Från #Relic kommer i dag en ny uppdatering av strategiexpansionen #Warhammer 40,000: Dawn of War - Dark Crusade. Patchen ökar versionssiffrorna från 1.11 till 1.20 och ändringslistan är en diger historia som du finner i sin helhet nedan.

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Global

* Health bars for all races now display the accumulated health when there are multiple members in a squad.

* Health bar damage color coding will now properly update based on percentage of damage suffered.

* Increased the stealth detection radius on Relics by 1.

* Increased the stealth detection on Critical Locations by 2.

* All races now have Power decay.

* All flamer weapons have 70% accuracy on the move.

* Starting resources of Quick-Start mode have been increased

o Requisition has been increased from 5,000 to 10,000.

o Necron Power has been increased from 15,000 to 20,000.

* Thermo Plasma Generators now require Tier 2.

* Increased accuracy on the move from 10% to 15%.

* Deleting completed HQ, Barracks, and Power Generators now return 10% of the resources to the player.

* Significantly decreased the Tier 3 infantry damage vs. buildings and vehicles.

* All turrets other than the Necron Turret now require a Barracks or an Armory.

Chaos

* Plasma Gun upgrade on Chaos Space Marine Squads now require both an Armory and an Unholy Monastery.

* Cultists now require the Unholy Sight research from the Barracks to detect infiltrated units.

* Significantly decreased the cool down on the Sorcerer?s teleport ability.

* Increased Tainted Auspex Ward detection radius to 17.

* Predators now require a support cap of 4.

* Chaos Lord no longer takes extra damage when the Daemon Strength ability is activated.

* Increased the Chains of Torment ability cool down from 60 to 80.

* Tech

o The Chaos Sacrificial Circle and Machine Pit no longer require a Barracks or the Armory.

o Heavy Bolter Turrets now require either a Chaos Armory or a Chaos Temple.

o Increased the build time on the Sacrificial Circle from 25 to 35.

o Increased the cost of the Desecrated Fortress from 300r/100p to 300r/105p.

o Chaos Infiltration research has been separated into 2 different researches: one for Cultists, and one for Chaos Space Marines.

* Chaos Projectiles Research has been reworked.

o Now renamed to Chaos Energies.

o Now adds 1000 health to Predators.

o Now adds 500 health to Defilers.

o Now allows individual Predator weapons to be upgraded to Lascannons.

* Berserkers

o Khorne Berserkers now require the Sacrificial Circle.

o Added Mark of Khorne ability to Tier 3: a Berserker ability that causes enemies to run away in fear for 2.5 seconds.

* Daemon Prince

o Significantly increased the special attacks damage of the Daemon Prince.

o Daemon Prince now benefits from the Symbol of Chaos research.

o Decreased Daemon Prince Summoning Research cost from 400/400 to 250/250.

* Defiler

o Increased Defiler Battle Cannon disruption radius from 4 to 5.

o Increased Defiler Battle Cannon throw force from 25-45 to 40-60.

o Slightly increased Defiler Auto Cannon range from 25 to 28.

* Horrors

o Horror squads can now be reinforced.

o Horror squad armor type has been changed from Monster Medium to Heavy Medium.

* Lascannons

o Lascannon upgrades have been restored to the Predator.

o Significantly decreased Chaos Predators Lascannon damage against infantry.

o Decreased Obliterator Lascannon damage against some buildings.

* Possessed Space Marine

o Daemonic Mutation was removed from the game. The upgrade bonuses have been added to the base Possessed Marine unit.

o Decreased Possessed Space Marines damage against buildings and vehicles.

Eldar

* Reduced Seer Council damage against building and vehicles.

* Bone Singers now spawn with the Teleport ability half charged.

* Increased the cost of Rangers from 40r/0p to 40r/5p

* Decreased the morale damage done by the Grav Tank Star Cannon by 15%

* Increased the disruption radius of Vypers from 4 to 6.

* Increased the range of the Vyper Missile vertical traverse.

* Farseer Hero research and Farseer Veteran research now increases Guardian Warlock health by 150 each.

* Increased squad hold capacity of Falcon Grav Tanks from 1 to 2.

* Fire Dragons now require 2 slots in a transport.

* Slightly decreased Ranger damage vs. Commander Armor.

* Tech

o Soul Shrine requisition cost has been reduced by 50.

o Mobilized for War Research moved from the Soul Shrine to the HQ.

o Support Platform now requires an Aspect Portal.

* Dark Reapers

o Enhanced Optics upgrade now gives more damage and range to Dark Reapers.

o Dark Reaper knife penetration to Infantry Medium reduced from 45 to 27.

* Banshee

o Modified Call of War research to account for the Banshee Tier 1 health upgrades (Tier 2 Banshees still have the same health).

o Morale regeneration rate set to 15 per second.

o Increased Banshee Tier 1 health by 10%.

o Increased Banshee Exarch Tier 1 health by 10%

* Harlequins

o Harlequins Kiss damage is now capped at 4000.

o Decreased their population cap from 2 to 1.

o Harlequins can now detect infiltrated units.

o Its stealth detection radius was changed to 35.

* Grav Platforms have been reworked

o Moved from Tier 2 to Tier 3

o Acceleration and turning speeds have been adjusted.

o No longer affected by cover.

o No longer attach to squads.

o Turbo Boost ability was removed.

o Armor type has been changed to Vehicle Low

o Each Grav Platform type has a squad limit of 3

* The Bright Lance on Grav Platforms has been reworked

o Any unit being damaged by the Bright Lance takes 75% more damage.

o Their damage increase debuff no longer stacks.

o Setup time was changed to 2 seconds.

o The Bright Lance itself now does moderate damage to vehicles.

* The Shuriken Cannon on the Grav Platform has been reworked

o Now does area of effect damage.

o Any unit being damaged by the Shuriken Cannon now suffers from a movement speed penalty.

* Warp Spiders

o Reduced the Warp Spider?s damage to vehicles.

o Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 25% to 15%.

o Enhanced Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 40% to 25%.

Imperial Guard

* Increased the damage of garrisoned-building weapons by 25%.

* Reduced the damage the Heavy Bolter Turret does to buildings

* Battle Armor upgrade now increases the Guardsmen Sergeants? health by 150.

* Execute ability no longer affects heavy weapons in Guardsmen and Kasrkin squads.

* Increased the health of Kasrkin from 350 to 385.

* Tech

o Tier 2 Requisition Upgrade income bonus reduced from 25% to 20%

o Mars Pattern Command armor type changed to Building Medium.

o The Tier 3 HQ upgrade now requires a Mechanized Command

o Heavy Bolter Turret now requires either an Infantry Command or a Tactica Control.

o Reduced the cost of the Tactica Control from 175r/50p to 150r/50p

* Curse of the Machine Spirits ability has been reworked

o No longer changes the vehicle?s armor type.

o Now immobilizes the target vehicle for a short time.

o Shuts down all weapons on the target vehicle for a short time.

* Weapon Specialization has been fixed

o Damage bonus no longer applies to Guardsmen Grenade Launchers twice. Rather, it applies once to Guardsmen Grenade Launchers and once to Kasrkin Grenade Launchers.

o Decreased the Plasma Gun damage bonus from 100% to 50%.

o Heavy Weapon Specialization upgrade now increases the max number of heavy weapons per Guardsmen squad from 3 to 5.

* Assassin

o Assassin melee penetration to buildings reduced by 50%.

o Significantly decreased the damage the Assassin does to Commander Armor.

o Assassination Scope no longer increases the Assassin?s line of sight.

o Infiltrate is now a research that comes from the Tactica Control.

* Basilisk

o Decreased its max speed from 24 to 15.

o Increased its reload time from 6 to 9.

* Heavy Weapons Team

o Lascannon damage has been increased by 10%.

o Decreased the build time of weapon upgrades.

o Slightly decreased Heavy Bolter damage to buildings when entrenched.

* Hellhound

o Decreased the initial damage of the Hellhound?s Let it Burn ability from 100-150 to 25-50.

o Reduced the Hellhound accuracy on the move penalty from 40% to 15%.

* Priest

o Priest?s morale and health bonuses will now stack with other bonuses

o Priest?s morale now recovers at 50 morale.

* Ogryn

o Increased their health from 625 to 690.

o Decreased their Ripper Gun?s melee damage to buildings and vehicles.

o Armor type was changed from Monster Medium to Infantry Heavy High.

o No longer benefit from the Execute ability.

* Sanctioned Psyker

o Decreased the backfire chance of the Strip Soul ability from 15% to 0%.

o Decreased Strip Soul?s penetration damage to Commander Armor from 75 to 65.

o Decreased the damage of the Strip Soul ability from 300 to 255.

Necron

* Increased Heavy Destroyer damage against all vehicle types.

* Significantly increased the damage of Pariahs to Monster Medium armor, making them a more effective counter to Krootox.

* Necrons now have visual effects indicating Necron Warrior and Wraith upgrades.

* Tech

o When a Monolith becomes a Fully Restored Monolith, it no longer loses its control group binding.

o Decreased the second Necron Power research cost from 750 to 550.

o Decreased the first Necron Power research cost from 400 to 300.

o Increased Necron Summoning Core?s armor from 0 to 100.

* Flayed Ones

o Are now available after building a Summoning Core.

o Are now morale immune.

o Decreased Flayed Ones special attacks damage to buildings.

* Necron Lord

o Added a visual for the Lightning Field ability.

o Lightning Field now charges twice as fast.

o Lightning Field also charges additionally when the Necron Lord inflicts melee damage.

o Decreased the radius of the Lightning Field ability from 15 to 5.

o Decreased the damage of the Lightning Field ability by 50%.

o Decreased the amount of health units receive when resurrected by the Resurrection Orb ability from 50% to 30%.

o Resurrection Orb is now limited to +24 infantry pop cap.

o Decreased Chronometron cool down from 90 to 70.

o Increased the cool down of Night Bringer from 180 to 300.

o Increased the cool down of Solar Pulse from 60 to 70.

o No longer receives a health bonus for each Tier 3 Monolith present in the game.

* Necron Warrior

o Decreased their accuracy on the move from 100% to 80%.

o Disruption Field upgrade no longer increases the range of Necron Warriors.

o Slightly decreased the Necron Warrior damage against buildings and vehicles.

o Decreased the health bonus of the Disruption Field upgrade.

o Teleports will fail when Necron Warriors get knocked down, but the ability will no longer become greyed out.

* Wraith

o Wraiths are now morale immune.

o Decreased the Wraith Claw damage against some buildings.

o Now begin with an ability that reduces ranged damage by 40%. This ability is always active.

o Wraithflight upgrade now increases ranged damage reduction by an additional 40% for a total reduction of 80%.

o Wraithflight no longer grants a health bonus.

o Decreased initial health from 660 to 500.

o Slightly decreased the Wraith?s chance to sync kill.

Ork

* Decreased the cost of the Killakan from 190r/300p to 190r/275p.

* Reduced Ork buildings? turret damage against Infantry High.

* Tech

o Nob, Nob Leaders, and Stormboy Nob Leaders now receive an armor upgrade from the Tier 4 vehicle upgrade rather than Super ?Eavy Boy Armor Research.

o Even More Dakka Research now increases Trukk damage by 15%.

o Reintroduced the More Burna and Even More Burna upgrades into the game.

o Tank Bustas now require an upgrade to infiltrate.

o Slightly decreased the cost and build time of the Ork Mek Shop.

o Kustom Gadgitz research now increases the Big Mek?s Keen Sight by 10.

* Even More Choppy research has been reintroduced

o Increases the damage of Slugga, Stormboy, Shoota Boy, and Nob Choppa squads by 35%.

o This research will not affect Power Klaws.

o The research is now available at Tier 3 with a cost of 150r/100p.

* Ork Waaagh Charge (mobbing) abilities have been reworked.

o Mob bonuses triggering will now require a Pile O? Gunz and a population of 50.

o Morale regeneration and damage bonuses now only apply to individual squads. The more units that are in a squad, the higher the benefit.

o A speed bonus has been added to the ability.

o A health regeneration bonus has been added to the ability

o Decreased the minimum number of Orks needed to start the bonus from 15 to 5.

o Morale immunity is still area effect and is not confined to individual squads.

* Waaagh Banner

o Decreased its infiltration detection radius from 35 to 25.

o Big Guns upgrade now increases the infiltration detection radius from 25 to 35.

* Big Mek

o Decreased its cost from 190r/60p to 190r/50p

o Decreased its Keen Sight base value from 25 to 20.

o Is affected by the Waaagh Charge ability when attached to squads.

* Flash Gitz

o Decreased their morale regeneration rate from 50 to 9 per second.

o Significantly decreased their damage against vehicles and buildings.

o Can now enter transports.

o Can now benefit from the Waaagh Charge?s damage bonus.

* Gretchin

o Their maximum squad size has been decreased to 5.

o Their health has been increased from 50 to 100.

* Slugga Boy Burnaz

o Slugga Boy Burnaz now require 20 pop to build.

o Increased Slugga Boy Burnaz from 20r/5p to 20r/10p.

o Slightly increased the damage of Slugga Boy Burna damage to Building Low.

* Stormboyz

o Reduced Stormboyz damage to buildings by 20%.

o Increased Stormboyz health from 220 to 275.

o Stormboyz Nob Leaders no longer take up pop after they are killed.

o Stikk Bombs now have a minimum damage of 25.

* Mad Dok

o Increased its cost to 75r/75p.

o Increased its training time from 15 to 20.

* Mad Dok?s Burna Bomb

o The Burna Bomb no longer explodes when deleted.

o Destroying the Burna Bomb before the countdown has expired also prevents the bomb from going off.

o Increased the minimum damage of Burna Bombs to 500.

o Changed the Burna Bomb armor type to Building Low.

o Slightly decreased the health of the Burna Bomb.

o Reduced the building armor penetration on the Burna Bomb from 50 to 20.

* Wartrukk

o Damage reduced by 15%.

o Increased the squad hold capacity of the Wartrukk from 1 to 2.

Space Marines

* Decreased the squad cap bonus of Space Marine Sergeants from 2 to 1.

* The Force Commander and Librarian now start with Power Swords which have the same stats as their previous weapons.

* The Predator is now available at Tier 3 with an Auto Cannon and 2 Heavy Bolters.

* Significantly decreased Space Marine Predator Lascannon damage against infantry.

* The Chaplain can now attach to squads.

* Orbital Bombardment ability?s later effects no longer have 100% penetration against Building High.

* Decreased Orbital Relay squad hold capacity from 4 to 3.

* Decreased the Apothecary and Chaplain?s secondary healing aura from 4 to 2. The primary healing aura remains unchanged.

* Decreased Smite damage against infantry.

* Tech

o Power Fists Research now increases the damage of the Force Weapon and the Crozius Arcanum

o Increased the cost of the Monastery upgrade from 250r/100p to 250r/105p.

o Removed the Armory requirement on the Orbital Relay Deep Strike ability.

o Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p.

o Heavy Weapons Deployment now allows Predators to upgrade its individual weapons to Lascannons.

o Decreased the research time on Furious Charge from 45 to 20.

o The Power Weapons research now bestows the Force Commander and the Librarian with a Daemon Hammer and Force Weapon respectively. Both weapons have slightly increased stats over the Power Swords from version 1.11.

* Miscellaneous Weapons Tuning

o Reduced the accuracy of the Assault Marine Bolt Pistol from 0.85 to 0.7

o Decreased the Hellfire missile disruption radius from 5 to 4.

o Decreased the Force Commander, Librarian, and Chaplain Plasma Pistol damage by 20%.

o Slightly increased the damage of the Sergeant?s Plasma Pistol.

o Decreased the Tactical Marine Missile Launcher setup time from 2.5 to 2.

o Decreased the Terminator?s Storm Bolter damage against buildings.

* Apothecary

o Increased its health from 200 to 500.

o Increased its cost from 45r/15p to 60r/15p.

o Increased its training time from 6 to 15.

o Changed its armor type from Heavy Medium to Heavy High.

* Assault Marines

o Increased recharge time of their jump ability from 90 to 110 seconds.

o Increased the squad cap count of Assault Space Marine squads from 2 to 3.

* Assault Terminator

o Reduced the stun percentage of their attacks.

o Adjusted their damage against buildings.

o Decreased their damage against vehicles.

* Grey Knights

o Decreased the cost of Grey Knights from 60r/60p to 60r/30p.

o Significantly decreased the damage of the Psychic Inquisition ability.

o Reduced the ranged damage of the Grey Knight.

* Land Speeder

o Increased their build time from 19 to 30.

o Increased their cost from 120r/80p to 120r/95p.

* Skull Probes

o Health increased from 100 to 200.

o Require either a Barracks or an Armory

o Now require a separate research to infiltrate.

* Whirlwind

o Reduced damage by 20%

o The Whirlwind no longer fires on the move.

o The Whirlwind now requires Tier 4.

Tau

* The Tau Mark Target ability no longer stacks when applied multiple times.

* The Shas?vre Steath Suit now has a new ability that increases the health of squad members by 250.

* Krootox now have a squad limit of 2.

* Tau Photon Grenade and EMP Grenade no longer target ground.

* Devilfish Transport now has a squad limit of 3.

* Significantly decreased Kroot Hound damage to vehicles and buildings.

* Target Acquired will now always target the squad leader.

* The Skyray Missile Barrage cool down has been increased from 60 to 70 seconds.

* Decreased Drone Squads? Death Explosion radius from 5 to 4.

* Increased the LP 3 weapon damage from 400-453 to 700-900.

* Tau Commander Snare Trap no longer stacks with other snare traps.

* Tech

o Greatly increased the health of the Shrine of Kauyon and Shrine of Mont?ka.

o Improved Metallurgy now increases the Tau Commander?s health by 200.

o Path to Enlightenment now only requires a Barracks.

o Path to Enlightenment HP increased by 1000.

o Kroot Barracks has been renamed as the Kroot Shaping Center, and now requires a Path to Enlightenment.

o The Greater Knarloc now requires Tier 4.

* Broadside Battlesuit

o Are now a squad of 1. Its damage, health, and costs have been adjusted accordingly.

o Greatly decreased Missile Launcher vehicle damage.

o Decreased Missile Launcher area of effect damage.

o Decreased the minimum range of the Broadside Railgun from 8 to 5.

o Decreased Railgun area of effect damage.

o Significantly decreased their damage against buildings.

* Crisis Suit

o Increased Missile Pod damage against some buildings.

o Increased Flamer reload time to 0.15 seconds.

o Decreased Flamer damage against all infantry by 10%

o Decreased Flamer damage against vehicles.

o Increased its morale recovery value from 50 to 150.

o Significantly decreased Burst Cannon damage to vehicles and buildings.

o Significantly reduced Fusion Blaster damage against buildings.

* Ethereal

o Ethereal can now detect.

o Increased the Ethereal Death Pulse cool down from 90 to 110.

o Ethereal?s Honor Guard are now capped at 1 squad.

o Ethereal?s Honor Guard now have a setup time.

* Fire Warrior

o Body Guards are now a squad of 1.

o Reduced its ranged damage.

o Shas?vre Fire Warriors now have a setup time on their ranged weapons.

o Slightly decreased damage against infantry.

o Decreased the damage bonus from the Advanced Pulse Rifle upgrade from 35% to 30%.

o Reduced Pulse Rifle damage from 70-80 to 63-72.

o Increased morale recovery value from 50 to 150.

* Hammerhead

o Increased the training time from 30 to 45 seconds.

o Increased the cost from 150r/275p to 165r/315p.

o Damage to infantry has been significantly reduced.

o Increased Hammerhead Gunship health from 2700 to 4000.

o Slightly reduced the Hammerhead Gunship?s accuracy on the move.

o Changed Hammerhead Gunship armor type from Vehicle High to Vehicle Medium.

* Kroot Carnivores

o Increased the cost of Kroot Carnivores from 40r/0p to 45r/0p.

o Kroot Carnivores have been moved to the Tau Barracks.

o Kroot Carnivore morale recovery value increased from 50 to 150.

* Pathfinders

o Increased morale recovery value from 50 to 150.

o Increased health from 250 to 350.

* Tau Commander

o Plasma Rifle upgrade now requires a Shrine of Mont?ka or a Shrine of Kauyon.

o Fusion Blaster upgrade now requires just a Path to Englightenment.

* Vespid Auxiliary have been reworked

o The Destabilization ability?s damage over time reduced from 400 to 200

o Squads are now capped at 5 members.

o Vespids now start with 3 squad members.

o Reduced Vespid cost from 60r/10p to 50r/10p.

o Squad build time increased from 0 seconds to 6 seconds per member.

o Morale recovery value increased from 50 to 150.

o Health increased by 10%.

o Shred now causes buildings to take double damage from all weapons for 10 seconds.

o Sonic Pulse now causes 50 damage to all unit types.

Maps

* Payne?s Retribution: Outer edges of rivers are now marked impassable.

* Quest?s Triumph: 2nd ramp to center point was added to improve balance.

* Shrine of Excellion: The area surrounding the center critical location was fixed in order to improve pathing issues.

* New 2 player maps have been added to the game

o Tranquility?s End

o Emerald River

o Fata Morga

o Bloody Hell

o Emperor?s Valley

o Frostbite River

o Haine?s Demise

o Titan?s Fall

* Tartarus Center: Added back into the game.

* Fear: Updated to improve balance, and has been added back into the game

Bug Fixes

* The Imperial Guard Assassin can no longer fire on the move.

* Kroot Shaper?s health bonus and health regeneration bonuses are now applying properly.

* Cultist Aspiring Champions are now affected by Furious Charge and Purge the Weak.

* Building the Vespid Strain Leader no longer causes the Vespid abilities to reset.

* Building the Warpspider Exarch in the Warpspider squad no longer resets the Haywire Grenade ability.

* Fire Dragons now correctly fire at targets within range.

* The Big Mek now does significantly more damage to Vehicle High.

* Random race is now displayed properly on the loading screen of Auto-match games.

* The in game notification box has been decreased in size and relocated to the top of the screen to provide more map visibility.

* The Tau Broadside Battlesuits and IG Heavy Weapons Teams can now target units while entrenched.

* Entrenching/transforming units no longer lose their cursor selection or key bindings when switching entities.

* Shield Drones on Fire Warrior squads now complete building while the squad is moving.

* Ranged squad stances now function properly with the rally point command.

* Simulating lag in Auto-match games will no longer give players free wins.

* Auto-match games no longer crash when holding down the left mouse button on the cancel icon while loading an auto-match game.

* Players can now target enemy troops in a replay when the Fog of War is turned off.

* The placeholder icon for the Night Bringer research in observer mode has been removed.

* Broadside Battlesuit Railgun firing animation now matches the weapon?s rate of fire.

* Daemon Prince now correctly receives the bonuses of the Daemon Strength ability.

* The IG Commissar Execute ability no longer stacks.

* Fixed issue with IG Priest bonuses stacking improperly.

* Fixed issue with the Necron Summoning Core armor not functioning properly.

* Fixed a bug where Ork Armored Nobz were fighting in ranged mode instead of melee.

* Ork Tougher Bosses research now correctly increases the damage of the Warboss Power Klaw.

* Stormboy Nob leaders no longer take up pop after they are killed.

* Ork Fighting Juice ability now has a noticeable effect that lasts the entire duration of the ability.

* Pathfinders cloned with Ethereal?s Holographic Projection can no longer jump.