Daemonhunters (Exclusive)

Highlights: - Officio Assassinorum (Vindicare, Culexus, Callidus and Eversor Assassins) - We had a complete code review on all GK and Cadi...

Download

Uploading...
Do not refresh or leave this page!

File Description

Highlights: - Officio Assassinorum (Vindicare, Culexus, Callidus and Eversor Assassins) - We had a complete code review on all GK and Cadian/Inquisitorial researches. We now guarantee that these researches are useful and worth the costs and to give you a hint, they are now a “must have” for all of you. - Explanation of the new Tech-Tree. We decided to create our own tech-tree and don’t stick to the Space Marines tech-tree as we did in the previous releases. This will be a lot of fun, once you worked out, how to use it. In order to help you, to get familiar to it, we ship a tech-tree description. - Problems to survive the first waves of enemy forces has been addressed and in our judgment been solved.

New Units/Features: - Honourable Inquisitor’s Familiar Grants the psychic power “Smite” to it’s master, as long as the familiar is still alive. Has no ranged weapons, only very basic close combat abilities - Officio Assassinorum – new building where you can recruit: Vindicare, Culexus, Callidus and Eversor Assassins. - New textures for: GK Dreadnought, GK Land Raider, Rhino, Thunderhawk - Capture points now will show the Inquisitorial banners - Inquisitorial Storm troopers and Inducted Cadian Platoons now have a squad leader upgrade (Veteran Sergeant – who can be equipped with Melta-Bombs) - Inquisitorial Storm troopers can be equipped with Frag Genades

Changes: - squad_cap_usage for Inquisitorial henchman has been set to 1 instead of 2, thus more units will be available without costly upgrades (i.e. Squad Increase) - new unit “Honourable Inquisitor’s Henchman” 4-9, with the Familiar as squad leader upgrade - Call-upon “global” upgrades in the HQ Thunderhawk have been removed. They were introduced, in order to establish mutually exclusive conditions. But it seems that this feature is not supported by the DoW engine – even if there are hints in the code itself .. new use: build the desired building and recruit the available units - We got complains that we offer to much researches and that they are kind of confusion. To ease this flaw we provide a detailed tech-tree description and made some researches automatically they will be available as soon as the needed tier level is reached via HQ upgrade. - Inquisitorial Storm troopers and Inducted Cadian Platoon are now automatically equipped with frag-grenades as you reach tier level 1. (the cost have been added to the HQ upgrade) - Cadian Veteran Sergeant and Justicar are now automatically equipped with melta-bomb as you reach tier level 2. (the cost have been added to the HQ upgrade) - GK had access to frag-grenades, well they shouldn’t so this ability was removed - New icons to meet our CI - Inquisitorial Henchman – Skull Probe don’t suffer the HPs loss any more, but therefore does no longer posses the sabotage ability. They will merely add to the attached units sight radius – very good feature for long rang weapon teams. - Researches for the GK vehicles were too powerful. They have been split into level 1 and 2 with less overall “impact”. - Honourable Inquisitor should have been a command unit, but did not have this armour type and thus was very vulnerable to most other enemy units. Now he possesses the better armour value and also gained 100 HPs. This should help you to survive the first enemy waves till Grey Knights are available. - The Psychic Power Smite – granted through the presence of a familiar – increases the power of the Honourable Inquisitor furthermore.

Read More

Readme
Release notes:
--------------------------------------------------------------------------------------------------------
v0.5 Officio Assassinorum Edition 

Highlights:
- Officio Assassinorum (Vindicare, Culexus, Callidus and Eversor Assassins)
- We had a complete code review on all GK and Cadian/Inquisitorial researches.
  We now guarantee that these researches are useful and worth the costs and to give you a hint, 
 they are now a “must have” for all of you.
- Explanation of the new Tech-Tree. We decided to create our own tech-tree and don’t stick to the 
  Space Marines tech-tree as we did in the previous releases. This will be a lot of fun, once you worked out, 
   how to use it. In order to help you, to get familiar to it, we ship a tech-tree description.
- Problems to survive the first waves of enemy forces has been addressed and in our judgment been solved.

New Units/Features:
- Honourable Inquisitor’s Familiar
  Grants the psychic power “Smite” to it’s master, as long as the familiar is still alive.
   Has no ranged weapons, only very basic close combat abilities
- Officio Assassinorum – new building where you can recruit: 
  Vindicare, Culexus, Callidus and Eversor Assassins.
- New textures for: GK Dreadnought, GK Land Raider, Rhino, Thunderhawk
- Capture points now will show the Inquisitorial banners
- Inquisitorial Storm troopers and Inducted Cadian Platoons now have a squad leader upgrade 
  (Veteran Sergeant – who can be equipped with Melta-Bombs)
- Inquisitorial Storm troopers  can be equipped  with Frag Genades

Changes:
- squad_cap_usage for Inquisitorial henchman has been set to 1 instead of 2, 
  thus more units will be available without costly upgrades (i.e. Squad Increase)
- new unit “Honourable Inquisitor’s Henchman” 4-9, with the Familiar as squad leader upgrade
- Call-upon “global” upgrades in the HQ Thunderhawk have been removed.
  They were introduced, in order to establish mutually exclusive conditions. 
  But it seems that this feature is not supported by the DoW engine – even if there are hints in the code itself ..
 new use: build the desired building and recruit the available units
- We got complains that we offer to much researches and that they are kind of confusion. 
 To ease this flaw we provide a detailed tech-tree description and made some researches automatically 
  they will be available as soon as the needed tier level is reached via HQ upgrade.
- Inquisitorial Storm troopers and Inducted Cadian Platoon are now automatically equipped with frag-grenades
   as you reach tier level 1. (the cost have been added to the HQ upgrade)
- Cadian Veteran Sergeant and Justicar are now automatically equipped with melta-bomb as you reach tier level 2. 
  (the cost have been added to the HQ upgrade)
- GK had access to frag-grenades, well they shouldn’t so this ability was removed
- New icons to meet our CI
- Inquisitorial Henchman – Skull Probe don’t suffer the HPs loss any more, 
 but therefore does no longer posses the sabotage ability. They will merely add to the attached units sight radius 
  – very good feature for long rang weapon teams.
- Researches for the GK vehicles were too powerful. 
  They have been  split into level 1 and 2 with less overall “impact”.
- Honourable Inquisitor should have been a command unit, but did not have this armour type and thus was very 
  vulnerable to most other enemy units. Now he possesses the better armour value and also gained 100 HPs. 
 This should help you to survive the first enemy waves till Grey Knights are available.
- The Psychic Power Smite – granted through the presence of a familiar 
 – increases the power of the Honourable Inquisitor furthermore.

Please note:
I tried several games  - without using GK - and had not the slightest chance against Difficult Chaos Forces.
Challenging with GKs – they are your army’s backbone!

Hint: Research the Inq. Health and Accuracy Research because your Honourable Inquisitor will profit 
from this as well. (i.e. the “Carapace armour” research Level 1will rise his health from 850  to 1020 HPs. 
– the usual 20% bonus granted through such a research.)

Bug Fixes:
-	Problems with the display of researches has been fixed.


v0.45 - Grey Knights  - Battle Brothers Edition   

Changes:

- Costs (time and Res) for Call-Upon Add-Ons were reduced
- Honourable Inquisitor now profits from research InqCad and Commander Health upgrades
- A special deep-strike squad of GKs is available as long as you own at least one relic.
  The squad is deployed with maximal amount of GKs, thus make them 
  the choice to be send into the heat of battle
- A special GK Terminator Deep-Strike squad is available if a GK Grand Master is present. 
 This squad (one of each type: normal and assault) will be deployed with max  squad strength
  (6 Terminators).
- GK Justicar und GK Brother Captain now uses Storm Bolters
- Melta-Bomb research for GK Justicar
- Sergeant Upgrades now affect GK Justicar and GK Brother Captain
- Sergeant Ranged Upgrades Storm Bolter is now Psycannon Bolts
- I took a closer look at the Weapon upgrades of Daemonhunters Command units and found 
 some inconsistencies that result in a weaker Inquisitor Lord once the Sergeant Melee Upgrade was effective. 
 These issue was addresses and fixed.. now there is an increase in power and damage.
- GK Terminators and Justicar use now the same Nemesis Force Weapon – which is a power weapon. 
 Thus GK Terminators do less damage in close combat unless you have completed the 
 “Nemesis Force Weapon Research” which is highly recommended for GK forces!
- GK Terminator squad can now have a GB Brother Captain as Squad leader upgrade
- I just realised that Coteaz can have up to 15 henchman with max 4 of each kind, 
 thus the numbers have been adapted (i.e. 4 weapon upgrades)
- GK do not receive a fixed bonus of 60 HPs due to their Aegis suites but get a multiplier 
 of 1.2 (nothing changes for GK squads, but “better” units get more HPs)
- Moral Bonus for GK Justicar, Brother Captain and Grand Master were slightly increased. 
  Expression the “inspiration” GKs profit from when one of their leaders is around.
- GK vehicle research: “Sacred Hull” (all GK vehicles), “Blessed Fist” (Dreadnought)

Bug fixes:
- GK accuracy upgrade research (level 1 and 2) were troublesome .. 
   now fixed and recommended
- Accuracy of GK melee weapon was too low
- Upgrade Level 2 of the CadInq “Sharpshooter Doctrine” was useless, now fixed and recommended to use ;-)


v0.4

Highlights:
We tried to make the Daemonhunters adhere more to their codex and the fluff that is 
described there. (i.e. GK Deep Strike, GK Nemesis Force Weapons, Assassins, 
decision which ally to call upon by an Inquisitor)

Changes:
- HQ is now the Inquisitor’s Thunderhawk Drop-Ship (the honourable inquisitor has arrived)
- Inquisitors are now available immediately, Inquisitor Lord requires at least one relic
- Altered Tech-Tree: (now similar to Eldar Aspect Portal)
Inquisitor now has the choice to use Grey Knights and/or Inducted Imperial Guard. 
Access to these units is granted via an add-on of the HQ. You no longer need an 
Armoury to build Grey Knights. Just requisite them in the HQ.
- Exterminatus Activatus (Orbital Relay) is now already available at HQ Level 1. 
Taking into account that Grey Knights possess the special ability to Deep Strike their troops
(teleport them into position where they are needed most) even if a ”normal” scenario would
not allow this option. GK Terminators und Exterimatus  still need a HQ Level 2.
- Nemesis Force Weapon Upgrade for Grey Knights (Level 1 and 2)
- Gk psycannon did not fire while moving. It might haven only been a display problem, 
   but to be sure we now use the plasma gun as psycannon placeholder.
- You need at least one relic to requisite a GK Grand Master

Bug Fixes:
- Lord Inquisitor now automatically gains the psychic power „Smite“,
 as soon as the HQ is  upgraded to HQ Level 1.
- Some weapon codes still used Space Marines values. These errors were fixed.
- GK Terminator Psybolter missed each time termi moves.
- Now only GK units and no other Daemonhunters units can use the deep strike ability.
- GK Psycannon was much too expensive. In codex it is twice as costly as a heavy bolter.    
   That’s the way we will keep it in the Mod as well. (Req. 80, Power 20)

Credits:
- The Taskbar and Death Cult Assassin was provided by KRMZ and Kanjinan


v0.3
Highlights: 
-Version 0.3 can be used in Multiplayer Mode with or against Space Marines
- AI is still not implemented for Daemonhunters thus don't use them as allies or enemy,
  but it's safe to play them against any other race (incl. Mods)
- Research is now supported for Daemonhunters 
- Inducted Cadian Platoon now have Heavy Bolter and Missile Launcher
  - at HQ Level 1 - at their disposal

New Units:
- Grey Knight Brother Captain is now available as a cheaper alternative to a GK GM
  (no initial psychic power, less HPs than a Force Commander but better armed)
  please note that it is not a command unit (tp_infantry_heavy_high like SM Terminator)
- Inquisitorial Henchman - Skull Probe (available in HQ once you get an armoury)
- Team colour and some badges and banners were added 

Changes:
- Inducted Cadian units are limited to 3 of each type. In order to represent that these units 
 "have been only temporarily put under the command of the Inquisitor Lord" as stated in 
  the codex and taken into account that most units in the codex are limited to 0-1 selections.
- Inquisitors are limited to a maximum of 3.
- Inquisitorial Henchman are limited to a maximum of 4. 
  One squad for each possible Inquisitor (Lord) as  Inquisitor's retinue.
- Grey Knights Terminators are limited to a maximum of 2 squads.
- Grey Knights Terminators Assault are limited to a maximum of 2 squads.
- Terminator are now real Grey Knights Terminator  (i.e. better moral, psychic power,
   access to psycannon and incinerator but are more expensive and max 5)

Credits:
-Tut_Ench created the grey knights badges and banners, the inquisition badges and 
 banners were published by Zazze. Download these and lots of more badges and stuff from
 www.dow-archive.de
- Some of the new features where suggested and partly implemented by DeathsHeadIII
- We would like to say a big thank you to Mars_3K for "putting the Daemonhunters through Hell and back" 
   and thus locate most bugs in the preview release.

Bug fixes:
- Inquisitor's weapon skills where to high
- Research works now for Daemonhunters units, two separate research trees 
  one for Grey Knights and another one for Inquisitorial and Inducted Cadian units
- Icons will no longer disappear once you reached max upgrades
- Terminator were not accessible because the orbital relay of SMs was needed
- Twin-linked lascannons for Dreadnoughts also seem to be unattainable. 
- Imperial guardsmen units and henchmen had access to exterminatus activatus
  for drop deployment, now only the Grey Knights have this option
- Inquisitor used no cap, now 1 squad cap usage

-------------------------------------------------------------------------------------------------------
v0.15
Highlights:
- Inquisitorial Storm trooper now get their MELTA instead of plasma guns (which are 
  not available for them). Melter guns are the ultimate tank hunter weapons of the
  imperial but are very short ranged. Melta is based on Elder Wraithlords Brightlance
  but only has a range of 10 (i.e. even laspistols have a range of 20)   so you have to 
  bring your troop real close to targeted tanks.
  (please not that a SM missile launcher has nearly the same damage code)
- Cadian Sentinel is now available for Daemonhunters as inducted imperial guard forces
  (light walker (very light version of a dreadnought), Cadian variant: extra armour, 
   autocannon (predator))

Changes:
- GK used a custom storm bolter now the in game variant is used 
  (--> weaker vs. infantry, better vs. tanks)
- Due to several battle reports the Daemonhunters are upped, in order to survive the 
  first few minutes. Thus Cadian Infantry Platoon (but not Inquisitorial Storm trooper) will 
  have immediate access to grenade launcher upgrade. Plasma guns still needs an armoury
  and max upgrades for Cadian Platoon has been limited to 3.
- Setup time for Inquisitorial Henchman was reduced from 5 to 3,75 - now lies between 
  Imp. Guard (5) and SM (2,5)

Known Problems:
- Saved games that use previous versions of the Daemonhunters mod might get corrupted
   if certain values where changed in an update. 
   I don't know if this is a general mod problem or not.

Credits:
- DeathsHeadIII mentioned that there is already a storm bolter in DoW (terminator use them)
- We would like to thank DeathsHeadIII, Mars_3K and Morat for giving use detailed battle 
   reports
- The Cadian Sentinel was inspired by Sasquatch's ('His Righteous Mod of the Imperial
   Guard') approach to the Sentinel.   He was the first to use a Elder Wraithlord as placeholder.
   Visit their Mod Thread at Relics website:
   http://forums.relicnews.com/showthread.php?t=35681

--------------------------------------------------------------------------------------------------------

v0.11
Bug fixes:
- Cadian Infantry Platoon used Hell guns should be Lasguns and had a too high close combat accuracy

Changes:
- DeathsHeadIII pointed out that psycannon and Assault Cannon both have identical values 
  (codex) therefore armour piercing values of psycannon were changed.

Known problems:
- Inquisitorial Storm trooper use Hellgun weapons the in game damage code states 21-32
   range damage (which would be greater than bolter damage (22-27) this is not intended, 
  checked the weapon lua file and cannot find an error).
- same thing with Cadian Infantry Platoon weapon damage has been fixed, but in game 
   display of damage is still too high.
- AI for Daemonhunters as allies is not implemented - thus don't use Ordo Malleus as an ally

Credits:
- other pictures where taken from the Forge World Online shop
   http://www.forgeworld.co.uk/acatalog/IMPERIAL_GUARD_TANKS.html

Scheduled:
New Vehicles:
- Chimera (heavy bolter), Chimera (heavy flamer), Cadian Sentinel (extra armour, autocannon)

--------------------------------------------------------------------------------------------------------

v0.1
New units:
- Cadian Infantry Platoon (Armoury)
- GK Grand Master (Psyker = Librarian + FC strength, really expensive but worth the costs)
- Inquisitor (inc. moral, can regroup units, command aura)

Changes:
- GK have no longer access to plasma or missile launchers
- Unit icons where adopted to represent the Daemonhunters units
- minor changes i.e. 'real' names of weapons will now be displayed
- build time for Inquisitor Lord was too fast  (20 --> 57)
- research of frag grenades and Melta bomb has been removed, 
  because Grey Knights (GK) don't have this option.

Known problems:
- if you upgrade units with their weapon options the unit icon is no longer displayed

Credits:
- Lunar Wolf posted a picture of the GK hellfire dreadnought - painted by Mark Bedford - 
   we will always remember this battle brother
- other pictures where taken from the Games Workshop Online shop 
   http://de.games-workshop.com/storefront
- I would like to say a bit thanx to AdamBomb for locating most of the errors 

Scheduled:
New Vehicles:
- Chimera (like Rhino but with 2x heavy bolters, better armoured, Cadian)
- Sentinel (light Walker with lascannon upgrade, Cadian)

New units:
- Terminators will be Grey Knight Terminators with psychic power 'Smite',
  at the moment the terminators are normal SM Terminators

New upgrades:
- Improvements/Upgrades for Inquisitional and Cadian units
- Cadian Infantry Platoon will get heavy bolters and missile launchers

--------------------------------------------------------------------------------------------------------

v0.02
Build time for barracks and grey knights were fixed. 
They were reduced for testing purpose only. Sorry for that.
--------------------------------------------------------------------------------------------------------

v0.01
HQ: Servitor, Inquisitorial Henchman (use Scouts as placeholder) --> Henchman Acolyte
Barracks: Lord Inquisitor Coteaz, Inquisitorial Storm troopers
Armoury: --> Grey Knights (Barracks)
Machine Cult: Rhino, Grey Knight Dreadnought, Grey Knight Hellfire Dreadnought, 
Leman Russ, Grey Knight Land Raider 
(Chimera and Sentinel, Grey Knight Land Raider Crusader scheduled)

Known problems:
- Inquisitor Lord does not gain psychic power 'Smite' should be available at HQ-Tech Level 3
- Improvements of the command unit are not applied to Inquisitor Lord

Please note:
- Improvements (i.e. Targeting, Health) is only applied to Grey Knights - this is intended
- Grey Knights don't gain plasma weapons or rocket launcher, 
   use Inducted Cadian Platoon for heavy weapon support
- Grey Knight psycannon is pretty expensive (res 200, power 50) 
   but has no setup time and can fire while moving with 1/2 accuracy

--------------------------------------------------------------------------------------------------------

v0.00
HQ: Servitor, Inquisitorial Storm troopers
Barrack: Grey Knight Grand Master, Grey Knight squat
--> this is much too strong
I know we all are eager to command Grey Knights, but due to balancing 
considerations they will be only available at tech level 2.
--------------------------------------------------------------------------------------------------------

Read More

Comments on this File

There are no comments yet. Be the first!

OrdoMalleus


50 XP


Registered 20th November 2004

16 Files Uploaded

Share This File
Embed File