Once again, just glad to push this one out of the factory doors. Honestly, I have a lot to talk about but I'm lacking the energy to do it right now.
This has probably been one of the most heavily tested patches in some time, so barring the continuing issues already noted I don't think we'll hear about anything else. The continuing issues are not enough to delay a launch now and shouldn't have a major effect on gameplay. We hope to scrub them up in 2.9.1.
This time around we've cleaned up the map list a bit as it was getting pretty bloated. By default, the list includes only the new maps and the more commonly played maps from before. However, we realize that old maps have value and so we added the option to bring them back in via the Extra Map Pack. If you want to play on Armageddon River Crossing, congrats! It's a minor download and install away.
EDIT: I remembered what else I wanted to cover.
First off, I'm going to start assembling a "how-to" series in terms of modding and how it all comes together. I've had a good number of people approach me about helping out but didn't really know how. I sort of just took over on this patch because we needed to get something released in a more timely manner, but look out for that! Topics I'm going to cover include balance changes, map changes, ui changes, working in Cope's, reading and extracting from .sga files and then repackaging and creating installers. As for vfx and model stuff, I'm going to try to outsource it because I have no real experience there.
Next, for the roadmap. Next major task for me is going to be updating the Codex. We're going to be in a downtime period for a while with a patch out and probably won't be more than bugfixing and maybe minor balance for 2.9.1. So time to delve waist deep into the swamp that is the Codex. It needs to get updated in a bad way.
After that is trying to find somebody to get some freaking models and sh*t in here. There's a thirst for new content, I can taste it. We just need dealers to supply it!
Wedged somewhere in between all that is probably getting together a one-stop-shop for newbies who need help installing the Mod or not really understanding where to go or who to ask. Not exactly sure how to structure that, but I can see the need for it.
Anyway, back to the patch now!
EDIT: Transitioned to an official patch. Archiving needs to still be done but, as it was mentioned earlier, literally nothing changes for the players. If you downloaded it as "2.9 Beta" before, you don't need to re-download the installer.
Finally, work on 2.9.1 is already underway in light of some odd bugs I've heard coming up! I'll try to keep you all posted on that.
CREDITS
Black Relic pulled through with some bugfixes again! Thank you to Adila and Swift for the maps, we could use the spice. Indrid, thank you for handling the graphics for 2.9 and for keeping the community alive through your casts. Coding wise, I handled most of it myself this time. I hope to change that in the future as a lot of people have chimed in saying they want to be a part of this. Finally, thank you to [BH]Dildo Bagtitz for testing the installer for me despite crying for more nid buffs all the way through and 531st for the final tests regarding installation and the Map Pack connectivity to each other.
As a side note, you can always check out Indrid's Patreon link to support him if you like his casts! https://www.patreon.com/indrid
Also, Black Relic works on his own True40k Mod. He's working on his most recent update so unfortunately for now, all I can give you is his thread in the forum https://www.dawnofwar.info/forum/viewto ... it=True40k
Download Links:
2.9 Full Install(Mega)
2.9 Full Install(Google Drive)
(If you have a non-default installation area of DoWII, remember to adjust it!)
Extra Map Pack(Mega)
Extra Map Pack(Google Drive)
(Instructions on how to install the Map Pack are included in the readme file.)
General:
English tooltips have been updated.
New Chosen Plague Marine squad icons have been included in the game.
Map Updates:
The following maps have been removed:
(They can still be added back through the Extra Map Pack. You can still play between players who do/don't have the Extra Map Pack but ONLY if they both have the same map. Otherwise, the player without the extra maps will have to install the Extra Map Pack if they want to play on one of the extra maps with their buddies.)
Argus Siege (2p,4p,6p)
Bay of Grots (2p)
Calderis River (2p)
Catachan Fortress (2p)
Leviathan Eye(2p)
Mirage(2p)
Plaza Primarus(2p)
Small White Walls(2p)
Tallarn Ravine(2p)
Wrazgrot’s Leadfoot(2p)
Merdian High City(4p)
Nids Never Sleep(4p)
Valhalla(4p)
Armageddon River Crossing(6p)
Fall of Hyades(6p)
Garzweiler Mine(6p)
Kasyr Lutien(6p)
Return to Golgotha(6p)
Skull Masha Brackens(6p)
Soprony Blood Lairs(6p)
Swamps of Slaughter(6p)
Taros Mining Facility(6p)
Tartarus Harbor(6p)
New Maps:
1v1:
(2p) Selenon Island (Adila)
(2p) Fortuna Sanctum
(2p) Seraph Palace
2v2:
(4p) Ancestors Rest (Adila and Swift)
(4p) Lyredon Thrall (Adila and Swift)
3v3:
(6p) Fortuna Sanctum
Updated Maps:
1v1:
(2p)Calderis Desert (note that there's a minor issue with SM gens on the south side power farm, will be updated later)
(2p) Vulcan Pits
3v3:
(6p) Angstrom Heights
(6p) Hades Wastes
(6p) Quests Redemption
Continuing Issues:
-Chaos Sorceror is stuck in his casting animations while he retreats after casting Subjugation. (atm, he can retreas but he is stuck in the animation while he “slides” back to base. He is responsive however after finishing his vfx, so it’s only a really odd bug afaict)
-Chaos Raptor doesn’t equip the heavy melee squad decorator when the AC is purchased.
-Mekboy construction hotkeys invert themselves whilst the player selects a non-own entity and returns to the Mekboy. (Our experts haven’t the foggiest clue why this is. It might require more drastic edits to make a fix that is not worth it at this moment.)
-Nemesis Vortex appears to put the stun vfx on hit buildings and objects. (just kind of funny looking, didn't appear to do anything)
-Maelstom upgrade tooltip incorrectly references the Grenade Launcher.
-Might of Titan tooltip incorrectly states it requires T2 to unlock. (T3 unlock is working properly.)
Bug Fixes:
-Attempted a fix to the transport bug. (needs PvP testing to confirm this better)
-Ravener Tunnels and Webway Gates no longer send the Commissar and Sergeant into the Warp.
-Improved ASM squad jump reliability.
-Dark Flames now damages all targets within its area of effect.
-Fixed an error in the splash area data for both Heretic Grenade Launchers and IST Grenade Launchers.
(Area_info distance values are now as follows:
Distant: From 1 to 3.
Long: From 1.5 to 2.
Medium: From 2 to 1.5.
Short: From 3 to 1.)
-Raptor Aspiring Champion no longer overrides the Meltagun squad decorator..
-Raptor Melta Bomb ability now requires the purchase of Meltaguns to display.
-WSE Energy Regeneration Aura now displays a vfx upon affected units.
-Full Auto and Shoot ‘em Good abilities should now correctly target one entity.
-Kommando Nob(squad) no longer ignores squad orders whilst the squad uses Luv da Dakka.
-Nemesis Vortex vfx have been shortened to more closely match effect delays and durations.
-Inquisitorial Storm Troopers Grenade Launcher Barrage ability now correctly fires 3 projectiles.
-Inquisitorial Storm Troopers Grenade Launchers now properly fire 4 grenades in its volley.
-Inquisitorial Storm Troopers Acolyte no longer grants a medikit vfx to the squad despite not providing such effects anymore.
-Strike Squads now start in melee stance rather than ranged stance.
-Strike Squads correctly switch to ranged stance on the purchase of Psybolt Ammunition.
-Purifier Justicar now correctly adds the heavy melee squad decorator on purchase and removes it upon death.
-ASM Jump ability has been tuned to more reliably jump with all members rather than leave a member lagging behind.
-Rippers now display a vfx upon hitting their targets.
-Without Number no longer reinforces own Tyranids on landing. Other effects remain.
Chaos Space Marines
Chaos Lord:
Blood Maul cost reduced from 150/50 to 150/40.
Daemonic Visage cost reduced from 125/35 to 125/30.
Bloodlust red cost increased from 200 to 225.
Plague Champion:
Lasturret now has a 5 minimum range.
Unholy Stench cooldown reduced from 40 seconds to 30 seconds.
Chaos Sorceror:
Subjugation range increased from 30 to 40.
Chaos Raptor Squad:
Power Fist damage per hit reduced from 90 to 80.
Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)
Chosen Plague Marines:
Global cost reduced from 480/30/200 to 480/30/175.
Hp regen reduced from 3.5/3.7/3.9/4.1 to 3/3.15/3.3075/3.47.
Nurgle’s Rot icon index changed from 2 to 0.
(E to Q)
Chaos Terminators:
Squad now starts with a 20% melee resistance aura while not equipped with Lightning Claws.
Squad upkeep increased from 2.91 to 3.57.
Chaos Predator:
Mark of Nurgle Sponson Bolters now inflict .25 piercing damage per second for 5 seconds to targets upon hit in addition to their normal damage.
Land Raider Phobos:
Cost increased from 700/160 to 700/180.
Eldar
Warlock:
Destructor cast delay increased from .2 to .3.
Unit no longer grants allies within a 15 radius +30% energy regeneration.
Warp Spider Exarch:
Unit now grants allies within a 15 radius +30% energy regeneration.
(doesn’t affect himself)
Howling Banshees:
Exarch cost reduced from 90/20 to 80/20.
Rangers:
Kinetic Pulse range reduced from 65 to 55.
Kinetic Pulse now requires the Pathfinder Gear upgrade to use.
(uses the improved Kinetic Pulse ability rather than the default Kinetic Pulse ability)
Autarch:
Skyleap energy cost reduced from 80 to 50.
Warp Spider Squad:
Squad cost reduced from 440/40 to 435/35.
Squad and Exarch upkeep increased from 2.39 to 2.55.
Haywire Grenade cooldown increased from 40 to 48 seconds.
Wraithguard:
Stun duration upon death of a Wraithsight provider reduced from 2.5 seconds to 1.5 seconds.
Spiritseer upkeep increased from 1.5 to 2.55.
Spiritseer Destructor range increased from 38 to 44.
Wraithguard speed increased from 2.5 to 3.
(Spiritseer speed remains unchanged)
Wraithlord:
Wraithbone health regeneration reduced from 70 hp/s to 50 hp/s.
Avatar:
Cost reduced from 800/200 to 800/180.
Avatar now has the daemon unit type in addition to its other unit types.
(was previously only listed as melee only, carnifex)
Imperial Guard
Inquisitor:
Silently energy cost reduced from 55 to 50.
Rosarius cost reduced from 100/25 to 100/20.
Excruciators cost increased from 140/20 to 140/25.
Assail range reduced from 38 to 35.
Lord Commissar:
Flare red cost increased from 75 to 100.
Air Dropped Mines slow duration reduced from 30 seconds to 15 seconds.
Flak Jacket cost reduced from 150/30 to 130/30.
Guardsman Squad:
Sergeant population cost increased from 1 to 2.
Commissar population cost increased from 1 to 2.
(upkeep adjusted to match)
Lasturret:
Salvage now requires T2 to use.
Fortification now requires T2 to use.
Fortification cost increased from 50/10 to 50/15.
Fortification hp increase increased from 125 to 225.
Fortification now grants +30% range to the turret in addition to its normal effects.
(Results in 49.4 range)
Sentinel:
Upkeep increased from 1.7 to 2.55.
Stomp radius reduced from 10 to 8.
Banewolf:
Global cost reduced from 350/60/175 to 350/75/125.
Ordo Malleus
Brother-Captain:
Default Nemesis Sword 360 special flight distance reduced from 15 to 12.
Blessed Aegis conversion ratio reduced from 5:1 to 4:1.
Enfeeble range increased from 25 to 30.
Mantle of Terra now grants the Brother-Captain +1 e/s in addition to its normal effects.
Nemesis Vortex no longer deals damage to targets hit.
Nemesis Vortex now knocks back and stuns units hit for 7 seconds upon detonation.
Nemesis Vortex now does friendly fire.
Nemesis Vortex no longer has a minimum range.
Nemesis Daemon Hammer cost reduced from 135/40 to 130/35.
Nemesis Halberd cost reduced from 150/35 to 150/30.
Psychic Lash now requires T2 to use.
(UI Positions of Enfeeble and Lash now swapped)
Psychic Lash knockback distance reduced from 30 to 20.
Holy Armor of Titan moved from T2 to T3.
Inquisitorial Stormtroopers:
Acolyte upkeep reduced from 5.1 to 2.55.
Acolyte no longer passively grants +1.5 hp/s to the squad.
Fanaticism duration reduced from 2.5 seconds to 1.5 seconds.
Fanaticism no longer breaks suppression upon use.
Strike Squad:
Purification now requires either Nemesis Force or Psybolt Ammunition to use.
Justicar equipped with Psybolt Ammunition can now use Energy Burst.
Nemesis Force cost increased from 60/15 to 75/15.
Inquisitorial Operatives:
Squad and Sergeant upkeep reduced from 3.2 to 2.55.
Squad no longer has the Blind Grenade ability.
Squad now has the Smoke Grenade ability.
Smoke Grenade -
“Throw a smoke grenade, debilitating enemy units. Reduces weapon range and sight range by 75% within a 7 radius of the impact point for 10 seconds.”
Smoke Grenade energy set to 40.
Smoke Grenade cooldown set to 40 seconds.
Smoke Grenade range set to 36.
Smoke Grenade flight speed set to 15.
Incendiary Grenade range increased from 25 to 35.
Incendiary Grenade energy cost reduced from 60 to 50.
Incendiary Grenade damage per second increased from 5 to 8.
Incendiary Grenade damage type changed from flamer_pvp to combi_flamer_pvp.
Purgation Squad:
Squad no longer captures 50% faster than normal.
Squad no longer wields Nemesis Halberds and Storm Bolters in addition to a heavy weapon.
Squad now is equipped with 3 Incinerators or Psycannons.
Incinerator courage damage reduced from 25 to 20.
Psilencers damage per hit reduced from 60 to 31.
(as part of the transition back to 3 weapons)
Psilencers damage type changed from inferno_pvp to the new psilencer_pvp damage type.
(psilencer_pvp is the exact same as inferno_pvp except for vs vehicles is increased from .1 to .6 and vs garrisons from .3 to .6)
Rending duration increased from 10 seconds to 30 seconds.
Rending no longer increases or reduces damage against infantry, heavy infantry and vehicle targets.
Rending now increases the damage multiplier vs commanders from .75 to 1.25.
Rending now increases weapon range from 55 to 60 for the duration of the effect.
Purifiers:
Squad no longer caps 50% faster than normal.
Squad is no longer equipped with Nemesis Daemon Hammers.
Squad is now equipped with Nemesis Power Swords.
Squad passive vehicle damage modifier increase reduced from 0.3 to 0.2.
Nemesis Power Sword damage per hit increased from 45 to 50.
Nemesis Power Sword special attack damage increased from 32 to 38.
Justicar Nemesis Daemon Hammer damage type changed from power melee to heavy melee.
Justicar Nemesis Daemon Hammer special attack radius increased from 5 to 7.
Justicar Nemesis Daemon Hammer special attack damage increased from 13 to 25.
Psychic Field no longer inflicts damage on targets within its radius.
Psychic Field now silences targets within its radius for 4 seconds. Effect is reapplied while targets remain within the field.
(silencing means that abilities are disabled)
Psychic Field energy cost increased from 80 to 100.
Psychic Field cooldown increased from 10 seconds to 20 seconds.
Psychic Field radius increased from 10 to 12.
Rhino:
Upkeep increased from 2.08 to 2.55.
Lascannon build time reduced from 30 seconds to 15 seconds.
Reinforced Armor Plating cost increased from 100/30 to 100/40.
Reinforced Armor Plating now increases vehicle damage by 25% in addition to its normal effects.
Terminator Librarian:
Unit upkeep increased from 4.08 to 5.1.
Sanctuary energy cost reduced from 65 to 60.
Grey Knight Dreadnought:
Xp yield increased from 500 to 600.
Red yield increased from 54 to 60.
Grey Knight Dreadnought no longer starts with the Maelstrom ability.
Vehicle now has the Maelstrom upgrade. Cost set to 75/20. Available to all variants.
Maelstrom-
“Grants the vehicle the Maelstrom ability, dealing weapon knockback and slowing targets within its radius for 7 seconds.”
Vindicare Assassin:
Unit sight increased from 50 to 55.
Grey Knight Terminators:
Squad is now capped at 1 per player.
Squad upkeep increased from 2.55 to 2.91.
Squad no longer has the Hammerhand ability.
Liber Daemonica upgrade now passively burns 3 energy per hit on all enemy targets in addition to its normal effects.
Liber Daemonica upgrade now grants the squad a passive +25% damage against daemons in addition to its normal effects.
Stombolter damage per hit reduced from 63.5 to 50.5.
Incinerator cost increased from 80/20 to 100/30.
Incinerator range reduced from 27 to 25.
Paladin Squad:
Squad upkeep increased from 2.55 to 2.91.
Stombolter damage per hit reduced from 63.5 to 50.5.
Incinerator cost increased from 80/20 to 100/30.
Incinerator range reduced from 27 to 25.
Land Raider Crusader:
Cost reduced from 750/180 to 700/180.
Orks
Warboss:
Hp increased from 900 to 920.
Unit is now immune to weapon knockback whilst using the Stomp ability.
(previously was only knockback immune under the Big Stomp ability)
Mekboy:
Ork Turret range reduced from 49 to 41.
Ork Turret damage per hit increased from 150 to 187.5.
(dps from 112.5 to 140.62)
Painboy:
Choppa damage per hit increased from 40 to 45.
Lootas:
Hide da Gunz toggle on/off cooldown increased from 5 seconds to 20 seconds.
Stikkbomaz:
Stikkbomb damage increased from 35 to 40.
Kommando Squad:
Kommando Nob upkeep increased from .6 to 2.55.
Flash Gitz:
Squad cost increased from 425/50 to 450/50.
Squad upkeep reduced from 2.94 to 2.55.
Battlewagon:
Battlewagon Main Cannon moving accuracy increased from .75 to 1.
Space Marines
Global:
Drop Pod cost increased from 300/0/100 to 350/0/125.
Drop Pod hp reduced from 500 to 75.
(Drop Pod still doesn’t reinforce either on landing or on the field)
Force Commander:
Terminator Force Commander hp regeneration reduced from 3.5 hp/s to 2.5 hp/s.
Force Commander now only deals 90% damage while he activates Battlecry and is wielding the Thunder Hammer.
Teleport energy cost increased from 50 to 55.
Techmarine:
Missile turret no longer deals splash damage.
Missile Turret now has a 5 minimum range.
Bionics melee damage bonus increased from 15% to 20%.
Axe of the Mechanicum now grants +100 hp in addition to its other effects.
Axe of the Mechanicum cost increased from 100/20 to 100/25.
Tactical Marine Squad:
Sternguard Veterans upgrade cost increased from 100/25 to 100/30.
Plasma Devastator Squad:
Squad cost increased from 400/0 to 400/15.
Whirlwind:
Speed reduced from 6 to 5.
Terminators:
Squad upkeep increased from 2.91 to 3.57.
Tyranids
Globals:
Tyranoformation initial tower spawn delay reduced from 3 seconds to 2 seconds.
Tyranoformation initial tower damage increased from 175 to 200.
Tyranoformation towers no longer grant red to the enemy.
Without Number spawned squads now start with all their available upgrades.
Synapse:
Backlash damage against Genestealers reduced from 18% to 12%.
Capillary Tower:
Spawn Rippers/Spore Mines cooldown set from 180/60 seconds to 120 seconds.
Spawn Spores Mines delay time reduced from 15 seconds to 10 seconds.
Spawn Rippers cost reduced from 100/0/0 to 0/0/25.
Spawn Spore Mines cost reduced from 100/5 to 75/5.
Hive Tyrant:
Bioplasma cast time reduced from 4 seconds to 3 seconds.
Bioplasma damage modifier vs garrisons increased from 1 to 1.5.
Venom Cannon damage per hit reduced from 63 to 60.
“Crushing Claw” wargear renamed to “Crushing Claws”.
Ravener Alpha:
Damage Synapse cost increased from 120/35 to 120/40.
Burrow Traps construction time reduced from 5 seconds to 4 seconds.
Hive Node Spore Cloud duration reduced from 25 seconds to 20 seconds.
Hormagaunt/Termagant Brood:
Endless Swarm build time reduced from 30 seconds to 15 seconds.
Warrior Brood:
Unit size reduced from medium to small.
Unit hp increased from 340 to 350.
(Squad hp from 1020 to 1050)
Barbed Strangler upgrade now reduces unit hp from 350 to 340.
(Barbed Strangler resets the squad hp to 1020)
Barbed_strangler_pvp damage vs garrison increased from 3 to 5.
Adrenal Glands upgrade no longer grants Reverse Synapse.
Adrenal Glands upgrade cost increased from 100/25 to 120/30.
Adrenal Glands upgrade hp increase increased from 50% to 65%.
Ravener Brood:
Squad now starts with the anti_infantry_ranged decorator.
Ripper Swarm:
Squad can no longer retreat.
Reinforcement cost reduced from 10 to 1.
Size increased from tiny to small.
Xp yield increased from 10 to 20.
Red yield reduced from 3 to 2.
Unit hp increased from 45 to 70.
Snare slow increased from 3.6% to 4%.
(duration still set to 3 seconds per bite)
Ripper snare no longer affects infantry targets.
(should still affect vehicles and monstrous creatures)
Venom Brood:
Unit size reduced from medium to small.
Venom Cannon damage per hit increased from 30 to 40.
Tyrant Guard:
Unit speed increased from 3.5 to 4.
Tyrant Guard speed increase under Synapse reduced from 1.5 to 1.
Genestealer Brood:
Squad cost reduced from 400/45 to 350/45.
Build time reduced from 30 to 25 seconds.
Unit armour type changed from infantry to infantry_fire_resist.
Squad now gains +1 speed on a cooldown of 8 seconds when charging within 12 range of a target.
(previously had no charge speed bonus)
Squad now heals 1% per hit passively.
(both Scything Talons and Rending Claws)
Adrenal Rush speed increase reduced from 2 to 1.
Adrenal Rush ranged damage resistance reduced from 60% to 25%.
Adrenal Rush heal on hit increase reduced from 2.5% to 1.5%.
Adrenal Rush damage increase increased from 20% to 30%.
(Adrenal Rush duration and cooldown unchanged)
Zoanthrope:
Squad now has the Symbiosis upgrade. Cost set to 100/30. Available in T3.
Symbiosis -
“Target an allied Tyranid and heal them for up to 25% of their max health over 10 seconds. The Zoanthrope is immobile and can’t retreat or attack while channeling the ability. Range 15, 75 second cooldown. Energy cost set to 60.”
Lictor(T3):
Armor type changed from infantry to commander.
Hp reduced from 1250 to 1150.
Carnifex:
Unit cost reduced from 600/150 to 575/150.
Venom Cannon splash radius increased from 0 to 1.
Pheromone Cysts cooldown reduced from 120 seconds to 90 seconds.
Neurothrope:
Unit cost reduced from 400/100 to 400/75.
Default attack range increased from 45 to 50.
Paroxysm movement speed reduction increased from 20% to 30%.
Swarmlord:
Unit cost reduced from 800/200 to 750/200.