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Modding => Released Mods => 40k => Topic started by: Leflair on May 02, 2021, 02:47:50 pm

Title: [ADDON] ROSIGMA
Post by: Leflair 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.

(https://i.imgur.com/W9iwRbm.png)

Mod.io page and download links:
https://openxcom.mod.io/rosigma (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/zt9NhVUWXY
(Found the setting to not have the link expire after 7 days)

Latest update notes and hotfixes:
https://openxcom.org/forum/index.php/topic,9687.msg138591.html#msg138591

Intro:
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:
(https://i.imgur.com/It904RE.png)
(https://i.imgur.com/0vPSLhF.png)
-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:
(https://i.imgur.com/6z61MuR.png)
- 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:
(https://i.imgur.com/6IAf9BG.png)
- 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:
(https://i.imgur.com/2lcsBr9.png)

 - 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.

(https://i.imgur.com/MRw0R3a.png)
(https://i.imgur.com/K5ExB35.png)
- 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:
(https://i.imgur.com/fgXF3eD.png)
- 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:
(https://i.imgur.com/ONgK9Rk.png)
- 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:
(https://i.imgur.com/AAHdRFz.png)
- 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:
(https://i.imgur.com/SGgpn3U.png)
- 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:
(https://i.imgur.com/ewxhdBC.png)
- 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.

(https://i.imgur.com/DUZrTYG.png)
- A new Sister pilot has been introduced, with bonuses to piloting. Expensive, she´s not a replacement for the Battle Sisters in the field.

(https://i.imgur.com/ReMsNU9.png)
- 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:
(https://i.imgur.com/77rP2E5.png)
(https://i.imgur.com/Kzy5rTa.png)
- 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:
(https://i.imgur.com/ZXGyvbK.png)
  -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.

(https://i.imgur.com/RVsVCD6.png)

-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:
(https://i.imgur.com/OFKwymK.png)
  -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.
Title: Re: [ADDON] ROSIGMA
Post by: Anon011 on May 02, 2021, 06:16:31 pm
Awesome work! Cant wait to try it out.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 02, 2021, 07:52:37 pm
ROSIGMA Latest Update Notes:
1.05B: 2021-OCTOBER Fifth Update Patch.

Requires at least OXCE 7.0.0 (2021-03-13). Recommended 7.1.3.
https://openxcom.org/forum/index.php/topic,5258.0.html
And 40k mod version 030.

Here's two alternative campaign mission lists for 1.05(A), replace the file of the same name in the ruleset folder of the ROSIGMA mod folder:
Easy/Chill Mode (https://drive.google.com/file/d/1H2vLv9vcrgeRxxcA8SMPtStIUC0rpMlV/view?usp=sharing) - Suitable For Arbites, Guard and Sisters or anyone who wants to ease into ROSIGMA. Its not massively different, but the enemy ramp up happens more gradually, with a easier start, and the big bad CSM come in force only at month 7-10.
Hard/Challenge Mode (https://drive.google.com/file/d/1PzDeC_GM5w_v7UgJ89Ambi_yBoBS5k2O/view?usp=sharing) - Suitable For Marines and Primaris playthrough, experienced players etc. Introduces tougher lists sooner, removes or reduces easier lists.


ROSIGMA 1.05 (2021 10 11- Fifth Update Patch)
See patch notes page five for the 1.05A and B versions, which adds Blue Horrors and Tzeentch weapons.

Works with 40k Version 030.

(https://i.imgur.com/CXOy0pL.png)


Bug fixes:
    Visual: Gave Chaos lascannons faster beams.
    Visual: Corrected one Adeptas Novice inventory piece that had distorted palette.
    Corrected a crash for SCIONMEDIC_6_MEDIC_FEMALE due to a link error.
    Fixed some missing .SPKs that were turning up blank Inventory images for certain Squats
    Bugfix for Nurglings crashing on Middle Mouse Click
    Tzeentch Flamer "Ammo" should no longer drop, AI more likely to use the alt fire modes
    Some fixes to Blackstone dark vision.
    Added Killtokens to Orks.
    Added Killtokens to Sisters of Filth and Twisted Sisters.
    Fixed a starting morale issue with SoB Pilots.
    Added recoil to Adeptas Bolter Mephisto.
    Added recoil text info to Ufopedia entries for Bolter Elohim, Mephisto, Hellspite and Dominion.

General Changes:


    Starting Servitors/Adepts (Engineers and Scientists) now are recruit-able AFTER selecting strategy, to avoid overcrowded barracks.

    Nerfed some camo values until we can rework the system in 1.06. Generally sneaky enemies will be easier to detect in 1.05.

    Changes to the alien mission lists now integrate the new Tzeentch cult lists, making early game (month <3) easier. Changes include reduced odds of running into enemy squats (of all flavors), some nastier Chaos Sister lists (ex Radical Sisters) moved to month 3+ and Alpha Legion activity early game reduced. This includes enemy terror missions. Expect more cultist activity.

    Added the racelists of the 4 gods to THREAT ONE, as well as the Hereteks, so its easier to unlock access to power armor when playing as Space Marine Scouts. Note, the requirement is for any member of said racelists so that includes things like battle servitors (Traitor Guard). The units not included are most cultists (STR_SECTOID), although certain units there can also grant it as a get one free tech on interrogation (Sectoid Medic for example).

    Enemy Squats armor nerfed by ca 10 points. Some of them now have 10% less protection vs HE.

    Enemy Hellguns/Volleyguns armor piercing (armorEffectiveness) nerfed by 10%, toHealth damage reduced by 10%, accuracy of Snapshots reduced by 5-10 points.

    Certain Khorne Sisters now equipped with chaos flamethrowers rather than standard flamethrowers.

    Switched out some enemy captured imperial small arms (shotguns, stub guns, flamethrowers) for the chaos versions

    Outpost Power Generator monthlyCost changed: From -150000 to -300000 for shorter investment return period

    Corpse Cash overview/rework to be more consistent, corpses now sell for a span up to 40k in cash. Low tier enemies go for 1-9k, mid tier enemies for 10-18k and high tier enemies for 19-25k with the highest ranking or dangerous enemies netting up to the maximum amount.

    Changed unlock requirements for the 40k "Hyper Wave Decoder", specific navigators no longer required, instead the requirements are leader and chaos base data dependent. See the ingame tech tree tracker.

    The Mastercraft Plasma Pistol weight increased to 4 from 10 from 10 to 4 to be more in line with plasma weapon weights.

    Traitor Guard flak armor (for basic troops and leaders) buffed slightly, from 20 front to 30 and other armor sides also buffed slightly.

    Traitor Guard carapace armor buffed slightly, +10 to all sides, from 60 to 70 front armor. Under armor reduced from 50 to 30.

    Traitor Guard pilot suit armor buffed slightly. +5 front armor and smaller buffs to sides.

    Traitor Guard Sentinel armor buffed from 100 to 120 front. Will stand up slightly better vs bolter shots.

    Traitor Sargent has 80 shield now instead of 250.

    Hologram Grenades are now available for all player factions to help distract enemies that smoke doesn´t work on.

    The Plasma overheat system, complete with graphical BigOB changes as the guns overheat, now updates live during the turn (courtesy Buscher). The weapons will suffer penalties as they overheat, and become unusable, eventually self-destructing (sadly, no explosion currently possible with Openxcom!).

    Krak: All damage made consistent.

    Added movement penalty script for Heavy Weapons, the further a unit moves the larger the accuracy penalty. Certain armors (Devastator, Retributor) will lessens this penalty. This is to buff rifle type weapons and other small arms vs Heavy weapons. Mobility and flexibility vs Heavy Firepower.

    Introduced despawn penalties for terror missions

    Introduced a score penalty for leaving enemy bases around. points = 5 * currentBaseLevel/maxBaseLevel rounded up. Chaos Bases will always generate 5 points per day. Beginning bases of other factions will start at 1.

Adeptas Changes:

    Prices overhauled, mostly raised for mid/late tier, heavy and exotic/specialist weapons. Redeemer shotgun and its ammo has become cheaper. Pistols, Flamers, Boltguns/rifles remain cheap, while Heavy Bolters and power weapons have become more expensive. Midtier and late tier Bolters have become more expensive (but still cheaper than the heavy weapons). Adeptas Beamer meltagun manufacture price raised to 100k. Stormbolters and Assault Cannon have become more expensive to operate (ammo). Seraphim armor has become more expensive.
    Adeptas Drop Pod positions now face in the same directions as the SM one.

Imperial Guard Changes:

    Gave Jump Armor a Back Pack that can carry a Heavy Weapons Toolkit
    Turned the Mounted Lascannon more powerful than the Hell-Hammer, 200 vs 150 power difference.
    Lascarbines have been changed to be more distinct from lasgun rifles. Snapshots now shoot 2 shots (applies to reaction shots too)
    Lasgun weight set to 8.
    Added Codex Articles to Commendation
    Promotions: Changed Guardsman Veteran Promotion Requirement to depend on the Veteran commendation. Codex article updated.
    Cosmetic: Scions Officers get different Rank Title than normal Scions, "Tempestor Prime".
    Lowered min/maxStats for Guardsmen, strength min is now 10, max is 25.
    Lowered TU cost on HWT from 60 to 40.
    Armor Repair for Scion/Veteran Power Pack Weapons. Costs some adamantium materials and fuel.
    Veterans from Events start at Rank 1 (instead of 0) so they don't start as recruits
    First Version of Powershot Script (Lucius for now), powershots have +20 power but expends 4 ammo per shot.
    Krieg mounted 4-tile weapons now also get the Krieg morale boost.

Space Marine changes:

    Primaris armor values adjusted on a basic level to be more equivalent to ROSIGMA Marine armor. They start out weaker, but as they gain levels and become more experienced they learn to make better use of their advanced armor (increasing armor values). Further adjustments will come in the future.
    Starting engineers and scientists (adepts) moved back to 10 from 20 due to the new system for delivering these (depending on difficulty choices).
    Added 3x2 Backpack for Tactical Marine Armor. They can now be very tactical.

NEW:

    I´ve sprited up a TOS stream/video friendly (and a little more 3rd/4th generation accurate) Daemonette inventory image. Safe for work? You decide. To get the old one, simply delete or move the new one from the mod folder (inventory images under Resources\FOES\Inventory).
    Added a mid tier flamethrower clip upgrade, that uses promethium for manufacture and ignored 30% armor. Crank it up!

New for Imperial Guard:

    The Vindicare and Priest now have their own custom armor preview sprites.

    Squat and Beastmen Guardsmen added, flak and carapace versions.
    The Squat are slow (low TU and reactions) but have better armor, higher health, bravery and strength. They are not as good in melee or at throwing grenades as human guardsmen.
    The Beastmen are fast (higher TU and reactions), have slightly better front armor (but worse rear/under), higher health (not quite as tough as Squats though), strength and good melee skill. Their armor has a 10% boon vs stun and melee damage, but take 20%  more from fire damage. Looked down upon within the Imperium (When tolerated at all) they cause less morale damage when they die, have half the salary (upkeep) and less of a score malus. They make for good scouts, assault and skirmishing infantry.
    Beastmen are unique to the new Abhuman Strategy path for Guard (see below).
    Both Squats and Beastmen have "Dark vision", giving them slightly worse daylight vision but much better night vision than human guardsmen.
    Both Squats and Beastmen have unique voice packs.

    New Abhuman Strategy added. Focused on Ogryns, Squats and Beastmen guard with recruitment available from the start.
    Has access to the "light Chimera" transport. Modified Planetary Defense vehicle.
    Uses Biomancer Psykers for healing (available from the start with this strategy after some research).
    Strategy starts with some chainswords and flamethrowers.
    Gets access to IG Heavy Weapons research at mid tier.
    Does not get Airstrikes at midtier.

    Krieg Heavy Stubber, Lucius pattern. This is a high calibre, low ammo capacity heavy stubber with a bipod. Heavy, it has similar power to light bolters with slightly higher armor penetration but less health damage. An early game weapon to deal with carapace enemies before hotshot becomes available.

    Krieg Heavy Lasgun, Lucius pattern XIV. This midtier heavy lasgun has a baseline 20% power increase over other lasguns, at the cost of significantly higher power consumption. It has enough juice for 12 snapshots, or just 4-5 powered shots (At 30-35% higher power output). It comes with an aimed shot for slighlty better range accuracy and higher damage. Its weight is comparable to a heavy stubber, and its melee accuracy is reduced as a result. It is also significantly more expensive than the standard Lucius, at 250k. It can use both normal lasgun power cells as well as hotshot power cells.

New for Adeptas:

    WIP Brand New Miracle System, translated from the tabletops version by Buscher. They can be spent to perform "Acts of Faith". Miracle Points are gained by, in openxcom terms, actions that generate experience. Getting kills ("Vengeance" TT), bravery related events (panic/recovery "Valour" in TT, resisting psykers, "Purity" in TT), actions that generate devotion etc.
    Unlike the Imperial Guard "Commands" system, Miracles/Acts of Faith are more individual, as well as some passives.
    One current passive ability is a "Spirit of the Martyr" miracle, that saves a Sister that would otherwise be killed (but only once per turn) if you have enough Miracle points left. More like that will be available in 1.06

    Adeptas Mk.V Necro Pattern Meltagun added. Suitable for an assault role, it expends twice the ammo for a 20% boost in power and the ability to fire 3 snap shots per turn instead of just 2. It also has slightly less accuracy than the other meltagun. Costs 80k to manufacture and is unlocked with the vanilla Meltagun. Based on the Meltagun shown and named in Demonifuge, it is not all that different from the normal meltagun, but in interest of gameplay I´ve made a niche for it that suits the Adeptas playstyle. While it can snapfire a lot of shots, it will quickly drain its power cell doing so, making it more expensive to operate and requiring frequent reloads.

    Adeptas Mk.XII Jove Pattern Boltgun added. It is based on the Demonifuge Adeptas boltgun (and its "codex entry" at the back of the first issue). You may recognize it from a lot of 90ies Adeptas artwork, where it was the standard boltgun, although it has since fallen out of use (in art or mention) in favour of the lighter De´az pattern.
    Very little info aside for its art and name, being described as standard issue (at the time) for Adeptas, my "head canon" is that it was an early attempt/order for a full size Bolter weapon but despite the best efforts of Mars in reducing recoil, it is still difficult to handle, heavy and the strain on logistics and its high cost has since limited its deployment for most deployments the Adeptas would find themselves in. Unless... they happen to need the extra stopping power, say versus Chaos Space Marines, Tyranids or other special missions.
    I went on how it looks vs the De`az Bolter to determine its calibre. The Jove used the full size boltgun rounds (same as Marines, possibly 0.7 or 0.75), has more recoil than the De´az and does a little extra damage (10%) due to its advanced construction by Mars (no expense spared). It´s a midtier gun that requires ceramite research and is quite a lot costlier than the De´az gun. Next to the Elohim, Mephisto and Hellspite it packs quite the punch, but is otherwise unremarkable with no special sights nor bayonet.
    The late game Dominion bolter is superior, but heavier and even more expensive.

New Enemy Forces:

    The Tzeentch Cults are added, brimming with mutant thralls, zealots, acolytes, witches, sorcerers and summoners. Currently they have access to several nasty tzeentch servitors and some lesser daemons/spawn.

The Tzeentch forces are more focused on precision lasguns and lascannons than their other cultist counterparts, having fewer ranged explosives, heavy stubbers or shotguns. For close combat they prefer to use tzeentch flamethrowers.

Their units are divided into their spellcasting elite, and plentiful mutant and zealot chaff. Their spells are designed to slow down, confuse and break their opponents, making them easy pickings for Tzeentch sharpshooters and snipers.

Their more powerful sorcerers, Thrall-Champions and Summoners can bring forth more destructive spells, as well as summon daemons.

Placeholder magic is a fireball spell for now, 1.06 aims to implement some more tzeentch specific magic.

    Night Lords Raptors and Warptalons added as a late game flying threat. They are more dangerous than the normal raptors, sneaky and spooku.

    Night Lords do more damage depending on how morale/bravery of the target. Bravery acts as damageModifier, Morale as Armor.

    Night Lords possess special terror inducing panic attack special abilities. Get your adult diapers on.

    The Alpha Legion has deployed another false flag force, it´s out there. Preparing. Shiny and chrome.


Latest Hotfix:
Hotfix for 1.05: -1.05A is the latest-

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.
Title: Re: [ADDON] ROSIGMA
Post by: Thatguysenpai 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.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair 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).
Title: Re: [ADDON] ROSIGMA
Post by: HT 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
Title: Re: [ADDON] ROSIGMA
Post by: Leflair 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.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 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!
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 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, etc...so 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 factions...off course for a high price....
Title: Re: [ADDON] ROSIGMA
Post by: Anon011 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.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair 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:
(https://i.imgur.com/H3NXzwt.png)

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. 
Title: Re: [ADDON] ROSIGMA
Post by: HT 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.
Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 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
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 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)
Title: Re: [ADDON] ROSIGMA
Post by: Buscher 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)

Hey,

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]
  - type: STR_HERETIC_CANONESS_ARMOR    #ADEPTAS BARRONESS CANONESS
...
    corpseBattle:
      - STR_HERETIC_CANONESS_CORPSE #STR_ADEPTASC_CORPSE

and ROSIGMA/Ruleset/ADEPTAS/adeptas.rul

Code: [Select]
  - type: STR_HERETIC_CANONESS_CORPSE
    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.

Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on May 14, 2021, 08:22:50 pm
armors_hereticsisters.rul - is like in the box

adeptas.rul - is also like in the box

so I downloaded everything again, checked if using latest versions.

after providing the deadly blow - I am getting the same error.

see new save and log.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on May 14, 2021, 08:55:01 pm
Can't reproduce it again. Neither by shooting nor by killing via debug. I have even tried the OXCE version (Linux) you are likely using.

You could probably also check 40k/Ruleset/extraSprites_40k.rul
Code: [Select]
  - type: FLOOROB.PCK                            #FLOOR FLOOR FLOOR FLOOR FLOOR FLOOR
    files:
...
      378: Resources/Adeptas/floorob_378.png

and have a look in the 40k mod folder that you have the file Resources/Adeptas/floorob_378.png

Otherwise I can't think of any reason. Especially as I cannot reproduce it.

In the meanwhile I am going to upload two saves after the battle. One has the Canoness sold, so it should work either way.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on May 14, 2021, 09:02:16 pm
thanks for the effort, will try it with the "FLOOROB"

- I did yes it is as written and the png is available I can open it and look its not corrupted.

I am using the win10 version not Linux

the ZIP one:

- Latest version for Windows (zip 64-bit), recommended (v2021-03-13): download

thanks for the save files will check them out

Title: Re: [ADDON] ROSIGMA
Post by: Anon011 on May 15, 2021, 02:20:38 am
Since this awesome submod expands not only player arsenal and options but also enemy rooster I'd like to make a suggestion.
Genestealer Cults as new enemy, with difficulty set somewhere between Chaos Cultists and Orcs.
Iirc there are already sprites for webber gun and some 'nids so modifying base human sprites into genestealers and maybe Ogryn sprites into Aberrants. Doesnt seem like impossible undertaking and would add some more diversity in the enemy rooster while still keeping the difficulty level for "weaker" factions like IG and Arbitres more manageable.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 16, 2021, 01:53:03 am
Genestealer cults are on the list of things to do. Shouldn't be too hard to do the sprites either (time consuming though, but that's everything sprite related).

Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 16, 2021, 08:17:41 pm
Added a fixed update post under the main post, but I'll post the latest to the thread as well.

1.01: 2021-MAY - First Update Patch.
Bug fixes:
-Fixed a crash issue with the Fiendgor.
-Fixed a minor capital letter link error that caused the Fiendgor Inventory sprite to turn invisible.
-Fixed some minor pixel errors with the Fiendgor Inventory sprite.
-Fixed a crash issue with the Khorne Ungor.
-Fixed some pixel errors and adjusted arm positions for certain frames of the Slaanesh Anointed.
-Fixed an encoding error in the Anointed deathsounds .wav files
-Fixed an error that prevented incendiary grenade drums from being loaded into the Adeptas Grenade Launcher
-Corrected a ufopedia crash involving the Cherubim incendiary grenade drum.
-Fixed some Ufopedia errors, a crash involving STR_Chaos_Seraphim_Armor.
-Added some missing language lines.
-Fixed a missing index link inducing crash bug for the Heretic Canoness corpse floorOB sprite.

Changes:
-Alien Missions rebalanced: Early missions (up to month 5) will now feature far fewer Chaos Space Marines (of all flavors). Instead cultists, traitor guard and chaos sisters will take their spot. Making for a little easier starting stretch! Not to say you can't encounter CSM however, as some may be included in certain mixed lists.
-Orks will no longer spawn at game start (in 1/3rd of campaigns), instead they'll arrive several months in by way of a crashing space hulk. You will get prior notification by ingame events. This means Orks will arrive for all campaigns and serve as a midgame enemy force! Seeing as how they are more dangerous than the cultists and traitor guard after our additions.
Note: There is still a small chance of other Ork forces building bases prior to the event chain, so be on the look out.
-Ork fortress difficulty change: Changed defenses of first tier and raised the final tier. Should make it a lot easier to deal with early on.
-Adeptas: Penitent Engine no longer requires Plasma Cannon or Dropship research, instead Arsenal of Faith and Adamantium (Alien Alloy) research. This change will make it available for the early-midgame rather than tier 2.5+ (late game).
-Buff: Adeptas One-shot Rocket Launchers like the Faust and Haborym. Krak Faust rocket now has good armor penetration (reduces enemy armor effectiveness) and 120 power. Haborym is now combined INC+Melta and does large armor damage (power 100). They are still short ranged and inaccurate single shot weapons, but somewhat easier to toss on a noodle armed Sister than a big missile launcher.
-QoL: Made Drop Pod landings slightly less harmful to armor-wearing troops. Instead of a 80% armor reduction before applying potential damage, armor is now 50% effective. This should make Drop Pods slightly more viable for Stormtrooper tier troops and the like.
-Nurgle: Beware, the highest tier of Nurgle Terminator will now use the new weapons loadout.
-Nurgle: The Sisters of Filth will no longer use the heavy nurgle bolter at highest tier, but instead the new (see below) Nurgle light Kombibolter with underslung blight/acid grenade launcher.
-Adeptas Research: Changed the Juptier Gravgun unlock requirements so researching any captured Chaos Gravgun variant makes the research topic available (similar to how the flying Seraphim armor research was changed). With all the new Nurgle Gravguns, they are the best place to capture some for research!

-CSM armor value changes:
Bringing them more in line with previous changes.
Overall buffed front, side and under armor of CSM, Havocs and Terminators.
For standard CSM, from 90-100 front armor buffed to 110-120 range.
Havocs land in the 130 range.
Terminators and champions to 130-160.
-Tzeentch armor is very strong with resistance to flame and HE damage.
-Nurgle armor isn't quite as good towards the front, but is more balanced all around. Weak towards flames however.
-Khorne and Slaanesh Marines has less armor and more pronounced rear/under weakness.
-Dreads, Juggs and Behemoth armor buffed a fair chunk, especially front (up to 200) and under armor. They are now tougher than terminators, suitable for 4 tile units.
Overall a minor difficulty increase for late game.

Additions/New Stuff:
-Added a couple of missing For Honor Token corpse trades (Heretic Canoness/Seraphim/Inquisitor/Sister).
-Added name strings for test lists. Mission Generator should easier on the eyes when picking enemy lists.
-Transformation spritesheets added for Heretic Sisters of Battle variants (Ufopedia changes applied), two variants added into soldier rotation for certain race lists.
-Transforming spritesheet added for a blessed Khorne Repentia Superior variant to turn them into Bloodletters upon defeat.
-Transformation spritesheets added for some Sisters of Filth variants (Ufopedia changes applied) to turn them into Nurgle Sisters upon defeat.
-Transformation spritesheets added for Nurgle Sister variant that transforms into Plaguebearer on defeat.
-Some favored Plague Marines have now been blessed by Papa Nurgle with immortality and can now turn into Plaguebearers upon defeat.

-IG: New event, if you're doing well during a month with high score, the planetary forces will dispatch some volunteer veteran guardsmen to bolster you.


Nurgle Arsenal Expanded
(https://i.imgur.com/caNr448.png)

-Nurgle Arsenal: Added the melee Plague Knife to Nurgle loadouts. Primarily in early tiers with pistol weapons, but also as a backup weapon for some units.
-Nurgle Arsenal: Added the melee Blightsword to leader melee loadouts. It ignores some armor (25%) and damages armor, as well as does a large chunk of fatal wounds and drains energy. Only 50% of power goes into health damage however.
-Nurgle Arsenal: Added a Nurgle themed Boltpistol for early loadouts and to make melee+pistol loadouts possible. Also added boltpistol blight rounds for it to use.
-Nurgle Arsenal: Added a Nurgle Gravpistol + ammo. Less damage than the gravgun, with shorter range and power reduction per tile after a certain point. Still, it pretty much bypass armor,m esses it up and does direct health damage. Used by Nurgle leaders and champions instead of the boltpistol.
-Nurgle Arsenal: Added Nurgle Light Bolter + Ammo type. Replaces De´az pattern bolter and full size Nurgle Bolters for Nurgle aligned Sisters. This light bolter has a low rate of fire, no bayonet, but is accurate further out. Its rounds have slightly less power than the bigger Blight rounds, and do less Wounds % and less damage to armor, instead they ignores20% armor and does more energy and stun damage. It will primarily be used by Nurgle Sisters and low tech tier Nurgle Plaguemarines.
-Nurgle Arsenal: Added a light kombibolter with underslung grenade launcher to the forces of Nurgle. Replacing the Cherubim grenade launcher they´ve been using + some other bolters. It uses the same light blight rounds as the Light Nurgle Bolter and can launch either Blight or Acid Rust grenades from its 40mm 3-round ammo belt fed launcher. These grenades have small AoE but decent range. Acid Rust grenades destroys armor, while Blight Grenades causes more wounds. It´s a mid-high tier loadout for Nurgle Sister forces, and the entry bolter for the Nurgle marines.
-Nurgle Arsenal: Added a Nurgle Kombigrav, a close range shotgun-like gravgun with a underslung Bolter attachement for long range snapfire. This Weapon are used by Plaguemarines and some elite Nurgle Sisters.
-Nurgle Arsenal: Added a Nurgle Gravgun. This bloated gravgun uses the same AoE ammo as the other Graviton Field Guns, but instead fires a shorter range shotgunspread of 3 projectiles (very inaccurate). The Nurgle Hospitaler, Nurgle Sister and Nurgle champion are now equipped with it in certain loadouts.
-Nurgle Arsenal: Added the Nurgle Gravcannon. Graviton weapon equivalent to the Heavy plasma. This heavy weapon uses a new type of Grav ammo. It has better range and more AoE than the gravgun. Only wielded by high end Nurgle units.

Adeptas Sentinels
-Basic Adeptas Heavy Bolter Sentinel "Shamsiel-Pattern" added. Reinforced front armor, glas back. Equipped with a mounted Heavy Bolter with a decent range boost, larger calibre than handheld sisters heavy bolters and higher rate of fire. It has a high built in ammo capacity. Requires the early Armory of the Faithful research and can only be piloted by Battle Sisters and Sister Pilots (the only early available option before unlocking Battle Sisters). Can be bought from the store for a chunk of cash. It will provide some decent early heavy firepower for Novices. Still, it takes 4-slots and its armor is only comparable to Sisters Power Armor, so it will not be great vs taking 4 proper Sisters (or Retributor Sisters) in the midgame. Still, as a combat ride for the Pilot Sisters, it can serve a secondary role and with its optics and heatvision, it can detect sneaky enemies.
-Advanced Adeptas Meltalance Sentinel "Sariel-Pattern" added. Reinforced front armor, but weak back. Equipped with a long range Heavy Thermal Lance meltagun. Better at stripping armor than a lascannon, but lower power and higher drop-off in power effectiveness. Requires Multimelta research to unlock "Meltalance Sentinel Requisition" research. Can then be manufactured, requires alloys and elerium. Can be piloted by both Battle Sisters and Pilot sisters.
As it takes 4 slots and has comparable armor to some mid-game upgraded Sister Power Armors, its main selling point is the "long ranged" heavy Thermal Lance which unlike the hand held multimelta doesn´t use up that precious melta ammo, Thermal Vision and Great Optics to detect enemy stealth units. 4xSisters carrying multimeltas and malthus lascannons will probably be "stronger" and less likely to all die, so it is a trade off.
Reasoning for addition of Adeptas sentinels: Player request, I hadn´t considered a Adeptas Sentinel but as it wasn´t too much of a effort to include, and it offered some interesting use-cases, Finding some nice kitbashes of Adeptas Sentinels, I decided to include it. Lore-wise, there´s no examples I know of with Sisters using Sentinels, but seeing as how they happily reuse Rhinos chassi and (now recently) Predator type tanks I don´t think its much of a stretch to see some Orders out in the Galaxy employ some form of Adeptas pattern Sentinel, hence the "Shamsiel-Pattern" and "Sariel-Pattern" (Both being members of the Watcher Angels from mythology, suitable for the Sentinel). A multimelta sentinel would be too short ranged to be survivable while not adding anything 4 Sisters in Power Armor couldn´t do with that tech. So I read up on melta weapons and found the Thermal Lance variant.

(https://i.imgur.com/kazTurd.png)

Adeptas Drop Pods
-Added Black Drop Pods as a craft alternative for Adeptas. For the players sick of using the Blackstar. Novices may struggle using these, but proper Power Armor should enable drop strikes with little risk of injury (See QoL change this patch making drops less damaging to units in armor).
To acquire it, research the Arsenal of Faith and then purchase the drop pod. You need a free hangar space.
Lore: Drop Shrines? In the vein of Drop Cathedrums, except much smaller! Sisters have access to entire fleets of various drop-equipment for planetary invasions, and I believe they had drop pods of some form in their first codex.

-Guard: New carapace Krieg Engineer armor and sprites added. Maximum bravery, maximum shovel. Will be changed further in future updates with the addition of more krieg armor types.
-Guard QoL: New Whiteshield armor script added, if rank 0 (Whiteshield), then their armor sprite is automatically switched to the white stripe version. Doesn't affect the Inventory sprite. Will make it a little easier to tell your rookies apart, without having to manually switch out armor types!


Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 on May 18, 2021, 09:38:43 pm
This issue happens every time a canoness heretic dies, regardless of the map. I can provide a save if needed

[Edit] After downloading the recent version it was fixed, however she always died event without wounds when stunned. Not sure if that's natural or not.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on May 18, 2021, 11:03:31 pm
to the canoness crash, after that one on the Base siege (which was crashing) I encountered 3x times canonesses 2x with inferno pistol + sword and 1x with the storm bolter but the crash was not occurring.

I downloaded the new version and the canoness issue seems to be "Fixed"

but I witnessed a new type of crash (log, save file and pop up in the zip) after my first Eldar webway,
the Chimera is returning to base and by time passing the game crashes and I get "crashed:vector::M_range_chek:__n"

if I load the save then the crash always occurred, just press 30min or 1h and wait
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on May 18, 2021, 11:30:11 pm
to the canoness crash, after that one on the Base siege (which was crashing) I encountered 3x times canonesses 2x with inferno pistol + sword and 1x with the storm bolter but the crash was not occurring.

I downloaded the new version and the canoness issue seems to be "Fixed"

but I witnessed a new type of crash (log, save file and pop up in the zip) after my first Eldar webway,
the Chimera is returning to base and by time passing the game crashes and I get "crashed:vector::M_range_chek:__n"

if I load the save then the crash always occurred, just press 30min or 1h and wait

Can you try the file in this post (https://openxcom.org/forum/index.php/topic,6413.msg138621.html#msg138621) and see if it fixes your problem?
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on May 18, 2021, 11:57:38 pm
yes it did help, thank you very much
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 20, 2021, 01:33:31 pm
Good to hear it worked out.


In other news, we are looking at tweaking mission spawn rate and while we got our own ideas, I´d like to hear what you players think about various mission types.

Any types of mission you think spawn too often, or too little?

Note, Buscher has already made a script to automate (simulate) the IG training/shooting range mission.
Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 on May 20, 2021, 10:04:52 pm
I attempted to look at the newly equipped sentinel in the inventory section of my craft but crashed as soon as I pressed the button., I seem to be missing a lot of images, is this an issue on my end?

[Edit] On a chaos craft there are 2 entities that are completely invisible and cannot be interacted with but block movement (seemingly canceling it) and can shoot at my soldiers. They also seemingly exist between levels? one of my soldiers was on level 2 and they were on 3, yet shot at me with no vision.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on May 21, 2021, 03:20:23 am
I attempted to look at the newly equipped sentinel in the inventory section of my craft but crashed as soon as I pressed the button., I seem to be missing a lot of images, is this an issue on my end?

[Edit] On a chaos craft there are 2 entities that are completely invisible and cannot be interacted with but block movement (seemingly canceling it) and can shoot at my soldiers. They also seemingly exist between levels? one of my soldiers was on level 2 and they were on 3, yet shot at me with no vision.

For the Adeptas Sentinel we have uploaded a hotfix (https://openxcom.org/forum/index.php/topic,9687.msg138591.html#msg138591).

As for your second issue I can't tell if you have uploaded the correct save game. It's a Cult Summoning mission and not a chaos craft. Also I cannot observe the mentioned behaviour.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 21, 2021, 05:17:36 pm
If anyone had issues accessing the hotfix I've now changed the access rights (google seemingly at random changes that). See my second post with the patchnotes + hotfix link on page 1.
Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 on May 22, 2021, 12:03:19 am
For the Adeptas Sentinel we have uploaded a hotfix (https://openxcom.org/forum/index.php/topic,9687.msg138591.html#msg138591).

As for your second issue I can't tell if you have uploaded the correct save game. It's a Cult Summoning mission and not a chaos craft. Also I cannot observe the mentioned behaviour.

I loaded the save, and while it seems to be back In time from my current battle save it still showed the chaos craft mission, I have uploaded a different file that should have the invisible enemies.
Also, I'm not sure if I illustrated my problem clearly, I'm missing an image not a ruleset. If this was the hotfix for that issue it didn't seem to work for me. I have provided a save before the adeptas sentinel bolter crash and hopefully, that helps. I just equip it to my craft and click inventory
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 22, 2021, 12:31:09 am
Found the likely culprit, missing kneel/standheights on the unit. Openxcom makes units default to invisible (instead of some default value like 20), with no warning.

Try replacing your ROSIGMA 40k.rul file (in the ruleset folder) with this fixed version:
https://drive.google.com/file/d/1PD9WnVz1juQFxzrqin29DuTS1nugzOR0/view?usp=sharing
Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 on May 22, 2021, 06:04:45 pm
Found the likely culprit, missing kneel/standheights on the unit. Openxcom makes units default to invisible (instead of some default value like 20), with no warning.

Try replacing your ROSIGMA 40k.rul file (in the ruleset folder) with this fixed version:
https://drive.google.com/file/d/1PD9WnVz1juQFxzrqin29DuTS1nugzOR0/view?usp=sharing

I installed both hotfixes and replaced them into the appropriate folders, however now on startup I get:

[22-05-2021_15-58-14]   [ERROR]   Error processing 'STR_TRAITORGUARD_BATTLE_SERVITOR_HB' in units: Armor TG_BATTLESERVITOR_HBARMOR not found
I deleted ROSIGMA, 40k and re-installed everything however the issue persists. Should I just completely remove all my mods and just have ROSIGMA enabled to see if its mod conflicts?
the only mod conflict I could think of that I have is the Extra Stormtrooper Carapaces mod
Thank you for your patience!

[Edit] It seems to be the 40k rule file causing this issue, however, the sentinel issue was fixed! thank you very much.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 23, 2021, 01:38:45 am
Had hoped openxcom would ignore things not pulled by the mod for any racelist etc, but apparently not so.

I've purged the offending section in a new version, which should solve the 40k.rul issue (Same link).

Alternative solution, open 40k.rul, search for "STR_NURGLE_SOLDIER_BLESSED #CHAOS MUTON_ARMORNURGLE", add (without tabbing but with same spacing):
standHeight: 20
kneelHeight: 15
above "intelligence".

Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 23, 2021, 09:03:04 pm
Been messing around figuring out the map editor to make some ship variants.

(https://i.imgur.com/3BJCb0j.png)

(https://i.imgur.com/SoVuQhG.png)

On the menu is to make some non-chaos ships. Imperial/neutral + Ork ships especially.
There´s already tilesets for Imperial vessels and Space Hulks (perhaps lacking all exteriors).

Anyone who wants to create some can head on to the discord, we can help you out.
Title: Re: [ADDON] ROSIGMA
Post by: Gnelf88 on May 24, 2021, 02:28:23 pm
Had hoped openxcom would ignore things not pulled by the mod for any racelist etc, but apparently not so.

I've purged the offending section in a new version, which should solve the 40k.rul issue (Same link).

Alternative solution, open 40k.rul, search for "STR_NURGLE_SOLDIER_BLESSED #CHAOS MUTON_ARMORNURGLE", add (without tabbing but with same spacing):
standHeight: 20
kneelHeight: 15
above "intelligence".

After installing the latest hotfix i haven't encountered the issue so far. great work and thank you very much for the help!
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 25, 2021, 01:58:22 am
Great to hear.

Our friend the Battle Servitor is coming in the next update, working on expanding the traitor guard forces.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on May 30, 2021, 02:09:32 pm
For those who've not checked out the beta-testing channel on the ROSIGMA discord, here is the latest weapon rebalance test that Buscher has been working on:
https://drive.google.com/file/d/1TJY_cuIU7qMMlGTTnq21o8CXgPGjCj9j/view?usp=sharing
v1.5

It's currently only for Imperial Guard Weapons, balanced around view distance of 30 in daylight, 20 in night time.
The file contains an excel file that shows the balance and changes to accuracy, TU costs and range (including drop off graphs).

Highlights:
Lasguns and most rifles tuned to ranges of 11-15, with drop offs into the 20ies. Range advantage vs bolters.
IG Heavy Weapons tuned to ranges of 20-25.
Krak Weapons given 20% armor ignore.
Krak weapons' damagetype turned to AP
Lasgun/Laspistols' damagetype turned to AP
Lasgun/pistols don't create wounds (cauterizing)
Normal lasgun ammo better at shredding armor
Renamed AP damagetype to "Standard".
Working on how lasguns armor damage will scale over tiers and into hotshot. Currently quite strong per shot.

All values are subject to change with future updates and testing. 


The 40k.rul hotfix on the first page of this thread is also updated with some more fixes discovered in playtesting.
-Gives weapons to two unarmed Chaos terminator/CSM units.
-Corrects a typo introduced by Tzeentch that gave some sorcerers 800 health.


Latest hotfixes (https://openxcom.org/forum/index.php/topic,9687.msg138591.html#msg138591)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on June 05, 2021, 10:30:40 pm
Update 1.02: 2021-JUNE - is now live on the mod.io!

Requires at least OXCE 7.0.0 (2021-03-13)
https://openxcom.org/forum/index.php/topic,5258.0.html

Bug fixes:
- Added Sound Effects to Adeptas Sentinels. (stomp stomp)
- Fixes to pixelart for handheld launchers (ork/sister faust).
- Added deathSounds to Deserter Guards, previously too cowardly to even whimper.
- Fix for Adeptas Sentinel Crashing (not into the enemy).
- Invisible Plague Marine cured through squat & stand regime. Will no longer haunt your bed.
- Former Khorne aligned Ungor has now joined the proper Khrone faction.
- Tzeentch Sorcerer blessing dispelled by the Imperial Choir, health reduced from 800 to 80.
- Added a weapon loadout to some unarmed Chaos undivided Terminators and Chaos Traitor CSM, who previously felt like fist fighting the Imperium.
- Corrected minor spelling error in the Cantus Ufopedia and added recoil info.

Changes:
- ROSIGMA updated to work with the latest OXCE version (7.0.x) once the 40k mod also updates.
- Ork Warbosses can now be encountered in the highest tier Ork Fort.
- Early game enemy deployment changes, smaller chance of encountering CSM and high tier sisters in the first months. Traitor Guard and Cultists lists reworked.
- Reduced Hunter-Killer spawn rate
- Reduced spawn rate of Traitor Guard/Orks/Cultists missions by 50% to reduce overwhelming spam.
- Swapped out Slaanesh Devoted Origins codex artwork to a better version.
- Tzeentch Sorcerer changed from Leader to Commander to help research efforts.
- Chaos Sorcerer will also help you now ending the Warp.
- Small buff to Undivided Terminators, Navigators and Engineers stats. They should no longer panic as often (or at all), and now have decent accuracy.
- Buffed Chaos Marines morale in general so they are not as panic prone.
- Small front and side armor buff to Undivided Terminators.
- Buffed CSM accuracy slightly.
- Buffed some unarmored Daemons health slightly.
- Made Bloodletters very charge happy.
- Corrected some chaos loadouts so more mixed heavy weapons will appear at the highest tech tier.
- Added berserkChance to Khorne units who are now much more likely to berserk rather than panic. CSM in general have a higher chance to berserk as well.
- Added a chance for high ranking CSM and navigators to fire out of their own LOS if your soldiers have been spotted.
- Added slightly better vision and sensor abilities to CSM power armor, turrets and dreads, smoke nor night will not provide quite the same protection anymore. Most values are in the 20-33% range.
- Added heatVision values to officers, specialists, turrets and sentinels of the Traitor Guard. Same deal, except Sentinels have 50% values and high vision. Take them out quick.
- Added varying levels of heatVision and PsiVision to chaos daemons. Rule of thumb, smoke doesn´t do much to hide you from these guys. On the positive side, few of them have ranged weapons.
- Big updates to many raceLists with the introduction of 7 new enemy types at the low tiers. Some sisters have been removed from mixed lists due to this.
- Added (new chaos) hotshot lasgun ammo to traitor guardsmen at highest tech tier. Their navigators get them at first tier but then switches over to specialist weapons afterwards. This means the basic traitor guardsman can threaten (at least damage) power armored foes later in the game.
- Nerfed the Inferno pistol to 60% of the power of the two-handed meltagun (fewer pellets).
- Buff: Implemented RandomType on all flamethrower weapons, now 50-150% or 50-200% (heavy flamer).
- Buffed Priest Eviscerator to 120 dam.
- Put Sentinel Plasma behind Plasma cannon and not heavy plasma (research).


**Additions/New Stuff:**

Traitor Guard and Chaos:
- Added a new ride, a Valkyrie Wing to the Traitor Guard.
Introducing some more variety to spice up the ol´ traitor guardsmen.
- Traitor Guard Weapon Servitors (Heavy Bolter, Rocket Launcher). A mix of captured and reprogrammed Battle Servitors, and captured Imperials turned into Battle Servitors by the Dark Mechanicum Hereteks. Very grim, and very dark. Their limbs are replaced with heavy weapons such as Heavy Bolters and rocket launchers, with ammo and sensor pods to offset the weight, making them serve as somewhat mobile and stable gun platforms to reinforce the traitor guard with heavy firepower. While sturdy and hard to kill, they are slow to react and show little initiative of their own. They are hapless in melee.
- Added Chaos Ogryn variants. Heavy Stubber & Ripper gun, a light armor and a heavy armor version. Might introduce shielded variants and other weapons later. These Traitor Ogryn are tough as they come, wearing heavy carapace plating and wielding a mix of (new chaos variant) ripper autoshotguns and heavy stubbers. They provide the Traitor Guard and Chaos Cultists with brawn. Dangerous up close, they are best dealt with from afar. While well protected from the front, their rear is less armored.
- Chaos Penetante (Penal) legions. Captured Guard, PDF and civilians who refuse to turn Chaos, yet are too cowardly to die for the Emperor. And maybe a couple of traitor guard/cultists thrown in to make an example out of. Outfitted with explosive collars and vests before being sent in human waves against Imperial forces and outposts, they are used as cannon fodder by Chaos forces. Explodes on death and some can touch off their own explosives, comes in a few variants. Expect these mixed into many chaos cultist and traitor guard lists. Later pure CSM and Chaos Sister lists do not employ them as much.
- Chaos Heretek, a floating ball of joy and science that uses grav tech to levitate both body and guns. Is shielded and likes to wield a beamer meltagun or light lascannon. Will appear in several lists to various extent in the engineer role.

Adeptas Sororitas:
- New Animated battlesprites for the Adeptas Sentinels. Their little chimneys now let out little flames, courtesy of Xom126.

Imperial Guard

- Some Psykers are available from Mid-Tier
- Fixed Shell Breaker Exitus Armor to hit right armor side
- Long serving Penitents can be pardoned to Guardsmen
- Firing Range mission can be done in one click now
- Fixed missing vapor trail for Sentinel Multimelta
- Commissar Yarrick may join your forces once the Ork Warboss is defeated
- Hellgun is now manufacturable

Space Marines

- Buffed Bike in terms of armor, gun and melee
- Added Rhino as ground transport option
- Added Crux Terminatus commendation as a requirement for Terminator Armor (new soldier promotion)

General

- Krak weapons now using armor piercing/standard damage type with additonal armor piercing
- Item Piles on crafts are moved back to avoid any explosion hitting the first row destroying the item pile
- Refinery map does not have the huge pipes anymore
- Added Air Superiority mission for the enemies
- Some additional crafts may employ escorts

Traitor Guard arsenal expanded
-New Chaos Ripper Gun added. Used by the new Chaos Ogryns. A close range, big, autoshotgun.
-Added chaos hot-shot/hellguns. Highest tech tier weapon for certain elite infantry and future additions. More damage than a normal lasgun. Can probably tickle a space marine.
-New Chaos hot-shot volleygun for highest tech tier. Rapidfire, close range las weapon, akin to a infantry handheld multilaser. Meant for Traitor Guard Blackstone elite infantry and stormtroopers.
-New handheld light lascannon and bipod version added.
-New Deserter/Traitor Longlas. Right now used by the Deserter Scout that has joined the Traitor Guard forces as their sniper.
-Battle Servitor mounted Heavy Bolter. Excellent range, but with less impressive autofire count and reaction ability than its imperial counterparts. It is belt fed a large amount of rounds from a ammo pod, ensuring it is very unlikely to run out of ammo.
It can come with 3 types of ammo:
A poor quality low power heavy bolter round. Starting round.
A AP heavy bolter round. Mid-tech round.
A HEAT-like heavy bolter high power round. Armor piercing, explosive. Appears only at higher tech tiers.
-Battle Servitor mounted Rocket launcher pod. Fires multiple warheads, of 3 types:
A standard HE round with a small AoE.
A KRAK warhead with minimal AoE and armor piercing capability.
A Melta warhead with a small AoE with armor damaging properties.
Can unleash a midranged Missile Massacre with poor accuracy.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on June 06, 2021, 10:07:23 am
when looking into the "Wiki" (thru the New Battle option) I encountered multiple Crashes it seems following items are missing STR_CHAOS_HELLGUN or STR_CHAOS_VOLLEYGUN and STR_IG_BATTLESERVITOR_MISSILEARMOR_ARMOR is and some items like the Burna, etc don't have a entry (what is better because then it dont lead to a crash
Title: Re: [ADDON] ROSIGMA
Post by: The Martian on June 06, 2021, 10:33:48 am
I noticed that the sprite sheet for Stormboyz.png only had metal boots when stationary.

Here is an altered version of the legs with metallic boots. They currently lack the metal claw toes when walking but I'm hoping that this may save you some time when you start to create the proper clawed version.

Additionally:
Amazing work on your Heretek unit, it looks great. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on June 06, 2021, 12:24:09 pm
Hot fix for 1.02 (https://drive.google.com/file/d/1eXTHdUuhseWZ-NtTsZvIaGuLWk4ev2Ne/view?usp=sharing)


Fixes some codex crash issues for weapons not yet in the campaign + naming for one weapon, and two art pieces for the codex.


Thanks for the metal boots Simi822, will look into fixing that as time permits. The Heretek isn't quiiite finished, waiting for the Unitsprite studio to support floater drawingRoutine. But he looks alright for now.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on July 25, 2021, 09:17:18 pm
ROSIGMA version 1.03 is now up! (https://openxcom.mod.io/rosigma)

1.03 (20210725 - Third Update Patch)

Adapted to 40k Version 030

Bug fixes:

    Corrected a inventory sprite mismatch for the Adeptas Dominion armor, the militia inventory sprite will no longer display.
    Some codex fixes (Thanks EttyKitty)
    Hotfix integration from 1.02: Corrected codex crashes in the mission gen codex, added a name for the Deserter longlas and 2 pieces of codex art.

General Changes:

    Starting cash returned to normal 40k levels, this part will now be handled through the new difficulty settings system.
    Engineer and scientist costs changed to default for now. More changes will come in future updates.
    Fuel costs for Promethium guzzling crafts were reduced so they don't take exorbitant values.

Guard changes:

    Choice between Guardsmen and Scion strategy. The Guardsmen is the same strategy as now. The Scion/Elite strategy gives access to mid-tier units in low-tier but reduces recruitment and heavy weapon options.

Marine changes:

    The Marine training mission also uses the same script as the IG training mission now (Thanks EttyKitty)
    Space Marine Fixed items were moved to the other hand. Same will follow for the other factions.
    Marines face all directions in the drop pods now (even if all sides don't open up)
    Changed requirements for Firstborn Marine Sergeant and Captain Armor to research progress instead of specific corpses.
    Altered the Firstborn Marines bike bolter and melee attack
    Altered requirements for Mortis Dreadnought (Lascannon) to Craft Lascannon (from Plasma)
    Limited Terminators from running and kneeling (similar to Chaos Gate)

Enemies changes:

    Enemy may only use Psi from the second turn on to avoid the enemy mind controlling units inside the drop pods.
    Removed STR_NURGLE from STR_NURGLESISTERS. Slightly easier list now without the nurgle CSM leader.
    Added Ork Kommandoz to some ork race lists.

New:

    Added Ork Snipers capping your officers. Currently uses the same outfits as other kommandoz, but do have a brand new big orky sniper rifle (alright, it´s more of an autocannon).
    Imperial Guard has a new disposable KRAK rocket launcher like the Adeptas one. unlocks from heavy weapons research, after guardsmen strategy.
Title: Re: [ADDON] ROSIGMA
Post by: oxcuser0003 on August 03, 2021, 09:58:13 pm
Cool mod, thanks for all the work, I played up to unlocking the last mission but then got distracted 

Some thoughts:
- the additional soldier types are cool but complicates everything, seemed hard to upgrade them even with lots of missions and kills? then after spending a lot of time with the novices I finally unlocked the actual sisters lol, then certain armor types are locked to the different classes 
- similar to the base mod it seems like a lot of the unlocks are sidegrades and not straight X-COM style upgrades? ended up just spamming heavy bolters and lascannons
- similar to base mod the tech tree felt complicated
- love all the new enemies but the stealth orks seems a bit OP, i have had to literally go tile by tile and sometimes Im right next to them and still cant see them
- love the voices
- i do like the cheaper upgrade costs for armor and MC ammo, very expensive in the base mod 
- is mind control in the game? thought the inquisitor armor would have something but it didnt, finished a base SM run and didnt find it either
- how viable is melee? didnt try it much

Overall cool mod, keep up the great work!
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on August 04, 2021, 02:11:47 pm
Quote
- the additional soldier types are cool but complicates everything, seemed hard to upgrade them even with lots of missions and kills? then after spending a lot of time with the novices I finally unlocked the actual sisters lol, then certain armor types are locked to the different classes

That is intended, and extends the "early" phase of the Sisters campaign. Although, we are working on introducing several "strategy" options for both guards and sisters (currently, guards have their Scion Strategy implemented alongside the normal strategy). Right now looking at giving Sisters some sort of "Veteran" Strategy and a Repentia Strategy, with a Seraphim Strategy as the 4th option.

This will deliver different sets of weapons and starting soldiers depending on Strategy picked. Novice strategy being the more forgiving in terms of starting numbers of troops and resources.

Quote
- similar to the base mod it seems like a lot of the unlocks are sidegrades and not straight X-COM style upgrades? ended up just spamming heavy bolters and lascannons
- similar to base mod the tech tree felt complicated

The upgrade path looks like:
Starting:-"Novice Habit Armor"
- (Optional) Cantus Armor
- Standard Adeptas Power Armor (what you start with in base 40k mod, or upgrade to from Novices)
- Elohim Armor (small upgrade for veterans, think "Tactical" armor) / Retributor Armor (good for heavy weapons, equivalent to Devastator armor) / Seraphim Armor (Flying/Assault)
- Sister Superior Armor (Required to upgrade to Canoness)
The later Honor guard/Dominion/Celestial (Flying) armor sets are advanced upgrades with better armor/"shields" (like in the base 40k mod).

This maps to "Tactical" (your high reaction, run and gun infantry), "Devastator"(heavy/fire support) and "Assault" (flying) trifecta of mainline armors.
I do have some plans to add some form of Zephyrim melee flying armor, Sacresants heavy infantry armor and a "Terminator" equivalent. Paragon will take longer, as 4 tile units are quite complicated to make. GW haven´t made any huge visual (or practical) differences in the armor sets of Zephyrim and Sacresants though.

Different tracks of upgrades for support armor:
Medicae Armor (Novices) - Hospitaller armor
Repentia Armor - Assassin Armor - Death Cult Assassin armor.
Adeptas Sentinel (HB, Shamsiel Pattern) - Sentinel Melta Lance (Sariel pattern). Can be piloted by either the Adeptas Pilots, or the standard Sisters (not Novices).

The late game armor upgrades are currently very close to the 40k base mod, what´s new is the Novice/Cantus/Medicae tier, the Elohim/Retributor/Superior tier and the Pilot/Sentinel "armors".

Quote
- love all the new enemies but the stealth orks seems a bit OP, i have had to literally go tile by tile and sometimes Im right next to them and still cant see them.
There are some options for you:
The Heavy Bolter Sentinel has 45 vision and 30% heatvision (through smoke). The later Sentinel (melta lance) has 60 vision.
The Medicae/Hospitaller armor sets have 5-10 antiCamo ("heartbeat sensor"). Probably the easiest to get early.
The Assassin armor have some (5) antiCamo for detecting stealthy enemies. Later, the Death Cultists have both +6 visibility and 10 anticamo detection. The Repentia is lacking though.
Later on you can use the Celestian, Inquisitor and Canoness Armors for this too.
The Living Saint has similar vision as the best sentinel but that´s late game.

Quote
- love the voices
Thanks, took quite a bit of work tracking down and putting together the extra voice packs. Might be more coming in the future to add some variety (Trying to avoid ballooning the size of the mod however).

Quote
- i do like the cheaper upgrade costs for armor and MC ammo, very expensive in the base mod
Nice to hear. We are looking at a more comprehensive economics and balance overhaul. If you (or anyone reading this thread) has suggestions or opinions on the current state of such, feel free to post it! Because everyone plays a little different, and there´s a random element to it, any extra playtesting input is valuable.


Quote
- is mind control in the game? thought the inquisitor armor would have something but it didnt, finished a base SM run and didnt find it either
Currently quite limited. There´s one Marine unit/armor, and the Psykers (Guard) that have some options here. There´s not really a suitable Sister unit for this, and MC is quite overpowered.
Now the enemy, well, they have some (especially Tzeentch).
On the plus side, Sisters should be quite resistant to MC attempts.

Quote
- how viable is melee? didnt try it much
It´s very viable if you´re using Repentia/Assassin armor, that give a big movement and reactions (Dodge) buff. Just try to drain enemy reaction fire as much as possible, and that you´re not leaving any potential counter-threats alive before sending in your living tomahawk missiles. It´s a decent way to conserve ammo, and most enemies are quite weak to melee damage (might want to be careful with some Khorne enemies however, melee experts that they are).
Other options are the Neural Whip (it has several attack options, suitable for capturing enemies), the added Power Axe and Halberd options (before the Sacresants were even announced, funny coincidence there!).


For the future update(s), along with the new strategy options, will be both guard "Tactics/Commands/Strategems" and Sister "Miracles" (names not final) that will map to what´s in their codex. Both big and small things, that can help you shift the battlefield in your favor (give your soldiers extra TU/Energy/Morale/Accuracy/Shields, or draining the enemy etc), with cooldowns and/or some sort of "points generation".
Still working on the implementation so it feels balanced and well, works as intended.

Title: Re: [ADDON] ROSIGMA
Post by: Leflair on September 02, 2021, 10:07:53 pm
ROSIGMA version 1.04 is now up! (https://openxcom.mod.io/rosigma)

ROSIGMA 1.04 (20210902- Fourth Update Patch)

Works with 40k Version 030.

(https://i.imgur.com/R7aQRBV.png)

Bug fixes:
-Corrected sprite errors with the Heretek battlesprite
-Corrected sprite errors with the Melta Beamer handOB
-Added support for 40k 030 unitSprites.
-Fix for weapons loadout dualwielding (re)introduced with 40k 030, using livingWeapon to ensure the units load with their own loadouts.
-Gave the Genestealer leader a weaponLoadout.
-Gave the megarmor nobz ammo for their twin shootas at the highest tier (previously missing).
-Corrected a couple of pricing errors for live captures and corpses that would bring huge amounts of dosh. Adjusted some prices downwards and a few up to be more in line with other prices.
-Corrected the loadout of the Elite Heretic Sister, who previously held two lascannons (and a third somewhere else).
-Corrected Firstborn Marine strategy not disabling Primaris strategy.
-Drop pod requisition is now manufacturable (for the initial one).
-Added explosionSounds and hitAnimations from X1.pck that were missing for some enemy spawner grenades.
-Removed hair and face color script code leftovers from enemy sisters that could cause issues with their pixels.

General Changes:
-Unified Unit stat ranges with 030.
-Increased the loftemp size of Marines and Terminators to 4 and 5 respectively. This means Terminators will be as easy to hit as Ogryns, and Power Armor Marines will be a little easier to hit than guardsmen or sisters. This goes for both player armors and enemies like CSM, Terminators, Havocs etc.
We've not touched Primaris yet, that's coming with a later overhaul.
-Added morale loss reduction/boost to various enemy units. A Chaos Penetante will cause very minor morale losses for other Chaos units, while enemy leaders will cause more Morale losses.
-Added Panic immunity to some enemy terror and high end chaos units.
-Added Mind Control immunity to some enemy terror and high end chaos units.
-Buffed health of enemy Ogryns to 130/140 range.
-Changed enemy Ogryns to lofttemp size 5 from size 3 to equal player Ogryns. They are now easier to hit! This offsets some of their increase in health.
-Added some mixing Ufopaedia entries for recently added Chaos weaponry.
-Reworked enemy deployments for the new enemy lists, see NEW notes below.
-The Value of base Space Marine soldiers has increased by 10 points and by 20 for Terminators.
-Buffed the Juggernaut health by 100 with tu, stamina, mind control resistance and armor recieving small buffs. They also have leeroyJenkins now, so these big doggos will be more aggressive.
-The Chaos Juggernaut is now extra stompy (sfx).
-Lowered heatvision for some enemy units. Its now slightly safer to use smoke, don't stand too close to the edges and expect to be invisible however! Recommended to keep at least 4 tiles of dense smoke between you and the threat.
Be aware, that enemy Sentinels, Daemons, Psykers, Power Armor enemies and Sorcerers are not particularly impeded by smoke. This goes for the new Blackstone Stormtroopers as well.
Ork "Techy" units like mekboys, burnas, kommandoz, flashgitz, megaarmor users have heatVision values in the 10-30 range.
-Removed or lowered psiVision for some enemy units.
-Increased the effective range of enemy lascannons and longlas to slightly above 20 tiles (from 16/18).
-Added some armor damage for the alien grenade.
-Added a 10% damage buff for the chaos Heavy Stubber.
-A 20 point nerf to the Slaanesh Dominion armor.
-Changed Plaguebearer spit to have a small AoE effect and energy drain.

Adeptas Changes:
-Dropped stats requirements for Novice promotion.
-Lowered some max stats and training caps for Adeptas (across the board). Still slightly higher than base 40k, but not quite as extreme.
-Moved Dominion halberd, power axe, dominion bolter, potestas heavy kombibolter and galgalim assault cannon to high tier (was purchaseable at midtier)
-Buffed Aimed range of Arche sniper to 25 tiles (was 18, 1 lower than snap).
-Introduced research for Hellspite/Mephisto midtier kombibolters
-Buffed the Harmonic Beamer Melta snap fire accuracy and effective range.
-Buffed the Harmonic Beamer and Potestas Melta anti-armor damage. Reduced range power drop off (after 12 tiles) by 30%.

Imperial Guard Changes:
-More Damage Range for Imperial Guard Bayonets
-Added Vox Caster Armors (replacing Laser Designator)
-Revoked isPilotArmor on Guard Pilot

Price changes, right numbers are the new prices, left are the old:
Smoke drum 800 # 7500
NEW: smoke bomb 15000
Krak drum 800 # 10000
Frag drum 800 # 5000
Photon drum 800 # 6000
Inc drum 800 # 3600

NEW:
New for Imperial Guard:
-Normal smoke grenades got their blastRadius reduced by one.
-New Smoke Bomb: You get smoke bombs when you research smoke and ogryns. Weight is 20, cost is 15 000 credits (10x smoke grenades). Use where it's vital.
-Added Hologram Grenades that creates a decoy target that may confuse the enemy AI. Cost: 15 000 credits.
-Introduced a spotter/support gunner role (think of the tabletop two-man Heavy Weapons Teams) as a heavy weapons kit, to buff Heavy Weapons like Heavy Bolters. For full effect, the player will need to bring a weapon specialist team to truly make use of their heavy weapons.
"This heavy weapon toolkit supports any troops wielding heavy weapons with bipods. By 'attacking' the heavy weapon soldier, the toolkit finishes deploying the heavy weapon or enables the soldier to move again on the same turn."
-Added new Command ability to officers. Regimental Officers are capable of issuing battle wide commands. All commands use command points which depend on the composition of the commited forces. Depending on rank and soldier type, each soldier contributes to the command point pool. The higher the seniority the more command points they contribute. Soldiers such as Penitents or Ogryns do not contribute any points. The cost of a command depends on the number of all soldiers commited (dead or alive). Commands can only be issued by Officers.
Following commands can be given per turn. Only one command can be active per turn:
Blitzkrieg: The reaction score of all troops is increased. All enemies will be slower to react but will also react in greater force once they get the opportunity to do so.
Fix Bayonets: All troops will get a melee accuracy and damage bonus. The accuracy shown will not reflect on the actual (improved) melee chance.
Hunker Down: All soldiers will take defensive positions. Incoming damage will be reduced, even more so when kneeling.

Imperial Plasma Weapons now overheat. The bigOB of affected Plasma weapons will have the blue plasma gradually turn red as the weapon is fired. Note: This only updates on new turns. Firing several autoshots in a row will cause rapid overheating and within a few turns (maxing heat), the weapon to self-destruct. No fancy explosion possible yet, so it's just the gun that goes poof.

Enemy Weapons:
-Added Chaos Hellguns and Volleyguns. These pack quite the punch. They sport new chaos flavored sprites.
-Tzeentch Flamers now have a melta alt-attack to offer more ranged threat.
-Added a heretical light bolter based on the De'az pattern to the Chaos ranks, replacing the normal De'az bolter. This Heretek modified version has a double tap snap fire.

Upgrading Enemy bases:
-Cultist and Traitor Guard bases now upgrade their racelists with level. A randomRace system has also been introduced per level, so you may encounter some alternative lists of a suitable tier. This also means that the level 3 (highest) bases will be a tougher, while level 1 bases will be easier. Plan your raids accordingly.
Note, the first base of either Cultists or Traitor Guard counts as level 2 rather than level 1.
Some examples: Deserters, Traitor Squats, Traitor Guard Shock Force (elites), Blackstone Stormtroopers and more.

New Enemy Forces:
Chaos Squats
-Chaos Squats are introduced. They come in several flavors, Cultist, Traitor and Chaos. Cultist and Traitor are mixed in with existing Cultist and Traitor Guard lists, as well as a few new lists. Chaos Squats have their own dedicated raceList.
-Enemy Squats come in Leader (Cultist/Chaos), Ranger (Chaos), Heavy and standard configurations. Each with their own inventory sprites and modified battlesprites (resuing BigOB/floorOB for now).
They favor hotshot weapons, grav- and meltaguns. They sport more armor and health than their human counterparts, ranging from carapace to pseudo-power armor. They have low TU, but high stubborness and morale. They are not as skilled as CSM, and have lower throwing stats.
-Chaos Squat Exoarmor enemy added, Chaos Squats terminator tier unit. Slow, but very tough.
-Reworked enemy deployments for the new Squat lists, weightings have been changed for much of the early/mid game so you will encounter different mixes of enemies (the vanilla Cultist list has reduced chance of appearing as a result).
I´ve made new sprite sets for all of these.

Blackstone Stormtroopers
-Added new Traitor Guard Blackstone Stormtroopers. They come in normal, heavy, sharpshooter, jumptrooper and elite versions. They use the new chaos hellguns, volleyguns and hotshot longlas, some plasma carbines and rifles. Powered armored player units can survive 2-4 shots from these weapons, just don't get too close.
-9 Racelists have been added that are all, or mixed Blackstone Stormtroopers. They will primarily arrive by month 3 but some of the easier lists can appear earlier (low %). They can appear in most mission types, depending on which Chaos faction they are mixed in with and they have a low % chance of building bases. You can find enemy commanders with these forces.
I´ve made new black and red stormtrooper sprite-sets for them. Sniper and Jumptrooper each use a different set.

Nurglings
-Papa Nurgle has sent his best Nurglings to join the fray! These little buggers have a acid-blight spit attack and festering talons. Not particularly dangerous on their own, they can still pick off wounded troops and cause plenty of fatal wounds.
They can appear with low tier Nurgle lists (one new list has been added), as well as from "spawner" weapons and units.
Blight grenades and rockets will now spawn Nurglings near their impact area.
Most Nurgle units now carry Nurgling spawning grenades (on higher tech levels, Plaguebearer) that they will happily throw around. Better than getting hit by a alien grenade, perhaps.
Battlesheet by Xom and color adjusted by me, I´ve added new BigOB/FloorOB/Inventory art as well.
-Added a Nurgle Sister with a new spritesheet, that will spawn a Nurgling on Death, bursting forth to spread cheer and cholera amongst your troops! She can appear in most Nurgle lists.

Cultists and Daemon Undivided

-The Chaos Cults have been expanded with not just Cultist Squats, but also Aspiring Champions, Dark Disciples, Dark Apostles and more! These form the elite members of cults and are better equipped, armored and trained than the rank and file chaff. Expect up to carapace level armor, better stats and more health than the normal cultists.
-A Favored Chaos Cult has been added to the racelist, well stocked with these new cultists.
It will have a few surprises.
-One new enemy type is the Neverborn Chaos (Undivided) Daemon, losely based on several semi-obscure daemons with no particular god-bent. Namely the "Blade-Thing", "Walking Nightmare" and "Warp Predator" from the 40k RPG rulebooks. They're shadowy (sneaky), dark, spiky and very very nasty to meet in a dark alley. A pretty good fit for the various undivided racelists.
They´re resistant to normal weapons fire, but energy weapons, meltas and fire will sort them out.

Unverified and Redacted Marine foes
-Ultramarines have been spotted defacing imperial monuments, spray-painting imperial trams and hanging up indecent posters within our cities! This is most non-compliant behaviour with the codex astartes. Be alert if you encounter them and investigate.

New Enemy Lists:
As mentioned in all the new additions like Chaos squats, all the new factions have new raceLists that populate the world with missions, craft etc.
Existing lists are also remixed with some new units and frequency/chance of appearing changed. Older lists (if they're not the main CSM threats) are generally less likely to appear.
Frequency of the enemy Penetent legion and Slaangor lists for example has been reduced early game to make room for the new lists, leading to overall more variety in encounter types.

New lists:
9 Blackstone Stormtrooper related ones
5 new enemy (Chaos or otherwise) Squats lists, one being mixed with Blackstone.
1 New early cultist list
1 Late game cultist list
1 new Nurgle one (early game)
1 New Elite Traitor Guard list
1 Neverborn Cult list
2 new Slaanesh lists
4 Redacted lists of Redacted Force of Redacted.
Probably a few more I've missed, and I don't want to mention too many details for sake of you discovering them (and their fun, wholesome, surprises) yourself in action.
Title: Re: [ADDON] ROSIGMA
Post by: oxcuser0003 on September 08, 2021, 05:26:26 pm
awesome that more stuff is being added - will have to give it a try sometime
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on September 08, 2021, 10:14:01 pm
Give it a spin, what's the worst that could happen? Covered in Nurglings?

New page, so here's a preview of 1.05:
The main course will be the cult of Tzeentch. Up until now we've only had the (expanded) chaos cult, clad in red and with a vague Khorne theming.
But 1.05 will bring in blue clad cultists of Tzeentch to provide some more early and midgame variety.

The roster so far, from low tier to high tier:
-Warped Thralls
-Tzeentch Mutants
-Helot Cultists
-Zealots
-Tzaangors
-Acolytes
-Chaos Witches
-Thrall-Champions/Sorceress
-Summoners (Fatebinders)

A couple of them (inventory only):
(https://i.imgur.com/AYzEnvC.png)

For support they currently have access to:
-Combat Servitors (temporarily on loan from another list)
-Battle Servitor/Heavy Plasma (temporarily on loan from another list)
-Lesser Daemon of Tzeentch. A close cousin of the Horrors, to give a little more daemonic variety and represent the "The Scintillating Legions" that aren't just the uniform daemons.
-Possessed Cultists/Lesser Spawns of Tzeentch. Not the huge lumbering kind, but more of a daemon host/possession of Thrall-Champions.

They'll have a couple of "themes" to their units and capabilities.

Strengths:
-Long ranged and accurate lasgun focus.
-Magic, both in quantity and variety they'll have the most magic users, with all units except for the "soldier" chaff having access to some sort of spells. These will not be merely destructive fireballs, but come in a couple of different flavors like debuffs and panic-causing attacks. I got a couple of source books for ideas.
-Daemon and mutants provide the muscle n meat, for the otherwise frail forces.
-Magic shielding (Dark Shield) give certain units some staying power.
-Flamethrowers provide a little bit of close range cover and AoE capability.

Weaknesses:
-Little melee capability.
-Frail(er), Low HP and armor compared to other chaos forces.
-Little AoE outside of spells, so no rocket launchers or grenade launchers.
-Low rate of fire and fewer autoweapons. No heavy bolters or heavy stubbers.


Short a daemon or two right now, but otherwise I've managed to sprite them all out in the last few weeks.

On the to do list is more new spells and testing.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on September 09, 2021, 10:50:26 pm
I think you have the Inferno pistol completely wrong, yes it has a limited range, 25 percent to a melta gun but its power should not be decreased but increased! it should be an insta kill weapon, also impossible to build only to buy or get by conquer, what you have in the game is not good
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on September 10, 2021, 11:47:57 am
We have buffed the inferno pistol power by 50% vs vanilla, but otherwise it is untouched. Haven't considered moving when its available or its rarity, but its something to explore (maybe a mastercrafted version or such).
Title: Re: [ADDON] ROSIGMA
Post by: brogue123 on September 30, 2021, 06:36:15 pm
Having real problems with the IG on this. Honestly it's really annoyed me. This is going to be a rant, and I just want to say that I only rant with this level of annoyance because this mod has such amazing potential, but it's just not remotely, remotely ready.

I'm no slouch with XCOM, I've played it to death 1000 times on ironman superhuman on vanilla, different mods, and ironmanned the original 40k mod. I can ironman/superhuman the final mod pack with psi-amp disabled. I do not say this to boast. I say this because if I'm playing an XCOM based game and it's ludicrously, profoundly unfair, unfun and unwinnable, I know it's not just me.

I genuinely do not understand how you are supposed to survive as IG unless you are savescumming. The 'early game', such as it is, consists of troops who cannot hit anything - anything. The lasguns, when they do hit, do nothing. Nothing at all. Even if you somehow survive to get close enough to hit, you can drop five or six las shots into an enemy's back - their BACK- and it's nothing to them. And this is basic enemies. Not space marines, not ogryn. Just dudes. And yet all their shots hit, and every shot that hits kills one of your men.

But then there ARE space marines, and ogryn, and squats, right from the start. That's fantastic, it's amazing, brilliant, great - as RAW CONTENT. But you're dropping in this new content WAY before giving the player ANYTHING that can consistently beat it. It totally destroys the fun of the game.

Enemies that are already tough, but when killed, turn into heavily armoured, full health space marines (!) that then become invisible (!) and slaughter your men with bolter shot? So they inflict one shot kills on every one of your men, and if you somehow manage to track them down, you can fire the entire squad, every action point, every shot in a single fusillade into that one enemy, and it STILL won't die. Then it kills everyone next turn. And these enemies appear RIGHT from the start. And they're not rare. At all. Any chaos terror mission probably has three or four of the things.

What are you trying to do here? Are you drunk?

It's an amazing enemy, fantastic. Love it. Brilliant idea, brilliantly implemented. Even looks cool, old-school ALPHA armour, love the lore. Love it. But to drop this on the player over and over, right from the start, as one of the basic enemies faced when there is nothing that can consistently hurt it, is absurd.

Getting the mounted heavy bolter feels like a revolution, not because it's powerful, just because it actually allows some level of consistency in killing anything. But it's so static that you have to mount a static defence of the thing.  On every single mission. Every mission becomes the same, by necessity. Any deviation from it results in immediate death. And woe betide you if that 300 000 buck thing takes a single shot. 300 000? What's the mount made out of? Gold-plated diamond?

It is absurd. Honestly absurd. Even disembarking from a craft - how? You can't pop smoke to cover your exit because it's been so nerfed you need 4/5 smoke grenades to do it, and whoever's throwing those grenades will almost certainly die, along with 2 or three people behind them from the hail of automatic reaction shot that rains down. Even if you get smoke up, enemy sentinels can somehow (?) see right through smoke and hit you with missiles. Any missiles immediately kill everyone in the entire blast radius.

"Stay in the ship, cede the first turn! Then you wont face reaction fire!" Um okay, but all the ships have massive, wide-open doors that can be shot through.

"Punt a smoke grenade out and then they won't shoot in!" - Um, okay, but I can't shoot a smoke grenade out because my heavy bolter is in the way, I can't move it down the line to put penitents first, and I can't not take it, because nobody else has the ability to shoot/hit/hurt anything.

"It's okay, just send out penitents!" If you're disembarking with penitents, you have no heavy bolters, and if you have no heavy bolters how the hell are winning anything?

"On the Chimera you have a third tank, fill that with penitents, run them out first!" Um, okay. But that's just bad design, if the only way I can possibly disembark on ANY MISSION where it's open ground in front of me is to throw 4-6 prisoners to their immediate death in turn one, every time? Two things. Firstly, that's just grim, ugly gameplay. Secondly, it also means that you're NOT taking a big squad of IG. You're taking a tiny squad of IG, because all the space is taken up with heavy bolters and doomed penitents, so you've got like, 5 spaces left for actual guardsmen. So now not only are you useless, you're totally outnumbered in every engagement. Wahey! I've survived turn one! Now I'm dead on turn two.

"Use sentinels! They're tough!" - No they're not. They're made of tinfoil. I've never had one survive a single round while exposed. Against basic, lowest-possible-level enemies. How is it that their las-shot can rend metal armour, but your las-shot barely even tickles? Are they all packing mini-lascannons or hotshot whatever? Okay, great. Love the new content. Love it, genuinely love it. But in dumping it all on the player before there's any chance to hit back you are destroying the actual game. And the multilaser on the sentinel? Are you drunk? I've had that thing fail to kill basic guardsmen from four squares away, firing both volleys. It's as dangerous as a 1970's disco light.

"Try the Scion strategy, you get hotshot lasweapons with infinite ammo!" That sounds amazing, I'll do that! Oh wait though, it means I also get no HMVs whatsoever, no heavy bolters, nothing. And those hotshot lasweapons are STILL nothing like good enough to beat the enemies you meet right from the start. I remember one time I open a door into an enemy ship. First or second month, really early on. Chaos Space Marine there. Facing away from me. I walk RIGHT UP BEHIND HIM and unload a volley of shot into his back from the most powerful Scion gun, the hotshot volley gun. Four hits. Then he turns around, no fucks given, and kills the Scion. Great stuff.

"well, they're IG, they're expendable" - not if the entire team panics at the drop of a hat they're not. They don't seem to think each other are expendable. Lose maybe three in a turn? The whole squad just crumbles.

Oh, and Scions cost, when you factor all the expenses in the manufacturing in, almost twice as much as actual Space Marines.

Here's my question. Does anyone involved in the construction of this mod actually care about how this plays as a game?

This mod is not accurate to how Imperial Guard are in 40k. It is not. NOT ACCURATE. NOT REMOTELY.

I've played imperial guard and I've played against imperial guard. Lasguns are not totally useless. Massed lasgun fire can really do damage, even against armoured infantry. But in this mod laguns are genuinely, frighteningly USELESS. You might as well throw bad language at the opponent. Are these trained soldiers? The basic soldiers on XCOM actually can kill sectoids and floaters with the basic guns. It's not easy, but it's doable. But this? They feel like inmates from a remedial care home doing 40k cosplay.

You have enough amazing new content here to do something genuinely staggering. You can implement 40k in an XCOM engine, the whole shebang. You're clearly on your way, and the new content is cool, interesting, epic. You know what would be even better? If the starting tier of difficulty had any level of fairness to it. It doesn't. You're up against things straight off the bat that your weapons simply cannot hurt, which can slaughter half your men in a heartbeat.

If you drench the area in smoke you can kind of survive for a while, but even then the nerfing of the smoke has made it so absurdly patchy that you get shot (flawlessly, lethally, every time) by things on the other side of the map you can't even see, and still can't find even if you use all your time units to run right at them. What do you do? Honestly what?

None of this is fun.

None of this is fun.

None of this is fun.

I read about the ROSIGMA mod having amazing new content, but appalling game balance. I've seen people say that over and over. Have you never heard that? They are right. This is ridiculous.

I encountered this problem before in another mod that will remain nameless - amazing content, really cool, huge time and effort put in, but no discipline when it came to crafting the actual game-play experience. Just a splurge of new, high-level content and nothing to counter it. Nothing.

I understand the temptation. The temptation to just add cool new stuff, and then show it off. No point burying it in the end game, right? You want people to see SQUATS! OGRYN! ALPHA LEGION! Right? But your exuberance over your new content causes a lack of discipline in burying the player under unwinnable conditions.

While the development of this mod focused on adding cool new units, this will never be worth playing by anyone. It is not fun to play. Not close to fun.

Tone the beginning down. Make sure that there are things that actually can counter the enemies you're bringing in. Stop trying to show off all your fancy new stuff. Leave it till the mid tier, the end tier. Hell, make four or five new tiers and turn the whole game into a massive epic. Whatever. But swamping the player straight off the bat is absurd, and kills this mod as a player experience.

The original 40k mod had balance. That was probably the most impressive thing about it - not that it was a 40k reskin of xcom, now because it had all the cool units, but because someone had taken real care to make it work as an actual player experience.

I understand others enjoy ROSIGMA. Has anyone actually played IG without savescumming? If you can't survive without savescumming, that's bad design. This is a badly designed mod. Amazing new content, terrible game design.

Now I have to commit japanese ritual suicide to make up for the disgusting level of sickening entitlement I have just displayed in my criticism of this free mod, which has a wealth of really impressive, inspiring individual elements.

I hate myself for even saying this. And maybe it's just me, man. Maybe I'm just terrible at this particular mod. Maybe there's some tactic I don't know about that everyone knows about. I don't know.

But if there's anything in what I've said that isn't total nonsense, that means someone involved in the development of this mod needs to take personal resposibility for the game balance, and actually treat that as a part of the game equally as important as some fancy new gun or exciting new enemy.

I'm not asking it to be made easy. Just possible.

Rant over.

Sorry.

*commits japanese ritual suicide*
Title: Re: [ADDON] ROSIGMA
Post by: Yankes on September 30, 2021, 07:01:46 pm
best thing is that if you think mod is broken you can fix it easy, create new sub mod that rebalnce game.
Find all lasguns weapons and bump damage by 2x and see how your game play feel after that.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 01, 2021, 01:25:58 am
Thanks for the rant. I get a few things where they are coming from but what confuses me about are two things.
1. Where is this hidden feedback group you are talking about because I get nearly zero feedback on balance in general. 
2. How is it that you consider the 40k base mod balance to be that much different? Unless you played IGMA that actually made Lasguns more worthwhile, you are playing with the exact same damageType, power for the weapons as well as damage modifiers for the armors as the base mod does. Only the armor values themselves are slightly different for this matter.
If you want to try you can give this sub mod (https://cdn.discordapp.com/attachments/844244985146245130/849007921836064818/ROSIGMA_rebalance_v1.5.zip) a shot (effective 25 % damage increase for Lasguns, less accuracy dropoff per tile). Again something I got very little feedback on. That's why I am hesitant to put it into the mod itself. If you don't like the range thing, then just delete the range related rul file.

I gladly invite you to our discord (https://discord.gg/hgfDDdYDhH). Feel free to hang around and start some of the (less ranty) discussions.

As for answering your post in detail, I plan to do it at a later time.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 01, 2021, 01:52:35 am
Constructive feedback is always welcome, and we do indeed not get a lot of it (just skim this thread). 

The 1.04 has only been out for a month, but the feedback I've gotten has not pointed to any big balance issues (you're the first, really), this may simply be because most regular players that do play it and give feedback are pretty experienced with how to handle the tougher foes. Your experience may differ, for example are Chaos Space Marines *not* common as a early enemy (there's always a chance with things like Terror missions) and you may always spawn in the middle of a enemy squad (this goes for vanilla 40k too).

There's a few things from your notes that's already been worked into update 1.05 (coming soon). Other things are bigger longterm goals of the mod to tackle, with some solutions being work in progress.

A couple of changes in 1.05 that may adress some of your issues: 
-Enemy Squats have less armor, and are easier to hit. They're not as common either.
-There is a new strong early game Heavy Stubber for Guard, and a Heavy Lasgun with overcharged power shots (there's some other lasgun changes like this to allow for punchier shots too). The Early Game Guard Counters may need a little tutorial.
-Enemy sentinels do indeed, like your own sentinels, have advanced optics that allow them to see through some smoke. But like your own Sentinel experience, they die to a stiff breeze. Speaking of Sentinels, the player version is getting a armor buff in 1.05.
-We're gradually shifting the tougher enemies to rarer/later appearances. The big one to stretch out the appearance of things like enemy CSM is in a later update though (some things in the work that need more time).

I'll let Buscher answer the Guard Tactics questions. As we've lost 33% of our manpower (Xom is busy soldiering IRL), it's just the two of us plus a few helpful people lending a hand from time to time.



One big balancing difficulty is that if the game is easy enough for early guard, it's very easy for Space Marines or Sisters. For this we've been working on some "difficulty options" that will allow for more ingame tweaking to your liking. Things like increased income, or getting more veteran troops. It's always going to be hard to tweak the balance so that it's both satisfying for veteran-, new players and works for all factions.

Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 01, 2021, 10:26:01 am
personally I think playing as the IG is OK using this mod playing as the Arbiters is a torture but still manageable
but when we speak unbalanced, then this MOD is very far behind the shit show called Xcom Files now that is unbalanced and unplayable IMHO.

and a question, I am playing now as the Arbiters and I see enemy Ratlings? and Traitor Catachans?

will they be available for the player when playing IG?

Also when the enemy can have Tech priest and/or Battle Servitors will they be available for the player?

and the SM have dreadnoughts, the Sisters have Penitent Engines...maybe add a "Compact" Imperial Knight for the IG (something that would be a reward like the Lord Commissar after a special achievement) to make the IG more capable...cannot thing of anything that could be added to the Arbiters...

and maybe add more "Special" loot that can only be found in Munitorum depos and/or on slayed "Bosses"  (like the Tigrus Bolter, etc) I mentioned the Inferno Gun earlier that should be a compact multi melta with 25 percent range and should be not available for production...maybe Digi weapons? (one shot insta kill close range weapons with 2-3 shots per mission) or rare combi bolters, necromunda combi weapons? and divide them into early-mid-late tier (or even maybe not...)

never less the mod is great and continue with the great work (I could not imagine myself going back to playing vanilla 40k mod)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 01, 2021, 12:18:44 pm
Unless the main 40k mod has snuck in Catachans and Ratlings, I'd say those are not a thing (yet). You might be running into some deserters, one of which has a rather tattered rambo look. And the "Rattlings" might be some form of traitor squat?

1.05 does have player Guard Squats (flak and carapace versions) and Guard Beastmen (ditto), which will give at least some IG strategies some tougher early game unit options!

Player Battle Servitors, and cyborgs, has been discussed and might appear with a later update. Would be a good way to allow IG (And Arbites) to "upgrade" their soldiers, make them tougher etc, in exchange for money/resources. Heavy weapons battle servitors would also be a good way to have non-4 tile or weapon teams heavy weapons.

We've not touched Arbites much, but have been discussing integrating them (partially) into certain IG strategies (like Penal legion related). Arbites on their own should be considered [superhuman] difficulty in ROSIGMA (IG not being far behind).

7.1 of OXCE should allow us to do some ammo-upgrades through research without needing new items for everything, which will be one avenue to allow for smoother difficulty curves / early game weapon availability. For example, lasguns could get upgraded power packs through research if one wants to focus on a heavy lasgun pew pew approach.

1.05 will have the basic Primaris armor integration, working out to a buff for their armor values.

More special/exotic weapons that can be found/earned through missions, as well as lasgun variants are on the "in the future" list. There's quite a lot of cool lasgun patterns like shotlas, assault lasguns, lasrifles, heavy lasguns and pulse lasguns. Things like longer magazines/Big powercells, drum power cells, double barrels/tripple barrels/rotating barrels (handheld multilaser style), Model 481 "Persuader" Lasgun/Minerva-Aegis Las Carbine/Fractrix pattern assault laser etc). We have to consider when to introduce these to not overwhelm the player, and preserve balance. Mostly mid/late tier for all of these.


 
edit:
My little Surviving 40k 101 guide, some of these things are obvious (depending on how much openxcom you've played) but I do see people playing 40k forget a lot of this (I certainly didn't know all of this when starting):

Tip #1, remember the basics of close quarters combat:
A little write up for how to handle spawning right next to some enemies, doesn't matter if its Squats, Ogryn, CSM or a Chaos Dreadnought (which I just saw happen).
The enemy might even be turned away, a tempting rear or flanking shot!
Your first instict might be to open fire with the closest guy, right? Best odds of hitting with that melta or heavy bolter!
But remember, regardless if it is ROSIGMA or 40k, most enemies bar the weakest cultists or guardsmen have some armor and health, so its not exactly unlikely that the enemy will survive.
And when you shoot a enemy in OpenXcom and they survive, even if that enemy is turned away, they'll get a reaction shot back against you* (exception cases where they have 0 TU, or, important for later - they've already blown their reaction fire this turn).
So what do you do? Your APC doors are open, your drop pod is open. That enemy is gonna shoot right back into your guys. Either as a reaction shot, or on the enemy turn. They gotta go!

A couple of options:
-If playing as Guard, you get Commands. One handy command to use here is the one that grants a reaction bonus. If you're new to openxcom, having higher reaction on *your* troops means they are less likely to trigger that enemy reaction shot.
-Smoke. Plenty of it. But the problem here is that if the enemy is just a few tiles away, their vision will not be blocked, heat vision or no.
-Turrets, don't forget to use these guys first. And not the closest turret but ah, you say, I want to hit the enemy! Shoot with the closest turret?! There's two reason why you do not want to do that. 1) Turrets are usually not that strong (unless you want to lob a tank shell in close proximity to that open apc door) so the enemy is likely to survive and get to reaction fire back - wrecking your close turret. 2) The enemy can MISS that shot, or the turret is closet enough to the entrance of the APC that the enemy reaction fire hits your team inside. Chunky salsa.
So use the most distant turret, not to kill the enemy necessarily, but to draw that reaction fire and hopefully, the enemy will miss your distant turret, and any shot can harmlessly miss because you don't have a open door nearby.
-Grenades primed to explode on the enemy turn. Not recommended due to the fact that early grenades are unlikely to kill the beefier enemies, and you can still draw reaction fire when lobbing them. Still, it can be done safely from some cover so it might be worth a shot.
-A Wall of Fire, the AI will generally avoid going through fire. Now, doesn't work very well if the enemy is really close and has a gun - but in 40k there's plenty of enemies with melee only.
-Targeting nearby ammunition or terrain. Don't forget this, less likely to trigger reaction fire, and you can either get yourself a hole to escape through - or detonate a ammo storage facility and take a good chunk of those enemies out.
-Now,  last resorts: Sometimes you don't have a turret (drop pods) or the random map generator has made your APC drivers park right in the middle of like, 10 burly chaos dudes with heavy weapons. This is a case of where it might be a very good idea to... run away. Now, if that's not possible, or if you think you can still eke out a victory - use a decoy.
Imperial Guard get hologram grenades, other factions have Servitors or Penal legion throw-away troops (or Emperor forbid, dogs!) that can run off to draw that reaction fire. Key here is to not take a unit that's standing like 3 tiles away from the big burly chaos dude in question. You want to draw reaction fire that is likely to miss.

And just general tip is to use any terrain to your advantage*, and to try to deny the enemy a flank if you cannot take them all out in one go.
Instead of sending little fireteams off in all directions to try to kill all the enemies, take all your people and punch into the closest map corner or building. 
Many enemies have limited range on their weapons (and grenades!) and are generally not very good at pursuing the player.
Now, there's a risk with this, you'll be leaving your spare ammo/guns behind in the APC/craft, and there may be more enemies you're walking into. This is not a no brainer tactic to use all the time, the craft is generally the safer place to be. Unless you've parked near a small platoon of enemies. 
*You do not want to be standing out in the open at the end of a turn.  If you don't have to rely on random luck, or smoke, then don't. Find anything that puts something between your units and the enemy, in openxcom even a 0% shot can hit (or a miss targeting someone else).  It can even be worthwile to use a *unit* to protect your other units by way of line of fire, like sticking a big Ogryn in the path of fire. They have a lot of health, they might survive!



Title: Re: [ADDON] ROSIGMA
Post by: brogue123 on October 01, 2021, 06:17:00 pm
Okay, thanks for your responses, I felt awful about sending that and I'd just logged back in to apologise - sorry again for being so sharp.

My passion comes from truly, truly loving this game. I love this game so much, and when it's done well it's amazing.

But.... really impressed with your responses. Leflair and Buscher, I'll answer point for point.

It's been years since I properly chopped up a quote on a forum to do this so if I get the html all over the place and it looks ridiculous, feel free to throw things at my head.


Constructive feedback is always welcome, and we do indeed not get a lot of it (just skim this thread). 

The 1.04 has only been out for a month, but the feedback I've gotten has not pointed to any big balance issues (you're the first, really), this may simply be because most regular players that do play it and give feedback are pretty experienced with how to handle the tougher foes.

This is a serious problem. If you are genuinely unaware of the balance problems in this mod, it is a serious problem. It's like flying  at speed into a brick wall. If nobody's saying anything to you, you are not getting the feedback you need to make this into a decent game. And what hurts is that the content added is so good, and it's just going to waste.

I think there's a lot of people who don't want to admit it's too hard. Honestly, if I didn't have the level of experience I have at this game, I probably wouldn't feel confident to say something. Some other people just like to boast, so they don't like admitting they can't do it. But I know I'm good. Sorry, that's an asshole thing to say, but I am. I've played this game for years, I only ever play on Ironman on the hardest difficulty, and what makes this game so amazing is that that actually can be done. The hardest difficulty is really, really hard.... but possible. It is fair. There is a way through. Always. And so it makes it tense, cool - but also hopeful, fun, possible.

This is the key to making an XCOM mod work - (god, I sound like such a patronising arse even saying this, I know, I'm sorry) but it is the key. There has to be a way to win. To consistently win - it can be hard, like walking a tightrope - but it can't be impossible.


Your experience may differ, for example are Chaos Space Marines *not* common as a early enemy (there's always a chance with things like Terror missions) and you may always spawn in the middle of a enemy squad (this goes for vanilla 40k too).

My experience DOES differ. I think they're more common than you think they are. And mate- just remember this. If even ONE shows up, that mission becomes UNWINNABLE IMMEDIATELY for normal guardsmen. And you can say - well, lasfire reduces armour. Sure. But the accuracy and damage being done by the entire squad being so appallingly bad, you might as well be throwing a rock at the moon.

That is the truth. It is the actual truth of playing the game. If you say "well, these people aren't having problems" those people are savescumming. HARD. OVER AND OVER.

But then you say Space Marines are not there from the start - um... dude. Play your own game. Sit down, fire up Imperial Guard, PRESS THE IRONMAN BUTTON and try to survive three months. You will fail. Straight up. This is not a winnable game. That means it isn't fun, and it isn't fair. And I don't care who your veterans are, or what they're doing. Survive without savescumming on this mod for a full year, let alone actually win? You might as well tell me you can jump to the moon. Straight up, that person is either lying, deluded, or doing something dramatically different from anything I have ever seen done in this game after decades of playing it. I would suggest that they are lying.

If you cannot kill Space Marines, think about what that actually means TO THE GAME EXPERIENCE. It means that any Space Marines necessitate an immediate retreat from an unwinnable mission. Avoiding Space Marines means avoiding EVERY terror mission, and EVERY enemy base until you have the weapons to take them. It also means immediately fleeing from EVERY crash landing or landed plane where they show up.

Is this an intentional choice? Did you decide that this would be your game?

If you did, why do you hate us so much? What have we done to hurt you? How can we earn your forgiveness?

If not, you have two choices. Delay space marines, or SERIOUSLY buff imperials. Not just "tweak the lasfire". Do something drastic to give your game the basic ability to function. That's it. Them's your choices. There are no others.

Oh and, if the only people giving you any feedback are people utterly expert at every single enemy, what's that feedback worth? Honestly? With only that feedback you cannot balance this mod. You can't do it. You just can't. It will never be playable.

And what are these magic strategies these 'veterans' have? What? How do you stop something that can shoot a rocket/lascannon shot through smoke from across the map, when none of your guns have the capacity to reach/hurt that thing? What's the strategy you use?

And I understand it's very easy to get defensive. God, I hear myself saying these things and I can only hope you're ten times the man I am because I'd full-on have a tantrum if I heard them. But it's not just me. I know XCOM. I know what's possible, I know what's not.


There's a few things from your notes that's already been worked into update 1.05 (coming soon). Other things are bigger longterm goals of the mod to tackle, with some solutions being work in progress.

A couple of changes in 1.05 that may adress some of your issues: 
-Enemy Squats have less armor, and are easier to hit. They're not as common either.

They are tough little fuckers, yeah. But maybe introduce in a later tier? Squats are awesome, an awesome idea, really well done. Better than the nerf is to make them an event. Some squats just dug out of the ground or something - oh no! Then they start showing up in random things.

-There is a new strong early game Heavy Stubber for Guard, and a Heavy Lasgun with overcharged power shots (there's some other lasgun changes like this to allow for punchier shots too). The Early Game Guard Counters may need a little tutorial.

Cool! Sounds great! More stuff like this!

-Enemy sentinels do indeed, like your own sentinels, have advanced optics that allow them to see through some smoke.

But the enemy never uses smoke, so this is not an actual leveller between us. It's just a massive buff for the enemy which essentially means that smoke means nothing now. One missile, squad gone, thanks for playing. That's what you've done.

Now look, I get that smoke is this bug up everyone's ass "oh it's so unbalanced, oh it's so terrible, you just spam smoke". Those people are idiots. Smoke is extremely important for protecting fragile troops from advanced weapons. This is EXACTLY the situation you are starting ALL your players in, and if you take away smoke, you're really crippling them. Maybe a later version of the sentinel, an advanced version with night vision googles or whatever - great. Amazing. LATER. Same with the fucking mounted lascannon sniper bastards. I swear because of the hate I feel. Just think of what that does to the game experience. Think. Really think. Or better still, play. Play it on ironman, see what happens.

What happens is, area denial. That's the military term. Area denial of the entire map. Every open space, every open anything. Can't cross it through smoke, they see through smoke. Can't cross it in one go, not enough time units. And if you can't get close enough to it, you can't shoot a rocket, you can't throw a grenade, you can't lasfire the thing, and if you're a position you can snipe it you're already dead because it's sniped you first.

It cripples the entire squad's ability to move anywhere without taking savage, unstoppable casualties.

That's what it means. Is this a choice you have intentionally made? Honestly... HONESTLY... did you sit down and say "this is how this game will play." Did you? I very much doubt it. And yet it is how the game plays. So what does that mean? Who is making choices about how the game plays? Who takes that role?

I understand your nerfing the main grenade - even though it was already much more expensive in this mod. But then to make mounted lascannons with infinite range able to see through smoke? That's absurd. Genuinely. It's like a choice taken in isolation from how the game actually plays. It's like - one soldier dead every turn. And you cannot hit that thing from across the map as starting guard. This is major, major problem. A major problem with the game. Really serious. Unfair, boring, stupid.


But like your own Sentinel experience, they die to a stiff breeze.


No they don't. No they don't. The fact that you think they do says to me you are not playing your own game. You are looking at code, you are looking at stats, you are not playing the game, you are not experiencing the player experience.

To take down an enemy sentinel with lasfire means closing range enough that a large number of your men can all fire autofire, and hit it. Think about that. Actually think about what that actually means in an actual game you actually play. It means closing distance with something that can fire rockets through smoke, and one hit by one of those rockets doesn't just kill 6-7 men (the bare minimum needed to take it down with lasfire), it also panicks the entire squad because of thier deaths, and it's game over.

Is this an intentional game choice? Did you decide this? I just don't think you did. I think nobody decided this. I just don't think people are playing this mod as a game.

And I know what you're going to say. Oh what about the disposable rockets!

Firstly, you get enemy sentinels a long time before you get those researched. Secondly, it is bad, bad, bad game design to introduce an enemy where there's only one possible solution in this single thing you have to research but you don't know about in a massive range of research options. Thirdly, 45% accuracy when shot, from a guardsman who already has the firing accuracy of Michael J Fox? This is not a solution. It's not. The idea that it's a solution could only be sustained by someone who simply had not played this mod - or who played it reloading every three seconds.


Speaking of Sentinels, the player version is getting a armor buff in 1.05.


Cool!

-We're gradually shifting the tougher enemies to rarer/later appearances. The big one to stretch out the appearance of things like enemy CSM is in a later update though (some things in the work that need more time).

Mate, look - I am consistently amazed and impressed at the incredible work you do. It's awesome, just awesome. I lay these challenges at your feet because this is an absolutely epic, kick ass content mod. It's awesome, so awesome, really. Take as long as you need. But I would say this is exactly the way to go. All your new enemies are epic. You just cannot throw them at the player from round 1, and expect your game to survive as a game. But they mean that what you could have is this insanely deep playing experience, where kick-ass new stuff just keeps on opening up. That's awesome. So awesome. Do that!

I'll let Buscher answer the Guard Tactics questions. As we've lost 33% of our manpower (Xom is busy soldiering IRL), it's just the two of us plus a few helpful people lending a hand from time to time.


Dude, totally love your work. If it's ready twenty years from now, I'll download it and play it through my white beard. And thank Xom for his service.

One big balancing difficulty is that if the game is easy enough for early guard, it's very easy for Space Marines or Sisters. For this we've been working on some "difficulty options" that will allow for more ingame tweaking to your liking. Things like increased income, or getting more veteran troops. It's always going to be hard to tweak the balance so that it's both satisfying for veteran-, new players and works for all factions.

Okay - I see what you're saying, but here's my counter.

Think of it like actual 40k. If you got a well put together SM army, vs a well put together IG army, would the SM simply waltz across the guard like they're not even there? No. Not at all. IG are a really serious force, really serious.

Firstly, there's about 3 times as many of them. That's no joke. Lasfire is a problem for Space Marines when 3/4 shots are being fired for every marine you have. Also tanks and mounted weapons. Tanks would be a problem in an XCOM engine, obviously, but mounted weapons? Hmm.

Again, sorry to mention it, but I fired up the game to see again last night. 13,500 spacebucks for a heavy bolter, Godwyn pattern. 300,000 for the same bolter on a small wheeled platform. Uh..... what? What are you trying to do here? Who made that decision and why?

I feel like a lot of these decisions are being taken because people on the forum are bitching about heavy bolters or smoke making things too easy. I get they are powerful - but the answer is not to take all the power away and then say "well, you're just not a veteran." Nobody's going to be a veteran if this game is so broken. How will you get veteran players if only veteran players can have any hope of winning?

It's your mod mate, but if you don't fix the game balance, HARD, then you'll be stuck with the same tiny pool of 'veterans' who keep telling you there's no problem with your game. Which means that although they may be veterans at playing ROSIGMA, they're certainly not veterans at telling you the truth.

So what would I do? Again - look to 40k for inspiration. The most obvious think I can think of is this.

Make a massive dropship. Something enormous. 26 person space, 4-6 HWP space. Basically AVENGER sized, and that's the IG basic ship. No kidding. There's all sorts of stuff in the lore that could be repurposed for this. Space Marines have tiny little dropships with tiny squads. IG send regiments.

What needs to be understood is that the IG are not shit. Soldier for soldier, sure, yeah, but as an army they are fearsome. Why? Because there's a million of them, they have all sorts of heavy support weapons and lasfire isn't shite. If I could sum it up in a sentence, that's the sentence.

"there's a million of them, they have all sorts of heavy support weapons and lasfire isn't shite."

And if you can't put that as an experience into your mod, then don't have IG in the first place.

But then again I think this speaks to a development focus on individual units/guns and individual changes at that level to fix problems. That's what's hurting the development of this mod. Someone (you) needs to step back and say - what makes IG cool? What makes them something epic?

How can an IG army demolish a SM army? Or a Sororitas army? Because they really, really can, in the normal 40k game, if put together well and played well.

Numbers. Support weapons. Lasfire that actually works. Numbers. Numbers. And more numbers.

26 guardsmen roll out of a ship with 4 heavy bolters and 2 sentinels. Turn one motherfucker. Do you speak it?

That is what needs to be reflected in this to make IG work.

And before anyone says "oh that's so unfair, it would be too easy"... no it wouldn't. You'd take terrible casualties. But you'd be able to take them. And on top of that, I just finished a tier 1 chaos base (as SM) on this mod. 63 enemies. Stealth space marines, nurglings jumping out of dead bodies, enemy snipers, enemy chimera turrets, all sorts of mad shit. 14 highly trained Space Marines only just survived. This mod is MASSIVELY harder than Superhuman difficulty on Xcom, even with Space Marines. And I know it is, beucase I know superhuman difficulty inside out.

Is that a choice? Did you decide - I will make this mod MASSIVELY harder than Superhuman difficulty? Did you? Even with marines. Did you? Again, I'd be surprised if the answer was yes.

26 guardsmen, 4 heavy bolters and 2 sentinels would STILL be a seriously difficult task against that TIER ONE BASE (!) and if you won, you'd be flying home with a lot of dead buddies. Which is exactly how it should be.

But an Avenger-sized craft as your basic ship? That's an easy, quick fix that would resolve a lot. And fix smoke. Night-vision optics has to be third tier, or second tier if you're really, REALLY feeling sadistic. First tier? Unplayable.

I really hope this is all cool. I've tried to be as blunt as possible, because I don't know if anyone else is giving it to you straight. I only challenge people I respect.
Title: Re: [ADDON] ROSIGMA
Post by: brogue123 on October 01, 2021, 06:53:45 pm
Thanks for the rant. I get a few things where they are coming from but what confuses me about are two things.

1. Where is this hidden feedback group you are talking about because I get nearly zero feedback on balance in general. 

It's not a group, mate. I've seen it written several times in comment threads, things like let's play videos on youtube, mod download comments and such. Just people talking about the mod. And in one instance, what I saw written was someone saying that your mod has a reputation as having great content but being no fun to play. That's where I got that. Can't remember where I saw it, but I'm not lying. Not going to dig it up though.

But I would also suggest that if get zero feedback on balance, it means your balance is appalling. If your game balance was good, people would love to say it to you. If nobody's saying anything, they're embarrassed to say something, either because they don't want to cause a fuss, or because they don't want people thinking they can't do the game.


2. How is it that you consider the 40k base mod balance to be that much different? Unless you played IGMA that actually made Lasguns more worthwhile, you are playing with the exact same damageType, power for the weapons as well as damage modifiers for the armors as the base mod does. Only the armor values themselves are slightly different for this matter.

It is genuinely frightening to me that you ask this. It says to me that you are looking at charts and values and have almost no comprehension of the player experience.

Like, seriously, I'm about to write a sentence and I'm not even sure if you're trolling me.

Are you genuinely unaware that ROSIGMA confronts the player with vastly increased numbers of massively tougher enemies from the very start? Do you genuinely not understand that this is true? I don't know what to say. I genuinely don't.

On the normal 40k mod, almost everyone you face, straight off the bat, is an unarmoured human. No Ogryn, no Squats. And whatever 'small boost' those guardsmen have been given in ROSIGMA, it's enough to take their armour almost beyond the reach of normal lasfire.

I mean, I don't know what to tell you. I am honestly speechless.  Stop just looking at stats, code and charts. The original 40k starts out massively, MASSIVELY MASSIVELY MASSIVELY easier than this mod. It is genuinely surreal that you seem to suggest the difference is marginal, and it shows a howling gulf between your idea of your game, and the actual reality of it.


If you want to try you can give this sub mod (https://cdn.discordapp.com/attachments/844244985146245130/849007921836064818/ROSIGMA_rebalance_v1.5.zip) a shot (effective 25 % damage increase for Lasguns, less accuracy dropoff per tile). Again something I got very little feedback on. That's why I am hesitant to put it into the mod itself. If you don't like the range thing, then just delete the range related rul file.

Look mate, I think this is a bad answer.

Honestly. Not just to me, but to anyone who points out the massive balance issues. "Here, use this, it'll make it easier." This is a band aid over a bolter wound.

This is indicative of a defensive development culture that won't look major balance issues in the eye.

Fixing the lasstuff is a great plan, but only one issue out of a lot. A lot of issues. And all the issues point to only one conclusion. Who in the development of this game is making it their priority to crafting a fair, fun player experience? Fair and fun do not mean easy. Ironman superhuman on the FMP with psi amp research disabled isn't easy, but it is fun and it is fair. That's not by accident. Solarius_scorch decided to craft it as an experience, to make the balance of the game central to everything.

You're adding new content, amazing new content. But who makes it their personal responsibility to craft how this game actually plays? Who? Do you? Who does?

That's the problem. And while that problem remains unfixed, a patch for the lasguns ain't gonna cut it.

It is dismissive and demeaning to tell someone to download some mod that makes the game less hard. I'm not asking for it to be made "less hard". The game you have made is not "hard", it is broken. It doesn't work as a game. It doesn't. And the lasfire thing is just one expression of that. Her'es another experssion of it: your personal lack of comprehension that the mod you yourself are making is staggeringly, massively, unplayably more difficult than the original 40k mod. That's honestly surreal. Who in the development of this mod is taking any actual time to experience, craft and hone the game balance?

Okay, maybe that's not your thing. Fine. But if it's NOBODY's thing, then what? Then it's a pointless mod and your content is wasted. No value whatsoever. Unplayable. Boring. Annoying. Stupid. And full of all these amazing pieces of brilliant content nobody will - or should - ever have the patience to discover.

I hate myself for saying this stuff. It's horrible. I'd hate to hear it. But it's the truth.

Think of it like this. It's like someone's making a film, but there's no director. There's makeup artists, actors playing their part, even a screenplay, special effects - but no director. Nobody's doing that job. Nobody's saying "where do these bits fit in to create X experience?". They're just sticking stuff in based on how cool they individually think the bits of it are.

What happens?

All the individual bits can be absolutely amazing, but if nobody's crafting an experience for the audience, it's a godawful mess.

This mod has no director. Nobody's doing that job. You clearly are not. Who is? I would suggest nobody. Someone has to do that. Someone has to ask "what do I want the player to experience?" And then you'll have a centre around which to build the thing, you won't just be bolting new sprites on the side hoping that at some point it just sort of 'works'. It won't.

I gladly invite you to our discord (https://discord.gg/hgfDDdYDhH). Feel free to hang around and start some of the (less ranty) discussions.

As for answering your post in detail, I plan to do it at a later time.

Whenever man, no rush. Honestly I feel scared to look back at this thread after I've said all this stuff. I'm just expecting someone to block me for being a prick.

I hope, perhaps beyond hope, that my admiration for what you do is clear. The ROSIGMA mod is absolutely amazing, content-wise, and anyone who says it's not is probably a filthy communist. I know I'm saying stuff hard. I will stop if you guys want. But all my love to you and to this amazing community, you've all given me so much kick ass, creative, interesting stuff.

Someone needs to be the director. That's what it is.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 01, 2021, 07:52:09 pm
It's not a group, mate. I've seen it written several times in comment threads, things like let's play videos on youtube, mod download comments and such. Just people talking about the mod. And in one instance, what I saw written was someone saying that your mod has a reputation as having great content but being no fun to play. That's where I got that. Can't remember where I saw it, but I'm not lying. Not going to dig it up though.


So the feedback doesn't exist. Gotcha.
Also authority by numbers is a super lame way to argue if you cannot show your numbers.
Besides there are not many let's plays on Youtube. In fact there is only one (https://www.youtube.com/results?search_query=rosigma&sp=EgIIBA%253D%253D) I know of.

Quote
But I would also suggest that if get zero feedback on balance, it means your balance is appalling. If your game balance was good, people would love to say it to you. If nobody's saying anything, they're embarrassed to say something, either because they don't want to cause a fuss, or because they don't want people thinking they can't do the game.

That's one possible conclusion. Of many. Doesn't mean that's the correct one.
That one Youtuber (Anton) is actually in our discord and gives us bug reports from time to time.

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It is genuinely frightening to me that you ask this. It says to me that you are looking at charts and values and have almost no comprehension of the player experience.

Unlike you I actually watch related Streams to ROSIGMA on Twitch as well on Youtube. Anton does a good enough job. So does Lixstar (who even made ROSIGMA harder for him). As well other people on different Discord streams. The main complaints are the hit and miss raceLists which randomly distribute Ogryns and Squats into usually easier lists. That they don't drop quickly enough. And that the game is way too reliant on heavy weapons (like the base mod)

So yeah these are valid complaints and something we are actually looking into it. Also I finished a campaign with IG myself and it was fun to me. I have even streamed part of it on our discord. I had also started a Firstborn Marine Assault twitch stream a few months ago which I have never finished, because more important things came up. So in fact I do both, player experience and spreadsheets. Anecdotal evidence only gets you that far.

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Like, seriously, I'm about to write a sentence and I'm not even sure if you're trolling me.

Are you genuinely unaware that ROSIGMA confronts the player with vastly increased numbers of massively tougher enemies from the very start? Do you genuinely not understand that this is true? I don't know what to say. I genuinely don't.

I know that. Thank you very much for telling me in a calm tone.

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On the normal 40k mod, almost everyone you face, straight off the bat, is an unarmoured human. No Ogryn, no Squats. And whatever 'small boost' those guardsmen have been given in ROSIGMA, it's enough to take their armour almost beyond the reach of normal lasfire.

So you didn't play the base mod. Otherwise you would be happy about facing just Ogryns and Squats and not missions full of Chaos Marines from month 1 on. The only 'easy' missions are spawned by Cultist and Traitor Guard bases there. Also we got rid of that crazy Ork start.

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You're adding new content, amazing new content. But who makes it their personal responsibility to craft how this game actually plays? Who? Do you? Who does?

You could be part of it, but there is obviously no interest as you are not willing to talk about situations, save games, experiences whatever. Instead I get a second wall of text chock full of non-content/non-feedback.
Missed your other post. I am going to take a look at your previous posts later, as I said.

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It is dismissive and demeaning to tell someone to download some mod that makes the game less hard. I'm not asking for it to be made "less hard". The game you have made is not "hard", it is broken. It doesn't work as a game. It doesn't. And the lasfire thing is just one expression of that. Her'es another experssion of it: your personal lack of comprehension that the mod you yourself are making is staggeringly, massively, unplayably more difficult than the original 40k mod. That's honestly surreal. Who in the development of this mod is taking any actual time to experience, craft and hone the game balance?

So you are not dismissive and demeaning? Gotcha.
Sorry for actually trying to do something about your problems in a short time.
Also I said that I would answer you later in full.

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Whenever man, no rush. Honestly I feel scared to look back at this thread after I've said all this stuff. I'm just expecting someone to block me for being a prick.

Too bad you said nearly zilch in this post I reply to. Sorry, but constructive feedback looks different.

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Someone needs to be the director. That's what it is.
You obviously don't want to be the director. It's great that other people do it for you.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 01, 2021, 09:21:36 pm
Forum ate my first reply. Let's go at it again.

Having real problems with the IG on this. Honestly it's really annoyed me. This is going to be a rant, and I just want to say that I only rant with this level of annoyance because this mod has such amazing potential, but it's just not remotely, remotely ready.

The mod is obviously in development. We are still in the content creation stage. That means that's in alpha stage. But it's very playable. Even for IG.

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[... I] ironmanned the original 40k mod. [...]
I genuinely do not understand how you are supposed to survive as IG unless you are savescumming.

Ironmanned 40k base mod, can't play ROSIGMA. Pick one.

I have finished the ROSIGMA IG campaign myself without savescumming. I have only savescummed when my craft item pile was destroyed. I have watched other people play the first months. So it's possible.

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But then there ARE space marines, and ogryn, and squats, right from the start.

Space Marines are your enemies in the base mod from the get go. There are no intermediate enemies such as the Ogryns and Squats. The only easy missions are spawned by Cultist and Traitor Guard bases.
We have moved Space Marines back to have a more gradual (read flatter) difficulty curve.


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Enemies that are already tough, but when killed, turn into heavily armoured, full health space marines (!) that then become invisible (!) and slaughter your men with bolter shot

1. You don't have to win all terror missions. It's possible that I will bail on the first one too.
2. I have seen streamers win against Alpha Legion even early game
3. They are a new enemy so they get moved forward for testing


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Getting the mounted heavy bolter feels like a revolution, not because it's powerful, just because it actually allows some level of consistency in killing anything. But it's so static that you have to mount a static defence of the thing.  On every single mission. Every mission becomes the same, by necessity. Any deviation from it results in immediate death. And woe betide you if that 300 000 buck thing takes a single shot. 300 000? What's the mount made out of? Gold-plated diamond?

The Mounted Heavy Bolter is a good weapon and a very good tactical asset. As such it can be costly as any other HWP is. The tank in Xcom1 wasn't cheaper either and can be blown apart when going down the ramp.
This game is OpenXcom, if the enemy shoots at you all the time, you are doing it wrong. Your people are not bullet sponges. The time to kill is very short. My Mounted Heavy Bolters only get destroyed when unexpectantly being flanked.

Also other heavy weapons are available. Heavy Stubbers, Grenade Launcher, Missile Launcher. As well as Heavy Bolters are available that can be carried by a single Guardsman. There are enough options, you just have to use them.

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It is absurd. Honestly absurd. Even disembarking from a craft - how? You can't pop smoke to cover your exit because it's been so nerfed you need 4/5 smoke grenades to do it, and whoever's throwing those grenades will almost certainly die, along with 2 or three people behind them from the hail of automatic reaction shot that rains down. Even if you get smoke up, enemy sentinels can somehow (?) see right through smoke and hit you with missiles. Any missiles immediately kill everyone in the entire blast radius.

Did you consider to use your Chimera Turrets to draw fire on turn 1? It's really helpful in that regard and will allow your soldiers to disembark nearly unimpeded.
Also Sentinels do have heatVision so they can look through smoke. That's why it's important not to throw smoke at your feet but between you and your enemy.

Are you trying to destroy the Traitor Guard base in the beginning? Because you aren't supposed to do that before you did a few other missions and a bit of research (such as the Heavy Weapons topic you instantly get after picking Guardsman Strategy). Enemy bases are supposed to be hard.


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"Stay in the ship, cede the first turn! Then you wont face reaction fire!" Um okay, but all the ships have massive, wide-open doors that can be shot through.

"Punt a smoke grenade out and then they won't shoot in!" - Um, okay, but I can't shoot a smoke grenade out because my heavy bolter is in the way, I can't move it down the line to put penitents first, and I can't not take it, because nobody else has the ability to shoot/hit/hurt anything.

Use the Valkyrie Drop Transport then. Besides you can only cede the first turn if nothing is infront of your doors. If there is something then use your Chimera Turrets to draw fire.
Also you have exactly this problem in the base mod, so no idea why it's different in ROSIGMA.

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"It's okay, just send out penitents!" If you're disembarking with penitents, you have no heavy bolters, and if you have no heavy bolters how the hell are winning anything?

"On the Chimera you have a third tank, fill that with penitents, run them out first!" Um, okay. But that's just bad design, if the only way I can possibly disembark on ANY MISSION where it's open ground in front of me is to throw 4-6 prisoners to their immediate death in turn one, every time? Two things. Firstly, that's just grim, ugly gameplay. Secondly, it also means that you're NOT taking a big squad of IG. You're taking a tiny squad of IG, because all the space is taken up with heavy bolters and doomed penitents, so you've got like, 5 spaces left for actual guardsmen. So now not only are you useless, you're totally outnumbered in every engagement. Wahey! I've survived turn one! Now I'm dead on turn two.

Did you know that there are Chimera Turrets that can draw fire? If you use up Penitents to draw all the fire in turn 1, you are doing it wrong.

It is really strange that I can complete even hard missions with only low losses. The moments when only 3 Commissars remain is very rare. By the way. Their ability is super useful.

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"Use sentinels! They're tough!" - No they're not. They're made of tinfoil. I've never had one survive a single round while exposed. Against basic, lowest-possible-level enemies. How is it that their las-shot can rend metal armour, but your las-shot barely even tickles? Are they all packing mini-lascannons or hotshot whatever? Okay, great. Love the new content. Love it, genuinely love it. But in dumping it all on the player before there's any chance to hit back you are destroying the actual game. And the multilaser on the sentinel? Are you drunk? I've had that thing fail to kill basic guardsmen from four squares away, firing both volleys. It's as dangerous as a 1970's disco light.

They don't need to be tough. They are scouts that can look through smoke. They are a great tactical asset allowing spotter/sniper tactics. Also they are great heavy weapon platforms. I am not a fan of the Heavy Flamer but the rest is really good.

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"Try the Scion strategy, you get hotshot lasweapons with infinite ammo!" That sounds amazing, I'll do that! Oh wait though, it means I also get no HMVs whatsoever, no heavy bolters, nothing. And those hotshot lasweapons are STILL nothing like good enough to beat the enemies you meet right from the start. I remember one time I open a door into an enemy ship. First or second month, really early on. Chaos Space Marine there. Facing away from me. I walk RIGHT UP BEHIND HIM and unload a volley of shot into his back from the most powerful Scion gun, the hotshot volley gun. Four hits. Then he turns around, no fucks given, and kills the Scion. Great stuff.

You get Taurox with Autocannons which are much better than the Chimeras' Multilasers. Also you get great soldiers with pretty good stats and equipment. The problem that the elite strategy faces is that they have hard time to recouperate losses which is by design. The elite strategy is not an easy mode.


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"well, they're IG, they're expendable" - not if the entire team panics at the drop of a hat they're not. They don't seem to think each other are expendable. Lose maybe three in a turn? The whole squad just crumbles.

Oh, and Scions cost, when you factor all the expenses in the manufacturing in, almost twice as much as actual Space Marines.

If you lose units every turn you need to improve your game.

Scions have the same cost as in the base mod. Also it doesn't make sense to compare costs for different factions. Besides you can use Krieg Guardsman to foster your ranks. They are not cheap either but they can help.


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Here's my question. Does anyone involved in the construction of this mod actually care about how this plays as a game?

Obviously yes, because IGMA exists so it is more fun for me to play. Same for ROSIGMA.

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This mod is not accurate to how Imperial Guard are in 40k. It is not. NOT ACCURATE. NOT REMOTELY.

Riddle me this. How would you transfer Imperial Guard to OpenXcom? 50 units a mission? Playing with the Gorgon which can fill 50 units is not fun. And even then the Lasgun would have to become even more useless.
The Chimera transports up to 24 units and is also my favourite craft.

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I've played imperial guard and I've played against imperial guard. Lasguns are not totally useless. Massed lasgun fire can really do damage, even against armoured infantry. But in this mod laguns are genuinely, frighteningly USELESS. You might as well throw bad language at the opponent. Are these trained soldiers? The basic soldiers on XCOM actually can kill sectoids and floaters with the basic guns. It's not easy, but it's doable. But this? They feel like inmates from a remedial care home doing 40k cosplay.

Tabletop doesn't apply as you can't translate it 1:1.
Lasguns are not useless. They destroy armor so that follow up shots will pass through armor. The Lasguns in this mod will need less shots than the Lasguns in the fluff.


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Tone the beginning down. Make sure that there are things that actually can counter the enemies you're bringing in. Stop trying to show off all your fancy new stuff. Leave it till the mid tier, the end tier. Hell, make four or five new tiers and turn the whole game into a massive epic. Whatever. But swamping the player straight off the bat is absurd, and kills this mod as a player experience.

Compared to the base mod the beginning is already toned down.

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The original 40k mod had balance. That was probably the most impressive thing about it - not that it was a 40k reskin of xcom, now because it had all the cool units, but because someone had taken real care to make it work as an actual player experience.

Did you play Imperial Guard in the base mod? No?


---

Not much to say about your second post.

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Okay - I see what you're saying, but here's my counter.

Think of it like actual 40k. If you got a well put together SM army, vs a well put together IG army, would the SM simply waltz across the guard like they're not even there? No. Not at all. IG are a really serious force, really serious.

A well put force in the mod will also tear a SM group apart. Also it's hard to transfer the Table Top to OpenXcom

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Again, sorry to mention it, but I fired up the game to see again last night. 13,500 spacebucks for a heavy bolter, Godwyn pattern. 300,000 for the same bolter on a small wheeled platform. Uh..... what? What are you trying to do here? Who made that decision and why?

Mounted Heavy Bolter can fire 3 auto salvos per turn and gets a crazy accuracy bonus.
The mobile Heavy Bolters need support of a fellow Guardsman but can be used by soldier. Both have their purpose.

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Make a massive dropship. Something enormous. 26 person space, 4-6 HWP space. Basically AVENGER sized, and that's the IG basic ship. No kidding. There's all sorts of stuff in the lore that could be repurposed for this. Space Marines have tiny little dropships with tiny squads. IG send regiments.

The Chimera has 24 unit space already which is ample space. You will have more troops on the board than the enemy in almost every scenario.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 02, 2021, 12:19:31 am
so the little short and Fat Ogryn and the Garden Gnome are "Squads" OK I have no clue what it should be the 40K wiki has no entries for "Garden gnomes"

so my playing ROSIGMA with the arbiters...first mission: a church...with Servitors, Panzer Garden gnomes, Hereteks, Ogryns, Sistas with Rocket launchers had to restart 3x because some starting locations where unplayable...but I had 1x Lascannon Sentinel, and a mastiff + Judge with Lawbringer and some penitents with Rocket launchers...can be done....second mission a ship with 12x !!!! Tzen Marines in January :) I already got 1x Meltagun so the Sentinel + light chimera turrets, Rocket launchers + the mastiff!!! (I killed fuken chaos marines with the dogge) and the third mission: Munitorum sabotage was even more difficult but I somehow survived....

so there are no Ratlings and Catachans yet in the game...

I think playing ROSIGMA with IG is much much more easy then the Arbiters...Long las + Hotshot ammo and the Turrets will clean house again most enemies...the Heavy bolters (both handheld and HWP) + Kriegers + Commisars and later the advanced guardsmen are more them enough...plus one can develop and use the Airstrike...but the best weapon is the Missile launcher with Krak missiles...I had too many Base defence missions, and yes I had good experienced soldiers only in two...but I got attacked also in places where I had shite guardsmen..how did I manage...every Guardsmen had a rocket launcher + a Lascannon Sentinel + a Heavy bolter HWP...and I wiped the floor even with Terminators

and what I dont like in the whole 40k mod + Rosigma: the handheld lascannon is shite, and so is the mounted one...the Sentinel is working like a dream...but all other versions are "crap"

and what could be taken over to the IG from the Arbiters...well the sisters have a special Shotgun, so maybe ad a IG special Shotgun (Krieger Lucius Shotgun that can use also special ammo) or is the Ripper the IG special shotgun? (never equipped a human with one...will try) and also a SM shotgun? Deathwatch special space hulk cleaning shottie?  also a silly idea...a Mastiff that the Commissar will use to deal with Deserters?
Title: Re: [ADDON] ROSIGMA
Post by: Thatguysenpai on October 02, 2021, 06:41:36 am
I don't usually do this, but I logged on just to say that I think that guy is talking out of his ass. I haven't played the latest patch, but I played the earlier ones and IGMA and ROSE and I loved every bit of them, and I mostly play IG as they're my favorite faction. The early game can be a bit rough and they definitely focus on the heavy weapons, but as long as you play careful it's not so bad. Half of the excitement of IG is the fact that some random ork slugga can just one-shot your veteran general if you're not careful, so you have to be very precise with your positioning.

Now as the other guy said, Arbiters are fucking hell to play lol. But they're not the focus of this mod I don't think, at least at the moment, so that makes sense.

Just want to say thanks to the devs for all their hard work, whenever I return to xcom I'm definitely going to give the latest patch a shot! Love the scion strategy too, my favorite part of IG is trying to train up veterans. You really get attached to those guys.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 02, 2021, 02:25:49 pm
I'd say 1.04 is a bit harder than 1.03 on account of more "tough" enemies for traitor guard (Ogryns/Squats power combo) + the first version of the heavy bolter changes for guard.
1.05 will be more tuned for the first 3 months.

Light handheld lascannons (and all lascannons) have been getting some "unification" of their stats to make sense. On the lighter end they do get pretty close to some hellguns in terms of output/power.

As for special shotguns for IG, there's the shotlas as a candidate, and a few more combat shotgun options (one-hand, double-shot, autoshotguns). If you've seen the Darktide trailer there's also that Ogryn M79 grenade-launcher looking weapon that can shoot buckshot too.
Could probably do more with ammo types for IG shotguns to give them more flexibility.


For 1.05 progress, Beastguard and Guard Squats are now "done" for testing and integration, working on their recruitment options and cost vs human guardsmen.
Tzeentch cult is functional, but do not yet have all their fancy abilities or much inte way of cool tzeentchified looking weapons (something for 1.06).

Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 02, 2021, 07:56:50 pm
yes adding a one hand Shotgun, or have the IG or Arbiters also get the hand flamer would be good...because I really had an issue what to give to my Shield wielding Ogryn...I had to train him to accuracy 50 (I think the max for Ogryns) and then he was using a boltpistol and for tough fights I given him the Inferno gun...but yes more one hand options are welcomed...as beside the bolter, Inferno gun we have only the Laspistol, Autopistol or the Stubber gun (giving a plasma gun to a Ogryn is a no go as it is too complicated LOL) and same for the Shield wielding arbiter...I think if in the Future there is a Shield for Astartes...well we all know that there is a power sword to be used.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 04, 2021, 12:45:02 am
...

Arbites unfortunately got little love so far and I am not sure what exactly to do with them. My initial goal was to attempt to give them their own campaign with mainly soft targets so also other weapons such as Autoguns get more screen time. But props for playing them and getting far.

Is there something in particular about the Handheld and Mounted Lascannon you don't like? Accuracy, damage, lack of mobility? I was contemplating to give them a 50-150% or even 50-200% damage range so they do a minimal amount of damage. But maybe you got an entirely different issue and maybe even an idea how to fix them. Also thanks for the ideas. Shotguns haven't been too much on our agenda either.

...

Thanks for the very kind words. Glad that you enjoy the Scion/Elite strategy. As Leflair said, there are a few things on the horizon. Maybe there will be more different playstyles for IG in the near future.

...

A quick win could be to turn the Mastercrafted Shotgun to an one-handed version. The Hand Flamer is also a good idea. I hardly use the Slab Bullgryn myself as well, as I got a hard time to give them with a Chain Sword. And ranged options are rather hard to use as you say. Another idea might be to allow them to use two handed weapons (green 2) as if they were one handed similar to the Terminators.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 04, 2021, 11:42:02 pm
well for starters the Sentinel sees across the whole field and can do nice long range hits, and has unlimited ammo.

when I played IG and I did buy the Lascannon HWP the only option I got was a single round ammo and I could carry like 5x ammo with me, somehow the backpack ammo box was not available

the price is almost identical to the Sentinel but lacks the mobility, etc.

but the Heavy bolter HWP was my MVP (Maybe because the Heavy bolter sentinel is not available to the IG)

Later when I got the Autocannon the Autocannon HWP is similarly good as the Heavy bolter, and the Advanced Sentinel is the best sentinel in the game.
the handheld lascannon, well the IG and also the SM have the heavy bolter much more effective, and I had situation when enemies needed like 3x hits with the handheld lascannon...same enemy was slain with one heavy bolter AP shot

Well I use the Shield armor...you get it for "free" after each riot mission, maybe just allow the Shield ogryn to use the Ripper without penalty as a single hand weapon and add the hand flamer to make more options, and yes after lot of Drills my shield ogryn with the Inferno gun was a beast (when he had a ac of 55, also with Ultra Bolterpistol + AP ammo he could take down a whole squad of Chaos marines...but that could be also done with the Ripper)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 10, 2021, 10:21:44 pm
Your prayers have been answered, 1.05 is here:
(https://i.imgur.com/CXOy0pL.png)

See the https://openxcom.mod.io/rosigma for the latest version and page 1 of this thread of the patch notes (they big).
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 12, 2021, 07:41:35 pm
a question between the split of the IG strategies,

so the Guardsmen get the Abhumans, the Advanced sentinels and some heavy weapons (exclusively for them)
and the Scion get the Scion and Veteran guardsmen with the Hellgun, Volley gun, etc and what else?

the Ogryn, Priest, Vindicare, Drop troops remain available for both or how is the split?

and regarding the changes in the Krieg weapons and the new Krieg weapons, now it is more legit,
this now makes the Master crafted Lasgun valuable (as they can use hot shot ammo) and its more accurate that the Lucius lasguns are without Auto fire.
Is there a calculation how much stronger is the 4x ammo shot and the 10x ammo shot?

Also will the new heavy lasgun and Lucius Heavy stubber  beavailable only for the IG? I think they should be available
at the trading post...would help the Arbiters a lot (also if they could buy there some Soronitas stuff like the hand flamer, etc because during my current game play I rely a lot on the Soronitas Melta and Lascannon as the Arbiters lack even a a heavy bolter, Lascannon)

and final question, is there a overview which weapons have a bipod and only the IG can get them? (I think I given the lascannon and the Heavy stubber a bad name as I did try only the versions without a Bipod)

Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 12, 2021, 08:19:41 pm
a question between the split of the IG strategies,

so the Guardsmen get the Abhumans, the Advanced sentinels and some heavy weapons (exclusively for them)
and the Scion get the Scion and Veteran guardsmen with the Hellgun, Volley gun, etc and what else?

the Ogryn, Priest, Vindicare, Drop troops remain available for both or how is the split?

and regarding the changes in the Krieg weapons and the new Krieg weapons, now it is more legit,
this now makes the Master crafted Lasgun valuable (as they can use hot shot ammo) and its more accurate that the Lucius lasguns are without Auto fire.
Is there a calculation how much stronger is the 4x ammo shot and the 10x ammo shot?

Also will the new heavy lasgun and Lucius Heavy stubber  beavailable only for the IG? I think they should be available
at the trading post...would help the Arbiters a lot (also if they could buy there some Soronitas stuff like the hand flamer, etc because during my current game play I rely a lot on the Soronitas Melta and Lascannon as the Arbiters lack even a a heavy bolter, Lascannon)

and final question, is there a overview which weapons have a bipod and only the IG can get them? (I think I given the lascannon and the Heavy stubber a bad name as I did try only the versions without a Bipod)

I'll leave the Strategy questions for Buscher, I know he got some plans for the standard Guard strategy so my info might not be entirely up to date there.

The heavy Lasgun gets a general 10% bonus for its higher ammo-power consumption.
In addition, each shot type gets these:
      Snap: 10% (2 ammo consumption. so 15 shots per cell)
      "Auto": 15%  (5 ammo per shot, so you only get 6 shots per cell)
      "Aimed": 20% (10 ammo spent per shot, so you only get 3 shots per cell doing this one)

The lighter Lucius pattern rifle consumes 4 ammo per shot with its powershot option and gets a 20% bonus.


You can see if a weapon has a bipod (and if its a "heavy weapon: 1"(yes) by checking out the debug info button in the... codex I'd say.
Bipods are generally a IG thing, as Marines and Sisters have power armor designed to handle heavy weapons.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 12, 2021, 09:19:19 pm
thanks for the swift reply,

yes I agree Astartes and Sororitas don't need a Bipod but for the Arbiters it would be fair, to have

so I found the Heavy stubber, Krieg heavy stubber, IG Heavy bolter and IG heavy Lascannon...did I miss any? (Grenade launcher?)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 13, 2021, 01:03:18 am
Most big sniper guns (stub snuper excepted) and rocket launchers.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 15, 2021, 06:40:24 pm
a question between the split of the IG strategies,

so the Guardsmen get the Abhumans, the Advanced sentinels and some heavy weapons (exclusively for them)
and the Scion get the Scion and Veteran guardsmen with the Hellgun, Volley gun, etc and what else?

the Ogryn, Priest, Vindicare, Drop troops remain available for both or how is the split?


The strategies are currently very WIP. I am open to any feedback what should be available to what strategy. The strategies don't have to be equal in perceived difficulty. Also the Guardsman Strategy is currently the "catch-all" and might be slimmed a bit in the future. In general it's currently like that:

- Guardsman: Mainly as before. Officers moved forward, Carapace in mid-tier, Scions replaced with Veterans (which depend on a 15 missions/15 kills commendation); Not happy about the Squats but as I said it's pretty much the catch-all so far
- Scion/Elite: Elysian Drop, Tanith, Scion related tech moved into low tier, normal Guardsman strategy elements moved to mid-tier (Guardsmen, Heavy Weapons, Sentinels). Chimera and non Tauros Drop Transport don't become available, no Abhumans (including Ogryns)
- Abhuman: All Abhumans (Beastmen, Squats, Ogryns), early Psykers (Biomancer tends wounds); heavy weapons available in mid-tier. No transport > 16 similar to Scion

Priests are available to all. I think Vindicare will probably not be available to Abhumans.

Quote
and regarding the changes in the Krieg weapons and the new Krieg weapons, now it is more legit,
this now makes the Master crafted Lasgun valuable (as they can use hot shot ammo) and its more accurate that the Lucius lasguns are without Auto fire.
Is there a calculation how much stronger is the 4x ammo shot and the 10x ammo shot?
In the stats for nerds there is a information near the bottom ("Power Bonus for Auto"). The 20 value is an absolute number not relative. That means the power shot has a power of 70 instead of 50.

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Also will the new heavy lasgun and Lucius Heavy stubber  beavailable only for the IG? I think they should be available
at the trading post...would help the Arbiters a lot (also if they could buy there some Soronitas stuff like the hand flamer, etc because during my current game play I rely a lot on the Soronitas Melta and Lascannon as the Arbiters lack even a a heavy bolter, Lascannon)

Arbites get little love. I suppose we can add a few research unlocks to them.

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and final question, is there a overview which weapons have a bipod and only the IG can get them? (I think I given the lascannon and the Heavy stubber a bad name as I did try only the versions without a Bipod)
All bipod weapons are only available to IG right now. You can go through the items Stats for Nerds, I have added an information if a bipod exists "Bipod Yes"
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 17, 2021, 10:52:01 pm
Patch notes for 1.05A - Blue Horror Dance Party edition.

(https://i.imgur.com/fME2llh.png)

Fixes for:
    - Crash relating to captured Tzeentch Zealot.
    - Crash relating to the Traitor Squat Heavy in certain racelists.
    - Crash relating to one STR_KHORNE_DEMIBLOODLERIN entry.
    - Crash relating to one STR_SECTOID_DARKDISCIPLE entry.
    - Wrong handOB on Lucius Heavy stubber
    - The Ork Heavy Sniper Rifle handOB will no longer match the suspiciously similar looking wyrdstikk.
    - Autoshot count lowered to 3 from 10 and ammo capacity increased from 7 to 10on the Lucius Heavy stubber.
    - Gender swapped Voice lines Guard Squat
    - Fix for Blank Chaos/Traitor Squat Inventory Image
    - Removed Dreadnought Research from Primaris (who can't use it anyway)
    - Craft Equipment cost Imperial Tokens now
    - Fixed damageAlter for Incendiary Ammo that would otherwise do Massive Damage against armored targets.
    - Fix Dependency References for Plasma Pistol/Gun
    - The Heavy Weapons Script no longer punishes accuracy from TU used on crouching.
    - Spirit of Martyr saves at 5 HP instead of 1 HP for Adeptas, accounts for some fatal wounds. The revived unit may still die from excessive fatal wounds (think: Half of their body melted away by Nurgle Blight or Tyranid Acid).
    - Fix more Codex Entries for Arbites
    - Fixed RequiresBuy for Arbites
    - Make Vindicare availabe after Strategy Refactor
    - The Lesser Tzeentch Daemon "Gleaming One" now has a corpse and ufopedia article.
    - The Abhuman Light Chimera now has a Codex Article.
    - Zombification for MKX Tech Marine
    - Fix Veteran Commendation
    - Added battleType: 11 to 2x2 Ork Corpses
    - Hospitaller research now properly restricted to midtier rather than appearing at game start as Adeptas.

Changed:
    - Halved Adamantium costs for Primaris Armor, added some Imperial Token Cost to (Light) Gravis. Primaris will no longer be quite so strapped for cash or adamantium.
    - Armed Repulsor Speed doubled
    - Doubled Repair Rate for Primaris Crafts
    - Added three starting Pilots by default for IG, apples to all Strategies.
    - Biomancers are available after selecting Abhumans Strategy
    - Pilots are less brave on the Field
    - Moved Plasma Pistol/Gun Low-Tier, Mastercraft Mid-Tier
    - 10 % More Initial Funding. 600k, to take account for the lower corpse income.
    - Terror mission odds lowered from 100% to 80%.
    - Slightly better NPCs in Terror Missions, the Guard is bringing out the big guns and fighting back!
    - QoL: Show FA, Rea, MA and PSI in Equipment Screen
    - Added Chimera Props to Urban Turret Mission. They do shoot back at the Chaos forces!
    - Light Bolters Low and Mid-tier techs introduced for Guard research (see below for the Solo bolters).
    - Lightning got an extra 10 % evade Chance
    - Added Battle Cannon to Armor Column

Arbites:
    - Changed Penal/Flak for Arbites to match higher Guard values
    - Changed Arbites Vulture; Made Thunderbolt available at start. Put Thunderbolts in Arbites starting Base
    - Added Heavy Weapons Toolkit to Arbites
    - Made some IG Heavy Weapons available to Arbites, disposable rocket launcher, heavy bolter etc.

New things:
    - Solo Pattern Light Boltgun for Guard. A Non-Scoped and Scoped (DMR) variant. They use short 10 round magazines with midtier Kraken rounds available in the same format. The Scoped Solo is available at Midtier. The Solo Pattern only has access to single shots, but has reduced recoil (20) and good accuracy.
    - Blue Horrors added to Tzeentch lists. Summoning spells etc. Blue Horrors have access to several spells, but also melee. Several attacks may cause mutation, so stay away. They are protected by the Yellow Fire (blue shields for now) of Tzeentch, so use Flamers (ignores shields) to take them down quickly, or sniper them from a safe distance. On death they spawn two Brimstone Horrors that causes the corpse to detonate (haven't made Brimstone Horrors be their own unit yet).
    - Fewer Gleaming Ones in Tzeentch lists, these lesser daemons are instead replaced by Blue Horrors.
    - Tzeentch Magic. Indigo Fire (Fires that causes target to mutate into a Blue Horror or Panic), Blue Fire (homing magic missile with mutation chance), Red Fire (AoE attack spell) and Green Fire (mind control attack, requires LOS).
    - Tzeentch Spellcasters now have access to these, including the cults of Tzeentch. These spells have replaced the placeholder Fireballs.
    - High Ranking Tzeentch Sorcerers are now protected by shields/Yellow Fire of Tzeentch.
    - Medium tier and up Spellcasters of Tzeentch can now levitate.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 18, 2021, 08:19:02 pm
Dear Leflair,

great news, the Arbiters getting for example the Lucius Heavy Stubber or the IG Heavy bolter is a game changer playing that fraction (don't gonna lie, I added 2x IG heavy bolters, 2x Longlasses , 1x Lucius Heavy bolters and 2x Hand flamers and 2x Inferno pistols to my squad playing ROSIGMA with the arbiters - recently as with the weapons available it was HARD).

What should be also analyzed is the cost of Arbiter armor, example: Arbiter signal armor (1x Airstrike) cost 200 Adamantine while being weaker then a veteran Carapace armor, and same for the Arbitor armor (has a energy shield) which is same level as the Commisar Carapace (also with energy shield but one can buy it cheap)....maybe add the possibility to pay for these armors with Tokens (all Arbiters armors are weak but supper costly on material...so maybe if one can by by tokens then it is more OK)....as I am with the Arbiters in year one and have barely 200 adamantine pieces...get mostly ORK and Space hulk missions
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 19, 2021, 06:36:53 pm
Hey, you can thank Buscher for giving the Arbites some guard toys (even if I put together the Lucius Heavy stubber)!

We'll take a look at Arbites economy, its probably not very suited to the types of mission rewards they get as you note.

For something different, here's two alternative campaign mission lists for 1.05(A), replace the file of the same name in the ruleset folder of the ROSIGMA mod folder:
Easy/Chill Mode (https://drive.google.com/file/d/1H2vLv9vcrgeRxxcA8SMPtStIUC0rpMlV/view?usp=sharing) - Suitable For Arbites, Guard and Sisters or anyone who wants to ease into ROSIGMA. Its not massively different, but the enemy ramp up happens more gradually, with a easier start, and the big bad CSM come in force only at month 7-10.
Hard/Challenge Mode (https://drive.google.com/file/d/1PzDeC_GM5w_v7UgJ89Ambi_yBoBS5k2O/view?usp=sharing) - Suitable For Marines and Primaris playthrough, experienced players etc. Introduces tougher lists sooner, removes or reduces easier lists.

It´s hard to balance for such different factions as Arbites and Primaris, so here´s a compromise with different ramps in difficulty. At month 9+ they´ll be pretty similar but the road up until then will be different.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 23, 2021, 04:48:27 pm
question for weapons with "Recoil" what is the key factor for hit percentage? accuracy and strength? or?

as I have two guys almost identical stats one can shoot the Heavy bolter from the hip the other has 0 percent hit change...

and I use light bolt pistols with the guys using the shields...get like 95 percent for snap shots for a decent distance (accuracy above 90, strength like 50), given the same guy a Tigrus boltpistol...same distance he gets 70 percent for a aimed shot and snap shot is like 10...

When I played as SM I could shoot across the whole map with the Tigrus bolt pistol or the Spectre one...when I play as IG or now the Arbiters, my commissars, Judges who have high accuracy and also strength cannot do that...is this a limitation that only Astartes can use bolters without penalty?
(and the same with Stalker bolters...I got them from the Loyalist Marines and my Judges can do Aim shot for a decent distance...but nowhere the distance when I played as SM)  also the setting for the Arbiters/IG works fine
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 24, 2021, 11:22:15 pm
1.05B - Patch Notes (20211024)

Fixes:
    Added missing language for STR_ALPHA_SOLDIER_CORVUS: "Alpha Legionnaire", which was missing after a rename.
    Added missing language for STR_NIGHTLORDS: "Night Lords".
    Wrong floorob for the Lucious Heavy Stubber.
    Wrong palette for 1 Sister Superior Inventory image.
    Missing Vapour Trails with OXCE 7.1+
    Index Fix Adeptas Heavy Bolter hitAnimation.
    Fix BigObs with a height greater than 3 to be shown properly.
    The Bride of Tzeentch (Tzeentch Sister Chaos Champion) is now only researchable once.

Changes:

Quality of Life:
    Introduced Craft Scan Data Slate to simplify the requirements for the final Marine/Adeptas craft. Each Data Slate getOneFree for enemy craft research.
    Endless retaliation missions will now no longer happen if the Flying Fortress is shot down by base defense facilities.
    Less patrol spam: Reduction of Number of Patrolling craft from enemy bases.
    Medic kits can now douse friendly units that have been lit on fire.
    Commanders unlock COMMANDER_PLUS instead of Cydonia or Bust for a correct research progression.
    Arbites Airstrike works the same as the IG one

Economy:
    Forge produces twice the Adamantium for the same Cost.
    Halved Resource Costs for IG Manufacture (Sentinels etc), upped cash cost instead.
    Halved Adamantium Costs for Marine Crafts (Especially Primaris).
    Arbites Signal Armor costs Imperial Tokens instead of Adamantium.
    Adeptas Crafts cost less fuel and refuel faster (similar to Marines)

Units:
    Frateris Militia now only cause 50% morale loss in other Adeptas units when they perish as martyrs (i.e, gets killed). This mob dying by the droves doesn´t faze the Ecclessiarchy forces much, perhaps its even seen as inspirational? Gameplay wise its to make these guys more useful as cannon fodder, so its not much of a malus to bring them to a fight.
    Nerfed Blue Horrors Reaction score.

Equipment:
    Adeptas Light Bolters and other guns dropOff lowered (buffed) to match other factions balancing. Should provide some better engagement ranges for Adeptas.
    Moved Hellhammer Power back to 200 (Icarus gets 250 as a result)

New:
Necrons:
    Necrons are now more tenacious (Reanimation Protocol)

Tzeentch Arsenal Expanded Phase 1:
(https://i.imgur.com/ZDlBKfu.png)

TZ Laspistol Nihilis Pattern
TZ Lasgun Nihilis Pattern
TZ Inferno Boltpistol (Scoped)
TZ Light Inferno Boltgun
TZ Light Inferno Boltgun Scoped
TZ Plasma Pistol

New Ammo:
TZ Light Inferno Bolter Ammo for Boltpistols and Light Bolters
TZ Rubric Ammo buffed slightly.

New TZ Weapons have replaced placeholders used by tzeentch cults and other units.

For Phase 2 (not in yet):
TZ Longlas Nihilis Pattern
TZ Twin Core Plasma Rifle
TZ Melee weapons.

Title: Re: [ADDON] ROSIGMA
Post by: Casual on October 25, 2021, 03:10:02 pm
Hello.

Thanks for the add-on really liking it so far.
I really like what you've done with the "fridge" management and bolter range.

I started a Primaris run in 1.05A and it doesn't seem like their bravery is any better than in the base mod. I still get bravery 20 marines.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 25, 2021, 07:42:42 pm
It's one of the few areas where the Trueborn got the leg up on the Primaris.
Title: Re: [ADDON] ROSIGMA
Post by: Casual on October 26, 2021, 12:04:14 pm
Do you mean first borns or is a Battletech submod in the works ?  8)

Ok so it's a balance thing gotacha.

I know they're not the main focus of the add-on so its nice you're giving the astartes some attention.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 26, 2021, 11:09:58 pm
checked out the changes you made,

I think the cost of material is now more fair (example a quad lascannon or autocannon 50 instead of 100 adamantium or Advanced sentinels 40 adamantium etc)

with the Arbiters it did cut down the price of the Heavy Armor and the Heavy armor + Shield
(20 and 30 per set is still a lot when compared to the IG Storm trooper armors, but its fair..I think in vanilla it was the double)

personally I think what should be considered to be changed, the price of 100 adamantium for the Arbitor armor and 200 (!) for the Marshal armor is too much (same price as a Centurion Warsuit)...apply here the same pricing as for the Soronitas or SM to pay for them with imperial tokens (Honor guard armor: 300 Tokens + 1 Adamantium...)

Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 28, 2021, 06:34:46 pm
Sounds reasonable, putting it on the 'to do list.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 31, 2021, 12:45:50 am
'So my playing ROSIGMA as the Arbiters,

after a bumpy start it is now OK but the final flaw is not a difficulty but a logic flaw

the action "Promote to Arbitrator" is DEAD....I cannot promote any Arbiter to the Judge lvl

I can indoctrinate  IG to arbiters....what is nice but almost dead when playing the Arbiters

also what is missing here is the promotion of Penal Legion members....to IG ???? or Arbiters????


if these changes where to be added to the next batch then the Arbiters....are semi playable (give them the heavy bolter, hand flamer  and then they are money)
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on October 31, 2021, 01:36:35 pm
Will check what´s causing the promote to break.

Penal Legion logic is probably fixed to IG right now for promotion, so if they're to promote into arbites that will need some changing (then again, promoting from penal legion to IG makes some sense, while I'm not sure the same can be said for Penal Legion -> Arbites).

We're also looking into making the Arbites specific missions scale better with months passing, and have some more suitable enemy lists. Currently it's just one small list randomly picked from from game start, but that can be changed into month 1/3/6+ etc.

Buscher is working on some other Arbites goodies and fixes.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on October 31, 2021, 02:47:58 pm
Legionnaire to Guard, Guard to Arbiter and then Arbiter to Judge

yes a Legionnaire to Arbiter would be a too big of a jump.
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on October 31, 2021, 10:26:23 pm
'So my playing ROSIGMA as the Arbiters,

after a bumpy start it is now OK but the final flaw is not a difficulty but a logic flaw

the action "Promote to Arbitrator" is DEAD....I cannot promote any Arbiter to the Judge lvl

I can indoctrinate  IG to arbiters....what is nice but almost dead when playing the Arbiters

also what is missing here is the promotion of Penal Legion members....to IG ???? or Arbiters????


if these changes where to be added to the next batch then the Arbiters....are semi playable (give them the heavy bolter, hand flamer  and then they are money)

I still think the Arbites needs a campaign that has a complete different focus than an army theater but that's probably just me.

Promote to Arbitrator isn't dead. It just has nearly unreachable requirements.
Code: [Select]
soldierTransformation:
  - name: STR_PROMOTE_TO_JUDGE
    allowedSoldierTypes:
      - STR_GUARDPD # Trooper
    requiredMinStats:
      bravery: 70
      strength: 30
      psiStrength: 50
      psiSkill: 10 # Impossible without Chapel
      melee: 50

Maybe I can add a commendation. Stun 10 enemies and you are eligible for promotion. We are currently going away of requiring stats for promotions in general.
Pardoning Penitents can also be an Arbites thing.

Quote
question for weapons with "Recoil" what is the key factor for hit percentage? accuracy and strength? or?

as I have two guys almost identical stats one can shoot the Heavy bolter from the hip the other has 0 percent hit change...

and I use light bolt pistols with the guys using the shields...get like 95 percent for snap shots for a decent distance (accuracy above 90, strength like 50), given the same guy a Tigrus boltpistol...same distance he gets 70 percent for a aimed shot and snap shot is like 10...

When I played as SM I could shoot across the whole map with the Tigrus bolt pistol or the Spectre one...when I play as IG or now the Arbiters, my commissars, Judges who have high accuracy and also strength cannot do that...is this a limitation that only Astartes can use bolters without penalty?
(and the same with Stalker bolters...I got them from the Loyalist Marines and my Judges can do Aim shot for a decent distance...but nowhere the distance when I played as SM)  also the setting for the Arbiters/IG works fine

Recoil is a direct check against your soldier's strength. There is an assistance article in the in-game Codex describing it. In short if you do not have at least the same strength as the recoil value, your accuracy will be reduced.
That 0 percent hit change (for bipod weapons) is probably because of the Heavy Weapons Teams script that Juciy implemented for us. I can't remember if the Codex articles are available to Arbites, so start an IG game and checkout its assistance page.

Your Tigrus and Stalker should shoot fine if the soldier has 40+ strength.
Title: Re: [ADDON] ROSIGMA
Post by: Thatguysenpai on November 02, 2021, 02:42:37 am
I'm giving the new abhuman IG a try, and I was wondering how exactly the biomancer works? I've never really messed around with the psykers, so this is a first for me. I assumed the "Mend wounds" ability would heal, but instead it seems to do damage to units I use it on. Does it only cure fatal wounds?
Title: Re: [ADDON] ROSIGMA
Post by: Buscher on November 02, 2021, 09:40:09 am
I'm giving the new abhuman IG a try, and I was wondering how exactly the biomancer works? I've never really messed around with the psykers, so this is a first for me. I assumed the "Mend wounds" ability would heal, but instead it seems to do damage to units I use it on. Does it only cure fatal wounds?

There was a healing touch previously but I don't believe in healing HP in battlescape. HP healing shouldn't reduce the wound recovery time which should be a strategic concern. The benefit of the mend wounds spell is that it's ranged but it's also very dangerous as it uses the power of the Warp. All fatal wounds will be closed but depending on range and Bravery of the Psyker there is a chance to do harm. There is a Codex article about it in the Spell section. This spell is combined with the Abhumans as they have the HP pool to survive that. I think Servitors are also available but they don't bring any combat prowess to the field.

That's the internal calculation
difficulty = 100 * currentBravery / maxBravery * reducedPower / listedPower # maxBravery = 110; reducedPower = listedPower - 10 * distance # higher 'difficulty' is better
healthDamage = (randomNumber - difficulty) / 10 * (fatalwounds + 1) # randomNumber between 1 and 100

In short a max Bravery Psyker at range 1 has a 100 % chance of not damaging the to be treated unit. The less brave a Psyker is and the higher the distance, the more damage per wound can be inflicted.
Title: Re: [ADDON] ROSIGMA
Post by: Simi822 on November 02, 2021, 07:35:48 pm
Here are my Arbiters saves if it helps to determine the balance for them...

I did only minor changes: add 2x Long las + Hot shots ammo, 2x Hand Flamers, 2x Inferno guns and 2x IG Heavy bolters

in the end with the "Loyalist" Marines I got a plenty of Stalker Bolters and also Astartes Heavy bolters....so I never used Hand flamers or Inferno guns (I used normal Melta or Harmonic melta)

Long Las is nice BUT the sniper rifle is 10x better....

so practically the only weapon the arbiters are lacking is the heavy bolter....

and based on the saves...a WAAGh with 3x Orckboses + 10x killa kangs or a Raptor base or a gathering with 16x Decoys....is doable

the only thing is the Arbiters Armors "suck" ( I did pimp them up and reduced the price) and the promotions are not working...so when these are fixed then they are the brady bunch....


and regarding the whole Mod direction....we have Filth combi weapons, and some Soronitas (dont know how it works for them) BUT I would add more combi weapons to the game...BUT same category as the Tigrus/Stalker etc. to be found...and maybe only as found...add quest like artifact heist...Orcks want to loot this place :)

Title: Re: [ADDON] ROSIGMA
Post by: Buscher on November 05, 2021, 08:27:44 pm
Thanks for the save files. Your loadouts seem interesting, so definitely worth a look.

For 1.06 I am doing a few things to make the Arbites more playable. Maybe there's also a way to make them more different to IG. Also we might have a look at the Combi weapons. Firaa has made nice assets for his mod 'Melee Pack' that could be integrated.
Title: Re: [ADDON] ROSIGMA
Post by: Leflair on December 01, 2021, 09:28:06 pm
Gu-Doc dropped by with an updated russian translation for 1.05b, you can grab it from the mod.io page:
https://binary.modcdn.io/mods/021f/896102/rosigma105brussian.zip

1.06 is well in the works, with over 20 new (UFO) craft (with new tilesets too), Pink horrors, Black Legion, Tzeentch Traitor Guard units, expanded zombie mechanics (and new zombie units for Rosigma units and some base 40k ones that were missing them).
+ A brand [new faction] with their own ships, bases, gear etc. I've made around 50-55 Inventory images for the new faction and Bulletdesigner has provided a new 4-tile unit for them. It will not be entirely complete in 1.06, but expanded further as well.

Espartano is also cooking up something fantastic.

Hoping to get it out one of these weekends, before christmas rolls around.