Hello everyone,
sorry for the delay, but here is version 2.5.1 of the Elite mod:
Changelog
2.5.1
Fixes
- Dark Reaper Exarch not propertly applying the vision upgrade fixed
- Fixed Interceptor Squad not having their proper weapons
- Fixed the broken Army Painter and Last Stand stuff - now compatible with Relic additions
- Phase Shift now gives the correct duration of damage resistance after ending (5 seconds)
- More tweaks to LC execute abilities, and a fix to the LC getting stuck if target moved out of line of sight
- Call Da Boyz now only affects Orks
- Fixed IG models not appearing in campaign
General
- Some tweaks to D-Cannon weapon values to make it hit terrain less often
- Minor fixes to (6p) Graesark Undercity by Indrid
- (6p) Avensa Stronghold v1.3.1 by Indrid
- Further AI updates by KanKrusha
Space Marines
The goal is to promote more Librarian play and be rewarded for it. Shifting away the dependancy on lighter-vehicles or Walker playstyles in various game-modes. - Caeltos
- Increased Librarian ranged bolter damage from 14 to 30.8
- Librarian Gate of Infinity cooldown reduced from 40 to 30
- Librarian Ranged-Staff damage increased from 40 to 50
Chaos
Plague Marines are currently overperforming, the aim is to reduce their effectiveness against infantry and open up the the ease of dealing with them. - Caeltos
- Reduced the Plague Marine damage over time damage from 1.35 down to 1.0
- Increased the build time on Plague Marine from 27 to 32s
Chaos Autocannon is currently doing a wee-bit too much damage against everything. It might not be enough, but we'll see how this pans out. - Caeltos
- Chaos Havoc Autocannon damage reduced from 60 to 55
With the new reinforcement cost and pricing of Heretics, a new cost increase for 'strong' sergeants for Chaos Space Marines is in order. - Caeltos
- Chaos Raptor Aspiring Champion cost increased from 80/25 to 100/25
Imperial Guard
Kaskrins are slightly underperforming given their cost investment at the moment. So they're given some quality of life changes to their melee damage potential to easier punish certain squads in melee range. (Most noticeable on early-game ranged squads with medicore melee damage), whereas the Kaskrin Sergeant grants more utility to allow the Kaskrin to relocate to key locations faster. - Caeltos
- Kasrkin Sergeant now grants 'Move it(placeholder)!' ability which allows the Kaskrins to break suppression and grant +2 speed for 6s. Energy cost 50, cooldown 60s
- Kasrkin melee damage (with all weapons) increased to 12.
Ordo Malleus
The Psilencer is designed to be an effective anti-infantry/heavy infantry weaponry , however it can have some slight overeffiency for it's cost versus other arsenal in the Ordo Malleus arsenal for dealing with larger blobs of infantry. Psycanon removed from the Grey Knight Terminators to solidify the intended role for Grey Knight Terminators to be a strict anti-infantry based specialized variant, whereas Paladins/Interceptors are ideal for countering vehicles. - Caeltos
- Purged by Fire is no longer a channeled ability, and now instead leaves a "Charred" area where enemies stepping into the area takes 3 flame_dps and are slowed for 50% in the area. Area radius reduced from 15 to 12. Lasts for 5 seconds.
- Set new damage type for purgation flamer
- Psilencer splash radius reduced from 3 to 1
- Grey Knight Terminator Psycanon has been replaced with Psilencer (Shares similiar weapon statistics to that of the Strike Squad, but has 25 damage (from 23)
- Purifier squad cost reduced from 450/75 down to 450/65
- Grey Knight Rhino build time increased from 32 to 40 seconds
- Grey Knight Rhino Lascannon build time increased from 15 to 30 seconds
Eldar
While not adjusting the sniper profile damage, the ranger shuriken pistols can now more effectively peel damage on incoming enemies if the sniper failed to take out a target. Alternatively, the courage damage should aim to help the shoot & move mechanics if the target is supressed whilst charging head-on against rangers. - Caeltos
- Ranger Shuriken Pistol damage increased from 12 to 18 (dps from 5,25 to 7.875?)
- Ranger Shuriken Pistol courage damage increased from 2 to 6
Dark Reapers are getting some improvements to help them scale further-on into T3 and act more as a staple-force for ranged-oriented combat for Eldar. With the recent health increase to Dark Reapers, they are more capable of bleeding less, so the shift in cost is to reflect their new performance. - Caeltos
- Dark Reaper cost increased from 400/30 to 440/40
- Dark Reapers weapon range increased from 44 to 48
- Dark Reaper Pinning Fire is now no longer acquired by Aspect of Reaper
- Aspect of Reaper moved from T2 to T3
- Aspect of Reaper now grants +0.5 speed and 15% damage to the squad
- Autarch shield energy:damage ratio from 4:1 to 5:1
Ork
The Wartrukk can be a nuissance to kill, whilst the performance of the Wartrukk is performing as expected, the return-value for killing it is quite low. Losing a Wartrukk will now have more subtle-consequences. - Caeltos
- Wartrukk experience increased from 200 to 300
- Increased Wartrukk red from 18 to 22
Tyranids
The Zoanthrope needs to be realigned with it's new effiency, so it's getting a small power cut. - Caeltos
- Zoanthrope cost reduced from 400/60 down to 400/50
- Changed Hive Tyrant Venom Cannon splash aoe to 180 degrees and moving accuracy decreased to 0.5 from 1
- Lictor Alpha sight range reduced from 45 to 38 (normalized for Tyranid heroes)
- Lictor Alpha energy cost increased from 45 to 60
- Lictor Alpha Assault Leap damage reduced from 35 piercing to 20 piercing
NOTE: 2.5.0 is shown on the main menu still. This is a known issue.
NOTE: Backup up your custom color schemes. If you made any, they will be overwritten by the installer.
Any idea what the project's focus is for the future? I.e., what are the future plans for the mod?
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