Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

CCO Overhaul
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Update: Aug 5, 2024 @ 3:19pm

Updated for the 1.14.1 patch.

Also uploaded accumulated but uncommitted changes. I believe it's only one item:

-- reviewed most Twin Linked weapons and increased the damage (generally by 50% or less) where it's appropriate

"Where appropriate" amounts to: 1) weapon has both twin linked and normal variants; 2) twin linked variant doesn't exclusively belong to already powerful units.

Update: Jul 8, 2024 @ 10:42am

Turned out a bug was introduced into the grenades-boosting trait aimed to help low figures units (and/or promote some units as better grenade throwers) a while back, with the SoB updates.

So quite a bunch of units had weaker-than-intended grenades all this time. Well, no more!

This fix concerns the following units:
-- Lord Comissar
-- Techpriest Engiseers
-- Havocs
-- Kabalite Warriors
-- Scourges
-- Wyches
-- Guardians
-- Burna Boyz
-- Flash Gitz
-- Meganobz
-- Celestian Sacresants
-- Hospitallers
-- Imagifiers
-- Apothecaries
-- Devastator SMs
-- Captain
-- Librarian
-- Scout Bikers
-- Pathfinders
-- Fire Warrior Breachers
-- Cadre Fireblade

Also buffed Plasma Grenades specifically (+1 dmg, +1 AP), their vanilla stats are kinda... interesting (they're literally a bit worse than imperial frags for some reason).

Update: Jul 3, 2024 @ 8:41am

Further bug-fixing and other lowkey work patch.

Changes:

-- General: separated brush buffs & debuffs into different traits, they're displayed properly now.

-- Drukhari & Aeldari: webway travel has 1 turn cd now to prevent unhealthy abuses with multiple teleports per turn (made more accessible by influence points inflation in CCO).

-- AsMil Field Ordnance Battery: -1 armor, -1 accuracy, -lots of hp; however they have max range 4 now (and minrange 2). Also they always have maxrange 4 and can't get any more via buffs.

-- AsMil Rogal Dorn: Storm-Rate -> First-Rate (same as Leman Russ). Rogal Dorns already cost a lot more, no reason to hit them with worse ramping costs.

-- Necron heroes: I wasn't too exicted by Necrons having only 3 heroes max, their heroes are not quite powerhouses like SM heroes. One way would be to increase limits, but multiple Lords don't make much sense, multiple Destroyer Lords would actually be very scary with the proper equipment, and multiple Crypteks are... possible but kinda boring.

So instead I added 3 more levels to necron heroes: unlike CSM heroes they don't get "nerfed" abilities but increased XP growth; instead they progress to 10 pretty normally and then can (very slowly) gain more experience until lvl 13. All of them got 1 more ability (which is always a passive aura), available at levels 6+. It's not really that strong and nor it's intended to be, but still you can pick it instead of their normal abilities, if you want.

Lord: has aura that reduces morale damage on your own units nearby;
Cryptek: has aura that gives a bit more hp/turn healing to adjacent necron units;
Destroyer Lord: has aura that increases morale damage to nearby enemies.

-- Additionally, Lord's ultimate ability now gives him (and summoned praetorians) extra defense if they're close to each other. We can just pretend he's summoning Lychguards like he should, not Praetorians.

-- Additionally, rebalanced Cryptek abilities:
---- Resurrection Orb: half heal on heroes, half heal on non-necrons
---- Chronometron: cd 1 -> 2, weaker effect, but now is a free action
---- Mindshackle Scarabs: less effect, half effect on vehicles & buildings
---- Solar Pulse: additionally debuffs all enemies in range with Illuminated and reveals all affected tiles.

-- C'tan & Tesseract Vault got a bit of attention for their abilities:
---- Sky Of Falling Stars +1 range (3 on C'tan and 4 on Tesseract)
---- Seismic Assault is now ground-only attack but has Ignore Cover trait.

-- Neutrals: removed Prometean Young.

-- General: minor text fixes and improvements so all the descriptions match with their effects.

Update: Jun 9, 2024 @ 7:47am

-- Fixed Toxin Sacs tyranids upgrade giving absolutely overpowered damage boosts (back to vanilla +0.5 damage)

Update: Jun 3, 2024 @ 3:26am

Finally settled on Tau AI settings that seem to work quite okay with crisis centre units.

Additionally:

-- Added new T7 tech for Tau to allow one more Cadre Fireblade and Ethereal.

Update: Jun 2, 2024 @ 2:43pm

Fixed Skorpekh Destroyers necrodermis repair values.

Update: Jun 2, 2024 @ 11:14am

AdMech review.

Shouldn't break old saves.

Changes:
(most of the changes are very minor, heavy-handed work on AdMech was done a while ago)

-- Lots of visual adjustments (mainly formations)

-- Rescaled Pteraxii to 16 (then buffed to 18, hp unchanged). This is largely to avoid making figures too small, and the buff to avoid them being too buff-dependent to actually do things.

-- Untangled Archaeopter weapon bones, so now they actually have their main guns pointing forwards, not backwards.

-- Buffed Twin Linked Cognis Heavy Stubber to actually do damage as TWO Heavy Stubbers, not one. This buffs both transports, the land one and the aerial one.

-- Twin Linked Cognis weapons have min accuracy of 8 instead of min 6 + 2. This means they'll work better even under heavy accuracy debuffs, terrain conditions, and so on.

-- +1 armor to Knight Crusader, as for its humongous cost it was a bit too prone to dying to a thousand cuts.

Update: May 31, 2024 @ 5:41am

Adopted all the relevant fixes from Jey's Random Fixes mod.

Update: May 30, 2024 @ 4:10pm

Kinda (?) finalized Tau review.

Tau crisis centre units all have rather f'ed up AI strategyModifiers, being designated as "colonizers" instead of, u know, infantry units. This is a vanilla issue and it might not be realy intentional. The AI indeed uses crisis battlesuits rather strangely.
Anyway, I've reworked this whole thing into something more normal, but now I need some time to look at how Tau AI plays with these changes. If anything goes awry, I'll roll it back.

Changes:

Other factions:

-- Changed single figure attacks modifier to be x12 rather than x10. I've grown kinda tired of the discrepancy - all offensive power in CCO is mutiplied by at least x12 (compared to vanilla), but single figures got their x10 for some reason. This leads to numerous single figures being quite less powerful than they should be. Anyway, with this change all single figures should be normalized properly - it affects all of them except heroes (they have their own balance guidelines). This also includes HQ, so... I guess I just made cities 20% more powerful.

-- I might roll back this change specifically for HQ if it proves too bad for early game.

-- Removed 1 main caliber gun off Tantalus since with increased amount of weapons (from Drukhari overview) AND increased amount of attacks it became a bit too strong than I'd like for its role.

-- Fixed Tantalus healing for 12 hp from realspace repairs (now heals properly for 144).

Tau:

-- Lots of visual adjustments all around, I think I got unit sizing pretty okay now.

-- Lots of attack multiplier traits were changed to attack additons to properly work with CCO. This STRONGLY un-nerfs R'Varna and Stormsurge since they were heavily dependent on those attack increases to be good. Well, they're good now.

-- Various small buffs to many overcharged weapons to provide some notable benefits worth sacrificing hp.

-- Drone Controller changed from +2 accuracy to drones to: +1 accuracy and immunity to overwatch. Hopefully this will allow much more interesting drone plays as OW fire is their major limiting factor in CCO.

-- Nova reactor buffs can't be used below 30% hp. Except Nova Shockwave, you can totally suicide with it.

-- Builder drones healing cut in half (36 hp) for heroes and infantry. Full power (72 hp) for vehicles and crisis centre units.

-- Pulse accelerator drones can now accelerate Breachers and R'Varna guns.

-- Riptide Battlesuits got substantial buffs in close range offensive power (long range is unchanged).

-- Slightly (~10%) increased hp for Cadre Fireblade & Ethereal.

-- Cadre Fireblade can use Markerlight at range 3.

-- Tuned up Stormsurge guns to be a liiiiiiiitle better at range 3.

Update: May 27, 2024 @ 9:26am

Ongoing Tau review.

(old changelogs for Tau were pretty much lost to the warp, but those mostly included obvious bugfixes)

-- Rescaled Sky Ray to 3 figures (I've no idea why it was scaled to 1-figure). It got some offense buffs with it, due to now having 12 attacks (was 10)
-- Rescaled Sky Ray and Hammerhead to be smaller and closer to Devilfish.
-- Support systems installation now requires non-trivial (but not really large) amounts of influence.
-- Other minor visual changes.

This didn't warrant a release, but I accidentally pressed "upload" and decided to roll with it.