Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

HEROES OF LEGEND - BLOOD PACT Edition (New Heroes/Units)
115 Comments
Devian  [author] 31 Jul @ 1:47pm 
World Eaters faction aren't mine. But some of the Blood Pact models need a serious rework btw. But this will w8 a new Chaos edition.
The blood pact might be one of the best additions to the game that I've seen. Any chance of a patch to make it work with World Eaters faction?
Мышка-Сосиска 29 Jul, 2024 @ 7:20am 
Oh, cool, thanks! Prepare for balance barrage!
Devian  [author] 29 Jul, 2024 @ 7:14am 
You can use the ctrl+D to enable the debug mod. With it, you can spawn any entity of the game. Much more easier to test stuff.
Мышка-Сосиска 29 Jul, 2024 @ 7:01am 
If only there was something like sandbox...without it I can find things for balance only eventually...like immediate tank spawn ability of Eliphas or posessed marines of Erebus what cost one ability, one marine squad and gives annihilation squad what devastates infantry with fire and torns any armor apart with claws while gaining semi-hero armor, almost no morale loss and very fast legs.
Devian  [author] 29 Jul, 2024 @ 6:45am 
As i already said, balance is quite difficult. And i can't do it alone.
Мышка-Сосиска 29 Jul, 2024 @ 6:22am 
Cool. And balancing mod in this game is actually quite twisted work because I don't even know how vanilla balance works as there can be alot of moments where damage seems surprisingly low or high, when, for example, Chaos Lord can almost oneshot Space Marine outpost while Daemon Prince, which is 3 tiers higher than Lord will beat single outpost for 6 turns, or when gatling beast will be stronger against vehicles then marine squad with melta bombs.
Devian  [author] 29 Jul, 2024 @ 6:14am 
Indeed. But don't worry, there is only few abilities with music. The majority uses the vanilla ones.
Мышка-Сосиска 29 Jul, 2024 @ 6:08am 
Do you like music on abilities? :O
Well, maybe it's not so bad, but I'm playing with ingame music on and it feels kinda odd when one epic music starts in a middle of itself above another epic music and then fades out, not showing own epic clearly during time whie it plays (and it shouldn't be long) and interfering ingame music, what feels unfitting.
Maybe some ingame or internet effect sound files can actually replace such epic.
Devian  [author] 29 Jul, 2024 @ 5:49am 
You don't like the music on abilities ? :O I really like the effect on game (if someone has seen an AI using the ult skill of the Saint on an entire army, it's really something).
I mainly used vanilla files but i get bored sometimes and prefered more exotic/epic music to emulate the power of the hero/ability.
Devian  [author] 29 Jul, 2024 @ 5:49am 
Since the Sons of Sek will keep their mesh/animation, i can't add a new animation (cultist) to them. I'll try to put the grenade animation instead if possible.

I've seen AI using heroes a lot of time on my side (not the clever way but still xD).

Variety is good and quality is mandatory but each units have its own flavor. Death Guard, Rubricae, Iron Warrior... i made all this stuff for each playstyle. They all are unique in different way. Balancing is my main concern but i receive very few feedback so i can't be aware of all issue.

You play the way you want and this will grant much more diversity to the AI you'll be face off. Since some people likes to play with a really low game speed, you'll use classic units more often and use more advanced units to suppor them (low research for example).

Keep in mind that old stuff (mainly Chaos Space Marines) will be updated.
Мышка-Сосиска 29 Jul, 2024 @ 5:14am 
Oh, also...do some of hero abilities really need music when performed? Maybe it's something really incredible, but I doubt that ability music upon game music sounds better than just sound effect of performed ability.
Мышка-Сосиска 29 Jul, 2024 @ 4:49am 
Variety is good, but quality feels better than quantity, and every unit should have own role in whole faction army, but not be able to fit as much as possible battlefield situations at same time (beside Sons of Sek as it made quite comfortable and feels like their unique feature). Your single Mechanicus hero mod feels and fits in game much better than 5 Chaos mods with overwhelming amount of different and similar units.
Мышка-Сосиска 29 Jul, 2024 @ 4:48am 
Also I watched some other mods and found such doubtful decision of giving possibilities to spawn vanilla units with other weapons. I think it makes vanilla units significantly less desired. Chaos Marines are quite well balanced units, but why should you buy just bolters if you can buy ones with flamers that annihilate infantry (while you already made plague marines), or ones with heavy weaponry against vehicles? I think that balance here is a quite delicate, long and complex work, and it's better to give anti-infantry and anti-tank role to certain units than alt-versions of existing ones what also can probably ruin soul of faction when instead of chaotic chaos with a bunch of full of bloodlust hellbrutes you see them equipping range weapon and play carefully and professionally like if they're not so chaotic, or gatling beast that looks and feels not so fitting and furious when equipped with plasma guns.
Мышка-Сосиска 29 Jul, 2024 @ 4:48am 
Oh, great, very good! Also I thought a bit and got an idea that knife attack can have literally animation of cultists, but with knife models (that can be taken from some units with knives if there is such), should be not so hard as animating from zero.

And I still don't know why none of AI creates any heroes and heroe-making buildings (and doesn't even research them).
Devian  [author] 29 Jul, 2024 @ 1:15am 
Yeah, by the time my modding skills was lower than today. I revamped some stuff here and there but i prefer waiting to work on same faction to fix/revamp things. They'll have better models.
Мышка-Сосиска 28 Jul, 2024 @ 3:56pm 
Thanks, I'll try to gather as much objective information as possible. I'm playing against hard AI and even at about 100th turn in 3 players FFA I saw no AI that uses heroes. After installing all of your mods I see that it's very rare to me that AI uses at least any mod units while not building any (even vanilla) heroes at all, but spending alot of resources on large vanilla army. Also Sons of the Sek have no model for rocket launcher and use sniper rifle models instead.
Devian  [author] 28 Jul, 2024 @ 2:57pm 
And don't forget that AI can use them too.
Devian  [author] 28 Jul, 2024 @ 2:57pm 
Balancing is not easy, i'm craving for feedback since i won't play very often. As for the free melee weaponry it's begin to bother me too. I think i'll reduce the power of this kind of ability or putting an heavier cooldown.

As for heroes, they're all unique. I try to make them balance as possible. You quoted about Sek that is more powerful than Daemon Prince, but hey you can have a lot of Daemon Prince but only one Sek :D but if you loose Sek, all the Sons will suffer a lot during some turns.

I mainly play against hardcore AI so against easier AI, this could be trivialized indeed.

If you have some balance feedback or proposition, i'm all ears.
Мышка-Сосиска 28 Jul, 2024 @ 2:36pm 
Aren't these mods are quite overpowered? At first few times it looks pretty fine, but at 3-4 time I begin to see that units and heroes from your mods are surprisingly good in comparison to vanilla units of same tech level. For example, in this mod blood pact guardsmen have knive attack (which doesn't have animation :( ) which along with basic gun attack makes them about twice stronger that cultists while also having access to grenades. Meanwhile Sek as "support" unit can cause more trouble than whole Daemon Prince: completely stuns city for 3 turns, makes everyone around stronger and life-stealing, eats ground for signicifant boost of ecomory+demoralising enemy. Sadly, I didn't come too far in this mod because it's incredibly easy to win with it, but I already see how it's units and heroes are overconcentrated with powerful abilities.
Major Bastard 15 Jun, 2024 @ 10:11am 
Now that was quick!

Cheers
Devian  [author] 15 Jun, 2024 @ 10:07am 
Hmm... my Gladius+ data should be obsolete then. I'll update the patch.
Major Bastard 15 Jun, 2024 @ 10:06am 
Yep confirmed issue. I changed the to 0.65 (same as Gladius+ IG guardsmen) and they are showing correct size now
Major Bastard 15 Jun, 2024 @ 10:03am 
Hey, very cool mod. Regarding blood pact soldiers on the Gladius+ patch, they all appear as tiny for me, even with the patch at the top. I looked in the patch files and BP troops are set to 0.41 scale?
panzerstrick 14 Jun, 2024 @ 10:55pm 
I dont use your mod with Gladius+ ,because with it,I cant play with the other player .Gladius+ make the game with players crash.
panzerstrick 14 Jun, 2024 @ 10:50pm 
I get a screenshot ,please add me friend ,then i CAN provide it to you
Devian  [author] 13 Jun, 2024 @ 9:13am 
No issue on my side about the Tide of Traitors ability or Sons of Sek with Meltagun.

Can you provide me a screenshot about the crash please ?
Devian  [author] 13 Jun, 2024 @ 8:44am 
I'll investigate that. Last time i played, they've working great.

The Darkwatch is weak ? Ah, the first feedback about them. I'll keep this in mind ;) thx
panzerstrick 13 Jun, 2024 @ 8:32am 
“2nd Tide of Traitors” sometimes make the game crash。i think because he deploys “The Son of Seks get the Meltagun”。
panzerstrick 13 Jun, 2024 @ 8:29am 
“Elite Deployments of the Darkwatch ” the darkwatch is too Weak。
panzerstrick 13 Jun, 2024 @ 8:28am 
The Son of Seks get the Meltagun will make the game crash。
Devian  [author] 9 Jun, 2024 @ 1:17am 
New compatibility patch with EBF Super Heavy Wrecks available !
Devian  [author] 14 May, 2024 @ 7:55am 
Las/Plasma Damage research added to Plasma Weapons. Same for Heavy Bolter.
Devian  [author] 5 May, 2024 @ 7:00am 
The "Eye of the Auspex" ability of Gaur grants now +1 Accuracy (from 2) during 1/2/3 turns depending of the level (from 2/3/4).
Devian  [author] 30 Apr, 2024 @ 3:29pm 
Loot is reduced to 2 from 3 in order to be more balanced.
Devian  [author] 27 Mar, 2024 @ 12:02pm 
Indeed, it was intented :)
mr_d_x 27 Mar, 2024 @ 11:56am 
Thanks,

One thing I only tested today because I didn't think it would work anyway was whether it was possible to put the Icon of Dispair into the Blood Pact Tanks.
Usually since you can't put Chaos Marks on vehicles the Icons don't work either.
But it works.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3203166671

So I could bump up the firepower of the tanks another 17%.
Devian  [author] 26 Mar, 2024 @ 6:55am 
I'll keep all you said in mind, it's good stuff btw and easily to make.
mr_d_x 26 Mar, 2024 @ 5:01am 
Thanks for even reading through this mess of a post.
And yes please wait for some more feedback from others.
They may feel completely different on the matter.
And they may have some more ideas what to add or to change.
Also stuff like this takes a while.
I remember the topic on Chaos Tanks came up late last year.
So it's a matter of patience. And I very much enjoy these guys the way they are now too.
I can pretty much put the Chaos Marines aside and play the Blood Pact as the Blood Pact aside from a hero here or there to repair my tanks.

Maybe you'll feel the itch to try my suggestions at some point.
Maybe not
We'll see.

Also, the Stormbolter thing was not to remove it from somewhere but merely a lore-based explanation why not to use it. Basically it's a high-tech weapon by 40K human standards.
But why to design a new vehicle-based weapon.
Not much else. ;-)
Devian  [author] 26 Mar, 2024 @ 4:23am 
Custom heavy stubber model for the Sons added.
Chernobex 25 Mar, 2024 @ 4:00pm 
the new details look great:steamthumbsup:
Devian  [author] 25 Mar, 2024 @ 1:09pm 
Plasma gun model added to the Sons of Sek - Thanks to Goddamnit, Clown for his mesh.
Devian  [author] 25 Mar, 2024 @ 3:43am 
Sniper weapon model added for the Sons of Sek.
Devian  [author] 25 Mar, 2024 @ 2:25am 
And Flamer model for the Sons of Sek (with Flamer, obviously).
Chernobex 24 Mar, 2024 @ 7:07am 
hehe looks like a crab, epic
Devian  [author] 24 Mar, 2024 @ 4:33am 
Thanks for the time you put into this HUGE feedback, it's pretty welcome.

I don't have play the Blood Pact for now, so i need some time to balance stuff myself (i spend more time into modding than playing xD).

I'll wait a bit before editing stuff (and let people testing more this Edition first) since i want to move out for now (twinking some old stuff and new stuff planned).
Devian  [author] 24 Mar, 2024 @ 4:33am 
That's some... heavy post xD so to summary, you want to :

- reduce the range of the Chimerax
- reduce the accuracy of SteG from -1 (the Reaver is already affected) -> no need to create new trait, i can reduce the base value of the unit and reduce the penalty of the trait that already exist.
- add a penalty for the Reaver after moving
- add Destroyer blade for Reaver and SteG
- add a Heavy stubber for all Tanks to compensate loss of accuracy
- remove the lascannon hull of the Reaver (but it's part of the description i've found so...)
- remove Stormbolter (but... there is no Stormbolter here)
- add two kind of shell for the Reaver (AP and AM)
- reduce the accuracy of the Brigand (to me, since it was lacking other weaponry, i like the way the cannon is enough to take down enemies)
- add a lascannon to the Brigand (... i like the WW2 style of this one, adding a las weapon could be... less fun :)

Did i miss something ?
mr_d_x 24 Mar, 2024 @ 4:00am 
Pt6
Since the Chimerax is a proper Guard grade vehicle, I would not limit it in the same ways.
But I think it's a bit too powerful still. Against ground targets it still has the same firepower as the Hydra plus the Lasgun Array.
Not entirely sure what to do except raise the cost.
Possbily reduce the range on those Autocannons. It's a very obscure unit with no official stats and the despictions I could find look like the Autocannons are wayyy shorter than on the Hydra.

The At83 is, according to the fluff, not limited in the same ways as the Steg and the AT70 so a ranging Stubber would not help but perhaps you woud like to throw one on anyway.
Possibly reduce the firepower of the Oppressor and reduce the accuracy from 8 to 6 and throw on a hull-mounted lascannon to go with the inferior to at best same level as the Imperial Guard motif.

Since the Stalker uses weird Chaos Magic so all rules are off ;-)
mr_d_x 24 Mar, 2024 @ 4:00am 
Pt5
Variant: AT70 105
- 105mm High Velocity Gun
- Stubber
- Lascannon
- Heavy Bolters as upgrade

105mm High Velocity Gun (stats based on both the Leman Russ and Castigator Guns)
Semi Armor Piercing Shell:
Damage: 5
Attacks: 1
Armor Piercing: 3
Accuracy 6
Range: 3
Heavy
Blast (+2 targets)

Armor Piercing Shell:
Damage: 6
Attacks: 1
Armor Piercing: 4
Accuracy 6
Range: 3
Heavy

Clearly inferior to both its counterparts, but probably still fun to use.
Also Destroyer Blades as upgrade like with the Steg.
mr_d_x 24 Mar, 2024 @ 3:59am 
Pt4
AT70
- No Auspex: -1.0 accuracy when the vehicle has not moved
- unstabilised heavy vehicle: -2 accuracy when the vehicle has moved
(this is because it moves fewer hexes and in most terrains due to its weight it is more likely to crush the obstacle rather than shake around)
- Add a Heavy Stubber
(this one of the ideas I had but eventually dumped: give it a -2 accuracy unles it is within 2 hexes since it can then use the Stubber's ranging shots, probably unworkable)
- if this is supposed to be an infantry supporter, replace the Lascannon with another anti-infantry weapon