Warhammer 40000: Dawn of War - Dark Crusade v1.20 3/20/2007 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 o Requisition has been increased from 5,000 to 10,000. o 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 o The Chaos Sacrificial Circle and Machine Pit no longer require a Barracks or the Armory. o Heavy Bolter Turrets now require either a Chaos Armory or a Chaos Temple. o Increased the build time on the Sacrificial Circle from 25 to 35. o Increased the cost of the Desecrated Fortress from 300r/100p to 300r/105p. o 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. o Now renamed to Chaos Energies. o Now adds 1000 health to Predators. o Now adds 500 health to Defilers. o Now allows individual Predator weapons to be upgraded to Lascannons. * Berserkers o Khorne Berserkers now require the Sacrificial Circle. o 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 o Significantly increased the special attacks damage of the Daemon Prince. o Daemon Prince now benefits from the Symbol of Chaos research. o Decreased Daemon Prince Summoning Research cost from 400/400 to 250/250. * Defiler o Increased Defiler Battle Cannon disruption radius from 4 to 5. o Increased Defiler Battle Cannon throw force from 25-45 to 40-60. o Slightly increased Defiler Auto Cannon range from 25 to 28. * Horrors o Horror squads can now be reinforced. o Horror squad armor type has been changed from Monster Medium to Heavy Medium. * Lascannons o Lascannon upgrades have been restored to the Predator. o Significantly decreased Chaos Predators Lascannon damage against infantry. o Decreased Obliterator Lascannon damage against some buildings. * Possessed Space Marine o Daemonic Mutation was removed from the game. The upgrade bonuses have been added to the base Possessed Marine unit. o 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 o Soul Shrine requisition cost has been reduced by 50. o Mobilized for War Research moved from the Soul Shrine to the HQ. o Support Platform now requires an Aspect Portal. * Dark Reapers o Enhanced Optics upgrade now gives more damage and range to Dark Reapers. o Dark Reaper knife penetration to Infantry Medium reduced from 45 to 27. * Banshee o Modified Call of War research to account for the Banshee Tier 1 health upgrades (Tier 2 Banshees still have the same health). o Morale regeneration rate set to 15 per second. o Increased Banshee Tier 1 health by 10%. o Increased Banshee Exarch Tier 1 health by 10% * Harlequins o Harlequins Kiss damage is now capped at 4000. o Decreased their population cap from 2 to 1. o Harlequins can now detect infiltrated units. o Its stealth detection radius was changed to 35. * Grav Platforms have been reworked o Moved from Tier 2 to Tier 3 o Acceleration and turning speeds have been adjusted. o No longer affected by cover. o No longer attach to squads. o Turbo Boost ability was removed. o Armor type has been changed to Vehicle Low o Each Grav Platform type has a squad limit of 3 * The Bright Lance on Grav Platforms has been reworked o Any unit being damaged by the Bright Lance takes 75% more damage. o Their damage increase debuff no longer stacks. o Setup time was changed to 2 seconds. o The Bright Lance itself now does moderate damage to vehicles. * The Shuriken Cannon on the Grav Platform has been reworked o Now does area of effect damage. o Any unit being damaged by the Shuriken Cannon now suffers from a movement speed penalty. * Warp Spiders o Reduced the Warp Spider’s damage to vehicles. o Reinforced Armor Upgrade health bonus for Warp Spiders decreased from 25% to 15%. o 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 o Tier 2 Requisition Upgrade income bonus reduced from 25% to 20% o Mars Pattern Command armor type changed to Building Medium. o The Tier 3 HQ upgrade now requires a Mechanized Command o Heavy Bolter Turret now requires either an Infantry Command or a Tactica Control. o Reduced the cost of the Tactica Control from 175r/50p to 150r/50p * Curse of the Machine Spirits ability has been reworked o No longer changes the vehicle’s armor type. o Now immobilizes the target vehicle for a short time. o Shuts down all weapons on the target vehicle for a short time. * Weapon Specialization has been fixed o Damage bonus no longer applies to Guardsmen Grenade Launchers twice. Rather, it applies once to Guardsmen Grenade Launchers and once to Kasrkin Grenade Launchers. o Decreased the Plasma Gun damage bonus from 100% to 50%. o Heavy Weapon Specialization upgrade now increases the max number of heavy weapons per Guardsmen squad from 3 to 5. * Assassin o Assassin melee penetration to buildings reduced by 50%. o Significantly decreased the damage the Assassin does to Commander Armor. o Assassination Scope no longer increases the Assassin’s line of sight. o Infiltrate is now a research that comes from the Tactica Control. * Basilisk o Decreased its max speed from 24 to 15. o Increased its reload time from 6 to 9. * Heavy Weapons Team o Lascannon damage has been increased by 10%. o Decreased the build time of weapon upgrades. o Slightly decreased Heavy Bolter damage to buildings when entrenched. * Hellhound o Decreased the initial damage of the Hellhound’s Let it Burn ability from 100-150 to 25-50. o Reduced the Hellhound accuracy on the move penalty from 40% to 15%. * Priest o Priest’s morale and health bonuses will now stack with other bonuses o Priest’s morale now recovers at 50 morale. * Ogryn o Increased their health from 625 to 690. o Decreased their Ripper Gun’s melee damage to buildings and vehicles. o Armor type was changed from Monster Medium to Infantry Heavy High. o No longer benefit from the Execute ability. * Sanctioned Psyker o Decreased the backfire chance of the Strip Soul ability from 15% to 0%. o Decreased Strip Soul’s penetration damage to Commander Armor from 75 to 65. o 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 o When a Monolith becomes a Fully Restored Monolith, it no longer loses its control group binding. o Decreased the second Necron Power research cost from 750 to 550. o Decreased the first Necron Power research cost from 400 to 300. o Increased Necron Summoning Core’s armor from 0 to 100. * Flayed Ones o Are now available after building a Summoning Core. o Are now morale immune. o Decreased Flayed Ones special attacks damage to buildings. * Necron Lord o Added a visual for the Lightning Field ability. o Lightning Field now charges twice as fast. o Lightning Field also charges additionally when the Necron Lord inflicts melee damage. o Decreased the radius of the Lightning Field ability from 15 to 5. o Decreased the damage of the Lightning Field ability by 50%. o Decreased the amount of health units receive when resurrected by the Resurrection Orb ability from 50% to 30%. o Resurrection Orb is now limited to +24 infantry pop cap. o Decreased Chronometron cool down from 90 to 70. o Increased the cool down of Night Bringer from 180 to 300. o Increased the cool down of Solar Pulse from 60 to 70. o No longer receives a health bonus for each Tier 3 Monolith present in the game. * Necron Warrior o Decreased their accuracy on the move from 100% to 80%. o Disruption Field upgrade no longer increases the range of Necron Warriors. o Slightly decreased the Necron Warrior damage against buildings and vehicles. o Decreased the health bonus of the Disruption Field upgrade. o Teleports will fail when Necron Warriors get knocked down, but the ability will no longer become greyed out. * Wraith o Wraiths are now morale immune. o Decreased the Wraith Claw damage against some buildings. o Now begin with an ability that reduces ranged damage by 40%. This ability is always active. o Wraithflight upgrade now increases ranged damage reduction by an additional 40% for a total reduction of 80%. o Wraithflight no longer grants a health bonus. o Decreased initial health from 660 to 500. o 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 o 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. o Even More Dakka Research now increases Trukk damage by 15%. o Reintroduced the More Burna and Even More Burna upgrades into the game. o Tank Bustas now require an upgrade to infiltrate. o Slightly decreased the cost and build time of the Ork Mek Shop. o Kustom Gadgitz research now increases the Big Mek’s Keen Sight by 10. * Even More Choppy research has been reintroduced o Increases the damage of Slugga, Stormboy, Shoota Boy, and Nob Choppa squads by 35%. o This research will not affect Power Klaws. o The research is now available at Tier 3 with a cost of 150r/100p. * Ork Waaagh Charge (mobbing) abilities have been reworked. o Mob bonuses triggering will now require a Pile O’ Gunz and a population of 50. o Morale regeneration and damage bonuses now only apply to individual squads. The more units that are in a squad, the higher the benefit. o A speed bonus has been added to the ability. o A health regeneration bonus has been added to the ability o Decreased the minimum number of Orks needed to start the bonus from 15 to 5. o Morale immunity is still area effect and is not confined to individual squads. * Waaagh Banner o Decreased its infiltration detection radius from 35 to 25. o Big Guns upgrade now increases the infiltration detection radius from 25 to 35. * Big Mek o Decreased its cost from 190r/60p to 190r/50p o Decreased its Keen Sight base value from 25 to 20. o Is affected by the Waaagh Charge ability when attached to squads. * Flash Gitz o Decreased their morale regeneration rate from 50 to 9 per second. o Significantly decreased their damage against vehicles and buildings. o Can now enter transports. o Can now benefit from the Waaagh Charge’s damage bonus. * Gretchin o Their maximum squad size has been decreased to 5. o Their health has been increased from 50 to 100. * Slugga Boy Burnaz o Slugga Boy Burnaz now require 20 pop to build. o Increased Slugga Boy Burnaz from 20r/5p to 20r/10p. o Slightly increased the damage of Slugga Boy Burna damage to Building Low. * Stormboyz o Reduced Stormboyz damage to buildings by 20%. o Increased Stormboyz health from 220 to 275. o Stormboyz Nob Leaders no longer take up pop after they are killed. o Stikk Bombs now have a minimum damage of 25. * Mad Dok o Increased its cost to 75r/75p. o Increased its training time from 15 to 20. * Mad Dok’s Burna Bomb o The Burna Bomb no longer explodes when deleted. o Destroying the Burna Bomb before the countdown has expired also prevents the bomb from going off. o Increased the minimum damage of Burna Bombs to 500. o Changed the Burna Bomb armor type to Building Low. o Slightly decreased the health of the Burna Bomb. o Reduced the building armor penetration on the Burna Bomb from 50 to 20. * Wartrukk o Damage reduced by 15%. o 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 o Power Fists Research now increases the damage of the Force Weapon and the Crozius Arcanum o Increased the cost of the Monastery upgrade from 250r/100p to 250r/105p. o Removed the Armory requirement on the Orbital Relay Deep Strike ability. o Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p. o Heavy Weapons Deployment now allows Predators to upgrade its individual weapons to Lascannons. o Decreased the research time on Furious Charge from 45 to 20. o 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 o Reduced the accuracy of the Assault Marine Bolt Pistol from 0.85 to 0.7 o Decreased the Hellfire missile disruption radius from 5 to 4. o Decreased the Force Commander, Librarian, and Chaplain Plasma Pistol damage by 20%. o Slightly increased the damage of the Sergeant’s Plasma Pistol. o Decreased the Tactical Marine Missile Launcher setup time from 2.5 to 2. o Decreased the Terminator’s Storm Bolter damage against buildings. * Apothecary o Increased its health from 200 to 500. o Increased its cost from 45r/15p to 60r/15p. o Increased its training time from 6 to 15. o Changed its armor type from Heavy Medium to Heavy High. * Assault Marines o Increased recharge time of their jump ability from 90 to 110 seconds. o Increased the squad cap count of Assault Space Marine squads from 2 to 3. * Assault Terminator o Reduced the stun percentage of their attacks. o Adjusted their damage against buildings. o Decreased their damage against vehicles. * Grey Knights o Decreased the cost of Grey Knights from 60r/60p to 60r/30p. o Significantly decreased the damage of the Psychic Inquisition ability. o Reduced the ranged damage of the Grey Knight. * Land Speeder o Increased their build time from 19 to 30. o Increased their cost from 120r/80p to 120r/95p. * Skull Probes o Health increased from 100 to 200. o Require either a Barracks or an Armory o Now require a separate research to infiltrate. * Whirlwind o Reduced damage by 20% o The Whirlwind no longer fires on the move. o 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 o Greatly increased the health of the Shrine of Kauyon and Shrine of Mont’ka. o Improved Metallurgy now increases the Tau Commander’s health by 200. o Path to Enlightenment now only requires a Barracks. o Path to Enlightenment HP increased by 1000. o Kroot Barracks has been renamed as the Kroot Shaping Center, and now requires a Path to Enlightenment. o The Greater Knarloc now requires Tier 4. * Broadside Battlesuit o Are now a squad of 1. Its damage, health, and costs have been adjusted accordingly. o Greatly decreased Missile Launcher vehicle damage. o Decreased Missile Launcher area of effect damage. o Decreased the minimum range of the Broadside Railgun from 8 to 5. o Decreased Railgun area of effect damage. o Significantly decreased their damage against buildings. * Crisis Suit o Increased Missile Pod damage against some buildings. o Increased Flamer reload time to 0.15 seconds. o Decreased Flamer damage against all infantry by 10% o Decreased Flamer damage against vehicles. o Increased its morale recovery value from 50 to 150. o Significantly decreased Burst Cannon damage to vehicles and buildings. o Significantly reduced Fusion Blaster damage against buildings. * Ethereal o Ethereal can now detect. o Increased the Ethereal Death Pulse cool down from 90 to 110. o Ethereal’s Honor Guard are now capped at 1 squad. o Ethereal’s Honor Guard now have a setup time. * Fire Warrior o Body Guards are now a squad of 1. o Reduced its ranged damage. o Shas’vre Fire Warriors now have a setup time on their ranged weapons. o Slightly decreased damage against infantry. o Decreased the damage bonus from the Advanced Pulse Rifle upgrade from 35% to 30%. o Reduced Pulse Rifle damage from 70-80 to 63-72. o Increased morale recovery value from 50 to 150. * Hammerhead o Increased the training time from 30 to 45 seconds. o Increased the cost from 150r/275p to 165r/315p. o Damage to infantry has been significantly reduced. o Increased Hammerhead Gunship health from 2700 to 4000. o Slightly reduced the Hammerhead Gunship’s accuracy on the move. o Changed Hammerhead Gunship armor type from Vehicle High to Vehicle Medium. * Kroot Carnivores o Increased the cost of Kroot Carnivores from 40r/0p to 45r/0p. o Kroot Carnivores have been moved to the Tau Barracks. o Kroot Carnivore morale recovery value increased from 50 to 150. * Pathfinders o Increased morale recovery value from 50 to 150. o Increased health from 250 to 350. * Tau Commander o Plasma Rifle upgrade now requires a Shrine of Mont’ka or a Shrine of Kauyon. o Fusion Blaster upgrade now requires just a Path to Englightenment. * Vespid Auxiliary have been reworked o The Destabilization ability’s damage over time reduced from 400 to 200 o Squads are now capped at 5 members. o Vespids now start with 3 squad members. o Reduced Vespid cost from 60r/10p to 50r/10p. o Squad build time increased from 0 seconds to 6 seconds per member. o Morale recovery value increased from 50 to 150. o Health increased by 10%. o Shred now causes buildings to take double damage from all weapons for 10 seconds. o 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 o Tranquility’s End o Emerald River o Fata Morga o Bloody Hell o Emperor’s Valley o Frostbite River o Haine’s Demise o 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.