It is time, Brothers. Release Eighteen is upon us! The Imperial Guard and Adeptus Astartes stand ready to receive updated and improved armaments.
Download R18!Pre-emptive Mediafire R18 Mirror!R18: A Major Overhaul: resprites of just about every weapon ever!
New Weapons and Items:×××
Combat Shield for the Imperial Guard and Space Marines. Unlike the Storm Shields, the Combat Shield can be damaged by most small arms fire, and will eventually gib. It's still pretty durable though, and uses the same Ceramite material as Space Marine limbs/torsos.
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Lasgun with Bayonet for the Imperial Guard. The standard/bayonetless version uses the current price/weight/etc. stats, whilst the version fitted with the bayonet is slightly more expensive, slightly heavier, takes a fraction of a second longer to reload, and is a tiny bit less accurate. The standard/bayonetless version effectively replaces the current lasgun in AI/loadout/mod support files; the bayonet version will still be available for player usage.
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Autogun w/ Grenade Launcher for the Imperial Guard. Slightly heavier, slightly more expensive, no laser sight. Special attack fires the same impact-detonating grenade available to users of the Imperium Grenade Launcher, but at a lower velocity. Must wait 2.5s between grenade shots.
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Plasma Cannon 'Incinerator' Mode. This three-shot alternate ammo fires a relatively slow-moving sphere of plasma that is unaffected by gravity; the intense heat radiated by this sphere simply melts through most obstacles. The charge lasts only a short amount of time before undergoing an explosive collapse. Incinerator shots are dangerous to all teams and can bounce off terrain.
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Trajectory Guides: Portable ballistics cogitator assemblies have been installed on the Plasma Cannon and Grenade Launcher, allowing operators to predict the flight path/impact point of shots when using indirect fire. Note the guidelines are just that - they are not 100% precise.
Fixes and Tweaks:×× Standard Bolter now uses curved 30-round magazines, Bolter CombiPlasma uses straight 24-round magazines. Ammunition availability/types are otherwise unchanged.
×× The Storm Bolter now requires two hands to wield effectively. The Off-Hand version is still in the code, but has been commented out. The Storm Bolter has been moved in the load order to better reflect its role as a primary close-quarters assault weapon.
×× It is now possible to switch the Standard Bolter to one-handed mode and actually use it one-handed as intended. Try it with Assault Pack equipped units using Combat/Storm Shields or melee weapons!
×× Switched the Lascarbine to use the correct 2H script now it can't be used one-handed. This should
significantly improve its accuracy when sharpaiming.
×× Tuned/tweaked the underbarrel launcher code for the Autogun w/ GL and Bolter CombiPlasma to ensure they only fire one projectile as intended.
×× Heavy Stubber has been rebalanced a bit, as it was a little too good for the price tag. Reduced RPM by 150 (1200 -> 1050), increased Cost by 50 (125->175), increased Reload Time by 500ms (2250ms->2750ms). Every fifth round is now a slightly more deadly 'tracer'; normal rounds have been made slightly darker. This should place it about half way between the Ronin M60 and Coalition/Imperatus Gatlings in terms of power and role.
×× Braced mode has been (hopefully temporarily) disabled for the Heavy Bolter due to offset/positioning headaches.
×× Plasma weapons now properly explode with an actual plasma burst/blast of the appropriate size when gibbed. This includes the Combi-Plasma. Yes, this means Plasma Cannons will also create a lethal Plasma Core.
×× Added a 'proof of concept' for laser weapon effect changes. I may make more serious use of this later. For now, enjoy the ability to have your dudes shoot green beams instead of red ones.
Deep Strike Changes:×× Increased failure chances for the Deep Strike; 1-100 random number as before.
1-3; Off target X+Y, full velocity
4-8; On target, full velocity
9-14; Off target X, full velocity
15-20; Off target X, safe velocity
21+; On target, safe velocity
×× Deep Strike X/Y inaccuracy now varies by +/- 125px, rather than steps of 25px multiplied by +/- 3.
Mod Support Updates: ×× M41 now available in UL2.
×× Fixed Hellgun cost in UL2.
×× Combat Shield added to IG in UL1/UL2. No research cost, will be used by the AI.
×× Added M41 to primary/main weapons list in UL1 and Warfare.
×× Removed Flamer from Warfare primary/main weapons list.
ED: MINOR FACTION FILES UPDATEI found some stupid oopsies I'd left in the UL1 premades, and fixed a couple of other minor hiccups in the Warfare/UL2 config files. I've also added autoweapon-only variant factions for those of you who want to use (or fight against) the autoweapons instead of lasweapons.
Option 1) Place the above file inside W40K.rte and unzip, preserving folder structure. It should ask if you want to overwrite existing files -- do so.
Option 2) Unzip it wherever the hell you want.
Then just move the faction files over to the UL1/UL2/Warfare/Void Wanderers/etc. faction folders, overwriting the existing files, and you should be set.