Changelogs

### OBSOLETE VERSION: Unification 5.91

- (MINOR) Proper version number restored. Previously, it was accidentally "named" it 6.0. Now the version number is proper and set to 5.9.1.

- (MINOR) Added more loading screens in the same style as the main from Unification,replacing the ones from IDH and DA race mods.

- (Orks) MAJOR UPDATE: Re-Written from scratch the Win Condition that increased the Ork Pop. The old SCaR was kinda buggy. Now, it works perfectly. (Gambit's note) But please, TEST it and PM me if you find anything amiss. Ork POP is not an easy task for the code to handle...

- (CAMPAIGN) MAJOR UPDATE: Updated the Campaign Win Conditions list to exclude Hazards, because they were causing improper placing of objects, potentially causing Campaign SCaR errors.

- (CAMPAIGN) Added proper Sisters' Immolators + Missing Honour Guard.

- (CAMPAIGN) Necrons + Space Marines + Eldar strongholds missions updates. And some NIS updates. Hopefully, some SCaR errors are averted now.

- (CAMPAIGN) There was an issue with the movies played after each stronghold defeat - they were crashing the game. We attempted a fix (removed the video stretching).

- (CAMPAIGN): Space Marines and Chaos Marines Honour single-member Guard units were too weak. Turned into squads of 3/4 members and some weapon upgrades.

- (SYSTEM) MAJOR UPDATE: Updated the Campaign Win Conditions Mechanic, because there were cases it was causing Steam MP Game desyncing.

- (SYSTEM) - Objective Points: Extracted and included the 3 Objective Points flag entities, so that to avoid complications with other combined,unsupproted mods like for example the Praetorian Guard mod.

- (VANILLA) Minor Localisation/Spelling fixes here and there.

- (CAMERA) We added a higher camera "uplift", because many people suggested so. But with so high setting, you better have the option of "fog-removing" enabled, in the DoW Mod Manager!

- (UI) There was a small issue with a quit menu image format (dds). Fixed.

- (UI) Proper placing of the Teams' labels is now in order, in the new Skirmish Loading Screens. Updated the Loading Screens of the DA and IDH races.

- (New Win Condition) Added an easier setting for CPU players, so that our new friends to acclimatise to the game difficulty easier. Also available for the Campaign.

- (Win Condition Fix) The Eldar Webway Gates are excluded from the Annihilation win condition, because of various issues, including Exploits and never-ending games.

- (CHAOS) Added the Heavy Blight Launcher weapons to the Chaos Predators. They get it after the Twin-Linked Las Cannon.

- (DE) Voidraven Bomber had an "attack ground" option, while it was NOT needed. Removed

- (Eldar) Falcon Model Update: Now, it properly shows the Starcannon weapon upgrade.

- (Eldar) Shadow Spectre Soulstone Addon now got the Soul Shrine requirement - as it should.

- (IG) Quake Cannon got a small Damage Buff.

- (IG) Texture Updates for the Campaign - the visual glitch for the IG General has been fixed. Note that this fix is for a really rare campaign bug that happens on some systems.

- (IG) Added many Unit FXes updates.

- (Necrons) After players' request, we have removed the cap between Annihilation Barge and Doomsday Ark (before, you could get either, but not both). We are exploring this option,so plesae report it if you think it is OP or balance-breaking.

- (SM/Chaos) The Warhound Titans got a small Shields Buff.

- (SM) Various FXes updated, especially for the Warhound and Predator.

- (SM) The Assault Marines got a Melta Gun weapon upgrade option.

- (SM) Reduced the volume of the sniper rifle shot SFX.

- (EC) Updated the prisoner exarch banshee model.

- (AdMech) Visitors got a slight texture upgrade and full team colour.

- (IDH) Fixed the Pink box for the Warrior Acolyte model in the Army Painter.

- (IDH) Added a NEW voice for the GK Justicar for the Strike Team in the IDH branch.

- (IDH) Brotherhood Champion model updated (made independent of external XREF animations), because some community members has issues with their own modification. Not a mandatory update, but we always listen to what our friends have to say :)

- (IDH) GK Termi Brother Captain (Commander) anti Daemon damage nerffed - he was able to single-handedly take down a Bloodthirster, he shouldn't be THAT powerful...

- (IDH) The No Ground Vehicles Win Condition was rendering the builders of the GK branch unavailable. Fixed.

- (DA) Cypher's first name is NOT Louise, so we removed that. Silly, we know, but everything must be according to fluff :)

- (EC) Added a small fix for Miriael model visuals.

- (EC) Added a small update in the UCS (localisation) file.

- (IF) Added small fix to the Listening Post.

- (Rage WE) Fixed a Pink Icon.

- (Rage WE) The Banelord Titan was NOT being disabled by the Win Condition that Enables/Disables Titans. Fixed.

- (Rage WE) The Banelord Titan's shadow was causing a CTD. Updated.

- (Rage WE) The Banelord Titan's HPs were way too many, and this was repeatedly reported. HPs dropped from 100,000 to 60,000.

- (Rage WE) The Banelord Titan's model size was matching the TT's, but now we made it a bit smaller - to match the DoW units' sizing.

- (BT) Fixed the $ No Range Localisation Errors.

- (SL) Fixed the OVERLY excessive shadow size of the Tarantula Turret.

- (Tyr) Added fixed versions of 5 corrupted dds image files. They are needed for some FXes, so now the visuals will be flawless.

PENDING

- (Tyr) Fixed a small Tyranids AI issue that was causing a CTD. --- NOT DONE. COULD NOT REPLICATE ON OUR SIDE! Please test with this patch and let us know IN DETAIL under what circumstances it happens.Also,if there is a non clean isntallation of the Tyrannind mod or leftoevers from any old versions.

### Unification 6.9

**NEW UNITS/BUILDINGS**

- CHAOS MARINES: Full rework with many new units and weapon upgrades added. Too many to list, play for yourself. Yes, Yor Forger real. You can thank the Alpha Legion fans for her. ;^)

- DARK ELDAR: Added the Void Dragon Phoenix as a T1 Titan.

- DARK ELDAR: Added the Rampage, an excellent advanced Ravager-like skirmish vehicle.

- DARK ELDAR: Added Grotesques, towering troops that act as massive engines of destruction, brutal and utterly chaotic as they hack and slash enemies.

- DARK ELDAR: Added Lelith Hesperax, an awesome blade dancer commander of extraordinary skill and dexterity.

- DARK ELDAR: Added Tempest, a super-heavy vehicle that the Dark Eldar Pirates have "commandeered" from ancient Eldar Craftwords.

- DARK ELDAR: Added a greater version of the Warp Beasts, a single huge one, capable of mighty melee feats.

- DARK ELDAR: Added Medusae, as a new option for an attachable leader. He can use possession upon enemy Infantry Low or Med units effectively controlling them.

- ELDAR: Added Dire Avenger Exarch leader added to the Guardians team, and the UCS of their description is now updated.

- ELDAR: Added 5 new Super-Heavies with varied roles: The Cobra, the Deathstalker, the Scorpion, the Storm Serpent or the Void Spinner.

- ELDAR: Added Lynx, a powerful and very fast heavy vehicle. Available for the Campaign (look into the Titans building), and as Survival Reinforcement (replaced the Avatar as the Uber last one).

- ELDAR: Added Striking Scorpions and their Exarch.

- ELDAR: Added the Warp Hunter.

- EDLAR: Added Firestorm, a modified Falcon anti-aircraft variant as T2 Survival reinforcements.

- ELDAR: The War Walker is now also added as a regular unit that you can take from the HQ and as a Tier 3 reinforcement(two at a time).

- ELDAR: Added Shroud Runners, a jetbike Ranger Squadron as an additional scout/ambush unit.

- ELDAR: Added Farseer Macha as a standalone heroine, you know whom she is.

- ELDAR: Added Swooping Hawks and their Exarch. Their Stone Aspect is mutually exclusive with that of the Warp Spiders (per building), and they also share a total Cap of 3 with the Warp Spiders.

- ELDAR: Harlequin Ni'iless, Mistress of Masques (Campaign) got an updated model and is now equipped with new Fusion Gun and Harlequin's Kiss weapons. Description updated.

- ELDAR: Added Phoenix Lord Maugan Ra, a deadly ranged specialist commander.

- ELDAR: Added Phoenix Lord Jain Zar, a stunning melee specialist commander with many awesome abilities that can turn the tide of battle.

- ELDAR: Added Farseer Eldrad Ulthran, the legendary leader of Ulthwe with immense psychic potential.

- ELDAR: Added Phoenix Lord Yrrthilien Mournsong, a deadly commander on a killer jetbike.

- ELDAR: Added the Windriders, a Jetbike Squadron led by a female Warlock.

- ELDAR: Added the Nightshade Interceptor, the last Eldar Aspect missing.

- ELDAR: Added the Hemlock Wraithfighter commander aircraft, piloted by a Spiritseer.

- GUARD: Added new spec ops team, the Special Weapons Squad. Armed with meltas, and with a interesting squad leader.

- GUARD: Added Griffon Mortar Carrier (artillery vehicle).

- GUARD: Added Earthshaker Cannon Platform Building for Survival (advanced turret).

- GUARD: Added Air Command building, holding the new Imperial Navy Airforce units. Now IG have fully-fledged airforce!

- GUARD: Added 3 Aircraft: The Valkyrie (air transport), the Vulture (fast attack) and the Vendetta (tank hunter).

- GUARD: Added Testudo: A faster yet not as durable Chimera replacement (Campaign only).

- GUARD: Added The Dominus Pattern Knight, their new T2 Titan. Weapons of their Imperial Titan rearranged (two of them were swapped).

- GUARD: Added the Deathstike Missile Launcher, as an "Easter Egg". It is extreme-range artillery, with high cost.

- GUARD: Added The Destroyer Tank Hunter as a special long range anti-armour support.

- GUARD: Added The Vanus Assassin, and her UBER (SCaR-Coded) abilities. We have never before done something similar.

- GUARD: Added The Doomhammer (T1 Baneblade equivalent). Only available for the Soulstorm Campaign. But you WILL also see it in Survival.

- NECRONS: Added the AEonic Orb, their T2 Titan.

- NECRONS: Lychguard with Spears, now renamed Charnel Lychguard, as per Lore. They also got their own new voice!

- NECRONS: Trazyn's Surrogate Host ability is more powerful now: If he is destroyed while a Surrogate Host is active, they swap places!

- NECRONS: Three more Necron Dynasties added (Pyrrhia Tomb World / Novokh / Nephrekh), along with their Phaerons and followers.

- NECRONS: Added Anrakyr the Traveller, his Pyrrhian Eternals followers, and the ability to summon the Shard of the Burning One.

- NECRONS: Added Galmakh the Moon Killer, his Veteran Pariahs bodyguards, and the ability to summon the Shard of the Crimson God. Also added the Sentry Pylon, via a summoning ability of Galmakh.

- NECRONS: Added Sylphek the Celestial (atop his annihilation Barge), his Canoptek Tomb Stalker pet follower, and the ability to summon a powerful Obelisk that can teleport everywhere on the map.

- SISTERS: Added Zephyrim and their Iconifier leader, a veteran squad of seraphim-oriented sisters.

- SISTERS: Added Retributors and Hospitaller as their leader, a veteran squad of ranged-combat sisters.

- SISTERS: Added Dogmata, a Commander Unit very close to a SoB Chaplain.

- SISTERS: Added Paragons, an uber squad of SoB with many weapon upgrades.

- SISTERS: Added Abbess Morvenn Vahl (in Paragon armour), as a Selena Agna "upgrade" (leader replacement). You can get her only ONCE.

- SISTERS: Added Canoness Junith Eruita, an Uber hero. She rides a big throne-like floating vehicle.

- SISTERS: Added the Novitiates sisters, as an initial single scout squad. They also have three leaders, the Novitiates Hospitaller, Superior and Imagifier.

- SISTERS: Added Castigator, a Predator tank variant.

- SISTERS: Added the Exorcist Sanctorum artillery tank variant, taken as a bonus squad for Survival, and as a wave member.

- SISTERS: Added the Firesword (aka Adepta Sororitas Faithblade), taken as a bonus squad for Survival, and as a wave member.

- SISTERS: Added two more Living Saints (Arabella and Emeline) Cap 1 with the standard saint (now named Anais) but with different roles and abilities. Also added three commander saints (Mina, Sylvana and Sabbat - the latter is ONLY for the Campaign). Especially sister Sylvana is very different, she is a Saint with an excitus rifle - unlike any other!

- SPACE MARINES: Full rework with many new units and weapon upgrades added. Too many to list, play for yourself.

- TAU: Added Dahyak Grekh and his Crew, a Thraxian Merc and a female Gue'vesa'ui (command squad).

- TAU: Added Commander La'Koma, a Young and Zealous Kauyon Commander in an experiential XV25 Stealtshuit.

- TAU: Added Knarloc Riders, a pack of fast skirmish cavalry.

- TAU: Added Commander Longstrike and his awesome Hammerhand gunship.

- TAU: Added AX39 Sun Shark Bomber, a very efficient flyer with its strong Pulse Bomb ability.

- TAU: Added the Piranha Skimmer, for early skirmish.

- TAU: Added the Tetra (Campaign only).

- TAU: Added The KX139 Ta’unar Supremacy Armour, as their new T2 Titan.

- TAU: Added Drone Controller operator and his Sniper Drones.

- TAU: Added Sunshark Bomber.

- TAU: Added the Tiger Shark AX-1-0 Heavy Assault Aircraft, a Titan-Killer experimental variant of the standard Tiger Shark fighter-bomber.

- TAU (Survival): Added the Piranha TX-42 variant, as a reinforcements replacement for the Crisis Suits.

- TAU (Survival): Added Commander Shadowsun as part of the Uber Reinforcement.

- TAU (Last Stand): Added Commander Coldstar as a playable Hero. Courtesy of LemonTree. Have a spin with it!

- TAU (Last Stand): Added a special XV81 Suit Crisis Hero. Courtesy of LemonTree.

- ORKS: Added a new defensive Building, the Artillery Platform, available only in Survival Games.

- ORKS: Added 4 Aircraft: The Deffkopta Squadron (flying squad), the Dakkajet (fast attack kamikaze), the Burna-Bomma (bomber), and the Wazbom Blastajet (Big Mek Commander alternative). All come from a new Aircraft Building.

- ORKS: Added Stikk Bommaz, Sluggas loaded with more Stikk Bombs than they can carry!

- ORKS: Added Lootas, and their leader. He has a new nasty (and fluffy) ability, and they have tons of weapon upgrades.

- ORKS: Added the Looted Rhino (stolen from Blood Ravens). It replaces the Wartrukk, in the Campaign.

- ORKS: Added Gunwagon, an armoured artillery vehicle that fires Bomb Squig as a projectiles, against enemies!

- ORKS: Added Flakkatrukk, a modified Eldar vehicle for fast Boyz' skirmishes. Available as Reinforcements in Survival Games.

- ORKS: Added Deff Dread, a terrific bigger version of the Killa Kan, with a very nasty assortment of weapons.

- ORKS: Added Looted Predator. UPDATE: With a new mechanic, whenever you get a Looted Tank, you will now randomly get either a Looted Leman Russ, or a Looted Predator (50% chance).

- ORKS: Added a trio of uber Kill Tanks, the Kill Blasta, the Kill Bursta and the Kill Krusha.

- ORKS: Added Gorkanaut and Morkanaut, two new uber Relic units each devoted to one of the Orks' God.

- ORKS: Added Battlewagon, an excellent uber vehicle for some more rampaging.

- ORKS: Added Battle Fortress, an even bigger vehicle, a really huge moving fortress.

- ORKS: Added The Great Gargant, their new T2 Titan.

- ORKS: Added The Flyboy, as a single Dakkajet crash survivor.

**CHANGELOG/ADDITIONS**

- GENERAL (Critical): The Ork Pop mechanic was updated. There was an issue where the Max Pop was not reduced once you lost Banners. Added improved method for the Warboss Banner WarGear, to work ONLY if the Warboss is around! SERIOUS NOTE -> There is an Ork Pop bug, EVEN in Vanilla. It is caused if ork squads are crowded. I further implemented a small fix, where the HQ and the Huts require more space, to avoid squad crowding.

- GENERAL: Tons of new high-quality Loading Screens added. The art was gathered from various places and artists on the net, so CREDITS are in order and thus FOLLOW!!!!!!!!!!

- GENERAL: Get up times (after knockdown) for most Vanilla heroes were wrong. Fixed.

- GENERAL (Win Condition): Added the Victory Points Victory Condition, coded by AndrewC and CornCobMan. It presents a DoW2 style of wining. I made some small updates to the code to import it to Unification, but this REQUIRES TESTING! GAMBIT'S NOTE: So far, the Victory Points total is 500. If you think it is too much for Play Testing Purposes, go and modify the 16th line which reads: VPC\_PointScore = 500, changing this value to the one you deem fit.

- CAMPAIGN (Serious): Added VARIED VICTORY conditions in Skirmish matches. This way, the campaign non-Stronghold battles will become much more interesting! It was too devious to code, and required many complex modifications to various places... Current support for : Assassinate / Annihilate / Blood Points / Control Area / Destroy HQ / Economic Victory / Exterminate / Sudden Death.

- CAMPAIGN (Serious): Fixed two issues with the Ork Stronghold: on initialisation it was giving a SCaR error - now fixed. On completing the mission, it was crashing, now fixed.

- CAMPAIGN (Serious): Fixed an issue where Assassinate (in case you chose random conditions) was giving a SCaR error.

- CAMPAIGN: The Immolator Honour Guard unit (gained in two territories), was the wrong one. Not only there was no Map Requisition Cost, it also has a Vehicle Cap Cost of 3 (while it should be free!). Fixed.

- CAMPAIGN: Now the Enemy AI properly utilizes SCaR AI commands.

- CAMPAIGN: Added the option of a WIN button (enabled normally from the Campaign Menu), to auto-win matches (either campaign skirmishes or Strongholds).

- CAMPAIGN: The new Imperial Guard Turret Addons (weapons), were not saved if Campaign Bases were enabled. Fixed.

- CAMPAIGN: The Artillery Spotter had a pink Icon and wrong description. Fixed.

- CAMPAIGN: Fixed some issues with Persistent Bases. Also, Economic Victory and Blood for the Blood God victory conditions are now also supported (in case you have selected varied victory conditions).

- CAMPAIGN: Honour Guard squads are now also included in the Heroes system. They gained experience, and level up.

- CAMPAIGN: Fixed the reinitialisation of the proper music theme on re-loading a saved position in the Stronghold Missions.

- GENERAL: Fix most of the general Design Warnings. The fixes were also translated in in-game modification, like the Fervour FX on the Repentia, or the FX of the Tau because of the Ethereal's For The Greater Good ability. Now, everything is neat.

- GENERAL (Win Condition): Added a testing win condition, so that DEVS can immediately test a race without waiting, or for PLayers' fast-inspection of any race. Can be combined with Change Players, in order to test more that one Race, at once.

- GENERAL (Win Condition): Added support for changing into the ENEMY players as well when Change Players wincondition is enabled (also known as SANDBOX Mode). It is optional, of course. Additionally, the code now removes dead players from the available player list.

- GENERAL (Win Condition): Added the Relic Availability condition, where it spawns a relic nearby for early access for ALL players. There is also a small sub-condition where you can immediately own that relic. Original removal of Relic requirements idea, by brother Yuri\_Kenobi.

- GENERAL (Win Condition): Easy AI WinCondition now also impacts CPU player income (lowered by 70%).

- GENERAL (Win Condition): Blood for the Blood God updated to support defeated players PRIOR to reaching blood points.

- GENERAL (Win Condition): Economic Victory updated.

- GENERAL (Win Condition): Auto-Reinforce fixed, to work ONLY for Black Templars, in case you want auto reinforce the Neophytes. NOTE: Support cannot be perfect. There are code limitations that there is NO way we can overcome. But all necessary protection measure were taken.

- GENERAL (Win Condition): In Heroes WinCondition, Titans are now considered Special Forces (not commando or even commander ones), so that not to rise TOO much in HPs and become too OP.

- GENERAL (Win Condition): Fixed a small behaviour issue with burrow in AI Advanced Tactics, if you Change Players was used.

- GENERAL (Win Condition): Interval Dump greatly updated. Cash income is now happening in random intervals (it was 240 secs, now it is 180-270 secs). Added an experimental No-Income Resourcing system as sub-condition! You only rely on cash dumps to tech, as there is NO income.

- GENERAL (Win Condition): All hero Wargear are now moved to LPs for all races, to reduces cue/overlapping in their current buildings. Some more cleanup performed.

- GENERAL: Countless UCS (locale description) updates and fixes.

- GENERAL: New silenced bullets SFX.

- GENERAL (ART): Many model updates. For example, IG troops got masks.

- GENERAL (ART): Fixed some warnings, regarding some DDS textures.

- GENERAL: Titans and Relic heavy vehicles, can no longer be possessed (Necron Lord Destroyer ability). Certain units that would cause issues if possessed, are also no longer possess-able now.

- GENERAL (Campaign): Added Corncobman's additions to the campaign strongholds.They now spawn some of the new units added in Unification.Special thanks to Vulgotha for the Mark of Khorne and Mark of Tzeentch textures for the chaos stronghold effects

- LAST STAND: All Vanilla Campaign Heroes added and fully supported. Now you can play as ANY Vanilla race.

- LAST STAND: Added General Castor as additional IG Last Stand selectable hero.

- LAST STAND: Added the female Eldar Autarch Kayleth, as additional Eldar Last Stand selectable hero.

- LAST STAND: Added Inquisitor Lord as selectable player character in Last Stand.

- LAST STAND: Added the Chaos Daemons Daemon Lord as a playable character.

- LAST STAND: Huge rebalance. The game is now much more closer to what we are after.

- LAST STAND (New Win Condition): Added one more mode, where players can fight amongst themself after the last enemy wave, for the supreme last stand challenge!

- LAST STAND: Waves re-worked. Not only they are much richer and interesting, they are much more balanced, but also challenging. Many later-wave fights, look like BOSS fights, especially if you have the Enemy AI enabled!

- LAST STAND (Serious Code Addition): Hero Possession to higher forms FULLY supported. See the Chaos Lord ascension to Daemonhood for more.

- LAST STAND (Serious): Code updated to support disconnected players. Games will still (hopefully) continue seamlessly even after players have suffered connection issues.

- LAST STAND: Hero Invisibility was a known issue. Added a keen sight of +5 to all units of the waves. This keeps him invisible, but not invincible!

- LAST STAND + KTGM (Monumental): Using a special function, the game now does NOT load unnecessary assets, resulting in faster loading times and MUCH faster quit times. Also, it now uses 1/3 OF THE MEM!

- LAST STAND: Added support for Thousand Sons WAVES.

- LAST STAND: Added a new Win Condition that increases difficulty by enabling various race researches for the Enemy (those allowed to race, in Skirmish).

- LAST STAND: Added more fixes and profile updates. Too numerous to mention here.

- CHAOS: Khorne Berserker Elites (Campaign), had a squad cost of 1. Removed.

- CHAOS (Art): Daemonkin Obliterator syncs were not enabled. Model and code updated, to enabled them. Same for "ordinary" Chaos Obliterators.

- CHAOS: Daemonkin Obliterators did not seem to fire their ranged weapons (no bolts or las beams visible). Fixed.

- CHAOS: Mildly increased the damage penetration of Daemonkin obliterators against Aircraft.

- CHAOS: Chaos Warhound Titan Inferno Cannon was too powerful. Penetrations against buildings and Vehicles lowered. Max Range decreased from 30 to 28. Remember, you get TWO of those.

- CHAOS (Art): Chaos Rhino weapons/model updated, to properly show now.

- CHAOS: Chaos Defiler's weapons (heavy flamer and autocannon) has some spelling errors in the AE code resulting no weapon FXes when firing. Fixed.

- CHAOS: Mutilator Melee damage increased against Vehicles and Buildings.

- CHAOS: Predator Blight weapon damage increased. Degen also increased and slightly increased penetrations against Heavy Infantry.

- CHAOS: Dreadnought Twin Autocannon damage against Infantry/Heavy Infantry increased.

- CHAOS: Dreadnought Lascannon damage against Building was really low. Increased.

- CHAOS: Dreadnought Plasma Cannon damage against Infantry/Heavy Infantry increased. Damage against Buildings and Vehicles decreased.

- CHAOS: Dreadnought Multi-Melta damage against Veh/Buildings increased. Damage against Aircraft decreased.

- DARK ELDAR: Voidraven Bomber promoted to T2 Titan.

- DARK ELDAR: Regular Warrior Shredders got their max range reduced from 30 to 25.

- DARK ELDAR: Reduced base damage of Warrior Shredders by 25%.

- DARK ELDAR: Venom now also requires the Wych Cult Arena.

- DARK ELDAR: Base damage for Venom's shredder cannon slightly reduced.

- DARK ELDAR: Added Turrets to the race as OPTIONAL normal turrets (via wincondition).

- DARK ELDAR: Rekindle Rage global ability (the one that fast-recharges other abilities), reworked. Many updates, even to other abilities to accommodate the changes for better operation. The ability now also affects aircraft (they were definitely left out by mistake).

- DARK ELDAR: Combat Drugs ability was not recharging properly if Rekindle Rage global ability was used after a specific time point (ability remained permanently ghosted). Combat Drugs ability greatly reworked (issue fixed).

- DARK ELDAR: Fixed the issue where upgraded Warriors entering the Raider transport, were disappearing (weapon Raider Index issue).

- DARK ELDAR: Archon was not disabling enemy Hero special attacks - while ALL heroes must, by design. Fixed.

- DARK ELDAR: Beastmaster commander in Survival had neither portrait nor description. Fixed.

- DARK ELDAR: Razorwing Aircraft has its Twin Darklances damage increased. Penetrations normalised (closer to those of single Darklance).

- DARK ELDAR: Dais Of Destruction got one more description line, mentioning Asdrubael Vect. HE is the one onboard and this is his vessel, so it was proper.

- DARK ELDAR: Wyches got renamed to be more accurate to what are called in the current Edition.

- ELDAR: Dark Reaper Squad in Last Stand slightly updated.

- ELDAR: In Last Stand, the Dark Reaper Exarch model was problematic, because of an an AE issue. Fixed.

- ELDAR: Banshees and the Banshee Exarch were too tall. Height lowered just a bit. Same for Warlocks.

- ELDAR: Wraithguard's Vibro Cannon had an issue with its setup time (very long, while it should be zero) and firing angles. Fixed and now really attractive.

- ELDAR: Wraithknight's armour is upgraded to vehicle high, in the melee configuration, so he starts much more durable. After making an arm's ranged weapon upgrade, he reverts to his previous vehicle med armour type. In short, he has the exact same durability as before when in ranged upgraded configuration, but is much more durable if played with blade and shield.

- ELDAR: The Flamer of the Wraithlord was useless. Range increased (10->16), and got a good increase in anti-infantry penetrations.

- ELDAR: Fixed the issue where the requirements of most squad leaders were not showing, while they were unavailable.

- ELDAR: Fixed a pink icon with the Shadow Spectres (save load while their ability is enabled).

- ELDAR: Brand new animation set for the Wraithblades by Warekit.

- ELDAR: Webway Gate is now using an updated model.

- ELDAR: Enabled Visuals (wargear) on vehicles after the Holofield Research.

- ELDAR: New Spiritseer voice for the leader of the Wraithguard/Wraithblade squads.

- ELDAR: Healing and Shroud places swapped (in Webway gate), for improved visual presentation.

- GUARD (Art): The Imperial Guard Knight (Titan) got some new awesome anims courtesy of Warekit.

- GUARD (Art): Ogryn's weapons have now their bayonets attached AFTER the Research, as they should.

- GUARD (Art): Thoth/Brom models and code updated. Units also appear in Survival. They are now additionally available in Survival Reinforcements (T4).

- GUARD (New Weapon): The Shadowsword, besides the existing Quake Cannon (Banesword, now it also got the Vulkan Bolters (Stormlord).

- GUARD (AI): The enemy Marauders are AT LAST using their Bombing Run abilities. It was tricky to code, because the engine treats those abilities as both Rampage (ext) AND abilities. And the AI was a bit borked. Nailed!

- GUARD: The Imperial Knight Hero's potential was not for 8 Veh Cap cost. Lowered to 6, so that to get more from the IG roster.

- GUARD: Updated the melta weapon of HG Guardsmen (Regimental Bodyguard).

- GUARD: Sentinel's Lascannon Weapon was too weak. Damage increased. Penetration against High Vehicles, also increased.

- GUARD: Leman Russ Annihilator Lascannon stats were wrong, the penetrations were all left to 0! Proper damage restored, and now the Annihilator... Annihilates, as expected.

- GUARD: Leman Russ hull Las Cannon had very low accuracy. Increased by a medium but logical margin.

- GUARD: Fixed the missing cover icon of Medusa and Basilisk. Updated the cover icon of most vehicles.

- GUARD: Conscripts lasgun damage mildly lowered, same with accuracy and penetration. They should not be equal to guardsmen - and now they ain't.

- GUARD: Execute ability of the Commissars was giving a GLOBAL bonus to las/hell guns. While is should be local. Modified to work as IT SHOULD.

- GUARD: Conqueror Cannon of the Leman Russ was no causing AoE damage, as it should. Fixed.

- GUARD: Chimera's Heavy Bolter had actually a wrongly placed FLAMER weapon in the code. Code changed, and a Heavy Bolter weapon is now added properly.

- GUARD: Chimera's extra armour visuals were not enabled after the Full Scale War research. Updated.

- GUARD: Chimera got a Chimerax upgrade (Four Light Autocannons) and a Chimerdon upgrade, as weapon upgrades.

- GUARD: Hellhound got a Bane Wolf upgrade as well (in addition to the Devil Dog), with a Chem Cannon main weapon upgrade.

- GUARD: Shadowsword Volcano Cannon Penetrations increased, especially against small vehicles(25->38). Also mildly increase for Infantry and Commanders. Reload time was already long (and OK for what it should be), so no changes there.

- GUARD: Plasma Cannon of the Heavy weapons team got a mild range increase (+4) and a much greater accuracy (0.8->0.95).

- GUARD: Turret Plasma Cannon upgrade got a mildly greater AOE damage radius (5->6.5), and a small boost to range (+2).

- GUARD (New Research): Added Mastercraft Banker Weapons research to increase the potency of the defending IG bunkers. Now, you can add units inside, and expect outstanding defend performance! (tip: put "unused" leaders in buildings, to enable the bunker weapons - the HQ has the most potent ones)

- GUARD: Simple UCS rename - The Assassin is of the Vindicare type, so from the simple "Assassin" it is now renamed "Vindicare Assassin".

- GUARD: Conscript squad cost dropped to 110 req, and each Conscript now costs 15 req to get.

- GUARD: A brand new animation set for the Imperial Knight hero courtesy of Warekit.

- GUARD: IG Banner Bearer has the same size as the normal Guardsmen now.

- GUARD: Updated the Leman Russ (single) Addon icon, with TEN excellent icon variations, representing what each addon is specifically good against. Very nice and really helpful addition. Icons, courtesy of our resident Tzeentch's Scibe, DavionStar.

- DARK ELDAR: Lord General was not disabling enemy Hero special attacks - while ALL heroes must, by design. Fixed.

- NECRONS (serious): The Seraptek and the Doomsday Ark were immediately available after destruction, disregarding their possible Reanimation - allowing sometimes a player exploit of getting TWO. Fixed.

- NECRONS (Art): Updated Tomb Blade Model (model FX updates).

- NECRONS (Art): Lychguard and Triarch Praetorians no longer leave blood when die, behind (model FX updates). Now, they leave the normal machine grease an oil leaks.

- NECRONS (New WG): The Lord Destroyer got a new research that gives him new weapons and WG, making him a GOOD choice to recruit, at long last.

- NECRONS (Survival): Pariahs are no longer the squad transported for Transport attacks. They were too powerful. Used Warriors instead.

- NECRONS (Survival): As Tier 4 reinforcements, the Heavy Destroyer alone was too "anaemic". Added an Οphydian Derstroyer as well.

- NECRONS: Possessed vehicles (by Lord Destroyer) that could be used as transports for enemy troops, could also transport NECRON units! This was unacceptable and is now removed - I kept in ONLY if you possess an enemy NECRON transport. Then, you can normally use it.

- NECRONS: The Power Matrix Overload ability now produces MUCH less power, and the Gens are damaged faster. It was too OP before.

- NECRONS: Necron Warriors Gauss Reaper weapon upgrade Pow cost increased from 20 to 30.

- NECRONS: Xun'bakyr's Tachyon Arrow ability was causing HEAVY damage against buildings (especially high/big ones). Penetrations nerffed (for large buildings penetration was 35, now it is 22, similar reductions for small and medium buildings).

- NECRONS: Deathmarks Dimensional Translocation ability nerffed (they get slower speed, so they cover much less distance). Also, their automatic Marking Ability slightly nerffed. NOTE: No max cap imposed on them, since you can always create more from necron battlefield parts (from Spiders).

- NECRONS: Deathmarks now have a cap of 3.

- NECRONS: Tomb Blades got an overall 10% weapon damage nerf.

- NECRONS: Monolith Addons were giving too much HPs to the Necron Lord of all Kaurava (WG hero). It was 250hps per addon. Dropped to 150 (200 HPs for the Restored Monolith). Similarly, the HPs of the Phaerons also dropped per addon.

- ORKS (New Leader): Tankbustaz got a Nob leader with a kombi rokkit launcha and a coppa (upgradeable later to big choppa).

- ORKS (New Weapon): Ork Tankbustas got the Tankhammer melee weapon upgrade. Also: The origin of their rokkit was also off, now fixed.

- ORKS (New Weapon): The Looted Tank got a new Zzap Gun upgrade.

- ORKS (New Weapon): Nobz got a Big Choppa upgrade as well.

- ORKS (Art): Greatly updated Big Mek Model (visual enhancements and wargear added as they upgrade).

- ORKS (Art): Updated Stompa Model (model anim fixes).

- ORKS (Art): Updated Mega Armoured Nobz model, with fixed weapons now, and more weapons added.

- ORKS (Art): Mega Armoured Nob honour guard (campaign), got a full upgrade. First, it got a Kustim Kombi Rokitt Launcha. Can now attach (ability for surge now created only for him, to provide proper speed boost). Cover Icon also fixed.

- ORKS: The Bubble Bun of the Fighta-Bomma was not firing. Fixed. A small fix added to the rear gun.

- ORKS: Reworked the campaign bonus squads. There were issues - now all is sorted out. Many changes performed.

- ORKS: The Dakka of the Stompa was powerful. Penetrations lowered.

- ORKS: Kommandos weapons penetrations updated (burnas are now a bit more effective against buildings, rokkit a bit more).

- ORKS: Weirdboy Da Krunch ability has reduced recharge time, damage vs infantry slightly increased. Slow and knockback after-effects, removed from vehicles.

- ORKS: Made many Weirdboy fixes in his behaviour and abilities (for example, his cover icon now appears at the proper place, etc.)

- ORKS: Honour Guard Nob squad had a power claw upgrade was not supposed to be there. Removed.

- ORKS: Kommandoz nob leader requirements were not fully shown in-game.

- ORKS: Storm Boyz stikk bombs and Turbo abilities were not shown in the unit card when there was no settlement present on the map.

- ORKS: Stormboy speed boost research had the wrong icon (vanilla leftover).

- ORKS: The wartrakk used to get the bomb chukka as an additional weapon instead of replacing its rocket launchers. But this was problematic. Now, the model gets only one weapon, but to compensate, the new weapon upgrades (both) are now more powerful: 1] ork\_bomb\_chucka\_wartrack got +5 range, Armour penetration +2->+4, AoE 4->5, damage +25%, and a bit better accuracy. 2] ork\_big\_shoota\_twin\_wartrak got much better accuracy (was 0.5, got 0.8, which increases overall damage by 30%), +5% more net damage and +20 more morale damage.

- ORKS: Warboss Fast Legs wargear was wrongly named in Skirmish. It is actually Mega Boosta, and it now DOES increase his charge speed and range for both the Skirmish and the Campaign.

- SISTERS: Immolators' Twin Flamers damage modified (and AoE increased from 8->13), because the damage caused was really minimal previously, and BARELY AoE. (This is an issue of all "Pie" weapons in DoW anyway... But here it is super important, as Immolators are the "trademarks" of the race.)

- SISTERS (New Weapon): Penitent Engines got Heavy Bolter / Multi-Melta Pairs upgrades, to replace the Heavy Bolter pairs, at player's whim.

- SISTERS (New Weapon): Missionaries got Shotgun upgrades (replacing their Bolt Pistols). They are enabled with new squads.

- SISTERS (Audio): Besides the many new voices of the new squads, all buildings got improved selection sounds.

- SISTERS (Visual): Act of Faith: Ascension, had a small glitch having the Canoness sliding when performing it on the move. Fixed.

- SISTERS: The Honour Guard Celestian Veteran Superior was not getting the melee and ranged weapon upgrades of the corresponding researches. Fixed.

- SISTERS: Replaced ALL disabled icons with more darker ones - and now we have unified scheme.

- SISTERS: There were some tiny requirements issues with a couple of researches. Fixed.

- SISTERS: Multi-Melta penetrations against buildings for the Retributors were low. Increased. Some minor modifications made as well to other penetrations.

- SISTERS: Archangel is now a T2 Titan. Melee AV damage penetration of her Arden Blade increased. HPs greatly increased. Cap cost is now Inf 8 (from 6).

- SPACE MARINES: Sternguard Marine Squad (Campaign), had a squad cost of 1. Removed.

- SPACE MARINES: There were two weapon misspellings for Campaign Terminators (Power Fists and Thunder Hammers). Fixed both.

- SPACE MARINES: Tactical Marine Sergeant's powersword was not shown on the model because of an AE misspelling error. Fixed.

- SPACE MARINES: Tactical marine missile launcher had the wrong projectile position. Fixed.

- SPACE MARINES: Hellfire Dreadnought also had the the wrong projectiles position for both its missiles. Fixed.

- SPACE MARINES: Warhound Turbolaser penetrations got a good AV buff. Megabolters, a minor AV buff as well, because they were far less effective than they should be.

- SPACE MARINES: Rhino weapons updated in AE, to properly show now.

- SPACE MARINES: Predator Conversion Projector penetrations increased overall - the weapon was not AS powerful as it should. It is still not THAT effective against Heavy vehicles, but it is good overall.

- SPACE MARINES: The Honour Guard and Company Standard Bearer are now affected by the two Bionics researches. They start a lower in HPs, and end up a bit higher than the previous max.

- TAU: Crisis Suits' weapons were not powerful at all. All their weapons got boosts, either in accuracy, range and/or penetrations. Reload times and min/max damages remained unchanged.

- TAU: Crisis Suits are now changed to a SQUAD (if "New Squads" win condition is enabled). They are 3-membered, and with a repair drone. They get 2 weapon upgrades.

- TAU: Campaign fire warriors also have female members now. The same goes for Honour Guard units. Female Fire Warriors now also appear in Survival, for the attacking enemy.

- TAU: Added Turrets to the race as OPTIONAL normal turrets (via wincondition).

- TAU: The Greater Knarloc got two weapon upgrades that add a Kroot Handler atop their backs, for increased ranged potential.

- TAU: Clones code re-worked. Added clones for almost all units (some were intentionally left out, namely the Honour Guard).

- TAU: Missiles Origins for the Skyray fixed for both the Barrage ability (all 19 projectiles) and for its 2 smart missile weapons systems.

- TAU: The Ionic Discharge Cannon of the Y'vahra Battlesuit was not firing when the unit was stationary. Fixed.

- TAU: Updated the Hammerhead Gunship and gave it three new main weapon upgrades, as Railgun alternatives.

- TAU: Tau Skyray had a serious AE issue in its weapons (code clean-up).

- TAU: Swapped places of drones and commanders in Fire Warrior / Breacher / Pathfinder Squads, so that to listen to the voices of the Leader, once they get one. AI updated to accommodate the swapping.

- TAU: Fixed the cover icons on the vehicles (proper higher placing). Affects Hammerhead, Devilfish, Drone Harbinger, Skyray, Broadside, Crisis, Swordfish.

- TAU: Bonus squads also got their clones now (to create via Ethereal's ability).

- TAU: Stormsurge's weapons nerffed a bit. Its main cannon, boosted regarding minimum damage.

- TAU: Used new Bodyguard icon for the Squad the Ethereal summons. Also gave them a Hero UI.

- TAU: Stealthsuits in the campaign are no longer showing those impossible/inexistent upgrades.

- TAU: New model added for the attack Drones squad, with updated visuals and weapon. Weapon range also increased from 10 to 14, because previously this squad was mostly useless.

- TAU: (Survival): The bonus Crisis Suit had an infinite jump range, as well as an instant jump reload. Fixed.

- TAU: Added new voices τhe Vesipds and their leader.

**SURVIVAL**

-(MORE NEW MAPS): Added MANY new maps! There is a huge addition in Survival maps that even support 4 defending players. So far we had maps with up to 3 max defending players, and it is nice to try and push the engine a bit more. Survival Maps batch courtesy of their creator, brother Swanky.

- SURVIVAL: The delay of the Waves and the Spamming attacks (after defeating one of those) is now ALSO modified by the size of the map. Previously, the Difficulty and the Initial resources were the primary delay factors. So then, Small maps now got an x2.5 (we have no such maps, but you never know) and Medium maps got an x1.7 multiplier. There is no modification for Large maps. For Huge maps we now have an x0.6 multiplier (there are only a few of those), so that the player won't wait for ages for the next attack to happen!

- SURVIVAL: In harder difficulty, in the 10th wave the enemy (vanilla races) now also spawns its T1 Titan as part of the last wave. In insane difficulty, the 9th wave gets the T1 titan while in the 10th wave the T2 Titan is spawned.

- SURVIVAL: The time for the Destroy Enemy Outpost condition to initiate was too fast when high resources were enabled. Time is greater now, but it still takes notice of high starting resources.

- SURVIVAL: Fix a small issue were after the waves, Reinforcements (Take and Hold with Critical Locations) were not calculated correctly.

- SURVIVAL: Reinforcements (Take and Hold with Critical Locations) now come at random time points, not every 5 mins (within 4 to 9 minutes now. Independent of difficulty, there is no point.) You get 50% less reinforcements in total, on average.

- SURVIVAL (Tyranids): The fade out (darkening) effect when Spore Mines fall from the sky is now much steeper/faster. Added a chance where the spores do not actually fall, but explode in the upper atmosphere.

**STRONGHOLDS SUPPORT**

Added to all Necrons Troops and Structures the ability\_tau\_shield\_event in their event manager extension. There are three types of EVENTS:

- necron\necron\_personal\_shield (almost all Infantry)

- necron\necron\_personal\_shield\_lrg (Vehicles + Star Gods + Small buildings like Turrets)

- necron\necron\_personal\_shield\_building (Buildings + Large Vehicles like the Doom Scythe and the Barges)

All three are dummy events, pointing to a dummy FX, so that the three EVENTS above, to be overridden and utilised by Strongholds.

- STRONGHOLDS SUPPORT: The IG Sentinel squads (all 3 types) got transportable (transport\_dreadnought) for Stronghold mission deep-striking. It does not affect regular gameplay.

**RACE MODS**

- 13TH COMPANY: MASSIVE rework and race bug fixing. Tons of Localisation updates.

- 13TH COMPANY (New Units): Added the: Xiphon Interceptor, Land Raider Wrath of Mjalnar, Leman Russ Exterminator, Dire Wolf Tier 1 Titan, Primarch Leman Russ.

- ADMECH: The Machine Reliquary (Mobile HQ) can no longer be possessed by Necron Lord Destroyers.

- ADMECH: Fixed a small issue in Hell Stalkers teleport ability (it is a teleport not a jump, and so it should not be combat-enabled).

- BLACK TEMPLARS: HUGE rework and race bug fixing. Tons of Localisation updates.

- BLACK TEMPLARS (New Unit): Added the Land Raider Phobos for Survival, and the Land Raiders Achilles and Prometheus as LR Crusader alternatives.

- BLACK TEMPLARS (New Unit): Added the Marshal, a powerful character as a Castellan (primary commander) optional choice.

- BLACK TEMPLARS (New Unit): Added the legendary Chaplain Grimaldus, with his full servitor retune an additional Chaplain option.

- BLACK TEMPLARS (New Unit): Added the Bladeguard Veterans Squad, an very sturdy primaris squad and their Bladeguard Ancient leader, summoned by the Marshal.

- BLACK TEMPLARS (New Unit): Added the uber Armiger Knight Squadron. They are effectively the BT T1 Titan squad. Unique implementation.

- BLACK TEMPLARS: The Auto-Reinforce win condition that adds Neophytes to Crusaders is now updated, and works seamlessly.

- CHAOS DAEMONS: Huge code and back-end clean-up, and refinement.

- CHAOS DAEMONS: Decreased Movement speed for screamers.

- CHAOS DAEMONS: Increased movement speed for flesh hounds.

- CHAOS DAEMONS: Drastically Nerfed Slaneshi Herald/Daemonette/Greater Daemonnette Auras to inflect less damage and movement speed reduction.

- CHAOS DAEMONS: Reduced armor piercing and damage from Greater Daemonnetes Weapons.

- CHAOS DAEMONS: Reduced the duration of the allure ability of both Lesser and Greater Daemonnetes.

- CHAOS DAEMONS: Reduced armor piercing, armour reduction and damage for all Bloodletter weapons.

- CHAOS DAEMONS: Reduced Daemon Fear aura morale damage to more sensible levels.

- CHAOS DAEMONS: Angron the Red Angel, is now tuned into Skarbrand the Exiled One. The original implementation was meant for Skarbrand anyway, and we now reverted it to it proper naming. He also got a totally new and proper voice set. This one includes FAR more lines than before.

- CHAOS DAEMONS: Spotting vocals (when Deamons detecting enemy races) updated. A fully new and updated set, showcased already on our Moddb page. Old spotting sounds deleted.

- CHAOS DAEMONS: Fury attacks were devastating against specific enemies, turning them TOO vulnerable to enemy damage. Ability nerfed.

- CHAOS DAEMONS: New complete Voices Sets also added for ALL the Daemon Princes, as well as for the Daemon Lords.

- CHAOS DAEMONS (New Unit): Added Brimstone Horrors, tiniest horrors spawned from Blue Horrors when they die. So now upon destruction, a Pink Horror spawns a Blue one, who later spawns a Brimstone one. Nasty fiends!

- CHAOS DAEMONS (New Unit): Added the Lord of Skulls, a monstrous machine of destruction.

- CHAOS DAEMONS (New Model): Updated model for the Greater Brass Scorpion. Got different assortment of mighty weapons. It is no longer artillery.

- CHAOS DAEMONS (New Voices): Lord of Change got a new proper set, and all abilities are now followed by a voice. Same for Keeper of Secrets. Daemonettes voice set updated as well.

- CHAOS DAEMONS: Slaaneshi Herald Allure of Slaanesh ability was not working properly. Fixed. Hit FX added, duration lowered.

- CHAOS DAEMONS: Updated model for the Favoured Daemonettes.

- CHAOS DAEMONS (updated model): Furies got their Flame Breath weapon, now properly enabled. Their upgrades are now properly depicted on the model (warp talons in melee).

- CHAOS DAEMONS (new model): Favoured Bloodletter leader got new model. His proper name is now used (Bloodreaper). Old ancient one model kept for the race attacks of daemons spawned from the Hell Portal ability.

- CHAOS DAEMONS (Last Stand): Daemon Lord's ascension to Demon Prince requirements changed. Now, it requires ALL, but the Mark and the swords. Yet more requirement and abilities fixes added.

- CHAOS DAEMONS: The Greater Brass Scorpion, Soul Grinder and Lord of Skulls units are now considered Tier 1 Titans. Skarbrand is now a Tier 2 Titan.

- CHAOS DAEMONS (Updated Model): Daemon Lord got an updated model. All 10 variations updated. All his weapons are there, as are the fixes for his flying animations (among many other fixes). Multiple new wargear/visuals added, so now each Lord type is really distinct.

- CHAOS DAEMONS: Hero I and II researches were NOT applying properly, because of an internal AE error (maximum modifier allowed are 45, and there were more than 50 modifiers in each!). Both reworked and fixed. The 2nd research now also grants the Daemon Lord the ability to fire flames through his mutated hand.

- CHAOS DAEMONS: Hotkeys were almost totally absent. Now ALL are updated and in perfect order. Not an easy task to do, but it was mandatory to have it done.

- CHAOS DAEMONS (new unit): Added the Greater Death Wheel, a huge daemonic engine of destruction.

- CHAOS DAEMONS: (new model)Added a more accurate version of the Lesser Bloodletters for the Mark of Khorne based on the TT. All Researches and integration taken care of. The old Lesser Bloodletter model is still available for the other paths.

- CHAOS DAEMONS: Red Horrors got a 10% reduction to their AoE ranged weapon damage, and the radius was reduced from 7m to 6m.

- CHAOS DAEMONS: Screamers melee damage (-15%) and HPs (720->675) reduced.

- CHAOS DAEMONS: Nurglings/Plaguebearers Instability note: These two squads start with full morale (no instability loss on-create).

- CHAOS DAEMONS: Daemon Economy: Slightly reduced the req income from +7.5 to +5 for each Warp Signature (our "Gens"), to reduce the early economy inflation. Still leaves enough to compensate for how much they need to exchange for Power.

- CHAOS DAEMONS: Plaguebearers now also break less easily, and their melee damage against regular infantry is increased. ALSO: Their 2nd weapon (Noxious Touch) was not visible, while the model itself was already supporting it. Fixed, and now the weapon is covered with a slimy toxic substance.

- CHAOS DAEMONS: Nurglings were not as useful because they break easily, so: Their morale and morale armour increased. Instability dropped one tier (we have 4 tiers, and now they are even more durable). They still maintain the role of the meat-shield, with a really fast squad reinforcement (decreased time from 6 to 5, so that to be a better choice).

- CHAOS DAEMONS: Red Horrors firebolts has way wrong stats. First, the AoE was 12! Radius reduced to 7. Damage reduced a bit. Penetrations against vehicles and buildings greatly reduced.

- CHAOS DAEMONS: Herald of Tzeentch was very durable. HPs reduced by 150. Armour reduced from 108 to 102. Min Armour reduced to 2.

- DAEMONHUNTERS (New Unit): Added Castellan Garran Crowe. Not only he has the Black Blade of Antwyr, I have used mechanics NEVER used before. GIVE HIM A SHOT. You can have him if no other Brotherhood Champions are fielded, in the GK branch.

- DAEMONHUNTERS (New Unit): Added Stormhawk Interceptor, a very powerful aircraft (available to both branches).

- DAEMONHUNTERS (New Unit): Added new Uber unit, the Psi-Titan. This is a fully-fledged Titan, like the Vanilla ones.

- DAEMONHUNTERS (New Unit): Added the Inquisitorial Lemanruss Huntsman, as a powerful tank in the IDH branch.

- DAEMONHUNTERS (New Unit): Added the IDH Grand Master Kaldor Draigo, the legendary psyker that was once trapped in the warp.

- DAEMONHUNTERS (New Models): Chimera and Rhino are totally new models, and Chimera also got a Heavy Stubber gunner weapon upgrade, as well as an Autocannon one.

- DAEMONHUNTERS (New Model): Dreadknight got an updated model. You can still get the old GK model, if you want (via a WC). But the new one is better :)

- DAEMONHUNTERS (New Model): The StromRaven has now a new model, and it is a fully-fledged flyer. The mechanic for flyers is updated, to include the IDH. It also got twin plasma cannons weapon upgrade.

- DAEMONHUNTERS: Brotherhood Champions initial Req cost slightly increased (80->100). Remember, this goes further higher after the researches for their wargear. They are still free of Inf Cap Cost, because Garran is now available.

- DAEMONHUNTERS (New Voice): The Exorcist of the IDH branch is a special figure, and he was sharing voices with the other leaders. No more. He now has his own appropriate voice set, imposing and harsh and more than complete.

- DAEMONHUNTERS (New Mechanic): Daemonhosts updated. Now, there is a chance for a ROGUE Deamonhost to appear that is NOT of the player's control - in fact it attacks the player! Some statistics of the Daemonhost are random (Armour Type (greater/lesser daemon)/Armour/Minimum Armour/HPs/Speed). Chances for Lesser/Greater are 80%. Otherwise, there is a 70% chance of a Rogue Daemonhost, 30% for a simply failed attempt. All in all, the chance for a Rogue Daemonhost is 14%.

- DAEMONHUNTERS: In the Grey Knights branch, the ability to Deep Strike countless Dreads from the Domus Astra Telepathica building, was too powerful. The main reason was that the building could hold TWO Dreads at a time (and one in cue) so given abundant resources, you were able to constantly DS THREE Dreads into the battlefield. To limit this, now each building can hold ONE Dread at a time, instead of two - just like the Orbital Relay of the Space Marines.

Consequently, all DS-able vehicles (including the Dreadknight), no occupy one DS slot.

- DAEMONHUNTERS: Renamed the IDH Brother Captain, Arvann Stern. Made some more UCS updates.

- DAEMONHUNTERS: Fixed and updated the descriptions for both Deamonhosts (there were obsolete "Librarian" references).

- DAEMONHUNTERS: The Hotkey for the Psychic Inquisition ability (GK Termi Librarian) was missing. Fixed (assigned "K").

- DAEMONHUNTERS: All Incinerators were designed to be AV, but they were not THAT effective. Damage penetration against vehicles, increased. (+15/+10/+5 for low/med/high)

- DAEMONHUNTERS: Melta Strike Orbital Ability: Damage slightly increased, penetrations also increased, UCS enriched.

- DAEMONHUNTERS: Fearlessness Ability now properly coded and given to all GK troops (some were missing this ability).

- DAEMONHUNTERS: The AI of the Stormraven updated, so that to perform Jumps if spawned in places where pathing is blocked.

- DAEMONHUNTERS: Removed the problematic Sync-Kills of the Stromtroopers.

- DAEMONHUNTERS: Purgators - Greatly reduced their melee damage. They are more ranged specialist now.

- DAEMONHUNTERS: Interceptors - Greatly reduced their ranged damage. They are more melee specialist now.

- DAEMONHUNTERS: Reduced all Melta Bombs ability damage, and increased reload time.

- DAEMONHUNTERS: Exorcist Sisters ability to throw multiple krak grenades is one of their "trademarks", but their damage was indeed too much. Kept the mechanic, but Krak Grenades damage reduced, and the reload time of the ability is increased by 50%. Now they are much less potent. Remember, multiple throws require lengthy micro-managing, grenade throwing cannot happen at once (each must be thrown in succession).

- DAEMONHUNTERS: Stormhawk Interceptor's weapons damage was really high. Reduced damage considerably for all weapons (accuracy changes included). Range also reduced where needed. Speed reduced as well.

- DAEMONHUNTERS: The grenades of the Scholars had a HUGE maximum range (because of their ability to increase ability ranges). Issue fixed. UCS updated.

- DAEMONHUNTERS: The Oblationist Acolyte was not progressing in levels (Heroes). Fixed.

- DAEMONHUNTERS: Damage and penetration of Stormtroopers' starting Hellguns slightly buffed up.

- DAEMONHUNTERS: Added a cap at 4 for GK Dreadnoughts as the Grey Knights branch has more than enough units to complement the army now.

- DAEMONHUNTERS: Survival Turrets are no longer randomly-equipped but come with Infernos, and you get a Melta addon.

- DAEMONHUNTERS: Moved the T3 research from behind the Heavy Duty Teleporter research to the HQ, so that the Tiering path is clearer. It still needs the Heavy Duty Teleporter. Now all Tiers are into the HQ, which is neat and consistent.

- DAEMONHUNTERS: Increased Stormhawk las-talon range from 25 to 28, to better engage enemies. The weapon MUST have short range because it is not like other Las weapons, and thus some micro-management is still needed.

- DARK ANGELS (New Unit): Solemnus Agressor Land Raider added to the Deathwing. Fully loaded with all types of bolters, and capable of transporting Termis as well (one squad, still). Veh Cap for this beast is 4, to counterbalance its effectiveness.

- DARK ANGELS: Complete units Icons upgrade (much higher quality).

- DARK ANGELS: Dark Talon's Rift Cannon Armour debuff duration decreased from 20 sec to 3 sec.

- DARK ANGELS: Added Turrets to the race as OPTIONAL normal turrets (via wincondition). The Survival turrets now start with plasma guns, and can get two addons (las/plasma cannons)

- DARK ANGELS: Model updates for Deathwing Champion / Land Raider Ares / Librarian Terminator units.

- DARK ANGELS: Deathwing Terminators are now available from T3 (not T4 as it was before). Kill-Team Termi squad is now available at T4, not T3. (Swap)

- DARK ANGELS: Scouts' bolters were too powerful. Nerfed damage a bit and penetrations lowered for other than Infantry units. In addition, ranged reduced from 30 to 25.

- DARK ANGELS: Dreadnought Plasma Cannon damage slightly nerfed to considerable levels. It is still a Plasma Cannon and an expensive upgrade at that.

- DARK ANGELS: Dark talon Rift Cannon Armour Penetrations lowered.

- DARK ANGELS: Melta Guns of Tacticals needed a small AV penetration buff. They got it.

- DARK ANGELS: Mortis dreadnought autocannons: Increased damage against Infantry/Heavy Infantry and slightly increased accuracy (they had low accuracy, so too small damage).

- DARK ANGELS: Shot Guns pushback slightly lowered.

- DARK ANGELS: Ranged Bikes reinforcement cost was wrong (low). Got from 50/0 to 65/10 - and time increased from 9 to 10.5 secs. Close combat bikes only got a +5 Pow reinforcement cost increase.

- DARK ANGELS: Ranged Bikes initial Heavy Bolter penetration against Large Buildings was too much (17) for a weapon of this type. Halved.

- DARK ANGELS: Fixed the requirement tooltips for: The 3 Branch Buildings (they were missing the HQ requirement tooltip).

- DARK ANGELS: Fixed the requirement tooltips and refined the actual requirements for the Battle Company Command Squad members.

- DARK ANGELS: Fixed the requirement tooltips and refined the actual requirements for the Watcher in the Dark (Azrael).

- DARK ANGELS: The requirements for most squads in the Orbital Relay were not 100% proper, regading what appears and what is not. Perfected.

- DARK ANGELS: The Company Master can detects stealth units in close vicinity, but was not stated in his description. Updated.

- DARK ANGELS: Land Speeded Tempest had the "E" Hotkey button - but that is the same for Deep Strike. Changed to "P".

- DARK ANGELS: Small UCS issue with The Lion - The Primarch is always available, NOT once, and the UCS was stating otherwise. Fixed.

- DARK ANGELS: The Knight is now considered a T1 Titan. And as such, it is independent of Caps. HPs boosted to 11000 and Veh cap jumped from 4 to 6, to reflect this change.

- DARK ANGELS: The Venerable DN is not longer sharing caps with the other relics.

- DARK ANGELS: Swapped the tiers between the normal Terminator Squads and Kill-Team to be the appropriate ones.

- DARK ANGELS: Vortigan Drakkus was lacking Armour Penetration Damage when equipped with the Volkite. Weapon damage normalised to get to other Volkite weapon standards.

- DEATH GUARD: New race added. Play as Nurgle's loyal deseased warriors and spread his plague gift to the galaxy!

- DEATH KORPS OF KRIEG: New race added. Play as the loyal and steadfast champions of Krieg!

- EMPEROR'S CHILDREN: Fixed an issue with the weapon damage of the Sonic Hell Blades blastmasters. They were dangerously overpowered.

- EMPEROR'S CHILDREN: Slightly increased the min damage of the Subjugator's Volcano Cannon and its hull Laser. This should make it more lucrative to use.

- EMPEROR'S CHILDREN: Jetbikes' heavy bolter damage nerffed.

- EMPEROR'S CHILDREN: Fixed the Questor's autocannon and blastmater weapon damages. They were too low. Should be a more viable choice now.

- EMPEROR'S CHILDREN: Obliterator model updated greatly, now supports the multi-weapon targeting system using a different weapon, suitable for enemy.

- EMPEROR'S CHILDREN: Reduced the (melee) weapon penetration of Daemonettes against Buildings. It was too high, for the girls!

- EMPEROR'S CHILDREN: Reduced the plasma pistol damages, to closer resemble the vanilla potential (they were more powerful).

- EMPEROR'S CHILDREN: Fixed a visual issue with the body of the Subjugator not being visible.

- EMPEROR'S CHILDREN: The special atatck of the normal jetbikers no longer has a throw as it was too OP.The throw is now an exclusive to their champions only.

- EMPEROR'S CHILDREN: Reduced the Cap of the Warp Talons from 3 to 2.

- EMPEROR'S CHILDREN: Krak Grenades now require the Grenades Research and recharge time increased from 30s to 50s.

- EMPEROR'S CHILDREN: Warp Talon teleport cooldown increased and has a slight setup time.

- EMPEROR'S CHILDREN: Warp Talon power claws have significantly reduced penetrations against buildings.

- EMPEROR'S CHILDREN: The Stun Cannon upgrade for the Sonic Turrets have reduced aoe(to only target one unit at a time) and reduced stun effect.

- EMPEROR'S CHILDREN: Hate Angels' Scythe has lowered penetrations against buildings.

- EMPEROR'S CHILDREN: Warp Generators power gift reduced to 20 from 80.

- EMPEROR'S CHILDREN: Greater Warp Generators power gift reduced to 50 from 100, now costs 125 requisition and produces 20 power.

- EMPEROR'S CHILDREN: All aircraft now have a cap of 5 just like all other aircrafts accross the mod.

- HARLEQUINS (New Unit): Added Sylandri Veilwalker, a legendary Shadowseer.

- HARLEQUINS: Mines now should be able to stun.

- HARLEQUINS: Added damage negation of varying degrees to all the holofields.

- HARLEQUINS: Bikes now are Infantry Armour.

- HARLEQUINS: Neuro-Disruptor nerfed.

- HARLEQUINS: Fixed an issue where Wraith Walkers were not attacking at all (it was most apparent in survival games).

- HARLEQUINS: Fixed some tiny issues with a couple capital letters. Same fix applied in an AI file. AI updates.

- HARLEQUINS: Fixed an issue with the Heroes profile (the new commander had a small spelling error).

- HARLEQUINS: Cover icons of the new commander was accidentally broken. Fixed.

- HARLEQUINS: Fixed a critical bug with the Listening Post abilities generating power that caused a CTD when finishing a game with the Harlequins included.

- IMPERIAL FISTS (New Unit): Added the Legion Basilisk as a Survival Reinforcement.

- IMPERIAL FISTS : Rogal Dorn now randomly appear wearing his new white moustache... Or not!

- IMPERIAL FISTS: The walls can now be closer placed, allowing tighter formations and forcing the enemy to destroy contiguous walls, to break through.

- IMPERIAL FISTS: Fixed the Siege Marines disabled pink icon (it was missing).

- IMPERIAL FISTS: Fixed a pink icon with the Siege Marines Tank Hunters (save-load while their ability is enabled).

- IMPERIAL FISTS: Rogal Dorn's missile abilities had wrong requirements. Fixed, and now they are available as they shoot, firing all three of them in each case.

- IMPERIAL FISTS: Rogal Dorn's weapons updated. He now starts with his huge "trademark" chainsword, that got some more nasty punch (and not the Thunder hammer). He still gets his Easter Egg black sword.

- IMPERIAL FISTS: Clarified a bit further (in the UCS) how the Siege Generator is used (explicitly explains how to increase your Power income).

- IMPERIAL FISTS: Falchion/Fellblade/Glaive main weapons (cannons) damage output increased. Penetrations updated.

- IMPERIAL FISTS: Tacticals' Tank Hunters missile ability damage nerffed. It was TOO powerful to have all those missile launchers for the duration of the ability!

- IMPERIAL FISTS: All 4 Bygone Era Relics are powerful, and now considered T1 Titans. NOTHING changed, they simply become available ONLY if you have the T1 Titans WC, enabled.

- IMPERIAL FISTS: The Lost Era Relics now have their own independent cap, from other Relics, since they are considered "Titan-like".

- IMPERIAL FISTS: HQ got more free space around it (no build buffer), so that all vehicles to move about more freely.

- IMPERIAL FISTS: Requisition resourcing mechanic stats updated (LPs). a) Last Fortification income Req boost, is now halved from +12 to +6. Now, each of the 3 fortify addons of LPs gives +6. b) LP fortification cost normalised, to be more power, than req expensive, to 100/25, 150/50, and 200/75 for the 1st, 2nd and 3rd. c) LP fortification has now Tier requirements: 1st available at tier 1 (from the beginning), 2nd at tier 2 and the last one at tier 3. The HQ initial Req income dropped from 30 to 25. Kept it 25 (and not 20, like most other races' HQs), because the player has only 3 HQs. On the other hand, the HQ Req income in no longer increased by the Fortify Addons. Descriptions (UCS) enriched, and AI updated. New icons created to better explain how the Resourcing system works.

- IMPERIAL FISTS: Many army buildings were erroneously producing small portions of Req. These were leftovers of previous implementations. Removed.

- IMPERIAL FISTS: First Power Upgrade raised a tier requirement.

- IMPERIAL FISTS: Bonus HPs of the last 3 Fortify Addon, dropped a bit.

- IMPERIAL FISTS: Tank Hunters (missiles ability) Power cost, increased (50->80). Previously it was sill potent in cost effectiveness overall.

- IMPERIAL FISTS: Prometheus had no actual "severe" requirement. It was not logical for a unit of this prowess to be available so freely. Added the Requirement of a Critical Location. Requirements were also a bit off, now refined.

- IMPERIAL FISTS: Rarobacks' overall damage output reduced. Both its Las and Plasma weapons modified, with th eproper penetrations. They are still good against Infantry and Vehicles, but not as much as before (it was OP). Anti-Regular-Infantry damage penetration dropped a bit more. Cost increased to 150/105.

- IMPERIAL FISTS: Predator Executioner's plasma cannons stats were problematic and too powerful. The radius of all 3 weapons was 10, which is wrong. Radius dropped to 7.5 radius for the main gun, 6 for the side plasmas. Overall damage reduced.

- IMPERIAL FISTS: Thunderfire Cannons were a real issue since they can be forward built. Their stats are now reduced: Sight Range reduced (35->20, NO Keen sight). This means that they now require other nearby troops as "spotters", to better perform. Movement reduced from 10 to 8 (identical to Salamanders TFC movement). HPs also reduced from 1000->850. Price is now 120/50.

- LOTD (New Unit): Added the Hell Knight(Special LOTD Imperial Knight) as a Tier 1 Titan.

- LOTD : Vastly reworked balance of the entire race.Too many things to mention.

- RAGE (Survival): Updated Survival profile added, with a new nasty idea suggested and coded by brother I\_Chample.

- SALAMANDERS: Sisters model updated, including adding various fixes.

- SALAMANDERS: Thudnerfire Cannons and Rapiers mechanic updated: Sight Range is reduced for the TFC (Normal: 35->20, Keen: 35->20)(this means they require the support of other troops to provide vision for it) and a small boost to Rapiers (14->15). Caps modified from 3/3 to 4/4 (you get one more of either type). Last, production slightly sped up, and with each new HQ, production is further sped up, so that you can get them a bit faster.

- SALAMANDERS: Vulkan Melta Orbital Strike ability was weak (compared to other cost-based abilities, like fulgrim's and dorns orbital bombardment). Buffed up.

- SALAMANDERS: Listening Post's weapons buffed up: Flamer got stronger, Multi-Melta does more damage to infantry (it was minimal). Both got +2 range.

- SALAMANDERS: Regular Melta and Multi-Melta marine weapons' damage buffed up (+20%). Range of troop Multi-Meltas increased to their proper value (was only 25 previously, got 30).

- SALAMANDERS (Balance): Salamander troops are slow, so they need transports more than any other faction. Thus, Rhinos now cost 1 Vech Cap (down from 2) because if you need to move troops you will have HARD time - especially in large maps. Remember to keep one or two close to your army! Their max is now 5 (you could get max of 3 Rhinos, before).

- SALAMANDERS (Balance): To the same end, many troops got a slight regen upgrade (+0.25 to +0.5). This is perfectly justified (slow, but also more durable because of the gravity of Vulkan).

- SALAMANDERS: Aggressor Heavy Bolters max damage nerffed by 25%. Accuracy dropped a bit as well.

- SALAMANDERS: Their Survival turrets now start with Flamers, and can get Melta addons (no longer random-weapon turrets).

- SALAMANDERS: TPrimaris Eradicator Melta Weapons received a buff to be more viable.

- SALAMANDERS: - Razorback Flamer damage was impossibly high. It was indeed devastating Infantry and Morale. Penetration re-worked, some greatly lowered (especially against monsters). Bade damage decreased (minimum damage more than maximum). Morale damage almost halved now. And the fire cone is now 30 degrees (it was 40).

- THOUSAND SONS: A huge texture rework, courtesy of 𝔐𝔞\_♰𝔥𝔢𝔬𝔰𝟛𝟛.

- THOUSAND SONS: Improved models for a series of units.

- THOUSAND SONS: Fixed a serious issue with the rage ability of the mutated squad leader.

- THOUSAND SONS: The Aspiring Sorcerer Supreme(Rubic Terminators squad leader) has received a new model and renamed to Infernal Master(who is a sub-category of Dark Apostles for the Thousand Sons).

- THOUSAND SONS: Fixed the T-poses for the Cultists.

- THOUSAND SONS: Infiltration Extension (along with the void chaos research) removed from the Icon Bearer and the Tzeentch Cultists squads. Cultist Leader ability to infiltrate the squad is no longer a modifier, but an actual ability now.

- THOUSAND SONS: The Lord researches (Favour of Tzeetnch and Blessings of Tzeentch) were modifying the wrong weapon's damage (chaos\_manreaper). Fixed, to modify the actual Lord's melee weapon (thousand\_sons\_lord\_weapon).

- THOUSAND SONS: AI updated so that to instantly start building the proper structure for the chosen strategy. Previously we were using the standard method which does not support branching on-init, and was producing a delay of 45+ secs for the proper deployment.

- THOUSAND SONS: Fixed Hotkey conflicts and UI positioning of units.

- THOUSAND SONS: Predator (Lascannon): The lascannon upgrade was locked away by a relic requirement. Too steep. Used T4 as the requirement instead.

- THOUSAND SONS: Set Teleport charge gauges, for both Termie squads, from 2 to 1.5 (not 1, because they are too slow squads, and their Teleport is really slow-applied as well, both in setup and ready times).

- THOUSAND SONS: Chosen: Their Warpblades (upgraded melee weapons) damage, now nerffed by 20%. Armour Piercing dropped from 10 to 5. Penetrations lowered, anti-building ones dropped a lot. Minimum weapon damage was 20!!! This is the reason of their high damage. Dropped to 8.

- THOUSAND SONS: Mutated Sorcerer: The viggor Mortis ability was too powerful. Damage increase now reduced from x1.5 to x1.3 (the ability still damages the squad at the end, so I kept it a bit high). Ability duration reduced from 25 seconds to 18 secs. (erroneous values of 30 secs in the modifiers, removed - they were not taken into account by the engine anyway).

- THOUSAND SONS: Scarab Terminators: Reduced armour piercing of warp bolters from 8 to 4. Reduced Amour Pens for low, mid and high vehicles by 20 (more for veh high).

- THOUSAND SONS: The new UI was enabled by default, but most players were accustomed to the standard version. Made the old UI as standard now, and the VC allows to experiment with the new UI.

- THOUSAND SONS: The level 2 version of the Maflicio Pavoni spell of the warlock specialization of the sorcerer lord, was causing a very big explosion after the duration (which instantly kills one member), resulting in killing a full squad of guardsmen or conscripts. So, AOE greatly reduced from 16m to 9m. Damage got more random with min damage almost halved, armour piercing dropped from 100 to 20, and penetration modified so now there are really good chances for an infantry squad to survive the ordeal.

- THOUSAND SONS (New Unit): Added a new Termi Veteran squad with their custom leader. No cap between them and the Occult Scarab Terminators.

- THOUSAND SONS (New Unit): Added the Trophy Grav Raider as a new relic option.

- THOUSAND SONS (New Unit): Added the Deceiver Defiler.

- THOUSAND SONS (New Unit): Added the Prospector as a Tier 1 Titan. A Hover version of a Thousand Sons Legion Stormblade from the days of Horus Heresy!

- THOUSAND SONS (New Unit): Added the Tzeentch Herald (a modified Chaos Daemons version)

- THOUSAND SONS (New Unit): Added the Hell Blade as a flyer unit(the TS were lacking one and were in need for it).

- THOUSAND SONS (New Unit): Added the Venerable Rubric Dreadnought unit, buildable from the Tzeench Altar.

- THOUSAND SONS (New Unit): Added the Favoured Rubric Marines and their leader, as part of Survival Reinforcements.

- THOUSAND SONS: Flamers of Tzeentch received a slight boost to health(from 460 to 520).

- THOUSAND SONS Lord of Change costs reduced from 400 to 360)(both requisition and power).

- TYRANIDS (New Unit): Added the Hierophant BioTitan unit.

- TYRANIDS: SCaR Code fully re-worked. Auto-construction method of buildings perfected. The builder is no longer affected by the terrain pathing (no need to move anymore), and construction of structures start immediately, regardless distance. Also, the Will of the Hive is always now placed besides the HQ of the race. One more addition is that the player can NO LONGER "cheat", by using his global builder to actually auto-construct friendly buildings - this was a highly irregular issue before. Code greatly optimised in many places.

- TYRANIDS: Many AI updates. For example, fixed the Trygon's ability Electric Field, the AI now performs it excellently (also the Trygon no longer mentions that it spawns Raveners - because it doesn't). The AI now uses the Hive Tyrant's Leech ability. Similarly, Carnifexes, Zoanthropes, Warriors and Old One Eye, all now use their abilities. Also, the AI now builds Addons for all HQs (provided there is enough influence).

- TYRANIDS: Old One Eye and the Trygon can no longer be possessed by Medusae - as they should. Added to the list the Zoanthrope and just as a precaution, the commander leaders.

- TYRANIDS: Fixed Death Syncs warnings for Zoanthropes.

- TYRANIDS: Special troops can no longer be affected by enemy's special attacks (set the "disable special attacks" to [true]).

- TYRANIDS: Each HQ Addon now increases the HPs of buildings by 500/750. Tyranid HQs are starting relly low on hps (3500) so they were being destroyed TOO easily! Not only that, but the visual of the Addons turn the HQ into massive biostructures, so the HQ increase was mandatory, to compensate for the visual upgrade as well.

- TYRANIDS: There were old reports where, if Tyranids were playing with Emperor's Children, a CTD would occur. Both projects have gone a LONG way since then. Anyway I tested this assumption and found no issues at all. We are A-OK.

- TYRANIDS: Ripperswarms had wrong syncs assigned. Fixed.

- TYRANIDS: Added the Flyer fix to Gargoyles.

- TYRANIDS: Added Burrow ability to the Trygon. It can now lurk, and then de-borrow and cause much damage to all those above it. It can also use its electric ability even when underground, to damage all above it - unseen if not spotted!

- TYRANIDS: The building "tyranids\_gaunt\_hive" in its deepstrike option (which is not used anyway), had an improper requirement. Removed.

- TYRANIDS: There were Transport/Squad Hold inconsistencies in the race. For example, the Trygon could enter the Warrior building, .... Occupying only ONE slot!! Fixed.

- TYRANIDS: Added a small delay (3 secs) for the spawn time for both Raveners and the Trygon from their buildings, so that once produced, to take some time to "borrow to the desired place" we want them to spawn.

- TYRANIDS: Once spawned from buildings, both the Raveners and the Trygon cause their damaging be-borrowing ability.

- TYRANIDS: Button for flyer Fix removed from Gargoyles (a problem of really old maps) - now they can reinforce normally.

- TYRANIDS: Added the Wings and all Biomorph visual upgrades to the Hive Tyrant.

- TYRANIDS: Ravener damage has been nerfed to more normal levels.

- TYRANIDS: Some minor UCS Fixes and additions here and there.

- TYRANIDS (Survival): Special attacks of the Survival profile updated. Now, Raveners spawn from the ground, not Rippers. AND, the Spore Storm hits a specific area, as opposed TO ANYTHING on the map. Also kept the hit-all option, but now 1 out of six times.

- YNNARI: New race added. Play as the desperate Eldar alliance led by Yvraine in their battle against Slaanesh!

- WITCH HUNTERS (New Unit): Added the female named hero Ephrael Stern to the roster. Can replace (player's choice) the Female Inquisitor as the primary Psyker of the army if there is any EC/Daemons/TSons player in game.

- WITCH HUNTERS (New Unit): Added a new female assassin, the Venenum. She is the 4th (and final) addition to the Officio Assassinorum.

- WITCH HUNTERS (New Unit): Added the Ordo Xenos Lady Inquisitor Kyria Draxus, Ephrael's commrade, as an additional optional Inquisitor. Also added Shang, her Wyvachs familiar! Her Ordo Xenos Female Grand/High Inquisitor is voiced by Kristen Martin. The implementation of Shang was a real challenge, and nothing similar has ever been created before - give it a shot.

- WITCH HUNTERS (New Weapon): Shield Maidens got a new weapon upgrade - the Power Halberd. It has a new mechanic, with a small chance of causing critical damage.

- WITCH HUNTERS (Design): All assassins are now able to DS from the Ordo Hereticus Chamber, not only the Calidus.

- WITCH HUNTERS: They got a new Squad in survival, a special Crusader one!

- WITCH HUNTERS: Their Survival Turret no longer has a random weapon (they properly got the Addon treatment).

- WITCH HUNTERS: Updated model visuals and fixes for the Sentinel walker.

- WITCH HUNTERS: Updated model visuals and fixes for the Standard Bearer of the Retributors.

- WITCH HUNTERS: Immolator MK2 got now properly renamed to Castigator. The model now includes various visual updates and fixes.

- WITCH HUNTERS: The requirements for the Shield Maiden Enforcer are now properly shown.

- WITCH HUNTERS: Nephilim aircraft Lascannon damage was too much, penetrations nerffed. Same for its missiles.

- WITCH HUNTERS: True aim research for the sisters now also increases their on-the-moving accuracy.

- WITCH HUNTERS: Mildly increased the AV penetrations of the Cherubs squad.

- WITCH HUNTERS: Melee Arbites were TOO powerful when entrenching. Defence modifiers halved. They are still tanky, but no longer to the point of OP.

- WITCH HUNTERS: Initial HPs dropped from 1550 to 1000.Recruitment time increased from 20 to 24. Pow Cost increased from 150 to 175. iIn addition, it now occupies vehicle cap 2.

- WITCH HUNTERS: Heroes profile updated. Added missing Repentia Squad levelling.

- WITCH HUNTERS: The ScaR code of the race has some inconsistencies. Updated, and added improved support for Epharel.

- WITCH HUNTERS: Light of the Emperor (act of faith) research had a colliding Hotkey ("E") with Building Deep Strike. Hotkey changed to "T".

- WITCH HUNTERS: Updated Sanctorum Pattern Exorcist voice set. Voiced by Kristen Martin

- WITCH HUNTERS: Penitent Engines now have less HPs (4650->4400). Armour rating also reduced to 102 (from 104).

- WITCH HUNTERS: Repressor Pow cost increased from 70 to 120. Armour also dropped from 110 to 104, it was too strong previously. Also, it is now able to carry ONLY two squads (it was three before) and ONLY either Arbites, or Assassins.

- WITCH HUNTERS: Seraphim Leap (in melee) ability damage, reduced from 65 to 50. Their melta bombs upgrade moved to T2, and their min/max damage reduced by 125/75 respectively.

- WITCH HUNTERS: Shield Arbites Stun effects of their grenades now last shorter (6 -> 3.5 secs).

- WITCH HUNTERS: Nephilim Jetfighter was indeed still too powerful. Health reduced from 2650 to 1900. Lascannon weapon upgrade armour penetration values against buildings reduced further as well (damage was already reduced). Weapon range for lascannon reduced to 32 (was 35), missile launchers to 35 (was 40).

- WITCH HUNTERS: Arco Flagellants armour value dropped from 106 to 102. Unit cost was 120/45 to recruit (40/15 to reinforce). Now increased to 180/60 to recruit (60/20 to reinforce). Remember, they start with only 3 members, and they are the Elite melee infantry of the branch.

- WITCH HUNTERS: Repentia Squad stun effect was too strong. The enemy ability/move disabling effect, is now applicable less than half the time it was before.

- WITCH HUNTERS: Listening Post damage, when troops were inside, was excessive! Dropped the inside troops damage to a bit higher than the half the previous values. They are plasma guns (4 of them), and their penetrations were reasonable, given the min/max damages and minimum damages we have now.

- WITCH HUNTERS: Cannoness armour rating dropped from 110 to 100. It should not be that high, I do not know how the 110 was there. Anyway, reverted to the normal value.

- WITCH HUNTERS: Canoness melee weapons damage normalised. Her initial sword has the same penetrations with the SoB Canoness now, and roughly equal damages (a bit higher, because the SoB canoness has researches for that, while the WH one does not). Same for her weapon upgrade. Penetrations are no longer maxed, and damage is overall close to that of the SoB canoness brazier. In both cases, weapon are different though, especially the upgraded ones.

- WITCH HUNTERS: Retributors reverted to occupy Infantry CAP 3 (previously, their cost was 3 Veh).

- WITCH HUNTERS: The LPs' additional plasma weapons were firing 180 degrees, when troops were in. BUT, the firing slits allow much smaller angles. And the result was for all 4 weapons to fire THROUGH the LP Building! Angles fixed. Now, each weapon fires as it should, and NEVER through the building.

- WITCH HUNTERS: Sentinel Armour Upgrade, moved from T2 to T3.

- WITCH HUNTERS: Seraphim leap moved to T2 (it always requires the Reliquary of Faith to be active). Angelic Visage ability also moved to T2. UCS Updated accordingly.

- WITCH HUNTERS: Sentinel Flamer Weapon morale damage and AoE slightly reduced.

- WITCH HUNTERS: Cost slightly increased for the Lady Inquisitor (90/25 -> 110/30) and her retinue of cherubs (80/10 -> 80/20), hospitallers (70/20 -> 70/30) and Crusaders (50/40 -> 65/40). Ranged damage of the Lady Inquisitor herself (Stake Crossbow), slightly decreased as well.

Additional Voice Credits:

-Griffon Mortar Carrier -- Pedro Franco

-Thunderbolt Heavy Fighter -- Donovan Noguez

-Valkyrie -- Puvy

-Vendetta -- Puvy

-Vulture -- Renegade Paladin

-Deathstrike Missile Launcher -- Mariek

-Dominus Knight Castellan / Valiant -- Tim "Bulwark" Pedersen

-Castellan Garran Crowe -- Paul Graham

-Kharn the Betrayer -- Puvy

-Vox Caster -- Robert Martens

-Testudo Transport -- Tony Stark

-Mercs -- John Jones

-Vespid Stingwings -- Zyggy

-Vespid Stingwings Strain Leader -- David Ramthun

-Dahyak Grekh -- Ki McKenzie

-Commander La'Koma -- Naerina

-Rampage -- Joshua Steward

-DG Possessed Marine -- Sylux D-lux

-DG Possessed Marine Sergeant -- Monty Greig

-DG Chosen -- Damien Lacambra

-DF Chosen Sergeant -- Damien Lacambra

-DG Chosen Champions -- Christopher Schanley

-DG Chosen Champions Sergeant -- Christopher Schanley

-DG Poxwalkers -- Ki McKenzie

-DG Biologus Putrifier -- Williamson Knox

-DG Warp Speeder -- James Burkdoll

-Plagueburst Crawler -- Ki McKenzie

-Deathshroud Bodyguards -- Tim "Bulwark" Pedersen

-Deathshroud Bodyguards Champion -- Tim "Bulwark" Pedersen

-Blightlord Terminators -- Commissar BRO

-Blightlord Terminators Champion -- Commissar BRO

-Lelith Hesperax -- Marrissa Meizel

-Crimson God -- Ki McKenzie

-Imperial Knight Dominus -- Tim "Bulwark" Pedersen

-Primarch Alpharius -- David Bodtcher

-Charnel Lychguard -- Matthew Vanston

-Phantom Titan -- Tyler Lemay

-Galmakh The Moon-Killer -- Joshua Steward [Lon]

-Ravager Titan -- Raven2236

-Land Raider Solemnus Aggressor -- Raven2236

-Land Raider Hades Diabolus -- Matthew Vanston

-Burning One -- Matthew Vanston

-Sylphek The Celestial -- Joshua Morley-Smith

-BT Land Raider Crusader -- Dreux

-BT Land Raider Prometheus -- Dreux

-Master of the Forge Xerill -- Matthew Vanston

-Faithblade -- Matthew Vanston

-Bladeguard Veterans -- TheTacticalDuke

-Bladeguard Veterans Sergeant -- Puvy

-Bladeguard Ancient -- Swiss Walker (TheSwiss)

-﻿Vanus Assassin -- ﻿Stephanie "Violita" Davenport

-IDH Leeman Russ -- ﻿Tex of the Black Pants Legion

-IDH Storm Raven -- Tim "Bulwark" Pedersen

-IDH Stormhawk Interceptor -- Tim "Bulwark" Pedersen

-Legion Basilisk -- Caldaris

-Venenum Assassin -- Cari Scholtens

-Doomhammer -- Pedro Franco

-Gue'la Auxillary -- Jody Sharp

-IDH Exorcist -- Ki McKenzie

-Amiger Knight -- Jason Everett

-Great Gargarant -- Tim "Bulwark" Pedersen (Gretchins part) + David Armstrong (Ork part)

-High Chaplain Merek Grimaldus -- Andreas Somville

-Saint Mina -- Jody Sharp

-Saint Emiline -- Jody Sharp

-Saint Sabbat -- Jody Sharp

-Saint Silvana -- Caitlin Oram

-Ephrael Stern -- Marrissa Meizel

-Dogmata -- Naerina

-Canoness Junith Eruita -- Cari Scholtens

-Abbess Sanctorum (Paragon) -- Stephanie Swan Quills

-Castigator Battle Tank -- Jody Sharp

-13th Company Xiphon Interceptor -- Commissar BRO

-Ordo Sinister Warlord Psi Titan -- Andreas Somville and Trina

-Reaver Titan -- Eric Allaire

-Land Raider Wrath of Mjalnar -- Andreas Somville

-Land Raider Angel Infernus -- StellarElite

-Void Dragon Phoenix -- Alfabusa

-Medusae -- Ki McKenzie

-Grotesques -- Caldaris

-Space Marine APC -- Stig Sydtangen

-Tetra Skimmer -- James Stilipec

-Piranha -- Larry Boy

-Piranha TX-42 -- Monty Greig

-Tiger Shark AX-1-0 -- Jason Everett

-Deffkopter -- Ty Konzak

-Wazbom Blastajet -- Commissar BRO (Brad)

-Dakkajet -- Commissar BRO (Brad)

-Burna-Bommer -- Ki McKenzie

-Warboss Ghazghkull Mag Uruk Thraka -- Matthew Vanston

-Spanner -- Christopher Schanley

-Flyboy -- Ty Konzak

-Nightshade Interceptor -- Kai Skrotzki

-Morkanaut -- Ki McKenzie

-Gorkanaut -- Ki McKenzie

-Stompa -- Ty Konzak

-Gargarant -- Chris O'Brien

-Thousand Sons Grav Raider -- Caldaris

-Looted Rhino -- Chris O'Brien

-Flakk Gun -- Christopher Schanley

-Gunwagon -- Chris O'Brien

-Battlefortress -- Ty Konzak

-Battle Wagon -- Chris O'Brien

-Kil Blasta/Bursta/Krusha Tank -- Zyggy

-Primarch Mortarion -- Connor Mckinley

-Corsair Warp Hunter -- Cari Scholtens

-Spiritseer -- Mariek

-Dire Wolf Heavy Scout Titan -- Caldaris

-Nurgle Feral Titan -- CapJOJO

-Chosen Rubric Marine -- Seoras Exley

-Sekhmet Cabal Terminators -- Ki McKenzie

-Dreadnought Rubric -- Davion

-Tzeentch (Chaos God) -- Matthew Vanston

-Plague Marine Battlefield Spottings -- Ken Lindberg

-Havok Squad -- Alex Waudby

-Havok Squad Champion -- Alex Waudby

-Icon Bearer -- Tim "Bulwark" Pedersen

-Sorcerer -- David Ramthun

-Sorcerer (alternate) -- Fred Jenkins/Montag

-Lord -- Stephen Smith

-Daemon Prince -- Jacob Browning

-Nurgle (Chaos God) -- Matthew Vanston

-Decimator Super Heavy Tank -- Tracer Krieg

-Charnel Lychguard -- Matthew Vanston

-Tomb Stalker -- Matthew Vanston

-Supreme Grand Master Kaldor Draigo -- David Bodtcher

-Prosperator Hoverblade -- Kill Bot

-Iron Priest -- Monty Greig

-Leman Russ (Primarch) -- Chad Johnson

-Terminators (Undivided) -- George Exley

-Terminators (Undivided) Champion -- David Bodtcher

-Plague Marines(alt) -- Ken Lindberg

-Plague Marines Sergeant(Alt) -- Stephen Smith

-Command Squad Retinue Leader -- Alex Cook

-Command Squad Retinue - Plague Marine -- David Bodtcher

-Command Squad Retinue - Champion -- William Ormiston

-Command Squad Retinue - Terminator -- Pedro Franco

-Lord -- Matthew Vanston

-Rhino -- Valor Etheridge

-Dreadnought -- Colm Ryan

-Whirlwind -- Valor Etheridge

-Predator -- TheLaughingMax

-Land Raider / Helios -- Craig Hawthorne

-Plague Tower -- Craig Hawthorne

-Plague Reaper -- Lone Wolf Lazarus

-Yvraine -- Naerina

-Visarch -- Joshua Morley-Smith

-Destroyer Tank Hunter -- Craig Hawthorne

-Chosen -- Craig Hawthorne

-Chosen Aspiring Champion -- Craig Hawthorne

-Chaos Vindicator -- Raymond Fanning

-Icon Bearer (Khorne) -- Chris Abrahamsen

-Icon Bearer (Tzeentch) -- Matthew Simmons

-Icon Bearer (Undivided) -- Dan Marfleet

-Icon Bearer (Nurgle) -- David Armstrong

-Icon Bearer (Slaanesh) -- Tim "Bulwark" Pedersen

-Thorn Princess -- Naerina

-Corsairs -- Seth Gearhead

-Corsairs Heavy Weapons -- Seth Gearhead

-Lotara Sarrin -- Jody Sharp

-Iconoclast -- Stephanie "Violita" Davenport

-Maugan Ra -- JoshGoff

-Jain Zar -- Stephanie "Violita" Davenport

-Chaos Renegades -- George Exley

-======================13th COMPANY SPECIAL SECTION=====================

-Storm Claws Terminator Squad -- Dreux Ferrano

-Storm Claws Terminator Rune Priest -- Dreux Ferrano

-Storm Claws Assault Terminators -- Dreux Ferrano

-Storm Claws Assault Terminator Rune Priest -- Dreux Ferrano

-Retinue Command Squad Leader -- Ki McKenzie

-Champion -- David Bodtcher

-Standard Bearer -- Dustin Darr

-Rune Priest -- Rod

-Wolf Priest -- Rick Owen

-Wolf Lord -- Andy Danish

-Wulfen Lord -- Lloyd Penny

-Terminator Lord -- Tyler Lemay

-Servitor -- Dustin Darr

-Grey Slayers -- Tyler Lemay

-Grey Slayers Leader -- Tyler Lemay

-\*Battlefield Spottings\* -- Tyler Lemay

-======================KRIEG CAST(Special list)=========================

-Jagers - Tracer Krieg

-Male Soldier - Tracer Krieg

-Female Soldier - Stephanie "Violita" Davenport

-Spottings - Tracer Krieg

-Watchmaster - Tracer Krieg

-Heavy Weapons Team - Tracer Krieg

-Mortar Team - Tracer Krieg

-Grenadiers - Tracer Krieg

-Grenadier Sergeant - Tracer Krieg

-Trench Raider - Tracer Krieg

-Trench Raider Sergeant - Tracer Krieg

-Death Riders - Belisarius

-Death Rider Commissar - Tracer Krieg

-Commissar - Tracer Krieg

-Lord General - Tracer Krieg

-Vox-Operator - Tracer Krieg

-Bodyguards - Tracer Krieg

-Standard Bearer - Tracer Krieg

-Quartermaster - Tracer Krieg

-Engineers - Tracer Krieg

-Engineer Sergeant - Tracer Krieg

-Engineer Kettenhunde - Tracer Krieg

-Sniper Team - Tracer Krieg

-Ogryns - Omega the Swiss

-Ogryn Eisenhans - Omega the Swiss

-Lady Inquisitor - Stephanie "Violita" Davenport

-Totenkopf Cavalry - Tracer Krieg

-Captain Mackensen - Omega the Swiss

-Crimson Fury - Omega the Swiss

-Lord Commissar - Trench Dog

-Firewolf - Omega the Swiss

-Siegfried - Belisarius

-Chimera - Chompy

-Hellhound - Tracer Krieg

-Basilisk - Trench Dog

-Earthshaker Platform - Trench Dog

-Bombard - Tracer Krieg

-Centaur - Tracer Krieg

-Ragnarok - Tracer Krieg

-Malcador - Chompy

-Infernus/Valdor - Chompy

-Commissariat Leman Russ - Tracer Krieg

-Vulture - Tracer Krieg

-Baneblade - Tracer Krieg

-Macharius - Omega the Swiss

-Minotaur - Tracer Krieg

-Luftshiff Ungetum - Tracer Krieg

-Warlord Titan - Craig Hawthorne

### Unification 6.91

- AI, SCAR and the files needed for Objective Mod have been extracted from their SGAs. That way they won't be overwritten by adding semi
-supported mods in the module file like for example the Renegade Guard.

- SCAR errors for the Eldar, Chaos and Tau Strongholds have been fixed. They should run now without issues.

- Campaign Dark Eldar Warriors(marked as prisoners in the code) can now use the new weapons added in the mod.

- Black Templar survival scar error related to the enemy outposts has been resolved.

- Assault Space Marines in the Space Marines now display their Lighting Claws properly when upgraded. In addition the upgrade has had its requirements properly updated.

- All Chaos recruitable Squad Leaders now display their missing requirements properly.

- Survival Colonel Brom is no longer a pink box.

- The Campaign Configurator has been updated and now loads properly its win conditions. The exe itself is now included inside this patch and is no longer encessary to download from ModDB.

- The SCAR error with the Persistent Campaign Bases has been fixed.

- The Heavy Stubber SFX has had its volume decreased.

- New SFX for all Heavy Bolters. Should be much easier to the ears and no longer distorted.

- The DKoK Warlord had problematic armour penetrations and engagement range. It has been updated to be more in line with otehr Tier II Titans.

- The DKoK *Load Gas and Smoke Shells* for Mortar Teams have had their duration cut from 16 secs to 5 secs. Their damage and effect have been left as is to compensate.

- Due to a hardcoded UI bug, the Ragged Knight can not be direct spawned by Iskanador when he has at least one sqaud member. To circumvent this, we have changed its spawning system to be ability based. The Ragged Knight costs the same to be deployed and does not share any relic cap just like ebfore but to compensate for the easier deployment, his HP has been reduced from 24000 to 8000. Melee potential remains the same.

- Iskandor's abilities now correctly play the corresponding VO lines when activated.

- World Eaters Global Ability Infernal Contempt has been adjusted to offer +15 Keen Sight, filter out vehicles and have show an FX on affected units.

- Eldar Survival wave profile has been adjusted not to have multiple Eldrads during the last wave.

- Numerous rebalance changes in the Last Stand waves courtesy of Lemon Tree.

- SM Vanguards and Sternguards in the campaign lacked some icons which now have been added.

- DKoK Airship had an issue with being constantly promoted in heroes which has been resolved.

- Fixed an issue where the Afterflood map was mistakenly trying to load Survival Code resulting in a SCAR error.

- Fixed a typo in the Last Stand waves which could result in a SCAR error when facing the Chaos Daemons.

- Due to a limitation with Advanced Map Editor's aircraft fix coding, rectangual maps would leave behind the building entity selection volumes even if said buildings are destroyed, blocking the pathfinding for vehicles. The solution for now is to rollback to the aircraft ability jump for these maps. Mapping guides updated on our wikia courtesy of Swanky.

- DKoK Vendetta and Airship have received the jump ability for maps that do not have the flyer fix applied.

- DKoK HQ and Bunker addons no longer reduce the squad members of the Soldiers but also do not increase. This was a leftover of an old system that is no longer in use. Localisation updated accordingly.

- World Eaters Khornate Lords(normal and terminator) now correctly display their weapons when the corresponding addons are purchased.

- Death Guard Plague Marines (regular and assault) could have two champions. Now they get one only as normal.

- Fixed an issue where with the *No Vehicles* Win Condition Ork players could still make Looted Tanks.

- Death Guard Plasma Cannons were not using the correct projectile. Now they shoot a proper green one with the correct hit FX.

- Death Guard Desecrator now has the correct projectile origins for its Havok Missile Launcher.

- Black Templar Deep Striking now displays the correct requirements.

- Ynnari Storm Guardian flamer FX fires properly.

- Fixed an issue where the Ork Colour Scheme *Bad Moons* showed up two times.

- Fixed an issue with the IG Shadowsword hit FX not displaying properly.

- BT Bladeguards should now have no problems with their heads.

- Tau Stealth Warriors now keep their updated icon when upgraded to Fusion Blasters.

- Chaos Helldrake Baleflamer had the wrong stats. Now should be more accurate to the tier it is unlocked at.

- Chaos Decimator Superheavy Tank Volkite has improved enemy priority lists, engagement and arcs.

- DKoK Macharius Omega Plasma Cannon has fixed enemy priority lists, armour penetrations and also leave behind the correct hit FX. Likewise for the Macharious Vanquisher Cannon.

- DKoK Survival turrets now display the correct visual addons when upgraded, much like the regular versions.

- DKoK Minotaur has been updated to be a more viable relic choice and accurate to its namesake(a double Earthshaker).

- DKoK Grenadier Hellgun ranges normalised. In addition, Grenadier Sgt now starts with a Bolt Pistol instead of a Hellgun and upgrades to the Plasma Pistol, like the rest of the Squad Leaders.

- Trench Raiders and Krieg Ogryns had faulty caps. Now should be proper(all share the same with the Grenadiers). In addition, they have updated healthpoints, corresponding to their vanilla analogues(this means that having two Trench Raider Squad or one Greandier Squad and one Trench Raider Squad is more viable now).

- DKoK Kettenhunde's model has no synckills, so the corresponding code has been removed to avoid T
-Poses.

- DKoK Vendetta can now be repaired both in flight and when landed as was intended.

- LoTD Hell Knight displays its Right Arm upgrades properly.

- SM Land Raider Helios mistakenly could transport Dreadnoughts. This has been resolved. In addition, to stay closer to the lore(and to give to the LR Phobos more use over the rest), the Helios can transport only one squad while the Phobos two.

- Both Primaris and Terminator Force Commanders upgrade their combi
-plasmas and combi
-meltas properly now.

- SM Assault Marines, SM Vanguards and CSM Raptors now play a spawning animation when trained.

- EC and CSM Predator Sonic Blaster Sponsors had wrong ranges. Now both sides have the correct 30 max range.

- SM Accurancy and Health reseacrhes now also affect the Sternguards, Vanguards and Intercessor Squads, albeit at a small margine than the regular squads.

- SM LR Phobos now comes with a Storm Bolter Gunner.

- Just to avoid potential conflicts with maps inside DXP2(especially if using DOWOnline), the maps now are also extracted from the SGA archives.

- The fixes from the Music Pack(missing WH flag texture and soundscripts) are now part of this patch, so the Music Addon is now truly optional(and required for PVP
-still highly recommended to install it).

- The Camera files are now extracted to help with the no fog function of the Mod Launcher.

- The VO of the SM Intercessors got a volume boost as was too quiet.

- Tau's favourite Gue'vesa, Libra, has now calmed down(new VO) and can fire her missiles without an issue. A rewrite was also made to explain how came to be. For the ones who do not know how to get her, play around with the Win Conditions and requirements. You asked for Gue'Vesas and we answered. You never asked how though. ;)

- Leeman Russ' Leeman Russ Exterminator now has the same cost as a regular IG Leeman Russ. Firepower and caps remain the same.

- Storm Claws reinforce cost was made cheaper and closer to analogues of other races.

- Updated DKoK Quortermaster VO(the one showcased on the Quortermaster video) has been added, courtesy of Tracer\_Krieg.

- Various UCS(Localisation) fixes all across the board.

- Many new building icons for the Eldar, Chaos, Imperial Guard, Space Marines, Tau, Orks and Dark Eldar courtesy of Corncobman.

- Finished the 13th Company VO project. Now all 13th Comp units have their custom VOs!

- Auto
-Reinforce SCAR has been recoded and added back. The BT version is now its own independent variant.

- Added 4 new win conditions for faster building times at the game start each with an increasing duration in minutes. Like with Cap icnreasing WCs, please only use one at a time.

- Until the Krieg Music Addon is uploaded, they now have the generic IG songs to play so as is not quiet.

- The optional conditions for Survival and Last Stand, as well as Fortress WC are no longer enabled by default.

- Lotara Sarrin has received a new, more accurate and modest model. Courtesy of Kekoulis and Ma\_theos33. She is available in the Heroes Portal and requires Kharn the Betrayer to be deployed first. The old model is gone, do not ask for it.

- Alpharious' and Lion's shadows have been changed to type 2(blob) from type 3. While rare, some system reported the shadow bug the engine has that may lead to a CTD, so better be safe than sorry.

- Eldrad's Astra Projection now has a more transparent texture, courtesy of Corncobman.

- Tau Hover Vehicles have received a more accurate resizing, courtesy of Latko Latissimus.

- The long requested Tempestus Scions have been added as a buildable unit in the mod. However, we won't make it easy for you. You will have to find them yourselves. >;) (Although Scions in 40k are all kinds of Stormtroopers, like the Kasrkins and the Grenadiers, so techinically already were in the mod.)

Special thanks go to in particular General Sheppard and FightMeWaffles for assisting us on some important bug fixing cases.

Since this patch includes a number of new VOs, please check our updated main credits list on the main page of the mod.

### Unification 6.92

- Fixed an issue with the Krieg AI.

- Chaos Defiler Heavy Bolter now has a minor supression effect on enemy units and fixed the rotation.

- Chaos Defiler Heavy Flamer received a slight buff to damage and range(similar to the ones used by the Chaos Predators).

- Chaos Khornate Bezerker Champion now displays his requirements properly.

- WE Khornate Lord now upgrades properly to his combi melta.

- SM health researches now also affect the Devastators. Same values as the Tactical Marines.

- New Unit for IG: Missile HWT. The answer to tank hoardes coming in the future.

- WH Scions removed
-people did not like them. :(

- The Tau Heavy Assault Drone got a new voice over.

- Fixed a potential issue with the autogun FX for the CSM Renegades and Krieg Jaegers.

- Paragons are set now to default stance:ranged due to their grenade launchers.

- Added missing Sound Vocal events(for melee and death) in the models of DG Cultists and their leader.

- CSM Terminators and Chosens got a slight morale increase.

- Fixed an issue with the 13th Storm Claws playing the SM VO instead of their own.

- Some DG research icon name typo fixes which now show the selected Company in the HQ.

- A greater value Army Pop Win Condition called *Extraordinary Battles* has been added. Use at your risk.

- Increased IF Sabre engagement range from 50 to 55. Its weapons updated the range to compesate as was too little. Its Volkite Culverin now has updated armour penetrations, especially against infantry, fitting its description in
-game.

- A small adjustment to the Krieg Chimera lua file for its size.

- A couple of more vanilla icon remakes, courtesy of Corncobman.

- Fixed an issue with the Krieg Ogryns footprints.

- Adjusted the Vocal Events for all Krieg infantry to have less volume when playing.

- Krieg Hellhound Chem Cannon now has the same stats and arc as the one in IG.

- Krieg Mole launcher now costs an additional 100(which was intended but a bug prevented the cost to be visualised) and has had its damage halved. Reload remains the same.

- New SFX for Imperial Flamers.

- DE Scrouges got new wings.

- DE Beastmaster pink box when faced in Survival fixed.

- IF beacon SFX got its volume reduced a bit.

- The special attack for the 13th Company Survival profile now plays a more generic warp rift FX instead of the Khorne one.

- SM Land Speeder can now replace its Gunner Heavy Bolter with a Multi Melta.

- Restored vanilla values of keen sight to the DG and TS Turrets(both normal and survival). They should be able to detect stealth units as intended now.

- Fixed an issue with the Tau Commander's flamer wargear not showing in the wargear menu in the campaign(also fixed for the Campaign Addon).

- Fixed a graphical issue with the Eldar Dire Avenger not having their shuriken pistol visible.

- Fixed some graphical issues with Farseer Macha. Also now she has her staff enabled by default.

- Fixed a bug in the Tau stronghold in the campaign.

- Hellhammer, Leeman Russ Eradicator and Deathstrike weapons now leave behind poison damage and hit FX, to simulate radiation as they are sub
-atomic weapons.

- New icon for the Retreat button.

- Redid the Krieg Chimera multilaser spinning animation when firing.

- Necron Lord when is upgraded to the wargear shoulder pads now uses the more decorated ones. The old shoulder pads are now the default.

- Added the Schutztruppen(Krieg Colonial PDF units) available at survival. They were meant to be in 6.9 proper but due to time constraints, they had to be postponed. Yes, these are the helmetless Krieg guys you all love for some reason. Yes, they are sexy bastards. Yes, the 1% random will stay in the normal squads.

- Added the Colossus Purifier, the Chimera chassis variant of the Bombard that shoots Sub
-Atomic Warheads. It is available at survival with a cap of 1. Like with the Schutztruppen, it was also meant to be coded earlier but due to time restrains, it was postponed.

- Fixed some missing values with the Krieg researches. Now the Jaegers are also affected by the morale and health researches and the range research affects the rest of the weapons of the Soldiers as intended.

- The Survival version of the Jaegers(reinforcements) now are affected by their corresponding researches as intended.

- Range for the IG Destroyer weapons got increased (70 for Laser Destroyer, 50 for the Thunderner
-from 25). Engagement range for the Laser Destroyer also got increased to 70 from 60 to much the weapon. Also got its Leeman Depot requirement fixed and a slight retexture.

- New Voice Over for the Krieg Survival Veterans.

- Libra's abilities got the correct hotkeys(also including her new, improved VO from the 6.91 reupload).

- New icon for Eldrad's Astral Projection.

- DG Cultists can now be upgarded with Melta Guns if the 4th or 5th Companies are selected once the 1st HQ Addon is researched.

- A Win Condition that allows for shorter Survival matches has been added. Be advised, while shorter, the waves get harder faster!

- Krieg Ragnarok Battlecannon got a slight adjustment/buff to be more closer to a proper Battlecannon. Still less powerful than the Leeman and Malcador variants but more viable for its price and tier. Also switched the front HB for the Leeman one over the shorter Basilisk one.

- DG Rhino now can transport two squads just like every other Rhino in the game.

- Moved the Critical Point on the Staghunt survival map away from the road that reinforcements come through in roder not to block them passing through.

- The AdMech Visitor got renamed to Cataphract Class Robot as the model fits that more. Its VO got changed to a robotic one, as it is considered an Automaton. Also received a new retexture courtesy of Norwegian\_Loki.

- Fixed a bug with the Battle Sister model having no head during a synckill.

- AdMech Tesla Weapons(for the Listening Post and one of the random weapons of the King Leeman Russ) now have a proper SFX attached(before they lacked one completely).

- Increased Doomblaster's engagement range to match its main weapon's.

- Fixed an old issue with the Noise Primaris footsteps(better late than ever I guess lol).

- Fixed an issue that could prevent the Chaos Ragged Knight from being summoned.

- New icon for the Chaos KOS Allure ability(so as not to use the EC one anymore), courtesy of Corncobman.

- Fixed an issue with Last Stand's General Castor and the Nid Hive Mind Builder entity having an empty squad\_leader\_ext which could potentially cause scar errors in strongholds.

- Nids Spinegaunt has been re
-enabled as a buildable unit.

- EC Champions Power Sword Armour Penetrations have veen normalised to be according to the rest.

- Ork Gunwagon max range reduced from 100 to 60. It was indeed too much.

- DG Champions now show their requirements properly.

- DG Turret Lascannon icon should have its disabled version visible for the Survival version.

- DG Survival Plague Dreadnought now can upgrade its weapons.

- Fixed missing disabled icons for the BT personal teleporters rsearch and frag, melta, krak and Orbital Bombardment abilities.

- CD Bloodreaper now displays his requirements on the UI properly.

- Land Speeder Vengeance and Darkshroud could detect stealthed units even without the *Hunt the Fallen* ability being active. UCS updated.

- Got some reported textures exported in case they were causing issues with team colour.

- Fixed some leftover Iron Lore bugs with DE where the squad leaders did not show their requirements and the Soul Destrunction of the Haemonculus not showing its disabled icon when not available.

- Fixed a bug with Shadowsun's left Fusion Blaster.

- Fixed an issue with the texture of the IDH Stormtroopers pouches.

- Added a modifier for the Breachers when idle firing in cover. Should normalise the loop of the animation.

- IDH Stormrave Fury Jump is now only available at maps that do not support the Flyer Fix.

- IDH Assault Servitor now shows his requirements on the UI when not met.

- SM Sternguard and Vanguard Sergeants got their speed adjusted to the parent squad's values.

- New IG Banner Bearer Icon courtersy by (you should know already by now).

- Guard Vanquisher weapons(Leeman and Turret) got a slight buff in damage output, as they were very underpwerforming. DKoK Malcador Vanquisher as a result of this got the corresponding update.

- DKoK Malcador weapon addons prices got normalised according to the weapon potential.

- SOB Zephyrim Plasma Pistol and Power Sword weapon upgrades now can be selected as normal in the campaign.

- Lifta Droppa weapons got a 25% reduction in accuracy.

- Fixed an issue with the IDH Stormtroopers muzzle FX.

- 13th Power Fists and Claws for the Storm Claws and the Power Axe for the Techmarine got updated armour penetrations.

- Various UI requirements fixes for the DKoK.

- DE, Eldar, IG, SM, Orks, Necrons and Tau Campaign Icons have been updated to the new ones.

- CSM Renegade Champion now also has access to the Furious Rage ability.

- EC Jetbikers and Noise Champions(normal, Havoks and Chosens) got new icons.

- Living Saint Silvanna's Exitus Rifle range increased from 40 to 50(Vindicare Exitus rifle is 45) as well as her keen sight from 35 to 50(to match the Vindicare's since she is a sniper).

- Saint Katherine is now available as a trainable Tier II Titan for the WH. Her old Win Condition got repurposed to gift her for free when the requirements are met but is no longer recommended to be enabled for PvP games. St. Katherine's stats in addition got updated to reflect she is now a Tier II Titan unit.

- Zero got a new icon.

- Ork Lootas no longer play their sound vocal lines as much.

- DE Lelith's ability got a new icon.

- WE Banelord's anused flag poles have been removed from the model.

- IDH Razorback got renamed t its proper name, Vortimer Pattern Razorback.

- 13th Company Dire Wolf got a new proper icon.

- LOTD Hell Knight now should have its proper requirements.

- Several resizes in Eldar infantry models.

- Tau Tigershark now has jump animations for maps that do not support the flyer fix.

- Tau Sunshark bomb ability got a damage boost.

- LOTD Bikes morale nerfed from 300 to 150, health from 450 to 400, reinforcement time is now 25s and each new member adds an additional +10s.

- Restored the cover icon textures for all IDH units.

- 13th Company Accuracy Researches now affect Long Fang Multi
-Meltas as intended.

- Ynnari Brightlanaces, Missile Launchers, Starcannons and Scatter Lasers for the Corsairs and War Walkers had their armour penetrations updated.

- Nid and WE AIs got a boost in resources as their custom systems may hidner them (a QoL update for the AI backend).

- WH Survival Bonus Celestine can now use the Katherine's Armour ability. Surevival Bonus Seraphim can be upgraded to up to 4 weapons and the bonus Crusaders are more widely available.

- Eldar Guardians show their updated icons as intended when are upgraded to Dire Avengers.

- Eldar Farseer Careeys now has her proper custom icons.

- Various rebalances in the Last Stand attacking waves. The Harlequins and the upcoming Amalgamator race addon mod are now also supported as an attacker with their own waves.

- The Inquisitorial Branch of the WH now get an Inquisitorial Thunderhawk as an alternative relic option and is affected by the corresponding win condition. The Land Raider Redeemer is now exclusive to the Sisterhood branch.

- Fixed a bug with the DG Chosen Missile Launcher Upgrade not showing in reinforce.

- CSM Decimator autocannons penetrations and firing arcs normalised.

- DA Lion and Azrael got new, updated icons to correspond to their models.

- Various UI requirement not sisplaying fixes for the EC.

- Fixed a bug with the Ynnari Storm Guardian model when throwing grenades.

- Campaign speech icons have been updated to use the new ones.

- DG turret addon no longer requires the turret itself to exist first. This allows survival DG turrets to be able to be upgraded now.

- Ynnari Power from Death got a nerf. Dire Avengers have been repalced with Rangers(capped at 1) as they had the same role as the Warriors.

- EC Razorback now fires its visible side storm bolter instead of being inactive.

- WH heavy turret upgrades(blessed and multi melta) got a buff in damage, especially the melta, so as to actually be on par with its price tag.

- Standalone attachable Sister Hospitalers(limit to two and only for the Sisterhood branch and lack the Sield of Faith ability) are now part of the new WH units win condition.

- A ceratin Zealot Heroine is now available in the Inquisitorial Branch of the WH if you are facing the DG (or if the new units win condition is enabled). Darktide in home real.

- EC Flamewing Mercs are now available if fighting the DKoK.

- Survival Custodes and Sisters of Silence now are affected by the Heroes Win Condition.

- WH Lascannon firepower was too low. It has been buffed to be more than the missile launcher(to correspond to its price) but also got an increased reload time from 3 to 5 secs to compensate.

- There was a bug with the Glitchling Ferric Blight Aura that made them deal more armour damage than intended.

- DKOK Chimera is now a proper Storm Chimera as per is lore.

- Salamanders Primaris Eradicator Multi Melta got toned down in general damage as you can have multiple of them.

- WH Immolator and Exorcist Prioris VO finally got post
-processed.

- The WH now have an alternative commander to the Canoness, an Arbites Lord Marshal. A promise since the days of Dark Crusade finally made true.

- WH Shield Maindens now are renamed to their *official* GW name.

- Added full support for the Amalgamator mod by Lemon Tree.

- Various UCS(locale) typo fixes and improvements.

### Unification 6.925

- Retuned the SM AI.

- Fixed an issue with the WH AI Unit Stats not listing the Survival reinforcements, returning errors.

- Fixed an issue with the WH Survival profile.

- You know the Scions were not actually removed, yes? They are still hidden though. And we are not telling. ;^)

- The Fallback Icon Win Condition has been reworked to allow to be combined with *Change Players* WC.

- The Allow all new WH units and Saint Praxedes Win Conditions are now enabled by default as intended for the full experience. If desired, can still be manually turned off.

- Fixed the UI names for Chaos Terminators and Chaos Chosen Marines.

- The DE Tempest Superheavy is no longer an easter egg unit but part of the normal DE roster.

- Added a new WC which allows to toggle artillery emplacements to be spawned in survival. Setting it to off will not make them spawn.

- IG Earthshaker Platforms, Ork Artillery Platforms, Tau Ark Turret and Necron Pylons are no longer survival exclusives but instead toggable through a Win Condition in all matches(still enabled by default in Survival matches).

- Fallback Button and Artillery Enable Win Conditions are now part of the Campaign Configurator.

- Fixed a bug with the Word of the Emperor and Smacktalk Win Conditions.

- Fixed a rare bug with the Weather Conditions WC.

- Improved compatibility with the Amalgamator mod.

- Survival reinforcemnt DKoK Macharius now receives Hero levels properly.

- Fixed a rare bug with the Eldar Stronghold that could cause a SCAR Error.

- Ork Gunwagon engagement range reduced to match the max range of its main weapon(from 100 to 60).

- IG Thunderbolt Airstrike deployment range increased from 150 to 180.

- Krieg Grenadier Melta Gun upgrade no longer has a cap, just as the rest of the weapons of theirs.

- Tau Stronghold was missing the fixed file for the Honour Guard Pathfinders resulting in a crash. It is now added properly.

- New icons for the 13th Company Units.

- Helldrakes now have proper anims for when jumping(for maps that do not support the air fix).

- DKoK Jaeger Krak Grenade Launcher moved one Tier up due to its effectiveness. The rest of the stats remain unchanged.

- Campaign Configurator Tooltips updated.

- Re-exported the Breachers model to fix and issue when tracking when in cover. Likewise for Shadowsun.

- Night Scythe jump ability for the maps not supporting the flyer fix now updated to comform with the rest of the airial vehicles.

- 13th Company Leeman Russ Exterminator now uses a custom VO.

- 13th Company unit icons remade.

- Tau Stronghold bug with the script upgrading the AI Hammerheads fixed.

- Some more fixes on requirements not showing in the UI as yellow text.

- Krieg Vendetta Multilaser got updated arcs.

- DG Glitching weapon melee pens got a slight reduction against buildings.

- Sentinel Multilaser is now less effective against vehicles while its lascannon has received in corresponse a buff.

- A few changes to the lascannon weapons of the leeman Russ Annihilator and the IG Vendetta to fare better.

- (EXPERIMENTAL) Eldar Superheavies, Ork and Tau relic vehicles no longer can be possessed by the Necron Destroyer Lord. If issues occur during public playing, we revert back. If all goes well, we expand to the rest of the factions that may need it from the next release.

- IF Razorback main weapons(lascannons and plasma guns) got a slight nerf in damage and reworks in the armour penetrations, accuracy and reload.

- Salamander Razorback Assault Cannons damage nerfed slightly.

- Gue'Vesa now have the Guardsmen melee weapon and not the Fire Warrior one.

- Locale fixes and improvements.