So this is a continuation of the mod made by one Gabriel Gorgutz forever ago, it has been seemingly dropped without any support and has obtained a lot of bugs and a lot of CTDs, I've made updates to the mod which reduce these issues as well as include the Tau and several balance changes, though the gameplay is still very similar to what was featured by Maestro Casts on YouTube a few years ago. If Gabriel has any issue with me uploading this, get in touch, I will be more than happy to take this mod down if he asks me to, but I hope that he and others will enjoy the work that I've put into his original project to make the mod work again with the current build of Retribution.
Full install for Codex Edition 1.1 - delete previous versions, install instructions provided in download and description. Click read more for information as to how to properly install and setup the mod as well as general information. CHANGELOG INCLUDED IN THE READ MORE SECTION.
In order to schedule games, we now have both a discord and steam group - both can be located here: Steamcommunity.com in the related links section. It has sections for balance and gameplay discussion as well as community events to schedule play sessions.
The discord can be accessed via the links in the steam group or at the following link: Discord.gg - just let them know in the introductions section that you're here for codex edition and they'll tag you appropriately. I hope to see you on either, hopefully we can setup community games both for the betterment of the overall balance and enjoyment the mod provides.
In order to install this mod, drag the DOW2_Codex_Edition, GameAssets and DOW2CodexEdition module files from the RAR you have just downloaded into your game's installation folder, by default located here: C:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution.
Once installed, activate this launch option for the game in steam in order to fire up the mod:
-modname DOW2CodexEdition -dev -nomovies
If you have a previous version installed, delete the Codex Edition folder and the .module from your game install folder and then drag the new ones from this RAR out into the folder in order to update to the latest build. Use the same launch option as last time:
-modname DOW2CodexEdition -dev -nomovies
If you play and find any issues, please leave comments or feedback either on the ModDB page or in the Steam Group - with the steam group being the more easily viewed and faster to receive responses. Located here and here respectively:
Codex Edition 1.1 Patch Notes
Sternguard Sergeants have received a model swap, replacing the Chain Swords used with Power Swords and relevant chapter weapons, with a few chapters having received new weapons unique to their chapter scheme.
Kommando explosive has had its timer reduced and fixed to make it deployable in a reasonable time.
Storm Guardians have had their power cost removed and requisition cost adjusted to 200 requisition.
Tactical/Traitor Marines have been adjusted to cost 400 requisition.
Havoc/Devastator Marines have been adjusted to cost 400/15
Assault/Raptor Marines have been adjusted to cost 400/20
Terminator Cap for both Assault/Ranged terminators for LSM/CSM have been changed to 2 of each. Also added measures into place to prevent this limit being overridden by abilities.
Chaos Mutants have had the ability to summon demons removed, this caused a lot of bugs and conflicted with the global ability.
Melta bomb & grenades removed from CSM Chosen Marines - I feel this is valid due to the cloaking of these traitor marines, allowing for incredibly powerful flanks, catching off key units and ambushing them at close range with bolter fire and heavy melee damage. As a plus, they now have a sprint ability to allow them to keep pace with most units, as well as an increased durability and DPS per model (roughly 20 - 25% per level)
Some melee and all and tactical sergeant archetype units across all factions now act as detectors with between 8 and 12m detection range, this includes Ork Nobz for sluggas and shootas as well as Eldar Dire Avengers and Imperial Guardsmen, warriors also detect for Tyranids. This should provide a lot more counter play to invisible units, this may overlap with Eldar unique ability so I might end up having to lower the detection range to make eldar ambushes viable again, though I think they still work.
Fuegan's Wrath (autarch primary wargear) has had its animations corrected, should work properly now.
Ork Mek mines will no longer crash the game and now have an appropriate UI element and nameplate.
Falcon has been moved to tier 2.
Striking Scorpions have received a durability buff, roughly 30% extra HP per level at a cost of roughly 10% slower movement overall, they've also been reduced down to 4 models to fit this new durability.
Warp Spiders have received a 15% durability boost per level and had their teleport cooldown reduced to 6 seconds, they've also received a significant boost to both ranged and melee damage, with their Death Spinners dealing more damage the closer they are to the enemy.
Warp Spider costs have been adjusted, now they cost 375 requisition at a power cost of 40.
Warp Spiders have been increased to a squad cap of 2, allowing for more liberal placement and use of them.
Wraithseer has had its build time increased, roughly 25% longer, in order to slow down the speed at which it can be pulled in tier 3, previously it had a build time of something like twenty seconds.
Chaos Cultists have had numbers adjusted so all squads are now 8 man, rather than bugging out and sometimes spawning 7 man squads.
Flamer ground burning FX has been reduced slightly, hopefully this solves the issue of 8+ flamers burning at once causing incredible frame drops.
Permanent bodies have been removed from basic Ork, Tyranid and IG units to save on performance. Some units, such as vehicles for IG or Nobz for Orks will continue to remain, but generic units like Hormagaunts and Termagaunts will disappear after twenty seconds.
Requisition cost of Hormagaunts adjusted to 220 requisition.
Hawks have been reduced to a 4 man squad, DPS and durability adjusted to match - roughly double what it was.
Banshees have had their durability and DPS at range beefed up slightly in their status as a 4 man squad, they have also had timing adjusted to remove the rather excessive 60 second build time for a tier 1 unit.
Bile Spewer ability for the plague champion has been reduced slightly, so it should no longer instantly mince an imperial guard squad.
All tarantula turrets have been adjusted to cost zeal, to prevent them being spammable early on. This should limit the strategy of early game tarantula versus races like Eldar which have no real counter until tier 2.
Health and energy gain of the Chaos Lord of Khorne when using his axe and armour which results in energy drain has been reduced slightly, roughly by 33% - this was done to prevent him being practically unkillable in bases.
Lord General now comes with a refractor field ability and a much larger energy pool, he also now comes with a sniper rifle - this should all work to help him be a much more survivable support commander, in future I plan to give him a few weapon upgrades and armour choices, though I'm not sure what to put here - Lord Generals with extravagant and powerful gear that allows them to go toe to toe with Space Marines are almost unheard of, those that do appear almost exclusively appear in IG novels, as in Space Marine novels, they have not even the time to react before being blasted apart.
Iron halo ability for Space Marines & Chaos Marines has been adjusted so as to passively drain energy, this should make them less indomitable in early game, while giving enough energy from level ups that it becomes viable late game with proper management of the hero - so that he does not die prematurely and thus lose out on more XP.
Scout infiltration and sergeant costs adjusted to represent their value more accurately, this is a rather significant cost reduction but one I think is justified. Scouts have also had their cap increased to 3, to offset the fact that Chaos Marines for example can deploy far more Marines than Loyalists, with god specific and chosen guards.
Tactical and Traitor Space Marines have had their abilities reworked, sprint has been removed but now both have access to fragmentation and smoke grenades, smoke allows them to reduce the incoming damage from enemy fire but will reduce their outgoing damage too, while fragmentation functions to dislodge units.
IG Veterans have had a bug fixed which caused them to be locked to setting up post-sniper upgrade.
Ultramar Auxilia colour scheme added to IG, designed after Ninja-Nub's fantastic Ultramar Auxilia concept - found here: Pre00.deviantart.net
Vanguard Veterans have had their grenades removed, they are now much tougher - I wanted them to be more of an elite unit rather than an upgrade, whilst it is fluff accurate that they would carry grenades into battle, it rendered regular assaults rather worthless once you've unlocked tier 2.
Sniper Rifle damage has been adjusted for all rifles (Eldar, IG & Space Marine) to allow them to deal damage to generators and structures, this should solve some issues with them being unable to damage structures, we'll see how this works for now - it could backfire horribly so I hope to hear back feedback on this, since I imagine this will mean that they can now demolish bunkers with their sniper rifles.
Reapers have been removed for the time being, pending a proper work over to figure out not only how they fit in but to fix their animation issues which cause them to deal more damage more quickly than they should, this is causing a real pain in the arse for balance so I've removed them for now, they are now replaced with rangers which have been adjusted to sort of fill the same role, in terms of ranged firepower, at the same price for 5 rangers.
Ogryns have had a power cost added, they were rather spammable previously and were incredibly powerful versus marine races, this should limit them slightly rather than making them generally the best first buy unit.
Hardened Veterans for IG now have a squad cap of 2, allowing you to make use of them for more combat oriented situations. They have had their hero status removed, as such they cannot be revived after death. This should make them useful but also incentivize pulling them back rather than letting them fight to the last.
All sub-commander type units have been adjusted to now have the ability to revive their commanders, they are no longer essential meaning that the apothecary or tech marine for LSM can be used in tier 1 if need be and, if killed off, replaced by the alternative commander to allow for better flexibility mid-match rather than locking you in. This applies to Hardened Veterans, Warriors, Warlock Council, Chosen Chaos Marines, Nobz Squads and a few others who can now revive their own commander, but will die upon running out of health rather than becoming incapacitated as a commander would.
Some general bug fixes, fixed a few more crashes and adjusted some imbalances in build times for structures like turrets, should all be equal now.