This adds the Night Lords as a new playable race to Soulstorm in your skirmish and multiplayer games. Night Lords are a rogue chaos space marine faction who use terror and ambush as their weapons whilst largely shunning daemonic powers.
Welcome to the Night Lords Modification for Soulstorm!
This mod appeared one day on the Team Thudmeiser developer forums, I believe mostly the work of Torzel with models from WarSmith and so knowing nothing about the Night Lords, I had to have a look. Night Lords are fascinating, but also an example of where Games Workshop makes cool lore that leads to lackluster TT adaption, their one great power being that if you for some reason set a match at night then your men can see better - woo!
Please note, that whilst this mod is not supported by it at this time, it requires the Objective Points Modification. To play you must unzip the file straight into your Soulstorm directory and then in from the main menu in game, go to Game Manager and select Night Lords
At this time there are not custom voices and I am aware of no plans, this it just a fun bonus mod I had to polish up.
Hailing from the endlessly dark planet Nostromo, the Night Lords are Chaos space marines, almost by accident. The Primarch Conrad Kurze was tutored by Fulgrim, and from this experiences upon Nostromo in his self-appointed role as the Night Haunter, Kurze had instilled in himself the philosophy of terror, whereby he had inspired obedience to the law by fear of extreme punishment. This societal philosophy translated into the military tactics of swift, sudden and decisive strikes often carried out to excess, as well as making sure the enemy knew who had hit them. The Night Lords therefore developed a practice of regularly using excessive force to defeat their enemies, as well as publicizing these actions so that other potential transgressors would be well aware of what could happen to them should they break faith with the Imperium. Over time, the Night Lords became comprised of the words criminals from Nostromo, or even sometimes just stole children from other places who looked promising.
The others Primarchs became unhappy with Kurze, but before a trial could take place, Kurze fled, taking the chapter rogue and was later assassinated after the Horus Heresy began. Without his leadership the Night Lords fragmented, becoming raiders who use surprise, ambush and terror as their toys - no dirty trick was left unused, no quarter given, as time goes by their once current Astartes technology becomes less so, being cut off from the shop.
Whilst the largest warband is now lead by a Daemon Prince, overall they adhere to the Primarchs teachings and use Legion Astartes tactics.
There is now a toddler attacking me with books, I must leave this place unfinished. Gah!
F I N A L L Y ! ! !
\o/ \o/ \o/ \o/ \o/
Congratulations Fuggles and the rest of the team
Well, this came somewhat out of the blue. Might have to check this out ;). Congrats on another release!
What do you mean 'Might' have to check this out? Get it done! :D
"At this time there are not custom voices and I am aware of no plans"
Aren't the voices made since 2011?
Those are not post-processed, me thinks
Hey, lets relive the blood angels memories!
lol
Yes they have been done, like all 40K factions everywhere, finished scripting, voicing, cropping, sorting, and packaging back a few years ago.
It was the intent of that epic project to script and voice all of 40K and have it ready so that future 40K-based projects would never EVER have to worry about that cumbersome aspect of the workflow so it was then done for them.
It is now up to a post-processor to clean, normalize, post-process/add fx, and import in-game.
Very nice job. I played several 6p and 8p games against AI. Seems pretty balanced and no crashes. Thanks!
I've found a bug that is affecting the NL integration into the Strongholds mod. Some SBPs have the squad_leader_ext extension, but no actual leader blueprints defined, which causes CTDs on scripted missions. The problem can be fixed by either removing squad_leader_ext from the affected SBP files or by assigning some actual leaders to these squads.
The affected squads are "night_lords_squad_chosen_raptor" and "night_lords_squad_raptor_scout".
Otherwise it all looks great from what I've played of it so far. The Raptor Scouts should probably only cost 1 Squad Cap rather than 2 though, given their tiny squad size and lack of upgrades in comparison to regular Raptors.
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When creating night_lords_squad_daemon_prince, can I create night_lords_squad_lord so designed or is it a bug?
Is the difference between this mod and the regular CSM entirely cosmetic?
Night Lords are my favorite legion, and Batman is my fav primarch, so i'm curious.
Thank you so very much Fuggles and Team!!!
What is the version of Objective Points Mod required to run this mod?
Pretty sweet mod.
Running it with a combiner through Codex though breaks it a fair bit, seems to work ok but the unit names are all broken to just give a string of numbers and 'No Range' at the end.