This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
The changelog is available below, please follow the instructions of the "_README_CODEX_INSTRUCTIONS.txt" file included in the archive in order to properly install the mod.
+++V2.0 CHANGELOG+++
GLOBAL
- Added Tau faction
- Added Necron faction
- Added Grey Knights faction
- Added the resolution UI scaling fix from the performance and stability mod
- Added Daemon's Clutch, a 6 player chokepoint map
- Added three extra 8 player map variants of 6 player maps
- Added the first 8 player Free for All (FFA) map - a version of Siege of Vraks
- Increased camera zoom distance by about 35%
- Increased mesh view distance to significantly reduce pop-in when the camera is far away from a model
- Fixed Siege of Vraks 6p map missing the p in the prefix which soved it all the way to the top instead of being alphabetical
- Fixed some tracers disappearing before reaching their target
- Corrected targeted ability ranges to be equal to the increased range of Codex (grenades, psychic abilities, etc...)
- Increased all bolter damage against infantry by 15%
- Further tuned and improved AI
- Increased cooldown time of nuke abilities to 5 minutes
- Added a self-destruct ability to all generators
- Fixed some missing mouse-over icons
- Further modified the UI to fit a new aesthetic
SPACE MARINES
- Added Imperial Knight Tier 3 unit, spawnable by a commander
- Reduced health of Scouts by about 15%
- Fixed some messy behavior on the Rhino Stormbolter gunner
- Changed Apothecary and Techmarine unit names from "Secondary HQ Choice" to their respective names
- Doubled damage of Melta Bomb
- Razorbacks are now retreat points
- Tightened devastator formation for better pathfinding and weapon setup
- Changed the cost of the Jump assault ability of the Force Commander to be the same as that of the Assault Marines (15 energy)
CHAOS SPACE MARINES
- Doubled damage of Melta Bomb
- Fixed Rhino being unable to attack-move
- Added accuracy resistance to Mark of Slaanesh
- Added new global ability for Chaos Lord of Chaos Undivided that makes all units in the match go berserk for 30 seconds
- Tightened Havoc formation for better pathfinding and weapon setup
- CSM mark of slaanesh ability now reduces weapon cooldown/reload to 0
IMPERIAL GUARD
- Added duplicates of the IG commander in order to avoid crashes
- Doubled damage of Melta Bomb
- Changed conscript/whiteshield max squad count from 3 to 5
- Made baneblade and banesword targeted abilities uninterruptable to help the AI actually fire
- Fixed IG Genestealer Cult color scheme being called "Add a lieutenant to the squad"
- Removed now unnecessary Tau color schemes from Imperial Guard
- Increased damage of IG Heavy Bolter to the same as SM heavy bolter
- Increased damage of Commander sniper rifle
- Doubled repair rate of IG Techpriests
- Increased courage of guardsmen from 120 to 160
- Reduced power cost of veteran sniper rifles from 75 to 20, melta from 15 to 10, plasma from 25 to 20
- Reduced IG Flamer and GL upgrades' power cost from 15 to 5
- Increased ogryn courage from 400 to 550
- Reduced power cost of ogryn squad leader from 30 to 10
- Increased ogryn melee damage from 70 to 120
- Fixed conscripts giving more req on death than they cost
- Reduced conscripts build time from 0.4 seconds per model to 0.3 seconds per model
- Increased leman russ health from 2700 to 3100
- Increased damage of main leman russ weapons by about 25%
- Increased range of leman russ main cannons to 85 (from 65)
- Reduced power cost of leman russ from 125 to 100
- Reduced power cost of hellhound from 75 to 40
- Increased sentinel and scout sentinel speed by 15-20%
- Changed cap of scout sentinel to 5, and regular sentinel to 4
- Removed upgrade cap from sentinel missile launcher
- Increased damage of sentinel and chimera multilaser from 120 to 200
- Added missing punisher cannon ringout sound
- Reduced Commander resurrect cost by 50 req on both min and max
- Reduced power cost of Banesword from 400 to 200
- Increased Commander starting HP by 15%, and by the end of his leveling by 10%
ORKS
- Added Gorkanaut Tier 3 unit, spawnable by a commander
- Increased big shoota damage
- Reduced rokkit launcha damage output from 50 to 38
- Fixed tankbusta rokkit barrage energy and resource cost
- Fixed Bigga Mob upgrade description
- Flash Gitz are now limited to 2 instead of 1
- Correctly assigned the mekboy repair ability to the mekboy (previously he had the regular ork repair ability)
- Doubled the regular ork shoota fire rate
- Added Painboy ork T2 unit
TYRANIDS
- Added Lictor commander
- Hormagaunts and Termagaunts can no longer be suppressed
- Switched Warrior venom cannon variant melee attacks to rending instead of regular melee
ELDAR
- Added Wraithknight T3 unit
- Added accuracy resistance to most Eldar units
- Changed the armor type of Fire Dragons to Power Armor
- Reduced reaper launcher damage from 600 to 250 and added setup time
- Added a self-destruct ability to webway gates
- Corrected Dark Reaper description
- Increased Dark Reaper power cost per model from 10 to 20, and requisition cost from 115 to 150
- Added 5 meter radius AoE effect to Reaper Launcher hits
- Reduced speed of Dark Reaper units from 12 to 9
- Increased Eldar Support Battery health by about 20% and changed armor type form light vehicle to vehicle
- Increased doom weaver (Support Battery weapon) courage damage from 400 to 650, and damage from 85 to 110
- Changed squad limits for hawks from 1 to 3, scorpions from 1 to 3, banshees from 1 to 4
- Switched Banshees to tier 2, and scorpions to tier 1
- Changed banshee armor type from scout carapace to Heavy Infantry
- Reduced price of Wraithlord by 50% and increased its movement speed
- Reduced price of Wraithseer by 30% and increased its movement speed
- Made Swooping hawks Heavy Infantry instead of Carapace armor
- Lowered Warp Spider movement speed from 12 to 9
- Increased Warp Spider teleport recharge time from 7 seconds to 25 seconds
- Doubled the range of ranger snipers and lowered reload time from 4.5 seconds to 2 seconds
- Increased ranger sniper rifle courage damage from 10 to 100
- Added teardown time to ranger sniper rifles
- Adjusted Support Battery firing angle to prevent it from firing sideways
- Fixed wraithseer speed buff ability not working
- Reduced Warp Spider teleport range by 50%
- Removed auto-infiltrate from Eldar units (was breaking AI and generally made units less usable)
- Eldar Fusion weaponry now applies a 1.5 second long 10% debuff, increasing damage received to the target unit with each hit
- Reduced eldar wraithguard power cost by 20%
- Eldar Wraithblades can now attack-move
- Reduced banshee health from 660 to 400
- Eldar ghost-swords (wraithblades) now do 35% extra damage and deal slight aoe damage
- Reduced eldar wraithblade power cost by 20%
- Fixed Wraithblade animations
- Improved tracking of eldar Wraithblades
- Changed cost of fire prism to 140 power and 500 requisition (was 200 power and 400 requisition)
- Increased both fire prism weapons damage by 30% and increased the explosive fire prism aoe from 8 to 12
- Increased fire prism range from 65 to 75
- Fixed up tracking on fire prism
- Reaper and tempest launchers now have increased delay between firing, cannot fire while moving, and have slightly decreased damage the further out you are from the aoe effect
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