2.9.0 Released! Post-Release Roadmap included.

Elite (and related) releases.
Atlas

2.9.0 Released! Post-Release Roadmap included.

Postby Atlas » Mon 18 Feb, 2019 3:30 am

Preamble:
Once again, just glad to push this one out of the factory doors. Honestly, I have a lot to talk about but I'm lacking the energy to do it right now.

This has probably been one of the most heavily tested patches in some time, so barring the continuing issues already noted I don't think we'll hear about anything else. The continuing issues are not enough to delay a launch now and shouldn't have a major effect on gameplay. We hope to scrub them up in 2.9.1. :p

This time around we've cleaned up the map list a bit as it was getting pretty bloated. By default, the list includes only the new maps and the more commonly played maps from before. However, we realize that old maps have value and so we added the option to bring them back in via the Extra Map Pack. If you want to play on Armageddon River Crossing, congrats! It's a minor download and install away.

EDIT: I remembered what else I wanted to cover.

First off, I'm going to start assembling a "how-to" series in terms of modding and how it all comes together. I've had a good number of people approach me about helping out but didn't really know how. I sort of just took over on this patch because we needed to get something released in a more timely manner, but look out for that! Topics I'm going to cover include balance changes, map changes, ui changes, working in Cope's, reading and extracting from .sga files and then repackaging and creating installers. As for vfx and model stuff, I'm going to try to outsource it because I have no real experience there.

Next, for the roadmap. Next major task for me is going to be updating the Codex. We're going to be in a downtime period for a while with a patch out and probably won't be more than bugfixing and maybe minor balance for 2.9.1. So time to delve waist deep into the swamp that is the Codex. It needs to get updated in a bad way.

After that is trying to find somebody to get some freaking models and sh*t in here. There's a thirst for new content, I can taste it. We just need dealers to supply it!

Wedged somewhere in between all that is probably getting together a one-stop-shop for newbies who need help installing the Mod or not really understanding where to go or who to ask. Not exactly sure how to structure that, but I can see the need for it.

Anyway, back to the patch now!

EDIT: Transitioned to an official patch. Archiving needs to still be done but, as it was mentioned earlier, literally nothing changes for the players. If you downloaded it as "2.9 Beta" before, you don't need to re-download the installer.

Finally, work on 2.9.1 is already underway in light of some odd bugs I've heard coming up! I'll try to keep you all posted on that.

CREDITS
Black Relic pulled through with some bugfixes again! Thank you to Adila and Swift for the maps, we could use the spice. Indrid, thank you for handling the graphics for 2.9 and for keeping the community alive through your casts. Coding wise, I handled most of it myself this time. I hope to change that in the future as a lot of people have chimed in saying they want to be a part of this. Finally, thank you to [BH]Dildo Bagtitz for testing the installer for me despite crying for more nid buffs all the way through and 531st for the final tests regarding installation and the Map Pack connectivity to each other.

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:
2.9 Full Install(Mega)
2.9 Full Install(Google Drive)
(If you have a non-default installation area of DoWII, remember to adjust it!)

Extra Map Pack(Mega)
Extra Map Pack(Google Drive)
(Instructions on how to install the Map Pack are included in the readme file.)


General:
English tooltips have been updated.
New Chosen Plague Marine squad icons have been included in the game.

Map Updates:
The following maps have been removed:
(They can still be added back through the Extra Map Pack. You can still play between players who do/don't have the Extra Map Pack but ONLY if they both have the same map. Otherwise, the player without the extra maps will have to install the Extra Map Pack if they want to play on one of the extra maps with their buddies.)

Argus Siege (2p,4p,6p)
Bay of Grots (2p)
Calderis River (2p)
Catachan Fortress (2p)
Leviathan Eye(2p)
Mirage(2p)
Plaza Primarus(2p)
Small White Walls(2p)
Tallarn Ravine(2p)
Wrazgrot’s Leadfoot(2p)
Merdian High City(4p)
Nids Never Sleep(4p)
Valhalla(4p)
Armageddon River Crossing(6p)
Fall of Hyades(6p)
Garzweiler Mine(6p)
Kasyr Lutien(6p)
Return to Golgotha(6p)
Skull Masha Brackens(6p)
Soprony Blood Lairs(6p)
Swamps of Slaughter(6p)
Taros Mining Facility(6p)
Tartarus Harbor(6p)

New Maps:
1v1:
(2p) Selenon Island (Adila)
(2p) Fortuna Sanctum
(2p) Seraph Palace

2v2:
(4p) Ancestors Rest (Adila and Swift)
(4p) Lyredon Thrall (Adila and Swift)

3v3:
(6p) Fortuna Sanctum

Updated Maps:
1v1:
(2p)Calderis Desert (note that there's a minor issue with SM gens on the south side power farm, will be updated later)
(2p) Vulcan Pits

3v3:
(6p) Angstrom Heights
(6p) Hades Wastes
(6p) Quests Redemption

Continuing Issues:
-Chaos Sorceror is stuck in his casting animations while he retreats after casting Subjugation. (atm, he can retreas but he is stuck in the animation while he “slides” back to base. He is responsive however after finishing his vfx, so it’s only a really odd bug afaict)

-Chaos Raptor doesn’t equip the heavy melee squad decorator when the AC is purchased.

-Mekboy construction hotkeys invert themselves whilst the player selects a non-own entity and returns to the Mekboy. (Our experts haven’t the foggiest clue why this is. It might require more drastic edits to make a fix that is not worth it at this moment.)

-Nemesis Vortex appears to put the stun vfx on hit buildings and objects. (just kind of funny looking, didn't appear to do anything)

-Maelstom upgrade tooltip incorrectly references the Grenade Launcher.

-Might of Titan tooltip incorrectly states it requires T2 to unlock. (T3 unlock is working properly.)

Bug Fixes:
-Attempted a fix to the transport bug. (needs PvP testing to confirm this better)

-Ravener Tunnels and Webway Gates no longer send the Commissar and Sergeant into the Warp.

-Improved ASM squad jump reliability.

-Dark Flames now damages all targets within its area of effect.

-Fixed an error in the splash area data for both Heretic Grenade Launchers and IST Grenade Launchers.
(Area_info distance values are now as follows:
Distant: From 1 to 3.
Long: From 1.5 to 2.
Medium: From 2 to 1.5.
Short: From 3 to 1.)


-Raptor Aspiring Champion no longer overrides the Meltagun squad decorator..

-Raptor Melta Bomb ability now requires the purchase of Meltaguns to display.

-WSE Energy Regeneration Aura now displays a vfx upon affected units.

-Full Auto and Shoot ‘em Good abilities should now correctly target one entity.

-Kommando Nob(squad) no longer ignores squad orders whilst the squad uses Luv da Dakka.

-Nemesis Vortex vfx have been shortened to more closely match effect delays and durations.

-Inquisitorial Storm Troopers Grenade Launcher Barrage ability now correctly fires 3 projectiles.

-Inquisitorial Storm Troopers Grenade Launchers now properly fire 4 grenades in its volley.

-Inquisitorial Storm Troopers Acolyte no longer grants a medikit vfx to the squad despite not providing such effects anymore.

-Strike Squads now start in melee stance rather than ranged stance.

-Strike Squads correctly switch to ranged stance on the purchase of Psybolt Ammunition.

-Purifier Justicar now correctly adds the heavy melee squad decorator on purchase and removes it upon death.

-ASM Jump ability has been tuned to more reliably jump with all members rather than leave a member lagging behind.

-Rippers now display a vfx upon hitting their targets.

-Without Number no longer reinforces own Tyranids on landing. Other effects remain.

ImageChaos Space Marines

Chaos Lord:
Blood Maul cost reduced from 150/50 to 150/40.
Daemonic Visage cost reduced from 125/35 to 125/30.
Bloodlust red cost increased from 200 to 225.

Plague Champion:
Lasturret now has a 5 minimum range.
Unholy Stench cooldown reduced from 40 seconds to 30 seconds.

Chaos Sorceror:
Subjugation range increased from 30 to 40.

Chaos Raptor Squad:
Power Fist damage per hit reduced from 90 to 80.

Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)

Chosen Plague Marines:
Global cost reduced from 480/30/200 to 480/30/175.
Hp regen reduced from 3.5/3.7/3.9/4.1 to 3/3.15/3.3075/3.47.
Nurgle’s Rot icon index changed from 2 to 0.
(E to Q)

Chaos Terminators:
Squad now starts with a 20% melee resistance aura while not equipped with Lightning Claws.
Squad upkeep increased from 2.91 to 3.57.

Chaos Predator:
Mark of Nurgle Sponson Bolters now inflict .25 piercing damage per second for 5 seconds to targets upon hit in addition to their normal damage.

Land Raider Phobos:
Cost increased from 700/160 to 700/180.

ImageEldar

Warlock:
Destructor cast delay increased from .2 to .3.
Unit no longer grants allies within a 15 radius +30% energy regeneration.

Warp Spider Exarch:
Unit now grants allies within a 15 radius +30% energy regeneration.
(doesn’t affect himself)

Howling Banshees:
Exarch cost reduced from 90/20 to 80/20.

Rangers:
Kinetic Pulse range reduced from 65 to 55.
Kinetic Pulse now requires the Pathfinder Gear upgrade to use.
(uses the improved Kinetic Pulse ability rather than the default Kinetic Pulse ability)

Autarch:
Skyleap energy cost reduced from 80 to 50.

Warp Spider Squad:
Squad cost reduced from 440/40 to 435/35.
Squad and Exarch upkeep increased from 2.39 to 2.55.
Haywire Grenade cooldown increased from 40 to 48 seconds.

Wraithguard:
Stun duration upon death of a Wraithsight provider reduced from 2.5 seconds to 1.5 seconds.
Spiritseer upkeep increased from 1.5 to 2.55.
Spiritseer Destructor range increased from 38 to 44.
Wraithguard speed increased from 2.5 to 3.
(Spiritseer speed remains unchanged)

Wraithlord:
Wraithbone health regeneration reduced from 70 hp/s to 50 hp/s.

Avatar:
Cost reduced from 800/200 to 800/180.
Avatar now has the daemon unit type in addition to its other unit types.
(was previously only listed as melee only, carnifex)

ImageImperial Guard

Inquisitor:
Silently energy cost reduced from 55 to 50.
Rosarius cost reduced from 100/25 to 100/20.
Excruciators cost increased from 140/20 to 140/25.
Assail range reduced from 38 to 35.

Lord Commissar:
Flare red cost increased from 75 to 100.
Air Dropped Mines slow duration reduced from 30 seconds to 15 seconds.
Flak Jacket cost reduced from 150/30 to 130/30.

Guardsman Squad:
Sergeant population cost increased from 1 to 2.
Commissar population cost increased from 1 to 2.
(upkeep adjusted to match)

Lasturret:
Salvage now requires T2 to use.
Fortification now requires T2 to use.
Fortification cost increased from 50/10 to 50/15.
Fortification hp increase increased from 125 to 225.
Fortification now grants +30% range to the turret in addition to its normal effects.
(Results in 49.4 range)

Sentinel:
Upkeep increased from 1.7 to 2.55.
Stomp radius reduced from 10 to 8.

Banewolf:
Global cost reduced from 350/60/175 to 350/75/125.

ImageOrdo Malleus

Brother-Captain:
Default Nemesis Sword 360 special flight distance reduced from 15 to 12.
Blessed Aegis conversion ratio reduced from 5:1 to 4:1.
Enfeeble range increased from 25 to 30.
Mantle of Terra now grants the Brother-Captain +1 e/s in addition to its normal effects.
Nemesis Vortex no longer deals damage to targets hit.
Nemesis Vortex now knocks back and stuns units hit for 7 seconds upon detonation.
Nemesis Vortex now does friendly fire.
Nemesis Vortex no longer has a minimum range.
Nemesis Daemon Hammer cost reduced from 135/40 to 130/35.
Nemesis Halberd cost reduced from 150/35 to 150/30.
Psychic Lash now requires T2 to use.
(UI Positions of Enfeeble and Lash now swapped)
Psychic Lash knockback distance reduced from 30 to 20.
Holy Armor of Titan moved from T2 to T3.

Inquisitorial Stormtroopers:
Acolyte upkeep reduced from 5.1 to 2.55.
Acolyte no longer passively grants +1.5 hp/s to the squad.
Fanaticism duration reduced from 2.5 seconds to 1.5 seconds.
Fanaticism no longer breaks suppression upon use.

Strike Squad:
Purification now requires either Nemesis Force or Psybolt Ammunition to use.
Justicar equipped with Psybolt Ammunition can now use Energy Burst.
Nemesis Force cost increased from 60/15 to 75/15.

Inquisitorial Operatives:
Squad and Sergeant upkeep reduced from 3.2 to 2.55.
Squad no longer has the Blind Grenade ability.
Squad now has the Smoke Grenade ability.

Smoke Grenade -
“Throw a smoke grenade, debilitating enemy units. Reduces weapon range and sight range by 75% within a 7 radius of the impact point for 10 seconds.”

Smoke Grenade energy set to 40.
Smoke Grenade cooldown set to 40 seconds.
Smoke Grenade range set to 36.
Smoke Grenade flight speed set to 15.

Incendiary Grenade range increased from 25 to 35.
Incendiary Grenade energy cost reduced from 60 to 50.
Incendiary Grenade damage per second increased from 5 to 8.
Incendiary Grenade damage type changed from flamer_pvp to combi_flamer_pvp.

Purgation Squad:
Squad no longer captures 50% faster than normal.
Squad no longer wields Nemesis Halberds and Storm Bolters in addition to a heavy weapon.
Squad now is equipped with 3 Incinerators or Psycannons.
Incinerator courage damage reduced from 25 to 20.
Psilencers damage per hit reduced from 60 to 31.
(as part of the transition back to 3 weapons)
Psilencers damage type changed from inferno_pvp to the new psilencer_pvp damage type.
(psilencer_pvp is the exact same as inferno_pvp except for vs vehicles is increased from .1 to .6 and vs garrisons from .3 to .6)
Rending duration increased from 10 seconds to 30 seconds.
Rending no longer increases or reduces damage against infantry, heavy infantry and vehicle targets.
Rending now increases the damage multiplier vs commanders from .75 to 1.25.
Rending now increases weapon range from 55 to 60 for the duration of the effect.

Purifiers:
Squad no longer caps 50% faster than normal.
Squad is no longer equipped with Nemesis Daemon Hammers.
Squad is now equipped with Nemesis Power Swords.
Squad passive vehicle damage modifier increase reduced from 0.3 to 0.2.
Nemesis Power Sword damage per hit increased from 45 to 50.
Nemesis Power Sword special attack damage increased from 32 to 38.
Justicar Nemesis Daemon Hammer damage type changed from power melee to heavy melee.
Justicar Nemesis Daemon Hammer special attack radius increased from 5 to 7.
Justicar Nemesis Daemon Hammer special attack damage increased from 13 to 25.

Psychic Field no longer inflicts damage on targets within its radius.
Psychic Field now silences targets within its radius for 4 seconds. Effect is reapplied while targets remain within the field.
(silencing means that abilities are disabled)
Psychic Field energy cost increased from 80 to 100.
Psychic Field cooldown increased from 10 seconds to 20 seconds.
Psychic Field radius increased from 10 to 12.

Rhino:
Upkeep increased from 2.08 to 2.55.
Lascannon build time reduced from 30 seconds to 15 seconds.
Reinforced Armor Plating cost increased from 100/30 to 100/40.
Reinforced Armor Plating now increases vehicle damage by 25% in addition to its normal effects.

Terminator Librarian:
Unit upkeep increased from 4.08 to 5.1.
Sanctuary energy cost reduced from 65 to 60.

Grey Knight Dreadnought:
Xp yield increased from 500 to 600.
Red yield increased from 54 to 60.
Grey Knight Dreadnought no longer starts with the Maelstrom ability.
Vehicle now has the Maelstrom upgrade. Cost set to 75/20. Available to all variants.

Maelstrom-
“Grants the vehicle the Maelstrom ability, dealing weapon knockback and slowing targets within its radius for 7 seconds.”

Vindicare Assassin:
Unit sight increased from 50 to 55.

Grey Knight Terminators:
Squad is now capped at 1 per player.
Squad upkeep increased from 2.55 to 2.91.
Squad no longer has the Hammerhand ability.
Liber Daemonica upgrade now passively burns 3 energy per hit on all enemy targets in addition to its normal effects.
Liber Daemonica upgrade now grants the squad a passive +25% damage against daemons in addition to its normal effects.
Stombolter damage per hit reduced from 63.5 to 50.5.
Incinerator cost increased from 80/20 to 100/30.
Incinerator range reduced from 27 to 25.

Paladin Squad:
Squad upkeep increased from 2.55 to 2.91.
Stombolter damage per hit reduced from 63.5 to 50.5.
Incinerator cost increased from 80/20 to 100/30.
Incinerator range reduced from 27 to 25.

Land Raider Crusader:
Cost reduced from 750/180 to 700/180.

ImageOrks

Warboss:
Hp increased from 900 to 920.
Unit is now immune to weapon knockback whilst using the Stomp ability.
(previously was only knockback immune under the Big Stomp ability)

Mekboy:
Ork Turret range reduced from 49 to 41.
Ork Turret damage per hit increased from 150 to 187.5.
(dps from 112.5 to 140.62)

Painboy:
Choppa damage per hit increased from 40 to 45.

Lootas:
Hide da Gunz toggle on/off cooldown increased from 5 seconds to 20 seconds.

Stikkbomaz:
Stikkbomb damage increased from 35 to 40.

Kommando Squad:
Kommando Nob upkeep increased from .6 to 2.55.

Flash Gitz:
Squad cost increased from 425/50 to 450/50.
Squad upkeep reduced from 2.94 to 2.55.

Battlewagon:
Battlewagon Main Cannon moving accuracy increased from .75 to 1.

ImageSpace Marines

Global:
Drop Pod cost increased from 300/0/100 to 350/0/125.
Drop Pod hp reduced from 500 to 75.
(Drop Pod still doesn’t reinforce either on landing or on the field)

Force Commander:
Terminator Force Commander hp regeneration reduced from 3.5 hp/s to 2.5 hp/s.
Force Commander now only deals 90% damage while he activates Battlecry and is wielding the Thunder Hammer.
Teleport energy cost increased from 50 to 55.

Techmarine:
Missile turret no longer deals splash damage.
Missile Turret now has a 5 minimum range.
Bionics melee damage bonus increased from 15% to 20%.
Axe of the Mechanicum now grants +100 hp in addition to its other effects.
Axe of the Mechanicum cost increased from 100/20 to 100/25.

Tactical Marine Squad:
Sternguard Veterans upgrade cost increased from 100/25 to 100/30.

Plasma Devastator Squad:
Squad cost increased from 400/0 to 400/15.

Whirlwind:
Speed reduced from 6 to 5.

Terminators:
Squad upkeep increased from 2.91 to 3.57.

ImageTyranids

Globals:
Tyranoformation initial tower spawn delay reduced from 3 seconds to 2 seconds.
Tyranoformation initial tower damage increased from 175 to 200.
Tyranoformation towers no longer grant red to the enemy.
Without Number spawned squads now start with all their available upgrades.

Synapse:
Backlash damage against Genestealers reduced from 18% to 12%.

Capillary Tower:
Spawn Rippers/Spore Mines cooldown set from 180/60 seconds to 120 seconds.
Spawn Spores Mines delay time reduced from 15 seconds to 10 seconds.
Spawn Rippers cost reduced from 100/0/0 to 0/0/25.
Spawn Spore Mines cost reduced from 100/5 to 75/5.

Hive Tyrant:
Bioplasma cast time reduced from 4 seconds to 3 seconds.
Bioplasma damage modifier vs garrisons increased from 1 to 1.5.
Venom Cannon damage per hit reduced from 63 to 60.
“Crushing Claw” wargear renamed to “Crushing Claws”.

Ravener Alpha:
Damage Synapse cost increased from 120/35 to 120/40.
Burrow Traps construction time reduced from 5 seconds to 4 seconds.
Hive Node Spore Cloud duration reduced from 25 seconds to 20 seconds.

Hormagaunt/Termagant Brood:
Endless Swarm build time reduced from 30 seconds to 15 seconds.

Warrior Brood:
Unit size reduced from medium to small.
Unit hp increased from 340 to 350.
(Squad hp from 1020 to 1050)
Barbed Strangler upgrade now reduces unit hp from 350 to 340.
(Barbed Strangler resets the squad hp to 1020)
Barbed_strangler_pvp damage vs garrison increased from 3 to 5.
Adrenal Glands upgrade no longer grants Reverse Synapse.
Adrenal Glands upgrade cost increased from 100/25 to 120/30.
Adrenal Glands upgrade hp increase increased from 50% to 65%.

Ravener Brood:
Squad now starts with the anti_infantry_ranged decorator.

Ripper Swarm:
Squad can no longer retreat.
Reinforcement cost reduced from 10 to 1.
Size increased from tiny to small.
Xp yield increased from 10 to 20.
Red yield reduced from 3 to 2.
Unit hp increased from 45 to 70.
Snare slow increased from 3.6% to 4%.
(duration still set to 3 seconds per bite)
Ripper snare no longer affects infantry targets.
(should still affect vehicles and monstrous creatures)

Venom Brood:
Unit size reduced from medium to small.
Venom Cannon damage per hit increased from 30 to 40.

Tyrant Guard:
Unit speed increased from 3.5 to 4.
Tyrant Guard speed increase under Synapse reduced from 1.5 to 1.

Genestealer Brood:
Squad cost reduced from 400/45 to 350/45.
Build time reduced from 30 to 25 seconds.
Unit armour type changed from infantry to infantry_fire_resist.
Squad now gains +1 speed on a cooldown of 8 seconds when charging within 12 range of a target.
(previously had no charge speed bonus)
Squad now heals 1% per hit passively.
(both Scything Talons and Rending Claws)
Adrenal Rush speed increase reduced from 2 to 1.
Adrenal Rush ranged damage resistance reduced from 60% to 25%.
Adrenal Rush heal on hit increase reduced from 2.5% to 1.5%.
Adrenal Rush damage increase increased from 20% to 30%.
(Adrenal Rush duration and cooldown unchanged)

Zoanthrope:
Squad now has the Symbiosis upgrade. Cost set to 100/30. Available in T3.

Symbiosis -
“Target an allied Tyranid and heal them for up to 25% of their max health over 10 seconds. The Zoanthrope is immobile and can’t retreat or attack while channeling the ability. Range 15, 75 second cooldown. Energy cost set to 60.”

Lictor(T3):
Armor type changed from infantry to commander.
Hp reduced from 1250 to 1150.

Carnifex:
Unit cost reduced from 600/150 to 575/150.
Venom Cannon splash radius increased from 0 to 1.
Pheromone Cysts cooldown reduced from 120 seconds to 90 seconds.

Neurothrope:
Unit cost reduced from 400/100 to 400/75.
Default attack range increased from 45 to 50.
Paroxysm movement speed reduction increased from 20% to 30%.

Swarmlord:
Unit cost reduced from 800/200 to 750/200.
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boss
Level 3
Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: 2.9.0 Beta

Postby boss » Mon 18 Feb, 2019 4:10 am

I was hoping you take on board a lot of stuff that was said on the forums about this change log and change it from a pile of shit to least decent but dreams die out and so will this patch, so much stuff should not even be on this and they still are just shows how much you guys know about this mod and how's it played.

I still laugh you are now nerfing the damage of the raptor ac mainly cos you can't get the upgrade thing to work and again lets look at the reason why cos plague marines and raptors can kill transports that's the only reason and again plague marines and raptors can kill transports good reason to nerf them.

I already know why this patch looks like shit cos our balance lead adila not doing the changes torpid is the guy who got kicked out before gg. I won't even bother downloading this patch not worth it would only make me go back to 2.8.1 and I can only guess others will too after playing this what a shame.
Forums great more stuff to talk about.
Atlas

Re: 2.9.0 Beta

Postby Atlas » Mon 18 Feb, 2019 4:56 am

Well darn, that's a shame. Next time around, I'll send you the files so you can make the changes and save me some time. Maybe you can give me some pointers so we can release updates faster! :lol:

But anyway, sure, you do you.

On more important stuff, if you guys catch any bugs or issues please leave them in here so I can reference it when I get to work on the next update. Balance feedback is welcome too ofc!
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boss
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Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: 2.9.0 Beta

Postby boss » Mon 18 Feb, 2019 5:11 am

Atlas wrote:Well darn, that's a shame. Next time around, I'll send you the files so you can make the changes and save me some time. Maybe you can give me some pointers so we can release updates faster! :lol:

But anyway, sure, you do you.

On more important stuff, if you guys catch any bugs or issues please leave them in here so I can reference it when I get to work on the next update. Balance feedback is welcome too ofc!



I already said I don't mind waiting for good changes, these are not good change most of them are just revents back to old patchs and some price changes, and a ton of nerfs oh and more gk stuff............. you guys are ruining all the work caeltos done over the years with a bunch of retarded shit and calling them patchs not much else to say, no point in having faster update since they are getting worse again people will see this for themselves and will tell you but ofc you do atlas and keep doing it.
Forums great more stuff to talk about.
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Sharnick
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Posts: 2
Joined: Thu 23 Jun, 2016 7:40 pm

Re: 2.9.0 Beta

Postby Sharnick » Mon 18 Feb, 2019 8:42 am

Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)

Why? For what? What is the reason for this change? After all, they are so useless. Or do you cut them, because Caeltos so bequeathed? Cut Plague Marines in each patch. Give them back the lost model.
Antandron
Level 2
Posts: 196
Joined: Sat 15 Jul, 2017 11:50 am

Re: 2.9.0 Beta

Postby Antandron » Mon 18 Feb, 2019 9:24 am

Boss, do you ever stop to think that you might be overreacting a little?

My criticisms below. If something isn't mentioned it's probably because I don't have an opinion or I think the change is good.

Eldar
Why reduce WS to 435/35? It's an insignificant amount and seeing as WS see a lot of use in 1v1s they are probably OK as they are. DR and FD are going extinct in favour of Falcon, WL and Autarchs.
Rangers need more pop but I like the range reduction on KP although removing damage from KP was a popular idea.

IG
GM Sargeant is rubbish and doesn't deserve to be 2 pop.
I'm glad someone did something about the cheesy T1 lasturret on power lockdown.

Chaos
Do CSMTerms need 20% melee resist? Why not SM Ranged Terms? Oh, CSMTerms reinforcing for 100/50 is harsh in comparison to SM Terminators reinforcing for 150/25 since 50 power is a lot for a reinforcement imo.

OM
Let's pray that brother Torpid made this work. Lot's of simultaneous changes = risky.

Orks
I don't like Battlewagon moving accuracy being 1.0 as I am in favour of standardised moving accuracies on vehicles as it's easier to remember than having different values for different units. What was wrong with 0.75?

Nids
Don't care as long as they are not OP bullshit.

SM
Drop Pod is now made of paper with 75hp. Harsh nerf, why not 250hp?
PDevs 400/15 is a weird price since most other units in T2 are about 4:1 to 10:1 req:power which is reasonable considering the average req:power income in T2. Making units cost lots of req and not much power gives the SM player a problem as they might not have enough req for T3 and/or reinforcements and be left with too much power and nothing to spend it on (because they now lack req). Noise Marines + Blastmaster is 425/30 and I'm told that PDevs are generally better, perhaps 400/35 for PDevs? I really don't know how much they should cost in 1v1s since I never buy them and they are supposedly OP in 3v3s at 400/0

One final point. There are too many wasted and underused units in the game. This is probably because they are either UP, compete with OP units or do the same things as already existing units in the roster.

My best guesses for why this is:

Stikkbommaz: their bombs seem to be dodged most of the time by competent players.
FD: WL is very good and does AV. Falcon does decent AV also. Maybe the bleed is a problem.
DR: don't know why but I don't see many in 1v1s. Some overlap with WG?
Spotters: Catachans are too versatile and stole the detection from Spotters and ability to disrupt set up teams. Catachans are the Swiss Army Knife of T1 units.
Whirlwind.
Flashgitz: 100dps piercing is mostly redundant if Shootas are still alive. Blastas cost 75/25 (total cost now 525/75) and are 60dps vs SHI and HI with a bit of splash at range 40. MoTCSM cost only 525/30 and do similar dps at range 38 with only slightly fewer HP and they probably have levels at this point. Waaagh counts for something in favour of Flashgitz but still, they really aren't very good and then there is that annoying 10% chance to KB themselves with every shot.
Kommandos: maybe the micro requirement of all their abilities, or that people love Tanks and Nobs in T3.
Kasrkin: no idea.
Fire Prism: Too fragile with 500hp.

Otherwise, great work!
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Re: 2.9.0 Beta

Postby Toilailee » Mon 18 Feb, 2019 4:38 pm

Okay hold the phione now, why is Ashes of Typhon(4p) removed? It's actually one of the better 2v2 maps. :shock:
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Re: 2.9.0 Beta

Postby Adila » Mon 18 Feb, 2019 4:48 pm

its not removed... Atlas fucked up the list a bit, quite a few there are still in.
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Re: 2.9.0 Beta

Postby Impregnable » Mon 18 Feb, 2019 4:54 pm

Ashes of Typhon(4p)
Golgotha Depts (4p)
These 2 are in my tourney map pool. I will have to check. Thought we were not removing retail maps.
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Re: 2.9.0 Beta

Postby Atlas » Mon 18 Feb, 2019 6:05 pm

Impregnable wrote:Ashes of Typhon(4p)
Golgotha Depts (4p)
These 2 are in my tourney map pool. I will have to check. Thought we were not removing retail maps.


If it is a retail map, it's still in the game. Retail maps are listed in a different data file than Elite_data so they shouldn't be gone. I only pruned from the Elite_data list.

I took that map list off of a list I got earlier and I honestly can't remember every one, so I'll update as I go. But yeah, if it's in retail it's still there.

If it IS erased then yeah, the Extra Map Pack will have it.
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Re: 2.9.0 Beta

Postby Broodwich » Mon 18 Feb, 2019 6:15 pm

Why the extra map pack at all? What is the difference even in DL size, and why do people still have issues with that?

There are definitely trash maps that should never have existed, but i don't see why you would set them in another download. Things should be easy to setup, and the more crap you add in the more confusion there will be
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Re: 2.9.0 Beta

Postby Swift » Mon 18 Feb, 2019 6:26 pm

Antandron wrote:One final point. There are too many wasted and underused units in the game. This is probably because they are either UP, compete with OP units or do the same things as already existing units in the roster.

My best guesses for why this is:

Stikkbommaz: their bombs seem to be dodged most of the time by competent players.
FD: WL is very good and does AV. Falcon does decent AV also. Maybe the bleed is a problem.
DR: don't know why but I don't see many in 1v1s. Some overlap with WG?
Spotters: Catachans are too versatile and stole the detection from Spotters and ability to disrupt set up teams. Catachans are the Swiss Army Knife of T1 units.
Whirlwind.
Flashgitz: 100dps piercing is mostly redundant if Shootas are still alive. Blastas cost 75/25 (total cost now 525/75) and are 60dps vs SHI and HI with a bit of splash at range 40. MoTCSM cost only 525/30 and do similar dps at range 38 with only slightly fewer HP and they probably have levels at this point. Waaagh counts for something in favour of Flashgitz but still, they really aren't very good and then there is that annoying 10% chance to KB themselves with every shot.
Kommandos: maybe the micro requirement of all their abilities, or that people love Tanks and Nobs in T3.
Kasrkin: no idea.
Fire Prism: Too fragile with 500hp.

Otherwise, great work!

I'm not sure I agree with this list, and I'd like to shed some light on why.

Stikkbommas were used very well in the MFW tournament actually, they performed well and even got some cheeky wipes. The issue honestly seems to be people preferring weirdboy because of his all round performance, which I can't blame them for. They're a solid unit, just underused.

Fire Dragons are weird yes, and will bleed you. They either seem to be full on mental in games or do nothing, so they're being looked at now.

Dark reapers I think are also underused, vs HI they can do a lot but people tend not to realise they need to be kept at long range, they aren't TCSM who can absorb damage.

Spotters are brilliant honestly, I think given they cost almost half as much as catas and have such great utility they do quite well when microed properly. Them having detection was dumb, they shouldn't be close to the enemy to be able to detect as it is, thats why the sent has a small detection radius. Honestly they lack the oomph catas provide, but they are very cheap and their utility very strong.

Whirlwind is fine, very annoying, long range, in fact some people are saying its OP.... hmmm..........

Flashgitz are another fine unit, great damage from long range, peel off models super fast and 60dps remember is a lot of damage per shot since they fire slower than once a second, which in an AOE from three guys in nutty. Really good unit, tear through TCSM.

Kommandos are another one thart do very well. KN can spawn them early and generally they turn engagements and games with luv the dakka into nuke combos, or annihilate isolated setup teams with the burna bomb. Also do good dps at range and the rokkit nob can two shot transports from behind.

Kasrkin are fantastic too, the grenade launcher is funny with the knockback and the plasma guns are fierce when fighting things like termies or avatar. Theyire speed with the sarge also makes them good for lobbing grenades and catching retreating units sicne it doesn't reduce damage like fleet.

Fire Prism has always been solid, makes for setting up fights easy and the range means you rarely catch it. People tend to get lazy and treat them like they're preds though so it might seem like they go down easy.
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Re: 2.9.0 Beta

Postby Atlas » Mon 18 Feb, 2019 6:29 pm

Sharnick wrote:Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)

Why? For what? What is the reason for this change? After all, they are so useless. Or do you cut them, because Caeltos so bequeathed? Cut Plague Marines in each patch. Give them back the lost model.


Welcome to the forum!

I'm speaking from my own perspective but the ML change makes it easier to targets to escape their snare, making Chaos players diversify their AV a bit more. Likewise, PM were very versatile despite being an "AV" squad, so again their AI ability is reduced. Both changes have the effect of making PM less of a one-stop-shop for everything in Chaos T2. It's been a long time since I've heard PM be called "useless" though.

Antandron wrote:Eldar
Why reduce WS to 435/35? It's an insignificant amount and seeing as WS see a lot of use in 1v1s they are probably OK as they are. DR and FD are going extinct in favour of Falcon, WL and Autarchs.
Rangers need more pop but I like the range reduction on KP although removing damage from KP was a popular idea.

IG
GM Sargeant is rubbish and doesn't deserve to be 2 pop.
I'm glad someone did something about the cheesy T1 lasturret on power lockdown.

Chaos
Do CSMTerms need 20% melee resist? Why not SM Ranged Terms? Oh, CSMTerms reinforcing for 100/50 is harsh in comparison to SM Terminators reinforcing for 150/25 since 50 power is a lot for a reinforcement imo.

Orks
I don't like Battlewagon moving accuracy being 1.0 as I am in favour of standardised moving accuracies on vehicles as it's easier to remember than having different values for different units. What was wrong with 0.75?

SM
Drop Pod is now made of paper with 75hp. Harsh nerf, why not 250hp?
PDevs 400/15 is a weird price since most other units in T2 are about 4:1 to 10:1 req:power which is reasonable considering the average req:power income in T2. Making units cost lots of req and not much power gives the SM player a problem as they might not have enough req for T3 and/or reinforcements and be left with too much power and nothing to spend it on (because they now lack req). Noise Marines + Blastmaster is 425/30 and I'm told that PDevs are generally better, perhaps 400/35 for PDevs? I really don't know how much they should cost in 1v1s since I never buy them and they are supposedly OP in 3v3s at 400/0.


Answering the questions specifically, WSE cost reduction has the effect of lowering their reinforce cost as well.

It was determined that CTerms need it, I don't know if their reinforce was ever brought up. I don't know why SM Terms don't get it.

Battlewagon move around far too much unlike other shooty Super Units. ,75 is good, but also considering you need other squad to get the Wagon up to 100% the buff was deemed warranted.

The Tac's Drop pod neither reinforces on landing or on the field, so it's hp really doesn't make a difference. 75 hp just happens to be the hp of the dummy pod in code. For what it's worth, Venom Cannon is a precedent for 15 power squads.

Antandron wrote:One final point. There are too many wasted and underused units in the game. This is probably because they are either UP, compete with OP units or do the same things as already existing units in the roster.

My best guesses for why this is:

Stikkbommaz: their bombs seem to be dodged most of the time by competent players.
FD: WL is very good and does AV. Falcon does decent AV also. Maybe the bleed is a problem.
DR: don't know why but I don't see many in 1v1s. Some overlap with WG?
Spotters: Catachans are too versatile and stole the detection from Spotters and ability to disrupt set up teams. Catachans are the Swiss Army Knife of T1 units.
Whirlwind.
Flashgitz: 100dps piercing is mostly redundant if Shootas are still alive. Blastas cost 75/25 (total cost now 525/75) and are 60dps vs SHI and HI with a bit of splash at range 40. MoTCSM cost only 525/30 and do similar dps at range 38 with only slightly fewer HP and they probably have levels at this point. Waaagh counts for something in favour of Flashgitz but still, they really aren't very good and then there is that annoying 10% chance to KB themselves with every shot.
Kommandos: maybe the micro requirement of all their abilities, or that people love Tanks and Nobs in T3.
Kasrkin: no idea.
Fire Prism: Too fragile with 500hp.

Otherwise, great work!


Ty! As for unit evaluation that's up to others for the most part. A lot written here seems to be more musing than suggestions.
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Re: 2.9.0 Beta

Postby Atlas » Mon 18 Feb, 2019 6:38 pm

Broodwich wrote:Why the extra map pack at all? What is the difference even in DL size, and why do people still have issues with that?

There are definitely trash maps that should never have existed, but i don't see why you would set them in another download. Things should be easy to setup, and the more crap you add in the more confusion there will be


Dumping some maps cuts ~10-12% of the download size iirc? I'm doing rough math but it helps. Most of the filesize in the download comes from Elite_data and maps are a part of it.

Once the decision to prune maps is made, there's 2 decisions - either just banish them to the void or make them accessible to people if they want it somehow. The decision went to the latter, as the main purpose of the change was in cleanup. A cleaner and faster install and less clutter on the map list.

Basically, the only real complexity introduced is if people were purposely seeking out those "maps that should never have existed" as you call them. I imagine it'll be a pretty niche market. Still, I think I made the instructions on it as clear as possible just in case!

Swift wrote:...
Spotters are brilliant honestly, I think given they cost almost half as much as catas and have such great utility they do quite well when microed properly. Them having detection was dumb, they shouldn't be close to the enemy to be able to detect as it is, thats why the sent has a small detection radius. Honestly they lack the oomph catas provide, but they are very cheap and their utility very strong.
...


Rangers have the same issue. It was fixed by giving them a larger than normal detection radius. Just saying, we could do it! Make Spotters spot agsin!
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Re: 2.9.0 Beta

Postby Broodwich » Mon 18 Feb, 2019 7:16 pm

seems a lot of trouble to cut out 100MB in 2019. JS
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Re: 2.9.0 Beta

Postby boss » Mon 18 Feb, 2019 7:18 pm

Sharnick wrote:Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)

Why? For what? What is the reason for this change? After all, they are so useless. Or do you cut them, because Caeltos so bequeathed? Cut Plague Marines in each patch. Give them back the lost model.


Cos plague Marines and raptors can kill all transports durrrrrrrrrrrrrrrrrrrr least that's the reason they giving, shit one at that plague marines damage is not even that bad now already got nerfed and if you guys really think increasing there reload time by 2 secs going to do anything you must be off your head.
Plague marines only have 1 problem and which most people agree with they don't lose guys how to solve this make them 4 guys simply right nope need less damage and 2 sec more reload time, what the fuck you guys thinking is way beyond me.

No Antandron bad patchs need to be shit on,
Thanks to swift for his post saves me having to explain why each of those units are fine.

Again warp spiders are getting nerfed for some reason please explain why 5 less rec and 5 power for more upkeep and more cooldown on haywire is not a buff just dumb changes.

I was just thinking why only chaos terminators are getting a 20% melee resist and not sm then I just think like torpid and the answer came he lost a 1v1 a while ago cos he rushed t3 for chaos terminators vs eldar and tried to punch a wraithlord to death and well he lost them 4 mins after that :lol:
dats how balance gets done and why only chaos ones are getting cos torpid lost some to a wraithlord in melee :lol: :lol: :lol: :lol: :lol:.
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Re: 2.9.0 Beta

Postby Torpid » Tue 19 Feb, 2019 8:59 am

Broodwich wrote:seems a lot of trouble to cut out 100MB in 2019. JS


As far as I'm concerned it is more about de-cluttering the in-game map list. I don't play 3v3 often so I get very confused when hosting a lobby and people ask for map X and I can't find it amongst all the trash nobody ever plays. And it doesn't help it scrolls so slowly down that list... Such maps also detract from the mod quality and perception as well.
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Re: 2.9.0 Beta

Postby Torpid » Tue 19 Feb, 2019 9:02 am

boss wrote:
Sharnick wrote:Plague Marines:
Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Plague Bolter damage per hit reduced from 12 to 10.
(damage over time unaffected)

Why? For what? What is the reason for this change? After all, they are so useless. Or do you cut them, because Caeltos so bequeathed? Cut Plague Marines in each patch. Give them back the lost model.


Cos plague Marines and raptors can kill all transports durrrrrrrrrrrrrrrrrrrr least that's the reason they giving, shit one at that plague marines damage is not even that bad now already got nerfed and if you guys really think increasing there reload time by 2 secs going to do anything you must be off your head.
Plague marines only have 1 problem and which most people agree with they don't lose guys how to solve this make them 4 guys simply right nope need less damage and 2 sec more reload time, what the fuck you guys thinking is way beyond me.

No Antandron bad patchs need to be shit on,
Thanks to swift for his post saves me having to explain why each of those units are fine.

Again warp spiders are getting nerfed for some reason please explain why 5 less rec and 5 power for more upkeep and more cooldown on haywire is not a buff just dumb changes.

I was just thinking why only chaos terminators are getting a 20% melee resist and not sm then I just think like torpid and the answer came he lost a 1v1 a while ago cos he rushed t3 for chaos terminators vs eldar and tried to punch a wraithlord to death and well he lost them 4 mins after that :lol:
dats how balance gets done and why only chaos ones are getting cos torpid lost some to a wraithlord in melee :lol: :lol: :lol: :lol: :lol:.


Ha-ha-ha, no.

Maybe it is because SM terminators have insane hp regen at the moment that makes them extremely powerful in 3v3 and actualy usable in 1v1, unlike the chaos terminator variants. Why is this? Because chaos terminators benefit from worship and also get the option to swap to an AoE AV ranged weapon or melee form from the same global/350 red cost. Therefore them getting the hp regen was deemed too good. Yet chaos terminators are still clearly lacking so there needed to be some sort of middle ground. Chaos like melee. 40% would probably be too strong. So they got 20% melee resist.

Or maybe Torpid just lost his terminators to a wraithlord half a year ago and that's why the change got made hurr durr.
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Re: 2.9.0 Beta

Postby boss » Tue 19 Feb, 2019 12:44 pm

Lol of all the stuff I said about this patch and how bad it is you only spoke about chaos terminators and how you got caught out on how you do changes not cos of balance but cos you lost a game cos of them, only reason chaos terminators are lacking cos again you lost a game cos of them and now need buffs aka they get 20% melee resist cos you lost them to a wraithlord in melee just funny as hell :lol: :lol: :lol: :lol:

This is why you should never do changes or even have a say you don't care about balance just making stuff work the way you want, if you care sm range terminators would be the ones to get it cos one they can't get lighting claws unlike the chaos ones, two chaos gets an autocannon good vs everything, sm ones have to pick what you from them.

So how chaos ones lacking they not but they get buffs why cos you lost a game cos of them so now they lacking :lol: :lol: :lol: :lol: :lol:

https://www.youtube.com/watch?v=UtWpSuf1kno&t=4543s
time mark 48:30
This the game people and why only chaos terminators are getting a 20% melee resist cos he lost some to a wraithlord in melee well banshees walk in after woulds and they just fell over :lol: :lol: :lol: :lol: :lol: then lost the game after.
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Re: 2.9.0 Beta

Postby Wikkyd » Tue 19 Feb, 2019 9:45 pm

Don't really like these Imperial guard changes that much.

Why is the flare getting a cost increase?

Air dropped mines slow duration is fine, 30 seconds was way too much

Flak jacket, while I'll enjoy the reduced cost, I was fine with the cost before.

Yeah, screw those Sgt and Comm pop increases. Guardsmen already take up alot of pop on their own.

Interesting changes to the lasturret. I might use it more.

If I'm not mistaken sentinel has lost it's 100hp form the stomp upgrade. Why is the radius being nerfed? You already have to micromanage your guardsmen to stay near the sentinel so the stomp has effectiveness and the sentinel already has iffy pathing through squads.

I'd prefer to see reasons to changing things, sure it'd take more time to make notes but I'd prefer to see some reasoning to them.
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Re: 2.9.0 Beta

Postby Shroom » Tue 19 Feb, 2019 10:11 pm

Wikkyd wrote:Why is the flare getting a cost increase?

because fuck you ig faggot bullshit global
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Re: 2.9.0 Beta

Postby SarDauk » Wed 20 Feb, 2019 12:13 am

Wikkyd wrote:Don't really like these Imperial guard changes that much.

Why is the flare getting a cost increase?

Air dropped mines slow duration is fine, 30 seconds was way too much

Flak jacket, while I'll enjoy the reduced cost, I was fine with the cost before.

Yeah, screw those Sgt and Comm pop increases. Guardsmen already take up alot of pop on their own.

Interesting changes to the lasturret. I might use it more.

If I'm not mistaken sentinel has lost it's 100hp form the stomp upgrade. Why is the radius being nerfed? You already have to micromanage your guardsmen to stay near the sentinel so the stomp has effectiveness and the sentinel already has iffy pathing through squads.

I'd prefer to see reasons to changing things, sure it'd take more time to make notes but I'd prefer to see some reasoning to them.


If (almost) everyone agree on something currently is how IG overperform in 1v1 with their T1 with sentinel into chimeira in T2
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Re: 2.9.0 Beta

Postby Paranoid Kamikaze » Wed 20 Feb, 2019 2:43 am

Wikkyd wrote:Why is the flare getting a cost increase?


Because they try to nerf things that troll too hard. IG dropping a flare everytime they see a suppression team is so annoying.
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Re: 2.9.0 and Post-Release Roadmap

Postby Atlas » Wed 20 Feb, 2019 3:34 am

K, moved from a beta to an official amidst a very weird psychological phenomena where people were scared of the word "beta". If you've already downloaded it, you don't need to download it again! I'll be doing a stealth-archive of this when I get the chance sometime soon.

The reason archiving is important is three fold. The first reason is that it prevents dead links and just straight losing the data. The second reason is that it allows for accurate record-keeping between versions that might not be caught by people who casually play the game. The under-the-hood stuff that might cause problems later on down the road or verifying if changes were made but not stated. That sort of thing.

The last reason is that it allows for sophisticated collaboration among patch-makers. This time around it was mostly a one man show, but patches can be released much faster if different coders, map makers, bugfixing etc etc can draw and update from the same batch of files simultaneously off of an archived version of the beta build from the earlier version (hence why I called it a beta before). There was no archiving done here as I centralized everything for the sake of speed. Hope to change that in the future!

Ok, enough history!

I'm starting work on 2.9.1 right now too. So far, just a few extra bugs. I hope to get it out very fast, so expect a 2.9.1 link to come out pretty soon.

This is only a general warning for most of you, but keep the conversations civil in here. It's fine to disagree on balance changes but don't be an arse about it. Boss, you in particularly are getting awfully salty about the PM change. I understand the community is built on the salt industry, but everything in moderation.
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Re: 2.9.0 Beta

Postby Oddnerd » Wed 20 Feb, 2019 4:48 am

Wikkyd wrote:Don't really like these Imperial guard changes that much.

Why is the flare getting a cost increase?

Air dropped mines slow duration is fine, 30 seconds was way too much

Flak jacket, while I'll enjoy the reduced cost, I was fine with the cost before.

Yeah, screw those Sgt and Comm pop increases. Guardsmen already take up alot of pop on their own.

Interesting changes to the lasturret. I might use it more.

If I'm not mistaken sentinel has lost it's 100hp form the stomp upgrade. Why is the radius being nerfed? You already have to micromanage your guardsmen to stay near the sentinel so the stomp has effectiveness and the sentinel already has iffy pathing through squads.

I'd prefer to see reasons to changing things, sure it'd take more time to make notes but I'd prefer to see some reasoning to them.


The sentinel stomp radius made it undodgeable unless the Ig player fucked up. I think they should just bring back the +100hp and short range stomp it had before. It could stop melee fine but wasnt a T1 mega rumbla bs ability.

The flare cost was increased because it was basically an "I win this engagement" button. For a lot of races, suppression is the only viable way to deal with early IG blobs (since they shit on melee and outshoot any other infantry per-cost). Without suppression most early game armies are hopeless against the massive hp pool and ranged damage of an IG army.
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Re: 2.9.0 and Post-Release Roadmap

Postby Paranoid Kamikaze » Wed 20 Feb, 2019 4:54 am

Rippers are op now btw. Give them a cost cause right now it's a free unit that can tie up a ranged and are pretty tanky.

Also on that 2v2 map Thrall there's one of the main power points only able to have 2 generators on.
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Re: 2.9.0 and Post-Release Roadmap

Postby boss » Wed 20 Feb, 2019 8:44 am

Atlas wrote:K, moved from a beta to an official amidst a very weird psychological phenomena where people were scared of the word "beta". If you've already downloaded it, you don't need to download it again! I'll be doing a stealth-archive of this when I get the chance sometime soon.

The reason archiving is important is three fold. The first reason is that it prevents dead links and just straight losing the data. The second reason is that it allows for accurate record-keeping between versions that might not be caught by people who casually play the game. The under-the-hood stuff that might cause problems later on down the road or verifying if changes were made but not stated. That sort of thing.

The last reason is that it allows for sophisticated collaboration among patch-makers. This time around it was mostly a one man show, but patches can be released much faster if different coders, map makers, bugfixing etc etc can draw and update from the same batch of files simultaneously off of an archived version of the beta build from the earlier version (hence why I called it a beta before). There was no archiving done here as I centralized everything for the sake of speed. Hope to change that in the future!

Ok, enough history!

I'm starting work on 2.9.1 right now too. So far, just a few extra bugs. I hope to get it out very fast, so expect a 2.9.1 link to come out pretty soon.

This is only a general warning for most of you, but keep the conversations civil in here. It's fine to disagree on balance changes but don't be an arse about it. Boss, you in particularly are getting awfully salty about the PM change. I understand the community is built on the salt industry, but everything in moderation.



Whatever atlas if you don't like what I have to say then stop doing retarded shit, patchs are getting worse and if you really think all of this just based on pm changes shows you don't bother listen to anything people say just like this patch and if you want ban for this go ahead ban me for saying how bad this patch is how dumb
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Re: 2.9.0 and Post-Release Roadmap

Postby Adila » Wed 20 Feb, 2019 12:17 pm

Paranoid Kamikaze wrote:Rippers are op now btw. Give them a cost cause right now it's a free unit that can tie up a ranged and are pretty tanky.

Also on that 2v2 map Thrall there's one of the main power points only able to have 2 generators on.


Agree on that, we didnt count in that they scale with Tier, so they have more hp in t3 then they do in t2, doing a adjustment for that and we increase the red cost to 50 which is still not that much for nids, they float loads of red anyway and this way nid players will have to decide either get more towers or pump out rippers out of 2 towers for example.
Atlas did put the unfixed version, all that will be fixed in the next update we should get in a few days or if Atlas finds the time maybe even in 1-2 already.
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Telos
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Re: 2.9.0 and Post-Release Roadmap

Postby Telos » Thu 21 Feb, 2019 4:43 pm

Thanks so much to the Mod team for putting in so much work to this! It's so awesome that there's still such a dedicated community of players for this game. :D
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Broodwich
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Re: 2.9.0 and Post-Release Roadmap

Postby Broodwich » Fri 22 Feb, 2019 6:08 pm

Raptor AC is giving debuff on kill fx. Not sure if actual debuff or not

interesting change, but i kinda doubt it was meant to be in
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