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 3.59.57 Changelog
Hollow
Posted: Sep 27 2013, 08:43 PM


Fruit Giver
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Scheluded to release it for sometime before December, this update will be very minor regarding changes for now, might add more valuable changes and fixes over time (if there is enough interest *wink**wink*).

GENERAL

- AI fully Updated (have to find firstly someone who can work with it, with proper results and no bullshit).


SoB CHANGES

- Starting Requisition decreased to 1150 from 1200.
- Sentinel Builder Req cost increased to 100 from 90.
- Increased the damage against Daemon type units for Avenging Angel and Living Saint.
- Sisters Repentia 4 pop.
- Phosphor Grenades damage greatly reduced, research cost decreased a bit. 50/25.
- Krak Grenades research cost decreased a bit - 60/60.
- Decreased slightly the accuracy for Sisters Seraphim Bolt Pistols.
- Increased slightly to 40 Req cost from 30 for Holy Icon addon.
- Decreased to 15 from 16 the radius effect from the Confessors Mandate ability.
- Changed the formation for Adeptus Arbites so it wont be buggy pathing-wise.
- Fixed a bug whenever every Imagifer/Veteran Superior on the field granting the Faith regeneration decreased the total ammount of it. Same applied with the Faithful Morale researches. Now they go through percentage.
- Increased to 1.3 from 1.2 the damage bonus from Emperors Touch.
- Decreased to 22 from 23 the maximum range for all Inferno Pistols.
- Heavy Flamers for Sisters Retributors and Sisters Celestian require now either a Holy Reliquary or Vehicle Building.
- Increased a tad the damage from both Multimelta for Retributors and Immolator Tank.
- Increased to 15 from 10 the retaliation modifier from the ability Divine Retribution.
- Decreased to 22 from 25 the maximum range for the Immolator Tank Heavy Flamer. Damage and morale damage nerfed.
- Decreased the maximum range to 16 from 18 from the Flamers for the Penitent Engine.
- Holy Promethium research now grants +3 maximum range to all Heavy Flamers.
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Eagle 11
Posted: Sep 29 2013, 03:11 AM


Grot
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w00t.gif An update!
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jrules
Posted: Sep 29 2013, 11:55 AM


Grot
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yay!
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joshed7
Posted: Sep 29 2013, 12:08 PM


Guardsman
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If it helps, a dedicated group of friends and I still play DoW all the time.
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a!n
Posted: Oct 1 2013, 07:54 AM


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QUOTE (joshed7 @ Sep 29 2013, 12:08 PM)
If it helps, a dedicated group of friends and I still play DoW all the time.

If it wouldn't be too inconvenient could you please save replays and post them in the replay section every once in a while? It's always good to have some current version replays around.
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Hollow
Posted: Oct 4 2013, 08:58 AM


Fruit Giver
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Existentional question ahead, please read VERY carefully:

I have been wondering that even though I cannot touch the old races (for the sake of respect the balance done and respect to Korbah, to be honest) I have been wondering if it would be possible to merge two units into one - in this case it would be the Space Marine Dreadnought with the Hellfire variant and the Imperial Guard Heavy Weapons Team. The question is:

- Would you totally miss the Hellfire Variant for Space Marines?.

- Would you totally miss the Heavy Lasscanon Team for Imperial Guard?.

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a!n
Posted: Oct 4 2013, 08:38 PM


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QUOTE

- Would you totally miss the Hellfire Variant for Space Marines?.

We've had this before. If you merge the units you can tie up the Dread in melee even if it doesn't have any melee weapons. It completely destroys the purpose of the unit.

QUOTE

- Would you totally miss the Heavy Lasscanon Team for Imperial Guard?.

This would cause some complications.

Right now IG can have 3 of each heavy weapon team. If you merge them you would reduce flexibility unless you also increase the hardcap on HWTs. This would be a huge change though because having 6 or so HWTs in t1 that upgrade into AV could very well be gamebreaking.


Don't see why those changes would be necessary.
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Eagle 11
Posted: Oct 5 2013, 02:03 AM


Grot
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- Id miss the Hellfire cause it continues shooting even when tied in melee. The other would melee back.
- Id miss the Lascannon Team cause it comes out of building as AV. You wont have friggin time to deploy, then wait for it to upgrade in most cases.
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Eluryan
Posted: Oct 5 2013, 08:28 PM


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Can I ask why were wondering about merging units?.

room problems?.

Just curious.
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Hollow
Posted: Oct 5 2013, 08:45 PM


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Saving room and for the sake of fluff.

Though, Ain has a very solid point so I wont touch them.

Going forward with the AI.
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Eagle 11
Posted: Oct 5 2013, 10:19 PM


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Speaking of the AI:
Chaos was pawning in DC.
SM seems to have taken over that post in SS.
(both without human interference)
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joshed7
Posted: Oct 9 2013, 10:00 AM


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QUOTE (a!n @ Oct 1 2013, 07:54 AM)
QUOTE (joshed7 @ Sep 29 2013, 12:08 PM)
If it helps, a dedicated group of friends and I still play DoW all the time.

If it wouldn't be too inconvenient could you please save replays and post them in the replay section every once in a while? It's always good to have some current version replays around.

Well, we would, but the newest version of DoW does not seem to work.
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Chronoslayer
Posted: Oct 10 2013, 03:00 AM


Grot
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Awesome! smile.gif Was so happy when I saw this great mod still active and that you guys implemented the amazing WH mod SOB assets and great AI. THANK YOU!!!
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joshed7
Posted: Oct 16 2013, 09:13 AM


Guardsman
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Any fixes for the Multiplayer yet?
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Hollow
Posted: Oct 16 2013, 09:23 AM


Fruit Giver
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QUOTE (joshed7 @ Oct 16 2013, 09:13 AM)
Any fixes for the Multiplayer yet?

This seems to be quite relative; so far I got reports on private about people playing perfectly on MP, other cases seems not. I do not know what is the cause of it.

Best course of action as always is to make a proper reinstall (that is, uninstalling the whole mod then get 3.59 and then 3.59.56).
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