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Old 28th Jun 06, 5:02 PM Forum Rules   # 1
Tranj
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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



  • Network code optimized, command lag has been reduced
Observer Mode / Replays

  • Observers no longer have a ready button
  • Observers and replay watchers, can now see production and technology queues.
  • Observers and replay watchers, can now see weapon upgrade information
  • Fix a bug that was causing recorded games to go out of sync.
  • The chat history is now available in replays.
Randomizer Enhancements

  • Random race selection algorithm improved
  • When selecting the random teams option it is now possible to select 3 or 4 teams rather than just 2
  • Random teams now functions properly adding random member positioning to game maps.
  • Players are now assigned to teams randomly
  • You are now less likely to get the same race twice in consecutive games.
Land Mines

  • Increased damage of land mines by 100%
Tier One Buff

  • Hit points and attack damage of all tier one units was increased by 25%.
  • Tier 2 upgrades now give fewer bonuses to tier one units except Sluggas and Shootaboyz which are now stronger in Tier two.
  • All turrets are 25% cheaper
  • The attack power of the listening post's turret was increased by 25%.
  • Increased damage of Tier 1 spells by 25%
Rally points

  • Rally points can now be placed on selected unit, allowing a player to send any new units from a building to them.
Stealth Units

  • Stealth units now sound silent unless the hidden unit can be seen.
Units

  • Troop squads will no longer drop out of their control groups when the original members are killed.


Space Marines



Chaplain & Apothecary

  • Reduced the healing effect of the secondary healing aura of the Chaplain & Apothecary from 4 to 2. The primary, smaller, healing aura remains the unchanged
  • Reduced the health regeneration rate of the Chaplain to 1
Scouts

  • Decreased Scout Hit Points from 250 to 230
  • Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds
Tactical Marines

  • Increased Space Marine Hit Points from 300 to 325
  • Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50%
  • Reduced setup time of Missile Launchers from 2.5 to 2.0 seconds
  • Reduced the reload time of the Tactical Space Marine Sergeant's Power Fists from 2 seconds to 1 second
  • Reduced the damage the Tactical Space Marine Sergeant's Power Sword does to Vehicle and Building armor
  • (2) Space Marine's Heavy Bolter setup time increased by 0.5 seconds
Assault Space Marines

  • 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
Assault Terminators

  • Reduced the frequency of the stun effect on the Assault Terminator's Thunder Hammer
Rhinos

  • Hit points increased to 2,000
  • Armor class improved from Vehicle Low to Vehicle Medium
  • The Rhino's Smoke Launchers now have a reduced cool down and increased duration and radius of effect.
Landspeeders

  • Reduced the cost from (150 Requisition / 130 Power) to (120 Requisition / 90 Power)
  • Reduced the Support Cap cost to 1 Population
  • Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Medium from 36.3 to 40%
  • Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy Medium from 19.6 to 25%
  • Increased Land Speeder's Assault Cannon Weapon penetration against Infantry High from 25 to 30%
  • Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy High from 9.6% to 25%
Hellfire Dreadnoughts

  • Reduced the amount of damage dealt to Vehicle Low armor
Dreadnoughts

  • Reduced Dreadnought's damage against building high by 25%
Whirlwinds

  • Increased the cost from (145 Requisition / 260 Power) to (190 Requisition / 300 Power)
  • Reduced Whirlwind's hit points from 5,000 to 2,500
Orbital Bombardment

  • Enemy players can no longer see the Orbital Bombardment targeting cursor
  • Orbital Bombardment does less damage to HQs
  • The Orbital Bombardment is now on a global timer to prevent players from deleting their Force Commander and rebuilding him to circumvent the ability’s cool down.


Chaos



Aspiring Champion

  • Increased cost from 55 Requisition / 0 Power to 65 Requisition / 0 Power
  • Increased the build time from 15 seconds to 20 seconds
  • Increased the damage to Heavy High to be in line with other plasma weapons
  • Reduced the reload time of the Aspiring Champion Power Fist to 1 second (down from 2)
  • Reduced the damage on the Plasma Pistol does to Monster Medium by 35%
  • Reduced the damage on the Plasma Pistol does to Building Low by 50%
Chaos Sorceror

  • Reduced the damage the Plasma Pistol does to Building Low by 50%
  • Reduce melee damage to building low by 20%
  • Corruption now does a minimum of 5 damage every second
  • The cost of the Chaos Sorcerer was increased to (150 Requisition and 75 Power) from from (150 Requisition / 50 Power).
  • Increased the build time of the Chaos Sorcerer from 20 seconds to 40 seconds
  • Increased the hitpoints of the Chaos Sorcerer from 800 to 1000
Chaos Lord

  • Reduced the damage the Plasma Pistol does to Vehicle Low by 35%
  • Reduced the damage the Plasma Pistol does to Monster Medium by 35%
  • Reduced the damage the Plasma Pistol does to Building Low by 50%
  • Removed the damage penalty from the Daemon Strength ability.
Cultists

  • Knife penetration versus infantry medium increased from 55 to 84
  • Knife damage increased by 15%
  • Grenade Launcher damage versus infantry reduced
  • Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
Raptors

  • Now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the typical flame thrower in Dawn of War.
  • Jumps now cost 2/3 of their maximum charge rather than 1/2.
  • Reduced the reload time of the Raptor Champion's Power Fist to 1 second (down from 2)
Chaos Space Marines

  • Standardized Chaos Space Marine Heavy Bolter damage and reload time
Khorne Berserkers

  • Increased population cost from 2 to 4
Chaos Horrors

  • Reduced hit points from 700 to 600
  • Increased the amount of damage to Building Medium by 20%
  • Increased the amount of damage to Building Low by 50%
Obliterators

  • Added a movement penalty to the Assault Cannon
Rhinos

  • Hitpoints increased to 2,000
  • Armor class improved from Vehicle Low to Vehicle Medium
  • Improved cooldown, duration, and radius of Smoke Launchers
Defiler

  • Reduced Chaos Defiler's penetration against Building High targets from 60 to 45
Predator

  • Chaos Predator power cost increased by 30 power
Chaos Armory

  • Chaos Heavy Weapons research has been restored
  • Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4
  • Increases the number of heavy weapons a Cultist squad can equip from 3 to 5
  • Increases the number of flamers that a Raptor squad can equip from 2 to 4
  • Increased cost of Furious Charge from (50 Requisition / 25 Power) to (50 Requisition / 60 Power)
  • Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power)
Furious Charge

  • Increased Chaos Marine and Cultist's melee damage bonus from 15% to 25%
  • Increased the movement speed bonus for Cultists, Chaos Marines, Raptors and all Champions by 20%.
  • increased from 50 req/25 power to 50 req/60 power.
  • Furious Charge moved to Tier 2
Purge the Weak

  • Doubles the health of Aspiring Champions and Raptor Champions
  • Changes the armor type of Champions from Heavy Medium to Heavy High
  • Bestows the Fear Aura ability on Champions - Increases health of all members by 100 hit points
  • Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2)


Orks



Mek Boy

  • Increased the damage of the Mek Boy's Mega Blaster
  • Mek Boy should not break morale so easily now
Mega Armored Nobz

  • Dramatically reduced the amount of damage the Power Claw does to Vehicle High armor
  • Mega-Armored Nobz should not break morale so easily now
Sluggas

  • Reduced the build time of the Slugga Boy from 5 seconds to 4, reinforce time remains the same
Shootaboyz

  • Build time increased from 5.5 seconds to 6.5 seconds
Stormboyz

  • Reduced the population requirement for Stormboyz from 40 to 30
  • Reduced the amount of damage Stormboyz do to Vehicle Low
  • Reduced Stormboy melee damage vs. building low by 10%
  • Speed Boost now a research at the Pile O' Gunz for 50 Requisition/50 Power and 30 seconds, requiring Pile O' Gunz and 30 pop
  • Stormboyz can once again use Stikkbombs, requires the Pile O' Gunz
Tankbustaz

  • Damage against Vehicle Low and Vehicle Medium increased by 15
  • Tankbusta cost reduced to 50 requisition 10 power
  • Tankbusta hit points increased from 360 to 400
  • Tankbusta's armor type upgraded from Infantry High to Infantry Heavy Medium
  • Tankbustaz now come with a minimum squad number of 3 and a maximum squad number of 5
  • Accuracy on the move penalty increased to 0.25 from 0.075
Trukks

  • Reduced Big Shoota damage by 10%
Killa Kanz

  • Increased the accuracy of the Big Shoota to 70%
Squiggoth

  • Increased the Zzzap Gun's damage against most armor types
  • Decreased the damage of the Big Shootas against vehicle and building armor
HQ

  • Increased initial Waaagh! resource generation
  • Ork level 1 Mob Bonus no longer stacks
Thermal Generator

  • Orks no longer require a Banner for a Thermal Generator
Waaagh! Banners

  • Increased the hit points and attack power of the Ork Waaagh! Banners by 25%.


Eldar



Farseer

  • Guide now gives a 30% bonus to accuracy as opposed to 3000%
  • Reduced Psychic Storm damage to Infantry Medium from 90 to 75
  • Reduced Psychic Storm damage to Commanders from 100 to 80
Guardians

  • Eldar Guardian melee damage against Infantry High increased
Rangers

  • Rangers now have a squad cap limit of 1
  • Rangers now start with 5 squad members
  • Ranger build cost and reinforce cost has been reduced to 40 Requisition
  • Ranger Long Rifle now scales more dramatically with upgrades
Banshees

  • Morale Armor reduced to be in line with other units
  • Reduced Banshee damage versus Building Low and Building Medium targets
Reapers

  • Accuracy penalty while moving increased
  • Reduced hit points from 400 to 360.
Fire Dragons

  • Reduced damage against Building Low and Building Medium targets by 25%
Warp Spiders

  • Warp Spider damage decreased by 10%
Falcon Grav Tanks

  • Starcannon now does more damage to infantry targets
Vypers

  • Missile launcher is now the default weapon
  • Fixed Vyper rockets so that they will hit their targets properly
  • The Vyper Missile Launcher now has a knockdown effect that can be used to disrupt enemy infantry
  • Hit points increased to 1200
  • Armor class increased from Vehicle Low to Vehicle Medium
Wraithlords

  • Reduced melee penetration versus Building High from 26 to 20.
  • The Wraithlord's brightlance damage was reduced by 25% against vehicles and buildings.
Fire Prisms

  • Support Cap increased from 3 to 4
Listening Post

  • Increased the accuracy of the Eldar Fully Upgraded Listening Post Brightlance from 0.7 to 1.0
Thermal generator

  • Increase the build time of Eldar Thermal Generator from 45 seconds to 60 seconds


Imperial Guard



Tech Priest

  • Engineer Axe - Minimum Damage 1
Command Squad

  • Reduced melee damage of Command Squad versus Building Low armor by 30%
  • Uncommon Valor research now adds 100 hitpoints to each member of the Command Squad
Command Squad General

  • Increased ranged damage accuracy penalty while moving
  • Increased cost from (120 Requisition / 15 Power) to (120 Requisition / 25 Power)
  • Imperial General Power Gauntlet - Minimum Damage 1
Commissar

  • Now adds 200 morale to a squad rather than making a squad immune to morale damage
  • Increased build time from 20 to 25 seconds
Priest

  • Reduced the frequency of the Priest's synch kills
  • Priest Chainsword - Minimum Damage 1
  • Priest Eviscerator - Minimum Damage 1
Psyker

  • Increased the hitpoints of the Psyker and Command Squad Psyker by 100
  • Reduced the cost of the Telepathica Temple from (100 Requisition / 30) to (75 Requisition / 20)
  • Reduced cost of Command Squad Psyker from (100 Requisition / 100 Power) to (100 Requisition / 50 Power)
  • Reduced time of Command Squad Psyker from 55 seconds to 35 seconds
  • 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.
  • Psyker Spike - Minimum Damage 1
Vindicare Assassin

  • Reduced the build time of the Vindicare Temple add-on from 20 seconds to 15 seconds
  • Increased the damage of the Exitus Rifle from 800 to 1200
  • Assassin Exitus Pistol - Minimum Damage 1
Guardsmen

  • Reduced armor from 120 to 100, hit points have been increased to compensate
  • Increased build time from 4 seconds to 5 seconds
  • Added a 1 second setup time to the Guardsmen Grenade Launcher
  • Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
  • Added a 20% accuracy penalty while moving to the Guardsmen Lasgun
  • Decreased Plasma Gun penetration versus Building Low targets from 35 to 25
  • Guardsmen Knife - Minimum Damage 1
Kasrkins

  • Reduced damage of Kasrkin's Grenade Launcher by 30%
  • Reduced damage of Kasrkin's Plasma Gun by 50%
  • Weapon specialization now effects the Kasrkin's grenade launcher and plasma gun
  • Kasrkin Knife - Minimum Damage 1
Hellhounds

  • Fixed a bug that would cause the Hellhound to do perpetual damage to units even when no longer attacking that unit
  • Hellhound turret rotation speed increased
Basilisk

  • Fixed a bug that was causing the Basilisk not to fire at units within its maximum range
  • Basilisk reload-time increased from 4 to 6 seconds
  • The Basilisk now fires at units within its maximum range
HQ

  • Reduced resource return on Headquarters from 50% to 40%
Infantry Command

  • Increased build time of Infantry Command structure from 30 seconds to 36 seconds
Tactical Control

  • Increased cost of Weapon Specialization from (100 requisition / 25 power) to (100 requisition / 100 power)
  • Increased the research time of Weapon Specialization from 30 seconds to 45 seconds
  • Weapon Specialization now affects the Kasrkin Grenade Launcher and the Kasrkin Plasma Gun
Thermal Generator

  • Fixed power gift of Thermal Plasma Generator

Last edited by Adonis : 3rd Jul 06 at 5:07 PM.
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Old 28th Jun 06, 5:32 PM Forum Rules   # 2
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Alright. For proper Format and better readability this new thread opens.

Rules
  • No whining.
  • Balance discussion needs to take place in the Balance Discussions Forum.
  • No flames. At all.
  • No rants.

IMPORTANT
If you have a download mirror, post that here. We'll add this to the thread.
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Old 28th Jun 06, 5:39 PM Forum Rules   # 3
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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? Thanks a bunch Relic and THQ.

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Old 28th Jun 06, 5:40 PM   # 4
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Here's a patch mirror for you: http://syntheticvisions.net/DOW-141-150.EXE
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Old 28th Jun 06, 5:40 PM Forum Rules   # 5
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BTW this patch doesn't break mods. Um... that is all until I play more.

Second Edit: Fuck me. It works now.
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Old 28th Jun 06, 5:41 PM Child's Play Donator Forum Rules   # 6
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Thanks!
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Old 28th Jun 06, 5:43 PM   # 7
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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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Old 28th Jun 06, 5:44 PM   # 8
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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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Old 28th Jun 06, 5:45 PM   # 9
HellsMarines
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Awesomeeeee! Ty Tranj and Relic!
 
Old 28th Jun 06, 5:47 PM   # 10
[AF]purple
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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
 
Old 28th Jun 06, 5:51 PM Forum Rules   # 11
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Looks like the copy protection of Dawn of War and Winter Assault has been removed. I can start both games without a CD in my drive (and no I'm not using a crack). Yay!
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Old 28th Jun 06, 5:51 PM Forum Rules   # 12
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Excellent news Druid
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Join the FPL irc channel, server irc.hwcommunity.com room #dow_community and #dow40k for friendly games
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Old 28th Jun 06, 5:52 PM   # 13
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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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Old 28th Jun 06, 5:53 PM Forum Rules   # 14
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:insane: This patch is officially the best patch ever even if there is a super imba, which I doubt.

Relic/THQ/Tranj, you guys rock hard.
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Old 28th Jun 06, 5:55 PM Forum Rules   # 15
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Quote:
Holy tapdancing moses I think they removed the CD check

Not working for me :/
Edit: I swear I'm not crazy, someone actually did say that.
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Old 28th Jun 06, 5:58 PM   # 16
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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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Old 28th Jun 06, 6:01 PM Forum Rules   # 17
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interesting how so much has changed. it's like playing a new game. the changes to IG seem pretty deep, a massive change to the main unit. oh well
i'ma play and see if it's "balanced"
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Old 28th Jun 06, 6:02 PM Forum Rules   # 18
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Wow! No CD required for DoW or WA anymore? That alone is enough to make me grateful to Relic for this patch! Securom was being such a pain in the behind to me. Thank you so much Relic!
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Old 28th Jun 06, 6:14 PM   # 19
noise_pollution
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Nice... finally...
I'm happy about the fixed bugs and reduced online lag and not needing to have the cd in the drive is very good aswell.

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
 
Old 28th Jun 06, 6:15 PM   # 20
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Question to the Dev team, are the numbers given for the Eldar spells in the Eldar section before or after the Tier 1 spell buff?
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Old 28th Jun 06, 6:21 PM   # 21
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is it just me? or did eldar get taken out back in the shed and whooped with the belt
 
Old 28th Jun 06, 6:24 PM   # 22
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Eldar needed it. Ten to one says they still will. Bloody Eldar.
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Old 28th Jun 06, 6:24 PM   # 23
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*cackle*
 
Old 28th Jun 06, 6:26 PM   # 24
Shas'la
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YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS SSS





Ok im good now. I like the balance changes but im still worried about orks anyway its dling now...



(Bloody patch sizes......... :matrix:
 
Old 28th Jun 06, 6:27 PM   # 25
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Quote:
is it just me? or did eldar get taken out back in the shed and whooped with the belt


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.
 
Old 28th Jun 06, 6:27 PM   # 26
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As long as the command lag is reduced, I am happy. Thanks relic!
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Old 28th Jun 06, 6:29 PM   # 27
Your-Target
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I hope this will at least give orks a fighting chance against the elder
 
Old 28th Jun 06, 6:30 PM   # 28
UnityOne
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its true 4 is a bit much but, there useless t3 anyway so psm ftw!
now i gotta get reused to this 4 heavy weapon thing....
 
Old 28th Jun 06, 6:30 PM Forum Rules   # 29
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Quote:
Plus, still no sign of the return of Chaos missile Launchers.


Why exactly do Chaos need missile launchers when they have horrors which are already probably the second best AV in the game?

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Old 28th Jun 06, 6:32 PM   # 30
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Quote:
Originally Posted by White_Pointer
Why exactly do Chaos need missile launchers when they have horrors which are already probably the second best AV in the game?

White_Pointer

strategy flexibility
 
Old 28th Jun 06, 6:35 PM   # 31
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Other than the game balance i think Relic has added some nice features.

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Old 28th Jun 06, 6:35 PM   # 32
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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:
Troop squads will no longer drop out of their control groups when the original members are killed.

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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Old 28th Jun 06, 6:36 PM   # 33
Bloodtalon
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Plus, Chaos don't have any real defence against a SM early dread rush.
 
Old 28th Jun 06, 6:37 PM   # 34
Dolphy
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Quote:
Originally Posted by GermanJonus
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.



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?

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
 
Old 28th Jun 06, 6:39 PM   # 35
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Can someone say if the revenge/blue bug has been fixed?

(please please please please please please say yes)
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Old 28th Jun 06, 6:43 PM   # 36
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Yay! I love these changes for the rhino and Vyper/LS. Now these guys have a use! I am overjoyed of the nerf of those godly Whirlwinds.
 
Old 28th Jun 06, 6:55 PM   # 37
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Yay! Landmines get some love! And Rhinos Too!
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Old 28th Jun 06, 6:59 PM Forum Rules   # 38
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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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Old 28th Jun 06, 7:01 PM   # 39
Gue'la Brewer
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Curse of the machine spirit...how cool is that. Psykers are worth something to me. Neat.
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Old 28th Jun 06, 7:14 PM   # 40
Lord Myric
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Widescreen bug fixed?

Anyone know if the widescreen bug has been fixed? I'm (still!) at work and can't download the patch to find out for myself.

Rock on Tranj and THQ
 
Old 28th Jun 06, 7:20 PM   # 41
Nerdinheimer
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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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Old 28th Jun 06, 7:26 PM   # 42
ZeronX
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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 The DoW community really makes me proud to be part of it...

: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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Old 28th Jun 06, 7:26 PM   # 43
hasbean
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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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Old 28th Jun 06, 7:28 PM Forum Rules   # 44
NeoHunter
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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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Old 28th Jun 06, 7:29 PM   # 45
TheKannon
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They didn't fix the Baneblade's main cannon bug? T_T

... That makes baby jesus cry.

(Or is it in the notes somewhere and I'm just too blind to see it?)
 
Old 28th Jun 06, 7:58 PM Forum Rules   # 46
Tranj
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Quote:
Originally Posted by Titler
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...)

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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Old 28th Jun 06, 8:11 PM Forum Rules   # 47
thudmeizer
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Hrrrmmm.. anyone get this error during patching?

Code:
ENTRY: Patch\DOW-BACKTO-140.rtp error ept0025: Verify of New File Failed. Possible Internal Error.
Anyone have that file they could email me in PM? Arrgghh!

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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Old 28th Jun 06, 8:13 PM   # 48
Dolphy
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just tried out the IG, I <3 Psykers now
 
Old 28th Jun 06, 8:17 PM   # 49
Solar
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Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.

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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Old 28th Jun 06, 8:23 PM Forum Rules   # 50
fneep
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Yay! Patch time.

I'm not even very excited about the patch but hopefully it will mean fewer whine threads. ahhh.

Traaaaaannnnj :bow: Traaaaaannnnj :bow:
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