【度盘】战争黎明2:报应 精英模组Elite Mod 2.9.9 下载 【1.83G】
MOD作者在5月13日更新了2.9.9版本,官方给的三个下载链接都要科学上网不是很方便,那么就帖个度盘的下载地址吧。安装方法:
下载后运行,安装到游戏根目录,然后通过桌面生成的快捷方式运行。适用于steam版玩家。也可以找到DOW2.exe这个文件,创建快捷方式,在属性-目标后加:空格-modname Elite,通过这个快捷方式运行。适用于任何玩家。0
MOD简介在我发的2.9.8.4下载帖子里有介绍了就不赘述了。贴下这个版本的改动。
New Game Modes:
Hero Assault game modes should now be fully pvp compatible.
Initial hotkeys of heroes in Hero Assault should now properly set on game start.
Massive Battles requisition rate increased by 50% to accommodate pop increases.
Massive Battles power rate increased by 25% to accommodate power increases.
Added the Night Fighting Game Mode, which reduces the sight range of all units.
General Changes / QOL:
Main Menu backdrop and model changed to Space Hulk with a Daemonhunter.
Raven Guard (Elite) scheme has been added to the Army Painter for Space Marines.
Tooltips have been updated to the new game version.
French tooltips have been added to the game.
Portraits have been updated for the following upgrades:
Interceptor Psycannons
Purgation Psycannons
Grey Knight Terminator Psycannon
Grey Knight Terminator Incinerator
Portraits and unit icons have been updated for the following units:
Rhino
Vortimer Razorback
Land Raider Crusader
Voice lines have been updated for the following units:
Chaos Raptors
Rhino
Grey Knight Dreadnought
Bugfixes:
Fixed an issue where sometimes Hero Assault doesn’t allot the full 3 heroes.
Fixed an issue with Ordo Malleus Strike Justicar, Interceptor Justicar, Purifier Justicar and Purifiers loincloth lacking bones.
Fixed an issue where Ordo Malleus Rhino Smoke Grenade ability is viewable (but not usable) when equipped with a Lascannon.
Fixed an issue where Tyranid Warrior Broods have Dessicator Larvae and Electroshock Grub abilities are viewable (but not usable) when equipped with Adrenal Glands.
Fixed an issue where Purgation Incinerators don’t account for retreat when applying courage damage.
Fixed an issue where Purgation Incinerators bypass the Force Commander’s Defend ability.
Fixed an issue where Purgation Incinerators Suppression effect lingers even if the unit stops shooting
Fixed an issue where Kommando Nob Trippa Shot would bug out very consistently.
Fixed an issue where Techmarine High Powered Shot would bug out consistently.
Fixed an issue where the Tactical Marine Sergeant procures specials in situations where it should be impossible.
Fixed an issue where Raveners have issues entering garrisons.
Fixed an issue where the Grey Knight Terminator Librarian only gets 10% hp per level up instead of 15% for his unit type. (900/1035/1190.25/1368.78)
Fixed an issue where units picked by Levitation Field after the initial grab do not receive damage resistance bonuses.
Imperial Guard flamers will now have their pilot lights activated.
Death Korps of Kreig will now use backpack-less flamers to prevent earlier clipping.
Incomplete campaign chaos ig skin removed from skirmish.
Chaos Space Marines
Chaos remains a gold standard of where we want factions to be. Aspiring Champions take a noticeable process hike due to their cost efficiency in battle. As a whole, we consider Chaos to be in a healthy state.
Chaos Heretics:
Aspiring Champion population cost increased from 4 to 5. Upkeep increased to match accordingly.
Aspiring Champion cost increased from 90/25 to 100/25.
Noise Marines:
Sonic Blaster damage type changed from flame_pvp to bile_spewer_pvp.
Bloodletters:
Warp Shift cooldown increased from 25 seconds to 30 seconds.
Bloodcrusher:
Experience yield reduced from 600 to 350.
Eldar
Eldar (and Space Marines later) were very contentious points of discussion both in public and internally. Opinions are very passionate about these factions (and usually against each other) but nonetheless we iron out some of the rougher spots on this roster.
Rangers should enjoy a noticeable boost and the Farseer loses some raw statistical strength but we believe the roster should be roughly around where it has been before. Banshees will likely be looked at once more but the lack of significant agreement keeps it where it is for now.
Global:
Webway Gate construction cooldown increased from 3 seconds to 15 seconds.
Farseer:
Levitation Field knockback distance reduced from 20 to 12.
Damage resistance increase for all units within the Levitation Field increased from 25% to 40%.
Rune Armor health increase reduced from 100 to 75.
Rune Armor energy increase reduced from 125 to 100.
Rune Armor energy regeneration increase reduced from 1 e/s to 0.75 e/s.
Warlock:
Immolator cost reduced from 100/30 to 100/25.
Guardian Squad:
Warlock cost changed from 85/15 to 75/20.
Rangers:
Long Rifle damage per hit increased from 21 to 33.
Long Rifle cooldown increased from 0.5 seconds to 0.75 seconds.
Reinforcement time reduced from 8 seconds to 5 seconds.
Shuriken Pistol courage damage per hit reduced from 6 to 0.
Wraithlord:
Wraithbone cost reduced from 100/35 to 100/30.
Imperial Guard
IG should get an appreciable boost this patch despite some internal rebalancing in its T1 game. We anticipate Spotters and Ogryns to be more appealing options for army compositions. Catachans get some energy nerfs to make them less able to cover all their roles consistently which we believe will create more early diversity in IG build orders.
Inquisitor:
Servo Skull assistant returned to the model by default.
- In Retribution, a servo skull model was included in Inquisitor's model by default. It was removed In Elite Mod in a patch which added Servo Skull Wargear to Inquisitor. Now, we are returning it.
Servo Skull Wargear now exchanges her assistant with a new model.
Servo Skull Wargear now applies its on-hit effect to ranged attacks instead of melee attacks.
Plasma Pistol damage per hit increased from 20 to 25.
Guardsman Infantry Squad:
Squad can now freely swap between Flamer and Plasma Guns upgrades. It needs to pay the full price for each swap as a penalty though.
Sentinel:
Experience yield increased from 150 to 250.
Red yield increased from 22 to 27.
Artillery Spotter Squad:
Purchase cost reduced from 280/30 to 240/25.
Reinforcement time reduced from 7 seconds to 5 seconds.
Incendiary Shell damage over time effect now affects the building_defence armor type.
Catachan Devils:
Improvised Explosives sight radius reduced from 30 to 15.
Improvised Explosives keen sight(detection) radius reduced from 10 to 5.
Explosive Shot energy cost increased from 40 to 50.
Ol’ Unreliable energy cost increased from 40 to 50.
Chimera:
Unit hold requirement for all weapon activation reduced from 2 to 1.
Side-mounted Multi-Laser damage per hit reduced from 40(26.67 dps) to 35(23.34 dps).
Ogryn Squad:
Purchase cost reduced from 425/90 to 400/85.
Manticore:
Red yield reduced from 53 to 40.
Cadian Kasrkin Squad:
Weapon swap time reduced from 25 seconds to 20 seconds.
Stormlord:
Vulcan Mega Bolter range reduced from 58 to 55.
Side-mounted Lascannon damage per hit reduced from 40 to 35.(不是很理解,风暴领主本身就是个大号奇美拉,已经砍了两次了,主要是反甲能力和主炮射程。问题帝国三个大件里就它实力平平,老外难道觉得它很OP么?)
Stormblade:
Stormblade purchase cost reduced from 1000/200 to 800/180.
Plasma Blastgun range increased from 60 to 65.
(这个降价是应该的,因为无炮台主炮乱动的原因和主炮前摇问题,风暴之刃的主炮哑炮概率不低,除非玩家有精力禁火后完全手操,实际作战效能不是很对得起这么贵的价格。)
Ordo Malleus
This faction continues to catch up with the others in the balance of power. The Eversor gets a nice new option with his Axe moving down to t1. Interceptors and Purifiers receive substantial touch-ups which should catch them up to the purgation improvements from before. Purgations themselves should have their squad combat behavior become more normalized with the removal of their die-last leader. Finally, the Dreadnought now finally stands well among its similar brethren.
We anticipate this faction to be fully caught up at the end of this round of revisions so changes of this length should start to become a rarity for the Ordo Malleus.
Brother-Captain:
We Are the Hammer! energy cost reduced from 60 to 50.
We Are the Hammer!(Improved) energy cost reduced from 60 to 50.
Psychic Lash cost reduced from 100/25 to 100/20.
Eversor Assassin:
Bio-Meltdown red cost reduced from 175 to 125.
Hypermetabolism cooldown reduced from 100 seconds to 60 seconds.
Hypermetabolism duration increased from 15 seconds to 20 seconds.
Cybernetic Enhancement energy increase increased from 20 to 50.
Cybernetic Enhancement now grants 20% cooldown reduction to the Eversor passively.
Rapid Reflex no longer gives 50% cooldown reduction to the Eversor while in use.
Rapid Reflex energy cost reduced from 60 to 30.
Eviscerator Axe damage per hit lowered from 71.5(65 dps) to 55(50 dps).
Eviscerator Axe moved from T2 to T1 with updated effects.
Killzone
For 12 seconds, allied infantry units in radius 12 around the Eversor deal 30% more melee damage. Cooldown 45 seconds.
Daemonhunter:
Rites of Exorcism now requires line of sight to activate.
Sundering now can target an allied squad within range 20 instead of only on the Daemonhunter.
Sundering energy cost reduced from 80 to 60.
Indomitable energy cost increased from 50 to 60.
Light of the Emperor energy cost reduced from 80 to 60.
Word of the Emperor energy cost reduced from 80 to 60.
Empyrean Brain Mines energy cost reduced from 70 to 50.
Inquisitorial Storm Troopers:
Impact Grenade knockback radius increased from 4.5 to 6.
Purgation Squad:
Squad no longer has a die-last member.
All squad members can apply suppression with incinerators, no longer just the leader.
Purged by Fire! caster changed from one_entity to squad.
Purged by Fire! is no longer refundable.
Purged by Fire! energy cost reduced from 60 to 0.
Purged by Fire! cooldown increased from 35 seconds to 45 seconds.
Interceptor Squad:
Squad now knocks enemy units back in a radius of 5 upon completion of teleport.
Squad and Justicar now teleport-leaps by default when closing into melee.
Squad starting energy pool increased from 100 to 150.
Teleport and Teleport(Improved) energy cost increased from 60 to 90.
Squad energy regeneration rate increased from 10 to 15.
Purifiers:
Squad no longer gains 1 hp/s regen while in combat.
Squad now gains 1.5 hp/s while out of combat if no enemy is in range 40.
Squad no longer has the Psychic Field ability available by default.
Squad now has the Cleansing Flame ability available by default.
Cleansing Flame -
Surround the squad in holy fire, purging the universe of heresy. Burns all enemy units around them in radius 7 for 5 inferno damage per second and denies them the use of abilities. Energy cost 60, 15 seconds duration 45 seconds cooldown.
Vindicare Assassin:
Setup time increased from 0.6 seconds to 1.25 seconds.
Terminator Librarian:
Inspire damage resistance bonus increased from 3% to 5%.
Rhino:
Lascannon cost increased from 75/0 to 75/20.
Grey Knight Dreadnought:
Unit health reduced from 1300 to 1200.
Inferno Cannon damage per hit increased from 20 to 23. (20 dps to 23 dps)
Unit now starts with minor melee resistance aura by default.
Unit now loses minor melee resistance aura upon upgrading to a Multimelta or Plasma Cannon.
Unit now inspires nearby allies on melee kills in all forms.
Inspire -
Killing enemies in melee inspires allied (non-Terminator) infantry in radius 45, reducing their damage taken by 12% and lowering received suppression by 20% for 20 seconds. Also restores 100 courage. Passive ability.
Vortimer Razorback:
Red yield increased from 30 to 45.
Grey Knight Terminators:
Unit now inspires allied (non-Terminator) infantry on melee kills. (Inspire stats identical to Paladins)
Paladins:
Inspire damage resistance bonus increased from 3% to 5%.
Orks
Orks get universally good stuff for 2.9.9. The Battlewagon in particular gets a nice bump to bring it back in line with other super units. We don't expect Orks to play very differently from before, but the more niche options should be more attractive.
Kommando Nob:
Rokkit Launcha no longer has a minimum range required to fire.
Lootas:
Beamy cooldown reduced from 4.6 seconds to 4.4 seconds.
Weirdboy:
Foot of Gork energy cost reduced from 750 to 500.
Kommandos:
Rokkit Launcha no longer has a minimum range required to fire.
Mando Stab ‘Em upgrade is no longer limited to 1.
Mando Stab ‘Em now grants the squad 0.5 e/s in addition to its other effects.
Nob Squad:
Hammers cost reduced from 100/50 to 100/30.
Looted Tank:
Red yield increased from 30 to 45.
Battlewagon:
Unit no longer requires to be garrisoned to fire all its weapons.
Xp yield reduced from 1600 to 1000.
Space Marines
As mentioned a bit earlier in the Eldar section, Space Marines often draw passionate feedback. We agree that Space Marines have noticeable outliers in their roster strength and have addressed those here, particularly regarding the Dreadnought and Librarian. Discussions were had regarding Tacticals and Drop Pods but any changes regarding these parts of the roster have been pushed to 3.0.
Force Commander:
Plasma Pistol damage per hit increased from 15 to 20.
Flesh over Steel can now target monstrous creatures.
Apothecary:
Plasma Pistol damage per hit increased from 15 to 20.
Anointed Power Axe cost increased from 100/20 to 100/25.
Techmarine:
Plasma Pistol damage per hit increased from 15 to 20.
Blessing of the Machine Spirit red cost reduced from 150 to 100.
Blessing of the Machine Spirit health regeneration bonus reduced from 15 hp/s to 10 hp/s.
Librarian:
Psychic Hood energy regeneration bonus reduced from 2.5 e/s to 1 e/s.
Dreadnought:
Assault Cannon Barrage maximum range reduced from 35 to 30.
Inspire now only applies to allied (non-Terminator) infantry.
Inspire damage increase bonus reduced from 20% to 12%.
Dark Age of Technology cost increased from 75/30 to 100/30.
Dark Age of Technology build time reduced from 30 seconds to 15 seconds.
Dark Age of Technology Inspire damage bonus reduced from 35% to 24%.
Assault Terminators:
Lightning Claws no longer lower the squad’s health regeneration from 2 hp/s to 0.5 hp/s.
Venerable Dreadnought:
Inspire now only applies to allied (non-Terminator) infantry.
Inspire damage increase bonus reduced from 20% to 15%.
Dark Age of Technology Inspire damage bonus reduced from 35% to 30%.
Tyranids
Tyrant Guards were a point of contention and we elect to tag a requisition price hike to the unit and see its performance. We believe this combined with a reduction to warrior durability will alter the roster calculus. We are also adjusting the Hive Node to be less costly to place down but also easier to remove.
Hive Tyrant:
Spawn Tyrant Guard cost increased from 300/50 to 300/60.
Lictor Alpha:
Scythe cooldown increased from 15 seconds to 30 seconds.
Deadly Jump no longer knocks back allies.
Ravener Alpha:
Hive Node cost reduced from 150/20 to 120/20.
Hive Node health reduced from 750 to 500.
Hive Node xp yield reduced from 150 to 100.
Hive Node red yield reduced from 20 to 15.
Hive Node sight radius reduced from 60 to 40.
Hive Node armor type changed from building_defence to building_light.
Hive Node Spore Cloud no longer affects vehicles or buildings.
Warrior Brood:
Unit health reduced from 350 to 325.
Ravener Brood:
Cost reduced from 400/45 to 375/45.
Spore Mines:
Cost reduced from 125/5 to 100/5.
Tyrant Guard:
Cost increased from 375/65 to 400/65.
Lictor(T3):
Deadly Jump no longer knocks back allies.
简单说比2.9.8.4就是加了几个新模式,修了一些BUG,加了一些新的技能图标之类的。还有就是平衡方面的改动,大概看了下,2.9.9小砍了混沌,灰骑士和兽人基本是加强,剩下的灵族、帝国、星际战士、泰伦虫族有加强有削弱。
下载地址:链接:https://pan.baidu.com/s/1MBuFxJoBAT-R1-jb5zdfaA
提取码:**** Hidden Message *****
谢谢谢谢
谢谢谢谢 谢谢楼主分享的资料
666666666666666666666666666666666666666666666666
终于等到你还好我没放弃
感谢!
66666666666666666666
感谢楼主分享
好!没想到这里有 谢谢楼主 ddddddddddddd
:D:D:D:D:D 666666666666666666666666666666
6666666666666666666
顶顶顶顶顶顶顶顶 感谢感谢
1111111111111111111111111111
6666666666666
666666666
66666666666666666666
6666666666666666666666
来了啊 啊啊啊看到了睡觉哦啊世界搜里脊丝吉萨急死阿吉加啥似的鞍山市
6666666666666666666666666666666666
找蛮久,总算找到这个模组。
dddddddddddddddddddddd
感谢大佬的网盘链接1111
DDDDDDDDDDDDD
感谢分享
感谢分享 感谢分享