It is strongly recommended that you delete all the previous versions of Chaplain_Fix Mod.
There are some leftover files in the old versions that can cause sync errors in multiplayer games.
In the latest patch 1.2 Chaplain crozius arcanum "downgrades" to powersword after the powerswords "upgrade".Although Forcecommander and Librarian properly upgrade to their force weapon and Daemon hammer with powerswords research.
Mirror: (Thank you handsomechap )
Thanks for Creslyn for his awesome effort on making a better readable changelog than mine.
Excellent work guys! Two thumbs up!
Give the Harlequin Shrieker cannon proper penetration (and damage) values --Howling banshee pistol
Brightlance and shuriken grav platforms are now vehicles but can't be repaired. -Done-
Change armor type of IG thermo plasma generator and Tactica control from building_low to building_med -Done-
Give a minimum damage value to Guardsmen and Kasrkin sergeant swords -Done, its only 1 though-
Techpriest is immune to morale even though he has the morale bar. -Done, morale regen rate is 15 now (it was 50)-
Heavy Weapon Team melee does 0 damage when un-entrenched -Done, guardsman knife given-
Command Squad Priest's morale bonus overrides the Commissar's morale bonus to the squad. -Done-
Guardsmen Sergeant laspistol has range 30 and is not affected by the Satellite Targeting upgrade -Now it is affected-
IG LP3 has a modifier that's supposed to add 200 hp, but it overrides the bonus of the LP2 upgrade -Done, 400 now-
Assassin Infiltrate Research has no hotkey -Done, infantry command hotkey I-
Powersword upgrade changes the Chaplain's Crozius Arcanum into a powersword and all subsequent upgrade the Crozius Arcanum's weapon which is no longer in use -IMHO this is the most annoying bug. How can they not fix this before the patch is out. -Done-
SM Dreadnought Lascannon and Assault Cannon have no fire on the move penalty -done i hope-
Kroot Hounds, Krootox and the Greater Knarloc are all missing health regeneration values. -Done Greater knarloc regens 2/sec and krootox has regenerate more if its not in combat 2/sec, 1/sec if its in combat-
Hammerhead_Clone was Vehicle_High --- Now its Vehicle_Medium armor
Crisissuit_Clone & Vespid_Clone had no regen --- Now it has 1/sec regeneration
Bigmek's custom Research no more lengthens its build time
stealth Suit Shasvre fusion blaster had 20 range even though the normal stealth suit fusion lasters have 25 range. -done-
Tau Shield Drone had tp_armour armor type. --Changed it into tp_infantry_med--
Tau Firewarrior Shas'Ui pulse carbine has a range of 30 while basic Firewarrior Pulse Rifles have range 35 and the Shas'Ui weapon is also unaffected by all the upgrades. As a result, the Shas'Ui can never fire as far as the basic Firewarriors - Done -
Stormboyz speed upgrade doesn't affect Stormboy Nob Leaders and as squads move at the speed of the slowest unit in the squad, the Nob Leader slows down his squad -Done-
Steath suit Shavre Sight range didnt increase from the targeting optics upgrade -done-
Chaplain Power sword Heavy Infantry armor piercing fixed
Tau Kroot Shaping Center had regeneration like ork buildings -Removed
Advanced optics upgrade affects the shavre and shasui weapons
The Leman Russ targeting bug: The sponson heavy bolters cannot fire inwards. Thus they cannot fire on the same target unless said target is at least as wide as the LR.-now they can
The HWT AutoCannon facing bug is that the HWT reverses direction when the AC is built.-not anymore
Chaos horrors now have 0.5/sec regeneration like all other chaos infantry
Grotz now have 1/sec regeneration
Chaos Space Marines Frag Grenade now deals 20 morale damage like its space marines counterpart
Chaos greater demon pitt now has 1 deepstrike slot instead of 5
Command Squad General's voice is not overridden by the new members anymore
Squiggoth's right Twin Big Shoota has different DPS values than left big shoota- done
IG LP3 has a firing range of 25. Every other races LP3 updates firing range from 25 to 35 -done
Guard mine standardized. Minimum damage is 10 like every other mine and piercing values fixed according to the other races mines
Land Raider twinlascannons piercing values are equal now. (right+left)/2
Space Marine Predator's lascannons piercing values are equal now. (right+left)/2
Baneblade's lascannons piercing values are equal now (right+left)/2
Ork Stickbombs also deal morale damage now (20 like marine frags)
When Obliterators teleport, their weapons remain active without any animation for it.-done
When Terminators teleport, their weapons remain active without any animation for it-done
Broadsides have morale values although they can’t take any due to a morale armor of zero- 0.5 morale armor now
Necron Warriors, Immortals, and Scarab Builders Pariahs are all set to repairable, but max repairers set 0. -they can not be repaired now. this prevents the wrong repair icon appearin on them
Necron Pariah soundset issue -done
Flashgit mob bonus was incorrectly 1 because they cost 2 population each.-done
Mad Dok Burna Bomb(Nuke) now deals 20 morale damage.
Techpriest engineseer had a morale armor of 0 so it was immune to morale break even though it had a morale bar-done 0.5 now(actually i fixed this in a previous version but hey never too late)
Tau Broadside battlesuit morale regen was absurdly high 50-now its higher than terminators:15 still absurdly high though.(just like techpriest)
Necron critical point didnt seem to affect the speed of the researches according to the bonus hud even though it was affecting. Now it displays as it should, see below.
Necron % bonus doesnt show real values because the game engine reduces time but the display shows as if there was a bonus production. So I tried a lot of thing to work this out but at last I came up with a lame solution which works.
Maximum research/reinforce/recruit time "reduction" is 65 percent. Each critical location gives 15 of this total 65 reduction. So when you capture a critical location the in-game "% hud" will show 15*100/65=23.07. This means you now have the 23 percent of your "65percent time reduction". Same applies for strategic locations but this time the hud will be updated by 10*100/65=15.38
I know this isn't the proper way to do this but I can't do better than this without someone's help.
The name of the folders were continuously updated. From now on, same folder name for each new mod
Tau Crisis Suit Flamer has 10 degrees angle like all flamers(sorry about this. didnt check it earlier).
Tau Commander Flamer attack was a circular even though it is a flame-type weapon- its a pie now.
Space Marine Barracks have 5 slots even though it is not possible to use all of them- it is 2 now
Obliterator Ranged attack now deals morale damage just like Teminators:2
Tau Drone Squad's Self Destruct ability does 0 morale damage- done 20 like all grenades.
Psyker's Strip Soul ability doesn't deal any morale damage-now it deals 20 morale damage.
Chaos Lord's Tainted Auspex icon was missing.-done
Ork Squiggoth and Tau Greater Knarloc's turning speed is slightly faster now.(Turning them was a pain in the ass)
IG Mine size is now same size as its counterparts.
IG Baneblade bolters can fire inwards now.
Space Marines: Scout,Tactical Marines
Eldar: Ranger,Dark Reapers,Brightlance Grav Platform
ImperıalGuards: Guardsmen,Karskin,Assassin,Chimera,HeavyWeaponsTeam(although this doesnt require fix)
Tau: Firewarriors,EtheralBodyguards,StealthSuit,BroadsideBattleSuit(although this doesnt require fix)
AttackMove command was borked with these units.-done
Some other units aren't fixed because they have multiple weapons and may require balance changes.
IG Generals Third melee upgrade: guard_power_fist_captain max and min damage values were swapped-done
The Victory Sash wargear of the Imperial Guard is supposed to increase the morale of Regimental Bodyguards (honor guard GM) by 100.
However, the bonus is apply_to_squad, not apply_to_squad_type and so it doesn't work (just like the GM sergeant health bonus was).-done
The Carapace Greaves wargear should increase the movement speed of the general and all command squad members by 25%.
But the Priest's bonus is a 0% bonus with a 125% chance of applying. The probability to apply and the modifier value entries are swapped-done
Gorgutz's Big Horns was doing friendly damage because of a wrong filter type-done
VespidAuxillary requirements are either Tau Barracks or Kroot Nest. I removed the second requirement because you cant build a kroots nest
before tau barracks, but later I thought what if you are in the middle of a game and your barracks is destroyed but you still have a KrootNest.
You should be able to produce vespid so this fix is reversed back to its orginal.(Summary: I did something for nothing)
BroadsideRailGun and HammerheadRailGun seemed to be doing area effect damage but they are not. The area effect type is "point" not circle.
So, no fix needed. IG Leman Russ was like this too.(correct me if I'm wrong)
Space Marine Mine Fields have a sight range of 0, detection range of 6. The other four Mine Fields have a sight range of 10, detection range of 6-done
Let It Burn ability of IG Hellhounds doesn't deal morale damage even though its a flame event.-done 10 morale damage per child
Tau Greater Knarloc build time was 30 seconds even though other relic unit build times are 90 sec.-done
"The Greater Knarloc's special attacks have no piercing values which means they default to their amazing min damage value of 1.
Since other uber special attacks have a default piercing value of 10, do the same for the Greater Knarloc's two special attacks
so they actually do some damage". The piercing values for the other relic units are very different.
Default piercing of 10 is nearly not used at all. All speacial attacks of relic units have different piercing values for different armor types
and they are generally higher than 10.-I'm not satisfied with that so I used the same piercing values Necron Nightbringer has.(which is the easiest to write)
more info in the read me!
Third special attack of Squig is not a finished animation I guess. It only makes the squig bigger for a second. So its chance is zero to happen.
Except Demon Prince all special attacks of a relic unit uses the same piercing values. Prince's first two attacks use the prince-a piercing values.
The remaining two use the prince-b values.
GreyKnight unit creation soundset's 2 entries were inapropriate-fixed by copying unload soundset's entries.
ImperialGuard MarsPatternCommand and Tau VehicleBay is so large to build requiring a reduction of nobuild zone distance entry. But this may cause Baneblade getting stuck or Hammerheads getting trapped inbetween buildings.So be careful!-fixed(GuardTurrets arent fixed because that may be intentional)
Harlequin is becoming a Banshee Exarch each passing day. I completed the missing entries by using the exarch's values because Harlequins and Banshee Exarchs seem similar to me.
riverblade morale damage: 20 (same as banshee exarch's melee weapon [executioner] value)
riverblade min damage value: 3 (same as banshee exarch melee weapon [executioner] value)
riverblade pierce against monsterhigh was zero. Now it is 5 just like its pierce against vehiclehigh
The ork_warboss_red_gob weapon lacks a reload value, so it's doing the same crazy damage thing as the old bugged Crisis Suit flamers-done
If you try to build a Shield Drone with less than 70 requisition, you'll find you can't click the button. The problem is that although the displayed cost of the unit is 40/40,The Firewarrior Shas'Ui squad leader is low in the ebps file at only 70/0, when it's actually 70/20-done
Fortune aura has the graphical effect of necron chronometron (only the fx is same)
Due to a bug honour guards count as dead if they are attached to a squad at the end of a mission. Their global requsition cost reduced to zero to compensate for that.(only in single player)
LandRaider, GreykNights, GreaterKnarloc, EtheralBodyguards, Baneblade, Karskin, Ogryn, RestoredMonolith, Pariahs have hero icons now.
KillaKan turn speed is slightly faster now.
TombSpyder turn speed is slightly faster now.
I don't have a save game so I couldn't test if all of the attachable honour guard costs are reduced to zero or not.
I hope they are. Tell me if there is a problem.
Removed the hero portraits of GreyKnights, Karskin, Ogryns according to suggestions.(Thanks Diviator!)
Eldar Aspect Portal now returns %10 requsition and Soul Shrine returns %50 requsition like other Tech buildings.
Chaplain PowerSword damage swapped with Crozius Arcanum.(I missed that upgrading to Crozius Arcanum lowered the actual damage output of Chaplain)
Chaplain's PowerSword armor piercing had 2 missing values for infantry_heavy_high and infantry_heavy_medium. I wrote them according to the Forcecommanders powersword. (infantry_heavy_high=inf_high) and (infantry_heavy_medium=infantry_medium +5)
The Kroot Shaping Center returns only 10% resources if deleted once built. This is in line with a T1 Barracks building, but the Kroot Shaping Center isn't a T1 barracks anymore so it returns 50% like all other Tier2 buildings.
Some problems are not fixed because they may require balance changes.These include:
Morale damage of some ImperialGuard weapons
Plasma generator blast damage
Howling Banshees regroup at 50 morale
Some abilities and weapons that have >100 armor piercing(lowering it to 100 wont change anything so not necessary)
FirePrism gives half morale damage to friendly units also
Simple Guardsmen Grenade launchers are dealing more damage than their Karskin counterparts.
Guard Turrets are large to build
HeavyWeaponTeam autocannon damage against demon_high armor seems very high.
Necron Scarabs have 12 sec flag plant animation time.
Necron Obelisk Level3 deals no morale damage (it has an anti-morale ability seperately)
Adding a 2nd Shas'Ui or a 2nd Shield Drone to a Firewarrior squad does not grant the benefits of a second ability.
The ethereal bonus of +200 hitpoints affects every single Tau entity, including things like snare traps (If removed, Snare traps may lose its effectiveness in the late game)
Devilfish BurstCannon deals very low damage (it has 2 more guns and it may be an intentional DevilFish nerf)
...and some other things I forgot to write here.
Happy new year!
Warpspider's had vehicle priority over some types of infantry. This led them to change target when a vehicle is present. -Fixed
Tau's crappy turret(Broadside Battle Suit) is repairable now.(max repairer is 1)
Tau Commander's Snare-trap's armor is now building_low like Ork Mad-Dok's Burna bomb.
Shield drone has the same sight radius as Fire Wariors now.
All Command-Squad members use the general's voice now
Harlequin's regeneration rate is increased to 2 like all other commanders.
Firedragon_exarch morale death penalty is 60 like other exarchs of eldar army.
Eldar Guardian plasma_grenades' monster_high/medium piercing is now 100 like other grenades in the game.
Kroot carnivores could not enter devilfish transport, now they can.
The kroot hounds are elite and fast so they are still on foot.
Eldar Harlequin's Liquify(Kiss) ability can sometimes target commanders and deal 1000 damage to them.
Although the targeting can still occur in rare cases, the commaders aren't effected by the 1000 damage now.
Crisis suits are not made repairable due to possible imbalance.
Krootcarnivore morale death penalty is left unchanged due to possible imbalance.
Priest Eviserator:Piercing value for Building_High was zero(5 now)
Piercing value for Vehicle_High was zero.(20 now, like its piercing for Demon_High)
Priest Chainsword: Piercing value for Building_High was zero.(5 now)
Psyker Psychic Staff:Piercing value for Building_High5 was zero.(5 now)
Assasin Exitus Pistol(Weapon for Melee attacks) Piercing value for vehicle_high and Building_High was zero. (5 now)
Assasin isn't supposed to melee anyway but I gave him a value for consistency.
Remember these values may seem low but
Eviscerator Damage against Buiding_High is increased by 7.35 times with priest's own righteous fury bonus
Priest Chainsword: Damage increased by 5.97 times against Building_High
Psyker Psychic Stuff: Damage is increased by 4.65 times against Buiding_High with Righteous fury bonus of a priest.
Assasin Exitus Pistol: Damage is increased by 6.05 times. against Vehicle_High and Moster_High.
Eldar Dark Reapers and Warp spiders deal very little damage to building/vehicle/monster_high armor.
Warp Spiders' and their exarch's Vehicle_High piercing value was zero. It is 2 now(6x more damage). (Vehicle_med piercing value was 5 and monster_high was 2 by the way.)
Dark Reapers' pierce value against monster_High was zero. Now it is 10 (7x more damage) just like its piercing value for vehicle_high.
These values increase the damage of a single unit very mildly but it enables them to be affected by optics upgrades and deal enough damage in big masses.
Eldar Farseer's Witchblade's piercing value against Building_High was zero(0 damage).
And her piercing value against Building_medium was 9.7(6.31 damage per second)
However her minimum damage is 10 so these piercing values can not be used for determining her damage against building medium/high because the result was lower than the default damage.
Now the piercing values are 15.38(10dps/this also enables her to be affected by her damage upgrade when she is attacking a bulding_high)
Ork Big-Shooty-Boss-Weapons upgrade is now available at 25 waagh(HQ + 1 banner) and it costs 50req/20power.
(Like the Plasma Gun research of Space Marines becoming available after building the armory)I think it's still some kind of stupid though. Maybe a balance mod can make it more useful. (Big mek deals friendly damage, less damage than his previous weapon aginst some targets, long reload time and can not fire on the move, just to get an area effect damage which is small by the way)
Tau Leaders now add 50 morale to their squad. (Fire Warrior Shasui, Stealth Suit Shasvre, Vespid Strain Leader, KrootShaper)
Necron/MegaArmoredNobz morale death penalty is left unchanged due to possible imbalance.
Orbital Bombardment initial shot was missing piercing values for vehicle medium/high. Copied the piercing values of second wave to the first one to fix it.
The Command Squad's Strafing Run initial damage is different from the consequitive shots.-Copied second shot's damage to the first one.
Vespid Sonic Pulse had a refreshtime/duration mismatch. This may lead to double use of the ability if you are fast.-fixed
Eldar Grav platforms are now affected by cover like Space marine Landspeeders.(Both are vehicle_low). Only heavy cover gives some benefit though. (Reduces ranged damage to %75)
Rokkit Banners don't show reload bars, but the Ork LP3 rokkit does. Other missile-type turrets do not show the reload bar either. -done
Space Marine Tactical Missile Launcher Knockback was zero.It has Min20/Max50 throw force now.
Space Marine Terminator Squad's was suffering the same bug with attack-move command.
Their Assault cannon's range is 40 but they walk until they reached 35 range. -Fixed
Tau SkyRay Missile Barrage #1,#2,#3,#4,#5,#6 wasn't dealing friendly damage.-fixed
Tau Skyray didn't have fire on the move penalty of all other units in the game. -Reduced the accuracy while moving to %15
Some Tau Clones had different health other than their originals.(Hammerhead, Vespid Auxillary, Drone Harbinger, Pathfinder, Kroot Shaper, Kroot Hound, Greater Knarloc, DroneSquad.)- Fixed
Tau Improved Metallurgy (Health Increase) Research didn't effect the clones.-Fixed
Some duplicate or missing hotkey issues are fixed: (they use other researchs' hotkey entries)
Hotkey for Demonprince: D(emon)
Hotkey for Bloodthirster: B(lood)
Hotkey for More Slugga: S(lugga)
Hotkey for Weaken resolve: M(orale)
Hotkey for Word of the emperor: W(ord)
Tau Shield drones(fire warrior squad, tau commander single player) can self-repair now: 1health/second regeneration
Battle Armor didn't affect Regimental Bodyguard Sergeants. -done
Genetic Enhancements research (Kasrkin speed boost) did not apply to Honor Guard Kasrkin/Sergeants. -done
Space marine honor guard Librarian had only 300 hp. -increased to 1400, just like a normal Librarian.
Removed Kroot Carnivores' ability to enter devilfish transpots according to the suggestions. (Thanks The Guardman!)
Removed grey_knights.rgd file: This is a leftover file from the v18 chaplain_fix mod when they got hero portraits. In v19 the hero portait for grey knights, karskins, ogryns are dropped because there can't be any more than 4 portraits in the game's graphical-user-interface(gui) For Space marines, those units with portraits are Chaplain, Force-Commander, Librarian and LandRaider. (Thanks Mdcertainity!)
Implemented Skirmish_AI mod v2.5 to the Chaplain_Fix mod.
Thanks to the guys in Skirmish_AI team, the Chaplain_Fix mod is now even more enjoyable.
Thudo (Thudmeizer)..>> Team Lead/Coder/Gfx/Bonafied Cheerleader
ArkhanTheBlack......>> Lead Coder/Scripter
LarkinVB............>> Lead Coder/Scripter/Beta Tester
Inquisitor..........>> Beta Tester/Assistance with camera mod
Zenoth..............>> Beta Tester
Malkor..............>> Beta Tester
Troubadour..........>> Beta Tester
ThetaOrion..........>> Beta Tester
FinalDeath..........>> Beta Tester
QuietDeath..........>> Beta Tester
JBird...............>> Beta Tester
Slash...............>> Beta Tester
Major tooltip overhaul. Feel free to tell me the ones I may have missed.
The list is too long so I dont want to add anymore length to this page. The tooltips are from no-brainer thread.
Harlequin shrieker cannon piercing values are fixed in the demo so harlequins now can use this weapon instead of howling banshee pistol. Minimum damage not adressed so I used 1 for the missing value.
harlequin riverblade morale damage is 11 now. Minimum damage not adressed so I used 3 for the missing value.
Banshee morale regroup: I didn't fixed this as it may be intentional but in the demo they fixed this so 150 morale for regrouping is used
fireprism throw weapon used to deal both enemy and friendly morale damage(12). In the demo they removed the morale damage from this weapon but forgot to add it to the fire prism's normal damage inflicting weapon. It now has 24 morale damage instead of the old 12. Throw weapon's morale damage is removed like in the demo.
Scarab strategic point capture invulnerability: reduced to 3 seconds from 12. But its rate of capturing is increased from 0.5 to 0.55.(These are demo values again)
Flayed Ones resurrect chance: It was %50. Now it is %25. Also their health is reduced to 550 from 700 but they are now scalable as the monolith upgrades itself.
Necron Lord's health is increased via monolith upgrades in the demo but I didn't fix it because the lord is god damn powerful as it is now. The demo will probably use some additional balancing.
Necron LP3 dealt a very low 0.05 morale damage. In the demo it is increased to 25.
Weapon Specialization damage bonus for guardsmen grenade launchers and kasrkin were different.( so was the plasma gun bonuses) This caused the kasrkin grenade launchers to be weaker than guardsmen's grenade launchers. I though this was intentional but they swapped the values of bonuses so that all grenade laucnhers(guardsmen, kasrkin) gain 2x damage and all plasma weapons(guardsmen,kasrkin) gain 1.5x damage.
Hellhound's Inferno Cannon stationary accuracy is increased to 80%, so its fire on the move accuracy is %65 now. But the damage is reduced to match the old damage output.(damagepersecond)
Heavy Weapons team's autocannon upgrade dealth too much damage to monster high. It seemed to be intentional but it turned out to be a mistake.In the demo they swapped the piercing value against monster_medium armor and monster_high to fix this(So did I)
Guardmen/Karskin sergeant sword min damage was 0. I gave these 1 damage value in a previous fix. In the demo it guardsmen sergeant sword has 3 minimum damage value and kasrkin sergeant has 4. So these values are used by the Chaplain_Fix mod.
Imperial Guard's Listening Post level3 didn't upgrade itself to the proper weapon. Now it does.
Tactical Space Marine MissileLaucnhers didn't have knockback: I added a value in a previous version but it turns out to intentional so the knockback value is zero again.(back to original)
Orbital Bombardment vs monster_high was zero: I used a 100 value in a previous fix. This value is now 25 in the demo so I changed to armor piercing value accordingly.
Chaplain now always uses the Crozius Arcanum.(I heard somewhere that in the table top game they never use powerswords) In the demo it is the same also.
Shield Drone armor type was tp_armor. This armor type doesn't have all the piercing values listed in the games weapons.In the demo they fixed it by giving it infantry_heavy_medium armor. It was fixed in a previous version but my fix used a slightly different armor type. Now it is the same as demo.
Target Lock research now increases the standing accuracy of stealth suit burst cannon fusion blaster and shasvre fusion blaster by %20 to %90 and it reduces the fire on the move accuracy penalty by %30 from %55 to %25.
Broadside morale immunity is fixed but its statistics are changed. 600 morale, 10 morale regeneration/sec, ant it regroups at 50 morale now.(like space marines)
Firewarrior leader Shasui, Shasvre, Krootshaper morale bonus is not implemented in the demo so it is removed from the mod.
Mad Dok's Burna Bomb morale damage was zero.It was fixed as it dealt 20 morale damage in a previous version of Chaplain_Fix mod. Now that the demo gives the bomb a 60 morale damage, I do the same.
Daemon Pit capacity is increased to 2 as there are honor guard obliterators and normal obliterators in the single player game.
Attack move command of these units are fixed according to the demo.
SpaceMarine LandRaider: 35-35(nochange)
Necron RestoredMonolith: 35->30(reduction)
ImperialGuardsmen Baneblade: 35->50
Tau Hammerhead: 35->50
Chaos Predator: 35-35(nochange)
Imperial Guard weapons dealt no morale damage to the enemy.-Fixed according to demo values.
First one is the old morale damage. Second value is the new one.
Guardheavy Bolter Heavy weapons Team: 0.05-4.05
GuardMasterClawsCaptain:0.05-10 also the minimum damage value is increased from 1 to 6.
GuardPowerFistCaptain:0.05-15 also the minimum damage value is increased from 1 to 5.
Librarian Smite couldn't target monster_high armor because of a typo.-Now it can.
SinglePlayerCommandSquad leaders use the captain's(general) voice now. (except the kasrkin bodyguard which has no sound now.)
I dont know but it seems like there are no more bugs left to fix?!(Other than singleplayer and some obscure ones)
Added space marine power fist upgrade to the campaing according to the suggestions. Thanks Ferrolho!
The Terminator ranged weapon has a FotM accuracy of 10% instead of 15%(like all the other ranged weapons)-done
Most of these are from the Slowrunner's nobrainerfix list and The guardman's oversight list. I didnt change some other things because it can spoil the balance.
Its a self extracting exe. (you need to browse your game folder though)
Thanks for all the bug listers out there.
I hope there are no mistakes while I was writing numbers(or forgetting to click the save button.)
I will try to log on from time to time. Feedback for the new version is much appreciated.
Please test and tell me what you think about the new version with skirmish ai because I don't have enough time right now.