SUMMARY

Codex Edition is a total overhaul of Dawn of War II: Retribution that delivers a more immersive, fluff-accurate, and realistic experience, while also introducing a massive amount of new units, gameplay elements, customization options, and overall content that includes new factions and base building. While it may not be the most balanced mod out there, and is not intended for competitive gameplay, it does provide a unique and spectacular 40k experience that resonates with the original version of Codex Edition created by Gabriel Gorgutz. Creating equilibrium between lore accuracy and playability is this mod's primary focus, as is the tradition of Codex Edition.

This specific version of Codex Edition is based on the Unofficial Codex Continuation mod, created by SquadBroken/Proteus, who was both a good friend of mine and the person who inspired me to become an animator and cinematic artist through his enthusiasm and ideas. Unfortunately, Proteus is no longer with us. I will not go into detail, but the important part is that he was a passionate 40k fan who would have loved to see people enjoy our content; this is why I decided to pick up from where he left off. Of course, this version of Codex Edition is already significantly different from its predecessors, but I aim for the foundation and soul of the original to remain present. Nevertheless, a significant portion of the setup and foundation for this mod is accredited not only to Proteus, but also to Gabriel Gorgutz and other creators who made the content they used.

Below is a rundown of the features Codex Edition brings to Dawn of War II: Retribution.


GAMEPLAY

Codex Edition completely overhauls the gameplay of Dawn of War II: Retribution. Key elements include, but are not limited to:

  • Increased range of sight and range of engagement, creating a more realistic combat environment. Units no longer need to reach what was effectively point-blank range that the original game was set to in order to see or engage the enemy.
  • Base building that provides a roster of defensive, utility, and production structures that vary from faction to faction. However, unlike the first Dawn of War installments, research is not something that is included with base building; the structures in Codex Edition serve the purpose of adding another layer of complexity and depth to the gameplay, while complimenting the combat-oriented loop of Dawn of War II: Retribution.
  • Increased population capacity, mass introduction of new units, and lore-oriented faction dynamics all make for a much more intense and spectacular gameplay experience in contrast to the original vision of Dawn of War II. The focus on lore accuracy naturally results in units that are difficult to balance; Codex Edition is in no way a competitive mod, it is a mod that you play with friends for fun, be it PVE or PVP.
  • Increased camera zoom distance, de-bloated and reworked user interface, and reduction of various invasive and unnecessary effects make it easier to indulge in the visuals of the battlefield.
  • An asymmetric approach to each faction's playstyle that represents their lore means that strategies and tactics for both offense and defense will drastically vary based on who you're fighting and who you're playing as.
  • Super-heavy units, such as Imperial Knights and Gorkanauts, introduce the true endgame wargear that the vanilla Dawn of War II experience was missing, making the difference between victory and loss even more volatile.


FACTIONS

The existing factions of Dawn of War II: Retribution have received a total rework in the form of a lore-accurate representation in Codex Edition. New units, abilities, upgrades, wargear, and customization options have been added, with existing content being drastically modified. On top of that, new factions have also been introduced; Necrons, Tau, Grey Knights, and Adeptus Mechanicus, all with their own unique features.

If you are familiar with 40k lore, you can expect Codex Edition to represent factions the way that they are described in the novels and media. For example, Space Marines are the fast and brutal killing machines we love them for, Eldar are even faster glass cannons that are annoying to deal with, Tyranids are going to dramatically outnumber your forces with gaunts, so on and so forth.

With each faction being asymmetrical, experimenting with the most appropriate playstyle for each one separately is key. Nevertheless, the squad variety in the Codex edition mod still allows for flexible shifts in focus and strategy regardless of faction, and the standard RTS mentalities of complimenting infantry with vehicles are still applicable, if not more so in Codex Edition compared to vanilla Dawn of War II.


ATMOSPHERE

With upscaled terrain and world object textures, unique skins for various sub-factions, and lore details both in audiovisual and gameplay elements, Codex Edition strives for true 40k immersion that can be achieved as closely as possible with an RTS. We wish to reach a point where the game looks modern, while just as importantly playing and feeling like the grimdark 40k we know.


The team and I hope you enjoy the mod, and we look forward to your feedback.

Join the Discord server if you wish to play with others and communicate with the team as the mod is developed!

SYSTEM REQUIREMENTS - ESTIMATED FOR THE MINIMUM OPTIMAL EXPERIENCE DURING MOST INTENSE BATTLES

  • CPU: AMD Ryzen 7 3700x/Intel Core i7-8700K
  • GPU: AMD/Nvidia GPU with 4GB of video memory
  • RAM: 4GB of available memory for the game

NOTE: Codex Edition is exclusively compatible with the Steam copy of Dawn of War II: Retribution; the GOG copy, older copies, and pirated copies of the game are not supported.

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relic00008

It's been almost a year since the first version of this mod was released. Since then, tons of new units and features have been added, as well as three new factions and refurbishments of content both old and new. Now, Codex Edition 3.0 is here. Alongside the introduction of essential base building, more content, fixes, and overall improvements, this new version introduces another faction; the Adeptus Mechanicus. To start off, the list below presents the Adeptus Mechanicus unit roster:

  • Magos Dominus
  • Techpriest Enginseeer
  • Skitarii Ranger
  • Skitarii Marshal
  • Skitarii Vanguard
  • Combat Servitor
  • Melee Construct
  • Ranged Construct
  • Kataphron Breacher
  • Kataphron Destroyer
  • Servo Skull
  • Pteraxii Sterylizor
  • Sicarian Infiltrator
  • Sicarian Ruststalker
  • Kastelan Robot
  • Ironstrider Ballistarius
  • Sydonian Dragoon
  • Thallax
  • Onager Dunecrawler
  • Skorpius Disintegrator
  • Skorpius Dunerider
  • Knight Paladin

With the Adeptus Mechanicus joining the fray, base building felt right to introduce in the same update. Unlike the first Dawn of War and its expansions, base building in Codex Edition does not include research elements. This means that you won't be teaching Eldar how to run fast again, or discovering the lost technology of better power armour. Each faction receives the following buildings:

  • Power Generator (generates power, no longer tied to power nodes)
  • Forward Base (builds mostly infantry units and, for some factions, certain unique units that are not available in the HQ)
  • Secondary HQ (as the name suggests, a secondary HQ that is identical to the primary one, though cannot research tiers)
  • Various Turrets (an assortment of turrets, with some factions having more than others)
  • Utility structures (these largely vary from faction to faction, but are generally structures that provide buffs, debuffs, or serve a special function, with some factions having more than others)

With base building in mind, the economy was also changed to accommodate its introduction. Requisition points now have a buildable securing structure like the Power Node, while the Power Node itself can no longer construct generators, but still provides a decent boost of power. Both can now also convert their respective resource type to the opposite resource.

The UI has once again received another facelift, this time in a complete form. All menu elements have been replaced to fit the new holographic style, while the in-game UI was condensed to be less intrusive and more compact.

AI has been improved yet again, this time to the point where it is fairly rare to see it sit at its base doing nothing. It still needs improvements, but it's somewhat better than it used to be. AI is a fickle thing.

I've created an intro cinematic, but unfortunately, startup movies do not play ball with one of the parts of the Performance & Stability Mod, which is now very much necessary for Codex Edition. For now, you can view it on Youtube or in the Videos section of this page until it is implemented into the game itself.

As was mentioned before though, this mod still has some ways to go in the bugfixing department. I'm still fixing problems from the previous versions of Codex Edition, sometimes even dating before 2018, so get comfortable as this mod is continually developed.

We now have a proper installer! Finally, the 200+ lines of changes, the global ones being largely generalized but fairly substantial, can all be viewed in the changelog on the download page for Codex Edition 3.0! The team and I hope you continue to enjoy the mod, and we hope to see you on the Discord server!


dowlogodonedropshadow

Codex Edition 2.1 Release

Codex Edition 2.1 Release

News 4 comments

Codex Edition 2.1 is now available for download. This new version is largely aimed at polishing and balancing the new factions that were added in 2.0...

Codex Edition 2.0

Codex Edition 2.0

News 9 comments

Introducing - Codex 2.0 - the biggest update of Codex Edition to date, and it is packed with a plethora of new content, some of which had never been seen...

1.2 Update - 8 player support, new units, UI overhaul, AI improvements, optimizations...

1.2 Update - 8 player support, new units, UI overhaul, AI improvements, optimizations...

News 3 comments

Codex Edition 1.2 is here! Reading the title, you probably have a rough idea of what you can expect in this version without reading the changelog, but...

Visual Refresh And The Road Ahead

Visual Refresh And The Road Ahead

News 3 comments

Version 1.1 is released! see what's new, what the plans for the future are, and more.

RSS Files
DOW II: Codex Edition v3.0

DOW II: Codex Edition v3.0

Full Version 63 comments

FOLLOW THE INSTRUCTIONS IN BOTH THE PACKAGE "README" FILE AND THE POST-INSTALL "CODEX EDITION - README" FILE TO AVOID PROBLEMS! Your antivirus is likely...

DOW II: Codex Edition v3.0 (MANUAL EXTRACTION)

DOW II: Codex Edition v3.0 (MANUAL EXTRACTION)

Full Version 2 comments

USE THIS IF YOU ARE HAVING ISSUES WITH THE INSTALLER VERSION. FOLLOW THE INSTRUCTIONS IN THE PACKAGE "README" FILE! The Performance & Stability Mod is...

DOW II: Performance and Stability Mod

DOW II: Performance and Stability Mod

Patch 6 comments

The files from this mod can moderately improve stability and performance of the game, reduce the chances of crashing, fix UI scaling on resolutions higher...

DOW II: Codex Edition v2.1

DOW II: Codex Edition v2.1

Full Version 41 comments

NOTE: This version was updated and re-uploaded a few hours after being released, so the .zip file containing the mod is called "Codex Edition 2.1.2" instead...

DOW II: Codex Edition v2.0

DOW II: Codex Edition v2.0

Full Version 1 comment

The changelog is available below, please follow the instructions of the "_README_CODEX_INSTRUCTIONS.txt" file included in the archive in order to properly...

DOW II: Codex Edition v1.2

DOW II: Codex Edition v1.2

Full Version 2 comments

The changelog is available below, please read the "_README_CODEX_EDITION.txt" included in the archive before running the new installer.

Comments  (0 - 10 of 156)
Guest
Guest - - 695,256 comments

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Darth_Zocker
Darth_Zocker - - 39 comments

Is there any way to disable the unit cap without waiting to 3.1? I dont think thats realistic that the Imperial Guard hast only six unit counts.

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Kharos6 Creator
Kharos6 - - 92 comments

Not without modifying the mod. 3.1 is just around the corner though. Also beware that some limits are there because of the game's own limitations, which we are working on, but once you reaxh a specific number of units it starts to chug real bad

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Guest
Guest - - 695,256 comments

is adding sisters of battle a plan?

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Guest
Guest - - 695,256 comments

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Gundam07
Gundam07 - - 2 comments

This is an impressive mod! You put a lot of work into this. Is there any way of increasing the pop cap?

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Kharos6 Creator
Kharos6 - - 92 comments

Coming in 3.1, a "high intensity" mode and less aggressive unit limits

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vatandas-roma
vatandas-roma - - 143 comments

3.1 when ?

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Gundam07
Gundam07 - - 2 comments

Oh excellent! I look forward to that.

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kivlad1996
kivlad1996 - - 17 comments

This mod only for multuplayer/skirmishes?

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Kharos6 Creator
Kharos6 - - 92 comments

Skirmish only

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Acircad
Acircad - - 1 comments

I'd like to know if it affects the campaign too !

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