che balle è 2 settimane che the hut mi ha spedito il gioco e ancora nn mi è arrivato :gha:
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che balle è 2 settimane che the hut mi ha spedito il gioco e ancora nn mi è arrivato :gha:
aauhauhauha ma che figata la cutscene finale della campagna! :metal:
figata ho trovato la build definitiva per l'hive tyrant.
3 ht con la mia build e si vince isi, in solo riesco ad arrivare fino ai doppelganger poi purtroppo soko ç_ç
Cmq per avere la build definitiva bisogna avere equipaggiato:
Grinfie stritolanti (se il tiranno o le creature attaccano si guadagnano 3pf)
Cisti venefiche (160 di armatura più la nube velenosa che è il core del danno di questa build)
Genosteler (3 genosteler che durano poco, fanno molto danno)
Decomposizione esplosiva (quando le creature muoiono esplode una nuvola velonosa [cominciate a capire xkè servono i genostealer vero eh :p])
Bioreazione (crea uno scudo di invulnerabilità ogni volta che muore una creatura [come sopra])
Sinapsi (50% di costo energia per l'uso delle abilità)
Come funziona la build?Facile, si usano i genostealer per curarsi rendersi immuni e fare danno allo stesso tempo, spammandoli (con sinapse costano 5 di energia ghhghg).
Quando i genostealer arrivano in melee si possono fare esplodere segando facilmente grossi gruppi di mobboni.
Ovviamente quando si aggrano millemila mob si usa la propria nube velenosa che secca tutte le cacchette e lascia in piedi solo i vari liutenant ecc...
Se si sta sokando, basta evocare altri genostealer per avere l'immunità di qualche secondo, tirare 2 artigliate che ti fanno guadagnare 6pf e nel mentre ogni genostealer tira altre 2 artigliate che fanno 2x3x3 pf guariti il che non è male considerando che tutto questo dura 2 secondi :sneer:
Cmq quando qualche pakko vuole provare io ci sono, ora devo testare la nuova armor che si sblocca al 16 (quella da 98 di armor ma che a ogni colpo subito si guadagna un +10 in armatura anche se a questo punto si sacrifica la nube velenosa, ma se si riesce a giocare con 3 ht si può avere 2 ht con nube velenosa e l'altro ht con l'armatura di reazione in modo da fare il ress bot :sneer: )
Patch notes 2.2
Global
* Users can now modify their keybindings, including camera controls, by changing values in the keydefaults.lua file in the Settings folder. The keydefaults.lua file will not exist until you first launch a multiplayer game after the patch. Please see the contents of keydefaults.lua for more information
Bug Fixes
Global
* Variety of stability fixes
* Fixed a crash that can occur when using driver-level anti-aliasing
* Fixed a crash due to a memory corruption in the final mission
* Fixed a bug whereby the blur rendering post-process effect would fail to work
* Fixed a bug whereby the game would hang in windowed mode in Vista or Window 7 – Please note that windowed mode is still not officially supported with Dawn of War II: Chaos Rising
* Fixed a bug whereby the game wouldn’t run in Vista or Window 7 when parental controls are disabled
Campaign
* Players will no longer receive invalid wargear in the original Dawn of War 2 campaign
* Fixed an issue with right-clicking to pick up wargear causing the cursor to be locked in the facing position
* Fixed a scar error during the Uprising at Angel Forge mission
* Fixed an issue where the final boss of the Chaos Rising campaign would randomly regain full health
Multiplayer
* Fixed a crash that can occur during the kick voting process
* Fixed a crash when attempting to capture a power node
* Fixed a bug where wind-up weapons would unfairly fail to fire if the target leaves the range of the attacker during wind-up
* Fixed a bug where ranks will be reset under certain networking conditions
* Implemented an attempt to recover lost rank from old leaderboards
* Added music to free for all matches
* Fixed and issue where some power nodes did not have room to build all three power nodes in 2p Judgment of Carrion and 4p Calderis Refinery
Balance Changes
General
* 2p Judgment of Carrion has had its strategic points rearranged.
Chaos
* Inferno Bolters damage has been reduced from 39 to 35
* Chaos Predator max speed increased to 5.7 from 5.2
* Chaos Lord has had his armour type changed from Heavy Infantry to Commander
* Removed melee resistance from the Bloodcrusher
* Increased the in combat ranged modifier to 1 from 0.5 for the Bloodcrusher
* Bloodcrusher size has been changed to Large from Huge
* Bloodcrusher now has appropriate upkeep cost
* Plague Marine Champion death explosion will no longer hurt invulnerable units
Space Marines
* Predator Tank max speed increased to 5.7 from 5.2
* Assault Terminators with Storm Hammers and Thunder Shield
o Increased damage to 90 from 75
o Increased special attack damage to 67 from 65
* Assault Terminators with Lightning Claws
o Change damage type from Melee Heavy to Power Melee
o Decrease damage to 70 from 95
o Decrease special attack damage to 57 from 72
o Decrease splash damage to 12 from 20
o Removed additional 360 degree damage (20) from special attack
* Force Commander Terminator Lightning Claws
o Change damage type from Melee Heavy to Power Melee
o Decrease damage to 70 from 100
o Decrease special attack damage to 53 from 72
o Decrease splash damage to 12 from 20
o Removed additional 360 degree damage (20) from special attack
* Librarian’s Smite ability will no longer sometimes instantly cooldown after firing
* Force Commander and Assault Terminator lightning claw special attack changed from a 0.5 second sweep to an instant pie attack.
Eldar
* Fire Prism max speed increased to 5 from 4.5
* Wraithguard can no longer fire on the move
* Shuriken Cannon Guardian HP has been reduced to 225 from 275 per member
* The received range damage modifier while fleet of foot is active on a Banshee squad with an Exarch is now exclusive and will no longer stack with other received range damage modifiers
* The received range damage modifier from Distortion field is now exclusive and will no longer stack with other received range damage modifiers
Orks
* Looted Tank max speed increased to 5.5 from 5
* Stikkbomb_pvp damage type has been modified to damage units in buildings
Tyranids
* Ravener Tunnel HP has been reduced to 175 from 250
* Ravener Alpha no longer reduces his AV damage modifier by re-equipping the corrosive devourer multiple times
Hanno nerfato gli artigli dei terminator d'assalto, ma hanno rialzato i danni del martello, se prima si spendeva 70/70 per avere gli artigli e spaccare tutto, ora ti tieni i terminator di default e spacchi tutto uguale :sneer:
L'unico vantaggio che posso intuire è il fatto che gli artigli ora sono considerati power melee e quindi utili contro fanteria corazzata e veicoli.
Il chaos lord ora è nerfato troppo, oltre a essere lentissimo or avendo la armor come gli altri commander soka di brutto lol.
Lo sapevo che dovevo giocare il chaos prima del nerf per farmare un po' di ranks :sneer:
2.2.1 Patch Release Notes
Chaos
------------------------
Chaos Lord
* Drain Life has had its radius reduced from 30 to 15
* Drain Life can no longer be used on unconscious units
* Kill the Weak, Destructive Strike and Sweeping Doom can no longer be cast at the same time
* Fixed a broken special attack for the Chaos Lord lightning claws
* Chaos Lord’s blood maul and lightning claws now properly display the proper level requirement
* Range indicator ring for Kill the Weak! Now displays the correct range
Plague Marine Champion
* Added hero XP modifier so that the PMC levels correctly with experience
* Melee skill has been reduced from 90 to 60
* Changed melee sync-kill percentage from 60 to 40
* Equipping the Plague Sword and Power Fist will now increase the Plague Champion’s melee skill by 10 for a total of 70 at level 1
* Blight grenade immunity time increased to prevent juggling between units
* Unholy stench no longer damages damage immune targets
Sorcerer
* Melee skill has been reduced from 90 to 70
* Changed melee sync-kill percentage from 100 to 40
* Sorcerer is now immune to knockback while using the Subjugate ability
* Shrine Worshiping cultists are no longer affected by the Sorcerer’s mass teleport
* Sorcerer’s Subjugation ability no longer works on retreating units
Heretics
* Doom Blast now deals courage damage
* Doom Blast damage has been reduced from 45 to 25
Chaos Tactical Marines
* Inferno Bolter damage modifier vs. vehicles has been lowered from 0.2 to 0.1
Bloodletters
* Upkeep has been increased from 0.00425 to 0.017
* Damage has been reduced from 50 to 42
* Special attack damage has been increased from 25 to 31
* Special attack damage type changed from melee_pvp to melee_heavy
Plague Marines
* Plague Bolter damage over time increased from 0.5 to 0.75
Bloodcrusher
* Build time increased from 35s to 40s
Space Marines
------------------------
Apothecary
* The range of the Apothecary’s heal has been reduced from 40 to 25
* The sanguine chainsword now requires tier 1
* The anointed power axe now requires tier 2
* Combat Stimulants will now break suppression and increase damage on the unit it is cast on
Force Commander
* Force Commander lightning claws are now free to repurchase
Techmarine
* Brother’s in Arms no longer affects buildings
* Techmarine mark target can no longer target unconscious units
* Teleport relays now properly heal Tactical Marines
Tactical Marines
* Tactical Marines can now replace an upgrade with another upgrade. Each time they do this they must pay the cost of the new upgrade.
Assault Terminators
* Melee skill increased from 60 to 70
* Fixed an issue where Assault Terminators with lightning claws reinforced at less HP
Librarian
* Librarian Force Staff type changed from sword_pvp to power_melee_pvp
* Librarian Force Staff now grants inspiration to nearby Space Marines
Dreadnought
* Multi-melta and assault cannon no longer display on UI when upgraded to prevent overwrite of Dark Age of Technology
Eldar
------------------------
Warlock Commander
* Destructor damage reduced from 60 to 54
Warpspider Exarch
* Equipping Power Blades will now increase the Warpspider Exarch’s melee skill by 10 for a total of 70 at level 1
* Energy cost of Teleport increased from 30 to 35
* Units under affected by the Warp Spider Exarch’s Mass Teleport are now immune to knockback
Guardians
* Battle Equipment cost increased from 50/15 to 65/15
* Guardian reinforce cost increased from 0.4 to 0.5
Banshees
* Aspect of the Banshee cost increased from 100/20 to 100/25
Shuriken Cannon
* Cost increased from 210/30 to 240/30
Rangers
* Can no longer target Terminators with Kinetic Shot which was ineffective
Warpspiders
* Haywire grenade now slows vehicles by 60% instead of causing them to be stationary
Orks
------------------------
Kommando Nob
* Equipping the Assashun’s Knife will now increase the Kommando Nob’s melee skill by 10 for a total of 70 at level 1
* Hide Da Boys no longer works on unconscious units
Mekboy
* Beamy Deff Gun ranged increased from 55 to 65
* Has a new weapon upgrade: Dakka Dakka Dakka
o Costs 115/30
o Requires Tier 1
o Equips a big shoota with no setup time
o Increases Mek’s ranged damage by 50%
* Waaagh banner Frazzle ability now displays buff effects on nearby Orks
Warboss
* Now has medium crush
* Cybork Implants now replaces the Stomp ability with the Big Stomp ability
* Big Stomp no longer requires the Warboss to take damage
* Big Stomp stun duration lowered from 10s to 7s
Sluggas
* Recklessness now breaks suppression and reduces incoming ranged damage by 50% for the duration of the ability
* Recklessness has been renamed to “Swamp ‘Em”
* Recklessness has a new effect
* Nob leader cost increased from 75/25 to 100/25
Stormboys
* Choppa damage increased from 27 to 30
* Choppa special attack damage increased from 12 to 20
* Choppa special attack damage type changed from melee_pvp to melee_power_weapons_pvp
Lootas
* Beamy Deffgun range increased from 55 to 65
Stikkbommaz
* Increased the projectile speed on stikkbombs
* Stikkbomma stikkbombs and stunbombs now properly scatter when targeted in fog of war
Wartrukk
* Cost increased from 200/30 to 300/40
* HP increased from 400 to 500
* Build time increased from 30s to 40s
Weirdboy
* Weirdboy will no longer lose energy upgrade when going into shared holds
Tyranids
------------------------
Hive Tyrant
* Invulnerability duration decreased from 20s to 12s
* Crushing claw damage reduced from 120 to 108
* Improved Synapse no longer applies to Carnifexes, Warriors, Tyrant Guard, Zoanthropes or Spore Mines
Ravener Alpha
* Equipping the Crippling Talon or Acid Splatter will now increase the Ravener Alpha’s melee skill by 10 for a total of 70 at level 1
* Corrosive Devourer vehicle armor damage modifier increased from 2.0 to 2.5 when ability active.
Hormagaunts
* Cost increased from 270 req to 300 req
* Health increased from 73 to 80 per entity
* Damage increased from 20 to 22
Warriors
* Adrenal Gland synapse no longer increases weapon damage of affected units
* Adrenal Gland synapse increases health of affected units by 75%
* Warriors equipped with a barbed strangler will no longer leap into melee combat
* Barbed strangler damage reduced from 45 to 25
* Barbed strangler damage modifier vs. garrisoned troops increased from 1.6 to 3.0
* Scything talons heavy damage reduced from 27.5 to 20.6
* Warriors can no longer knock back retreating units
Venom Brood
* Synapse ranged damage increase lowered from 40% to 30%
* Synapse now increases health of affected units by 35%
* Cost reduced from 400/15 to 300/15
* Damage reduced from 36 to 30
Genestealers
* Melee skill reduced from 80 to 70
* Genestealers now grant 8 red resources when killed, up from 4
Tyrant Guard
* Reduced upkeep from 0.0765 to 0.051
Lictor
* Melee skill increased from 60 to 70
Carnifex
* Spawn Rippers cooldown increased from 60 to 120 seconds
* Spawn Spore Mines cooldown increased from 60 to 120 seconds
* Special attack damage reduced from 175 to 120
* Scything talons and claws damage reduced from 240 to 200
* Scything talons damage reduced from 300 to 180
* Charge damage reduced from 35 to 30
Synapse
* Tyranid synapse death damage increased to 18% from 14% for all units except tyrant guard and carnifex.
Bug Fixes
------------------------
* Unreachable areas on Typhon Arena marked as impassible
* Open area around power points on Calderis Refinery increased to allow generators to be built.
* The following abilities have been given unique keybindings:
o Scout Explosive Shot
o Heretic Doom Blast
o Sorcerer Warp Rift
o Tyrant Guard Shield Wall
o Weirdboy Zzap
o Weirdboy Warp Vomit
o Weirdboy Bigga Brains
o Chaos Lord’s Drain Life
o Bloodletter Warp Rift
o Warboss Shoot ’em Good
* Rank 45 Chaos marines will no longer be downgraded to normal looking bolters when they are upgrade with a Mark of Tzeentch
* Carnifex can no longer be knocked down by the Kommando Nob’s Kaboom! Ability
* Units immune to damage (Warp Shifted or Phase Shifted) will no longer be damaged by the Kommando Nob’s Kaboom! ability
* Rippers will no longer reinforce automatically while in range of the Tyranid Hive
----------------------
Un po' di nerf a tutti soprattutto alle granate dei warpspider e la figata delle TAC che ora possono cambiare equipaggiamento quando vogliono diventando molto più utili e meno statici di prima :metal:
Release Notes v2.2.3
Dawn of War II: Chaos Rising
General
New map
* (2p) Hive City - Community map contest winner available for custom games
Cover seek behavior
* Many units have had major changes to their cover seek behavior. They should cover seek when told to move near cover but otherwise stand and shoot in any other situation.
Garrison
* inferno_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
* piercing_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
* plasma_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
* suppression_pvp damage multiplier against garrison_cover increased from 0.2 to 0.3
Chaos
Sorcerer
* Chains of Torrment no longer affects enemies in buildings
* Subjugation cool down time increased from 40 to 80s
* Starting courage reduced from 200 to 100
* Size changed from Medium to Small
* Warp Rift no longer affects retreating units
Havocs
* Mark of Tzeentch Lascannon slow effect now applies to Carnifexes and Tyrant Guard
Plague Marine Champion
* Touch of Nurgle no longer affects retreating untis
* Bile blower now properly hits all entities in a building
* Bile blower’s bilious discharge cooldown increased from 20 to 30s
Blood Crusher
* Daemonic Roar no longer affects retreating units
Chaos Dreadnought
* Dreadnoughts under the effect of Blood Frenzy will now attack buildings with garrisoned troops
Chaos Predator Tank
* Build time reduced from 55 to 45s
* Autocannon damage reduced from 210 to 120
* Mark of Nurgle cost increased from 150/35 to 150/50
* Mark of Nurgle now increases health of the Chaos Predator by 75% up from 50%
Plague Marines
* Plague missile slow now affects Tyrant Guard
Space Marines
Force Commander
* Special attacks for lightning claws and power fist have been changed to weapon knockback and will not affect retreating units.
Assault Marines
* Melta bombs now can be used on Tyrant Guard
Tactical Marines
* Flamers now properly hit all entities in a building
Heavy Bolter Devastators
* Lascannon slow effect now applies to Carnifexes and Tyrant Guard
Terminators
* Cost for both Terminators and Assault Terminators increased to 650/350 from 600/300
* Assault cannon damage lowered from 150 to 128
* Assault cannon cost increased from 70/70 to 100/80
* Heavy flamer cost increased from 40/40 to 80/40
* Cyclone missile launcher cost increased from 60/60 to 100/70
* Cyclone missile barrage scatter distance has been reduced from 10 to 6
* Cyclone missile barrage damage increased from 40 to 50
* Cyclone missile barrage cool down time increased from 20 to 60s
* Cyclone missile barrage knockback distance and loft slightly increased
Eldar
Farseer
* Speed increase from Holo-field on Farseer Webway gates can no longer stack with itself.
Warlock Commander
* Starting courage reduced from 200 to 100
Warp Spider Exarch
* Can no longer group teleport to out of bounds areas
* Fixed an issue that prevented Shimmer Orb from being cast
* Starting courage reduced from 200 to 100
Banshees
* Starting courage reduced from 300 to 100
Orks
Sluggas
* Sluggas can no longer ‘speed build’ buildings
* Burnas now properly hit all entities in a building
Tyranids
General
* Tyranid population threshold for upkeep lowered from 30 to 26
Hive Tyrant
* The modifier for Invulnerability now lasts 12 seconds
* Size changed from Small to Medium
Lictor Alpha
* First strike from scything talons now does weapon knockback and will not affect retreating units
Termagants
* Termagant claw damage has been decreased from 8 to 4
Raveners
* Upkeep cost increased from 0.017 to 0.02125
* Population cost increased from 4 to 5
Venom Brood
* Cost increased from 300/15 to 350/15
Carnifex
* Thornback upgrade cost increased from 100/50 to 200/50
* Carnifex population cost increased from 15 to 20
* Carnifex upkeep cost increased from 0.0765 to 0.0956
Synapse
* Speed increase to Tyrant Guard is now exclusive and will not stack
* All effects from synapse now apply within a 32m radius
Coi terminators ormai nn si capisce più cosa vogliono fare, ogni patch li nerfano :sneer:
ammazza che nerf il chaos predator. fra praticament 50% del danno
WAAAGH!!
ah ecco cos'era finalmente quell'immagine sul sito, era Kaptin Bluddflagg :sneer:
Che bello aspettare 6 mesi ad ogni nuovo annuncio >.<
Kaptin Bluddflagg
http://community.dawnofwar2.com/site...luddflagg2.jpg
Dawn of War II: Retribution is being show for the first time to the press this week at Gamescom. Here is the official announcement:
AGOURA HILLS, Calif. August 17, 2010 - THQ Inc. (NASDAQ: THQI) today announced that a second stand-alone expansion for its genre redefining real time strategy game, Warhammer 40,000: Dawn of War II, is scheduled for release in the first quarter of 2011.
Taking place years after the events in Dawn of War II: Chaos Rising, this title allows players to choose their perspective with the first multiple-race single player campaign in the Dawn of War II series. The first race to be revealed is the savage Orks, but no matter which race is chosen players will be taken on an epic journey through each story arc, revealing the answers to many questions left open in previous Dawn of War titles.
As well as the single player campaign, RetributionTM will feature new multiplayer units, maps and an entire new playable faction when it ships.
Jeff Lydell, Producer of Dawn of War II - Retribution commented: "We all love the Blood Ravens here at Relic Entertainment, but there are also a lot of fans of the other races and armies out there so we decided that Retribution should allow the player the freedom to experience the campaign from the perspective they select."
Warhammer 40,000: Dawn of War II - Retribution is scheduled to be released for Windows PC in the first quarter of 2011.
About Retribution
It is ten years since the events of Chaos Rising and Sub-Sector Aurelia has been in a constant state of warfare with the Imperium struggling to retain control. The apparent betrayal of the chapter by Gabriel Angelos and his Space Marines has shaken the Blood Ravens and now the Imperial forces are beset on all sides by hostile aliens. Retribution allows the player to select the race of their choosing in a battle to determine the very survival or destruction of the entire sector.
http://www.pcgamer.com/2010/08/17/or...n-screenshots/
edit: ah, la I di Retribution fa già immaginare quale possa essere la nuova razza
Scusatemi ma anche con le nuove espansioni il sistema è uguale a DW2 invece che DW1???
Se si...non mi piace un cazz di nulla. Chiedo perchè attualmente non ho comprato l'exp di DW2 e quindi non so.
in chaos raising sia il multi che la campagna in single è uguale a dow2, le meccaniche sono le stesse.
Con retribution sembra cambieranno qualcosina, ma servono maggiori dettagli.
cioè, non potevano scegliere una faction più fica. I Freebootaz sono una delle perle di WH40k
un Warboss con un cappello da pirata....che cazzo puoi chiedere di più?
hjahahaha in effetti, però...
http://i255.photobucket.com/albums/h...mmissars03.jpg
:sneer:
ma chaos rising include anche la campagna dei tyranid ?
Quindi il primo sarebbe inutile ?
Mi pare che han detto che la nuova razza sarà una di quelle che non si sono ancora viste nel gioco, e quella I mi pareva dello stesso font che usano per l'Inquisition
Che sia una cosa fatta per benino stavolta, invece delle Sisters che erano veramente buttate li' tanto per
Hanno pure cambiato il look del sito della community :sneer:
Release Notes v2.4.0
Dawn of War II: Chaos Rising
Balance Changes
Chaos
Heretics
* Grenade Launcher damage has been reduced versus retreating units
Space Marines
Assault Marines
* Jump energy cost has been increased from 50 to 55
Orks
Kommando Nob Commander
* Speshul Shoota High Explosive Shells damage has been reduced versus retreating units
Weirdboy
* Warp Vomit negative effects no longer apply to vehicles
Nobs
* Reinforce cost has been increased from 62/12 to 75/15
Stikkbommas
* Stikkbomb damage has been reduced versus retreating units
* Stikkbomb cost increased from 8 to 16
Tyranids
Lictor
* Assault leap no longer effects retreating units
* Upkeep increased from 0.0425 to 0.06375
* Energy cost of Flesh Hook increased from 25 to 50
* Energy cost of Assault Leap increased from 20 to 40
Bug Fixes
* Fixed an issue that would prevent the AI from capping points
* Improved performance on White Walls of Calderis
* Fixed an issue that would lower the Kommado Nob’s health every time Extra Equipment was unequipped
* Fixed an issue that was preventing single entity units (Librarian, Weirdboy, Lictor) from properly receiving commander health regen
* Fixed a rare crash that could occur when users were leaving a game
* Fixed an issue that could prevent setup teams from moving to other windows while garrisoned
questa immagine dice tutto
http://images3.wikia.nocookie.net/__...nquisition.jpg
Giusto per dovere di cronaca inserisco anche il changelog della patch 2.3.1 (Eternal War) attualmente live.
New Features
* Free for All and Team Free for All are now available game modes in Find a Game
o The Player Stats screen has been updated to show FFA and Team FFA stats
o Find a Game FFA and Team FFA matches will give rank points
* New map added for both FFA and Team FFA: (FFA) The White Walls of Calderis
* Mods are now automatically loaded out of the mods folder
o Users need to create Mods folder in their “\GameAssets” folder
o Command line is no longer required
* Map Preference Selection
o Users can now select a number of maps they prefer in Find a Game
o Matchmaking will attempt to match users with similar map preferences but if searching takes too long, user will be matched regardless of their map preferences
* Added a reverb setting to the audio options that is defaulted to off. Enabling this will improve sound quality, but may have a dramatic impact on performance with low to mid-range CPUs.
Balance Changes
General
* Garrison & transport changes
o Units should enter and exit buildings more quickly
o When giving orders to a squad that is exiting a building, they will now execute that last order given once they are done unloading.
o Units should now load into transports, webway gates & Ravener Alpha burrow tunnels in a more efficient manner
o Units should unload from transports, webway gates & Ravener Alpha burrow tunnels in a more efficient manner
o There is no longer a period of time where a unit is invulnerable when entering or exiting a building
* Stun effects will now disable all abilities until the stun wears off
Chaos
Global
* Improved the visibility of the Noxious Cloud effect
* Units killed by Noxious Cloud will now grant favour
Plague Champion
* Shrines of Nurgle no longer can resurrect unconscious commanders
* Icon of Nurgle now requires tier 2 instead of tier 3
* Plague Bolter scatter radius reduced from 20 to 3
Sorcerer
* Consume radius increased from 5 to 8m
* Dark flames will now telegraph when being cast
* Dark flames initial delay increased from 0.1 to 2.1
* Curse of Tzeentch knockback increased from 10 to 15m
* Curse of Tzeentch area reduced from 10 to 7m
Heretics
* Sword damage increased from 20 to 24
* Aspiring Champion upgrade reduced in cost from 100/25 to 80/25
Chaos Space Marines
* Bolter scatter radius reduced from 20 to 3
Havoc
* Heavy bolter setup time reduced from 4s to 3s
Chaos Dreadnought
* Added tracer fire to the Dreadnought’s torso guns
* Can now melee garrisoned buildings while in a Blood Rage
Plague Marines
* Plague Bolter scatter radius reduced from 20 to 3
Chaos Predator Tank
* Weapon type changed from autocannon_pvp to autocannon_tank_pvp
* Rotation rate increased from 75 to 100
Great Unclean One
* Cost reduced from 1400/250 to 900/220
* Health reduced from 8750 to 6125
* Level increases multiply health by 10% instead of 15%
* Plague sword damage decreased from 440 to 160
* Special attack damage reduced from 175 to 120
* Upkeep increased from 0.0765 to 0.0956
* XP points granted lowered from 2500 to 1000
* Population cost increased from 18 to 21
o Consume
Range increased to 15 from 8
o Swarm of Flies
Cost increased from 50 to 80
o Vomit
Cost increased from 50 to 70
Space Marines
Orbital Bombardment
* Outer ring damage of Orbital bombardment has been increased from 150 to 185
Force Commander
* Fixed an issue that allowed the Force Commander to have 2 melee weapons equipped
Apothecary
* Fixed an issue that caused the Apothecary to sometimes stop shooting after using Full Auto
* Master-Crafted Bolter scatter radius reduced from 20 to 3
Techmarine
* Bolter scatter radius reduced from 20 to 3
* Master crafted bolter scatter radius reduced from 20 to 3
* Concsecrated bolter scatter radius reduced from 20 to 3
Scout Marines
* Bolter scatter radius reduced from 20 to 3
Tactical Marines
* Bolter scatter radius reduced from 20 to 3
Heavy Bolter Devastators
* Will now reset their weapons to a set-up state after upgrading to a lascannon
Assault Marines
* Energy cost for jump lowered from 70 to 50
* Jump now has a minimum range of 15m
* Incoming ranged damage will be reduced by 90% while jumping
* Now are immune to suppression for the full duration of a jump
Razorback
* Rotation rate increased from 75 to 100
Librarian
* Attacks from the power sword will no longer grant energy to the Apothecary
* Now heals at the HQ at the same rate as a commander
Predator Tank
* Rotation rate increased from 75 to 100
Terminators
* Terminators and Assault Terminators now share the same cooldown timer
* Terminators cost changed from 650/350z to 650/100/350z
Assault Terminators
* Equipping lightning claws will now reduce the health of assault terminators by 300 per entity
* Assault Terminators cost changed from 650/350z to 650/100/350z
* Fixed an issue that caused the maximum health of the squad to drop when an individual Assault Terminator was killed
Venerable Dreadnought
* Damage increased from 150 to 175
* Health increased from 1600 to 1750
* Cost decreased from 700/400z to 600/300z
* New passive ability: Stoicism
o When the Venerable Dreadnought has been dealt his killing blow he continues to fight on for 10 seconds. While Stoicism is active the Venerable Dreadnought cannot be slowed or disabled and will continuously inspire allies around him. After Stoicism expires the Dreadnought is destroyed.
Eldar
Global
* Fleet of Foot will no longer refund energy and cooldown when retreat is used while it is active
* Garrisoned Farseer webway gates are now correctly revealed by enemy detector units
Farseer
* Levitation no longer effects units that are retreating
Warlock
* Improved the Providence ability visual effects
Falcon
* Rotation rate increased from 75 to 100
Fire Prism
* Pass_type changed from medium_crusher to heavy_crusher
* Acceleration increased from 6 to 7
* Rotation rate increased from 75 to 100
Avatar
* Cost decreased from 1000/230 to 800/180
* Health decreased from 7000 to 5600
* Sword damage reduced from 340 to 205
* Avatar no long randomly knocks back units on attack
* XP points granted lowered from 2200 to 1000
* Upkeep increased from 0.04 to 0.0956
* Population cost increased from 18 to 21
Orks
Warboss
* Now I’m Angry ability changed.
o This ability no longer requires the Warboss to take damage
o Now has a cooldown of 40s and requires 50 energy
o Increases the damage and speed of the Warboss. The Warboss will also periodically stomp the ground while running, creating a crater of light cover.
Kommando Nob
* Health granted by Extra Equipment lowered from 200 to 100
* Explosive shot knockback has been changed from ability to weapon, making it ineffective against retreating units
* Shoota scatter radius reduced from 20 to 5
Mek
* Shoota scatter radius reduced from 20 to 5
Sluggas
* Slugga Nob leader weapon type changed from pvp_melee to melee_heavy
* Nob leader upkeep lowered from 0.02125 to 0.01275
Shootas
* Nob leader upkeep lowered from 0.02125 to 0.01275
* Shoota scatter radius reduced from 20 to 8
* Shoota Nob shoota scatter radius reduced from 20 to 8
Lootas
* Population cost decreased from 5 to 4
* Upkeep reduced from 0.02125 to 0.017
Stormboys
* Stormboy Nob leader weapon type changed from pvp_melee to melee_heavy
* Incoming ranged damage will be reduced by 90% while jumping
* Now are immune to suppression for the full duration of a jump
* Jump cooldown decreased from 60s to 15s
* Jump now has a minimum range of 15m
* Nob leader upkeep lowered from 0.02125 to 0.01275
* Stormboys equipped with a Nob leader will now briefly stun enemies when jumped on
Wartrukk
* Rotation rate increased from 75 to 100
* Health decreased from 500 to 350
* Cost reduced from 300/40 to 180/20
* Damage lowered from 45 to 20
* Upkeep lowered from 0.0425 to 0.02125
Weirdboy
* Now heals at the HQ at the same rate as a commander
* Fixed an issue that would cause Zzap to persist longer than intended
Kommandos
* Kommando Nob leader has upgraded his hammer to a rokkit launcha
* Kommando Nob leader upgrade now requires tier 3
Nobs
* Huge Choppa weapon type changed from sword_pvp to melee_heavy
* Size_override set to 1, allowing Nobs to path around each other easier
* XP granted reduced from 250 to 200
* Hammers no longer have a probability of knocking back units on a regular attack
* Hammers damage increased from 100 to 110
* Hammers now increase the Nobs damage output by 8% every time they attack stacking up to 4 times
* Hammers cost increased from 50/50 to 100/70
Looted Tank
* Rotation rate increased from 75 to 100
Tyranids
Lictor Alpha
* Flesh hook damage reduced from 180 to 140
* Flesh hook flight distance lowered from 30m to 20m
Ravener Alpha
* Devourer scatter radius reduced from 20 to 8
Raveners
* Devourer scatter radius reduced from 20 to 8
Genestealers
* Removed the unused energy bar from Genestealer broods
Lictor
* Now heals at the HQ at the same rate as a commander
* Scything Talons damage type changed from power_melee to melee_heavy
* Lowered cost from 500/50 to 350/50
Tyrant Guard
* Now affected by Lascannon snare effect
* Now affected by haywire grenades
* Added a visual effect when the haywire grenade hits a Tyrant Guard
Zoanthrope
* Focused Warp Blast energy cost reduced from 65 to 30
Carnifex
* Added a visual effect when the haywire grenade hits a Carnifex
Bug Fixes
* Added all retailer exclusive wargear to the wargear drop tables in single player
* Fixed an issue that would sometimes make squads unable to fire after being suppressed
* Fixed an issue that caused setup weapon squads to chase a unit after being given an attack order
* Fixed an issue that caused single members of a squad to pursue a target after being given an attack command
* Stances are no longer reset to their defaults when upgrading a unit
* Fixed an issue that was causing Khorne shrines to spawn bloodletters faster than normal when attacked by certain units
* Fixed an issue that caused extra bloodletters to spawn when heretics stopped worshipping at a Khorne shrine.
* Fixed an issue that caused infantry to automatically change stances from melee to ranged when garrisoning a building
* Fixed an issue that prevented Heroes from cancelling a wargear upgrade while retreating another upgrading unit
* Squad selection hotkeys will now always be assigned to the first available hotkey when a squad is created
* Fixed a targeting priority issue that affected setup weapon squads and other weapons, extending their range beyond their maximum
* Fixed an issue that would cause the cursor to become stuck as the directional indicator when issuing a right click facing order over a decorator
* Fixed an issue that would cause the cursor to become stuck as the attack icon when rapidly building power generators
* Fixed an issue that caused the health of the Chaos Sorcerer to be improperly displayed when the Sorcerer unlocked the Narcissistic trait in The Last Stand
* Fixed an issue that caused users to only have randomized starting location on one map side
* Fixed an issue that caused the output language to be incorrect when using a non-english keyboard
* Added an on/off toggle for convolution reverb to the audio options
* Fixed an issue that was preventing the sound effect for mini map pings
* Added a sound effect when a chat message is received
* We now require a certain amount of gameplay to occur before awarding rank points to a user to prevent user’s who were constantly conceding in order to rank up
* Fixed a number of missing audio effects
Qualche info: http://forums.relicnews.com/showthread.php?t=252355
The campaign: more races.
The orks however aren’t the only party you will be able to command in the single-player campaign. Relic promises for Retribution a “multi-faction-campaign” but so far didn’t want to talk about the other races.
But at the end of the gamescom mission a female eldar farseer said “The Inquisition is comming!” This could mean that the imperial inquisition will be the 6th playable faction:
Space Marines, Orks, Eldar, Nids and Chaos Marines. Maybe even as playable campaign-choice.
http://uk.pc.ign.com/articles/111/1114471p1.html
http://images.idgentertainment.de/im...46/944x531.jpg
In an interview with Eurogamer earlier this week, THQ core boss Danny Bilson stated that plans are underway for the production of Dawn of War 3.
Retribution's going to ship in February, and then we start laying out Dawn of War III. You can probably expect it between 18 months and two years after that.
:metal:
http://store.steampowered.com/news/4356/
Era ora, così ci siamo tolti dalle palle il live...
finalmente. Ma steamworks sapete com'è ? non è che passiamo dalla padella alla brace?
bhe non so, cmq l4d e i vari giochi valve usano steamwork, che è come il ive alla fin fine però forse matchmacia meglio e si spera senza la gente che lagghi a manetti :confused:
weeeeeee
http://www.shacknews.com/onearticle.x/65768
finalmente si rivede Macha?
fico, sempre più appetitoso questo retribution :metal:
Warhammer 40,000: Dawn of War II: Retribution Tyranid Trailer
http://www.gamespot.com/pc/strategy/...r#toggle_video
Speculazioni associate al video: http://www.gamereplays.org/dawnofwar...ampaign-reveal
:drool::drool::drool::drool:
need campagna eldar nau
o cacchio...a sto punto possiamo sperare anche nella campagna Chaos :metal:
LET THE GALAXY BURN !
Patch 2.5
Chaos
------------------
Plaguemarine Champion
* Breath of Nurgle heal increased from 140 to 190 for the Plaguemarine Champion and 45 to 55 for nearby allies
Chaos Lord
* Blood sacrifice duration increased from 10s to 25s
Chaos Predator Tank
* Speed increased from 5.7 to 6.0
Space Marines
------------------
Predator Tank
* Speed increased from 5.7 to 6.0
Eldar
------------------
Wraithlord
* Shuriken cannon upgrade cost lowered from 100/40 to 100/25
* Brightlance upgrade damage increased from 60 to 80
Fire Prism
* Speed increased from 5.0 to 5.5
Orks
------------------
Kommando Nob
* Extra equipment health regeneration rate increase lowered from 0.5 to 0.3
Mekboy
* Waaagh! banner cost increased from 75 to 75/10
Shootas
* Big Shoota damage decreased from 37 to 33
* Shoota Nob shoota damage increased from 36 to 40
Looted Tank
* Speed increased from 5.5 to 6
Nobs
* Nobs are no longer immune to knockback under the effect of Frenzy
* Frenzy cost increased from 50 to 75 Waaagh!
Tyranids
------------------
Zoanthrope
* Damage increased from 60 to 75
* Blast radius damage modifier increased from 0.4 to 0.6 at the edge of the radius
Bug Fixes
* Fixed several issues where units would wind up in a stance inappropriate to their current weapon
* Fixed an issue that would cause commanders to get stuck in retreat mode while at their base
* Fixed an issue that would require the Ork Mekboy to setup before teleporting when he was equipped with a beamy Deffgun or a Dakka Dakka Dakka
* Fixed an issue that caused units to stop displaying their energy bars after being upgraded with a sergeant
* Fixed several issues that would prevent units from cancelling the setup process
O_O come se il predator non fosse gia veloce di suo
io praticamente quando gioco kito metà delle truppe nemiche in giro per la mappa
interessanti update pe quanto riguarda Retribution sia per il gioco single che multi player
dopo gli eroi Orkz, abbiamo la descrizione anche di quelli Eldar. Da notare come questi eroi siano molto + rivolti a colpire e evadere rispetto a quelli degli SM o Orkz, come ci si aspetta dagli Eldar
Spoiler
abbiamo poi l'unita multiplayer "semi-eroica" degli Eldar, l'Autarch. Non gioco quasi mai gli eldar. qualcuno che li conosce meglio mi sa dire quanto l'autarch si andra ad integrare nel T2 ?
Spoiler
la vera roba succosa arriva però dai Tyranid.
Nuova unità multiplayer T3. Lo Swarmlord. Per chi non lo conosce, nel gioco da tavolo lo Swarmlord è forse l'unità più potente da "armabianca" dopo il Bloodthirster. Probabilmente sarà la super unità Tyranid, paragonabile a l'Avatar of Khaine, o al Great Unclean One
assurda la sua abilità di reinforzare le unità senza farle tornare alla base. Strategicamente è una piccola rivoluzione nel gioco
Spoiler
e infine abbiamo l'eroe Tyranid. Si, soltanto uno per la loro campagna. da quel che si legge sarà molto differente. Tutto ruoterà intorno al Hive Lord le cui abilità influenzeranno le tattiche e capacità della tua orda di insettoni
Spoiler
trovate il tutto correlato di foto qui
http://community.dawnofwar2.com/home
vi lascio con un link di una partita 3vs3 che ho trovato fantastica e che ben si adatta a queste notizie sui Tyranid :D
(PS. la partita vera inizia dal minuto 4:20. prima parlano e basta)
enjoy
Fighissimo, era da un po' che non seguivo le news!
marzo non può arrivare mai troppo presto.....
IL LAND RAIDER PD!
Quote:
Enemies of the Emperor take heed, the Space Marine Land Raider will be taking the field in Dawn of War II: Retribution. One of the most powerful battle tanks in the Imperium’s arsenal, the Land Raider carries a number of different types of weapons to deal with enemy threats, laying down a tremendous amount of fire. Capable of transporting troops and shrugging off attacks from all but the most destructive weaponry, the Land Raider is a major force on the battlefield whether it is supporting or spearheading an attack.
Unit: Land Raider Redeemer
Availability: Tier 3
Abilities:
Frag Assault – Launch a volley of grenades, knocking back and dealing heavy damage to most infantry units.
Retreat Beacon – When activated, all squads will retreat to the Land Raider beacon.
A late game behemoth, the Land Raider Redeemer is expensive and powerful. Although it is not particularly agile or quick, it’s dual Flamestorm Cannons spew enough fire to melt any infantry to get near. The Land Raider can serve as a base of operations for Space Marine players. With the Retreat Beacon activated, squads can quickly retreat to the Land Raider instead of the Space Marine base. Squads near the Land Raider can be reinforced, replacing lost squad members, and get back in the fight much more quickly than having to make the run to and from their base.
A Land Raider Redeemer parked near a strategically important sector, be it a power generator farm or Victory Point, can be a strong deterrent to enemy attack. Anything that comes close will have to be set to deal with a wall of fire, bolts, and frags.
http://community.dawnofwar2.com/
il battlewagon come unità Tier3 per gli orki e hanno ufficializzato anche la campagna degli spacemarines
ma allora sono 6 campagne in tutto ?? anche quella del Chaos??
sta espansione sembra fantastica
(e andasse a fare in culo la blizzard con le sue campagna vendute separatamente)
inoltre, è ufficiale. La nuova razza è l'Inquisizione. Se aggiungi Retribution alla lista di desidesti di Steam ecco cosa vedi
doppio, per la gloria del Chaos
Nooooo ora ho la scimmia!
land raider è già sgravato solo dalla descrizione!
La faccenda delle campagne si fa sempre più interessante, speriamo siano personalizzate per ogni razza e non una campagna singola con possibilità di giocarla con le varie razze, però leggendo le descrizioni delle campagne sembrerebbe propendere per la prima ipotesi :metal:
Non vedo esca sta exp così posso finalmente reinstallare dow, senza avere windows live merda.
io a vedere st'immagine sbavo da morire
http://community.dawnofwar2.com/site...landraider.jpg
nid versione chaos :drool: