Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

More Artefact Types
37 Comments
Toadaris 12 Jan @ 11:35am 
For anyone wanting to remove an Artefact, it's easy enough. You just have to delete the one you don't want to show up anymore.
Go to your File Explorer > Steam > Steamapps > workshop > content > 489630 (number assigned to Gladius) > 2510489637 (the mod ID shown above in the steam URL, you can confirm it's the right one by looking at the preview, which will be the same as the first picture above)
Then you go to Data > World > Units > Neutral > Artefacts, and delete the ones you would like to disappear, such as Range (Ballistic Enhancer) or Movement (the +1 Movement relic)
Toadaris 5 Jan @ 6:14pm 
@Skullcrusher Cornucopia only boosts the resource gain from the capturable outpost hexes. Example: Ruins of Vaul grants +2 research, and you capture a Cornucopia. Ruins of Vaul now grants 2.8 research, which is 0.8 higher. Apply this to all types of outposts you own and you get a little bit more of everything
jeff.s.wiggins 7 Jul, 2024 @ 10:43pm 
So will this mod ever be updated? I would like to use it, but I don't want to until the issues get fixed.
Skullcrusher 7 Jun, 2024 @ 6:51pm 
how does the cornucopia work? because it doesnt seem to be doing anything
Neydius 31 May, 2024 @ 8:03am 
I really hope the ballistic enhancer will be fix, i can't wait to use this mod properly. Even without it, still there are a lot of good ideas
Jackie Daytona 5 Mar, 2024 @ 9:36am 
The ballistic enhancer makes me seriously consider not using this mod even though rest of the artifacts are fine. It doesnt work well with any other mods that add units like farsight enclave because my units will always try to fire at +2 range and do worse dmg cause their adjecency bonus is missing. Anyone with dual weapons will try to fire only with their ranged. All it does is force me to move every unit in range i want to fire at first instead of directly issuing attack command. Please remove it. It also doesnt display properly ingame visually.
Overlord617 1 Nov, 2023 @ 6:22pm 
Could you make a version without the ballistic enhancer? I just absolutely despise it.
Raiko 14 Sep, 2023 @ 2:09am 
Can you make them spawn more "widely"? I mean, 5 of +5 range close to base is good, but sometimes there is none of some type at all.
Never seen Archaicopia for example.
:empireskull:
destwaker 4 Jun, 2023 @ 4:48pm 
If you have multiples of the same artifact do they stack if they don't is there a way to make it so that the trait evolves by gaining more artifacts of that same type?
Valkynaz 6 Jan, 2023 @ 12:21am 
Can confirm the +1 range bonus is rather buggy, will probably disable it but it the rest seems to work ok so far
Blackcobra 15 Dec, 2022 @ 8:04pm 
I like this mod, but I have an issue with the +1 range.
A lot of times, enemy units do not show up highlighted in red as "in range" as it uses base range. Second is when range is decreased when moving for some units (necron) the range goes to 1 even with the +1 range bonus. Finally, the free action attacks cannot be triggered unless enemy is within base range. Example: Doom Arks tesla attack with range 2 needs for enemy to be be within 2 range for you to then be able to shoot an enemy 3 range away. This break the immersion even though i love the range bonus.
_jo.nat_ 14 Jun, 2022 @ 12:55am 
I came up with a new idea for the Action Artefact. Try using <consumedMovement max="-1"/>
This will give units the ability to make a consolidation move after using an action. Each additional Action Artefact should increase the max movement of the post-action consolidation move ;)
Baka Racker 13 Dec, 2021 @ 12:07pm 
@MladoTouan Just sent you a friend request, wanted to talk to you about this mod.
LimeUser 3 Dec, 2021 @ 3:11pm 
Gonna check if this still works i'll be back if i remember
Warempel 20 Sep, 2021 @ 12:04am 
Just another idea: if you want, you could add an artefact that adds a 17% (+1) production bonus. I've tested it, and it works fine*

There's already some legacy flavor text about an "Ancient Servitor" that suggests a prod bonus that you can use too.

*note: the trait will be added to *all* buildings, not just the production ones (unless you create a hidden trait + condition so they will only apply to buildings that actually have production. This is a visual thing only though; your mod will probably become less compatible).
The Wriggler 11 Jul, 2021 @ 8:11pm 
If you could, you should add an artifact that adds 20% more models to multi-unit groups.
MladoTouan  [author] 29 Jun, 2021 @ 7:55am 
Mod updated: removed the leeching artefact, removed the action decomposer artefact, added an artefact increasing the resource gathered from features.
MladoTouan  [author] 29 Jun, 2021 @ 7:46am 
The warp hourglass / action divider artefact is definitely interesting, but causes problem when several ones are stacked (or when a unit has another additional action from another source?).
The only available solution is either to disable the trait stackability (so if you were to get several times this artefact, it would be redundant) or simply removing it. Unfortunately I don't think there's any current way to enforce a single artefact spawn on the map.
Axein Daskull 27 Jun, 2021 @ 6:44pm 
I like warp hourglass b/c it allows me to spread dps, but I've run into problems strategically on big maps where multiple warp glasses spawn, since option is to either let your enemy have relatively strong artifact or degrade your army until it cant cope get pushed back and give your enemy a relatively strong artifact. Is there a way that maybe artifact should only stack 1 buff/debuff or a way to abandon the artifact (to allow you to capture and drop to deny enemy) or ensure only one will spawn on map (IDK how this game utilizes its spawn code during map gen)?
LimeUser 21 Jun, 2021 @ 4:10pm 
Oh god i just realised how fucked you'd be if an enemy got stacked on these artifacts
LimeUser 21 Jun, 2021 @ 4:09pm 
I do feel like 10% might be abit much but i'll have to come back after trying it for myself since the AI can capture these buffs for themselves aswell
MladoTouan  [author] 21 Jun, 2021 @ 11:24am 
Thanks, will be fixed in next update.
LimeUser 21 Jun, 2021 @ 5:56am 
The life steal artifact does not work for me even if i hit an enemy in melee
MladoTouan  [author] 15 Jun, 2021 @ 6:09am 
Since unfortunately there's no way I can limit the number of spawns of an artifact type, I was already considering to remove the warp hourglass.
The range one is strong but the movement one allows to get closer, sight shows the shooter, and others give different direct benefits etc. I'd like to keep this one in a way or another since it's interesting, but I understand it's powerful yes...
Slappy White 15 Jun, 2021 @ 12:59am 
I like everything but 2 of them which are too strong and unbalanced my games. The range and the warp hourglass are too strong
Baka Racker 10 Jun, 2021 @ 11:15am 
@MladoTouan Gotcha, I wasn't sure if maybe it was due to translation from French to English.
MladoTouan  [author] 10 Jun, 2021 @ 7:57am 
The new update today removed an artefact that was too strong and another one that didn't work, but added several ones that work well and are quite interesting.
MladoTouan  [author] 10 Jun, 2021 @ 7:54am 
@Baka Racker: Thank you for your comments! I think I just copied how the base game sentences were done, but I could improve them nonetheless on the next update.
Baka Racker 9 Jun, 2021 @ 11:45am 
Just a quick suggestion, you could replace anything that says "increases the sight/armor/etc" with either "increases units sight/armor/etc" or just delete "the", either would provide a better english sentence. Enjoying the mod so far, especially the new artifacts!
Baka Racker 9 Jun, 2021 @ 11:22am 
Pretty cool, I had noticed the unused artifacts and wondered about re-enabling them, now I don't have to! I like the new ones you've added as well.
MladoTouan  [author] 8 Jun, 2021 @ 8:02pm 
Achaicopia already gives the passive +0,5 healing rate.
As for your other proposals, I will do them, and also got many more ideas.
The artefact diversity might end up being doubled!..
Khoran Gutsplitter 8 Jun, 2021 @ 11:21am 
These are my ideas, feel free to change some of the names/stats if they're not fitting enough.

Force Field Projector: Gives 4-6% invulnerable damage reduction
Aura of Replenishment: Either Reduces the morale loss by -10% or gives a passive 0,5% healing rate.
Maff 8 Jun, 2021 @ 7:06am 
Thanks for your reply. It'll be interesting to try this out in the game later.
MladoTouan  [author] 8 Jun, 2021 @ 4:29am 
Some artefacts also have a lower bonus now than what they had in early versions of the game (+20% dmg for exemple). Overall I think it's a good change, since it mitigates the random factor in a way.
MladoTouan  [author] 8 Jun, 2021 @ 3:44am 
Actually the movement artefact that I restored here is the original with +1 move max, but it was changed at some point before being discarded; as such its last file is different: it gives a +2 move max ability with a 5 turns cooldown. I prefer to keep the stacking passive.
MladoTouan  [author] 8 Jun, 2021 @ 3:40am 
I don't know for the "restored" ones that had some references in text files. As for the move and sight artefacts, they were certainly removed through updates with PvP experience/feedback/balance in mind.
Maff 8 Jun, 2021 @ 3:02am 
This looks pretty nice. Was there any reason why some of these were cut from Gladius early on?