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.
USE THIS IF YOU ARE HAVING ISSUES WITH THE INSTALLER VERSION. FOLLOW THE INSTRUCTIONS IN THE PACKAGE "README" FILE! The Performance & Stability Mod is highly recommended, and must be installed if you wish to play with others who also have it installed. The changelog is available below.
+++V3.0 CHANGELOG+++
GLOBAL
- Added Adeptus Mechanicus faction
- All factions now start with a builder unit
- Added base-building - at least 5 buildable structures per faction, with some having more - these are and will remain production, utility, and defensive structures; NOTE: the mod will *not* go the route of "research" structures that unlock wargear or upgrades as can be seen in dow 1 - i.e teaching eldar how to run fast again by "unlocking" fleet of foot- it does not fit with the vision of Codex
- Added new maps, some of which are from the Maps of War pack 3
- Implemented additional AI improvements
- Added many new voice lines for modded units
- Added game timer on the top left corner
- Added codex edition splash screen upon launching the game
- Output of upgraded power node is now equal to 2x generators placed, with generators now being buildable through engineers instead of power nodes
- Buildable power generators no longer provide shared power resource with allies - each player needs their own
- Many "horde" expendable squads no longer appear in the squad tab in order to avoid clutter
- Scaled up most factions' vehicles to be more lore accurate in size
- Further polished various UI elements
- Reorganized the messy vanilla in-match UI composition around global abilities to make it easier to read
- Renamed dll folder to codex_dll to avoid potential future conflicts with other mods using the same systems
- Units listed in squad tabs now get re-sorted/organized based on which number control group you set them to (the lower the number - the higher on the list they go)
- Upscaled all world object and terrain textures to a higher quality, as well as some unit textures
- Added more unique portraits and icons
- Fixed certain mines crashing the game when deployed
- Fixed mines working inconsistently
- Increased psychic damage by 30% against infantry units
- Changed certain units having armour type vet_carapace or scout_carapace to the next closest appropriate armor type due to neither of the former existing in weapon damage tables, resulting in defaulted damage received to 1
- Added the self-destruct ability to every building
- Perils of the Warp now has a 1% chance to spawn chaos rift (chaos nuke) on caster position if the caster has less than 10% energy
- Requisition points now have a buildable securing structure that further increases requisition output
- Buildings no longer cost pop-cap
- Fixed "No-Range" .ucs conflict with Elite mod
- Added missing loading screen images for new maps that were added in 2.1
- Added a testing map with the AI blocked off to experiment with factions, includes target dummies
- Fixed missing spectator/game history player list images for new factions
- Disabled persistent corpses in order to improve performance (this will be enabled again once we optimize their models)
- Fixed side panel image to be the correct one for the new factions' heroes
- Removed unnecessary footfall effects on normal-sized units in order to improve performance during movement
- Moved self destruct ability to the far right side on the ability list to help prevent misclicks
- Slightly increased the possible zoom distance even further
- Removed the leaderboard and stats sub-menus from the Game History menu to avoid a crash related to the new factions (replays still work)
- Added mip levels to textureconfig.lua for the new factions' textures
- Volkite weaponry is now a continuous beam, and its damage values have been adjusted to reflect both this change and its lore description more accurately
- Optimized various particle effects
- Tweaked superheavy knights' turn rates
- Increased speed of all knight superheavies by about 30%
- Added numerous extra sfx and fx for new units
- Fixed brutally intense fog on certain maps
- Fixed pink minimap spots on certain maps
- Further improved knight super-heavy melee swing consistency
- Created a no-build zone around HQs to prevent building structures too close and blocking unit spawns
- Removed orange text kicker from ability/grenade kills
- Non-hero units can no longer be resurrected or resurrect others
- Tuned various bolter ammunition damage to be more effective against their designated targets
- Mildly increased bolter accuracy against units in cover
- Lasgun weaponry now does slightly less damage to power armour
- Cleaned up and added the missing names of some army painter colour and badge entries
- All terminator units can now retreat
- Added credits to developers and contributors to the mod into the credits movie found under settings
- Updated injector and added new dll files that fix various issues, including the crash caused by switching to mods that don't have certain new races by pointing to a mod-specific playercfg file located in the game's install directory
- Added five description entries to each faction in army/hero selection where vanilla used to show global abilities
- Fixed missing UCS text when hovering over resource values
- Changed unit type names (the blue text under the name) to better represent a unit's type
- Added a power to req and req to power converter in the securing structures
SPACE MARINES
- Fixed lightning claw upgrade for vanguards preventing them from being able to attack-move
- Fixed badge location on imperial knight being upside down
- Added Chaplain t2 unit
- Added land speeder t2 unit
- Reduced power price of techmarine beacon from 50 to 20
- Changed techmarine armor type from commander to power_armour
- Changed techmarine health to 1200
- Techmarine is now a single-unit, no more servitors
- Changed techmarine squad limit from 1 to 2
- Knight landing can no longer insta-kill everything
- Changed vengeance bolter and vengeance storm bolter cooldown and reload time to make the bursts more spaced out
- Changed vengeance bolter description to acommodate the new changes
- Reduced space marines' sprint ability speed boost from 3 to 1.5
- Added accuracy resistance to space marines using sprint ability
- Added sprint ability to tactical squad
- Removed redundant upgrades from techmarine and added new ones
- Removed certain abilities from techmarine
- The Techmarine now has a Storm Bolter instead of a power axe and plasma pistol
- Changed chaplain terminator armor power cost from 150 to 50
- Changed force commander terminator armor power cost from 150 to 50
- Added shield ability to knight
- Fixed terminators requirement message asking for tier 2 instead of tier 3
- Scouts can no longer repair
- Reduced recharge time of knight spawn from 420 to 120 seconds
- Reduced assault marine, honor guard, and vanguard marine ranged damage received while in melee from 0.4 to 0.24
CHAOS SPACE MARINES
- Added pink horrors to the Tzeentch roster
- Added the Bloodthirster to the Khorne roster
- Added Bloodletters back as a spawnable unit (not just through shrines)
- Added noise marines to the Slaanesh roster
- Added Warp Cataclysm ability to aspiring sorcerer and sorcerer hero, summoning chaos portals all over the battlefield that spawn daemons
- Optimized Bloodlust khorne global ability to avoid performance issues
- Added more wargear to the Chaos lord of chaos undivided
- Reduced cost of slaaneshi gift wargear from 60 power to 25 power
- Added chaos knight super-heavy to all chaos lords' unit rosters as a drop-in spawn (like the gorkanaut or imperial knight)
- Reduced sorcerer bolts of change damage from 400 to 275
- Changed warpsmith health to 1200
- Changed warpsmith squad limit from 1 to 2
- Fixed Warpsmith "break the machine spirit" ability being castable on HQ
- Fixed Warpsmith "break the machine spirit" ability not fully working as intended
- Increased bloodletter movement speed from 6 to 8
- Shrines are now tier 1 instead of tier 2
- Increased undivided chaos lord fireball damage from 130 to 250
- Reduced warpsmith power cost from 25 to 15
- Fixed Great Unclean One losing health when levelling up
- Fixed missing slaanesh shrine portrait image
- Added doom siren wargear to slaaneshi hero
- Fixed mark of tzeentch ability missing on all chaos marines if upgraded with mark of tzeentch
- Fixed chosen marines not playing the dedication animation
- Fixed certain plague lord upgrades costing 999999 energy and being permanent when trying to repurchase
- Bloodletters now heal 100 health upon killing an enemy
- Juggernauts now heal 200 health upon killing an enemy
- Increased juggernaut melee damage from 110 to 200
- Increased bloodletter melee damage from 110 to 160
- All lesser daemons are now Heavy infantry armor
- Absolute Chaos - chaos undivided global ability now properly affects necrons
- Reduced raptor and slaanesh champion ranged damage received while in melee from 0.4 to 0.24
IMPERIAL GUARD
- Replaced conscript HQ spawn with techpriest (conscripts are stil spawnable through mixed and infantry doctrines' global abilities)
- Changed techpriest servitor armor type from heavy infantry to infantry_fire_resist
- Reduced techpriest servitor health from 500 to 300
- Reduced burst duration of guardsmen from 2 seconds to 1 second
- Changed guardsman squad cap from 5 to 6
- Changed techpriest squad cap from 1 to 2
- Removed redundant upgrades from techpriest
- Removed certain abilities from techpriest
- Optimized leman russ battlecannon firing by removing some excessive knockback randomization
- Fixed bunker valkrye drop happening too early
- Renamed Mixed Doctrine to Combined Doctrine
- increased baneblade main cannon damage from 500 to 1350
- Techpriest is now a single unit, no more servitors
- Added Shadowsword tier 3 unit
- Added stormblade tier 3 unit
- Added Stormlord tier 3 unit
- Adjusted pricing for IG superheavies to be in-line considering new additions
- Streamlined doctrines to be less exaggerated
- Added valkrye mine drop global to all commanders
- Increased commander retinue primaris psyker's destructor ability damage from 45 to 350
ORKS
- Nerfed WAAAGH! shout (unit ability, not global) to prevent insane buffs when stacked
- Nobz moved to tier 2
- Weirdboy moved to tier 3
- Added Mekboy tier 1 builder unit
- Gorkanaut landing can no longer insta-kill everything
- Fixed ork shoota nob getting boy rokkit launcha upon rokkit upgrade
- Removed unnecessary weirdboy upgrades (his abilities are unlocked by default)
- Increased weirdboy health by 50%
- Changed weirdboy armour type to Heavy Infantry
- Added a big red button to the gorkanaut
- Fixed ork turret being able to shoot through itself
- Stopped painboy from exploding upon death
- Sluggas can no longer repair
- Reduced recharge time of gorkanaut spawn from 420 to 120 seconds
- Added deff kopta tier 2 flying vehicle
TYRANIDS
- Added Rippers to be spawnable from HQ
- Rippers are now engineers and can repair
- Added Termagaunt endless swarm global ability to Tyranids, to accompany Hormagaunt endless swarm (replacing thornback global)
- Reduced ripper health from 130 to 35
- Rippers are now capped to 6 instead of 2
- Rippers are now squads of 10 instead of 14
- Changed trygon ranged damage type to plasma
- Rippers are now cheaper and faster to build
- Significantly reduced build time for hormagaunts and termagaunts
- Fixed some tyranids being force-melee/range despite having an option of both
- Increased carnifex health from 2000 to 3000
- Increased carnifex shovel tusker health from 3000 to 4000
- Increased genestealer movement speed from 6.5 to 7.5
- Increased genestealer charge range from 18 to 30
- Increased recharge time for infestation tower global spawn from 20 seconds to 35 seconds
- Heroes lictor and ravener now have synapse
- Optimized synapse and slightly buffed its effects
- Added new "Evolution" abilities to the HQ
- Increased "spawn spore mines" biovore ability range from 40 to 105
- Fixed buildable hive nodes being unable to shoot
- increased Trygon health from 2000 to 5600
- Increased trygon melee damage from 120 to 380
- Increased trygon speed from 6.5 to 8
- Added burrow ability to trygon
- Increased projectile speed of Biovore spore mine
- Increased biovore projectile damage to 300 and changed damage type to explosive
- Spore mines now do 250 explosive damage instead of 50 piercing damage on death
- Increased trygon ranged damage from 120 to 225
- Fixed certain hive tyrant upgrades costing 999999 energy and being permanent when trying to repurchase
- Reduced cost of hierodules from 200 power to 125 power
- Increased overall cost of swarmlord by 25%
- Hormagaunts and termagaunts are now limited to a maximum of 8 each
- Fixed hive node animation not syncing up with the spore mine launch timing
- Fixed biovore and hive guard being unable to attack-move
- Removed self-infiltration from genestealers
- Fixed termagant devourers missing tracers
- Added tyrant guard
- Fixed hive guard shooting from its feet
- Reduced amount of splats spawned by tyrannoformation for performance reasons
- Added Gargoyle t1 commander-spawnable unit
ELDAR
- Added Ghost Axe and shield upgrade to Wraithblades (granting ghost axe weapon and shield ability)
- Added bonesinger tier 1 builder unit
- Fixed anticipation animation for wraithknight jump ability so that it times with the jump properly
- Fixed wrong special attack animation when wraithknight has a wraithcannon
- Fleet of foot now grants suppression resistance
- Increased storm guardian health from 200 to 300
- Fixed bad splat when scorpion dies
- fixed wraithknight triggering nonexistent sync kills
- Storm guardians and Dire Avengers can no longer repair
- Moved energy shield construction from storm guardian to bonesinger
- Webway gate ability-unit spawns removed and moved to new eldar forward base
- Increased avatar aoe buff strength and radius
- Avatar now grants a resource bonus while alive
- Increased avatar of khaine sword damage from 350 to 785
- Increased speed of Avatar of Khaine
- Harlequin troupe is now tier 2 instead of tier 3
- Optimized eldar shuriken weapons by removing some superfluous damage randomization
- Fixed wraithlord weapon upgrades firing from the feet
- Changed warlock council name from secondary hq choice to warlock council
- Fixed warlock council upgrade names and descriptions being inaccurate
- Fixed floating shoulderpads on Avenger Exarch
- Added Vyper t1 scout unit
NECRONS
- Changed loading screen image for a more high-res one
- Fixed missing animation on overlord tachyon arrow shot
- Added idle sound to nightbringer
- Fixed wrong AO texture being used on tomb spyder
- Made the overlord and lychguard near-impossible to knock back
- Added new Lychguard animations
- Fixed heavy destroyer description to better explain its purpose
- Previously reanimated necron units now have a 50% chance of teleporting back to the tomb world (effectively fully dying) instead of being reanimatable again
- Fixed lightning/teleport effect being triggered when units resurrect
- Fixed monolith being able to shoot through itself
- Added Tomb Blade t2 unit
TAU
- Reduced tau commanders' fusion blaster damage from 300 to 240
- Earth caste builders no longer spill blood when killed
- Reduced Ethereal resource bonus by 50% for power and requisiton
- Increased Ethereal resource bonus by 50% for red resource
- Fixed XV22 commander snare mine throw being hilariously inaccurate
- Fixed tau generator animation being too slow for the build speed
- Fixed tau stealth suit squad losing energy when leader purchased
- Changed gue'la lasgun color to blue-ish
- Fixed kroot consume stat buffs being removed after exiting the ability
- Fixed tau commander burst cannon not having sound
- Fixed tau jet sounds being immensely loud
- Reduced drone pulse rifle damage from 55 to 30
- Increased all drone weapons' cooldown time
- Reduced range of vespid neutron blaster from 90 to 65
- Reduced health of fire warriors and stealth suits by roughly 35%
- Added Piranha tier 1 scout vehicle
- Increased nanomachines ability heal boost
- Fixed nanomachines ability health regen boost not applying
GREY KNIGHTS
- Added the eight grey knight brotherhood army painter schemes (effectively just different badges)
- Fixed broken smoothing on thunderhawk
- Removed redundant upgrades from techmarine and added new ones
- Removed certain abilities from techmarine
- Techmarine is now a single-unit, no more servitors
- Changed techmarine health to 1100
- Changed techmarine squad limit from 1 to 2
- Reduced power price of techmarine beacon from 50 to 20
- Paladins' holocast ability now costs 500 red resource and has a global recharge time
- The Techmarine now has a Storm Bolter instead of a power axe and plasma pistol
- Reduced grey knight charge speed boost from 3 to 2
- Removed combat strike squad due to them being unecessary with the regular strike squad
- Purifier squad moved to tier 1
- Fixed captain ranged weapon upgrades appearing on the weapon slot instead of accessory slot
- Reduced captain aegis armour upgrade health boost from 2000 to 1250
- Fixed captain armour upgrade bonuses not being correctly removed when the upgrade is replaced
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