Post news Report RSS Ultimate Apocalypse News - April 2016

As of this date, the Ultimate Apocalypse mod is expanding past version 1.86 and are going full fledge to version 1.87. We know we said that 1.86 was going to be about patch after patch after patch updates, but so far the mod is getting all new improved AI and new content for most races, that we are going to make the next update a gigantic patch.

Posted by on

April News - 1.87



As of this date, the Ultimate Apocalypse mod is expanding past version 1.86 and are going full fledge to version 1.87. We know we said that 1.86 was going to be about patch after patch after patch updates, but so far the mod is getting all new improved AI and new content for most races, that we are going to make the next update a gigantic patch.

VERSION UPDATE! 1.87 Sneak Peak #1 of 4.


VERSION UPDATE! 1.87 Sneak Peak #2 of 4.


VERSION Update #2 Includes:

- Overall improved gameplay, bug fixing, and game breaking bugs/abuse removal.
- All AI revamped and completed.
- Sisters of Battle race revamp.
- One sneak peak example of new Sisters content.
- Unlimited Turrets are back!

Keep an eye out for two more sneak peaks, HOW TO - Install Ultimate Apocalypse part 2, HOW TO - Install Inquisition Daemonhunters, Adeptus Mechanicus coverage, and probably more on my channel here: Youtube.com

More Details For 1.87

To expand on what is happening, all AI will be revamped by Thudmeizer. This guy is awesome. He was the reason for bringing version 1.86 with two new improved AI (Space Marines and Chaos Space Marines), and now all the way up to Orks for the UA mod currently in version 1.86.3. Now Thudmeizer is going to revamp EVERY AI there is, bringing to life harder AI to fight against. Since the AI is being improved, new players will definitely have more trouble playing the mod, so we hope to decrease the difficulty of standard AI. As well there were complaints about it.

Sisters of Battle new content? Well take a look for yourself. There MAY be more added? Who knows. Sisters race will be fully revamped and this race will finally receive the Ultimate Apocalypse quality it deserves since long ago.

Sisters of Battle Tech Tree v 1.87! (teaser)


And yes! I want to cure every single "cheese" and OP tactics there is. I know of already 14 game breakers that were cured in version 1.87 and gameplay improved substantially by its removal.

List as follows:

  1. OP Sorceror spells.
  2. OP Lord of Change (both Chaos Marine and Daemons)
  3. Tyranid Toxic Miasma morale degen, causing all your squads to loose morale and never win against Tyranids.
  4. Tyranid superweapons not working.
  5. Invulnerable shining spears.
  6. Free Necron Warriors and insta reinforcing.
  7. Deathmarks - OP in general.
  8. Pathfinders, Sniper Drones, and their Railguns
  9. Ork Waagh unlimited cap, Waaagh Banners will be limited, and getting Waaagh will be a little bit easier to get as its main research is also cheaper. Also fixes with small battles limit.
  10. Amplification Generator cheese. Unlimited generators like this evade nukes.
  11. IDH cheese, such as Paladins and Bodyguards being super uber.
  12. Dark Reaper/Ranger cheese.
  13. Rubric Marine cheese.
  14. Primarch Angron buffs, what you all have been waiting for! The return of perfection.
  15. And others that I forgot.

IF YOU FIND ANYMORE "CHEESE", REPORT IMMEDIATELY!

"Cheese" ruins fun... and makes gameplay worse. The list above may seem huge, but the mod is ginormous in itself and we hope to fix every single "cheese" there is in UA. Hopefully... it all stops in 1.87! Please definitely comment on other "cheese" you have found to not destroy your fun!

Now about the turret limits. Immediately after I posted an update, number 2, people went crazy. We cannot make everybody happy. Well for those people who missed it and complained, you should have then participated in this thread long ago:

Moddb.com

70+% of the UA fanbase has voted for unlimited turrets. Now, I'd also like to state that adding a wincondition to add back limited turrets per HQ is... not worth it. It is possible, but that would mean that turrets of all types, advanced, basic, wall addons and etcetera would have to be duplicated. AI could probably not build turrets or die off as they are restricted to build a limited or unlimited turret, and it would overcomplicate the mod if not make it unstable to play with AI. It would also force us to duplicate our changes, say if we increase the health of a heavy bolter turret, we need to do it twice, so it is possible, but not going to happen and we apologize, due to limits of DOW engine. That said...

I guess I agree unlimited turrets is the better choice? I was against it, but the overall gameplay feels better and there are always ways to counter unlimited turrets. UA offers many, many ways to counter turrets and even though they are unlimited, things will be OK as it was this way long ago before for many years. If you cannot counter turrets with units, then counter them with artillery or choke them and trap them into base, starving them of resources, and eventually nuke them. Massed turret defenses can also be blown up by orbital bombardments easily, and rushers will still have upper hand as squads are usually better than turrets in general. Especially when turrets are control radius required and will increase in price the more you build (1.87 feature). Finally, the Apocalypse mod team obliges everybody to not freak out. There is no reason at all for it. It's how it is, dow engine impossibilities aside. Thank you for reading.

So what is happening behind the scenes?

First off we do apologize for the loooooong ongoing not updated news in March. There really was not much to talk about anyways, but now that version 1.87 is up and "running", Kairos is taking over patch work for now and is improving the mod as I speak. Along with Thudmeizer doing up every single artificial intelligence, and other mod team members doing a WONDERFUL job in participating, the mod is coming along great and I am the mod team's new beta tester. :D

Keep an eye out for two more sneak peaks, HOW TO - Install Ultimate Apocalypse part 2, HOW TO - Install Inquisition Daemonhunters, Adeptus Mechanicus coverage, and probably more on my channel here: Youtube.com

What else? Ah yes, there is a rumor going around that a fan is making Adeptus Mechanicus mod, and Kairos, the one who is modifying UA needs your guys help in a favor. To vastly improve quality of balance, we request fans to go into the feedback forums, and read off things that needs fixing in a summary. Things important that people reported, things especially like found cheese or OP/UP tactics needs to be reported for us to fix, and we will massively thank you for your support as it is a huge task for us and we can no longer do it without pulling out our hair. So again, if somebody (or 5 people) would be so kind in summarizing all balance threads for us to fix, that would be great, and consider it as a contribution to the mod!

Lazy link: Moddb.com

We're mostly interested in fixing Chaos Daemons, Chaos Space Marines, Tau, IDH, and Tyranids as those are the most unbalanced factions in the mod atm. Eldar is pretty much fixed. Feel free to not bother with getting a summary from Eldar as it is 100% covered. Again, if someone summarizes these threads, THANK YOU! It will make the next patch more fluid, and it will inspire us to do up the mod for you guys tons more!

That's... it. Videos of Oomperials work here! Enjoy!




Get the latest patch! (1.86.3)

Ultimate Apocalypse - THB Patch v1.86.3


Get 1.86.16!

Ultimate Apocalypse THB Full Install (v. 1.86)


NTCore 2.0!

DOW Ntcore executable (Steam Only)


DOW Mod Manager!

DoW Mod Manager 1.1


Our Logos and Banners

Post comment Comments
Kriegtooth
Kriegtooth - - 1,608 comments

Awesome!

May I suggest again, to reskin the Inquisition Stormtroopers? They still look horrible, no offense to whomever originally made them :P

I feel like they are the main unit for the Daemonhunters army, and deserve to look better

And maybe make special Stormtroopers from different Imperial Guard armies, just as a way to shoehorn special guys like the Death Korps and Elysians into the mod :P

Reply Good karma Bad karma+7 votes
MBInc(ARV1993)
MBInc(ARV1993) - - 171 comments

true but remodeling is not up to cylarne,,, its up to thurdmizer team since it belongs to them and stromtroopers was actually one of its primary units

Reply Good karma Bad karma+4 votes
Kairos_(Necronguy)
Kairos_(Necronguy) - - 690 comments

Also, Kairos is my username elsewhere, on ModDB i'm known as Necronguy!

Reply Good karma Bad karma+2 votes
Lord_Cylarne Author
Lord_Cylarne - - 7,166 comments

What that guy said ^^

Reply Good karma+1 vote
bardicheassault-07
bardicheassault-07 - - 64 comments

There's a game breakers with Pathfinders and Sniper Drones? If anything they both need to be buffed....

Reply Good karma Bad karma+1 vote
Lord_Cylarne Author
Lord_Cylarne - - 7,166 comments

I hope you mean nerfed... and yes, they're nerfed.

Reply Good karma+2 votes
bardicheassault-07
bardicheassault-07 - - 64 comments

Well I'm asking what's so game breaking about these two? Sniper drones are fine. They do high damage but don't have any morale damage, are slow moving and slow to reinforce. Pathefinders don't do much damage and are fairly easy to take out and their rail rifles aren't incredibly helpful upgrade (especially since the range issue.) So why nerf what's already bad?

Reply Good karma Bad karma+1 vote
Sen_
Sen_ - - 2 comments

Cool!

Any thoughts or word on the AI control panel? It doesn't seem to do anything rright now, will this panel be brought back to life??

Reply Good karma Bad karma+1 vote
Lord_Cylarne Author
Lord_Cylarne - - 7,166 comments

I have not ever messed with the AI control panel, so I'm not sure why it shouldn't be working.

Reply Good karma+1 vote
Kirbpaign
Kirbpaign - - 8 comments

Thank you for this news, truly this has made me happy.

Though no news of buffs to the "Currently for show" Tanks and baneblades in the IG's arsenal worries me I am placing my faith in you Cylarne & Co.

Reply Good karma Bad karma+1 vote
LordDWM
LordDWM - - 70 comments

Can't wait for the new update!

Reply Good karma Bad karma+1 vote
Kirbpaign
Kirbpaign - - 8 comments

Also I just read the part about summarizating the balance threads, I'll leave a summary of the Guard after giving the last four pages a read over.

Reply Good karma Bad karma+1 vote
Kirbpaign
Kirbpaign - - 8 comments

Okay, threw up a summary.

Reply Good karma Bad karma+1 vote
Sen_
Sen_ - - 2 comments

Ah ok, I will make a thread in a few days to see if anyone knows about it. I like the idea of easily customising the AI for more varied skirmish games, should complement all of the win condition and restriction rules you guys have added :)

Love the mod by the way.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,838 comments

This comment is currently awaiting admin approval, join now to view.

Moroz977
Moroz977 - - 7 comments

just trying to find the thread to for a movement bug for all units they wont break away from attacking until i change there stance to cease fire any help would be appreciated its driving me absolutely nuts.... lol

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: