CCO Overhaul

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Author: just.dont.do.it

Last revision: 27 Jan at 23:05 UTC

File size: 1.47 MB

On Steam Workshop

Description:
The "risky and fresh" additions to CCO

This mod is an ongoing project to further improve and balance original CCO mod. It pursues the following general directions:

  • Ensure that all core game mechanics survived the unit resize overhaul of CCO properly and are functioning as intended;
  • Improve vanilla balance in specific spots that were affected too much by CCO or weren’t really good even in vanilla;
  • Polish units lineup of every faction to ensure smooth power progression (because CCO has provided tons of space for small adjustments);
  • Implement small neat new ideas that were devised during all that balancing.

Installation

Make sure you only use CCOO together with CCO. This is NOT a standalone mod!

Make sure that the mod is placed IMMEDIATELY ABOVE Callypigian Complete Overhaul mod as seen in this picture:


Main changes

Unfortunately making a precise changelog is way too time-consuming for now (although it might happen in future) – but the biggest changes of the mod (compared to CCO) are as follows:

  1. Blast damage rework: CCO messes with blast damage a bit too much, resulting in strange values and additional issues further down the line. CCOO reverts most of those changes, resulting in more smooth damage calculations and less strange edge cases.
  2. Grenade rework: grenades weren’t exactly really great in many cases even in vanilla, but CCO made the situation worse – there were many cases where grenades were just completely pointless or pointless in 98% of cases. CCOO aims to improve that by a lot – an extra attack option with long cooldown and prerequisites should be beneficial, not pointless.
  3. Scaling issues: even after some patches, CCO still had a few places where abilities or traits scaling was pretty wrong. CCOO seeks to reduce those cases to zero.
  4. Unit adjustments: not all units survived nicely through CCO rescaling. Some fell too weak, other ones became too strong. Not to mention that some units had pretty questionable balancing in vanilla as well. CCOO seeks to improve all those units.
  5. Heroes improvements: some vanilla heroes are pretty boring, and some CCO-adjusted heroes are falling out of the balance or have abilities that weren’t working as intended. CCOO seeks to make all heroes useful and interesting.
  6. Terrain improvements: CCO made terrain pretty interesting with all the varied buffs/debuffs, but in some cases the changes were way too strong, too annoying, or just slightly buggy. CCOO seeks to have all terrain bonuses playing nicely in the overall balance, without some bonuses being way too strong.
  7. Vanilla bugfixing: there are things stated by vanilla descriptions that simply don’t work as intended or don’t work at all. CCOO seeks to fix all such cases.
  8. Helping the AI: CCO introduced some changes (like vastly more dangerous neutrals) that simply trample on AI way too much, preventing it from expanding & fighting properly. CCOO seeks to smooth down all the hurdles that AI simply cannot overcome (due to being not too bright).
  9. Sorting out abilities: this is mostly a personal pet peeve, but I very much hate when different units of the same faction might have completely different order of their abilities. This is especially aggravating with common free actions such as "cycle weapons" jumping between different positions very often. CCOO seeks to bring an universal order to all the units’ abilities.

Note that CCOO, while fully playable and enjoyable, is much of a work-in-progress right now. Not every unit has been reviewed, and not every change made by this mod is set in stone and can’t be, say, reverted completely in future updates. Given that I’m playtesting all the changes immediately, I can at least say that the mod shouldn’t have anything suspicious that will cause the game crashes.

Factions that were mostly (close to 100%) reviewed as of yet:

  • Space Marines
  • Necrons
  • Orks
  • Aeldari

All other factions are reviewed in some way, but only partially so. Some units may still be out of place.

Please note: games started with CCO will NOT load with CCOO+CCO, and vice versa! Keep you savefiles separate!

That’s all there is for now – any and all feedback is encouraged!

A huge thank you to Callipygian Apricot for making Callipygian Complete Overhaul!

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Callipygian Complete Overhaul [CCOO Released!]Steam Workshop