USE THIS IF YOU ARE HAVING ISSUES WITH THE INSTALLER VERSION. FOLLOW THE INSTRUCTIONS IN THE PACKAGE "README" FILE! The Performance & Stability Mod is highly recommended, and must be installed if you wish to play with others who also have it installed. The changelog is available below.
+++V3.0 CHANGELOG+++
GLOBAL
- Added Adeptus Mechanicus faction
- All factions now start with a builder unit
- Added base-building - at least 5 buildable structures per faction, with some having more - these are and will remain production, utility, and defensive structures; NOTE: the mod will *not* go the route of "research" structures that unlock wargear or upgrades as can be seen in dow 1 - i.e teaching eldar how to run fast again by "unlocking" fleet of foot- it does not fit with the vision of Codex
- Added new maps, some of which are from the Maps of War pack 3
- Implemented additional AI improvements
- Added many new voice lines for modded units
- Added game timer on the top left corner
- Added codex edition splash screen upon launching the game
- Output of upgraded power node is now equal to 2x generators placed, with generators now being buildable through engineers instead of power nodes
- Buildable power generators no longer provide shared power resource with allies - each player needs their own
- Many "horde" expendable squads no longer appear in the squad tab in order to avoid clutter
- Scaled up most factions' vehicles to be more lore accurate in size
- Further polished various UI elements
- Reorganized the messy vanilla in-match UI composition around global abilities to make it easier to read
- Renamed dll folder to codex_dll to avoid potential future conflicts with other mods using the same systems
- Units listed in squad tabs now get re-sorted/organized based on which number control group you set them to (the lower the number - the higher on the list they go)
- Upscaled all world object and terrain textures to a higher quality, as well as some unit textures
- Added more unique portraits and icons
- Fixed certain mines crashing the game when deployed
- Fixed mines working inconsistently
- Increased psychic damage by 30% against infantry units
- Changed certain units having armour type vet_carapace or scout_carapace to the next closest appropriate armor type due to neither of the former existing in weapon damage tables, resulting in defaulted damage received to 1
- Added the self-destruct ability to every building
- Perils of the Warp now has a 1% chance to spawn chaos rift (chaos nuke) on caster position if the caster has less than 10% energy
- Requisition points now have a buildable securing structure that further increases requisition output
- Buildings no longer cost pop-cap
- Fixed "No-Range" .ucs conflict with Elite mod
- Added missing loading screen images for new maps that were added in 2.1
- Added a testing map with the AI blocked off to experiment with factions, includes target dummies
- Fixed missing spectator/game history player list images for new factions
- Disabled persistent corpses in order to improve performance (this will be enabled again once we optimize their models)
- Fixed side panel image to be the correct one for the new factions' heroes
- Removed unnecessary footfall effects on normal-sized units in order to improve performance during movement
- Moved self destruct ability to the far right side on the ability list to help prevent misclicks
- Slightly increased the possible zoom distance even further
- Removed the leaderboard and stats sub-menus from the Game History menu to avoid a crash related to the new factions (replays still work)
- Added mip levels to textureconfig.lua for the new factions' textures
- Volkite weaponry is now a continuous beam, and its damage values have been adjusted to reflect both this change and its lore description more accurately
- Optimized various particle effects
- Tweaked superheavy knights' turn rates
- Increased speed of all knight superheavies by about 30%
- Added numerous extra sfx and fx for new units
- Fixed brutally intense fog on certain maps
- Fixed pink minimap spots on certain maps
- Further improved knight super-heavy melee swing consistency
- Created a no-build zone around HQs to prevent building structures too close and blocking unit spawns
- Removed orange text kicker from ability/grenade kills
- Non-hero units can no longer be resurrected or resurrect others
- Tuned various bolter ammunition damage to be more effective against their designated targets
- Mildly increased bolter accuracy against units in cover
- Lasgun weaponry now does slightly less damage to power armour
- Cleaned up and added the missing names of some army painter colour and badge entries
- All terminator units can now retreat
- Added credits to developers and contributors to the mod into the credits movie found under settings
- Updated injector and added new dll files that fix various issues, including the crash caused by switching to mods that don't have certain new races by pointing to a mod-specific playercfg file located in the game's install directory
- Added five description entries to each faction in army/hero selection where vanilla used to show global abilities
- Fixed missing UCS text when hovering over resource values
- Changed unit type names (the blue text under the name) to better represent a unit's type
- Added a power to req and req to power converter in the securing structures
SPACE MARINES
- Fixed lightning claw upgrade for vanguards preventing them from being able to attack-move
- Fixed badge location on imperial knight being upside down
- Added Chaplain t2 unit
- Added land speeder t2 unit
- Reduced power price of techmarine beacon from 50 to 20
- Changed techmarine armor type from commander to power_armour
- Changed techmarine health to 1200
- Techmarine is now a single-unit, no more servitors
- Changed techmarine squad limit from 1 to 2
- Knight landing can no longer insta-kill everything
- Changed vengeance bolter and vengeance storm bolter cooldown and reload time to make the bursts more spaced out
- Changed vengeance bolter description to acommodate the new changes
- Reduced space marines' sprint ability speed boost from 3 to 1.5
- Added accuracy resistance to space marines using sprint ability
- Added sprint ability to tactical squad
- Removed redundant upgrades from techmarine and added new ones
- Removed certain abilities from techmarine
- The Techmarine now has a Storm Bolter instead of a power axe and plasma pistol
- Changed chaplain terminator armor power cost from 150 to 50
- Changed force commander terminator armor power cost from 150 to 50
- Added shield ability to knight
- Fixed terminators requirement message asking for tier 2 instead of tier 3
- Scouts can no longer repair
- Reduced recharge time of knight spawn from 420 to 120 seconds
- Reduced assault marine, honor guard, and vanguard marine ranged damage received while in melee from 0.4 to 0.24
CHAOS SPACE MARINES
- Added pink horrors to the Tzeentch roster
- Added the Bloodthirster to the Khorne roster
- Added Bloodletters back as a spawnable unit (not just through shrines)
- Added noise marines to the Slaanesh roster
- Added Warp Cataclysm ability to aspiring sorcerer and sorcerer hero, summoning chaos portals all over the battlefield that spawn daemons
- Optimized Bloodlust khorne global ability to avoid performance issues
- Added more wargear to the Chaos lord of chaos undivided
- Reduced cost of slaaneshi gift wargear from 60 power to 25 power
- Added chaos knight super-heavy to all chaos lords' unit rosters as a drop-in spawn (like the gorkanaut or imperial knight)
- Reduced sorcerer bolts of change damage from 400 to 275
- Changed warpsmith health to 1200
- Changed warpsmith squad limit from 1 to 2
- Fixed Warpsmith "break the machine spirit" ability being castable on HQ
- Fixed Warpsmith "break the machine spirit" ability not fully working as intended
- Increased bloodletter movement speed from 6 to 8
- Shrines are now tier 1 instead of tier 2
- Increased undivided chaos lord fireball damage from 130 to 250
- Reduced warpsmith power cost from 25 to 15
- Fixed Great Unclean One losing health when levelling up
- Fixed missing slaanesh shrine portrait image
- Added doom siren wargear to slaaneshi hero
- Fixed mark of tzeentch ability missing on all chaos marines if upgraded with mark of tzeentch
- Fixed chosen marines not playing the dedication animation
- Fixed certain plague lord upgrades costing 999999 energy and being permanent when trying to repurchase
- Bloodletters now heal 100 health upon killing an enemy
- Juggernauts now heal 200 health upon killing an enemy
- Increased juggernaut melee damage from 110 to 200
- Increased bloodletter melee damage from 110 to 160
- All lesser daemons are now Heavy infantry armor
- Absolute Chaos - chaos undivided global ability now properly affects necrons
- Reduced raptor and slaanesh champion ranged damage received while in melee from 0.4 to 0.24
IMPERIAL GUARD
- Replaced conscript HQ spawn with techpriest (conscripts are stil spawnable through mixed and infantry doctrines' global abilities)
- Changed techpriest servitor armor type from heavy infantry to infantry_fire_resist
- Reduced techpriest servitor health from 500 to 300
- Reduced burst duration of guardsmen from 2 seconds to 1 second
- Changed guardsman squad cap from 5 to 6
- Changed techpriest squad cap from 1 to 2
- Removed redundant upgrades from techpriest
- Removed certain abilities from techpriest
- Optimized leman russ battlecannon firing by removing some excessive knockback randomization
- Fixed bunker valkrye drop happening too early
- Renamed Mixed Doctrine to Combined Doctrine
- increased baneblade main cannon damage from 500 to 1350
- Techpriest is now a single unit, no more servitors
- Added Shadowsword tier 3 unit
- Added stormblade tier 3 unit
- Added Stormlord tier 3 unit
- Adjusted pricing for IG superheavies to be in-line considering new additions
- Streamlined doctrines to be less exaggerated
- Added valkrye mine drop global to all commanders
- Increased commander retinue primaris psyker's destructor ability damage from 45 to 350
ORKS
- Nerfed WAAAGH! shout (unit ability, not global) to prevent insane buffs when stacked
- Nobz moved to tier 2
- Weirdboy moved to tier 3
- Added Mekboy tier 1 builder unit
- Gorkanaut landing can no longer insta-kill everything
- Fixed ork shoota nob getting boy rokkit launcha upon rokkit upgrade
- Removed unnecessary weirdboy upgrades (his abilities are unlocked by default)
- Increased weirdboy health by 50%
- Changed weirdboy armour type to Heavy Infantry
- Added a big red button to the gorkanaut
- Fixed ork turret being able to shoot through itself
- Stopped painboy from exploding upon death
- Sluggas can no longer repair
- Reduced recharge time of gorkanaut spawn from 420 to 120 seconds
- Added deff kopta tier 2 flying vehicle
TYRANIDS
- Added Rippers to be spawnable from HQ
- Rippers are now engineers and can repair
- Added Termagaunt endless swarm global ability to Tyranids, to accompany Hormagaunt endless swarm (replacing thornback global)
- Reduced ripper health from 130 to 35
- Rippers are now capped to 6 instead of 2
- Rippers are now squads of 10 instead of 14
- Changed trygon ranged damage type to plasma
- Rippers are now cheaper and faster to build
- Significantly reduced build time for hormagaunts and termagaunts
- Fixed some tyranids being force-melee/range despite having an option of both
- Increased carnifex health from 2000 to 3000
- Increased carnifex shovel tusker health from 3000 to 4000
- Increased genestealer movement speed from 6.5 to 7.5
- Increased genestealer charge range from 18 to 30
- Increased recharge time for infestation tower global spawn from 20 seconds to 35 seconds
- Heroes lictor and ravener now have synapse
- Optimized synapse and slightly buffed its effects
- Added new "Evolution" abilities to the HQ
- Increased "spawn spore mines" biovore ability range from 40 to 105
- Fixed buildable hive nodes being unable to shoot
- increased Trygon health from 2000 to 5600
- Increased trygon melee damage from 120 to 380
- Increased trygon speed from 6.5 to 8
- Added burrow ability to trygon
- Increased projectile speed of Biovore spore mine
- Increased biovore projectile damage to 300 and changed damage type to explosive
- Spore mines now do 250 explosive damage instead of 50 piercing damage on death
- Increased trygon ranged damage from 120 to 225
- Fixed certain hive tyrant upgrades costing 999999 energy and being permanent when trying to repurchase
- Reduced cost of hierodules from 200 power to 125 power
- Increased overall cost of swarmlord by 25%
- Hormagaunts and termagaunts are now limited to a maximum of 8 each
- Fixed hive node animation not syncing up with the spore mine launch timing
- Fixed biovore and hive guard being unable to attack-move
- Removed self-infiltration from genestealers
- Fixed termagant devourers missing tracers
- Added tyrant guard
- Fixed hive guard shooting from its feet
- Reduced amount of splats spawned by tyrannoformation for performance reasons
- Added Gargoyle t1 commander-spawnable unit
ELDAR
- Added Ghost Axe and shield upgrade to Wraithblades (granting ghost axe weapon and shield ability)
- Added bonesinger tier 1 builder unit
- Fixed anticipation animation for wraithknight jump ability so that it times with the jump properly
- Fixed wrong special attack animation when wraithknight has a wraithcannon
- Fleet of foot now grants suppression resistance
- Increased storm guardian health from 200 to 300
- Fixed bad splat when scorpion dies
- fixed wraithknight triggering nonexistent sync kills
- Storm guardians and Dire Avengers can no longer repair
- Moved energy shield construction from storm guardian to bonesinger
- Webway gate ability-unit spawns removed and moved to new eldar forward base
- Increased avatar aoe buff strength and radius
- Avatar now grants a resource bonus while alive
- Increased avatar of khaine sword damage from 350 to 785
- Increased speed of Avatar of Khaine
- Harlequin troupe is now tier 2 instead of tier 3
- Optimized eldar shuriken weapons by removing some superfluous damage randomization
- Fixed wraithlord weapon upgrades firing from the feet
- Changed warlock council name from secondary hq choice to warlock council
- Fixed warlock council upgrade names and descriptions being inaccurate
- Fixed floating shoulderpads on Avenger Exarch
- Added Vyper t1 scout unit
NECRONS
- Changed loading screen image for a more high-res one
- Fixed missing animation on overlord tachyon arrow shot
- Added idle sound to nightbringer
- Fixed wrong AO texture being used on tomb spyder
- Made the overlord and lychguard near-impossible to knock back
- Added new Lychguard animations
- Fixed heavy destroyer description to better explain its purpose
- Previously reanimated necron units now have a 50% chance of teleporting back to the tomb world (effectively fully dying) instead of being reanimatable again
- Fixed lightning/teleport effect being triggered when units resurrect
- Fixed monolith being able to shoot through itself
- Added Tomb Blade t2 unit
TAU
- Reduced tau commanders' fusion blaster damage from 300 to 240
- Earth caste builders no longer spill blood when killed
- Reduced Ethereal resource bonus by 50% for power and requisiton
- Increased Ethereal resource bonus by 50% for red resource
- Fixed XV22 commander snare mine throw being hilariously inaccurate
- Fixed tau generator animation being too slow for the build speed
- Fixed tau stealth suit squad losing energy when leader purchased
- Changed gue'la lasgun color to blue-ish
- Fixed kroot consume stat buffs being removed after exiting the ability
- Fixed tau commander burst cannon not having sound
- Fixed tau jet sounds being immensely loud
- Reduced drone pulse rifle damage from 55 to 30
- Increased all drone weapons' cooldown time
- Reduced range of vespid neutron blaster from 90 to 65
- Reduced health of fire warriors and stealth suits by roughly 35%
- Added Piranha tier 1 scout vehicle
- Increased nanomachines ability heal boost
- Fixed nanomachines ability health regen boost not applying
GREY KNIGHTS
- Added the eight grey knight brotherhood army painter schemes (effectively just different badges)
- Fixed broken smoothing on thunderhawk
- Removed redundant upgrades from techmarine and added new ones
- Removed certain abilities from techmarine
- Techmarine is now a single-unit, no more servitors
- Changed techmarine health to 1100
- Changed techmarine squad limit from 1 to 2
- Reduced power price of techmarine beacon from 50 to 20
- Paladins' holocast ability now costs 500 red resource and has a global recharge time
- The Techmarine now has a Storm Bolter instead of a power axe and plasma pistol
- Reduced grey knight charge speed boost from 3 to 2
- Removed combat strike squad due to them being unecessary with the regular strike squad
- Purifier squad moved to tier 1
- Fixed captain ranged weapon upgrades appearing on the weapon slot instead of accessory slot
- Reduced captain aegis armour upgrade health boost from 2000 to 1250
- Fixed captain armour upgrade bonuses not being correctly removed when the upgrade is replaced
This comment is currently awaiting admin approval, join now to view.
I made a full guide for those who still need help with the installation. So check it out:https://www.youtube.com/watch?v=4QFZTXVHyns