"I´ve found an issue with the GK squad morale, it seems they recover it instantly,"
It's not a bug : Grey Knights are fearless.
"The hardcap of GK teleport is certainly an important modification"
I finally decided to hardcap it to 2 per HQ. The solution you gave for the research is more simple and elegant, but if an opponent manages to destroy the GK Teleporter, then the IDH player is deprived of all his tier 3+4 troops and vehicles. That's a bit too hard to bear, on afterthought.
Camera mod will be set outside the archive, so that people can delete it at will.
After checking, there is no reason why the DE corrosion ability would not affect the IDH troops. Could you check that again, please ?
Mind you : Corrosion doesn't have any effect by itself on the target's health : it just increases the damage taken by the target while in combat.
"the rhino does have the "unload all" function, but when you get the missile launcher upgrade this function gets replaced by the "attack ground" function."
I'm afraid that's hard coded, since both are game related features.
Mmmm.... I'll see if I can remove the attack ground ability from the rhino, then : it's missile launcher is supposed to be a secondary AV weapon, not an artillery barrage.
"maybe you could switch the hotkey for the grenades to "f" or something."
"F" is already for adding a flamer to the squad.
Would "D" be OK ?
By the way : I checked into the weapons new abilities and it seems that we can make rear facing weapons now... Good news for huge Imperial Battle tanks.