Well then, I think two years is long enough, so here we go. Ensure you have v1.7.0 installed (patches v1.7.1, v1.7.2 and v1.7.3 are not required but won't do any harm if you already have any of them), then extract the contents of the zip file to your Soulstorm folder, overwriting files when prompted. As always, check the readme for full instructions.
CHANGES IN v1.7.4
- General:
- Fixed Fatal Scar Errors on several [DC00] missions when pressing Esc immediately after the loading screen to skip the prologue.
- Slowed down rate of enemy tech upgrades on most stronghold missions.
- Space Marines:
- Swapped out Imperial Fists in favour of Ultramarines for their secondary colour scheme.
- Swapped the Weapon colour layer for Trim2 on the Chapel Barracks so that the markings are more consistent with the rest of the army.
- Tau Empire:
- Kroot Shaping Center now displays badge from Army Painter.
- Fixed enemy HQ texture when playing Tau vs Tau missions.
- Daemonhunters:
- Added 1 Soul to player's starting resources to allow the choice of either tech branch.
- Space Wolves:
- Updated to be compatible with version 0.76 of the Space Wolves mod.
- Steel Legion:
- Fixed Fatal Scar Errors on several missions (mostly during closing cutscenes).
- Dark Angels:
- Fixed Fatal Scar Errors during some cutscenes when using the Ravenwing tech path.
- Emperor's Children:
- Added support for the Emperor's Children mod.
- The Deimos Peninsula:
- Changes to mission balance.
- Improved enemy unit AI.
- Bloodthirster will not appear until later in the mission.
- Modified mid-mission cutscene.
- Additional Chaos Lord models are now used.
- Tyrea:
- Fixed a Fatal Scar Error during the final cutscene when playing as Witch Hunters.
- Victory Bay:
- Fixed a Fatal Scar Error at the start of the mission.
- Added faction-specific text for the "Capture the Titan Cannon" objective description.
- The Thur'Abis Catacombs:
- Fixed a Fatal Scar Error when the Beacon of the Void Dragon is activated while playing as Khorne Berzerkers.
- Changed some of the Beacons' effects to be more similar to the Necron Lord's equivalent abilities.
- Fixed a Fatal Scar Error when the player is in combat with the Necron Lord.
- The Green Coast:
- Fixed a Fatal Scar Error at the start of the mission when playing as certain factions.
- Or'es Tash'n:
- Changes to mission balance.
- Improved enemy unit AI.
- Additional Gue'vesa bases around the map.
- The Peninsula of Iseult:
- Changes to mission balance.
- Improved enemy unit AI.
- Additional Chaos Lord models are now used.
- Lacunae:
- Fixed an error with Restricted Tiering that prevented your level from increasing/decreasing properly if you captured a lot of strategic points before freeing your builders.
- The Upper Wastes:
- Fixed a Fatal Scar Error at the start of the mission when playing as Chaos Daemons.
- Fixed a bug that stopped the player-selected difficulty level from being used.
- Fixed speech icon when playing as Black Templars.
- Fixed a Fatal Scar Error when you destroy the penultimate Eldar base while playing as Salamanders.
- Fixed a Fatal Scar Error when playing as Eldar after you encounter the defensive turret platforms.
- Fixed a Fatal Scar Error if you destroy the penultimate Eldar base before investigating any of the energy sources.
- Fixed a Fatal Scar Error at the start of the closing cutscene when playing as Daemon Hunters (Grey Knights branch only).
- Fixed a Fatal Scar Error if the player is defeated before establishing a base.
- The Dussala Precinct:
- Fixed a Fatal Scar Error that occurs shortly after loading a saved game.
- Coastal Imossa:
- Fixed a Fatal Scar Error that occurs once the Necron Lord becomes active.
- Fixed a Fatal Scar Error early in the mission when playing as Dark Angels.
- Fixed a Fatal Scar Error that occurs later into the mission.
- Reduced the number of artefacts that the Necron Lord starts the mission with.
- Fixed an error that prevented the enemy Builder Scarabs from capturing points.
- Replaced the Summoning Core with the Ancient Summoning Core model.
- The Rokclaw Mountains:
- Rebalancing to reduce mission difficulty.
- Removed the Ork Stompas.
- Swapped the Looted Tank and Nob Squad production bases around.
- The Lands of Solitude:
- Rebalancing to reduce mission difficulty.
- Removed Sternguard and Vanguard squads.
- Some turrets will now upgrade to anti-tank later in the mission.
- Moved the north-western Machine Cult building slightly to prevent Predators from getting stuck behind it when they spawn.
- Fixed a bug where enemy squads would sometimes get stuck in an endless loop when trying to capture strategic points.
- Nan Yanoi:
- Fixed a potential Fatal Scar Error when the Tau reinforcements arrive.
- Fixed a potential Fatal Scar Error after the mid-mission cutscene.
The Man emperor of man kind should blees you
He does indeed.
Can we play this Over MP??? or simply have an Ai on our team aswell?
Nope, single player only I'm afraid.
I wish the author great success and the same pleasure from the work done that I received while playing these missions for races mods. Hundreds of hours of continuous high. Thank you so much!