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THE ULTIMATE APOCALYPSE MOD
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Developed By: Apocalypse Mod Team
First Developed By: Krronus
Released By: Cylarne_04
Game Name: Ultimate Apocalypse
Base: Actual
Type: Patch for 1.62 Pre-release
Version: 1.62.5
E-mail:
Home Page:
http://forums.relicnews.com/showthre...ime%29-TONIGHT!
Start Date: 1/15/10
Version Start Date: 2/17/11
Version Finish Date: 3/5/11
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Credits:
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- All listed credits are mentioned on our home page.
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Requirements:
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- Dawn of War: Soulstorm.
- >= 1.62GB hard disk space.
- Does not require any previous versions.
- Does not require any Apocalypse expansions.
- Does not require any other mods.
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Version Updates
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Version 1.62.5 Flaws:
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- There is definitely at least one Fatal SCAR error out there, the team will try their best to find it.
- Placeholders still exsist.
- May be some lag when massing a very, very large army. (Roughly 80/80 cap)
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Version 1.62 Flaw Fixes:
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- Chaos gods (Bloodthirster and GUO) can be produced.
- Win conditions were patched.
- Minor rebalance took place.
- 1 placeholder was removed!
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Version 1.61 Flaw Fixes:
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- Imperial Guard Tank crash is now fixed for sure.
- Sisters ai upon tierv research can now fight on instead of being 100% static, doing nothing.
- Dark Eldar ai errors resolved.
- Some wargear upgrades for ai no longer lags the game.
- Some win conditions causing fatal SCAR errors were fixed.
- Many fatal SCAR errors were fixed.
- Some crashes were fixed.
- all ai are improved.
- 4-5 placeholders were removed!
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Version 1.6 Flaw Fixes:
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- Imperial Guard Punisher Tank beeping noise was resolved.
- Some ui text errors were fixed.
- Annoying Eldar beep should be removed. (Confirm if it is or is not)
- Necrons are now playable.
- Dark Eldar ai now can tier up to tier II and beyond.
- Imperial Guard ugly crash was cured.
- Some ai races were improved.
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Version 1.59 Flaw Fixes:
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- All super structures and turret enlarged sizes are no longer valid.
- Some minor issues were fixed.
- One major bug was fixed with the Tau Coalition Center that continuously increases squad + support cap.
- ai bugs were removed.
- all_no_research bug within the command prompt was fixed.
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Version 1.19 Flaw Fixes:
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- Predator Tanks no longer fire every second with invalid shots.
- Games can be long or short now, or possibly in the middle of long and short.
- Playable in the campaign.
- HQ superweapon activation glitch.
- Deceiver Grand Illusion crash.
- ai corrections.
- ai superweapon spawning more than once.
- Fixed up Titan Wars win condition unfairness.
- Necron Lord enemy vehicle cover bonus removed.
- Dawn of War Harlequin glitch that resets resources.
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Game Changes:
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Hint:
* = Done ideas created by Krronus
!!* = Must be done! (Most wanted)
+ = My fixes.
- = Ideas not taken to effect yet.
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GAME DATA: VERSION 1.62 - 1.62.5 UDATES
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AI: |
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* Space Marine squads can use Vortex Grenades.
* Necron Lord Destroyer now uses abilities.
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ART: |
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!!- New superweapon effects wanted.
* Some icons are fixed.
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ATTRIBUTES: |
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Global:
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!!- Add in new titans for all races.
* First titan limit was increased.
* Tier IV no longer increases the health of first titans.
* Ultimate Superweapon cost decreased.
* Most races can now build Defensive Walls.
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Chaos:
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* Marks are fixed.
* Bloodthirster and Great Unclean One requirements are fixed.
* Great Unclean One is stronger.
- Marks of Chaos now restricts/allows the proper marked squads playable. Bonuses are no longer added to it.
* Meteor Swarm superweapon was severly weakened as less projectiles hits the planet side.
* Heretic's morale starts full.
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Dark Eldar:
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* Mandrake melee damage decreased. Armor piercings versus commanders highly decreased.
* Haemonculus can now harvest souls instead of destroying them.
* Haemonculus has a new ability.
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Eldar:
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* Avatar of Khaine's abilities are a lot more improved and with greater quantity.
* Banshees should leap at the enemy now with the newer FOK models.
* Relocation Matrix times were restored from 90/5 to 30/60 (relocation time/recharge time).
* Bonesinger requisition cost = 45.
* Dark Reaper and Fire Dragon squad cap cost = 2.
* Warp Spider weapon damage increased.
* Fleet of Foot researches now = 50/50 and 100/100.
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Guard:
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* Warhound is in army painter!
* Assassin position is fixed.
* Stormblade Plasma Cannon increased.
* Imperial Guard turrets were removed to avoid garrison situations.
* The general can no longer attach to squads because of voice problems.
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Necrons:
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* Doomsday Monolith gauss flayers were rebalanced.
* Beacon addon costs decreased.
* Beacon Deceiver addon was switched with the Void Dragon addon.
* Night Bringer Invisibility now works correctly.
* Necron Lord Destroyer abilities were improved. Some new abilities were added.
* Doomsday Monolith no longer holds squads within like a transport.
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Orks:
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* Kustim Stompa special attack was fixed.
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Sisters:
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- Avenging Angels can now use their wings to vault over terrain.
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SM:
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* Warhound is in army painter!
* Some icons are fixed.
* Scouts no longer upgrades with flamers as a false upgrade.
* Shotguns deal more damage.
* Razorbacks can now launch smoke.
* Damocles and Razorback support caps decreased by one.
* Apothecarys can now fire their ranged weapons.
- All commanders can now be built.
* Land Speeders were reworked with correct ui instances and hardpoints.
* Tactical Marines can now use Vortex Grenades after tier II.
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Tau:
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* Sniper Drones are now stealthed.
* Sniper Drones and Attack Drones maximum loadout squad size increased by one.
* Sniper Drones can be added as a leader with Pathfinders.
* Gun Drones can be added as a leader with Fire Warriors.
* Photon Grenades now knocks back nearbye squads within the area of effect.
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GAME: |
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- Hero icon limit was extended.
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SCAR: |
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* Some win conditions were repatched.
* Exterminate win condition now counts only mines as an exception.
* Necron starting army now spawns with an extra Builder Scarab.
* Imperial Guard starting army Kasrkins were replaced by a Chimera.
* Eldar Heroes Win Condition now works.
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New Win Conditions:
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* Advanced Overwatch.
* Restrict Walls
* Restrict Relic Units.
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SCENARIOS: |
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- Permanent Apocalypse map is to be created.
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SOUND: |
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* New music was added. (Universum)
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NEW: |
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Structures:
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CHAOS: Defensive Walls
DARK ELDAR:
ELDAR:
GUARD: Defensive Walls
NECRONS:
ORKS:
SISTERS: Defensive Walls
SM: Defensive Walls
TAU: XV94 Super Wall
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Units:
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CHAOS:
Dark Eldar:
Eldar: New Banshees from FOK were added.
Guard:
Necrons:
Orks:
Sisters:
Space Marines:
Tau:
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Research:
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GLOBAL: Fortified Defensive Walls research, Heavily Fortified Walls research.
CHAOS:
DARK ELDAR:
ELDAR:
GUARD:
NECRONS:
ORKS:
SISTERS:
SM:
TAU:
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Abilities:
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ALL:
CHAOS:
DARK ELDAR: Haemonculus Soul Harvest, Haemonculus Tracking Device
ELDAR: Khaine's Wrath
GUARD:
NECRONS: Lord Destroyer Pillar Summoning, Lord Destroyer Lightning Field.
ORKS:
SISTERS:
SM: Vortex Grenades
TAU:
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GAME DATA: VERSION 1.61 - 1.62 UDATES
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AI: |
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* Sisters are now fully functional with no ai errors in build order strategy.
* Sisters build base strategy tier function was corrected.
* Necrons no longer spam a fatal SCAR error after the Apocalypse has been researched.
* The Necrons can now actually use their superweapon and summon the Aeonic Orb.
* On quickstart, all races properly builds commanders in the beginning.
* All Eldar infantry no longer stall at their super structure.
* Necrons no longer build Flyer Attack Scarabs.
* Necrons can now build a thermo plasma generator when they can.
* No longer builds deepstrike turrets.
* Imperial Guard Tanks no longer stall at the Mars Pattern Command to be deepstriked.
* Ai now puts HQs out in front while expanding their territory rapidly, meanwhile putting their Super Structure near the hq position.
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ART: |
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!!- New superweapon effects wanted.
* Nightskimmer Jetbikes weapon fx fixed.
* Baneblade color no longer bleeds with Dark Eldar Captured Baneblabe and Whirlwind.
* Warhound color no longer bleeds between the Space Marine and Imperial Guard race.
* New and improved Warhound is in game all thanks to Winterdyne.
* Some new icons were added.
* Tactical Marine and Assault Marine sizes are no longer shrinked.
* Hammerhead Gunships are bigger.
* Aeonic Orb's Particle Whips now aim correctly.
* Whirlwind Artillery Tank model changed.
* Commander icons and Sentinel plasma cannon icons no longer turn pink on squad.
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ATTRIBUTES: |
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Global:
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!!- Add in new titans for all races.
* All tier >= 2 tanks have increased minimum armor to make them once more an effective prize.
* Honor Guards can be trained at super structures.
* All global commander research is now researchable within buildings. (Not wargear)
* Some/most ranged weapons that could not attack aircraft can now attack aircraft.
* All final titans cost and time cost reduced.
* All final titans now require the super structure research.
* Tier V is now the Apocalypse.
* Tier V properties were combined with Tier VI properties.
* Tier IV now increases the health of all commanders and first titans and grants the primary commander the ability to use portable explosives.
* Super Structure research time cost significantly reduced.
* All jump jet troopers and teleporters upon landing/teleportation knocks back infantry within the jump radius.
* All deepstrike turrets are now produced at Listening Posts with limited deepstrike range.
* All deepstrike turret limit was increased to six.
* All aircraft have a jump jet ability to glide over terrain at great speeds.
* All Ultimate Superweapons including the Aeonic Orb no longer requires a Thermo Generator.
* All tier IV's name was changed.
* All tiers now display a tier name next to the structure/research/add-on name.
* All HQs now give off a 1m no build buffer to allow less complications with the ai.
* All plasma generator control radiuses were decreased from 12m to 8m.
* All Commander Explosives now cost 250 power instead of 500.
* Second turret upgrade research no longer decreases the reload time of turrets.
* All structures but HQs and Listening Posts have a decreased build radius when built.
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Chaos:
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* Screamers and Bloodletter buggy sync kill animations were removed.
* Warp Storm Ultimate Superweapon became a lot more balanced with realistic damage. It now spawns ground warp storm effects.
* Chaos Sorcerer Daemonic Shield ability no longer spams multiple effects at once for sure this time.
* Land Raider lascannon reload time reduced from 5 to 3. They can now challenge Space Marine Land Raiders properly.
* Land Raider in Apocalypse win condition was fixed.
* Tzeentch Infernal Rift Portals are invulnerable, suicide progress extended and can now damage enemies who come near the portals.
* Tzeentch superweapon recharge time increased.
* Great Unclean One can be deepstriked.
* Terminators were moved to the Chaos Temple and can be deepstriked from there.
* Horrors can now be deepstriked from the Daemon Pit.
* Greater daemons like Obliterators and Possessed Marines can be deepstriked from the Sacrificial Circle.
* Sacrificial Circle squad hold = 3.
* All lesser daemon stats were changed to better gameplay and consistancy.
* Some of the marked marine stats were changed to match consistancy.
* Defiler can now upgrade with both Lascannon and Missile Launcher weapons.
* Single man honor guards are now formed into a squad.
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Dark Eldar:
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* Hellion squads to reinforce no longer costs power.
* Archon can use portable explosives.
* Dark Eldar Portal in the Apocalypse win condition was fixed.
* Some of the researches that effect the Archon's weapon hardpoints were fixed.
* Incubus Coven no longer captures strategic points.
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Eldar:
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* Warp Spider and Wraithguard squad caps increased by one for balance.
* War Walker's health can now be increased after the Holofield ability research.
* Guardian squad ranged weapon damage decreased slightly.
* Night Spinner artillery weapon reload time decreased and accuracy increased.
* Night Spinner artillery weapon no longer has a setup time.
* Scorpion Superheavy and Fire Prisms are now protected from ranged fire by a shield.
* Fire Prism health decreased.
* All rocket launchers no longer damages infantry units.
* Autarch was switched to the Aspect Portal.
* Both Fleet of Foot researches were switched to the HQ.
* Banshee improved power swords can now damage heavy armored vehicles and buildings.
* All fusion gun maximum range decreased.
* All fusion guns are now effective against all infantry types.
* Warp Spiders can now use the Fleet of Foot ability.
* Warp Spider's movement speed increases every Fleet of Foot research.
* Wraithguard wraithcannon damage increased and are truely reliable now.
* Farseer choosable ability research cost and cost time decreased.
* Brightlance Grav Platforms armor ruining modifier decreased.
* D-Cannon Platform weapon damages decreased.
* Shuriken Cannon Platform speed decrease modifier and damage decreased.
* Fire Dragon and Warp Spider melee damage decreased.
* Prism Cannon damage decreased.
* Eldar buildings can now relocate to Khaine's Enhanced Webway of Wrath.
* War Walker entity was reduced to squeeze in between small areas.
* Striking Scorpions and Exarch can now be upgraded by research.
* Scorpion Super-heavy health decreased.
* Storm Guardians cost to reinforce decreased.
* Shuriken and Brightlance Cannon Team squad cap = 3.
* D-Cannon, Shadow Weaver and Vibro Cannon Team squad and support cap = 1.
* Soul Stone super weapon has been changed.
* All brightlances deal less damage to infantry, buildings and commanders.
* Dark Reaper and Fire Dragons now contain a squad cap of 3 to further maintain balance.
* Units can now garrison in any hq and be deepstriked.
* Warp Spiders can now be deepstriked from the Aspect Portal.
* Autarch now requires the Soul Shrine.
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Guard:
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* Command Tank armor changed from vehicle_high to vehicle_med.
* Tank crash with the hunter killer missile is fixed for sure.
* Punisher Cannon no longer creates an area of effect.
* Leman Russ Battle Cannons now obey terrain line of sight.
* Because there was no choice in adding honor guards, Guard has an extra squad cap of 5.
* Leman Russ Exterminator cannon damage reduced.
* Leman Russ Plasma Cannon reload show progress removed.
* General's special attack physics upon knockdown increased.
* General's special attack random time reduced and improved.
* Guard finally has a new superweapon called the Artillery Strike.
* Baneblade, Stormblade and Shadowsword Titanicus now properly has a build limit of 2 each.
* Field Medic in Officer Squad limit removed.
* Griffon Mortar maximum movement speed increased.
* Hidra AA Tank maximum health increased, cost decreased and support cap reduced from 3 to 2.
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Necrons:
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* Necron Restored Monolith pink icon no longer appears when it spawns Necron armies.
* Doomsday Monolith health decreased.
* Doomsday Monolith weapon damages tremendously decreased.
* Doomsday Monolith health regeneration decreased.
* Doomsday Monolith Phase Generator ability recharge time increased from 180 seconds to 200 seconds.
* Phalanx Monolith model changed to a "Siege Monolith" like in version 1.58.
* Doomsday Monolith and Siege Monolith cost to reinforce increased.
* Doomsday Monolith on spawn now lands correctly.
* Either the Doomsday Phalanx or the Pylon can be created.
* Doomsday Monolith artifacts can now be viewed instantly and before the Necrotyr Beacon.
* Vehicles can now garrison within the Great Necrotyr Beacon.
* Doomsday Necron Warrior research switched to the Energy Core.
* Night Bringer and Deceiver can now revert into the Necron Lord.
* Night Bringer and Deceiver can now use the invulnerability ability.
* Turrets cost 95 power.
* Pylon is produced slower and now costs 1500 power.
* Restored Monoliths now costs 900 power.
* Aeonic Orb abilities are a bit more improved code wise.
* Energy Beacon Mass Resurrection ability now resurrects the fallen matched with its effect.
* C'Tan gods have new abilities.
* Destroyer and Heavy Destroyer max. loadout reduced by one when Tier IV is researched.
* Destroyer and Heavy Destroyer health increases when Tier IV is researched.
* Destroyer and Heavy Destroyer squad reinforce matches with the cost of the entity.
* Restored Monolith and HQ health increases when Tier IV is researched.
* Restored Monolith armor type changed to vehicle_high and is no longer immune to superweapons.
* HQ Monolith limit = 4.
* Bonus Time resource was reset to the original Soulstorm attributes.
* 9 generators can be built per Monolith.
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Orks:
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* Waagh Banner limit was removed.
* Pop cap problems were fixed.
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Sisters:
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- Avenging Angels can now use their wings to vault over terrain.
* The Confessor now uses the Act Of Faith: Ascension ability.
* Infantry build orders were changed to match all the other races.
* Multi Melta turret damage increased.
* Ascension Angel's health now appears on selected squad.
* Ascension Angel weapon damage armor piercings severly weakened.
* Celestians when garrisoned in a vehicle take up only 1 slot.
* Unholy Onslought research has benn moved to the Shrine of The Living Saint.
* Living Saint's health decreased from 4000 to 3000.
* Exterminatus was switched to the Ultimate Superweapon.
* Orbital Nuke removed.
* The Cannoness when activating the Divine Light ability now creates a cool animation.
* Living Saint can now summon Avenging Angels to her aid.
* The Holy Onslought research now upgrades the Living Saint with huge health regeneration, but she is no longer invulnerable.
* The ability now properly does not effect allied units and structures.
* Sisters of Battle now have a new superweapon called Holy Murder.
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SM:
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* Cumulative hero cap of 2 was added to all heroes besides the Force Commander.
* Force Commander Terminator can now be upgraded by wargear.
* Force Commander Terminator weapon statistics changed.
* Land Raider Helios Missle Battery deals more damage.
* Most wargear that requires the Heavy Armor Deployment research, only requires the HQ addon II.
* Whirlwind Artillery Tank can now launch four missles at once.
* All Dreadnought health decreased.
* All Dreadnoughts but the Venerable Dreadnought costs less.
* Orbital Relay limit was removed, but it can now only hold two squads.
* Land Raider Crusader, Prometheus, Helios and Redeemer requires Tier IV.
* Vanguard squad weapon max loadout starts at two instead of four.
* Some icons display as red troops instead of blue.
* Assault Marines and Chplain can now be deepstriked from HQ/Barracks.
* Dreadnought Mortis can now use Smoke Launchers.
* Orbital Bombardment superweapon is now created at a more focused point.
* Single man honor guards are now formed into a squad.
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Tau:
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* Turrets no longer require control radiuses.
* Because there was no choice in adding honor guards, the Tau has an extra squad cap of 3.
* Squads can now garrison in the Coalition Center and be deepstriked.
* Coalition Center is no longer "invisible".
* XV81 Broadsides are now free and instant buildable in Apocalypse win condition.
* Tau Air Caste Strike superweapon was replaced with the Focused Ion Blast.
* Air Caste Strike was given back to the Ethereal.
* Jumppack research no longer applies a hardpoint to the Tau Commander.
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DEFPROFILE: |
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GAME: |
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* Easy ai resource rates were set from 0.3 to 0.1.
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MEDATA: |
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SCAR: |
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* Fixed the assassinate win condition where involving the commanders from the campaign.
* Fixed many more win conditions.
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New Win Conditions:
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* Small Battles
* Fortress
* Restrict super structures
* AI Dummies.
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SCENARIOS: |
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- Permanent Apocalypse map is to be created.
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SOUND: |
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* Added new sounds.
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NEW: |
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Structures:
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CHAOS:
DARK ELDAR:
ELDAR:
GUARD:
NECRONS: Pillar of Darkness (Pylon)
ORKS:
SISTERS:
SM:
TAU:
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Units:
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CHAOS: New Honor Guards, Great Unclean One.
Dark Eldar: New Honor Guards
Eldar: New Honor Guards
Guard: New Warhound.
Necrons: New Honor Guards
Orks: New Honor Guards
Sisters: New Honor Guards
Space Marines: New Honor Guards, New Whirlwind model, new Force Commander in Terminator Armor, new Warhound.
Tau: New Hammerhead variants.
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Research:
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CHAOS:
DARK ELDAR:
ELDAR: Warlock Power Weapons Research, Warlock Witchblade Research
GUARD:
NECRONS:
ORKS:
SISTERS:
SM:
TAU:
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Abilities:
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ALL:
CHAOS:
DARK ELDAR:
ELDAR: New Soulstone effect.
GUARD: Artillery Strike, Warhound Titanic Stomp
NECRONS: New C'Tan Gods abilities.
ORKS:
SISTERS: Holy Murder
SM: Warhound Titanic Stomp
TAU: Focused Ion Blast
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GAME DATA: VERSION 1.6 - 1.61 UDATES
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AI: |
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+ Dark Eldar ai can now go beyond tier II.
- (Sisters in late game) ai no longer active. (Unable to pinpoint error)
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ART: |
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!!* New superweapon effects wanted.
- Nightskimmer Jetbikes weapon fx. (Help!)
- Baneblade color bleeds with Dark Eldar Captured Baneblabe and Whirlwind. (Help!)
- Warhound color bleeds between the Space Marine and Imperial Guard race. (Help!)
+ Necron Pylon is team colorable.
+ Doomsday Monolith is team colotable.
+ Fire Dragons are now team colorable.
+ Khorne Berzerks now have bloody axes.
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ATTRIBUTES: |
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------------------------
Global:
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!!* Add in new titans for all races.
+ Ultimate superweapon global shockwaves now only effects infantry.
+ All second turret researches; turret add-on weapons damages decreased.
+ New race added, the Necrons.
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Chaos:
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- New choosable Ultimate Superweapon, summoning of the great altar!!!
+ Chaos Shrine Blood Pulse works properly.
+ Chaos Shrine Blood Pulse cost increased to 300/300 req./power.
+ Chaos Shrine turret damage decreased.
+ Daemon Prince can now cast the Blood Syphon ability.
+ Daemon Prince sword damage and health regeneration increased.
+ Chaos Sorcerer Daemonic Shield ability no longer persists effects.
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Dark Eldar:
------------------------
+ Warrior and Scourge range weapon damages decreased slightly.
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Eldar:
------------------------
+ Soulstone Ultimate superweapon now destroys infantry, heavy infantry, daemons and commanders.
+ Dark Reapers requisition and power cost increased.
+ Uberturret now costs 275/120 req./power.
+ Turret D-Cannon weapons damage decreased, especially versus infantry.
+ Wraithguard now cost 90/45 req./power.
+ Autarch now can set an explosive charge like all other primary commanders.
+ Farseer shroud ability no longer affects allies.
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Guard:
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+ All Tanks can now be deepstriked within the Mars Pattern Command.
+ Awful IG Tank crash was fixed as all tanks were bugged because of a weapon.
+ Super-heavy tanks such as the Shadowsword, Stormblade and Baneblade squad cap increased to two.
+ Punisher beeping sound was fixed.
+ All new Imperial Guard troops and vehicles can now gain experience in hero mode.
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Inquisition: - XP2
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- Insert new race into Apocalypse: New Races.
- Add all of 1.0, 1.19, 1.58, 1.6 stuff.
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Necrons:
------------------------
+ Doomsday Monolith model was changed and can now reinforce with Monoliths to become a Doomsday Phalanx.
+ Necron Warriors can eventually turn into Doomsday Necron Warriors by research.
+ Lord Destroyer artifacts can be acquired simular to the Necron Lord.
+ Necron Destroyers and Heavy Destroyers now reinforce to squads.
+ All Necron Destroyers, Wraiths and Ground Attack Scarabs vault over terrain.
+ Destroyers and Heavy Destroyers now leave useable bodies after death.
- Necron Restored Monolith pink icon appears when it spawns Necron armies.(Anyone know how to fix this?)
+ Pylon now takes up two slots within its super structure.
+ Restored Monoliths are now Tier III titans, but share a limit of two.
+ Added in DC structures so the structures actually fall into the ground upon death.
+ Doomsday Monolith structure changed to the Super Generator from the Necron Stronghold.
+ Siege Monolith unit was removed.
+ Necron Warriors are produced slower.
* Attack Scarabs were readjusted.
+ Plasma Generators cost time changed from 45 seconds to 50 seconds.
+ Immediate modifiers for Plasma Generators adds a time cost of 8 seconds.
+ Necrons now have colorable buildings.
* Flyer Attack Scarab armor decreased.
* Restored Monolith sight range restored to normal.
* Turret weapons now obey terrain line of sight.
* Death March researches modified speed decrease.
* Death March requirements fix.
* Pariah speed increases with the second death march research.
+ Pariah War Schythe weapon now poisons the target with health degeneration.
+ War Schythe squad morale decrease removed.
* Lord Destroyer health regeneration increased.
* Immortals health increase after every 2nd monolith global addon.
+ Necron Lord's health increases every add-on.
* Tomb Spyder onspawn removed.
* Necrons are slower, each obelisk increases max production rates by 10% instead of 15%.
+ Beacons now contain animations and awesome effects.
+ Beacons can now be produced after tier II. (Engaged Monolith)
* Beacons entity was fixed.
* Beacons no longer require control zones + they give off more of a control radius.
* Beacons start with different choosable addons that can take into effect of their abilities.
* Beacons can select either the Resurrection, Chronometron, Deceiver, or the Void Dragon add-on.
* Beacons Mass Resurrection ability now fires upon its caster and revives fallen warriors within a 25m radius.
* Beacons Mass Resurrection ability cost decreased from 125 power to 75 power.
* Doomsday Monolith heavy gauss cannons now have an area of effect simular to the Listening Post special ability.
+ The Greater Summoning Cores can purchase 8 different artifacts for the Doomsday Monolith.
VERSION 1.61 CHANGES
------------------------
+ Doomsday Monolith now costs 2650 power.
+ Necron Pylon now costs 1400 power.
+ Necron Restored Monoliths + phalanx squad formation monoliths now cost 1000 power.
+ Immortals now cost 45 power instead of 40.
+ Necron Destroyer and Heavy Destroyer reinforcement cost increased.
+ Doomsday Monolith gauss flayer weapon ranges decreased from 55m to 40m.
+ The Night Bringer and Deceiver armor types changed to monster_high.
+ The Night Bringer's and Deceiver's health increases every hq monolith add-on.
+ Final Stage
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Orks:
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+ Either the Battle Fortress or the Gargantuan Squiggoth can be built.
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Sisters:
------------------------
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SM:
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+ Orbital Bombardment superweapon for super structure was fixed.
+ Land Speeder abilities now include proper help text.
+ Great Warp Portal name changed to the Emperor's Mighty Portal.
+ Only 3 Land Raiders can be built.
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Tau:
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DEFPROFILE: |
--------------------------------------------------------|
--------------------------------------------------------|
GAME: |
--------------------------------------------------------|
--------------------------------------------------------|
MEDATA: |
--------------------------------------------------------|
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SCAR: |
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------------------------
New Win Conditions:
------------------------
--------------------------------------------------------|
SCENARIOS: |
--------------------------------------------------------|
- Survival maps based on the Apocalypse maps.
- Campaign Scenarios from the very first DOW to Soulstorm.
- Campaign scenarios from the DC and SS campaign.
--------------------------------------------------------|
SOUND: |
--------------------------------------------------------|
+ Imperial Guard Leman Russ Punisher sounds no longer beep.
+ Hopefully the Eldar random beep noises are fixed.
--------------------------------------------------------|
NEW: |
--------------------------------------------------------|
------------------------
Structures:
------------------------
CHAOS:
DARK ELDAR:
ELDAR:
GUARD:
NECRONS: Great Necrotyr Beacon, Energy Beacons
ORKS:
SISTERS:
SM:
TAU:
------------------------
Units:
------------------------
CHAOS:
Dark Eldar:
Eldar:
Guard:
Necrons: Doomsday Phalanx, Aeonic Orb.
Orks:
Sisters:
Space Marines:
Tau:
------------------------
Research:
------------------------
CHAOS:
DARK ELDAR:
ELDAR:
GUARD:
NECRONS: Doomsday Monolith artifact research.
ORKS:
SISTERS:
SM:
TAU:
------------------------
Add-ons:
------------------------
CHAOS:
DARK ELDAR:
ELDAR:
GUARD:
NECRONS:
ORKS:
SISTERS:
SM:
TAU:
------------------------
Abilities:
------------------------
ALL:
CHAOS: Daemon Prince Blood Syphon.
DARK ELDAR:
ELDAR:
GUARD:
NECRONS: Annihilator, Beacon Resurrection and superweapon, Chronometron Beacon and Superweapon, Veil of Darkness Beacon and Superweapon, Doomsday Necron Warrior slowness, Doomsday Monolith abilities.
ORKS:
SISTERS:
SM:
TAU:
------------------------------------------------------------
||--------------------------------------------------------||
GAME DATA: VERSION 1.59 - 1.6 UDATES
||--------------------------------------------------------||
------------------------------------------------------------
Hint: * = Done ideas created by Krronus
--*-- = Must be done! (1st priority)
+ / +++ = My fixes.
- = Ideas not taken to effect yet.
--------------------------------------------------------|
AI: |
--------------------------------------------------------|
* Necron ai resurrection fixed.
* Corrected ai tier costs that were incorrect in version 1.59.
* No sign of Eldar Enhanced Webway Gate within ai.
+ Chaos can now use multiple new abilities and research Marks.
+ New units and tactics available for ai.
+ Dark Eldar won't tier up to tier II.
+++ Fix crash.
--------------------------------------------------------|
ART: |
--------------------------------------------------------|
--*-- New superweapon effects wanted.
+ Added in new taskbar.
+ Warhound Titan bolter blast and Plasma Cannon area effect added.
+ Added new Apocalyptic superweapon effects.
+ Added new icons.
+ Added new Energy Beacon art.
+ Added new Arka Ion Cannon animations.
+ Added new Great Webway Gate animations.
+ Inserted new animations for the Necron Super Power Generator.
+ Added many new ability art.
+ All vehicles are bigger.
+ Blood Letter Axe texture fixed.
+ Blood Letter shine texture removed.
- Nightskimmer Jetbikes weapon fx.
+ Remove Plague Bearer shine texture.
- Baneblade color bleeds with Dark Eldar Captured Baneblabe. (Fix!)
+ Sisters Structures with new texture added.
+ New team colorable Guard and Necron buildings.
+ Daemon Prince texture added.
+ Cultists tatoo faces are colorable.
+ Necron Warriors now have badges.
+ Restored Monolith now contains color.
+ New Eldar textures to units applied.
+ Attack Scarabs are bigger.
+ Pylon is bigger.
+ Scorpion Superheavy Tank is bigger.
+ Warhound Titan is bigger.
+ All vehicles except walker vehicles are bigger.
+ Necron Lord icon and appearance changed.
+ Farseer appearance changed.
--------------------------------------------------------|
ATTRIBUTES: |
--------------------------------------------------------|
------------------------
Global:
------------------------
--*-- Add in new titans for all races.
+ All commanders get their brutal abilities back.
+ All races now have unique super structures.
+ All commanders can now be upgraded with single wargear like in version 1.19.
+ All commanders with their glow ring has been removed.
+ All commanders upon death damages the morale of friendly infantry.
+ The cost of most super structures were decreased.
+ Thermo Plasma Generators can research power researches.
+ All tier III titans have a limit of two or greater.
+ All tier III titans' hero icons unfortunately removed.
+ All tier III titans original build locations were restored.
+ All Tier III Titans cost more but after Tier IV, their health is doubled.
+ All monster type titans no longer create an on death knockdown effect to nearbye foes.
+ Most Tier V Titan health and cost increased.
+ Tier VI has been changed up drastically and is now called the Apocalypse.
+ Tier VI costs only 2000 power and 2000 requisition.
+ Tier VI modifiers were changed to a less confusing way.
+ Tier VI is much harder to get requirement wise.
+ After Tier VI, T1 units are free.
* Added sound and infiltration to commander portable explosives.
* Portable nukes require Tier V now.
* Portable nukes however detonates into one giant blast instead of many that used to destroy everything.
* Tier VI superweapon changed from Commander Explosives to Orbital Nukes.
+ Tier VI superweapons now contain atomic blasts of a single nuke.
* All superweapons now requires all non tier super structure research.
* All super structures local addons turned into researches and the cost and modifiers were rebalanced.
+ Tier IV, super structure researches, tier V and the Apocalypse are changed up drastically.
* Tier V gives out a global bonus to req./power.
+ All aircraft move much master.
+ New paint Schemes were added.
+ Turrets can now research upgrades like back in version 1.19.
+ All advanced and super turrets have been removed.
+ All races besides the Dark Eldar and Orks can deepstrike turrets.
+ Advanced repair ability can now be casted from hqs and Listening Posts.
* Advanced repair ability cost decreased from 150 power to 100 power.
+ All structures are smaller to build.
* Most Tier V Titans blow up on death with a huge explosion.
+ All tier two/three elite infantry/vehicles that can damage vehicle_high and monster_high armor types with ease.
------------------------
Chaos:
------------------------
+ Chaos Daemon Pit time cost increased from 25 seconds to 40 seconds.
+ Chaos Daemon Pit now contains the Marks of Chaos.
+ Chaos now contains a new Apocalyptic Superweapon called the Warp Storm.
+ Chaos Daemon Prince now possesses new abilities.
+ Daemon Prince sword damage versus monster_high, building_high and vehicle_high decreased.
+ Chaos Daemon Prince instead of being possessed can now be deep striked.
+ Bloodthirster can now be possessd.
+ Bloodthirster is titan now, Land Raider is a second choice.
+ Plague Marines default stance set to melee.
+ Changed around some Chaos previous icons such as the Land Raider, Noise Marines and Plague Marines.
+ Chaos Marine infiltration research infiltrates other marines as well.
+ Max weapons research allows more weapons for Noise Marines and Terminators.
+ Plague Marines and Noise Marines min/max loadout increased.
+ Possessed Marines research gets inserted into Daemon Pit.
+ Chaos Land Raider tracks fix.
+ Can choose Superweapons and Marks.
- New choosable Apocalyptic Superweapon, summoning of the great altar!!!
+ Chaos Shrine superweapon can use the Blood Pulse ability.
+ Dreadnought upgradable.
+ Defiler upgradable.
+ Chaos Sorcerer has a lot more abilities depending on the Marks of Chaos.
+ Lots of new units added.
+ Chaos Dreadnought voice changed.
+ Chaos Terminator voice changed.
+ Final Stage
------------------------
Dark Eldar:
------------------------
+ Slave Chambers no longer require the Hall of Blood or Lab.
* Super Kabal Fortress can deepstrike infantry and vehicles.
* The Kabal Fortress can now deepstrike infantry.
* Slave Cages act like Webway Gates and are now available for gameplay.
* Slave Chambers can be upgraded to use further abilities.
+ Surplus of Souls after Tier VI.
+ Reaver Jetbikes can reinforce to squads.
+ Hellions no longer cost power.
+ Archon texture fix.
+ Mandrakes are one man elite assassins.
+ Archon can attach to squads.
+ Incubis are produced separately.
+ Incubis require tier II, but are now elite commanders.
+ Incubis damage versus all highly increased.
+ Incubi Retinue research now increases the maximum squad size of the incubus.
- Dark Eldar Listening Post Turret starts with no weapon. (Fix!)
+ Final Stage
------------------------
Eldar:
------------------------
+ New upgrades available.
+ Bonesingers can now jump at a longer distance.
+ Scorpion model was fixed.
+ Scorpion Superheavy Tank no longer detects infiltrated units.
+ Scorpion Superheavy Tank now vaults over terrain and can be upgraded.
+ The Farseer can now research powers giving her different kinds of special abilities depending on the research.
* Redid the Fleet of Foot Research.
* Wraithlord and Wraithguard possesses no speed increase ability.
* Avatar of Khaine To War building vis removed.
* All Eldar vehicles can now use the Gravitic Booster ability.
* Scorpion entity blueprint updated.
* Grav Platform movement changed simular to infantry.
* Avatar of Khaine has an ability to use now.
* Redid Soul Stone Apocalyptic superweapon.
+ The Enhanced Webway Gate is back!
* Shroud ability no longer disables other abilities.
* Rebalanced:
* Dark Reapers reinforce to 6 instead of 8.
* Dark Reaper max weapon range decreased from 60m to 50m.
* Decreased weapon damage on all Grav Platform weapons.
* Decreased morale damage on all Grav Platform weapons.
* Decreased Grav Platform Brightlance Cannon armor decrease modifier from 1.75 to 1.4.
* Decreased Grav Platform Shuriken Cannon movement speed reduction modifier from 1.5 to 1.25.
* Warp Spider Death Spinner weapon damage decreased.
* Warp Spider Death Spinner weapon damage versus heavy infantry massively decreased.
* Wraithlord Close combat damage decreased.
* Night Spinner artillery weapons reload time increased from 5 and 6 seconds to 7 and 10 seconds.
* Fire Dragon armor type changed from heavy_high to heavy_med. (Can upgrade armor to heavy_high by research.)
+ Fire Dragon Fusion Guns damage versus infantry decreased.
+ Final Stage
------------------------
Guard:
------------------------
+ Guardsmen reinforce to many over tiers.
+ Commander can now attach to squads.
+ Commander's challenge ratings is now relative to other heroes.
+ Command squad can no longer reinforce with leaders.
+ Mars Pattern can now only hold 3 slots of squads instead of 5.
+ Mars Pattern no longer super structure at first.
+ Can be upgraded to possess those same qualities as a super structure.
+ Guard now has colorable buildings.
+ Final Stage
------------------------
Inquisition: - XP2
------------------------
- Insert new race into Apocalypse: New Races.
- Add all of 1.0, 1.19, 1.58, 1.6 stuff.
------------------------
Necrons:
------------------------
+ Doomsday Monolith model was changed and can now reinforce with Monoliths to become a Doomsday Phalanx.
+ Necron Warriors can eventually turn into Doomsday Necron Warriors by research.
+ Lord Destroyer artifacts can be acquired simular to the Necron Lord.
+ Necron Destroyers and Heavy Destroyers now reinforce to squads.
+ All Necron Destroyers, Wraiths and Ground Attack Scarabs vault over terrain.
+ Destroyers and Heavy Destroyers now leave useable bodies after death.
- Necron Restored Monolith pink icon appears when it spawns Necron armies.(Anyone know how to fix this?)
+ Pylon now takes up two slots within its super structure.
+ Restored Monoliths are now Tier III titans, but share a limit of two.
+ Added in DC structures so the structures actually fall into the ground upon death.
+ Doomsday Monolith structure changed to the Super Generator from the Necron Stronghold.
+ Siege Monolith unit was removed.
+ Necron Warriors are produced slower.
* Attack Scarabs were readjusted.
+ Plasma Generators cost time changed from 45 seconds to 50 seconds.
+ Immediate modifiers for Plasma Generators adds a time cost of 8 seconds.
+ Necrons now have colorable buildings.
* Flyer Attack Scarab armor decreased.
* Restored Monolith sight range restored to normal.
* Turret weapons now obey terrain line of sight.
* Death March researches modified speed decrease.
* Death March requirements fix.
* Pariah speed increases with the second death march research.
+ Pariah War Schythe weapon now poisons the target with health degeneration.
+ War Schythe squad morale decrease removed.
* Lord Destroyer health regeneration increased.
* Immortals health increase after every 2nd monolith global addon.
+ Necron Lord's health increases every add-on.
* Tomb Spyder onspawn removed.
* Necrons are slower, each obelisk increases max production rates by 10% instead of 15%.
+ Beacons now contain animations and awesome effects.
+ Beacons can now be produced after tier II. (Engaged Monolith)
* Beacons entity was fixed.
* Beacons no longer require control zones + they give off more of a control radius.
* Beacons start with different choosable addons that can take into effect of their abilities.
* Beacons can select either the Resurrection, Chronometron, Deceiver, or the Void Dragon add-on.
* Beacons Mass Resurrection ability now fires upon its caster and revives fallen warriors within a 25m radius.
* Beacons Mass Resurrection ability cost decreased from 125 power to 75 power.
* Doomsday Monolith heavy gauss cannons now have an area of effect simular to the Listening Post special ability.
+ The Greater Summoning Cores can purchase 8 different artifacts for the Doomsday Monolith.
- Final Stage
------------------------
Orks:
------------------------
+ Campaign Waaagh Banners were added and acts like a super structure.
+ Orks can build three of these.
+ They produce Squiggoths.
+ Upon destruction, morale is lost.
* Changed Tier IV icon.
* Increased resource population from 10 to 15.
+ Tier VI superweapon changed and Orks can unleash many many bombs onto the battlefield all at once depending on how many Waagh Banners you have.
+ Final Stage
------------------------
Sisters:
------------------------
+ The Super Saint research is now the Holy Onslaught research which grants the Living Saint an aura of invincibility as long as the Shrine remains intact.
+ Old modifiers were removed but the damage output remains the same.
+ Has infinite amounts of faith after tier VI.
+ Decreased faith cost for Avenging Angels.
+ Avenging Angels are tougher.
* Superweapon now properly requires a relic.
+ First holy icon is free.
+ Final Stage
------------------------
SM:
------------------------
+ Orbital Relay Node upon deepstrike impact does not damage buildings.
+ Can now produce the Warhound Titan!
+ Land Raiders are once again Tier III titans and
+ Redeemer and Land Raider require same requirements.
+ Dreadnought upgrades were applied.
+ Dreadnought's entity was decreased to squeeze in small areas like infantry.
+ Dreadnoughts can now be produced at the Barracks.
* Change tier IV icon.
+ Force Commander can transform into a Terminator.
+ Force Commander Terminator can upgrade with a variety of guns.
+ Rebalanced the Devastators.
+ Devastators after the more weapons research can upgrade to 3 weapon types.
+ Devastators can now capture strategic points.
+ Space Marine squads and Assault Marines have more upgradable options.
+ Grey Knights switched to the Sacred Artifact building.
+ Final Stage
------------------------
Tau:
------------------------
+ Hammerheads vault over terrain.
+ Kroot Carnivores can be reinforced with the Shapers.
+ Kroot Shaper unit removed.
+ Arka Ion Cannon is Tier III and Tier V super structure.
+ Arka Ion Cannon starts with 10,000 health and 1 ability.
+ Arka Ion Cannon can get upgraded. Health increase + more abilities.
+ Arka Ion Cannon replaces Super HQ.
+ Carnivores can be buildable from the Kroot Shaping Center.
+ Kroot Shaping Center now requires Tier 0.
+ Barracks cost now is 165 requisition.
* Coalition Center was limited to 1.
* Tau Arka Ion Cannon abilities area of effect radius was decreased from 10m to 5m.
* Tau Arka Ion Cannon ability damage increased from 750-1000 to 800-1250.
* Tau Arka Ion Cannon ability damage versus Commanders increased.
* Tau Arka Ion Cannon ability damage versus HeavyInfantry_high decreased.
* Tau XV81 Crisis battlesuit squad cap = 3.
+ XV22 Battlesuit's Marker Drone unit can now mark squads.
+ Final Stage
------------------------
Tyranids: - XP2
------------------------
* Remove non expansion sounds.
- Add absent sounds to structures and units.
- Ravener and Warrior voice change to Genestealers.
- (optional) Tyranid banner.
- Add to second expansion.
- Add all of 1.0, 1.19, 1.58, 1.6 stuff.
--------------------------------------------------------|
DEFPROFILE: |
--------------------------------------------------------|
--------------------------------------------------------|
GAME: |
--------------------------------------------------------|
+ New paints acquired.
+ Apocalypse mods contain new camera.
--------------------------------------------------------|
MEDATA: |
--------------------------------------------------------|
--------------------------------------------------------|
SCAR: |
--------------------------------------------------------|
------------------------
New Win Conditions:
------------------------
* Extreme Battles (Copy from XP1)
* Auto Abilities (Copy from XP1)
* Switched Reality (Fuggles win condition)
+ Restrict Tier I - VI
+ Infantry Only
+ Starting Army
--------------------------------------------------------|
SCENARIOS: |
--------------------------------------------------------|
* Our own Apocalypse map.
- Survival maps based on my Apocalypse maps.
- Campaign Scenarios from the very first DOW to Soulstorm.
- Campaign scenarios from the DC and SS campaign.
--------------------------------------------------------|
SOUND: |
--------------------------------------------------------|
* Added more music and deleted the unwanted.
* Removed previous Tyranid sounds.
+ Added new voices and sounds.
--------------------------------------------------------|
NEW: |
--------------------------------------------------------|
------------------------
Buildings:
------------------------
CHAOS: Chaos Shrine, new super structure.
DARK ELDAR: Campaign Slave Chambers (Portals), new super structure.
ELDAR: Enhanced Webway of Wrath, Uber Turret.
GUARD:
NECRONS: Great Necrotyr Beacon.
ORKS: Campaign Waaagh!!! Banners.
SISTERS: New super structure.
SM: New super structure.
TAU: Better and improved Arka Cannon.
------------------------
Units:
------------------------
CHAOS: Daemonettes, Screamers of Tzeentch, Havoc Marines, Rubric Marines, Land Raider, Skull Champion, Nurgle Chaos Lord, Khornate Chaos Lord, Slaaneshi Chaos Lord, Tzeentch Sorcerer, Chaos Lord Undivided, Vindicator.
Dark Eldar: Incubi Coven
Eldar: Autarch, Guardian Defenders, D-Cannon Team, Vibrocannon Team, Shadow Weaver Team, Wave Serpent, War Walker, Jetbikes, Striking Scorpions, Dire Avengers
Guard: Conscript Guardsmen, Stormblade, Shadowsword Titanicus, Griffon Mortar Tank, Imperial Officers, Hydra AA Tank, Support Sentinel, Bazooka Team, Mortar Team, Sniper Team, Field Medic, Master Vox Operator, Improved Leman Russ Battletank, Leman Russ Conquerer, Leman Russ Demolisher, Leman Russ Eradicator, Leman Russ Exectutioner, Leman Russ Exterminator, Leman Russ Vanquisher, Command Tank.
Necrons: Doomsday Phalanx
Orks: Burna Boys, Kommandoz, Battle Wagon, Kustim Stompa, Battlefortress, Gargantuan Squig, Ard Boyz, Gun Wagon, Deff Dred.
Sisters: Avenging Angels
Space Marines: Warhound Titan, Land Raider Prometheus, Land Raider Helios, Land Raider Crusader, Damocles, Vindicator, Techmarine, Emperor's Champion, Venerable Dreadnought, Dreadnought Mortis, Land Speeder Tornado, LS Storm, LS Typhoon, Sternguard Veterans, Vanguard Veterans, Chapter Master, Banner Bearer, 1st Company Champion, Veterans, honor guard Banner Bearer, Honor Guard Veteran
Tau: Sniper Drones
------------------------
Research:
------------------------
ALL: New turret research, new wargear research, Apocalypse.
CHAOS: All Marks.
DARK ELDAR: Slave Cages research
ELDAR: Death Omen, Fleet of Foot Research 2, Imbue: Fortune, Imbue: Focus, Gravitic Booster research.
GUARD: Hunter Killer Missle Research.
NECRONS: Doomsday Monolith artifact research.
ORKS:
SISTERS: Holy Onslought.
SM: Jump Pack
TAU: Plasma Rifles.
------------------------
Add-ons:
------------------------
CHAOS:
DARK ELDAR:
ELDAR: Striking Scorpion add-ons.
GUARD:
NECRONS: Void Dragon Add-on, Deceiver add-on, Resurrection add-on, Chronometron add-on.
ORKS:
SISTERS:
SM: Force Commander Terminator Armor
TAU: Arka Ion Cannon addons
------------------------
Abilities:
------------------------
ALL: Building Repair, new Apocalyptic Superweapons.
CHAOS: Warp Storm (Tier VI), Daemon Prince new abilities, Chaos Sorcerer abilities, new unit abilities.
DARK ELDAR: Slave Cage Portal abilities.
ELDAR: Avatar of Khaine Wailing Doom, Vehicle Gravitic Boosters, Fleet of Foot ability, new Farseer abilities, new unit abilities.
GUARD: New Unit abilities, Orbital Nuke (Tier VI).
NECRONS: Annihilator, Beacon Resurrection and superweapon, Chronometron Beacon and Superweapon, Veil of Darkness Beacon and Superweapon, Doomsday Necron Warrior slowness, Doomsday Monolith abilities.
ORKS: Many many bombs (Tier VI), new unit abilities.
SISTERS: Orbital Nuke (Tier VI), Exterminatus.
SM: Orbital Nuke (Tier VI), New unit abilities.
TAU: Ion Obliterator (Tier VI), Marker Drone Mark Target.
------------------------------------------------------------
||--------------------------------------------------------||
GAME DATA: VERSION 1.58 - 1.59 UDATES
||--------------------------------------------------------||
------------------------------------------------------------
Global:
- Tier costs for tiers I II and III were restored to normal.
- Tier IV and V costs were slightly reduced.
- Turret upgrades display correctly for all races.
- Tier VI and all abilities along with it requires 1 relic and 1 critical location.
- Tier VI now costs 10000/10000. req./power.
Chaos:
- Chaos Lord summoning in ui index fixed.
- Plague Marines, Noise Marines, Bloodletters and Plague Bearers = squad cap of 3.
- Chaos Defiler now costs 200/300 instead of 175/305.
- Defiler melee damage increased.
Dark Eldar:
- The Dark Eldar no longer needs control zones to build buildings.
- Dark Eldar Dais of Destruction was statistically redone.
Eldar:
- Wraithguard cost changed from 150/50 to 125/50.
Guard:
- Orgryns weapon in melee now effects vehicle_med and higher armor types.
- Warhound Titan was redone and the stats. was slightly improved.
Necrons:
- Necron Pylon's Particle Accelerator deals more damage.
- Grand Illusion Monolith now disappears after summoning.
Orks:
Sisters:
SM:
- Hellfire Dreadnought pink icon after twin lascannon was fixed.
Tau:
- XV8 and XV81 Crisis Suit maximum and minimum loadout changed to 3.
- Hammerhead Gunship support cap = 4 instead of 3.
------------------------------------------------------------
||--------------------------------------------------------||
GAME DATA: VERSION 1.19 - 1.58 UDATES
||--------------------------------------------------------||
------------------------------------------------------------
Global:
- Is now campaign playable.
- Weapon piercings match simular to the codex.
- New units, structures, research, upgrades, effects, abilities, win conditions, maps, and army painter badges were added.
- Army Painter was updated and can now view leader units.
- All races can tier up to tier VI now.
- Most commanders with the Tier VI research completed can place nukes onto the battlefield.
- All races can now build advanced buildings within the advanced build option.
- Advanced buildings are: Mines, turrets, hqs, unique buildings.
- Structure build outline color changed to red.
- Commander Wargear changed from single wargear options to whole.
- Most vehicles explode after death.
- Camera has been improved.
- All resource caps are set to 500/400.
- All Superweapon hq glitches no longer exsist.
- Improved all superweapons.
- Superweapons now require a relic.
- Tier IV time cost reduced from 180 seconds to 120 seconds.
- Squads with a maximum loadout of 5 were increased to 6.
- All HQ's give out a 35m radius instead of 30. - Sight = 32.
- All race's addons/research of tiering up are set within HQ. Tier V and VI requires the Super HQ.
- Removed standard turret research that makes them all stronger. Instead, tiering up makes them stronger.
- Grenades can now target vehicles but is preferred infantry.
- Grenades recharge time = 10 seconds. Costs 20 power.
- Anti-vehicle grenades recharge time = 15, costs 50 power.
- Generators explode every time now.
- Obliterators and Terminators no longer take a long time to teleport from one destination to the next.
- Power Generators = 150.
- Turret/power size back to normal.
- Listening Posts = 100.
- Builder unit limit to 8.
- Mines cost decrease.
- All addons are 50 requisition for building units.
- Critical Location no build buffer extended to 2.
- Critical Location resource amounts doubled.
- All commanders including the secondary commanders require no squad cap or population if Orks.
- Decreased the maximum and minimum damage for Tau Stealth Suit Fusion Blasters and Ork Tankbusta Rokkit Launchas by half.
- The ai are tons stronger now. (Good luck with Insane)
--------------------------------------------------
Chaos:
End Game Priorities...
Superweapon: Corruption
Apocalyptic Superweapon: Nuke
Tier III Titan: Chaos Land Raider
Tier V Titan: Daemon Prince
New units:
Chaos Land Raider
Chaos Dreadnought
Chaos Terminator
Chaos Noise Marine
Chaos Plague Marine
Bloodletters
Plague Bearers
- Plague Marines now move very quickly.
- Bloodthirsters are now very tough daemons but require 4 support cap.
- Rhino Transport limit = 4.
- tier II LP addon cost change from 265/155 to 250/155.
- Obliderator toughness and cost increased and require tier III.
- Chosen Terminators replace Obliterators.
- Second requisition research change from 75/350 to 100/350.
- Bloodthirster piercing type increased against commanders.
--------------------------------------------------
Dark Eldar:
End Game Priorities...
Superweapon: Soulstorm
Apocalyptic Superweapon: Apocalyptic Soulstorm
Tier III Titan: Captured Baneblade
Tier V Titan: Dais of Destruction
New Units:
Captured Baneblade
Captured Whirlwind
Slave Cannibalizer
- Dark Eldar Gruesome Display is now an available addon on all buildings.
- Slave Chamber Morale damage decreased.
- Slave Chamber physical damage removed.
- Reduced Soul Shock ability damage.
- Increased range of Warrior and Scourger weapons.
- Increased effectiveness versus vehicles for all distentegrators.
- Increased damage to all Dark Eldar weapons.
- Armor type changed for Warriors and Scourgers.
- Dark Eldar ability time cost decrease by half excluding the Soulstorm.
- Moved Wyches to Whych Cult Arena.
- Inserted Hellions into the Hall of Blood.
- Slave Chambers = 125 requisition.
- Dark Eldar Slave Chamber Soulshock addon = 50/25.
- Grenades reduce morale tremendously.
- Soulstorm lasts much longer.
--------------------------------------------------
Eldar:
End Game Priorities...
Superweapon: Eldritch Storm
Apocalyptic Superweapon: Nuke/Soul Stone
Tier III Titan: Avatar of Khaine
Tier V Titan: Scorpion Supertank
New units:
Nightspinner
Scorpion Supertank
Wraithguard
Nightwing Bomber
Harlequins
- Bonesinger squad attack range added.
- Farseer Phsycestone wargear no longer insanely increases the health regeneration of herself even though it does increase her health regeneration.
- Warp Spider Exarch Superior was removed and replaced with the Seer Council.
- Seer Council weapon damage increase.
- Increase all weapon damages and ranges.
- Grav Platform adjustments.
- Gravitic Boost and Fleet of Foot adjustments.
- resource research II on power and req. must require tier two.
- Second Listening Post addon displays correctly.
- Eldar improved knife damage.
- Shroud cost = 100/100.
- Avatar of Khaine health regeneration decrease.
- Minimum armor remove.
- Weaken Mind War and Pshycic Storm abilities.
- 1 Eldar leader per squad.
- Turrets cost 50/25 because of the size.
- Warp Spider Grenades move to Soul Shrine.
- Fire Prisms cap at four.
- Increase sight ranges for Fire Prisms.
- Fleet of Foot Research permanently increases the movement speeds of Eldar troops. Required tier2 research.
- Fleet of Foot cost = 100/100.
- Gravitic Booster research was added and increases movement speed of all vehicles.
- Gravitic Boosters = 150/150.
- Relocation Matrix adjustment for relocating.
- Fire Dragons attachable.
- Always on Shroud Ability.
- Bonesinger teleportation adjustments.
- Warlock research move to Soulshrine.
- Remove all squad spawners from Webway Gates.
- Remove Scorpion Tank shields.
--------------------------------------------------
Guard:
End Game Priorities...
Superweapon: Strafing Run
Apocalyptic Superweapon: Nuke
Tier III Titan: Baneblade
Tier V Titan: Warhound Titan
New units:
Warhound Titan
- Grenade Launchers range decreased.
- Enginseers now correctly is set to stand ground stance.
- Enginseer armor type changed to infantry_low.
--------------------------------------------------
Necrons:
End Game Priorities...
Superweapon: Greater Resurrection
Apocalyptic Superweapon: Global Resurrection
Tier III Titan: Necron Pylon
Tier V Titan: Restored Doomsday Monolith
New units-
Siege Monolith
Restored Doomsday Monolith
Doomsday Necron Warriors
Necron Pylon
Flyer Attack Scarabs
- Disabled Tomb Spyders spawn on game start.
- Tomb Spyder limit to 5.
- Pylon cover removed.
- Doomsday Monolith entity changed, allowing it to travel through medium spaces.
- Doomsday Monolith was drastically changed and renamed to Restored Doomsday Monolith.
- It now can use abilities.
- Destroyers, Heavy Destroyers and the Lord Destroyer can move through small passages without getting stuck.
- Attack Scarab armor changed to infantry_high.
- Restored Monoliths only require Energy Core.
- Restored Monolith requirement 0.5 health and more.
- Necron Restored Monoliths are now elite units and cost 650 power each.
- Tier IV Research: increases Monolith speed.
- Tier IV research no 10/10 modifier fixed.
- Greater Summoning Cores now produce Attack Scarabs and Siege Monoliths.
- Greater Summoning Cores no build buffer changed to 2.
- Necron HQ addons no longer increases the power of the Necron Lord.
- Removed Forbidden Artifact and replaced research with new ones within Forbidden Archive.
- Forbidden Archive adjustments. Limit : 0.
- Ctan research placed within Forbidden Archive.
- Upgrade Lord 1, Upgrade Lord 2, Ctan research. At: 4,8,12.
- Category 1: Chronometron, Skip 2, Skip 3.
- Category 2: Solar Pulse, Mass Resurrection, Veil of Darkness.
- Category 3: Phase Shift, lightning Field, Nightmare Shroud.
- Lord Destroyer are now hero units.
- Old Doomsday Monolith which was the "Grand Illusion" was restored along with the Deceiver's powers.
- Pariah health decreased.
- Necron Warriors health decreased.
- Grand Illusion health at 5000.
- Grand Illusion teleportation removed.
- Necron Listening Post Costs 30 power.
- Necron Listening Posts Addon 1 costs 60 power.
- Necron Listening Post Addon II costs 120 power.
- Plasma Generator time cost increase to 6 seconds. Build time start at 45 seconds.
- Restore cost time for buildings.
- Necron Lord Wargear regeneration for Carapace decreased.
--------------------------------------------------
Orks:
End Game Priorities...
Superweapon: Bombs
Apocalyptic Superweapon: Nuke
Tier III Titan: Squiggoth
Tier V Titan: Upgraded Squig
New units:
Lootas
- Removed Warboss upgrade for population increase.
- Bombs superweapon creates many bombs instead of one.
- Decreased damage on all bombs by 1/4.
- Kan armor changed to vehicle_med.
- Bad Dok limit = 4.
- Warboss changed to Da Boyz Hut.
- Tankbusta research no longer requires Gretchin research.
- Tankbust slot change from slot 5 to 6.
- Cost population modifier for tier iv fixed.
- Limit Waagh Banners to 9 with 10 pop each.
- Total pop = 500.
--------------------------------------------------
Sisters:
End Game Priorities...
Superweapon: Witch Hammer
Apocalyptic Superweapon: Nuke
Tier III Titan: Living Saint
Tier V Titan: Upgraded Saint
New units:
Avenging Angels
- req. research two change to 100/350.
- HQ ability unfortunately removed.
--------------------------------------------------
Space Marines:
End Game Priorities...
Superweapon: Orbital Bombardment
Apocalyptic Superweapon: Nuke
Tier III Elites: Land Raider Redeemer
Tier V Elites: Land Raiders
New units:
Redeemer
Devastators
Razorback
- Hellfire Twin Linked cannon upgrade added.
- II LP addon = 250/155 instead of 260/155.
- Predators glitch removed.
- Apothecary limit changed back to 4.
- Skull Probe limit = 6.
- Rhino Transport limit = 4.
- Grey Knights Inquisition ability now has a global recharge.
- Orbital Relay blast explosion on impact added.
- Slots = 5 instead of 10.
- Land Raiders can only carry one to two units now.
- Land Raiders can now be produced as an elite unit, allowing more Land Raiders to be requisitioned.
--------------------------------------------------
Tau:
End Game Priorities...
Superweapon: Air Caste Strike
Apocalyptic Superweapon: Nuke
Tier III Titan: Greater Knarloc
Tier V Structure: Arka Ion Cannon
New units:
XV89 Commander
XV81 Broadsides
XV81 Crisis Battlesuit
Piranha
Deepstrike Drones
- Crisis suits = cap of 4.
- Second requisition and power researches require tier II.
- Ethereal on death damage to all buildings and units removed.
- Shield Drone Activation always on but are more expensive.
- XV81 Broadside Rail Guns can now knock down enemy troops.
- Drone Harbingers' support cap increased from 3 to 4.
- All Broadsides, Crisis Suit units and Krootoxs' can move through small passages without getting stuck.
- Tier II requires the Kauyon Commandpost.
- Costs 400/400.
- Tier III requires the Mont'Ka Commandpost.
- Costs 600/600.
- Tier IV requires the Coalition Center.
- Costs 800/800.
------------------------------------------------------------
||--------------------------------------------------------||
GAME DATA: VERSION 1.0 - 1.19 UDATES
||--------------------------------------------------------||
------------------------------------------------------------
Ai:
- Ai is tougher and are set with a handful of strategies.
- Added all race super weapon abilities.
- Removed Exorcist special missle ai ability.
- Improved Eldar Harlequin special ability by adding the "Dance of Death."
- Changed ai build base strategies, tactics and ingame build order strategies.
- Adjusted AI Control Panel that was given in the Tyranid mod. v. 0.45.
- Added Doomsday Monolith special ability to Necron ai abilities.
- Added new ai researches and unique items that are now valid to the ai.
- All ai turrets cannot be built on standard difficulty and lower.
- All ai researches were removed from ai in-game strategies and were placed within the build base strategies.
- Fixed new ai commander tactics.
- Exarch Superior was automatically given a tactic because of the "InfantryTactic.ai."
----------------------------------------------------
Art:
- Doomsday Monolith vis scale at 1.75.
- Necron scarabs and builder scarabs vis scale remains at 0.75.
- Removed flag glitch from the Dark Eldar and Sisters of Battle.
- Tyranids however no longer have the sacs as their flag.
- Skirmish Necron Lord vis scale at 1.10.
- Drop Pod vis scale at 1.10.
----------------------------------------------------
Attrib:
-------------
General Attributes-
- Almost all units besides Titans aka "superunits" and commanders have no limit.
- All superunits no longer require a squad or support cap.
- All superunits have a hero icon.
- All buildings except power generators and turrets project a control area around them allowing nearby buildings to be built.
- All HQ's add a 30m radius around the HQ.
- All HQ's have a sight radius of 32m.
- All Strategic Points with built on listening posts adds a 25m radius.
- All bigger generators that require a slag depot adds a 30m radius.
- All other buildings are unique, projecting certain control radius's around them.
- All races have new commanders.
- All commanders based on the campaign are included within the skirmish along with fearsome optional upgrades.
- These new commander upgrades will be assigned within hqs, except the Necrons which will be placed in a separate new building called the Forbidden Artifact.
- Tyranid Broodlord has no unique upgrades, but becomes unbelievably strong after the Extended Research: Final Tier.
- All races have the super weapon ability which does great damage to everything except HQ's.
- All units with that original "superweapon" ability no longer have that ability.
- All superweapons after a required research will be located at your HQ except the Necrons. The Necron's super weapon will be located at the Energy Core.
- All superweapons create a sight radius and can be casted across the battlefield.
- Superweapons have a 300 second global recharge.
- All superweapon researches add unique modifiers to all superunits, some to commanders.
- All superweapons require the tier IV research and the tier II local addon.
- All tier IV researches will require the tier III research and the tier II local addon.
- All tier costs for all races were changed and there are now four tiers.
- Name--------Cost Req./Power-------Necron Cost-----Tyranid Cost
- Tier I: 225/225 325 power 400 req.
- Tier II: 450/450 650 power 800 req.
- Tier III: 675/675 975 power depended cost of two structures.
- Tier IV: 900/900 1300 power 1200 req.
- Turrets and power generators are smaller and fit anywhere.
- Critical locations no build buffer shrinked from 6m to 1m.
- All races except Tau and Tyranids can build unlimited turrets.
- Turret addons are stronger and effective against vehicles and infantry.
- Turret addons are expensive however, which costs 100 req./ 50 power.
- New research added for turrets after tier 2 which makes all turrets stronger.
- The new research will be found within any one of your created turrets.
- All races vehicle cap type changed to the Winter Assault style.
- Winter Assault style example: Defilers cap = 2, Wraithlord cap = 2, Predator Tanks = 3, Fire Prisms = 3. Instead of: Defilers = 3, Wraithlord = 3, Predator=5,
Fire Prisms = 5.
- Most races have a builder unit limit of 10 instead of 4.
- Imperial Guard Leman Russ, Chaos and Space Marine Predators fire their main cannons like real life, impacting other targets around their target and does not
fire every second.
- Decreased main cannon weapon damage for Chaos and Space Marine Predator Tanks.
- Decreased main cannon weapon armor piercing for Chaos and Space Marine Predator Tanks.
- Changed how fast or how slow all ai players generate resources. Normal resource rates = 1.0.
- Easy AI Now = 0.3, Then = 0.3.
- Standard AI Now = 0.8, Then = 0.8.
- Hard AI Now = 1.0, Then = 0.9.
- Harder AI Now = 1.25, Then = 1.0.
- Insane AI Now = 1.50, Then = 1.25.
- When set to low resource rates within the game rules, resources are gathered by 0.5% instead of 0.6%.
---------------
Chaos Attributes-
- Superweapon = Corruption.
- Superunit = Daemon Prince.
- Major changes have been made for Chaos:
- Chaos Bloodthirster is no longer the superunit.
- Chaos Bloodthirster squad cap is at 2.
- Chaos Bloodthirster no longer requires research.
- No squads can possess the Bloodthirster.
- Chaos Bloodthirster health changed from 14000 to 4000.
- Chaos Bloodthirster cost is 200 req./200 power.
- Chaos Bloodthirster cost time decreased.
- Chaos Bloodthirster limit removed.
- Chaos Bloodthirster no longer requires a relic.
- Chaos Bloodthirster health Decay removed.
- Chaos Bloodthirster minimum armor increased.
- Chaos Bloodthirster sight decreased.
- Chaos Bloodthirster can be produced at Daemon Pit.
- Chaos Bloodthirster is now the reliable elite unit for Chaos.
- Unexpected cost increase for the Bloodthirster removed.
- Chaos Daemon Prince replaces the Bloodthirster superunit.
- Chaos Daemon Prince from W40K Dawn of War is back and tougher than ever.
- Daemon Prince W40K Dawn of War statistics remain the same.
- Daemon Prince requires research.
- Research cost and cost time increased to 400 req./400 power, 90 seconds build time.
- Daemon Prince can be possessed by the Chaos Lord.
- Daemon Prince requirements is the same as the old Bloodthirster requirements back during v. 1.00 of the Apocalypse module.
- Chaos obliderator health decreased from 1100 to 1000.
- Chaos Obliderator loadout maximum size increased from 5 to 8.
- Chaos Obliderator loadout minimum size increased from 3 to 4.
- Chaos Obliderator cost is 320 req./80 power.
- Chaos Obliderator weapon damages decreased.
- Chaos max weapons research increased from 2 to 5.
- Chaos Chapel Barracks cost 250 req. instead of 300 req.
- All Chaos squads start with a maximum of 5 upgradable weapon choices instead of 2.
- Chaos Rhino Transport limit changed from 3 to 6.
- Chaos Sorcerer teleportation range increased.
- Bloodthirster jump distance increased.
- Chaos Daemon Pit holds 5 squads instead of 2.
- Daemon Pit can now rally.
- Heretic health regeneration added.
---------------
Dark Eldar Attributes-
- Superweapon = Soulstorm.
- Superunit = Dais of Destruction.
- Dark Eldar Archon squad cap removed.
- Dark Eldar builder unit limit = 12.
- Dark Eldar Slave Chambers are now considered as turrets.
- Dark Eldar Gruesome Display Soulshock ability does a lot more damage to all nearby enemies while instantly whipping out the infantry morale.
- Dark Eldar Slave Chamber's Gruesome Display does triple the morale damage amount to all nearby enemies also with extra physical damage.
- Gruesome Display addon production time increased from 30 secs. to 45 secs.
- Gruesome display soul shock recharge time decreased from 90 secs. to 30 secs.
- All Dark Eldar structures are built very rapidly.
- Dark Eldar Warp Beasts morale increased from 700 to 1000.
- Dark Eldar Plasma generators cost 100 req. instead of 165.
- Dark Eldar Hall of Blood costs 225 req. instead of 250.
- Dark Eldar Slave Chambers cost 100 req. instead of 75.
- Dark Eldar can build infinite slave chambers.
- Dark Eldar Scourgers can upgrade to 5 lances instead of 4.
- Dark Eldar HQ health increased from 4800 to 6000.
- Dark Eldar Raider, Ravager and the Dais of Destruction weapon armor piercing increased.
- Scourgers are deadly now with dark lances, effective against all except daemons.
- Scourgers squad cap decreased from 3 to 2.
- Most Dark Eldar infantry units have increased health and armor.
- Most Dark Eldar weapon ranges and effectiveness increased.
- All Dark Eldar infantry melee damage increased.
- Most Dark Eldar infantry units loadout size increased.
- Mandrakes are produced faster and at the cost of 135 req. instead of 150.
- Raider support cap decreased from 3 to 2.
- Dais of Destruction health changed from 6000 to 9000.
- Dais minimum armor increased by 10.
---------------
Eldar Attributes-
- Superweapon = Eldritch Storm.
- Superunit = Avatar of Khaine.
- Eldar Warp Spider Haywire Bombs ability range increased.
- Farseer Mind War and Psychic Storm damage dramatically increased.
- Eldar turret addon damage slightly decreased.
- Eldar turret addon is less effective vs. infantry.
- Eldar turret reload time decreased.
- Eldar turret reload time bar removed.
- Eldar turret health changed from 790 to 1000.
- Balanced Eldar Webway Gate ability costs and ability ranges.
- Seer Council hero icon removed.
- Seer Council is to be created at the Aspect Portal instead of the Webway Assembly.
- Seer Council armor type changed to heavy_high from Commander.
- Harlequin health and armor increased.
- Harlequin unit completely removed from the game because of the "Dance of Death" glitch that resets the resources.
- Eldar Warp Generators costs 135 req. instead of 165.
- Eldar Webway Gate Shroud ability covers a 30m radius.
- Eldar Webway Gate Shroud ability now effects infantry units.
- Relocation Matrix ability no longer increases the armor of Eldar buildings.
- Eldar Shroud ability now effects units instead of just buildings.
- Eldar Webway Gates can now produce Bonesingers.
- Eldar Avatar of Khaine health regeneration added.
- Eldar Avatar of Khaine armor slightly increased.
- Eldar Avatar of Khaine health at 14000 instead of 15000.
- Eldar Shuriken and Brightlance platform build slots were moved to build slots 2 and 3.
- Most Eldar units health and armor increased.
- Warp Spiders, Fire Dragons and Dark Reapers max loadout increased.
- Warp Spiders, Fire Dragons, Dark Reapers, and Rangers weapon ranges increased.
- Warp Spiders weapon piercing versus vehicles slightly increased.
- Fire Dragons weapon piercing versus infantry slightly increased.
- Rangers weapon piercing versus all except vehicles increased.
- Ranger weapon accuracy always hits the target.
- Fire Prisms accuracy always hits the target.
- Nightwing weapon damage increased especially against air units.
- Wraithlord armor piercing melee weapon increased.
- Wraithlord flamer morale damage increased tremendously.
- Wraithlord health and armor increased.
- Wraithlords are now produced at 150 req./ 275 power.
- Wraithlord addon cost increased from 50 req. to 75 req./ 25 power.
- Wraithlord movement speed decreased from 20 to 15.
- Vyper support cap at 1.
- Vyper health slightly decreased.
- All Eldar infantry melee damage increased.
- Eldar Guardian Squads reinforce cost 25 req. instead of 30.
- Guardian Squads are produced at 110 req. instead of 130.
- All Eldar units except Guardian Squads and Howling Banshees can reinforce to two squad leaders.
- Banshees reinforce cost decreased from 50 req. to 45.
- Dark Reapers reinforce cost decreased from 70 req. to 60.
- Dark Reaper min. loadout increased from 3 to 4.
- Ranger squad min. loadout decreased from 5 to 4.
- Eldar Farseer costs 220 req./50 power.
- Eldar Bonesingers cost 50 req. instead of 45.
- Bonesingers teleport anywhere now, but at a very slow recharge rate.
- Fire Dragons, Seer Council, Warp Spider garrison loadout decreased from 2 to 1.
- Changed the HQ non commander upgrade researches positions to fit in with the commander upgrade researches.
- Bonesinger Wraithtomb requires Fleet of Foot and the Warlock Mysticism requires Plasma Grenades.
- New unit added to the game called the Warp Spider Exarch Superior who is skilled at both ranged and melee combat, and uses stealth and speed to devastate his
enemies.
---------------
Imperial Guard Attributes-
- Superweapon = Strafing Run.
- Superunit = Baneblade.
- Imperial Guard Command Squad squad cap removed.
- Imperial Guard building sight radiuses besides the HQ, turrets and listening Posts decreased because they could see 30m out.
- Imperial Guard Commissar, Psyker and Priest limit removed, squad cap = 1.
- Imperial Guard Leman Russ Tank sight range decreased from 50m to 30m.
- Imperial Guard Leman Russ main cannon damage and range decreased.
- Imperial Guard Leman Russ main cannon armor piercing highly increased.
- Imperial Gaurd builder limit = 8.
- Because of Commissars, Psykers and Priests having a squad cap of 1, the Imperial Guard max squad cap is 25 instead of 20.
- Plasma generators cost 135 req. instead of 165 req..
- HQ Detection Field ability moved to slot 8.
- Commissar moved to slot 3.
- Assassin moved to slot 4.
- Removed extra resource gainage that allows the Imperial Guard to gather more resources than other races.
- Psykers and Priests no longer require an addon.
- Psykers and Priests can now be trained at the Infantry Command.
- Techpriest Enginseer default stance set to stand ground stance.
- Requisition, power type researches and listening post addons costs changed to standard.
------Name---------Req./Power--------
- Req. 1 Research = 75/250.
- Req. 2 Research = 100/350.
- Power 1 Research = 200/40.
- Power 2 Research = 350 power.
- Post Addon 1 = 100/75.
- Post Addon 2 = 250/150.
---------------
Necron Attributes-
- Superweapon = Apocalypse.
- Superunit = Doomsday Monolith/Nightbringer/Deceiver.
- New unit available called the Doomsday Monolith.
- Resource cap limit changed from 350 power to 400 power.
- New building available called the Forbidden Artifacts.
- Necron Forbidden Archive is to be built at tier I, Awakened Monolith.
- Necron Forbidden Archive slot changed from 6 to 10.
- Necron strategies have been changed:
- Necrons can build five Necron Monolith HQs.
- Necron structure per HQ cost rate multiplication decreased from 2 to 1.5.
- Necron Restored Monoliths cannot be built until the Apocalypse Research is finished.
- Necron Restored Monoliths time cost increases every time a Restored Monolith is built.
- No limit to Necron Restored Monoliths.
- Necron Restored Monoliths are free.
- Necron Restored Monoliths no longer require a captured relic.
- Necron Monolith HQ requirement health fraction for the creation of Restored Monoliths changed from 0.5 to 0.9.
- Doomsday Monolith which used to be the Necron Apocalypse Monolith was weakened compared to the toughness back in version 1.0.
- Necron Turrets cost 100 power. Addons = 75 power.
- Necron turret effectiveness vs. Daemons decreased.
- Necron Wraith squad cap changed from 2 to 1.
- Necron Attack Scarab support cap increased from 1 to 2.
- Necron Energy Core produces the Apocalypse research, the Doomsday Monolith, C'Tan Research, Attack Scarabs, and the Superweapon: Apocalypse.
- Necron HQ cost reduced from 225 power to 200 power.
- Necron Warriors, Flayed Ones and Immortals move very slowly like they're supposed to, but their armor and health increased.
- Necron Attack Scarabs are no longer flying units for they can now attack enemy units on the ground.
- Necron Attack Scarabs are effective versus infantry, heavy infantry, vehicles and buildings.
- Necron Attack Scarabs cannot attack flying units.
- Immortals max loadout changed from 5 to 8.
- Immortals are now effective slightly versus infantry.
- Lord Destroyers are tougher and worth getting now.
- Lord Destroyer health, weapon damage and regeneration tremendously increased.
- Lord Destroyer armor at minimum increased.
- Lord Destroyer ability range increased.
- Necron Lord morale removed.
- Necron Resurrection extra cap raised to 10 instead of 5.
- Dead body count limit after death = 100 instead of 42.
- Necrons at start starts with a builder scarab and Necron Monolith only. No Tomb Spyders, Necron Lord dead on the ground interfering with buildings.
- Necron C'Tan Research position changed from slot one to slot two.
- Necron Pariah health increased.
- Necron Deceiver weapon damage increased.
- Necron Deceiver illusion monolith special ability removed because of a bug you might know of.
- Necron Plasma Generators no longer have an increased cost time.
- Necron Plasma Generators built after 60 seconds.
- Necron power research 1 cost changed from 400 to 300 power.
---------------
Orks Attributes-
- Superweapon = Bombs.
- Superunit = Squiggoth.
- Orks Bad Dok limit increased from 4 to 8.
- Ork Trukk support cap decreased from 3 to 1.
- Waagh Banner cost changed from 170 req. 0 power to 150 req. 25 power.
- Ork Tank Busta Infiltration research requires Gretchin Infiltration research and its position changed to slot 5 instead of 6.
- Mega Armored Nobs no longer use population cap.
- Gunz Addon 2 no longer increases the health of the Waagh Banner.
---------------
Sisters Attributes-
- Superweapon = Witch Hammer
- Superunit = Living Saint.
- Sisters Living Saint health increased from 6000 to 8000.
- Mines are smaller and do not require huge amounts of space.
---------------
Space Marines Attributes-
- Superweapon = Orbital Bombardment.
- Superunit = Land Raider.
- Space Marine Skull Probe limit increased from 4 to 8.
- Space Marine Apothecary limit increased from 4 to 8.
- Space Marine Land Speeder limit removed.
- Space Marine Land Speeder health slightly decreased.
- Space Marines Orbital Relay Node holds 10 squads instead of 3.
- Space Marines Orbital Relay Node limit increased from 1 to 2.
- Orbital Relay build time increased from approximately 30 secs. to 120 secs.
- Land Raider transport slots increased from one to three.
- Servitor req. cost changed from 75 to 50.
- Rhino Transport limit changed from 3 to 6.
- Scout Infiltration Research, Skull Probe Research, and the Sniper Rifle Research are all relocated within the armoury in different locations.
- Whirlwind Artillery Tank reload time decreased.
- Whirlwind Artillery Tank damage decreased.
- Whirlwind Artillery Tank support cap decreased from 4 to 3.
---------------
Tau Attributes-
- Superweapon = Air Caste Strike.
- Superunit = Greater Knarloc.
- Tau Kroot Shaper leader limit removed, squad cap = 1.
- Hammerhead Gunship vehicle cap increased from 3 to 4.
- Krootox vehicle cap decreased from 5 to 4.
- Krootox health decreased.
- Tau can build both the Mont' Ka commandpost and the Kauyon Commandpost.
- Tau Ethereal weapon damage, health and armor increased.
- Ethereal req./power cost increased.
- Ethereal time cost increased from 40 secs. to 50 secs.
---------------
Tyranids Attributes-
- Superweapon = All Seeing Eye.
- Superunit = Trygon/Broodlord (after research).
- Tyranid melee damage has been balanced.
- Warrior Brood hero icon removed.
- Warrior Brood Minimum and Maximum loadout increased by 3.
- Tyranids that start with standard resources start with 800 req. instead of 1100.
- Changed Tyranid Spore Chimney build position to slot 3 instead of slot 7.
- Changed Tyranid Warrior Hive from slot 3 to slot 7.
- Changed Reclamation Pool no build buffer radius from 2 to 1.
- Adjusted lesser Carnifex's population cap type from squad cap to support cap.
- All lesser Carnifex's support caps is 3 instead of 0.
- Adjusted Biovore pop. cap type from support cap to squad cap.
- Biovore Minimum and Maximum loadout increased by 1.
- Biovore squad cap is 2 instead of 0.
- Ravener Minimum loadout increased by 1.
- Ravener squad cap is 2 instead of 1.
- Gene Stealer squad cap is 2 instead of 3.
- Lictor squad cap added.
- Lictor squad cap is 1 instead of 0.
- Ripper Swarm squad cap added.
- Ripper Swarm squad cap is 2 instead of 0.
- Uberfex support cap is 5 instead of 4.
- Zoanthrope Minimum and Maximum loadout increased by 1.
- Adjusted Zoanthrope pop. cap type from support cap to squad cap.
- Zoanthrope squad cap is 2 instead of 0.
- Adjusted Tyranid squad/support cap max from 30/15 to 20/20.
- Rearranged all Hive Spire production slots to fit new superweapon.
- Spore Clusters slot changed from 1 to 2.
- Will of the Hive Mind slot changed from 5 to 1.
- Broodlord position from 2 to 5.
- Genestealer at Maximum changed from position 11 to 4.
- Will of the Hive Mind's are free instead of costing eighty requisition.
- Hive Nodes (First Barracks) are built faster by having its time cost reduced from 60 seconds to 45 seconds.
- Tunnel Warrens cost increases to 850 req. instead of 325 req.
- Reclamation Pool armor changed from building_high to building_med.
- Will of the Hive Mind builders move faster.
- Warrior Brood, Ravener, Biovore, and Zoanthrope squads no longer have an increased number of maximum loadouts after the Perfect Link.
------------------------------------------------
SCAR:
- Added new win conditions.
- New Win Conditions are...
AI Donations,
AI Highspeed,
AI SCAR Support,
Massive Battles,
Heroes,
Fortress,
Titan Wars.
- Fixed some bugs with some of the win conditions.
- Added Warp Spider Exarch Superior hero RPG.
------------------------------------------------------------
||--------------------------------------------------------||
GAME DATA: VERSION 1.0
||--------------------------------------------------------||
------------------------------------------------------------
New Unit:
- New unit = Necron Apocalypse Monolith.
- Description:
- The legendary and unstoppable Apocalyptic war fortress.
- Slow, but is able to teleport across the entire battlefield.
- Far more powerful and bigger than the original Restored Monolith.
- Destroys anything in it's path from a great distance.
- Can summon Necron squads and vehicles like the Restored Monolith.
- Statistics:
- Health = 100000.
- Health regeneration at 50.
- Minimum armor = 10.
- Movement speed = 2.
- Weapon damage trippled compared to Restored Monolith.
- Weapon reload time increased compared to Restored Monolith.
- Morale damage increased compared to Restored Monolith.
- Moves slower than the Restored Monolith.
- The largest titan in the game.
- Time to produce = 600 seconds.
- Costs 15000 power.
- Very large size, might be stuck between buildings.
- Requires tier 4 (Apocalypse research).
- Produced at Energy Core.
- Can produce Necron units.
- Can withstand a massive army alone.
- Hero unit.
- Capable of teleportation across the entire battlefield.
- Limit = 1.
---------------
Ai:
- Ai is tougher and are set with a handful of strategies.
- Added Eldar HQ Eldritch Storm ai ability.
- Removed Exorcist special missle ai ability.
- Improved Eldar Harlequin special ability by adding the "Dance of Death."
- Changed ai build strategies and unit strategies.
- Created basic strategies like balanced strategies, offensive strategies and defensive strategies for all races except Tau and the Tyranids.
- Adjusted AI Control Panel that was given in the Tyranid mod. v. 0.45.
- Added Apocalypse Monolith to Necron build table.
- Added Apocalypse Monolith special ability to Necron ai abilities.
---------------
Art:
- Restored all unit visual sizes to normal. Changed visual scale from 0.75 to 1.00 by deleting all modified models.
- All titans except the Restored Monolith and Living Saint are bigger.
- Apocalypse Monolith vis scale at 1.75.
- Necron scarabs and builder scarabs vis scale remains at 0.75.
- Removed flag glitch from the Dark Eldar and Sisters of Battle.
- Tyranids however no longer have the sacs as their flag.
- Necron Lord vis scale at 1.10.
- Drop Pod vis scale at 1.10.
---------------
Attrib:
- Dark Eldar Soulstorm deals a lot more damage.
- Eldar HQ Nuke ability added. (Eldritch Storm)
- Eldar Nuke deals massive damage to everything.
- Eldar Nuke replaces the Farseer special ability.
- Eldar Nuke can be purchased at tier 2 instead of tier 1.
- Eldar Nuke name changed from Imbue: Eldritch Storm to Super Weapon: Eldritch Storm.
- Eldar Nuke Global regeneration added.
- Eldar Nuke global regeneration at 180 secs.
- Eldar Nuke ability range dramatically increased.
- Eldar Nuke costs 200 req./power.
- After Eldar Nuke has been activated, visible sight radius is created around the targeted area revealing the fog of war.
- Eldar Warp Spider Haywire Bombs ability range increased.
- Farseer Mind War and Psychic Storm damage dramatically increased.
- Turrets and power generators are smaller and fit anywhere.
- All races except Tau and Tyranids can build unlimited turrets. Dark Eldar Gruesome displays are now considered as turrets.
- Turret addons are stronger and effective against vehicles and infantry.
- Turret addons are expensive however, which costs 100 req./ 50 power.
- Necron Turrets cost 75 power. Addons = 75 power.
- Eldar turret addon damage slightly decreased.
- Eldar turret reload time decreased.
- Eldar turret reload time bar removed.
- Balanced Eldar Webway Gate ability costs and ability ranges.
- Chaos Bloodthirster health decay removed.
- Chaos Bloodthirster and Sorcerer jump and teleport range increased.
- Chaos obliderator health decreased from 1100 to 1000.
- Chaos Obliderator loadout maximum size increased from 5 to 8.
- Chaos Obliderator loadout minimum size increased from 3 to 4.
- All Dark Eldar structures are built very rapidly.
- Dark Eldar Warp Beasts morale increased from 700 to 1000.
- Dark Eldar Plasma generators cost 100 req. instead of 165.
- Dark Eldar Slave Chambers cost 100 req. instead of 75.
- Dark Eldar can build infinite slave chambers.
- Dark Eldar Scourgers can have 5 lances instead of 4.
- Dark Eldar HQ health increased from 4800 to 6000.
- Dark Eldar Raider, Ravager and the Dais of Destruction weapon armor piercing and damage increased.
- Dark Eldar Slave Chamber's Gruesome Display ability does triple the damage amount to all enemies.
- Dark Eldar Slave Chamber's Gruesome Display ability does triple the morale damage amount to all enemies.
- Gruesome Display addon production time increased from 30 secs. to 45 secs.
- Gruesome display recharge time decreased from 90 secs. to 30 secs.
- Dais of Destruction Weapon Damage and health increased.
- Most Dark Eldar infantry units have increased health and armor.
- Most Dark Eldar weapons range and effectiveness increased.
- All Dark Eldar melee damage increased.
- Most Dark Eldar infantry units loadout size increased.
- Mandrakes are produced faster and at the cost of 135 req. instead of 150.
- Raider vehicle cap decreased from 3 to 2.
- All Titans that have a support or vehicle cap no longer require a support or vehicle cap.
- All Titans now have a hero icon except the Restored Monolith.
- Most races have a builder unit limit of 10 instead of 4.
- Dark Eldar and Chaos builder unit limit = 12.
- Imperial Gaurd builder limit = 8.
- All buildings except maybe power generators and turrets, project a control area around them allowing nearby buildings to be built.
- All HQ's add a 40m radius around the HQ.
- All HQ's have a sight radius of 38m.
- All Strategic Points adds a 25m radius.
- All bigger generators that require a slag depot adds a 30m radius.
- All other buildings are unique, projecting certain control radius's around them.
- Seer Council hero icon removed.
- Warrior Brood hero icon removed.
- All units besides Titans and commanders limit removed.
- Space Marine Skull Probe limit increased from 4 to 8.
- Space Marine Apothecary limit increased from 4 to 8.
- Orks Bad Dok limit increased from 4 to 8.
- Imperial Guard Commissar, Psyker and Priest limit removed, support cap = 1.
- Tau Kroot Shaper leader limit removed, support cap = 1.
- Space Marine Land Speeder limit removed.
- Space Marine Land Speeder health slightly decreased.
- Necron Wraith support cap changed from 2 to 1.
- Harlequin health and armor increased.
- Archon and Command Squad support cap removed.
- Eldar Warp Generators cost 135 req. instead of 165.
- Eldar Webway Gates hold up to 20 squads instead of 10.
- Eldar Webway Gate Shroud ability covers the whole map instead of a 20m radius.
- Eldar Avatar of Khaine health regeneration added.
- Eldar Avatar of Khaine armor slightly increased.
- Most Eldar units health and armor increased.
- Warp Spiders, Fire Dragons and Dark Reapers max loadout increased.
- Warp Spiders, Fire Dragons and Dark Reapers, Rangers weapon ranges increased.
- Warp Spiders weapon piercing versus vehicles slightly increased.
- Fire Dragons weapon piercing versus infantry slightly increased.
- Rangers weapon piercing versus all except vehicles increased.
- Ranger weapon accuracy always hits the target.
- Fire Prisms accuracy always hits the target.
- Nightwing weapon damage increased especially against air units.
- Wraithlord armor piercing melee weapon increased.
- Wraithlord flamer morale damage increased tremendously.
- Wraithlord health and armor increased.
- Wraithlords are now produced at 150 req./ 275 power.
- Wraithlord vehicle cap increased from 3 to 4.
- Wraithlord addon cost increased from 50 req. to 75 req./ 25 power.
- Wraithlord movement speed decreased from 20 to 15.
- All Eldar infantry melee damage increased.
- Eldar Guardian Squads cost 25 req. instead of 30.
- Guardian Squads are produced at 110 req. instead of 130.
- All Eldar units except Guardian Squads and Howling Banshees can reinforce to two squad leaders.
- Dark Reapers reinforce cost decreased from 70 req. to 60.
- Dark Reaper min. loadout increased from 3 to 4.
- Ranger squad min. loadout decreased from 5 to 4.
- Eldar Farseer costs 220 req./50 power.
- Eldar Bonesingers cost 50 req. instead of 45.
- Bonesingers teleport anywhere now, but at a slow recharge rate.
- Fire Dragons, Seer Council, Warp Spider garrison loadout decreased from 2 to 1.
- Space Marine Predator Tanks vehicle cap decreased from 5 to 4.
- Space Marine Predator Tanks weapon damage and health decreased.
- Chaos and Space Marine Predators fire their main cannons like real life, impacting other targets around their target and does not fire every second.
- Decreased main cannon weapon damage for Chaos and Space Marine Predator Tanks.
- Decreased main cannon weapon armor piercing for Chaos and Space Marine Predator Tanks.
- Imperial Guard Leman Russ Tank sight range decreased from 50m to 30m.
- Imperial Guard Leman Russ main cannon has the same effects applied most similar to the Predator Tanks.
- Imperial Guard Leman Russ main cannon damage and range decreased.
- Imperial Guard Leman Russ main cannon armor piercing highly increased.
- Necron Energy Core produces the Apocalypse research and the Apocalypse Monolith.
- Necron Forbidden Archive research changed from 3 to 4.
- Necron HQ cost reduced from 225 power to 200 power.
- Necron Warriors, Flayed Ones and Immortals move very slowly like they're supposed to, but their armor and health increased.
- Immortals max loadout changed from 5 to 8.
- Immortals are now effective slightly versus infantry.
- Lord Destroyers are tougher and worth getting now.
- Lord Destroyer health, weapon damage and regeneration tremendously increased.
- Lord Destroyer armor at minimum increased.
- Lord Destroyer ability range increased.
- Lord Destroyer vehicle cap increased from 3 to 5.
- Necrons can produce 5 Restored Monoliths instead of 1.
- Sisters Living Saint health increased from 6000 to 8000.
- Space Marines Orbital Relay Node holds 10 squads instead of 3.
- Space Marines Orbital Relay Node limit increased from 1 to 2.
- Orbital Relay build time increased from approximately 30 secs. to 120 secs.
- Land Raider transport slots increased from one to three.
- Servitor req. cost changed from 75 to 50.
- Tau can build both Mont' Ka commandpost and Kauyon Commandpost.
- Tau Ethereal weapon damage, health and armor increased.
- Ethereal req./power cost increased.
- Ethereal time cost increased from 40 secs. to 50 secs.
- Necrons at start starts with a builder scarab and Necron Monolith only. No Tomb Spyders, Necron Lord dead on the ground interfering with buildings.
- Tyranids that start with standard resources start with 800 req. instead of 1100.
- Chaos max weapons research increased from 2 to 5.
- All Chaos squads start with a maximum of 5 upgradable weapon choices instead of 4.
- Necron C'Tan Research is the Apocalypse research now.
- Apocalypse research allows the Apocalypse Monolith to be spawned.
- Apocalypse research costs 2000 power instead of 750.
- Apocalypse research time increased from 30 secs. to 180 secs.
- Changed Tyranid Spore Chimney build position changed to slot 3.
- Changed Tyranid Warrior Hive that used to be located at build slot 3, then moved to build slot 7.
- Chaos and Space Marine Rhino Transports limit changed from 3 to 10.
- Tau, Sisters of Battle, Imperial Guard transport cap limit removed.
- Ork Trukk vehicle cap decreased from 3 to 2.
- Chaos Sorcerer teleportation range increased.
- Bloodthirster jump distance increased.
- Dais od Destruction health changed from 7000 to 10000.
- Dais minimum armor increased by 10.
- Necron Deceiver weapon damage increased.
- Necron Deceiver illusion monolith special ability removed.
- Hammerhead Gunship vehicle cap increased from 3 to 4.
- All Tier costs for all races are increased.
- Changed how fast or how slow all ai players generate resources. Normal resource rates = 1.0.
- Easy AI Now = 0.1, Then = 0.3.
- Standard AI Now = 0.8, Then = 0.8.
- Hard AI Now = 1.0, Then = 0.9.
- Harder AI Now = 1.25, Then = 1.0.
- Insane AI Now = 1.50, Then = 1.25.
- When set to low resource rates within the game rules, resources are gathered by 0.5% instead of 0.6%.
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SCAR:
- Added new win conditions.
- New Win Conditions are...
AI Donations,
AI Highspeed,
AI SCAR Support,
Massive Battles,
Heroes,
Fortress,
Titan Wars.
- Fixed some bugs with some of the win conditions.
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New Maps:
- Epsilon Base (8).
- River Basin (7).
- Abandoned City (8).
- Verdent Isles (8).
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Camera:
- Zoom in closer.
- Zoom out farther.
- View the entire battlefield at a great distance.
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APOCALYPSE MOD AGREEMENT
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You agree to our terms of use that our models are to be used with great respect. Credits are to be given for any of our material and NOTHING must be claimed as your own. The Apocalypse Mod Team however wants to help the DOW community in many ways. Please feel free to use our models in any mod and please do credit us as Apocalypse Mod Team. Also, if you wish, go ahead and link us the mod that uses our work so we can see our creations being used in a mod of awesome.
WARNING! For any model of OURS we see in your mod without proper credits, you will be dealt with harshly and denied access for any of our material. As for the private mods, just make sure we're credited and you have our permissions.
Any new models of ours you want for your mod, just drop us a pm saying you want to use our creations in your mod, then simply credit the Apocalypse mod Team. Our models include... Eldar's Khaine's Enhanced Webway of Wrath, Arka Ion Cannon, Doomsday Monolith, Great Necrotyr Beacon, Energy Beacons, Bloodletter and Plague Bearer textures, new Pylon texture, Tomb Stalker, Boreale in Terminator Armor, Hammerhead variants, Imperial Guard walls with eagle texture, Night Spinner projectiles, Ork Battlefortress TC textures, and any other FOK unrelated models and ideas you see that first originated from us. Again please credit us, please.
As for the Aeonic Orb: You MUST be granted permission first.
You must contact both Cylarne_04 and Cosmocrat for the use of the Orb first. If you did that then do the following below.
If you wish to use the Aeonic Orb, you must agree to the terms of use that we (The Apocalypse mod Team) may use any (by the means of all) of your material as we please. The Aeonic Orb is the only model most of the team are very strict about as the Aeonic Orb fits the only, the one and only title "Apocalypse".
Just like everyone else who wishes to use the orb, ANY requests we need from you, any favors or anything at all we need, you must cooperate with us. And yes it was secretly licensed by me and Cosmocrat as we are evil, mwahahahahaha! But not only the model is a part of the "license", but the awesome code is. Give also huge credits to the Apocalypse mod Team.
Very fortunately, we may exchange objects (code and model) and have no problems at all in future.
Finally, last step, copy and paste this entire message onto a notepad/textpad program, save the file as "Aeonic Orb Licensing" and place the file right next to the Aeonic Orb model within your mod. Why do this? It is for others to see if they recognize the orb in your mod and not ours.
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We are not responsible for any hardware, software or ingame damage. You take full responsibility of this download, and by agreeing to the terms of use, you will take full responsibility of your actions. You do cooperate with our rules and you understand our policy. Furthermore, we tested the mod thoroughly and there seems to be no critical crashes. We are positive that the mod is safe to play and you will enjoy the mod by guarantee. Everyone loves the mod and there is no way you'll be disappointed.
That's it!!!
Thank you for downloading the Ultimate Apocalypse mod. version 1.62.5!
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