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Daemons Mod
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===The Bad=== * The quality of the models this mod uses are not always consistent, meaning that you'll have models alternating between gorgeous (Greater Daemons besides the [[Bloodthirster]], Furies, anything used from Firestorm Over Kronus) and incredibly wonky ([[Bloodletter]]s). ** Earlier versions (Before Version 1.5 at the latest) did not have team colors available for the most part, making Chaos matchups very confusing. * There is an ability called Sacrifice that is meant to allow the player to kill an allied unit (yours or someone else's) so you can add to your squad and vehicle caps, but the programming for it is broken, making the ability unusable. * While not necessarily a bad thing as it balances out an otherwise overpowering army, the majority of the units (Everything not a Greater Daemon, the Daemon Lord, a herald, a Defiler, that which must not be named, the relic unit Hell Spawn (The daemon of the Maledictum), or the Lost Soul builder) suffer from Warp Instability. Instead of having to risk entire units being wiped out because they lost combat, this makes all daemons grow weaker the longer they stay away from daemonic buildings or unattached to builders or commanders. At first, they'll lose morale, but once they lose morale, they will get SQUAD BROKEN and begin losing health before dying, and lose the ability to reinforce until they get back to safer ground. ** While buildings and attaching are the easiest ways to avert instability, there are other ways. The Hell Spawn has a passive aura that allows lesser daemons to walk alongside it. Also, Version 1.5 introduces a new ability that temporarily makes a patch of land into safe ground, allowing daemons to recover while inside it.
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