Patch 2.9.3 Released !

Elite (and related) releases.
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Adila
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Patch 2.9.3 Released !

Postby Adila » Sat 22 Feb, 2020 8:33 pm

Here finally the release of 2.9.3!
Sadly we have to go with an 8 hero slot selection for now since the normal crashes with an extra race slot and fixed model view.
Special thanks to all the testers and the whole development team for allowing us to get out as much stuff as we did this patch.
We will get some smaller tourneys going to figure out stuff that needs fixing/changing and we plan to release 2.9.4 about a week after the Impreg Tourney. If all is fine we just stay as it is. For now, enjoy the new patch !

Full Install link:
updated with different dl links
https://www.dawnofwar.info/forum/viewto ... f=6&t=6726 CHECK OUT THE HOTFIX HERE

General
- 2 new OM heroes added and 1 new OM unit added
The Eversor Assassin and the Daemon Hunter with the call-in unit Crusaders
- Hero selection menu modified to accommodate additional heroes.
- Melee scaling standardization changes implemented
- Tooltip updates, too many to keep track of atm.
- Maps by Swift: Siege of Vraks (3v3), Tiamet's Paradise (1v1), Fen Dunloch (1v1), Fen Dunloch (2v2), Doom of Tularis (TFFA/FFA), Siege of Vraks (TFFA/FFA), Myggyrid'isil (3v3)

Bug fixes
- Webway Gates and RA Tunnel now have the salvage ability which will destroy the building after a few seconds and doesn't give back any resources.
- Bloodletter Warp Shift is now interrupted by retreat.
- Purged by Fire is no longer refundable. (Can still be interrupted and retreat interrupted.)
- Hammer of the Witches exploits fixed.
- Lord General Medical Sergeant, Commissar, and Voxcaster no longer shares damage with the rest of the squad. (fixes the LG dying first sometimes)
- Attempted a fix where the Great Unclean One Flesh Hook would not fire properly on the first use.
- Attempted fixes for lictor and alpha lictor flesh hooks not firing properly.
- Kcsm firing pistols in melee bug fixed
- Heretic grenade launcher exploit fixed.
- Sternguard loincloth visual issues fixed.
- Fixed issues with the Strike Justicar’s weapons.
- Fixed issues with Brother Captain globals and wargears.
- Fixed an issue where the Psychic Field ability didn’t properly apply VFX to its targets.
- Fixed an issue where the Ops Melta Bomb’s VFX would not last the duration of the effect.
- Fixed an issue where the MoT CSM AC wouldn’t show the plasma gun in army painter.
- Fixed an issue where the Chaos Sorceror’s Warp global would teleport units to other Sorcerors.
- Fixed an issue with operative smoke grenades.
- Purification can now be cast from inside buildings.
- Zoanthrope Symbiosis and Painboy Git Sauces can no longer target unconscious units.
- PC now gives normal exp ratio on death like all other heroes ( gave 50% only since RETAIL.)
- Attempted preferred targeting fixes on certain weapon types
- Stubbornness and AoD heal rate bugs fixed
- Swarmlord synapse no longer gives tyrant guards different bonuses from normal synapse
- Psychic Beacon model has been updated and should now display a proper model
- Trippa Shot can now effects FC during battlecry specials (stun now applies before knockback)

ImageChaos Space Marines

Chaos Lord:
Melee skill scaling reduced from 82 to 79 tier.

Chaos Sorceror:
Melee skill scaling reduced from 82 to 79 tier.
Doombolts shooting over terrain reverted (limited range again)
Attempted Doombolt casting reliability fix.
Coruscating Flame Exploit fixed (no refunds and no instant movement after ability cast)

Plague Champion:
Noxious Cloud vfx adjustments for better visibility.
Melee skill scaling reduced from 72 to 69 tier.
Touch of Nurgle Red cost increased from 150 to 175.
Breath of Nurgle cooldown increased from 30 seconds to 45 seconds.
Summon Chosen Plague Marine Squad cost reduced from 480/30/175 to 400/35/150. (reinforce cost is unaffected)

Chaos Space Marine Squad:
Plasma Gun damage per hit reduced from 60.43 to 45.85. (dps from 24.88 to 18.88)
KCSM firing pistols and other wargear issues fixed.

Heretics:
Grenade launcher bugs/exploits fixed.

Noise Marines:
Sonic Blaster silence wind up time reduced from 1.5 to 1.
Blastmaster wave now only affects enemy infantry. (Impact point still affects all targets)

Chaos Raptors:
Cost increased from 400/40 to 400/45. (reinforce cost from 67/6 to 67/7)

Chaos Dread:
Mark of Tzeentch Frenzy Barrage now deals 1.5 flame_pvp damage per second to the target area for the duration of the effect in addition to its other effects. (50% what is had done pre-nerf)

Plague Marine Squad:
Plague Marine rotation speed increased from 250 to 500.
Plague Missile Launcher reload duration reduced from 7-7 to 6-6.
Hp regen reduced from 4.6/4.83/5.07/5.33 to 4.2/4.43/4.67/4.94.

Chaos Predator:
Melee skill increased from 50 to 100. (50/51/52/53 to 100/101/102/103)
Nurgle pred dot bolter dmg reduced from 0.25 to .125

Chaos Terminators:
Autocannon cost down from 100/80 to 100/70.

Great Unclean One:
Hook tracking/reliability changes.
Great Unclean One hook is no longer cancelable.
Hook knockback changes from ability knockback to weapon knockback for units in radius 4.

ImageEldar

Webway Gate:
Self destruction ability add with a 6 second delay that returns no resources.

Warlock:
Melee skill scaling reduced from 82 to 79 tier.
Immolator ranged dot damage lowered from 8 to 3.
Merciless Witchblade special attack damage reduced from 50 to 40.

Farseer:
Melee skill scaling reduced from 82 to 79 tier.
Psychic Storm duration reduced from 8 seconds to 7 seconds.
Farseer now takes 20% less damage while channeling Psychic Storm.
Farsight cost increased from 35 red to 50 red.

Warp Spider Exarch:
Anti Grav Grenade projectile maximum speed increased from 20 to 24.
Units inside the Shimmer Orb no longer receive courage damage while inside its effect radius.

Rangers:
Cost changed from 210/25 to 230/20. (reinforce cost increased from 35/4 to 38/4)
Pathfinder Gear cost changed from 75/15 to 50/20.
Psychic Beacon no longer requires the Pathfinder Gear to use.
Psychic Beacon model issues fixed.

Guardian Weapon Team:
Cost increased from 240/30 to 250/30.

Warp Spider Squad:
Haywire Grenade cooldown reduced from 48 seconds to 40 seconds.

Wraithlord:
Health regen reduced from 1.7/2/2.3/2.65 to 1/1.3/1.6/1.9

Autarch:
Fusion Gun damage per hit increased from 54 to 64.

Fire Dragons:
Exarch can now swap between a flamer and a melta, takes 1 second to swap.
Flamer stats equal to Tac Flamer.

D-Cannon:
D-Canon vfx added like in retail so it’s more clear when it shoots again.
D-Cannon post-impact damage now only deals 50% damage to allies.

ImageImperial Guard
Inquisitor:
Melee skill scaling reduced from 82 to 79 tier.
HoTW exploit and reliability fixed.
Hellfury Strike initial impact flame damage decreased from 30 to 25.
Infiltrated Storm Troopers global cost increased from 200/0/125 to 250/0/125

Lord Commissar:
Air Dropped Mines moved from T1 to T2.
Air Dropped Mines and Loyal to the End UI positions swapped.
Melee skill scaling reduced from 82 to 79 tier.
Bionic Eye speed buff on executed squads reduced from 3.5 to 2.5.
Stubbornness no longer has a heal proc when changing heal rate (allowing healing every second)
Stubbornness healing ui now activates every 16/8/4/2 based on new heal rate from 12/6/4/3
AoD heal proc fixed, no longer bugs out when changing between heal rates
AoD healing ui now activates every 8/8/12/12 based on intended tic rate

Lord General:
General all retinue members melee skill scaling reduced from 72/82 tier to 69 tier.

Guardsman Infantry Squad:
Cost increased from 210/0 to 230/0. (reinforce cost from 17 to 19)
Reinforcement time increased from 2 seconds to 3 seconds.
(time_percentage from .75 to .95)
Sergeant population cost increased from 2 to 3.

Sentinel:
Cost increased from 330/0 to 350/0.
Default unit detection range decreased from 15 to 12.

Artillery Spotter Squad:
Mortar shell wind up increased from 1.8 to 2.5. (all variants)

Manticore:
Speed increased from 4.5 to 5.

ImageSpace Marines

Force Commander:
Melee skill scaling reduced from 82 to 79 tier.
Power fist cost down from 175/50 to 150/50.
Armor of Alacrity, ability speed bonus increased from 2 to 3.
New terminator FC portrait added.

Apothecary:
Melee skill scaling reduced from 82 to 79 tier.
Hp increased from 600 to 610.

Techmarine:
Master Crafted Bolter cost reduced from 100/30 to 100/25.
Proximity Mines are no longer refundable.

Tactical Marine Squad:
Missile Launcher cost reduced from 80/40 to 75/35.

Devastators:
Lascannon windup revert (bugged animations) and reload time reduced from 2.5 to 1.5
Lascannon purchased after vengeance rounds.

Assault Squad:
Cost decreased from 450/50 to 450/45.

Razorback:
Smoke Grenade projectile speed increased from 12 to 14.

Librarian:
Cost reduced from 350/60 to 375/50.
Smite now ignores cover and can hit units in garassions.

Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.

ImageOrks

Call Da Boyz:
Cost reduced from 250/0/200 to 200/0/200.
Cooldown increased from 60 seconds to 90 seconds.

Shootas:
Squad no longer gains a 5% ranged damage increased when a Nob is present upon the purchase of T2.
Shoota level 4 ranged damage modifier reduced from 1.3 to 1.16. (makes the squad’s leveling uniform)

Lootas:
Cost increased from 240/30 to 250/30.

Tankbustas:
Cost increased from 300/0 to 300/15.

Deff Dred:
Cost increased from 250/60 to 270/65.
Burnaz n Bitz cost reduced from 140/20 to 120/15.
Build time increased from 35 seconds to 40 seconds.

ImageTyranids

Globals:
Brood Nest red cost increased from 100 to 125.
Spawn Venom Brood cost increased from 300/0/150 to 300/15/150.
Tyrannoformation delay between spires 2-7 reduced by 0.5 seconds each.
(timings from 3/5/7/8/9/10/11 to 3 / 4.5 / 6.5 / 7.5 / 8.5 / 9.5 / 10.5)

Capillary Tower:
Spores and Rippers now have a shared Cooldown in each Tower.
Spawn time increased to 15 sec.

Ravener Alpha:
Damage Synapse cost increased from 120/40 to 150/40.
Tunnel self destruct ability added with 6 second activation time, gives no resources back.

Lictor:
LA feeder tendrils no longer heals the Lictor if it’s nearby.
New lictor portrait added.
Hook tracking/reliability changes.

Lictor Alpha:
Flesh hook should now refund if it does not fire.
Hook tracking/reliability changes.
Flesh hook is no longer cancellable

Hormagaunt Brood:
Cost increased from 240/0 to 260/0. (reinforce cost increased from 15/0 to 16/0)

Spore Mines:
Cost increased from 100/5 to 125/5.
Damage over time damage per second reduced from 5 to 3.75 while the enemy is in retreat.

Ravener Brood:
Abilities no longer disappear / change position when knocked back.
Cost increased from 400/40 to 425/40.

Genestealers:
Rending Claws special attack damage type changed from melee_pvp to melee_heavy_pvp.

Zoanthrope:
Symbiosis cost reduced from 100/30 to 100/25.

Venom Brood:
Venom Cannon Damage per hit reduced from 40 to 35.

Ripper Swarm:
Vehicle Snare reduced from 4% to 2%.
Reinforce time increased from 1 second to 3 seconds. (time_percentage from 1 to 3)

Neurothrope:
Catalyst is no longer refundable. (can still be interrupted and retreat interrupted)
Basic synapse added.

Swarmlord:
Damage per hit increased from 110 to 120
Reflective chitin passive knockback chance on melee units from 10% to 20%
Swarmlord synapse now effects tyrant guards by the same amount as normal synapse.

ImageOrdo Malleus

Factionwide Changes
Inquisitorial Stormtroopers:
Plasma Gun cost increased from 80/20 to 80/25.
Overcharge Plasma energy cost increased from 60 to 65.
Overcharge Plasma now has a minimum range of 10.
Sergeant and Acolyte melee skill reduced from 70 to 60. (60/61/62/63)
Acolyte cost reduced from 85/20 to 80/20.
Sergeants grenade indicator fixed, now reappears when repurchased.

Strike Squad:
Requisition cost increased from 400 to 450.
Melee damage increased by 15%.
Charge range increased from 0 to 12.
Melee skill increased from 60 to 70 and specials are now useable by default.
Storm bolter dps increased from 10.5 to 12.5.
Purification now comes by default.
Justicar now increases health by 15% instead of providing buffs based on upgrades.
Nemesis Focus and Psybolt ammunition upgrades removed.
Energy burst speed reduction reduced from 80% to 50%.
Energy Burst duration reduced from 6 seconds to 4 seconds.
Justicar now wields the same storm bolter as the rest of the squad.
Justicar Nemesis Sword damage per hit reduced from 50 to 40.
New T1 psychic upgrade grants “Banishment” basically a smite with 1⁄2 damage (75/15)
Banishment damage increased by 50% if the squad has a justicar.

Inquisitorial Operatives:
Fallback Plan stun radius reduced from 15 to 10.
Sergeant Infiltration energy reduction bonus reduced from 100% to 50%. (now 5 energy to activate, -.75 energy per second)
Sergeant cost increased from 75/25 to 85/25.
Cost up from 250/30 to 270/30. (reinforce cost from 31/4 to 33/4)
Speed from 6.5 to 6.
Fallback plan upgrade cost reduced from 75/20 to 50/15.
Fallback Plan no longer slows targets hit in its radius. Other effects remain.
Fallback Plan health regeneration bonus increased from 6 hp/s to 10 hp/s.
Incendiary Grenade impact damage increased from 40 to 50.
Smoke grenade exploit fixed.

Purgation Squad:
Incinerators now do full courage damage to units in light and heavy cover
Rotation rate increased from 400 to 600.
Melee skill increased from 50 to 60.
Purged by Fire! exploit fixed, the actual weapons now cause slow on hit effects.
Purged by Fire! now costs 60 energy to use.
Psycannon rending issue fixed.
Psycannon decorator icons change to be more fitting of their weapon profile.

Purifiers:
Ability visuals improved upon, made more accurate.

Terminator Librarian:
Increased size and melee base size from small to medium, given the same right of way as CL.

Rhino:
Cost increased from 250/45 to 280/50.
Heavy Bolter cost reduced from 75/15 to 50/15.
Heavy Bolter build time reduced from 15 seconds to 10 seconds.

Grey Knight Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.

Interceptor Squad:
Moved from T3 to T1
Cost reduced from 450/60 to 450/45.
2 second 50% speed reduction from after jump removed from justicar.
Grenades can now affect units in buildings and do full damage to units in cover.
Grenade now has standard 4.5 damage on retreat multipliers (like most nades).
Grenades no longer drain energy / suppress allied units, still damages though.
Storm bolters changed to strike storm bolters (16.84 dps to 12.5 dps)
Squad now starts off with weapon swapping and psych-out removed by default.
Justicar upgrade moved to T2 and grants psych-out grenade.
Justicar now wields the same sword as the strike squad justicar.
T3 psycannons upgrade 100/30 that allows for old weapon swapping
Teleport and Furious Intervention windup delay reduced from 1.25 seconds to .25 seconds.
Justicar health increased from 400 to 500. (500/550/605/665.5)
Squad now has better visuals when charging. (That vfx that other squads have while charging)
Starting melee skill reduced from 72 to 70 (70,71,72,73 same as most melee squads)
Psycannons decorator changed to anti vehicle.
Wargear decorator issues fixed.

Vindicare Assassin:
Turbo-penetrator Rounds decorator changed to anti vehicle.
Passive garrison buffs for vindicare removed.

Paladins:
Speed reduced from 4.5 to 4.
Hp regen reduced from 1.75 to 1.25.

Land Raider Crusader:
Speed increased from 3.25 to 4.
Rotation rate increased from 30 to 45.

Brother Captain:
Melee skill scaling reduced from 82 to 79 tier.
Increased size and melee base size from small to medium, given the same right of way as CL.
Mantle of Terra bug fixed which prevented it from granting enfeeble its cooldown reduction.
Canticles no longer affect ability cooldown.
Canticles energy regen increased from 4 e/s to 8 e/s.
Canticles health regen increased from 5 hp/s to 6 hp/s.
Default health increased from 900 to 1000.
Hp regen tier from .62 tier to .78 tier.
Energy regen tier from 2.36 tier to 1.55 tier.
Default sword/Nemesis Sword frontal melee special damage from 40 to 30 and from 52 to 42.
Default sword and Nemesis Sword frontal melee special flight distance reduced from 10 to 8.
Default sword and Nemesis Sword radial melee special flight distance reduced from 8 to 7.
Nemesis Power Sword cost increased from 120/20 to 120/25.
Nemesis Daemon Hammer cost increased from 130/35 to 130/40.
Nemesis Force Halberd cost increased from 150/30 to 150/35.
Nemesis Warding Staff cost reduced from 135/40 to 130/40.
We Are the Hammer! Damage resistance reduced from 15% to 10%.
We Are the Hammer! and We Are the Hammer! Improved energy cost increased from 50 to 60.
We Are the Hammer! and We Are the Hammer! Improved no longer affects charge range.
We Are the Hammer! and We Are the Hammer! Improved cooldown decreased from 80 to 40.
We Are the Hammer! Speed buff decreased from 1 to 0.25
We Are the Hammer! Improved Speed buff decreased from 1.5 to 0.5
Demolishing Strike energy cost reduced from 50 to 40.
Ward cast range reduced from 35 to 30.
Psychic Lash now targets an infantry unit entity. For up to 5 seconds, the target’s speed is reduced by 60%, suffers 25 dps piercing until either the Brother-Captain cancels the ability or is interrupted. Channeled ability. In addition the Brother-Captain heals himself 35 health per second while the ability is active. Energy cost set to 40, 30 second cooldown. Range 30.
Unending Purge now heals the brother captain for .75% of his maximum health for every attack he lands against enemy infantry and a passive 1 energy regen. No longer provides any other additional passive bonuses.
Enfeeble renamed “Bulwark”, Grants 35% melee damage resistance, increases damage by 15% and 3.5 hp/s to friendly infantry unit for 15 seconds. Energy cost 40. Cooldown 30. Range 20.
Holy Armor of Titan health bonus reduced from 500 to 350.
Aegis health to shield conversion reduced from 4 to 3.5
Mantle of Terra reworked -
Now grants +20 max energy and grants "Battle Rites" ability, which restores 40 energy and 225 health to the BC and allied infantry in radius 25. Cost increased from 120/20 to 125/35


Eversor Assassin
Base Stats
Health - 690 Energy - 100 Speed - 5.5
Sight - 40 Courage - 100 Melee Skill - 70
The Eversor has a higher charge range than normal. (15 vs 12) 40% melee resist.

Default Loadout:
Executioner Pistol - 16 dps piercing
Chain Machete- 40 dps melee
Starts with the Psychon ability and an explosion on death which deals 20 explosive damage and minor weapon knockback in a radius of 15.

Psychon -
The Eversor loses 100 hp, but deals 30% more damage and gains 30% damage resistance for 8 seconds. 30 second cooldown. Energy cost set to 60. The Eversor requires at least 100 hp to use this ability.

Globals
Sanctify(50)(T1):
Grants 75 energy to the targeted infantry unit. 80 second cooldown.

Hypermetabolism(100)(T1):
Drive the Eversor to the peak of his combat performance. Overlocks the Eversor, granting him +100% cooldown reduction on his abilities, 2e/s, and +5 hp/s for 15 seconds. However, at the end of the duration of the effect, the Eversor takes 30% additional damage for 10 seconds. 90 second cooldown.

Mark(150)(T2):
Off-map Vindicare support reveals the location of all enemy units on the battlefield for 10 seconds. 120 second cooldown.

Bio Meltdown(150)(T2):
The Eversor takes 10 dmg per second for 30 seconds and is surrounded with a radius 15 damage aura, dealing 12 piercing DPS every second for the duration of the effect to all other infantry units, these units will take for the next 3 seconds 10 dps piercing when leaving the aura and will lose 0.5 speed. If the Eversor dies before the effect wears off all units in radius 15 take knockback and 75 explosive damage. 120 second cooldown.

Orbital Bombardment(500)(T3):(Same nuke as space marines)

Weapon Wargears

Executioner Pistol(T1, 100/30)
Equips the Eversor Assassin with an Executioner Pistol (Range 38, 100% fotm), highly effective against infantry. 30 piercing DPS, 40 melee DPS. Grants the Neurotoxin ability (range 30) which slows a targeted model by 40% and inflicts 120 piercing damage over the course of 5 seconds (24 a tick). Energy cost 40, cooldown 40 seconds.

Eviscerator Axe (T2, 130/25)
Equips a power axe, effective against all infantry. 65 dps power melee, 16 piercing DPS.
Grants the Killzone ability, for 12 seconds enemy units in radius 15 of a targeted area take 20% more melee damage, in addition the eversor deals 30% more damage and gains 10 melee skill while in this area. Range 30. Cooldown 45 seconds and 50 energy cost.

Improved Neuro-Gauntlet (T2, 120/30)
Equips an improved neuro-gauntlet, filled with deadly toxins. Enemies struck by this weapon take 2.5 piercing damage per second for 2.5 seconds in addition to the Gauntlet’s own damage. The eversor cannot perform special attacks with this weapon. 80 dps power melee, 16 piercing DPS.

Armor Wargears

Synskin Bodyglove (T1, 110/25)
Increases the Eversor's health by 100 and health regen by 0.5 hp/s. Reduces health cost and increases duration of Psychon to 50 and 12 seconds respectively.

Assault Armor (T2, 150/30)
Increases his health and health regen by 150 and 2.5 Gives him the Charge ability, allowing to charge at the targeted location, increasing speed by 100%. Each second while in charge, all units in radius 6 take 7.5 power melee damage and ability knockback. Targets in radius 2 take an additional 7.5 power melee damage. Damage can only be dealt to each individual model 2 times every 2.5 seconds. 50 second cooldown and 60 energy cost. (No knockdown or suppression immunity)

Frenzon (T3, 150/50)
Increases the Eversor’s health by 200, his health regen by 1.5 hp/s and his energy by 25. Grants the Frenzon ability, granting suppression and knockback immunity, 30% damage resistance and takes 8 damage a second. The Eversor requires at least 8 health and 3.5 energy to sustain this ability per second, with an initial activation cost of 10 energy. Toggled ability.

Accessory Wargear

Chem-Cloud Grenades (T1 100/25):
Chem-Cloud Grenades instantly suppresses enemy infantry in radius 7.5 on detonation. For 12 seconds enemy infantry lose the ability to regen health, have their damage output reduced by 35%, and have their melee skill reduced by 10 in radius 10. These effects linger on entities for 2 seconds. 50 second cooldown and 30 energy cost.

Onslaught Injectors (T1, 100/25)
The Eversor Assassin imbibes a cocktail of Onslaught, passively increasing his melee skill by 1 every tier. Also grants the Onslaught Injection ability which grants him 1 speed for 10 seconds. 30 second cooldown and 25 energy cost.

Cybernetic Enhancement (T2, 100/30)
Increases energy regen by 0.2 and unlocks the Rapid Reflex ability, reducing ability cooldowns by 50% and healing for 10hp/s for 10 seconds. Cooldown: 60 seconds, Energy Cost: 60.

Light Weight Drug (T2, 100/25)
Increases movement speed by 0.5, extends his charge range by 3(15 to 18), increases health by 50 and energy regen by 0.1 e/s.

Daemonhunter
Base Stats
Hp - 750 Energy - 200 Speed - 5 Sight - 40 Courage - 100 Melee Skill - 70
Starting Power Sword – 30 dps melee (LC weapon traits).
Default bolt-pistol – 12 dps, same attack pattern as FC/apo, bit lower damage.
Starts with Rift Tear and Purification.
Rift Tear (active) – After a 1.5 second delay, casts a spell tearing open the rift in an area debuffing any infantry that move through it making them move 40% slower for 6 second. Duration refreshes whilst in the rift. Channelled ability. Range 100. Radius 12. Ignores LoS and can be cast into the FoW. Cooldown 60 seconds. 100 starting energy cost and 5 e/s to maintain.
Purification (active)– Gives 50 of the Inquisitor's energy to target unit. Range 30, CD 30 secs.

Globals
Sanctify(50)(T1):
Grants 75 energy to the targeted infantry unit. 80 second cooldown.

Psychic Assailment(75)(T1):
Increase a targeted allied squad's ranged damage by 25% and weapon range by 7 for 25 seconds. 60 second cooldown.

Psychic Fortress(100)(T2):
For 15 seconds, a targeted allied infantry unit emits a radius 10 aura that cripples enemy infantry units, burning 5 energy per second and slowing them by 50%. Slow effects linger for 2 seconds after leaving this radius 100 second cooldown.

Crusader Squad(420/40/125)(T2):
Spawns a Crusader Squad at your base after a 3 second delay. 5 minute cooldown.

Crusaders are now added into the game. Available to the Daemonhunter, spawned at base through global (425/40/125). 4 models, 4.5 speed, 2400 infantry hp in total. 600 hp and 3 pop per model. They are equipped with a Longsword(35 dpH melee) and a Shield, low dps but very tanky, good to approach suppression. Comes with the “Defend” and “Marshall Prowess” abilities. Currently reinforce at 50/4 per model.

Defend gives the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by 1.5. 10 energy to activate, 5 energy per second to channel (FC’s defend is 10 to activate, 4 to channel)

Marshall Prowess allows the squad to lash out in the specified direction with an explosive strike dealing 5 piercing damage and weapon knockback in radius 5 along a line of length 12.5. Slightly higher knockback strength than merciless strike (1 degree of strength higher atm). Cooldown 40 seconds. Energy cost set to 40.”

Orbital Bombardment(500)(T3):(Same nuke as space marines)

Weapon Wargears

Force Sword(120/20)(T1)
Equips a Force Sword (50 power melee DPS). Effective against infantry.

Destroyer-Burner(100/30)(T1) (Currently disabled)
Equips a hand flamer (flamer pistol,) which is effective against light infantry, has 100% accuracy on the move, and deals splash damage in radius 5, but has limited range (22). Effective against infantry in cover and buildings. 4.17 flame DPS (melee stats are unaffected.) Grants the ability 'incinerate' which increases range damage against light_defence, building_light, and building_ig_turret armour targets by 110% for 35 seconds. Cooldown 120 seconds.

Force Glaive(140/35)(T2)
Equips a 71.43 dps power melee weapon. Grants Inferno ability, which causes Daemonhunter to bursts into flame deal weapon knockback and inflicting 40 melee_pvp damage to foes within radius 15 after a 2 second activation time. Cooldown 20 seconds. Energy cost 80.

Null Rod (150/40)(T2)
Equips a 55 dps melee weapon. Grants +75 energy & the “Retribution” ability, which striking foes in a radius 15 for 20 psychic damage, knockback, and silencing their abilities for 6.5 seconds in a targetted area after a 2 second delay. 40 second cooldown and 60 energy cost.

Armor Wargears

Armour of Fortitude (T1 120/25)
Increases max hp by 150 and health regen by 1.5hp/s. Grants Indomitable ability, which temporarily places infantry units in a stasis state rendering them unable to attack but also immune to damage and weapon knockback for 7 seconds. CD30s. Energy cost 60. Doesn’t affect retreating units.

Armour of Insight(T1, 110/20)
Increases his max energy by 50 and energy regen by +0.2e/s. Grants the Light of the Emperor ability, which grants sight and detects enemy units within a radius 35 for 15 seconds. Cooldown 70 seconds.Range 80. 70 second cooldown. Energy cost set to 80.

Armour of Banishment (T2 150/30)
Increases health by 50, maximum energy by 50, and energy regen by +0.3e/s. Grants Rites of Exorcism which increases damage taken by the targeted vehicle by 30% and reduces rotation speed by 90% for 15 seconds. Cooldown 45 seconds. Energy cost 40.

Armour of Damnation (175/50)(T3) -
Increases max hp by 200, energy by 50 and energy regen by +0.5 e/s. Replaces Rift Tear ability with Tempest. After a 1.5 second delay, casts a spell tearing open the rift in an area debuffing any infantry that move through it making them move 50% slower for 6 second in Radius 12. After a 3 second delay units caught within cannot use abilities. After 6 seconds of channeling, the tear worsens by increasing its previous effect radius to 15 and blinding units caught within. After 9 seconds of channeling the tear becomes apocalyptic, with all units caught in a 20 radius suffering 45 plasma damage per second in addition to the previous effects. This ability can be channeled so long as the Daemonhunter possesses the energy to do so. The Daemonhunter is immobile while channelling this ability. Requires 5 additional energy per second to maintain as the spell grows stronger. 60 second cooldown. 100 starting energy cost. Range 100.

Accessory Wargears

Tome of Fury (120/25)(T1)
Grants the “Sundering” ability, which applies a buff to the DH that causes his weapon on hit to apply a debuff for 6 second, that reduces the damage resistance to melee attacks of any unit hit (including vehicles) by 20%. Duration 12 seconds. 30 second cooldown. Energy cost set to 100.

Tome of Haste (T1 130/20)
Grants the 'Word of the Emperor' ability, increases the speed of allied infantry by 2.5 for 10 seconds in radius 15, also reduces damage output by 50%. Cooldown 30s. Energy cost 80.

Tome of Tranquility (T2 125/25)
Increases allied infantry energy regeneration rates by 30% in radius 15 and his own energy regeneration by 2 e/s. Additionally, it decreases his ability cooldowns by 20%.

Empyrean Brain Mines (T2 100/20)
Grants the 'Empyrean Mine' ability, scattering 5 infiltrated mines around a targeted position. When detonated, the mines deal 15 explosive damage, disable energy regen, and deal 75 spore damage over 15 seconds to infantry in radius 7. Infantry are also slowed by 90% for 5 seconds. Vehicles hit by the mines are slowed by 40% for 6 seconds. Cooldown 30 seconds. Energy cost 70. Cooldown set to 30 seconds. Range set to 30.
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Swift
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Re: Patch 2.9.3 Released !

Postby Swift » Sat 22 Feb, 2020 9:22 pm

:o
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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Re: Patch 2.9.3 Released !

Postby RiceMuncher » Sat 22 Feb, 2020 10:14 pm

:O Need to update homepage
Gabriel
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Re: Patch 2.9.3 Released !

Postby Gabriel » Sun 23 Feb, 2020 2:49 am

Please can fix the reforcement to the unit from Lord General, in this patch no work like 4 times.
I have been warning this for a long time and they never took it into account
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Re: Patch 2.9.3 Released !

Postby Batpimp » Sun 23 Feb, 2020 3:56 am

OP GK jesus
Eternal Crusade code 4 extra points FOR YOU!:
EC-ULA1Q6C1USBP0
twitch.tv/batpimp/
twitter: @Batpimpn
Starter guide viewtopic.php?f=11&t=877
Advanced strategy viewtopic.php?f=2&t=718
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Broodwich
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Re: Patch 2.9.3 Released !

Postby Broodwich » Sun 23 Feb, 2020 5:12 am

this patch has to be the biggest troll i've ever seen
Fas est ab hoste doceri
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Re: Patch 2.9.3 Released !

Postby Paranoid Kamikaze » Sun 23 Feb, 2020 5:32 am

Alacrity :)
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Re: Patch 2.9.3 Released !

Postby RedReVenge » Sun 23 Feb, 2020 6:02 am

Strike squads Smite T1 is just complete nonsense.

Just had an interceptor squad take down a LR (No other AV). The damage seems way to high with armed with psilencer.
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Re: Patch 2.9.3 Released !

Postby egewithin » Sun 23 Feb, 2020 6:39 am

No nerfs for flashgitz blastaz?
crog
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Re: Patch 2.9.3 Released !

Postby crog » Sun 23 Feb, 2020 1:29 pm

Thank you for the update, great work!
So many nerfs :lol:
Was expecting warpspider buffs, like more hp or less models.
WL nerfs will hurt after so many prenerfs
Not sure about psychic storm nerfs, since it deals not much dmg from last nerfs.
However important fixes were done (webway and tunnel selfdestruction).
I am excited.
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Re: Patch 2.9.3 Released !

Postby Nehkrosis » Sun 23 Feb, 2020 1:36 pm

Man, that Eversor is going to be crazy. Has some seriously nice combos in his gear options!
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Re: Patch 2.9.3 Released !

Postby crog » Sun 23 Feb, 2020 1:40 pm

Install Link isn t working for me.
'Not authorized.'
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Re: Patch 2.9.3 Released !

Postby Centzontotochtin » Sun 23 Feb, 2020 2:30 pm

crog wrote:Install Link isn t working for me.
'Not authorized.'

I'm getting the same, then the file vanishes.
Edit: It was the AV.
Last edited by Centzontotochtin on Sun 23 Feb, 2020 3:13 pm, edited 1 time in total.
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Swift
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Re: Patch 2.9.3 Released !

Postby Swift » Sun 23 Feb, 2020 2:46 pm

If your install fails after downloading it, right click the installer and select properties, and check if there is a box to tick that says "unblock". My installer was blocked like this, but it may vary for your PC.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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Re: Patch 2.9.3 Released !

Postby Paranoid Kamikaze » Sun 23 Feb, 2020 10:19 pm

When I clicked it I got a Windows box warning against it so I just clicked on 'more info' and then the 'run anyways' box shows up.
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Re: Patch 2.9.3 Released !

Postby Adeptus Noobus » Mon 24 Feb, 2020 5:55 am

Thank you very much for all your hard work guys.

On another note:
Why did Armor of Alacrity need that boost?
FC base speed: 5
Alacrity armor: +0.5
Melee charge: +3 (duration: 4s | range: 12)
Sprint: +3 (duration: 10s)

Total: 11.5
Total with VoT: 13.5

What was the reasoning behind this change? Power Sword Alacrity was already a solid combo.

EDIT:
Maybe you guys could provide the reasoning behind some of the changes like Caeltos did. That would help players understand why something was deemed change-worthy and what the new playstyle should/could be. It would also facilitate a proper discussion which would prevent the inevitable flood of shit-posts.
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Re: Patch 2.9.3 Released !

Postby Adeptus Noobus » Mon 24 Feb, 2020 6:04 am

RedReVenge wrote:Just had an interceptor squad take down a LR (No other AV). The damage seems way to high with armed with psilencer.


Somebody say "GK AV is UP"????????????????

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An'grathul
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Re: Patch 2.9.3 Released !

Postby An'grathul » Mon 24 Feb, 2020 3:40 pm

We are blessed with new a new release!

Thanks for all the effort guys, always good to see things kept alive.
Embrace game balance or not, it embraces you.
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Telos
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Re: Patch 2.9.3 Released !

Postby Telos » Tue 25 Feb, 2020 6:15 am

Fantastic work and well done to the entire modding team!

The new GK heroes look really slick, and the new unit portraits are great quality.

Some things I've noticed about performance:

LA flesh hook still bugs out

I've been getting an unusual number of game freezes, similar to a sync error but without the sync error text. I'd get those maybe 1 out of 50 or so games but it happened 3 times in one sitting on this patch. I dunno if it's related to the patch though, or just bad luck.
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Re: Patch 2.9.3 Released !

Postby RedReVenge » Tue 25 Feb, 2020 1:09 pm

Adeptus Noobus wrote:
RedReVenge wrote:Just had an interceptor squad take down a LR (No other AV). The damage seems way to high with armed with psilencer.


Somebody say "GK AV is UP"????????????????



I'm glad someone posted how silly Interceptors are now.
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Oddnerd
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Re: Patch 2.9.3 Released !

Postby Oddnerd » Tue 25 Feb, 2020 6:23 pm

I've got a brilliant idea - how about we delete GK and put all the effort that has been sunk into making them "balanced" into the other races?
Venjitron
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Re: Patch 2.9.3 Released !

Postby Venjitron » Tue 25 Feb, 2020 7:40 pm

shut up nerb you cannuckistan spoob
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Broodwich
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Re: Patch 2.9.3 Released !

Postby Broodwich » Wed 26 Feb, 2020 12:19 am

/smites nerd with 3 strike squads
Fas est ab hoste doceri
Nehkrosis
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Re: Patch 2.9.3 Released !

Postby Nehkrosis » Wed 26 Feb, 2020 10:55 am

Noticed something weird, not sure if patch related but, the Plague champion is able to use his plague fist ability whilst caught in an Orbital Bombardment.

Was this always possible? Super handy, but feels a bit exploitative.
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Aetherion
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Re: Patch 2.9.3 Released !

Postby Aetherion » Wed 26 Feb, 2020 11:31 pm

Why is there a stealth nerf to Immolator wargear cost 100/25 -> 100/30 on top of the DPS reduction?

Also, noticed increased collision of D-cannon projectile with intervening terrain, more testing needed.
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
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Aetherion
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Re: Patch 2.9.3 Released !

Postby Aetherion » Wed 26 Feb, 2020 11:31 pm

RedReVenge wrote:
Adeptus Noobus wrote:
RedReVenge wrote:Just had an interceptor squad take down a LR (No other AV). The damage seems way to high with armed with psilencer.


Somebody say "GK AV is UP"????????????????



I'm glad someone posted how silly Interceptors are now.


We back in 2.5.0 now bois
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
Antandron
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Re: Patch 2.9.3 Released !

Postby Antandron » Thu 27 Feb, 2020 7:49 am

That video is from 2017.
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Asmon
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Re: Patch 2.9.3 Released !

Postby Asmon » Thu 27 Feb, 2020 7:19 pm

No change on WS? I thought that had been heavily discussed.
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Re: Patch 2.9.3 Released !

Postby Torpid » Thu 27 Feb, 2020 8:52 pm

Asmon wrote:No change on WS? I thought that had been heavily discussed.


It had. And the conclusion after heavy discussion was that they are fine and don't need changes.

One of the test builds had a 3 model+exarch version of the squad in it and it was very blatantly OP. I assure you it was discussed.
Lets make Ordo Malleus great again!
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Broodwich
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Re: Patch 2.9.3 Released !

Postby Broodwich » Fri 28 Feb, 2020 2:00 am

Not seeing all 3 GK heroes. I don't have any issues in game, and everything else seems to be fine, but i can only select BC
https://imgur.com/a/8gbYapB
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