Description:
The Apocalypse mod team proudly presents to the audience and fans of Dawn of War, a two year long waited content filled and epic release of all time, the Ultimate Apocalypse mod Grand Release, 2012. In production unreleased to the crowd for a long time, the Apocalypse mod Alpha Internal, the "mother of the Grand Release" was reworked towards the extreme. Featuring dozens of new content, no other mod will have, this mod lets you do the unthinkable unlike any DOW mod. Do you imagine the largest Warhammer40k scale battles topped with balance for all races? Do you ever want to experience your spine throttling like crazy with good feelings over, and over, and over? Do you hate having your squads limited by Relic's balance system? Do you want to see your enemies nuked by the abilities of your own superweapon, or steamroll them with many titans fighting other titans with complete balance? This is your mod. This is one of the best DOW mods.

Furthermore, this mod has the better gameplay, feel, and epic features that no other mod can ever match. The Grand Release is available now, today! Below is the trailer of this mod, watch it, and let your mind get blown!
 

Want To Play Online?
'The Veiled Region' Server Room is open. Everyone willing enough to be apocalyptic and have cccrrrraaaazzzyyyy fun, meet your friends and perhaps your hated opponents to take on for revenge within Dawn of War: Ultimate Apocalypse online.

Apocalypse Mod Team:
Krronus (Executive Producer and developer) - developed 1/15/10
Tyrantarmy6 (MODDB leader, Trailer developer) - joined July 2010
Cylarne_04 (Primary mod Team Leader, does everything in the UA mod) - joined 7/4/10
Cosmocrat (High Primary Modeller, Primary Art leader) - joined 10/19/2010
Profman96 (High Primary ALPHA mod tester) - joined 12/24/10
RT2 (Global 2d/3d hex n' tex professional) - joined 2/24/11
Gambit (Primary ALPHA mod tester, Advisor, Alpha testing team organizer) - joined December 2011
PsykoTenshi (Primary ALPHA mod tester, secondary advisor, community manager, entertainer, global guy)
Mauritiux (Alpha mod tester) - joined January 2013
Jazz-Sandwich (UA Campaign script writer, VO) - joined February 2013
BouncyTEM - (Sound Master artist, VO) - joined February 2013
Khaotic_Comrade - (Secondary coder, environment artist) - joined December 2013
Greyloc - (Professional VO) - joined December 2013 
Oomperial - (Primary Texturer) - joined June 2014

New Alpha Mod Testers (Organized by Alpha testing team organizer):
We are now currently looking for people to test the private Ultimate Apocalypse Mod, the Alpha mod project.

The Grand Release Trailer has been released!!!

The XP2 2012 Trailer has been released!!!

The Ultimate Apocalypse actual 2012 Trailer has been released!!!

For more information, go to our Forum.

Frequently Asked Questions (FAQ)

To view the credits go here.


Image RSS Feed Latest Screens
Promotional Inquisition Daemonhunters Update As Requested: Pylon Model Differences! It's Back!
Blog RSS Feed Report abuse Latest News: Ultimate Apocalypse News - August / September

42 comments by Lord_Cylarne on Aug 9th, 2014




Ultimate Apocalypse Mod

News - August / September



Updated for September!

There is actually literally nothing to talk about, as August... preeettttyyy much sums up everything about the mod so far. Necron, Inquisition, Imperial Guard, and Tau updates of new units. Plus the mod is now going at a VERY fast pace now, due to sudden free time.

First off, the UA team likes to thank relic for their extremely quick patch fix for just fixing a mod compatibility. August 6th to the 7th, a steam patch broke the mod by disabling the User Interface, and
then 24 hours later, they fixed it by rolling back a version at a relatively fast pace. More of it here:


As for the progress of July and early August, I was very happy to see done the Inquisition Daemonhunters at last, at least 80% apocalyzed. Chaos Daemons are almost completely done and almost completely ready for release with little bug fixes and polish to attend to. And finally most of the concepts for version 1.74 is almost completed. Now... even though all of that is completed, it will be harsh to see its release as of yet, as the mod currently, in alpha stages of 1.74 is hardly as pretty as we like it to be.

    Beta testing reports -

    Surprisingly well. We got some bugs to fix, and perhaps a lot more, but compared to version 1.73, 1.74 AS IS is more functional. Less crashes, Sisters of Battle working in fine order, the Necron AI was fixed up, Tyranids more devastating to play against, fatal AI errors fixed... etc. So at this rate, you can find 1.74's performance quite strong and durable.

    Necron enjoyment? Heck yes...

    Perhaps the worst race in version 1.73 currently, they were worked to the extreme, and the results were outstanding. Even our mod testing critics who looks mainly at balance and the actual playability of the Necrons enjoyed them with little to no flaws about their gameplay (even though some). We got reports from our testers that Necrons are now AT THE BEST of the Apocalypse mod. 100x better than 1.73, 10x better than 1.72 Necrons, and etc. The team likes them, most if not all due to the nitpicky and all that, but Necrons are a definite play through upon 1.74 guaranteed. This also goes out to all of you Necron fan lovers! Crushed to see Necrons ruined in 1.73 due to work in progress concepts. Most of the audience I hope will be fond of them, at the best potential yet.

New content!


As Requested - The Basilisk Magnus Emplacement

Necron Sentry Turret fully textured!

More of Joazzz's tex work - Today the Great Gargat

Reaver Titan 2.0

Unfortunately though in terms of the new content and polish, we strive to get that done asap, but as is, the mod is aesthetically unfinished due to work in progress models not FULLY ingame, but indeed ingame. Perhaps 40% of the new content is ready to be released and we cannot afford a non polished feel of the 1.74 release. Icons and new voice overs are also required to get the finalized feel ingame and on this part alone, we are slightly behind on the release, but overall not bad. In terms of:

- Polish - Far from ready.
- Coding - Decent.
- Scenarios/maps - Almost ready.
- Winconditions - Far from ready.
- Balance - Decent.
- AI - Decent.
- Testing - Decent.
- Inquisition - Far from ready.
- Daemons - Almost ready.
- Necrons - Almost ready.
- Sisters - Almost ready.
- Tau - Almost ready.
- Space Marines - Far from ready.
- Chaos - Far from ready.
- Tyranids - Decent
- Orks - Completely ready
- Imperial Guard - Almost ready
- Eldar - Almost ready
- Dark Eldar - Completely ready.
- Overall feel - Decent

    So we want to make this the best release of all time (yet again). We hope to not screw it up with all the bugs from version 1.73, and we are in a steady pace. Keep in mind, though, it is summer vacation here and we may take a break from time to time, so constant 24 hours work won't happen often, but we like to get this version done ASAP. :)

Toodles.


Ultimate Apocalypse Trailer:



Ultimate Apocalypse Downloads:

Download the latest version, 1.73!

Ultimate Apocalypse Full Version (1.73) 

Mirrors:

Mega - Filesmelt - .Torrent file

If downloading from Mega, make sure you either use a Chromium-based browser (Chromium, Opera, Google Chrome) or install the Mega browser extension for Firefox, otherwise the file won't be saved correctly as it is a bit over 100MB. Official explanation here.

Get the latest patch! (Very Recommended!)

Ultimate Apocalypse Patch - 1.73.4

Download the recommended map pack!

Version 1.73 Bonus Maps (Recommended Download)

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Macabee Mod SS and Macabee Mod UA Dual Release 1

Macabee Mod SS and Macabee Mod UA Dual Release 1

Sep 14, 2014 Full Version 6 comments

Mod author: Ezarik | This addon adds Thomas Macabee (Venerated Pariah) into game for Ultimate Apocalypse! As an addon, make sure you acquire version 1.73...

Fan Made Addons

Fan Made Addons

Jun 5, 2014 Models Pack 49 comments

Ultimate Apocalypse Addons, provided by fans of the Apocalypse mod! Thanks to Crosslune and JAPIERDOLE2, they have provided extra content that you may...

Ultimate Apocalypse Patch - 1.73.4

Ultimate Apocalypse Patch - 1.73.4

Apr 5, 2014 Patch 83 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! - Extract all files to your Soulstorm directory. - overwrite version 1.73 version files with this patch...

Version 1.73 Bonus Maps (Recommended Download)

Version 1.73 Bonus Maps (Recommended Download)

Mar 31, 2014 Multiplayer Map 35 comments

A MUST GET bonus maps for version 1.73, including removed pesky fog, removed skyboxes that used to block camera view, decreased water level to allow units...

Ultimate Apocalypse Full Version (1.73)

Ultimate Apocalypse Full Version (1.73)

Mar 31, 2014 Full Version 207 comments

IMPORTANT NOTE: Delete any previous versions of the mod before installing 1.73! Do NOT merge the installments. -- The long awaited 1.73 release is out...

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

Jun 26, 2013 Patch 82 comments

Version 1.72.7 patch was released for the Ultimate Apocalypse mod Grand Release version 1.7. REQUIRES NO OTHER PATCH! The patch fixes for one, a huge...

Post comment Comments  (70 - 80 of 12,949)
Guest
Guest Sep 11 2014, 7:23am says:

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

master34
master34 Sep 11 2014, 7:16pm replied:

well the black crusade mod is ment to be its own thing combineing it with ua would be stupid

+2 votes     reply to comment
MetalWarrior
MetalWarrior Sep 11 2014, 2:34pm replied:

Black Crusade version of Chaos Space Marines is CSM, Chaos Daemons and Lost and the Damned combined. In that case importing Black Crusade Chaos into this game would make Chaos Daemons irrelevant. I am looking at the Chaos Space Marines Codex right now and I can't see a single Daemonic unit in it apart from Daemon Prince. Chaos Space Marines and Chaos Daemons are entirely seperated races in the latest addition of Warhammer 40k and just like Grey Knights had no place in the Space Marines faction, Daemons should be excluded from CSM army, just to make it feel closer to the actual W40k.

+1 vote     reply to comment
GreenScorpion
GreenScorpion Sep 12 2014, 5:00pm replied:

Focusing too strictly on the codex is not fun from most modders point of view. To be honest i consider it to be too reducting. Chaos daemons would appear in chaotic armies because they are all drawn to the power of the warp. Of course daemonic armies would have a greater number and variety than other chaotic forces but that doesn't mean that there should be an impassable wall between one faction and the other.
Damn if in the codex descriptions even inquisitors can bind daemons to their service why would regular chaos armies not do it (but better of course).

+1 vote     reply to comment
Guest
Guest Sep 10 2014, 4:05pm says:

Hey there, i noticed that the badge on the Field Support Lieutenant's shoulder is the wrong way round. I mean, not the Aquila but the number or whatever custom badge one does use. Looks a bit odd sometimes :P

+1 vote     reply to comment
Guest
Guest Sep 10 2014, 1:14pm says:

every passing update I just get more and more jelly :DDD u better not quit now :P

+1 vote     reply to comment
#k
#k Sep 10 2014, 7:45pm replied:

Aside from the Alpha Legion, seeing traitor astartes without daemons is relatively uncommon. Everyone from World Eater warbands to the legions of Abaddon contain millions if not billions of daemons. You are correct in that they are more unique when separate. However, doing so would bring the Space Marines and CSM's to close together. Not to mention not everyone wants to drag along a daemon AI, or worse; leave them in the hands of a human who doesn't know how to use them.

+3 votes     reply to comment
VoidLight
VoidLight Sep 10 2014, 8:30pm replied:

How about let the daemons on Chaos side have the same instability status or system as the Daemons but Chaos will have a very limited or no way to restore the daemon units morale. I think this would make daemon use within Chaos limited which would in return make the Daemon team more unique.

+1 vote     reply to comment
Lord_Cylarne
Lord_Cylarne Sep 11 2014, 3:51pm replied:

Unfortunately, though that would be terrible gameplay. In fact, the instability effects will most likely be removed because of it. Chaos Daemons in itself is too unique to be the same race as Chaos Space Marines. But even with daemons in Chaos Marine army, they are still a separate faction.

If we DO remove daemons from Chaos Marine army: we'll be removing the Horrors, Screamers, Bloodletters, Plague Bearers, and Daemonettes. But that'll be it... I don't mind Chaos dedicated embodiments in my Chaos Marine army. :)

+1 vote     reply to comment
MetalWarrior
MetalWarrior Sep 11 2014, 4:11pm replied:

That would be a right thing to do considering that they are the main troops of the Chaos Daemons and should be reserved for them. In the future, it would be logical to remove the Greater Daemons aswell, and adding Lord of Skulls, Forgefiend, Maulerfiend, Chaos-God-specific Daemon Princes instead.

+1 vote     reply to comment
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Released Dec 17, 2012
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Highest Rated (73 agree) 10/10

AWESOME

Apr 25 2011, 2:03am by Lord_Incubus

Lowest Rated (9 agree) 1/10

It sucks dick.

May 6 2013, 4:43pm by OberfuhrerG

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