This is a mod which was created to make things more kerazy and fun. I think.
Anyway a lot of things has been changed, swapped or otherwise butchered in a fashion that may or may not be balanced but that is not my primary concern. Also included is the Dawn of Skirmish AI mod version something or other. Thanks to them and such.
Version 1.21 changes: I stupidly opened the module file for this mod when I was doing changes for another mod I was working on. So this fixes commander unit movement speeds back. Version 1.2 changes: Dark Eldar: Dais hardcap reverted back to 1 instead of 2 Dais appearance made slightly bigger Orks: Stikkbomb ability given to Nobz and Sluggas Rokkit Launcha weapon upgrade given to Shoota Boyz Space Marines: Devastator squad added, starts with Missile Launchers, Plasma Cannon upgrade does very little damage, but AOE and knockback, Lascannon upgrade Eldar: Harlequin Dance of Death resource bug fixed (thanks to Mlai) Chaos: CSM Plasma Gun damage against normal infantry reduced Horror squad starts off anti-infantry and can upgrade to anti-vehicle weapons Eldar: Dark Reaper damage against normal infantry reduced Version 1.1 changes: Dark Eldar: Hellion Leader 2nd melee weapon damage increased Ranged weapon increase research moved to tier 2 Talos acceleration and deceleration time decreased Warrior Splinter Rifle base range increased from 22 to 25 Space Marines: Tactical Plasma Gun damage against Infantry Heavy High and Infantry Heavy Medium increased Tactical Heavy Bolter damage against Infantry Heavy High and Infantry Heavy Medium decreased Chaos: Obliterators no longer morale immune Tau: Baracuda missile pods reload time set the same (2.6 seconds) Imperial Guard: Guardsmen Sergeant melee damage increased from 0.5 to 2 and ranged damage increased from 0.5 to 2 Version 1 changes: All: Chaos Cultists, Space Marine Scouts, Eldar Rangers, Ork Tankbustas and Imperial Guard Kasrkins have toggleable infiltration abilities, which when active means they cannot attack. All Relic units require no cap but give no cap. That means you Avatar. Dark Eldar: Can now build mines (which is a copy of the Eldar Mines since I can't model for beans) Torture Pit soul generation time increased from 19 seconds to 45 seconds Souls spawned on death last a bit longer Gruesome display addon now detects infiltrated units Added a research which increases the range of most infantry ranged weapons Added a research which increases the max speed of Mandrakes and Hellions Reduced the infantry damage of Scourges and gave them a grenade ability which does knockback and morale damage but no physical damage Soulstorm ability now does knockback to all units every 4 seconds. Dais of Destruction hard cap increased from 1 to 2. Dais Dark Scythe ability damage greatly reduced. Dais weapon damage increased Mandrake Infiltration moved to tier 1.5. Whatever that is. Warp Beast damage to vehicles and buildings reduced. Screams of the Damned soul cost increased from 60 to 80 Piercing Vision soul cost decreased from 40 to 25 Rekindle rage no longer works on the Dais of Destruction Archon no longer costs cap Raider cap cost reduced from 3 to 2 Talos footprint size reduced, movement type change to that of Dreadnoughts. Sisters of Battle: Confessor generates faith Purgatus Mine explodes 10 times like other mines, effect reduced as such Servitor sabotage ability moved to tier 2 Exorcist now does friendly fire, accuracy increased, AOE and morale damage decreased Faithful units give more faith when killed after Martyr's Gift researched. Eldar: Turrets can no longer relocate Webway Gate Healing Webway and Shroud researches changed to addons, Shroud ability changed to always on. Webway Shroud ability sound made more subtle Relocation Matrix changed to addon and moved to Webway Assembly, Aspect Portal, Support Portal, Soulshrine and Generator. Each building needs it researched to relocate. Harlequins starting squad size 3 reinforcable to 5, hardcapped to 1 Farseer can detect infiltrated units Warlocks don't detect infiltrated units until tier 2 Fleet of Foot split into 2 researches, first increases max move speed to 20, the second increases move speed to 24 requires tier 2 and reduces FOTM accuracy Webway Gate removed from Annihilation win condition Fire Dragon mass reduced from 90 to 35, Exarch reduced from 90 to 45 Fire Dragon Fusion gun morale damage increased from 4 to 15 Ranger accuracy reduced from 100% to 80%, 90% with first accuracy research, 100% with second Ranger health reduced from 280 to 225 Dark Reaper health reduced from 450 to 380 Fire Dragon health reduced from 500 to 450 Vypers are now Codex Vypers (Thanks to Zany Reaper) Fire Prism weapon AOE reduced from 8.5 to 6 Avatar increases production speed of Webway Gates (Shuriken and Brightlance Platforms) Bonesinger Teleport distance decreased from 150 to 70 Bonesinger requisition cost increased from 45 to 70 Chaos: Khorne Berserkers now Codex Berserkers (thanks to Closer to Codex team) Berserkers start with Chainswords, upgradeable with 4 Chainaxes Berserkers now have Berserker Champion Mark of Khorne ability moved to Champion, stops units moving and breaks morale, lasts 3 seconds Daemonettes added, shares soft cap of 3 with Berserkers (thanks to Firestorm over Kronus mod team as per their open source policy) Daemonettes have hypnotise ability, enemy infantry loses control and attacks friendly units Chosen Terminators added, shares soft cap of 2 with Obliterators and Possessed. Each are still hard capped to 1 (thanks to Closer to Codex team) Chaos Marines infiltration research removed Chaos Marines missile launcher weapon upgrade re-added, lower damage and higher cost than SM missiles Heretic heals at rate of 0.5 per second. Build and repair rate reduced from 3 to 2. Hell Talon building damage reduced Bloodthirster gains health depending on how much damage it does to enemy units Space Marines: Tactical Missile Launchers requisition cost reduced from 50 to 35, time cost reduced from 8 to 7 Predator Lascannon building damage reduced Skull Probes sabotage does a small amount of damage to vehicles Scouts max heavy weapons with Heavy Weapons research reduced from 4 to 3 Scouts starting squad size 3, max squad size 5, health and cost reduced Grey Knights detect infiltrated units Grey Knights hard cap increased from 1 to 2 Land Raider hard cap increased from 1 to 2, health, cost and damage reduced Whirlwind hard cap increased from 1 to 2, damage and cost reduced, friendly fire Orks: Mega Armoured Nobz hard cap increased from 1 to 2 Mega Armoured Nobz Power Surge ability changed to toggled ability Big Mek and Warboss no longer requires cap Tankbusta health increased from 360 to 420 Tankbusta Bomb research and ability re-added Mad Dok now detects infiltrated units Waaagh Banners no longer detect infiltrated units until upgraded Squiggoth speed and turn rate increased Squiggoth footprint size reduced Changed the Warboss Waaagh ability sound to the one used in the sound test. Killa Kan cap cost reduced from 3 to 2, speed increased, health and cost decreased Super Stikkbomb ability given back to Big Mek Imperial Guard: Guardsmen requisition cost reduced from 160 to 120 Guardsmen starting squad size reduced from 5 to 4 Infantry Command no longer increases squad cap, instead has 3 researches, 2nd requires 2 Infantry Commands, 3rd requires 3 Infantry Commands Mechanized Command no longer increases support cap, instead has 3 researches, 2nd requires 2 Mech Commands, 3rd requires 3 Mech Commands HQ addons no longer increase Guardsmen max squad size, instead 2 researches added to Infantry Command, 1st requires 2 Infantry Commands increases squad size to 14, 2nd requires 3 Infantry Commands increases to 19 Kasrkins changed to Codex Kasrkins with melta gun weapon upgrades (thanks to Closer to Codex team) Leman Russ changed to Codex Leman Russ, with weapon upgrades (thanks to Closer to Codex team) Sentinel Weapon upgrades restored, starts with Flamer, upgradeable with Autocannon and Lascannon Sentinel detects infiltrated units Sentinel starting and max squad size increased to 3 Heavy Weapons Team starts with Lascannon, upgradeable to Heavy Bolter and Autocannon Kasrkins and Ogryns share soft cap of 2 Mech Command and Mars Pattern Command size reduced. Baneblade size reduced Psyker hardcapped to 1, max squad size 3 Assassin infiltration research removed, infiltrates straight away. Basilisk Earthshaker cost halved, damage halved Basilisk power cost reduced, reload time decreased Captain health increased from 435 to 835, melee damage reduced Command Squad Priest and Psyker abilities changed to global timer Command Squad no longer requires cap Strafing Run damage increased of something Marauder Bomber footprint size reduced and bomb ability recharge time reduced Tau: Pathfinders changed to Codex Pathfinders, upgradeable with Rail Rifles (thanks to Firestorm over Kronus mod team as per their open source policy) Pathfinders swapped with Stealth Suits Pathfinders have Pathfinder Shas'ui Pathfinders don't detect until a Shas'ui has been added Mark Target moved to Pathfinder Shas'ui Commander weapon upgrades changed to researches in Barracks Commander has Decoy Drone, Shield Drone or Gun Drone Ethereal Bodyguard reinforcable from Ethereal Hammerhead cap cost increased from 3 to 4 Stealth Suit jump distance decreased from 70 to 50 Builder Drone has Thruster ability which increases max speed for 7 seconds Kroot Hounds reinforceable from Carnivores Kroot Hound squads removed Greater Knarloc hard capped increased from 1 to 3, health, cost and damage reduced Greater Knarloc speed and turn rate increased Krootox health reduced Krootox melee knockback increased Krootox speed and turn rate increased Krootox attachable to Knarlocs and Carnivores Shaper attacheable to Knarlocs Missile Barrage damage decreased Skyray weapon accuracy increased Vespid hard cap increased from 1 to 2, jump distance reduced from 70 to 50, building damage reduced slightly Necrons: Builder Scarabs build cost increased from 0 to 20 Builder Scarabs capping speed increased slightly Warriors build cost increased from 0 to 30 Warriors move speed increased from 10 to 14 Warriors time multiplier per member removed, time modifier per squad reduced slightly. Immortals build cost decreased from 135 to 120 Immortals move speed increased from 10 to 14 Immortals health increased from 450 to 800 Immortals Gauss Blaster range decreased from 35 to 20 Flayed Ones build cost decreased from 120 to 100 Flayed Ones move speed increased from 10 to 16 Flayed Ones can leap with Engaged Monolith addon Warriors and Flayed Ones max squad size 6, Immortals 4, 2 researches added to increase by 1 Wraiths can reinforce to squad size of 3, increases to 4 by Monolith addon 2, increases to 6 by Monolith addon 3 Wraiths can now jump Monolith building deep strike moved to Greater Summoning Core Generator requires Obelisks at a ratio of 2 per Obelisk Generator time modifier reduced by half Generator cost increases decreased from 20 to 10 Generator 'size' increased slightly Warrior Gauss Flayer FOTM accuracy reduced to 25% Tomb Spyder Scarabs now attack land units as well as air units Immortal squads and Flayed One squads spawned by the Tomb Spyder have 2 and 3 members Tomb Spyder cap cost increased from 2 to 3. Destroyer health reduced from 2000 to 1000 Destroyer movement speed decreased from 30 to 24 Destroyer cost decreased from 250 to 150 Heavy Destroyer health reduced from 3000 to 1250 Heavy Destroyer movement speed decreased from 30 to 24 Heavy Destroyer cost decreased from 300 to 200 Destroyers and Heavy Destroyers can now jump Destroyer and Heavy Destroyer cap reduced from 3 to 2 Destroyers and Heavy Destroyers can now be resurrected by the Lord's Resurrection Orb (Thanks to Zany Reaper for letting me use them) Necron Lord Destroyer hard capped to 1, has Phylactery, Resurrection Orb, Phase Shifter, Chronometron, Nightmare Shroud and Solar Pulse abilities (thanks to Korbah for letting me use the Lord Destroyer from DoWPro) Abilities mentioned now have a global timer Restored Monolith hard cap increased from 1 to 3 cost, health, damage and knockback decreased Disruption Field research split into 4, 2 Disruption Field increases health and movement speed, 2 Unholy Power Source increases weapon range and damage There may be more changes that I've forgotten. To do: Integrate Octopus Rex's Codex Dreadnought with 100 million weapon upgrades. More stuff. Credits: Dawn of Skirmish AI team for the AI which I butchered for my own purposes ;P Firestorm over Kronus mod team for Chaos Daemonettes Firestorm over Kronus mod team for Codex Pathfinders Closer to Codex team for Codex Kasrkins Closer to Codex team for Codex Leman Russ Closer to Codex team for Chosen Terminators Closer to Codex team for Codex Berserkers Closer to Codex team for Berserker Champion Zany Reaper for Codex Vypers Zany Reaper for Resurrectable Destroyer and Heavy Destroyer Denizasker and DoWPro mod team for DoWPro Custom Lord Destroyer Mlai for the Eldar Harlequin Dance of Death resource bug fix
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