1/ This is not a full release. The full release will be done sometime before holiday seasons.
- All balance discussions and bug reports not done until then will not be included in the full release.
2/ Visit testing-discussion channel in Community Discord and check the pinned message to get access to this Beta Patch.
Preamble:
As was mentioned in a previous update, we are releasing a Beta for the populace to partake in both to see the response of various proposals we’ve heard and to have a wider audience to screen for bugs and other unintended behavior in-game as a result of the latest changes.
This Beta is entirely opt-in, meaning that in order to get access to it you’ll need to visit the testing discussion channel on the discord and download it within the pinned messages. The Beta will work just like any other patch with the exception that it doesn’t carry its own edition increment and is eligible to receive either additions or subtractions not currently listed here as feedback comes in when the official version launches sometime before Christmas if we continue to stay on schedule. We hope you players will be better able to offer feedback with this Beta build in your hands over simply reading these proposals in text like we’ve done before!
Unfortunately, we are unable to make the timeline for any army painter or hero select menu fixes for this beta or patch as I previously hinted due to some continuing technical snags that we projected to have completed somewhere in this time frame. On the positive end, we believe we’ll be able to offer a bit of joy and insights on some technical progress we’ve made behind the scenes in the official Christmas update. We’ll speak more on this and some other topics at that time! For now we hope the addition of the Calderis Jungle map will be enough to tide you over while you wait.
CREDITS
I would like to thank the team for their many contributions to the mod yet again.
Models, Animations and Visuals: Enlargingcloud, Kekoulis, Noot, Garrick, Yreeeet
Programming (Units, Abilites and Misc): Shoulder Mount, Atlas, Enlargingcloud, Noot, Snowkip
Visual Effects: Enlargingcloud, Noot
Maps: Inekura, Swift, Noot
Portraits: Knall
Community Manager/Misc: yellowmonkeySoulEater
Game Testers: Shoulder Mount, Inekura, Enlargingcloud and all the people who tested all the various test builds who are too numerous to name
Finally, we extend one more thanks to you players for sticking around as long as you have. You’re the most faithful lot I’ve ever seen and we can meet your expectations from here on out.
General Changes / QOL:
Menu model changed to Exodite Warlock to denote the beta versus the current live version.
Maps:
Calderis Jungle added to the 1v1 map pool.
![Image](https://i.ibb.co/kMpDhzY/Screenshot-651.png)
![Image](https://i.ibb.co/q5XsCMm/Screenshot-652.png)
![Image](https://i.ibb.co/LC4czfv/Screenshot-654.png)
![Image](https://i.ibb.co/FV6Fh12/Screenshot-653.png)
![Image](https://dawnofwar.info/assets/img/dow2/race_chaos_x_small_2.png)
We believe Chaos to be in a stable and healthy position as of this moment. As a result, we simply keep the course for this current iteration and wait to see if any pressure points develop due to changes made on other rosters.
Chaos Sorcerer:
Daemon Armor cost reduced from 125/30 to 125/25.
Chaos Heretics:
Aspiring Champion bolter damage per hit reduced from 18(11 dps) to 13(8 dps).
Chaos Terminators:
Health regeneration increased from 1.25 hp/s to 2 hp/s.
![Image](https://dawnofwar.info/assets/img/dow2/race_eldar_x_small.png)
Currently, we are trying to monitor Eldars performance rather precisely and will act on the outcome of our investigations in future patches. There have been several proposals, feedback and developments that have drawn the team’s interests.
Our primary change in this beta for Eldar is the implementation of an experimental change to Rangers squad that has tested well so far. We wish to see how it performs in a wider audience and see how general response to it is before committing to the change entirely.
Howling Banshees:
Reinforcement cost increased from 28/0 to 30/0.
Rangers:
Population cost increased from 2 to 3. Squad wise, increased from 6 to 9 in total.
Squad now comes with Fleet of Foot by default.
Squad now comes with Infiltrate by default.
Squad now has minor Melee Resistance Aura by default.
Squad no longer starts with a Long Rifle. Each member now has a pistol and a sword loadout.
Squad's Shuriken Pistols now make enemy infantry hit receive 15% more damage for 4 seconds.
Pathfinder Gear
Grants the whole squad Long Rifles in addition to its current effects.
Long Rifle damage per hit set to 21(6 dps).
Long Rifle teardown increased from 0.75 to 1.25.
Long Rifle cooldown reduced from 1 to 0.5.
Long Rifle reload reduced from 3-3 to 2-2.
Kinetic Pulse now disables combat while being used. This is for preventing bugs.
Avatar:
Avatar sword damage per hit increased from 240(80 dps) to 270(90 dps).
![Image](https://dawnofwar.info/assets/img/dow2/race_ig_x_small.png)
Imperial Guard(Astra Militarum) have likewise had some considerable discussion both in public feedback and internally. For now, we’re offering a couple of quality of life boosts for Artillery Spotter Squad before we commit to more.
Artillery Spotter Squad:
Incendiary Shell damage over time increased from 7 to 14.
Incendiary Shell damage over time duration reduced from 20 seconds to 10 seconds.
Mortar Shell and Incendiary Shell can now be fired into the Fog of War.
![Image](https://dawnofwar.info/assets/img/dow2/race_gk_x_small.png)
We are mostly happy with Ordo Malleus’ performance in the mid to late game but have noted that the faction struggles to reach that phase of the game in a winnable state.
Brother-Captain has unusual difficulty defending himself in melee specifically against faster opponents so we are sending one of a variety of proposals into Beta which is We Are the Hammer! buff and as well as boosts to his damage output and survivability early on.
We are still experimenting with different options to make Purgation Squad more viable. This set of changes focuses on improving Incinerator weapon system where the squad is commonly noted to be the most lackluster.
Brother-Captain:
We Are the Hammer! now grants Brother-Captain 3 power_melee_pvp in radius 5 per melee attack in addition to its current effects.
We Are the Hammer! (Improved) increases the splash damage to 5 power_melee_pvp.
Default melee weapon damage per hit increased from 41(27.33 dps) to 46(33.28 dps).
Nemesis Force Sword damage per hit increased from 60(40 dps) to 80(50 dps).
Blessed Aegis health to energy conversion ratio increased from 3.5:1 to 4:1.
Blessed Aegis now grants 100 hp in addition to its other effects.
Inquisitorial Storm Troopers:
Squad member red yield reduced from 7 to 6.
Inquisitorial Operatives:
Fallback Plan hotkey moved from T to Q.
Melee skill increased from 50 to 71.
Melta Bomb ability now stacks with other sources.
Purgation Squad:
Purged by Fire! range increased from 15 to 20.
Incinerator courage damage reduced from 60 to 0.
Incinerator distant damage modifier increased from 0.8 to 1.
Incinerator now applies 100 courage damage on targets hit in a radius of 3 for 1.5 seconds. Once applied, the weapon reapplies 100 courage damage so long as it fires on the same target every 2 seconds.
Grey Knight Terminators:
Health regeneration increased from 1 hp/s to 2 hp/s.
Paladins:
Health regeneration increased from 1 hp/s to 2 hp/s.
![Image](https://dawnofwar.info/assets/img/dow2/race_ork_x_small.png)
We will continue to monitor Ork's economy but have not seen anything particularly convincing or damning in current reviews. Use Yer Choppas! is something we have received feedback from on numerous occasions so we wish to see how some proposed nerfs to it will perform.
Global:
Use Yer Choppas! melee skill increase reduced from 40 to 20.
Mekboy:
Battery Pack cost increased from 100/25 to 120/25.
![Image](https://dawnofwar.info/assets/img/dow2/race_sm_x_small.png)
We are aware of performance issues regarding Space Marines and will bring them more in line incrementally. For now, we believe Scout Squad to be the biggest instigator of these issues for the faction as a whole and we address some cost concerns on Techmarine in particular.
The team has several other concerns that have been brought up as a result of feedback but wish to avoid swinging the pendulum too hard in one patch while other factions are moving far less swiftly.
Techmarine:
Bionics cost increased from 100/20 to 120/20.
Artificer Armor cost increased from 110/25 to 120/25.
Meltagun cost increased from 100/30 to 140/30.
Refractor Field cost increased from 110/20 to 120/25.
Scout Squad:
Scout Sergeant population cost increased from 3 to 4. Upkeep has been increased to match.
Elite Training health and energy regen bonus reduced from 1.5 hp/s + e/s to 0.5 hp/s + e/s.
![Image](https://dawnofwar.info/assets/img/dow2/race_tyranid_x_small.png)
We heard your concerns regarding the new Deathspitters' performance but we want to give our player base a bit more time to experiment with them before we consider them to be underperforming.
There has also been some rumblings about the strength of the faction as an entirety but we will take this one slow.
Ravener Alpha:
Ravener Tunnel exit red yield upon destruction reduced from 15 to 10 to match Tunnel entrance's red yield.
Warrior Brood:
Cost increased from 300/30 to 300/35.
Ravener Brood:
Cost reduced from 400/45 to 400/40.
Venom Brood:
Deathspitters damage per hit increased from 24 to 26.