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Patch-Thread

Eine Diskussion über Patch-Thread im Forum Dawn of War II. Teil des Gametalk-Bereichs; Alle Infos und Logs zu 1.x Spoiler: Technische Probleme, an denen gearbeitet wird: http://community.dawnofwar2.com/view...p?f=45&t=12522 NB: Windows Updaten! GFWL Patch vorhanden. ...

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    Patch-Thread

    Alle Infos und Logs zu 1.x

    Spoiler:


    Technische Probleme, an denen gearbeitet wird:
    http://community.dawnofwar2.com/view...p?f=45&t=12522

    NB: Windows Updaten! GFWL Patch vorhanden.

    Patch-Verlauf:

    Februar 2009

    Patch 1.1
    http://community.dawnofwar2.com/blogs/?p=510
    Changelist: http://community.dawnofwar2.com/view...hp?f=20&t=9771

    February 20, 2009

    Fixed a bug that caused missions to stop populating. Regular save games should not be affected while previous 'stalled' save games should now continue normally
    February 23, 2009

    Improved memory heap management to reduce 'out-of-memory' crashes that were plaguing certain systems, including 32-Bit Vista on High and Ultra settings. Often reported as 'error 183 failed to create to create dump'
    February 24, 2009

    PATCH UPDATE - NEWS TAB

    There was a fix released this evening to update the news tab in the game. The text had become garbled with yesterday's update, but our update was a little big:

    You may have noticed a patch for DOWII of approximately 130MB was just released via Steam. This patch was supposed to be 10MB and its only purpose was to update the news tab with yesterday's patch notes (and erase the square font).

    Unfortunately the patch also redownloaded some files that already existed resulting in the larger than expected patch size. This extra data will not harm DOWII in any way nor should have it introduced any additional bugs.

    We regret the patch was so large for such a simple fix. We are taking additional precautions to ensure this doesn't happen in the future.

    Thank you.

    - The DOWII Team

    2. März 2009

    GAMES FOR WINDOWS - LIVE UPDATE ON DAWN OF WAR II

    A change is being made on Games for Windows – LIVE today to improve the Multiplayer experience for DoW2 players. Ranked and Custom game modes requiring Games for Windows – LIVE will now only match players using the latest version of the game. Players should see a higher percentage of compatible games in the custom games list and reduced search times during matchmaking. Players with an out of date version of DoW2 will need to connect to Steam in ‘online mode’ to download the latest patch.

    Players choosing to remain in ‘off-line’ mode will continue to have access to off-line Campaign and LAN game modes without connecting to Games for Window – LIVE or Steam.
    http://community.dawnofwar2.com/blogs/?p=544

    10.März 09

    PATCH - 1.1.3 POPULATION CAP BUG

    We’re in the process of going live with a new patch for Dawn of War II. Today’s game update is aimed at resolving a population cap bug that you’re all likely well aware of. Many thanks for your patience as we worked on getting a fix in for this and tested:

    Patch Size: 150MB

    Patch Notes:

    PvP Gameplay

    • Addressed a Population Cap issue where during reinforcement, the final unit reinforced charged twice the population cap to the player. *NOTE* – This is part of 1 of a 2 part fix. There are still a few edge cases where the bug could occur. They are however, rare and require intended exploitation in order to recreate. Our next patch will completely resolve this issue but requires further testing and certification.

    Visuals/Graphics

    • Fixed an issue where users with the top end video cards were unable to select Ultra settings

    Campaign

    • Fixed a Fatal Scar error in Mission D (Angel Forge)
    http://community.dawnofwar2.com/blogs/?p=549


    13. April 2009

    ===============================
    Patch 1.2.1
    ===============================



    PVP

    • New Team Battle map added! "(6p) Tiber Outpost" is now available for play.



    PvP Gameplay

    • Implemented final fixes for the Population Cap issue as noted in Patch 1.1.3. This included reverting the temporary changes made in Patch 1.1.3.

    • Tyranid Warrior Adrenal Gland upgrade damage reduced from 52 to 40

    • Energy Shields no longer regenerate while active – This includes the Zoanthrope, Falcon, Hive Tyrant, Warlock, Force Commander, Mekboy and Techmarine

    • Energy Shield conversion modifier reduced from .2 to .25

    • Energy Shields now have an 8 second toggle on / toggle off time.

    • Falcon Energy regeneration reduced from 3 to .5

    • Melee damage reduction versus Rippers reduced from .25 to .3

    • Zoanthrope Focus Blast now immobilizes vehicles for 12 seconds from 15

    • Guardian Battle Equipment cost increased to 50/15 from 40/10

    • Carnifex cost increased to 600/135 from 550/125

    • Tactical Sergeant's melee special attack reduced to 28 from 50

    • "And They Shall Know No Fear" now debuffs Tactical Marine melee damage by .6

    • Spore Mines can no longer enter Ravener Tunnels and Webway Gates

    • Warp Spider deathspinner damage increased from 20 to 30

    • Warp Spider Exarch dual deathspinner damage increased from 30 to 35



    Achievements

    • Fixed an issue where campaign completion achievements were sometimes not awarded



    Ranking and Online Stats

    • Fixed an issue where players were awarded a win in Ranked multiplayer matches after modifying local files.



    Matchmaking

    • Fixed an issue with automatching code to help provide better quality matches based on TrueSkill™ Rankings.

    • Fixed an issue allowing players with mismatched data to be grouped together.



    Miscellaneous

    • Updated BugSplat error reporting to new version.



    ==============================
    / end of notes for Patch 1.2.1
    ==============================
    http://community.dawnofwar2.com/blogs/?p=561

    Weiterführende Infos:
    http://community.dawnofwar2.com/blogs/?p=561

    21. April 2009


    Games for Windows – LIVE: System Update

    A mandatory system update will go live next week on Tuesday, April 21 at 2:00 AM PDT. It has been tested with all released and in-cert GFW-LIVE games with no issues reported. Players who are logged onto GFW-LIVE will not be disconnected or otherwise affected when the update hits, unless they are on for more than 8 hours straight during the time when the update launches. Users will have to log out of GFW-LIVE and log back in after 2 AM to see the update, which will be mandatory in order to log back onto GFW-LIVE. This will have no effect on Xbox LIVE.

    The update to the Games for Windows Redistributable and Live Client for Windows incorporates:
    • Live Client for Windows setup has now been localized into 13 languages
    • GFW-LIVE updates now available via Microsoft Update
    • Miscellaneous bug fixes
    • Support for larger PDLC content
    http://community.dawnofwar2.com/blogs/?p=576


    12. Mai 09

    ===============================
    Patch 1.3.1
    ===============================

    New Content
    • Two on Two game mode is now available for ranked play.
    • Two new four-player maps have been added to the game: (4p) Medean Cliff Mines and (4p) Ruins of Argus. These are available for ranked and custom games.
    • We have added a benchmarking performance test; you can find it in the Graphics options tab.
    • There are eight new sync kill animations in the game. Keep your eyes open for some new carnage!

    New Options:
    • We have added a “Push to Talk” option for in-game voice chat. When enabled in the Game Options screen, tilde (~) will control chat.
    • We have also added a “Advanced Sub-selection” game option. When enabled sub-selection behavior will be the same as Company of Heroes, where a sub-selected squad will be the only one to receive orders.

    Stability
    • Fixed several crashes where invalid data was being written to logs.
    • Fixed a common multithreading crash.
    • Fixed some out-of-memory crashes on Vista 32.
    • Fixed a crash that could occur if Avitus was reinforcing when a game ended.

    UI Change
    • The previous PvP squad decorators have been replaced with decorators based on the squad role. The new decorators identify units in a way that is consistent across races. A new loading screen tip has been added to explain the new images.

    Replay Improvements
    • Added a 4x speed.
    • Capture progress bars are now visible.
    • Commander wargear and squad upgrades are now visible on unit selection panel.
    • Build queues are now displayed.
    • Replay control buttons now have audio.
    • Decorators now show up in replays.

    Army Painter
    • Chapter name character limit is now increased to 32.
    • Maximum number of custom chapters is now 350.

    Gameplay Bug Fixes
    • Fixed a bug where a unit with an energy shield could become unkillable if they also had very low health.
    • Fixed a bug where the Carnifex would stop meleeing units after killing a hero in melee.
    • Tankbusta targeting priorities have been improved, now prefer to target vehicles.
    • Fixed a bug where demolition charges could pass through terrain and not detonate.
    • Fixed a bug where the Techmarine could continue to repair after being knocked down.
    • Squads now unload from a vehicle when it is destroyed.
    • Full resource refunds are now granted when a building that hasn’t started construction is cancelled.
    • Adjusted refund costs on the Webway gate.
    • Adjusted refund costs on the Techmarine’s Space Marine Heavy Bolter turret.
    • Fixed a bug where a melee leaping unit would follow a teleporting or jumping unit a long distance.
    • Fixed Warp Spider Exarch Enhanced Warp Generator and Improved War Generator.
    • Adjusted Scything Talon knockback and suppression.
    • Fixed a pathing problem on (6p) Typhon Arena.
    • Put a build time on Ravener Tunnels. Tunnels are also vulnerable during construction.

    Text Bugs
    • Fixed tooltip on Lictor Hero’s Adrenal Gland wargear.
    • Fixed tooltip on Catalyst ability.
    • Fixed tooltip on Warlock Champion’s robe.
    • Fixed an incorrect tooltip on the “Luv da Dakka” ability.

    Custom Games
    • Players are no longer prompted to dispute a match when a player is kicked from a non-ranked game.
    • Players can now select chapter colors for AI players.

    Matchmaking
    • Removed the “Submit Player Review” prompt that would appear if a player left the countdown before a match started.
    • Fixed a situation where a party could get broken up when host migration occurred.

    Post-game stats
    • We now show a “Player has left” message for all players when you quit out to the post game screen.

    Achievements
    • Fixed a bug with the Sweeping Advance achievement. Previously it wouldn’t be awarded if the retreating unit was the last entity in the squad.

    Audio Improvements
    • Speech events now fade out if a higher priority event triggers.
    • Medium sound quality preset now chooses 44100Hz instead of 22050Hz.

    In-Game HUD and UI
    • There are now two map ping buttons, Attack and Defend. (Hotkeys are F8 and F9 respectively.)
    • Added a Retreat All hotkey. (ALT-X)
    • Added a Retreat Hero hotkey. (SHIFT-X)
    • Fixed an issue where the camera would get locked to a position if you band-box selected and landed on a button, then pressed it without moving the mouse.
    • The camera no longer strafes when starting a move facing or band-box selection.
    • Squads that have sergeants now display the count correctly on the reinforcement UI.
    • Unconscious heroes no longer get selected when bandbox selecting multiple units.
    • Targeted abilities are now usable on multi-select portraits and on squad tabs.
    • Implemented a fix for starting squads not receiving hotkeys when another player loaded slowly.
    • Player list bars no longer fade in and out while using voice chat.
    • Fixed an issue where “Rear Armor Hit” kickers were triggering multiple times.
    • Selection circles no longer disappear on a selected unit that is performing a sync kill.
    • Fixed a bug where greyed-out unavailable abilities would show up when a squad was retreating.
    • Fixed an issue where the portrait health of a unit could display zero when the unit was still alive.
    • Clicking a squad tab on a unit in a Webway gate or Ravener tunnel will now correctly select that squad.
    • Fixed a bug where squads with a sergeant would sometimes get two decorators when exiting a webway gate.
    • Reinforcement UI no longer displays when a hero is selected.
    • Fixed an issue where a blank square would appear when a squad was reinforcing.
    • Opposing players no longer see random players’ race selection in the Player List panel.
    • Fixed a bug where helptext on purchased hero accessory wargear wasn’t visible.
    • Fixed an issue where a black border would sometimes appear on a garrisonable building.
    • Pressing space bar in a chat no longer results in two spaces entered.

    Game Options
    • Fixed a bug where sound for buttons in the Game Options screen would disappear after adjusting brightness.

    AI Player improvements
    • Expert and Hard players now provide higher early game pressure through a variety of tier one units.
    • AI players now purchase a variety of wargear for their hero, and take better care not to hurt their economy.
    • AI players now purchase an appropriate amount of generators.
    • AI players will engage the enemy and attack more aggressively than before.
    • AI players are stronger at preserving units, and retreat at appropriate times both in melee and ranged combat.
    • AI players are now much better at using unit abilities.
    • AI players will upgrade existing units with a variety of upgrades more intelligently.
    • AI players prioritize capture points in a more intelligent fashion.
    • AI players tech to tier 2 in an appropriate timeframe and purchase later game units based on combat needs.
    • AI players tech to tier 3 and purchases late game units including Carnifexs, predator tanks, fire prisms, etc, based on combat needs.
    • AI players now can flank suppression weapons out of combat.
    • AI players now purchase dead heroes at more appropriate costs.
    • AI players no longer buy and cancel generators when enemies are around.

    Campaign
    • Mission briefing speech now only plays the first time a mission is opened.
    • Fixed an issue where the starmap button didn’t highlight the first time a player had to travel between planets.
    • The character level up screen now accounts for rewards granted by the mission.
    • Fixed a fatal SCAR error on Angel Gate.
    • Fixed a fatal SCAR error on the first Lictor encounter.

    Co-op
    • Added a countdown timer to campaign mission start.
    • Fixed an issue where the other player in a coop games hotkeys were always set to 5.

    Localization
    • Added support for Hungarian language.
    http://community.dawnofwar2.com/blogs/?p=645

    Weiterführende Infos:
    http://community.dawnofwar2.com/blogs/?p=584
    http://community.dawnofwar2.com/blogs/?p=606
    http://community.dawnofwar2.com/blogs/?p=608
    http://community.dawnofwar2.com/blogs/?p=616
    http://community.dawnofwar2.com/blogs/?p=644



    19. Mai 2009
    We are going to be releasing a patch on Tuesday next week. The change list is small to turn the patch around quickly, and minimize the download size.

    ===============================
    Patch 1.3.2 - May 14, 2009
    ===============================

    Dawn of War II 1.3.2 Patch Notes

    • Adjusted the Orbital Bombardment ability to increase damage. Outer radius increased to 150 from 100.
    • Fixed an issue in the campaign where one point was getting auto-allocated at level-up if the player resumed an old campaign.
    • Made changes to the Mekboy mines. The mines now do drastically less damage and suppress infantry.
    • Adjusted lighting on 6P Tiber Outpost.
    • Fixed an issue where Guardian squads would switch to melee stance if upgraded with a Warlock, then with Battle Equipment.
    • Regenerated AI tuning data.

    ==============================
    / end of notes for Patch 1.3.2
    ==============================

    We are already hard at work on an official Patch 1.4 . It’s too early to give an ETA, however you can expect many bug fixes, a balance update, new maps, and some awesome new features.
    http://community.dawnofwar2.com/blogs/?p=649

    Patch 1.4.1+Errata +1.4.2 + 1.5.0
    30. Juli 2009


    ========================
    THERE IS ONLY WAR RELEASE NOTES 1.4.1
    ========================


    New Content

    World Builder
    • World Builder, the map editor is now available to allow users to edit, create, and add new maps to multiplayer games
    • Open the world builder by navigating to C:\Program Files\Steam\SteamApps\common\dawn of war 2\ world_builder.exe.
    • Save maps to C:\Program Files\Steam\SteamApps\common\dawn of war 2\Assets\Maps\PvP
    • It is recommended to have an 8800 GT class video card, or be able to run DOW II with ‘high’ graphical settings

    Maps
    • Added 8 new multiplayer maps to the game
    • (2p) Calderis Refinery
    • (2p) Outer Reaches
    • (2p) Leviathan Hive
    • (4p) Calderis Refinery
    • (4p) Golgotha Depths
    • (6p) Calderis Refinery
    • (6p) Angel Gate
    • (2p) Legis High Stratum is now available for all Dawn of War II owners

    Additional UI Content
    • Added an RSS news ticker to the title screen that will show critical game updates, news, and information
    • The Main Menu News tab is now controlled by RSS. You can subscribe to the RSS feed at: dow2news.relic.com/relic/dow2/news/english.xhtml
    • Added a new PvP loading screen tip about Sweeping Advance
    • The PvP loading screen now shows loading progress bars for each player in the game

    Game Options
    • You can now freely change the Number of Tickets needed to win a match (250, 500, or 1000)
    • You can adjust the Starting Resources of a match to be standard or high
    • Added the option to end a match by conceding defeat in Ranked and Custom Games in the F10 Menu. Team games require a unanimous vote to Concede.

    Campaign
    • Various new pieces of wargear have been added to the Campaign. Can you find them all?



    Observer Feature


    New Fog of War Options
    • Choose between both teams’ viewpoints
    • New option lets observers see enemy movements beneath the Fog of War

    Telecast Features
    • Attention Arrows let telecasters highlight a squad, object, or piece of terrain with an easy click
    • Large mouse cursors for Low-resolution webcasts

    Improved Replays
    • All new Observer UI features are also available in replays
    • More options for removing UI elements let you make awesome screenshots of Dawn of War II action

    Observer Hotkeys
    • Hotkey “G” toggles the Fog of War
    • Hotkey “A” tags a unit with an arrow
    • Hotkey “W” toggles the size of the cursor
    • Press hotkey “F” to cycle through the Fog of War settings
    • Hotkey “H” toggles the Observer Panel Visibility
    • Hotkey “T” toggles the replay speed

    Referee Feature

    • A referee is similar to an observer, except with additional functionality available only to the referee. Referees can send text chat messages to all players and they can pause the game.
    • The action of all players is halted when a referee pauses the game
    • Observer/Referee slots must be opened by the host
    • Observer/Referee mode is only supported in custom, unranked games
    • Referees are selected by the host. Any number of observers can be granted referee privileges
    • Referees have the same hotkey functionality as observers, but can also pause the game by pressing the “PAUSE” key

    Eldar Balance Updates


    Global Eldar Balance changes
    • Reduced the regeneration of the Seer Council from 1.5 HP to 0.5 HP
    • Decreased the Webway population cost from 5 to 3
    • Decreased the sight radius for the Webway from 20 to 5
    • Changed the name of ‘Conceal’ ability to Distort Field
    • Reduced the cost of Swift Movement from 120 Psychic Might down to 50
    • Reduced the cost of the Crackshot ability from 150 Psychic Might down to 50
    • Reduced the cost of the Distort Field ability from 175 Psychic Might to 75
    • Increased the cost of Eldritch Storm from 650 Psychic Might to 750
    • Reduced the cost of Seer Council from 600 to 450
    • Decreased the Psychic Might cost of Spider’s Brood from 400 to 200

    Banshees
    • The Banshee Exarch’s health has been buffed from 160 HP to 200
    • Removed power cost on Banshee Squads
    • The power sword’s damage has been increased from 34 to 37
    • The Aspect of Banshee effect now increases HP by 20%
    • To use Fleet of Foot Banshee squads require the Aspect of Banshee upgrade

    Farseer
    • Doom Effect has been decreased from 75% to 40%
    • Reduced the energy cost of Doom from 50 to 40
    • The cost of Singing Spear has been decreased from 170 requisition 55 power to 130 requisition 40 power
    • The cost of the gravity blade has been reduced from 200 requisition, 50 power to 150 requisition, 30 power
    • The damage-reducing effect of Fortune has been decreased from 50% to 30%
    • The energy cost to use Fortune has increased from 30 to 45
    • The effect of Rune Armor has increased from 50 health to 100 health
    • The energy gained from the Rune Armor wargear has been changed to +125
    • Spirit Stones now cost 80 energy to cast and is no longer a limit break ability
    • Spirit Stones now regenerate 60 units for the targeted unit instead of its previous 150
    • Spirit Stones now heal 200 HP
    • The suppression resistance gained from the Spirit Stones’ ability has been reduced from 100 courage to 50 courage
    • Farseer’s Mind War supressing effect has increased from 20 courage to 100 courage

    Guardians
    • Guardian squad HP has been increased from 90 to 100
    • Fleet of Foot now requires the Battle Equipment upgrade to be equipped
    • The cooldown time of Plasma Grenades’ has increased from 35 seconds to 60 seconds
    • Plasma Grenades no longer suppress enemy units
    • Guardian squad’s requisition cost has been increased from 270 to 300
    • Shuriken Catapult’s damage has been increased from 12 to 15

    Brightlance
    • Reduced the weapon cooldown from 4 seconds to 2 seconds
    • Decreased the unit’s damage from 180 to 90
    • Increased the HP of Brightlance crew members from 160 to 220
    • Removed the Beam Scorch ability from Brightlance Platforms

    D-Cannon
    • Removed knockback from the D-cannon weapon
    • Increased the HP of D-Cannon crew members from 160 to 180

    Rangers
    • To use Fleet of Foot, the squad must have the Pathfinder upgrade
    • Decreased the Health of rangers
    • Pathfinder is now a Tier 1 upgrade
    • Added Kinetic Pulse: a Ranger ability that fires a high-impact, low-damage blast of kinetic energy that can knock a single unit down
    • Removed the Rangers’ Suppressive Volley ability
    • Changed the cost to spawn a squad of Rangers from 360 requisition 25 power to 300 requisition 30 power
    • Added setup/teardown time to the Long Rifle of 1.5 seconds
    • Reduced the cooldown time on the Long Rifle from 7 seconds to 3.5 seconds
    • Increased Ranger Long Rifle damage from 160 to 180

    Falcon
    • The Scatter Laser’s damage has been decreased from 34 to 28
    • The Pulse Laser’s damage has been decreased from 60 to 45

    Shuriken Cannon
    • Reduced the mid-range damage of the Shuriken Cannon from 1.6 to 1
    • Increased the long-range damage from 0.15 to 0.2
    • Changed the cost of the unit from 270 requisition to 210 requisition and 30 power

    Warlock
    • The cost of the Witchblade of Kurnous has been increased from 125 requisition, 30 power to 125 requisition, 35 power
    • The cost of equipping Warp Throw has increased from 100 requisition, 20 power to 100 requisition, 40 power
    • Cloak of Shadows has had its requisition cost decrease from 150 to 100
    • The health-regeneration effect of Channeling has been increased from 2.5 to 3

    Warp Spiders
    • Increased the HP of Warp Spider’s from 160 to 200

    Warp Spider Exarch
    • Increased Warp Spider’s Dual Deathspinner damage from 35 to 46
    • Increased the Exarch’s HP from 160 to 240

    Warp Spider Exarch (Hero)
    • Decreased the cost of the Power Blades upgrade from 170 requisition and 70 power to 130 requisition and 45 power
    • Decreased the cost of the Improved Warp Generator upgrade from 125 requisition, 40 power to 110 requisition, 30 power
    • Group Teleport now requires the Improved Warp Generator upgrade
    • Decreased the power cost of the Shimmer Orb from 35 to 25
    • Units shielded by a Shimmer Orb are knocked back if hit by grenades or plasma devastator shots
    • The cost of Anti-Grav Grenades has been decreased from 200 requisition, 50 power to 120 requisition, 40 power
    • Decreased the cost of Improved Targeters from 100 requisition, 35 power to 100 requisition, 30 power
    • Added a teleport effect to warn players of Warp Spider group teleportation target

    Wraithlord
    • Decreased the damage of the Shuriken Cannon from 210 to 70
    • Decreased the Shuriken Cannon’s cooldown time from 1.5 seconds to 1 second
    • Changed the ‘weapon family’ of the Shuriken Cannon from heavy bolter to bolter
    • Decreased the cooldown fire rate of the Wraithlord’s Brightlance from 4 to 2 seconds
    • Decreased the damage of the Wraithlord’s Brightlance from 100 to 90

    Fire Prism
    • Explosive Shot has been reduced in damage from 120 to 70

    Ork Balance Updates


    Global Ork Balance Changes
    • Buffed the damage of More Dakka, it now increases ranged damage by 25%
    • More Dakka no longer reduces cooldown
    • Reduced the wait time of the Roks impact from 2.1 seconds to 1.1
    • Reduced the Waaagh cost of Kult of Speed from 275 to 125
    • Reduced the Waaagh cost of Hide Da Boyz from 150 to 75
    • Reduced the Waaagh cost of Use Yah Choppas from 150 to 75
    • Reduced the Waaagh cost of ‘Ard Boyz from 150 to 75

    Deff Dread
    • Decreased the cost from 300 requisition and 70 power to 250 requisition, 45 power
    • Decreased its HP from 550 to 450
    • Decreased Buzz Klaw damage from 170 to 120
    • Increased the Burnaz ‘n Bits cost from 50 requisition, 20 power to 200 requisition, 20 power
    • Increased the effect of Burnaz ‘n Bits from 125 HP to 300 HP
    • Reduced the Waaagh cost of the Rampage ability from 75 to 35

    Kommando Nob (Hero)
    • Increased the range of Twinlinked Shoota from 25 m to 32 m
    • Changed the cost of the Rokkit Launcha from 105 requisition, 65 power to 150 requisition, 50 power
    • Decreased the cost of Improved Camouflage from 100 requisition, 45 power to 100 requisition, 35 power
    • Boom Time makes the Kommando drop a stun grenade upon retreated
    • The Kommando no longer drops a grenade when he is killed
    • Changed the number of Stikkbombs thrown from 1 to 5
    • The damage gradient of Booby Traps now gives less damage on its outer radius and more damage on its inner radius
    • Changed the damage of Booby Traps to 75/125/175 depending on the unit’s proximity
    • Decreased the cost of Booby Traps from 135 requisition, 20 power, to 120 requisition, 20 power
    • Increased the duration of Hide da Boyz from 20 to 40 seconds
    • Removed initial energy cost from the infiltrate ability
    • Kommando’s Extra Equipment increases the hero’s HP regeneration rate to three times his normal rate
    • Kaboom damage was changed from 400 + 100 to 300 + 100

    Kommandos
    • Decreased the cost of Kommandos from 400 requisition , 75 power to 400 requisition, 40 power
    • Increased the damage of the Shoota from 25 to 29
    • Nob leaders are equipped with a hammer when the squad is upgraded
    • Love Da Dakka no longer requires infiltration
    • Reduced the Waaagh cost of Love Da Dakka from 10 to 5

    Lootas
    • Decreased the damage of the Beamy Deffgun from 3.5 to 2
    • Decreased the cooldown of the Deffgun from 1.6 seconds down to 1 second
    • Lootas now have an infiltration ability called Hide Da Gunz
    • The Hide Da Gunz ability requires setup time, but zero energy to use

    Mekboy
    • The Mekboy is now melee resistant like the other heroes
    • Decreased the damage of the Shoota from 47 to 42
    • Decreased the damage of the Beamy Deffgun
    • Increased the effect of the Battery pack from 25% HP to 400 HP
    • Decreased the energy consumption of the Battery Pack from 100 to 40
    • Increased the cost of the Battery Pack from 85 requisition, 20 power, to 100 requisition, 20 power
    • Decreased the cost of upgrading to the Beamy Deff Gun from 180 requisition, 65 power to 150 requisition, 40 energy
    • Decreased the energy consumption cost of Electric Armor from 40 to 10
    • Decreased the cost of Electric Armor from 170 requisition, 30 power to 120 requisition, 30 power
    • Mines now have a setup time, deal minor damage, and suppress units
    • The Kult of Speed ability no longer stacks
    • Mekboy now has a repair ability

    Nob Squad
    • Decreased the cost of a Nob Squad from 600 requisition, 100 power to 500 requisition, 100 power

    Shoota
    • The Aiming Wotz Dat? ability suppresses targets faster than before
    • Reduced the Waaagh cost of Aiming, Wotz Dat? From 6 to 3
    • Increased the damage of Shootas from 10 to 12
    • Increased the cost of the Big Shoota from 40 requisition, 20 power to 75 requisition, 20 power
    • Increased the damage of the Big Shoota from 36 to 37
    • Decreased the Big Shoota’s range from 49 m to 43 m

    Sluggas
    • The requisition cost of Sluggas have been increased from 270 to 300
    • Increased the damage of Choppas from 17 to 27
    • Increased the cost of Burnas from 30 requisition, 10 power to 50 requisition, 15 power
    • Decreased the cost of Burna melee damage from 45 to 50
    • Decreased the Burna cooldown from 3 to 0.3 seconds
    • The Slugga Nob Leader is now a stealth detecting unit
    • Upgrading to a Slugga Nob Leader no longer requires Tier 2
    • Reduced the Waaagh cost of the Recklessness ability from 35 to 18

    Stikkbommas
    • Decreased melee damage from 26 to 17
    • Stikkbombas now throw 2 bombs per member instead of 1
    • Altered the cost of Stikkbommas from 330 requisition, 10 power to 280 requisition, 30 power
    • Increased the upgrade cost of the Bomma kit from 30 requisition, 10 power to 30 requisition, 15 power
    • Increased the squad size from 3 to 4
    • Decreased the population cost from 4 to 3
    • Reduced the damage of Stikkbombs from 175 to 58
    • Increased the range of Stikkbombs from 30 m to 50 m
    • Reduced the Waaagh cost of throwing a Stikkbomb from 4 to 2
    • Decreased the health of Stikkbommas from 200 to 150

    Stormboyz
    • Choppa damage has been increased from 19 to 27
    • Increased the cost of Improved Rokkit Packs from 25 requisition and 10 power to 50 requisition and 20 power
    • Choppas are now categorized as power weapons
    • Increased the cost of Stormboyz from 400 requisition, 20 power to 400 requisition, 40 power
    • Reduced the Waaagh cost of the Bommaboyz ability from 45 to 20
    • Increased the health of Stormboyz from 160 to 180

    Tankbustas
    • Changed the damage type of Rokkit Barrage from rocket to artillery
    • Increased the scatter reduction of Rokkit Barrage from 40 to 48 (scatters less)
    • Reduced the Waaagh cost of Tankbusta Barrage from 25 to 12
    • Tankbusta build time reduced to 6 seconds

    Warboss
    • Increased the Bang Bang Hammer’s damage from 130 to 150
    • Bang Bang Hammer hits now increases the speed of surrounding friendly units by 0.15 m/s
    • Kustom Shoota now has a knockback ability called ‘Shoot ‘em Good
    • Removed the passive knockback effect on the Kustom Shoota
    • The limit break cost of ‘Cybork’ has been decreased from 800 HP to 400 HP
    • Decreased the HP cost of Angry Bits from 800 to 200, you need only take 200 points of HP damage before Angry Bits can be cast
    • Angry Bits now adds 1.5 m/s of speed to the Warboss when activated
    • The Trophy rack damage reduction effect has been reduced from 50% to 25%

    Wartrukk
    • Increased damage
    • Increased the HP of the Wartrukk from 350 to 400
    • Decreased the upgrade benefit of the Wartrukk’s Reinforced Plating from 300 HP to 200 HP

    Nobs
    • The Nob Frenzy ability now makes the squad invulnerable for its duration
    • Hammer damage decreased from 110 to 100
    • Choppa damage has been increased from 75 to 100

    Looted Tank
    • Reduced the cost of the Don’t Press Dat ability from 70 to 35

    Space Marine Balance Updates


    Global Space Marine Balance Changes
    • Decreased the Zeal cost of Angels of Death from 500 to 250
    • Decreased the duration of Angels of Death from 15 to 8 seconds
    • Decreased the cost of Assault Terminators from 700 requisition/ 900 Zeal to 500 requisition/ 500 Zeal
    • Decreased the cost of Terminators from 700 requisition/ 900 Zeal to 700 requisition/ 500 Zeal
    • Decreased the cost of Drop Pods from 500 requisition, 400 Zeal to 100 requisition, 200 Zeal
    • Calling a Drop Pod no longer deploys a Tactical Marine Squad
    • Drop Pods no longer reinforce Terminator Squads
    • Removed the speed debuff on ‘For the Emperor’
    • Decreased the cost of the Venerable Dreadnaught from 750 requisition, 750 Zeal to 700 requisition, 400 Zeal
    • Increased the health of the Venerable Dreadnaught from 1200 to 1600
    • Reduced the Zeal requirement of Blessing of the Omnissiah from 250 to 120
    • Reduced the Zeal cost of For the Emperor from 125 to 50
    • Reduced the Zeal cost of Laraman’s Blessing from 225 to 125

    Apothecary
    • Increased the health of the Apothecary from 500 to 550
    • Altered the cost of the Power Axe from 80 requisition, 25 power to 100 requisition, 20 power
    • Increased the cost of the Master Crafted Bolter from 85 requisition, 25 power to 125 requisition, 25 power
    • Armor of Apothecarion now reduces the movement speed of the Apothecary to 15% speed; previously it rendered the unit immobile
    • Decreased the healing effect of the Armor of Apothecarion from 5% to 2%
    • Decreased the healing effect of the Armor of Apothecarion from 5 seconds to 3.5 seconds
    • Decreased the cost of the Armor of Apothecarion from 200 requisition, 80 power to 200 requisition, 60 power
    • Decreased the damage of Purification Rites from 50 to 30
    • Decreased the cost of Improved Medical Equipment from 120 requisition, 30 power to 100 requisition, 20 power
    • Decreased the effect of Combat Stimulants from 75% to 40%
    • Decreased the energy cost of Combat Stimulants from 50 to 40
    • Increased the cooldown time from 30 seconds to 40 seconds of Combat Stimulants
    • The Purification Rites ability knocks back and damages enemy units that are close to the heal target

    Assault Space Marine
    • Decreased the squad cost from 550 requisition, 50 power to 500 requisition, 50 power
    • Changed the Armor type of the ASM from Infantry to Heavy Infantry
    • Increased the HP of individual squad members from 325 to 400
    • Increased chainsword damage from 34 to 35
    • Changed the cost of Melta Bomb upgrade from 30 requisition, 15 power to 50 requisition, 30 power
    • Melta bombs no longer immobilize, but instead reduce a vehicle’s speed to 40%
    • Melta bomb effect duration has been changed from 20 seconds to 15 seconds

    Devastator Squad
    • Changed the cost of Devastators from 345 requisition, 0 power to 250 requisition, 30 power
    • Reduced the mid range damage of the Heavy Bolter from 1.6 to 1
    • Increased the long range damage of the Heavy Bolter from .15 to .2
    • Added the Vengeance Rounds ability: High damage barrage by the SM Heavy Bolter that does no suppression damage; it also does light damage to vehicles
    • Added Advanced Targeting: an upgrade that allows the use of Vengeance Rounds
    • Changed Focus Fire to Vengeance Rounds, adding +5 damage per hit
    • Increased the energy cost of the Advanced Targeting Upgrade 20 to 50

    Devastator Plasma Cannon
    • Slowed the projectile speed of the Plasma Cannon from 40 m/s to 35 m/s

    Force Commander
    • Decreased the cost of the Stormshield from 150 requisition, 30 power to 125 requisition, 25 power
    • Decreased the damage of the Thunder Hammer from 175 to 125
    • Increased the energy cost of the Power Fist Flesh over Steel from 50 to 80
    • Decreased the cost of Artificer Armor from 125 requisition, 25 power to 100 requisition, 20 power
    • Added Teleport Ability to the FC’s Terminator armor
    • Decreased the cost of Terminator Armor from 300 requisition, 150 power to 200 requisition, 100 power

    Razorback
    • Increased the cost of the Razorback from 240 requisition, 40 power to 300 requisition, 60 power
    • Decreased the health of the Razorback from 450 HP to 400 HP
    • Reduced the effect of Extra Armor ; it used to add 300 HP, now it adds 200 HP

    Predator
    • Added Extra Armor, an upgrade granting the tank extra health

    Scouts
    • Increased the damage of the Scout Bolter from 11 to 13
    • Added Explosive Shot ability to Scout Shotguns, a conical blast that grants knockback
    • Added the Advanced Infiltration Training ability, an upgrade that unlocks the infiltration ability for a scout squad
    • Removed the AOE on the Scout Shotgun
    • Increased the damage of the Scout Shotgun from 11.5 to 40
    • Scout Sniper Rifles now have a setup and teardown time of 1.5 seconds
    • Scout Sergeant upgrade no longer requires Tier 2
    • Shotgun upgrade no longer grants infiltration
    • Sniper upgrade no longer grants infiltration
    • Increased the speed of the Scout from 6 to 6.5

    Tactical Marine
    • Reduced the Flamer cooldown from 0.3 to 0
    • Flamer burst info values have been reduced from 3 to 5 seconds to 1 second
    • Reduced the reload frequency of Flamers from 6 to 8 bursts to 10 bursts
    • Changed the squad’s armor type from infantry to heavy infantry
    • Increased the squad’s capping speed from 1 to 1.5

    Techmarine
    • Increased the damage of the Bolter; it used to be 42, now it is 60
    • Increased the damage of the Plasma gun from 76 to 90
    • Decreased the cooldown of the Plasma gun from 2.5 to 1.5
    • Consecrated Bolters now require Tier 2
    • Decreased the energy activation cost of the Brothers in Arms ability from 25 to 10
    • Decreased the energy drainage of the consecrated bolter ability from 4/s to 3/s
    • The Brothers in Arms ability no longer grants a cooldown bonus
    • The Master Crafted Bolter no longer requires Tier 2
    • Decreased the cost of the Master Crafted Bolter from 100 requisition, 40 power to 100 requisition, 30 power
    • The Artificer Armor mines’ damage has been increased from 50 to 75
    • Decreased the energy cost of Artificer Armor mines to 45; previously it was 65
    • The damage of Bionics Powerful Sweep has been decreased from 45 to 65
    • Decreased the effect of Signum Armor from 75% bonus damage to 50% bonus damage
    • Increased the cost of Signum Armor from 135 requisition, 25 power to 135 requisition, 30 power
    • Increased the Refractor Field’s ratio of damage taken to energy drained from 0.25 to 0.125
    • The Orbital Relay Beacon now has a retreat toggle, allowing you to toggle whether or not you want to retreat to that point or the HQ

    Tyranid Balance Updates


    General Tyranid Balance updates
    • Changed sight range on Capillary Towers from 20 m to 5 m

    Tyranid Global Balance Changes
    • Reduced the Biomass cost of Brood Nests from 225 to 100 Brood Nests no longer autoreinforce units
    • Increased the health of Brood Nests from 200 HP to 300 HP
    • Increased the cost of Mycetic Spore from 300 requisition / 400 Biomass to 400 requisition / 175 Biomass
    • Decreased the cost of Warrior Vanguard from 500 requisition, 300 Biomass to 400 requisition, 150 Biomass
    • Without Number now spawns Hormagaunts, Termagants, and Warriors

    Carnifex
    • Carnifex has been moved to Tier 2
    • Thornback upgrade grants the Carnifex the Pheromone Cysts ability
    • Pheromone Cysts allow the Carnifex to spawn Ripper Swarms
    • Decreased Bioplasma damage down from 100 to 70

    Screamer-Killer
    • Added the Screamer-Killer, a ranged Carnifex unit to Tier 3
    • Screamer Killers are equipped with a Barbed Strangler
    • Screamer Killers can be upgraded to equip Venom Cannons
    • Increased the damage of the Screamer-Killer’s Barbed Strangler from 85 to 150
    • Decreased the 8 m AOE Bioplasma damage size down to 5 m

    Hive Tyrant
    • Improved Synapse effect has been decreased from 50% to 25%
    • Reduced the damage of the Tyrant’s Charge; previously it was 20, now it is 15
    • Decreased the -70% effect of Psychic scream down to -25%
    • Decreased the 160 requisition, 50 power cost of the Venom Cannon down to 140 requisition cost, 40 power
    • Decreased the cost of Bonded Exoskeleton from 185 requisition and 45 power down to 140 requisition and 40 power
    • Increased the Warp Field cost of 125 requisition and 20 power to 125 requisition and 25 power
    • Decreased Bioplasma damage of 100 down to 80
    • Decreased the AOE of Bioplasma; previously it was 8 m, now it is 5 m

    Hormagaunts
    • Increased the requisition cost of Hormagaunt cost to 375; previously it was 300
    • Decreased the speed of Hormagaunts from 7.5 to 6.5
    • Increased Scything Talon damage from 11.5 to 17
    • Hormagaunt HP has increased from 65 to 81
    • Added the Adrenal Glands ability, which increases Hormagaunt speed, and allows them to leap on opponents

    Lictors
    • Lictors are now in Tier 3
    • The Lictor’s HP has been increased from 600 to 1000
    • Increase the damage of the Lictor from 51 to 75
    • Increased the cost of the Lictor from 300 requisition and 30 power to 500 requisition and 50 power
    • Flesh Hooks no longer knock back retreating units
    • Removed initial energy cost from the infiltrate ability

    Lictor Alpha
    • Feeder Tendrils now heal upon successful hit
    • Feeder Tendrils no longer heal when killing an enemy unit
    • Decreased the 7% healing effect of Feeder Tendrils down to 3%
    • Decreased the 20 second suppression effect caused by Scything Talons down to 10 seconds
    • The 100 requisition and 25 power cost for Scything Talons has been increased to 100 requisition and 40 power
    • Decreased the 130 requisition and 30 power cost of Toxin Sacs down to 100 requisition and 20 power
    • Decreased the 45 energy cost of Toxic Cysts down to 30 energy
    • Corrosive claws’ cost has been decreased from 150 requisition and 60 power down to 120 requisition and 40 power
    • Changed the name of the Loner upgrade to ‘The Lone Hunter’
    • Removed initial energy cost from the infiltrate ability
    • Pheromone Trail no longer reinforces units automatically

    Ravener Alpha
    • Crippling Talons’ damage has been decreased from 110 down to 80
    • The Crippling Talons’ slow effect no longer affects retreating units
    • Acid Splatter’s damage has been decreased from 110 down to 60
    • Decreased the Corrosive Devourer’s cost of 135 requisition and 60 power down to 150 requisition and 50 power
    • Decreased the 150 requisition cost of Hardened Carapace down to 100
    • Strengthened Sinew now grants the Fleet of Claw ability
    • Strengthened Sinew no longer grants the passive speed increase
    • Decreased the damage of Toxic Miasma from 15 down to 7.5
    • The initial energy cost of Toxic Miasma of 7 has been increased to 10
    • The Corrosive Devourer’s damage of 160 has been reduced to 100

    Ravener Brood
    • Moved raveners to Tier 1
    • Reduced the power cost of raveners from 75 power down to 45 power
    • Added the Ravener burrow strike ability, which allows Raveners to tunnel underground and knockback units at the target location
    • Added the Enhanced Muscle Coil ability, which restores the original Ravener burrow ability.
    • Decreased the damage of Scything Talons from 65 down to 35
    • Changed Scything Talons to a power weapon
    • Decreased each Ravener’s 450 HP down to 400 (the Squad HP is now 1200)

    Ripper Swarm
    • Removed the Ripper Swarm from the HQ

    Termagants
    • A Termagant squad now costs 300 requisition
    • Decreased the 7.5 m/s speed of the Termagants down to 6 m/s
    • Increased Termagant’s 60 HP up to 81
    • Added Toxin Sacs upgrade that grants Termagants the Crippling Poison ability, which slows targets to a crawl for a short period of time
    • Decreased the Devourer damage of 8.5 down to 7.5
    • Decreased the Devourer’s cooldown of 2 seconds down to 1 second
    • Removed the Devourer’s knockback

    Spore Mines
    • Added Bio-Plasma Detonation, a new spore mine ability that allows them to explode for massive damage after a short build-up

    Warrior Brood
    • Increased the power cost of the unit from 15 power to 30
    • Changed the cost of Warriors from 400 requisition and 15 power to 300 requisition and 30 power
    • Removed Venom Cannon upgrade
    • Decreased the squad’s damage from 25 to 22
    • Decreased the range of the Warrior’s Barbed Strangler from 44 m to 30 m
    • Changed the Scything Talon to a power weapon
    • Decreased the damage of Scything Talons from 22 to 18
    • Changed the cost of the Adrenal Gland upgrade from 100 requisition and 30 power to 200 requisition and 20 power
    • Increased the damage of Adrenal Glands from 33 to 45
    • Increased the Barbed Strangler’s damage per second from 45 up to 60

    Venom Brood
    • Added a Warrior Brood that comes outfitted with a Venom Cannon. Available in Tier 2
    • Venom Cannons are now exclusively anti vehicle weapons

    Zoanthrope
    • Warp blast damage of 120 has been reduced to 70
    • Decreased the cooldown of the warp blast from 4.7 to 0
    • Decreased the vehicular damage of the warp blast from 1 to 0.1
    • Focused Warp Blast damage has been decreased from 200 to 100

    Bug Fixes


    Ork bug fixes
    • Fixed big stomp so that it properly animates and wears off at the right time
    • Fixed an issue where the Beamy Deffgun could rotate on the spot without setup or cooldown time initiating
    • Fixed a bug that prevented Kommando squads from upgrading to have a Kommando Nob Leader if a previous Leader died in combat

    Eldar bug fixes
    • Fixed a bug where Haywire grenades were not responding upon usage
    • Fixed a bug where Haywire grenades were sometimes missing their target
    • Fixed a bug when switching between modes on the Fire Prism
    • Fixed Mind War so that it now simulates a weapon hit

    Tyranid bug fixes
    • Fixed a bug where the Carnifex was not properly affected by synapse
    • Tunnels can no longer be repaired
    • Fixed a bug where spore mines were unaffected by phase shift and anti-grav grenades in-game
    • Fixed charge range action to work with squads
    • Fix melee movement hitch for hormagaunts
    • Fixed an issue where the user could see opponents through the fog of war during the first frame of the match
    • Fixed a bug where purchasing the Lictor Loner (Lone Hunter) wargear would drain 75 energy
    • Fixed a Lictor jump bug
    • Fixed a bug that caused the Lictor to freeze when commanded to jump
    • Sped up the pre-fire stage of the flesh hook attack, reducing the windup and ‘busy time’ for the unit
    • Fixed a bug causing the Lictor to lock up if it fired its Flesh Hooks at the same time its target became unconscious
    • The Lictor’s Flesh Hooks can no longer be used on generators
    • Fixed the Lictor Alpha's Terrify ability failing to work in multiplayer games

    Space Marine bug fixes
    • Fixed a bug where Melta bombs were not responding upon usage
    • Fixed a bug where unloading a squad while throwing a smoke grenade caused the razorback to become unresponsive
    • Fixed a bug where the apothecary heal ability counted as 2 revives
    • Added minimap blip for relay beacons

    General gameplay bug fixes
    • Fixed a bug where build effect animation and audio still played after canceling a unit; it was an exploit in some cases where a user could lag someone else’s machine by spamming a build and immediately cancelling it, if someone else was attacking their base
    • Fixed a bug where ability effects were appearing through the fog of war
    • Race Headquarters can now be cancelled without spawn effects appearing
    • Headquarters no longer regenerate their own HP
    • Fixed an issue where retreating did not disable weapons properly
    • Fixed an issue where units would become unresponsive and chase targets despite being issued commands to stop
    • Fixed bug where the post game stats screen did not shutdown the name replay dialog box when another player forced it to close indirectly
    • Fixed a bug that made units unresponsive if players triggered an ability at the same time an upgrade was completed
    • Fixed a bug that caused leader-upgraded squads to lose their keybindings if all units, except the leader were killed
    • Fixed a bug where squads would get stuck in their capture state
    • Fixed a bug where retreating units slowed down due to other squads having the right of way when retreating
    • Improved unit movement and added pathing fixes for retreating units
    • Fixed a bug where a squad would automatically take cover if a retreating unit ran past
    • Abilities tied to wargear no longer have their recharge timer visually reset when switching between wargear items
    • Fixed a bug where a hero’s upgrade queue and spent resources were not cancelled upon death
    • Fixed a bug that prevented units from throwing grenades on staircases and inclines
    • Limit breaks are now prevented from charging while the limit break ability is active
    • Fixed a bug where tanks would randomly turn when unloading
    • Fixed a bug where walker vs. walker sync kills would not grant Waaagh/Zeal/Biomass/Psychic Might
    • If a unit’s ability fails to fire, its energy is refunded and the ability’s cooldown time is prevented
    • Fixed a bug where a unit's ability cooldown was not being reset after the unit teleported or resurrected
    • Ork Waaagh Banners, Ork Turrets, Space Marine Beacons, Webway gates, and Space Marine Turrets are now crushable by vehicles when they are being built
    • Fixed a bug where you could see unrevealed garrisoned buildings through the Fog of War

    Graphical bug fixes
    • Fixed a bug where units using two handed ranged weapons would always be aiming while walking, and not in combat
    • The Carnifex now appears as a triangle vehicle indicator on the minimap
    • Fixed an issue where the scything talons animation was not synching properly with its animation
    • Upgrade decorator added for Slugga Boy Nob
    • Fixed a bug where HQ decals would revert to the default display when being re-shrouded in the fog of war
    • Fixed a bug where a unit’s death animation would play twice if it occurred simultaneously with an upgrade completion
    • Fixed a bug where Tyranid generators could be selected when the cursor was outside its bounding box

    Text Bugs
    • Fixed an issue where the chat box was not scrolling on game setup screen
    • Fixed Seer Council tooltip
    • Fixed a warlock text bug
    • Fixed a Ravener text tooltip bug
    • Fixed help text on the Warboss, Kommando Boom Time, Kustom Shoota, and the Shoot'em Good ability
    • Fixed loota help text
    • Updated several upgrade tooltips to specify if they grant abilities
    • Updated loading screen tips to reflect newly-introduced abilities and tactics

    Campaign
    • Secondary objective minimap pings have been updated to be better aligned to map markers
    • Stalwart Companion will now add +1 Stamina on the barge, as a bonus the stamina will be removed when the Stalwart Companion is removed as well
    • Fixed a bug where squads close to levelling are displayed as having levelled up when viewing the post match screen after losing a mission
    • Fixed a bug where the undo button would disappear or lose functionality if the user allocated points for their squads while speech is playing on the inventory screen
    • Fixed a bug where the client's cursor disappeared when changing planets if the client was rotating a unit model on the battle barge

    Matchmaking
    • Matchmaking has been improved to take NAT type into account during random matches. This should improve matchmaking performance, and reduce “churn” due to failed joins

    Co-op
    • Fixed a bug where the client's game crashed to the desktop if the client selected Exit Game from the Pause menu while playing a mission

    Improvements


    Stability
    • Fixed a crash when players sign out during loading a PvP game
    • Fixed a crash that occurred when the host/client moved one of the two squads back to the Squad Deployment screen
    • Fixed minor miscellaneous scar issues

    Performance
    • Fixed an issue where attached splats were continually generating new geometry near the headquarters in PvP games

    UI Improvements
    • Your Hero can now be rotated in the hero selection panel
    • Improved the searching skull animation and visual consistency on the find a game UI screen
    • On the PvP teams setup screen, players on your team have their names highlighted in blue, and enemies have their names highlighted in red
    • Added news ticker that shows RSS updates to the title screen
    • Moved intel events position down so that the MP player list would not interfere when opening the top event cue
    • Rank and Performance bars have been removed from the Find a Game party panel. Both statistics were misleading and encouraging bad player behavior that was negatively impacting Matchmaking
    • AI mini-map pings have been disabled

    Post-Game
    • TrueSkill is now displayed in the post-game stats screen for Ranked games

    Audio Improvements
    • Improved surround sound output; previously surround sound was dictated by the user’s camera focus

    In-Game UI and Graphical updates
    • Added new icons for the Screamer Killer, the Venom Brood, the ork infiltrate ability, the Scout shotgun ability, the Space Marine infiltrate upgrade, Tyranid crippling poison, Tyranid Bio Acid Discharge, Tyranid Burrow Strike ability, the Ravener muscle coil ability, the Techmarine's Powerful Sweep ability, the Tyranid Toxin Sacs upgrade , and for the Ork Shoot ‘Em Good ability
    • Units now fade when destroyed (instead of popping out of existence)
    • Added new EULA disclaimer on opening title screen for optional Beta participants
    • Changed the hotkey for rangers and spore mine detonation
    • The Techmarine's Powerful Sweep ability icon is now a new, unique icon
    • The Zoanthrope Focused Warp Blast now has distinct hit effects and focused tracer to distinguish it from the standard shot

    Army Painter
    • Unlocked new colors and new badges

    AI Improvements
    • Vehicle operators avoid heavy weapons with setup times
    • The AI now evaluates the demand for weapon upgrades as the value gained against the enemy army
    • Improved squad responsiveness when threatened[/spoiler]

    ========================
    Errata zu 1.4.1
    ========================

    Rangers
    • The health of Rangers has not changed (the health reduction was an error as many have speculated)
    • The Ranger Long Rifle damage is still 160 (not 180 as previously listed)
    • Reduced the cooldown time on the Long Rifle from 7 seconds to 5.5 seconds (not 3.5)

    Falcon
    • Pulse Laser weapon is now categorized under the Venom Cannon weapon family (this was omitted)

    Mekboy
    • Decreased the cost of upgrading to the Beamy Deff Gun from 100 requisition, 60 power to 150 requisition, 40 energy (1.3.2 numbers were incorrectly listed)
    • Mekboy has always had a repair ability (incorrectly listed)

    Sluggas
    • Increased Burna melee damage from 45 to 50 (previously listed as a decrease)

    Tankbustas
    • Tankbusta build time has been reduced to 24 seconds (previously listed time was 6 seconds per entity, which was confusing)

    Global Space Marine Changes
    • Decreased the cost of Assault Terminators from 900 requisition/ 700 Zeal to 500 requisition/ 500 Zeal (Requisition and Zeal numbers were swapped)
    • Decreased the cost of Terminators from 900 requisition/ 700 Zeal to 700 requisition/ 500 Zeal (Requisition and Zeal numbers were swapped)

    Assault Space Marine
    • Changed the squad cost from 550 requisition, 25 power to 500 requisition, 50 power (1.3.2 numbers were incorrectly listed)

    Tech Marine
    • The damage of Bionics Powerful Sweep has been increased from 45 to 65 (previously listed as a decrease)

    Zoanthrope
    • Decreased the cooldown of the Focused Warp Blast from 4.7 to 0
    • Increased the energy cost of Focused Warp Blast to 80 (this line was omitted, causing the cooldown of the Focused Warp Blast to seem confusing)

    Global Balance Updates
    • The rate at which the HQ’s healing aura heals units has been reduced by half for all races (omitted from notes)
    • The amount of Waaagh/Zeal/Psychic Might/Biomass granted from killing a unit and a unit being killed has been reduced for all units (omitted from notes)
    • Retreating breaks stun (omitted from notes)

    Lootas
    • The Hide Da Gunz ability requires setup time, and costs 20 Waaagh (omitted from notes)

    Hormagaunts
    • Increased the requisition cost of Hormagaunt cost to 300; previously it was 240
    (both numbers were incorrect)

    Lictor
    • The Lictor's Vanguard ability now makes infiltration free (omitted from notes)


    ========================
    There is Only War Release Notes 1.4.2
    ========================

    Balance Updates
    Ork Balance Updates

    Warboss
    • Bang Bang Hammer damage bonus changed from 7% to 5%
    • ‘Ard Boyz only affects melee damage

    Tankbustas
    • Tankbusta HP increased from 150 to 200 per unit
    • Tankbusta Rokkit range increased from 40 m to 44 m

    Sluggas
    • Choppa damage decreased from 27 to 24
    • Slugga Nob moved to tier 2, detection removed, decorator updated, tooltip updated

    Shootas
    • Shoota Nob moved down to tier 1, detection added, decorator updated, tooltip updated

    Deff Dread
    • Deff Dread Buzzsaw damage increased from 150 to 180

    Ork Globals
    • Ork passive Waaagh! generation rate reduced from 0.5 to 0.25

    Lootas
    • Lootas no longer have a Waaagh! cost on Hide Da Gunz

    Stormboyz
    • The Bomma Boyz upgrade now requires Tier 2
    Eldar Balance Updates

    Farseer
    • Spirit Stones’ energy regeneration is now squad based
    • Farseer’s Spiritual Rites now only heals infantry

    Warlock
    • Distort Field from 70% to 50% damage reduction, only affects ranged damage
    • Channeling ability cost increase from 30 to 50
    • Health buff from Channeling changed from +3 regeneration to 10 HP per second
    • Warp Throw no longer affects retreating units
    • Warp Throw Cooldown increased from 40 to 60

    Rangers
    • Ranger knockdown shot now does AOE
    • Ranger HP increased from 100 to 150 per unit
    • Energy cost on Kinetic shot reduced from 45 to 70
    • Ranger Long Rifle cooldown reduced from 5.5 seconds to 3.5 seconds (The 3 second reload and 1 second fire time remain unchanged)

    Banshees
    • Decreased the damage of the Banshee power sword from 37 to 33
    • Increased the special attack damage from 15 to 20

    Wraithlord
    • Wraithlord brightlance damage decreased from 90 to 60

    Warp Spider Exarch
    • Reduced the damage of Power Blades from 110 to 75
    Space Marine Balance Updates

    Scouts
    • Scouts now have melee resistance
    • Reduced Scout melee damage from 7 to 4
    • Reduced the damage of the Scout’s Shotgun from 40 to 30

    Tech Marine
    • Moved Techmarine plasma gun to tier 2

    Tactical Marines
    • Tactical marine bolter damage increased from 23 to 27

    Razorback
    • Razorback upgrade no longer grants a speed bonus

    Devastator Heavy Bolter
    • Removed the Vengeance Rounds damage bonus against generators

    Apothecary
    • Spritual Rites now only heals infantry units
    Tyranid Balance Updates

    Zoanthrope
    • Zoanthrope Focused Blast now slows by 60%

    Spore Mines
    • Reduced Spore Mine damage against vehicles from 300% to 125%
    • Spore Mines changed from Tiny to Small size
    • Spore Mines no longer affected by Catalyst
    • Spore Mine damage reduced from 1 to .5 vs building_light

    Lictor Alpha
    • Jump ability cooldown increased from 6 to 30 seconds
    • Decreased the healing percentage of Feeder Tendrils from 3% to 2%
    • Fixed Lictor Hero Knockback

    Lictors
    • Lictor Flesh Hooks can target units in buildings

    Carnifex
    • T2 Carnifex can now heal at the HQ

    Raveners
    • Ravener HP decreased from 400 to 300 per unit
    • Ravener Devourer changed to Bolter damage type, damage reduced from 110 to 85

    Venom Brood
    • Venom Cannon range increased to from 38 to 44

    Rippers
    • Rippers can no longer capture points
    Miscellaneous Balance Updates

    • Reduced the Autocannon damage against heavy armor from 200% to 100%
    • Reduced the Explosive damage against heavy armor from 150% to 100%
    • Reduced the Piercing_pvp damage against heavy armor from 0.75 to 0.6
    • Reduced the Grenade_pvp damage against heavy armor from 1.5 to 1.25
    • The damage caused by the Plasma Cannon weapon is now categorized under the Plasma Cannon damage type
    Bug Fixes
    Ork Bug Fixes

    Warboss
    • Warboss’ boss pole graphic now applies to fire resist armor type and will show up on Sluggas and other units with this armor
    • Warboss’ kustom shoota now fires normally

    Stikkbombas
    • Stikkbombs can no longer be exploited by interrupting the throw

    Kommando Nob
    • Hide da Boyz de-camouflages units upon retreat
    • Fixed a bug with the Kommando’s Extra Equipment regeneration
    Eldar Bug Fixes

    Warp Spider Exarch
    • The Entangle ability can now be retreated from and does not affect retreating units
    • Heavy Gauge Filament is now fixed
    • Removed LOS requirement on Group Teleport
    • Warp Spider Exarch can now group teleport into the fog of war

    Guardians
    • Guardian grenade tooltip no longer mentions suppression

    Farseer
    • Fortune hotkey changed to O

    Avatar
    • The Avatar now appears as a triangle on the minimap
    Space Marine Bug Fixes

    Apothecary
    • Apothecary’s Rapid Fire ability has been changed to weapon knockback from ability knockback and no longer works on retreating units

    Tech Marine
    • Fixed Orbital Relay healing stacking with Techmarine’s Artificer Armor
    • Fixed tooltip on Brothers in Arms ability
    Tyranid Bug Fixes

    Raveners
    • Fixed Ravener Squad manual unburrow from breaking enemy weapons
    • The manual unburrow ability no longer disables enemy weapons
    • Poison Cloud now works when switching wargear

    Warrior Brood
    • Barbed Strangler upgrade no longer mentions health synapse

    Carnifex
    • Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control

    Hive Tyrant
    • Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control

    Lictor
    • Feeder Tendrils no longer heal when hitting buildings/vehicles


    ========================
    There is Only War Release Notes 1.5.0
    ========================


    World Builder
    • Added the World Builder how-to guide to the root directory
    • Fixed a bug where adding a horizon-mesh would cause World Builder to crash

    Observer Feature
    • Pressing ESC now gets rid of the observer/replay attention arrow. If a unit is selected and an arrow is present, pressing ESC deselects the units. Pressing it again removes the arrow
    • Selecting the HQ displays the player’s current tech tier

    Balance Changes

    Tyranid Balance Changes
    • The Ravener Alpha’s Hardened Carapace grants 100 health
    • Both Carnifexes cannot be repaired
    • Sporemine durability vs. small arms increased from 60 to 150 hp
    • Screamer Killer Venom Cannon damage increased to 75 from 55 and removes the Spore Cysts ability
    • Tier 2 Carnifex damage increased from 200 to 250
    • Zoanthrope damage increased from 70 to 80, energy cost reduction on Focus Blast from 80 to 65
    • Termagant damage increase on Toxin Sacs upgrade from 1.2 to 1.35
    • Tyranid Warriors’ hitpoints increased from 320 to 360, Barbed Strangler damage decreased to 45 from 60
    • Hive Tyrant’s Venom Cannon damage decreased from 75 to 55

    Ork Balance Changes
    • Slugga Nob damage reduced to 85, Nob Squad Choppa damage increased to 100
    • The Kommando knife no longer refunds energy and resets cooldown after killing a target
    • Warboss’ big stomp radius UI was changed to 10 m
    • Warboss’ Kustom Shoota can now fire on the move
    • Warboss’ Angry Bits health regeneration lowered from 1.5 to 1, cooldown from 15 seconds to 30
    • Tankbusta population cost lowered 4 to 3
    • Slugga Nob Leader damage lowered (due to accidental buff)
    • Warboss Stomp damage lowered 40 to 30
    • Kommando Nob Leader’s hammer damage increased 100 to 175
    • Slugga damage increased to 25

    Space Marine Balance Changes
    • Scouts can now repair while using a sniper rifle
    • Set the Apothecary’s Rapid Fire ability to no longer knockback retreating units
    • Force Commander with Terminator Armor now has a Cleansing Flame ability on his heavy flamer (costs 50 energy)
    • Purification Rights damage decreased from 30 to 15
    • Relay Beacon health regeneration rate decreased .4 to .15
    • Force Commander’s hitpoints increased from 720 to 820
    • Tactical Marine bolter damage decreased to 25
    • Tactical marine melee damage reduced from 22 to 19

    Eldar Balance Changes
    • Purification rites no longer affects retreating units
    • Spiritual rites radius UI was changed to 15m
    • The Fire Prism’s explosive shot no longer affects retreating units
    • Warpspider squad member hitpoints slightly reduced from 200 to 160, Exarchs from 240 to 200
    • Fire Prism’s Focus Beam cooldown reduced from 4.5 to 3 seconds
    • Debuff removed from Immolator
    • Warp Spider Exarch’s Improved Targets are moved to tier 1
    • Banshee’s damage increased to 35 from 33

    General Balance Changes
    • Zeal/Biomass/Psychic Might/Waaagh! amount from killing/losing units increased by 20%
    • Piercing damage modifier vs. Heavy armor decreased to 67%
    • Turret damage at long range increased from .15 to .3
    • Turrets inflict increased supression, have a minimum range of 2 m, armor type changed to be more vulnerable from small arms fire .01 to .2
    • Suppression weapons received the following changes:
    • Setup and teardown times reduced by 1 second respectively
    • 0.2 to 0.3 at long range
    • 1 to 1.25 at medium range
    • 2 to 2.75 at short range
    • Suppression damage increased from 300 to 400

    Bug Fixes

    Tyranid Bug Fixes
    • Fixed a bug where Bioplasma would not fire if targeted units ran out of the line of sight
    • Fixed the broken image on the Ravener Alpha’s ‘exit tunnel’ ‘cancel construction’ ability

    Ork Bug Fixes
    • Shoota Boyz Aiming? Wotz Dat? tool tip no longer mentions immobility
    • Nob squad tool tip mentions Meaner an’ Greener instead of Nob Kit
    • Kommando squad tool tip no longer mentions Kommando Kit

    Space Marine Bug Fixes
    • The Dreadnought’s auto cannon ability previews its energy cost properly

    Eldar Bug Fixes
    • The Farseer’s Ghosthelm tool tip no longer mentions damage to self, mentions suppression
    • The Farseer’s Mindwar tool tip mentions suppression
    • Warpspider Exarch powerblades tool tip mentions they are effective against infantry

    UI Bugs
    • Added a missing tooltip for observers in the multiplayer games list
    • Fixed a bug causing player loading bars to be cut off in 1280×1024 resolutions

    Performance Bugs
    • Fixed a bug that disallowed users with high-end machines to set their graphics settings to “Ultra”
    • Fixed a fatal scar error involving Anti Armor in the campaign

    Gameplay Bugs
    • Fixed an exploit where repeatedly setting up and tearing down the Ranger’s sniper rifle would increase the unit’s firing rate
    • Fixed a bug involving melee units targeting retreating units
    • Stabilized randomness of units using special attacks
    • Fixed an exploit where players could make units at the HQ retreat “towards” a relay beacon in the field
    • Fixed a bug where clicking on a hero’s portrait would render targetable abilities unusable

    Map Fixes
    • Fixed an exploit in (6p) Ruins of Argus where players could build structures and move units in an impassible area

    Post-game bugs
    • Fixed a bug where incorrect trueskill values were shown after viewing a player’s statistics screen in the post-game
    • Fixed a crash that occurred when viewing another player’s statistics during a game-starting countdown

    Networking Improvements
    • Fixed a networking bug that caused users to lag and disconnect due to a proxy communication problem
    Alle Quellen und alle weiterführenden Informationen sind hier nachzulesen:
    http://dow.4players.de/forum/warhamm...es-erh-ltlich/

    10. September, 2009

    1.6.0 – Matchmaking Hotfix Tomorrow.

    In early August when Microsoft released Games for Windows LIVE 3.0, a significant number of Dawn of War II players started seeing crashes after upgrading. We have worked with Microsoft and identified a solution, which we are releasing as a hotfix tomorrow. The hotfix will go live at 12 noon PST. No other changes are included. the anticipated download size is about 20mb.

    Thanks to everyone for their patience with this issue, and we apologize for the inconvenience and short notice.

    -The Dawn of War II Team
    http://community.dawnofwar2.com/blog...otfix-tomorrow

    14. Oktober 2009
    ===============================
    The Last Stand Update 1.8 Release Notes

    ===============================

    New Content

    The Last Stand

    * Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
    * Added new unique wargear, abilities and effects to the three heroes in The Last Stand
    * Added The Last Stand leaderboards
    * Hero progress is stored online and is associated with a player’s gamertag

    Multiplayer Maps

    * Added (2p) Quest’s Heresy map
    * Added (4p) Hydris Chasm map


    Multiplayer Balance Updates

    General Balance updates

    * The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
    * XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
    * Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
    * Generator health has been increased to 600 from 500, a 20% increase
    * All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
    * All personal teleport abilities now start on cooldown
    * Walker charge cooldowns reduced from 8 seconds to 5
    * Snipe damage now does 125% to heavy armor
    * Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.



    Eldar Balance Updates

    * The Warlock’s immolator blade damage over time is now set to piercing damage
    * Telegraph on the Warp Spider Exarch’s mass teleport now displays ~3 seconds before arrival
    * The cast times on the Farseer’s Doom, Fortune, and Guide spells have been removed
    * Squad plans on rangers removed to correct erratic behavior
    * The Eldar Avatar’s Khaine’s Wrath ability no longer damages nob squads that have activated the frenzy ability
    * Ranger kinetic shot radius increased from 4 meters to 5.
    * Ranger detection range increased from 30m to 40m
    * Warlock Immolate and D-Cannon singularity no longer harms invulnerable units
    * Aspect of Banshee health bonus increased from 20% to 30%
    * Aspect of Banshee cost increased from 75/20 to 100/20
    * Shuriken Cannon damage increased from 210 to 300
    * Brightlance crew hp increased to 825 from 660
    * Warp throw moved to tier 2
    * Warp throw cost reduced to 100/30



    Ork Balance Updates

    * The Mekboys’s electric armor now drains 6 energy/s, increased from 4/s
    * Waaagh Shout cost has increased to 20 from 15
    * Big stomp works on Spore Mines
    * The Looted Tank is now affected by the Entangle ability
    * The Kommando’s Luv Da Dakka ability no longer takes them out of infiltrate when used
    * Mekboy now has to set up after using the ‘Ave a Taste ability
    * The Mekboy can no longer teleport while using the Mega Rumblah ability
    * Moved Stikkbommas to T2, Stkikkbommas now deal suppression damage
    * Moved Lootas to T1, changed their damage to equal a Space Marine’s Heavy Bolter
    * Loota health increased to 250 from 200
    * Increased suppression on Deffgun
    * Deff Dread rampage no longer has health requirement
    * Looted tank cost increased to 400/100 from 350/100
    * Nob Frenzy now renders Nobs immune to most types of knockback.
    * Stikkbomma stun grenade and stikkbomb range increased to 60 meters
    * Stikkbomma stun grenade cooldown increased from 30 seconds to 60 seconds
    * Stikkbomma stun grenades now explode on impact
    * Stikkbomma stun grenades now no longer require a Bomma kit upgrade
    * Stikkbomma stun grenades are now thrown in groups of 4
    * Stikkbomma stun grenade cost changed from 20 Waaagh to 10
    * Stikkbomma Bomma kit upgrade removed.
    * Stikkbomma stikkbomb damage type now deals 150% damage vs heavy armor, up from 125%
    * Stikkbomma squad cost changed to 360/20 from 280/30
    * Kommando hero shotgun ability changed from pie area-of-effect to circle area-of-effect
    * Slugga upgrade changed from 50/15 to 85/20, increases HP by 10%



    Space Marine Balance Updates

    * Techmarine’s powerful sweep no longer affects retreating units
    * Techmarine’s powerful sweep damage increased from 40 to 60
    * Scout shotgun knock back ability now causes suppression
    * Scout shotgun cost changed to 75/15 from 40/20
    * Scout weapon skill increased from 50 to 100
    * Damage on the Techmarine’s consecrated bolter has been increased to 60, up from 51
    * Damage on the Techmarine’s master crafted bolter has been increased to 65, up from 60
    * The Venerable Dreadnought is now affected by the Entangle ability
    * Orbital Bombardment no longer effects units that are invulnerable
    * Assault Marine health increase on level increase reduced to 10% from 15%
    * Tactical Marine health increase on level increase reduced to 10% from 15%
    * Plasma gun damage reduced from 90 to 70
    * Plasma gun damage vs infantry reduced to .7 from 1
    * Plasma pistol damage reduced from 25 to 15
    * Missile launcher upgrade time increased from 15 seconds to 30 seconds
    * Apothecary Power Axe energy regeneration reduced from 20 to 15
    * Apothecary Master-Crafted bolter damage reduced from 75 to 65
    * Battlecry now grants knockback immunity in most cases



    Tyranid Balance Updates

    * Hormagaunts have had their HP and damage decreased 10%
    * The Hormagaunt adrenal gland upgrade now grants +1 speed, down from +1.5
    * The Hormagaunt adrenal gland upgrade increased in cost to 75/20
    * The Hormagaunt weapon skill increased to 55
    * The Hormagaunt cost reduced to 270 requisition
    * Increased the HP of the Zoanthrope by 25%
    * Zoanthrope damage type changed to deal 150% damage to heavy armor
    * Zoanthrope accuracy increased to 100%
    * Zoanthrope damage decreased to 60 from 80
    * Zoanthrope shield absorption ratio changed to 0.3 from 0.2.
    * The cost of the Lictor Alpha’s toxic cysts has increased to 120/25, up from 80/20
    * The Lictor Elite jump, Toxic Cysts moved to tier 2
    * Flesh hook cooldown increased from 40 to 70 seconds
    * Barbed Strangler radius has decreased to 6m from 7m
    * Termagants’ devourer damage has increased from 7.65 to 8.8
    * Termagant Toxin Sac upgrade now increases damage by 45%, up from 35% and increases max health by 10%
    * Spore Mines are now affected by mines and burrow traps like ordinary units
    * Spore Mines no longer explode when killed by another unit
    * Spore Mines are now susceptible to melee attacks
    * Spore Mines health decreased from 150 to 120
    * Warrior Adrenal gland upgrade reduced from 200/20 to 100/20
    * Warrior Adrenal glands now increases their HP by 20%
    * The Ravener Corrosive devourer damage increased from 100 to 135
    * The Ravener Acid Splatter now affects fire resisting units
    * The Ravener Crippling Talon debuff effect increased to 35% from 25%
    * Tyranid synapse death now inflicts 14% damage to regular units and 10% to Carnifexes



    Improvements

    * Optimized sound files to reduce the amount of RAM they consume
    * Added additional effects to 6p and 2p Calderis Refinery Maps
    * Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
    * Users are now able to select Ultra FX fidelity
    * General AI improvements involving better resource and economy handling
    * Added a readme.txt file for Traditonal Chinese to the root folder



    Bug Fixes

    * Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
    * Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
    * Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
    * Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
    * Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
    * Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
    * Fixed a crash caused by casting an ability after changing squads while the game is paused
    * Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
    * Fixed a bug involving units standing unresponsive while in melee
    * Fixed miscellaneous crashes involving squad combat states
    * Fixed a bug causing grenades to fall through craters
    * Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
    * Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
    * Players that drop during the loading screen no longer show up in the post-game summary screen
    * Added sound cue when a player drops from a match



    Ork Bug Fixes

    * Fixed problems with Ork sync kill markers and non-looping sync death animations



    Eldar Bug Fixes

    * Fixed a bug where the Banshee warshout ability disappeared if all Banshee units were killed except the squad's Exarch
    * Removed squad plans on rangers to correct erratic behavior
    * Fleet of Foot fires simultaneously between Eldar heroes and regular units when both are selected



    Space Marine Bug Fixes

    * Fixed a bug where the Dreadnought’s death animation was missing an explosion effect



    Tyranid Bug Fixes

    * Fixed a sound effect issue with the Ravener’s burrow ability
    * Fixed an animation bug involving the Zoanthrope’s warpblast
    * Fixed a bug involving the unreliability of the Hive Tyrant’s invulnerability
    * Fixed a bug where the Ravener hero’s burrow ability would break if its energy was too low
    * Fixed a bug where the Zoanthrope’s warpblast would fire regardless if the unit had line of sight of its target
    * Fixed missing sound for Screamer-Killer ability under some conditions

    ===============================
    End of The Last Stand Update 1.8 Release Notes
    ===============================


    ===============================
    Hotfix release notes 1.6.0

    ===============================

    Bug Fixes

    * Fixed an issue that caused some users to crash during multiplayer games after the Games for Windows - LIVE 3.0 update.

    ===============================
    End of hotfix release notes 1.6.0
    ===============================
    http://community.dawnofwar2.com/forums/topic/34142

    10. November 2009
    Bug Fixes

    The Last Stand

    * Fixed issue that could result in the loss of Last Stand profile data, and added a means to recover lost data based on Leaderboards and Player Statistics
    * Fixed fatal scar that can occur on wave 20 of Last Stand if players had previously left the game
    * Fixed Last Stand impasse exploit
    * Fixed issue where a player couldn't join a Last Stand party if another member had quit the party

    General

    * Fixed an issue where if the game was set to remember your Multiplayer hero, it would show the selected race as Imperial Guard and then crash
    * Fixed an issue where the World Builder crashed if a new map was created on a computer that didn't have Perforce installed


    Multiplayer Balance Updates

    General

    * Sniper Damage no longer does 125% damage to heavy armour
    * Predator Extra Armour upgrade no longer increases its speed
    * Kommando Nob’s Rokkit Launcha damage has been reduced to 65 from 72

    Balance Bug Fixes

    * Hive Tyrant’s improved synapse no longer applies to the Carnifex or Screamer Killer
    * Ranger’s kinetic shot now does weapon knock back instead of medium weapon knockback
    * Lictor damage increased from 51 to 75
    * Scout Sergeant’s melee skill has been increased to 71 (Same as scouts)
    * Warlock commander’s melee skill leveling table has been fixed and properly increases his skill when he levels
    * Warlock commander leap knockback distance has been changed to 3.5m from 8m and now does weapon knockback with a domino strength of 35 instead of 50
    * Seer Council can now be affected by debuffs using ‘wargear equips’
    * Warrior barbed strangler radius properly reduced to 6m
    * Hormagaunts and Termagants grant 55 XP per entity down from 75 and 70 respectively
    * Scout knockback ability now suppresses consistently against units in light and heavy cover
    * Lictor Alpha’s Leap ability no longer knocks back retreating units
    * The Fire Prism’s Focused Blast ability no longer knocks back retreating units
    * The Hive Tyrant’s Seismic Roar ability no longer knocks back retreating units

    ==============================
    / end of notes for 1.9 hotfix
    ==============================
    http://community.dawnofwar2.com/blog...-release-notes
    http://community.dawnofwar2.com/blog...19-hotfix-live



    Alle Infos und Logs zu 2.x


    Spoiler:


    10. März 2010
    ===============================
    Chaos Rising Update 2.1 notes
    ===============================

    New Features

    Global
    • Support for screen resolutions with a wider aspect ratio than 16x9, such as those used with AMD's Eyefinity technology
    • Stance Toggle option has been added for switching between ranged and melee unit behaviour in all game modes

    Multiplayer
    • New Map: 2p Judgment of Carrion
    • New Map: 2p Ice Station Obelis
    • New Map: 4p Desert Showdown
    • New Map: 4p Judgment of Carrion
    • New Map: 4p Selenon Fissure
    • New Map: 6p Argent Shelf
    • New Map: 6p Judgment of Carrion
    • New Map: 6p Calderis Refinery (Free-For-All)
    • New Map: 6p Judgment of Carrion (Free-For-All)
    • Added Librarian Unit to tier two of Space Marines
    • Added Weirdboy Unit to tier two of Orks
    • Added Tyrant Guard Unit to tier two of Tyranids
    • Added Gene Stealers Squad to tier two of Tyranids
    • Added Wraithguard Squad to tier two of Eldar
    • Added the ability to play against owners of Chaos Rising who are playing as the Chaos Race
    • Added Free for All and Team Free for All Victory Point game modes to Custom Games
    • New target priority system implemented so that idle units prefer attacking enemies they specialize against
    • Vehicle wrecks now remain on the map and provide cover

    The Last Stand
    • Added the ability to play with owners of Chaos Rising who are playing as Chaos Sorcerer or Hive Tyrant

    Campaign
    • Added the ability to transfer save games of completed Aurelian Campaigns to Chaos Rising
    • Added the ability save during mid-missions (Chaos Rising Campaign Only)
    • Wargear tooltips in both campaigns now contain significantly more information such as attack speed, accuracy, etc
    • New 'Invite a Friend' button added to the bridge to easily invite friends to a co-op game

    Campaign, Last Stand and Global Bug Fixes

    Global
    • Various general performance and memory optimizations
    • Various stability fixes to front-end menu screens

    Campaign
    • Fixed issue where a drag-select starting on a wargear item would "stick" even after releasing the mouse button
    • More enemies now have the updated unit decorators
    • Cyrus' Deep Smoke ability has been retooled; Cyrus now drops a smoke grenade when he infiltrates or reveals himself
    • Thaddeus' Ranged Specialist trait will now also add a passive chance to stun with any ranged weapon
    • The Chapter's Fury ability has been reworked to charge up from taking damage
    • Thule's Might of the Ancient ability has been renamed "Mighty Strike"
    • The Force Commander's Drop Bays and Orbital Barrage traits have been combined into a new trait called Orbital Command
    • The Force Commander has a new trait called Inspiring Shout which replaced Orbital Barrage's position on the Will path

    Multiplayer
    • Maps are now listed in alphabetical order
    • New tutorial loading screens have been added
    • Various minor ability functionality and balance tweaks
    • Various text updates for clarity and accuracy

    Army Painter
    • Space Marine Red Scorpions chapter added
    • Chaos Red Corsairs warband added
    • Chaos Alpha Legion warband added
    • Chaos Death Guard warband added
    • Chaos Emperor's Children warband added
    • Chaos Iron Warriors warband added
    • Chaos Night Lords warband added
    • Chaos Thousand Sons warband added
    • Chaos Word Bearers warband added
    • Chaos World Eaters warband added
    • Khorne Red color added
    • Chaos army paint schemes can be created by owners of DOW2 or Chaos Rising

    Last Stand
    • Fixed issue where players would lose ability functionality if revived after dying while entering a building
    • Fixed problem with player collision when standing on closing gates
    • Fixed an issue where the screen would turn black permanently during the transition between wave 19 and 20 under rare circumstances
    • Last Stand heroes can now be rotated in the hero select screen

    Front End and Options
    • Custom games list can now be sorted by clicking the 'Players' header
    • Fixed an issue where a player's Trueskill on the leaderboards screen would be one game behind the Trueskill displayed on the Player Statistics screen
    • Fixed the total number of wins/losses displaying incorrectly on the leaderboards
    • Fixed a variety of issues with rendering after changing graphics options
    • Default resolution on first launch will attempt to match desktop resolution before falling back to lower resolutions
    • Ultra settings have been disabled for users running 32-bit versions of Windows unless using the /3GB OS startup switch

    Balance Changes and Multiplayer Bug Fixes

    Global
    • Repair no longer works on ambient buildings
    • Artillery projectiles now fire at the location they were firing at when they begin their wind up animation, this makes it more difficult to hit moving targets
    • Units under the effects of the Phase Shift ability can no longer repair other units or buildings
    • Units can now be damaged by grenades while entering a building but before fully setting up
    • Looted Tank and Predator Tank no longer shoot continously without enemy targets while moving towards the destination of an attack move order
    • Unit and ability FX can no longer be seen through the fog of war (some exceptions)
    • Fixed issue where queued actions could sometimes be resumed upon reviving a hero unit
    • Camouflage abilities can no longer be used in buildings

    Map Changes
    • Angel Gate: Destroyed buildings at the top of the map to prevent garrisoning issues
    • Outer Reaches: Moved some objects to prevent units getting stuck
    • Greentooth Gorge: Added impasses to prevent units getting stuck behind bases

    Orks

    Global
    • Added the Weirdboy unit to Tier 2
    • Roks global ability now costs 500 Waaagh
    • More dakka will no longer work on some units who have no ranged weapon
    • More dakka will no longer work on unconscious units
    • Ork global abilities order on the Select Hero screen now match their order in-game

    Kommando Nob
    • Remote bomb placement no longer keeps Kommando in suppressed animation state
    • Kaboom damage no longer works on invulnerable targets.
    • Kommando Nob's Rokkit Launcha damage reduced to 65 from 72

    Mekboy
    • Banner no longer gives bonus to recharge times

    Deff Dread
    • Deff Dread health has been increased to 650 from 450
    • Deff Dread Burnaz and Bitz upgrade cost has decreased to 180/20 from 200/20
    • Burnaz and Bitz now adds +400 HP
    • Deff Dread cost has increased to 250/70 from 250/45
    • Burna damage reduced to 40 from 90
    • Burnas can now use Attack Ground
    • Special attack no longer cut through immunities and armor

    Stikkbomma
    • Stikkbomma stun bomb cooldown reduced to 30 seconds from 60 seconds
    • Stikkbommba grenade damage has been adjusted over their effective radius, does more consistent and higher damage.
    • Stikkbomma HP increased to 200
    • Stikkbomb damage increased to 67 from 58

    Tankbustas
    • Min range added to Rokkit barrage

    Warboss
    • Warboss Powerclaw now does 190 damage, up from 150
    • Warboss’ Shoota ability now does 50 damage for the duration of the ability, up from 28
    • Weapon skill reduced to 70 from 90
    • Knockback shot can no longer target vehicles
    • Knockback shots changed to weapon knockback instead of ability knockback

    Stormboyz
    • Bomba boyz attack no longer hurts immune units

    Sluggas
    • Burna Upgrade increases health by 10% instead of 20%
    • Burna upgrade cost 85/20

    Banner
    • Ork waaagh banner now has the Frazzle ability which stuns nearby enemies and buffs the speed, attack and defense of nearby allies
    • Ork waaagh banner no longer gives bonuses to ability recharge times

    Nob Squad
    • Can now attack buildings with their default weapon

    Looted Tank
    • Max speed reduced to 5 from 7

    Eldar

    Global
    • Added the Wraithguard unit Tier 2
    • Eldritch Storm now costs 500 Psychic Might
    • Weapon platform teams can now garrison buildings

    Webway
    • Holo-field ability added to farseer webway gate, when activated cloaks nearby units.
    • Webway gates are now permanently cloaked when playing as the Farseer hero

    Warpspider Hero
    • Entangle will no longer work on unconscious units
    • Units affected by group teleport are immune to knockback
    • Crack Shot can no longer be used on units without a ranged weapon
    • Heavy gauge filament can be toggled in buildings
    • Heavy gauge filament no longer changes weapon damage
    • Entangle no longer works on vehicles

    Farseer
    • Cannot be knocked back while levitate active
    • Weapon skill reduced to 70 from 90
    • Mindwar damage type is now melee heavy instead of piercing

    Warlock
    • Warlock’s merciless Witchblade now drains 15 mana per hit, down from 30
    • Destructor damages units in buildings
    • Weapon skill reduced to 70 from 90
    • Cloaking shroud now affects vehicles
    • Providence should now properly make you invulnerable
    • Warlock no longer leaps and knocks down enemies
    • Warlock now charges enemies

    Avatar
    • Avatar of Khaine sword damage increase to 340 from 250
    • Cost decreased slightly by 20 power
    • Build time decreased to 75s

    Warpspider
    • Warp spiders now only seek cover in a 2m radius to lower the time they spend between teleporting and firing at enemies

    Wraithlord
    • Wraithlord weapon upgrade icons now disappear when one is researched
    • Wraithlord cost has increased to 450/120 from 450/80
    • Wraithlord health has increased to 1200 from 700
    • Wraithlord now does splash damage on its melee attack

    Rangers
    • Kinetic shot cannot target units immune to knockback
    • Kinetic shot now does weapon knockback instead of medium weapon knockback
    • Infiltrate ability has no cooldown

    Shuriken Cannon team
    • Energy removed
    • Can garrison structures
    • Squad health increased to 825

    Brightlance Weapon team
    • Squad health increased to 825

    Banshees
    • When fleet of foot is used with an exarch added, squads takes 50% reduced ranged damage for the duration.
    • Aspect of banshee increases HP by 30% from 25%

    D Cannon
    • Projectile now fires at the location that was targeted when the D cannon begins its wind up animation. This makes it more difficult for the D Cannon to hit moving targets
    • Can garrison structures
    • Squad health increased to 825

    Guardians
    • Guardian warlock damage reduction aura effect changed to 0.825 from 0.75

    Falcon
    • Speed reduced to 6 from 8

    Fire Prism
    • Improved toggling between fire modes
    • Speed reduced to 4.5 from 6.5

    Space Marines

    Global
    • Added Librarian unit to tier 2
    • Orbital Bombardment now costs 500 zeal
    • Blessing of the Omnissiah now repairs less HP to vehicles
    • Added the ability to upgrade Space Marine Turrets to Missile turrets

    Force Commander
    • Stormshield wargear now grants the Force Commander a 20% ranged damage reduction bonus
    • Force Commander power fist wargear damage increased from 145 to 170
    • Force Commander terminator power fist damage increased from 145 to 170
    • Force Commander artificer armour now grants 20 energy as well as addition HP
    • Fixed an exploit allowing the Force Commander to give a never-ending defense bonus to allies from a Webway gate
    • Force Commander in Terminator armour now has a lightning claw upgrade

    Techmarine
    • Techmarine melee damage increased from 14 to 18
    • Techmarine now has a melta gun wargear option in tier 2
    • Bionics now effects a 360-degree area with reduced damage
    • Proximity Mine can now be cancelled while building

    Devastator Marine Squad
    • Now has a Lascannon upgrade in tier 2 effective against vehicles

    Dreadnought
    • Dreadnought now has a multimelta upgrade effective vs. vehicles and heavy infantry
    • Dreadnought cost increased from 500/90 to 500/140
    • Dreadnought HP increased to 1200 from 800
    • Dreadnoughts now do splash damage with their melee attacks

    Tactical Marines
    • Tactical Marines now have the Kraken Bolts ability which increases their weapon damage by 20% against targets with heavy armour
    • Plasma gun damage decreased to 65 from 70

    Razorback
    • Razorback damage increased to 110 from 95

    Predator
    • Predator now has a dual linked lascannon upgrade which is effective vs. vehicles

    Terminators
    • Terminator powerfist damage increased from 47 to 68
    • Terminator cost reduced to 300 Zeal and 600 Requisition
    • Cyclone missile barrage damage reduced to 40 from 80, no longer knocks back retreating units

    Assault Terminators
    • Assault Terminators now have a lightning claws upgrade
    • Assault Terminators HP increased from 1500 to 1800
    • Storm Hammer damage decreased from 85 to 75
    • Assault Terminators cost reduced to 300 Zeal and 600 Requisition

    Tyranids

    General
    • Tier 2 Carnifex has been reintegrated into the tier 3 Screamer Killer and remains in tier 3
    • Added Genestealer unit to tier 2
    • Added Tyrant Guard unit to tier 2
    • The global ability ‘Mycetic Spores’ now deploys a Ravener Brood and has been moved to the Ravener Alpha
    • The global ability ‘Spore Mines’ has been moved to the Lictor Alpha
    • Tyranoformation now costs 500 Biomass

    Hive Tyrant
    • Hive Tyrant Crushing Claw damage increased to 120 from 73

    Ravener Alpha
    • Corrosive Devourer damage reduced from 180 to 135
    • Corrosive Devourer cooldown reduced from 1.8 to 1.4
    • The Ravener Alpha can now construct the Hive Node structure

    Hormagaunt
    • The adrenal glands upgrade has been reduced in cost to 75/15 from 75/20

    Warriors
    • Warriors with the Adrenal Gland upgrade now provide melee Tyranid units with a boost to melee damage
    • Adrenal Gland warriors damage reduced to 27.5 from 55

    Zoanthrope
    • Zoanthrope windup speed increased to 2s from 1.5s

    Venom Brood
    • The Venom Brood now provides ranged Tyranid units with a boost to ranged damage
    • Venom Brood warrior no longer knockdown units with their leap

    Spore Mines
    • Fixed an issue where Spore Mines would not damage power nodes and power generators

    ==============================
    / end of notes for 2.1 Chaos Rising Update
    ==============================
    http://community.dawnofwar2.com/blog...-release-notes
    http://community.dawnofwar2.com/forums/topic/37746

    13. März 2010
    ===============================
    Chaos Rising Update 2.1.1 notes
    ===============================

    Bug Fixes
    • Potential fix for issue causing rendering errors and related crashes on a number of systems.

    ==============================
    / end of notes for 2.1.1 Chaos Rising Update
    ==============================
    http://community.dawnofwar2.com/blog...patch-211-live

    08.04.2010
    PATCH NOTES 2.2



    New Features

    Global

    * Users can now modify their keybindings, including camera controls, by changing values in the keydefaults.lua file in the Settings folder. The keydefaults.lua file will not exist until you first launch a multiplayer game after the patch. Please see the contents of keydefaults.lua for more information


    Bug Fixes

    Global

    * Variety of stability fixes
    * Fixed a crash that can occur when using driver-level anti-aliasing
    * Fixed a crash due to a memory corruption in the final mission
    * Fixed a bug whereby the blur rendering post-process effect would fail to work
    * Fixed a bug whereby the game would hang in windowed mode in Vista or Window 7 – Please note that windowed mode is still not officially supported with Dawn of War II: Chaos Rising
    * Fixed a bug whereby the game wouldn’t run in Vista or Window 7 when parental controls are disabled


    Campaign

    * Players will no longer receive invalid wargear in the original Dawn of War 2 campaign
    * Fixed an issue with right-clicking to pick up wargear causing the cursor to be locked in the facing position
    * Fixed a scar error during the Uprising at Angel Forge mission
    * Fixed an issue where the final boss of the Chaos Rising campaign would randomly regain full health



    Multiplayer

    * Fixed a crash that can occur during the kick voting process
    * Fixed a crash when attempting to capture a power node
    * Fixed a bug where wind-up weapons would unfairly fail to fire if the target leaves the range of the attacker during wind-up
    * Fixed a bug where ranks will be reset under certain networking conditions
    * Implemented an attempt to recover lost rank from old leaderboards
    * Added music to free for all matches
    * Fixed and issue where some power nodes did not have room to build all three power nodes in 2p Judgment of Carrion and 4p Calderis Refinery



    Balance Changes

    General

    * 2p Judgment of Carrion has had its strategic points rearranged.



    Chaos

    * Inferno Bolters damage has been reduced from 39 to 35
    * Chaos Predator max speed increased to 5.7 from 5.2
    * Chaos Lord has had his armour type changed from Heavy Infantry to Commander
    * Removed melee resistance from the Bloodcrusher
    * Increased the in combat ranged modifier to 1 from 0.5 for the Bloodcrusher
    * Bloodcrusher size has been changed to Large from Huge
    * Bloodcrusher now has appropriate upkeep cost
    * Plague Marine Champion death explosion will no longer hurt invulnerable units



    Space Marines

    * Predator Tank max speed increased to 5.7 from 5.2
    * Assault Terminators with Storm Hammers and Thunder Shield
    o Increased damage to 90 from 75
    o Increased special attack damage to 67 from 65
    * Assault Terminators with Lightning Claws
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 95
    o Decrease special attack damage to 57 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Force Commander Terminator Lightning Claws
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 100
    o Decrease special attack damage to 53 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Librarian’s Smite ability will no longer sometimes instantly cooldown after firing
    * Force Commander and Assault Terminator lightning claw special attack changed from a 0.5 second sweep to an instant pie attack.



    Eldar

    * Fire Prism max speed increased to 5 from 4.5
    * Wraithguard can no longer fire on the move
    * Shuriken Cannon Guardian HP has been reduced to 225 from 275 per member
    * The received range damage modifier while fleet of foot is active on a Banshee squad with an Exarch is now exclusive and will no longer stack with other received range damage modifiers
    * The received range damage modifier from Distortion field is now exclusive and will no longer stack with other received range damage modifiers




    Orks

    * Looted Tank max speed increased to 5.5 from 5
    * Stikkbomb_pvp damage type has been modified to damage units in buildings



    Tyranids

    * Ravener Tunnel HP has been reduced to 175 from 250
    * Ravener Alpha no longer reduces his AV damage modifier by re-equipping the corrosive devourer multiple times

    http://community.dawnofwar2.com/forums/topic/39730
    Weiterführende Infos: http://community.dawnofwar2.com/blog...e-announcement

    11. Mai 2010

    2.2.1 Patch Release Notes

    Chaos

    Chaos Lord

    * Drain Life has had its radius reduced from 30 to 15
    * Drain Life can no longer be used on unconscious units
    * Kill the Weak, Destructive Strike and Sweeping Doom can no longer be cast at the same time
    * Fixed a broken special attack for the Chaos Lord lightning claws
    * Chaos Lord’s blood maul and lightning claws now properly display the Level 2 Chaos Temple requirement
    * Range indicator ring for Kill the Weak! Now displays the correct range

    Plague Marine Champion

    * Added hero XP modifier so that the PMC levels correctly with experience
    * Melee skill has been reduced from 90 to 60
    * Changed melee sync-kill percentage from 60 to 40
    * Equipping the Plague Sword and Power Fist will now increase the Plague Champion’s melee skill by 10 for a total of 70 at level 1
    * Blight grenade immunity time increased to prevent juggling between units
    * Unholy stench no longer damages damage immune targets

    Sorcerer

    * Melee skill has been reduced from 90 to 70
    * Changed melee sync-kill percentage from 100 to 40
    * Sorcerer is now immune to knockback while using the Subjugate ability
    * Shrine Worshiping cultists are no longer affected by the Sorcerer’s mass teleport
    * Sorcerer’s Subjugation ability no longer works on retreating units

    Heretics

    * Doom Blast now deals courage damage
    * Doom Blast damage has been reduced from 45 to 25

    Chaos Tactical Marines

    * Inferno Bolter damage modifier vs. vehicles has been lowered from 0.2 to 0.1

    Bloodletters

    * Upkeep has been increased from 0.00425 to 0.017
    * Damage has been reduced from 50 to 42
    * Special attack damage has been increased from 25 to 31
    * Special attack damage type changed from melee_pvp to melee_heavy

    Plague Marines

    * Plague Bolter damage over time increased from 0.5 to 0.75

    Bloodcrusher

    * Build time increased from 35s to 40s


    Space Marines

    Apothecary

    * The range of the Apothecary’s heal has been reduced from 40 to 25
    * The sanguine chainsword now requires tier 1
    * The anointed power axe now requires tier 2
    * Combat Stimulants will now break suppression and increase damage on the unit it is cast on

    Force Commander

    * Force Commander lightning claws are now free to repurchase

    Techmarine

    * Brother’s in Arms no longer affects buildings
    * Techmarine mark target can no longer target unconscious units
    * Teleport relays now properly heal Tactical Marines

    Tactical Marines

    * Tactical Marines can now replace an upgrade with another upgrade. Each time they do this they must pay the cost of the new upgrade.

    Assault Terminators

    * Melee skill increased from 60 to 70
    * Fixed an issue where Assault Terminators with lightning claws reinforced at less HP

    Librarian

    * Librarian Force Staff type changed from sword_pvp to power_melee_pvp
    * Librarian Force Staff now grants inspiration to nearby Space Marines

    Dreadnought

    * Multi-melta and assault cannon no longer display on UI when upgraded to prevent overwrite of Dark Age of Technology


    Eldar

    Warlock Commander

    * Destructor damage reduced from 60 to 54

    Warpspider Exarch

    * Equipping Power Blades will now increase the Warpspider Exarch’s melee skill by 10 for a total of 70 at level 1
    * Energy cost of Teleport increased from 30 to 35
    * Units under affected by the Warp Spider Exarch’s Mass Teleport are now immune to knockback

    Guardians

    * Battle Equipment cost increased from 50/15 to 65/15
    * Guardian reinforce cost increased from 0.4 to 0.5

    Banshees

    * Aspect of the Banshee cost increased from 100/20 to 100/25

    Shuriken Cannon

    * Cost increased from 210/30 to 240/30

    Rangers

    * Can no longer target Terminators with Kinetic Shot which was ineffective

    Warpspiders

    * Haywire grenade now slows vehicles by 60% instead of causing them to be stationary


    Orks

    Kommando Nob

    * Equipping the Assashun’s Knife will now increase the Kommando Nob’s melee skill by 10 for a total of 70 at level 1
    * Hide Da Boys no longer works on unconscious units

    Mekboy

    * Beamy Deff Gun ranged increased from 55 to 65
    * Has a new weapon upgrade: Dakka Dakka Dakka
    o Costs 115/30
    o Requires Tier 1
    o Equips a big shoota with no setup time
    o Increases Mek’s ranged damage by 50%
    * Waaagh banner Frazzle ability now displays buff effects on nearby Orks

    Warboss

    * Now has medium crush
    * Cybork Implants now replaces the Stomp ability with the Big Stomp ability
    * Big Stomp no longer requires the Warboss to take damage
    * Big Stomp stun duration lowered from 10s to 7s

    Sluggas

    * Recklessness now breaks suppression and reduces incoming ranged damage by 50% for the duration of the ability
    * Recklessness has been renamed to “Swamp ‘Em”
    * Recklessness has a new effect
    * Nob leader cost increased from 75/25 to 100/25

    Stormboys

    * Choppa damage increased from 27 to 30
    * Choppa special attack damage increased from 12 to 20
    * Choppa special attack damage type changed from melee_pvp to melee_power_weapons_pvp

    Lootas

    * Beamy Deffgun range increased from 55 to 65

    Stikkbommaz

    * Increased the projectile speed on stikkbombs
    * Stikkbomma stikkbombs and stunbombs now properly scatter when targeted in fog of war

    Wartrukk

    * Cost increased from 200/30 to 300/40
    * HP increased from 400 to 500
    * Build time increased from 30s to 40s

    Weirdboy

    * Weirdboy will no longer lose energy upgrade when going into shared holds


    Tyranids

    Hive Tyrant

    * Invulnerability duration decreased from 20s to 12s
    * Crushing claw damage reduced from 120 to 108
    * Improved Synapse no longer applies to Carnifexes, Warriors, Tyrant Guard, Zoanthropes or Spore Mines

    Ravener Alpha

    * Equipping the Crippling Talon or Acid Splatter will now increase the Ravener Alpha’s melee skill by 10 for a total of 70 at level 1
    * Corrosive Devourer vehicle armor damage modifier increased from 2.0 to 2.5 when ability active.

    Hormagaunts

    * Cost increased from 270 req to 300 req
    * Health increased from 73 to 80 per entity
    * Damage increased from 20 to 22

    Warriors

    * Adrenal Gland synapse no longer increases weapon damage of affected units
    * Adrenal Gland synapse increases health of affected units by 75%
    * Warriors equipped with a barbed strangler will no longer leap into melee combat
    * Barbed strangler damage reduced from 45 to 25
    * Barbed strangler damage modifier vs. garrisoned troops increased from 1.6 to 3.0
    * Scything talons heavy damage reduced from 27.5 to 20.6
    * Warriors can no longer knock back retreating units

    Venom Brood

    * Synapse ranged damage increase lowered from 40% to 30%
    * Synapse now increases health of affected units by 35%
    * Cost reduced from 400/15 to 300/15
    * Damage reduced from 36 to 30

    Genestealers

    * Melee skill reduced from 80 to 70
    * Genestealers now grant 8 red resources when killed, up from 4

    Tyrant Guard

    * Reduced upkeep from 0.0765 to 0.051

    Lictor

    * Melee skill increased from 60 to 70

    Carnifex

    * Spawn Rippers cooldown increased from 60 to 120 seconds
    * Spawn Spore Mines cooldown increased from 60 to 120 seconds
    * Special attack damage reduced from 175 to 120
    * Scything talons and claws damage reduced from 240 to 200
    * Scything talons damage reduced from 300 to 180
    * Charge damage reduced from 35 to 30

    Synapse

    * Tyranid synapse death damage increased to 18% from 14% for all units except tyrant guard and carnifex.


    Bug Fixes

    * Unreachable areas on Typhon Arena marked as impassible
    * Open area around power points on Calderis Refinery increased to allow generators to be built.
    * The following abilities have been given unique keybindings:
    o Scout Explosive Shot
    o Heretic Doom Blast
    o Sorcerer Warp Rift
    o Tyrant Guard Shield Wall
    o Weirdboy Zzap
    o Weirdboy Warp Vomit
    o Weirdboy Bigga Brains
    o Chaos Lord’s Drain Life
    o Bloodletter Warp Rift
    o Warboss Shoot ’em Good
    * Rank 45 Chaos marines will no longer be downgraded to normal looking bolters when they are upgrade with a Mark of Tzeentch
    * Carnifex can no longer be knocked down by the Kommando Nob’s Kaboom! Ability
    * Units immune to damage (Warp Shifted or Phase Shifted) will no longer be damaged by the Kommando Nob’s Kaboom! ability
    * Rippers will no longer reinforce automatically while in range of the Tyranid Hive
    http://community.dawnofwar2.com/blog...-release-notes
    Weiterführende Infos: http://community.dawnofwar2.com/blog...e-announcement
    http://community.dawnofwar2.com/blog...a-clint-tasker

    12. Mai 2010

    2.2.2 Patch Notes:

    Tyranids

    * Adrenal Gland synapse no longer stacks
    * Venom Warrior synapse no longer stacks
    * Adrenal Gland synapse no longer applies damage modifiers when the warriors level
    * Regular synapse range is now 32 to match Melee and Range synapse
    http://community.dawnofwar2.com/blog...ing-222-hotfix

    9. Juni 2010
    Release Notes v2.2.3

    Dawn of War II: Chaos Rising
    General

    New map

    * (2p) Hive City - Community map contest winner available for custom games

    Cover seek behavior

    * Many units have had major changes to their cover seek behavior. They should cover seek when told to move near cover but otherwise stand and shoot in any other situation.

    Garrison

    * inferno_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
    * piercing_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
    * plasma_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
    * suppression_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3

    Chaos

    Sorcerer

    * Chains of Torrment no longer affects enemies in buildings
    * Subjugation cool down time increased from 40 to 80s
    * Starting courage reduced from 200 to 100
    * Size changed from Medium to Small
    * Warp Rift no longer affects retreating units


    Havocs

    * Mark of Tzeentch Lascannon slow effect now applies to Carnifexes and Tyrant Guard


    Plague Marine Champion

    * Touch of Nurgle no longer affects retreating untis
    * Bile blower now properly hits all entities in a building
    * Bile blower’s bilious discharge cooldown increased from 20 to 30s

    Blood Crusher

    * Daemonic Roar no longer affects retreating units

    Chaos Dreadnought

    * Dreadnoughts under the effect of Blood Frenzy will now attack buildings with garrisoned troops

    Chaos Predator Tank

    * Build time reduced from 55 to 45s
    * Autocannon damage reduced from 210 to 120
    * Mark of Nurgle cost increased from 150/35 to 150/50
    * Mark of Nurgle now increases health of the Chaos Predator by 75% up from 50%


    Plague Marines

    * Plague missile slow now affects Tyrant Guard


    Space Marines

    Force Commander

    * Special attacks for lightning claws and power fist have been changed to weapon knockback and will not affect retreating units.

    Assault Marines

    * Melta bombs now can be used on Tyrant Guard

    Tactical Marines

    * Flamers now properly hit all entities in a building


    Heavy Bolter Devastators

    * Lascannon slow effect now applies to Carnifexes and Tyrant Guard

    Terminators

    * Cost for both Terminators and Assault Terminators increased to 650/350 from 600/300
    * Assault cannon damage lowered from 150 to 128
    * Assault cannon cost increased from 70/70 to 100/80
    * Heavy flamer cost increased from 40/40 to 80/40
    * Cyclone missile launcher cost increased from 60/60 to 100/70
    * Cyclone missile barrage scatter distance has been reduced from 10 to 6
    * Cyclone missile barrage damage increased from 40 to 50
    * Cyclone missile barrage cool down time increased from 20 to 60s
    * Cyclone missile barrage knockback distance and loft slightly increased


    Eldar

    Farseer

    * Speed increase from Holo-field on Farseer Webway gates can no longer stack with itself.

    Warlock Commander

    * Starting courage reduced from 200 to 100

    Warp Spider Exarch

    * Can no longer group teleport to out of bounds areas
    * Fixed an issue that prevented Shimmer Orb from being cast
    * Starting courage reduced from 200 to 100

    Banshees

    * Starting courage reduced from 300 to 100


    Orks

    Sluggas

    * Sluggas can no longer ‘speed build’ buildings
    * Burnas now properly hit all entities in a building


    Tyranids

    General

    * Tyranid population threshold for upkeep lowered from 30 to 26

    Hive Tyrant

    * The modifier for Invulnerability now lasts 12 seconds
    * Size changed from Small to Medium

    Lictor Alpha

    * First strike from scything talons now does weapon knockback and will not affect retreating units

    Termagants

    * Termagant claw damage has been decreased from 8 to 4

    Raveners

    * Upkeep cost increased from 0.017 to 0.02125
    * Population cost increased from 4 to 5

    Venom Brood

    * Cost increased from 300/15 to 350/15

    Carnifex

    * Thornback upgrade cost increased from 100/50 to 200/50
    * Carnifex population cost increased from 15 to 20
    * Carnifex upkeep cost increased from 0.0765 to 0.0956

    Synapse

    * Speed increase to Tyrant Guard is now exclusive and will not stack
    * All effects from synapse now apply within a 32m radius
    http://community.dawnofwar2.com/blog...23-update-live
    Weiterführende Infos:
    http://community.dawnofwar2.com/blog...pvp-update-223



    Aktuell: 2.3.1 Eternal War


    4. August 2010

    Release Notes v2.3.1 Eternal War

    Dawn of War II: Chaos Rising
    New Features

    * Free for All and Team Free for All are now available game modes in Find a Game
    o The Player Stats screen has been updated to show FFA and Team FFA stats
    o Find a Game FFA and Team FFA matches will give rank points
    * New map added for both FFA and Team FFA: (FFA) The White Walls of Calderis
    * Mods are now automatically loaded out of the mods folder
    o Users need to create Mods folder in their “\GameAssets” folder
    o Command line is no longer required
    * Map Preference Selection
    o Users can now select a number of maps they prefer in Find a Game
    o Matchmaking will attempt to match users with similar map preferences but if searching takes too long, user will be matched regardless of their map preferences
    * Added a reverb setting to the audio options that is defaulted to off. Enabling this will improve sound quality, but may have a dramatic impact on performance with low to mid-range CPUs.


    Balance Changes

    General

    * Garrison & transport changes
    o Units should enter and exit buildings more quickly
    o When giving orders to a squad that is exiting a building, they will now execute that last order given once they are done unloading.
    o Units should now load into transports, webway gates & Ravener Alpha burrow tunnels in a more efficient manner
    o Units should unload from transports, webway gates & Ravener Alpha burrow tunnels in a more efficient manner
    o There is no longer a period of time where a unit is invulnerable when entering or exiting a building
    * Stun effects will now disable all abilities until the stun wears off


    Chaos

    Global

    * Improved the visibility of the Noxious Cloud effect
    * Units killed by Noxious Cloud will now grant favour

    Plague Champion

    * Shrines of Nurgle no longer can resurrect unconscious commanders
    * Icon of Nurgle now requires tier 2 instead of tier 3
    * Plague Bolter scatter radius reduced from 20 to 3

    Sorcerer

    * Consume radius increased from 5 to 8m
    * Dark flames will now telegraph when being cast
    * Dark flames initial delay increased from 0.1 to 2.1
    * Curse of Tzeentch knockback increased from 10 to 15m
    * Curse of Tzeentch area reduced from 10 to 7m

    Heretics

    * Sword damage increased from 20 to 24
    * Aspiring Champion upgrade reduced in cost from 100/25 to 80/25

    Chaos Space Marines

    * Bolter scatter radius reduced from 20 to 3

    Havoc

    * Heavy bolter setup time reduced from 4s to 3s

    Chaos Dreadnought

    * Added tracer fire to the Dreadnought’s torso guns
    * Can now melee garrisoned buildings while in a Blood Rage

    Plague Marines

    * Plague Bolter scatter radius reduced from 20 to 3

    Chaos Predator Tank

    * Weapon type changed from autocannon_pvp to autocannon_tank_pvp
    * Rotation rate increased from 75 to 100

    Great Unclean One

    * Cost reduced from 1400/250 to 900/220
    * Health reduced from 8750 to 6125
    * Level increases multiply health by 10% instead of 15%
    * Plague sword damage decreased from 440 to 160
    * Special attack damage reduced from 175 to 120
    * Upkeep increased from 0.0765 to 0.0956
    * XP points granted lowered from 2500 to 1000
    * Population cost increased from 18 to 21
    o Consume
    Range increased to 15 from 8
    o Swarm of Flies
    Cost increased from 50 to 80
    o Vomit
    Cost increased from 50 to 70


    Space Marines

    Orbital Bombardment

    * Outer ring damage of Orbital bombardment has been increased from 150 to 185

    Force Commander

    * Fixed an issue that allowed the Force Commander to have 2 melee weapons equipped

    Apothecary

    * Fixed an issue that caused the Apothecary to sometimes stop shooting after using Full Auto
    * Master-Crafted Bolter scatter radius reduced from 20 to 3

    Techmarine

    * Bolter scatter radius reduced from 20 to 3
    * Master crafted bolter scatter radius reduced from 20 to 3
    * Concsecrated bolter scatter radius reduced from 20 to 3

    Scout Marines

    * Bolter scatter radius reduced from 20 to 3

    Tactical Marines

    * Bolter scatter radius reduced from 20 to 3

    Heavy Bolter Devastators

    * Will now reset their weapons to a set-up state after upgrading to a lascannon

    Assault Marines

    * Energy cost for jump lowered from 70 to 50
    * Jump now has a minimum range of 15m
    * Incoming ranged damage will be reduced by 90% while jumping
    * Now are immune to suppression for the full duration of a jump

    Razorback

    * Rotation rate increased from 75 to 100

    Librarian

    * Attacks from the power sword will no longer grant energy to the Apothecary
    * Now heals at the HQ at the same rate as a commander

    Predator Tank

    * Rotation rate increased from 75 to 100

    Terminators

    * Terminators and Assault Terminators now share the same cooldown timer
    * Terminators cost changed from 650/350z to 650/100/350z

    Assault Terminators

    * Equipping lightning claws will now reduce the health of assault terminators by 300 per entity
    * Assault Terminators cost changed from 650/350z to 650/100/350z
    * Fixed an issue that caused the maximum health of the squad to drop when an individual Assault Terminator was killed

    Venerable Dreadnought

    * Damage increased from 150 to 175
    * Health increased from 1600 to 1750
    * Cost decreased from 700/400z to 600/300z
    * New passive ability: Stoicism
    o When the Venerable Dreadnought has been dealt his killing blow he continues to fight on for 10 seconds. While Stoicism is active the Venerable Dreadnought cannot be slowed or disabled and will continuously inspire allies around him. After Stoicism expires the Dreadnought is destroyed.


    Eldar

    Global

    * Fleet of Foot will no longer refund energy and cooldown when retreat is used while it is active
    * Garrisoned Farseer webway gates are now correctly revealed by enemy detector units

    Farseer

    * Levitation no longer effects units that are retreating

    Warlock

    * Improved the Providence ability visual effects

    Falcon

    * Rotation rate increased from 75 to 100

    Fire Prism

    * Pass_type changed from medium_crusher to heavy_crusher
    * Acceleration increased from 6 to 7
    * Rotation rate increased from 75 to 100

    Avatar

    * Cost decreased from 1000/230 to 800/180
    * Health decreased from 7000 to 5600
    * Sword damage reduced from 340 to 205
    * Avatar no long randomly knocks back units on attack
    * XP points granted lowered from 2200 to 1000
    * Upkeep increased from 0.04 to 0.0956
    * Population cost increased from 18 to 21


    Orks

    Warboss

    * Now I’m Angry ability changed.
    o This ability no longer requires the Warboss to take damage
    o Now has a cooldown of 40s and requires 50 energy
    o Increases the damage and speed of the Warboss. The Warboss will also periodically stomp the ground while running, creating a crater of light cover.

    Kommando Nob

    * Health granted by Extra Equipment lowered from 200 to 100
    * Explosive shot knockback has been changed from ability to weapon, making it ineffective against retreating units
    * Shoota scatter radius reduced from 20 to 5

    Mek

    * Shoota scatter radius reduced from 20 to 5

    Sluggas

    * Slugga Nob leader weapon type changed from pvp_melee to melee_heavy
    * Nob leader upkeep lowered from 0.02125 to 0.01275

    Shootas

    * Nob leader upkeep lowered from 0.02125 to 0.01275
    * Shoota scatter radius reduced from 20 to 8
    * Shoota Nob shoota scatter radius reduced from 20 to 8

    Lootas

    * Population cost decreased from 5 to 4
    * Upkeep reduced from 0.02125 to 0.017

    Stormboys

    * Stormboy Nob leader weapon type changed from pvp_melee to melee_heavy
    * Incoming ranged damage will be reduced by 90% while jumping
    * Now are immune to suppression for the full duration of a jump
    * Jump cooldown decreased from 60s to 15s
    * Jump now has a minimum range of 15m
    * Nob leader upkeep lowered from 0.02125 to 0.01275
    * Stormboys equipped with a Nob leader will now briefly stun enemies when jumped on

    Wartrukk

    * Rotation rate increased from 75 to 100
    * Health decreased from 500 to 350
    * Cost reduced from 300/40 to 180/20
    * Damage lowered from 45 to 20
    * Upkeep lowered from 0.0425 to 0.02125

    Weirdboy

    * Now heals at the HQ at the same rate as a commander
    * Fixed an issue that would cause Zzap to persist longer than intended

    Kommandos

    * Kommando Nob leader has upgraded his hammer to a rokkit launcha
    * Kommando Nob leader upgrade now requires tier 3

    Nobs

    * Huge Choppa weapon type changed from sword_pvp to melee_heavy
    * Size_override set to 1, allowing Nobs to path around each other easier
    * XP granted reduced from 250 to 200
    * Hammers no longer have a probability of knocking back units on a regular attack
    * Hammers damage increased from 100 to 110
    * Hammers now increase the Nobs damage output by 8% every time they attack stacking up to 4 times
    * Hammers cost increased from 50/50 to 100/70

    Looted Tank

    * Rotation rate increased from 75 to 100


    Tyranids

    Lictor Alpha

    * Flesh hook damage reduced from 180 to 140
    * Flesh hook flight distance lowered from 30m to 20m

    Ravener Alpha

    * Devourer scatter radius reduced from 20 to 8

    Raveners

    * Devourer scatter radius reduced from 20 to 8

    Genestealers

    * Removed the unused energy bar from Genestealer broods

    Lictor

    * Now heals at the HQ at the same rate as a commander
    * Scything Talons damage type changed from power_melee to melee_heavy
    * Lowered cost from 500/50 to 350/50

    Tyrant Guard

    * Now affected by Lascannon snare effect
    * Now affected by haywire grenades
    * Added a visual effect when the haywire grenade hits a Tyrant Guard

    Zoanthrope

    * Focused Warp Blast energy cost reduced from 65 to 30

    Carnifex

    * Added a visual effect when the haywire grenade hits a Carnifex


    Bug Fixes

    * Added all retailer exclusive wargear to the wargear drop tables in single player
    * Fixed an issue that would sometimes make squads unable to fire after being suppressed
    * Fixed an issue that caused setup weapon squads to chase a unit after being given an attack order
    * Fixed an issue that caused single members of a squad to pursue a target after being given an attack command
    * Stances are no longer reset to their defaults when upgrading a unit
    * Fixed an issue that was causing Khorne shrines to spawn bloodletters faster than normal when attacked by certain units
    * Fixed an issue that caused extra bloodletters to spawn when heretics stopped worshipping at a Khorne shrine.
    * Fixed an issue that caused infantry to automatically change stances from melee to ranged when garrisoning a building
    * Fixed an issue that prevented Heroes from cancelling a wargear upgrade while retreating another upgrading unit
    * Squad selection hotkeys will now always be assigned to the first available hotkey when a squad is created
    * Fixed a targeting priority issue that affected setup weapon squads and other weapons, extending their range beyond their maximum
    * Fixed an issue that would cause the cursor to become stuck as the directional indicator when issuing a right click facing order over a decorator
    * Fixed an issue that would cause the cursor to become stuck as the attack icon when rapidly building power generators
    * Fixed an issue that caused the health of the Chaos Sorcerer to be improperly displayed when the Sorcerer unlocked the Narcissistic trait in The Last Stand
    * Fixed an issue that caused users to only have randomized starting location on one map side
    * Fixed an issue that caused the output language to be incorrect when using a non-english keyboard
    * Added an on/off toggle for convolution reverb to the audio options
    * Fixed an issue that was preventing the sound effect for mini map pings
    * Added a sound effect when a chat message is received
    * We now require a certain amount of gameplay to occur before awarding rank points to a user to prevent user’s who were constantly conceding in order to rank up
    * Fixed a number of missing audio effects
    http://community.dawnofwar2.com/forums/topic/42098
    Weiterführende Infos:
    http://community.dawnofwar2.com/blog...nal-war-update
    http://community.dawnofwar2.com/blog...te-map-feature
    http://community.dawnofwar2.com/blog...h-notes-posted
    http://community.dawnofwar2.com/blog...-task3r-tasker
    http://community.dawnofwar2.com/forums/topic/42145
    Geändert von Just-Me (08.08.2010 um 01:50 Uhr) Grund: Patch 2.3.1
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  2. #2
    Oberfeldwebel
    Avatar von Just-Me
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    GFWL-Update

    Ma schaun, ob es wirklcih besser geworden ist.
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  3. #3
    Brigadegeneral
    Avatar von ScHmiDi
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    Zitat Zitat von Just-Me Beitrag anzeigen
    GFWL-Update

    Ma schaun, ob es wirklcih besser geworden ist.
    Was soll der bringen

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  4. #4
    Oberfeldwebel
    Avatar von Just-Me
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    Der wichtige Punkt:
    and reduced search times during matchmaking.
    da der momentan ewig dauert...wie viel schneller kann ich grad ned testen^^

    Players should see a higher percentage of compatible games in the custom games lis
    bis jetzt wurden wenige Spiele angezeigt, obwohl genügend Spiele offen waren. Wie das nun im Endeffekt aussieht ....
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  5. #5
    Brigadegeneral
    Avatar von ScHmiDi
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    ScHmiDi.711
    Klingt gut, hoffe, dass schön noch am Game gearbeitet wird, weil es fetzt richtig

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  6. #6
    Stabsgefreiter
    Avatar von Mazzee4ever
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    Zitat Zitat von Just-Me Beitrag anzeigen

    bis jetzt wurden wenige Spiele angezeigt, obwohl genügend Spiele offen waren. Wie das nun im Endeffekt aussieht ....
    Das frag ich mich allerdings auch, ich hab mich schon gewundert, warum immer so wenig Spiele angezeigt werden, kann doch nciht angehen, das da immer nur ca 6-10 Spiele offen sind.
    Diablo 3 ist endlich in Arbeit! Jetzt muss es nur noch schnell fertig werden!


  7. #7
    Oberfeldwebel
    Avatar von Just-Me
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    Neuer Patch, der heute abend wohl kommen dürfte

    betrifft pop bug (Endlich)

    edit: bereits draussen
    Geändert von Just-Me (10.03.2009 um 20:47 Uhr)
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  8. #8
    Stabsgefreiter
    Avatar von Mazzee4ever
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    Sehr schön endlich weg, der blöde Bug. hoffentlich zumindest

    Was soll den im zweiten Teil kommen? Das versteh ich nicht so ganz, gibts noch ein Bug mit der "Bevölkerung"?
    Diablo 3 ist endlich in Arbeit! Jetzt muss es nur noch schnell fertig werden!


  9. #9
    Oberfeldwebel
    Avatar von Just-Me
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    das ist nur ein vorübergehender Fix, sozusagen ein Hotfix bis der richtige Patch diesen Fehler formell korigiert. Jetzt wurde mehr geflickt als gelöst
    Aber solange es läuft.... wayne^^
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  10. #10
    Brigadegeneral
    Avatar von ScHmiDi
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    Anscheinend gibt es noch ein paar seltene Löcher, wo der Fehler auftritt. Die wichtigsten Löcher wurden gefixt, aber die anderen zu finden (mit einer Testreihe) dauert länger und kommt somit im nächsten Patch.

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  11. #11
    Stabsgefreiter
    Avatar von Mazzee4ever
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    Zitat Zitat von ScHmiDi Beitrag anzeigen
    Anscheinend gibt es noch ein paar seltene Löcher, wo der Fehler auftritt. Die wichtigsten Löcher wurden gefixt, aber die anderen zu finden (mit einer Testreihe) dauert länger und kommt somit im nächsten Patch.
    Ok, na watt solls, das Spiel ist wenigstens auf Anhieb spielbar, nciht so wie KW

    Und solange das nur seltene Fehler sind die sie sogar erst suchen müssen, um sie zu beheben, kanns ja nciht so gravierend sein.
    Diablo 3 ist endlich in Arbeit! Jetzt muss es nur noch schnell fertig werden!


  12. #12
    Brigadegeneral
    Avatar von ScHmiDi
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    Ist eigentlich ein neuer Patch in Planung?
    Weil diese ständigen Abstürze, Hero und Maus Bug, nerven derbst -_-

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  13. #13
    heißergehtsnich
    Avatar von Toaster
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    Soweit ich weiss kann man aktuell nur das hier verwerten^^
    http://community.dawnofwar2.com/view...p?f=20&t=17098

  14. #14
    Brigadegeneral
    Avatar von ScHmiDi
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    Ach, ich liebe immer diese Soon Angaben
    Trotzdem danke Toaster, dass lässt hoffen

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  15. #15
    Feldwebel
    Avatar von TarLanc
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    Zitat Zitat von ScHmiDi Beitrag anzeigen
    Ach, ich liebe immer diese Soon Angaben
    Trotzdem danke Toaster, dass lässt hoffen
    ich denke nicht das die wie ea sind, wo soon 5monate heißt
    Hier Könnte Ihre Werbung stehen.

    Zitat Zitat von Dark Warrior Beitrag anzeigen
    ...naja du klingst halt wie ein bekiffter darth vader verschnitt

  16. #16
    Oberfeldwebel
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    Einige Infos


    PATCHING PLANS UPDATE

    Updated:

    Many of you have been awaiting information on upcoming patches and changes to the game, and we have some to share with you today.

    We have a small code patch that is currently undergoing the certification process, which we hope to have finalized in the near future. Since there’s always a chance that something can go wrong during the certification, we’re unable to give an exact release date, but as soon as that date firms up, we’ll let you know.

    Code changes to look forward to in the next patch include:

    -A final code-based fix to the Population Cap issue. This will also resolve the problems with Space Marine upkeep costs.

    -A change to retroactively grant achievements to those people who rightfully earned them in the Single Player Campaign, which also prevents this from occurring to new players.

    -We’ve made some adjustments to the matchmaking system to provide better quality matches based on TrueSkill™ Rankings.

    -Squashed a bug that was allowing players to instantly win in Ranked matches after modding local files.



    In addition to the code changes, we’re hoping to include some balance changes at the same time. Issues addressed include:

    -Several changes to how energy shields work, making them less overpowered.

    -A melee damage debuff added to Tactical Marines when they use “And They Shall Know No Fear”.

    -Tactical Sergeant’s melee attack is less potent.

    -Reduction of Warrior Adrenal Gland vehicle damage.

    -Spore mines won’t be able to enter Ravener tunnels or Webway gates.

    -Warp Spiders will do more damage.

    -The build cost for the Carnifex increased.

    Last but not least, we’re releasing a new 3v3 map, (6p) Tiber Outpost, for both ranked and custom matches!

    The above isn’t an all-inclusive list, it’s still subject to change, and it’s certainly not the last time we’ll be doing balance changes.

    Beyond this, we have another, larger patch in the certification pipeline that addresses even more issues, but is still several weeks out. Once again, as details firm up, we’ll let you know.

    Post your reply : Forum Topic - PATCHING PLANS UPDATE

    Posted on Thursday, April 2nd, 2009 at 2:51 pm. Filed under Dawn Of War II, News & Updates. You can trackback from your own site.
    Quelle: community.dawnofwar2.com
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  17. #17
    Unteroffizier
    Avatar von Zorg
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    Ich finds gut, dass sie wieder so schnell einen Patch bringen. Allerdings sind die Balanceänderungen nicht besonders umfangreich.

    Nach meinen bisherigen Erfahrungen sind die SM im MP sehr stark. Ich sehe Online eigentlich nur noch SM und Tyra Spieler. Leider ist es wie so oft, sobald eine Strategie gefunden wurde, die einfach umzusetzen ist und fast immer zum Erfolg führt, dann wird diese auch verwendet.

    Die ganzen SM Spieler nehmen nur noch den FC mit Schild und pumpen dan die Taktischen Marine Squads. Ein paar mit Plasma und dann welche mit Racketenwerfer. Bei den Tyras verhält es sich ähnlich, ein paar Krieger und dann die Artelliere und gut is. Die Tyras haben auch eine Einheit mit der man alles unterdrücken kann, mir fällt gerade der Name nicht ein.

    Als Ork Spieler, wird man auch nach dem Patch keine Chance haben, sobald der Gegner ungefähr gleich gut ist, hat man schon verloren wenn er Tyras oder SM spielt. Spätestens auf T2 sieht man kein Land mehr.

    Bei den Eldar sieht man auch immer nur eine Spielweise, zuerst kommen 2-3 Guards und dann irgendwann der Falcon mit dem Schild.

    Das die Schilde abgeschwächt werden finde ich schon mal gut, auch das die Takt. SM schwächer werden ist ok. Vielleicht ist es ganz gut, dass sie in ihren Patches langsam vorgehen und nicht zuviele Sachen auf einmal Patchen. Die technischen Änderungen sind alle ok, darüber muss man nicht diskutieren, aber die Balance muss noch angepasst werden.

  18. #18
    Oberfeldwebel
    Avatar von Just-Me
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    Beacte aber, dass es sich hierbei um den kleinen Patch handelt. Mal schauen was noch kommt

    Noch ne Info zum Grösseren:

    This upcoming patch is pretty small compared to the one we're finalizing right now. That one will contain more maps.
    Yeah, the patch next week is small and just addresses a few bugs (full pop-cap fix, matchmaking, missing achievement), in addition to some balance changes and a new 3v3 map.

    The patch after that which is going into lockdown soon contains a ton of stuff.
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

  19. #19
    Unteroffizier
    Avatar von Zorg
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    Wann soll der Patch eigentlich erscheinen? Gibt es schon ein genaues Datum?

  20. #20
    Oberfeldwebel
    Avatar von Just-Me
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    Wahrscheinlich morgen irgendwann.
    Ich gehe taktisch vor, ich greife ihn dort an, wo ers am wenigsten erwartet....MOUAHAHAHAHAHA

    Beschissene Signatur, ausserdem ist sie viel zu gross, du Flegel*.
    Halte dich verdammt nochmals an unsere Regeln!
    Mit entnervten Grüssen- die Vereinten-Foren-Verwaltung

    *zensiert.

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