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Dawn of War 2 Chaos Rising Update
03-10-2010, 04:18 PM
Post: #1
Dawn of War 2 Chaos Rising Update
2.1 Patch Notes

Melee/Ranged Toggle w00t!!!!!!

Quote:===============================
Chaos Rising Update 2.1 notes
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New Features

Global
• Support for screen resolutions with a wider aspect ratio than 16x9, such as those used with AMD's Eyefinity technology
• Stance Toggle option has been added for switching between ranged and melee unit behaviour in all game modes

Multiplayer
• New Map: 2p Judgment of Carrion
• New Map: 2p Ice Station Obelis
• New Map: 4p Desert Showdown
• New Map: 4p Judgment of Carrion
• New Map: 4p Selenon Fissure
• New Map: 6p Argent Shelf
• New Map: 6p Judgment of Carrion
• New Map: 6p Calderis Refinery (Free-For-All)
• New Map: 6p Judgment of Carrion (Free-For-All)
• Added Librarian Unit to tier two of Space Marines
• Added Weirdboy Unit to tier two of Orks
• Added Tyrant Guard Unit to tier two of Tyranids
• Added Gene Stealers Squad to tier two of Tyranids
• Added Wraithguard Squad to tier two of Eldar
• Added the ability to play against owners of Chaos Rising who are playing as the Chaos Race
• Added Free for All and Team Free for All Victory Point game modes to Custom Games
• New target priority system implemented so that idle units prefer attacking enemies they specialize against
• Vehicle wrecks now remain on the map and provide cover

The Last Stand
• Added the ability to play with owners of Chaos Rising who are playing as Chaos Sorcerer or Hive Tyrant

Campaign
• Added the ability to transfer save games of completed Aurelian Campaigns to Chaos Rising
• Added the ability save during mid-missions (Chaos Rising Campaign Only)
• Wargear tooltips in both campaigns now contain significantly more information such as attack speed, accuracy, etc
• New 'Invite a Friend' button added to the bridge to easily invite friends to a co-op game

Campaign, Last Stand and Global Bug Fixes

Global
• Various general performance and memory optimizations
• Various stability fixes to front-end menu screens

Campaign
• Fixed issue where a drag-select starting on a wargear item would "stick" even after releasing the mouse button
• More enemies now have the updated unit decorators
• Cyrus' Deep Smoke ability has been retooled; Cyrus now drops a smoke grenade when he infiltrates or reveals himself
• Thaddeus' Ranged Specialist trait will now also add a passive chance to stun with any ranged weapon
• The Chapter's Fury ability has been reworked to charge up from taking damage
• Thule's Might of the Ancient ability has been renamed "Mighty Strike"
• The Force Commander's Drop Bays and Orbital Barrage traits have been combined into a new trait called Orbital Command
• The Force Commander has a new trait called Inspiring Shout which replaced Orbital Barrage's position on the Will path

Multiplayer
• Maps are now listed in alphabetical order
• New tutorial loading screens have been added
• Various minor ability functionality and balance tweaks
• Various text updates for clarity and accuracy

Army Painter
• Space Marine Red Scorpions chapter added
• Chaos Red Corsairs warband added
• Chaos Alpha Legion warband added
• Chaos Death Guard warband added
• Chaos Emperor's Children warband added
• Chaos Iron Warriors warband added
• Chaos Night Lords warband added
• Chaos Thousand Sons warband added
• Chaos Word Bearers warband added
• Chaos World Eaters warband added
• Khorne Red color added
• Chaos army paint schemes can be created by owners of DOW2 or Chaos Rising

Last Stand
• Fixed issue where players would lose ability functionality if revived after dying while entering a building
• Fixed problem with player collision when standing on closing gates
• Fixed an issue where the screen would turn black permanently during the transition between wave 19 and 20 under rare circumstances
• Last Stand heroes can now be rotated in the hero select screen

Front End and Options
• Custom games list can now be sorted by clicking the 'Players' header
• Fixed an issue where a player's Trueskill on the leaderboards screen would be one game behind the Trueskill displayed on the Player Statistics screen
• Fixed the total number of wins/losses displaying incorrectly on the leaderboards
• Fixed a variety of issues with rendering after changing graphics options
• Default resolution on first launch will attempt to match desktop resolution before falling back to lower resolutions
• Ultra settings have been disabled for users running 32-bit versions of Windows unless using the /3GB OS startup switch

Balance Changes and Multiplayer Bug Fixes

Global
• Repair no longer works on ambient buildings
• Artillery projectiles now fire at the location they were firing at when they begin their wind up animation, this makes it more difficult to hit moving targets
• Units under the effects of the Phase Shift ability can no longer repair other units or buildings
• Units can now be damaged by grenades while entering a building but before fully setting up
• Looted Tank and Predator Tank no longer shoot continously without enemy targets while moving towards the destination of an attack move order
• Unit and ability FX can no longer be seen through the fog of war (some exceptions)
• Fixed issue where queued actions could sometimes be resumed upon reviving a hero unit
• Camouflage abilities can no longer be used in buildings

Map Changes
• Angel Gate: Destroyed buildings at the top of the map to prevent garrisoning issues
• Outer Reaches: Moved some objects to prevent units getting stuck
• Greentooth Gorge: Added impasses to prevent units getting stuck behind bases

Orks

Global
• Added the Weirdboy unit to Tier 2
• Roks global ability now costs 500 Waaagh
• More dakka will no longer work on some units who have no ranged weapon
• More dakka will no longer work on unconscious units
• Ork global abilities order on the Select Hero screen now match their order in-game

Kommando Nob
• Remote bomb placement no longer keeps Kommando in suppressed animation state
• Kaboom damage no longer works on invulnerable targets.
• Kommando Nob's Rokkit Launcha damage reduced to 65 from 72

Mekboy
• Banner no longer gives bonus to recharge times

Deff Dread
• Deff Dread health has been increased to 650 from 450
• Deff Dread Burnaz and Bitz upgrade cost has decreased to 180/20 from 200/20
• Burnaz and Bitz now adds +400 HP
• Deff Dread cost has increased to 250/70 from 250/45
• Burna damage reduced to 40 from 90
• Burnas can now use Attack Ground
• Special attack no longer cut through immunities and armor

Stikkbomma
• Stikkbomma stun bomb cooldown reduced to 30 seconds from 60 seconds
• Stikkbommba grenade damage has been adjusted over their effective radius, does more consistent and higher damage.
• Stikkbomma HP increased to 200
• Stikkbomb damage increased to 67 from 58

Tankbustas
• Min range added to Rokkit barrage

Warboss
• Warboss Powerclaw now does 190 damage, up from 150
• Warboss’ Shoota ability now does 50 damage for the duration of the ability, up from 28
• Weapon skill reduced to 70 from 90
• Knockback shot can no longer target vehicles
• Knockback shots changed to weapon knockback instead of ability knockback

Stormboyz
• Bomba boyz attack no longer hurts immune units

Sluggas
• Burna Upgrade increases health by 10% instead of 20%
• Burna upgrade cost 85/20

Banner
• Ork waaagh banner now has the Frazzle ability which stuns nearby enemies and buffs the speed, attack and defense of nearby allies
• Ork waaagh banner no longer gives bonuses to ability recharge times

Nob Squad
• Can now attack buildings with their default weapon

Looted Tank
• Max speed reduced to 5 from 7

Eldar

Global
• Added the Wraithguard unit Tier 2
• Eldritch Storm now costs 500 Psychic Might
• Weapon platform teams can now garrison buildings

Webway
• Holo-field ability added to farseer webway gate, when activated cloaks nearby units.
• Webway gates are now permanently cloaked when playing as the Farseer hero

Warpspider Hero
• Entangle will no longer work on unconscious units
• Units affected by group teleport are immune to knockback
• Crack Shot can no longer be used on units without a ranged weapon
• Heavy gauge filament can be toggled in buildings
• Heavy gauge filament no longer changes weapon damage
• Entangle no longer works on vehicles

Farseer
• Cannot be knocked back while levitate active
• Weapon skill reduced to 70 from 90
• Mindwar damage type is now melee heavy instead of piercing

Warlock
• Warlock’s merciless Witchblade now drains 15 mana per hit, down from 30
• Destructor damages units in buildings
• Weapon skill reduced to 70 from 90
• Cloaking shroud now affects vehicles
• Providence should now properly make you invulnerable
• Warlock no longer leaps and knocks down enemies
• Warlock now charges enemies

Avatar
• Avatar of Khaine sword damage increase to 340 from 250
• Cost decreased slightly by 20 power
• Build time decreased to 75s

Warpspider
• Warp spiders now only seek cover in a 2m radius to lower the time they spend between teleporting and firing at enemies

Wraithlord
• Wraithlord weapon upgrade icons now disappear when one is researched
• Wraithlord cost has increased to 450/120 from 450/80
• Wraithlord health has increased to 1200 from 700
• Wraithlord now does splash damage on its melee attack

Rangers
• Kinetic shot cannot target units immune to knockback
• Kinetic shot now does weapon knockback instead of medium weapon knockback
• Infiltrate ability has no cooldown

Shuriken Cannon team
• Energy removed
• Can garrison structures
• Squad health increased to 825

Brightlance Weapon team
• Squad health increased to 825

Banshees
• When fleet of foot is used with an exarch added, squads takes 50% reduced ranged damage for the duration.
• Aspect of banshee increases HP by 30% from 25%

D Cannon
• Projectile now fires at the location that was targeted when the D cannon begins its wind up animation. This makes it more difficult for the D Cannon to hit moving targets
• Can garrison structures
• Squad health increased to 825

Guardians
• Guardian warlock damage reduction aura effect changed to 0.825 from 0.75

Falcon
• Speed reduced to 6 from 8

Fire Prism
• Improved toggling between fire modes
• Speed reduced to 4.5 from 6.5

Space Marines

Global
• Added Librarian unit to tier 2
• Orbital Bombardment now costs 500 zeal
• Blessing of the Omnissiah now repairs less HP to vehicles
• Added the ability to upgrade Space Marine Turrets to Missile turrets

Force Commander
• Stormshield wargear now grants the Force Commander a 20% ranged damage reduction bonus
• Force Commander power fist wargear damage increased from 145 to 170
• Force Commander terminator power fist damage increased from 145 to 170
• Force Commander artificer armour now grants 20 energy as well as addition HP
• Fixed an exploit allowing the Force Commander to give a never-ending defense bonus to allies from a Webway gate
• Force Commander in Terminator armour now has a lightning claw upgrade

Techmarine
• Techmarine melee damage increased from 14 to 18
• Techmarine now has a melta gun wargear option in tier 2
• Bionics now effects a 360-degree area with reduced damage
• Proximity Mine can now be cancelled while building

Devastator Marine Squad
• Now has a Lascannon upgrade in tier 2 effective against vehicles

Dreadnought
• Dreadnought now has a multimelta upgrade effective vs. vehicles and heavy infantry
• Dreadnought cost increased from 500/90 to 500/140
• Dreadnought HP increased to 1200 from 800
• Dreadnoughts now do splash damage with their melee attacks

Tactical Marines
• Tactical Marines now have the Kraken Bolts ability which increases their weapon damage by 20% against targets with heavy armour
• Plasma gun damage decreased to 65 from 70

Razorback
• Razorback damage increased to 110 from 95

Predator
• Predator now has a dual linked lascannon upgrade which is effective vs. vehicles

Terminators
• Terminator powerfist damage increased from 47 to 68
• Terminator cost reduced to 300 Zeal and 600 Requisition
• Cyclone missile barrage damage reduced to 40 from 80, no longer knocks back retreating units

Assault Terminators
• Assault Terminators now have a lightning claws upgrade
• Assault Terminators HP increased from 1500 to 1800
• Storm Hammer damage decreased from 85 to 75
• Assault Terminators cost reduced to 300 Zeal and 600 Requisition

Tyranids

General
• Tier 2 Carnifex has been reintegrated into the tier 3 Screamer Killer and remains in tier 3
• Added Genestealer unit to tier 2
• Added Tyrant Guard unit to tier 2
• The global ability ‘Mycetic Spores’ now deploys a Ravener Brood and has been moved to the Ravener Alpha
• The global ability ‘Spore Mines’ has been moved to the Lictor Alpha
• Tyranoformation now costs 500 Biomass

Hive Tyrant
• Hive Tyrant Crushing Claw damage increased to 120 from 73

Ravener Alpha
• Corrosive Devourer damage reduced from 180 to 135
• Corrosive Devourer cooldown reduced from 1.8 to 1.4
• The Ravener Alpha can now construct the Hive Node structure

Hormagaunt
• The adrenal glands upgrade has been reduced in cost to 75/15 from 75/20

Warriors
• Warriors with the Adrenal Gland upgrade now provide melee Tyranid units with a boost to melee damage
• Adrenal Gland warriors damage reduced to 27.5 from 55

Zoanthrope
• Zoanthrope windup speed increased to 2s from 1.5s

Venom Brood
• The Venom Brood now provides ranged Tyranid units with a boost to ranged damage
• Venom Brood warrior no longer knockdown units with their leap

Spore Mines
• Fixed an issue where Spore Mines would not damage power nodes and power generators

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/ end of notes for 2.1 Chaos Rising Update
==============================

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03-11-2010, 05:06 AM
Post: #2
RE: Dawn of War 2 Chaos Rising Update
So you see the change log above, and you think you *know* Chaos Rising now, don't you? Well let me tell you, you don't KNOW Chaos Rising yet (unless you've played it in MP, then maybe you do). But, I have just acquainted myself with it. And it's complete win.

Here's how win it is:
WarCraft 4 can go take a hike- it never needs to happen because unless Blizzard goes back to making the series like WarCraft 2 (but why would they? StarCraft and StarCraft 2 already have that style covered) then Relic is already doing a much better job at WC3-style/inspired gameplay, and if you don't like sci-fi in your fantasy then just someone give Relic the Warhammer (not-40k) license and boom- better game and probably better story to boot (WC was awesome until WoW and that kinda ruined and trashed its storyline =(

As well, I haven't spent a single SECOND since this update came out playing SC2 Beta, reading SC2 Beta coverage, or watching SC2 replays (I did briefly tune into Whiplash's stream though to watch him face a mutual acquaintance and then I stuck around to see that apparently Siege Tanks ARE still viable in TvP). I would almost tell SC2 to go take a hike but it's a completely different game and still fun in its own right.

Ok, so now... why is it win? And furthermore, why is it eating into my SC2 time? Isn't SC2 the heir of the most popular esport and one of the most acknowledged competitive games on the planet? Yes. And wasn't there a consensus from pro players that DoW 2 is not and could not be an "esport"? Yep. So wut?

Relic has gone to great lengths it seems to vastly improve performance and fluidity (really, this is by far the best I have ever seen any iteration of Essence engine performing- there are just no stupid slowdowns at all that I have witnessed yet which is just amazing to me; DoW 2 now runs better than SC2 Beta and looks better too; granted SC2 is in Beta but meh), and that carries over to unit responsiveness. Relic seems to have recognized that auto-cover and auto-chase and etc... should have some restraint. And now they do, courtesy of Relic tightening up when units look for cover and by offering the new Melee/Ranged toggle. Don't want your Farseer with 1hp to dash into that melee brawl that's a few feet from her? Set her to ranged and she'll sit there and quietly support as best she can.

But the Ranged/Melee toggle, for me anyway, has done way more than the above. I'm going to have to pull out an example to explain the direct utility of this. So Ork Slugga squads, melee powerhouses, can be upgraded with Burna weapons. This increases their health (for some reason) and, well, gives them Burnas. Previously, this basically meant that Sluggas would do a little more damage as they charged as their opponent and it made them much more effective at hunting down retreating squads. However, it was mostly used just for the health boost. Now though, if you get a Burna and swap your Sluggas into ranged mode, they will use the Burna as a ranged weapon. How/why is this useful? Well, there are six members of a Slugga squad (seven if you upgrade them with a Nob Leader), but most of the squads they'll be dealing with have way less than that. Melee tends to be a 1 to 1 affair, so if you've got more than one Slugga squad... but never fear, you can now slap one into ranged and have it use its Burnas to inflict some serious DPS (Damage Per Second) on the squad your other Slugga squad is mauling in melee.

Still not convinced? Let's look at the relationship between Ork Sluggas and Chaos Heretics. Chaos Heretics are a melee-focused unit, but really they're terrible at it. If they engage a ranged-focused squad like Shootas or Guardians in melee, they can do something, but against a *REAL* melee unit they don't do much. However, they can suicide themselves at enemy squads. So if you let your Sluggas get into melee with them, they can just start blowing up (cheap) squad members and all of a sudden you just took a lot of losses you didn't need to. The solution? Well, you could use Shootas but if they do get into melee, they're more expensive to replace and they die faster. So the *better* solution is to slap some Burnas on your Slugga squads and set them to ranged. Have them stay just far enough away from the Heretics to just keep burning them down without allowing the Heretics to get into melee or explode on you. It takes a lot of micro, but it's insanely effective- and better yet, it REWARDS that micro much like StarCraft does. Furthermore, if you're trying to deal with Heretics and Chaos Space Marines, you can pull some even more insane micro to dance between flaming Heretics in ranged while switching to tying up Chaos Space Marines in melee.

So what of DoW 2's other issues? There still isn't anymore base-building than there was before, but Relic is increasingly making that less and less of an issue. Power generators are extremely vulnerable targets and courtesy of amped-up power costs and increased effectiveness of Tier 2 units (hell, just look at the fact that EVERY new unit Relic added to the existing races was a Tier 2 unit), power is an even bigger factor now than it used to be. And power is every bit the macro component that Minerals and Gas are in StarCraft, and the ability to destroy generators and overall screw with the enemy's power intake is just a consolidated method of harassing the opponent's economy and attacking their tech structures. And beyond this, base-building is present in every unit. Every squad, every vehicle, every commander is its own base. Every time you invest in an upgrade or wargear or etc, that's base-building under a new guise. The macromanagement is still there, it just doesn't take insane multi-tasking to deal with anymore. That Relic has added even more upgrades and gear for players to spend Requisition, Power, and Opportunity on just deepens DoW 2's macro that much more (total side note, but very rarely now do I get to Tier 3 and I am sitting in the end-game and I just have more power than I know what to do with; there's just so much more useful stuff to spend power on now it's almost always a factor which means that harassing generators and etc is just as vital then too and it's not just early-game).

And 1v1 versus 2v2 versus 3v3? Well, they've added FFA and Team FFA to the mix, but either way the improvements that Relic has made previously and that they made in 2.1/Chaos Rising just continue to make DoW 2 a better and better 1v1 game. Ebert is gone and it seems to show as the game has been continually retuned and refined to work well for 1v1 and 2v2. And all of this is not to say that 3v3 isn't outstanding all its own either. In fact, Relic really seem to just be amping up quality across the board here. My personal favorite is 2v2 because I think it offers the perfect mix of head-to-head clashing and situational/partner awareness, the latter of which adds just that extra bit of strategy that I crave while the former is delivered usually in a bit more of a straightforward/compact space so you get more clashes consistently occurring between mean forces instead of side skirmishes. Still, the amount of skill required to 1v1 at a high level is incredible and Chaos Rising just pushes it that much further, adding more micro and macro depth and bringing multi-tasking to a new level. As I've said before and I'll say again, my APM in DoW 2 is significantly higher than it is in StarCraft and StarCraft 2 because there is just a shitton of constant micro-management multi-tasking to do (and it's fun and mostly combat-related as opposed to multi-tasking like, "remember to train new units every 30 seconds") and it has meaningful tactical and strategic impact. For reference, when Whiplash tried to play DoW 2 he was actually overwhelmed with the amount of multi-tasking required- this coming from one of the best SC2 Beta players around currently and a very experienced StarCraft player (a game that can find a meaningful use for 500APM and beyond).

So what else has Chaos Rising done? The new unit additions so far seem to be great. Personally, I absolutely love the Ork Weirdboy. Before playing the game, I thought that he might have only one useful ability, Over 'Dere, and that would be it but good enough. However, I was proven dead wrong. ALL of his abilities are useful. Zzap! can be microed to counter Scouts and Guardians and etc from tossing grenades on your Ork blobs, to bring enemy heroes down a notch or to partially nullify them, or to head-off all sorts of other potentialities. It's very much like EMP on the Science Vessel in StarCraft 1- it's your first and oftentimes last defense against screwage (in StarCraft's case, EMP is huge for countering Protoss Arbiter's whose Recall and Stasis abilities can turn the tides of battle vastly in Protoss favor). Over 'Dere, Foot of Gork, and Warpath then all have interesting uses, and I won't expand this wall of text elaborating on them, but they're each as useful as Zzap! in their own way.

For other races, the Librarian seems like a great addition to Space Marines. Personally, I haven't had an issue countering him so far because the Weirdboy just offers such a great way to do that, so my fears of the Librarian making Space Marines unstoppable against Orks was unfounded. For Eldar, the Wraithguard don't seem like much, but they offer a unit that can take an absolute beating and still stay standing which they just didn't have until now. Furthermore, it's the closest they have to truly mobile anti-vehicle and an interesting alternative to the D-Cannon for crowd control. The Tyranids got shifted around a lot, getting synapse revamps, losing their Tier 2 Carnifex to be shoved back into Tier 3 (but improved) but gaining the Tyrant Guard in Tier 2 (I will say this about the Tyrant Guard- it has caused Ghilgamesch to switch back to Tyranids from Space Marines and he absolutely loves his Tyrant Guard, while on the other side of things I have been able to counter them with some extreme micro so I have no issue with them) and Genestealers are great mid-game/late-game units that can take some of the load off Hormagaunts and just offer a really interesting, Tyranid-y way to handle various things.

So I really feel that the new units (and other changes) have added a lot to DoW 2 in a very positive way, and Chaos Rising I really think has *made* the game. 1.5 There is Only War salvaged DoW 2 from falling into an abyss of failed RTS games. 1.8 Last Stand refined DoW 2's resurrection from 1.5 to just work better and also added Last Stand, a venerable co-op mode that is significant in its own right. Now 2.1 Chaos Rising has stepped in and added a new race to the fray while just improving everything across the board, even inter-racial relations courtesy of the new units. And it really has amped up the skill factor.



Side note, there are some additional changes not specified in the change log above. I, myself, caught that Ork Nob Leader for the Nob squad now costs 150 requisition and 35 power instead of the usual 75/25 that all other Ork leaders cost.

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04-12-2010, 02:59 AM
Post: #3
RE: Dawn of War 2 Chaos Rising Update
2.2 was released on Friday and from the... decent amount of hours I've put into the game since... it seems to have fixed most of the immediate, glaring issues that 2.1 introduced. Given that 2.1 fixed more things than it broke, that's awesome news (although it broke a couple of things really badly).

Anyway, really the only remaining thing I see as a big issue is that despite the slight nerf Wraithguard received, that are still over-powered for their cost. I didn't really see this initially because with the addition of the Weirdboy to the Ork arsenal, beyond tier 2 Orks transition their core army from Sluggas and Shotoas to Nobs and possibly Kommandos. Nobs can shrug off Wraithguard shots pretty nicely and can then follow that up by getting into melee and massacring them. That Wraithguard kill off Sluggas and Shootas left and right isn't much of a problem because when Wraithguard start coming out in sizable enough numbers is well after you have an upgraded Weirdboy and right when you start getting your Nobs out so the combo of Nobs and Weirdboy is really potent against Wraithgaurd. However, for races that rely more heavily on tier 1 and tier 2 units (such as Space Marines), Wraithguard are really devastating.

Otherwise, balance seems to be the best it's been in just about forever and the game continues to play extremely well. Currently, imo, it's more fun and possibly deeper/better than StarCraft 2 Beta. That comes with the caveat of that SC2 Beta obviously has more macro depth. You may now commence streams of "wut" and "you're insane".

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