1.5 Proposed Pre-Beta Not Complete/Not Final Changelog - Official News
Posted by: Hfx-Rebel on 04-09-2006 @ 11:40 - Source: Relic News
This News Item has been viewed 672 times
Tranj released this early peek, as he says, it is not final, so don't count on anything yet. This is just to let us know what is being proposed. The post had to be cleaned up a bit due to the loss of formatting.
Dawn of War: 1.5 Pending Change List:
THESE CHANGES ARE SUBJECT TO CHANGE!!!!
Hotkey for Grenade Launchers changed from "G" to "L" to avoid conflict with the Attack Ground hotkey
Tier One Buff
Increased hit points and attack of all tier one units by 25%.
Upgrades now give less bonus to tier one units
Turrets are 25% cheaper
Reduced the larger healing aura of the Chaplain and Apothecary from 4 to 2.
Reduced the cost of the Land Speeder (150 Requisition / 130 Power / 2 Population) to (100 Requisition / 80 Power / 1 Population)
Land Speeder Assault Cannon Weapon:
Increased damage against Infantry Medium from 36.3 to 40%
Increased damage against Infantry Heavy Medium from 19.6 to 25%
Infantry high from 25 to 30%
Infantry Heavy High from 9.6% to 25%
Decreased Scout Hit Points from 250 to 230
Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds
Increased damage of Sniper Rifle against
Infantry Heavy High targets from 50% to 75%
Monster Medium from 60% to 75%
Tactical Space Marines
Increased Space Marine Hit Points from 300 to 325
Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50%
Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50%
Increased the cost of the Whirlwind from (145 Requisition / 260 Power) to (190 Requisition / 300 Power)
Reduced the frequency of the stun effect on the Assault Terminator Thunder Hammer
Reduced the reload time of the Assault Sergeant and Sergeant Power Fist from 2 seconds to 1 second.
Reduced the damage the Sergeant Power Sword does to Vehicle armor
Reduced the health of Assault Marines from 400 to 375
Reduced the damage Assault Marines do to Vehicle and Building armor
Reduced the amount of damage Hellfire Dreadnoughts do to Vehicle Low armor
Enemy players can no longer see the Orbital Bombardment targeting cursor
Orbital Bombardment does less damage to HQs
Sergeant Power Sword damage vs. buildings and vehicles reduced
Reduced Whirlwind hit points from 5,000 to 2,500.
Raptors now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the flame thrower in Dawn of War.
Chaos Heavy Weapons research has been restored. This ability now:
Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4
Increases the number of heavy weapons a Cultist squad can equip from 3 to 5
Increases the number of flamers that a Raptor squad can equip from 2 to 4
Chaos has a new research known as Purge the Weak. This research:
Doubles the health of Aspiring Champions and Raptor Champions
Changes the armor type of Champions from Heavy Medium to Heavy High
Bestows the Fear Aura ability on Champions
Aspiring Champions now have a new ability known as Fear Aura. This ability:
Increases the health of all members by 100 hit points
Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2)
Made the following changes to Furious Charge research:
Increased Chaos Marine and Cultist melee damage bonus from 15% to 25%.
Implemented movement speed bonus of 20% for Cultists, Chaos Marines, Raptors and all Champions.
Furious Charge moved to Tier 2.
Increased population cost of Khorne Berserkers from 2 to 4
Increased cost of the Aspiring Champion from (55 req / 0 power) to (65 req / 0 power)
Increased the build time from 15 seconds to 20 seconds
Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power)
Reduced the damage the Chaos Sorcerer Plasma Pistol does to Building Low by 50%
Reduce the chaos Sorcerer's melee damage to building low by 20%
Reduced the damage the Chaos Lord Plasma Pistol does to:
Vehicle Low by 35%
Monster Medium by 35%
Building Low by 50%
Adjusted the damage on the Aspiring Champion Plasma Pistol as follows:
Increased the damage to Heavy High to be in line with other plasma weapons
Reduced the damage to Monster Medium by 35%
Reduced the damage to Building Low by 50%
Increased the amount of damage that Chaos Horrors do to the following armor types:
Increased the damage to Building Medium by 20%
Increased the damage to Building Low by 50%
Raptor jumps now cost 2/3 of their maximum charge (rather than 1/2)
Added a movement penalty to the Obliterator's assault cannon
Increased the cost of the Chaos Sorcerer to 150 requisition 75 power
Increased the cost of the Chaos Sorcerer to 40 seconds (up from 20)
Increased the hitpoints of the Chaos Sorcerer to 1000 (up from 800)
Corruption now does a minimum of 5 damage every second
Removed the damage penalty from Daemon Strength
Reduced the reload time of the Aspiring Champion and Raptor Champion Power Fist to 1 second (down from 2)
Increased cost of Furious Charge from (50 req / 25 power) to (50 req / 60 power)
Reduced the population requirement for Stormboyz from 40 to 30
Reduced the amount of damage Stormboyz do to Vehicle Low
Reduce Stormboy melee damage vs. building low by 10%
Speed Boost now a research at the boyz hut for 50/50 30 seconds, requiring Pile O' Gunz and 30 pop.
Stormboyz can once again use stikkbombs
Reduced the build time of the Slugga Boy from 5 seconds to 4, reinforce time remains the same
Dramatically reduced the amount of damage the Mega Armored Nob Power Claw does to Vehicle High armor
Increased the damage of the Mek Boy's Mega Blaster
Mega-Armored Nobz and the Mek Boy should not break morale so easily now
Increased the accuracy of the Killa Kanz' big shoota
Increased the Zzap Gun's damage against most armor types
Decreased the damage of the Squiggoth's big shootas against vehicle and building armor
Tankbusta damage against Vehicle Low and Vehicle Medium increased by 15%
Tankbusta cost reduced to 50 requisition 10 power
Tankbusta hit points increased to 500
Tankbustaz now come with a minimum squad number of 3 and a maximum squad number of 5
Shoota boyz build time increased from 5.5 seconds to 6.5 seconds
Made the following changes to Rangers:
Rangers now have a squad cap limit of 1
Rangers now start with 5 squad members
Ranger build cost and reinforce cost has been reduced to 40 Requisition
Ranger Long Rifle now scales more dramatically with upgrades
Banshee Morale Armor reduced to be in line with other units
The Vyper Missile Launcher now has a knockdown effect that can be used to disrupt enemy infantry
The Missile launcher is now the Vyper's default weapon.
Accuracy penalty while moving increased
Reduced hit points from 400 to 360
Increased the accuracy of the Eldar LP 2 Brightlance from 0.7 to 1.0
The Falcon Grav Tank Starcannon now does more damage to light infantry
Fire Prism support cap increased from 3 to 4
Reduced Psychic Storm damage to:
Infantry Medium: 90 to 75
Commander: 100 to 80
Reduced Wraithlord Brightlance damage by 25% against vehicles and buildings.
Reduced armor from 120 to 100
Increased hit points to compensate for armor reduction
Increased build time from 4 seconds to 5 seconds
Added a 1 second setup time to the Guardsmen Grenade Launcher
Added a 20% Accuracy Penalty while moving to the Guardsmen Lasgun
Decreased Plasma Gun damage versus Building Low targets from 35 to 25
Increased build time of Infantry Command structure from 30 seconds to 36 seconds
Uncommon Valor research now adds 100 hitpoints to each member of the Command Squad
Psyker's now have a new ability known as Curse of the Machine Spirits. This ability:
Changes the target vehicle's armor from vehicle armor to infantry armor for the duration of the ability
Shuts off the vehicle's weapons for the duration of the ability
Increased the hit points of the Psyker from 200 to 300
Increased the hit points of the Command Squad Psyker from 100 to 200
Reduced the cost of the Telepathica Temple from (100 Requisition / 30 Power) to (75 Requisition / 20 Power)
Reduced the build time of the Vindicare Temple addon from 20 seconds to 15 seconds
Commissar now adds 200 morale to a squad rather than making a squad immune to morale damage
Reduced the frequency of the Priest's synch kills
Increased the damage of the Assassin's Exitus Rifle
Increased the cost of Weapon Specialization to 100 requisition 100 power, and increased the research time to 45 seconds (up from 30).
Gave the following weapons a minimum damage of 1:
Assassin Exitus Pistol
Guardsmen and Kasrkin Knife
Imperial General Power Gauntlet
Weapon Specialization now effects the Kasrkin Grenade Launcher and the Kasrkin Plasma Gun
Fixed a bug that would cause the hellhound to do perpetual damage to units even when no longer attacking that unit
Fixed a bug that was causing the Basilisk not to fire at units within its maximum range
Increased Basilisk reload time from 4 to 6 seconds.
04-10-2006 @ 21:51 - French Witch Hunters Mod shows off sexy Callidus Assassin!
04-09-2006 @ 11:31 - The Funeral of the Candar Imperial Guard
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