Current Version 1.5

Welcome to Brothers of the 4th

This mod is designed to make the campaign experience of dawn of war 2 much more enjoyable and add some new elements to the campaign. It does this by making each and every single marine under your command unique, no more generic troopers being led by your sergeants.
Instead you will watch as each and every soldier grows at points in the game, upgrading their armour, their looks, their weapons and each adding something else to their squad.
Most of these changes are largely cosmetic but there are significant changes gameplay wise, making your squads tougher and more versatile. To keep things even for the filthy xenos that are pitted against the brothers their numbers have increased.

1.5.1
Bug Fixes
* Plasma Pistols used by general marines will no longer crash the game.

1.5
General Changes
* Enemies pre-spawned on maps should now have correct increased squad sizes. Should notice the difference instantly.
* Difficulty settings now tweaked to cover the increase number of all enemies.
* Not being in any cover now increases damage taken by 50%, this applies to the enemy as well, so satchels can cause a massive sway in the battle.
* New weapon looks for general marines with Powerfists and Power Axes.


1.4.2
*Now Compatible with version 1.3.2 of DoW 2

1.4.1

Bugfix
* Fixed wargear equip bug of Tarkus melee veterans.

1.4

Command Squad
* Teleport gfx added to terminators attached to the force commander.

Cyrus Scout Squad
* High powered shot limited to 3 charges and given a 1 minute cooldown.

Razorback
* Razorback will now spawn at level 1 but will level on the map it is spawned, no more scar errors from loading marines into it.
* Drop pod accessory for razorback changed to a level 20 epic item due to mobile reinforcing being quite powerful.

Predator
* Predator given max armour giving it a 40% damage mitigation.

General Changes
* Leveling curve for non leader marines restored to default.
* Armour scaling redone to give a maximum mitigation of 40% at 120 armour giving 20% mitigation at 20 armour, this makes higher levels a little harder and lower levels a tad easier.
* Bonus 25% health for marines and allies on captain difficulty and 50% bonus on primarch.
* Non leader marines weapons have been tweaked to not produce overpowering results on some weapons. Their flamer can now also be fired when moving giving it much more use.
* Blind grenades now changed to smoke grenades providing light cover to the selected area.
* All teleport abilities cost increased by 50 and cooldown increased to 20 seconds.
* Bodies will now stay on the battlefield for 45 seconds. See how this handles and let me know guys can tweak it higher or lower.

Bug Fixes
* Company Champion level 8 wargear animation fixed, no more range animation with sword and shield.
* Scar errors from loading troops into the razorback, may also affect scar errors from being blow up too.

1.3.1 Changes

Command Squad
* Teleport gfx added to command squad so standard bearer and champion will now have a flash when they port, not done for terminator yet.
* To victory now charges the entire squad, works alot better than before, still the odd collision, mainly in terminator armour.

General Changes
* Persistant Bodies removed for all bar your marines.

1.3 Changes

Command Squad
* Company Champion wargear changed, he now wields a powersword and storm shield and a plasma gun when needed. Terminator wargear left unchanged. The shield increases his armour and melee damage resistance.
* Standard Bearer will now keep his chainsword and bolt pistol when the force commander equips a thunder hammer.

Balance Adjustments
* Armour mitigation levels have been adjusted to allow for a higher maximum mitigation.
* Health bonus on Primarch and Captain difficulty of 25%.
* General marine scaling redone, all marines far more durable.
* Cover ratings readjusted to be more protective, a grenade will no longer gaurantee a cleared building, if you want them out quickly use high powered shot or level the place.
* Changes to the fall back ability, only slight speed increase, can still be suppressed and better accuracy against retreating units, this goes both ways. This does make Cyrus's smoke on fall back far more valuable.

General Changes
* Default accessory slots lowered to 2, but still 3 upon upgrade. Thule left with 3.
* Drop rate from chaff increased to 10% and from swarm to 5%, from 4% and 1% respectivly. Supplies drop far less frequently to counter act.
* New Icons for Predator Drop and Rhino Drop (Props to Jaylo for these)
* Complete army painter, that's right every single unit visable in the painter.
* Vehicles no longer corpse stay. Infantry still do.

Bug Fixes
* Rhino and Predator drop infinute uses glitch. (Pretty sure it's 100% now, wasn't able to replicate it anymore)
* Cyrus's ability icons glitch finally fixed (swear I fixed that last version, must of forgot to copy the files)


1.2 Changes

Command Squad
* Standard Bearer now provides a small buff to troops nearby, increasing energy regen, armour and damage done by a small amount. Not game breaking but enough that you want to keep him close and alive.
* Fixed bug with no weapons equipping on champion and bearer when force commander was equipped with a thunder hammer.

Cyrus Scout Squad
* Abilities like high powered shot and high explosive round will no display when Cyrus isn't equipped with a shotgun or rifle.

New Items
* 2 new pieces of wargear added, a drop pod beacon to drop a rhino and a beacon to drop a predator.
* Rhino beacon has 1 use but gains another with the force commanders extra pod ability, it is a level 5 rare item and will drop from swarms, chaff or bosses.
* Predator beacon has only 1 use and doesn't gain any further uses, it is a level 10 epic item and will drop from swarms, chaff or bosses.
* Both the Rhino and Predator will be the level of the force commander when he summons them.
* Currently at the moment, no pod is dropped when using these and the vehicle just spawns, I tried having a pod there but it nullified the vehicle spawning, if anyone has any ideas on how to have both let me know please.

General Changes
* Persistant bodies for all soldiers found in campaign, this does not affect skirmish or multiplayer.
* New Loader. Yay!


1.1 Changes

Bugfix
* Fixed a bug involving level 20 tactical not veteran marine armour

1.0 Changes

Command Squad
* Force Commander now has 2 battle brothers accompanying him, a standard bearer and a company champion.
* Standard Bearer comes equipped with a company standard, chainsword & bolt pistol, switching to a bolter when the Commander uses a ranged weapon.
* Company Champion comes equipped with an iron halo, power sword & plasma pistol, using a plasma gun when the Commander uses a ranged weapon.
* Upon wearing terminator armour these brothers will use either a thunder hammer & storm shield or powerfist & storm bolter depending of what the Commander has equipped

Tarkus Tactical Squad
* The squad has been increased to 6 members including Tarkus, starting with 1 plasma gun, 1 flamer and 3 bolters, upgrading at veteran to 2 plasma gun, 1 flamer and 2 bolters.
* As melee the squad is equipped with 1 flamer (Thanks to Jaylo138 for how to keep a ranged weapon in melee) chainswords, 2 plasma pistols and 2 bolt pistols, upgrading at 14 to swap out 2 chainswords to a powerfist and poweraxe and at veteran to 3 plasma pistols total.
* As terminator the squad is equipped with 1 heavy flamer, 1 assault cannon and 3 storm bolters.

Avitus Devestator Squad
* The squad has been increased to 5 members including Avitus, starting with 2 heavy bolters and 2 bolters, changing at level 8 to 2 heavy bolters, 1 missile launcher and 1 bolter and finally at 14 to 2 heavy bolters, 1 missile launcher and 1 plasma cannon.
* As terminators the squad is equipped with 2 assault cannons, 1 heavy flamer and 1 storm bolter.

Cyrus Scout Squad
* The squad has been increased to 5 members including Cyrus, starting with 2 bolters, 1 shotgun and 1 sniper rifle.

Thaddeus Assault Squad
* The squad has been increased to 5 members including Thaddeus, starting with 1 flamer, 3 chainswords & bolt pistols, upgrading at 8 to give them 1 plasma pistol and at 20 to come with 1 powerfist and 1 powersword.
* As ranged the squad comes with 1 flamer and 3 bolters to start with, upgrading to include a plasma gun at level 14.
* As terminators they are standard assault terminators (So not enough to play with as far as terms go)

General Changes
* Xp Range for squads increased 10 times, so now just being on the map should be enough to ensure a squad gets xp.
* All brothers armours are different and unique, upgrading at level 8, 14 and 20 with Tarkus's squad taking on an additional upgrading when becoming veterans.
* Each sergeant has been given a maximum in each statistic of 26.
* All sergeants have 3 accessory slots. Including Thule.
* Points given via level up grow with levels, for the first few you will still only get 2, after a few levels in builds to 3 and so on, so that by level 20 you will have maxed stats but not be completely overpowered early on by a mass amount of stats.
* All Eldar squads have 50% more members and Ork and Tyranid squads being doubled in size, for a bit of fun try and hold the area when first confronted by Tyranids 
* The mighty brave souls of the Imperial Guard have also increased their squad sizes to double what they were before.
* To make up for the increase in numbers damage done on higher levels scaled down to twice as much on captain and 3 times as much on primarch, down from 3 and 4.5 respectivly.
* To make bosses tougher and not so much a cake walk with larger squad sizes, enemy health on captain increased to twice as much and on primarch to 2 and a half times the default, up from 1. This will also affect general xenos as well, making fights more drawn out and bit more of an epic feeling.

Wish List of Changes (upcoming)
* More variation on the terminator armour looks, not enough additional objects for terminators.
* Keep the company champion equipped with pistol and sword when force commander has a ranged weapon equipped.
* Additions to looks, normal space marine helmet on an assault marine.

Known Bugs
* Marine on the main menu will be equipped with plasma gun, powersword and plasma pistol and have clipping issues with his helmet, purely cosmetic, causes no problems ingame.

Installation
* Extract the folder Brothers_of_the_4th, GameAssets, Brothers_of_the_4th.module and Brothers.bat to your Dow 2 installation directory.
* Run Brothers.bat

De-Installation
* Simply delete the Brothers_of_the_4th folder, Brothers_of_the_4th.module and Brothers.bat from your Dow 2 directory.
* Remove Brothers.ucs found in GameAssets\Locale\English.

Now go forth and punish the Xenos Brothers

Credits
* Jaylo138 for showing me how to bypass ranged in melee and finding the problem with our intial stats editing way back when.
* {Exo}{Elite} as an inspiration, his wargear mod is what inspired me to build this, loved having the non standard marines but they still seemed a tad to generic for me.
* Relic for Tarkus's squad, good ol Larry, Willy & Tenderfoot, the first unique marines they gave us, so I just made more of them.
* Corsix for his unbelievable tools where if it weren't for him we'd be very much still in the dark ages.
* Croaxleigh for opening my eyes on how I screwed up the initial module file :)