Daemons Mod - Official Stand Alone Race For Dawn of War Soulstorm Description: This mod will be adding the Daemons race to Dawn of War: Soulstorm. The Demons race will be created to bring forth the most viscous of demonic forces unlike Chaos, and their power of 100% daemonic domination will be witnessed in this mod. The Daemons race focuses on the creation of all demons, and all demons will be within this mod. All new units, structures, abilities, new design of gameplay (epic gameplay that's for sure), art, ai, upgrades, and a complete race alone will be forged by our hands. The Demons mod Team combined with the Apocalypse mod Team will bring you a final breath-taking discovery and demonstrate to you one of the final epic races of Dawn of War 40K.
The Daemons mod release that was worked on for many months is now here! NOT COMPATIBLE WITH ULTIMATE APOCALYPSE (yet). Read more for installation, requirements, and known bugs + mirrors.
Note: If downloading from MEGA, make sure you either use Google Chrome (or Chromium) or install the MEGA browser extension for Firefox, otherwise the file won't be saved correctly as it is over 100MB. Official explanation here.
- Dawn of War: Soulstorm patch 1.20.
- Run installer, pretty much self explanatory from there.
- Please play our recommended Daemons mod map titled "Arena of Khorne (4, Daemons mod).
1] To do
-Spotting sounds (coming soon, thanks to Thud)
-Perhaps fix the remaining warnings (The muzzles for turret/hellspawn weapons and the missing sounds).
-Add wargear to Daemon Lord. If the wargear is implemented, use the 4th sword (yes, I already have 4 models by Marko and Cosmo) for the stature Daemon Lord.
-Wargear (the greater gifts) as a wincondition (like in wargear mod?) - since we already use wargear...
-Cover markers of some units still absent.
-Fix minor issues on Eye of Terror (targeting is missing, and a minor building anim bug) . Perhaps Ask Marko to add "chains" to buildings..
2] Known Issues (minor)
> Movement (modifiers) of Fiends and KoS are not proper for the model. I changed them so that to "depict" Slaanesh's high speed - but I do not like the visual... See it, and tell me what you think.
>Player Exploit / Bug: Multiple Worships, if cued in more than one HQs. Similar issue in choosing BOTH armies by pausing and cueing in a single-player skirmish. I think, we will leave BOTH as are....
3] Remaining AI
> Sacrifice ability is now fixed, but I think it's a bit complicated for me to code the AI...
> Slaanesh doom pit ability. This one target enemy squads only, and disable abilities (best used on commanders). I was unable to implement it, I checked the IDH tactics file, but damn, I am not familiarized with those AI engine functions...
> (not really AI) Assassinate win condition. We have too many primary commander squads (15), so the code needs revamping.