Codex Edition is a total overhaul of Dawn of War II: Retribution that delivers a more immersive, fluff-accurate, and realistic experience, while also introducing a massive amount of new units, gameplay elements, customization options, and overall content that includes new factions and base building. While it may not be the most balanced mod out there, and is not intended for competitive gameplay, it does provide a unique and spectacular 40k experience that resonates with the original version of Codex Edition created by Gabriel Gorgutz. Creating equilibrium between lore accuracy and playability is this mod's primary focus, as is the tradition of Codex Edition.
FOLLOW THE INSTRUCTIONS IN BOTH THE PACKAGE "README" FILE AND THE POST-INSTALL "CODEX EDITION - README" FILE! The changelog is available below.
+++V3.1 CHANGELOG+++
GLOBAL
- Added Traitor Guard faction
- More AI improvements
- Added the intro movie, since the crash related to the performance mod is now fixed in the updated performance mod
- Added back the cinematics button in the main menu
- Added "High Intensity" version of annihilate gamemode - provides practically unlimited population cap and reduced unit upkeep
- Added "Siege" gamemode
- Added "Warpstorm" gamemode
- Added "Exterminatus" gamemode
- Added "Hold the Line" gamemode
- Added "free for all annihilate" and "team free for all annihilate" gamemodes
- Added "Space Hulk Extraction" gamemode
- Added "Annihilate - Space Hulk" gamemode
- Added "Onslaught" gamemode
- Added space hulk versions of free for all and team free for all
- Added more maps
- Resource conversion is now available for all players of the same team instead of just the one who built the listening post (cooldown is shared though)
- Optimized annihilate mode so that it doesn't check the wincondition state every time an entity dies
- Altered the economy to make points more valuable by increasing their overall resource output, both with and without listening posts, while reducing resource output of forward bases from 2 req to 1 req per second
- Removed limitation of resource output on points that set to 0.5 for two and three players per team (i don't know why this was a thing)
- Red resources are now limited to 9999 instead of 999 for every faction
- Altered certain factions' max population cap slightly
- Changed selection circles around most vehicles to better reflect their size
- Increased starting resources requisition from 500 to 600, and power from 0 to 10
- Population upkeep threshold is now set to exactly half of each faction's max population cap
- Increased cost of all generators by 75%
- Temporarily removed 8-player FFA due to too many issues
- Improvements to the installer
- Updated injector with more fixes and improvements
- Removed 6-player Harkus (only 8-player harkus remains) due to redundancy
- Fixed requisition and power points on snow maps using wrong textures
- Removed game timer (less people liked it than didn't)
- Added scroll menu to victory conditions and races to allow for more options without taking up much space
- Fixed 7 and 8 player matches not showing the 7th and 8th player in the match end screen and replay screen
- Fixed 8-player replays crashing
- Changed the maximum cap of certain units, primarily vehicles, to be less limiting
- Increased speed of all tracers to be more realistic and synchronized all hit fx
- Revamped the in-match UI
- Added a "hide ui" button by pressing the "Home" key
- Increased damage done by mines from 100 to 175
- Added some new unit portraits
- Decreased the amount of fx spawned during bolter impacts
- Normalized all melta damage to 200, multimelta to 300, and heavy multimelta to 450
- Optimized blood splat spawning
- Added a chance for gore objects to spawn when units die
- Made minimap icons more visible on snow maps (and overall)
- Fixed performance test using wrong factions and allowed visibility of UI elements for testing purposes
- Removed duplicate red scorpions and freeboterz color schemes
- Added faction-specific artwork
- Added new color schemes for tau, tyranids, and necrons
- Increased the time it takes for requisition points to mature (every 100 seconds, for up to 300 seconds max)
- Added various instructions and tutorials into the notifications menu for things the game never mentions
- Added localization for German, French, and Russian languages
- Increased plasma damage against power armoured infantry by 20%
- Various small fixes
SPACE MARINES
- Increased range of jump pack abilities to be equal to sight range
- Added 40% accuracy resistance to melee units during charge
- Fixed munitorum container ability regen buffs not applying properly
- Added back the Librarian tier 2 unit
- Fixed missile upgrade on tarantula turret decreasing health down to 500
- Reduced power cost of all terminator sergeants from 100 to 50
- Fixed one of the land raiders missing the frag ability
- Fixed dreadnought lascannon missing tracer
- Increased radius of explosion for munitorum container death and added knockback
- Fixed dreadnought missile launcher upgrade firing both its weapon and ability from the ground
CHAOS SPACE MARINES
- Changed description of Warp Cataclysm to more closely match what it does
- Horrors no longer imobilize vehicles
- Increased range of jump pack abilities to be equal to sight range
- Added 40% accuracy resistance to raptors and khorne berzerkers during charge
- Cultists no longer get hotshot lasguns when upgraded with a different weapon
- Fixed Tzeentch terminators being unlimited
- Fixed vindicators being unlimited
- Fixed nurgle plague nurgle global and undead servant weapon extreme kill not correctly (or at all) triggering on most units
- Increased cost of Warp cataclysm from 850 to 1400
- Added flesh hounds to the Khorne roster
- Added blight drone to the Nurgle roster
- Removed great unclean one from the nurgle roster for the time being due to inconsistent crashing issues
- Juggernaut roar no longer affects grey knights
- Most nurgle weapons now have a chance to spawn an undead servant
- Updated model of pink/blue/brimstone horrors
- Added Obliterators tier 3 unit
- Fixed defiler animation snapping in some cases
- Fixed defiler missing firing FX for the demolisher cannon
- Reduced power cost of all terminator sergeants from 100 to 50
- Fixed blood frenzy not sending units berzerk
- Fixed missile upgrade on tarantula turret decreasing health down to 500
- Fixed predator lascannon sponsons missing tracer
- Fixed warpsmith bolter using plasma firing sound
- Fixed undivided altar not providing energy boost to tzeentch choice
- Fixed undivided chaos lord energy shield ability gained by the dark halo not being removed after the upgrade is replaced
IMPERIAL GUARD
- Added Bullgryn tier 2 unit
- Ogryns are now ranged by default
- Increased damage of ogryn ripper gun from 36 to 70
- Changed damage type of ogryn ripper gun from shotgun to bolter
- Conscripts can now be spawned from the forward base
- Increased damage of Shadowsword cannon from 9000 to 15000
- Changed heavy weapons team formation to prevent them from getting stuck
- Fixed munitorum container ability regen buffs not applying properly
- Fixed IG commander dying before his retinue in rare cases
- Fixed leman russ heavy bolter sponsons firing tracers from below the tank
- Fixed various issues with the heavy weapons team
- Fixed leman russ main turret snapping while firing
- Removed the broken grenadier upgrade from veterans (they're not meant to be grenadiers anyway)
- Fixed missile upgrade on tarantula turret decreasing health down to 500
- Allowed guardsmen squads to get all leaders instead of being limited to choosing only three
- Removed commisar upgrade from whiteshield/conscript squads
- Increased radius of explosion for munitorum container death and added knockback
- Fixed sentinel missile ability firing from the ground
- Fixed banewolf contaminate ability shooting from the ground
ORKS
- Fixed Painboy experiment ability sometimes making units go berzerk permanently
- Fixed Gorkanaut having unlimited spawns, now properly limited like the other knights
- Fixed mekboy builder running around till he flops over dead after death
- Fixed Tellyporta random teleport not working in multiplayer
- Slightly reduced amount of fx on loota deffgun
- Fixed stormboys missing jump fx
- Fixed loota beamy deffgun missing tracer
- Fixed nobs with 2h weapons having mistimed melee attacks with fx
- Fixed weirdboy using wrong fx for firing
- Fixed flashgitz "blastier" upgrade weapon missing fx
- Fixed beamy deffgun upgrade for mekboy hero missing tracer fx
TYRANIDS
- Genestealer Infiltrate is now toggled instead of always active
- Improved Gargoyle animations
- Fixed carnifex variants fading upon death before the death animation is finished
- Evolve should no longer affect heroes (to avoid stacking buffs, bye naruto-tyrant)
- Fixed hive guard being able to attack friendlies
- Fixed resource production of Capillary Vein being too insignificant
- Fixed warrior devourer not having a firing sfx/fx and tracer being fired from the floor
- Fixed termagaunt devourer upgrade causing aiming to be offset
- Changed evolution buffs so that it only applies to units that are within proximity of a tyranid HQ or forward base, while still remaining permanent afterwards
- Added the "Stalk" reveal hero ability to tier 2 lictor
- Added more global abilities
- Removed Lictor and Ravener heroes due to lack of usefulness or lore logic for them to be heroes next to a hive tyrant, as well as technical issues
ELDAR
- Fixed the two Warlock Seer Council retinue upgrades disappearing completely even if the retinue is not alive
- Fixed the Warlock Seer Council leader being unable to reinforce
- Reduced range of wraithguard wraithcannons from 90 to 50
- All infantry units and the webway gates can now only be revealed by detectors when infiltrated
- Fixed warlock hero not playing ranged attack animation
- Removed Avatar for the time being due to inconsistent crashing issues
- Added Shadow Spectres tier 3 flying unit
- Fixed fire dragon flamer upgrade missing sfx or fx
NECRONS
- Reduced flayed one summoning global ability red resource cost to 250
- Resurrected units now have about 60% HP compared to their original version
- Phase shift now has a 10 second cooldown when turned on and off
- Summoning units from restored monolith now costs red resource
- Attack scarab can no longer passively regenerate health
- Attack scarab squad unit count reduced from 15 to 10
- Attack scarab requisition cost increased from 30 to 50
- Attack scarab damage reduced from 95 to 60
- Attack scarab build time increased from 6 seconds to 9 seconds
- Increased restored monolith requisition cost from 900 to 1250
- Reduced Lychguard requisition cost from 900 to 750
- Lord Destroyer can no longer possess superheavy vehicles
- Increased deceiver possess cooldown so that it may only be cast twice during its lifetime
- Fixed unit spawn position of HQ to always be in front
- Fixed Deceiver mouth weights
- Heavy destroyer gauss cannon now does more damage against buildings and vehicles, but is less accurate against smaller units
- Fixed some necron structures missing certain textures
- The Overlord can now uncapture and capture points
TAU
- Increased kroot base HP by 25%
- Increased kroot melee damage from 75 to 90
- Stealth suits and the xv22 commander can now only be revealed by detectors when infiltrated
- Fixed gue'vesa description mentioning upgrades that don't exist
- Fixed vespid sonic blast being triggered on all entities instead of just one, causing excessive damage
- Fixed knarloc being able to enter buildings
- Fixed broadsides and crisis suits being able to enter buildings/vehicles
- Added railgun rig as a commander-delpoyable defensive structure
- Added Riptide Battlesuit as a commander-deployable superheavy vehicle
- Fixed unit spawn position of HQ to always be in front
- Tau weapon drones now have a 360 degree firing arc
- Fixed Vespid Destabilization not dealing damage over time
- Changed weather the storm ability to a new icon to differenchiate it from the enhanced targeting network
GREY KNIGHTS
- Paladin justicar no longer shares damage with the rest of the squad when damaged
- Fixed munitorum container ability regen buffs not applying properly
- Strike squads now come in groups of 3 instead of 4, with price adjusted accordingly
- Fixed dreadnought drop not being limited by maximum number of dreadnoughts
- Fixed psyk-out grenade affecting non-psykers
- Fixed dreadnoughts using the space marine dreadnought upgrades instead of their own
- Fixed dreadnought lascannon missing tracer
- Fixed dreadnought missile launcher upgrade firing both its weapon and ability from the ground
ADEPTUS MECHANICUS
- Fixed global ability buffs not affecting all skitarii vehicles
- Fixed Scorpius vehicles causing severe lag spikes and bloated warnings.txt log files in rare cases
- Fixed cases of Ironstrider Ballistarius and Sydonian Dragoon sliding in rest pose
- Fixed Kastelan robots reinforcing with no weapons if upgraded
- Increased cost of servo skull sabotager from 30 req to 50 req
- Increased damage boost of protector and conqueror imperatives from 35% to 75%
- Servo Skull Sabotager is now capped to 5 instead of 9
- Servo Skull sabotager can only uncapture points now; it cannot capture
- Reduced moving accuracy of radium carbines from 0.9 to 0.7
- Reduced moving accuracy of skitarii arc rifle and plasma caliver from 0.9 to 0.7
- Increased cooldown time of galvanic rifles from 0.5 to 1.75
- Reduced radium carbine damage ticks against super heavy infantry and power armour from 2.5 to 1.5
- Reduced damage of galvanic rifles from 75 to 55
- Reduced radium carbine base damage from 45 to 30
- Sicarian infiltrators can now only be revealed by detectors when infiltrated
- Sicarian infiltrators now default to melee stance
- Added sensory violation ability to sicarian infiltrators
- Added infiltrate ability to sicarian ruststalkers
- Datasmith is now super-heavy-infantry in order to prevent the kastelan squad from being too squishy
- Sydonian dragoons and ironstrider ballistariuses are now tier 2
- Changed upgrade icon for skitarii servo skull leader to better represent the unit
- Kataphron destroyer and breacher have been moved to forward base to make space for the sydonian dragoons and ironstrider ballisatriuses in the HQ
- Fixed munitorum container ability regen buffs not applying properly
- Reduced requisition price of combat servitor from 125 per model to 90 per model
- Increased attack speed of magos dominus axes by 0.7 seconds
- Fixed servitors losing their repair ability when members die but the servo arm is still equipped
- Fixed skitarii vanguards and rangers missing pivot animations
- Fixed kataphron destroyer flamer not showing flame fx
It's here!
Good job lads :)
Huzzah!
the new overlay is not so tasty. To big and junky.
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