Hello! We are the Crucible Mod. What are we and what can we offer? After being one of the parties that worked on the private rebalance that was gifted to Ultimate Apocalypse (DoW Soulstorm) and became UA 1.89, we branched away and decided to carry on development under a new name. Why? To be able to do things under our own reputation and forge new friendships with other people in the DoW mod community. What can we offer? We are working closely with one of the most prolific model creators in the history of DoW. We also have dedicated people for balance, implementing new content, overhauling AI and overhauling the team-colour. Very soon we will also get back to hosting tournaments and regular streams with community players. There are no false promises with us. We don’t spend years promising a mythical new version and teasing stuff that we have no idea how to actually make. We have the people and the skills to actually deliver the Ultimate Experience for large scale DoW battles.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Crucible v2.06 release!

News

Release banner

Well hello everyone! It is a year tomorrow since we last posted an article. Sorry about that!

So yes. Last year, after our last release in July, I got super busy with work. I sadly had to take a step back from being hugely involved in development. Luckily our team has expanded quite a bit in the last 6 months so plenty of progress carried on in my absence and I was also able to personally get back to Cruci work this year. We're super happy to now get this patch out. The amount of new stuff is pretty epic and it is also one of the patches that we've done that has added the most general polish to the mod.

So where shall we begin? With a huge CSM faction rework! This has been a project of Olegs and, from what the play testers have been saying, has ended up being awesome :p I actually don't really know the details as I haven't got round to watching Oleg's recently released guide video yet. Think I'll get round to that tomorrow. It's a monster two and a half hour video! Here it is though if you want to get a full look on how the race works now;

My understanding is that each of the gods you can align with will give you units from a certain Chapter and two of these options can be chosen. Depending on which Gods you align with will then fill out your troop and vehicle options. For this article though I'm just going to introduce you all to the 4 Chapters and the new units they will give you.

Firstly we have the World Eaters (aligned with Khorne). Along with the Khorne Berzerkers and Khone Terminators that are already in game, you'll also get access to Death Brigades, Tetsudo Transports, Berzerker Dreadnoughts and Doomblasters.

9450 20240419152913 1 copy jpeg

Next up is the Death Guard (aligned with Nurgle). Plague Reaper and Plague Marines are already in game but they'll be joined by Assault Plague Marines, Desecrators, the Plagueburst Crawler and Blightlord Terminators.

9450 20240419153444 1 copy small

Aligned to Slaanesh we have the Emperor's Children. Noise Marines are a long time staple of CSM but now you'll also have access to Noise Moritat Killteams, Sonic Scorpions, Sonic Warp Speeders, Land Gifters and Phoenix Guard Terminators.

9450 20240419153958 1 copy jpeg

Last of the Chaos Space Marines Chapters is the Thousand Sons (aligned to Tzeentch). Rubric Marines are a long term unit but the roster has now been expanded with the Practicus Coven, Hellblade, Deceiver, Scarab Occult Terminators and the Silver Tower.

9450 20240419160014 1 copy jpeg

So yeah, choose two gods and you'll gain access to the 12 unique units from the 2 supporting Chapters, the only caveat being that each god has an opposing god that it cannot be allied to. Exciting stuff!

Next up we have the remaining two Chapters for Space Marines. This faction rework was started with the Dark Angels, Salamanders and Raven Guard which were released a while back. We've been slower than we would have liked but finally the system is being completed (in its initial form at least). We're super happy to be adding the Imperial Fists and Space Wolves to the game.

Imperial Fists will be getting the Legion Basilisk, Devastator Centurions and the Phalanx Wardens, along with a host of new turret types and wall functionality that the Phalanx Warden Sergeant can drop down.

9450 20240419152058 1 copy jpeg

The Space Wolves will be getting Fenris Wolves, Wolfen Priest, Long Fangs, Wulfen and Wulfen Bikes. These will have some unique fun as far as usual Space Marine mechanics go as they will be based around the pack mechanics (like the Orks), getting interesting buffs as the squad sizes increase.

9450 20240419151316 1 copy jpeg

Me and Oleg recently had a stream where we went into the SM Chapters in detail (along with the Tau changes) so if you want to give that a listen, here is the link;

On the the Tau then. Someone on the Discord server was mentioning just how bad the weapon upgrade descriptions were. I wasn't surprised as Tau has had very little work done. I took a look at them, realised just in what a poor state the race was in in general and decided to do a full overhaul from scratch (just a few weeks before the patch coming out lmao). One of the main issues was a lack of a standard set of infantry upgrades, meaning that Tau infantry had next to no scaling. Their infantry stats were also all over the place. I decided to implement a brand new research system for the tau infantry which can be found in the Path to Enlightenment and Shrine to Mont'Ka buildings.

Tau upgrades

Along with this there has been a total rework of all the infantry, including the roles of everything and how everything scales. All the descriptions for everything has also been overhauled, along with lots of detail about how things are intended to be used, and also a full rebalance. There really are too many changes and it really is a total overhaul. Details can be found at this link and in the previous stream vod;

9450 20240419150706 1 copy jpeg

Ork stronghold next. I personally have no idea what has been done but Oleg and the testing team have been working tirelessly to iron out all the bugs and make it as fun and engaging as possible. I'm sure Oleg will be making one of his usual guide videos for it but we'll also be talking about it on our normal release day stream.

Ork SH copy jpeg

Another new unit is found in the Chaos Daemons army. The possessed tank!

9450 20240419152358 1 jpeg

And a final thing to mention. We've made a big push for this patch to get through the really long list of bugs and issues that our community and playtesting have brought to our attention. Weird model and animation issues. Sound issues. Description issues etc. We've gotten through about 80% of them before my brain started to bleed and I decided that I could do no more for this patch without driving myself crazy. That said this does mean that we've considerably improved on the general polish of the mod which is something that was needed and we're pleased to have made some good progress with this. We'll be looking to do more of this for the next patch too.

As a separate releasing going live alongside v2.06, we have the first version of the Cruci Campaign Configurator, as created by NeoTachyon. This will allow you to apply various skirmish win conditions to the campaign but will stop multiplayer from working properly. Unticking all boxes will allow multiplayer to go back to working as usual. This is very much a v1 release and we can't promise that all win conditions will work perfectly (like auto abilities for example). It is just a few files placed in the top level of your Cruci folder though so any issues, it will be very easy to remove. That said...have fun with it!

Campaign Config

Finally I wanted to go through some thanks. We are nothing without our community, our team and the other mod teams that have given us so much help and advice over the years so I'd like to give a few shoutouts. Firstly I'd like to say a huge thanks to the Cruci mod team. To Oleg for being someone that I can trust to head up development of this mod when I'm away and for the insane amount of hours he has put into creating this mod with me over the last years. A huge thanks to Kekoulis for his tireless work concerning the 3D modelling side of development (and as always responsible for all the new units in this patch - so many thanks!). And to the rest of our guys that worked on v2.06; TheClinkingMan, Clonnan and Eagl. Also a huge thanks to Fuggles, Thudo, Gambit and everyone else at Unification for all the advice and help over the years. A huge thanks needs to also go to the Unification Voice Artist Team for all their amazing work that has found it's way into Cruci. Thanks need to go to Zeski for team colour work and Corncobman for his advice and finally I'd like to say a huge thanks to our community and playtesting team. The mod would be nowhere near as polished as it is without all their time playing the game and feeding back their thoughts to us.

Thank you thank you thank you!

We'll be doing our usual release day stream at 6pm GMT today (21st April) so please come and join us :D
Twitch.tv

As always there are loads more changes, so please feel free to take a gander at the changelog;
2.06 changelog - googledrive

And as always, come join us on our discord for tech help and general Cruci discussions;

Discord button   600px 2

Cheers and enjoy!!!

Welcome to the Crucible Mod!

Welcome to the Crucible Mod!

News 4 comments

Hi and welcome to our new ModDB page! I wanted to welcome everyone to the Crucible mod, explain what we are and go through our plans for the future. A...

Crucible v2.051 released!

Crucible v2.051 released!

News 9 comments

Crucible v2.051 is out so let's have a quick chat about what is new. Campaign Necron stronghold rework, new Space Marine Chapter system, full hotkey and...

Crucible v2.04 released!

Crucible v2.04 released!

News 15 comments

Crucible v2.04 is out so let's have a quick chat about what is new. Campaign Necron stronghold rework, new Space Marine Chapter system, full hotkey and...

Crucible v2.03 released!

Crucible v2.03 released!

News 7 comments

Crucible v2.03 is out so let's have a quick chat about what is new. Campaign bug fixes, new Tau models and more!

RSS Files
The Crucible Mod v2.06 patch - Installer

The Crucible Mod v2.06 patch - Installer

Patch 1 comment

Here is the official installer for the v2.06 patch release of The Crucible Mod. If you need any help with installation, come visit us at our Discord page...

Crucible Mod v2.06 patch - alternate ZIP version

Crucible Mod v2.06 patch - alternate ZIP version

Patch

Here is the alternate installation method for the v2.06 patch release of The Crucible Mod. Use this if you are having issues with the installer for some...

The Crucible Mod v2.00 Core Files - Installer

The Crucible Mod v2.00 Core Files - Installer

Full Version 12 comments

Here is the official installer for the v2.00 release of The Crucible Mod. If you need any help with installation, read the guide below or come visit us...

Crucible Mod v2.00 Core Files - alternate ZIP version

Crucible Mod v2.00 Core Files - alternate ZIP version

Full Version

Here is the alternate installation method for the v2.00 release of The Crucible Mod. Use this if you are having issues with the installer for some reason...

Campaign Configurator v1.00

Campaign Configurator v1.00

Patch

Welcome to our brand new campaign configurator. Want to play the campaign with more cap? No problem! Want more relic cap? Easy peasey. Want to restrict...

Crucible Campaign Easy Difficulty

Crucible Campaign Easy Difficulty

Patch

This is an attempt to make a 4th easier difficulty on top of the 3 existing ones in the game, but one that is not trivial. You have a bit more bonus health...

Post comment Comments  (0 - 10 of 346)
mutatismutandis
mutatismutandis - - 12 comments

I'm not entirely sure whats going on, but it feels like scripting when playing as SM against orks in ork stronghold mission. The orks sort of stop doing anything at some point, the secondary objectives dont update when completing and destroying everything on the map doesn't end mission.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,760 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,760 comments

love the work, just one question, will future updates contain something like a faction swap function for campaign mode, like changing alpha legion to death guard ect?

Reply Good karma Bad karma0 votes
Eskalia23 Creator
Eskalia23 - - 117 comments

Unlikely as it is not easy to do code wise. The campaign draws its team colours from a totally separate set of textures of which there is only one of per race. There may be a way to do it but not something that we'll probably think is worth the time to implement (if it is even possible)

Reply Good karma+1 vote
Guest
Guest - - 689,760 comments

The easy campaign mod doesn't work. Can you turn down the ai? DE are broken

Reply Good karma Bad karma+1 vote
Eskalia23 Creator
Eskalia23 - - 117 comments

The easy mod certainly does work. Many people are using it with zero issues. DE are not broken but can be a little annoying to play against with their morale breaking identity. You might just need to alter your playstyle a little.

Reply Good karma+1 vote
Eskalia23 Creator
Eskalia23 - - 117 comments

Haven't got the time to do an article but would just would just like to say that there is an official release date for v2.06. April 20th!

Reply Good karma+3 votes
Tryedge2715
Tryedge2715 - - 160 comments

I saw the announcement on discord 1st off i love IF chapter they are my personality in RTS games i hope you add those Shield boys 😅 also i have a question how about the traitor legion do you have plan the same feature like in the space marine faction to build a chapter hall building for Chaos marine? i would love to use some Emperors's children having the Phoenix Terminators 🥰

Reply Good karma Bad karma+1 vote
Eskalia23 Creator
Eskalia23 - - 117 comments

CSM faction rework is coming in the next patch. Very very very soon

Reply Good karma+1 vote
jONES1979
jONES1979 - - 2,368 comments

Are all those patches from the "Files" section are REQUIRED to be downloaded for the proper installation ?

Cause I am a bit confused with their amount

Reply Good karma Bad karma+1 vote
Eskalia23 Creator
Eskalia23 - - 117 comments

Everything is clearly explained in the installation tutorials, both in text format and video format (both for the ZIP and installer methods).

Most files in the files section are marked "archived", meaning that they are outdated. The only things not marked as such are the core files and most recent patch (and the easye mod submod for campaign)

So you just need the Core mod (v2.00), the most recent patch (v2.52) and the Tyranids mod (.5b3).

Like I said though, the exact process is clearly and extensively explained in the various installation tutorials.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X