|
|
|
|
# 1
|
|
Relic Entertainment
Join Date: Jul 2006
Location: Vancouver, BC
|
Dark Crusade Changelog
Here is the changelog for Dark Crusade from Winter Assault. Please note that although this list is comprehensive and accurate, there may be a couple changes missing. I'm trying to track those down.
Thanks! --------------------- Global Turrets o Turrets can be placed anywhere The Infiltration system has been enhanced and better integrated into Dark Crusades: o Infiltration on units is no longer activated with an action button. The effect is persistent and passive. Reduced the cost and research time of Tier 3 upgrades Reduced the research time of Tier 4 upgrades by 50% Space Marines New unit: Grey Knights o New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims. Reduced the train time of Land Raider to 90 seconds. Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units. Librarians o Librarians can detect infiltrated units. Reduced squad hold of Orbital Relay from 6 to 4 Increased Space Marine Deep Strike delay from 5 to 10 seconds Space Marine Force Command and Chaplain plasma pistol o Reduced penetration versus heavy high from 50 to 45 Space Marine Force Command and Chaplain Power Sword o Penetration to building low increased from 20 to 25 Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2 Space Marine Inspiring Aura research o Cost reduced from 100/35 to 80/35 Space Marine Commander health 2 research time reduced from 60 to 45 seconds Terminators and Assault Terminators o Increased cost from 200/100 to 240/100 Tech Tree changes o The Armory no longer requires the Chapel Barracks Elite unit caps o Assault Terminators now have a squad cap of 1 Support cap costs o Increased Predator support cap cost from 3 to 5 Imperial Guard New unit: Heavy Weapons Platoon o New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower. New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units. New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area. Reduced the train time of the Baneblade to 90 seconds Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2. Pyskers can detect infiltrated units. Priest morale boost reduced from 400 to 50 Assassin o armor penetration versus monster high reduced from 100 to 50 Guard Commanders improvement versus vehicle high and monster high armor types o guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25 Weapon Specialization Research cost increased from 100/25 to 100/100 Kasrkin Knifes penetration to building low reduced from 65 to 45 IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33 Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23 Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35 Command Squad Captain power cost increased from 15 to 25 IG Psyker Curse of the Machine Spirit hotkey set to "C" Tech tree changes o The Tactica Control no longer requires the Infantry Command Elite unit caps o Ogryns now have a squad cap of 1 Support cap costs o Increased support cap of Leman Russ from 3 to 5 Orks New unit: Flash Gitz - Tier 3 ranged infantry New research: More Sluggas - makes recruitment of slugga boyz squads free. New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown. The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders) Armored Nobs can now detect infiltrated units. Reduced the train time of Squiggoth to 90 seconds. Ork Warboss Claw penetration to building low increased from 31 to 60 Ork Nob Choppa o Armor penetration to monster high increased from 0 to 15 Ork Rokkit Launcher Listening Post o Armor penetration to vehicle high increased from 5 to 10 Ork Big Shoota Twin Waagh Banner o Armor penetration to building low increased from 0 to 25 Reduced health of Tankbustaz from 400 to 360 Tech Tree changes o Pile of Gunz no longer requires a Boyz Hut Elite unit caps o Nobs now have a squad cap of 3 Support cap costs o Increased Looted Tanks support cap from 3 to 5 Chaos New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3. o New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar. New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units. Cultists now detect infiltrated units. Sorcerers now detect infiltrated units. Chaos Predator damage increased by 25% Chaos Marines now have Plasma Weapons (tier 3) Reduced the train time of Bloodthirster to 90 seconds. Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30 Chaos Missile Turret o Armor penetration to building low increased from 0 to 25 Obliterators no longer requires a Relic Standardized Obliterator Damage o Assault Cannon range increased from 30 to 35 Tech tree changes o The Chaos Armory no longer requires the Chaos Temple. Elite unit caps o Obliterators now have a squad cap of 1 Support cap cost o Increased support cap cost of Predators from 3 to 5 Eldar New unit: Harlequin o New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units. The Guardian Warlock can now detect infiltrated units. Reinforced Armor and Enhanced Reinforced Armor o Increased health effect on Guardians from 15% to 25% Seer Council o Now requires tier 3 Reduced cost of Brightlance Platform from 140/105 to 125/75 Warp Spider o Increased armor penetration versus infantry heavy high targets from 32 to 38 Superior Optics o Increased ranged damage boost of Warp Spiders from 25% to 40% Increased Optics effect on Dark Reapers from 25% to 40% Webway Gates increase support by 3 (instead of 2) Eldar Rangers Infiltration research cost increased from 50/0 to 50/50 Reduced cost of many Eldar ability researches. Eldar D-Cannons no longer deal friendly fire damage Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12 Tech Tree changes o The Soul Shrine no longer requires the Aspect Portal Elite unit caps o Fire Prisms now have a squad cap of 2 Support cap costs o Increased Wraithlord support cap from 2 to 3o Increased Falcons support cap from 2 to 3 |
|
|
|
|
# 7 |
|
Member
Join Date: Aug 2006
Location: The Crossroads of Inertia
|
Buggo, could you do me a favor and double check all Banshee weapons damage figures and health figures and upgrade affects figures.
Reason i ask is that under WA they where in affect the same HP's/Damage as PSM and not far behind AT's/Nobz (without clawz). If they indeed got a bigger buff from improved optics (it was 15% in WA, BTW), then they are now packing nearly as much punch per squad as the Capped T3 CC units. But cost only 2 Inf cap and are not Capped to 1 or 2 squads. This sounds like a damm big IMBA to me. I can't belive Relic have missed it. So i'd like to confirm that there are no undocumented changes to Banshees. Thanks, otherwise great work |
|
|
|
|
# 16 |
|
Guest
|
Thanks for the info. I actually have a couple of questions when it comes to infiltration and detector units. I have been having real trouble fighting infiltrated units with the necron since my only mobile detectors appear to be the necron Lord with the solar pulse ability which is on a cooldown and builder scarabs. First, are there any other units for the Necrons that can detect? And, why do the orks get three different, and powerful, units as detectors while other races have to struggle to even get one detector out? Thanks for the help.
|
|
|
# 18 |
|
Member
Join Date: Aug 2006
Location: The Crossroads of Inertia
|
Yep, and others are saying the OB seems to do no Freindly Fire.
If you have the time could you chech the anwsers in my Q&A Thread please as i don't have the game (live in europe) so i'm rellying on accurate info from the peopl who do have it. Linky: http://forums.relicnews.com/showpos...232&postcount=1 |
|
|
|
|
# 19
|
|
Member
Join Date: Sep 2005
Location: Right here, where the action isn't.
|
No mention on the movement accuracy reduction either.
Didn't the CL's slow posion get axed as well? Also, Psykers still break their own morale (or squad) when they cast Lightning Arc, which is kinda funny... |
|
|
|
|
# 21 | |
|
Member
Join Date: Sep 2004
|
Quote:
Good, ino more deep-striking spamming with unlimited Terminators into a base. No more getting wacked in the butt with a line of Whirlwinds. |
|
|
|
|
|
# 26 | |
|
Guest
|
Quote:
Sounds like Seer Councils are monsters! |
|
|
|
# 27 |
|
Member
Join Date: Aug 2006
Location: The Crossroads of Inertia
|
Unless they buffed the Special attack damage they actually got a damage nerf overall.
Otherwise they sound great though, as they now have an effective (with conceal) 1600HP's each, as apposed to the old 615HP's effective. |
|
|
|
|
# 29 | |
|
Guest
|
Quote:
Indeed, it seems the Jolly Darthmaultroopers will finally be worth their exorbitant price. I've always been a fan of them (hey, they look cool ), but been saddend about their very limited(/inexistant) application in real games.But now? A squad of ten units, with 800 HP of Commander armor, 1200 morale and doing 125-150 damage+Disruption, while on top of that all only taking half damage from ranged attacks? Wowzers! ...Sounds like Eldar now have their own Assault Terminators, if the Council's building damage penetration remains unchanged .Can't wait to get my hands on my copy of DC now~ |
|
|
|
# 36 |
|
Member
Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.
|
Thanks Buggo, got a question though.
Isn't the Chaos vehicle situation a little, stupid? I mean, if preds are capped at two, then you get 10 vehicle pop right there, and with Defilers being the only other Chaos vehicle that uses pop cap, you can only get 3, with there being that 1 pop cap left over, for nothing to use... Was that intentional to make the Chaos player choose whether or not they wanted 1 pred, and 5 defilers? I mean, couldn't they just make the pred 4 pop cap? That way the Chaos player can use all of their pop cap, while stilling maxing out with the preds, who are more of long range support. I mean, it gives you another defiler, but it equalizes the pop cap problem. Anyways, since that probably should go in another thread... Thanks. Cya |
|
|
|
|
# 37 | |
|
Guest
|
I think the Seer Council 'deserve' a buff because they are after all a secondary hero unit.
But there are some very interesting changes. Sounds like the game is going to speed up a lot. Quote:
I don't think its a bug because Eldar can already build anything anywhere using Webgates and the Ork Waaagh Banners aren't 'technically' gun turrets. At least this is how it appears anyway. |
|
|
|
# 40 |
|
Guest
|
Here are some undocumented changes for chaos:
Raptor flamers no longer require tier 2, just armory. Cultist aspiring champions dont receive any armory upgrades except purge the weak, ie they dont get plasma pistols, power swords and fists. (This looks like a bug). Infiltration research moved to tier 2 and costs 150/100. Daemon prince's roar only breaks one squad, not every squad next to him. On another note, whats up with obliterator's lascannon piercing values vs Infantry? This is supposed to be a anti vehicle and building weapon. |
|
|
# 42 | |
|
Banned
Join Date: Aug 2006
|
Quote:
how so? they r one of the most powerful T3 troops, they actually stand a chance against Termies as long as you keep them out of CC with their nade and those great guns with termies limited to 1, it makes sense to limit kask to one also with GM squad upto 12 you now actually have an army of grunts to protect yr armour, which is also useful (basy accurate,HH will nice ability) more of a shame abt the LR |
|
|
|
|
|
# 44 |
|
Banned
Join Date: Jun 2005
|
No changes to Mines? Does Relic have some kind of irrational hatred of them? With the new detection craziness, minefields are even more useless then before. I only say this because right now the game seems a lot more "fun" to play because you can't spam elite units. The elite unit capping, while "cheap" does force the game to become a lot more strategic and varied when it comes to your forces but mines are even worse then before!
|
|
|
|
|
# 46 | |
|
Member
Join Date: Aug 2006
Location: The Crossroads of Inertia
|
Quote:
That would be nice, but it would also be better (IMHO) if they where nearly undetectable too TBH, then people would actully run over them, instead of spotting them and ripping them to peices. |
|
|
|
|
|
# 49 | |
|
Guest
|
Quote:
Ha! An Avatar, Seer Council, Farseer, 3 Harlequins all backed up by Banshees is a pretty mean close assualt combination though! And I am glad that Warp Spiders have a reasonable cap of three units versus two or even one. |
|
|
|
# 50 |
|
Member
Join Date: Dec 2004
Location: Flanders - Vlaanderen
|
I've always pleaded for a lower vehicle cap for chaos but a higher unit cap. Chaos doesn't have much vehicles, so why go with the same vehicle cap as everybody else.
Plus when it comes to offensive vehicles, chaos only has two (compared to the Smurf's 5). I can understand that Relic has to use GW property and Chaos Machines aren't numerous, but at least incorporate it into the techtree. It'd be more fitting for chaos to have a daemon cap then a vehicle cap! |
|
|
![]() |
|
|||||||
| Thread Tools | Search this Thread |
| Display Modes | Rate This Thread |
|
|