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Undocumented Patch changes (1.1)

  1. #1
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    Undocumented Patch changes

    I ran the LUA files from 1.1 and 1.01 through a diff utility to see everything that changed in them. I found some stuff that isn't listed in the readme. I also filled in exact numbers where the readme is vague.

    Honestly, I don't understand everything in there, so I've put question marks next to stuff I don't understand. If any modders out there can clear up those things, I'd be very thankful.

    Oh, and if anyone wants to confirm these things with in-game tests, it would help a lot. I'll mark stuff as confirmed as it happens.

    The list:

    -------------------------------------------
    CHAOS

    Corruption can no longer target ground.

    Chaos AC now uses speed fiend ability.


    ELDAR

    Entangle now only lasts 10 secs (anyone confirm?)

    Fastshot now affects own squads (i.e., it now works).

    Warlock Seer (not SC) power cost doubled from 25 to 50.

    Warlock Seer (not SC) build time increased from 11 sec to 14 sec.

    FP flight speed (when jumping) slowed by roughly 14%. (thx SvK, Shoe)

    SC power cost from 25 to 50.

    SC build time from 16 to 19.


    ORK

    Charge range now 7 (was 15 for Slugga, 20 for SB)

    SB Nob Leader now moves same speed as normal SB through cover.

    Ork speed boost now works on SB, Trak, and Truk.

    Moving accuracy reduction on Big Shoota is now 0.1. (Is this a percentage or absolute reduction?)

    ork_kustom_shoota (Warboss upgraded gun) now has 0.1 moving accuracy penalty.

    Moving accuracy reduction on Rokkits is now 0.075.

    LP3 should now fire Rokkits!

    Moving accuracy reduction on ork_shootas is now 0.1.

    Moving accuracy reduction on ork_choppas is now 0.075.

    (Note, vehicles ignore moving accuracy reductions)


    SM

    Some event changes I don't understand in space_marine_troop.nil (Entangle? Just cleanup?)

    AMs don't get double boost from health2 upgrade now. (?)


    MISC

    Tutorial fixes, all races.

    IG plasma gun now available. (confirmed. thx, Shoe)

  2. #2
    Bovine
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    Nice work Vertigo. I was hoping you'd find out the ork group morale bug was actually fixed though

  3. #3
    Give me more, 64! hybris's Avatar
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    Great list.
    Should be added to the official and made a sticky!

  4. #4
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    Note that game engine changes won't necessarily show up in the LUAs. So, for instance, the mob system may now work. Since the data was already present in the LUA files, no change would appear in the diffs.

    The only way to be sure is to test it in-game.

  5. #5
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    RE: IG Plasma Gun. The IG PLasma Gun now appears ingame. Previously it did not. ( At least for me.)

    It's short.

    From testing I was running earlier, I'm almost positive accuracy reductions are absolutes.
    Remember: you're a blogger. Pretense is your co-pilot.

  6. #6
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    Thanks for your work!

    I don't understand much of it, but it's awesome that we have so much information that we can get ourselves about the changes that are made. It portends great things for the future when we get ahold of the toolset.

    Love,

    Hanna
    Former Warhammer 40,000 Dawn of War Community Map Maker

  7. #7
    CrimsonFury
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    >hanged FP jump_time_max from 3 to 3.5 (?)

    I assume this is the change to the fireprism jump recharging.

    >Cover modifiers for SB Nob Leader (unsure what this does, movement speed?)

    Same as the Chaos AC fix. It makes it so the SB nobz don't get slowed down in cover, same as normal jump pack troops.



    The Ork accuaracy modifers were mentioned in the changes they just didn't give the numbers.

    SC + Warlock power cost increase seems a bit excessive, all the other changes seem good.

    With Conceal fix and SC ranged nerf 30 power each would have been fine IMO.

  8. #8
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    I assume this is the change to the fireprism jump recharging.
    Actually, those are different entries. I know what those do, I just don't know what the one I listed does.

    The Ork accuaracy modifers were mentioned in the changes they just didn't give the numbers.
    Which is why I said: "I also filled in exact numbers where the readme is vague."

    SC + Warlock power cost increase seems a bit excessive, all the other changes seem good.

    With Conceal fix and SC ranged nerf 30 power each would have been fine IMO.
    We will have to wait and see. Relic has an inhouse balance team. I'm gonna make a wild assumption that they have their reasons. Unlike the pre-whiners, I want to see what happens over the span of a week, at least.

  9. #9
    Freelance Armorer SvK's Avatar
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    jump_time_max <-- I think this is how long the Fire Prism can stay in the air.

    You say that the cost of a Warlock Seer was changed, not the cost of the Seer Council. There are two places to change the cost of a unit.
    1.) In the entity blueprint, which affects the cost of buying a squad.
    2.) In the squad blueprint, which affects the cost of buying reinforcements.
    Was the change made in only one place?

  10. #10
    ChineseWarrior
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    woooo!! thanks for the "missing" info

    but..whats IG Plasma?? lol sorry

  11. #11
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    IG plasma is the Imperial Guard plasma guns available in single-player.

  12. #12
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    SvK:

    But how would "time in air" be relevent? It's not like the FP can hover during a jump...

    There are two changes: One in eldar_warlock_seer.lua (ebps), the other in eldar_squad_seer_council (sbps). I don't understand whole blueprint terminology, to be honest. My knowledge extends to inheritance, and that's about it.

  13. #13
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    Vertigo: It is relevant in travel time. Fuzzy experience from a game I just played, I think the FP moves slower through the air now.

  14. #14
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    But what happens? I mean, if the FP actually did a max jump, but ran out of time, it's not going to just fall from the sky, right? That would be crazy.

  15. #15
    Is watching TheDeadlyShoe's Avatar
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    No, no- There doesn't seem to be any kind of speed setting for jumps, just the max-time determinant.

    Thus it's probably dynamic based off the max jump range (70) and the max jump time (3.5). Increasing the max jump time reduces the jump speed.

    That's what I figure.

  16. #16
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    Oh, that makes a kind of sense...kinda. What the hell, best explanation I've got. I'll update the post.

  17. #17
    Navaros
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    Entangle now only lasts 10 secs
    only?!

    the word "only" does not fit in there at all

    no RTS in the Universe (except for DoW) lets you totally paralyze the enemy Hero for 10 seconds of real-time - yet you're saying that even after the 1.1 patch, Entangle does just that? and the word only belongs in front of that statement?

    that's real messed up if Entangle still lasts that long on Heros.

  18. #18
    DakkaThrakka
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    Hmm, do the ork accuracy figures mean that accuracy is reduced to 0.1 of previous accuracy when moving or is reduced by 0.1 when moving? Are these figures an improvement or a reduction on the last version?

    If it's the former it seems that orks got a raw deal, seeing as they do a lot of running after dancers and their reduced accuracy penalty (compared to orther races) made up for that.

    Also what is the charge range? I've never seen my boyz move faster into combat (I sure wish they did though!)

    On the whole I'm pleased, gonna try out those new maps in a skirmish now!

  19. #19
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    SB Nob Leader now ignores cover modifiers to movement (?)
    I think this means that Nob Leader always walk with same speed
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  20. #20
    Samsa
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    So he doesn't slow the boyz down when they're going through cover, right?

  21. #21
    Thorak
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    SB Nob Leader now ignores cover modifiers to movement (?)
    this means that the stormboy nob leader is now as fast as the regular stormboyz while moving through cover.

    AMs don't get double boost from health2 upgrade now. (?)
    they never got a double boost, there was a modifier in the second upgrade that overwrote the one that was inherited from the first upgrade. this is the one that got removed.

  22. Forum Subscriber  #22
    Logico-Fishosophicus ionfish's Avatar
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    Nice one, Vertigo. Good to be able to see all the changes in detail.

  23. #23
    Tyfon
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    Go Vertigo ... I always loved the details and never been happy with these thinner manuals all the games have nowadays :P Keep it coming

  24. #24
    RisingPhoenix
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    Um, the KotG's engangle lasts something like 9 seconds on heroes, and that's on the MUCH more powerful war3 heroes.

  25. #25
    Bjarni St.
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    Um, the KotG's engangle lasts something like 9 seconds on heroes, and that's on the MUCH more powerful war3 heroes.
    That's with another of the powerful Heroes. Entangle is a little easier to spread around.

  26. #26
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    Guys, chill. Entangle lasts *only* 10 seconds because it used to last 20. Don't get hung on comparing with an ability in another game. BTW, that 10 seconds hasn't been confirmed by anyone, yet.

    Thorak, does that mean the AM entry is just cleanup, and has no actual effect in-game?

  27. #27
    AMs don't get double boost from health upgrade now.
    Did they originally? the marine_health_upgrade_research_2.lua inherits from marine_health_upgrade_research.lua, in which all health modifiers are set to 1.2. The entry for the assault marine in marine_health_upgrade_research_2.lua lists 1.2 modifier still...
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  28. #28
    Scalphunter
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    nice one Vertigo

  29. #29
    Samsa
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    Um, the KotG's engangle lasts something like 9 seconds on heroes
    No, it's something like 3 seconds, and the skill is not spammable. Now if every huntress got a 10 second entangle spell, you're in the realm of Eldar.

  30. #30
    CowGoMoo
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    I must agree to some extent that the entangle is still a little too long lasting. I was playing Eldar and found it to last around 10 seconds * didn't keep track so I can't confirm it* and I was able to keep enemy CL's and FC's from touching my FS, which in return i used to throw his troops all around, kill them, then entangle his hero again with another Guardin squad to kill him be4 he could run away... I think 10 second entangle is fine for troops but should only be like 5 seconds for heros... thats just IMO.

  31. #31
    Mike Lemmer
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    One change not documented: AI Improvement. I was rushing a base and my boyz automatically switched targets from the buildings to enemy units when they approached. Can someone confirm this?

  32. #32
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    But that worked before patch 1.1. At least, for me. I've noticed no difference in 1.1...

  33. #33
    Kelju Ivan
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    For me it sometimes worked and sometimes not. Don't know about the new version, since I can't get it to work.

  34. #34
    Kosumo
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    Post patch I've found my fog of war much more 'foggy' and a tad more 'war zoney'.

    The colour, althought black, seems to be blacker now and the infomation, pre-patch zero, now seem much less.

    If anyone can confrim this my Doctor would like to know.

  35. #35
    Camp Freddie
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    Post-patch the gaurdian warlock upgrade is still 15 power acording to the tooltips (like it's always been).

    It has never been 25 power as far as I recall (that was for SC warlocks, which are now an extortionate 50 power).

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