Patch notes for 1.05A - Blue Horror Dance Party edition.Fixes for: - Crash relating to captured Tzeentch Zealot.
- Crash relating to the Traitor Squat Heavy in certain racelists.
- Crash relating to one STR_KHORNE_DEMIBLOODLERIN entry.
- Crash relating to one STR_SECTOID_DARKDISCIPLE entry.
- Wrong handOB on Lucius Heavy stubber
- The Ork Heavy Sniper Rifle handOB will no longer match the suspiciously similar looking wyrdstikk.
- Autoshot count lowered to 3 from 10 and ammo capacity increased from 7 to 10on the Lucius Heavy stubber.
- Gender swapped Voice lines Guard Squat
- Fix for Blank Chaos/Traitor Squat Inventory Image
- Removed Dreadnought Research from Primaris (who can't use it anyway)
- Craft Equipment cost Imperial Tokens now
- Fixed damageAlter for Incendiary Ammo that would otherwise do Massive Damage against armored targets.
- Fix Dependency References for Plasma Pistol/Gun
- The Heavy Weapons Script no longer punishes accuracy from TU used on crouching.
- Spirit of Martyr saves at 5 HP instead of 1 HP for Adeptas, accounts for some fatal wounds. The revived unit may still die from excessive fatal wounds (think: Half of their body melted away by Nurgle Blight or Tyranid Acid).
- Fix more Codex Entries for Arbites
- Fixed RequiresBuy for Arbites
- Make Vindicare availabe after Strategy Refactor
- The Lesser Tzeentch Daemon "Gleaming One" now has a corpse and ufopedia article.
- The Abhuman Light Chimera now has a Codex Article.
- Zombification for MKX Tech Marine
- Fix Veteran Commendation
- Added battleType: 11 to 2x2 Ork Corpses
- Hospitaller research now properly restricted to midtier rather than appearing at game start as Adeptas.
Changed: - Halved Adamantium costs for Primaris Armor, added some Imperial Token Cost to (Light) Gravis. Primaris will no longer be quite so strapped for cash or adamantium.
- Armed Repulsor Speed doubled
- Doubled Repair Rate for Primaris Crafts
- Added three starting Pilots by default for IG, apples to all Strategies.
- Biomancers are available after selecting Abhumans Strategy
- Pilots are less brave on the Field
- Moved Plasma Pistol/Gun Low-Tier, Mastercraft Mid-Tier
- 10 % More Initial Funding. 600k, to take account for the lower corpse income.
- Terror mission odds lowered from 100% to 80%.
- Slightly better NPCs in Terror Missions, the Guard is bringing out the big guns and fighting back!
- QoL: Show FA, Rea, MA and PSI in Equipment Screen
- Added Chimera Props to Urban Turret Mission. They do shoot back at the Chaos forces!
- Light Bolters Low and Mid-tier techs introduced for Guard research (see below for the Solo bolters).
- Lightning got an extra 10 % evade Chance
- Added Battle Cannon to Armor Column
Arbites:
- Changed Penal/Flak for Arbites to match higher Guard values
- Changed Arbites Vulture; Made Thunderbolt available at start. Put Thunderbolts in Arbites starting Base
- Added Heavy Weapons Toolkit to Arbites
- Made some IG Heavy Weapons available to Arbites, disposable rocket launcher, heavy bolter etc.
New things: - Solo Pattern Light Boltgun for Guard. A Non-Scoped and Scoped (DMR) variant. They use short 10 round magazines with midtier Kraken rounds available in the same format. The Scoped Solo is available at Midtier. The Solo Pattern only has access to single shots, but has reduced recoil (20) and good accuracy.
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Blue Horrors added to Tzeentch lists. Summoning spells etc. Blue Horrors have access to several spells, but also melee. Several attacks may cause mutation, so stay away. They are protected by the Yellow Fire (blue shields for now) of Tzeentch, so use Flamers (ignores shields) to take them down quickly, or sniper them from a safe distance. On death they spawn two Brimstone Horrors that causes the corpse to detonate (haven't made Brimstone Horrors be their own unit yet).
- Fewer Gleaming Ones in Tzeentch lists, these lesser daemons are instead replaced by Blue Horrors.
- Tzeentch Magic. Indigo Fire (Fires that causes target to mutate into a Blue Horror or Panic), Blue Fire (homing magic missile with mutation chance), Red Fire (AoE attack spell) and Green Fire (mind control attack, requires LOS).
- Tzeentch Spellcasters now have access to these, including the cults of Tzeentch. These spells have replaced the placeholder Fireballs.
- High Ranking Tzeentch Sorcerers are now protected by shields/Yellow Fire of Tzeentch.
- Medium tier and up Spellcasters of Tzeentch can now levitate.