Cold Corridor Combat V2.2.1
Full Version 5 commentsBugfix update: Fixes one bug regarding C.A.T. Two minor GUI additions.
This mod for the game "Space Hulk Ascension" creates new playing experiences by redesigning all Chapters so they play in different and unique ways.
Installation:
This mod requires beta version 1.4.2b2-14263 "public_test" of Space Hulk Ascension. Do not use it with the non-beta version of the game. Go to Space Hulk Ascension/Properties/Beta tab to install the beta version. Also see the picture at the end of this text.
Short version
Unpack the archive into your game diectory. That should place all files in the correct locations.
Long version
Files need to be in the following directories:
file directory
*.assets game_Data
level* game_Data
*.dll game_Data\Managed
*.png game_Data\StreamingAssets
For standard installations, the game directory is in this location:
C:\Program Files (x86)\Steam\steamapps\common\Space Hulk Ascension
The manual is a steam community guide:

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Bugfix update: Fixes one bug regarding C.A.T. Two minor GUI additions.
GUI improvements like scaling for high resolution screens and another chapter: Knights of Blood field 6 Terminators per squadron against improved Genestealers...
Two new chapters: 1) Soul Drinkers led by Inquisitors and a Cyclone Missile Launcher with configureable loadout. 2) Space Wolves Great Company of Wolf...
New "Chapter": Sanguinary Priesthood; changes to existing chapters.
Hotfix update: Could not create new savegames under specific circumstances. In-combat saves may not work properly. Games with Cyclone Missile Launcher...
23rd Chapter: The Fallen 4 Terminators per squadron; 11 classes and several new weapons.
Hey.... so is it possible to add a defence buff for melee weapons? I know there’s a buff to attack chance is there one for defence that could be made too?
Yes, it is possible. I don't think it's a good idea: melee defence is way to powerful for that. A small +5 % bonus has a huge impact.
ah ok cool
any idea when new update is coming out?
I honestly have no clue.
hey you doing good my guy? Just curious with all the stuff thats happening
Ok sounds good. Stay safe wherever you are
do you take ideas from users or no? Just curious, cause something like the minotaurs. Like storm wardens they would have a preferred weapon, but it should be maybe the thunder hammers, with a master crafted th/ss possibly
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.
That is true, but there are already a lot of ranges focused chapters (nova marines, salamanders, ultramarines, the autocannons one, I feel legion of the Damned could count, the ones with auto cannon saving...) and only a couple melee focused ones. And there’s one that is focused on claws (flesh testers) one with swords (storm wardens) so I thought maybe one with TH/SS or normal TH. My idea was maybe like they had boarding shields and thunder hammers maybe, or a master crafted TH/SS and started with hammer fall.
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.
Well, what I was thinking was maybe combine the TH with a boarding shield for the sergeants, with a master crafted TH/SS at the end. And due to the nature of the Minotaurs, with a randomness to their attacks and their strategies, they would have no heavies but their normal terminators would be mostly melee with a mixed range,. And with one of the sergeants replaced with a captain that starts with the TH/SS and has a command radius that increased melee attack chance instead of defence.