40k History

FilenameVersionAddedSizeMD5 Hash

Jul 2 2019 - 021_reduced

See Version 021

Jul 2 2019 - 021

Update 02-07-2019
- Added an article that explains Strategy choice that pops up at beginning of the game
- New, harder final mission
- Separate final mission for the Marines' Chaos Path
- Added a "Hangar" mission to test out crafts' deployment
- Autopistols, Autoguns, and Heavy Stubbers now damage a small amount of armor
- Added a stomp melee attack for Sentinels
- Enemy turrets and some heavy weapons soldiers can now shoot at targets spotted by other enemies
- Enemy armor no longer scales with difficulty
- Traitor Guard and Chaos Cultists no longer spawn on typical Chaos Craft
- Traitor Guard and Chaos Cultists have their own separate sets of weapons
- Added a flamer and grenade launcher for the Traitor Guard
- Added Chaos heavy stubbers, shotguns, and sniper rifles
- Changed the Chaos Priest to be an assassin (sprites to come later maybe?). High Priest remains as-is.
- Map for Razorback in the battlescape
- New sprites for some terror unit weapons
- More ambient sounds
- Minor cosmetic and terrain fixes
- Fixed smoke grenades being counted as tainted artifacts
- Fixed crash on wrong sprites for base facilities
- Fixed typo on IG missions causing crash
- Fixed some crashes and 0-cost new bases related to the globe rework

- Blood Angels chapter change mod now available
- Updates to Imperial Fists mod

May 2 2019 - 020_reduced

See Version 020

May 2 2019 - 020

Update 02-05-2019
- Fixed missing strings
- Removed extra mission happening at the start of the game
- Fixed regions not properly covery the globe
- Fixed a crash related to a bad unit definition in the new month 1 terror races
- Added a codex article for the Stubber
- Fixed craft scan data showing up as chaos base scan data in debriefing screens
- Added back mission regions accidentally removed by globe update
- Fixed upper levels of the cathedral map being inaccessible
- Added Codex articles and scan data for Ork Waggons and Fightas
- Ork Waggons and Traitor Guard Chimeras show damage on being shot down
- Reduced reactions and accuracy for the Ork Waggon turrets
- Combat knives now properly train both melee and reactions
- Fixed crash with Ork Waggon items being outside of the map
- Increased aimed shot TU cost on the Lascannon and Hell-Hammer Lascannon
- Fixed Cultist Church having wrong ambient sound
- Added new inventory sprite for Genestealers
- Fixed Boltpistol Frag ammo using the wrong hit sound
- Fixed crash related to Inquisition mission script
Guard Content
- Fixed crash with Scion armor inventory sprite
- New Icons in Codex for IG armors
- Added Tanith Lasgun, Long-Las, Camo Armor, and Medic Camo Armor by Lord Flasheart
- Added two missions related to obtaining the Tanith gear
Marine Content
- Updated tilesets for Chaos Path Thunderhawks
- Enhanced Terminator sprites
- Fixed Tactical Strategy not granting Chapter Purity

Apr 13 2019 - 019_reduced

See Version 019

Apr 13 2019 - 019

Update 12-04-2019
- Updated text colors for New Research and New Manufacturing menus
- Changed bolts and heavy auto shells to do less armor damage but have some armor piercing
- Fixed bolts having too low stun damage
- Increased damage and range on Heavy Bolters to better match lore
- Bumped up damage on Assault Cannons and Autocannons to match Heavy Bolter changes
- Changed Storm Bolters and Assault Bike Bollters to use the (0-100% roll)x2 damage model instead of (0-200% roll) to better represent firing two bolts to the same location
- Increased armor damage of lasgun/laspistol power cells, but still less than version 012-017 levels
- Enemies should make the aimed/snap/auto decision better based on the weapon they're using
- Enemies with weapons that have a max range should prefer to move closer now
- Added max ranges to Meltaguns and Multimeltas to help the AI use it better
- Fixed the INFO section for Blight Rockets causing a crash
- New campaigns now actually start in the year 40k
- Traitor Guard soldiers no longer deploy with laspistols
- Added Traitor Guard Outposts as a new kind of enemy base
- Added a Chimera for the Traitor Guard
- Added an Ork Encampment as a new kind of enemy base
- Added Grots to the Orks' deployments, sprites by b
- Added the Grot Blasta as an Ork weapon
- Fixed Stormravens, Dreadnoughts, and Centurion Warsuits being researchable/manufacturable for the Imperial Guard
- Edited the globe to make it look less like Earth
- Added Codex articles for the rare Bolters, Boltpistols, and Lasguns
- Added a Master Crafted Grav-Gun
- Added some missing Codex strings
- Improved some Codex images
- Fixes for Imperial Fist armors and sprites
- Added a map in the Codex help section for the new globe
Marine Content
- Removed manufacturing of HWP-type dreadnoughts
- Chapter Corruption now grants corrupted marines as a new soldier type, but prevents recruiting loyalist marines and manufacture of loyalist armors
- Added a transformation from loyalist marine to corrupted marine
- Added armors for corrupted marines to correspond to the loyalist variants
- Added a Chaos Thunderhawk Transport
- Added a Chaos Shrine as a base facility
- Added new base sprites for each type of Thunderhawk Transport
Guard Content
- Increased cost of Psykers and Stormtroopers to 2 honor badges
- Increased number of badges granted by Psyker and Stormtrooper research from 3 to 4
- Fixed Veteran Guardsmen losing their rank after being promoted to veteran
- Fixed not being able to research Autocannons for the battlescape
- Fixed Sentinel/Missile being too weak against lasers and incendiary weapons
- Fixed Mounted Weapons being too weak against lasers while taking no stun or smoke damage
- Added Chaos Autopistols and Autoguns
- Added Stubbers and Chaos Stubbers
- Changed Riot missions to use Stubbers and Chaos Autoguns instead of Imperial Autoguns
- Fixed one standing direction of Commissar not having black boots
- Added boots to Ogryn battlescape sprites, fixed arms clipping over arms for Ogryn Carapace and Bullgryn armors
- Hellguns and Hotshot Volley Guns now have infinite instead of recharging ammo
- Added cosmetic variants of Advanced Carapace armors for Storm Troopers, sprites by Bait4Fate
- Added new missions for supporting the PDF or Space Marines assaulting a Chaos Outpost

Feb 15 2019 - 1.0

This is an add-on mod for the Imperial Guard campaign to test switching the Mounted Lascannon/Autocannon heavy weapons from 2x2 armors for soldiers to 1x1 auxiliary units that are crewed by your soldiers. When turning on the mod, you'll have the option to use the heavy weapons in either manner, as armor or as a unit, in order to compare them side-by-side.

If you are playing as the IG, please try this out and send us feedback!

Feb 14 2019 - 018_reduced

See Version 018

Feb 14 2019 - 018

Update 08-02-2019
- More string cleanup and editing by TheDeparted
- Spellcheck by IvanDogovich
- New sprites for lasgun/laspistol power cells
- Added Lucius, Voss, and Vostroya Pattern Lasguns to the list of randomized weapons in ruins maps
- Separated rare lasgun map blocks from rare bolter/boltpistol map blocks
- Fixed the auto-equip function breaking how "charge" deployments like droppods or grav drops work
- Fixed the craft tilesets being set on fire too easily
- Fixed race appearances by mission type
- Fixed mission scripts that would generate an extra mission per month
- Fixed LOFTemps in the Grav Drop deployments that would allow spotting of units
- Armor repair (Support Servitor and Techmarine Servo Arms) now automatically repairs the side with the most armor missing by percentage, no matter the side you use the ability from
- Built-in/special weapons should now show properly on the INFO screen for armors
- Added codex text for the Lascannon and made it exclusive to Marines Strategies
- Added a script for crewed weapons emplacements and a codex article to explain it
- Warmap tileset more real
- Fuel map depot more real
General balance changes:
- Reduced the armor damage for standard lasgun and laspistol clips
- Rebalanced plasma weapons to fill more of an anti-heavy infantry role
- Plasma pistols have reduced range and clip size but much more power
- Plasma rifles have increased power but reduced clip size
- Heavy plasma now has a small AoE radius that drops off quickly, and increased range and clip size
- All plasma weapons are more rare and expensive
- Added Chaos Boltpistols, and replaced some equips that had plasma pistols with them
- Heavy Bolter has increased clip sizes, faster auto and snap shots, and an increased kneeling bonus
- Increased the cost of heavy bolter ammo and missiles
- Reduced the cost of krak grenades slightly
- Reduced incendiary damage modifiers for large (2x2) units all-around
- Reduced dreadnought susceptibility to laser weapons
- Set resource costs of MC Bolter Ammo to match the clipSize
- Increased the adamantium cost of lascannon manufacturing
- Added an adamantium cost to manufacturing meltaguns
- Added adamantium costs to manufacturing craft weapons
- Reduced the points penalty for losing Guardsmen
Marine Content
- Techmarine now has both hands free
- Crozius Arcanum now can melee attack
- Sorcerer staff with snap shot
- Eldar light with snap shot
- Apothecary narthecium with melee attack
- Support Stormtalon weapons have fixed movement and more TUs/energy
- Stormeagle map, comes with 10 crew and 2 pilots
- Chapter Heraldry in Codex (simple yet)
Guard Content
- The Long-Las now changes color slightly when loaded with the hotshot ammunition
- The Marauder now requires researching Warp Drives and Power Sources
- Psykers now require High-tier Requisitions
- Updated Commissar sprites
- Added a High-tier Requistion research for the IG endgame
- Added the Gorgon superheavy APC
- Added stims to guard medics
- Added missing storage size and sell price to handheld autocannon
- Added a guard variant of the handheld lascannon, changed the mounted variant to use the new ammunition but with lower reload cost
- Removed ability for sentinels and mounted weapons to kneel

Jan 17 2019 - 017

Update 17-01-2019
- Added Accatran Pattern Lasguns to the list of randomized weapons in ruins maps
- Fixed explosions being able to propagate through the front of Chimeras
- Changed Chimera on outpost map
Marine Content
- Imperial Fist sub-mod
- Signal Armor Correction
- keepCraftAfterFailedMission for Thunderhawk transport
Guard Content
- New sprites for Tauros Lascannon Turret, corpse sprite for Tauros Grenade Launcher Turret
- Added a new recurring mission to rescue stranded PDF Forces from their downed Valkyrie
- Added a new map for the PDF Outpost Defense to give the mission some variety
- Small tweaks to the first PDF Outpost Defense Map
- Pushed back appearance of Raptors and Traitor Marines on PDF Outpost defense

Jan 10 2019 - 016

Update 10-01-2019
- Statstrings moved to auxiliary mod, turn on and off by activating/deactivating the mod from the options menu
- Testing new script to change overweight penalty to remove energy instead of TUs
- Added an assistance article to provide a short explanation of the new mechanics
- Terminator weapons retain the TU penalty in addition to the new energy penalty when overweight
- Guard Heavy Bolter no longer removes energy on kneeling
- Corrected and edited many of the mod's strings (credit to TheDeparted)
Marine Content
- Updating geoscape markers for Stormraven
- Updating Craft image for Stormraven
- Scout Armor color corrections
- Small fixes
- Inquisition Full arc
- Grey Knights
Guard Content
- Fixed morale gain from executing traitors, broken due to last version's update
- Changed Craft Quad Autocannon again to differentiate it from the (renamed) Marine's Craft Assault Cannon
- Added the Marauder Destroyer as a mid-tier fire support interceptor.
- Added Sanctioned Psykers as a late-game soldier type, with a number of different disciplines and abilities based on choice of armor.
- Added hand-held autocannons.
- Added the first of a set of monthly missions, an outpost defense after you've completed training.
- Added the script that forces hits on the front armor as long as the shooter is in within diagonally in front of the target to the mounted weapon armors.
- Added an article to explain how to execute traitors with Commissars.
- Added articles to explain Officer and Veteran promotions.
- Added deployed bipod sprites for Heavy Stubber when kneeling
- New article images for Craft Multilaser, Quad Lascannon, and Quad Autocannon

Dec 29 2018 - 015

Update 29-12-2018
- Ork Strings Fix
- LOS for chaos psi
Marine Content
- Bike armor Fix
- Honor Assault armor Fix
- Stormraven turret
- GK Stormraven
- Goggles by layer
- Centurion face fix
- Ufopedia fixes
- Mission 7 fix
IG Content
- Added photon flash grenade as a mid-tier tool for assaults
- Added Carapace medic armor
- Updated medic inventory image, battlescape sprites, and armor preview
- Updated Taurox map and turret images
- Updated how the Commissar's traitor execution functions, limited to only IG units
- Fixed drawing routines for IG armors

Dec 11 2018 - 014

Update 11-12-2018
- Guard merged (now available on this download)
- Removed requirement of using a corpse for the dreadnought transformation
- Krak missiles for missile launcher now have a small AoE radius and do explosive damage, but reduced power
- Added krak grenades
- Removed non-soldier versions of assault bike and dreadnoughts
- Rebalanced unit vision
- Some string cleanup
- Mission 7
For Guard:
- Increased quad-linked autocannon damage to match the airborne version, reduced range to compensate
For Marines:
- 3 new armors for each strategy
- Armors are by layers now (so everyone can mod and create their own chapter)
- Resources are linked by chapter (so everyone can mod and create their own chapter)