1.5 changellog!
muss sagen, dass das einer der ausgereiftesten patches sein wird.
higllight.
- brightlance an/aus schalter wenn getarnt.
- ordenspriester und termis geswitched
und vieles mehr schaut doch einfach selber.
diese changelog so wie das stehen werden wohl in den patch einfliessen, da korbah aber immernoch nicht geprüft können sich einige kleine sachen noch ändern.
Patch 1.50 changes:
1. Vyper spontaniously regenerates HP and benefits from webway healing - removed.
2. Orks: You can research Super 'Eavy Armor Upgrade before researching 'Eavy Armor Upgrade - fixed.
3. Eldar: Seer Council has 4 members, but you still can build gazillions Witchblades for it - fixed.
4. NL synckill not working - fixed.
5. Plasma Battery Upgrade, that's second one in powerplants, doesn't cost any power (every other upgrade of this type does) - This is actually not a bug, but it is a valid complaint. Tweaked.
6. 4 Heavy Weapons for Raptors is a bit too much. - This is what Korbah wants, but I tweaked it. 1 HW default, 4 after research.
8. Need Raptor max squad modifier for both Chaos HQ addons. Done.
9. Oblits and Termies teleport stats tweaked so FX is fully functional (FX seems hardcoded). Oblit teleport is now geared towards attack (long setup but fast getup), while Termie teleport is geared towards escape (short setup moderate getup, less distance).
10.Flamer morale damage after the upgrade is just insane. - Agreed. Reload time has an exponential effect, especially since it's AoE and can't miss. Upgrades are weakened. Snipers are not touched.
11. Most squads now have cool new unique formations. Check it out.
13. Stormboyz now get NL with just 4 boyz in squad.
13. Mob charge bonus should now work for Nobz. Wasn't sure before.
14. Disable BM repair when attached. Now a BM-attached squad should have access to its stikkz.
15. Min Shoota DPS vs building high is rather good… should be nerfed. - Done.
16. Eldar LP gun should have an activation toggle like artillery does. - Done. Currently using Prism's icon.
17. Cult grens: 30% nerf to commander, inf_hvy_med/high, minus 0.5 radius and friendly fire activated. - Done.
19.
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Weapons 15% Nerfed vs monster_med:
- All Chaos bolt pistols.
- Chaos tactical bolter.
- Chaos tactical HB.
- All Chaos knives.
- Eldar warp spiders and exarchs deathspinners.
- Eldar Guardian shurikens.
- All Eldar shurken pistols.
- All Eldar knives.
- Eldar warlock (normal) swords.
- Ork slugga and stormboy choppaz.
- Ork shoota knivez.
- Ork shoota_shoota.
- Ork slugga_slugga/MD/BM/nob/SB/TB.
- Ork warboss shoota.
- All SM bolt pistols.
- SM tactical bolter.
- SM tactical HB.
- SM terminator storm bolters.
- All SM knives.
Weapons 10% buffed vs monster_med:
- Eldar executioner.
- All Eldar witchblades.
All flamers now do 8 dps vs monster_med.
All vehicle flamers/ heavy flamers do 25 dps vs monster_med.
Possessed and Horror flames are not modified vs monster_med.
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This is the max damage normal flamers can do - I gave them 100% penetration vs monster_med. For flamers to do any more, I have to reconstruct the entire flamer damage chart, and I'm not about to do that.
So, currently monster_med has some resistance vs early weapons and HWs, and infantry flamers are a soft counter. Use demons vs Orkz for good effect, but don't expect anything miraculous.
20. FD’s... no setup time, but must be stationary. - Done.
21. I did this for FDs:
+ 20% AV buff, 30% for exarch.
+ 5% AB buff, 10% for exarch.
23. All NL’s: +50 HP, adds 3 mob bonus
24. Eldar support portal stones. Change back to stones instead of researches.
25. Make 2nd support portal not scale in cost.
26. Eldar support portal starts as 2700 HPs. Wraithlord and Vyper gems each add 200 HPs. Prism gem adds 300 HPs.
27. Mines will detonate under infiltrated units. In case you didn't know.
28. FJ in addition to the 1.49 stats:
- the first 10secs reduces damage taken by 30%.
- rallies squad.
- reduces morale dmg taken by 20% from ranged weaponry ONLY.
3. Cultist CC --> 30% buff across the board.
5. T2 for all races decreases mines cost by 10/5.
6. Fire Dragon dps should be 35dps vs monster_med. Exarch does 45 dps vs.
7. buff both term and AT CC dps by 10%
8. Change range to 35 for AC (from 30).
9. Ensure stormbolter dps = 2xbolter dps (it's that and more, without me changing anything, so ppl stop complaining about stormbolters).
10. I'm interested in swapping terms and chaplain in the tech tree. - Done. I like this change.
3. I want FD to do 1/3 the morale dps of a regular flamer. Exarch 1/2. - Done.
4. Aspect Portal starts with 700 HPs. DR, WS, Shee gems each add 200 HPs. FD gem adds 300 HPs. For comparison, AP in pro_1.49 has 1000 HPs (doesn't change).
5. FC aura: try increasing it to radius 20 instead of 15. - Done. At first I didn't like it. But then I realized ppl need an incentive to go Artifact first now that they don't get early Termie AC spam. Chap may be just as good but hero and abilities management take more effort.