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!

Forum Thread
  Posts  
Version 1.88 Changelog (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Feedback : Version 1.88 Changelog) Locked
Thread Options 1 2 3 4
Sep 20 2016 Anchor

Please leave feedback! :)

The mod will be released once all these "-" are fixed. Any bugs not mentioned in this changelog state NOW...


Hint:
* = Fixes.
- = Ideas not taken to effect yet.
!* = Applied ingame, but as rough drafts (non final product)
> = Noted for next version.
>> = Noted, but not for another two versions or more.

------------------------

PLANS FOR FUTURE VERSIONS:


|||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Credits - Akrandas and OrkA mod.
- Hard mod - For the Chaos Land Raider model update and Destroyer (Defiler variant).
- Fuggles - For Legionaires (Legion of the Damned) units and concept.
- Boychaos - For more units based on the Legio Titanicus mod.

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||

------------------------
Global:
------------------------


* All Plasma Generators now increases the production rates, and damage outputs of structures they are adjacent to. Tooltip added.
* All Plasma Generators now deals damage to structures adjacent to them and may chain react other generators. Thermo Generators are now very deadly upon explosion.
* Auto Repairing now properly works.
* All AI were further updated and improved.
* All Warhound Titan Stomp abilities now deals 50% more damage and deals critical morale damage to all squad types.
* Vehicle RAM!!! mode area affect radius decreased from 14m to 11m.
* All Legio Titanicus Turret modes were reverted to a Titan Stomp execution move similar to vehicle RAMMING!
* All Stomp Modes were given to all walker titans.
* Reaver Titan Mega Melta damage decreased by 50%. All modifiers are properly working as they should now.
* Transport Ability Recharge ability will now increase the ability ranges of affected squads around the transport.
* Transport reinforcing works differently now and is kind of fixed. Please see ingame.
* Production Inspiring Commander Choice addon now affects researches and properly works.
* Health and morale Inspiring Choice limit is now one throughout all commanders in your army.
* Tanktraps no longer affect enemies.
* All builder unit commanders now construct and repair structures 4x faster, increased from 2x faster.
* Reaver Titan missile launchers can no longer attack aircraft.
* Iron Curtain superweapon fx now reveals no matter where it is targeted.
* Iron Curtain now kills all infantry within the zone of affect.
* Iron Curtain now lasts for only 30 seconds but does NOT disable any vehicle, titan, or structure within its zone.

AI Changes ------------------------

------------------------
Chaos Marines:
------------------------

> New Unit: Chaos Land Raider Doombringer (Thanks to Hard mod)
> New Unit: Destroyer (Thanks to Hard mod)
* New Endgame Addon: The Great Ruinous Castle I
* New Endgame Addon: The Great Ruinous Castle II
* New Research: Titan Armor Research.
* New Research: Squad Size research 1+2.
* New Research: Vehicle Armor Upgrade
* New Research: A new special research.
* Lord of Change Greater Bolts of Change damage and area effect radius decreased by 25%.
* Warp Storm of World End now expands gloabally, killing off everything that is not daemon. FX was changed up and improved!
* Warp Storm of World End free daemon limit was increased to 40 from 20.
* Listening Post Garrisson bonus increased from 2x to 2.2x the requisition rate of Strategic Points. It was increased due to the large costs of managing your Space Marines.
* Attack Bikes were given a new ability: Burnout.
* Ravager Titan was given a new weapon upgrade: The Apocalypse Missile Launcher.

AI Changes-------------

------------------------
Chaos Daemons:
------------------------

> New Research: Daemonic Metal
* Primarch Angron is now invulnerable 50% of the time decreased from 75% of the time. Angron will also lose invulnerability half the time if his morale is broken.
* All lesser daemons are now cheaper to reinforce.
* Blight Drones can now vault over terrain throughout the globe.
* Daemon Lord and Greater Daemon Prince can now cast Mini Warp Storms upon Commander: Level 8 research.
* Lord of Change Greater Bolts of Change damage and area effect radius decreased by 25%.
* Structure warpfire fx was removed due to major lag issues.
* Yellow Horror and Hellspawn artillery damage against builder units and vehicles decreased by 15%.
* Planetary Exterminator and Warp Storm of World End can no longer fire at the same time, also breaking one of the superweapons if fired off.
* Warp Storm of World End now expands gloabally, killing off everything that is not daemon. FX was changed up and improved!
* Warp Storm of World End free daemon limit was increased to 40 from 20.
* Trading for resources gives the player 50% of the amount of resources to trade instead of 75% the amount.
* The economy of the Chaos Daemons is now stabilized compared to any other faction. Daemons will no longer get ridiculous economic boosts of income.
* Daemon Claws Turret health decreased by 400hp.
* Eye of Madness cost increased by 15 requisition.
* Eye of Madness health decreased by 100hp.
> (can't find the source) Daemons ranged damage resistance out of random areas decreased.
* Daemons structure fire fx was removed to help laggy situations.
* Horrors squad cap (minions) increased from 2 to 3.
* Update daemon prince research requirements.
* Greater Brass Scorpion armor increased by 10.

AI Changes-------------

------------------------
Dark Eldar:
------------------------

> New Research: Titan Stealth
> New Research: Improved Destructor
> New Unit: Agony Titan (Legio Titanicus).
* The Clawed Fiend VO was updated! (Thanks to Eranthis Aconite)
* Reaper Shards damage decreased by 20%.
* Instigator Titan weapons no longer fire backwards.
* Instigator Titans now costs 3990/8100 req/power to produce.
* Turret damages decreased by 20%.
* Haemonculus keen sight radius increased by 10m.
* Wych keen sight radius increased by 10m.
* Clawed Fiends globally increases the morale of Warp Beasts by 50 per unit. Squad unit increase +1 instead of +2.
* Clawed Fiend health decreased by 500hp.
* Wracks ranged weapon damage output decreased by 25%.


AI Changes-------------

------------------------
Eldar:
------------------------

* Prism Shards damage decreased by 20%.
* Hornet brightlances now only fire forward and not off to the side.
* War Walker Brightlance damage decreased by 30%.
* Revenant Titan can now activate Gravity Boosters just like other vehicles.
* Warlock required build time increased from 3 to 7 seconds.
* Shining Spears squad loadout decreased by 1.
* Shining Spears health decreased by 75hp.
* Shining Spear Veterans Upgrade squad increase decreased by 1.
* Avatar of Khaine armor increased by 2.
* Avatar of Khaine melee weapon damage increased by 5%.
* The Laughing God's Dance of Death ability movement speed modifiers decreased by 25%.
* The Laughing God's new ability released in version 1.86 damage increased by 20%.
* All Brightlances damage decreased by 15%.
* Ancient Wraithlord melee damage decreased by 25%.
* Rangers maximum squad size decreased by 1. Squad cap increased by 1.
* Brightlance and Shuriken Cannon platform damage outputs decreased by 30%.
* Hornet health decreased by 700hp.
* Nightspinner health decreased from 2000 to 1600hp.

AI Changes-------------

------------------------
Imperial Guard:
------------------------

* Lucius Pattern Reaver and Cavalier weapons were changed up.
* Techpriest Enginseer health increased by 250hp. Damage increased by 20%.
* Mars Pattern Convoys no longer affects Mars Pattern Commands globally by increasing their production.
* General's Reaver Titan Arm Autocannon damage decreased by 40%.
* Medusa unit was changed up completely. Accuracy was improved and can shoot farther than a Basilisk.
* Medusa cost increased from 280/340 to 280/400.
* Special Weapons Support Team can no longer upgrade all of their units and squad members total decreased by 1.
* Leman Russ Executioner damage decreased by 15%.
* Leman Russ battletank research modifiers (in damage) decreased by 15%. Description now matches the damage modifiers.
* Mars Pattern Convoys repair vehicles and structures half as fast.
* Basilisk Magnus no longer hurts friendlies.
* "Let It Burn" ability was given to the Leman Russ Inferno.
* Firesword flame weapon damage increased by 20%.
* Firesword can now chuck flaming grenades around the unit, making blazing flames from the unit itself.
* Primaris Psyker Psyker leaders can no longer run, causing global travel.
* Nervegas Launchers description was fixed.
* Ogryns can no longer reinforce with Priests.
* Shadowsword Titanicus damage increased by 10%. Damage against morale increased by 100%.
* Overcharged ability damage increased by 100%. Cost increased by 200%.

AI Changes-------------

------------------------
Inquisition:
------------------------

* New Unit: Imperator Titan (Legio Titanicus).
> New Unit: Knight of Flame (return of a once loved unit).
* Grey Knight Terminator and Paladin damage against vehicles increased by 30%.
* Grey Knight Paladin morale increased by 50%.
* Grey Knight Terminator Nemesis Blades, Purgator default weaponry, and Interceptor weapon upgrades damage versus vehicles increased.
* Dedication: Industry addon cost increased from 100/100 req/power to 300/300 req/power.
* Workers production time increased by 5 seconds and costs 10 more requisition.
* New Weapon Upgrade for both Warhound Titans: Emperor's Artifact: Rapid Fire Plasma Blast Gun.
* Bunkers are now equipped with one addon, Flaming Death for the Inquisition. Unlike the Sisters of Battle, Flaming Death addon is available earlier and grants health.
* Omnissiah Missile Launcher weapon damage decreased by 30%.
* Shrine To The Emperor researches now work and affect Grey Knights/vehicle units.
* Grand Master cost decreased by 2000/1000 req/power.
* Inquisition Tribunal cost decreased by 300/300 req/power.
* Troop researches are available later or are more expensive to get.
* Psycannon Bombard global ability damage decreased by 46%. Cost decreased from 800/800 to 700/700 req/power.
* Flaming Bunkers will no longer attack aircraft.
* Flaming Bunkers damage decreased by 50%.
* Bunkers health decreased by 18% and its addons will increase the health by 25%.
* Bunkers cost increased by 50%. Bunkers also take 15 more seconds to build.
* Bunkers now requires tier 3, the Tribunal addon.
* Bunker icons were updated to match the Inquisition Daemonhunt icon consistancy.
* Emperor's Artifact: Emperor's Finest: Grey Knights, Vehicles, and Titan modifiers were nerfed by 90%.
* Omnissiah turret damages versus structures decreases. Area effect radius decreased.
* Bodyguards maximum default damage decreased by 10%. Cost increased by 5 requisition.
* Death Cult Assassin melee damage decreased by 25%.
* Death Cult Assassin cost decreased by 10 requisition.

AI Changes-------------


------------------------
Necrons:
------------------------

* New Research: Wraith Cryptek
* Builder Scarab share glitch between the Sentry Pylon (squad) is now fixed.
* All Monoliths now contain a new ability called RAM!!!
* Doomsday Monolith cost decreased from 5000 to 4000 power.
* Gauss Pylon cost decreased from 7000 to 6000 power.
* Plasma Generator limit per Obelisk was removed.
* Generators decay less often.
* Amplification Generator bonus aura radius increased from 60m to 70m.
* Immortal weapon damage increased by 10%. Weapon range increased by 5m.
* Annihilation Barge weapon damage increased by 5%.
* Necron Warrior health decreased by 35hp.
* Immortals health increased by 15hp.
* Wraith cost decreased from 120 power to 100 power.
* Energy Core now costs 2000 power from 2250 power.
* Ancient Summoning Core now costs 1500 power from 1800 power.
* Engaged Monolith (tier II addon) cost increased from 600 to 750 power.
* The Overloaded Gauss Weaponry fx was changed up and fixed.
* Lychguard health increased by 200hp.
* Doomsday Arks can now attack aircraft. Reload time decreased by 3 seconds.
* Doomsday Arks are now available at tier 3.
* Amplifier: Superweapons modifiers decreased for the Aeonic Orb, decreasing the maximum range.
* Deathmarks cost increased by 10 power each unit.
* Deathmarks squad size no longer increases after researching the Deathmark Disruption Field upgrades.
* Reassemble ability now costs 115 power to activate!
* Amplification Generator self destruct option ucs was fixed.

AI Changes-------------

------------------------
Orks:
------------------------
* All Ork titan researches were renamed to "Gargant Dakka" and "Gargant Armor".
* Structure model update: Boomy Platform (Thanks to Orks: Armageddon mod)
* New Structure: Gork Resource Shop (provides resource benefits.)
* New Structure: Even Bigga Supa Dupa Mega Mean Generator!
* New Unit: Looted Rhino
* New Unit: Armageddon Battle Fortress
* New Unit: Armageddon Battle Wagon
* New Research (Klan): Orks of Armageddon
* New Research (Klan): Orks of Klan Gorgutz
* New Research (Klan): Orks of Klan Nuddyfist
* New Research (Klan): Orks of Klan Zagdakka
* New Research: More Mega Armor
* New Research: Even More Mega Armor!
* New Research: More Mega Dakka
* New Research: Even More Mega Dakka!
* New Research: Killa Kan Reinforcements!
* New Addon: Nukklear Kaboom Bomms! (AddOn)
* Boomy Platform was completely redone. It is now permanently an artillery emplacement much like the Imperial Guard Earthshaker Platform.
* All Teknolojee Tree researches costs decreased.
* Population addons no longer requires the Teknolojee Tree.
* Waaaagh! Banners limit was removed.
* Waaagh! Banners now cost 50 +25 requisition per banner constructed.
* Waagh! Banners now follow what the tooltip says.
* Waaagh! Banner health decreased, due to possible health increase per Waaagh! Banner exploit.
> Waaagh! Banners now contains a visual effect that will tell the player that it is upgraded with more pop!
* Population addons limit was set to 10.
* Ork Mob modifiers were changed. The more Orks are gathered together, the more health, morale, damage, and health regeneration is added to each individual Ork unit. The Orks if big enough will also increase the requisition rate of the Ork Waagh! So play the Orks with large numbers, always.
* Ouchy Platforms are cheaper to construct.
* Ouchy Platform addon requirement pop decreased from 90 to 55.
* Ouchy Platform aiming was fixed. Missiles coming from the origin position was also fixed.
* Ouchy Platform upgrade addon cost increased from 25/80 to 25/100 req/power. Default cost increased from 140/50 to 150/55 req/power.
* Great Gargants no longer crashes the game.
* Great Gargants were given a new ability "Repair Me Ya Gitz!".
* Wartrukks no longer lays minefields very fast.
* Grots knife is now affected by More Choppy and Even More Choppy researches.
* Grot pistols are now affected by More Shooty and Even More Shooty researches.
* Tougher Orks research costs greatly decreased.
* Bad Doks are now affected by Boss researches.
* Killa Kans and Shoota Boy Big Shootas are now affected by More Dakka and Even More Dakka researches.
* Extra Vehicle Armor and Even More Vehicle Armor research modifiers increased.
* Extra Vehicle Armor upgrade 2 now requires more population.
* Bombsquig ability power requirement decreased by half.
* Nukklear Bombard ability cost decreased from 3500/3500 to 3000/3000.
* Slugga Boy limit was removed.
* Boomy Stikk Bomms range increased by 15m.
* Grot Gangs no longer require population to purchase (besides reinforcing).
* Kustim Stompa Hammer attack radius and damage output increased.
* Kustim Stompa and Ork Stompa no longer direct spawns Slugga Boyz for free.
* Burna Bomms global support ability now contains a cost requirement.
* Supa Dupa Money research 2 modifiers decreased by half.
* Lootas health, armor, and damage output increased to match the price of the unit.
* Lootas are now effective against most unit types.
* Flash Gitz health increased from 390 to 560 hp.
* 'Ard Boy health decreased from 950 to 700hp.
* 'Ard Boy morale increased from 300 to 500.
* Nobz health increased from 800 to 980hp.
* Teknolojee Tree cost decreased from 400/130 to 200/100.
* Bombsquig blowup damage increased by 30%.
* Tankbustaz damage output increased by 35%.
* Tankbustaz health increased. Knockback resistance also increased.
* Shoota Boyz can now be upgraded with 8 of 15 special weapons within the squad increased from 5/15.
* Shoota Boyz Big Shoota damage output increased by 5%.
* Slugga Boyz can now be upgraded with 5 of 15 special weapons within the squad increased from 3/15.
* All Ork squads morale increased.
* Trukk Turbo Boost is now affected by the Turbo Boost research.
* Listening Posts and their addons are now cheaper to produce.
* Tank Busta Bombs ability damage increased by 35%.
* Tank Busta squad size increased by 2 and can reinforce with a Nob Leader now.
* Orks now reinforce 2x slower instead of 6x slower in combat.
* Supa Dupa Money Researches are now 200% more expensive.
* Supa Dupa Money since it is so effective at increasing requisition income now requires a relic and a critical location. Supa Dupa Money is now the only research in the game that requires both critical resources to be completed, but is worth it.
* Ork units and titans can now be transported through Meanest Tellyportas similar to Eldar Webway Gates. Description updated.
* Big Mek's Tank Zzzap now affects structures and displays a visual disabled affect.
* Grot Cart damage decreased by 15%.
* Bombsquig damage versus infantry decreased by 40%.

AI Changes-------------

------------------------
Sisters of Battle:
------------------------

> FACTION IS STILL WIP (Work In Progress). SoB will be fixed up and implemented by Kairos in the future.
* Winbutton lag was drastically dropped and was slightly redone. There is no immediate impact upon using the winbutton anymore.
* The relic resource was changed up to where the required faith cost is equal to the relic points of the Sisters of Battle.
* Relic resource initial starting is 1,000 and is increased by 1,000 per relic tier research.
* Aura of Invincibility no longer affects structures.
* Auto Turret Defense addons for Bunkers no longer provides auto turret defense systems and only increases health. For now on, for squads to shoot bolters at enemy targets, they must be garrissoned unless flamers addon is built.
* Flamer defense systems addon for bunkers cost greatly increased and requires tier 3 now.
* Adepta Sororatis Bunker health decreased from 7000 to 6500hp. Cost increased by 10 requisition to build.
* Bunker Bolters range increased by 15 meters, making it slightly more useful compared to the flame addon.
* Capitol Imperialis is still unlimited, but constructing just 3 will make the fourth Imperialis take 30 minutes to produce.
* Capitol Imperialis can now produce units without the need of unloading its doors.
* Capitol Imperialis is now available within the army painter.
* Ordo Heritcus Inquisitor is located in the commanders slot of the army painter.
* Bunkers that are equipped with attack addons will have decreased hp.
* Flaming Bunkers will no longer attack aircraft.
* Flaming Bunkers damage decreased by 50%.
* Bunkers cost increased by 50%. Bunkers also take 15 more seconds to build.
* Autoturret bunker defense is now a buff addon that increases health, but no longer adds turret defenses on the bunker.
* Death Cult Assassin melee damage decreased by 25%.
* Death Cult Assassin cost decreased by 10 requisition.

AI Changes-------------


------------------------
Space Marines:
------------------------

* New Unit: Warlord Titan (Legio Titanicus).
* New Unit: Imperator Titan (Legio Titanicus).
* New Unit: Legionaire Commander
* New Research: Chapter: Blood Ravens
* New Research: Chapter: Legion of the Damned
* New Research: Chapter: Ultramarines
* New Research: Legionaire Infiltration Research
* New chapters were introduced (like marks of Chaos) to the Space Marines!
* Space Marine chapters unlock different units to recruit and relics found within the Emperor's Armory.
* Emperor's Armory sight radius greatly decreased.
* Deathwatch squad was renamed to "Legion of the Damned". Squad is no longer affected by morale.
* Legion of the Damned squad initial weapon loadout is now flame throwers.
* Legion of the Damned squad loadout decreased by half. Squad cap decreased from 4 to 2.
* Legion of the Damned squads are now produced from the barracks, but require the Sacred Artifact.
* Legion of the Damned squads are now ignited in fire for visual fx.
* Legion of the Damned squads vo were changed up!
* Protocol Battlefleet Gothic winbutton research cost decreased from 45000/45000 to 30000/30000.
* Protocol Battlefleet Gothic will now reveal the map so you no longer need to upgrade your beacons.
* All Emperor's Artifact researches that affect titans, vehicles, and Space Marine infantry now requires the Emperor's Armory to be valid even after research is completed.
* Predator MKII Executioner Cannon fires faster and can now be upgraded.
* Assault Terminators are now affected by Emperor's Finest: Space Marines research.
* Emperor's Artifact: Emperor's Space Marines, Vehicles, and Titan modifiers were nerfed by 90%.
* Emperor's Armory limit was added because the Armory itself adds modifiers to all squads, vehicles, and titans.
* Stalker AA damage output increased by 25% and is now a tad effective against titanic aircraft. Damage versus aircraft is now 100% pierceable.
* Stalker AA can now lay mines 5 seconds faster and at a cheaper price.
* Attack Bikes were given a new ability: Burnout.
* Sternguard and Vanguard Veteran stances are no longer defaulted to hold ground stance when exiting a structure.
* Listening Post Garrisson bonus increased from 2x to 2.2x the requisition rate of Strategic Points. It was increased due to the large costs of managing your Space Marines.
AI Changes-------------

------------------------
Tau:
------------------------

* Fire Warrior base weapon damage decreased by 10%.
* Fire Warrior Rail Rifle damage decreased by 5%.
* Tigershark cost increased from 1300/3770 to 1600/4200 req/power.
* Arc Turret cost increased by 20%.
* XV30 Builder unit limit decreased from 2 to 1.


AI Changes-------------

------------------------
Tyranids:
------------------------
* New Unit: Tervigon
* Genestealers now increase the requisition income when in melee combat.
* Hierophant health decreaed from 35775hp to 30775hp.
* Trygons now cost 1000 requisition from 1200.
* Zoanthrope invulnerability bug was fixed.
* All gaunts no longer grant a global bonus of health to everything. Instead, while Gaunts are formed in swarms, they then grant several bonuses like more attack damage, health, health regeneration, and even production rate much like the Orks only it affects everything. Always gather Gaunts together.
* Genestealers are now affected by the Gaunt modifiers.
> Consume World Apocalypse research now adds a voiceover like sound effect to let players know it is operational.
* Ravener Rending Claw damage increased by 8%.
* Termagaunt Flesh Bourer weapon upgrade damage against vehicles and structures increased.
* Hormagaunt weapon armor piercing increased after the hormagaunt adrenal glands research.
* Gargoyle damage output decreased by 25%. Health decreased by 15hp.
* Bio Plasma Turret damages increased by 40%.
* Hive Tyrant no longer contains morale.
* Gaunt maximum squad loadout for every gaunt upgrade research decreased by 2 to hopefully cure some slight lag performance issues.

AI Changes-------------

--------------------------------------------------------|
Tech Trees (Visual Images Separate from mod): |
--------------------------------------------------------|
* Necrons tech tree was updated for 1.88.
* Dark Eldar tech tree was updated for 1.88.
* Eldar tech tree was updated for 1.88.
* Tau tech tree was updated for 1.88.
* Orks tech tree was updated for 1.88.
* Space Marines tech tree was updated for 1.88.
* Imperial Guard tech tree was updated for 1.88.
* Sisters of Battle tech tree was updated for 1.88.
* Tyranids tech tree was updated for 1.88.
> Inquisition Daemonhunters tech tree was updated for 1.88.
> Chaos Daemons tech tree was updated for 1.88.
> Chaos Space Marines tech tree was updated for 1.88.



--------------------------------------------------------|
SCAR (Winconditions): |
--------------------------------------------------------|

* New Wincondition: Restriction: Fortress Defenses (Warning: Cripples AI)
* Reinforcements: Elites wincondition was fixed.
* Legio Titanicus wincondition is properly fixed and will no longer spam ingame messages or cause sync errors.
* Inquisition Bunker is now an exception within the Annihilate wincondition.
* Restriction: Commanders now works.
* Orks are now affected by squad increase winconditions.
* Titan Wars: Infinite increases relic income by +25 instead of +125. Fixing also Chaos Daemons and making it slightly fair.
* Blight Drone was added to the list of restrict aircraft.
* The AEonic Orb was added to the list of Game Enders to restrict.
* Sandbox mode description was added "Does not work after saving your game."
* Sandbox mode no longer disables the AI. To disable the AI, please select "AI Dummies".
--------------------------------------------------------|
SCENARIOS: |
--------------------------------------------------------|
* Fixed Ultimate Apocalypse (8p) map sync errors and titan spawns.
* The Ultimate Apocalypse 8 player map will now properly spawn Warlords and race specific titans.


Edited by: Lord_Cylarne

Sep 20 2016 Anchor

Daemons

hm if daemon horrors are capped at 3 what other anti armor and aircraft will daemon have at tier 1-2 that can counter early vehicle attacks/spams since NO other lesser demon or commander has decent anti armor capabilities until late game? Now players have no method of countering land speeder, transport, bike, hellhound, and mars pattern transport rushes which are very common tactics used and its not like daemons can even quickly place turrets down like all the other fractions so I guess they are worse than necrons in early game when it comes to armor and you can forget combating ANY gunships.

If possible i'd like to see a greater AA option/upgrade to daemon turrets and possibly to the horrors (longevity/hp as well) since they are capped at 3. This also further discourages players from picking the lesser army since one of the best (only range and true anti armor unit) lessers now have such a low hard cap, I mean aside from horrors there are no other cost efficient lessers at the start that can even compare to some of the infantry other fractions have such as wraiths, assault marines/raptors, lictors, rangers, riders, shoota boyz, and reinforced conscripts gaunts (not spinegaunts). All of them can easily defeat any of the T0-1 daemon units 1:1 and they cost around the same price/population (I guess I should wait and see how the lower reinforcement cost work out).

Also if their income is nerfed will the cost of their LP upgrades be reduced (currently paying like 1000+ energy each to fully upgrade), that's like the energy cost of other fractions end game researches (they also cant defend themselves).

Possible Solutions/Suggestions:

  • Add anti armor research to lesser army mark only (applies anti armor capabilities or ability to lessers) that improves as your progress in the game (since opposing units armor and weapon values and damage rises as they progress as well).
  • Improve performance of horrors since your limited to 3 and allow more bolts of change per squad. (maybe each member can have a bolt of change..)
  • Lower the cost to upgrade LPs (maybe by 10% for each upgrade, IDK)
  • Make sure energy generators match the same price/hp of fractions like SOB
  • Add a "Ram" or "Charge" ability to the Greater Brass (much needed to improve its performance and utility compared to the hell drake or just greater daemon spams)

IDH:

"* Psycannon Bombard global ability damage decreased by 46%. Cost decreased from 800/800 to 700/700 req/power."

-That seems to be a large nerf (46%) for such a low decrease in price, will this ability actually be useful at its current price it if cant even severally damage (criple) or completely annihilate units that are hardly even half the cost of the ability?


Orks:

I'm loving it but I fear they might be OP (due to the nature/number of the changes) after this update, I guess I will need to wait and see!!


IG:

"* Mars Pattern Convoys repair vehicles and structures half as fast."

^ Was a much needed change i'm glad it made it into the patch notes.

Edited by: VoidLight

Sunfire315
Sunfire315 SUPREME GRAND INQUISITOR LORD
Sep 20 2016 Anchor

In all honesty, post, I think making it so that bunkers LOSE health with offensive add-ons is a very bad idea. Also it contradicts the part which says that the Flaming death Add-on increases the health of the bunker. Which is it?

also, what is a knight of flame?


Sep 20 2016 Anchor

@Voidlight: To clarify, there is no limit of the Horrors. Their squad cap was raised from two to three. Daemon turrets are already kinda anti AA also, and once fully upgraded, they'll be deadly versus everything. But I like your dedicated AA suggestion, especially when it should be against titans. All Daemons have are (really powerful actually) Hell Drakes. But I suppose this is the Daemons weakness?

Also if their income is nerfed will the cost of their LP upgrades be reduced (currently paying like 1000+ energy each to fully upgrade), that's like the energy cost of other fractions end game researches (they also cant defend themselves).

Slightly, yes.

Add a "Ram" or "Charge" ability to the Greater Brass (much needed to improve its performance and utility compared to the hell drake or just greater daemon spams)

Already has that one. All non air titans can squish infantry. ;)

Add anti armor research to lesser army mark only (applies anti armor capabilities or ability to lessers) that improves as your progress in the game (since opposing units armor and weapon values and damage rises as they progress as well).

Not sure what you mean.. you want T0 units to be effective against vehicles??

Improve performance of horrors since your limited to 3 and allow more bolts of change per squad. (maybe each member can have a bolt of change..)

Redundant


  • Lower the cost to upgrade LPs (maybe by 10% for each upgrade, IDK)
  • Make sure energy generators match the same price/hp of fractions like SOB

Done. In next version. ;)

also, what is a knight of flame?

A return of unit from the old 1.7 Grand Release.

In all honesty, post, I think making it so that bunkers LOSE health with offensive add-ons is a very bad idea. Also it contradicts the part which says that the Flaming death Add-on increases the health of the bunker. Which is it?

Suggestion taken. Thank you.

Edited by: Lord_Cylarne

Sep 20 2016 Anchor

I mean a small armor efficiency research at tier 1 with the the other T1 vehicles (like transports/dreadnoughts/landspeeders) then have it scale up slightly with additional research later. I say this because daemons don't access to rockets, lascannons, plasma weapons, and other various anti armor weapons and grenades/abilities. Its pretty much Horrors for the infantry side with the exception of bloodletters IF you pick the make of khorne which will allows them to be more effective vs armor.

Better yet let it be an ability that can be toggled on/off (on for anti armor with defense infantry efficiency penalties) and this ability can be scaled up with research as the game progresses similar to fleet of foot for Eldar.

Edited by: VoidLight

Sep 21 2016 Anchor

So I just wanted to pass on my thoughts about the current game meta. Should reference both this patch and the current patch.

It's very well known by the people I play with that I main almost exclusively Tau. This has been the case for months, but today I'm earnestly considering giving up my favored race because of total imbalance.

I tried playing Space Marines the other day, and I noticed a lot of things:

  • Almost all Space Marine infantry can deepstrike
  • Assault Marine are cheaper than, jump quicker than, can actually deepstrike (at Tier 0!) and totally dominate Crisis suits in every regard, despite Crisis suits being a Tier I or II unit. Crisis Suits are supposed to be the mainstay of the Tau forces, but they seem to be dominated by almost every opponent.
  • Space Marines have significantly more powerful Titans at a lower tier and cost. They're more effective at both range, and not far off being 'immune' from light Melee. The Reaver Titan dominates infantry, crushes anything beneath it, costs less and is produced a Tier earlier than the Tau Manta. Its only advantage is troop production/transport, and speed/range, which tends not to matter in the endgame (infantry are obliterated, and unless you're going to cheese jump into the enemy base, you're gonna be fighting Titans 1 on 1).
  • Space Marines have significantly more sight range than the Tau, thanks to their Damocles and Deepstrike Beacon units, and their artillery utterly curb stomps the Tau.
  • Scouts are like the holy love child of Stealth Suits and Pathfinder-- they have the Rifles and detection of the PF, and the stealth of the Stealth Suits. That, and explosives.
  • Space Marine leaders have much more utility (Hellfire to deploy dozens of turrets, Psychic powers, rallies and morale boosts and invincibility, etc) than Tau
  • Space Marines have more firepower than Tau, which bothers me the most. Range seems to be the Tau's only advantage, but it's not like the early vanilla game where firewarriors were viable units on the frontline. In UA, their morale is butchered and their shots are like spud guns against most enemies. Hazard suits are perhaps the best units for firepower, but they're incredibly costly (not far off that of a Titan per squad) and their morale breaks too soon.
  • Tau Superweapons are flimsy in comparison to the Space marines. The Ion Cannon is decent at disrupting enemy forces (unless they have shields), but it can only target other super weapons and tends to spend most of its time blowing up your own guys in the field (RIP Kroot). The Space Marines superweapon on the other hand, has the Orbital Superlaser, the Nuke and the EMP. The Tau also lack an endgame buff like the Emperor's Armory offers.
  • Tau lack the versatility of the Space Marines, with a dozen weapon choices for their Command Squad/Terminators (both Assault and Ranged-- they win at both?). Their two grenades (light pulse & EMP) versus the Space Marines various Krak, Frag, Infero, Melta, etc.
  • Tau are much slower tactically than the Space Marines. Whereas a Terminator squad can teleport straight to a Shield Generator and butcher it, Crisis suits of every degree have to play a several second animation to jump, and one to land, and they're often dead before they can open fire.

There's a lot more I've found, but that sums it up fairly well. The only major advantage I've seen for the Tau is their construction/production speed in comparison to the SM, which is pretty useless since most friendly (or even competitive) games frown upon rushing. The one advantage I thought the Tau had was their range/ranged damage and shields, but the Necrons totally dominate that as well.

I know this is a very niche description, but after seeing the patch notes for 1.88 (additions all across the board-- except for you-know-who) and that the Tau receive literally nothing but nerfs, I thought it was worth voicing.

tl;dr been playing Tau for months, get rekt in every regard unless rushing/cheesing. Just want them to see some love.

Edited by: Terallian

Sep 21 2016 Anchor

well no new titan to chaos space marine ? where Chaos Warlord and Chaos Imperator Titan ? no new units for daemon ? no new Daemon engines ? no Warmonger Titan ? ( another Emperor class Titan ) , no new titan for Necron ? so sad

Edited by: Tiger-tank

Sep 21 2016 Anchor

Space Marines :

* Reaver Titan Mega Melta damage decreased by 50%. All modifiers are properly working as they should now.

I feel like the Mega Melta has been nerfed for like 3 patches in a row, just wanted to make sure its still viable.

- Emperor's Artifact: Emperor's Space Marines, Vehicles, and Titan modifiers were nerfed by 90%.
- Emperor's Armory limit was added because the Armory itself adds modifiers to all squads, vehicles, and titans.

Even though this are just ideas not implemented yet( tho I dont know how to interprete that, theres a chance for this to happen regarding opinions here or are not done yet). Now about the nerf itself, solely for the price and time of production of each upgrade and the armory itself, it seems like an overly heavy nerf, doesnt seem worthwhile to invest in it tbh.

Orks:

Very nice patch for the orks, they did require some love and this is great! However:

* Ork Mob modifiers were changed. The more Orks are gathered together, the more health, morale, damage, and health regeneration is added to each individual Ork unit. The Orks
if big enough will also increase the requisition rate of the Ork Waagh! So play the Orks with large numbers, always.

* New Research: More Mega Armor
* New Research: Even More Mega Armor!

* Orks now reinforce 2x slower instead of 6x slower in combat.

I feel like they will be an unstoppable force of destruction once they get the 90% production bonus, especially with the seemingly hefty new found bonuses to their economy, will be fun while it lasts.

Sisters of Battle:

Hmmm expected some upgrades regarding the units added in the last patch(except Capitol Imperialis), especially the Ordo Hereticus Inquisitor, who is extremely weak even at lvl 8 and her skill doesnt seem to work, and both ranged and melee tier 4 units whos name escapes me now,(Redemptors?), their performance doesnt seem to be equivalent of that of a tier 4 unit, especially the melee ones, who do not seem to have any bonuses of damage to heavy infantry, vehicles, nor structures.

Looking good overall, kudos.


Edited by: Jyhor52

--



Sep 21 2016 Anchor

well no new titan to chaos space marine ?

About that one, there is currently NONE made. No model of CSM Warlord or Imperator.

no new titan for Necron ?

As for that one, I really don't want a black mesh in my project "Triolith". It WAS going to be added, but... ugggh. Youtu.be

Daemons are pretty set unit wise...

I mean a small armor efficiency research at tier 1 with the the other T1 vehicles (like transports/dreadnoughts/landspeeders) then have it scale up slightly with additional research later.

Will be done.

Sisters of Battle:

And Legio Titanicus titans will not be touched. They... will require a SERIOUS amount of work. :( So along the line in the future they will be complete.

Orks, Orks, Orks, Orks.


Sep 22 2016 Anchor

What about Necronium Vortex and Triolith? Triolith I understand will be, and Vortex?

Sep 22 2016 Anchor

just a few change with corxis mod tool and chaos sm have all lucius titan and imperator titan . they have same model as IG but who care

Sep 22 2016 Anchor

This is going to be a really nice patch and i agree with the majority of changes. I think the Emperor's Armory nerf is a bit too much though. But overall it's great.

Regarding new Chaos titans, a model of a Khorne Baneblord titan exists: Arid777.co.uk. I believe it belongs to Thudo.

Sep 22 2016 Anchor

I forgot to mention another issue:

"Trading for resources gives the player 50% of the amount of resources to trade instead of 75% the amount."

- So if its going to be at the same rate that IDH has (2:1 ratio) could you remove its trade (production) time? IDH can trade resources in less than a second but Daemons got to wait quite some time to complete the resource trade and now there's no benefit to having to wait vs the instant IDH resource trade.

Also the bonus resources from their urban territories makes the loss in resources during the trade more acceptable in my opinion.

Or does this change not apply to the slow first tier resources trading (the 100 req/energy for 100req/energy) and its more for the higher end resource trading or just the relic point trading?

Edited by: VoidLight

Sep 22 2016 Anchor

Looking good! Couple questions, though -

How do Ork Klans and Space Marine Chapter upgrades work? Are there just four each, exactly mirroring Marks of Chaos? Or are there/will there be more added in future?

Along the lines of that, which chapters in particular will be added? Just Blood Ravens, Legion of the Damned, and Ultrasmurfs?

Sep 22 2016 Anchor
Captain_Russia wrote:

Looking good! Couple questions, though -

How do Ork Klans and Space Marine Chapter upgrades work? Are there just four each, exactly mirroring Marks of Chaos? Or are there/will there be more added in future?

Along the lines of that, which chapters in particular will be added? Just Blood Ravens, Legion of the Damned, and Ultrasmurfs?

Not sure but I hope each comes with penalties and restrictions to units available similar to CSM and Daemons, it would be unfair for SM/Orks to have a more in-depth mark system if CSM and Daemons keep the same one the have now.

Edited by: VoidLight

Sep 22 2016 Anchor

@VoidLight I imagine the first draft of this will be like the Daemon/Chaos Space Marine Marks to start. With all the new things being added in this patch, I don't see them adding a whole lot of stuff to personalize the Orks and Space Marines on top of it. Maybe later on they will, at the moment it's probably just loadouts and passive buffs/debuffs, certain units being restricted, etc. For now I'm just crossing my fingers and hoping they'll add the Salamanders more chapters at some point.

Edited by: Captain_Russia

Catz_Rule
Catz_Rule Uhhh....
Sep 22 2016 Anchor

AI issue. Seems like IG Lieutenants do not buy wargear upgrades. Both were level 10 and using default weapons(Chainsword + Bolt pistol & Lasgun). Might just have been that game though, not sure.

--

Ummm....

Sep 22 2016 Anchor

Well here is kinda what I would like to see for the CSM mark system, this could also be changed a bit used for Daemons as well. (Daemons should have lesser penalties and unlock more abilities due to the nature of their content)


Suggestions: Themed cosmetics should be applied to as many of the units as possible for each Cult.

  • The Cult advancement (collection of researches unlocked at different tiers) should enhance all benefits gained by the mark but also slightly increase the penalties that go with it. (Maybe the removal of conflicting cult units at the start and later on after the the finial cult research which offers the greatest benefits/abilities, the non cult units should be removed)

Khorne: Overall range damage/accuracy penalties (for all infantry, commanders, vehicles)

  • Enhanced close combat stats (damage/penetration) for all units and commanders. (balanced/improved by cult research)
  • Commanders and Khorne specific units start off with improve power weapons (melee only), increased speed when engaging in close combat (similar to BTmod), and a small knockdown chance (w/research).
  • Tactical marines spawn with chain swords (upgraded to power swords w/research) and bolter pistols (upgraded to plasma w/research) at the start.
  • Attack bikes/dreadnoughts have NO range weapons but instead increased close combat damage and engagement speeds, price stays the same.

Slaanesh (Cult): Overall Damage penalties (for all infantry, commanders, vehicles)

  • Enhanced accuracy and speed for all units and commanders. (balanced/improved by cult research)
  • Commanders and Slaanesh specific units gain a small passive stun chance (increased w/research) and the ability to "suppress" enemy infantry.
  • Tactical marines and Terminators spawn with a bolter that excels at reducing its targets combat capabilities (speed/morale/damage, and improved w/research) while doing below average damage compared to a normal bolter.
  • Attack bikes/dreadnoughts have increased speed, accuracy, and morale damage, Cost slightly less than its undivided counterpart.

Nurgle (Cult): Overall speed/accuracy penalties (for all infantry, commanders, vehicles)

  • Enhanced Health and regeneration effects for all units and commanders. (balanced/improved by cult research)
  • Commanders and Nurgle specific units gain additional HP and greater Regeneration effects and passive DoT (green poison Fx) to basic attacks (scales w/research)
  • Tactical marines and Terminators spawn the basic equipment but it now applies an additional DoT effects(scales w/research)
  • Attack bikes/dreadnoughts have improved HP, small passive regeneration, and DoT applied to normal attacks (w/research), but cost slightly more than its undivided counter part.

Tzeentch (Cult): Melee damage/accuracy penalties (for all infantry, commanders, vehicles)

  • Enhanced damage resistance and armor penetration to all units and commanders. (balanced/improved by cult research)
  • Commanders and Tzeentch specific units should be able to teleport and have DoT (blue fire fx) applied to basic attacks. (cult research)
  • Tactical marines and Terminators spawn with enhanced bolters (range/damage/penetration) but lose all close combat capabilities.
  • Attack bikes/dreadnoughts have NO melee attacks but they will have improved armor, anti armor capabilities, and DoT applied to normal attacks (w/research), but cost slightly more than its neutral counter part.

Undivided (Treated as a Cult): Typical chaos marines with no enhancements in a specific area.

  • This is the "safe" choice and is able to go up against any of the others but will not excel in any particular area.
  • Will have access to other cults marines but they will be unlocked at a much later tier and at a higher price in comparison and not have any of the cult research benefits.
  • Will have additional research (undivided cult only) that slightly improves the normal units. But none of the stats gained through the research will surpass the other cults dedicated benefits. So the player must use the appropriate units/tactics to exploit another cults weakness if they wish to surpass them.

Additional Notes:

  • Players SHOULD be forced to pick a mark before they are allowed to build barracks or an armory.
  • Titans and relic units should be the same regardless of cult affiliation and researches, this the best way to keep it "fair".
  • The there is a bit of X > Y within each marks benefits/penalties as intended because picking a mark shouldn't be a light decision and this is reinforced by it penalties and benefits gained which both increase as/if you chose to advance further into that mark by use of the cult researches. Of course a player can avoid making such a tough decision by pick the Undivided option.

Edited by: VoidLight

Njorunn
Njorunn Canoness
Sep 22 2016 Anchor

I'm sorry but I think you are overnerfing/overbuffing things way too much. 50% is a lot.

For example just looking at the bunker-nerfs,there were five of them (!). I'm sure they were OP before, but these kind of changes are extreme. Same goes for other stuff. I much more preferred you made smaller changes and kept it around 5-25% roughly - more like a tweak rather than halving or doubling stats to the right and the left.

Of course it's your mod and you can obviously do what you want with it (thanks for creating it by the way). But if any experience participating in a big mod project for another popular game has taught me is that making extreme changes like this is never a good thing to do in one go. Also just looking at professional dev forums and see the reaction of people after major changes like this - it usually never looks pretty.

Sep 22 2016 Anchor

So there is a lot to reply to, but I'll get to the major ones while skimming.

Emperor's Armory nerfs 90% modifiers. Emperor's Armory changelog limit is unchanged. Stating that, the Emperor's Armory GIVES the bonuses to every single squad around the globe instead of the research itself. Other races do not have this so it needs to be balanced out. That means it is now stackable compared to the Grey Knights one. A little feature that is worth finding out. ;) And the nerf is indeed needed, guys, because once the emperor's armory researches are done in last patch, terminators for example will become unstoppable titans and you can field a bunch of those peckers.

I'm sorry but I think you are overnerfing/overbuffing things way too much. 50% is a lot.

Don't put your feelings first before logic of some items. We devs test things and these nerfs in these areas are needed for some items as they are game breaking. If you understand what game breaking mechanics are, that is where these "overnerfed" changes come in. 5 changes is only 5 and the Emperors armory, the god bunkers, and one other, including the Eldar artillery weapon upgrades are like not even 0.01% of the mod and it'll all be fine. There is no series of patches... sometimes these changes needs to happen to balance each patch.

Of course it's your mod and you can obviously do what you want with it

I don't like people saying this though, because they use it everytime they "feel I f**ked up." With this in mind, we devs strive to make the mod as balanced as possible, and if you are thrown by just 5 large changes out of the entire changelog then that is not our problem. Unless you think 5 changes destroys the mod? Don't judge a book by its cover.

"Trading for resources gives the player 50% of the amount of resources to trade instead of 75% the amount."

- So if its going to be at the same rate that IDH has (2:1 ratio) could you remove its trade (production) time? IDH can trade resources in less than a second but Daemons got to wait quite some time to complete the resource trade and now there's no benefit to having to wait vs the instant IDH resource trade.

Excellent points. It is too late to include it in this patch, but maybe next one will come along and it will be done. ;)

Edited by: Lord_Cylarne

VoidHyphonSage
VoidHyphonSage Firefly, Natural Sage
Sep 22 2016 Anchor

Umm, hello everyone, I'm just on an active thread on a tangent here, but does anyone know what the super-recent update actually did? And if that'll impact modding signifigantly?

Sep 22 2016 Anchor

Welp non-relic unit IG may as well be called useless now. Is the bug with the Guardsmen squads losing members fixed now?

Sep 23 2016 Anchor

what does Tyranids Consume World Apocalypse research now mean?

Sep 23 2016 Anchor

* Basilisk Magnus no longer hurts friendlies.

Does that include or not include the Nuclear Shell upgrade with that caveat?

Sep 23 2016 Anchor

So I just wanted to pass on my thoughts about the current game meta. Should reference both this patch and the current patch.

It's very well known by the people I play with that I main almost exclusively Tau. This has been the case for months, but today I'm earnestly considering giving up my favored race because of total imbalance.

I tried playing Space Marines the other day, and I noticed a lot of things:

  • Almost all Space Marine infantry can deepstrike
  • Assault Marine are cheaper than, jump quicker than, can actually deepstrike (at Tier 0!) and totally dominate Crisis suits in every regard, despite Crisis suits being a Tier I or II unit. Crisis Suits are supposed to be the mainstay of the Tau forces, but they seem to be dominated by almost every opponent.
  • Space Marines have significantly more powerful Titans at a lower tier and cost. They're more effective at both range, and not far off being 'immune' from light Melee. The Reaver Titan dominates infantry, crushes anything beneath it, costs less and is produced a Tier earlier than the Tau Manta. Its only advantage is troop production/transport, and speed/range, which tends not to matter in the endgame (infantry are obliterated, and unless you're going to cheese jump into the enemy base, you're gonna be fighting Titans 1 on 1).
  • Space Marines have significantly more sight range than the Tau, thanks to their Damocles and Deepstrike Beacon units, and their artillery utterly curb stomps the Tau.
  • Scouts are like the holy love child of Stealth Suits and Pathfinder-- they have the Rifles and detection of the PF, and the stealth of the Stealth Suits. That, and explosives.
  • Space Marine leaders have much more utility (Hellfire to deploy dozens of turrets, Psychic powers, rallies and morale boosts and invincibility, etc) than Tau
  • Space Marines have more firepower than Tau, which bothers me the most. Range seems to be the Tau's only advantage, but it's not like the early vanilla game where firewarriors were viable units on the frontline. In UA, their morale is butchered and their shots are like spud guns against most enemies. Hazard suits are perhaps the best units for firepower, but they're incredibly costly (not far off that of a Titan per squad) and their morale breaks too soon.
  • Tau Superweapons are flimsy in comparison to the Space marines. The Ion Cannon is decent at disrupting enemy forces (unless they have shields), but it can only target other super weapons and tends to spend most of its time blowing up your own guys in the field (RIP Kroot). The Space Marines superweapon on the other hand, has the Orbital Superlaser, the Nuke and the EMP. The Tau also lack an endgame buff like the Emperor's Armory offers.
  • Tau lack the versatility of the Space Marines, with a dozen weapon choices for their Command Squad/Terminators (both Assault and Ranged-- they win at both?). Their two grenades (light pulse & EMP) versus the Space Marines various Krak, Frag, Infero, Melta, etc.
  • Tau are much slower tactically than the Space Marines. Whereas a Terminator squad can teleport straight to a Shield Generator and butcher it, Crisis suits of every degree have to play a several second animation to jump, and one to land, and they're often dead before they can open fire.

There's a lot more I've found, but that sums it up fairly well. The only major advantage I've seen for the Tau is their construction/production speed in comparison to the SM, which is pretty useless since most friendly (or even competitive) games frown upon rushing. The one advantage I thought the Tau had was their range/ranged damage and shields, but the Necrons totally dominate that as well.

I know this is a very niche description, but after seeing the patch notes for 1.88 (additions all across the board-- except for you-know-who) and that the Tau receive literally nothing but nerfs, I thought it was worth voicing.

tl;dr been playing Tau for months, get rekt in every regard unless rushing/cheesing. Just want them to see some love.

edit: dear lord that truple post


Edited by: Terallian

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.