Right, I said I wanted this done by Wednesday, release by Friday. I ended up done on Thursday and getting tweaked throughout Friday. Hooray!
Mostly bugfixes and map updates in this one, and some balance tweaks. The biggest one is that I managed to get the Beamer functioning thanks to a personal breakthrough in my understanding of the game. Huzzah.
Otherwise, yeah, enjoy! Don't have a lot more to say then what I said after 2.9.0. After this I'd like to move more towards fixing the Codex and site and getting people trained up for the next patch. As always, questions/comments and the like are always welcome. Just drop them either in here, or in the Discord server!
Thank you to Swift for the maps and map checking. Indrid, thank you for handling the graphics for 2.9.1 and for keeping the community alive through your casts. Coding wise, I handled most of it myself this time. I'd also like to personally thank Nikster for combing through the tooltips very thoroughly and Shoulder Mount and Paladin780 for testing the installer! Adila, who is our balance head, also did quite a lot of guinea pig testing with me! Tyvm.
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
In other mod news, Garrick has been working on his own mod! He'll release the details of it when he has finalized it, but look out for it!
(Because we are including map changes once again, a full installer is more suitable. It doesn't matter if you have any Elite installation beforehand, this download will work for all comers.)
2.9.1 Full Install(Mega)
2.9.1 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.)
English tooltips have been updated to the current version.
The following maps have been updated:
(Remember, old maps can still be updated back with the Extra Map Pack! Left those links in here just in case. To find out more about the Extra Map Pack in case you need details, go see the 2.9.0 thread really fast!)
(2p) Vulcan Pits
(2p) Fortuna Sanctum
(4p) Lyredon Thrall
(6p) Fortuna Sanctum
(6p) Hades Wastes
(6p) Quests Redemption
-Chaos Sorceror is stuck in his casting animations while he retreats after casting Subjugation.
-Chaos Lord can now properly equip his Lightning Claws.
-Sorceror Doombolt ability now fires the correct number of bolts at all times.
-Death Guard(DLC) Plague Champion no longer has holes in his sickly pauldrons.
-Raptors no longer display the demoralize vfx occasionally when the AC kills a foe.
-Raptors now properly display decorators at all times.
-Land Raider Phobos is now fully armed! His armament now includes the top-mounted Storm Bolter.
(The Storm Bolter is mostly a ceremonial addition at this point, so it's set to match the 25 dps of the Rhino's pintle bolter. Not a lot for a T3 super, but it's nice to have.)
-Operatives Smoke Grenade malignant vfx set to closely match the impact time.
-Operatives Squad is now responsive when throwing the Smoke/Incendiary Grenades. (Can now properly cancel the throws and refund energy.)
-Made sure Operatives Incendiary Grenades can not stack on themselves again.
-Made sure Operatives Incendiary Grenades work as intended. (Corrected some smoke spawning issues.)
-Cleaned up Operatives Smoke Grenade code.
-Operatives Smoke and Incendiary Grenade range now both set to 35. (Incendiary Grenade mistakenly set to 36.)
-Purgation Rending ability has a new icon.
-Mekboy construction menu icons now fixed at Banner to W and Turret to E.
-Full Auto and Shoot 'em Good both retuned once again to only hit one entity for their duration.
-ASM jump reliability change has been tuned one more time. (Squad should now more reliably jump with all 3 members without affecting the jump time.)
Chaos Space Marines
Chaos Raptor Squad:
Aspiring Champion Melta Pistol and Power Fist wargear has been replaced by a Daemon Maul.
(Daemon Maul stats mirror the Power Fist pre 2.9.0. 90 dph/45 dps melee_heavy, same melee attack attributes)
Aspiring Champion now grants the squad +25% energy regeneration when the squad is equipped with Meltaguns.
Chosen Plague Marines:
Health increased from 500 to 550.
(Squad from 2000 to 2200.)
Reload duration reduced from 8-8 to 7-7.
Warp Spider Squad:
Exarch cost reduced from 85/15 to 50/15.
Construction menu start index changed from 4 to 1. (Moves Deployable Cover to W and Turret to E.)
(This prevents the squad's construction menu from spazzing out and being pushed when the squad receives a medical kit.)
Ol'Unreliable damage type changed from barbed_strangler_pvp to grenade_spot_pvp.
(Grenade_shot_pvp stats mirror barbled_strangler_pvp damage profile pre 2.9.0 so only 3 to garrisons instead of 5.)
Nemesis Vortex bubble speed increased from 4 to 5.
Acolyte damage resistance aura increased from 15% to 25%.
Incinerator courage damage modifiers increased at short and medium ranges from 1.5/1.25 to 1.75/1.5.
(Short is 0-13 range, medium is 14-24 range. Weapon fires out to 30 range maximum.)
Purged by Fire duration increased from 5 seconds to 8 seconds.
Purged by Fire radius increased from 12 to 15.
Psilencers wargear and upgrade has been renamed to Psycannons.
(Only a cosmetic change, the weapon is the same.)
Squad now has the Conversion Beamer upgrade. Cost set to 75/0 and available at T2.
(Beamer and Psycannons are exclusive to each other.)
"Equip one member of the squad with a Conversion Beamer, effective against vehicles. The weapon requires to be set up
to use, but deals more damage the farther away from the target and can be enhanced by the user to snare targets on hit."
(The other crewmen wield Storm Bolters and Nemesis Halberds at half normal damage and no special attacks rather than Incinerators when the squad equips the Conversion Beamer.)
Current Beamer configuration:
(Mirrors SM Lascannon stats WITHOUT a default snare by default BUT gains +10% damage every 16 range away from the target.)
Beamer Damage Table:
165 dph from 0-16(x1)
181.5 dph from 17-32(x1.1)
199.65 dph from 33-48(x1.2)
219.615 dph from 49-65(x1.3)
Maxes out at 219.615 dph/42.9 dps.
(SM Lascannon is 33 dps, Chaos Lascannon is 40.24 dps.)
Conversion Beamer upgrade also grants the squad the Electropulse ability.
"Channel psychic might into the Beamer, allowing the weapon to snare vehicles hit by 60% for 5 seconds each hit. Drains 5 energy per second of use."
(The ability is free to toggle on/off with a small cooldown between the states.)
Health increased from 180 to 190.
(Squad from 900 to 950. Nob is unchanged.)
Drop Pod health increased from 75 to 250.
Tactical Drop Pod once again reinforces units after its landing.
Speed increased from 5 to 6.
Spawn Rippers delay time increased from 3 seconds to 15 seconds.
Spawn Rippers cost increased from 0/0/25 to 0/0/35.