Global:
* All tier upgrades are more expensive (specifics below)
* Mine Fields are unchanged
Space Marines:
* Scout Marines build cost increased from 90/0 to 100/0, reinforce cost remains the same
* Scout Flamers cost decreased to 30/10 from 40/10
* Scout Sniper Rifles and their research are unchanged
* Force Commander cost reduced from 260/50 to 220/50
* Tactical Missile Launcher reload increased from 5 to 5.75 s
* Tactical Missile Launcher cost reduced from 60/15 to 50/10
* Health and Damage upgrades have been split into two researches each (50/30 first, 100/50 second), mostly same bonuses between the two (ASMs get just +5% from first health research) but same total bonuses to all units. The first research pair has been pushed up to Tier 1, the second pair is still in Tier 2. The damage research in each pair requires the health research of that pair.
* Tactical Bolters only get 4 heavy weapons with Heavy Weapon Increase, not 5
* Frag Grenades ability and research unchanged.
* Grey Knights need a Sacred Artifact now
* Grey Knight Halberd piercing vs commander reduced to 30 from 45
* Librarian stats are the same, Weaken Resolve is the same, Smite is the same, Word of the Emperor is the same
* Word of the Emperor research cost increased to 75/40 from 50/40
* Commander Veteran and Hero Upgrades cost reduced to 40 s from 45 s
* Monastery cost increased to 300/125 and 90 s
* Fortress Monastery cost increased to 340/340 and 100 s
* Heavy Armor Deployment cost increased to 450/450 and 100 s
* Secondary 2x healing aura of Apothecary/Chaplain reduced to 1.5x
* Whirlwind support cap decreased to 4 from 5, damage reduced to 300-450 from 348-532, morale damage reduced to 50 from 60
* Skull Probe cost reduced to 65/0 from 75/0 and 18 s from 20 s
* Skull probe now has 225 health (up from 200)
* Scout Infiltration now requires T2 add-on (in addition to armory)
* Terminators are unchanged except for the splitting of the researches above
* Assault Terminators are unchanged except for the splitting of the researches above
* Rhino capacity decreased to 2 slots from 3
* Missile Turret piercing increased against inf_high (57.4 DPS up from 10.0 DPS)
* Dreadnoughts, Hellfire Dreadnoughts, and Predator unchanged
Chaos:
* Possessed Space Marines cost increased to 260/120 from 220/100, reinforce cost increased to 65/30 from 55/25, and they now use two slots in a transport. General unit/squad stats, weapons, and Daemonfire Research unchanged.
* Chaos Armory has cost decreased to 175/50 from 200/75
* Desecrated Fortress cost increased to 325/125 and 90 s
* Unholy Monastery cost increased to 340/340 and 100 s
* Chaos Energies cost increased to 450/450
* Corruption and Doombolt abilities and research remain unchanged, Chains of Torment range reduced to 25 from 40
* Obliterator melee unchanged
* Chaos Space Marine Heavy Bolters unchanged, Plasma damage reduced to 105-115 from 115-130, Plasma otherwise unchanged
* Khorne Berzerks unchanged, Mark of Khorne research and ability unchanged
* Raptor Flamers cost reduced to 35/10 from 50/10 and 10 s from 12 s, Speed Fiends research and ability unchanged
* Cultists are unchanged
* Chaos Rhino capacity decreased to 2 slots from 3, otherwise unchanged
* Heavy Weapon Increased now requires Desecrated Fortress add-on, Furious Charge unchanged, Aspiring Champion weapons upgrades and the weapons themselves are unchanged
* Daemon Prince now gains infantry-type melee cover bonuses as well as +5 HP/s health regen like a Bloodthirster
* Bloodthirster unchanged
* Aspiring Champion's Fear Aura now also gives +1 health regen in addition to the +100 health
* Heavy Bolter Turret unchanged
* Chaos Lord unchanged
* Chaos Predator unchanged
* Heretic unchanged
Eldar:
* Ranger Squad unchanged
* Howling Banshee Squad unchanged except for tweaks to Armor 1 and 2 (see below).
* Dark Reaper Reaper Launcher (no, that's not a typo) damage vs monster_high corrected, now starts at 2.1 DPS and will scale; no changes to the unit itself
* Warp Spider Squad unit/squad stats unchanged, weapons unchanged, research effects unchanged, Haywires unchanged.
* Fire Dragon unchanged
* Soul Shrine cost increased to 225/225
* Mobilize for War cost increased to 340/340 and 100 s
* Annihilate the Enemy cost increased to 350/350 and 100 s
* Optics and Call of War are unchanged
* Armor 1 now increase Banshee health by 90 instead of 15% (gain of 32.25 HP before CoW, 3 HP after) and Banshee Exarch by 235 instead of 30% (gain of 104.5 HP before CoW, loss of 2 HP after)
* Armor 2 now increases Banshee health by 200 instead of 15% (gain 3 HP with CoW) and Banshee Exarchs by 205 (loss of 2 HP with CoW)
* Ranger Infiltration cost increased to 75/75 from 50/50
* Imbue: Fortune cost reduced to 75/35 from 100/50 and 39 s from 45 s
* Imbue: Eldritch Storm cost reduced to 125/40 from 150/50 and 50 s from 70 s
* Farseer herself is unchanged. Psychic Storm, Mind War, Guide, Fortune unchanged. Eldritch Storm damage increased to 200-240 from 180-220, piercing against infantry increased and against vehicles reduced to 25 from 12/100 respectively.
* Farseer Veteran Upgrade cost reduced to 39 s from 45 s, Farseer Hero Upgrade cost reduced to 50 s from 60 s.
* Harlequin's Kiss and Dance of Death unchanged
* Avatar bonuses are the same - still +4 squad cap, still +10 vehicle cap, the morale immunity aura, the increased build speed. Health, build time/cost, and weapon damage are still the same too.
* Webway Gates are unchanged and still count a a production building towards annihilation.
* Mysticism cost reduced to 125/65 (from 150/75) and 50 s from 55 s. Warlock abilities are the same, so is weapon damage, health, and health/damage bonus from research.
* Support Platform unchanged
* Howling Banshee Exarch War Shout ability morale damage increased to 65 from 50
Orks:
* More Sluggas is a Tier 4 research now. No other changes to it, no limits on Boyz Huts.
* Pile O' Gunz! cost increased to 170/70 from 150/50 and 60 s from 50 s.
* Waaagh! Banner cost increased to 170/0 from 165/0 and 40 s from 37 s
* Orky Fort add-on cost increased to 340/340 from 300/300 and 95 s from 90 s.
* Extra Armor cost increased to 450/450 from 400/400 and 100 s from 96 s.
* Nob Power Claws unchanged
* Kustom Gadgitz no longer increases build time of Big Mek
* Shoota Boyz Big Shoota damage reduced to 31-40 from 35-44
* Upgraded Waagh Banner Big Shoota damage reduced to 40-49 from 43-52. Morale damage reduced to 11 from 12
* Killa Kan is unchanged
* Stormboyz unchanged
* Turbo Boost Research requirements reduced to 30 Ork pop from 31 Ork pop (rather trivial) and also applies to Stormboy Nob Leader. No other changes to Pile O' Gunz researches.
* Burna Bomb damage reduced to 1200-1800 from 1200-4000. Morale damage increased to 60 from 0. Health increased to 600 from 400. Mad Dok is otherwise unchanged.
* Flash Gitz are unchanged
Imperial Guard:
* Telepathica Temple cost reduced from 75/25 to 50/25. No other changes to Temples, Depots, or Quarters.
* Basilisk cost reduced from 150/300 to 150/250. No other changes to Basilisk.
* Hellhound accuracy boosted to 80%, damage reduced to maintain DPS, FotM accuracy is 65% up from 35%
* Tactica Control cost increased to 175/50
* Battle Command cost increased to 300/175 and 90 s
* Regimental Command cost increased to 340/340 and 100 s
* Full Scale War cost increased to 450/450 and 100 s
* Heavy Weapons Team cost decreased to 225/50 from 250/50 and 40 s from 45 s
* HWT Lascannon base damage has gone up to 126-158.5 (from 110-137.5), about a 15% buff
* Guardsmen Plasma range increased to 25 from 22 (now 30 after Satellite Targeting Resolution)
* Sentinel has better penetration versus vehicle_high, now 25 (from 15). Sight radius increased to 30 from 25.
* No changes to vehicle pop usage
* Your Aim Will Be True unchanged, Execute bonus to max damage reduced to 2.5x from 3x, Lasgun and Hellgun
* Strip Soul unchanged, Lightning Arc unchanged, Curse of the Machine Spirit unchanged
* Righteous Fury unchanged (whew!), Fanaticism unchanged
* General, Commissar, Psyker, Priest unchanged, bug fixes to Priest's Eviscerator/Chainsword vs building/vehicle_high
* Assassin unit/squad stats unchanged, Assassination Scope unchanged, Infiltration Research unchanged, weaponry unchanged
* CS Priest morale bonus now stacks with other Priests/Commissars
* All Tactica Control researches are unchanged except for Weapon Specialization: Kasrkin GL/Plasma bonuses swapped (to match DC 1.2 changelog description), and Satellite Targeting Resolution: now boosts GM Sergeant range too (which starts at 27). No new researches anywhere.
* Chimera capacity decreased to 2 slots from 3. Due to the decreased capacity, the first squad activates the front left, mid left, and mid right lasguns, and the second squad activates the remaining three.
* Starting support cap increased to 4 from 0
* Heavy Bolter Turret build time increased to 48 s from 40 s
* All bunker guns are unchanged
Tau:
* Path to Enlightenment cost increased to 225/225 from 200/200
* Kauyon/Mont'Ka Command Post cost increased to 450/340 from 400/300 and 145 s from 144 s
* Teachings of Kauyon/Mont'Ka cost increased to 450/450 and 100 s
* EMP Grenade recharge time increased to 110 s from 90 s, duration reduced to 15 s from 20 s
* Sonic Pulse double hit bug fixed. No longer does physical damage, only morale damage.
* Vespid Neutron Blaster (ranged) damage brought down to 15-17 from 22-25
* Tau Commander Flamer changed from circle aoe to arc (-30 to 30 degrees). Missile Pod reload increased to 2 s from 1 s, damage doubled to maintain DPS
* Skyray and Missile Barrage unchanged
* Drone Harbingers and Harbinger Drones unchanged
* Tau Broadsides time cost reduced to 30 s from 45 s, morale enabled (600 max, 10 per s regen, 5 min broken time, 50 to regroup), movement speed increased to 12 from 10
* Broadside Rail Gun reload reduced to 3 s from 4 s, damage reduced to 1000-2000 from 1500-3000 (12% dPS reduction overall)
* Krootox health regen increased to 1 from 0. No other changes to Krootox.
* Devilfish capacity decreased to 2 slot from 3
* Stealth Suit unit stats unchanged, reinforce cost reduced to 65/0 from 85/0 and 11 s from 12 s, Burst Cannon unchanged, Fusion Blaster damage reduced to 67-81 from 75-90
* Target Lock tweaked: 0.2 bonus instead of 2.0 but also reduces FotM penalty by 0.3, affects Stealth Suit Burst Cannon, Fusion Blaster, and Shas'Vre Fusion Blaster
* Advanced Pulse Rifles now affects Shas'Vre and Shas'Ui in the same way as the squad members
* Targeting Optics unchanged, Improve Metallurgy unchanged
* Pathfinders unchanged
* Stealth Burst Cannon Enhancements Research cost decreased to 50/50 (from 75/50) and 45 s (from 60 s), effects unchanged
* For the Greater Good no longer boosts the health of Snare Traps or Harbinger Drones. No other changes to Ethereal.
* Shas'Ui Bodyguard unchanged
Necrons:
* Power Generators now add 25 power to their cost, not just 20. Generators are otherwise unchanged.
* First power research effect reduced to 25% from 33%, cost increased to 400 power from 300 power. Second power research cost increased to 600 power from 550 power.
* The time display has been altered to correctly show their time bonus. Instead of showing the completely wrong display using 20% increments, it show the portion of the total bonus (which is a 66.7% reduction) received by adding 15% to the display. It still reduces times by 10% behind the scenes as it always has. Critical Locations have been reduced from a 15% bonus to 10%.
* The monolith does not become more durable as it is upgraded (this was a bug anyways).
* Flayed Ones become more durable with monolith upgrades. Every addon built adds 150 to their health, which is now only 550. These stack, so three fully upgraded monoliths brings them to 1450 HP.
* Flayed Ones damage against building_low increased by 60%, piercing of special attack 2 against building_low reduced to 40 from 70.
* Flayed Ones Fear ability has been reduced to 1.5 morale damage from 3. No other changes to Flayed Ones.
* The Necron Lord now gains 450 health with each monolith upgrade that has been built (potentially 4500 HP total if you're willing to blow that much power on it)
* The Necron Lord's jump capacity has been reduced to 1 and 2/3 charges. Lightning Field charge limit bug fixed, charging from Necron Lord's melee attacks reduced to 45% from 60%. Nightmare Shroud recharge increased to 95 s from 80 s. No other changes to Necron Lord abilities or researches.
* You cannot delete troops possessed by the Deceiver, so don't worry about that exploit.
* Wraith damage reduced from 45-50 to 33-35
* Necron Warriors gain 75 health and 30% damage from their first upgrade (down from 95 and 35%), 50% health and 35% damage from the second (down from 60% and 35%). That's ~100 less health with both upgrades and ~4% less damage after the first upgrade. Base Necron Warriors unchanged.
* Tomb Spyders have 3000 HP (up from 2700 HP) and melee damage has been reduced to 500-610 (down from 540-670). Their piercing against building_high has also been reduced.
* As part of their reworking, Attack Scarabs now have 85 HP, 20 power reinforce, and a 3.5 s reinforce time.
* Builder Scarab flag raising invulnerability fixed (12 s down to 3 s)
* Immortals can now using Summoning, same properties as Necron Warriors/Flayed Ones.
* Awakened Monolith cost increased to 0/340 from 0/300 and 70 s from 60 s
* Engaged Monolith cost increased to 0/400 from 0/350 and 70 s from 60 s
* Energy Core cost increased to 0/550 from 0/500 and 50 s from 40 s
* Lord Destroyer health increased to 1750 from 1250. Possession casting time decreased to 6 s from 8 s.
* The Essence of the Nightbringer is unchanged
* Wailing Terror physical damage decreased to 170-210 from 200-250 and morale damage reduced to 85 from 100. LP3 morale damage increased to 25 from 0.05.
* Gauss Turret unchanged
Changelog ist der Demo entnommen