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I also noticed it has an extra “blast” keyword, which I think is supposed to add 2 more damage instances. But in practice, it only seems to hit more models when targeting multi-model units—against single-model units, that extra effect does nothing.
On top of that, the Ecto Forgefiend’s animation shows it firing 2-3 times, but the Chaos Plasma Cannon only actually registers 1 attack. Seems like there might be a mismatch there.
Hope this helps! Thanks a bunch for all the work on this mod—it’s seriously impressive.
Like, I was really looking forward to wilder sorceries, richer game mechanics—stuff along the lines of Khorne’s blood rains or Nurgle’s plagues. Or even those daemon engines, things like the Woe Machine or Plague Hulk.
No pressure at all, of course—I was just curious if you’ve got plans to keep updating and expanding it, is all.
thank u for helping bro
mod was active but still there was no new factions there
I think there is a problem on my side but idk what
I reinstalled it and now game crashes
Check the mod menu (Extra - Mod) and see if its tick or not.
how can I fix it?
It seems that you have already added the new heroes of chaos space marine into this MOD?
(Greater Brass Scorpion,Erebus,Thagus Davarek,Iskandar Khayon, Lheorvine Ukris, Firefist) But I can't recruit those heroes in game,only the other units are avilable
1- As for the Warpborn Bolts, it's normal because they used vanilla Heavy Bolter, i'll create an .ext files to allow the bonus.
2- Indeed ! These old units will be revamped soon with new mesh weapons !
3- I'll check this too.
- Heavy Bolters don't benefit from the Warpborne Bolts tech. Both on the Blood Pact tanks and Khorne infantry at least.
- The autocannon the terminators of Nurgle and Tzeentch are holding is upside down
- The plasma tech in T10 is not impacting the new Forgefiend nor the marine or Blood Pact infantry.
Anyway looking and performing great so far. Thanks for the great mod.