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További Warhammer 40000: Dawn of War: Dark Crusade cikkek
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Warhammer 40000: Dawn of War: Dark Crusade 1.20 patch
Patch
Írta
Anonymus
2011-01-08 09:17-kor,
frissítve
2011-06-21 16:49-kor,
megtekintve
3449 alkalommal
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A frissítés leírása:
Global
- Health bars for all races now display the accumulated health when there are multiple members in a squad.
- Health bar damage color coding will now properly update based on percentage of damage suffered.
- Increased the stealth detection radius on Relics by 1.
- Increased the stealth detection on Critical Locations by 2.
- All races now have Power decay.
- All flamer weapons have 70% accuracy on the move.
- Starting resources of Quick-Start mode have been increased
- Requisition has been increased from 5,000 to 10,000.
- Necron Power has been increased from 15,000 to 20,000.
- Thermo Plasma Generators now require Tier 2.
- Increased accuracy on the move from 10% to 15%.
- Deleting completed HQ, Barracks, and Power Generators now return 10% of the resources to the player.
- Significantly decreased the Tier 3 infantry damage vs. buildings and vehicles.
- All turrets other than the Necron Turret now require a Barracks or an Armory.
Chaos
- Plasma Gun upgrade on Chaos Space Marine Squads now require both an Armory and an Unholy Monastery.
- Cultists now require the Unholy Sight research from the Barracks to detect infiltrated units.
- Significantly decreased the cool down on the Sorcerer’s teleport ability.
- Increased Tainted Auspex Ward detection radius to 17.
- Predators now require a support cap of 4.
- Chaos Lord no longer takes extra damage when the Daemon Strength ability is activated.
- Increased the Chains of Torment ability cool down from 60 to 80.
- Tech
- The Chaos Sacrificial Circle and Machine Pit no longer require a Barracks or the Armory.
- Heavy Bolter Turrets now require either a Chaos Armory or a Chaos Temple.
- Increased the build time on the Sacrificial Circle from 25 to 35.
- Increased the cost of the Desecrated Fortress from 300r/100p to 300r/105p.
- Chaos Infiltration research has been separated into 2 different researches: one for Cultists, and one for Chaos Space Marines.
- Chaos Projectiles Research has been reworked.
- Now renamed to Chaos Energies.
- Now adds 1000 health to Predators.
- Now adds 500 health to Defilers.
- Now allows individual Predator weapons to be upgraded to Lascannons.
- Berserkers
- Khorne Berserkers now require the Sacrificial Circle.
- Added Mark of Khorne ability to Tier 3: a Berserker ability that causes enemies to run away in fear for 2.5 seconds.
- Daemon Prince
- Significantly increased the special attacks damage of the Daemon Prince.
- Daemon Prince now benefits from the Symbol of Chaos research.
- Decreased Daemon Prince Summoning Research cost from 400/400 to 250/250.
- Defiler
- Increased Defiler Battle Cannon disruption radius from 4 to 5.
- Increased Defiler Battle Cannon throw force from 25-45 to 40-60.
- Slightly increased Defiler Auto Cannon range from 25 to 28.
- Horrors
- Horror squads can now be reinforced.
- Horror squad armor type has been changed from Monster Medium to Heavy Medium.
- Lascannons
- Lascannon upgrades have been restored to the Predator.
- Significantly decreased Chaos Predators Lascannon damage against infantry.
- Decreased Obliterator Lascannon damage against some buildings.
- Possessed Space Marine
- Daemonic Mutation was removed from the game. The upgrade bonuses have been added to the base Possessed Marine unit.
- Decreased Possessed Space Marines damage against buildings and vehicles.
Eldar
- Reduced Seer Council damage against building and vehicles.
- Bone Singers now spawn with the Teleport ability half charged.
- Increased the cost of Rangers from 40r/0p to 40r/5p
- Decreased the morale damage done by the Grav Tank Star Cannon by 15%
- Increased the disruption radius of Vypers from 4 to 6.
- Increased the range of the Vyper Missile vertical traverse.
- Farseer Hero research and Farseer Veteran research now increases Guardian Warlock health by 150 each.
- Increased squad hold capacity of Falcon Grav Tanks from 1 to 2.
- Fire Dragons now require 2 slots in a transport.
- Slightly decreased Ranger damage vs. Commander Armor.
- Tech
- Soul Shrine requisition cost has been reduced by 50.
- Mobilized for War Research moved from the Soul Shrine to the HQ.
- Support Platform now requires an Aspect Portal.
- Dark Reapers
- Enhanced Optics upgrade now gives more damage and range to Dark Reapers.
- Dark Reaper knife penetration to Infantry Medium reduced from 45 to 27.
- Banshee
- Modified Call of War research to account for the Banshee Tier 1 health upgrades (Tier 2 Banshees still have the same health).
- Morale regeneration rate set to 15 per second.
- Increased Banshee Tier 1 health by 10%.
- Increased Banshee Exarch Tier 1 health by 10%
- Harlequins
- Harlequins Kiss damage is now capped at 4000.
- Decreased their population cap from 2 to 1.
- Harlequins can now detect infiltrated units.
- Its stealth detection radius was changed to 35.
- Grav Platforms have been reworked
- Moved from Tier 2 to Tier 3
- Acceleration and turning speeds have been adjusted.
- No longer affected by cover.
- No longer attach to squads.
- Turbo Boost ability was removed.
- Armor type has been changed to Vehicle Low
- Each Grav Platform type has a squad limit of 3
- The Bright Lance on Grav Platforms has been reworked
- Any unit being damaged by the Bright Lance takes 75% more damage.
- Their damage increase debuff no longer stacks.
- Setup time was changed to 2 seconds.
- The Bright Lance itself now does moderate damage to vehicles.
- The Shuriken Cannon on the Grav Platform has been reworked
- Now does area of effect damage.
- Any unit being damaged by the Shuriken Cannon now suffers from a movement speed penalty.
- Warp Spiders
- Reduced the Warp Spider’s damage to vehicles.
- Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 25% to 15%.
- Enhanced Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 40% to 25%.
Imperial Guard
- Increased the damage of garrisoned-building weapons by 25%.
- Reduced the damage the Heavy Bolter Turret does to buildings
- Battle Armor upgrade now increases the Guardsmen Sergeants’ health by 150.
- Execute ability no longer affects heavy weapons in Guardsmen and Kasrkin squads.
- Increased the health of Kasrkin from 350 to 385.
- Tech
- Tier 2 Requisition Upgrade income bonus reduced from 25% to 20%
- Mars Pattern Command armor type changed to Building Medium.
- The Tier 3 HQ upgrade now requires a Mechanized Command
- Heavy Bolter Turret now requires either an Infantry Command or a Tactica Control.
- Reduced the cost of the Tactica Control from 175r/50p to 150r/50p
- Curse of the Machine Spirits ability has been reworked
- No longer changes the vehicle’s armor type.
- Now immobilizes the target vehicle for a short time.
- Shuts down all weapons on the target vehicle for a short time.
- Weapon Specialization has been fixed
- Damage bonus no longer applies to Guardsmen Grenade Launchers twice. Rather, it applies once to Guardsmen Grenade Launchers and once to Kasrkin Grenade Launchers.
- Decreased the Plasma Gun damage bonus from 100% to 50%.
- Heavy Weapon Specialization upgrade now increases the max number of heavy weapons per Guardsmen squad from 3 to 5.
- Assassin
- Assassin melee penetration to buildings reduced by 50%.
- Significantly decreased the damage the Assassin does to Commander Armor.
- Assassination Scope no longer increases the Assassin’s line of sight.
- Infiltrate is now a research that comes from the Tactica Control.
- Basilisk
- Decreased its max speed from 24 to 15.
- Increased its reload time from 6 to 9.
- Heavy Weapons Team
- Lascannon damage has been increased by 10%.
- Decreased the build time of weapon upgrades.
o Slightly decreased Heavy Bolter damage to buildings when entrenched.
- Hellhound
- Decreased the initial damage of the Hellhound’s Let it Burn ability from 100-150 to 25-50.
- Reduced the Hellhound accuracy on the move penalty from 40% to 15%.
- Priest
- Priest’s morale and health bonuses will now stack with other bonuses
- Priest’s morale now recovers at 50 morale.
- Ogryn
- Increased their health from 625 to 690.
- Decreased their Ripper Gun’s melee damage to buildings and vehicles.
- Armor type was changed from Monster Medium to Infantry Heavy High.
- No longer benefit from the Execute ability.
- Sanctioned Psyker
- Decreased the backfire chance of the Strip Soul ability from 15% to 0%.
- Decreased Strip Soul’s penetration damage to Commander Armor from 75 to 65.
- Decreased the damage of the Strip Soul ability from 300 to 255.
Necron
- Increased Heavy Destroyer damage against all vehicle types.
- Significantly increased the damage of Pariahs to Monster Medium armor, making them a more effective counter to Krootox.
- Necrons now have visual effects indicating Necron Warrior and Wraith upgrades.
- Tech
- When a Monolith becomes a Fully Restored Monolith, it no longer loses its control group binding.
- Decreased the second Necron Power research cost from 750 to 550.
- Decreased the first Necron Power research cost from 400 to 300.
- Increased Necron Summoning Core’s armor from 0 to 100.
- Flayed Ones
- Are now available after building a Summoning Core.
- Are now morale immune.
- Decreased Flayed Ones special attacks damage to buildings.
- Necron Lord
- Added a visual for the Lightning Field ability.
- Lightning Field now charges twice as fast.
- Lightning Field also charges additionally when the Necron Lord inflicts melee damage.
- Decreased the radius of the Lightning Field ability from 15 to 5.
- Decreased the damage of the Lightning Field ability by 50%.
- Decreased the amount of health units receive when resurrected by the Resurrection Orb ability from 50% to 30%.
- Resurrection Orb is now limited to +24 infantry pop cap.
- Decreased Chronometron cool down from 90 to 70.
- Increased the cool down of Night Bringer from 180 to 300.
- Increased the cool down of Solar Pulse from 60 to 70.
- No longer receives a health bonus for each Tier 3 Monolith present in the game.
- Necron Warrior
- Decreased their accuracy on the move from 100% to 80%.
- Disruption Field upgrade no longer increases the range of Necron Warriors.
- Slightly decreased the Necron Warrior damage against buildings and vehicles.
- Decreased the health bonus of the Disruption Field upgrade.
- Teleports will fail when Necron Warriors get knocked down, but the ability will no longer become greyed out.
- Wraith
- Wraiths are now morale immune.
- Decreased the Wraith Claw damage against some buildings.
- Now begin with an ability that reduces ranged damage by 40%. This ability is always active.
- Wraithflight upgrade now increases ranged damage reduction by an additional 40% for a total reduction of 80%.
- Wraithflight no longer grants a health bonus.
- Decreased initial health from 660 to 500.
- Slightly decreased the Wraith’s chance to sync kill.
Ork
- Decreased the cost of the Killakan from 190r/300p to 190r/275p.
- Reduced Ork buildings’ turret damage against Infantry High.
- Tech
- Nob, Nob Leaders, and Stormboy Nob Leaders now receive an armor upgrade from the Tier 4 vehicle upgrade rather than Super ‘Eavy Boy Armor Research.
- Even More Dakka Research now increases Trukk damage by 15%.
- Reintroduced the More Burna and Even More Burna upgrades into the game.
- Tank Bustas now require an upgrade to infiltrate.
- Slightly decreased the cost and build time of the Ork Mek Shop.
- Kustom Gadgitz research now increases the Big Mek’s Keen Sight by 10.
- Even More Choppy research has been reintroduced
- Increases the damage of Slugga, Stormboy, Shoota Boy, and Nob Choppa squads by 35%.
- This research will not affect Power Klaws.
- The research is now available at Tier 3 with a cost of 150r/100p.
- Ork Waaagh Charge (mobbing) abilities have been reworked.
- Mob bonuses triggering will now require a Pile O’ Gunz and a population of 50.
- Morale regeneration and damage bonuses now only apply to individual squads. The more units that are in a squad, the higher the benefit.
- A speed bonus has been added to the ability.
- A health regeneration bonus has been added to the ability
- Decreased the minimum number of Orks needed to start the bonus from 15 to 5.
- Morale immunity is still area effect and is not confined to individual squads.
- Waaagh Banner
- Decreased its infiltration detection radius from 35 to 25.
- Big Guns upgrade now increases the infiltration detection radius from 25 to 35.
- Big Mek
- Decreased its cost from 190r/60p to 190r/50p
- Decreased its Keen Sight base value from 25 to 20.
- Is affected by the Waaagh Charge ability when attached to squads.
- Flash Gitz
- Decreased their morale regeneration rate from 50 to 9 per second.
- Significantly decreased their damage against vehicles and buildings.
- Can now enter transports.
- Can now benefit from the Waaagh Charge’s damage bonus.
- Gretchin
- Their maximum squad size has been decreased to 5.
- Their health has been increased from 50 to 100.
- Slugga Boy Burnaz
- Slugga Boy Burnaz now require 20 pop to build.
- Increased Slugga Boy Burnaz from 20r/5p to 20r/10p.
- Slightly increased the damage of Slugga Boy Burna damage to Building Low.
- Stormboyz
- Reduced Stormboyz damage to buildings by 20%.
- Increased Stormboyz health from 220 to 275.
- Stormboyz Nob Leaders no longer take up pop after they are killed.
- Stikk Bombs now have a minimum damage of 25.
- Mad Dok
-
- Increased its cost to 75r/75p.
- Increased its training time from 15 to 20.
- Mad Dok’s Burna Bomb
- The Burna Bomb no longer explodes when deleted.
- Destroying the Burna Bomb before the countdown has expired also prevents the bomb from going off.
- Increased the minimum damage of Burna Bombs to 500.
- Changed the Burna Bomb armor type to Building Low.
- Slightly decreased the health of the Burna Bomb.
- Reduced the building armor penetration on the Burna Bomb from 50 to 20.
- Wartrukk
- Damage reduced by 15%.
- Increased the squad hold capacity of the Wartrukk from 1 to 2.
Space Marines
- Decreased the squad cap bonus of Space Marine Sergeants from 2 to 1.
- The Force Commander and Librarian now start with Power Swords which have the same stats as their previous weapons.
- The Predator is now available at Tier 3 with an Auto Cannon and 2 Heavy Bolters.
- Significantly decreased Space Marine Predator Lascannon damage against infantry.
- The Chaplain can now attach to squads.
- Orbital Bombardment ability’s later effects no longer have 100% penetration against Building High.
- Decreased Orbital Relay squad hold capacity from 4 to 3.
- Decreased the Apothecary and Chaplain’s secondary healing aura from 4 to 2. The primary healing aura remains unchanged.
- Decreased Smite damage against infantry.
- Tech
- Power Fists Research now increases the damage of the Force Weapon and the Crozius Arcanum
- Increased the cost of the Monastery upgrade from 250r/100p to 250r/105p.
- Removed the Armory requirement on the Orbital Relay Deep Strike ability.
- Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p.
- Heavy Weapons Deployment now allows Predators to upgrade its individual weapons to Lascannons.
- Decreased the research time on Furious Charge from 45 to 20.
- The Power Weapons research now bestows the Force Commander and the Librarian with a Daemon Hammer and Force Weapon respectively. Both weapons have slightly increased stats over the Power Swords from version 1.11.
- Miscellaneous Weapons Tuning
- Reduced the accuracy of the Assault Marine Bolt Pistol from 0.85 to 0.7
- Decreased the Hellfire missile disruption radius from 5 to 4.
- Decreased the Force Commander, Librarian, and Chaplain Plasma Pistol damage by 20%.
- Slightly increased the damage of the Sergeant’s Plasma Pistol.
- Decreased the Tactical Marine Missile Launcher setup time from 2.5 to 2.
- Decreased the Terminator’s Storm Bolter damage against buildings.
- Apothecary
- Increased its health from 200 to 500.
- Increased its cost from 45r/15p to 60r/15p.
- Increased its training time from 6 to 15.
- Changed its armor type from Heavy Medium to Heavy High.
- Assault Marines
- Increased recharge time of their jump ability from 90 to 110 seconds.
- Increased the squad cap count of Assault Space Marine squads from 2 to 3.
- Assault Terminator
- Reduced the stun percentage of their attacks.
- Adjusted their damage against buildings.
- Decreased their damage against vehicles.
- Grey Knights
- Decreased the cost of Grey Knights from 60r/60p to 60r/30p.
- Significantly decreased the damage of the Psychic Inquisition ability.
- Reduced the ranged damage of the Grey Knight.
- Land Speeder
- Increased their build time from 19 to 30.
- Increased their cost from 120r/80p to 120r/95p.
- Skull Probes
- Health increased from 100 to 200.
- Require either a Barracks or an Armory
- Now require a separate research to infiltrate.
- Whirlwind
- Reduced damage by 20%
- The Whirlwind no longer fires on the move.
- The Whirlwind now requires Tier 4.
Tau
- The Tau Mark Target ability no longer stacks when applied multiple times.
- The Shas’vre Steath Suit now has a new ability that increases the health of squad members by 250.
- Krootox now have a squad limit of 2.
- Tau Photon Grenade and EMP Grenade no longer target ground.
- Devilfish Transport now has a squad limit of 3.
- Significantly decreased Kroot Hound damage to vehicles and buildings.
- Target Acquired will now always target the squad leader.
- The Skyray Missile Barrage cool down has been increased from 60 to 70 seconds.
- Decreased Drone Squads’ Death Explosion radius from 5 to 4.
- Increased the LP 3 weapon damage from 400-453 to 700-900.
- Tau Commander Snare Trap no longer stacks with other snare traps.
- Tech
- Greatly increased the health of the Shrine of Kauyon and Shrine of Mont’ka.
- Improved Metallurgy now increases the Tau Commander’s health by 200.
- Path to Enlightenment now only requires a Barracks.
- Path to Enlightenment HP increased by 1000.
- Kroot Barracks has been renamed as the Kroot Shaping Center, and now requires a Path to Enlightenment.
- The Greater Knarloc now requires Tier 4.
- Broadside Battlesuit
- Are now a squad of 1. Its damage, health, and costs have been adjusted accordingly.
- Greatly decreased Missile Launcher vehicle damage.
- Decreased Missile Launcher area of effect damage.
- Decreased the minimum range of the Broadside Railgun from 8 to 5.
- Decreased Railgun area of effect damage.
- Significantly decreased their damage against buildings.
- Crisis Suit
- Increased Missile Pod damage against some buildings.
- Increased Flamer reload time to 0.15 seconds.
- Decreased Flamer damage against all infantry by 10%
- Decreased Flamer damage against vehicles.
- Increased its morale recovery value from 50 to 150.
- Significantly decreased Burst Cannon damage to vehicles and buildings.
- Significantly reduced Fusion Blaster damage against buildings.
- Ethereal
- Ethereal can now detect.
- Increased the Ethereal Death Pulse cool down from 90 to 110.
- Ethereal’s Honor Guard are now capped at 1 squad.
- Ethereal’s Honor Guard now have a setup time.
- Fire Warrior
- Body Guards are now a squad of 1.
- Reduced its ranged damage.
- Shas’vre Fire Warriors now have a setup time on their ranged weapons.
- Slightly decreased damage against infantry.
- Decreased the damage bonus from the Advanced Pulse Rifle upgrade from 35% to 30%.
- Reduced Pulse Rifle damage from 70-80 to 63-72.
- Increased morale recovery value from 50 to 150.
* Hammerhead
- Increased the training time from 30 to 45 seconds.
- Increased the cost from 150r/275p to 165r/315p.
- Damage to infantry has been significantly reduced.
- Increased Hammerhead Gunship health from 2700 to 4000.
- Slightly reduced the Hammerhead Gunship’s accuracy on the move.
- Changed Hammerhead Gunship armor type from Vehicle High to Vehicle Medium.
- Kroot Carnivores
- Increased the cost of Kroot Carnivores from 40r/0p to 45r/0p.
- Kroot Carnivores have been moved to the Tau Barracks.
- Kroot Carnivore morale recovery value increased from 50 to 150.
- Pathfinders
- Increased morale recovery value from 50 to 150.
- Increased health from 250 to 350.
- Tau Commander
- Plasma Rifle upgrade now requires a Shrine of Mont’ka or a Shrine of Kauyon.
- Fusion Blaster upgrade now requires just a Path to Englightenment.
- Vespid Auxiliary have been reworked
- The Destabilization ability’s damage over time reduced from 400 to 200
- Squads are now capped at 5 members.
- Vespids now start with 3 squad members.
- Reduced Vespid cost from 60r/10p to 50r/10p.
- Squad build time increased from 0 seconds to 6 seconds per member.
- Morale recovery value increased from 50 to 150.
- Health increased by 10%.
- Shred now causes buildings to take double damage from all weapons for 10 seconds.
- Sonic Pulse now causes 50 damage to all unit types.
Maps
- Payne’s Retribution: Outer edges of rivers are now marked impassable.
- Quest’s Triumph: 2nd ramp to center point was added to improve balance.
- Shrine of Excellion: The area surrounding the center critical location was fixed in order to improve pathing issues.
- New 2 player maps have been added to the game
- Tranquility’s End
- Emerald River
- Fata Morga
- Bloody Hell
- Emperor’s Valley
- Frostbite River
- Haine’s Demise
- Titan’s Fall
- Tartarus Center: Added back into the game.
- Fear: Updated to improve balance, and has been added back into the game
Bug Fixes
- The Imperial Guard Assassin can no longer fire on the move.
- Kroot Shaper’s health bonus and health regeneration bonuses are now applying properly.
- Cultist Aspiring Champions are now affected by Furious Charge and Purge the Weak.
- Building the Vespid Strain Leader no longer causes the Vespid abilities to reset.
- Building the Warpspider Exarch in the Warpspider squad no longer resets the Haywire Grenade ability.
- Fire Dragons now correctly fire at targets within range.
- The Big Mek now does significantly more damage to Vehicle High.
- Random race is now displayed properly on the loading screen of Auto-match games.
- The in game notification box has been decreased in size and relocated to the top of the screen to provide more map visibility.
- The Tau Broadside Battlesuits and IG Heavy Weapons Teams can now target units while entrenched.
- Entrenching/transforming units no longer lose their cursor selection or key bindings when switching entities.
- Shield Drones on Fire Warrior squads now complete building while the squad is moving.
- Ranged squad stances now function properly with the rally point command.
- Simulating lag in Auto-match games will no longer give players free wins.
- Auto-match games no longer crash when holding down the left mouse button on the cancel icon while loading an auto-match game.
- Players can now target enemy troops in a replay when the Fog of War is turned off.
- The placeholder icon for the Night Bringer research in observer mode has been removed.
- Broadside Battlesuit Railgun firing animation now matches the weapon’s rate of fire.
- Daemon Prince now correctly receives the bonuses of the Daemon Strength ability.
- The IG Commissar Execute ability no longer stacks.
- Fixed issue with IG Priest bonuses stacking improperly.
- Fixed issue with the Necron Summoning Core armor not functioning properly.
- Fixed a bug where Ork Armored Nobz were fighting in ranged mode instead of melee.
- Ork Tougher Bosses research now correctly increases the damage of the Warboss Power Klaw.
- Stormboy Nob leaders no longer take up pop after they are killed.
- Ork Fighting Juice ability now has a noticeable effect that lasts the entire duration of the ability.
- Pathfinders cloned with Ethereal’s Holographic Projection can no longer jump.

Patch infó és letöltés
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2007-03-20