The goal of this mod is to make combat look more realistic while maintaining balance by adjusting squad cost and training speed. To determine how strong a unit or weapon is I consider how its described in the lore, how it looks ingame and its relative strength on the tabletop. Most units do not use squad or vehicle cap, and the few that are limited have a lore reason (like the leman russ vanquisher) or balance reason (artillery). - No squad limits on most units. - Dozens of new units. - The AI can use all the new units. - New AI profiles for all factions. - Campaign and multiplayer compatible. - Greater emphasis on macro-management and aggressive gameplay. - Knockdown is now very rare. - Better vehicle pathfinding. - Research removed. Each races traits are more pronounced, space marines are more elite, eldar are faster, imperial guard and orks are big horde armies, necrons are hard to kill but slow, tau still like their gunlines.

Post news Report RSS Better patch notes

I've decided to commit to making better patch notes.

Posted by on

I've decided to commit to making better patch notes. This is what I've done in the last few days:


New features and fixes
added camera mod for greater zoom range
added new tactical marine, assault marine, and vanguard veteran models
fixed terminators appering grey in campign
bloodletter fx fixed
Lord of change fx fixed
rubric marine speed fixed
added chaos dreadclaw
aspiring sorcerers and the lord of change now fire magical bolts of energy that do 50 damage each

Known issues
aspiring sorcerer warp time dosn't work
howing banshee scream will demoralise themselves


Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: