1.02 Patch

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IainMcNeil
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1.02 Patch

Post by IainMcNeil » Thu Dec 04, 2014 4:37 pm

Hi guys

we were hoping to have an update for you today but the compiler has refused all day to compile a release build. Very frustrating and the team are still trying to resolve it. As soon as we get it resolved we'll get you the update.

Sorry for the delay.

nexusno2000
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Re: 1.02 Patch

Post by nexusno2000 » Thu Dec 04, 2014 4:50 pm

IainMcNeil wrote:Hi guys

we were hoping to have an update for you today but the compiler has refused all day to compile a release build. Very frustrating and the team are still trying to resolve it. As soon as we get it resolved we'll get you the update.

Sorry for the delay.
A patch is never late, nor is it early: it arrives precisely when the compiler means it to.

Keep up the good work!

Schweinewitz
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Re: 1.02 Patch

Post by Schweinewitz » Thu Dec 04, 2014 4:52 pm

Great news! Thanks for all the hard work!

Kerensky
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Re: 1.02 Patch

Post by Kerensky » Thu Dec 04, 2014 5:26 pm

Got some pretty good changes in there, once it's released I'll be happy to start diving into the details! :D

Falke_MatrixForum
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Re: 1.02 Patch

Post by Falke_MatrixForum » Thu Dec 04, 2014 5:55 pm

Could we have the Change log to look over, while waiting on the Compiler ?

Joubarbe
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Re: 1.02 Patch

Post by Joubarbe » Thu Dec 04, 2014 5:59 pm

Holy Compiler, may the grace of the Ecclesiarchy helps you to rise and shine !

Aekar
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Re: 1.02 Patch

Post by Aekar » Thu Dec 04, 2014 6:19 pm

Maybe the Inquisition should be warned about this.

Kerensky
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Re: 1.02 Patch

Post by Kerensky » Thu Dec 04, 2014 7:09 pm

Falke_MatrixForum wrote:Could we have the Change log to look over, while waiting on the Compiler ?
Sorry, I've been chided more than once about jumping the gun about this sort of thing. :cry:
Don't worry though, I'm sure it will be properly announced when the time is right. These things just take time, that's all.

zakblood
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Re: 1.02 Patch

Post by zakblood » Thu Dec 04, 2014 7:40 pm

Kerensky wrote:
Falke_MatrixForum wrote:Could we have the Change log to look over, while waiting on the Compiler ?
Sorry, I've been chided more than once about jumping the gun about this sort of thing. :cry:
Don't worry though, I'm sure it will be properly announced when the time is right. These things just take time, that's all.

join me m8 in the naughty corner :shock: :roll: :wink: :lol:

Kerensky
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Re: 1.02 Patch

Post by Kerensky » Thu Dec 04, 2014 10:05 pm

zakblood_slith wrote:join me m8 in the naughty corner :shock: :roll: :wink: :lol:
We sometimes let our enthusiasm get the best of us. ;)
But hey, I think it's pretty awesome we are so enthusiastic to begin with! :mrgreen:

sshnuke
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Re: 1.02 Patch

Post by sshnuke » Thu Dec 04, 2014 10:07 pm

so can we check the release notes now?

FroBodine
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Re: 1.02 Patch

Post by FroBodine » Thu Dec 04, 2014 11:03 pm

Come on Kerensky, give 'em up! Nobody will know. Iain barely even knows there is a forum. :o

HatesYourFace
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Re: 1.02 Patch

Post by HatesYourFace » Thu Dec 04, 2014 11:34 pm

Excited about the patch! Hope the editor gets fixed soon!

zakblood
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Re: 1.02 Patch

Post by zakblood » Fri Dec 05, 2014 4:59 am

FroBodine wrote:Come on Kerensky, give 'em up! Nobody will know. Iain barely even knows there is a forum. :o

ian lives here, what gets seen gets mentioned somewhere, eyes like a hawk m8 :wink:

IainMcNeil
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Re: 1.02 Patch

Post by IainMcNeil » Fri Dec 05, 2014 9:30 am

Here is the change list to keep you going :)

1.01 to 1.02 Changelog
Bugs:
• [BUG] Some edit boxes miss caret.
• The description for Max Hit Points is missing.(IDS_HELP_MAX_HIT_POINTS)
• - On square monitors main menu background image is cropped correctly now, but in Loading screen it is still distorted
• Fixed Killed unit list
Features:
• Added hot seat mode via MP (accept your own challenge)
• Added chat screen (accessible via Enter key, also appears automatically at the end of the turn and at the beginning if there are new messages)
• Added FPS limitation (30 FPS max)
• Setting volume to zero disables sound completely, not just sets volume to zero
• Mouse cursor no longer depends on game frame rate – should move smooth on all systems
• Mouse cursor is confined to game’s window (on multi monitor systems)
• Melee impact animations and audio effects have been integrated.
Unit Balance Changes:
Many infantry teams with only one range weapon have gained increased formation sizes for all factions.
Hive Militia units defense lowered.
Bomber units now have a new 'bomb' weapon to help them destroy Ork Siege weaponry.
Steel Legion support units no longer have 2 HP each, but have gained increased squad size.
Lasgun secondary weapon removed from all Steel Legion support teams.
Leman Russ Demolisher gained a heavy flamer weapon and a slight price increase

Sentinel units have had their base accuracy ratings raised.
All Titan units for all factions price raised again

Nobz are now 2 HP units, but squad size has been reduced
Gretchin returned to size 50 formation
Squiggoth and Gargantuan Squiggoths have had their HP values increased
Several Ork Mechanized units gained increased formation sizes
Ork Weirdboyz have gained a new weapon called Deff Wave
Added Deathrolla weapon and Assault Trait to BattleFortress with Supa Kannon

Space marine bike units now have more varied stats
Basic land raiders are now transport units for heavy space marine infantry
Centurion squad size reduced to 8 maximum.
Increased movement speed for all space marine transports

Weapon file changes:
Flamer Rate of Fire reduced from 4 to 3
Bomb weapon added for Bomber units
Deff Wave weapon added for Ork Weirdboyz
Shoota armor piercing rating reduced to 10
Scenario Changes:
Campscen2B.
Scenario can only be played from the Imperial side in single scenario mode.
Campscen3B.
Blood Angel flags no longer appear on this map.
Campscen4.
Scenario can only be played from the Imperial side in single scenario mode.
Campscen5.
Mannheim's Titan unit is now named Steel Hammer.
Message to retreat has extra text to help guide the player and now reads:
" Multiple Ork Gargants detected inbound, evacuate your forces from the area immediately! Mannheim's Steel Hammer Titan must continue towards the Victory Hex alone!"
Campscen11
Name of all units to destroy in this scenario set as 'Ork Siege Battery' to better match the briefing
Bomber units have transports and a new weapon to make them more useful when destroying Ork Siege Battery units
A pop up message now appears when you have destroyed the first Ork Siege battery
" First Ork Siege Battery Destroyed!"
A pop up message now appears when you have destroyed the second to last Ork Siege Battery
" Almost all Ork Siege Batteries have been destroyed! Find the last one take it out!"

Campscen12
Von Strab's Former Bodyguards AUX unit returned to scenario.
Triggers changed so that Von Strab's Former Bodyguards unit does not break the scenario.
CampScen17
Two auxiliary helper titans have been added to this scenario to compensate for the loss of player owned Titans
Tu'Shan and several Salamander Space Marine units added as auxiliaries to assist in this battle
Campscen19
Von Strab unit AI settings
changed Von Strab's Titan forces have abandoned him and have been replaced by extra Baneblade tank variants
Campscen24
Adjusted some terrain for better graphical appearances
CampScen25
Thraka's personal unit has been made bigger and stronger


Other Changes:
Fixed availability file issues so that units available during the tutorial are now also available at the start of Act 1
Imperial titan availability has been significantly pushed back. Scout titan only available from the middle of act2, reaver titan only available from the start of act3.
Sound files have been added for Assault Impacts
Attack file has been updated for Assault Impact graphics and audio
Leman russ Demolisher gained a flamer weapon
Hive wall turret has animation and sound
Bombers, Ork Weird Boyz, and kommandos had entries added for their new weapons
Stormeagles had entries added for their missing weapons
Changed deathstrike and grot launcher animations
Deathrolla battlefortress entry added for melee weapon

Aekar
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Re: 1.02 Patch

Post by Aekar » Fri Dec 05, 2014 9:38 am

Melee impact animations and audio effects have been integrated.
Yes !
All Titan units for all factions price raised again
Double Yes !

Imperial titan availability has been significantly pushed back. Scout titan only available from the middle of act2, reaver titan only available from the start of act3.
Triple Yes !



... now, once patch is released, I would have to play all the game again. ;)

JimmyC
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Re: 1.02 Patch

Post by JimmyC » Fri Dec 05, 2014 9:57 am

Thankyou for putting in the melee animation. Combat will now make so much more sense for new players picking up the game and also look a lot better for us experienced old timers who have been playing the game for 1 week now :p

Glad to see the Terminators get their Land Raider transports, as i'm sick of reading peoples complains about that (still in Act 1 myself so it isn't an issue yet).

Jimperial
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Re: 1.02 Patch

Post by Jimperial » Fri Dec 05, 2014 11:42 am

This sounds like a fantastic patch, thanks for the quick release!

bram1979
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Re: 1.02 Patch

Post by bram1979 » Fri Dec 05, 2014 12:24 pm

Awesome changes but the editor remains the same?

CiZerin
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Re: 1.02 Patch

Post by CiZerin » Fri Dec 05, 2014 12:40 pm

What about Siege Trait? Will it works now?

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