Author Topic: [ADDON] ROSIGMA  (Read 409 times)

Offline Leflair

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[ADDON] ROSIGMA
« on: May 02, 2021, 02:47:50 pm »
Welcome to ROSIGMA, a collab content mod that unites the two content submods ROSE and IGMA, expanding upon them further.



Mod.io page and download links:
https://openxcom.mod.io/rosigma

Discord (quickest way to get answers to questions and bugs, but we also got extensive suggestion sections):
https://discord.gg/TuKFHp7Y

Me, Buscher and Xom126 have been busy integrating these mods and the first release is now ready.
Special thanks to Cabal/CAPSHEP and Lord Flashheart for pitching in with their additions as well (see more below).

So what is ROSIGMA, ROSE and IGMA? The short version:
-Expanded enemy roster, Orks fully fleshed out, Chaos added to and new early, mid and late game enemies added.
-Expanded Adeptas, and Imperial Guard content. Units, armor, weapons, upgrade paths and abilities.
-Gameplay Rebalance. A new token system to replace the honour badges (And corpse storage pile), reduced grenade spam, changes in sight ranges and engagement ranges to make more weapons appealing.
-New code additions, new abilities and effects. Buscher is always cooking up new cool code additions and Xom126 has done some great work adding more idle animations to weapons and units.
-An expanded Strategy system for Marines, with each strategy having access to specific weapon types. This includes heavy weapons, bolter variants and melee weapons belonging to specific Strategy-themed weapon kit.

If you´ve played the 40k main mod previously and want more variety and new challenges, this is the mod for you. That said, don´t be scared away if you´re entirely new to the 40k mod either, this mod does not aim to be a hardcore difficulty mode and we´ve introduced plenty of quality-of-life improvements to make it appealing for new players as well.

ROSIGMA content notes:
-Integrates the ROSE and IGMA submods for a combined and expanded experience with the 40k mod.

Highlights, new Content:
-Adds nearly 50 new enemy types. This includes doubling the variety of Orks, introducing several factions of Chaos Sisters, Deserter Guardsmen and introducing entirely new unit types like the Khornate Valkia, Slaangors and Slaanesh Anointed. We aim to flesh out several factions and introduces new ones.

Orks Expanded:
Spoiler:
Spoiler:
-The Ork WAAAAUGH! Has been greatly expanded, new Orks foes include: Tankbustas, Kommandoz, Stormboyz, Burnaboyz, Mekboys, Flashgitz, Mega-Armored Nobz, Warbikers, Deffkopters, Weirdboyz and the Warboss!

New Ork Weapons:
Spoiler:
- The new Ork units have an expanded arsenal, including the Tank hammer, a very sneaky slugga, snazzguns and more dakka than you can shake a stick at. This includes some more ranged options, so learn to spot them at afar to take them out early (the Flashgitz tend to stand out in a crowd).
 - The new Weirdboyz have an array of quite dangerous, if unpredictable, psyker abilities.

New Chaos and Heretic Sisters of Battle Foes:
Spoiler:
- Chaos and Heretic Sister factions provides ample new threats for the early, mid and late game. While most are easier to dispatch than Chaos Space Marines, some have the blessings of the Chaos Gods and can prove quite tough, with hidden special abilities.

The Forces of Slaanesh Expanded:
Spoiler:

 - Slaanesh fleshed out with early and midgame Slaangor warbands. They got more health than your cultists but not much better armor.
 - The Fiendgor is the new Slaanesh Terror Unit to round out the Daemonettes, quite quick, tough and have rending pincers that will damage armor and stun units.

Spoiler:
Spoiler:
- Late game Slaanesh Anointed elites wield new missile launchers based on some of those lovely old 40k designs. They are quite tough snakey lads.

A new Slaanesh Arsenal:
Spoiler:
- Adds new enemy weapons, fleshed out Slaanesh weapons from auto- and lasguns to kombibolters and missile launchers.
 - Slaanesh weapons are precise, good at reaction fire and have armor rending, penetration and energy drain, at the cost of direct damage.


Nurgle Expanded:
Spoiler:
- Nurgle has a smaller boost to his arsenal for now, but it includes a new Heavy bolter and a hand held version of the Nurgle launcher.
 - All Nurgle bolter rounds have recieved a new VFX effect to indicate you´re being hit by blight rounds.

New Imperial Deserters:
Spoiler:
- The new Deserter faction adds new traitor guard for the early game and eventual bounty missions, not aligned directly with the forces of Chaos but perhaps manipulated by them.
 - All this (and more!) added with new enemy army lists, split between early, mid and late game variety and thematic lists that will keep you on your toes.
 - With the addition of more weak early game foe variety, it might be a little easier for new players.

Adeptas Expanded:
Spoiler:
- Adds 9 new armors and units to the early-mid Adeptas game, including new voice packs to add variety.

 - With new promotion chains for medicae, assassins and the Sister Superior there are now more options and depth to the Sister playthrough.
 - The early Sisters game now sports Novices and Cantus rather than full on Battle Sisters.
 - Battle Sisters are recruited through a new Convent Barracks upgrade to the living quarters, which is unlocked by researching the early Adeptas specific techs (mobilization being the important one).
 - Assassins and Repentia having their movement speed and survivability increased.
 - The new Death Cult Assassin is a upgrade option that provides an "advanced" assassin armor to make them more viable late game.
 - The Ecclessiarchy have replaced the Guardsmen with their own Militia, hand picked fanatics kitted out (in this case) to pass as respectable troops. They got worse starting training than Guardsmen, but make up for it with guts! And high morale, but mostly guts.

Spoiler:
- A new Sister pilot has been introduced, with bonuses to piloting. Expensive, she´s not a replacement for the Battle Sisters in the field.

Spoiler:
- Changed Adeptas start, the Adeptas start now with Novices, Militia, Pilots and just a few Sisters to oversee them, with the higher end weapons and armors to be unlocked with research. You will get the option to recruit Sisters of Battle, or to train up and promote Novices (for a cheaper cost).

A new arsenal of Sisterhood weapons:
Spoiler:
Spoiler:
- Adds a new arsenal of fleshed out weapons for Adeptas.
  - Includes dedicated bolters, boltpistols, shotguns, sniper rifles, grenade launcher, grenades, rocket launcher, disposable rocket launchers, lascannon, meltagun, stormbolter, assaultcannon, several types of plasma weapons, a new AoE Gravgun and a mighty animated Zweihander power sword.
  - Generally  lighter weight at the cost of ranged accuracy and power of their Astartes counterparts.
  - These weapons are unlocked either through general research topics, or through capturing their new Chaos counterparts.
  - Some of these weapons can be unlocked for all factions play, Harmonic Beamer Meltagun and light "Malthus" lascannon.

-Imperial Guard expanded:
Spoiler:
  -Mounted Heavy Bolter additional to Autocannon and Lascannon (also rebalanced to make them more worthwhile)
  -Multilaser and Heavy Plasma variant for Sentinels
  -More armor variants (Elysian-Like Jump Armor)
  -More soldier types (Veteran/Scion Officers and Penitents as fodder).
  -Krieg Guardsmen for more flavor (thanks Cabal/CAPSHEP for all the work and Lord Flashheart providing the base for the inventory sprite).
  -New Assassins, Vindicare and Callidus.

Spoiler:

-For the Imperial Guard a slightly more expendable playstyle with a focus on heavy weaponry and hero skills:
  - Penitents are fodder which do not cost morale on death. Utterly expendable, nobody cares if they die.
  - Krieg Guardsmen trying to redeem themselves should always have exceptional morale. Kriegsmen will now appear randomly mixed in with other NPC guardsmen on Terror Missions.
  - Mounted Weapons (including the new wheeled heavy bolter) and Sentinels are the mainstay for heavy weapons.
  - Commissars, Priests and Officers are intended to allow normal Human soldiers to go beyond their normal abilities (buffing).
  - Vindicare Assassins are intended to destroy high priority targets from afar with specialized and expensive ammo.
  - Autoguns/Lasguns should be viable options in early/mid-game with more advanced ammo types (hotshot and such) to help them stay relevant.

Imperial Guard Arsenal expanded:
Spoiler:
  -Different variants of weapons for Heavy Stubber, Officer Sword, Hellpistol, Smoke/Photon ammo for Grenade Launcher.
  -Buffing Roles (Officers and Priests).
  -Laser Designator for Airstrike (was Officer's special weapon before, which is now buffing).
  -Modified Drop-Transport and Tauros Valkyries (Drop-Transport got HWP slot, Tauros gets bigger arsenal of grenades and more troops).
  -Added Vulture to fill the gap between Thunderbolt and Marauder.
  -Upgrade with Transmission Decoder for the outpost (currently only works for IG).


General quality of life improvements:
 -Xom126s animated and very fancy, Mastercrafted melee weapon sprites have been worked in. This includes an Adeptas Zweihander, the Mastercrafted Powersword and the Weirdboy Stikk (for now). It will now be easier to identify the units with the best weapons!
 -QoL: Flying armor types can now be unlocked by researching other enemy flying units than just the basic Raptors.
 -QoL: Plasma pistols can now be unlocked by researching different plasma pistol types, this will be added to more weapons with variants in future updates.
 -Specialised ammo available for high prices at trade outposts.


ROSIGMA Rebalance changes:
Weapon ranges and values have been tweaked, normal bolters have been buffed while grenade spam has been reduced.  Overall have long ranged weapons and vision ranges been reduced while midranged bolters have been buffed. The ideal engagement range should now be around 8-20 tiles.
 -Buff/Easier: Space Marine recruits starting bravery range buffed from 10-60, to 40-80. Still allows for slightly cowardly marines, without them accidentally recruiting Sir Robin.
 -Changed: Space Marine Heavy Bolters are now the cream of the crop that rises to the top, higher damage and rate of fire compared to non-Space Marine variants (if you can handle the recoil).
 -Harder: The Heavy Bolter effective range has been reduced to promote different weapons and give all weapon types their own niche.
 -Harder: Missiles and Lascannons accuracy have been slightly reduced, as has their effective range.
 -Buffed/Changed: Flamethrowers now do more damage against unprotected foes, have slightly better range (less self-immolation risk) and generally have been changed to use arcing shots (with a few exceptions). If you can reduce enemy armor, flamers will be quite effective.
 -Easier: All grenades have shorter range, and heavy grenades have the shortest range. From 20 tiles to 10-17 tiles of range depending on power or weight. Enemies will still use grenades but the aim is to reduce enemy grenade spam meta, Orks have proper Dakka now instead.
 -New: New grenade types have been introduced (more towards disabling, panic inducing or armor reducing/bypassing types). This makes them work more as an attrition tool than a random roll to see who´s dead this turn (and not in power armor).
 -Easier: Less Plasma early on, with the introduction of more Chaos early weapons and bolter types.
 -New: In addition, new lighter plasma carbines and spray guns also mean you´ll bump into far fewer heavy plasma sporting enemies until the very late game.
 -Easier: Some enemy turrets stats have been reduced, especially reactions and accuracy over long ranges. Example: The big Ork turret will no longer reaction blast you across the map quite as often.
 -Harder: Daemons are now tougher and have more abilities, no longer will they go down quite as often to a single bolter shot or two, upping their danger level. This is to help especially the Khorne Daemons.
 -Harder: New Spawner/Transforming enemy types have been introduced, as a counterbalance to high explosives, missiles and grenades. Some Chaos enemies are "Blessed" and may either spawn a daemon on death or transform into some mutated warp monstrosity. Some may even summon reinforcements themselves. So walk softly and carry a big gun (make that several big guns).
 -Harder: Chaos Space Marines and their leaders have been buffed and moved up to be even more of true late game foes, with the introduction of many new mid-game enemies to take their former spot. Chaos Behemoths, commanders, Dreadnoughts and  Terminators have had their health and armor slightly buffed. 
 -QoL/Easier: Economy rebalanced, with a focus on a lessened grind compared to base 40k. Adamantium and promethium costs have also been reduced. This is still being tweaked and balanced. Very powerful weapons and special armor will still cost quite a lot of resources but "standard" armor upgrades and better weapons should now make late game losses less punishing.
 -QoL: There´s a new honor token system to reduce the need to store massive amounts of corpses in fridges, instead each corpse can quickly be traded in for a number of tokens.
 -QoL: Storage space increase. With lots of new weapons and enemies, storage space has been increased slightly to compensate.
 -QoL: Barrack space increase, especially to help the Imperial Guard player.

Disclaimer: These are according to our own gameplay preferences, if you prefer the vanilla economy or balance and just wants the added enemy variety, we encourage you to make your own tweaks and changes.

The mighty to-do list:
Just a few examples, but to give you guys an idea of what we got planned, are working on or just to get inspired I´ll list some here:
 -Chaos Daemon Nurglings, Heralds, Furies, Possessed, Spawn and doggos to round out the Chaos daemon enemies,
 -More themed traitor guard units, cultists and weapons. We consider the existing ones to be mostly Khorne/Undivided, so there´s plenty of space to fill in with Nurgle, Slaanesh or Tzeentch themed units.
 -New maps and missions, our big weakspot but we are certainly interested in adding more variety here.
We´ve not done the art for any of the things on this list, so if you´re feeling inspired or want to help out, hit us up.

Contributing/lending a hand and bug-reporting:
We´re just some passionate modders that like the 40k mod and have gotten together to contribute this mod pack to the community. If you want to contribute anything at all, be it a weapon, unit or art, feel free to contact us and we´ll get you sorted.
Of course, playtesting and bug reporting is also a form of contributing, so just by posting your findings or questions in this thread, you´re helping out! (more than you´d think, some bugs are like finding a needle in a haystack).
We´re also open to ideas, suggestions and balance discussions, so post away.
« Last Edit: May 04, 2021, 12:21:03 am by Leflair »

Offline Anon011

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Re: [ADDON] ROSIGMA
« Reply #1 on: May 02, 2021, 06:16:31 pm »
Awesome work! Cant wait to try it out.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #2 on: May 02, 2021, 07:52:37 pm »
Doing some more playtesting and stumbled on our first out-of-the-gate bug, so here's a hotfix patch in case you bump into a crash involving the Fiendgor or Khorne Ungor.

Latest Hotfix:
https://drive.google.com/file/d/1NSn2L1hT_m69zEa4bDsoHUA0wXYu2moP/view?usp=sharing

Matches the mod filestructure, so just extract the files into the folders.

I'll keep this post for the latest hotfixes inbetween mod.io releases.

As usual with bugs, please report them to me or Buscher and we'll get on fixing them as soon as possible. Sometimes it takes a bit longer to figure out what's wrong under the hood.
« Last Edit: May 03, 2021, 11:01:01 pm by Leflair »

Offline Thatguysenpai

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Re: [ADDON] ROSIGMA
« Reply #3 on: May 05, 2021, 05:41:54 am »
My two favorite mods joining forces, this looks great! Will gladly be giving this a try on my next playthrough.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #4 on: May 06, 2021, 07:01:11 pm »
The more players the merrier! Already getting lots of good suggestions + the occasional bug report.

The next update will have quite a lot of goodies based on said suggestions/requests:
-Finishing off the remaining "Transforming" enemy types with custom animations.
-New Adeptas Sentinels, one totting a Thermal Lance (the melta kind).
-Some Drop Pod changes and hopefully (if I figure it out), a drop pod craft for Adeptas to use as an alternative to the "Ankle Woe" Blackstar.
-Some Krieg carapace stuff, not entirely sure what's cooking over there in that corner but it looks good.

-More on the concept/WIP stage: Cyborks? Maybe.

Can't promise it will all make it in or it might get delayed slightly while we work out the last kinks + do testing.


A little note on difficulty for you newcomers, the mod has basically 3 starting enemy factions (like the 40k mod), and in order of difficulty (especially after our additions) it goes:
Easy: Cultists
Average: Traitor Guard
WAAAAGH: Orks

It's a dice roll which one you start off with, so if you're finding yourself getting krumped, try a start with one of the other two factions (Orks may still appear on *certain* missions).

Secondarily, with the changes to the Sister start, its now a tad more difficult than it used to be. You got stormtrooper tier protection (60-80) rather than 100+ power armor starting out.
(Might knock together an easier version here where you get access to Adeptas right away, if there's interest).

If you got questions/suggestions/bug reports etc check by our discord (link in the first post of this thread), you'll find one of us on most of the time (although we lean towards Euro-timeszones).

Offline HT

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Re: [ADDON] ROSIGMA
« Reply #5 on: May 06, 2021, 09:55:11 pm »
Amazing work! It makes the "basic" WH40k look weak. Shame I'm not sure I would find this mod fun, I don't think XCOM and WH40k match well, although this is a good try. Especially weak IMO is the researching part, or more like "rediscovering". Funnily enough well-made plasma weapons are OP in WH40k like base XCOM.

As for the Sororitas, they're getting new gear quite soon, in case you're short of ideas:

https://hypebeast.com/2021/5/warhammer-40k-games-workshop-adepta-sororitas-morvenn-vahl-reveal
« Last Edit: May 06, 2021, 10:24:47 pm by HT »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #6 on: May 07, 2021, 01:36:08 am »
Oh I wouldn't think the vanilla 40k looks weak, we're building entirely on its foundation. Would take 2-4xas long to make everything from scratch. Bulletdesigner, Oharstein etc do a lot of things we haven't even figured out yet.
It is a bit of a challenge to make 40k "fit" within the xcom structure, and yeah the "research" is part of that dilemma. It's partially what makes X-COM work so well too. Mentally I see it less like research, and more like "justifying" requisition of more rare equipment (and the adepts cooking up some pseudo-religious justification).
One other way to change it to make the research work better is to place the campaign in some sort of dark-age*/warpstorm pocket world that haven't been part of the Imperium proper for centuries. There's probably a couple of other setups which would fit the X-Com formula even better (Tau-aligned human world? Heretical as it may be).
*(of which there's been several millennia long eras in the 40k lore)

The tech/weapon power progression is also tricky, with Bolters (and Heavy Bolters), missile launchers etc being available from the get go. Imperial Guard/Arbites end up playing closer to basic X-COM, but don't really get access to the end game armor tier in the same way.

Tl;dr 40k offers a different flavor and gameplay from OpenXcom, and that's fine.

I've seen the new Sisters units and got some ideas for how to use at least a few of the new designs:
-The Paragon Warsuit Landmates is a obvious fit for a Centurion-style 4-tile unit. Making them fit the 4-tiles will also help the design by making them a little chunkier, I think.
-I like the *concept* of the Sacresants but had hoped for GW to put in a little more effort with a new Heavy Armor design for them (got some ideas though). Already have a Adeptas halberd in the mod, so a "gunshield" would be the next thing.
-Dogmata could probably be worked in as a "buff"/leadership unit (or well, Commissar-type).
-The new Banner carrier seem to fit a very similar niche as the existing Imagifier (could be added to the mod though, with Banner-abilities).
-The new Predator-like MBT "Castigator" could be a good fit for the Sisters Armour craft/convoys.  Give them some long ranged punch.
« Last Edit: May 07, 2021, 01:56:41 am by Leflair »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #7 on: May 07, 2021, 09:35:01 pm »
Excellent news, loved the two mods...played them both, and will give a try to this new expanded Mod.
thank you very much for the hard work and stay true to the Imperial truth!