This member has provided no bio about themself...
I honestly have no clue.
I get your point: There is a chapter for every weapon except thunder hammer.
Flesh Tearers have a very unique Librarian, Storm Wardens combine melee weapons with a cyclone missile launcher. A "thunder hammer chapter" requires more than just thunder hammers, something that is not pure melee.
Ideas are always welcome.
Before I start on a chaper, I need a good and (almost) complete idea that creates unique gameplay. Chapter name and colour scheme are of secondary importance.
A chapter based on melee weapons is a problem: The way melee calculations work there is a very fine line between being overpowered and too weak in melee.
I'd have to implement all the changes into an old version of the game. That alone would take months. And I'd have to fix the bugs of that version on top of it and I don't even know what those bugs are. Not going to happen.
Instead, get someone to a) update non-steam versions to the latest version of Space Hulk: Ascension and b) tell me what, exactly, they did to which file.
The changelog is on this page:
I don't know what the non-steam versions modify. If they only modify the steam dll, and if the version that is based on is the public test version, then it might even work.
If I only knew what, exactly, those versions modify.
Thank you for the input.
It is not only the time required to add a weapon to the game. One needs to have an idea for a weapon that fits the chapter, does not break overall game balance, is not overpowered by itself but good enough to get used at all. Ranged weapons allow for a good number of changes. For melee weapons, there is a very limited number of game stats one can change while "overpowered" and "useless" are very close together.
Having said that, 11 of 22 chapters (not counting Deathwatch for obvious reasons) already have unique weapons: SW Bloodhowl, Deathwing HQ and Legion of the Damned have their own sets of ranged weapons. Then there are Power Sword and Combi-Melta for Blood Angels Captain, combi-flamer with round pattern for Salamanders, Omega Skulls with combi-flamer and -melta, Plasma Cannon Ryza and penetration missiles for Iron Hands, Assault Cannon variants with unique default firing mode for Angels Vermillion, Swiftstrike and Murder for Raven Guard (plus unique servo skull and auspex), Storm Bolter for The Fallen and Power Sword and Storm Shield for Storm Wardens.
On top of that, Imperial Fists receive a new ranged weapon variant in the next update while the next chapter has new cyclone missile types.
Not only weapons make chapters unique. There are other aspects, some of which are more important than weapons.
Another update is in the pipeline. I hope to release it this year. If all goes according to plan.
You are right, there is no description of relic upgrades.
In the current version (V1.4.1) there is at least one relic upgrade for every weapon except weapon "Empty Hand" and ranged weapons for Legion of the Damned.
Storm Shields do not have upgrades. Technically Storm Shields are not exactly weapons. Boarding Shields have relic upgrades.
I assume you are referring to relic upgrades for weapons. Relic upgrades exist for almost all weapons. Tooltips always include information about unlocked relic upgrades.
No it does not. Space Hulk has multiplayer. Space Hulk Ascension includes a lot of hidden fragments from Space Hulk. Unfortunately the Space Hulk multiplayer server code is not part of Space Hulk Ascension.
The page with SW Bloodhowl: How many and which chapters does it show? Version 1.0 and 1.0.2 there should be ten on that page for 20 total.
Add me (user dv) on steam. Then send me a message and we talk about it.
For most players, playing with low level Terminators and limited equipment options is the best part. The game gets easier at high levels.
Having said that, I can start new games with Terminators at any level. That is pretty much mandatory for test purposes. If you like to join the betatesters, you are more than welcome.
In the unmodded game, displayed stats for TH/SS and LC variants are wrong. Your memory may be right and it says +25 or more. Only the game gives incorrect information.
Thunder Hammer Crusher and Storm Shield Pavise give +15/+20 in the unmodded game. The mod does not change that. What it does change is that hammer/shield combinations inflict an additional point of damage. That is a buff in my book.
The mod changes the last set of Lightning Claws from +35 attack to +35 defense to match the description. That makes them identical to Wolf Claws Skoll.
If it makes its own folder my best guess is you are unpacking into the wrong directory.
Try to copy the unpacked files (complete directory structure) into the game directory manually.
Both Space Hulk Ascension and Cold Corridor Combat have a directory called "game_Data". That tells you where the files have to go.
Do you have permission to write into the game directory on your machine?
You need to extract it into the game directory. Then it overwrites existing files.
IT is a *.7z file. Try this: 7-zip.org
The downloaded file works fine here. Either your download is corrupt. Or you are trying to open it like a *.zip file. Which it is not. It is *.7z with LZMA2. Try to open it with 7-Zip: 7-zip.org
There is no need to convert anything.
If it still does not work, please supply more details about which part, exactly, does not work.
The mod Cold Corridor Combat is looking for betatesters.
Do you want access to the latest development versions? Content that's still hidden? In return you search for bugs, give feedback regarding game balance and discuss ideas for more chapters.
Interested? Go to steam and add the author (username dv).
You cannot install the beta without using steam. If you don't want steam, you are out of luck.
My apologies for the late reply. Just added an image.
Black Templars reclusiam command squad