Elite 2.8

Elite (and related) releases.
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Atlas
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Elite 2.8

Postby Atlas » Sun 08 Jul, 2018 7:27 pm

Preamble:
Whew. No one is more happy that this is finally out then me. It's pretty clear we need to streamline this process as much as possible. Anyway! Hope you enjoy.

On top of the usual patch release, I'd also like to announce the new balance head Cyris! We've tried this last patch with the whole Inner Circle assembly thing and lacking a head honcho really hurt us in some ways. While the basic process of how we make the patches is unlikely to change much, as always we expect the balance head to be able to compile feedback and offer direction when necessary.
Speaking of feedback, if you want your balance suggestions heard and the fastest notifications to patch updates please head over to the Elite Team's discord server on this link https://discord.gg/s6A2vMH . We will always be watching the forums, but if you want to say something quick and easy, the Discord is there.

CREDITS
We received a huge helping hand from Black Relic this time around, who helped to engineer a lot of the changes! Thank you to Adila and Swift for the maps, we could use the spice. Myrdal, as always, thank you for handling the final installer this community wouldn't exist without you. Indrid, ty for handling the graphics for 2.8 and for keeping the community alive through your casts. Following that, ty to the Inner Circle for your input in the balance changes.

As a side note, you can always check out Indrid's Patreon link to support him if you like his casts! https://www.patreon.com/indrid
Also, Black Relic works on his own True40k Mod. He's working on his most recent update so unfortunately for now, all I can give you is his thread in the forum https://www.dawnofwar.info/forum/viewto ... it=True40k


Download Links:
This is a full installer of 2.8. You don't need any previous updates to install it properly.
UPDATED: Now a fully stable link. If you got the mega version don't worry, it's the same file.
UPDATED: New new link. Same content, just on Google Drive.
https://drive.google.com/open?id=11MuXR ... jNHYkyJGSA

Map Updates:
New Map: Calderis Desert(2p) by Adila
New Map: Hades Waste(6p) by Swiftsabre
Updated Map: Vulcan Pits(2p) by Swiftsabre
Updated Map: Angstrom Heights(6p) by Swiftsabre

Bug Fixes:
Fixed an issue where the Acid Splatter was not doing the proper area of effect damage.
Improved Psychic Lash responsiveness.

ImageChaos Space Marines

Chaos Lord:
Default Bolter range decreased from 38 to 26.

Chaos Sorceror:
Subjugation now grants the Sorceror 20% damage resistance for the duration of the effect.
Curse of Tzeentch’s effect is now canceled on retreat.

Plague Champion:
Bile Spewer damage modifier vs building light changed from 5 to 3.5.
Bile Spewer slow effect no longer stacks with suppression.

Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55.

ImageEldar

Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 150.

Warlock:
Restoration Field healing effect no longer stacks with base health regeneration.
Swift Movement global cost reduced from 100 to 85.

Warp Spider Exarch:
Phase Shift radius reduced from 15 to 10.

Farseer:
Armour of Fortune health increase reduced from 200 to 150.
Spirit Stones energy cost increased from 70 to 75.

Guardian Weapon Team:
Population cost increased from 3 to 4. (9 to 12)

Rangers:
Setup and Teardown time increased from .75 and .5 seconds to 1 and .75 seconds respectively.
Kinetic Pulse damage reduced from 25 to 5.
Pathfinder Gear energy regeneration increase reduced from +2 e/s to +1 e/s.
Pathfinder Gear no longer reduces the cooldown of Kinetic Pulse. (Now from 35 seconds to 50 seconds when PG is equipped)

Falcon:
Damage modifier on the eld_pulse_laser vs Building_Light reduced from 1.5 to 0.75. (venom_cannon_pvp)
Eld_dual_shuriken_catapults_fire_prism and eld_scatter_laser fire on the move accuracy reduced from 1 to .75.
Sight range reduced from 45 to 40.

ImageImperial Guard
Leman Russ Battle Tank:
Sight range reduced from 55 to 45.

Baneblade:
Cost increased from 700/180 to 800/180.
Primary cannon damage increased from 150 to 180.

ImageOrdo Malleus

Brother-Captain:
Storm Bolter range reduced from 38 to 26.
We are the Hammer now increases the speed of the Brother Captain by 1 by default.

Inquisitorial Operatives:
Operatives no longer gain bonus damage when coming out of full infiltration.
Operatives no longer have the Smoke Grenade ability.
Operatives now have the Incendiary Grenade ability. Requires the Fallback Plan upgrade.

Incendiary Grenade -
Throw an incendiary grenade that coats an area in flame. 40 grenade damage radius 7.5 initial detonation(no knockback), 5 flame_pvp damage per second for 10 seconds afterwards in a radius of 8. Range 25, Cooldown 50 seconds. Energy cost set to 60.

Purgation Squad:
Model hp reduced from 350 to 333.
Squad is no longer equipped with 3 Incinerators by default.
Squad is now equipped with 1 Incinerator and 2 sets of Stormbolters and Force Halberds.
Incinerator damage per hit increased from 7 to 16.
Incinerator courage damage increased from 25 to 45.
Stormbolter damage per hit set to 12. (7 dps)
Force Sword damage per hit set to 12. (12 dps)
Psilencers upgrade now equips the squad with only 1 Psilencer, rather than 3.
Psilencer damage per hit increased from 31 to 50.
Rending can now be cast whilst the squad is in a building.

Interceptor Squad:
Psycannon damage type changed from explosive_pvp to anti_vehicle_pvp.

ImageOrks

Warboss:
Use yer choppas red cost reduced from 100 to 75 red.
Default Shoota range reduced from 38 to 26.
Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60)
Bang Bang Hammer swing special attack damage increase from 55 to 90.
Bang Bang Hammer cost increased from 120/20 to 120/25.

Kommando Nob:
Betta Kombat Kit health increase increased from 100 to 175.
Betta Kombat Kit no longer increases the Kommando Nob’s energy by 25.

ImageSpace Marines

Terminator Force Commander:
Terminator Armor cost increased from 150/65 to 150/75.

ImageTyranids

Hive Tyrant:
Warrior Brood Call-In changed to Tyrant Guard Call-In at base 300/50/175. Unlocks in T2.
Bio Plasma now inflicts 7 flame dps for 10 seconds in radius of 5 around the area of impact.

Ravener Alpha:
Reinforced Chitin cost increased from 100/20 to 120/25.
Strengthened Sinew cost reduced from 110/20 to 100/20.
Acid Splatter splash damage increased from 15 to 20.
Acid Splatter main damage per hit reduced from 100 to 85.

Lictor Alpha:
Health increased from 620 to 630.
Sight range increased from 38 to 40.
Flesh hook energy cost reduced from 60 to 50.
Adrenal Glands heath increase increased from 100 to 150.
Spore Mine Call-In changed to Venom Brood Call-In, Cost 300/0/175, delay of 7 seconds. Unlocks in T2.

Corrosive Claws -
Debuff can now also be applied to vehicles.
Cost increase from 110/25 to 125/35.

Hormagant Squad:
Leap damage reduced from 3.5 to 1.75.

Ravener Brood:
Cost reduced from 400/45 to 400/40.
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Rostam
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Re: Elite 2.8

Postby Rostam » Sun 08 Jul, 2018 7:34 pm

yaaaaay Finally. Nice Work Fellas, especially Atlas which went sly marbo on this one
Thanks alot ;)
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Re: Elite 2.8

Postby egewithin » Sun 08 Jul, 2018 8:37 pm

There is a problem, mega.nz told me that I already used my free download limit. Can you please upload that thing to somewhere else?
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Atlas
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Re: Elite 2.8

Postby Atlas » Sun 08 Jul, 2018 8:47 pm

egewithin wrote:There is a problem, mega.nz told me that I already used my free download limit. Can you please upload that thing to somewhere else?


A new link will be uploaded when it's changed. We just wanted to get it out ASAP so we handed the mega link first.
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Re: Elite 2.8

Postby Dark Riku » Sun 08 Jul, 2018 8:58 pm

Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55.
Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 150.
Hormagant Squad:
Leap damage reduced from 3.5 to 1.75.
These all need a revert imo.

Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60)
You mean DPS from 60 to 75 then.
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Re: Elite 2.8

Postby Andreas Leonhardt » Sun 08 Jul, 2018 11:13 pm

Yea, change the upkeep of CSM for no reason. Seriously tho, why?

Do you guys don't like it when people go 2 csm or what
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Re: Elite 2.8

Postby Ayy Eye » Sun 08 Jul, 2018 11:16 pm

Guess you decided on no last stand in the end?
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Re: Elite 2.8

Postby Oddnerd » Sun 08 Jul, 2018 11:26 pm

Some of these changes... CSM upkeep, horm leap damage, UYC reduced to 75 red... I just don't get it.

Still, thanks to everyone who did the mostly thankless job of making this patch happen.
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Re: Elite 2.8

Postby xXKageAsashinXx » Sun 08 Jul, 2018 11:54 pm

Atlas wrote:Brother-Captain:
Storm Bolter range reduced from 38 to 26.
We are the Hammer now increases the speed of the Brother Captain by 1 by default.

Interceptor Squad:
Psycannon damage type changed from explosive_pvp to anti_vehicle_pvp.

I've already mentioned my thoughts on the purgations so I won't repeat them here. What I do want to say is why did interceptors receive this nerf? If memory serves correctly, interceptors were essentially your recovery unit because they were good against all targets, also being something akin to a meltagun unit since OM doesn't have a single unit with meltaguns, the defacto anti-everything weapon.

Non-side arm being reduced to the range of a side arm on a slow moving melee tank unit. Makes sense... if it did any damage worth noting.
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Re: Elite 2.8

Postby Cyris » Mon 09 Jul, 2018 3:25 am

Thanks a ton to the whole team! Downloading now.

xXKageAsashinXx wrote:Psycannon damage type changed from explosive_pvp to anti_vehicle_pvp.
What I do want to say is why did interceptors receive this nerf? If memory serves correctly, interceptors were essentially your recovery unit because they were good against all targets, also being something akin to a meltagun unit since OM doesn't have a single unit with meltaguns, the defacto anti-everything weapon.

If INT were a catchup unit in the past, they really don't need to be in the current OM roster. Teleporting ranged anti-all is toxic, so I'm glad to see INT moved towards a more tank hunter role, with a side of melee disruption. I'm positive some more changes will be needed, but I think this is a great place to start.

CSM Upkeep
I'm a big fan of this change since I prefer all upkeep to pop ratios to be the standard 2.55 unless there is a super strong reason. CSM have never had such a reason, so I'm on board. Keep an eye out naturally, but I don't think most players will even notice.
That said, upkeep is a... confusing topic. This change in these notes feels unexpected and limited to just Chaos. Doing a global balance pass on upkeep standardization would prolly make the CSM change feel less targeted.
Still, with my current understanding of how upkeep ticks, I don't think this will be a big deal.
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Re: Elite 2.8

Postby xXKageAsashinXx » Mon 09 Jul, 2018 3:54 am

What melee disruption are you talking about? I have practically no faith in the accuracy of the codex for OM, but the last time anyone bothered to edit it, interceptors in melee are only just barely better than strike squad unupgraded. You would have better luck giving ss a teleporter upgrade than to have interceptors switch to their melee build. Beyond that, since they're now purely anti-vehicle, why would you even think to put them in such a situation where they'll be in melee to begin with? They don't want to target anything but vehicles now, and thus shouldn't be in an infantry fight, let alone blowing their escape ability for some disruption they'll have to retreat from since T3 battlefields will guaranteed have anti-HI counters on the field whenever a HI army is being played.
Last edited by xXKageAsashinXx on Mon 09 Jul, 2018 4:08 am, edited 1 time in total.
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Re: Elite 2.8

Postby Atlas » Mon 09 Jul, 2018 4:00 am

Hey guys, just writing in to let you know that the mega link has been replaced with the full stable link now. You can see the new link in the opening post or just use it here.

https://dawnofwar.info/releases/dow2-el ... taller.exe

If you got the mega version, it's the same file. You don't need to replace it.

Ayy Eye wrote:Guess you decided on no last stand in the end?


I was really wanting that but there was an issue regarding the compatibility between the mods. Without getting into too many unimportant details, to make the Last Stand mod work with ours would require a TON of conversion work that wasn't really worth it at the end of the day.

That doesn't mean that we've entirely given up on it but we either find a Last Stand mod that edits files the way we do or we have to build it from scratch :(
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Re: Elite 2.8

Postby Paranoid Kamikaze » Mon 09 Jul, 2018 4:57 am

Horma nerf seems fine. Should give them less kills on retreat.

CSM nerf helps stop mass CSM's. Don't mind it.
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Re: Elite 2.8

Postby PianoMan » Mon 09 Jul, 2018 9:13 am

when was mass csm ever a problem lmao
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Re: Elite 2.8

Postby Thibix Magnus » Mon 09 Jul, 2018 4:03 pm

thanks a lot for the work, as always!
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Re: Elite 2.8

Postby Schepp himself » Mon 09 Jul, 2018 6:21 pm

Thanks for the update, I think when the next Beginner-Tournament hits, I will finally get to play it. ;)

Greets
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Re: Elite 2.8

Postby oLev » Mon 09 Jul, 2018 7:39 pm

Could someone repost the Mega link pls?
Can't download from this one right now.
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Re: Elite 2.8

Postby Batpimp » Mon 09 Jul, 2018 7:48 pm

PianoMan wrote:when was mass csm ever a problem lmao


since 2016
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Atlas
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Re: Elite 2.8

Postby Atlas » Mon 09 Jul, 2018 8:32 pm

Yeah let's not get into shitposting people.
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Re: Elite 2.8

Postby Guardbuddy » Tue 10 Jul, 2018 8:05 am

PianoMan wrote:then why wont you remove his pointless post

Don't normally post -- but I think I should chime in this time. Toxic attitudes and shitposts from people like you is what keep me away from engaging in the community.
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Re: Elite 2.8

Postby karnakkardak » Wed 11 Jul, 2018 2:13 am

RIP IG
Tank nerf is not serious. real problem is tier 1.
why sentinel hp decrease 700 even do ground pound upgrade.

and actually, I imagine Guardman can equip the grenade launcher.
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Re: Elite 2.8

Postby Impregnable » Wed 11 Jul, 2018 6:06 am

karnakkardak wrote:RIP IG
Tank nerf is not serious. real problem is tier 1.
why sentinel hp decrease 700 even do ground pound upgrade.

and actually, I imagine Guardman can equip the grenade launcher.


By now you must know balance priority is head to head over team games not the other way round. Your suggestions had been rejected before several times because your reasons were all based on 3v3 not head to head.
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Re: Elite 2.8

Postby Thibix Magnus » Fri 13 Jul, 2018 5:02 pm

oLev wrote:Could someone repost the Mega link pls?
Can't download from this one right now.


eeem same here, link not working, only angry eldar pic ^^
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Re: Elite 2.8

Postby MrFler » Fri 13 Jul, 2018 7:26 pm

I wanted to DL the mod, but some eldar told me to GTFO :/...
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Re: Elite 2.8

Postby Cheekie Monkie » Fri 13 Jul, 2018 7:36 pm

So I'm guessing I can now play GK without everyone complaining about it?

Fingers crossed!
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Re: Elite 2.8

Postby SarDauk » Fri 13 Jul, 2018 8:17 pm

MrFler wrote:I wanted to DL the mod, but some eldar told me to GTFO :/...

eldar players on retail ?
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Re: Elite 2.8

Postby Atlas » Fri 13 Jul, 2018 10:01 pm

SarDauk wrote:
MrFler wrote:I wanted to DL the mod, but some eldar told me to GTFO :/...

eldar players on retail ?


No he means that he clicked the download link and it sent him to the website's "This page does not exist" which has a Striking Scorpion on it.

I've went ahead and redid the link one more time on google drive. Hope this new link works for you guys! Link is updated on the OP as well.

https://drive.google.com/open?id=11MuXR ... jNHYkyJGSA
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Re: Elite 2.8

Postby SarDauk » Fri 13 Jul, 2018 10:04 pm

Atlas wrote:No he means that he clicked the download link and it sent him to the website's "This page does not exist" which has a Striking Scorpion on it.

I've went ahead and redid the link one more time on google drive. Hope this new link works for you guys! Link is updated on the OP as well.

Oh this unit we don't have on Elite ? ;D (yeah remember this page)
"Drive me closer! I want to hit them with my sword!"

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