A high quality mod aimed to improve the base game of Soulstorm while also providing a new experience in how the game plays.

For those playing the Redux Mod, please offer feedback whether it be balance, cool ideas or noticeable typos and problems.

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Dedicating this article to those who'd like to provide feedback for the Redux Mod. As mentioned a few times, once 1.0 makes its debut, I'll be attempting to add content to the mod instead of just updating existing features. For right now, you can ask about balance: ideas for changes to it or raise any concerns with changes I've made to the balance since most of my tweaks have larger maps in mind which could cause issues with smaller scenarios. Offer ideas or content to consider in the near future or even just report bugs, typos and broken features. Obviously the UI is set in stone and not being moved around anytime soon so please don't suggest moving hud assets to resemble the old game. The BETA is meant to be focused on finishing the UI first so doing overhauls will delay the mod's progress even more (UI work is long and boring and is my least favorite thing to work on).

As of now, Beta work includes the following with each update before 1.0:

  • Rewrite a faction's tooltips and include additional info that the base game doesn't communicate well.
  • Provide 4 reworked vanilla maps to include additional details outside the world due to the new camera distances which also includes a new icon and minimap.
  • Reorganize a faction's icons to include new disabled overlays.
  • Provide 4 new (temporary) portraits.
  • Feature one major UI update.
  • Feature a new fx (or fxs that are similar).
  • Include one new/reworked badge and banner to the army painter.

After 1.0 is released, I will mainly be attempting to do reskins/reworked models and include new content with said models. This is a LOT of work so the features mentioned above will be cut from future updates in favor of getting new models and textures into the game. My first goal in this is to finish the Battle Sister model, work on the Celestians next and then include Retributors and have all three squads repurposed with new weapons and roles. The Tortured Slave I had worked on will be a secondary consideration and then I'll look into redoing Tactical Marines and Chaos Marines so Devastators and Havocs can be introduced.

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Turco_
Turco_ - - 231 comments

The mod is good so far, I really like it. The UI and the Fx really make it stand out, you have done a damn good job with that. I have some units ideas:

Space Marines:
Sternguard Veterans: can change ammunition tipe to fight anything (like DOW 2 Elite mod;Elite mod description: "Most often armed with bolters, their lack of heavy firepower is compensated for by the versatility of various specialist ammunitions.")
Vanguard Veterans: each squad member has a power weapon. (two handed thunder hammer, only one; power swords; lighting claws and power fist, only one.)
Devastators: armed with heavy bolters; can be upgrade with plasmacannon, lascannon, missile launcher and maybe gravition cannon.
Add sergeant to terminators.
Scouts: they start with bolt pistols and knife; replace flamer with bolter and plasma gun with shotgun (which have chances to knockback).
Banner Bearer: increase morale of nearby squads.
Techmarines: builds faster than servitors.

Chaos:
Noice Marines: effective vs buldings. (morale to maybe)
Plague Marines: effective vs light infantry.(bolters do damage over time like DOW 2 and bile spewer to slow infantry)
Rubric Marines: effective vs heavy infantry. (Idea: asparing sorcerer makes the squad faster)
Chaos Dreadnought: starts with autocannon, can be upgrade to melee (like the mark of khorne of DOW 2)...(maybe add something like DOW 2 mark of tzeentch, which gives to the dread a missile launcher)
Chaos Terminators: armed with combi-bolters and power fist; can be upgrade to have reaper autocannon and heavy flamer (aspiring champion or terminator champion haves combi-plasma and power sword)
Havocs: armed with heavy bolter; can be upgrade with autocannon and lascannon. (maybe missile laucher)
Land Raider Phobos: just to have a chaos land raider.
Icon bearer: increase morale of nearby squads.
(If it is possible, add a mechanics where cultists can worship a specific chaos god, like DOW 2; Which you can select in Desecrated Stronghold).

Imperial Guard:
Imperial Conscripts: new starting unit, much weaker than guardsmen. (need infantry command for guardsmen).
Imperial Guardsmen: add flamer to them.
Leman Russ: can be upgrade to have a Executioner Cannon (highly effective vs infantry) or Vanquisher Cannon, which gives more range.
Sentinel: starts with multi-laser; can be upgrade to have a missile launcher that can be select to have frag or krark missiles, like the LS Tempest).
Kasrkin: now have melta guns.
Flag bearer: increase morale of nearby squads.
Heavy Weapon Squad: maybe add a mortar, great for knockback.

Those are the factions of which I know more...

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wcdaniel
wcdaniel - - 93 comments

ur the BEST.

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BalkanLuka
BalkanLuka - - 228 comments

Ok, for the sake of brevity ill write my suggestions as short as possible, without adding superficial explanations. Lets begin.

1) Increase the squad cap(houses) of Scouts to 2, Tacticals to 3 and CSM marines to 3; to compensate all squads get a small hp boost, scouts also get slightly better capture speeds (the reductions in squad numbers is great but the marines and their counterparts are still numerous on the battlefield, with these nerfs the marine/csm player must rely on the synergy of his infantry and vehicles.

2) reduce ork squad numbers for meganob to 3, nob to 9, slugga boy to 14, stormboy to 12 (also proportionally increase the hp of these units to the number of reduced units)

3) increase the unit mass of terminator normal and assault to 30, and meganob and obliterator to 40

4)These units should have the move through cover properties - mandrake, witch, warp beast pack, possessed squad, kroot hound, banshee, ranger squad, vindicare assassin for now...(speed modifiers are in the units epbs/cover ext/cover light and cover heavy, simply clear the speed modifier)

Controversial Eldar suggestions :)
Guardian squad changes - the guardians are a specific unit that has a few game-play issues (at least to me - it is squishy yet it has 4 clickable abilities making it a micro-management chore, juggling between moving them to save them and using their abilities, additionally its usefulness never adapts to later tiers of technology compared to other infantry that at least get some weapon wargear upgrades at t2/t3), so here are some suggestions in order to remedy that.

1) Embolden ability is removed, in its place the warlock leaders and seer council passively give more morale to the squad 100, while they are alive. I never found this ability particularly good or creative, it was just a timed flat stat boost.

2) Guardian squads get 2 new possible squad leaders, the Brightlance and Scatterlaser platform , so they can have 1 leader only of 3 choices -warlock and the platforms. The platforms are removed from the web-way gate, in their place you might put a single codex heavy weapon platform if you decide to add custom content. To compensate their new squad safety, the weapon platforms get a nerf in their max range. These leader platforms would be available at T2. (implementing 1 leader of 3 requires a specific modifier in the guardian spbs - a max leaders modifier set to -1 while allowing the squad to have 2 leaders at the same time in the squad leader branch.

I find that this change would improve the combat variability of the guardian squads making them adept at dealing against specific threats, but at the cost of losing the warlocks spells and his detection range. Additionally it is in line with the tabletop ruleset, having these platforms be atachements to the guardian squads while having the support weapon as a separate unit Games-workshop.com.

Finally instead of a suggestion, i have a question, would you consider using dow 2 models for certain units?

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Johnekaiser
Johnekaiser - - 158 comments

You have probably seen my post about how the XV88 Broadside Battlesuit is missing from the Tau, Idk if it was a mistake or intentional but I thought to give my own idea on the unit since it was removed.

In short, I was thinking of turning the Unit into the Tau's Mobile Turret since they need to root into the ground to deploy their guns before abled to use them

They would not cost unit population but they do have a build limit which can be increased by building more HQ's

Perhaps adding two separate Upgrades for them when the Tau player builds one or the other outpost, For an example If the Unit builds a Mont'ka command post. An Upgrade to make them deal more damage would be available. If the Kauyon command post was made. They have an Upgrade that would give them more health-giving them more survivability

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Johnekaiser
Johnekaiser - - 158 comments

Also forgot to say that perhaps instead of them not costing any unit population. They should have a Prince Increase of about 25% of their Orignal cost.

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Guest
Guest - - 690,551 comments

If you can import dow 2 effects, can you import the dow 2 models and replace the old dow models with them?

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Eranthis Author
Eranthis - - 439 comments

Afraid models and fx aren't the same with how to handle them.

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SergeyYar
SergeyYar - - 5 comments

Игровое меню сделать как раньше наоборот. Очень непривычно играть. И перевод нужен на русский . Можно ли как нибудь вставить в редукс перевод с озвучкой от лицензионной версии игры от русской копании BUKA ?

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nothollowyet
nothollowyet - - 4 comments

I absolutely love this mod as it takes something I already love and makes it looks so lovely and polished, however one problem stopped me from playing it that I had hoped would've been fixed in the full release. Every so often when trying to reinforce squads the progress bar stops, and I can't cancel it or queue any more so the squads are stuck with however many it gave before glitching. Do you have a fix for this or know what causes it?

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Mr.Minor
Mr.Minor - - 8 comments

It would be great to see more HD icons and HD textures for units. No one has really made HD textures for units yet... and if this way is possible, it looks very promising: Reddit.com

Also it would be great to see a smoother walking of the units (to make it look more natural), so far it looks like they are running on the spot.

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