Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
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1.87.3 Changelog | Locked | |
Thread Options | 1 2 3 4 | |
Jun 30 2016 Anchor | ||
Version 1.87.3 is released unofficially. That means it is hard to install and you will later need to delete everything and reinstall upon later versions. This will also not work with non New Races of Ultimate Apocalypse mod. So you can only play this version with New Races involved. INSTALLATION: Place all files into your DOW: SS directory. Overwrite. Extract all files from Ultimate_Apocalypse_Patch directory into your Ultimate_Apocalypse_THB directory. Overwrite. You have been warned, this is an unofficial release, but contains the next fixes for previous version. This is being released now because I am on vacation, and Kairos decided to quit making the mod for the month while I'm gone for whatever reason. And so here it is, the next patch. Kairos was supposed to prepare it, but here it is... UNOFFICIAL RELEASE: Mediafire.com
CHANGELOG
Hint: * Warhound and Reaver Titans that deal extreme damage to units underneath them no longer applies said damage. Edited by: Lord_Cylarne |
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Jun 30 2016 Anchor | ||
Many thanks big time! This will make the game as polished as it's never been.
Do you mean less damage? Because Space Marines warhound and reaver titans stomp damage is huge 1.87.2 and NEEDS fixing. So I hope you have decreased stomp damage and not increased?? Or you might be talking of something else?
No , it doesn't exit.
I know many players request the triolith but please don't implement the one whose model is really unfinished and looks like a HUGE chunk of block. (P.S Youtube.com ) The model is simply not finished. Thanks for lowering Edited by: dominikat |
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Jun 30 2016 Anchor | ||
Space Marines warhound and reaver melee crush damage is huge. They should have fixed that but prolly forgot to point it out in changelog? all in all nice changes! Edited by: UAfan |
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Jun 30 2016 Anchor | ||
Stomp ability. For Warhound.
Unfortunately, it is that one. :\
Updated changelog. |
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Jun 30 2016 Anchor | ||
Nvm. Edited by: Chosen_of_Khorne88 |
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Jun 30 2016 Anchor | ||
Necron Triolith would be considered a placeholder like asking for a Tyranid Harridan and getting something ingame just for the interm. Its something at least but of course we'd all love to get more in but art devs for DoW1 need more love and affection (and the odd bribe too). >:] |
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Jul 1 2016 Anchor | ||
Well then nice to hear space marine crush damage from titans is fixed. Edited by: UAfan |
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Jul 1 2016 Anchor | ||
That Tervigon unit is a class below the Hierophant as far as I know isn't it? It must be tough but it's the Hierophant which is Tyranids strongest unit. Is it possible to allow Warlord titan and Imperator be in army painter too? Edited by: djeronim |
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Jul 1 2016 Anchor | ||
Can't we have the Triolith developed by Cosmocrat? It looks 250 times better? It's in his pics section you can check it out. |
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Jul 1 2016 Anchor | ||
It's really nice that we see changelogs posted in advance. There is one thing I gotta say though - I do appreciate the fact that there are new people to the forums and they share opinion about the mod but very often new players come out here and say " Oh nooo nerf Grand Master or oh noo nerf this or that super unit" without even playing competitively or without knowing how to counter the unit. That's why I think the opinion of some players should be of higher value than that of others. How can you compare a player who's just lost his first game and has come to complain to a player who's been playing for years and even competitively . (VoidLight for example) Just saying that it might be a good idea to consider player experience when taking comments into consideration. Edited by: dominikat |
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Jul 1 2016 Anchor | ||
dominikat wrote: I do agree here. Most demi-god units are 100% fine. Now that Legio Titanicus is out most games are played on Legio titanicus rule. Which makes you ABLE to summon 10s of titans late game. Nothing beats many flying relic units like voidravens, vampire raiders or titans. Those units are strong at mid game or early late game but they are absolutely counterable late game. Edited by: UAfan |
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Jul 1 2016 Anchor | ||
Why lower the brightlance damage of war walkers? War walkers were already kind of weak and are obsoleted the second you get hornets, which are better in every possible way. |
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Jul 1 2016 Anchor | ||
I'm not 100% sure but I think Eldar AI can still fire their superweapons even when it's restricted. Also can anyone confirm if the ShadowSeer can cast one of Elders superweapons? I glad Daemons s got a level 8 hero ability I just hope it's more effective than the storm the Lord of change uses (because the hero lv8 upgrade is expensive) or atleast free to use and hace a similar cooldown like the lord of changes if its going to be around the same damage wise. Best case would for it to be slither less damage than the super weapon but just cover a much smaller area. |
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Jul 1 2016 Anchor | ||
Oops. xD Hey when I leave, consult that with Necronguy. ^^ @ Future Cylarne or Necronguy: lybio Jun 4 2016 says: 2) Chief Librarian and Chaplain should equip teleporter, instead of jump pack because teleport doesn't have any delay. 3) Vanguard Veterans should equip jump pack, instead of teleporter, as they are advanced version of Assault Squad. 5) The Cult Marines(Khorne Berzerkers, Rubric Marines, Plague Marines, Noise Marines) should be available only when choosing the Chaos Gods. 12) Tomb Spyder should be changed into Canoptek Spyder. 14) Wraith should be changed into Canoptek Wraith. Also, Canoptek Wraith should capture points, 15) Player Switch button in Sandbox Mode should change its location to the bottom of menu bar. 16) Chosen Chaos Space Marine(the antithesis of Sternguard Veteran Squad) should be added. 18) Grand Lord of Chaos upgrade should be available from Sacrificial Circle, rather than being Wargear upgrade. 19) Description of Techmarine: Elite builder unit. Can construct structures 2x faster than Servitors. 20) Description of Hellsmith: Elite builder unit. Can construct structures 2x faster than Heretics. 21) Description of XV30 Heavy Builder: Elite builder unit. Can construct structures 2x faster than Earth Caste Builders. 22) Description of Almoness: Elite builder unit. Can construct structures 2x faster than Ecclesiarchal Servitors. 23) The description of Field Medic from Imperial Guard is duplicated. 24) Description of Bolter for Scout Marine Squad: Can slow down enemy infantries. Edited by: Lord_Cylarne |
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Jul 2 2016 Anchor | ||
Nice changes! Don't you think that Daemon army Vile sacrifice should be reduced a bit? It now costs 1750 energy but grands + 600 relic income! It's simply too much I believe no? Imo I think it should go to 350-400 relic. Edited by: djeronim |
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Jul 2 2016 Anchor | ||
I can agree with that. Daemon army vile sacrifice might need a bit of reduction. But anyway I can go with it both ways. Edited by: dominikat |
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Jul 3 2016 Anchor | ||
May be possible nerf a little the Tyranid's Ravener??? It's seem very OP and it's released in game soon in the game. I played with IG vs Tyrs and I not fighting with them only surviving until the hordes of Tyrs destroyed me. Only a bit, please???? |
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Jul 3 2016 Anchor | ||
Raveners have like no real hp especially for their squad size and price per unit. They are more like glass cannons, but to be honest I haven't tested them this patch so idk.... they where always a major disappointment when I play as nids. |
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Jul 3 2016 Anchor | ||
Version 1.87.3 is released unofficially. That means it is hard to install and you will later need to delete everything and reinstall upon later versions. This will also not work with non New Races of Ultimate Apocalypse mod. So you can only play this version with New Races involved. INSTALLATION: Place all files into your DOW: SS directory. Overwrite. Extract all files from Ultimate_Apocalypse_Patch directory into your Ultimate_Apocalypse_THB directory. Overwrite. You have been warned, this is an unofficial release, but contains the next fixes for previous version. This is being released now because I am on vacation, and Kairos decided to quit making the mod for the month while I'm gone for whatever reason. And so here it is, the next patch. Kairos was supposed to prepare it, but here it is... UNOFFICIAL RELEASE: Mediafire.comA video will be made about it later today/tomorrow. Edited by: Lord_Cylarne |
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Jul 3 2016 Anchor | ||
Long-awaited one ! Thanks many times!I already installed it and it's running flawlessly! Edited by: dominikat |
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Jul 3 2016 Anchor | ||
Lord_Cylarne wrote: Thanks, master. But, really, I wait the official version of the patch. Greetings VoidLight wrote: Well, I can say... indeed the Tyrs isn't my speciality but I decided play with Tyrs to see what about the Raveners because I think that are insane his attacks: remember, the Raveners use the teleport skill and when they unburrow do a splash damage, and when I played with them I noticed that can be dropped ingame, if I remember well, in the Tier 1, aren't expensive, do the splah damage and have an ability that create tunnels can create more Raveners, can introduce in the enemy base using the teleport ability and do a lot of damage (I never play with Tyrs before and I was playing vs SM an only with Raveners I can destroy many SM squads and tanks, and Turrets, I loose because they drop a new squad called Deathmatch or something like else) and when I play vs Tyrs try to destroy them using flamers or laserguns or whatever the IG can use in Tier 0 or !, don't receive great damage and my troops finally end all dead. Like I said before, I cannot combat only survive because trying contain the damage of the Tyrs in general consumed my resources and do me very very difficult to tech. Well, it's my opinion and I'm not and expert with Tyrs, but in formers versions I can deal with Tyrs and I noticed they are more strong now. |
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Jul 4 2016 Anchor | ||
Ah, excellent. I knew we could count on you, Cylarne. As for Kairos, his cowardice in the face of the enemy has been noted. Rest assured, he will not escape the Commissariat for long... |
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Jul 4 2016 Anchor | |
The Tau Empire has welcomed him with open arms Gue'la...The greater good shall triumph. -- Ummm.... |
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Jul 4 2016 Anchor | ||
ralleo1980 wrote: I don't think that they have changed or received any buffs that would make them OP, similar to the IDH storm troopers its the newly improved AI (an the bonuses they have) that could be the reason your losing. Units shouldn't be nerfed based on what the AI can do with them (but of course bugs like the SOB hunterkiller missile should be fixed/removed) especially if its for the sake of skirmish and non competitive gameplay. Edited by: VoidLight |
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Jul 4 2016 Anchor | ||
The AI SoB's Exorcist HK Missile exploit should not remotely cause you to lose games especially since a) Exorcists are built sometimes and NOT spammed, and b) the HK ability takes time to cool down and recharge. You have plenty of time to take one of your fliers and ace them if you wish. Mind you, the latest patch will fix that bug now. |
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