Launchers:
The old launcher DOWELITE.exe has been removed, and it has been replaced with Elite.exe, the old desktop shortcut can be removed now.
The Installer will create a new Shortcut on your desktop called ‘Dawn of War II - Elite’, it is distinct from the old one because this one will have the Windows shield in the bottom right corner.
[Check pictures here]
This shortcut can also be pinned to your taskbar, so there is no need to go to Desktop to run the game.
[Check pictures here.]
The combination of the new launcher and the new Injector has gotten rid of all of the bugs we had with our last major patch, and the launching of the game should now be a smooth and sublime experience once more.
Windows 7 Compatibility is an important function to be aware of, for some people the game is unplayable with it on, for others the game is unplayable with it off. If you are finding performance issues in the game when playing or observing, try switching the setting on/off and seeing if that has a positive impact on your FPS. Be aware that this setting has to be enabled at the Original DOW2.exe, not the new launcher.
[Check pictures here.]
If you are a new player or an old returning player who has not been following recent changes, you may have some difficulty understanding what are launchers or shortcuts or what not. Here is an explanation for it.
1/ Before Patch 2.9.9.2 released on March 26th of 2024, Elite was run by using a shortcut linked to DOW2.exe. DOW2.exe is the file that launches non-modded Retribution. The installer created a shortcut to this DOW2.exe on your Desktop with some lines added to its properties. These lines are what tells the exe to use mod files instead of the original files. This method is something used by a lot of relatively simpler mods out there. The end result for users was as below.
Launching from the Steam Library started non-modded Retribution.
Using the shortcut started Elite Mod.
If you touched some options in Steam Library, you could launch Elite Mod from the Library though this tweak had to be manually reverted whenever you wanted to launch non-modded Retribution from the Library.
2/ Patch 2.9.9.2 introduced something called Injector. This was a measure that was required for adding a lot of modded content that is otherwise impossible without it. This made all the previous shortcuts obsolete. A new exe file was added to the mod folder named DOWELITE.exe. This new exe file is dubbed Launcher. The installer made a shortcut on your Desktop to this new exe file. For users, the end result was practically the same as before.
Launching from the Steam Library started non-modded Retribution.
Using the shortcut started Elite Mod.
Old pre Injector era shortcuts linked to DOW2.exe made obsolete. The installer did not erase them so you had to manually remove them.
3/ Patch 2.9.12, which is the patch that this note is explaining about, introduces an upgraded exe file named Elite.exe. This makes all the previous shortcuts + exe obsolete. The installer replaces the old exe file in your mod folder with this new one and makes a Desktop shortcut linked to it. Exe file update is necessary as the old exe caused a lot of problems for some people. Details about these problems are explained in the General Changes / QOL section. Anyways, the most important thing is that this new exe fixes those issues. The end result for users is as below which to be honest, is about the same as before.
Launching from the Steam Library starts non-modded Retribution.
Using the shortcut starts Elite Mod.
You will have to manually erase pre Injector era shortcuts as they are not automatically removed.
The installer overwrites the old 2.9.9.2 patch Injector shortcut made on the desktop assuming you didn’t move it to another location.
2.9.12 Patch Notes and the Download Link
Preamble:
Sorry for the long wait, this patch turned out to be almost as big as the last one, which meant lots to develop, build and test.
The most important changes have been infrastructure:
We now have a vastly improved Injector build which will fix all of the bugs we have had with the game launching, and the Army Painter not working properly.
Kharos of Codex Mod has created an incredible bit of kit in the form of a Modular Launcher process that we are now using for Elite. It bundles in a number of tweaks that you used to need to download, such as Smol Fix and Multi-Core fix, and has some other behind the scenes elements that will keep the whole process running smoothly, doing things like automatically reinstalling files lost when you verify integrity on Steam etc.
There have been some great balance additions and another slew of bug fixes for some pretty big issues (Yes, this includes Aiming? Wotz Dat?).
A few highlights:
Significant nerfs across Tyranids and OM, two races which continue to overperform in the current meta.
A major standardisation of atypical Upkeep values across most units who had them. There were a number of units that simply didn’t have the upkeep values they should have done; but this change was particularly important for units that can be purchased before the 30 pop limit where upkeep starts to count. Units such as Hormagaunts and Stormboyz had lower upkeep values than normal, as a balancing mechanism, but this was having unintended and permanent consequences on a player’s income. For a very detailed explanation of this bug, please see the Upkeep Changes section.
Some pretty sizable changes across the IG heroes.
Squad total pop size reduced by 2 for both Tankbustas and Trukk, which will hopefully alleviate the eternal pop limit issues with Orkz.
A number of walker specials could actually hit the same model twice, depending on how it was moving in relation to the special; leading to massive unintended damage output, especially against retreating squads. These have been fixed.
A gorgeous new Chaos Skin from Noot - Cogs of Vashtorr.
CREDITS
Balance Lead: Inekura
Tech Lead: Arthurcloud
Design Lead: Enlargingcloud
Coding Shoutout: Mickey, Flynn Stone (new learners who contributed a lot)
Programming (Units, Abilities): Flynn Stone, Mickey, Arthurcloud, Inekura, Noot, Olev, Atlas, Enlargingcloud, Snowkip, Black Relic
Animations: Garrick, Grantovich
Models/3d Art: Garrick, Noot, Enlargingcloud
Visual Effects: Enlargingcloud, Noot
Speech and Voicelines: Garrick
New Game Modes: Noot
New Race Infrastructure / Code Injector: BruiserBanned, Kharos, Garrick, Arthurcloud
Original Music Score: Josh aka Voxcaster
Website / Forums / Moderation: Arthurcloud, Adeptus, Impregnable, Dark Riku, Meta
Portraits, Icons & Art: Knall
Internal testing: Mickey, Arthurcloud, Flynn Stone, Olev, Inekura, Enlargingcloud, Garrick, Noot
Tooltip Review / Codex: Olev, Arthur
Map Editing and Creation: Flynn Stone
Patchlogs / Progress Tracking: Arthurcloud, Impregnable, Inekura, Mickey, Enlargingcloud
Download Link:
Note 1:This is a full installer. You don't need any other version of Elite to install 2.9.12. 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.
ModDB
- If you have a non-default installation area of DoWII, remember to adjust it!
General Changes / QOL:
Game Modes:
Changed Massive Battles Mode Victory Points from 500 points to 750 points.
Changed Sandbox Mode Victory Points from 500 points to 1000 points.
- Currently, we do not know how to make it possible for the host to set how many victory points to start with when choosing these modes and therefore, increasing starting points for them arbitrarily.
Kharos’ Modular Launcher:
Kharos has kindly shared with us the modular launcher he has developed for Codex Mod, which is the new way both Elite and Codex will be launching our games.
As well as being a much-improved way of launching the game, it will also prevent compatibility issues the two mods have suffered from being installed in the same directory historically.
Following tweaks and fixes were packaged in the launcher.
Included SMOL Fix in build. (Soundbug fix)
Included GOG.dll sound delay in build.
- This fixes a very small delay in sound vs action that has been in the game since launch. GOG added them when they hosted their version of the games.
Users now have the option to activate Win7 Compatibility when they are launching the new Launcher for the first time.
Included Multi-Core fix in build which helps PCs that have CPUs with high thread counts.
- Only works for computers with 12 cores or more.
Simplified Ability Inputs:
The changes made to Assault Squad Merciless Strike ability in the 2.9.9.2 patch are now also applied to other similar abilities listed below.
Space Marines / Librarian Force Barrier ability.
Chaos Space Marines / Chaos Lord Destructive Strike ability.
Ordo Malleus / Paladins Shockwave ability.
- In short, they changed
from
click the ability icon
-> click a location(where the model using the ability needs to stand before using it)
-> click a location(where the ability needs to fire towards)
to
click the ability icon
-> click a location(where the ability needs to fire towards).
Walkers / Monsters Specials:
Certain Walkers and Monsters had (sweep) actions assigned to their special attacks, mostly (left to right) or (in and out) which dictated a pattern of movement for how the special impacted. An unintended consequence of these sweeps would occasionally be that a unit could be hit more than once in a single special, causing enormous extra damage, especially to squads in retreat. In order to prevent this from happening, special attack sweeps have been removed from all Walker / Monster type of units that had them, and now damage will be applied instantly, instead of being applied in a left to right, or in and out in a ‘wave’ like pattern. This makes sure special attacks hit a model only once.
This affects the following units and their weapons.
Eldar
Wraithlord
- eld_wraithsword
Avatar
- eld_avatar_sword
Tyranids
Tyrant Guard
- tyr_scything_talons_tyrant_guard
Carnifex(Default and Thornback upgrade)
- tyr_scything_talons_and_claws_carnifex
Carnifex(Stranglethorn Cannon upgrade and Venom Cannon upgrade)
- tyr_scything_talons_carnifex
Swarmlord
- tyr_bone_sabres_swarmlord
Damage Type Changes:
Increased heavy melee damage modifier vs building armour from 0.05 to 0.3.
- Units using heavy melee were having a very hard time destroying building armours taking very long to break them compared to other units using anti building weapons of different damage types. This was most commonly seen as a problem when dealing with Imperial Guard Bunkers using walker type of units.
Super_secret_pvp Damage Type and Weapon Family renamed to champions_bane_pvp.
- We added this Damage Type and Weapon Family in 2.9.9.2 specifically to be used by Ordo Malleus Purgation Squad Purge Soul ability which is a new default ability replacing the old Purged by Fire! ability. Back then, we forgot to add a name for it so we are giving it a proper name now.
Abnormal Jumps Fixed:
Autarch, Lictor Alpha and Lictor all had jump abilities that were not in line with how all other jump abilities in the game operate. Especially the fact that they had little to no damage resistance while using the ability was the problem as it made them susceptible to dying whenever they tried to use the jump ability as an escape tool which definitely should not happen to expensive models or heroes.
Autarch
- Ranged damage resistance while using Leap ability increased from 50% to 90%.
Lictor Alpha
- When using Assault Leap ability, the hero now receives 90% ranged damage resistance,100% courage damage resistance and 100 courage restore.
Lictor
- When using Assault Leap ability, the unit now receives 90% ranged damage resistance,100% courage damage resistance and 100 courage restore.
Super Unit Population Values Adjusted:
- Land Raider Redeemer / Battlewagon / Land Raider Phobos / Land Raider Crusader population raised from 20 to 21, in line with other super units. Overall upkeep not changed. From now on, the standard population for all super units will be 21.
Upkeep Changes:
This patch’s upkeep changes aim to tackle two problems. First one is upkeep guideline inconsistency. There are some upkeep guidelines that are not consistently being followed for no apparent balance reasons. Secondly, there are some units that have abnormal upkeep rates that allow certain economic exploits to happen. Not all exploits are glaringly powerful but there are one or two cases where advantages provided by them are very strong and easy to use.
The standard upkeep rate is 2.55 Requisition per 1 population per a minute. As Requisition income is also per a minute as well, upkeep is applied by decreasing the income by a set amount.
Upkeep Guidelines Inconsistency
1/ Squad Leaders
Non-die last squad leaders are given 85% of the standard upkeep rate by a set rule because they are prone to bleeding while die last ones are not but there were some exceptions to this rule for no particular reasons and therefore, we are fixing these odd ones.
Kommando Stab'ems / Kommando Squad / Nob Squad:
These squads’ squad leaders(Kommando Nob / Nob Leader / Nob Leader) are non-die last types and therefore, had their upkeep rate reduced. All three squad leaders had the exact same upkeep rate and total upkeep.
Upkeep rate reduced from 2.55 per 1 population to 2.16 per 1 population.
Total upkeep cost of the model reduced from 12.75 to 10.8.
Guardian Squad / Fire Dragon Squad:
These squads’ squad leaders(Warlock / Fire Dragon Exarch) are non-die last types and therefore, had their upkeep rate reduced. Both squad leaders had the exact same upkeep rate and total upkeep.
Upkeep rate reduced from 2.55 per 1 population to 2.16 per 1 population.
Total upkeep cost of the model reduced from 7.65 to 8.64.
Population increased from 3 to 4.
- Population was increased by 1 alongside the upkeep rate change because the total upkeep is reduced too much if we don’t do this.
Warp Spider Squad:
Warp Spider Exarch squad leader is a non-die last type.
Upkeep rate reduced from 2.55 per 1 population to 2.16 per 1 population.
Total upkeep cost of the model reduced from 10.2 to 8.64.
Wraithguard:
Spiritseer squad leader is a non-die last type.
Upkeep rate reduced from 2.55 per 1 population to 2.16 per 1 population.
Total upkeep cost of the model increased from 5.1 to 6.48.
Population raised from 2 to 3.
- Population was increased by 1 alongside the upkeep rate change because the total upkeep is reduced too much if we don’t do this.
Catachan Devils:
Sarge squad leader is a die last type.
Upkeep rate increased from 1.7 per 1 population to 2.55 per 1 population.
Total upkeep increased from 5.1 to 7.65.
Ogryn Squad:
Bone ‘ead squad leader is a non-die last type.
Upkeep rate reduced from 2.55 per 1 population to 2.16 per 1 population.
Total upkeep cost of the model reduced from 12.75 to 10.8.
Inquisitorial Storm Troopers:
Sergeant squad leader is a die last type.
Upkeep rate increased 1.7 per 1 population to 2.55 per 1 population.
Total upkeep cost of the model increased from 5.1 to 7.65.
Acolyte squad leader is a non-die last type.
Upkeep rate increased from 1.7 per 1 population to 2.16 per 1 population.
- This model weirdly had less than 85% of the standard upkeep rate.
Total upkeep cost of the model increased from 5.1 to 6.48.
2/ Different from other atypical types
Some types of units are grouped together into a category and are set to have the same upkeep rate. Below exceptions were corrected as there was no peculiar balance reason as to why they should remain different from the rule.
Terminator Squad:
Squad upkeep reduced from 171% to 114% of the standard rate.
- All Terminator type of squads have 114% of the standard upkeep rate except the Space Marines one which has 171%. In lieu of a sensible reason for this to remain, Space Marines one is also set to have 114% upkeep rate.
- We will be keeping a close eye on this change as it is likely to have unforeseen consequences.
Lictor:
Upkeep reduced from 38.25 to 25.5.
- Lictor was paying 300% of the standard upkeep rate, instead of the normal 200% of the standard upkeep rate atypical units had. This has been normalised.
Upkeep Exploits
Upkeep system exists to punish those who are ahead and help the losing side catch up. Although this system works fine in most situations, non-standard upkeep rates often break the system allowing for economic exploits especially if they are given to Tier 1 or Tier 2 squads.
A player needs to meet three conditions in order for this exploit to work. Firstly, you need to lose models while having 30 populations or over. Secondly, you need to lose models that have a non-standard upkeep rate which you had before going over 30 population. Thirdly, your population must not drop under the 30 population threshold when losing models. As long as the player continues to meet these conditions, this exploit allows one to permanently have more Requisition income than one would have normally had.
The most notorious offenders and the one that spurred all these upkeep changes are Tyranids gaunts. Both melee and ranged gaunts meet above mentioned exploit conditions rather easily and offer quite a large amount of extra income in return for losing them. While resolving gaunts case, we decided to have a thorough review of abnormal upkeep rate units and the ones that had no particular balance reason as to why they should remain as such were rectified to prevent the exploit from happening. Some compromises were made here and there if the upkeep rate change resulted in significant increase or decrease in total upkeep which can impact balance.
Stormboyz:
Upkeep rate increased from 2 per 1 population to 2.55 per 1 population.
Reinforcement cost lowered from 35 to 32, to compensate a little.
Tankbustas:
Squad size increased from 4 to 5.
Each model population reduced from 3 to 2. Upkeep per 1 population increased from 1.7 to 2.55 to match the standard upkeep rate.
Health per model remains the same at 213 resulting in the full squad health getting increased from 852 to 1065.
Default range weapon(ork_rokkit_launcha) dph reduced from 16 to 12.8. This way, the overall squad dps remains the same after the squad size increase.
Rokkit Barrage ability damage reduced from 30 to 24 per hit, and red cost reduced from 10 to 8. This way, the total damage and cost of the ability for a full squad remains the same after the squad size increase.
- The lower upkeep rate that the squad were balanced with was an issue, the best option we agreed on was to add another model and drop the population down by one. The health per model hasn’t changed so the squad has a nice buff with a much higher HP pool. The total squad pop has gone from 12 to 10, which will hopefully help with Ork’s population management.
Wartrukk:
Upkeep rate increased from 1.275 per 1 population to 2.55 per 1 population.
Total upkeep increased from 12.75 to 20.4.
Population reduced from 10 to 8.
- Upkeep rate has been set to the standard one which has made it more expensive to run overall upkeep wise, so pop has been reduced by 2 to compensate for this somewhat; as it would have been too taxing at pop 10.
Hormagaunt Brood / Termagant Brood:
Upkeep per model reduced from 3.825 to 2.55.
- Higher than the standard upkeep rate per model of Hormagaunt Brood and Termagant Brood is causing economic cheats when they are bought under the 30 population threshold then lost after going over the 30 population threshold and is replaced with standard upkeep rate(2.55 per 1 population) models.
- Upkeep rules are simple. Beginning from the model that crossed the 30 population threshold, it becomes a simple addition and deduction based on purchase and loss of models. When you buy a single population standard upkeep model, you minus 2.55 from your Requisition Income. When you lose that single standard upkeep model, you add 2.55 back to your Requisition Income. As such, buying and losing a single standard upkeep rate model results in a net 0(-2.55 + 2.55) to your Requisition Income. Works the same vice versa when you first lose and then purchase a single standard upkeep rate model. It results in net 0. This is all working as intended but when higher than standard upkeep models come into play and if those models were bought before crossing the 30 population threshold, this mechanic becomes abusable.
- Remember that you do not pay any upkeep for models purchased below 30 population threshold. In other words, you do not minus model upkeep from Requisition Income below 30 population threshold when buying one. Based on this mechanic, one can reach the conclusion that if you purchased a Hormagaunt Brood/Termagant Brood model(3.825) before reaching 30 population threshold, whenever it dies after going over 30 population, it gives you +3.825 Requisition Income. When this model gets replaced by a standard upkeep model(2.55), you gain net (+3.825 - 2.55 = +1.275) to your Requisition Income. Abusing this fully could lead to situations where a player pays no upkeep cost at, in extreme cases, 45 population which effectively gives said player a permanent +30 requisition Income compared to how it is meant to be.
- In summary, losing a full squad of Hormagaunt Brood or Termagant Brood gives you + 30.6(3.8.25 x 8) Requisition Income assuming you bought it before going above 30 population. A standard upkeep(2.55) rate squad of the same population value as Hormagaunt Brood or Termagant Brood has total upkeep of 20.4(2.55 x 8). The latter replacing the former gives you a net (30.6 - 20.4 = 10.2) free Requisition Income while paying for that standard squad at the same time. This gives Tyranid players an incentive to lose almost all Hormagaunt Broods and Termagant Broods after going above 30 population to gain economic bonus. As long as the player makes sure one is keeping above 30 population while losing those squads and one is replacing them with standard upkeep squads, the economic gain will stay.
Carnifex:
The unit now has the standard upkeep rate of 2.55 per 1 population instead of 125% of a standard upkeep rate.
Total upkeep reduced from 57.36 to 45.9.
Bugfixes:
General:
Injector upgraded from 1.7.1 to 1.8.2. This should fix the last remaining issues folks had with it such as:
- The mod not starting properly.
- The launcher remaining open in the task manager as a background process.
- The army painter crashing when selecting Ordo Malleus or other factions below.
Performance Test in Graphics options no longer worked as unit IDs it was using to assign the races for it to work have now all changed. We fixed this by updating unit IDs in Tuning > UI > pert_test_races.
Race themed global bars were removed when the first Injector build was introduced in the 2.9.9.2 patch for reasons unknown. These have now been restored.
Space Marines:
All sources of Space Marines Inspiration have had the courage resistance modifier amended from using the application type of ‘apply_to_squad’ to ‘apply_to_entity’.
- Let us assume a single stack of 0.2x modifier is being applied to a 3 models squad. Each model is supposed to only get 0.2x modifier but because it is multiplied by each model, it actually becomes 0.2x + 0.2x + 0.2x = 0.6x modifier for each model and this happens with every buff stack. If this stacked modifier number gets beyond a certain number threshold, it may have unforeseen consequences such as getting healed from taking damage in case of damage resistance modifier. Changing the application type to ‘apply to entity’ solves this.
Armor of the Apothecarion Wargear out of combat movement speed buff made to work like other abilities of the similar type. Now, it checks whether enemies are within 40 range of the squad or not to determine whether out of combat effect can trigger or not.
- The way Relic coded out of combat mechanics was horrendous. It only checked whether you were dealing damage or not while exempting fire on the move for some reason. Meant as long as you are moving Apothecary back and forth in combat, he can retain out of combat speed bonus while dealing damage. This also meant the enemy damaging you did not cancel out of combat state either. We will be applying this fix for all out of combat effects in the long term.
Techmarine High Powered Shot ability would often fail to actually fire, with the ability still going on cooldown. First attempted fix is changing Fire Cone Size from 10 to 15. Further fixes will be applied if this does not solve the issue.
Fixed a bug where a second Sternguard Veteran Squad could be purchased if the Sternguard Sergeant squad leader is the only surviving member of the squad.
- Formerly the global requirement only checked if the squad is alive but this apparently does not include Sternguard Sergeant squad leader. Changed requirement.
Fixed in combat health regeneration bug Sternguard Veteran Squad had.
- This got fixed by setting the application method to use Apply to Entity instead of Apply to Squad. This way it stops the health regeneration multiplier being applied once for every single model in the squad, leading to silly health regeneration amounts. Now, it just applies the buff once to every model in the squad normally.
Orks:
Mekboy Supa Tuff Beam ability + Nob Squad Frenzy ability combo made the squad get healed from ranged damage taken. This has been fixed.
Kommando Nob Trippa Shot ability would often fail to actually fire, with the ability still going on cooldown. First attempted fix is changing Fire Cone Size from 0 to 15. Further fixes will be applied if this does not solve the issue.
A bug was introduced in the previous patch where Shoota Boyz Aiming? Wotz Dat? ability cost 9 per model instead of 3 per model and maxed out at 45 cost instead of 15 for full squad. This got fixed.
Eldar:
Warlock Providence ability was not providing immunity to weapon knockback. This has been fixed.
Fixed a bug where a Wraithguard model will not give a zombie model when killed via Chosen Plague Marines melee attacks or Plague Sword Wargear equipped Plague Champion melee attacks.
There was a mismatch between Wraithguard Spiritseer squad leader on death stun VFX duration and the actual effect duration. Fixed by reducing VFX duration from 5 seconds to 1.5 seconds to match the actual effect duration.
Tyranids:
Fixed a bug where Termagant Crippling Poison ability effect duration could not be refreshed when applied to a unit that already has that debuff.
- We found the cause of this bug which was that the effect was very weirdly coded to be applied by temporarily giving a Wargear to the target squad. We changed this to be applied via a simple on hit interaction instead of applying the effect via Wargear. This allows the effect timer of the debuff ability to be reset as normally intended when used on the target that already has the same debuff.
Imperial Guard:
Bullgryns should have had an innate 25% ranged damage resistance, but the modifier had been applied to the In Combat ability, so it is only being applied in battle. It has now been separated out into a new, separate passive that is permanently applied.
Ordo Malleus:
All Sources of Ordo Malleus Inspiration have had the Courage Resistance modifier amended from using the application type of ‘apply_to_squad’ to ‘apply_to_entity’.
- Let us assume a single stack of 0.2x modifier being applied to a 3 models squad. Each model is supposed to only get 0.2x modifier but because it is multiplied by each model, it actually becomes 0.2x + 0.2x + 0.2x = 0.6x modifier for each model. If this stacked modifier number gets beyond a certain number threshold, it may have unforeseen consequences such as getting healed from taking damage in case of damage resistance modifier. Changing the application type to ‘apply to entity’ solves this.
Crusaders Battle Frenzy ability VFX was lasting fixed 5 seconds every time the ability got toggled on. This has been fixed to on and off based on the ability being toggled on and off.
- This is a left over from when this ability was a one time 5 second lasting type instead of a toggle one.
Grey Knight Terminators Liber Daemonica upgrade was granting 1.25x extra melee damage stacks for 5 seconds, due to a legacy bit of code hidden behind some on-hit actions. This has been removed.
- This was obviously an enormously powerful hidden buff that no one was aware of, and finally explains why this unit has always felt so cracked on the field compared to what they look like on paper. For comparison, Nob Squad 'Uge Hammers gives the entire squad damage buff for every melee hit performed by a model of the squad. This modifier stacks and each modifier gives 0.8x buff to damage and Nob Squad in melee is considered extremely strong for this buff alone. When 0.8x stacks does that to a squad with no splash damage, think of what 1.25x stacks can do for a splash power melee squad. The squad should now be a lot more sensible in melee combat.
Space MarinesForce Commander:
Chainsword and Storm Shield Wargear no longer increases hero health by 100.
Sacred Standard Wargear damage buff aura reduced from 25% to 20%.
Sacred Standard Wargear on-death damage buff aura reduced from 40% to 35%.
Terminator Commander:
The armour type changed from heavy_infantry to commander.
Health decreased from 2500 to 1800.
Terminator Commander repurchase cost now increased to match the cost of a level 7 hero. The initial repurchase cost right after hero death starts with 600 Requisition cost and goes down to 250 Requisition cost over time.
Apothecary:
Full Auto ability energy cost reduced from 50 to 40.
- The test build version of this patch had a number of changes enhancing the hero’s melee capabilities when the Customized Storm Bolter Wargear was purchased, but feedback was pretty unanimously negative and it did not really fit so we slightly reduced energy cost of Full Auto ability given by the Wargear to help with the hero’s energy economy instead.
Techmarine:
Orb of the Omnissiah ability icon now occupies the 5th slot on the ability bar, and no longer swaps positions with the Drop Pod ability in the 6th slot.
Tarantula Turret build cost increased from 200/30/0 to 200/30/35.
Teleporter Relay Beacon build cost reduced from 200/25/75 to 200/25/50.
RNG based accuracy debuff removed from Refractor Field ability. The shield now absorbs 6.25 damage per 1 energy instead of 5 damage per 1 energy.
- We wanted to remove this janky RNG mechanic without directly nerfing the overall Wargear. Shield now blocks 25% more damage which matches the previous iteration’s average efficacy in reducing damage taken.
Assault Squad:
Merciless Strike ability damage reduced from 20 per wave to 15 per wave.
- This somehow did not go in on the last patch. Terribly sorry!
Devastator Plasma Cannon Squad:
Knockback type changed from ability knockback to weapon knockback.
Librarian:
Inspiration removed from default range weapon(sm_bolt_pistol_librarian).
- This somehow did not go into the 2.9.9.2 patch. Terribly sorry!
Veil of Time ability effect duration decreased from 30 seconds to 25 seconds.
Razorback:
Default range weapon(sm_heavy_bolter_razorback) range reduced from from 44 to 38.
Land Raider Redeemer:
Cost increased from 700/180 to 800/180.
Terminator Squad:
Cyclone Missile Barrage ability cooldown increased from 40 seconds to 60 seconds.
Vanguard Veteran Squad:
Purchase cost removed from Power Fist upgrade.
OrksGlobal:
Kommandos Iz Da Sneakiest cost increased from 300/0/200 to 350/15/200.
Waaagh! Banner:
It now has the ability to self-destruct in T2.
Warboss:
Enhanced Kustom Shoota Wargear(ork_twin-linked_shoota_warboss) range reduced from 38 to 33.
Bosspole Wargear passive aura no longer stacks with itself in cases where there are multiple Warbosses with the same Wargear in team games.
Kommando Nob:
Assashun's Knife Wargear now grants 50 health increase alongside its other benefits. Assassinate ability previously granted by the Wargear removed as it was not actually working.
- Assassinate ability claimed to lower the target's speed and damage by 50% for 8 seconds, but it actually wasn’t doing so, looks like that may have been broken since retail. It could have been fixed but it was decided that it didn’t really fit, so a small health boost was opted for instead.
Speshul Shoota Wargear(ork_spechul_shoota) received the following changes.
Weapon family changed from bolter_pvp to shotgun_pvp.
- Shotgun_pvp weapon family, unlike bolter_pvp weapon family, has no accuracy penalties depending on the target size.
FOTM (Fire On The Move) changed from 0.5 to 1.
Domino knockback strength reduced from 50 to 30.
Knockback type changed from light weapon knockback to weapon knockback.
- There are weird knockback types such as light weapon knockback aside from standard ones which are weapon knockback and ability knockback. We are in the process of removing these weird ones that really serve no real balancing purposes.
High Explosive Shells ability granted by Speshul Shoota received the following changes.
Damage Type changed from rending to inferno_pvp.
AOE drop off lowered from (distant 8 / long 6 / medium 4 / short 2) to (distant 8 / long 5.5 / medium 3.5 / short 1.5).
- This determines how much damage a target takes depending on how close they are standing to the center of the area of effect circle. There are separate stats that determine how far from the epicentre is classified as being in which distance as well but we did not change these.
Damage dealt reduced from 115 to 95.
- We are trying to make the default weapon a little bit more reliant while reining in the arguably too strong ability and reducing the domino knockback a fair bit to make it not a 100% win card in melee engagements. Previously, you could just stand next to melee engagements firing the shotgun causing domino knockback to win them easily. There were many other benefits as well to this weapon. It was doing way too much damage to light infantry compared to heavy infantry, was good in side cap fights and was really good at kiting melee units too.
Mekboy:
Default range weapon(ork_shoota_mekboy) fire on the move accuracy reduced from 1 to 0.5.
Dakka Dakka Dakka Wargear(ork_big_shoota_mek) fire on the move accuracy reduced from 1 to 0.5.
- Taking away a bit from mekboy’s on the move dps so it is slightly harder to bleed soft retreating models. At the moment, he is the only ranged hero with full FOTM that does not pay for it in some capacity. For example, Kommando Nob’s full accuracy FOTM weapon has comparatively low range.
Gretchins:
Cost reduced from 150/5/50 to 150/0/50.
Gun grots upgrade removed.
Squad moved from T2 to T1.
Decapature speed increased from 0.5 to 1.
Kommando Stab'ems:
Melee Kommando Squad renamed to Kommando Stab'ems.
Squad level 1 max health decreased by 9%. Individual squad member health decreased accordingly for each level like below.
(275 / 316.25 / 363.69 / 418.24) -> (250 / 287.5 / 330.63 / 380.22)
Wartrukk:
Rotation Rate increased from 150 to 250.
Purchase cost decreased 220/40 to 220/35.
- The test build had a buff to remove Rear Armour modifiers from the Trukk, but this was an odd change at best, and instead we have opted for a power cost buff and a huge Rotation Rate buff.
Weirdboy:
Foot of Gork stun movement speed debuff increased from 90% to 95%, to bring it in line with all other existing stuns.
Flash Gitz:
Knockback probability changed from 10% chance per shot to triggering on every 10th ‘landed’ shot.
Knockback radius reduced from 3 to 0.
Gitfindas upgrade removed. Instead, the squad now by default has +6 range to all of its ranged weapons.
- These changes combined should give gitz some much needed love.
Nob Squad:
Frenzy ability red cost reduced from 60 to 40.
- They feel weak for the cost compared to other T3 options across other races, not to mention their upgrades make them similarly cost to a superunit if all of them are bought.
EldarGeneral:
Rearranged icon positions of T3 units in HQ.
Warlock:
Channelling Runes Wargear cost changed from 125/20 to 100/25.
Providence Wargear received below changes.
Removed the need to take damage to charge the ability.
Cooldown decreased from 150 seconds to 90 seconds.
Duration decreased from 15 seconds to 8 seconds.
- As a T3 Wargear, Providence does not have much for show. It is difficult to meet requirements to use it and once you do, the cooldown is massive. We are changing it to be more user friendly and actually be usable more than once per game.
Warp Spider Exarch:
Heavy Gauge Death Spinner Wargear(eld_dual_deathspinner_heavy) dph decreased from 56(34.09 dps) to 46(28 dps).
- Range firepower of this Wargear combined with Improved Targeters Wargear was considered a bit too strong in T1.
Farseer:
Spirit Stones Wargear cost decreased from 120/30 to 120/25.
Guardian Weapon Team:
Side model default range weapon(eld_shuriken_catapult) dph decreased from 15(8.75 dps) to 7.5(4.38 dps).
Rangers:
Pathfinder Gear upgrade cost reduced from 50/20 to 50/15.
Detection range of 30 added to the beacon planted by the Psychic Beacon ability.
- Previously, it only provided sight.
Upon reaching T3, Long Rifles(eld_long_rifle) gain Mark of the Void passive ability. It applies the exact same debuff Hunter’s Mark passive ability of the Ranger default range weapon(eld_shuriken_pistol_ranger) applies to units being hit by it.
Mark of the Void
Applies a debuff on hit, which makes enemies take 15% extra damage for 4 seconds, does not stack. Passive ability.
- A different name was given to the rifle passive for the sake of distinguishing it from the pistol one.
Wraithguard:
Wraithbone upgrade removed. Instead, the ability is now tied to Spritseer upgrade.
Wraithbone ability heal reduced from 40 health over 7 seconds to 20 health over 7 seconds.
Spiritseer upgrade cost increased from 65/15 to 75/20.
Squad formation changed from eldar_grav_platform to space_marine_default like below so that Spiritseer squad leader is not always running ahead of the squad.
- We are giving the Spiritseer some much needed love so purchasing him is no more an actually detrimental act to the squad.
D-Cannon Platform:
Side model default range weapon(eld_shuriken_catapult) dph decreased from 15(8.75 dps) to 7.5(4.38 dps).
TyranidsHive Tyrant:
Bio-Plasma ability received the following changes.
Windup / Winddown changed from 2/2 to 1.3/1.3.
Casting animation sped up by x1.5.
Scatter removed.
Invulnerability ability duration reduced from 9 seconds to 8 seconds.
Psychic Scream Wargear cost increased from 100/20 to 100/25.
Ravener Alpha:
The hero no longer causes knockback when coming out of the ground to retreat while using Burrow ability.
- Causing knockback when coming out of the ground after burrowing under using Burrow ability is normal but doing so when coming out of the ground to retreat makes Burrow ability an extreme low risk high reward Wargear. We do not want it to work that way balance wise.
Hormagaunt Brood / Termagant Brood:
Reinforcement cost increased from 16 to 18.
Ravener Brood:
Purchase cost increased from 375/45 to 400/45.
Warrior Brood:
Squad loses -0.5 movement speed when upgraded to the Barbed Strangler upgrade.
Upgrading to Thorax Swarm upgrade now grants the squad +1 movement speed instead of +0.5 it used to give when together equipped with the Barbed Strangler upgrade. If the squad does not have the Barbed Strangler upgrade equipped it will apply the normal +0.5.
Movement speed comparison based on upgrade combinations.
No upgrade -> 5.5 speed.
Barbed Strangler -> 5 speed. (5.5 - 0.5)
Thorax Swarm -> 6 speed. (5.5 + 0.5)
Barbed Strangler + Thorax Swarm -> 6 speed. (5.5 - 0.5 + 1)
- At speed 5.5, Barbed Strangler upgrade equipped Warrior Broods are able to out pace, or at least keep up with, many ranged units in T1. With minus 0.5 speed, it will make them a little easier to deal with. Purchasing Thorax Swarm upgrade in T2 will still give you speed 6 squad as was the case in the previous patch regardless of whether you have Barbed Strangler upgrade equipped together with it or not.
Tyrant Guard:
Removed ranged damage resistance in melee.
- When in melee combat some units take decreased ranged damage. The standard value of that ranged damage resistance is 50%(0.5 multiplier), which effectively doubles the health of a unit against ranged sources as long as it stays in melee. No vehicle has that effect, as it would be very strong when considering how little dps most anti vehicle sources have in this game in return for having a high dph. This change aims to give the same treatment to Tyranids vehicle equivalent units as they are way too hard to kill due to this factor.
Carnifex:
Removed ranged damage resistance in melee.
- No reason for Tryanids melee vehicles to have 0.5 ranged damage received modifier in melee when not a single other vehicle armour unit in the game has the same privilege. For more explanation, check Tyrant Guard.
Swarmlord:
Removed ranged damage resistance in melee.
- No reason for Tryanids melee vehicles to have 0.5 ranged damage received modifier in melee when not a single other vehicle armour unit in the game has the same privilege. For more explanation, check Tyrant Guard.
Melee charge speed decreased from +3.5 movement speed for 4 seconds to +3 movement speed for 4 seconds and cooldown increased from 5 seconds to 8 seconds.
Reflective Chitin passive ability removed.
Codex entry of the passive.
Any unit that attacks the Swarmlord in melee has a 10% chance of being knocked back (weapon knockback). Passive ability.
Purchase cost increased from 750/200 to 800/200.
Chaos Space MarinesChaos Lord:
Combi-Flamer range reduced from 38 to 33.
The victim of the Drain Life ability receives 15% melee damage resistance while under the effect of it.
- Impact of the ability is deemed a bit too big at the moment. Players should not fear Chaos Lord just because the opponent might be T2 and may have gotten a wipe commander/subcommander Wargear.
Plague Champion:
The trail of goo the hero leaves behind when walking around no longer detects infiltrated units passing over it.
- The hero had a hidden beneficial trait that the trail of goo he leaves behind when he walks around detects infiltrated units that pass over it. This trail is invisible in the lowest graphic setting and is the only case of a trail being left behind while walking that detects infiltrated units. This puts players with lower end PCs on a disadvantage and are inconsistent with quite a few other entities that leave behind trails of similar type.
Fetid Armor Wargear cost reduced from 100/25 to 100/20.
Blight Grenade ability cooldown increased from 40 seconds to 60 seconds.
Default range weapon(csm_bolter_plaguemarine_hero) dph increased from 32(18.67 dps) to 34(21 dps).
- The damage increase was to 36 dph in the Test Build, but this was a little too impactful in games, so instead, we have gone for the halfway mark of 34 dph instead.
Heavy Bolter Turret build cost increased from 200/30/0 to 200/30/35.
Chaos Sorcerer:
The central mass spawned by Chains of Torment ability no longer provides experience when destroyed.
Movement speed debuff given to units under the effect of Subjugate ability increased from -1 to -1.5.
Chaos Predator:
Mark of Khorne upgrade cost increased from 100/30 to 100/35.
Mark of Nurgle upgrade cost decreased from 100/40 to 100/35.
Imperial GuardGlobal:
Off-map Basilisk Flare effects radius lowered from 30 to 25.
Off-map Basilisk Flare effects no longer stick to units moving out of its radius.
Inquisitor:
Hammer of the Witches ability had a 5% damage buff on herself after successfully casting this ability, this has been removed.
- This is not really impactful and makes the ability unnecessarily complicated.
Assail ability cast range reduced from 35 to 30.
Crossbow Bolt Pistol Wargear(ig_inquisitor_pistol_crossbow) range reduced from 38 to 33.
Purgatus now disables abilities of the affected targets, in order to bring it in line with all other existing stuns.
Lord Commissar:
Lead by Example ability received the following changes.
Codex entry of the ability before the change.
Increases speed by 1 and grants special attacks on every strike for 15 seconds. Allied infantry in radius 35 have their damage output increased by 15%, and then an additional 15% for 15 seconds for every strike the Lord Commissar makes. 60 second cooldown.
Aoe damage increase buff upon activating the ability reduced from 15% to 10%.
Per hit aoe damage increase buff reduced from 15% to 5%.
The effect of the ability does not last on the hero upon switching to a different weapon Wargear. Units affected by the ability still retain buffs until the effect duration runs out.
Flak Jacket Wargear received the following changes.
The Wargear now grants 50 energy and 0.5 energy regeneration per second instead of 150 health to the hero.
Inspire Terror ability given by the Wargear is now granted as a separate ability and no longer replaces the default Inspire Courage ability. Two abilities do not share their cooldown.
Inspire Terror damage lowered from 300 to 120. Inspire Terror can no longer be cast on player owned models or allied ones. Cooldown decreased from 50 seconds to 25 seconds.
Bionic Eye Wargear now grants 150 health instead of 50 energy.
Lord General:
Stabilisers Wargear received the following changes.
Swapped slots with Flak Jacket Wargear.
Moved to T1.
The Wargear now grants +0.5 energy per second regeneration among its other effects.
Flak Jacket Wargear received the following changes.
Moved to T2.
Grants +0.5 energy per second regeneration.
Incoming! ability no longer grants immunity to ability knockback.
Carapace Armor Wargear now grants +0.5 energy per second regeneration among its other effects.
Refractor Field ability cooldown increased from 90 seconds to 120 seconds. Energy cost reduced from 40 to 30.
Distribute Medi-kit ability cooldown increased from 20 seconds to 60 seconds. Energy cost reduced from 60 to 45.
Vox Operator Retinue now increases energy by 25 among its other effects.
Call Reinforcements ability received the following changes.
Cooldown increased from 90 seconds to 120 seconds.
Resource cost reduced from 50/150 to 45/0.
The ability now drops a small entity that acts as a forward reinforce point. It lives for 25 seconds, has 350 health, has heavy infantry armour, and can be destroyed. 15 red given to the enemy upon destruction but experience is not granted.
Catachan Devils:
Sarge squad leader Meltagun(ig_devils_melta_gun) dph reduced from 55(22.65 dps) to 48(19.76 dps).
- This change is aimed at nerfing Imperial Guard anti vehicle capability a bit. As of now, two Sarges Meltagun dps almost equal dps on the move of four Meltagun Storm Trooper Squad models.
Chimera:
Chimera now has a Cease Fire ability like other vehicles.
- There is no reason for Chimera to be the only transport that can't disable its weapons. It is niche enough as is.
Stormlord:
Movement speed increased from 3.5 to 4.
Default range weapon(ig_stormlord_vulcan_mega_bolter) range decreased from 55 to 48.
Sponson mounted Lascannons(ig_stormlord_lascannon_left / ig_stormlord_lascannon_right) dph decreased from 35(8.75 dps) to 30(7.5 dps).
Rotation rate decreased from 75 to 60.
- Stormlord is meant to be a short ranged anti infantry Baneblade variant. We are decreasing its ranges and anti tank capabilities, but increasing its speed a little bit so it can be better at weaving in and out from the fights. Rotation rate has been decreased as it was high enough for Stormlord to be able to always follow units it was shooting at, regardless of their speed.
Ordo MalleusGlobal:
Bio-Meltdown on death explosion damage and Damage Type changed from 75 explosive_pvp to 56.25 plasma_cannon_pvp.
Bio-Meltdown on death explosion damage over time and Damage Type changed from 10 piercing_pvp dps to 7.5 plasma_pvp dps.
- These changes aim to make ability weaker vs Light Infantry races(eg: IG,Orks) and stronger vs Heavy Infantry races(eg:SM,OM).
Brother-Captain:
We Are the Hammer! ability damage resistance reduced from 15% to 10%.
We Are the Hammer! (Improved) ability damage resistance reduced from 25% to 20%.
Psychic Lash ability cooldown increased from 30 seconds to 45 seconds.
- The ability feels a tad bit too strong after the last patch changes.This aims to decrease its power by a little bit.
Nemesis Force Sword Wargear(gk_sword_captain_nemesis) dph decreased from 80(53.33 dps) to 75(50 dps).
- This will keep the Wargear consistent with other 50 dps power melee weapons in T1.
Eversor Assassin:
Neurotoxin ability now does 30% less damage against retreating units. Retreating units now suffer 84 piercing damage over 5 seconds when hit by the ability instead of taking full damage.
Executioner Pistol Wargear(gk_executioner_pistol_eversor) range reduced from 38 to 33.
Daemonhunter:
Default weapon changed from a sword to a 2-handed Bolter.
The new Bolter has 50 dph(29.17 dps) and Techmarine firing pattern.
With default range weapon, the hero cannot do special attacks or melee charges.
Level 1 health decreased by 100. Levelling values adjusted accordingly. All melee Wargears now grant 100 health.
Melee skill decreased by 10. All melee Wargears now grant 10 melee skill.
Retribution ability received the following changes.
Minimum cast range increased from 15 to 20.
Effect radius reduced from 15 to 10.
Ability should now be non-cancelable.
- Non-cancelable change is a necessary evil to get rid of its Hammer of the Witches bug. It is a bug that allows you to use an ability without a cool down and energy cost if you move the unit using the ability at the right moment during the ability casting animation.
Inquisitorial Storm Troopers:
Sergeant upgrade health increase decreased from 15% to 10%.
Sergeant upgrade cost increased from 75/15 to 80/15.
Inquisitorial Operatives:
Melta Bomb ability received the following changes.
[Before Change]
When multiple Melta Bombs are applied to the same target, snare and rotation decrease effects do not overlap.
The timer for each ability runs separately.
[After Change]
When multiple Melta Bombs are applied to the same target, rotation decrease effects do not overlap.
Snare overlaps. Therefore, two Melta Bombs applied to the same target completely immobilise it as long as two abilities' duration overlaps.
The timer for each ability runs separately.
- All other Melta Bomb types of abilities work like what is written under [After Change] so we are making Inquisitorial Operatives’ one work the same as the others.
Interceptor Squad:
The teleport mechanics have been reworked, The ability is being split into two separate abilities to balance them better.
- Before the 2.9.9 patch, Interceptor Squad started with a default Teleport ability which turned into an improved version of it named Furious Intervention when Justicar squad leader was purchased. In the 2.9.9 patch, these two versions were merged into one and new stats were given to balance this merged state. Icon and name were also meant to be merged into Furious Intervention but this part wasn’t done due to an oversight. In the current patch, we are splitting the ability up into two again but taking a different approach this time around to make triple jumps as you know them impossible, while not making them terrible out of gate. We plan to give new names for these two new abilities but for now, will keep them as Teleport and Furious Intervention.
After the initial 90 energy Teleport ability is used, the squad now has 20 seconds to use a follow up Furious Intervention ability for 60 energy instead of the 90 energy.
If the follow up Furious Intervention ability is used or if the 20 seconds runs out, the ability switches back to Teleport ability.
Teleport ability set to have a cooldown of 20 seconds.
Both Teleport ability and Furious Intervention ability set to have an ability delay of 0.3.
- Ability delay is the time taken before effects of an ability actually trigger. The unit using the ability stands still or does a casting animation during this delay.
Purgation Squad:
Purge Soul ability additional damage against heroes decreased from 25% of the hero maximum health to 20% of the hero maximum health.
Versus retreating hero additional damage decreased from 12.5% of the hero maximum health to 10% of the hero maximum health.
Minimum cast range and minimum ability range increased from 2 to 5. The ability now cannot be used on enemies that are within radius 5 of the squad and it gets cancelled if enemies enter within radius 5 of the squad after the ability goes off.
- Cast range is how far the target can be from the model that is using the ability for the ability to be used. You cannot use an ability to target targets that are outside the maximum or inside the minimum cast range.
Ability range is used for abilities that have a delay before actually triggering or is a channelling type. The ability range works on the basis of how far the model is from the model that is using the ability. Targets can get outside the maximum ability range or inside the minimum ability range to cancel the ability in the process of triggering delay or cancel the already activated channelling ability.
Damage feels a bit too strong and because the ability range is from the middle of the squad, 2 range ends up not meaning anything in reality. There were quite a few situations where the ability is still being cast while the squad is being meleed.
Psilencer(gk_psilencer_purgation) dph decreased from 69.75 (47.63 dps) to 60 (40.97 dps).
Strike Squad:
Justicar upgrade no longer provides 0.5 health per second regeneration.
Tomes of Titan upgrade no longer provides extra 10% melee damage.
Rhino:
Default range weapon(sm_heavy_bolter_razorback) range reduced from 44 to 38.
Terminator Librarian:
Damage increase effect from Shrouding ability reduced from 25% to 15%.
Codicum Aeternum Wargear energy regeneration increase decreased from 1 energy per second to 0.5 energy per second.
- This one is on the strong side. Shrouding ability + Smite ability combo doing 90 plasma damage in aoe on demand is very strong, especially since Terminator Librarian can do the combo with just his basic abilities and has enough energy regeneration to spam said combo without repercussions. This aims to nerf combo itself and make it slightly harder for the hero to spam it.
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