Author Topic: [ADDON] ROSIGMA  (Read 23905 times)

Offline Leflair

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« 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. page and download links:

Discord (quickest way to get answers to questions and bugs, but we also got extensive suggestion sections):
(Found the setting to not have the link expire after 7 days)

Latest update notes and hotfixes:,9687.msg138591.html#msg138591

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. Arbites isn´t the focus, but get access to some of the Guard arsenal.
-Gameplay Rebalance. Quality of life features like the 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 over 70 new enemy types. This includes doubling the variety of Orks, introducing several factions of Chaos Sisters, new Traitor and Deserter Guardsmen and introducing entirely new unit types like the Chaos Squats, Daemon Undivided, Khornate Valkia, Tzaangor, Horrors, Slaangors and Slaanesh Anointed.
We aim to flesh out several factions and introduces new ones.

Orks Expanded:
-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:
- 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:
- 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:

 - 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.

- 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:
- 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.

Tzentch  Expanded:
New in 1.05 is the Cults of Tzeentch:
- A techy, magic using force with a focus on energy weapons and good accuracy. They're more fragile than other forces, but do have quite a lot of summons.
Tzeentch (Blue for now) Horrors and Tzaangor are included.
Tzeentch Traitor Guard forces and an expanded Tzeentch themed Arsenal is in the works.

Nurgle Expanded:
- 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:
- 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:
- 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.

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

- 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:
- 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:
  -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).
  -Krieg Lucius Pattern Heavy Lasgun and Heavy Stubber added.
  -Solo Pattern Light Bolters, well liked by PDF and rebels alike!
  -New Assassins, Vindicare and Callidus.


-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:
  -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).

Traitor Guard expanded:
  -New Valkyrie transport deployments.
  -Traitor and Chaos Ogryn, wielding Ripper Guns and Heavy Stubbers.
  -Battle Servitors with heavy bolter or missile pod limbs.
  -Penetante cannon fodder/suicide troops.
  -Floating Heretek engineers with beamer meltaguns and light lascannons.
  -New sniper long las, lascannons, ripper guns, hotshot and volleyguns.

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.
 -Changes to availability of things like the Plasma Sentinel or Assault (flying) Armors, they are now easier to get the research for.

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:
 -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.

Considerations for future additions, in no particular order:
-Krieg Grenadier.
-Nurgle Blight-Hauler 4 tile tank (WIP - Xom126).
-Nurgle Blight Launcher Heavy Auto Grenade Launcher.
-Nurgle biowarefare armory. Needleguns and Plague Spewer (Xom126 got a first draft going)
-Nurgle Deathguard Elite Heavy Infantry (First draft - Leflair)
-Nurgle Deathguard Havocs with Gravcannons.
-Nurgle Blightlord Terminators
-Nurgle Pestigors
-Genestealer Cult faction
-Slaanesh/Nurgle Cultists factions (maybe with some Necromunda mixed in)
-Slaanesh Anointed Terminators
-Daemon Furies
-Khorne Bloodgors
-Possessed Marines (First Draft Exists, Leflair)
-Tzeentch Daemons expansion, Horrors, Screamers
-Adeptas Tier 1 Heavy Flamer Sentinel, Tier 2+ Assault Cannon (Galgalim) and Multimelta Sentinels.
-Adeptas Dogmata, Sister Cop of Sisters.
-Adeptas Paragon Warsuit, 4xtiles unit like the Centurion or Behemoth. Proof of concept sheet done by Xom126.
-Adeptas Terminator tier armor.

Just to give you an idea what suggestions we've already recieved or come up with ourselves.

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: October 19, 2021, 06:54:57 pm by Leflair »

Offline Anon011

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

Offline Leflair

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« Reply #2 on: May 02, 2021, 07:52:37 pm »
ROSIGMA Latest Update Notes:
1.07B: 2022-APRIL Eight Update Patch.

Requires at least OXCE 7.5.3.,5258.0.html
And 40k mod version 032.

ROSIGMA 1.08 - Patch Notes (20220629)


Summary images of new content:

Patch Notes 1.08


- GENERAL: Updated install instructions with some troubleshooting. OXCE and submods got some quirks, hopefully this helps resolve most "common" issues.

- FIX: Industrial Pyramid Map height issue fixed. Also, some blocked doors and accursed elevators.
- FIX: False Elevators on GSC ships have been purged, hail the Spiral Staircase! (turns out the tileset did not contain functioning elevators at all).
- FIX: Weakened three Tzeentch Horror spells that were getting an unintended strength buff to their ranged attack component.
- FIX: Height issue crash for the Guard CAS craft on a few maps. Sacrifice/Summoning missions, Ork Outposts, hard terror mission and a few others.
- FIX: Night Sisters Codex page displayed wrong text and image.
- Tzeentch Solo bolter now has a sell cost. Scoped version no longer available at your local supermarket.

- MAPS: Added more potential spawn nodes to the Industrial Urban map set.
- NEW MISSION TYPE: Shrine defense Missions. Part of the random Terror Missions. Defender NPC Sisters/Novices/Fraternis Militia + Pilgrims. MAP: Gothic+Terrain.

- Buffed allied Stormtalon health in the WAR missions (and other missions where it appears). 2x-3x health from vanilla.

- Created and split STR_XENO_ONLY + STR_NECRONTECH from STR_ALIENS_ONLY, currently available to Radical Inquisitors to make use of captured Xeno Weapons (without going full chaos/Heretical).

- NEW RANDOM EVENTS Added, with various requirements to trigger depending on how well your campaign is going.
- NEW "The Emperor Protects" Beginner Mode Research topics, events and scripts. Research this topic to unlock more options, that allow you to request individual squads from various factions as well as get scripted reinforcements of the same squads. You also get a little bonus score infusion for each research topic. For new players, or if you want to fuck around with cross faction units.

- Split Chaos Marine Recruitment from STR_ALIENS_ONLY, introduced several new Chaos research topics and made it easier to gain access to STR_CHAOS_PATH by interrogating various chaos leader/commanders, the Crozius or from the warp research. You can also access it without being Astartes this way (no Chaos Traitor Guard or Arbites right now, only the Iron Warriors Guard).
- The Chaos Sister path (STR_ALIENS_ONLY2) available to Adeptas gives them quicker access to hiring Chaos Sisters than other Chaos Paths.
- 4 Gods Research Paths for more options (converting existing Soldiers) and Paths (specialization) that allows hiring 1 God flavor directly.
- Updated Chaos Marine Armors to ROSIGMA statline.
- NEW ARMORS: The Big 4 Chaos Factions now get their own armors with different statlines. In addition, Alpha Legion, Night Lords, Raptors and Iron Warrior armors are now available for the Undivided to equip.
- NEW CHAOS SISTERS: Heretical and the Big 4 now get their own Chaos Sisters. In addition you can create Iron Maidens (see below) and use Night Lord Sister armor.
- More varied custom Inventory Art remains to be done, as well as upgrade paths, but some new custom Voice Lines are available.
- Unholy Resurrection: By researching the Chaos Path and conversion/recruitment topics, you gain the ability to pay a (steep) price to resurrect your fallen Chaos Marines or Sisters. Does require the Soldier being rank 1.
- New Combat Servitors: By nabbing a Iron Warrior Warsmith and interrogating them, you can unlock the means of creating these unholy Chaos Combat Servitors. Either from your own Soldiers, or from captured enemies. They are tough but a bit slow, have high bravery, with good optics and accuracy (but poor reactions).
- By unlocking the Chaos Path you can also convert (manufacturing topic) many captured enemy Chaos units for your own use.

- NEW ENEMY: The Kelermorph, packing some big iron Liberator Autostubbers will now appear in certain GSC lists. A deadly gunslinger with revolvers that can punch through power armor with their special ammo, but any looted Autostubbers can be used once researched. You cannot build or buy these rare, non-standard guns.

- Gets Assault Cannon and Power Sword tech when researching mid-tier (one for free, the other need to be researched). Required to equip the Dread. Temporary workaround for STR_ASSC and STR_POWER_SWORD researching being Marine locked in vanilla 40k. The Force Hammer becomes available at hightier in the same way. The Force Halberd is already available after researching Master Crafting as GKs.
- ADJUSTED START: You now start with a varied Inquisition Retinue, including a few Inquisition specific units. GK reinforcements have been spread over several waves instead of the big early batch (you still get 4 GKs in that one).
- In addition, you can research several topics to requisition reinforcements from various factions, these are one-time events. Some more may be available at mid-tier.
- There are several reinforcement scripts dependent on Score, at very high (2000-3000+) you'll get some special reinforcements.
- NEW CRAFT ACCESS: The Inquisition Corvus Blackstar is now available.
- NEW SOLDIER: The Imperial Inquisitor can now be requisitioned/manufactured as the Grey Knights. using the existing Inquisitor Armor (Adeptas, so limited to female Inquisitors for now). The GK base starts with 1 Inquisitor, and any additional ones are very expensive to recruit. Adeptas players can also recruit these Inquisitors once they research the Inquisitor Office.
- NEW SOLDIER: the elite Inquisition Storm troopers are now available for requisition through the manufacture menu. They come with their own scoped and improved Hellguns. They are pricey, but do not "run out" like Grey Knights do. They have slightly better minimum stats compared to "normal" Scions, and slightly better armor (side, rear, under and 10% bonus vs Acid/Blight damage) and optics (heatVision, night vision, antiCamo). Their special mental conditioning grants them high morale, and their special status inflicts 50% less morale damage to allies when they die.
- The Inquisition Storm troopers have custom Battlesprite, Inventory art (9F+9M), BigOB etc etc. As do their Hellgun (a little white "I" and scope).
- The Inquisition Storm troopers are also available for Adeptas, once they research the Inquisition Office. 
- Added Imperial Black version of the Rotor Cannons that can be bought from the start, or at midtier (combi version).
- Added a portable Multilaser. Expensive to purchase, but saves on ammo cost vs rotor cannon.

- HUNK: The Inquisition Storm troopers can appear as friendlies on certain maps, and any survivors may join you. Currently the GSC high level base maps, where they will appear scattered about the map after a failed insertion.
- Added a rubberbanding mechanic, where if you score lower than 800 score after month 3, a small fire team of them will join you (ONCE).
- Likewise, if you score really well (3000 points+ after month 1) you will get 1 Fireteam of 4 Inquisitor Storm Troopers, one time boon, so you may want to take some risks to rake in them points in a month that is already going well enough.

- NEW SOLDIER: Imperial Assassin. The Inquisitor faction can recruit these through research topics that cost score and cash. You can only get so many in a run, and some are gated behind mid tier. You do start with one. NEw inventory art and battlesprite.

- FAVOR SYSTEM: Through research topics, the Inquisitor player can recruit limited number of reinforcements, triggering Events that delvier a small squad and equipment at the cost of funds, time and score. You get access to better things after mid-tier.

- RADICAL ROAD: Right now a research (costs 1000 score) that unlocks several manufacturing options under category RADICAL. These allow you to turn captured DESERTERS, Heretical Sisters, Chaos Penetante, Traitor/Redblack Ogryn, Squat (not Chaos Squat) and Blackstone into various SOLDIERS. Penal Legionnaires, Psyker, Adeptas etc. Generally corresponding with the base unit. 
- While slow and with some expense, these options are much cheaper than the "Traditional" ways.
- Full on chaos units are not yet... recruitable.

- HERETICAL PATH: GOing beyond even the radical, this path allows you to get down and dirty with Chaos. Falsify reports to the Inquisition, ensnare Imperial allies with blackmail, solicit bribes and recruit most captures human enemies to your side.
- You can even learn how to create the heretical Iron Maiden and Iron Guard servitors.

- Integrated MrJoppers Playable Farseer mod with my modified Inventory art of the 'Seer. The Eldar Farseer can now be recruited (with some convincing and resources) if you have a captured Farseer + researched STR_XENO_ONLY. She has carapace level armor + a considerable personal shield.
- NEW: Guard Power Armor. Equivalent to early Adeptas power armor in protection and equipped with Stormtrooper optics, this human Power Armor offers decent protection. Expensive and time consuming to produce, research available at mid-tier, the suit can be worn by veterans, stormtroopers, officers and commissars. Medic, Officer and Commissar versions have unique abilities and appearance.
Sponsored by Zastaver
- Krieg Panzergrenadier Power Armor added, unlocks with the Guard Power Armor requisition.
- NEW: Beastmen Guard Medic Armor. Uparmored flak, available from midtier (Abhumans gotta scrounge a bit harder for their medical equipment). Beastmen make for high mobility medics, even if their lowish armor (for late game) means they have to be careful. New inventory art.

- Guard Rotor Cannon. Minigun style (basically an amped up Heavy Stubber with higher rate of fire and some armor-rend ability) with a, Kombi-Grenade Launcher (single shot) variant. Can use both heavy stubber belts and its own backpack with more and slightly better ammo. The kombi-launcher can launch grenades (same as the Hellspite) and two types of Shotgun rounds.
- Added the Accatran Pattern "Light" Bolter. The traditional Heavy Bolter rechambered for Light Bolter rounds to reduce weight and recoil. Bipod equipped, this airborne developed Bolter is easier to carry and deploy than its heavier Godwyn cousin. While lacking the rate of fire or punch, this belt-fed (40 rounds) gun provides Guard with a stable and dependable light bolter platform, that can also use Kraken rounds. It is available through mid-tier light bolter research. Downsides include costly ammunition (especially the Kraken rounds) and a purchase price that rivals several rifles put together.

- NEW STRATEGY CHOICES: Added 4 Strategy options to the Adeptas start. Novice, Repentia, Battle Sister and Dominion (Elite). Each get different starting reinforcements and recruitment options. Novice is the low tech start, similar to the current one. Battle Sisters is similar to the old 40k start, without having to rely on Novices and getting a few more starting techs. Repentia starts with the new Repentia soldier type (see below) + Repentia Superiors, with less access to power armor and heavy weapons. Dominion will be further developed with more restrictions, but currently is a somewhat easier start that gets more techs and earlier access to high end weapons.
All have access to Adeptas Pilots, Medicae and all but Dominion Strategy has access to Frateris Militia.
-  Each Strategy gets different starting craft tokens to trade in for transports via manufacturing topics. Each strategy also gets access to the different craft at different times, with Repentia and Dominion strategies having the biggest differences.
 - Adeptas Faction now starts with just the Adeptas Pilots and Frateris militia, with further reinforcements coming by event after your Strategy Choice. Each Strategy gets different Sister reinforcements (Novices+Novitiate Superiors, Battle Sisters, Repentia + Repentia Superiors and Veteran Adeptas for Dominion). As well as sets of weapons.
- NEW CRAFT ACCESS: The Arvus Lighter is now available for Adeptas as well.
- NEW CRAFT: The Castigator Autocannon IFV variant. A Predator style turret on an Adeptas Rhino Chassis, this Ceramite-tier transport option adds some needed long range autocannon fire to the Adeptas. Available to all strategies.
- The Immolator Convoy Craft speed has been increased, from crawl speed to a brisk walking pace.

- NEW SOLDIER TYPE: Novitiate Superior. The Adeptas now start with some of these to lead the Novices in battle. She is of similar ability to the normal Sister Superior, with a slightly different armor. She can be hired for 1 million credits and is well compensated for her task of training Novices (expensive upkeep). They can also be promoted from Sisters and Pilots with Long Service Time commendation (normal Sister Superiors require the VETERAN commendation) and have 1 lower rank requirement for promotion.
You can promote a Superior to either (but it costs).
- NEW ARMOR: Novitiate Superior armor added. Has the new ability, LEAD BY EXAMPLE which buffs and heals (slightly), and scales with Devotion and Bravery. This ability has also been granted to the standard Superior and Canoness armor sets.
There is a manufacturing topic to produce the Novitiate Superior armor set + a Sister Superior honor token required for the promotion.

- NEW SOLDIER TYPE: Repentia Superior. Leads the Repentia into battle and serves as that Strategies starting Sister Superior, with a melee focus and using Neural whips. Similar to the Novitiate superior. All Superiors can cross promote.
- NEW ARMOR: Repentia Superior Armor, sacrifices rear armor for improved front and flank armor to serve on the front line. Can be used by any Sister Superior.

- Sister Superiors (all types)) now have a bigger morale impact on their squads when they die. Balances a little bit for their LEAD BY EXAMPLE ability.
- Enabled the Canoness to wear Sister Superior Armors as a fallback option.
- Added restrictions on the Canoness and Inquisitor Armors so only the Canoness can use the former, and Canoness/Superior Sisters can use the Inquisitor armor. Slightly nerfed the stat boosts by 5 points.

- NEW SOLDIER TYPE: Dominion Sisters are veteran Sisters that come equipped with Dominion Armors and better starting stats. They are available to recruit through a pricy manufacturing project for the Elite Dominion Strategy.

- NEW SOLDIER TYPE: When a Sister falls wearing the Geminae armor (formerly the "Celestin" flying armor), her soul shard can be recovered after battle and used to transform an existing Sister into a Geminae soldier type. This uses another sister as a host, so it can be used to turn a novice into a powerful veteran Sister. The Geminae Soldier comes equipped with the Geminae flying armor set, which will save you some resources vs manfucturing a new armor. There is a cost in cash, promethium and kill tokens but it is cheaper than the true "Resurrection" project (which brings back the soldier proper). If the Geminae sister dies, she will leave behind a Shard as well. This means that with enough resource expenditure, you can have several Geminae Sisters, ensuring that you always have "veteran" sisters with good stat lines. Basically the Agent Smiths of the Sororitas.
- NEW SOLDIER TYPE: Dedicated Repentia soldier type STR_ADEPTAS_REPENTIA, can be hired with same conditions as ordinary sisters - cheaper to run, and with slightly different stats (faster, tougher, less shooty accuracy)
- Added Dedicated Repentia Armor and SoldierType, with greatly upped Devotion gain (20 vs 6 normal armors, or 10 for the old repentia armor option), only the new Repentia soldier class can use this (comes with it by default).
- Transformation project for Sisters/Pilot/Superior/Canoness/various Chaos Sisters soldiertypes to Repentia.
- Transformation project for STR_ADEPTAS_REPENTIA -> STR_ADEPTAS, requires VETERAN commendation (15 kills, 15 missions).
- Transformation project for STR_ADEPTAS_REPENTIA -> STR_ADEPTAS_ASSASSIN, requires CRUX TERMINATUS (30 kills).
- Transformation project for STR_ADEPTAS_ASSASSIN -> STR_IMPERIAL_ASSASSINFEM, requires VETERAN commendation.

- NEW SOLDIER ACCESS: Adeptas can now recruit the new Inquisitor Storm Troopers and Inquisitors after they research the Inquisitor Office.
- Inquisitor Armor updated with 9 new male inventory sprites and vocie lines + updated female sprites with more inquisitor details.
- Nerfed the stat bonuses for the Inquisitor Armor.
- Added 30 Adamantium cost for producing the Sister Superior Armor/Token.

- Simplified Requirements for USING Adeptas weapons. Requires have been changed to RequiresBuy or moved to Manufacturing. If you find any Adeptas weapons in the field, you can now use them regardless of faction.
- Changed the Dominion Bolter magazine production so it is dependent on the magazine research. Lowered research time cost for the ammo and raised it for the gun instead.

- ADEPTAS WAR: Corrected a typo that added way too many rank 3 enemies to this map.

- Lowered Necro Meltagun research time cost to 200 from 400, as its more of a sidegrade.
- NEW WEAPONS: Adeptas Autoguns. Inspired by the Kill Team Novitiate Autoguns. Shows up in the base menus simple as the Autoguns, but in battle they have the Adeptas BigOB art. There´s a Scoped DMR variant with aimed fire instead of a bayonet.
-  BALANCE: Nerfed resistances of the Assassin suits, although it is a workaround for no proper dodge mechanic, they should still be taking *some* damage.

Latest Hotfix:
Checkout the Discord for hotfixes.

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

I'll keep this post for the latest hotfixes inbetween 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: June 29, 2022, 05:12:24 pm by Leflair »

Offline Thatguysenpai

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« 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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« 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

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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« 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:
« Last Edit: May 06, 2021, 10:24:47 pm by HT »

Offline Leflair

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« 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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« 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!

Offline Simi822

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« Reply #8 on: May 12, 2021, 12:56:41 am »
Dear All,

so here are my first impressions ....Excellent

started a game as the IG, the new mounted Heavy Bolter is a beast (reminded me the 40k:SM game) and it makes the mounted Lascannon a joke (OK this time you can buy it for a fair price instead of building it for more resources then a Advanced sentinel)  Sentinels...the multilaser is fair, same is the  Lascannon variant...practically the new mounted heavy bolter makes them obsolete...but the Autocannon or Heavy Plasma are like a dream....the heavy flamer is still not my stile...and I think the multimelta version is not yet been introduced (but if you do it with like 3x ammo...don't do it)

the Kriegers...I like them, 500k to get 10x with a extra buck is OK, especially because on gets the Krieger Lasgun.....well balanced
maybe...krieger carapace or officers for the future?

where I have to give some criticism is the following, one will battle a lot corrupted sisters, one will get their gear...there is no option to identify it as IG - Astartes, etc so that should be fixed, if one finds something he can use (Scout gear, Sisters gear, etc) give a swift option to know the stats...would be nice :)

and maybe a second idea...the trading post...sell more exotic items...In the moment: special Lasguns or Bolters OK...why not also  exotic Shotguns (arbiter ones) or Cyber Doges, or Sistar weapons when playing a other course for a high price....

Offline Anon011

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« Reply #9 on: May 12, 2021, 01:55:41 am »
Speaking of suggestions, how about new unique weapon. Lucius Pattern Shotgun? In tabletop its used by Krieg Engineers and packs quite a punch on top of being semi-automatic.

Offline Leflair

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« Reply #10 on: May 12, 2021, 06:56:01 pm »
Good suggestions, will go in the consideration pile.

(Got a bit of a tech review/overhaul planned to make it easier to unlock exotic weapons with any captured variation, cross imperial versions etc).

A little something I've been working on to clear out more of the Adeptas only gear is a expanded Nurgle arsenal so the Nurgle Sisters can have their own toys:

Plague Marines will also use some of this stuff.

I've been moving to divide up the forces of chaos by "themed" guns. So no longer will they all be using the same generic chaos plasma guns.
For Nurgle, the themes are physical weapons + grav weapons. So no lasguns or plasma guns. Instead they get these fun new gravguns!

The patch notes will have a detailed explanation for each weapon. 
« Last Edit: May 12, 2021, 06:58:27 pm by Leflair »

Offline HT

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« Reply #11 on: May 13, 2021, 11:20:52 am »
Cyber-Mastiffs would be a cool addition yep. Piratez and XCOM Files already have playable doges, so it would be an easy conversion IMO. Some of the high-tier robo dogs are hilariously murderous. Similar case with combat servitors, which should be a thing if they aren't already. Some of them are OP but fun to play with, like the Praetorian ones.

Offline Gnelf88

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« Reply #12 on: May 13, 2021, 03:55:02 pm »
First of all very good mod  :) Lots of excellent content that I cant live without, but I was just wondering if there is anywhere I can find a sheet or something similar to find the stat/item requirements (e.g sister superior honour) for all the new transformations and how to get those items if any. Thanks in advance
« Last Edit: May 13, 2021, 11:14:58 pm by Gnelf88 »

Offline Simi822

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« Reply #13 on: May 13, 2021, 06:51:39 pm »
Dear All,

so the Bad Ladies attacked my base..was not an easy battle but we managed...but then Boss Lady came
killed like 4-5x Guards and then we won only to get a screen that a file is missing (the game crashed)
which file can I reproduce to fix it? (I dont care if the corpse will look diferently)

Offline Buscher

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« Reply #14 on: May 14, 2021, 04:52:11 pm »
Dear All,

so the Bad Ladies attacked my base..was not an easy battle but we managed...but then Boss Lady came
killed like 4-5x Guards and then we won only to get a screen that a file is missing (the game crashed)
which file can I reproduce to fix it? (I dont care if the corpse will look diferently)


I can't reproduce your issue with OpenXcom 7.0 (v2020-03-17) and ROSIGMA v1.0 (with and without the hotfix in this thread).
You could check ROSIGMA/Ruleset/ENEMY/HERETICSISTER/armors_hereticsisters.rul
Code: [Select]

and ROSIGMA/Ruleset/ADEPTAS/adeptas.rul

Code: [Select]
    name: STR_CORPSE
    weight: 30
    bigSprite: { mod: 40k, index: 619 }
    floorSprite: { mod: 40k, index: 378 }
    invWidth: 2
    invHeight: 3
    armor: 80
    recover: true
    liveAlien: true
    costSell: 50000

It should look like in the code boxes. If that all doesn't help you can consider using debug mode (enable in options.cfg) with CTRL+D and CTRL+K. Perhaps updating OXCE might help but it seems to be a stretch.