2.2 beta

Elite (and related) releases.
bingo12345
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Re: 2.2 beta

Postby bingo12345 » Wed 21 Aug, 2013 1:33 am

inquisitorial stormtroopers's grenade barrage doesn't work
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Re: 2.2 beta

Postby bingo12345 » Wed 21 Aug, 2013 1:34 am

inquisitorial stormtroopers's proximity mine has no hotkey.(grid)
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Nuclear Arbitor
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Re: 2.2 beta

Postby Nuclear Arbitor » Wed 21 Aug, 2013 3:09 am

bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)

suggest one
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Re: 2.2 beta

Postby Orkfaeller » Wed 21 Aug, 2013 4:54 am

Nuclear Arbitor wrote:
bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)

suggest one

ß
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Re: 2.2 beta

Postby Kvek » Wed 21 Aug, 2013 5:59 pm

http://www.dawnofwar.info/index.php?page=elite/download
Can you add the 2.2 download there ? Since a lot of people will just go there and download 2.1, not knowing that the 2.2 download is here.
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Indrid
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Re: 2.2 beta

Postby Indrid » Wed 21 Aug, 2013 6:19 pm

And then they won't read the forums and be confused by the bugs.

Betas are better posted here unless maybe they are known to be very stable and bug free.
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Re: 2.2 beta

Postby Lulgrim » Thu 22 Aug, 2013 8:42 pm

Putting up some beta 3 changes (starting post).
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Re: 2.2 beta

Postby Lulgrim » Thu 22 Aug, 2013 9:46 pm

bingo12345 wrote:inquisitorial stormtroopers's proximity mine has no hotkey.(grid)

Lies, it's Q. Just planted some.
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Indrid
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Re: 2.2 beta

Postby Indrid » Thu 22 Aug, 2013 11:39 pm

2.2 Beta 3 now available.
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Shas'el Doran'ro
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Re: 2.2 beta

Postby Shas'el Doran'ro » Fri 23 Aug, 2013 12:09 am

Is it just me or was the Inquisitorial storm troopers grenade launcher barrage not fixed for this release?
I didn't see it on the change-log.
I don't play GK much but it feels really important to have this ability early on for them.
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Caeltos
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Re: 2.2 beta

Postby Caeltos » Fri 23 Aug, 2013 1:09 am

It was looked at from what I've heard, and still haven't quite figured out why it's not working.

My bet is on something is acting up with the Stormtrooper Plasma Gun // Overcharge, since that's when things were goofing up.
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Orkfaeller
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Re: 2.2 beta

Postby Orkfaeller » Fri 23 Aug, 2013 1:18 am

Now that ScoutSergeants "can repair", does that also mean that Scouts with Sergeants repair faster than before?
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Dark Riku
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Re: 2.2 beta

Postby Dark Riku » Fri 23 Aug, 2013 1:23 am

Orkfaeller wrote:Now that ScoutSergeants "can repair", does that also mean that Scouts with Sergeants repair faster than before?
No, it means that you still have the ability to repair even if you only are down to your sergeant. Sergeants couldn't repair for some reason.


So after some beta games I fell like Larramans blessing was fine at 125.
Yes I know it saves the apo player 250 req whenever he loses his hero.
If he has the red to spare.

But let's compare it to some other abilities that actually affect the outcomes of a fight and in more cases than not making the player win the engagement. Meaning more map control and less economical damage. Like FTE, crack shot, etc.
For 1/2 or even 1/3 of the red in some cases these things can swing an engagement around resulting in all the benefits above.

Or the Global tp of the Sorcerer that can save pretty much anything you want
(bar himself), If positioned correctly, at 100 red. But can also be used to other ends.

While Laramans only "contributes" when the fairly fragile apo dies.
Something you wanna avoid with any hero in the first place.
It doesn't give you more map control or more striking power.
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Re: 2.2 beta

Postby Ace of Swords » Fri 23 Aug, 2013 1:29 am

^flare, nuff said.
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Re: 2.2 beta

Postby Vapor » Fri 23 Aug, 2013 5:38 pm

Dark Riku wrote:Or the Global tp of the Sorcerer that can save pretty much anything you want
(bar himself), If positioned correctly, at 100 red. But can also be used to other ends.



Lol the other day I was playing the sorceror and tried to teleport a dread back to base but clicked on the sorc instead like a tard. 100 red wasted. I guess the sorc could be made untargetable by the global but seems like a waste of time to fix :|
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Re: 2.2 beta

Postby Torpid » Fri 23 Aug, 2013 6:39 pm

That's similar as to how it's possible to blow your own painboy up using his t2 doomblast ability. Apparently you can subjugate him and then just blow him up using that.
Lets make Ordo Malleus great again!
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Re: 2.2 beta

Postby Vapor » Fri 23 Aug, 2013 6:51 pm

Well that has its uses, I recently had a game where I wiped a havok squad by blowing up my painboy, I think he was gonna die anyway so it was worth it
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Re: 2.2 beta

Postby Raffa » Sat 24 Aug, 2013 7:32 am

It's a big call to make Spore Clouds not affect Hive Nodes.

I suspect the reason is that ranged nids protected by the Hive Node are deemed too hard to move. It's 100/20 and cannot be salvaged like most in-field T1 buildings. It is one (if not the) great advantages of the RA in T1. It can be strong but is more situational than usually thought.

I disagree with this adjustment, however I'd like to hear the reasoning behind it in a bit more depth.
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Re: 2.2 beta

Postby Kvek » Sat 24 Aug, 2013 8:35 am

I had more than 2 games where i was losing, placed Hive Node and base locked my enemy. He tried to destroy it with TWO noise marine squads, didn't do too much.
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Re: 2.2 beta

Postby Lulgrim » Sat 24 Aug, 2013 9:02 am

Spore Cloud was already set up so that the effect should not have been applied to the Hive Node itself, but obviously the condition wasn't working. It was "fixed" now for β3 to see if the over-performance issue will resolve.

The other obvious option is just lowering the damage resistance overall. It's incredibly high to begin with.
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Re: 2.2 beta

Postby Lulgrim » Sat 24 Aug, 2013 12:02 pm

Updated β4 changelog, any last minute wishes?
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Re: 2.2 beta

Postby Lost Son of Nikhel » Sat 24 Aug, 2013 1:59 pm

Lulgrim wrote:Updated β4 changelog, any last minute wishes?

Yeah, oc fourse. Buff Kay-Ossh plox.

Now seriosluy, it's possible to put that the KCSM models into a separate folder with their own models and files (even if they are using the CSM common/rare/epic models), and make the game use that separated models/files?

Because ATM if you changes the CSM models, you are also changing the MoK CSM models, because they use the first's ones, which is annoying.
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Re: 2.2 beta

Postby Lulgrim » Sat 24 Aug, 2013 2:30 pm

Well turns out there was an installer bug in β4 that placed the Commissar power claw model in the wrong directory. If you downloaded before this message, re-download the fixed version and run the installer again.
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Raffa
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Re: 2.2 beta

Postby Raffa » Sat 24 Aug, 2013 4:44 pm

Lulgrim wrote:Spore Cloud was already set up so that the effect should not have been applied to the Hive Node itself...The other obvious option is just lowering the damage resistance overall. It's incredibly high to begin with.

Lowering the damage resistance overall would be the better option. ATM yes it is slightly too high so I would consider it more practical to experiment with lowering this damage resistance first. It's less drastic and can always be changed if it's not enough. This is a beta after all :)

And making power nodes not auto targetable is, well...a big change to say the least. I don't see the need for this.
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Re: 2.2 beta

Postby Indrid » Sat 24 Aug, 2013 5:03 pm

It was more than reasonable to fix it. Node is incredibly strong for 150/20. What do you mean "cannot be salvaged like most in-field T1 buildings."? Only the IG and Mek turrets can be salvaged iirc. Most T1 structures can't be salvaged, are just as situational, and more expensive.
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Re: 2.2 beta

Postby Lulgrim » Sat 24 Aug, 2013 5:54 pm

Raffa wrote:And making power nodes not auto targetable is, well...a big change to say the least. I don't see the need for this.

It was requested ages ago because of tanks missing on kills because of suddenly auto-targeting a node and that kind of stuff.
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Dark Riku
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Re: 2.2 beta

Postby Dark Riku » Sat 24 Aug, 2013 6:00 pm

I'm kinda missing this in some instances though. Nothing big.
Isn't there a way to still auto-fire on this but have it the lowest priority?
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sk4zi
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Re: 2.2 beta

Postby sk4zi » Sat 24 Aug, 2013 7:03 pm

when a worhsiping heretic squad is selected togehter with one or more more other squads, the mouse does no more change into the crosshair when an enemy squad is targeted.

rightklick makes them attack anyway thou
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Re: 2.2 beta

Postby Shas'el Doran'ro » Sun 25 Aug, 2013 2:58 am

Lulgrim wrote:Artillery Spotter Squad weapon animation changed from ranged_energy to ranged_burst
Thank you, thank you, thank you Lulgrim, you have no idea how much this means to me, thank you so much!! :lol:


PS. I noticed my Units are still auto targeting Power Nodes, don't know if this is just a glitch with my version or there went something wrong with the update, but they're still targeting them.
[EDIT]I had a 2v2 a few hours ago. Late game I had my Leman Russ chasing down a Chaos Land Raider Phobos which was trying to get away when they drive pass a power farm with a node, my Leman Russ change targets (while still being in range of the LRP) to the node, so I had to target the LRP again manually. I think it's save to say it's still auto targeted.
[EDIT]Wait a sec, now my units aren't auto targeting the power node, man this is strange, seems to come and go from game to game...
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
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Re: 2.2 beta

Postby CommanderHenners » Sun 25 Aug, 2013 5:38 pm

Incoming Noob Question

Downloaded all of the above patches but can't join multiplayer games online, help? x

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