Patch 2.5 (WIP)
Posted: Thu 01 Oct, 2015 1:36 am
Will update here.
Finally.
Tease -
Space Marines
* Force Commander Thunderhammer special no longer tracks an infinite distance. (tracks a distance of maximum 12)
* Techmarine Venerable Dreadnought cost increased from 600/50/350 to 600/100/350
* Venerable Dreadnought 'Dark Age of Technology' cost reduced from 100/50 to 100/25
* Land Raider Redeemer Aura no longer provides a damage reduction modifier
* Land Raider Redeemer Melta damage increased from 80 to 100
* Land Raider Redeemer Flamers now inflict 40 courage damage
* Assault Terminator rotation speed reduced from 600 to 200
* Terminator rotation speed reduced from 600 to 200
Chaos
* Heretic cost reduced from 210 down to 190
* Heretic damage reduced from 24 to 20
* Dirge Caster range effect radius reduced from 40 to 32
* Reduced the Chaos Terminator Reaper Cannon range from 49 to 38
* Chaos Terminator rotation speed from 600 to 200
Grey Knights
Globals
* Flamefury Strike has been replaced by "Call-in Paladins" cost is 650/150/350
* Paladin/Terminator Psycanon & Incinerator now have a 0.5 accuracy while firing on the move (from 1)
* Paladins can no longer retreat (However, regular GK Terminators can)
* Paladin rotation speed decreased from 600 to 200
* Terminator rotation speed decreased from 600 to 200
* Terminator charge has been removed, and replaced with a Teleport-Assault.
* Terminator cost increased from 600/100 to 600/125 (reinf cost changed to 100/25)
* Brother-Captain Teleport-Pack has been removed
* Canticle of Absolution no longer denies enemy abilities from being used
* Canticle of Absolution energy restoration reduced from 2.5 e/s to 1.25 e/s
* Canticle of Absolution now greatly accelerates ability cooldown by 3x when inside it. (This ability will not effect Super Heavy Infantry units, such as Terminators(of all kind), Paladins, Avatar and etc)
* We are the Hammer! No longer increases the movement speed of the Brother-Captain
* Blessed Aegis moved from Tier 1 to Tier 2
* Inquisitorial Operative build time increased from 24 to 28s
* Inquisitorial Operative weapon range reduced from 28 to 26
* Vindicare Assassin build time reduced from 32 to 24 seconds
* Purgation moved from T2 into T1
* Purgation Squad cost adjusted from 400 req to 300/30 cost
* Rhino moved from T1 to T2
* Rhino health is now set to 500 by default (vehicle armor)
* Rhino 'Armored Plating' upgrade has been removed
* Rhino now allows for nearby squads to reinforce
* Rhino cost increased from 180/30 to 250/45
* Rhino Lascannon wind-up increased from 1 to 2
* Rhino Lascannon damage increased from 140 to 165
* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders
Eldar
* Providence health gain increased from 200 to 300
* Enhance speed decreased from 3 to 2
* Enhance duration increased from 6 to 10 seconds
* Witchblade of Kurnous special attack damage increased from 46 to 50
* Witchblade of Kurnous damage increased from 80 to 100
* Dire Avenger cost reduced from 300 to 270
* Fire Dragon armor changed from infantry_fire_resist to heavy_infantry
* Fire Dragon 'passive' aura no longer reduces damage taken, but still grants weapon_knockback immunity. (ability_knockback removed)
* Dark Reaper health increased from 175 to 200
* Dark Reaper reload duration reduced from 3-3 to 2-2
* Dark Reaper 'Tempest Barrage' ability removed
* Dark Reaper Exarch no longer grants additional +10% health to the squad
* Dark Reaper Exarch now adds +10 sight range to the squad. (If the Exarch dies, this bonus is lost. This is a fail-safe against potential bug so multiple exarch bought on the squad doesn't add several +sight range to the squad)
Imperial Guard
* Increased the squad-size of Imperial Guard Heavy-Weapon Team from 4 to 6 (pop unchanged, so it's still 12 pop squad)
* Reduced the health of Imperial Guard Heavy-Weapon Team from 185 down to 150
* Striking an enemy with Servo-Skull (Wargear) now reveals that target for 30 seconds. (This effect CANNOT stack, for an ex. 30+30+30) in addtion to it's existing effect.
* Ogryn reinforcement cost reduced from 70/15 down to 66/12
* Guardsmen Commissar upgrade cost increased from 75/15 up to 75/20
* Kasrkin armor type changed from infantry to heavy_infantry
* Kasrkin Sergeant armor type changed from infantry to heavy_infantry
* Kaskrin vision increased from 40 to 50
* Kasrkin Grenade Launcher cooldown decreased from 6 to 5
* Kasrkin Melta Guns upgrade removed
* Kaskrin Krak Grenade now behaves more like Orb of the Omnissiah projectile, rather than a melta-bomb throw, which caused the grenade to get stuck on terrain.
Tyranids
* Hive Tyrant Bio-Plasma cost reduced from 100/30 down to 100/25
* Ravener Alpha Burrow no longer slows him down by -25%
* Ravener Burrow Trap energy cost reduced from 45 to 40
* Ravener Crippling Talon wargear now grants an additional +50 health
* Terrify cooldown increased from 60 to 90s
* Lictor (unit) melee skill increased from 60 to 70
* Genestealer has undersone some substantial changes
* Genestealer 'Rending Claws' has been moved from T3 to T2
* 'Adrenal Rush' heal on hit reduced from 5% to 2.5%
* 'Adrenal Rush' damage reduced from 40% to 20%
* 'Adrenal Rush' ranged damage reduction increased from 45% to 60%
* Carnifexes has undergone some substantial changes
* Carnifex pop increased from 18 to 20 (upkeep remains the same)
* Carnifex 'Charge' has been renamed 'Tremble charge(?)'
* "Tremble Charge" is now targetable on walker/vehicles only. Range reduced from ? to ?, speed accceleration remains the same (200%). However, upon impact on the vehicle/walker, it will now take 150 heavy_melee damage and stun the vehicle/walker for 3s.
* Carnifex Bio-Plasma radius increased from 5 to 6 (+added the damage modifier long distance from 8 to 6 with 0.5 damage modifier)
Orks
* Slugga Burnaz cost increased from 65/15 to 80/15
* Warpath upgrade now allows the Weirdboy to be controlled when dying, instead of him being completely random.
* Deff Dredd dakkas dps increased from 9,46 to 12,298 (damage from 25 to 32,5)
* Painboy 'Stronga Cybork Implants' damage increase from 5% to 15%
* Kustom Forcefield cost increased from 110/25 to 110/30
* Supa Tuff Beam cost reduced from 150/60 down to 150/50
* Kommandos melee damage increased from 16 to 18
* Kommando Nob (squad) melee damage increased from 20 to 30
* Kommando Nob (squad) rocket damage increased from 40 to 50
Finally.
Tease -
Space Marines
* Force Commander Thunderhammer special no longer tracks an infinite distance. (tracks a distance of maximum 12)
* Techmarine Venerable Dreadnought cost increased from 600/50/350 to 600/100/350
* Venerable Dreadnought 'Dark Age of Technology' cost reduced from 100/50 to 100/25
* Land Raider Redeemer Aura no longer provides a damage reduction modifier
* Land Raider Redeemer Melta damage increased from 80 to 100
* Land Raider Redeemer Flamers now inflict 40 courage damage
* Assault Terminator rotation speed reduced from 600 to 200
* Terminator rotation speed reduced from 600 to 200
Chaos
* Heretic cost reduced from 210 down to 190
* Heretic damage reduced from 24 to 20
* Dirge Caster range effect radius reduced from 40 to 32
* Reduced the Chaos Terminator Reaper Cannon range from 49 to 38
* Chaos Terminator rotation speed from 600 to 200
Grey Knights
Globals
* Flamefury Strike has been replaced by "Call-in Paladins" cost is 650/150/350
* Paladin/Terminator Psycanon & Incinerator now have a 0.5 accuracy while firing on the move (from 1)
* Paladins can no longer retreat (However, regular GK Terminators can)
* Paladin rotation speed decreased from 600 to 200
* Terminator rotation speed decreased from 600 to 200
* Terminator charge has been removed, and replaced with a Teleport-Assault.
* Terminator cost increased from 600/100 to 600/125 (reinf cost changed to 100/25)
* Brother-Captain Teleport-Pack has been removed
* Canticle of Absolution no longer denies enemy abilities from being used
* Canticle of Absolution energy restoration reduced from 2.5 e/s to 1.25 e/s
* Canticle of Absolution now greatly accelerates ability cooldown by 3x when inside it. (This ability will not effect Super Heavy Infantry units, such as Terminators(of all kind), Paladins, Avatar and etc)
* We are the Hammer! No longer increases the movement speed of the Brother-Captain
* Blessed Aegis moved from Tier 1 to Tier 2
* Inquisitorial Operative build time increased from 24 to 28s
* Inquisitorial Operative weapon range reduced from 28 to 26
* Vindicare Assassin build time reduced from 32 to 24 seconds
* Purgation moved from T2 into T1
* Purgation Squad cost adjusted from 400 req to 300/30 cost
* Rhino moved from T1 to T2
* Rhino health is now set to 500 by default (vehicle armor)
* Rhino 'Armored Plating' upgrade has been removed
* Rhino now allows for nearby squads to reinforce
* Rhino cost increased from 180/30 to 250/45
* Rhino Lascannon wind-up increased from 1 to 2
* Rhino Lascannon damage increased from 140 to 165
* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders
Eldar
* Providence health gain increased from 200 to 300
* Enhance speed decreased from 3 to 2
* Enhance duration increased from 6 to 10 seconds
* Witchblade of Kurnous special attack damage increased from 46 to 50
* Witchblade of Kurnous damage increased from 80 to 100
* Dire Avenger cost reduced from 300 to 270
* Fire Dragon armor changed from infantry_fire_resist to heavy_infantry
* Fire Dragon 'passive' aura no longer reduces damage taken, but still grants weapon_knockback immunity. (ability_knockback removed)
* Dark Reaper health increased from 175 to 200
* Dark Reaper reload duration reduced from 3-3 to 2-2
* Dark Reaper 'Tempest Barrage' ability removed
* Dark Reaper Exarch no longer grants additional +10% health to the squad
* Dark Reaper Exarch now adds +10 sight range to the squad. (If the Exarch dies, this bonus is lost. This is a fail-safe against potential bug so multiple exarch bought on the squad doesn't add several +sight range to the squad)
Imperial Guard
* Increased the squad-size of Imperial Guard Heavy-Weapon Team from 4 to 6 (pop unchanged, so it's still 12 pop squad)
* Reduced the health of Imperial Guard Heavy-Weapon Team from 185 down to 150
* Striking an enemy with Servo-Skull (Wargear) now reveals that target for 30 seconds. (This effect CANNOT stack, for an ex. 30+30+30) in addtion to it's existing effect.
* Ogryn reinforcement cost reduced from 70/15 down to 66/12
* Guardsmen Commissar upgrade cost increased from 75/15 up to 75/20
* Kasrkin armor type changed from infantry to heavy_infantry
* Kasrkin Sergeant armor type changed from infantry to heavy_infantry
* Kaskrin vision increased from 40 to 50
* Kasrkin Grenade Launcher cooldown decreased from 6 to 5
* Kasrkin Melta Guns upgrade removed
* Kaskrin Krak Grenade now behaves more like Orb of the Omnissiah projectile, rather than a melta-bomb throw, which caused the grenade to get stuck on terrain.
Tyranids
* Hive Tyrant Bio-Plasma cost reduced from 100/30 down to 100/25
* Ravener Alpha Burrow no longer slows him down by -25%
* Ravener Burrow Trap energy cost reduced from 45 to 40
* Ravener Crippling Talon wargear now grants an additional +50 health
* Terrify cooldown increased from 60 to 90s
* Lictor (unit) melee skill increased from 60 to 70
* Genestealer has undersone some substantial changes
* Genestealer 'Rending Claws' has been moved from T3 to T2
* 'Adrenal Rush' heal on hit reduced from 5% to 2.5%
* 'Adrenal Rush' damage reduced from 40% to 20%
* 'Adrenal Rush' ranged damage reduction increased from 45% to 60%
* Carnifexes has undergone some substantial changes
* Carnifex pop increased from 18 to 20 (upkeep remains the same)
* Carnifex 'Charge' has been renamed 'Tremble charge(?)'
* "Tremble Charge" is now targetable on walker/vehicles only. Range reduced from ? to ?, speed accceleration remains the same (200%). However, upon impact on the vehicle/walker, it will now take 150 heavy_melee damage and stun the vehicle/walker for 3s.
* Carnifex Bio-Plasma radius increased from 5 to 6 (+added the damage modifier long distance from 8 to 6 with 0.5 damage modifier)
Orks
* Slugga Burnaz cost increased from 65/15 to 80/15
* Warpath upgrade now allows the Weirdboy to be controlled when dying, instead of him being completely random.
* Deff Dredd dakkas dps increased from 9,46 to 12,298 (damage from 25 to 32,5)
* Painboy 'Stronga Cybork Implants' damage increase from 5% to 15%
* Kustom Forcefield cost increased from 110/25 to 110/30
* Supa Tuff Beam cost reduced from 150/60 down to 150/50
* Kommandos melee damage increased from 16 to 18
* Kommando Nob (squad) melee damage increased from 20 to 30
* Kommando Nob (squad) rocket damage increased from 40 to 50



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