This mod is not monetised. I will not be doing any paid mods nor set up a patreon. This is not an official GW licensed product. I will also not pull the mod, and will keep it on the net since any takedowns would be without merit. This mod aims at modifying Dawn of War 2 Retribution to portray combat in a more lore-accurate manner. Prepare to find Space Marines as powerful as the books depict them, ork hordes in their hundreds, and dozens of Guard tanks shelling into an incoming tyranid horde!

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Here is a small progress update, with bugfixes and the Predator Executioner.

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New unit Upgrade:
Predator Executioner upgrade, which replaced the turret auto cannon with a plasma cannon. With Sterling's help, I was able to make this as my first ever created dow2 model.

Fixes to some abilities and wargear not doing any damage.

IG squad grenade launcher upgrade fixed.
Imperial Guard sergeants now add 25% health bonus to their squads.
IG Vox trooper mortar is still not working, under investigation.
Baneblade Mega cannon now fires every 5 seconds instead of every 10, but its area of effect is reduced from 3 meters to 1 meter. This is to give the tank more anti tank firepower, without making it too powerful against infantry.

Sterling/Beatrice's new Flash git gunz and armor are in.

Legion Recon squad needs more energy. Fixed.
Chaos Heavy flamer not working Fixed.
Sternguard rounds not working against tanks Fixed.
Raptor and berzerker pistol problems. Fixed.
Legion Chainsword tactical weapon upgrades Fixed.
Improve guardian cover shield Fixed.
legion Breacher melta bombs. Fixed.
Asm plasma pistol and LC upgrade Fixed.
Death Guard CSM black box. Fixed.
Some abilities not doing enough damage. Partially Fixed.
Imperial Guardsmen missing meltas . Fixed.
Imperial Guardsmen plasma gun moved from t2 to t1.
Bolter and Stormtrooper hellgun damage increased against Superheavy infantry.

Things to do:
Add new units.

I'm also thinking about the Racial bonus modifiers. They are supposed to represent traits of species, like toughness of Astartes and Orks making them take reduced melee damage, or quickness like Astartes or Eldar foiling the enemy's aim and thus leading to reduced ranged damage.

I'm not sure if I want to keep this, or just use the unit size vs weapon accuracy to make Marines and Eldar actually harder to hit.

IG:
-Mortar added.
-Sentinel Frag missile damage increased by a lot.
-Red powers buffed to mod levels.
-Ig heavy weapons are now tier1, and cheaper.
-Manticore does increased damage to tanks.
SM, Chaos:
-Red powers buffed to mod levels.
-For the Emperor now doubles damage.
-Terminator FC can equip Assault cannon, and starts with a powerfist.
-Bolter damage against tanks reduced, Vengeance round bonus against tanks increased.
-Enfeeble added to Librarian. It reduces an enemy unit's speed and damage by 66%, and increases incoming damage by 150%.
-Predator Autocannons now have the same weapon type as every other autocannon in game, and thus they are a bit weaker than before.
Eldar:
-Red powers buffed to mod levels.
-Avatar now confers a speed bonus, a damage bonus, and a damage resistance to all Eldar units on the map.
-Fleet of foot global lasts longer, and increases speed by around 40%.
-Damage reduction global reduces incoming damage by 66%.
-Ranged damage global duff doubles damage, like For the Emperor.
-New Dark Repear models thanks to David-CZ.
-Dark reaper AV-AI switch removed, they are effective against all target types, and the switch just switched between the same guns.
-Eldar Hero powers upgraded to mod levels.
-Autarch plasma grenade can be lobbed very far.
-Farseer buffs are very powerful, but effect one unit.
-Fortune decreases incoming damage by 66%.
-Guide increases ranged damage and weapon range by 150%.
-Doom increases the damage taken by an enemy unit by 300%.
-Eldar hero wargear damage increased.
-Falcon and Fire Prism shield fixed.
-New icons for Harlequin Upgrades.
-Removed red cost from summonable Eldar reinforcements.
-Removed 1 limit from Swooping Hawks.
-Tooltip for Summon Exarch Warp Spider hero fixed.

New progress:
-Legion Predator can now get Plasma Executioner upgrade.
-Fixed turret ranged damage at ranges modifiers. They should hit less hard up close, but better at range, the two damage ratings are now closer.
-Power fist friendly fire hopefully fixed.
-Gk Ven dread now has GK dread model.
-IG Multilaser damage increased.

March 11 Updates:

-Gaunts Hp boosted by 20%
-Swarmlord health doubled.
-Hierodules added.
-Scytched Hierodule is a melee super heavy with medium health and good damage.
-Barbed Hierodule is a ranged super heavy with good health, and very large area of effect pair of barbed stranglers.
-Can exchange them for Bio cannons , which fire bio plasma bolts rapidly to blast all targets.
-Alpha Carnifexes and Hierodules can now use a quick regenerate ability to heal themselves rapidly in battle.
-Lictors and Genestealers now dodge some of the incoming attacks, like Eldar or SM.
-Ravener hero's attacks do area of effect damage.
-Lictor hero damage increased.
-Hive Tyrant Crushing and Seismic claws are now one upgrade.
-Hive Tyrant can get Devourers or Deathspitters in T1. One deals suppression, the other heavier damage.
-Hierodules and Carnifexes can hunker down like Hive Guard.

-Sm Scout sniper rifle damage against infantry is halved.

-New Leman Russ weapon option, the Demolisher.

-All Demolisher cannons have received a slight change. Their area of effect has been increased to 12 meters, but the damage they deal at the outer edges reduced. The damage dealt exactly at the epicenter has been boosted, giving the Demolisher cannon a better "anti tank" option, without hopefully making it any more stronger vs infantry masses.

-Eldar new unit:
-Wraithseer, a Tier 3 elite wraithlord with a D-cannon, a Wraithspear and psychic abilities. Limited to 2.

March 17:

-Ork battlewagon cannon updated. It now either fires a bigger anti infantry blast, or a single target very high damage zap.
-Fire Prism has 3 firing modes. Dispersed blast for light infantry, Focused blast for heavy infantry, and lance for vehicles.
-Warp Spider hero wargears now work properly.

-Tau Fire warriors shoot faster, but cant get flamers any more.
-Tau Railgun damage increased for Hammerhead.

-New units that are still glitching and need help:
-Tau Broadside Battlesuit, and Baal twin assault cannons Predator.

Just found a modifier that reduces enemy accuracy... I'll see how it works on Eldar or SM. I'll incorporate it into their racial passive bonuses, meanwhile nerfing the reduced ranged damage taken part to compensate.

March 20:
-Broadside model is a placeholder. It clips somewhat, for that I'm sorry.
-Temporarily disabled Baal Predator Assault cannons.
-Berzerkers now can use the ability, Blood for the Blood God. This lets them heal themselves with each time they hit an enemy in melee. Their melee damage, ranged damage resistance, and speed is also increased. Lasts 8 seconds. After all, Khorne likes the number 8 so much.
-However, they'll loose the SM sprint ability, since it has been replaced by Blood for the Blood God.
-Berzerker melee damage vs tanks is reduced.
-Genestealer adrenal rush : Heals half as much as they Berzerker one, but lasts twice as much.

March 27:
-Fixed an issue with Scout grenade launcher animations.
-Fixed an issue that caused power fist upgrade to take away the Raptor Champion's maul.
-Added a new ability to Plague Marines that lets them regenerate faster for a short period of time.

-Gamma release is uploaded. Tested with all races, without any other mods being installed.

New Blood Angels, Blood Axes and Deathskull orks are planned for work in progress.

Those who have trouble, Check these:
-Is your game up to date?
-Do you got any mods?
-Mod only runs with ultra high texture settings. Make sure yours is on it.

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DeusImperator Author
DeusImperator - - 1,293 comments

No this is just a work in progress update.

Reply Good karma+1 vote
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