KMOD stands for "Kyranzor's mod" which is because Kyranzor was the original creator and sole modder for the first few months. Later joined by Fiffa, the Mapper and all-round helper guy, we have worked hard to create a mod that puts realism together with total carnage of proper, full scale war. except to see hundreds, even thousands of men to die in a game of COH KMOD, as squads are cheaper, larger, and more deadly than ever. With realistic (well, in proportion to COH's scale) ranges for weapons, and damage/accuracy improvements, firefights in KMOD are much more exhilerating. Using skins by talented artists such as Halftack and Blacklabel, the men are given unique appearances that make them look much more interesting than original COH. A big emphasis on combined arms has been used in KMOD, as tanks are very deadly to infantry, but infantry are just as deadly to tanks, and must always be protected from eachother. Artillary is now more common, and new doctrines for the...

Post news Report RSS KMOD: Nations at War Release Date !

Yes, that's right folks. KMOD 1.4 is set for release on June 30, with possibility of July 1st release if the wait for the installer/image files is more than expected. KMOD 1.4 will MOST LIKELY feature: -The new Tank combat system, relying on penetrating hits for killing tanks. -German medics (soldier

Posted by on

Yes, that's right folks. KMOD 1.4 is set for release on June 30, with possibility of July 1st release if the wait for the installer/image files is more than expected.

KMOD 1.4 will MOST LIKELY feature:

-The new Tank combat system, relying on penetrating hits for killing tanks.

-German medics (soldier and truck) as well as the new German Field Hospital building.

-Minor changes to weapons (small arms) for more realistic usage, such as faster fire rates for the Garand, M1 Carbine, MG34/42 for all infantry/tanks, and G43 semi-auto sniper rifle. Along with slower fire rate for the MP40

-Artillery (off-map) will be removed except for some abilities used by Officer squads, which are very limited in their possible uses. If time permits, at least the main commander abilities will be replaced with off-map Artillery reinforcements - such as the Allies howitzer barrage, and the Axis firestorm/280mm rockets.

-SOME of the new skins by halftrack, to appease the masses

- FULL 100% WORKING WITH COH v1.7+ UNLESS ANOTHER PATCH IS RELEASED THAT FURTHER DESTROYS MODS!

- A new method of installing and the mod's method of using custom text will be used, to achieve as little problems with installing and text as possible.

- A few German tanks can camouflage for nasty surprise attacks

- German Military Police squads are made more unique, gaining a super-buff and only attainable through the off-map Defence Doctrine reinforcement ability.

- German Machinen Pistole Volksgrenadier squads are now 5 man strong, and act as the new 'scout/half riflemen' squads.

- Recon/Aufklarer squads for both teams are now re-located from the HQ

- Allied Paratrooper doctrine ability now costs 250 manpower and has a 10 second timer, to prevent abuse.

- Range increase for some unit-based abilities, such as the walking stuka rockets, infantry-thrown grenades, and the artillery pieces of both teams.

- AP/HE Shells for tanks

- German resource outposts now cost 150 manpower, but take longer to build.

Please be aware that some features mentioned here may not be completed by the release date - and will therefore be included along with many other features we are dieing to include, but are pressed for time so we cannot have them in this next update.

The primary goal for this next release is to AT LEAST get KMOD playable again with the recent version of COH, so that our fans can at, at best, play KMOD as it is currently.

SOME other features we have in mind (and are 100% doable right now) are things like AT gun bunkers, 'battle outposts' built on resource flags, tank platoon reinforcement abilities for Blitz and Tank doctrines, 'claymore' style remote bombs for the German SS Kommando squads, Trenches, and many many more juicy features for future releases (some are secret )

Currently i am working on a few of the features listed (most are already done) above for KMOD 1.4, as well as awaiting a few bits and pieces here and there from other Dev Team members.

Post a comment

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