Elite Mod 2.5.1

Elite (and related) releases.
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Indrid
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Elite Mod 2.5.1

Postby Indrid » Sun 21 Feb, 2016 7:37 pm

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 any general initial balance feedback in this thread.

2.5.1 - 893MB (March 16 2016)

DOWNLOAD Full Installer - no previous releases required
DOWNLOAD Update Installer - to upgrade from 2.5.0

NOTE: 2.5.0 is shown on the main menu still. This is a known issue.
NOTE: Backup up your custom color schemes. If you made any, they will be overwritten by the installer.

2.5.1
Fixes
- Dark Reaper Exarch not propertly applying the vision upgrade fixed
- Fixed Interceptor Squad not having their proper weapons
- Fixed the broken Army Painter and Last Stand stuff - now compatible with Relic additions
- Phase Shift now gives the correct duration of damage resistance after ending (5 seconds)
- More tweaks to LC execute abilities, and a fix to the LC getting stuck if target moved out of line of sight
- Call Da Boyz now only affects Orks
- Fixed IG models not appearing in campaign

General
- Some tweaks to D-Cannon weapon values to make it hit terrain less often
- Minor fixes to (6p) Graesark Undercity by Indrid
- (6p) Avensa Stronghold v1.3.1 by Indrid
- Further AI updates by KanKrusha

Space Marines
The goal is to promote more Librarian play and be rewarded for it. Shifting away the dependancy on lighter-vehicles or Walker playstyles in various game-modes. - Caeltos
- Increased Librarian ranged bolter damage from 14 to 30.8
- Librarian Gate of Infinity cooldown reduced from 40 to 30
- Librarian Ranged-Staff damage increased from 40 to 50

Chaos
Plague Marines are currently overperforming, the aim is to reduce their effectiveness against infantry and open up the the ease of dealing with them. - Caeltos
- Reduced the Plague Marine damage over time damage from 1.35 down to 1.0
- Increased the build time on Plague Marine from 27 to 32s
Chaos Autocannon is currently doing a wee-bit too much damage against everything. It might not be enough, but we'll see how this pans out. - Caeltos
- Chaos Havoc Autocannon damage reduced from 60 to 55
With the new reinforcement cost and pricing of Heretics, a new cost increase for 'strong' sergeants for Chaos Space Marines is in order. - Caeltos
- Chaos Raptor Aspiring Champion cost increased from 80/25 to 100/25

Imperial Guard
Kaskrins are slightly underperforming given their cost investment at the moment. So they're given some quality of life changes to their melee damage potential to easier punish certain squads in melee range. (Most noticeable on early-game ranged squads with medicore melee damage), whereas the Kaskrin Sergeant grants more utility to allow the Kaskrin to relocate to key locations faster. - Caeltos
- Kasrkin Sergeant now grants 'Move it(placeholder)!' ability which allows the Kaskrins to break suppression and grant +2 speed for 6s. Energy cost 50, cooldown 60s
- Kasrkin melee damage (with all weapons) increased to 12.

Ordo Malleus
The Psilencer is designed to be an effective anti-infantry/heavy infantry weaponry , however it can have some slight overeffiency for it's cost versus other arsenal in the Ordo Malleus arsenal for dealing with larger blobs of infantry. Psycanon removed from the Grey Knight Terminators to solidify the intended role for Grey Knight Terminators to be a strict anti-infantry based specialized variant, whereas Paladins/Interceptors are ideal for countering vehicles. - Caeltos
- Purged by Fire is no longer a channeled ability, and now instead leaves a "Charred" area where enemies stepping into the area takes 3 flame_dps and are slowed for 50% in the area. Area radius reduced from 15 to 12. Lasts for 5 seconds.
- Set new damage type for purgation flamer
- Psilencer splash radius reduced from 3 to 1
- Grey Knight Terminator Psycanon has been replaced with Psilencer (Shares similiar weapon statistics to that of the Strike Squad, but has 25 damage (from 23)
- Purifier squad cost reduced from 450/75 down to 450/65
- Grey Knight Rhino build time increased from 32 to 40 seconds
- Grey Knight Rhino Lascannon build time increased from 15 to 30 seconds

Eldar
While not adjusting the sniper profile damage, the ranger shuriken pistols can now more effectively peel damage on incoming enemies if the sniper failed to take out a target. Alternatively, the courage damage should aim to help the shoot & move mechanics if the target is supressed whilst charging head-on against rangers. - Caeltos
- Ranger Shuriken Pistol damage increased from 12 to 18 (dps from 5,25 to 7.875?)
- Ranger Shuriken Pistol courage damage increased from 2 to 6
Dark Reapers are getting some improvements to help them scale further-on into T3 and act more as a staple-force for ranged-oriented combat for Eldar. With the recent health increase to Dark Reapers, they are more capable of bleeding less, so the shift in cost is to reflect their new performance. - Caeltos
- Dark Reaper cost increased from 400/30 to 440/40
- Dark Reapers weapon range increased from 44 to 48
- Dark Reaper Pinning Fire is now no longer acquired by Aspect of Reaper
- Aspect of Reaper moved from T2 to T3
- Aspect of Reaper now grants +0.5 speed and 15% damage to the squad
- Autarch shield energy:damage ratio from 4:1 to 5:1

Ork
The Wartrukk can be a nuissance to kill, whilst the performance of the Wartrukk is performing as expected, the return-value for killing it is quite low. Losing a Wartrukk will now have more subtle-consequences. - Caeltos
- Wartrukk experience increased from 200 to 300
- Increased Wartrukk red from 18 to 22

Tyranids
The Zoanthrope needs to be realigned with it's new effiency, so it's getting a small power cut. - Caeltos
- Zoanthrope cost reduced from 400/60 down to 400/50
- Changed Hive Tyrant Venom Cannon splash aoe to 180 degrees and moving accuracy decreased to 0.5 from 1
- Lictor Alpha sight range reduced from 45 to 38 (normalized for Tyranid heroes)
- Lictor Alpha energy cost increased from 45 to 60
- Lictor Alpha Assault Leap damage reduced from 35 piercing to 20 piercing

2.5.0 Release Log

Fixes

- Fixed Touch of Nurgle not healing models with the effect correctly
- Fixed some models in the campaign being invisible due to pvp model overlap
- Fixed Cloak of Shadows giving an increasing ranged damage reduction each second resulting in ranged damage immunity and health gain from damage after 7 s
- Fixed the following weapons not damaging loaded transports: Beamy Deffguns, Brightlance, Set-up team Lascannons, Leman Russ mounted lascannon, Predator Lascannons, Carnifex + HT venom cannons, PC Lasturret, Multimelta Dreadnought, and Wraithlord Brightlance
- Changed the Tyrant Guard's rotation modifier to a 0.05 multiplier (from 0.01) to prevent a bug where it was unable to move
- Fixed Sorcerer's Warp global teleporting enemy units, and teleporting units to their respective commanders
- Removed the red debuff circle effect from Holy Pyre due to it staying active passed the ability duration
- D-Cannon projectile changed from missile to artillery to prevent terrain hits (tracer effect had to be removed)
- Fixed Warrior Brood Reverse Synapse activating without Adrenal Glands upgrade
- Improved reliability of BC's psychic lash
- Operatives can now cancel Stun Grenade and Satchel Charge throws
- Removed Warrior Acolyte detector decorator
- Interceptors decorators now swap with weapons
- Fixed Rangers' Pathfinder Gear that sometimes resulted in them being unable to fire
- Fixed Drop pod enabling reinforce before impact
- Fixed Dreadnought Assault Cannon Barrage locking in on entities rather than firing in a line
- Fixed Lord Commissar not benefiting from cover
- Improved reliability of Lord Commissar's execution abilities
- Improved reliability of Catachan's shotgun blast & ol' unreliable execution abilities
- Further attempts to prevent Flesh Hook, Trippa Shot, and High Powered Shot from bugging
- Fixed Lictor getting knocked back by Sanctuary on retreat
- Fixed some invisible Last Stand models
- Fixed Carapace Armor granting the Lord Commissar a net +75 hp every time he equipped and then un-equipped the Carapace Armor
- Fixed Swift Movement stacking with Fleet of Foot abilities
- Fixed Loyal to the End never expiring on squads

Maps
Note: If you had access to the new maps before they were finished, you must delete the old version(s). They are found in Dawn of War II - Retribution\GameAssets\Mods (typically: graesark.sga, nocturneinfernofinished.sga) if you had them. If not, don't worry.

- New 3v3 map Nocturne Inferno by zeetorq
- New 3v3 map Taros Mining Facility by zeetorq
- New 3v3 map Siccaris Plateau Redux v1.0 by Max Power
- New 3v3 map Graesark Undercity by Indrid
- New 2v2 map Minethera Outpost by Swiftsabre
- Updated map: Avensa Stronghold v1.3 by Indrid
- Updated map: Lugganath Glacier v1.1 by Swiftsabre

Tooltips

- Now has Italian translation! Translation by Nifo
- Corrected and updated many tooltip descriptions

General

- Set timer for some T1 squad models to disappear after death (7 minutes), which should prevent some performance issues later in the game
- Loading into Land Raiders no longer makes units wait to enter (decreased maximum loading time from 5 to 0)
- Force Commander portrait has been changed to Gabriel Angelos
- Relic's Blood Pack is now compatible with Elite
- Grey Knights faction renamed to Ordo Malleus
- New portraits for the GK Operatives and Catachans by Kilgarn
- Updated portrait for the IG Heavy Weapon Team by Kilgarn
- New Space Marine Elite Scheme: Lamenters
- Shifted the Neurothrope's ability icons to the left so they start on Q gridkey and go to R; non-grid keys unchanged
- Drop pod ability icon moved to last slot (switches with tm shield)
- Set Carnifex and Tyrant Guard Charge grid keys the same as the Hive Tyrant's (W instead of Q) for consistency within the race. The gridkey for Spawn - Rippers and Shieldwall is now Q
- Energy Burst hotkey moved to "T" to prevent overlap with Psybolts; previously was "M"
- Warrior Acolyte upgrade hotkey changed from R to E to not overlap with Reinforce hotkey
- Added missing randomization for Raptor voice lines
- Various AI updates by KanKrusha

Balance

- Decreased the courage modifier of suppression_pvp damage while in heavy cover by 25%
- Melee resistance on Havocs, Devastator and Devastator Plasma squad decreased from 40% to 20%
- Charge attack damage type changed from piercing to power melee
- Charge attacks now has a damage per entity per second stack limit; entities hit 2 or more times over 2.5 s are immune to further charge damage
- grenade_pvp damage modifier to vehicles increased from 0.25 to 0.5
- missile_pvp damage modifier to infantry reduced from 1 to 0.5 and to heavy infantry from 1 to 0.75
- manticore_rocket damage modifier to units in energy shield cover increased from 0 to 0.7

Chaos

- Heretic cost reduced from 210 down to 190
- Heretic melee damage reduced from 24 to 20
- Heretic Doom Blast damage reduced from 25 to 15
- Noise Marine Sonic Blaster now has a 1.5 s delay before disabling infantry
- Dirge Caster range effect radius reduced from 40 to 32
- Reduced the Chaos Terminator Reaper Cannon range from 49 to 38
- Chaos Terminator rotation speed from 600 to 200
- Removed melee charge from Raptors when upgraded with Meltaguns

Eldar

- Banshee leap breakdown time reduced 0.1 s to 0 (recover from leaps faster)
- Providence health gain increased from 200 to 300
- Enhance speed decreased from 3 to 2
- Enhance duration increased from 6 to 10 seconds
- Witchblade of Kurnous special attack damage increased from 46 to 50
- Witchblade of Kurnous damage increased from 80 to 100
- Destructor damage type changed from grenade_pvp to psychic_pvp
- Destructor damage reduced from 54 to 25
- Destructor now fires 2 bolts instead of 1
- Warlock now gains +1 speed for 8 s upon leaping
- Warlock now gains knockback immunity while casting Immolate & Warp Throw
- Heavy Gauge Death Spinner now has 60% chance to knockback on hit, and can not knock back a single model more than once every 4 seconds
- Phase shift now grants affected units a 40% damage reduction for 5 s when it expires
- Dire Avenger cost reduced from 300 to 270
- Fire Dragon armor changed from infantry_fire_resist to heavy_infantry
- Fire Dragon 'passive' aura no longer reduces damage taken, but still grants weapon_knockback immunity. (ability_knockback removed)
- Dark Reaper health increased from 175 to 200
- Dark Reaper reload duration reduced from 3-3 to 2-2
- Dark Reaper 'Tempest Barrage' ability removed
- Dark Reaper Exarch no longer grants additional +10% health to the squad
- Dark Reaper Exarch now adds +10 sight range to the squad
- Dark Reaper Exarch cost reduced from 85/25 down to 85/15

Imperial Guard

- Increased the squad-size of Imperial Guard Heavy-Weapon Team from 4 to 6 (pop unchanged, so it's still 12 pop squad)
- Reduced the health of Imperial Guard Heavy-Weapon Team from 185 down to 150
- Ogryn reinforcement cost reduced from 70/15 down to 66/12
- Striking an enemy with Servo-Skull (Wargear) now reveals that target for 30 seconds.
- Banewolf no longer slows enemy vehicles
- Guardsmen Commissar upgrade cost increased from 85/15 up to 85/20
- Kasrkin armor type changed from infantry to heavy_infantry
- Kasrkin Sergeant armor type changed from infantry to heavy_infantry
- Kaskrin vision increased from 40 to 50
- Kasrkin Grenade Launcher cooldown decreased from 6 to 5
- Kasrkin Melta Guns upgrade removed
- Kaskrin Krak Grenade now behaves more like the Orb of of the Omnissiah projectile, rather than a melta-bomb throw which caused the grenade to get stuck on terrain.
- Lord General Leman Russ-call in cost increased from 500/0/200 to 500/50/200

Space Marines

- Force Commander Thunderhammer special now hits targets within a 12m radius rather than tracking infinite distance
- Techmarine Venerable Dreadnought cost increased from 600/50/300 to 600/100/300
- Venerable Dreadnought 'Dark Age of Technology' cost reduced from 100/50 to 100/25
- Land Raider Redeemer Aura no longer provides a damage reduction modifier
- Land Raider Redeemer Melta damage increased from 80 to 100
- Land Raider Redeemer Flamers now inflict 40 courage damage
- Assault Terminator rotation speed reduced from 600 to 200
- Terminator rotation speed reduced from 600 to 200
- Apothecary Full Auto can no longer knock back a single model more than once every 4 seconds
- Techmarine Plasma Gun cost reduced from 120/35 to 120/30
- Techmarine Powerful sweep ability cooldown increased from 25 to 30
- Techmarine Powerful sweep ability damage reduced from 45 to 40

Ordo Malleus

- Flamefury Strike has been replaced by "Call-in Paladins" cost is 650/150/350
- Paladin/Terminator Psycanon & Incinerator now have a 0.5 accuracy while firing on the move (from 1)
- Paladins can no longer retreat (However, regular GK Terminators can)
- Paladin rotation speed decreased from 600 to 200
- Holy ground cast duration reduced from 3 to 2 s
- Terminator rotation speed decreased from 600 to 200
- Terminator charge has been removed, and replaced with Teleport-Assault
- Terminator cost increased from 600/100 to 600/125
- Terminator reinforce cost percentage set to 60% (120/25)
- Holocaust cast animation is now activated on all terminator models
- We are the Hammer! No longer increases the movement speed of the Brother-Captain (Starting ability only)
- Blessed Aegis moved from Tier 1 to Tier 2
- Inquisitorial Stormtrooper cost increased from 210 to 225 requisition
- Inquisitorial Operative build time increased from 24 to 28s
- Inquisitorial Operative weapon range reduced from 28 to 26
- Inquisitorial Operatives weapon cooldown time increased from 0.3 to 0.6 s
- Psychic Field is now interruptible
- Vindicare Assassin build time reduced from 32 to 24 seconds
- Vindicare Assassin weapon cooldown increased from 4.5 to 5.0
- Vindicare Assassin round switch duration from 2 to 4 s
- Vindicare Assassin now has a 0.85 speed modifier while switching rounds
- Vindicare Target Acquired reworked:
removed 50% damage buff
removed cooldown/reload debuff
added an on-hit effect granting vision of target for 10 s
- Purgation moved from T2 into T1
- Purgation Squad cost adjusted from 400 req to 300/30 cost
- Purgation Psycannon cooldown time increased from 0 to 0.5 s
- Rhino moved from T1 to T2
- Rhino health is now set to 500 by default (vehicle armor)
- Rhino 'Armored Plating' upgrade has been removed
- Rhino now allows for nearby squads to reinforce
- Rhino cost increased from 180/30 to 250/45
- Rhino Lascannon wind-up increased from 1 to 2
- Rhino Lascannon damage increased from 140 to 165
- Replaced Strike Squad Psycanon with a Psilencer
- Psilencer deals inferno damage
- Strike Squad Psybolt ammo cost reduced from 75/20 down to 65/15
- Canticle of Absolution no longer disables abilities
- Canticle of Absolution now improves cooldown recovery rate on own infantry (save SHI) by 2.5x while in area of effect
- Canticle of Absolution duration increased from 10 to 15 s
- Canticle of Absolution cast duration reduced from 3 to 2 s
- Purifier Justicar health regeneration increased from 1.0 to 2.0
- Purifier Psychic Field cast duration reduced from 2 to 1 s
- Brother-Captain Teleporter Pack has been removed
- GK Dreadnought grenade launcher removed for now due to fire animation bugs
- Purifier Justicar health regen increased from 1.0 to 2.0

Orks

- Slugga Burnaz cost increased from 65/15 to 80/15
- Deff Dredd dakkas dps increased from 9,46 to 12,298 (damage from 25 to 32,5)
- Painboy 'Stronga Cybork Implants' damage increase from 5% to 15%
- Kustom Forcefield cost increased from 110/25 to 110/30
- Supa Tuff Beam cost reduced from 150/60 down to 150/50
- Kommandos melee damage increased from 16 to 18
- Kommando Nob (squad) melee damage increased from 20 to 30
- Kommando Nob (squad) rocket damage increased from 40 to 50
- Shoot 'em Good can no longer knock back a single model more than once every 4 seconds

Tyranids

- Hive Tyrant Bio-Plasma cost reduced from 100/30 down to 100/25
- Ravener Alpha Burrow no longer slows him down by -25%
- Ravener Burrow Trap energy cost reduced from 45 to 40
- Ravener Crippling Talon wargear now grants an additional +50 health
- Terrify cooldown increased from 60 to 90s
- Lictor (unit) melee skill increased from 60 to 70
- Genestealer has undersone some substantial changes
Genestealer 'Rending Claws' has been moved from T3 to T2
'Adrenal Rush' heal on hit reduced from 5% to 2.5%
'Adrenal Rush' damage reduced from 40% to 20%
'Adrenal Rush' ranged damage reduction increased from 45% to 60%
- Carnifex pop increased from 18 to 20 (upkeep remains the same)
- Carnifex Bio-Plasma radius increased from 5 to 6 (+added the damage modifier long distance from 8 to 6 with 0.5 damage modifier)
- Infestation Tower sight radius lowered to 15 from 30, keen sight radius lowered from 5 to 0 (did not detect either way)
- Infestation Tower no longer reduces incoming damage
- Lictor Alpha health reduced from 630 to 600
- Termagant cost increased from 240 to 260
- Zoanthrope cost increased from 400/40 to 400/60
- Zoanthrope Focused Warp Blast no longer snares vehicles
- Zoanthrope Focused Warp Blast damage increased from 100 to 165
- Zoanthrope Focused Warp Blast can now only be used on Super Heavy Infantry or Vehicle units
- Zoanthrope Focused Warp Blast range reduced from 65 to 60
- Zoanthrope Focused Warp Blast cooldown decreased from 30 to 20 s
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Oddnerd
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Re: Elite Mod 2.5.0

Postby Oddnerd » Sun 21 Feb, 2016 7:41 pm

Many thanks to our shadowy overlords. I will be sure to spam the chat channel and let the people who don't frequent the forums know that the update is out.

- Improved reliability of Lord Commissar's execution abilities
- Improved reliability of Catachan's shotgun blast & ol' unreliable execution abilities


Awesome fixes. Maybe you can rename ol' unreliable back to ol' reliable :D
Last edited by Oddnerd on Sun 21 Feb, 2016 7:57 pm, edited 1 time in total.
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Psychonaut
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Re: Elite Mod 2.5.0

Postby Psychonaut » Sun 21 Feb, 2016 7:56 pm

Image
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Rewston
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Re: Elite Mod 2.5.0

Postby Rewston » Sun 21 Feb, 2016 8:01 pm

Yay, going to have some fun with this :3
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egewithin
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Re: Elite Mod 2.5.0

Postby egewithin » Sun 21 Feb, 2016 8:17 pm

Indrid wrote:- Fixed Carapace Armor granting the Lord Commissar a net +75 hp every time he equipped and then un-equipped the Carapace Armor


WOW ! How did you figure out this bug exists?

Indrid wrote:New Space Marine Elite Scheme: Lamenters
Genestealer 'Rending Claws' has been moved from T3 to T2


Image
Last edited by egewithin on Sun 21 Feb, 2016 8:47 pm, edited 3 times in total.
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Psycho
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Re: Elite Mod 2.5.0

Postby Psycho » Sun 21 Feb, 2016 8:18 pm

New Space Marine Elite Scheme: Lamenters


Extremely tempted to switch to SM just for that. Catachan and LC fixes still keep me on IG, however.

Also obligatory rambling about no guardsman deployable cover changes.
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Wise Windu
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Re: Elite Mod 2.5.0

Postby Wise Windu » Sun 21 Feb, 2016 8:20 pm

firatwithin wrote:
Indrid wrote:- Fixed Carapace Armor granting the Lord Commissar a net +75 hp every time he equipped and then un-equipped the Carapace Armor


WOW ! How did you figure out this bug exists?
I think I was checking to make sure the upgrade and tooltip were right, and noticed the numbers didn't match up.
Deflaktor
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Re: Elite Mod 2.5.0

Postby Deflaktor » Sun 21 Feb, 2016 8:35 pm

Hooray for all those bug fixes! Finally =) Thanks guys!!

On a side note, that amazon mirror seems really slooow (50 kb/s on my side)
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egewithin
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Re: Elite Mod 2.5.0

Postby egewithin » Sun 21 Feb, 2016 8:37 pm

Deflaktor wrote:Hooray for all those bug fixes! Finally =) Thanks guys!!

On a side note, that amazon mirror seems really slooow (50 kb/s on my side)


+80 from dowreplays.
GrootOpperhoofd
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Re: Elite Mod 2.5.0

Postby GrootOpperhoofd » Sun 21 Feb, 2016 9:27 pm

So I can now play Gay Knights *cough* Gray Knights without people calling me "noob idiot" or "retard faggot" ey?
Looks good :D

EDIT:
"GK Dreadnought grenade launcher removed for now due to fire animation bugs"

some of these GK nerfs seems over the top but this one is making me sad.
Last edited by GrootOpperhoofd on Sun 21 Feb, 2016 10:10 pm, edited 1 time in total.
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Oddnerd
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Re: Elite Mod 2.5.0

Postby Oddnerd » Sun 21 Feb, 2016 9:43 pm

GrootOpperhoofd wrote:So I can now play Gay Knights *cough* Gray Knights without people calling me "noob idiot" or "retard faggot" ey?
Looks good :D



No, that will never change <:^)
bibotot
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Re: Elite Mod 2.5.0

Postby bibotot » Sun 21 Feb, 2016 10:03 pm

Some thoughts on this:

- Grey Knight Terminators will be played more now that Paladins can no longer retreat. I get the idea that Grey Knight Terminators are faster than Space Marine counterparts, having that Eldar gene in there, but this is still hilarious.

- Karskin finally get Heavy Infantry profile. Awesome. I have been waiting for that.

- Termagant cost has been increased? What? Why? I would prefer their flame resistance is removed instead.
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Indrid
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Re: Elite Mod 2.5.0

Postby Indrid » Sun 21 Feb, 2016 10:14 pm

Hormagaunts have infantry_fire_resist, not Termagants.
Darkhero1170
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Re: Elite Mod 2.5.0

Postby Darkhero1170 » Sun 21 Feb, 2016 11:16 pm

good job!!!

Keep Working,sincere thanks from the WIC community!!
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Lichtbringer
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Re: Elite Mod 2.5.0

Postby Lichtbringer » Sun 21 Feb, 2016 11:24 pm

Indrid wrote:- D-Cannon projectile changed from missile to artillery to prevent terrain hits (tracer effect had to be removed)
- grenade_pvp damage modifier to vehicles increased from 0.25 to 0.5
- missile_pvp damage modifier to infantry reduced from 1 to 0.5 and to heavy infantry from 1 to 0.75


Oh yeah! Thanks a lot to everyone involved :D
(I hope Missle_pvp damage reduction against applies to plaguemarines. On the other hand, my darkreapers will still mostly eat the rockets :/)
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HiveSpirit
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Re: Elite Mod 2.5.0

Postby HiveSpirit » Sun 21 Feb, 2016 11:54 pm

Looking forward to try these new things out. Havnt played for a while, but the new stuff brings on the mood again =D
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Trazyn The Infinite
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Re: Elite Mod 2.5.0

Postby Trazyn The Infinite » Mon 22 Feb, 2016 2:37 am

Does Chaos feel weaker to anyone else? Just went through a few games as Chaos Lord and Plague Champion and did extremely badly against Imperial guard in both scenarios
Thibix Magnus
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Re: Elite Mod 2.5.0

Postby Thibix Magnus » Mon 22 Feb, 2016 5:10 am

Thank you so much ! Some units and heroes back from terrible social exclusion... DOW2 reintegration patch ¬.¬

What's all this about charge damage exactly ? Is it about horma leap for example ?
Thunderhost
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Re: Elite Mod 2.5.0

Postby Thunderhost » Mon 22 Feb, 2016 8:29 am

Thibix Magnus wrote:Thank you so much ! Some units and heroes back from terrible social exclusion... DOW2 reintegration patch ¬.¬

What's all this about charge damage exactly ? Is it about horma leap for example ?


Carnifex/Hive Tyrant/Blood Crusher/Venerable Dread I guess
WNxDarkRaven
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Re: Elite Mod 2.5.0

Postby WNxDarkRaven » Mon 22 Feb, 2016 3:21 pm

Awesome! Kudos to the modders!
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Lichtbringer
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Re: Elite Mod 2.5.0

Postby Lichtbringer » Mon 22 Feb, 2016 4:07 pm

Thibix Magnus wrote:Thank you so much ! Some units and heroes back from terrible social exclusion... DOW2 reintegration patch ¬.¬

What's all this about charge damage exactly ? Is it about horma leap for example ?


The charge could wipe whole squads in retreat.
Thibix Magnus
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Re: Elite Mod 2.5.0

Postby Thibix Magnus » Mon 22 Feb, 2016 5:31 pm

Thunderhost wrote:
Thibix Magnus wrote:Thank you so much ! Some units and heroes back from terrible social exclusion... DOW2 reintegration patch ¬.¬

What's all this about charge damage exactly ? Is it about horma leap for example ?


Carnifex/Hive Tyrant/Blood Crusher/Venerable Dread I guess


duh thanks it was quite obvious actually
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fankater
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Re: Elite Mod 2.5.0

Postby fankater » Mon 22 Feb, 2016 6:42 pm

Can someone stop this worthless map madness ? Do you even testing them before release ? That Minethera Outpost suck balls, never encounter so many pathing issues on single map :/
For the Emperor skurwysyny !
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Swift
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Re: Elite Mod 2.5.0

Postby Swift » Mon 22 Feb, 2016 10:31 pm

fankater wrote:Can someone stop this worthless map madness ? Do you even testing them before release ? That Minethera Outpost suck balls, never encounter so many pathing issues on single map :/

Well firstly, I've tested it extensively for one and a half years, so yeah we do. Secondly, it was my first map and I screwed up a bit in the initial stages but it can be changed or reduxed quite easily. And thirdly, make your own piggin' map, it's not easy. Or git gud 8-)

Hopefully to alleviate some of these issues I have updated the map as follows:

Minethera Outpost V1.1:
- Turret positions changed to increase fields of fire to prevent enemies sneaking around some
- Southernmost and northernmost power nodes moved further west and east respectively to prevent "power clumping" and easy gen bashes
- Large ungarrisonable house and certain smaller structures and trees moved to promote better pathing


This new version will be available in an upcoming hotfix. For now I urge caution when playing it as the southern power node sometimes has issues with generator landing patterns meaning you cannot purchase all three in some cases.
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linkthestink
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Re: Elite Mod 2.5.0

Postby linkthestink » Tue 23 Feb, 2016 4:37 am

Taros mining facility map is bugged. If you're on the right hand side bottom spot. I was playing chaos and for some reason my hero started behind the base. Later on when I was tier 3 and bought back my hero he was stuck behind the base and couldn't leave.
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Swift
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Re: Elite Mod 2.5.0

Postby Swift » Tue 23 Feb, 2016 10:40 am

I know it's small, but can you add:

- Lugganath Glacier updated and rebalanced


or something similar to the changelog?
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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Re: Elite Mod 2.5.0

Postby ytimk » Tue 23 Feb, 2016 11:55 am

If I had children to sacrifice to XYZ in your honour and to give thanks I would. Thank you mod crew :).

And the map makers! Five new maps? They actually did it! The absolute mad men!
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ChrisNihilus
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Re: Elite Mod 2.5.0

Postby ChrisNihilus » Wed 24 Feb, 2016 8:40 am

Noise Marine Sonic Blaster now has a 1.5 s delay before disabling infantry

That's a harsh nerf.
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Atlas

Re: Elite Mod 2.5.0

Postby Atlas » Wed 24 Feb, 2016 4:55 pm

ChrisNihilus wrote:
Noise Marine Sonic Blaster now has a 1.5 s delay before disabling infantry

That's a harsh nerf.


Deserved nerf imo. NM just reks some matchups (vs eldar is probably the most egregious) on top of all it's other stuff. You'll still do dps, but now the player can actually throw his grenade now.
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Re: Elite Mod 2.5.0

Postby Thibix Magnus » Fri 26 Feb, 2016 5:03 pm

Another question:

D-Cannon projectile changed from missile to artillery to prevent terrain hits (tracer effect had to be removed)

What is, say, the official position about that? Is it considered still temporary or rather a stable/definitive solution ?

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