Global Changelog
- Accuracy on the move penalty increased for many infantry units. Elites were spared as were pistols. Key units include tactical marines and Necron warriors. Tactical marines for example now have 25% accuracy on the move, Dark Crusade marines have 15%.
- LP2’s 5% damage nerf
- Generator Power scaling removed for all races excepting necrons
- Flamers, global 50% damage buff vs Demons
- Heavy Flamers, global 100% damage buff vs demons
- Invisible bullets bug fixed, squad shooting from fog of war are now revealed for 1 second, attack notifications should occur as normal
- All super units (avatar, bloodthirster etc) immune to full stun, they still could be immobilised, but cannot have their weapons disabled
- Various minor bugs fixed
2.03 Necron Progressive Changelog
Goal:
To make Necrons feel more akin to the near indestructible Terminators in the Terminator films with Arnie. You shoot em, they fall over, they get back up you panic. Also of note is that they move at human speed - only way you can outrun them is getting into a vehicle. Essentially they move as fast as you, an implacable, near indestructible, malevolent force.
- In GW Fluff stories about Necrons there's often a theme of "hitting out of the shadows". eg. An IG tank column going through the desert when a big dust storm springs up from nowhere .......no-one can see anything and suddenly Necrons appear 10feet away from the column and start blasting everyone to poopie. There's total confusion as the enemy "appeared from nowhere" and everyone is gunned down as they try to retreat. Obviously the storm was manufactured by the Necrons since their technology is so advanced its almost magical in nature. I want to capture this feel aka "striking out from nowhere" and hitting hard before vanishing. Necrons should have a real ambush and harass feel.
Global changes
- Necron infantry now have regeneration values similar to SM tacs (slight buff)
- Necron infantry now can teleport when broken
- The monolith is now the focal hub of the Necron race. You can only reinforce your infantry units nearby it. You can teleport if near it as well. It also serves along with generators and pylon, as a teleport destination site.
- Necron infantry teleport recharge time reduced to 80 from 120
- Please note that as of 2.03 release all resurrection timers have been reduced and will result in minor animation glitches. This has no impact on gameplay and will be fixed in later releases.
Ascension Grid
- New ability at Monolith
- Enables teleport of all necron infantry on map
- 100 power per use, 10 sec duration, 45 sec recharge time
Necron Warriors
- Cannot reinforce
- Resurrects in 3 seconds.
- 40-60 morale dmg on death
- Broken units cannot resurrect
- NW's may reinforce nearby the mono
- Can only teleport if near monolith or NL w/ Veil of Darkness or if ascension grid ability is used by mono
- HP scaling matches sm tacs with the upgrades
Flayed Ones
- Same changes as NW's
- DS load time reduced to 30secs
- FO fear aura changed, now it reduces enemy max moral by 2% for each member in FO squad
- Moral armour increased, weapons like flamers now 50% less effective against them
Wraiths
- Same change as NW's
- Can TP to base like NW's
- Phase shifter now on global timer
Immortals
- Same changes as NW's
- Now affected by 1st NW upgrade, +15% damage and health
- Infantry dmg reduced to compensate by 15%
- Thus Immortals got health and AV AB damage buff
Pariahs
- Same telepot variables as NL
- CAN reinforce. Cannot Resurrect
- Now have fear aura identical to FO
Necron Lord
- Double Pylon cast radius
- Pylon recharge time reduced by 50%
Heavy Destroyers
- Requires t3
Scarabs
- Reinforce speed increased
- Take 20% more ranged damage
Tomb Spyder
- Decreased Requirements for harvesting: 6 for NW's, 8 for FO's, 12 for Immortals. Max body storage = 12
- Unit footprint size reduced to avoid pathing problems
- Speed and rotation values increased slightly
Builder Scarabs
- Cannot use pylon ability
Listening Post
- -300hp on LP1
- LP2 now adds +300hp than it previously did
- LP2 no longer may use ascension grid
- LP2 spell moral damage buffed by 25%
- LP2 spell now disables enemy jump/teleport for 10 seconds
Monolith
- May use ascension grid once summoning core is purchased. Ascension grid costs 150power to use and allows all units on the map to teleport.
- Units near monolith can teleport and reinforce
Pylon
- Cannot be repaired
- Pylon no longer activate nearby infantry teleport
Lightning Shield
- Reflects 10% more damage to attacker
Nightmare Shroud
- Cost reduced to 150 from 250
- New effect added to existing - reduces enemy max moral by 15% in 10 radius
Power Generators
- Max 10 with first mono. Max 16 with 2-
- Decay values adjusted (mild buff)
- Now receives 300hp per power eco upgrade. A 100% buff.
Necron Wargear Revised as follows:
1st level - either buff self, either nearby troops
Death mask
+15 detection range to NL
+10 line of sight range to NL
+100 hp no NL
+20 power rebuild cost of NL
Costs 80 power
Mantle of Doom
Gives NL aura +100 moral to necron troops in 15 radius
+20 power rebuild cost of NL
Costs 100 power
2nd level - with gauntlets NL can compeat with enemy comanders in melee, and with shoulders he’s just tougher
Gauntlets
+25% to melee and ranged dmg of NL
+30 power to rebuild cost of NL
+200 HP to NL and Nightbringer
Costs 140 power
Shoulder Pads
+300 hp to NL and Nightbringer
+15% melee conceal to NL
+30 power to rebuild cost of NL
Costs 170 power
3rd level - pretty simple either buff self, or nearby troops
Death Shroud
Gives NL another +100 moral aura
+20% ranged conseal to NL
+20% speed to NL
+40 power to rebuild cost of NL
Costs 220 power
Ribcage
+400 hp to NL and Nightbringer
+1 hp/sec regeneration to NL
+40 mass to NL
+40 power to rebuild cost of NL
Enable Night Bringer
Costs 550 power
2.03 Tau Progressive Changelog
PF's
- Timed infil ability requires LP1
- Cover infil requires LP1
- Railgun AoE to 2
- Coalition increases markerlight recharge speed by 25%
- Marker drone is inf_low instead of veh_low
FW's
- Montka is requirement for shield drone
- Montka is requirement for Shasui's grenade
- Shasui requires EITHER montka or kauyon
- Montka does not increase squad size by +1
- Path/teachings of montka research increases squad size by +1
- Shasui's grenade is range 25
- Target finders 1 (or whatever its called) bonus = 10% not 15%, lvl2 = 15% not 20%
- +20starting HP, inf armour upgrades adds +30hp each
- +20hp on Shasui
Kroot Carnivores
- Gets +1 hound at PtE, +1 @ Kauyon, +1 @ Coalition = total of 3 hounds per squad
- +1 leader modifier in path/teachings of kauyon reasearched removed
- Each Infantry Armour research increases Hound and Carnivore HP by +30hp
- Cannibalise max HP reduced to 120hp
- Kauyon now longer does not buff squad size by +1
- Path/teachings of Kauyon research buffs squad size by +1
Kroot Shaper
- max 1, 800hp comm armour
- 200/70/55 cost
- 6x current CC dps buff, 3x current Ranged dps buff
- requires 2 Kroot carnivore squads
- In addition to current aura/abilities. Grants +1hp regen and +50morale to all kroot units/squads
- Can detect, same radius as basic TC
- in addition to x6 CC buff....further double monster_low and high
- On death Shaper decreases max morale of all kroot by 33% for 20seconds. Morale regen is decreased by 33% too
Vespids
- inf_hvy_low armour type, -10hp (now 270hp)
- 15% CC nerf to vespids
- Strain Leader remains unchanged in HP/Cost and cannot detect
- Vespids cannot detect
- Neutron blaster min dmg to 1, 10% dps nerf and further 15% AB and Comm dps nerf
- Sonic Pulse costs 40/20 per cast and requires EITHER Kauyon or Montka
- Vespid Strain leader requires EITHER Kauyon or Montka
- Vespid Strain leader's shred ability requires Kauyon
- Vespids now get CC bonuses from Hunter Savagery (same CC buff values as Kroot - 15% lvl1, 20% lvl2)
- Shrine of Kauyon now buffs Vespids squad size +1 instead of +2
- Teachings/Path of Kauyon now buffs Vespids squad size +1
- Coalition buffs squad size +1 as it does now
Stealth Suits
- 15% AV buff to fusion gun (veh med and high only) --> applies to Shasui Fusion as well
- 10% buff to Fusion AB values as well (Shasui also affected)
- Shasui requires EITHER Kauyon OR Montka
- Shasui EMP requires montka
- Montka now adds +1 to squad size
- Teaching/Path of montka now adds +1 to squad size
TC
- Decoy Drone -50hp
- t2 drone controller wargears to 80/60 cost --> TC cost scaling for these wargears revised to +30/20 each instead of old higher values
- Flamer now requires PtE. Increase morale dmg by +10. Change arc to match SM tac flamer if it differs
- Both flamer and ML cost 60/60 to buy. Increase scaling cost on TC as appropriate to match the price hike.
- Death of TC causes 20sec of 33% reduction to max morale to both Kauyon and Montka units and 33% slower morale regen.
Crisis Suits
- Nerf Fusion Blaster Values vs all inf types 30%
- Buff Burst cannon 65% to infantry types and commander
- Flamer buff 25% excepting Daemon values which have already been increased prior to this changelog as a global change
- Now costs 2 veh pop
Broadsides
- AoE of railgun to 2
Ethereal
-Increase HP to 850
-Has 4 leaders costing 60/10/12 each
- Continues to buff Kroot/FW production speed (important with kauyon/montka no longer producing FW/Kroot)
- Has a new aura radius 25 granting +150morale to montka path units and +100 morale to kauyon units. Shaper and TC get +100 morale each (instead of +150/+100)
- The death penalty is increased to 25seconds
- Death penalty decreases max morale by 50% to montka path squads (PF's, FW's, SS's, Crisis, Broadsides and vespids). 33% reduced morale to Kroot units. Morale regen is decreased by 33% to both.
- Death penalty also doubles reload rate on all vehicles
- Increases max HP of Shaper and TC by +200hp while he's alive
- +10hp on his bodyguards
Skyray
- 15% dps nerf
- Timer scaling of +5 added as per all races
- 60sec build time
Hammerhead
- +75power cost, 80sec build time, timer scaling of +5 added
- Railgun AoE 2
Devilfish
- 45sec build timer, timer scaling of +5 added
Harbringer
- 45sec build timer, timer scaling of +5 added
Coalition Centre
- Costs additional 50 power
Various Research Costings
- Increased cost of Quantum Flux Stabilizers (railgun upgrade) to 120/80.
- Increased cost of prototype missile warheads (missile upgrade) to 120/80.
Kauyon & montka
- No longer allow production of FW's or Kroot
- Each post causes other post to cost -50/-50 aka 200/50
2.03 IG Preliminary Changelog
GM Sarg
- Firing line now a global timer ability
Earthshaker
- Morale dmg and timers matched to normal shot
- Hot location decal visible to enemy
GM/Kasrkin Flamers
- Cost additional 10 req
GM/Kasrkin Plasmagun
- 10% damage nerf
General
- Fixed bug that made CS take less damage as it should, +25hp to compensate
Hellhound
- Let it burn now targets ground to avoid Fx bug
- AoE halved
Chim AC
- AV DPS lowered by 25%
Leman russ vanquisher cannon
- Accuracy increased by 10%
Kasrkin Melta
- Costs additional 20 req
- Inf_hvy_low dps bug fixed
2.03 Ork Progressive Changelog
Starting Req
- -50 starting req
Grots
- Cost additional 10 req
- Max squad size lowered by 2
- In combat timerraised to x2.0 from x1.5
PoG
- Cost additional 50 power
- 25% ork_shoota_turret nerf (applies to several ork buildings - PoG/HQ/Hut)
Waaagh Banner
- Req scaling changed from -10 to -5 instead of -10
Boyz Hut
- Costs additional 20 req
- 25% ork_shoota_turret nerf (applies to several ork buildings - PoG/HQ/Hut)
Plasma Gen
- Costs additional 5 req
Nob Squad
- HP lowered by 50
NL/Nob NL/SB NL/Flash Git
- +15% model size
- Cost increased by 5 req and 5 power
'Ard NL
- +15% model size
- Cost increased by 10 req and 10 power
WB/MANz
- Now take 2 slots in transports instead of 1. Thus only squiggoth can carry them
Trakk
- Additional 100hp
LP1
- Cost additional 10 req
2.03 SM Preliminary Changelog
Scout Sarg
- Cost lowered by 10 req
HF Dread
- 20% ML RoF buff by 20%, veh_med/high dps buffed by 15%
Term's/AT's
- Cost additional 5 power
GK's
- Ranged damage nerfed by 25%
- Hero vet bug fixed
- Now have +1 hp regen with each hero vet research
Scout Sniper Upgrade
- T2.5 at SA not t3
Orbital Relay
- 20sec load time instead of 30sec
Tac/Term ML
- 15% buff to veh_med/High
Libby and Chappy
- Can only purchase 1! at t2. To get both t3 is required
- Both can access WoTE in t3
WoTE
- Global timer
- Requires either Weaken resolve OR CoRE researches
Chappy Spells
- Revised!
- Litany of Hatred: rallies target squad, squad is morale immune for duration aka Fearless, 30% dps boost, charge modifiers enabled
- CoRE Research: Buffs Chap HP perma +200hp
- Core Ability: Buffs Chap hp +200 for 15sec, 1 sec of +200hp regen to fill that amount with HP, 50% more DPS in CC, Nearby SM squads get +2 morale regen rate
2.03 Eldar Preliminary Changelog
Fire Dragons
- Current FD range increased to match upgraded range
- DPS buffed 10% with FD upgrade
- Exarch now has no setup
- Upgraded Exarch now has 50% FoTM
Vyper
- Doubled the cost of Missile Launchers
- 10% damage nerf to Missile Launchers
Pop/Wargear Bugs
- Praise Saaz he fixed em
Shees
- No longer get +1 with first SS
WS
- 10% buff with haywires
2.03 Chaos Progressive Changelog
Defiler
- 40% autocannon dps nerf
- 50% battlecannon dps nerf
Horrors
- Upgraded DPS vs light_inf types 20% nerfed dps
- Upgraded DPS vs hvy_inf types 15% nerfed dps
- Veh med 15% nerfed dps
CSM
- -1 squad member post sac pit. Squad will now be same size as sm tacs
- 15% ML buff vs veh med/high
- HB buffed 20% to commander armour (will be applied to SM HB's as well)
Berserkers
- -1 squad member post sac pit. Squad will now be same size as sm tacs
Raptors
- -1 squad member post sac pit. Squad will now be same size as sm tacs
Rhino
- 40% dps nerf to AV dmg
Sorc
- 25% doombolt nerf
Cultists
- nerfed in_combat reinforce
Beserk Fury
- No longer will affect attached Sorc/CL
- 30% buff to CC instead of 40%