Dawn of War
the full patch, does not require the previous v1.40 patch to be installed. There\'s a huge list of changes below. Check it out.
Sorcerer to 200 requisition 100 power Chaos Sorcerer build time is now 60 seconds (up from 20) Cost and build time of Chaos Marine Tactical Bolters reduced by 5% Reduced the cost of the Chaos Temple by 10% Reinforce time of Chaos Marine Tactical Bolters reduced by 10% Warp Spider damage against infantry has been reduced by 15% Guardian damage reduced by 5% Ork Stormboyz armor changed from Infantry High to Heavy Medium. Ork Stormboyz should now be a much better counter to Warp Spiders. Reduced the cost of the Space Marine Dreadnought to 170 requisition 350 power Reduced the train time of the Space Marine Dreadnought to 50 seconds Cost and build time of Space Marine Tactical Bolters reduced by 5% Reinforce time of Space Marine Tactical Bolters reduced by 10% Reduced the cost of the Chapel Barracks by 10% Scouts were inadvertently given an accuracy penalty while moving in the 1.3 patch. This penalty has been removed. Scouts should now be more effective at dealing damage. The recharge for Battle Cry was reduced to 96 seconds (down from 120) The recharge for Orbital Bombardment was reduced to 195 seconds (down from 240) The recharge for Smite was reduced to 100 seconds (down from 120) The recharge for Weaken Resolve was reduced to 45 seconds (down from 60) The build time for the Predator Lascannon upgrade was reduced to 20 seconds (down from 25) Code & Performance Changes Many small optimizations for low-end systems Full front-end now reloaded after switching mods (games) 2 new graphics options: Persistent Bodies, Persistent Decals Improved system performance detection capabilities of GraphicsOptions utility, resulting in more accurate settings. As a result, the GraphicsOptions utility will automatically run next time you start the game, post-patch/update.
Teams Automatch feature to simplify the process of automatching games with Friends. - Added Mod Manager to facilitate switching mod versions from the Main Menu. Mods are now also listed in the Join Game screens. - Added support for Lobby News messages in non-Latin character fonts (full unicode support). Improvements - Game performance has been improved through the use of the Intel Performance Primitives library - Enemy detection code has been improved for better performance in the late game on large maps. - Selection focus key (\') has been added to the defaul keybindings. NOTE: The keybindings file has been changed and is no longer compatible with previous versions. - Improved the targeting priority system for vehicles and units with multiple weapons. - Major update to game camera system, including fixing many bugs. General Fixes - Fixed several bugs with the Automatch system. - Thorough overhaul of the Stance system which fixed many bugs with the Melee and Ranged stances. Overhaul includes the removal of Versatile Stance. - Fixed several minor issues with the game camera, including increasing the default range for the limited camera so it matches the distance of the free camera. - Fixed several minor issues with save games and playback files. NOTE: The save game format has been changed and will no longer be compatible with previous versions. - Fixed several minor issues with the playback mode. - Fixed several infrequent crash bugs in Online screens. - Fixed rendering issues with the Intel 915 IGMA. - Fixed Mission 4 bug where third Whirlwind disappears. - Fixed bug where Toth was damaging himself with special attacks. - Fixed occasional SCAR crash in Mission 7 when capturing bridge. - Fixed NIS cameras for all missions. - Fixed various bugs in game chat system. - Fixed various bugs in Army Painter. - Fixed bug where NIS speech wouldn\'t play under Windows 98 (unsupported OS). - Fixed various bugs in Multiplayer Game setup system. - Various cosmetic fixes to various screens. - Fixed bug where the Ork Wartrack Twin Rokkit Launcher upgrades will get stuck in an infinite loop when overwatching the upgrade. - Fixed bug where a Shroud button which has no function would appear in the build-menu of a Webway Gate while it is being built. Ability Fixes - Fixed bug where Word of the Emperor ability would not function. - Fixed bug where Bad Doc Healing Aura ability did not heal commander units. - Fixed bug where Bad Doc Healing Aura ability only affected the Mad Doc and attached squad. - Fixed bug where Exarchs could not be added to Aspect Sqauds while the squad was moving. - Fixed bug where Exarchs could be built while the squad was moving. - Fixed bug where Howling Banshee War Shout ability would affect friendly units. - Fixed bug where Eldar Plasma Grenade was inheriting incorrect attributes. - Fixed bug where Stormboyz speed research effects only the Stormboyz leader. - Fixed a range of bugs where abilities were incorrectly affecting friendly units as well as enemy units. - Fixed bug where Grav Falcon Brightlance was invisible. Balance Changes Ork Changes - Reduced damage of Trukk Big Shoota. - Increased population requirement for Trukk/Mekshop from 31 to 46. - Increased population requirement for Wartrakk from 46 to 61. - Wartrakk build time increased. - Decreased damage of Wartrakk Rokkit against all infantry significantly. - Increased build time of Wartrakk Rokkit and Mortar from 9 to 20 seconds. - Put a 46 population requirement on Ork Rokkit Launchers. - Reduced Big Mek\'s Mega Blaster damage. - Increased build time of Bad Doc to 15 seconds. - Increased cost of Bad Doc by 10 requisition. - Increased damage output of Nob Leader Power Klaws. - Decreased build time of Ork Nob Power Klaws from 15 to 12 seconds. - Increased damage of Ork Nob Leader Power Klaws. - Big Mek now takes longer to build after researching Custom Tellyporta. - Big Mek now takes longer to build after researching Custom Force Field. - Big Mek now takes longer to build after researching Tank Bustin\' Kit. - Reduced range on Ork Listening Posts that have the first Listening Post upgrade. Eldar Changes - Reduced damage of Fire Prisms Shuriken Catapult against Heavy Infantry (Medium). Also reduced damage against Medium Vehicles. - Reduced damage of fire prism Prism Cannon vs. all buildings, all vehicles (slight), reduced morale damage, reduced minimum damage, reduced area of effect from 10-8. - Reduced morale damage on Eldar D-Cannon Turret. - Reduced damage of Vyper Missile Launcher against all infantry types. - Increased time cost of Vyper Missile Launcher weapon upgrade. - Increased vertical aiming ability of Brightlance platforms (slight). - Increased range of Ranger Long Rifle from 32 to 35. - Increased morale damage output of Ranger long rifle from 40 to 60 per hit. - Removed charge modifiers from Howling Banshees. - Created dependencies on Vyper/Wraithlord aspect stones before Fire Prism can be researched. - Decreased time cost of Seer Council Witchblade weapon upgrade. - Dark Reaper Exarch now does more damage to Heavy Infantry . - Dark Reaper weapon upgrade now has the same range as its original weapon. - Increased Time cost of Warp Spider Aspect Stone - Increased Power cost of Warp Spider Aspect Stone. Chaos Changes - Reduced cost of tier 3 to 400/150 and 100 seconds. From 500/200 and 125 seconds - Chaos Aspiring Champions and Space Marine Sergeants now benefit from the bionics upgrades (+20% health) - Furious charge should now be giving +15% damage bonus to chaos_knife_cultist and chaos_knife_tactical. - Chaos Heretic costs 0 supply cap, however there is a limit of 5 Heretics at any given time. - Increased cost of Cultist, increased hit points, increased build time, decreased to starting with 4 units. Increased base weapon damages by 30%. Decreased min damage on Cultist Laspistol from 2.5 to 1.5. - Increased time cost of Cultist Aspiring Champion. - Reduced Cultist Grenade Launcher damage by 35%. Increased build time of Grenade Launcher. - Increased damage output of cultist plasma gun, slightly increased cost. - Defiler hitpoints increased from 2300 to 2700. - Defiler now costs 2 Support cap. - Reduced cost of Possessed marines, decreased attack/hp/build time accordingly. - Reduced cost of Horrors, decreased attack/hp/build time accordingly. - Reduced melee damage of Raptors against building low. - Chaos Rhino now costs 1 Support cap. - Smoke Grenade research time/cost reduced. Space Marines Changes - Reduced cost of tier 3 to 400/150 and 100 seconds, from 500/200 and 125 seconds. - Reduced stun time of SM Force Commander from 4 to 2 seconds. - Scouts do less ranged damage to infantry_low, infantry_med, and infantry_high. - Reduced Scout accuracy while moving from .55 to .35. Reduced Scout morale damage. - Reduced melee damage of Assault Marines against building low. - Rhino now costs 1 Support cap. - Smoke Grenade research time/cost reduced. - Cultist reinforce time when in combat set to 12 seconds. - Updated help text to reflect balance changes. Mod Support - Mods can now disable tutorials by leaving a blank field in the FEDefaults.lua file. - Multiple fixes in the Attribute Editor. - Game now validates more fields from the attribute files. Also validation of starting units and buildings has been removed. - New binary file format for all attribute files. - Added support for exclusive win conditions. - Several unused attribute fields have been removed. - Added flag for weapon line-of-sight being blocked by entities. We recommend not using it, as it is terribly slow. - Added multiple flags to Scenario files in the Mission Editor, including being able to turn off sky, terrain and water rendering.
stuttering improvements - Game doesn’t use 100% of processor anymore when alt-tabbed out. Game Balance Fixes Global - Reduced resources for deleting a finished Headquarters, Barracks, and Plasma Generator from 50% to 10% Space Marines * Tactical Marines - Decreased health of Tactical Marines from 405 to 390 - Increased cost of Plasma Guns from 40/10 to 40/15 - Reduced Target Finders damage bonus for Heavy Bolters from 50% to 35% - Reduced Bionics health bonus for Tactical Marines from 35% to 25% - Reduced armor penetration of Tactical Marine’s Knife versus infantry medium from 70.383 to 60 - Reduced Tactical Marine’s Frag Grenade stun duration from 3.0 seconds to 2.5 seconds * Scout Marines - Increased health of Scout Marines from 285 to 295 - Reduced armor penetration of Sniper Rifle versus infantry medium from 75 to 50 - Reduced Bionics health bonus for Scout Marines from 35% to 25% * Assault Marines - Reduced research time of Melta Bombs from 70 seconds to 45 seconds * Chaplain - Reduced Shout duration from 20 to 15 seconds * Turrets - Reduced cost of Space Marine Turrets from 110/55 to 100/50 Imperial Guard * Guardsmen - Increased Guardsmen starting squad from 4 to 5 (squad cost and build time remains unchanged) - Increased health of Guardsmen from 150 to 160 * Commissar - Increased health regeneration bonus of Commissar by 25% * Basilisk - Fix – Basilisk’s regular shots don’t expend resources after firing the Earthshaker round - Reduced damage of Basilisk by 20% * Psyker - Reduced duration of Curse of the Machine Spirit from 20 seconds to 15 seconds Chaos * Khorne Berserkers - Reduced squad cost of Khorne Berserkers from 4 to 3 * Rhino - Reduced support cost of Chaos Rhino from 1 to 0 - Implemented a squad cap of 3 Chaos Rhinos Orks * Tankbusta - Reduced Tankbusta Rokkit damage by 10% * Shootaboyz - Increased Shootaboyz squad train time from 26 seconds to 30 seconds - Increased damage of Big Shoota weapon by 20% - Reduced cost of Big Shoota weapon from 40/30 to 40/10 * Sluggaboyz - Increased Sluggaboyz squad train time from 16 seconds to 18 seconds Eldar * Dark Reaper - Dark Reapers can no longer fire on the move - Reduced Dark Reaper damage by 10% * Warp Spider - Increased armor penetration of Warp Spiders versus heavy high from 25.5 to 32
the patch simply outputs this error for virtually any problem encoutered. Please see this announcement from Relic:- http://forums.relicnews.com/showthread.php?52145-DoW-Patch-1.1-quot-Your-patch-is-corrupt-quot-error-message&p=752824#post752824 [/b] Thank you for your patience and support while we've been preparing this patch. We know it seems like it's been an eternity since the first murmers and rumours about an impending patch, and after a lot of hard work from the dev team we have something we feel is solid and addresses a lot of the issues encountered with the retail game. Developing a patch is a bit like developing a game -- you never seem to have enough time to get all the content in that you would like to. But, rest assured that there will be future patches, and if you don't find a fix you were hoping for in this patch, there is always hope for the next one! We're constantly combing the forums (here at Relicnews and others) looking for bugs, crashes, suggestions, and just general feedback on what you think about the game. We'll always do our best to ensure the stability of the game and an enjoyable entertainment experience for as many people as possible!! So, without any further ado...we bring you, Patch 1.10!!! - Raphael
multiplayer maps titled Railway and Crossroads, as well as applying a few gameplay tweaks, multiplayer improvements, and other fixes.
Observers and replay watchers, can now see production and technology queues. * Observers and replay watchers, can now see weapon upgrade information * Fix a bug that was causing recorded games to go out of sync. * The chat history is now available in replays. Randomizer Enhancements * Random race selection algorithm improved * When selecting the random teams option it is now possible to select 3 or 4 teams rather than just 2 * Random teams now functions properly adding random member positioning to game maps. * Players are now assigned to teams randomly * You are now less likely to get the same race twice in consecutive games. Land Mines * Increased damage of land mines by 100% Tier One Buff * Hit points and attack damage of all tier one units was increased by 25%. * Tier 2 upgrades now give fewer bonuses to tier one units except Sluggas and Shootaboyz which are now stronger in Tier two. * All turrets are 25% cheaper * The attack power of the listening post\'s turret was increased by 25%. * Increased damage of Tier 1 spells by 25% Rally points * Rally points can now be placed on selected unit, allowing a player to send any new units from a building to them. Stealth Units * Stealth units now sound silent unless the hidden unit can be seen. Units * Troop squads will no longer drop out of their control groups when the original members are killed. Space Marines Chaplain & Apothecary * Reduced the healing effect of the secondary healing aura of the Chaplain & Apothecary from 4 to 2. The primary, smaller, healing aura remains the unchanged * Reduced the health regeneration rate of the Chaplain to 1 Scouts * Decreased Scout Hit Points from 250 to 230 * Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds Tactical Marines * Increased Space Marine Hit Points from 300 to 325 * Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50% * Reduced setup time of Missile Launchers from 2.5 to 2.0 seconds * Reduced the reload time of the Tactical Space Marine Sergeant\'s Power Fists from 2 seconds to 1 second * Reduced the damage the Tactical Space Marine Sergeant\'s Power Sword does to Vehicle and Building armor * (2) Space Marine\'s Heavy Bolter setup time increased by 0.5 seconds Assault Space Marines * Reduced the health of Assault Space Marines from 400 to 375 * The damage Assault Marines do to vehicle and building armor was reduced. * Reduced the benefit offered by Bionics * Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50% * Reduced the reload time of the Assault Space Marine Sergeant\'s Power Fists from 2 seconds to 1 second * Reduced the damage the Assault Space Marine Sergeant\'s Power Sword does to Vehicle and Building armor Assault Terminators * Reduced the frequency of the stun effect on the Assault Terminator\'s Thunder Hammer Rhinos * Hit points increased to 2,000 * Armor class improved from Vehicle Low to Vehicle Medium * The Rhino\'s Smoke Launchers now have a reduced cool down and increased duration and radius of effect. Landspeeders * Reduced the cost from (150 Requisition / 130 Power) to (120 Requisition / 90 Power) * Reduced the Support Cap cost to 1 Population * Increased Land Speeder\'s Assault Cannon Weapon penetration against Infantry Medium from 36.3 to 40% * Increased Land Speeder\'s Assault Cannon Weapon penetration against Infantry Heavy Medium from 19.6 to 25% * Increased Land Speeder\'s Assault Cannon Weapon penetration against Infantry High from 25 to 30% * Increased Land Speeder\'s Assault Cannon Weapon penetration against Infantry Heavy High from 9.6% to 25% Hellfire Dreadnoughts * Reduced the amount of damage dealt to Vehicle Low armor Dreadnoughts * Reduced Dreadnought\'s damage against building high by 25% Whirlwinds * Increased the cost from (145 Requisition / 260 Power) to (190 Requisition / 300 Power) * Reduced Whirlwind\'s hit points from 5,000 to 2,500 Orbital Bombardment * Enemy players can no longer see the Orbital Bombardment targeting cursor * Orbital Bombardment does less damage to HQs * The Orbital Bombardment is now on a global timer to prevent players from deleting their Force Commander and rebuilding him to circumvent the ability’s cool down. Chaos Aspiring Champion * Increased cost from 55 Requisition / 0 Power to 65 Requisition / 0 Power * Increased the build time from 15 seconds to 20 seconds * Increased the damage to Heavy High to be in line with other plasma weapons * Reduced the reload time of the Aspiring Champion Power Fist to 1 second (down from 2) * Reduced the damage on the Plasma Pistol does to Monster Medium by 35% * Reduced the damage on the Plasma Pistol does to Building Low by 50% Chaos Sorceror * Reduced the damage the Plasma Pistol does to Building Low by 50% * Reduce melee damage to building low by 20% * Corruption now does a minimum of 5 damage every second * The cost of the Chaos Sorcerer was increased to (150 Requisition and 75 Power) from from (150 Requisition / 50 Power). * Increased the build time of the Chaos Sorcerer from 20 seconds to 40 seconds * Increased the hitpoints of the Chaos Sorcerer from 800 to 1000 Chaos Lord * Reduced the damage the Plasma Pistol does to Vehicle Low by 35% * Reduced the damage the Plasma Pistol does to Monster Medium by 35% * Reduced the damage the Plasma Pistol does to Building Low by 50% * Removed the damage penalty from the Daemon Strength ability. Cultists * Knife penetration versus infantry medium increased from 55 to 84 * Knife damage increased by 15% * Grenade Launcher damage versus infantry reduced * Hotkey for Grenade Launcher changed from \"G\" to \"N\" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade Raptors * Now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the typical flame thrower in Dawn of War. * Jumps now cost 2/3 of their maximum charge rather than 1/2. * Reduced the reload time of the Raptor Champion\'s Power Fist to 1 second (down from 2) Chaos Space Marines * Standardized Chaos Space Marine Heavy Bolter damage and reload time Khorne Berserkers * Increased population cost from 2 to 4 Chaos Horrors * Reduced hit points from 700 to 600 * Increased the amount of damage to Building Medium by 20% * Increased the amount of damage to Building Low by 50% Obliterators * Added a movement penalty to the Assault Cannon Rhinos * Hitpoints increased to 2,000 * Armor class improved from Vehicle Low to Vehicle Medium * Improved cooldown, duration, and radius of Smoke Launchers Defiler * Reduced Chaos Defiler\'s penetration against Building High targets from 60 to 45 Predator * Chaos Predator power cost increased by 30 power Chaos Armory * Chaos Heavy Weapons research has been restored * Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4 * Increases the number of heavy weapons a Cultist squad can equip from 3 to 5 * Increases the number of flamers that a Raptor squad can equip from 2 to 4 * Increased cost of Furious Charge from (50 Requisition / 25 Power) to (50 Requisition / 60 Power) * Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power) Furious Charge * Increased Chaos Marine and Cultist\'s melee damage bonus from 15% to 25% * Increased the movement speed bonus for Cultists, Chaos Marines, Raptors and all Champions by 20%. * increased from 50 req/25 power to 50 req/60 power. * Furious Charge moved to Tier 2 Purge the Weak * Doubles the health of Aspiring Champions and Raptor Champions * Changes the armor type of Champions from Heavy Medium to Heavy High * Bestows the Fear Aura ability on Champions - Increases health of all members by 100 hit points * Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2) Orks Mek Boy * Increased the damage of the Mek Boy\'s Mega Blaster * Mek Boy should not break morale so easily now Mega Armored Nobz * Dramatically reduced the amount of damage the Power Claw does to Vehicle High armor * Mega-Armored Nobz should not break morale so easily now Sluggas * Reduced the build time of the Slugga Boy from 5 seconds to 4, reinforce time remains the same Shootaboyz * Build time increased from 5.5 seconds to 6.5 seconds Stormboyz * Reduced the population requirement for Stormboyz from 40 to 30 * Reduced the amount of damage Stormboyz do to Vehicle Low * Reduced Stormboy melee damage vs. building low by 10% * Speed Boost now a research at the Pile O\' Gunz for 50 Requisition/50 Power and 30 seconds, requiring Pile O\' Gunz and 30 pop * Stormboyz can once again use Stikkbombs, requires the Pile O\' Gunz Tankbustaz * Damage against Vehicle Low and Vehicle Medium increased by 15 * Tankbusta cost reduced to 50 requisition 10 power * Tankbusta hit points increased from 360 to 400 * Tankbusta\'s armor type upgraded from Infantry High to Infantry Heavy Medium * Tankbustaz now come with a minimum squad number of 3 and a maximum squad number of 5 * Accuracy on the move penalty increased to 0.25 from 0.075 Trukks * Reduced Big Shoota damage by 10% Killa Kanz * Increased the accuracy of the Big Shoota to 70% Squiggoth * Increased the Zzzap Gun\'s damage against most armor types * Decreased the damage of the Big Shootas against vehicle and building armor HQ * Increased initial Waaagh! resource generation * Ork level 1 Mob Bonus no longer stacks Thermal Generator * Orks no longer require a Banner for a Thermal Generator Waaagh! Banners * Increased the hit points and attack power of the Ork Waaagh! Banners by 25%. Eldar Farseer * Guide now gives a 30% bonus to accuracy as opposed to 3000% * Reduced Psychic Storm damage to Infantry Medium from 90 to 75 * Reduced Psychic Storm damage to Commanders from 100 to 80 Guardians * Eldar Guardian melee damage against Infantry High increased Rangers * Rangers now have a squad cap limit of 1 * Rangers now start with 5 squad members * Ranger build cost and reinforce cost has been reduced to 40 Requisition * Ranger Long Rifle now scales more dramatically with upgrades Banshees * Morale Armor reduced to be in line with other units * Reduced Banshee damage versus Building Low and Building Medium targets Reapers * Accuracy penalty while moving increased * Reduced hit points from 400 to 360. Fire Dragons * Reduced damage against Building Low and Building Medium targets by 25% Warp Spiders * Warp Spider damage decreased by 10% Falcon Grav Tanks * Starcannon now does more damage to infantry targets Vypers * Missile launcher is now the default weapon * Fixed Vyper rockets so that they will hit their targets properly * The Vyper Missile Launcher now has a knockdown effect that can be used to disrupt enemy infantry * Hit points increased to 1200 * Armor class increased from Vehicle Low to Vehicle Medium Wraithlords * Reduced melee penetration versus Building High from 26 to 20. * The Wraithlord\'s brightlance damage was reduced by 25% against vehicles and buildings. Fire Prisms * Support Cap increased from 3 to 4 Listening Post * Increased the accuracy of the Eldar Fully Upgraded Listening Post Brightlance from 0.7 to 1.0 Thermal generator * Increase the build time of Eldar Thermal Generator from 45 seconds to 60 seconds Imperial Guard Tech Priest * Engineer Axe - Minimum Damage 1 Command Squad * Reduced melee damage of Command Squad versus Building Low armor by 30% * Uncommon Valor research now adds 100 hitpoints to each member of the Command Squad Command Squad General * Increased ranged damage accuracy penalty while moving * Increased cost from (120 Requisition / 15 Power) to (120 Requisition / 25 Power) * Imperial General Power Gauntlet - Minimum Damage 1 Commissar * Now adds 200 morale to a squad rather than making a squad immune to morale damage * Increased build time from 20 to 25 seconds Priest * Reduced the frequency of the Priest\'s synch kills * Priest Chainsword - Minimum Damage 1 * Priest Eviscerator - Minimum Damage 1 Psyker * Increased the hitpoints of the Psyker and Command Squad Psyker by 100 * Reduced the cost of the Telepathica Temple from (100 Requisition / 30) to (75 Requisition / 20) * Reduced cost of Command Squad Psyker from (100 Requisition / 100 Power) to (100 Requisition / 50 Power) * Reduced time of Command Squad Psyker from 55 seconds to 35 seconds * Now have a new ability known as Curse of the Machine Spirits. This ability changes the target vehicle\'s armor from vehicle armor to infantry armor and shuts off the vehicle\'s weapons for the duration of the ability. * Psyker Spike - Minimum Damage 1 Vindicare Assassin * Reduced the build time of the Vindicare Temple add-on from 20 seconds to 15 seconds * Increased the damage of the Exitus Rifle from 800 to 1200 * Assassin Exitus Pistol - Minimum Damage 1 Guardsmen * Reduced armor from 120 to 100, hit points have been increased to compensate * Increased build time from 4 seconds to 5 seconds * Added a 1 second setup time to the Guardsmen Grenade Launcher * Hotkey for Grenade Launcher changed from \"G\" to \"N\" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade * Added a 20% accuracy penalty while moving to the Guardsmen Lasgun * Decreased Plasma Gun penetration versus Building Low targets from 35 to 25 * Guardsmen Knife - Minimum Damage 1 Kasrkins * Reduced damage of Kasrkin\'s Grenade Launcher by 30% * Reduced damage of Kasrkin\'s Plasma Gun by 50% * Weapon specialization now effects the Kasrkin\'s grenade launcher and plasma gun * Kasrkin Knife - Minimum Damage 1 Hellhounds * Fixed a bug that would cause the Hellhound to do perpetual damage to units even when no longer attacking that unit * Hellhound turret rotation speed increased Basilisk * Fixed a bug that was causing the Basilisk not to fire at units within its maximum range * Basilisk reload-time increased from 4 to 6 seconds * The Basilisk now fires at units within its maximum range HQ * Reduced resource return on Headquarters from 50% to 40% Infantry Command * Increased build time of Infantry Command structure from 30 seconds to 36 seconds Tactical Control * Increased cost of Weapon Specialization from (100 requisition / 25 power) to (100 requisition / 100 power) * Increased the research time of Weapon Specialization from 30 seconds to 45 seconds * Weapon Specialization now affects the Kasrkin Grenade Launcher and the Kasrkin Plasma Gun Thermal Generator * Fixed power gift of Thermal Plasma Generator
patch, and after a lot of hard work from the dev team we have something we feel is solid and addresses a lot of the issues encountered with the retail game. Developing a patch is a bit like developing a game -- you never seem to have enough time to get all the content in that you would like to. But, rest assured that there will be future patches, and if you don\'t find a fix you were hoping for in this patch, there is always hope for the next one! We\'re constantly combing the forums (here at Relicnews and others) looking for bugs, crashes, suggestions, and just general feedback on what you think about the game. We\'ll always do our best to ensure the stability of the game and an enjoyable entertainment experience for as many people as possible!! So, without any further ado...we bring you, Patch 1.10!!! - Raphael