Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Invasive Wildlife
32 Comments
Pyrodysseus 12 Aug, 2024 @ 5:04pm 
So I had this bug forever that ruined many campaigns and turns out this whole time I just didn't properly read the description. Playing on Very High density on larger maps absolutely will brick your save, game will be normal until one day you end turn you get CTD, and there's no way out of it beyond reverting to an earlier save and committing mass genocide on all neutrals in quick order
Pyrodysseus 21 Jul, 2024 @ 6:14pm 
I love playing with Very High Wildlife density, constant battle and great for leveling heroes
Koger 30 Jan, 2024 @ 3:44am 
Hey!
Some more feedback - for whatever reason KrootHoundAlpha's PackFrenzy ability doesn't work consistently:
- sometimes KrootHounds near Alpha don't get the trait
- sometimes KrootHounds get the ability at start of Neutrals phase and then "loose it" when player's phase begins.
- I have also seen couple times Catachan Devils getting this trait...

I have a save to backit up if needed.

Also because trait increases maxMorale and later loss of this modifier "takes" from base Morale first, I often see KrootHounds with 4/8 morale simply because they gained and later lost the trait :D Funny thing how those traits work
Koger 19 Jan, 2024 @ 1:26pm 
Feedback after game with very high wildlife density - well, 80 turns in and wave of neutrals seems to almost never stop. So I surrendered to see that basically whole map is already filled with them :D
https://steamhost.cn/steamcommunity_com/profiles/76561198036660548/screenshot/2301969478612664813/
livingkills 28 Nov, 2023 @ 3:34pm 
is it intentional that the enslavers of any type can mind control hero units? this wasnt something i have ever seen them do in the base game
Cato 26 Nov, 2023 @ 3:38pm 
At first I found the increased grind annoying, then realised playing without it how empty the map becomes by late game.

In my last game, I turtled as Necrons for a long time. When I eventually ventured out, an entire northern continent belonged to Cultist scum, no-one ventured there. I also clashed with Sisters in a narrow bridge of land between water, only for a dozen ANGRY stingwings to buzz up out of nowhere and strike from the water, causing both sides to fall back. It's quite something to see a Canoness stung to death by neutrals. :ftlmantis: :divine:
Grotzel 2 Sep, 2023 @ 12:01pm 
This mod sounds fun! Just a little lore concern: The connection between Poxwalkers and Neophytes sounds arbitrary to me ... Wouldn't Poxwalkers fit better to the Betrayer Bastion? Mmmh. As an alternative for hybrid spawning: ideally a Tyranid unit or simply a bigger/retextured Neophyte ... or a building - perhaps a retextured neutral building? Or a hole in the ground? ;)

Of course that would mean more modding work. Sooo ... perhaps self-replicating hybrids?
Timmeh  [author] 24 Jul, 2023 @ 1:09pm 
Thanks Kazzak.
I left the spawn abilities hidden because I think it makes the neutrals seem a little more natural as you don't know which ones are going to spawn new units soon.
It also prevents the player from using the ability when converting Kroot Hounds so I don't need to make a work-around for that which could cause some compatibility issues.
Lord Kazzak 21 Jul, 2023 @ 10:29am 
Your mod is awesome, i love plowing through the neutral creeps after fighting them off untill i stand strong against the tide. It makes the world feel more realistic and erases the thought of an limited number of creeps till i reach my enemy.

On an overwhelming number of creeps on an gigantic map im already an T9 with devastor centurions and haven't meet my AI enemy XD.

Would be a blessing if you could add tooltips and visible abilities, telling when and how every single creature replicate. Like the spawn ability from the promethian or the infest ability from the psychneuein.
Timmeh  [author] 22 Jun, 2023 @ 1:09pm 
Thanks, I appreciate the feedback.
Nametagg0 20 Jun, 2023 @ 10:57pm 
after the recent patch, this feels super great. is nice that the Kroot Alpha can usurp command from the tau and makes them a lot more of a presence to deal with.
Timmeh  [author] 15 Jun, 2023 @ 4:26pm 
Ok, I've revised the morale and xp values.
I've just set xp a little more than vanilla values now.
Nametagg0 14 Jun, 2023 @ 7:53pm 
the xp values were definitely a little inflated. killing one hound alpha instantly sent the group of units that killed it to xp level 7 so by turn 30 you've already got fully leveled troopers
Timmeh  [author] 14 Jun, 2023 @ 5:23am 
Too rewarding?
I admit I was a bit rash with those xp values, and I only tested to make sure the adjustments worked. I flat out doubled most units and a little more for leader type units.
I'll go over it again :)

The morale should actually be higher now. I increased the kroot hounds a little and the alpha a lot, to try and make it run away less from fights. Didn't change it on other units iirc.
Overlord617 13 Jun, 2023 @ 6:11pm 
I'd hate too cause more work so soon but two issues i noticed immediately were: neutral unit took alot more morale damage than before and the xp value of neutral unit is very over-tuned (kroot hound alphas have a base xp value of 67!?)
Timmeh  [author] 13 Jun, 2023 @ 12:48am 
Just updated.
Increased xp values, buffed Kroot Hound Alpha and made Neutral Pack add-on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988658895

Sorry if I broke anyone's save games.
Overlord617 10 Jun, 2023 @ 4:41am 
Might i suggest increases the xp values of the new and pre-existing enemies?
HungryTGUY 9 Jun, 2023 @ 11:49pm 
Bro the enslaver overlord be THICCC. Wasn't even mad it 1 turn MC'd my chaos cultists, 10/10 would be tentacled again
Nametagg0 8 Jun, 2023 @ 4:21pm 
for a Kroot hound buff, i'd probably say something like a melee-oriented "gunners kill on sight "order for guard or the defensive protocols that the Necron lord has. just generally something that makes dealing with kroot hounds a bit more dangerous while they have an alpha nearby since otherwise the alpha tends to just sit in the back and is effectively the same as having just one more kroot hound unit there aside from the description saying that the hound spawns additional kroot long term
Nametagg0 8 Jun, 2023 @ 4:21pm 
game pace was on standard with low (not vary low) wildlife density. id say the spawn rates there were pretty fairly challenging as they only really stunted on us during a period where we were stuck between two different groups of ai players we were caught between but a dedicated push to clear them out lead to them no longer being an issue an we could then re-dedicate to the AI players. I could see it being a little overbearing for a single player to deal with but with an ai teammate or a group like we had it shouldnt be much of an issue
Timmeh  [author] 8 Jun, 2023 @ 5:05am 
Thanks for the feedback.
Could you please also add what game pace you were playing on?

The spawn intervals currently scale with pace, so the results can vary wildly.

Nametagg, I could add something like that to the Kroot Alpha. Any suggestions what would make a good buff? How was your experience in terms of spawn rates?
Nametagg0 8 Jun, 2023 @ 2:31am 
Me and some friends tried this in a multiplayer Co-op campaign that also used Gladius+.

It was really fun to run into overlord enslavers and coordinate assaults on it and it's personal army of enslavers and enslaved, especially with Gladius+'s difference in scaling making both the Traitor Bastion and the Overlord absolutely titanic on the field

Psychneuein replicating off kill was also pretty fun as we were a mix of sisters, guardsmen, and marines so having the marines splitting off to deal with bugs that rose from guardsmen getting slaughtered was nice.



kinda wish the kroot Alpha acted more like a captain unit that can buff the kroot around it but that probably is more difficult to make as a neutral unit
myzodus 7 Jun, 2023 @ 8:08pm 
Not fun at all. Having over 20 Space Marine units dealing with the Wildlife for turns and making very small progress on the map. At one moment it became unplayable.
Mindrivet 7 Jun, 2023 @ 2:26pm 
Can't wait to give this a try
Grim_Reaper 7 Jun, 2023 @ 10:50am 
would love to use it with neutral pack. love the idea
Lawic 4 Jun, 2023 @ 11:59am 
Perfect :)
Timmeh  [author] 4 Jun, 2023 @ 11:22am 
There, I made an add-on that you can use, link at bottom of description.
Timmeh  [author] 4 Jun, 2023 @ 10:56am 
I haven't added that yet, but I've actually done it outside this mod, so I could include it in the next update.
Lawic 4 Jun, 2023 @ 10:41am 
Do you add the ability to convert Kroot Hound Alpha with tau Faction? (If not,I can send you the bootcode to add it ;) )
Timmeh  [author] 4 Jun, 2023 @ 6:04am 
Let me know how it goes.
I've done limited testing with it, so I may need to adjust some values.
Also note that the spawn times scales with game pace right now, so they may be too high for fast paces.
Tchey 4 Jun, 2023 @ 4:51am 
Sounds great, must try it in my next game
Arthur two sheds Jackson 2 Jun, 2023 @ 4:00pm 
that sound like hell, nice