Patch 2.9.2 Released!

Elite (and related) releases.
User avatar
Adila
Level 3
Posts: 229
Joined: Fri 26 Jul, 2013 4:41 pm
Location: Germany

Patch 2.9.2 Released!

Postby Adila » Tue 23 Jul, 2019 2:22 am

Preamble:
Fínally after some delay we made it, this patch includes a few bug fixes but some still need deeper looking and didnt make it into this patch for example the Hammer of the Witches bug which is in since day 1 of the game and we couldnt figure out yet how to fix it.

CREDITS
Special thanks to Garrick for the new Spotter models and HansMoleman for the artwork on the new Ranger ability * Psychic Beacon*.
And of course to Atlas to put all of this stuff together. I would like to make another post later on and make a list of bugs floating around of which we might not be aware of but for now have fun with the new patch !


Download Links:
Note: This is a full installer. You don't need any other version of Elite to install 2.9.2. You ONLY need to have Retribution!
Google Drive Link
Mega Link
(If you have a non-default installation area of DoWII, remember to adjust it!)

Extra Map Pack(Google Drive)
In case you want to use the Extra Maps! (Instructions on how to install the Map Pack are included in the readme file.)

General:
Land Raider Phobos Tooltip updated.
Land Raider Phobos Lascannons have been graphically adjusted (ty Garrick)
Artillery Spotter Squad now has new armor, head and weapon models. (stats are identical as before)
Grey Knight Dreadnought *Grenade Launcher* upgrade correctly renamed to Maelstrom.
Grey Knight Terminators Psilencer tooltip updated.
Mark of Khorne tooltip updated.
Changed tooltips updated.

Bugfixes:
Operatives Smoke-grenade now correctly reduces the enemy units weapon range within its radius.
Fixed a bug where the Brother Captain would retain his shield until he runs out of energy when you swap the armor while the shield is active.
Autarch no longer loses her loadout and level anymore after returning from Skyleap.
Endless Swarm now correctly increases the % HP of the squad based on max HP not current HP anymore.
Lascannon Rhino now properly prioritizes vehicle targets.
Raptor AC Deamon Maul now properly appears in the Army Painter.
Fixed a bug where the Looted Tank Boom Shot could become available to a tank without the Armor Plating upgrade if bought after another Looted Tank.
Zoanthrope weapon range now set to 60. (was mistakenly set to 50)
Fixed an issue where Rippers didn’t properly snare vehicle targets.
TM Missile Turret and PC Lascannon Turret scatter values have been improved.
ASM Blind Nade reverted from free targeting to targeting only buildings and turrets.
Electroshock Grubs weapon properties adjusted to be more responsive.
Electroshock Grubs can now properly stack with other AV slow effects.
Warlock Cloak of Shadows 50% ranged damage resistance on the Warlock himself is now exclusive to all other ranged damage resistance modifiers.
Added Zoanthrope vfx for Symbiosis.
Removed Warp Spider Exarch vfx from his Energy Aura.
Doombolts can now be cast regardless of LoS and FoW.
HT Bioplasma can now be cast regardless of LoS.
Fixed a vfx with Rending’s tracer replacements.
Fixed an animation issue with the Dark Reaper Exarch.

ImageChaos Space Marines

Chaos Lord:
Bloodlust red cost reduced from 225 to 200.
Drain Life bonus damage vs retreating units reduced from 6 to 4.66.
(3.33 normally)(bonus damage is now 50% from before)

Often you try to retreat out of it or even have to in order to not to lose your squad but you end up hurting yourself so we reduce the retreat dmg here to make it less painful.

Plague Champion:
Icon of Nurgle cost reduced from 125/25 to 125/20.
Blight Grenade cost increased from 100/20 to 125/20.

Icon of Nurgle is currently mostly seen in 3v3s only and usually in nids or orks matchups, we try to make the wargear a bit more attractive to get. Blight Nades are a very powerful T1 wargear in certain matchups so we increase the cost slightly here.

Chaos Sorceror:
Sigil energy cost from 65 to 60.
Curse of Tzeentch no longer knocks back allied units.
Curse of Tzeentch unit explosion knockback distance reduced from 15 to 10.

Hopefully we will see a bit more creative Sigil play with this one.
Curse of Tzeentch got a bit underwhelming after not affecting retreating units now we get rid off some of the drawbacks to make it more viable.

Chaos Space Marines:
Mark of Tzeentch now grants the Aspiring Champion a Plasma Gun in addition to its other effects. (24.88 plasma dps)

Sadly its not a Sorcerer in the Squad but we do get at least a red Plasma Gun here which should be still more interesting than nothing.

Noise Marines:
Squad now has a 20% Melee Resist Aura.
Blastmaster damage per hit increased from 160 to 175.

Currently Noise Marines are a rare choice, with these buffs we hope to see them in more builds.

Chosen Plague Marines:
Nurgle’s Rot now requires the squad to take 800 accumulated damage before use.

CPM can escalate quickly if you pop Nurgle's Rot right away against a huge blob of light infantry, so you have to take a few hits first now to use this ability.

ImageEldar

Farseer:
Singing Spear cost reduced from 135/40 to 135/35.
Timefield radius reduced from 20 to 16.
Psychic Storm dps reduced from 8 to 6.
Psychic Storm cooldown increased from 90 seconds to 100 seconds.
Doombringer extra on ranged hit piercing damage increased from 5 to 8.

Singing Spear is a rare purchase which gets overshadowed by the other 2 weapons so it gets a little bit of love this time around.
Timefield can lock down entire armies and force them off or make a nuke unavoidable, we nerf the radius on it slightly.
Psychic Storm was a complain for a long time now, so it gets the rightful nerfs now.
On Doombringer: Give Eldar a small extra option to get rid off gens quicker.


Warlock
Immolator now does 8 piercing dps over 5 seconds per ranged hit.
Channeling Runes cost increased from 100/20 to 125/20.
Warp Throw casting range reduced from 40 to 38.
Heart of Darkness renamed to Faolchu’s Wing.
New Wargear added called Heart of Darkness.

Heart of Darkness -
Heart of Darkness cost set to 100/20. Available in T2.
Heart of Darkness grants the Warlock the Empower ability.
“Infuse the Warlock with Psychic Might, granting him 50 energy over 10 seconds.”
Cooldown set to 70 seconds.

Same purpose as the Doombringer change for Immolator.
Early Runes can win you the first 1-2 Fights a to easy so it gets a bit of a nerf.
Warp Throw is very hard to avoid, this nerf will force the Warlock Player into normal weapon range to use it.


Rangers:
Cost increased from 210/20 to 210/25.
Pathfinder Gear cost reduced from 75/20 to 75/15.
Kinetic shot piercing damage per hit reduced from 20 to 10.
Rangers now have the Psychic Beacon ability.

Psychic Beacon -
“Plant a surveillance sensor to monitor enemy movement. For 60 seconds, the area around the Beacon will be visible in a radius 35 circle. The Beacon can not detect units, and will self-detonate at the end of its duration.”
Beacon set to 100 hp and naturally infiltrates.
Energy cost set to 50 energy.
Cooldown set to 90 seconds.
Duration set to 60 seconds.
Psychic Beacon ability requires the Pathfinder Gear upgrade to use.

A cost increase on the unit itself to see hopefully a bit less of Ranger spam the other changes are there to push them further into the support role.

Dark Reapers:
Tempest Barrage ability has been restored. Requires the Exarch to use.
Aspect of Reaper cost increased from 65/25 to 100/30.
Aspect of Reaper no longer grants the squad +.5 speed.
Aspect of Reaper ranged damage bonus increased from 15% to 25%.
Swapped the upgrade UI positions the Exarch and the Aspect of Reaper.

We try to make the Reapers better suited for late game with a bit more dmg in t3 and some disruption since the kinetic pulse from rangers got nerfed quite a lot now.

Wraithlord:
Hp regen reduced from 2 -2.4 - 2.88 - 3.46 to 1.7-2.0-2.3.2.645.

This guy really needed some kind of Hp regen nerf, if that's not enough we will look into it further.

Warp Spider Squad:
Cost reduced from 435/35 to 430/35.

With this it costs 1 less req to reinforce.

ImageImperial Guard

Inquisitor:
Hellfury Strike initial impact flame damage increased from 20 to 30.
Hellfury Strike cooldown reduced from 120 seconds to 100 seconds.
Plasma Pistol damage per hit increased from 15 to 20.

Hellfury is seen as underwhelming right now so we do buff it slightly here.
Plasma Pistols tend to be worse in most situations so we buff up the dmg by a bit here.


Sentinels:
Cost increased from 300/0 to 330/0.
Ground Pound upgrade now grants + 50 hp in addition to its other effects.

We still had plenty of complain last patch about double Sents esp in T1, this changes should address the issue.

Catachan Devils:
IED sight radius reduced from 35 to 30.
Sarge cost increased from 60/20 to 75/20.
Sarge now gives +5 melee skill to the squad (70 to 75) while the Sarge is present.

The IED sight radius is busted and does get a reduction here.
The Sarge change is there to make your Catas not fly around all the time against melee anymore since they are meant to be a melee counter themselves.


Manticore:
Chassis-mounted storm bolter damage per second increased from 23 to 30.
Storm Eagle upgrade cost reduced from 100/25 to 100/15.

Trying to make them a bit more attractive to be purchased in 1v1s.

Chimera:
Cost increased from 300/60 to 300/65.
Mobile Base upgrade cost reduced from 85/25 to 50/10.

We see too many Chimera rushes but we also don't see any Mobile Bases at the same time.

ImageOrdo Malleus

Brother Captain:
Nemesis Vortex moving speed increased from 5 to 6.
Nemesis Vortex energy cost increased from 60 to 65.
360* Special Attack flight range from 12 to 8.

Nemesis Vortex was a bit too easy to avoid, we make it slightly quicker but also more costly to use.
I think I don't have to say anything about the special nerf.


Inquisitorial Storm Troopers:
Sergeant no longer grants the squad +15% damage when present.
Sergeant laspistol dps increased from 19.42 to 29.13. (8 to 12 dps)
Sergeant cost reduced from 75/15 to 60/15.
Grenade Launcher Barrage ability damage on hit reduced from 33 to 0.

The +15% damage is a big problem esp with the grenade launcher upgrade and leads to some insane damage. This change will fix this issue while buffing the Sergeant himself by a bit to keep him at around the same power level.

Strike Squad:
Psybolts Ammunition upgrade cost reduced from 60/15 to 50/15.
Psybolts Ammunition range damage increase increased from 40% to 65%.
Nemesis Focus cost increased from 75/15 to 65/20.

We don't see any ranged upgrades at all and melee too much so we try to change that here.

Inquisitorial Operatives:
Fallback flash grenade duration reduced from 5 seconds to 3 seconds.

Lots of trolling was going on with this, this stun duration should be more reasonable now.

Purgation Squad:
Squad melee resistance aura strength reduced from 40% to 20%.
Psilencers and Beamer upgrades now reduces total squad hp from 1050 to 750 on equip.
Beamer damage per hit reduced by 25 at all ranges.

Psycannons name changed to Psilencers.
Psilencer range reduced from 55 to 50.
Psilencer reload frequency/duration pattern increased from 0-0/0-0 to 6-8/3-3.

Rending -
Ability no longer increases weapon range by 5.(Bonus damage to commanders remains)

Was probably the biggest complain and gets nerfed now.

Vindicare Assassin:
Cost reduced from 350/30 to 300/30.
Hp increased from 325 to 350. (now set to 350 -385- 423.5 - 465.85)
Vindicare now gains +25% damage and sight range while garrisoned.
Vindicare can now exchange his Exitus/Turbo-Penetrator Rounds and use the Target Acquired ability while garrisoned.
Extended Operations upgrade cost reduced from 100/20 to 75/15.
Cameleoline Stealth Suit upgrade cost reduced from 75/15 to 50/15.

We got many complains that this guy is useless right now, we will see how he does with this changes.

Grey Knight Librarian:
Librarian can now inspire nearby allied non-Terminator infantry upon melee kill. (Effects are the same as the Paladins Inspire)

Does get a small extra feature since the sm libby also has an inspire.

Purifiers:
Squad no longer has a passive damage bonus vs vehicles.
Psychic Field radius increased from 10 to 12.

With the addition of Beamers and other AV buffs we don't need this feature anymore.
Psychic Field was avoided too easily this should help out a bit.


Interceptor Squad:
Squad no longer has the Krak Grenade ability.
Teleport and Furious Intervention energy cost increased from 55 to 60.
Teleport and Furious Intervention now reduce the ranged damage of the squad by 50% for 3 seconds after teleporting in addition to its other effects.
Justicar cost increased from 90/15 to 80/20.

Was simply too much at once.

Grey Knight Terminators:
Reinforce time_percentage increased from .6 to .75.
Grey Knight Terminators Holocaust energy cost increased from 45 to 60.
Grey Knight Terminator reinforce cost increased from 100/21 to 100/25.

We figured out that those guys have been cheaper and quicker to reinforce compared to other termi types for some reason.

Paladins:
Reinforce time_percentage increased from .6 to .75.
Paladin Holy Grounds no longer affects allied and enemy vehicles.
Paladin Holy Grounds energy cost increased from 60 to 75.
Paladin reinforce cost increased from 108/25 to 150/25.

Similar things here with the Paladins.

ImageOrks

Kommando Nob:
Assashun’s Knife cost increased from 100/20 to 125/20.
Slugga damage per hit from 1 to 5.

Does a lot for its cost.

Mekboy:
Mekboy fist weapon profile is now consistent across all his weapons.
(8 dps to 10 dps while wielding the Deffgun)

Standardization.

Shoota Boyz:
Shoota Nob Big Shoota damage per hit reduced from 40 to 30.
Big Shoota upgrade now increases shoota nob ranged dps by 10 in addition to its effects.
T2 shoota nob dmg aura bonus from 15% to 5%.

This change does actually now make you decide if you want to get Big Shootas for more dps or the Nob for the detection with less dmg.

Painboy:
Choppa damage per hit reduced from 45 to 40.
Slugga damage per hit increased from 1 to 5. (.64 to 3.2 dps)
Speshul Git Sauce(unupgraded) duration reduced from 8 seconds to 7 seconds.

We did overbuff this guy last time around, this changes should set him in the right place now.

Weirdboy:
Waagh ability Weirdboy energy increase increased from 130 to 150.
Weirdboy is now weapon knockback immune while casting Over Dere!.

Weirdboy is less popular these days since its trukk rush most of the time, this should help using more Foot of Gork.

Wartrukk:
Cost increased from 200/30 to 220/30.
Front-mounted Big Shoota damage reduced from 32 to 20.

We want to see less trukks and if we do they should not overperform.

Flash Gitz:
Flash Gitz no longer deal 20 explosive damage to itself when their Blastas explode on themselves. (they still knock themselves back)

It is a bit dumb if your unit kills itself by rng so we keep the downside of knocking themselves down but remove the damage.

ImageSpace Marines

Force Commander:
Chainsword and Storm Shield cost increased from 110/20 to 110/25.
For the Emperor cooldown increased from 50 seconds to 90 seconds.

Storm Shield is a special wargear as when it's used correctly it can be very annoying to deal with and the FC becomes very tanky, Keep in mind he gets passively 20% ranged dmg reduction as part of the wargear. For the Emperor shouldn't be spammed as often as it can be right now.

Apothecary:
Purification Rites damage type changed from piercing to melee.
Heal scaling changed from +30 every 2 levels to +15 every level for infantry and +100 every 2 levels to +50 every level for commanders.

Heal values are now as follows - (as Level/Amount)
For Infantry: 1/110 2/125 3/140 4/155 5/170 6/185 7/200 8/215 9/230 10/245
For Commanders: 1/150 2/200 3/250 4/300 5/350 6/400 7/450 8/500 9/550 10/600

Often the unit retreats and you wasted your heal you wanted to kb units with, now you will at least get some damage in. The Heal changes make the Apo perform more consistently through the game and gives him a slightly higher potential ceiling.

Tactical Marine Squad/Sternguard:
ATSKNF weapon knockback chance per hit reduced from 50% to 35%.

Tacs beating up dedicated melee isn't that fun. The dmg reduction and the Sergeant itself is already very nice.

ImageTyranids

Globals:
Tyranoformation delay set to 3 seconds, towers now grant 8 red for killing. (also for the owner)
Without Number cost reduced from 300/0/200 to 300/0/175.
Infestation cooldown increased from 45 seconds to 60 seconds.

Current Tyrannoformation doesn't really give you the chance at escaping out of buildings with 2 seconds only. Without Number might need a rework at some point. Infestation change is part of the Ripper nerf.

Capillary Tower:
Spawn Rippers cost increased from 0/0/35 to 35/0/35.

Those guys are spammed a bit too easy.

Spore Mines:
Build time(in base) increased from 8 seconds to 12 seconds.

A bit too easy to spam them out early.

Genestealers:
Melee charge speed increase increased from 1 to 1.5.
Adrenal Rush ranged damage resistance increased from 25% to 40%.

Those guys have not performed well enough yet, this should set them at the right spot.

Carnifex:
Venom Cannon splash radius decreased from 1 to 0.5.

Was hitting infantry too reliably at 1.
Last edited by Adila on Tue 23 Jul, 2019 9:18 pm, edited 1 time in total.
Atlas

Re: Patch 2.9.2 Released !

Postby Atlas » Tue 23 Jul, 2019 6:48 am

I'll try to clean the opening post up a bit tomorrow.
User avatar
Monikan_Best_Waifu
Level 1
Posts: 19
Joined: Fri 12 Apr, 2019 3:47 pm

Re: Patch 2.9.2 Released !

Postby Monikan_Best_Waifu » Tue 23 Jul, 2019 7:04 am

FINALLY

That's ♂good♂
Delete your current waifu and praise Monika instead
Sneery_Thug
Level 2
Posts: 88
Joined: Sun 30 Jun, 2013 6:30 pm

Re: Patch 2.9.2 Released !

Postby Sneery_Thug » Tue 23 Jul, 2019 12:00 pm

1. Why MoT and MoK csm don't keep the Slaughter ubility after the upgrade ? Perhaps Kcsm could keep the melee variant of Slaughter and Tcsm - the ranged variant. That would be fantastic!

2. If the sense of reducing ATSKNF knock back chance is, to prevent tacs to be able to withstand against dedicated melee squads - than why exactly "35%" ? - against ranged squads they don't need it due to having a higher melee skill than all the other ranged units (exept of csm,) and against melee units - 35% is just way too unpredictable to engage a melee squad at all. So why exactly 35% and not 10% ?
User avatar
Adila
Level 3
Posts: 229
Joined: Fri 26 Jul, 2013 4:41 pm
Location: Germany

Re: Patch 2.9.2 Released !

Postby Adila » Tue 23 Jul, 2019 4:00 pm

1. I think it would be a bit to much for them they should be in a good spot now anyways.
2. Simply didnt want to take a extreme step here and started with a smaller nerf.
User avatar
boss
Level 3
Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: Patch 2.9.2 Released !

Postby boss » Tue 23 Jul, 2019 5:47 pm

While im happy about a new patch there alot of things I don't agree.

Bug fixes are always welcome however alot was made by the modders in the first place and didn't get spotted or checked before the patch was released, you think we would have learned from the past yet seems to be still doing the same mistakes.

As for the changes themselves alot of them just seen pointless and just reverts more than anything and just put in for the sack of looking like a patch. This should have just been a small log of bug fixss and some changes and wait till you came up with more impactful changes.
Forums great more stuff to talk about.
Dororoz
Level 0
Posts: 4
Joined: Sat 13 Apr, 2019 4:12 pm

Re: Patch 2.9.2 Released!

Postby Dororoz » Wed 24 Jul, 2019 8:37 pm

Adila wrote:Purification Rites damage type changed from piercing to melee.
Heal scaling changed from +30 every 2 levels to +15 every level for infantry and +100 every 2 levels to +50 every level for commanders.

Just wondering, what about purification rites lvling, still every 2 levels?
Atlas

Re: Patch 2.9.2 Released!

Postby Atlas » Thu 25 Jul, 2019 12:47 am

Dororoz wrote:Just wondering, what about purification rites lvling, still every 2 levels?

It still scales as before. The change only affects what kind of damage it deals.

EDIT: Also in case it wasn't clear, 2.9.2 is a full install! You don't need any other version of Elite to install 2.9.2. You ONLY need to have Retribution!
User avatar
SarDauk
Level 2
Posts: 91
Joined: Thu 17 May, 2018 6:27 pm

Re: Patch 2.9.2 Released!

Postby SarDauk » Thu 25 Jul, 2019 7:27 pm

Is the nerf of the interceptors really a good idea ? I mean these guys don't seems to overperform currently and you have units like catachan or commandos who are a little bit everything and are more used.
"Drive me closer! I want to hit them with my sword!"
User avatar
Telos
Level 2
Posts: 118
Joined: Wed 08 Aug, 2018 7:59 am

Re: Patch 2.9.2 Released!

Postby Telos » Mon 29 Jul, 2019 2:59 am

Fantastic! Thanks to everyone on the mod team for all their efforts!

Return to “Releases”



Who is online

Users browsing this forum: Google [Bot] and 19 guests