Post news Report RSS Test Patch Elite Mod Patch 2.9.9.2 Feb 26th

This is a test patch for Elite Mod's build 2.9.9.2 released February 26th. For help installing the build, visit our discord link available here and on our official website.

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Dawn of War II Elite Patch 2.9.9.2
Public Test Build Patch Notes

This is a test patch for Elite Mod's build 2.9.9.2 released February 26th. For help installing the build, visit our discord link available here and on our official website. We will be releasing a full version in approximately 1 week!


Installation notes

  • Installation can be made over Retail or over an existing Elite directory
  • We strongly suggest making a backup copy of your current Retribution folder before installing, that way it's very easy to switch between Live & Test patch by simply changing the name and making the Active folder 'Dawn of War II - Retribution"
  • As with any patch, your custom army colours will be overwritten; so don't forget to back those up too, just in case
  • The game now runs from a dedicated EXE file, instead of using Steam Commands through the normal game EXE. The Installer will create a brand new Shortcut on your desktop that is distinct from your old one
  • Because the EXE is standalone, you can pin it to your Windows taskbar and run it directly from the taskbar, no more needing to jump to your desktop to open it (See Image)


Preamble:

First of all, we appreciate your patience while this one was in the oven; it's been a long time since the 2.9.9.1 Release and there have been some unfortunate bugs that have had to be lived with in the meantime. There were a lot of changes behind the scenes which proved to be very unexpectedly difficult to tackle, and delayed typical patch turnaround time significantly.

Firstly is the Injector, we now have a totally different method for booting and running the mod. Due to the size of the mod, and our desire to add additional armies to the game in due course; we had to create a totally new solution for opening and running the mod. It no longer piggybacks off the DOW2 Shortcut using parameters, it instead runs the game via it's own .exe file that uses Injection to push the mod features upon boot. If you have used Codex Mod before it's the same kind of system.

The most obvious change you will notice in the game is that Ordo Malleus are now a completely unique faction, they have been fully divorced from Space Marines and no longer have to be tied to that race in any way. The separation of OM from SM means we can once again use the traditional Hero Selector view once more:

As well as mechanically separating out OM, they've also been given a visual overhaul, as you can see by the resplendent BC above. Changes so far include:

  • Ordo Malleus as Independent Faction
  • Ordo Malleus HQ Building Model
  • New GK Power Armor Models
  • New GK Terminator Armor Models and Animations
  • New Brother Captain Model and Animations
  • New Unit voiceovers
  • Full New Ordo Malleus Soundtrack by Josh AKA Voxcaster

Please note that not all of the new OM machinations have made it to test patch, a few items (particularly the art/icon and models) will need a little longer in the oven, and will be seen in all their glory when Live Build drops.

We have also done a long overdue review of all the in-game tooltips, whether they were out of date, had the incorrect damage type, or just plain wrong (Looking at you Ork Trukk Reinforced Plating). These have all been updated along with the normal changes to Tooltips as part of a patch. Thank you to everyone who reported incorrect tooltips in the Balance Thread in the Community Discord, it made it so much easier to hunt them down.

Credits:

Build Organization and Compiling: Arthurcloud

Programming (Units, Abilites): Arthurcloud, Inekura, Noot, Mickey, Olev, Atlas, Enlargingcloud, Snowkip

Models, Animation, Visuals: Garrick, Enlargingcloud, Noot, Prism, Clocktickin, Kekoulis, Yreeeet

Visual Effects: Enlargingcloud, Noot

Speech/Voices: Garrick

New Game Modes: Noot

New Race Infrastructure/Code Injector: Bruiser Banned, Kharos, Garrick

Original Music Score: Josh aka Voxcaster

Website/Forums/Moderation: Arthurcloud, Adeptus, Impregnable, Dark Riku, Meta

Portraits: Knall

Internal testing: Mickey, Deimos, Arthurcloud

Tooltip Review: Olev

Now to Balance. Along with the usual tweaks that are made during a patch cycle, a great deal of time and effort has been spent on reviewing a big list of some long standing issues with bugs and mechanics. Some of the highlight changes have been:

  • Correcting Squads upgrading with the wrong Melee Resist (Chaos Dread, OM Dread, Chaos Terminators)
  • Abilities with incorrect targeting parameters (Guide, Fortune, Sundering, Trophy Rack, Incinerate)
  • Upgrades not applying the correct values (Psychic Lash, Daemonic Visage)
  • Scouts now Attack-moving correctly, where all members of the squad will move into range to shoot the enemy, instead of the two backline members staying out of range
  • HT/CL/BC have all received adjustments to their properties so that they are now a less of a menace with the pathblocking mechanics
  • Inspiration Mechanics have been made a bit more sensible
  • Super Units are now all Huge size, as most were still only Large
  • HP Levelling Standardisation over many units that had incorrect scaling
  • Minimum range of 8” on all frag grenades
  • The dreaded HP Regen bug on SS/Purifiers has been cast into the shadow realm

QOL:

Frag Grenades:

Minimum range of 8” implemented for all Frag Grenades. Units include:

- Kasrkin Frag Nade

- Kommando Nob (Hero) Stikkbomb
- Guardian Plasma Grenade
- IG Stormtrooper Frag Grenade
- Scout Frag Grenade

- melee Kommando Stikkbomb (throw em close)

HP Standardisation

Corrected some non-standard HP (%) leveling on the following units (Level 4 HP % values used as example):

  1. Chimera now ends with 33% instead of 52%
  2. Warriors now end with 33% instead of 52%
  3. IST now end with 52% instead of 33%
  4. Crusaders now end with 52% instead of 33%
  5. Sternguard now end with 33% instead of 52%
  6. Catachans now end with 52% instead of 128%

Trukk

Trukk now has a Cease Fire ability like other tanks to improve its ability to run away from anti-vehicle.

Super Unit Size

The following units had their size changed from Large to Huge:

- Ork Battlewagon

- IG Baneblade

- IG Stormblade

- IG Stormlord

- Avatar

- Great Unclean One

- Swarmlord

There are 3 AV Damage types that will be impacted by this change to Super Unit size (Large modifier/Huge modifier):

  1. Rocket (0.75 / 1) - (Bustas, KN Hero, Kommando Nob, Boom-Gun of the Looted Tank)
  2. Bolter_Vengeance (0.9 / 1) - Sternguard Vengeance Rounds
  3. Venom Cannon (0.75 / 1) - Only weapon using this is Pulse Laser of the Eldar Falcon

Pathblocking (heroes)

In order to reduce some of the pathing dominance the Chaos Lord, Brother-Captain and Hive Tyrant had the following properties applied to their entity_blueprint and melee properties:

  • size override 1
  • use collision mesh disabled
  • melee_base_size small

~dev note: this change won't completely get rid of Pathing-priority on chonky Heroes.

It will decrease the amount of models pushed away/ radius around the hero that is occupied by their mighty aura~

Inspire

We are changing Ordo Malleus and Space Marine Inspire effects to make them not stack infinitely.

Inspire abilities from all race sources now max at 5 simultaneous effects. Multiple units with the same inspire effect can contribute to increasing these stacks up to 5, //refresh those stacks, but do not let this value exceed the cap.

Space Marines

Space Marines:

Global:

- Drop Pod global requirement changed from T1 to T2.

- Drop Pod global now summons a Sternguard Veteran Squad instead of a Tactical Marine Squad.

- Drop Pod global cost changed to 450/45/150.

Force Commander / Apothecary / Techmarine:

- Drop Pod hero ability cost increased from 200/100 to 200/150.

- Drop Pod hero ability requirement is not affected by this change and remains the same at Tier 1.

Scout Squad:

- Scout Sergeant health reduced from 250 to 230.

Assault Squad:
- Merciless Strike ability damage reduced from 20 to 15.

Tactical Marine Squad:
- Plasma Gun DPH reduced from 75(30.88 dps) to 63.75(26.25 dps).

- Sternguard Veteran Squad upgrade removed from the squad.

Sternguard Veteran Squad:

- Hp per model and Sternguard Sergeant hp increase rate for each level were adjusted from 52% to 33% to fit the standard rate which is 33%.

- Hp per model for each level.

(350 / 402.5 / 462.875 / 532.3) -> (350 / 385 / 423.5 / 465.85).

- Sternguard Sergeant hp for each level.

(400 / 460 / 529 / 608.35) -> (400 / 440 / 484 / 532.4).

Librarian:
- Force Staff ranged attack DPH reduced from 50(35 dps) to 42.85(30 dps).

- Ranged kills no longer trigger Inspire passive.

- Librarian max energy out of gate reduced from 200 to 150.
- Force Barrier energy cost increased from 30 to 45.

Dreadnought:
- Assault Cannon Barrage ability retreat damage modifier reduced from 5 to 2.5.

Razorback:

- Smoke Launcher ability incoming and outgoing ranged damage reduction effect reduced from 80% to 60%.

Orks

Orks:

Global:

- Kommandos Iz Da Sneakiest requirement changed from T3 to T2.

- Squad spawned from Kommandos Iz Da Sneakiest global changed from a normal Kommando Squad to a Kommando Squad with Mando Stabem's upgrade.

- Spawn delay increased from 5 seconds to 7 seconds.

Warboss:
- Trophy Rack no longer affects vehicles and buildings

~dev note: Parameters of Enemy, and not Armor Types of building/building light/vehicle

Kommando Nob:
- Plant Booby Trap ability cast range increased from 0 to 10.

This should allow the Knob to plant his IEDs more easily and closer to cover.

Mekboy:
- More Dakka Global - Red cost reduced 75 -> 50

Melee Kommandos:

- Kommando Melee Squad Nob upgrade now requires T3 to be used.

- Kommando Melee Squad melee skill reduced 70 -> 65.

Kommandos:

- Ability for Kommandos to upgrade to Melee Kommandos has been removed


Weirdboy:

- Warpath speed buff reduced 2 -> 1.5

- Warpath cost reduced 70/30 -> 50/25

- Melee skill reduced 70 -> 60

Deff Dread:
- Burnas and Bits cost reduced 140/20 -> 100/20

Nob Squad:
- Nobs, reinforce cost standardized 75/15 -> 62.5/12.5

Stikkbommaz:
- Stikkbomb minimum range reduced 20 -> 15

- Stunbomb acceleration increased 5 -> 6.25

- Stunbomb max speed increased 30 -> 37.5

Eldar

Eldar:

Farseer:

- Guide and Fortune can no longer be cast on vehicles.

Guardian Squad:

- Base HP increased 100 -> 110.

- Battle Equipment HP bonus reduced 33% -> 20%.

Howling Banshees:

- Exarch health increased 240 -> 290

~dev note: leveling scaling from (240/276/317/365) to (290/333.5/383.5/441)~

Autarch:
- Leap Energy Cost reduced 55 -> 45
- Skyleap Energy Cost reduced 50 -> 0
- Fusion Gun cost reduced 65/15 -> 50/10


D-Cannon Platform:

- Reverted to 75% of retail damage:

D-Cannon DPH increased 110 -> 165

- DoT effect removed

- Can no longer shoot through shot blockers

- Retail tracer/VFX restored

- Cost increased 360/35 -> 400/40

- Maximum scatter distance increased from 5 to 10


Fire Prism:

- Cost reduced 450/135 -> 450/125

Wraithguard:

~dev note: *experimental*

-Wraithcannon DPH reduced 122 -> 97.6 /// DPS unchanged

-Wind Down reduced 2.25 -> 1.5

-Wind Up reduced 1 -> 0.75

-Rotation Rate improved 400 -> 500

-Spiritseer Backlash was having some wonky interactions with garrisons and cover, so the damage application type was changed to 100 true damage.

Avatar:

-Unit now has charge – 1.5 speed over 4 seconds from a maximum range of 12 at a minimum cooldown of 8 seconds


Seer Council:

-Reinforce Cost standardized 66/12 -> 55/10
- New Singing Spears Upgrade, that changes squad damage type to Heavy Melee. Cost 100/30

Tyranids

Tyranids:

Ravener Alpha:
- Catalyst damage bonus reduced 100% -> 75%, damage received reduced 2.5% -> 2%

- Tunnel ability now starts on cooldown when the match begins


Hormagaunt:
- Speed reduced 6.5 -> 6.25.

- Adrenal Glands upgrade now increases the squad speed by 0.25


Warrior Brood:
-Squad HP standardised for Level 4 values 52% -> 33%

~dev note: See the new Warrior Brood HP values for level 1-4 below~

(325/374/430/494) to (325/357.5/393.25/432.5)


Tyrant Guard:

- Energy regeneration set to 0 while in shieldwall

~dev note: we are aware that this will likely not be enough to bring this unit in line and are still considering more options to settle the gentle gorilla in its place~

- Rotationrate while in shieldwall reduced to 0.04

Zoanthrope
- Sight range reduced 55 -> 40

Chaos

Chaos:

Chaos Lord:

-Drain Life: Cooldown increased 40 -> 50

-Icon of Khorne: Health regeneration increased 2% -> 2.5% per melee hit

-Khone Worship: Worship speed bonus reduced 2 -> 1.75

Bloodcrusher:
Special attack removed

Chaos Space Marines:

-Aspiring Champion (Khorne): Melta Pistol DPH increased 12 -> 17.35 /// DPS 5.41 -> 7.82

Chaos Raptors:

- Energy cost of Jump decreased 60 -> 55

Chaos Terminators:

- Call-in cost increased 550/100 -> 550/125

Imperial Guard

Imperial Guard:

Lord Commissar

-Aura of Discipline adjustment:

Allied infantry heal changed to 14/11/8/5% (previously 16/12/8/4%)
of their health every 10/10/10/10 seconds (previously 8/8/12/12)
when the Commissar is surrounded by 1/10/20/30 models

-Stubbornness cost reduced 120/35 -> 115/30

Lord General

- Sniper Rifle Damage Type changed from ‘sniper' to ‘sniper_hi'

- Lord General reinforce cost reduced 25 -> 20

Inquisitor:

- Hammer of the Witches now disables abilities for the duration of the effect on its target.

Spotters:
-Incendiary shell will now deal its damage to turrets, deals 20 flame damage in radius 10 followed by 10 ability flame DPS for 10 seconds.

-Incendiary shell can no longer be targeted into fog of war

~dev note: this will allow ig to deal with turret cheese in t2 without threatening base turrets too much~

-Fixed an issue where retreat modifiers wouldn't affect Spotter Incendiary Shells

-Spotters impact damage lowered 20 -> 15 ~dev note: 5 -> 15 due to a bug

-Spotters DoT delayed by one second. ~dev note: this way you do not take damage before it actually lands

Bullgryns:

-Innate ranged DR increased 15% -> 25%

-Electric Shield no longer reduces squad speed.

-Squad is now immune to weapon knockback by default.

Catachans:

-Base Member Leveling hp modifiers standardized 1/1.15/1.52/2.28 -> 1/1.15/1.32/1.52

- IED knockback type changed from ability_knockback to weapon_knockback.

-The ‘Die-First' model, which previously had just a knife, is now equipped with a shotgun

-Shotgun damage adjusted as a result: 22 -> 17.6 DPH /// 12.94 -> 10.35 DPS
-Squad has the same output as before, now spread over 5 models instead of 4

Chimera:
- Hp scaling standardized: (500/575/661/760) -> (500/550/605/665.5)

Psyker:
-Sight range reduced 50 -> 40
-Melee skill reduced 70 -> 60
-Disabled Psyker's auto attack tracking of the moving targets

~dev note: this will be similar to how zoanthropes and wraithguard shoot~

-Psyker now starts with Terrifying Visions instead of Strip Soul

-Strip Soul is now unlocked when the Earthshaker Helm is purchased

-Shockwave damage reduced 80 -> 50

Ordo Malleus

Ordo Malleus:

Brother Captain:
-Bulwark Damage Resistance reduced 35% -> 25%

-Nemesis Daemon Hammer – Now stuns on Demolishing Strike. Weapon knockback removed.

-Changed WatH buff VFX Color from Yellow to blue

Eversor Assassin:
-Chem Nade cost increased 100/20 -> 110/25

Daemonhunter
-Empyrean Brain Mines made available in T1

Inquisitorial Stormtroopers:
-Squad size reduced 5 -> 4

-Model HP increased 100 -> 125 (100/110/121/133) -> (125/143.75/165.3/190.1)

-Fist DPH increased 6 -> 7.5

-Lasgun DPH increased 15 -> 18.75

-Acolyte is no longer die-last

-IST Reinforce cost increased to 28.75 req

-Acolyte HP increased 250 -> 275 (250/275/303/333) -> (275/316.5/363.6/418.2)

-Sergeant and Zealot pop increased 2 -> 3

~dev note: the total pop for squad with 2 leaders is 14 as it was before the patch~

Strike Squad:
-Strike Squad Justicar cost increased 75/20 -> 75/25


Interceptors:
-Jump delay increased 0 -> 0.25 seconds

~dev note: this vaguely matches the ASM jump time~

-Squad build time decreased 32 -> 30s


Crusaders:

-Battle frenzy is now a toggled ability costing 20 energy to activate and draining 10 energy per second.

- Squad HP standardised for Level 4 values 33% -> 52%

225/247.5/272.25/300 -> 225/258.75/297.57/342.2


Purifiers:

-Justicar now has a passive 25% chance to make a special attack with each strike (Weapon KB). This was missing from Justicar's Hammer, and has been fixed.


Rhino:
- Rhino Stormbolter DPH reduced 37.5 -> 22.5 /// DPS 25 -> 15

Vindicare Assassin:
- Cost increased from 350/30 to 350/35

- Cameleoline Stealth Suit cost increased from 75/15 to 75/20

- Build time increased from 24 seconds to 25 seconds

- Upkeep increased from 20.4 to 25.5

- Xp yield reduced from 300 to 250


Terminator Librarian:
- Build time increased from 24 seconds to 25 seconds

Terminators:

-Teleport charge changed back to regular charge (range 12, +2 speed)

- Incinerate ability will now correctly affect units with Armour Types of Super Heavy Infantry, Fire Resist Infantry or Spore Mines.

Paladins:

-Shockwave now deals 10 piercing damage per hit on the streak.

Purgation:

~dev note: *experimental*

-Purgations will now use 1 Flamer instead of 3.

-Sidemodels have Nemesis Halberds in melee at 18 DPH // 13.85 DPS

and Stormbolters for ranged as 16 DPH // 9.33 DPS

-Flamer courage damage set to 30

~dev note: distant 0.8 long 1 medium 2 short 5 // same distances ~

-Flamer DPH set to ~dev note: single flamer model times 2.25x (formula) = 15.75 DPH // 10.62 DPS

- Damage range modifiers set to: distant 1 long 1 medium 1 short 1

from: distant 1 long 1 medium 1.1 short 1.75

-Area of effect radius increase 3 > 5

-Ability: Purged by fire removed

-New Ability added > Purge Soul

- Cast range 20 / channeled

- Concentrate the stream of flames on a single enemy model / cancels if moving/ retreating

~dev note: Shoots 50 shots in a quick succession ( fire rate 10)~

-Targets: enemy / infantry

all hit targets suffer:

- 50% rota decrease for 1.5 seconds refreshing each shot / not stacking

- 75% speed decrease for 1.5 seconds refreshing each shot / not stacking

- Heroes additionally suffer 0.5% of their max hp as damage per shot. ~dev note: this is 25% of a heroes total hp~

- Ability is lost when upgrading to beamer or psycannon

bugs

Bugs & Misc:

Bugfix:

  • Inspire for the following Ordo Malleus Weapons:

- gk_dreadnought_fist

- gk_blade_dreadnought_with_cannon

- gk_sword_librarian

- gk_hammer_terminator.rbf

- gk_halberd_terminator.rbf

set from apply_to_squad to apply_to_entity

~dev note: this change makes inspired om units get the correct *inspire* value instead of multiplying it with their model count/ stacking above 100% dr to get healing from taking damage will no longer be possible~

- Vengeance Rounds (SM- Devs) ability button was disappearing once the Lascannon upgrade had been queued up, instead of disappearing once the Lascannon upgrade had completed; this has been fixed and will now still be available while upgrading.

- Melee Mando Nob's 25% chance of Weapon KB on-hit effect on his weapon has been removed.

- Spiritseer Backlash on WG was having some unintended interactions with garrisons and cover, so the damage application type was changed from SimHit > ApplyDamage

(Effectively, Spore Damage to True Damage)

  • Mark of Khorne (Dread) was not applying 40% MR upon upgrading, this has been fixed
  • Mark of Tzeentch (Dread) was retaining the 20% MR upon upgrading. MR is now removed completely when Chaos Dread upgrades to MoT.
  • Chaos Claw Terminators were retaining Minor MR of 20% upon upgrading, they now correctly gain Major MR of 40% when kitted out with Claws.
  • Sundering can now only be cast on Allied units with Infantry Unit Class Type
  • DH's Rift tear was disabling all abilities, including entering transport, ceasing worship, and teleporting. Effect has been altered, and is now only applying the intended effects of Slow and Disable Charge only
  • Strike Squad/ Purifier Out of Combat HP Regen now applying at the correct amounts
  • Scout models will no longer stay back if issued with an attack command in their bolter formation, only letting one member shoot. They will regain this behavior if they are upgraded with Snipers
  • Librarians Force Barrier and Warlocks Immolate are no longer refundable

~dev note: this is a necessary evil to get rid of their respective hotw bugs~


Misc:

  • Changed UI order of Tactical Marine Plasma Gun, Missile Launcher and Sgt Upgrade so the weapons are clustered together, and Sgt upgrade is at the bottom
  • Removed the legacy visual decorator from Shoota Squad w/ Nob when they hit T2.
  • Inquisitor - Servo Skull and Inquisitorial Mandate swapped positions in the wargear menu.
  • Daemonhunter - Swapped position of Empyrean Brain Mines and Tomes of Tranquility in the wargear UI
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