Patch preview - ETA Soon
Posted: Sun 06 Oct, 2013 3:44 pm
Update
General
* Added the Black Legion Warband DLC
* Added Iron Warriors DLC
* Added Space Wolves DLC
* Updated Dark Reaper & Exarch models
* Updated Warlock (Commander) visuals
* Added ~100 emblems to the Army Painter
* Added 11 additional painter colours
* New models for Grey Knight Inquisitorial Stormtroopers
Bug Fixes
* Fixed a bug where Hormaguant Broods counted as detectors
* Fixed a bug where Termagant Broods counted as detectors
* Added a visual explosion for the Whirlwind Hunter-Killer Missile
* Fixed Doom of Malan'tai not dealing any damage against certain units
* Fixed an issue that Terminator FC had no splash on his flamer
* Fixed an audio issue with Inquisitorial Stormtroopers
* Fleet of Foot should not stack with Swift Movement again
Grey Knights are seeing some improvements made to their AV-department with certain builds containing Interceptors. As well as improving the overall economical stability. As a result to this, we need to make sure their transitions don't get overboard onto late-game where they have a huge power spike through Terminator and Land Raider. As well as looking into the Purgation supression rate, the reload duration should make it so they fire more frequently, reducing the chances of being caught off-guard whilst reloading their weapon, ineffectively also effecting their supression effiency.
Grey Knights
* Stormtrooper barrage damage reduced from 25 to 20
* Strike Squad cost reduced from 500 to 450 requisition
* Reduced Strike Squad special attack damage slightly
* Increased Strike Squad Energy Burst cast range from 25 to 30
* Krak Grenade now is a target-select (It can still effect multiple vehicles)
* Psyk-Grenade projectile speed increased by 30%
* Incinerator Courage damage on Purgation Squad up from 15 to 17.5
* Reduced reload duration on Strike Squad, Interceptor & Purgation Incinerator from 3-3 to 2-2
* Reduced global red on Purgation squad from 21 to 15
* Increased energy drain on Grey Knight Terminators from 1.7 to 2.0
The Terminator Force Commander is seeing some improvement to his wargear loadout, making more viable options. The Flamer build time for Tacticals was increased to give the other opposition more of a breather to react to a potential early-gen bash pressure from the Space Marines. Vanguards also see some improvements towards their initial and progressively scaling performance, making them far more durable in combat then most units in the game, effectively serving as a very durable and tanky unit that needs to be taken care of, before they get the chance to reinitiate in combat with higher health pool.
Space Marines
* Techmarine Missile Launcher Turret range increased from 50 to 55
* Scout Sniper cost reduced from 100/35 to 100/30
* Terminator Force Commander Assault Cannon damage from 100 to 128
* Terminator Force Commander Lightning Claw cost reduced from 70/70 to 70/40
* Build time on Tactical Flamer increase from 15 to 20s
* Vanguard Health-regeneration increased from 0.5 to 1.5
* Vanguard Health-regeneration in-combat from 0.5 to 2.5
* Armor of the Apothecarian grants 1.5 speed from 1.0 while out of combat
The Bloodcrusher was always primed to be a very timing effective unit, however with some changes made to Chaos, this has had abit more of a diminishing effect. So it's been reduced to improve it's timing performance abit.
Chaos Space Marines
* Bloodcrusher build time reduced from 50 to 40 seconds
* Chaos Space Marine Mark of Khorne cost reduced from 90/30 to 70/30
* Demolishing(or w/e its called) Strike moved to Aspiring Champion instead of Blood Maul
* Demolishing(or w/e its called) Strike damage reduced to 150
* Improved the domino strength and knockback effect of the ability
* Blood Maul Raptor removed for now
Kaskrins are ultimately a very potent and powerful late-game unit. However, the Grenade Launcher is not really quite where it's suppose to be just yet, so it's damage has been improved abit. The Leman Russ Vanquisher reload-duration should help increase the overall dps, due to it's somewhat inconsistency of it's slow rate of fire.
Imperial Guard
* Kaskrin Grenade Launcher damage increased slightly (Specifics req)
* Kaskrin Grenade Launcher also unlocks "Smoke Barrage"
* Leman Russ Vanquisher Reload Duration reduced slightly (Specifics req)
The Painboy is a very strong unit at the moment, albeit, abit too powerful to some degree. However, we want to maintain the overall design and functionality of the unit, so there are no major changes to him. The healing duration should give players more of an option to even maintain and stay in the fight, rather than force to fallback from charging sluggas under the effect of the healing effect. The Weirdboy is also potent of dealing quite an substantial amount of damage if left unchecked, or just be generally a nuissance. The reload duration/frequency should make it less of a pain to deal with.The Mekboy Turret is getting some substantial changes that makes it more potent as a firing-supportive platform. This is all abit of the experimental phase of it's new approach, so bare in mind there might be more changes down the road.
Orks
* Mekboy Turret damage reduced from 300 to 150
* Mekboy Turret courage damage reduced from 400 to 0
* Mekboy Turret cost from 200/30 to 150/20
* Mekboy Turret weapon cooldown from 1.5 to 1.0
* Reduced cooldown on Mekboys Dakka Dakka Dakka from 2 to 1.5
* Reduced Kult of Speed red from 125 to 100
* Painboy Spesshul Git Sauce health regeneration duration reduced (Specifics req)
* Warp Vomit duration reduced from 10 to 8 seconds
* Increased the reload duration/frequency of the Weirdboy
Dark Reapers were abit to effective for their base cost. With these changes, the overall economical investment remains relatvely the same, but their reinf. per model (requisition) goes up abit, whilst the power goes down.
Eldar
* Falcon cost reduced from 375/95 to 360/90
* Dark Reaper cost increased from 350/35 to 400/30
* Dark Reaper Exarch cost reduced from 85/15 to 65/15
* Dark Reaper Tempest Launcher cost reduced from 100/25 to 65/25
There were some bugs with how the Hormagaunt Warriors and Termagant Broods functioned, causing the units to deal more damage and provide more utility then initially planned.
Tyranids
* Hive Tyrant Venom Cannon cooldown reduced from 2 to 1.5
* Infestation Tower now has a 45s cooldown
* Carnifex Venom Cannon damage increased slightly to offset it can't fire on the move
INCOMPLETE NOTE: CHANGES , FINAL WILL BE POSTED LATER TONIGHT
General
* Added the Black Legion Warband DLC
* Added Iron Warriors DLC
* Added Space Wolves DLC
* Updated Dark Reaper & Exarch models
* Updated Warlock (Commander) visuals
* Added ~100 emblems to the Army Painter
* Added 11 additional painter colours
* New models for Grey Knight Inquisitorial Stormtroopers
Bug Fixes
* Fixed a bug where Hormaguant Broods counted as detectors
* Fixed a bug where Termagant Broods counted as detectors
* Added a visual explosion for the Whirlwind Hunter-Killer Missile
* Fixed Doom of Malan'tai not dealing any damage against certain units
* Fixed an issue that Terminator FC had no splash on his flamer
* Fixed an audio issue with Inquisitorial Stormtroopers
* Fleet of Foot should not stack with Swift Movement again
Grey Knights are seeing some improvements made to their AV-department with certain builds containing Interceptors. As well as improving the overall economical stability. As a result to this, we need to make sure their transitions don't get overboard onto late-game where they have a huge power spike through Terminator and Land Raider. As well as looking into the Purgation supression rate, the reload duration should make it so they fire more frequently, reducing the chances of being caught off-guard whilst reloading their weapon, ineffectively also effecting their supression effiency.
Grey Knights
* Stormtrooper barrage damage reduced from 25 to 20
* Strike Squad cost reduced from 500 to 450 requisition
* Reduced Strike Squad special attack damage slightly
* Increased Strike Squad Energy Burst cast range from 25 to 30
* Krak Grenade now is a target-select (It can still effect multiple vehicles)
* Psyk-Grenade projectile speed increased by 30%
* Incinerator Courage damage on Purgation Squad up from 15 to 17.5
* Reduced reload duration on Strike Squad, Interceptor & Purgation Incinerator from 3-3 to 2-2
* Reduced global red on Purgation squad from 21 to 15
* Increased energy drain on Grey Knight Terminators from 1.7 to 2.0
The Terminator Force Commander is seeing some improvement to his wargear loadout, making more viable options. The Flamer build time for Tacticals was increased to give the other opposition more of a breather to react to a potential early-gen bash pressure from the Space Marines. Vanguards also see some improvements towards their initial and progressively scaling performance, making them far more durable in combat then most units in the game, effectively serving as a very durable and tanky unit that needs to be taken care of, before they get the chance to reinitiate in combat with higher health pool.
Space Marines
* Techmarine Missile Launcher Turret range increased from 50 to 55
* Scout Sniper cost reduced from 100/35 to 100/30
* Terminator Force Commander Assault Cannon damage from 100 to 128
* Terminator Force Commander Lightning Claw cost reduced from 70/70 to 70/40
* Build time on Tactical Flamer increase from 15 to 20s
* Vanguard Health-regeneration increased from 0.5 to 1.5
* Vanguard Health-regeneration in-combat from 0.5 to 2.5
* Armor of the Apothecarian grants 1.5 speed from 1.0 while out of combat
The Bloodcrusher was always primed to be a very timing effective unit, however with some changes made to Chaos, this has had abit more of a diminishing effect. So it's been reduced to improve it's timing performance abit.
Chaos Space Marines
* Bloodcrusher build time reduced from 50 to 40 seconds
* Chaos Space Marine Mark of Khorne cost reduced from 90/30 to 70/30
* Demolishing(or w/e its called) Strike moved to Aspiring Champion instead of Blood Maul
* Demolishing(or w/e its called) Strike damage reduced to 150
* Improved the domino strength and knockback effect of the ability
* Blood Maul Raptor removed for now
Kaskrins are ultimately a very potent and powerful late-game unit. However, the Grenade Launcher is not really quite where it's suppose to be just yet, so it's damage has been improved abit. The Leman Russ Vanquisher reload-duration should help increase the overall dps, due to it's somewhat inconsistency of it's slow rate of fire.
Imperial Guard
* Kaskrin Grenade Launcher damage increased slightly (Specifics req)
* Kaskrin Grenade Launcher also unlocks "Smoke Barrage"
* Leman Russ Vanquisher Reload Duration reduced slightly (Specifics req)
The Painboy is a very strong unit at the moment, albeit, abit too powerful to some degree. However, we want to maintain the overall design and functionality of the unit, so there are no major changes to him. The healing duration should give players more of an option to even maintain and stay in the fight, rather than force to fallback from charging sluggas under the effect of the healing effect. The Weirdboy is also potent of dealing quite an substantial amount of damage if left unchecked, or just be generally a nuissance. The reload duration/frequency should make it less of a pain to deal with.The Mekboy Turret is getting some substantial changes that makes it more potent as a firing-supportive platform. This is all abit of the experimental phase of it's new approach, so bare in mind there might be more changes down the road.
Orks
* Mekboy Turret damage reduced from 300 to 150
* Mekboy Turret courage damage reduced from 400 to 0
* Mekboy Turret cost from 200/30 to 150/20
* Mekboy Turret weapon cooldown from 1.5 to 1.0
* Reduced cooldown on Mekboys Dakka Dakka Dakka from 2 to 1.5
* Reduced Kult of Speed red from 125 to 100
* Painboy Spesshul Git Sauce health regeneration duration reduced (Specifics req)
* Warp Vomit duration reduced from 10 to 8 seconds
* Increased the reload duration/frequency of the Weirdboy
Dark Reapers were abit to effective for their base cost. With these changes, the overall economical investment remains relatvely the same, but their reinf. per model (requisition) goes up abit, whilst the power goes down.
Eldar
* Falcon cost reduced from 375/95 to 360/90
* Dark Reaper cost increased from 350/35 to 400/30
* Dark Reaper Exarch cost reduced from 85/15 to 65/15
* Dark Reaper Tempest Launcher cost reduced from 100/25 to 65/25
There were some bugs with how the Hormagaunt Warriors and Termagant Broods functioned, causing the units to deal more damage and provide more utility then initially planned.
Tyranids
* Hive Tyrant Venom Cannon cooldown reduced from 2 to 1.5
* Infestation Tower now has a 45s cooldown
* Carnifex Venom Cannon damage increased slightly to offset it can't fire on the move
INCOMPLETE NOTE: CHANGES , FINAL WILL BE POSTED LATER TONIGHT