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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The Hunt Begins Changelog - Alpha (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Changelogs : The Hunt Begins Changelog - Alpha) Locked
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Mar 19 2015 Anchor

Hint:
!!- = Must be done! (Most wanted)
* = Fixes.
- = Ideas not taken to effect yet.
>> = To be included in only the Grand Release Gold Edition

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% Done:
0/0
0%

PM Inquisitioner when donations are back online.

New Credits:
- The fans for contributing to our work in any way, shape, or form; watching THB videos and supporting it!
- Joazz - For helping Cosmocrat in modelling 3D assets and making Reaver Titan and Gargants 2.0!
- LeonardGOOG - Lots of textures and help with the mod.
- Thudo - For help with AI, Voice Over distribution, and useful assets.
- Steel Legion - For Rough Riders
- Deuce Savage - Maps
- Eranthis Aconite - Maps, Voice Overs, icons, sounds, and making UA videos.
- Boychaos - For the Annihilation Barge, Night Schythe, Doomsday Ark, Ghost Ark.
- Redshiftja
- Soulstormfan - New taskbars!
- Dark Angels mod - Chaplain in Terminator armor, Apothecary in terminator armor, banner bearer in terminator armor, Land Raider Ares
- GiFR - For DOW 2 Wraithlord, Heavy Weapons Team, Sentinel weapons, and some icons.
- GreenScorpion - Imperial Guard drop building + crosswalls + lots of help.
- Eliphas Inheritor - For many textures like the Basilisk Magnus texture. Also for modifying the zombie apocalypse mod.
- Kaitenhammer - extra winconditions.
- Hell Stalker (pending) - For Vampire Hunter
- RT2 - For a lot of his stuff
- As always, the apocalypse mod team for tremendous help!

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AI Changes:
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* All HQs are now built in safe places rather than the front lines.
* All superweapon structures are now built in safe places (except Tyranids) than the front lines.
* Applied a global AI (do not build until) modifier that will make the ai not build research or multi buildings as a priority. Instead, build them if army is of great strength or ruined, and if they have lots of spare resources.
* The AI will no longer build military units if their army keeps getting destroyed 4 times, titan build priorities and multi builds then take effect (Hard or Harder AI only).
* All and every relic unit and titan is now easier to field for the AI.
* Tier 4 within the core of the ai is now recognized for forcing all factions to tier up.
* Vehicles will never go back to their base to get repaired. This prevents pathfinding issues, and base clog ups.
* The AI will now produce units and make a defend strategy if the enemy base is 100 meters from enemy attacking forces. Rather than 50m where the enemy will idle back even from artillery (titans especially)!
* Engineers are no longer forced back to their base and can move freely throughout the world.
* Made it so population (relic resource) is not affected by squad cap.
* AIs now only shoot their nukes at bases if there is >= 6 entity structures in proximity, otherwise targetting units and especially large armies.

CHAOS:
* Plague Marines can now upgrade.

Imperial Guard:
* Enginseers will no longer garrisson in structures as it causes a bug of structure quantities to pile up over time.
* Will continuously build turrets in their base if their army gets wiped out over and over.
* Conscripts will never garrisson in structures and prefer to sacrifice their life for the Imperium!
* Conscripts get a new tactic and will reinforce constantly with constant attacks if a Tactica Control is constructed.
* The Tech speed of this faction is very fast in comparison to other factions.
* The Imperial Guard will continuously pump out Earthshaker Platforms if their forces get too many casualties and has good enough economy.
* The Imperial Guard at tier IV and with enough resources will prefer to build game enders asap!
* Chimera tactic AI error was fixed (for seriously now)!
* Can now build medics and standard bearers.
* If their requisition resource is cut short, they will continuously build Industry Commands.
* Will favor the production of Leman Russ Tanks in tier II after the Communications Tower is up.
* Imperial Guard can now research any of the 5 doctrines.
* Imperial Guard ai can now build advanced turrets and walls.
* Imperial Guard vehicles will now be built as a rush stage in late tier 3-4.
* Imperial Guard will now build Kasrkin Airborn Veterans and Assassins.
- Imperial Guard scanners will now scan an area at an offset by their HQ!
* Special Weapons Team will be produced more often.
* Special Weapons Team and Kasrkin are now able to use inferno and stun grenade launchers.
* Chimera (Kronus Pattern) is built much less often.
* 4 squads of Conscripts will go around capturing strategic points now.
* Deathstrike Missile Launchers are their best friend. If they have the resources, they will use them well.
* Vulture can now use Nervegas Launchers.
!!! Convoy tactic add
!!! Marauder Vigilant tactic add.
* IG deathstrike limit = 2 for AI.
* IG AI will never initiate global bombing runs.

Sisters of Battle:
* Prefers to build lots of Celestians/Retributors at mid game topped with Rhino Transport spam.
* Completes faith like research immediately when able to.
* Gains faith resource at a similar rate to players now.
* Loves to build Penitent Engines and spam them when resources are acquired, with the addition of a new tactic applied in which they will always attack and use their ability.
* Loves to build Lightning Strikes and artillery units the same way they prefer Penitent Engines.
* Builds turrets sooner than other races when difficulty is on hard or higher.
* Prefers to build lots of Shrines To The Living Saint when resources are acquired to build.
* Updated the tactics of commanders and Missionaries that allow the uses of special abilities.
* Exorcists can now use their special ability against vehicles.

Daemons:
* Different AI than original daemons mod.

Inquisition:
* Their AI is totally different now. Prefers to build LOTS of units and capture points asap.
* Was given a resource trade tactic and a Dedicated addon tactic.
* Will build Urban Territories over and over at end game with required resources.
* Will not build Strategic Points due to a major bug within the core of the AI.
* Loves the production of the Grand Master.
- Has multiple tactics compared to other races, that will tell the AI to not build units and build just relic units or be normal.
* Schematic tactic was added that allows random schematics to be researched!

Dark Eldar:
* Tormentor Titan fatal ai scar error was fixed.
* AI's Void Dragon Phoenix can now use its special ability!

TAU:
!!! AI - Drone self destruct
- The Tau will now build turrets passively in their base.
* AI's Manta will now use the Manta Strike and EMP abilities!
* Devilfish Troop carrier fatal scar error was fixed.
- Prefers the production of Hammerhead Gunships over Krootox.
- Loves to build battlesuits now.
- Prefers the production of Skyrays and Drone Harbingers over Pirahna Skimmers.
- Montka strategy will build Tetra Scout Speeders in beginning game.
- Hammerhead Gunships and Battlesuits are produced often.
- Vespid Stingwing for Kauyon is a favored unit.
* Tau AI builds Pihranhas much less.
* Tau AI builds Barracudas much more.

SPACE MARINES:
* The Force Commander Brother Captain was added to the list of ai tactics.
* Space Marines Land Raider Redeemer is now used by the AI!
* Space Marine Vindicators are now produced less often.
!!! Librarian wargear
- Attack Bike strategies to always attack seems effective.
* Damocles are now recruitable and can use their abilities.
* Devastators can now upgrade with multi meltas.

ELDAR:
* Eldar infiltration fatal scar error was fixed.
* Added Storm Guardians to the Guardian squad tactic.
* Will build 5 generators at game start.
* Will build at maximum six turrets up to tier II.
* Will now build a webway gate at the start of the game.
* Likes to build an Autarch as a harrassing unit.
* If armies are killed off one by one, the Eldar at tier >= 4 will prefer to build webway gates and Uberturrets often.
- Rangers are built more often.
!!! Farseer wargear

ORKS:
* Ork Gun Wagons will no longer upgrade their weapon to zzzap gun.
* Ork Titans can now use their abilities!
* Grot Gangs are no longer a favored unit.
* Grot Gangs will only reinforce if there is Pile O' Guns and ork population is < 90.
* All Ork units, every one of them are now produced more frequently.
* All Ork Teknolojee research is now researchable at random choice.
* Multiple Teknolojee Trees can be built.
* The Orks in general will wait and wait until there is a massive Ork Waagh! to attack enemies with.
* Structures are built based on randomness and population amounts instead of a requested build order strategy.
* Great Gargants are now a major want for the Orks!
* Orks AI can no longer use bombing runs, due to the consistant host targeting bug.


Necrons:
* Necron Monoliths no longer jump to locations on the map if their health is under 80%. Fixes an important bug.
* Improved Necron ai quite a bit. Necrons can now build thermo generator and can summon early harrassing units early.
* Necron AI is now very competant.
* Necron ai does not suffer from confusion by building too many turrets, let alone generators reaching over the maximum cap limit.
* Necron vehicles can now use the reassemble ability!
* Sentry Pylons can use their shields.

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Global:
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* New Structure for most races: Cross Walls. Replaces standard 0 degree and 90 degree walls for one wall going in both directions.
* Chaos Daemons and monstrous creatures are immune to warp storms.
* All races' squad/support caps increased by 10, allowing bigger battles in general, especially for massive battles/extreme battles winconditions.
* Every single infantry unit has a greater chance to ignore knockback, especially against artillery fire to make up for slight loss of gameplay where infantry becomes less deadly.
* Every single elite unit, with either an elite or special status; squad/support cap increased. Costs and required time to build increased by 20%.

* The cost of all titans were reversed engineered. Power is now required more so than requisition.
* The relic resources were changed up. Max 1000. Most relic units costs 250 relic points. Most Warhound like titans cost 500 relic points. Reaver like titans cost 500 relic points.
* All relic resource researches and relic resource structures increases the relic resource maximum AND rates.
* All relic researches (except for Imperial Guard) and structures are more expensive and takes more time to research.
* All factions start the game with 400 relic points.
* All titan and relic unit power costs increased by 35% (Orks by 20%); requisition costs by 20%; making them greatly less spammable and more of a challenge to obtain. More balanced, more pleasing to field armies.

- All aircraft now rams into titans and may die if not too durable. They get flown backwards with minor damage applied to the titan itself.
* All factions (besides Necrons) starting resources is now 1200/100 req/power.
* New textures were provided to most units all thanks to Oomperial!
* All races that use requisition researches were given decreased income by a penalty of 10% towards requisition income research 1, 2, 3, and 4.
* All strategic points now occupy +10 requisition per SP instead of +6 requisition per LP. The more captured, the more you can demolish turtle players. It encourages all players and AI to capture SP and gain economic advancements.
* Critical locations support +20 requisition. Capture them often!!!
* Critical Locations grant bonus morale to all infantry around the globe. Ucs was fixed.
* If critical locations are captured by Necrons, bonus production rates are provided for Necron Monoliths.
* Living Metal units around the world when a nuke goes off, receive a 3x health and 6x health regeneration bonus as they absorb the energies of nuclear power and radiation from within. Lasts for 10 seconds.
* All weapons impacting a monolith will properly display the Monolith's hit fx. New FX was added as well.
* All Tank Traps are now very resistant to ranged attacks by 95% of ranged damage. Melee units are needed to bulldoze Tank Traps. Tank Trap cost increased by 5 requisition.
* RUN!!! ability is now located right next to the jump ability, along with infiltration and fleets of foot abilities.
* RUN!!! ability no longer allows reinforcements when active as it fixes a very importanty bug which makes squads move at light speed!
* The Bumper mode ability was transformed into "RAM!!!". All mobile vehicles has this ability.
* Commander level 8 nuke bomb morale damage and overall damage increased greatly do to it being slightly underpowered for its worth.
* Commander level 8 nuke bomb radius increased.
** Commander research health bonuses increased upon level 6, 7, and 8.
** Production Speed bonuses actually work now upon the level 8 research, as long as any commander is nearby 100m away.
* All hero research now increases in requisition cost by 125, power cost +25. Instantly researched, no wait time at all.
* All secondary and support commanders that don't contain wargear and just hero researches has a price reduction placed on them.
* RAM!!! bumping range increased.
* Walls overall health increased by 400%.
* All superweapons are now again fired after 5 minutes.
* All superweapon constructions auto construct themselves as your super structure gets built.
* Guidable Satellite Cannon damage versus all structures (especially armored) were nerfed.
* Fixed a critical bug dealing with if a super structure creates a superweapon and does not use it upon death, it creates a small little invulnerable unit located right next to it. Fixed.
* All Nuclear Missile superweapon blast radius and damage increased.
* Imperial nukes deal more damage now.
* Particle Satellite Cannon superweapon damage decreased.
* Morale damage of every single nuclear weapon increased greatly.
* All aircraft height increased.
* All Stun grenade and stun grenade launcher duration extended.
* All Frag Grenade damage decreased.
* Predator Tank lascannon upgrades are more expensive.
* All Inferno Grenade damage versus infantry decreased.
* Running ability no longer turns off the jump ability.
* All units who are very effective against titan armor has decreased titan armor piercing rating by 20%. Again by another 20% if still very effective.
* All anti infantry turret weapons (the default non addon built) damage increased by 30%.
* Anti infantry turret weapons (Non addon weapons) research modifiers increase in damage even more so than the addon turrets.
* Anti vehicle turret weapons (addon weapons) research modifiers decreased in damage to not be so overpowered.
* All Reaver Titan sight radiuses increased.
* All void shields possessed by titans will only recharge when the titan is idle. But shield strength and shield rates increased by 25%. This helps cure late game breakers.
* Void Shields were also reworked so that after 1 minute time, shields are turned on.
* Void Shield morale no longer takes any damage when turned off and regenerates shield strength really quickly.
* The shields fx of all titan like units changed up.
* All turret probe addon keen sight detection and sight radius additions greatly decreased.
- All deepstrike turret addons were removed and replaced with upgrades, found within the upgrade section of all deepstrike turrets.
* Shield generators and base shields in general are reworked to where the shield layering is almost transparent so you can see through units and is always on.
* Shield generators while decreasing the damage amount taken in ranged fire on top of mass increase so infantry don't get knocked back, increases the amount of damage one may take in melee.
* Infiltration system was redone; Infiltration units can now shoot while not seen and are infiltrated on spawn so you do not have to click the infiltration button off to on. However, all infantry units can detect infiltrators coming close in two meters (like in 1.73). Dedicated detectors are back.
* All base defenses can detect infiltrated units/structures.
* ucs (help text) were updated, including what special units do followed by a "~~~" on each unit's ucs description.
* ucs descriptions now display if units can be deepstriked, infiltrator detectors, infiltrators, transports, or produces units.
- ucs Durability, strength, morale, and ability strength numbers are now words, displaying "good", "very good", "poor", etc.
* All ucs now states the range of keen sight detection.
* All ucs now states the amount of upgrades a squad has.
- All ucs for weapons were properly fixed.
- Ucs "Weapon range: 0" was changed to "Weapon range: Melee only".
* Some ucs for important weapons like Reaver's mega melta or the Chapter Master's relic blade was updated with explicit description!

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Chaos Marines:
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--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Chaos Psykers (15 meter radius), Sorceror (20 meter radius), Sorceror Lord (30 meters), Cultists (10 meters (requires research)), Lord of Change (20m), Daemon Prince (25m).
* New taskbar for Chaos was implemented! All thanks to Soulstormfan!
* "New" Unit update: Dreadnought
* "New" unit update: Hell Drake
* New unit: Champion of Khorne
* New unit: Champion of Slaanesh
* New unit: Champion of Nurgle
* New unit: Icon Bearer
* New unit: Chaos Lord in Terminator Armor
* New Research: Champion of Chaos
* New powerful ability: Eye of the warp
* The Plague Reaper texture was updated, thanks to Oomperial!
* The Marks of Chaos were redone. All marks instead of applying a cost modifier to all units; disallows enemy mark units like in the Chaos Daemons mod, allows many mark specific bonuses, allows unique units and champions, and applies unique abilities to Sorcerors.
* By popular demand, and since Chaos Daemons are now apart of the mod, all lesser monsters, like Plague Bearers, Daemonettes, Horrors, etc are no longer playable units. Greater Daemons are still in the mod, on top of Possessed Marines, and Oblits. + Mutils.
* All Chaos infantry, commander, structure, and vehicle units overall durability, cost, and damage output is beyond any other faction and acts like a super soldier compared to
any faction. The function of the race compared to other races is a tough and fearsome "super faction", slightly less durable compared to Necrons. Now completely implemented. Vehicles are affected as well.
* All infantry types (except Raptors and Khorne Berzerks) can now add 2 leaders, the Aspiring Champion, or a mark specific Icon Bearer.
* Terminators can now reinforce with a Sergeant while Khorne Terminators suffer no morale penalties and are in general better (requires mark of Khorne, replacing standard Terminators).
* All Chaos Space Marines are equipped with a new passive ability that boosts health, weapon damage, and armor at no expense.
* Desecrated Strongholds can now spy on the enemy from global ranges (Requires Sacrificial Circle), with a very chance to corrupt the enemy.
* The rampage animation of the Deathwheel was fixed by RT2.
* Heretics can now reinforce in a squad of 3.
* Chaos Sorceror can now ascend into the Daemon Prince.
* Chaos Lord now gets Terminator Armor instead of ascending into the Daemon Prince .
* Mark specific Champions can now ascend into Greater Daemon embodiments.
* Aspiring Champions or leader units within a squad cannot ascend into daemonic embodiments anymore. It is for Champions ONLY.
* The Shrine of Khorne weapon damage output increased.
* Chaos Shrine health doubled.
* Chaos Brass Scorpion melee is now very devastating versus low armored structures, all infantry types, and titans.
* The Bloodthirster, Keeper of Secrets, and the Great Unclean One can now run.
* Chaos Terminators can now be reinforced with Terminator Sergeants.
* Terminators are equipped for ranged stance purposes, armed with a Powerfist and Storm Bolter, and can be upgraded with a Heavy Flamer, Plasma Combination Gun, Melta Combination Gun, Chainfist, and Reaper Cannon.
* Terminator Reaper Cannon damage revamped. Reaper Cannons are devastating especially versus vehicles and structures.
* Terminator Power Fist and Storm Bolter damage tables were reverted to loyalist damage amounts.
* All Terminator and Obliterator weapon damages increased by 20%.
* Cultists can now RUN!!!!
* Cultist reinforce cost decreased from 20 to 15 requisition each. ONLY reinforce.
- Cultist Worshipping of a certain mark's FX color changed to a mark specific look. Thanks to Necronguy!
* Raptors melee damage increased.
* Raptors can now melee leap.
* Raptors can now get attached with commanders.
* Raptors are now affected by chaos marine infiltration research.
* Plague Marines can now use Fumigation Grenades (Thanks to Corncobman's mod).
- Plague Marine durability and damage output increased.
* Chaos Havoc Marines Autocannon no longer requires tier II.
* Ravager Titans effectiveness against void shields (morale) increased.
* Defilers and Brass Scorpions are now attached with a new ability (Tainted Weaponry) that will enhance weapon fire rates in exchange for disabled movement.
* Defilers can now upgrade with "Desecration Battle Cannon", slower fire rate, but with better range and a bigger and more explosive impact upon hit.
* Heavy Bolter Turrets can now upgrade with Dirge Shots if the Mark of Slaanesh was researched.
* Furious Charge research now applies a charge bonus to only Cultists, but increases movement speeds of all Chaos Space Marines. Research is now a lot more expensive.
* Armor upgrade research is now a lot more potent in durability modifiers.
* Chaos Thunderhawk's texture was fixed.
* Chaos Lord's melee damage was nerfed.
* Daemon Prince weapon damage, health regeneration, and health increased. Now devastates commanders with ease, at the same time because of his armor type, he will be devastated by commanders.
* Brass Scorpion's effectiveness against titans increased greatly.
* Brass Scorpion's overall melee damage increased.
* Defiler's melee accuracy decreased, but overall damage greatly increased!
* The Hell Drake's flamer can now be used against aircraft from a great distance, so it is not sitting ducks versus air units anymore!
* Dreadclaws can now lay minefields on the ground.
* Chaos Sorceror limit reduced from 2 to 1.
* Chaos Sorceror's Acid Bolt of Nurgle ability was changed up, can attack ground and has an area effect upon impact.
* Chaos Sorceror can now only use Corruption ability when the Mark of Nurgle or Tzeentch is researched.
* Chaos Sorceror can now only use Summon Shrine of Khorne ability when the Mark of Khorne is researched. Shrine of Khorne cost is now 300/300 req/power.
* Chaos Sorceror can now only use Meteor Swarm ability when the Mark of Slaanesh or Tzeentch is researched.
* Chaos Sorceror can now only use Summon Gateway ability when the Mark of Tzeentch or no Mark is researched.
* Chaos Sorceror Ritual costs increased and now take a while to build.
* Ritual of Confusion now affects everything around the globe 100% of the time, allowing all units to attack continuously.
* Ritual of Sacrifice is now a lot more effective, and gives back the Sorceror almost full health upon use (depending on amount of troops x 50).
* Ritual of Tzeentch now increases the ability range of the Lord of Change 3x the radius! New animations were applied to the Sorceror Lord.
* Reaver Titan's Mega laser weapon is now more potent than those of the Imperial titans.
* Sorceror Lord sight radius increased from 35 meters to 60 meters, making the Sorceror more "all seeing."
* Sorceror Lord no longer instacharges all of his abilities when maxed out in hero research.
* The Lord of Change's abilities were changed up and improved!
* Lord of Change can now cast Invulnerability (fx changed up with left-click only once that protects all units throughout the globe from harm), Bolts of Change (standard, short reload time), Winds of Change (Radius increased greatly, new fx applied).
* Listening Post II weapon ranges, damages, and accuracy increased. Armor piercings in particular was increased.

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Dark Eldar:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Haemonculus (25 meter radius), Kabal Fortress (150 meters (via soul ability)), Kabal Citadel (global (via soul ability)), Wyches (12 meters).
* New Research: Soul Shield
* New Research: Grand Reaping Research
* New Research: Donate 4000 souls.
* New Research: Donate 5000 souls.
* New Research: Cities of Commorah!
* Updated model: Dark Eldar Cross Wall
* The concept of the invisible relic resource numbers were removed and are in exchange with souls now.
* All relic units (except the Dais) and titans cost souls. Titans which will require both squad and support cap, while relic units just support cap.
* Tortured Slaves limit reduced from 15 to 8.
* Slave Chambers now generate souls over time automatically without the requirement of slaves harvesting bodies.
* Slave Chamber Murdered Slaves now cost requisition to be produced, and can be toggled in overwatch mode.
* Slave Chamber ucs descriptions were updated.
* Slave Chamber addons are almost instantaneously built, and now costs souls.
* Slave Chambers now require either the Hall of Blood or Haemonculus Lab. Costs 75/25 req/power.
* Soul Cages no longer increase in price.
* Soul Cages are the base requirement of casting Kabal Citadel abilities.
* The more Soul Cages you build, the more soul resource income you get.
* Soul Cage donations are now a lot more expensive.
* Donations will unlock the Dark Eldar win button: The Soul Cataclysm.
* Donations will increase the morale of everything and apply critical modifiers to the Kabal Citadel.
* Poison Knife FX was removed, due to some problems.
* Dark Eldar turret weapons are now properly affected by research.
* Dark Eldar turrets can now shoot both weapon types (starting and addon weapons).
* Soul Tempest superweapon fx is now see through.
* The Talos can now use special attacks.
* The Haemonculus can now research his wargear through himself.
* The Haemonculus is now equipped with a soul shield (after research).
* The Incubi wargear researches are now placed within the Wych Cult Arena.
* The Slave Cage Torture Pit ability researches are now placed within the Wych Cult Arena.
* The Dais of Destruction ability aura modifiers increased.
* Dais health decreased to Ravager health.
* Portals now cost 100 requisition.
* Corrupted Gate now properly shares squad units throughout the globe.
* The Dais, Shadow, Rampage, Ravager, Reaver Jetbike, and Reaper can now vault over impassable terrain.
* Made clear that the Dark Eldar turrets at tier 1 are automatically equipped with a turret weapon.
* Reaver Jetbike weapon upgrade overall damage increased. Morale damage increased as well and can cause damage to hit units over time.
* Dark Eldar torture chamber building addons are now located in the abilities section of the structure build menu.
* Kabal Fortress torture chamber morale damage aura increased.
* Trueborn Warrior movement speed increased slightly. Health decreased slightly.
* Trueborn Warrior Dark Lance damage overall, especially versus structures decreased.
* Trueborn Warrior attack distance was further pushed back with sight increased. Overall weapon range extends farther beyond Scourgers.
* Kabal Citadel base shield was removed due to MAJOR game breaking problems.
* Kabal Citadel's Invulnerability Field ability recharge time decreased and can now regenerate the health of all nearbye units and structures.
* Kabal Citadel can no longer rally a point which contains no squads to produce. Players can now target objects correctly with this ability.
* Shadow Super-Heavy overall damage and damage versus structures decreased.
* Shadow Super-Heavy now prefers to attack titan and super heavy armor types.
* Rampage Super-Heavy speed, health, and overall damage increased.
* Reaper overall effectiveness changed: Weapon damage tables changed, morale damage increased for half of the shot weapons, effectiveness versus daemons (especially), vehicles, titans, living metal units (especially), and structures increased.
* Tormentor Titan melee and ranged weapon damages increased.
* The Archon's Soul Portal is now permanently summoned and can be destroyed instantly if detected.
* Soul Portal now costs 200 souls.
* Tormentor Titan Rekindle Rage now costs 250 souls.
* Soulstorm now costs 750 souls.
* Annihilation Beam costs 1000 souls.
------------------------
Eldar:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: The Farseer (25 meter radius), Warlocks (15 meter radius), Revenant Titan (20 meter radius)
* New unit: Ancient Wraithlord
* "New" unit update: Spiritseer, thanks to RT2!
* New Research: Bonesong
* The cost of Storm Guardian flamers decreased.
* Revenant and Phantom Titan overall health decreased. Health regeneration and shield recovery strength increased.
* Uber Turret addon can fire one long ranged and devastating shot after every 12 seconds, instead of rapid fire. New projectile was added to the turret. Visual size increased.
* Websail Rune Stone research required time to research all decreased by half. Research costs increased by 25%.
* Cobra's main weapon accuracy is now completely accurate, but reload time expanded from 2.5 seconds to 7 seconds. Damage slightly increased, but especially versus titans and super structures.
* The Farseer's addons are now researches so that the AI can now use the abilities and are permanently applied to the Farseer.
* The Improved Eldritch Storm ability is no longer available to the Farseer, due to major imbalance issues.
* Fire Dragons damage output especially versus infantry decreased.
* Dark Reaper damage output decreased.
* Warp Spider damage output and accuracy increased by 35%.
* The Farseer's Blind ability now has an 80% chance for the targeted squad to not fire their ranged weapons.
* Eldritch Tempest superweapon fx is now see through.
* Portal of Vaul no longer has underground pathing errors, fixed by RT2.
* Turret research was fixed up so that health now affects standard turrets, and advanced turret weapons are now affected.
* Swooping Hawks health increased.
* Wraithlord and Wraithguard Wraithtomb abilities now shows in the ability bar even without requirements met. Ucs added to Wraithtomb research.
* Superstructure can no longer hold and deepstrike squads into the front line.
* Eldritch Cannon now deals morale damage.

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Imperial Guard:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Psykers (15 meter radius), Sentinels (10 meter radius (required research)), Primaris Psyker (40 meter radius), Marauder Vigilant (15 meters).
* "New unit" return: Heavy Weapons Support Team. (GIFR and FOK mod).
* "New unit:" Standard Bearer (attachable)
* New Unit: General's Personal Reaver Titan
- New Unit: Eversor Assassin.
* New Unit: Deathstrike Missile Launcher.
- New Unit: Rough Riders (Thanks to Steel Legion mod)
* New Unit: Marauder Vigilant
* New Unit: Mars Pattern Convoy
>> New Unit: Knight Titan Magaera (Will be ingame upon Grand Release Gold Edition)
* New Structure Upgrades for turret was applied ingame!
* New Structure: Basilisk Magnus
* New Structure: Industry Command
* New Research: Sentinel Armor
* New Research: Sentinel Sensors
* New Research: Tank armor
* New Research: L.I.B.!
* New Research: Artillery Doctrine
* New Research: Convoy Armor
* New Addon: Vulture Depot
* The Infantry Doctrine now increases the rates in which squads reinforce and overall squad morale.
* Armor Doctrine is remained unchanged.
* Warhound and Reaver Titan costs are now similar to Space Marine Warhounds and Reavers overall.
* The Heavy Weapons Team was renamed to "Heavy Weapons Suppression Team".
* Heavy Weapons Suppression Team when they bunker up, adds a slightly higher range defense bonus, and has a bigger line of sight.
* Heavy Weapons Suppression Team squad cap = 1.
* Heavy Weapons Support Team is a mobile long range weapon support unit that can be upgraded with a mortar, autocannon, lascannon, or missile launcher. Standard weapon is a Heavy Bolter.
* Heavy Weapons Support Team requires a long setup time to fire their weapons.
* Heavy Weapons Support Team squad cap = 1.
* The voice over of the Primaris Psyker, General, and Commissar Cadets are no longer interrupted by squad "leaders" voice overs.
* Imperial Guard HQ was greatly updated, all thanks to GreenScorpion! It now includes flame based weapons shot from HQ when >= 3 squads are garrissoned within the HQ.
* Nervegas research name and icon was changed to "Chemical Weapons Research" with a new proper icon.
* Send In The Next Wave research no longer requires tier III.
* Ogryns now cost 130/40 req/power to reinforce and 360/120 req/power to produce.
* Conscript squad models changed from normal WA/DC/SS Guardsmen to GOTY edition Guardsmen. This actually improves performance.
* Assassin infiltration, Kasrkin Armor and speed boost + Ogryn melee damage researches no longer requires their addons of unit recruitment.
* Chemical Weapons research is now available at tier 2.
* Chemical Weapons Research allows the Nervegas Grenade ability and allows Hellhounds to be upgraded with Chemical Cannons.
* Chemical Cannons damage output vastly increased along with its cost, and can pierce any armor type. Hit units suffer armor loss and health degeneration permanently until the Hellhound dies.
* Let It Burn ability now requires the "Let It Burn" research which is available now at tier 1.
* The Sentinel can now be upgraded with a missile launcher, plasma cannon, lascannon, or heavy flamer.
* Sentinel health increased. Cost was changed up.
* General's global shout out ability no longer makes super heavies free to produce. Morale damage greatly increased, causing more enemy squads to flee.
* General's global shout ability now makes all Guardsmen morale immune for a duration with instant morale recovery.
* The general and General's reaver titan is now equipped with an aura of inspiration, causing all nearbye squads to recover morale faster with health and morale bonuses.
* The headquarters first tier addon now increases the squad loadout of all Guardsmen by 6.
* Nervegas grenade damage and morale damage doubled.
* Guardsmen cost to reinforce decreased from 25 to 20 requisition.
* Guardsmen loadout increased by one.
* Guardsmen maximum upgrades in general increased by one.
* Guardsmen squad leader types now include the field medic, replacing the mortar support unit.
* Special Weapons Guardsmen health and standard weapon damage increased.
* Special Weapons team Heavy Weapon deployment costs and required time decreased.
* Kasrkin Airborn elites are now affected by Kasrkin research.
* Conscripts cost to reinforce decreased from 12 to 2 requisition.
* The more you reinforce conscripts, the more their morale increases. Starting morale is 50 for one Conscript unit. 300 in total with no research and fully loaded conscript squad.
* Conscripts minimum damage value and overall damage increased.
* Conscripts bug where you can mass click the RUN!!! ability was removed from game.
* Earthshaker Platform weapon damage versus infantry and morale damage decreased. Reload time increased by 1 second. Accuracy increased.
* Chimera (Kronus Pattern) autocannon damage and health increased.
* Aerial Support Doctrine abilities no longer stacks.
* Hydra AA Tank passive targeting now aims for aircraft.
* Hydra AA Tank effectiveness against titan armor increased (for titan aircraft reasons).
* Leman Russ Inferno icon greyed out is fixed.
* Punisher Cannons are now very effective against Elite Heavy Infantry armor types.
* Leman Russ Punisher main cannon weapon damage increased.
* Leman Russ Command Tank now lists its requirements within its description.
* Vulture Gunship health increased.
* Vulture Gunship damage output and accuracy (especially) increased.
* Heavy Support weapons (leaders) cost decreased.
* Heavy Support weapons (leaders) damage doubled!
* Banner Bearers also reduce the icoming morale damage of all nearbye units.
* Special Weapons Team overall health increased. Grenade Launcher weapon upgrade costs changed.
* Special Weapons Team overall poison knife damage increased, especially against commanders. Health degeneration increased and applied movement speed penalties just like Necron Pariahs. Cost increased.
* Medusa weapon range increased by 10 meters.
* Medusa's barrage accuracy and damage increased.
* The Commissar, Priest, Psyker, and Assassin when attached to squads further increases the morale regeneration of squads.
* The Assassin can now attach to squads.
* Stormblade plasma morale damage increased. Overall plasma damage decreased.
* The Infantry Doctrine now applies bonuses to all infantry squads. All reinforcements will now spawn quicker. (Also applied to version 1.74).
* The Shadowsword Super-Heavy damage tables are now maxed out to the extreme. The Shadowsword now deals an armor piercing of 100% effectiveness towards all targets.
* Shadowsword Super-Heavy now deals 6285-9283 damage per shot. It will damage Super Heavies and Living Metal units half that for balance reasons. Morale damage increased as well to be more effective against titan shields. (applied to 1.74)
* Shadowsword's ability damage doubled!
* Shadowsword health decreased.
* The Stormlord tooltip now clearly displays it can transport units.
* The Stormlord can now launch smoke launchers and gas grenades.
* The cost of the Stormlord increased.
* Laser Destroyer cost was reworked.
* Laser Destroyer (Tank Hunter) is now available at tier II.
* Laser Destroyer laser morale damage increased from 50 to 200 (void shield take down purposes).
* The standard Leman Russ Tank is now available at tier II.
* Leman Russ Inferno and Leman Russ Annihilator were moved over to the Tank Command.
* All Leman Russ Coaxial lascannons are now 100% accurate.
* Leman Russ changes:
* All Leman Russ armor increased. You will find that they are slightly tougher to destroy.
* Leman Russ Punisher health decreased, but is the cheapest of all Leman Russ to recruit.
* Leman Russ Exterminator overall damage increased, but effectiveness against infantry decreased. Effectiveness versus aircraft increased.
* Leman Russ Conqueror main cannon overall damage and range increased.
* Leman Russ Demolisher main cannon overall damage and range greatly increased. Is now very effective versus super structures.
* Leman Russ Eradicator overall damage increased, especially against heavy armor and titans.
* Leman Russ Vanquisher maximum range greatly increased. Sight radius increased.
* Leman Russ Battle Tank overall main cannon damage increased. Range increased.
* Leman Russ Annihilator main weapon damage increased.
* Leman Russ Inferno maximum movement speed increased.
* Leman Russ Executioner health decreased, cost decreased. Effectiveness versus void shields (morale damage) increased.
* Leman Russ Murderer remains unchanged.
------------------------
Necrons:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Wraiths (20 meter radius), Overseer (20 meters), Restored Monolith (Production Grid)
* New Unit: Doomsday Ark (GIF mod)
* New Unit: Ghost Ark (GIF mod)
* New Unit: Doom Scythe (GIF mod)
* New Unit: Annihilation Barge (GIF mod)
* New Unit: Deathstrike Pariahs (TM mod)
* New Unit: Thomas Macabee (Pariah Lord) (TM mod)
* New Unit: Sentry Pylon.
>> New Unit: The Void Dragon (Possessed by the Destroyer Lord)
* New Structure: Amplification Generators
* New Structure: Sentry Pylon Turret
* New Structure: Tomb Walls
* New Research: Necron Warriors Quantum Disruption Field
* New Research: Flayed Ones Enhanced Disruption Field
* New Research: Flayed Ones Quantum Disruption Field
* New Research: Immortals Enhanced Disruption Field
* New Research: Immortals Quantum Disruption Field
* New Research: Pariah Disruption Field
* New Research: Pariah Enhanced Disruption Field
* New Research: Pariah Quantum Disruption Field
* New Research: Deathmark Disruption Field
* New Research: Deathmark Enhanced Disruption Field
* New Research: Deathmark Quantum Disruption Field
* New Research: Destroyer Enhanced Disruption Field
* New Research: Heavy Destroyer Enhanced Disruption Field
* New Research: Fortress Defenses Research
* New Research: Fully Operational Particle Accelerators.
* Some textures that may cause lag or crashes were fixed.
* Necrons now start the game with 650 power, standard resources.
* Amplification Generators are smaller sized generators compared to Plasma Generators that can amplify a source of power of the Necron structures and Living Metal units for a small expense. Limit 8 per Monolith.
* Plasma Generators now produce +10 power when built. Limit 4 per Monolith.
* Obelisks now cost 25 power.
* The required time to build all Necron squads and reinforce them increased.
* The Ancient Summoning Core is now the tier 3 structure that allows the production of all relic units and elite vehicles. Costs 650 power.
* The Energy Core is now the tier 4 structure that allows the production of all Necron titans and the Great Pyramid. Costs 1000 power. Very fragile.
* Rise of the Machines research was replaced completely by the Energy Core.
* Tomb Spyders, Tomb Stalkers, the Destroyer Lord, Destroyers, and Heavy Destroyers can no longer garrisson in the Ancient Summoning Core and be deepstriked.
* Applied new sounds and FX to the Necron race to give a more immersive feel.
* Necron research costs decreased.
* Flayed Ones Boost research is now available earlier.
* Deathmarch upgrade II is now available directly after Deathmarch Upgrade I.
* The Great Pyramid and AEonic Energies researches were moved to the tier IV structure (Energy Core). Just the Pyramid research requires the Heavy Thermo Plasma Generator.
* The cost of AEonic Energies decreased from 1000 power to 500 power.
* Improved Armor Plating research greatly increases the modifiers of Tomb Spyders and Tomb Stalkers only.
* Sterilization Obelisk FX was reduced.
* Doomsday Monolith black lightning cloud FX was reduced and changed up.
* Monolith tier addons no longer increases the health of all heroes.
* Production Grid green FX was changed up.
* Deathmarks green laser fx was fixed.
* Builder Scarabs can now burrow underground (Thanks to DOW Pro).
* Attack Scarabs can now burrow underground (Thanks to DOW Pro).
* Pariah Teleport animation was added (Thanks to DOW Pro).
* Heavy Thermo Plasma Generators now support +200 power + completed researches. Cost remained 2500 required power and will never increase the time required to build another. However resource decays faster.
* Heavy Thermo Plasma Generators are now required to fire the Cataclysmic Obliterator.
* AEonic Orb's "Expanded Impact" Solar Flare burst cost decreased from 7500 power to 5000 power.
* AEonic Orb is now more durable. From paper cannon to glass cannon.
* Power research was reduced down to 4 researches.
* All generators no longer decay.
* Generators can no longer be constructed in allied territories.
* Amplification Generators now increases the price of Amp Gens by 25 power.
* Destroyer Lord veil of darkness radius shrunk from 10 meters to 1 meter, only covering himself.
* When Necron shields are turned on, it will decrease the armor of the Pylon ever so slightly.
* Attack Scarab damage versus low armored structures increased.
* Restored Monoliths, Doomsday Monoliths, and Aeonic Orbs no longer use the Gauss Overcharge ability.
* Aeonic Orbs health regeneration decreased. Ability costs increased. Armor decreased.
* Monoliths now build faster and spawn units 3 meters to the x coordinate, making it so units do not ever overlap a build column.
* Monoliths now cost +300 power increase to produce. 300 power cost on game start.
* All Necron relic units upon teleportation no longer adds a crystal hit affect to the knockback and damage of nearbye enemy units.
* The AEonic Orb can now make a devastating area effect upon teleportation.
* The teleportation effect radius of the Doomsday Monolith increased to a 25 meter radius.
* Doomsday Monolith insta spawning Siege Monolith capability recharge timer increased from 60 seconds to 130 seconds.
* Gauss Pylon weapon morale damage doubled; very effective now against "void shields".
* Gauss Pylon jump range increased by 100 meters.
* Tomb Spyders now search for destroyed bodies a lot farther in distance. So this unit is more essential to the NEcron economy.
* Tomb Spyders and Tomb Stalkers now have a chance to get back up (Tomb Spyders especially).
* Tomb Stalker armor type changed from armored vehicle to living metal armor.
* Tomb Stalker health decreased, health regeneration increased.
* Tomb Stalker cost increased to 650 power, required time to build massively increased.
* Tomb Stalker vehicle cap increased to 5.
* Tomb Stalker visual size increased.
* Deathmarks are now available at tier II along with Pariahs. Overall health and weapon damage decreased. Loadout changed to 4 squads, 8 maximum for reinforcing. Cost decreased.
* Deathmarks weapon range increased to 60m from 40m.
* Deathmarks are now affected by the Deathmarch research which increases their movement speed.
* Pariahs now have a very small chance to get back up.
* Pariahs are now restricted until tier III.
* Destroyer Lord's "morale" for shields increased to 1500.
* Destroyer and Heavy Destroyer overall health and damage decreased by 10%.
* Siege Monoliths (air unit) no longer gives back two relic resources, making unlimited monoliths.
* Siege Monoliths now require the Ancient Summoning Core (tier III), disallowing Doomsdays to spam Siege Monoliths without the structure.
* Builder Scarabs are produced slightly faster.
* All infantry and vehicle armor increased.
* Necron Warrior, Flayed One, and Immortal health decreased by 15%, fortified by research.
* All infantry reassemble at a much greater chance.
* The loadout of all infantry units decreased. Required build times increased.
* Necron Overseer's Conjuration upgrade cost increased to 610 power.
* Necron Lord's health and health regeneration overall increased.
* Resurrection Beacon addon ability radius extended from 35 meters to 45 meters. Recharge time decreased from 180 seconds to 90 seconds.
* Energy Beacons now supply health, health regeneration, ability recharge, and "get back up" percentages to the Death Lord.
* Energy Beacon limit added. Limit is 9.
* Energy Beacons now cast a 25 meter build radius, that allow more structures to be built around it.
* The Cataclysmic Obliterator now destroys everything within its path, truly. Nothing can withstand it.
* The Cataclysmic Obliterator cost increased to 30000 required power.
- Superweapon construction glitch was fixed.

------------------------
Orks:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Big Mek (10 meters), Kommandoz (10 meters).
* New Research: Mega Armor Research
* New Research: Mega Dakka Research
* New Research: Weee!! More Techy Stuff
* New Research: Da Big Boom Research
* New Research: Even Bigga Boom Research
* New Research: Tuffer Orkz
* New Research: Even Tuffer Boyz!
* New Research: Da Biggest Waagh!
* New Research: Supa Dupa Money!
* New Research: Even Moar Supa Dupa Money!
* New unit update: Killa Kan
* New Unit: Gargant
* New unit: Great Gargant
* Updated model: Ork Cross Wall
* Kill Bursta and Kill Krusha support cap = 5.
* Battlefortress support cap = 6.
* Teknolojee Tree can't be built anywhere anymore.
* The Teknolojee Tree now costs no population.
* Killa Kan Teknolojee now requires 50 pop instead of 55 pop.
* Tankbustaz Teknolojee now requires 35 pop instead of 50 pop.
* 'Ard Boyz Teknolohjee now requires 35 pop instead of 50 pop.
* Grot Tanks can attach.
* Ork Bombsquigs were recoded and no longer destroy all other Bombsquigs when they blow up.
* Bombsquigs damage output significantly decreased.
* The Kill Krusha texture was update, thanks to Oomperial!
* Orks quickstart option was fixed.
* All Ork research is now cheaper and faster to upgrade.
* Orks get 5 resource researches instead, compared to all other races.
* All Teknolojee built from the Teknolojee Tree structure required build time decreased.
* All Ork structures, units, and research/addons are now named in comparison to the lore, but the descriptions are kept normal to help players understand what is need to be done.
* Waagh!! Banners are now cheaper to construct.
* Boomy Platforms now requires Da Boyz Hut.
* Builda Pit name was changed to "Teknolojee Tree".
* 'Ard Boy overall health and armor increased and is more durable than Nobs, but movement speed decreased.
* Nobz cost less population.
* Killa Kans was given new upgrades and weapons to choose from.
* Waaagh!!! Banner build time decreased from the amount of time it takes to build waagh banners!
* Waagh! Banner big gunz addon cost was reworked to how turret addons are now. Hotkey was fixed.
* Ork vehicle Speed Boost research no longer applies a speed increase to Wartraks and Wartrukks.
* Gretchin builder leader units now increase the build speeds of Grotz.
* Gretchin squad limit increased to 10.
* Gretchin squad leader unit cost decreased.
* Generators now cost only 120 requisition.
* Slugga Boyz (Honor Guards) name was changed to "Trojan Boyz".
* Trojan Boyz are absolutely free to produce, even to reinforce, so it would be a good idea to build them and waste them from your titans.
* Ork Fighta Bommas overall damage, range, reload time, and health decreased.
* Fighta Bommas now cost 170/340 req/power.
* Ork Boomy Turrets artillery weapon reload required time increased, addon weapon overall damage and range decreased.
* Expanded the sizes of Kill Bursta and Kill Krusha tanks to now be bigger than Looted Leman Russ Tanks.
* The health and damage output of the Warboss increased, to be 510/200 cost worth while again, but the more he upgrades.
* Kill Krusha damage versus structures decreased.
* Kill Bursta overall damage reduced.
* Kill Bursta and Krusha health decreased.
* Bellyguns no longer have minimum range applied.
* Kustum Stompa Zzzapp gun changed up in similarity to the Ork Stompa's eyeball Zzzzap gun, with massive fire rates.
* Kustum Stompa Fragmentation arm weapon damage and fire rate increased.
* Kustum Stompa can now RUN!!!
* Battlefortress health decreased.
* Squiggoth health increased.
* Ork Stompa overall stats. decreased to be equivalent and in between a titan and relic type unit.
* Kustum Stompa overall health decreased.
* Population Costs for Kustum Stompa and Stompa decreased.
* Kustum Stompa melee charge range increased so it can now actually do melee combat.
* Super Chargy fx now lasts for 10 seconds, displaying the actual function and duration of the ability.
* Super Chargy instead of making the unit invulnerable, makes the user 100% immune to ranged attacks only and allows shooting.
* Super Chargy ability now applies to the Kustum Stompa and Gargant.
* Ork Listening Post second addon now fires correctly.
* Looted Tank effectiveness against vehicles increased.
* Bomb Squig damage versus structures increased.
* Bomb squig death explosion damage increased.

------------------------
SISTERS:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Faithful Icon (20 meters), Confessor (30 meter radius), Living Saint (15 meters), Arch Angel (15 meters).
* DEDiCATED FAITH UNITS: Confessor (Major), Cannonness, Nunciate Superior, Almoness, Arch Angel (Major), Seraphim, Missionary.
* New Research: Act of Faith: Aura of Invincibility
* New Research: Act of Faith: Holy Passion
* New Research: Wargear of the Ardent Flame
* New Research: Witch Hammer
* New Superweapon: Rein of Fire!
* "New" unit update: Angel variants and fixes, thanks to RT2!
* New taskbar for Sisters was implemented! All thanks to Soulstormfan!
* All new icons were implemented! All thanks to Heavy Metal Breadloaf!
* The Sisters gameplay style was tweaked. Sisters do not require strategic points with faith icons to get faith, it was already done for you. To increase faith income,
a relic is required that allows Holy Icons to be added onto Listening Posts to increase faith rates in global, and you build units that grants faith to the faction.
* All abilities that cost faith are instacharged and can be fired over and over (until duration ends) as long as you have the required faith.
* All researches that are contained within the Holy Reliquary ONLY costs faith.
* For each Holy Icon purchased, it will increase the morale of all units.
* All Sister of Battle squads (except Seraphims) can now be upgraded with four leader types, such as the Veteran, Hostpitaller, Banner Bearer, and a Missionary.
* Litanie's Scrolls research was changed up which upgrades the Superweapon: Rein of Fire to a more powerful version of itself.
* Litanie's Scrolls was renamed to: "Divine Scrolls of the Heavens".
* Nunciate Superior pink wargear icons are now fixed.
* The Death Cult Assassin can now attach to squads.
* Pixies can no longer revive over and over again.
* The Hospitaller separate squad member was removed as she is now a leader unit.
* The Cannonness and Nunciate Superior are the ones that receive Dolain Phail and Emperor's Tears abilities and ability researches.
* The Confessor can now use Missionary like abilities (except Battlefield Medics)!
* Penitent Engines receive a new ability called "Holy Rage" which will allow the Penitent Engine to set nearby enemies on fire if nearby.
* Penitent Engines can now run!!!
* All Missionaries (after research) are given a new ability called "Holy Passion" which will instantly recover the morale of the squad.
* Saint Merciless can now use the Act of Faith: Ascension ability.
* The Missionary faith ability researches were moved over to the Holy Reliquary.
* Laud Hailers ability button is now located within the grenades section of every structure. Hotkey "L".
* All vehicle and infantry research was moved to the "grenades" section of the ui bar.
* All abilities that costs faith increased.
* Exorcist Hunter Killer Missile can now be fired repeatedly, but at the cost of 150/150 req/power.
* Living Saint costs increased related to how relic units of other factions work.
* Invincibility Aura ability when acquired is now automatic, and no longer decreases the faith income.
* Nunciate Superior wargear no longer contains pink icons.
* Nunciate Superior is now available from the Adepta Sororiatus Convent building.
* Nunciate Superior was taken out of army painter... for really good reasons. Going crazy is one of them.
* Nunciate Superior movement speed bonuses are now applied to the squad she is reinforced with.
* Sisters of Battle weapons were tweaked:
* Sisters of Battle squad bug with only two melta guns was fixed and can deploy infinite of them like flamers.
* Heavy flamer damage increased for all SOB squads.
* Multi Melta damages increased for all SOB squads..
* Seraphim special ability activation now increases their movement speed applied to the squad, making them travel really quickly.
* Act of Faith: Ascension ability now works for the player.
* Sisters of Battle textures were updated to low quality textures so the game would not crash. Thanks to LeonardGOOG!
* The Canoness, Nunciate Superior, and especially the Confessor's faith resource generation increased substantially!
* Seraphim, Celestian, Missionary, and Veteran Superior faith resource increased.
* The costs of Living Saints via faith increased.
* Lightning Strike missile damage increased slightly.
* The Lightning Strike no longer moves directly in range of other targets.
* Penitent Engine health increased. Cost increased also.
* Sentinel health increased.
* Confessor's sight radius greatly increased.
* Litany Scrolls instead of increasing keen sight radius of commanders; decreases ability recharge times dramatically.
* Immolator and Sentinel Multi Melta guns are now available at tier 1.
* Immolator Multi Melta damage increased slightly.
* The Immolator Tank is now cheaper to recruit.
* Arch Angel no longer decreases the overall faith of the player.
* Arch Angel research 1 and 2 no longer costs faith, instead requisition and power.
* The Arch Angel starting health degeneration while in combat decreased.
* Arch Angel research II doubles the melee damage of the Arch Angel.
* Rhino Transport cost increased.
* Psyocculum and Laud Hailers research hotkeys were fixed.
------------------------
Space Marines:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Librarian (15 meter radius), Skull Probes (30 meter radius), Damocles (20 meter radius), Land Raider Prometheus (15 meters), Deepstrike Beacon (50 meters)
* New Unit: Land Raider Ares
* New Unit leaders: Terminator Sergeants, Banner Bearers, and Apothecaries
* New Unit: Thunderfire Cannon
- New superweapon: Focused Fire Orbital Strike
* New Research: Advanced Targeting I and II.
* New Structure: Perimeter Defense Outpost
* All Marines infantry, commander, structure, and vehicle units overall durability, cost, and damage output is beyond any other faction and acts like a super soldier compared to
any faction. The function of the race compared to other races is a tough and fearsome "super faction", slightly less durable compared to Necrons. Now completely implemented. Vehicles were given the same thing.
* All Space Marines are equipped with a new passive ability that boosts health, weapon damage, mass, morale, health regen., and armor at no expense.
* All Space Marine structures are equipped with a new passive ability that boosts health and weapon damage at no expense, but an additional cost to turrets and Listening Post addons.
* All Space Marine vehicles are equipped with a new passive ability that boosts health and weapon damage with a 30/30 req/power increase and cap addition.
* Banner Bearers are now recruited from the Sacred Artifact.
* Banner Bearers can no longer use grenades.
* Terminators can now be reinforced with Terminator Sergeants, Apothecaries, and Banner Banners.
* All Space Marine squads can now recruit Apothecaries, Sergeants, Banner Bearers, and Skull Probes.
* Gladiator Command squad is now available at tier II.
* Gladiator Honor Guard improved weapon upgrade damage outputs doubled!
* Gladiators can now reinforce with Apothecaries, Banner Bearers, Skull Probes, and Thunderfire Cannons.
* Sternguard Veterans can now upgrade with Storm Bolters, Heavy Flamers, Combi Plasma, Melta, and Flamer weapons.
* Sternguards can no longer upgrade with Kraken shots. This weapon is for the Gladiator Command squad only.
* Sternguard total weapon upgrades = 14.
* The Librarian's addons are now researches so that the AI can now use the abilities and are permanently applied to the Librarian.
* Some of the Librarian's spells were reworked.
* Soulstorm's bug where the skull probe and scout marine infiltration research enables infiltration for Scouts no matter what was fixed. Scouts can now fire their weapons when infiltration is toggled off.
* The Stormraven Fury challenge rating was reduced to a relic unit rating.
* Stormraven Fury is now available at the Heavy Machine Cult.
* Stormraven overall size decreased.
* Stormraven death event was fixed.
* Orbital Bombardment ability inability to target structures or vehicles bug was fixed.
* Armor Upgrade research modifiers were much improved.
* The Grand Promotion research found within the Sacred Artifact now applies permanent promotions to the Force Commander and Brother Captain! Giving Terminator armor and promoting to Chapter Master (Brother Captain).
* Grand Promotion research modifiers and cost increased!
* Chapter Master and Force Commander halo shields were nerfed.
* Force Commander in Terminator Armor now has halo shield.
- Force Commander in Terminator Armor Chain Fist damage decreased.
* Force Commander in Terminator Armor can now be deepstriked.
- The Relic Blade now requires a captured relic. Damage amount increased.
* The Chapter Master no longer recovers morale while shields are up.
* Weapon Servitors no longer requires tier 1, and can be produced right after the Armoury is built.
* Weapon Servitors now only requires 2 squad cap.
* Weapon Servitors requisition cost to reinforce decreased. Health increased.
* Thunderfire Cannon damage doubled. Is now very dangerous.
* Dreadnought and Venerable Dreadnought textures were fixed.
* The Damocles ability was changed up, allowing the Damocles to see over 350 meters from its location, detects stealth units half the time. The ability cost increased by 100 power.
* The Damocles can now also use the Jammingmap ability which disables enemy infiltration detection around the globe, with an addition of sight radius loss when nearby the Damocles. Costs 150 power.
* The Damocles provides now a numerous amounts of support abilities that can change the tides of battle.
* Hellfire Dreadnought can no longer upgrade with autocannons.
* Hellfire Dreadnought Assault Cannon damage increased.
* Hellfire Dreadnought Missile Launcher reload time decreased.
* Devastators can now be equipped with Multi Meltas.
* Assault Marines melee damage increased.
* Assault Marines can now melee leap.
* All Terminator weapon damages increased by 20%.
* Assault Terminators instead of you manually applying lightning claws, are assigned with lightning claws at random. One extremely deadly against infantry, other is armor/vehicle.
* Terminator chainfist damage increased by an additional 30%.
* Terminator cyclone missile launcher now acts like artillery. Damage tables changed up.
* Force Commander team color and fx makes the Force Commander in Terminator Armor stand out.
* Whirlwind MKII missile barrage damage increased.
* Whirlwind MKII engage range decreased.
* Whirlwind MKII anti aircraft missile damage overall increased, especially versus heavily armored aircraft (titans).
* Whirlwind MKII can no longer upgrade with all inferno missiles. Instead, they can switch between ammunition, thanks of this concept to GiFR mod.
* Whirlwind MKI default attack range increased from 100 meters to 160 meters, allowing the Whirlwind to attack move until that distance.
* Scout Sniper Rifle range increased.
* The Nuclear Weapons Center was renamed to the "Intergalactic Space Port" for Space Marines only.
* Intergalactic Space Port now contains a garrisson of 30 squads, and is able to deepstrike.
- New FX was added to the Space Port, and the Space Marines have different kinds of superweapons: Satellite Particle Cannon, and the Focused Fire Orbital Strike superweapon ability, stronger than a Nuke.
* Weapons Servitor squad formation shrunk to a more closer scale.
* Vindicator weapon reload time decreased. Maximum range increased to 45m from 33 meters.
* Tempest Frag Grenade upgrade does more damage. Krak Missiles cost more.
* Land Speeder Tempests cost more.
* Tempests overall health increased.
* Land Raider Helios missile launcher damage increased.
* Land Raider Redeemer Flamestorm cannon damage increased.
* Land Raider Phobos now has a turret emplacement on top.
* Land Raider Prometheus now acts like an improved Damocles, protecting nearby units from ranged attacks and increases visual range with ability, but cannot blind enemy targets.
* Rhino Transport cost increased.
* Stormraven size decreased.
* Damocles now contains an fx to display its minor shields
* Stormraven weapon damages greatly decreased. Maximum range upgrades decreased from 92 meters to 60 meters.
* Game disabled greyed out beacon icon was fixed.
* Deepstrike Beacons can now be upgraded with shield addons.
* Deepstrike Beacon ability range increased to global range, global recharge.
* Deepstrike Beacons can now deepstrike turrets anywhere in a global range.
* Deepstrike Beacons are now equipped with a permanent very long range sight and keen sight radius of 100 meters, revealing a very large portion of the map.
* Deepstrike Beacons can be upgraded by addons that allow even greater sight radiuses.
* Orbital Bombardment abilities now targets the ground.
* Orbital Strike ability was added to the Deepstrike Beacon.
* Listening Post II weapon ranges, damages, and accuracy increased. Armor piercings in particular was increased.

------------------------
Tau:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Ethereal (30 meter radius), Pathfinders (15 meters), Vespids (8 meters), R'Varna Heavy Battlesuit (15m).
* New Unit: Xv101 Riptide Titan (Kauyon)
* New Unit: Xv104 Riptide Titan (Mont'ka)
* New Unit: XV107 R'Varna Titan and Remora squadron
* Updated structure: Tau Cross Wall
* New Research: Heavy Weapons Upgrade
* New Research: Beast Blood Upgrade
* New Research: Beast Blood Upgrade II
* New Research: Kroot Pact Research
* New Research: Kroot Pact Research II
* New Research: XV107 R'Varna Construction Research I
* New Research: XV107 R'Varna Construction Research II
* The Titans is now built from the Coalition Center.
* Drones can now self destruct.
* All Drones are now produced from the Guidance Beacon and can be deepstriked.
* Remora Stealth Drones are now ground units that can jump over impassable terrain.
* Remora Stealth Drones damage outputs and weapon ranges changed.
* The Guidance Beacon can now deepstrike infantry.
* Attack Drones effectiveness versus vehicles and living metal is now valid.
* Attack Drones damage versus infantry and overall damage increased.
* Most battlesuits now engage in melee combat, making a weak point. But those battlesuits are granted a 10% ranged damage bonus.
* All Battlesuits health and cost massively increased, stationed as a durable and powerful force of a Montka unit, while Kroot are of greater number and much cheaper.
* All non kroot infantry now possess a bad or below average sight radius.
* Fire Warriors now cost 45 requisition each.
* Kroot Carnivores now cost 30 requisition each and reinforces much faster.
* Krootox and Greater Knarloc can now reinforce into a squad.
* Greater Knarloc and Krootox no longer needs to rely on turning for the squad to move.
* Greater Knarloc moves slightly slower.
* Kroot Alphas now renamed to Kroot Shapers move slightly faster.
* Kroot Shapers are now affected by hero research and can RUN!!!
* Tau vehicles use a special kind of ramming ability that ejects a loud sounding gravitic pulse that knocksback all infantry (not including allies) within a great radius.
* Krootox and Greater Knarlocs can now uise the RAM!!! ability, only it costs nothing and name is different.
* All kroot units were given a new ability called "Hunt" which will increase their sight radius and keen sight radius with morale and movement speed bonuses for a limited time.
* Hunt ability is unlocked after the Kauyon Command Post is built.
* The Alpha Knarloc Rider is now available at tier II (Kauyon Command Post).
* Alpha Knarloc Rider can now purchase hero upgrades.
* Alpha Knarloc Rider's crossbow weapon range increased, completely accurate, and can knockback infantry upon impact.
* All kroot unit overall damage increased, except for the alpha knarloc rider and Greater Knarlocs.
* All kroot units are now at minimum slightly effective versus structures and vehicles (exotic blunt damage).
* Vespid Stingwings are now the elite infantry unit type who has rapid movement speeds, has rapid health regeneration, and very, very durable. Costs and balance was added.
* Vespid Stingwing Sonic Pulse damage greatly increased and slows enemy movement speed.
* Ethereal's ability ranges increased.
* Swordfish burst cannon damage increased.
* Malo Gunship name changed to "Stingray Gunship".
* Stingray and Swordfish Gunships can now vault over impassable terrain.
* Stingray Gunship Railgun damage increased!
* Drone Harbinger can now vault over impassable terrain.
* Drone Harbinger support cap decreased from 3 to 2.
* Attack drones created from the Drone Harbinger no longer die off automatically. Instead, it is now limited to 20.
* XV89 Commander's textures are fixed and no longer "glitchy".
* The XV9 Hazard Suit can now be reinforced in a squad of two. Cost remained the same due to version 1.74 elite unit balance.
* Shield Generator armor decreased from full armor to half, so anything can kill it easily.
* Shield Generator cost increased from 100/300 Req/Power to 90/450 Req/Power.
* Shield Generators are now available at tier 2.
* Remora Stealth Drone can now be repaired.
* XV202 Mako Titan deepstrike dropship overall size decreased.
* Structure shields FX (now see through) and function reworked. Shield radius decreased from 50m to 25m. Resistance against ranged attacks decreased.
* Tau Turrets cost increased.
* Barracudas are now restricted until tier II. Cost increased from 150/200 to 160/300.
* XV89 Bodyguards are no longer invulnerable when activating shields then losing morale.
* Visual size of Krootox increased.
* Tau turret addon weapon damage decreased.
* Mako Titan damages against titans and heavily armored vehicles decreased.
* Mako Titan cost increased.
* Manta health increased by 30,000 hp.
* The Manta is now the in-betweener Reaver Titan and Warlord Titan, that is very durable, contains very long range weaponry, and is devastating to encounter (with Ethereal bonuses).
* Tau Manta railgun, burst cannon, and missile damage greatly increased.
* Manta required build time increased.
* Broadside Battlesuit railgun weapon ranges increased.
* Pirahna Skimmer overall movement speed, armor, health, and cost increased.
* Pirahnas now contain excellent sight radiuses.
* Tetra Scout Speeder cost decreased. Sight and keen sight radius decreased.

--------------------------------------------------------|
XP2: |
--------------------------------------------------------|
------------------------
Tyranids:
------------------------
--- Has items going to be added upon next alpha patch.
* DEDICATED DETECTOR: Lictors (25 meter radius), Broodlord (30m radius), Hierophant (20 meters), Toxic Miasma
* New Structure: Spore Mine
* New Structure: Manipulator Hive
* New Research: Biomorph: Banked Carapace
* New Research: Biomorph: Spiked Carapace
* New Research: Biomorph: Bio Plasma
* New Research: Biomorph: Limb Improvement
* New Research: Biomorph: Regenerative Organs
* New Research: Max Weapons research
* New unit variation: Spore Cluster (Hive Mind), and Spore Cluster
* New unit variation: Hierophant Bio Titan (Hive Mind), and Hierophant Bio Titan
* All Tyranid squad units (except Ripper Swarms, Spore Clusters, and Gargoyles) can now receive commander attachments to their squad.
* All Tyranid units (except for Hive Tyrant's Bio Shield) are immune to morale.
* All Tyranid morale buffs from researches and abilities turned into health regeneration buffs.
* All Synapse auras not only increases health regeneration, but increases armor, mass improvement to further avoid knockback, a small chance to avoid all damage for 1 second, a chance to recover health extremely quickly, and protection against ranged/melee attacks.
* Magma Vents now produce power instead of requisition and costs 275 requisition.
* Structures, Trygons, Hierophants, and carnifexes can now be repaired.
* Trygon movement speed, armor, and health regeneration greatly increased. Cost increased as well.
* The Trygon's ability has been changed up. Impact timing is now accurate.
* Hierophant armor and health regeneration greatly increased.
* Turret weapon damages increased and are now very deadly.
* Spore Mine movement speed increased. Squad loadout decreased and formation changed to a more spaced out approach. Squad cap requirement decreased to 1.
* Spore Mine damage versus structures increased.
* Most Hive Mind abilities require the Manipulator Hive.
* Tier III requires the Manipulator Hive.
* Broodlord is now available from the Headquarters.
* Proper ucs was added to non Broodlord genestealer researches.
* Broodlord can now attach to squads instead of reinforcing with Genestealers.
* Broodlord's infiltration problems were fixed.
* Broodlord can no longer reinforce with Genestealer Retinues. Broodlords can now attach to squads.
* Hive Tyrant can now attach to squads.
* Hive Tyrant Barbed Strangler versus commander units damage decreased.
* Lictors can now attach to squads.
* Lictors are now a hero unit, limit of 2.
* Lictors can now leap at enemy targets.
* Lictors sight radius greatly increased.
- Lictors, Raveners, and Trygons can now make tunnel holes which can loadup Raveners, Trygons, and Lictors and tunnel them across the map. Model by DOW Pro, many thanks!
* Ravener health increased from 330 hp to 480 hp. Costs 35 requisition per unit.
* Ravener squad loadout increased from 11 to 15 members!
* Raveners are now available at the start of the game!
* Warriors are now available at the start of the game!
* Warriors can now be upgraded with two leaders with Barbed Strangler or Rending Claw.
* Warriors can now melee leap!
* Warrior research names changed, on top of that, the researches now affect Raveners, Zoanthropes, and Biovores.
* Carnifex Bioplasma ability no longer contains a big marker to cast the ability.
* Carnifex Bioplasma ability icon was changed.
* Bioplasma can now be used for the Trygon.
* Tyranid Spore Mines were recoded and no longer destroy all other Spore Mines when they blow up.
* Tyranid Warriors are now tier 1.
* Spinegaunts are now spammable and reinforceable like Imperial Conscripts.
* Hormagaunts are now at the same price as Termagaunts.
* Tyranid turrets are cheaper to field.
* Reclamation Pools produce requisition and power.
* Carnifex research modifiers are now much more improved!
* Capillary Tower overall cost decreased.
* Warriors upgrade icon no longer turns pink when you upgrade the squad with a Barbed Strangler or Bioplasma.
* Ripper Swarm leaping research was reworked with improved movement speed.
* Ravener Bio Plasma is now available at tier 2.
* Spinegaunt weapon morale damage increased. Morale damage is more effective than Hormagaunt's morale damage.
* Reclamation Pool armor type changed from armored structure to structure.
* Screamer Killer and Khazi Carnifex health increased.
* Gargoyles movement speed increased. Health also increased.
* Hive Strike global ability cost decreased, damage increased, poison spread was removed.
* Meteor Strike ability ui marker changed. Overall cost decreased from 1250 power to 1000 power.
* The only global ability that can cast a sight radius is now the "Hive Mind Reveal" ability.
* Hive Mind reveal global ability can detect infiltrators when used. Cost decreased to 300 power.
* Requisition researches now costs requisition and power (mostly this).
* All ucs (description) bugs and errors in previous 1.73 versions were fixed.

------------------------
Inquisition:
------------------------
Not Spoiled until THB release.

------------------------
Daemons:
------------------------
Not spoiled until THB release.
--------------------------------------------------------|
XP3 Campaign: |
--------------------------------------------------------|
- Nothing applied yet as this will be revamped in Grand Release Gold Edition.
--------------------------------------------------------|
Survival: |
--------------------------------------------------------|
- Nothing applied yet as this will be revamped in Grand Release Gold Edition.
--------------------------------------------------------|
Arena: |
--------------------------------------------------------|
- Nothing applied yet as this will be revamped in Grand Release Gold Edition.
--------------------------------------------------------|
SCAR: |
--------------------------------------------------------|
- New Wincondition: The Dark Age
- New Wincondition: Auto abilites
- New Wincondition: Civilian Slaughter
* New Wincondition: Turtle Speed
- New Wincondition: Snail Speed
* New Wincondition: Sandbox (replaces change players wincondition due to how buggy it is).
- New Wincondition: Race Themed Music (Thanks to Gambit)
* New Wincondition: Softcore
- New Wincondition: Extremecore
- New Wincondition: Uber Commanders
- New Wincondition: Uber Relic Units
- New Wincondition: Uber structures
- New Wincondition: Nuclear War
* New Wincondition: Cap Limit modifier +10
* New Wincondition: Cap Limit modifier +20
* New Wincondition: Cap Limit modifier +40
* New Wincondition: Titan Wars Extreme
- New Wincondition: Booby Traps
- New Wincondition: Durable HQs
* New Wincondition: Restrict Commander Wargear
* New Wincondition: Restrict Commander Wargear (AI)
* New Wincondition: Starting Builder
* New Wincondition: Reinforcements: Elites
* New Wincondition: Reinforcements: Vehicles
* New Wincondition: Reinforcements: Standard
- New Wincondition: Reinforcements: Titan
- Change Players wincondition is back and fixed up completely thanks to Gambit!!!
- Apply GDP, CM, and Terminator Lord in assassinate.
* Removed Wincondition: Restrict fortress defenses (as it caused major problems with the AI)
* Assassination wincondition was fixed where Space Marine and Ork commanders no longer charge at enemy lines.
- Extermination wincondition ignores tank traps now.
* Tyranids, Daemons, and Inquisition races are now properly affected by the restriction winconditions.
- Titan Wars wincondition makes all relic units + titans for the AI cost reduced by half. So think twice before you play titan spam with AI!
* Tyranid AI power donations donate much less.
* Added a delayed scar script execution to hopefully avoid booting players on start within multiplayer.
* The Manta is now restricted in the Restrict Aircraft wincondition.
* Tyranid Gargoyles are now restricted in the restrict aircraft wincondition.
- Take and Hold + Strategic Victory winconditions were fixed, including now a win display on the right.
* Crazy Insane Addon decreases the costs of units and structures for the artificial intelligence by 90%. Inexperienced players who choose this addon will have trouble playing with difficulties standard and higher.
* Reworked the scar code to now include Daemons and Inquisition!
* Added shield generators to Fortress defenses.scar.
* Some structures that are not ignored via annihilation was added to the list.
* Starting Army wincondition will now add two Builder Scarabs instead of Wraiths for the Necrons.
--------------------------------------------------------|
SCENARIOS: |
--------------------------------------------------------|

--------------------------------------------------------|
SOUND: |
--------------------------------------------------------|
---- More sounds incoming for next patch.
* The main Apocalypse theme was fixed. Its errors after the 5 minute mark was removed, and is replaced my awesome tones that do not drive your attention away from the epic. The music duration was shortened to 10 minutes.
* All music and themes of version 1.73 was changed up and revamped into a new theme for version THB.
* Epic Score music was added, in credit to youtube channel makers' author credits in their descriptions.
* Added the main Daemons theme.
- Force Commander song theme added.
* Deathmarks were given a new "VO".
* Necron Lord "VO" added.
* AEonic Orb "VO" added
* Necron vehicle "VO" added.
* Deathlord (Thomas Macabee) VO added.
- Ork VO adjustments, increase in volume.
- Tyranid VO adjustments, decrease in volume.
- Chaos Daemons VO tune up with applied immersion.
* Chaos Lord in Terminator Armor VO added.
* Force Commander in Terminator Armor VO added.
* Wraithlord VO updated.
* Ancient Wraithlord VO added.
* Wracks VO added.
* Chaos Terminators VO updated.
* Dire Avengers VO updated.
* General's Personal Reaver Titan VO added.
* Imperial Guard Comms. Array "VO" updated (Thanks to Steel Legion mod).
* Basilisk Magnus VO added.
* Necron Wall "VO" added.
* Mars Pattern Convoy VO added.
* Greater Dark Lance sound was greatly reworked.
- Dark Eldar Citadel Eternal Agony volume lowered.
* New VO: XV101 Riptide and 107 R'Varna battlesuits.
- Half of the Imperial Guard Leman Russ Tanks have a new VO.
* Venerable Dreadnought VO added.
* Sterilization Obelisk "VO" added.
- Daemon Primarch Angron VO added.
* Hydra AA Tank VO added.
* Earthshaker Platform VO added.
* Chaos Dreadnought VO added. Thanks to Eranthis Aconite!
* Sorceror Lord VO added. Thanks to Eranthis Aconite!
* Plague Marine VO added. Thanks to Eranthis Aconite!
* Noise Marine VO added. Thanks to Eranthis Aconite!
* Ork Meanest Tellyporta "VO" added. Thanks to Eranthis Aconite!
* Ork Boomy Platform "VO" added. Thanks to Eranthis Aconite!
* Ork Wall "VO" added. Thanks to Eranthis Aconite!
* Ork Big Bomba Towa "VO" added. Thanks to Eranthis Aconite!
* Ork Teknolojee Tree "VO" added. Thanks to Eranthis Aconite!

Mar 20 2015 Anchor

So when you release this mod it will comes in alpha? And patches like 1.73?

Mar 20 2015 Anchor

Hello friends of UA team: I don't see in the IG list of upgrades the IG BUNKERS, these will not be in game????????? It would be a shame because I've been waiting. Greetings

P.D. - Force Commander song theme added. (Thanks for hear my begs and add it)
P.D.2 - Really???? Rough Riders in UA... I can't imagine men in horses in a Epic Galactic Battle in the year 40K. The Ogryns with mask seem better.

Edited by: ralleo1980

Mar 21 2015 Anchor

I'd love to spam Titans like before... Anyway, will there be a way to decrease their cost for a Titanic warfare of epic proportions?

Mar 21 2015 Anchor

Reading this, I think everyone now wants to be a beta tester. :P

Mar 21 2015 Anchor

What exactly is the Sandbox wincondition?

Mar 21 2015 Anchor

@Sir_Scout: Keep in mind, that asking for release dates, like said in the news will be ignored. :) But on the otherhand, thanks for reading the changelog!

@ralleo: Unfortunately mate, since there is no room in the build menu for IG and the model is not done yet, it will not be ingame for THB, sadly. :(

@terminator-zeski: There is indeed. Titan Wars Extreme + high resources is already the high bulk of it, but there is another wincondition that is titan friendly. :)

@Racerking: Our little dev tool. :) Useable by you also. ;)

Also for those who are saying "What is the difference between Grand Release Gold Edition and The Hunt Begins?"

GRGD is something in the future that is our campaign worthy thing and one of the final Grand Releases of all time. THB is next update. THIS.

Mar 22 2015 Anchor

If you play with the Cap Limit modifier +10, Cap Limit modifier +20, and Cap Limit modifier +40, does that cause the mod to be bugged, crashed, etc? And for the Reinforcements wincondition, is that similar to the Starting Army wincondition?

Mar 22 2015 Anchor

Lord_Cylarne wrote: @ralleo: Unfortunately mate, since there is no room in the build menu for IG and the model is not done yet, it will not be ingame for THB, sadly. :(

Master, I can give you an idea for solve the problem of build menu. I thinks that a possibility is convert the Infantry Command in a Bunker, I'll explain better: In game build a Infantry Command for infantry units, but later in the game this structure can be added an icon (maybe in Tier 2 or 3) that convert this building in a Bunker, obviously to do this the Bunker will lose the ability to create some advance infantry units like the Karskin, Special Weapon Team and Orgryns, but let create Conscripts or Guardmens (building more Infantry Command can supply this units that are not in the Bunker), then the Bunker have some abilities like a more resilient structure, more damage, more diversity of weapons and of course heal the units more quickly; the Squad Cap of the Infantry Command will not miss when convert to Bunker . It is only a suggestion and can be a solution for saturated Build Menu obviously when the models can be done. Thanks for your attention. Greetings

Edited by: ralleo1980

sinblood
sinblood Undefined Species
Mar 22 2015 Anchor

I've not yet read everything but I found quite a lot of inconsistency in some descriptions. I'm listing very few of them but I need to know if I'm reading wrong (limited English) or if it is because it must be an hell to list such amount of information without having a brain bug on the way :O

-Restored Monoliths, Doomsday Monoliths, and Aeonic Orbs no longer use the Gauss Overcharge ability.
??? Restored Monoliths excepted , the others do not have Gauss Overcharge. (you might be talking of a previous alpha?)

* Aeonic Orbs health regeneration decreased. Ability costs increased. Armor decreased.
* AEonic Orb's "Expanded Impact" Solar Flare burst cost decreased from 7500 power to 5000 power.

* Deathmarks are now available at tier II along with Pariahs.
* Pariahs are now restricted until tier III.

That's quite confusing.

Anyway, from what I've read so far, things are quite exciting because things sounds so much different that it feels like (and will probably be that way) a brand new mod...you are on the way to ruin most of my habits/strategies while playing Necrons :)

Edit: Nids changelog... w00t (fearless gaunts "excepted" but it will probably fix many pathfinding issues!)

Edited by: sinblood

--

Check my profile for some Tyranids retextures (link provided in pics description)

Apr 9 2015 Anchor

Im not asking for release dates,Id just like to pint out its 4/9/2015 & still we got nothing~

Apr 12 2015 Anchor

If anything, can you tell me why you are no longer taking betatesters? I'd like to know more about this guy...

Apr 12 2015 Anchor

Fugging Strabo told me to ask you, when the fug a picture of Angron will be released

Apr 12 2015 Anchor

Daemon primarch confirmed ?!?!?!

Apr 17 2015 Anchor

Not sure if you can answer this but with regards to the Sandbox wincondition will this allow you to have the AI as dummies throughout a game and then activate them when you want to - I did this in a crude way using Change Players, AI Dummies and unlocked teams but it often throws me a Fatal Scar Error (must be buggy as the OP says). But when it does work it is awesome as it allows you to build massive defences and then see how long you can hold out against 4 insane tyranid AI or something :D

May 18 2015 Anchor

Where is the dark eldar love ?

May 22 2015 Anchor

Are you going to add chapter specific units to the space marines and ig. Because I read the change log and your missing like dark angel units blood Ravens and blood Angels units

May 27 2015 Anchor

Hello everyone,

thank you as always for this great mod!

I did not see any mention to solving the "- Dark Eldar's weird bug that changes attack stances of affected units is a first priority fix that we don't know how to fix. Will turn up in later patches or THB." mentioned in the 1.73.9 changelog

I do not use Dark Eldar (don't like them) and avoid playing against them (I only play offline skirmishes) because of this bug, can you please clarify this to me?

Thank you in advance!

May 28 2015 Anchor

@KalidhoS: That bug refers to the crucible ability of the dark eldar if am not mistaken. Pretty much the ability makes targeted enemies fight between them (even allied units) for some time and that seems to mess with the attack stances of the units, making them change from ranged stance to melee stance if I am not mistaken, causing the players to manually change back the stances.

--

Apparently people don't like me :(
Is it because i was tainted by Chaos? Cause I already born that way...

May 29 2015 Anchor

Hello UA team, one question, where is the Eversor Assassin??? I'm seeking in the IG army but i don't find it. Somebody can help me, please?????

May 30 2015 Anchor

@GreenScorpion: thank you for the explanation, I will try a skirmish against them and see if it still applies in THB

Jun 2 2015 Anchor

i am hopeing for more cap modifiers yes +80 total for a grand total of 100 caps is nice but i like to have huge battles and had some fun with 240 total cap before this update.I am not saying this update is bad i love everything xD i just wish there was more modifiers for cap total cause 100 seems abit small compared to the +10,000 relic cap so you end up haveing more titans then infantry of tanks.But if you add some more modifiers for the 2 caps lets say +80, +160, +320 and maybe for thos who like insanely huge fights and can take it +1000, +2000, and maybe if able +3000 max total pop and vehicle caps. I can hope and these are options so thos who dont like them or the ai haveing insane armies can relax and not have the options enabled but thos who do like it can and so everyone wins.

Jun 2 2015 Anchor

i am hopeing for more cap modifiers yes +80 total for a grand total of 100 caps is nice but i like to have huge battles and had some fun with 240 total cap before this update.I am not saying this update is bad i love everything xD i just wish there was more modifiers for cap total cause 100 seems abit small compared to the +10,000 relic cap so you end up haveing more titans then infantry of tanks.But if you add some more modifiers for the 2 caps lets say +80, +160, +320 and maybe for thos who like insanely huge fights and can take it +1000, +2000, and maybe if able +3000 max total pop and vehicle caps. I can hope and these are options so thos who dont like them or the ai haveing insane armies can relax and not have the options enabled but thos who do like it can and so everyone wins.


Yes!!! I wish for the same!

Jun 3 2015 Anchor


When I make the XV107 R'Varna and I make at least one member of his squadron, he turns invisible as if he's infiltrated, is that a bug or an unlisted feature cause nothing ever tells you he turns infiltrated when at least one drone is alive.

Edited by: Cool_Username

Jun 5 2015 Anchor
Racerking98 wrote:

i am hopeing for more cap modifiers yes +80 total for a grand total of 100 caps is nice but i like to have huge battles and had some fun with 240 total cap before this update.I am not saying this update is bad i love everything xD i just wish there was more modifiers for cap total cause 100 seems abit small compared to the +10,000 relic cap so you end up haveing more titans then infantry of tanks.But if you add some more modifiers for the 2 caps lets say +80, +160, +320 and maybe for thos who like insanely huge fights and can take it +1000, +2000, and maybe if able +3000 max total pop and vehicle caps. I can hope and these are options so thos who dont like them or the ai haveing insane armies can relax and not have the options enabled but thos who do like it can and so everyone wins.


Yes!!! I wish for the same!


NO! This is not total war game, absolutely no need for such thing. This old engine can't even take current population, don't even think of anything higher.

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