It is unfair to hold it back any longer so here it is.
Here is a small update on mod's development:
I've made some progress at the end of last year, but then RL took over and I haven't touched the mod since then. This version was supposed to contain both Dark Crusade and Soulstorm strongholds and tyranids, but I lost enthusiasm after DC campaign was complete (SS one is way worse even when you only see the strongholds which are the only semi-decent thing in there) and SS campaign is still unfinished. The new tyranid mod version is still haven't seen the light of day (considering Zahaquel told me it was inches away from release 2 years ago) so no tyranids this time either. And on top of that all the people that helped me with this mod seemed to abandon DoW. So, don't expect anything new until tyranid mod is released.
But enough of sad things, lets jump into good stuff. The new version is out and it contains some interesting features:
- Stronghold missions from Dark Crusade in form of linear campaign. Playing these missions brings back memories (not as stong ones as vanilla campaign is, but still). All 7 strongholds can be played with any of GiFR races (including tyranids, when and if they will come out). I haven't tested all combinations of races and difficulty, but it is beatable on insane difficulty with Space Marines (although it will be pretty hard). I also ran missions on random race and difficulty and it seems to work fine.
- GiFR wiki. This site contains detailed information on mod's internal numbers, so experienced players can see whats up under the hood without loading the mod in Corsix. Note that this wiki is generated by a script, so it may have some strange wordings or small inaccuracies, but it can give overall impression on how the mod works and which units can do that. Also I'm not that good with CSS, so the design of the page looks like something from 1980-s Internet. If somebody is willing to help resolve that, PM me.
- Harlequins. Craftworld eldar players will kill me, but I had to give harlequins to the dark eldar. They provide their dark brothers and sisters with a tough melee unit with range damage resistance and a seconday commander that can conceal his attached squad (invisible incubus is can do pretty nasty things to enemy terminators for example) and they fit overall army playstyle (to be fair, they would conflict with banshees and seer council if I would give them to craftworld eldar).
- Other fixes include futher improvements to inquisition, some rebalancing of SM t1 (TSMs start in a 3 men squad that allows building 2 of them in the early minutes of the game), etc. For full changelog see the download page.
Thats it. Good luck on the fields of battle! Warboss-rus