Elite Mod 2.4.2

Elite (and related) releases.
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Indrid
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Elite Mod 2.4.2

Postby Indrid » Mon 22 Jun, 2015 11:31 pm

Includes matchmaking.

Note: If you run Elite through your Steam Library you need to remove -dev from launch options, so that it reads: -modname Elite -nomovies.
Installer will generate a working shortcut, old shortcuts won't work.

Note: The mod has been repackaged for 2.4.0+. After editing DLC/Elite colour schemes you must run update.bat located in Dawn of War II - Retribution\Elite\Config

Please keep this thread to offerings of blood/thanks to the modders, general questions about the release and issues/questions about the notes.

Post any bugs/issues in the bugs thread.
Post your observations/experiences with Elite matchmaking in this thread.
Post any general initial balance feedback in this thread.

2.4.2 - 843MB (July 12 2015) - No previous releases required

Download from Google Drive
Download from MEGA
Download from DoWReplays.net

2.4.2 Update - 5.1MB (July 12 2015) - only required if you have 2.4.1

Download from Google Drive
Download from MEGA
Download from DoWReplays.net

2.4.2 Release Log

General

- Valinograd Harbor v1.6 by bountyhunter571
- suppression_pvp damage modifier vs building_light decreased from 0.2 to 0.05
- grenade_pvp damage modifier vs building_light increased from 0.25 to 0.5, and modifier vs building armour reverted to intended value (0.25)
- Attempted to tune target priorities for anti_vehicle_pvp
- Updated and added hotkeys for the new units/abilities

Visual

- Salamander Elite Scheme Force Commander's backpack brazier now has flame fx

Fixes

- Warboss no longer stands idle for a few seconds after performing a special attack with the Bang Bang Hammer
- Some tooltips fixed
- Fixed Vostroyon First Born scheme crashing some systems while loading on certain settings
- Fixed FC Terminator insta-killing things with lightning claws
- Neurothrope Spirit Leech now prevents jump/teleport as intended
- Dire Avengers now gain detector decorator when Exarch leader is purchased
- Ulthwe DLC Wraithlord now no longer has incorrect texture in Army Painter
- Imperial Guard non-bayonet and Steel Legion lasguns now have weapon flare fx
- Fix Right In Me Crosshairs missing infantry targets

Grey Knights

- Satchel Charge now has it's own damage type: satchel_pvp
satchel_pvp has a damage modifier of 1 vs all targets apart from building_light, which is 0.7
(In other words: Satchel Charge damage against generators/nodes decreased from 675 to 315)
- Withdraw cooldown increased from 180s to 300s
- Paladins health regeneration decreased from 2.0 to 0.5
- Paladin Shockwave damage reduced from 30 to 25
- Paladin Shockwave now knocks units more to the side, so they are less likely to be hit multiple times
- Inquisitorial Operatives cost increased from 225/30 to 250/30
- Inquisitorial Operative & Sergeant weapon range reduced from 30 to 28
- Inquisitorial Operatives stun bomb now requires the "Fallback Plan" purchase upgrade
- Inquisitorial Operative Leader cost reduced from 100/25 down to 75/25

Orks

- More Dakka Mekboy global reworked:
No longer has a chance to knockback on hit
Decreases cooldown and reload time of weapons by 50%
25% damage increase is removed for most units
Stikkbombas and Tankbustas retain 25% damage buff, as they are not affected by the cooldown/reload decrease
- Stormboy cost increased from 350/30 to 350/35
- Nob Leader for Nobs health increased from 850 to 1050

Eldar

- Ranger cost increased from 300/25 to 300/30
- Pathfinder upgrade for Rangers now grants the 75 courage damage on their weapon, default sniper is set at 25 courage damage
- Seer Council health regeneration reverted from 1.5 down to 0.5

2.4.1 Release Log

Fixes

- (6p) Valinograd Harbor updated to fix pathing issues
- (6p) Kathari Ruins updated to fix large units getting stuck at base
- Paladin's Teleport now costs energy as intended
- Manticore no longer has Storm Eagle by default
- Bloodcrusher charge no longer knocks back retreating models
- Dire Avengers Exarch now detects as intended (radius 15)
- Fire Dragon's inherent ranged resistance disabled while retreating
- Exodites Warp Spider weapons now have sound effects
- Space Marine plasma gun sound effects restored
- Painboy can now use 'Unstable Fuel Injection' on himself
- Weirdboy is now less weird and dies like usual
- Fixed invisible Venerable Dreadnoughts

Tooltips

- Interceptors requirement text corrected
- Wartrukk armor upgrade no longer mentions Looted Tank
- Warrior brood Adrenal Glands dps value corrected

2.4.0 Release Log

General

- Matchmaking ("Find A Game") enabled
- New map: (2p) Lugganath Glacier v1.0 by Swiftsabre
- New map: (4p) Tharsis Forge v1.0 by Max Power
- New map: (6p) Valinograd Harbor v1.3 by bountyhunter571
- New map: (6p) Avensa Stronghold v1.1 by Indrid
- Updated map: (6p) Kathari Ruins v1.3.1 by Indrid
- Updated map: (6p) Ulthane Temple v1.5 by Max Power
- Doom of Malan'tai renamed to Neurothrope
- Commissar Lord renamed to Lord Commissar
- New detailed tooltips for all abilities and upgrades. Spanish translation by Rafael Barbudo "Aertes"
- Many textures optimized, reducing mod size and likely improving performance (thanks to Jes for the tip)
- Melee squads now have persistent corpses
- More consistency with the sync kill override
- Brother Captain Demolishing Strike now uses different animation
- Sluggas, Stormboys, Painboy and nob leaders can now sync-kill
- Retreating units now path through other units and vehicles in an attempt to prevent buggy retreat behaviour
- Changed sniper_av weapon family accuracy to the following (affects Vindicare turbo rounds):
tiny - 0.01 (from 1)
small - 0.01 (from 1)
medium - 0.2 (from 1)
large and huge unchaged
- Changed the sniper_av damage modifiers to the following:
heavy_infantry 1.0 from 1.1
infantry from 1.0 to 0.7
- Increased supression_pvp against building light from 0.01 to 0.2
- Increased grenade_pvp damage against building light from 0.25 to 0.5
- sniper_hi damage modifier against SHI increased from 1.3 to 1.5
- sniper_hi courage damage modifier against cover changed:
Light from 0.5 to 0.75
Heavy from 0.25 to 0.5

Fixes

- Attempted to make GUO Foul Snare more reliable
- Hive Tyrant Invulnerability animation now lasts the same duration as the effects
- Fixed the issue where the Orbs of the Omnissiah and Phase Shift would permanently freeze squads and vehicles
- Fixed pathing issue on Estia Province that would cause Hormagaunts to get stuck, and fence posts blocking vehicles
- Fixed several decorators not accurately representing dmg type, and created new power melee splash decorator for Brother
Captain Halberd, GK Terminator Halberds, and Assault - - Terminator + Force Commander + Chaos Terminator Lightning Claws
- Changed how Sternguard weapon swapping works to prevent them getting stuck without weapons
- Fixed Sanguine Chainsword not healing if the enemy moved too far away
- Blind Grenades now affect turrets as intended
- Flesh Hook no longer affects the Grey Knight Rhino
- Feeder Tendrils no longer heals when attacking GK Rhino
- Mind War, Assassinate, Consume (Sorc. and GUO), Foul Snare, Psychic Lash, Energy Burst, and Spirit Leech no longer affect the Rhino
- Blessed Aegis tooltip fixed
- Attempted fix for the Holy Ground ability being interrupted by knockback and permanently freezing the squad
- Psychic Lash no longer affects platforms
- Sorcerer's Consume ability no longer works on the Heretic Aspiring Champion
- Vindicare Assassin can now target HQs with Turbo Rounds equipped
- Plasma Cannon Dreadnought SFX synced up to animation (was previously too long)
- Tyrant Guard no longer spins while in Shield Wall
- Spirit Leech no longer affects unconscious heroes
- Improved issue with Psycannons and Incinerators that cause frame rate drops
- Vindicare now spawns a Vindicare zombie instead of a scout zombie when killed with Sword of Undeath or Nurgle's Rot
- AI GK players are no longer able to have missile launchers
- Fixed overlapping weapon slots on Wraithlord, often causing it to ignore sync kill override
- Holy Pyre now gives affected units a red debuff circle, representing its damage debuff
- Spotters no longer gain detector decorator after T2 upgrade
- Grace period added to Furious Intervention, so that the Interceptors will still teleport if the Justicar dies during
- Equipping Ork Sluggas with Burnas no longer forces the squad into melee stance
- GK Land Raider Crusader drop no longer instantly crushes HQs
- Chaos Sorcerer Warp global should no longer fail on the Bloodcrusher
- Canticle of Absolution FX no longer remain applied after leaving the AoE

Audial

- Chaos Dreadnought hull mounted twin-linked bolters now have sound FX
- D-Cannon now has a new wind up sound effect
- New voice lines for Commissar Lord's Power Claw upgrade and None Shall Fall ability
- New voice line for Assault Marine Sergeant upgrade, and Vanguard Veteran Power Fist upgrade
- New voice line for LRC drop
- Force Commander now has Gabriel Angelos voice lines
- Added back SM combat expression voice lines (e.g. during sync-kills or FTE buff) present in original DoW2.
- GK Dreadnought now has appropriate voice lines for its upgrades
- Eldar webway gates being built now trigger voice lines from Eldar commanders when nearby

Visual

- GK Purgation "Purged By Fire" ability now has a charred ground animation to display the AoE
- Canticle of Absolution, Dark Excommunication, and Holy Ground now have new fx
- Mind Blades now has a new FX, making it easier to identify, and no longer overlaps with other buffs
- Brightlance platform's Beam Scorch ability now has new fx, making it easier to identify when active
- Thousand Sons Chaos Lord now has Tzeentch blue attack animations for his Daemon Sword
- Space Marine Librarian now has new glowy helmet when upgraded to Psychic Hood. Does not affect Space Wolves, Salamanders, and Luna Wolves Elite Schemes (by Orkfaeller)
- New common, rare, and epic bolters and bolt pistols for Space Marines, as well as a new team colored common plasma gun (by Jes)
- Updated Sternguard Bolter textures (by Jes)
- Various models' lighting textures made to sync up with the rest of the model (by Jes)
- Assault Marines now have breathing slits on their helmets to more accurately represent the Mark VI Corvus armour (by Jes)
- Imperial Fist Tactical Sergeant model updated with different texture for sash (by Jes)
- New armour models for the Razorback, GK Rhino, and Space Marine Predator when the armour upgrades are purchased (by Jes and HorusHeretic)
- New visuals for the Chaos Sorcerer and Plague Champion nukes
- New visual markers for Eldritch Storm, Warp Throw, Autarch + Warp Spider call ins, Crack Shot, Doom, and Singularity
- More Dakka now has a new fx marker
- GK Dreadnought Flame Cannon has blue flame fx
- Chaos dreadnought stormbolters now have muzzle fx
- New Elite Scheme for Imperial Guard added: Mordian Iron Guard (by Orkfaeller and sterling)
- New Catachan Elite Scheme Lord General model, Spotters, and new camo models for Catachan vehicles (by Orkfaeller)
- New bolters for the Night Lords Elite Scheme (by Lost Son of Nikhel)

Balance

Chaos Space Marines

- Chaos Dreadnought hull mounted twin-linked bolters burst duration increased from 2 to 3 seconds
- Tzeentch Dread missile launcher weapon family changed from rocket to anti_vehicle_pvp
- Frenzied Barrage splash damage values reduced from 1/0.8/0.6/0.4 to 1/0.7/0.5/0.3
- Frenzied Barrage damage over time reduced from 3 to 2.5, but now scales with level (ranged modifier)
- Chaos Sorcerer is immune to knockdown/knockback while casting the Coruscating Flames. (This is to prevent it to be casted again, after getting knocked down/back)
- Coruscating Flames have a range of 20, but tracks for an extended range of 24 to ensure that it doesn't get re-channeled again casting (Consistency!)
- Chaos Sorcerer is immune to all forms of knockback/knockdown and etc when "Warp" global is being used
- Robes of Torment health increased from 150 to 200 (removed hp regeneration bonus)
- Icon of Tzeentch cost reduced from 150/35 down to 150/30
- Plague Champion Lascannon Turret no longer costs requisition to upgrade (free)
- Chaos Heretics experience increased from 42 to 50
- Daemonic Fury (Raptor Aspiring Champion ability) should now propertly domino knockback effected units
- Bloodcrusher cost reduced from 300/60 down to 250/60
- Slaughter ability starts on-cooldown (meaning they cannot use until 2 minutes after the AC is purchased)
- Slaughter cooldown increased from 80 to 120
- Slaughter health regeneration (melee) down from 1.5 to 0.5 while out of combat (in-combat remains the same)
- Slaughter (regular CSMs) melee damage reduced from 45 to 40 (dps from 34,62 to 30,77)
- Plague Marines health regeneration has been increased from 4.0 to 4.6
- Plague Marine Bolter damage increased from 15 to 18
- Chosen Plague Marine health regeneration increased from 4.0 to 4.6
- Chosen Plague Marines now have melee resistance
- Chosen Plague Marines DoT from melee attacks can now stack indefinitely
- Chaos Predator movement speed increased from 6.5 to 7.25
- Chaos Autocannon splash modifiers changed
- Chaos Dreadnought Autocannon splash radius (1) from 0.5 to 0.75 (from 30 to 45)
- Chaos Dreadnought Autocannon splash radius (2) from 0.3 to 0.5 (from 18 to 30)
- Chaos Dreadnought Autocannon splash radius (3) from 0.15 to 0.25 (from 9 to 15)
- Chaos Dreadnought Mark of Tzeentch splash radius reduced from 3 to 2
- Dreadnought Missile Launcher splash modifiers changed as a result
- Short (1 radius) - 1.0 | Medium (1.5 radius) - 0.7 | Long (2 radius) - 0.4 | Far (4 radius) - 0.2 |
- Chaos Terminator Demoralize damage debuff reduced from 5% to 3%
- Touch of Nurgle cooldown increased from 80 to 120s
- Touch of Nurgle death damage on Heretics reduced from 37.5 down to 25
- Touch of Nurgle death heal now heals for 33% of the target model's maximum health
- Shrines population reduced from 5 to 3
- Dark Flames duration increased from 7 to 15s
- Drain Life range increased from 15 to 20
- Blood Sacrifice moved from T1 to T2
- Blood Sacrifice red reduced from 175 to 150
- Daemon Armor cost reduced from 140/30 down to 125/30
- Daemon Armor health reduced from 150 down to 100
- Daemon Armor now increases maximum energy by 20
- Robes of Torment cost reduced from 140/30 down to 125/30
- Chaos Predator movement speed increased from 6.75 to 7.25

Space Marines

- All Space Marine Commanders now have the old "Drop Pod" ability as a starting ability with a 60 cast range, costs 200 Req /100 Zeal (current Drop Pod global remains unchanged).
- Techmarine Missile Turret no longer costs requisition to upgrade (free)
- Force Commander Sacred Standard cost reduced from 150/50 to 150/35
- Combat Stimulant cast range increased from 20 to 25
- Purification Rites damage increased from 15 to 25
- Larramans Blessing cooldown increased from 50 to 180s
- Angels of Death cooldown decreased from 180 to 120s
- Signum Armor cost increased from 135/30 to 150/30
- Force Commander "Defend" ability now costs 10 energy to activate
- Tactical Space Marine Plasma Gun damage increased from 65 to 75
- Assault Marine Blind Grenade range increased from 20 to 25
- Assault Marine Blind Grenade energy cost reduced from 40 to 25 energy
- Space Marine Librarian Inspiration buff now applies with ranged weapon kills
- Space Marine Librarian Force Staff cost changed from 90/30 to 100/25
- Space Marine Librarian Psychic Hood cost changed from 50/30 to 75/25
- Dark Age of Technology cost reduced from 100/30 to 75/30 (Normal Dreadnought)
- Land Raider Redeemer movement speed increased from 3.5 to 4.25
- Land Raider Redeemer Aura heal pulse increased from every 0.5 second to every 1 second
- Land Raider Redeemer Aura radius increased from 15 to 22
- Predator movement speed increased from 6.5 to 7.25
- Terminator Commander 'Cleansing Flame' damage reduced from 30 to 25
- Terminator Commander 'Cleansing Flame' damage reduced from 30 to 25
- Terminator Commander Lightning Claw damage increased from 80 to 95
- Terminator Assault Cannon upgrade cost reduced from 100/80 down to 100/60
- Force Commander Terminator Assault Cannon upgrade cost reduced from 70/70 to 70/50
- Proximity Mines energy cost reduced from 45 to 40
- For the Emperor Red cost reduced from 75 to 50
- Assault Terminator Thunderhammer damage increased from 90 to 100 per hit

Imperial Guard

- Banewolf red cost increased from 150 to 175
- Catachan Improvised Explosive health reduced from 250 to 50
- Guardsmen upkeep reduced from 2,55 down to 2,0
- Commissar Lord Bionic Eye now grants +50 energy in addition to it's existing benefits to the Commissar Lord
- Valkyrie Run first delay increased by 0.7 seconds, time between runs increased by 0.2 seconds
- Guardsmen Commissar cost adjusted from 75/20 to 85/15
- Manticore cost reduced from 300/90 to 300/75
- Manticore no longer has Storm Eagle rockets by default, it has been moved to an upgrade instead
- Manticore Missiles is the new starting ability; Deals 120 manticore_rocket damage and has a 60s cooldown
- Storm Eagle; same as it currently is, but with a 70s cooldown instead.
- Storm Eagle cost is 100/25
- Ogryn Battle Regeneration health increased from 0.5 hp/s to 1.0 hp/s (stacks ontop of their regular health regeneration, so that makes it 1.5 hp/s while in combat)
- Ogryn Ripper Gun reload frequency increased from 2-4 to 5-7
- Executioner upgrade cost reduced from 185/35 to 150/30
- Vanquisher upgrade cost reduced from 185/35 to 150/30
- Mobile Base upgrade cost reduced from 100/30 down to 85/25
- Assail range reduced from 45 to 38
- Assail energy cost increased from 50 to 60
- Baneblade build time increased from 75 to 90s
- Fight Harder weapon cooldown reduction buff increased from 40% to 50%
- Heavy Weapon Team 'Refractor Field' cost reduced from 65/20 to 65/15
- Sped up the Frag Grenade projectile from Kasrkin by 33%
- Sped up the Krak Grenade projectile from Kasrkin by 33%
- Kasrkin Krak Grenade no longer disables vehicles/large targets
- Kaskrin Krak Grenade now detonates immediately rather than on a timer
- Kasrkin grenade range (Krak & Frag) increased from 30 to 32
- Kasrkin damage increased from 20 to 22
- Kasrkin upkeep increased from 12,75 to 30,6 (from 2,55 to 6,12 ea)
- Kasrkin Grenade Launcher amount increased from 2 to 3
- Kasrkin health increased from 240 to 275
- Kasrkin Sergeant health increased from 250 to 300
- Kasrkin has reduced range DPS in general, changed from burst to sustained DPS:
Kasrkin DPS changed to 16.667 (hp damage of 20)
Weapon cooldown reduced to 0
Reload frequency changed to 4-6
Kasrkin Sergeant DPS changed proportionally to 16.33 (HP damage of 19.6)
Other Sergeant weapon values same as regular Kasrkin

Orks

- Kustom Shoota melee damage increased from 85 to 95 (from 42,5 to 47,5 dps)
- More Dakka red cost increased from 50 to 75
- Supa Tuff Beam damage reduction increased from 50% to 75%
- Wartrukk Big Shoota damage increased from 20 to 32
- Electric Armor cost reduced from 120/30 to 110/30
- Electric Armor energy drain reduced from 6 energy per second down to 5
- Flash Git population increased from 15 to 18 (upkeep increased from 10,2 to 15,3 per model)
- Kommando Nob (the squad) rokkit launcher damage increased from 35 to 40
- Warboss starting health increased from 860 to 920
- Ork Stormboy cost reduced from 350/40 to 350/30
- Stormboy Nob rearmed with a huge choppa (Nob Default) instead of regular choppa
- Meaner an' Greener cost adjusted from 40/40 to 50/25
- Increased the Kaboom damage from 100 to 115
- Looted Tank movement speed increased from 6.5 to 7.25

Tyranids

- LA Flesh Hook damage reduced from 140 to 115 at level 1
- LA Flesh Hook damage is now increased per level according to melee damage modifiers
- HT Venom Cannon now has a minimum firing range of 8 (up from 0)
- Stalk global ability no longer increase the speed of the Lictor Alpha
- Feeder Tendrils cost increased from 100/30 to 125/35
- Scythe damage increased from 10 to 25
- Acid Splatter damage increased from 80 to 85
- Spore Mines now grant 25 experience when killed (up from 0)
- Enhanced Muscle Coil cost reduced from 60/25 to 60/20
- Without Numbers global now reinforces all nearby Tyranid forces (will not effect allies)
- Neurothrope no longer emits basic synapse
- Paroxysm now has a minimum cast range of 15
- Paroxysm damage reduced from 2% of the targets health down to 1.5%
- Spirit Leech now also roots the enemy target in place for the duration of the effect.
- Spirit Leech now inflicts 30 heavy_melee damage to the target
- Life Leech damage reduced from 10 piercing_pvp to 5 piercing_pvp damage
- Swarmlord melee damage increased from 90 to 100
- Burrow (Ravener & Ravener Alpha) no longer decreases the movement speed
- Hormagaunt build time reduced from 18 to 16
- Warrior Brood Adrenal Gland damage increased from 23 to 30
- Warrior Brood Adrenal Gland damage is amplified based on the self-owned hormagaunt/termagants in close proximity to them. Each termagant/hormagaunt within synapse radius gives +1.5% damage, stacking to +50%.
- Psychic Scream energy cost reduced from 45 to 40
- Extended Carapace cost reduced from 120/30 to 110/25
- Hive Tyrant Improved Synapse cost adjusted from 120/25 to 115/30
- Warp Field cost increased from 100/25 to 100/30
- Hive Tyrant Crushing Claw cost reduced from 200/50 down to 150/50
- Bonded Exoskeleton cost reduced from 180/50 down to 150/50
- Carnifex Bio-Plasma maximum range increased from 45 to 65
- Carnifex Barbed Strangler cost reduced from 100/50 to 100/35
- Menacing Visage cost reduced from 150/50 to 150/30

Grey Knights

- Rhino armor type changed from super heavy infantry to heavy infantry (again)
- Rhino smoke grenade now available in t1
- Rhino lascannon weapon family changed from brightlance_pvp to anti_vehicle_pvp
- Dreadnought with Claw upgrade now has a new 360 special attack
- Brother Captain rotation rate reduced from 600 to 160
- Holy Armor of Titan grants +500 health from +400
- Brother Captain Aegis Armor cost increased from 100/20 to 110/25
- Inquisitiorial Stormtrooper Sergeant melee dps increased from 9 to 15
- Grey Knight Rhino Heavy Bolter cost reduced from 110 to 100
- Grey Knight Rhino Lascannon upgrade cost increased from 110 to 100/15
- Vindicare Assassin Cameleoline Stealth allows the Vindicare to remain cloaked for 3 seconds after leaving cover
- Strike Squad 'Energy Burst' ability movement speed reduction increased from 50 to 80%
- Strike Squad Pyscannon damage increased from 20 to 23
- Grey Knight Dreadnought Inferno Cannon Courage damage increased from 30 to 50
- Purgation Squad moved from a T1 unit to a T2 unit
- Purgation Squad cost changed from 300/30 to 400 requisition only
- Purgation Squad Incinerator damage increased from 7 to 10
- Purgation Psycannon range increased from 42 to 44
- Clear Vision duration increased from 7 to 15s
- Clear Vision cooldown decreased from 60s to 30s
- Clear Vision now requires 60 energy to activate (from 0)
- Psychic Field cooldown reduced from 70 to 10s
- Grey Knight Dreadnought now has the Grenade Launcher by default
- Grey Knight Dreadnought melee claws now increase it's health by 150
- Grey Knight Terminator & Paladin build time increased from 60 to 75 seconds
- Grey Knight Terminator & Paladin can now use a new ability "Withdraw" (a retreat function with a 3 minute cooldown)
- Grey Knight Terminator & Paladin now use energy for their abilities
- Grey Knight Terminator & Paladin Teleport cost is at 60 energy cost
- Grey Knight Paladin Liber Daemonica cost increased from 90/20 to 100/25
- Grey Knight Paladin health regeneration increased from 0.5 to 2.0
- Grey Knight Paladin now a new ability called "Shockwave" which is cast similiar to Wailing Doom/Merciless Strike. Sends out a shockwave in a line of 22.5 length. Inflicting 30 piercing damage. 60s cooldown, 60 energy cost.
- Grey Knight Terminator speed increased from 4.5 to 5
- Grey Knight Terminator health reduced from 4950 down to 4250
- Grey Knight Terminator health regeneration increased from 0.5 to 1.75
- Grey Knight Terminator cost reduced from 650/100 down to 600/100
- Grey Knight Terminator Liber Daemonica cost changed from 90/20 to 75/25
- Grey Knight Terminator reinforcement time down from 15 to 10
- Grey Knight Terminator no longer drains energy passively
- Grey Knight Terminator 'Holocaust' ability cost 45 energy to use
- Land Raider Crusader speed reduced from 3.5 to 3.25
- Land Raider Crusader now has Frag Assault ability as the Land Raider Redeemer
- Interceptor Squad moved from T1 to T3
- Interceptor Squad are now armed with Psycanons for the whole squad (They have similiar traits to the one of the Strike Squads in the weapon stats)
- Interceptor Squad can now swap between melee weapons and ranged weapons (However, their melee dps has been unchanged)
- Incinerator upgrade has been removed for the squad
- Interceptor Squad ranged damage improved from 7,5 to 16 (This includes Justicar)
- Interceptor Squad Teleport & Divine Intervention range increased from 50 to 75
- Interceptor cost increased from 500/50 to 500/60
- Interceptor build time increased from 24 to 32 seconds
- Interceptor Krak Grenade speed projectile increased by 33%
- Interceptor Krak Grenade now detonates immediately rather than on a timer
- Interceptor Krak Grenade no longer disables vehicles/large targets
- Inquisitior Stormtrooper build time reduced from 21 to 20
- Inquisitorial Stormtrooper melee damage with all ranged guns normalized to 3 (Grenade Launchers from 6 to 3, Plasma Guns from 2 to 3)
- Inquisitior Stormtrooper Sergeant Frag Grenade damage increased from 30 to 60
- Dark Excommunication is no longer a global effect - It will now effect units in a target radius of 30

New Unit: Inquisitorial Operatives
Recruited from the Schola Progenium, Operatives are highly trained and fanatically devoted to the Imperial Creed. Well equipped and disciplined, they are pressed into action by the Inquisition when their expertise in covert and unconventional warfare techniques is invaluable.

New Grey Knight T1 unit, armed with shotguns by default (no variable damage based on distance).
Model by Garrick

Basic Stats
T1 - cost 225/30
Health - 720 (4 models Infantry Type, 180 per model)
12(+3) pop ,
range 30, 15 dps piercing_pvp
Speed 6.5

Weapon Stats
Burst Duration 1-1
Cooldown - 0.3
Reload Frequency - 6
Reload Duration - 3-3
Weapon damage - 15 (15 dps)

Upgrades
(T1 75/15) Safety Measures - Unlocks the "Fallback Plan" ability; the squad now passively drops a smoke bomb whenever they retreat, which grants 90% decreased
incoming courage damage and 80% decreased incoming ranged damage for 8.5 seconds.
(T2 100/25) Squad Leader - Unlocks a Squad Leader for the squad (180 hp), equipped with an improved hotshot lasgun, which has an extremely high rate of fire. (Weapon cooldown 0,
reload frequency 6-8, reload duration 2-2, damage 20) and allows the squad to throw a satchel charge with limited throwing range (12) but inflicts immense damage
(450 explosive_pvp) across the affected squads. The Squad Leader is crucial for the operation, and the other agents will sacrifice their life for his safety, ensuring that he dies last. He has the same leveling (health, energy, etc.) stats as the regular Operatives.

Abilities
(Default) Infiltrate - Renders the squad invisible until it is toggled off. Costs 10 energy to activate, and 1.5 per second after that.
(Default) Stun Grenade - Throws a stun grenade towards the target location, rendering all infantry squads unable to act for 5 seconds in radius (?). Range 25, cooldown 60s, energy cost 60.
(Requires Squad Leader Upgrade) Satchel Charge - Throws a satchel charge on the ground in close proximity of the squad (range 12). After 4.25 seconds, the satchel explodes, inflicting 450 explosive_pvp damage in a radius of 7.
(Requires Safety Measures Upgrade) Fallback Plan - The Squad breaks retreat and gets prepared to relocate quickly. Grants the Operatives +3 speed and 80% damage resistance for 4 seconds. Cooldown 120s. 0 energy cost

Warrior Acolyte
- Added the Warrior Acolyte Leader to the Inquisitorial Stormtroopers
Adds a Warrior Acolyte leader to the Inquisitorial Stormtrooper squad, has no ranged weapon but is strong in melee while buffing the squad and nearby allies.
T1, 3 pop, cost 75/15
250 HP, 5.5 speed, 34 DPS melee_pvp, 60 melee skill
Increases damage of the Inquisitorial Stormtroopers by 25%
Increases HP regeneration of allied infantry in radius 22 by 0.25 HP/s

-Changed up the visual effect representation of the Grey Knight Strike Squad & Grey Knight Terminator storm bolters. Their values have changed to the following
(without having their dps changed)
-Strike Squad
Burst Duration from 1-1 to 2-2
Weapon cooldown from 0.7 to 1
Reload Frequency from 11-13 to 6-8
Reload Duration from 2-2 to 3-3
-Grey Knight Terminator
Burst Duration from 0-0 to 2-2
Everything else remains the same

Eldar

- Webway Gate Rejuvenation Field ability duration increased from 10 to 15 seconds
- Webway Gate Restoration Field effect no longer affects the Wraithlord
- Entangling Web moved from T2 to T1
- Entangling Web cost reduced from 120/30 to 115/30
- Entangle duration reduced from 7 to 5 seconds
- Entangle cooldown increased from 50 to 60 seconds
- Enhanced Warp Jump Generator cost increased from 100/25 to 120/30
- Shimmer Orb no longer makes units inside the orb immune to special attacks/knockdown.
- Shimmer Orb cooldown increased from 60 to 80 seconds
- Heart of Darkness reworked -
Heart of Darkness now unlocks "Enhance" ability that allows a squad to excel in combat, granting +3 movement speed and +25% damage. This ability does not stack. (Sorry Providence). Cooldown 50s , energy cost 40
- Gravity Blade Shuriken Pistol damage increased from 6 to 30
- Gravity Blade Shuriken Pistol reload duration reduced from 3-3 to 2-2
- Dire Avenger Exarch moved from T2 to T1
- Dire Avenger Exarch now detects in a small radius of 15
- Aspect of the Avenger no longer grants additional health to the squad.
- Dire Avenger Exarch melee dps reduced down to 20,64 from 24,29
- Dire Avenger Exarch Aura & Embolden still require T2
- Dire Avenger Exarch Aura ranged damage resistance increased from 17,5% to 25%
- Banshee passive leap from early days restored
- Banshee damage reduction to retreating units removed
- Banshee Exarch Power Sword special attack damage increased from 20 to 24
- Ranger Kinetic Shot cooldown reduced from 80 to 70 seconds
- Wraithlord cost reduced from 450/110 down to 425/100
- Wraithlord health reduced from 1200 to 1000
- D-cannon damage reduced from 220 to 110
- D-cannon now deals up to 120 damage over 3s near impact area.
- Avatar Aura radius increased from 20 to 32
- Wraithguard can now fire on the move with 50% accuracy
- Wraithguard sight reduce from 40(5) down to 30(5)
- Wraithguard speed reduced from 3 to 2.5
- Wraithguard wind-up from 1.0 to 1.25 , weapon reload duration from 1.75 to 1.5.
- Wraithguard damage reduced from 144 to 122, courage damage reduced from 30 to 20
- Wraithguard cost increased from 400/50 to 400/60
- Reduced the movement speed bonus on Wraithguards from Wraithsight from 1.5 to 1.0
- Fire Dragon speed increased from 5.5 to 6.5
- Fire Dragon courage increased from 100 to 200
- Fire Dragon cost increased from 300/25 to 360/30
- Dragons Fury no longer increases the squads movement speed by +2. It's new benefits are as follows; + 100%+ more accuracy (for fire on the move purposes) and 50% weapon
cooldown reduction.
- Fire Dragons passive: Reduces the ranged damage they recieve by 30% and are immune to knockback effects
- Seer Council aura range increased from 22 to 32
- Seer Council aura no longer reduces incoming courage damage.
- Seer Council aura now reduce incoming ranged damage by 15%.
- Fire Prism speed increased from 6.0 to 6.75
- Fire Prism acceleration decreased to 6 from 10
- Fire Prism deceleration increased to 10 from 8
- Fire Prism rotation rate decreased from 250 to 150
- Fire Prism main cannon tracking speed increased from 75 to 150
- Autarch Forcefield cost decreased from 75/30 to 75/25
- Dark Reaper health increased from 150 to 175
- Dark Reaper dps reduced from 16,04 down to 14,436 (damage reduced from 27.5 to 25)
- Increased the ranger sniper rifle courage damage from 25 to 75
- Ranger cost increased from 280/25 to 300/25
- Kinetic Pulse damage increased from 20 to 25
- Ranger Shuriken Pistol damage increased from 6 to 12
- Ranger Shuriken Pistol courage damage increased from 0 to 2
- Ranger Shuriken Pistol reload duration reduced from 3-3 to 2-2
- Ranger Shuriken Pistol range increased from 22 to 28
- Fortune energy cost reduced from 40 to 30
- Autarch Leap 'Buff' area radius increased from 12 to 22 radius
- Falcon movement speed increased from 7.5 to 8.0
- Falcon Pulse Laser damage increased from 28 to 34
- Falcon cost increased from 360/80 to 360/90
- Seer Council health regeneration increased from 0.5 to 1.5
- Banshee cost reduced from 400 to 350
- Banshee upkeep reduced from 38,25 to 30,8
- Dire Avenger cost increased from 270 to 300
- Dire Avenger health increased from 500 to 600 (100 to 120)
- Dire Avenger Exarch ranged damage resistance reduced from 25% to 20%
- Wraithlord Brightlance cost reduced from 100/40 down to 100/30
Helios
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Re: Elite Mod 2.4

Postby Helios » Tue 23 Jun, 2015 4:19 am

Indrid wrote:- Commissar Lord renamed to Lord Commissar


Game.

Ruined.
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ThaMollusk
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Re: Elite Mod 2.4

Postby ThaMollusk » Tue 23 Jun, 2015 4:59 am

Some nice buffs to the Mekboy. Loving it.
Atlas

Re: Elite Mod 2.4

Postby Atlas » Tue 23 Jun, 2015 5:19 am

Indrid wrote:- Commissar Lord renamed to Lord Commissar


Single best change.
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Adeptus Noobus
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Re: Elite Mod 2.4

Postby Adeptus Noobus » Tue 23 Jun, 2015 6:11 am

Indrid wrote:- Flesh Hook no longer affects the Grey Knight Rhino
- Feeder Tendrils no longer heals when attacking GK Rhino


Forestradio will be sad about this ;)

All in all the Devs and all associated members have done an outstanding job. Take my 0.5 liters of blood and lots of verbal praise too.
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Ar-Aamon
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Re: Elite Mod 2.4

Postby Ar-Aamon » Tue 23 Jun, 2015 7:40 am

A big thank you to the whole Mod-Team. You guys are awesome! :)
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Wise Windu
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Re: Elite Mod 2.4

Postby Wise Windu » Tue 23 Jun, 2015 8:34 am

- Mind War, Assassinate, Consume (Sorc. and GUO), Foul Snare, Psychic Lash, Energy Burst, and Spirit Leech no longer affect the Rhino


Sad day :cry:
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Mngwa
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Re: Elite Mod 2.4

Postby Mngwa » Tue 23 Jun, 2015 9:38 am

Ranger Shuriken Pistol increased from 22 to 28


I am assuming this means the range of the pistols? Or have I missed that those guys were carrying over 20 pistols the entire time?
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Cheekie Monkie
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Re: Elite Mod 2.4

Postby Cheekie Monkie » Tue 23 Jun, 2015 9:53 am

Force Commander now has Gabriel Angelos voice lines

This...patch...CANNOT ERASE MEEEE!
Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
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Aguxyz
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Re: Elite Mod 2.4

Postby Aguxyz » Tue 23 Jun, 2015 10:17 am

Cheekie Monkie wrote:
Force Commander now has Gabriel Angelos voice lines

This...patch...CANNOT ERASE MEEEE!

YOU DARE........... YOU DARE!!!!!!!!!!!!!!!!!!!!!!
"Does the Seer see its own doom!?" -Tau commander
2torpid4u: You still haven't sucked my big pink nipples Agu :(
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Adeptus Noobus
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Re: Elite Mod 2.4

Postby Adeptus Noobus » Tue 23 Jun, 2015 10:32 am

Just a heads up also:
On my PC, Windows 8.1 marked the Download as malicious software. So people who have Smartscreen enabled should not worry but simply click "More Information" and then just ignore the warning and execute normaly ^^
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Re: Elite Mod 2.4

Postby ytimk » Tue 23 Jun, 2015 10:48 am

The best way to say thank you to the mod crew is to donate :).

Thank you for all your hard work.
Ring ring. Call Da Boyz!
Theory.
I have never played vs a human......
b-b-b-but I watch 100s of casts.
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ChrisNihilus
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Re: Elite Mod 2.4

Postby ChrisNihilus » Tue 23 Jun, 2015 11:41 am

- Doom of Malan'tai renamed to Neurothrope
- Commissar Lord renamed to Lord Commissar


PRAISE THE GODS!
YES!
"This quiet... offends... SLAANESH!"
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egewithin
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Re: Elite Mod 2.4

Postby egewithin » Tue 23 Jun, 2015 2:06 pm

Aguxyz wrote:
Cheekie Monkie wrote:
Force Commander now has Gabriel Angelos voice lines

This...patch...CANNOT ERASE MEEEE!

YOU DARE........... YOU DARE!!!!!!!!!!!!!!!!!!!!!!

AHAHAHAHAHAAHHAAAAAAA!!!!

Btw, Caeltos didn't trolled us that much it seems :)

- Mind War, Assassinate, Consume (Sorc. and GUO), Foul Snare, Psychic Lash, Energy Burst, and Spirit Leech no longer affect the Rhino

If I knew it, I would totally use on a Rhino so that I can restore energy for at least 3 games!
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Forestradio
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Re: Elite Mod 2.4

Postby Forestradio » Tue 23 Jun, 2015 2:44 pm

Adeptus Noobus wrote:
Indrid wrote:- Flesh Hook no longer affects the Grey Knight Rhino
- Feeder Tendrils no longer heals when attacking GK Rhino
Forestradio will be sad about this ;)
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Jes
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Re: Elite Mod 2.4

Postby Jes » Tue 23 Jun, 2015 3:10 pm

PRAISE GOLD HELM

... The Emperor, I meant the Emperor.
viggih
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Re: Elite Mod 2.4

Postby viggih » Tue 23 Jun, 2015 6:40 pm

Atlas wrote:
Indrid wrote:- Commissar Lord renamed to Lord Commissar


Single best change.


Agreed, now I can finally shut up about this bugbear
Atlas

Re: Elite Mod 2.4

Postby Atlas » Tue 23 Jun, 2015 6:57 pm

- Increased the ranger sniper rifle courage damage from 25 to 75
- Ranger cost increased from 280/25 to 300/25
- Kinetic Pulse damage increased from 20 to 25
- Ranger Shuriken Pistol damage increased from 6 to 12
- Ranger Shuriken Pistol courage damage increased from 0 to 2
- Ranger Shuriken Pistol reload duration reduced from 3-3 to 2-2
- Ranger Shuriken Pistol range increased from 22 to 28


Did anyone else notice this HUGE change?
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Torpid
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Re: Elite Mod 2.4

Postby Torpid » Tue 23 Jun, 2015 7:31 pm

Atlas wrote:
- Increased the ranger sniper rifle courage damage from 25 to 75
- Ranger cost increased from 280/25 to 300/25
- Kinetic Pulse damage increased from 20 to 25
- Ranger Shuriken Pistol damage increased from 6 to 12
- Ranger Shuriken Pistol courage damage increased from 0 to 2
- Ranger Shuriken Pistol reload duration reduced from 3-3 to 2-2
- Ranger Shuriken Pistol range increased from 22 to 28


Did anyone else notice this HUGE change?


Genius tbh. It is exactly what rangers needed. Sometimes Caeltos I feel you're crazy. But changes like these and the venom cannon minimum range change were innovative solutions to real problems which just sound AMAZING in my head.

I feel I would trust you far more in some of your other changes which seem senseless and arbitrary if you were more transparent with where you want to take the meta itself in the future.
Lets make Ordo Malleus great again!
Dalakh
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Re: Elite Mod 2.4

Postby Dalakh » Tue 23 Jun, 2015 9:25 pm

I did notice, triple rangers new meta ! :lol:
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Swift
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Re: Elite Mod 2.4

Postby Swift » Tue 23 Jun, 2015 9:50 pm

Dalakh wrote:I did notice, triple rangers new meta ! :lol:

It was always good, you noobs just didn't see it.

Can't wait to try out Lugganath Glacier that map sounds really cool! Props to the guy who... Oh wait, that's me

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The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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Thanadeshe
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Re: Elite Mod 2.4

Postby Thanadeshe » Tue 23 Jun, 2015 10:07 pm

Great patch, thanks guys! those new Eldar skins... OMG so nice.
Last edited by Thanadeshe on Tue 23 Jun, 2015 10:09 pm, edited 1 time in total.
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MaxPower
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Re: Elite Mod 2.4

Postby MaxPower » Tue 23 Jun, 2015 10:08 pm

ytimk wrote:The best way to say thank you to the mod crew is to donate :).

Thank you for all your hard work.


The only one getting anything out of that donation is Caeltos though, just saying. He deserves it though.
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
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Cheekie Monkie
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Re: Elite Mod 2.4

Postby Cheekie Monkie » Tue 23 Jun, 2015 10:11 pm

Swiftsabre wrote:
Dalakh wrote:I did notice, triple rangers new meta ! :lol:

It was always good, you noobs just didn't see it.

Can't wait to try out Lugganath Glacier that map sounds really cool! Props to the guy who... Oh wait, that's me

I was wondering what scrub made that map

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Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
Helios
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Re: Elite Mod 2.4

Postby Helios » Tue 23 Jun, 2015 10:49 pm

I still wish you guys had used THIS line as the new None shall Fall! voice line.

https://youtu.be/nb6cSEI1FLk?t=1m43s
bibotot
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Re: Elite Mod 2.4

Postby bibotot » Wed 24 Jun, 2015 1:28 pm

Have the Imperial Guards Heavy Weapon Team been fixed? The unit 50% faces the wrong way unless you manually place them.
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Re: Elite Mod 2.4

Postby bibotot » Wed 24 Jun, 2015 1:33 pm

Also, if the Doom of Malantai has been renamed to fit the current 40k edition, why have not others?

Karskins or Stormtroopers into Tempestus Scions.

Battlewagon into Battlefortress. It is a Battlefortress, as in, the superheavy version of the Battlewagon. The Leman Russ says so.

Warlocks of Wraithguards into Spiritseers.

Lictor Alpha into Death Leaper and Ravenor Alpha into Red Terror.
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Wise Windu
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Re: Elite Mod 2.4

Postby Wise Windu » Wed 24 Jun, 2015 2:02 pm

bibotot wrote:Have the Imperial Guards Heavy Weapon Team been fixed? The unit 50% faces the wrong way unless you manually place them.
No, still not sure why it happens. Pretty sure all set up teams do this to some extent.

bibotot wrote:Karskins or Stormtroopers into Tempestus Scions.
Because they're the same thing, just in Low Gothic. So not much reason to imo: http://wh40k.lexicanum.com/wiki/Tempestus_Scions

bibotot wrote:Battlewagon into Battlefortress. It is a Battlefortress, as in, the superheavy version of the Battlewagon. The Leman Russ says so.
Because the model in the game is a Battlewagon. Battlefortresses are bigger and more powerful: http://wh40k.lexicanum.com/wiki/Battlewagon

bibotot wrote:Warlocks of Wraithguards into Spiritseers.
Haven't changed the name, but I guess we could at some point. The helmet has already been changed (made by Orkfaeller) to better reflect Spiritseers.

bibotot wrote:Lictor Alpha into Death Leaper and Ravenor Alpha into Red Terror.
The Deathleaper was specific to Hive Fleet Leviathan: http://wh40k.lexicanum.com/wiki/Deathleaper

Red Terror is a similar reason. It's a unique version of the unit, and the unit in game is better represented by the general term, just as the Doom of Malan'tai was changed to Neurothrope to make it more general.
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ThaMollusk
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Re: Elite Mod 2.4

Postby ThaMollusk » Thu 25 Jun, 2015 2:29 am

The new Warlock looks like a cross dresser at a Pride Parade. All that's missing are the stilts.

Not that I'd know what a Pride parade looks like...

Fuck.
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appiah4
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Re: Elite Mod 2.4

Postby appiah4 » Thu 25 Jun, 2015 7:41 am

I never thought I'd miss Captain Diomedes so much.. WTF.. I had rosetinted melancholy of the Angelos days, but I now miss Diomedes and his over the top lines so much..

Can't you, like, leave that as a user choice toggle somehow? :( His lines fit my ANGRY MARINES army so much better..

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ALWAYS ANGRY!! ALL THE TIME!!

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