown Fixed an issue where the Texture Detail option would not correctly save when applied Art Fixed an overlap issue on the Meganobz mastery skin
Steam: 2017-06-05
Hotfix: June 5, 2017 5 June, 2017 - r_tsagora SPACE MARINES Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines BUG FIXES Campaign Fixed an issue where some in-game cinematics were playing at double speed in some cases Performance Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Steam: 2017-05-31
Patch Notes: May 31, 2017 31 May, 2017 - r_tsagora Originally posted by Kat_RE: Hey guys! We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates! We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle! New Leaderboards have been added Improved Opponent AI The Codex now includes all Elite units Map changes Balance update (multiplayer only, balance changes do not apply to the campaign) Gameplay Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes Base Requisition rate increased from 260 per minute to 340 per minute Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage) Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage) Escalation Phases Phase 1: Increased refund on unit loss from 25% to 35% Phase 2: Increased refund on unit loss from 15% to 25% Phase 4: Decreased resource rate bonus from 50% to 25% Maps A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base Servitor Bug Fixes Fixed an issue where Servitors could see over some sight blockers Tactical Marine Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25% Ranged damage increased from 2.85 to 4 Melee damage increased from 4.6 to 5.5 Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power Bug Fixes Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged Fixed a bug that caused Tactical Marines to gain resources when Overcharged Fixed a bug that prevented Tactical Marines from being able to melee when Overheated Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost. Scout Sniper Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons Doctrines Hidden: Now gains a 10-second speed boost after firing A small quality of life improvement when using Scout Snipers will help them feel more agile in combat. Assault Marine Power Sword upgrade is now available at Tier 2 Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power Jump charge generation time increased from 65 seconds to 90 seconds Doctrines Assault Leap: Damage reduced from 75 to 20 Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay. Lascannon Devastator Added a resource bar to display three tiers of beam intensity Beam intensity will no longer decay when switching targets Beam intensity will decay slowly when out of combat Beam intensity will reset when stunned, knocked back, or placed into stasis Beam intensity 1 damage increased from 1.5 to 1.875 Beam intensity 2 damage increased from 3 to 3.75 Beam intensity 3 damage increased from 5.5 to 6.5 Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power. Whirlwind Bug Fixes Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points Predator Destructor Health increased from 2250 to 2500 Area of effect increased from 3 to 5 Visual effects have been updated to match the new area of effect We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions. Kill Team Ironmaw Ranged damage increased from 4 to 5 Melee damage increased from 6 to 8 Bug Fixes Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz. Jonah Orion Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5 We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha. Gabriel Angelos Removed knockback from Critical Strike Critical Strike (passive) damage increased from 80 to 85 We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output. Terminators Added knockback on Teleport arrival Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds Bug Fixes Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up. Venerable Dreadnought Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target Ranged damage increased from 240 to 350 Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable. Imperial Knight Solaria Removed the slow from Gets Hot! Attack range increased from 40 to 45 Gatling Barrage knockback increased from 8 to 12 Gatling Barrage range increased from 45 to 55 While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat. When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable. We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware. Additional Changes Increased shields granted by Plant The Standard from 350 to 450 Drop pod damage versus buildings currently under construction from 1750 to 350 Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post Population Servitor: Decreased from 2 to 1 Assault Marines: Increased from 10 to 13 Scout Snipers: Decreased from 10 to 9 Heavy Bolter Devastators: Increased from 9 to 11 Lascannon Devastators: Increased from 9 to 10 Landspeeders: Increased from 10 to 13 Dreadnought: Decreased from 18 to 17 Predator Annihilator: Decreased from 18 to 17 Predator Destructor: Decreased from 18 to 17 Whirlwind: Increased from 10 to 12 Bonesinger Warp now starts on cooldown when the unit is first spawned in Warp range decreased from 100 to 70 Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways. Dire Avenger Range reduced from 40 to 30 Doctrines Avenger Shield: Shields reduced from 20% to 10% Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat. Howling Banshee Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power Quick Strike damage reduced from 65 to 30 Doctrines Hunt: When in stealth, Quick Strike will reveal you in the casting phase Hunt: Speed bonus no longer stacks with Fleet of Foot Hunt: Damage bonus reduced from 100% to 25% Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit. Ranger Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power Bug Fixes Fixed a bug where additional firing would not reset their stealth revert timer We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them. Fire Prism Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power Ranged damage increased from 275 to 320 Superheated damage type changed from Normal to True Superheated damage increased from 100 to 150 Superheated activation time reduced from 3 seconds to 2 seconds Removed knockback from Superheated Bug Fixes Fixed an issue where units could not teleport out of a Fire Prism attack Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades. Striking Scorpions Health reduced from 1620 to 1350 Shields reduced from 1080 to 900 Hunt damage bonus reduced from 100% to 25% Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100% Hunt tooltip now displays speed and damage bonuses Critical Strike (passive) damage type changed from True to Normal Farseer Macha Psyker Blast damage decreased from 150 to 125 Psyker Blast damage mitigation increased from 50% to 75% Bug Fixes Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing Jain Zar Silent Death initial damage reduced from 100 to 75 Silent Death return damage increased from 250 to 275 Changed the visual effects when Silent Death is on its return path Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning Warp Spiders Slow mines activation time decreased from 7 seconds to 3 seconds Wraithlord Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase Doctrines Wraith Recall: Range reduced from global to 100 Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount Bug Fixes Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles Additional Changes Edlritch Storm: True damage per tick reduced from 5 to 2.5 Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form Webway Gates health decreased from 700 to 600 Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected Improved Webways: No longer allows Webway Gates to relocate in Tier 1 Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds Population Dire Avengers: Increased from 6 to 8 Howling Banshees: Increased from 10 to 11 Dark Reapers: Increased from 8 to 11 Rangers: Increased from 8 to 9 Shadow Spectres: Increased from 9 to 12 Wraithblades: Increased from 12 to 16 Vyper: Increased from 5 to 9 Falcon: Increased from 12 to 17 Fire Prism: Increased from 15 to 19 ORKS Gretchin Doctrines Find the Goods: Places a single mine on top of the Scrap pile that you teleport to Find the Goods: Now stealths for 15 seconds, or until detected Boy Doctrines Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50% Shoota Boy Health increased from 840 to 1000 Tankbusta Doctrines Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target Trukk Doctrines Suicide Bomma: Damage reduced from 350 to 200 Suicide Bomma: Damage versus objectives reduced from 350 to 100 Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5 Deffkopta Increased health from 450 to 550 Killa Kan Doctrines Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration Deff Dread Doctrines Bigga Scrap Shield: Shields increased from 300 to 500 Bigga Scrap Shield: Duration increased from 5 to 10 seconds Big Trakk Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power Kill 'Em Far now applies a slow to vehicles, instead of a stun Stormboyz Suicide Bomma's damage versus objectives reduced from 350 to 175 Max number of units hit per squad decreased from unlimited to 5 When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50% When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain Doctrines Kamakazee: Changed hotkey from Q to X Weirdboy Zappnoggin Damage type changed from Normal to True Area of effect damage removed from ranged attack Scrap Blast shields increased from 200 to 225 Max number of units hit per squad by Scrap Blast decreased from unlimited to 5 Ere We Go no longer does damage Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds Mad Dread Health increased from 4250 to 4750 Tunnel cooldown decreased from 45 seconds to 30 seconds Gorkanaut Ranged damage increased from 15 to 20 All Da Dakka damage increased from 80 to 100 Bug Fixes Fixed an issue where All Da Dakka did no damage to Shield Generators Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability Fixed a bug where the Gorkanaut's Loot would not always work Additional Changes Fixed an issue where Roks could become unresponsive if picked up and dropped Population Boyz: Decreased from 8 to 7 Shoota Boyz: Increased from 8 to 9 Nobz: Decreased from 25 to 16 Deffgun Lootas: Increased from 8 to 9 Tankbustas: Increased from 6 to 10 Trukks: Increased from 8 to 9 Deffkoptas: Increased from 5 to 7 Killa Kans: Increased from 10 to 11 Deff Dreads: Increased from 12 to 15 Big Trakks: Increased from 18 to 19 Achievements Fixed assorted issues with achievements not being awarded when completing the campaign Audio Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens Fixed incorrect sound effects on Sky Portal death Fixed missing sound effects on Ork Shoota Boyz Fixed an issue with the level up sound effects playing on repeat Fixed an issue where setting Voice volume to zero was not silencing unit barks Campaign Fixed an issue where mission progress wasn't properly carried over between PCs Fixed an issue where Assault Marines could bypass a gate in Mission 1 Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2 Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4 Fixed missing animation on a bridge in Mission 4 Fixed missing dialogue at the end of Mission 4 Fixed a rare bug that would block progression when defending your base in Mission 5 Fixed issues with deck gun effects and sound effects when loading a save in Mission 7 Tuned Diomedes' health in Mission 8 Fixed an issue where units joining the player could become hostile in Mission 11 Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12 Fixed an issue with debrief imagery in Mission 12 Fixed an issue with stacking Webway Gates in Mission 13 Fixed a rare crash when destroying the first Webway Gate in Mission 14 Fixed an issue with missing health bars on some units in Mission 16 Fixed an issue with missing objective indicators in Mission 16 Fixed an issue where Elites would not gain experience at the end of Mission 16 Fixed issues with damage from Mission 17's boss's swipe attacks Fixed issues with boss behaviour in Mission 17 Save & Load Fixed an issue where incorrect Elites could appear in some save games Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active Multiplayer Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war Fixed an issue where paused AI games were not actually paused Units & Abilities Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma Fixed an animation glitch on the Striking Scorpions Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods Fixed an overly large hit box on the Doctrine Chapel User Interface Fixed stacking debuff icons caused by Gorgutz' melee attacks Fixed inconsistencies with audio and video options and forced restarts Adjusted several incorrect ability and upgrade icons Fixed an issue where some tooltips would be missing text for non-deployed Elites Fixed incorrect behaviour on several gameplay UI options Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep Art Fixed additional instances of effects seen through the fog of war Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher Fixed missing effects on the Temporal Mine ability Fixed missing effects when the Venereable Dreadnought is destroyed Fixed timing issues on destruction effects for resource add-ons Fixed an issue where the effects and sound effects for Pin did not end Fixed an issue with persistent teleport effects when the target building is destroyed Offline Play Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions Performance Improved performance on 4K monitors in various option and info screens Improved performance when using the Roks ability
Steam: 2017-05-10
Hotfix: May 10, 2017 10 May, 2017 - r_tsagora Fixed a bug where Improved Webways could be equipped as an Elite Doctrine and as an Army Doctrine, causing an unintended effect on cooldown reduction. Enabled Skull and Elite experience rewards for Steam Workshop community maps.
Steam: 2017-05-08
Hotfix: May 8, 2017 9 May, 2017 - r_tsagora Fixed a bug where the game would only display resolution options for the secondary monitor in dual-monitor setups with varying screen resolutions
Steam: 2017-05-08
Patch Notes: May 8, 2017 8 May, 2017 - r_tsagora New You can now surrender in multiplayer matches Improved Ronahn’s Long Shot now shows a line on the minimap when aiming Improved presentation in Player Profile screen Bug Fixes Fixed assorted rare crashes Fixed issue where a chat command (/leave) could cause a crash Fixed broken link to modding wiki in Steam Workshop page Fixed flow issues with quick-matching versus AI when in a party Fixed potential progression blocker in Mission 17 Fixed issue with knockback in water Fixed additional instances of ability usage visible through the fog of war Fixed extra scrap being generated by drop pods after their wrecks were looted Fixed text display issues in Steam Workshop Fixed issue with Gorkanaut Rokkit Fist if you issued a move order immediately after using it Disabled incorrectly active buttons during quick match countdown Fixed issue with melee tie up of ranged units placed in melee stance Jain Zar now has visual FX for her scream passive Fixed issue where Bonesinger could become invisible if its Warp ability was canceled Fixed occasional animation issues with Land Speeder crew Eldritch Storm conduit can no longer capture heavy cover Fixed shared cooldown on Bomb Squig and Rokkit Barrage abilities on Tankbustas Fixed missing decor upgrades on Space Marine Stronghold building when player tiers up Fixed missing visual FX on Jonah Orion’s Fury of the Ancients when inside the Stonewall created by Plant the Standard Fixed issue where Elites could get trapped behind the colossus gate in Mission 13 Fixed issue where certain doctrines had no effect on units deployed via drop pod Fixed issue where “Hide In-World UI” option applied to some campaign objects, causing progression blockers in Mission 7 and difficulty elsewhere Fixed issue with certain missions reporting 0 XP earned Fixed issue in which Shield Generator shields could be repaired by builder units Fixed issue where Kill Team Ironmaw’s respawn time was not properly increasing when killed in multiplayer games Fixed missing tooltips for Elites on post-match screen Removed non-functional play button in Steam Workshop Fixed issue where Macha’s mastery skin would permanently leave elements in the world after she was killed Fixed issue where Campaign Map button on rewards screen had to be pressed twice to access that screen Fixed issue where connected Webway Gates would not display FX Fixed assorted camera stutters when skipping NISes Fixed non-functional secondary highlight in Doctrine Selector in Elites screen Fixed issue where Venerable Dreadnought Toss ability was not stunning infantry
Steam: 2017-05-02
Hotfix: May 2, 2017 2 May, 2017 - r_tsagora Fixed a sync error in squad movement that was occurring in some multiplayer games Fixed a crash that some players encountered in Mission 3 after destroying the last Waaagh! Tower Fixed a crash that some players encountered in the tutorial missions when completing objectives too quickly Fixed an uncommon crash that sometimes occurred when AI took over for a disconnected teammate in multiplayer Please re-launch Steam in order to apply the hotfix!
Steam: 2017-04-27
Hotfix: April 27, 2017 27 April, 2017 - r_tsagora Fixed an issue where editing the graphics settings would not successfully apply changes. Please re-launch Steam in order to apply the hotfix.