Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Version 1.73.71 Changelog (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Changelogs : Version 1.73.71 Changelog) Locked
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Nov 1 2014 Anchor

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Requirements:
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- Ultimate Apocalypse 1.73. All of 1.73.4, 1.73.5 and 1.73.6 are inside this version.

- Dawn of War - Soulstorm

- Tyranids mod 0.52beta - Moddb.com

- UltimateApocalypse_Tyranids (In version 1.73) ---- Tyranids are
already compact within the core mod of Ultimate Apocalypse. No need for
New Races expansions or campaign.

- Objective Points mod (Included in version 1.73)
- You DO NOT need Tyranids to run this version. But to get back
Tyranids, all you need to do is navigate to your
UltimateApocalypse.module file and uncomment out:

//RequiredMod.5 = UltimateApocalypse_Tyranids
//RequiredMod.6 = Tyranids

to

RequiredMod.5 = UltimateApocalypse_Tyranids
RequiredMod.6 = Tyranids

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Installation:

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- Extract all files to your Soulstorm directory.

- overwrite older version files with this patch.

- Go to game manager and select:

- Ultimate Apocalypse
Questions?
Moddb.com

Changelog

Hint:
!!- = Must be done! (Most wanted)
* = Fixes.
- = Ideas not taken to effect yet.

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AI:
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* The Necron AI abilities that makes the Necrons not tier up to tier II and beyond was fixed.
* Necron build base startegies at the start were changed up.
* aEldar infiltration was disabled to fix an AI error.
* Fixed an issue with a Tau AI fatal execution error.
* All hard, harder, and insane difficulties no longer build multi buildings (for now), due to AI fixes in progress.

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Global:
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* A new top secret unit for this version is aqdded ingame! Play this mod to find out what it is!
* All of all changes you see here is applied in version 1.74 or from version 1.74 as well.
* The costs of all superweapons increased to a more balanced playstyle.
* All superweapons are now again fired after 5 minutes.
* All superweapon constructions auto construct themselves as your super structure gets built.
* Fixed a critical bug dealing with if a super structure creates a superweapon and does not use it upon death, it creates a small little invulnerable unit located right next to it. Fixed.

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Chaos Marines:
------------------------
* The Warp Storm's duration decreased from 180 seconds to 30 seconds.
* Renegade Mortars were nerfed, but range increased.
* Renegades squad size increases by 3 after tier 1.
* Heavy Bolter anti infantry turret damages increased greatly and will be further amplified upon turret research.
* Daemon Prince melee damage is even more powerful than the Nightbringer.

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Dark Eldar:
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* The ranges of Dark Eldar Turrets (non addons) range decreased.
* The cost of the Void Dragon Phoenix increased greatly, and are less spammable.
* Phoenix and Tormentor Titan (ranged) effectiveness versus living metal units and structures decreased.
* Talos health decreased slightly. Cost decreased slightly.
* Tormentor Titans now cost requisition and power, instead of souls. Tormentor Titans now increases the rate in which the player can gather souls. Make more Tormentors to increase the soul rate.
* Tormentor Titan shields, ranged and melee damage greatly increased. Health on the other hand has suffered, due to balance reasons and enemy players could use this advantage to cripple soul rates.
* The time it takes to spawn a corpse from the Slave Chambers decreased.
* Torture Pits can no longer detect infiltrated units.
* The Rampage Super Heavy can now transport units into the front lines.
* The Rampage can now upgrade.
* Dark Eldar Soul Tempest superweapon damage was slightly nerfed, but the duration of the ability was completely lessend from 180 seconds to 30 seconds.
* The damage done by the Soul Cataclysm greatly increased.
* Warp Beasts are now restricted until tier III. Costs of the units increased. Build required time increased. Squad cap also increased from 3 to 4.
* Wracks are now available at tier II, but overall health decreased. Overall weapon damage increased.
* Wracks drug ability is not available until tier III. It now makes the surrounding squads invulnerable to combat damage when used.
* Wyches can now kill commanders instantly if the commander's health is dropped to 30% damage overall.
* Wyches movement speed, overall weapon damage, and morale damage greatly increased.
* Wyches now charge into combat at blinding speeds.
* Shadow Super Heavy main cannon damage increased slightly, and now lives up to its advantage; good against titans.
* Reaper weapon damage increased.
* Reaper artillery are now given an anti air attack, more similar to to the Whirlwind MKII.

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Eldar:
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* The Eldritch Tempest duration was cut back from 180 seconds to 30 seconds, but the damage output applied doubled!
* The cost of the Phoenix increased greatly, and are less spammable.
* Phantom Titan missile launchers fire less frequently, but its ability when activated will let the Phantom Titan fire them more frequent.
* Phantom Titans now require a longer build time.
* Revenant Titan Missile reload time decreased.
* The health of both the Revenant Titan and Phantom Titan decreased.
* The cost of the Phantom Titan decreased.
* Wraithlord Wraithbone regeneration ability regeneration modifier almost tripled.
* Seer Council health increased by 100 hp.
* Warlock ability recharge timers decreased.
* Embolden ability now decreases the amount of damage the caster takes from enemy attacks.
* Guide ability now makes every single weapon affected 100% accurate with reload time reductions.
* Fire Dragons cost increased greatly.
* Striking Scorpions melee weapon damage doubled! Their special attack damage also increased.
* Swooping Hawk weapon damage increased.
* The costs and costs to reinforce for Striking Scorpions and Swooping Hawks decreased.
* Eldritch Cataclysm damage 2.5x!
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Imperial Guard:
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* Heavy Bolter anti infantry turret damages increased greatly and will be further amplified upon turret research.
* Minor hero unit limit increased to 10.
* Vindicare Assassin sight radius increased.
* Vox Operators sight radius increased from 25meters to 80meters, making this a more reliable rekon unit.
* Kasrkin Airborn Veterans squad loadout decreased from 9 members to 7.
* Ogryns health, armor, and health regeneration increased. Overall weapon damage tripled! Ogryns now deals legit morale damage.
* Ogryns cost greatly increased. Squad cap increased also. Less spammable.
* Ogryns now get knocked back much less, and their special attacks now deal damage.
* Ogryns are now restricted until tier III.
* Earthshaker Platform damage increased.
* Basilisk overall weapon damage increased.
* Conscripts now only cost 2 requisition to reinforce.
* Conscripts (until "Send In The Next Wave!" research) costs 120 requisition at the start to recruit.

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Necrons:
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* Plasma Generator limit: 24.
* Economy researches power cost increased.
* Attack Scarab melee damage versus structures only was nerfed.
* Attack Scarab reinforce cost decreased. Reinforcement wait time is almost instantanious.
* Doomsday Monoliths and AEonic Orbs time required to produce increased and are less spammable.
* The cost and cost time of the Great Pyramid addons massively increased. So it will basically take a long time and a lot of power to get it up and running.
* The C'Tan gods research cost and required time to build massively increased.
* The Cataclysmic Obliterator now requires the Thermo Plasma Generator in order to fire.
* The Cataclysmic Obliterator now instakills anything hit within a 50 meter radius.
* The Cataclysmic Obliterator costs 25,000 power now.
* The AEonic Orb's durability greatly increased and is a lot harder to kill.
* AEonic Orb's ability range increases when it activates its self applied ability bonus. Health regeneration is therefor also increased when used.
* Deathmarks range and weapon damage increased.
* Deathmarks sight radius increased.
* Doomsday Monoliths effectiveness versus titans decreased.
* Nightbringer damage versus daemons, super structure, and heavily fortified structure armor; plus commanders decreased.

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Orks:
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* Waagh Banner anti infantry turret (addon) damages increased greatly and will be further amplified upon turret research.
* The ranges of Boomy Platform weapons increased, for both the artillery weapon and upgraded weapon.
* Mad Dok limit increased to 2.
* Tank Bustas can no longer attack while infiltrated. (Until 1.74).

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Sisters:
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* The Arch Angel's health further increased.
* The health of all Living Saints increased.
* Saint Emiline jump radius massively increased.
* Arch Angel researches were buffed, giving the Arch Angel extreme modifiers.
* Inferno Cannon anti infantry turret damages increased greatly and will be further amplified upon turret research.
* Turret multi melta range decreased, but damage increased.
* Pixis can no longer attack infiltrated. (Until 1.74).
* Exorcist Sanctorum damage versus infantry decreased.

------------------------
Space Marines:
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* Apothecaries are no longer hero units and are like Banner Bearers now.
* The morale of the Chapter Master increased by a lot.
* Stormraven cost increased and is less spammable.
* Heavy Bolter anti infantry turret damages increased greatly and will be further amplified upon turret research.

------------------------
Tau:
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* Base shield effectiveness increased.
* XV202 Mako Titan is now built from the Tau Barracks and can no longer be deepstriked.
* The missile damage of the Tau turrets were extremely nerfed, as they do double amount of damage any turret in the game can deal and kill relic units with ease, supported by shield generators.
* Burst Cannon anti infantry turret damages increased greatly and will be further amplified upon turret research.
* The XV9 Hazard Suit unit was redone. Shields are now diverted to morale and when the morale of the squad is down, the units then loose their shield capabilities.
* XV9 Hazard Suit squad cap increased.
* XV9 Hazard Suit squad loadout increased to two, can reinforce, and can upgrade with multiple guns.
* XV9 Hazard Suit Disruption ability fx changed.
* XV9 Hazard Suit ability affect radius increased.
* Mako Titan death explosion was changed up.

------------------------
Tyranids:
------------------------
* Tyranid resource researches can now harvest requisition at a higher rate.
* The costs of Tyranid Spore Chimney addons decreased.
* Tyranid turrets anti infantry maximum damage increased. Maximum range also increased for all turret weapons.
* Carnifex health increased up to 8000 hp.
* Khazi Carnifex health increased up to 4500 hp.
* Screamer Killer Carnifex health increased up to 5000 hp.
* Trygon health increased to 12,000 hp.
* Screamer Killers can now charge into combat from a great range.
* Spore Cluster costs decreased. Movement speed increased.
* Warriors cost and cost to reinforce decreased.
* Warriors can now upgrade with a devourer from the start of their deployment.
* Raveners cost and cost to reinforce decreased.
* Spinegaunts health increased.
* Spinegaunts (Without Number) costs no power.
* Termagaunt health and ranged damage increased and can now slightly pierce tank like armor.
* Gargoyle sight range increased. Health increased. weapon range increased, and can pierce armor greatly.
* The Hierophant's ability now makes enemy production within a 50 meter radius obsolete. All enemies affected by the ability has no sight radius. Recharge time decreased.
* Broodlord can now toggle on/off infiltration.

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SCAR: |
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* New Wincondition: Titan Wars Extreme
* Titan Wars wincondition was updated, and the Sisters of Battle are now affected within the wincondition, allowing more Saints to rome around the map.

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SCENARIOS: |
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SOUND: |
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Edited by: Tyrantarmy6

Nov 7 2014 This post has been deleted.
Nov 11 2014 Anchor

How do I play the deamon hunters and Choas Deamons with this UA 173.7? Were they usable before? And if so what version do I need to use them?

THEONLYDarkShadow
THEONLYDarkShadow The Entity of Chaos
Nov 13 2014 Anchor

PhatNerd wrote: How do I play the deamon hunters and Choas Deamons with this UA 173.7? Were they usable before? And if so what version do I need to use them?

They won't appear until Ultimate Apocalypse - Dawn of Daemon Apocalypse, if I recall correctly.

--

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