Improved Campaign mod, version from June 18, 2023.
Installation and launch:
1) Read the FAQ section (without reading it, it's better not to play the mod and just forget about it) - Moddb.com ;
2) Download the mod;
3) Unpack the mod folder, the module file and the mod manager to the root folder of the game;
4) If you need an English translation, then extract it from the corresponding folder in the archive;
5) Launch the mod in accordance with clause 10 of the FaQ section through the mod manager from the community. If you ignored this point, I can only sympathize with you;
6) Enjoy the game
Detailed list of changes:
Thanks to Alaska_RuS for the help in analyzing the implementation of the clickability of new global abilities for this version, as well as for the script with AI nicknames.
General changes:
- Access to the skirmish has been opened, a sandbox has been added for free testing of unit capabilities and several new conditions (compared to the original), battle loading screens have been changed, several custom maps have been added, vanilla army coloring pages have been returned and edited + several custom coloring pages have been added
- When switching to an ally, the camera now does not jump to its initial respawn, but remains where it was
- All buildings can now be built also in the zone of influence of allied buildings (generators, etc.)
- Some abilities (the Seer's Mentor, the Commissioner's Execution, the Sharp Vision of the Dark Eldar, the Azdrubael Vect field, some regeneration auras, etc.) can also be applied or extended to allies (this list has already been expanded earlier, so most of the abilities already work on allies)
- The initial amount of resources has been reduced on all strongholds
- On the stronghold of Chaos, translucent areas (entrances to the player's base) have been removed, the global ability of their race has been disabled
- Spam has been corrected on Eldar stronghold
- Spam has been significantly reduced on the IG stronghold
- On the Ork stronghold, the Big Mek field has already been definitely disabled, spam has been weakened
- Spam has been corrected on the Necron stronghold
- Spam has been significantly reduced on the Sisters stronghold
- Fixed a critical error on the Space Marine stronghold (it was associated with the left base), spam was reduced and corrected: Rhino arrive after the destruction of 4 beacons (previously 3), the transition time to the shooting range was increased, initial troops were added
- Fixed a critical bug on the Tau stronghold (it was related to Tau reinforcement when the player did not destroy beacons), spam was weakened, the time of arrival of reinforcements was increased
- Fixed the mistakenly added possibility of an attack from the stronghold of a Space Marine on the strongholds of the IG and Sisters
- The interface has been completely redesigned: it has become more functional, the style has changed (according to the type of UA and FoK), the buttons of global abilities have been moved to a more convenient place, the number of hero icons has been increased
- Some units (titans, heroes introduced in the mod) can now also get the rank of level 9
- Confirmation is required for the destruction of the completed building
- Garrison growth and resurrection coefficients for the "Rapid Increase in Numbers" and "Loss Recovery" abilities have been returned to vanilla values
- Redesigned the global ability of the Eldar "Fleet March" (in battle): the ability has been transferred from the generators to the rest of the global ability buttons, when turned on, the accuracy of all units is now also reduced by 50%, when turned on, the corresponding event appears on the infantry
- Nerons' global ability "Phase Shift" (in combat): the ability has been transferred from the generators to the rest of the global ability buttons, when turned on, the corresponding event appears on the infantry
- The global Rage ability has been redesigned: the ability to attack a second time per turn on the metacart has been removed, the Rage ability has been added in battle (activated via the global Abilities button), which increases the damage of all units by 10% for 30 seconds, but at the same time increases the damage they receive by 15% when turned on infantry the corresponding event appears
- The global ability "Industrial Production" has been redesigned: the bonus of resources has been removed, instead, trade is now available (exchange of resources - you can change the Effect on Energy and vice versa), it is activated in generators, thermogenerators also contain studies for faster exchange, Necrons instead have an ability that accelerates the growth of resources by 15%, but reducing the speed of construction and repair by 20% (available in generators and thermogenerators)
- Redesigned the global ability to "Increase the number of personnel": removed bonuses to the number of units (namely units, and not the general limits of infantry / equipment), instead, the clickable ability "Flaming Anger" appeared in battle, instantly restoring all the skills of units and buildings
- The ability of the IG "Reduced production costs" has been redesigned: the previous properties of the ability (in battle) have been completely removed, instead, the clickable ability "Mobilization of Construction" has appeared in battle, which increases the speed of construction and repair by 100%, but at the same time reduces the increase in resources, it lasts 30 seconds.
- The ability of the Space Marine "Detachments of the Orbital Landing" has been redesigned: the bonus in the form of a new building in battle has been removed (now it is given for the control of the Island Spaceport map), instead, the clickable ability "Not a step back" has appeared in battle, which reduces the damage received by units and buildings by 20%, increasing the morale of infantry, however, it reduces their damage by 20%. Valid for 30 seconds.
- The "Spaceport" ability ("Island Spaceport") has been improved: now access to the deepstrike building opens for the capture of the territory (previously access was opened for the capture of the Space Marine stronghold)
- Fixed the impossibility of building a building near the headquarters on the "Broken Lands" map (a small impass square for 3-4 hours from HQ interfered)
- The condition "Blood for the God of Blood" has been added to the territory of the "Tristram Field" (it is necessary to make a certain number of kills, as well as the HP taken from buildings)
- At the request of players in territories with stargates, the condition "Destruction" was added (so that the player did not have to destroy units as well)
- Increased the chance of generators exploding with subsequent damage from 25% to 75%, all other buildings received a 50% chance of the same explosion
- Fixed many squeaks, replacing some sounds
- Graphic changes and fixes (changed the color of the Ork army; changed the flag of the Witch Hunters; optimization and replacement of some effects, for example, changed the effects and sounds of the warpstorm in the menu of planets, Commander's bombing; changed the color of the atmosphere of the planet Kaurava IV; fixed the effect of rage in Noise paratroopers; slightly changed the appearance of the IG Beinblade; all infantry units added an event from the inclusion of the "Phase Shift" of the Necrons, the "March of the Fleet" of the Eldar; fixed the pink icon when issuing a plasma pistol to Colonel Psaras; changed the event of the light tread of the Dark Eldar; reduced the size of the Orks Big Mek, which was almost larger than Gorgutz, etc.)
Chaos Space Marines:
- HQ does not lose the rate of resource growth over time
- Dreadnought plasma cannons in different hands now have the same requirements (previously, the cannon on the weapon panel did not require a Sacrificial Circle)
- Flamethrowers were returned to standard Obliterators (previously only the Guards had them)
- The time of issue of the missile launcher at the Defiler has been increased from 3 to 25 seconds, requires a weapon
- The time for issuing a rocket launcher from the Predator has been increased from 10 to 25 seconds, requires a weapon
- The time for issuing a rocket launcher at Reno has been increased from 10 to 25 seconds, requires a weapon
- The Renegade Champion has the Berserker Rage ability added
- Beinblade production time increased from 90 to 110
- Research in the Armory for health does not add health to the Demonettes, now they are added by research from the Sacrificial Circle, the health of the Demonettes has been reduced from 650 to 600
- The initial speed of the Possessed has been reduced from 16 to 14
- The turbolaser destructor has been returned to Titan the Destroyer
- Fixed the description of the Dreadnought's guns (some had their left and right hands mixed up)
- Some detachments (standard Space Marines, Plague, Berserkers, Noise, Obliterators, Possessed, Terminators) added a penalty for replenishment in battle (coefficient = 1.5)
- Berserkers have a bolt pistol replaced by a plasma pistol by default
- The construction time of the Leman Race has been increased from 45 to 65
- Sentinel construction time increased from 20 to 33
- The research "Demonic Speed" has been returned to the Sacrificial Circle
- Rocket launchers and heavy bolters were returned to the Space Marines (maximum of 1 per squad)
- Removed void shields from Titans
- New buildings: Rocket Turret, Chaos Tower
- New units (Renegade troops become available only after the capture of the IG stronghold): Cas'rkin (interchangeable with Terminators and Obliterators), Ogrins (interchangeable with Possessed), Chimera (interchangeable with Reno), Basilisk (interchangeable with Defiler), three types of heavy weapons units (interchangeable with Ravagers), Vindicator, Furies, Bloodletters, Screamers, Plague-Bearers
Dark Eldar:
- HQ does not lose the rate of resource growth over time
- "Shadow Ray" and "Shadow Dance" abilities have been added to the Devastator
- The study "Quick Step" has been transferred from HQ to the Homunculus Laboratory
- Research on strengthening the technique has been transferred from HQ to the Homunculus Laboratory
- The strength of the turret has been increased from 3600 to 4000, the addon for the main guns has been returned
Eldar:
- HQ does not lose the rate of resource growth over time
- Turrets can be built outside the zone of influence
- Dark Reaper damage returned before the update from 03/24/2023
- Bonsinger's teleport now requires a corresponding study, which appeared in HQ
- The second research on resource growth requires T3 (as in most races)
- New building: A turret with a warp cannon
- New units: three types of Autarchs, War Walker
IG:
- HQ does not lose the rate of resource growth over time
- The heavy weapons squad has been completely redesigned (by analogy with anti-tank and mortar detachments)
- Vox operator, Snipers and Heavy weapons units receive improved armor after the second upgrade, plus their appearance changes
- Stubbs' health increased to 1150, recruitment speed increased from 25 to 55
- Improved armor penetration of the main weapon of the Shadowsword on buildings and equipment
- Rocket launchers and smoke grenades have been added to most of the equipment
- Fixed bugs when pumping weapons of the Imperial Knight (junior)
- Colonel Psaras is now also displayed on the commander panel, a bug with a pink icon has been fixed
- The study of fragmentation (now the grenades of the Guards require this study) and stun grenades has been added to the Tactical Headquarters (this ability has been added to Sniper squads)
- Research "Extraordinary bravery" moved from T1 to T2
- The "Satellite Guidance" study also increases the shooting range of the Sniper squad by 5
- Meltagans have been added to the Guards, they become available after specialization research; stubbers become available after specialization research (a maximum of 1 per squad is available)
- The energy gain coefficient from the second energy study has been reduced from 1.33 to 1.2 (as in most races)
- The coefficient of increase in influence from the second study on influence was reduced from 1.2 to 1.15 (as in most races)
- The coefficient of increase in influence from the second study on influence has been reduced from 1.25 to 1.2 (as in most races)
- New buildings: Rocket Turret, Psi Tower
- New units: Beinwulf, Field Medic, Special Weapons Support Unit
Necrons:
- Obelisks are now able to extract energy (the increase is set to 4 units)
- The monolith does not lose the rate of resource growth over time, the limit of buildings has been increased from 3 to 4
- Due to the addition of the possibility of building a fourth HQ, the number of turrets per HQ has been reduced from 10 to 7
- The energy gain from the Thermoplasmic generator has been increased from 30 to 40
- The cost of the Obelisk's "Mind Control" ability has been increased from 0 to 15
- The cost of the first energy gain study has been reduced from 350 to 300
- The cost of the second energy gain study has been reduced from 550 to 450
- Ghost Ark production time increased from 30 to 55
- Removed the restriction on the increase of 350 energy
- Desmarkers can now get the ability to detect invisible opponents after the study of "Acute Vision", which appeared in the Awakening System (the radius of detection of invisibles is 15)
- Fixed the lack of a price for Guard Lichgards on Parmenie
- Fixed an overestimated limit on the issuance of Gauss-reapers for Necron Guard Warriors
- Added a study to increase the fighters of Necron Warriors and Immortals capable of carrying heavy weapons (being investigated in the Awakening System)
- Flenser power-ups have been transferred to new upgrades (Terrifying Field and Enhanced Terrifying Field are being investigated in the Wake System)
- Enhancements of Immortals and Desmarks have been transferred to new upgrades (Thinning Field and Enhanced Thinning Field are being investigated in the Awakening System)
- Enhancements of Pariahs, Lichgards, and Triarch Praetorians have been transferred to new upgrades (Sealing Field and Enhanced Sealing Field are being investigated in the Awakening System)
- Nightbringer and Liar now also gain the ability to detect invisibles when a Lord receives a helmet
- New buildings: Heavy Gaussian Turret, Resurrection Lighthouse
- New unit: Pylon (relic unit and Monolith analog, shoots through the landscape)
Witch Hunters (Sisters):
- HQ does not lose the rate of resource growth over time
- A heavy bolter has been added to the Incinerator
- Rocket launchers and smoke grenades have been added to most of the equipment
- Restored the voice acting of the Land Raider "Redeemer"
- The Guard Inquisitor has been replaced by the Squad of the Inquisitor of Adrastia
- The Sisters of the Battle of Silence now also gain rank
- The Canoness has added the abilities of Heavenly Punishment and the Emperor's Touch; the ability of the Emperor's Wrath is worth 90 faith
- The maximum growth rate of faith has been doubled
- Land Raiders and Traitor laser guns require research on laser guns that appeared in the machine factory
- New units: Inquisitor Squad
- New building: Turret with autocannon (can be upgraded to a turret with a lasgun or an "Eradicator" cannon) (TWM)
- New units: Penitent Sisters of Silence, Seraphim of Silence, Squad of "Retribution" of Silence, Canoness Magda Grace
Orks:
- HQ does not lose the rate of resource growth over time
- Warboss, Big Mek, Baddocks, Guard Virdboy and squad leaders do not occupy the Ork limit
- Research on free Sluggs has been moved back to the armory
- Research to increase the damage of flamethrowers now also increases the damage from scorching equipment and flamethrowers of Buffoons
- The study on the speed of Stormboys has been moved back to the barracks
- The study "Exorbitantly Mighty Armor" requires 145 points of Ork resources
- The explosives have been moved to the armory
- The coefficient of increasing the health of Sluggs, Buffoons, Tankbusters and Stormboys from "Mighty Armor" and "Excessively Mighty Armor" has been reduced from 1.33 to 1.25
- The teleport of Big Mek requires the returned study "Self-assembled Youportator", which appeared in the barracks
- Big Mek's hiring time has been reduced from 60 to 51 due to the introduction of the above study, which increases his hiring time by 15%
- Gorgutz's ability "The Power of Waaagh!!!" requires a returned study of the same name, which appeared in HQ
- Ardboys have lost the opportunity to get big guns and rocket launchers, plus they require 150 points of Ork resources
- New building: Rocket launcher turret
- New units: Virdboy (now available not only for capture on the global map), Stale "Leman Russ "Executioner" (available after the capture of the Imperial Guard stronghold), Stale "Basilisk", A gang of Ard-buffoons, a Gang of Ard-tankbusters, a Gang of Ard-Stormboys, Arsonists
Space Marine:
- HQ does not lose the rate of resource growth over time
- Rocket launchers and heavy bolters have been returned to the Space Marines (maximum of 1 per squad)
- Multi-melts have been added to the Devastators
- Vanguard veterans (of both types) are armed with plasma pistols by default, it is now possible to issue a shield
- The Wolfite cannon has been returned to the Titan Ravager
- Some detachments (Tactical Space Marines, Assault Space Marines, Death Watch, Sterngards, Terminators, Vanguard (both types)) added a penalty for replenishment in battle (coefficient = 1.5)
- Removed void shields from Titans
- The Guard Inquisitor has been replaced by the Emperor's Champion
- New building: Rocket Turret
- New units: Vindicator, Land Speeder Typhoon
Tau:
- HQ does not lose the rate of resource growth over time
- Improved metallurgy now also increases the health of Vespids by 2.5 times
- The second research on resource growth requires T3 (as in most races)
- The ion turret on the metacart has been replaced with a drone protective turret
- The shield has been removed from KH139
- Ion turret moved to T3
- New building: Drone protective turret
Notes:
1) The penalty for replenishment in battle (Chaos Space Marines and Space Marines) was not added to everyone for the reason that some detachments (Ravagers, Devastators and the like) already had it
2) Note that Necron Obelisks are now also able to extract energy, which is an incentive for expansion when playing for this race
3) The Stale "Basilisks" have a bug with the texture of the left caterpillars, how to fix it is currently unknown
4) Be careful when destroying buildings with melee units, since all buildings have a 50% chance of explosion followed by damage similar to generators (the chance of such an explosion for generators has been increased from 25% to 75%)
5) In connection with the opening of the skirmish and the return of the coloring of units in the skirmish, there may be bugs with textures, if detected, please report it immediately
6) In the skirmish, DO NOT INCLUDE several weather-related conditions at the same time, as well as several conditions related to AI names and nicknames, since this will inevitably lead to a critical error, include these categories no more than one script at a time (one for weather and one for names and nicknames)
Hi
How can i change languages, their all in russian....
There is an installation procedure above, please read it :)
Now I downloaded the archive and it turned out that there is no folder of English localization in it, and this moment was previously discussed in the discord, and when I checked the archive, this folder was in it. In confirmation of this can view the correspondence. And YouTubers also have a version with English text.
Moreover, the archive has never been updated.
It's like some kind of mysticism....
P.S. The archive will be re-uploaded with the addition of the text.