2.2 beta

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Lulgrim
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2.2 beta

Postby Lulgrim » Thu 08 Aug, 2013 9:57 pm

2.2 is an outdated version of Elite. Grab 2.3 here.

Install order for latest version is: beta 10, then beta 11

2.2 beta 11

  • Added a version number to post-game screen
  • New model for Flash Gitz head (by sterling)
  • New textures for Dire Avenger Squad (by Orkfaeller)
  • New portrait for Flash Gitz (by Kilgarn)
  • New portrait for Doom of Malan'tai (by Kilgarn)
  • Updated map: (4p) Meridian High City 1.3 (by Max Power)
  • Updated map: (6p) Wrath of Baal 1.1 (by Max Power)
  • Warp Spider Exarch "Heavy Gauge Filament" no longer knocks back more rapidly than once every 3 seconds
  • Doom of Malan'tai "Absorb Life" no longer affects incapacitated heroes
  • Artillery Spotter Squad "Smoke Shell" now properly applies a 50% debuff
  • Vindicare Assassin "Cameleoline Stealth Suit" now grants a toggled infiltration ability

2.2 beta 10

General
  • Tentative fix to sync error when using Vindicare Assassin's passive infiltration
  • New map: (6p) Wrath of Baal 1.0 (by Max Power)
  • Updated map: (6p) Meridian High City 1.4 (by Max Power)
  • Minor updates to Indrid's maps
  • New portrait: Dark Reaper Squad (by HansMoleman)
  • New portrait: Fire Dragon Squad (by HansMoleman)
  • New portrait: Purifiers (by Kilgarn)
  • New model: Flash Gitz armor (by sterling)
  • New model: Flash Gitz snazzgun (by sterling)
  • New model: Flash Gitz blasta (by sterling)
  • New model: Inquisitorial Storm Troopers (by sterling/Orkfaeller)
  • New model: Exitus rifle for Vindicare Assassin (by Gray)
  • New model: Extended Operations for Vindicare Assassin (by Gray)
  • Started adding 216 custom badges from hangar-8's TC MOD
  • Added 11 army painter colors from hangar-8's TC MOD

Spess Mehreens
  • Force Commander "Thunder Hammer" special attack damage increased from 40 to 50
  • Terminator Commander "Lightning Claws" damage increased from 70 to 80
  • Terminator Commander "Lightning Claws" special attack damage increased from 53 to 60
  • Apothecary "Anointed Power Axe" special attack damage increased from 60 to 80
  • Apothecary "Purification Vials" cooldown increased from 30 to 40 seconds
  • Apothecary "Purification Vials" range decreased from 24 to 20
  • Tactical Squad "Flamer" moving accuracy decreased from 100% to 75%
  • Tactical Squad "Flamer" cost increased from 65/15 to 65/20
  • Dreadnought "Assault Cannon Barrage" range decreased from 40 to 35
  • Terminator Squad reinforcement cost decreased from 150/50 to 150/25
  • Terminator Assault Squad reinforcement cost decreased from 150/50 to 150/25

Orks
  • Waaagh! Banner build time decreased from 15 to 10 seconds
  • Warboss "Now I'm Angry" health modifier is now exclusive
  • Mekboy "Mekboy Turret" damage range modifiers changed from 0.5/2.0/2.5 to 1/1/1
  • Mekboy "Mekboy Turret" build time decreased from 20 to 15 seconds
  • Kommando Nob "Assassinate" now tracks target once having started
  • Kommando Nob "Grapplin' Hook" hotkey changed from E to J
  • Painboy maximum energy, energy regeneration, and ability energy costs decreased by 50%
  • Nob Squad "Frenzy" duration increased from 7 to 10 seconds

Loldar
  • Webway Gate sight radius decreased from 25 to 5
  • Warlock "Channeling" range decreased from 40 to 34
  • Farseer "Fortune" energy cost decreased from 45 to 40
  • Dark Reaper Squad can now use "Fleet of Foot" when upgraded with "Aspect of Reaper"

Tyranoids
  • "Without Number" now spawns upgraded Hormagaunt & Termagant Broods in a targeted area
  • "Without Number" cost increased from 100/0/100 to 400/0/100
  • Lictor Alpha "Flesh Hook" range decreased from 45 to 36
  • Lictor Alpha "Flesh Hook" knockback flight distance decreased from 20 to 16
  • Lictor Alpha "Scything Talons" moved from T1 to T2
  • Lictor Alpha "Corrosive Claws" cost decreased from 120/40 to 120/30
  • Hormagaunt Brood T2/T3 passive health bonus removed
  • Hormagaunt Brood "Adrenal Glands" cost decreased from 75/15 to 50/15
  • Hormagaunt Brood "Endless Swarm" cost increased from 60/10 to 60/15
  • Termagant Brood T2/T3 passive health bonus removed
  • Termagant Brood "Toxin Sacs" cost increased from 50/15 to 75/15
  • Termagant Brood "Endless Swarm" cost increased from 60/10 to 60/15
  • Carnifex "Barbed Strangler" cooldown decreased from 3 to 2
  • Doom of Malan'tai "Warp Field" ability removed
  • Doom of Malan'tai "Cataclysm" minimum range increased from 0 to 15

Chaos
  • Chaos Sorcerer "Curse of Tzeentch" duration increased from 15 to 20 seconds
  • Chaos Sorcerer "Curse of Tzeentch" damage increased from 25 hp to 15 % (of target's maximum health)
  • Chaos Space Marines "Aspiring Champion" upkeep decreased from 12.8 to 10.8
  • Chaos Raptors "Aspiring Champion" upkeep decreased from 12.8 to 10.8
  • Chaos Raptors "Aspiring Champion" melee damage increased from 40 to 45
  • Chaos Raptors "Daemonic Fury" should now activate more reliably in general
  • Chaos Raptors "Daemonic Fury" now tracks target once having started
  • Chaos Terminator "Lightning Claws" special attack knockback changed from ability to weapon
  • Land Raider Phobos lascannon damage increased from 150 to 175

IG
  • "Repair Bunker" repair rate decreased from 15 hp each second to 15 hp every 1.5 seconds
  • Inquisitor "Assail" duration decreased from 10 to 8 seconds
  • Commissar Lord "Off-map Basilisk Flare" cooldown increased from 60 to 120 seconds
  • Lord General default retinue member reinforcement cost decreased from 30/0 to 25/0
  • Lord General special retinue members can now be replaced at 50% cost if they die
  • Sentinel frag missile projectile speed increased from 10-20 to 13-26
  • Catachan Devils cost decreased from 350/40 to 350/30
  • Catachan Devils "Explosive Shot" energy cost decreased from 50 to 40
  • Artillery Spotter Squad "Smoke Shell" sight radius debuff decreased from 90% to 50%
  • Artillery Spotter Squad "Smoke Shell" weapon range debuff decreased from 90% to 50%
  • Artillery Spotter Squad "Incendiary Shell" damage over time decreased from 10 to 7 each second
  • Artillery Spotter Squad "Incendiary Shell" damage over time duration increased from 15 to 20 seconds
  • Manticore "Storm Eagle" cooldown increased from 45 to 60 seconds
  • Ogryn Squad "Bone 'ead" cost decreased from 100/30 to 100/25

Gay Knights
  • Strike Squad "Psycannon" range increased from 36 to 38
  • Purgation Squad "Psycannons" range increased from 36 to 38
  • Interceptor Squad "Nemesis Focus" upgrade removed
  • Interceptor Squad "Psyk-out Grenade" now deals its courage damage properly
  • Rhino "Smoke Launcher" now requires T2
  • Purifiers cost decreased from 500/75 to 450/75
  • Purifiers "Psychic Field" no longer does friendly fire
  • Vindicare Assassin "Turbo-penetrator Rounds" no longer snare targets
  • Grey Knight Terminators & Paladins "Incinerator" no longer deals damage over time
  • Grey Knight Terminators & Paladins "Psycannon" no longer deals courage damage

2.2 beta 9 hotfix

  • Fixes the Tyrant Guard "Shieldwall" bug

2.2 beta 9 changelog

  • Updated map: All of Indrid's maps (I think)
  • Updated map: (2p) Leviathan Eye (by Blessed Spartan)
  • Updated map: (2p) Sector 95 (HQ turrets moved)
  • Updated map: (6p) Tartarus Harbor 2.0.3 (by Max Power)
  • Apothecary "Master-Crafted Bolter" is now the "Customized Storm Bolter" (model by David-CZ)
  • Tactical Squad "Sternguard Veterans" upgrade no longer reinforces nearby squads
  • Assault Squad "Vanguard Veterans" upgrade no longer reinforces nearby squads
  • Dreadnought "Multi-melta" no longer triggers the "Assault Cannon" speech when purchased
  • Librarian now has a passive melee charge
  • Librarian "Psychic Hood" now increases energy regeneration by 0.25
  • Whirlwind cost adjusted from 300/70 to 360/50
  • Whirlwind missile damage increased from 50 to 60
  • Whirlwind missile splash radius increased from 5 to 6
  • Terminator Assault Squad melee skill increased from 60 to 70
  • Warboss "Spiky Armor" now increases health regeneration by 0.35
  • Nob Squad using "Frenzy" should now be invulnerable despite debuff effects
  • Warlock hero army level unlocks reworked: common armor (0), epic head (0), rare armor (28), epic armor (48), legendary armor (58), legendary head (60) [New models by David-CZ]
  • Warlock "Warp Throw" now displays a warning symbol on the target area
  • Autarch health increased from 700 to 750
  • Seer Council cost decreased from 700/100 to 650/100
  • Tyranid "Infestation" capillary tower sight radius buff no longer stacks
  • Hormagaunt "Warrior Synapse Leader" removed
  • Termagant "Warrior Synapse Leader" removed
  • Hormagaunt Brood T2/T3 health buff is no longer exclusive with Melee Synapse
  • Termagant Brood T2/T3 health buff is no longer exclusive with Ranged Synapse
  • Tyrant Guard using "Shieldwall" should no longer gain super speed when affected by multiple snares
  • Chaos Havocs "Mark of Khorne" autocannon burst duration increased from 2 to 3
  • Bloodletters using "Warp Shift" should now be invulnerable despite debuff effects
  • Chaos Predator "Mark of Nurgle" autocannon damage increased from 50 to 65 (for real this time)
  • Multi-laser Turret "Salvage" refund decreased from 75/5 to 75/2.5
  • Multi-laser Turret with "Improved Fortification" now refunds an additional 25/5 on "Salvage"
  • Heavy Weapon Squad "Autocannon" burst duration increased from 2 to 3
  • Brother-Captain "Unending Purge" no longer glitches on retreat
  • Inquisitorial Storm Troopers "Overcharge Plasma" reworked and now works as intended
  • Interceptor Squad backpack fx should no longer render in FoW
  • Rhino "Lascannon" reload time decreased from 5 to 4
  • Vindicare Assassin sight radius decreased from 55 to 45
  • Vindicare Assassin now has a 0.6 second set-up time (no tear-down time)
  • Vindicare Assassin "Turbo-penetrator Rounds" now show a debuff effect on affected targets
  • Vindicare Assassin now has the "Cameleoline Stealth Suit" upgrade

2.2 beta 8 changelog

  • Updated map: (6p) Estia Province 1.5 (by Indrid)
  • Sternguard Veteran Squad "Vengeance Rounds" range increased from 30 to 38
  • Whirlwind "Hunter-Killer Missile" now has an explosion fx
  • Chaos "Empyreal Abyss" damage around the 8 outer "shards" increased from 7 to 10 per second
  • Chaos Sorcerer "Warp Rift" delay increased from 3 to 3.5 seconds
  • Chaos Sorcerer "Subjugate" now decreases target unit speed by 1 and increases damage by 25%
  • Bloodcrusher "Daemonic Roar" evacuation radius increased from 20-25 to 25-30
  • Inquisitorial Storm Trooper melee damage decreased from 4 to 3
  • Inquisitorial Storm Trooper Sergeant now wields a laspistol & a chainsword
  • Purgation Squad now has the "Purged by Fire!" default ability
  • Purgation Squad "Clear Vision" now requires the "Psycannons" upgrade
  • Purifiers can now properly use "Purification"
  • New icons for Vindicare Assassin abilities (by Kilgarn)
  • Vindicare Assassin now uses Cyrus speech codes
  • Vindicare Assassin now has the single_entity unit type (should affect HQ healing rate)
  • Vindicare Assassin rifle tracking angle & speed decreased
  • Vindicare Assassin now has the "Extended Operations" upgrade
  • Vindicare Assassin speed decreased from 6.5 to 5.5
  • Vindicare Assassin "Exitus Rounds" damage decreased from 200 to 190
  • Vindicare Assassin "Turbo-penetrator Rounds" snare duration decreased from 5 to 3 seconds
  • Vindicare Assassin ammo switch is now blocked for 5 seconds after firing (to prevent cooldown/reload abuse)

2.2 beta 7 changelog

GENERAL
  • New unit: Vindicare Assassin (art by Gray and Kilgarn)
  • New portrait: Inquisitorial Storm Troopers (by Kilgarn)
  • New portrait: Paladins (by Kilgarn)
  • New map: (4p) Medean Jungle Mines 1.1 (by Indrid)
  • Minor map updates for Indrid's maps
  • Inquisitorial Storm Troopers have their voices back

SPACE MARINES
  • Apothecary passive healing aura radius decreased from 25 to 20
  • Apothecary "Sanguine Chainsword" cost increased from 100/20 to 100/25
  • Tactical Squad "Flamer" build time increased from 20 to 25 seconds
  • Land Raider Redeemer cost decreased from 800/200 to 700/180
  • Land Raider Redeemer build time increased from 75 to 90 seconds

ORKS
  • Warboss "Spiky Armor" cost decreased from 130/25 to 100/20
  • Mekboy "Mekboy Turret" damage range modifiers changed from 0.3/1.6/3.5 to 0.5/2.0/2.5
  • Painboy health decreased from 800 to 700
  • Painboy melee damage decreased from 50 to 40
  • Flash Gitz "Blastas" cost decreased from 80/40 to 75/25
  • Flash Gitz "Gitfindas" cost decreased from 75/20 to 65/20

ELDAR
  • Eldar "Webway Gate" health decreased from 450 to 250
  • Warlock "Merciless Witchblade" ranged attack cooldown increased from 0 to 1
  • Dark Reaper Squad reaper launcher weapon family and damage type changed from plasma to inferno
  • Reaper Squad reaper launcher damage increased from 26 to 28.5

TYRANIDS
  • Tyranid "Tyranoform" speed buff radius incresed from 80 to 100
  • Lictor Alpha health decreased from 670 to 630
  • Ravener Brood population cost decreased from 5 to 4
  • Swarmlord "Blade Flurry" energy cost decreased from 150 to 100
  • Doom of Malan'tai "Absorb Life" radius decreased from 28 to 25

CHAOS
  • Chaos Lord "Kill the Weak! cooldown increased from 25 to 40 seconds
  • Plague Champion "Blight Grenade" detonation damage increased from 45 to 65
  • Plague Champion "Blight Grenade" area effect damage decreased from 10 to 5 per second
  • Plague Marine health regeneration increased from 3.5 to 4.0
  • Chaos Predator "Mark of Nurgle" autocannon damage increased from 50 to 65
  • Chaos Predator "Mark of Nurgle" autocannon damage over time changed from 10 x 4 seconds to 7 x 6 seconds
  • Land Raider Phobos cost decreased from 800/180 to 700/160
  • Land Raider Phobos build time increased from 75 to 90 seconds

IMPERIAL GUARD
  • Inquisitor "Valkyrie Bane Wolf Drop" cost decreased from 350/40/200 to 350/40/150
  • Lord General "Commissar" cost decreased from 100/10 to 75/10
  • Lord General "Vox Operator" cost decreased from 120/25 to 100/20
  • Guardsman Infantry Squad "Multi-laser Turret" now has the "Improved Fortification" upgrade

GREY KNIGHTS
  • Grey Knights "Hellfury Strike" hotkey changed from F3 to F4
  • Brother Captain "Blessed Aegis" health bonus increased from 100 to 200
  • Brother-Captain "Nemesis Vortex" detonation damage decreased from 90 to 80
  • Inquisitorial Storm Troopers cost decreased from 230/0 to 210/0
  • Inquisitorial Storm Troopers "Proximity Mine" no longer has global cooldown
  • Inquisitorial Storm Troopers "Proximity Mine" now does 25 explosive damage on detonation
  • Strike Squad health decreased from 365 to 350
  • Interceptor Squad "Teleport" and "Furious Intervention" minimum range increased from 0 to 10
  • Interceptor Squad "Krak Grenade" knockback removed
  • Purifiers now start with "Purification" (Strike Squad ability)
  • Grey Knight Terminator & Paladin "Psycannon" range modifiers removed
  • Paladins passive buff aura set to exclusive

2.2 beta 6 changelog

  • Fixed installer (missing Elite_beta.module)
  • Updated map: (4p) Meridian High City 1.2 (by Max Power)
  • Updated map: (6p) Meridian High City 1.3 (by Max Power)
  • Updated map: (6p) Tartarus Harbor 2.0.1 (by Max Power)
  • Apothecary "Sanguine Chainsword" bolt pistol heal no longer triggers by shooting inanimate objects
  • Techmarine "Master-Crafted Bolter" (new model) now has appropriate (s)fx
  • Warboss "Bang Bang Hammer" buff no longer triggers by hitting inanimate objects
  • Chaos Lord "Malignant Blindness" now has another filter (might affect Tyranid capillary towers)
  • Chaos Raptors "Daemonic Fury" is now disabled if the squad upgrades with "Meltaguns"
  • Sentinel "Ground Pound" stun effect is now applied as it should (mechanic is still simplified from beta 4 and earlier)
  • Grey Knight Terminators & Paladins "Incinerator" firing pattern changed to even out the damage; damage increased from 15 to 17 to keep DPS at previous level

2.2 beta 5 changelog

General

  • New map: (2p) Leviathan Eye 1.0 beta 4 (by Blessed Spartan)
  • New map: (4p) Meridian High City 1.1 (by Max Power)
  • New map: (6p) Meridian High City 1.2 (by Max Power)
  • New model: Techmarine Master-Crafted Bolter (by David-CZ)
  • New model: Dark Reaper (by David-CZ)
  • New model: Dark Reaper Exarch (by David-CZ)
  • New portrait: Devastator Marine Squad (by Kilgarn)
  • New portrait: Grey Knight Librarian (by Kilgarn)
  • New portrait: Grey Knight Terminators (by Kilgarn)
  • Fixed auto-targeting behaviour on activated Power Nodes
  • Fixed squad tab behaviour (shuffling of garrisoned units)
  • Doom of Malan'tai "Paroxysm" target conditions changed (maybe affects monstrous creatures now)
  • Sentinel "Ground Pound" stun mechanic changed (maybe units won't be permanently stunned now)
Spess

  • Apothecary "Armor of the Apothecarion" speed bonus increased from 1 to 1.5
  • Techmarine "Missile Launcher Turret" range increased from 50 to 55
  • Terminator Commander "Assault Cannon" damage increased from 100 to 128
  • Terminator Commander "Heavy Flamer" now does splash damage as intended
  • Commander "Lightning Claws" cost decreased from 70/70 to 70/40
  • Scout Squad "Sniper Rifles" renamed to "Sniper Rifle"
  • Scout Squad "Sniper Rifle" cost decreased from 100/35 to 100/30
  • Tactical Marine Squad "Flamer" build time increased from 15 to 20 seconds
  • Tactical Marine Squad "Sternguard Veteran Squad" no longer allows using abilities while upgrading
  • Assault Squad "Vanguard Veteran Squad" no longer allows using abilities while upgrading
  • Vanguard Veteran Squad health regeneration increased from 0.5 to 1.5
  • Vanguard Veteran Squad health regeneration now increases by 1 hp/s when fighting
  • Terminator Squad "Heavy Flamer" now does splash damage as intended
Boyz

  • Mekboy "Kult of Speed" cost decreased from 125 to 100 Waaagh!
  • Mekboy "Mekboy Turret" maximum engineers decreased from 6 to 1
  • Mekboy "Mekboy Turret" damage decreased from 300 to 150
  • Mekboy "Mekboy Turret" courage damage decreased from 400 to 0
  • Mekboy "Mekboy Turret" cooldown decreased from 1.5 to 1
  • Mekboy "Mekboy Turret" cost decreased from 200/30 to 150/20
  • Mekboy "Dakka Dakka Dakka" cooldown decreased from 1.5 to 1
  • Kommando Nob "Grapplin' Hook" fixed
  • Painboy "Speshul Git Sauce" regeneration boost duration decreased from 12 to 10 seconds
  • Painboy "Very Speshul Git Sauce" regeneration boost duration decreased from 12 to 10 seconds
  • Weirdboy ranged attack cooldown increased from 2 to 3
  • Weirdboy ranged attack reload duration increased from 2-2 to 3-3
  • Weirdboy "Warp Vomit" stun/debuff duration decreased from 10 to 8 seconds
Loldar

  • Dark Reaper Squad cost increased from 350/30 to 400/30
  • Dark Reaper Squad "Aspect of Reaper" cost decreased from 100/25 to 65/25
  • Dark Reaper Exarch cost decreased from 85/15 to 65/15
  • Falcon cost decreased from 375/95 to 360/90
Bugs

  • "Infestation" cooldown increased from 30 to 45 seconds
  • Hive Tyrant "Venom Cannon" cooldown decreased from 2 to 1.5
  • Hormagaunt Brood Warrior Synapse Leader no longer detects infiltrated units
  • Hormagaunt Brood Warrior Synapse Leader health decreased from 525 to 350
  • Hormagaunt Brood Warrior Synapse Leader now grants the Basic Synapse effect instead of the Melee Synapse effect
  • Brood Warrior Synapse Leader no longer detects infiltrated units
  • Termagant Brood Warrior Synapse Leader now grants the Basic Synapse effect instead of the Ranged Synapse effect
  • "Venom Cannon" damage increased from 90 to 100
Noobs

  • Chaos Space Marines "Mark of Khorne" cost decreased from 90/30 to 70/30
  • Raptors "Daemonic Fury" now unlocked by Aspiring Champion
  • Chaos Raptors "Daemonic Fury" damage decreased from 200 to 150
  • Chaos Raptors "Blood Maul" removed for now
  • Bloodcrusher build time decreased from 45 to 40 seconds
PDF

  • Leman Russ "Vanquisher" cooldown decreased from 4.5 to 3.5
  • Cadian Kasrkin Squad "Grenade Launchers" damage increased from 65 to 70
Gay Knights

  • Inquisitorial Storm Troopers "Grenade Barrage" damage decreased from 25 to 20
  • Strike Squad cost decreased from 500/0 to 450/0
  • Strike Squad special attack damage decreased from 20 to 15
  • Strike Squad "Energy Burst" targeting radius increased from 25 to 30
  • Strike Squad "Incinerator" reload time decreased from 3-3 to 2-2
  • Purgation Squad GR value decreased from 21 to 15
  • Purgation Squad incinerator courage damage increased from 20 to 22.5
  • Purgation Squad incinerator reload time decreased from 3-3 to 2-2
  • Interceptor Squad "Krak Grenade" now behaves like Melta Bomb
  • Interceptor Squad "Psyk-out Grenade" projectile speed increased from 9-15 to 12-20
  • Interceptor Squad "Incinerator" reload time decreased from 3-3 to 2-2
  • Grey Knight Terminator passive energy drain increased from 2.5 to 3.75 per second

2.2 beta 4 changelog

  • Activated Power Nodes are no longer auto-targetable
  • Force Commander "Defend" no longer affects retreating units
  • Mekboy "Force Field Overcharge" no longer knocks back retreating units
  • Kommando Nob "Grapplin' Hook" knockback type changed from light_weapon_knockback (normally not used in MP) to weapon_knockback
  • Slugga Boyz Nob Leader can now use "Repair" as last surviving squad member
  • Guardian Weapon Team "Beam Scorch" damage bonus decreased from 25% to 20%
  • Guardian Weapon Team "Beam Scorch" can now be toggled on/off without setting up the weapon
  • Dark Reaper Squad Exarch has a new head (by David-CZ)
  • Commissar Lord "Power Sword" icon updated
  • Commissar Lord "Power Fist" replaced by "Xenos Power Claw" (courtesy of Great Hammer mod)
  • Artillery Spotter Squad weapon animation changed from ranged_energy to ranged_burst
  • Inquisitorial Storm Troopers "Grenade Barrage" works again

2.2 beta 3 changelog

Maps

  • Updated map: (2p) Green Tooth Jungle Redux - Fixed Version (by Max Power)
  • Updated map: (2p) Pale Tooth Gorge (by Indrid); support wall fix
  • Updated map: (4p) Argus Desert Gate 1.2 (by Indrid)
  • Updated map: (6p) Argent Shelf Redux V2 (by Max Power)
  • Updated map: (6p) Estia Province 1.4 (by Indrid)
  • Updated map: (6p) Garvus Ice Gate (by Indrid); minor fix to stop units jumping where they shouldn't
  • Updated map: (6p) Garzweiler Mine 2.0 (by Max Power)
  • Updated map: (6p) Leyrus Jungle Gate (by Indrid); minor fix to stop units jumping where they shouldn't
  • Updated map: (6p) Valderus Refinery (by Indrid); new loading screen (was using the 4p loading screen before)
  • Updated map: (6p) Valhalla Oilfield 1.6 (by Max Power)

Visuals

  • New portrait: Terminator Assault Squad (by Kilgarn)
  • New portrait: Brother-Captain (by Kilgarn)
  • New portrait: Strike Squad (by Kilgarn)
  • New portrait: Interceptor Squad (by Kilgarn)
  • New portrait: Purgation Squad (by Kilgarn)
  • "Legion of the Damned" chapter now has the proper badge
  • Apothecary armor wargear no longer resets model
  • Purgation Squad "Psycannons" now updates squad decorator

Gameplay

  • Techmarine "Axe of the Mechanicum" should now properly grant a melee charge
  • Scout Sergeant can now use "Repair"
  • Tyranid "Infestation" no longer spawns the eld_fow_revealer entity
  • Ravener Alpha Hive Node "Spore Cloud" no longer affects units with building_defence armor (such as Hive Nodes)
  • Doom of Malan'tai "Paroxysm" should (might) affect units with the 'carnifex' unit type
  • Chaos Raptors "Daemon Maul" set from leader_only to leader_preferred (transfers to other squad members again); using leader_only will make the AC equip it like a pistol overlapping the plasma pistol
  • Chaos Raptors "Daemon Maul" no longer requires the Aspiring Champion
  • Commissar Lord "Aura of Discipline" no longer revives incapacitated heroes
  • Chimera "Extra Armor" upgrade removed (as the energy-as-health mechanic was removed previously)
  • Grey Knights "Dark Excommunication" hotkey changed
  • Inquisitorial Storm Trooper Sergeant can now use "Repair"

2.2 beta 2 changelog

Generic

  • Word Bearers Chaos Lord glitch fixed (I must have been using it to test something but forgot what)
  • Alpha Legion Tactical & Havoc purity seals removed
  • Changed Army Painter backdrop back to default (the custom one lacks some unit markers but current modding tools can't edit it)
  • Tool-tip updates
  • New map: (6p) Ulthane Temple 1.3 (by Max Power)
  • Updated map: (6p) Deathworld Temple 1.5 (by Indrid)
  • Updated map: (6p) Garzweiler Mine 1.8 (by Max Power)
  • Updated map: (6p) Tartarus Harbor 2.0 (by Max Power)
  • Updated map: (6p) Valhalla Oilfield 1.5 (by Max Power)
  • Updated loading screen: (6p) Estia Province (by Indrid)

Spess Murheens

  • Apothecary "Larraman's Blessing" behaviour fixed (was using retail version)
  • Apothecary "Larraman's Blessing" cost increased from 125 to 150 Zeal
  • Apothecary "Heal" scaling increased from 110/130/150/170/190 to 110/140/170/200/230 hp (at levels 1-2/3-4/5-6/7-8/9-10)
  • Librarian "Veil of Time" duration increased from 20 to 30 seconds
  • Whirlwind default missile maximum speed increased from 40 to 45

Boyz

  • Warboss "Enhanced Kustom Shoota" range decreased from 49 to 38
  • Shoota Boyz "Big Shootas" damage increased from 27 to 28
  • Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive
  • Battlewagon zzap cannon horizontal rotation speed increased from 25 to 50
  • Battlewagon "Deff Rolla Rampage" speed bonus decreased from 4 to 3

Loldar

  • Warlock "Immolator" cost decreased from 100/30 to 100/25
  • Dark Reaper Squad "Tempest Barrage" damage increased from 62.5 to 65
  • Dark Reaper Squad "Tempest Barrage" splash pattern tweaked slightly
  • Fire Prism "Dispersed Beam" cooldown increased from 5.5 to 6.5

Zerg

  • Lictor Alpha "Scythe" energy cost decreased from 60 to 20
  • Hormagaunt Brood "Warrior Synapse Leader" can now be repurchased
  • Hormagaunt Brood "Warrior Synapse Leader" no longer grants Melee Synapse to surrounding units
  • Hormagaunt Brood "Warrior Synapse Leader" no longer jumps over obstacles
  • Termagant Brood "Warrior Synapse Leader" can now be repurchased
  • Termagant Brood "Warrior Synapse Leader" buff now activates properly
  • Carnifex "Barbed Strangler" reload duration decreased from 4 to 3.5
  • Doom of Malan'tai "Paroxysm" cooldown increased from 15 to 40 seconds

Choas

  • The Maul is still fucked
  • Do not get the Maul

Imperial Fodder

  • Lord General "Grenade Launchers" cost decreased from 90/30 to 90/20
  • Lord General "Back in the Fight!" health regeneration bonus decreased from 2 to 1.5 hp/s
  • General "Back in the Fight!" duration increased from 20 to 25 seconds

Super Titan Marines

  • Brother-Captain "The Unending Purge" now grants +1 speed and +0.5 health regeneration as intended (modifiers were mixed up)
  • * Inquisitorial Storm Troopers "Overcharge Plasma" now costs 15 energy to activate and 5 energy/s to maintain
  • Inquisitorial Storm Troopers "Overcharge Plasma" now doubles weapon cooldown time
  • Strike Squad Incinerator courage damage increased from 15 to 20
  • Purgation Squad Incinerator courage damage increased from 15 to 20
  • Interceptor Squad Incinerator courage damage increased from 15 to 20
  • Grey Knight Dreadnought "Inferno Cannon" courage damage increased from 10 to 20
  • Grey Knight Terminators melee skill increased from 60 to 70
  • Paladins melee skill increased from 60 to 70
  • Paladins cost decreased from 700/200 to 650/150

2.2 beta 1 changelog

Visuals

  • Changed Army Painter backdrop to match the main menu
  • New custom army: Legion of the Damned
  • New custom army: Alpha Legion
  • New custom model: Apothecary for the Imperial Fists (DLC)
  • New portrait: Vanguard Veteran Squad (by Kilgarn)
  • New portrait: Painboy (by Kilgarn)
  • New portrait: Chaos Raptors (by Kilgarn)
  • Recolored tracers: Hellfire Bolts

Maps

  • New map: (2p) Jarilo's Forge (by LondonDuncan)
  • New map: (4p) Argus Desert Gate 1.2 (by Indrid)
  • New map: (6p) Estia Province 1.3.1 (by Indrid)
  • New map: (6p) Valhalla Oilfield 1.4 (by Max Power)
  • Updated map: (2p) Pale Tooth Gorge 1.1 (by Indrid)
  • Updated map: (6p) Arena of Ashes 1.2 (by Indrid)
  • Updated map: (6p) Boranis Refinery 1.2.1 (by Indrid)
  • Updated map: (6p) Garvus Ice Gate 1.2.1 (by Indrid)
  • Updated map: (6p) Tartarus Harbor 1.9 (by Max Power)
  • Updated map: (6p) Valderus Refinery 1.2.1 (by Indrid)
  • Removed map: (2p) Catachan Lowlands
  • Removed map: (2p) High Risks
  • Removed map: (4p) Gorkamorka Boondox
  • Removed map: (4p) Maiden Forums
  • Removed map: (4p) Rokk of Waaagh
  • Removed map: (FFA) Rokk of Waagh
  • Removed map: (FFA) Skull Masha Brackens

Fixes

  • Unit (squad) tabs will now be shuffled according to control groups so that they are always in numerical order
  • Integrated Adratus's AI for Elite (version?)
  • Imperial Guard units no longer forget their orders when a model is executed
  • Apothecary "Purification Vials" fx duration now matches effect duration
  • Shoota Boyz "Big Shoota" renamed into "Big Shootas"
  • Warlock "Providence" visual fx duration now matches ability duration
  • Farseer "Psychic Storm" hotkey changed from eld_destructor to eld_fortune
  • Warp Spider Squad Exarch with powerblades (Aspect) no longer hits friendly models on special attacks
  • Wraithlord "Brightlance upgrade" renamed to "Brightlance"
  • Tyranid "Infestation" towers can no longer be spawned on unpassable terrain
  • Ravener Alpha Hive Nodes now regenerate health
  • Warrior Brood "Adrenal Glands" hotkey changed to H
  • Doom of Malan'tai "Paroxysm" no longer affects buildings or vehicles
  • Plague Champion "Touch of Nurgle" damage from detonating Havocs increased from 37.5 to 75
  • Plague Champion "Touch of Nurgle" custom 3-second cooldown added to Havocs
  • Chaos Sorcerer "Warp" global now teleports allied units (instead of just wasting Favor)
  • Chaos Raptor "Daemon Maul" should no longer transfer to non-AC models
  • Commissar Lord can no longer execute Inquisitorial Storm Troopers
  • Brother-Captain "Dark Excommunication" should no longer trap Chaos Heretics in Worship state
  • Brother-Captain "Canticle of Absolution" should no longer trap Chaos Heretics in Worship state
  • Grey Knight Terminator "Psycannon" now does splash damage

General balance

  • Bolter_kraken damage to heavy infantry armor increased from 0.87 to 1.0
  • Bolter_kraken damage to super heavy infantry armor increased from 0.39 to 1.0
  • Bolter_vengeance damage to heavy infantry armor decreased from 1.5 to 0.87
  • Bolter_vengeance damage to super heavy infantry armor decreased from 1.5 to 1.25
  • Explosive_pvp damage to commander armor increased from 0.75 to 1.0

Spess Mehreens

  • Vanguard Veteran Squad health increased from 400 to 450
  • Vanguard Veteran Squad health progression decreased from 15% to 10% per level
  • Whirlwind default missile damage increased from 45 to 50
  • Whirlwind "Hunter-Killer Missile" cooldown decreased from 90 to 60 seconds

Waaagh

  • Slugga Boyz "Burnas" cost decreased from 65/20 to 65/15
  • Shoota Boyz "Big Shootas" damage decreased from 29 to 27
  • Watrukk cost decreased from 220/30 to 200/30

Loldar

  • Webway Gate XP value increased from 50 to 150
  • Webway Gate build time increased from 15 to 25 seconds
  • Howling Banshees damage (power sword, power sword 2, executioner) to retreating units decreased from 0.9 to 0.85
  • Dark Reaper Squad "Tempest Launcher" moved from T3 to T2
  • Dark Reaper Squad "Tempest Barrage" cooldown increased from 60 to 80 seconds
  • Wraithlord "Brightlance" moving accuracy increased from 50% to 100%

OMFG They Copied Zerg

  • "Infestation" tower health decreased from 300 to 250
  • "Infestation" tower XP value increased from 0 to 75
  • "Infestation" tower synapse effect no longer affects units with vehicle armor
  • Hormagaunt Brood can now be upgraded with an Adrenal Gland Warrior squad leader in T3
  • Termagant Brood can now be upgraded with a Venom Cannon Warrior squad leader in T3

Stupid OP Noob Race

  • Chaos Lord "Icon of Khorne" healing effect increased from 1% to 1.5%
  • Plague Champion "Touch of Nurgle" duration decreased from 30 to 25 seconds
  • Chaos Sorcerer "Subjugate" now makes the target unit immune to damage for the duration
  • Chaos Predator "Mark of Nurgle" now grants 0.5 health regeneration

Zero Power T1/2 Race

  • Inquisitor "Purgatus" cost decreased from 200/50 to 150/50
  • Commissar Lord "Carapace Armor" cost decreased from 100/30 to 100/25
  • Sentinel no longer has energy
  • Artillery Spotter Squad can now detect infiltrated units (30 radius)
  • Chimera no longer has energy
  • Manticore cost decreased from 300/100 to 300/90
  • Leman Russ no longer has energy
  • Leman Russ "Executioner" damage increased from 25 to 27.5
  • Leman Russ "Vanquisher" weapon family changed from autocannon_tank_pvp to autocannon_av (custom) so that it will now prefer vehicle targets

Super Spess Mehreens

  • Brother-Captain "Nemesis Force Sword" cost decreased from 100/25 to 100/20
  • Brother-Captain "Nemesis Force Sword" damage increased from 50 to 60
  • Brother-Captain "Blessed Aegis" health regeneration bonus increased from 0.25 to 0.35
  • Brother-Captain "Unending Purge" now grants a 20% damage resistance when active
  • Inquisitorial Storm Troopers "Plasma Guns" upgrade now grants the "Overcharge Plasma" ability
  • Inquisitorial Storm Troopers "Recon Kit" removed
  • Inquisitorial Storm Troopers may now purchase the "Proximity Mines" upgrade in T1
  • Rhino health decreased from 900 to 650
  • Rhino cost decreased from 250/25 to 180/20
  • Rhino "Reinforced Armor Plating" health penalty decreased from -400 to -150
  • Rhino "Reinforced Armor Plating" cost increased from 90/30 to 120/35
  • Rhino "Heavy Bolter Turret" cost increased from 75/0 to 110/0
  • Rhino "Lascannon Turret" cost increased from 75/0 to 110/0
  • Grey Knight Dreadnought "Maelstrom" ability now requires the "Dreadnought Claw" upgrade
  • Grey Knight Dreadnought "Plasma Cannon" wind-up decreased from 1.2 to 0.6
  • Grey Knight Dreadnought "Plasma Cannon" wind-down increased from 1 to 1.6
  • Paladins passive inspiration buff reworked; now increases health regeneration of nearby allies by 2.5 hp/s and decreases received courage damage by 50%
  • Land Raider Crusader health decreased from 3500 to 3250
  • Land Raider Crusader hurricane bolter range decreased from 45 to 40
[/list]
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David-CZ
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Re: 2.2 beta

Postby David-CZ » Thu 08 Aug, 2013 11:14 pm

FYI it was Blizzard who took inspiration from Warhammer 40K. It just feels wrong to accuse Games-Workshop of copying the design.
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Re: 2.2 beta

Postby crazyman64335 » Thu 08 Aug, 2013 11:28 pm

encountered a bug where the GK storm troopers nade launcher barrage doesn't fire. other than that haven't had any problems
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Nuclear Arbitor
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Re: 2.2 beta

Postby Nuclear Arbitor » Fri 09 Aug, 2013 12:40 am

David-CZ wrote:FYI it was Blizzard who took inspiration from Warhammer 40K. It just feels wrong to accuse Games-Workshop of copying the design.

that's the joke
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Re: 2.2 beta

Postby Batpimp » Fri 09 Aug, 2013 3:54 am

David-CZ wrote:FYI it was Blizzard who took inspiration from Warhammer 40K. It just feels wrong to accuse Games-Workshop of copying the design.



you apparently dont realize we ALL know that and are actually making fun of the SC crowd...
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Re: 2.2 beta

Postby Black Relic » Fri 09 Aug, 2013 6:32 am

played the ai a bit. Props on how well the ai is now. still a bit to obvious in what it would normally do. Maybe change the attack priority for squads like banshees? Since they seem to only attack you commander or infantry and only go for your heavy infantry if its the only thing there. Since I use cope tool i am amazed on what you can do with it Since i have only started using it maybe 5 mouths ago i am still finding things out and its pretty awesome in how straightforward the tool is. Like maybe have banshees attack priority be like 35 on commanders, 37.7 on infantry, and like 40 or so on heavy infantry or something since the ai doesn't seem to be making use of their power swords.

But all in all awesome so far. The badge for the Legion of the Damned seems to be missing. I might have an idea on what might fix it. Make the badge a DDS and place it in the *badges* tab in art\data. But i probably don't need to say anything.

QUESTION IF I DESERVE AN ANSWER! How did you add the alpha legion and the Legion of the Damned in the army painter?!?!?!?!? Because i want to do something like that for Blood Ravens. Make the Force Commander be Gabrial Angelos, and have the other Squads (tactical, assault marines, and devastators) a different amour. anyway at the topic at hand props to the whole team involved in the MOD.

Good Shit ;)
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Re: 2.2 beta

Postby PhatE » Fri 09 Aug, 2013 8:18 am

"Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive"

Can someone please educate me on what this means exactly? I'm not all that familiar with what it means
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Re: 2.2 beta

Postby Shas'el Doran'ro » Fri 09 Aug, 2013 10:51 am

The Chimera has no energy bar now but the Extra armor upgrade is still there in the upgrade list on the unit icon though blocked out.

Also the game crashed on me after I had played a skirmish against an AI. It has literally never done that before, don't know what it cause it.

The Warrior Brood leader upgrade on the guant and gant squads places itself like 8-10 meters behind the rest of the squad this can't possibly be intended is it?

PS. I saw you're still ignoring my request to fix the firing animation of the Artillery spotter squad, with their glitching power cable.
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Lag
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Re: 2.2 beta

Postby Lag » Fri 09 Aug, 2013 11:41 am

When I made the changed armor on the LG his icon changed position from first to last (like when FC makes Termi armor).
Other than that - so far so good.
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Re: 2.2 beta

Postby TomastheTankEngine » Fri 09 Aug, 2013 3:53 pm

Lag wrote:When I made the changed armor on the LG his icon changed position from first to last (like when FC makes Termi armor).
Other than that - so far so good.


It didn't pop back to first position if your hero was under control group 1?
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Re: 2.2 beta

Postby Raffa » Fri 09 Aug, 2013 5:06 pm

LG healing armour is still so clearly broken.

IMO 3xgu with healing armour and one or two other units is the best T1 army. Add a spotter/cata and it lets you win with attack-move, the only micro involved is to point and click on setup teams in your way with spotters/catas.

Sorry but there's no justification for this one, it's just too damn stronk :)
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Re: 2.2 beta

Postby Galvatom » Fri 09 Aug, 2013 5:08 pm

Choas

The Maul is still fucked
Do not get the Maul

I was lucky I wasn't drinking something when I saw this cause I burst out with laughter and nearly fell off my chair XD.
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Re: 2.2 beta

Postby Galvatom » Fri 09 Aug, 2013 5:09 pm

When will this be released by the way? :)
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Re: 2.2 beta

Postby Kvek » Fri 09 Aug, 2013 5:26 pm

You can already download it.
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Lag
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Re: 2.2 beta

Postby Lag » Fri 09 Aug, 2013 5:48 pm

Raffa wrote:LG healing armour is still so clearly broken.

IMO 3xgu with healing armour and one or two other units is the best T1 army. Add a spotter/cata and it lets you win with attack-move, the only micro involved is to point and click on setup teams in your way with spotters/catas.

Sorry but there's no justification for this one, it's just too damn stronk :)

You based this on one game. I lost a squad in the middle of the healing. You might be right, but you surely cannot claim this to be true after trying out just one game.
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Re: 2.2 beta

Postby Raffa » Fri 09 Aug, 2013 6:09 pm

And hugbots cannot be warped while they are raging.
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Re: 2.2 beta

Postby Red Beard » Fri 09 Aug, 2013 7:08 pm

Something I noticed when I was playing on Valhalla Oilfield Max:

The white which you used in the making of this map is too bright. I suggest u lower the brightness a bit please as I can't even see my selected units.
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Re: 2.2 beta

Postby MaxPower » Fri 09 Aug, 2013 10:53 pm

[WHElite] R3D B34RD wrote:Something I noticed when I was playing on Valhalla Oilfield Max:

The white which you used in the making of this map is too bright. I suggest u lower the brightness a bit please as I can't even see my selected units.


Too bright eh?, okay guess ill have to make it even darker then...I hope nobody complains that is too dark after ive changed it. :evil:
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Re: 2.2 beta

Postby Batpimp » Sat 10 Aug, 2013 1:02 am

On argus 3v3 game. I had some Raptors jump onto my tacs and Assault cannon dreadnaught. WHen i used the dreadnaught to melee the Raptors the raptor i targetted became a square box.

Not sure how to recreate the issue but it was upgraded raptors and TSM. during the next encounter the raptors lost the box. not sure if its on client end or game end. just bringing it up.
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Re: 2.2 beta

Postby Dark Riku » Sat 10 Aug, 2013 1:43 am

PhatE wrote:"Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive"

Can someone please educate me on what this means exactly? I'm not all that familiar with what it means


It means it won't stack with the warbos' now I'm angry regen.
The painboy like this is still too strong atm though.
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Re: 2.2 beta

Postby Trippy » Sat 10 Aug, 2013 2:53 am

Thanks for the hard work with the mod! Having fun with Elite !

Is it just me, or does the Purifier Sergeant die an awful lot? Seems to be higher than usual, or just my bad luck lol.

On another note, does the storm trooper overcharge work? Seems like its constantly active and energy wont replenish.

Havent tested much else, altho I am liking the Force Sword for the Bro Captain. Have to test the rest out ;)
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Re: 2.2 beta

Postby MaxPower » Sat 10 Aug, 2013 4:22 am

Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?
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Re: 2.2 beta

Postby Helios » Sat 10 Aug, 2013 4:59 am

It's not installing the right one. Just 2.1 for some reason.
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Re: 2.2 beta

Postby Vapor » Sat 10 Aug, 2013 5:26 am

Helios there's a new desktop icon separate for the new beta if that's your problem.
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Re: 2.2 beta

Postby PhatE » Sat 10 Aug, 2013 9:26 am

Dark Riku wrote:
PhatE wrote:"Painboy "Speshul Git Sauce" and "Very Speshul Git Sauce" health regeneration modifiers set to exclusive"

Can someone please educate me on what this means exactly? I'm not all that familiar with what it means


It means it won't stack with the warbos' now I'm angry regen.
The painboy like this is still too strong atm though.


Thank you for informing me
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Re: 2.2 beta

Postby Ar-Aamon » Sat 10 Aug, 2013 9:59 am

I mention it once and Idk if it was over read but have you guys in mind that the Paladins get a 10% health decrease since their passiv aura has been reworked.
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Re: 2.2 beta

Postby Indrid » Sat 10 Aug, 2013 11:23 am

MaxPower wrote:Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?


You mean Green Tooth Jungle?

The fix was probably lost in the maelstrom of map stuff we sent him. The support wall fix for Pale Tooth was lost in the warp too.
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Re: 2.2 beta

Postby MaxPower » Sat 10 Aug, 2013 12:16 pm

Indrid wrote:
MaxPower wrote:Lulgrim it seems to me that the fixed version of green tooth gorge isnt in this build. What happend, do u need the link again?


You mean Green Tooth Jungle?

The fix was probably lost in the maelstrom of map stuff we sent him. The support wall fix for Pale Tooth was lost in the warp too.


Well no prob ill send him the link again then ^^
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Re: 2.2 beta

Postby solariangod » Sat 10 Aug, 2013 6:44 pm

Trippy wrote:On another note, does the storm trooper overcharge work? Seems like its constantly active and energy wont replenish.


I think so. The ability won't turn off by itself when energy reaches 0, it'll keep draining energy from 1 to 0. You have to toggle it manually. I've noticed it knocking back units when I have it on.
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Re: 2.2 beta

Postby Alexwellace » Sat 10 Aug, 2013 10:17 pm

I think there is an issue with the inquisitorial stormtroopers grenade barrage ability when used in tandem with mines. They would lose energy as if they used the ability, but no grenades where fired. Not sure if this is an issue with the grenade launcher or the mines, because I didn't try without the mines. But just a heads up as I didn't save replay.

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