Shotgun Changes:×× Added Frag rounds for the Imperium Shotgun. About as strong as a Bolter shell, give or take.
×× Added Bayonet to the Imperium Shotgun, for more efficient and less messy CQ kills. As with other bayonets, hit 'F' to use it.
New Weapon!/Launcher Changes×× Added Helios-Pattern RPG Launcher; a cheaper, guidance-less launcher for the Guard using Kettenkrad's 'old' launcher sprite.
××× It can only use Frag and Krak rockets, but it reloads slightly faster than the Thunderstrike.
××× The Helios' larger rockets fly faster than Thunderstrike missiles, and pack a bit more firepower.
××× The Helios has a set of distinctive firing sounds, seperate from the Thunderstrike.
×× Replaced the Thunderstrike's lockon tone with one that hopefully won't be as mangled by slowdown as the last one was. Maybe.
×× Added reload sounds to the Thunderstrike; the launcher will make a normal unloading/reload start noise, then the lockon tone when done reloading to signify that it's ready for another shot.
×× Standardized exhaust FX for the Thunderstrike/Helios. Should shave a little bit off loading time and filesizes, since only one Shell object has to be parsed now.
×× Commented out Hellfire Acid Thunderstrike Missiles to cut down on pie menu clutter. Don't worry, they're still in the game, and you can reenable them if you want. Just uncomment the necessary lines (206-215) in
/Weapons/MarineLauncher/RPG.ini by removing the slashes.
Fire Support/Artillery Strike Changes:×× Added a little extra terrain-mangling goodness to Thudd, Basilisk, Bombard, and Whirlwind Vengeance/Explosive (but not Castellan/Incendiary) projectiles, without making them more dangerous to actors.
×× Tweaked shrapnel amount/speed values for Thudd, Basilisk and Whirlwind.
×× Added Orbital Plasma Battery Designator. The ultimate artillery support - a volley of 9 plasma blasts from the guns of an orbiting spacecraft.
××× Has the widest area of all non-Thudd strikes, but also the most firepower.
××× Expensive, but can easily crack open even the most well-protected bunkers.
Bolter Weapon Changes:×× Increased Storm Bolter spread and reload time, reduced ammo capacity by 20.
×× Increased Heavy Bolter ammo capacity by 20 and reduced reload time significantly.
×× All Stalker rounds are slightly faster than normal Bolter rounds; increased barrel length = increased muzzle velocity.
×× Increased Stalker magazine capacity by 2, made reloading a tiny bit faster.
×× Added Inferno bolt magazines to the Stalker's pie menu.
×× Bolt Pistol Kraken rounds slowed to better match Bolt Pistol Standard rounds.
×× Added an extend-o-scope to the Stalker. Default sharpaim is 300px, smoothly extending out to 750px for long-range shooting.
Las Weapon Changes:×× Massively adjusted masses for las weapons; pistol: 1.5kg, carbine: 3kg, lasgun: 4kg, longlas: 4.5kg, hellpistol: 4kg, hellgun: 6kg, cannon: 45kg.
×× Significantly adjusted lasweapon reload times; pistol/carbine: 1000ms, lasgun: 1250ms, longlas: 1500ms, lascannon: 2250ms.
×× Significantly adjusted lasweapon rates of fire; pistol: 150rpm, carbine: 180rpm, lasgun: 120rpm, longlas: 75rpm, lascannon: 60rpm.
×× Tweaked Longlas firepower - reduced it to 8 fragments that live a little longer and have a little more mass.
×× Replaced Hellgun (and Widow Hellgun) firing sounds, added new Hellpistol firing sounds, added new Longlas firing sounds.
×× Increased Lascannon blast radius. Near-misses are a bit more dangerous now.
Misc. Weapon Changes:×× Shotgun and sniper shells now emit smoketrails as they leave the chamber, like Bolters.
×× Reorganized the weapon list by messing with the load order.
×× Made weapon subgroups in Build Mode more consistent. Certain weapons (e.g. Bolt Pistol) appear in both IG Weaponry and SM Weaponry groups accordingly.
×× Replaced Melta fire/loop sounds.
×× Added unique Multi-Melta fire/loop sounds.
×× Improved Inferno Pistol, Meltagun and Multi-Melta terrain destruction capabilities and general lethality, especially vs well-armoured targets.
×× Hammered out inconsistent/oddly balanced reload times and ammo masses for the flame weapons.
×× Adjusted Plasma Weapons to hopefully be a lot more dangerous to doors/armoured targets/etc. now, using a combination of subcharge and improved mass/sharpness.
×× Increased lifetime for plasma damage particles as well, giving them slightly larger damage areas.
×× Adjusted Sniper Rifle to use fragmenting shots like Bolters - in AP and HE flavours. The proximity detectors on the HE shots are a bit flakey sometimes.
×× Tidied up some unused effects, added replacement variant laser dots.
×× Changed the Module Icon to match the style of the stock ones.
Actor/Chapter/Marine Changes:×× Added Assault Recon Scouts to all Chapters. They're Scouts with Assault Packs.
×× Added Sergeant and Assault Sergeant copies to the Brains group, mostly for weegee's Warfare/Unmapped Lands 'scenarios'.
×× Made all Chapter actors go into relevant Chapter headings in the Build Menu, for ease of use in Build Mode.
×× All Marines and Assault Marines come pre-equipped with a Chain Sword. Sergeants get Power Swords or Axes.
×× Significantly boosted all Guard, Scout and Marine Jump strengths.
×× Significantly boosted all health regen rates. Scout-types regen 1hp/3sec, Marine-types 2hp/2sec, and Elite types 3hp/1sec. Will probably need nerfing again.
Craft Changes:×× Added 'Assault Drop' craft. This is a free invisible craft that silently gibs itself 200ms after spawning, for delivering Assault Marines via a glide/assault pack landing. DO NOT use this to deliver anything that doesn't have a jetpack, or doesn't have a jetpack strong enough to land safely.
×× Fiddled with the Drop Pod - increased weight significantly to reduce chance of rolling, and replaced/added some sounds.
Overall Balance View:××
To get an overview of current weapon statistics and see how certain weapons match up, view this spreadsheet.
CortexShock:×× Updated launchers for all factions, added Veng Launcher to all chapters.
×× Dark Angels get significant data and gold discounts on all Plasma weapons.
×× Ultramarines get a discount on the Thunderstrike and Vengeance Launchers.
×× Space Wolves can unlock the Helios RPG Launcher, but can't unlock the Vengeance Launcher with data.
Unmapped Lands:×× All SM Chapters use Assault Sergeant Brains.
×× Made sure all SM factions are using Thunderstrike Launchers.
×× Added Assault Recon scouts to the list of troops used by the AI.
×× Switched IG factions to use Helios RPG Launchers instead of Thunderstrikes.
Warfare:×× All SM Chapters use Assault Sergeant Brains.
×× Fixed Ultramarines only ever using Scouts.
×× Added Helios RPG Launchers to IG/DK kitlists.
×× Updated SM Chapter kitlists.
Metagame:×× Currently checking metagame runs smoothly. Everything seems to be okay.
×× Commented out each chapter's loadout file by default, to cut down on accidents. If you're going to play the metagame, make sure
only one loadout file is enabled at any one time.
Activities:×× Included Asklar's activities;
Emperor's Hammer and
Imperial Purge. Emperor's Hammer is only enabled if the Imperial Guard are enabled, and Imperial Purge is only enabled if the Black Templars are enabled.
××× Emperor's Hammer: Skirmish Defense against the Imperial Guard. Expect to face artillery barrages.
××× Imperial Purge: Skirmish Defense against the Black Templars. Prepare for a tough battle indeed.