Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

CCO Overhaul
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Update: May 26, 2024 @ 5:11am

Micro update (but an important one): Drukhari AI will now build Scourges.

This was fixed in vanilla but wasn't migrated into the mod.

Update: May 25, 2024 @ 7:55am

Demolition Pack DLC support.

Update: Apr 26, 2024 @ 1:49pm

Tyranids review.

(must start a new game if your old saves had Tyranids, such old save will almost surely crash)

CCO set Tyranids to be extremely swarm-y, with unit sizes typically being in 50s or 30s. While all well and good, it had the unfortunate effect of making many units way too small (there's only so much figures you can fit in a tile).
I reduced unit sizes quite a lot, and tuned unit scale back, so that big stuff remains big. Tyranids still have the largest unit sizes all around, just not by that much as before.

Other factions:

- AI Tau got an anti-suicide contingency measure implemented: AI (and only AI) will swap one of its Fire Warriors for Pirahna at turn 1. This allows AI to gain immediate access to drones and have a unit with some staying power. Tau is the only faction that's still very prone to dying to neutrals at turn 20-ish; this change alleviates the issue.

Tyranids:

- Lots of units are rescaled to smaller unit size & bigger figures. Basically, everything aside from heroes, 1-figures, and basic low-tier units. In some cases HP & offensive power was unchanged (or barely changed), in other cases the unit has a bit more figures (or a bit less) to better fit in power progression. Still this is mostly a visual change, power levels are mostly as they were before.
- CCO went really wild with synaptic link, a lot of units got their synaptic link ranges reduced (still more synaptic links than in vanilla).
- Termagants: reduced unit size to 162 (was 180). HP is same-ish, offensive power is lowered by 10%. This is a straight nerf, termagants in CCO are way too effective for a starting unit and get a lot of additional oomph from Tervigon.
- Exocrine: added +1 range if not moved. Hopefully this will give them enough of it's own place instead of being some middle (and unimpressive) ground between carnifex and tyrannofex.
- Haruspex: rapacious hunger is now a passive, it works when Haruspex is attacking every turn without delays. Life leech reduced to 50% (was 100%).
- Tyrannofex: tuned up weapons so it'll serve its anti-tank functions better
- Lictors: added extra ranged damage reduction (for a high tier unit Lictors were always exceptionally squishy & suicide-y)
- Tyrannocyte is a Skimmer now (can go over water).
- Reordered abilities to follow the common order.
- Heroes:
--- Tyranids can build 2 primes & 2 tervigons, no additional upgrade is needed.
--- Tervigon: removed Mass Incubation for a new elite ability: mass enemy debuff that adds stacking +%damage taken on units after an attack from low-tier units (termagants, hormagaunts, gargoyles, and tervigon itself). 1 turn duration, 7 turns CD. Allows for well-planned attacks or to just deal substantial damage on tough enemies by using lots of low-tier units.
--- Tervigon: termagants-boosting aura now also causes termagants to give less xp if killed. Tervigon's Synaptic Link grows with the aura.

Update: Mar 31, 2024 @ 10:55am

Finalized SoB review.

Old saves will crash ONLY if you have paragon warsuits in play. Otherwise they'll work fine.

Rest of SoB changes:

- Removed grenades from Paragon warsuits. They're very redundant here.
- Paragon Warsuits rescaled to 9 figures, made them bigger so they'll line properly with infantry
- Imagifiers' hymns also affect Paragon Warsuits
- Buffed grenades on Celestian Sacresants
- visual adjusments
- actions/traits description adjustments
- sorted abilities to follow the common order

Update: Mar 30, 2024 @ 9:02am

Ongoing Sisters of Battle review. This one uncovered a bunch of core issues, so I decided to upload it ASAP.
Plus, I don't really like how SoB plays in CCO, so these partial changes should help quite a bit already.

Might not crash old saves, but chances are slim. You *should* start a new game nevertheless: there are a lot of important changes.

Global changes:

- I've stumbled upon some unfinished grenade edits and realized that after all the back-and-forth tries to make grenades good, I've left non-AsMil imperial grenades in a pretty bad spot. So SM, CSM, and SoB all had pretty underpowered grenades all this time. Well, no more!
- Additionally reviewed which grenades units have and dropped a few that are pretty redundant (aside from SoB units, this concerns Havocs and Devastator SM, which lost krak grenades)

- Separated brush debuffs into positives and negatives, and negatives now doesn't affect units with Move Through Cover (there are a lot of such units). Positives always apply (for infantry).
- Visual adjustments (Necron Immortals stopped being halflings).

Sisters of Battle changes:

- In CCO, Sisters of Battle are not even necessarily that great in early game (compared to vanilla), so their lackluster economy hurts them a lot more. So there are a bunch of economy changes that should even the odds a bit. Unfortunately, economy in Gladius is poorly moddable, so more interesting buffs are all out of question.
---- SoB crane building now also provides +1 pop limit
---- Enclave HQ provides +3 pop limit in addition to base 6. So when building enclaves next to resource spots, you can often avoid building separate pop limit building
---- Enclaves benefit from city growth upgrade too.
---- Sanctified World upgrade moved to T8 down from T10 (Ministorum Indoctrination moved from T8 to T9 and Universal Catechism moved from T9 to T10). This should help with expansion efforts.

- New T6 upgrade to allow second Canoness and Dialogus
- Increased Hospitallers figures count from 18 to 21
- Increased Imagifiers figures count from 18 to 24
- AI will build Imagifiers now
- Imagifiers hymns are now a free action with shared cooldown (so you can use only one at a time). So now they can totally preach & shoot like they supposed to.
- Imagifiers are First Rate (up from Second Rate)
- Twin Linked Heavy Flamethrower (used by HQ and Immolator) now has Scorching trait (-1 morale to fleshy opponents)
- Immolator got 3 cargo slots (up from 2)
- Mortifiers now get increased attacks the more damaged they are (not to the extent of fully unharmed unit, but still)
- Castigators incendiary shells are now Scorching; also increased damage a bit so they can compete nicely with default shells.
- Heroes:
---- Canoness' Divine Deliverance now works in range 2 (up from 1) but only affects direct attacks, not overwatch.
---- Canoness got her Melta Bombs back.
---- Dialogus have non-joke melee attack (but she's still not a fighter unit)
---- Verse Of Holy Piety now works in range 3 (up from 2) but is much weaker (-1 to -3 turns cooldown, down from -3 to -9). Well, now you should pick act of faith cooldown upgrade, it exists for a reason.
---- Celestine's Beacon Of Faith works in range 3 (up from 2), restores less morale (1 to 3, down from 2 to 6), has less cooldown (3, down from 5), and now also reduces enemy morale in range by -1.
- visual adjustments
- description adjustments

Update: Mar 22, 2024 @ 2:27pm

Big CSM update. I'm not really sure yet I've finished with them, but let's say I am.

Must start a new game if you have CSM in your world. Old saves will crash. Sorry about that.

CSM changes recap:

- CCO went pretty wild with CSM, having 40 max level heroes and other interesting changes. I decided to keep it with that spirit, but rein in some of the wildest changes a bit.
- All CSM heroes have max level of 20 now. This includes Daemon Princes.
- At higher levels, CSM heroes start slowly gaining -% damage reduction. This replaces plain damage reduction debuff from CCO and serves as a power limiter to prevent high-level heroes to be too unkillable.
- Daemon Princes moved from specialty building to heroes building.
- All heroes' skills rebalanced to 6 or 2 levels (heroes have normal skills at 6 levels, elite skill at 2; daemon prince has gift of mutation at 2 since it's the least interesting one).
- Chaos Lord had his skills nerfed somewhat: they're generally weaker, but Chaos Lord is a powerhouse anyway. Ichor Blood now works against all range 1 attacks, not only melee. I always hated how this skill, while amazing in certain situations, was way too specific with the requirements.
- Master of Posession can spawn higher-level chaos spawns (up to lvl3). Sacrifice gained +1 range.
- Warpsmith swapped Infernal Industry (now a normal skill) with Mechatendrils (now an elite skill).
- All marks and icons of chaos have non-trivial influence cost now. CSM generally have very little sinks for influence, and it's a lot more easier to obtain influence in CCO, so that's only fair.
- Tuned up amount of weapons on single figures (Defiler & Scorpion) to make them reasonably good at offensive.
- Attempted to make Helbrutes less of a pain to use: Helbrutes are now Champions of Chaos as well. They lost about 25%-ish of their HP (so that crystalline body brings them back to their usual HP) and Hammer of Wrath, but can now gather all the boons of chaos. They also benefit from Bloated now. Hopefully this will make them more than a unit that's nearly always skipped.
- Grenades tuning all around the faction.
- Reordered abilities to follow the common order.
- Visual adjustments.
- Descriptions adjustments so that upgrages/abilities/etc actually correspond to what they do now (CCO had some leftovers here).

Update: Mar 8, 2024 @ 3:05am

Finalized Drukhari review.

No need to start a new game.

Changes (no recap this time, see prev. changelog for the rest):

- more visual adjustments
- Kabalite Trueborn rescaled to 22 figures (was 30, same-ish total hp). Technically they could've lose 1 base attack like Hellions and Scourges (another scaling error), but instead I tried to make them a bit more distinct.
- Hellions gain 1-turn Infiltrate (no overwatch on them) when using Jetpack. This was pretty much the only way for them to be relevant as squishy shock-troops in a game with unlimited overwatch.
- AI should build Cronos now
- Doubled the amount of weapons on Tantalus. This thing was unbelievably weak offensively for its cost, and I don't want to rescale it into 2-figures unit. It's still absolutely not a superheavy.

Update: Mar 6, 2024 @ 9:03am

Ongoing Drukhari review. Still in progress, but I've uncovered enough issues to warrant an update.

New game might not be required, but highly recommended if you have Drukhari in games.

Changes so far:

Other factions:

- Decreased Fireblade ult loyalty to 4 (was 6) since Tau can have 2 Fireblades now. It's still a net increase.
- Tyranid's Spore Mines now deal -80% morale damage when killed and award -80% less xp

Drukhari:
- obvious hp/attacks/healing scaling errors (hopefully) fully fixed
- increased figures of:
--- Raiders 4 to 5 (almost the same total hp)
--- Scourges 30 to 32
--- Hellions 30 to 32
- reduced Hellions and Scourges attacks by 1, that was just a scaling mistake
(these 2 are still in the watch list, I'll buff them more if they end up too weak)
- Wyches are Third-rate (down from Second-rate, no ramping costs now)
- Wracks are Second-rate (down from First-rate, less ramping costs now)
- Buffed infantry grenades where it was appropriate
- Reavers: increased figures to 15 (was 12), tiny bit more total hp
- Added new tier 4 tech to allow hiring 1 more Succubus and Haemonculus
- Archon: Overlord buffed to 1-2 accuracy (up from 0.5-1.5)
- Succubus: slightly more hp, lost haywire grenades
- Haemonculus:
--- Crucible Of Malediction is now an ult (same as old rank 3 ability)
--- Towering Arrogance is now a normal ability (swapped with Crucible)
--- Towering Arrogance reduced to 5-15% morale loss prevention (down from 50%)
--- Nerfed healing one step (to 72-216)
--- Added the usual 50% malus when healing heroes
- visual adjustments

Update: Mar 1, 2024 @ 7:51am

Finalized AsMil review.

Shouldn't require a new game (but some changes might not apply until you start one).

AsMil changes full recap is as follows:
(many of these were made much earlier and not in this update in particular)

- reordered abilities to follow common order
- fixed Primaris Psyker having x10 more attacks that he should
- fixed Tank Commander aura passive not applying properly
- balanced grenades (this is global, but AsMil is the biggest target of this change)
- put Primaris Psyker back on the ground. He's still great, just not great enough to be flying.
- Primaris Psyker life leech leeches health at 80% efficiency (was 100%). This is a "middle ground" nerf to avoid making psyker + commissar combo way too unkillable early game. Ideally I'd like making life leech health return to be only 50% effective on heroes, but this cannot be coded in a mod, unfortunately.
- adjusted Devil Dog main gun so that they won't suck big time
- adjusted Baneblade's Demolisher Cannon to make more sense (it's now Apoc Blast and the regular cannon is Large Blast, it was the other way around)
- Basilisk's main gun is now ground-only and cannot attack air at all.
- Techpriest Engiseer's mech arm attack is now a free move-consuming action with low cooldown
- small unit formation adjustments

Update: Jan 27, 2024 @ 3:05pm

Finalized Aeldari review.

-- Excluded Monstrous Creatures from being affected by brush

Aeldari changes full recap:
-- A couple of indirect buffs (w/Melta, Grenades, etc)
-- Increased mid-tier vehicles figures from 4 to 5 (Wave Serpent, Fire Prism), same total HP
-- Tuned numbers on Fire Prism firing modes, so that all modes have different strong points
-- Vaul's Wrath is vehicle + open-topped now. This is largely to let Aeldari have a reliable early range 3 unit which wouldn't be affected by as much stuff as infantry would. But they're very vehicle-ish in the first place.
-- Also increased Vaul's Wrath figures and ensured them to be ALWAYS GOOD against immobilized units.
-- War Walkers figures from 9 to 8 with price decrease.
-- Fire Dragons buffed from 24 figures to 26 (a bit more attacks, a bit more total hp)
-- Fixed vanilla issue with Spiritseer's Destructor / Renewal not afflicting enemies with soulblaze.
-- LOTS of scaling errors and leftovers fixed.

Aside from bugs, Aeldari were pretty good, most tuning was minor.