-Nid turrets spawn too fast. Fixed, tripled cooldown on turret spawn.
-Ig big turret spawns too much, it is too powerful. Fixed, Limited to 6 active at a time.
-Autocannon heavy weapons are OP. Indeed it was too powerful, a single autocannon could wipe out 3 space marines per second and the Terminator autocannon was as powerful as the Dreadnought one. Fixed.
Autocannon damage per shot lowered from 500 to 300, Terminator autocannon to 600 from 1000. They shoot 4 shots every 2 seconds, so they are still QUITE powerful with a 600 DPS and 1200 DPS
-Chaos warpfire global ability too powerful. -Fixed. It is dealing Psychic damage that goes through all armour and thus it had its damage output halved.
-Ork warboss has an ability to one-shot entire assault marine squads in one hit. Not sure what causes this but I need to look into it. Some of his weapons' AOEs were too powerful, they got a 30% damage reduction.
-Ork warboss's big stomp was too weak (initially blamed for 1 hit wipes) and thus had its damage tripled.
-Krieg guardsmen can now make Multilaser turrets like cadians.
-Killa Kan AOE was a bit too powerful for a tier 2 unit (It could 1-hit wipe all tier 1-2 units) so it got reduced to 300 AOE. This is in line with the "aoe melee attacks do less damage than single target ones" trend I'm doing.
-Powerfist AOE reduced. Powerfist damage increased. Thunder hammer AOE reduced.
-Ogryn armour and ranged damage reduced.
-Space marine unarmed melee damage slighty increased.
-Bloodletter teleport distance doubled.
-Marine beacon is now built by scouts, not Captains, due to terminator captains crushing the beacons when they try to build them.
Future ideas:
-Making catachans and Krieg Engineers more useful somehow. Maybe more special weapons?
If you got any ideas or balance suggestions, please comment on this article!
Maybe krieg engineers can do a self sacrificing bombing, where a member run towards the enemy unit and blow themselves up, will go nice with their style, they will get suppression immunity and will take less damage when doing this.
Can you make every deathwatch member from different chapter, that will enhance it so much, maybe just give them deathwatch shoulder pad and keep original chapter armor.
So now i wont have to retreat my army when the warboss aproaches. :p
I'm afraid I got no models for it, I checked the directory already so they can't wear black armour.
Yeah that bloody stomp has been the bane of my existence for awhile.
The stomp can only deal 50 and now 150 damage. The Space marines got a 1000 health, it can't hurt them. I think its the Boss's own melee weapon's AOE modes.
Also legion squads seem to spam multimeltas when on ai.
Enemy Battlewagons are flying, when hit with krak grenade. And Ironclad Dreadnoughts are targeted by allies like an enemy.
About balance...maybe more upgrades for heretics? Maybe dark gods marks? For example:
Nurgle heretics are tougher, but slower, and they get a grenade launchers, and champion gets a bile thrower.
Khorne heretics gets some chainswords, and champion has a chainaxe and bolt pistol.
Tzeentch heretics gets lasguns and grenade launchers, and can infiltrate, their champion gets boltgun.
Slaaneshi heretics are faster and better in melee and their champion is noise marine.
I'm not sure what causes the friendly fire bug, though it did not seem to do any real damage when I had it once.
I'll look into the krak grenades knockback, but the game's physics engine is notoriously buggy to begin with.
I'll think something on the cultists. Maybe give them no limit and give:
-Nurgle ones more health.
-Slaanesh ones would get better ranged damage.
-Khornates got chainswords.
-Tzeentch can infiltrate.
When will it release
In my opinion the Turret nerf was too big, i think instead of nerfing their numbers you should instead make it either with a cooldown or cut down on their damage in AOE or make it better against single targets. With the turret nerf it made it so hard to push forward and stay alive as Imperial Guard to build up the momentum with production of Guardsmen and general numbers units and IG got no defenses that does that job and having only six makes it really difficult.
And it really punishes the forward defenses when pushing forward as the first turrets you made home to survive you can't remove and make new ones on the frontline as you get pushed straight back to your base by any of the Space Marines, Eldar and CSM factions which have allot of staying power, and by making it 6 turrets it removed allot of the staying powers advancing forward as building forward defenses is a thing both the regualr IG and DKOK does.
btw i am really loving your great work and keep it up!
I tried to make it a cooldown, but the ability is made in a way that the cooldown is not able to be implemented. Its a coding thing.
I may have to redo the entire ability to give it a cooldown.
As a quick fix, I can try to make it a different turret from the base defense ones, so you could build more and have a limit of 6 that doesnt count the ones you get with your base at startup.
That sounds great. If possible you can enable for the Imperial Guard Engineers to create Heavy Bolter turrets, as i think they would not be nearly as strong as the heavy turrets pluss they would serve as a good defense for the IG to build up their forces without getting base raced early without being able to build up.
Great mod so far. Big armies is one thing I miss with DOW2.