Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Thousand Sons - New Faction
49 Comments
Berglmir 17 Jun @ 2:16pm 
Sorry, my bad. I was mixing up my mods. All is well and thanks again for your great work
Berglmir 17 Jun @ 2:03pm 
Thanks for checking - this is weird, because I see them but can´t recruit them and there is a unit called "Chosens" in second tier, which I can research but not recruit.
Malaikat  [author] 17 Jun @ 3:21am 
There shouldn't be any additional requirement for Tzaangors, I checked the files and redownloaded the mod and checked ingame and in both cases the Tzaangor is there.
And what Chosen? The Thousand Sons don't have any unit called Chosen. The only chosen I can think of of the top of my head is for the Emperor's Children, but in their case it is only a trait, not a unit.
Berglmir 16 Jun @ 9:39pm 
I love what you have done with your mod(s) but Tzzangors and Chosens are still unavailable to me. Anything I am doing wrong? (I have researched them and have the buildings, but no option to recruit any of these). Thanks for any pointers
Redscooter 13 Jun @ 7:13pm 
awesome, thank you! great mod!
Malaikat  [author] 12 Jun @ 3:57am 
Soulblaze should now work properly.

The scarab occult sorcerers having item slots was an error, it should be fixed.
YunRu 6 Jun @ 2:51am 
uhh, not sure if its intentional but why do the occult scarab sorcerers have item slots? you cant buy items with them (thank god lol max item army of sorcerers lol) but i could add the items i got from outposts.

also idk if im just dumb but how is the teleport that takes adjacent units get unlocked? also what does tzeentch boon do?
Redscooter 4 Jun @ 6:56pm 
Is it just me being dumb, or does the soulblaze upgrade on the last tech tier not actually apply to anything?
Malaikat  [author] 24 May @ 3:23am 
Yes, Tzaangors are just blue Bloodletters.
They are the first unit for which I changed the textures. So I was glad when they ended up blue instead of red and left it at that. Just as every other unit, their looks aren't perfect, but good enough.
Golden-Skull 7 May @ 8:48am 
Tzaangors look likes Bloodletter in Blue with yellow swords... normal?
Malaikat  [author] 24 Apr @ 5:06am 
The crashes should be fixed, or at least reduced to a chance where 6 Thousand Son AIs couldn't crash the game in 2 separate games that both went beyond turn 150.
troutnut68 22 Apr @ 11:18am 
By the way, playing your other modded factions with no crashes to speak of.
troutnut68 22 Apr @ 11:17am 
I've been playing the mod again with no crashes lately. I also had the same messages that Paul59 had when it did crash. Nothing specific and no mod disables after crash. Still trying to duplicate and isolate what caused the 1st crash. I have been avoiding researching "Twisted Requistion" until very late in the game as a result. I like the mod very much and will continue to play it. Very inventive and unique faction.
Malaikat  [author] 22 Apr @ 2:55am 
The error report Gladius creates is located under "Documents\Proxy Studios\Gladius\Logs". Sharing this through pastebin, or similar sites, or the proxy discord could be helpful.
The error message upon crash doesn't show many details, but might already be helpful.
What other mods are installed?
All the "Twisted Lands" improvements are copies of each other and the base feature is activated from the start of the game.
Paul59 21 Apr @ 12:46pm 
I got three CTDs late in the game after researching the Twisted Requisitions. It just went straight to desk top with a small message that did not mention any particular file. It didn't disable my mods (thank God!), which I thought was strange. It seemed to crash at different times, the last time was after selecting a Vindicator. I did not suspect the Twisted Requisitions until reading troutnut68's comment. I gave up after the third crash.
Malaikat  [author] 20 Apr @ 9:11am 
If those crashes continue, please report some more details. Often the faulty file is directly mentioned in the error report gladius creates upon crashing. I'll try my best to remove the issue if possible. It also doesn't suprise me that there are still crashes within this mod given the trouble some of the mechanics gave me.
troutnut68 19 Apr @ 11:25am 
Great mod by the way. Having some trouble with crashes after researching Twisted Requisition(?). Anyone else have the same problem?
Malaikat  [author] 19 Apr @ 4:12am 
Twisted Lands are a passive bonus to every tile of your cities that changes each turn. It might take a turn after unlocking the research for the bonus to update, can't remember that detail.
Paul59 18 Apr @ 1:38pm 
It's okay, I think I have noticed what is happening. After you start building in a city hex, you start to get a resource bonus for everything, even if the hex had no bonuses before the city was built.
Paul59 18 Apr @ 12:13pm 
I have researched Twisted Research and Twisted Growth, but haven't noticed any change in my production. Do I have to activate them somehow, or are they very subtle?
Ortoblast 16 Apr @ 5:28am 
That's okay, If the reason was in just save being old.
Malaikat  [author] 16 Apr @ 5:15am 
On the 12th of april I added several changes that aren't compatible with previous saves. They related to an issue preventing the proper spawning of necron tombs and possible crashes.

So if your save is older than that this changes are possible at fault. In that case a fresh save should be without issues. If you continue having crashes in a fresh save I'll try to take a look.

Unfortunately I can't guarantee that any changes I make are compatible with older saves. But I try to fix bugs reported as fast as possible preventing issues in future new games.
Ortoblast 16 Apr @ 2:18am 
Also, tried to redownload the mod (maybe my version was outdated), and got a different error on the same place (when ending my turn).

[2025-Apr-16 09:16:01 UTC] Processing player 4 <redacted> AI playing as Necrons ...
FeatureManager.cpp:62: void __cdecl gladius::scene::feature::FeatureManager::onMessage(const class gladius::world::CityPopulationChangedMessage &): Assertion "buildingsFeature" failed.
ExceptionHandler::unhandledExceptionFilter()
FeatureManager.cpp:62: void __cdecl gladius::scene::feature::FeatureManager::onMessage(const class gladius::world::CityPopulationChangedMessage &): Assertion "buildingsFeature" failed.
Ortoblast 16 Apr @ 2:07am 
Game crashes with:
EntityManager.hpp:82: class gladius::scene::feature::Feature &__cdecl proxy::core::EntityManager<class gladius::scene::feature::Feature>::get(unsigned int) const: Entity does not exist.
ExceptionHandler::unhandledExceptionFilter()
EntityManager.hpp:82: class gladius::scene::feature::Feature &__cdecl proxy::core::EntityManager<class gladius::scene::feature::Feature>::get(unsigned int) const: Entity does not exist.

Playing with Thousand Sons and Death Guard, both with models.
Malaikat  [author] 14 Apr @ 1:55am 
But it is? The very first building you build in your city can be for additional requisitions.
Andrew 13 Apr @ 5:14pm 
Is there a reason why the Requisition building is not available to build in the city?
Andrew 13 Apr @ 1:04pm 
Thanks for addressing the city expansions. That's great. Quests are not essential. I'm planning to have the villain factions to play against mainly anyway. Great skins though. They're joyous adversaries to have. I'd love to see the Dark Mechanicum have more unique skins to stand apart from the standard AdMech and Chaos factions. Thanks again.
Darkenarlol 12 Apr @ 6:08pm 
it works! and the faction plays great, thanks.
and again you have made a faction than plays (or at least CAN be played) not by just spamming top tier units. i mean it has great mechanics and really deep thoughts behind it. great job, gonna be waiting for slaanesh dudes =)
Malaikat  [author] 12 Apr @ 10:35am 
The issue was related to the spawning behaviour of Necron Tombs and should be fixed now.
Darkenarlol 12 Apr @ 5:03am 
can't even rate this one as it crushes to desktop with

void __cdecl gladius::world::generator::PlayerStarterUnits::generate(void): Assertion "startTile" failed.

i have only your other mods and nothing else. it is the only one that crashes regularly even it is the only one single mod active at all
Malaikat  [author] 12 Apr @ 1:59am 
The cities not expanding is an error. I'm just slightly annoyed it took nearly two weeks for someone to report such a grievous error. It should be fixed now. Might need to start a new game, might not.

I could re-add the standard questlines and adjust them where necessary to the respective factions. If people actually play the quests. I don't think I'll add entire custom questlines for all factions.
Andrew 11 Apr @ 11:36pm 
Great mod. Will you add a Campaign?

Also, the city radius increase seems to either not work, or there's a missing a faction mechanic that explains it, or I am overlooking it.

Are cities meant to expand as standard? If not, we need to build 1 hex away from outposts, instead of expanding towards them.

I'm struggling to optimise the requisition resource.
alexghome 29 Mar @ 9:55pm 
Confirm - it's works:steamthumbsup:
Many thanks!
Malaikat  [author] 29 Mar @ 10:58am 
Sorry for that. The issue should be fixed now.
alexghome 29 Mar @ 10:13am 
Delete & Subscibe - not help (
alexghome 29 Mar @ 10:12am 
After update crash

-std basic string
"Thousand Sons/Doombolt" does not exist
chunky fecal smoothie 28 Mar @ 10:40am 
lmao
Lord_Draconis 28 Mar @ 5:09am 
"Thank you" for not listening to advice.
Malaikat  [author] 23 Mar @ 3:20pm 
The Emperors Children are most likely the next faction to come.
emperors children next!? :steamhappy:
Malaikat  [author] 23 Mar @ 6:17am 
It is unlikely for more demons to be added. The main problem here are the base units, Gladius doesn't provide enough for me to work with. I also don't want to use the same models again and again for every faction, I want them to differ from each other.
Thousand Son units are also the most difficult to create the way I did as I attempted to give every unit a unique trait/ability that fits the unit and for the unit to differ enough from the rest of the rooster to be meaningful.
If future DLC brings forth new models that would fit the Thousand Sons I can see myself adding them.
102schek 23 Mar @ 5:24am 
I tried to feel the faction more strongly and I like it, of course, problems may arise in the middle of the game, but the main thing is to live to improve the physical weapons to the mental ones and things went much better.
And I also wanted to ask, will there be more demons and demonic machines added? It's just that the faction that is closest to the demons and the warp has only 1 kind of demon.
Malaikat  [author] 20 Mar @ 4:40am 
@102schek
1) That's an oversight on my sight. It will be fixed going forward.
2) Overwhelming Power on tier 7 grants psychic weapons the additional armour penetration. Arcane Might on tier 8 turns melee weapons into psychic weapons. Once you have both all melee weapons gain +1 armour penetration. Same for other weapon types.
3) I'll probably change the description of Flow of Magic, I aimed slightly too far towards flavor there. It isn't always an entirely new active ability, more often than not it is a passive. For Rubric Marines specific it is their Warpsmite weapon that has negative accuracy without Flow of Magic and positive with.
Malaikat  [author] 20 Mar @ 4:40am 
4) No unit should have a reduction in morale loss as a passive, if any have that would be a relic I forgot to remove.
Every faction has units that are nothing but "golems" to fill out the unit rooster, no different here. I'm taking inspiration from the tabletop games and even there the thousand sons have a lot of none psyker units on the table.
Granting all units passive damage reduction or less morale loss might come if it turns out the faction as a whole is far too weak. But it is too early to say for certain what the balance is like.
102schek 20 Mar @ 4:05am 
I've upgraded all the infantry upgrades, and what can I say?
1) Terminators do not have increased armor
2) all physical weapons remain as such, if possible, please tell me what specific improvement gives this ability.
3) having produced all the infantry, I never found that the Rubric Marines had their own features
4) Similarly, all Rubric Marines do not have a -33% reduction in morale loss
I would suggest giving the Rubric Marines either a -33% reduction in morale loss, or removing it altogether, because in fact they are all golems, not counting psykers
For the same reason, they could add, for example, a 17% reduction in damage received.
Malaikat  [author] 19 Mar @ 12:59pm 
@102schek
If you're asking about armour penetration. Only psychic weapon gain increased armor penetration, but there are techs that can turn your weapons into psychic weapon. So for bolters to gain increased armour penetration you need 2 techs instead of 1 like all other factions.
Whether or not units will gain additional baseline damage reduction depends on the balance. On my own balancing an entire faction is a challenge and not something I focus to much on. If the Thousand Sons end up being to weak, then maybe they'll gain damage reduction, maybe increased damage, maybe something else.
Lord_Draconis 19 Mar @ 10:58am 
Your mod will conflict with the Heretics Astartes mod. Rename the ThousandSons faction, for example, to ThousandSunsMl to avoid conflicts in the future.
102schek 19 Mar @ 10:29am 
the faction turned out to be interesting, especially the fact that everything is chaotic for the thousand sons
But there are a couple of questions.
1) is it supposed to be that units without psyker abilities only have a grade on armor (there is no improvement on bolters or melee)?
2) will an irreducible damage reduction be added to all the Rubric Marines
Lucius 19 Mar @ 7:24am 
very pog