Titanium Wars Mod is high quality DoW mod with almost all Games Workshop units. Features of this mod: - Many-many new units and buildings. Extended tech tree. - Many-many new abilities and upgrades. - New Heroes and fully functional Heroes wargear. - RPG elements from CutterShane's Heroes System. Experienced units after battles. - Fully functional single campain, skirmish, and multiplayer. - And finally Titans and Titan-like units!

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Change Log (Games : Dawn of War : Mods : Titanium Wars Mod for Soulstorm : Forum : Technical problems : Change Log) Locked
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Jan 5 2014 Anchor

Change Log of the Titanium Wars for Soulstorm.

Version 1.00.41 (15 December 2023) (...in private status now...)

- Daemonic AI was updated.
- Protective Pentagrams (research) no longer work without the Extremis Diabolus (local addon).
- Warrior Bioplastic Cards Upgrade also increases Warriors sight radius.
- Fixed glitches with Memory Banks (morale) of Warrior of the Omnissiah, Hell Stalker, Orbital Stalker, Aetos Combat Drone.
- Some updates for Tyranids.
- Fixed some little sound problems with Chaos Dreadnought. Thanks to DarkSet for report.
- Some rebalance overpatching was made.
- Fixed some little bugs.
- Some other changes.
- UCS-files were updated.

Version 1.00.40 (12 May 2023) (...in private status now...)

- New race Chaos Daemons was developed within TWM. This is background faction of Warhammer 40000 universe. This is a faction from tabletop game and it has Codex from Games Workshop. TWM follows this Codex, but for RTS-game it was needed some rework. Daemons in Codex have few ranged weapons and they specialize in hand-to-hand combat. In order to balance it was necessary to increase the proportion of units with shooting. The key features of the race are described below.
-- The main first resource is the same as most of the other races in the game. Comes from capturing and fortifying strategic points.
-- Daemons have no energy resource. Instead, a resource of Soul Power. This resource comes with every kill of an enemy unit. It is spent on summoning Greater Daemons and some special abilities.
-- Buildings are portals to the Warp (Warp Rifts). According to the mechanics of the game, they are obtained by autobuilding. Rift Fury - a magical builder that summons these buildings with a daemonic sword (breakthrough reality).
-- All key daemonic buildings symbolize portals to the Warp, therefore daemonic units are able to move from building to building through the Warp.
-- Warp Attractor (LP) and Warp Beacon (on Slag Deposit) are the relocators. Other daemonic buildings are able to teleport to them.
-- Daemons have no true HQ. At the start, daemons have one "main building": Altar of Destruction. This building symbolizes the altar, with the help of which the Chaos Sorcerer performed a dark ritual and summoned daemons to this world, but in the future it cannot be built. This building does not play a key role from the moment when daemons are summoned and open their own portals to the Warp.
-- First hero: Chaos Sorcerer. He is the one who summoned daemons to this world and he is seeking daemonic power and daemonic incarnation for himself. In the future, he turns himself into a daemon and he will never take on his former appearance.
-- Tiers of Daemons race:
--- Tier 1. Altar of Destruction is placed on the battlefield in a single copy. This is first unique portal to the Warp.
Units: Furies and Rift Furies are available in Altar of Destruction, Warp Rift, Warp Attractor, and Warp Beacon. Furies are the base combat unit and detector. Rift Furies are the magical builders (autobuilding) and detector. Chaos Sorcerer is available in Altar of Destruction and Warp Rift. Chaos Sorcerer is first commander, mastermind of the daemonic invasion in this world.
Buildings: Warp Attractor (LP and research building), Warp Rift (infantry building), Warp Beacon (building, which can be placed on Slag Deposit, it works as advanced LP).
--- Tier 1,5. Warp Ways research. Requires Warp Rift (which requires Warp Attractor), and Warp Attractor or Warp Beacon. From this moment each daemonic building able to have link to one of Daemonic Realms (Fortress of Khorne, Garden of Nurgle, Crystal Labyrinth, Palace of Pleasure). Warp Rift with this link able to summon specific units of one of Daemonic Realms. Also, on this Tier, Furies overcome their initial weakness in real space, and they able to use their wings.
Units: Base daemonic units are available in Warp Rift (with one of "Way from Daemonic Realm" addon): Bloodletters of Khorne, Plaguebearers of Nurgle, Screamers of Tzeentch, Daemonettes of Slaanesh. Base daemonic units can be summoned from Warp Attractor and
Warp Beacon too.
--- Tier 2. Invasion Escalation research. Requires Warp Ways research, and Warp Attractor or Warp Beacon. Provides a global bonus to Requisition resource production rates. Increases maximum health of Furies.
Units: Chaos Sorcerer automatically turns into Daemon Prince. Shooting daemons are available in Warp Rift (with one of "Way from Daemonic Realm" addon): Flaming Hyenas, Nurglings, Horrors of Tzeentch, Alluresses of Slaanesh. Armoured Warp Beasts are available in Warp Portal.
Buildings: Warp Portal (advanced Warp Rift), where big daemons can be summoned (Daemon commanders, Furies, and Rift Furies too). Warp Eye - defensive turret (depends on the number of LP, 3 on one LP).
Researches: first health upgrades for daemonic units.
--- Tier 3. Full Scale Invasion research. Requires Invasion Escalation research, Warp Portal, and Warp Attractor or Warp Beacon. Provides a global bonus to Requisition resource production rates. Increases maximum health of Furies.
Units: Worlds Crusher (Greater Daemon of Chaos, main commander of daemonic army in this invasion) is available in Altar of Destruction, Warp Rift, and Warp Portal. Flesh Hounds, Beasts of Nurgle, Flamers of Tzeentch, Fiends of Slaanesh are available in Warp Rift (with one of "Way from Daemonic Realm" addon). Giant Chaos Spawns and Greater Daemons are available in Warp Portal.
Buildings: Warp Gaze - advanced turret (depends on the number of LP, 1 on one LP).
Researches: second health upgrades for daemonic units.
--- Tier 4. Forge of Souls research. Requires Full Scale Invasion research and Warp Portal.
Units: Soul Grinders are available in Warp Portal.
---- The end of description of Chaos Daemons. ----
- Daemon Prince of Chaos Undivided can see invisible units now.
- Model and OE-code of Defiler were updated by GrOrc. Now Defiler is able to change its icon in accordance with Mark of Chaos. Visual effect for Possessed Battlecannon upgrade was added.
- Model and OE-code of Chaos Dreadnought were updated by GrOrc. Now Chaos Dreadnought is able to change its icon in accordance with Mark of Chaos. Visual effect for eyes was added. Fixed some little bugs in 3D and OE.
- Bloodletter of Khorne model was changed for Chaos race (Administratum race too, in doctrine of Chaos Renegades) and with GrOrc's improvements.
- Mortar Heavy Weapon Team use squad cap 2 now.
- Plasma Cannon on Sentinel available on Tier 2. Lascannon on Sentinel was moved to last slot after Plasma Cannon.
- Immolator has received additional choice of upgrade (Heavy Bolters), smoke launchers, and transport ability.
- AI is able to build second line of energy: up to 12 generators (6 on first HQ as usually, and +6 on second HQ). Note: Necrons, Adeptus Mechanicus, Tyranids have their own rules.
- New win condtition: Sun Sandbox. Not for playing, but for experimenting with the game. FoW removed, AI disabled, there is a button to switch between all players. Save/load procedure and network game are available. Note: in a network game, not all players will be available for switching, AI-bots will be divided among all live players to switch to them.
- Economic Victory win condtition was updated.
- Fixed some little bugs.
- Some rebalance overpatching was made.
- UCS-files were updated.

Version 1.00.39 (26 February 2023) (...in private status now...)

- Autarch Skyrunner Reaper Launcher has good texture now. Thanks to Obsorber for good work. Autarch Skyrunner Reaper Launcher is true upgrade now (it was only easter egg in previous versions). OE-code for Autarch Skyrunner model was updated by GrOrc for true usage of new feature.
- Autarch model was essentially updated by GrOrc. New Autarch was added in the TWM -- Autarch Fire Storm. This Autarch has mastered several Aspect paths: the Path of Avenger, the Path of Spider, the Path of Dragon, the Path of Reaper, and ultimately, the Path of Command. Autarch Fire Storm may choose one of heavy weapon: Death Spinner, Fire Pike or Reaper Launcher. Model of Autarch able to show Autarch Fire Storm variants randomly in AP. In game Autarch gets his weapons via TWM-wargear-system.
- Howling Banshee and Howling Banshees Exarch models were changed. Old FoK models, but these models were essentially updated by GrOrc in 3D and OE. In particular Exarch can use Shuriken Pistol now.
- Howling Banshees and their Exarchs can use Plasma Grenades. Also they have Feral Leap passive ability after Call of War research.
- Howling Banshee Exarch's Executioner upgrade moved from Call of War Research to Long Blade Weapon Upgrade.
- Another update for Swooping Hawk and Swooping Hawk Exarch. Fixed some visual bugs.
- Stormboy and Stormboy Nob models were changed. Old FoK models, but these models were essentially updated by GrOrc in 3D and OE.
- Stormboyz have Feral Leap passive ability after Stormboy Speed Boost research.
- Stikk Bombs now depends on Stikk Bombs research in Da Boyz Hut. Tank Busta Bombs research now depends on Stikk Bombs research.
- Killa Kan was updated by GrOrc in 3D and OE. New weapons variants: Skorcha and Mega Blasta. Only one weapon can be choosed. Moreover Killa Kan and Ork Dreadnought will be able to uncapture strategic points. Ork Dreadnought was updated in 3D and OE too. Both models were fixed in 3D geometry and animations.
- Orks rokkits are updated.
- Some other important changes.
- Fixed some little bugs.
- UCS-files were updated.

Version 1.00.38 (31 December 2022) (...in private status now...)

- Falcon Grav Tank and Wave Serpent Grav Tank have less HP on Tier2. Vehicle Holo-field Research restores HP to the maximum.
- Wave Serpent Grav Tank has Energy Field now (as Codex say).
- War Walker gains Force Field after Vehicle Holo-field Research. Variable visibility and protection.
- War Walker model was updated by GrOrc. War Walker texture was updated by Obsorber. Great thanks to Obsorber for his very good work in our complicate times.
- Night Spinner Grav Tank was updated by GrOrc. Wargear was added.
- Vyper was updated by GrOrc. Hull mounted Shuriken Cannon was added as upgrade. Also correct position of Vectored Engines. And geometry of Missile Launcher was fixed.
- Random view in the Army Painter was added for Vyper, Falcon Grav Tank, Wave Serpent Grav Tank, Fire Prism, Night Spinner Grav Tank, War Walker, and Wraithlord.
- Some other important changes.
- Fixed some little bugs.
- UCS-files were updated.

Version 1.00.37 (9 December 2022) (...in private status now...)

- !!! Great news within Titanium Wars Mod !!! XV104 Riptide Battlesuit was made by Danila-master (main 3D-art, textures, and animation; 2019-2020), GrOrc (all works for DoW; May 2020), and Obsorber (team coloured textures; 2022), but only now it was released in public. It was long great history, and now we see the magnificent result. In the TWM-SS we have three units: XV104 Riptide Battlesuit (with Ion Accelerator), XV104 Riptide Battlesuit Blinding Spear (with Heavy Burst Cannon and Twin Plasma Rifles), Honour Shas'vre O'Vesa (hero in Farsight Enclaves).
- XV25 Stealth Team for Administratum doctrine "Loyal Service of Tau Empire" have team commander now: XV25 Stealthsuit Shas'vre. Equipped with Plasma Rifle, Shield Generator, and Drone Controller.
- Temple of the Omnissiah able to deep strike (infantry only) for Administratum doctrine "Forge World".
- Tomb Wraith can be built from any Necrons Beacons.
- Random view in the Army Painter was added for Necron Lord and Necron Destroyer Lord.
- Some other important changes.
- Fixed some little bugs.
- UCS-files were updated.

Version 1.00.36 (22 October 2022) (...in private status now...)

- XV25 Stealth Team have team commander now: XV25 Stealthsuit Shas'vre. Equipped with Plasma Rifle, Shield Generator, and Drone Controller.
- XV89 Shas'el (second Tau Commander) is able to direct spawn XV8-02 Crisis Battlesuit Bodyguard Shas'vre -- elite Crisis "Iridium" Battlesuit. It requires wargear research: XV89 Energy Shield and Positional Relay. After this research XV89 Commander receive Energy Shield (as in previous versions of TWM) and Positional Relay (new feature). Positional Relay is needed for direct spawn. This feature present in TWM for some other units long time ago, but now for XV89 Commander too.
- Global rework for all clones (for Ethereal special ability). All clones were remade. Many glitches were fixed. Moreover special scar-script was made for some clones squads. This scar-script removes units from some clones squads for realistic composition of these squads.
- New unit for necrons: Tomb Wraith. Lesser hero. Repairer. Equipped with Particle Caster (able to fire on short distance). Limit 2.
- Tomb Spyder is able to jump now.
- Smoke Launchers were added for all Leman Russ Battle Tanks (not only for IG, but for DH and Admins-FW too).
- Hunter-Killer Missile and Smoke Launchers were added for Hydra AA tank (not only for IG, but for Admins-FW too).
- Limit for Leman Russ Battle Tanks is 6 now, but only 4 for every type of tank.
- Baneblade, Shadowsword, Stormblade, Stormsword use support cap 6 now.
- Lesser heroes for IG (Commissar, Priest, Field Medic, Vox-Caster Operator) have limit 4 now.
- Command tank for IG and AM do not use support cap now.
- Shoota Boy Squad was removed from Fighta-Bomma building and replaced by Gretchin Squad.
- Fixed inconspicuous crash-bug for some doctrines of Administratum race. Thanks to SHADOWRanger for report.
- Some other important changes.
- UCS-files were updated.

Version 1.00.35 (5 September 2022) (...in private status now...)

- Noise Marines Squad have other FX for sonic weapons.
- Many little changes for daemons in Chaos race.
- New unit for IG: Trojan. Builder, repairer, transport. Available in Tier 3. Limit 2.
- New unit for IG: Cyclops. Remote controlled mini-tank with powerful explosive charge on board. Demolition vehicle. Direct spawn from Chimera. Limit 2. NB!: Cyclops does not use Heroes system.
- Rebalance for IG. Sentinel and Support Sentinel use support cap 1 now. Griffon Mortar Tank uses support cap 3 now. Special Weapons Support Squad, Anti-infantry Heavy Weapon Team, and Anti-tank Heavy Weapon Team use squad cap 2 now. Such Administratum units are rebalanced too.
- Warrior of the Omnissiah (for Adeptus Mechanicus) uses support cap 1 now.
- Temple of the Omnissiah able to deep strike (infantry only).
- Arbites Sentinel PowerLifter does not use support cap now.
- New special rework of Heroes scar-script. Living Saint keep experience after Miraculous Intervention (resurrection).
- Eldar have Biel-Tan team-colour in campaign since first versions of TWM. However only now we have true Biel-Tan symbols everywhere in campaign. Great thanks to Obsorber for his good work over needed 2D-art. And Aliera for help with work over Tau campaign icon.
- New Aliera's maps were created and added. Frozendark Webway Crossroad (5). Demes Northlands Nowadays (8).
- Some bugfixes from Aliera for map Penal Colony (8).
- Good AI improvements.
- Some other important changes.
- UCS-files were updated.

Version 1.00.34 (17 April 2022) (...in private status now...)

- Chaos lesser daemons were rebalanced. Thanks to SHADOWRanger for report. Now lesser daemons have more HP, and receive additional HP via Daemonic Mutation Research.
- New Aliera's maps were created and added. Rework of classic maps Demes Northlands and Kier Harrad. Additional rework of Jalaganda Lowlands. New map Unfortunate World, original idea by BERKYT, essential rework by Aliera.
- Some other changes.
- UCS-files were updated.

Version 1.00.33 (20 March 2022) (...in private status now...)

- New hero squad for IG: Regimental Standard led by new hero unit Regimental Standard Bearer. Old model from FoK but it was essentially reworked by GrOrc. More weapons and new animations. In game the Regimental Standard inspires the soldiers, which fight with unparalleled courage while they see own symbol of martial valor. Morale of soldiers can not be broken in wide area around the Regimental Standard.
- Necron Destroyer uses support cap 2 now.
- More correct vertical aim for Necron Doomsday Ark.
- Some rebalance overpatching was made.
- Fixed some little bugs.
- Some other changes.
- UCS-files were updated.

Version 1.00.32 (16 February 2022) (...in private status now...)

- Chaos Greater Daemons costs were greatly decreased.
- Raptors have Feral Leap passive ability after Jetpack Boosters research.
- Khorne Berserker, Skull Champion, Khorne Icon Bearer, Khorne Chosen Champion have Feral Leap passive ability too. If Raptors have it already, then Khorne warriors have it too. If Jetpack Boosters research is not done yet, then Khorne warriors able to obtain this ability by choosing Mark of Khorne doctrine.
- Possessed Chaos Marines move with own speed always.
- Large update for Chaos tanks: Chaos Predator, Chaos Rhino, Chaos Vindicator, Chaos Land Raider. 3D-models and OE-code were reworked by GrOrc. All Chaos tanks have some new visual effects, fixes in 3D-geometry and animations, updated OE-code (it's another update, since its last GrOrc's update in 2014).
- SM-units with Jump Pak have Feral Leap passive ability after "Jump Pack Boosters and Furious Charge" research (only "Furious Charge" in the past). Now this research has a double meaning. And in Tier 1 now.
- OE-codes for all SM-infantry models were updated by GrOrc. Some of them were updated in 3D too. More correct OE-code. Random view in the Army Painter was added for those SM-infantry where it is needed in TWM.
- Random view in the Army Painter was added for Warboss, Big Mek Boss, Big Mek.
- Psy Tower and Chaos Tower models were updated. Some tuning in geometry. Smoothing. Stencil shadow.
- Inquisitorial Rhino (DH) is Tier 2 unit now.
- Acolyte (DH) have Tools of Torturer ability now.
- Stormtroopers (DH) start with 6 units in squad. Veteran Stormtroopers research restores full size of the squad.
- Fixed some maps from campaign. Thanks to Aliera.
- Fixed some little bugs.
- Some other changes.
- UCS-files were updated.

Version 1.00.31 (17 May 2021) (...in private status now...)

- New Aliera's maps were created and added. The landscape has been improved on all new maps, the pathfinding glitches have been fixed. Сovers were added where they were missing. The passable rivers and ponds are shoot through now as it must be. A beautiful background has been added. A lore rationale has been invented and written. All maps are balanced according to Titanium Wars standards. New scheme of strategic points where there weren't enough of them. List of new Aliera's maps:
-- Streets of Vogen, Сerulea, Rhean Jungle. General improvements. Fixed slag deposits, balanced resources, and redrawned background.
-- Jalaganda Lowlands. General improvements as in the previous paragraph, plus the fix to shooting to the passable water.
-- Daturias Pits. TranspersonalPsy made important fix for this map. We made general improvements, redraw background, and re-balance resources in TWM-style.
-- Web on the Sand. The map from TranspersonalPsy. We made a little changes to this map: purely graphical, but important.
-- Blood River was made in two new versions: for 2 and 6 players. These maps were available in the previous release. However the new versions have improved graphics and gameplay. Altar of Khorne has been added to both versions. Construction on the river was blocked, but the version for 6 players has small islands around the Relic points on the river, that can be fortified with turrets.
-- Morriah Coast was made in two versions now. The first version of the Morriah Coast preserve original name and main ideas. This is the Morriah Coast familiar to all DoW-players, but new improvements were applied to it. The second version of Morriah Coast was made with new ideas, and it was named Drained Morriah Coast. In lore, on this map depicts the events following the Dark Crusade campaign. The number of slag deposits has been reduced. All slags were moved to other locations, and on places of the old ones lifeless craters smoke which reminiscent about lost wealth. Both versions of Morriah Coast are quite different in terms of gameplay. These are two different maps, even though it is one landscape.
-- Tranquilitys End has new versions for 4 and 8 players. The new maps are the endless expanse of Brianna's reserved world. These are big maps for global conflicts in TWM-gameplay style.
- Some other changes.
- UCS-files were updated.

Version 1.00.30 (3 February 2021) (...in private status now...)

- 21 December 2020 the project has been created for the global remaking of classic DoW-maps specifically for Titanium Wars. Main maps maker: Fabricator Locum Aliera. With the official support of the Titanium Wars Mod creator: GrOrc. Main goal of this project: recreate all classic DoW maps with large scale to open full gameplay potential of the Titanium Wars Mod. And create new large maps. Titanium Wars Mod must not contain small maps. This is principial position of the Titanium Wars Mod gameplay concept.
- New Aliera's maps were created and added: 2p and 6p Blood River.
- New map was added: 8p Lights Out. Original map was created by Swanky. Special rework of this map for Titanium Wars Mod by Aliera.
- Leman Russ King Pattern (Adeptus Mechanicus) was fully reworked by GrOrc. Improved 3D-model, OE- and AE-code. Some texture's work from Obsorber.
- New unit for Adeptus Mechanicus -- Command Tank. Provides mobile link to nearby automatons. Limit 1.
- Fixed some little bugs.
- Some other changes.
- UCS-files were updated.

Version 1.00.29 (15 December 2020) (...in private status now...)

- Happy Birthday Titanium Wars Mod! 12 years old now!
- Dreadnought, Hellfire Dreadnought, Venerable Dreadnought for SM, and Dreadnought for Administratum in "Call the Angels of Death" doctrine have Heavy Flamer upgrade now.
- Fixed bugs specific only for ver.1.00.28:
-- Fixed bug with texture for Lascannon of Leman Russ Annihilator of Administratum race in "Forge World" doctrine.
-- Fixed bug with relocator for Eldar uber-turret from campaign.
-- Fixed bug with RTX-textures for campaign of SM Tactical and Terminator.
-- Fixed bug with RTX-textures for campaign of WH Immolator.
- Some other changes.
- UCS-files were updated.

Version 1.00.28 (9 December 2020) (...in private status now...)

- New turrets for Space Marines. Thanks to Obsorber (main part of 3D-kitbash and textures) for his good work with true enthusiasm. Now Space Marines have Tarantula Sentry Turret with several interesting variants: Heavy Bolter, Missile Launcher, Autocannon, Lascannon, Plasma Cannon, Heavy Flamer, Multi-Melta, Inferno Cannon, Hyperios Missile Launcher, Hyperios Command Platform.
- New turrets for Daemonhunters. Same as new turrets for Space Marines.
- New turrets for Chaos Marines from GrOrc. Variants: Heavy Bolter, Missile Launcher, Autocannon, Lascannon.
- Some other races have new variant of uber-turrets for balance.
- Improved AI behaviour concerning construction of turrets and some other buildings.
- Chaos Icon Bearers' OE-code was updated. Correct behavior with abilities.
- Autarch Hawk and Autarch Skyrunner have commander retinue now.
- Warlock Skyrunner able to cast Entanglement ability now (animated and OE-coded by GrOrc).
- Ork Battlefortress was essentially updated. Even more good features since early old update by GrOrc.
- Skarboyz were fully reworked. They and Nob Leaders for Shoota Boyz, Burna Boyz, Tankbustaz receive true working twin weapons now.
- Max pop for Orks 260 now.
- Killa Kan uses support cap 2 now. Ork Dreadnought uses support cap 3 now.
- Looted Leman Russ Tank was fully reworked by GrOrc. Now this Orks' tank has true Orks' weapons: Big Shoota in base variant, and it can be upgraded with Skorcha, Mega Blasta, Zzzap Gun.
- Fixed bugs with Dreadnought Mortis and other SM Dreadnoughts. New refined models and OE-code from GrOrc.
- Huge update for SM tanks. 3D-models and OE-code were reworked. All SM tanks have new visual effects, fixed sound effects, new animations on 3D-level, and updated OE-code:
-- Predator was essentially updated. New model from GrOrc with full functional. SM Predator and all Predators of other factions use new model now.
-- Damocles, Rhino, Razorback, and Vindicator were updated in the general direction of this update.
-- In addition Vindicator received Codex-like sensor.
-- In addition Razorback received Multi-Melta upgrade.
-- Whirlwind was essentially updated. Now this unit uses the same wargear as other SM tanks.
-- Land Raider, Land Raider Crusader, Land Raider Redeemer were updated in the general direction of this update.
-- Land Raider Prometheus too, but in addition it has new effects for its sensors.
-- Land Raider Helios was essentially updated. Now this unit uses the same wargear as other SM tanks.
-- For all SM tanks, Smoke Launchers are not constantly visible, it is upgradeable feature now.
-- Fixed bug with animation of "Fire Hunter-Killer Missile" ability. OE-code fix for all models of tanks with this ability (not only for SM, it was made for IG and others too).
- Mounted Greater Knarloc was updated. 3D and OE fixes.
- New taskbar for SM from Obsorber. Great thanks to him.
- Another update for Skitarii from GrOrc. Big update. Fixed bugs with Plasma weapons and many other bugs. Correct behavior with new features.
- Praetorians was essentially updated. New animations, OE- and AE-codes. Now we have correct behavior, new weapon choices (Plasma and Flamer), fire in move, new shield mechanics.
- New texture from Obsorber for Tremor Cannon of Leman Russ King Pattern.
- Fixed some bugs with WH tanks: Rhino, Immolator, Exorcist, Predator, all Land Raiders. 3D and OE fixes from GrOrc, some textures fixes from Obsorber. All models and its OE-codes were essentially updated. In particular:
-- WH Rhino have Smoke Launchers (3D visual) and Field Repair abilities now.
-- Immolator receive Extra Armour (3D visual) after Reinforced Hull Plating research.
-- Exorcists have Smoke Launchers (3D visual) ability now.
-- WH Predator was updated like SM Predator.
- Ecclesiarchal Servitors able to fight in melee now. Animated and OE-coded by GrOrc
- Inquisitorial Rhino (DH) model and its OE-code were essentially updated by GrOrc. Some glitches were fixed. Smoke Launchers were changed.
- Inquisitorial Razorback was updated.
- Death explosion reworked for all tanks.
- Some other changes.
- Fixed some little but unacceptable bugs. Thanks to Obsorber and Aliera for their valuable observations.
- UCS-files were updated.

Version 1.00.27 (21 April 2020) (...in private status now...)

- Fixed bug with non-working save procedure in TWM-SS-campaign within Dark Eldar stronghold. Thanks to AVAT4R and SHADOWRanger for reports.
- Some other changes.
- UCS-files were updated.

Hotfix 1.00.26a (03 April 2020) (...in private status now...)

- Fixed bug with cumulative squad cap for Rail Gun Hammerhead Gunship and Mounted Greater Knarloc in "Loyal Service of Tau Empire" doctrine for Administratum race. Thanks to SHADOWRanger for report.
- Fixed bug with some animation for Kroot Shaper in "Loyal Service of Tau Empire" doctrine for Administratum race.

Version 1.00.26 (17 March 2020) (...in private status now...)

- !!! Greatest news within Titanium Wars Mod !!! Gargant was made. 3D-model and textures from BoyChaos. Very old his work, it was made in 2012. Additional work (lots! huge! time-eating!): additional 3D-corrections, new animations, OE-code, and gameplay realization from GrOrc. My work over it was started 11 May 2019. This unit in game since 17 May 2019 (technically). 18 May 2019 my first ordinary game with this ready unit from my hands. :) Congratulations! Orks celebrate!!! This day is happiest for them in the Titanium Wars Mod!
- New lesser hero for Orks -- Weirdboy, Orks' psyker. Limit 2. Available in Headcrushaz Banner. Can use abilities: Zzap, Frazzle, Warpath, 'Ere We Go. He unable to use his abilities without enough numbers of other Orks nearby. 3D-kitbash, new animations, OE-code, and gameplay realization from GrOrc.
- Mega Armored Nobz can be teleported over the battlefield now (with hero).
- Mad Dok from honour guard (in campaign) was renamed to Da Best Dok, and he have new ability Healing Juice. Provides temporary bonus to health regeneration rate of the Ork boyz or Squiggoth. Ordinary Mad Doks have no such ability.
- Necron Annihilation Barge model and textures were updated by BoyChaos. OE-code and some other additions in 3D were updated by GrOrc.
- Great update for Eldar Autarch. Now TWM have new model which is essentially reworked old unfinished model 2010. Many new anims, huge OE-code, and gameplay realisation from GrOrc. Now TWM has four type of Autarch: Autarch Scorpion, Autarch Banshee, Autarch Hawk (with Swooping Hawk Wings), and Autarch Skyrunner (on jetbike). All Autarchs can use grenades. Each Autarch has interesting weapon upgrades via TWM-wargear system. Some of them are essentially new.
- Significant update for Swooping Hawk and Swooping Hawk Exarch. Fixed some 3D bugs in 3D-geometry. Swooping Hawk Exarch wings are animated now. New aims-anims for these units which allow them shoot on any angle (360 degrees). Now Swooping Hawks are true assault units. In addition Swooping Hawk Exarchs can replace Hawk's Talons with a Sun Rifles (3D design from GrOrc).
- New system of Grav Platforms. Now all small Grav Platforms can be built separately. List of small Grav Platforms: Shuriken Cannon Grav Platform, Scatter Laser Grav Platform, Starcannon Grav Platform, Missile Launcher Grav Platform, Bright Lance Grav Platform. All of them have cumulative cap 10 now. Moreover small Grav Platform model was reworked in 3D by GrOrc, and now it can rotate its turret 360 degrees. Therefore small Grav Platforms can fire in move now on any angle. D-cannon Grav Platform, Shadow Weaver Grav Platform, Vibrocannon Grav Platform have cumulative cap 6 now. Any Grav Platform requires squad cap 1 only. This is true infantry support now.
- Shining Spear Squad uses support cap 2 (old value squad cap 1 and support cap 2). Can use grenades now. Their jetbikes can be upgraded with Shuriken Cannons.
- Reworked colour scheme for Eldar Jetbikes.
- Arbites and especially Arbites Fire Support models were updated. Arbites Fire Support has correct all aims and able to fire in movement with shotguns now. And they has sinc-kills now. And some other improvements.
- Imperial Missionary is able to fire in movement now (with his shotgun). OE-code was updated.
- Adeptus Astartes Candidates are able to fire in movement with shotguns now.
- Three new units for Administratum race in Chaos Renegades doctrine: Apostate Preacher, Rogue Psyker, and Enforcer:
-- Apostate Preacher is corrupt priest. Has passive abilities like other priests in the TWM. In addition he has ability Battle Fury.
-- Rogue Psyker is very dangerous untrained psyker. Has abilities Psychic Lash and Lightning Arc. Can attract daemons from Warp and easily become possessed by them. The Psyker dies as a result of the unsuccessful using of his psy-abilities, and a Warp Portal appears. Lesser Daemons and even a Greater Daemon able to come from Warp through this hole to Immaterium. By this feature of Rogue Psyker, player can receive daemonic squads (the same daemonic squads as within Chaos race).
-- Enforcer is strongman, appointed as overseers within the ranks, forcing the men to fight and follow orders, often at gun point. Has ability Execute.
- New taskbar for Administratum race. Thanks to Obsorber for his good 2D-art work. Also great thanks to him for textures of Apostate Preacher and Rogue Psyker.
- Exorcist tank uses support cap 3 now.
- Penitent Engine uses support cap 3 now.
- All lesser daemons' OE-codes were updated (for future project). Horrors able to uncapture strategic points now.
- New special rework of Heroes scar-script. Builder Scarabs level 7 (and + 1000 EXP) are automatically transformed into Ancient Builder Scarabs. Also another new feature was made: reworked Heroes scar-script checks if a unit could be transformed (via possess mechanizm only), and if is it true, then experience will be trasferred to transformed unit. In the TWM for SS this new feature are used only for these pairs of squads: Chaos Lord - Demon Prince, Saint Celestine - Saint Celestine with Katherine Armor, Archmagos - Archmagos Prime, Hell Stalker - Orbital Stalker. Also another new feature: units level info is visible for all players now. And great new feature: units' level info and attached units' level info are shown on taskbar now! And with tooltips! Thus the levels are not just abstract words and numbers, but now it is detailed element of legend of the game. The old levels' counter (in the combat screen) was preserved, and it can be shown/hided by clicking on the words about the levels in the taskbar.
- In addition to previous item. Special rework of Heroes scar-script especially for Farsight Enclaves: detached Commander Drones take level from Commander-owner.
- Fixed bug with AI Donations scar-script. Now AI Donations works after save-load procedure.
- Fixed sound for Griffon Mortar Tank and Hydra AA tank.
- Some other very important changes.
- UCS-files were updated. Huge update with new references to the legend of the W40k-universe.

Version 1.00.25 (17 March 2019) (...in private status now...)

- Special network edition (!). Titanium Wars Mod was optimized for network (online) game:
-- Network game setup screen was remade as in skirmish before. Correct sizes for listboxes.
-- Even more correct AI behaviour. Including for network play.
-- All scar-scripts (including AI Donations!) were re-made for network compatibility. Known sync errors in network game were fixed. In particular:
--- Fixed sync error bug with "only one WH-bot".
--- Fixed sync error bug with Tau restrictions.
--- No more sync errors with AI Donations. However now AI Donations works differently in network game: all players (both human-players and computer-players) automatically exchange resources (in equal manner).
- Some other important changes.
- UCS-files were updated.

Version 1.00.24 (8 March 2019) (...in private status now...)

- Tau Barracks increases Squad Cap by 2.
- More correct AI behaviour for some important aspects.
- UCS-files were updated.

Version 1.00.23 (28 February 2019) (...in private status now...)

- Main event in this new version of the Titanium Wars Mod: O'Shaserra - Commander Shadowsun and her special drones (Command-link Drone and MV52 Shield Drone) were added as playable unit. New legendary hero in the TWM now. 3D-kitbash, new animations, OE-code, and gameplay realization from GrOrc. Also thanks to Obsorber for his good texture work for new drones. Also thanks to Thudmeizer team for their good work over new sounds for DoW and voice artist Sakura LaTeSang as Shadowsun voice. Now TWM has quality placeholder for Commander Shadowsun.
- New algorithm of choosing of doctrines for AI-controlled Administratum race. Planetary Defence Initiative doctrine can be prohibited manually now. However sometimes it leads to disabling of global analyser, i.e. W40k-background may be broken. Features of the new algorithm:
-- If all doctrines are prohibited manually, then the doctrines are chosen randomly without any restrictions.
-- If all doctrines are prohibited exept one, then this concrete one will be chosen exactly (this feature was not present before, and this is the main thing which I wanted to achieve).
-- If PDI is not prohibited, then the algorithm works exactly as it was already done before (when the global analyzer is turned on, the W40k legend is never broken).
-- If the PDI is prohibited, then (when the global analyzer is enabled) the legend will be broken only in cases when full prohibition is generated by the restrictions of W40k-legend and manual prohibitions in the aggregate.
-- If the global analyzer is turned off, then the algorithm works as before, that is, with the analysis rule of only the nearest player.
- Imperial Planetary Governor has additional abilities.
- Team colour for Imperial Planetary Governor.
- Entrench ability was remade for Arbites Combat Melee. Glitches were fixed. (If squad do not reinforce then just re-entrench it. This is little unfixable glitch still stay, but it is not critical now.)
- Communications Tower allows deep strike for Tau vehicles now.
- All Crisis Suits have correct sign of sept on backside now.
- Tau LPs have correct sign of sept now (like Tau turrets in all previous versions of the TWM).
- Farsight model and its OE-code were updated. Many-many good changes from GrOrc in 3D-geometry, anims and OE-code. Also Farsight use Feral Leap now.
- Farsight model has new good teamcolourable texture now. Great thanks to Obsorber for his good quality texture work. Also thanks him for new texture for Scout Marine.
- Detach Drone ability was added for Farsight Enclave commanders from legendary the Eight. Detached drone able to move and fight independently from commander. However still it can be self-destructed by commader's special command.
- Fixed bug (from Relic and Iron Lore) with OE-code for XV-22 Tau Commander (incorrect wargear upgrades while dying).
- Added new ability for Kroot Mercenaries Squad - Kill the Kroot Shaper. Allows to execute Kroot Shaper of this squad. Executing the Kroot Shaper inspires nearby Kroot squads into fighting harder. In addition, squad members gain access to the accumulation of bonuses from the cannibalism ability. Cannibalism ability work on squad members from execution moment, and not for the Kroot Shaper only. Even if Kroot Shaper will be restored in this squad again, he will not gain bonuses from cannibalism until he will left alone in the squad.
- Commissar Execute has effect on special weapons now.
- Biomorph - Hormagaunt Adrenal Glands adds Feral Leap ability for Hormagaunts (OE-coded too).
- Some rebalance overpatching was made.
- Some important changes.
- UCS-files were updated.
- Readme-files were updated.

Version 1.00.22 (10 January 2019) (...in private status now...)

- Some important cosmetic changes.
- Some rebalance overpatching was made.
- UCS-files were updated.
- Readme-files were updated.

Version 1.00.21 (18 December 2018) (...in private status now...)

- Fast update. Fixed two specific bugs in campaign for Tau race:
-- Non-working Stronghold of Tau (unexpected scar-error because all maps was specifically changed for TWM-SS).
-- Farsight Enclave doctrine was disabled for CPU-player too. (It should have been done in the previous release but there was unexpected behaviour of DoW engine).

Version 1.00.20 (15 December 2018) (...in private status now...)

- Great news (!) about Heroes system. Since version 1.00.20 levels and experience of all units will restore correctly after save-load procedure. I (GrOrc) made new version of Heroes scar-script with this good feature. Item 2.12 in the Titanium Wars FAQ is no longer actual for versions of TWM-DC 1.00.32 and TWM-SS 1.00.20.
- Tau Warrior (and Shas'ui) model was remade by GrOrc. Universal functionality (including melee fight with Bonding Knife in hand).
- XV88-2 Broadside Battlesuit model and its OE-code was essentially improved by GrOrc.
- New unit XV88 Broadside Battlesuit. A variant of XV88 Broadside Battlesuit with missile weapons. This unit has artillery role for Tau race. Limit 4.
- XV8 and XV89 Crisis Suits have wargear upgrades now (Multi-tracker, Shield Generator, Target Lock). AI able to use them too.
- XV89 Crisis Suits have second weapon choice now.
- New elite unit for Tau: XV8 Crisis Battlesuit Bodyguard Shas'vre. Limit 2.
- XV8 Crisis Honor Guard (in campaign) has more weapon variants now.
- Build animation with crane for Coalition Center.
- Kroot Shapers have Feed the Monster ability now. Restores 2000 HP for Krootox and Greater Knarloc.
- Kroot Hounds have Cannibalize ability now (OE-coded too).
- XV22 Stealth Field and XV89 Energy Shield are two different weargear researches now (in skirmish).
- XV89 Commander model and OE-code was updated (GrOrc). More good behaviour of this unit.
- Night Spinner Grav Tank is essentially more effective against buildings. This is new tactical role for this unit.
- Mobilize for War research and Annihilate the Enemy research increases maximum squad size of Dark Reapers and Fire Dragons now.
- Autarch has Wider Vision of Battle ability now. In accordance with the Path of Command. Dramatically increases the line of sight around all squads.
- Laud Hailer morale effect was increased.
- Predator tank was added for Witch Hunters.
- Canoness has additional abilities now. Canoness model has new OE-code from GrOrc. Canoness Seraphim has additional abilities too (but different).
- New uber-turrets were added for Imperial Guard and Witch Hunters.
- Dark Eldar Raider uses support cap 2 now.
- Necron Ghost Ark uses support cap 1 now.
- Vindicator (for CM and SM), Destroyer Tank Hunter and Thunderer uses support cap 3 now.
- Hierophant Lair has new geometry based on Hierophant model (new OE-code and 3D features from GrOrc). Now this building is very different from the Hive Spire.
- Additions for "cap system". Some units for some races increases maximum squad cap and support cap by 4: Chosen Champions for Chaos (and for "Chaos Renegades" doctrine of Administratum), Grey Knight Grand Master for Daemonhunters, Dais of Destruction for Dark Eldar, C'tans for Necrons, Living Saint (or Saint Celestine) for Witch Hunters, Chapter Master for Space Marines (Force Commander for "Call the Angels of Death" doctrine of Administratum), XV89 Commander for Tau (and for "Loyal Service of Tau Empire" doctrine of Administratum), Hive Tyrant for Tyranids. Imperial Guard has same effect after obtaining Governor's Raiment wargear for Company Commander. Ork Warboss increases population cap by 10 and maximum support cap by 4. Avatar of Khaine increases maximum squad cap by 8 (new value) and support cap by 10 (old value) for Eldar.
- All maps (both MP and SP) was remade with new FoW functionality. Player see far now. Problem with flyers was fixed on all maps. Soulstorm compatibility achived.
- Fixed bug with wrong position of animation of Fighta Bomma for player. In addition, now Fighta Bomma can fire on enemy targets while landing operations.
- File "autoexec.lua" was changed for new functionality. Read the file "WarhammerFilm(eng).txt" about it.
- Skirmish game setup screen was made more correctly and comfortable. Also more comfortable listboxes in Army Painter.
- Race info was added to Military Tab of post game summary screen.
- New faction was developed within TWM -- Farsight Enclave. It was made as a doctrine for Tau race. Legendary hero O'Shovah has come in game with his elite forces. Now Titanium Wars Mod has Farsight Enclave as playable faction within DoW engine. Short description below:
-- Tau race has two doctrines now: Tau Empire and Farsight Enclave. This is very early choice in Tau HQ. Tau Empire doctrine contain classic TWM-gameplay for Tau race which is well known (from previous versions of the Mod) for all TWM-players.
-- Farsight Enclave is ultimate variant of Mont'ka doctrine. Crisis Suits are main forces for Farsight Enclave. More Crisis Suits may be used in this doctrine. Main hero is Crisis Suit -- XV8 Commander as alter ego of player. Moreover O'Shovah is most powerful Crisis Suit with legendary Dawn Blade. Moreover O'Shovah has all his minions from legendary the Eight: Commander Arra'kon, Commander Bravestorm, Commander Brightsword, Commander Sha'vastos, Sub-Commander Torchstar, Shas'vre Ob'lotai 9-0, Honour Shas'vre O'Vesa.
-- All legendary Commanders (from the Eight) have weapons, Crisis Suit's special systems, and special abilities in accordance with Codex: Tau Empire Supplement - Farsight Enclaves. Each of them have gameplay realization within DoW gameplay system.
-- New squad Fire Warriors Assault with Pulse Carbine as one of squads of base infantry.
-- All Fire Warriors (Shas'la and Shas'ui) able to fight in melee with their Bonding Knives.
-- Two new types of Crisis Suits: Frontline variant and Fireline variant.
-- New very specific elite unit: XV8-02 Crisis Battlesuit Bodyguard Shas'vre. Limit 2. Equipped with two Flamers and Onager Gauntlets. Able to fight in close combat with his ancient Onager Gauntlets.
-- New unit: Warscaper Drone. Concept in accordance with Codex: Tau Empire Supplement - Farsight Enclaves. 3D-design and DoW-gameplay realization from GrOrc.
-- Kroot army is disabled for Farsight Enclave but squads of Kroot Mercenaries can be hired in Cadre Headquarters and Communications Tower. Requires captured Critical Location only. Contains Kroot Shaper as leader, Kroot Carnivores and Kroot Hounds as squad members in any proportions.
-- Thanks to Thudmeizer team for their good work over new sounds for DoW and voice artist Sean Chiplock as Farsight voice.
---- The end of description of Farsight Enclave doctrine. ----
- New faction was developed within TWM -- Adeptus Mechanicus. Thanks to Karandras for his great work for many years over 3D-models and gameplay concept. This faction was remade by GrOrc in the TWM-framework. Some 3D-models were fixed. Some buildings were added. New gameplay features in TWM-style were added too.
- Some important cosmetic changes.
- UCS-files were updated.
- Readme-files were updated.
- Easter Egg was added. ;) Secret gameplay bonus for WH-race. The spiritual quest of Canoness (works for both type of Canoness).

Version 1.00.19 (19 April 2015) (...in private status now...)

- Teamcolour for Malcador tank. Thanks to MonkeyXXL.
- Teamcolour for Eldar Webway Great Portal and Space Marines' Demolition Bomb. Thanks to Dante.
- Now Necron Gauss Pylon has ability Gauss Annihilator Ceasefire.
- Teachings of Mont'ka and/or Teachings of Kauyon increases maximum squad size of Fire Warrior Teams (+1) and Vespid Squads (+3).
- Now cap of Ancient Builder Scarabs is the same as ordinary Builder Scarabs.
- Energy Core no longer increases squad size for Necron infantry squads (+2). Now this function belongs to Essence of the Nightbringer and Essence of the Deceiver researches.
- Tau LPs, Adv.Turrets, and barrack with turret were updated. Correct behaviour while aiming and after.
- Builder idle event was removed from all builders for all races.
- Fixed AI-bug with shrouding for Webway Great Portal. Now AI is able to use it. Moreover the AI-algorithm for all Eldar shroud abilities was improved by GrOrc.
- Fixed bug within AI Donations scar-script (wincondition). Thanks to Nofaced for report. Moreover this scar-script was improved by GrOrc.
- Fixed bug with firing Necron Gauss Pylon during first setup process. Titanium Wars FAQ item 4.1 is not actual now.
- Some important cosmetic changes.
- UCS-files were updated.
- Readme-files were updated.

Version 1.00.18 (15 November 2014) (...in private status now...)

- Jubilee version. 5 years ago the first public version of the Titanium Wars Mod (for DC) was released (15 November 2009).
- Avenging Angels able to jump now (OE-coded too).
- Screaming Jets' effect was essentially increased for all DE vehicles.
- New version of DH-buildings with good shadows. Thanks to jONES1979.
- Fixed very rare appearing bug in some strongholds of TWM-SS-campaign -- some squads can stay invulnerable after campaign-inner-cinematic. Very rare bug, hard for testing, however it was fixed.
- Some cosmetic changes.
- UCS-files were updated.

Version 1.00.17 (6 October 2014) (...in private status now...)

- Fixed some little bugs.

Version 1.00.16 (19 September 2014) (...in private status now...)

- First FC-version (FC = Final Candidate). Any version from this moment may be last.- Rippers can repair Tyranids' buildings and some units now.
- Fixed glitch with lost weapon upgrades for squads while using Act of Faith: Emperor's Touch. Weapon upgrades' progress is freezed while using this special ability.
- Fixed specific Relic-bug in campaign within Ork Stronghold (scar-error after destroying some key Orks' buildings before receiving secondary objectives connected to them). Thanks to TIGRYLbKA for report.
- Fixed some little bugs.
- Some important cosmetic changes (including in campaign).
- UCS-files were updated.

Version 1.00.15 (17 July 2014) (...in private status now...)

- New type of Tau builder was added in Coalition Center and Communications Tower. This is just alternative builder for Tau race. The number of that builder are cumulative with ordinary drone builder from Tau HQ.
- Fleet abitity was added for most DE infantry.
- Malcadors' Lascannons now available only after Full Scale War research.
- Synckills and syncdeaths were added for Imperial Planetary Governor.
- Wraithguard model was essentially updated on 3D level and OE-code (by GrOrc).
- Fixed some new bug in campaign (present only in ver.1.00.14) concerning recently removed old IG-research. Thanks to Lost Ghost for report.
- Teamcolour for new Tau Builder and Macharius. Thanks to MonkeyXXL.
- Some important cosmetic changes (including in campaign).
- UCS-files were updated.

Version 1.00.14 (31 May 2014) (...in private status now...)

- New race Administratum was developed within TWM. This is background faction of Warhammer 40000 universe. This is not a faction from tabletop game and it has no Codex from Games Workshop. However this faction has good description in background of Warhammer 40000 within W40k-manuals and other books. This faction is mass defenders of the Imperium planets. It contain Adeptus Arbites and Planetary Defence Forces (PDF). It can use ancient and other rare technics of the Imperium (like Malcador tanks and others). This is most numerous faction within Imperium. Now Titanium Wars Mod has this faction as playable race within DoW engine. Short description below:
-- Tier 1: Administratum race start as civil planetary colony of the Imperium. HQ is Governor's Palace. Main hero is Imperial Planetary Governor. Key units are the Civilians (Men and Women). Each Civilian increases Squad Cap and Support Cap by 1 (this role is important on all stages of game). Has no weapon. Unable to fight. Can capture Strategic Points though (in neutral zones as a rule). Main fighters on Tier 1 are Adeptus Arbites. Adeptus Arbites are law and order of the Imperium.
-- Tier 2: Planetary Defence Forces are available here. Soldiers of PDF like Guardsmen but with some differences. Moreover the Civilians can be called to the army (with excess of the Squad Cap limits if it is needed).
-- Tier 3: Adeptus Mechanicus Factory means moving on the Tier 3. All technics are available from this level.
-- Tier 4: Uber tanks are available on this tier. Moreover Imperial Planetary Governor can choose a doctrine in order to continue the global planetary conflict in some special manner. He can stay as loyal to the Imperium or he able to betray the Imperium and make actions as ally to enemy of Imperium. There are 5 doctrines:
--- "Call the Angels of Death". The Planetary Governor calls the Angels of Death in order to help local Planetary Defence Forces in the battle against the enemies of the Imperium. A Space Marine Company is deployed with the aim of building up a massive force of mobile heavy firepower to overwhelm the enemy with it.
--- "Inquisitorial Mandate". The Planetary Governor requests Inquisitorial support in order to clean the planet of the Imperium from enemy presence. The local Planetary Defence Forces are requisitioned and reorganized by the Imperial Inquisition to combat the taint of Chaos, heresy, and xenos.
--- "Loyal Service to Tau Empire". The Planetary Governor betray the Imperium and reveal himself and his minions and followers as Tau Loyalists. Tau expeditionary forces are deployed on the planet surface in order to bring the Greater Good in these realms which are inhabited by irrational Gue'la.
--- "Chaos Renegades". The Planetary Governor betray the Imperium and reveal himself and his minions and followers as Chaos Renagades. Chaos strike forces are deployed in these realms of the Imperium to conquer entire planet in the name of Chaos Undivided.
--- "Planetary Defence Initiative". The Planetary Governor use own military resources without any help from outside.
-- General notes about new playable Administratum race:
--- Some part of 3D content was taken from Steel Legion Mod and Witch Hunters Mod. Great thanks to this old famous DoW-modders teams. Some of these models were remade by GrOrc in order to conform with TWM concept of Administratum race. Some other models from some other source were used and remade by GrOrc too. For example, all infantry have special badge on breast after choosing Tau or Chaos Renegade doctrine. Vehicles have special visual details too.
--- Administratum race has new buildings. For example, uber-turrets were based on Leman Russ cannons in correspondence with W40k background.
--- Squad Cap and Support Cap system of Administratum race is unique. Each Civilian increases both type of Cap by 1 (important in early stages of game). Special researches are used too (available in Arbites Local Headquarters and Civil Houses). Arbites Repressor Depot (Add-on) increses Support Cap by 5. Any special building of external allies increases both type of Cap by 5. Civil House increases both type of Cap by 2.
--- Administratum race has no problem with tactical information. Relay Station has special ability to reveal huge part of map.
--- Administratum race has TWM-like AI. Moreover AI has special algorithm in order to choose doctrine in correspondence with nearest enemy. For example, AI never choose Tau doctrine if nearest enemy is Tau. Moreover special scar scripts were developed in order to make manual restriction of doctrine choosing by AI (special game options in winconditions section).
---- The end of description of Administratum race. ----
- Bloodthirster receive extremely more HP while "Use Mark of Khorne" ability.
- Chaos tanks units were updated by Melooo models (from Purgation of Kaurava mod). Thanks to Melooo. OE-code of these models were fixed and remade by GrOrc.
- Chaos Gods Temple model was updated (by GrOrc). Now special banners indicate which Chaos-doctrine was choosed.
- All Chaos forces can deep strike from Chaos Gods Temple now.
- Special scar scripts were developed in order to make manual restriction of Chaos doctrine choosing by AI (special game options in winconditions section).
- Enclosed Crew Compartment upgrade was added for Basilisks.
- Thunderfire Cannon was added to Techmarine squad.
- Rhino model was updated (for SM).
- New upgrades and abilities was added for XV89 Commander.
- Teamcolour for Tau Communications Tower. Thanks to Dante.
- New unit for Dark Eldar -- Vessel of Pain. Super-heavy skimmer tank. Limit 3. Thanks to Karandras for kitbash idea of this unit and initial development of the 3D-model. 3D-fixes and 3D-redesign, animations, needed markers, events, OE-, AE-, AI-code, and many other things were made by Grumbling Orc.
- New research on Tier 2 for Dark Eldar -- Kabal Mobilization. Modifiers were removed from 2nd HQ-add-on and they were placed in this new research. Increases maximum squad size of Mandrakes, Warriors, and Scourges. Increases maximum number of heavy weapons Scourge squads can carry.
- Sight range was increased for all Dark Eldar vehicles.
- Chaos Gods Temple, Chaos Dark Mechanicums, Adeptus Titanicus Factory, Tau Communications Tower have limit 1 per HQ now.
- All turrets (for all races) save last aiming.
- Name of levels within Heroes system were changed: Expert = level 3, Veteran = level 4.
- Even more correct work of AI.
- Many-many important cosmetic changes.
- UCS-files were updated.

Hotfix 1.00.13 (22 December 2013) (...in private status now...)

- Fixed some little bugs for Tyranids race.

Version 1.00.12 (15 December 2013) (...in private status now...)

- Tyranids race was added. Now all 11 classic W40k races are present within the Titanium Wars Mod (TWM) framework. Tyranids race is TWM-adaptation of old famous Tyranid Mod (ver.0.5b2). Great thanks to old Tyranid Mod team (modelers and texturers especially) for their great work for many years. However TWM has another concept of Tyranids race within DoW (TWM) framework (see details below). Moreover OE-code (WHE-files) for all units and buildings were remade (by GrOrc) within TWM framework for good bevaviour in game and in order to comply the TWM concept in W40k manner. Some WHM-files were remade too for more correct work of new OE-code (new anims were added). Some details about TWM-concept of Tyranids race:
-- New interface for Tyranids race. Correct work in game and playback.
-- Tyranids have no visible workers on the battlefield. All Tyranids buildings drop directly from Hive Fleet in orbit. Press on "."-key or press on left-top corner of the screen (on resource panel) to gain access to Hive Fleet in orbit. This is DoW-worker like DE- or DH-worker, but it is flying unit over the battlefield beyond the visible area for player. All buildings are constructed automatically after drop from orbit, but make sure that the invisible builder has touch each new building really (look on progress construction bar of new building and re-touch on the new dropped building by the builder if it is necessary). Hive Fleet has special abilities for global usage on the battlefield.
-- Tyranids have two type of resources: Biomass (green) and Influence (blue). Biomass is biomass which are consumed by Hive Fleet in orbit via Capillary Towers. Influence is biomass which are consumed by local Tyranid's broods and bases on the planet and this is depend on controlled territory (build Spore Chimney for consuming this resource). Biomass is needed for all units. Influence is needed for buildings, upgrades, and some special abilities.
-- Hive Spires (HQs), Capillary Towers, and Spore Chimneys project a large control area allowing other buildings to be placed on a large part of the map. So most buildings can not be placed in any location without control from that key buildings. Tyranids are needed to expand their controlled territory by construction of key buildings in new locations.
-- Almost all buildings have limits per HQ. Thus more HQ allow to construct more Tyranids' buildings on the map.
-- Rippers are good close-combat and anti-buildings unit. They can be dropped anywhere including invisible locations (under fog). Eat anything around. They able to cannibalize corpses to gain health (OE-coded). Limit 5 without cap usage.
-- Alpha Warriors squad was added. Like other Warriors but it is armed with Randing Claws and Scything Talons. Can be upgraded with a Venom Cannon or a Barbed Strangler. Limit 2.
-- Gargoyle squad was added. This is only one flying unit in the TWM framework (see Titanium Wars FAQ item 4.6).
-- Tyranids have no tech units (like tanks of other races). Thus anti-tank weapons are less effective and anti-tank abilities are unusable against them. All support squads for Tyranids are monstrous type.
-- Biovore is monster. Long range artillery. Only one unit in squad. Limit 6.
-- Zoanthrope is monster. Powerful ranged psychic attack unit. Only one unit in squad. Limit 4.
-- Carnifex WHE- and WHM-files were essentially remade. Now all Carnifex-like units have good behaviour in game and true view in Army Painter. It has become more functionality in the OE-code (any combinations of upgrades and good behavior while shooting). New type of Carnifex was added. It's a Thornback (spawned with twin-linked Devourers and Barbed Strangler, limit 6).
-- Hive Tyrant is hero unit with wargear in accordance with TWM traditions. Special buildings (Hive Tyrant's Lair) contain upgrades for this hero. Fixed some bugs in OE-code of Hive Tyrant (WHE-file).
-- Hierophant Bio-Titan is titan-like unit for Tyranids race. Hierophant Chamber is needed for this unit on highest Tier level. Great thanks to Catwell for Hierophant model. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc. Without this unit Tyranids race could not be realized within the TWM framework.
-- New special abilities were added for some Tyranids units in concordance with W40k Codexes.
-- New Tyranids AI in TWM manner.
-- Sound effects and sound speeches were added wherever they were needed.
-- Thanks to Dante for rework all Tyranids textures (specular effect was added for all). Thanks to BoyChaos for rework old "WHM Import" script.
---- The end of description of Tyranids race. ----
- Plasma Rifle upgrade was added in both arms for XV81 Crisis Suit Shas'vre.
- Sister Hospitaller has Paladin's Healing Touch ability now (OE-coded too).
- New improved debut strategy for Whitch Hunters. Random convent on start and random type of early sisters therefore.
- SP, OP, and RP were fixed and remade, and Tyranids team colourable "banner" (chimney on SP) was made for new Tyranids race within TWM framework. Tyranids never had such stuff in DoW1 mods before.
- Fixed bug with Assassinate Win Condition (unnoticed since ver.007). Random Canoness appearance was added for Whitch Hunters race in this type of game.
- Music playlist was updated.
- Many-many important cosmetic changes.

Version 1.00.11 (30 May 2013)

- Final spring version.
- Some cosmetic changes.

Version 1.00.10 (9 May 2013)

- Victory version.
- Some cosmetic changes in campaign.
- Some other changes.
- UCS-files were updated.

Version 1.00.09 (1 May 2013)

- Festive version. All fixes are included.
- Some cosmetic changes.

Hotfix 1.00.08 (15 April 2013)

- Fixed bug with teamcolour for Eldar Farseer.
- Fixed bug with textures for Necron Lord in invisible state.
- Titanium UCS-file was updated.

Version 1.00.07 (10 April 2013) (first version with release status)

- Release status of the Titanium Wars Mod for Soulstorm is achived now. All aspects of DoW-game were good developed for SS version of this Mod, and good quality standards of this project were realized as well as in DC version before. Now we can see first release version of the Titanium Wars Mod for SS. Number of current version is 1.00.07. And 1.00.xx in future development...
- Global update for Whitch Hunters race within TWM framework:
-- Many new WH units were added. They are based on beautiful models and textures of great Whitch Hunters Mod (from KRMZ and Friedric P.). New units are: Arco-Flagellants, Canoness Seraphim, Callidus Assassin, Saint Celestine, Cherubims, Inquisitor (Female), Sister Hospitaller, Crusader, Retributor, Battle Sister of Silence, Celestian Sister of Silence, Repentia Sister of Silence, Seraphim Sister of Silence.
-- Most new units were placed in new building: Sisters of Silence Convent. This is alternative infantry building located among advanced constructions but it can be used as alternative first barrack of infantry in first stage of game.
-- New ability and new weapons for new units.
-- New AI for WH race with fully support of all new units.
-- New OE-code for all old models from Whitch Hunters Mod (many bugs were fixed and all needed SS-features were added in OE-code).
- Annihilate the Enemy research essentially icreases HP of Wraithguards.
- New units: Necron Annihilation Barge, Doomsday Ark and Ghost Ark were added. Models, textures, and some FXs from BoyChaos. Great thanks for his great work. Final integration 3D stuff in DoW, AE-, OE-, AI-code from GrOrc.
- Energy Core increases squad size for Necron infantry squads (+2). Second Monolith addon increases squad size for Immortals (+2).
- Correct die flying animation was OE-coded for Seraphim and Seraphim Veteran Superior (original Relic units).
- Titanium Wars FAQ was created. See file "Titanium Wars FAQ (eng).txt" among txt-files of Mod. It contains very useful info for all TWM-players.
- Fixed some little bugs.
- Titanium UCS-file was updated.

Version 0.99.06 (23 December 2012)

- Fragmentation Grenade was added for Vox-Caster Operators.
- Celestians have 6 units per squad now.
- Global campaign update. The SS-campaign was fully updated within TWM-SS framework. Now the new TWM-SS-campaign has true TWM-style in all scripted missions in Strongholds for all races.
-- Common:
--- Stronghold's scripts and maps were essentially remade.
--- More agressive behaviour of campaign opponents in the Stronghold's missions.
--- All TWM-units, TWM-weapons, and TWM-upgrades are used in campaign Stronghold's missions, updated intro/outro, etc... many-many changes...
--- True single player enemy heroes fight in Strongholds with own wargear. Enemy heroes really present on the battlefields and fight against player forces.
--- Almost all TWM-skills for troops are used in Stronghold's missions.
--- More static enemy defence on the Stronghold's maps.
--- Campaign textures were made where they are needed.
--- New markers on Stronghold's maps for good initial placement of player's Honour Guards.
--- More correct algorithms for good behaviour after save/load procedure.
-- Chaos: New attack algorithms. Khorne shrines produce many troops and daemons. All Greater Daemons will appear there.
-- Dark Eldar: Intensive attacks. Vect vehicle jump back after combat. Other DE vehicles can jump into combat.
-- Eldar: Jump attacks on player base. Intensive attacks in first phase of battle. More intensive attacks from gates.
-- Imperial Guard: Randomize supertanks. Good attacks from different directions. Drivers get into the tanks more quickly. Main base active now.
-- Necrons: New Monoloth attacks. Three peripheral Monoliths can attack player. Relic base active now and produce elite troops. More intensive defence algorithms.
-- Orks: More intensive attacks on player base. Strong static defence.
-- Whitch Hunters: New attacks waves from new locations. Landing troops from different vehicles. Inquisition forces on the battlefield. Confessor stay on the battlefield after crusades and he help to defence main base in final stand. New sound events during mission.
-- Space Marines: More intensive attacks on player base. New defence algorithms by drop pods.
-- Tau: More intensive attacks on player base. Strong static defence (turrets and invisible units).
- Jump animations were OE-coded for Apothecary, Banner Bearer, Emperor's Champion, Reclusiarch, Force Commander, and Force Commander campaign variant. It was done for correct behaviour in jump state with attaching into jump-squads (Assault Marines).
- Fixed some little bugs.
- Titanium UCS-file was updated.

Version 0.99.05 (18 October 2012)

- All vehicles and buildings can be repaired faster. Maximum number of useful repairers were increased for all races.
- Battlecry special ability was added (and OE-coded) for Emperor Champion.
- SS-campaign was partially updated within TWM-SS framework.
-- Fixed some incorrect commanders' wargear in SS-campaign.
-- Space Marines and Orks Stronghold's scripts and maps were remade (new units, new weapons, updated intro/outro, etc... many-many changes).

Version 0.99.04 (31 July 2012)

- New Heroes scar-script was updated for compatibility with campaign.
- Some rebalance overpatching was made.

Version 0.99.03 (22 July 2012)

- Heroes System (scar-script) was updated by GrOrc. Attached squad problem (no XP for attached units) and garrisoned attached squad problem (XP and level loss for attached squad in garrisoned state) problem were fixed. Now with new Heroes system, attached units gain XP and levels correctly.
- Leman Russ Annihilator was added. (Old FoK model was updated by GrOrc.)
- Codex race Daemonhunters was developed within Titanium Wars Mod framework. Thanks to Inquisition Daemonhunt Mod for models, FX, arts, sounds, and some gameplay ideas. However Daemonhunters (DH) race has new TWM-like gameplay now. Some features are described below:
-- All unit/buildings parameters, models, and visial effects were made by Titanium Wars Mod (TWM) standards. AI is fully functional for DH as for all other races in TWM. DH race only for skirmish and multiplayer game as yet.
-- New units and buildings. New abilities and upgrades.
-- Concise description of DH race:
--- Tier 1. DH start with Stormtroopers (FoK model) as base inquisition forces. Stormtroopers like Kasrkin but more weak in Tier 1-2 up to Tier 3. They gain full power after Tier 1-2-3 upgrades. Bodyguards is other Tier 1 squad (limit 1). Like Stormtroopers in relation to upgrades. Builder Archivist can jump but unable to repair vehicles and buildings. However he able to construct buildings like DE builder - building is constructed automatically without builder presence.
--- Tier 1,5. Maintanance Servitor. Close combat unit and main repairer. Scholars squad. Early detector and special support squad with some special abilities. Rhino. Light support tank and transport.
--- Tier 2. Gun Servitors. Heavy fire support squad and secondary repairer. Assassins (Death Cult, Eversor, Vindicare). Infiltration forces. Chimera and Razorback. Light tank and transport. Availability of advanced weapons for infantry.
--- Tier 2,5. Grey Knights forces come here with Knights and Dreadnoughts.
--- Tier 3. Daemonhost. Spawned by Inquisitor, terror unit, can not be used near Grey Knight forces and buildings. Leman Russ Executioner and Annihilator variants (cumulative limit 5). Medium support tank. More advanced weapons for Grey Knight Dreadnoughts. Some special abilities for units and buildings.
--- Tier 4. Grey Knight Terminators (limit 2) and Paladins (limit 1). Grey Knight Librarian (hero). Land Raider and Land Raider Crusader (cumulative limit 3).
--- Tier 5. Warhound Titan.
-- OE-codes were fixed and reworked for Bodyguards, Scholars, Grey Knights (both models), Grey Knights Terminators, Dreadnoughts, GK Land Raiders, Inquisitorial Razorback.
-- New specular textures for Grey Knights squads based on FoK models. Thanks to MonkeyXXL for such textures.
-- New unit Daemonhost was created from Psyker model (GrOrc). Some new geometry, anims, FX, and OE-code.
-- All deepstrikes works correctly and different for different forces. Infantry uses Valkyrie as dropship from Inquisition Watch, Grey Knights forces uses teleport ability from Grey Knights' Teleporter, Land Raiders uses Thunderhawk as dropship from Domus Astra Telepatica.
-- Fully reworked new AI.
- Thanks to jONES1979 and karandras_i for their contribution to work on Tarantula Sentry Laser Turret.
- Titanium UCS-file was updated.
- Some rebalance overpatching was made.

Version 0.99.02 (8 June 2012)

- Lord of Change was added in true form. Great thanks to TS Mod team for model. Thanks to Andrei354 for base complex animations. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc.
- New Ork Stompa was added. It was named "Grot Stompa" because it is not enough big as normal Stompa and piloted by Grot (as part of model). Great thanks to Maestrorobertus for model and its base animations. Thanks to Andrei354 for die animations. Additional animations, needed markers, events, OE-, AE-, AI-code, and many other things were made by Grumbling Orc.
- New idle turn animations were added for Revenant (by Grumbling Orc).
- New building Adeptus Titanicus Factory was added for Whitch Hunters. It adds 10 support points. Produces servitors, inquisitorial vehicles, and ultimate powerfull unit -- Warhound Titan.
- Ravager don't require Soul Cage now.
- Second infantry health upgrade was added for Dark Eldar.
- Planetary Strike Add-on increases maximum squad size of Mandrakes, Warriors, and Scourges now. Also upgrades maximum number of heavy weapons Scourge squads can carry.
- Haemonculus is more effective as detector now.
- Exorcist is more effective against buildings now.
- Whirlwind battery can be upgraded now. Old upgrade was renamed to "Hunter-Killer Missile Launchers for Rhino based vehicles, and improved Whirlwind Missile Battery". New function: increases range of fire for Whirlwind Missile Battery.
- Now "More Sluggas" research increases maximum number of heavy weapons Slugga Boyz, Shoota Boyz, Kommandoz, and Grotz Gang squads can carry. It was renamed as "More Sluggas and Dakka".
- New rational binding system for Necrons abilities.
- Mark of Khorne ability was added (and OE-coded) for Bloodthirster and Bloodletters. Additional sound effects for Mark of Khorne were added to OE-code of other Khorne units.
- Fixed bug with disappearing Mark of Khorne ability icon after reinforcing of Khorne Chosen Champion Squad. Bind "S" for this button now.
- Avatar, Bloodthirster, and Keeper of Secrets were rescaled.
- Fixed bug with incorrect transformation of some fire tracers from muzzles of enemy weapons to Kustim Stompa and Keeper of Secrets.
- Improved OE-code for Ork Dreadnought and Killa Kan. Correct move animation for both, and improved aim behaviour for Ork Dreadnought.
- File "autoexec.lua" was changed.
- Some rebalance overpatching was made.

Version 0.99.01 (24 February 2012)

- Elite Incubus Squad was added. It is spawned from Dais of Destruction. Max limit 1.
- Turbo Boosters ability was added for Reaver Jetbike. Allow the vehicle to move at top speed, but disables all weapons. Makes the vehicle resistant to ranged damage while the ability is active.
- Ravager max limit 6 now.
- Fixed some little bugs.
- Some rebalance overpatching was made.
- Fixed some errors in the Titanium UCS-files.
- Titanium readme files were updated.

Version 0.99.00 (16 February 2012)

- Look on files "Titanium readme (eng).txt" and "Titanium Wars FAQ (eng).txt".

Edited by: GrOrc

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