Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Hive Fleet Cerberus - Tyranids - New Faction
20 条留言
Malaikat  [作者] 10 月 5 日 上午 4:07 
Psychic Drain has been fixed.
Morale Soak and Psychic Leash have been removed from the Neurotyrant, he now deals damage.
Psychic Infestation has been improved, but doesn't work properly yet.
Kaurus_Oregon 10 月 4 日 下午 6:00 
Hive Fleet Cerberus

Check

Neurotyrant:

The Psychic Drain ability doesn't work.

The Psychic Infestation ability doesn't work either.

Hey, how's everything going? Here's my feedback after playing with your faction "Hive Fleet Cerberus" — Excellent mod if you ask me! I just found a couple of issues.
Malaikat  [作者] 9 月 7 日 上午 8:22 
Do you have the Tyranids DLC?
If yes, then go to Extra, Mods and check if the mod is enabled.
Yuryo2001 9 月 7 日 上午 7:00 
I suscribed to the work, but I can't see the new faction in game. I mean, it doesn't appear as a elegible faction on the menu. What Am I doing wrong?
Malaikat  [作者] 9 月 4 日 上午 7:23 
It is intended. Well partially, if you check the weapons/abilities for their traits you'll find that the Neurotyrant ignores all armor, but has its damage reduced by enemy moral.
In the very beginning stages of the mod I intended to make moral a bigger factor and add multiple ways to reduce enemy moral. But that ended up to strong and cerberus already has enough mechanics. The Neurotyrant is a partial relic of that though process.
Darkenarlol 9 月 4 日 上午 6:51 
not sure is it intended but neurotyrant's damage from all his powers usually hit for like 0.8-1.2 hp
while the description says 13.8 on lance it still hits single model enemy with no forms of extra DR for less than 2 hp
Malaikat  [作者] 9 月 2 日 上午 7:21 
All my faction mods are both finished and not finished. When released they are intended to be fully playable, but bugs still exist and I try to fix them as soon as I know of them. Also balance is clearly all over the place and an ongoing project for which I'd need a lot of feedback.
Still, when released these factions are feature complete.

I think I'll be running out of ideas before I run out of Hive Fleet names. But given that there are more than 70 named major and minor hive fleets as well as splinter fleets that shouldn't be much of a surprise.

I don't think behemoth specifically will be on the menu. I'd prefer to name my mods after some of the minor less known fleets, it gives me more creative freedom without running into any lore I don't know of.

I'm not much of a fan of adding named characters into the game. it feels weird to be able to re-recruit a named character again and again. But this doesn't mean there can't be a carnifex hero that is focused on durability.
ВОР В ЗАГОНЕ 9 月 2 日 上午 6:49 
after you finish this mod, do you plan to make other fleets? For example, I really want to see the old one-eyed and the Behemoth hive fleet.
Malaikat  [作者] 8 月 27 日 上午 2:25 
Things should be better now. Apparently there were some misaligned DLC dependencies. This may or may not stop you from continuing your previous safe depending on what DLCs you own. But unfortunately that is a problem that exists with any mod update.
FN Blitz 8 月 26 日 下午 8:50 
This mod is awesome how can I add BarbedHierodule to the original camp when l try to do this the game crashes
Malaikat  [作者] 8 月 26 日 下午 2:05 
That should have been fixed about half an hour ago. I could have sworn it worked during testing, but apparently it didn't.
Paul59 8 月 26 日 下午 2:02 
One other thing; I tried to use the "Feed the Swarm" ability with a Psychophage on a few below strength allied units, but it was never usable.
Malaikat  [作者] 8 月 26 日 上午 2:35 
@Paul59
Fixed.
Tyrannocyte and Sporocyst. I think everyone can imagine how often I misspelled Sporocyst.
Malaikat  [作者] 8 月 26 日 上午 2:30 
I had three goals with this faction.

The first being the endless swarm aspect of the Tyranids, for this I added the Ripper and Sky Slasher Swarm, And may introduce more ways of spawning them in the future.

The second being the hunger aspect of the Tyranids, this is why cities are meant to grow so fast and gain biomass through acquiring new tiles.

The third being a heavier emphasis on the synapse mechanic, for this I created this "network" mechanic.
Malaikat  [作者] 8 月 26 日 上午 2:27 
@Night_Shade
The sad part is just that this is how auras work in Gladius. All aura effects work not on the units but the tiles the units stand on. And more importantly passive effects of any kind, such as auras, need a trigger to be recalculated/applied, this trigger is usually the movement of a unit.
So the way the chain works is that if it has any of the buffs after moving its own aura activates.
So you have to be careful of the sequence in which you move your units, those are just the limitations of Gladius. The increased range upgrades make this a lot easier.

This also leads to a case in which you could have two units leapfrog within each others aura range and keep even buffs of units that are no longer in range active.
Paul59 8 月 26 日 上午 1:24 
Hi Malaikat, great work as always. The only issue I have noticed so far is that the Sporocyst is missing it's overlay icon, I think it is because you have named it Sporocyte.
Night_Shade 8 月 25 日 下午 6:11 
Basically it feels like the synaptic relay ability should be an aura ability. Where currently it only actives when the unit moves into a tile.
Night_Shade 8 月 25 日 下午 6:06 
Hey, a note a friend and I noticed on the synaptic relay ability. After some testing we noticed it only actives when you move the unit and only effects the units in the tiles next to the moved unit, not other unit down the line.

So if you have a long line of units you have to reshuffle all of them to maintain synapse if the line is broken so the game will recognize the link is complete.

I do not know if this is intentional or not so I thought I would bring it up. Enjoying the mod so far!
Pyrodysseus 8 月 24 日 下午 1:59 
aw how exciting, can't wait to try it!
Kaurus_Oregon 8 月 23 日 上午 9:08 
Hell yeah!, Look that, baby!