This full version has been archived by the uploader because it is out of date and no longer supported.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.
Changelog is below this summary, but the general idea is that there is still some work to do to clean up old assets and fix bugs before anything major is added. New units and models are likely to still arrive in the coming patches, but they will be scarce.
Beware that the mod contains a README-INSTRUCTIONS for installation purposes, and numerous files intended to fix the soundbug and various crashes. Please follow the instructions to ensure a proper installation.
If the game crashes on startup, please make sure that you have followed the instructions in the README-INSTRUCTIONS to the letter, excluding the optional steps. If you have, try reinstalling the mod. If that doesn't work, then it is recommended to uninstall the game and delete all remaining files from the game directory manually before installing it again. This is a known issue that happened to a few players with old game installs, presumably because some combinations of mods you might have installed previously, or game data files you might have modified, appear to be incompatible with this one. I am investigating this issue currently, but if you experience this, please contact me on Discord and attach your warnings.txt file.
Join the Discord server if you wish to play with others and communicate with me as the mod is developed!
+++V1.0 CHANGELOG+++
NOTE: Changes are listed relative to the difference between this mod and the original mod, please see the original mod page for changes that are relative to its difference to the vanilla game.
- Weapon range for the majority of weapons increased to 65 (was about 40), snipers to 90+ (was about 75), shotguns, short range weapons, and grenades to 30-40 (was about 20)
- Sight range increased to 105 for all units (was about 45)
- Popcap increased for all races based on their strengths (was about 100 for all)
- Speed increases; for Eldar to 12, for LSM and CSM to 9 (was about 6.5)
- Cap on unit types changed to be less aggressive accross all factions
- Cost for CSM cultists decreased
- Damage increased for Ork shootas to 27 (was about 21)
- Weapon range changed to about 90 Tau, and damage changed to about 60 (was about 60 and 35 respectively) - they lack unit options and variation, so making them more powerful while also bringing them closer to lore is a good tradeoff
- Cost decreases for IG Guardsmen
- Cost decreases for Tau Guela
- Changed formation for all marine units to be more spread out
- Added grenades to regular guardsmen
- Changed IG, CSM and LSM turrets/bunker popcap from 15 to 2
- Nerfed base health and reduced cost of Tyranid gaunts
- Nerfed capillary towers, preventing them from reinforcing friendly units (that's the job of the reclamation pool); still buffs units though
- Tau pulse rifles rate of fire cut by half, damage decreased from 60 to 55
- Cost of Tau fire warriors increased by about 25%
- Reduced amount of hellguns on IG veterans
- Heavily reduced setup time for LSM and CSM heavy weapons
- Nerfed IG Orgyns; capped to two per player, cost increased from 65 to 80 requisition, power requirement increased from 3 to 6 (per model)
- Buffed the health of Slugga and Shoota units
- Suppression resistance doubled for all Ork infantry units
- Ork Rokkit Launcha damage increased from 31 to 65
- Eldar ranger Snipers' damage increased from 150 to 350
- Increased LSM and CSM jump marines' jump range from 50 to 90
- Most units that would have the ability to detect infiltrators in lore are now detectors (a lot of the marines and eldar)
- Reduced cost of LSM and CSM tactical, devastator, and assault marines from 100 to 80 for LSM, and from 100 to 70 for CSM
- Tau Devilfish health nerfed from 500 to 200
- God specific units (like the great unclean one or the bloodcrusher) have been locked to their god specific commanders instead of being universal
- Increased range of grenade throws for LSM and CSM and lowered their fuse timer
- Buffed regular bolter armor penetration
- Added chaos lord of slaanesh and slaanesh related features/abilities
- Added slaaneshi champions tier 2 unit for slaanesh
- Added Warpsmith tier 1 unit (effectively a techmarine for chaos)
- Added Aspiring Sorceror tier 1 unit
- Added Dark Reapers for Eldar as a tier 3 unit
- Removed the mutual exclusiveness of the secondary HQ choice for LSM
- Added intercessors for LSM as a force commander drop-in ability
- Fixed striking scorpion missing badge texture
- Replaced CSM bloodletter HQ spawn option with possessed marines (bloodletters still exist as ability spawns)
- Adjusted camera handling and zoom
- Added Harkus 6p and 4p fortress style map
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Its really good!
its good but i feel like LSM and CSM, are too strong, especially compared to IG and Orkz.
Thanks for the feedback - I've received similar concerns from other players regarding Orks, such as their speed, so I'm currently looking into them :)
I would most appreciate specific details if you have them, either here, or on the Discord server.