V.2.2 "Arks of Damnation". This latest version of the Skalgrim mod adds 45 new ships (!), a whole new playable subfaction - the Dark Mechanicum, and also does some pretty big overhauls and balance changes.
+++[Transmission start]+++
+++[To all loyal servants of the God Emperor]+++
+++[Skalgrim Mod v.2.2 Released]+++
+++[Arks of Damnation]+++
V.2.2 "Arks of Damnation".
This latest version of the Skalgrim mod adds 45 new ships (!), a whole new playable subfaction - the Dark Mechanicum, and also does some pretty big overhauls and balance changes. I'v said it several times before, "that this is the last version"... and then I just go and make a new one. But after adding a whole new faction and the last of the Glorianas left from the lore, which took an entire year, I really can't think of anything else to add. So lets just say that the chances of me making more versions of this mod are very slim and leave it at that. ;)
I want to give special thanks to the awesome guys in the community, Mirolog , JonathanZotack, Imperator, Dire_Venom, aZmoDen and IHorizonI for various help with the mod. (Also a special thanks to the people who donated to me - as promised I bought a nice bottle of rum to celebrate the 2.2 version)
That is all. I hope you, the player, enjoys the mod. Its a work of a dedicated fan with the help of friends for a game that the devs gave up on long before it reached the hights it could have. Its a fun game and I hope I'v managed to make a fun mod for you that expands on that game. Well over a thousand hours of unpaid work have gone into it and I hope you get thousands of hours of fun from it.
________________________________________
Changelog: Major changes from 2.1:
________________________________________
Lots of changes have been implemented and are detailed in the readme file. But lets focus on the most important ones:
*Morale has been reworked so that fleets are less probable to rout when ships start to explode. Something which would make very big battles turn into entire enemy fleets just fleeing the battlefield. Factions which suffer most from morale, Tau, Ork and Tyranids have been buffed in various ways to help them a bit. Tyranid BS and Titans will no longer flee meaning that even if you kill the Admirals, you will still have to fight the biggest of their ships even if the smaller ones flee.
*Titans and Mega titans have been reworked so that they cost alot more - but are also alot more durable. This also makes them far less frequent in battles as the AI doesn't bring as many to battles as they used to. All in all, this means that Titans and Mega Titans are rarer - but more dangerous.
*Lance weapon damage for Imperials and Chaos have been nerfed a bit - meaning less alpha strike damage.
*Orks have had yet another overhaul making them even more deadly - now finally they are a real threat when they close the distance - and trust me, they will do that more often now.
*Admech has seen a general faction boost of shield levels to buff the faction a bit.
*Necrons have seen a substantial boost to HP and weapon damage across the board - but are also alot more expensive now. Meaning smaller but even more deadly necron fleets. They have also gotten several new ships with unique functions and abilities.
*The Dark Mechanicum has been added as a new faction. More about them further down in the document.
*45 new ships added.
New Faction: Dark Mechanicum
________________________________________
Overall this faction focuses more on lances, high power weapons, powerful shields and unique ships with strange abilities and functions rather than heavy armor or boarding. The faction is a bit weaker in regards to fighters/bombers as well than other factions, but have access to novas and some highly specialized carrier ships to make up for this. They cost a bit more than Chaos/Admech overall - but also have access to less skills/traits in the campaign to even it out a bit. It has access to several extremely dangerous titans and mega titans.
[Further information about all the factions and added ships can be found in the Readme text.]
Known bugs:
----------------
New ships have a blue screen instead of a ship-picture in their shipslot. While in game this changes to a picture of the Macragges Honor. This is part of how we'v added new shipslots to the game and unavoidable.
Some abilities/skills added to the new super defensive stations for Chaos and Imperial Navy do not work as intended - some do not damage the enemy, or cause no effects. Their addition was never intended, but unavoidable based on how such structures are built.
Star Ripper Gatling Cannon (Tau) shows a 0.0 reload speed in text - it is infact a 0.5 second reload. The error is game mechanic based and cannot be fixed, but doesn't affect the gameplay at all.
Sometimes the Eldar reload skill needed when using the Kin crewed guns skill does not trigger - unknown why, but the solution seems to be to switch between stances once, then it works.
Movement ability UI's can be bugged when playing as certain factions and with alliance submods as some ships use different faction movement abilities and the game doesn't know how to handle this. Hotkeys for them still works though.("A" is the standard hotkey for moving forward faster if the UI button is bugged.)
Coop-play with the mod:
___________
You can play the mod in Coop since I worked with the devs to fix the errors that their latest update caused for modders- however there are some things that are needed:
1: You must both have installed the Steam Beta version of the base game. (Right click on the game in your steam game library - select properties - select Beta options. Download the beta version of the game.)
2: You must both have installed the same version of Skalgrim mod, as per installation instructions.
The Emperor Protects!
+++[End of transmission]+++
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
"Blessed be the coruscating plasma of the engine room, Spiritus Machina protect us from thy burning doom.
Harness unto our will the power of light, Let conduit and coil work alright!"
Awesome, thank you.
Praise the Emperor, salvation is at hand and vengeance long due!
Hi there, one small question: Can you build the Monarchia Redeemer in the Campaign? If not, can it be added? That ship is still the most majestic ship in the game despite the bigger stuffs.
This comment is currently awaiting admin approval, join now to view.
Hi guys ! I'm in a bit of pickle y'see . Long story short, im broke, i love the game , cracked it ( asking for mercy would be heresy) and therefore strayed from the installation to-do list as such : coudn't change the launch options in any directory as it is in none . Now it won't start , blinding me with a failure to open descriptor file . So i conjured the internet, but only the same answer as to 'check files consistency' , that my spirit machine cannot operate . Bröthers pls hlp
Roses are red,
Violets are blue
Blood for the blood god,
pikachu i choose you
Hey! When my battles start a lot of ships lose random amounts of health (for example, Righteous Protector, Battleship Agamemnon, drops to 1600/3500 health)
At first I Thought this was part of your rebalancing, but it shows in-game as health missing instead (as in, the max total hp for my flagship is 3500 still). Is that the case? Is this just intended and the ships spawning in then receiving damage during deployment is just a visual bug? It just seems odd
I cant seem to find the reworked stats listed anywhere, and I just get gibberish if I try to open the CSV files locally.
If you have that then you most likely have started a ongoing campaign (saved campaign) after installing the mod. While this still "works" its recommended that you start a new campaign after installing (or updating) the mod.
You would have to sell your ships and by new ones to get the correct stats or start a new campaign.
BUG: the Necron Lightning Dragging ability as well as the Necron "all Crits do Fires" for lightning weapons are bugged.
the lightning drag just causes ships to vibrate in place, where as the lightning fire thing seems to do currently absolutely nothing.
Further, none of the shipyard modifications seem to work for anything campaign but the tyranid campaign.
Other notes is the Throne of the Silent King: it seems HORRIFICALLY over costed compared to the Anubis, I'd suggest either adding another two or three mega gauss guns on it, or replacing the 9000 range lightning arc gusn with the bigger more powerful 13500 range ones. It just really can't compete with the value of the absurd value of the giga lightning spam from the anubis.
ALSO: is there a mod I can download to skip the stupid stealth mission for chaos? Because WOW it's just BS to do forced stealth AND I can't find the mod that you talk about that's suppoused to make it easier.
After the first self-oboe, the game gives an error, please fix the mod installed according to the instructions and everything is as written
You should read the installation instructions, and especially the part about "my games doesn't work" or "error message on start" parts. Its not a mod issue - its the base game. For which there is a fix.
Leveling up in the necron campaign seems to be broken. I am at level 4 and my fleet cap and leadership cap has not risen once. I am unable to deploy the cairn at all since its its 675 points and my base leadership is 600. I am also not able to increase my fleet size over 480. I have never played a necron campaign, is that just its feature? do they gain leadership slower than other races?
They have a slower start, yes, (due to them getting much more powerful ships from the beginning) but has the same end amount as other factions. Then of course it also matters what settings you start your campaign with. But at base settings it takes a few more levels before you see an increase in your fleet/battle sizes and available fleets.
Anyone have the issue where the tyranid campaign won't load and gets stuck at the loading screen?
A few people have had this issue, and it seems to be hardware related as the Tyranids are the most hardware using faction, as in their ships use up alot of the GPU power, and the mod also increases their numbers quite a bit.
First up, have you tried a maxed out "Massive battle" using them? Thats kind of a bench mark test really. If that is also problematic, try to lower the settings in a custom campaign ( fleet/battle size) .
I currently have the same problem. idk how strong of a GPU one would need (i have a 3070Ti) but task manager says its at max 40% load while trying to load the 'nids campaign
Anyone have the issue of the game crashing after a min. i have try running it in admin and still the same problem.
Hey skalgrim big fan i have a question. I used the 2.2 and for whatever reason there’s like a limited amount of what I’m supposed to get like no new admech. Did I install it wrong I’ve uninstalled it and reinstalled the mod several times
Yes you have not installed it correctly. Read and follow the instructions and/or watch the linked "how to install". Its really easy and you have with near 100 percent certainty missed to move a single file from one folder to another as you should.
Ok thank you
I don’t see a stock file in my game
Its a folder not a file. And its in the archive you downloaded. If you for some reason have not moved it as instructed you can just create it on your computer and move the .pak file there as instructed. See the last part is what is important.
Hey how would i go about doing coop with this mod
Click on the description, read the instructions regarding coop.
hi there great mod been using it a while , now i reinstalled it and did titans go to a seperate space? meaning i dont see them when i wana build ships. i am not the high lvl but i see everything up till battleships and in the past i seen all titans included , are they built in a different way now?
They are not. If you can't see them in skirmish battles then you have probably botched the installation.
I installed the mod today, followed every step of the Installation instructions file, the game run but it crash and kick me out to window after few minute ?!!? help pls
Ah I found answer in instruction file many thks
hey great mod thank you for your time and work! i noticed i do not see the dark mechanicum in battle mode or the campaign and i feel like i followed the instructions well and i have all other new ships for the other factions. regardless in advance thanks for your time :D
If you have installed it (the 2.2 version) correctly, then the Dark Mechanicum forces are available to build as their own Chaos subfaction in the Chaos Campaign. They are mixed into the Chaos ship rooster in the battle mode.
And to be clear, if you have installed it correctly you have access to a vast number of new ships, with missing ship icons, in the ship building screens of either game mode.
Okay thank you so much for the thorough response! I see now that all of that is available I just hadn't realized that it would be tied into chaos roster which makes perfect sense now that I think about it.
so im hawing trubel whit the folder u suposed to drag as the step to implemnt the mode not being there im using the explorer(the folder on the bar att botom of screan) to get it to overrite after extraitking filles in winrar Nwm u need to go in to the BTFG 2 time to get to the corect area to overvrite
Im happy you found the right place and got it working. Have fun with the mod.
I don't know if that's intended or not, but the Volkite Lance on Chaos light cruisers is doing a whopping 533 damage per shot every 8 seconds. I have no clue how to counter them since they always are able to catch up with me.
You shoot/bomb/board them before they get close, or use abilities to slow them down, or have escort ships for protection. Its just like the Spear for Admech, which does even more damage but more rarely with its Melta.
I went through with the installation as per the procedure, and soon found a game with no modifications (no ships added) other than the wallpaper, why is this?
Because you have not installed it correctly and in the right place perhaps. You also - which is stated so many times Im tired at repeating myself - need to move one file into a specific folder (stock folder).
Basically, if you have added the files from the .rar archive to the CORRECT place on your computer, allowed the files to overwrite what they need - moved that one single file as instructed and have turned off EAC using the command prompt as instructed - the mod will work.
Sorry for asking but is there no picture for the new ships? or did i do something wrong during installation? thank you for the mods
There is not, and no you did not do anything wrong. Its a "bug" described in the readme and is not something that can be fixed as its part of how we "tricked" the game to accept ships not in the original game.
Hey man, I've been having trouble with the mod. I've used this one for quite a long time, so I'm fairly comfortable with installation and such. But now I can't get the game to run the mod for more than about 2 min before it just crashes. If I move fast I can start a new campaign and just about listen to some of the opening dialogue, but if I just sit on the main menu it also still crashes. Any idea what might be causing it?
This is an issue with intel 11th+ gen processors for all games that use a specific version of Unreal Engine. There is a fix:
From the FAQ:
"Q: My game stops working after a minute or two due to a Unreal Engine error, what can I do?!
A: I solution to this real error due to UE having problems with some chipsets (intel 11'th+ gen) have been found.
Step 1. Open "Control Panel" by searching for it in Windows search bar, by pressing the Windows button or key.
Step 2. Go to "System & Security"
Step 3. Go to "System" and Press "Advanced system settings"
Step 4. Press "Environmental Variables"
Step 5. Create a new "System Variable" (NOT USER VARIABLE)
Step 6. Enter the following into the Variable name box: OPENSSL_ia32cap
Step 7. Enter the following into the Variable value box: ~0x20000000
Step 8. Now press OK.
Step 9. Restart"
Hello, After a number of turns in campaign mode, My game crashes after pressing end turn. Do you know how to fix this
Q: My mission/saved game battle is broken and I cannot complete it... what do I do?
A:
It can happen with some missions due to scripting issues, which is
however not caused by the mod but have been a thing in the vanilla game
since forever.
Issues can happen by "jumping the gun" and going for objectives faster than say certain text messages/prompts - or by
bypassing parts of the mission you are "expected" to do first. They can
also just be caused by general wonkieness and one of the more well known
ones is the Phalanx becoming immortal or not teleporting out/getting
stuck before supposedly ending the missions in which it appears.
Now when this happens the save file can get corrupted, meaning that
redoing the mission will lead to the same error. The only known fix for
this you can try other than starting a new campaign is the following:
1: Leave/don't do the mission. If its a save prior to launching the mission just don't start it.
2: Instead move your fleets around. Start and finish a different battle than the scripted/broken one.
3: Save the game.
4: Exit and load up the newly saved game again.
5: Now try the previously broken mission/battle.
For most people this fixes the issue. For unknown reasons just moving fleets around does not seem to
solve the issue for most people, but a different battle + new save +
load up of this new save seems to be needed. Not sure why but corrupted
data seems to be saved on a fleet to fleet basis, but battles forces the
game to redo fleet data which seems to be linked to the scripts that
cause the errors in some cases. This also helps with other broken save
data errors.
can that actually fix the end turn crash? i keep getting passed it reloading to have it happening over and over.
This comment is currently awaiting admin approval, join now to view.