Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

HEROES OF LEGEND - NIGHT LORDS Edition (New Heroes)
75 Comments
Paul59 25 May @ 4:32am 
Thanks Devian, yes, I have figured out how it's working now.
Devian  [author] 24 May @ 3:14pm 
I let the marks available, but they'll not receive any chaos gift or change into Chaos Child or Prince daemon. They not suffer the chaos corruption.
Paul59 24 May @ 3:07pm 
Just a quick question about the "Emboldened" trait. Does it actually do anything? I am able to give Talos the Mark of Nurgle, and I assumed that sort of thing would be prohibited by "Emboldened". Looking at the Emboldened Trait .xml file, there is nothing there apart from a reference to the icon to use.
Genx1313 11 Aug, 2024 @ 5:49am 
AVE!!!
Devian  [author] 5 May, 2024 @ 8:48am 
Icons are now more distinctive if the heroes are available or not to be produced.
Devian  [author] 21 Apr, 2024 @ 6:01am 
New helmet for Xarl (Night Lords pattern) and balance update.
Devian  [author] 21 Apr, 2024 @ 3:15am 
And a Chainaxe for Uzas (Thanks to DexGattaca for the Chainaxe model) !
Devian  [author] 21 Apr, 2024 @ 1:46am 
All the Night Lords gains a new icon/picture created by d1sarmon1a (who did a wonderful and stunning work on them !) => https://www.deviantart.com/d1sarmon1a/gallery
Devian  [author] 21 Apr, 2024 @ 1:45am 
Heavy Bolter model for Mercutian ! More balanced with his ammo ability. His ult will only reduce it's mobility instead of no movement at all. He gains "Relentless" during the effect.
Devian  [author] 20 Apr, 2024 @ 2:50pm 
Uzas and Cyrion received a new model (Cloak for Uzas and lightning bolt tears for Cyrion) and they have been more balanced.
Devian  [author] 19 Apr, 2024 @ 4:10pm 
Malcharion has been revamped with new weaponry (the real one he use) as the Reaper Autocannon and flamer and a new model weapon. The linked ability has been edited too.
Devian  [author] 19 Apr, 2024 @ 3:17pm 
Indeed, the Swarmlord cannot target fortification anymore now.
Cursed Hawkins 19 Apr, 2024 @ 1:56pm 
Ok yeah, the ultimate for the Swarmlord might be just a bit too powerful especially if it happens to be within range of a city, all it takes is a single turn and that city is deleted.
Cursed Hawkins 19 Apr, 2024 @ 1:51pm 
On the subject of the heroes, I might have came across something for the Swarmlord's ultimate ability that might be a bit too strong or could result in a crash, I'll report back should the latter happen.
Devian  [author] 19 Apr, 2024 @ 12:27pm 
Don't worry ;) not what i wanted to say. I just tried to understand if you want to use the mod of SHlNZ0U instead of CCO.
Cursed Hawkins 19 Apr, 2024 @ 12:22pm 
Its more of wanting more heroes to use than be stuck with the vanilla ones, the universe of 40k is vast and at least for me, grew annoying not having more known characters from the universe, and to retain the vanilla balance so they can survive an encounter or two, like Gorgutz's fleeing mechanic after taking damage. Not complaining if that's what you're thinking.
Devian  [author] 19 Apr, 2024 @ 12:16pm 
I don't get the point, you want to use this mod instead of CCO ?
Cursed Hawkins 19 Apr, 2024 @ 11:35am 
@Devian
On that subject of CCO, I did find a way to make a compromise between keeping things balanced for your heroes while also still introducing tabletop features to the game and it keeps the mechanic for the vanilla heroes being limited so there's no conflict with your limitation for the heroes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950911636
Devian  [author] 19 Apr, 2024 @ 10:05am 
Aurum is less powerful but can freely be used.
Devian  [author] 19 Apr, 2024 @ 10:04am 
A new version of Talos is here ! He is more balanced, have a custom model mesh and the 1st Claw traits is revamped too and cumulative. Now you'll fear the Night Lords of the First Claw !
Devian  [author] 26 Mar, 2024 @ 3:50pm 
A real Executionner for Xarl (with a better model too).
Devian  [author] 28 Dec, 2023 @ 4:04pm 
Ah, it's for CCO. I can make the hero recruitable for this Night Lord faction but the heroes (as i know) won't fit to CCO. They will have their vanilla size and health. To make them fully compatible, it's a port and not a patch that is needed :( i don't have enough time for now. I'm sorry.
Devian  [author] 28 Dec, 2023 @ 11:15am 
If the desired mod adds a new faction (other than the vanilla Chaos Space Marines), you won't be able to use/recruit them. But i can make a patch, can you link the mod you want ?
Alphaine 28 Dec, 2023 @ 11:03am 
Is this compatible with the Chaos Space Marine Chapters mod?
Devian  [author] 16 Dec, 2023 @ 12:38am 
Malcharion is now a little less tanky with some less melee damages.
Cursed Hawkins 20 Nov, 2023 @ 11:30am 
When I first saw that, it reminded me of that meme of that guy says "I'm healing them with negative damage" or something like that.
Devian  [author] 20 Nov, 2023 @ 3:41am 
I think this too. OOC alter the base damage of each heroes. Otherwise he should deal much more damages than regular apothecaries.
Cursed Hawkins 20 Nov, 2023 @ 3:31am 
Maybe it's OOC causing this effect but I saw when Variel's alone that his bolt pistol deals -1.0 or -1.1 damage with the other Claws boosting the value to at least 0.5, again maybe it's OOC causing that which would be a huge unintended side effect if so.
Devian  [author] 20 Nov, 2023 @ 2:51am 
It appears that he was dealing too much damage so i remove some accuracy and the blast effect. Should be still efficient against infantry but he is not a fighter after all.

If you find him too weak, i can rebalance him.
Cursed Hawkins 20 Nov, 2023 @ 2:45am 
Didn't Variel already deal negative damage as a base value without any of the other Claws around him?
Devian  [author] 20 Nov, 2023 @ 1:54am 
Variel is updated to be more balanced. He deal less damage with his bolt pistol.
And his ult ability won't be used anymore on vehicle or fortification. Only infantry is affected.
Cursed Hawkins 11 Nov, 2023 @ 3:29pm 
Ok then I might have found something that I guess can "balance" these with OOC because they can be purchased multiple times or maybe at least twice because I remember encountering this kind of bug with another mod that limited heroes, that mod for some reason had a bug where it allowed the Eldar to have two Avatars, I know I mentioned that to the creator of the mod at the time but I don't know if they ever fixed it.
Devian  [author] 11 Nov, 2023 @ 3:25pm 
Yeah, i'm sorry. The AI can use the heroes as well. But since all heroes are unique (can be only craft once, like the Avatar).
Cursed Hawkins 11 Nov, 2023 @ 3:19pm 
But can the A.I recruit any of the heroes from the pack or is that only something the player can do? Not asking for the A.I to be able to if they can't because the A.I pretty much spams heroes whenever they can and I eventually got tired of seeing five or six different space marine captains on the field at once.
Devian  [author] 11 Nov, 2023 @ 3:03pm 
It depends how far the mod alter the base game. My mods contains only new assets to avoid incompatibilities with other mods.
Cursed Hawkins 11 Nov, 2023 @ 2:59pm 
Oh... not gonna lie I just assumed everyone's mods got affected one way or another whenever the game gets updated, usually how it works anyway.
Devian  [author] 11 Nov, 2023 @ 2:47pm 
My update :) if i make changes for balancing for example, my mods won't change any vanilla files so when the game is updated it wont affect my mods.
Cursed Hawkins 11 Nov, 2023 @ 2:41pm 
Like the upcoming update on the 30th this month, but since I just thought of it, can the A.I recruit these guys or any of the other heroes from the other packs? Cause I might use them similar to mercenaries since the heroes in this pack break the 4th wall about how out of place they are compared to everything else.
Devian  [author] 11 Nov, 2023 @ 2:37pm 
Feel free to edit their health :) be aware that an update will reverse them. You can edit the value in the mod file (World/Units/Factionyouwant/Heroyouwant).
Cursed Hawkins 11 Nov, 2023 @ 2:12pm 
Hmm, maybe for the moment I can treat them as critical characters, like those missions in RTS games where if they die it's game over so keeping tabs on them will be needed to make sure they don't get sacked.
Devian  [author] 11 Nov, 2023 @ 1:56pm 
I can't make a patch then. This should be a standalone version of all my mods (since i don't think people using all of my mods at the same time, i won't do a global one) or one standalone for each. It should be possible but this will need time.

Currently i have a lot of work with my other mods and i can't create a new version for CCO right now. If someone want to make now a version of my mods for CCO, he can do it by adding a dependency to them.
Cursed Hawkins 11 Nov, 2023 @ 1:11pm 
If I remember correctly it does change the stats of vanilla units because everything's scaled such as Chaos Marine squads having I believe twenty models (it's fifteen models not twenty) so health was increased for each squad by 50% which also applies to the vanilla hero units so the increased sized squads don't one-shot them.
Since just a single squad of Chaos Marines with 270 health starting out would be able to dispatch Talos by themselves since Talos only has 10 health starting out at the same level of the two since the Marines would be dealing more damage than him as well since they would be doing at most 22.5 total damage versus Talos dealing 2.4 and that's not even factoring melee squads.
Devian  [author] 11 Nov, 2023 @ 12:43pm 
Scaling size of the heroes/units with a patch is possible, i already made a patch for Gladius+. But it seem that this mod change the stats of vanilla units, isn't it ? If it's the case, all heroes/units must be balanced to fit the mod. Maybe the author will be ok to making a patch like this if you ask him.

If the stats remains the same, i can make a size scaling patch.
Cursed Hawkins 11 Nov, 2023 @ 12:32pm 
Last question, probably already know the answer but there's no shame in asking, could it be possible to get all the heroes to be scaled in a similar way this mod overhauls the game itself?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2983187240
Or at the least a patch that applies the one-limit to them since these are individuals within a bigger picture.
Devian  [author] 11 Nov, 2023 @ 11:58am 
All heroes from my mods are available to the heroes building of each concerned faction. They won't replace anyone. Some are locked behind research, other none.
Cursed Hawkins 11 Nov, 2023 @ 10:58am 
So how do these characters work? Do they replace the existing heroes? Are they added on top of the existing heroes? Or are they mercenaries you can recruit?
Devian  [author] 25 Oct, 2023 @ 10:58am 
Mercutian, Lucoryphus and Malcharion are updated to more balanced (Thanks to Mindrivet).
Devian  [author] 11 Aug, 2023 @ 7:34am 
@REAPER I've just checked and i can do nothing because my mods are already compatible with every mods that modified the "Heroes building".

Try to put my Heroes of Legends mods above "Spearhead Armageddon" in the mod list.

The issue is from "Spearhead Armageddon" because the mod alter the original "Heroes building" file instead of used an ".xml.ext" file that makes compatible every linked mods.
REAPER 10 Aug, 2023 @ 9:14pm 
Is there a way to this mod compatible with Spearhead Armageddon by Minimum? For whatever reason when the 2 mods are active the heroes don't show up