Codex Edition is a total overhaul of Dawn of War II: Retribution that delivers a more immersive, fluff-accurate, and realistic experience, while also introducing a massive amount of new units, gameplay elements, customization options, and overall content that includes new factions and base building. While it may not be the most balanced mod out there, and is not intended for competitive gameplay, it does provide a unique and spectacular 40k experience that resonates with the original version of Codex Edition created by Gabriel Gorgutz. Creating equilibrium between lore accuracy and playability is this mod's primary focus, as is the tradition of Codex Edition.
This specific version of Codex Edition is based on the Unofficial Codex Continuation mod, created by SquadBroken/Proteus, who was both a good friend of mine and the person who inspired me to become an animator and cinematic artist through his enthusiasm and ideas. Unfortunately, Proteus is no longer with us. I will not go into detail, but the important part is that he was a passionate 40k fan who would have loved to see people enjoy our content; this is why I decided to pick up from where he left off. Of course, this version of Codex Edition is already significantly different from its predecessors, but I aim for the foundation and soul of the original to remain present. Nevertheless, a significant portion of the setup and foundation for this mod is accredited not only to Proteus, but also to Gabriel Gorgutz and other creators who made the content they used.
Below is a rundown of the features Codex Edition brings to Dawn of War II: Retribution.
Codex Edition completely overhauls the gameplay of Dawn of War II: Retribution. Key elements include, but are not limited to:
The existing factions of Dawn of War II: Retribution have received a total rework in the form of a lore-accurate representation in Codex Edition. New units, abilities, upgrades, wargear, and customization options have been added, with existing content being drastically modified. On top of that, new factions have also been introduced; Necrons, Tau, Grey Knights, and Adeptus Mechanicus, all with their own unique features.
If you are familiar with 40k lore, you can expect Codex Edition to represent factions the way that they are described in the novels and media. For example, Space Marines are the fast and brutal killing machines we love them for, Eldar are even faster glass cannons that are annoying to deal with, Tyranids are going to dramatically outnumber your forces with gaunts, so on and so forth.
With each faction being asymmetrical, experimenting with the most appropriate playstyle for each one separately is key. Nevertheless, the squad variety in the Codex edition mod still allows for flexible shifts in focus and strategy regardless of faction, and the standard RTS mentalities of complimenting infantry with vehicles are still applicable, if not more so in Codex Edition compared to vanilla Dawn of War II.
With upscaled terrain and world object textures, unique skins for various sub-factions, and lore details both in audiovisual and gameplay elements, Codex Edition strives for true 40k immersion that can be achieved as closely as possible with an RTS. We wish to reach a point where the game looks modern, while just as importantly playing and feeling like the grimdark 40k we know.
The team and I hope you enjoy the mod, and we look forward to your feedback.
Join the Discord server if you wish to play with others and communicate with the team as the mod is developed!
SYSTEM REQUIREMENTS - ESTIMATED FOR THE MINIMUM OPTIMAL EXPERIENCE DURING MOST INTENSE BATTLES
NOTE: Codex Edition is exclusively compatible with the Steam copy of Dawn of War II: Retribution; the GOG copy, older copies, and pirated copies of the game are not supported.
It's been almost a year since the first version of this mod was released. Since then, tons of new units and features have been added, as well as three new factions and refurbishments of content both old and new. Now, Codex Edition 3.0 is here. Alongside the introduction of essential base building, more content, fixes, and overall improvements, this new version introduces another faction; the Adeptus Mechanicus. To start off, the list below presents the Adeptus Mechanicus unit roster:
With the Adeptus Mechanicus joining the fray, base building felt right to introduce in the same update. Unlike the first Dawn of War and its expansions, base building in Codex Edition does not include research elements. This means that you won't be teaching Eldar how to run fast again, or discovering the lost technology of better power armour. Each faction receives the following buildings:
With base building in mind, the economy was also changed to accommodate its introduction. Requisition points now have a buildable securing structure like the Power Node, while the Power Node itself can no longer construct generators, but still provides a decent boost of power. Both can now also convert their respective resource type to the opposite resource.
The UI has once again received another facelift, this time in a complete form. All menu elements have been replaced to fit the new holographic style, while the in-game UI was condensed to be less intrusive and more compact.
AI has been improved yet again, this time to the point where it is fairly rare to see it sit at its base doing nothing. It still needs improvements, but it's somewhat better than it used to be. AI is a fickle thing.
I've created an intro cinematic, but unfortunately, startup movies do not play ball with one of the parts of the Performance & Stability Mod, which is now very much necessary for Codex Edition. For now, you can view it on Youtube or in the Videos section of this page until it is implemented into the game itself.
As was mentioned before though, this mod still has some ways to go in the bugfixing department. I'm still fixing problems from the previous versions of Codex Edition, sometimes even dating before 2018, so get comfortable as this mod is continually developed.
We now have a proper installer! Finally, the 200+ lines of changes, the global ones being largely generalized but fairly substantial, can all be viewed in the changelog on the download page for Codex Edition 3.0! The team and I hope you continue to enjoy the mod, and we hope to see you on the Discord server!
Codex Edition 2.1 is now available for download. This new version is largely aimed at polishing and balancing the new factions that were added in 2.0...
Introducing - Codex 2.0 - the biggest update of Codex Edition to date, and it is packed with a plethora of new content, some of which had never been seen...
Codex Edition 1.2 is here! Reading the title, you probably have a rough idea of what you can expect in this version without reading the changelog, but...
Version 1.1 is released! see what's new, what the plans for the future are, and more.
FOLLOW THE INSTRUCTIONS IN BOTH THE PACKAGE "README" FILE AND THE POST-INSTALL "CODEX EDITION - README" FILE TO AVOID PROBLEMS! Your antivirus is likely...
USE THIS IF YOU ARE HAVING ISSUES WITH THE INSTALLER VERSION. FOLLOW THE INSTRUCTIONS IN THE PACKAGE "README" FILE! The Performance & Stability Mod is...
The files from this mod can moderately improve stability and performance of the game, reduce the chances of crashing, fix UI scaling on resolutions higher...
NOTE: This version was updated and re-uploaded a few hours after being released, so the .zip file containing the mod is called "Codex Edition 2.1.2" instead...
The changelog is available below, please follow the instructions of the "_README_CODEX_INSTRUCTIONS.txt" file included in the archive in order to properly...
The changelog is available below, please read the "_README_CODEX_EDITION.txt" included in the archive before running the new installer.
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Is there any way to disable the unit cap without waiting to 3.1? I dont think thats realistic that the Imperial Guard hast only six unit counts.
Not without modifying the mod. 3.1 is just around the corner though. Also beware that some limits are there because of the game's own limitations, which we are working on, but once you reaxh a specific number of units it starts to chug real bad
is adding sisters of battle a plan?
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This is an impressive mod! You put a lot of work into this. Is there any way of increasing the pop cap?
Coming in 3.1, a "high intensity" mode and less aggressive unit limits
3.1 when ?
Oh excellent! I look forward to that.
This mod only for multuplayer/skirmishes?
Skirmish only
I'd like to know if it affects the campaign too !