FIXES:
- OXCE: Changes to retaliationMission -> retaliationMissionWeights to adjust for new OXCE updates.
- OXCE: A Vehicles: -1 to 999 data fix to adjust to latest OXCE releases changes.
- CRASH: Corrected Width/Length of map N04SHROOMTALL3 from 20x20 to 10x10.
- SCRIPT: Broken Intimidation mechanics script corrected to work with oxce-mana mechanics
- SCRIPT: Added Infection immunity to some turrets missing it.
- Added Reaction Multipliers and Status Sprites.
- Fixed bug with Civilian/NPC Chimera turrets not firing.
- SCRIPT: Adjusted Sentinels and Turrets resistance to intimidation to account for their 4xTiles mechanics (they get hit 4 times).
- Index fix to get the Tzeentch base part 2 tileset working.
- SOUND: Fixed FootSound for some bugged tiles that would be make a gunshot sound when walked on in the Tzeentch map MCD set.**
- CODEX: Fixed some typos and duplicates.
- Other factions would sometimes joyride a tzeentch ship when doing Warp Amplification missions.
- Fix for Razorback turret hp and disabled reaction fire.
BALANCE:
- Melta Buff: Meltaguns now have higher base damage but steeper drop-off, making them more effective at face melting ranges.
- Partial standardization of under armor to either use side, front or rear armor depending on unit type and armor level (heavier armor types tend to use side/frontal values for under armor, light armor tends to use rear armor values).
- Plasma weapons buffed; they can now ignite with mid-high damage rolls and they deal 10% of their damage to armor on hit.
- Bolters: Standard and metal storm bolter rounds buffed, kraken penetrators debuffed. Stormbolter projectile damage decreased, but they've inherited the buffs to standard bolter rounds. Mastercrafted ammo versions buffed commensurately.
- Improved standardization of Terminator Armor, Artificer Armor, Leader and Daemon properties such as NV, anti-camo, resistances and heat vision. Still a lot more to go here.
- Cyclone Launcher now has appropriate damage properties (uses HE Mortar Shell profile).
- CHAOS: Improved Khorne, Tzeentch and Nurgle Commander/Leader loadouts and stat lines to be more of a challenge.
- CHAOS: Decreased Bloodletters HP to 100 from 128 to account for their 30% AP resistance.
- CHAOS: Standardized Bloodletter and Flying Daemon (Fury) plasma weakness to the same 10% (110%) as other daemons. Previously at 20% resistance.
- Lowered Score Reward for shooting down those annoying interceptors. Can't farm them for score very well anymore. Sad.
- Heavy Flamer balance tweaks, armor less effective. Adjusted Turret Heavy Flamers
- ADEPTAS/INQUISITION: Rebalanced Death-Cult Assassins and Inquisition Agents Assassin armors. Better stealth, worse stat boosts.
- Added 50% refund to all player facilities.
GENERAL:
- CODEX: Added a eventScript that fires of a intro codex for picking Strategy.
- Shotgun drum and ripper pistol ammo moved to trade outpost access instead of the normal store. Less clutter.
- Delayed firing of missionScript MMEarlyGK to month 2 from month 0. This will stop early spawning of the first Hulk and War missions.
- Changed delay timer for missionScript &STR_MONTHLY_MISSIONS by 3-4 days (+5000 minutes) to prevent spawning of these mission types in the first week of the month.
- Moved craft addons behind mid-tier research.
- Added canBeBuiltOver to most base facilities.
ADEPTAS:
- Added Sub-Strategy explanation Codex entries.
- A new craft - Arvus Lighter (Adeptas variant). Almost the same as GK version, but: color, capacity 12 (from
, damage capacity 200 (from 400). Replaces the GK version everywhere where adeptas can see it.
- Jove pattern mid-tier boltgun no longer requires adeptas mobilization, enabling the gun for Novice Strategy.
- Motion scanner research properly moved behind strategy selection.
- Added Faction icons for differentiation to mostly some crafts and a couple of items/manufacture.
- Hid Corvus article behind its research. You can get it - you see what it is.
- Change the name of STR_ADEPTAS_RHINO_CRAFT_TOKEN, for consistency. Can cause problems with older saves.
GUARD:
- CODEX: Added Sub-Strategy explanation Codex entries.
- CODEX: Advanced Turrets article added to explain how this system works.
- CODEX: Added articles for each advanced turret weapon to show stats.
- Added Frag Mortar Shell Art Assets.
- Buffed Priest PsiSkill, Bravery and Bless effect from those values. Priest Bless now gives better Corruption resistance.
PRIMARIS:
- Rebalanced monthly upkeep salaries to scale higher with higher level. LVL1-5: 40k/80k/160k/320k/640k.
INQUISITION:
- Added some more information to opening Codex texts regarding the inquisitions retinue, stormtroopers, assassins, deathwatch recruitment and limited Grey Knights reinforcements.
- Rebalanced Grey Knights "Salaries". Costlier per month, scaling with level LVL1-5: 200k/300k/500k/800k/1.2M,
- Added Callidus Assassins armor and phase blade.
SPACE HULK:
- Added a multi-page Space Hulk codex with some general information on the hulks and mission.
- Expanded the mission briefing to include some helpful tips, like the color of the elevator tiles, recommendation for mobility/loadout and to bring medicae.
FINAL MISSIONS:
- Updated Final Mission Descriptions to be more informative of enemy movements and risks to allow the player to better prepare for them.
- Lowered enemy counts in Phase 2 to account for balance changes made. Fewer Daemons and Berzerkers will spawn. Overall a 25% reduction in enemy count. Rearline wall has been made safer to hold too.
ALPHA LEGION:
- Still doesn't exist. Nothing to worry about mate. Rumours about their infiltrations are false and slander. Ignore it.
Rumours that you can stop them by capturing Alpha Legion enemies? Made up. Can't happen.
Under no circumstances are you to have a little chat with them, understood? A complete waste of time anyways, as they do not exist.
NURGLE:
- Units infected with Nurgle plague can now become Nurgle Rotbearers.
- Rotbearers now have a Rotbearer Tendril weapon along with sprite assets. Rotbearers somewhat buffed (they're still sluggish and short ranged).
- Lowered overall ablation of most plague weapons in exchange for increasing pre-armor ablation.
- Updated Nurgle Boomers to use FixRadius, reduced radius to 5 from 7 and applied similar Debuff damage as the Scarab explosion (rather than direct full health damage).
TZEENTCH:
- (Re) Activated part 2 of the Tzeentch base after Buscher did some error debugging relating to MCD digTunnel values.
- Disabled Mr Crabby's strong deflector shields (for now).
NECRON:
- Monoliths made more dangerous to dogfight. You'll need several fighters to down one.
- Added Necron Staff of Light (pixel-art by Tess).
- Reduced the number of units that have the Scarab spawners, almost all units had access to them.
- Reduced Scarab ToHealth damage to 0.4 from 0.7 to fit the intended debuff-focus.
- Reduced vision to 40 max for all units (you'll probably not notice a gameplay difference, this is for engine performance reasons).
Under the Hood:
- New refnode tag system for enemies and factions.
- Research rul file restructuring.
Searchable short queries separated by research section(category) and faction.
Around half of the research is moved into these new sections.
Mostly proof of concept, not everything is sorted.
As a bonus - standardized corpses research through an anchor.
- Reorder marine unlocks, so they looks better in TTV
- OXCE update to allow for stacked hangar space and "follow the leader" interceptions.
- OXCE update to allow spawning UFOs through events.