Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Thousand Sons - New Faction
55 条留言
Malaikat  [作者] 10 月 28 日 上午 5:08 
Fixed the soul blaze interaction. That was an odd one, but easily fixed. The heal from lifeleech on nearby units is considered combat on an opponent.

Every tile has a resource bonus. Twisted Lands increases this bonus for your city tiles. Every research that increases this bonus increases those numbers. A portion of this bonus is fixed and a second portion changes every turn to fit the theme of the unpredictability of the changer of ways.
elserin 10 月 28 日 上午 4:53 
Hey, love the mod. The flow of magic mechanic is great. I d have 2 questions for you :
- What do Twisted Lands do exactly ? What is the effect of research that "improves Twisted lands" ?
- Is it intended that the Soul blaze also hits any unit healed by an Aspiring sorcerer s lifestealing spell ? I hate having my sustain become friendly fire after spending time on a Tier 10 research. If it s not intended behaviour do you think you can find a fix for it or not ?
Arthillidan 10 月 4 日 上午 2:10 
I have a lot of feedback, but the word limit is annoying. Could maybe make a discussion post about it later.

Overall I really like being able to play as the Thousand sons. I like the flow of magic and the sorcerors, but I'm disappointed that I don't have access to thousand sons weaponry and rules and instead have weaponry that thousand sons are not supposed to have. Rubric marines don't feel like rubric marines etc. I do have many ideas on how to make units more accurate
Delnok 9 月 24 日 上午 6:52 
Thanks for the quick answer
And thank you again for the mod :)
Malaikat  [作者] 9 月 23 日 下午 1:54 
I intentionally didn't mention those specifics anywhere. For one it would be a lot as the effect is unique to every unit. For another I wanted to leave some kind of mystery and discovery that feels in line with Tzeentch.
But every unit gains some kind of benefit. For some units it unlocks new weapons, for some it grants new abilities, for others it empowers an already present psychic ability.
Delnok 9 月 23 日 下午 12:14 
Hello great mod :)
Just i have question about flow of magic.
What are the specifics of this buff ? What does it do exacly and the change it gives unit per unit ?

PS : im not an english native so excuse my english :)
Berglmir 6 月 17 日 下午 2:16 
Sorry, my bad. I was mixing up my mods. All is well and thanks again for your great work
Berglmir 6 月 17 日 下午 2:03 
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  [作者] 6 月 17 日 上午 3:21 
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 6 月 16 日 下午 9:39 
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 6 月 13 日 下午 7:13 
awesome, thank you! great mod!
Malaikat  [作者] 6 月 12 日 上午 3:57 
Soulblaze should now work properly.

The scarab occult sorcerers having item slots was an error, it should be fixed.
YunRu 6 月 6 日 上午 2:51 
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 6 月 4 日 下午 6:56 
Is it just me being dumb, or does the soulblaze upgrade on the last tech tier not actually apply to anything?
Malaikat  [作者] 5 月 24 日 上午 3:23 
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 5 月 7 日 上午 8:48 
Tzaangors look likes Bloodletter in Blue with yellow swords... normal?
Malaikat  [作者] 4 月 24 日 上午 5:06 
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 4 月 22 日 上午 11:18 
By the way, playing your other modded factions with no crashes to speak of.
troutnut68 4 月 22 日 上午 11:17 
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  [作者] 4 月 22 日 上午 2:55 
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 4 月 21 日 下午 12:46 
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  [作者] 4 月 20 日 上午 9:11 
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 4 月 19 日 上午 11:25 
Great mod by the way. Having some trouble with crashes after researching Twisted Requisition(?). Anyone else have the same problem?
Malaikat  [作者] 4 月 19 日 上午 4:12 
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 4 月 18 日 下午 1:38 
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 4 月 18 日 下午 12:13 
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 4 月 16 日 上午 5:28 
That's okay, If the reason was in just save being old.
Malaikat  [作者] 4 月 16 日 上午 5:15 
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 4 月 16 日 上午 2:18 
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 4 月 16 日 上午 2:07 
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  [作者] 4 月 14 日 上午 1:55 
But it is? The very first building you build in your city can be for additional requisitions.
Andrew 4 月 13 日 下午 5:14 
Is there a reason why the Requisition building is not available to build in the city?
Andrew 4 月 13 日 下午 1:04 
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 4 月 12 日 下午 6:08 
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  [作者] 4 月 12 日 上午 10:35 
The issue was related to the spawning behaviour of Necron Tombs and should be fixed now.
Darkenarlol 4 月 12 日 上午 5:03 
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  [作者] 4 月 12 日 上午 1:59 
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 4 月 11 日 下午 11:36 
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 3 月 29 日 下午 9:55 
Confirm - it's works:steamthumbsup:
Many thanks!
Malaikat  [作者] 3 月 29 日 上午 10:58 
Sorry for that. The issue should be fixed now.
alexghome 3 月 29 日 上午 10:13 
Delete & Subscibe - not help (
alexghome 3 月 29 日 上午 10:12 
After update crash

-std basic string
"Thousand Sons/Doombolt" does not exist
chunky fecal smoothie 3 月 28 日 上午 10:40 
lmao
Lord_Draconis 3 月 28 日 上午 5:09 
"Thank you" for not listening to advice.
Malaikat  [作者] 3 月 23 日 下午 3:20 
The Emperors Children are most likely the next faction to come.
Skeledeer 3 月 23 日 下午 3:01 
emperors children next!? :steamhappy:
Malaikat  [作者] 3 月 23 日 上午 6:17 
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 3 月 23 日 上午 5:24 
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  [作者] 3 月 20 日 上午 4:40 
@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  [作者] 3 月 20 日 上午 4:40 
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.