Relic comineza la beta del nuevo parche de Dawn of War 2
Para entrar lo único que hay que hacer es:
- Logearse en Steam
- Ir a parámetros
- En la pestaña de cuenta seleccionar que quieres participar en la beta de Dawn of War 2
- Esperar a que el juego se actualice
Como nota importante hay que tener en cuenta que al participar en la beta tu ranking multijugador será resetado ya que este es uno de los cambios de la misma. El día que el parche oficial sea liberado se reseteara el rango de tpodos los jugadores. El nivel de ejercito NO será reseteado.
Relic también ha habierto un foro oficial para comentar los problemas que puedan surgir: http://community.dawnofwar2.com/forums/topic/52856
La personalización será una parte fundamental de Warhammer 40,000: Dawn of War 3
Si bien aún no se ha realizado su anuncio oficial (aunque todos los indicios apuntan a que se realizará durante la próxima Gamescom), desde Relic Entertainment ya hablan abiertamente del futuro Warhammer 40,000: Dawn of War III, el que será su próximo gran juego de estrategia.
James McDermott, marketing manager de Relic, ha asegurado que este Dawn of War III recuperará algunas de las características clave de su predecesor, principalmente en lo referente a la personalización y la creación de nuestro ejército, un aspecto que esperan potenciar en la medida de lo posible. Según explicó, “Mirando lo que realmente fue un éxito con Dawn of War II - Retribution, nos encontramos con la personalización y creación de los ejércitos de los jugadores y, teniendo en cuenta que la colección es una parte importante que adoran los fans de 40k, queremos que todo eso sea un elemento clave en Dawn of War 3”. Dicho esto, el señor McDermott sentenció lo siguiente: “Sin duda, habrá muchas posibilidades para ampliar y construir nuestro propio mega-ejército. Es un área donde queremos invertir tiempo y esfuerzo. Vemos ahí una gran oportunidad”.
Karro de guerra - Unidad Orka
Llega el turno de la unidad multijugador Orka. El "Karro de Guerra". Un gran camión creado a partir de piezas robadas y grandes torretas. Su objetivo es simple, hacer daño y transportar unidades, haciendo de esta máquina de guerra una verdadera fortaleza andante.

Unidad: Karro de guerra
Disponibilidad: Tier 3
Habilidades:
- Deff Rolla Rampage: Hace girar el Deff Rolla durante un breve periodo de tiempo para tirar al suelo y aplastar a las unidades enemigas. Además, aumentará temporalmente la velocidad del Karro de guerra.
- Disparo Mega Boom: Un disparo de artillería de larga distancia que provoca daños pesados a todas las unidades.
Esta unidad ha sido creada para sacarla de cara al final de la partida, capaz de romper formaciones enemigas y recibir poco daño. Es una unidad anti-vehiculo y anti-infanteria que al transportar tropas (2 unidades) aumenta significativamente el daño contra infantería y su velocidad.
Sin duda, algo tan orko no podía ser menos.
Fuente | Comunidad DoW2
Señor del enjambre - Unidad Tiránida
Relic ha enseñado otra de las nuevas unidades que aparecerán con la expansión "Retribution". La primera fue el Autarca Eldar, ahora llega el turno del Señor del enjambre.
El señor del enjambre es la evolución final del Tirano de enjambre, capaz de sembrar el terror allá donde pisa.

Unidad: Señor del enjambre
Disponibilidad: Tier 3
Habilidades:
- Esencia de Liche: El Señor del enjambre drena la vida de todas las unidades a su alrededor para aumentar su regeneración de vida.
- Ráfaga de espadas: Emplea todo su poder para hacer daño y lanzar al suelo a todas las unidades a su alrededor.
Además, como todas las unidades superiores tiranidas, el señor del enjambre posee un aura sinaptica que aumenta la velocidad de movimiento de todas las unidades de su alrededor. Y por si esto fuera poco, permite que todas las uniades cercanas puedan reforzarse sin tener que volver al CG
Fuente | Dawn of war II community
Nueva unidad multijugador - Autarca Eldar
Relic acaba de anunciar una de las nuevas unidades que gozará cada una de las razas en la expansión "Retribution". El autarca Eldar es una de estas unidades, un poderoso comandante destacado en el combate estrategico. Una vez que el jugador llame a esta unidad el autarca será capaz de demostrar cual es el verdadero arte de la guerra.

El autarca es un único personaje que no se puede crear en base. En vez de ello el jugador que controle a los eldars podrá llamarlo con el poder general de los eldars (la barra de energia roja), apareciendo e invocando el poder de la tormenta de Eldrich.
Unidad: Autarca
Disponibilidad: Tier 2, único.
Habilidades:
- Pies ligeros: Aumenta la velocidad del autarca pero reduce su daño de combate.
- Salto: Seleccionando una posición en el campo de batalla, una vez que aterriza, el autarca mejorará la velocidad, el daño y la vida de todas las unidades cercanas a él.
- Salto aereo: El autarca vuela hacia la atmosfera, volviendo a la reserva de unidades para poder volver ser invocado por un precio más reducido.
Además de la habilidades ya comentadas, el autarca tiene la caracteristica de que cada vez que desciende con el poder general de los eldars lanza un ataque de area en la zona seleccionada.
Solo se puede invocar en las zonas donde se tenga linea de visión y donde no exista niebla de batalla.
Sin duda, una unidad muy poderosa que podrá decantar la batalla a su favor.
Fuente | Dawn of war II community
Los Eldar en Warhammer 40.000: DoW II Retribution
En nuestro afán por ofreceros información de la mayor calidad, sin exclusiones, de manera objetiva y con la profesionalidad que se requiere para ser medio de referencia de miles de personas, os traemos un nuevo vídeo de Retribution, la segunda expansión de Warhammer 40.000: Dawn of War II, en el que se nos presentan a los Eldar. Nos hemos molestado en ver el tráiler y debemos avisar de que es realmente NSFW; ¿realmente queremos mostrarnos en público viendo algo tan nerd? ¿Es esa la imagen que queremos dar? Es, no obstante, un vídeo perfecto para el día de hoy: si estáis en el trabajo, posiblemente haya menos gente por la huelga, así que con un poco de suerte nadie mirará vuestro monitor. ¡Adelante, es vuestra oportunidad!
Parche Eternal War lanzado (2.3.1)
Apenas hace unas horas que salio el nuevo parche para Dawn of War 2, Eternal War (2.3.1). El parche está centrado en el equilibrio de las unidades y para corregir algunos bugs.

New Features
-
Free for All and Team Free for All are now available game modes in Find a Game
- The Player Stats screen has been updated to show FFA and Team FFA stats
- Find a Game FFA and Team FFA matches will give rank points
- New map added for both FFA and Team FFA: (FFA) The White Walls of Calderis
-
Mods are now automatically loaded out of the mods folder
- Users need to create Mods folder in their “\GameAssets” folder
- Command line is no longer required
-
Map Preference Selection
- Users can now select a number of maps they prefer in Find a Game
- Matchmaking will attempt to match users with similar map preferences, but if searching takes too long, user will be matched regardless of their map preferences
- Added a reverb setting to the audio options that is defaulted to off. Enabling this will improve sound quality, but may have a dramatic impact on performance with low to mid-range CPUs.
General Changes
-
Garrison & transport changes
- Units should enter and exit buildings more quickly
- When giving orders to a squad that is exiting a building, they will now execute that last order given once they are done unloading.
- Units should now load into transports, Webway Gates & Ravener Alpha burrow tunnels in a more efficient manner
- Units should unload from transports, webway gates & Ravener Alpha burrow tunnels in a more efficient manner
- There is no longer a period of time where a unit is invulnerable when entering or exiting a building
- Stun effects will now disable all abilities until the stun wears off
Caos
Global
- Improved the visibility of the Noxious Cloud effect
- Units killed by Noxious Cloud will now grant favour
Plague Champion
- Shrines of Nurgle can no longer resurrect unconscious commanders
- Icon of Nurgle now requires tier 2 instead of tier 3
- Plague Bolter scatter radius reduced from 20 to 3
Sorcerer
- Consume radius increased from 5 to 8m
- Dark flames will now telegraph when being cast
- Dark flames initial delay increased from 0.1 to 2.1
- Curse of Tzeentch knockback increased from 10 to 15m
- Curse of Tzeentch area reduced from 10 to 7m
Heretics
- Sword damage increased from 20 to 24
- Aspiring Champion upgrade reduced in cost from 100/25 to 80/25
Chaos Space Marines
- Bolter scatter radius reduced from 20 to 3
Havoc
- Heavy bolter setup time reduced from 4s to 3s
Chaos Dreadnought
- Added tracer fire to the Dreadnought’s torso guns
- Can now melee garrisoned buildings while in a Blood Rage
Plague Marines
- Plague Bolter scatter radius reduced from 20 to 3
Chaos Predator Tank
- Weapon type changed from autocannon_pvp to autocannon_tank_pvp
- Rotation rate increased from 75 to 100
Great Unclean One
- Cost reduced from 1400/250 to 900/220
- Health reduced from 8750 to 6125
- Level increases multiply health by 10% instead of 15%
- Plague sword damage decreased from 440 to 160
- Special attack damage reduced from 175 to 120
- Upkeep increased from 0.0765 to 0.0956
- XP points granted lowered from 2500 to 1000
- Population cost increased from 18 to 21
-
Consume
- Range increased from 8 to 15
-
Swarm of Flies
- Cost increased from 50 to 80
-
Vomit
- Cost increased from 50 to 70
Marines espaciales
Orbital Bombardment
- Outer ring damage of Orbital bombardment has been increased from 150 to 185
Force Commander
- Fixed an issue that allowed the Force Commander to have 2 melee weapons equipped
Apothecary
- Fixed an issue that caused the Apothecary to sometimes stop shooting after using Full Auto
- Master-Crafted Bolter scatter radius reduced from 20 to 3
Techmarine
- Bolter scatter radius reduced from 20 to 3
- Master-Crafted Bolter scatter radius reduced from 20 to 3
- Consecrated Bolter scatter radius reduced from 20 to 3
Scout Marines
- Bolter scatter radius reduced from 20 to 3
Tactical Marines
- Bolter scatter radius reduced from 20 to 3
Heavy Bolter Devastators
- Will now reset their weapons to a set-up state after upgrading to a lascannon
Assault Marines
- Energy cost for jump lowered from 70 to 50
- Jump now has a minimum range of 15m
- Incoming ranged damage will be reduced by 90% while jumping
- Now are immune to suppression for the full duration of a jump
Razorback
- Rotation rate increased from 75 to 100
Librarian
- Attacks from the power sword will no longer grant energy to the Apothecary
- Now heals at the HQ at the same rate as a commander
Predator Tank
- Rotation rate increased from 75 to 100
Terminators
- Terminators and Assault Terminators now share the same cooldown timer
- Terminators cost changed from 650/350z to 650/100/350z
Assault Terminators
- Equipping lightning claws will now reduce the health of assault terminators by 300 per entity
- Assault Terminators cost changed from 650/350z to 650/100/350z
- Fixed an issue that caused the maximum health of the squad to drop when an individual Assault Terminator was killed
Venerable Dreadnought
- Damage increased from 150 to 175
- Health increased from 1600 to 1750
- Cost decreased from 700/400z to 600/300z
-
New passive ability: Stoicism
- When the Venerable Dreadnought has been dealt his killing blow he continues to fight on for 10 seconds. While Stoicism is active the Venerable Dreadnought cannot be slowed or disabled and will continuously inspire allies around him. After Stoicism expires the Dreadnought is destroyed.
Eldars
Global
- Fleet of Foot will no longer refund energy and cooldown when retreat is used while it is active
- Garrisoned Farseer webway gates are now correctly revealed by enemy detector units
Farseer
- Levitation no longer effects units that are retreating
Warlock
- Improved the Providence ability visual effects
Falcon
- Rotation rate increased from 75 to 100
Fire Prism
- Pass_type changed from medium_crusher to heavy_crusher
- Acceleration increased from 6 to 7
- Rotation rate increased from 75 to 100
Avatar
- Cost decreased from 1000/230 to 800/180
- Health decreased from 7000 to 5600
- Sword damage reduced from 340 to 205
- Avatar no long randomly knocks back units on attack
- XP points granted lowered from 2200 to 1000
- Upkeep increased from 0.04 to 0.0956
- Population cost increased from 18 to 21
Orkos
Warboss
-
Now I’m Angry ability changed.
- This ability no longer requires the Warboss to take damage
- Now has a cooldown of 40s and requires 50 energy
- Increases the damage and speed of the Warboss. The Warboss will also periodically stomp the ground while running, creating a crater of light cover.
Kommando Nob
- Health granted by Extra Equipment lowered from 200 to 100
- Explosive shot knockback has been changed from ability to weapon, making it ineffective against retreating units
- Shoota scatter radius reduced from 20 to 5
Mek
- Shoota scatter radius reduced from 20 to 5
Sluggas
- Slugga Nob leader weapon type changed from pvp_melee to melee_heavy
- Nob leader upkeep lowered from 0.02125 to 0.01275
Shootas
- Nob leader upkeep lowered from 0.02125 to 0.01275
- Shoota scatter radius reduced from 20 to 8
- Shoota Nob shoota scatter radius reduced from 20 to 8
Lootas
- Population cost decreased from 5 to 4
- Upkeep reduced from 0.02125 to 0.017
Stormboys
- Stormboy Nob leader weapon type changed from pvp_melee to melee_heavy
- Incoming ranged damage will be reduced by 90% while jumping
- Now are immune to suppression for the full duration of a jump
- Jump cooldown decreased from 60s to 15s
- Jump now has a minimum range of 15m
- Nob leader upkeep lowered from 0.02125 to 0.01275
- Stormboys equipped with a Nob leader will now briefly stun enemies when jumped on
Wartrukk
- Rotation rate increased from 75 to 100
- Health decreased from 500 to 350
- Cost reduced from 300/40 to 180/20
- Damage lowered from 45 to 20
- Upkeep lowered from 0.0425 to 0.02125
Weirdboy
- Now heals at the HQ at the same rate as a commander
- Fixed an issue that would cause Zzap to persist longer than intended
Kommandos
- Kommando Nob leader has upgraded his hammer to a Rokkit Launcha
- Kommando Nob leader upgrade now requires tier 3
Nobs
- Huge Choppa weapon type changed from sword_pvp to melee_heavy
- Size_override set to 1, allowing Nobs to path around each other easier
- XP granted reduced from 250 to 200
- Hammers no longer have a probability of knocking back units on a regular attack
- Hammers damage increased from 100 to 110
- Hammers now increase the Nobs damage output by 8% every time they attack stacking up to 4 times
- Hammers cost increased from 50/50 to 100/70
Looted Tank
- Rotation rate increased from 75 to 100
Tiranidos
Lictor Alpha
- Flesh hook damage reduced from 180 to 140
- Flesh hook flight distance lowered from 30m to 20m
Ravener Alpha
- Devourer scatter radius reduced from 20 to 8
Raveners
- Devourer scatter radius reduced from 20 to 8
Genestealers
- Removed the unused energy bar from Genestealer broods
Lictor
- Now heals at the HQ at the same rate as a commander
- Scything Talons damage type changed from power_melee to melee_heavy
- Lowered cost from 500/50 to 350/50
Tyrant Guard
- Now affected by Lascannon snare effect
- Now affected by Haywire Grenades
- Added a visual effect when the Haywire Grenade hits a Tyrant Guard
Zoanthrope
- Focused Warp Blast energy cost reduced from 65 to 30
Carnifex
- Added a visual effect when the Haywire Grenade hits a Carnifex
Bugs corregidos
- Added all retailer exclusive wargear to the wargear drop tables in single player
- Fixed an issue that would sometimes make squads unable to fire after being suppressed
- Fixed an issue that caused setup weapon squads to chase a unit after being given an attack order
- Fixed an issue that caused single members of a squad to pursue a target after being given an attack command
- Stances are no longer reset to their defaults when upgrading a unit
- Fixed an issue that was causing Khorne shrines to spawn bloodletters faster than normal when attacked by certain units
- Fixed an issue that caused extra bloodletters to spawn when heretics stopped worshipping at a Khorne shrine.
- Fixed an issue that caused infantry to automatically change stances from melee to ranged when garrisoning a building
- Fixed an issue that prevented Heroes from cancelling a wargear upgrade while retreating another upgrading unit
- Squad selection hotkeys will now always be assigned to the first available hotkey when a squad is created
- Fixed a targeting priority issue that affected setup weapon squads and other weapons, extending their range beyond their maximum
- Fixed an issue that would cause the cursor to become stuck as the directional indicator when issuing a right click facing order over a decorator
- Fixed an issue that would cause the cursor to become stuck as the attack icon when rapidly building power generators
- Fixed an issue that caused the health of the Chaos Sorcerer to be improperly displayed when the Sorcerer unlocked the Narcissistic trait in The Last Stand
- Fixed an issue that caused users to only have randomized starting location on one map side
- Fixed an issue that caused the output language to be incorrect when using a non-english keyboard
- Added an on/off toggle for convolution reverb to the audio options
- Fixed an issue that was preventing the sound effect for mini map pings
- Added a sound effect when a chat message is received
- We now require a certain amount of gameplay to occur before awarding rank points to a user to prevent user’s who were constantly conceding in order to rank up
- Fixed a number of missing audio effects
Básicamente han implementado el modo "Libre" (todos contra todos) en partidas puntuadas y han añadido la posibilidad de elegir "Mapas preferidos" para las partidas puntuadas.
Un nuevo mapa libre llamado Los muros blancos de Calderis y que los mods se detecten automaticamente.
Por lo demás, balanceo y correción de bugs
Changelog parche 2.1 (Actualización Chaos Rising)
Acaba de salir los cambios oficiales que traera el proximo parche 2.1, que será la actualización de Chaos Rising para que todos los juego, tanto originales como expansión, puedan jugar sin problemas.
En "leer más" podeis leer el changelog (esta en ingles).
See below for the full patch notes for the 2.1 Chaos Rising Update!
===============================
Chaos Rising Update 2.1 notes
===============================
New Features
Global
• Support for screen resolutions with a wider aspect ratio than 16x9, such as those used with AMD's Eyefinity technology
• Stance Toggle option has been added for switching between ranged and melee unit behaviour in all game modes
Multiplayer
• New Map: 2p Judgment of Carrion
• New Map: 2p Ice Station Obelis
• New Map: 4p Desert Showdown
• New Map: 4p Judgment of Carrion
• New Map: 4p Selenon Fissure
• New Map: 6p Argent Shelf
• New Map: 6p Judgment of Carrion
• New Map: 6p Calderis Refinery (Free-For-All)
• New Map: 6p Judgment of Carrion (Free-For-All)
• Added Librarian Unit to tier two of Space Marines
• Added Weirdboy Unit to tier two of Orks
• Added Tyrant Guard Unit to tier two of Tyranids
• Added Gene Stealers Squad to tier two of Tyranids
• Added Wraithguard Squad to tier two of Eldar
• Added the ability to play against owners of Chaos Rising who are playing as the Chaos Race
• Added Free for All and Team Free for All Victory Point game modes to Custom Games
• New target priority system implemented so that idle units prefer attacking enemies they specialize against
• Vehicle wrecks now remain on the map and provide cover
The Last Stand
• Added the ability to play with owners of Chaos Rising who are playing as Chaos Sorcerer or Hive Tyrant
Campaign
• Added the ability to transfer save games of completed Aurelian Campaigns to Chaos Rising
• Added the ability save during mid-missions (Chaos Rising Campaign Only)
• Wargear tooltips in both campaigns now contain significantly more information such as attack speed, accuracy, etc
• New 'Invite a Friend' button added to the bridge to easily invite friends to a co-op game
Campaign, Last Stand and Global Bug Fixes
Global
• Various general performance and memory optimizations
• Various stability fixes to front-end menu screens
Campaign
• Fixed issue where a drag-select starting on a wargear item would "stick" even after releasing the mouse button
• More enemies now have the updated unit decorators
• Cyrus' Deep Smoke ability has been retooled; Cyrus now drops a smoke grenade when he infiltrates or reveals himself
• Thaddeus' Ranged Specialist trait will now also add a passive chance to stun with any ranged weapon
• The Chapter's Fury ability has been reworked to charge up from taking damage
• Thule's Might of the Ancient ability has been renamed "Mighty Strike"
• The Force Commander's Drop Bays and Orbital Barrage traits have been combined into a new trait called Orbital Command
• The Force Commander has a new trait called Inspiring Shout which replaced Orbital Barrage's position on the Will path
Multiplayer
• Maps are now listed in alphabetical order
• New tutorial loading screens have been added
• Various minor ability functionality and balance tweaks
• Various text updates for clarity and accuracy
Army Painter
• Space Marine Red Scorpions chapter added
• Chaos Red Corsairs warband added
• Chaos Alpha Legion warband added
• Chaos Death Guard warband added
• Chaos Emperor's Children warband added
• Chaos Iron Warriors warband added
• Chaos Night Lords warband added
• Chaos Thousand Sons warband added
• Chaos Word Bearers warband added
• Chaos World Eaters warband added
• Khorne Red color added
• Chaos army paint schemes can be created by owners of DOW2 or Chaos Rising
Last Stand
• Fixed issue where players would lose ability functionality if revived after dying while entering a building
• Fixed problem with player collision when standing on closing gates
• Fixed an issue where the screen would turn black permanently during the transition between wave 19 and 20 under rare circumstances
• Last Stand heroes can now be rotated in the hero select screen
Front End and Options
• Custom games list can now be sorted by clicking the 'Players' header
• Fixed an issue where a player's Trueskill on the leaderboards screen would be one game behind the Trueskill displayed on the Player Statistics screen
• Fixed the total number of wins/losses displaying incorrectly on the leaderboards
• Fixed a variety of issues with rendering after changing graphics options
• Default resolution on first launch will attempt to match desktop resolution before falling back to lower resolutions
• Ultra settings have been disabled for users running 32-bit versions of Windows unless using the /3GB OS startup switch
Balance Changes and Multiplayer Bug Fixes
Global
• Repair no longer works on ambient buildings
• Artillery projectiles now fire at the location they were firing at when they begin their wind up animation, this makes it more difficult to hit moving targets
• Units under the effects of the Phase Shift ability can no longer repair other units or buildings
• Units can now be damaged by grenades while entering a building but before fully setting up
• Looted Tank and Predator Tank no longer shoot continously without enemy targets while moving towards the destination of an attack move order
• Unit and ability FX can no longer be seen through the fog of war (some exceptions)
• Fixed issue where queued actions could sometimes be resumed upon reviving a hero unit
• Camouflage abilities can no longer be used in buildings
Map Changes
• Angel Gate: Destroyed buildings at the top of the map to prevent garrisoning issues
• Outer Reaches: Moved some objects to prevent units getting stuck
• Greentooth Gorge: Added impasses to prevent units getting stuck behind bases
Orks
Global
• Added the Weirdboy unit to Tier 2
• Roks global ability now costs 500 Waaagh
• More dakka will no longer work on some units who have no ranged weapon
• More dakka will no longer work on unconscious units
• Ork global abilities order on the Select Hero screen now match their order in-game
Kommando Nob
• Remote bomb placement no longer keeps Kommando in suppressed animation state
• Kaboom damage no longer works on invulnerable targets.
• Kommando Nob's Rokkit Launcha damage reduced to 65 from 72
Mekboy
• Banner no longer gives bonus to recharge times
Deff Dread
• Deff Dread health has been increased to 650 from 450
• Deff Dread Burnaz and Bitz upgrade cost has decreased to 180/20 from 200/20
• Burnaz and Bitz now adds +400 HP
• Deff Dread cost has increased to 250/70 from 250/45
• Burna damage reduced to 40 from 90
• Burnas can now use Attack Ground
• Special attack no longer cut through immunities and armor
Stikkbomma
• Stikkbomma stun bomb cooldown reduced to 30 seconds from 60 seconds
• Stikkbommba grenade damage has been adjusted over their effective radius, does more consistent and higher damage.
• Stikkbomma HP increased to 200
• Stikkbomb damage increased to 67 from 58
Tankbustas
• Min range added to Rokkit barrage
Warboss
• Warboss Powerclaw now does 190 damage, up from 150
• Warboss’ Shoota ability now does 50 damage for the duration of the ability, up from 28
• Weapon skill reduced to 70 from 90
• Knockback shot can no longer target vehicles
• Knockback shots changed to weapon knockback instead of ability knockback
Stormboyz
• Bomba boyz attack no longer hurts immune units
Sluggas
• Burna Upgrade increases health by 10% instead of 20%
• Burna upgrade cost 85/20
Banner
• Ork waaagh banner now has the Frazzle ability which stuns nearby enemies and buffs the speed, attack and defense of nearby allies
• Ork waaagh banner no longer gives bonuses to ability recharge times
Nob Squad
• Can now attack buildings with their default weapon
Looted Tank
• Max speed reduced to 5 from 7
Eldar
Global
• Added the Wraithguard unit Tier 2
• Eldritch Storm now costs 500 Psychic Might
• Weapon platform teams can now garrison buildings
Webway
• Holo-field ability added to farseer webway gate, when activated cloaks nearby units.
• Webway gates are now permanently cloaked when playing as the Farseer hero
Warpspider Hero
• Entangle will no longer work on unconscious units
• Units affected by group teleport are immune to knockback
• Crack Shot can no longer be used on units without a ranged weapon
• Heavy gauge filament can be toggled in buildings
• Heavy gauge filament no longer changes weapon damage
• Entangle no longer works on vehicles
Farseer
• Cannot be knocked back while levitate active
• Weapon skill reduced to 70 from 90
• Mindwar damage type is now melee heavy instead of piercing
Warlock
• Warlock’s merciless Witchblade now drains 15 mana per hit, down from 30
• Destructor damages units in buildings
• Weapon skill reduced to 70 from 90
• Cloaking shroud now affects vehicles
• Providence should now properly make you invulnerable
• Warlock no longer leaps and knocks down enemies
• Warlock now charges enemies
Avatar
• Avatar of Khaine sword damage increase to 340 from 250
• Cost decreased slightly by 20 power
• Build time decreased to 75s
Warpspider
• Warp spiders now only seek cover in a 2m radius to lower the time they spend between teleporting and firing at enemies
Wraithlord
• Wraithlord weapon upgrade icons now disappear when one is researched
• Wraithlord cost has increased to 450/120 from 450/80
• Wraithlord health has increased to 1200 from 700
• Wraithlord now does splash damage on its melee attack
Rangers
• Kinetic shot cannot target units immune to knockback
• Kinetic shot now does weapon knockback instead of medium weapon knockback
• Infiltrate ability has no cooldown
Shuriken Cannon team
• Energy removed
• Can garrison structures
• Squad health increased to 825
Brightlance Weapon team
• Squad health increased to 825
Banshees
• When fleet of foot is used with an exarch added, squads takes 50% reduced ranged damage for the duration.
• Aspect of banshee increases HP by 30% from 25%
D Cannon
• Projectile now fires at the location that was targeted when the D cannon begins its wind up animation. This makes it more difficult for the D Cannon to hit moving targets
• Can garrison structures
• Squad health increased to 825
Guardians
• Guardian warlock damage reduction aura effect changed to 0.825 from 0.75
Falcon
• Speed reduced to 6 from 8
Fire Prism
• Improved toggling between fire modes
• Speed reduced to 4.5 from 6.5
Space Marines
Global
• Added Librarian unit to tier 2
• Orbital Bombardment now costs 500 zeal
• Blessing of the Omnissiah now repairs less HP to vehicles
• Added the ability to upgrade Space Marine Turrets to Missile turrets
Force Commander
• Stormshield wargear now grants the Force Commander a 20% ranged damage reduction bonus
• Force Commander power fist wargear damage increased from 145 to 170
• Force Commander terminator power fist damage increased from 145 to 170
• Force Commander artificer armour now grants 20 energy as well as addition HP
• Fixed an exploit allowing the Force Commander to give a never-ending defense bonus to allies from a Webway gate
• Force Commander in Terminator armour now has a lightning claw upgrade
Techmarine
• Techmarine melee damage increased from 14 to 18
• Techmarine now has a melta gun wargear option in tier 2
• Bionics now effects a 360-degree area with reduced damage
• Proximity Mine can now be cancelled while building
Devastator Marine Squad
• Now has a Lascannon upgrade in tier 2 effective against vehicles
Dreadnought
• Dreadnought now has a multimelta upgrade effective vs. vehicles and heavy infantry
• Dreadnought cost increased from 500/90 to 500/140
• Dreadnought HP increased to 1200 from 800
• Dreadnoughts now do splash damage with their melee attacks
Tactical Marines
• Tactical Marines now have the Kraken Bolts ability which increases their weapon damage by 20% against targets with heavy armour
• Plasma gun damage decreased to 65 from 70
Razorback
• Razorback damage increased to 110 from 95
Predator
• Predator now has a dual linked lascannon upgrade which is effective vs. vehicles
Terminators
• Terminator powerfist damage increased from 47 to 48
• Terminator cost reduced to 300 Zeal and 600 Requisition
• Cyclone missile barrage damage reduced to 40 from 80, no longer knocks back retreating units
Assault Terminators
• Assault Terminators now have a lightning claws upgrade
• Assault Terminators HP increased from 1500 to 1800
• Storm Hammer damage decreased from 85 to 75
• Assault Terminators cost reduced to 300 Zeal and 600 Requisition
Tyranids
General
• Tier 2 Carnifex has been reintegrated into the tier 3 Screamer Killer and remains in tier 3
• Added Genestealer unit to tier 2
• Added Tyrant Guard unit to tier 2
• The global ability ‘Mycetic Spores’ now deploys a Ravener Brood and has been moved to the Ravener Alpha
• The global ability ‘Spore Mines’ has been moved to the Lictor Alpha
• Tyranoformation now costs 500 Biomass
Hive Tyrant
• Hive Tyrant Crushing Claw damage increased to 120 from 73
Ravener Alpha
• Corrosive Devourer damage reduced from 180 to 135
• Corrosive Devourer cooldown reduced from 1.8 to 1.4
• The Ravener Alpha can now construct the Hive Node structure
Hormagaunt
• The adrenal glands upgrade has been reduced in cost to 75/15 from 75/20
Warriors
• Warriors with the Adrenal Gland upgrade now provide melee Tyranid units with a boost to melee damage
• Adrenal Gland warriors damage reduced to 27.5 from 55
Zoanthrope
• Zoanthrope windup speed increased to 2s from 1.5s
Venom Brood
• The Venom Brood now provides ranged Tyranid units with a boost to ranged damage
• Venom Brood warrior no longer knockdown units with their leap
Spore Mines
• Fixed an issue where Spore Mines would not damage power nodes and power generators
==============================
/ end of notes for 2.1 Chaos Rising Update
==============================
El Caos está muy cerca

El dia 11 de Marzo llega al mercado Chaos Rising, la primera expansión de Dawn of War 2. Para los que no se lo compren no debeis preocuparos, ya que al igual que pasó con Company of Heroes y sus expansiones, saldrá una actualización con todos los cambios necesarios para que los poseedores de la expasion y los que no, puedan enfrentarse normalmente entre si.
Esta actualización contendrá las unidades nuevas de cada raza, los nuevos comandantes para la "Batalla Final", 7 nuevos mapas multijugador y un nuevo modo de juego, "Todos contra todos" que sin duda recordará a las epicas partidas del antiguo Dawn of War. La actualización vendrá por Steam.
Los que se compren la expasión podrán jugar con la nueva raza, los Marines del Caos y tambien podrán disfrutar de la nueva campaña individual.
Pronto el caos entrará en las batallas de Dawn of War 2 ¿Te dejarás seducir por sus dioses? o por lo contrario los erradicaras. En tus manos está el rumbo de la galaxia.
Para más información, visita el site oficial de Dawn of War 2.
¿Expansión de Dow II en 2010?
Algunos de los moderadores de RelicNews han recibido cosas en sus correos postales por parte de THQ. Uno de ellos ha recibido esto:

Esto estaba en la parte trasera del dibujo. El emblema de los Blood ravens en la parte posterior tambien junto con el texto "MMX" que significa 2010 para los que recuerden los numeros romanos.
Suponemos que es una expansión de Dawn of War II, y probablemente tendrá el caos como nueva raza.
Además, para disipar más dudas, la remitencia del correo es: "The Eye of Terror" (con una dirección de la sede de THQ en California). El firmante finalizó su firma con el símbolo del caos. Seguro que eso significa que preparan una expansión de caos para Dawn de guerra 2 con fecha de salida en 2010.
Más información en la pagina web oficial de RelicNews.
There is only War lanzado
Ya ha sido lanzado el ultimo parche de Dow II "There is only war", que corresponderia al parche 1.5.
El juego ha sido remodelado casi en su totalidad en lo referente al balance. Este parche ha tenido una version beta publica, que fue testada durante un mes y ha dado este resultado final.
Se descargará automaticamente desde el gestor STEAM, con un peso aproximado de 380 MB.
Si quereis saber cuales son los cambios, podeis verlos a continuacion, pero he de avisar que son bastante extensas.
========================
There is Only War Release Notes 1.5.0
========================
World Builder
• Added the World Builder how-to guide to the root directory
• Fixed a bug where adding a horizon-mesh would cause World Builder to crash
Observer Feature
• Pressing ESC now gets rid of the observer/replay attention arrow. If a unit is selected and an arrow is present, pressing ESC deselects the units. Pressing it again removes the arrow
• Selecting the HQ displays the player’s current tech tier
Balance Changes
Tyranid Balance Changes
• The Ravener Alpha’s Hardened Carapace grants 100 health
• Both Carnifexes cannot be repaired
• Sporemine durability vs. small arms increased from 60 to 150 hp
• Screamer Killer Venom Cannon damage increased to 75 from 55 and removes the Spore Cysts ability
• Tier 2 Carnifex damage increased from 200 to 250
• Zoanthrope damage increased from 70 to 80, energy cost reduction on Focus Blast from 80 to 65
• Termagant damage increase on Toxin Sacs upgrade from 1.2 to 1.35
• Tyranid Warriors’ hitpoints increased from 320 to 360, Barbed Strangler damage decreased to 45 from 60
• Hive Tyrant’s Venom Cannon damage decreased from 75 to 55
Ork Balance Changes
• Slugga Nob damage reduced to 85, Nob Squad Choppa damage increased to 100
• The Kommando knife no longer refunds energy and resets cooldown after killing a target
• Warboss’ big stomp radius UI was changed to 10 m
• Warboss’ Kustom Shoota can now fire on the move
• Warboss’ Angry Bits health regeneration lowered from 1.5 to 1, cooldown from 15 seconds to 30
• Tankbusta population cost lowered 4 to 3
• Slugga Nob Leader damage lowered (due to accidental buff)
• Warboss Stomp damage lowered 40 to 30
• Kommando Nob Leader’s hammer damage increased 100 to 175
• Slugga damage increased to 25
Space Marine Balance Changes
• Scouts can now repair while using a sniper rifle
• Set the Apothecary’s Rapid Fire ability to no longer knockback retreating units
• Force Commander with Terminator Armor now has a Cleansing Flame ability on his heavy flamer (costs 50 energy)
• Purification Rights damage decreased from 30 to 15
• Relay Beacon health regeneration rate decreased .4 to .15
• Force Commander’s hitpoints increased from 720 to 820
• Tactical Marine bolter damage decreased to 25
• Tactical marine melee damage reduced from 22 to 19
• Purification rites no longer affects retreating units
Eldar Balance Changes
• Spiritual rites radius UI was changed to 15m
• The Fire Prism’s explosive shot no longer affects retreating units
• Warpspider squad member hitpoints slightly reduced from 200 to 160, Exarchs from 240 to 200
• Fire Prism’s Focus Beam cooldown reduced from 4.5 to 3 seconds
• Debuff removed from Immolator
• Warp Spider Exarch’s Improved Targets are moved to tier 1
• Banshee’s damage increased to 35 from 33
General Balance Changes
• Zeal/Biomass/Psychic Might/Waaagh! amount from killing/losing units increased by 20%
• Piercing damage modifier vs. Heavy armor decreased to 67%
• Turret damage at long range increased from .15 to .3
• Turrets inflict increased supression, have a minimum range of 2 m, armor type changed to be more vulnerable from small arms fire .01 to .2
• Suppression weapons received the following changes:
• Setup and teardown times reduced by 1 second respectively
• 0.2 to 0.3 at long range
• 1 to 1.25 at medium range
• 2 to 2.75 at short range
• Suppression damage increased from 300 to 400
Bug Fixes
Tyranid Bug Fixes
• Fixed a bug where Bioplasma would not fire if targeted units ran out of the line of sight
• Fixed the broken image on the Ravener Alpha’s ‘exit tunnel’ ‘cancel construction’ ability
Ork Bug Fixes
• Shoota Boyz Aiming? Wotz Dat? tool tip no longer mentions immobility
• Nob squad tool tip mentions Meaner an’ Greener instead of Nob Kit
• Kommando squad tool tip no longer mentions Kommando Kit
Space Marine Bug Fixes
• The Dreadnought’s auto cannon ability previews its energy cost properly
Eldar Bug Fixes
• The Farseer’s Ghosthelm tool tip no longer mentions damage to self, mentions suppression
• The Farseer’s Mindwar tool tip mentions suppression
• Warpspider Exarch powerblades tool tip mentions they are effective against infantry
UI Bugs
• Added a missing tooltip for observers in the multiplayer games list
• Fixed a bug causing player loading bars to be cut off in 1280×1024 resolutions
Performance Bugs
• Fixed a bug that disallowed users with high-end machines to set their graphics settings to “Ultra”
• Fixed a fatal scar error involving Anti Armor in the campaign
Gameplay Bugs
• Fixed an exploit where repeatedly setting up and tearing down the Ranger’s sniper rifle would increase the unit’s firing rate
• Fixed a bug involving melee units targeting retreating units
• Stabilized randomness of units using special attacks
• Fixed an exploit where players could make units at the HQ retreat “towards” a relay beacon in the field
• Fixed a bug where clicking on a hero’s portrait would render targetable abilities unusable
Map Fixes
• Fixed an exploit in (6p) Ruins of Argus where players could build structures and move units in an impassible area
Post-game bugs
• Fixed a bug where incorrect trueskill values were shown after viewing a player’s statistics screen in the post-game
• Fixed a crash that occurred when viewing another player’s statistics during a game-starting countdown
Networking Improvements
• Fixed a networking bug that caused users to lag and disconnect due to a proxy communication problem
========================
There is Only War Release Notes 1.4.2
========================
Balance Updates
Ork Balance Updates
Warboss
• Bang Bang Hammer damage bonus changed from 7% to 5%
• ‘Ard Boyz only affects melee damage
Tankbustas
• Tankbusta HP increased from 150 to 200 per unit
• Tankbusta Rokkit range increased from 40 m to 44 m
Sluggas
• Choppa damage decreased from 27 to 24
• Slugga Nob moved to tier 2, detection removed, decorator updated, tooltip updated
Shootas
• Shoota Nob moved down to tier 1, detection added, decorator updated, tooltip updated
Deff Dread
• Deff Dread Buzzsaw damage increased from 150 to 180
Ork Globals
• Ork passive Waaagh! generation rate reduced from 0.5 to 0.25
Lootas
• Lootas no longer have a Waaagh! cost on Hide Da Gunz
Stormboyz
• The Bomma Boyz upgrade now requires Tier 2
Eldar Balance Updates
Farseer
• Spirit Stones’ energy regeneration is now squad based
• Farseer’s Spiritual Rites now only heals infantry
Warlock
• Distort Field from 70% to 50% damage reduction, only affects ranged damage
• Channeling ability cost increase from 30 to 50
• Health buff from Channeling changed from +3 regeneration to 10 HP per second
• Warp Throw no longer affects retreating units
• Warp Throw Cooldown increased from 40 to 60
Rangers
• Ranger Kinetic shot now does AOE
• Ranger HP increased from 100 to 150 per unit
• Energy cost on Kinetic shot increased from 45 to 70
• Ranger Long Rifle cooldown reduced from 5.5 seconds to 3.5 seconds (The 3 second reload and 1 second fire time remain unchanged)
Banshees
• Decreased the damage of the Banshee power sword from 37 to 33
• Increased the special attack (AOE knockback) damage from 15 to 20
Wraithlord
• Wraithlord brightlance damage decreased from 90 to 60
Warp Spider Exarch
• Reduced the damage of Power Blades from 110 to 75
Space Marine Balance Updates
Scouts
• Scouts now have melee resistance (40%)
• Reduced Scout melee damage from 7 to 4
• Reduced the damage of the Scout’s Shotgun from 40 to 30
Tech Marine
• Moved Techmarine plasma gun to tier 2
Tactical Marines
• Tactical marine bolter damage increased from 23 to 27
Razorback
• Razorback upgrade no longer grants a speed bonus
Devastator Heavy Bolter
• Removed the Vengeance Rounds damage bonus against generators
Tyranid Balance Updates
Zoanthrope
• Zoanthrope Focused Blast now slows by 60%
Spore Mines
• Reduced Spore Mine damage against vehicles from 300% to 125%
• Spore Mines changed from Tiny to Small size
• Spore Mines no longer affected by Catalyst
• Spore Mine damage reduced from 1 to .5 vs building_light
Lictor Alpha
• Jump ability cooldown increased from 6 to 30 seconds
• Decreased the healing percentage of Feeder Tendrils from 3% to 2% (does not apply to vehicles or buildings)
• Fixed Lictor Hero Knockback
Lictors
• Lictor Flesh Hooks can target units in buildings
Carnifex
• All Carnifexes can now heal at the HQ
Raveners
• Ravener HP decreased from 400 to 300 per unit
• Ravener Devourer changed to Bolter damage type, damage reduced from 110 to 85
Venom Brood
• Venom Cannon range increased to from 38 to 44
Rippers
• Rippers can no longer capture points
Miscellaneous Balance Updates
• Reduced the Autocannon damage against heavy armor from 200% to 100%
• Reduced the Explosive damage against heavy armor from 150% to 100%
• Reduced the Piercing_pvp damage against heavy armor from 0.75 to 0.6
• Reduced the Grenade_pvp damage against heavy armor from 1.5 to 1.25
• The damage caused by the Plasma Cannon weapon is now categorized under the Plasma Cannon damage type
Bug Fixes
Ork Bug Fixes
Warboss
• Warboss’ boss pole graphic now applies to Sluggas and Hormagaunts
• Warboss’ kustom shoota now fires normally
Stikkbombas
• Stikkbombs can no longer be exploited by interrupting the throw
Kommando Nob
• Hide da Boyz de-camouflages units upon retreat
• Fixed a bug with the Kommando’s Extra Equipment regeneration
Eldar Bug Fixes
Warp Spider Exarch
• The Entangle ability can now be retreated from and does not affect retreating units
• Heavy Gauge Filament is now fixed
• Warp Spider Exarch can now group teleport into the fog of war
Guardians
• Guardian grenade tooltip no longer mentions suppression
Farseer
• Fortune hotkey changed to O
Avatar
• The Avatar now appears as a triangle on the minimap
Space Marine Bug Fixes
Apothecary
• Apothecary’s Rapid Fire ability no longer works on retreating units
Tech Marine
• Fixed Orbital Relay healing stacking with Techmarine’s Artificer Armor
• Fixed tooltip on Brothers in Arms ability
Tyranid Bug Fixes
Raveners
• The unburrow ability no longer disables enemy weapons
Ravener Alpha
• Poison Cloud now works when switching wargear
Warrior Brood
• Barbed Strangler upgrade no longer mentions health synapse
Carnifex
• Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control
Hive Tyrant
• Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control
Lictor
• Feeder Tendrils no longer heal when hitting buildings/vehicles
Map Bug Fixes
(6P) Angel Gate
• Fixed a bug where squads got stuck upon exiting a building
• Fixed a bug where two guard towers were indestructible near the Angel Gate
• Fixed a bug where shots passed through the two guard towers near the Angel Gate
Miscellaneous Bug Fixes
• Adjusted turret location on (2P) Leviathan Hive
• Fixed a bug where turret in position two on Ruins of Argus was built on top of the HQ
• Collision added to various railings and fences
========================
THERE IS ONLY WAR RELEASE NOTES 1.4.1
========================
New Content
World Builder
• World Builder, the map editor is now available to allow users to edit, create, and add new maps to multiplayer games
• Open the world builder by navigating to C:\Program Files\Steam\SteamApps\common\dawn of war 2\ world_builder.exe.
• Save maps to C:\Program Files\Steam\SteamApps\common\dawn of war 2\Assets\Maps\PvP
• It is recommended to have an 8800 GT class video card, or be able to run DOW II with ‘high’ graphical settings
Maps
• Added 8 new multiplayer maps to the game
• (2p) Calderis Refinery
• (2p) Outer Reaches
• (2p) Leviathan Hive
• (4p) Calderis Refinery
• (4p) Golgotha Depths
• (6p) Calderis Refinery
• (6p) Angel Gate
• (2p) Legis High Stratum is now available for all Dawn of War II owners
Additional UI Content
• Added an RSS news ticker to the title screen that will show critical game updates, news, and information
• The Main Menu News tab is now controlled by RSS. You can subscribe to the RSS feed at: dow2news.relic.com/relic/dow2/news/english.xhtml
• Added a new PvP loading screen tip about Sweeping Advance
• The PvP loading screen now shows loading progress bars for each player in the game
Game Options
• You can now freely change the Number of Tickets needed to win a match (250, 500, or 1000)
• You can adjust the Starting Resources of a match to be standard or high
• Added the option to end a match by conceding defeat in Ranked and Custom Games in the F10 Menu. Team games require a unanimous vote to Concede.
Campaign
• Various new pieces of wargear have been added to the Campaign. Can you find them all?
Observer Feature
New Fog of War Options
• Choose between both teams’ viewpoints
• New option lets observers see enemy movements beneath the Fog of War
Telecast Features
• Attention Arrows let telecasters highlight a squad, object, or piece of terrain with an easy click
• Large mouse cursors for Low-resolution webcasts
Improved Replays
• All new Observer UI features are also available in replays
• More options for removing UI elements let you make awesome screenshots of Dawn of War II action
Observer Hotkeys
• Hotkey “G” toggles the Fog of War
• Hotkey “A” tags a unit with an arrow
• Hotkey “W” toggles the size of the cursor
• Press hotkey “F” to cycle through the Fog of War settings
• Hotkey “H” toggles the Observer Panel Visibility
• Hotkey “T” toggles the replay speed
Referee Feature
• A referee is similar to an observer, except with additional functionality available only to the referee. Referees can send text chat messages to all players and they can pause the game.
• The action of all players is halted when a referee pauses the game
• Observer/Referee slots must be opened by the host
• Observer/Referee mode is only supported in custom, unranked games
• Referees are selected by the host. Any number of observers can be granted referee privileges
• Referees have the same hotkey functionality as observers, but can also pause the game by pressing the “PAUSE” key
Balance Updates
• The rate at which the HQ’s healing aura heals units has been reduced by half for all races
• The amount of Waaagh/Zeal/Psychic Might/Biomass granted from killing a unit and a unit being killed has been reduced for all units
• Retreating breaks stun
Eldar Balance Updates
Global Eldar Balance changes
• Reduced the regeneration of the Seer Council from 1.5 HP to 0.5 HP
• Decreased the Webway population cost from 5 to 3
• Decreased the sight radius for the Webway from 20 to 5
• Changed the name of ‘Conceal’ ability to Distort Field
• Reduced the cost of Swift Movement from 120 Psychic Might down to 50
• Reduced the cost of the Crackshot ability from 150 Psychic Might down to 50
• Reduced the cost of the Distort Field ability from 175 Psychic Might to 75
• Increased the cost of Eldritch Storm from 650 Psychic Might to 750
• Reduced the cost of Seer Council from 600 to 450
• Decreased the Psychic Might cost of Spider’s Brood from 400 to 200
Banshees
• The Banshee Exarch’s health has been buffed from 160 HP to 200
• Removed power cost on Banshee Squads
• The power sword’s damage has been increased from 34 to 37
• The Aspect of Banshee effect now increases HP by 20%
• To use Fleet of Foot Banshee squads require the Aspect of Banshee upgrade
Farseer
• Doom Effect has been decreased from 75% to 40%
• Reduced the energy cost of Doom from 50 to 40
• The cost of Singing Spear has been decreased from 170 requisition 55 power to 130 requisition 40 power
• The cost of the gravity blade has been reduced from 200 requisition, 50 power to 150 requisition, 30 power
• The damage-reducing effect of Fortune has been decreased from 50% to 30%
• The energy cost to use Fortune has increased from 30 to 45
• The effect of Rune Armor has increased from 50 health to 100 health
• The energy gained from the Rune Armor wargear has been changed to +125
• Spirit Stones now cost 80 energy to cast and is no longer a limit break ability
• Spirit Stones now regenerate 60 units for the targeted unit instead of its previous 150
• Spirit Stones now heal 200 HP
• The suppression resistance gained from the Spirit Stones’ ability has been reduced from 100 courage to 50 courage
• Farseer’s Mind War supressing effect has increased from 20 courage to 100 courage
Guardians
• Guardian squad HP has been increased from 90 to 100
• Fleet of Foot now requires the Battle Equipment upgrade to be equipped
• The cooldown time of Plasma Grenades’ has increased from 35 seconds to 60 seconds
• Plasma Grenades no longer suppress enemy units
• Guardian squad’s requisition cost has been increased from 270 to 300
• Shuriken Catapult’s damage has been increased from 12 to 15
Brightlance
• Reduced the weapon cooldown from 4 seconds to 2 seconds
• Decreased the unit’s damage from 180 to 90
• Increased the HP of Brightlance crew members from 160 to 220
• Removed the Beam Scorch ability from Brightlance Platforms
D-Cannon
• Removed knockback from the D-cannon weapon
• Increased the HP of D-Cannon crew members from 160 to 180
Rangers
• To use Fleet of Foot, the squad must have the Pathfinder upgrade
• Decreased the Health of rangers
• Pathfinder is now a Tier 1 upgrade
• Added Kinetic Pulse: a Ranger ability that fires a high-impact, low-damage blast of kinetic energy that can knock a single unit down
• Removed the Rangers’ Suppressive Volley ability
• Changed the cost to spawn a squad of Rangers from 360 requisition 25 power to 300 requisition 30 power
• Added setup/teardown time to the Long Rifle of 1.5 seconds
• Reduced the cooldown time on the Long Rifle from 7 seconds to 3.5 seconds
• Increased Ranger Long Rifle damage from 160 to 180
Falcon
• The Scatter Laser’s damage has been decreased from 34 to 28
• Pulse Laser weapon is now categorized under the Venom Cannon weapon family
• The Pulse Laser’s damage has been decreased from 60 to 45
Shuriken Cannon
• Reduced the mid-range damage of the Shuriken Cannon from 1.6 to 1
• Increased the long-range damage from 0.15 to 0.2
• Changed the cost of the unit from 270 requisition to 210 requisition and 30 power
Warlock
• The cost of the Witchblade of Kurnous has been increased from 125 requisition, 30 power to 125 requisition, 35 power
• The cost of equipping Warp Throw has increased from 100 requisition, 20 power to 100 requisition, 40 power
• Cloak of Shadows has had its requisition cost decrease from 150 to 100
• The health-regeneration effect of Channeling has been increased from 2.5 to 3
Warp Spiders
• Increased the HP of Warp Spider’s from 160 to 200
Warp Spider Exarch
• Increased Warp Spider’s Dual Deathspinner damage from 35 to 46
• Increased the Exarch’s HP from 160 to 240
Warp Spider Exarch (Hero)
• Decreased the cost of the Power Blades upgrade from 170 requisition and 70 power to 130 requisition and 45 power
• Decreased the cost of the Improved Warp Generator upgrade from 125 requisition, 40 power to 110 requisition, 30 power
• Group Teleport now requires the Improved Warp Generator upgrade
• Decreased the power cost of the Shimmer Orb from 35 to 25
• Units shielded by a Shimmer Orb are knocked back if hit by grenades or plasma devastator shots
• The cost of Anti-Grav Grenades has been decreased from 200 requisition, 50 power to 120 requisition, 40 power
• Decreased the cost of Improved Targeters from 100 requisition, 35 power to 100 requisition, 30 power
• Added a teleport effect to warn players of Warp Spider group teleportation target
Wraithlord
• Decreased the damage of the Shuriken Cannon from 210 to 70
• Decreased the Shuriken Cannon’s cooldown time from 1.5 seconds to 1 second
• Changed the ‘weapon family’ of the Shuriken Cannon from heavy bolter to bolter
• Decreased the cooldown fire rate of the Wraithlord’s Brightlance from 4 to 2 seconds
• Decreased the damage of the Wraithlord’s Brightlance from 100 to 90
Fire Prism
• Explosive Shot has been reduced in damage from 120 to 70
Ork Balance Updates
Global Ork Balance Changes
• Buffed the damage of More Dakka, it now increases ranged damage by 25%
• More Dakka no longer reduces cooldown
• Reduced the wait time of the Roks impact from 2.1 seconds to 1.1
• Reduced the Waaagh cost of Kult of Speed from 275 to 125
• Reduced the Waaagh cost of Hide Da Boyz from 150 to 75
• Reduced the Waaagh cost of Use Yah Choppas from 150 to 75
• Reduced the Waaagh cost of ‘Ard Boyz from 150 to 75
Deff Dread
• Decreased the cost from 300 requisition and 70 power to 250 requisition, 45 power
• Decreased its HP from 550 to 450
• Decreased Buzz Klaw damage from 170 to 120
• Increased the Burnaz ‘n Bits cost from 50 requisition, 20 power to 200 requisition, 20 power
• Increased the effect of Burnaz ‘n Bits from 125 HP to 300 HP
• Reduced the Waaagh cost of the Rampage ability from 75 to 35
Kommando Nob (Hero)
• Increased the range of Twinlinked Shoota from 25 m to 32 m
• Changed the cost of the Rokkit Launcha from 105 requisition, 65 power to 150 requisition, 50 power
• Decreased the cost of Improved Camouflage from 100 requisition, 45 power to 100 requisition, 35 power
• Boom Time makes the Kommando drop a stun grenade upon retreated
• The Kommando no longer drops a grenade when he is killed
• Changed the number of Stikkbombs thrown from 1 to 5
• The damage gradient of Booby Traps now gives less damage on its outer radius and more damage on its inner radius
• Changed the damage of Booby Traps to 75/125/175 depending on the unit’s proximity
• Decreased the cost of Booby Traps from 135 requisition, 20 power, to 120 requisition, 20 power
• Increased the duration of Hide da Boyz from 20 to 40 seconds
• Removed initial energy cost from the infiltrate ability
• Kommando’s Extra Equipment increases the hero’s HP regeneration rate to three times his normal rate
• Kaboom damage was changed from 400 + 100 to 300 + 100
Kommandos
• Decreased the cost of Kommandos from 400 requisition , 75 power to 400 requisition, 40 power
• Increased the damage of the Shoota from 25 to 29
• Nob leaders are equipped with a hammer when the squad is upgraded
• Love Da Dakka no longer requires infiltration
• Reduced the Waaagh cost of Love Da Dakka from 10 to 5
Lootas
• Decreased the damage of the Beamy Deffgun from 3.5 to 2
• Decreased the cooldown of the Deffgun from 1.6 seconds down to 1 second
• Lootas now have an infiltration ability called Hide Da Gunz
• The Hide Da Gunz ability requires setup time, but zero energy to use
Mekboy
• The Mekboy is now melee resistant like the other heroes
• Decreased the damage of the Shoota from 47 to 42
• Decreased the damage of the Beamy Deffgun
• Increased the effect of the Battery pack from 25% HP to 400 HP
• Decreased the energy consumption of the Battery Pack from 100 to 40
• Increased the cost of the Battery Pack from 85 requisition, 20 power, to 100 requisition, 20 power
• Decreased the cost of upgrading to the Beamy Deff Gun from 100 requisition, 60 power to 150 requisition, 40 energy
• Decreased the energy consumption cost of Electric Armor from 40 to 10
• Decreased the cost of Electric Armor from 170 requisition, 30 power to 120 requisition, 30 power
• Mines now have a setup time, deal minor damage, and suppress units
• The Kult of Speed ability no longer stacks
Nob Squad
• Decreased the cost of a Nob Squad from 600 requisition, 100 power to 500 requisition, 100 power
Shoota
• The Aiming Wotz Dat? ability suppresses targets faster than before
• Reduced the Waaagh cost of Aiming, Wotz Dat? From 6 to 3
• Increased the damage of Shootas from 10 to 12
• Increased the cost of the Big Shoota from 40 requisition, 20 power to 75 requisition, 20 power
• Increased the damage of the Big Shoota from 36 to 37
• Decreased the Big Shoota’s range from 49 m to 43 m
Sluggas
• The requisition cost of Sluggas have been increased from 270 to 300
• Increased the damage of Choppas from 17 to 27
• Increased the cost of Burnas from 30 requisition, 10 power to 50 requisition, 15 power
• Increased Burna melee damage from 45 to 50
• Decreased the Burna cooldown from 3 to 0.3 seconds
• The Slugga Nob Leader is now a stealth detecting unit
• Upgrading to a Slugga Nob Leader no longer requires Tier 2
• Reduced the Waaagh cost of the Recklessness ability from 35 to 18
Stikkbommas
• Decreased melee damage from 26 to 17
• Stikkbombas now throw 2 bombs per member instead of 1
• Altered the cost of Stikkbommas from 330 requisition, 10 power to 280 requisition, 30 power
• Increased the upgrade cost of the Bomma kit from 30 requisition, 10 power to 30 requisition, 15 power
• Increased the squad size from 3 to 4
• Decreased the population cost from 4 to 3
• Reduced the damage of Stikkbombs from 175 to 58
• Increased the range of Stikkbombs from 30 m to 50 m
• Reduced the Waaagh cost of throwing a Stikkbomb from 4 to 2
• Decreased the health of Stikkbommas from 200 to 150
Stormboyz
• Choppa damage has been increased from 19 to 27
• Increased the cost of Improved Rokkit Packs from 25 requisition and 10 power to 50 requisition and 20 power
• Choppas are now categorized as power weapons
• Increased the cost of Stormboyz from 400 requisition, 20 power to 400 requisition, 40 power
• Reduced the Waaagh cost of the Bommaboyz ability from 45 to 20
• Increased the health of Stormboyz from 160 to 180
Tankbustas
• Changed the damage type of Rokkit Barrage from rocket to artillery
• Increased the scatter reduction of Rokkit Barrage from 40 to 48 (scatters less)
• Reduced the Waaagh cost of Tankbusta Barrage from 25 to 12
• Tankbusta build time has been reduced to 24 seconds
Warboss
• Increased the Bang Bang Hammer’s damage from 130 to 150
• Bang Bang Hammer hits now increases the speed of surrounding friendly units by 0.15 m/s
• Kustom Shoota now has a knockback ability called ‘Shoot ‘em Good
• Removed the passive knockback effect on the Kustom Shoota
• The limit break cost of ‘Cybork’ has been decreased from 800 HP to 400 HP
• Decreased the HP cost of Angry Bits from 800 to 200, you need only take 200 points of HP damage before Angry Bits can be cast
• Angry Bits now adds 1.5 m/s of speed to the Warboss when activated
• The Trophy rack damage reduction effect has been reduced from 50% to 25%
Wartrukk
• Increased damage
• Increased the HP of the Wartrukk from 350 to 400
• Decreased the upgrade benefit of the Wartrukk’s Reinforced Plating from 300 HP to 200 HP
Nobs
• The Nob Frenzy ability now makes the squad invulnerable for its duration
• Hammer damage decreased from 110 to 100
• Choppa damage has been increased from 75 to 100
Looted Tank
• Reduced the cost of the Don’t Press Dat ability from 70 to 35
Space Marine Balance Updates
Global Space Marine Balance Changes
• Decreased the Zeal cost of Angels of Death from 500 to 250
• Decreased the duration of Angels of Death from 15 to 8 seconds
• Decreased the cost of Assault Terminators from 900 requisition/ 700 Zeal to 500 requisition/ 500 Zeal
• Decreased the cost of Terminators from 900 requisition/ 700 Zeal to 700 requisition/ 500 Zeal
• Decreased the cost of Drop Pods from 500 requisition, 400 Zeal to 100 requisition, 200 Zeal
• Calling a Drop Pod no longer deploys a Tactical Marine Squad
• Drop Pods no longer reinforce Terminator Squads
• Removed the speed debuff on ‘For the Emperor’
• Decreased the cost of the Venerable Dreadnaught from 750 requisition, 750 Zeal to 700 requisition, 400 Zeal
• Increased the health of the Venerable Dreadnaught from 1200 to 1600
• Reduced the Zeal requirement of Blessing of the Omnissiah from 250 to 120
• Reduced the Zeal cost of For the Emperor from 125 to 50
• Reduced the Zeal cost of Laraman’s Blessing from 225 to 125
Apothecary
• Increased the health of the Apothecary from 500 to 550
• Altered the cost of the Power Axe from 80 requisition, 25 power to 100 requisition, 20 power
• Increased the cost of the Master Crafted Bolter from 85 requisition, 25 power to 125 requisition, 25 power
• Armor of Apothecarion now reduces the movement speed of the Apothecary to 15% speed; previously it rendered the unit immobile
• Decreased the healing effect of the Armor of Apothecarion from 5% to 2%
• Decreased the healing effect of the Armor of Apothecarion from 5 seconds to 3.5 seconds
• Decreased the cost of the Armor of Apothecarion from 200 requisition, 80 power to 200 requisition, 60 power
• Decreased the damage of Purification Rites from 50 to 30
• Decreased the cost of Improved Medical Equipment from 120 requisition, 30 power to 100 requisition, 20 power
• Decreased the effect of Combat Stimulants from 75% to 40%
• Decreased the energy cost of Combat Stimulants from 50 to 40
• Increased the cooldown time from 30 seconds to 40 seconds of Combat Stimulants
• The Purification Rites ability knocks back and damages enemy units that are close to the heal target
Assault Space Marine
• Changed the squad cost from 550 requisition, 25 power to 500 requisition, 50 power
• Changed the Armor type of the ASM from Infantry to Heavy Infantry
• Increased the HP of individual squad members from 325 to 400
• Increased chainsword damage from 34 to 35
• Changed the cost of Melta Bomb upgrade from 30 requisition, 15 power to 50 requisition, 30 power
• Melta bombs no longer immobilize, but instead reduce a vehicle’s speed to 40%
• Melta bomb effect duration has been changed from 20 seconds to 15 seconds
Devastator Squad
• Changed the cost of Devastators from 345 requisition, 0 power to 250 requisition, 30 power
• Reduced the mid range damage of the Heavy Bolter from 1.6 to 1
• Increased the long range damage of the Heavy Bolter from .15 to .2
• Added the Vengeance Rounds ability: High damage barrage by the SM Heavy Bolter that does no suppression damage; it also does light damage to vehicles
• Added Advanced Targeting: an upgrade that allows the use of Vengeance Rounds
• Changed Focus Fire to Vengeance Rounds, adding +5 damage per hit
• Increased the energy cost of the Advanced Targeting Upgrade 20 to 50
Devastator Plasma Cannon
• Slowed the projectile speed of the Plasma Cannon from 40 m/s to 35 m/s
Force Commander
• Decreased the cost of the Stormshield from 150 requisition, 30 power to 125 requisition, 25 power
• Decreased the damage of the Thunder Hammer from 175 to 125
• Increased the energy cost of the Power Fist Flesh over Steel from 50 to 80
• Decreased the cost of Artificer Armor from 125 requisition, 25 power to 100 requisition, 20 power
• Added Teleport Ability to the FC’s Terminator armor
• Decreased the cost of Terminator Armor from 300 requisition, 150 power to 200 requisition, 100 power
Razorback
• Increased the cost of the Razorback from 240 requisition, 40 power to 300 requisition, 60 power
• Decreased the health of the Razorback from 450 HP to 400 HP
• Reduced the effect of Extra Armor ; it used to add 300 HP, now it adds 200 HP
Predator
• Added Extra Armor, an upgrade granting the tank extra health
Scouts
• Increased the damage of the Scout Bolter from 11 to 13
• Added Explosive Shot ability to Scout Shotguns, a conical blast that grants knockback
• Added the Advanced Infiltration Training ability, an upgrade that unlocks the infiltration ability for a scout squad
• Removed the AOE on the Scout Shotgun
• Increased the damage of the Scout Shotgun from 11.5 to 40
• Scout Sniper Rifles now have a setup and teardown time of 1.5 seconds
• Scout Sergeant upgrade no longer requires Tier 2
• Shotgun upgrade no longer grants infiltration
• Sniper upgrade no longer grants infiltration
• Increased the speed of the Scout from 6 to 6.5
Tactical Marine
• Reduced the Flamer cooldown from 0.3 to 0
• Flamer burst info values have been reduced from 3 to 5 seconds to 1 second
• Reduced the reload frequency of Flamers from 6 to 8 bursts to 10 bursts
• Changed the squad’s armor type from infantry to heavy infantry
• Increased the squad’s capping speed from 1 to 1.5
Techmarine
• Increased the damage of the Bolter; it used to be 42, now it is 60
• Increased the damage of the Plasma gun from 76 to 90
• Decreased the cooldown of the Plasma gun from 2.5 to 1.5
• Consecrated Bolters now require Tier 2
• Decreased the energy activation cost of the Brothers in Arms ability from 25 to 10
• Decreased the energy drainage of the consecrated bolter ability from 4/s to 3/s
• The Brothers in Arms ability no longer grants a cooldown bonus
• The Master Crafted Bolter no longer requires Tier 2
• Decreased the cost of the Master Crafted Bolter from 100 requisition, 40 power to 100 requisition, 30 power
• The Artificer Armor mines’ damage has been increased from 50 to 75
• Decreased the energy cost of Artificer Armor mines to 45; previously it was 65
• The damage of Bionics Powerful Sweep has been increased from 45 to 65
• Decreased the effect of Signum Armor from 75% bonus damage to 50% bonus damage
• Increased the cost of Signum Armor from 135 requisition, 25 power to 135 requisition, 30 power
• Increased the Refractor Field’s ratio of damage taken to energy drained from 0.25 to 0.125
• The Orbital Relay Beacon now has a retreat toggle, allowing you to toggle whether or not you want to retreat to that point or the HQ
Tyranid Balance Updates
General Tyranid Balance updates
• Changed sight range on Capillary Towers from 20 m to 5 m
Tyranid Global Balance Changes
• Reduced the Biomass cost of Brood Nests from 225 to 100 Brood Nests no longer autoreinforce units
• Increased the health of Brood Nests from 200 HP to 300 HP
• Increased the cost of Mycetic Spore from 300 requisition / 400 Biomass to 400 requisition / 175 Biomass
• Decreased the cost of Warrior Vanguard from 500 requisition, 300 Biomass to 400 requisition, 150 Biomass
• Without Number now spawns Hormagaunts, Termagants, and Warriors
Carnifex
• Carnifex has been moved to Tier 2
• Thornback upgrade grants the Carnifex the Pheromone Cysts ability
• Pheromone Cysts allow the Carnifex to spawn Ripper Swarms
• Decreased Bioplasma damage down from 100 to 70
Screamer-Killer
• Added the Screamer-Killer, a ranged Carnifex unit to Tier 3
• Screamer Killers are equipped with a Barbed Strangler
• Screamer Killers can be upgraded to equip Venom Cannons
• Increased the damage of the Screamer-Killer’s Barbed Strangler from 85 to 150
• Decreased the 8 m AOE Bioplasma damage size down to 5 m
Hive Tyrant
• Improved Synapse effect has been decreased from 50% to 25%
• Reduced the damage of the Tyrant’s Charge; previously it was 20, now it is 15
• Decreased the -70% effect of Psychic scream down to -25%
• Decreased the 160 requisition, 50 power cost of the Venom Cannon down to 140 requisition cost, 40 power
• Decreased the cost of Bonded Exoskeleton from 185 requisition and 45 power down to 140 requisition and 40 power
• Increased the Warp Field cost of 125 requisition and 20 power to 125 requisition and 25 power
• Decreased Bioplasma damage of 100 down to 80
• Decreased the AOE of Bioplasma; previously it was 8 m, now it is 5 m
Hormagaunts
• Increased the requisition cost of Hormagaunt cost to 300; previously it was 240
• Decreased the speed of Hormagaunts from 7.5 to 6.5
• Increased Scything Talon damage from 11.5 to 17
• Hormagaunt HP has increased from 65 to 81
• Added the Adrenal Glands ability, which increases Hormagaunt speed, and allows them to leap on opponents
Lictors
• Lictors are now in Tier 3
• The Lictor’s HP has been increased from 600 to 1000
• Increase the damage of the Lictor from 51 to 75
• Increased the cost of the Lictor from 300 requisition and 30 power to 500 requisition and 50 power
• Flesh Hooks no longer knock back retreating units
• Removed initial energy cost from the infiltrate ability
• The Lictor’s Vanguard ability now makes infiltration free
Lictor Alpha
• Feeder Tendrils now heal upon successful hit
• Feeder Tendrils no longer heal when killing an enemy unit
• Decreased the 7% healing effect of Feeder Tendrils down to 3%
• Decreased the 20 second suppression effect caused by Scything Talons down to 10 seconds
• The 100 requisition and 25 power cost for Scything Talons has been increased to 100 requisition and 40 power
• Decreased the 130 requisition and 30 power cost of Toxin Sacs down to 100 requisition and 20 power
• Decreased the 45 energy cost of Toxic Cysts down to 30 energy
• Corrosive claws’ cost has been decreased from 150 requisition and 60 power down to 120 requisition and 40 power
• Changed the name of the Loner upgrade to ‘The Lone Hunter’
• Removed initial energy cost from the infiltrate ability
• Pheromone Trail no longer reinforces units automatically
Ravener Alpha
• Crippling Talons’ damage has been decreased from 110 down to 80
• The Crippling Talons’ slow effect no longer affects retreating units
• Acid Splatter’s damage has been decreased from 110 down to 60
• Decreased the Corrosive Devourer’s cost of 135 requisition and 60 power down to 150 requisition and 50 power
• Decreased the 150 requisition cost of Hardened Carapace down to 100
• Strengthened Sinew now grants the Fleet of Claw ability
• Strengthened Sinew no longer grants the passive speed increase
• Decreased the damage of Toxic Miasma from 15 down to 7.5
• The initial energy cost of Toxic Miasma of 7 has been increased to 10
• The Corrosive Devourer’s damage of 160 has been reduced to 100
Ravener Brood
• Moved raveners to Tier 1
• Reduced the power cost of raveners from 75 power down to 45 power
• Added the Ravener burrow strike ability, which allows Raveners to tunnel underground and knockback units at the target location
• Added the Enhanced Muscle Coil ability, which restores the original Ravener burrow ability.
• Decreased the damage of Scything Talons from 65 down to 35
• Changed Scything Talons to a power weapon
• Decreased each Ravener’s 450 HP down to 400 (the Squad HP is now 1200)
Ripper Swarm
• Removed the Ripper Swarm from the HQ
Termagants
• A Termagant squad now costs 300 requisition
• Decreased the 7.5 m/s speed of the Termagants down to 6 m/s
• Increased Termagant’s 60 HP up to 81
• Added Toxin Sacs upgrade that grants Termagants the Crippling Poison ability, which slows targets to a crawl for a short period of time
• Decreased the Devourer damage of 8.5 down to 7.5
• Decreased the Devourer’s cooldown of 2 seconds down to 1 second
• Removed the Devourer’s knockback
Spore Mines
• Added Bio-Plasma Detonation, a new spore mine ability that allows them to explode for massive damage after a short build-up
Warrior Brood
• Increased the power cost of the unit from 15 power to 30
• Changed the cost of Warriors from 400 requisition and 15 power to 300 requisition and 30 power
• Removed Venom Cannon upgrade
• Decreased the squad’s damage from 25 to 22
• Decreased the range of the Warrior’s Barbed Strangler from 44 m to 30 m
• Changed the Scything Talon to a power weapon
• Decreased the damage of Scything Talons from 22 to 18
• Changed the cost of the Adrenal Gland upgrade from 100 requisition and 30 power to 200 requisition and 20 power
• Increased the damage of Adrenal Glands from 33 to 45
• Increased the Barbed Strangler’s damage per second from 45 up to 60
Venom Brood
• Added a Warrior Brood that comes outfitted with a Venom Cannon. Available in Tier 2
• Venom Cannons are now exclusively anti vehicle weapons
Zoanthrope
• Warp blast damage of 120 has been reduced to 70
• Decreased the cooldown of the Focused Warp Blast from 4.7 to 0
• Increased the energy cost of Focused Warp Blast to 80
• Decreased the vehicular damage of the warp blast from 1 to 0.1
• Focused Warp Blast damage has been decreased from 200 to 100
Bug Fixes
Ork bug fixes
• Fixed big stomp so that it properly animates and wears off at the right time
• Fixed an issue where the Beamy Deffgun could rotate on the spot without setup or cooldown time initiating
• Fixed a bug that prevented Kommando squads from upgrading to have a Kommando Nob Leader if a previous Leader died in combat
Eldar bug fixes
• Fixed a bug where Haywire grenades were not responding upon usage
• Fixed a bug where Haywire grenades were sometimes missing their target
• Fixed a bug when switching between modes on the Fire Prism
• Fixed Mind War so that it now simulates a weapon hit
Tyranid bug fixes
• Fixed a bug where the Carnifex was not properly affected by synapse
• Tunnels can no longer be repaired
• Fixed a bug where spore mines were unaffected by phase shift and anti-grav grenades in-game
• Fixed charge range action to work with squads
• Fix melee movement hitch for hormagaunts
• Fixed an issue where the user could see opponents through the fog of war during the first frame of the match
• Fixed a bug where purchasing the Lictor Loner (Lone Hunter) wargear would drain 75 energy
• Fixed a Lictor jump bug
• Fixed a bug that caused the Lictor to freeze when commanded to jump
• Sped up the pre-fire stage of the flesh hook attack, reducing the windup and ‘busy time’ for the unit
• Fixed a bug causing the Lictor to lock up if it fired its Flesh Hooks at the same time its target became unconscious
• The Lictor’s Flesh Hooks can no longer be used on generators
• Fixed the Lictor Alpha’s Terrify ability failing to work in multiplayer games
Space Marine bug fixes
• Fixed a bug where Melta bombs were not responding upon usage
• Fixed a bug where unloading a squad while throwing a smoke grenade caused the razorback to become unresponsive
• Fixed a bug where the apothecary heal ability counted as 2 revives
• Added minimap blip for relay beacons
General gameplay bug fixes
• Fixed a bug where build effect animation and audio still played after canceling a unit; it was an exploit in some cases where a user could lag someone else’s machine by spamming a build and immediately cancelling it, if someone else was attacking their base
• Fixed a bug where ability effects were appearing through the fog of war
• Race Headquarters can now be cancelled without spawn effects appearing
• Headquarters no longer regenerate their own HP
• Fixed an issue where retreating did not disable weapons properly
• Fixed an issue where units would become unresponsive and chase targets despite being issued commands to stop
• Fixed bug where the post game stats screen did not shutdown the name replay dialog box when another player forced it to close indirectly
• Fixed a bug that made units unresponsive if players triggered an ability at the same time an upgrade was completed
• Fixed a bug that caused leader-upgraded squads to lose their keybindings if all units, except the leader were killed
• Fixed a bug where squads would get stuck in their capture state
• Fixed a bug where retreating units slowed down due to other squads having the right of way when retreating
• Improved unit movement and added pathing fixes for retreating units
• Fixed a bug where a squad would automatically take cover if a retreating unit ran past
• Abilities tied to wargear no longer have their recharge timer visually reset when switching between wargear items
• Fixed a bug where a hero’s upgrade queue and spent resources were not cancelled upon death
• Fixed a bug that prevented units from throwing grenades on staircases and inclines
• Limit breaks are now prevented from charging while the limit break ability is active
• Fixed a bug where tanks would randomly turn when unloading
• Fixed a bug where walker vs. walker sync kills would not grant Waaagh/Zeal/Biomass/Psychic Might
• If a unit’s ability fails to fire, its energy is refunded and the ability’s cooldown time is prevented
• Fixed a bug where a unit’s ability cooldown was not being reset after the unit teleported or resurrected
• Ork Waaagh Banners, Ork Turrets, Space Marine Beacons, Webway gates, and Space Marine Turrets are now crushable by vehicles when they are being built
• Fixed a bug where you could see unrevealed garrisoned buildings through the Fog of War
Graphical bug fixes
• Fixed a bug where units using two handed ranged weapons would always be aiming while walking, and not in combat
• The Carnifex now appears as a triangle vehicle indicator on the minimap
• Fixed an issue where the scything talons animation was not synching properly with its animation
• Upgrade decorator added for Slugga Boy Nob
• Fixed a bug where HQ decals would revert to the default display when being re-shrouded in the fog of war
• Fixed a bug where a unit’s death animation would play twice if it occurred simultaneously with an upgrade completion
• Fixed a bug where Tyranid generators could be selected when the cursor was outside its bounding box
Text Bugs
• Fixed an issue where the chat box was not scrolling on game setup screen
• Fixed Seer Council tooltip
• Fixed a warlock text bug
• Fixed a Ravener text tooltip bug
• Fixed help text on the Warboss, Kommando Boom Time, Kustom Shoota, and the Shoot’em Good ability
• Fixed loota help text
• Updated several upgrade tooltips to specify if they grant abilities
• Updated loading screen tips to reflect newly-introduced abilities and tactics
Campaign
• Secondary objective minimap pings have been updated to be better aligned to map markers
• Stalwart Companion will now add +1 Stamina on the barge, as a bonus the stamina will be removed when the Stalwart Companion is removed as well
• Fixed a bug where squads close to levelling are displayed as having levelled up when viewing the post match screen after losing a mission
• Fixed a bug where the undo button would disappear or lose functionality if the user allocated points for their squads while speech is playing on the inventory screen
• Fixed a bug where the client’s cursor disappeared when changing planets if the client was rotating a unit model on the battle barge
Matchmaking
• Matchmaking has been improved to take NAT type into account during random matches. This should improve matchmaking performance, and reduce “churn” due to failed joins
Co-op
• Fixed a bug where the client’s game crashed to the desktop if the client selected Exit Game from the Pause menu while playing a mission
Improvements
Stability
• Fixed a crash when players sign out during loading a PvP game
• Fixed a crash that occurred when the host/client moved one of the two squads back to the Squad Deployment screen
• Fixed minor miscellaneous scar issues
Performance
• Fixed an issue where attached splats were continually generating new geometry near the headquarters in PvP games
UI Improvements
• Your Hero can now be rotated in the hero selection panel
• Improved the searching skull animation and visual consistency on the find a game UI screen
• On the PvP teams setup screen, players on your team have their names highlighted in blue, and enemies have their names highlighted in red
• Added news ticker that shows RSS updates to the title screen
• Moved intel events position down so that the MP player list would not interfere when opening the top event cue
• Rank and Performance bars have been removed from the Find a Game party panel. Both statistics were misleading and encouraging bad player behavior that was negatively impacting Matchmaking
• AI mini-map pings have been disabled
Post-Game
• TrueSkill is now displayed in the post-game stats screen for Ranked games
Audio Improvements
• Improved surround sound output; previously surround sound was dictated by the user’s camera focus
In-Game UI and Graphical updates
• Added new icons for the Screamer Killer, the Venom Brood, the ork infiltrate ability, the Scout shotgun ability, the Space Marine infiltrate upgrade, Tyranid crippling poison, Tyranid Bio Acid Discharge, Tyranid Burrow Strike ability, the Ravener muscle coil ability, the Techmarine’s Powerful Sweep ability, the Tyranid Toxin Sacs upgrade , and for the Ork Shoot ‘Em Good ability
• Units now fade when destroyed (instead of popping out of existence)
• Added new EULA disclaimer on opening title screen for optional Beta participants
• Changed the hotkey for rangers and spore mine detonation
• The Techmarine’s Powerful Sweep ability icon is now a new, unique icon
• The Zoanthrope Focused Warp Blast now has distinct hit effects and focused tracer to distinguish it from the standard shot
Army Painter
• Unlocked new colors and new badges
AI Improvements
• Vehicle operators avoid heavy weapons with setup times
• The AI now evaluates the demand for weapon upgrades as the value gained against the enemy army
• Improved squad responsiveness when threatened
Nuevo parche 1.4.2
Acaban de sacar un nuevo parche,de 175 mb aproximadamente
There is Only War Release Notes 1.4.2
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Balance Updates
Ork Balance Updates
Warboss
• Bang Bang Hammer damage bonus changed from 7% to 5%
• ‘Ard Boyz only affects melee damage
Tankbustas
• Tankbusta HP increased from 150 to 200 per unit
• Tankbusta Rokkit range increased from 40 m to 44 m
Sluggas
• Choppa damage decreased from 27 to 24
• Slugga Nob moved to tier 2, detection removed, decorator updated, tooltip updated
Shootas
• Shoota Nob moved down to tier 1, detection added, decorator updated, tooltip updated
Deff Dread
• Deff Dread Buzzsaw damage increased from 150 to 180
Ork Globals
• Ork passive Waaagh! generation rate reduced from 0.5 to 0.25
Lootas
• Lootas no longer have a Waaagh! cost on Hide Da Gunz
Stormboyz
• The Bomma Boyz upgrade now requires Tier 2
Eldar Balance Updates
Farseer
• Spirit Stones’ energy regeneration is now squad based
• Farseer’s Spiritual Rites now only heals infantry
Warlock
• Distort Field from 70% to 50% damage reduction, only affects ranged damage
• Channeling ability cost increase from 30 to 50
• Health buff from Channeling changed from +3 regeneration to 10 HP per second
• Warp Throw no longer affects retreating units
• Warp Throw Cooldown increased from 40 to 60
Rangers
• Ranger Kinetic shot now does AOE
• Ranger HP increased from 100 to 150 per unit
• Energy cost on Kinetic shot increased from 45 to 70
• Ranger Long Rifle cooldown reduced from 5.5 seconds to 3.5 seconds (The 3 second reload and 1 second fire time remain unchanged)
Banshees
• Decreased the damage of the Banshee power sword from 37 to 33
• Increased the special attack (AOE knockback) damage from 15 to 20
Wraithlord
• Wraithlord brightlance damage decreased from 90 to 60
Warp Spider Exarch
• Reduced the damage of Power Blades from 110 to 75
Space Marine Balance Updates
Scouts
• Scouts now have melee resistance (40%)
• Reduced Scout melee damage from 7 to 4
• Reduced the damage of the Scout’s Shotgun from 40 to 30
Tech Marine
• Moved Techmarine plasma gun to tier 2
Tactical Marines
• Tactical marine bolter damage increased from 23 to 27
Razorback
• Razorback upgrade no longer grants a speed bonus
Devastator Heavy Bolter
• Removed the Vengeance Rounds damage bonus against generators
Tyranid Balance Updates
Zoanthrope
• Zoanthrope Focused Blast now slows by 60%
Spore Mines
• Reduced Spore Mine damage against vehicles from 300% to 125%
• Spore Mines changed from Tiny to Small size
• Spore Mines no longer affected by Catalyst
• Spore Mine damage reduced from 1 to .5 vs building_light
Lictor Alpha
• Jump ability cooldown increased from 6 to 30 seconds
• Decreased the healing percentage of Feeder Tendrils from 3% to 2% (does not apply to vehicles or buildings)
• Fixed Lictor Hero Knockback
Lictors
• Lictor Flesh Hooks can target units in buildings
Carnifex
• All Carnifexes can now heal at the HQ
Raveners
• Ravener HP decreased from 400 to 300 per unit
• Ravener Devourer changed to Bolter damage type, damage reduced from 110 to 85
Venom Brood
• Venom Cannon range increased to from 38 to 44
Rippers
• Rippers can no longer capture points
Miscellaneous Balance Updates
• Reduced the Autocannon damage against heavy armor from 200% to 100%
• Reduced the Explosive damage against heavy armor from 150% to 100%
• Reduced the Piercing_pvp damage against heavy armor from 0.75 to 0.6
• Reduced the Grenade_pvp damage against heavy armor from 1.5 to 1.25
• The damage caused by the Plasma Cannon weapon is now categorized under the Plasma Cannon damage type
Bug Fixes
Ork Bug Fixes
Warboss
• Warboss’ boss pole graphic now applies to Sluggas and Hormagaunts
• Warboss’ kustom shoota now fires normally
Stikkbombas
• Stikkbombs can no longer be exploited by interrupting the throw
Kommando Nob
• Hide da Boyz de-camouflages units upon retreat
• Fixed a bug with the Kommando’s Extra Equipment regeneration
Eldar Bug Fixes
Warp Spider Exarch
• The Entangle ability can now be retreated from and does not affect retreating units
• Heavy Gauge Filament is now fixed
• Warp Spider Exarch can now group teleport into the fog of war
Guardians
• Guardian grenade tooltip no longer mentions suppression
Farseer
• Fortune hotkey changed to O
Avatar
• The Avatar now appears as a triangle on the minimap
Space Marine Bug Fixes
Apothecary
• Apothecary’s Rapid Fire ability no longer works on retreating units
Tech Marine
• Fixed Orbital Relay healing stacking with Techmarine’s Artificer Armor
• Fixed tooltip on Brothers in Arms ability
Tyranid Bug Fixes
Raveners
• The unburrow ability no longer disables enemy weapons
Ravener Alpha
• Poison Cloud now works when switching wargear
Warrior Brood
• Barbed Strangler upgrade no longer mentions health synapse
Carnifex
• Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control
Hive Tyrant
• Fixed a bug where casting bioplasma outside of the unit’s line of sight or range would cause it to go out of control
Lictor
• Feeder Tendrils no longer heal when hitting buildings/vehicles
Map Bug Fixes
(6P) Angel Gate
• Fixed a bug where squads got stuck upon exiting a building
• Fixed a bug where two guard towers were indestructible near the Angel Gate
• Fixed a bug where shots passed through the two guard towers near the Angel Gate
Miscellaneous Bug Fixes
• Adjusted turret location on (2P) Leviathan Hive
• Fixed a bug where turret in position two on Ruins of Argus was built on top of the HQ
• Collision added to various railings and fences
¡Parche 1.4 para descargar!
Adelantando un poco los acontecimientos y sin intencion de engañaros ni de generar euforia anticipada, he creado esta noticia para avisar que el Miercoles 1 de Julio a las 23:00 h (horario Español) se va aproceder al lanzamiento de la versión Beta de "There is only War", que viene a ser para quienes no lo sepan, el parche 1.4.
La duración de la Beta no va a ser muy dilatada en el tiempo, durando tan solo hasta el Lunes 13 de Julio.
El peso del parche será de aproximadamente de 378 MB, que incluirán muchisimos cambios de balance, mapas, arreglo de bugs, nuevas funciones de juego, etc...
Solo tendran derecho a acceder a la beta publica aquellos usuarios que tengan el juego original, y se lanzará a traves de STEAM.
¿Como puedo apuntarme a la beta de Dawn of war II?
Siguiendo estos sencillos pasos visuales podras acceder rapidamente, una vez que la hora del lanzamiento haya llegado, a la descarga y participación de la beta. Aún asi, STEAM avisará a todos los usuarios de Dawn of War II de la existencia de una version Beta existente en el momento de su lanzamiento mundial.

Además de todo esto, junto con la beta encontraremos la nueva herramienta de creación de mapas, que vendra acompañado de un PDF informativo sobre como hacer mapas. Para poder hacer uso de esta herramienta, habra que dirigirse al directorio raiz y acceder desde alli, que es donde estarán alojados los archivos.
Y por ultimo, y cerrar la noticia, en información adicional he añadido las notas de cambios que traera la beta, que son muchisimas.
Que lo disfruteis y nos veremos en la beta.
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THERE IS ONLY WAR RELEASE NOTES 1.4.1
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New Content
World Builder
• World Builder, the map editor is now available to allow users to edit, create, and add new maps to multiplayer games
• Open the world builder by navigating to C:\Program Files\Steam\SteamApps\common\dawn of war 2\ world_builder.exe.
• Save maps to C:\Program Files\Steam\SteamApps\common\dawn of war 2\Assets\Maps\PvP
• It is recommended to have an 8800 GT class video card, or be able to run DOW II with ‘high’ graphical settings
Maps
• Added 8 new multiplayer maps to the game
• (2p) Calderis Refinery
• (2p) Outer Reaches
• (2p) Leviathan Hive
• (4p) Calderis Refinery
• (4p) Golgotha Depths
• (6p) Calderis Refinery
• (6p) Angel Gate
• (2p) Legis High Stratum is now available for all Dawn of War II owners
Additional UI Content
• Added an RSS news ticker to the title screen that will show critical game updates, news, and information
• The Main Menu News tab is now controlled by RSS. You can subscribe to the RSS feed at: dow2news.relic.com/relic/dow2/news/english.xhtml
• Added a new PvP loading screen tip about Sweeping Advance
• The PvP loading screen now shows loading progress bars for each player in the game
Game Options
• You can now freely change the Number of Tickets needed to win a match (250, 500, or 1000)
• You can adjust the Starting Resources of a match to be standard or high
• Added the option to end a match by conceding defeat in Ranked and Custom Games in the F10 Menu. Team games require a unanimous vote to Concede.
Campaign
• Various new pieces of wargear have been added to the Campaign. Can you find them all?
Observer Feature
New Fog of War Options
• Choose between both teams’ viewpoints
• New option lets observers see enemy movements beneath the Fog of War
Telecast Features
• Attention Arrows let telecasters highlight a squad, object, or piece of terrain with an easy click
• Large mouse cursors for Low-resolution webcasts
Improved Replays
• All new Observer UI features are also available in replays
• More options for removing UI elements let you make awesome screenshots of Dawn of War II action
Observer Hotkeys
• Hotkey “G” toggles the Fog of War
• Hotkey “A” tags a unit with an arrow
• Hotkey “W” toggles the size of the cursor
• Press hotkey “F” to cycle through the Fog of War settings
• Hotkey “H” toggles the Observer Panel Visibility
• Hotkey “T” toggles the replay speed
Referee Feature
• A referee is similar to an observer, except with additional functionality available only to the referee. Referees can send text chat messages to all players and they can pause the game.
• The action of all players is halted when a referee pauses the game
• Observer/Referee slots must be opened by the host
• Observer/Referee mode is only supported in custom, unranked games
• Referees are selected by the host. Any number of observers can be granted referee privileges
• Referees have the same hotkey functionality as observers, but can also pause the game by pressing the “PAUSE” key
Eldar Balance Updates
Global Eldar Balance changes
• Reduced the regeneration of the Seer Council from 1.5 HP to 0.5 HP
• Decreased the Webway population cost from 5 to 3
• Decreased the sight radius for the Webway from 20 to 5
• Changed the name of ‘Conceal’ ability to Distort Field
• Reduced the cost of Swift Movement from 120 Psychic Might down to 50
• Reduced the cost of the Crackshot ability from 150 Psychic Might down to 50
• Reduced the cost of the Distort Field ability from 175 Psychic Might to 75
• Increased the cost of Eldritch Storm from 650 Psychic Might to 750
• Reduced the cost of Seer Council from 600 to 450
• Decreased the Psychic Might cost of Spider’s Brood from 400 to 200
Banshees
• The Banshee Exarch’s health has been buffed from 160 HP to 200
• Removed power cost on Banshee Squads
• The power sword’s damage has been increased from 34 to 37
• The Aspect of Banshee effect now increases HP by 20%
• To use Fleet of Foot Banshee squads require the Aspect of Banshee upgrade
Farseer
• Doom Effect has been decreased from 75% to 40%
• Reduced the energy cost of Doom from 50 to 40
• The cost of Singing Spear has been decreased from 170 requisition 55 power to 130 requisition 40 power
• The cost of the gravity blade has been reduced from 200 requisition, 50 power to 150 requisition, 30 power
• The damage-reducing effect of Fortune has been decreased from 50% to 30%
• The energy cost to use Fortune has increased from 30 to 45
• The effect of Rune Armor has increased from 50 health to 100 health
• The energy gained from the Rune Armor wargear has been changed to +125
• Spirit Stones now cost 80 energy to cast and is no longer a limit break ability
• Spirit Stones now regenerate 60 units for the targeted unit instead of its previous 150
• Spirit Stones now heal 200 HP
• The suppression resistance gained from the Spirit Stones’ ability has been reduced from 100 courage to 50 courage
• Farseer’s Mind War supressing effect has increased from 20 courage to 100 courage
Guardians
• Guardian squad HP has been increased from 90 to 100
• Fleet of Foot now requires the Battle Equipment upgrade to be equipped
• The cooldown time of Plasma Grenades’ has increased from 35 seconds to 60 seconds
• Plasma Grenades no longer suppress enemy units
• Guardian squad’s requisition cost has been increased from 270 to 300
• Shuriken Catapult’s damage has been increased from 12 to 15
Brightlance
• Reduced the weapon cooldown from 4 seconds to 2 seconds
• Decreased the unit’s damage from 180 to 90
• Increased the HP of Brightlance crew members from 160 to 220
• Removed the Beam Scorch ability from Brightlance Platforms
D-Cannon
• Removed knockback from the D-cannon weapon
• Increased the HP of D-Cannon crew members from 160 to 180
Rangers
• To use Fleet of Foot, the squad must have the Pathfinder upgrade
• Decreased the Health of rangers
• Pathfinder is now a Tier 1 upgrade
• Added Kinetic Pulse: a Ranger ability that fires a high-impact, low-damage blast of kinetic energy that can knock a single unit down
• Removed the Rangers’ Suppressive Volley ability
• Changed the cost to spawn a squad of Rangers from 360 requisition 25 power to 300 requisition 30 power
• Added setup/teardown time to the Long Rifle of 1.5 seconds
• Reduced the cooldown time on the Long Rifle from 7 seconds to 3.5 seconds
• Increased Ranger Long Rifle damage from 160 to 180
Falcon
• The Scatter Laser’s damage has been decreased from 34 to 28
• The Pulse Laser’s damage has been decreased from 60 to 45
Shuriken Cannon
• Reduced the mid-range damage of the Shuriken Cannon from 1.6 to 1
• Increased the long-range damage from 0.15 to 0.2
• Changed the cost of the unit from 270 requisition to 210 requisition and 30 power
Warlock
• The cost of the Witchblade of Kurnous has been increased from 125 requisition, 30 power to 125 requisition, 35 power
• The cost of equipping Warp Throw has increased from 100 requisition, 20 power to 100 requisition, 40 power
• Cloak of Shadows has had its requisition cost decrease from 150 to 100
• The health-regeneration effect of Channeling has been increased from 2.5 to 3
Warp Spiders
• Increased the HP of Warp Spider’s from 160 to 200
Warp Spider Exarch
• Increased Warp Spider’s Dual Deathspinner damage from 35 to 46
• Increased the Exarch’s HP from 160 to 240
Warp Spider Exarch (Hero)
• Decreased the cost of the Power Blades upgrade from 170 requisition and 70 power to 130 requisition and 45 power
• Decreased the cost of the Improved Warp Generator upgrade from 125 requisition, 40 power to 110 requisition, 30 power
• Group Teleport now requires the Improved Warp Generator upgrade
• Decreased the power cost of the Shimmer Orb from 35 to 25
• Units shielded by a Shimmer Orb are knocked back if hit by grenades or plasma devastator shots
• The cost of Anti-Grav Grenades has been decreased from 200 requisition, 50 power to 120 requisition, 40 power
• Decreased the cost of Improved Targeters from 100 requisition, 35 power to 100 requisition, 30 power
• Added a teleport effect to warn players of Warp Spider group teleportation target
Wraithlord
• Decreased the damage of the Shuriken Cannon from 210 to 70
• Decreased the Shuriken Cannon’s cooldown time from 1.5 seconds to 1 second
• Changed the ‘weapon family’ of the Shuriken Cannon from heavy bolter to bolter
• Decreased the cooldown fire rate of the Wraithlord’s Brightlance from 4 to 2 seconds
• Decreased the damage of the Wraithlord’s Brightlance from 100 to 90
Fire Prism
• Explosive Shot has been reduced in damage from 120 to 70
Ork Balance Updates
Global Ork Balance Changes
• Buffed the damage of More Dakka, it now increases ranged damage by 25%
• More Dakka no longer reduces cooldown
• Reduced the wait time of the Roks impact from 2.1 seconds to 1.1
• Reduced the Waaagh cost of Kult of Speed from 275 to 125
• Reduced the Waaagh cost of Hide Da Boyz from 150 to 75
• Reduced the Waaagh cost of Use Yah Choppas from 150 to 75
• Reduced the Waaagh cost of ‘Ard Boyz from 150 to 75
Deff Dread
• Decreased the cost from 300 requisition and 70 power to 250 requisition, 45 power
• Decreased its HP from 550 to 450
• Decreased Buzz Klaw damage from 170 to 120
• Increased the Burnaz ‘n Bits cost from 50 requisition, 20 power to 200 requisition, 20 power
• Increased the effect of Burnaz ‘n Bits from 125 HP to 300 HP
• Reduced the Waaagh cost of the Rampage ability from 75 to 35
Kommando Nob (Hero)
• Increased the range of Twinlinked Shoota from 25 m to 32 m
• Changed the cost of the Rokkit Launcha from 105 requisition, 65 power to 150 requisition, 50 power
• Decreased the cost of Improved Camouflage from 100 requisition, 45 power to 100 requisition, 35 power
• Boom Time makes the Kommando drop a stun grenade upon retreated
• The Kommando no longer drops a grenade when he is killed
• Changed the number of Stikkbombs thrown from 1 to 5
• The damage gradient of Booby Traps now gives less damage on its outer radius and more damage on its inner radius
• Changed the damage of Booby Traps to 75/125/175 depending on the unit’s proximity
• Decreased the cost of Booby Traps from 135 requisition, 20 power, to 120 requisition, 20 power
• Increased the duration of Hide da Boyz from 20 to 40 seconds
• Removed initial energy cost from the infiltrate ability
• Kommando’s Extra Equipment increases the hero’s HP regeneration rate to three times his normal rate
• Kaboom damage was changed from 400 + 100 to 300 + 100
Kommandos
• Decreased the cost of Kommandos from 400 requisition , 75 power to 400 requisition, 40 power
• Increased the damage of the Shoota from 25 to 29
• Nob leaders are equipped with a hammer when the squad is upgraded
• Love Da Dakka no longer requires infiltration
• Reduced the Waaagh cost of Love Da Dakka from 10 to 5
Lootas
• Decreased the damage of the Beamy Deffgun from 3.5 to 2
• Decreased the cooldown of the Deffgun from 1.6 seconds down to 1 second
• Lootas now have an infiltration ability called Hide Da Gunz
• The Hide Da Gunz ability requires setup time, but zero energy to use
Mekboy
• The Mekboy is now melee resistant like the other heroes
• Decreased the damage of the Shoota from 47 to 42
• Decreased the damage of the Beamy Deffgun
• Increased the effect of the Battery pack from 25% HP to 400 HP
• Decreased the energy consumption of the Battery Pack from 100 to 40
• Increased the cost of the Battery Pack from 85 requisition, 20 power, to 100 requisition, 20 power
• Decreased the cost of upgrading to the Beamy Deff Gun from 180 requisition, 65 power to 150 requisition, 40 energy
• Decreased the energy consumption cost of Electric Armor from 40 to 10
• Decreased the cost of Electric Armor from 170 requisition, 30 power to 120 requisition, 30 power
• Mines now have a setup time, deal minor damage, and suppress units
• The Kult of Speed ability no longer stacks
• Mekboy now has a repair ability
Nob Squad
• Decreased the cost of a Nob Squad from 600 requisition, 100 power to 500 requisition, 100 power
Shoota
• The Aiming Wotz Dat? ability suppresses targets faster than before
• Reduced the Waaagh cost of Aiming, Wotz Dat? From 6 to 3
• Increased the damage of Shootas from 10 to 12
• Increased the cost of the Big Shoota from 40 requisition, 20 power to 75 requisition, 20 power
• Increased the damage of the Big Shoota from 36 to 37
• Decreased the Big Shoota’s range from 49 m to 43 m
Sluggas
• The requisition cost of Sluggas have been increased from 270 to 300
• Increased the damage of Choppas from 17 to 27
• Increased the cost of Burnas from 30 requisition, 10 power to 50 requisition, 15 power
• Decreased the cost of Burna melee damage from 45 to 50
• Decreased the Burna cooldown from 3 to 0.3 seconds
• The Slugga Nob Leader is now a stealth detecting unit
• Upgrading to a Slugga Nob Leader no longer requires Tier 2
• Reduced the Waaagh cost of the Recklessness ability from 35 to 18
Stikkbommas
• Decreased melee damage from 26 to 17
• Stikkbombas now throw 2 bombs per member instead of 1
• Altered the cost of Stikkbommas from 330 requisition, 10 power to 280 requisition, 30 power
• Increased the upgrade cost of the Bomma kit from 30 requisition, 10 power to 30 requisition, 15 power
• Increased the squad size from 3 to 4
• Decreased the population cost from 4 to 3
• Reduced the damage of Stikkbombs from 175 to 58
• Increased the range of Stikkbombs from 30 m to 50 m
• Reduced the Waaagh cost of throwing a Stikkbomb from 4 to 2
• Decreased the health of Stikkbommas from 200 to 150
Stormboyz
• Choppa damage has been increased from 19 to 27
• Increased the cost of Improved Rokkit Packs from 25 requisition and 10 power to 50 requisition and 20 power
• Choppas are now categorized as power weapons
• Increased the cost of Stormboyz from 400 requisition, 20 power to 400 requisition, 40 power
• Reduced the Waaagh cost of the Bommaboyz ability from 45 to 20
• Increased the health of Stormboyz from 160 to 180
Tankbustas
• Changed the damage type of Rokkit Barrage from rocket to artillery
• Increased the scatter reduction of Rokkit Barrage from 40 to 48 (scatters less)
• Reduced the Waaagh cost of Tankbusta Barrage from 25 to 12
• Tankbusta build time reduced to 6 seconds
Warboss
• Increased the Bang Bang Hammer’s damage from 130 to 150
• Bang Bang Hammer hits now increases the speed of surrounding friendly units by 0.15 m/s
• Kustom Shoota now has a knockback ability called ‘Shoot ‘em Good
• Removed the passive knockback effect on the Kustom Shoota
• The limit break cost of ‘Cybork’ has been decreased from 800 HP to 400 HP
• Decreased the HP cost of Angry Bits from 800 to 200, you need only take 200 points of HP damage before Angry Bits can be cast
• Angry Bits now adds 1.5 m/s of speed to the Warboss when activated
• The Trophy rack damage reduction effect has been reduced from 50% to 25%
Wartrukk
• Increased damage
• Increased the HP of the Wartrukk from 350 to 400
• Decreased the upgrade benefit of the Wartrukk’s Reinforced Plating from 300 HP to 200 HP
Nobs
• The Nob Frenzy ability now makes the squad invulnerable for its duration
• Hammer damage decreased from 110 to 100
• Choppa damage has been increased from 75 to 100
Looted Tank
• Reduced the cost of the Don’t Press Dat ability from 70 to 35
Space Marine Balance Updates
Global Space Marine Balance Changes
• Decreased the Zeal cost of Angels of Death from 500 to 250
• Decreased the duration of Angels of Death from 15 to 8 seconds
• Decreased the cost of Assault Terminators from 700 requisition/ 900 Zeal to 500 requisition/ 500 Zeal
• Decreased the cost of Terminators from 700 requisition/ 900 Zeal to 700 requisition/ 500 Zeal
• Decreased the cost of Drop Pods from 500 requisition, 400 Zeal to 100 requisition, 200 Zeal
• Calling a Drop Pod no longer deploys a Tactical Marine Squad
• Drop Pods no longer reinforce Terminator Squads
• Removed the speed debuff on ‘For the Emperor’
• Decreased the cost of the Venerable Dreadnaught from 750 requisition, 750 Zeal to 700 requisition, 400 Zeal
• Increased the health of the Venerable Dreadnaught from 1200 to 1600
• Reduced the Zeal requirement of Blessing of the Omnissiah from 250 to 120
• Reduced the Zeal cost of For the Emperor from 125 to 50
• Reduced the Zeal cost of Laraman’s Blessing from 225 to 125
Apothecary
• Increased the health of the Apothecary from 500 to 550
• Altered the cost of the Power Axe from 80 requisition, 25 power to 100 requisition, 20 power
• Increased the cost of the Master Crafted Bolter from 85 requisition, 25 power to 125 requisition, 25 power
• Armor of Apothecarion now reduces the movement speed of the Apothecary to 15% speed; previously it rendered the unit immobile
• Decreased the healing effect of the Armor of Apothecarion from 5% to 2%
• Decreased the healing effect of the Armor of Apothecarion from 5 seconds to 3.5 seconds
• Decreased the cost of the Armor of Apothecarion from 200 requisition, 80 power to 200 requisition, 60 power
• Decreased the damage of Purification Rites from 50 to 30
• Decreased the cost of Improved Medical Equipment from 120 requisition, 30 power to 100 requisition, 20 power
• Decreased the effect of Combat Stimulants from 75% to 40%
• Decreased the energy cost of Combat Stimulants from 50 to 40
• Increased the cooldown time from 30 seconds to 40 seconds of Combat Stimulants
• The Purification Rites ability knocks back and damages enemy units that are close to the heal target
Assault Space Marine
• Decreased the squad cost from 550 requisition, 50 power to 500 requisition, 50 power
• Changed the Armor type of the ASM from Infantry to Heavy Infantry
• Increased the HP of individual squad members from 325 to 400
• Increased chainsword damage from 34 to 35
• Changed the cost of Melta Bomb upgrade from 30 requisition, 15 power to 50 requisition, 30 power
• Melta bombs no longer immobilize, but instead reduce a vehicle’s speed to 40%
• Melta bomb effect duration has been changed from 20 seconds to 15 seconds
Devastator Squad
• Changed the cost of Devastators from 345 requisition, 0 power to 250 requisition, 30 power
• Reduced the mid range damage of the Heavy Bolter from 1.6 to 1
• Increased the long range damage of the Heavy Bolter from .15 to .2
• Added the Vengeance Rounds ability: High damage barrage by the SM Heavy Bolter that does no suppression damage; it also does light damage to vehicles
• Added Advanced Targeting: an upgrade that allows the use of Vengeance Rounds
• Changed Focus Fire to Vengeance Rounds, adding +5 damage per hit
• Increased the energy cost of the Advanced Targeting Upgrade 20 to 50
Devastator Plasma Cannon
• Slowed the projectile speed of the Plasma Cannon from 40 m/s to 35 m/s
Force Commander
• Decreased the cost of the Stormshield from 150 requisition, 30 power to 125 requisition, 25 power
• Decreased the damage of the Thunder Hammer from 175 to 125
• Increased the energy cost of the Power Fist Flesh over Steel from 50 to 80
• Decreased the cost of Artificer Armor from 125 requisition, 25 power to 100 requisition, 20 power
• Added Teleport Ability to the FC’s Terminator armor
• Decreased the cost of Terminator Armor from 300 requisition, 150 power to 200 requisition, 100 power
Razorback
• Increased the cost of the Razorback from 240 requisition, 40 power to 300 requisition, 60 power
• Decreased the health of the Razorback from 450 HP to 400 HP
• Reduced the effect of Extra Armor ; it used to add 300 HP, now it adds 200 HP
Predator
• Added Extra Armor, an upgrade granting the tank extra health
Scouts
• Increased the damage of the Scout Bolter from 11 to 13
• Added Explosive Shot ability to Scout Shotguns, a conical blast that grants knockback
• Added the Advanced Infiltration Training ability, an upgrade that unlocks the infiltration ability for a scout squad
• Removed the AOE on the Scout Shotgun
• Increased the damage of the Scout Shotgun from 11.5 to 40
• Scout Sniper Rifles now have a setup and teardown time of 1.5 seconds
• Scout Sergeant upgrade no longer requires Tier 2
• Shotgun upgrade no longer grants infiltration
• Sniper upgrade no longer grants infiltration
• Increased the speed of the Scout from 6 to 6.5
Tactical Marine
• Reduced the Flamer cooldown from 0.3 to 0
• Flamer burst info values have been reduced from 3 to 5 seconds to 1 second
• Reduced the reload frequency of Flamers from 6 to 8 bursts to 10 bursts
• Changed the squad’s armor type from infantry to heavy infantry
• Increased the squad’s capping speed from 1 to 1.5
Techmarine
• Increased the damage of the Bolter; it used to be 42, now it is 60
• Increased the damage of the Plasma gun from 76 to 90
• Decreased the cooldown of the Plasma gun from 2.5 to 1.5
• Consecrated Bolters now require Tier 2
• Decreased the energy activation cost of the Brothers in Arms ability from 25 to 10
• Decreased the energy drainage of the consecrated bolter ability from 4/s to 3/s
• The Brothers in Arms ability no longer grants a cooldown bonus
• The Master Crafted Bolter no longer requires Tier 2
• Decreased the cost of the Master Crafted Bolter from 100 requisition, 40 power to 100 requisition, 30 power
• The Artificer Armor mines’ damage has been increased from 50 to 75
• Decreased the energy cost of Artificer Armor mines to 45; previously it was 65
• The damage of Bionics Powerful Sweep has been decreased from 45 to 65
• Decreased the effect of Signum Armor from 75% bonus damage to 50% bonus damage
• Increased the cost of Signum Armor from 135 requisition, 25 power to 135 requisition, 30 power
• Increased the Refractor Field’s ratio of damage taken to energy drained from 0.25 to 0.125
• The Orbital Relay Beacon now has a retreat toggle, allowing you to toggle whether or not you want to retreat to that point or the HQ
Tyranid Balance Updates
General Tyranid Balance updates
• Changed sight range on Capillary Towers from 20 m to 5 m
Tyranid Global Balance Changes
• Reduced the Biomass cost of Brood Nests from 225 to 100 Brood Nests no longer autoreinforce units
• Increased the health of Brood Nests from 200 HP to 300 HP
• Increased the cost of Mycetic Spore from 300 requisition / 400 Biomass to 400 requisition / 175 Biomass
• Decreased the cost of Warrior Vanguard from 500 requisition, 300 Biomass to 400 requisition, 150 Biomass
• Without Number now spawns Hormagaunts, Termagants, and Warriors
Carnifex
• Carnifex has been moved to Tier 2
• Thornback upgrade grants the Carnifex the Pheromone Cysts ability
• Pheromone Cysts allow the Carnifex to spawn Ripper Swarms
• Decreased Bioplasma damage down from 100 to 70
Screamer-Killer
• Added the Screamer-Killer, a ranged Carnifex unit to Tier 3
• Screamer Killers are equipped with a Barbed Strangler
• Screamer Killers can be upgraded to equip Venom Cannons
• Increased the damage of the Screamer-Killer’s Barbed Strangler from 85 to 150
• Decreased the 8 m AOE Bioplasma damage size down to 5 m
Hive Tyrant
• Improved Synapse effect has been decreased from 50% to 25%
• Reduced the damage of the Tyrant’s Charge; previously it was 20, now it is 15
• Decreased the -70% effect of Psychic scream down to -25%
• Decreased the 160 requisition, 50 power cost of the Venom Cannon down to 140 requisition cost, 40 power
• Decreased the cost of Bonded Exoskeleton from 185 requisition and 45 power down to 140 requisition and 40 power
• Increased the Warp Field cost of 125 requisition and 20 power to 125 requisition and 25 power
• Decreased Bioplasma damage of 100 down to 80
• Decreased the AOE of Bioplasma; previously it was 8 m, now it is 5 m
Hormagaunts
• Increased the requisition cost of Hormagaunt cost to 375; previously it was 300
• Decreased the speed of Hormagaunts from 7.5 to 6.5
• Increased Scything Talon damage from 11.5 to 17
• Hormagaunt HP has increased from 65 to 81
• Added the Adrenal Glands ability, which increases Hormagaunt speed, and allows them to leap on opponents
Lictors
• Lictors are now in Tier 3
• The Lictor’s HP has been increased from 600 to 1000
• Increase the damage of the Lictor from 51 to 75
• Increased the cost of the Lictor from 300 requisition and 30 power to 500 requisition and 50 power
• Flesh Hooks no longer knock back retreating units
• Removed initial energy cost from the infiltrate ability
Lictor Alpha
• Feeder Tendrils now heal upon successful hit
• Feeder Tendrils no longer heal when killing an enemy unit
• Decreased the 7% healing effect of Feeder Tendrils down to 3%
• Decreased the 20 second suppression effect caused by Scything Talons down to 10 seconds
• The 100 requisition and 25 power cost for Scything Talons has been increased to 100 requisition and 40 power
• Decreased the 130 requisition and 30 power cost of Toxin Sacs down to 100 requisition and 20 power
• Decreased the 45 energy cost of Toxic Cysts down to 30 energy
• Corrosive claws’ cost has been decreased from 150 requisition and 60 power down to 120 requisition and 40 power
• Changed the name of the Loner upgrade to ‘The Lone Hunter’
• Removed initial energy cost from the infiltrate ability
• Pheromone Trail no longer reinforces units automatically
Ravener Alpha
• Crippling Talons’ damage has been decreased from 110 down to 80
• The Crippling Talons’ slow effect no longer affects retreating units
• Acid Splatter’s damage has been decreased from 110 down to 60
• Decreased the Corrosive Devourer’s cost of 135 requisition and 60 power down to 150 requisition and 50 power
• Decreased the 150 requisition cost of Hardened Carapace down to 100
• Strengthened Sinew now grants the Fleet of Claw ability
• Strengthened Sinew no longer grants the passive speed increase
• Decreased the damage of Toxic Miasma from 15 down to 7.5
• The initial energy cost of Toxic Miasma of 7 has been increased to 10
• The Corrosive Devourer’s damage of 160 has been reduced to 100
Ravener Brood
• Moved raveners to Tier 1
• Reduced the power cost of raveners from 75 power down to 45 power
• Added the Ravener burrow strike ability, which allows Raveners to tunnel underground and knockback units at the target location
• Added the Enhanced Muscle Coil ability, which restores the original Ravener burrow ability.
• Decreased the damage of Scything Talons from 65 down to 35
• Changed Scything Talons to a power weapon
• Decreased each Ravener’s 450 HP down to 400 (the Squad HP is now 1200)
Ripper Swarm
• Removed the Ripper Swarm from the HQ
Termagants
• A Termagant squad now costs 300 requisition
• Decreased the 7.5 m/s speed of the Termagants down to 6 m/s
• Increased Termagant’s 60 HP up to 81
• Added Toxin Sacs upgrade that grants Termagants the Crippling Poison ability, which slows targets to a crawl for a short period of time
• Decreased the Devourer damage of 8.5 down to 7.5
• Decreased the Devourer’s cooldown of 2 seconds down to 1 second
• Removed the Devourer’s knockback
Spore Mines
• Added Bio-Plasma Detonation, a new spore mine ability that allows them to explode for massive damage after a short build-up
Warrior Brood
• Increased the power cost of the unit from 15 power to 30
• Changed the cost of Warriors from 400 requisition and 15 power to 300 requisition and 30 power
• Removed Venom Cannon upgrade
• Decreased the squad’s damage from 25 to 22
• Decreased the range of the Warrior’s Barbed Strangler from 44 m to 30 m
• Changed the Scything Talon to a power weapon
• Decreased the damage of Scything Talons from 22 to 18
• Changed the cost of the Adrenal Gland upgrade from 100 requisition and 30 power to 200 requisition and 20 power
• Increased the damage of Adrenal Glands from 33 to 45
• Increased the Barbed Strangler’s damage per second from 45 up to 60
Venom Brood
• Added a Warrior Brood that comes outfitted with a Venom Cannon. Available in Tier 2
• Venom Cannons are now exclusively anti vehicle weapons
Zoanthrope
• Warp blast damage of 120 has been reduced to 70
• Decreased the cooldown of the warp blast from 4.7 to 0
• Decreased the vehicular damage of the warp blast from 1 to 0.1
• Focused Warp Blast damage has been decreased from 200 to 100
Bug Fixes
Ork bug fixes
• Fixed big stomp so that it properly animates and wears off at the right time
• Fixed an issue where the Beamy Deffgun could rotate on the spot without setup or cooldown time initiating
• Fixed a bug that prevented Kommando squads from upgrading to have a Kommando Nob Leader if a previous Leader died in combat
Eldar bug fixes
• Fixed a bug where Haywire grenades were not responding upon usage
• Fixed a bug where Haywire grenades were sometimes missing their target
• Fixed a bug when switching between modes on the Fire Prism
• Fixed Mind War so that it now simulates a weapon hit
Tyranid bug fixes
• Fixed a bug where the Carnifex was not properly affected by synapse
• Tunnels can no longer be repaired
• Fixed a bug where spore mines were unaffected by phase shift and anti-grav grenades in-game
• Fixed charge range action to work with squads
• Fix melee movement hitch for hormagaunts
• Fixed an issue where the user could see opponents through the fog of war during the first frame of the match
• Fixed a bug where purchasing the Lictor Loner (Lone Hunter) wargear would drain 75 energy
• Fixed a Lictor jump bug
• Fixed a bug that caused the Lictor to freeze when commanded to jump
• Sped up the pre-fire stage of the flesh hook attack, reducing the windup and ‘busy time’ for the unit
• Fixed a bug causing the Lictor to lock up if it fired its Flesh Hooks at the same time its target became unconscious
• The Lictor’s Flesh Hooks can no longer be used on generators
• Fixed the Lictor Alpha’s Terrify ability failing to work in multiplayer games
Space Marine bug fixes
• Fixed a bug where Melta bombs were not responding upon usage
• Fixed a bug where unloading a squad while throwing a smoke grenade caused the razorback to become unresponsive
• Fixed a bug where the apothecary heal ability counted as 2 revives
• Added minimap blip for relay beacons
General gameplay bug fixes
• Fixed a bug where build effect animation and audio still played after canceling a unit; it was an exploit in some cases where a user could lag someone else’s machine by spamming a build and immediately cancelling it, if someone else was attacking their base
• Fixed a bug where ability effects were appearing through the fog of war
• Race Headquarters can now be cancelled without spawn effects appearing
• Headquarters no longer regenerate their own HP
• Fixed an issue where retreating did not disable weapons properly
• Fixed an issue where units would become unresponsive and chase targets despite being issued commands to stop
• Fixed bug where the post game stats screen did not shutdown the name replay dialog box when another player forced it to close indirectly
• Fixed a bug that made units unresponsive if players triggered an ability at the same time an upgrade was completed
• Fixed a bug that caused leader-upgraded squads to lose their keybindings if all units, except the leader were killed
• Fixed a bug where squads would get stuck in their capture state
• Fixed a bug where retreating units slowed down due to other squads having the right of way when retreating
• Improved unit movement and added pathing fixes for retreating units
• Fixed a bug where a squad would automatically take cover if a retreating unit ran past
• Abilities tied to wargear no longer have their recharge timer visually reset when switching between wargear items
• Fixed a bug where a hero’s upgrade queue and spent resources were not cancelled upon death
• Fixed a bug that prevented units from throwing grenades on staircases and inclines
• Limit breaks are now prevented from charging while the limit break ability is active
• Fixed a bug where tanks would randomly turn when unloading
• Fixed a bug where walker vs. walker sync kills would not grant Waaagh/Zeal/Biomass/Psychic Might
• If a unit’s ability fails to fire, its energy is refunded and the ability’s cooldown time is prevented
• Fixed a bug where a unit’s ability cooldown was not being reset after the unit teleported or resurrected
• Ork Waaagh Banners, Ork Turrets, Space Marine Beacons, Webway gates, and Space Marine Turrets are now crushable by vehicles when they are being built
• Fixed a bug where you could see unrevealed garrisoned buildings through the Fog of War
Graphical bug fixes
• Fixed a bug where units using two handed ranged weapons would always be aiming while walking, and not in combat
• The Carnifex now appears as a triangle vehicle indicator on the minimap
• Fixed an issue where the scything talons animation was not synching properly with its animation
• Upgrade decorator added for Slugga Boy Nob
• Fixed a bug where HQ decals would revert to the default display when being re-shrouded in the fog of war
• Fixed a bug where a unit’s death animation would play twice if it occurred simultaneously with an upgrade completion
• Fixed a bug where Tyranid generators could be selected when the cursor was outside its bounding box
Text Bugs
• Fixed an issue where the chat box was not scrolling on game setup screen
• Fixed Seer Council tooltip
• Fixed a warlock text bug
• Fixed a Ravener text tooltip bug
• Fixed help text on the Warboss, Kommando Boom Time, Kustom Shoota, and the Shoot’em Good ability
• Fixed loota help text
• Updated several upgrade tooltips to specify if they grant abilities
• Updated loading screen tips to reflect newly-introduced abilities and tactics
Campaign
• Secondary objective minimap pings have been updated to be better aligned to map markers
• Stalwart Companion will now add +1 Stamina on the barge, as a bonus the stamina will be removed when the Stalwart Companion is removed as well
• Fixed a bug where squads close to levelling are displayed as having levelled up when viewing the post match screen after losing a mission
• Fixed a bug where the undo button would disappear or lose functionality if the user allocated points for their squads while speech is playing on the inventory screen
• Fixed a bug where the client’s cursor disappeared when changing planets if the client was rotating a unit model on the battle barge
Matchmaking
• Matchmaking has been improved to take NAT type into account during random matches. This should improve matchmaking performance, and reduce “churn” due to failed joins
Co-op
• Fixed a bug where the client’s game crashed to the desktop if the client selected Exit Game from the Pause menu while playing a mission
Improvements
Stability
• Fixed a crash when players sign out during loading a PvP game
• Fixed a crash that occurred when the host/client moved one of the two squads back to the Squad Deployment screen
• Fixed minor miscellaneous scar issues
Performance
• Fixed an issue where attached splats were continually generating new geometry near the headquarters in PvP games
UI Improvements
• Your Hero can now be rotated in the hero selection panel
• Improved the searching skull animation and visual consistency on the find a game UI screen
• On the PvP teams setup screen, players on your team have their names highlighted in blue, and enemies have their names highlighted in red
• Added news ticker that shows RSS updates to the title screen
• Moved intel events position down so that the MP player list would not interfere when opening the top event cue
• Rank and Performance bars have been removed from the Find a Game party panel. Both statistics were misleading and encouraging bad player behavior that was negatively impacting Matchmaking
• AI mini-map pings have been disabled
Post-Game
• TrueSkill is now displayed in the post-game stats screen for Ranked games
Audio Improvements
• Improved surround sound output; previously surround sound was dictated by the user’s camera focus
In-Game UI and Graphical updates
• Added new icons for the Screamer Killer, the Venom Brood, the ork infiltrate ability, the Scout shotgun ability, the Space Marine infiltrate upgrade, Tyranid crippling poison, Tyranid Bio Acid Discharge, Tyranid Burrow Strike ability, the Ravener muscle coil ability, the Techmarine’s Powerful Sweep ability, the Tyranid Toxin Sacs upgrade , and for the Ork Shoot ‘Em Good ability
• Units now fade when destroyed (instead of popping out of existence)
• Added new EULA disclaimer on opening title screen for optional Beta participants
• Changed the hotkey for rangers and spore mine detonation
• The Techmarine’s Powerful Sweep ability icon is now a new, unique icon
• The Zoanthrope Focused Warp Blast now has distinct hit effects and focused tracer to distinguish it from the standard shot
Army Painter
• Unlocked new colors and new badges
AI Improvements
• Vehicle operators avoid heavy weapons with setup times
• The AI now evaluates the demand for weapon upgrades as the value gained against the enemy army
• Improved squad responsiveness when threatened
Muy pronto...editor de mapas para dow II

Están trabajando en el editor de mapas para Dow II, que muchos fans de dawn of war han estado pididiendo desde la salida de Dow II. A simple vista muestra una apariencia similar al editor de mapas de Company of Heroes, asi que, los que estén familiarizados con la edición de mapas en este programa tendran ventaja sobre los demas.
Sin duda una gran noticia para los mappers aficionados y profesionales, que podran, gracias a esta herramienta, recrear todos los campos de batalla que quieran dejando volar la imaginación y derroche de arte.
Nuevo video y noticias sobre 1.4
Ha sido publicado un nuevo video donde se ven en una repeticion como observador algunas de las nuevas habilidades que tendran los eldars y los tiranidos, siendo algunas bastante interesantes para el desarrollo estrategico de la batalla. Prometen subir mas video de diferentes batallas de razas para ir poco a poco viendo los diferentes tipos de partidas y apreciar mejor como afectan los cambios al modo de juego.
Podreis ver el video desde AQUI.
Además podreis descargarlo en HD desde STEAM.
¡There Is Only War!
Este verano Relic lanzará nuevas características y contenido para Dawn of War II, con la actualización There is Only War.
¿Que incluye esta actualización?
Modo espectador
Una nueva opción que te permite ver las partidas multijugador como un espectador. Podrás ver el campo de batalla y controlar el estado de cada jugador mientras lucha por la victoria. A través de gamereplays.org podrás tener una muestra en exclusiva del modo espectador.
Actualización PvP
En el modo multijugador se está realizando una importante actualización para sincronizar y mejorar el balance de las unidades. Puedes acceder a la beta pública que será lanzada a principios de Julio, para conocer los detalles de cómo unirse puedes visitar el sitio oficial de la comunidad.
Nuevos mapas
Hay ocho nuevos mapas multijugador en la actualización, ¡con lo que el recuento total llega a 17!
Para tener más información, acceder a la página oficial de la comunidad.
Lanzado parche 1.3.2
Ya ha sido lanzado el parche 1.3.2 que contiene algunos cambios de balance muy pequeños, por lo tanto su tamaño tambien lo es. Aun asi, están trabajando en un nuevo parche mucho más grande que contendrá muchos cambios de balance y algun mapa.
Este parche se descarga automaticamente desde el STEAM una vez que abras el juego.
Notas del parche 1.3.2
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Parche 1.3.2 - 14 de mayo, 2009
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Dawn of War II Notas parche 1.3.2
• Ajuste del bombardeo orbital aumentando el daño. Radio exterior aumentó de 100 a 150.
• solucionado un problema en la campaña, donde un punto se estaba auto-asignados en el nivel de si el jugador se reanuda una antigua campaña.
• Cambios en las minas del Mekaniko orko. Las minas ahora hacen drásticamente menos daño y suprimen menos a la infantería.
• Ajuste la iluminación en 6P Tíber avanzado.
• Solucionado un problema por el que los escuadrones de Guardianes se cambie a posición de cuerpo a cuerpo si se les investiga un Brujo y, a continuación, con la Batalla de equipo.
• AI mejorada.
==============================
/ Final de las notas de parche 1.3.2
==============================
Ya estamos trabajando en un parche oficial 1.4. Es demasiado pronto para dar una ETA, sin embargo usted puede esperar muchas correcciones de errores, un parche de balanceo, nuevos mapas, y algunas nuevas características impresionantes.
Ya ha salido el parche 1.3.1
Ya ha salido el esperado parche 1.3.1 que podeis ver los cambios observados en la noticia anterior de esta misma facción.
El cliente STEAM se encarga de descargarlo automaticamente, por lo que podeis esperarlo comodamente mientra se descarga.
Parche 1.3 Nota de cambios
Han salido las notas de cambios del proximo parche 1.3, en las que incluirán:
• Nuevos contenidos
• Nuevas opciones
• Mejor estabilidad
• Cambios en la Interfaz de usuario y las mejoras de HUD
• Repeticiones mejoradas
• corrección de errores
• Cambios de balance
• Mejoras de Audio
• Mejoras de la IA
...y muchas cosas más.
El parche está estipulado salir a la luz mañana martes a las 11:00 AM horario Norteamericano, por lo que nosotros lo tendremos sobre las 19:00 horas.
Podeis ver las notas de cambios a continuación:
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Patch 1.3.1
===============================
New Content
• Two on Two game mode is now available for ranked play.
• Two new four-player maps have been added to the game: (4p) Medean Cliff Mines and (4p) Ruins of Argus. These are available for ranked and custom games.
• We have added a benchmarking performance test; you can find it in the Graphics options tab.
• There are eight new sync kill animations in the game. Keep your eyes open for some new carnage!
New Options:
• We have added a “Push to Talk” option for in-game voice chat. When enabled in the Game Options screen, tilde (~) will control chat.
• We have also added a “Advanced Sub-selection” game option. When enabled sub-selection behavior will be the same as Company of Heroes, where a sub-selected squad will be the only one to receive orders.
Stability
• Fixed several crashes where invalid data was being written to logs.
• Fixed a common multithreading crash.
• Fixed some out-of-memory crashes on Vista 32.
• Fixed a crash that could occur if Avitus was reinforcing when a game ended.
UI Change
• The previous PvP squad decorators have been replaced with decorators based on the squad role. The new decorators identify units in a way that is consistent across races. A new loading screen tip has been added to explain the new images.
Replay Improvements
• Added a 4x speed.
• Capture progress bars are now visible.
• Commander wargear and squad upgrades are now visible on unit selection panel.
• Build queues are now displayed.
• Replay control buttons now have audio.
• Decorators now show up in replays.
Army Painter
• Chapter name character limit is now increased to 32.
• Maximum number of custom chapters is now 350.
Gameplay Bug Fixes
• Fixed a bug where a unit with an energy shield could become unkillable if they also had very low health.
• Fixed a bug where the Carnifex would stop meleeing units after killing a hero in melee.
• Tankbusta targeting priorities have been improved, now prefer to target vehicles.
• Fixed a bug where demolition charges could pass through terrain and not detonate.
• Fixed a bug where the Techmarine could continue to repair after being knocked down.
• Squads now unload from a vehicle when it is destroyed.
• Full resource refunds are now granted when a building that hasn’t started construction is cancelled.
• Adjusted refund costs on the Webway gate.
• Adjusted refund costs on the Techmarine’s Space Marine Heavy Bolter turret.
• Fixed a bug where a melee leaping unit would follow a teleporting or jumping unit a long distance.
• Fixed Warp Spider Exarch Enhanced Warp Generator and Improved War Generator.
• Adjusted Scything Talon knockback and suppression.
• Fixed a pathing problem on (6p) Typhon Arena.
• Put a build time on Ravener Tunnels. Tunnels are also vulnerable during construction.
Text Bugs
• Fixed tooltip on Lictor Hero’s Adrenal Gland wargear.
• Fixed tooltip on Catalyst ability.
• Fixed tooltip on Warlock Champion’s robe.
• Fixed an incorrect tooltip on the “Luv da Dakka” ability.
Custom Games
• Players are no longer prompted to dispute a match when a player is kicked from a non-ranked game.
• Players can now select chapter colors for AI players.
Matchmaking
• Removed the “Submit Player Review” prompt that would appear if a player left the countdown before a match started.
• Fixed a situation where a party could get broken up when host migration occurred.
Post-game stats
• We now show a “Player has left” message for all players when you quit out to the post game screen.
Achievements
• Fixed a bug with the Sweeping Advance achievement. Previously it wouldn’t be awarded if the retreating unit was the last entity in the squad.
Audio Improvements
• Speech events now fade out if a higher priority event triggers.
• Medium sound quality preset now chooses 44100Hz instead of 22050Hz.
In-Game HUD and UI
• There are now two map ping buttons, Attack and Defend. (Hotkeys are F8 and F9 respectively.)
• Added a Retreat All hotkey. (ALT-X)
• Added a Retreat Hero hotkey. (SHIFT-X)
• Fixed an issue where the camera would get locked to a position if you band-box selected and landed on a button, then pressed it without moving the mouse.
• The camera no longer strafes when starting a move facing or band-box selection.
• Squads that have sergeants now display the count correctly on the reinforcement UI.
• Unconscious heroes no longer get selected when bandbox selecting multiple units.
• Targeted abilities are now usable on multi-select portraits and on squad tabs.
• Implemented a fix for starting squads not receiving hotkeys when another player loaded slowly.
• Player list bars no longer fade in and out while using voice chat.
• Fixed an issue where “Rear Armor Hit” kickers were triggering multiple times.
• Selection circles no longer disappear on a selected unit that is performing a sync kill.
• Fixed a bug where greyed-out unavailable abilities would show up when a squad was retreating.
• Fixed an issue where the portrait health of a unit could display zero when the unit was still alive.
• Clicking a squad tab on a unit in a Webway gate or Ravener tunnel will now correctly select that squad.
• Fixed a bug where squads with a sergeant would sometimes get two decorators when exiting a webway gate.
• Reinforcement UI no longer displays when a hero is selected.
• Fixed an issue where a blank square would appear when a squad was reinforcing.
• Opposing players no longer see random players’ race selection in the Player List panel.
• Fixed a bug where helptext on purchased hero accessory wargear wasn’t visible.
• Fixed an issue where a black border would sometimes appear on a garrisonable building.
• Pressing space bar in a chat no longer results in two spaces entered.
Game Options
• Fixed a bug where sound for buttons in the Game Options screen would disappear after adjusting brightness.
AI Player improvements
• Expert and Hard players now provide higher early game pressure through a variety of tier one units.
• AI players now purchase a variety of wargear for their hero, and take better care not to hurt their economy.
• AI players now purchase an appropriate amount of generators.
• AI players will engage the enemy and attack more aggressively than before.
• AI players are stronger at preserving units, and retreat at appropriate times both in melee and ranged combat.
• AI players are now much better at using unit abilities.
• AI players will upgrade existing units with a variety of upgrades more intelligently.
• AI players prioritize capture points in a more intelligent fashion.
• AI players tech to tier 2 in an appropriate timeframe and purchase later game units based on combat needs.
• AI players tech to tier 3 and purchases late game units including Carnifexs, predator tanks, fire prisms, etc, based on combat needs.
• AI players now can flank suppression weapons out of combat.
• AI players now purchase dead heroes at more appropriate costs.
• AI players no longer buy and cancel generators when enemies are around.
Campaign
• Mission briefing speech now only plays the first time a mission is opened.
• Fixed an issue where the starmap button didn’t highlight the first time a player had to travel between planets.
• The character level up screen now accounts for rewards granted by the mission.
• Fixed a fatal SCAR error on Angel Gate.
• Fixed a fatal SCAR error on the first Lictor encounter.
Co-op
• Added a countdown timer to campaign mission start.
• Fixed an issue where the other player in a coop games hotkeys were always set to 5.
Localization
• Added support for Hungarian language.
Parche 1.3 (5ª Parte)
-Decoradores, ¿Que es eso?
Un decorador es un simbolo visual que ayuda a identificar un escuadrón. Ayuda a distinguir entre elementos similares que tengan las unidades, y también le permite ver la salud de una escuadra.

Figura 1: El decorador azul que es distintivo del Comandante en Dawn of War II versión 1.2.
-Los problemas con los antiguos decoradores:
-El primer problema: son pequeñas y difíciles de identificar.
Su interpretación es un problema para los jugadores nuevos y tambien para los experimentados. Ser capaz de evaluar rápidamente la situación puede hacer la diferencia entre ganar y perder.

Figura 2: marines tácticos con cada una de sus actualizaciones: cañones de plasma, lanzamisiles y lanzallamas. Puede ser difícil distinguir cuál es cuál.
A priori muchos de los decoradores son difíciles de distinguir unos de otros pero es mejor que andar mirando los modelos de los escuadrones, lo que contradice el objetivo de los decoradores. Perder unos segundos para ver el arma equipada puede costarte la partida.

Figura 3: El comandante Brujo junto a los guardianes con un brujo actualizado. Es fácil perder el aura de color azul cuando el héroe de acción se va.
No ser capaz de elegir rápidamente un comandante en medio de una batalla es frustrante. Esto es especialmente cierto en el caso de personajes como el comandante Brujo, que se ve muy similar a otras unidades sobre el terreno.
-El segundo problema: ==memorización de las armas de las unidades.
Tratando de averiguar qué es una buena arma en contra de otra unidad hay que hacer un ejercicio memoristico. Las armas de los Marine Espacial y de los Orko pueden ser más reconocibles, pero cuando se trata de Tiránidos y Eldar, sus armas son mucho más exóticas en el diseño. Por lo que su interpretación no llega a ser todo lo clara que nosotros quisieramos.


Figura 5: La hoja de arriba indica en las Banshees exarcas que esta equipada con una mejora para dañar a los vehiculos.
Esto resume la utilidad de los nuevos decoradores.
-La solución: que salga lo malo y entre lo bueno.
Los decoradores se han modificado completamente para hacer un papel más funcional dentro de una batalla.
Un nuevo estilo de arte.
Atrás han quedado las pequeñas imagenes decorativas, hemos cambiado a mejor ademas el decorador es un poco más grande, y mucho más fácil de interpretar desde la lejania.

Figura 6: Un comandante con su nuevo decorador.
-Simbolos de roles en lugar de símbolos únicos.
Este es el mayor cambio. En lugar de mostrar un único decorador por unidad, por mejorar, hemos cambiado a simbolos de roles. En lugar de indicar un arma actualizada se muestra una imagen que representa el papel de una unidad. Esto tiene una gran ventaja en la lucha ya que sólo tienen que aprender las imágenes una vez. Hay una lista completa de los símbolos en la parte inferior del artículo.
Figura 7: El martillo significa que puede dañar la infantería, vehículos y estructuras.

El nuevo decorador del héroe lo hace más fácil de identificar entre la multitud.

Figura 9: Destaca claramente la vidente entre la escuadra de guardianes.
También tenemos información para funciones distintas al ataque de la unidad.

Usted puede ver una leyenda que explica todos los símbolos encontrados en los nuevos decoradores:

En general hemos entendido que es una gran mejora, y creemos que va a ser muy util para los nuevos jugadores y para los ya experimentados. Hemos encontrado el juego mucho más fácil de jugar, y estamos expectantes de ver cual será la reacción del proximo parche.
Parche 1.3 (4ª Parte)
Hemos incluido nuevas armaduras y armas para los scouts. Espadas sierras nuevas de gran daño y nuevo armamento para el cañon de asalto del dreadnaught.
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Si quereis saber más detalles, visitar la página oficial.
Parche 1.3 (3ª Parte)
La AI también selecciona de una forma más inteligente sus unidades más potentes según su experiencia. Esto cambia radicalmente la experiencia actual, evitando asi concentraciones de unidades enemigas del nivel 1 y nivel 2.
La lógica de capturas ha mejorado mucho. Tienen la prioridad de mantener sus unidades durante la captura con vida (con algunas excepciones por supuesto). Evalua si puede capturar un punto y aguantar los ataques si se ve con ventaja, sacrificando algunas unidades o bien retirarse a coberturas para evitar que lo capture el enemigo.
Además de estos cambios fundamentales hicimos algunas correcciones de errores muy importantes. El más notable será la orientación de las capacidades. El equipo ahora sabe cómo matar y usar bien las habilidades de saltos, granadas, ataques de area, e incluso Bombardeos orbitales y Tormentas ancestrales.
Como ya se ha dicho, reconocemos que la mayoría de nuestros jugadores regulares juegan partidas contra el equipo y queríamos renovar la experiencia con el parche 1.3. Esto es sólo el comienzo de un plan a largo plazo para mejorar las escaramuzas AI.
Parche 1.3 (2ª Parte)
Detalles sobre el modo 2vs2:
Debido a la demanda popular de la comunidad, estamos añadiendo un modo de juego clasificatorio de 2vs2 para Dawn of War II en el próximo parche 1.3.0. El modo 2vs2 será una mezcla entre las batallas cara a cara y las batallas por equipos. Cada mapa de 2vs2 está construido específicamente para poner de relieve aspectos particulares de este nuevo modo de juego. Tendrá que trabajar bien tanto en solitario como con su pareja, a fin de controlar el mapa y ganar el juego. Estamos muy contentos de ver nuevas estrategias que están surgiendo con este modo de juego y estos nuevos mapas.
El modo 2vs2 estará disponible en las partidas Clasificatorias y personalizadas. Se pondrá en marcha con dos nuevos mapas y tendrá su propia clasificación, TrueSkill ™ y estadísticas de seguimiento.
Cliff Medean Minas
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Minas es un mapa de un acantilado impresionante donde se inicia en unas instalaciones mineras Imperiales y la otra en el pleno desierto. El centro del mapa contiene un punto de victoria y algunos de recursos y se bloquea con cuatro puntos de estrechamiento. A lo largo de la parte exterior del mapa se establecen los puntos de recursos y otros dos puntos de victoria.
El control de la parte exterior de el mapa es difícil y puede ser fácilmente flanqueada por el centro, por lo que los equipos tendrán que emplear una estrecha cooperación para el control de este mapa. Centrarse demasiado en un lado sin duda conducirá a perder la otra. El control del tráfico por el centro del mapa es la clave para la victoria.
Ruinas de Argus
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Este mapa es sólo ligeramente más grande que un mapa 1v1 lo que significa que no importa dónde usted vaya, es probable que el encuentro del enemigo sea inminete. Los recursos se dividen por igual entre el menor y la mitad superior del mapa y el VP esta simétricamente en el centro.
Si se mira de cerca, los pobladores de Argus han reforzado algunas de sus paredes con abrazaderas de metal, lo que significa que no pueden ser destruidos. Muchas paredes quedaron bien reforzadas, así que asegúrese de usar la destrucción del medio ambiente a su favor.
Aunque domine el centro con alguna estrategia de cubrir puntos con artilleria, hay muchas oportunidades de contraatacar por parte del enemigo. Por ejemplo: D-cañones estacionados para cubrir la mitad pueden ser rápidamente flanqueada por una unidad Orka de piztoleros a través de las paredes por el sur o por las escaleras del Norte.
Si quereis más información o ver los mapas más detalladamente, entrar en la pagina oficial.
Parche 1.3 (1ª Parte)
"Hemos estado muy ocupados! Dawn of War II va a recibir un gran parche a principios de mayo. Esta es la primera de una serie de post donde hablaremos acerca de algunos detalles de lo que cabe esperar en la actualización. Como muestra previa, aquí sólo mostramos algunas cosas que ustedes podran esperar en el parche.
• Estamos añadiendo un modo de juego 2 vs 2 , con dos nuevos mapas de cuatro jugadores. Este modo de juego entrará como trueskill clasificatorio.
• Chat de voz pulsando y estilo Company of Heroes de selección de sub-opciones.
• Nuevos decoradores de unidad e importantes mejoras en la interfaz de usuario.
• Una prueba de eficacia para ayudar a medir Dawn of War II.
Durante la semana que viene vamos a hablar en detalle sobre algunas de estas adiciones aquí. Mantenga un ojo en este espacio como puesto de nueva información."
Descarga la BSO de Dow II

Está disponible para descarga gratuita la banda sonora de Dawn of War II con un peso de 188 Mb. La lista musical se compone de:
01 There Is Only War (opening title) - 2:55
-02 Angels Of Death (Space Marine Theme) - 3:02
-03 Primarch’s Honour - 4:37
-04 No Mercy No Respite - 4:39
-05 March Of The Waaagh! (Ork Theme) - 3:05
-06 Purge The Xeno Scum - 4:39
-07 Forged In Battle - 4:39
-08 Ancient Rites (Eldar Theme) - 3:05
-09 The Green Horde Rises - 4:40
-10 Khaine’s Wrath - 4:35
-11 Attack Of The Heretics - 4:38
-12 Xeno Presence (Tyranid Theme) - 3:04
-13 For The Craftworld - 4:41
-14 They Come In Waves And We Push Them Back - 4:40
-15 The Great Devourer - 4:36
-16 To Battle Brothers - 4:43
-17 Hunting The Hive Tyrant - 4:42
-18 The Emperor’s Victory - 2:05
-19 Show Me What Passes For Music Among Your Misbegotten Kind (credits roll) - 13:31-
-20 Meridian Nights (Noobie’s Grim Dark Future Remix) - 2:36
¡¡Que la disfruteis, no tiene desperdicio!!
Proximamente en GM.Dow II
Para saber más, ver el video:
Demo Single-Player Dow II

Descarga la demo de un jugador de Warhammer 40,000: Dawn of War II y disfruta de la nueva generación de juegos de estrategia en tiempo real. Tanto si eres nuevo en el género como si eres un veterano experimentado, Dawn of War II te introduce rápida y fácilmente en la acción.
Controla de los Marines Espaciales de élite contra los herejes Eldar, los Orcos saqueadores y la amenaza Tiránida en la demo de un solo jugador de Dawn of War II. Personaliza a tus Marines Espaciales para que la batalla tome un giro inesperado.
Puedes descargarlo desde la página de STEAM.
Torneo 1vs1 Dawnofwar2.es
A partir de hoy queda abierto el plazo de inscripcion para el torneo de 1vs1 de la pagina web "Dawnofwar2.es". Cualquier persona con ganas de pasar un buen rato se pueda apuntar al torneo.
El torneo constara de un total de 16 plazas, en caso de no llenarse esas 16 plazas se aria de 8.
Las partidas seran al mejor de 3 y solo se admiten mapas 1vs1 oficiales.
Han abierto este post para las inscripciones, antes de apuntaros pensad si disponeis de tiempo para jugar el torneo,ya que el problema siempre es el mismo, gente que no se presenta o que desaparece una vez empieza el torneo.
Importante: Hace falta registrarse en el website.
Normas:
-Plazas 16 , ampliables a 32 si hay suficientes players.
-El sistema es por eliminacion, el que gane pasa a la siguiente ronda.
-Cada ronda durara unas 2 semanas, asi que si no teneis tiempo para jugar con la gente no os apunteis al torneo y dejad vuestra plaza a alguien que si vaya a jugar las partidas.
-Las partidas son simples, al mejor de 3 partidas gana.
-Uno de los dos jugadores eligira el primer mapa y a partir de ese momento el perdedor elige mapa.
-Para inscribiros teneis de dejar vuestra respuesta con esta informacion en este post:
Nick y mail de contacto.
Estas normas pueden ser modificadas o ampliadas en cualquier momento, asi que es vuestra obligacion estar al tanto de ellas.
Warhammer 40,000: Dawn of War III