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Subject Topic: DoW Dark Crusade Changelog (Topic Closed Topic Closed) Post ReplyPost New Topic
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Nhumrod
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Posted: 07 November 2006 at 12:39am | IP Logged  

Global

• Turrets

o Turrets can be placed anywhere
o Turrets detect infiltrated units

• The Infiltration system has been enhanced and better integrated into Dark Crusades:

o Infiltration on units is no longer activated with an action button. The effect is persistent and passive.
o Units can attack while infiltrated.
o Units can capture while infiltrated.
o Commanders no longer detect stealth. See each race for a list of detectors.

• Reduced the cost and research time of Tier 3 upgrades
• Reduced the research time of Tier 4 upgrades by 50%

Space Marines

• New unit: Grey Knights

o New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims.
o New ability: Furious Charge - Allows Grey Knights to approach enemies at blinding speed. The momentum is converted into a devastating attack

• Reduced the train time of Land Raider to 90 seconds.
• Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units.
• Librarians

o Librarians can detect infiltrated units.
o Increased damage and reduced cooldown of Smite
o Increased duration of Weaken Resolve
o Weaken Resolve now requires tier 2, not tier 3

• Reduced squad hold of Orbital Relay from 6 to 4
• Increased Space Marine Deep Strike delay from 5 to 10 seconds
• Space Marine Force Command and Chaplain plasma pistol

o Reduced penetration versus heavy high from 50 to 45
o Increased penetration versus building low from 25.5 to 30

• Space Marine Force Command and Chaplain Power Sword

o Penetration to building low increased from 20 to 25
o Penetration to commanders increased from 30 to 40

• Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2
• Space Marine Inspiring Aura research

o Cost reduced from 100/35 to 80/35
o Research time reduced from 90 to 60

• Space Marine Commander health 2 research time reduced from 60 to 45 seconds
• Terminators and Assault Terminators

o Increased cost from 200/100 to 240/100
o Heavy Flamer:Morale damage increased from 35 to 50
o Assault Cannon: Cannot fire on the move, Increased damage from 12-20 to 30-50, Increased range from 30 to 40
o Increased stun effect from 10% to 25%

• Tech Tree changes

o The Armory no longer requires the Chapel Barracks
o The Monastery (Tier 2) now requires either the Armory or the Barracks, not both.
o The Fortress Monastery (Tier 3) now requires either the Machine Shop or the Sacred Artifact, not both.

• Elite unit caps

o Assault Terminators now have a squad cap of 1
o Terminators now have a squad cap of 1
o Predators now have a squad cap of 2
o Whirlwinds now have a squad cap of 1

• Support cap costs

o Increased Predator support cap cost from 3 to 5
o Increased Whirlwind support cap cost from 2 to 5
o Increased Dreadnought and Hellfire Dreadnought support cap cost from 2 to 3


Imperial Guard

• New unit: Heavy Weapons Platoon

o New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower.

• New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units.
• New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area.
• Reduced the train time of the Baneblade to 90 seconds
• Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2.
• Pyskers can detect infiltrated units.
• Priest morale boost reduced from 400 to 50
• Assassin

o armor penetration versus monster high reduced from 100 to 50
o armor penetration versus commanders reduced from 100 to 75

• Guard Commanders improvement versus vehicle high and monster high armor types

o guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
o guard_power_sword_commissar: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 29
o guard_psychic_spike_psyker: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25

• Weapon Specialization Research cost increased from 100/25 to 100/100
• Kasrkin Knife’s penetration to building low reduced from 65 to 45
• IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33
• Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23
• Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35
• Command Squad Captain power cost increased from 15 to 25
• IG Psyker Curse of the Machine Spirit hotkey set to "C"
• Tech tree changes

o The Tactica Control no longer requires the Infantry Command
o The Battle Command (tier 2) now requires either the Infantry Command or the Tactica Control, not both

• Elite unit caps

o Ogryns now have a squad cap of 1
o Kasrkins now have a squad cap of 1
o Leman Russ Tanks now have a squad cap of 2

• Support cap costs

o Increased support cap of Leman Russ from 3 to 5


Orks

• New unit: Flash Gitz - Tier 3 ranged infantry
• New research: More Sluggas - makes recruitment of slugga boyz squads free.
• New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown.
• The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders)
• Armored Nobs can now detect infiltrated units.
• Reduced the train time of Squiggoth to 90 seconds.
• Ork Warboss Claw penetration to building low increased from 31 to 60
• Ork Nob Choppa

o Armor penetration to monster high increased from 0 to 15
o Armor penetration to vehicle high increased from 0 to 15
o Armor penetration to building high increased from 0 to 15

• Ork Rokkit Launcher Listening Post

o Armor penetration to vehicle high increased from 5 to 10
o Armor penetration to vehicle med increased from 7.5 to 20
o Armor penetration to vehicle low increased from 12.5 to 20

• Ork Big Shoota Twin Waagh Banner

o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 20
o Armor penetration to building high increased from 0 to 10

• Reduced health of Tankbustaz from 400 to 360
• Tech Tree changes

o Pile of Gunz no longer requires a Boyz Hut
o Orky Fort add-on no longer requires Da Mek Shop
o Orky Fort add-on now requires either Da Boyz Hut or Pile of Gunz, not both.
o Da Mek Shop now requires either Da Boyz Hut or Pile of Gunz, not both.
o Mega Armored Nobs no longer require a Boyz Hut

• Elite unit caps

o Nobs now have a squad cap of 3
o Looted Tanks now have a squad cap of 2

• Support cap costs

o Increased Looted Tanks support cap from 3 to 5
o Increased War Trukks support cap from 2 to 3
o Increased War Trakks support cap from 2 to 3


Chaos

• New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3.

o New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar.

• New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units.
• Cultists now detect infiltrated units.
• Sorcerers now detect infiltrated units.
• Chaos Predator damage increased by 25%
• Chaos Marines now have Plasma Weapons (tier 3)
• Reduced the train time of Bloodthirster to 90 seconds.
• Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30
• Chaos Missile Turret

o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 15
o Armor penetration to building high increased from 0 to 10

• Obliterators no longer requires a Relic
• Standardized Obliterator Damage

o Assault Cannon range increased from 30 to 35
o Lascannon weapon: Min damage from 145.38 to 258, Max damage from 177.69 to 290, Armor piercing against infantry_low up from 20 to 60, Armor piercing against infantry_med up from 20 to 100, Armor piercing against infantry_high up from 20 to 90, Armor piercing against infantry_heavy_med up from 20 to 100, Armor piercing against infantry_heavy_high up from 20 to 91, Armor piercing against vehicle_low up from 29.91 to 43, Armor piercing against vehicle_med up from 22.45 to 32, Armor piercing against vehicle_high up from 10.36 to 14, Armor piercing against monster_med up from 0.00 to 100, Armor piercing against monster_high up from 9.93 to 14, Armor piercing against commander up from 0.00 to 36, Armor piercing against building_low up from 49.14 to 70, Armor piercing against building_med up from 18.35 to 26, Armor piercing against building_high up from 21.80 to 31
o Plasma Twinlinked weapon: Max range up from 30 to 35, Armor piercing against infantry_low up from 21.25 to 45, Armor piercing against infantry_med up from 36 to 78, Armor piercing against infantry_high up from 31.5 to 68, Armor piercing against infantry_heavy_med up from 40.07 to 80, Armor piercing against infantry_heavy_high up from 40.40 to 70, Armor piercing against vehicle_low up from 10.91 to 33, Armor piercing against vehicle_med up from 10.45 to 24, Armor piercing against vehicle_high NO CHANGE, Armor piercing against monster_med up from 40.44 to 80, Armor piercing against monster_high NO CHANGE, Armor piercing against commander up from 25.18 to 27, Armor piercing against building_low up from 15.14 to 53, Armor piercing against building_med up from 18.35 to 20, Armor piercing against building_high up from 0.80 to 25

• Tech tree changes

o The Chaos Armory no longer requires the Chaos Temple.
o The Desecrated Fortress (tier 2) now requires either the Chaos Armor of the Chaos Temple, not both.
o The Machine Pit no longer requires the Sacrificial Circle
o The Unholy Monastery (tier 3) now requires either the Machine Pit or the Sacrificial Circle, not both.

• Elite unit caps

o Obliterators now have a squad cap of 1
o Possessed Marines now have a squad cap of 1
o Predators now have a squad cap of 2

• Support cap cost

o Increased support cap cost of Predators from 3 to 5
o Increased support cap of Defilers from 2 to 3


Eldar

• New unit: Harlequin

o New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units.
o New ability: Dance of Death - Eldar Harlequin jumps from enemy to enemy, knocking them down, displaying acrobatic attacks

• The Guardian Warlock can now detect infiltrated units.
• Reinforced Armor and Enhanced Reinforced Armor

o Increased health effect on Guardians from 15% to 25%
o Increased health effect on Guardian Warlocks from 0% to 25%
o Increased Warp Spider health and morale boost from 25% to 40%

• Seer Council

o Now requires tier 3
o Increased health from 400 to 800
o Increased melee knockdown chance from 10% to 50%
o Increased damage by 25%
o Increased Conceal bonus versus ranged damage from 25% to 50%
o The Seer Council can now detect infiltrated units.

• Reduced cost of Brightlance Platform from 140/105 to 125/75
• Warp Spider

o Increased armor penetration versus infantry heavy high targets from 32 to 38

• Superior Optics

o Increased ranged damage boost of Warp Spiders from 25% to 40%
o Increased melee damage boost of Banshees from 10% to 20%

• Increased Optics effect on Dark Reapers from 25% to 40%
• Webway Gates increase support by 3 (instead of 2)
• Eldar Rangers Infiltration research cost increased from 50/0 to 50/50
• Reduced cost of many Eldar ability researches.
• Eldar D-Cannons no longer deal friendly fire damage
• Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12
• Tech Tree changes

o The Soul Shrine no longer requires the Aspect Portal

• Elite unit caps

o Fire Prisms now have a squad cap of 2
o Warp Spiders now have a squad cap of 3

• Support cap costs

o Increased Wraithlord support cap from 2 to 3

o Increased Falcons support cap from 2 to 3



Edited by Demonboy on 07 November 2006 at 12:40am


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Mojo Jojo
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Joined: 14 November 2002
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Posted: 07 November 2006 at 9:56am | IP Logged  

wrote:
o Units can attack while infiltrated.
o Units can capture while infiltrated.
o Commanders no longer detect stealth. See each race for a list of detectors.....


omg, infiltration's gonna rock...lol at us yesterday.

Did you find him in the end?

Edited by Mojo Jojo on 07 November 2006 at 10:00am


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Nhumrod
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Posted: 07 November 2006 at 11:55am | IP Logged  

aye - see my post about the match demo

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Sirwomble
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Posted: 07 November 2006 at 1:56pm | IP Logged  

Was funny , missing him by so little a margin aswell .

Nice work D   



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