Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Canonical Unit Teleportation
55 Comments
Skirata  [author] 30 Oct, 2022 @ 1:01pm 
@FaGodd I'm glad you're enjoying them :)
4rGodd 30 Oct, 2022 @ 12:51pm 
Thank's you for the nice mods! :)
Skirata  [author] 30 Oct, 2022 @ 12:41pm 
@FaGodd Added the link to your mod on this mod page. Thanks for providing the link!
4rGodd 30 Oct, 2022 @ 11:56am 
Oh, I think, it's really cool, thank you. I'm write for you, when I publish my translation.
Skirata  [author] 30 Oct, 2022 @ 9:03am 
@FaGodd Well done translating this mod into Russian. You have my full permission to publish it on the workshop, or anywhere else you wish to host it :steamthumbsup:. If you'd like, I can include a link to your Russian version of the mod in this mod page, and give you credit for it of course.
4rGodd 30 Oct, 2022 @ 5:02am 
Hello. I made a russian translation for your mod, but this is my first translation and unfortunately i do not know how to make it depended on the instalation of your mod, and not independent (as it is for now), so i found it necessary ask your permission to publish it in the workshop.
Skirata  [author] 18 Mar, 2022 @ 2:00pm 
@Khoran Gutsplitter Hey again! Just uploaded the changes you requested:
1) Warpsmiths and Warp Talons no longer benefit from this mod.
2) Flayed Ones now benefit from this mod.

Hope you're doing well during these crazy times :zealous:
Khoran Gutsplitter 18 Mar, 2022 @ 11:22am 
For the second paragraph i was referring to Warp Talons, not Warpsmiths.
Khoran Gutsplitter 18 Mar, 2022 @ 11:20am 
3. Flayed Ones are able to teleport in a similar vein to Warp Talons in that they strike out from their own dimension (aptly named the Flayer Dimension) and when they've done killing their enemies to satiate their hunger for blood materialize back into their dimension again. So i guess you could add flayed ones to the list.
Khoran Gutsplitter 18 Mar, 2022 @ 11:20am 
@Skirata Hey, it's me again. I have some new proposals for you.

1. Could you remove the Warpsmith from the list? I have looked through a lot of lore as well as tabletop rules (including what relics he can take) and now realize that warpsmiths typically don't come with personal teleporter gear or anything of the sort. They may use chaos gates and that sort of thing, but only in cooperation with a sorcerer.

2. Regarding Warpsmiths, they technically shouldn't have a teleport ability as their vanilla "Warpflame Strike" should already be one. Though in this game for some reason it acts as a jump pack when in reality it should act more like a teleport. But i'm afraid if you change it it would lose the negative debuff (blind trait) it gives to nearby enemies.
Skirata  [author] 26 Jan, 2022 @ 2:22pm 
@ixarachnos Sounds great! Looking forward to your mods, and that Chaos one sounds fun. I have made a similar custom faction mod (not for Chaos) a while back that I never published for the same reasons. It's fun to just make some mods to mess around with the game. I wish you luck in your endeavours!
ixarachnos 25 Jan, 2022 @ 9:51pm 
Awesome thanks! and will be testing it out soon, I'm starting work on a couple mods currently; the item mod which I'll publish and let you know when finished, and also one where I'm going to go in and see about beefing up the Chaos roster by giving them some units from other factions, mostly some tank& air units from IG&SM (mainly to add more variety when I'm playing epic games, but also partially just bc I want to give chaos Baneblades, heheheh). That one will just be for personal use though, as it will most likely be pretty unbalanced towards chaos, but that's because I usually set up matches where it's me as chaos versus 5+ other armies, at least half of those on one team, sometimes all, so it seems "fair" to add a bit more beef to the Chaos burger for when it gets sandwiched in-between the imperial buns, lol! (hmmm... that also could be read in a way that Slaanesh would quite appreciate, lol)
Skirata  [author] 22 Jan, 2022 @ 3:18pm 
@ixarachnos Alright mods updated. Chaos Daemon Princes are now affected by this mod.
Skirata  [author] 22 Jan, 2022 @ 3:13pm 
@ixarachnos Alright I managed to get the Warp Flamestrike ability from the Warp Talons on the Daemon Prince, but without a flying animation for the Daemon Prince, it looked pretty weird. He basically just ran through the air. Then I buffed the range of the ability, and just wasn't liking how it was working out so decided to give him the same teleportation ability as the rest of the Chaos units for consistency and balance. It felt weird that he had a weaker teleportation ability (albeit one that had some other effects) than some of the other units. I'll update the mod in a minute here.
Skirata  [author] 22 Jan, 2022 @ 2:52pm 
@ixarachnos So we meet again haha! Yeah I think I can give the Daemon Prince a limited teleport range like the Warp Talon ability. As for adding in cool side effects, just read the comments below for more frustration and disappointment. Khoran Gutsplitter had some cool suggestions, but try as we might, we couldn't get them implemented. They were similar to what you were suggesting.

I'm no expert in modding this and man I'm hitting road blocks all over the place. As previously stated, I've got mod ideas I can't get into the game because of our current limitations and my own inexperience, and it's driving me nuts.
ixarachnos 22 Jan, 2022 @ 2:27pm 
I'd suggest if possible maybe giving the Daemon Prince a "limited" range ability, like maybe port the Warp Talon ability to them? They have at least partial wings, many in lore can fly, and at the least they look like they could jump pretty far. It would though be cool to be able to add drawbacks to custom abilities, such as for chaos teleportation, have the cooldown be only 3 turns, but it drains 20% life and adds a 1 turn debuff where accuracy, damage, and attacks are reduced by 20% (signifying the unit has not fully materialized from their travels, maybe even have it be not a totally negative thing though, and also add 33% to invulnerable damage reduction as they aren't fully there to hit yet either.)
For the Orks, it'd be cool and hilarious and totally fitting to give them like the drop-pod ability, but if possible switch the animation to that of the Warp Talons, but they take 20% damage, and triple the speed, so that basically they're getting catapulted across the map, lol.
Khoran Gutsplitter 28 Dec, 2021 @ 9:44am 
@Skirata It's not your fault, you did the best you could. I will enjoy it thoroughly.
Skirata  [author] 28 Dec, 2021 @ 9:23am 
@Khoran Gutsplitter Alright, updated the mod. I'm sorry again that it didn't work out as intially planned, but it's the best we can do for now. I hope you still have some fun with it at least.
Skirata  [author] 28 Dec, 2021 @ 8:58am 
@Khoran Gutsplitter Yeah I agree. Your initial idea was quite good, and would have been a great addition to this mod. I'm sorry that it didn't work out as intended. I'm working on the second option right now. Shouldn't take too long update this mod.
Khoran Gutsplitter 28 Dec, 2021 @ 8:55am 
Hopefully the devs can take note of this and allow us to apply both negative and positive traits to not just the dimensional key, but other teleportation abilities as well. That would be a huge boon.
Khoran Gutsplitter 28 Dec, 2021 @ 8:53am 
Yeah, i definitely prefer the latter option. It will have to make due for now until someone can come up with a better solution, which i doubt will come up anytime soon.
Skirata  [author] 28 Dec, 2021 @ 8:39am 
@Khoran Gutsplitter Yeah I wasn't able to find a teleportation ability with "side effects" either.

It looks like the only 2 options we have for the AdMech at this time are:

1) Create a custom "jump pack" ability for the AdMech that allows for limited range "teleportation movement" affected by terrain and LoS but also allows for positive/negative traits to be applied to the unit, and just pretend they're teleporting (not a fan of this option, looks really awkward).

2) Use what we have with the custom dimensional key ability, make it a tier 10 or 11 research option for AdMech, have it cost something like 60 influence and 60 energy per use, and give it a 10 turn cooldown. Think that is reasonable cost? Too much? Too little?
Khoran Gutsplitter 28 Dec, 2021 @ 8:07am 
The only teleportation abilities i'm aware of are all safe teleports, but with either a cost or cooldown, or both: Webway travel, Gate of Infinity (warlocks), and the Weirdboy Da Jump! group teleport. There's also the Necron Dimensional Corridor ability, but that only allows one to teleport to a tile adjacent to a city or monolith.
Skirata  [author] 27 Dec, 2021 @ 2:16pm 
This is still driving me nuts. Taking another break. Might pick this back up tomorrow.
Skirata  [author] 27 Dec, 2021 @ 2:15pm 
Yet another set back. Going back to how we can't change how preset abilities function, the dimensional key ability cannot have any traits (either temporary or permanent) associated with it aside from the cost and cooldown. Spent longer than I care to admit testing a bunch of trait/stat combinations and permutations, but no go. At best, the trait/stat doesn't affect the unit. At worst, the game hard crashes.

My next plan is to possibly make some sort of "jump pack" ability (like the Pteraxii Sterylizor one), but then the unit has to actually fly to the target tile, and LoS comes into affect. It does appear though that traits can be applied to this affect.

If you know of a built in unit teleportation ability that has negative side affects already built into the ability, let me know please and thanks. I'm not 100% familiar with all the factions/races and their abilities.
Khoran Gutsplitter 27 Dec, 2021 @ 1:11pm 
I mean 7-8 instead of 5.
Khoran Gutsplitter 27 Dec, 2021 @ 1:10pm 
Could make an exception for the Magos Dominus, he could get the solar flare instead which is a safe teleport, but it would have a cooldown of 12 instead of 10.
Skirata  [author] 27 Dec, 2021 @ 12:58pm 
@Khoran Gutsplitter Excellent idea, and a pretty good compromise. I think that will work, and hopefully it helps balance out the teleportation ability.
Khoran Gutsplitter 27 Dec, 2021 @ 12:55pm 
Maybe it could give a powerful negative trait for like 3 turns or something when used, could go by the name of "Warp shock" or "Teleport mishap". Could have two or three negative effects: The unit suffers reduced accuracy (to represent the horrifying experience of teleporting through the warp which would give virtually any non-space marine unit panic not being able to hold their weapon as firmly), can still use actions but is unable to move or have it's movement points halved for the duration (similar to wyrdvane psyker's movement debuff ability), and damages the morale of the unit.
Skirata  [author] 27 Dec, 2021 @ 12:20pm 
@Khoran Gutsplitter Thanks, and as always I appreciate everyone's understanding and patience. Just frustrating knowing what you want to do but unable to do it because of limitations. It is a cool idea you suggested, and I feel it would benefit the mod greatly.

And I like the quote about the Lucius teleporter technology. Maybe we can give every AdMech unit the ability to teleport at tier 10, but have some pretty strong side effects such as morale loss you mentioned earlier, maybe health loss too, or maybe a reduction in damage output? Something to counter-act the massive advantage of being able to teleport any unit anywhere. I'll sit on this for a bit and think about it. I would really like to add in a chance for a random negative side effect(s), but you guessed it, not currently possible *sighs* .
Khoran Gutsplitter 27 Dec, 2021 @ 12:10pm 
There is this quote i found regarding Lucius teleporation technology: "The process of teleportation is usually fraught with peril, as barely understood technologies are prone to failure. Not so for the armies of Lucius, who have a unique mastery over it. They’ve even created hyper-localised teleportation devices, which their units use with casual abandon." This suggests that all units in a Lucius army regardless of ranks are able to make use of personal teleporation devices, the solar flare like i mentioned earlier is just a more sophisticated version exclusive to HQ's.
Khoran Gutsplitter 27 Dec, 2021 @ 12:09pm 
Your dedication to finding a solution is commendable, but don't feel the urge that you need to rush this out. And yeah i can see how frustrating it must be to not be able to make another faction's ability/mechanic successfully work for another faction, like the webway travel ability.

But regarding the Inventory idea, that would definitely be a nice placeholder solution, but it would require one to have one of the unit inventory slot mods, which can be good or bad depending on one's preferences.
Skirata  [author] 27 Dec, 2021 @ 11:07am 
Man this is driving me crazy, wish we had access to even some of the games code. Not being able to change simple unit ability logic hurts! Think I'm going to take a break for a bit, see if a solution presents itself.
Skirata  [author] 27 Dec, 2021 @ 11:02am 
I even contemplated making a custom AdMech building that sells "teleporter" items (that have only 1 charge), but that would require all AdMech units having an inventory, and the ability to buy/sell items.
Skirata  [author] 27 Dec, 2021 @ 11:00am 
Running out of ideas on how to get this working with the limited XML editing abilities we have. Might have to just make a custom AdMech version of dimensional key that costs alot, has a long cooldown, and reduces morale, BUT applies to all units.
Skirata  [author] 27 Dec, 2021 @ 10:59am 
@Khoran Gutsplitter well it's been a frustrating few attempts trying to get the AdMech teleportation working. So far I've tried:

1) Creating a custom void shield generator for the AdMech and a custom version of dimensional key that checks for the void shield generator, but there doesn't seem to be any way to add in a new check to an existing ability, so that didn't work.

2) Created a custom webway gate for the AdMech, along with a custom webway travel ability, but again there isn't any way to have the new webway travel ability check for the AdMech webway gate. It only works with Eldar webway gates, which doesn't work for us.

3) Even tried just adding in an allied unit proximity check to the dimensional key ability, in the hopes that if that worked I could then make a custom AdMech building/unit that could act as the gateway, but the dimensional key ability totally ignored the allied unit proximity check, so that didn't work either.
Skirata  [author] 27 Dec, 2021 @ 7:36am 
@Khoran Gutsplitter VERY interesting alternatives. I'm taking a liking to the second option in particular. I think and hope I can implement this, but it's going to take some time. The only draw back I can think of is that the AI players probably won't be able to use this, but that's not a huge issue.

Thanks for the ideas!
Khoran Gutsplitter 26 Dec, 2021 @ 5:11pm 
These are just some quick ideas i came up with, let me know what you think of them.
Khoran Gutsplitter 26 Dec, 2021 @ 5:11pm 
To expand further on the second idea: You could either use the Void Shield Generator as the base model or potentially ask one of your fellow modding friends like Dex to cook something up for you.

It would also have one interesting drawback: Every time a unit is teleported it damages the morale of the unit it teleports, by how much i'm not sure. Since it does not passively regenerate health like a webway gate (since it does not have wraithbone as a material) you would also have to repair it with one of your hero units.
Khoran Gutsplitter 26 Dec, 2021 @ 5:09pm 
I get what you mean. Obviously letting ALL the units teleport around regardless of where they are seems quite OP for sure, even a mod strictly made for fun needs some kind of balance. I do however havev two alternative methods in mind.

There is this teleportation relic that a Magos Dominus can take: https://wh40k.lexicanum.com/wiki/Solar_Flare . The following text makes no mention of being able to teleport nearby units, but on the tabletop it allows both the user and ONE nearby unit to teleport. So if implemented successfully it would act like a lite version of the Weirdboy Da Jump! ability, maybe a bit too much to ask for.

Another way would be to implement a new fortification that can be built by the Datasmith, introducing the legio teleportarium! Acts similar to a webway gate in that it allows a unit to teleport from one teleportarium to another built one of your choosing.
Skirata  [author] 26 Dec, 2021 @ 4:15pm 
@Khoran Gutsplitter Just wanted to say again how awesome it was that you found out about the AdMech before they released them, that was an incredible find:

"Breaking News! Admech may have just been confirmed as 14 new achievements related to them just got added!

Scroll down this list and you'll see the new achievements which currently are hidden and lack icons: https://www.exophase.com/game/warhammer-40000-gladius-relics-of-war-steam/achievements/ ."
- Khoran Gutsplitter 7 Oct @ 4:57pm
Skirata  [author] 26 Dec, 2021 @ 4:07pm 
I'm definitely open to suggestions, as I'm not exactly sure how to proceed, outside of making a level 10 upgrade that just allows all of their units to teleport around (which seems pretty over-powered).
Skirata  [author] 26 Dec, 2021 @ 4:06pm 
@Khoran Gutsplitter hey thanks for the update! When the Adeptus Mechanicus were added I was wondering if any of their units would qualify for this mod, so thanks for letting me know.

The bad news is that the Space Marines "Orbital Deployment" ability is very limited in what we can modify about it. I tried adapting it into another custom faction/race I had made a while back, but was unable to change the city type required for the ability to function. It currently only works with units within Space Marine cities (which doesn't help us).

Maybe we can come up with an alternative ability, something more generic that could apply to either the entire AdMech, or maybe some select units in it?
Khoran Gutsplitter 26 Dec, 2021 @ 2:39pm 
Possible Update for Admech: Give them a tier 10 research called "Lucius Legio Teleportarium" (Since the Forge World Lucius are the masters of teleportaion technology) which functions similarly to SM orbital deployment that allows any non-vehicle unit that is on a city tile to teleport to any visible spot on the map. The drawback is that it costs influence to do so and consumes the units action and movement points.
Iron Father Jango 10 Oct, 2021 @ 1:05pm 
Cool mod.
Skirata  [author] 8 Oct, 2021 @ 3:52pm 
Updated. Hope everything worked out well.
Skirata  [author] 8 Oct, 2021 @ 2:29pm 
Excellent! Thank you again for the list. I'll get working on it shortly.
Khoran Gutsplitter 8 Oct, 2021 @ 2:27pm 
Alright, here it goes.

AM: Primaris Psyker (Gate of Infinity).
SM: Chaplain (Personal Teleporter), Librarian (Gate of Infinity).
CSM: Not sure if Master of Possession can teleport, but considering normal sorcerers can i think it's fair if he can too. Maybe Warpsmith, but eh.
Eldar: Farseer and Spiritseer (Gate of Infinity), both are high-level psykers so yeah.
Necrons: Necron Lord, Cryptek (Veil of Darkness). The veil of darkness is basically an artifact which functions similarly to a personal teleporter, only more advanced and completely safe.
Orks: Weirdboy already has Da Jump! group teleport ability, so a personal version of that would be kind of redundant and makes him more mobile than he should be.
Tau: Barely knows anything about teleportation, one of the few fields of science they don't understand nor have experimented much with.
Skirata  [author] 8 Oct, 2021 @ 2:01pm 
@strider_190 You're very welcome!