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DoWpro 3.20 est maintenant disponible.

3.00/3.10 vers 3.20 :
Update patch

Vous pouvez trouver le changelog sur le thread du patch 3.20 sur dow sanc. ( ici )

MESSAGE MODIFIE LE : 15/01/2008 - 16:25
Serait-il possible de faire un copier/coller pour tout ceux qui ne disposent pas d´un compte sur dow sanctuary ?
C´est possible :

Changelog DCpro 3.10 --> 3.20:

3.10 was a pretty solid patch that was used for the second DCpro ESL tourney. There were mixed reviews with some players citing SM/CSM as being OP and other races lacking. After careful consideration it would seem that it may have been specific elements within the SM/CSM arsenal that afforded them too much versatility when faced with multiple armour types and this made things easier for SM/cSM players. Fundamentally, ongoing testing has shown that many races have a pretty good chance of winning against any SM/CSM player (ultimately the best player in the game typically wins) however, the leniency afforded by such upgrades as plasma became increasingly obvious and thus steps have been taken in 3.20 to make SM/CSM/IG players work harder to hard counter.

As ever there´s been ongoing refinement to gameplay, numerous bug fixes. I hope that 3.20 will offer a richer gameplay landscape. As previously mentioned, hard counters have been looked at closely - specifically plasma, flamers, HB´s and dedicated anti-elite heavy infantry melee units (Berserkers, banshees, ogryns, wraiths, ´ard boyz, grey knights and kroot hounds). Plasma is now poorer against a wider variety of units including inf_Hvy_high (terminators) which in later tiers encourages the use of the newly buffed anti-terminator CC units. No longer will tac plas walls counter light, heavy and elite infantry quite so well all at once. Furthermore, the t1 CC units that start fading from general use now have a later tier important use.

Additionally jumpers have been further hard capped to 2 making the slippery slope of jumper spam against some races more manageable. ASM were primarily at fault due to meltas but all raps/SB´s were also an issue at time. Hopefully the harsh limit will be the final resolution of all jumper woes.

3.20 aims to force wider diversity in your armies as you strive to counter your opponents army with more efficient troop selection. There´ll also be more rewards for killing heroes - the tau commander death penalty has been extended to all heroes (excluding IG mini-heroes). To compensate Hero wargear has been moderately cheapened in the later tiers to increase its affordability and encourage better hero management.

New AI from LarkinVB and visuals from Reeelax also feature heavily in 3.20. Many thanks guys for your great contributions!


Changelog:


Global Changes:

- Plasma DPS nerfed to inf_med, inf_high, inf_hvy_high, vehs and buildings
- 20% AB buff to hand flamers
- Tac and HWT HB´s nerfed vs inf_hvy_low (tau armour class)
- All hero abilities put onto global timers excluding mini-heroes
- Tau Commander death penalty expanded to include all primary heroes (CL/Sorc, CS general/Inq, FC/chap/libby etc etc etc)
- T2/3 Hero wargear costs revisited and moderately cheapened when appropriate

Chaos:

- Max 2 raptors
- +5/+5 horror cost
- smoke nade counts as cover for infiltration purposes to all units underneath

Eldar:

- WS and Exarch +2 movement speed
- 10% Shee and DR buff vs building_low
- Exarch dps bug on executioner vs building_low fixed
- Veh stones 100/50 and +1pop, same timer as IG veh stones
- HGD research buffs hp by +40 and increases mass +5. Old effect scrapped.

IG:

- GM nade AoE increased to cult nade AoE
- Ogryn morale regen revised. CC AB minorly buffed. DPS to inf_hvy_high in CC buffed as required. CC morale dmg nerfed
- Commi execute morale buff aura improved and ability unbugged
- 15% Las HWT buff to veh_high
- HWT Autocannon range 35
- Assassin and Inq get 5 base armour as per other heroes
- +50% buff to GM knife vs commander
- IG melee weapons are missing minimum damage and/or morale damage values (At least Assassin knife, Priest Eviscerator and Kasrkin knife) fix
- IG pathing tweak implemented -> hopefully with enhance IG pathing
- Sent LoS 30, fix LoS in cover bug
- +200hp HH health
- New IG Fx´s added courtesy of the amazing reeelax

Necron:

- Scarab DPS buffed 5% globally and +5hp
- FO´s and Pariahs --> enhanced anti-daemon dps in special attacks
- Wraiths inf_hvy_high dps buffed as required. Wraiths immune to special attacks
- Destroyer Lord armour base and dmg taken bugs fixed along with phylactery fixed
- Reviewed NW/FO/Imm HP and dps scaling - minor changes
- 20% nerf to veh_high dps for H.destroyer and immortals
- +1 HP/sec regen per mono addon for NL
- FO´s nerfed against inf_hvy_high (terminator armour class)

Ork:

- Supa Stikk bomb aoe halved
- ´Ard boy buffed 15% vs inf_hvy_high or as required
- Slightly slower Slugga reinforce
- Max 2 Stormboyz squads
- Permium wargears moved to HQ -> units and researches reshuffled accordingly to other structures
- shootas/sluggas no requirements slightly nerfed build timers
- ´ards hut only -> no reqs beyond hut

SM:

- Chappy charge modifiers nerfed...bit OTT atm
- 40% nerf to terminator inf and commander type Cyclone ML weapon
- Max 2 ASM squads
- smoke nade counts as cover for infiltration purposes to all units underneath
- GK´s buffed vs inf_hvy_high or as required
- Scout Sarge nerfed to 25 LoS
- Terminator 25 LoS, AT´s 25 LoS
- Land Raider 25 LoS

Tau:

- SS burst cannon dps reverted to 3.0 stats (aka unbugged vs inf_hvy_med)
- TC burst cannon dps reverted to 3.0 stats (aka unbugged vs inf_hvy_med) ---> note this will weaken Tau t1 and we´ll have to check tau vs meqs after this change, some compensatory buffs *MAY* be required but I´m not convinced of it and will hold off until proven. Do not ask for buffs until it is proven with the new build unless you can justify your request with something more than idle speculation.
- Turn rates on tau vehs checked ***
- fix ethereal death fx
- Skyray pathing bug fixed
- Crisis Fusion blaster AV nerfed, flamer AB buffed
- SS fusion blaster AI nerfed
- Broadside acc, HP and AB buffed