Installation:
--------------------------------------------------
Here is the current changelog for 2.6. The test patch download link can be found >>here<<.
Download Instructions:
* Download the file. It'll just be a folder called Elite_test.
* Extract(or drag and drop) the Elite_test folder you downloaded into your game's main directory. The standard directory filepath is C:// -> Program Files (or (x86)) -> Steam -> steamapps -> common -> Dawn of War II: Retribution.
* With the folder placed in your directory, open it. Inside you will find in Elite_test there's a module called Elite_test.module. Copy this file.
*Paste this module into the main directory, just outside of the folder.
*Now go into your Steam Library. On DoW2, right click on the icon.
* Go into Properties -> Set Launch Options
* Set your launch options to " -applaunch 56400 -nomovies -modname Elite_test " This will make your Steam link go into the test version.
* If you have a shortcut on your desktop, make sure you change the target on it as well, if needed.
* You can revert back to 2.5 by simply changing " -modname Elite_test " back to " -modname Elite ".
Extra Tooltip Instructions:
* In the folder you found the Elite module file, this time copy Elite_en.ucs.
* From your main game directory, navigate to GameAssets -> Locale -> English.
* Paste the file in there.
* In the same folder, copy "Elite.ucs" and paste it somewhere safe. This is a backup now.
* With this done, rename the Elite_en.ucs file to Elite.ucs in the English folder. You now have (mostly) updated tooltips.
--------------------------------------------------
Preamble:
Anyway, this is the test version of 2.6. Hope you all enjoy this one! We feel that this patch is going to be really solid and, with the exception of OM, is almost entirely balance focused. Being a test version of the patch, it isn't entirely polished or complete.
To that end, please report any bugs/indiscrepancies you find while playing. In addition, please feel free to add in your own thoughts and feedback in this thread. This is the time to let it be known, before it entirely ships out!
From time to time, I'll be adding in these tickers to the Test Changelog. They are categorized as:
(bugged) - which normally indicates that something is not working as intended, along with an explanation.
(suggestion) - which is usually a proposal of some sort or, at least at first, changes that were documented but not implemented in the test version.
(need clarification) - when something is missing information or not clear.
Alright, with that said, let's get to it!
--------------------------------------------------
General/Bug Fixes
- Main Menu screen updated from Wraithlord to Necron Lord.
- Fix Apothecary aura disappearing after exiting a Webway Gate.
- Fix Scout/Ranger voice lines when entering stealth - enemies should no longer hear them.
- Fire Dragon Scatter disabled - fixes dmg vs transport bug.
- Catachan Devils Explosive Shot costing double energy fixed.
- Dire Avenger Exarch Damage Resistance Aura ranged damage reduction decreased from 20% to 5% while in retreat.
- Nurgle Shrines no longer suppresses Nob squads under the effect of Frenzy.
- Heretic In-combat health regen multiplier increased from 0 to 0.5. (need clarification - Note it's a bug fix, not attempted balance fix.)
- (suggestion - check Flare Global effect on Plasma Cannons (Pdevs/Plasma Dread)
Touch of Nurgle
- No longer deals triple damage when used on Heretics.
- No longer revives the Plague Champion.
Hold Fire Ability
- Hold Fire ability added for most vehicles and setup teams with lascannons/ anti-vehicle weapons.
- Hold Fire is a sustained ability with no cooldown, energy cost and infinite duration.
- When a vehicle or squad is in Hold Fire mode, all weapons are entirely shut down (including sponsons, crewmates etc etc)
- In Hold Fire mode, the unit will only attack when given express attack orders on a target. (need clarification)
Rotation Rates
- Chaos Lord rotation rate increased from 160 to 250.
- Plague Marine Rotation rate decreased from 600 to 250.
- Chosen Plague Marine rotation rate decreased from 600 to 300.
- Brother-Captain rotation rate increased from 160 to 250.
- Model rotation speed increased from 160 to 400.
- Grey Knight Terminator/ Grey Knight Paladin rotation rate increased from 200 to 250.
Hotkey Changes
- Ordo Malleus Cleanse Global hotkey set to F2.
- Ordo Malleus Mind Blades hotkey set to F3.
- Ordo Malleus Canticle of Absolution hotkey set to F4.
- Vindicare Assassin Exitus/Turbo Penetrator rounds hotkey changed from W to Q. (suggestion)
- Vindicare Assassin Target Acquired hotkey changed from E to W. (suggestion)
- Vindicare Assassin Hold Fire hotkey changed from R to E. (suggestion)
- Grey Knight Terminator Hammerhead hotkey set to W.
- Rhino Hold Fire hotkey changed to E.
- Whirlwind Hold Fire hotkey changed from R to W.
- Predator Hold Fire hotkey changed from R to Q.
- Chaos Predator Hold Fire hotkey changed from R to Q.
- Land Raider Phobos Hold Fire hotkey changed from R to E.
- Havok Hold Fire hotkey changed from R to Q.
- Chose Plague Marine Nurgle's Rot hotkey changed from E to Q.
- Chaos Tzeentch Dread now has the Hold Fire ability - set to W.
- Eldar Guardian Weapon Team Hold Fire hotkey changed from R to E.
- Eldar Fire Prism Hold Fire hotkey changed from R to W.
- IG Heavy Weapons Team Hold Fire hotkey changed from R to Q.
- Baneblade Hold Fire hotkey changed from R to W.
- Looted Tank Hold Fire hotkey changed from R to W.
- Looters Hold Fire hotkey set to E.
- Weirdboy Hold Fire hotkey swapped from T to Y (swaps with Foot of Gork)
- Devastator Hold Fire hotkey moved from R to W.
- Plasma Devastator Hold Fire hotkey moved from R to Q.
- Zoantrope Hold Fire hotkey moved from R to E.
- Carnifex Hold Fire hotkey moved from R to E.
-Tyrant Guard Charge Hotkey changed from W to Q.
-Tyrant Guard Shieldwall Hotkey changed from Q to W.
--------------------------------------------------
Chaos Space Marines
--------------------------------------------------
Chaos Lord:
- Blood Sacrifice Global red cost increased from 150 to 175.
- Drain Life ability damage inflicted increased from 120 to 180.
- Lightning Claw wargear cost reduced from 200/50 to 150/50. (bugged in test - still costs 200/50 ingame) - fixed
Chaos Sorcerer:
- Dark Flames Global red cost reduced from 150 to 125.
- Chaos Sorcerer bolt pistol with default sword and flame sword damage
increased from 14 to 21.
- Rod of Warpfire wargear cost reduced from 150/30 to 130/25.
Chaos Space Marine Squad:
- Mark of Khorne upgrade cost reduced from 70/30 to 70/25.
Chaos Havocs:
Autocannon
- Burst duration decreased from 3 seconds to 2.5 seconds.
- Damage decreased from 55 to 50.
- Weapon wind down decreased from 1 to 0.5.
- Reload frequency from 0 to 2.
- Reload duration from 0 to 1.
Bloodcrusher:
- Cost increased from 250/60 to 280/60.
- Experience yield increased from 500 to 600.
Plague Marines:
- Acceleration decreased from 30 to 8.
- Upkeep increased from 10.2 to 12.75.(need clarification - now normalized)
Chaos Dreadnought:
- Blood Rage ability duration reduced from 15 seconds to 12 seconds.
- Frenzied Barrage ability flame damage removed.
- Mark of Tzeentch upgrade cost reduced from 100/30 to 80/25. (suggestion - make a little cheaper)
Chaos Predator:
- Population cost increased from 15 to 18.
--------------------------------------------------
Eldar
--------------------------------------------------
Warlock:
- Cloak of Shadows wargear now grants an additional 1 e/s regeneration.
- Witchblade of Kurnous wargear cost reduced from 100/35 to 100/30.
Warp Spider Exarch:
- Entangling Web wargear moved from T1 to T2.
Dire Avengers:
- Dire Avenger hp reduced from 120 to 110.
- Dire Avenger Battle Equipment grants 10% hp increase for squad members.
Dire Avenger Exarch
- Hp reduced from 275 to 250.
- Dire Avenger Exarch Damage Resistance Aura ranged damage reduction changed from 20% to 10% at level 1/2 and 20% at Level 3/4.
- Exarch leap knockback type changed from light_weapon_pvp to weapon_pvp.
- Exarch leap domino strength reduced from 50 to 0.
- Exarch pop cost increased from 2 to 3.
- Exarch upkeep cost increased from 4.1538 to 7.65.
Howling Banshee Squad:
- Exarch cost reduced from 90/25 to 90/20.
Warp Spider Squad:
- Haywire grenade energy cost reduced from 50 to 40. (suggestion - make sure Haywires don't stack snares with each other)
- Haywire grenade cooldown reduced from 48 to 40 seconds.
Fire Dragon Squad:
- Cost increased from 360/30 to 360/40.
Falcon:
- Falcon Speed reduced from 8 to 7.
Energy Shield
- Falcon Energy shield upgrade cost reduced from 100/35 to 100/30.
- Falcon Energy Shield upgrade in T3 no longer reduces falcon speed by 1.
- Energy Shield conversion ratio decreased from 5:1 health to energy ratio to
3.5:1 health to energy ratio.
Wraithlord:
- Health regeneration increased from 0.5 hp/s to 1 hp/s. (~1.7 hp/s at Level 4)
Wraithguard:
- Wraithguard can no longer fire on the move.
- Wraithguard health increased from 666 to 700.
- Wraithguard Exarch can no longer leap or knockback targeted units. (suggestion)
--------------------------------------------------
Ordo Malleus:
--------------------------------------------------
Globals:
- Dark Excommunication replaced with Canticle of Absolution.
- LRC call-in replaced with Cleanse.
Canticle of Absolution
- Canticle of Absolution unlocks in T2.
- Canticle of Absolution red cost set at 175.
- Canticle of Absolution ability unchanged from Mantle of Terra form. (need clarification - as in it is the same exact ability)
Cleanse (suggestion - some people recommended new name like Purify/Restore/Invigorate/Revitalize)
- Cleanse global is unlocked in T1 and costs 50 red. (need clarification - cooldown time?)
- Cleanse global instantly restores 50 energy to the targeted unit.
- Cleanse works on all allied infantry and hero units. (No vehicles)
Brother-Captain:
- Brother-Captain hp reduced from 1000 to 850. (suggestion)
Blessed Aegis
- Moved from T2 to T1.
- Cost decreased from 110/25 to 100/25. (likely getting cost increased to somewhere near 125/25)
- No longer grants increased health and health regeneration. (bugged in test - still grants hp regen) - fixed
- Now grants the Aegis ability that absorb damage at the cost of energy.
- Aegis shield absorbs damage at a 2.5:1 health to energy ratio.
Mantle of Terra
- No longer grants the Canticle of Absolution ability.
- Health increase increased from 200 to 250.
- Mantle of Terra no longer grants an energy regeneration bonus. (bugged in test - still gives energy regen) - fixed
- Now decreases all Brother-Captain ability cooldowns by 30%.
Unending Purge
- No longer grants health regeneration below 50%.
- Now increases health by 100.
- Now increases energy regeneration by 1.5 e/s when under 50% hp.
Psychic Lash
- Moved from T2 to T1.
- Cost decreased from 100/35 to 100/25.
- Damage reduced from 170 to 80.
- Range increased from 30 to 35.
- Knockback type changed from weapon knockback to ability knockback.
- Psychic Lash now effects allies.
Nemesis Vortex
- Moved from armor slot to accessory slot.
- No longer grants additional hp and energy.
- Cost decreased from 150/30 to 120/25.
- Detonation time decreased from 10s to 5s.
Nemesis Warding Staff
- Ward ability energy cost increased from 45 to 50.
Holy Armor of Titan
- Moved from T3 to T2.
- Cost increased from 200/40 to 200/50.
- No longer decreases all ability cooldowns.
- Immortal cooldown reduced from 80 seconds to 60 seconds.
Inquisitorial Storm Troopers:
- Squad cost increased from 225/0 to 240/0.
- Lasgun damage per hit increased from 16 to 18.
- Inquisitorial Storm Trooper experience yield decreased from 100 to 75. (suggestion)
Sergeant
- Cost increased from 65/25 to 75/25.
- Melee Skill increased from 50 to 70.
- Sergeant keen sight range reduced from 30 to 15.
- Frag Grenade no longer has a minimum range.
- Sergeant now reinforces squad two at a time. (bugged in test - non-functional) - fixed
Acolyte Leader
- Acolyte moved to T2.
- Melee Skill increased from 60 to 70.
- Eviscerator removed.
- Eviscerator replaced with Chainsword and Laspistol. (same stats as Sergeant)
- Acolyte healing aura no longer affects allied units.
- Acolyte healing aura hp regen rate increased from .25 hp/s per model to 1.25 hp/s per model while squad is in combat.
Strike Squad:
- Cost decreased from 450/0 to 400/0.
- Storm bolter damage per hit reduced from 28 to 21.
- Justicar storm bolter damage per hit reduced from 28 to 21.
- Justicar Force Sword dps reduced from 34.62 to 30.
- Now starts with the Purification ability.
Psycannon
- Incinerator and Psilencer upgrade removed.
- Now has the Psycannon upgrade for 75/25.
- Psycannon upgrade now grants 1 Psycannon instead of 1 Psilencer.
Inquisitorial Operatives:
- Squad now has a passive range 30 keen sight. (bugged in test - lacks the detector icon) - fixed
- Ops Shotgun damage per hit increased from 15 to 17.
Fallback Plan
- Fallback Plan Smoke grenade changed to a flash grenade. (this is talking about the grenade the squad drops when it retreats)
- Flash grenade now lowers the sight range and movement speed of all enemy targets caught in a radius 15 by 75% and 25%, respectively. (bugged in test - affects allies as well) - fixed
- Fallback Plan ability no longer grants speed and damage resistance increases.
- Fallback Plan ability now grants 3.0 hp/s per model to the squad for 10 seconds after used.
Sergeant
- Now wields a shotgun, instead of a Lasgun. (same stats as Ops shotgun)
- Now grants the Melta Bomb ability (160 melta damage). (bugged in test - lacks the grenade icon) - fixed
Purgation Squad:
- Cost decreased from 300/30 to 280/30. (bugged in test - 285/30 ingame) - fixed
- Upkeep reduced from 12.75 to 10.2.
- Setup time increased from .6 seconds to 1 seconds.
- Teardown time decreased from .4 seconds to .2 seconds.
Psycannons
- Psycannon upgrade removed.
- Clear Vision ability removed.
- Upgrade replaced with Psilencers upgrade.
Psilencers
- Psilencers upgrade now grants the squad 3 Psilencers, instead of 3 Psycannons.
- Psilencers upgrade cost reduced from 100/30 to 70/25.
- Psilencers upgrade now grants the Rending ability.
Rending
- Rending ability increases damage vs vehicles from .1 to 1 for 15 seconds.
- Rending attributes set to 50 energy, 10 second cooldown. (suggestion - from 10s to 15s to match duration)
Rhino:
- Rhino upkeep increased from 20.2 to 25.5. (suggestion)
- Rhino Heavy Bolter price increased from 100/0 to 75/15. (suggestion)
Grey Knight Dreadnought:
- Grey Knight Dreadnought cost increased from 410/120 to 450/120.
Plasma Cannon
- Range increased from 38 to 55.
- Damage decreased from 180 to 120.
- Cooldown decreased from 2 to 0. (getting reverted - too stronk)
Inferno Cannon
- Inferno Cannon upgrade now grants the Maelstrom ability.
- Range increased from 27 to 30.
- Inferno Cannon Firing Pattern changed.
Inferno Cannon Firing Pattern Changes
- Cooldown decreased from 2 to 0.
- Dps increased from 15 to 20.
- Burst duration decreased from 3 seconds to 2 seconds.
- AoE radius increased from 5 to 7.
Dreadnought Claws
- Claws upgrade no longer grants the Maelstrom ability.
- Claws upgrade health increase increased from 150 to 300.
Purifier Squad:
- Purifier Energy Field cast duration removed.
Terminator Librarian:
- Terminator Librarian cost reduced from 350/65 to 350/60. (suggestion)
- Terminator Librarian now starts with the Purification ability. (same as Strikes/Purifiers) (suggestion)
Vindicare Assassin:
- Vindicare Assassin Target Aquired ability now has decreased energy cost and cooldown. (need clarification)
- Vindicare Assassin now has the Hold Fire ability. Might not have been immediately obvious, so mentioned here.
- Vindicare Assassin Cameleoline Stealth Suit cost decreased from 75/20 to 75/15. (suggestion)
- Vindicare Assassin passive infiltration outside of cover duration decreased from 3 seconds to 2 seconds. (suggestion)
- Vindicare Assassin Round Switch duration decreased from 4 seconds to 2 seconds. (suggestion) (need clarification - might have to alter damage pattern)
Interceptor Squad:
- Interceptor Squad cost decreased from 500/60 to 450/50. (bugged in test - 500/60 ingame) - fixed
- Justicar upgrade cost decreased from 90/25 to 90/15.
- Improved teleport delay decreased from 0.5 seconds to 0.25 seconds.
- Interceptor Squad now starts with Krak and Psyk-Out Grenades.
Grenades
- Psyk-Out grenades energy cost increased from 0 to 25.
- Psyk-Out & Krak grenades cooldown decreased from 50 seconds to 40 seconds.
Land Raider Crusader:
- Land Raider Crusader cost decreased from 800/200/250 to 800/200/0. (Req/Power/Red)
- Land Raider Crusader is now built from base and requires T3. (need clarification - build time?)
--------------------------------------------------
Imperial Guard
--------------------------------------------------
Inquisitor:
- Infiltrated Storm Troopers call-in cost reduced from 250/0/150 to 200/0/125.
- Inquisitorial Mandate cost reduced from 120/35 to 120/30.
- Interrogator's Armor cost reduced from 110/25 to 110/20.
- Holy Pyre ability duration reduced from 30 seconds to 15 seconds. Detection radius increased from 20 to 30. (Matches radius + damage with its vfx)
Assail
- Assail is once again a channeled ability that immobilizes the Inquisitor during casting.
- Damage increased from 7.5 piercing damage per second to 10.
Lord Commissar:
- Lord Commissar Carapace Armor Inspire Courage ability no longer grants the Lord Commissar suppression immunity, but does break suppression upon using Inspire Courage.
- Execute, Inspire Courage and Inspire Determination abilities no longer requires sight after being activated.
Fist of Brokus
- Fist of Brokus' None Shall Fall ability no longer affects non-IG units.
- Fist of Brokus' None Shall Fall ability duration reduced from 30 to 15 seconds.
Lord General:
- Lord General Melta Guns range increased from 20 to 24.
- Vox Operator now increases the retinue energy regen by 1e/s.
Heavy Weapons Team:
- Heavy Weapons Team cost increase from 225/30 to 250/30.
Autocannon
- Burst duration decreased from 3 seconds to 2 seconds.
- Number of bursts per reload (reload frequency) increased from 1 to 2.
- Autocannon damage decreased from 60 to 51.
Catachan Devils:
- Catachan cost increased from 300/30 to 350/35.
- Catachan shotgun damage increased from 20 to 22.
- Catachan Devils hp increased from 140 to 165. (Both Sarge and Leader model hp unchanged)
- Catachan Devils now start with the Smoke Grenade and Improvised Explosives abilities in addition to the Explosive Shot and Ol’Unreliable abilities. (need clarification - Demoman upgrade is now wrapped into the squad at purchase. This is the reason for the hp and ability changes.)
- Catachan Sergeant leader population reduced from 2 to 0.
Artillery Spotter Squad:
- Spotter Squad now has the Flare Shell ability.
Flare Shell
- Flare Shell ability unlocks as a T2 upgrade.
- Flare Shell cost set at 75/10.
- Flare Shell now grants keen sight in a radius of 40 from the detonation point.
- Flare Shell lasts 20 seconds.
- Flare Shell cooldown set to 40 seconds.
- Flare Shell cooldown timer shared with Smoke Shell.
Storm Trooper Squad:
- Storm Trooper Anti-Armor Kit upgrade now gives Storm Troopers a 20% hp increase.
Bane Wolf:
- Bane Wolf speed reduced from 8 to 7.
- Bane Wolf Chem Bomb ability damage reduced from 10 damage per second to 5.
- Bane Wolf Chem Bomb ability cooldown increased from 30 seconds to 40 seconds.
Leman Russ:
- Leman Russ Vanquisher Cannon upgrade cost reduced from 150/30 to 140/25.
- Leman Russ Executioner Cannon upgrade cost reduced from 150/30 to 120/25.
(need clarification - Was Elite Tank Crew removed?)
Baneblade:
- Baneblade cost reduced from 1000/200 to 700/180.
- Demolisher Cannon ability range reduced from 50 to 40.
- Baneblade primary cannon damage reduced from 180 damage per shot to 150.
- Baneblade hp reduced from 3250 to 2750.
--------------------------------------------------
Orks
--------------------------------------------------
Warboss:
- Warboss Boss Pole cost increased from 115/20 to 115/25.
- Warboss Angry Bitz “Now I'm Angry!” damage buff now based on distance charged. (need clarification)
- Warboss Cybork Implants cost reduced from 110/25 to 110/20.
- Warboss 'Eavy Armor wargear cost reduced from 200/60 to 180/50.
- Use Your Choppas global melee skill increase reduced from 60 to 40.
Spiky Armor
- Spiky Armor cost decreased from 100/30 to 100/25.
- Spiky Armor hp regen reduced from 3.5hp/s to 2hp/s.
Kommando Nob:
- Hide da Boyz global cooldown increased from 40 to 70 seconds. (suggestion - 70s to 60s)
Mekboy:
- More Dakka global reload time modifier reduced from 0.5 to 0.
- Overcharged Force Field Ranged resistance reduced from 70% to 50%.
- Mekboy turret cost reduced from 150/20 to 125/15.
- Electric Armor cost reduced from 110/30 to 100/25.
Supa Tuff Beam
- Supa Tuff Beam energy cost increased from 50 to 70.
- Supa Tuff Bean damage reduction reduced from 70% to 50%.
Slugga Boyz:
- Slugga Nob hp decreased from 350hp to 300hp.
- Slugga Nob squad HP buff increased from 10% to 15%.
- Slugga Nob leader upkeep increased from 7.65 to 9.
- Slugga Nob can now build Waagh Banners.
Shoota Boyz:
- Level scaling adjusted so that Level 4 Shootas do 1.3x ranged damage. (from 1.16x at Level 4)
Stormboyz:
- Stormboy Nob leader upkeep increased from 7.65 to 9.
- Stormboy boy upkeep decreased from 7.65 to 6.
Painboy:
- Painboy cost increased from 350/30 to 350/35.
- Painboy now has a 40% melee resistance aura.
- Unstable Fuel Injection damage reduced from 50 to 40.
Stikkbommas:
- Stikkbomma melee skill reduced from 80 to 70.
Kommando Squad:
- Kommando Squad cost increased from 400/40 to 400/50.
- Kommando Squad Burna Bomb energy cost increased from 40 to 60.
--------------------------------------------------
Space Marines
--------------------------------------------------
Force Commander:
- Terminator Force Commander Terminator Armor cost reduced from 200/100 to 150/80.
- Terminator Force Commander Heavy Flamer cost reduced from 70/70 to 70/40.
- Terminator Force Commander Assault Cannon cost reduced from 70/50 to 70/40.
- Terminator Force Commander Lightning Claws cost reduced from 70/40 to 50/30.
Scouts:
- Requires no nearby enemies within range 25 for Elite Training hp regen to take effect. (need clarification - energy regen is unaffected)(suggestion - hypothetical situation was raised where a player could tell there were infiltrated units nearby through the hp regen even without the Sarge upgrade.)
Tactical Marine Squad / Sternguard Veteran Squad:
- Tactical Marine Squad Sergeant cost reduced from 75/25 to 70/20.
- Sternguard Veteran Squad melee skill increased from 60 to 70.
- Sternguard Veteran Squad cost reduced from 100/30 to 100/25.
Assault Space Marine Squad/ Vanguard Veteran Squad:
- Assault Space Marine Squad Melta Bomb upgrade cost reduced from 50/25 to 50/20.
- Vanguard Veteran hp increased from 450 to 500.
Land Raider Redeemer:
- Land Raider Redeemer courage damage removed from flamer weaponry.
- Land Raider Redeemer Heavy Flamer damage increased from 18 dps to 22 dps.
Venerable Dreadnought:
- Venerable Dreadnought cost decreased from 600/100/300 to 600/50/300.(Req/Power/Red)
Terminator Squad:
- Assault Cannon upgrade cost reduced from 100/60 to 80/40.
- Heavy Flamer upgrade cost reduced from 80/40 to 80/30.
--------------------------------------------------
Tyranids
--------------------------------------------------
Hive Tyrant:
Venom Cannon
- Hive Tyrant Venom Cannon cost reduction from 140/40 to 120/30.
- Venom Cannon splash removed.
Brood Nest
- Health regeneration aura reduced from 2.5hp/s to 1hp/s.
- Reinforcement radius reduced from 50 to 40.
Ravener Alpha:
- Ravener Alpha Tunnel capacity increased to hold 7 squads at a time.
Hormagaunt Brood:
- Endless Swarm upgrade changed from adding two 0 pop leader models to the squad to instead merely increasing the maximum squad size by two. (need clarification - 10 member squad in Endless Swarm, but no die-last models in the squad.)
Ravener Brood:
- Ravener Brood cost increased from 350/40 to 450/50.
- Raveners already start with Devourers upgrade. (need clarification - Raveners now benefit from Melee Synapse)
- Devourer damage reduced from 22dps to 19dps.
- Melee Raveners now receive 90% ranged damage resistance when burrowing. (need clarification - referring to when they use the Burrow Jump, not when they are only burrowed.)
Enhanced Muscle Coil
- Upgrade price reduced from 60/20 to 40/10. (suggestion - from 40/10 to 50/15)
- Upgrade now grants a 20% hp increase and power_melee_pvp damage
type.
- Upgrade removes Devourer weaponry.
Tyrant Guard:
- Tyrant Guard cost increased from 400/55 to 400/60.
- Health regeneration from Shieldwall ability reduced from 20 to 15hp/s.
Ripper Swarm:
- Ripper Swarm melee resistance aura removed.
- Ripper Swarm dps reduced from 5 to 2.
--------------------------------------------------
Credits
--------------------------------------------------
Myrdal and Wise Windu are the guys who put together all the technical changes for this patch! Thank you to them first and foremost, because the rest of us are expendable
As usual, Caeltos was the final say in all this! Without him, none of us would be here at all.
Torpid put together the non-OM balance changes. In his usual style, it's very detailed and crunch-heavy. Well done
Torpid also credits a lot of talking partners like Big Mathis, Adila, Dark Hero etc etc. Too many to count actually!
Atlas took care of the OM stuff. I got the short end of the stick on this one But I hope you guys like what I did with the faction. Leave honest feedback! I'd also like to thank Cyris in particular, who was a great inspiration and talking partner with me on some key OM changes. Crewfinity also helped in spurts, but he's been very valuable in feedback!
Beyond all of that, thank you to the community at large! If you squint hard enough, you'll probably see a change that was proposed on the forum itself that made its way into the Changelog! We paid attention to what you wrote down, and a lot of it was good.