pues nada... segun meristation, ya han anunciado expansion para primavera, habra nuevas unidades y como minimo meteran a los marines del caos
Announcing Chaos Rising
Here is the official word...
Standalone Expansion to Real-Time Strategy Franchise Introduces Chaos Space Marines, Delivers an Intense Single Player Campaign and Offers All-New Multiplayer Content
AGOURA HILLS, Calif. September 21, 2009 -- THQ Inc. (NASDAQ: THQI) today announced Warhammer® 40,000TM: Dawn of War® II – Chaos RisingTM, the next standalone chapter in the critically acclaimed Real-Time Strategy (RTS) series, is scheduled for release on Games For Windows-LIVE in spring 2010. Warhammer 40,000: Dawn of War II – Chaos Rising features a new playable army, the traitorous Chaos Space Marines, and continues the epic journey of the Blood Ravens as they battle this new, more personal enemy. Developed by award-winning internal studio Relic Entertainment, Chaos Rising offers new single-player and co-op campaigns, a level cap increase from 20 to 30, more powerful war-gear and a suite of innovative multiplayer options. The exclusive first look preview of Warhammer 40,000: Dawn of War II – Chaos Rising will be featured in PC Gamer’s December issue, available on newsstands by October 12.
“Chaos Rising delivers a tremendous amount of new content, including the powerful Chaos Space Marines, new multiplayer maps and units, a new level cap and a continuation of the Blood Ravens single player campaign,” said Kevin Kraff, vice president of global brand management, THQ. “Relic’s passion for the Warhammer 40,000 universe and talent in crafting innovative RTS games will ensure Chaos Rising is an engaging experience that will advance the franchise and genre.”
“Dawn of War II took intimate brutality to another level and introduced RPG-RTS hybrid gameplay,” said Jonathan Dowdeswell, general manager, Relic Entertainment. “The epic struggle between Space Marines and the forces of Chaos lets us take those two game-play elements and create an even more intense experience – this time, the battle is personal.”
About Warhammer 40,000: Dawn of War II – Chaos Rising
Set in the grim, war-ravaged world of Games Workshop’s vast Warhammer 40,000 science fiction universe, Warhammer 40,000: Dawn of War II – Chaos Rising transports players into the midst of an intergalactic war between ancient enemies. Warhammer 40,000: Dawn of War II – Chaos Rising introduces the Chaos Space Marines as a new playable army, continues the single player campaign from the original Dawn of War II, delivers all new wargear and raises the level cap from 20 to 30. Relic Entertainment will also deliver new multiplayer maps and new units for the Orks, Eldar, Tyranids and Space Marines. Veterans of the Dawn of War II single player campaign can use their existing squads’ accumulated wargear, abilities and experience to battle the traitorous Chaos Space Marines of the Black Legion throughout 20 new missions. Newcomers to Dawn of War II will begin the single player campaign with a squad of Space Marines fully equipped to take on the malevolent forces of Chaos. Powerful Chaos tainted wargear can be equipped and used against your enemy, but doing so could lead to dreadful consequences. Will you risk corruption for power? For more information on Warhammer 40,000: Dawn of War II – Chaos Rising, please visit www.dawnofwar2.com.
Particularmente, no me gusta.
Añaden una raza popular, pero que no deja de ser un Ryu/Ken con los actuales marines.
Era totalmente de esperar pero habría preferido a los TAU, Necrones o Fuerzas imperiales.
Me acabo de hacer caquita.... pero caquita.
La raza que más esperaba era el Caos, junto a la GI. Es verdad que quizá sean muy parecidos (o no, depende de cómo se lo curren), pero para los aficionados al universo Warhammer 40k, la épica de poder recrear las batallas de los marines leales contra los del Caos es impagable. Además, por lo que veo, han añadido nuevos tipos de mapas. A los tipicos urbanos, desiertos y junglas añaden mapas con hielo, por lo que veo.
Y nuevas unidades para todas las razas + 1 nueva raza, en un juego con el balanceo tan ajustado como el DoW2, puede cambiar la jugabilidad considerablemente.
Esta primavera estoy como un clavo en la tienda a por mi copia.
Aun así me da la impresión de que la unidad de élite de los Marines, si la de los Eldar es un Avatar eldar, la de los marines debería ser un Primarca, que es lo que está a la altura, representado como un Astartes el doble de grande que el resto y poderoso como un Avatar eldar. La escuadra de Exterminadores como escuadra "gorda" de los Marines se me antoja pequeña.
Y, siendo coherentes, añadir a las Fuerzas Imperiales es un poco... forzado. A ver, nos presentan a los Astartes como superhombres que cada uno dobla en estatura a un humano normal, armados con superarmaduras del copón que potencian TODAVIA MAS su fuerza.... si añadimos a la Guardia Imperial con escuadras de, por ejemplo. 6 hombres (hombres normales), ¿qué oportunidad tienen ante escuadras de tres Astartes cuando cada uno de ellos podría matar a 50 Guerreros Imperiales con sus manos?
Al final van a tirar por expansiones para añadir razas. Se veía venir, pero es una pena.
Y parece que la campaña va a ser Space Marines Only otra vez.
#1955 Un Primarca no es una unidad de elite, es un ejercito de un solo hombre, un ser de una fuerza que no conoce rival en el universo. A parte los Cuervos Sangrientos no saben ni quien es su primarca, y aunque lo supieran los que no están muertos estan missing. Es como pedir que metan al Emperador o a El Dragón.
Como mucho un líder de capitulo.
#1907 no vienen de los angeles sangrientos? creo que eso pone en el codex :3 asi que su primarca esta muerto xD
No mola eso de tener una unidad superpetada de todo, no tiene sentido excepto en el avatar xD para los marines no existe esa forma de lucha, ademas, que primarca pondrian? si creo que no queda ninguno vivo xD Lo que si meterian seria una maquina estilo land raider, o el land raider ultra, que tiene no se cuantos cañones laser a costa de perder el transporte >.<
En el caos seguro que esta el devorador de almas :S, que asco le tengo xD
Han actualizado el comandante con retro o es de la campaña? por cierto, el dread antitanque... lo que me faltaba por ver xD
me hubieran gustao + los necrones por ejemplo, si, esta bien eso del bien vs el mal usando las mismas tropas y modificandolas de color y dos chorradas + ...pero se lo podrian haber currao y haber metido alguna otra raza, la GI tb hubiera stao bastante wapa
El concept art es la paja
#1958 Creo que va conmigo XD:
Los Cuervos Sangrientos no tienen ni idea de quien es su Primarca. Todos los archivos de la época de la Herejia de Horus se han perdido o son mantenidos en extrictisimo secreto. Esto, unido a la altisima y anormal cantidad de psiquicos que se encuentran entre sus filas hace que muchos capítulos desconfíen de los Cuervos Sangrientos.
Vamos, que no se sabe si es un capitulo leal de una legión traidora, un capitulo traidor que ha vuelto a cambiar de bando que ha hecho desaparecer su pasado, o un capitulo huerfano de una de las legiones leales.
Si os fijais en las campañas de DOW1 (excepto la primera) los Cuervos siempre están en la zona de guerra para proteger "secretos del capitulo"
En DOW2 tenemos muchas armas que han intercambiado con capítulos como los Salamandras o los Ángeles Sangrientos. Los Cuervos gustan mucho de pedir a otros capítulos permiso para venerar a sus Primarcas.
En cuanto a primarcas pues los que no están muertos o bien son traidores (y estos también estan mayormente muertos) o están desaparecidos en combate (caso Rauss, que se fue al Ojo del Terror y aun no ha vuelto)
Siempre tenemos a los dos primarcas desconocidos, pero esos no se sabe ni quienes son.
Pero los Cuervos Sangrientos no son un capítulo que se inventaron para los videojuegos??? Pregunto.
En cuanto a lo de poner un primarca, no pondría a uno en concreto, con sus nombres y apellidos, sino en plan general: "Primarca". Lo invocas y sale a la batalla a dar ostias. Que cuál es? Pues ya tu si quieres te haces pajas y le pones nombres o lo que sea. Si quieres ser coherente con la historia, pues que hagan que no aparezca en campaña, ya que los primarcas están todos perdidos efectivamente. Pero para las escaramuzas no veo el problema. Los comandantes tampoco tienen nombre. Son, simplemente, "comandantes". Y ya... luego flípate tú mentalmente y ponle nombres. No sé si entendeis la filosofía de lo que quiero decir.
el modo supervivencia lo han puesto ya?? xDD
Yo sobre al expansion lo unico que deseo es que se pueda distinguir entre capitulos.. tipo age of empires k son tos iguales cambiando el skin y alterando un poco la rareza de las tropas y añadiendo +1 unidad unica.
#1962 Si, son inventados para los Dawn of War. Pero han alcanzado bastante popularidad. Y el lore que he puesto se saca de los juegos, no hace falta ni irse a las novelas ni nada parecido.
En cuanto a poner un "Primarca" cualquiera pues seguimos teniendo dos cosas:
1: El nivel de poder. Los primarcas se cargan un Avatar sin sudar. No es solo su fuerza de combate, sino sus poderes psiquicos.
2: Cada Primarca es diferente y único. Alinear un marine espacial random y ponerle "primarca" de nombre es una de las patadas mas grandes al lore del juego que se puedan hacer.
3: En ningún juego de Games Workshop se ha podido jugar con un Primarca, probablemente por las razones que he puesto. Todo lo que hace Relic con el juego tiene que ser aprobado por GW.
Pedir Primarcas en Dawn o War es como pedir bombas nucleares para los Aliados en Company of Heroes.
Hombre, según las novelas, Fulgrim "sudó" un poco para cargarse incluso a un Señor Espectral Eldar él mismo.... cierto es también que luego se petó a un Avatar Eldar... pero tanto como "sin sudar". Estuvo ahi ahí la cosa.... pero bueno, supongo que si Games Worshop no quiere que se juegue con Primarcas por algo será... pero hay que reconocer que tiene que ser un espectáculo poder invocar y ver a uno en el campo de batalla, eh?
Que decepcion, me esperaba al menos 2 razas por exp, la verdad es que se veia venir por las votaciones en el foro oficial que seria el caos, pero es como decis es como Ryu vs Ken, TAU,necrones o GI me llamaban bastante mas.
Cuesta 15 euros, no seas rata.
Y va por GFWL, asi que creo que no hay online que valga fuera del oficial.
45€ o 50€ que timos... si me valió a mi el día de lanzamiento 30€ :S
http://www.play.com/Games/PC/4-/5380006/Warhammer-40000-Dawn-Of-War-II/Product.html
17€ con envío gratis a casa. En g2play.net esta a 20€, pero se ha visto por bastante menos, el precio oscila bastante.
En 24 horas sale la actualización con el nuevo modo de juego "The Last Stand" y se updatea el multiplayer.
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The Last Stand Update 1.8 Release Notes
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New Content
The Last Stand
* Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
* Added new unique wargear, abilities and effects to the three heroes in The Last Stand
* Added The Last Stand leaderboards
* Hero progress is stored online and is associated with a player’s gamertag
Multiplayer Maps
* Added (2p) Quest’s Heresy map
* Added (4p) Hydris Chasm map
Multiplayer Balance Updates
General Balance updates
* The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
* XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
* Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
* Generator health has been increased to 600 from 500, a 20% increase
* All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
* All personal teleport abilities now start on cooldown
* Walker charge cooldowns reduced from 8 seconds to 5
* Snipe damage now does 125% to heavy armor
* Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.
Eldar Balance Updates
* The Warlock’s immolator blade damage over time is now set to piercing damage
* Telegraph on the Warp Spider Exarch’s mass teleport now displays ~3 seconds before arrival
* The cast times on the Farseer’s Doom, Fortune, and Guide spells have been removed
* Squad plans on rangers removed to correct erratic behavior
* The Eldar Avatar’s Khaine’s Wrath ability no longer damages nob squads that have activated the frenzy ability
* Ranger kinetic shot radius increased from 4 meters to 5.
* Ranger detection range increased from 30m to 40m
* Warlock Immolate and D-Cannon singularity no longer harms invulnerable units
* Aspect of Banshee health bonus increased from 20% to 30%
* Aspect of Banshee cost increased from 75/20 to 100/20
* Shuriken Cannon damage increased from 210 to 300
* Brightlance crew hp increased to 825 from 660
* Warp throw moved to tier 2
* Warp throw cost reduced to 100/30
Ork Balance Updates
* The Mekboys’s electric armor now drains 6 energy/s, increased from 4/s
* Waaagh Shout cost has increased to 20 from 15
* Big stomp works on Spore Mines
* The Looted Tank is now affected by the Entangle ability
* The Kommando’s Luv Da Dakka ability no longer takes them out of infiltrate when used
* Mekboy now has to set up after using the ‘Ave a Taste ability
* The Mekboy can no longer teleport while using the Mega Rumblah ability
* Moved Stikkbommas to T2, Stkikkbommas now deal suppression damage
* Moved Lootas to T1, changed their damage to equal a Space Marine’s Heavy Bolter
* Loota health increased to 250 from 200
* Increased suppression on Deffgun
* Deff Dread rampage no longer has health requirement
* Looted tank cost increased to 400/100 from 350/100
* Nob Frenzy now renders Nobs immune to most types of knockback.
* Stikkbomma stun grenade and stikkbomb range increased to 60 meters
* Stikkbomma stun grenade cooldown increased from 30 seconds to 60 seconds
* Stikkbomma stun grenades now explode on impact
* Stikkbomma stun grenades now no longer require a Bomma kit upgrade
* Stikkbomma stun grenades are now thrown in groups of 4
* Stikkbomma stun grenade cost changed from 20 Waaagh to 10
* Stikkbomma Bomma kit upgrade removed.
* Stikkbomma stikkbomb damage type now deals 150% damage vs heavy armor, up from 125%
* Stikkbomma squad cost changed to 360/20 from 280/30
* Kommando hero shotgun ability changed from pie area-of-effect to circle area-of-effect
* Slugga upgrade changed from 50/15 to 85/20, increases HP by 10%
Space Marine Balance Updates
* Techmarine’s powerful sweep no longer affects retreating units
* Techmarine’s powerful sweep damage increased from 40 to 60
* Scout shotgun knock back ability now causes suppression
* Scout shotgun cost changed to 75/15 from 40/20
* Scout weapon skill increased from 50 to 100
* Damage on the Techmarine’s consecrated bolter has been increased to 60, up from 51
* Damage on the Techmarine’s master crafted bolter has been increased to 65, up from 60
* The Venerable Dreadnought is now affected by the Entangle ability
* Orbital Bombardment no longer effects units that are invulnerable
* Assault Marine health increase on level increase reduced to 10% from 15%
* Tactical Marine health increase on level increase reduced to 10% from 15%
* Plasma gun damage reduced from 90 to 70
* Plasma gun damage vs infantry reduced to .7 from 1
* Plasma pistol damage reduced from 25 to 15
* Missile launcher upgrade time increased from 15 seconds to 30 seconds
* Apothecary Power Axe energy regeneration reduced from 20 to 15
* Apothecary Master-Crafted bolter damage reduced from 75 to 65
* Battlecry now grants knockback immunity in most cases
Tyranid Balance Updates
* Hormagaunts have had their HP and damage decreased 10%
* The Hormagaunt adrenal gland upgrade now grants +1 speed, down from +1.5
* The Hormagaunt adrenal gland upgrade increased in cost to 75/20
* The Hormagaunt weapon skill increased to 55
* The Hormagaunt cost reduced to 270 requisition
* Increased the HP of the Zoanthrope by 25%
* Zoanthrope damage type changed to deal 150% damage to heavy armor
* Zoanthrope accuracy increased to 100%
* Zoanthrope damage decreased to 60 from 80
* Zoanthrope shield absorption ratio changed to 0.3 from 0.2.
* The cost of the Lictor Alpha’s toxic cysts has increased to 120/25, up from 80/20
* The Lictor Elite jump, Toxic Cysts moved to tier 2
* Flesh hook cooldown increased from 40 to 70 seconds
* Barbed Strangler radius has decreased to 6m from 7m
* Termagants’ devourer damage has increased from 7.65 to 8.8
* Termagant Toxin Sac upgrade now increases damage by 45%, up from 35% and increases max health by 10%
* Spore Mines are now affected by mines and burrow traps like ordinary units
* Spore Mines no longer explode when killed by another unit
* Spore Mines are now susceptible to melee attacks
* Spore Mines health decreased from 150 to 120
* Warrior Adrenal gland upgrade reduced from 200/20 to 100/20
* Warrior Adrenal glands now increases their HP by 20%
* The Ravener Corrosive devourer damage increased from 100 to 135
* The Ravener Acid Splatter now affects fire resisting units
* The Ravener Crippling Talon debuff effect increased to 35% from 25%
* Tyranid synapse death now inflicts 14% damage to regular units and 10% to Carnifexes
Improvements
* Optimized sound files to reduce the amount of RAM they consume
* Added additional effects to 6p and 2p Calderis Refinery Maps
* Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
* Users are now able to select Ultra FX fidelity
* General AI improvements involving better resource and economy handling
* Added a readme.txt file for Traditonal Chinese to the root folder
Bug Fixes
* Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
* Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
* Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
* Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
* Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
* Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
* Fixed a crash caused by casting an ability after changing squads while the game is paused
* Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
* Fixed a bug involving units standing unresponsive while in melee
* Fixed miscellaneous crashes involving squad combat states
* Fixed a bug causing grenades to fall through craters
* Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
* Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
* Players that drop during the loading screen no longer show up in the post-game summary screen
* Added sound cue when a player drops from a match
Ork Bug Fixes
* Fixed problems with Ork sync kill markers and non-looping sync death animations
Eldar Bug Fixes
* Fixed a bug where the Banshee warshout ability disappeared if all Banshee units were killed except the squad's Exarch
* Removed squad plans on rangers to correct erratic behavior
* Fleet of Foot fires simultaneously between Eldar heroes and regular units when both are selected
Space Marine Bug Fixes
* Fixed a bug where the Dreadnought’s death animation was missing an explosion effect
Tyranid Bug Fixes
* Fixed a sound effect issue with the Ravener’s burrow ability
* Fixed an animation bug involving the Zoanthrope’s warpblast
* Fixed a bug involving the unreliability of the Hive Tyrant’s invulnerability
* Fixed a bug where the Ravener hero’s burrow ability would break if its energy was too low
* Fixed a bug where the Zoanthrope’s warpblast would fire regardless if the unit had line of sight of its target
* Fixed missing sound for Screamer-Killer ability under some conditions
no entiendo muchas de las cosas, dicen que aumentan y luego ponen una reduccion xD
Bueno, hace bastante que no juego pero con el last stand puede que me anime a retomarlo.