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Rise of the Witch King

RotWK Patch 2.02 Cumulative Changelog

Angmar Units
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  • Builder:
    • default resistance increased to 50% (from 80%);
    • slash, specialist, crush, siege, flame, magic, frost, and hero resistance increased to 50% (from 100%);
    • pierce, cavalry, logical fire, and hero ranged resistance increased to 35% (from 50%);
    • structural resistance increased to 25% (from 50%);
    • vision radius increased to 300 (from 100).

  • All Thrall hordes CP requirements set to 50 (from 40, or 60 for Wolf Riders); now distributed evenly throughout the horde instead of in Thrall Master only.

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  • Thrall Master (does not apply to summoned units):
    • shroud clearing range increased to 200 (from 25);
    • crush resistance decreased to 125% (from 1%);
    • gains self-healing ability when the horde is level 2 (heal rate 10/s);
    • if a Thrall Master is knocked over when in process of summoning a unit, the summon process is now reset;
    • no longer benefits from Hwaldar's leadership when having summoned Axe Throwers or Spearmen.

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  • Gundabad Warriors:
    • speed boost removed from horde bonus;
    • locomotor fixed, correcting their motion;
    • fixed flanking damage bug.

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  • Rhudaur Spearmen upgrade cost reduced to 50 (from 100).

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  • Rhudaur Axe Throwers crush resistance sensibly reduced to 180% (from 100%).

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  • Wolf Riders:
    • now require 20 extra CP (70 total);
    • crush damage increased to 70 (from 60);
    • can no longer be summoned unless the player has a Troll and Wolf Den structure present on the map (except on Barrow Downs and Dark Eye campaign maps);
    • crush deceleration reduced to 25% (from 30%);
    • min crush velocity now 60% (from 50%);
    • locomotor fixed, now should be easier to control;
    • pierce resistance increased to 35% (from 60%);
    • poison resistance increased 70% (from 100%);
    • mounted Thrall Master can no longer be trampled by enemy cavalry;
    • mounted Thrall Master can now crush enemy infantry and is therefore susceptible to crush-revenge damage;
    • crush deceleration decreased to 30% (from 50%);
    • no longer improperly use some Warg Rider sounds;
    • now use much higher cavalry experience requirements/awards and level-up damage increase.

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  • Black Numenoreans:
    • CP requirement 70 (from 80);
    • attack speed bug fixed; attack speed set to 1.6s (from 3.75s);
    • pierce resistance increased to 70% (from 90%);
    • crush resistance increased to 85% (from 200%);
    • cavalry resistance increased to 150% (from 200%);
    • structural resistance increased to 50% (from 60%);
    • Charge:
      • no longer gives a speed bonus after the initial rush;
      • duration 20s (from 10s); buff FX duration bug fixed;
      • recharge time reduced to 120s (from 180s).

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  • Dark Rangers:
    • unupgraded damage reduced to 80 (from 100);
    • upgraded damage reduced to 100/40 (from 100/50);
    • pierce armor reduced to 50% (from 40%);
    • Bombard:
      • radius increased to 60 (from 30);
      • range increased to 460 (from 400);
      • minimum range corrected to 150 (from 100);
      • burn rate increase with Fire Arrows decreased to 3 (from 20).
    • Longshot:
      • max range 1000 (from 9999);
      • damage increased to 300 (from 250);
      • recharge time 2m (from 4m).

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  • Dire Wolves:
    • damage decreased to 70 (from 75);
    • health increased to 300 (from 250);
    • slash resistance decreased to 140% (from 100%);
    • pierce resistance decreased to 100% (from 80%);
    • cavalry resistance decreased to 140% (from 100%);
    • structural resistance decreased to 110% (from 100%);
    • damage scalar vs. pikemen increased to 325% (from 300%);
    • damage scalar vs. structures decreased to 75% (from 10%);
    • Spiked Collars:
      • cost reduced to 150 (from 250);
      • more than +50% armor against slash, cavalry, and pierce (in addition to +50% resistance to other values);
      • now available initially (no longer require research).

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  • Snow Trolls:
    • cost reduced to 700 (from 750);
    • attack speed now 2.2s (from 2.5s);
    • crush damage 180 (from 200);
    • min crush velocity 65% (from 50%);
    • crush deceleration 20% (from 30%);
    • Charge:
      • no longer gives a speed bonus after the initial rush;
      • duration 20s (from 10s); buff FX duration bug fixed;
      • recharge time reduced to 120s (from 180s).

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  • Hill Trolls:
    • flanked penalty increased to 75% (from 50%);
    • now available at level three Troll And Wolf Den (from level two);
    • Porcupine Formation armor boost now 150% (from 100%).

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  • Sorcerers:
    • Command Point requirement increased to 50 (from 40);
    • now can only target units in range with spells;
    • spell range increased to 500 (from 300);
    • locomotor bug fixed, correcting their motion;
    • gain self-healing ability at level 2 (5/s) (does not apply to Acolytes);
    • receive a 10% armor buff with each gained level (does not apply to Acolytes);
    • experience requirements decreased to 1/12/24/36/48 (from 1/60/120/180/240);
    • gain experience for each spell cast depending on its Acolyte cost - 1xp per Acolyte expended;
    • no longer can waste money purchasing multiple specializations before one is fully researched;
    • all spells now require a valid target;
    • shroud clearing increased to 400 (from 300); vision increased to 335 (from 250).
    • Black Ice:
      • radius increased to 150 (from 100);
      • speed decrease increased to -33% (from -25%);
      • tooltip now more accurately indicates the effect of the power.
    • Fell Strength:
      • troop bonus now a Spell-type modifier;
      • now debuffs enemy units for 5s when cast, matching its Debuff FX;
      • damage reduced to 25 (from 50).
    • Soul Freeze:
      • can no longer paralyze flying units, Ring Heroes or 25pp summoned monsters;
      • now properly grants immunity to chop, force, and poison damage;
      • duration reduced to 15s (from 17s); FX duration bug fixed.
    • Corpse Rain:
      • now available from level two Temple of Twilight (from level three);
      • equip cost reduced to 400 (from 500);
      • now damages allies units;
      • recharge timer removed - recharge is now solely determined by Acolytes;
      • Collector's Edition FX now similar normal Corpse Rain (rather than Bombard), but purple/white rather than green (from blue Bombard FX).
    • Well of Souls:
      • now available from level three Temple of Twilight (from level two);
      • equip cost increased to 500 (from 400);
      • victims now become Greater Wights if they are Heroes (non-Hero units still become Lesser Wights);
      • now heals exactly 300 health (was 50% health);
      • Acolyte cost increased to five (from four);
      • no longer heals monsters or noninfantry/noncavalry heroes.

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  • Troll Stone Throwers:
    • cost decreased to 500 (from 600);
    • buildtime bug fixed; buildtime now properly 30s (from 40s);
    • CP requirement 30 (from 25);
    • health bug fixed; health now properly 2000 (from 800);
    • range sensibly increased to 500 (from 400);
    • pierce resistance increased to 1% (from 5%);
    • flame/frost/magic resistance increased to 80% (from 100%);
    • hero ranged resistance 2% (from 5%);
    • unupgraded attack now has 50 damage taper off;
    • large damage radius vs. structures increased to 100 (from 50);
    • now damage ally units;
    • Ice Shot:
      • radius corrected to 50/30 siege/frost (from 20/20);
      • now properly causes fear before it lands.

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  • Lesser Wights:
    • speed increased to 50 (from 25);
    • 30% damage scalar vs. structures added;
    • no longer improperly take up command points;
    • no longer drain health from machines (most siege units and Battlewagons), Explosive Mines, ships, and undead units (Nazgul, Wights, Army of the Dead, Shade of the Wolf).

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  • Greater Wights (including neutral Lair Wights and Angmar's Summon Wights spell):
    • damage increased to 300 (from 200);
    • attackspeed increased to 1.4s (from 2s);
    • 30% damage scalar vs. structures added;
    • speed increased to 50 (from 25);
    • life drain reduced to 35% (from 50%);
    • no longer drain health from structures;
    • no longer drain health from machines (most siege units and Battlewagons), Explosive Mines, ships, and undead units (Nazgul, Wights, Army of the Dead, Shade of the Wolf);
    • now have strong shockwave resistance;
    • command point requirement (when recruited with Untamed Allegiance) increased to 15 (from 10).