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

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New Release will be BIGGER! (Games : Dawn of War : Mods : Redux Mod : Forum : Changelog : New Release will be BIGGER!) Locked
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Dec 5 2019 Anchor

But-
It'll take more time. Here are the ambitious changes being included:

  • Every weapon in-game will have reworked damage values and armour piercing damages. Not only is this crucial as Wraithbone armour needs to be defined for the game to generate the proper hit events, the primary gameplay purpose is to make armour types like commanders, vehicles and buildings more resistant.
  • Vehicle Med, Vehicle High, Building Med and Building High are armour types that will commonly have an APD value of 0 for most weapons that aren't efficient at countering vehicles and buildings.
  • Aircraft will be treated differently depending on what type of weapon is being used. If the weapon isn't good at countering vehicles, it will use Vehicle Med APD values. If the weapon is anti-vehicle, it will use Vehicle Low APD.
  • Same weapons and weapon types will share the same APD value: Examples being Bolters and Bolt Pistols, Lasguns and Laspistols or Plasma Guns and Plasma Pistols as well as weapons shared by squads, commanders or leaders.
  • Some weapons will have reworked APD values altogether: Example being Plasma Guns dealing more damage to heavy infantry and light damage to vehicles but less damage against regular infantry.
  • Turrets and Listening Posts will receive health bonuses for every tier for each faction. Standard factions will receive 150 hitpoints per tier. Tau and Dark Eldar will receive 200 hitpoints for Listening Posts. Orks will receive 100 hitpoints for every defensible structure.

For those worried about DPS being off balanced due to these radical changes, know that I am logging every DoT value for every weapon dealt to every armour type and comparing that to the vanilla game to know FOR SURE what is being changed (as well as listing every research and damage bonus that applies). The thing I'm making sure to retain is the damage being dealt to the armour the weapon is best at dealing so the values are similar to the base game (except melee of course). I have a chart logging this information and I will hopefully be able to have it shareable to anyone interested in knowing what's being changed.

Edited by: Eranthis

Dec 6 2019 Anchor

With this changes in the damage, will the firing rate of some weapons take part of this update?.

Dec 6 2019 Anchor
JC_Bomb_Expert wrote:

With this changes in the damage, will the firing rate of some weapons take part of this update?.

Only when the visuals are changed. This next update will be reworking all Guardsmen laser weapons to fire slower.

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