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# 1
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Tranj
Join Date: Jul 2003
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Patch 1.5 is out
<moe-edit>
WHERE TO GET THE PATCH You can get the patch either by connecting to the online portion of the game (simply click "multiplayer" and then "online"), or by using one of the following mirrors.
Patch 1.50 Release Notes General Fixes
Space Marines Chaplain & Apothecary
Chaos Aspiring Champion
Orks Mek Boy
Eldar Farseer
Imperial Guard Tech Priest
Last edited by Adonis : 3rd Jul 06 at 5:07 PM. |
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# 2
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Legal Attaché
Join Date: Oct 2004
Location: Old Europe
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Alright. For proper Format and better readability this new thread opens.
Rules
IMPORTANT If you have a download mirror, post that here. We'll add this to the thread. |
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# 3
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The Jaws of Death
Join Date: Oct 2004
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Yippee...now let's hope this actually balances the game well. There's a lot of changes there and it's no doubt going to take some time before we see the effects of it all.
I still can't help but notice that there are almost no changes in tier 3 or 4 for any race, besides the AT stun reduction, movement penalty for oblits and the FP cap increasing, and that's where the majority of the problems lay in 1.41. Still, I'm optimistic about this and I'm eager to try it out! And can I also say it's about time? White_Pointer |
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# 4 |
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Member
Join Date: Apr 2006
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Here's a patch mirror for you: http://syntheticvisions.net/DOW-141-150.EXE
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# 7 |
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Banned
Join Date: Nov 2004
Location: Imperial USA
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"Now have a new ability known as Curse of the Machine Spirits. This ability changes the target vehicle's armor from vehicle armor to infantry armor and shuts off the vehicle's weapons for the duration of the ability."
Tee Hee good bye super units hello psykers :-D |
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# 8 |
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Member
Join Date: Jun 2006
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Being a rhino optimist (in lack of a better term), I'm loving these new rhino changes. I'm also looking forward to play around with mines again.
Edit: The vehicle cap change for the landspeeder is definately a big thing as well. I've been wanting to use it but could rarely justify the previous 2 cap. |
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# 10 |
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Guest
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Brilliant im happy as an elephant
elephant---> :ele: Ty for all teh hard work we love you * Reduced the health of Assault Space Marines from 400 to 375 * The damage Assault Marines do to vehicle and building armor was reduced. * Reduced the benefit offered by Bionics * Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50% * Reduced the reload time of the Assault Space Marine Sergeant's Power Fists from 2 seconds to 1 second * Reduced the damage the Assault Space Marine Sergeant's Power Sword does to Vehicle and Building armor all none SM players? dont you just love that. REDUCED |
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# 13 |
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Member
Join Date: Mar 2006
Location: Denmark
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Heh, the other day I managed to cripple my computer, and the backup I'm using is very old and can't run Dawn of War. That's just my luck. :hmm:
Still, it's looking really good and I can't wait to try out to the new stuff. Especially the new Chaos weapons and abilities. |
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# 16 |
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Member
Join Date: Sep 2004
Location: Adelaide, South Australia
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OMGWTFBBQ PATCH!
Right now that I've got that out of my system, these actually look like good changes. I'm especially happy about these two: Stealth units now sound silent unless the hidden unit can be seen. Troop squads will no longer drop out of their control groups when the original members are killed. That's two things that have been problems for a while now which we don't need to worry about anymore. |
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# 19 |
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Guest
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Nice... finally...
I'm happy about the fixed bugs and reduced online lag to be honest I dont care much about the balance as i rarely play vanilla WA now... but still all the changes seem to be for the better... It will surely be much more balanced than 1.41. Thanks ![]() |
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# 25 | |
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Guest
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Quote:
That would be Chaos. Bezerkers up to 4 pop cost? Hmmmm...a tad excessive. I agree that needed increasing, but now you can have more Possessed than Bezerkers. Plus, still no sign of the return of Chaos missile Launchers. Ah well. Still, I'm pleased with reduction of Eldar and SM. |
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# 32 | |
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Member
Join Date: Jul 2005
Location: Slightly to the left
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Already looking like an awesome patch. I'm especially pleased with adding of new abilities, rather than the removing of them we got with WA.
Quote:
I'm sorry if I'm a bit dense...this means that if I select a squad and press ctrl-1, when I press 1 again I will always get that squad back even if the "original" dies, correct? |
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# 34 | |
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Guest
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Quote:
I think it means this: say you have 5 Space marines in a squad, 4 die, you have one left, you reinforce back to 5 and the original one you had left is killed, it would remove that squad from your hotkey list |
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# 38
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In Ur Gubbinz, Makin' Dem Orky
Join Date: Sep 2004
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Just to confirm, I can also launch both DoW and Winter Assault now without needing the CD in the drive. Patch looks interesting, especially the replay changes. Rectangular map bug not fixed though, unfortunately.
(Quick edit, dont mean to sound overly negative, I've not test drove the patch yet, but I have been up all night chasing suspiciously large HDD usage, so I am cranky because of that, not the patch...) |
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# 41 |
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Member
Join Date: Nov 2005
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Really interesting. REALLY interesting. Looks good to me. A couple of surprises, pretty smart ones too imho.
Yes, I notice not huge changes to late tier games. I am expecting some people to soon have a wee whinge in that regard (I know I will! But it looks to me as if Relic are really focusing in on the first 2 tiers and getting those right first before fiddling with later tiers, short of an attempt at some of the worst imba (eg ww, atms, oblits etc) being careful at this point to under-do, rather than over-do it. And lets face it, if marines got overnerfed everyone would pack a mental) I'm thinking that the next patch will fiddle those a little more. Afterall, there's not much point in fiddling precieved late tier imblances, where the problem is actually a hangover from tier 1 & 2 imbalances (and then having to fiddle it all over again). PS Sluggaz in tier 2? Wah? PPS anyone got any actual numbers on the ATM stun frequency change? PPPS The more I read it, the more I like it. Well done guys! Last edited by Nerdinheimer : 28th Jun 06 at 7:40 PM. |
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# 42 |
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Member
Join Date: Oct 2005
Location: Vancouver, BC
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Wow man...
I love you guys I love the game, I love the mods, I love the forum... This place is great :clap: This patch sounds great, I can't wait to try it out! The beserker cost change from 2 - 4 will really change things up with my current strats... well, this defnitely makes things more interesting! |
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# 43 |
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Member
Join Date: Nov 2004
Location: Hull, UK
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Just played a couple of games, and i can confirm that the order delay (as far as I can tell from initial impressions) has been significantly reduced. I don't know if anyone was really interested in this, but to those of us that it affected, it was a real pain in the neck.
I'm a big fan of the new tankbusta's too ![]() |
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# 44
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The Power of Nothingness
Join Date: Aug 2004
Location: Singapore
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All this sounds interesting but I wouldn't know if I will like this patch or not until I get home tonight, download it, install it and have a game against the computer on Valley of Khorne.
By the way, when they say the Kasrkin have a minimum damage of 1, does that mean their damage will vary wildly? Oh, by the way, there was no mention of the Ork Kill Kan bug where the Killer Kan's health would hit 1 and after that will never die? Or that the Sentinels cannot damage a Killer Kan fast enough? |
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# 46
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Tranj
Join Date: Jul 2003
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Quote:
Yes, unfortunately we were not able to sneak in the full widescreen support in this patch. The goal is to have full widescreen support natively in Dark Crusade. |
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# 47
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Hrrrmmm.. anyone get this error during patching?
Code:
Update: Nevermind - I faked the above filename in the \Patch folder and bingo. Worked! Btw, THANK U RELIC for removing the CD check! Now my games start MUCH faster especially for AI coding/troubleshooting! |
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# 49 |
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Member
Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.
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Ummm, any update on when the commanders will actually keep their main weapons? Like the hammer NOT going to the sword? (Cus it still does that)
Oh, and the sync kills that are now in are AWESOME!!! No more hidden ones. ^^ Thanks Tranj, Relic, THQ, Mods, and anybody else who had some part in this! Cya |
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