This version includes important gameplay changes, bugfixes.
The most affected races ar Orks, Sisters of Battle, Space Marines and Tau.
The missing campaign deep strike squads are mostly fixed.
Unzip inside your Soulstorm installation directory. If you have an older Darker Crusade version installed, delete that first. Overwrite anything remaining. Changelogs are inside the mod folder. 0.6.1 is a hotfix that ends some issues, redownload if you just have 0.6 first upload.
Good hunting.
Darker Crusade 0.6 changelog II
GENERAL BALANCE
- Quickstart has been chaned so you start with just 2000 req and 1000 power. (just 1800 power for Necrons)
GRAPHICS
- Added urban camo to boring Guard buildings
- Changed Mars Pattern Command of Imperial Guard to use team color
- Changed Necron campaign color to better represent their desert origins
- Changed frontend (IE main menu) models of all races to be fresher
- Fixed, changed and enchanced some icons
- Fixed, changed and enchanced some campaign icons
SISTERS OF BATTLE
- Removed maximums for specific vehicles, as per mod standards
- Assigned costs for activatable abilities and reduced their recharge times, as per mod standards (makes it more tactical to use instead of just clickspam whenever its ready)
- Made the flyier a skimmer, also cheaper to compensate, since it is by design we will not have fliers in the mod (they are balance breaking in fortress missions, for example).
- Penitent Engine now has morale
-- Penitent Engine now goes berserk when morale breaks
SISTERS OF BATTLE AI
- Due to removed limits on certain vehicles, now the AI will build them with a random limiter (example, the AI may use one to five Exorcist Tanks)
ORKS
- Fixed and changed campaign units and structures
- Waagh! banners are cheaper originally (120 from 170)
-- They increase in cost with each new Waagh! banner
-- Giant Waagh! banner gives a percent discount on normal Waaagh! banners
-- Now only give 9 pop and 1 vehicle cap
-- But each upgrade additionally gives +1 pop and +1 vehicle cap (11 pop and 3 vehicle cap per banner max)
- Giant Waaagh! banner gives 19 pop and 7 vehicle cap
-- and can use Laud Hailer (a religious totem after all)
--, but breaks morale of orks if destroyed
- NEW BUILDING: Orky Engine
-- Gives moderate power (half as a powerplant)
- Fighta Bomba created from Orky Engine
- Special place to upgrade flamers, speed
- Grots/gretchins now cost 1 population each pair
- GROT MULTIPLY MECHANIC:
Now each ork building (except mines) increases Grot squad cap by 1. The larger your base is, the more grots you get!
- Grots reinforce faster (much faster when out of combat)
- Gretchin accuracy increased in both shooting and melee (they have good marksmanship in lore)
- Gretchin default to melee mode now, since that way they do more damage and can tie up enemy squads
- Gretchins return population used to create them when killed/destroyed
- Gretchins can use Burna Bomb if you have Pile O'Gunz (moved from Big Mek); the cooldown is global and set to 60 seconds
- Big Mek from HQ, but now requires increased population (from 0 to 21)
- No longer nukes but has anti-tank
td- Benefits from Power Klaws
- Fighta Bomba no longer flies as per mod design (it's a jumper-skimmer)
- Fighta bomba jumps
- Fighta Bomba has turboboost
- The bombs will occassionally hit them themselves so now they regen some health (more out of combat)
[This will later go to a "gretchin mechanics" ability for all vehicles]
- Upgraded Mega Armored Nob Guard Squad mob value from campaign to 2 (from 1) by individual
- Also normal Mega Armored Nob
- Mega Armored Nobz are now more expensive, but benefit from upgrade such as Extra Armour, Power Klaws and Even More Dakka
- They now come from Da Boyz Hut
- Removed squad limit (balanced due to higher cost and slower reinforce)
- Killa Kan made slightly cheaper
- Killa Kan now goes berserk when low on morale (this is canon in fluff, at least when they are "made", since they are piloted by a converted ork)
- Killa Kan base speed is slower
-- But can now use Overload to be faster, like Mega Armored Nobz
- Killa Kan Rookit Launcha is incredibly expensive. As such, it has been given some area damage.
td- Enabled Flamer alternative for Killa Kan
- Squad and support cap slightly increased
- Stormboyz now reinforce faster when out of combat and slower when in it
- Even more choopy now affects Sluggas in the same way as other melee units
THE TAU
- Kroot Shaping Center can now recruit Kroot Carnivores again
-- Barracks can't
td- Kroot Carnivores can add Hound leaders if you have Shaping center
- Path to Enlightment requires barracks instead of Listening post
- Builder Drones come in 2-packs
- Increased cost of Skyray Missile Barrage and time slightly
-- However, normal missiles are somewhat more accurate
NECRON
- Monolith teleport nerfed, now requires more charge, starts with less and has lower range (it was increased in earlier versions of mod)
-- However, illusion monolith can now teleport down to 10% health
- Untested building change for campaign
IMPERIAL GUARD
- Detection Field now costs power (25/20 campaign)
- Comissar has now 15 keen sight range to allow early stealth counterplay (grots/tau stealth)
FIXED BUGS:
- Fixed multiple bugs in different races where assigned deep strike squads would not appear in the battlefield
- Fixed multiple bugs in different races where assined buildings would not appear in the battlefield
-- Reduced footprint of some campaign buildings
KNOWN BUGS
MINOR/PENDING
- Killa Kan doesn't animate correctly, specially when using flamer (and also not perfectly due to the dual machinegun workaround). I don't know how to configure the same anims as when using the default shoota. If anyone knows the solution to this, please do tell me so I can fix it and add more custom weapons. As it stands this error prevents me from adding extra/alternate weapons to animated models. (all infantry, beasts and walkers)
MAJOR/UNKNOWN
- In very rare instances, Pariahs may deal HP damage to a structure that brings it to negative max hitpoints and indestructible. The solution is to delete (supr) or kill the offending pariah squad. It is unknown if this bug was present in the original game. No known fix exists that I know of.
- There is a bug where the game crashes during AI campaign turns. I consider this quite serious as this is a campaign focused mode. The bug happens fairly rarely (to me it happened when an AI Necron attack was defeated by an AI Eldar main army, but this had happened before without crash), but save your games. The crash generates no log relating to its cause -it doesn't appear on warnings-log- (6-24-2020_17_22_46_ErrorLog.txt and 6-24-2020_17_22_46_MiniDump.dmp are included in case anyone can help with this)
Hotfix 0.6.1 changes:
ORK
- Ork AI improved not to get stuck because of too many grots
- Big Mek can now construct buildings, though he is... rather stiff at it (don't know how to set his repair animations to build)
- Fixed something removing a Grot Burna Bomb icon problem
- Fighta Bomba construction fix
- the new Burna Boyz squad now requires either pile o' gunz or the ork crashsite
TAU
- Drone leaders now work correctly
- Commander can have up to two assist drones
- Drone Squads can have two different drone leaders (but 1 less normal member)
- Builder Caste drone reverted to just one base member (two with support shield drone)
- Shield drone ability now costs power but recharges faster
- Pathfinders given a marker drone leader upgrade
- Drone Harbinger generates squads of three drones, but its recharge is much slower (18 sec vs 3)
- Mark Squad has cost and recharges faster
- Photon Grenade costs 25 requisition and recharges faster
- Drone Harbinger and Hammerhead Gunship can now jump, though are somewhat bad at it
- Changes to harbinger drones
NOTE: A hotfix to 0.6, called 0.6.1, has been incorporated now less than 24 hours later. This fixes some minor problems present with the original release as well as adds some extra features to Tau and Orks. The readme is included at the bottom of description as well as with the file. To those that had the 0.6, redownload is reccomended (extract and overwrite should suffice). To those that didn't, this is a full package still.
Campaign Space Marines are Dark Angels coloured (Except for Force Commander, who is still Blood Ravens coloured.)
How do I change them back to Blood Ravens? (or change him to match?)
For changing Force Commander, you need to change his default texture.
For changing the marines back to blood ravens, you go to \DarkerCrusade\Data\scenarios\sp\races and edit the space_marine_race.race file (opening with notepad or similar text editor should work? ) and change the number of their color. The previous color would be commented out.
having real issues getting these bods to run, but its down to me being an idiot! how do i get them to work??
basically put it into your game directory, then use Game Manager from the ingame menu to activate.
There is a SCAR error when attacking SIsters of Battle fortress (at least with Imperial Guard). In the future, I will try to release a new version that works...
As well as other changes to make the mod behavior more consistent with the design intent (more ability and flyer changes, etc.)
Great, I think I remember playing Darker Crusade, but I had to rebalance the units, and even do some more. Very sypa and congratulations it's a lot of work ... I'm trying to fine-tune the Black Templar Crusade on Kaurava is really a lot of work and a lot of pleasure to work with such a varied universe.
thank you brother
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