[Altered Melee] Warhammer 40k Vanguard Strike

Level 16
Joined
Apr 3, 2018
Messages
295
An Altered Melee map inspired by Warhammer 40'000, particularly the Dawn of War series.

Screenshots

Nids vs CSM.pngEldar base.pngHorma rows.png guardians in cover.jpgCombinedPlatoon.png


Features:
The map has multiple scripted systems altering the way Warcraft 3 is played.

General

Squads

Extra Systems

Vehicles

Resources

Credits


Playable on any wc3 since 1.26. However the map size is quite large; to play multiplayer on 1.26, use Warcraft III bypass map file size limit. [ver.6]

Working AI - the map is playable in both multiplayer and single player.

Mods, allowing to choose different victory conditions
- Normal: destroy all enemy buildings
- Survival: withstand 10 waves of Tyranids, while preventing them from consuming the planet with their randomly spawned structures.
- Control area: take and hold strategic points on the map
- Regicide: kill the enemy hero, heroes are stronger than usual


Squad control system
Allows to control a squad of units as if it was just one unit.
Each squad can also purchase additional options, such as sergeants, special weapons like flamers, or squad-wise upgrades, like Marks of Chaos or Tyranid biomorphs.

Horma rows.png Nurgle.jpg

Reinforcements
Each squad may purchase additional members anywhere on the map, but only while unengaged.
If a squad attacks or is attacked by an enemy, they temporarily lose the ability to reinforce.

Morale
Squads that seem to be losing a fight lose morale, which can be restored using different abilities, or when you get them out of combat.
Once morale reaches 0, the squad morale breaks and their attacks weaken.
After several seconds, broken squads will run away to the base.
Chosen in melee.jpg

Close combat engagements
Some units may switch between shooting and close combat attacks.
When a squad is attacked by an enemy melee unit, they may not fire and are forced to fight in close combat.
In addition, attacks from behind slow down squads, making it harder to run away from melee.
Kabalites kicking asses.jpg

Cover system
While a unit is within a crater, or behind a stone wall or building, it takes 40% less ranged damage.
Some weapons like flamers or Eradicator's main gun ignore this modifier.

Flanking system
When attacking from behind or flanking, units deal bonus damage.
Flanking increases damage by 25%.
Backstabbing increases damage by 40%.

Heavy weapons and Suppression
Some infantry weapons are Heavy, requiring a setup time after moving before they are able to fire.
These weapons suppress enemy squads, slowing down their movement by 50%.

Physics system
Blasts from heavy ordinance, like a tank's main gun, scatter troops they hit.
Some abilities also have this effect.

Pistol system
Some units may fire their sidearms while moving.

Special attack system
Heroes and some specialist melee units have a chance to scatter enemy units with a powerful melee special attack.

Character protection
Some units, including heroes, squad leaders and specialists, are protected by other friendly squad members. Damage to them is spread out, stopping them from being easily focused down.

Deep Strike
Some units will instantly arrive at the rally point when trained.
They will be stunned for 5 seconds while entering the battlefield.

Building zones
Buildings can only be constructed near your start location or a Strategic point you control.

Detachment limit system
Each unit falls under one of the three roles:
  • Core Troops (0-6)
  • Mobile Units (0-4)
  • Fire Support (0-3)
Each player can only have a limited number of units from each of these roles.
For example, as an Imperial Guard player, you can only have up to 3 Leman Russes and Basilisks at once.

Vehicle secondary weapons
Vehicles have more than one weapon.
For example, a Leman Russ tank has 3 additional Heavy bolters in addition to its main gun.
The sponsons fire at separate targets, and may fire while the vehicle is moving.
You may use the "Target sponsons" ability to specify a target for your tank's secondary weapons.
DoW.jpg

Vehicle damage system
When a vehicle takes a hard hit, like from an anti-tank missile, it suffers adverse effects.
It may get temporarily slowed down or stunned, be unable to fire its secondary weapons, or explode, damaging all nearby units.

Damage resistance
Vehicles and buildings take reduced damage from all attacks, by a flat amount.
  • Most vehicles have between 10 and 30 damage resistance
  • Generators have -3, Turrets -8, Most buildings have -20 and HQ buildings -32

Weak small arms fire or close combat attacks will often have no effect on a vehicle.
Flanking or backstabbing a vehicle is more effective, as it increases the damage before the flat damage reduction.
For example, an attack with 30 damage would have no effect on a Leman Russ (damage resistance -30).
But if you attacked it's rear armor, the damage increases by 40% to 42 damage, resulting in 12 damage after the resistance.

There are 3 main resources in the game.

Power
Produced by generators over time. Each player has a limited number of generators they can build.
Generators are fragile and destroying them will hinder the economy.
Generators built on Strategic points can overcharge, immediately spending some Conflict (wood) to gain more Power over time.
When a generator is destroyed, it blows up, damaging nearby units.
Most races use power as the primary resource to buy and reinforce their units.

Conflict
When dealing or taking damage, players gain this resource.
The attacker generates more Conflict than the one who takes damage.
Capturing a strategic point on the map instantly grants +50 conflict, and increases amount of conflict you gain from damage by 10% until it is captured by the enemy.
Conflict is typically used for research or buying advanced units and vehicles.
It is also used to build more generators.

Population cap
The food resource from Warcraft 3 is still used to limit the number of units per player.
Food is increased by taking Strategic points, +10 each, to a maximum of 100.
A squad takes up a fixed amount of population cap, no matter how many members it has.


Map uses many custom models, credits for these to:
  • IronMaiden
  • Grey Knight
  • Mechanical Man
  • Burning_Dragoon5
  • wraith
  • The_Silent
  • donut3.5
  • HerrDave
  • Ujimasa Hojo
  • Hayate
  • Louis Dust
  • NilasAran_39
  • purparisien
  • Zess

Work in Progress

Race progress

Plans


  • Chaos: ~100% done
  • Tyranids: ~100% done
  • Imperial guard: ~100% done
  • Eldar: ~100% done
  • Space marines: ~100% done
  • Orks: ~95% done
  • Necrons: ~100% done
  • Dark Eldar: 80% done

  • Dark Eldar - boat models, razorwing flocks, clawed fiends
  • Orks - 1 more vehicle
  • Building models
  • Superunits for races that don't have them yet
 

Attachments

  • Vanguard Strike v1.32.w3x
    20.2 MB · Views: 7
Last edited:
Level 4
Joined
Dec 20, 2012
Messages
29
Cool updates biridius! Personally, I don't mind mind the map being heavy since its rather immersion breaking seeing default models being used so please continue using custom models :grin:

Also Grey Knight's Tzeentch Pack have Rhino, Predator Tank, and Whirl Wind. Perhaps you can use that? He also have other cool models like the Emperor of Mankind!
 
Last edited:
I wanted to make a map like this month ago out of passion for Warhammer 40k, however I concluded that it wouldn't be better than the current Dawn of War games, which has one of the best unit animation I've ever seen.
Well it's gonna be hard if you're limited to a map size of 8MB, I mean you're going to need a lot of assets. Are you asking for help on models? If yes, why not make a post here Requests
 
I used to be very into DoW; downloaded your map, and played Imperium on Normal and Survival modes.

My feedback:


The systems were fun and had potential. Not exactly like DoW, but hard to be given Wc3's engine limitations. I would suggest a couple of things:
  1. The reinforcing/squad upgrades mechanic wasn't too intuitive, coming from a guy who's played DoW and also made a map with reinforcing squads before (if you'd like to check it out, it's my map Realm of Carnage). I couldn't glean a cooldown from it, couldn't figure out from a glance if the numbers on the items meant number of reinforcements available, or number currently in my squad.
  2. I think the arrow-key camera system is entirely unnecessary; at least let the player use their mouse scroll like normal
  3. Perhaps offer a individual-unit control mode? Wc3's pathing is quite awful, and sometimes I just wanted to micro individual units just a little bit. I know this isn't in DoW, but I think it's one benefit that a DoW adaptation in Wc3 could use.
The art was decent; you used basically what was best available + some rips where no substitutes existed.

The gameplay was fun and a bit nostalgic for me. However, I felt it was way too slow... I had all 5 Generators up, but energy trickled in at a snail's pace.
  • I found it absurd that an Imperial Guard regiment - a basic troop type - cost 1,000 as well. Earning 15 energy per second (that's a player's max earning rate), it takes 28.5 seconds for a player to have the resources needed to make a faction's basic unit (ignoring the training time as well).
  • That would be like, in default Wc3, a Footman costing 840 gold (3 expansions, harvesting 10 gold/second for 28 seconds)
  • My suggestion: double Generators' energy generation, halve the cost of units. This would speed up gameplay a lot.
Overall, the map was good fun. Its systems were a highlight, but pace was way too slow for me.
 
Level 16
Joined
Apr 3, 2018
Messages
295
What should I do about the terrain? I have nearly 0 skill in terraining...

Also thinking how to mitigate the fragility of eldar short range squads like warp spiders or guardians. I don't want them to have high staying power, but they should be able to run in, hit hard and run away (instead they tend to die or lose morale before accomplishing anything). Maybe some kind of temporary invulnerability and speed boost.
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Warp spiders can already blink, they just get shot or tied up very fast. There's generally little reason to not just go full gunline with prisms and reapers instead of short-range stuff, even with the 0-3 heavy support limit on them... Idk if invulnerability would be too powerful.

Added Marks of Chaos for Daemon prince.

I feel like "Escalation" resource is too long and should be renamed to "Conflict" . There should be a fast way to do this through find-replace in map archive files hopefully...
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Maybe I'll just keep it the way it is, I have already buffed warp spiders and farseer's shield and it worked in survival with zero long range support.
RaiderScreen.png
Now I'm trying to implement "open-topped transports", for Drukhari Raiders, Necron Ghost Arks, maybe an Ork Trukk in the future. The passengers are displayed on the vehicle and shoot out of it, even while moving, in the same way as the vehicle's secondary weapons.
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
About making the squad reinforcing system more intuitive. Thinking about removing the right-click autocast icon from the order panel. Instead making the item icon (where a squad's unit count is shown) a toggle on/off.

The free spot left after the reinforce button could be filled with something else now. Idk what atm.

Edit: something like this. Also on screen - Warp Talons upgrade for Raptors. There's a bunch of other changes for Chaos as well.
StopReinforcing.png
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Added Obliterators, trained from Hellforge. They are a Chaos version of Terminators, but tougher and focused on shooting. You only get 3 of them and each has 2 randomized heavy weapons, which may be re-rolled every 30 seconds. The rolled weapons are displayed as passive abilities.

Oblit weapons.png

Other changes - DP skill icons, a couple new mutations.
DP skills.png
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Lol DE Reavers with haywire blaster option had a bug where they turn into wyches, and I didn't notice this whole time. They had an ability code leftover from old DE vampirism which was deleted and is now used by a morph ability, for when wyches switch to melee.

Fixed a bunch of other stuff as well. Primarily an upgrade system bug, most often happening when buying squad leaders to Vanguard veterans / Deathspitter warriors.

Added Venomfexes for Tyranids to shoot at tanks, and some changes for them.
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
More changes to Orks
Weirdboyz
Added purchaseable spells
  • Da Jump - picks two nearby squads and hurls them at the target location
  • Foot of Gork - summons up to 3 giant feet that step on the target location. The more units you have, the more feet appear
  • Weirdboyz can now detect invisible units
  • Warpath now works correctly when targeting squad portraits

Other
  • added Ramshackle ability for vehicles, protecting the vehicle from being stunned/slowed/blown up by first few hits by anti-tank weapons
  • Gretchen now have Traktor beam, Lobba and Lifta-droppa artillery options in addition to the Kannon
  • added Wartruck, open-topped transport
  • removed Lobba and mek walkers
  • Sluggas/Shoota squads reduced to 10 members for 6 food (from 20 for 10)
  • Mob rule changed to %morale resistance = current food used
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Changed Orks main ability again.
Mob rule now scales with number of orks nearby, not food used or squad size. Affects all nearby ork units and boosts attack speed and move speed, in addition to the morale boost. To make using large mobs more desirable.

New Mob Rule.png
  • Sluggas now have an active ability that heals them in combat depending on how many there are.
  • Shoota mob buffed damage, effect from "more dakka" research, and can bring all the special weapons; renamed to Lootas. Big shootas buffed to autocannon-like Deffguns that lootas have in the codex.
  • Medium armour research cost reduced. Added research boosting health of sluggas, stormboyz and burnas.
  • Meganobs got option to swap their ranged weapons for circular saws with cleaving anti-everything attacks.
  • Burnas melee damage buffed, added blue cutting flame animation.
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
I'll probably never truly finish this map, lol. Too much stuff I want to add.

Imperial guard all vehicles now show all weapon options on the model.
HellhoundMelta.pngBasiliskFlamer.png
SentinelFlamer.pngSentinelPlasma.png
Marines got incendiary missiles for the whirlwind. Increased teamcolor saturation for tacticals/devastators so they look in line with terminators/assault marines.

Tyranids got some new abilities.
  • Instinctive behaviour: most broods will stay and fight even with broken morale, but won't respond to orders
  • Brood telepathy: genestealers can break retreat, and regenerate out of combat
  • Scorch bugs: termagants/gargoyles can fire incendiary shots dealing splash damage
  • Bio-meltdown: hormagaunts can sacrifice hp to damage nearby enemies
InstinctiveBehaviour.png
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Slowly adding more stuff

Tyranids - Zoanthrope (brainy bug), fires psychic energy and has a shield against ranged attacks.
zoan2.pngzoan1.png
Also added new building Adaptation node, trains Raveners, Venomthropes, Tyrant guard, researches upgrades. The three tubes rotate and pump something.
adaptnode.png

Eldar
Added Battle Focus ability, reducing damage during the first few seconds of combat.

Rangers, invisible sniper unit
rangers.png

Swooping hawks wings made brighter, same texture as my greater angel model.
swoop.png

Harlequins now have a Shadowseer leader with weaker attack, but provides passive cover from shooting. Also made Harlequins have proper teamcolor.

Chaos - Daemon Flamer model, finally fixed texture animation so that the skin moves.
flamers.png

Also changed damage types a bit.
  • Plasma now better against Superheavy armour (67->100%) but not as good vs light/medium (100->75%). Because plasma cannons evaporated hordes too fast while Tyrant guard and the like wouldn't go down.
  • Explosions deal more damage to Heavy armour (50->67%), because tank cannons felt useless vs Marines or Tyranid Warriors.
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
CombinedPlatoon.png
Imperial guard
  • added "Send in the next wave!" ability for most guard squads, giving back some Power when a squad is wiped out
  • added Combined platoon, large squad of guardsmen with its own officer buffing them with orders
  • Command squad orders now affect all units within 1200 range instead of 1 squad, but some are less powerful
  • Sentinel may now capture strategic points
  • Rough riders now fight with swords, hunting lance charge is an active ability
  • fixed bug where dead command squad icon was reviving in the tactica control building

Tyranids
  • added Lictors, invisible scout/assassin unit, may jump, crit, and be used as rally point for buildings to drop troops on them
  • Ripper swarm buffed, now can reinforce in combat and always has cover vs shooting, reinforce cost and cooldown increased
  • Zoanthropes now have two attack modes
  • Tyranid broods now have a cocoon burst effect when trained/reinforced, instead of default feral spirit lightning effect

Marines
- Sternguard added Apothecary option

Other
- buffed maximum damage of all missile launchers
Apothecary.pnglictor.png
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Adding a subfactions system.
A player will be able to build a special beacon where a subfaction (Legion, Chapter, Craftworld, Regiment, etc) can be researched, providing various benefits. Only one can be researched, then the beacon is destroyed and may not be rebuilt.
Currently there are 9 subfactions available to Chaos.

BL Screen.pngWB Screen.pngNL Screen.pngIW Screen.png

Added meltaguns for Chosen, mag-locked behind the back when switching to close combat.
Because they weren't interesting enough and you had to go raptors or renegades to have any anti-tank.
melta chosen.png
Rubric Marines (models by Grey Knight) - one squad can be trained if you take the Mark of Tzeentch on the Daemon Prince.
If you pick the Thousand Sons Legion, can train any number of Rubric marine squads up to the CORE cap (6).
Three weapon options - inferno bolters, warp flamers and prosperine khopeshes. Squad leader has an anti-tank melta pistol.
WeaverOfFates.pngRubricMarines.png
Noise Marines.png
General
  • added some subfactions for Tyranids, Necrons, Space marines and Imperial guard
  • added mod "-no subs" that disables subfactions
  • increased health of all heroes and superunits
  • fixed invisible units with heavy weapons not being able to setup (neutral dummy didn't get vision)
  • fixed ai not finding your townhalls to attack if they are not in the starting position
  • added a restriction, you may now only build near your starting position or a strategic point you control
Chaos
  • added Berzerkers for Khorne/World Eaters, Plague marines for Nurgle/Death Guard, Noise marines for Slaanesh/Emperor's Children
  • added support for multiple different ai versions for each race; added multiple AIs for Chaos different subfactions
  • swords of Bloodletters are now gold instead of black
  • reduced twitching on Renegades shooting animation
  • replaced Renegades meltaguns for missile launchers, support squad removed
  • increased escalation cost of Tainted Artifact (as it unlocks anti-tank weapons)
  • reduced escalation cost for Sacrificial Circle (unlocks marks which Cult legions get for free anyway)
Eldar
  • improved Avatar model
  • added Fire dragons, Shining spears, Night spinner
  • added subfactions
  • added Serpent shield platform for Storm guardians
  • reduced max squad size for Guardians, reduced food cost
  • reduced cost of Aspect upgrades
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Small update.
  • Added "weapon skill" system, giving heroes and some melee units a chance to scatter enemy units around them with a powerful special attack. The special attacks have a cooldown time.
  • Fixed infantry squad "infantry support" ability abuse, stacking infinite armour on heroes.
Dark Eldar only
  • Added subfactions for Dark Eldar. Dark Eldar can have an additional subfaction selected in Tier 2 by building a second beacon after researching "Alliance of Agony".
  • Dark Eldar can now produce Venoms in tier 1.
  • Added "Kabalite Trueborn", a variant of kabalite warriors with only 5 maximum squad size, take up less food cap, perfect for sitting in venoms.
 
Level 16
Joined
Apr 3, 2018
Messages
295
Update.
portrait.pngovercharge.png

General
  • Food is now gained by holding Strategic points, minimum food is 30, maximum is 100 with 7 Strategic points (slightly over half of all 13 points).
  • Generators may now be overcharged if built near a Strategic point, immediately consuming 100 Escalation to triple their Power production for 60 seconds.
  • Added a Pistol system for certain assault units to be able to shoot while moving. Currently affects: Assault marines, Berzerkers, Chosen, Cultists, Raptors, Wyches, Harlequins, Warlocks, Guardians/Storm guardians, Slugga boyz, Storm boyz, Meganobz. Added animation for firing while moving for all these units.
  • minor stat changes
Chaos
  • Obliterators with mark of Slaanesh now properly get +attack speed on their weapon dummies
  • added plasma/melta pistol options for Berzerkers
Orks
  • Flash gitz now smoke
  • added some subfactions
  • Meganobz changed to melee stance by default (they now shoot while moving)
Necrons
- no longer gain food by building Warrior tombs
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Update.

Ork Deff'Rolla with options. Took a steam tank, stretched it and added another pair of wheels and other bits.
The standard steam tank model I used before just wasn't orky enough.
DeffRollaz.png

Orks
  • added Warbikers
  • Meganobz: added Mekboy in mega-armour option
  • Nob leaders now have Power klaws displayed on model, damage increased
  • added more subfactions
Marines
  • added Bike squad
  • buffed some subfactions
Chaos
  • added Chaos bikers
  • Possessed changed to piercing damage, damage increased, cleave % reduced
  • increased cost of marks of Chaos
  • some changes to Legion bonuses
  • fixed weird interaction in regicide mod with cult legions and Daemon prince's marks; in regicide you may now only select marks after researching a legion (unless "-no subs" mod is engaged)
Other
- a crutch to fix a bug with jumping units increasing specialists beyond their supposed number
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Update. No new units this time, just general bug fixing.
General
  • when a player is defeated, their units will die over a few seconds, instead of everyone dying instantly (to stop the crashes)
  • renamed Escalation resource into Conflict
AI
  • fixed ai not taking options
  • remade the way ai attacks/captures points to split into attack groups, now the ai can try to capture multiple points at once instead of sending everything to one location
Survival mode
  • Tyrannoformation buildings now spawn with defensive turrets, and will also spawn temporary guardian organisms the first time they are attacked.
  • (It was too easy to have some random squad on duty of cleaning up these buildings)
Orks
  • Ramshackle now works as long as the vehicle has over half health remaining, not based on mana
  • Turret damage doubled
  • DeffRolla main gun range increased
  • added some fire on Deffrolla's ramming animation
Imperial guard
  • buffs to subfactions; added Mordians; added icons; added info on picked regiment to quests
Eldar
  • Fire dragons now require tier 2
Chaos
  • flamers of Tzeentch now deal Universal damage, damage reduced
Drukhari
  • Beacon of pain (turret) now deals Universal damage, damage increased
Other
  • fixed Fortune/KFF/Weaver of fates effect not disappearing when the unit switches stances (melee/ranged)
  • reduced the number of flamers of Tzeentch (creeps) on strategic points
  • tyrannoformation rate reduced somewhat
  • added some more ai variants for orks and drukhari
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
General
  • player forces are fixed now; use mode "-2v2" to ally players in pairs
  • changed some interface icons
  • all HQ buildings now have a limit of 5, and turrets a limit of 6; added a system that enforces the limit even after upgrading the buildings
  • suppressed units may no longer use "charge" to quickly jump on enemies
  • renamed "Daemon" armour type to "Beast" vulnerable to explosive and universal damage, has 25% resistance to other types
  • stat changes in some places
Chaos
  • added more mutations, now there are 18 different mutations; also added icons for mutations
  • fixed obliterator weapon dummies glitching out and not moving with the units after an obliterator squad is destroyed and re-trained
  • Turret may now upgrade to Twin Lascannon turret
  • Chaos Lascannon beams are now red-colored
  • Flamers of Tzeentch max squad size reduced to 5, food cost reduced
Guard
  • Turret may now upgrade to Cannon turret
  • Combined platoon now also has the "Infantry support" ability
Marines
  • Turret may now upgrade to Cannon turret
Eldar
  • Turret may now upgrade to D-cannon or Vibro-cannon
Orks
  • Burnas no longer deal triple damage to buildings in close combat
Necrons
  • fixed units getting stuck inside the monolith after teleporting from mid-air
CSM army mutations.png
General
  • fixed "charging" units stacking into one blob at the last point of the charge, no longer ignore pathing at the end of the charge
  • fixed clan names being written in cyrillics when the rest of the map is english
Chaos
  • added Lascannon option for Havocs
  • replaced Melta with Plasma for Legionaires
  • fixed Legionaires being unable to ride in a Rhino
  • Beasts of Nurgle buffed; but now only up to 3 beasts per squad
  • changed mutation gain; now up to 9 levels in 5 mutations, high chance of leveling up existing mutations over getting new ones, each level slows down mutation gain rate
  • changed sonic blaster and blastmaster damage types for Noise marines
  • changed melee attack animation for Legionaires and Noise marines, removed light
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Uodate 1.28
Mostly changes for Dark Eldar (Cronos and some abilities), and bug fixes.
Cronos screen'.png
General
  • leader count no longer subtracted from the total number of squad members displayed in the inventory
  • jump ability should now change fly height correctly when flying over uneven terrain
  • fixed squad members with options not counting when they are paused (jumping/knocked back) resulting in unnecessary morphing of units
  • some slight terrain fixes (removed phantom shadows and some excessive intervening terrain)
  • damage from pistol/sponson dummies now triggers effects like vampiric attacks/gifts of Chaos
  • dummies for pistols and sponsons no longer have shadows
Drukhari
  • added Cronos; has an unholy aura scaling up when the Cronos deals damage; may purchase spirit probe and spirit vortex active abilities, mana for using them is gained by dealing damage
  • added Stunclaw ability for Hellions leader, drags a unit after the hellions, if they jump deals damage to the leashed unit on landing
  • added Bloodstone ability for Incubi, deals percentage damage over time in the target area
  • added Chain-snares option for Venom and Raider, damages enemy units in the way when the boat jumps
  • Scourges may now fire while moving; changed animations
  • Scourges are now trained in Aerial spire, together with boats
  • Trueborn moved to Kabal quarters, now take 4 of the same special/heavy weapon, cost 1 more food, limit 2 units
  • Reavers and Hellions require Aerial spire, max squad size and food cost lowered
  • Eviscerating fly-by for Hellions/Reavers is now a research instead of an option; also now always deals 75 damage regardless of squad size
  • added Hit-and-Run research for Hellions/Reavers, allowing to move away from melee and reducing backstab damage they take
  • Reaver hp increased; Hellions changed to beast armour
  • changed missile for dark lance/blaster
  • Dark Technomancers research now requires tier 2
  • Fleshcraft research no longer increases health regeneration
  • some bug fixes for Power from Pain
Chaos
  • added Red Corsairs subfaction
  • mark of Khorne for squads now gives +25% damage and melee charge instead of armour
  • mark of Nurgle for squads now reduces damage taken by 10% in addition to regeneration
  • Legionaires marks of Chaos now cost twice as much, but add a special squad leader
  • Baleful Gaze no longer knocks back vehicles
Guard
  • Rough riders can now fire while moving
Marines
  • Fury of the Ancients no longer knocks back vehicles
 
Last edited:
Level 16
Joined
Apr 3, 2018
Messages
295
Update 1.29.
The most important part is this little screen, for picking races/colors/modes.

Select Modes.pngSelect Race.png
Also some stuff for Necrons.
Necron Subfactions.pngNecron praetorians rods.pngLychguard shields.png
Tested the map in kloader + mapsize limit remover. Seems to still work with no desync on 1.26.

General
  • added a screen for selecting race, color and game mode, instead of using chat commands; also allows to select for ai players
  • if a unit limit is full, it will be red in the multiboard
  • snipers now only halve vehicle damage reduction, instead of fully ignoring it
Necrons
  • added Deathmarks, teleporting sniper unit
  • added Triarch Praetorians, jump unit, fire while moving; two loadouts - rod or pistol+blade
  • added Szarekhan subfaction
  • added proper icons for subfactions and some others
  • some visual changes to Lychguard
  • some changes to unit requirements
  • added Particle caster option for Necron Lord
  • added Invisibility option for Flayed ones
  • fixed a bug with Command protocols that leveled the ability down after selecting Protocol of the Sudden Storm
  • Immortals with gauss blasters changed damage to Universal, dps reduced, no longer cause suppression
  • Immortals power cost increased
  • Scarabs can reinforce in combat and always count as in cover
  • Lychguard warscythes now deal Power weapon damage, increased maximum damage
 
Last edited:
Top