Fixes and Tweaks:
- Fixed Ruleset Validation Issues for OXCE 7.5.3
- Updated Russian Translation by Gu-Doc.
- Added some missing language strings like STR_CIVILIAN_TERROR
- Fixed an adminstrative error, Carapace Armor is once again available for most Guardsmen for a small tithe.
- Fixed a bug that caused Orks to take over as space cops and greatly reduce space crime. The Arbites will now populate these missions instead, bringing space crime back to intended high levels.
- Fixed a spawn node in the lvl 5 Ork Base that would spawn the Warboss inside a tiny shed with a tiny door.
- Replaced fake hologram doors with real doors on certain chaos craft.
- Fixed some blocked Elevators on certain Imperial Craft.
- Added some side doors to your local space cop stations for easier access in the presence of endless chasms.
- Corrected an overwrite issue for the alienDeployments file where the base 40k mod would cause the final chaos list to be replaced by STR_ETHEREAL and STR_MUTON for each stage (ignoring alienMissions).
- Added STR_THREAT_ONE to more interrogations for easier armor research advancement.
- Unified Corpse research cost and score.
- Lowered the amount of Adamantium earned, especially from the new large maps/UFOs.
- Added Kill Tokens for Necron Faction Corpses.
- Added Kill Tokens for Eldar Faction Corpses.
- Added Kill Tokens for Grey Knight Corpses.
- Added an Assistance Article about Medkits putting out Fires.
- Added and moved already existing Assistance pages for Heavy Weapons Teams, IG Commands, Mend Wound spell, TU Damage Carry Over script, IG Executing Traitors and Promotion by Commendations into a new category. You´ll find them in the codex.
- Changed Webber pistol to be 2x1 in inventory.
- Created a new Webber pistol handOB sprite.
- Added fixed Craft Bolters to Rhino and Landspeeders.
- Brought Vehicle Flamers up to Par with other flamers.
- Smaller explosion animation size for Krak.
- The Beret has been updated to better accommodate Guile and Stroheims hair.
- Commissars now start at rank 4, Lord Commissar at rank 5. Guardmen will panic less as a result.
- Reduced the big Plasma weapons and TZeentch magic hit animation size.
- Added specab: 1 to Munitorium Ammo Depot Unit for proper explosions. Chaos Forces may feel daring.
- Marine Drop Pods can now only reach max range every 9 days after delays in your refueling and logistics department (so use it wisely).
- Give free Scanner on researching Craft Auxiliary Systems. Craft scanner, Cygnus and Graticule now works as a hyper-wave decoder.
- Get UFO Research instead of Scan when finishing an UFO Mission
- Set Personal Lights to 6 for all armors (that we could find).
- Buff Tarantula Missile and Melta Explosives
- Increase sightRange (enemy base detection) by 1000 for Energy Scanner
- Added Shells to the GSC Judge Bike.
- More Workspaces for Orbital Communications and Tech Marine Bay.
Guard Changes/Additions:
- Gave Sentinels anticamo. Basic units get some minimal anticamo 2-5 if they have optics, scouting, carapace+ armor etc.
- Added new Inventory (38 variants or so), expanded Battlesprites and bigOB art for Krieg Grenadiers and Engineers, by TheodorTemplar.
- Members of the Imperial Guard may retire after reaching 50 kills and 50 missions. 3000 Tokens will be bestowed to the commander who is willing to let their soldiers retire.
Grey Knight Ordo Big Hammer changes (With contributions by Filip H):
- Grey Knights adjustments and fixes to their armor levels, dreadnought flamer adjustments, shields, halberd cost/strength requirements.
- Gave GKs some basic anti-camo for their advanced optics/power armors.
- Granted GK Psi Immunity.
- GKs now get two more initial Brothers.
- GK Armors is now more resistant to damage.
- GK Stombolters now shoot double pellets instead of one bullet (a buff).
- GK Arvus West Frame now also has a door.
- Grey Knights can now unlock the Heavy Flamer.
- Adjusted GK Stormraven spawn position to avoid blocking the exit.
- Changed early Terror Missions for GKs.
- Set GK APO Armor Manufacture to 60 Tokens
- Any GK Brother can now be restored.
- Normal not MC Stormbolter Clip Manufacture
- Fix for weapon strings of Xiphon.
Marine Changes:
- Gave Advanced Scouts relative camo values of 15/10 (Day/Night).
- Scout armor reaction bonus reduced to 30 for normal, and 40 for advanced (from 60).
Sister Changes:
- Fixed a deployment slot issue with the final Adeptas transport.
- Buffed daytime sight ranges to 40 standard
- Gave Sisters some basic anticamo 2-5 for their power armors. Only Militia, Novices and Cantus are missing anticamo now.
- New Novice Armor codex art.
- Superiors can now use more armor types.
- Adeptas Pilots can now use more armor types.
- Gave Tactical and Retributor armor types backpacks. Flying armors doesn't get backpacks and medicae, repentia, assassin suits are also restricted.
Orky Changes:
- Small nerf to Ork Kommandoz sneaky slugga ammo bits.
- One less spawned Ork base.
- Opened up the backside of the Ork Trukks so they can get out.
- Kommandoz given absolute (positive) camo values.
New/Changes for CHAOS:
- Chaos Assassins and Daemons given absolute (positive) camo values. You'll be able to spot them at 5-12 tiles if it's night-day lighting (user flamers and flares to turn that light up). Units with anticamo will further delete that stealth.
- Added Chaos Marine Champion to lead the Undivided. Pistol and Chainaxe, he's a basic boy.
- Added STR_CSM_BASIC_RACELIST for more midgame CSM engagements.
- Added STR_DESERTER_OFFICER to lead Deserters.
- Added STR_SNAKEMAN_DESERTERS_MEDIUM for a slightly tougher variant of deserter lists (not as tough as HARD though).
- Added STR_KHRONE_BERSERKERS racelist to late rotation of terror, retaliation and WAR missions.
- Added more true Commanders to several chaos lists. You can now find real commanders in the bases made by infiltration missions for the HARD mission set.
- Made the Chaos Sisters United racelist randomized, with more possible enemy variants, new terror units and so on.
- INCreased Neverborn weakness to Fire damage to 200%.
- Added strings and corpseGeo for Slaanesh Chosen.
- Handed out a few more basic chaos plasma rifles to various unit loadouts, with double ammo, so its easier to get it for research.
- Nerfed the price of Blight Grenades to something more sensible than 15k a pop.
- Adjusted the cost Sell value of several chaos weapons to be more coherent (more to do here).
IRON WARRIORS Expansion:
- Added 7 Iron Warrior units. Soldiers, Breacher, Heavy/Havoc, Berserker, Medic, Terminator and a Warsmith with new battlesprite, inventory art etc. They favor physical and siege related weapons (bolters, flamers, meltas, autocannons, rocket launchers) and have sturdy armor and 20 more health compared to basic CSM with slightly better morale. Their TU, reaction stats and melee is worse. They take additional damage from melee attacks.
- Added 2 Iron Warrior Guard units. They have good flak armor, and like physical (no las), heavy weapons.
- Added 1 "Iron Maiden" Sister unit. These heretical augmented fake sisters of battle have- Doubters! The Warsmith is determined to engineer and produce the superior Sisters of Battle line! Sporting heavier armor, more efficient combat sensors, mass-production cost reductions and 100% more hazard stripes compared to rival versions. All at an affordable price and after-market customer service.
- These Iron Warriors will appear in a few other mixed Undivided lists and together with Obliterators.
- The Warsmithcounts as a true commander for winning the game, and will unlock several helpful technologies if captured and interrogated.
- Added a Iron Warrior mixed with Deserters list for use in suitable missions. Easier than the Iron Warrior company list.
- Added a Ironstone list with Iron Warrior Breachers mixed with Blackstone Stormtroopers.
- Added a Iron Sisters list with mixed Heretic Sisters, Iron Maiden Sisters and Iron Warriors for midgame missions.
- Added a Iron Warrior racelist to appear by late game, more common in HARD mission sets (see below). Iron Warriors like to hang with Obliterators and Havocs.
- Added a Iron Berzerker racelist with mixed Khornate and Iron Warrior units.
- Added a Iron Terminator racelist to appear very late game and especially in HARD mission sets.
- Mixed in Iron Warriors in some other Undivided lists, replacing a few harder Black Legion elites.
- Added a Iron Warrior version of the Chaos Autocannon with different visuals and very slightly better stats (+5 acc, +1 ROF). This AC is used by IW Havocs, Terminators and Commander.
NIGHT LORDS Expansion:
- Added 2 Night Lords units, basic CSM and CSM Leader. Night Lord CSM are not particularly sturdy (for CSM) but have camo stealth, good night sight and uses new SCARE GAS GRENADES that do big morale damage. They also do more damage against targets with low morale/bravery.
- Added 3 Night Lords (Fake) Sisters, a mix of cosplaying pirate lasses and Death Metal Enthusiasts. The Night Lords just can´t get rid of their fangirls. Basic, sniper and leader. These have weak power armor (90 front, 35 rear) but really cool paintjobs (which is what counts), some camo value (not as good as the CSM but decent at night). They use a mix of stub smgs, pump shotguns, stub rifles, flamers and captured heretic deáz light bolters. They use a mix of pipe bombs and scare gas grenades if you get close. What they lack in real Adeptas training they make up for with a can-do attitude.
- Added 3 Night Lords racelists, a basic one heavy on the new CSM, an early version and a deserter-mix version.
- Added Night Lords deserter, cultist mix and Night Sister mix lists.
- Added these Night Lords racelists to mission rotation, they favour terror and abduction missions. The deserter version will show up in later deserter missions on normal difficulty and more often on hard difficulty.
NECRON Changes:
- Necron metal now twice as sturdy (ominous creaking noises). They were pretty unchanged from vanilla stats, but ROSIGMA weapons pack a bit more of a punch.
MISSION changes:
- Lowered score penalty of Stormtalon and Exorcist support vehicles on the WAR mission set from 500 to 100.
- Added HARD mission sets that are active for Marines and Grey Knights from the start. These missions introduces harder enemies earlier in the playthrough but is similar towards the end with the normal list. Mainly so Marines aren't beating up on cultists and deserter guardsmen forever. Rushing the research Tiers will also activate these missions for other factions.
- Adjusted HARD infiltration missions to only use racelists that have true commanders.
- Added a HARD Terror Mission set and HARD base building with a bigger concentration of nasty CSM lists.
- Changed the final battle map seeding to stop players from spawning right next to the [REDACTED] objective. It's a surprise.
- Changed up each stage of the final battle, there will now be more enemies and surprises to fight - so prepare well!
- Replaced the hard Warptalon list in the early WAR mission with the Iron Warrior list to make it a little easier.
- Buffed the GSC Terror mission numbers and gave them more jeans thieves.
- Replaced Chaos Crafts with suitable Imperial Craft for GSC Civilian Terror Waves.
- Fix Z Height related crash issue on some maps.
- Chaos summoning efforts may now be more effective.