2.9.8.4 Patch Notes and Download Links

Elite (and related) releases.
User avatar
Impregnable
Level 4
Posts: 860
Joined: Tue 02 Apr, 2013 2:58 pm
Location: SEGMENTUM TEMPESTUS

2.9.8.4 Patch Notes and Download Links

Postby Impregnable » Tue 03 Jan, 2023 3:47 am

Preamble:
Happy New Year everyone!

I apologize for this patch coming behind schedule and past New Year’s at that. The goal was to have it ready before Christmas so that everyone is off for the holidays, but fate takes strange turns. With the minor delay, we’re now able to add very substantial additions to the live build that we’ll be detailing below.

The beta we released earlier this month has been illuminative in both what was and wasn’t said in the feedback. Its changes have been generally well received by the testers but we have both added and removed based on feedback both from testers and from advisors. However, a majority of the substance from our beta changelog has managed to survive scrutiny without introducing any silly bugs. Hooray!

This patch has been done on a far tighter schedule than we normally go through and as a result, we’ve reduced the scale of this patch relative to the normal release. We’ll be rectifying this in the coming planned patch sometime in March next year, where we hope to add several other proposals and improvements that had some support, but lacked the time for a proper peer review and testing before releasing it into the general public. We have exciting stuff behind the scenes that we think you’ll enjoy, but you’ll just have to wait a bit longer for those!

We’ve gotten several proposals and feedback directly from the community but sadly we’re unable at this time to commit to anything until the next patch for the same reasons that many other options aren’t included. The timeline was just too swift to properly put in the time, effort and testing to have the confidence to publish them. We’ve heard and logged these proposals for the coming patch!

On this patch proper, we’re adding Calderis Jungle as a new 1v1 map for players to enjoy thanks to Inekura’s efforts! If all goes well, it won’t be the only map coming in the near future. The call for new maps was a surprise at its magnitude but, thanks to our map makers, is something that can be provided.

Enlargingcloud has been hard at work cooking up an amazing new Elite army scheme but sadly, even with the delay, he was unable to finish it in time. We’ll be including it in the next patch once some errors have been fixed. Look forward to it!

Adeptus Noobus has been hard at work and has delivered an update to our ESL Reporter! While you won’t see much difference between the old and the new ESL Reporter on the user end, it’s the first step of a larger overhaul on our servers and match recording that we have people working on behind the scenes. They’re still a few months out for that but it’s an exciting start!

The new ESL reporter will be available as a separate download to 2.9.8.4. You can find it in the website, in its own forum post.

Thanks to the delay, Noot has been able to bless us with a massive game mode rework. I’ll let him describe his innovations personally.

Nooter:
We've worked out what exactly was causing strangeness when adding new game modes to dow2 (it was depressingly simple, look it's not my fault dow2 runs on actual spaghetti code ok), so I've abandoned weird methods of doing it and begun fast tracking work on them. To start with, you'll see 3 new game modes - two of these are extra-popcap variants of existing modes, and one is Hero Assault, a mode where you have reduced popcap but start with all 3 Heroes for a smaller scale but a more lethal and micromanaging hell experience!


Our largest content contribution for Dawn of War II as a whole rather than just Elite Mod is the recent sound and voice breakthrough we’ve achieved that will be explained further by Garrick. Breakthroughs can be very sporadic in their frequency to the point where we were expecting a user interface innovation (which just needs a little more work, but it’s also on its way ~Garrick) and instead got the doors blown off on the audio end!

Garrick: Dawn of War II Audio, right.
To make a long story short, Dawn of War II has a limited number of speechcodes, all of which are hardcoded into the exe. However, there is nothing that stops us from making existing speechcodes work for races other than the one it was intended for. For a speechcode, for our intent and purposes, is a folder, nothing more. Therefore, we can add the speechcode to another race and still make it work. Thanks to that we have a total of 8x8 permutations of speechcodes, which allows us all the speechcodes we need for the foreseeable future. What does this mean for you? Custom Ordo Malleus voices. The ones included for now are edited from existing Dawn of War II lines due to time constraints. Expect proper voice acting in the future… and maybe a custom HQ building/announcer? I’m getting ahead of myself…


As a result of our new insights into the way Dawn of War II handles voice lines and audio, we’re introducing a number of voiceline updates to Ordo Malleus units as the beginning of an audio overhaul and as a proof of concept for our new ability to edit speech codes for now while still keeping the mod future-proof. The current implementation we have inserted now may have some small issues here and there, but expect them to be ironed out as we progress through this project.

Looking to that future, we believe it’s fair to expect the next edition of Elite Mod to appear sometime in March of next year. While 5 weeks is very rough on what we can accomplish in that period of time, we can all agree that the 5 month, 6 month, even 7 month release cycles are very excessive and unreasonable to expect players to wait for. Expect roughly 3 month cycles for at least the foreseeable future!

In addition to actual patches, the state of our Discord servers, the new player experience and the competitive scene have also been brought up several times. While it’s still very early in the process, the team will be looking to improve the community experience as a whole in the break time between patches here.

With that all said, we hope you enjoy your new year and have fun with Elite 2.9.8.4!

CREDITS
I would like to thank the team for their many contributions to the mod yet again.

Models, Animations and Visuals: Enlargingcloud, Kekoulis, Noot, Garrick, Yreeeet
Programming (Units, Abilites and Misc): Shoulder Mount, Atlas, Enlargingcloud, Noot, Snowkip
Visual Effects: Enlargingcloud, Noot
Maps: Inekura, Swift, Noot
Portraits: Knall
Community Manager/Misc: yellowmonkeySoulEater
Game Testers: Shoulder Mount, Inekura, Enlargingcloud and all the people who tested all the various test builds who are too numerous to name

Finally, we extend one more thanks to you players for sticking around as long as you have. You’re the most faithful lot I’ve ever seen and we hope to meet your expectations from here on out.

Download Links:
Note 1: This is a full installer. You don't need any other version of Elite to install 2.9.8.4. You ONLY need to have Retribution!
Note 2: If you have army painter schemes you don't want to be wiped, find the playercfg.lua file in your Documents\My Games\dawn of war ii - retribution\Settings folder and make a copy of it so you can add it back in.

Google Drive Link
- If you have a non-default installation area of DoWII, remember to adjust it!

MEGA Link
- If you have a non-default installation area of DoWII, remember to adjust it!

Auto Updater, 'Powered by Libertas Launcher™, brought to you by VitMercury®'
- If you have a non-default installation area of DoWII, remember to adjust it!

New Game Modes:
Three new Game Modes have been added to the available Victory Condition options in multiplayer.
Annihilate - Hero Assault
Annihilate - Massive Battles
VPC(Victory Point Control) - Hero Assault
VPC(Victory Point Control) - Massive Battles


- Massive Battles mode increases the available army population from 100 to 200.
- Hero Assault begins the game with your selected faction’s 3 heroes. For example, if you choose Space Marines in this mode, you start the game with all 3 SM heroes who are Force Commander, Apothecary and Techmarine. Along the same line, you start with Brother-Captain, Eversor Assassin and Daemonhunter specifically when you select Ordo Malleus in this mode.
- Also, regarding Hero Assault mode, there are let us say some potentially very FUN features that the dev team left not touched. For example, what type of worship will Chaos Heretics use when all three heroes are all owned by one player? Similar questions can be asked about a multitude of situations. This game mode will not be balanced on purpose and we assume you guys know what that means.:P
- Unfortunately, there are some unsolvable issues due to technical limitations. Firstly, victory point number is set to 500 and there is no option to change it for VPC versions of Massive Battles and Hero Assault. Secondly, 3 Ordo Malleus heroes in Hero Assault arrives with 3 Inquisitorial Storm Troopers who disappear abruptly after they appear together with heroes. This is not a visual glitch. They actually do appear and disappear. Not much can be done about this until we figure a way out to make Ordo Malleus to have a separate selection screen.

General Changes / QOL:
Menu model changed to Exodite Warlock.
Baneblade/Stormlord/Stormblade model wrecks have been added.
Inquisitorial Storm Troopers' Instant Grenade ability has been renamed to Impact Grenade.

New voicelines have been added to following units.
Brother-Captain
Terminator Librarian
Grey Knight Dreadnought
Rhino
Vortimer Razorback
Grey Knight Terminators
Paladins
Land Raider Crusader


- One thing to note is that these are not technically newly recorded voicelines. We did not hire someone or get a volunteer for voice acting. These are voicelines that came from Chaos Rising which were not used in Retribution because Relic recorded all voicelines a new when releasing Retribution. They were edited to sound OMish through applying several filters such as changing tempo/pitch, adding echoes/reverb and noise reduction. Though, this is not to say we do not plan on recording actual voicelines by getting volunteers for voice acting in the future. This time around, we just did not have enough time to do it properly with recordings and all. There will be more to this in the next patch.

58 FPS default cap on the shortcut removed.
- This can be restored when you deem it is needed to reduce the chance of sound bug by adding -refresh 58 to your launch options' and/or your shortcut properties.
- Note that the number does not have to be 58 exactly. If you want to test for yourself if a different number can reduce the chance of sound bug better for you than the default number, by all means go ahead. Changing the number does not break anything and therefore, you are free to experiment with it risk free. If changed number causes something weird, simply revert the number back to 58 or erase the -refresh xx part entirely.
a) Shortcut
Right click on Elite Mod shortcut. -> Select properties at the very bottom. -> Add -refresh 58 at the end of the line of what is already written in the target box.

Examples for Comparison
Default
C:\Steam\steam.exe -applaunch 56400 -nomovies -modname Elite

When -refresh 58 is added
C:\Steam\steam.exe -applaunch 56400 -nomovies -modname Elite -refresh 58

b) Steam Launch Options
Library -> Right click Retribution on the game card or from the game list on the left. -> Properties -> General -> Add -refresh 58 at the end of the line of what is already written in Launch Options.
- Launch Options box should look like below when you have done this successfully.
-applaunch 56400 -nomovies -modname Elite -refresh 58

Bugfixes:
The second bolt of Eldritch Storm no longer has additional range and deal extra damage depending on the number of units within the initial target radius.
Melee Resistance Auras and minor Melee Resistance Auras no longer stack with each other.
Holy Armor of Titan now grants/reduces the correct health value on equip/unequip.

Maps:
Calderis Jungle has been added to the 1v1 map pool.

“Since the Tyranids landed on Calderis in the First Aurelian Crusade, the few small pockets of jungle on this otherwise harsh Feudal World have become all the more dangerous. Survey teams have gone to map out the region, but none have returned thus far."

Image
Image
Image
Image


ImageChaos Space Marines
We believe Chaos to be in a stable and healthy position as of this moment. As a result, we simply keep the course for this current iteration and wait to see if any pressure points develop due to changes made on other rosters.

Chaos Sorcerer:
Daemon Armor cost reduced from 125/30 to 125/25.

Chaos Heretics:
Aspiring Champion bolter damage per hit reduced from 18(11 dps) to 13(8 dps).

Chaos Terminators:
Health regeneration increased from 1.25 hp/s to 2 hp/s.


ImageEldar
We are trying to monitor Eldar's performance rather precisely and will act on the outcome of our investigations in future patches. There have been several proposals, feedback and developments that have drawn the team’s interests.

Our primary change for Eldar is the implementation of an overhauled Rangers squad. The feedback has been fairly good on their addition and though we expect to tweak them in future patches based on more rigorous gameplay tests, we believe this iteration will hold up in the long term.


Howling Banshees:
Reinforcement cost increased from 28/0 to 30/0.

Rangers:
Population cost increased from 2 to 3. Squad wise, increased from 6 to 9 in total.
Squad now comes with Fleet of Foot by default.
Squad now comes with Infiltrate by default.
Squad now has minor Melee Resistance Aura by default.
Squad no longer starts with a Long Rifle. Each member now has a pistol and a sword loadout by default.
Squad's Shuriken Pistols now make enemy infantry hit receive 15% more damage for 4 seconds.

Pathfinder Gear
Grants the whole squad Long Rifles in addition to its current effects.
Long Rifle damage per hit set to 21(6 dps).
Long Rifle teardown increased from 0.75 to 1.25.
Long Rifle cooldown reduced from 1 to 0.5.
Long Rifle reload reduced from 3-3 to 2-2.
Kinetic Pulse now disables combat while being used. This is for preventing bugs.

Avatar of Khaine:
Avatar sword damage per hit increased from 240(80 dps) to 270(90 dps).


ImageImperial Guard
The Imperial Guard have likewise had some considerable discussion both in public feedback and internally. For now, we are offering a couple of quality-of-life boosts for Artillery Spotter Squad before we commit to more.

Artillery Spotter Squad:
Incendiary Shell damage over time increased from 7 to 14.
Incendiary Shell damage over time duration reduced from 20 seconds to 10 seconds.
Mortar Shell and Incendiary Shell can now be fired into the Fog of War.


ImageOrdo Malleus
We are mostly happy with Ordo Malleus’ performance in the mid to late game but have noted that the faction struggles to reach that phase of the game in a winnable state.

The Brother-Captain has unusual difficulty defending himself in melee specifically against faster opponents so this We are the Hammer buff should provide a noticeable enough boost to his damage output early on to discourage swarming him in melee.

Purgations received a substantial rework to their Incinerator weapon system that is designed to make their suppression more reliable across a variety of targets. From the beta, we are rolling back the bonus splash on the Nemesis Force Sword and Inquisitorial Operatives' melee skill increase. We believe their current bonuses to be sufficient for their intended strength.


Brother-Captain:
We Are the Hammer and We Are the Hammer (Improved) now grant Brother-Captain 3 power_melee_pvp damage in radius 5 per melee attack in addition to its current effects.
Default melee weapon damage per hit increased from 41(27.33 dps) to 46(33.28 dps).
Nemesis Force Sword damage per hit increased from 60(40 dps) to 80(50 dps).
Blessed Aegis health to energy conversion ratio increased from 3.5:1 to 4:1.
Blessed Aegis now grants 100 hp in addition to its other effects.

Inquisitorial Storm Troopers:
Squad member red yield reduced from 7 to 6.

Inquisitorial Operatives:
Fallback Plan hotkey moved from T to Q.
Melta Bomb ability now stacks with other sources.

Purgation Squad:
Purged by Fire! range increased from 15 to 20.
Incinerator courage damage reduced from 60 to 0.
Incinerator distant damage modifier increased from 0.8 to 1.
Incinerator now applies 100 courage damage on enemy infantry in a radius of 3 for 1.5 seconds. Once applied, the weapon reapplies 100 courage damage in radius 3 so long as it fires on the same target every 2 seconds.

Grey Knight Terminators:
Health regeneration increased from 1 hp/s to 2 hp/s.

Paladins:
Health regeneration increased from 1 hp/s to 2 hp/s.


ImageOrks
We will continue to monitor the Ork economy but have not seen anything particularly convincing or damning in current reviews. Use Yer Choppas! is something we have received feedback from on numerous occasions so we wish to see how some proposed nerfs to it will perform.

One last suggestion that will be going in is a quality-of-life bonus for Stikkbommaz who have been underused as of late. Stikkbommaz as well as other units are a point of discussion in the next patch for Orks.


Global:
Use Yer Choppas! melee skill increase reduced from 40 to 20.

Mekboy:
Battery Pack cost increased from 100/25 to 120/25.

Stikkbommaz:
Stunbomb's vehicle stun duration increased from 4 seconds to 6 seconds.


ImageSpace Marines
We are aware of performance issues regarding Space Marines and will bring them more in line incrementally. For now, we believe Scouts to be the biggest instigator of these issues for the faction as a whole and we address some cost concerns on Techmarine in particular.

The team has several other concerns that have been brought up as a result of feedback but wish to avoid swinging the pendulum too hard in one patch while other factions are moving far less swiftly.

One return from a former patch is Combat Shotguns regaining their total damage. This change has not had the impact on the squad we had hoped it would have and believe the cost and regeneration tweaks will hit the unit more meaningfully and with more precision on its exact issues.


Techmarine:
Bionics cost increased from 100/20 to 120/20.
Artificer Armor cost increased from 110/25 to 120/25.
Meltagun cost increased from 100/30 to 140/30.
Refractor Field cost increased from 110/20 to 120/25.

Scout Squad:
Scout Sergeant population cost increased from 3 to 4. Upkeep has been increased to match.
Elite Training health and energy regeneration bonus reduced from 1.5 hp/s + e/s to 0.5 hp/s + e/s.

Combat Shotgun close range damage modifier increased from 0.9 to 1.
Combat Shotgun medium range damage modifier increased from 0.8 to 0.85.


ImageTyranids
We heard your concerns regarding the new Deathspitters' performance, but we want to give our playerbase a bit more time to experiment with them before we consider them to be underperforming.

There have also been some rumblings about the strength of the faction as an entirety, but we will take this one slow.

We are rolling back an experimental cost shuffle on Warrior Brood and Ravener Brood in the beta due to the response to that shift being mixed. We will continue to discuss the state of Tyranids in the coming patch next year. As for the Barbed Strangler, it was initially a bug fix regarding their health values, but the team felt it was a trivial enough amount to be worth simply removing.


Ravener Alpha:
Ravener Tunnel exit red yield upon destruction reduced from 15 to 10 to match Tunnel entrance's red yield.

Warrior Brood:
Barbed Strangler upgrade no longer reduces health by 10 per model.

Venom Brood:
Deathspitters damage per hit increased from 24 to 26.


For Questions or Suggestions, join our Community Discord Channel! https://discord.gg/peewzj8ffD
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"
Love
Level 1
Posts: 11
Joined: Thu 27 Jan, 2022 1:08 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby Love » Tue 03 Jan, 2023 4:18 am

:thicc:
User avatar
Lag
Level 3
Posts: 338
Joined: Mon 29 Apr, 2013 9:51 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby Lag » Tue 03 Jan, 2023 9:56 am

Great patch!
User avatar
TheTenso
Level 2
Posts: 62
Joined: Tue 02 Oct, 2018 10:12 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby TheTenso » Tue 03 Jan, 2023 11:55 am

Just sad Waaagh!
Image
AlphaLegion
Level 0
Posts: 3
Joined: Tue 11 May, 2021 9:00 pm
Location: Buenos Aires, Argentina

Re: 2.9.8.4 Patch Notes and Download Links

Postby AlphaLegion » Tue 03 Jan, 2023 1:58 pm

Amazing! Glad to hear all the exciting news about the new patch and also thanks for keeping this game alive as well with new things coming on as well! It is greatly appreciated!
User avatar
GuruSkippy
Level 2
Posts: 191
Joined: Tue 08 Mar, 2016 12:28 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby GuruSkippy » Tue 03 Jan, 2023 3:10 pm

just a question about operatives, you said
From the beta, we are rolling back ... Inquisitorial Operatives' melee skill increase

and then, there is this :
Melee skill increased from 50 to 71.


So, it's in or not ?
Inekura
Level 2
Posts: 134
Joined: Sat 08 Jun, 2019 5:12 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby Inekura » Tue 03 Jan, 2023 3:50 pm

GuruSkippy wrote:just a question about operatives, you said
From the beta, we are rolling back ... Inquisitorial Operatives' melee skill increase

and then, there is this :
Melee skill increased from 50 to 71.


So, it's in or not ?



This change actually got rolled back due to peoples concerns that it would be too powerful together with their melta bomb.
It looks like we did a oopsi doo and gave impreg the log without removing this part from the doc.
tldr. ops are 50ms
Sorry for the confusion
User avatar
Impregnable
Level 4
Posts: 860
Joined: Tue 02 Apr, 2013 2:58 pm
Location: SEGMENTUM TEMPESTUS

Re: 2.9.8.4 Patch Notes and Download Links

Postby Impregnable » Tue 03 Jan, 2023 4:10 pm

GuruSkippy wrote:just a question about operatives, you said
From the beta, we are rolling back ... Inquisitorial Operatives' melee skill increase

and then, there is this :
Melee skill increased from 50 to 71.


So, it's in or not ?

Fixed.
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"
User avatar
Broodwich
Level 4
Posts: 511
Joined: Fri 12 Apr, 2013 10:04 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby Broodwich » Tue 03 Jan, 2023 10:38 pm

Big thumbsup on the communication and general plan. Looking forward to more and thanks to all working on this!
Fas est ab hoste doceri
Paranoid Kamikaze
Level 4
Posts: 587
Joined: Tue 02 Feb, 2016 5:12 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby Paranoid Kamikaze » Wed 04 Jan, 2023 7:05 pm

There have also been some rumblings about the strength of the faction as an entirety, but we will take this one slow.


Maybe remove the speed bonus from Infestation Towers. They're cheap to make and definitely worth it if you can use it to chase down a vehicle.
Cry
Level 1
Posts: 30
Joined: Tue 22 Dec, 2020 10:13 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby Cry » Fri 06 Jan, 2023 2:47 pm

[quote="Paranoid Kamikaze"] maybe remove damage resistance from Angels of Death? So sm just get blue light and looks cool?
Paranoid Kamikaze
Level 4
Posts: 587
Joined: Tue 02 Feb, 2016 5:12 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby Paranoid Kamikaze » Fri 06 Jan, 2023 6:32 pm

Cry wrote:
Paranoid Kamikaze wrote: maybe remove damage resistance from Angels of Death? So sm just get blue light and looks cool?


You would have to reduce red cost to compensate. All the graphics are great for hiding your units when they're clumped together. Can't tell what is what.
Paranoid Kamikaze
Level 4
Posts: 587
Joined: Tue 02 Feb, 2016 5:12 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby Paranoid Kamikaze » Sun 08 Jan, 2023 5:09 am

A lot of people are still on last patch. Message all your friends (if you have any) to let them know there's a new patch.
User avatar
Torpid
Moderator
Posts: 3529
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: 2.9.8.4 Patch Notes and Download Links

Postby Torpid » Mon 09 Jan, 2023 10:40 am

Yeah I seen loads on the old patch too. Jeez. Hard to think we can communicate it even harder - I even put patch notes out myself. I guess we need big ol' Indrid too. Maybe just make a youtube post.

Iwas casting some games on the old patch 2 days ago and seen two seperate 3v3 lobbies...
Lets make Ordo Malleus great again!
LOCALgHOST
Level 3
Posts: 409
Joined: Mon 15 Jan, 2018 2:48 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby LOCALgHOST » Tue 10 Jan, 2023 2:30 pm

tried to make Hero Assault - 1v1 vs AI works fine and 1v1 vs human - spawned only one hero for each player
LOCALgHOST
Level 3
Posts: 409
Joined: Mon 15 Jan, 2018 2:48 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby LOCALgHOST » Fri 13 Jan, 2023 8:27 am

any comments on that issue?
User avatar
Impregnable
Level 4
Posts: 860
Joined: Tue 02 Apr, 2013 2:58 pm
Location: SEGMENTUM TEMPESTUS

Re: 2.9.8.4 Patch Notes and Download Links

Postby Impregnable » Fri 13 Jan, 2023 9:21 am

LOCALgHOST wrote:any comments on that issue?

Yes. We had several reports already about it not working as intended in pvp situations form day 1. Working on the issue for the next patch.
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"
LOCALgHOST
Level 3
Posts: 409
Joined: Mon 15 Jan, 2018 2:48 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby LOCALgHOST » Sat 14 Jan, 2023 9:42 am

thanks!
Kappe2403
Level 0
Posts: 1
Joined: Sun 22 Jan, 2023 1:15 pm

Re: 2.9.8.4 Patch Notes and Download Links

Postby Kappe2403 » Sun 22 Jan, 2023 1:40 pm

Help i tryed installing the mod and it does not work, when i try to open from the new icon it gives me this info, "Unable to set the rendering device to a working mode.
it is possible that the Directx version is outdated" and if i try to run the base gamo of Warhammer 40,000: dawn of war 2 - Retribution
it gives me the same message.
Paranoid Kamikaze
Level 4
Posts: 587
Joined: Tue 02 Feb, 2016 5:12 am

Re: 2.9.8.4 Patch Notes and Download Links

Postby Paranoid Kamikaze » Sun 22 Jan, 2023 6:25 pm

Kappe2403 wrote:Help i tryed installing the mod and it does not work, when i try to open from the new icon it gives me this info, "Unable to set the rendering device to a working mode.
it is possible that the Directx version is outdated" and if i try to run the base gamo of Warhammer 40,000: dawn of war 2 - Retribution
it gives me the same message.


Elite doesn't change DIrectX. You install DirectX by going to C - program files 86 - steam - steamapps - common - dow 2 - install - dxsetup
User avatar
Impregnable
Level 4
Posts: 860
Joined: Tue 02 Apr, 2013 2:58 pm
Location: SEGMENTUM TEMPESTUS

Re: 2.9.8.4 Patch Notes and Download Links

Postby Impregnable » Mon 23 Jan, 2023 7:21 am

Kappe2403 wrote:Help i tryed installing the mod and it does not work, when i try to open from the new icon it gives me this info, "Unable to set the rendering device to a working mode.
it is possible that the Directx version is outdated" and if i try to run the base gamo of Warhammer 40,000: dawn of war 2 - Retribution
it gives me the same message.

What Paranoid said above should help but in case it doesn't, visit technical-discussion section of the main Elite Discord to get additional help. https://discord.gg/jKVfpj3
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"

Return to “Releases”



Who is online

Users browsing this forum: No registered users and 6 guests