HeliogabaluS
07-10-2006, 09:05 PM
el ultimo point release del juego con muchos muchos cammbios casi todas las unidades fueron cambiadas, se redujeron costops, se mopdificaron poderes etc...
sefguramente en la proxima lan se notaran los cambios! y todo esto para prepararse para la inminente salida de la segu7nda expansion! DARK CRUSADE!
Aki los cambios...
[QUOTE]This patch will update version 1.41 of the game to version 1.50 and apply the following changes:
General Fixes
- Network code optimized, command lag has been reduced
Observer Mode / Replays
- Observers no longer have a ready button
- Observers and replay watchers, can now see production and technology queues.
- Observers and replay watchers, can now see weapon upgrade information
- Fix a bug that was causing recorded games to go out of sync.
- The chat history is now available in replays.
Randomizer Enhancements
- Random race selection algorithm improved
- When selecting the random teams option it is now possible to select 3 or 4 teams rather than just 2
- Random teams now functions properly adding random member positioning to game maps.
- Players are now assigned to teams randomly
- You are now less likely to get the same race twice in consecutive games.
Land Mines
- Increased damage of land mines by 100%
Tier One Buff
- Hit points and attack damage of all tier one units was increased by 25%.
- Tier 2 upgrades now give fewer bonuses to tier one units except Sluggas and Shootaboyz which are now stronger in Tier two.
- All turrets are 25% cheaper
- The attack power of the listening post's turret was increased by 25%.
- Increased damage of Tier 1 spells by 25%
Rally points
- Rally points can now be placed on selected unit, allowing a player to send any new units from a building to them.
Stealth Units
- Stealth units now sound silent unless the hidden unit can be seen.
Units
- Troop squads will no longer drop out of their control groups when the original members are killed.
Space Marines
Chaplain & Apothecary
- Reduced the healing effect of the secondary healing aura of the Chaplain & Apothecary from 4 to 2. The primary, smaller, healing aura remains the unchanged
- Reduced the health regeneration rate of the Chaplain to 1
Scouts
- Decreased Scout Hit Points from 250 to 230
- Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds
Tactical Marines
- Increased Space Marine Hit Points from 300 to 325
- Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50%
- Reduced setup time of Missile Launchers from 2.5 to 2.0 seconds
- Reduced the reload time of the Tactical Space Marine Sergeant's Power Fists from 2 seconds to 1 second
- Reduced the damage the Tactical Space Marine Sergeant's Power Sword does to Vehicle and Building armor
- (2) Space Marine's Heavy Bolter setup time increased by 0.5 seconds
Assault Space Marines
- Reduced the health of Assault Space Marines from 400 to 375
- The damage Assault Marines do to vehicle and building armor was reduced.
- Reduced the benefit offered by Bionics
- Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50%
- Reduced the reload time of the Assault Space Marine Sergeant's Power Fists from 2 seconds to 1 second
- Reduced the damage the Assault Space Marine Sergeant's Power Sword does to Vehicle and Building armor
Assault Terminators
- Reduced the frequency of the stun effect on the Assault Terminator's Thunder Hammer
Rhinos
- Hit points increased to 2,000
- Armor class improved from Vehicle Low to Vehicle Medium
- The Rhino's Smoke Launchers now have a reduced cool down and increased duration and radius of effect.
Landspeeders
- Reduced the cost from (150 Requisition / 130 Power) to (120 Requisition / 90 Power)
- Reduced the Support Cap cost to 1 Population
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Medium from 36.3 to 40%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy Medium from 19.6 to 25%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry High from 25 to 30%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy High from 9.6% to 25%
Hellfire Dreadnoughts
- Reduced the amount of damage dealt to Vehicle Low armor
Dreadnoughts
- Reduced Dreadnought's damage against building high by 25%
Whirlwinds
- Increased the cost from (145 Requisition / 260 Power) to (190 Requisition / 300 Power)
- Reduced Whirlwind's hit points from 5,000 to 2,500
Orbital Bombardment
- Enemy players can no longer see the Orbital Bombardment targeting cursor
- Orbital Bombardment does less damage to HQs
- The Orbital Bombardment is now on a global timer to prevent players from deleting their Force Commander and rebuilding him to circumvent the ability’s cool down.
Chaos
Aspiring Champion
- Increased cost from 55 Requisition / 0 Power to 65 Requisition / 0 Power
- Increased the build time from 15 seconds to 20 seconds
- Increased the damage to Heavy High to be in line with other plasma weapons
- Reduced the reload time of the Aspiring Champion Power Fist to 1 second (down from 2)
- Reduced the damage on the Plasma Pistol does to Monster Medium by 35%
- Reduced the damage on the Plasma Pistol does to Building Low by 50%
Chaos Sorceror
- Reduced the damage the Plasma Pistol does to Building Low by 50%
- Reduce melee damage to building low by 20%
- Corruption now does a minimum of 5 damage every second
- The cost of the Chaos Sorcerer was increased to (150 Requisition and 75 Power) from from (150 Requisition / 50 Power).
- Increased the build time of the Chaos Sorcerer from 20 seconds to 40 seconds
- Increased the hitpoints of the Chaos Sorcerer from 800 to 1000
Chaos Lord
- Reduced the damage the Plasma Pistol does to Vehicle Low by 35%
- Reduced the damage the Plasma Pistol does to Monster Medium by 35%
- Reduced the damage the Plasma Pistol does to Building Low by 50%
- Removed the damage penalty from the Daemon Strength ability.
Cultists
- Knife penetration versus infantry medium increased from 55 to 84
- Knife damage increased by 15%
- Grenade Launcher damage versus infantry reduced
- Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
Raptors
- Now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the typical flame thrower in Dawn of War.
- Jumps now cost 2/3 of their maximum charge rather than 1/2.
- Reduced the reload time of the Raptor Champion's Power Fist to 1 second (down from 2)
Chaos Space Marines
- Standardized Chaos Space Marine Heavy Bolter damage and reload time
Khorne Berserkers
- Increased population cost from 2 to 4
Chaos Horrors
- Reduced hit points from 700 to 600
- Increased the amount of damage to Building Medium by 20%
- Increased the amount of damage to Building Low by 50%
Obliterators
- Added a movement penalty to the Assault Cannon
Rhinos
- Hitpoints increased to 2,000
- Armor class improved from Vehicle Low to Vehicle Medium
- Improved cooldown, duration, and radius of Smoke Launchers
Defiler
- Reduced Chaos Defiler's penetration against Building High targets from 60 to 45
Predator
- Chaos Predator power cost increased by 30 power
Chaos Armory
- Chaos Heavy Weapons research has been restored
- Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4
- Increases the number of heavy weapons a Cultist squad can equip from 3 to 5
- Increases the number of flamers that a Raptor squad can equip from 2 to 4
- Increased cost of Furious Charge from (50 Requisition / 25 Power) to (50 Requisition / 60 Power)
- Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power)
Furious Charge
- Increased Chaos Marine and Cultist's melee damage bonus from 15% to 25%
- Increased the movement speed bonus for Cultists, Chaos Marines, Raptors and all Champions by 20%.
- increased from 50 req/25 power to 50 req/60 power.
- Furious Charge moved to Tier 2
Purge the Weak
- Doubles the health of Aspiring Champions and Raptor Champions
- Changes the armor type of Champions from Heavy Medium to Heavy High
- Bestows the Fear Aura ability on Champions - Increases health of all members by 100 hit points
- Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2)
sefguramente en la proxima lan se notaran los cambios! y todo esto para prepararse para la inminente salida de la segu7nda expansion! DARK CRUSADE!
Aki los cambios...
[QUOTE]This patch will update version 1.41 of the game to version 1.50 and apply the following changes:
General Fixes
- Network code optimized, command lag has been reduced
Observer Mode / Replays
- Observers no longer have a ready button
- Observers and replay watchers, can now see production and technology queues.
- Observers and replay watchers, can now see weapon upgrade information
- Fix a bug that was causing recorded games to go out of sync.
- The chat history is now available in replays.
Randomizer Enhancements
- Random race selection algorithm improved
- When selecting the random teams option it is now possible to select 3 or 4 teams rather than just 2
- Random teams now functions properly adding random member positioning to game maps.
- Players are now assigned to teams randomly
- You are now less likely to get the same race twice in consecutive games.
Land Mines
- Increased damage of land mines by 100%
Tier One Buff
- Hit points and attack damage of all tier one units was increased by 25%.
- Tier 2 upgrades now give fewer bonuses to tier one units except Sluggas and Shootaboyz which are now stronger in Tier two.
- All turrets are 25% cheaper
- The attack power of the listening post's turret was increased by 25%.
- Increased damage of Tier 1 spells by 25%
Rally points
- Rally points can now be placed on selected unit, allowing a player to send any new units from a building to them.
Stealth Units
- Stealth units now sound silent unless the hidden unit can be seen.
Units
- Troop squads will no longer drop out of their control groups when the original members are killed.
Space Marines
Chaplain & Apothecary
- Reduced the healing effect of the secondary healing aura of the Chaplain & Apothecary from 4 to 2. The primary, smaller, healing aura remains the unchanged
- Reduced the health regeneration rate of the Chaplain to 1
Scouts
- Decreased Scout Hit Points from 250 to 230
- Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds
Tactical Marines
- Increased Space Marine Hit Points from 300 to 325
- Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50%
- Reduced setup time of Missile Launchers from 2.5 to 2.0 seconds
- Reduced the reload time of the Tactical Space Marine Sergeant's Power Fists from 2 seconds to 1 second
- Reduced the damage the Tactical Space Marine Sergeant's Power Sword does to Vehicle and Building armor
- (2) Space Marine's Heavy Bolter setup time increased by 0.5 seconds
Assault Space Marines
- Reduced the health of Assault Space Marines from 400 to 375
- The damage Assault Marines do to vehicle and building armor was reduced.
- Reduced the benefit offered by Bionics
- Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50%
- Reduced the reload time of the Assault Space Marine Sergeant's Power Fists from 2 seconds to 1 second
- Reduced the damage the Assault Space Marine Sergeant's Power Sword does to Vehicle and Building armor
Assault Terminators
- Reduced the frequency of the stun effect on the Assault Terminator's Thunder Hammer
Rhinos
- Hit points increased to 2,000
- Armor class improved from Vehicle Low to Vehicle Medium
- The Rhino's Smoke Launchers now have a reduced cool down and increased duration and radius of effect.
Landspeeders
- Reduced the cost from (150 Requisition / 130 Power) to (120 Requisition / 90 Power)
- Reduced the Support Cap cost to 1 Population
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Medium from 36.3 to 40%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy Medium from 19.6 to 25%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry High from 25 to 30%
- Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy High from 9.6% to 25%
Hellfire Dreadnoughts
- Reduced the amount of damage dealt to Vehicle Low armor
Dreadnoughts
- Reduced Dreadnought's damage against building high by 25%
Whirlwinds
- Increased the cost from (145 Requisition / 260 Power) to (190 Requisition / 300 Power)
- Reduced Whirlwind's hit points from 5,000 to 2,500
Orbital Bombardment
- Enemy players can no longer see the Orbital Bombardment targeting cursor
- Orbital Bombardment does less damage to HQs
- The Orbital Bombardment is now on a global timer to prevent players from deleting their Force Commander and rebuilding him to circumvent the ability’s cool down.
Chaos
Aspiring Champion
- Increased cost from 55 Requisition / 0 Power to 65 Requisition / 0 Power
- Increased the build time from 15 seconds to 20 seconds
- Increased the damage to Heavy High to be in line with other plasma weapons
- Reduced the reload time of the Aspiring Champion Power Fist to 1 second (down from 2)
- Reduced the damage on the Plasma Pistol does to Monster Medium by 35%
- Reduced the damage on the Plasma Pistol does to Building Low by 50%
Chaos Sorceror
- Reduced the damage the Plasma Pistol does to Building Low by 50%
- Reduce melee damage to building low by 20%
- Corruption now does a minimum of 5 damage every second
- The cost of the Chaos Sorcerer was increased to (150 Requisition and 75 Power) from from (150 Requisition / 50 Power).
- Increased the build time of the Chaos Sorcerer from 20 seconds to 40 seconds
- Increased the hitpoints of the Chaos Sorcerer from 800 to 1000
Chaos Lord
- Reduced the damage the Plasma Pistol does to Vehicle Low by 35%
- Reduced the damage the Plasma Pistol does to Monster Medium by 35%
- Reduced the damage the Plasma Pistol does to Building Low by 50%
- Removed the damage penalty from the Daemon Strength ability.
Cultists
- Knife penetration versus infantry medium increased from 55 to 84
- Knife damage increased by 15%
- Grenade Launcher damage versus infantry reduced
- Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
Raptors
- Now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the typical flame thrower in Dawn of War.
- Jumps now cost 2/3 of their maximum charge rather than 1/2.
- Reduced the reload time of the Raptor Champion's Power Fist to 1 second (down from 2)
Chaos Space Marines
- Standardized Chaos Space Marine Heavy Bolter damage and reload time
Khorne Berserkers
- Increased population cost from 2 to 4
Chaos Horrors
- Reduced hit points from 700 to 600
- Increased the amount of damage to Building Medium by 20%
- Increased the amount of damage to Building Low by 50%
Obliterators
- Added a movement penalty to the Assault Cannon
Rhinos
- Hitpoints increased to 2,000
- Armor class improved from Vehicle Low to Vehicle Medium
- Improved cooldown, duration, and radius of Smoke Launchers
Defiler
- Reduced Chaos Defiler's penetration against Building High targets from 60 to 45
Predator
- Chaos Predator power cost increased by 30 power
Chaos Armory
- Chaos Heavy Weapons research has been restored
- Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4
- Increases the number of heavy weapons a Cultist squad can equip from 3 to 5
- Increases the number of flamers that a Raptor squad can equip from 2 to 4
- Increased cost of Furious Charge from (50 Requisition / 25 Power) to (50 Requisition / 60 Power)
- Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power)
Furious Charge
- Increased Chaos Marine and Cultist's melee damage bonus from 15% to 25%
- Increased the movement speed bonus for Cultists, Chaos Marines, Raptors and all Champions by 20%.
- increased from 50 req/25 power to 50 req/60 power.
- Furious Charge moved to Tier 2
Purge the Weak
- Doubles the health of Aspiring Champions and Raptor Champions
- Changes the armor type of Champions from Heavy Medium to Heavy High
- Bestows the Fear Aura ability on Champions - Increases health of all members by 100 hit points
- Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2)