Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Devian  [developer] 1 Apr, 2023 @ 8:54am
Issue/Balance/Information
If you have questions, issues or balance opinion, just post them here.

When you encounter a bug, an issue or a crash who seem related to MIA. You must check the log file located here : Documents/Proxy Studios/Gladius/Logs

It's useful for me to understand the issue. It's also likely that the crash message tells you which item is the cause of the problem.
Last edited by Devian; 30 Apr, 2023 @ 4:22am
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Showing 1-15 of 59 comments
HungryTGUY 22 Apr, 2023 @ 1:41am 
First of all, great mod. I've been playing around with it, and it has been a blast so far :)

That being said, here are my two cents for balance; a lot of items in the mod are better than baseline items in the vanilla, which makes vanilla options simply obsolete- much, much more obsolete. For example, Gorechild is 6 AP, +25% dmg and only costs 200 influence, while Mourning blade is 2 AP, +25% dmg and 160 influence. For only 40 more influence, you are getting a weapon that boosts your AP by 4 more than vanilla, AND stacks with weapons like clawed hand with blood with +30% attack, lifesteal with only lower morale (which in my opinion, is a very miniscule drawback; morale is relatively easy to recover). Keep in mind entropic locum with +1 Ap is 40 influence, so getting gorechild is actually much better than getting entropic + mourning blade!

I think the best way to approach this would be to drastically increase the item cost for more powerful items; imho, weapons like gorechild should be 400 influence at least, and weapons like clawed hand should either be also 400 influence or have a much more severe penalty (such as -30% lower max HP so heroes don't become tanking self sustaining melee machines). Ultimately, don't be afraid to make costs drastically higher for higher tier items, as the stacking potential for those are immense. TBH, balancing each and every item is difficult, but I would say in general make items 20-50% more expensive than you think it should cost (ESPECIALLY for items that are capable of stacking, such as melee items, passive items, or trait items that do not cost actions, etc)
Devian  [developer] 22 Apr, 2023 @ 2:51am 
Thanks for your feedback ! I totally agree with you. I voluntarily created some more powerful objects but I recognize that this small price increase is indeed not very balanced.
But before changing anything, I wanted some feedback (what is the case now). I tried not to deviate too much from the base trade values ​​but you're right and I'm going to make some changes for the next version, ideally I'd even like to create a new item category (maybe "Relic" if i can add a new color) that would supplant artifacts. Thanks again !
HungryTGUY 22 Apr, 2023 @ 9:11am 
You welcome, and thanks for making a great mod!
Devian  [developer] 28 Apr, 2023 @ 7:40am 
Mask of secrets
A recent review on this item let me know it's way too powerful, here are some ways to make it more balanced, take your pick :
  • -5% HP/Turn to -10% HP/Turn
  • 75% Inv.Dam.Reduction to 50% Inv.Dam.Reduction
  • -5% HP/Turn to -50% HP max
HungryTGUY 28 Apr, 2023 @ 7:16pm 
Personally, I would say that the definitely the inv. damage reduction needs to go down. Tbh, it also doesn't fit lorewise as slaanesh is all about sadomasochism, so I think worst case scenario you can remove the invuln and add something else (no idea what though). In fact, I would even go far as to say it needs to go down to 33% invuln, but that might be just me.
Mindrivet 28 Apr, 2023 @ 7:30pm 
Originally posted by HungryTGUY:
Personally, I would say that the definitely the inv. damage reduction needs to go down. Tbh, it also doesn't fit lorewise as slaanesh is all about sadomasochism, so I think worst case scenario you can remove the invuln and add something else (no idea what though). In fact, I would even go far as to say it needs to go down to 33% invuln, but that might be just me.

No, its not just you. I think feel no pain reduction would be better since that can be ignored. There is no counter to invulnerable. 50% feel no pain would be entirely reasonable.
Mindrivet 28 Apr, 2023 @ 7:31pm 
Originally posted by Devian:
Mask of secrets
A recent review on this item let me know it's way too powerful, here are some ways to make it more balanced, take your pick :
  • -5% HP/Turn to -10% HP/Turn
  • 75% Inv.Dam.Reduction to 50% Inv.Dam.Reduction
  • -5% HP/Turn to -50% HP max

Both option 2 and 3 combined would work, or just 50% feel no pain.
HungryTGUY 28 Apr, 2023 @ 7:43pm 
Also, I've been getting some CTD, and through error logs and devmode testingI found out that when AI uses Valcoran's medical pack it causes a CTD. I have no idea why, but gladius.error crashlog has this line:

[2023-Apr-29 02:05:23 UTC] Turn 55.1 started.
[2023-Apr-29 02:05:24 UTC] Processing AI pass 0 ...
GenericUnitAbility.cpp:501: double __cdecl gladius::world::action::GenericUnitAbility::getHealingScore(const class gladius::world::Tile &,double) const: Assertion "targetTile.getUnit()" failed.
ExceptionHandler::handleSignal()

The unit that was using it was a Tyranid deathleaper (from mod, although not sure if that's the reason for crash) with full HP, and I changed the item's XML file (talos.xml) to below (similar to recoverypackage.xml), and I think it fixed the crash (maybe it was something else, but not getting the crash now). No idea why the original xml made the game crash, but hopefully it helps. Pls test it out for urself when u have the time (both when AI uses it with full/partial hp, or when player uses it with full/partial hp, or even using a unit from mod)


<?xml version="1.0" encoding="utf-8"?>
<item>
<actions>
<mediPack cooldown="3"
consumedActionPoints="0"
consumedMovement="0"
icon="Items/Talos"
requiredActionPoints="0">
<model>
<action sound="Actions/MysticBuff"/>
</model>
<beginTargets>
<selfTarget>
<conditions>
<unit>
<damaged/>
</unit>
</conditions>
<areas>
<area affects="Unit">
<modifiers>
<modifier>
<effects>
<hitpointsFactorFromMax add="0.50"/>
</effects>
</modifier>
</modifiers>
</area>
</areas>
</selfTarget>
</beginTargets>
</mediPack>
</actions>
<modifiers>
<modifier>
<effects>
<influenceCost base="80"/>
</effects>
</modifier>
</modifiers>
<traits>
<trait name="Uncommon"/>
</traits>
</item>




edit: Steam comments ♥♥♥♥♥ the formatting up a bit, but hopefully it still helps
Last edited by HungryTGUY; 28 Apr, 2023 @ 7:44pm
Mindrivet 28 Apr, 2023 @ 7:52pm 
@Hungry, I had that crash too though I didn't look into log. AI turn an AI tried to use the item. I had not the deathleaper mod on.
Last edited by Mindrivet; 28 Apr, 2023 @ 7:52pm
HungryTGUY 28 Apr, 2023 @ 8:02pm 
Ok, then it's prob the item then. Try the code I posted, maybe it will help 4 u 2
Mindrivet 28 Apr, 2023 @ 8:35pm 
Originally posted by HungryTGUY:
Ok, then it's prob the item then. Try the code I posted, maybe it will help 4 u 2

I don't have the save anymore but if I get the crash, I will.
Mindrivet 28 Apr, 2023 @ 8:36pm 
Another thing that should be addressed, equipment doesn't specify if it helps melee or ranged exclusively. Just putting melee on the melee would be good, or ranged for ranged.
HungryTGUY 28 Apr, 2023 @ 10:43pm 
Yeah, more clarification on what it benefits, such as "ranged attacks" or "melee attacks" would be nice.
Devian  [developer] 29 Apr, 2023 @ 1:00am 
Thanks for feedback !
I'll check about the Valcoran's medical pack (i think i understand the issue). As for the Mask of secrets it's not related to Slaanesh but to the Laughing god (divinity of the harlequin/Aeldaris). I'll balance this soon.

For more clarification, i'll revamp the traits to be more clear (it will be updated today).
Devian  [developer] 29 Apr, 2023 @ 1:27am 
Updated now !

Ok, Valcoran's medical pack is safe to use now. The item can't be used anymore on a full HP target (this is what caused the crash, because the target must have been injured to receive the heal effect).

All item with ranged/melee effect been updated, if there is no distinction (for exemple : only Accuracy + 2) it's affect both melee and ranged.
Some effect can't be displayed as specific to melee or range, such as the "damages returned" and "life steal" (only melee for now). It's hardcoded, the value for melee/ranged only doesn't exist for now.

Mask of Secrets => 50% Inv.Dam.Reduction // -30% HP Max (let's check this new configuration)
Last edited by Devian; 29 Apr, 2023 @ 1:28am
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