This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
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 of "Codex Edition 2.1" for that reason. This was done because the initial upload was missing a file, causing some players who didn't have this file from a previous version of Codex Edition to crash. If you experienced this issue, please re-download this version; otherwise, you can ignore this note. As always, the changelog is available below, please follow the instructions of the "_README_CODEX_INSTRUCTIONS.txt" file included in the archive in order to properly install the mod.
+++V2.1 CHANGELOG+++
GLOBAL
- Added a night version of the 6p and 8p Harkus maps
- Significant changes and improvements to AI
- Significantly reduced mod file size by removing excess bloat in unused audio files
- Added more than a dozen new maps, some are from other mod packs
- Doubled the speed of Plasma Cannon projectiles
- Fixed performance test crashing due to new race IDs
- Finally fixed blessing of the Ommnissiah ability not working sometimes (turns out it worked fine early-game, but later on it would stop working because of level requirements)
- Increased melee weapon firing cone angle of all knight super-heavies to help with melee animations
- Decreased ranged weapon rotation speed of all knight super-heavies to prevent animation snapping
- Increased the price of all knight super-heavies by about 30%
- Added a bigger explosion to all knight super-heavies' deaths
- Added unique voice lines to all knight super-heavies
- Reduced power cost of all dreadnoughts (except for venerable ones) by 25%
- Removed unnecessary duplicate DLC army painter presets
- Added Perils of the Warp passive effect to all psykers - the more energy is lost upon casting a psychic ability, the higher the chance it will trigger
- Fixed leaper units being able to hop through the gate (happened on maps using the gate, like Harkus)
- Fixed z-fighting loin cloth on the main menu marine and lowered him so he doesn't float anymore
- Added new shoes and animations to the main menu marine
- Added parts of Eternal mod's UI for better readability
SPACE MARINES
- Increased health of Honor Guard by 60%
- Added graviton gun upgrade to tactical marines
- Added proper Deathwing terminator meshes and colors for Dark Angels
- Fixed honor guard being unable to be re-spawned after being killed
- Changed population cap from 175 to 200
- Increased damage of land raider crusader hurricane bolters from 300 to 500
- Increased knight gatling cannon damage from 900 to 1200
- Increased rhino storm bolter fire rate
- Fixed rhino transport description
- Fixed whirlwind missile being able to target friendlies
- Reclusiarch commander now grants 1 zeal every second
- Added Pale Tempest homebrew chapter
- Added Retributors chapter
CHAOS SPACE MARINES
- Added Defiler unit to tier 3 chaos undivided roster
- Undivided and Nurgle chaos lords can now teleport
- Undivided "nuke" infighting global now only affects enemies
- Warpsmith no longer has a melee weapon upgrade (did not make sense for a defensive unit)
- Added new, more appropriate ability to the Warpsmith that replaces blessing of the omnissiah
- Fixed rubric marines being unable to reinforce
- Added new seduction ability to Chaos Lord of Slaanesh
- Reduced Possessed marine speed from 12 to 10.5
- Changed limit of undivided renegade elite from 2 to 4
- Changed heretic flamer tracer to be the chaos one instead of space marine one
- Added a new and higher quality renegade grenadier model for chaos undivided
- Added renegade grenadier to army painter showcase
- Fixed some warpsmith upgrades not working
- Added daemon unit type to possessed marines so that they can be affected by daemon filtered abilities
- Slaaneshi champions can now charge more often
- Khorne berzerkers now heal self when hitting an enemy
- Chosen can no longer revive heroes
- Moderately increased health of undivided, nurgle, slaanesh, and khorne chaos lords
- Reduced price of tactical marines from 100 req to 90 req
- Reduced price of all cultists
- Added missing terminator champions for slaanesh and undivided
- Slightly increased health of Warpsmith and made it equal to Aspiring Sorcerer
IMPERIAL GUARD
- Rounded up the cost of heavy weapons team
- Halved damage of Banesword cannon and added damage falloff
- The three lord generals now have their own unique doctrines - Armour, Infantry, and Mixed - the first two focusing on either armour or infantry, while the mixed one is an all-around doctrine, all of which have their own global abilities
- New global abilities - deploy leman russ, deploy banewolf, deploy conscripts, deploy kasrkins (designated to their own docrtrines)
- Reinforcement valkrye ability moved from commander to global
- Reduced price of Baneblade from 200 power and 1000 req to 170 power and 800 req
- Bombardment global and commander abilities are now limited to the Commander retinue master of ordnance
- Removed refractor shield from lord commander to allow for enough space for other abilities
- Switched places of the chimera and ogryn squad (Ogryns are tier 2, chimera is tier 1)
- Removed misplaced waaagh shout ability that was in the Ogryn squad leader's ability list
- Increased ogryn melee damage from 120 to 175, and bone'ead damage to 225
- Changed master of ordnance description to acommodate new changes
- Removed the annoying sound the primaris psyker makes
- Added lucius pattern lasguns to Death Korps of Krieg
- Added the conscripts to the army painter showcase
- Changed conscripts to use a different selection group from guardsmen
- Switched out global "fire on my target" with bunker spawn
- Increased reinforce time for conscripts to 1.5 seconds
- Doubled kasrkin health
- Conscripts can no longer repair
- Conscripts can no longer be sync killed
- Doubled reinforce time of Guardsmen
- Improved banesword cannon targetting to reduce instances of unintended terrain hit
- Bunkers under consctruction are no longer crushable
- Conscripts no longer get the Sergeant upgrade
- Fixed conscript commissar execution not being available when acquiring the commissar
- Guardsmen can no longer repair
- Hardened veterans can now repair
- Moderately increased price of bunker spawn and added a 45 second recharge time
ORKS
- Increased Warboss movement speed by 10%
- Increased all boys movement speed by 10%
- Increased gorkanaut gatling cannon damage from 1200 to 1800
- Doubled the damage output of the looted tank main cannon
- Fixed Mekboy mine crashing the game upon being triggered
TYRANIDS
- Fixed overlapping firing methods for biovore cannon
- Increased Swarmlord health from 4500 to 15000
- Increased Swarmlord damage from 150 to 1000
- Fixed hive tyrant z-fighting
- Removed duplicate hive tyrant entry in army painter
- Drastically reduced spawn cost and recharge of some global abilities
- Gaunts now grant 3 requisition on death - previously was 1 (their per-model cost being 5 requisition)
- Moderately increased hive tyrant health
- Capillary towers are now auto-targettable
- Capillary towers are now much more dourable
- Brood nests are now slightly more dourable
- Reduced brood nest ripper spawn cost by half
- Reduced cost of most non-gaunt units
- Zoanthrope now exhausts energy of infantry units that it hits
- Hormagaunt global spawn now spawns 4 squads instead of 2
- Brood nests/spawning pools under consctruction are no longer crushable
ELDAR
- Reduced banshee health from 450-500 to 250-300
- Added jump ability to Wraithknight
- Changed banshee size from agile_10 to small
- Increased banshee weapon skill from 15 to 30 (exarch from 15 to 45)
- Increased banshee charge range from 15 to 35, and cooldown from 6 to 3
- Warp spider teleport now disables enemy ranged weapons and lowers movement speed for 3 seconds around their teleport zone
- Slightly nerfed fleet of foot damage reduction from 0.7 to 0.85
- Significantly reduced dark reaper damage
- Fixed Wraithblade ghost swords using the wrong animator
- Increased banshee power sword damage from 102 to 120
- Nearly doubled health and health regeneration or Wraithblades and Wraithguards
- Added new icons for Storm Guardian and Dire Avenger
- Webway gates are now auto-targettable
- Webway gates are no longer crushable while under construction
- Added new models for striking scorpions, dark reapers, and fire dragons, as well as their weaponry
- Fixed wraithguard and wraithblades being unable to use wraithbone ability
- Matched the wind up and wind down of wraithguard wraithcannon to the animation
NECRONS
- Disabled tracking while idle on most weapons to make walk/run animations look better
- Reduced attack scarab health by half
- Fixed Tomb Spyder causing an eldar fx explosion upon special attack
- Made it harder to knock back the Overlord and Lychguard
- Increased heavy destroyer damage from 400 to 480
- Increased Destroyer damage, from 250 to 425
- Reduced immortal damage from 390 to 280
- Resurrected necron units no longer appear in the squad tab in order to avoid clutter (except for the tomb spyder, as it was always a single-entity unit)
- Added an emergency recall ability that instantly teleports the casting unit to the HQ
- Summoning now costs 25 red resource
- Pariahs now slightly reduce maximum health of enemy infantry targets they hit for half a minute
- Reduced damage of low tier gauss weaponry against most unit types by 10%
- Reduced damage of high tier gauss weaponry against super heavy infantry by 5%, and increased damage against power armour by 10%
- Fixed weight painting issue on lord destroyer spine
- Added 0.003 power upkeep for the warrior, wraith, flayed one, immortal, and tomb spyder
- Passive chance-resurrection for resurrectable units now only triggers if you've reached tier 3, and is a 5% chance every 30 seconds
- Due to UI limitations, overlord resurrect no longer costs power, only requisition (which has also been increased)
- Wraiths can now capture (but not un-capture) points, though really slowly
- Fixed firing animation hitches with all destroyer unit types
- Rescaled the Nightbringer and Deceiver to be more lore accurate
- Improved Warrior specular texture
- Doubled Nightbringer AoE damage radius
- Fixed Pariahs not reducing enemy health
- Increased the health gained from the tomb spyder heal target ability
- Fixed scale of monolith gauss flayers' muzzle flash
- Added voice lines to Pariahs
TAU
- Disabled tracking while idle on most weapons to make walk/run animations look better
- Increased kroot base health from 150 to 180
- Kroot hounds should now properly slow down the enemy infantry they hit
- Fixed misleading descriptions for squad leaders
- Reduced vespid destabilization cooldown from 48 seconds to 40 seconds
- Fixed vespid destabilization not working on turrets and certain other buildings
- Changed Knarloc to super heavy infantry instead of vehicle
- Fixed tau leaders and drones being unable to be repurchased after dying
- Significantly reduced broadside turn rate
- Fixed some xv8 commander upgrades not giving the abilities they should
- Fixed some hover-over icons not displaying
- Increased knarloc damage from 600 to 1500
- Added more AoE to knarloc attacks
- Ethereal resource boost is no longer shared with allies
- Doubled the health of XV8 commander
- Added badge locations to most units
- Added two new healing abilities to infantry and battlesuits
- Shasui Bodyguards can no longer be suppressed
- Added a new morale boosting ability to specific tau leaders
- Added new accessory upgrades to the commanders based on the new abilities
- Fixed kroot being able to buy leader twice
GREY KNIGHTS
- Tweaked the damage increase against daemons to be more consistent
- Added Psyk-Out grenades to specific Justicars
- Fixed dreadnought upgrades asking for space marine tier 3 instead of grey knight tier 3
- Fixed certain brother captain upgrades not working
- Fixed orbital bombardment not being available at tier 3
- Removed redundant upgrades from the Librarian
- Reduced reload time of Storm Bolter from 5 seconds to 3 seconds
- Reduced cooldown of Storm bolter from 2 seconds to 1 second
- Added damage over time to incinerators
- Increased psycannon courage damage from 400 to 600
- Increased paladin health from 2000 to 3200 and health regeneration from 0.5 to 2
- Increased terminator health from 1800 to 2000 and health regeneration from 0.5 to 1
- Fixed smoothing and weight painting errors on models
- Fixed Grey knight techmarine not having any wargear upgrades
- Fixed falchion wargear animations
- Fixed techmarine upgrades being invisible
- Removed ugly badge
- Added accuracy resistance to terminators and paladins
- Slightly increased Incinerator damage
- Fixed terminator and paladin weapons not triggering muzzle and sound fx
- Significantly reduced the power cost of most upgrades
- All justicar leaders now grant smite ability
- Reduced cost of all justicars
- Combat strike squad and strike squad now have increased charge speed and range
- Decreased dreadnought spawn cost
- Fixed hammerhand and other directional aoe abilties not working as intended
- Slightly reduced cost of combat strike squad
- Reduced psycannon damage to vehicles and buildings by 30%-50%
- Slightly buffed health regen on GK captain armor upgrades
- Fixed Cleansing flame ability for GK captain
- Changed some squad icons to indicate units properly
- Changed purifier selection group to not select unrelated units
- Reduced cost of global paladin and terminator spawn
- Added a new mass-destruction ability to the Paladins
- Reduced rhino power cost from 50 to 30
- Increased paladin energy from 100 to 300
- Increased rhino storm bolter fire rate
- Moderately increased damage output of most GK melee weapons
- Increased incinerator range
- Changed librarian armour type to Super Heavy Infantry
- Reduced knockback chance of terminators, librarian, and paladins
- Removed setup time for incinerator weapons (though they still have to remain stationary to fire)
- Altered attack speed of GK marine melee weapons - sword fastest but least damage, halberd slower but more damage, hammer slowest but most damage
- Slightly increased attack speed of terminator and captain falchions
- All hammers should now do AoE damage around a 4 meter radius when they impact an enemy
- Decreased power price of captain melee weapons and armour wargear
- Fixed squad type descriptions to be more accurate
- Fixed rhino transport description
- Rhino can now hold more squads
- Increased Paladin energy regeneration speed
- Reduced power cost of Librarian upgrade
- Removed interceptor teleport energy cost and added recharge time
- Increased health of purifiers and interceptors to be slightly higher than strike squads
- Terminator spawn global ability is now tier 2 instead of tier 3
- Strike and Combat Strike marines can no longer repair
grats on the release, big patch so soon after the mod came out !!
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 of "Codex Edition 2.1" for that reason. This was done because the initial upload was missing a file, causing some players who didn't have this file from a previous version of Codex Edition to crash. If you experienced this issue, please re-download this version; otherwise, you can ignore this note.
This was missed in playtesting because this one missing file never changes between different versions, so it can be forgotten about, despite me checking multiple times when packaging. Murphy's law and all that...
I've noticed while playing Eldar, that Wraithguards/Blades don't show up at your base to recruit.
Theyre recruitable from the webway because there was no more t2 space in the base
¿how to install this on Macintosh?
Due to some of the required .dll injections and an .exe used to launch the mod, it is unlikely that the mod is usable with Mac in its current state. You can try extracting normally and running it through a custom launch option instead of the .exe, but beware that the army painter will crash with new factions, objects will disappear when you zoom out, and 8-player FFA won't work because the .exe and .dll injections are required in order to prevent those issues.
Do we need to download/install the performance and stability mod?
It is recommended, but read its instructions carefully because some aspects of it depend on how good your computer is.
Hi, I'm Jacob
I can't start the game. The file codex.exe disappear, when I'm trying to click on it (I used 7zip to extract files) . What's the problem? Guys your mod looks cool and that's why I'm a bit dissatisfied:(. Can you help me?
Do you plan, to add Dark Eldar or sisters of battle in the future?
Thank you for any respond
The Emperor protects - He is our shield and protector:)
The only known instance of the .exe disappearing is it being falsely detected as a virus. As mentioned in the instructions, sometimes certain files might be detected as a virus. Add the entire Dawn of War II - Retribution folder to your antivirus exceptions before extracting the mod into the folder.
As for the new factions, its not out of the question, but we have no date yet.
It worked, thank you Kharos6
Now I have another problem - Why don't Necrons & Tau warriors speak and why do i not see the names of units, but numbers instead?
They only speak in the english version of the game. Same goes for the text - its only in english.
Okey I changed language and it works now.
Thank you for your help Kharos6
Ps: "You shall be remembered in the book of honor" - for this masterpiece:)
You're welcome :)
do i need to install v 2.0 first? i install v 2.1 and stuck in cmd page , can't start the mod
No. Gonna need more details to help, have you put it in the correct folder?
yes i'm really sure that i put mod file in to steam > steamapp>common> dow 2 retribution, when start, cmd pop up and wait for game to load, game stuck on there.
not sure is it about run as admin or not, my game always have problem when run as admin.
If you had issues with run as admin before then its likely that. Given the correct installation folder and the fact that it is usually the culprit for the behavior youre describing, I'm not entirely sure what could be causing it
the launcher is run as admin by default right, can it deactive run as admin?
Unfortunately it needs to run as admin to work
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After 9 years, we finally have Necrons. Woo-hoo!
Champagne is flowing ;)
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Hello friends, greetings from Cuba, I download the mod and follow the instructions, I run the startcodex.exe and when I get the console, the error report of the game jumps out, is there a solution for that?. Very good mod I hope you can help the Cuban community to be able to play a masterpiece like this. Thank you in advance for any help. (Note) Game Q is cracked for obvious reasons but it works 100%
Unfortunately the mod does not work on cracked versions of the game, there were others who had the same issue; you're gonna have to get a hold of the Steam or GoG version somehow.
I hope you can help me and the rest of the Cuban players who are crazy to play this masterpiece piece
i have a problem i uninstall the mod but i can not play anymore multiplayer skirimish because the game save in necron or tau hero so i can not change hero and wen start i have the inquisitor . Please Help
I am having the same issue
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The game saves your last faction choice, just modify the player_cfg file under dawn of war ii retribution/settings, located in documents/my games and change the last used race ID to 0
как русский язык сделать?
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During the game, after some time, the game displays this: failed to create dump file error 183.
When I tap on the faction Knights or the other added factions is there a game crash. Play on 2.1.9. Is there a fix for that ? or an Update soon ?
That means the exe isnt injecting the dll files, which can be due to antivirus, a pirated copy, or the game being on GoG, the last of which is an actual concern that may be fixed but for now use a steam copy
How do I remove the limit on the units? Being limited to 5 squads is severely hindering to one who likes the mod, but wants bigger battles.
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