About this mod
Challenge yourself with the most intense combat experience Space Marine 2 has to offer. A complete overhaul of most in game mechanics allow for intensely difficulty combat situations.
Made by the Cazador, built on top of the Astartes 2 Mod.
- Permissions and credits
Game is up to date with Vanilla 7.2
Change your game language to English for the full experience
📜 What is Cataclysm? Who is Cazador?
Cataclysm is a comprehensive overhaul for Space Marine 2 that is built on top of the Astartes Overhaul Mod. This mod focuses on providing the most intense Space Marine 2 combat that you will find anywhere. I confidently claim that this is the pinnacle in challenging content for this game. With over 6,000 hours in the Vermintide and Darktide series, I have a very intimate understanding on what makes a game challenging and rewarding.
- struggle with Astartes Absolute difficulty.
- are looking for a power fantasy.
- are uninterested to learn from mistakes made.
- make excuses for their failure.
- ask for a lighter load instead of asking for broader shoulder.
Who IS this mod for?
People who...
- are the top 1% of mechanical skilled players.
- regularly complete Absolute difficulty.
- are willing to humble themselves as they learn and grow as a player.
- ask questions on how to better handle different failure situations.
- have the resolve to persevere in the face of overwhelming hardship.
I do not ask the player to complete challenges that I myself cannot overcome. I play my own mod. I routinely play and complete Tier 5 and 6 Cataclysm, solo. I have built these skills by trying and failing over and over. The mod isn't too hard, your skill set isn't refined enough to deal with it. That will change with time. I am always around in the Discord (linked below) working on the mod or playing solo / with friends. Feel free to ask for advice and talk shop on game play mechanics.
Cataclysm Difficulty Overhaul Changelog
Besides changes made from the Astartes 2 Mod, which Cataclysm is built on top of...
Gameplay Upgrades
Enemy Spawn Director: Hundreds of hours poured into customizing the Spawn Director. What enemies spawn, how many enemies spawn, and why the enemies spawn has all been adjusted. The extent of these changes are tremendous. You will face unrelenting hordes of enemies. When one falls, another will claim its place.
Enemy AI and Aggression: Extensive tweaking and editing of enemy movement and behaviors. Enemies will torture players with an unquenchable thirst for bloodshed. Unprepared players will rapidly be brutalized by the diverse armies of both Chaos and Tyranid working in unison , thanks to the twisted evils of The Lord of Change. Only the most mechanically advanced players will adapt and survive the onslaught.
Scaling Difficulty: All difficulties will see enemies with the same health values, same damage output, same spawn intensities. Instead as the player moves up in difficulties, they will have smaller and smaller windows for mistakes. It is highly recommended to start playing Cataclysm on a lower difficulty and work your way up. On difficulty Tier 5 and 6, the player will have to solve complex problems at a blistering pace to stay alive. On Tier 6 diffiuclty, known as Deathwish, the player will not be able to be revived if incapacitated. (They will still respawn like normal after their timer is depleted).
Class Balancing: All classes have been re-balanced to stay competitive given the intensity of what the player will face in Cataclysm.
Executions: Executions no longer grant Invincibility Frames to the player. This means that if a player goes for an execution in the middle of intense combat, there is a very likely chance that this will result in their death. Executions now grant meaningful health back on completion, with Extremis+ enemies granting a higher amount of health than Majoris. Players will also restore a small amount of ammo on execution as well. Players must decide when it will be beneficial to preform executions.
Confidence: Each class now has a new behind the scene confidence factor. As they secure executions throughout a mission, they will now gain a small increasing confidence factor. These benefits start out small, but over the course of a mission, they can snowball into powerful passive abilities to help smite the foes of the Imperium.
Heads Up Display (HUD): The player no longer has access to the heads up display in any meaningful way. Multiple balance changes have been made under the hood to accommodate this change.
Injury: As the player accumulates damage, they will notice that they will begin to physically move slower. At the lowest health, this will bring already cumbersome load outs to a crawl. This can be a great way to tell how much health your character has remaining.
Stim Injectors: Stim injects will provide very little healing to the player. They are designed to clear wounds and not much more. If you want to heal, you will need to secure execution kills. Apothecary has slightly improved healing naturally, and will be able to receive some benefit from injectors.
Weight: When choosing your loadout, a new thing to consider is weight. Based on the tools you bring with you into a mission, you character may find themselves weighed down by heavier loadouts. You may find that a Heavy Class with a melee weapon moves very slow, for example. Trading speed for strength in this example, the player must now decide how they will approach the mission with pacing and tempo before the action begins.
Plasma weapons rework: Enjoy devastating firepower and infinite ammo with plasma weaponry, such strength comes at a cost however, with a 20% chance to obliterate you and everything nearby on overheat. Pace yourselves brothers.
Auspex Scan rework: The chaos of cataclysm can be hard to parse. Having a tactical on your team will enable you to make better informed decisions with the new Auspex scan covering an enormous area to give a clearer view of the battlefield.
New Heavy passive: The unending onslaught Humanity faces requires retaliation in kind, choosing to forgo a melee weapon on your Heavy will grant you 30% of your primary ammo back upon majoris+ kills on a 40 second cooldown. With the addition of gaining a small amount of ability charge on every ranged kill, keep that shield up brother!
Reworked status effects: Certain enemy attacks now instantly inflict Chaos corruption or Tyranid neurotoxin, with the former lowering your active parry frames and dodge iframe windows while the latter slows your actions to a crawl.
Chaplain rework: Let your faith in the Emperor lead you to victory with randomized blessings upon activating your ability. A true worshipper of the Master of mankind asks not for guidance but instead for the strength to carry his duty through to the bitter end.
Ravener grab rework: Emulating the disabler enemies of Darktide's Trapper and Vermintide's Gutter Runner is the reworked Ravener. Any attempts to escape Its talons will only hasten your demise, now requiring a brother's aid to release you from its grasp.
Adjusted Animations: Players will notice that both gunstrikes and the grapnel launcher have had adjustments made to their animation windows. This will allow a more responsive and fluid use of these tools, given the intensity of Cataclysm.
Beware the gaze of Tzeentch: On rare occasions a champion of the Changer of Ways may be set upon your strike team to sow panic and foil any of your well laid out plans, such is the nature of change.
MORE CHANGES LISTED IN THE PATCHNOTES THAT COME WITH THE DOWNLOAD
Customization Overhaul
Players will find tons of customization options brought on by the Astartes mod, but in addition, players will find custom Deathwatch themed Armor and cloth textures. This work was commissioned, and after years of hard work, the talented Violet was able to make it happen.
Cataclysm has traditionally been posted as an optional file, located in the Astartes Mod. It will still continue to be uploaded there as well. To be clear: This page is not a divergence from Astartes, but is instead a centralized location to lay out information about Cataclysm.
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Support Akrythael on Ko-fi
Support Warhammer Workshop on Ko-fi
Both of these gentlemen are responsible for the developing and maintaining the Astartes Mod. Without them, there is no Cataclysm.
Thanks for Mangoose for his work with the Active AI mod. While initially using his mod as a foundation, I have been able to learn from his adjustments and as a result, Cataclysm has been able to grown and evolve into the problem you all enjoy today.
Thanks to Asbepis for being the company man through and through. Lots of help with the production of the Nexus page and branding.