Chaos Rising: The Campaign
Producer Jeff Lydell talks about the campaign in Chaos Rising, and some of the things that sets it apart from the original DOW II campaign:
As many of you know we have been working on Dawn of War II: Chaos Rising for the past year. The videos we released have talked about much of the content we have added. Today we are going to talk about some of the work that has gone into producing the Chaos Rising campaign.
We had several big design goals when making Chaos Rising's campaign. The first one was to add more of everything that players loved about Dawn of War II. We found that players really enjoyed leveling, upgrading, and equipping the cast of Blood Ravens, and we wanted to continue giving more toys to play with. We increased the level cap to 30, which let us add more trait unlocks to pursue. We also added new wargear options, including Lightning Claws and Melta guns, on top of newer higher level wargear. Lastly, we added an entire new character, Jonah the Librarian. He brings a new dimension of gameplay to the Blood Ravens, adding powerful offensive psychic spells, supporting abilities, and more. He can customize his abilities with the wargear he equips, which makes him a very interesting character to work with.
The second big goal was to make sure the flavor and theme of Chaos was very prominent in the game, and this led to the development of the corruption gameplay. Corruption adds an entirely new layer to customize your squads with, and directly ties back to choices you make in the campaign. Your squads can become corrupt (or redeem themselves of corruption) by completing specific objectives, capturing crucial structures, making specific choices about mission deployments, or even just by following the example your Force Commander sets. We also tied a number of new wargear pieces to corruption. Some pieces of gear will require you to be corrupted, others will require you to be pure. Others will be easy to equip, but cause you to become corrupt. Becoming wholly corrupt or remaining wholly pure is difficult, but neither is a penalty- they both come with unique rewards and playstyles. The choices you will make around corruption will sometimes be challenging, sometimes tempting, and always interesting.
The last major goal was to add more variety to the campaign missions. To accomplish this we made more types of objectives, and added new exciting moments in each of the missions. The environments themselves are incredibly memorable and dynamic- the new planet, Aurelia, transforms over the course of the campaign from a barren, ice-encased city into a shattered range of fissures and floating plateaus. Each of the missions are now unique, from the enemies you face, right down to the corrupting objectives. As a result the missions are longer, so the 15 mission campaign will be quite substantial in playtime.
Overall the campaign is shaping up quite nicely, and we will be excited to let everyone get their hands on it next March.
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Unit Profile: Space Marines - Librarian
Happy New Year everyone! It has been mentioned that each of the factions will be getting a new unit when you install Chaos Rising this spring. Today we start a series that will reveal more about these units and what role they fill in multiplayer...
Each army from Dawn of War II gets a powerful new addition to field in multiplayer games, and for the Space Marines it is the Librarian. Librarians possess psyker abilities and have been trained to harness these powers to serve the Emperor. They make for fearsome opponents on the battlefield and can use their powers to enhance their fighting abilities and to aid their fellow marines.
Unit: Librarian, capable of powerful damage and support spells. Inspires surrounding space marines when killing in melee.
Availability: Tier 2
Abilities:
Smite – Fire lethal bolts of psychic lightning, tearing into enemies within a small radius of the target point.
Quickening – Greatly increase the Librarian’s speed and his resistance to incoming damage.
Upgrades:
Tome of Time – Grants Veil of Time ability which temporarily increases an allied unit's movement speed and removes all set-up time from heavy weapons.
Psychic Hood – Grants Gate of Infinity ability which teleports a targeted ally to the Librarian’s position.
Force Staff – Grants increased knockback and disruption to the Librarian’s melee attacks. It also grants the Force Barrier ability which sends an expanding psychic barrier out from the Librarian, pushing enemies back and nullifying ranged attacks.
The Librarian is a solid melee unit that can withstand a significant amount of damage while under the effects of his Quickening ability, allowing him to stay in a fight that might overwhelm or destroy other Space Marines. Once upgraded the Librarian offers a number of versatile abilities that will allow Space Marines players to respond to incoming threats faster, or move to safety when enemy forces threaten to overwhelm.
Unit Profile: Ork - Weirdboy
Every so often an Ork comes along that is a little bit different than all the others. These Weirdboyz are Ork psykers, conduits for powerful psychic energies generated by masses of greenskins and their enthusiasm and excitement for a fight.
Unit: Weirdboy, a long range support unit and caster. Charge his energy by putting him near da boyz and having them Waaagh!!! shout.
Availability: Tier 2
Abilities:
Zzap – Fry an enemy with psychic power. The charge will periodically jump to other nearby units, friends or foes, damaging them as well.
Warp Vomit – Vomit up the psychic stuff roiling in the Weirdboy’s guts, damaging anyone caught in the spew.
Upgrades:
Bigga Brains – Increase the Weirdboy’s health and grants the Over Dere! ability which allows the Weirdboy to fling nearby Orks through the air without causing them any damage. It’s not quite as graceful as teleportation, but it can get the job done.
Warphead – Increase the Weirdboy’s energy and grants the Foot of Gork ability. The mighty foot of the Ork god Gork is summoned to stomp on enemies, stunning and damaging them.
Warpath – Delays the Weirdboy’s death explosion and grants the Warpath ability. When toggled on, Warpath increases the movement speed of nearby Orks and reduces the damage they take.
Alone, the Weirdboy is a vulnerable caster. When he’s with da boyz though, not only does he gain their protection, he also gains energy faster so he can use his abilities more often. If your Orks use their Waaagh!!! shout, the Weirdboy gains a bunch of energy back all at once, so he can get back in action.
In his support role the Weirdboy has a number of ways to disrupt and damage enemy units, including the spectacular Foot of Gork, which is burned into the terrain after it has knocked enemy units in the area flying. It has a massive energy cost, but beware a Weirdboy in the thick of a frenzied Ork mob. As mentioned above, their energy level can go up in a hurry.
When killed, the Weirdboy floats erratically into the air and erupts with psychic energy, knocking over nearby units. It’s an appropriately Orky end for this unit that bestows the green tide with some not so subtle tricks for their sleeves.
Unit Profile: Eldar - Wraithguard
New to the Eldar Army in Dawn of War II: Chaos Rising will be the powerful Wraithguard. Made of a complex and durable material known as Wraithbone and housing a spiritstone that contains the soul of an Eldar warrior, these technologically advanced squads pack a serious punch with their Wraithcannons.
Unit: Wraithguard. Slow moving short range heavy infantry. They move faster with a warlock nearby but get stunned if the warlock is killed.
Availability: Tier 2
Abilities:
Wriathbone – When activated, this ability increases the Wraithguard’s health regeneration but temporarily disables the unit.
Upgrades:
Warlock –Add a Warlock to lead the squad. Warlocks have Wraithsight which boosts the speed of nearby Wraithguard.
Wraithbone – Grants the Wraithbone ability, allowing Wraithguard to regenerate health. Requires Tier 3.
Although they look similar to the larger Wraithlord, the three member Wraithguard squad is best used at range against enemy infantry. They each carry a smaller, more portable, version of the D Cannon. Unlike the D Cannon though, Wraithguard require no set up time for their weapons before they fire. Enemy infantry squads melt away under fire from Wraithguards, whose durability increases with the Wraithbone upgrade. Although the ability temporarily disables the unit, the health regeneration will quickly heal the unit for its next engagement.
Poor sight hampers the unit’s movement speed, but a Warlock squad leader can be added to significantly increase the Wraithguard’s swiftness. Be watchful for this new weapon in the arsenal of the Eldar in Dawn of War II and Chaos Rising.
Unit Profile: Tyranids - Tyrant Guard and Genestealer Brood
It's a double feature today for Tyranid fans! That's because the Nids will actually be getting two units with the coming of Chaos Rising...
Tyranids – Tyrant Guard
Tyranids actually benefit from two new units in the Chaos Rising expansion, but the Tyrant Guard will replace an existing unit. In the summer of 2009 we released a major update to the multiplayer game called ‘There is Only War’ in which we introduced a new Tier 2 version of the Carnifex. Dawn of War II and Chaos Rising owners will have this unit replaced by a completely new unit, the Tyrant Guard. These are creatures that seem to serve as a living shield, a protector, for vital locations or important Tyranid units.
Unit: Tyrant Guard, a large durable melee unit that moves faster in synapse. Can use the Shieldwall ability which regenerates health and reduces incoming damage.
Availability: Tier 2
Abilities:
Rampage – Charge at a targeted location, knocking over everything in the Tyrant Guard’s path.
Shieldwall – Increase the Tyrant Guard’s health regeneration but temporarily disable the unit.
The Tyrant Guard is a slow lumbering unit unless it is within range of a synapse creature, where its movements are significantly faster. Its greatest strength is its ability to absorb a high amount of damage and recover from wounds by using its Shieldwall ability. An opponent that underestimates your Tyrant Guard may find themselves caught off guard as it Rampages into the front lines of his forces. It is certainly a worthy successor to the Carnifex it is replacing.
Tyranids - Genestealer Brood
A completely new addition to the Tyranids in Dawn of War II: Chaos Rising is the Genestealer Brood, elite melee infantry units that are known for their agility in close combat. These are the infiltrators for the Tyranid forces, used to locate areas of biomass and then signal the Hive Fleet which will then move in to harvest.
Unit: Genestealer Brood, an elite Melee unit that infiltrates after staying still for a period of time.
Availability: Tier 2
Abilities:
Adrenal Rush – Enter a frenzied state with improved movement and damage. Attacking enemies in this state also restores the Genestealers’ health.
Upgrades:
Rending Claws – Requires Tier 3, this upgrade increases the melee damage of the unit.
Genestealers are a potent melee force that can infiltrate, letting the enemy come to them or allowing Genestealers to attack from an unexpected direction. All it takes is a short period of inactivity for this unit to blend in with their surroundings. They will remain infiltrated as long as they do not move or attack. Hapless enemies that wander by are shredded, and in the process can also serve to restore Genestealer health if the Adrenal Rush ability is in use. Adrenal Rush will also reduce incoming ranged damage, and allow these units to stay alive if they need to close the distance to the enemy lines. Genestealers remain an elite melee threat into the late game with the Rending Claws upgrade that increases their overall damage and makes them more effective against vehicles. The Genestealer Brood is sure to have players checking over their shoulders when Chaos Rising is released.
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Chaos Multiplayer Units – Early Game
You’ve had a look at the Librarian, Wraithguard, Weirdboy, Tyrant Guard and Genestealer brood. They are powerful new units bolstering the ranks of the armies in Dawn of War II. Chaos will also be fighting for control of Aurelia, when the Chaos Rising expansion launches in March, and today we’ll begin a featured series that takes a closer look at the units that have succumbed to the Dark gods of Chaos.
When Chaos players choose their hero before the start of a multiplayer match, they will also be choosing which of three Chaos gods that they will follow. This will effect things like the benefits that you get from your shrines or worshipping Heretics.
Chaos Heretics
Although they are lightly armed, Heretics are incredibly useful unit for the Chaos player. These melee units have a number of key abilities that will support your main force. Shrines and worshipping Heretics are a mainstay for Chaos players and can often be found near parts of the map that are highly contentious.
Availability: Tier 1
Abilities:
Doom Blast – Make a Heretic explode with chaos energy, damaging nearby enemies.
Worship – This ability is toggled on and off. It sends the Heretics into an unholy veneration of a Dark God, immobilizing the squad but granting nearby Chaos allies benefits such as increased hitpoint regeneration or infiltrating them so they are not visible to the enemy. The exact benefits are determined by the hero that you have chosen.
Chaos Shrine – Construct a shrine to one of the Dark Gods. Shrines can damage enemies, heal your units, infiltrate nearby units, or summon units from the Warp to fight for you. Each of the three gods provides different benefits through the shrine and these are enhanced by ordering your Heretic squad to worship at the shrine. Requires Tier 2.
Upgrades:
Aspiring Champion – An Aspiring Champion is added as a leader to the squad. The Champion increases the durability of the squad, and detects infiltrated units.
Grenade Launchers – Equips four squad members with grenade launchers that are effective against groups of enemies and enemies in buildings. Replaces the Doom Blast ability with Grenade Barrage.
Chaos Space Marines
The backbone of the army, Chaos Space Marines are tactically adaptable infantry that can be equipped with multiple weapon upgrades. Their versatility is enhanced by their ability to absorb a great deal of damage.
Availability: Tier 1
Upgrades:
Eternal War – Permanently increases the melee and ranged damage of the squad.
Mark of Khorne – Dedicating your Chaos Space Marines to the god Khorne changes the squad’s weaponry to mighty chainaxes and plasma pistols, which are effective against all targets. Requires Tier 2.
Mark of Tzeentch – Dedicating your Chaos Space Marines to the god Tzeentch allows them to wield bolters equipped with Inferno Bolts, which are effective against heavy armor and vehicles. Requires Tier 2.
Aspiring Champion – An Aspiring Champion is added as a leader to the squad. The Champion increases the durability of the squad, and detects infiltrated units. Requires Tier 2.
Chaos Havocs
Havocs are the heavy weapons teams for the forces of Chaos and come equipped with a Heavy Bolter that is capable of slaughtering and suppressing infantry. They are best used to kill at long range and can lay waste to vehicles or infantry, depending on their loadout.
Availability: Tier 1
Upgrades:
Mark of Tzeentch – Dedicate your Havocs to Tzeentch and gain powerful lascannons, effective against vehicles. Requires Tier 2.
Mark of Khorne – Dedicate your Havocs to Khorne to wield autocannons. This upgrade also increases their rate of fire with each kill. Requires Tier 2.
Chaos Multiplayer Units – Mid Game
Continuing our series looking at the units that Chaos are bringing to the battlefield in the Chaos Rising Expansion, today we’re looking at the mid-game units. (Tier 2)
Chaos Bloodletters
Bloodletters are fearsome daemons with an intense killing instinct and are immune to the effects of suppression. They have a powerful melee attack, allowing them to slaughter enemy units and can use the powers of the Warp to quickly close with the enemy. Using the Warp to appear on top of vulnerable squads is just one of the ways Bloodletters deliver blood for the blood god.
Availability: Tier 2
Abilities:
Warp – Teleport through the Warp to the target location. Whether that’s on top of a squad of Devastator Space Marines or away from an overwhelming force, this ability grants Bloodletters increased mobility.
Warp Shift – Shift Bloodletters partly into the Warp, making them immune to damage but unable to attack. This may allow you to make a graceful exit with your squad, or get through enemy fire that would normally decimate other melee squads.
Chaos Dreadnought
The Chaos Dreadnought comes equipped with an autocannon, allowing it to pour powerful ranged fire on enemy units. The default starting equipment for this unit also includes a power claw, allowing it to damage vehicles that get to close.
Availability: Tier 2
Abilities:
Frenzied Barrage – Unleash a barrage of missiles at the target area that will deal damage over time and suppress infantry. Requires the Mark of Tzeentch.
Blood Rage – Send the Chaos Dreadnought into an uncontrolled rage, attacking any nearby unit – friend or foe – with increased strength and speed. Requires the Mark of Khorne.
Upgrades:
Mark of Tzeentch – Tzeentch’s Mark grants a missile launcher, increasing the Dreadnought’s ranged effectiveness and granting the Frenzied Barrage ability. The Chaos Dreadnought is immobile while upgrading.
Mark of Khorne – The Blood God’s Mark grants a second close-combat claw, turning the Dreadnought into a dedicated melee unit, and gives you the Blood Rage ability.
Chaos Bloodcrusher
Comprised of a Bloodletter riding a bull-headed Juggernaut, Bloodcrushers are shock units that storm into combat, and regain energy by being near melee combat and through Worship. Their speed and lethal attacks, along with their abilities, make them potent infantry killers.
Availability: Tier 2
Abilities:
Furious Charge – Charge at a targeted location, knocking over everything in the Bloodcrusher’s path.
Daemonic Roar – Emit a terrible howl, forcing nearby enemy infantry to flee momentarily in abject terror.
Chaos Plague Marines
Don’t let their slow uneasy gate or corroded armor fool you, Plague Marines can take a beating and are skilled warriors. Their rotted bodies are immune to pain or discomfort, allowing them to fire their weapons normally even while suppressed. These ranged heavy infantry units are armed with bolters and a rocket launcher, allowing them to deal with vehicle armor as well as infantry units.
Just being near a Plague Marine slows enemy units, and when a Plague Marine does succumb to enemy fire, the fallen will explode in a cloud of noxious disease that damages enemies and heals friendly units.
Availability: Tier 2
Chaos Multiplayer Units – Late Game
Our final installment into our series on the forces of the Chaos Space Marines is a big one. It only covers their two late game (Tier 3) units, but they’re both suitably powerful and you will need to keep an eye out for them when the Chaos Rising expansion hits the shelves.
Chaos Predator
Chaos Space Marines field vehicles that are a legacy of their past, now adorned in dark icons and daemonic imagery. The Predator is not just impressive to look at, it is a heavy battle tank that can absorb hits and deliver some serious firepower. Players can dedicate their Predator to one of three gods, each bestowing their own unique benefits on the vehicle, customizing it to your play style or the state of the game.
Availability: Tier 3
Upgrades:
Mark of Tzeentch – Dedicating your Predator to Tzeentch upgrades the vehicle’s weapon to twin-linked lascannons, making it very effective at destroying other vehicles.
Mark of Khorne – The Blood God’s mark increases the Predator’s damage output and movement speed.
Mark of Nurgle – The Plague God grants vastly increased Health at the cost of reduced Movement speed.
Great Unclean One
We first teased you with this guy in our Developer Diary video, ending it on his jiggling belly of innards and jolly laugh. Our holiday greeting message revealed the Great Unclean One in his full glory, and now we look at how this monstrous daemon translates into the game.
As a mass of flesh, the Great Unclean One can absorb a metric ton of damage and laugh it off. This great durability comes at a cost though, he’s expensive to field and not very quick to get around the battlefield.
The Great Unclean One’s massive sword is just one of his many vile weapons that he can bring to bear. Whether it is a swarm of flies or putrid vomit, any enemy will have their hands full when this unit hits the field.
Availability: Tier 3
Abilities:
Vomit – Spew forth the foul contents of the Great Unclean One’s stomach, damaging and debilitating all enemies caught in the foul stream.
Foul Snare – His innards are not there for just looks, they actually serve a valuable purpose. You can use this ability to project the writhing intestines of the Great Unclean One, snaring any enemies near the target and pull them to their doom.
Consume – Low on Energy? Not a problem. Consume the life force of an allied unit to regain Energy. This is yet another reason to keep some expendable Heretics around.
Swarm of Flies – The Great Unclean One stomps the ground, projecting a caustic cloud of flies that damages all nearby enemy units.
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