Author Topic: Warhamer 40K: Dawn Of War II  (Read 7849 times)

Offline Berzerk

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Re: Warhamer 40K: Dawn Of War II
« Reply #20 on: May 11, 2009, 08:22:36 AM »
http://community.dawnofwar2.com/blogs/?p=645


I Do beleive this is the fix we have been looking for  :awesome:



Carigamers

Re: Warhamer 40K: Dawn Of War II
« Reply #20 on: May 11, 2009, 08:22:36 AM »

Offline TriniXaeno

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Re: Warhamer 40K: Dawn Of War II
« Reply #21 on: May 11, 2009, 08:36:32 AM »
wow, that is a massive patch

Offline Berzerk

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Re: Warhamer 40K: Dawn Of War II
« Reply #22 on: May 13, 2009, 09:55:19 AM »
Patch out tried it.

It win

Period...

http://community.dawnofwar2.com/blogs/?cat=1



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Re: Warhamer 40K: Dawn Of War II
« Reply #23 on: May 13, 2009, 10:12:45 AM »
amazing patch and wow, what they did with those decorators, wow. Talk about attention to detail.

awesome job berzerk, you're on top of the game (pun intended)

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Re: Warhamer 40K: Dawn Of War II
« Reply #24 on: May 24, 2009, 11:26:59 AM »
Just saw this wicked video of the Force Commander taking down a Cariflex (something of a tyranid T-rex)

Be sure to watch it in HD

Force Commander sync kill on Carnifex

Carigamers

Re: Warhamer 40K: Dawn Of War II
« Reply #24 on: May 24, 2009, 11:26:59 AM »

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Re: Warhamer 40K: Dawn Of War II
« Reply #25 on: July 30, 2009, 08:25:23 AM »
ok the official 1.5 releasing some time today


========================
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






here is the linkie

http://community.dawnofwar2.com/blogs/?m=200907



Offline Crixx_Creww

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Re: Warhamer 40K: Dawn Of War II
« Reply #26 on: August 12, 2009, 08:49:14 AM »
i must say, this is the best game patch ive ever experienced.

MY success rate with eldar has shot up so dramatically now its not funny
I rape marines and ork, no more spammage of blasted assault troopers at start of game in inexplicable fashion.
Tyranid and fellow eldar are still a pain. Still cannot hold down points for very long with eldar
so have to be contantly moving, mass banshees indmc ahahah they are still paper, buh when 3 units of banshees plus the warlock on you.. das gg.

I think this is the only game i will be spending my gaming time on.
not even on hon anymore.. even though i hear they finnaly bring crixalis into the game.

I can actually 1v1 people with eldar now, great feeling.

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Re: Warhamer 40K: Dawn Of War II
« Reply #27 on: August 12, 2009, 09:14:34 AM »
wow i could say the same for orcs.

my skill ranges, (not any expert player at all) but ive always been accustomed to space marines,

recently tried orcs, and ive been racking up a lot more wins... :happy0203:

crixx we hatta play



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Re: Warhamer 40K: Dawn Of War II
« Reply #28 on: August 12, 2009, 09:37:24 AM »
i see the top tier man on ladder is an orc
88 win streak
that is madness

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Re: Warhamer 40K: Dawn Of War II
« Reply #29 on: August 12, 2009, 10:16:33 AM »
weyy @ 88 wins...

imagine if he reach 99  and ALMOST win the last one....

das reason to pelt monitor oui....



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Re: Warhamer 40K: Dawn Of War II
« Reply #30 on: August 12, 2009, 10:17:50 AM »
lol is to just quit with yuh 88 wins

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Re: Warhamer 40K: Dawn Of War II
« Reply #31 on: October 13, 2009, 06:54:43 AM »
New Update the last stand supposed to come out on the 14th October 2009

Biggest addition is a survival arcade mode with co op...not too sure about this one, but at least its free.  :happy0203:

http://community.dawnofwar2.com/forums/topic/34142


===============================
The Last Stand Update 1.8 Release Notes

===============================

New Content

The Last Stand

    * Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
    * Added new unique wargear, abilities and effects to the three heroes in The Last Stand
    * Added The Last Stand leaderboards
    * Hero progress is stored online and is associated with a player’s gamertag

Multiplayer Maps

    * Added (2p) Quest’s Heresy map
    * Added (4p) Hydris Chasm map


Multiplayer Balance Updates

General Balance updates

    * The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
    * XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
    * Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
    * Generator health has been increased to 600 from 500, a 20% increase
    * All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
    * All personal teleport abilities now start on cooldown
    * Walker charge cooldowns reduced from 8 seconds to 5
    * Snipe damage now does 125% to heavy armor
    * Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.



Eldar Balance Updates

    * The Warlock’s immolator blade damage over time is now set to piercing damage
    * Telegraph on the Warp Spider Exarch’s mass teleport now displays ~3 seconds before arrival
    * The cast times on the Farseer’s Doom, Fortune, and Guide spells have been removed
    * Squad plans on rangers removed to correct erratic behavior
    * The Eldar Avatar’s Khaine’s Wrath ability no longer damages nob squads that have activated the frenzy ability
    * Ranger kinetic shot radius increased from 4 meters to 5.
    * Ranger detection range increased from 30m to 40m
    * Warlock Immolate and D-Cannon singularity no longer harms invulnerable units
    * Aspect of Banshee health bonus increased from 20% to 30%
    * Aspect of Banshee cost increased from 75/20 to 100/20
    * Shuriken Cannon damage increased from 210 to 300
    * Brightlance crew hp increased to 825 from 660
    * Warp throw moved to tier 2
    * Warp throw cost reduced to 100/30



Ork Balance Updates

    * The Mekboys’s electric armor now drains 6 energy/s, increased from 4/s
    * Waaagh Shout cost has increased to 20 from 15
    * Big stomp works on Spore Mines
    * The Looted Tank is now affected by the Entangle ability
    * The Kommando’s Luv Da Dakka ability no longer takes them out of infiltrate when used
    * Mekboy now has to set up after using the ‘Ave a Taste ability
    * The Mekboy can no longer teleport while using the Mega Rumblah ability
    * Moved Stikkbommas to T2, Stkikkbommas now deal suppression damage
    * Moved Lootas to T1, changed their damage to equal a Space Marine’s Heavy Bolter
    * Loota health increased to 250 from 200
    * Increased suppression on Deffgun
    * Deff Dread rampage no longer has health requirement
    * Looted tank cost increased to 400/100 from 350/100
    * Nob Frenzy now renders Nobs immune to most types of knockback.
    * Stikkbomma stun grenade and stikkbomb range increased to 60 meters
    * Stikkbomma stun grenade cooldown increased from 30 seconds to 60 seconds
    * Stikkbomma stun grenades now explode on impact
    * Stikkbomma stun grenades now no longer require a Bomma kit upgrade
    * Stikkbomma stun grenades are now thrown in groups of 4
    * Stikkbomma stun grenade cost changed from 20 Waaagh to 10
    * Stikkbomma Bomma kit upgrade removed.
    * Stikkbomma stikkbomb damage type now deals 150% damage vs heavy armor, up from 125%
    * Stikkbomma squad cost changed to 360/20 from 280/30
    * Kommando hero shotgun ability changed from pie area-of-effect to circle area-of-effect
    * Slugga upgrade changed from 50/15 to 85/20, increases HP by 10%



Space Marine Balance Updates

    * Techmarine’s powerful sweep no longer affects retreating units
    * Techmarine’s powerful sweep damage increased from 40 to 60
    * Scout shotgun knock back ability now causes suppression
    * Scout shotgun cost changed to 75/15 from 40/20
    * Scout weapon skill increased from 50 to 100
    * Damage on the Techmarine’s consecrated bolter has been increased to 60, up from 51
    * Damage on the Techmarine’s master crafted bolter has been increased to 65, up from 60
    * The Venerable Dreadnought is now affected by the Entangle ability
    * Orbital Bombardment no longer effects units that are invulnerable
    * Assault Marine health increase on level increase reduced to 10% from 15%
    * Tactical Marine health increase on level increase reduced to 10% from 15%
    * Plasma gun damage reduced from 90 to 70
    * Plasma gun damage vs infantry reduced to .7 from 1
    * Plasma pistol damage reduced from 25 to 15
    * Missile launcher upgrade time increased from 15 seconds to 30 seconds
    * Apothecary Power Axe energy regeneration reduced from 20 to 15
    * Apothecary Master-Crafted bolter damage reduced from 75 to 65
    * Battlecry now grants knockback immunity in most cases



Tyranid Balance Updates

    * Hormagaunts have had their HP and damage decreased 10%
    * The Hormagaunt adrenal gland upgrade now grants +1 speed, down from +1.5
    * The Hormagaunt adrenal gland upgrade increased in cost to 75/20
    * The Hormagaunt weapon skill increased to 55
    * The Hormagaunt cost reduced to 270 requisition
    * Increased the HP of the Zoanthrope by 25%
    * Zoanthrope damage type changed to deal 150% damage to heavy armor
    * Zoanthrope accuracy increased to 100%
    * Zoanthrope damage decreased to 60 from 80
    * Zoanthrope shield absorption ratio changed to 0.3 from 0.2.
    * The cost of the Lictor Alpha’s toxic cysts has increased to 120/25, up from 80/20
    * The Lictor Elite jump, Toxic Cysts moved to tier 2
    * Flesh hook cooldown increased from 40 to 70 seconds
    * Barbed Strangler radius has decreased to 6m from 7m
    * Termagants’ devourer damage has increased from 7.65 to 8.8
    * Termagant Toxin Sac upgrade now increases damage by 45%, up from 35% and increases max health by 10%
    * Spore Mines are now affected by mines and burrow traps like ordinary units
    * Spore Mines no longer explode when killed by another unit
    * Spore Mines are now susceptible to melee attacks
    * Spore Mines health decreased from 150 to 120
    * Warrior Adrenal gland upgrade reduced from 200/20 to 100/20
    * Warrior Adrenal glands now increases their HP by 20%
    * The Ravener Corrosive devourer damage increased from 100 to 135
    * The Ravener Acid Splatter now affects fire resisting units
    * The Ravener Crippling Talon debuff effect increased to 35% from 25%
    * Tyranid synapse death now inflicts 14% damage to regular units and 10% to Carnifexes



Improvements

    * Optimized sound files to reduce the amount of RAM they consume
    * Added additional effects to 6p and 2p Calderis Refinery Maps
    * Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
    * Users are now able to select Ultra FX fidelity
    * General AI improvements involving better resource and economy handling
    * Added a readme.txt file for Traditonal Chinese to the root folder



Bug Fixes

    * Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
    * Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
    * Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
    * Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
    * Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
    * Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
    * Fixed a crash caused by casting an ability after changing squads while the game is paused
    * Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
    * Fixed a bug involving units standing unresponsive while in melee
    * Fixed miscellaneous crashes involving squad combat states
    * Fixed a bug causing grenades to fall through craters
    * Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
    * Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
    * Players that drop during the loading screen no longer show up in the post-game summary screen
    * Added sound cue when a player drops from a match



Ork Bug Fixes

    * Fixed problems with Ork sync kill markers and non-looping sync death animations



Eldar Bug Fixes

    * Fixed a bug where the Banshee warshout ability disappeared if all Banshee units were killed except the squad's Exarch
    * Removed squad plans on rangers to correct erratic behavior
    * Fleet of Foot fires simultaneously between Eldar heroes and regular units when both are selected



Space Marine Bug Fixes

    * Fixed a bug where the Dreadnought’s death animation was missing an explosion effect



Tyranid Bug Fixes

    * Fixed a sound effect issue with the Ravener’s burrow ability
    * Fixed an animation bug involving the Zoanthrope’s warpblast
    * Fixed a bug involving the unreliability of the Hive Tyrant’s invulnerability
    * Fixed a bug where the Ravener hero’s burrow ability would break if its energy was too low
    * Fixed a bug where the Zoanthrope’s warpblast would fire regardless if the unit had line of sight of its target
    * Fixed missing sound for Screamer-Killer ability under some conditions

===============================
End of The Last Stand Update 1.8 Release Notes
===============================


===============================
Hotfix release notes 1.6.0

===============================

Bug Fixes

    * Fixed an issue that caused some users to crash during multiplayer games after the Games for Windows - LIVE 3.0 update.

===============================
End of hotfix release notes 1.6.0



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Re: Warhamer 40K: Dawn Of War II
« Reply #32 on: October 15, 2009, 08:38:01 AM »
ran a lil ting in Last Stand last night..

I highly recommend
very addictive, very very very fun


http://community.dawnofwar2.com/blog-post/feature-last-stand



Carigamers

Re: Warhamer 40K: Dawn Of War II
« Reply #32 on: October 15, 2009, 08:38:01 AM »

 


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    February 01, 2020, 06:30:00 PM
  • Crimson609: lol
    February 01, 2020, 05:05:53 PM
  • Skitz: So fellas how we go include listing for all dem parts for pc on we profile but doh have any place for motherboard?
    January 24, 2020, 09:11:33 PM
  • Crimson609: :ph34r:
    January 20, 2019, 09:23:28 PM
  • Crimson609: Big up ya whole slef
    January 20, 2019, 09:23:17 PM
  • protomanex: Gyul like Link
    January 20, 2019, 09:23:14 PM
  • protomanex: Man like Kitana
    January 20, 2019, 09:22:39 PM
  • protomanex: Man like Chappy
    January 20, 2019, 09:21:53 PM
  • protomanex: Gyul Like Minato
    January 20, 2019, 09:21:48 PM
  • protomanex: Gyul like XJin
    January 20, 2019, 09:19:53 PM
  • protomanex: Shout out to man like Crimson
    January 20, 2019, 09:19:44 PM
  • Crimson609: shout out to gyal like Corbie Gonta
    January 20, 2019, 09:19:06 PM
  • cold_187: Why allur don't make a discord or something?
    December 03, 2018, 06:17:38 PM
  • Red Paradox: https://www.twitch.tv/flippay1985 everyday from 6:00pm
    May 29, 2018, 09:40:09 AM
  • Red Paradox: anyone play EA Sports UFC 3.. Looking for a challenge. PSN: Flippay1985 :)
    May 09, 2018, 11:00:52 PM
  • cold_187: @TriniXjin not really, I may have something they need (ssd/ram/mb etc.), hence why I also said "trade" ;)
    February 05, 2018, 10:22:14 AM

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