Elite Mod 2.7.1 Link and Log

Elite (and related) releases.
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Atlas
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Elite Mod 2.7.1 Link and Log

Postby Atlas » Mon 23 Oct, 2017 2:18 am

Preamble:
Ffs, this was supposed to be out like 3 months ago. Anyway, here it is.

CREDITS
All the same suspects, but special note to Myrdal for really putting it together near the end! We really appreciate the things you do man.


Download Links:
https://dawnofwar.info/releases/dow2-el ... taller.exe

General:
Tooltips have been brought up to date.
Hero revival experience gain upon resurrecting allies heroes decreased from 375 to 250.
All Sentinel and Ranged Non-Walker Vehicle Melee Skill values increased to 100.

Bug Fixes:
Knob trippa shot can no longer stun Sents.
Knob Mega Boom Kit is no longer 100/20, but 130/25.
Apothecary Purification Rites no longer goes off at the last unit it hits when the Apothecary levels up anywhere on the map.
Nurgle Predator DoT no longer does friendly fire.
IST Sergeant now has a grenade decorator.
IST Overcharge Plasma no longer suppresses friendly units.
GL Tics, PC and Apo no longer have a melee charge with ranged weapons.
Revivals can no longer grant experience to more than one hero at a time

ImageChaos Space Marines

Chaos Heretics:
Cost increased from 190/0 to 200/0.
Melee damage per hit increased from 20 to 22. (retail DPH was 24; main source of tic weakness in elite is 15 damage doomblast from 25 in retail, hence their cheaper cost though).

Raptors:
Jump energy cost reduced from 65 to 60.

ImageEldar
Globals:
Damage of first 12 bolts of reduced from 200 to 100. (rest is unaffected)

Warlock:
Destructor can no longer be cancelled.
Destructor animation time increased back to vanilla value.
Immolator damage reduced from 15 per second to 10 per second.
Immolator duration increased from 7 seconds to 10 seconds.
Merciless Witchblade special attack damage type changed from power_melee_pvp to melee_pvp.

Farseer:
Default witchblade special attack damage increased from 25 to 28.
Spirit Stones wargear cost reduced from 120/30 to 120/25.
Spiritual Rites energy cost reduced from 80 to 70.
Summon Seer Council Global red cost reduced from 300 to 250.
Armour of Fortune health increase increased from 150 to 200.
Armour of the Asuryan now grants +1 hp/s in addition to its other effects.
Gravity Blade cost reduced from 120/30 to 120/25.

Dire Avengers:
Aspect of Avenger health increase increased from 20% to 33%.
Dire Avenger Exarch moved from T1 to T2.
Exarch upkeep reduced from 7.65 to 5.1.
Exarch health increased from 250 to 275.
Exarch population cost reduced from 3 to 2.
Exarch ranged damage reduction aura increased from 20% to 25%.

Rangers:
Long Rifle damage per hit increased from 60 to 75 when Pathfinder Gear is purchased.

Autarch:
Fusion Gun range increased from 25 to 30.

Howling Banshees:
Aspect of Fleetness health increase increased from 10% to 15%.
Howling Banshees no longer leap into combat.
Howling Banshees now charge into combat.
Charge speed increase decreased from 3 to 2.

ImageImperial Guard
Lord Commissar:
Xenos Power claw upgrade cost reduced from 150/50 to 130/40.

Lord General:
Rotation rate increased from 180 to 300.
Melta Gun damage per hit increased from 30 to 35.
Call Reinforcements energy cost down from 70 to 50.
Refractor Shield energy cost down from 60 to 40.

Multi Laser Turret:
building_ig_turret armor type changed with the following values:
vs Piercing dps - from 0.2 to 0.3.
vs Flame dps - from 1 to 0.6.

Sentinel:
Stomp radius increased from 7 to 10.
Ground Pound upgrade no longer increases the Sentinel's health by 100.

Banewolf:
No longer dropped onto the battlefield but instead spawns at base.
Bane wolf flamer granted the chem_cannon damage type.
Chem_cannon damage modifiers mirror as present bar the following:
Damage vs heavy_infantry from .75 to 1.1.
Damage vs building_light from 5 to 3.

Ogryn Squad:
Ogryn Bon’ead health increased from 550 to 600.

Manticore:
Storm Eagle rocket damage per hit reduced from 180 to 170 per rocket.
Storm Eagle cooldown reduced from 70 seconds to 60 seconds.

Cadian Kasrkin Squad:
Frag Grenade damage increased from 150 to 260.
Sprint energy cost reduced from 50 to 40.
Kasrkin Sarge health increased from 300 to 350.

ImageOrdo Malleus
Mind Blades:
Damage increase change from a +20% damage increase to +30% melee damage increase in addition to its other effects.

Canticle of Absolution:
Global cost increased from 175 to 200.
Radius increased from 30 to 45.
Duration increased from 15 seconds to 20 seconds.
Cooldown reduction for nearby units increased from 400% to 500%.
Energy regeneration to allied units increased from 2.5 e/s to 4 e/s.

Brother-Captain:
Health increased from 850 to 900.
AoE special attack flight distance increased from 10 to 15. (applies to both default variant and nemesis force sword variant of the special attack)
Nemesis Force Sword non-360 special attack damage increased from 40 to 52.
Nemesis Force Sword dps reduced from 50 to 40.
Nemesis Warding Staff cost reduced from 150/50 to 135/40.
Blessed Aegis conversion ratio increased from 4 hp/1e to 5 hp/1e.
Holy Armor of Titan hp regen increased from 1.5hp/s to 3hp/s.
Holy Armor of Titan cost reduced from 200/50 to 150/40.
Unending Purge now increases energy by 20 in addition to its other effects.
Enfeeble now increases energy by 20 in addition to its other effects.
Enfeeble duration increased from 5 seconds to 7 seconds.

Inquisitorial Storm Troopers:
Fist damage per second increased from 3 to 6.
Plasma Guns cost increased from 80/15 to 80/20.
Grenade Launcher damage per hit increased from 40 to 53.33.
Sergeant population cost reduced from 2 to 1.
Acolyte population cost reduced from 3 to 1.
Acolyte now grants the squad a 15% damage resistance aura passively.
Fanaticism no longer grants suppression resistance and 25% damage resistance.
Fanaticism now grants the squad invulnerability for 2.5 seconds.
Fanaticism energy cost set to 60 and cooldown set to 15 seconds.

Strike Squad:
Storm Bolter weapon traits adjusted to be equivalent to tacs/csm in terms of how often damage is calculated by the game when a model is hit by them. (essentially they will do same dps in real terms, but your hp won’t ‘jump down’ instead the bar will more progressively fall making it more predictable and easier to avoid model losses)
Psybolt Strike Squad movement snare on shot removed.
Psybolt Strike Squad now passively inflicts a non-stacking debuff of duration 6 seconds on any target they shoot, that inflicts an accuracy penalty modifier of 20% on ranged weapons whilst their Justicar is present.
Psybolt Ammunition no longer grants +40% ranged damage.
Psybolt Strike Squad bolter damage per second increased from 15.97 to 17.534.
Whilst Nemesis Focus is purchased, the Nemesis Strike Squad Justicar grants the squad +15% hp.
Energy Burst duration increased from 4 seconds to 6 seconds.

Inquisitorial Operatives:
Shotguns now deal +25% damage for 6 seconds after the squad comes out of full infiltration. (no fist or melta extra damage)

Fist damage per second increased from 2 to 8.
Squad now starts with the Infiltrate ability.
Squad no longer has the Stun Grenade ability.
Squad now starts with the Blind Grenade ability.

Blind Grenade -
“Blinds all enemy infantry in a radius 4.5, reducing sight radius and weapon range of units affected by 75% for 10 seconds. Has the same effect on turrets. Range 32, cooldown 40 seconds.”
Energy cost set to 40.

Fallback Plan health regeneration rate increased from 3 hp/s per model for 10 seconds to 6 hp/s per model for 10 seconds.
Fallback Plan no longer grants the Infiltrate ability.
Fallback Plan upgrade now grants the Smoke Grenade ability.

Smoke Grenade -
“Throws a smoke grenade that covers a radius 10 area for 10 seconds, reducing received ranged damage by 50% and lowering received suppression by 100%. Range 30, cooldown 20 seconds.”
Energy cost set to 40.

Sergeant health increased from 180 to 250.
Sergeant damage per hit increased from 12.94 to 16.
Sergeant now removes the energy cost of Infiltrate. (No energy regeneration whilst infiltrated.)

Purgation Squad:
Rending ability changed from granting bonus damage vs vehicles to changing Psilencer damage type from inferno_pvp to anti_vehicle_pvp for the duration of its effect in addition to its other effects.
Rending ability now lowers the damage of the squad by 50% for the duration of its effect in addition to its other effects.
Psilencers setup/teardown times increased from .5/.5 to 4/3.
Psilencer damage per hit increased from 23 to 28.75 (dps increased from 18.4 to 23)

Purifiers:
Justicar health increased from 550 to 650.
Justicar health regeneration reduced from 2 hp/s to .5 hp/s.
While in battle, squad health regeneration increases by 1 hp/s. (from .5 hp/s to 1.5 hp/s) Passive ability.
Member melee weapons changed from Power Swords to Nemesis Force Hammers.
Member damage type changed from power_melee_pvp to heavy_melee_pvp.
Member damage per hit increased from 45 to 74. (34.62dps to 37dps)

Rhino:
Lascannon damage per hit increased from 85 to 100.
Lascannon cost reduced from 75/15 to 75/0.

Vindicare Assassin:
Sight range increased from 45 to 50.
Turbo Penetrator cooldown reduced from 5 seconds to 3seconds. (16.25 dps to 21.67 dps)
Equip Exitus/Turbo Penetrator Rounds no longer slows the Vindicare Assassin while switching.

Terminator Librarian:
Force Sword damage per second increased from 55 to 65.
Liber Daemonica health increase increased from 100 to 150.

Grey Knight Dreadnought:
Walker no longer starts with a Hurricane Bolter.
Walker now starts with an Inferno Flamer and the Maelstrom ability.
Flamer courage damage reduced from 50 to 30.
Flamer damage reduced from 25 to 20.
Flamer AoE radius reduced from 7 to 5.
Walker now has the Multi-Melta upgrade.
Multi-Melta upgrade swaps the Inferno Flamer with a Multi-Melta, effective against all targets but with limited range. Removes the Maelstrom ability. (190 dph melta, 54.29 dps)
Nemesis Claw upgrade now removes the Maelstrom ability in addition to its other effects.

ImageOrks
Globals:
Use Your Choppas global cost increased from 75 to 100.

Warboss:
Health reduced from 920 to 900.
Bang Bang Hammer damage reduced from 150 to 120. (dps from 75 to 60)
Bang Bang Hammer swing special attack damage reduced from 90 to 55.
Bang Bang Hammer cost reduced from 125/25 to 120/20.
Big Stomp cooldown reduced from 30 seconds to 25 seconds.
Big Stomp animation time changed to match Stomp.
‘Eavy Armour now grants +1.5 hp/s in addition to its other effects.
Now I’m Angry speed bonus reduced from 1.5 to 1.
Now I’m Angry health regeneration bonus reduced from 7.5hp/s to 5hp/s at the end of his charge.
Now I’m Angry maximum melee damage bonus reduced from 35% to 30%.
Boss Pole health buff to the Warboss reduced from 10% to 0%. (allied members still retain their bonus)

Flash Gitz:
Cost reduced from 425/60 to 425/50.
Gitfindas cost reduced from 65/20 to 65/15.
Population cost reduced from 6 to 5. (Squad from 18 to 15)
Reinforcement time reduced from 9 seconds to 6 seconds.

Looted Tank:
Boomgun ability now requires the Reinforced Plating upgrade.
Sponson shootas courage damage reduced from 15 to 0.
Main cannon courage damage reduced from 10 to 0.
Main cannon splash radius reduced from 7 to 5. (modifiers match the same ratios)

Battlewagon:
Main cannon rotation rate increased from 80 to 110.

ImageSpace Marines
Force Commander:
Thunder Hammer -
Special attack damage reduced from 50 to 40. (Special attack damage on retreat remains at 0.5 modifier.)
Battlecry damage increase with the Thunder Hammer equipped reduced from 10% per attack to 5% per attack.

Terminator Force Commander:
Terminator Armor cost reduced from 150/80 to 150/50.
Heavy Flamer damage per hit increased from 20 to 30. (18 dps to 27.1 dps)
Cleansing Flame damage reduced from 25 AoE_flame_ability_pvp to 15 AoE_flame_ability_pvp.
Health regeneration increased from 1.5 hp/s to 3.5 hp/s.

Lightning Claws -
Damage per hit increased from 95 to 105.
Melee charge range increased from 12 to 18.
Special attack radius increased from 3 to 6 (meaning his specials ‘pseudo-track’ like the deff dread - they hit enemies from farther away so them running away whilst you go through the animation is unlikely to stop them being hit, DD is 9 radius, most specials are 3 by default).
Lightning Claws now Increase the TFC's melee skill by 5 in addition to its other effects.

Apothecary:
Purification Vials area of effect duration decreased from 15 seconds to 10 seconds.

Techmarine:
High Powered Shot cooldown reduced from 40 seconds to 35 seconds.
High Powered Shot energy cost reduced from 60 to 45.
Signum Armor no longer increases the range pf the TM's weapons whilst equipped.
Melta Gun range increased from 22 to 30.
Melta Gun cost increased from 100/25 to 120/30.
Melta Gun Fire on the move accuracy reduced from 100% to 50%.
Axe of the Mechanicum damage per hit increased from 100 to 110.

Sternguard Veterans:
Bolter_Vengeance damage modifier towards vehicles increased from 0.4 to 0.7.

ImageTyranids
Globals:
Without Number global cost reduced from 300/30/200 to 300/0/200.

Lictor Alpha:
Stalk global cost increased from 50 to 75.
Stalk now increases the Lictor Alpha’s speed by 1 for the duration of its effect in addition to its other effects.
Toxin Miasma cost increased from 100/20 to 100/25.
Corrosive Claws cost increased from 110/25 to 120/30.

Ravener Alpha:
Ravener Alpha Tunnel cooldown increased from 90 seconds to 100 seconds.
Tunnel health reduced from 175 to 125.
Tunnel experience yield increased from 50 to 100.
Hive Node build time increased from 2 seconds to 5 seconds.
Burrow Traps build time increased from 3 seconds to 5 seconds.
Burrow Traps now slow vehicles by 70% for 10 seconds rather than stunning vehicles for 10 seconds.
Acid Splatter splash damage reduced from 20 to 15.
Acid Splatter splash radius reduced from a radius 5 circle to angle left 90, angle right 90, radius 5 circle.
Acid Splatter damage per hit increased from 85 to 100.

Hormagaunt Brood:
Adrenal Glands upgrade cost increased from 50/15 to 75/15.

Termagant Brood:
Devourer damage per hit increased from 8.8 to 9.8 (~3.6 to ~3.9 dps)
Toxin Sacs damage increase reduced from 45% to 30%.

Endless Swarm:
Cost reduced from 60/15 to 50/15.
Build time reduced from 40 seconds to 30 seconds.
Endless Swarm no longer adds two models to the squad.
Endless Swarm now increases squad member hp by 10%.

Spore Mines:
Spore_pvp damage multiplier values have been changed as followed:
Damage vs building from 1 to 5.
Damage vs building_light from 1 to 2.
Damage vs building_defence from 1 to 5.
Damage vs building_ig_turret from 1 to 5.
Damage vs commander from 1 to 1.5.
Damage vs heavy_infantry from 1 to 1.5.
Damage vs super_heavy_infantry from 1 to 1.5.
Damage vs garrison from 2 to 2.5.

Warrior Brood:
Health increased from 330 to 340. (Squad from 990 to 1020)
Electroshock Grubs now have a 3 second timer before effects activate on enemy vehicles.
Electroshock Grubs weapon disable duration reduced from 4 seconds to 2 seconds.

Venom Brood:
Health increased from 330 to 340. (Squad from 990 to 1020)\
Reinforcement time reduced from 8 seconds to 6 seconds.

Genestealers:
Rending Claws upgrade moved from T2 to T3.

Lictor:
Population cost reduced from 10 to 5.
Speed increased from 5.5 to 6.
Now has the ‘50% faster capping’ trait.

Carnifex:
Population cost reduced from 20 to 18.
Thornback health increase increased from 300 from 400. (1650 to 1750)
Barbed Strangler cost increased from 100/40 to 150/40.
Spore Cysts Hotkey changed from W to Q.
Venom Cannon range increased from 50 to 55.

Swarmlord:
Reinforcement aura radius increased from 30 to 40.
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Oddnerd
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Re: Elite Mod 2.7.1 Link and Log

Postby Oddnerd » Mon 23 Oct, 2017 2:23 am

Right in time for reading week, you guys are the best :D
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Cyris
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Re: Elite Mod 2.7.1 Link and Log

Postby Cyris » Mon 23 Oct, 2017 2:30 am

Please to be updating website front page!

Thanks a ton for the update guys, very excited!
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boss
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Re: Elite Mod 2.7.1 Link and Log

Postby boss » Mon 23 Oct, 2017 3:06 am

thx for the patch and time you guys put in thx
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Torpid
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Re: Elite Mod 2.7.1 Link and Log

Postby Torpid » Mon 23 Oct, 2017 3:14 am

Note that it is highly likely windows will not want you to run the file and that you may have to alt-tab to find a 'hidden' pop-up message telling you that windows has stopped the file from being ran as it is undetected. Click more options and "run anyway" to actually run the installer.
Lets make Ordo Malleus great again!
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Indrid
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Re: Elite Mod 2.7.1 Link and Log

Postby Indrid » Mon 23 Oct, 2017 3:21 am

"Hero revival gain upon resurrection"

I assume this should read "experience gain"?
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Atlas
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Re: Elite Mod 2.7.1 Link and Log

Postby Atlas » Mon 23 Oct, 2017 3:30 am

Indrid wrote:"Hero revival gain upon resurrection"

I assume this should read "experience gain"?


Ah yes, the amount of xp a hero gets for reviving another hero is what is meant.
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Rostam
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Re: Elite Mod 2.7.1 Link and Log

Postby Rostam » Mon 23 Oct, 2017 6:39 am

Good job,I will do a Video log on the changes this week
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Re: Elite Mod 2.7.1 Link and Log

Postby Venjitron » Mon 23 Oct, 2017 11:17 am

THANKS ATLAS \o/ x
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Schepp himself
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Re: Elite Mod 2.7.1 Link and Log

Postby Schepp himself » Mon 23 Oct, 2017 2:59 pm

Thanks for the update and the work that was put in!

Greets
Schepp himself
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Re: Elite Mod 2.7.1 Link and Log

Postby Floid » Mon 23 Oct, 2017 4:35 pm

Thanks for the job Gentelmen.
Stoned_elf
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Re: Elite Mod 2.7.1 Link and Log

Postby Stoned_elf » Mon 23 Oct, 2017 8:18 pm

hey chaps, as per Torpid's suggestion the update is not running. no alt-tabbed window either. I have tried running as admin but no difference :(

help, GF is not home and i need to kill Xenos!
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Dark Riku
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Re: Elite Mod 2.7.1 Link and Log

Postby Dark Riku » Mon 23 Oct, 2017 11:03 pm

This seriously couldn't wait till after at least the first part of the league?
Eternal Crusade referral code: EC-OZVT4BVATDHX6 (link)
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Torpid
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Re: Elite Mod 2.7.1 Link and Log

Postby Torpid » Tue 24 Oct, 2017 1:11 am

Dark Riku wrote:This seriously couldn't wait till after at least the first part of the league?


Given how people keep dropping out, no =L

We needed to push it forward and get on with it. It had been delayed for numerous other reasons for too long.

As for now, the first round of league games are still gonna be on 2.7. Then after an assessment of the balance/bug situation adila will decide what we are doing the 2nd round on. Probably get a hotfix patch out before then.
Lets make Ordo Malleus great again!
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Re: Elite Mod 2.7.1 Link and Log

Postby Lazy_ » Tue 24 Oct, 2017 4:34 am

Nice guys nice.
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Re: Elite Mod 2.7.1 Link and Log

Postby Deflaktor » Wed 25 Oct, 2017 1:05 am

Is it only me or do the dire avenger changes look like a massive buff?
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Re: Elite Mod 2.7.1 Link and Log

Postby Torpid » Wed 25 Oct, 2017 1:17 am

Deflaktor wrote:Is it only me or do the dire avenger changes look like a massive buff?


It's a reversion to their retail state, basically.
Lets make Ordo Malleus great again!
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Re: Elite Mod 2.7.1 Link and Log

Postby Phoenix » Wed 25 Oct, 2017 1:38 am

Retail guardians are 300 req though, no?
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Re: Elite Mod 2.7.1 Link and Log

Postby Torpid » Wed 25 Oct, 2017 2:53 am

Phoenix wrote:Retail guardians are 300 req though, no?


True that.

And energy shields had 1k hp.
Lets make Ordo Malleus great again!
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Re: Elite Mod 2.7.1 Link and Log

Postby Cyris » Wed 25 Oct, 2017 3:43 am

Deflaktor wrote:Is it only me or do the dire avenger changes look like a massive buff?


It is a massive buff, yes.
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Atlas
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Re: Elite Mod 2.7.1 Link and Log

Postby Atlas » Wed 25 Oct, 2017 6:22 am

Cyris wrote:
Deflaktor wrote:Is it only me or do the dire avenger changes look like a massive buff?


It is a massive buff, yes.


It's really more of a revert to something similar to what they were before. I believe the only real differences now is that they are 270 and cheaper?
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Re: Elite Mod 2.7.1 Link and Log

Postby Stoned_elf » Wed 25 Oct, 2017 8:56 am

Still hoping someone can help with issue of Installer not running....
Would be much appreciated.
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Atlas
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Re: Elite Mod 2.7.1 Link and Log

Postby Atlas » Wed 25 Oct, 2017 6:16 pm

Stoned_elf wrote:Still hoping someone can help with issue of Installer not running....
Would be much appreciated.


Can you tell me a bit more about it?
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Stoned_elf
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Re: Elite Mod 2.7.1 Link and Log

Postby Stoned_elf » Wed 25 Oct, 2017 7:33 pm

Not much to tell, which is makes it more challenging perhaps...
The installer downloads fine and both double clicking it and right clicking it to run (including as admin) result in the twirl by the cursor suggesting something is about to happen but nothing does.
No pop up, no alert, not hidden box if i alt-tab...

I have obviously run previous installers with no issues but not this time :(
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Re: Elite Mod 2.7.1 Link and Log

Postby Adeptus Noobus » Fri 27 Oct, 2017 7:59 am

Do you have antivirus software running and if so, might it be blocking the execution of the file?
Whitelist it just in case.
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Re: Elite Mod 2.7.1 Link and Log

Postby TharxGamma » Fri 27 Oct, 2017 10:51 am

I guess I should make my return now!
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Re: Elite Mod 2.7.1 Link and Log

Postby PhatE » Sat 28 Oct, 2017 7:31 am

Stoned_elf wrote:Not much to tell, which is makes it more challenging perhaps...
The installer downloads fine and both double clicking it and right clicking it to run (including as admin) result in the twirl by the cursor suggesting something is about to happen but nothing does.
No pop up, no alert, not hidden box if i alt-tab...

I have obviously run previous installers with no issues but not this time :(


Noobus is probably on the right track when it comes to the AV. It either goes on a whitelist, or you just disable it.

On another note, I seem to have a renewed interest in this game after watching some older casts. This will probably only last so long until I get beaten by an SM though...
Stream - http://www.twitch.tv/phatness_

Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
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Re: Elite Mod 2.7.1 Link and Log

Postby Hutsy » Sat 28 Oct, 2017 4:16 pm

PhatE wrote:
Stoned_elf wrote:Not much to tell, which is makes it more challenging perhaps...
The installer downloads fine and both double clicking it and right clicking it to run (including as admin) result in the twirl by the cursor suggesting something is about to happen but nothing does.
No pop up, no alert, not hidden box if i alt-tab...

I have obviously run previous installers with no issues but not this time :(


Noobus is probably on the right track when it comes to the AV. It either goes on a whitelist, or you just disable it.

On another note, I seem to have a renewed interest in this game after watching some older casts. This will probably only last so long until I get beaten by an SM though...


Yeah more than likely anti virus. I had to disable Norton as it kept deleting it after downloading it. It installed fine when I did that.
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Re: Elite Mod 2.7.1 Link and Log

Postby Atlas » Sun 12 Nov, 2017 4:50 am

Updated to be more accurate!
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cannedbeans
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Re: Elite Mod 2.7.1 Link and Log

Postby cannedbeans » Sun 07 Jan, 2018 5:20 pm

link broken 2018?!

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