The goal of the Codex Edition mod is to bring Dawn of War 2: Retribution closer to a more immersive, fluff-accurate, and realistic experience, while also introducing a massive amount of new units, gameplay elements, custom army painter schemes, and more. Accompanying that, the scale of battles was also increased through larger unit counts and popcap, bringing Dawn of War II closer to the original Dawn of War gameplay.

It may not be the most balanced mod out there, but it does provide a unique and spectacular 40k experience that you may already be aware of if you played the original Codex Edition created by Gabriel Gorgutz. Continuing to find the perfect balance between lore and playability is something I want to explore and develop, as is the tradition of Codex Edition.

This mod is actually based on the Unofficial Codex Continuation mod, created by SquadBroken/Proteus who was both a good friend and the main supporter of my goals of becoming an animator and cinematic artist, something I now do for a living. The nostalgia of having played the mod together years ago had combined with my recent urge to begin modding something 40k related, and thus I decided to continue that legacy by building further upon what he had started. That said, a massive portion of the setup and foundation for this spinoff mod of mine is accredited not only to him, but also Gabriel Gorgutz and the other creators who made the content he used, as it never would have existed without that.

Unfortunately, Proteus is no longer among us. I will not go into too much detail, but the important part is that he was a passionate 40k fan that would have loved to see people enjoy his content and continue enjoying 40k ways that make us happy; I did not want his work to be left stagnant and forgotten in the ModDB pages. Of course, the mod will eventually change quite a lot, and it already mixes things up a bit to keep the experience fresh, but I aim for the foundation and soul of the original to remain present in a way.

I hope you enjoy the mod, and I look forward to your feedback.

Join the Discord server if you wish to play with others and communicate with the team as the mod is developed!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Codex Edition 2.0

News 8 comments

dowlogodonedropshadow

Codex Edition 2.0 comes with three new standalone factions - Necrons, Tau, and Grey Knights. These are not just commander choices or re-skins of an existing faction like the old Tau used to be, but actual independent factions that have their own voices, HQs, units, models, animations, and the rest.

Here's a list of the squads for each faction:


+++TAU+++
Focused on extreme firepower at a distance, the Tau dominate the battlefield in ranged combat, but are generally weak to trauma and require a combined arms force of their various allies to be most effective.


- XV8 Commander
- XV22 Commander
- Fire Warrior
- XV15 Stealth Suit
- Kroot Carnivore
- Earth Caste Builder
- Gue'vesa Auxiliary
- Devilfish Transport
- Gundrone Squad
- Knarloc
- Krootox
- Kroot Hounds
- Pathfinder
- Shas'ui Bodyguard
- Vespid
- Broadside Battlesuit
- Ethereal
- Hammerhead Gunship
- XV8 Battlesuit


+++NECRONS+++
A slowly awakening threat that can become nigh unstoppable if given time to produce units and accumulate resources, their units regenerating health rapidly if they are not being hit by sustained fire, making it imperative to maintain pressure on them in order to keep them at bay.


- Overlord
- Warrior
- Wraith
- Flayed One
- Attack Scarab
- Builder Scarab
- Immortal
- Heavy Destroyer
- Destroyer
- Pariah
- Tomb Spyder
- Lord
- Destroyer Lord
- Lychguard
- Restored Monolith
- Deceiver
- Nightbringer


+++GREY KNIGHTS+++
The bane of all daemons, the Grey Knights are not unlike their less specialized brethren in conventional situations, though even their most basic units can obliterate daemonic entities with ease.


- Brother Captain
- Strike Squad
- Combat Strike Squad
- Interceptor Squad
- Purgation Squad
- Terminator Squad
- Rhino
- Razorback
- Librarian
- Paladin Squad
- Purifier Squad
- Land Raider
- Dreadnought
- Venerable Dreadnought


Listing all of their upgrades, abilities, functions, strengths, and weaknesses, would make this a pretty hefty post, and it would spoil the surprise, so go ahead and find out for yourself on the battlefield!


Next up - the new units. As you may have already seen, Knights... not the grey or medieval type, I mean the superheavies, have made an appearance. Imperial Knights, Wraithknights, and Gorkanauts are here to crush your enemies beneath their feet; fully animated, modeled, and textured. Two new units had also been added to other factions; the Painboy for the Orks, and a Lictor commander for the Tyranids.

Alongside all of this come more major changes to the overall gameplay and feel of the mod.

- The camera zoom distance was increased even further than Codex 1.2, allowing for a much less claustrophobic experience, as well as one that is devoid of the model pop-in that you may have experienced if you had tried other camera zoom distance mods or tried to increase it yourself. Do keep in mind that this is extremely taxing on your processing power, and it is not recommended to remain at the maximum zoom distance in very large firefights, as your FPS might take a dive depending on your computer. For that reason, I highly recommend installing the Performance and Stability mod.

- 8-player Free-for-All used to crash with 1.2's introduction of 8-player functionality, so I did not include any 8-player FFA maps. That is fixed now. There is an 8-player version of Siege of Vraks called "(FFA8) Siege of Vraks". In-game UI is a bit broken due to the lack of the 7th and 8th player victory point control ticker, but it still works gameplay-wise.

- Added a self-destruct ability to all generators, meaning that you can now deny your enemy generators if they are about to capture your Power Node.

Those were just some of the many changes that are, as always, listed in the changelog of the actual Codex 2.0 download page and within its archive. That said, I have switched back to distributing the mod as an archive, since the installer was causing numerous problems. There are instructions in the archive that will help you install the mod successfully.


While the new factions, units, and content were thoroughly playtested, certain things may have slipped through the cracks due to the sheer quantity of it all. Combined with the fact that that there are some details to the new factions which will take a long while to flesh out, such as more detailed voice lines and visual quirks like Grey Knights' smoothing, this is still very much an ongoing project. The Imperial knights, Wraithknights, and Gorkanauts are also going to be experimented with in the future in order to make them even more dynamic, though they're already quite functional and a pleasure to behold. Other than that, a lot of fixes and changes were made to the original factions, but there is still work to be done considering the amount of content this Codex Edition started with.

Of course, none of this would be possible without the help of the Contributors and Playtesters listed on the Discord server. Special thanks to clocktickin, BruiserBanned, Joazzz, Adam 09WilliamsAd, OCHE BOLSHE YOBA, enlargingcloud, and Urnsheme for their great contributions to the mod's development, as well as 531st, Haganaz, Wyzilla, and Ginger Jesus for playtesting.

The road ahead remains as one would expect - upcoming patches will primarily focus on more bug fixes and further improving the new factions, more importantly improving the AI and polishing the Tyranids' unit roster, before moving on to create more and more units and factions... and hopefully increasing scale even further while at it... base building is also in the cooker to an extent... we shall see. As for when those patches arrive will depend on their contents and the severity of any issues found, expect the usual release schedule with this mod, though I will keep people updated primarily on the Discord server.

Hope you enjoy it. As always, you can join the Discord server. As a last note, the "Factions in Codex Edition" article will be archived for now and soon replaced with a version that is more informative and accommodates the new factions.

20230724082706 1relic0050720230723013234 1

1.2 Update - 8 player support, new units, UI overhaul, AI improvements, optimizations...

1.2 Update - 8 player support, new units, UI overhaul, AI improvements, optimizations...

News 3 comments

Codex Edition 1.2 is here! Reading the title, you probably have a rough idea of what you can expect in this version without reading the changelog, but...

Visual Refresh And The Road Ahead

Visual Refresh And The Road Ahead

News 3 comments

Version 1.1 is released! see what's new, what the plans for the future are, and more.

Factions In Codex Edition 1.2

Factions In Codex Edition 1.2

Feature 2 comments

This is a brief overview of every faction and their respective units in Codex Edition 1.2.

RSS Files
DOW II: Codex Edition v2.0

DOW II: Codex Edition v2.0

Full Version 1 comment

The changelog is available below, please follow the instructions of the "_README_CODEX_INSTRUCTIONS.txt" file included in the archive in order to properly...

DOW II: Performance and Stability Mod

DOW II: Performance and Stability Mod

Patch 2 comments

It is HIGHLY recommended to use this mod, as it improves the performance of Dawn of War II, and more importantly of Codex Edition which really punishes...

DOW II: Codex Edition v1.2

DOW II: Codex Edition v1.2

Full Version 2 comments

The changelog is available below, please read the "_README_CODEX_EDITION.txt" included in the archive before running the new installer.

DOW II: Codex Edition v1.1

DOW II: Codex Edition v1.1

Full Version 1 comment

The changelog is available below, while the install, update, and uninstall instructions are available in the "_README-INSTRUCTIONS.txt" file that is located...

Unofficial Codex Edition v1.0

Unofficial Codex Edition v1.0

Full Version 5 comments

Changelog is below this summary, but the general idea is that there is still some work to do to clean up old assets and fix bugs before anything major...

Post comment Comments  (0 - 10 of 29)
Guest
Guest

Just a few notes on the Necrons:

• Necron Warriors: Would it be better if Necron Warriors had a slower training time, a higher requisition cost, and a cost of 0 power? Not that you're trying to focus on the AI with this mod, but the AI Necrons get steamrolled by every other faction until it can bring out some Necron Warriors. Furthermore, it feels as though the Necron Warriors' ranged weapons are far too strong compared to a large chunk of the Necron unit roster (including the Overlord).

• Necron Overlord: I think all of the Overlord's weapons, including its base weapon, should have much higher melee power. The ranged damage is fine, but the Overlord hits like a wet noodle in melee if it is not using one of the two dedicated melee weapons. Additionally, due to apparent UI limitations when killed, I think the Necron Overlord should cost 0 power to revive.

• Wraiths: These units feel extremely underwhelming. I know DoW1 had these units feature as single models, but they are extremely weak and I found myself completely skipping out on them. Instead, I was spamming Scarabs until I had enough Nanoscarab (red) resource to spam generators and crank out some Necron Warriors. Perhaps 3 to 5 should feature in a squad?

All Resurrection Abilities and Globals: Any chance we could see these reinforce squads to full as well?

Reply Good karma Bad karma0 votes
Kharos6 Creator
Kharos6

During playtesting, it was already suggested and tried to have a longer training time for Warriors and also other necron units; though it did more to bore the player than make it any more balanced really. The power cost was put in place to offset their strength otherwise, including their firepower which isn't actually better than the other units (in fact their gauss flayers are the weakest), it's that you can simply build more of them.

I do however agree with the notion of the Overlord being a bit of a paperweight in melee, and the power cost of resurrecting him obviously has to go for the UI reasons. Will be experimenting with this for the next patch.

Wraiths... are more of a back-cap and harassing unit, they can hold their ground in melee against most other enemies at tier 1, but aren't meant to be sent to continuous combat (at least not alone).

Resurrection's already the culprit of some flavourful language during gameplay, I don't think it needs to be any more powerful ;)

Reply Good karma+1 vote
Lord_Troutacus
Lord_Troutacus

This is honestly the best mod I've played for Dawn of War 2, the polish and soul is wonderful - and reading the summary, I'm glad its heart is in the right place. Thank you so much for this, Kharos.

Reply Good karma Bad karma+2 votes
Kharos6 Creator
Kharos6

Glad you're enjoying it :) thank you!

Reply Good karma+1 vote
Guest
Guest

Great mod which finally adds the Necrons into DoW 2 (biggest selling point I would say :D).
Are you considering adding Imperial Guard regiments? would love to see someday Valhallan Ice Warriors for instance

Reply Good karma Bad karma+1 vote
Kharos6 Creator
Kharos6

There's already special cosmetics for numerous regiments, however they may become their own sub-factions at some point with special units, though that is not a priority at the moment.

Reply Good karma+2 votes
Guest
Guest

Cosmetics is just fine :) Ithink it´s not necessary to make an Imperial Guard regiment a different faction in DoW2.
Would love to see the Ice boys from Valhalla skins ^^

Reply Good karma Bad karma+1 vote
neomax17
neomax17

XV22 Tau Commander, Can we have Head Gear (Advanced Sensor Array) from Dark Crusade (Shas'O Kais) ??? I don't like Drone Controller Gear, it's from Soul Storm. But Can We have both That's pretty Nice !!! Wonderful Mod, Thanks !!!

Reply Good karma Bad karma+1 vote
Kharos6 Creator
Kharos6

More wargear's always possible, but depending on priority it may not be very soon.

Reply Good karma+2 votes
Guest
Guest

Any chance we could see you port the Daemon from Dawn of War 3 for the chaos race? I noticed that the Force Commander could summon an Imperial Knight from DoW3.

Reply Good karma Bad karma0 votes
Kharos6 Creator
Kharos6

The imperial knight is a custom model, not from Dawn of War 3; the wraithknight and gorkanaut are from DoW 3, but textured better than Relic. As for the Daemon, that's an option, possible in the future.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: