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- Hotfix: Cannot create new savegames under specific circumstances.
- Modified Cyclone missile launch order.
- Bugfix: Cyclone Missile Launcher Penetration lacks missile animation if targeting a door.
In-combat saves may not work properly. Games with Cyclone Missile Launcher in particular. Finish your missions before updating. Saves in loadout screen are fine.
thanks for your mod it is wonderfull!!!
Edit:
Currently working on Servo-arm graphics for Techmarines.
https://www.moddb.com/mods/cold-corridor-combat/downloads/cold-corridor-combat-v2-0
https://www.moddb.com/mods/cold-corridor-combat/addons/cold-corridor-combat-deathwatch-hires-v2-0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1947456008
The new hires pack no longer requires reinstallation after future updates.
Changelog (probably incomplete):
- Chapter 24: Sanguinary Priesthood
- Apothecary for Blood Angels, Imperial Fists, White Scars, Ultramarines, Novamarines and Raven Guard (requires Dark Angels or Successor Chapters DLC)
- Crimson Fists Librarian
- New weapon "Force Rod" for Librarians.
- Terminators are immune to area explosions that cause 1 or 2 points of damage like Frag missiles.
- Replace +ammo relic upgrades for Cyclone Missile Launchers with +damage. Existing savegames remove +ammo upgrades and try to replace them with another upgrade for the weapon. Reload save may yield different result.
- Add Frag and Krak Grenades to most Terminators.
- New grenade variants for Deathwatch.
- Terminators with melee only weapons add a small missile launcher.
- Reworked Imperial Fists and Deathwatch Imperial Fists:
* New Storm Bolter variant.
* Standard Bearer gives +1 WS like other chapters.
* Boarding Shield for Melee class.
* Librarian replaces one Sergeant.
* Add Apothecary (requires Dark Angels or Successor Chapters DLC)
- Reworked psychic powers for Iron Hands.
- Blood Angels Captain replaces unique melee weapon with Hammer of Baal.
- Cyclone Missile Launcher for Dark Angels and Deathwing HQ Heavy class.
- Most Terminators unlock a new weapon or piece of equipment at level 20, few at level 15.
- Move Combi-Plasma and Annihilator from Dark Angels, Angels of Redemption and Deathwatch Angels of Redemption Melee class to Ranged class.
- Remove Combi-Plasma, Power Sword, Annihilator and Blade Master from Angels of Redemption Apothecary.
- Remove Power Sword and Blade Master from Black Templars and Deathwatch Black Templars Apothecary.
- Remove 5th Apothecary power slot from Dark Angels and Deathwatch Dark Angels Apothecary.
- Add 4 Terminators to SW Bloodhowl.
- Order Cyclone Missile Launchers by unlock level in inventory slots.
- Enemy information panel (bottom right corner of screen) displays even if weapon is overheated or out or ammo.
- Swap Terminator positions in squad (except leader).
- In-combat unit radial menu has 7 buttons instead of 5.
- Change Force Sword Ingellinda unlock level from 1 to 2 (all chapters).
- Rename Force Sword Ingellinda to Deimos. Avoids confusion with Power Sword Ingellinda.
- Rename Storm Bolter Ryza to Diamat for The Fallen. Avoids confusion with Space Wolves Bloodhowl.
- Change colour of Deathwatch Techmarine and Codicier helmets to red and blue respectively.
- Remove "can only be used by ..." from skill descriptions.
- Reworked Crozius Arcanum graphics.
- Servo-arm for Techmarines.
- New graphics for Techmarine Power Axe.
- New system for hires textures: Remove requirement to reinstall after every update.
- Bugfix: Spent Cyclone missile heads are visible when reloading game. (Bug in vanilla game.)
- Bugfix: Ultramarines and Novamarines rank 3 Sergeant shoulder pauldron graphics. (Bug in vanilla game.)
- Bugfix: DarkAnglesRelicStormBolter01: Feathers have a graphic issue. (Bug in vanilla game.)
- Bugfix: Force Axe Space Wolves starts with glow effect in loadout screen if the first selected Terminator is already equipped with one. (Bug in vanilla game.)
- Bugfix: Class sprites of inactive reinforcements do not remain grey when changing weapon on another Terminator. (Bug in vanilla game.)
I've been following your mod for a while now, hoping to try it out once I grabbed all DLCs on one of the sales, but that's not an option anymore it seems :(
On a completely unrelated note, I am working on one more, and most likely final, "Chapter". But that will take several month so do not hold your breath.
A shame, but still pretty understandable. Guess I'll have to figure something out myself.
And that is really great to hear, good luck with it.