2.9.9 Patch Notes and Download Links

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Impregnable
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2.9.9 Patch Notes and Download Links

Postby Impregnable » Sat 13 May, 2023 3:40 pm

Preamble:
Hello again! 2.9.9 has had several snags delaying its release but we're happy to finally have it ready for the general playerbase to enjoy.

This patch has endured a lot more scrutiny and review than the last due to its more ambitious outset. Some changes survived from beta, some did not. In the end, we're confident that you players will enjoy the end result. As always, we'll be listening to your feedback as we shift gears from 2.9.9 to 3.0.

With 2.9.9 now out, look forward to 3.0 approaching in the near future with a tentative plan to have a beta out sometime in late July or early August. 3.0 will offer some substantial qualitative changes in addition to the rote balance changes which will be outlined in a separate notice in the near future. We're excited to share those changes with you soon!

As always, I thank the work the balance team has put in as well as those who volunteered their time and effort to assist Elite Mod with their knowledge. I thank the advisors for their own input on the gameplay aspect. Finally, I thank the players for choosing to dedicate their time and passion to this mod.

CREDITS
Balance Lead: Atlas
Models, Animations: Noot, Enlargingcloud, Garrick, Yreeeet, Clocktickin
Programming (Units, Abilites and Misc): Shoulder Mount, Atlas, Enlargingcloud, Noot, Snowkip, Garrick
Visual Effects: Enlargingcloud, Noot
Maps: Inekura, Swift, Noot
Portraits: Knall

Download Links:
Note 1: This is a full installer. You don't need any other version of Elite to install 2.9.9. 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!

New Game Modes:
Attempted applying a fix for Hero Assault game modes not being PvP compatible.
Initial hotkeys of heroes in Hero Assault should now be properly set on game start.
Massive Battles requisition rate increased by 50% to accommodate pop increases.
Massive Battles power rate increased by 25% to accommodate power increases.
Added the Night Fighting Game Mode, which reduces the sight range of all units.

General Changes / QOL:
Main Menu backdrop and model changed to Space Hulk with a Daemonhunter.
Raven Guard (Elite) scheme has been added to the Army Painter for Space Marines.
Applied experimental fix for jump stagger. All multi-model jumps, teleports and burrows now ignore range after their ability starts.
- This is to prevent staggered jump problems where only some models are jumping ahead and doing nothing after landing until other left behind models jump in to rejoin.
Latest version of ESL Reporter (Ladder / Game Tracker) is now baked into the installer.
French tooltips have been added to the game.

Tooltips updated for below entries.
Plasma Pistol stat changes
Rune Armor stat changes
Levitation Field stat changes
Ranger Long Rifle stat changes
Servo Skull
Hypermetabolism
Eviscerator Axe and Killzone ability
Cybernetic Enhancement
Rapid Reflex
Sundering
All entries mentioning Instant Grenade changed to Impact Grenade and ability radius change
Cleansing Flame
Liber Daemonica no longer mentions that it increases damage
Kommando Nob
Lootas Beamy Deff Gun stat changes
Blessing of the Omnissiah
Tactical Marine Squad Sergeant cap speed
Librarian Psychic Hood
Terminator Assault Squad Lightning Claws
Lictors Assault Leap


Portraits have been updated for the following upgrades.
Interceptor Squad Psycannons
Purgation Squad Psycannons
Grey Knight Terminators Psycannon
Grey Knight Terminators Incinerator


Portraits and unit icons have been updated for the following units.
Ordo Maellus Rhino
Vortimer Razorback
Land Raider Crusader


Voice lines have been updated for the following units.
Chaos Raptors
Ordo Malleus Rhino
Grey Knight Dreadnought


Bugfixes:
Fixed an issue where sometimes Hero Assault doesn’t allot the full 3 heroes.
Fixed an issue with Ordo Malleus Strike Squad Justicar, Interceptor Squad Justicar, Purifiers Justicar and Purifiers squad members loincloth lacking bones causing visual glitches.

Fixed an issue where Ordo Malleus Rhino's Smoke Launcher ability icon is still visible in a grayed out state after Lascannon Turret upgrade is applied.
- Smoke Launcher ability icon is supposed to be not visible after purchasing Lascannon Turret.
Fixed an issue where Tyranid Warrior Broods have Dessicator Larvae and Electroshock Grub ability icons visible in a grayed out state when equipped with Adrenal Glands.
- Dessicator Larvae and Electroshock Grub ability icons are supposed to be not visible after purchasing Adrenal Glands.

Fixed an issue where Purgation Squad Incinerators not accounting retreat status when applying courage damage.
- This was a purely visual effect issue. Retreat speed was not affected. It was just that units ran in retreat speed while doing the crouched crawl animation that happens when suppression is in effect for a split second.
Fixed an issue where Purgation Squad Incinerators bypassing the Force Commander’s Defend ability and applying suppression.
Fixed an issue where Purgation Squad Incinerators Suppression effect lingering even after the unit stops shooting.

Improved reliability of Kommando Nob's Trippa Shot ability by increasing cone of fire angle of Trippa Shot weapon from 0 to 360. The range of the ability is not affected.
Improved reliability of Techmarine's High Powered Shot ability by increasing cone of fire angle of High Powered Shot weapon from 10 to 360. The range of the ability is not affected.
- Above two received the same solution applied to other abilities that bugged out when used on targets at max range. When the bug occurs, the ability will not trigger but the cooldown starts. It seemed to occur mostly when a unit went out of the arc of fire of the weapon and the model do not turn towards it properly. The solution found was making the weapon's arc of fire to be much larger while keeping the ability's arc of fire same.

Fixed an issue where the Tactical Marine Squad Sergeant procuring specials in situations when it should be impossible.
- Since retail, this weapon had weapon skill_actions embedded within it for on_hit_actions. Basically meaning, a special will proc after hitting a target x amount of times regardless of Melee Skill differe
Fixed an issue where Raveners have issues entering garrisons.
Fixed an issue where the Grey Knight Terminator Librarian only gets 10% hp per level up (900 / 990 / 1089 / 1198) instead of intended 15% (900 / 1035 / 1190.25 / 1368.78).
Fixed an issue where units picked up by Farseer Levitation Field after the initial grab do not receive damage resistance bonuses.

Guardsman Infantry Squad Flamers now have their pilot lights.
- A pilot light is a small flame at the muzzle of the flamer where the gas gets in contact with the air.

Death Korps of Krieg will now use backpack-less flamers to prevent clipping issues.
- New Flamer models that had backpacks were added in 2.9.8 by Garrick but we later found out that they clip when put on Krieg skin because they already have backpacks in place for Guardsman Infantry Squad models so we replaced them with old Flamer models.

Incomplete campaign chaos ig skin removed from skirmish.
Chaos and Imperial Guard skins from Noot's Campaign removed from Army Painter and skirmish.
- Some folks found a leeway to excess them but he is not releasing them until they are complete.


ImageChaos Space Marines
Chaos remains a gold standard of where we want factions to be. Aspiring Champions take a noticeable process hike due to their cost efficiency in battle. As a whole, we consider Chaos to be in a healthy state.

Chaos Heretics:
Aspiring Champion population cost increased from 4 to 5. Upkeep increased to match accordingly.
Aspiring Champion cost increased from 90/25 to 100/25.

Noise Marines:
Sonic Blaster damage type changed from flame_pvp to bile_spewer_pvp.

Bloodletters:
Warp Shift cooldown increased from 25 seconds to 30 seconds.

Bloodcrusher:
Experience yield reduced from 600 to 350.


ImageEldar
Eldar (and Space Marines later) were very contentious points of discussion both in public and internally. Opinions are very passionate about these factions (and usually against each other) but nonetheless we iron out some of the rougher spots on this roster.

Rangers should enjoy a noticeable boost and the Farseer loses some raw statistical strength but we believe the roster should be roughly around where it has been before. Banshees will likely be looked at once more but the lack of significant agreement keeps it where it is for now.


Global:
Webway Gate construction cooldown increased from 3 seconds to 15 seconds.

Farseer:
Levitation Field knockback distance reduced from 20 to 12.
Damage resistance increase for all units within the Levitation Field increased from 25% to 40%.
Rune Armor health increase reduced from 100 to 75.
Rune Armor energy increase reduced from 125 to 100.
Rune Armor energy regeneration increase reduced from 1 e/s to 0.75 e/s.

Warlock:
Immolator cost reduced from 100/30 to 100/25.

Guardian Squad:
Warlock cost changed from 85/15 to 75/20.

Rangers:
Long Rifle damage per hit increased from 21 to 33.
Long Rifle cooldown increased from 0.5 seconds to 0.75 seconds.
Reinforcement time reduced from 8 seconds to 5 seconds.
Shuriken Pistol courage damage per hit reduced from 6 to 0.

Wraithlord:
Wraithbone cost reduced from 100/35 to 100/30.


ImageImperial Guard
IG should get an appreciable boost this patch despite some internal rebalancing in its T1 game. We anticipate Spotters and Ogryns to be more appealing options for army compositions. Catachans get some energy nerfs to make them less able to cover all their roles consistently which we believe will create more early diversity in IG build orders.

Inquisitor:
Servo Skull assistant returned to the model by default.
- In Retribution, a servo skull model was included in Inquisitor's model by default. It was removed In Elite Mod in a patch which added Servo Skull Wargear to Inquisitor. Now, we are returning it.
Servo Skull Wargear now exchanges her assistant with a new model.
Servo Skull Wargear now applies its on-hit effect to ranged attacks instead of melee attacks.
Plasma Pistol damage per hit increased from 20(10.37 dps) to 25(12.96 dps).

Guardsman Infantry Squad:
Squad can now freely swap between Flamer and Plasma Guns upgrades. It needs to pay the full price for each swap as a penalty though.

Sentinel:
Experience yield increased from 150 to 250.
Red yield increased from 22 to 27.

Artillery Spotter Squad:
Purchase cost reduced from 280/30 to 240/25.
Reinforcement time reduced from 7 seconds to 5 seconds.
Incendiary Shell damage over time effect now affects the building_defence armor type.

Catachan Devils:
Improvised Explosives sight radius reduced from 30 to 15.
Improvised Explosives keen sight(detection) radius reduced from 10 to 5.
Explosive Shot energy cost increased from 40 to 50.
Ol’ Unreliable energy cost increased from 40 to 50.

Chimera:
Unit hold requirement for all weapon activation reduced from 2 to 1.
Side-mounted Multi-Laser damage per hit reduced from 40(26.67 dps) to 35(23.34 dps).

Ogryn Squad:
Purchase cost reduced from 425/90 to 400/85.

Manticore:
Red yield reduced from 53 to 40.

Cadian Kasrkin Squad:
Weapon swap time reduced from 25 seconds to 20 seconds.

Stormlord:
Vulcan Mega Bolter range reduced from 58 to 55.
Side-mounted Lascannon damage per hit reduced from 40 to 35.

Stormblade:
Stormblade purchase cost reduced from 1000/200 to 800/180.
Plasma Blastgun range increased from 60 to 65.


ImageOrdo Malleus
This faction continues to catch up with the others in the balance of power. The Eversor gets a nice new option with his Axe moving down to t1. Interceptors and Purifiers receive substantial touch-ups which should catch them up to the purgation improvements from before. Purgations themselves should have their squad combat behavior become more normalized with the removal of their die-last leader. Finally, the Dreadnought now finally stands well among its similar brethren.

We anticipate this faction to be fully caught up at the end of this round of revisions so changes of this length should start to become a rarity for the Ordo Malleus.


Brother-Captain:
We Are the Hammer! energy cost reduced from 60 to 50.
We Are the Hammer!(Improved) energy cost reduced from 60 to 50.
Psychic Lash cost reduced from 100/25 to 100/20.

Eversor Assassin:
Bio-Meltdown red cost reduced from 175 to 125.
Hypermetabolism cooldown reduced from 100 seconds to 60 seconds.
Hypermetabolism duration increased from 15 seconds to 20 seconds.
Cybernetic Enhancement energy increase increased from 20 to 50.
Cybernetic Enhancement now grants 20% cooldown reduction to the Eversor passively.
Rapid Reflex no longer gives 50% cooldown reduction to the Eversor while in use.
Rapid Reflex energy cost reduced from 60 to 30.
Eviscerator Axe damage per hit lowered from 71.5(65 dps) to 55(50 dps).
Eviscerator Axe moved from T2 to T1 with updated effects.

Killzone
For 12 seconds, allied infantry units in radius 12 around the Eversor deal 30% more melee damage. Cooldown 45 seconds.

Daemonhunter:
Rites of Exorcism now requires line of sight to activate.
Sundering now can target an allied squad within range 20 instead of only on the Daemonhunter.
Sundering energy cost reduced from 80 to 60.
Indomitable energy cost increased from 50 to 60.
Light of the Emperor energy cost reduced from 80 to 60.
Word of the Emperor energy cost reduced from 80 to 60.
Empyrean Brain Mines energy cost reduced from 70 to 50.

Inquisitorial Storm Troopers:
Impact Grenade knockback radius increased from 4.5 to 6.

Purgation Squad:
Squad no longer has a die-last member.
All squad members can apply suppression with incinerators, no longer just the leader.
Purged by Fire! caster changed from one_entity to squad.
Purged by Fire! is no longer refundable.
Purged by Fire! energy cost reduced from 60 to 0.
Purged by Fire! cooldown increased from 35 seconds to 45 seconds.

Interceptor Squad:
Unit no longer starts with Teleport and now starts with Furious Intervention instead.
Purchasing Justicar no longer improves Teleport by replacing it with Furious Intervention.
Furious Intervention energy cost increased from 60 to 90.
Squad now knocksback enemy units in a radius of 5 upon completion of Furious Intervention.
Squad level 1 energy pool increased from 100 to 150.
Squad energy regeneration rate increased from 10 to 15.
Squad members and Justicar now teleport-leaps by default when closing into melee.

Purifiers:
Squad no longer has an in combat regeneration of 1hp/s.
Squad now has an out of combat regen of 1.5 hp/s per model if no enemy is in range 40.
Squad no longer starts with the Psychic Field ability.
Squad now starts with the Cleansing Flame ability instead.

Cleansing Flame
Surround the squad in holy fire, purging the universe of heresy. Burns all enemy units around them in radius 7 for 5 inferno damage per second and denies them the use of any abilities. Energy cost 60, 15 seconds duration 45 seconds cooldown.

Vindicare Assassin:
Setup time increased from 0.6 seconds to 1.25 seconds.

Terminator Librarian:
Inspire damage resistance buff increased from 3% to 5%.

Rhino:
Lascannon Turret upgrade cost increased from 75/0 to 75/20.

Grey Knight Dreadnought:
Unit health reduced from 1300 to 1200.
Inferno Cannon damage per hit increased from 20(20 dps) to 23(23 dps).
Unit now starts with minor Melee Resistance Aura by default.
Unit now loses minor Melee Resistance Aura upon upgrading to a Multi-melta or Plasma Cannon.
Unit now inspires nearby allies upon melee kills regardless of which upgrade the unit is equipped with.

Inspire
Killing enemies in melee inspires allied non-Terminator infantry in radius 45, reducing their damage taken by 12% and lowering received suppression by 20% for 20 seconds. Also restores 100 courage. Passive ability. This ability is not lost when ranged weapons are upgraded.

Vortimer Razorback:
Red yield increased from 30 to 45.

Grey Knight Terminators:
Squad now inspires allied non-Terminator infantry on melee kills. Inspire stats are identical to that of Paladins'.

Paladins:
Inspire damage resistance buff increased from 3% to 5%.


ImageOrks
Orks get universally good stuff for 2.9.9. The Battlewagon in particular gets a nice bump to bring it back in line with other super units. We don't expect Orks to play very differently from before, but the more niche options should be more attractive.

Kommando Nob:
Rokkit Launcha no longer has a minimum range required to fire.

Lootas:
Beamy Deffgun cooldown reduced from 4.6 seconds to 4.4 seconds. No change to damage per hit.

Weirdboy:
Foot of Gork energy cost reduced from 750 to 500.

Kommando Squad:
Rokkit Launcha no longer has a minimum range required to fire.
Squad cap removed for Mando Stabem’s upgrade.
Mando Stab ‘Em now grants the squad additional 0.5 e/s which increases energy regeneration rate from 1 e/s to 1.5 e/s in total in addition to its other effects.

Nob Squad:
Hammers cost reduced from 100/50 to 100/30.

Looted Tank:
Red yield increased from 30 to 45.

Battlewagon:
Unit hold requirement for all weapon activation reduced to 0. Now, the unit no longer requires any unit on board to fire all its weapons.
Experience yield reduced from 1600 to 1000.


ImageSpace Marines
As mentioned a bit earlier in the Eldar section, Space Marines often draw passionate feedback. We agree that Space Marines have noticeable outliers in their roster strength and have addressed those here, particularly regarding the Dreadnought and Librarian. Discussions were had regarding Tacticals and Drop Pods but any changes regarding these parts of the roster have been pushed to 3.0.

Force Commander:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 20(10.42 dps).
Flesh over Steel can now target monstrous creatures.

Apothecary:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 20(10.42 dps).
Anointed Power Axe cost increased from 100/20 to 100/25.

Techmarine:
Plasma Pistol damage per hit increased from 15(7.82 dps) to 20(10.42 dps).
Blessing of the Omnissiah red cost reduced from 150 to 100.
Blessing of the Omnissiah repair rate reduced from 15 hp/s to 10 hp/s.

Librarian:
Psychic Hood energy regeneration increase reduced from 2.5 e/s to 1 e/s.

Dreadnought:
Assault Cannon Barrage maximum range reduced from 35 to 30.
Inspire now only applies to allied non-Terminator infantry.
Inspire damage increase buff reduced from 20% to 12%.
Dark Age of Technology cost increased from 75/30 to 100/30.
Dark Age of Technology build time reduced from 30 seconds to 15 seconds.
Dark Age of Technology Inspire damage buff reduced from 35% to 24%.

Terminator Assault Squad:
Lightning Claws no longer lower the squad’s health regeneration from 2 hp/s to 0.5 hp/s.

Venerable Dreadnought:
Inspire now only applies to allied non-Terminator infantry.
Inspire damage increase buff reduced from 20% to 15%.
Dark Age of Technology Inspire damage buff reduced from 35% to 30%.


ImageTyranids
Tyrant Guards were a point of contention and we elect to tag a requisition price hike to the unit and see its performance. We believe this combined with a reduction to warrior durability will alter the roster calculus. We are also adjusting the Hive Node to be less costly to place down but also easier to remove.

Global:
Spawn Tyrant Guard cost increased from 300/50/175 to 300/60/175.

Lictor Alpha:
Scythe cooldown increased from 15 seconds to 30 seconds.
Assault Leap no longer knockback allies.

Ravener Alpha:
Hive Node cost reduced from 150/20 to 120/20.
Hive Node health reduced from 750 to 500.
Hive Node experience yield reduced from 150 to 100.
Hive Node red yield reduced from 20 to 15.
Hive Node sight radius reduced from 60 to 40.
Hive Node armor type changed from building_defence to building_light.
Hive Node Spore Cloud no longer affects vehicles or buildings.

Warrior Brood:
Hp per model reduced from 350 (350 / 402.5 / 462.88 / 532.31) to 325 (325 / 373.75 / 429.81 / 494.28) for each level.

Ravener Brood:
Purchase cost reduced from 400/45 to 375/45.

Spore Mines:
Purchase cost reduced from 125/5 to 100/5.

Tyrant Guard:
Purchase cost increased from 375/65 to 400/65.

Lictor:
Assault Leap no longer knockback allies.


Visit Community Discord (https://discord.com/invite/b2rcGjmkWm) for further Questions and Answers!
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Cry
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Re: 2.9.9 Patch Notes and Download Links

Postby Cry » Sat 13 May, 2023 4:37 pm

Gorgeous patch, but hive node change. So many nerfs for 30req discount…nah
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Re: 2.9.9 Patch Notes and Download Links

Postby Adeptus Noobus » Sat 13 May, 2023 5:10 pm

I am really not sure about the Guardsmen flamer change. It closes another possible comeback route against a race that is already very strong T1 and has mid-good bashing capabilities. Now there is no drawback to trying to close a game in T1 with flamers and failing. Just swap to plasma guns and try again.

I would like to get a little bit more in-depth explanation how this will not affect certain matchups that rely on their power armor carrying them through the game (e.g. SM, Chaos, Nids).
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Re: 2.9.9 Patch Notes and Download Links

Postby Torpid » Sat 13 May, 2023 6:38 pm

Cry wrote:Gorgeous patch, but hive node change. So many nerfs for 30req discount…nah


Why would anybody get the hive node if its cloud doesn't even protect it?

Now it dies instantly to any anti-gen weapon and really any focus fire at all from ranged. It's as durable as a gen now like, what?
Lets make Ordo Malleus great again!
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Re: 2.9.9 Patch Notes and Download Links

Postby LOCALgHOST » Sun 14 May, 2023 10:18 am

Adeptus Noobus wrote:I am really not sure about the Guardsmen flamer change. It closes another possible comeback route against a race that is already very strong T1 and has mid-good bashing capabilities. Now there is no drawback to trying to close a game in T1 with flamers and failing. Just swap to plasma guns and try again.

I would like to get a little bit more in-depth explanation how this will not affect certain matchups that rely on their power armor carrying them through the game (e.g. SM, Chaos, Nids).


now flamer will be must-have upgrade for IG
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Re: 2.9.9 Patch Notes and Download Links

Postby James Spock » Sun 14 May, 2023 6:06 pm

Hey guys, thanks a lot for your work!

I think the patch goes the right direction, I can also understand that you decided to wait with the TAC & banshee nerf for a later time.
Also the HP nerf on warriors is well though out, so give Nids a downside that might trigger more often

What I don't really comprehend and maybe someone of the dev-team can elaborate the reasoning behind it?
why suddenly OM dread HP 1300->1200 HP nerf ?

I think the Plasma Cannon Upgrade then at least should give some HP back to the dread. Can't profit from any of the buffs, only making this variant worse and it wasn't prominent in use anyways. At least the Plasma Cannon was covering one of OMs core-weakness: lack of ranged tools.

thanks a lot for the continous work and all the blood & sweat you are sacrificing here guys.
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Re: 2.9.9 Patch Notes and Download Links

Postby PianoMan » Mon 15 May, 2023 8:42 am

LOCALgHOST wrote:
Adeptus Noobus wrote:I am really not sure about the Guardsmen flamer change. It closes another possible comeback route against a race that is already very strong T1 and has mid-good bashing capabilities. Now there is no drawback to trying to close a game in T1 with flamers and failing. Just swap to plasma guns and try again.

I would like to get a little bit more in-depth explanation how this will not affect certain matchups that rely on their power armor carrying them through the game (e.g. SM, Chaos, Nids).


now flamer will be must-have upgrade for IG

gotta love ghost takes
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Schepp himself
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Re: 2.9.9 Patch Notes and Download Links

Postby Schepp himself » Mon 15 May, 2023 3:37 pm

Thanks for this patch!
Greets schep himself thingy
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Re: 2.9.9 Patch Notes and Download Links

Postby eR_ » Wed 17 May, 2023 11:32 am

Hi,
Why do you call Intreceptors teleport improved while there is nothing better in it? Longer delay, range penalty… Dont you think it should be just the same Teleport both with and without Justicar?
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Re: 2.9.9 Patch Notes and Download Links

Postby Thibix Magnus » Wed 17 May, 2023 12:40 pm

thanks for the patch!

Impregnable wrote:
Eldar (and Space Marines later) were very contentious points of discussion both in public and internally. Opinions are very passionate about these factions (and usually against each other) but nonetheless we iron out some of the rougher spots on this roster.


yeah this feud has been going on between SM and eldar since the beginning of time, I don't know why? Anyway, it can be kind of toxic and not really helpful for the mod overall. We should really take a step back, stop assuming the other side has some hidden agenda, and strive for all factions to feel cool.

Impregnable wrote:Levitation Field knockback distance reduced from 20 to 12.
Damage resistance increase for all units within the Levitation Field increased from 25% to 40%.


WTF???? I'm sure this is because some SM fanbois don't want their termies to have any counter. I'm done with this game.
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TheTenso
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Re: 2.9.9 Patch Notes and Download Links

Postby TheTenso » Sat 20 May, 2023 12:23 pm

Prepare boyz.
Image
LOCALgHOST
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Re: 2.9.9 Patch Notes and Download Links

Postby LOCALgHOST » Thu 25 May, 2023 6:46 am

Thibix Magnus wrote:thanks for the patch!

Impregnable wrote:Levitation Field knockback distance reduced from 20 to 12.
Damage resistance increase for all units within the Levitation Field increased from 25% to 40%.


WTF???? I'm sure this is because some SM fanbois don't want their termies to have any counter. I'm done with this game.


termies could be countered by walker, tank or seer council. Even dark reapers could do enough damage.
And if it's not an assault ones - even banshee take them out instantly.
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Re: 2.9.9 Patch Notes and Download Links

Postby Impregnable » Fri 26 May, 2023 8:25 pm

eR_ wrote:Hi,
Why do you call Intreceptors teleport improved while there is nothing better in it? Longer delay, range penalty… Dont you think it should be just the same Teleport both with and without Justicar?


Fixed. Sorry for the confusion. Notes should be more clear now. As for your question, squad starting with Teleport then Justicar purchase improving it to Furious Intervention part has been removed. Now, squad starts with jump ability named Furious Intervention from the beginning. Of course, ability stats were changed for rebalancing.
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Re: 2.9.9 Patch Notes and Download Links

Postby Broodwich » Tue 27 Jun, 2023 9:08 am

why does the farseer fleet no longer show up when selecting multiple units that don't have it? She appears to have gotten the warlock treatment, why i can't fathom. If anything warlock should get what she had
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