2.9.9 Public Beta Patch Notes

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Impregnable
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2.9.9 Public Beta Patch Notes

Postby Impregnable » Wed 12 Apr, 2023 8:26 am

Important Notice:
1/ This is not a full release.
- All balance discussions and bug reports not done during beta phase will not be included in the full release.
2/ Visit testing channel in Community Discord (https://discord.com/invite/b2rcGjmkWm) and check the pinned message to get access to this Beta Patch.

New Game Modes:
Hero Assault game modes should now be fully pvp compatible.
Initial hotkeys of heroes in Hero Assault should now be properly set.
Massive Battles requisition rate increased by 50% to accommodate pop increases.
Massive Battles power rate increased by 25% to accommodate power increases.

General Changes / QOL:
Main menu model changed to a Daemonhunter in Space Hulk background.
All multi-model jumps, teleports and burrows now ignore range after their ability starts.
- This is to prevent staggered jump problems where only some models are jumping ahead and doing nothing after landing until other left behind models jump in to rejoin.
Latest version of ESL Reporter (Ladder / Game Tracker) is now baked into the installer.

Tooltips updated for below entries.
Plasma Pistol stat changes
Rune Armor stat changes
Levitation Field stat changes
Ranger Long Rifle stat changes
Servo Skull
Hypermetabolism
Eviscerator Axe and Killzone ability
Cybernetic Enhancement
Rapid Reflex
Sundering
All entries mentioning Instant Grenade changed to Impact Grenade and ability radius change
Cleansing Flame
Liber Daemonica no longer mentions that it increases damage
Kommando Nob
Lootas Beamy Deff Gun stat changes
Blessing of the Omnissiah
Tactical Marine Squad Sergeant cap speed
Librarian Psychic Hood
Terminator Assault Squad Lightning Claws
Lictors Assault Leap


Bugfixes:
Fixed an issue where sometimes Hero Assault does not spawn full 3 heroes.

Fixed an issue where Ordo Malleus Rhino's Smoke Launcher ability icon is still visible in a grayed out state after Lascannon Turret upgrade is applied.
- Smoke Launcher ability icon is supposed to be not visible after purchasing Lascannon Turret.
Fixed an issue where Tyranid Warrior Broods have Dessicator Larvae and Electroshock Grub ability icons visible in a grayed out state when equipped with Adrenal Glands.
- Dessicator Larvae and Electroshock Grub ability icons are supposed to be not visible after purchasing Adrenal Glands.

Fixed an issue where Purgation Squad Incinerators not accounting retreat status when applying courage damage.
- This was a purely visual effect issue. Retreat speed was not affected. It was just that units ran in retreat speed while doing the crouched crawl animation that happens when suppression is in effect for a split second.
Fixed an issue where Purgation Squad Incinerators bypassing the Force Commander’s Defend ability and applying suppression.
Fixed an issue where Purgation Squad Incinerators Suppression effect lingering even after the unit stops shooting.

Improved reliability of Kommando Nob's Trippa Shot ability by increasing cone of fire angle of Trippa Shot weapon from 0 to 360. The range of the ability is not affected.
Improved reliability of Techmarine's High Powered Shot ability by increasing cone of fire angle of High Powered Shot weapon from 10 to 360. The range of the ability is not affected.
- Above two received the same solution applied to other abilities that bugged out when used on targets at max range. When the bug occurs, the ability will not trigger but the cooldown starts. It seemed to occur mostly when a unit went out of the arc of fire of the weapon and the model do not turn towards it properly. The solution found was making the weapon's arc of fire to be much larger while keeping the ability's arc of fire same.

Fixed an issue where the Tactical Marine Squad Sergeant procuring specials in situations when it should be impossible.
- Since retail, this weapon had weapon skill_actions embedded within it for on_hit_actions. Basically meaning, a special will proc after hitting a target x amount of times regardless of Melee Skill difference.
Fixed an issue where Raveners have issues entering garrisons.
Fixed an issue where the Grey Knight Terminator Librarian only gets 10% hp per level up (900 / 990 / 1089 / 1198) instead of intended 15% (900 / 1035 / 1190.25 / 1368.78).
Fixed an issue where units picked up by Farseer Levitation Field after the initial grab do not receive damage resistance bonuses.

Guardsman Infantry Squad Flamers now have their pilot lights.
- A pilot light is a small flame at the muzzle of the flamer where the gas gets in contact with the air.

Death Korps of Krieg will now use backpack-less flamers to prevent clipping issues.
- New Flamer models that had backpacks were added in 2.9.8 by Garrick but we later found out that they clip when put on Krieg skin because they already have backpacks in place for Guardsman Infantry Squad models so we replaced them with old Flamer models.

Chaos and Imperial Guard skins from Noot's Campaign removed from Army Painter and skirmish.
- Some folks found a leeway to excess them but he is not releasing them until they are complete.


ImageChaos Space Marines

Chaos Sorcerer:
Warp activation time increased from 2 seconds to 3.5 seconds.

Chaos Heretics:
Aspiring Champion population cost increased from 4 to 5.
Aspiring Champion cost increased from 90/25 to 100/25.

Noise Marines:
Sonic Blaster damage type changed from flame_pvp to bile_spewer_pvp.

Bloodletters:
Warp Shift cooldown increased from 25 seconds to 30 seconds.

Bloodcrusher:
Experience yield reduced from 600 to 350.


ImageEldar

Global:
Webway Gate cooldown increased from 3 seconds to 30 seconds.

Farseer:
Fleet of Foot now starts on cooldown at the beginning of the match.
Levitation Field knockback distance reduced from 20 to 12.
Damage resistance increase for all units within the Levitation Field increased from 25% to 40%.
Rune Armor health increase reduced from 100 to 75.
Rune Armor energy increase reduced from 125 to 100.
Rune Armor energy regeneration increase reduced from 1 e/s to 0.75 e/s.

Warlock:
Fleet of Foot now starts on cooldown at the beginning of the match.
Immolator cost reduced from 100/30 to 100/25.

Guardian Squad:
Warlock cost increased from 85/15 to 85/20.

Howling Banshees:
Reinforce cost increased from 30/0 to 35/0.

Rangers:
Long Rifle damage per hit increased from 21 to 33.
Long Rifle cooldown increased from 0.5 seconds to 0.75 seconds.
Reinforcement time reduced from 8 seconds to 5 seconds.
Shuriken Pistol courage damage per hit reduced from 6 to 0.


ImageImperial Guard

Inquisitor:
Servo Skull assistant returned to the model by default.
- In Retribution, a servo skull model was included in Inquisitor's model by default. It was removed In Elite Mod in a patch which added Servo Skull Wargear to Inquisitor. Now, we are returning it.
Servo Skull Wargear now exchanges her assistant with a new model.
Servo Skull Wargear now applies its on-hit effect to ranged attacks instead of melee attacks.
Servo Skull Wargear now increases keen sight(detection) radius from 5 to 10 in addition to its other effects.
Plasma Pistol damage per hit increased from 20(10.47 dps) to 30(17.37 dps).

Guardsman Infantry Squad:
Squad can now freely swap between Flamer and Plasma Guns upgrades. It needs to pay the full price for each swap as a penalty though.

Sentinel:
Experience yield increased from 150 to 250.
Red yield increased from 22 to 27.

Artillery Spotter Squad:
Purchase cost reduced from 280/30 to 240/25.
Reinforcement time reduced from 7 seconds to 5 seconds.
Incendiary Shell now does damage to structures such as turrets and shrines. Power Nodes and Power Generators are excluded. They are not damaged by this ability.

Catachan Devils:
Improvised Explosives sight radius reduced from 30 to 5.
Improvised Explosives keen sight(detection) radius reduced from 10 to 5.

Chimera:
Unit hold requirement for all weapon activation reduced from 2 to 1.
Side-mounted Multi-Laser damage per hit reduced from 40(26.67 dps) to 35(23.34 dps).

Ogryn Squad:
Purchase cost reduced from 425/90 to 400/75.

Manticore:
Red yield reduced from 53 to 40.

Primaris Psyker:
Model, portrait, and unit icons updated.

Cadian Kasrkin Squad:
Weapon swap time reduced from 25 seconds to 20 seconds.

Stormlord:
Vulcan Mega Bolter range reduced from 58 to 55.
Side-mounted Lascannon damage per hit reduced from 40 to 35.

Stormblade:
Stormblade purchase cost reduced from 1000/200 to 800/180.
Plasma Blastgun range increased from 60 to 65.


ImageOrdo Malleus

Brother-Captain:
We Are the Hammer! energy cost reduced from 60 to 50.
We Are the Hammer!(Improved) energy cost reduced from 60 to 50.
Psychic Lash cost reduced from 100/25 to 100/20.

Eversor Assassin:
Bio-Meltdown red cost reduced from 175 to 125.
Bio-Meltdown cooldown reduced from 240 seconds to 150 seconds.
Hypermetabolism cooldown reduced from 100 seconds to 60 seconds.
Hypermetabolism duration increased from 15 seconds to 20 seconds.
Cybernetic Enhancement energy increase increased from 20 to 50.
Cybernetic Enhancement now grants 20% cooldown reduction to the Eversor passively.
Rapid Reflex no longer gives 50% cooldown reduction to the Eversor while in use.
Rapid Reflex energy cost reduced from 60 to 30.
Eviscerator Axe damage per hit lowered from 71.5(65 dps) to 55(50 dps).
Eviscerator Axe moved from T2 to T1 with updated effects.

Killzone
For 12 seconds, allied units in radius 15 around the Eversor deal 30% more melee damage and have their melee skill increased by 10. Cooldown 45 seconds.

Daemonhunter:
Rites of Exorcism now requires line of sight to activate.
Sundering now can target an allied squad within range 20 instead of only on the Daemonhunter.
Sundering energy cost reduced from 80 to 60.
Indomitable energy cost increased from 50 to 60.
Light of the Emperor energy cost reduced from 80 to 60.
Inferno energy cost reduced from 80 to 60.
Word of the Emperor energy cost reduced from 80 to 60.
Empyrean Brain Mines energy cost reduced from 70 to 50.

Inquisitorial Storm Troopers:
Impact Grenade knockback radius increased from 4.5 to 6.

Purgation Squad:
Psycannon upgrade icon updated.
Squad no longer has a die-last member.
All squad members can apply suppression with incinerators, no longer just the leader.

Interceptor Squad:
Psycannon upgrade icon updated.
Unit no longer starts with Teleport and now starts with Furious Intervention instead.
Purchasing Justicar no longer improves Teleport by replacing it with Furious Intervention.
Furious Intervention energy cost increased from 60 to 90.
Unit now knocksback enemy units in a radius of 5 upon completion of Furious Intervention.
Level 1 energy pool increased from 100 to 150.
Squad energy regeneration rate increased from 10 to 15.
Squad members and Justicar now teleport-leaps by default when closing into melee.

Purifiers:
Squad no longer has an in combat regeneration.
Squad now has an out of combat regen of 1.5 hp/s per model if no enemy is in range 40.
Squad no longer starts with the Psychic Field ability.
Squad now starts with the Cleansing Flame ability instead.

Cleansing Flame
Surround the squad in holy fire, purging the universe of heresy. Burns all enemy units around them in radius 10 for 6 plasma damage per second and denies them the use of any abilities. Energy cost 60, 15 seconds duration 45 seconds cooldown.

Vindicare Assassin:
Setup time increased from 0.6 seconds to 1.25 seconds.

Rhino:
Portrait and unit icons updated.
Lascannon Turret upgrade cost increased from 75/0 to 75/20.

Grey Knight Dreadnought:
Inferno Cannon damage per hit increased from 20(20 dps) to 23(23 dps).
Unit now starts with minor Melee Resistance Aura by default.
Unit now loses minor Melee Resistance Aura upon upgrading to a Multi-melta or Plasma Cannon.
Unit now inspires nearby allies upon melee kills regardless of which upgrade the unit is equipped with.

Inspire
Killing enemies in melee inspires allied units in radius 45, reducing their damage taken by 14% and lowering received suppression by 20% for 20 seconds. Also, restores 100 courage. Passive ability. This ability is not lost when ranged weapons are upgraded.

Land Raider Crusader:
Portrait and unit icons updated.

Grey Knight Terminators:
Psycannon upgrade icon updated.
Grey Knight Incinerate now works on all armor types, not just commander, infantry, and heavy infantry.

Vortimer Razorback:
Portrait and unit icons updated.
Red yield increased from 30 to 45.


ImageOrks

Kommando Nob:
Rokkit Launcha no longer has a minimum range required to fire.

Lootas:
Beamy Deffgun cooldown reduced from 4.6 seconds to 4.4 seconds. No change to damage per hit.

Weirdboy:
Foot of Gork energy cost reduced from 750 to 500.

Nob Squad:
Hammers cost reduced from 100/50 to 100/30.

Kommando Squad:
Rokkit Launcha no longer has a minimum range required to fire.
Squad cap removed for Mando Stabem’s upgrade.
Kommando Squad Nob Leader now grants the squad 0.5 e/s increase which is 1 e/s -> 1.5 e/s in total when the squad is equipped with Mando Stabem’s upgrade.

Looted Tank:
Red yield increased from 30 to 45.

Battlewagon:
Unit hold requirement for all weapon activation reduced to 0. Now, the unit no longer requires any unit on board to fire all its weapons.
Experience yield reduced from 1600 to 1000.


ImageSpace Marines

Force Commander:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 25(13.03 dps).
Flesh over Steel can now target monstrous creatures.

Apothecary:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 25(13.03 dps).
Purification Vials lingering aoe damage area duration increased from 10 seconds to 15 seconds.
Anointed Power Axe cost increased from 100/20 to 100/25.

Techmarine:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 25(13.03 dps).
Blessing of the Omnissiah red cost reduced from 150 to 100.
Blessing of the Omnissiah repair rate reduced from 15 hp/s to 10 hp/s.

Tactical Space Marine Squad:
Squad no longer captures points 50% faster by default.
Sergeant now grants the squad 50% faster capture rate in addition to its other effects.

Librarian:
Psychic Hood energy regeneration increase reduced from 2.5 e/s to 1 e/s.

Terminator Assault Squad:
Lightning Claws no longer lower the squad’s health regeneration from 2 hp/s to 0.5 hp/s.


ImageTyranids

Global:
Spawn Tyrant Guard cost increased from 300/50/175 to 300/60/175.

Lictor Alpha:
Scythe cooldown increased from 15 seconds to 30 seconds.
Assault Leap no longer knockback allies.

Warrior Brood:
Hp per model reduced from 350 (350 / 403 / 463 / 532) to 315 (315 / 362.25 / 416.58 / 479.08) for each level.

Ravener Brood:
Purchase cost reduced from 400/45 to 350/45.
Squad can now enter garrisons.

Spore Mines:
Purchase cost reduced from 100/5 to 75/5.

Tyrant Guard:
Purchase cost increased from 375/65 to 400/65.

Lictor:
Assault Leap no longer knockback allies.


Visit Community Discord (https://discord.com/invite/b2rcGjmkWm) for further Questions and Answers!
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James Spock
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Re: 2.9.9 Public Beta Patch Notes

Postby James Spock » Wed 12 Apr, 2023 12:41 pm

Hey, thanks for the work and effort to everyone involed with supporting the MOD. Thanks!

I am not sure if you changed Rhino lascannon to 20 power? Maybe sneaked in due to april fools ? It was supposed to be 15 power (in the drafts before). Just saying.
Thank you, can't wait for the patch! :)
LOCALgHOST
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Re: 2.9.9 Public Beta Patch Notes

Postby LOCALgHOST » Wed 12 Apr, 2023 4:29 pm

a good that u try to improve it
but so many questionable changes

like IG buffed a lot.
tyranid raveners cost and garrison? seriously ? warriors change - they are more vulnerable at start but seems ok later

librarian? wtf? tacs? u just broke all sm timings make build time of tacs 20 secs then

and ordo malleus changes is a joke

still, im glad u're keepin it up boyz
Last edited by LOCALgHOST on Thu 13 Apr, 2023 6:48 am, edited 2 times in total.
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Deuce Bigalow
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Re: 2.9.9 Public Beta Patch Notes

Postby Deuce Bigalow » Thu 13 Apr, 2023 2:14 am

I am actually really loving these changes so far. The only ones I have left to review are the Ordo Malleus.

Might I suggest that tactical space marines are given 25% increased cap rate at the start of the game, and then an additional 25% when the sargeant is purchased? I am slightly concerned it will throw off their early game to completely remove it. But hey, I need to go back to playing random more anyway.

-Kickapoot
Venjitron
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Re: 2.9.9 Public Beta Patch Notes

Postby Venjitron » Mon 17 Apr, 2023 3:19 pm

more eldar nerfs no side arm buffs for them and heroes default dmg and banshees are going to rape your eco x
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n0ave
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Re: 2.9.9 Public Beta Patch Notes

Postby n0ave » Tue 18 Apr, 2023 6:57 am

These are some amazing changes! looking forward to see them within the release version!
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Broodwich
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Re: 2.9.9 Public Beta Patch Notes

Postby Broodwich » Tue 18 Apr, 2023 10:41 pm

Can you apply the fix for high power shot to more abilities that bug out as well? Cata and scout shotguns have the same issue, albeit less frequently. I think HotW also has the same problem
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Shoulder Mount
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Re: 2.9.9 Public Beta Patch Notes

Postby Shoulder Mount » Sun 23 Apr, 2023 9:25 am

Broodwich wrote:Can you apply the fix for high power shot to more abilities that bug out as well? Cata and scout shotguns have the same issue, albeit less frequently. I think HotW also has the same problem


Hi Broodwich, the fix to high power shot was already applied to scout and cata shotguns. Something I did notice was that catachans and scouts shotguns have their weapon range is not higher than their ability range unlike high power shot in beta/live builds.

Like the scout and catachans shots, I think the high power shot may still have some rare problems that all abilities that use actual weapons seem to have, but it definitely should have less issues which was seen in test games earlier this month.

A couple patches ago, HotW was changed from a weapon to a target action without visual changes because it didn't use tracers. The ability should no longer go on cooldown without doing anything. It should also no longer be abusable in a way where the ability does something and doesn't go on cooldown. @inekura and others told me that it wasn't abusable anymore. Do these issues still occur or is there other issues with the ability?

If it's an issue of just tracking targets effectively (and doesn't have issues with cooldown), it has a short caster_close_in_distance, no range/facing ignore after ability start, and a small arc of usage. But changing those values to me wouldn't be bugs fixes, it would just be making the ability easier to use.
Gabriel
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Re: 2.9.9 Public Beta Patch Notes

Postby Gabriel » Mon 24 Apr, 2023 5:25 am

buen trabajo con la actualizacion, esta es mi opinion personal, siento que han sido ya muchos años desde la creacion de Elite mod pero no e visto un cambio notorio con respecto a IG, sentinel deberia ser una unidad t2, yo mismo considero que es una unidad bastante acosadora y molesta en t1, ni siquiera necesitas de 2 GM para tener buen uso de el en cuanto a reparaciones basta con 1 solo. Los catachanos tranquilamente podrias volverlos una unidad t1 temprana y de cuerpo a cuerpo, pero con el tiempo y costes altos de energia volverlos una unidad t1.5. No es de sorprender que IG no se considere una raza tactica sino mas bien una raza molesta debido a estas 2 unidades que son la major queja de IG, lo mas seguro es que estas ideas ya se pensaron desde mucho antes pero quiero recalcarlo, ya que, mas alla de un pensamiento no se avanzo en nada y creyeron que traer una nueva raza seria mejor idea, cuando realmente lo mejor habria sido terminar de pulir las razas ya establecidas
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Broodwich
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Re: 2.9.9 Public Beta Patch Notes

Postby Broodwich » Mon 24 Apr, 2023 8:20 am

i think he said nerf IG, right guys?

Thanks Shoulder. They weren't issues that come up frequently by any means, I just figured whatever fix you are applying here may benefit other similar abilities. If they have the fix, then that works for me!
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Chokolata
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Re: 2.9.9 Public Beta Patch Notes

Postby Chokolata » Thu 04 May, 2023 6:23 am

Please consider reducing webway gate red and pop cost, considering that the high CD will prevent spam.
LOCALgHOST
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Re: 2.9.9 Public Beta Patch Notes

Postby LOCALgHOST » Thu 11 May, 2023 4:34 pm

Chokolata wrote:Please consider reducing webway gate red and pop cost, considering that the high CD will prevent spam.


it's too good even with CD

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