2.3 Patch Notes
Posted: Sat 18 Jan, 2014 4:24 pm
				
				General
Victory Point Changes
- Reduced double cap drain by 15%
- Reduced triple cap drain by 15%
- These are tentative numbers and they are most likely going to change
- The VP change will likely NOT be in for the tournament this month but added later and hopefully if possible, in a seperate game-mode.
Bug Fixes
- Fixed Catachan Shotguns not having any sound
- Grapplin' Hook keybinding changed from E to J (Unused keybinding)
- Attempt to fix infiltration bug on Vindicare Assassin that causes the game to crash
Cosmetic Changes
- Changed Chaos Raptor animation from Assault Marine type to Aspiring Champions
- Added in some more color palettes to be used
Tyranids
* Lictor Alpha Flesh Hook range reduced from 38 to 34
* Lictor Alpha Flesh Hook pull strength reduced by 10%
* Scything Talons moved from Tier 1 to Tier 2
* Swapped the cost of Adrenal Gland(Hormagaunt) and Toxin Sacs
* Removed the permament health increase from T2 and T3 on Hormagaunts & Termagants
* Endless Swarm (Horma/Terma) cost increased from 65/10 to 65/15
* Without Numbers reworked
* Now spawns a Hormagaunt and Termagant (Fully upgraded) at the target location.
* Without Numbers price increased from 100 req to 400 requisition
* Without Numbers cooldown 240s (still the same)
* Carnifex Barbed Strangler cooldown reduced from 3 to 2
* Paroxycsm now has a minimum cast range of 8(?) *Weirdboy warp vomit similiarity*
* Doom of Malan'tai shield removed
Imperial Guard
* Commissar Lord Flare cooldown increased from 60 to 120s
* Lord General Retinue member reinforce cost reduced from 30 to 25
* Lord General Retinue (Sergeant,Commissar,Vox) cost 50% less to re-purchase
* Assail duration reduced from 10 to 8 seconds
* Sentinel Missile Launcher (anti-infantry) missile projectiles speed increased by ~33%
* Catachan cost reduced from 350/40 to 350/30
* Catachan Explosive Shot energy cost reduced from 50 to 40
* Artillery Spotter Incinenary Shell damage-over-time reduced by approximately 30%
* Artillery Spotter Incinerary Shell now last 30% longer
* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%
* Manticore cooldown increased from 45 to 60 seconds
* Ogryn Bone 'Ead Leader cost reduced from 100/30 to 100/25
* Bunker Repair Rate is now exclusive and no longer stacks
Orks
* Mekboy Turret now has a 1.0 damage modifier on all distances
* Mekboy Turret Build time reduced from 20 seconds to 15
* Waagh Banner build time (Sluggas/Mekboy) reduced from 15 to 10
* Waagh Banners now have "WAAGHHH!" (?) ability that buffs all nearby orks units with the Waaagh effect. This ability has a 35 cast radius, 60s cooldown and no cost.
* Kommando Nobs Assashinate(?) is now tracking
* Painboy starting energy reduced from 200 to 100 , total energy vs energy cost unchanged. (For ex. prev 200 total energy , 100 energy cost abilities. Now - 100 energy , 50 energy cost)
* Now I'm Angry is now an exclusive health regeneration and no longer stacks with other effects.
* Nob Frenzy Duration increased from 7 to 10 (retail value)
Space Marines
* Apothecary Power Axe special attack damage increased from 60(?) to 80 damage
* Force Commander Thunderhammer special attack damage increased from 40 to 50
* Reduced Tactical Flamer Flamer accuracy while on the move from 100% to 75%
* Purification Vials cooldown increased from 30 to 40s
* Cast range on Purification Vials reduced from 24 to 20
* Reduced the Assault Cannon Barrage range from 40 to 35
* Terminators reinforcement cost from 150/50 to 150/25
* Force Commander Lightning Claw melee damage increased
* Force Commander Lightning Claw special attack damage increased
Chaos
* Curse of Tzeentch explosion now deals 15% of the targets maximum health in damage. Rather then a flat amount.
* Curse of Tzeentch now last 20 seconds (from 14?)
* Raptor Aspiring Champion damage/dps increased from 40 to 45
* Reduced Chaos Space Marine Aspiring Champion upkeep from 12.8 to 10.8
* Reduced Chaos Raptor Aspiring Champion upkeep from 12.8 to 10.8
* Land Raider Phobos Lascannon damage increased from 150 to 175
Grey Knights
* Grey Knight Rhino now has a mounted-storm bolter gunner
* Grey Knight Rhino smoke bomb now requires T2
* Strike Squad Pyscanon range increased from 36 to 38
* Purgation Squad Psycanon range increased from 36 to 38
* Psyk-Out Grenades should now properly suppress targets hit
* Nemesis Focus on Interceptor Squad removed
* Vindicare Assassin no longer snares on his anti-vehicle shots
* Purifier cost reduced from 500/75 to 450/75
* Removed the damage over time on Terminator/Paladin Incinerators
* Removed the courage damage on Terminator/Paladin Psycanons
Eldar
* Channeling Rune cast range reduced from 38 to 32(?)
* Reduced Webway Gate sight radius to default retail values (20 to 5)
* Reduced Fortune energy cost from 45 to 40
* Dark Reapers can now Fleet of Foot with Aspect of the Reaper upgrade
			Victory Point Changes
- Reduced double cap drain by 15%
- Reduced triple cap drain by 15%
- These are tentative numbers and they are most likely going to change
- The VP change will likely NOT be in for the tournament this month but added later and hopefully if possible, in a seperate game-mode.
Bug Fixes
- Fixed Catachan Shotguns not having any sound
- Grapplin' Hook keybinding changed from E to J (Unused keybinding)
- Attempt to fix infiltration bug on Vindicare Assassin that causes the game to crash
Cosmetic Changes
- Changed Chaos Raptor animation from Assault Marine type to Aspiring Champions
- Added in some more color palettes to be used
Tyranids
* Lictor Alpha Flesh Hook range reduced from 38 to 34
* Lictor Alpha Flesh Hook pull strength reduced by 10%
* Scything Talons moved from Tier 1 to Tier 2
* Swapped the cost of Adrenal Gland(Hormagaunt) and Toxin Sacs
* Removed the permament health increase from T2 and T3 on Hormagaunts & Termagants
* Endless Swarm (Horma/Terma) cost increased from 65/10 to 65/15
* Without Numbers reworked
* Now spawns a Hormagaunt and Termagant (Fully upgraded) at the target location.
* Without Numbers price increased from 100 req to 400 requisition
* Without Numbers cooldown 240s (still the same)
* Carnifex Barbed Strangler cooldown reduced from 3 to 2
* Paroxycsm now has a minimum cast range of 8(?) *Weirdboy warp vomit similiarity*
* Doom of Malan'tai shield removed
Imperial Guard
* Commissar Lord Flare cooldown increased from 60 to 120s
* Lord General Retinue member reinforce cost reduced from 30 to 25
* Lord General Retinue (Sergeant,Commissar,Vox) cost 50% less to re-purchase
* Assail duration reduced from 10 to 8 seconds
* Sentinel Missile Launcher (anti-infantry) missile projectiles speed increased by ~33%
* Catachan cost reduced from 350/40 to 350/30
* Catachan Explosive Shot energy cost reduced from 50 to 40
* Artillery Spotter Incinenary Shell damage-over-time reduced by approximately 30%
* Artillery Spotter Incinerary Shell now last 30% longer
* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%
* Manticore cooldown increased from 45 to 60 seconds
* Ogryn Bone 'Ead Leader cost reduced from 100/30 to 100/25
* Bunker Repair Rate is now exclusive and no longer stacks
Orks
* Mekboy Turret now has a 1.0 damage modifier on all distances
* Mekboy Turret Build time reduced from 20 seconds to 15
* Waagh Banner build time (Sluggas/Mekboy) reduced from 15 to 10
* Waagh Banners now have "WAAGHHH!" (?) ability that buffs all nearby orks units with the Waaagh effect. This ability has a 35 cast radius, 60s cooldown and no cost.
* Kommando Nobs Assashinate(?) is now tracking
* Painboy starting energy reduced from 200 to 100 , total energy vs energy cost unchanged. (For ex. prev 200 total energy , 100 energy cost abilities. Now - 100 energy , 50 energy cost)
* Now I'm Angry is now an exclusive health regeneration and no longer stacks with other effects.
* Nob Frenzy Duration increased from 7 to 10 (retail value)
Space Marines
* Apothecary Power Axe special attack damage increased from 60(?) to 80 damage
* Force Commander Thunderhammer special attack damage increased from 40 to 50
* Reduced Tactical Flamer Flamer accuracy while on the move from 100% to 75%
* Purification Vials cooldown increased from 30 to 40s
* Cast range on Purification Vials reduced from 24 to 20
* Reduced the Assault Cannon Barrage range from 40 to 35
* Terminators reinforcement cost from 150/50 to 150/25
* Force Commander Lightning Claw melee damage increased
* Force Commander Lightning Claw special attack damage increased
Chaos
* Curse of Tzeentch explosion now deals 15% of the targets maximum health in damage. Rather then a flat amount.
* Curse of Tzeentch now last 20 seconds (from 14?)
* Raptor Aspiring Champion damage/dps increased from 40 to 45
* Reduced Chaos Space Marine Aspiring Champion upkeep from 12.8 to 10.8
* Reduced Chaos Raptor Aspiring Champion upkeep from 12.8 to 10.8
* Land Raider Phobos Lascannon damage increased from 150 to 175
Grey Knights
* Grey Knight Rhino now has a mounted-storm bolter gunner
* Grey Knight Rhino smoke bomb now requires T2
* Strike Squad Pyscanon range increased from 36 to 38
* Purgation Squad Psycanon range increased from 36 to 38
* Psyk-Out Grenades should now properly suppress targets hit
* Nemesis Focus on Interceptor Squad removed
* Vindicare Assassin no longer snares on his anti-vehicle shots
* Purifier cost reduced from 500/75 to 450/75
* Removed the damage over time on Terminator/Paladin Incinerators
* Removed the courage damage on Terminator/Paladin Psycanons
Eldar
* Channeling Rune cast range reduced from 38 to 32(?)
* Reduced Webway Gate sight radius to default retail values (20 to 5)
* Reduced Fortune energy cost from 45 to 40
* Dark Reapers can now Fleet of Foot with Aspect of the Reaper upgrade
 . Soon can mean a lot of different things of course!
. Soon can mean a lot of different things of course! 
  seriously though a 10(!!!) power reduction for the race that already spends the least in T1 (altho I know the increased power costs of T2 IG units are to compensate for this). Funnily enough I agree with all these changes since the Smoke Shell has always been the crazy one, locking down Phobos, Baneblades and luring Predators closer to attack as they speed into range to keep on shooting. On the fence for Incendiary shell changes - tbh I always saw the large aoe as IG's counter to termas/hormas in midgame. Since termas have been hit, this seems like a good idea.
 seriously though a 10(!!!) power reduction for the race that already spends the least in T1 (altho I know the increased power costs of T2 IG units are to compensate for this). Funnily enough I agree with all these changes since the Smoke Shell has always been the crazy one, locking down Phobos, Baneblades and luring Predators closer to attack as they speed into range to keep on shooting. On the fence for Incendiary shell changes - tbh I always saw the large aoe as IG's counter to termas/hormas in midgame. Since termas have been hit, this seems like a good idea.