Dawn of War 2 beta patch

Ronin Storm

Administrator
Staff member
Steam has just pushed out a patch for Dawn of War 2 beta. Patch notes as below:

Relic said:
Current Change List

Increased the chances for melee sync-kills to occur.
Fixed an issue with all units gaining experience from kills. Only units that fight will gain experience. Heroes will still gain experience just by being near the fighting.
All infantry weapon damage reduced by 15% with the exception of anti-vehicle, sniper and artillery weapons.
All heroes health reduced by 10% to reflect global damage change.
Some melee units reduced in health by 10%.
Suppression units' damage at long range reduced, suppression against cover reduced a little.
melee_heavy damage to vehicle reduced to 0.5, from 1. Damage against building reduced to 0.5, from 1.
power_weapons_pvp damage to vehicle reduced to 0.15, from 0.25.
Plasma damage vs vehicles increased to .2 from .15
Flamer damage vs garrison increased to 3.5 from 2.5, vs heavy cover to 2.5 from 2.
Increased grenade damage modifier to garrison cover to 1.25 from 1.
Reduced grenade pvp damage modifier against generators to 1 from 1.5.
All vehicle deaths now generate heavy cover.
Melee special attacks no longer knockdown retreating units.
Increased uncapture time for requisition and power points to 15 seconds, from 10.
HQ health decreased to 10,000, from 15,000.
Requisition points are now updated to use a new system. Points are worth +10 upon capture, but this value now increases by +5 every 15 seconds up to a maximum of +35. When uncaptured, this value resets to +10.
Requisition points will no longer be reduced in resource rate in larger games.


Space Marines

Avatar and Carnifex are no longer instantly killed by drop pods.
Fixed an issue with space marine base turrets being able to rotate 360 degrees.


Tactical Squad

Missile Launcher reload time reduced to 6 seconds, from 8. Accuracy against large targets increased to 1, from 0.75. Damage reduced to 160, from 175.
Sergeant cost increased to 75/25 from 50/25.
Fixed an issue the with tactical marine sergeant having a shorter range than the rest of the squad which would cause him to run up to the enemy.
Plasma gun damage increased from 65 to 90.
Flamer damage increased from 12 to 14.
Tactical Marine HP increased from 300 to 350.
And They Shall Know No Fear damage reduction modifier reduced to 0.6, from 0.5. Knockback chance decreased to 50%, from 100%. Damage price increased to 1800, from 1200.


Dreadnought

Dreadnought assault cannon upgrade requisition cost increased to 100, from 45


Terminators

Terminator zeal cost reduced to 700, from 900.
Assault terminator zeal cost reduced to 700, from 900.


Scout Squad

Sniper rifle cost changed to 150/35 from 100/60, damage increased to 170 from 150.
Shotgun knockdown chance reduced to 15%, from 25%.
Infiltrate energy drain increased to 1.5/sec, from 1/sec.
Scout Sergeant detection radius set to 30.
Fixed a bug that was causing Frag Grenades to deal far less damage than intended.
Leader cost increased to 60/25 from 50/25
Fixed an issue with Scouts dealing more melee damage than they should have been.


Techmarine

Techmarine Heavy Bolter turret damage reduced to match the other turrets.


Assault Marines

Melta bomb fixed to affect Carnifex mobility.
Fixed an issue that caused Meltabombs to have a chance to miss their target.
Assault Marine Sergeant cost increased to 100/25 from 50/25
Assault Marine Sergeant health increased to 440, from 320.
Jump energy cost increased to 70, from 55.


Force Commander

Force commander teleporter pack armor req cost increased to 100.
Force commander 2 handed hammer special attack damage reduced to 30, from 50.
Force commander Flesh Over Steel stun duration reduced to 8 seconds, from 10.


Apothecary

Fixed an issue with the Heal ability not being able to target Terminators.
Apothecary Armor of Purity health increase reduced to 100.
Apothecary Armor of Purity heal cooldown reduction bonus reduced to 0.65, from 0.5.
Apothecary heal tuned to heal heroes more, heal over time effect reduced
Apothecary chainsword damage reduced to 33 from 38.
Apothecary Sanguine Chainsword damage reduced to 50, from 65.
Apothecary power axe damage reduced to 85, from 100.
Angels of death cost increased to 500 from 400, cooldown increased to 3 minutes from 1 minute.


Techmarine

Techmarine mine cost increased to 65 energy from 50.
Blessing of the Omnissiah recharge time increased to 150, from 50.


Predator

Predator Autocannon now has a 100% chance to generate cover when it hits the ground, up from 50%.


Eldar

Falcon and Fire Prism can now reverse.
Webway gate psychic might cost increased to 125 from 90.
Fixed an issue with the Fleet of Foot tool tip not saying that it causes a damage reduction.
Eldritch storm crater now generates light cover.


Guardians

Shuriken Catapult damage decreased to 12, from 14.
Warlock Leader cost increased to 65/15, from 50/15.


Howling Banshees

Banshee War Shout radius reduced to 8, from 15 and will no longer affect retreating units.
Banshee charge speed bonus reduced to 2 meters/s from 3 meters/s
Banshee Exarch leap damage reduced to 20 from 40.
Knockdown from Banshee leap removed.
Banshee Exarch gains knockdown on leap with Executioner upgrade.
Executioner special attack no longer affects allies.
Aspect of Banshee changed to provide Warshout and Exarch Executioner.
Exarch upgrade changed to provide squad speed increase.
Exarch upgrade cost increased to 85/15 from 50/15.


Rangers

Detection radius set to 30.
Long Rifle damage increased to 180, from 160.
Ranger cost decreased to 360/25.


Farseer

Farseer Armor of Asuryan requsition cost increased to 200 from 150.
Farseer Rune Armor health regeneration reduced.


Seer Council

Seer council zeal cost reduced to 600.
Seer council req cost reduced to 700.
Seer Council Singing spear damage reduced to 80 from 100.


Warlock

Warlock providence now affects Ethereal Slash cooldown.
Warlock energy drain on Merciless Witchblade reduced to 30 per hit, from 60.
Warlock Witchblade of Kurnous cost increased to 125/30.
Warlock Warp Throw power cost increased to 45.
Warlock Warp Throw recharge time increased to 45 seconds.


Warp Spiders

Fixed an issue that caused Haywire Grenades to have a chance to miss their target.
Warp Spider Deathspinner damage reduced to 21, from 25.
Warp Spider Exarch damage reduced to 34, from 37.
Warp spider Exarch damage modifier removed.
Exarch upgrade cost increased to 85/15.
Aspect of Warp Spider cost increased to 50/20.
Jump cost increased to 30 energy.


Warp Spider Exarch

Warpspider Exarch Phase Shift duration reduced to 10 seconds.
Warpspider Exarch Entangle duration reduced to 5 seconds.
Warpspider Heavy Gauge Filament energy drain increased to 4.5 per second from 3.5.
Spider's Brood cost increased to 350 requisition, from 125.
Jump cost increased to 30 energy.
Group Teleport cooldown increased to 90 seconds.


D-Cannon

Singularity ability on D-cannon fixed to deal damage at correct time.
D-cannon damage increased to 220 from 120, damage table changed.


Wraithlord

Wraithlord Shuriken Cannon damage reduced from 300 to 200.
Wraithlord Brightlance damage reduced to 100, from 170.
Wraithlord Brightlance upgrade requisition cost increased to 100, from 60. Power cost reduced to 40, from 60.
Wraithlord Shuriken Cannon upgrade requisition cost increased to 100, from 40.


Fire Prism

Dispersed beam area reduced to 10 meters, Focused beam damage increased to 200, reload decreased to 7 seconds from 8
Fire Prism shot now generates light cover instead of heavy cover.


Avatar

Avatar cost increased to 1000/250, hp increased to 7000 from 6000, leveling curve on hp decreased to 10% per level from 15%, build time increased to 90 seconds


Orks


Slugga Boyz

Slugga Nob cost increased to 75/25, from 50/25.


Mekboy

Mekboy Dakka Deffgun power cost increased to 30, from 20.
Mekboy Dakka Deffgun damage reduced to 350, from 450. Damage tuned such that the Mekboy's Deffgun does not ramp up as highly in damage at close range.

Banner Aura speed bonus reduced to .25, from .45
Banner Aura received damage modifier reduced to .94 from .91
Banner Aura received courage damage modifier reduced to .94 from .91
Banner Aura damage modifier reduced to 1.06 from 1.09
Supa Tuff Beam energy drain reduced to 3.5/sec from 7/sec.
Electric Shock energy drain reduced to 4/sec from 5/sec.


Warboss

Warboss Kustom Shoota changed to light weapon knockback.
Warboss Kustom Shoota knockback chance reduced to 10%.
Warboss Huge Choppa special attack changed to affect only enemy troops.
Warboss Boss Pole received courage damage modifier reduced to 0.5, from 0.25.


Stikkbommas

Stikkbomb damage reduced to 175, from 260.
Fixed a bug that was causing Stikkbombs to do far less damage than intended.
Stikkbomb explosions now generate light cover.


Stormboys

Stormboy Suicide attack now generates light cover.
Stormboy Nob cost increased to 75/25, from 50/25.


Kommando Nob

Kommando Camo Armor requisition cost increased to 100.
Kommando Kaboom recharge time increased to 20 seconds from 10.
Kommando Extra Equipment energy bonus reduced to 75, from 235.
Kommando Remote Detonation now generates light cover.
Boomtime explosion now generates light cover.


Kommandos

Kommando ambush ability range reduced to 35 meters from 50
Kommando shoota range reduced to 25, from 29, damage increased to 30, from 25.
Burna Bomb damage increased from 10 to 20, damage over time increased to 20 from 15.
Kommando Nob Leader detection radius set to 30.
Kommando Nob cost increased to 75/25, from 50/25.


Ork Waaagh shout ability

Waaagh shout speed bonus reduced to .07 from .1
Waaagh shout damage bonus reduced to 1.015 from 1.02.
Waaagh shout received damage reduction decreased to 0.985, from 0.98.
Waaagh shout received courage damage decreased to 0.996 from 0.985
Waaagh shout cooldown increased to 90 seconds from 60.


Wartrukk

Detection radius set to 30.


Looted Tank

Ork tank shot now has a 100% chance to generate cover, up from 50%.
Ork tank Boomgun now always generates cover.


Tyranids

Fixed a bug where the death of synapse creatures hurt the Tyranids around them twice instead of once.
Tyrannoformation tendrils now all generate light cover.
Fixed an issue with all Warrior and Zoanthrope synapse auras not increasing in effect with level. Additionally, the bonuses gained from leveling will stack with other synapse creatures.


Hive Tyrant

Brood Nest biomass cost increased to 225 from 175.
Hive Tyrant charge range increased from 10 to 15 meters, cooldown of charge decreased to 4 seconds from 6, speed increased to 4.5 from 4.
Health increased by 200.


Spore Mines

Spore mine explosion radius reduced to 8, from 15.


Lictor

Detection radius set to 30.
Flesh hook damage reduced to 180 from 230, can no longer target platforms.
HP increased to 600 from 500.
Damage decreased to 34, from 51.


Ravener

Ravener Devourer damage increased to 85 from 68, cooldown reduced to 1.4 from 1.8.
Fleet of Claw removed from Ravener squad.
Ravener Burrow now generates light cover.


Ravener Alpha

Ravener Toxic Miasma damage reduced to 15 per tick, from 20.
Catalyst damage taken reduced to 50% over 10 seconds, damage multiplier increased to 2.25, from 2.


Warriors

Increased damage of warrior melee with adrenal glands to 60, from 42.
Increased cost of warrior adrenal glands to 100/30, from 50/15.


Termagant

Termagant knockdown chance while under ranged synapse reduced to 25%, from 35%.


Zoanthrope

Zoanthrope reload reduced to 8 seconds, from 10.3
Fixed an issue with the Zoanthrope losing energy when leveling.


Carnifex

Increased cost of Venom Cannon to 100/30, from 30/10.
Increased cost of Barbed Strangler to 100/30, from 30/10.

(Source)
 

Huung

Well-Known Member
Let's hope now you can't get that damn armour and become effectively unkillable.
Cheers for posting that Ronin glad they are tweaking some things pre launch.

Tweaking pre-launch, yes. Unfortunately what you're already playing is what will be on the release DVDs, as they are apparantly already in production...

Few good things to come out of this patch, but the Eldar turrets just got even harder, with Flesh Hooks and jump squads now not being able to take them out :(
 

Ronin Storm

Administrator
Staff member
Tweaking pre-launch, yes. Unfortunately what you're already playing is what will be on the release DVDs, as they are apparantly already in production...

My understanding from wandering the web is that they're working on a day 0 patch and I don't doubt these changes will be in it.
 

Traxata

Junior Administrator
Tweaking pre-launch, yes. Unfortunately what you're already playing is what will be on the release DVDs, as they are apparantly already in production...

Few good things to come out of this patch, but the Eldar turrets just got even harder, with Flesh Hooks and jump squads now not being able to take them out :(

Huung.

Bit of good, and bad news for you.

The DVD release is not really a DVD release. All you're getting is the Steam content on a DVD, you still have to HAVE and RUN steam to play the DVD release client (Much like Lost Planet if you ever got that on the PC).

Other good examples would be Half life, L4D, Orange Box etc on DVD/ CD's rather than buying it on steam (because it's cheaper? not exactly sure how that works but still...)




So.

Although we're getting it on the DVD, we're still going to be sat there watching steam update the game after installation.
 

Ronin Storm

Administrator
Staff member
Yeah, it's kind of good and bad all at once. It does mean that Steam must sort out the authentication issues, but I wonder if that's actually what the beta is for: sorting infrastructure/load issues.
 

Tempscire

Active Member
Yeah, it's kind of good and bad all at once. It does mean that Steam must sort out the authentication issues, but I wonder if that's actually what the beta is for: sorting infrastructure/load issues.

Well according to Waterproof Robert what with it being a closed beta this is basically what we're getting. Mind you a day 0 patch is more than likely.
 

Ronin Storm

Administrator
Staff member
Speaking of patches, Relic is working on a major release patch based on feedback from the beta (source: Eurogamer).

On DoW2 community blog, Relic talk a little about their (intended) day 0 patch:

Relic said:
Your bug reports, balance feedback and technical support assistance is going to go a long way to helping us support the DOW II community over the next few months. This support starts with our first major patch for the retail game which is currently in certification testing at Microsoft. If everything goes to plan, the patch should be available at launch or within a few days of the game shipping to stores.

This is their published patch highlights:

Relic said:
New Content

  • Two new Multiplayer maps are being added - one 1v1 and one 3v3

Multiplayer Gameplay

  • Fixed a bug where ability effects were permanent on burrowed units.
  • Fixed several population capacity bugs.
  • Fixed problem with retreating to allied HQ when player’s HQ is destroyed.
  • Fixed attack ground to allow firing into the Fog of War.
  • Prevented Waaagh/Zeal/Biomass/Psychic might “double dipping” when own units are killed by friendly fire, and remove reward for allied friendly fire.
  • Prevented non-attacking commanders from getting a share of XP for incomplete construction.
  • Added cool down timers to construction abilities.
  • Prevented anti-suppression from being modified into the positive.
  • Prevented area of effect suppression originating from target entities inside of buildings from spreading to units outside a building.
  • Increased the suppression and damage on suppression weapons at distant range.
  • Fixed a bug where units that had been completely replaced via reinforcement would lose their control groups.
  • Removed Ravener tunnel impass to prevent several blocking exploits.
  • Requisition resource rates are now reduced depending on game size.
  • Requisition points now increase by +5 requisition every 20 seconds (up from 15), up to a maximum of +30 (down from 35).
  • Fixed an issue with grenades not harming the squad that throws them.
  • Fixed an issue with the Apothecary’s Heal ability that prevented it from properly healing infantry.
  • Reduced damage of Kommando hero’s Remote Bomb against HQ’s.
  • Kommando hero’s Kaboom! now properly deals 500 damage to the Kommando, but does not kill him.
  • Tyranid Warrior Adrenal Gland melee damage reduced to 52, from 60.
  • Reduced firing rate of Hive Tyrant Venom Cannon to match the other versions. Damage reduced to 60, from 85. Area of effect damage modifier reduced at outermost radius to 0.3, from 0.4.
  • Spore Mine blast radius increased to 10, from 8.
  • Increased accuracy of small arms against Ripper Swarm to 0.3, from 0.2.
  • Ripper Swarm cost increased to 240, from 200.

Nice to see some Tyrannid balancing in there, though I wonder whether it's enough.

The blog explains a bit about the resource and suppression changes, both of which make a certain sense but I really need to see them in play to understand whether I like them.

You can also read the full 1.1.0 patch notes.

Finally, and unsurprisingly:

Relic said:
Leaderboards and Player Stats will be reset when the patch goes live due to formatting changes.

[edit]... from the full patch log...[/edit]

Oh, and here's some key fixes and a bit of an understanding why multicore systems were having issues intermittently:

Relic said:
  • Fixed a rare multi-threading crash involving co-op synchronization.
  • Reduced the frequency of checking Steam authentication - it was causing users who momentarily lost their connection to Steam to be ejected from a game in progress.
 

Huung

Well-Known Member
Noooo! My poor venom cannons :(

That was fair enough though I guess, I'm most disappointed at the increased cost of rippers. With them being the same req as a gaunt squad, and with req production rates decreased, it makes them alot less viable and worthwhile.
 

Ghostwolf67

Well-Known Member
wow that seems pretty tweak tastic if i'm honest. I get the feeling we're in for tonnes of patches like this. The original DoW was riddled with the same issue every patch in the name of perfect balance.

The real issue is we've been playing the beta for weeks and with the release of the game most of the units we know and love are changing dramatically. I'd venture it'll be like playing a different army altogether
 

Tempscire

Active Member
It will help keep it fresh at least if they do play differently. Who wants to get into a routine? Not me that's for sure.
 
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