Patch 2.9.8 Released !

Elite (and related) releases.
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Adila
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Patch 2.9.8 Released !

Postby Adila » Tue 15 Feb, 2022 10:29 am

Preamble:
Hey guys, the long waiting for this patch is finally over!
Allot of big bugs have been addressed with many quality of life changes on top of it to improve the game experience for all.
This is also a huge content patch, featering new units for orks and ig which you will find more info about below.
We also have a OM focused Survival mode added by Noot, with many custom models and 3 different maps in total.

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CREDITS
Balance Lead: Adila
Models, Animations and Visuals: Enlargingcloud, Kekoulis, Noot, Garrick, Imperator, Noot
Programming (Units, Abilites and Misc): Shoulder Mount, Atlas, Enlargingcloud, Noot, yellowmonkeySoulEater, Snowkip
FX Effects: Enlargingcloud, Noot
Noots Survival Custom Campagin; Noot
Maps: Inekura, Swift, Adila, Noot
Community Casters: Indrid, Torpid
New unit Design: Torpid, Adila
Portraits: Helraun (new Bullgryn Portrait), Knall (new Phobos portrait)
Game Testers: Shoulder Mount, Adila, Inekura and all the people who tested all the various test builds who are too numerous to name, you guys who you are!
Twitch and Youtube Streamers: Guri, Piano, Shawodiwodi, Wellplayedtv/Trojan, Sphenomz, Iron Gaming 40k and all the others!

Download Links:
Note: This is a full installer. You don't need any other version of Elite to install 2.9.8.
You ONLY need to have Retribution!

Note 2: If you have army painter schemes you don't want to be wiped, find the playercfg.lua file in your Documents\My Games\dawn of war ii - retribution\Settings folder and make a copy of it so you can add it back in.

Google Drive Link
(If you have a non-default installation area of DoWII, remember to adjust it!)

Mega Link
(If you have a non-default installation area of DoWII, remember to adjust it!)

Auto Updater, 'Powered by Libertas Launcher™, brought to you by VitMercury®'
(If you have a non-default installation area of DoWII, remember to adjust it!)

New Game Mode:
Noot Literally made a whole new game mode, go check it out, it's full of surprises and we really need to make a document for all of it.
(Accessed through Ordo Malleus Campaign which replaces base IG campaign.)
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General Changes:
Maximum req refund for a destroyed node changed from 125 -> 55.
Eldar Generators hitbox increase.
Domino KB will no longer affect retreating units.

Bugfixes:
Units no longer take a coffee break in front of your base while retreating.
Kommando Squad Nob can now throw grenades.
Cameleoline Stealth Suit (Vindicare) now allows passive infiltration with energy shields.
Painboy surgeries now require the unit being treated to not be in retreat.
Painboy implants now affect models that are reinforced.
Interceptors no longer lose furious intervention when losing non-justicar models.
Electric Armor does intended damage.
Drop pod (commander call down): Spawner reinforcement radius reduced from 150 to 35.
End of game power build and destroyed fixed.
Cultists no longer show Chainsword and Bolt Pistol in the Army Painter.
You can no longer use small time frames while building wargear/level ups to heal multiple times with Apothecary's heal.
Warp Throw no longer has a delayed effect on burrowed, retreating, garrisoned or worshiping units.
Holy Brazier: Dph decreased from 65 to 50. Special attack damage lowered from 60 to 46. Wind up from 0.8 to 0.6. Wind down from 0.5 to 0.4.
(This matches her sword speed and animations, dps the same, attacks now match animations.)
HT charge armor tooltip fixed to state that it deals power melee instead of piercing.
Sigil no longer pulls units from base if they retreated through it.
Warp Spider group-teleport double teleport bug fixed.
Destructor Animation and Windup fix.
Swapped Carapace Armor and Stabilizers position.
Attempt to fix multiple fsx showing up in fow.

Maps:
Typhoon Mire fixed.
Fen Dunloch Winter added. (New reskinned 3v3 map.)
Selenon Island updated.
Calderis Desert updated and fixed.
New map Ashes of Typhon Redux by Inekura.

ImageOrks

General:
Ork Goffs (Elite) has been added as a new Elite-Scheme.
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Stikkbombas:
Stun duration of Stunbombs on vehicles and monstrous creatures has been increased from 3 sec -> 4 sec.
Stikkbomb damage to building_light increased 0.2 -> 0.5.

Mek:
Amount of mines the Mek throws with Proximity Mines decreased 5 -> 4.
Energy cost of Proximity Mines reduced 45 -> 40.

Gretchin (new Unit):
Gretchin Mob (NEW UNIT) FOLLOWING STATS (150/15/50):
Gretchin mobs start off by default having 6 pop, 75hp, 6 speed, 5dps in range (range 22) and 3dps in melee. They are unable to cap and decap at half speed.
The gretchin mob is spawnable only through the gretchin global - a new t2 global for all ork heroes. This global costs 150/15/50 and has a cooldown of 180 seconds. All Gretchin mobs are capable of repairing at 5hp/s rate. Can create waggh banners and bunkers.

Gretchin mobs may be upgraded with the following 3 upgrades all of which are mutually exclusive and cost 50/15 each:
Repair krew: Can build bunkers and mekboy turrets (there are little gretchins in them). Repair rate boosted to 10 hp/s.
Orderly grots: passively increases hp regen of friendlt units by 50% in radius 15. Can apply a 10 hp/s over 10 seconds stunning for the first 5 seconds of the duration.
Gun grots: Swap out grot stabbas for grot gunz. Deal 10 dps per model at range and 0.5dps in melee. Range increase from 22 to 38.
They also come with the Ability Ammo Runs which boosts the ranged damage of a targeted friendly ork squad of 10% for 8 seconds.

Boyz Hut:
(NEW BUILDING) Ork bunker’s have 500hp (and same pop) like an IG bunker and are garrisonable structures.
Up to 3 Ork Bunkers can be constructed by gretchins. Owning an ork bunker provides nearby Orks with a set of passive buffs:
Allied infantry and heroes within a radius of 25 have their damage increased by 12%, speed by 0.5, and received damage and suppression lowered by 12%.

Kommandos:
Now have access to “‘Mando Stabem’s” upgrade (75/20).
‘Mando Stabem’s - These kommandoes prefer to get close.
Upgrade changes mandoes to a melee loadout where they wield assassins knives with sluggas and the kommando knob gets a Hammer.
Carry stunbombz, stikkbombs and a orky krak grenade instead of burna bombs.
You´ll be able to choose between a close range bundle of stikks or 2 long range ones. Their Cooldown is linked so choose carefully.
The Upgrade also boosts their melee skill by 10 and their HP per model to 275 at lvl 1.
Melee Kommando Weapons:
60 dps Hammer
30 dps choppas

ImageImperial Guard

General:
8th / 412th cadian (Elite) has been added as new Elite-Scheme.
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Lord General:
LG´s fotm lowered from 1.0 to 0.5.
LG no longer changes melee weapons when he buys a weapon related wargear.
LG´s second slot accessory “Commissar” cost increased 75/10 -> 85/15.
“Valkyrie Leman Russ drop” global now spawns the Leman Russ at the base instead of anywhere on the Battlefield.
LG´s Retinue can now use cover properly.

Inquisitor:
Holy Brazier cost increased 100/20 -> 120/20.
Xbow cost increased 110/25 -> 130/25.
Rosarius cost increased 100/20 -> 100/25.
“Infiltrated Stormtroopers” global cost increased 300/0/125 -> 300/15/125.
Holy Brazier desync issue addressed (see Bugs).
Inferno Pistol Judge Range decreased 70 -> 65.
Inferno Pistol Judgment Range increased 40 -> 45.

Guardmen:
Guardsmen and flamer models updated.
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Stormtroopers:
Stormtrooper cost increased 400/0 -> 400/15.
Stormtrooper reinforce cost increased 40/0 -> 40/1.
ST Assault Kit costs decreased 75/15 -> 75/5.
Grenade throwing range normalized 30 -> 25.
ST upkeep standardized 2.05334 -> 2.55.

Kasrkin:
Grenade throwing range normalized 32 -> 25.

Ogryns:
New t3 upgrade Bullgryn added, details below.

Stormlord:
(800/180) Anti-infantry super heavy troop transport allowing nearby allied infantry to reinforce off of it. Rotation rate of 75%. +0.5 speed.
Demolisher cannon removed. Baneblade cannon removed.
Vulcan mega bolter added, dealing 100 inferno dps at range 62 with a fire rate similar to a dreadnought assault cannon.
Units inside the stormlord have their health regen increased by 1.5 hp/s. Unit capacity of 4.

Stormblade:
(1000/200) Heavier duty cannon making for a more powerful long range firing platform akin to a land raider phobos.
Turret cannot rotate however, leaving it vulnerable to attacks from the flanks. Also lacks a demolisher cannon. 50 rotation rate.
Plasma blastgun - Range 60, 16.67 plasma cannon dps weapon with radius 10 splash damage.
Splash damage profile as follows: full damage within radius 1. 0.6 within 3. 0.35 within 5. 0.15 within 10.
The Ability “Plasma Overcharge” shares the Cooldown with its main cannon:
Plasma Overcharge - After a 2 second wind up the blastgun unleashes a larger than normal shot towards the target area.
Cooldown 45 seconds. AoE 14 200 plasma cannon damage. Does knockback to all affected.
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Primaris Psyker (new Unit):
Following Stats: (340/50) 550hp, commander armour. 100 energy. speed 5.
25dps normal melee weapon. Range 47 passive ranged attack that fires off 60 DpH (20 dps) lighting bolts “psychic” ignoring cover doing radius 6 aoe damage.
0-1 range 100% dmg // 1-4 50% dmg // 4-6 30% dmg. Psyker fire pattern: 1s windup 1s winddown 1s cooldown.
Starting Abilities:
Ethereal Shockwave: A similar ability to sorcerers warpfire. 1 proc of 80 inferno damage running along a line of effect of 22.5 units,
affecting all units within radius 5 of the ability. Range 40. Energy cost 55. Cooldown 60s
Strip Soul: Targeted channeled ability on a single infantry unit. Movement snare+melee DR debuff, channelled. 30% snare and debuff.
Initial 40 energy cost and 3e/second that the ability continues to be channeled. Range 30.
(Doesn´t work on suppressed units)

Upgrades:
Codices of protection (120/20) - Grants +100hp, 0.75hp/s and Telekinetic dome, which is cast in an area and affects allied units.
Increasing MS by +10 when inside and DR by +15% for an energy cost of 40. Cooldown 40 and range of 38.
Adds codex assets to the chest of the psyker model.

Earthshaker Helm (140/30) - Terrifying visions - Point and click suppression ability. FX above unit affected when used.
Suppress for duration in-between armour and MCB of techmarine. Range 32, energy cost of 40, cooldown 30.
Also passively adds +5 range on basic range attacks.

Diviners Foresight (100/20) - Grants +50 energy, and +1 e/s regen.
Allows the Psyker to use his life force instead of energy (toggle). Conversion rate 1.5hp /1e

Chimera:
Chimera now needs to transport two units instead of one to activate all its guns.

Bullgryns (NEW UNIT) following stats:
Accessible via upgrade for ogryns w/ bone ‘ead in T3 for 100 req /30 power. Capped at 1.
Spawn in via teleport after a short delay akin to sternguard. Experience reset.
600 SHI HP per model. No leader models, just 4x bullgryn models.
Innate 15% damage resist against ranged damage.
42.5 heavy melee dps each, resulting in 170dps for squad. No ranged weapons.
Innate hp regen per model of 1.5hp/s. Get an additional +1hp/s regen when in combat.
Speed of 4. Charge range of 15. Charge speed bonus of +2 speed. Equal special attack to ordinary ogryns.
Have access to the ability “Use yer ‘Shield”, an ability that slows the bullgryns by 50% and does courage dmg in radius 20 every second for 10 seconds.
Also grants the Bullgryns 20% dr while the ability is active and breaks suppression. Can retreat out of it.
Then goes on cooldown for 75 seconds.

ImageEldar

Warp Spider Exarch:
WSE Improved Targeters cost adjusted 100/30 -> 120/25.

Guardians:
Guardians T2 Squad leader “Warlock” now has a passive detection range of 15.
Passive Exarch defense aura nerfed to provide 20% ranged dmg reduction instead of 25%.
Warlock is NOT a die-last model.

Banshees:
New and improved Banshee models.
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Rangers:
Pathfinder Gear extra energy regen reduced 1 e/s -> 0.5 e/s.

Dark Reapers:
Pinning Fire DMG penalty 30% -> 50%.
Dark Reaper fsx and model massively improved.

Fire Dragons:
Fire Dragon fsx massively improved.
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ImageOrdo Malleus

Eversor Assasin:
Mark Global cost decreased 150 red -> 125 red.

Demon Hunter:
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Got some new fashion and swagger with certain wargears.
Hero now starts with the Energy Recharge Aura - Heroes and allies (including the DH himself) regenerate energy 30% faster. Passive ability.
Armor of Fortitude cost increased from 120/25 to 110/30.
Emperor’s Torch energy increase increased from 50 to 100. Light of the Emperor casting range increased from 15 to 30.
Banishing Cloak cost changed from 150/25 to 130/25.
Rites of Exorcism snare effect changed from 90% reduction in rotation speed to 40% max speed and 40% rotation speed.
Tome of Tranquility cost reduced from 125/25 to 120/25.
Tome of Tranquility no longer increases allied energy rates by 30% when within range 15 of the Daemonhunter.
Armor of Damnation cost reduced from 175/50 to 150/50. Tempest energy cost reduces from 6/10/14 e/s to 6 e/s in all phases.
Thanks Atlas <3

Inquisitorial Stormtroopers:
Sgt cost increased 60/15 -> 75/15.
Sgt now grants a passive + 15% hp. This doesn't apply to the sgt himself or the aco.
Aco dmg reduction lowered from 25% -> 20%.
Plasma gun DPS decreased from 14.41 to 12.36. DPH reduced from 35 to 30.02.

Strike Squad:
Strike Squad ranged dmg lowered from 15 dph to 12 dph.
Strike Squad HP scaling with justicar lowered from 20 to 15%.

Interceptors:
Teleport cooldown increased from 5 sec -> 6 sec.
Psych-out-Grenade energy drain 80e -> 40e.
Improved interceptor fsx.

Purgation:
Purgation now only have one Psycannon instead of three.
Dmg increased by 2.25x from 31 dph -> 69.75 dph.
The other two models will be equipped with Halberds and Stormbolters. (SM devastator combat stats.)

Rhino:
Las-Rhinos Splash reduced from 1 to 0.

Dreadnought:
Maelstrom upgrade removed.

ImageSpace Marines

Techmarine:
Beacon cost decreased 200/30/75 -> 200/25/75
Beacon hp increased 500 -> 550

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T3 Lictor:
Cost reduced 400/75 -> 400/65.

ImageChaos Space Marines

Chaoslord:
Combi Flamer dph decreased 70dph -> 65dph.

Plague Champion:
Fetid Armor cost increased 100/20 -> 100/25.
Unholy stench duration time decreased from 10 to 8 seconds.
Pestilence strike damage reduction duration from 17/15.5 seconds to 12 seconds.
Armor of Pestilence HP boost from 600 to 500. Cost down from 160/35 to 160/30.

Heretics:
Nurgle worship 3.5 hp/s -> 3 hp/s, daemon worship stays unchanged.

Chaos Dreadnought:
Chaos Dread Missile Rack: Damage family changed from anti_vehicle_pvp to brightlance_pvp.
Splash removed.

Land Raider Phobos:
Knall’s Land Raider Phobos Portrait added.
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Swift
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Re: Patch 2.9.8 Released !

Postby Swift » Tue 15 Feb, 2022 11:51 am

Thx adila

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The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
LOCALgHOST
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Re: Patch 2.9.8 Released !

Postby LOCALgHOST » Tue 15 Feb, 2022 1:04 pm

domino on retreat was real fun! why broke it?
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Batpimp
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Re: Patch 2.9.8 Released !

Postby Batpimp » Tue 15 Feb, 2022 9:42 pm

Adila wrote:Preamble:
CREDITS




Grammar Notes -
General:
Ork Goffs (Elite) has been added as a new Elite-Scheme

LG´s second slot accessoire accessory “Commissar” cost increased 75/10 -> 85/15

Comments -

@adila @torpid where are my SORC equivalent buffs? wasnt this a proposed wargear for the SORC first ? - Strip Soul:

Primaris Psyker - rotation speed?

oh and THANK YOU!!!!
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DenisPildo
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Re: Patch 2.9.8 Released !

Postby DenisPildo » Wed 16 Feb, 2022 11:35 am

tx a lot guys how cool are these mods please?! :D
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Schepp himself
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Re: Patch 2.9.8 Released !

Postby Schepp himself » Wed 16 Feb, 2022 5:25 pm

I'm always amazed that so much content is coming out for this mod. Really a labor of love and dedication!
Greets schep himself thingy
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Re: Patch 2.9.8 Released !

Postby Paranoid Kamikaze » Thu 17 Feb, 2022 2:21 am

gj modders :)

Why wasn't Relics colour scheme added in? Thought that would have been simple. Already in, just need to enable it.
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Broodwich
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Re: Patch 2.9.8 Released !

Postby Broodwich » Thu 17 Feb, 2022 5:52 am

while i appreciate the new content, the last unit that need a buff was kommandos. Good lord the melee versions are ridiculous
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Solo.Wing
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Re: Patch 2.9.8 Released !

Postby Solo.Wing » Fri 18 Feb, 2022 11:01 am

Well, I was sitting and wondering why there's no lobby for three days in a row. I just noticed there's a new patch rolled out xD

Holy Emperor, this patch is expansion-worthy. Never expected the whole new game mode for SP campaign :O

A big thank you to everyone who contributed to the development of DOWII's best mod!
LOCALgHOST
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Re: Patch 2.9.8 Released !

Postby LOCALgHOST » Mon 21 Feb, 2022 9:47 am

Broodwich wrote:while i appreciate the new content, the last unit that need a buff was kommandos. Good lord the melee versions are ridiculous


it's for the boyz waaaagh melee fun :)
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Schepp himself
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Re: Patch 2.9.8 Released !

Postby Schepp himself » Mon 21 Feb, 2022 4:34 pm

Broodwich wrote:while i appreciate the new content, the last unit that need a buff was kommandos. Good lord the melee versions are ridiculous


Can you elaborate?
Greets schep himself thingy
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Broodwich
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Re: Patch 2.9.8 Released !

Postby Broodwich » Thu 24 Feb, 2022 1:33 am

the team has not elaborated why they gave them melee versions, so i don't feel i need to either :)

same for the IG WB
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LOCALgHOST
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Re: Patch 2.9.8 Released !

Postby LOCALgHOST » Thu 24 Feb, 2022 7:06 am

IG WB is fun but seems a little OP = range/damage/turret counter
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ArcticFrenzy
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Re: Patch 2.9.8 Released !

Postby ArcticFrenzy » Sat 12 Mar, 2022 8:38 am

Lemme have following notes regarding release notes sub-section:
- LG retinue not assuming cover properly was it a bug, or was it more of a "feature"? :lol: Player had to map covers to fit in just right enough.

- Why not make machine-gun fire from chimera model-based? (ambiguous term "unit"). Having to board two squads isnt mathematically rational.

- upon introducing bullgryn that upgrades ogryns T3, shouldnt we at least let letters to upgrade to heavy melee in T3, so that they can be "carriable", and not just source of anti-tank bleedings (former vanilla design). :twisted:

- Increasing TM dps while decreasing CL's -- is this objective, shouldn't it be the other way around?

- Tanks look great howewer one may think that we are turning Elite into tank game, would that be the right approach? Warhammer 40k universe has much more interesting units.
wounded_badger0317
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Re: Patch 2.9.8 Released !

Postby wounded_badger0317 » Sun 03 Apr, 2022 4:53 pm

I am new to the Elite Mod, so I do to have it installed yet. Does the elite mod increase the pop cap or is it still at vanilla rates and amounts? If not, how do I do this?
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Impregnable
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Re: Patch 2.9.8 Released !

Postby Impregnable » Sun 03 Apr, 2022 6:35 pm

wounded_badger0317 wrote:I am new to the Elite Mod, so I do to have it installed yet. Does the elite mod increase the pop cap or is it still at vanilla rates and amounts? If not, how do I do this?

- Elite Mod does not increase the population cap. It is the same as in vanilla Retribution.
- You would have to do some modding to increase the population cap. Ask for modding help at our Discord. https://discord.gg/jKVfpj3
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Re: Patch 2.9.8 Released !

Postby wounded_badger0317 » Sun 03 Apr, 2022 7:24 pm

Thank you so much.

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